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diff --git a/doc/src/webkit/guide/chapter_canvas.qdoc b/doc/src/webkit/guide/chapter_canvas.qdoc index 996d1ad..f04809a 100644 --- a/doc/src/webkit/guide/chapter_canvas.qdoc +++ b/doc/src/webkit/guide/chapter_canvas.qdoc @@ -40,53 +40,55 @@ /*! \page qtwebkit-guide-canvas.html -\title QtWebKit Guide - Canvas Graphics +\title Canvas Graphics (BETA) \chapter Canvas Graphics -The \l{HTML5 Canvas API} enables you to draw within a Web page or Web App using -JavaScript. After you define a rectangle that serves as your drawing canvas, you -can draw straight and curved lines, simple and complex shapes, graphs, and -referenced graphic images. You can add text, color, shadows, gradients, and -patterns. The canvas API also enables you to save or export the canvas as a .png -or .jpeg image file. +HTML5\'s Canvas API enables you to draw within a Web page or Web App +using JavaScript. After you define a rectangle that serves as your +drawing canvas, you can draw straight and curved lines, simple +and complex shapes, graphs, and referenced graphic images. You can add +text, color, shadows, gradients, and patterns. The canvas API also enables +you to save or export the canvas as a .png or .jpeg image file. -To define the drawing area, set the \c{width} and \c{height} of a \c{<canvas>} -element. For example, the following sets a drawing area with a height of 100 -pixels and width of 200 pixels: +To define the drawing area, set the \c{width} and \c{height} of a +\c{<canvas>} element. For example, the following sets a drawing area +with a height of 100 pixels and width of 200 pixels: \code <canvas id="mycanvas" width="100" height="200"></canvas> \endcode -By default, \c{canvas} elements are sized 150 pixels high and 300 pixels wide. -You can also set the size of the canvas using CSS: +By default, \c{canvas} elements are sized 150 pixels high and 300 +pixels wide. You can also set the size of the canvas using CSS: \code canvas { height : 200px; width : 100px; } \endcode -The \c{canvas} element is transparent and has no visible borders until you -\l{Accessing the Rendering Context}{access the 2D rendering context}. +The \c{canvas} element is transparent and has no visible borders until +you \l{Accessing the Rendering Context}{access the 2D rendering +context}. -Resetting the width or height of an existing canvas erases its contents and -resets all the context properties of the canvas to their default values. +Resetting the width or height of an existing canvas erases its +contents and resets all the context properties of the canvas to their +default values. \section1 Accessing the Rendering Context -The rendering \bold{context} defines the methods and attributes needed to draw -on the canvas. QtWebKit currently supports the two-dimensional rendering -context. The following assigns the canvas rendering context to a \c{context} -variable: +The rendering \bold{context} defines the methods and attributes needed +to draw on the canvas. QtWebKit currently supports the two-dimensional +rendering context. The following assigns the canvas rendering context +to a \c{context} variable: \code var context = canvas.getContext("2d") \endcode -The 2d context renders the canvas as a coordinate system whose origin (0,0) is -at the top left corner, as shown in the figure below. Coordinates increase along -the \c{x} axis from left to right and along the \c{y} axis from top to bottom of -the canvas. +The 2d context renders the canvas as a coordinate system whose origin +(0,0) is at the top left corner, as shown in the figure below. +Coordinates increase along the \c{x} axis from left to right and along +the \c{y} axis from top to bottom of the canvas. \image webkit-guide/canvas_context.gif @@ -94,7 +96,6 @@ the canvas. The 2D rendering context supports rectangles, lines, and arcs, which you can combine to build complex shapes and graphic images. - \section2 Drawing Rectangles The rectangle is the only geometric shape that is built in to the @@ -112,12 +113,17 @@ you can combine to build complex shapes and graphic images. Each method accepts the following series of arguments: \list + \o \c{x} is the position on the canvas to the right of the origin (0,0) of the top left corner of the rectangle + \o \c{y} is the position on the canvas below the origin of the top left corner of the rectangle + \o \c{width} is the width of the rectangle to be drawn + \o \c{height} is the height of the rectangle to be drawn + \endlist For example, the following code draws concentric rectangles: @@ -133,7 +139,7 @@ you can combine to build complex shapes and graphic images. \section2 Drawing Lines - To draw a line, you first have to \e{"put your pencil down"} on the canvas + To draw a line, you first have to "put your pencil down" on the canvas by creating a path. The \c{context.beginPath()} method sets a new path in the canvas. Each line that you draw is stored as a sub-path. Sub-paths can be closed to form a shape, or they can be left open. @@ -143,12 +149,12 @@ you can combine to build complex shapes and graphic images. After calling \c{beginPath()}, you set your starting position on the canvas by calling the \c{context.moveTo(x,y)} method. The \c{moveTo(x,y)} method creates a new subpath on the canvas that begins - at the Cartesian point \c{(x,y)}. + at the point (x,y). To draw a straight line, call the \c{context.lineTo(x,y)} method. This adds the point (x,y) to the current subpath and connects it to the previous subpath by a straight line. In other words, (x,y) are the - coordinates of the line's endpoint. For example: + coordinates of the line\'s endpoint. For example: \code context.beginPath(); @@ -156,24 +162,24 @@ you can combine to build complex shapes and graphic images. context.lineTo(30,30); \endcode - To get the \e{pencil} to actually draw on the canvas, first use the + To get the "pencil" to actually draw on the canvas, first use the \c{strokeStyle} property to set the color to a value such as black - (\c{#000}): + (#000): \code context.strokeStyle(#000); \endcode - (The \c{strokeStyle} property can be a CSS color, a pattern, or a gradient.) - Then use the \c{context.stroke()} method to actually draw the line on the - canvas: + (The \c{strokeStyle} property can be a CSS color, a pattern, or a + gradient.) Then use the \c{context.stroke()} method to actually draw + the line on the canvas: \code context.stroke(); \endcode - This produces the image below. The numeric coordinates are added for clarity - but are not part of the image drawn by the code: + This produces the image below. The numeric coordinates are added for + clarity but are not part of the image drawn by the code: \image webkit-guide/canvas_lineStrokeTo.gif @@ -199,43 +205,59 @@ you can combine to build complex shapes and graphic images. context.fill(); // fill the triangle \endcode - The commands, if coded fully, would create the shape below: + The above commands, if coded fully, would create the shape below: \image webkit-guide/canvas_closepath.gif - \note It is not necessary to close the path when calling the \c{fill()} - method. Calling \c{fill()} closes the path and creates the completed shape. + \bold{NOTE:} It is not necessary to close the path when calling the + \c{fill()} method. Calling \c{fill()} closes the path and creates the + completed shape. - You can draw lines of various widths, endcap types, and joining options by - configuring the following attributes: + You can draw lines of various widths, endcap types, and joining + options by configuring the following attributes: \list - \o \c{lineWidth} sets the thickness of the current line. The value can be - any number greater than \c 0. For example, \c{context.lineWidth = 10} sets - the line thickness to \c 10 units. The default value is \c 1 unit, which is - not the same as \c 1 \e pixel. Instead, the line is centered on the current - path, with half its thickness on each side of the path. - \o \c{lineCap} sets the type of endpoint of the current line. The value can - be either \c{butt}, \c{square}, or \c{round}. (The default value is - \c{butt}.) + + \o \c{lineWidth} sets the thickness of the current line. The value can + be any number greater than 0. For example, \c{context.lineWidth = 10} + sets the line thickness to 10 units. The default value is 1 unit, + which is not the same as 1 pixel. Instead, the line is centered on the + current path, with half its thickness on each side of the path. + + \o \c{lineCap} sets the type of endpoint of the current line. The + value can be either \c{butt}, \c{square}, or \c{round}. (The + default value is \c{butt}.) + \list + \o \c{butt}- the ends of the line abutt the line guide. + \o \c{square} adds a box at both ends of the line. + \o \c{round} adds a semicircle at both ends of the line. + \endlist \o \c{lineJoin} sets the style with which lines are joined. The value can be either \c{bevel}, \c{round}, or \c{miter}. (The default value is \c{miter}.) - \list - \o \c{bevel} flattens the corners at which the lines join - \o \c{round} rounds the corners at which the lines join - \o \c{miter} joins the lines at a single point - \endlist - \o \c{miterLimit} sets the \e{miter limit ratio}. The value can be any - number greater than \c 0. The miter limit ratio determines how far the - connection point of the outside of the lines can be from the connection - point of the inside of the lines. (The default value is \c 10.) + + \list + + \o \c{bevel} flattens the corners at which the lines join + + \o \c{round} rounds the corners at which the lines join + + \o \c{miter} joins the lines at a single point + + \endlist + + \o \c{miterLimit} sets the miter limit ratio. The value can be any + number greater than 0. The miter limit ratio determines how far the + connection point of the outside of the lines can be from the + connection point of the inside of the lines. (The default value is + 10.) + \endlist \image webkit-guide/canvas_linecap.png @@ -246,30 +268,35 @@ you can combine to build complex shapes and graphic images. a line: \list 1 - \o Call the \c{context.beginPath()} method to \e{"put your pencil down"} on - the canvas and set a new path. - \o Call the \c{context.moveTo(x,y)} method to set your starting position on - the canvas at the point (x,y). - \o To draw an arc or circle, call the \c{context.arcTo(x1,y1,x2,y2,radius)} - method. This adds an arc with starting point \c{(x1,y1)}, ending point - \c{(x2,y2)}, and radius \c{radius} to the current subpath and connects it to - the previous subpath by a straight line. + + \o Call the \c{context.beginPath()} method to "put your pencil down" on the + canvas and set a new path. + + \o Call the \c{context.moveTo(x,y)} method to set your starting + position on the canvas at the point (x,y). + + \o To draw an arc or circle, call the + \c{context.arcTo(x1,y1,x2,y2,radius)} method. This adds an arc with + starting point \c{(x1,y1)}, ending point \c{(x2,y2)}, and radius \c{radius} to the + current subpath and connects it to the previous subpath by a straight + line. \image webkit-guide/canvas_arcTo.png \o An alternative way to draw an arc or circle is to call the - \c{context.arc(x,y,radius,startAngle,endAngle,anticlockwise)} method. This - adds an arc to the current subpath that lies on the circumference of the - circle whose center is at the point (x,y) and whose radius is \c{radius}. + \c{context.arc(x,y,radius,startAngle,endAngle,anticlockwise)} + method. This adds an arc to the current subpath that lies on the + circumference of the circle whose center is at the point (x,y) and + whose radius is \c{radius}. \image webkit-guide/canvas_arcTo2.png - Both \c{startAngle} and \c{endAngle} are measured from the x axis in units - of radians. + Both \c{startAngle} and \c{endAngle} are measured from the x axis in + units of radians. - A complete circle is \c 360 degrees, or 2\pi radians. A semicircle is \c 180 - degrees, or \pi radians. The number of radians is the number of degrees - multiplied by \pi/180, expressed in JavaScript as: + A complete circle is 360 degrees, or 2\pi radians. A semicircle is 180 + degrees, or \pi radians. The number of radians is the number of + degrees multiplied by \pi/180, expressed in JavaScript as: \code var radians = (Math.PI/180)*degrees; @@ -300,33 +327,42 @@ you can combine to build complex shapes and graphic images. \endlist - \note It is not necessary to close the path if you are going to call + \bold{NOTE:} It is not necessary to close the path if you are going to call the \c{fill()} method. The fill closes the path and creates the completed shape. To create complex shapes, combine lines and arcs: \list 1 - \o Call the \c{context.beginPath()} method to \e{"put your pencil down"} on - the canvas and set a new path. - \o Call the \c{context.moveTo(x,y)} method to set your starting position on - the canvas at the point (x,y). + + \o Call the \c{context.beginPath()} method to "put your pencil down" + on the canvas and set a new path. + + \o Call the \c{context.moveTo(x,y)} method to set your starting + position on the canvas at the point (x,y). + \o Draw any combination of lines and arcs by calling the \c{lineTo}, - \c{arcTo}, \c{arc}, \c{moveTo}, \c{closePath}, \c{stroke}, and \c{fill} - methods and setting the line attributes and fill colors as described above. + \c{arcTo}, \c{arc}, \c{moveTo}, \c{closePath}, \c{stroke}, and + \c{fill} methods and setting the line attributes and fill colors as + described above. + \endlist - You can also create complex shapes by removing portions of the shapes you - draw. The \c{clip()} method creates a clipping path that defines the area - along which your "scissor" will cut. Any parts of the shape outside the - clipping path are not displayed. To create a complex shape using the - \c{clip()} method: + You can also create complex shapes by removing portions of the shapes + you draw. The \c{clip()} method creates a clipping path that defines + the area along which your "scissor" will cut. Any parts of the shape + outside the clipping path are not displayed. To create a complex shape + using the \c{clip()} method: \list 1 + \o Call the \c{context.beginPath()} method to set the clipping path. - \o Define the clipping path by calling any combination of the \c{lineTo}, - \c{arcTo}, \c{arc}, \c{moveTo}, and \c{closePath} methods. + + \o Define the clipping path by calling any combination of the + \c{lineTo}, \c{arcTo}, \c{arc}, \c{moveTo}, and \c{closePath} methods. + \o Call the \c{context.clip()} method. + \endlist The new shape displays. The following shows how a clipping path can @@ -336,165 +372,217 @@ you can combine to build complex shapes and graphic images. \section1 Compositing -You can build complex shapes by drawing shapes on top of each other. It is also -possible to draw shapes behind existing shapes and to mask parts of shapes by -using \e{compositing operations}. The \c{globalCompositeOperation} attribute -sets the way shapes can be combined. +You can build complex shapes by drawing shapes on top of each +other. It is also possible to draw shapes behind existing shapes and +to mask parts of shapes by using compositing operations. The +\c{globalCompositeOperation} attribute sets the way shapes can be +combined. -The first shape drawn on the canvas to which additional shapes are added is -called the \e{destination} shape. The shape drawn on the canvas afterwards to -create the composite image is called the \e{source} shape. The value of the -\c{globalCompositeOperation} attribute must be set to one of the following: +The first shape drawn on the canvas to which additional shapes are +added is called the destination shape. The shape drawn on the canvas +afterwards to create the composite image is called the source shape. +The value of the \c{globalCompositeOperation} attribute must be set to +one of the following: \list -\o \c{source-over} displays the source (newer) shape over the destination -(older) shape unless the source shape is transparent. (This is the default -value) -\o \c{source-in} displays only the portion of the source shape that is opaque -and overlaps the destination shape. Everything else is transparent. +\o \c{source-over} displays the source (newer) shape over the +destination (older) shape unless the source shape is transparent. +(This is the default value) + +\o \c{source-in} displays only the portion of the source shape that is +opaque and overlaps the destination shape. Everything else is +transparent. -\o \c{source-out} displays only the portion of the source shape that does not -overlap the destination shape. +\o \c{source-out} displays only the portion of the source shape that +does not overlap the destination shape. -\o \c{source-atop} displays only the portion of the opaque source shape that -overlaps the destination shape and the portion of the destination shape that is -not covered by the opaque source shape. +\o \c{source-atop} displays only the portion of the opaque source +shape that overlaps the destination shape and the portion of the +destination shape that is not covered by the opaque source shape. -\o \c{destination-over} displays the destination shape over the source shape. In -areas where both shapes are opaque and overlap, the older shape displays. +\o \c{destination-over} displays the destination shape over the source +shape. In areas where both shapes are opaque and overlap, the older +shape displays. -\o \c{destination-in} displays only the portion of the destination shape that is -opaque and overlaps the source shape. Everything else is transparent. The source -(newer) shape is not visible. +\o \c{destination-in} displays only the portion of the destination +shape that is opaque and overlaps the source shape. Everything else is +transparent. The source (newer) shape is not visible. -\o \c{destination-out} displays only the portion of the destination shape that -does not overlap the source shape. The source shape is not visible. +\o \c{destination-out} displays only the portion of the destination +shape that does not overlap the source shape. The source shape is not +visible. -\o \c{destination-atop} displays only the portion of the opaque destination -shape that overlaps the source shape and the portion of the source shape that is -not covered by the opaque destination shape. +\o \c{destination-atop} displays only the portion of the opaque +destination shape that overlaps the source shape and the portion of +the source shape that is not covered by the opaque destination shape. -\o \c{lighter} displays both the source and destination shapes. Where the shapes -overlap, the their color values are added, producing a lighter color. +\o \c{lighter} displays both the source and destination shapes. Where +the shapes overlap, the their color values are added, producing a +lighter color. -\o \c{copy} displays only the source shape. The destination shape is ignored. +\o \c{copy} displays only the source shape. The destination shape is +ignored. + +\o \c{xor} displays both the source and the destination shapes except +the areas of overlap, in which both shapes are completely transparent. -\o \c{xor} displays both the source and the destination shapes except the areas -of overlap, in which both shapes are completely transparent. \endlist The following figure shows the various compositing effects: + \image webkit-guide/canvas_composite.png \section1 Saving and Exporting Canvas Drawings as Image Files -You can save or export your canvas drawings as .png or .jpeg image files by -calling the \c{toDataURL()} method: +You can save or export your canvas drawings as .png or .jpeg image +files by calling the \c{toDataURL()} method: \code canvas.toDataURL([type, ...]) \endcode + where: + \list -\o \c{type} is the MIME type to which you want to save or export your canvas. -Possible values are: - \list - \o \c{"image\png"} (Default value) - \o \c{"image\jpeg"} - \endlist + +\o \c{type} is the MIME type to which you want to save or export your +canvas. Possible values are: + +\list + +\o \c{"image\png"} (Default value) +\o \c{"image\jpeg"} + +\endlist + \o\c{...} represents additional arguments that depend on the MIME type. - \list - \o If \c{type} is \c{png}, this argument is \c{" "} - \o If \c{type} is \c{jpeg}, this argument is the desired quality level of the - image. The value is a number in the range 0.0 to 1.0, inclusive. - \endlist + +\list + +\o If \c{type} is \c{png}, this argument is \c{" "} +\o If \c{type} is \c{jpeg}, this argument is the desired quality level of the image. The value is a number in the range 0.0 to 1.0, inclusive. + +\endlist \endlist \section1 Drawing Text -You can draw text on your canvas by setting the following font attributes on the -2d drawing context: +You can draw text on your canvas by setting the following font +attributes on the 2d drawing context: \list -\o \c{font} refers to any font, expressed the same way as in CSS properties. -This attribute's value can include any font style, variant, weight, size, -height, and family. For example: - \code - context.font = "12pt Arial"; - \endcode +\o \c{font} refers to any font, expressed the same way as in CSS +properties. This attribute\'s value can include any font style, +variant, weight, size, height, and family. For example: - The default value is \c{10px sans-serif}. +\code +context.font = "12pt Arial"; +\endcode - If you set the \c{font} attribute to a - relative font size, the browser multiplies it by the computed font size of the - \c{<canvas>} element itself. For example: +The default value is \c{10px sans-serif}. - \code - context.font = "200%"; - \endcode +If you set the \c{font} attribute to a relative font size, the browser +multiplies it by the computed font size of the \c{<canvas>} element +itself. For example: -\o \c{textAlign} specifies the alignment of the text. The values can be one of -the following: - \list - \o \c{left} for left-aligned text - \o \c{right} for right-aligned text - \o \c{center} for text that is centered within each line - \o \c{start} (default) - the text is aligned at the beginning of the line. Text - is left- or right-justified based on locale-specific writing method: left when - text is left-to-right, right when text is right-to-left. - \o \c{end} - the text is aligned at the end of the line, either left or right - depending on locale-specific writing method. - \endlist +\code +context.font = "200%"; +\endcode + +\o \c{textAlign} specifies the alignment of the text. The values can +be one of the following: + +\list + +\o \c{left} for left-aligned text + +\o \c{right} for right-aligned text + +\o \c{center} for text that is centered within each line + +\o \c{start} (default) - the text is aligned at the beginning of the +line. Text is left- or right-justified based on locale-specific +writing method: left when text is left-to-right, right when text is +right-to-left. + +\o \c{end} - the text is aligned at the end of the line, either left or +right depending on locale-specific writing method. + +\endlist + +\o \c{textBaseline} specifies the position at which text is drawn +relative to a baseline. The figure below, from +\l{http://dev.w3.org/html5/canvas-api/canvas-2d-api.html}{the World +Wide Web Consortium}, illustrates the possible values for the +\c{textBaseline} attribute: + +\list + +\o \c{top} is the top of the em square, which approximates the top of the +glyphs in a font + +\o \c{hanging} specifies a hanging baseline, where the tops of some +glyphs are anchored. + +\o \c{middle} is the mid-point of the em square + +\o \c{alphabetic} (default) is the anchor point of many alphabetic +characters + +\o \c{ideographic} is the anchor point of many ideograms, such as the +characters used in the writing systems of many Asian languages + +\o \c{bottom} is the bottom of the em square + +\endlist -\o \c{textBaseline} specifies the position at which text is drawn relative to a -baseline. The figure below, from \l{HTML5 Canvas API}, illustrates the possible -values for the \c{textBaseline} attribute: - \list - \o \c{top} is the top of the em square, which approximates the top of the glyphs - in a font - \o \c{hanging} specifies a hanging baseline, where the tops of some glyphs are - anchored. - \o \c{middle} is the mid-point of the em square - \o \c{alphabetic} (default) is the anchor point of many alphabetic characters - \o \c{ideographic} is the anchor point of many ideograms, such as the characters - used in the writing systems of many Asian languages - \o \c{bottom} is the bottom of the em square - \endlist \endlist \image webkit-guide/canvas_text.png To draw text on a canvas: + \list 1 + \o Set the \c{font} attribute on the drawing context. For example: - \code - context.font = "bold 11px arial" - \endcode -\o Measure the text that you want to draw by calling the \c{measureText} method: - \code - TextMetrics measureText("Text to draw"); - \endcode -where \c{TextMetrics} is the object returned. Its \c{width} attribute is the -width, in pixels, that the \c{"Text to draw"} would be when drawn with the font -specified by the \c{font} attribute. + +\code +context.font = "bold 11px arial" +\endcode + +\o Measure the text that you want to draw by calling the \c{measureText} +method: + +\code +TextMetrics measureText("Text to draw"); +\endcode + +where \c{TextMetrics} is the object returned. Its \c{width} attribute +is the width, in pixels, that the "Text to draw" would be when drawn +with the font specified by the \c{font} attribute. + \o Call either of the following methods: - \list - \o \c{fillText} draws the text with the font style specified by the \c{font} - attribute, the alignment specified by the \c{textAlign} attribute, and the - baseline specified by the \c{textBaseline} attribute. For example: - \code - context.fillText("Text to draw",x,y,maximumWidth); - \endcode -where \c{x} and \c{y} are the coordinates at which the drawing begins (the -anchor point), and \c{maximumWidth} is the maximum width of the text string -(optional). If the \c{width} returned in step 2 is larger than the -\c{maximumWidth}, the font is scaled down until the width of the text string is -less than the \c{maximumWidth} specified. -If you don't specify the \c{font} attribute, the text inherits the font size and -style of the \c{<canvas>} element itself. +\list + +\o \c{fillText} draws the text with the font style specified by the +\c{font} attribute, the alignment specified by the \c{textAlign} attribute, +and the baseline specified by the \c{textBaseline} attribute. For example: + +\code +context.fillText("Text to draw",x,y,maximumWidth); +\endcode + +where \c{x} and \c{y} are the coordinates at which the drawing begins +(the anchor point), and \c{maximumWidth} is the maximum width of the +text string (optional). If the \c{width} returned in step 2 is larger +than the \c{maximumWidth}, the font is scaled down until the width of +the text string is less than the \c{maximumWidth} specified. + +If you don\'t specify the \c{font} attribute, the text inherits the +font size and style of the \c{<canvas>} element itself. \o \c{strokeText} is the same as the \c{fillText} method, except that a stroke style is applied to the text instead of a fill style, @@ -563,23 +651,30 @@ context.drawImage(image, sx, sy, sw, sh, dx, dy, dw, dh) \endcode where: + \list -\o \c{sx} is the x coordinate of the upper left corner of the cropped source -image -\o \c{sy} is the y coordinate of the upper left corner of the cropped source -image + +\o \c{sx} is the x coordinate of the upper left corner of the cropped +source image + +\o \c{sy} is the y coordinate of the upper left corner of the cropped +source image + \o \c{sw} is the width of the cropped source image + \o \c{sh} is the height of the cropped source image + \endlist -Use this method if you want to crop the source image to the rectangle (sx, sy, -sw, sh) before drawing it on the canvas. The destination image will have width -\c dw, height \c dh, and upper left corner at coordinates \c{(dx,dy)} on the -canvas. +Use this method if you want to crop the source image to the rectangle +(sx, sy, sw, sh) before drawing it on the canvas. The destination +image will have width dw, height dh, and upper left corner at +coordinates (dx,dy) on the canvas. -To create a new image using JavaScript, create an \c{Image} object and define -its source. Use an \c{onload} event handler to ensure that the \c{drawImage} -method is not called until the image has finished loading. For example: +To create a new image using JavaScript, create an \c{Image} object and +define its source. Use an \c{onload} event handler to ensure that the +\c{drawImage} method is not called until the image has finished loading. +For example: \code var graphic = new Image(); @@ -613,25 +708,30 @@ graphic.onload = function(){ that is repeated to form a pattern. The image must be fully loaded before you can draw it on the canvas. The reference cannot be a URL. Instead, it should be referenced via standard DOM - methods such as - \list - \o \c{document.images} and - \o \c{document.getElementById}. For example: - - \code - <canvas id="demo1" width="100" height="150"></canvas> - - var canvas = document.getElementById("demo1"); - var context = canvas.getContext("2d"); - \endcode - \endlist - \o \c{repetition} is the direction in which the image repeats to form the - pattern. Possible values are: - \list - \o \c{repeat} (default) the image repeats both horizontally and vertically - \o \c{repeat-x} the image repeats horizontally - \o \c{repeat-y} the image repeats vertically - \endlist + methods such as \o \c{document.images} and \o + \c{document.getElementById}. For example: + + \code + <canvas id="demo1" width="100" height="150"></canvas> + + var canvas = document.getElementById("demo1"); + var context = canvas.getContext("2d"); + \endcode + + \o \c{repetition} is the direction in which the image repeats to form + the pattern. Possible values are: + + \list + + \o \c{repeat} (default) the image repeats both horizontally and + vertically + + \o \c{repeat-x} the image repeats horizontally + + \o \c{repeat-y} the image repeats vertically + + \endlist + \endlist The repeated images are the same size as the source image. The @@ -659,32 +759,40 @@ graphic.onload = function(){ \section1 Applying Colors -To draw the outline of a shape in color, set the \c{strokeStyle} attribute to -any valid \l{CSS Color Value}{CSS color value}. The color value can be in -hexadecimal notation or in RGB/HSL notation, as described in \l{Specifying Color -and Opacity}. For example, either of the following sets a shape's outline to -red: +To draw the outline of a shape in color, +set the \c{strokeStyle} attribute to any valid +\l{http://www.w3schools.com/css/css_colors.asp}{CSS color value}. +The color value can be in hexadecimal notation or in RGB/HSL notation, +as described in \l{Specifying Color and Opacity}. +For example, +either of the following sets a shape\'s outline to red: \code context.strokeStyle = "#FF0000" context.strokeStyle = "rgb(255,0,0)" \endcode -To fill a shape with color, set the \c{fillStyle} attribute to a l{CSS Color -Value}{CSS color value}. The color value can be in hexadecimal notation or in -RGB/HSL notation. For example, either of the following colors a shape's interior -as blue: +To fill a shape with color, +set the \c{fillStyle} attribute to a +\l{http://www.w3schools.com/css/css_colors.asp}{CSS color value}. +The color value can be in hexadecimal notation or in RGB/HSL +notation. +For example, either of the following colors a shape\'s interior as +blue: \code context.fillStyle = "#0000FF" context.fillStyle = "rgb(0,0,255)" \endcode -The \l{CSS3 Color Module specification} extends both RGB and HSL color models to -include a color's opacity, referred to as its \e{alpha}. These extended -models are known as RGBA and HSLA. There are no hexadecimal notations for RGBA -and HSLA values. The following specifies varying levels of opacity for a blue -shape: +The +\l{http://www.w3.org/TR/2003/CR-css3-color-20030514/#numerical}{CSS3 +Color Module specification} extends both RGB and HSL color models to +include a color\'s opacity, +referred to as its \bold{alpha}. +These extended models are known as RGBA and HSLA. +There are no hexadecimal notations for RGBA and HSLA values. +The following specifies varying levels of opacity for a blue shape: \code context.fillStyle = rgba(0, 0, 255, 0) // transparent @@ -692,41 +800,50 @@ context.fillStyle = rgba(0, 0, 255, 0.5) // semi-transparent context.fillStyle = rgba(0, 0, 255, 1) // opaque \endcode -When you set the \c{context.strokeStyle} or \c{context.fillStyle} attributes, -whatever value you set becomes the default value for all subsequently drawn -shapes, until you set a new value. +When you set the \c{context.strokeStyle} or \c{context.fillStyle} +attributes, +whatever value you set becomes the default value for all subsequently +drawn shapes, +until you set a new value. \section2 Applying Gradients - A gradient is a smooth transition between colors. There are two types of - gradients: linear and radial. + A gradient is a smooth transition between colors. There are two types + of gradients: linear and radial. - A linear gradient transitions the color along a line between two points. To - create a linear gradient, call the \c{createLinearGradient} method: + A linear gradient transitions the color along a line between two + points. To create a linear gradient, call the \c{createLinearGradient} + method: \code createLinearGradient(x0, y0, x1, y1) \endcode - where \c{(x0, y0)} is the starting point and \c{(x1, y1)} is the ending - point for the linear gradient. + where \c{(x0, y0)} is the starting point and \c{(x1, y1)} is the ending point + for the linear gradient. - A radial gradient transitions the color along a cone between two circles. To - create a radial gradient, call the \c{createRadialGradient} method: + A radial gradient transitions the color along a cone between two + circles. To create a radial gradient, call the \c{createRadialGradient} + method: \code createRadialGradient(x0, y0, r0, x1, y1, r1) \endcode + where: + \list + \o \c{(x0, y0, r0)} represents the starting circle, whose origin is \c{(x0, y0)} and whose radius is \c{r0}. + \o \c{(x1, y1, r1)} represents the ending circle, whose origin is \c{(x1, y1)} and whose radius is \c{r1}. + \endlist - Gradients must have two or more \e{color stops}, representing color - shifts positioned from \c 0 to \c 1 between to the gradient's starting and + Gradients must have two or more \bold{color stops}, representing color + shifts positioned from 0 to 1 between to the gradient\'s starting and end points or circles: \code @@ -734,56 +851,77 @@ shapes, until you set a new value. \endcode where: + \list + \o \c{position} specifies the position of the color within the already - defined starting and end points or circles, expressed as a number from \c 0 - to \c 1. + defined starting and end points or circles, expressed as a number + from 0 to 1. + \o \c{color} specifies the CSS color at that position. + \endlist - For example, to define a gradient that varies from red to blue horizontally - along a rectangular area: + For example, to define a gradient that varies from red to blue + horizontally along a rectangular area: + \list 1 + \o Create a gradient object: - \code - var redbluegradient = context.createLinearGradient(0,0,100,0); - \endcode + + \code + var redbluegradient = context.createLinearGradient(0,0,100,0); + \endcode + \o Define the color stops: - \code - redbluegradient.addColorStop(0, "rgb(255,0,0)"); // red at the left side of the rectangle - redbluegradient.addColorStop(1, "rgb(0,0,255)"); // blue at the right side of the rectangle - \endcode + + \code + redbluegradient.addColorStop(0, "rgb(255,0,0)"); // red at the left side of the rectangle + redbluegradient.addColorStop(1, "rgb(0,0,255)"); // blue at the right side of the rectangle + \endcode + \o Draw the shape and set a \c{fillStyle} or \c{strokeStyle}: - \code - context.fillStyle = redbluegradient; - context.fillRect(0,0,100,150); - \endcode + + \code + context.fillStyle = redbluegradient; + context.fillRect(0,0,100,150); + \endcode + \endlist To define a gradient that varies from red to blue vertically along a rectangle: + \list 1 + \o Create a gradient object: + \code var redbluegradient = context.createLinearGradient(0,0,0,150); \endcode + \o Define the color stops: + \code redbluegradient.addColorStop(0, "rgb(255,0,0)"); // red at the top of the rectangle redbluegradient.addColorStop(1, "rgb(0,0,255)"); // blue at the bottom of the rectangle \endcode + \o Draw the shape and set a \c{fillStyle} or \c{strokeStyle}: + \code context.fillStyle = redbluegradient; context.fillRect(0,0,100,150); \endcode + \endlist - \note A canvas gradient's color stops behave slightly differently than those - used within non-canvas \l{Gradients}{gradients}. Webkit gradients specify - mandatory \c{from} and \c{to} colors, with optional \c{color-stop} values - for additional color shifts within the overall range of the gradient. For - canvas gradients, even the initial and final colors are defined as color + \bold{NOTE:} A canvas gradient\'s color stops behave slightly + differently than those used within non-canvas \l{Gradients}{CSS3 + Webkit gradients}. Webkit gradients specify mandatory \c{from} and + \c{to} colors, with optional \c{color-stop} values for additional + color shifts within the overall range of the gradient. For canvas + gradients, even the initial and final colors are defined as color stops. \section2 Applying Shadows @@ -792,22 +930,25 @@ shapes, until you set a new value. attributes: \list - \o \c{shadowColor} sets the color of the shadow. The value can be any CSS - color value. The default value is transparent black (\c{"rgba(0,0,0,0)"}). - \o \c{shadowBlur} sets the amount of blur in the shadow, in pixels. The - value can be any positive number or 0. A value of 0 produces a sharp shadow - with no blur. + \o \c{shadowColor} sets the color of the shadow. The value can be any + CSS color value. The default value is transparent black (\c{"rgba(0,0,0,0)"}). + + \o \c{shadowBlur} sets the amount of blur in the shadow, in + pixels. The value can be any positive number or 0. A value of 0 + produces a sharp shadow with no blur. \o \c{shadowOffsetX} sets the number of pixels the shadow extends - horizontally from the object drawn. If this value is a positive number, the - shadow extends to the right of the object. If negative, the shadow extends - to the left of the object. The default value is 0 pixels. - - \o \c{shadowOffsetY} sets the number of pixels the shadow extends vertically - from the object drawn. If this value is a positive number, the shadow - extends below the object. If negative, the shadow extends above the object. - The default value is 0 pixels. + horizontally from the object drawn. If this value is a positive + number, the shadow extends to the right of the object. If negative, + the shadow extends to the left of the object. The default value is 0 + pixels. + + \o \c{shadowOffsetY} sets the number of pixels the shadow extends + vertically from the object drawn. If this value is a positive number, + the shadow extends below the object. If negative, the shadow extends + above the object. The default value is 0 pixels. + \endlist The following example code adds a semi-transparent black shadow to the @@ -825,45 +966,57 @@ shapes, until you set a new value. \section1 Transforming Graphics -When drawing shapes and paths, you can translate the canvas's origin, rotate the -canvas around the origin, scale the units in the canvas grid, and modify the -transformation matrix directly. +When drawing shapes and paths, you can translate the canvas\'s origin, +rotate the canvas around the origin, scale the units in the canvas +grid, and modify the transformation matrix directly. \section2 Translating the Canvas Origin - Translating the origin enables you to draw patterns of different objects on - the canvas without having to measure the coordinates manually for each - shape. To translate the origin of the canvas, use the \c{translate} method: + Translating the origin enables you to draw patterns of different + objects on the canvas without having to measure the coordinates + manually for each shape. To translate the origin of the canvas, use + the \c{translate} method: + \code context.translate(x,y); \endcode + where: + \list + \o \c{x} is the horizontal distance that the origin is translated, in coordinate space units + \o \c{y} is the vertical distance that the origin is translated, in coordinate space units + \endlist \section2 Rotating the Canvas To rotate the canvas around the current origin, call the \c{rotate()} method: + \code context.rotate(angle); \endcode + where \c{angle} is the clockwise rotation angle in radians. + The number of radians is the number of degrees multiplied by \pi/180, expressed in JavaScript as: + \code var radians = (Math.PI/180)*degrees; \endcode + \image webkit-guide/canvas_rotate.png \section2 Scaling the Canvas Grid - To increase or decrease the size of each unit in the canvas grid, call the - \c{scale} method: + To increase or decrease the size of each unit in the canvas grid, call + the \c{scale} method: \code context.scale(x,y); @@ -880,42 +1033,59 @@ transformation matrix directly. \endlist The scale factors are in multiples. For example, \c{scale(2.0, 0.5)} would - double the horizontal size of an object drawn on the canvas and half its - vertical size, as shown below: + double the horizontal size of an object drawn on the canvas and half + its vertical size, as shown below: \image webkit-guide/canvas_scale.png \section2 Manipulating the Transformation Matrix - Modifying the transformation matrix directly enables you to perform scaling, - rotating, and translating transformations in a single step. + Modifying the transformation matrix directly enables you to perform + scaling, rotating, and translating transformations in a single step. - The transformation matrix is an \e{affine transformation} matrix from linear - algebra. Affine transformations preserve colinearity and relative distance - in the transformed coordinate space. This means that points in a line remain - in a line, parallel lines remain parallel, and the distance between lines - and objects maintains the same ratio, even if a scale factor is applied. - Repositioning by translation, rotation, or skewing is also possible. + The transformation matrix is an affine transformation matrix from + linear algebra. Affine transformations preserve colinearity and + relative distance in the transformed coordinate space. This means that + points in a line remain in a line, parallel lines remain parallel, and + the distance between lines and objects maintains the same ratio, even + if a scale factor is applied. Repositioning by translation, rotation, + or skewing is also possible. - Each point on the canvas is multiplied by the matrix before anything is - drawn. The \l{HTML5 Canvas API} defines the transformation matrix as: + Each point on the canvas is multiplied by the matrix before anything + is drawn. The HTML5 canvas API defines the transformation matrix as: \image webkit-guide/canvas_math.png + where: + \list + \o \c{a} is the scale factor in the horizontal (x) direction + \image webkit-guide/canvas_scalex.png + \o \c{c} is the skew factor in the x direction + \image webkit-guide/canvas_skewx.png + \o \c{e} is the translation in the x direction + \image webkit-guide/canvas_translate.png + \o \c{b} is the skew factor in the y (vertical) direction + \image webkit-guide/canvas_skewy.png + \o \c{d} is the scale factor in the y direction + \image webkit-guide/canvas_scaley.png + \o \c{f} is the translation in the y direction + \image webkit-guide/canvas_translatey.png + \o the last row remains constant + \endlist The scale factors and skew factors are multiples; \c{e} and \c{f} are @@ -926,89 +1096,114 @@ transformation matrix directly. \image webkit-guide/canvas_math_rotate.png - where the \c angle of rotation is in radians. + where the angle of rotation is in radians. - \bold{See Also:} + \sa \l{http://www.senocular.com/flash/tutorials/transformmatrix/}{senocular.com} for a good explanation of how transformation matrices are used - identically within Adobe Flash. + identically within Flash. \section1 Canvas Animations -You can animate a canvas drawing by repeatedly redrawing the canvas for each -frame and translating, rotating, skewing, and scaling the drawn objects. - -To draw each frame by employing the HTML5 canvas API, you should define the -original canvas state and save it for future reference. The drawing context -maintains a stack of drawing states. Each state consists of the current -transformation matrix, current clipping region, and current values of the -following attributes: -\list -\o\c{strokeStyle} -\o\c{fillStyle} -\o\c{globalAlpha} -\o\c{lineWidth} -\o\c{lineCap} -\o\c{lineJoin} -\o\c{miterLimit} -\o\c{shadowOffsetX} -\o\c{shadowOffsetY} -\o\c{shadowBlur} -\o\c{shadowColor} -\o\c{globalCompositeOperation} -\o\c{font} -\o\c{textAlign} -\o\c{textBaseline} -\endlist -The current path and the current bitmap are NOT part of the drawing state. -The path can be reset only by invoking the \c{beginPath()} method. The current -bitmap is a property of the canvas, not of the context. +You can animate a canvas drawing by repeatedly redrawing the canvas +for each frame and translating, +rotating, +skewing, +and scaling the drawn objects. + +To draw each frame by employing the HTML5 canvas API, +you should define the original canvas state and save it for future +reference. +The drawing context maintains a stack of drawing states. +Each state consists of the current transformation matrix, +current clipping region, +and current values of the following attributes: +\c{strokeStyle}, +\c{fillStyle}, +\c{globalAlpha}, +\c{lineWidth}, +\c{lineCap}, +\c{lineJoin}, +\c{miterLimit}, +\c{shadowOffsetX}, +\c{shadowOffsetY}, +\c{shadowBlur}, +\c{shadowColor}, +\c{globalCompositeOperation}, +\c{font}, +\c{textAlign}, +and +\c{textBaseline}. +The current path and the current bitmap are NOT part of the drawing +state. +The path can be reset only by invoking the \c{beginPath()} method. +The current bitmap is a property of the canvas, +not of the context. + +To save the original canvas state, +call the \c{save()} method: -To save the original canvas state, call the \c{save()} method: \code context.save(); \endcode -Before drawing each new frame, you must clear the canvas: +Before drawing each new frame, +you must clear the canvas: + \code canvas.clearRect(x,y,width,height); \endcode + where: + \list -\o \c{x} is the position of the top left corner of the canvas on the horizontal -axis -\o \c{y} is the position of the top left corner of the canvas on the vertical -axis + +\o \c{x} is the position of the top left corner of the canvas on the +horizontal axis + +\o \c{y} is the position of the top left corner of the canvas on the +vertical axis + \o \c{width} is the width of the canvas + \o \c{height} is the height of the canvas + \endlist -Draw the new frame using any of the methods provided by the canvas API. Then -save it by calling the \c{save()} method. +Draw the new frame using any of the methods provided by the canvas +API. +Then save it by calling the \c{save()} method. -If you wish to return to the state of the original frame as the basis for each -new frame that you draw, call the \c{context.restore()} method. +If you wish to return to the state of the original frame as the basis +for each new frame that you draw, +call the \c{context.restore()} method. + +To execute the drawing methods repeatedly, +use the standard JavaScript-based animation technique, +calling the \c{setInterval()} and \c{clearInterval()} methods. +The following shows how to execute an animation function every 50 +milliseconds (corresponding to 20 times per second, +a typical animation frame rate), +then subsequently halt the animation: -To execute the drawing methods repeatedly, use the standard JavaScript-based -animation technique, calling the \c{setInterval()} and \c{clearInterval()} -methods. The following shows how to execute an animation function every \c 50 -milliseconds (corresponding to 20 times per second, a typical animation frame -rate), then subsequently halt the animation: \code var id = setInterval(functionName, 50); clearInterval(id); \endcode \bold{See Also:} + \list + \o -\l{http://www.canvasdemos.com/2009/10/09/html-5-canvas-animation/}{CanvasDemos.com: animated cartoon}, which discusses how to use Canvas as an animation framework. +\l{http://www.canvasdemos.com/2009/10/09/html-5-canvas-animation/}{CanvasDemos.com: +animated cartoon}, +which discusses how to use Canvas as an animation framework. \o \l{http://blog.nihilogic.dk/2009/02/html5-canvas-cheat-sheet.html}{nihilogic.dk: HTML5 Canvas Cheat Sheet} -\o \l{QtWebKit Guide} -back to the main page \endlist */ |