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@vectojs/core

v1.8.0

Published

A mathematical Canvas 2D scene-graph framework with layout, events, accessibility projection, and optional GPU backends.

Downloads

4,411

Readme

@vectojs/core

Scene, layout, interaction, text, rendering, and semantic projection for canvas-native interfaces.

npm CI MIT

@vectojs/core is the runtime beneath VectoJS. It owns the retained Scene/Entity tree, affine transforms, render scheduling, layout, text flow, spatial hit-testing, event propagation, renderer backends, and the accessibility/automation projection layer.

Core guide · API reference · Main repository

Install

bun add @vectojs/core

Minimal scene

import { Entity, type IRenderer, Scene } from '@vectojs/core';

class Dot extends Entity {
  constructor() {
    super();
    this.width = 48;
    this.height = 48;
    this.interactive = true;
    this.on('click', () => this.animate({ scaleX: 1.25, scaleY: 1.25 }, 120));
  }

  isPointInside(globalX: number, globalY: number): boolean {
    const local = this.worldToLocal(globalX, globalY);
    return !!local && Math.hypot(local.x - 24, local.y - 24) <= 24;
  }

  getA11yAttributes() {
    return { tag: 'button' as const, role: 'button', label: 'Animated dot' };
  }

  render(renderer: IRenderer): void {
    renderer.beginPath();
    renderer.arc(24, 24, 24, 0, Math.PI * 2);
    renderer.fill('#22d3ee');
  }
}

const canvas = document.querySelector<HTMLCanvasElement>('canvas')!;
const scene = new Scene(canvas);
scene.renderMode = 'onDemand';
scene.add(new Dot().setPosition(80, 80));
scene.start();

Runtime building blocks

| Area | Main APIs | Purpose | | ----------- | ----------------------------------------------- | ---------------------------------------------------------------------- | | Scene graph | Scene, Entity | ownership, transforms, lifecycle, update/render traversal | | Layout | LayoutEngine, layout subpath | prepared text/rich-text layout, wrapping, exclusions, reusable buffers | | Interaction | entity events, SpatialHashGrid | hit-testing and DOM-like capture/bubble dispatch | | Text | TextEntity, MSDFTextEntity, SplineEntity | Canvas text, GPU text, and mathematical curves | | Rendering | IRenderer, CanvasRenderer, renderer subpath | backend-neutral drawing contract and concrete renderers | | GPU paths | WebGL point batching, WebGPU particles | high-volume points/rects and compute-driven particles | | Semantics | A11yAttributes, Scene projection | role/name/state, native inputs, screen readers, Playwright/agents | | Animation | animate, springs, transitions, Scene.step() | real-time or deterministic fixed-step motion |

Scene lifecycle

const scene = new Scene(canvas, {
  maxFPS: 60,
  pointBackend: 'canvas', // or 'webgl'
  particleBackend: 'cpu', // or 'webgpu' when supported
});
scene.renderMode = 'onDemand'; // redraw only when dirty

scene.resize(width, height); // logical CSS pixels
scene.markDirty();
scene.start();
scene.stop();
scene.step(1000 / 60); // deterministic single step
scene.destroy(); // release renderers, workers, observers, and semantic DOM

Always call destroy() when a framework component unmounts. A Scene owns browser observers, renderer resources, layout work, and projected DOM nodes.

Package entry points

import { Scene, Entity } from '@vectojs/core';
import { LayoutEngine } from '@vectojs/core/layout';
import type { IRenderer } from '@vectojs/core/renderer';
import { TextEntity } from '@vectojs/core/text';

Both ESM and CommonJS outputs are published with TypeScript declarations.

Accessibility and automation

Canvas pixels have no semantics. Interactive entities can implement getA11yAttributes(); the Scene projects transparent DOM nodes over their world-space bounds and forwards native input back into the VectoJS event system.

This projection is intentionally thin. Applications still own accessible names, keyboard behavior, focus order, contrast, and correct control semantics. See the accessibility guide.

Non-control workspaces that own keyboard shortcuts can opt into focus order explicitly: return { role: 'region', label: 'Canvas workspace', tabIndex: 0 }. The Scene refreshes the projected tabindex when attributes change. Keep native text inputs and editable content in charge of their own editing shortcuts.

Interactive projected nodes capture the active pointer on pointerdown and route pointermove, pointerup, and pointercancel through normal VMT capture/bubble propagation. Treat pointercancel as rollback: discard transient gesture state and do not create durable history. Pointer capture is released safely on both completion paths.

Static content projection

Canvas-rendered text can opt into browser-native find, translation, selection, and copy without turning the application into a DOM layout. Override getContentProjection() on the owning Entity; the Scene creates a transparent, position-synchronized mirror while the VMT remains authoritative:

class SelectableLabel extends Entity {
  getContentProjection() {
    return {
      text: 'Selectable canvas text',
      font: '18px Inter',
      lineHeight: 24,
      selectable: true,
    };
  }
}

selectable controls whether the mirror receives pointer input. The Scene keeps projection order aligned with VMT order, removes descendant mirrors with their subtree, and hides mirrors fully outside the viewport or a clipChildren ancestor. Tooling can inspect the currently materialized node with scene.getContentElement(entityId). Virtualized or non-materialized off-viewport text is not searchable until the application brings it into the active scene.

Code-like renderers can compile their logical source once with prepareContentGrid() and return the same immutable plan as ContentProjection.grid. The plan retains UTF-16 source ranges, legal grapheme carets, CR/LF ownership, tab stops, wide CJK/emoji advances, Arabic shaping, and Unicode bidi positions. Scene projects those cells in logical source order, performs font calibration in a cold offscreen batch, and uses the plan's local geometry for pointer selection even when the entity is rotated, scaled, or the page is zoomed.

Selection routing preserves forward/reverse drag direction, Shift extension, word and line selection, and exact clipboard source. Projection rebuild/removal/destroy paths release active selection and pending calibration ownership before replacing DOM carriers.

Performance model

Useful levers include on-demand rendering, viewport culling, spatial hashing, prepared text layout, typed reusable buffers, batched WebGL points, and optional WebGPU particle compute. None makes every workload allocation-free or GPU-bound; profile the renderer and entity types used by your app.

Run the repository benchmarks with bun run benchmark, bun run compare:dom, and bun run compare. Prepared-grid scaling can be measured independently with bun run --cwd packages/core benchmark:grid; benchmark timing is release evidence rather than a wall-clock CI gate.

Related packages

License

MIT © 2026 Xuepoo