Responsive Design
Creating a responsive full page canvas
Section titled “Creating a responsive full page canvas”Starter code to create and remove a full page canvas that responds to resize events via javascript.
var canvas; // Global canvas referencevar ctx; // Global 2D context reference// Creates a canvasfunction createCanvas () { const canvas = document.createElement("canvas"); canvas.style.position = "absolute"; // Set the style canvas.style.left = "0px"; // Position in top left canvas.style.top = "0px"; canvas.style.zIndex = 1; document.body.appendChild(canvas); // Add to document return canvas;}// Resizes canvas. Will create a canvas if it does not existfunction sizeCanvas () { if (canvas === undefined) { // Check for global canvas reference canvas = createCanvas(); // Create a new canvas element ctx = canvas.getContext("2d"); // Get the 2D context } canvas.width = innerWidth; // Set the canvas resolution to fill the page canvas.height = innerHeight;}// Removes the canvasfunction removeCanvas () { if (canvas !== undefined) { // Make sure there is something to remove removeEventListener("resize", sizeCanvas); // Remove resize event document.body.removeChild(canvas); // Remove the canvas from the DOM ctx = undefined; // Dereference the context canvas = undefined; // Dereference the canvas }}
// Add the resize listeneraddEventListener("resize", sizeCanvas);// Call sizeCanvas to create and set the canvas resolutionsizeCanvas();// ctx and canvas are now available for use.If you no longer need the canvas you can remove it by calling removeCanvas()
A demo of this example at jsfiddle
Mouse coordinates after resizing (or scrolling)
Section titled “Mouse coordinates after resizing (or scrolling)”Canvas apps often rely heavily on user interaction with the mouse, but when the window is resized, the mouse event coordinates that canvas relies on are likely changed because resizing causes the canvas to be offset in a different position relative to the window. Thus, responsive design requires that the canvas offset position be recalculated when the window is resized — and also recalculated when the window is scrolled.
This code listens for window resizing events and recalculates the offsets used in mouse event handlers:
// variables holding the current canvas offset position// relative to the windowvar offsetX,offsetY;
// a function to recalculate the canvas offsetsfunction reOffset(){ var BB=canvas.getBoundingClientRect(); offsetX=BB.left; offsetY=BB.top;}
// listen for window resizing (and scrolling) events// and then recalculate the canvas offsetswindow.onscroll=function(e){ reOffset(); }window.onresize=function(e){ reOffset(); }
// example usage of the offsets in a mouse handlerfunction handleMouseUp(e){ // use offsetX & offsetY to get the correct mouse position mouseX=parseInt(e.clientX-offsetX); mouseY=parseInt(e.clientY-offsetY); // ...}Responsive canvas animations without resize events.
Section titled “Responsive canvas animations without resize events.”The window resize events can fire in response to the movement of the user’s input device. When you resize a canvas it is automatically cleared and you are forced to re-render the content. For animations you do this every frame via the main loop function called by requestAnimationFrame which does its best to keep the rendering in sync with the display hardware.
The problem with the resize event is that when the mouse is used to resize the window the events can be trigger many times quicker than the standard 60fps rate of the browser. When the resize event exits the canvas back buffer is presented to the DOM out of sync with the display device, which can cause shearing and other negative effects. There is also a lot of needless memory allocation and release that can further impact the animation when GC cleans up some time afterwards.
Debounced resize event
Section titled “Debounced resize event”A common way to deal with the high firing rates of the resize event is to debounce the resize event.
// Assume canvas is in scope addEventListener.("resize", debouncedResize );
// debounce timeout handle var debounceTimeoutHandle;
// The debounce time in ms (1/1000th second) const DEBOUNCE_TIME = 100;
// Resize function function debouncedResize () { clearTimeout(debounceTimeoutHandle); // Clears any pending debounce events
// Schedule a canvas resize debounceTimeoutHandle = setTimeout(resizeCanvas, DEBOUNCE_TIME); }
// canvas resize function function resizeCanvas () { ... resize and redraw ... }The above example delays the resizing of the canvas until 100ms after the resize event. If in that time further resize events are triggered the existing resize timeout is canceled and a new one scheduled. This effectively consumes most of the resize events.
It still has some problems, the most notable is the delay between resizing and seeing the resized canvas. Reducing the debounce time improves this but the resize is still out of sync with the display device. You also still have the animation main loop rendering to an ill fitting canvas.
More code can reduce the problems! More code also creates its own new problems.
Simple and the best resize
Section titled “Simple and the best resize”Having tried many differing ways to smooth out the resizing of the canvas, from the absurdly complex, to just ignoring the problem (who cares anyways?) I fell back to a trusty friend.
K.I.S.S. is something most programmers should be aware of ((Keep It Simple Stupid) The stupid refers to me for not having thought of it years ago. ) and it turns out the best solution is the simplest of all.
Just resize the canvas from within the main animation loop. It stays in sync with the display device, there is no needless rendering, and the resource management is at the minimum possible while maintaining full frame rate. Nor do you need to add a resize event to the window or any additional resize functions.
You add the resize where you would normally clear the canvas by checking if the canvas size matches the window size. If not resize it.
// Assumes canvas element is in scope as canvas
// Standard main loop function callback from requestAnimationFramefunction mainLoop(time) {
// Check if the canvas size matches the window size if (canvas.width !== innerWidth || canvas.height !== innerHeight) { canvas.width = innerWidth; // resize canvas canvas.height = innerHeight; // also clears the canvas } else { ctx.clearRect(0, 0, canvas.width, canvas.height); // clear if not resized }
// Animation code as normal.
requestAnimationFrame(mainLoop);}