Skip to content

2D Draw C API for WebAssembly

This section describes twr-wasm's C D2D API, which allows your WebAssembly module to call many of the JavaScript Canvas APIs.

Examples

Name View Live Link Source Link
Bouncing Balls (C++) View bouncing balls Source for balls
Pong (C++) View Pong Source for Pong
Maze (Win32 C Port) View live maze here Source for maze

Code Example

Draw A Rectangle
#include "twr-draw2d.h"

void square() {
   // batch draw commands, with a maximum of 100 commands before render
   struct d2d_draw_seq* ds=d2d_start_draw_sequence(100);
   // set color using CSS color string
   d2d_setfillstyle(ds, "blue");
   // draw a the rect
   d2d_fillrect(ds, 10, 10, 100, 100);
   // this will cause the JavaScript thread to render
   d2d_end_draw_sequence(ds);
}

Overview

The Draw 2D APIs are C APIs and are part of the twr-wasm library that you access with #include "twr-draw2d.h". There is also a C++ canvas wrapper class in examples/twr-cpp used by the balls and pong examples.

To create a canvas surface, that you can draw to using the twr-wasm 2D C drawing APIs, use the twrConsoleCanvas class in your JavaScript/HTML (see Consoles Section). Or more simply, if you add a canvas tag to your HTML named twr_d2dcanvas, the needed twrConsoleCanvas will be created automatically.

<canvas id="twr_d2dcanvas" width="600" height="600"></canvas>
//Feel free to change the `width="600` and/or `height="600` attributes.

To draw using the C 2D Draw API:

  • call d2d_start_draw_sequence (or alternately d2d_start_draw_sequence_with_con)
  • call one or more (a sequence) of 2D draw commands, like d2d_fillrect
  • call d2d_end_draw_sequence
  • repeat as desired

d2d_start_draw_sequence will draw to the default twrConsoleCanvas, as explained at the start of this section. d2d_start_draw_sequence_with_con is optional, and allows you to specify the twrConsoleCanvas to draw to. You would typically get this console in C using the twr_get_console function (which retrieves a named console that you specified in the io module option.)

Commands are queued until flushed -- which will take the batch of queued draw commands, and execute them. The 2D draw APIs will work with either twrWasmModule or twrWasmModuleAsync. With twrWasmModuleAsync, the batch of commands is sent from the worker thread over to the JavaScript main thread for execution. By batching the calls between calls to d2d_start_draw_sequence and d2d_end_draw_sequence, performance is improved.

d2d_flush waits for the commands to finish execution before returning. d2d_flush is called automatically by d2d_end_draw_sequence and so you generally don't need to call it manually.

You pass an argument to d2d_start_draw_sequence specifying how many instructions will trigger an automatic call to d2d_flush. You can make this larger for efficiency, or smaller if you want to see the render progress more frequently. There is no limit on the size of the queue, except memory used in the Wasm module. The d2d_flush function can be called manually, but this is not normally needed, unless you would like to ensure a sequence renders before your d2d_end_draw_sequence is called, or before the count passed d2d_start_draw_sequence is met.

If you are using twrWasmModuleAsync, or if you are re-rendering the entire frame for each animation update, you should ensure that all of your draws for a complete frame are made without an explicit or implicit call to d2d_flush in the middle of the draw sequence, as this may cause flashing.

Possible Pitfalls

Some commands have extra details that you need to be aware of to avoid performance loss or bugs.

  • Getters, like d2d_measuretext, will flush the queue in order to retrieve the requested data. If your program relies on not flushing early (for example, to avoid flashes), then getters should be avoided in your main render loops.
  • putImageData references the provided pointer, so the given image data needs to stay valid on the caller's stack or heap until flush is called.
  • getLineDash takes in a buffer_length, double * array (the buffer), and returns the amount of the buffer filled. If there are more line segments than can fit in the buffer_length, a warning is printed and the excess is voided. If you want to know the size before hand for allocation, the getLineDashLength function is available.

Notes

The functions listed below are based on the JavaScript Canvas 2D API (found here). However, there are some slight differences since these APIs are made for C rather than JavaScript. For example some items keep resources stored on the JavaScript side (such as d2d_createlineargradient) which are referenced by a numeric ID , rather than an actual object reference.

Additionally, there are alternative functions like d2d_setstrokestylergba, which calls the same underlying function as d2d_setstrokestyle, but takes in a color as a number rather than CSS style string.

As noted above, putImageData requires that the image data be valid until flush is called.

Other functions that take a string, like d2d_filltext, don't have this same issue because they make a copy of the string argument. These string copies will be automatically freed.

getCanvasPropDouble, getCanvasPropString, setCanvasPropDouble, and setCanvasPropString allow you to change canvas properties by name. If the previous values type is either undefined, a string rather than a number, etc. then it will throw an error so ensure that you have your property names correct.

d2d_load_image is not called like other instructions which rely on d2d_start_draw_sequence. This means it always gets called immediately and doesn't queue up in or flush the instruction queue. This can cause some issues such as the example below.

Load Image Pitfall
#include "twr-draw2d.h"
bool has_background = false;
const long BACKGROUND_ID = 1;
//draws the background
void draw_background(struct d2d_draw_seq* ds) {
   assert(has_background);
   d2d_drawimage(ds, BACKGROUND_ID, x, y);
}
//loads a new background image
void load_background_image(struct d2d_draw_seq* ds, const char * url) {
   if (has_background) {
      //free previous background
      //this isn't called until the buffer in ds get's flushed.
      // For this program, that doesn't happen until d2d_end_draw_sequence is called,
      // so d2d_load_image processes before d2d_releasid throws a warning and then is deleted when d2d_releaseid
      // is eventually called.
      d2d_releaseid(ds, BACKGROUND_ID);
      //d2d_flush(ds) //by adding a flush like so, it ensures releaseid is called before d2d_load_image
   } else {
      has_background = true;
   }
   d2d_load_image(url, BACKGROUND_ID);
}
void render() {
   struct d2d_draw_seq* ds=d2d_start_draw_sequence(100);

   //load background
   load_background_image(ds, "example_image.com");

   draw_background(ds); //draw it

   d2d_end_draw_sequence(ds);


   struct d2d_draw_seq* ds=d2d_start_draw_sequence(100);

   //load new background image
   load_background_image(ds, "example_image2.com");
   draw_background(ds);

   d2d_end_draw_sequence(ds);
}

Functions

These are the Canvas APIs currently available in C:

struct d2d_draw_seq* d2d_start_draw_sequence(int flush_at_ins_count);
struct d2d_draw_seq* d2d_start_draw_sequence_with_con(int flush_at_ins_count, twr_ioconsole_t * con);
void d2d_end_draw_sequence(struct d2d_draw_seq* ds);
void d2d_flush(struct d2d_draw_seq* ds);
int d2d_get_canvas_prop(const char* prop);

void d2d_fillrect(struct d2d_draw_seq* ds, double x, double y, double w, double h);
void d2d_strokerect(struct d2d_draw_seq* ds, double x, double y, double w, double h);
void d2d_filltext(struct d2d_draw_seq* ds, const char* str, double x, double y);
void d2d_fillcodepoint(struct d2d_draw_seq* ds, unsigned long c, double x, double y);
void d2d_stroketext(struct d2d_draw_seq* ds, const char* text, double x, double y);

void d2d_measuretext(struct d2d_draw_seq* ds, const char* str, struct d2d_text_metrics *tm);
void d2d_save(struct d2d_draw_seq* ds);
void d2d_restore(struct d2d_draw_seq* ds);

void d2d_setlinewidth(struct d2d_draw_seq* ds, double width);
void d2d_setstrokestylergba(struct d2d_draw_seq* ds, unsigned long color);
void d2d_setfillstylergba(struct d2d_draw_seq* ds, unsigned long color);
void d2d_setstrokestyle(struct d2d_draw_seq* ds, const char* css_color);
void d2d_setfillstyle(struct d2d_draw_seq* ds, const char* css_color);
void d2d_setfont(struct d2d_draw_seq* ds, const char* font);
void d2d_setlinecap(struct d2d_draw_seq* ds, const char* line_cap);
void d2d_setlinejoin(struct d2d_draw_seq* ds, const char* line_join);
void d2d_setlinedash(struct d2d_draw_seq* ds, unsigned long len, const double* segments);
unsigned long d2d_getlinedash(struct d2d_draw_seq* ds, unsigned long length, double* buffer);
unsigned long d2d_getlinedashlength(struct d2d_draw_seq* ds);
void d2d_setlinedashoffset(struct d2d_draw_seq* ds, double line_dash_offset);

void d2d_createlineargradient(struct d2d_draw_seq* ds, long id, double x0, double y0, double x1, double y1);
void d2d_createradialgradient(struct d2d_draw_seq* ds, long id, double x0, double y0, double radius0, double x1, double y1, double radius1);
void d2d_addcolorstop(struct d2d_draw_seq* ds, long gradID, long position, const char* csscolor);
void d2d_setfillstylegradient(struct d2d_draw_seq* ds, long gradID);
void d2d_releaseid(struct d2d_draw_seq* ds, long id);

void d2d_beginpath(struct d2d_draw_seq* ds);
void d2d_fill(struct d2d_draw_seq* ds);
void d2d_stroke(struct d2d_draw_seq* ds);
void d2d_moveto(struct d2d_draw_seq* ds, double x, double y);
void d2d_lineto(struct d2d_draw_seq* ds, double x, double y);
void d2d_arc(struct d2d_draw_seq* ds, double x, double y, double radius, double start_angle, double end_angle, bool counterclockwise);
void d2d_arcto(struct d2d_draw_seq* ds, double x1, double y1, double x2, double y2, double radius);
void d2d_bezierto(struct d2d_draw_seq* ds, double cp1x, double cp1y, double cp2x, double cp2y, double x, double y);
void d2d_roundrect(struct d2d_draw_seq* ds, double x, double y, double width, double height, double radii);
void d2d_ellipse(struct d2d_draw_seq* ds, double x, double y, double radiusX, double radiusY, double rotation, double startAngle, double endAngle, bool counterclockwise);
void d2d_quadraticcurveto(struct d2d_draw_seq* ds, double cpx, double cpy, double x, double y);
void d2d_rect(struct d2d_draw_seq* ds, double x, double y, double width, double height);
void d2d_closepath(struct d2d_draw_seq* ds);

//deprecated, use d2d_ctoimagedata instead
void d2d_imagedata(struct d2d_draw_seq* ds, long id, void*  mem, unsigned long length, unsigned long width, unsigned long height);

void d2d_ctoimagedata(struct d2d_draw_seq* ds, long id, void* mem, unsigned long length, unsigned long width, unsigned long height);
void d2d_putimagedata(struct d2d_draw_seq* ds, long id, unsigned long dx, unsigned long dy);
void d2d_putimagedatadirty(struct d2d_draw_seq* ds, long id, unsigned long dx, unsigned long dy, unsigned long dirtyX, unsigned long dirtyY, unsigned long dirtyWidth, unsigned long dirtyHeight);

void d2d_reset(struct d2d_draw_seq* ds);
void d2d_clearrect(struct d2d_draw_seq* ds, double x, double y, double w, double h);
void d2d_scale(struct d2d_draw_seq* ds, double x, double y);
void d2d_translate(struct d2d_draw_seq* ds, double x, double y);
void d2d_rotate(struct d2d_draw_seq* ds, double angle);
void d2d_gettransform(struct d2d_draw_seq* ds, struct d2d_2d_matrix *transform);
void d2d_settransform(struct d2d_draw_seq* ds, double a, double b, double c, double d, double e, double f);
void d2d_settransformmatrix(struct d2d_draw_seq* ds, const struct d2d_2d_matrix * transform);
void d2d_transform(struct d2d_draw_seq* ds, double a, double b, double c, double d, double e, double f);
void d2d_transformmatrix(struct d2d_draw_seq* ds, const struct d2d_2d_matrix * transform);
void d2d_resettransform(struct d2d_draw_seq* ds);

bool d2d_load_image(const char* url, long id);
bool d2d_load_image_with_con(const char* url, long id, twr_ioconsole_t * con);
void d2d_drawimage(struct d2d_draw_seq* ds, long id, double dx, double dy);
void d2d_drawimage_ex(struct d2d_draw_seq* ds, long id, double sx, double sy, double sWidth, double sHeight, double dx, double dy, double dWidth, double dHeight);
void d2d_getimagedata(struct d2d_draw_seq* ds, long id, double x, double y, double width, double height);
unsigned long d2d_getimagedatasize(double width, double height);
void d2d_imagedatatoc(struct d2d_draw_seq* ds, long id, void* buffer, unsigned long buffer_len);

double d2d_getcanvaspropdouble(struct d2d_draw_seq* ds, const char* prop_name);
void d2d_getcanvaspropstring(struct d2d_draw_seq* ds, const char* prop_name, char* buffer, unsigned long buffer_len);
void d2d_setcanvaspropdouble(struct d2d_draw_seq* ds, const char* prop_name, double val);
void d2d_setcanvaspropstring(struct d2d_draw_seq* ds, const char* prop_name, const char* val);

d2d_measuretext() returns this structure:

struct d2d_text_metrics {
    double actualBoundingBoxAscent;
    double actualBoundingBoxDescent;
    double actualBoundingBoxLeft;
    double actualBoundingBoxRight;
    double fontBoundingBoxAscent;
    double fontBoundingBoxDescent;
    double width;
};

d2d_get_canvas_prop() returns a value of:

export interface ICanvasProps {
   charWidth: number,
   charHeight: number,
   foreColor: number,
   backColor: number,
   widthInChars: number,
   heightInChars: number,
   canvasWidth:number,
   canvasHeight:number
}

d2d_gettransform() returns this structure:

struct d2d_2d_matrix {
   double a, b, c, d, e, f;
};

d2d_getlinedash() returns this structure:

struct d2d_line_segments {
    long len;
    double *segments;
};