docs/components/frame-buffer.mdx
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title: FrameBuffer description: Draw cells, text, images, and effects into a custom rendering surface
FrameBuffer
FrameBuffer exposes a low-level, two-dimensional cell buffer for custom graphics. Use Image to display encoded images without direct cell drawing.
Availability
| Field | Availability |
|---|---|
| Package | @opentui/core |
| Core renderable | FrameBufferRenderable |
| React | Unavailable |
| Solid | Unavailable |
| Status | Advanced |
Basic usage
Renderable API
import { FrameBufferRenderable, RGBA, createCliRenderer } from "@opentui/core"
const renderer = await createCliRenderer()
const canvas = new FrameBufferRenderable(renderer, {
id: "canvas",
width: 50,
height: 20,
})
// Draw on the frame buffer
canvas.frameBuffer.fillRect(5, 2, 20, 10, RGBA.fromHex("#FF0000"))
canvas.frameBuffer.drawText("Hello!", 8, 6, RGBA.fromHex("#FFFFFF"))
renderer.root.add(canvas)
Drawing methods
setCell
Set a single cell's content and colors:
canvas.frameBuffer.setCell(
x, // X position
y, // Y position
char, // One-cell scalar to display
fg, // Foreground color (RGBA)
bg, // Background color (RGBA)
attributes, // Text attributes (optional, default: 0)
)
// Example
canvas.frameBuffer.setCell(10, 5, "@", RGBA.fromHex("#FFFF00"), RGBA.fromHex("#000000"))
setCell() uses only the first code point and does not reserve continuation cells. Use it for one-cell scalars. Use drawText() for wide or joined graphemes.
Draw text and block characters directly to build a compact chart:
network throughput
rx ▂▄▆█▇▅▃▂ 42 MB/s
tx ▃▅▇█▆▄▂▁ 18 MB/s
8 seconds now
setCellWithAlphaBlending
Set a cell with alpha blending for transparency effects:
const semiTransparent = RGBA.fromValues(1.0, 0.0, 0.0, 0.5)
const transparent = RGBA.fromValues(0, 0, 0, 0)
canvas.frameBuffer.setCellWithAlphaBlending(10, 5, " ", transparent, semiTransparent)
drawText
Draw a string of text at a position:
canvas.frameBuffer.drawText(
text, // String to draw
x, // Starting X position
y, // Y position
fg, // Text color (RGBA)
bg, // Background color (RGBA, optional)
attributes, // Text attributes (optional, default: 0)
)
// Example
canvas.frameBuffer.drawText("Score: 100", 2, 1, RGBA.fromHex("#00FF00"))
fillRect
Fill a rectangular area with a color:
canvas.frameBuffer.fillRect(
x, // X position
y, // Y position
width, // Rectangle width
height, // Rectangle height
color, // Fill color (RGBA)
)
// Example: Draw a red rectangle
canvas.frameBuffer.fillRect(10, 5, 20, 8, RGBA.fromHex("#FF0000"))
drawFrameBuffer
Copy another frame buffer onto this one:
canvas.frameBuffer.drawFrameBuffer(
destX, // Destination X
destY, // Destination Y
sourceBuffer, // Source FrameBuffer (OptimizedBuffer)
sourceX, // Source X offset (optional)
sourceY, // Source Y offset (optional)
sourceWidth, // Width to copy (optional)
sourceHeight, // Height to copy (optional)
)
drawImage
Place a native image into destination cells:
const placed = canvas.frameBuffer.drawImage(
image,
x,
y,
width,
height,
pixelWidth,
pixelHeight,
sourceX,
sourceY,
sourceWidth,
sourceHeight,
protocol,
)
x, y, width, and height use terminal cells. pixelWidth and pixelHeight use terminal pixels and default to 0. Source coordinates default to the full image, and protocol defaults to "auto". Sixel requires nonzero pixel dimensions or falls back to blocks. false means the buffer recorded no visible valid placement. A successful placement retains the native image until the buffer is cleared, resized, or destroyed. Ownership does not transfer. The caller must still dispose its NativeImage.
colorMatrix / colorMatrixUniform
Apply native 4x4 RGBA matrix transforms for post-processing effects. Use colorMatrixUniform for full-buffer
transforms, and colorMatrix when you want to target specific cells.
import { INVERT_MATRIX, TargetChannel } from "@opentui/core"
// Full-buffer transform
canvas.frameBuffer.colorMatrixUniform(INVERT_MATRIX, 1.0, TargetChannel.Both)
// Per-cell transform with explicit mask
const cellMask = new Float32Array([10, 5, 1.0, 11, 5, 0.5])
canvas.frameBuffer.colorMatrix(INVERT_MATRIX, cellMask, 1.0, TargetChannel.FG)
See Color matrix reference for matrix layout, mask format, and behavior details.
Properties
| Property | Type | Default | Description |
|---|---|---|---|
width | number | - | Buffer width in terminal cells (required) |
height | number | - | Buffer height in rows (required) |
respectAlpha | boolean | false | Enable alpha blending when drawing |
position | string | "relative" | Positioning mode |
left, top, right, bottom | number, "auto", or percentage string | - | Position offsets |
Example: game canvas
import { FrameBufferRenderable, RGBA, createCliRenderer } from "@opentui/core"
const renderer = await createCliRenderer()
const gameCanvas = new FrameBufferRenderable(renderer, {
id: "game",
width: 40,
height: 20,
position: "absolute",
left: 5,
top: 2,
})
// Game state
let playerX = 20
let playerY = 10
function render() {
const fb = gameCanvas.frameBuffer
const BG = RGBA.fromHex("#111111")
// Clear the canvas
fb.fillRect(0, 0, 40, 20, BG)
// Draw border
for (let x = 0; x < 40; x++) {
fb.setCell(x, 0, "-", RGBA.fromHex("#444444"), BG)
fb.setCell(x, 19, "-", RGBA.fromHex("#444444"), BG)
}
for (let y = 0; y < 20; y++) {
fb.setCell(0, y, "|", RGBA.fromHex("#444444"), BG)
fb.setCell(39, y, "|", RGBA.fromHex("#444444"), BG)
}
// Draw player
fb.setCell(playerX, playerY, "@", RGBA.fromHex("#00FF00"), BG)
// Draw score
fb.drawText("Score: 0", 2, 0, RGBA.fromHex("#FFFF00"))
}
// Handle input
renderer.keyInput.on("keypress", (key) => {
switch (key.name) {
case "up":
playerY = Math.max(1, playerY - 1)
break
case "down":
playerY = Math.min(18, playerY + 1)
break
case "left":
playerX = Math.max(1, playerX - 1)
break
case "right":
playerX = Math.min(38, playerX + 1)
break
}
render()
gameCanvas.requestRender()
})
render()
renderer.root.add(gameCanvas)
Example: progress bar
const EMPTY_BG = RGBA.fromHex("#222222")
function drawProgressBar(fb, x, y, width, progress, color) {
const filled = Math.floor(width * progress)
// Draw filled portion
for (let i = 0; i < filled; i++) {
fb.setCell(x + i, y, "█", color, EMPTY_BG)
}
// Draw empty portion
for (let i = filled; i < width; i++) {
fb.setCell(x + i, y, "░", RGBA.fromHex("#333333"), EMPTY_BG)
}
}
// Usage
drawProgressBar(canvas.frameBuffer, 5, 10, 30, 0.75, RGBA.fromHex("#00FF00"))
A 20-cell bar with 14 filled cells renders as:
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Related APIs
Read the Buffer API for OptimizedBuffer ownership and drawing operations. Use NativeImage to decode and transform image data. The color matrix reference covers post-processing matrix and mask formats.