文件
Canvas
畫布(canvas)是一種視圖,你可以用 HTML Canvas 2D API 的操作在上面繪圖:圖表、進度環、儀表、簽名、自訂圖示,以及任何用繪圖比用視圖搭建更容易的內容。在 Rust 中,canvas(..) 會顯示 Painter 所記錄的內容;在 TSX 中,來自 nsh 的 Canvas 接受一個 draw 函數,一次過記錄整個繪圖。平台會以原生方式重播繪圖(iOS 使用 Core Graphics,Android 使用 android.graphics.Canvas),解像度與螢幕一致,因此不論像素密度為何,繪圖都保持清晰。
import { Canvas, type GestureResponderEvent, mount, Path2D, signal, Text, View } from "nsh";
import { createAnimatedValue, Easing } from "nsh";
import { button, buttonText, Inspector, Panel, tint, ui, wide } from "./palette";
const TAU = Math.PI * 2;
const heart = new Path2D("M12 21s-7-4.35-9.5-8.5C.5 8.5 3 4 7 4c2 0 3.5 1 5 3 1.5-2 3-3 5-3 4 0 6.5 4.5 4.5 8.5C19 16.65 12 21 12 21z");
function Button(props: { label: string; onPress: () => void }) {
return (
<View onPress={props.onPress} {...button()}>
<Text style={buttonText()}>{props.label}</Text>
</View>
);
}
function App() {
// The ring's sweep is an animated value: animating it redraws without running `draw`.
const progress = createAnimatedValue(0.35);
const target = signal(0.35);
const go = () => {
const to = Math.round(Math.random() * 100) / 100;
target.set(to);
progress.timing(to, { duration: 800, easing: Easing.inOut(Easing.cubic) });
};
// The chart reads a signal: changing it runs `draw` again.
const data = signal([12, 30, 22, 48, 36, 60, 52, 75]);
// Finger drawing through the responder system.
const strokes = signal<[number, number][][]>([]);
const point = (e: GestureResponderEvent): [number, number] => [e.locationX, e.locationY];
const ring = () => (
<Canvas
style={{ width: 110, height: 110 }}
draw={(cx, { width, height }) => {
const centerX = width / 2;
const cy = height / 2;
const r = width / 2 - 8;
cx.lineWidth = 10;
cx.lineCap = "round";
cx.strokeStyle = ui().border;
cx.beginPath();
cx.arc(centerX, cy, r, 0, TAU);
cx.stroke();
const g = cx.createConicGradient(-Math.PI / 2, centerX, cy);
g.addColorStop(0, ui().up);
g.addColorStop(1, ui().accent);
cx.strokeStyle = g;
cx.beginPath();
cx.arc(centerX, cy, r, -Math.PI / 2, progress.mul(TAU).sub(Math.PI / 2));
cx.stroke();
cx.fillStyle = ui().text;
cx.font = "600 18px system-ui";
cx.textAlign = "center";
cx.textBaseline = "middle";
cx.fillText(`${Math.round(target() * 100)}%`, centerX, cy);
}}
/>
);
const heartCanvas = () => (
<Canvas
style={{ width: 48, height: 48 }}
draw={(cx) => {
cx.scale(2, 2);
cx.shadowColor = tint(ui().down, 0.45);
cx.shadowBlur = 4;
cx.fillStyle = ui().down;
cx.fill(heart);
}}
/>
);
const chart = (height: number) => (
<Canvas
style={{ ...ui().inset, height, borderRadius: 12 }}
draw={(cx, { width, height }) => {
const values = data();
const pad = 16;
const x = (i: number) => pad + (i / (values.length - 1)) * (width - 2 * pad);
const y = (v: number) => height - pad - (v / 100) * (height - 2 * pad);
const area = cx.createLinearGradient(0, pad, 0, height - pad);
area.addColorStop(0, tint(ui().accent, 0.28));
area.addColorStop(1, tint(ui().accent, 0));
cx.beginPath();
values.forEach((v, i) => (i === 0 ? cx.moveTo(x(i), y(v)) : cx.lineTo(x(i), y(v))));
cx.lineTo(x(values.length - 1), height - pad);
cx.lineTo(x(0), height - pad);
cx.closePath();
cx.fillStyle = area;
cx.fill();
cx.beginPath();
values.forEach((v, i) => (i === 0 ? cx.moveTo(x(i), y(v)) : cx.lineTo(x(i), y(v))));
cx.strokeStyle = ui().accent;
cx.lineWidth = 2.5;
cx.lineJoin = "round";
cx.stroke();
}}
/>
);
const newData = () => <Button label="New data" onPress={() => data.set(data().map(() => Math.round(10 + Math.random() * 85)))} />;
const pad = () => (
<Canvas
style={{ ...ui().inset, flex: 1, borderRadius: 12 }}
onStartShouldSetResponder={() => true}
onResponderGrant={(e) => {
strokes.set([...strokes(), [point(e)]]);
return true;
}}
onResponderMove={(e) => {
const all = strokes();
strokes.set([...all.slice(0, -1), [...all[all.length - 1], point(e)]]);
}}
draw={(cx, { width }) => {
cx.fillStyle = ui().faint;
cx.font = "13px system-ui";
cx.textAlign = "center";
cx.fillText("Draw here", width / 2, 20);
cx.strokeStyle = ui().text;
cx.lineWidth = 3;
cx.lineCap = "round";
cx.lineJoin = "round";
for (const s of strokes()) {
cx.beginPath();
s.forEach(([px, py], i) => (i === 0 ? cx.moveTo(px, py) : cx.lineTo(px, py)));
cx.stroke();
}
}}
/>
);
return (
<View style={{ flex: 1, backgroundColor: ui().page, padding: 16, paddingTop: 24, gap: 14 }}>
{() =>
wide() ? (
<View style={{ flex: 1, flexDirection: "row", gap: 16 }}>
<View style={{ flex: 1, minWidth: 0, gap: 14 }}>
{chart(200)}
{pad()}
</View>
<Inspector>
<Panel title="An animated value in draw">
<View style={{ gap: 10 }}>
<View style={{ flexDirection: "row", alignItems: "center", gap: 16 }}>
{ring()}
{heartCanvas()}
</View>
<Button label="Animate the ring" onPress={go} />
</View>
</Panel>
<Panel title="A signal in draw">
<View style={{ gap: 10 }}>
<Text style={{ fontSize: 13, color: ui().text, fontVariant: ["tabular-nums"] }}>[{data().join(", ")}]</Text>
{newData()}
</View>
</Panel>
<Panel title="Responder events">
<View style={{ gap: 10 }}>
<Text style={{ fontSize: 13, color: ui().text, fontVariant: ["tabular-nums"] }}>
{strokes().length} strokes · {strokes().reduce((n, s) => n + s.length, 0)} points
</Text>
<Button label="Clear" onPress={() => strokes.set([])} />
</View>
</Panel>
</Inspector>
</View>
) : (
<>
<View style={{ flexDirection: "row", alignItems: "center", gap: 16 }}>
{ring()}
<View style={{ gap: 10 }}>
<Button label="Animate the ring" onPress={go} />
{heartCanvas()}
</View>
</View>
{chart(150)}
{newData()}
{pad()}
</>
)
}
</View>
);
}
mount(App);use std::f32::consts::TAU;
use nsh_core::prelude::*;
#[component]
pub fn App() -> impl IntoElement {
let area = signal((0.0_f32, 0.0_f32));
view().flex_1().p_6().pt(px(60.0)).child(
canvas(move || {
let (w, h) = area.get();
Painter::new()
.fill_color(rgb(0x0969da))
.begin_path()
.arc(w / 2.0, h / 2.0, 60.0, 0.0, TAU)
.fill()
.stroke_color(rgb(0x1f2328))
.line_width(4.0)
.stroke_rect(bounds(point(px(20.0), px(20.0)), size(px(w - 40.0), px(h - 40.0))))
})
.h(px(200.0))
.rounded(px(12.0))
.bg(white())
.on_layout(move |frame: &Bounds<Points>| area.set((frame.size.width.0, frame.size.height.0))),
)
}import { Canvas, mount, View } from "nsh";
function App() {
return (
<View style={{ flex: 1, padding: 24, paddingTop: 60 }}>
<Canvas
style={{ height: 200, borderRadius: 12, backgroundColor: "#ffffff" }}
draw={(cx, { width, height }) => {
cx.fillStyle = "#0969da";
cx.beginPath();
cx.arc(width / 2, height / 2, 60, 0, Math.PI * 2);
cx.fill();
cx.strokeStyle = "#1f2328";
cx.lineWidth = 4;
cx.strokeRect(20, 20, width - 40, height - 40);
}}
/>
</View>
);
}
mount(App);畫布支援視圖支援的一切(樣式、class、觸控處理器、無障礙功能、ref),另加繪圖內容。畫布需要由樣式或版面配置提供尺寸;它的內容就是繪圖。座標以點(point)為單位,原點位於左上角。
#繪圖的時機
在 Rust 中,canvas(move || ..) 會在 binding 中記錄:閉包會執行一次,而當它讀取過的signal改變時會再執行。若繪圖取決於畫布的尺寸,可將 .on_layout(..) 提供的尺寸存放在 signal 中並讀取,如上例所示。在 TSX 中,draw(cx, { width, height }) 會在以下時機執行:
- 畫布的尺寸確定之後(即首次版面配置之後);
- 畫布調整大小時;
- 它讀取過的 signal 改變時。
每次執行都會取代整個繪圖。在繪圖時讀取 signal,就是讓畫布跟隨資料變化的方法:
let values = signal(vec![12.0_f32, 30.0, 22.0, 48.0, 36.0, 60.0]);
let width = signal(0.0_f32);
let height = 160.0;
canvas(move || {
let w = width.get();
values.with(|v| {
let x = |i: usize| i as f32 / (v.len() - 1) as f32 * w;
let y = |n: f32| height - n / 100.0 * height;
let mut p = Painter::new().begin_path().move_to(x(0), y(v[0]));
for (i, &n) in v.iter().enumerate().skip(1) {
p = p.line_to(x(i), y(n));
}
p.stroke_color(rgb(0x3b82f6)).line_width(2.5).line_join(LineJoin::Round).stroke()
})
})
.h(px(height))
.on_layout(move |frame: &Bounds<Points>| width.set(frame.size.width.0))const values = signal([12, 30, 22, 48, 36, 60]);
<Canvas
style={{ height: 160 }}
draw={(cx, { width, height }) => {
const v = values();
const x = (i: number) => (i / (v.length - 1)) * width;
const y = (n: number) => height - (n / 100) * height;
cx.beginPath();
v.forEach((n, i) => (i === 0 ? cx.moveTo(x(i), y(n)) : cx.lineTo(x(i), y(n))));
cx.strokeStyle = "#3b82f6";
cx.lineWidth = 2.5;
cx.lineJoin = "round";
cx.stroke();
}}
/>繪圖呼叫只會記錄:繪圖是在記錄完成後由平台進行的,因此無法讀回像素。記錄內容會以單一操作傳送到平台。
#2D 操作
這些操作是 HTML Canvas 2D API 的子集:在 TSX 中是 CanvasRenderingContext2D,在 Rust 中則是 Painter 的方法,並使用 Rust 的命名(begin_path、fill_rect、line_width、set_transform、draw_image 等;顏色透過 fill_color / stroke_color,漸變透過 fill_style / stroke_style)。支援的內容如下:
狀態
| 成員 | Rust | 說明 |
|---|---|---|
save()、restore() |
.save()、.restore() |
推入和彈出繪圖狀態(樣式、變換、裁剪)。 |
fillStyle、strokeStyle |
.fill_color(..)、.fill_style(..)、.stroke_color(..)、.stroke_style(..) |
CSS 顏色、漸變,或對顏色進行插值的動畫值。 |
lineWidth、lineCap、lineJoin、miterLimit |
.line_width(..)、.line_cap(..)、.line_join(..)、.miter_limit(..) |
描邊形狀。 |
setLineDash(segments)、getLineDash()、lineDashOffset |
.line_dash(..)、.line_dash_offset(..) |
虛線。 |
globalAlpha |
.global_alpha(..) |
其後繪製內容的不透明度,範圍為 0..1。 |
globalCompositeOperation |
.composite(Composite::DestinationOut) |
合成方式:"source-over"、"destination-out"、"multiply"、"screen" 等。 |
shadowColor、shadowBlur、shadowOffsetX、shadowOffsetY |
.shadow(color, blur, offset) |
陰影。 |
font |
.font(..) |
CSS font 簡寫:"600 14px Inter"(尺寸可用 px、pt 或 rem);small-caps 以及 tabular-nums、oldstyle-nums 等數字形式可放在尺寸之前。 |
fontVariantNumeric |
.font_variant_numeric(..) |
"tabular-nums" 會令每個數字的寬度一致,因此會變動的數字(計數器、價格、座標軸標籤)不會跳動;另有 "proportional-nums"、"oldstyle-nums"、"lining-nums"、"normal"。這是 NSH 的新增功能(對應 CSS 的 font-variant-numeric);設定 font 時會保留此設定。瀏覽器會忽略它。 |
textAlign、textBaseline |
.text_align(..)、.text_baseline(..) |
文字位置。 |
變換:translate(x, y)、scale(x, y)、rotate(angle)(弧度,順時針)、transform(a, b, c, d, e, f)、setTransform(a, b, c, d, e, f)、resetTransform()。
路徑:beginPath()、moveTo、lineTo、quadraticCurveTo、bezierCurveTo、arc、arcTo、ellipse、rect、roundRect(x, y, w, h, radii)、closePath();然後是 fill(rule?)、stroke() 和 clip(rule?),它們各自也可接受路徑(在 Rust 中為 fill_path、stroke_path、clip_path)。填充規則為 "nonzero" 和 "evenodd"。
矩形:fillRect、strokeRect、clearRect。
文字:fillText(text, x, y, maxWidth?)、strokeText(...)、measureText(text)(由平台的文字引擎以目前的 font 同步量度;只有 width)。在 Rust 中,measure_text(font, text) 會給出寬度。
點擊測試:isPointInPath(path?, x, y, rule?) 和 isPointInStroke(path?, x, y)(在 Painter 上則為 path_contains、stroke_contains、is_point_in_path 和 is_point_in_stroke)會同步回應,結果由已記錄的幾何資料(目前的變換、路徑、lineWidth 和 lineCap)計算得出。請保留繪圖和你所繪製的路徑,以找出輕按位置下的形狀:
let slices: Rc<Vec<Path>> = Rc::new(vec![svg_path("M50 50 L100 50 A50 50 0 0 1 50 100 Z") /* , ... */]);
let draw = {
let slices = slices.clone();
move || slices.iter().fold(Painter::new(), |p, s| p.fill_path(s, FillRule::NonZero))
};
canvas(draw.clone())
.size(px(100.0))
.claim_touches(TouchClaim::on_start())
.on_responder_release(move |e: &ResponderEvent| {
let drawing = draw();
if let Some(hit) = slices.iter().position(|s| drawing.path_contains(s, e.location, FillRule::NonZero)) {
selected.set(Some(hit));
}
})let cx: CanvasRenderingContext2D | undefined;
const slices = [new Path2D("M50 50 L100 50 A50 50 0 0 1 50 100 Z"), /* ... */];
<Canvas
style={{ width: 100, height: 100 }}
onStartShouldSetResponder={() => true}
onResponderRelease={(e) => {
const hit = slices.findIndex((p) => cx?.isPointInPath(p, e.locationX, e.locationY));
if (hit >= 0) select(hit);
}}
draw={(c) => {
cx = c;
slices.forEach((p) => c.fill(p));
}}
/>描邊在測試時按圓形接合處理,且不計虛線;以動畫值給出的座標會當作 0。
漸變:createLinearGradient、createRadialGradient、createConicGradient,各自配合 addColorStop(offset, color)(在 Rust 中為 CanvasGradient::linear、radial、conic 和 add_color_stop)。
圖像:drawImage(image, dx, dy)、drawImage(image, dx, dy, dw, dh)、drawImage(image, sx, sy, sw, sh, dx, dy, dw, dh)(在 Rust 中為 draw_image(url, dest) 和 draw_image_part(..))。
在 TSX 中,cx.canvas.width 和 cx.canvas.height 會給出畫布以點為單位的尺寸。
支援的範圍:繪圖操作。像素由平台寫入,因此 getImageData / putImageData 及其他像素存取不在支援範圍內,filter 和 drawImage 中的 SVG 圖像亦然。無效的顏色或字型只會令該項操作被略過,與 HTML Canvas 相同。
#路徑與 SVG 路徑資料
只需建立一次的路徑,便可多次填充、描邊或用作裁剪:在 Rust 中是 svg_path(d),在 TSX 中是 Path2D。兩者都接受 SVG 路徑資料,並以原生方式解析,令圖示製作更容易:
use nsh_core::canvas::{FillRule, svg_path};
const HEART: &str = "M12 21s-7-4.35-9.5-8.5C.5 8.5 3 4 7 4c2 0 3.5 1 5 3 1.5-2 3-3 5-3 4 0 6.5 4.5 4.5 8.5C19 16.65 12 21 12 21z";
fn heart(size: f32, color: Rgba) -> impl IntoElement {
let path = svg_path(HEART);
canvas(
Painter::new()
.scale(size / 24.0, size / 24.0) // the path is drawn on a 24-point grid
.fill_color(color)
.fill_path(&path, FillRule::NonZero),
)
.size(px(size))
}import { Canvas, Path2D } from "nsh";
const heart = new Path2D("M12 21s-7-4.35-9.5-8.5C.5 8.5 3 4 7 4c2 0 3.5 1 5 3 1.5-2 3-3 5-3 4 0 6.5 4.5 4.5 8.5C19 16.65 12 21 12 21z");
function Heart(props: { size: number; color: string }) {
return (
<Canvas
style={{ width: props.size, height: props.size }}
draw={(cx) => {
cx.scale(props.size / 24, props.size / 24); // the path is drawn on a 24-point grid
cx.fillStyle = props.color;
cx.fill(heart);
}}
/>
);
}Path2D 擁有與繪圖情境相同的路徑方法(moveTo、arc、roundRect 等)以及 addPath(other)。new Path2D(other) 會複製路徑。
#漸變
canvas(move || {
let (w, h) = (width.get(), 120.0);
let linear = CanvasGradient::linear(point(px(0.0), px(0.0)), point(px(w), px(0.0)))
.add_color_stop(percentage(0.0), rgb(0x22d3ee))
.add_color_stop(percentage(1.0), rgb(0x6366f1));
let center = point(px(w / 2.0), px(h * 0.75));
let radial = CanvasGradient::radial(center, px(4.0), center, px(40.0))
.add_color_stop(percentage(0.0), rgb(0xfde68a))
.add_color_stop(percentage(1.0), rgb(0xf97316));
Painter::new()
.fill_style(linear)
.fill_rect(0.0, 0.0, w, h / 2.0)
.fill_style(radial)
.begin_path()
.arc(w / 2.0, h * 0.75, 28.0, 0.0, TAU)
.fill()
})
.h(px(120.0))
.on_layout(move |frame: &Bounds<Points>| width.set(frame.size.width.0))<Canvas
style={{ height: 120 }}
draw={(cx, { width, height }) => {
const linear = cx.createLinearGradient(0, 0, width, 0);
linear.addColorStop(0, "#22d3ee");
linear.addColorStop(1, "#6366f1");
cx.fillStyle = linear;
cx.fillRect(0, 0, width, height / 2);
const radial = cx.createRadialGradient(width / 2, height * 0.75, 4, width / 2, height * 0.75, 40);
radial.addColorStop(0, "#fde68a");
radial.addColorStop(1, "#f97316");
cx.fillStyle = radial;
cx.beginPath();
cx.arc(width / 2, height * 0.75, 28, 0, Math.PI * 2);
cx.fill();
}}
/>圓錐漸變(createConicGradient(startAngle, x, y)、CanvasGradient::conic(start_angle, center))會圍繞一點掃過各種顏色;其起始角度以弧度計,由 x 軸起順時針方向。在描邊的圓弧上使用圓錐漸變,便可製作漸變進度環。
#文字
Painter::new()
.font("600 20px system-ui")
.fill_color(rgb(0x1f2328))
.text_align(CanvasTextAlign::Center)
.text_baseline(CanvasTextBaseline::Middle)
.fill_text("72%", width / 2.0, height / 2.0)
.font("11px system-ui")
.fill_text("100", 32.0 - 6.0 - measure_text("11px system-ui", "100").0, 16.0)cx.font = "600 20px system-ui";
cx.fillStyle = "#1f2328";
cx.textAlign = "center";
cx.textBaseline = "middle";
cx.fillText("72%", width / 2, height / 2);
cx.font = "11px system-ui";
const label = "100";
cx.fillText(label, 32 - 6 - cx.measureText(label).width, 16);字型家族與樣式中的相同:系統字型家族,以及你的應用程式內附的字型名稱(參閱字型)。
#圖像
在 Rust 中,繪製圖像需要 URL(資源的 URL 為 LOGO.url);在 TSX 中,則可使用 URL 或匯入的資源(import logo from "./logo.png")。圖像會以原生方式載入,載入完成後畫布會重新繪製,因此你無需自行追蹤載入狀態。遠端 URL 受應用程式的網絡權限約束。
iOS、macOS、Android、Windows、Linux 和 GPUI 上的畫布會繪製點陣圖像(PNG、JPEG、GIF、WebP 等);在這些平台上,SVG 來源會被視為載入失敗的圖像,並由日誌指出其名稱。請使用 <Image> 顯示 SVG 圖像,或將其形狀繪製為 Path2D 路徑。在網頁上,畫布會繪製瀏覽器所能繪製的內容,包括 SVG。
const LOGO: ImageAsset = asset!("logo.png");
canvas(
Painter::new()
.save()
.begin_path()
.arc(60.0, 60.0, 56.0, 0.0, TAU)
.clip() // a round avatar
.draw_image(LOGO.url, bounds(point(px(4.0), px(4.0)), size(px(112.0), px(112.0))))
.restore(),
)
.size(px(120.0))import { Canvas } from "nsh";
import logo from "./logo.png";
<Canvas
style={{ width: 120, height: 120 }}
draw={(cx) => {
cx.save();
cx.beginPath();
cx.arc(60, 60, 56, 0, Math.PI * 2);
cx.clip(); // a round avatar
cx.drawImage(logo, 4, 4, 112, 112);
cx.restore();
}}
/>九個參數的形式(draw_image_part)以圖像的像素為單位指定來源矩形。
#以動畫值驅動繪圖
繪圖呼叫的任何數字參數,以及填充和描邊的顏料,都可以是動畫值或由它衍生的節點。這類參數會在平台繪圖時讀取;當該值產生動畫時,平台會自行每一幀重新繪製,無需再次記錄繪圖,也無需執行你的任何程式碼。
use std::f32::consts::{FRAC_PI_2, TAU};
use nsh_core::{
canvas::{CanvasTextAlign, CanvasTextBaseline, LineCap},
prelude::*,
};
pub fn ring() -> impl IntoElement {
let progress = animated_value(0.3);
let label = signal(30_u32);
let go = move |to: f32| {
label.set((to * 100.0).round() as u32);
progress.timing(to, 900.0, Easing::Curve(Curve::Cubic, EaseMode::InOut));
};
let (center_x, cy, r) = (70.0, 70.0, 60.0);
view()
.flex_1()
.items_center()
.justify_center()
.gap_4()
.child(
canvas(move || {
// The end angle reads the animated value on every frame.
let end = progress.mul(TAU).sub(FRAC_PI_2);
Painter::new()
.line_width(12.0)
.line_cap(LineCap::Round)
.stroke_color(rgb(0xe5e7eb))
.begin_path()
.arc(center_x, cy, r, 0.0, TAU)
.stroke()
.stroke_color(rgb(0x6366f1))
.begin_path()
.arc(center_x, cy, r, -FRAC_PI_2, &end)
.stroke()
.fill_color(rgb(0x1f2328))
.font("600 22px system-ui")
.text_align(CanvasTextAlign::Center)
.text_baseline(CanvasTextBaseline::Middle)
.fill_text(&format!("{}%", label.get()), center_x, cy)
})
.size(px(140.0)),
)
.child(
text("Animate")
.text_color(rgb(0x0969da))
.on_press(move || go(if label.get_untracked() < 50 { 0.85 } else { 0.2 })),
)
}import { Canvas, mount, signal, Text, View } from "nsh";
import { createAnimatedValue, Easing } from "nsh";
function Ring() {
const progress = createAnimatedValue(0.3);
const label = signal(30);
const go = (to: number) => {
label.set(Math.round(to * 100));
progress.timing(to, { duration: 900, easing: Easing.inOut(Easing.cubic) });
};
return (
<View style={{ flex: 1, alignItems: "center", justifyContent: "center", gap: 16 }}>
<Canvas
style={{ width: 140, height: 140 }}
draw={(cx, { width, height }) => {
const centerX = width / 2, cy = height / 2, r = width / 2 - 10;
cx.lineWidth = 12;
cx.lineCap = "round";
cx.strokeStyle = "#e5e7eb";
cx.beginPath();
cx.arc(centerX, cy, r, 0, Math.PI * 2);
cx.stroke();
cx.strokeStyle = "#6366f1";
cx.beginPath();
// The end angle reads the animated value on every frame.
cx.arc(centerX, cy, r, -Math.PI / 2, progress.mul(Math.PI * 2).sub(Math.PI / 2));
cx.stroke();
cx.fillStyle = "#1f2328";
cx.font = "600 22px system-ui";
cx.textAlign = "center";
cx.textBaseline = "middle";
cx.fillText(`${label()}%`, centerX, cy);
}}
/>
<View onPress={() => go(Math.random())}>
<Text style={{ color: "#0969da" }}>Animate</Text>
</View>
</View>
);
}
mount(Ring);圓弧的結束角度是 progress.mul(2π).sub(π/2):這是一個節點,因此進度環會以原生方式在 900 毫秒內掃過,而繪圖只記錄了一次(標籤因為讀取 signal,所以多記錄一次)。時鐘的秒針也是同樣的做法:rotate(seconds.mul(π / 30)) 配合線性動畫的 seconds。
顏色也以同樣方式產生動畫:在 Rust 中是 .fill_style(&t.interpolate_colors(&[0.0, 1.0], &[rgb(0x54aeff), rgb(0xcf222e)])),在 TSX 中是 cx.fillStyle = t.interpolate({ inputRange: [0, 1], outputRange: ["#54aeff", "#cf222e"] })。
#畫布上的觸控
畫布是視圖,因此可處理按壓和響應者系統。手指繪圖時,會將各點記錄在 signal 中並繪製出來:
let strokes = signal(Vec::<Vec<(f32, f32)>>::new());
canvas(move || {
strokes.with(|strokes| {
let mut p = Painter::new().line_width(3.0).line_cap(LineCap::Round).line_join(LineJoin::Round);
for stroke in strokes {
p = p.begin_path();
for (i, &(x, y)) in stroke.iter().enumerate() {
p = if i == 0 { p.move_to(x, y) } else { p.line_to(x, y) };
}
p = p.stroke();
}
p
})
})
.h(px(240.0))
.claim_touches(TouchClaim::on_start())
.keep_touches(true) // a scroll view around must not take the touches
.on_responder_grant(move |e: &ResponderEvent| {
strokes.update(|s| s.push(vec![(e.location.x.0, e.location.y.0)]))
})
.on_responder_move(move |e: &ResponderEvent| {
strokes.update(|s| {
if let Some(stroke) = s.last_mut() {
stroke.push((e.location.x.0, e.location.y.0));
}
})
})const strokes = signal<[number, number][][]>([]);
<Canvas
style={{ height: 240 }}
onStartShouldSetResponder={() => true}
onResponderGrant={(e) => {
strokes.set([...strokes(), [[e.locationX, e.locationY]]]);
return true; // a scroll view around must not take the touches
}}
onResponderMove={(e) => {
const all = strokes();
strokes.set([...all.slice(0, -1), [...all[all.length - 1], [e.locationX, e.locationY]]]);
}}
draw={(cx) => {
cx.lineWidth = 3;
cx.lineCap = "round";
cx.lineJoin = "round";
for (const s of strokes()) {
cx.beginPath();
s.forEach(([x, y], i) => (i === 0 ? cx.moveTo(x, y) : cx.lineTo(x, y)));
cx.stroke();
}
}}
/>#效能
- 在 Rust 中繪圖會被記錄下來(在 TSX 中,則是以 JS 呼叫情境的方式記錄),並以單一操作傳送到平台;每次呼叫都不會跨越橋接。
- 每次繪圖都會重新記錄所有內容。請令工作量與顯示的內容成正比,並將每一幀都會改變的資料保存在動畫值而非 signal 中。
- 如果繪圖包含靜態部分和經常變動的部分,請將它們拆分為兩個上下疊放的畫布,這樣只有一個需要重新繪製。
- 在可縮放的捲動視圖內,縮放結束時,畫布會以縮放後的解像度重新繪製。