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After having a number of very strange event issues, I tracked down the issue. The hitCanvas on all of my layers were being drawn with a pixelratio of less than one, but my canvas was being drawn at full pixels. While it is true that I'm currently scaling the screen out a little, to maybe 0.75 of the eventual rendering size, the library gives behavior that is not desired. Essentially all items drawn within the canvas but outside of the slightly smaller hitCanvas are unable to be clicked. This can be seen on the latest stable chrome on OSX.
The issue lies in that the browser will scale down the area of the hitCanvas along with the layer in question. I think the pixelratio logic on webkit-based browsers should be a no-op.
The text was updated successfully, but these errors were encountered:
In both Chrome, Firefox, and Safari on OSX 10.8.5, KineticJS v5.1.0 sets the pixelRatio to 1 instead of 2, even though window.devicePixelRatio is 2. Manually setting the pixel ratio on the canvas sharpens up rendering
After having a number of very strange event issues, I tracked down the issue. The hitCanvas on all of my layers were being drawn with a pixelratio of less than one, but my canvas was being drawn at full pixels. While it is true that I'm currently scaling the screen out a little, to maybe 0.75 of the eventual rendering size, the library gives behavior that is not desired. Essentially all items drawn within the canvas but outside of the slightly smaller hitCanvas are unable to be clicked. This can be seen on the latest stable chrome on OSX.
The issue lies in that the browser will scale down the area of the hitCanvas along with the layer in question. I think the pixelratio logic on webkit-based browsers should be a no-op.
The text was updated successfully, but these errors were encountered: