@hcilab/wams

1.1.1 • Public • Published

WAMS: Workspaces Across Multiple Surfaces

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Contents

Installation

You will need to install node.js and npm. Once they are installed, go to your app folder, where you want to install wams and run the following commands:

git clone https://github.com/nick-baliesnyi/wams.git
cd wams
npm install

Getting started

The easiest way to get started is to follow the Walkthrough tutorial below. More advanced users might want to check the code documentation and the examples. For a taste on how WAMS works, check the live demo section.

Examples

To try out the examples, go to examples/ and run as follows:

node examples/[EXAMPLE_FILENAME]

## For example:

node examples/polygons.js

Live Demo

The live demo is an example of a video-player with a distributed user interface. First, the player controls are displayed on the screen with the video. Go to the url with a second device or browser, and as a second view is connected, the controls are automatically moved to that view.

To check out the code of the live demo, see examples/video-player.js

Walkthrough

This walkthrough is a friendly guide on how to use most WAMS features. For more details, see code documentation.

Note The examples on this page use ES2015 (ES6) JavaScript syntax like const variables and object desctructuring. If you are not familiar with ES2015 features, you can read about them first.

Set up your application

  1. In the app folder, install WAMS, if you haven't already
  2. Create an app.js file
  3. In this file, include WAMS and initialize the application
const WAMS = require('./wams');
const app = new WAMS.Application();
app.listen(3500); // this starts the app on port 3500, you can use any port

Now, you can run your first WAMS application by executing:

node app.js

And you can connect to the app using the address in the output.

Hello world

Let's now make your first WAMS app do something. Add the following code just before the last line:

const { square } = WAMS.predefined.items;
// ES2015 object destructuring
// same as `const square = WAMS.predefined.items.square;`
app.spawn(square(200, 200, 100, 'green'));

This code creates a green square on the canvas with coordinates { x: 200, y: 200 } and a side of 100.

Hello world: Multi-Screen

Here is a simple example to show how several screens work with WAMS.

This example will spawn a draggable square and position connected screens in a line.

Put this code to your app.js file:

const WAMS = require('./wams');
const app = new WAMS.Application();

const { square } = WAMS.predefined.items;
const { line } = WAMS.predefined.layouts;

app.spawn(square(200, 200, 100, 'green', {
  allowDrag: true,
}));

const linelayout = line(300); // 300px overlap betweens views
function handleConnect(view, device) {
  view.onclick = spawnSquare;
  linelayout(view, device);
}

app.onconnect(handleConnect);
app.listen(3500);

Don't worry if the code doesn't make sense to you yet. The walkthrough will explain all the features used in it.

The square can now be moved around and seen by multiple screens with less than 20 lines of code 🎉

To try a more complex multi-screen gestures example (gestures that span multiple screens), check out examples/shared-polygons.js

General Configuration of your app

The application can be configured through some options.

Below is the full list of possible options with example values.

const app = new WAMS.Application({
  color:                  'white',          // background color of the app's canvas
  clientLimit:            2,                // maximum number of devices that can connect to the app
  clientScripts:          ['script.js'],    // javascript scripts (relative paths or URLs) to include by the browser
  stylesheets:            ['styles.css'],   // css styles to include by the browser
  shadows:                true,             // show shadows of other devices
  staticDir:              path.join(__dirname, 'static'), // path to directory for static files, will be accessible at app's root
  status:                 true,             // show information on current view, useful for debugging
  title:                  'Awesome App',    // page title  
  useMultiScreenGestures: true,             // enable multi-screen gestures
});

You can substitute const app = new Wams.Application(); in your code with the code above to play with different options.

Basics

A WAMS app is made of items. There are several predefined items (see in the code documentation):

  • rectangle
  • square
  • polygon
  • image
  • html

Most of the items (except html) are used on HTML canvas, which is the core of WAMS (i.e., in WAMS everything is drawn on HTML canvas, although for the most part, you do not need to know about this).

You have already seen square used in the Hello world example above. Now let's look at some other items.

Polygons

// application setup omitted here
// and in following examples

const { polygon } = WAMS.predefined.items;

const points = [
  { x: 0, y: 0 },
  { x: 50, y: 0 },
  { x: 25, y: 50 },
];

app.spawn(polygon(points, 'green', {
  x: 500, y: 100,
}));

Polygons are built using an array of relative points. For a random set of points, you can use randomPoints method from Wams.predefined.utilities (see in code documentation).

For example:

const { randomPoints } = WAMS.predefined.utilities;
const { polygon } = WAMS.predefined.items;

const points = randomPoints(4);

app.spawn(polygon(points, 'green', {
  x: 500, y: 100,
}));

Images

To use images, you first need to set up a path to the static directory.

const app = WAMS.Application({
  staticDir: path.join(__dirname, './images') 
})

const { image } = WAMS.predefined.items;
app.spawn(image('monaLisa.jpg', {
  width: 200, height: 350,
  x: 300, y: 300,
}));

Make sure to include width and height.

Example To see a great example of using images, check out examples/card-table.js

HTML

If you need more control over styling than a canvas provides, or you would like to use iframe, audio, video or other browser elements, WAMS also supports spawning HTML items.

const { html } = WAMS.predefined.items;

app.spawn(html('<h1>Hello world!</h1>', 200, 100, {
  x: 300, y: 100,
}));

The code above will spawn a wrapped h1 element with width of 200 and height of 100, positioned at { x: 300, y: 100 }.

Scale and Rotation

You can set initial scale and rotation of an item:

app.spawn(polygon(points, 'green', {
  x: 500, y: 100,
  scale: 2,
  rotation: Math.PI,
}));

Note Rotation is done around the top left corner and is defined in radians (Pi = 180 deg)

Interactivity

Note An item must have its coordinates, width and height defined to be interactive

Let's get back to our Hello world example with a green square. Just a static square is not that interesting, though. Let's make it draggable:

...
app.spawn(square(200, 200, 100, 'green', {
  allowDrag: true,
}));
...

This looks much better. Now let's remove the square when you click on it. To remove an item, use WAMS' removeItem method.

...
  allowDrag: true,
  onclick: handleClick,
}));

function handleClick(event) {
  app.removeItem(event.target)
}
...

Another cool interactive feature is rotation. To rotate an item, first add the allowRotate property and then grab the item with your mouse and hold Control key.

...
  allowDrag: true,
  onclick: handleClick,
  allowRotate: true,
}));
...

You can also listen to swipe events on items (hold the item, quickly move it and release). To do that, add the onswipe handler.

...
  onswipe: handleSwipe,
}));

function handleSwipe(event) {
  console.log(`Swipe registered!`);
  console.log(`Velocity: ${event.velocity}`);
  console.log(`Direction: ${event.direction}`);
  console.log(`X, Y: ${event.x}, ${event.y}`);
}
...

To move an item, you can use moveBy and moveTo item methods:

app.spawn(image('images/monaLisa.jpg', {
  width: 200, height: 300,
  onclick: handleClick,
}))

function handleClick(event) {
  event.target.moveBy(100, -50);
}

Both methods accept x and y numbers that represent a vector (for moveBy) or the final position (for moveTo).

You can add event handlers to all WAMS items.

Static resources

Often times, you want to use images, run custom code in the browser, or add CSS stylesheets.

To do that, first set up a path to the static directory:

const path = require('path');

const app = new WAMS.Application({
  staticDir: path.join(__dirname, './assets'),
});

This makes files under the specified path available at the root URL of the application. For example, if you have the same configuration as above, and there is an image.png file in the assets folder, it will be available at http(s)://<app-url>/image.png

  • To run code in the browsers that use your app, create a .js file in your app static directory and include it in the application config:
const app = new WAMS.Application({
  clientScripts: ['js/awesome-script.js'],
  staticDir: path.join(__dirname, 'assets'),
});

The scripts will be automatically loaded by the browsers.

  • To add CSS stylesheets:
const app = new WAMS.Application({
  stylesheets: ['css/amazing-styles.css'],
  staticDir: path.join(__dirname, 'assets'),
});

The stylesheets will be automatically loaded by the browsers.

Connections

WAMS manages all connections under the hood, and provides helpful methods to react on connection-related events:

  • onconnect – called each time a screen connects to a WAMS application
  • ondisconnect – called when a screen disconnects

Both methods accept a callback function, where you can act on the event. The callback function gets these arguments:

  1. view
  2. device
  3. group

View is an object that stores the state of the connected screen, including:

  • index
  • topLeft, topRight, bottomRight and bottomLeft positions
  • scale
  • rotation
  • width
  • height

It also provides methods to transform the current screen's view:

  • moveBy
  • moveTo
  • rotateBy
  • scaleBy

And you can set up interactions and event listeners for the view itself:

  • allowDrag
  • allowRotate
  • allowScale
  • onclick

Device stores dimensions of the screen and its original position when connected.

Group is a group of views and should be used instead of View when multi-screen gestures are enabled.

Multi-Screen Layouts

By default, every connected screen is positioned in the same location and can see the same objects. However, you can build more complex layouts by using view, device and group objects' methods and state, or use one of the out-of-box predefined layouts.

There are currently two predefined layouts: table and line.

Table

Places users around a table, with the given amount of overlap. The first user will be the "table", and their position when they join is stamped as the outline of the table. The next four users are positioned, facing inwards, around the four sides of the table.

const { table } = WAMS.predefined.layouts;

const overlap = 200; // 200px overlap between screens
const setTableLayout = table(overlap); 

function handleLayout(view) {
  setTableLayout(view);
}

app.onconnect(handleLayout);

To see this layout in action, check out the card-table.js example.

Line

Places users in a line, with the given amount of overlap. Best used with either multi-screen gestures or when users are unable to manipulate their views.

// application config should include
// "useMultiScreenGestures: true"

const { line } = WAMS.predefined.layouts;

const overlap = 200; // 200px overlap between screens
const setLineLayout = line(overlap);

function handleLayout(view, device) {
  setLineLayout(view, device);
}

app.onconnect(handleLayout);

To see this layout in action with multi-screen gestures, check out the shared-polygons.js example.

Advanced

When building more complex applications, sometimes you might want to have more flexibility than predefined items and behaviors provide.

The following sections show how to go beyond that.

Custom items

To spawn a custom item, use CanvasSequence. It allows to create a custom sequence of canvas actions and you can use most of the HTML Canvas methods as if you are writing regular canvas code.

The following sequence draws a smiling face item:

function smileFace(x, y) {
    const sequence = new WAMS.CanvasSequence();

    sequence.beginPath();
    sequence.arc(75, 75, 50, 0, Math.PI * 2, true); // Outer circle
    sequence.moveTo(110, 75);
    sequence.arc(75, 75, 35, 0, Math.PI, false);  // Mouth (clockwise)
    sequence.moveTo(65, 65);
    sequence.arc(60, 65, 5, 0, Math.PI * 2, true);  // Left eye
    sequence.moveTo(95, 65);
    sequence.arc(90, 65, 5, 0, Math.PI * 2, true);  // Right eye
    sequence.stroke();
    
    return { sequence }
}


app.spawn(smileFace(900, 300));

You can add interactivity to a custom item the same way as with predefined items. However, you first need to add a hitbox to the item:

function customItem(x, y, width, height) {
  const hitbox = new WAMS.Rectangle(width, height, x, y);
  const allowDrag = true;

  const sequence = new WAMS.CanvasSequence();
  sequence.fillStyle = 'green';
  sequence.fillRect(x, y, width, height);

  return { hitbox, sequence, allowDrag, }
}

A hitbox can be made from WAMS.Rectangle or WAMS.Polygon2D.

WAMS.Polygon2D accepts an array of points – vertices of the resulting polygon.

Custom events

Sometimes, you would like to tell devices to execute client-side code at a specific time. Or you would like to communicate some client-side event to the server. To allow that, WAMS provides custom events.

From Client to Server

Let's say we would like to send a message from the client to the server. WAMS methods are exposed to the client via the global WAMS object.

To dispatch a server event, use WAMS.dispatch() method:

// client.js

WAMS.dispatch('my-message', { foo: 'bar' });

This dispatches a custom event to the server called my-message and sends a payload object.

To listen to this event on the server, use app.on() method:

// app.js

app.on('my-message', handleMyMessage);

function handleMyMessage(data) {
  console.log(data.foo); // logs 'bar' to the server terminal
}
From Server to Client

To dispatch a client event from the server, use app.dispatch() method.

// app.js

app.dispatch('my-other-message', { bar: 'foo' });

To listen to this event on the client, use WAMS.on() method:

// client.js

WAMS.on('my-other-message', handleMyOtherMessage);

function handleMyOtherMessage(data) {
  console.log(data.bar); // logs 'foo' to the browser console
}

Under the hood, client-side events are implemented with the DOM's CustomEvent. If you want to trigger a WAMS client event on the client, you can dispatch a custom event on the document element.

Interaction rights

To give different views different rights for interacting with items, use view.index to differentiate between connected devices.

A view is assigned the lowest free index, starting with 0. When a view with lower index disconnects, other connected views' indices stay the same.

For example, let's say we are making a card game and would like to only allow a card owner to flip it.

To do that, first we'll add an index to the card item to show who its owner is.

// during creation
let card = app.spawn(image(url, {
  /* ... */
  owner: 1,
}))

// or later
card.owner = 1;

The owner property does not have a special meaning. You can use any property of any type.

Now, we will only flip the card if the event comes from the card owner:

function flipCard(event) {
  if (event.view.index !== event.target.owner) return; 

  const card = event.target;
  const imgsrc = card.isFaceUp ? card_back_path : card.face;
  card.setImage(imgsrc);
  card.isFaceUp = !card.isFaceUp;
}

Grouped items

Sometimes you would like to spawn several items and then move or drag them together. To do that easily, you can use the createGroup method (see in the code documentation):

const items = [];

items.push(app.spawn(html('<h1>hello world</h1>', 300, 100, {
  x: 300,
  y: 300,
})));

items.push(app.spawn(square(100, 100, 200, 'yellow')));

items.push(app.spawn(square(150, 150, 200, 'blue')));

const group = app.createGroup({
  items,
  allowDrag: true,
});

group.moveTo(500, 300);

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  • nbaliesnyi
  • scottbateman