API
Canvas
Canvas 使用 HTML Canvas 2D 風格的 context 繪圖。你的 draw 函數會記錄繪圖內容,平台再以螢幕解像度以原生方式重播(iOS 使用 Core Graphics,Android 使用 android.graphics.Canvas)。繪圖中的數字和顏色可以是動畫值:動畫進行時,平台會自行重繪,無需再次執行 draw。
import { Canvas, mount, Path2D, signal, Text, View } from "nsh";
import { createAnimatedValue, Easing } from "nsh";
import { button, buttonText, Panel, Split, tint, ui, wide } from "./palette";
const TAU = Math.PI * 2;
const heart = new Path2D("M12 21s-7-4.5-9.5-9A5.5 5.5 0 0 1 12 6a5.5 5.5 0 0 1 9.5 6c-2.5 4.5-9.5 9-9.5 9z");
function Chip(props: { label: string; onPress: () => void }) {
return (
<View onPress={props.onPress} {...button()}>
<Text style={buttonText()}>{props.label}</Text>
</View>
);
}
function App() {
const data = signal([12, 30, 22, 48, 36, 60, 52, 75, 64, 88]);
const progress = createAnimatedValue(0.3);
const target = signal(0.3);
const go = () => {
const to = Math.round(Math.random() * 100) / 100;
target.set(to);
progress.timing(to, { duration: 900, easing: Easing.inOut(Easing.cubic) });
};
return (
<View style={{ flex: 1, backgroundColor: ui().page, padding: 20, paddingTop: 24, gap: 16 }}>
<Text style={{ fontSize: 22, fontWeight: "700", color: ui().text }}>Canvas</Text>
<Split
gap={16}
width={560}
inspector={
wide() ? (
<>
<Panel title="draw reads a signal">
<View style={{ gap: 10 }}>
<Text style={{ fontSize: 13, color: ui().text, fontVariant: ["tabular-nums"] }}>[{data().join(", ")}]</Text>
<Chip label="New point" onPress={() => data.update((v) => [...v.slice(1), Math.round(Math.random() * 90) + 5])} />
</View>
</Panel>
<Panel title="An animated value in draw">
<View style={{ gap: 10 }}>
<Text style={{ fontSize: 13, color: ui().text, fontVariant: ["tabular-nums"] }}>{Math.round(target() * 100)}%</Text>
<Chip label="Animate ring" onPress={go} />
</View>
</Panel>
</>
) : (
<View style={{ flexDirection: "row", gap: 10 }}>
<Chip label="New point" onPress={() => data.update((v) => [...v.slice(1), Math.round(Math.random() * 90) + 5])} />
<Chip label="Animate ring" onPress={go} />
</View>
)
}
>
<Canvas
style={{ height: 170, borderRadius: 12, ...ui().inset }}
draw={(cx, { width, height }) => {
const values = data();
const pad = 16;
const w = width - pad * 2, h = height - pad * 2;
const x = (i: number) => pad + (i / (values.length - 1)) * w;
const y = (v: number) => pad + h - (v / 100) * h;
const area = cx.createLinearGradient(0, pad, 0, pad + h);
area.addColorStop(0, tint(ui().accent, 0.28));
area.addColorStop(1, tint(ui().accent, 0));
cx.beginPath();
cx.moveTo(x(0), pad + h);
values.forEach((v, i) => cx.lineTo(x(i), y(v)));
cx.lineTo(x(values.length - 1), pad + h);
cx.closePath();
cx.fillStyle = area;
cx.fill();
cx.beginPath();
values.forEach((v, i) => (i ? cx.lineTo(x(i), y(v)) : cx.moveTo(x(i), y(v))));
cx.strokeStyle = ui().accent;
cx.lineWidth = 2.5;
cx.lineJoin = "round";
cx.stroke();
}}
/>
<View style={{ flexDirection: "row", alignItems: "center", gap: 16 }}>
<Canvas
style={{ width: 110, height: 110 }}
draw={(cx, { width, height }) => {
const centerX = width / 2, cy = height / 2, r = width / 2 - 10;
cx.lineWidth = 12;
cx.lineCap = "round";
cx.strokeStyle = ui().inset.backgroundColor;
cx.beginPath();
cx.arc(centerX, cy, r, 0, TAU);
cx.stroke();
const g = cx.createConicGradient(-Math.PI / 2, centerX, cy);
g.addColorStop(0, ui().info);
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);
}}
/>
<Canvas
style={{ width: 96, height: 96 }}
draw={(cx) => {
cx.save();
cx.scale(4, 4);
cx.fillStyle = ui().down;
cx.fill(heart);
cx.restore();
}}
/>
</View>
</Split>
</View>
);
}
mount(App);import { Canvas, CanvasGradient, CanvasRenderingContext2D, Path2D } from "nsh";
請參閱 Canvas 指南,以及 <Canvas> 的屬性說明。
#Canvas
function Canvas(props: CanvasProps): JSX.Element;
interface CanvasProps extends ViewProps {
draw: (cx: CanvasRenderingContext2D, size: CanvasSize) => void;
}
interface CanvasSize {
width: number; // points
height: number;
}
以 2D context 繪製的視圖。它支援所有視圖屬性(樣式、class、觸控處理器、無障礙功能、ref),另外還有:
| 屬性 | 類型 | 說明 |
|---|---|---|
draw |
(cx, { width, height }) => void |
繪製畫布。尺寸確定後執行一次,所讀取的 signal 改變時再次執行,畫布調整大小時亦會再次執行。以數字或顏色傳入的動畫值會直接進行動畫,無需再次執行此函數。 |
請透過樣式為畫布指定尺寸(width / height、flex: 1、aspectRatio 等)。座標以點(point)為單位,原點位於左上角。
import { Canvas, mount, signal, Text, View } from "nsh";
function App() {
const values = signal([12, 30, 22, 48, 36, 60, 52, 75]);
return (
<View style={{ flex: 1, padding: 24 }}>
<Canvas
style={{ height: 160 }}
draw={(cx, { width, height }) => {
const v = values();
const step = width / (v.length - 1);
cx.strokeStyle = "#6366f1";
cx.lineWidth = 3;
cx.lineJoin = "round";
cx.beginPath();
v.forEach((n, i) => (i ? cx.lineTo(i * step, height - n * 2) : cx.moveTo(0, height - n * 2)));
cx.stroke();
}}
/>
<Text onPress={() => values.update((v) => [...v.slice(1), Math.random() * 80])}>Next</Text>
</View>
);
}
mount(App);
#無需重繪的動畫
任何型別為 CanvasNumber 的參數,以及任何繪製樣式(fillStyle、strokeStyle),都接受 AnimatedNode。畫布會在繪製時讀取該節點,並在其動畫的每一幀以原生方式重繪:
import { createAnimatedValue, Easing } from "nsh";
import { Canvas } from "nsh";
const progress = createAnimatedValue(0);
<Canvas
style={{ width: 120, height: 120 }}
draw={(cx, { width }) => {
const c = width / 2;
cx.lineWidth = 12;
cx.lineCap = "round";
cx.strokeStyle = "#6366f1";
cx.beginPath();
// The end angle is an animated node: animating `progress` redraws natively.
cx.arc(c, c, c - 10, -Math.PI / 2, progress.mul(Math.PI * 2).sub(Math.PI / 2));
cx.stroke();
}}
/>;
progress.timing(0.75, { duration: 900, easing: Easing.inOut(Easing.cubic) });
type CanvasNumber = number | AnimatedNode;
type CanvasPaint = string | CanvasGradient | AnimatedNode;
#CanvasRenderingContext2D
draw 所接收的 context。呼叫只會記錄操作,平台會在 draw 返回後才進行繪製。
#狀態與變換
readonly canvas: { readonly width: number; readonly height: number };
save(): void;
restore(): void;
translate(x: CanvasNumber, y: CanvasNumber): void;
scale(x: CanvasNumber, y: CanvasNumber): void;
rotate(angle: CanvasNumber): void;
transform(a: CanvasNumber, b: CanvasNumber, c: CanvasNumber, d: CanvasNumber, e: CanvasNumber, f: CanvasNumber): void;
setTransform(a: CanvasNumber, b: CanvasNumber, c: CanvasNumber, d: CanvasNumber, e: CanvasNumber, f: CanvasNumber): void;
resetTransform(): void;
| 成員 | 說明 |
|---|---|
canvas |
畫布的尺寸(以點為單位)。 |
save() / restore() |
推入 / 彈出繪圖狀態(變換、裁剪、樣式)。 |
translate(x, y) |
移動原點。 |
scale(x, y) |
縮放座標軸。 |
rotate(angle) |
旋轉座標軸;單位為弧度,順時針方向。 |
transform(a, b, c, d, e, f) |
將變換乘以矩陣 [a c e; b d f]。 |
setTransform(a, b, c, d, e, f) |
取代目前的變換。 |
resetTransform() |
還原為單位矩陣。 |
#屬性
| 屬性 | 類型 | 說明 |
|---|---|---|
fillStyle |
CanvasPaint |
fill、fillRect、fillText 所使用的顏色、漸變或原生顏色節點。 |
strokeStyle |
CanvasPaint |
描邊的對應設定。 |
lineWidth |
CanvasNumber |
描邊寬度(以點為單位)。 |
lineCap |
"butt" | "round" | "square" |
描邊的端點形狀。 |
lineJoin |
"miter" | "round" | "bevel" |
描邊線段的連接方式。 |
miterLimit |
number |
超過此長度(以線寬計)的尖角連接會被削成斜角。 |
lineDashOffset |
CanvasNumber |
虛線樣式的起始位置。 |
globalAlpha |
CanvasNumber |
之後繪製內容的不透明度,範圍 0..1。 |
globalCompositeOperation |
string |
之後繪製的內容如何與畫布混合("source-over"、"multiply" 等)。 |
shadowColor |
string |
陰影的顏色(透明:無陰影)。 |
shadowBlur |
number |
陰影模糊程度(以點為單位)。 |
shadowOffsetX、shadowOffsetY |
number |
陰影偏移量(以點為單位)。 |
font |
string |
CSS font 簡寫,例如 "600 14px Inter"(尺寸可用 px、pt 或 rem)。 |
textAlign |
"start" | "end" | "left" | "right" | "center" |
文字相對於其 x 座標的水平位置。 |
textBaseline |
"alphabetic" | "top" | "hanging" | "middle" | "ideographic" | "bottom" |
文字相對於其 y 座標的垂直位置。 |
虛線:setLineDash(segments: number[]) 和 getLineDash(): number[]。
#路徑
context 具有一條目前路徑,其建構方法與 Path2D 相同:
beginPath(): void;
moveTo(x, y): void;
lineTo(x, y): void;
quadraticCurveTo(cpx, cpy, x, y): void;
bezierCurveTo(cp1x, cp1y, cp2x, cp2y, x, y): void;
arc(x, y, radius, startAngle, endAngle, counterclockwise?: boolean): void;
arcTo(x1, y1, x2, y2, radius): void;
ellipse(x, y, radiusX, radiusY, rotation, startAngle, endAngle, counterclockwise?: boolean): void;
rect(x, y, w, h): void;
roundRect(x, y, w, h, radii?: CanvasNumber | CanvasNumber[]): void;
closePath(): void;
所有座標均為 CanvasNumber。角度以弧度計,由 x 軸起順時針方向。roundRect 的 radii 可以是單一半徑,或如 CSS border-radius 般的 2 至 4 個值(由左上角開始)。
#繪製
fill(path?: Path2D | "nonzero" | "evenodd", rule?: "nonzero" | "evenodd"): void;
stroke(path?: Path2D): void;
clip(path?: Path2D | "nonzero" | "evenodd", rule?: "nonzero" | "evenodd"): void;
fillRect(x, y, w, h): void;
strokeRect(x, y, w, h): void;
clearRect(x, y, w, h): void;
| 方法 | 說明 |
|---|---|
fill(path?, rule?) |
以 fillStyle 填充目前路徑(或 path),可按非零環繞規則(預設)或奇偶規則填充。 |
stroke(path?) |
以 strokeStyle 為目前路徑(或 path)描邊。 |
clip(path?, rule?) |
將之後繪製的內容限制在該路徑之內。 |
fillRect、strokeRect |
矩形,不會影響目前路徑。 |
clearRect |
將矩形範圍變為透明。 |
#文字
fillText(text: string, x: CanvasNumber, y: CanvasNumber, maxWidth?: number): void;
strokeText(text: string, x: CanvasNumber, y: CanvasNumber, maxWidth?: number): void;
measureText(text: string): TextMetrics; // { width: number }
measureText 為同步操作:它使用平台的文字引擎,並按目前的 font 進行量度。只會回報 width。
cx.font = "11px system-ui";
const label = "100";
cx.fillText(label, 40 - cx.measureText(label).width, 20);
#漸變
createLinearGradient(x0: number, y0: number, x1: number, y1: number): CanvasGradient;
createRadialGradient(x0: number, y0: number, r0: number, x1: number, y1: number, r1: number): CanvasGradient;
createConicGradient(startAngle: number, x: number, y: number): CanvasGradient;
class CanvasGradient {
addColorStop(offset: number, color: string): void; // offset 0..1, any CSS color
}
const g = cx.createLinearGradient(0, 0, 0, height);
g.addColorStop(0, "rgba(99, 102, 241, 0.4)");
g.addColorStop(1, "rgba(99, 102, 241, 0)");
cx.fillStyle = g;
cx.fillRect(0, 0, width, height);
#圖像
drawImage(image: string | ImageAsset, ...args: CanvasNumber[]): void;
繪製以 URL 或匯入資源(import logo from "./logo.png")指定的圖像。圖像以原生方式載入,載入完成後畫布會再次繪製。匯入的資源會繪製所匯入的檔案本身;若要在所有螢幕上都清晰顯示,請匯入 @3x 檔案。與 HTML 一樣,共有三種形式:
drawImage(image, dx, dy):以原始尺寸繪製。drawImage(image, dx, dy, dw, dh):縮放至指定矩形內。drawImage(image, sx, sy, sw, sh, dx, dy, dw, dh):繪製其中一部分(來源以圖像像素為單位)。
#Path2D
class Path2D {
constructor(path?: Path2D | string);
addPath(path: Path2D): void;
// and every path method: moveTo, lineTo, quadraticCurveTo, bezierCurveTo,
// arc, arcTo, ellipse, rect, roundRect, closePath
}
可重複使用的路徑,可用於填充、描邊或裁剪。建構函數可複製另一個 Path2D,或以原生方式解析 SVG 路徑資料:
const heart = new Path2D("M12 21s-7-4.5-9.5-9A5.5 5.5 0 0 1 12 6a5.5 5.5 0 0 1 9.5 6c-2.5 4.5-9.5 9-9.5 9z");
cx.save();
cx.scale(4, 4);
cx.fillStyle = "#ef4444";
cx.fill(heart);
cx.restore();
#不支援
不支援像素存取(getImageData、putImageData)、filter、isPointInPath 及 SVG 圖像。與 HTML Canvas 一樣,無效的顏色或字型只會令該項操作被略過。