HTML5 Canvas System Interaction: Animation, Audio/Video, and User Events
Part of the HTML5 Canvas For Dummies Cheat Sheet
HTML5 Canvas applications communicate with the host browser for animation callbacks, playing audio/video, and handling user events. This provides a two-way channel between JavaScript code and the browser. JavaScript code can be made aware of browser activities and instruct the browser on actions to take.
Animation
setInterval(callbackFunction, intervalInMilliseconds)
Comment: Returns an ID
setTimeout(callbackFunction, intervalInMilliseconds) window.requestAnimationFrame
Comment: Browser-specific versions include
webkitRequestAnimationFrame, mozRequestAnimationFrame,
oRequestAnimationFrame, msRequestAnimationFrame
Audio/video
These functions reference an audio or video element using dot syntax notation. Here is an example: audioElement.play().
canPlayType(fileMimeType)
Comment: Returns "maybe", "probably", or ""
load()
play()
pause()
setAttribute("src", "fileSource")
User events
document.onkeydown = function(event) {var key = event.keyCode; . . .}
Comment: Common browser window event types include
onclick, ondblclick, onmousedown, onmousemove,
onmouseover, onmouseout, onmouseup, onkeydown,
onkeypress, onkeyup, onctrlKey, onaltKey, onshiftKey
canvas.addEventListener("type", function, false)
Comment: Common Canvas area event types include
click, dblclick, focus, focusin, focusout, keydown,
keypress, keyup, mousedown, mouseenter, mousemove,
mouseover, mouseup, mousewheel, pause, scroll,
touchstart, touchmove, touchend, volumechange









