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Includes ESM and CJS support.","homepage":"https://github.com/ColdGlassOMilk/react-canvas-animate#readme","keywords":["react","canvas","animate","animation","draw","render","opengl","2d","3d"],"repository":{"type":"git","url":"git+https://github.com/ColdGlassOMilk/react-canvas-animate.git"},"author":{"name":"Nicholaus Brabant"},"bugs":{"url":"https://github.com/ColdGlassOMilk/react-canvas-animate/issues"},"license":"MIT","readme":"<h1 align=\"center\">🎞️ Welcome to react-canvas-animate 👋</h1>\n<p>\n  <a href=\"https://www.npmjs.com/package/react-canvas-animate\" target=\"_blank\">\n    <img alt=\"Version\" src=\"https://img.shields.io/npm/v/react-canvas-animate.svg\">\n  </a>\n  <a href=\"https://github.com/ColdGlassOMilk/react-canvas-animate/graphs/commit-activity\" target=\"_blank\">\n    <img alt=\"Maintenance\" src=\"https://img.shields.io/badge/Maintained%3F-yes-green.svg\" />\n  </a>\n  <a href=\"https://github.com/ColdGlassOMilk/react-canvas-animate/blob/master/LICENSE\" target=\"_blank\">\n    <img alt=\"License: MIT\" src=\"https://img.shields.io/github/license/ColdGlassOMilk/react-canvas-animate\" />\n  </a>\n</p>\n\n> React canvas wrapper with functionality for animation and event handling.\n\n## Requirements\n\n- `react >= 16`\n- `react-dom >= 16`\n\n## Install\n\nAdd to an existing react project.\n\n```sh\nnpm add react-canvas-animate\n```\n\n## Getting Started\n\nThe most basic component to start with. By default the canvas will init with a `Context2D`\n\n```typescript\nimport Canvas, { Context2D } from 'react-canvas-animate'\n\nexport default function App() {\n  const render = (ctx: Context2D) => {\n    const { width, height } = ctx.canvas\n    ctx.fillStyle = '#111'\n    ctx.fillRect(0, 0, width, height)\n  }\n\n  return <Canvas render={render} />\n}\n```\n\n## Props\n\n`CanvasContext` - Specify any of the available HTMLCanvasElement contextTypes - [HTMLCanvasElement Docs](https://developer.mozilla.org/en-US/docs/Web/API/HTMLCanvasElement/getContext)\n\nType aliases are available for each of the available context types:\n\n```ts\ntype CanvasContext = Context2D | WebGL | WebGL2 | Bitmap\n```\n\nBy default, a `Context2D` is created, but you can specify any type along with it's respective attributes using the `type` and `attributes` props, here is an example:\n\n```tsx\nimport Canvas, { Context2D } from 'react-canvas-animate'\n\nexport default function App() {\n  return (\n    <Canvas<Context2D> // Define the CanvasContext that will be used\n      type='2d' // '2d' | 'webgl' | 'webgl2' | 'bitmaprenderer'\n      attributes={{ alpha: true }}\n    />\n  )\n}\n```\n\nA more comprehensive example initializing an OpenGL context\n\n```ts\nimport Canvas, { WebGL } from 'react-canvas-animate'\n\nexport default function App() {\n  const init = (gl: WebGL) => {\n    const { width, height } = gl.canvas\n    gl.viewport(0, 0, width, height)\n    gl.clearColor(0.1, 0.1, 0.1, 1.0)\n    gl.enable(gl.DEPTH_TEST)\n  }\n\n  const render = (gl: WebGL) => {\n    gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT)\n  }\n\n  const update = (gl: WebGL, deltaTime: number) => {\n    // Perform calculations\n  }\n\n  return (\n    <Canvas<WebGL>\n      type='webgl'\n      attributes={{ antialias: true }}\n      init={init}\n      render={render}\n      update={update}\n      fullscreen\n    />\n  )\n}\n```\n\n#### Callbacks\n\n- `init` (context: CanvasContext) => void\n\n  Init is called once after the component has mounted and context has been initialized\n\n- `render` (context: CanvasContext, deltaTime: number) => void\n\n  Render is automatically synced to the display refresh rate\n\n- `update` (context: CanvasContext, deltaTime: number) => void\n\n  Update is called by default at 60 times per second, update loop is de-coupled from rendering. Adjust using the `frameRate` prop\n\n- `events` { handleEvent: (event: Event) => void, eventTypes: string[] }\n\n  Event listener callback (see \"Handle Events\" section below).\n\n- `documentEvents` { handleEvent: (event: Event) => void, eventTypes: string[] }\n\n- `windowEvents` { handleEvent: (event: Event) => void, eventTypes: string[] }\n\n  Functions the same as `events`, but attaches to the document/window instead of the canvas element.\n\n#### Props\n\nAll available `HTMLCanvasElement` props are passed to the underlying canvas element. So things like `height`, `width`, `style`, and `children` can all be passed.\n\nAdditional props are defined as:\n\n- `type` ContextType: `'2d' | 'webgl' | 'webgl2' | 'bitmaprenderer'`\n\n  Specifies what type of context should be created.\n\n- `attributes` Object - Collection of any permitted context attributes to be passed on init\n\n- `hideCursor` boolean\n\n- `fullscreen` boolean\n\n  Defaults to false. Setting true will adjust canvas dimensions to window inner dimensions, and handle resize events automatically. Position will also become fixed.\n\n- `nogrid` boolean\n\n  Setting to true will disable the tiled grid background. _Note: The grid is generated interally through styles, and will not in any way affect image rendering_\n\n- `gridOffset` _{ x: number, y: number }_\n\n  Control the background grid positioning. Useful for zoom & scroll operations.\n\n- `gridSize` number\n\n  Default is 20. Size in pixels for the tiled grid background.\n\n- `frameRate` number\n\n  Default is 60. Does not affect actual render framerate as that is locked to screen refresh rate. Only affects timeout of update callback.\n\n## Handle Events\n\nStandard event hooks work as usual:\n\n```ts\n<Canvas onClick={() => alert('Click')} />\n```\n\nSome functionality is also included to attach a primary event listener to the canvas.\n\nThe `events` prop accepts an object structured as\n\n```ts\n{\n  handleEvent: (event: Event) => void,\n  eventTypes: string[]\n}\n```\n\n#### Example\n\n```ts\nimport { useState, useRef } from 'react'\nimport Canvas, { Context2D } from 'react-canvas-animate'\n\nexport default function App() {\n  const [fullscreen, setFullscreen] = useState(true)\n  const cursorRef = useRef({ x: 0, y: 0 })\n\n  const render = (ctx: Context2D) => {\n    // Clear the screen\n    ctx.clearRect(0, 0, ctx.canvas.width, ctx.canvas.height)\n\n    // Draw a square at the cursor position\n    ctx.fillStyle = 'red'\n    ctx.fillRect(\n      cursorRef.current.x - 10,\n      cursorRef.current.y - 10,\n      20,\n      20\n    )\n  }\n\n  const handleMouseMove = (event: MouseEvent) => {\n    cursorRef.current = {\n      x: event.offsetX,\n      y: event.offsetY\n    }\n  }\n\n  const handleKeyDown = (event: KeyboardEvent) => {\n    switch (event.key.toLowerCase()) {\n      case 'escape':\n        setFullscreen(false)\n        break\n      case 'f':\n        setFullscreen(!fullscreen)\n        break\n    }\n  }\n\n  const handleEvent = (event: Event) => {\n    switch (event.type) {\n      case 'keydown':\n        handleKeyDown(event as KeyboardEvent)\n        break\n      case 'mousemove':\n        handleMouseMove(event as MouseEvent)\n        break\n    }\n  }\n\n  return (\n    <Canvas\n      events={{ handleEvent, eventTypes: ['keydown', 'mousemove'] }}\n      documentEvents={{ handleEvents, eventTypes: [] }}\n      fullscreen={fullscreen}\n      render={render}\n    />\n  )\n}\n```\n\n## Loading Images\n\nA helper class is included to ease in loading image data programmatically. See example usage below.\n\n`ImageLoader` class\n\n- `constructor` (string[] | null)\n\n- `loadImages` (string[]) => Promise\\<HTMLImageElement[]\\>\n\n- `loadImage` (string) => Promise\\<HTMLImageElement\\>\n\n- `getImageList` () => string[]\n\n- `getImages` () => HTMLImageElement[]\n\n- `getImage` (string) => HTMLImageElement\n\n  Returns the specified image. If image is not loaded, returns an empty Image() instance.\n\n## CanvasObject\n\n`CanvasObject` is provided to better encapsulate things. It's highly flexible and can be extended to suit your needs (e.g. Scenes, Layers, Components, etc.)\n\n- `CanvasObject` _namespace_\n\n  - `Base` _class_ CanvasObject `<State, Props, Context>`\n\n    - `constructor(context: CanvasContext, state: CanvasObject.State)`\n    - `this.context` Provides access to the CanvasContext passed during init\n    - `this.state` Initial state values\n    - `this.props` Access values passed during update as props\n    - `render(): void` _(optional)_ abstract callback method\n    - `update(): void`_(optional)_ abtract callback method. `this.props` is updated by `Manager` prior to callback\n\n  - `Manager` CanvasObjectManager `State, Props, CanvasContext, CanvasObject>`\n\n    - `constructor(context: CanvasContext, objects?: type T[])`\n    - `this.objects` _CanvasObject[]_ Access collection of managed objects\n    - `render` _void_ Internally calls render() method on all objects\n    - `update(props: Props)` _void_ Internally calls update() method on all objects\n\n  - `Component` _abstract class_\n\n  - `Entity` _abstract class_\n\n    - `attachComponents() => Record<string, Component>` Providing a collection of Component types will instantiate the underlying CanvasObjects passing through (context, state). You can then access the components under `this.components`\n\n  - `State` _Type_ Record<string, unknown> _{}_\n  - `Props` _Type_ Record<string, unknown> _{}_\n\n#### Example\n\nLet's create an object to represent Nyan cat using a `CanvasObject`\n\n```ts\nimport { CanvasObject, Context2D, ImageLoader } from 'react-canvas-animate'\n\nimport NyanImage from './nyan.png'\n\n// First, let's define the initial state\ninterface CatState extends CanvasObject.State {\n  isAwesome: boolean\n}\n\n// Then we'll define the types required in props\ninterface CatProps extends CanvasObject.Props {\n  deltaTime: number\n}\n\n// Then we'll build our custom object\n// We're loading the image directly instead of passing it for sake of brevity\nexport class Cat extends CanvasObject.Base<CatState, CatProps> {\n  private images: ImageLoader\n\n  constructor(context: Context2D, state: CatState) {\n    super(context, state)\n    this.images = new ImageLoader([NyanImage])\n  }\n\n  render(): void {\n    // const ctx = this.context\n    // const { width, height } = ctx.canvas\n    const img = this.images.getImage(NyanImage)\n    this.context.drawImage(img, 0, 0)\n  }\n\n  update(): void {\n    console.log('Cat State', this.state) // { isAwesome: true }\n    console.log('Cat Props', this.props) // { deltaTime: 1000 }\n  }\n}\n\n// Lastly, we'll build a custom Manager for our object type\nexport class CatManager extends CanvasObject.Manager<\n  CatState,\n  CatProps,\n  Context2D,\n  Cat\n> {}\n```\n\nAnd then render it in our component using the `CatManager` that we created:\n\n```ts\nimport { useRef } from 'react'\nimport Canvas, { Context2D } from 'react-canvas-animate'\n\nimport { Cat, CatManager } from '../objects/Cat'\n\nexport default function Nyan() {\n  const catMan = useRef<CatManager>()\n\n  const init = (ctx: Context2D) => {\n    const cats = (catMan.current = new CatManager(ctx))\n\n    // Use factory method to instantiate our Cat object\n    cats.create(Cat, { isAwesome: true })\n  }\n\n  const render = (ctx: Context2D) => {\n    ctx.clearRect(0, 0, ctx.canvas.width, ctx.canvas.height)\n\n    catMan.current?.render()\n  }\n\n  const update = (ctx: Context2D, deltaTime: number) => {\n    catMan.current?.update({ deltaTime })\n  }\n\n  return (\n    <Canvas init={init} render={render} update={update} frameRate={1} />\n  )\n}\n```\n\nGet Creative! These classes lend themselves to being quite flexible.\n\n## Component/Entity\n\nThe `CanvasObject` module also includes some base component/entity classes, here is a basic example:\n\n```typescript\nimport { CanvasObject } from 'react-canvas-animate'\n\n// First, we'll define a component state to represent Style\ninterface StyleState extends CanvasObject.State {\n  style?: {\n    fill?: string\n  }\n}\n\n// Then we'll pass that state type to a component class\nclass StyleComponent extends CanvasObject.Component<StyleState> {\n  render() {\n    const ctx = this.context\n    ctx.fillStyle = this.state.style?.fill || ctx.fillStyle\n  }\n}\n\n// Next, we'll define an Entity state to represent a rectangle\n// We'll extend StyleState to include the component options\ninterface RectState extends CanvasObject.State, StyleState {\n  x: number\n  y: number\n  width: number\n  height: number\n}\n\n// Then, we'll define our Rect Entity class\nclass Rect extends CanvasObject.Entity<RectState> {\n  useComponents() {\n    return {\n      style: StyleComponent,\n    }\n  }\n\n  render() {\n    const { x, y, width, height } = this.state\n    const ctx = this.context\n    this.components.style.render()\n    ctx.fillRect(x, y, width, height)\n  }\n}\n\n// Lastly, we'll make a custom manager for our Entity class\nclass RectManager extends CanvasObject.Manager<RectState> {}\n\n// Then we can use the factory method to render a red rectangle\nconst rectManager = new RectManager()\nrectManager.create(Rect, {\n  x: 50,\n  y: 50,\n  width: 100,\n  height: 100,\n  style: {\n    fill: 'red',\n  },\n})\n\n// ...\nrectManager.render()\n```\n\n## Helpers\n\n- `rgbAngle(angle: number) => string` 🌈 Takes any number and provides an rgb color (scale 0-360)\n\n  ```\n  ctx.shadowColor = rgbAngle(angle)\n  ```\n\n## Contributing\n\nContributions are welcomed and encouraged.\n\nTo get started, install react and react-dom globally, then link them to the package\n\n```bash\nnpm install -g react react-dom\nnpm link react\nnpm link react-dom\n```\n\nNext, link our local package, then link it inside the demo app\n\n```bash\nnpm install\nnpm link\ncd demo\nnpm link react-canvas-animate\ncd ..\n```\n\nAt this point, Typescript should watch for code changes, and launch the demo create-react-app\n\n```bash\nnpm start\n```\n\n## Author\n\n👤 **Nicholaus Brabant**\n\n- Github: [@ColdGlassOMilk](https://github.com/ColdGlassOMilk)\n\n## Show your support\n\nGive a ⭐️ if this project helped you!\n\n## 📝 License\n\nCopyright © 2024 [Nicholaus Brabant](https://github.com/ColdGlassOMilk).<br />\nThis project is [MIT](https://github.com/ColdGlassOMilk/react-canvas-animate/blob/master/LICENSE) licensed.\n\n---\n","readmeFilename":"README.md"}