an infinite html5 canvas
Provides an interface to pan an html5 canvas vertically and horizontally infinitely. This works by creating a infinitely growing buffer canvas that adjusts it's size and position when moving the origin relatively with .move([x, y])
or absolutely with .setOrigin([x, y])
. Essentially, the wrapped canvas becomes a window that you move around the buffer canvas. When moved beyond the dimensions of the buffer canvas, the buffer is resized and the image data is repositioned to compensate.
Download node at nodejs.org and install it, if you haven't already.
npm install infinite-canvas --save
// require module
import InfiniteCanvas from 'infinite-canvas'
let canvas = document.querySelector('#canvas')
let infiniteCanvas = new InfiniteCanvas(canvas) // make instance
let ctx = canvas.getContext('2d') // get canvas context
ctx = infiniteCanvas.canvasContext // or pull it from the instance
infiniteCanvas.setOrigin([-20, 40]) // move down 20 and right 40
// draw a circle on canvas
ctx.beginPath()
ctx.arc(100, 100, 50, 0, 2 * Math.PI)
ctx.stroke()
infiniteCanvas.commitToBuffer() // and commit it to buffer
// or draw directly to the buffer
let bufferCtx = infiniteCanvas.buffer.getContext('2d') // get buffer context
bufferCtx = infiniteCanvas.bufferContext // or pull it from the instance
// draw a circle on the buffer
bufferCtx.beginPath()
bufferCtx.arc(100, 100, 50, 0, 2 * Math.PI)
bufferCtx.stroke()
infiniteCanvas.refresh() // and update the canvas
infiniteCanvas.move([10, 20]) // move up 10 and right 20
infiniteCanvas.getOrigin() // [-10, 60] // check updated origin
new InfiniteCanvas(canvas:canvas):instance
provided a canvas, returns a new InfiniteCanvas object
.setOrigin(pos:array):undefined
provide an array with the absolute [x, y] position for the origin of the wrapped canvas on the buffer canvas
.move(posDiff:array):undefined
provide an array with the relative [x, y] position for the origin of the wrapped canvas on the buffer canvas
.commitToBuffer():undefined
draw new image data from the wrapped canvas to the buffer canvas. This is essentially saving it. Otherwise, it'll be lost when panning. Use when drawing to the wrapped canvas.
.refresh():undefined
draws image data from the buffer canvas to the wrapped canvas. Use when drawing directly to the buffer canvas.
.getOrigin():array
returns the current absolute origin [x, y] of the wrapped canvas on the buffer canvas
.canvas:canvas
access to the wrapped canvas
.canvasContext:canvas
access to the wrapped canvas's 2d context
.buffer:canvas
access to the buffer canvas
.bufferContext:canvas
access to the buffer canvas's 2d context
I can see it being useful to draw beyond the borders of the canvas or buffer canvas (draw off screen). So, I'm currently considering adding a padding option for the buffer canvas or providing a draw method that will update the buffer accordingly. Also, zooming ability would be nice as well.
ISC