puppet-canvas
v0.1.0
Published
HTML5 Canvas implementation for NodeJS backed by puppeteer
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8,877
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puppet-canvas
puppet-canvas is a Puppeteer backed implementation of HTML Canvas API for NodeJS.
Installation
$ npm install puppet-canvas --save
Usage
Following example draws a house and grabs the data url of the image.
import { createCanvas, close } from 'puppet-canvas';
// OR const { createCanvas, close } = require('puppet-canvas')
async(() => {
const canvas = await createCanvas(400, 400);
const ctx = await canvas.getContext('2d');
// Draw a house
ctx.lineWidth = 10;
ctx.strokeRect(75, 140, 150, 110);
ctx.fillRect(130, 190, 40, 60);
ctx.moveTo(50, 140);
ctx.lineTo(150, 60);
ctx.lineTo(250, 140);
ctx.closePath();
ctx.stroke();
// Get the image as a data url
const dataUrl = await canvas.toDataURL();
// Release
await close();
})();
Using images
To use external images in your canvas, first load the image using the loadImage
method.
import { createCanvas, loadImage } from 'puppet-canvas';
const canvas = await createCanvas(400, 400);
const ctx = await canvas.getContext('2d');
const image = await loadImage('https://....', canvas);
await ctx.drawImage(image, 100, 100);
Using complex objects
Any non-serializable object returned by puppeteer is automatically proxied as well. So one can use/pass more complex objects like a gradient:
const gradient = await ctx.createLinearGradient(20, 0, 220, 0);
gradient.addColorStop(0, 'green');
gradient.addColorStop(.5, 'cyan');
gradient.addColorStop(1, 'green');
ctx.fillStyle = gradient;
ctx.fillRect(20, 20, 200, 100);
Using custom fonts
When using a custom font for rendering text, you can ensure the font is loaded by calling the loadFont
methods.
import { createCanvas, loadFont } from 'puppet-canvas';
const canvas = await createCanvas(400, 400);
const ctx = await canvas.getContext('2d');
await loadFont(
'Bangers',
'https://fonts.gstatic.com/s/bangers/v12/FeVQS0BTqb0h60ACH55Q2J5hm24.woff2',
canvas
);
ctx.font = `bold 48px Bangers`;
ctx.fillText('Hello world', 50, 100);
Implementation
puppet-canvas creates a canvas on a puppeteer instance, and exposes the API via a JavaScript Proxy.
A side effect of this is that all calls, essentially become async
. For normal drawing, one doesn't need to await
each command unless a value is being returned.
A proxied solution is somewhat better than alternate ones because, firstly, the rendering is exactly what the browser would have rendered (Chrome). Secondly, this is mostly future-proof since all methods are just proxied to the actual instance. So, any new API added to the Canvas, should automagically work.
Implentation Shortcomings
Though a proxied implementation is simpler, smaller, and more flexible, it can be slower than alternative native implementations. For example, manipulating lots of pixels, one pixel at a time, may be slow and not recommended.
The other shortcoming is from a dev experience, everything is an async
call. So it creates more code for getting child object and properties. The following code:
const imageDataLength = ctx.createImageData(10, 10).data.length;
has to be refactored as
const imageData = await ctx.createImageData(10, 10);
const imageDataLength = await (await imageData.data).length;
Full API
createCanvas(width: number, height: number) => Promise<HTMLCanvasElement>
Creates a canvas instance with the specified width and height (in pixels)
linkCanvas(canvas: ElementHandle<HTMLCanvasElement>) => Promise<HTMLCanvasElement>
Say, you want to use this with an existing instance of puppeteer, you can pass in the ElementHandle of the canvase in your page.
close() => Promise
Close associated puppeteer instance. Usually called at the end.
releaseCanvas(canvas: HTMLCanvasElement) => Promise
Release the canvas instance, if you do not want puppet-canvas to proxy it anymore, but still want to keep the canvas instance around
screenshotCanvas(canvas: HTMLCanvasElement, options?: ScreenshotOptions) => Promise<string | Buffer>
Take a screenshot of the canvas. The method optionally takes in ScreenshotOptions
which are the same options as described in Puppeteer screenshot method
loadFont(name: string, url: string, canvas: HTMLCanvasElement) => Promise
Load a font for the canvas element to use. name is the font-family
name of the font. url is the url to the font file (like a woff
file)
loadImage(url: string, canvas: HTMLCanvasElement, page?: Page) => Promise<HTMLImageElement>
Load an image from a URL that could be used by the canvas, e.g. for drawing the image on the canvas.