1.1.0 • Published 2 years ago

@bigfan/art v1.1.0

Weekly downloads
905
License
ISC
Repository
github
Last release
2 years ago

@bigfan/art

@Bigfan/art is a 2D drawing library leveraging the react-reconciler package that will help create 2D graphics using a declarative API that renders the output to the canvas. At its core @Bigfan/art is a React custom renderer for HTML5 Canvas.

It provides reusable components that makes it as easy as possible to get 2D content on a webpage. These components can react to state changes and are able to animate using @bigfan/art's native animation system.

Installation

using npm: npm i @bigfan/art

using yarn: yarn add @bigfan/art

Demos

Why

It makes it painless to create sophisticated 2D drawings by composing small, independent, reusable components that manage their own state. And makes your code more predictable thanks to react's declarative nature and its component-based architecture.

Usage

A rotating react logo:

import React, { useEffect } from "react";
import { useArt, useUpdate } from "@bigfan/art";

export default function Art() {
  const { width, height } = useArt(); // get the width & height of the canvas
  const controls = useUpdate({ rotate: 0 });

  useEffect(() => {
    controls.start(({ time }) => {
      return { rotate: Math.PI * time * 0.0002 };
    });
  }, [controls]);

  return (
    <img
      src="/react-logo.png"
      x={0}
      y={0}
      update={controls}
      transform={{ x: width / 2, y: height / 2 }}
    />
  );
}

View on Codesandbox

Grouping

A group acts like a container for elements and other groups. They render nothing on their own but transforming a group will cause anything inside it to transform as well. Each element rendered inside the group, will be positioned and oriented relative to its parent group.

import React, { useEffect } from "react";
import { useArt, useUpdate } from "@bigfan/art";

export default function Art() {
  const { width, height } = useArt();
  const controls = useUpdate({ rotate: 0 });

  useEffect(() => {
    controls.start(({ time }) => {
      return { x: Math.sin((Math.PI / 2) * time * 0.002) * 100 };
    });
  }, [controls]);

  return (
    <group
      x={0}
      y={0}
      transform={{ x: width / 2, y: height / 2 }}
      update={controls}
    >
      <hexagon x={0} y={0} color="gold" radius={230} stroke />
      <text x={0} y={0} text="@bigfan/art" size={80} color="orange" />
    </group>
  );
}

View on Codesandbox

Events

Events in @bigfan/art work similarly to React DOM. But it's only limited to listening for click, mouse in, mouse out and mouse move events. Plus the ability to drag and scale out of the box.

  • Click Event
export default function Art() {
  const [color, setColor] = useState();

  const { width, height } = useArt(); // get the width & height of the canvas

  const onToggleColor = () => setColor(color === "grey" ? "yellow" : "grey");

  return (
    <arc
      x={width / 2}
      y={height / 2}
      radius={50}
      color={circlerColor}
      onClick={onToggleColor}
    />
  );
}
  • Mouse in / mouse out
export default function Art() {
  const [color, setColor] = useState();

  const { width, height } = useArt(); // get the width & height of the canvas

  const onMouseIn = () => setColor("pink");
  const onMouseOut = () => setColor("yellow");

  return (
    <arc
      x={width / 2}
      y={height / 2}
      radius={50}
      color={circlerColor}
      onMouseIn={onMouseIn}
      onMouseOut={onMouseOut}
    />
  );
}
  • mouse move
export default function Art() {
  const [color, setColor] = useState("yellow");

  const { width, height } = Art.useArt();

  // moving mouse vertically changes the lightness.
  // moving mouse horizontally changes the hue.
  const onMouseMove = ({ x, y }) => {
    const hue = Math.abs(width / 2 - 100 - x) / 200;
    const lightness = Math.abs(height / 2 - 100 - y) / 200;

    setColor(`hsl(${Math.round(hue * 360)}, 100%, ${lightness * 100}%)`);
  };

  return (
    <arc
      x={width / 2}
      y={height / 2}
      radius={100}
      color={color}
      onMouseMove={onMouseMove}
    />
  );
}
  • Drag and drop
export default function Art() {
  const [color, setColor] = useState();

  const { width, height } = useArt(); // get the width & height of the canvas
  return (
    <arc
      x={width / 2}
      y={height / 2}
      radius={50}
      color={circlerColor}
      drag // the drag prop enables the drag and drop on this element
    />
  );
}
  • select and scale
export default function Art() {
  const [color, setColor] = useState();

  const { width, height } = useArt(); // get the width & height of the canvas
  return (
    <arc
      x={width / 2}
      y={height / 2}
      radius={50}
      color={circlerColor}
      select // the select prop enables select and scale
    />
  );
}

Host elements: (or platform-specific components)

  • rect
  • arc
  • line
  • polygon
  • text
  • img
  • hexagon

API

useEvent

useEvent is built-in custom hook returns an instance of Event class. In the following example the white ball follows the mouse cursor.

import React, { useEffect } from "react";
import { useArt, useUpdate } from "@bigfan/art";

export default function Art() {
  const event = useEvent("mousemove");
  const controls = useUpdate(null, { event, offsets: true });

  useEffect(() => {
    controls.start(({ event }) => {
      return { x: event.x, y: event.y };
    });
  }, [controls]);

  return <arc x={0} y={0} radius={50} color="#fff" update={controls} />;
}

useUpdate

The useUpdate hook can be used to imperatively control animations. The update is started as soon as you call the start method. The start method accepts a function which when called will be passed a time argument that represents the high-resolution timestamp that indicates the current time. useUpdate will return an instance that must be passed to the update prop of the element that you want to update.

Each update instance could have a list of other attached instances and the attach method allows you to attach one or more instances to an instance.

useUpdate receives the following configs:

offsets

Setting this to true will animate the manual offsets of a given element. And when set to false it will animate the transforms.

count

Count can be helpful when you want to create a number of updates using a single useUpdate hook, and let each one of these updates start after the other in a sequence. Count can either be passed a number or an array.

  • When passed a number, it will generate a number of animation instances which can be controlled in the start method callback function.

    import React, { useEffect } from "react";
    import { useArt, useUpdate } from "@bigfan/art";
    
    export function Art() {
      const { width, height } = useArt(); // get the width & height of the canvas
      const controls = useUpdate({ x: 0, y: 0 }, { count: 10, offsets: true });
    
      useEffect(() => {
        controls.attached.forEach((control, i) => {
          control.start(({ time }) => {
            return {
              x: width / 2 + Math.cos(Math.PI * time * 0.001 + i * 0.6) * 300,
              y: height / 2 + Math.sin(Math.PI * time * 0.001 + i * 0.6) * 300,
            };
          });
        });
      }, [controls, width, height]);
    
      return (
        <group>
          {controls.map((update, index) => (
            <rect
              key={index}
              x={0}
              y={0}
              color="#fff"
              width={50}
              height={50}
              update={update}
            />
          ))}
        </group>
      );
    }
  • Similarly when we pass an array, it also generates a number of instances but it's more helpful when you want to have a list of unrelated default props.

loop

When you pass a count prop, an attached prop will be passed to the start method and you have to take care of it all. But when set loop to true the start function will automatically loop over your attached instances providing you with an extra index prop.

import React, { useEffect } from "react";
import { useArt, useUpdate } from "@bigfan/art";

export default function Art() {
  const { width, height } = useArt(); // get the width & height of the canvas
  const controls = useUpdate(
    { x: 0, y: 0 },
    { count: 10, offsets: true, loop: true }
  );

  useEffect(() => {
    controls.start(({ time, index }) => {
      return {
        x: width / 2 + Math.cos(Math.PI * time * 0.001 + index * 0.6) * 300,
        y: height / 2 + Math.sin(Math.PI * time * 0.001 + index * 0.6) * 300,
      };
    });
  }, [controls, width, height]);

  return (
    <group>
      {controls.map((update, index) => (
        <rect
          key={index}
          x={0}
          y={0}
          color="#fff"
          width={50}
          height={50}
          update={update}
        />
      ))}
    </group>
  );
}

useArt

This hook allows you to access the canvas width and height as well as the current canvas context.

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