fix weird stretching issue (related #12)
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@ -70,6 +70,11 @@ export class Canvas extends EventEmitter<CanvasEvents> {
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this.canvas.width = config.canvas.size[0];
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this.canvas.height = config.canvas.size[1];
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// we want the new one if possible
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// (this might cause a timing issue though)
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// if we don't clear the old one, if the canvas gets resized we get weird stretching
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if (Object.keys(this.pixels).length > 0) Network.clearPrevious("canvas");
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Network.waitFor("canvas").then(([pixels]) => {
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console.log("loadConfig just received new canvas data");
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this.handleBatch(pixels);
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@ -121,6 +121,22 @@ class Network extends EventEmitter<INetworkEvents> {
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return this.emit(event, ...args);
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};
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/**
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* Discard the existing state-like event, if it exists in cache
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* @param ev
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*/
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clearPrevious<Ev extends keyof INetworkEvents & (string | symbol)>(ev: Ev) {
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delete this.sentEvents[ev];
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}
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/**
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* Wait for event, either being already sent, or new one
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*
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* Used for state-like events
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*
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* @param ev
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* @returns
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*/
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waitFor<Ev extends keyof INetworkEvents & (string | symbol)>(
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ev: Ev
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): Promise<SentEventValue<Ev>> {
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