Performance considerations using html elements on top of canvas - performance

It is known that if you have html elements (for example a modal window with lists) on top of a flash element you have huge performance issues cause flash cause the browser to repaint the any html on top of it while the flash is animating. I wonder if the same happens if you have html elements on top of an animating canvas element.
I am asking this cause I am building a canvas game and I wonder if it is a good idea to make the GUI (menus, navigation buttons etc) using DOM and not drawing it on canvas.

I just tested using Chromium Version 28.0.1500.45 Mageia.Org 3 (205727) and the elements are NOT repainted while my canvas animates.
I tried this simple box animation with a DIV over it. After that, I profiled my application to see what was happening. I noticed only the canvas was being repainted.
window.requestAnimFrame = (function(callback) {
return window.requestAnimationFrame || window.webkitRequestAnimationFrame || window.mozRequestAnimationFrame || window.oRequestAnimationFrame || window.msRequestAnimationFrame ||
function(callback) {
window.setTimeout(callback, 1000 / 60);
};
})();
var GX = 0;
function animate() {
var canvas = document.getElementById('jaja');
var context = canvas.getContext('2d');
// update
GX += 10;
if (GX > 500) GX = 0;
// clear
context.clearRect(0, 0, canvas.width, canvas.height);
// draw stuff
context.beginPath();
context.rect(GX, 10, 100, 100);
context.fillStyle = '#8ED6FF';
context.fill();
context.lineWidth = 1;
context.strokeStyle = 'black';
context.stroke();
requestAnimFrame(function() {
animate();
});
} // request new frame
Following, I tried to make the DIV repaint by selecting the text. This time yes, the DIV repainted.
Here's a screenshot of the profile.
1: We can se the Paint (600x586) being called everytime I do my animation.
2: It called Paint for the DIV element ONLY when I selected the text.
I personally do not believe any other browser would have a different behavior than that.

Yes, putting other DOM elements on top of a canvas element will reduce its performance.
This is because the browser have to do extra clipping when updating canvas / painting.
The canvas need to update 60 times per second to output to screen. If something is on top it needs to be clipped just as many times. If the DOM element is repainted as well will be browser dependent but the performance of the canvas element itself is reduced.
Usually the DOM paints happens in a single thread (but is about to change for most major browsers) so if there is extra load on that thread it will affect everything else being drawn too.
And there is the single-threading of JavaScript which is necessary to use to update canvas. If canvas has reduced performance than the script executing its changes (as well as changes to the DOM) will get hit too.

Related

d3.brush does not work in Firefox or Edge when embedded

I'm using the Swiper API. When there's any d3 Chart embedded, the brush receives senseless mouse coordinates, in any case not relative to the container where the click occurs. (That's in fact at least the surrounded svg.)
I'm trying to find a solution but I don't know how I can force d3.brushX to use mouse coordinates which are really relative.
I don't know whether this is a bug or not, it has probably not really to do with the brush itself, rather how the browser pass mouse clicks top-down the DIV's until the SVG will be reached.
Here's the Fiddle.
(just for the annoying code rule:)
// Add brushing
var brush = d3.brushX()
The second slide contains an embedded d3 line chart example, taken from here.
The fiddle works only in Chrome 75+.
Not in Firefox 68+ nor in Edge 44+.
Running the chart example standalone, it works in all available browsers. So I designate this post for Swiper and D3 hopefully to get a hint for an solution.
According to the problem here I found out, that I can change the behavior in the point.js routines an an workaround.
If a D3 chart makes use of an brush **and ** the SVG of the chart element is embedded by a surrounding DIV with an explicite width, mouse clicks will not be interpreted correctly in Firefox or Edge. In Chrome it works perfectly.
I changed the code like this to achieve that it works in FF and Edge, but lose functionality with Chrome:
function reverseTraversal(node,targetTagName) {
var p = node;
while(p.tagName != targetTagName) p = p.parentNode;
return p;
}
function point(node, event) {
var svg = node.ownerSVGElement || node;
if (svg.createSVGPoint) {
var point = svg.createSVGPoint();
var p = reverseTraversal(node,"DIV");
var rect = p.getBoundingClientRect();
point.x = event.clientX + rect.width, point.y = event.clientY;
point = point.matrixTransform(node.getScreenCTM().inverse());
return [point.x, point.y];
}
var rect = node.getBoundingClientRect();
return [event.clientX - rect.left - node.clientLeft, event.clientY - rect.top - node.clientTop];
}
As you can see, I have to traverse backwards until the closest DIV will be reached, get the bounding and add its width to the clientX coordinate.
Without adding the fixed width, the brush is unusable in the particular case.
To get working with all the browsers, maybe a switch is necessary.
It's not a perfect solution, just a workaround for d3.brushX behavior.

Multiple overlapping animations on the same element in svg.js

I want to start a animation on an element while a previous animation is still active. However, calling animate() on the element queues the new animation at the end of the current animation.
For example, consider an animation where an element is being moved to a new position. Now, I also want to make it fade out when it reaches a certain position. The following queues the “once” animation at the end of the move, rather than at 80%.
rect.animate(1000).move(100, 100)
.once(0.8, function(pos, eased) {
rect.animate(200).opacity(0);
});
How do I make the element start fading out when it reaches 80% of the move? The API seems to be designed for chaining animations rather simultaneous overlapping animations.
What you are trying to do is a bit more complicated. Unforrtunately its not possible to "hack" into the current animation and add a new animation on the fly.
However what you can do is adding a new property which should be animated:
var fx = rect.animate(1000).move(100, 100)
.once(0.8, function(pos, eased) {
fx.opacity(0);
});
As you will notice that has its own problems because the oopacity immediately jumps to 80%. So this is not an approach which works for you.
Next try: Use the during method:
var morh = SVG.morph(
var fx = rect.animate(1000).move(100, 100)
.once(0.8, function(pos, eased) {
fx.during(function(pos, morphFn, easedPos) {
pos = (pos - 0.8) / 0.2
this.target().opacity(pos)
}
});
We just calculate the opacity ourselves

Need to draw arrows and circles on canvas without clearing the whole canvas

I'm trying to draw arrows and circles on a canvas, currently the whole canvas is cleared on mousemove and mousedown or whenever the draw function is called, I am not able to draw multiple arrows and circles. Is there any other to accomplish this task?
heres a fiddle: http://jsfiddle.net/V7MRL/
Stack two canvases on top of each over, and draw the temporary arrows/circle on the one on top, and do the final draw on the canvas below.
This way you can clear the top canvas with no issue, and your draws 'accumulate' in the lower canvas.
http://jsfiddle.net/V7MRL/5/ (updated)
I changed your draw function so it takes a 'final' flag that states wether the draw is final.
For a final draw, lower canvas is used, for an temporary draw, upper canvas is cleared then used.
function draw(final) {
var ctx = final ? context : tempContext ;
if (final == false) ctx.clearRect(0, 0, canvas.width, canvas.height);
Edit : for the issue #markE mentionned, i just handled mouseout event to cancel the draw if one is ongoing :
function mouseOut(eve) {
if ( mouseIsDown ) {
mouseIsDown = 0;
cancelTempDraw();
}
}
with :
function cancelTempDraw() {
tempContext.clearRect(0, 0, canvas.width, canvas.height);
}
Rq that your undo logic is not working as of now. I changed it a bit so that in draw, if the draw is final, i save the final canvas prior to drawing the latest figure to quickly have a 1-step undo. i just created a third temp canvas to/from which you copy.
Rq also that you cannot store one canvas for each stroke, or the memory will soon explode. Store the figures + their coordinates in an array if you want a full undo... or just allow 1-step undo for now.
i updated the jsfiddle link.

Draw Element's Contents onto a Canvas Element / Capture Website as image using (?) language

I asked a question on SO about compiling an image file from HTML. Michaël Witrant responded and told me about the canvas element and html5.
I'm looked on the net and SO, but i haven't found anything regarding drawing a misc element's contents onto a canvas. Is this possible?
For example, say i have a div with a background image. Is there a way to get this element and it's background image 'onto' the canvas? I ask because i found a script that allows one to save the canvas element as a PNG, but what i really want to do is save a collection of DOM elements as an image.
EDIT
It doesn't matter what language, if it could work, i'm willing to attempt it.
For the record, drawWindow only works in Firefox.
This code will only work locally and not on the internet, using drawWindow with an external element creates a security exception.
You'll have to provide us with a lot more context before we can answer anything else.
http://cutycapt.sourceforge.net/
CutyCapt is a command line utility that uses Webkit to render HTML into PNG, PDF, SVG, etc. You would need to interface with it somehow (such as a shell_exec in PHP), but it is pretty robust. Sites render exactly as they do in Webkit browsers.
I've not used CutyCapt specifically, but it came to me highly recommended. And I have used a similar product called WkHtmlToPdf, which has been awesome in my personal experience.
After many attempts using drawWindow parameters, that were drawing wrong parts or the element, I managed to do it with a two steps processing : first capture the whole page in a canvas, then draw a part of this canvas in another one.
This was done in a XUL extension. drawWindow will not work in other browsers, and may not work in a non-privileged context due to security reasons.
function nodeScreenshot(aSaveLocation, aFileName, aDocument, aCSSSelector) {
var doc = aDocument;
var win = doc.defaultView;
var body = doc.body;
var html = doc.documentElement;
var selection = aCSSSelector
? Array.prototype.slice.call(doc.querySelectorAll(aCSSSelector))
: [];
var coords = {
top: 0,
left: 0,
width: Math.max(body.scrollWidth, body.offsetWidth,
html.clientWidth, html.scrollWidth, html.offsetWidth),
height: Math.max(body.scrollHeight, body.offsetHeight,
html.clientHeight, html.scrollHeight, html.offsetHeight)
var canvas = document.createElement("canvas");
canvas.width = coords.width;
canvas.height = coords.height;
var context = canvas.getContext("2d");
// Draw the whole page
// coords.top and left are 0 here, I tried to pass the result of
// getBoundingClientRect() here but drawWindow was drawing another part,
// maybe because of a margin/padding/position ? Didn't solve it.
context.drawWindow(win, coords.top, coords.left,
coords.width, coords.height, 'rgb(255,255,255)');
if (selection.length) {
var nodeCoords = selection[0].getBoundingClientRect();
var tempCanvas = document.createElement("canvas");
var tempContext = tempCanvas.getContext("2d");
tempCanvas.width = nodeCoords.width;
tempCanvas.height = nodeCoords.height;
// Draw the node part from the whole page canvas into another canvas
// void ctx.drawImage(image, sx, sy, sLargeur, sHauteur,
dx, dy, dLargeur, dHauteur)
tempContext.drawImage(canvas,
nodeCoords.left, nodeCoords.top, nodeCoords.width, nodeCoords.height,
0, 0, nodeCoords.width, nodeCoords.height);
canvas = tempCanvas;
context = tempContext;
}
var dataURL = canvas.toDataURL('image/jpeg', 0.95);
return dataURL;
}

Canvas Animation

I'm making a graph script using canvas, i'm adding animation to a chart but i don't like the way that it's look, i use setInterval for X function adding height to a rectangle to make a bar chart for example, but i wanna an animation more fluid, is another way to do an animation?
no no no. There are three ways to create an animation with JS:
setTimeout()
setInterval()
requestAnimationFrame
options #1 and #2 are old-school ways of creating animations. option #3 is a newer spec and yields the smoothest animations because the browser itself is dynamically controlling the FPS. Here's an awesome shim created by Paul Irish that creates a requestAnimFrame wrapper to handle all browser implementations:
// shim layer with setTimeout fallback
window.requestAnimFrame = (function(){
return window.requestAnimationFrame ||
window.webkitRequestAnimationFrame ||
window.mozRequestAnimationFrame ||
window.oRequestAnimationFrame ||
window.msRequestAnimationFrame ||
function(/* function */ callback, /* DOMElement */ element){
window.setTimeout(callback, 1000 / 60);
};
})();
// usage:
// instead of setInterval(render, 16) ....
(function animloop(){
render();
requestAnimFrame(animloop, element);
})();
I'm assuming that you have rectangles of initial height 0, and you're increasing height per interval until you reach a set point... and that you want to make the animation "smoother"?
To make it more fluid, you just lower the 2nd parameter of setInterval [delay] so that the first parameter [function to call] is called more...
In addition, you can add a tween with a slowdown at the end by using the formula
rect.h = (rect.h*N+targetHeight)/(N+1)... where N > 1...
So that initially, the bar grows by a lot and then eventually slows down growth to the target height.

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