Welcome to the CanvasFlow documentation, a JavaScript library that allows you to create and move objects on an HTML canvas with ease.
You can install CanvasFlow using either npm or by including it directly from a CDN.
To install CanvasFlow using npm, run the following command:
npm install canvasflow@latest
You can include CanvasFlow in your HTML file using the following CDN link:
<script src="https://unpkg.com/[email protected]/lib.js"></script>
To get started with CanvasFlow, follow these steps:
- Import the
CanvasFlow
class:
import CanvasFlow from "canvasflow";
- Create a canvas element in your HTML:
<canvas class="MyCanvas"></canvas>
- Initialize CanvasFlow:
const myCanvas = document.querySelector("canvas.MyCanvas");
const canvas = new CanvasFlow(myCanvas);
canvas.ctx // Access the 2D rendering context of the canvas
With these steps, you're ready to begin drawing on the canvas using CanvasFlow.
When initializing the canvas, you can provide optional properties to customize its behavior. Here are the available properties:
const canvas = new CanvasFlow(myCanvas, {
defaultValues: {
fill: "green",
// Other default property values...
},
});
The following table lists the available canvas properties and their descriptions:
Property | Type | Default Value | Description |
---|---|---|---|
x | Number | 0 | Default x position of objects on the canvas |
y | Number | 0 | Default y position of objects on the canvas |
width | Number | 0 | Default width of objects on the canvas |
height | Number | 0 | Default height of objects on the canvas |
fill | String | "black" | Default background color of objects on the canvas |
stroke | Object | { fill: "black", width: 0 } | Default stroke properties of objects on the canvas |
font | Object | { family: "sans-serif", size: 10 } | Default font properties of text objects on the canvas |
borderRadius | Number | 0 | Default border radius of objects on the canvas |
rotation | Number | 0 | Default rotation of objects on the canvas |
opacity | Number | 1 | Default opacity of objects on the canvas |
blurness | String | "0px" | Default blurness of objects on the canvas |
brightness | Number | 1 | Default brightness of objects on the canvas |
contrast | Number | 1 | Default contrast of objects on the canvas |
grayscale | Number | 0 | Default grayscale of objects on the canvas |
hueRotate | Number | 0 | Default hue-rotate of objects on the canvas |
invert | Number | 0 | Default invert of objects on the canvas |
saturate | Number | 1 | Default saturate of objects on the canvas |
sepia | Number | 0 | Default sepia of objects on the canvas |
dropShadow | Object | {} | Default drop-shadow of objects on the canvas |
zIndex | Number | 0 | Default z-index of objects on the canvas |
translate | Object | { x: 0, y: 0 } | Default translate position of objects on the canvas |
scale | Number | 1 | Default scale of objects on the canvas |
from | Object | { x: 5, y: 5 } | Default starting position of line objects on the canvas |
to | Object | { x: 50, y: 50 } | Default ending position of line objects on the canvas |
points | Array | [] | Default points of polygon objects on the canvas |
isChunk | Boolean | false | Default value if the object acts as an eraser (true) or is drawn normally (false) on the canvas |
CanvasFlow provides various methods to interact with and manipulate objects on the canvas.
Use the setObject
method to create an object on the canvas:
canvas.setObject(object);
Example:
const rectangle = {
id: 1,
type: "rectangle",
x: 15,
y: 15,
width: 50,
height: 50,
fill: "black",
classes: "class1 class2" // you can get the object by its classes.
};
canvas.setObject(rectangle);
The setObjects
method allows you to create multiple objects on the canvas:
canvas.setObjects([object, object, ...]);
Example:
const objects = [
{
id: 1,
type: "rectangle",
x: 15,
y: 15,
width: 50,
height: 50,
fill: "black"
},
{
id: 2,
type: "circle",
x: 100,
y: 100,
width: 50,
height: 50,
fill: "#ff0",
}
];
canvas.setObjects(objects);
You can update an object's properties using the updateObject
method:
canvas.updateObject(objectId, newProps);
Example:
canvas.updateObject(1, {
width: 150,
height: 150,
fill: "red",
classes: "red"
});
Retrieve an object's properties and position using the getObject
method:
const myObject = canvas.getObject(objectId);
To check if the object is exists, use the isObjectExists
method:
const allRedObjects = canvas.isObjectExists(objectId);
To get all objects on the canvas, use the getObjects
method:
const allObjects = canvas.getObjects();
To get all objects with a specific class on the canvas, use the getObjectsByClassName
method:
const allRedObjects = canvas.getObjectsByClassName("red");
The deleteObject
method removes an object from the canvas:
canvas.deleteObject(objectId);
Example:
canvas.deleteObject(1);
Move an object using the moveObject
method:
canvas.moveObject(objectId, newX, newY, mode);
Example:
canvas.moveObject(2, 70, 20, "relative");
Modes:
- Absolute (Default): Move object to new x and y positions.
- Relative: Move object from current position to new x and y positions.
The clearCanvas
method clears the canvas and removes all objects:
canvas.clearCanvas();
CanvasFlow supports event handling using the on
method:
const stopEvent = canvas.on(eventName, callback);
Example:
const stopClickEvent = canvas.on("click", (e) => {
console.log(e);
stopClickEvent();
});
CanvasFlow supports various object types:
const rectangle = {
type: "rectangle",
fill: "black",
width: 50,
height: 50
};
canvas.setObject(rectangle);
const triangle = {
type: "triangle",
fill: "blue",
width: 70,
height: 70
};
canvas.setObject(triangle);
const polygon = {
type: "polygon",
fill: "purple",
points: [
{ x: 0, y: 0 },
{ x: 75, y: 25 },
{ x: 75, y: 75 },
{ x: 0, y: 75 },
],
};
canvas.setObject(polygon);
const circle = {
type: "circle",
fill: "#333",
x: 60,
y: 60,
width: 70,
height: 70
};
canvas.setObject(circle);
const text = {
type: "text",
x: 50,
text: "Hello World!",
font: {
family: "Arial",
size: 24
},
fill: "black"
};
canvas.setObject(text);
const image = {
type: "image",
url: "./MyImage.png",
width: 200,
height: 200
};
canvas.setObject(image);
const line = {
type: "line",
from: { x: 30, y: 30 },
to: { x: 120, y: 120 },
stroke: { fill: "black", width: 1 }
};
canvas.setObject(line);
const path = {
type: "path",
path: "M150 0 L75 200 L225 200 Z",
fill: "black"
};
canvas.setObject(path);
const custom = {
type: "custom",
draw: function(ctx, canvas, props) { /* drawing a custom object */ },
fill: "black"
};
canvas.setObject(custom);
Here are some tips to keep in mind while using CanvasFlow:
-
When using the
setObject
method to create or update an object, any properties provided will override the default values. This allows you to easily customize individual objects on the canvas. -
When using the
setObjects
method to create multiple objects, ensure that each object'sid
property is unique. Objects with the sameid
may overlap or cause unexpected behavior. -
The
updateObject
method only replaces the exact properties provided with the new properties. If you use thesetObject
method to update an object, any properties not specified will be deleted from the object. -
The
objects
property within the event object (e
) contains an array of objects that the cursor is over when an event is fired. This is useful for event handling and interaction with specific objects on the canvas. -
Event handling with CanvasFlow is done using the
on
method. Remember to call the returned function (e.g.,stopClickEvent()
) to stop listening to the event when it's no longer needed. -
The
objects
property within the event object is sorted by z-index in ascending order. This means that the first object in the array has the lowest z-index value, and subsequent objects have higher z-index values. -
Some of the filters properties are just appliable to images.
Keep these tips in mind to make the most of CanvasFlow's capabilities and enhance your canvas-based applications.