Canvas Wrapper
Canvas is the ergonomic entry point. It accepts either a canvas element or a
query selector, creates a Brush, configures the canvas for the current device
pixel ratio or an explicit document size, and binds pointer events.
The Canvas wrapper wires pointer events, pressure simulation, and device scaling automatically.
import { Canvas } from "fuderu";
const painter = new Canvas({
canvas: document.querySelector("canvas")!,
document: {
width: 1024,
height: 768,
},
pressureSimulation: false,
brush: {
color: "#222222",
size: 18,
roundness: 0.8,
},
});
Document Size
The visible canvas size comes from CSS. The drawing buffer comes from
document.width and document.height, or from the element's CSS size multiplied
by window.devicePixelRatio when document is omitted.
const painter = new Canvas({
canvas: "#paint",
document: {
width: 1536,
height: 1536,
},
});
Call resize() after changing the element's visible size:
painter.resize();
Call setDocumentSize() to change the logical artwork size. This clears the
canvas and resets undo history.
painter.setDocumentSize(2048, 2048);
Pressure
Real pen pressure is used when the pointer is a pen and event.pressure is
available. Mouse and touch input can use simulated pressure:
const painter = new Canvas({
canvas: "#paint",
pressureSimulation: false,
});
Set pressureSimulation to true to enable simulated pressure based on movement
speed for mouse and touch input.
lastPressure stores the most recent pressure sent to the brush, which is handy
for UI meters without advancing the pressure simulator again.
Layer System
Fuderu includes a professional layer system that allows you to create, manage, and composite multiple layers similar to professional digital art software.
Layer Management
The Canvas instance includes a layers property that provides access to the
layer management API:
// Create a new layer (this automatically sets it as active)
const layer = painter.createLayer({
name: "Line Art",
opacity: 0.8,
blendMode: "multiply",
});
// Get the active layer (which is now the new layer)
const activeLayer = painter.getActiveLayer();
// Set a layer as active manually using its ID
painter.setActiveLayer(layer.id);
// Delete a layer by ID
painter.deleteLayer("some-layer-id");
// Duplicate a layer
const duplicatedLayer = painter.duplicateLayer(layer.id);
// Get all layers
const allLayers = painter.getLayers();
// Update layer properties by ID
painter.updateLayer(layer.id, {
opacity: 0.5,
blendMode: "screen",
visible: true,
});
Blend Modes
Layers support standard Canvas 2D blend modes for advanced compositing effects:
source-over(default) - Normal layer stackingmultiply- Darkens the base layerscreen- Lightens the base layeroverlay- Combines multiply and screendarken- Keeps the darker of the two layerslighten- Keeps the lighter of the two layerscolor-dodge- Brightens the base layercolor-burn- Darkens the base layerhard-light- Intense overlay effectsoft-light- Soft overlay effectdifference- Subtracts the darker color from the lighterexclusion- Similar to difference but lower contrasthue- Applies the hue of the blend layersaturation- Applies the saturation of the blend layercolor- Applies both hue and saturationluminosity- Applies the luminosity of the blend layer
Example using blend modes for a multiply blending effect:
// Create a base color layer
const baseLayer = painter.createLayer({
name: "Base Color",
blendMode: "source-over",
});
// Draw your base colors on this layer
// ...
// Create a shading layer with multiply blend mode
const shadeLayer = painter.createLayer({
name: "Shading",
blendMode: "multiply",
});
// Draw shadows and shading on this layer
// The multiply blend mode will darken the colors below
Layer Properties
Each layer has the following properties:
id- Unique identifier for the layername- Human-readable name for the layervisible- Whether the layer is visible (default: true)opacity- Opacity of the layer (0-1, default: 1)blendMode- How the layer composites with layers below it
Direct Layer Manager Access
For advanced layer operations, you can access the underlying `LayerManager` instance via the `layers` property on the Canvas:
// Move a layer to a specific index (0-based)
painter.layers.moveLayer(layerId, targetIndex);
// Resize all layers (called automatically when canvas size changes)
painter.layers.resize(width, height);
// Clear all layers
painter.layers.clear();
// Get readonly array of all layers
const allLayers = painter.layers.getAll();
Access The Brush
The wrapper exposes the underlying brush:
painter.brush.blendMode = "multiply";
painter.brush.filter = "blur(0.2px)";
painter.brush.maxUndoRedoStackSize = 20;
Use this when the high-level wrapper is still useful, but you need a lower-level brush feature.