fix
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06aaead258
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@ -112,19 +112,19 @@ export default class Painter {
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const notSolid = borderStyle !== 'solid'
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const notSolid = borderStyle !== 'solid'
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this.ctx.beginPath();
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this.ctx.beginPath();
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notSolid && r1 === 0 && this.ctx.moveTo(-width / 2 - lineWidth / 2, -height / 2 - lineWidth / 2) // 顶边虚线规避重叠规则
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notSolid && r1 === 0 && this.ctx.moveTo(-width / 2 - lineWidth, -height / 2 - lineWidth / 2) // 顶边虚线规避重叠规则
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r1 !== 0 && this.ctx.arc(-width / 2 + r1, -height / 2 + r1, r1 + lineWidth / 2, 1 * Math.PI, 1.5 * Math.PI); //左上角圆弧
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r1 !== 0 && this.ctx.arc(-width / 2 + r1, -height / 2 + r1, r1 + lineWidth / 2, 1 * Math.PI, 1.5 * Math.PI); //左上角圆弧
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this.ctx.lineTo(r2 === 0 ? notSolid ? width / 2 : width / 2 + lineWidth / 2 : width / 2 - r2, -height / 2 - lineWidth / 2); // 顶边线
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this.ctx.lineTo(r2 === 0 ? notSolid ? width / 2 : width / 2 + lineWidth / 2 : width / 2 - r2, -height / 2 - lineWidth / 2); // 顶边线
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notSolid && r2 === 0 && this.ctx.moveTo(width / 2 + lineWidth / 2, -height / 2 - lineWidth / 2) // 右边虚线规避重叠规则
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notSolid && r2 === 0 && this.ctx.moveTo(width / 2 + lineWidth / 2, -height / 2 - lineWidth) // 右边虚线规避重叠规则
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r2 !== 0 && this.ctx.arc(width / 2 - r2, -height / 2 + r2, r2 + lineWidth / 2, 1.5 * Math.PI, 2 * Math.PI); // 右上角圆弧
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r2 !== 0 && this.ctx.arc(width / 2 - r2, -height / 2 + r2, r2 + lineWidth / 2, 1.5 * Math.PI, 2 * Math.PI); // 右上角圆弧
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this.ctx.lineTo(width / 2 + lineWidth / 2, r3 === 0 ? notSolid ? height / 2 : height / 2 + lineWidth / 2 : height / 2 - r3); // 右边线
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this.ctx.lineTo(width / 2 + lineWidth / 2, r3 === 0 ? notSolid ? height / 2 : height / 2 + lineWidth / 2 : height / 2 - r3); // 右边线
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notSolid && r3 === 0 && this.ctx.moveTo(width / 2 + lineWidth / 2, height / 2 + lineWidth / 2) // 底边虚线规避重叠规则
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notSolid && r3 === 0 && this.ctx.moveTo(width / 2 + lineWidth, height / 2 + lineWidth / 2) // 底边虚线规避重叠规则
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r3 !== 0 && this.ctx.arc(width / 2 - r3, height / 2 - r3, r3 + lineWidth / 2, 0, 0.5 * Math.PI); // 右下角圆弧
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r3 !== 0 && this.ctx.arc(width / 2 - r3, height / 2 - r3, r3 + lineWidth / 2, 0, 0.5 * Math.PI); // 右下角圆弧
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this.ctx.lineTo(r4 === 0 ? notSolid ? -width / 2 : -width / 2 - lineWidth / 2 : -width / 2 + r4, height / 2 + lineWidth / 2); // 底边线
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this.ctx.lineTo(r4 === 0 ? notSolid ? -width / 2 : -width / 2 - lineWidth / 2 : -width / 2 + r4, height / 2 + lineWidth / 2); // 底边线
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notSolid && r4 === 0 && this.ctx.moveTo(-width / 2 - lineWidth / 2, height / 2 + lineWidth / 2) // 左边虚线规避重叠规则
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notSolid && r4 === 0 && this.ctx.moveTo(-width / 2 - lineWidth / 2, height / 2 + lineWidth) // 左边虚线规避重叠规则
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r4 !== 0 && this.ctx.arc(-width / 2 + r4, height / 2 - r4, r4 + lineWidth / 2, 0.5 * Math.PI, 1 * Math.PI); // 左下角圆弧
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r4 !== 0 && this.ctx.arc(-width / 2 + r4, height / 2 - r4, r4 + lineWidth / 2, 0.5 * Math.PI, 1 * Math.PI); // 左下角圆弧
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this.ctx.lineTo(-width / 2 - lineWidth / 2, r1 === 0 ? notSolid ? -height / 2 : -height / 2 - lineWidth / 2 : -height / 2 + r1); // 左边线
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this.ctx.lineTo(-width / 2 - lineWidth / 2, r1 === 0 ? notSolid ? -height / 2 : -height / 2 - lineWidth / 2 : -height / 2 + r1); // 左边线
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