feature: Support all Canvas2D APIs by wrapping CanvasRenderer in a Proxy #324
Add this suggestion to a batch that can be applied as a single commit.
This suggestion is invalid because no changes were made to the code.
Suggestions cannot be applied while the pull request is closed.
Suggestions cannot be applied while viewing a subset of changes.
Only one suggestion per line can be applied in a batch.
Add this suggestion to a batch that can be applied as a single commit.
Applying suggestions on deleted lines is not supported.
You must change the existing code in this line in order to create a valid suggestion.
Outdated suggestions cannot be applied.
This suggestion has been applied or marked resolved.
Suggestions cannot be applied from pending reviews.
Suggestions cannot be applied on multi-line comments.
Suggestions cannot be applied while the pull request is queued to merge.
Suggestion cannot be applied right now. Please check back later.
We recently exposed
drawImage()
support from ourCanvasRenderer
, which naturally led to seeing if we can support the rest of the Canvas2D context APIs by approaching a similar strategy (simply adding the call to our deferreddrawList
).We may be able to just return a
Proxy
frommakeRenderer()
which would intercept the calls toCanvasRenderer
and route each API function call either to ourCanvasRenderer
if the API the user wants to call exists on it, OR the._ctx
(the actual Canvas2D context) fromCanvasRenderer
. This should allow us to support our customsave()
,restore()
,_drawImageMesh()
, etc. calls, while any non-overriden API we've wrapped inCanvasRenderer
would go straight to the context itself.From a consumer perspective, nothing should change here. They call
const renderer = rive.makeRenderer(canvas-element)
and userenderer.save()
,renderer.restore()
, etc. in a render loop as expected.