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@ -31,7 +31,7 @@ export default {
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beatWidth: 10,
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beatWidth: 10,
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beatHeight: 30,
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beatHeight: 30,
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hoverScale: 1.5,
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hoverScale: 1.5,
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beatMargin: 3, // Odd number only, even = blurry
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beatMargin: 4,
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move: false,
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move: false,
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maxBeat: -1,
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maxBeat: -1,
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}
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}
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@ -122,29 +122,26 @@ export default {
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this.$root.heartbeatList[this.monitorId] = [];
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this.$root.heartbeatList[this.monitorId] = [];
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}
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}
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},
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},
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mounted() {
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mounted() {
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if (this.size === "small") {
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if (this.size === "small") {
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this.beatWidth = 5;
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this.beatHeight = 16;
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this.beatHeight = 16;
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this.beatMargin = 2;
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}
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// Handle strange render problem in different DPI.
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// Suddenly, have an idea how to handle it universally.
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if (window.devicePixelRatio === 1.25) {
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// If the pixel * ratio != Integer, then it causes render issue, round it to solve it!!
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this.beatWidth = 5.6;
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const actualWidth = this.beatWidth * window.devicePixelRatio;
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this.beatMargin = 2.4;
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const actualMargin = this.beatMargin * window.devicePixelRatio;
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} else if (window.devicePixelRatio === 1.75) {
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this.beatWidth = 5.7;
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this.beatMargin = 2.4;
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} else if (window.devicePixelRatio === 2.25) {
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this.beatWidth = 5.8;
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this.beatMargin = 2.4;
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} else {
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if (! Number.isInteger(actualWidth)) {
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// 100%, 150%, 200% ...
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this.beatWidth = Math.round(actualWidth) / window.devicePixelRatio;
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this.beatWidth = 6;
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console.log(this.beatWidth);
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this.beatMargin = 2;
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}
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}
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if (! Number.isInteger(actualMargin)) {
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this.beatMargin = Math.round(actualMargin) / window.devicePixelRatio;
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}
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}
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window.addEventListener("resize", this.resize);
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window.addEventListener("resize", this.resize);
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