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
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() {
canvg('canvas', '../path/to/your.svg')
canvg(document.getElementById('drawingArea'), '<svg>...</svg>')
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);
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