888d4efa77
This re-works src/ports/BUILD.bazel to work like our other BUILD files, i.e. one rule "srcs" that brings in the necessary private filegroups. To work around an abort with LLVM [1], we have to go back to an earlier version of emscripten (temporarily?). Future work should look at using transitions [2] to allow various executables (e.g. CanvasKit, DM) to set their own set of Bazel flags, w/o the build invokers having to specify them. These transitions might be able to handle more complex cases that we currently use if statements in GN to deal with. The Freetype build rule was created by taking the BUILD.gn rule, adding in all the sources listed there and then playing compile-whack-a-mole to add in all the headers and included .c files. Suggested Review Order: - third_party/BUILD.bazel to see freetype build rules - bazel/common_config_settings/ to see treatment of fontmgr like codecs (many possible) and fontmgr_factory (only one). - src/ports/BUILD.bazel - BUILD.bazel - modules/canvaskit/BUILD.bazel. Take note of the gen_rule that calls tools/embed_resources.py to produce the .cpp file containing the embedded font data. - Everything else. [1] https://github.com/emscripten-core/emscripten/issues/15528 [2] https://github.com/bazelbuild/examples/tree/main/rules/starlark_configurations/cc_binary_selectable_copts Bug: skia:12541 Change-Id: I08dab82a901d80507007b354ca20cbfad2c2388f Reviewed-on: https://skia-review.googlesource.com/c/skia/+/471636 Reviewed-by: Ben Wagner <bungeman@google.com> Reviewed-by: Leandro Lovisolo <lovisolo@google.com> |
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.. | ||
types | ||
.gitignore | ||
CODE_OF_CONDUCT.md | ||
CONTRIBUTING.md | ||
example.html | ||
extra.html | ||
LICENSE | ||
multicanvas.html | ||
node.example.js | ||
package-lock.json | ||
package.json | ||
README.md | ||
shaping.html | ||
textapi_utils.js |
A WASM version of Skia's Canvas API.
See https://skia.org/user/modules/canvaskit for more background information.
Getting Started
Browser
To use the library, run npm install canvaskit-wasm
and then simply include it:
<script src="/node_modules/canvaskit-wasm/bin/canvaskit.js"></script>
CanvasKitInit({
locateFile: (file) => '/node_modules/canvaskit-wasm/bin/'+file,
}).then((CanvasKit) => {
// Code goes here using CanvasKit
});
As with all npm packages, there's a freely available CDN via unpkg.com:
<script src="https://unpkg.com/canvaskit-wasm@0.18.1/bin/canvaskit.js"></script>
CanvasKitInit({
locateFile: (file) => 'https://unpkg.com/canvaskit-wasm@0.18.1/bin/'+file,
}).then(...)
Node
To use CanvasKit in Node, it's similar to the browser:
const CanvasKitInit = require('/node_modules/canvaskit-wasm/bin/canvaskit.js');
CanvasKitInit({
locateFile: (file) => __dirname + '/bin/'+file,
}).then((CanvasKit) => {
// Code goes here using CanvasKit
});
With node, you also need to supply the --expose-wasm
flag.
WebPack
WebPack's support for WASM is still somewhat experimental, but CanvasKit can be used with a few configuration changes.
In the JS code, use require():
const CanvasKitInit = require('canvaskit-wasm/bin/canvaskit.js')
CanvasKitInit().then((CanvasKit) => {
// Code goes here using CanvasKit
});
Since WebPack does not expose the entire /node_modules/
directory, but instead
packages only the needed pieces, we have to copy canvaskit.wasm into the build directory.
One such solution is to use CopyWebpackPlugin.
For example, add the following plugin:
config.plugins.push(
new CopyWebpackPlugin([
{ from: 'node_modules/canvaskit-wasm/bin/canvaskit.wasm' }
])
);
If webpack gives an error similar to:
ERROR in ./node_modules/canvaskit-wasm/bin/canvaskit.js
Module not found: Error: Can't resolve 'fs' in '...'
Then, add the following configuration change to the node section of the config:
config.node = {
fs: 'empty'
};
Using the CanvasKit API
See example.html
and node.example.js
for demos of how to use the core API.
See extra.html
for some optional add-ins like an animation player (Skottie)
and a particles system.
See types/index.d.ts
for a typescript definition file that contains all the
APIs and some documentation about them.
Drop-in Canvas2D replacement
For environments where an HTML canvas is not available (e.g. Node, headless servers), CanvasKit has an optional API (included by default) that mirrors the HTML canvas.
let skcanvas = CanvasKit.MakeCanvas(600, 600);
let ctx = skcanvas.getContext('2d');
let rgradient = ctx.createRadialGradient(200, 300, 10, 100, 100, 300);
// Add three color stops
rgradient.addColorStop(0, 'red');
rgradient.addColorStop(0.7, 'white');
rgradient.addColorStop(1, 'blue');
ctx.fillStyle = rgradient;
ctx.globalAlpha = 0.7;
ctx.fillRect(0, 0, 600, 600);
let imgData = skcanvas.toDataURL();
// imgData is now a base64 encoded image.
See more examples in example.html
and node.example.js
.
Filing bugs
Please file bugs at skbug.com. It may be convenient to use our online fiddle to demonstrate any issues encountered.
See CONTRIBUTING.md for more information on sending pull requests.
Types and Documentation
There are Typescript types and associated API docs in types/.