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The Draw module

This is where all the fancy things happen.

fill(Constants.red, env);
rect(~pos=Env.mouse(env), ~width=5, ~height=5, env);
[@@@ocaml.ppx.context { cookies = [] }]
open Reprocessing_Draw
external sandboxCanvasId : string = ""[@@bs.val ]
external sandboxCanvas : 'canvas = ""[@@bs.val ]
external containerDiv : 'node = ""[@@bs.val ]
external addEventListener :
  'node -> string -> ('eventT -> unit) -> unit = "addEventListener"[@@bs.send
                                                                    ]
let id = sandboxCanvasId
let _ =
  addEventListener containerDiv "mouseleave"
    (fun _  -> (Reprocessing.playPause id false) |> ignore)
let _ =
  addEventListener containerDiv "mouseenter"
    (fun _  -> (Reprocessing.playPause id true) |> ignore)
let _ = Reprocessing.setScreenId sandboxCanvasId
open Reprocessing
open Draw
let _ =
  run ~setup:(fun env  -> Env.size ~width:200 ~height:200 env)
    ~draw:(fun ()  ->
             fun env  ->
               fill Constants.red env;
               rect ~pos:(Env.mouse env) ~width:5 ~height:5 env) ()

Core drawing operations

let rect = ( ~pos: (int, int), ~width: int, ~height: int, glEnvT ) => unit

Draws a rectangle to the screen. A rectangle is a four-sided shape with every angle at ninety degrees.

This is the same as rectf, but converts all its integer arguments to floats as a convenience.

let rectf = ( ~pos: (float, float), ~width: float, ~height: float, glEnvT ) => unit

Draws a rectangle to the screen. A rectangle is a four-sided shape with every angle at ninety degrees.

let clear = glEnvT => unit

Clears the entire screen. Normally, background is used for this purpose, clear will have different results in web and native.

let background = (colorT, glEnvT) => unit

The background function sets the color used for the background of the Processing window. The default background is black. This function is typically used within draw to clear the display window at the beginning of each frame, but it can be used inside setup to set the background on the first frame of animation or if the backgound need only be set once.

let line = ( ~p1: (int, int), ~p2: (int, int), glEnvT ) => unit

Draws a line (a direct path between two points) to the screen. To color a line, use the stroke function. A line cannot be filled, therefore the fill function will not affect the color of a line. Lines are drawn with a width of one pixel by default, but this can be changed with the strokeWeight function.

This is the same as linef, but converts all its integer arguments to floats as a convenience.

let linef = ( ~p1: (float, float), ~p2: (float, float), glEnvT ) => unit

Draws a line (a direct path between two points) to the screen. To color a line, use the stroke function. A line cannot be filled, therefore the fill function will not affect the color of a line. Lines are drawn with a width of one pixel by default, but this can be changed with the strokeWeight function.

let ellipse = ( ~center: (int, int), ~radx: int, ~rady: int, glEnvT ) => unit

Draws an ellipse (oval) to the screen. An ellipse with equal width and height is a circle.

This is the same as ellipsef, but converts all its integer arguments to floats as a convenience.

let ellipsef = ( ~center: (float, float), ~radx: float, ~rady: float, glEnvT ) => unit

Draws an ellipse (oval) to the screen. An ellipse with equal width and height is a circle.

let quad = ( ~p1: (int, int), ~p2: (int, int), ~p3: (int, int), ~p4: (int, int), glEnvT ) => unit

A quad is a quadrilateral, a four sided polygon. It is similar to a rectangle, but the angles between its edges are not constrained to ninety degrees. The parameter p1 sets the first vertex and the subsequest points should proceed clockwise or counter-clockwise around the defined shape.

This is the same as quadf, but converts all its integer arguments to floats as a convenience.

let quadf = ( ~p1: (float, float), ~p2: (float, float), ~p3: (float, float), ~p4: (float, float), glEnvT ) => unit

A quad is a quadrilateral, a four sided polygon. It is similar to a rectangle, but the angles between its edges are not constrained to ninety degrees. The parameter p1 sets the first vertex and the subsequest points should proceed clockwise or counter-clockwise around the defined shape.

let pixel = ( ~pos: (int, int), ~color: colorT, glEnvT ) => unit

Adds a single point with a radius defined by strokeWeight

This is the same as pixelf, but converts all its integer arguments to floats as a convenience.

let pixelf = ( ~pos: (float, float), ~color: colorT, glEnvT ) => unit

Adds a single point with a radius defined by strokeWeight

let triangle = ( ~p1: (int, int), ~p2: (int, int), ~p3: (int, int), glEnvT ) => unit

A triangle is a plane created by connecting three points.

This is the same as trianglef, but converts all its integer arguments to floats as a convenience.

let trianglef = ( ~p1: (float, float), ~p2: (float, float), ~p3: (float, float), glEnvT ) => unit

A triangle is a plane created by connecting three points.

Invalid doc item referenced: bexier

let arc = ( ~center: (int, int), ~radx: int, ~rady: int, ~start: float, ~stop: float, ~isOpen: bool, ~isPie: bool, glEnvT ) => unit

Draws an arc to the screen. Arcs are drawn along the outer edge of an ellipse defined by the center, radx, and rady parameters. Use the start and stop parameters to specify the angles (in radians) at which to draw the arc. isPie defines whether or not lines should be drawn to the center at the start and stop points of the arc rather than simply connecting the points. If isOpen is true, no line will be drawn other than the arc between start and stop.

This is the same as arcf, but converts all its integer arguments to floats as a convenience.

let arcf = ( ~center: (float, float), ~radx: float, ~rady: float, ~start: float, ~stop: float, ~isOpen: bool, ~isPie: bool, glEnvT ) => unit

Draws an arc to the screen. Arcs are drawn along the outer edge of an ellipse defined by the center, radx, and rady parameters. Use the start and stop parameters to specify the angles (in radians) at which to draw the arc. isPie defines whether or not lines should be drawn to the center at the start and stop points of the arc rather than simply connecting the points. If isOpen is true, no line will be drawn other than the arc between start and stop.

let curve = ( (float, float), (float, float), (float, float), (float, float), glEnv ) => unit

Draws a curved line on the screen. The first parameter specifies the beginning control point and the last parameter specifies the ending control point. The middle parameters specify the start and stop of the curve.

Style operations

let fill = (colorT, glEnvT) => unit

Sets the color used to fill shapes.

let noFill = glEnvT => unit

Disables filling geometry. If both noStroke and noFill are called, nothing will be drawn to the screen.

let stroke = (colorT, glEnvT) => unit

Sets the color used to draw lines and borders around shapes.

let noStroke = glEnvT => unit

Disables drawing the stroke (outline). If both noStroke() and noFill() are called, nothing will be drawn to the screen.

let strokeWeight = (int, glEnvT) => unit

Sets the width of the stroke used for lines, points, and the border around shapes. All widths are set in units of pixels.

let strokeCap = (strokeCapT, glEnvT) => unit

Sets the style for rendering line endings. These ends are either squared, extended, or rounded.

let tint = (colorT, glEnvT) => unit

Sets the fill value for displaying images. Images can be tinted to specified colors or made transparent by including an alpha value.

let noTint = glEnvT => unit

Removes the current fill value for displaying images and reverts to displaying images with their original hues.

let pushStyle = glEnvT => unit

The pushStyle function saves the current style settings and popStyle restores the prior settings. Note that these functions are always used together. They allow you to change the style settings and later return to what you had. When a new style is started with pushStyle, it builds on the current style information. The pushStyle and popStyle functions can be embedded to provide more control.

The style information controlled by the following functions are included in the style: fill, stroke, strokeWeight

let popStyle = glEnvT => unit

The pushStyle function saves the current style settings and popStyle restores the prior settings; these functions are always used together. They allow you to change the style settings and later return to what you had. When a new style is started with pushStyle, it builds on the current style information. The pushStyle and popStyle functions can be embedded to provide more control.

The style information controlled by the following functions are included in the style: fill, stroke, strokeWeight

Text

let loadFont = ( ~filename: string, ~?isPixel: option(bool), glEnvT ) => fontT

Loads a font and returns a handle to it. This will lazily load and attempting to draw an font that has not finished loading will result in nothing being drawn. In general, all fonts should be loaded in setup to preload them at the start of the program. If isPixel is set to true, then when scaling the font, it will use GL_NEAREST (you want this setting if your font is meant to look pixelated)

let text = ( ~?font: option(fontT), ~body: string, ~pos: (int, int), glEnvT ) => unit

Draws text to the screen.

To use a font, use loadFont in your setup() function. If you don't specify a font, the default font is used.

Draw.background(Constants.white, env);
text(~body="Hello folks", ~pos=(5, 40), env);
[@@@ocaml.ppx.context { cookies = [] }]
open Reprocessing_Draw
external sandboxCanvasId : string = ""[@@bs.val ]
external sandboxCanvas : 'canvas = ""[@@bs.val ]
external containerDiv : 'node = ""[@@bs.val ]
external addEventListener :
  'node -> string -> ('eventT -> unit) -> unit = "addEventListener"[@@bs.send
                                                                    ]
let id = sandboxCanvasId
let _ =
  addEventListener containerDiv "mouseleave"
    (fun _  -> (Reprocessing.playPause id false) |> ignore)
let _ =
  addEventListener containerDiv "mouseenter"
    (fun _  -> (Reprocessing.playPause id true) |> ignore)
let _ = Reprocessing.setScreenId sandboxCanvasId
open Reprocessing
open Draw
let _ =
  run ~setup:(fun env  -> Env.size ~width:200 ~height:200 env)
    ~draw:(fun ()  ->
             fun env  ->
               Draw.background Constants.white env;
               text ~body:"Hello folks" ~pos:(5, 40) env) ()

Images

let loadImage = ( ~filename: string, ~?isPixel: option(bool), glEnvT ) => imageT

Loads an image and returns a handle to it. This will lazily load and attempting to draw an image that has not finished loading will result in nothing being drawn. In general, all images should be loaded in setup to preload them at the start of the program. If isPixel is set to true, then when scaling the image, it will use GL_NEAREST (you want this setting if your image is meant to look pixelated)

let image = ( imageT, ~pos: (int, int), ~?width: option(int), ~?height: option(int), glEnvT ) => unit

The image function draws an image to the display window. The image should be loaded using the loadImage function. The image is displayed at its original size unless width and height are optionally specified.

let subImage = ( imageT, ~pos: (int, int), ~width: int, ~height: int, ~texPos: (int, int), ~texWidth: int, ~texHeight: int, glEnvT ) => unit

The subImage function draws a section of an image to the display window. The image should be loaded using the loadImage function. The image is displayed at the size specified by width and height. texPos, texWidth, and texHeight describe the section of the full image that should be drawn.

This function is useful for a spritesheet-style of drawing strategy.

let subImagef = ( imageT, ~pos: (float, float), ~width: float, ~height: float, ~texPos: (int, int), ~texWidth: int, ~texHeight: int, glEnvT ) => unit

The subImagef function draws a section of an image to the display window. The image should be loaded using the loadImage function. The image is displayed at the size specified by width and height. texPos, texWidth, and texHeight describe the section of the full image that should be drawn.

This function is useful for a spritesheet-style of drawing strategy.

Matrix/transform operations

let translate = (~x: float, ~y: float, glEnvT) => unit

Specifies an amount to displace objects within the display window. The dx parameter specifies left/right translation, the dy parameter specifies up/down translation.

Transformations are cumulative and apply to everything that happens after and subsequent calls to the function accumulates the effect. For example, calling translate dx::50 dy::0 env and then translate dx::20 dy::0 env is the same as translate dx::70 dy::0 env. If translate is called within draw, the transformation is reset when the loop begins again. This function can be further controlled by using pushMatrix and popMatrix.

let rotate = (float, glEnvT) => unit

Rotates the amount specified by the angle parameter. Angles must be specified in radians (values from 0 to two_pi), or they can be converted from degrees to radians with the radians function.

The coordinates are always rotated around their relative position to the origin. Positive numbers rotate objects in a clockwise direction and negative numbers rotate in the couterclockwise direction. Transformations apply to everything that happens afterward, and subsequent calls to the function compound the effect. For example, calling rotate Constants.pi/2. env once and then calling rotate Constants.pi/2. env a second time is the same as a single rotate Constants.pi env. All tranformations are reset when draw begins again.

Technically, rotate multiplies the current transformation matrix by a rotation matrix. This function can be further controlled by pushMatrix and popMatrix.

let scale = (~x: float, ~y: float, glEnvT) => unit

The scale() function increases or decreases the size of a shape by expanding and contracting vertices.

let shear = (~x: float, ~y: float, glEnvT) => unit

The shear() function shears the matrix along the axes the amount specified by the angle parameters. Angles should be specified in radians (values from 0 to PI*2) or converted to radians with the Utils.radians() function.

let pushMatrix = glEnvT => unit

Pushes the current transformation matrix onto the matrix stack. Understanding pushMatrix() and popMatrix() requires understanding the concept of a matrix stack. The pushMatrix() function saves the current coordinate system to the stack and popMatrix() restores the prior coordinate system. pushMatrix() and popMatrix() are used in conjuction with the other transformation methods and may be embedded to control the scope of the transformations.

let popMatrix = glEnvT => unit

Pops the current transformation matrix off the matrix stack. Understanding pushing and popping requires understanding the concept of a matrix stack. The pushMatrix() function saves the current coordinate system to the stack and popMatrix() restores the prior coordinate system. pushMatrix() and popMatrix() are used in conjuction with the other transformation methods and may be embedded to control the scope of the transformations.

let rectMode = (rectModeT, glEnvT) => unit

Sets the style to modify the location from which rectangles are drawn by changing the way in which parameters given to rect() and rectf() are intepreted.

The default mode is rectMode(Corner), which interprets the position of rect() as the upper-left corner of the shape, while the third and fourth parameters are its width and height.

rectMode(Center) interprets the position of rect() as the shape's center point, while the third and fourth parameters are its width and height.

rectMode(Radius) also uses the position of rect() as the shape's center point, but uses the third and fourth parameters to specify half of the shapes's width and height.

other items defined

let bezier = ( ~p1: (float, float), ~p2: (float, float), ~p3: (float, float), ~p4: (float, float), glEnvT ) => unit

Draws a Bezier curve on the screen. These curves are defined by a series of anchor and control points. The parameter p1 specifies the first anchor point and the last parameter specifies the other anchor point. The middle parameters p2 and p3 specify the control points which define the shape of the curve. Bezier curves were developed by French engineer Pierre Bezier.

let textWidth = ( ~?font: option(fontT), ~body: string, glEnvT ) => int

Calculates width of text using a specific font. The font should be loaded using the loadFont function.

let withImage = (imageT, glEnvT, glEnvT => unit) => unit

Makes draw calls inside the callback draw to the given image instead of to the screen. The callback is called with a new env which will make all draw calls done inside the callback draw on the image instead of the main canvas. This is useful to basically cache draw calls onto an image which can then be drawn to the screen very cheaply at any point after.

let createImage = ( ~width: int, ~height: int, glEnvT ) => imageT

Returns a new image which can be drawn to.

let isImageDrawnTo = imageT => bool

Checks whether the given image has been drawn to since created or since last time clearImage was called. This is useful when using images as a caching mechanism, to check if the image is up to date.

let clearImage = (imageT, glEnvT) => unit

Clears image such that isImageDrawnTo returns false.