1# Drawing Custom Graphics Using the Canvas (Canvas) 2 3 4**Canvas** provides a canvas component for drawing custom graphics. You can use the **CanvasRenderingContext2D** and **OffscreenCanvasRenderingContext2D** objects to draw graphics on the **Canvas** component. The drawing objects can be basic shapes, text, and images. 5 6 7## Drawing Custom Graphics on the Canvas 8 9You can draw custom graphics on the canvas in any of the following ways: 10 11 12- Use [CanvasRenderingContext2D](../reference/apis-arkui/arkui-ts/ts-canvasrenderingcontext2d.md). 13 14 ```ts 15 @Entry 16 @Component 17 struct CanvasExample1 { 18 // Configure the parameters of the CanvasRenderingContext2D object, including whether to enable anti-aliasing. The value true indicates that anti-aliasing is enabled. 19 private settings: RenderingContextSettings = new RenderingContextSettings(true) 20 // Create a CanvasRenderingContext2D object by calling CanvasRenderingContext2D object in Canvas. 21 private context: CanvasRenderingContext2D = new CanvasRenderingContext2D(this.settings) 22 23 build() { 24 Flex({ direction: FlexDirection.Column, alignItems: ItemAlign.Center, justifyContent: FlexAlign.Center }) { 25 // Invoke the CanvasRenderingContext2D object in Canvas. 26 Canvas(this.context) 27 .width('100%') 28 .height('100%') 29 .backgroundColor('#F5DC62') 30 .onReady(() => { 31 // You can draw content here. 32 this.context.strokeRect(50, 50, 200, 150); 33 }) 34 } 35 .width('100%') 36 .height('100%') 37 } 38 } 39 40 ``` 41 42 .jpg) 43 44- Drawing offscreen onto a canvas is a process where content to draw onto the canvas is first drawn in the buffer, and then converted into a picture, and finally the picture is drawn on the canvas. This process increases the drawing efficiency. Specifically, the implementation is as follows: 45 1. Use the **transferToImageBitmap** API to create an **ImageBitmap** object for the image that is recently rendered off the screen canvas. 46 2. Use the **transferFromImageBitmap** API of the **CanvasRenderingContext2D** object to display the given **ImageBitmap** object. 47 48 For details, see [OffscreenCanvasRenderingContext2D](../reference/apis-arkui/arkui-ts/ts-offscreencanvasrenderingcontext2d.md). 49 50 ```ts 51 @Entry 52 @Component 53 struct CanvasExample2 { 54 // Configure the parameters of the CanvasRenderingContext2D and OffscreenCanvasRenderingContext2D objects, including whether to enable anti-aliasing. The value true indicates that anti-aliasing is enabled. 55 private settings: RenderingContextSettings = new RenderingContextSettings(true) 56 private context: CanvasRenderingContext2D = new CanvasRenderingContext2D(this.settings) 57 // Create an OffscreenCanvas object. width indicates the width of the offscreen canvas, and height indicates the height of the offscreen canvas. 58 private offCanvas: OffscreenCanvas = new OffscreenCanvas(600, 600) 59 60 build() { 61 Flex({ direction: FlexDirection.Column, alignItems: ItemAlign.Center, justifyContent: FlexAlign.Center }) { 62 Canvas(this.context) 63 .width('100%') 64 .height('100%') 65 .backgroundColor('#F5DC62') 66 .onReady(() =>{ 67 let offContext = this.offCanvas.getContext("2d", this.settings) 68 // You can draw content here. 69 offContext.strokeRect(50, 50, 200, 150); 70 // Display the image rendered by the offscreen drawing value on the common canvas. 71 let image = this.offCanvas.transferToImageBitmap(); 72 this.context.transferFromImageBitmap(image); 73 }) 74 } 75 .width('100%') 76 .height('100%') 77 } 78 } 79 80 ``` 81 82 .jpg) 83 84 >**NOTE** 85 > 86 >The APIs called for drawing on the canvas through the **CanvasRenderingContext2D** and **OffscreenCanvasRenderingContext2D** objects are the same. Unless otherwise specified, the value unit of the parameters in these APIs is vp. 87 88- Before loading the Lottie animation on the canvas, download the Lottie as follows: 89 90 ```ts 91 import lottie from '@ohos/lottie' 92 ``` 93 94 For details about the APIs, see [Lottie](https://gitee.com/openharmony-tpc/lottieETS). 95 96 97## Initializing the Canvas Component 98 99**onReady(event: () => void)** is the event callback when the **Canvas** component initialization is complete. After this event is called, the determined width and height of the **Canvas** component can be obtained. The **CanvasRenderingContext2D** and **OffscreenCanvasRenderingContext2D** objects can then be used to call related APIs to draw graphics. 100 101```ts 102Canvas(this.context) 103 .width('100%') 104 .height('100%') 105 .backgroundColor('#F5DC62') 106 .onReady(() => { 107 this.context.fillStyle = '#0097D4'; 108 this.context.fillRect(50, 50, 100, 100); 109 }) 110``` 111 112.jpg) 113 114 115## Canvas Component Drawing Modes 116 117After **onReady()** is invoked, you can use the **Canvas** component for drawing. Alternatively, you can separately define the **Path2d** object to build an ideal path without the **Canvas** component and **onReady()** lifecycle callback, and then use the **Canvas** component for drawing after **onReady()** is invoked. 118 119- After the **onReady()** callback of the **Canvas** component is invoked, use the **CanvasRenderingContext2D** and **OffscreenCanvasRenderingContext2D** objects to call related APIs for drawing. 120 121 ```ts 122 Canvas(this.context) 123 .width('100%') 124 .height('100%') 125 .backgroundColor('#F5DC62') 126 .onReady(() =>{ 127 this.context.beginPath(); 128 this.context.moveTo(50, 50); 129 this.context.lineTo(280, 160); 130 this.context.stroke(); 131 }) 132 ``` 133 134 .jpg) 135 136- Define an individual **path2d** object to build an ideal path, and then call the **stroke** or **fill** API of the **CanvasRenderingContext2D** and **OffscreenCanvasRenderingContext2D** objects to draw the path. For details, see [Path2D](../reference/apis-arkui/arkui-ts/ts-components-canvas-path2d.md). 137 138 ```ts 139 Canvas(this.context) 140 .width('100%') 141 .height('100%') 142 .backgroundColor('#F5DC62') 143 .onReady(() =>{ 144 let region = new Path2D(); 145 region.arc(100, 75, 50, 0, 6.28); 146 this.context.stroke(region); 147 }) 148 ``` 149 150 .jpg) 151 152 153## Common Usage of the Canvas Component 154 155**OffscreenCanvasRenderingContext2D** and **CanvasRenderingContext2D** provide a large number of attributes and methods, which can be used to draw text and graphics and process pixels. They are the core of the **Canvas** component. Common APIs include [fill](../reference/apis-arkui/arkui-ts/ts-canvasrenderingcontext2d.md#fill), [clip](../reference/apis-arkui/arkui-ts/ts-canvasrenderingcontext2d.md#clip), and [stroke](../reference/apis-arkui/arkui-ts/ts-canvasrenderingcontext2d.md#stroke). In addition, attributes such as [fillStyle](../reference/apis-arkui/arkui-ts/ts-canvasrenderingcontext2d.md#fillstyle), [globalAlpha](../reference/apis-arkui/arkui-ts/ts-canvasrenderingcontext2d.md#globalalpha), and [strokeStyle](../reference/apis-arkui/arkui-ts/ts-canvasrenderingcontext2d.md#strokestyle) are provided to spruce up the graphics. This topic describes typical usage of the canvas. 156 157- Draw a basic shape. 158 You can draw a basic shape by calling APIs such as [arc](../reference/apis-arkui/arkui-ts/ts-canvasrenderingcontext2d.md#arc), [ellipse](../reference/apis-arkui/arkui-ts/ts-canvasrenderingcontext2d.md#ellipse), and [rect](../reference/apis-arkui/arkui-ts/ts-canvasrenderingcontext2d.md#rect). 159 160 ```ts 161 Canvas(this.context) 162 .width('100%') 163 .height('100%') 164 .backgroundColor('#F5DC62') 165 .onReady(() =>{ 166 // Draw a rectangle. 167 this.context.beginPath(); 168 this.context.rect(100, 50, 100, 100); 169 this.context.stroke(); 170 // Draw a circle on the canvas. 171 this.context.beginPath(); 172 this.context.arc(150, 250, 50, 0, 6.28); 173 this.context.stroke(); 174 // Draw an oval on the canvas. 175 this.context.beginPath(); 176 this.context.ellipse(150, 450, 50, 100, Math.PI * 0.25, Math.PI * 0, Math.PI * 2); 177 this.context.stroke(); 178 }) 179 ``` 180 181 .jpg) 182 183- Draw text. 184 185 You can use APIs such as [fillText](../reference/apis-arkui/arkui-ts/ts-canvasrenderingcontext2d.md#filltext) and [strokeText](../reference/apis-arkui/arkui-ts/ts-canvasrenderingcontext2d.md#stroketext) to draw text. 186 187 ```ts 188 Canvas(this.context) 189 .width('100%') 190 .height('100%') 191 .backgroundColor('#F5DC62') 192 .onReady(() => { 193 // Draw filled text on the canvas. 194 this.context.font = '50px bolder sans-serif'; 195 this.context.fillText("Hello World!", 50, 100); 196 // Draw a text stroke on the canvas. 197 this.context.strokeStyle = "#ff0000" 198 this.context.lineWidth = 2 199 this.context.font = '50px bolder sans-serif'; 200 this.context.strokeText("Hello World!", 50, 150); 201 }) 202 ``` 203 204 .jpg) 205 206- Draw images and processes image pixel information. 207 208 You can draw an image by calling APIs such as [drawImage](../reference/apis-arkui/arkui-ts/ts-canvasrenderingcontext2d.md#drawimage) and [putImageData](../reference/apis-arkui/arkui-ts/ts-canvasrenderingcontext2d.md#putimagedata). You can also process image pixel information by calling APIs such as [createImageData](../reference/apis-arkui/arkui-ts/ts-canvasrenderingcontext2d.md#createimagedata), [getPixelMap](../reference/apis-arkui/arkui-ts/ts-canvasrenderingcontext2d.md#getpixelmap), and [getImageData](../reference/apis-arkui/arkui-ts/ts-canvasrenderingcontext2d.md#getimagedata). 209 210 ```ts 211 @Entry 212 @Component 213 struct GetImageData { 214 private settings: RenderingContextSettings = new RenderingContextSettings(true) 215 private context: CanvasRenderingContext2D = new CanvasRenderingContext2D(this.settings) 216 private offCanvas: OffscreenCanvas = new OffscreenCanvas(600, 600) 217 private img:ImageBitmap = new ImageBitmap("/common/images/1234.png") 218 219 build() { 220 Flex({ direction: FlexDirection.Column, alignItems: ItemAlign.Center, justifyContent: FlexAlign.Center }) { 221 Canvas(this.context) 222 .width('100%') 223 .height('100%') 224 .backgroundColor('#F5DC62') 225 .onReady(() =>{ 226 let offContext = this.offCanvas.getContext("2d", this.settings) 227 // Use the drawImage API to draw an image in the area with the width and height of 130 starting from (0, 0). 228 offContext.drawImage(this.img,0,0,130,130); 229 // Use the getImageData API to obtain the image data with the width and height of 130 starting from (50, 50). 230 let imagedata = offContext.getImageData(50,50,130,130); 231 // Use the putImageData API to draw the obtained image data in the area starting from (150, 150). 232 offContext.putImageData(imagedata,150,150); 233 // Draw the offscreen drawing content to the canvas. 234 let image = this.offCanvas.transferToImageBitmap(); 235 this.context.transferFromImageBitmap(image); 236 }) 237 } 238 .width('100%') 239 .height('100%') 240 } 241 } 242 ``` 243 244  245 246- Other usage 247 248 **Canvas** also provides other usage. For example, regarding [CanvasGradient](../reference/apis-arkui/arkui-ts/ts-components-canvas-canvasgradient.md), you can create a linear gradient with [createLinearGradient](../reference/apis-arkui/arkui-ts/ts-canvasrenderingcontext2d.md#createlineargradient) or create a radial gradient with [createRadialGradient](../reference/apis-arkui/arkui-ts/ts-canvasrenderingcontext2d.md#createradialgradient), among others. 249 250 ```ts 251 Canvas(this.context) 252 .width('100%') 253 .height('100%') 254 .backgroundColor('#F5DC62') 255 .onReady(() =>{ 256 // Create a CanvasGradient object with radial gradient colors. 257 let grad = this.context.createRadialGradient(200,200,50, 200,200,200) 258 // Set the gradient color stop for the CanvasGradient object, including the offset and colors. 259 grad.addColorStop(0.0, '#E87361'); 260 grad.addColorStop(0.5, '#FFFFF0'); 261 grad.addColorStop(1.0, '#BDDB69'); 262 // Fill the rectangle with the CanvasGradient object. 263 this.context.fillStyle = grad; 264 this.context.fillRect(0, 0, 400, 400); 265 }) 266 ``` 267 268 .jpg) 269 270 271## Example Scenario 272 273- Draw a basic shape. 274 275 ```ts 276 @Entry 277 @Component 278 struct ClearRect { 279 private settings: RenderingContextSettings = new RenderingContextSettings(true); 280 private context: CanvasRenderingContext2D = new CanvasRenderingContext2D(this.settings); 281 282 build() { 283 Flex({ direction: FlexDirection.Column, alignItems: ItemAlign.Center, justifyContent: FlexAlign.Center }) { 284 Canvas(this.context) 285 .width('100%') 286 .height('100%') 287 .backgroundColor('#F5DC62') 288 .onReady(() =>{ 289 // Set the fill color to blue. 290 this.context.fillStyle = '#0097D4'; 291 // Take (50, 50) as the upper left corner and draw a rectangle with the width and height of 200. 292 this.context.fillRect(50,50,200,200); 293 // Use (70, 70) as the upper left corner and clear the area with the width of 150 and height of 100. 294 this.context.clearRect(70,70,150,100); 295 }) 296 } 297 .width('100%') 298 .height('100%') 299 } 300 } 301 302 ``` 303 304 .jpg) 305 306- Draw an irregular shape. 307 308 ```ts 309 @Entry 310 @Component 311 struct Path2d { 312 private settings: RenderingContextSettings = new RenderingContextSettings(true); 313 private context: CanvasRenderingContext2D = new CanvasRenderingContext2D(this.settings); 314 315 build() { 316 Row() { 317 Column() { 318 Canvas(this.context) 319 .width('100%') 320 .height('100%') 321 .backgroundColor('#F5DC62') 322 .onReady(() =>{ 323 // Use the Path2D API to create a pentagon. 324 let path = new Path2D(); 325 path.moveTo(150, 50); 326 path.lineTo(50, 150); 327 path.lineTo(100, 250); 328 path.lineTo(200, 250); 329 path.lineTo(250, 150); 330 path.closePath(); 331 // Set the fill color to blue. 332 this.context.fillStyle = '#0097D4'; 333 // Draw the pentagon described by Path2D in the canvas in fill mode. 334 this.context.fill(path); 335 }) 336 } 337 .width('100%') 338 } 339 .height('100%') 340 } 341 } 342 ``` 343 344  345