Skip to content
forked from canvg/canvg

Javascript SVG parser and renderer on Canvas

License

Notifications You must be signed in to change notification settings

meteotest/canvg

 
 

Repository files navigation

Looking for Contributors

In an attempt to keep this repo more active and merge PRs and do releases, if you would like to be a contributor, please start a conversation with me at gabelerner at gmail. The prerequisite is to have a few PRs open to prove out an understanding of the code. Thanks!

Introduction

canvg is a SVG parser and renderer. It takes a URL to a SVG file or the text of an SVG file, parses it in JavaScript, and renders the result on a Canvas element. The rendering speed of the examples is about as fast as native SVG.

What's implemented?

The end goal is everything from the SVG spec. The majority of the rendering and animation is working. If you would like to see a feature implemented, don't hesitate to contact me or add it to the issues list.

Potential uses

  • Allows for inline embedding of SVG through JavaScript (w/o having to request another file or break validation)
  • Allows for single SVG version across all browsers that support Canvas
  • Allows for mobile devices supporting Canvas but not SVG to render SVG
  • Allows for SVG -> Canvas -> png transition all on the client side (through toDataUrl)

Example Demonstration

view here Tested in Chrome, Firefox, Opera, and IE (through FlashCanvas)

jsfiddle playground

Locally, can use local-web-server Install with yarn global add local-web-server In the root directory, run ws Navigate to http://localhost:8000/examples/index.htm

Usage

Include the following files in your page:

<script type="text/javascript" src="http://canvg.github.io/canvg/rgbcolor.js"></script> 
<script type="text/javascript" src="http://canvg.github.io/canvg/StackBlur.js"></script>
<script type="text/javascript" src="http://canvg.github.io/canvg/canvg.js"></script> 

Put a canvas on your page

<canvas id="canvas" width="1000px" height="600px"></canvas> 

Example canvg calls:

<script type="text/javascript">
window.onload = function() {
  //load '../path/to/your.svg' in the canvas with id = 'canvas'
  canvg('canvas', '../path/to/your.svg')

  //load a svg snippet in the canvas with id = 'drawingArea'
  canvg(document.getElementById('drawingArea'), '<svg>...</svg>')

  //ignore mouse events and animation
  canvg('canvas', 'file.svg', { ignoreMouse: true, ignoreAnimation: true }) 
}
</script>

The third parameter is options:

  • log: true => console.log information
  • ignoreMouse: true => ignore mouse events
  • ignoreAnimation: true => ignore animations
  • ignoreDimensions: true => does not try to resize canvas
  • ignoreClear: true => does not clear canvas
  • offsetX: int => draws at a x offset
  • offsetY: int => draws at a y offset
  • scaleWidth: int => scales horizontally to width
  • scaleHeight: int => scales vertically to height
  • renderCallback: function => will call the function after the first render is completed
  • forceRedraw: function => will call the function on every frame, if it returns true, will redraw
  • useCORS: true => will attempt to use CORS on images to not taint canvas

You can call canvg without parameters to replace all svg images on a page. See the example.

There is also a built in extension method to the canvas context to draw svgs similar to the way drawImage works:

var c = document.getElementById('canvas');
var ctx = c.getContext('2d');
ctx.drawSvg(SVG_XML_OR_PATH_TO_SVG, dx, dy, dw, dh);

Related Repositories

About

Javascript SVG parser and renderer on Canvas

Resources

License

Stars

Watchers

Forks

Packages

No packages published

Languages

  • JavaScript 100.0%