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In HTML5 First Look, author James Williamson introduces the newest HTML specification, providing a high-level overview of HTML5 in its current state, how it differs from HTML 4, the current level of support in various browsers and mobile devices, and how the specification might evolve in the future. Exercise files accompany the course.
Now that our Canvas element is on the page and we're importing content into it, we'll experiment with drawing in our Canvas by plotting a line to show elevation data. Drawing in the Canvas environment is pretty simple, but there are a huge variety of drawing methods that can assist you in drawing and styling artwork within Canvas. It's worth noting that the only methods available for drawing shapes are methods for drawing rectangles. To draw other types of shapes, you'll need to either combine or close paths that you've drawn by using other methods. Let's take a look at a few of the drawing methods in the Canvas API by plotting our graph on top of the map.
Okay, so I have the trails.htm from the 06_03 folder open, and we're just going to draw this inside the onload function we have for the image, because we don't want to try to draw on to the map until the map is finished loading. So, what I'm going to do is directly after the line, where we're drawing the image, I'm just going to keep adding to my script here. The first thing I need to do to draw any type of a shape other than a rectangle or a path is to use the beginPath method. So, I'm going to type in the elvPlot, elevation plot, .beginPath.
So, that tells the Canvas API that we want a new shape or a new stroke. I'm going to go down to the next line, and I'm going to use the moveTo method. So, I'm going to type in elvPlot.moveTo, and I need to pass two coordinates into the moveTo method, and I'm going to do 89, 644. So, let's talk about that for just a moment. All right, the moveTo method doesn't actually draw anything. The easiest way to visualize what moveTo is doing is imagine that you have a pen and you're picking it up and you're moving it around a piece of paper.
Wherever you set your pen down and you begin drawing, that's where you've moved to. So, really that's what moveTo is going. We're basically saying we want to start drawing this path or this shape at these coordinates. Now, as you can imagined, I've already plotted the points out where I need this path to be drawn. I've done that within Illustrator, but you can do it by simply drawing any type of a graph, and figuring out where the X and Y coordinates need to be for this particular shape. So, we're moving it 89 pixels over to the right, 644 pixels down. That's where we're going to start our graph. So, now I'm going to go down to the next line and here I'm going to type in elvPlot, and we're going to use a different method to actually draw the line.
Here we're going to use the lineTo method, lineTo. Go ahead and open up a pair of parenthesis and lineTo also needs X and Y coordinates to be passed into it. So, here we're going to do 106, 627. So, again, really what we're doing here is we're saying okay, move the pin to this location and then draw a line to these coordinates, and here we're doing 106 and 627. Let's save our file. Now, obviously we haven't drawn the entire graph yet, but we can visualize this if you'd like.
I'm going to go down to the next line and here I'm going to type in elvPlot.stroke. So, stroke is a method much like drawImage. drawImage draws the image into the Canvas environment. Stroke says, okay, all the stuff above this where I'm drawing a path, go ahead and draw that. Now, there are different methods to draw as well. Stroke concentrates on drawing paths and lines, as you can imagine. So, I'm going to save this, test this in a browser that supports Canvas, and if I scroll down, we can see the first part of our graph being plotted.
So, here's the moveTo, here's lineTo, and it strokes in between that. Perfect! Okay now, I want to use a little bit of digital wizardry here. It's kind of the nice thing about being able to record the titles this way and have them edited. I'm going to switch back into my code, and just like magic, my graph is finished now. The reason I'm doing this is because I would imagine it would be extremely boring to sit here and watch me do a line after line after line. So, what you can do now is you can just pause your video, leave these up on the screen, and go ahead and pass in all of these coordinates.
Just remember the first coordinate is the x-coordinate; the second coordinate is the y-coordinate. So, for each one of these, it's going to draw a line from this position to this position, and then draw another line from this position to this position. So, that's exactly what we're doing here and the very end of this stroke is going ahead and drawing that path. So, go ahead and pause the video and then plot the rest of your points. I'll wait here for you. Okay, cool! So, good job! So, let's save this and we'll go ahead and preview this as well, and now when we scroll down, we can see the remainder of our graph is plotted out.
That's amazingly simple, isn't it? I mean that looks really-- Well, okay, so it doesn't look that good, but at least the graph is finished. Now, we need to sort of address the fact that it really doesn't look that good. You'll notice that we're getting default styling. We have a very thin line. It's black. The lines are being joined using a miter join. That may or may not be what we want. So, let's talk about some methods that are going to allow us to style these lines, the way that we want them to look. All right, so we're back in our code, and now that we've got this graph plotted out, we need to go ahead and style this. Now, setting styles using Canvas is kind of interesting, because essentially you just set styles in your code and then anything that comes after those styles will use those styling attributes.
That means that every time you start a new path, you also need to pass in new styling information. So, what we're going to do is just above the beginPath, I'm going to go ahead and use some methods to style our line. So, again here, I'm going to type in elvPlot.lineWidth. So, if you want to change the size of your stroke, you're going to use lineWidth. I'm going to set that value equal to 4. Now, my recommendation is that you use even numbers. Canvas elements are drawn with a centerline stroke. What that means is half the stroke is on one side of the line, the other half is on the other.
If you use an odd number, you're basically getting sort of a fractional split on both sides, but if you're use an even number, we'll have two pixels to the right and two pixels to the left of line and it will give you a much nice, smoother, crisper line. So, we're going to use 4 there. The next thing I'm going to do is go down to the next line and I'm going to do elevation plot. Helps if I type that correctly. Now, you'll notice Dreamweaver is doing a really nice thing here for me. It's remembering the methods I've used before, which is nice. The next thing I'm going to do here is lineJoin, lineJoin, and I'm going to set that value equal to round.
So, I'm going to do a round join instead of a miter join. You've got three possible values here. You can do round, bevel, and miter. Miter is the default, which gives you those really sharp edges. Round, of course, is going to give you a rounded edge. And bevel will sort of flatten the edge of the line where it joins. Then finally we're going to give it a color, so I'm going to go down to the next line and again here do elevation plot .strokeSyle. So, there is a fillStyle method, and there is a strokeStyle method. The strokeStyle method, I'm going to pass into this a hexadecimal value for color and I'm just going to do 7f7f7f.
It's a gray color that we've been using throughout the site. So, it will help keep the look of these lines consistent with the rest of the site. So, 7f7f7f, perfect! You could also pass in RGB values, and if it's supported in the browser, you could also use RGB alpha values. If you've ever done that with CSS3 styles, it will work here as well. So, again I'm going to save this and test it. Scroll down and check it out. Yeah, now my line is being styled the way that I want it to. I'm getting those nice sort of smooth, rounded edges to it. It's the gray color and the line is much thicker, so we can see it a little bit better.
Because we used an even thickness, it's a good bit crisper. Now, the last thing that we need to do here is we need to draw sort of the black stroke that serves as sort of an outline for this portion of the graph. Now, you may have wondered, well, why didn't you just put that in Illustrator, because isn't every map going to have that? It is, but if I did that, this graph would be drawn on top of it and you would actually see this sort of edge here. We want to cover that up. So, we're going to do that by drawing another path on top of it and it's very, very quick and painless to do that. So, we'll go back into our code and do that really quickly.
All right, so anytime you want a path after you've finished drawing one, you need to use the beginPath method again. So, right after where I'm invoking the stroke method, I'm just going to come in and say elvPlot.beginPath. So, again, I'm just telling it hey, I want to go ahead to start drawing a new shape or a new path. Here again I need to pick up the pen or the cursor if you will, and move it to a new location to start drawing. So, I'm going to type in elvPlot. moveTo, and again I need to pass some parameters into moveTo, and this is going to 89, 434.
Below that, we just need to draw this and this one is pretty quick. So, I'll go ahead and let you watch me do the whole thing here. So, elvPlot.lineTo. Here, we're going to pass some coordinates in. We're going to pass 89, 645. So it's a straight line. It's using the same x-coordinate. We go down the next line and type in elvPlot.lineTo, and inside that I'm going to type in 567, 645. Again, this is another straight line, because this time it's using the same y-coordinate.
Finally, remember in order to draw it, we need to use the stroke method. So, elvPlot.stroke. That should draw our line for us. Let's go ahead and save and test that. If I scroll down, indeed we do see that line on top of it. Now, you'll notice that this line is using the exact same styling properties of our last one. It's got this rounded corner to it. It's 4 pixels wide, which is maybe what we want, and it's the same gray color. Well, we want it to stand out a little bit more and rather this one have sort of a sharp edge to it. So, we need to go ahead and change those.
Let's go back in our code and remember what I said earlier. Any of these style attributes that's set to your shapes are going to apply to anything below it. So, we essentially just need to go ahead and interrupt that process and put new ones in there, and I'm going to do that right above the beginPath. So, again, I'm going to type in elvPlot.lineJoin. I'm going to reset that to miter. So, even though miter is the default, this one was using round because of the previous lineJoin property. So, I'm going to go down to the next line and type in elvPlot and here I'm going to use the lineWidth one more time, and I'm going to give that a value equal to 4.
Now, I know it's the same exact value and you're probably like, well, why would you do that? Well, within any type of an application, you might want to know exactly what value you're using. If you have to keep going back up through the code to find out what that value is, it could cause a little bit of problems. So, putting this right above the beginPath is my way of just basically saying that hey, these are the styling parameters for this particular line. So, it's a little bit more code, but it helps me find it a little faster. Then finally, I need to change the color of this, so I'll type in elvPlot.strokeStyle, and here I'm going to set the value equal to, and in quotation marks, #333.
So, that's sort of a dark gray there. We're going to save that and test it. Cool! Now we get exactly what we were looking for. We have that sort of dark gray line on top of it. Notice that it's covering up the beginning of that graph, which is perfect, and now our graph is using that sort of softer, rounder style, instead of that one. Okay, so that's a quick example of Canvas and some of the drawing methods available to you inside Canvas. For more information on Canvas, I really encourage you to go to the WHATWG or the W3C's site, and read up on the specification for yourself.
I also recommend checking out the demos and guidelines I mentioned earlier in the chapter. One thing I want to talk very briefly about before we close is detection. Even though we've provided fallback content for unsupported devices, I think you'll agree with me that the fallback option is pretty weak. So, there are a lot of ways to check for Canvas support. I mean you could do a conditional statement and check to see if Canvas and the context is supported, and then write that Canvas element to the page, but I recommend using the Modernizr library. It's available here at modernizr.com. It's a very, very simple download. It's got full documentation.
Notice here you can see it in action. Modernizr is checking my current browser and letting me know which properties it supports. So, it's really cool. It's just a one-click download and the documentation on the site here is very, very good about how to use it. So, go ahead and check out the site, download the library, read through the documentation on how to detect for specific features. It's quick. It's easy. It helps you support Canvas now, if you want to use Canvas inside your documents now, by providing you a little bit of a more robust fallback method for the devices and browsers that might not support it.
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