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@nativescript/canvas

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@nativescript/canvas

DOM Canvas API for NativeScript

Source
npmnpm
Version
2.0.0-rc.18
Version published
Weekly downloads
443
1913.64%
Maintainers
19
Weekly downloads
 
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Source

NativeScript Canvas

Powered by

  • CanvasNative - Rust (Skia, WGPU)
  • CanvasNative - IOS
  • CanvasNative - Android

Installation

ns plugin add @nativescript/canvas

Note min ios support 11 | min android support 21

IMPORTANT: ensure you include xmlns:canvas="@nativescript/canvas" on the Page element for core {N}

Usage

<canvas:Canvas id="canvas" style="width:100%; height:100%"  width="100%" height="100%" ready="canvasReady"/>

2D

let ctx;
let canvas;
export function canvasReady(args) {
	console.log('canvas ready');
	canvas = args.object;
	console.log(canvas);
	ctx = canvas.getContext('2d');
	ctx.fillStyle = 'green';
	ctx.fillRect(10, 10, 150, 100);
}

WEBGL

let gl;
let canvas;
export function canvasReady(args) {
	console.log('canvas ready');
	canvas = args.object;
	gl = canvas.getContext('webgl'); // 'webgl' || 'webgl2'
	gl.viewport(0, 0, gl.drawingBufferWidth, gl.drawingBufferHeight);
	// Set the clear color to darkish green.
	gl.clearColor(0.0, 0.5, 0.0, 1.0);
	// Clear the context with the newly set color. This is
	// the function call that actually does the drawing.
	gl.clear(gl.COLOR_BUFFER_BIT);
}

WebGPU

Note min ios support 11 | min android support 27


// the webgpu type works as well but these exposes any non standard web api (native)

import type { GPUDevice, GPUAdapter } from '@nativescript/canvas';
import { Screen } from '@nativescript/core';

let canvas;
let device: GPUDevice;
export async function canvasReady(args) {
	console.log('canvas ready');
	canvas = args.object;

	const adapter: GPUAdapter = (await navigator.gpu.requestAdapter()) as never;
	device = (await adapter.requestDevice()) as never;
	// scaling the canvas to ensure everthing looks crisp
	const devicePixelRatio = Screen.mainScreen.scale;
	canvas.width = canvas.clientWidth * devicePixelRatio;
	canvas.height = canvas.clientHeight * devicePixelRatio;

	const context = canvas.getContext('webgpu');


	/// configureing the context
	// Passing in the following options will aollow the configure method to choose the best configs.
	// If unsure about what is supported try the following method

	const capabilities = this.getCapabilities(device);

	// cap.presentModes
	// cap.alphaModes
	// cap.format
	// cap.usages

	context.configure({
		device,
		format: presentationFormat,
	});



	/// rendering logic
	// to render to your screen you will need to call presentSurfacefrom the WebGPU context.
	// Add the followig to the end of your render loop to ensure it gets displayed.

	context.presentSurface();
}

API

Keywords

NativeScript

FAQs

Package last updated on 27 Aug 2025

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