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Easel allows you to interact and draw on a canvas. The API is a snake_cased version of the CanvasRenderingContext2D with the addition of set and call if you need to set a property or call a function not yet supported.

The idea is you create a canvas, apply the draw operations to it then send it off to the Browser or Wx to render. This allows us to use Elixir to draw basically anything, further it comes with the following features:

  • Optional Phoenix LiveView components and hooks are available.
    • With support for layers.
    • Animations and Event handling
    • And templating and instancing of drawing, so you don't have to send all the draw commands on every frame, just the values that have changed.
  • Optional Wx Rendering for local art and speed using the same Canvas API!.

Example

Build a set of draw operations:

canvas =
  Easel.new(300, 300)
  |> Easel.set_fill_style("blue")
  |> Easel.fill_rect(0, 0, 100, 100)
  |> Easel.set_line_width(10)
  |> Easel.stroke_rect(100, 100, 100, 100)

And render it

Easel.render(canvas)

This basically just reverse the ops list and marks it as rendered. If you want to make a picture you will need a fe

Phoenix LiveView

Easel includes an optional Phoenix LiveView component with a colocated runtime hook. No JavaScript build step is required.

Template

<Easel.LiveView.canvas id="my-canvas" width={300} height={300} />

Drawing from a LiveView

def handle_event("draw", _, socket) do
  canvas =
    Easel.new(300, 300)
    |> Easel.set_fill_style("blue")
    |> Easel.fill_rect(0, 0, 100, 100)
    |> Easel.render()

  {:noreply, Easel.LiveView.draw(socket, "my-canvas", canvas)}
end

You can clear before drawing:

Easel.LiveView.draw(socket, "my-canvas", canvas, clear: true)

Or clear independently:

Easel.LiveView.clear(socket, "my-canvas")

Initial ops

Pass ops directly to render on mount:

<Easel.LiveView.canvas id="my-canvas" width={300} height={300} ops={@canvas.ops} />

Events

Enable mouse and keyboard events with boolean attributes:

<Easel.LiveView.canvas
  id="my-canvas"
  width={300}
  height={300}
  on_click
  on_mouse_move
  on_key_down
/>

Events are pushed to your LiveView as "<id>:<event>":

def handle_event("my-canvas:click", %{"x" => x, "y" => y}, socket) do
  IO.puts("Clicked at #{x}, #{y}")
  {:noreply, socket}
end

def handle_event("my-canvas:keydown", %{"key" => key}, socket) do
  IO.puts("Key pressed: #{key}")
  {:noreply, socket}
end

Available: on_click, on_mouse_down, on_mouse_up, on_mouse_move, on_key_down.

Key events include key, code, ctrl, shift, alt, and meta fields.

Layers

Use canvas_stack/1 to layer multiple canvases. Each layer is an independent <canvas> element stacked via CSS. Only layers whose assigns change get re-patched by LiveView — static layers like backgrounds are sent once:

<Easel.LiveView.canvas_stack id="game" width={800} height={600}>
  <:layer id="background" ops={@background.ops} />
  <:layer id="sprites" ops={@sprites.ops} templates={@sprites.templates} />
  <:layer id="ui" ops={@ui.ops} />
</Easel.LiveView.canvas_stack>

Event flags go on the layer that should receive them (typically the topmost):

<:layer id="sprites" ops={@sprites.ops} on_click />

Templates and Instances

For scenes with many similar shapes (particles, sprites, entities), define a template once and stamp out instances with per-instance transforms. Only the instance data (position, rotation, color) is sent each frame — the template ops are cached client-side.

canvas =
  Easel.new(800, 600)
  |> Easel.template(:boid, fn c ->
    c
    |> Easel.begin_path()
    |> Easel.move_to(12, 0)
    |> Easel.line_to(-4, -5)
    |> Easel.line_to(-4, 5)
    |> Easel.close_path()
    |> Easel.fill()
  end)
  |> Easel.instances(:boid, Enum.map(boids, fn b ->
    angle = :math.atan2(b.vy, b.vx)
    hue = round(angle / :math.pi() * 180 + 180)
    %{x: b.x, y: b.y, rotate: angle, fill: "hsl(#{hue}, 70%, 60%)"}
  end))
  |> Easel.render()

Pass templates to the canvas component alongside ops:

<Easel.LiveView.canvas
  id="sprites"
  width={800}
  height={600}
  ops={@canvas.ops}
  templates={@canvas.templates}
/>

Each instance map may contain:

KeyDescriptionDefault
:x, :yTranslation0
:rotateRotation in radians0
:scale_x, :scale_yScale factors1
:fillFill style override
:strokeStroke style override
:alphaGlobal alpha override

For non-JS backends (wx, custom renderers), call Easel.expand/1 to flatten instances into plain Canvas 2D ops (save/translate/rotate/fill/restore):

canvas |> Easel.expand()  # __instances → plain ops

Payload comparison (100 boids):

ApproachOps/frameBytes/frame
Inline ops (no templates)~504~19 KB
Templates + instances1~7.8 KB

Animation

Run a server-side animation loop. Use :canvas_assign so the template re-renders with new ops each frame:

def mount(_params, _session, socket) do
  socket =
    socket
    |> assign(:balls, initial_balls())
    |> assign(:canvas, Easel.new(600, 400) |> Easel.render())
    |> Easel.LiveView.animate("my-canvas", :balls, fn balls ->
      new_balls = tick(balls)
      canvas = render_balls(new_balls)
      {canvas, new_balls}
    end, interval: 16, canvas_assign: :canvas)

  {:ok, socket}
end

def handle_info({:easel_tick, id}, socket) do
  {:noreply, Easel.LiveView.tick(socket, id)}
end

The template binds ops to the canvas assign:

<Easel.LiveView.canvas id="my-canvas" width={600} height={400} ops={@canvas.ops} />

The hook uses requestAnimationFrame to sync drawing with the browser's refresh rate. If multiple server updates arrive between frames, only the latest is drawn — no wasted renders.

To stop the animation:

Easel.LiveView.stop_animation(socket, "my-canvas")

wx Backend

Easel includes an optional native rendering backend using Erlang's :wx (wxWidgets). This opens a native desktop window and draws your canvas operations without a browser.

Easel.new(400, 300)
|> Easel.set_fill_style("blue")
|> Easel.fill_rect(50, 50, 100, 100)
|> Easel.set_stroke_style("red")
|> Easel.set_line_width(3)
|> Easel.stroke_rect(50, 50, 100, 100)
|> Easel.render()
|> Easel.WX.render(title: "My Drawing")

Canvases with templates/instances are automatically expanded via Easel.expand/1 before rendering in wx.

Event handling

Both render/2 and animate/5 accept optional event handler callbacks:

# Static render — handlers receive (x, y) or (key_event)
Easel.WX.render(canvas,
  on_click: fn x, y -> IO.puts("Clicked at #{x}, #{y}") end,
  on_mouse_move: fn x, y -> IO.puts("Mouse at #{x}, #{y}") end,
  on_key_down: fn %{key: key} -> IO.puts("Key: #{key}") end
)

# Animation — handlers receive args + state, return new state
Easel.WX.animate(600, 400, initial_state, tick_fn,
  on_click: fn x, y, state -> %{state | target: {x, y}} end,
  on_key_down: fn %{key: ?r}, state -> reset(state) end
)

Available events: :on_click, :on_mouse_down, :on_mouse_up, :on_mouse_move, :on_key_down

Not all Canvas 2D operations are supported in wx. Unsupported ops (shadows, filters, gradients, image data, etc.) will raise Easel.WX.UnsupportedOpError. See the Easel.WX module docs for the full list of supported operations.

wx Prerequisites

Erlang must be compiled with wxWidgets support. If you use mise (or asdf), you'll need to ensure wxWidgets is installed and Erlang is built against it.

  1. Install wxWidgets (with compat-3.0 support, required by Erlang's wx):

    # macOS — edit the formula to add --enable-compat30
    brew edit wxwidgets
    # Add "--enable-compat30" to the args list in the formula, then:
    brew reinstall wxwidgets --build-from-source
    
    # Ubuntu/Debian
    sudo apt install libwxgtk3.2-dev
    
  2. Configure mise to build Erlang with wx support. In your .mise.toml:

    [tools]
    erlang = "latest"
    elixir = "latest"
    
    [env]
    KERL_CONFIGURE_OPTIONS = "--with-wx"
  3. Force rebuild Erlang (this takes a few minutes):

    mise install erlang@latest --force
    
  4. Verify wx works:

    erl -noshell -eval 'wx:new(), io:format("wx works!~n"), halt().'
    

Note: If you update wxWidgets (e.g. via brew upgrade), you'll need to rebuild Erlang with mise install erlang --force so it links against the new version.

Installation

Add easel to your list of dependencies in mix.exs:

def deps do
  [
    {:easel, "~> 0.2.0"},
    # optional, for LiveView support
    {:phoenix_live_view, "~> 1.0"}
  ]
end

Then fetch your dependencies:

mix deps.get

Documentation is available on HexDocs.