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Skill

building-html-canvases

author HTML and CSS PostHog canvases

Covers Graphics PostHog HTML CSS Design

Description

Author a PostHog canvas with semantic HTML, CSS, and direct browser APIs — documents, articles, generative graphics, 2D canvas and WebGL experiences, and focused experiments where React components add no useful structure. Use after building-canvases has routed a canvas request to a plain-HTML/browser-API implementation. Covers the thin component wrapper the current runtime requires, styling and theming without Quill, drawing surfaces, and animation/cleanup patterns.

SKILL.md

Building HTML canvases

Some canvases are documents or graphics programs, not applications: a written report, a diagram, a generative-art piece, a WebGL scene. For these, semantic HTML, CSS, and direct browser APIs are the right tools — don't force Quill components or React state onto a static page.

The wrapper the current runtime requires

Every canvas keeps src/canvas.tsx as its mounted React entry component (default export, no props). Keep the React layer as a thin shell and write the experience in HTML/CSS/browser APIs inside it:

  • A document is JSX that is effectively semantic HTML — <article>, headings, lists, tables, figures — with a <style> block for typography and layout. Write real, specific copy.
  • A drawing/WebGL program renders a <canvas> element and drives it imperatively from a useEffect via a ref: get the 2D/WebGL context, run the setup and render loop there.
  • Clean up in the effect's return: cancel requestAnimationFrame loops, remove listeners, and release contexts, so theme switches and remounts don't leak or double-run.
  • Mixing tiers is fine: a mostly static page can mount one interactive island, and a data board can hand a chart's <canvas> to imperative code while React owns the chrome.

The import allowlist still applies (react, react-dom, @posthog/quill, recharts, lucide-react, dayjs) — browser globals (document, CanvasRenderingContext2D, WebGLRenderingContext, requestAnimationFrame, IntersectionObserver, Web Audio, etc.) need no import. Three.js and other npm graphics libraries are not yet loadable; write against raw WebGL or 2D canvas until the build pipeline's dependency admission ships.

Styling and theme without Quill

  • Use Tailwind utilities and/or a <style> block (keyframes and complex selectors are fine).
  • The host toggles a .dark class on the document root when the user's PostHog theme changes. Define your colors as CSS variables under :root { … } with overrides under html.dark { … }, or use theme token utilities (bg-background, text-foreground, border-border) — never a light-only hardcoded color.
  • For canvas/WebGL drawing colors, read the resolved token at runtime (getComputedStyle(document.documentElement).getPropertyValue("--primary")) or your own CSS variables, and re-read on theme change if the scene is long-lived.

Rules that still apply

  • No fetch()/XMLHttpRequest, no <script> tags, no dynamic import(), no remote assets — the sandbox blocks them. PostHog data comes only through the ph bridge (see the querying-canvas-data skill), including ph.capture for interaction analytics.
  • External links go through ph.openExternal(url) (posthog.com origins only), from a user interaction.
  • Validate and publish through the canvas tools as described in validating-and-publishing-canvases.

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