chatty-pub/node_modules/canvg/README.md
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2021-06-26 13:12:56 +02:00

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[![Build Status](https://travis-ci.com/canvg/canvg.svg?branch=master)](https://travis-ci.com/canvg/canvg)
[![npm](https://img.shields.io/npm/dm/canvg.svg)](https://www.npmjs.com/package/canvg)
[![](https://data.jsdelivr.com/v1/package/npm/canvg/badge?style=rounded)](https://www.jsdelivr.com/package/npm/canvg)
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](http://dev.w3.org/html5/2dcontext/) 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](http://www.w3.org/TR/SVG/). 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](http://www.w3.org/TR/html5/the-canvas-element.html#dom-canvas-todataurl))
Example Demonstration
=====================
[hosted](http://canvg.github.io/canvg/examples/index.htm)
[jsfiddle playground](http://jsfiddle.net/6r2jug6o/2590/)
Locally, you can run `npm start` and view the examples at [http://localhost:3123/examples/index.htm](http://localhost:3123/examples/index.htm)
Building
========
`npm run build` then look in the `dist` folder
Testing
=======
`npm run test`
`npm run generate-expected foo.svg` to create the expected png for a given svg in the `svgs` folder
Usage on the server
===================
`npm install canvg`
Usage on the Browser
====================
Include the following files in your page:
```html
<!-- Required to convert named colors to RGB -->
<script type="text/javascript" src="https://cdnjs.cloudflare.com/ajax/libs/canvg/1.4/rgbcolor.min.js"></script>
<!-- Optional if you want blur -->
<script type="text/javascript" src="https://cdnjs.cloudflare.com/ajax/libs/stackblur-canvas/1.4.1/stackblur.min.js"></script>
<!-- Main canvg code -->
<script type="text/javascript" src="https://cdn.jsdelivr.net/npm/canvg/dist/browser/canvg.min.js"></script>
```
Put a canvas on your page
```html
<canvas id="canvas" width="1000px" height="600px"></canvas>
```
Example canvg calls:
```html
<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](http://canvg.github.io/canvg/examples/convert.htm).
There is also a built in extension method to the canvas context to draw svgs similar to the way [drawImage](http://www.w3.org/TR/2dcontext/#dom-context-2d-drawimage) works:
```javascript
var c = document.getElementById('canvas');
var ctx = c.getContext('2d');
ctx.drawSvg(SVG_XML_OR_PATH_TO_SVG, dx, dy, dw, dh);
```