Table of Contents
OpenLaszlo provides capability to do two-dimensional graphics. You use procedural code in a <drawview> element to draw lines and fill in shapes. In this tutorial we'll look at some of the key parts of the API and show some interesting effects that you can get with a few lines of code.
The Web Hypertext Application Technology Working Group ("WHATWG") is "a loose unofficial collaboration of Web browser manufacturers and interested parties who wish to develop new technologies designed to allow authors to write and deploy Applications over the World Wide Web." This group recently published a specification for drawing (which can be found here).
OpenLaszlo implements a subset of the whatwg
drawing APIs. For a discussion of where OpenLaszlo differs from the full whatwg
specification,
please see the LZX Reference Manual.
The <drawview> class extends the <view> class. Thus, it inherits all the <view> properties; a <drawview> tag creates a rectangular view. At first glance a view seems like just another view:
Example 13.1. view and drawview
<canvas height="75" proxied="false"> <simplelayout spacing="5" axis="x"/> <view height="50" width="50" bgcolor="red"/> <drawview height="50" width="50" bgcolor="blue"/> </canvas>
There are no additional tag attributes in the drawview
class beyond those of view
. However, drawview
has four attributes in addition to those it inherits:
fillStyle
globalAlpha
lineWidth
strokeStyle
These attributes can be accessed and manipulated by procedural (script) code inside <method>
tags inside a <drawview>
element. The
drawview class has ten methods associated with it. We'll take a look at them below, after explaining some more concepts.
To draw a line shape (or "path"), you position a logical pen at a starting point and then move it sequentially to x and y coordinates connecting points either by straight or quadratic lines. This line remains invisible until you "stroke" it. When you stroke a path you apply to it the defined line width and style, thereby making it visible.
For example, this code produces nothing visible:
Example 13.2. invisble drawing
<canvas height="200" proxied="false"> <drawview> <handler name="oninit"> this.moveTo(100,100) this.lineTo(200,100) this.quadraticCurveTo(120, 200, 300, 100) </handler> </drawview> </canvas>
But by adding the line this.stroke()
we produce the following:
Example 13.3. stroking the line
<canvas height="200" proxied="false">
<drawview>
<handler name="oninit">
this.moveTo(100,100)
this.lineTo(200,100)
this.quadraticCurveTo(120, 200, 300, 100)
this.stroke()
</handler>
</drawview>
</canvas>
The closePath()()
method draws a line back to the beginning of the current path:
Example 13.4. Closing the path
<canvas height="200" proxied="false"> <drawview> <handler name="oninit"> this.moveTo(100,100); this.lineTo(200,100); this.quadraticCurveTo(120, 200, 300, 100) this.closePath() this.stroke() </handler> </drawview> </canvas>
Now that we have a closed shape, we can fill it. First we define a fillStyle
, and then we fill the shape.
Example 13.5. fillstyle
<canvas height="200" proxied="false"> <drawview> <handler name="oninit"> this.moveTo(100,100); this.lineTo(200,100); this.quadraticCurveTo(120, 200, 300, 100) this.stroke() //fillSytles are hex numbers representing color. this.fillStyle = 0xff00ff this.fill() </handler> </drawview> </canvas>
Note that if you don't close a path but call the fill()
method, the path will be closed implicitly. Please consult the reference page for particulars.
The globalAlpha
attribute is used to set the opacity of lines and fills. It takes a value between zero (transparent) and one (opaque).
Example 13.6. Using globalAlpha
<canvas height="200" proxied="false"> <drawview> <handler name="oninit"> this.moveTo(100,100); this.lineTo(200,100); this.quadraticCurveTo(120, 200, 300, 100) this.stroke() this.fillStyle = 0xff00ff this.globalAlpha= .3 this.fill() </handler> </drawview> </canvas>
Remember that the code here is procedural, so alpha values apply to
fillStyles
and lineStyles
that are in effect at the time that a stroke()
or fill()
method is called.
In the above example, the globalAlpha
value is 1 (the default) when the line is stroked and .3 when the color is filled in.
A fillStyle
can be a color gradient, that is, a pattern that blends colors over its area. To use a gradient, first create it using the
appropriate (linear or radial) constructor function, then set the fillStyle
to be the gradient. A gradient is an object of the type LzCanvasGradient
; you define
the parameters of the gradient by using methods such as addColorStop()()
on it. addColorStop()()
takes two arguments: the number of the stop,
and the color.
Example 13.7. adding a gradient
<canvas height="200" proxied="false"> <drawview> <handler name="oninit"> this.moveTo(100,100); this.lineTo(200,100); this.quadraticCurveTo(120, 200, 300, 100) this.stroke() //the gradient starts at the x and y where the curved line starts var g = this.createLinearGradient(200,100, 150, 300) //opacity is 0 -- the fill is invisible this.globalAlpha = 0; //starting color is black g.addColorStop(0, 0x000000); //now the opacity is set to opaque this.globalAlpha = 1; //the gradient goes from black to purple g.addColorStop(1, 0xff00ff); this.fillStyle = g; this.fill(); </handler> </drawview> </canvas>
To get a sense of what gradients look like, try varying the parameters of the ending x and y.
Also, remember that drawview
s have background colors. You can use them in conjunction with gradients and alpha values:
Example 13.8. backgrounds and gradients
<canvas height="200" proxied="false"> <drawview height="150" width="300" bgcolor="blue"> <handler name="oninit"> this.moveTo(100,100); this.lineTo(200,100); this.quadraticCurveTo(120, 200, 300, 100) this.stroke() var g = this.createLinearGradient(200,100, 150, 300) this.globalAlpha = 0; g.addColorStop(0, 0xffffff); this.globalAlpha = 1; g.addColorStop(.3, 0xff00ff); this.fillStyle = g; this.fill(); </handler> </drawview> </canvas>
The gradient can be linear or radial (for details, see the Reference).
We've said that drawing a line is like moving a pen. So, how do you pick up the pen in order to move it to another spot on
the canvas? Use the beginPath()()
method.
Example 13.9. beginPath
<canvas height="200" proxied="false"> <drawview> <handler name="oninit"> this.moveTo(100,100); this.lineTo(200,100); this.quadraticCurveTo(120, 200, 300, 100) this.closePath() this.stroke() this.beginPath() this.moveTo(200,000); this.lineTo(100,200); this.quadraticCurveTo(120, 200, 300, 100) this.closePath() this.stroke() </handler> </drawview> </canvas>
The clear
method wipes the slate clean, so to speak.
Example 13.10. Clearing the veiw
<canvas height="200" proxied="false"> <drawview> <handler name="oninit"> this.moveTo(40,40) this.lineTo(80,40) this.lineTo(80, 80) this.lineTo(40,90) this.closePath() this.stroke() this.fillStyle = 0xff00ff; this.fill() </handler> <button onclick="parent.clear()" text="clear"/> </drawview> </canvas>
Although the <drawview>
API is procedural, it's simple to blend the procedural drawing API with the declarative LZX style. The
following little program illustrates this. The r
attribute is modulated in by an <animator>
element; when r
changes, the redraw()()
method is evoked.
Example 13.11. Draview with animator
<canvas width="300" height="300" debug="false" > <class name="circle" extends="drawview" > <attribute name="circlecolor" value="white"/> <attribute name="r" value="100"/> <handler name="oninit"> this.redraw(); </handler> <handler name="onr"> this.redraw(); </handler> <method name="redraw" ><![CDATA[ this.clear(); this.beginPath(); this.moveTo(x+r, y); var a = Math.tan(22.5 * Math.PI/180); for (var angle = 45; angle<=360; angle += 45) { // endpoint: var endx = r*Math.cos(angle*Math.PI/180); var endy = r*Math.sin(angle*Math.PI/180); // control: // (angle-90 is used to give the correct sign) var cx =endx + r*a*Math.cos((angle-90)*Math.PI/180); var cy =endy + r*a*Math.sin((angle-90)*Math.PI/180); this.quadraticCurveTo(cx+x, cy+y, endx+x, endy+y); } var g = this.createLinearGradient(0, 0, 8, x+r, y+r, 0) this.globalAlpha = 1; g.addColorStop(0, 0xffffff); this.globalAlpha = 0; g.addColorStop(1, this.circlecolor); this.fillStyle = g; this.fill() this.globalAlpha = 1; this.linewidth= 5; this.stroke(); ]]> </method> </class> <circle r="50" x="50" y="50" circlecolor="blue"/> <circle x="50" y="50" circlecolor="teal"> <animatorgroup process="sequential" repeat="Infinity"> <animator attribute="r" from="20" to="0" duration="3000"/> <animator attribute="r" from="0" to="20" duration="3000"/> </animatorgroup> </circle> </canvas>
OpenLaszlo developers have already used the drawview API to create a color chooser and a paint program. See what you can do. Have fun!
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