Canvas Pocket Reference: Scripted Graphics for HTML5 by David Flanagan

By David Flanagan

The Canvas point is a progressive characteristic of HTML5 that allows robust pictures for wealthy web purposes, and this pocket reference offers the necessities you want to placed this aspect to paintings. when you have operating wisdom of JavaScript, this booklet can help you create certain, interactive, and lively pics -- from charts to animations to games -- even if you are a net clothier or a programmer drawn to graphics.

Canvas Pocket Reference presents either an instructional that covers the entire element's beneficial properties with lots of examples and a definitive connection with all of the Canvas-related sessions, equipment, and properties.

You'll learn the way to:

  • Draw traces, polygons, and curves
  • Apply colours, gradients, styles, and transparency
  • Use alterations to easily rotate and resize drawings
  • Work with textual content in a photo environment
  • Apply shadows to create a feeling of depth
  • Incorporate bitmapped photographs into vector graphics
  • Perform picture processing operations in JavaScript

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In this scenario, you need a way to turn compositing off: to draw the source pixels and ignore the destination pixels regardless of the transparency of the source. To specify the kind of compositing to be done, set the globalCompositeOperation property. The default value is “source-over” which means that source pixels are drawn “over” the destination pixels and are combined with them if the source is translucent.

Simple canvas graphics The Canvas API describes complex shapes as a “path” of lines and curves that can be drawn or filled. A path is defined by a series of method calls, such as the beginPath() and arc() invocations in the preceding code. Once a path is defined, other methods, such as fill(), operate on that path. Various properties of the context object, such as fillStyle, specify how these operations are performed. The subsections that follow explain: How to define paths, how to draw or “stroke” the outline of a path, and how to fill the interior of a path How to set and query the graphics attributes of the canvas context object, and how to save and restore the current state of those attributes Canvas dimensions, the default canvas coordinate system, and how to transform that coordinate system The various curve-drawing methods defined by the Canvas API Some special-purpose utility methods for drawing rectangles How to specify colors, work with transparency, and draw with color gradients and repeating image patterns The attributes that control line width and the appearance of line endpoints and vertices How to draw text in a How to “clip” graphics so that no drawing is done outside of a region you specify How to add drop shadows to your graphics How to draw (and optionally scale) images into a canvas, and how to extract the contents of a canvas as an image How to control the compositing process by which newly drawn (translucent) pixels are combined with the existing pixels in the canvas How to query and set the raw red, green, blue, and alpha (transparency) values of the pixels in the canvas How to determine whether a mouse event occurred above something you’ve drawn in a canvas This chapter ends with a practical example that uses tags to render small inline charts known as sparklines.

The value “ideographic” is used with ideographic scripts such as Chinese and Japanese. The value “hanging” is intended for use with Devangari and similar scripts (which are used for many of the languages of India). The “top”, “middle”, and “bottom” baselines are purely geometric baselines, based on the “em square” of the font. fillText() and strokeText() take an optional fourth argument. If specified, this argument specifies the maximum width of the text to be displayed. If the text would be wider than the specified value when drawn using the font property, then the canvas will make it fit by scaling it or by using a narrower or smaller font.

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