Pretext Creative Demos
Overview
is a 15KB zero-dependency TypeScript library by Cheng Lou (React core, ReasonML, Midjourney) for
DOM-free multiline text measurement and layout. It does one thing: given
, return the line breaks, per-line widths, per-grapheme positions, and total height — all via canvas measurement, no reflow.
That sounds like plumbing. It is not. Because it is fast and geometric, it is a
creative primitive: you can reflow paragraphs around a moving sprite at 60fps, build games whose level geometry is made of real words, drive ASCII logos through prose, shatter text into particles with exact per-grapheme starting positions, or pack shrink-wrapped multiline UI without any
thrash.
This skill exists so Hermes can make
cool demos with it — the kind people post to X. See
and
for the community demo corpus.
When to Use
Use when the user asks for:
- A "pretext demo" / "cool pretext thing" / "text-as-X"
- Text flowing around a moving shape (hero sections, editorial layouts, animated long-form pages)
- ASCII-art effects using real words or prose, not monospace rasters
- Games where the playfield / obstacles / bricks are made of text (Tetris-from-letters, Breakout-of-prose)
- Kinetic typography with per-glyph physics (shatter, scatter, flock, flow)
- Typographic generative art, especially with non-Latin scripts or mixed scripts
- Multiline "shrink-wrap" UI (smallest container width that still fits the text)
- Anything that would require knowing line breaks before rendering
Don't use for:
- Static SVG/HTML pages where CSS already solves layout — just use CSS
- Rich text editors, general inline formatting engines (pretext is intentionally narrow)
- Image → text (use / skills)
- Pure canvas generative art with no text role — use
Creative Standard
This is visual art rendered in a browser. Pretext returns numbers; you draw the thing.
- Don't ship a "hello world" demo. The template is the starting point. Every delivered demo must add intentional color, motion, composition, and one visual detail the user didn't ask for but will appreciate.
- Dark backgrounds, warm cores, considered palette. Classic amber-on-black (CRT / terminal) works, but so do cold-white-on-charcoal (editorial) and desaturated pastels (risograph). Pick one and commit.
- Proportional fonts are the point. Pretext's whole vibe is "not monospaced" — lean into it. Use Iowan Old Style, Inter, JetBrains Mono, Helvetica Neue, or a variable font. Never default sans.
- Real source/text, not lorem ipsum. The corpus should mean something. Short manifestos, poetry, real source code, a found text, the library's own README — never .
- First-paint excellence. No loading states, no blank frames. The demo must look shippable the instant it opens.
Stack
Single self-contained HTML file per demo. No build step.
| Layer | Tool | Purpose |
|---|
| Core | via CDN | Text measurement + line layout |
| Render | HTML5 Canvas 2D | Glyph rendering, per-frame composition |
| Segmentation | (built-in) | Grapheme splitting for emoji / CJK / combining marks |
| Interaction | Raw DOM events | Mouse / touch / wheel — no framework |
html
<script type="module">
import {
prepare, layout, // use-case 1: simple height
prepareWithSegments, layoutWithLines, // use-case 2a: fixed-width lines
layoutNextLineRange, materializeLineRange, // use-case 2b: streaming / variable width
measureLineStats, walkLineRanges, // stats without string allocation
} from "https://esm.sh/@chenglou/pretext@0.0.6";
</script>
Pin the version.
at time of writing — check
npm for the latest if demo behavior is off.
The Two Use Cases
Almost everything reduces to one of these two shapes. Learn both.
Use-case 1 — measure, then render with CSS/DOM
js
const prepared = prepare(text, "16px Inter");
const { height, lineCount } = layout(prepared, 320, 20);
You still let the browser draw the text. Pretext just tells you how tall the box will be at a given width, without a DOM read. Use for:
- Virtualized lists where rows contain wrapping text
- Masonry with precise card heights
- "Does this label fit?" dev-time checks
- Preventing layout shift when remote text loads
Keep and exactly in sync with your CSS. The canvas
format (e.g.
,
"500 17px 'JetBrains Mono'"
) must match the rendered CSS, or measurements drift.
Use-case 2 — measure and render yourself
js
const prepared = prepareWithSegments(text, FONT);
const { lines } = layoutWithLines(prepared, 320, 26);
for (let i = 0; i < lines.length; i++) {
ctx.fillText(lines[i].text, 0, i * 26);
}
This is where the creative work lives. You own the drawing, so you can:
- Render to canvas, SVG, WebGL, or any coordinate system
- Substitute per-glyph transforms (rotation, jitter, scale, opacity)
- Use line metadata (width, grapheme positions) as geometry
For variable-width-per-line flow (text around a shape, text in a donut band, text in a non-rectangular column):
js
let cursor = { segmentIndex: 0, graphemeIndex: 0 };
let y = 0;
while (true) {
const lineWidth = widthAtY(y); // your function: how wide is the corridor at this y?
const range = layoutNextLineRange(prepared, cursor, lineWidth);
if (!range) break;
const line = materializeLineRange(prepared, range);
ctx.fillText(line.text, leftEdgeAtY(y), y);
cursor = range.end;
y += lineHeight;
}
This is the most important pattern in the whole library. It's what unlocks "text flowing around a dragged sprite" — the demo that went viral on X.
Helpers worth knowing
measureLineStats(prepared, maxWidth)
→ { lineCount, maxLineWidth }
— the widest line, i.e. multiline shrink-wrap width.
walkLineRanges(prepared, maxWidth, callback)
— iterate lines without allocating strings. Use for stats/physics over graphemes when you don't need the characters.
@chenglou/pretext/rich-inline
— the same system but for paragraphs mixing fonts / chips / mentions. Import from the subpath.
Demo Recipe Patterns
The community corpus (see
) clusters into a handful of strong patterns. Pick one and riff — don't invent a new category unless asked.
| Pattern | Key API | Example idea |
|---|
| Reflow around obstacle | + per-row width function | Editorial paragraph that parts around a dragged cursor sprite |
| Text-as-geometry game | + per-line collision rects | Breakout where each brick is a measured word |
| Shatter / particles | → per-grapheme (x,y) → physics | Sentence that explodes into letters on click |
| ASCII obstacle typography | + measured per-row obstacle spans | Bitmap ASCII logo, shape morphs, and draggable wire objects that make text open around their actual geometry |
| Editorial multi-column | per column + shared cursor | Animated magazine spread with pull quotes |
| Kinetic type | + per-line transform over time | Star Wars crawl, wave, bounce, glitch |
| Multiline shrink-wrap | | Quote card that auto-sizes to its tightest container |
See
templates/donut-orbit.html
and
templates/hello-orb-flow.html
for working single-file starters.
Workflow
- Pick a pattern from the table above based on the user's brief.
- Start from a template:
templates/hello-orb-flow.html
— text reflowing around a moving orb (reflow-around-obstacle pattern)
templates/donut-orbit.html
— advanced example: measured ASCII logo obstacles, draggable wire sphere/cube, morphing shape fields, selectable DOM text, and dev-only controls
- to a new in or the user's workspace.
- Swap the corpus for something intentional to the brief. Real prose, 10-100 sentences, no lorem.
- Tune the aesthetic — font, palette, composition, interaction. This is the work; don't skip it.
- Verify locally:
sh
cd <dir-with-html> && python3 -m http.server 8765
# then open http://localhost:8765/<file>.html
- Check the console — pretext will throw if is called with a bad font string; is available in every modern browser.
- Show the user the file path, not just the code — they want to open it.
Performance Notes
- / is the expensive call. Do it once per text+font pair. Cache the handle.
- On resize, only rerun / — never re-prepare.
- For per-frame animations where text doesn't change but geometry does, in a tight loop is cheap enough to do every frame at 60fps for normal-length paragraphs.
- When rendering ASCII masks per frame, keep a cell buffer (/typed arrays), derive measured per-row obstacle spans from the cells or projected geometry, merge spans, then feed those spans into before drawing text.
- Keep visual animation and layout animation coupled. If a sphere morphs into a cube, tween both the rendered cell buffer and the obstacle spans with the same value; otherwise the demo looks painted-on instead of physically reflowed.
- For fades, prefer layer opacity over changing glyph intensity or obstacle scale. Put transient ASCII sprites on their own canvas and fade the canvas with CSS/GSAP opacity so geometry does not appear to shrink.
- Canvas setting is surprisingly slow; set it once per frame if font doesn't vary, not per call.
Common Pitfalls
-
Drifting CSS/canvas font strings. measured, but CSS says
font-family: Inter, sans-serif; font-size: 16px
. Fine
if Inter loads. If Inter 404s, CSS falls back to sans-serif and measurements drift by 5-20%. Always
the font or use a web-safe family.
-
Re-preparing inside the animation loop. Only
is cheap. Re-calling
every frame will tank perf. Keep the prepared handle in module scope.
-
Forgetting for grapheme splits. Emoji, combining marks, CJK —
gives you two chars. Use
new Intl.Segmenter(undefined, { granularity: "grapheme" })
when sampling individual visible glyphs.
-
chips without . In
, if you use
for an atomic chip/mention, you must also supply
for the pill padding — otherwise chip chrome overflows the container.
-
Using from with TypeScript-only entry. Use
— it compiles the TS exports to browser-ready ESM automatically.
will 404 or serve raw TS.
-
Monospace fallbacks silently erasing the whole point. Users seeing monospace-looking output often have a CSS
that fell through to
. Verify the actual rendered font via DevTools.
-
Skipping rows vs adjusting width when flowing around a shape. If the corridor on this row is too narrow to fit a line,
skip the row (
y += lineHeight; continue;
) rather than passing a tiny maxWidth to
— pretext will return one-grapheme lines that look broken.
-
Shipping a cold demo. The default first-paint looks tutorial-grade. Add: vignette, subtle scanline, idle auto-motion, one carefully chosen interactive response (drag, hover, scroll, click). Without these, "cool pretext demo" lands as "intern repro of the README."
Verification Checklist
Reference: Community Demos
Clone these for inspiration / patterns (all MIT-ish, linked from
pretext.cool):
- Pretext Breaker — breakout with word-bricks —
github.com/rinesh/pretext-breaker
- Tetris × Pretext —
github.com/shinichimochizuki/tetris-pretext
- Dragon animation —
github.com/qtakmalay/PreTextExperiments
- Somnai editorial engine —
github.com/somnai-dreams/pretext-demos
- Bad Apple!! ASCII —
github.com/frmlinn/bad-apple-pretext
- Drag-sprite reflow —
github.com/dokobot/pretext-demo
- Alarmy editorial clock —
github.com/SmisLee/alarmy-pretext-demo
Official playground:
chenglou.me/pretext — accordion, bubbles, dynamic-layout, editorial-engine, justification-comparison, masonry, markdown-chat, rich-note.