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)}
endYou 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}
endAvailable: 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:
| Key | Description | Default |
|---|---|---|
:x, :y | Translation | 0 |
:rotate | Rotation in radians | 0 |
:scale_x, :scale_y | Scale factors | 1 |
:fill | Fill style override | — |
:stroke | Stroke style override | — |
:alpha | Global 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 opsPayload comparison (100 boids):
| Approach | Ops/frame | Bytes/frame |
|---|---|---|
| Inline ops (no templates) | ~504 | ~19 KB |
| Templates + instances | 1 | ~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)}
endThe 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.
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-devConfigure mise to build Erlang with wx support. In your
.mise.toml:[tools] erlang = "latest" elixir = "latest" [env] KERL_CONFIGURE_OPTIONS = "--with-wx"Force rebuild Erlang (this takes a few minutes):
mise install erlang@latest --forceVerify 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 withmise install erlang --forceso 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"}
]
endThen fetch your dependencies:
mix deps.get
Documentation is available on HexDocs.