Elements

Canvas

A canvas is a view you draw yourself with a 2D drawing API, the HTML Canvas 2D API’s: charts, gauges, rings, signatures, custom shapes. The drawing code records operations; the platform replays them natively (Core Graphics on iOS and Mac Catalyst, android.graphics.Canvas on Android) at the screen’s resolution. Rust makes one with canvas(painter), a Painter recording the drawing; TSX with <Canvas> from nsh and its draw function.

el-canvas.tsx
el-canvas.tsxLive
import { Canvas, mount, signal, Text, View } from "nsh";
import { createAnimatedValue, Easing } from "nsh";
import { platform, windowSize } from "nsh";
import { button, buttonText, tint, ui } from "./palette";

const TAU = Math.PI * 2;

// Twelve months of made-up values, 0–100.
const values = [32, 41, 38, 52, 47, 63, 58, 71, 66, 80, 74, 88];
const months = "JFMAMJJASOND";

function Button(props: { label: string; onPress: () => void }) {
  return (
    <View onPress={props.onPress} {...button()}>
      <Text style={buttonText()}>{props.label}</Text>
    </View>
  );
}

function App() {
  // The month under the finger or pointer: `draw` reads it, so moving redraws.
  const picked = signal(values.length - 1);
  const pick = (x: number, width: number) =>
    picked.set(Math.max(0, Math.min(values.length - 1, Math.round(((x - 20) / (width - 40)) * (values.length - 1)))));
  let chartWidth = 0;

  // The dial's angle is a native animated value: it turns without running `draw`.
  const angle = createAnimatedValue(0);
  const turns = signal(0);
  const spin = () => {
    turns.update((n) => n + 1);
    angle.timing(turns() * TAU, { duration: 900, easing: Easing.out(Easing.cubic) });
  };

  const wide = () => windowSize().width >= 700;

  return (
    <View style={{ flex: 1, backgroundColor: ui().page, padding: 20, paddingTop: 24, gap: 14 }}>
      <Text style={{ fontSize: 22, fontWeight: "700", color: ui().text }}>canvas</Text>
      <Text style={{ color: ui().muted }}>
        {platform.desktop ? "Drag across the chart with the mouse" : "Drag your finger across the chart"} · {months[picked()]}{" "}
        = {values[picked()]}
      </Text>

      <View style={{ flex: 1, flexDirection: wide() ? "row" : "column", gap: 14 }}>
        <Canvas
          style={{ ...ui().inset, flex: 1, minHeight: 200, borderRadius: 14 }}
          onLayout={({ bounds }) => (chartWidth = bounds.size.width)}
          onStartShouldSetResponder={() => true}
          onResponderGrant={(e) => {
            pick(e.locationX, chartWidth);
            return true;
          }}
          onResponderMove={(e) => pick(e.locationX, chartWidth)}
          draw={(cx, { width, height }) => {
            const pad = 20;
            const x = (i: number) => pad + (i / (values.length - 1)) * (width - 2 * pad);
            const y = (v: number) => height - pad - 16 - (v / 100) * (height - 2 * pad - 32);
            const line = () => {
              cx.beginPath();
              values.forEach((v, i) => (i === 0 ? cx.moveTo(x(i), y(v)) : cx.lineTo(x(i), y(v))));
            };

            // Grid lines, dashed.
            cx.strokeStyle = ui().border;
            cx.lineWidth = 1;
            cx.setLineDash([4, 4]);
            for (const v of [25, 50, 75]) {
              cx.beginPath();
              cx.moveTo(pad, y(v));
              cx.lineTo(width - pad, y(v));
              cx.stroke();
            }
            cx.setLineDash([]);

            // The area under the line: a path filled with a linear gradient.
            const area = cx.createLinearGradient(0, pad, 0, height - pad);
            area.addColorStop(0, tint(ui().accent, 0.32));
            area.addColorStop(1, tint(ui().accent, 0));
            line();
            cx.lineTo(x(values.length - 1), y(0));
            cx.lineTo(x(0), y(0));
            cx.closePath();
            cx.fillStyle = area;
            cx.fill();

            line();
            cx.strokeStyle = ui().accent;
            cx.lineWidth = 2.5;
            cx.lineJoin = "round";
            cx.stroke();

            // Month labels: text.
            cx.font = "11px system-ui";
            cx.textAlign = "center";
            cx.textBaseline = "alphabetic";
            values.forEach((_, i) => {
              cx.fillStyle = i === picked() ? ui().text : ui().faint;
              cx.fillText(months[i], x(i), height - 10);
            });

            // The picked point, its guide and a bubble with its value.
            const i = picked();
            const px = x(i);
            const py = y(values[i]);
            cx.strokeStyle = tint(ui().text, 0.25);
            cx.beginPath();
            cx.moveTo(px, pad);
            cx.lineTo(px, y(0));
            cx.stroke();
            cx.shadowColor = tint(ui().accent, 0.6);
            cx.shadowBlur = 10;
            cx.fillStyle = ui().accent;
            cx.beginPath();
            cx.arc(px, py, 6, 0, TAU);
            cx.fill();
            cx.shadowBlur = 0;
            const label = String(values[i]);
            cx.font = "600 13px system-ui";
            const w = cx.measureText(label).width + 16;
            const bx = Math.max(pad, Math.min(width - pad - w, px - w / 2));
            cx.fillStyle = ui().text;
            cx.beginPath();
            cx.roundRect(bx, py - 36, w, 22, 6);
            cx.fill();
            cx.fillStyle = ui().page;
            cx.textBaseline = "middle";
            cx.fillText(label, bx + w / 2, py - 25);
          }}
        />

        <View style={{ ...ui().card, borderRadius: 14, padding: 16, gap: 12, alignItems: "center", width: wide() ? 240 : undefined, alignSelf: wide() ? "flex-start" : undefined }}>
          <Canvas
            style={{ width: 120, height: 120 }}
            draw={(cx, { width, height }) => {
              const r = width / 2 - 6;
              const c = cx.createConicGradient(0, width / 2, height / 2);
              c.addColorStop(0, ui().info);
              c.addColorStop(0.5, ui().violet);
              c.addColorStop(1, ui().info);
              cx.fillStyle = c;
              cx.beginPath();
              cx.arc(width / 2, height / 2, r, 0, TAU);
              cx.fill();
              cx.translate(width / 2, height / 2);
              cx.rotate(angle); // animates natively
              cx.fillStyle = ui().page;
              cx.beginPath();
              cx.moveTo(0, -r + 10);
              cx.lineTo(8, 0);
              cx.lineTo(-8, 0);
              cx.closePath();
              cx.fill();
              cx.beginPath();
              cx.arc(0, 0, 10, 0, TAU);
              cx.fill();
            }}
          />
          <Text style={{ color: ui().muted, textAlign: "center" }}>Turns: {turns()} (a native animated value)</Text>
          <Button label="Spin" onPress={spin} />
        </View>
      </View>
    </View>
  );
}

mount(App);
use std::f32::consts::{FRAC_PI_2, TAU};

use nsh_core::{canvas::LineCap, prelude::*};

/// A progress ring, 120 points square.
fn ring(progress: f32) -> impl IntoElement {
    let (center, radius) = (60.0, 50.0);
    canvas(
        Painter::new()
            .line_width(12.0)
            .line_cap(LineCap::Round)
            .stroke_color(rgb(0xe5e7eb))
            .begin_path()
            .arc(center, center, radius, 0.0, TAU)
            .stroke()
            .stroke_color(rgb(0x6366f1))
            .begin_path()
            .arc(center, center, radius, -FRAC_PI_2, -FRAC_PI_2 + progress * TAU)
            .stroke(),
    )
    .size(px(120.0))
}

In TSX, Canvas creates the native canvas view, measures it, and runs your draw function with a context and the canvas’s size (see the Canvas API). In Rust, canvas(..) takes a Painter, or a closure returning one: the closure draws again when what it reads changes, and the size comes from on_layout when the drawing depends on it.

#Props

A canvas takes the props of a view (styles, press and gesture props, onLayout, accessibility, ref, …) plus:

PropRustTypeDescription
drawcanvas(painter)(cx: CanvasRenderingContext2D, size: { width: number; height: number }) => voidDraws the canvas. Runs once the size is known, again when the canvas resizes, and again when signals it reads change.

Give the canvas a size through its styles (width / height, flex, an aspect ratio): its size is the one its styles give it.

#When it redraws

The drawing is tracked like an effect: reading a signal inside it subscribes the drawing to that signal.

let values = signal(vec![12.0_f32, 40.0, 28.0, 64.0]);
let width = signal(0.0_f32);
let height = 160.0;

canvas(move || {
    let data = values.get(); // a change of values redraws
    let step = width.get() / data.len() as f32;
    data.iter().enumerate().fold(Painter::new().fill_color(rgb(0x0969da)), |p, (i, v)| {
        p.fill_rect(i as f32 * step + 4.0, height - v, step - 8.0, *v)
    })
})
.h(px(height))
.on_layout(move |frame: &Bounds<Points>| width.set(frame.size.width.0))

Numbers and colors may also be native animated values (CanvasNumber, CanvasPaint; in Rust a &AnimatedValue wherever a number goes): the platform then redraws on its own while they animate, with no work in the app’s code per frame.

use std::f32::consts::TAU;

let angle = animated_value(0.0);
angle.timing(TAU, 1000.0, Easing::Linear);

canvas(
    Painter::new()
        .translate(40.0, 40.0)
        .rotate(&angle) // animates natively
        .fill_color(rgb(0xcf222e))
        .fill_rect(-20.0, -4.0, 40.0, 8.0),
)
.size(px(80.0))

#The context

CanvasRenderingContext2D is a subset of the browser’s, and Painter has the same operations as methods in snake case (move_to, line_to, fill_rect, fill_text, stroke_color, …): the state stack (save, restore), transforms, paths (moveTo, lineTo, arc, arcTo, ellipse, rect, roundRect, Bézier curves), fill / stroke / clip (also of a Path2D, which accepts SVG path data; fill_svg / stroke_svg in Rust), rectangles, text (fillText, strokeText, measureText), linear / radial / conic gradients, line dashes, shadows, globalAlpha, globalCompositeOperation and drawImage (images by URL or asset). Every member is listed in the Canvas API reference; the canvas guide walks through drawing charts and animated graphics.

Coordinates are in points with the origin at the top left. measureText is synchronous and returns width. Rust’s Painter answers hit tests too (is_point_in_path, is_point_in_stroke).

The context draws vector operations and images: pixel access (getImageData / putImageData), filter and SVG images are outside it.

#Events

The view events: onPress, onLayout, gestures and touches. To handle drawing-relative taps, read locationX / locationY in onTouchEnd, or track a drag with onResponderMove (.on_responder_move(..) in Rust, with e.location).

#Ref methods

None of its own.