Undo/ redo functionality in html canvas - javascript

I am working on html canvas . I have implemented following features:
1) Simple Draw
2) Erasor
3) Shapes Draw
4) Shapes Resize
5) Shapes Move
6) Color Select
Now, I want to add undo/redo functionality.
Considering the above features implemented, I am thinking saving instance of entire canvas on every event execution. For example, on doing a shape resize, I push the entire canvas instance into an array.
When user clicks on undo, I simply, pop the last element from array, and repaint the canvas.
But, I am thinking saving the entire canvas instance everytime will be memory intensive and also not very optimal performance wise. Also, with this approach, I will have to limit the maximum number of undo/redo allowed. What would be the ideal number of undo/redo should I keep if I go ahead with this approach. Also, is there a better approach for this considering the above features.

Use the command design pattern, and redraw your canvas from your history of commands. You will be able to save a large amount of steps (hundreds if not thousands).
In a nutshell, instead of drawing to canvas directly, you will wrap your operation in a command that is added to a list, and then executed. When the user wants to undo, you remove the last operation from the list, and replay it. You can also keep the list intact and update an index marker to allow for redo.
In your case, you would also have commands for tool selection, so the selections would also be 'recorded' into your history.
Once you start using this pattern, you may find your entire application would be better structured using a state object, wrapped in a store that uses commit operations for all access. Then you get the undo-redo for free. See redux, vuex, and flux for the de facto standards of this store design. As powerful as these libraries are, they are really lean and quite simple.
https://en.wikipedia.org/wiki/Command_pattern

An alternative to the command pattern is the Memento pattern where you simply store the current state of the canvas every time an action is done. This requires more memory and generally will need to be restricted to small number of edits. Restoring an earlier state should be pretty fast though.

Related

is it possible to cache a button?

I am working on converting the flash game to createjs. I am using adobe animate cc 2017 Facing performance issues. Memory is growing higher. WhenI GOOGLE it I want to add cache. I started adding in the converted flash file which does not have animations. When I added and test it I lost the button effects. is there any way that I can cache a button
A button created in Animate (I assume using the ButtonHelper?) is essentially a MovieClip with different states that activate when you interact with it. If you cache a MovieClip, it will store the current state into a single cache-canvas, which is why it will no longer update.
If your Button has vector or complex states, you could cache those frames instead, and leave the Button/MovieClip un-cached. It would help to see what the contents contain. Feel free to post some code, and I can update my answer with some suggestions.
About EaselJS Caching
Caching is valuable when you have vector, text, or grouped content that don't change a lot. It is even better if you can group those caches into a shared SpriteSheet, which helps the GPU manage less textures. Note that simply "caching things" will not necessarily get you back any performance depending on what you are doing.

Javascript - optimizing node hierarchy updates for 3D animations

I am using WebGL to do hardware skinning, however updating my model node hierarchies is causing a huge hit for performance.
Every node needs to query its current location/rotation/scale keyframes, construct a local matrix with them, and multiply it with its parent's world matrix if it has a parent.
The matrix math itself is as optimized as it gets (special variants of matrix construction based on gl-matrix).
Still, if I update many models, with tens of nodes each (some even with hundreds, sadly), this hogs all of the execution time of the browser.
I have tried using a dirty state for when nodes don't actually need updating, but simply checking if their local data changed (mostly just checking if the location or rotation changed) actually causes the same amount of processing as just calculating the matrices.
WebCL would have been ideal, but that seems to go nowhere since 2014.
I am starting to think of running it all in a shader, but I can't quite wrap my head on how to design it (e.g. storing the keyframes, which are a map of frame->data, or how to write the data back).
Another way is to cache all of the animation transformations in a texture, but this doesn't scale well. For models with a low enough amount of keyframes, this is ok, but for ones with long animations, this turns to hundreds of megabytes very fast.
This is mostly because I can't think of any way to store sparse data. If that were possible, then I could store the same amount of transformations as there are keyframes, which would not take a lot of memory (right now, I store the transformations for every single frame).
Granted, this would require to do matrix interpolation, and I am not sure how reliable that is.
Does anyone have any ideas?
I dont think its practical to offload the entire node hierarchy calculations to the GPU. The best you can do is upload the 2 absolute world transformations keyframes to GPU and let GPU interpolate between. But I am not sure if the interpolated world transformation is same as if you actually calculated via node hierarchy. If that is possible, then that would be a feasible solution. Note that you cannot interpolate between matrices either. You need to convert it in a form that support interpolation, such as with quaternions + additional data.
I actually ran into this problem as well for my project. I found the updating transformation calculation to be the most time consuming operation, despite having a full collision system + response going as well.
I solved the problem by reducing the amount of times this updating transformation need to be called. For example, if you can conclude that the entire model is out of your view frustum, then you dont need to calculate the transformations at all. This may reduce the amount of calculation you need to do to between ~1/6 to ~1/4.
Secondly, for distant objects, you dont need to update their transformation every frame. Just update their transforms every few frames or so. Remember, there's games that are shipped with only 30FPS and thus a few skipped frame for distant objects may not be noticeable.
Finally, and this may not work for Javascript at all so I didnt do (yet), is that you should store and access data in a cache coherent manner. See these slides. Could have a 10x performance increase. But again, may not work for Javascript because well, Javascript arrays are not guaranteed to pack their data sequentially.

What's the fastest way to draw to an HTML 5 canvas?

I'm investigating the possibility of producing a game using only HTML's canvas as the display media. To take an example task I need to do, I need to construct the game environment from a number of isometric tiles. Of course, working in 2D means they by necessity come in rectangular packages so there's a large overlap between tiles.
I'm old enough that the natural solution to this problem is to call BitBltMasked. Oh wait, no, an HTML canvas doesn't have something as simple and as pleasing as BitBlt. It seems that the only way to dump pixel data in to a canvas is either with drawImage() which has no useful drawing modes that ignore the alpha channel or to use ImageData objects that have the image data in an array.. to which every. access. is. bounds. checked. and. therefore. dog. slow.
OK, that's more of a rant than a question (things the W3C like tend to provoke that from me), but what I really want to know is how to draw fast to a canvas? I'm finding it very difficult to ditch the feeling that doing 100s of drawImages() a second where every draw respects the alpha channel is inherently sinful and likely to make my application perform like arse in many browsers. On the other hand, the only way to implement BitBlt proper relies heavily on a browser using a hotspot-like execution technique to make it run fast.
Is there any way to draw fast across every possible implementation, or do I just have to forget about performance?
This is a really interesting problem, and there's a few interesting things you can do to solve it.
First, you should know that drawImage can accept a Canvas, not just an image. The "sub-Canvas"es don't even need to be in the DOM. This means that you can do some compositing on one canvas, then draw it to another. This opens a whole world of optimization opportunities, especially in the context of isometric tiles.
Let's say you have an area that's 50 tiles long by 50 tiles wide (I'll say meters for the sake of my own sanity). You might divide the area into 10x10m chunks. Each chunk is represented by its own Canvas. To draw the full scene, you'd simply draw each of the chunks' Canvas objects to the main canvas that's shown to the user. If only four chunks (a 20x20m area), you would only perform four drawImage operations.
Of course, each of those individual chunks will need to render its own Canvas. On game ticks where nothing happens in the chunk, you simply don't do anything: the Canvas will remain unchanged and will be drawn as you'd expect. When something does change, you can do one of a few things depending on your game:
If your tiles extend into the third dimension (i.e.: you have a Z-axis), you can draw each "layer" of the chunk into its own Canvas and only update the layers that need to be updated. For example, if each chunk contains ten layers of depth, you'd have ten Canvas objects. If something on layer 6 was updated, you would only need to re-paint layer 6's Canvas (probably one drawImage per square meter, which would be 100), then perform one drawImage operation per layer in the chunk (ten) to re-draw the chunk's Canvas. Decreasing or increasing the chunk size may increase or decrease performance depending on the number of update you make to the environment in your game. Further optimizations can be made to eliminate drawImage calls for obscured tiles and the like.
If you don't have a third dimension, you can simply perform one drawImage per square meter of a chunk. If two chunks are updated, that's only 200 drawImage calls per tick (plus one call per chunk visible on the screen). If your game involves very few updates, decreasing the chunk size will decrease the number of calls even further.
You can perform updates to the chunks in their own game loop. If you're using requestAnimationFrame (as you should be), you only need to paint the chunk Canvas objects to the screen. Independently, you can perform game logic in a setTimeout loop or the like. Then, each chunk could be updated in its own tick between frames without affecting performance. This can also be done in a web worker using getImageData and putImageData to send the rendered chunk back to the main thread whenever it needs to be updated, though making this work seamlessly will take a good deal of effort.
The other option that you have is to use a library like pixi.js to render the scene using WebGL. Even for 2D, it will increase performance by decreasing the amount of work that the CPU needs to do and shifting that over to the GPU. I'd highly recommend checking it out.
I know that GameJS has blit operations, and I certainly assume any other html5 game libraries do as well (gameQuery, LimeJS, etc etc). I don't know if these packages have addressed the specific array-bounds-checking concern that you had, but in practice their samples seem to work plenty fast on all platforms.
You should not make assumptions about what speedups make sense. For example, the GameJS developer reports that he was going to implement dirty rectangle tracking but it turned out that modern browsers do this automatically---link.
For this reason and others, I suggest to get something working before thinking about the speed. Also, make use of drawing libraries, as the authors have presumably spent some time optimizing performance.
I have no personal knowledge about this, but you can look into the appMobi "direct canvas" HTML element which is allegedly a much faster version of normal canvas, link. I'm confused about whether this works in all browsers or just webkit browsers or just appMobi's own special browser.
Again, you should not make assumptions about what speedups make sense without a very deep knowledge of web browser internal processes. That webpage about "direct canvas" mentions a bunch of things that slow down canvas-drawing: "Reflowing text, mapping hot spots, creating indexes for reference links, on and on." Alpha-blending and array-bounds-checking are not mentioned as prominent causes of slowness!
Unfortunately, there's no way around the alpha composition overhead. Clipping may be one solution, but I doubt there would be much, if any, performance gain. Not to mention how complicated such a route would be to implement on irregular shapes.
When you have to draw the entire display, you're going to have to deal with the performance hit. Although afterwards, you have a whole screen's worth of pre-calculated alpha imagery and you can draw this image data at an offset in one drawImage call. Then, you would only have to individually draw the new tiles that are scrolled into view.
But still, the browser is having to redraw each pixel at a different location in the canvas. Which is quite expensive. It would be nice if there was a method for just scrolling pixels, but no luck there either.
One idea that comes to mind is that you could implement multiple canvases, translating each individual canvas instead of redrawing the pixels. This would allow the browser to decide how to redraw those pixels, in a more native way, at least in theory anyway. Then you could render the newly visible tiles on a new, or used/cached, canvas element. Positioning it to match up with the last screen render.
But that's just my two blits... I mean bits... duh, I mean cents :]

Irregular image drag & drop using HTML5 canvas

I'd like to be able to write an application in HTML5 that is similar to the following.
HTML5 Canvas Animals on the Beach Game with KineticJS
The problem with that demo though is the mouse over event is only accurate to the rectangle surrounding the animal. Is there any way to do this with more accuracy, be it in KinectJS or otherwise?
There are generally two ways:
Using custom paths with each image as hitboxes (that you manually define) then using an is-point-in-path algorithm
Using a ghost-canvas (or whatever you like to call it) as I detailed in this old tutorial. Ignore the link to the new tutorial, the old one uses what you'd want.
The first method here is much faster but requires a lot more code and manual work. The second method is pixel-perfect but much slower. Still, if you don't have an enormous amount of objects it may suit your needs.

Approach comparison: EaselJS vs Multiple Canvases vs Hidden Canvas for interactiveness

1.) I found a canvas API called EaselJS, it does an amazing job of creating a display list for each elements you draw. They essentially become individually recognizable objects on the canvas (on one single canvas)
2.) Then I saw on http://simonsarris.com/ about this tutorial that can do drag and drop, it makes use of a hidden canvas concept for selection.
3.) And the third approach, a working approach, http://www.lucidchart.com/ , which is exactly what I'm trying to achieve, basically have every single shape on a different canvas, and use to position them. There's a huge amount of canvas.
The question is, what is the easiest way to achieve interactive network diagram as seen on http://www.lucidchart.com/
A side question is, is it better to get text input through positioning on canvas or using multiple canvas (one for rendering text) as in LucidChart
I'm the person who made the tutorials in 2. There's a lot going on here, so I'll try to explain a bit.
I use a hidden canvas for selection simply because it is easy to learn and will work for ANY kind of object (text, complex paths, rectangles, semi-transparent images). In the real diagramming library that I am writing, I don't do anything of the sort, instead I use a lot of math to determine selection. The hidden-canvas method is fine for less than 1000 objects, but eventually performance starts to suffer.
Lucidchart actually uses more than one canvas per object. And it doesn't just have them in memory, they are all there the DOM. This is an organizational choice on their part, a pretty weird one in my opinion. SVG might have made their work a lot easier if thats what they are going to do, as if seems they are doing a lot of footwork just to be able to emulate how SVG works a bit. There aren't too many good reasons to have so many canvases in the DOM if you can avoid it.
It seems to me that the advantage of them doing it that way is that if they have 10,000 objects, when you click, you only have to look at the one (small) canvas that is clicked for selection testing, instead of the entire canvas. So they did it to make their selection code a little shorter. I'd much rather only have one canvas in the DOM; their way seems needlessly messy. The point of canvas is to have a fast rendering surface instead of a thousand divs representing objects. But they just made a thousand canvases.
Anyway, to answer your question, the "easiest" way to achieve interactive network diagrams like lucidchart is to either use a library or use SVG (or an SVG library). Unfortunately there aren't too many yet. Getting all the functionality yourself in Canvas is hard but certainly doable, and will afford you better performance than SVG, especially if you plan on having more than 5,000 objects in your diagrams. Starting with EaselJS for now isn't too bad of an idea, though you'll probably find yourself modifying more and more of it as you get deeper into your project.
I am making one such interactive canvas diagramming library for Northwoods Software, but it won't be done for a few more months.
To answer the question that is sort-of in your title: The fastest method of doing interactiveness such as hit-testing is using math. Any high-performance canvas library with the features to support a lot of different types of objects will end up implementing functions like getNearestIntersectionPoint, getIntersectionsOnRect, pathContainsPoint, and so on.
As for your side question, it is my opinion that creating a text field on top of the canvas when a user wants to change text and then destroying it when the user is done entering text is the most intuitive-feeling way to get text input. Of course you need to make sure the field is positioned correctly over the text you are editing and that the font and font sizes are the same for a consistent feel.
Best of luck with your project. Let me know how it goes.
Using SVG (and maybe libraries as Raphael)!!
Then any element can receive mouse events.

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