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qx-canvas

v1.1.4

Published

小巧、高性能的 Canvas2D 引擎,具有事件系统、碰撞检测

Downloads

19

Readme

QxCanvas

这是一个小巧、高性能的 Canvas2D 渲染引擎。

基于树结构,可以像 DOM 一样操作 Canvas 图形,并很容易进行事件交互。

自用学习为主,不保证稳定性。

快速开始

安装:

pnpm i qx-canvas -S

canvas 元素传入 App 类,即可创建一个 App 实例。App 用于管理整个 canvas 及其事件系统。

import * as QxCanvas from "qx-canvas";
const app = new QxCanvas.App({
  canvas: document.querySelector("canvas")!,
});

接着使用 Graphics 类创建图案对象,并挂载到 app.stage 舞台(根节点)上。

绘制图形:
Graphics 具有一系列绘制基础图形的方法,它们以 draw 开头,如 drawRectdrawCircledrawLine 等。
但你应该先调用 beginFillbeginLine 方法,以表明开始填充描边,并传入样式参数。

添加事件:
你可以为图案对象添加事件监听器,如 clickmousedownmousemove 等,并具有和 DOM 一样的事件传播机制。

const rect1 = new QxCanvas.Graphics()
  // `Graphics` 的所有方法都支持链式调用
  .beginFill({
    color: "blue",
  })
  .drawRect(200, 0, 100, 100)
  .setPivot(200, 0) // 设置变换中心
  .setRotation(45) // 顺时针旋转45度
  .setScale(2, 2) // 放大两倍
  .setAlpha(0.5) // 透明度
  .setCursor("pointer") // 鼠标样式
  .addEventListener("click", (e) => {
    // 若你需要在异步环境中使用事件对象,需要调用 clone 方法,以拷贝其副本。
    console.log(e.clone());
  });
app.stage.add(rect1);

app.stage舞台、根节点,所有 Graphics 图形都是其后代节点,其类型为 Group 表示的概念。

Graphics 继承自 Group,也就是说,所有图形节点本身也是,可以添加子节点,以此形成树结构。

const circle1 = new QxCanvas.Graphics()
  .beginLine({
    width: 5,
  })
  .setPosition(0, 100) // 设置位置偏移量
  .drawCircle(200, 0, 20);
rect1.add(circle1); // 作为rect1的子节点

在同一个组中,其透明度、变换(旋转、缩放等)是共享叠加的,如:父节点的变换叠加上子节点自身的局部变换,形成子节点最终的全局变换效果。

Graphics 除了可以绘制基础图形,还可以绘制路径,这和原生 Canvas 类似,不过和绘制图形一样,需要提前调用 beginFillbeginLine 方法。

const path1 = new QxCanvas.Graphics()
  .beginLine()
  .moveTo(100, 100)
  .lineTo(200, 200)
  .lineTo(300, 100)
  .closePath();
app.stage.add(path1);

API 文档

较为详细的 API 文档。

App

App 类是整个引擎的入口,用于管理整个 canvas 及其事件系统。

const app = new QxCanvas.App({
  canvas: document.querySelector("canvas")!,
});

参数:

export interface IAppOptions {
  // 传入的canvas元素
  canvas: HTMLCanvasElement;
  // canvas 元素宽高
  width?: number;
  height?: number;
  // 背景颜色
  backgroundColor?: string;
  // 背景透明度
  backgroundAlpha?: number;
}

属性和方法:

declare class App<T extends IContext["ctx"] = CanvasRenderingContext2D> {
  readonly stage: Group; // 舞台,根节点
  constructor(options: IAppOptions);
  clear(): void; // 清空舞台
  resize(width: number, height: number): void; // 调整canvas大小
  get ctx(): T; // 获取canvas上下文
  get canvas(): HTMLCanvasElement; // 获取canvas元素
}

Node

Node 类是所有节点的基类,具有一些基础的属性和方法。(内部类,未向外暴露)

declare abstract class Node extends EventClient {
  visible: boolean; // 节点是否可见
  readonly transform: Transform; // 变换对象
  cursor: Cursor; // 鼠标样式
  hitArea: Shape | null; // 自定义碰撞图形(区域)
  parent: this | null; // 父节点
  readonly children: this[]; // 子节点列表
  id: string; // 节点id
  class: string[]; // 节点类名
  get zIndex(): number; // 获取节点层级
  set zIndex(value: number); // 设置节点层级

  // 一些操作属性的方法,返回this,方便链式调用
  setZIndex(index: number): this; // 设置节点层级
  setAlpha(alpha: number): this; // 设置透明度
  setVisible(visible: boolean): this; // 设置可见性
  setCursor(cursor: Cursor): this; // 设置鼠标样式
  setHitArea(hitArea: Shape): this; // 设置碰撞区域
  setId(id: string): this; // 设置节点id
  setClass(className: string): this; // 覆盖设置类名
  addClass(className: string): this; // 添加类名
  removeClass(className: string): this; // 移除类名
  setScale(x: number, y: number): this; // 设置缩放
  setRotation(rotation: number): this; // 设置旋转角度
  setPosition(x: number, y: number): this; // 设置位置偏移量
  setPivot(x: number, y: number): this; // 设置变换中心
  setSkew(x: number, y: number): this; // 设置倾斜角度

  // 添加事件监听器
  addEventListener(type: EventType, listener: EventListener, options?: boolean | EventOptions): this;
  // 移除事件监听器
  removeEventListener(type: EventType, listener: EventListener, capture?: boolean): this;

  // 根据id或class查找子节点
  findById(id: string): this | null;
  findByClass(className: string): this[];
}

Group

Group 类是对象,继承自 Node,用于管理子节点。(内部类,未向外暴露)

declare class Group extends Node {
  add(child: this | this[]): this; // 添加子节点
  remove(child: this): this; // 移除子节点
  removeChildren(): this; // 移除所有子节点
  removeSelf(): this; // 从父节点移除自身
  destroy(): void; // 销毁节点,移除自身及所有子节点
  getSpreadPath(): Group[]; // 获取传播路径,即从根节点到自身的路径

  // 生命周期
  onBeforeMount(handler: (item: this) => void): this;
  onMounted(handler: (item: this) => void): this;
  onBeforeRender(handler: (item: this, renderer: CanvasRenderer) => void): this;
  onRendering(handler: (item: this, renderer: CanvasRenderer) => void): this;
  onRendered(handler: (item: this, renderer: CanvasRenderer) => void): this;
  onBeforeUnmount(handler: (item: this) => void): this;
  onUnmounted(handler: (item: this) => void): this;
}

Graphics

Graphics 类是图案对象,继承自 Group,用于绘制图形、路径,以及绑定事件监听器。

declare class Graphics extends Group {
  readonly graphicsDataList: GraphicsData[];
  // 开始填充或描边
  beginFill(style?: Partial<FillStyleType>): this;
  beginLine(style?: Partial<LineStyleType>): this;
  // 结束填充或描边
  endFill(): this;
  endLine(): this;

  // 判断点是否在图形内
  contains(p: Point): boolean;

  // 绘制基础图形
  // 矩形
  drawRect(x: number, y: number, width: number, height: number): this;
  // 圆
  drawCircle(x: number, y: number, radius: number): this;
  // 椭圆
  drawEllipse(x: number, y: number, radiusX: number, radiusY: number): this;
  // 圆角矩形
  drawRoundRect(x: number, y: number, width: number, height: number, radius: number): this;
  // 多边形
  drawPolygon(points: number[]): this;
  // 文本
  drawText(text: string, x: number, y: number, textStyle?: TextStyle): this;

  // 绘制路径
  moveTo(x: number, y: number): this;
  lineTo(x: number, y: number): this;
  // 绘制任意数量控制点的贝塞尔曲线,指定 t 参数,绘制一定曲线阶段,accuracy 参数指定精度
  bezierCurveTo(controlPoints: number[], t?: number, accuracy?: number): this;
  closePath(): this;
  // 开始新路径
  beginPath(): this;
  // 清空路径
  clearPath(): this;
  // 开始剪切
  beginClip(): this;
  // 结束剪切
  endClip(): this;

  // 设置遮罩,将另一个图案对象作为遮罩
  // x、y、width、height,设置遮罩作用区域。type,设置遮罩的合成方式
  setMask(x: number, y: number, width: number, height: number, graphics: Graphics, type?: GlobalCompositeOperation): this;
}

生命周期

每个图案对象 GraphicsGroup)都具有生命周期,以便在特定的时机执行特定的操作。

const s = new QxCanvas.Graphics()
s.onBeforeMount((item) => {
  console.log("before mount");
})
  .onMounted((item) => {
    console.log("mounted");
  })
  .onBeforeRender((item, renderer) => {
    console.log("before render");
  })
  .onRendering((item, renderer) => {
    console.log("rendering");
  })
  .onRendered((item, renderer) => {
    console.log("after render");
    app.stage.remove(s);
  })
  .onBeforeUnmount((item) => {
    console.log("before unmount");
  })
  .onUnmounted((item) => {
    console.log("unmounted");
  });

顺序如下:

  1. onBeforeMount:挂载到父节点前触发。
  2. onMounted:挂载到父节点后触发。
  3. onBeforeRender:每帧渲染前触发。
  4. onRendering:每帧渲染时触发,此时节点自身已经渲染完毕,但子节点还未渲染。
  5. onRendered:每帧渲染后触发,此时节点及其子节点都已经渲染完毕。
  6. onBeforeUnmount:从父节点移除前触发。
  7. onUnmounted:从父节点移除后触发。