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refactor: extract common components into UI package
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321
packages/ui/primitives/signature-pad/canvas.ts
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321
packages/ui/primitives/signature-pad/canvas.ts
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import { Point } from './point';
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export class Canvas {
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private readonly $canvas: HTMLCanvasElement;
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private readonly $offscreenCanvas: HTMLCanvasElement;
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private currentCanvasWidth = 0;
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private currentCanvasHeight = 0;
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private points: Point[] = [];
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private onChangeHandlers: Array<(_canvas: Canvas, _cleared: boolean) => void> = [];
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private isPressed = false;
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private lastVelocity = 0;
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private readonly VELOCITY_FILTER_WEIGHT = 0.5;
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private readonly DPI = 2;
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constructor(canvas: HTMLCanvasElement) {
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this.$canvas = canvas;
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this.$offscreenCanvas = document.createElement('canvas');
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const { width, height } = this.$canvas.getBoundingClientRect();
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this.currentCanvasWidth = width * this.DPI;
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this.currentCanvasHeight = height * this.DPI;
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this.$canvas.width = this.currentCanvasWidth;
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this.$canvas.height = this.currentCanvasHeight;
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Object.assign(this.$canvas.style, {
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touchAction: 'none',
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msTouchAction: 'none',
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userSelect: 'none',
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});
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window.addEventListener('resize', this.onResize.bind(this));
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this.$canvas.addEventListener('mousedown', this.onMouseDown.bind(this));
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this.$canvas.addEventListener('mousemove', this.onMouseMove.bind(this));
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this.$canvas.addEventListener('mouseup', this.onMouseUp.bind(this));
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this.$canvas.addEventListener('mouseenter', this.onMouseEnter.bind(this));
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this.$canvas.addEventListener('mouseleave', this.onMouseLeave.bind(this));
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this.$canvas.addEventListener('pointerdown', this.onMouseDown.bind(this));
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this.$canvas.addEventListener('pointermove', this.onMouseMove.bind(this));
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this.$canvas.addEventListener('pointerup', this.onMouseUp.bind(this));
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}
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/**
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* Calculates the minimum stroke width as a percentage of the current canvas suitable for a signature.
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*/
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private minStrokeWidth(): number {
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return Math.min(this.currentCanvasWidth, this.currentCanvasHeight) * 0.005;
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}
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/**
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* Calculates the maximum stroke width as a percentage of the current canvas suitable for a signature.
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*/
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private maxStrokeWidth(): number {
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return Math.min(this.currentCanvasWidth, this.currentCanvasHeight) * 0.035;
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}
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/**
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* Retrieves the HTML canvas element.
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*/
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public getCanvas(): HTMLCanvasElement {
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return this.$canvas;
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}
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/**
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* Retrieves the 2D rendering context of the canvas.
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* Throws an error if the context is not available.
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*/
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public getContext(): CanvasRenderingContext2D {
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const ctx = this.$canvas.getContext('2d');
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if (!ctx) {
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throw new Error('Canvas context is not available.');
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}
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ctx.imageSmoothingEnabled = true;
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ctx.imageSmoothingQuality = 'high';
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return ctx;
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}
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/**
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* Handles the resize event of the canvas.
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* Adjusts the canvas size and preserves the content using image data.
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*/
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private onResize(): void {
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const { width, height } = this.$canvas.getBoundingClientRect();
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const oldWidth = this.currentCanvasWidth;
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const oldHeight = this.currentCanvasHeight;
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const ctx = this.getContext();
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const imageData = ctx.getImageData(0, 0, oldWidth, oldHeight);
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this.$canvas.width = width * this.DPI;
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this.$canvas.height = height * this.DPI;
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this.currentCanvasWidth = width * this.DPI;
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this.currentCanvasHeight = height * this.DPI;
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ctx.putImageData(imageData, 0, 0, 0, 0, width * this.DPI, height * this.DPI);
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}
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/**
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* Handles the mouse down event on the canvas.
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* Adds the starting point for the signature.
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*/
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private onMouseDown(event: MouseEvent | PointerEvent | TouchEvent): void {
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if (event.cancelable) {
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event.preventDefault();
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}
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this.isPressed = true;
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const point = Point.fromEvent(event, this.DPI);
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this.addPoint(point);
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}
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/**
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* Handles the mouse move event on the canvas.
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* Adds a point to the signature if the mouse is pressed, based on the sample rate.
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*/
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private onMouseMove(event: MouseEvent | PointerEvent | TouchEvent): void {
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if (event.cancelable) {
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event.preventDefault();
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}
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if (!this.isPressed) {
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return;
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}
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const point = Point.fromEvent(event, this.DPI);
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if (point.distanceTo(this.points[this.points.length - 1]) > 10) {
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this.addPoint(point);
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}
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}
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/**
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* Handles the mouse up event on the canvas.
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* Adds the final point for the signature and resets the points array.
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*/
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private onMouseUp(event: MouseEvent | PointerEvent | TouchEvent, addPoint = true): void {
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if (event.cancelable) {
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event.preventDefault();
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}
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this.isPressed = false;
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const point = Point.fromEvent(event, this.DPI);
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if (addPoint) {
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this.addPoint(point);
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}
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this.onChangeHandlers.forEach((handler) => handler(this, false));
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this.points = [];
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}
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private onMouseEnter(event: MouseEvent): void {
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if (event.cancelable) {
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event.preventDefault();
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}
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event.buttons === 1 && this.onMouseDown(event);
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}
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private onMouseLeave(event: MouseEvent): void {
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if (event.cancelable) {
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event.preventDefault();
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}
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this.onMouseUp(event, false);
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}
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/**
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* Adds a point to the signature and performs smoothing and drawing.
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*/
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private addPoint(point: Point): void {
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const lastPoint = this.points[this.points.length - 1] ?? point;
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this.points.push(point);
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const smoothedPoints = this.smoothSignature(this.points);
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let velocity = point.velocityFrom(lastPoint);
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velocity =
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this.VELOCITY_FILTER_WEIGHT * velocity +
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(1 - this.VELOCITY_FILTER_WEIGHT) * this.lastVelocity;
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const newWidth =
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velocity > 0 && this.lastVelocity > 0 ? this.strokeWidth(velocity) : this.minStrokeWidth();
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this.drawSmoothSignature(smoothedPoints, newWidth);
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this.lastVelocity = velocity;
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}
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/**
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* Applies a smoothing algorithm to the signature points.
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*/
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private smoothSignature(points: Point[]): Point[] {
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const smoothedPoints: Point[] = [];
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const startPoint = points[0];
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const endPoint = points[points.length - 1];
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smoothedPoints.push(startPoint);
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for (let i = 0; i < points.length - 1; i++) {
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const p0 = i > 0 ? points[i - 1] : startPoint;
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const p1 = points[i];
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const p2 = points[i + 1];
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const p3 = i < points.length - 2 ? points[i + 2] : endPoint;
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const cp1x = p1.x + (p2.x - p0.x) / 6;
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const cp1y = p1.y + (p2.y - p0.y) / 6;
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const cp2x = p2.x - (p3.x - p1.x) / 6;
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const cp2y = p2.y - (p3.y - p1.y) / 6;
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smoothedPoints.push(new Point(cp1x, cp1y));
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smoothedPoints.push(new Point(cp2x, cp2y));
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smoothedPoints.push(p2);
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}
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return smoothedPoints;
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}
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/**
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* Draws the smoothed signature on the canvas.
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*/
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private drawSmoothSignature(points: Point[], width: number): void {
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const ctx = this.getContext();
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ctx.lineCap = 'round';
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ctx.lineJoin = 'round';
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ctx.beginPath();
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const startPoint = points[0];
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ctx.moveTo(startPoint.x, startPoint.y);
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ctx.lineWidth = width;
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for (let i = 1; i < points.length; i += 3) {
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const cp1 = points[i];
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const cp2 = points[i + 1];
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const endPoint = points[i + 2];
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ctx.bezierCurveTo(cp1.x, cp1.y, cp2.x, cp2.y, endPoint.x, endPoint.y);
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}
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ctx.stroke();
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ctx.closePath();
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}
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/**
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* Calculates the stroke width based on the velocity.
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*/
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private strokeWidth(velocity: number): number {
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return Math.max(this.maxStrokeWidth() / (velocity + 1), this.minStrokeWidth());
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}
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public registerOnChangeHandler(handler: (_canvas: Canvas, _cleared: boolean) => void): void {
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this.onChangeHandlers.push(handler);
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}
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public unregisterOnChangeHandler(handler: (_canvas: Canvas, _cleared: boolean) => void): void {
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this.onChangeHandlers = this.onChangeHandlers.filter((l) => l !== handler);
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}
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/**
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* Retrieves the signature as a data URL.
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*/
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public toDataURL(type?: string, quality?: number): string {
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return this.$canvas.toDataURL(type, quality);
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}
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/**
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* Clears the signature from the canvas.
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*/
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public clear(): void {
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const ctx = this.getContext();
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ctx.clearRect(0, 0, this.currentCanvasWidth, this.currentCanvasHeight);
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this.onChangeHandlers.forEach((handler) => handler(this, true));
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this.points = [];
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}
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/**
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* Retrieves the signature as an image blob.
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*/
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public toBlob(type?: string, quality?: number): Promise<Blob> {
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return new Promise((resolve, reject) => {
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this.$canvas.toBlob(
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(blob) => {
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if (!blob) {
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reject(new Error('Could not convert canvas to blob.'));
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return;
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}
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resolve(blob);
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},
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type,
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quality,
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);
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});
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}
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}
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