node-canvas
This is the documentation for version 2.0.0-alpha
Alpha versions of 2.0 can be installed using npm install canvas@next
.
See the changelog
for a guide to upgrading from 1.x to 2.x.
For version 1.x documentation, see the v1.x branch
Canvas graphics API backed by Cairo
node-canvas is a Cairo backed Canvas implementation for NodeJS.
Authors
Installation
$ npm install canvas
By default, binaries for macOS, Linux and Windows will be downloaded. If you want to build from source, use npm install --build-from-source
.
Currently the minimum version of node required is 6.0.0
Compiling
If you don't have a supported OS or processor architecture, or you use --build-from-source
, the module will be compiled on your system. Unless previously installed you'll need Cairo and Pango. For system-specific installation view the Wiki.
You can quickly install the dependencies by using the command for your OS:
OS | Command |
---|
OS X | Using Homebrew:
brew install pkg-config cairo pango libpng jpeg giflib
Using MacPorts:
port install pkgconfig cairo pango libpng jpeg giflib libsrvg |
Ubuntu | sudo apt-get install libcairo2-dev libjpeg-dev libpango1.0-dev libgif-dev build-essential g++ |
Fedora | sudo yum install cairo cairo-devel cairomm-devel libjpeg-turbo-devel pango pango-devel pangomm pangomm-devel giflib-devel |
Solaris | pkgin install cairo pango pkg-config xproto renderproto kbproto xextproto |
OpenBSD | doas pkg_add cairo pango png jpeg giflib |
Windows | Instructions on our wiki |
Mac OS X v10.11+: If you have recently updated to Mac OS X v10.11+ and are experiencing trouble when compiling, run the following command: xcode-select --install
. Read more about the problem on Stack Overflow.
Screencasts
Example
const { createCanvas, loadImage } = require('canvas')
const canvas = createCanvas(200, 200)
const ctx = canvas.getContext('2d')
ctx.font = '30px Impact'
ctx.rotate(0.1)
ctx.fillText('Awesome!', 50, 100)
var text = ctx.measureText('Awesome!')
ctx.strokeStyle = 'rgba(0,0,0,0.5)'
ctx.beginPath()
ctx.lineTo(50, 102)
ctx.lineTo(50 + text.width, 102)
ctx.stroke()
loadImage('examples/images/lime-cat.jpg').then((image) => {
ctx.drawImage(image, 50, 0, 70, 70)
console.log('<img src="' + canvas.toDataURL() + '" />')
})
Know issues
- CMYK images are not supported (#1183, #425)
ctx.fillText
maxWidth
is inconsistent (#1088, #1088)- Async
canvas.toBuffer
for PDF is not working (#821)
See all list of bugs.
Non-Standard APIs
node-canvas implements the HTML Canvas API as closely as possible.
(See Compatibility Status
for the current API compliance.) All non-standard APIs are documented below.
Image#src
As in browsers, img.src
can be set to a data:
URI or a remote URL. In addition,
node-canvas allows setting src
to a local file path or to a Buffer
instance.
const { Image } = require('canvas');
fs.readFile('images/squid.png', (err, squid) => {
if (err) throw err
const img = new Image()
img.onload = () => ctx.drawImage(img, 0, 0)
img.onerror = err => { throw err }
img.src = squid
})
const img = new Image()
img.onload = () => ctx.drawImage(img, 0, 0)
img.onerror = err => { throw err }
img.src = 'images/squid.png'
img.src = 'http://picsum.photos/200/300'
img.src = 'data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAAAUAAAAFCAYAAACNbyblAAAAHElEQVQI12P4//8/w38GIAXDIBKE0DHxgljNBAAO9TXL0Y4OHwAAAABJRU5ErkJggg=='
Note: In some cases, img.src=
is currently synchronous. However, you should
always use img.onload
and img.onerror
, as we intend to make img.src=
always
asynchronous as it is in browsers. See https://github.com/Automattic/node-canvas/issues/1007.
Image#dataMode
node-canvas adds Image#dataMode
support, which can be used to opt-in to mime data tracking of images (currently only JPEGs).
When mime data is tracked, in PDF mode JPEGs can be embedded directly into the output, rather than being re-encoded into PNG. This can drastically reduce filesize, and speed up rendering.
const { Image } = require('canvas');
var img = new Image();
img.dataMode = Image.MODE_IMAGE;
img.dataMode = Image.MODE_MIME;
img.dataMode = Image.MODE_MIME | Image.MODE_IMAGE;
If image data is not tracked, and the Image is drawn to an image rather than a PDF canvas, the output will be junk. Enabling mime data tracking has no benefits (only a slow down) unless you are generating a PDF.
Canvas#toBuffer()
Creates a Buffer
object representing the
image contained in the canvas.
canvas.toBuffer((err: Error|null, result: Buffer) => void[, mimeType[, config]]) => void
canvas.toBuffer([mimeType[, config]]) => Buffer
- callback If provided, the buffer will be provided in the callback instead
of being returned by the function. Invoked with an error as the first argument
if encoding failed, or the resulting buffer as the second argument if it
succeeded. Not supported for mimeType
raw
or for PDF or SVG canvases (there
is no async work to do in those cases). - mimeType A string indicating the image format. Valid options are
image/png
,
image/jpeg
(if node-canvas was built with JPEG support) and raw
(unencoded
ARGB32 data in native-endian byte order, top-to-bottom). Defaults to
image/png
. If the canvas is a PDF or SVG canvas, this argument is ignored
and a PDF or SVG is returned always. - config
-
For image/jpeg
an object specifying the quality (0 to 1), if progressive
compression should be used and/or if chroma subsampling should be used:
{quality: 0.75, progressive: false, chromaSubsampling: true}
. All
properties are optional.
-
For image/png
, an object specifying the ZLIB compression level (between 0
and 9), the compression filter(s), the palette (indexed PNGs only), the
the background palette index (indexed PNGs only) and/or the resolution (ppi):
{compressionLevel: 6, filters: canvas.PNG_ALL_FILTERS, palette: undefined, backgroundIndex: 0, resolution: undefined}
.
All properties are optional.
Note that the PNG format encodes the resolution in pixels per meter, so if
you specify 96
, the file will encode 3780 ppm (~96.01 ppi). The resolution
is undefined by default to match common browser behavior.
Return value
If no callback is provided, a Buffer
.
If a callback is provided, none.
Examples
const buf = canvas.toBuffer()
const buf2 = canvas.toBuffer('image/png', {compressionLevel: 3, filters: canvas.PNG_FILTER_NONE})
const buf3 = canvas.toBuffer('image/jpeg', {quality: 0.5})
canvas.toBuffer((err, buf) => {
if (err) throw err;
})
canvas.toBuffer((err, buf) => {
if (err) throw err;
}, 'image/jpeg', {quality: 0.95})
const buf4 = canvas.toBuffer('raw')
const {stride, width} = canvas
const topPixelsARGBLeftToRight = buf4.slice(0, width * 4)
const row3 = buf4.slice(2 * stride, 2 * stride + width * 4)
const myCanvas = createCanvas(w, h, 'pdf')
myCanvas.toBuffer()
Canvas#createPNGStream(options)
Creates a ReadableStream
that emits PNG-encoded data.
canvas.createPNGStream([config]) => ReadableStream
config
An object specifying the ZLIB compression level (between 0 and 9),
the compression filter(s), the palette (indexed PNGs only) and/or the
background palette index (indexed PNGs only):
{compressionLevel: 6, filters: canvas.PNG_ALL_FILTERS, palette: undefined, backgroundIndex: 0, resolution: undefined}
.
All properties are optional.
Examples
const fs = require('fs')
const out = fs.createWriteStream(__dirname + '/test.png')
const stream = canvas.createPNGStream()
stream.pipe(out)
out.on('finish', () => console.log('The PNG file was created.'))
To encode indexed PNGs from canvases with pixelFormat: 'A8'
or 'A1'
, provide an options object:
const palette = new Uint8ClampedArray([
0, 50, 50, 255,
10, 90, 90, 255,
127, 127, 255, 255
])
canvas.createPNGStream({
palette: palette,
backgroundIndex: 0
})
Canvas#createJPEGStream()
Creates a createJPEGStream
that emits JPEG-encoded data.
Note: At the moment, createJPEGStream()
is synchronous under the hood. That is, it
runs in the main thread, not in the libuv threadpool.
canvas.createJPEGStream([config]) => ReadableStream
config
an object specifying the quality (0 to 1), if progressive compression
should be used and/or if chroma subsampling should be used:
{quality: 0.75, progressive: false, chromaSubsampling: true}
. All properties
are optional.
Examples
const fs = require('fs')
const out = fs.createWriteStream(__dirname + '/test.jpeg')
const stream = canvas.createJPEGStream()
stream.pipe(out)
out.on('finish', () => console.log('The JPEG file was created.'))
const stream = canvas.createJPEGStream({
quality: 95,
chromaSubsampling: false
})
Canvas#toDataURL() sync and async
The following syntax patterns are supported:
var dataUrl = canvas.toDataURL();
var dataUrl = canvas.toDataURL('image/png');
canvas.toDataURL(function(err, png){ });
canvas.toDataURL('image/png', function(err, png){ });
canvas.toDataURL('image/jpeg', function(err, jpeg){ });
canvas.toDataURL('image/jpeg', {opts...}, function(err, jpeg){ });
canvas.toDataURL('image/jpeg', quality, function(err, jpeg){ });
registerFont
for bundled fonts
It can be useful to use a custom font file if you are distributing code that uses node-canvas and a specific font. Or perhaps you are using it to do automated tests and you want the renderings to be the same across operating systems regardless of what fonts are installed.
To do that, you should use registerFont()
.
You need to call it before the Canvas is created
const { registerFont, createCanvas } = require('canvas');
registerFont('comicsans.ttf', {family: 'Comic Sans'});
var canvas = createCanvas(500, 500),
ctx = canvas.getContext('2d');
ctx.font = '12px "Comic Sans"';
ctx.fillText('Everyone hates this font :(', 250, 10);
The second argument is an object with properties that resemble the CSS properties that are specified in @font-face
rules. You must specify at least family
. weight
, and style
are optional (and default to "normal").
CanvasRenderingContext2D#patternQuality
Given one of the values below will alter pattern (gradients, images, etc) render quality, defaults to good.
- fast
- good
- best
- nearest
- bilinear
CanvasRenderingContext2D#textDrawingMode
Can be either path
or glyph
. Using glyph
is much faster than path
for drawing, and when using a PDF context will embed the text natively, so will be selectable and lower filesize. The downside is that cairo does not have any subpixel precision for glyph
, so this will be noticeably lower quality for text positioning in cases such as rotated text. Also, strokeText in glyph
will act the same as fillText, except using the stroke style for the fill.
Defaults to path.
This property is tracked as part of the canvas state in save/restore.
CanvasRenderingContext2D#filter
Like patternQuality
, but applies to transformations effecting more than just patterns. Defaults to good.
- fast
- good
- best
- nearest
- bilinear
Global Composite Operations
In addition to those specified and commonly implemented by browsers, the following have been added:
- multiply
- screen
- overlay
- hard-light
- soft-light
- hsl-hue
- hsl-saturation
- hsl-color
- hsl-luminosity
Anti-Aliasing
Set anti-aliasing mode
For example:
ctx.antialias = 'none';
PDF Support
Basic PDF support was added in 0.11.0. If you are building cairo from source, be sure to use --enable-pdf=yes
for the PDF backend.
node-canvas must know that it is creating a PDF on initialization, using the "pdf" string:
var canvas = createCanvas(200, 500, 'pdf');
An additional method .addPage()
is then available to create
multiple page PDFs:
ctx.font = '22px Helvetica';
ctx.fillText('Hello World', 50, 80);
ctx.addPage();
ctx.font = '22px Helvetica';
ctx.fillText('Hello World 2', 50, 80);
ctx.addPage();
ctx.font = '22px Helvetica';
ctx.fillText('Hello World 3', 50, 80);
ctx.addPage();
SVG Support
Just like PDF support, make sure to install cairo with --enable-svg=yes
.
You also need to tell node-canvas that it is working on SVG upon its initialization:
var canvas = createCanvas(200, 500, 'svg');
fs.writeFileSync('out.svg', canvas.toBuffer());
SVG Image Support
If librsvg is available when node-canvas is installed, node-canvas can render
SVG images to your canvas context. This currently works by rasterizing the SVG
image (i.e. drawing an SVG image to an SVG canvas will not preserve the SVG data).
const img = new Image()
img.onload = () => ctx.drawImage(img, 0, 0)
img.onerror = err => { throw err }
img.src = './example.svg'
Image pixel formats (experimental)
node-canvas has experimental support for additional pixel formats, roughly
following the Canvas color space proposal.
var canvas = createCanvas(200, 200);
var ctx = canvas.getContext('2d', {pixelFormat: 'A8'});
By default, canvases are created in the RGBA32
format, which corresponds to
the native HTML Canvas behavior. Each pixel is 32 bits. The JavaScript APIs
that involve pixel data (getImageData
, putImageData
) store the colors in
the order {red, green, blue, alpha} without alpha pre-multiplication. (The C++
API stores the colors in the order {alpha, red, green, blue} in native-endian
ordering, with alpha pre-multiplication.)
These additional pixel formats have experimental support:
RGB24
Like RGBA32
, but the 8 alpha bits are always opaque. This format is
always used if the alpha
context attribute is set to false (i.e.
canvas.getContext('2d', {alpha: false})
). This format can be faster than
RGBA32
because transparency does not need to be calculated.A8
Each pixel is 8 bits. This format can either be used for creating
grayscale images (treating each byte as an alpha value), or for creating
indexed PNGs (treating each byte as a palette index) (see the example using
alpha values with fillStyle
and the
example using imageData
).RGB16_565
Each pixel is 16 bits, with red in the upper 5 bits, green in the
middle 6 bits, and blue in the lower 5 bits, in native platform endianness.
Some hardware devices and frame buffers use this format. Note that PNG does
not support this format; when creating a PNG, the image will be converted to
24-bit RGB. This format is thus suboptimal for generating PNGs.
ImageData
instances for this mode use a Uint16Array
instead of a Uint8ClampedArray
.A1
Each pixel is 1 bit, and pixels are packed together into 32-bit
quantities. The ordering of the bits matches the endianness of the
platform: on a little-endian machine, the first pixel is the least-
significant bit. This format can be used for creating single-color images.
Support for this format is incomplete, see note below.RGB30
Each pixel is 30 bits, with red in the upper 10, green
in the middle 10, and blue in the lower 10. (Requires Cairo 1.12 or later.)
Support for this format is incomplete, see note below.
Notes and caveats:
-
Using a non-default format can affect the behavior of APIs that involve pixel
data:
context2d.createImageData
The size of the array returned depends on the
number of bit per pixel for the underlying image data format, per the above
descriptions.context2d.getImageData
The format of the array returned depends on the
underlying image mode, per the above descriptions. Be aware of platform
endianness, which can be determined using node.js's os.endianness()
function.context2d.putImageData
As above.
-
A1
and RGB30
do not yet support getImageData
or putImageData
. Have a
use case and/or opinion on working with these formats? Open an issue and let
us know! (See #935.)
-
A1
, A8
, RGB30
and RGB16_565
with shadow blurs may crash or not render
properly.
-
The ImageData(width, height)
and ImageData(Uint8ClampedArray, width)
constructors assume 4 bytes per pixel. To create an ImageData
instance with
a different number of bytes per pixel, use
new ImageData(new Uint8ClampedArray(size), width, height)
or
new ImageData(new Uint16ClampedArray(size), width, height)
.
Benchmarks
Although node-canvas is extremely new, and we have not even begun optimization yet it is already quite fast. For benchmarks vs other node canvas implementations view this gist, or update the submodules and run $ make benchmark
yourself.
Contribute
Want to contribute to node-canvas? patches for features, bug fixes, documentation, examples and others are certainly welcome. Take a look at the issue queue for existing issues.
Examples
Examples are placed in ./examples, be sure to check them out! most produce a png image of the same name, and others such as live-clock.js launch an http server to be viewed in the browser.
Documentation
This project is an implementation of the Web Canvas API. For API documentation, please visit: Mozilla Web Canvas API
Testing
If you have not previously, init git submodules:
$ git submodule update --init
Install the node modules:
$ npm install
Build node-canvas:
$ node-gyp rebuild
Unit tests:
$ make test
Visual tests:
$ make test-server
License
(The MIT License)
Copyright (c) 2010 LearnBoost, and contributors <dev@learnboost.com>
Copyright (c) 2014 Automattic, Inc and contributors <dev@automattic.com>
Permission is hereby granted, free of charge, to any person obtaining
a copy of this software and associated documentation files (the
'Software'), to deal in the Software without restriction, including
without limitation the rights to use, copy, modify, merge, publish,
distribute, sublicense, and/or sell copies of the Software, and to
permit persons to whom the Software is furnished to do so, subject to
the following conditions:
The above copyright notice and this permission notice shall be
included in all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED 'AS IS', WITHOUT WARRANTY OF ANY KIND,
EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY
CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.