This project is part of the @thi.ng/umbrella monorepo.
- @thi.ng/hdom-canvas
Declarative canvas scenegraph & visualization for @thi.ng/hdom.
This package provides a re-usable canvas component, which accepts child nodes defining a scene tree of different shape types in standard @thi.ng/hiccup syntax/format (i.e. nested arrays) and then translates these into canvas API draw calls during the hdom update process / cycle.
BETA - in active development, possibly breaking changes ahead...
yarn add @thi.ng/hdom-canvas
Please see these example projects for reference:
import { start } from "@thi.ng/hdom";
import { canvas } from "@thi.ng/hdom-canvas";
start(() => {
const t = Date.now() * 0.001;
return [canvas, { width: 100, height: 100 },
["circle", { fill: "red", stroke: "black" }, [50, 50], 25 + 25 * Math.sin(t)]
];
});
The package provides a canvas
component which uses the branch-local
behavior implementation feature of
@thi.ng/hdom
v5.0.0 to support virtual SVG-like shape elements / components. These
are defined as part of the main UI component tree just like any other
component, but are then translated into canvas API draw commands during
the hdom update process. Any embedded shape component functions receive
the user context object as first arg, just like normal hdom components.
Shape components are expressed in standard hiccup syntax, however with the following...
- Shape component objects with life cycle methods are only partially
supported, i.e. only the
render
&release
methods are used. - For performance reasons
release
methods are disabled by default. If your shape tree contains stateful components which use therelease
life cycle method, you'll need to explicitly enable the canvas component's__release
control attribute by setting it totrue
. - Currently no event listeners can be assigned to shapes (ignored), though this is planned for a future version. The canvas element itself can of course have event handlers as usual.
For best performance it's recommended to ensure all resulting shapes elements are provided in already normalized hiccup format, i.e.
[tag, {attribs}, ...] // or
[tag, null, ...]
That way the __normalize: false
control attribute can be added either
to the canvas component itself (or to individual shapes / groups), and
if present, will skip normalization of that element's children.
Likewise, for animated scenes, the __diff
control attribute should be
set to false
to skip unnecessary diffing and force redraws.
To disable the automatic background clearing of the canvas, set the __clear
attribute to false
.
[canvas, { width: 100, height: 100, __clear: false }, ...]
The canvas component automatically adjusts its size for HDPI displays by
adding CSS width
& height
properties and pre-scaling the drawing
context accordingly before any shapes are processed. For fullscreen
canvases simply set the width
& height
attribs to:
[canvas,
{
width: window.innerWidth,
height: window.innerHeight
},
// shapes
...
]
Even though the element names & syntax are very similar to SVG
elements, for performance reasons all geometry data given to each shape
remains un-stringified (only styling attributes are). However, the
@thi.ng/hiccup-svg
package provides a convertTree()
function which takes the arguably
more "raw" shape format used by hdom-canvas and converts an entire shape
tree into SVG compatible & serializable format. Note: the tree MUST
first be normalized (if not already) using hdom-canvas'
normalizeTree()
.
import { serialize } from "@thi.ng/hiccup/serialize";
import { convertTree, svg } from "@thi.ng/hiccup-svg";
import { normalizeTree } from "@thi.ng/hdom-canvas";
serialize(
svg({ width: 100, height: 100},
convertTree(
normalizeTree(
{}, // default normalization options
["g",
{
fill: "red",
stroke: "none",
translate: [50, 50]
},
["circle", {}, [0, 0], 25],
["polygon", { fill: "white" },
[[-10,10],[10,10],[0,-10]]
]
]
)
)
)
);
<svg version="1.1" xmlns="http://www.w3.org/2000/svg" xmlns:xlink="http://www.w3.org/1999/xlink" width="100" height="100">
<g transform="translate(50.00 50.00)" fill="red" stroke="none">
<circle cx="0.00" cy="0.00" r="25.00"/>
<polygon points="-10.00,10.00 10.00,10.00 0.00,-10.00" fill="white"/>
</g>
</svg>
In the near future, factory functions for these shape types will be provided...
["g", attribs, child1, child2, ...]
Attributes defined at group level are inherited by child elements.
["defs", {}, def1, def2, ...]
Special group / container for gradient definitions. If used, should always come first in a scene tree.
["circle", attribs, [x, y], radius]
["rect", attribs, [x, y], w, h, radius?]
If radius
is given, creates a rounded rectangle. radius
will be
clamped to Math.min(w, h)/2
.
["arc", attribs, [x, y], radius, startAngle, endAngle, anticlockwise?]
["line", attribs, [x1, y1], [x2, y2]]
["hline", attribs, y]
["vline", attribs, x]
["polyline", attribs, [[x1, y1], [x2, y2], [x3, y3]...]]
Always non-filled (even if fill
attrib is given or inherited)
["polygon", attribs, [[x1, y1], [x2, y2], [x3, y3]...]]
Always closed, can be filled and/or stroked.
["path", attribs, [seg1, seg2, ...]]
Path segments are tuples of [type, [x,y]...]
. The following segment
types are supported and (as with SVG), absolute and relative versions
can be used. Relative versions use lowercase letters and are always
relative to the end point of the previous segment.
Format | Description |
---|---|
["M", [x, y]] |
Move |
["L", [x, y]] |
Line |
["H", x] |
Horizontal line |
["V", y] |
Vertical line |
["C", [x1,y1], [x2, y2], [x3, y3]] |
Cubic / bezier curve |
["Q", [x1,y1], [x2, y2]] |
Quadratic curve |
["A", [x1,y1], [x2, y2], r] |
Arc |
["Z"] |
Close (sub)path |
["points", attribs, [[x1,y1], [x2,y2],...]]
The following shape specific attributes are used:
shape
:circle
orrect
(default)size
: point size (radius for circles, width for rects) - default: 1
["text", attribs, [x,y], "body...", maxWidth?]
["img", attribs, [x, y], img]
img
MUST be an HTML image, canvas or video element.
Gradients MUST be defined within a root-level defs
group, which itself
MUST be given prior to any other shapes. Use the $
prefix to refer to
a gradient in a fill
or stroke
attribute, e.g. {stroke: "$foo" }
["linearGradient",
{id: "foo", from: [x1,y1], to: [x2, y2]},
[[offset1, color1], [offset2, color2], ...]
]
["radialGradient",
{id: "foo", from: [x1,y1], to: [x2, y2], r1: r1, r2: r2 },
[[offset1, color1], [offset2, color2], ...]
]
Some attributes use different names than their actual names in the
CanvasRenderingContext2D
:
Attribute | Context 2D property |
---|---|
align | textAlign |
alpha | globalAlpha |
baseline | textBaseline |
compose | globalCompositeOperation |
dash | setLineDash |
dashOffset | lineDashOffset |
direction | direction |
fill | fillStyle |
filter | filter |
font | font |
lineCap | lineCap |
lineJoin | lineJoin |
miterLimit | miterLimit |
shadowBlur | shadowBlur |
shadowColor | shadowColor |
shadowX | shadowOffsetX |
shadowY | shadowOffsetY |
smooth | imageSmoothingEnabled |
stroke | strokeStyle |
weight | lineWidth |
Coordinate system transformations can be achieved via the following attributes. Nested transformations are supported.
If using a combination of translate
, scale
and/or rotate
attribs,
the order of application is always TRS.
{ transform: [xx, xy, yx, yy, ox, oy] }
See MDN docs for further details.
Also see the Mat23
type in the
@thi.ng/vectors
package for creating different kinds of transformation matrices, e.g.
{ transform: Mat23.skewX(Math.PI / 12) }
{ translate: [x, y] }
{ scale: [x, y] } // non-uniform
{ scale: x } // uniform
{ rotate: theta } // in radians
- Karsten Schmidt
© 2018 Karsten Schmidt // Apache Software License 2.0