skia2/modules/canvaskit/canvaskit
Mike Reed 7fe6ee30c4 Add markCTM(id) api, to replace functionality of saveCamera.
Will need followups on Vertices and SkSL to use these handles.

Change-Id: If775cb01168f601541e889bfa2421129e505b4a4
Reviewed-on: https://skia-review.googlesource.com/c/skia/+/282416
Commit-Queue: Mike Reed <reed@google.com>
Reviewed-by: Brian Osman <brianosman@google.com>
2020-04-09 17:07:36 +00:00
..
.gitignore [canvaskit] Roll to 0.9.0 2019-11-18 12:23:34 +00:00
CODE_OF_CONDUCT.md [canvaskit] Move from experimental to modules 2019-03-11 21:09:52 +00:00
CONTRIBUTING.md [canvaskit] Move from experimental to modules 2019-03-11 21:09:52 +00:00
example.html Remove all uses of bones 2020-03-05 18:47:38 +00:00
extra.html Add markCTM(id) api, to replace functionality of saveCamera. 2020-04-09 17:07:36 +00:00
LICENSE [canvaskit] Move from experimental to modules 2019-03-11 21:09:52 +00:00
node.example.js Name name changes suggested in API review 2020-03-05 15:13:41 +00:00
package.json [canvaskit] Update to 0.14.0 2020-03-18 19:47:15 +00:00
README.md [canvaskit] Various cleanups around docs/build 2019-03-18 15:53:30 +00:00
viewer.html Add a simple FPS meter to CanvasKit viewer 2020-03-25 21:09:26 +00:00

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,
}).ready().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@0.3.0/bin/canvaskit.js"></script>
CanvasKitInit({
     locateFile: (file) => 'https://unpkg.com/canvaskit-wasm@0.3.0/bin/'+file,
}).ready().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,
}).ready().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().ready().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.

More detailed docs will be coming soon.

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.