@bigfan/art
v1.1.0
Published
react renderer for html5 canvas
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@bigfan/art
@Bigfan/art
is a 2D drawing library leveraging the react-reconciler
package that will help create 2D graphics using a declarative API that renders the output to the canvas. At its core @Bigfan/art
is a React custom renderer for HTML5 Canvas.
It provides reusable components that makes it as easy as possible to get 2D content on a webpage. These components can react to state changes and are able to animate using @bigfan/art
's native animation system.
Installation
using npm: npm i @bigfan/art
using yarn: yarn add @bigfan/art
Demos
Why
It makes it painless to create sophisticated 2D drawings by composing small, independent, reusable components that manage their own state. And makes your code more predictable thanks to react's declarative nature and its component-based architecture.
Usage
A rotating react logo:
import React, { useEffect } from "react";
import { useArt, useUpdate } from "@bigfan/art";
export default function Art() {
const { width, height } = useArt(); // get the width & height of the canvas
const controls = useUpdate({ rotate: 0 });
useEffect(() => {
controls.start(({ time }) => {
return { rotate: Math.PI * time * 0.0002 };
});
}, [controls]);
return (
<img
src="/react-logo.png"
x={0}
y={0}
update={controls}
transform={{ x: width / 2, y: height / 2 }}
/>
);
}
Grouping
A group acts like a container for elements and other groups. They render nothing on their own but transforming a group will cause anything inside it to transform as well. Each element rendered inside the group, will be positioned and oriented relative to its parent group.
import React, { useEffect } from "react";
import { useArt, useUpdate } from "@bigfan/art";
export default function Art() {
const { width, height } = useArt();
const controls = useUpdate({ rotate: 0 });
useEffect(() => {
controls.start(({ time }) => {
return { x: Math.sin((Math.PI / 2) * time * 0.002) * 100 };
});
}, [controls]);
return (
<group
x={0}
y={0}
transform={{ x: width / 2, y: height / 2 }}
update={controls}
>
<hexagon x={0} y={0} color="gold" radius={230} stroke />
<text x={0} y={0} text="@bigfan/art" size={80} color="orange" />
</group>
);
}
Events
Events in @bigfan/art
work similarly to React DOM. But it's only limited to listening for click, mouse in, mouse out and mouse move events. Plus the ability to drag and scale out of the box.
- Click Event
export default function Art() {
const [color, setColor] = useState();
const { width, height } = useArt(); // get the width & height of the canvas
const onToggleColor = () => setColor(color === "grey" ? "yellow" : "grey");
return (
<arc
x={width / 2}
y={height / 2}
radius={50}
color={circlerColor}
onClick={onToggleColor}
/>
);
}
- Mouse in / mouse out
export default function Art() {
const [color, setColor] = useState();
const { width, height } = useArt(); // get the width & height of the canvas
const onMouseIn = () => setColor("pink");
const onMouseOut = () => setColor("yellow");
return (
<arc
x={width / 2}
y={height / 2}
radius={50}
color={circlerColor}
onMouseIn={onMouseIn}
onMouseOut={onMouseOut}
/>
);
}
- mouse move
export default function Art() {
const [color, setColor] = useState("yellow");
const { width, height } = Art.useArt();
// moving mouse vertically changes the lightness.
// moving mouse horizontally changes the hue.
const onMouseMove = ({ x, y }) => {
const hue = Math.abs(width / 2 - 100 - x) / 200;
const lightness = Math.abs(height / 2 - 100 - y) / 200;
setColor(`hsl(${Math.round(hue * 360)}, 100%, ${lightness * 100}%)`);
};
return (
<arc
x={width / 2}
y={height / 2}
radius={100}
color={color}
onMouseMove={onMouseMove}
/>
);
}
- Drag and drop
export default function Art() {
const [color, setColor] = useState();
const { width, height } = useArt(); // get the width & height of the canvas
return (
<arc
x={width / 2}
y={height / 2}
radius={50}
color={circlerColor}
drag // the drag prop enables the drag and drop on this element
/>
);
}
- select and scale
export default function Art() {
const [color, setColor] = useState();
const { width, height } = useArt(); // get the width & height of the canvas
return (
<arc
x={width / 2}
y={height / 2}
radius={50}
color={circlerColor}
select // the select prop enables select and scale
/>
);
}
Host elements: (or platform-specific components)
- rect
- arc
- line
- polygon
- text
- img
- hexagon
API
useEvent
useEvent
is built-in custom hook returns an instance of Event class. In the following example the white ball follows the mouse cursor.
import React, { useEffect } from "react";
import { useArt, useUpdate } from "@bigfan/art";
export default function Art() {
const event = useEvent("mousemove");
const controls = useUpdate(null, { event, offsets: true });
useEffect(() => {
controls.start(({ event }) => {
return { x: event.x, y: event.y };
});
}, [controls]);
return <arc x={0} y={0} radius={50} color="#fff" update={controls} />;
}
useUpdate
The useUpdate
hook can be used to imperatively control animations. The update is started as soon as you call the start method. The start method accepts a function which when called will be passed a time argument that represents the high-resolution timestamp that indicates the current time. useUpdate
will return an instance that must be passed to the update
prop of the element that you want to update.
Each update instance could have a list of other attached instances and the attach
method allows you to attach one or more instances to an instance.
useUpdate
receives the following configs:
offsets
Setting this to true will animate the manual offsets of a given element. And when set to false it will animate the transforms.
count
Count can be helpful when you want to create a number of updates using a single useUpdate
hook, and let each one of these updates start after the other in a sequence. Count can either be passed a number or an array.
When passed a number, it will generate a number of animation instances which can be controlled in the start method callback function.
import React, { useEffect } from "react"; import { useArt, useUpdate } from "@bigfan/art"; export function Art() { const { width, height } = useArt(); // get the width & height of the canvas const controls = useUpdate({ x: 0, y: 0 }, { count: 10, offsets: true }); useEffect(() => { controls.attached.forEach((control, i) => { control.start(({ time }) => { return { x: width / 2 + Math.cos(Math.PI * time * 0.001 + i * 0.6) * 300, y: height / 2 + Math.sin(Math.PI * time * 0.001 + i * 0.6) * 300, }; }); }); }, [controls, width, height]); return ( <group> {controls.map((update, index) => ( <rect key={index} x={0} y={0} color="#fff" width={50} height={50} update={update} /> ))} </group> ); }
Similarly when we pass an array, it also generates a number of instances but it's more helpful when you want to have a list of unrelated default props.
loop
When you pass a count prop, an attached prop will be passed to the start method and you have to take care of it all. But when set loop to true the start function will automatically loop over your attached instances providing you with an extra index prop.
import React, { useEffect } from "react";
import { useArt, useUpdate } from "@bigfan/art";
export default function Art() {
const { width, height } = useArt(); // get the width & height of the canvas
const controls = useUpdate(
{ x: 0, y: 0 },
{ count: 10, offsets: true, loop: true }
);
useEffect(() => {
controls.start(({ time, index }) => {
return {
x: width / 2 + Math.cos(Math.PI * time * 0.001 + index * 0.6) * 300,
y: height / 2 + Math.sin(Math.PI * time * 0.001 + index * 0.6) * 300,
};
});
}, [controls, width, height]);
return (
<group>
{controls.map((update, index) => (
<rect
key={index}
x={0}
y={0}
color="#fff"
width={50}
height={50}
update={update}
/>
))}
</group>
);
}
useArt
This hook allows you to access the canvas width
and height
as well as the current canvas context.