Canvas element
HTML |
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Comparisons |
The canvas element is part of HTML5 and allows for dynamic, scriptable rendering of 2D shapes and bitmap images. It is a low level, procedural model that updates a bitmap. HTML5 Canvas also helps in making 2D games.
While the HTML5 canvas offers its own 2D drawing API, it also supports the WebGL API to allow 3D rendering with OpenGL ES.
History
Canvas was initially introduced by
Usage
A canvas
consists of a drawable region defined in HTML code with height and width attributes. JavaScript code may access the area through a full set of drawing functions similar to those of other common 2D APIs, thus allowing for dynamically generated graphics. Some anticipated uses of canvas include building graphs, animations, games, and image composition.
Interacting with the canvas involves obtaining the canvas' rendering context, which determines whether to use the canvas API, WebGL, or WebGL2 rendering context.
Example
The following code creates a Canvas element in an HTML page:
<canvas id="example" width="200" height="200">
This text is displayed if your browser does not support HTML5 Canvas.
</canvas>
Using JavaScript, you can draw on the canvas:
var example = document.getElementById('example');
var context = example.getContext('2d');
context.fillStyle = 'red';
context.fillRect(30, 30, 50, 50);
This code draws a red rectangle on the screen.
The Canvas API also provides save()
and restore()
, for saving and restoring all the canvas context's attributes.
Canvas element size versus drawing surface size
A canvas actually has two sizes: the size of the element itself and the size of the element's drawing surface. Setting the element's width and height attributes sets both of these sizes; CSS attributes affect only the element's size and not the drawing surface.
By default, both the canvas element's size and the size of its drawing surface is 300 screen pixels wide and 150 screen pixels high. In the listing shown in the example, which uses CSS to set the canvas element's size, the size of the element is 600 pixels wide and 300 pixels high, but the size of the drawing surface remains unchanged at the default value of 300 pixels × 150 pixels. When a canvas element's size does not match the size of its drawing surface, the browser scales the drawing surface to fit the element (which may result in surprising and unwanted effects).
Example setting element size and drawing surface size to different values:
<!DOCTYPE html>
<html>
<head>
<title>Canvas element size: 600 x 300,
Canvas drawing surface size: 300 x 150</title>
<style>
body {
background: #dddddd;
}
#canvas {
margin: 20px;
padding: 20px;
background: #ffffff;
border: thin inset #aaaaaa;
width: 600px;
height: 300px;
}
</style>
</head>
<body>
<canvas id="canvas">
Canvas not supported
</canvas>
</body>
</html>
Canvas versus Scalable Vector Graphics (SVG)
Canvas objects, on the other hand, are drawn in immediate mode. In the canvas example above, the rectangle draw operation modifies the canvas, and its representation as a rectangle is forgotten by the system. If the rectangle's position were to be changed, the canvas would need to be redrawn, including any objects that might have been covered by the rectangle. In the equivalent SVG case, one could simply change the position attributes of the rectangle and the browser would determine how to repaint it. There are additional JavaScript libraries that abstract the canvas model to have svg-like scene capabilities within the canvas element. Multiple canvas layers can also be used, meaning that only specific layers need to be recreated when changes are required.
SVG images are represented in XML, and complex scenes can be created and maintained with XML editing tools.
The SVG scene graph enables event handlers to be associated with objects, so a rectangle may respond to an onClick
event. To get the same functionality with canvas, one must manually match the coordinates of the mouse click with the coordinates of the drawn rectangle to determine whether it was clicked.
Conceptually, canvas is a lower-level API upon which higher-level interfaces might be built (for example, SVG support). There are JavaScript libraries that provide partial SVG implementations using canvas for browsers that do not provide SVG but support canvas, such as the browsers in Android 2.x. However, this is not normally the case—they are independent standards. The situation is complicated because there are scene graph libraries for canvas, and SVG has some bitmap manipulation functionality.
Reactions
At the time of its introduction, the canvas element was met with mixed reactions from the web standards community. There have been arguments against Apple's decision to create a new proprietary element instead of supporting the
Intellectual property over canvas
On March 14, 2007, WebKit developer Dave Hyatt forwarded an email from Apple's Senior Patent Counsel, Helene Plotka Workman,[6] which stated that Apple reserved all intellectual property rights relative to WHATWG's Web Applications 1.0 Working Draft, dated March 24, 2005, Section 10.1, entitled “Graphics: The bitmap canvas”,[7] but left the door open to licensing the patents should the specification be transferred to a standards body with a formal patent policy. This caused considerable discussion among web developers and raised questions concerning the WHATWG's lack of a policy on patents in comparison to the World Wide Web Consortium (W3C)'s explicit favoring of royalty-free licenses. Apple later disclosed the patents under the W3C's royalty-free patent licensing terms.[8] The disclosure means that Apple is required to provide royalty-free licensing for the patent whenever the Canvas element becomes part of a future W3C recommendation created by the HTML working group.[9]
Privacy concerns
Browser support
The element is supported by the current versions of
See also
- Anti-Grain Geometry (AGG)
- Cairo (graphics)
- Display PostScript
- Graphics Device Interface (GDI+)
- Quartz 2D
- WebGL
References
- ^ Ian Hixie (2004-07-12). "Extending HTML". Retrieved 2011-06-13.
- ^ Mozilla Developer Connection. "HTMLCanvasElement". Archived from the original on 2011-06-04. Retrieved 2011-06-13.
- ^ "Opera 9.0 changelog". Archived from the original on 2012-09-10. Retrieved 2006-06-20.
- ^ "Scalable Vector Graphics | CorelDRAW". www.coreldraw.com. Retrieved 2022-09-23.
- ^ Ian Hickson remarks regarding canvas and other Apple extensions to HTML
- ^ "[whatwg] Web Applications 1.0 Draft, David Hyatt, Wed Mar 14 14:31:53 PDT 2007". Archived from the original on 2007-05-02. Retrieved 2007-05-01.
- ^ Web Applications 1.0 Early Working Draft - Dynamic graphics: The bitmap canvas
- ^ HTML Working Group Patent Policy Status – Known Disclosures
- ^ W3C patent policy in use by HTML working group
- ^ Knibbs, Kate (July 21, 2014). "What You Need to Know About the Sneakiest New Online Tracking Tool". Gizmodo. Retrieved July 21, 2014.
- ^ Joseph Steinberg (July 23, 2014). "You Are Being Tracked Online By A Sneaky New Technology -- Here's What You Need To Know". Forbes. Retrieved November 15, 2014.
- ^ Angwin, Julia (July 21, 2014). "Meet the Online Tracking Device That is Virtually Impossible to Block". ProPublica. Retrieved July 21, 2014.
- ^ Kirk, Jeremy (July 21, 2014). "Stealthy Web tracking tools pose increasing privacy risks to users". PC World. Retrieved July 21, 2014.
- ^ Acar, Gunes; Eubank, Christian; Englehardt, Steven; Juarez, Marc; Narayanan, Arvind; Diaz, Claudia (July 24, 2014). "The Web never forgets: Persistent tracking mechanisms in the wild". Retrieved July 24, 2014.
- Opera Software. Archived from the originalon 23 June 2010. Retrieved 3 May 2010.
- ^ "Canvas, Microsoft Edge documentation".
External links
- The
canvas
element, W3C, 2014-10-28, retrieved 2015-01-09 - HTML Canvas 2D Context, W3C, 2014-08-21, retrieved 2015-01-09
- Canvas description in WHATWG Web Applications draft specifications
- Canvas reference page in Apple Developers Connection
- Basic Canvas Tutorial on Opera Developer Community
- Canvas tutorial and introductory page on Mozilla Developer center Archived 2012-08-03 at the Wayback Machine