canvas-cleave
v1.0.0
Published
100% JS Node.js shim for HTML5 Canvas drawImage (without resizing)
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canvas-cleave
Crop and tile images in Node.js with a HTML5 Canvas-based API. Doesn't do much, but does it reasonably fast!
$ npm install canvas-cleave
How do I use this?
Say we have the following images:
And we want to merge them such that we have the right side of tile 1 side-by-side with tile 2. We can achieve this with the following code:
// tile.ts (universal)
import { ICanvasImageSource, IDocument } from "canvas-cleave";
// limit document features to what is supported by both browsers and canvas-cleave
declare const document: IDocument;
export function tile(tile1: ICanvasImageSource, tile2: ICanvasImageSource) {
const canvas = document.createElement("canvas");
canvas.width = 300;
canvas.height = 200;
// our images don't have alpha so we can optimize performance by making our canvas context without alpha as well
const ctx = canvas.getContext("2d", { alpha: false });
const WIDTH = 150; // our tile width
const HEIGHT = 200; // our tile height
// draw the right half of tile 1 to the left side of our canvas
ctx.drawImage(tile1, 150, 0, WIDTH, HEIGHT, 0, 0, WIDTH, HEIGHT);
// draw tile 2 in its entirety to the right side of our canvas
ctx.drawImage(tile2, 150, 0);
return canvas;
}
// main.ts (node)
import { NodeDocument } from "canvas-cleave";
import { loadImage, saveImage } from "./helpers";
import { tile } from "./tile";
// insert canvas-cleave's document shim into the global context so our tile function works
NodeDocument.inject();
async function main() {
const tile1 = await loadImage("./tile1.png");
// -> NodeImageBitmap { width: 300, height: 200 }
const tile2 = await loadImage("./tile2.png");
// -> NodeImageBitmap { width: 150, height: 200 }
const canvas = tile(tile1, tile2);
await saveImage("./tiles.png", canvas);
}
main();
// helpers.ts
import sharp from "sharp";
import { NIRawImage, NodeCanvas, NodeImageBitmap } from "canvas-cleave";
const LOAD_IMAGE_OPTS = {
resolveWithObject: true as true
};
function isRawImage(input: any): input is NIRawImage {
if (
input.info &&
typeof input.info.width === "number" &&
typeof input.info.height === "number" &&
typeof input.info.channels === "number" &&
input.data instanceof Buffer &&
input.data.length ===
input.info.width * input.info.height * input.info.channels
)
return true;
return false;
}
export async function loadImage(source: string): Promise<NodeImageBitmap> {
const rawImage = (await sharp(source)
.raw()
.toBuffer(LOAD_IMAGE_OPTS)) as NIRawImage;
const bitmap = new NodeImageBitmap(rawImage);
return bitmap;
}
export async function saveImage(
target: string,
rawImage: NIRawImage | NodeImageBitmap | NodeCanvas
): Promise<sharp.OutputInfo> {
if (!isRawImage(rawImage)) rawImage = rawImage.toRawImage();
const { data, info } = rawImage;
return await sharp(data, { raw: info })
.png()
.toFile(target);
}
And by running the function we have our final result:
So what exactly can I do with this?
A minimal shim for Node.js that enables you to use the following HTML5 Canvas image drawing methods (with additional limitations - see below for details).
CanvasRenderingContext2D.drawImage(
image: Image, // Image instance
dx: number, // destination X
dy: number // destination Y
): void;
CanvasRenderingContext2D.drawImage(
image: Image, // Image instance
sx: number, // source X
sy: number, // source Y
sWidth: number, // source width
sHeight: number, // source height
dx: number, // destination X
dy: number, // destination Y
dWidth: number, // destination width
dHeight: number // destination height
): void;
To achieve this, this module contains small shims for Image
, Canvas
, ImageData
and CanvasRenderingContext2D
. See full API documentation for details on what exactly is implemented, though for cross-environment purposes you are most likely interested in the full interfaces that canvas-cleave
provides.
So what are those drawImage
limitations you mentioned?
- Resizing isn't supported.
sWidth
andsHeight
must matchdWidth
anddHeight
.
Loading and saving images
To keep things dependency-free, canvas-cleave
does not include any means to actually load image files from disk or anywhere else by itself. It is recommended that you use sharp for this purpose - see the helpers.js
above to get started - generally speaking, the various key functions in the library can take NIRawImage
as input, which is convenienty what sharp provides with it raw metadata-including output.
Why does this even exist?
I have a lot of image tiles that I need to assemble and reassemble in both backend (Node) and frontend (browser). I built this package so I can use the same image manipulation code in both the browser and Node, without having to rely on heavy native code based solutions like node-canvas
or other slow and clunky solutions (don't even ask).