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diff --git a/doc/src/webkit/guide/chapter_canvas.qdoc b/doc/src/webkit/guide/chapter_canvas.qdoc new file mode 100644 index 0000000..eea2236 --- /dev/null +++ b/doc/src/webkit/guide/chapter_canvas.qdoc @@ -0,0 +1,1016 @@ +/**************************************************************************** +** +** Copyright (C) 2011 Nokia Corporation and/or its subsidiary(-ies). +** All rights reserved. +** Contact: Nokia Corporation (qt-info@nokia.com) +** +** This file is part of the Qt WebKit module of the Qt Toolkit. +** +** $QT_BEGIN_LICENSE:BSD$ +** You may use this file under the terms of the BSD license as follows: +** +** "Redistribution and use in source and binary forms, with or without +** modification, are permitted provided that the following conditions are +** met: +** * Redistributions of source code must retain the above copyright +** notice, this list of conditions and the following disclaimer. +** * Redistributions in binary form must reproduce the above copyright +** notice, this list of conditions and the following disclaimer in +** the documentation and/or other materials provided with the +** distribution. +** * Neither the name of Nokia Corporation and its Subsidiary(-ies) nor +** the names of its contributors may be used to endorse or promote +** products derived from this software without specific prior written +** permission. +** +** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS +** "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT +** LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR +** A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT +** OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, +** SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT +** LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, +** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY +** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT +** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE +** OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE." +** $QT_END_LICENSE$ +** +****************************************************************************/ +/*! + +\page qtwebkit-guide-canvas.html +\title QtWebKit Guide - Canvas Graphics + +\chapter Canvas Graphics +This section of the \l{QtWebKit Guide} serves as an introduction to the +\l{HTML5 Canvas API} features of QtWebKit. + +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. + +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: + +\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}. + +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: + +\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. + +\image webkit-guide/canvas_context.gif + +\section1 Drawing Shapes + +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 + canvas API. You can draw an outline of a rectangle, a filled + rectangle, and a filled rectangle with clear parts. You do not have to + create a path to draw a rectangle. + + To draw an outline of a rectangle, use the \c{strokeRect()} method. + + To draw a filled rectangle, use the \c{fillRect()} method. The default + fill color is black. + + To clear part of a filled rectangle, use the \c{clearRect()} method. + + 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: + + \code + var context = canvas.getContext("2d"); + canvas.strokeRect(50,50,50,50); + canvas.fillRect(60,60,30,30); + canvas.clearRect(70,70,10,10); + \endcode + + \image webkit-guide/canvas_rectangles.gif + + \section2 Drawing Lines + + To draw a line, you first have to \e{"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. + Each time you want to draw a new shape, you have to call the + \c{beginPath()} method to reset the current path. + + 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)}. + + 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: + + \code + context.beginPath(); + context.moveTo(10,10); + context.lineTo(30,30); + \endcode + + To get the \e{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}): + + \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: + + \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: + + \image webkit-guide/canvas_lineStrokeTo.gif + + To create a shape, call the \c{context.closePath()} method: + + \code + context.closePath(); + context.moveTo(10,10); // starting point + context.lineTo(30,30); // specify first line + context.moveTo(30,30); // move to end of first line + context.lineTo(60,10); // specify second line + context.moveTo(60,10); // move to end of second line + context.lineTo(10,10); // specify third line to close triangle + context.strokeStyle("#000"); // use black color for lines + context.stroke(); // draws the triangle lines on the canvas + \endcode + + To fill the shape, use the \c{fillstyle} property and the \c{fill()} + method: + + \code + context.fillStyle("#FF0000"); // use red color for fill + context.fill(); // fill the triangle + \endcode + + The 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. + + 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}.) + \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.) + \endlist + + \image webkit-guide/canvas_linecap.png + + \section2 Drawing Arcs + + To draw an arc, you begin with the same steps your followed to create + 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. + + \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}. + + \image webkit-guide/canvas_arcTo2.png + + 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: + + \code + var radians = (Math.PI/180)*degrees; + \endcode + + \image webkit-guide/canvas_startAngle.png + + \c{anticlockwise} has the value \c{TRUE} for each arc in the figure + above because they are all drawn in the counterclockwise direction. + + \o To create a shape, call the \c{context.closePath()} method. This + marks the current subpath as closed and draws a straight line from the + current point to the first point in the path. + + \o To draw only the outline of the shape, call the \c{context.stroke()} + method. + + \o To fill in the shape, call the \c{context.fill()} method. + + \o To set the color of the fill, set the \c{strokeStyle}. For example, + the code + + \code + context.strokeStyle = "#FF0000"; + \endcode + + sets the fill color to red. + + \endlist + + \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 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. + \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: + + \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 Call the \c{context.clip()} method. + \endlist + + The new shape displays. The following shows how a clipping path can + modify how an image displays: + + \image webkit-guide/canvas_clip-complex.png + +\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. + +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: + +\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-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{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-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{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{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: + +\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{...} 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 +\endlist + +\section1 Drawing Text + +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 + + The default value is \c{10px sans-serif}. + + 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: + + \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{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. +\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. + +\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, +creating outlines of glyphs. For example: + +\code +context.fillText("Text to stroke",x,y,maximumWidth); +\endcode + +\endlist + +\endlist + +\section1 Working with Images + +You can insert existing images onto your canvas, you can scale or crop +them, and you can combine them to create composite images. You can +also draw new images by creating an \c{Image()} object with JavaScript. + +To insert an existing image onto a canvas, call the \c{drawImage} method: + +\code +context.drawImage(image, dx, dy, dw, dh) +\endcode + +where: + +\list + +\o \c{image} is a reference to an HTML \c{<image>} or \c{<canvas>} +element. 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 using standard DOM methods such as \c{document.images()} or +\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{dx} is the x coordinate of the upper left corner of the image to be +drawn on the canvas (the destination image) + +\o \c{dy} is the y coordinate of the upper left corner of the destination +image + +\o \c{dw} is the width of the destination image (optional) + +\o \c{dh} is the height of the destination image (optional) + +\endlist + +If \c{dw} and \c{dh} are not specified, the image retains its source +dimensions when drawn on the canvas. When \c{dw} and \c{dh} are +specified, the image is scaled to width \c{dw} and height \c{dh} when +drawn on the canvas. + +If you want to crop the source image, the \c{drawImage} method can be +overloaded with the following arguments: + +\code +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{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. + +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(); +graphic.src = "clipart/graphic.png"; +\endcode + +The image begins to load. + +\code +graphic.onload = function(){ + context.drawImage(graphic,x,y); +}; +\endcode + + \section2 Creating Patterns with Images + + You can create patterns with an image by repeating it horizontally, + vertically, or both. The top left corner of the first image must be + anchored at the origin of the coordinate space. To repeat an image, + call the \c{createPattern} method: + + \code + context.createPattern(image, repetition); + \endcode + + where: + + \list + + \o \c{image} is a reference to an HTML \c{<image>} or \c{<canvas>}element + 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 + \endlist + + The repeated images are the same size as the source image. The + \c{createPattern} method does not scale the images. + + For example, to create a horizontal pattern of roses, create an + \c{Image} object to use as a pattern and define its source. Use an + \c{onload} event handler to ensure that the \c{createPattern} method + is not called until the image has finished loading. For example: + + \code + var roses = new Image(); + roses.src = "clipart/roses.jpg"; + \endcode + + The image begins to load. + + \code + roses.onload = function(){ + var pattern = context.createPattern(roses,repeat-x); + }; + \endcode + + \image webkit-guide/canvas_pattern.png + +\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: + +\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: + +\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: + +\code +context.fillStyle = rgba(0, 0, 255, 0) // transparent +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. + + \section2 Applying Gradients + + 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: + + \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. + + 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 + end points or circles: + + \code + addColorStop(position,color) + \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. + \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: + \list 1 + \o Create a gradient object: + \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 + \o Draw the shape and set a \c{fillStyle} or \c{strokeStyle}: + \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 + stops. + + \section2 Applying Shadows + + To add a shadow effect to a drawing on a canvas, set the following + 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{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. + \endlist + + The following example code adds a semi-transparent black shadow to the + bottom right of a blue rectangle: + + \code + var context = canvas.getContext("2d"); + context.shadowOffsetX = 5; + context.shadowOffsetY = 5; + context.shadowBlur = 10; + context.shadowColor = "rgba(0,0,0,0.5)"; + context.fillStyle = "#0000FF"; + context.fillRect = (0,0,100,50) + \endcode + +\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. + + \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: + \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: + + \code + context.scale(x,y); + \endcode + + where: + + \list + + \o \c{x} is the scale factor in the horizontal direction + + \o \c{y} is the scale factor in the vertical direction + + \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: + + \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. + + 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. + + Each point on the canvas is multiplied by the matrix before anything is + drawn. The \l{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 + coordinate space units, just like the units in the \c{translate(x,y)} + method. + + The rotation transformation matrix is as follows: + + \image webkit-guide/canvas_math_rotate.png + + where the \c angle of rotation is in radians. + + \bold{See Also:} + \l{http://www.senocular.com/flash/tutorials/transformmatrix/}{senocular.com} + for a good explanation of how transformation matrices are used + identically within Adobe 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. + +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: +\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{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. + +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 \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. + +\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 + +*/ |