Attention! This repository is archived and the library has been moved to tinkoff/ng-web-apis monorepository
Part of
Web APIs for Angular
This is a library for declarative use of Canvas API with Angular.
If you do not have @ng-web-apis/common:
npm i @ng-web-apis/common
Now install the package:
npm i @ng-web-apis/canvas
Add CanvasModule to your module declaration and use waCanvas2d directive
on a canvas
element to declare 2D context scope. Then use other directives to draw inside
canvas:
<canvas waCanvas2d>
<canvas-path fillStyle="red">
<canvas-rect [x]="0" [y]="0" [width]="100" [height]="50"></canvas-rect>
</canvas-path>
</canvas>Context directive supports the following attributes (see contextAttributes for 2D context):
opaque—booleanattribute to setalphatofalsedesynchronized—booleanattribute to setdesynchronizedtotrue
There are 3 types of directives you can use:
- Method directives
- Properties directives
- Path directives
These are basic directives to draw things on canvas.
canvas-clip-pathcanvas-draw-imagecanvas-textcanvas-path- You can use
pathinput to passPath2Dif you do not need IE support
- You can use
These directives set properties of CanvasRenderingContext2D.
They must be applied to a method directive and they change context property before calling the method.
They also restore default value after drawing is performed so it will not interfere with the rest of picture.
clip- Either pass a reference to
canvas-clip-pathdirective or aPath2Dobject
- Either pass a reference to
clipFillRuledirectionfillStylefilterimageSmoothingEnabledimageSmoothingQualityfontglobalAlphaglobalCompositeOperationlineCaplineDashOffsetlineJoinlineWidthlineDashmiterLimitstrokeStyletextAligntextBaselineshadowBlurshadowColorshadowOffsetXshadowOffsetY
You can use following directives to draw path on Canvas.
They must be children of canvas-path directive:
canvas-arccanvas-arc-tocanvas-bezier-curve-tocanvas-ellipsecanvas-line-tocanvas-move-tocanvas-quadratic-curve-tocanvas-rect
Combining properties, method and path directives can be examined on the following case. Consider drawing two rectangles with native commands:
function drawTwoRectangles(context) {
context.beginPath();
context.fillStyle = 'red';
context.rect(0, 0, 100, 50);
context.fill();
context.beginPath();
context.fillStyle = 'green';
context.globalCompositeOperation = 'screen';
context.rect(25, 25, 100, 50);
context.fill();
context.fillStyle = '#000';
context.globalCompositeOperation = 'source-over';
}This is equivalent to the following HTML
<canvas waCanvas2d>
<canvas-path fillStyle="red">
<canvas-rect [x]="0" [y]="0" [width]="100" [height]="50"></canvas-rect>
</canvas-path>
<canvas-path fillStyle="green" globalCompositeOperation="screen">
<canvas-rect [x]="25" [y]="25" [width]="100" [height]="50"></canvas-rect>
</canvas-path>
</canvas>And both will give you this result:
You can use Pipes to create some of the classes, required for particular Canvas operations:
gradientto create CanvasGradientpathto create Path2Dpatternto create CanvasPatternradto convert degrees into radians
- Performance-wise it would of course be slower than performing imperative commands and optimizing them manually. But unless you are making a video game with heavy render cycle this shouldn't be noticeable.
- Unlike raw canvas, default stroke color is transparent to align behavior with SVG.
Other Web APIs for Angular by @ng-web-apis
Do you also want to open-source something, but hate the collateral work? Check out this Angular Open-source Library Starter we’ve created for our projects. It got you covered on continuous integration, pre-commit checks, linting, versioning + changelog, code coverage and all that jazz.
