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@jrc03c/create-high-dpi-canvas

v1.0.22

Published

**create-high-dpi-canvas** provides a little helper function to make an HTML5 `<canvas>` element compatible with high-DPI screens.

Downloads

97

Readme

Introduction

create-high-dpi-canvas provides a little helper function to make an HTML5 <canvas> element compatible with high-DPI screens.

Installation

npm install --save @jrc03c/create-high-dpi-canvas

Usage

Add to your page:

<script src="dist/create-high-dpi-canvas.standalone.cjs"></script>

Or bundle:

import { createHighDPICanvas } from "@jrc03c/create-high-dpi-canvas"

Then create a canvas!

const width = 512
const height = 512
const canvas = createHighDPICanvas(width, height)

// add the canvas to the DOM:
document.body.appendChild(canvas)

// then draw something like you normally would:
const context = canvas.getContext("2d")
context.fillStyle = "red"
context.fillRect(0, 0, width, height)

The thing that's actually returned from the createHighDPICanvas function is a Web Component that implements the HTMLCanvasElement interface. That means that, although it's not technically an HTMLCanvasElement, it can generally be used as one. There's at least one little place where treating it as an HTMLCanvasElement doesn't work, and it's mentioned in the notes at the bottom of this document.

Since the returned element is a Web Component, it can be used in the page just like any other element! For example, instead of creating a high-DPI canvas programmatically using the function as in the example above, you could insert a <high-dpi-canvas> element into your web page:

<high-dpi-canvas></high-dpi-canvas>

<script src="dist/create-high-dpi-canvas.standalone.cjs"></script>
<script>
  const canvas = document.querySelector("high-dpi-canvas")
  canvas.width = 512
  canvas.height = 512

  // then draw something like you normally would:
  const context = canvas.getContext("2d")
  context.fillStyle = "red"
  context.fillRect(0, 0, width, height)
</script>

API

HighDPICanvasElement

This class inherits from HTMLElement and implements the HTMLCanvasElement interface. Therefore, I won't bother describing the superclass and interface methods here. Please consult the MDN docs for more info about those. Instead, what's listed below are the custom properties, methods, and events I added on top of the existing functionality.

Properties

css (static)

A string representing CSS rules to be applied inside the element's shadow DOM. Its default value is canvas { margin: 0; padding: 0; border: 0; }.

forwardedEvents (static)

An array of strings representing event names that are forwarded up from the canvas element inside the shadow DOM. For example, if the canvas inside the shadow DOM emits a "contextlost" event, then the HighDPICanvasElement will re-emit it. The default events that are forwarded are: "contextlost", "contextrestored", "webglcontextcreationerror", "webglcontextlost", and "webglcontextrestored".

observedAttributes (static)

An array of strings representing HTML attribute names that the class will watch for changes. This property is part of the Web Components API. Read more about it here.

tagName (static)

A string representing the name of the HTML element. Its value is high-dpi-canvas.

template (static)

A string representing the inner HTML of the shadow DOM. Its default value is simply "<canvas></canvas>".

_height

A number representing the height of the element. Setting the value of this property will not trigger any resizing events, so only assign a value to this property if it's your intention to circumvent the event process.

_width

A number representing the width of the element. Setting the value of this property will not trigger any resizing events, so only assign a value to this property if it's your intention to circumvent the event process.

dimensions (getter & setter)

An array containing two numbers representing, respectively, the width and height of the element.

element (getter only)

The canvas element that lives in the shadow DOM. Generally, you shouldn't interact with this property unless you know what you're doing. However, there's a caveat down in the notes section of the bottom of this document that mentions this property.

height (getter & setter)

A number representing the height of the element. Note that this value can accessed as an attribute using the getAttribute and setAttribute methods.

width (getter & setter)

A number representing the width of the element. Note that this value can accessed as an attribute using the getAttribute and setAttribute methods.

eventListeners

An array of objects matching the definition below that provide information about event listeners that have been added to various targets.

Definition:

{
  target : EventTarget,
  event : string,
  callback : function,
  remove : function,
}

You'll probably never need to interact with this property. Its purpose is to keep track of event listeners created by the on method and then to remove all of them when the HighDPICanvasElement is removed from the DOM. It does this automatically, so you shouldn't need to fiddle with this property.

resizeObserver

A ResizeObserver instance that watches the element for size changes (either those introduced programmatically by setting the width or height properties or those applied indirectly via CSS rules). When the resizeObserver observes a change in the element's size, it calls the onOuterResize method, which then emits a "resize" event.

Methods

off(target : EventTarget, event : string, callback : function)

Removes an event listener that was previously added to target that listened for the event event and called the callback function. This method is somewhat similar to calling the EventTarget.removeEventListener method except that the corresponding event listener info object is removed from the eventListeners array.

on(target : EventTarget, event : string, callback : function, shouldRecordEventListenerInfo : boolean) : function

Adds an event listener to target that listens for the event event and calls the callback function. This method provides roughly the same functionality as the EventTarget.addEventListener method, but with two exceptions. First, it returns a function that can be used to remove the event listener. Second, it creates an event listener info object and stores it in the eventListeners array (unless shouldRecordEventListenerInfo is false). When the HighDPICanvasElement is later removed from the DOM, all listeners in the eventListeners array are automatically removed.

For example:

const canvas = createHighDPICanvas(512, 512)
document.body.appendChild(canvas)

const removeListener = canvas.on(window, "resize", () => {
  console.log("The window was resized!")
})

// Later, you can remove the listener by calling the returned function:
removeListener()

// Or by removing the element from the DOM:
document.body.removeChild(canvas)

onOuterResize(shouldEmitEvent : boolean)

Updates the properties of the canvas that lives in the shadow DOM and then emits a "resize" event (unless shouldEmitEvent is false).

This method is called automatically by the resizeObserver any time the element's size changes, so there are probably very few cases where it would make sense to call it manually.

Events

"resize"

Is emitted any time the HighDPICanvasElement changes size. This can occur either when size changes are induced directly (i.e., by setting the width and height properties, or by setting the "width" and "height" attributes) or indirectly (e.g., when a CSS rule forces the element to change size).

createHighDPICanvas(width : number, height : number) : HighDPICanvasElement

Returns a HighDPICanvasElement instance.

Notes, Caveats, Known Issues, etc.

  1. It's not currently possible to call another canvas's drawImage method and pass a high-DPI canvas as the first argument. I'll try to fix that sometime. In the meantime, you can use the element instance property to directly reference the canvas element that lives inside the <high-dpi-canvas> shadow DOM.