Code
class Code extends Shape
A node for displaying and animating code.
import ...
export default makeScene2D(function* (view) {
const code = createRef<Code>();
view.add(
<Code
ref={code}
offset={-1}
position={view.size().scale(-0.5).add(60)}
fontFamily={'JetBrains Mono, monospace'}
fontSize={36}
code={`\
function hello() {
console.log('Hello');
}`}
/>,
);
yield* code()
.code(
`\
function hello() {
console.warn('Hello World');
}`,
1,
)
.wait(0.5)
.back(1)
.wait(0.5);
});
Constructors
constructor
Parameters
OverwritesShape.constructor
Properties
absolutePosition
readonly public absolutePosition: SimpleVector2SignalCode
A helper signal for operating on the position in world space.
Retrieving the position using this signal returns the position in world space. Similarly, setting the position using this signal transforms the new value to local space.
If the new value is a function, the position of this node will be continuously updated to always match the position returned by the function. This can be useful to "pin" the node in a specific place or to make it follow another node's position.
Unlike position
, this signal is not compound - it doesn't contain
separate signals for the x
and y
components.
Shape.absolutePosition
absoluteRotation
readonly public absoluteRotation: SimpleSignalnumberCode
A helper signal for operating on the rotation in world space.
Retrieving the rotation using this signal returns the rotation in world space. Similarly, setting the rotation using this signal transforms the new value to local space.
If the new value is a function, the rotation of this node will be continuously updated to always match the rotation returned by the function.
Inherited fromShape.absoluteRotation
absoluteScale
readonly public absoluteScale: SimpleVector2SignalCode
A helper signal for operating on the scale in world space.
Retrieving the scale using this signal returns the scale in world space. Similarly, setting the scale using this signal transforms the new value to local space.
If the new value is a function, the scale of this node will be continuously updated to always match the position returned by the function.
Unlike scale
, this signal is not compound - it doesn't contain
separate signals for the x
and y
components.
Shape.absoluteScale
alignContent
readonly public alignContent: SimpleSignalFlexContentCode
Shape.alignContent
alignItems
readonly public alignItems: SimpleSignalFlexItemsCode
Shape.alignItems
alignSelf
readonly public alignSelf: SimpleSignalFlexItemsCode
Shape.alignSelf
antialiased
readonly public antialiased: SimpleSignalbooleanCode
Shape.antialiased
basis
readonly public basis: SimpleSignalFlexBasisCode
Shape.basis
bottom
readonly public bottom: SimpleVector2SignalCode
The position of the bottom edge of this node.
When set, this shortcut property will modify the node's position so that the bottom edge ends up in the given place.
When retrieved, it will return the position of the bottom edge in the parent space.
Inherited fromShape.bottom
bottomLeft
readonly public bottomLeft: SimpleVector2SignalCode
The position of the bottom left corner of this node.
When set, this shortcut property will modify the node's position so that the bottom left corner ends up in the given place.
When retrieved, it will return the position of the bottom left corner in the parent space.
Inherited fromShape.bottomLeft
bottomRight
readonly public bottomRight: SimpleVector2SignalCode
The position of the bottom right corner of this node.
When set, this shortcut property will modify the node's position so that the bottom right corner ends up in the given place.
When retrieved, it will return the position of the bottom right corner in the parent space.
Inherited fromShape.bottomRight
cache
readonly public cache: SimpleSignalbooleanCode
Shape.cache
cachePadding
readonly public cachePadding: SpacingSignalCode
Controls the padding of the cached canvas used by this node.
By default, the size of the cache is determined based on the bounding box
of the node and its children. That includes effects such as stroke or
shadow. This property can be used to expand the cache area further.
Usually used to account for custom effects created by shaders
.
Shape.cachePadding
children
readonly public children: SignalComponentChildrenNode[]CodeSignalContextComponentChildrenNode[]Code
Shape.children
clip
readonly public clip: SimpleSignalbooleanCode
Shape.clip
code
readonly public code: CodeSignalCode
The code to display.
composite
readonly public composite: SimpleSignalbooleanCode
Shape.composite
compositeOperation
readonly public compositeOperation: SimpleSignalGlobalCompositeOperationCode
Shape.compositeOperation
creationStack
readonly public creationStack?: string
Shape.creationStack
direction
readonly public direction: SimpleSignalFlexDirectionCode
Shape.direction
drawHooks
readonly public drawHooks: SimpleSignalDrawHooksCode
Custom drawing logic for the code.
Check out DrawHooks
for available render hooks.
Examples
element
public element: HTMLElement
Shape.element
fill
readonly public fill: CanvasStyleSignalCode
Shape.fill
filters
readonly public filters: FiltersSignalCode
Shape.filters
fontFamily
readonly public fontFamily: SimpleSignalstringCode
Shape.fontFamily
fontSize
readonly public fontSize: SimpleSignalnumberCode
Shape.fontSize
fontStyle
readonly public fontStyle: SimpleSignalstringCode
Shape.fontStyle
fontWeight
readonly public fontWeight: SimpleSignalnumberCode
Shape.fontWeight
gap
readonly public gap: Vector2LengthSignalCode
Shape.gap
grow
readonly public grow: SimpleSignalnumberCode
Shape.grow
highlighter
readonly public highlighter: SimpleSignalnullCodeHighlighterunknownCode
The code highlighter to use for this code node.
Defaults to a shared LezerHighlighter
.
isClass
public isClass: boolean
Shape.isClass
justifyContent
readonly public justifyContent: SimpleSignalFlexContentCode
Shape.justifyContent
key
readonly public key: string
Shape.key
layout
readonly public layout: SimpleSignalLayoutModeCode
Shape.layout
left
readonly public left: SimpleVector2SignalCode
The position of the left edge of this node.
When set, this shortcut property will modify the node's position so that the left edge ends up in the given place.
When retrieved, it will return the position of the left edge in the parent space.
Inherited fromShape.left
letterSpacing
readonly public letterSpacing: SimpleSignalnumberCode
Shape.letterSpacing
lineCap
readonly public lineCap: SimpleSignalCanvasLineCapCode
Shape.lineCap
lineDash
readonly public lineDash: SimpleSignalnumber[]Code
Shape.lineDash
lineDashOffset
readonly public lineDashOffset: SimpleSignalnumberCode
Shape.lineDashOffset
lineHeight
readonly public lineHeight: SimpleSignalLengthCode
Shape.lineHeight
lineJoin
readonly public lineJoin: SimpleSignalCanvasLineJoinCode
Shape.lineJoin
lineWidth
readonly public lineWidth: SimpleSignalnumberCode
Shape.lineWidth
margin
readonly public margin: SpacingSignalCode
Shape.margin
maxHeight
readonly public maxHeight: SimpleSignalLengthLimitCode
Shape.maxHeight
maxWidth
readonly public maxWidth: SimpleSignalLengthLimitCode
Shape.maxWidth
middle
readonly public middle: SimpleVector2SignalCode
The position of the center of this node.
When set, this shortcut property will modify the node's position so that the center ends up in the given place.
If the offset
has not been changed, this will be the same as the
position
.
When retrieved, it will return the position of the center in the parent space.
Inherited fromShape.middle
minHeight
readonly public minHeight: SimpleSignalLengthLimitCode
Shape.minHeight
minWidth
readonly public minWidth: SimpleSignalLengthLimitCode
Shape.minWidth
offset
readonly public offset: Vector2SignalCodeVector2SignalContextCode
Represents the offset of this node's origin.
By default, the origin of a node is located at its center. The origin serves as the pivot point when rotating and scaling a node, but it doesn't affect the placement of its children.
The value is relative to the size of this node. A value of 1
means as far
to the right/bottom as possible. Here are a few examples of offsets:
[-1, -1]
- top left corner[1, -1]
- top right corner[0, 1]
- bottom edge[-1, 1]
- bottom left corner
Shape.offset
oldSelection
public oldSelection: nullCodeSelection = null
opacity
readonly public opacity: SimpleSignalnumberCode
Represents the opacity of this node in the range 0-1.
The value is clamped to the range 0-1.
Inherited fromShape.opacity
padding
readonly public padding: SpacingSignalCode
Shape.padding
parent
readonly public parent: SimpleSignalnullNodevoid = ...
Shape.parent
position
readonly public position: Vector2SignalCodeVector2SignalContextCode
Represents the position of this node in local space of its parent.
Examples
Inherited fromShape.position
properties
readonly public properties: RecordstringPropertyMetadataany = ...
Shape.properties
ratio
readonly public ratio: SimpleSignalnullnumberCode
Shape.ratio
right
readonly public right: SimpleVector2SignalCode
The position of the right edge of this node.
When set, this shortcut property will modify the node's position so that the right edge ends up in the given place.
When retrieved, it will return the position of the right edge in the parent space.
Inherited fromShape.right
rotation
readonly public rotation: SimpleSignalnumberCode
Represents the rotation (in degrees) of this node relative to its parent.
Inherited fromShape.rotation
scale
readonly public scale: Vector2SignalCodeVector2SignalContextCode
Represents the scale of this node in local space of its parent.
Examples
Inherited fromShape.scale
selection
The currently selected code range.
Either a single CodeRange
or an array of them
describing which parts of the code should be visually emphasized.
You can use word
and
lines
to quickly create ranges.
Examples
selectionProgress
public selectionProgress: SimpleSignalnullnumbervoid = ...
shaders
readonly public shaders: SignalPossibleShaderConfigShaderConfig[]CodeSignalContextPossibleShaderConfigShaderConfig[]Code
Shape.shaders
shadowBlur
readonly public shadowBlur: SimpleSignalnumberCode
Shape.shadowBlur
shadowColor
readonly public shadowColor: ColorSignalCode
Shape.shadowColor
shadowOffset
readonly public shadowOffset: Vector2SignalCodeVector2SignalContextCode
Shape.shadowOffset
shrink
readonly public shrink: SimpleSignalnumberCode
Shape.shrink
size
readonly public size: Vector2LengthSignalCode
Represents the size of this node.
A size is a two-dimensional vector, where x
represents the width
, and y
represents the height
.
The value of both x and y is of type Length
which is
either:
number
- the desired length in pixels${number}%
- a string with the desired length in percents, for example'50%'
null
- an automatic length
When retrieving the size, all units are converted to pixels, using the
current state of the layout. For example, retrieving the width set to
'50%'
, while the parent has a width of 200px
will result in the number
100
being returned.
When the node is not part of the layout, setting its size using percents refers to the size of the entire scene.
Examples
Inherited fromShape.size
skew
readonly public skew: Vector2SignalCodeVector2SignalContextCode
Represents the skew of this node in local space of its parent.
Examples
Inherited fromShape.skew
stroke
readonly public stroke: CanvasStyleSignalCode
Shape.stroke
strokeFirst
readonly public strokeFirst: SimpleSignalbooleanCode
Shape.strokeFirst
styles
public styles: CSSStyleDeclaration
Shape.styles
textAlign
readonly public textAlign: SimpleSignalCanvasTextAlignCode
Shape.textAlign
textDirection
readonly public textDirection: SimpleSignalCanvasDirectionCode
Shape.textDirection
textWrap
readonly public textWrap: SimpleSignalTextWrapCode
Shape.textWrap
top
readonly public top: SimpleVector2SignalCode
The position of the top edge of this node.
When set, this shortcut property will modify the node's position so that the top edge ends up in the given place.
When retrieved, it will return the position of the top edge in the parent space.
Inherited fromShape.top
topLeft
readonly public topLeft: SimpleVector2SignalCode
The position of the top left corner of this node.
When set, this shortcut property will modify the node's position so that the top left corner ends up in the given place.
When retrieved, it will return the position of the top left corner in the parent space.
Inherited fromShape.topLeft
topRight
readonly public topRight: SimpleVector2SignalCode
The position of the top right corner of this node.
When set, this shortcut property will modify the node's position so that the top right corner ends up in the given place.
When retrieved, it will return the position of the top right corner in the parent space.
Inherited fromShape.topRight
wrap
readonly public wrap: SimpleSignalFlexWrapCode
Shape.wrap
zIndex
readonly public zIndex: SimpleSignalnumberCode
Shape.zIndex
defaultHighlighter
static public defaultHighlighter: nullCodeHighlighterunknown = null
Accessors
columnGap
public get columnGap(): SignalLengthnumberthisSignalContextLengthnumberthis
Shape.columnGap
height
public get height(): SignalLengthnumberthisSignalContextLengthnumberthis
Shape.height
rowGap
public get rowGap(): SignalLengthnumberthisSignalContextLengthnumberthis
Shape.rowGap
width
public get width(): SignalLengthnumberthisSignalContextLengthnumberthis
Shape.width
x
public get x(): SimpleSignalnumberthis
Shape.x
y
public get y(): SimpleSignalnumberthis
Shape.y
Methods
[iterator]
public [iterator](): Generatorkey: stringmeta: PropertyMetadataanysignal: SimpleSignalanyvoidvoidunknown
Shape.[iterator]
absoluteOpacity
public absoluteOpacity(): number
Shape.absoluteOpacity
add
public addnode: ComponentChildren: Code
Add the given node(s) as the children of this node.
The nodes will be appended at the end of the children list.
Examples
Parameters
node: ComponentChildren
A node or an array of nodes to append.
Shape.add
anchorPosition
public anchorPosition(): Vector2
Shape.anchorPosition
applyState
public applyStatestate: NodeStateduration: numbertiming?: TimingFunction: ThreadGenerator
Apply the given state to the node, setting all matching signal values to the provided values.
Parameters
Inherited fromShape.applyState
cacheBBox
public cacheBBox(): BBox
Get a bounding box for the contents rendered by this node as well as its children.
Inherited fromShape.cacheBBox
cardinalPoint
public cardinalPointorigin: OriginDirection: SimpleVector2SignalCode
Get the cardinal point corresponding to the given origin.
Parameters
Inherited fromShape.cardinalPoint
childAs
Get the nth children cast to the specified type.
Type Parameters
Parameters
index: number
The index of the child to retrieve.
Shape.childAs
childrenAs
Get the children array cast to the specified type.
Type Parameters
Inherited fromShape.childrenAs
clone
public clonecustomProps: NodeState = {}: Code
Create a copy of this node.
Parameters
customProps: NodeState = {}
Properties to override.
Shape.clone
compositeToLocal
public compositeToLocal(): DOMMatrix
Shape.compositeToLocal
compositeToWorld
public compositeToWorld(): DOMMatrix
A matrix mapping composite space to world space.
Certain effects such as blur and shadows ignore the current transformation. This matrix can be used to transform their parameters so that the effect appears relative to the closest composite root.
Inherited fromShape.compositeToWorld
computedPosition
public computedPosition(): Vector2
Shape.computedPosition
createSignal
public createSignalinitial: SignalValuePossibleCodeScope: CodeSignalCode
Create a child code signal.
Parameters
initial: SignalValuePossibleCodeScope
The initial code.
dispose
public dispose(): void
Prepare this node to be disposed of.
This method is called automatically when a scene is refreshed. It will be called even if the node is not currently attached to the tree.
The goal of this method is to clean any external references to allow the node to be garbage collected.
Inherited fromShape.dispose
drawOverlay
public drawOverlaycontext: CanvasRenderingContext2Dmatrix: DOMMatrix: void
Draw an overlay for this node.
The overlay for the currently inspected node is displayed on top of the canvas.
The provided context is in screen space. The local-to-screen matrix can be used to transform all shapes that need to be displayed. This approach allows to keep the line widths and gizmo sizes consistent, no matter how zoomed-in the view is.
Parameters
context: CanvasRenderingContext2D
The context to draw with.
matrix: DOMMatrix
A local-to-screen matrix.
Shape.drawOverlay
findAll
Find all descendants of this node that match the given predicate.
Type Parameters
Parameters
Inherited fromShape.findAll
findAllRanges
Find all code ranges that match the given pattern.
Parameters
findAncestor
Find the closest ancestor of this node that matches the given predicate.
Type Parameters
Parameters
Inherited fromShape.findAncestor
findFirst
Find the first descendant of this node that matches the given predicate.
Type Parameters
Parameters
Inherited fromShape.findFirst
findFirstRange
Find the first code range that matches the given pattern.
Parameters
findLast
Find the last descendant of this node that matches the given predicate.
Type Parameters
Parameters
Inherited fromShape.findLast
findLastRange
Find the last code range that matches the given pattern.
Parameters
getOriginDelta
Parameters
Inherited fromShape.getOriginDelta
getPointBBox
Return the bounding box of the given point (character) in the code.
The returned bound box is in local space of the Code
node.
Parameters
getSelectionBBox
public getSelectionBBoxselection: PossibleCodeSelection: BBox[]
Return bounding boxes of all characters in the selection.
The returned bounding boxes are in local space of the Code
node.
Each line of code has a separate bounding box.
Parameters
selection: PossibleCodeSelection
The selection to get the bounding boxes for.
getState
public getState(): NodeState
Return a snapshot of the node's current signal values.
This method will calculate the values of any reactive properties of the node at the time the method is called.
Inherited fromShape.getState
highlighterCache
public highlighterCache(): nullafter: unknown = ...before: unknown = ...
hit
Try to find a node intersecting the given position.
Parameters
Inherited fromShape.hit
insert
public insertnode: ComponentChildrenindex: number = 0: Code
Insert the given node(s) at the specified index in the children list.
Examples
Parameters
node: ComponentChildren
A node or an array of nodes to insert.
index: number = 0
An index at which to insert the node(s).
Shape.insert
instantiate
Create an instance of this node's class.
Parameters
Inherited fromShape.instantiate
isLayoutRoot
public isLayoutRoot(): boolean
Shape.isLayoutRoot
layoutEnabled
public layoutEnabled(): boolean
Get the resolved layout mode of this node.
When the mode is null
, its value will be inherited from the parent.
Use layout
to get the raw mode set for this node (without
inheritance).
Shape.layoutEnabled
localToParent
public localToParent(): DOMMatrix
Get the local-to-parent matrix for this node.
This matrix transforms vectors from local space of this node to local space of this node's parent.
Inherited fromShape.localToParent
localToWorld
public localToWorld(): DOMMatrix
Get the local-to-world matrix for this node.
This matrix transforms vectors from local space of this node to world space.
Examples
Inherited fromShape.localToWorld
lockSize
public lockSize(): void
Shape.lockSize
move
Rearrange this node in relation to its siblings.
Children are rendered starting from the beginning of the children list. We can change the rendering order by rearranging said list.
A positive by
arguments move the node up (it will be rendered on top of
the elements it has passed). Negative values move it down.
Parameters
by: number = 1
Number of places by which the node should be moved.
Shape.move
moveAbove
public moveAbovenode: NodedirectlyAbove: boolean = false: Code
Move the node above the provided node in the parent's layout.
The node will be moved above the provided node and from then on will be rendered on top of it. By default, if the node is already positioned higher than the sibling node, it will not get moved.
Parameters
node: Node
The sibling node below which to move.
directlyAbove: boolean = false
Whether the node should be positioned directly above the sibling. When true, will move the node even if it is already positioned above the sibling.
Shape.moveAbove
moveBelow
public moveBelownode: NodedirectlyBelow: boolean = false: Code
Move the node below the provided node in the parent's layout.
The node will be moved below the provided node and from then on will be rendered below it. By default, if the node is already positioned lower than the sibling node, it will not get moved.
Parameters
node: Node
The sibling node below which to move.
directlyBelow: boolean = false
Whether the node should be positioned directly below the sibling. When true, will move the node even if it is already positioned below the sibling.
Shape.moveBelow
moveDown
public moveDown(): Code
Move the node down in relation to its siblings.
The node will exchange places with the sibling right below it (if any) and from then on will be rendered under it.
Inherited fromShape.moveDown
moveOffset
Update the offset of this node and adjust the position to keep it in the same place.
Parameters
Inherited fromShape.moveOffset
moveTo
Move the node to the provided position relative to its siblings.
If the node is getting moved to a lower position, it will be placed below the sibling that's currently at the provided index (if any). If the node is getting moved to a higher position, it will be placed above the sibling that's currently at the provided index (if any).
Parameters
index: number
The index to move the node to.
Shape.moveTo
moveToBottom
public moveToBottom(): Code
Move the node to the bottom in relation to its siblings.
The node will be placed at the beginning of the children list and from then on will be rendered below all of its siblings.
Inherited fromShape.moveToBottom
moveToTop
public moveToTop(): Code
Move the node to the top in relation to its siblings.
The node will be placed at the end of the children list and from then on will be rendered on top of all of its siblings.
Inherited fromShape.moveToTop
moveUp
public moveUp(): Code
Move the node up in relation to its siblings.
The node will exchange places with the sibling right above it (if any) and from then on will be rendered on top of it.
Inherited fromShape.moveUp
parentAs
Get the parent cast to the specified type.
Type Parameters
Inherited fromShape.parentAs
parentToWorld
public parentToWorld(): DOMMatrix
Get the parent-to-world matrix for this node.
This matrix transforms vectors from local space of this node's parent to world space.
Inherited fromShape.parentToWorld
parsed
public parsed(): string
Get the currently displayed code as a string.
peekChildren
public peekChildren(): readonly Node[]
Get the current children of this node.
Unlike children
, this method does not have any side effects.
It does not register the children
signal as a dependency, and it does not
spawn any children. It can be used to safely retrieve the current state of
the scene graph for debugging purposes.
Shape.peekChildren
reactiveClone
public reactiveClonecustomProps: NodeState = {}: Code
Create a reactive copy of this node.
A reactive copy has all its properties dynamically updated to match the source node.
Parameters
customProps: NodeState = {}
Properties to override.
Shape.reactiveClone
releaseSize
public releaseSize(): void
Shape.releaseSize
remove
public remove(): Code
Remove this node from the tree.
Inherited fromShape.remove
removeChildren
public removeChildren(): Code
Remove all children of this node.
Inherited fromShape.removeChildren
render
public rendercontext: CanvasRenderingContext2D: void
Render this node onto the given canvas.
Parameters
context: CanvasRenderingContext2D
The context to draw with.
Shape.render
reparent
Change the parent of this node while keeping the absolute transform.
After performing this operation, the node will stay in the same place visually, but its parent will be changed.
Parameters
Inherited fromShape.reparent
restore
public restore(): void
public restoreduration: numbertiming?: TimingFunction: ThreadGenerator
Restore the node to its last saved state.
This method can be used together with the save
method to restore a
node to a previously saved state. Restoring a node to a previous state
removes that state from the state stack.
Examples
Inherited fromShape.restore
ripple
public rippleduration: number = 1: GeneratorvoidThreadGeneratorPromiseanyPromisableanyvoidany
Parameters
duration: number = 1
Shape.ripple
save
public save(): void
Push a snapshot of the node's current state onto the node's state stack.
This method can be used together with the restore
method to save a
node's current state and later restore it. It is possible to store more
than one state by calling save
method multiple times.
Shape.save
snapshotClone
public snapshotClonecustomProps: NodeState = {}: Code
Create a copy of this node.
Unlike clone
, a snapshot clone calculates any reactive properties
at the moment of cloning and passes the raw values to the copy.
Parameters
customProps: NodeState = {}
Properties to override.
Shape.snapshotClone
toPromise
Wait for any asynchronous resources that this node or its children have.
Certain resources like images are always loaded asynchronously. Awaiting this method makes sure that all such resources are done loading before continuing the animation.
Inherited fromShape.toPromise
view
public view(): View2D
Shape.view
worldToLocal
public worldToLocal(): DOMMatrix
Get the world-to-local matrix for this node.
This matrix transforms vectors from world space to local space of this node.
Examples
Inherited fromShape.worldToLocal
worldToParent
public worldToParent(): DOMMatrix
Get the world-to-parent matrix for this node.
This matrix transforms vectors from world space to local space of this node's parent.
Inherited fromShape.worldToParent
createSignal
static public createSignalinitial: SignalValuePossibleCodeScopehighlighter?: SignalValueCodeHighlighterunknown: CodeSignalvoid
Create a standalone code signal.
Parameters
initial: SignalValuePossibleCodeScope
The initial code.
highlighter?: SignalValueCodeHighlighterunknown
Custom highlighter to use.