GCanvas/node/README.MD

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# Node-GCanvas
Node-GCanvas is `GCanvas(OpenGLES) or Cairo` backed Canvas implementation for Node.js. It provide a way use `Canvas` in Node.js environment. So you can use canvas-like object to do your own render task at server side just like on Web. Now, we just support `Linux` and `MacOS`.
## Installation
```bash
npm install @gcanvas/node
```
Note: Node.js version >=10.0。
## Compiling
Since GCanvas relies on OpenGL for graphics rendering, CairoCanvas depedency `cairo` library, you need to install the dependency libraries needed for operation on the corresponding system. Meanwhile, the `@gcanvas/node` is built with CMake, so the system needs to install the CMake version >=3.8.0. The dependency libraries required to run on each operating system are listed below.
OS | Command
----- | -----
OS X | `sudo brew install jpeg-turbo cairo pango pangocairo`
Ubuntu 18.04 | `sudo apt-get update && apt-get install -y libglfw3-dev libgles2-mesa-dev libboost-all-dev libfreetype6-dev libcurl4-openssl-dev libjpeg-dev libcairo2-dev libpangocairo-1.0-0 libpango-1.0 libglib2.0-dev` && install [freetype字体库](http://www.linuxfromscratch.org/blfs/view/svn/general/freetype2.html) && install cmake
Docker | [Dockerfile](./node/docker/Dockerfile)
## Quick Start Example
After run `npm install @gcanvas/node`, install npm package success, You can quick start an example like this.
```javascript
const { createCanvas, Image } = require('@gcanvas/node');
const canvas = createCanvas(400, 400);
const ctx = canvas.getContext('2d')
ctx.fillRect(0, 0, 150, 150) // Draw a rectangle with default settings
ctx.save() // Save the default state
ctx.fillStyle = '#09F' // Make changes to the settings
ctx.fillRect(15, 15, 120, 120) // Draw a rectangle with new settings
ctx.save() // Save the current state
ctx.fillStyle = '#FFF' // Make changes to the settings
ctx.globalAlpha = 0.5
ctx.fillRect(30, 30, 90, 90) // Draw a rectangle with new settings
ctx.restore() // Restore previous state
ctx.fillRect(45, 45, 60, 60) // Draw a rectangle with restored settings
ctx.restore() // Restore original state
ctx.fillRect(60, 60, 30, 30) // Draw a rectangle with restored settings
const fs = require('fs')
const path = require('path');
const out = fs.createWriteStream(path.join(__dirname, "")+ '/test-output.png');
const stream = canvas.createPNGStream();
stream.pipe(out);
```
Save the example as a `test.js` file, then execute in your terminal `node test.js`, you will get an output put file named `test-output.png`.
![output](https://gw.alicdn.com/tfs/TB1.tg4sDM11u4jSZPxXXahcXXa-400-400.png)
## API Documentation
### Standard APIs
* GCanvas benchmarking Web Canvas API implementation, as close as possible to the Web Canvas API. The API documentation, please visit the [Mozilla Web Canvas API] (https://developer.mozilla.org/zh-CN/docs/Web/API/CanvasRenderingContext2D). (see this link for current API compatibility)
* Standard API Supported
* function
- getContext()
- fillRect()
- arc()
- arcTo()
- beginPath()
- bezierCurveTo()
- quadraticCurveTo()
- clearRect()
- clip()
- closePath()
- createImageData()
- createLinearGradient()
- createPattern()
- createRadialGradient()
- drawImage()
- ellipse:not support
- fill()
- fillText()
- getImageData()
- getLineDash()
- lineTo()
- measureText()
- moveTo()
- putImageData()
- rect()
- resetTransform()
- restore()
- rotate()
- save()
- scale()
- setLineDash()
- setTransform()
- stroke()
- strokeRect()
- strokeText()
- transform()
- translate()
* propetry
- width
- height
- fillStyle
- font
- globalAlpha
- globalCompositeOperation
- lineCap
- lineDashOffset
- lineJoin
- lineWidth
- miterLimit
- shadowBlur
- shadowColor
- shadowOffsetX
- shadowOffsetY
- strokeStyle
- textAlign
- textBaseline
### Non-Standard APIs
#### createCanvas
```javascript
createCanvas(width: number, height: number) => Canvas
```
``` javascript
let canvas = createCanvas(400, 400);
```
#### Image
``` javascript
img.src: string
img.onload:Function
img.onerror:Function
```
```javascript
const img = new Image()
img.onload = () => {
ctx.drawImage(img, 0, 0);
canvas.createPNG("demo2");
}
img.onerror = err => {
console.log(err)
}
img.src = 'https://alibaba.github.io/GCanvas/assets/logo-gcanvas.png'
```
```javascript
const fs = require('fs')
const path = require('path')
const { createCanvas, Image } = require('@gcanvas/node');
const img = new Image()
const canvas = createCanvas(500, 500)
const ctx = canvas.getContext('2d')
img.onload = () => {
ctx.drawImage(img, 0, 0)
const out = fs.createWriteStream(path.join(__dirname, "")+ '/localimage.png');
const stream = canvas.createPNGStream();
stream.pipe(out);
}
img.onerror = err => {
throw err
}
img.src = path.join(__dirname,'images', 'image.png')
```
#### createPNGStream
```javascript
createPNGStream() => void
```
```javascript
const { createCanvas, Image } = require('@gcanvas/node');
const canvas = createCanvas(400, 400);
const ctx = canvas.getContext('2d');
ctx.fillStyle="#ff0000"
ctx.fillRect(0, 0, 150, 150)
canvas.createPNG("demo1") //export a png picture
const out = fs.createWriteStream(path.join(__dirname, "")+ '/localimage.png');
const stream = canvas.createPNGStream();
stream.pipe(out);
```
#### createJPEGStream
```javascript
createJPEGStream() => void
```
```javascript
const { createCanvas, Image } = require('@gcanvas/node');
const canvas = createCanvas(400, 400);
const ctx = canvas.getContext('2d')
ctx.fillStyle = '#09F'
ctx.fillRect(0, 0, 150, 150) // Draw a rectangle with default settings
const out = fs.createWriteStream(path.join(__dirname, "")+ '/output-jpeg.jpg')
const stream = canvas.createJPEGStream(); // export a jpeg picture
stream.pipe(out);
```
#### toBuffer
```javascript
toBuffer(string?) => ArrayBuffer
```
```javascript
const { createCanvas, Image } = require('@gcanvas/node');
const canvas = createCanvas(400, 400);
const ctx = canvas.getContext('2d')
const fs = require('fs')
const path = require('path');
ctx.fillStyle="#ff0000"
ctx.fillRect(0, 0, 150, 150) //
fs.writeFile(`${path.join(__dirname, "..")}/tobuffer.png`, canvas.toBuffer("image/png"), err => {
if (err) {
throw err;
}
});
fs.writeFile(`${path.join(__dirname, "..")}/tobuffer.jpg`, canvas.toBuffer("image/jpeg"), err => {
if (err) {
throw err;
}
});
var buffer=canvas.toBuffer("raw")
console.log(buffer)
```
#### toDataURL
```javascript
toDataURL(string?) => ArrayBuffer
```
```javascript
const { createCanvas, Image } = require('@gcanvas/node');
const canvas = createCanvas(400, 400);
const ctx = canvas.getContext('2d')
ctx.fillStyle="#ff0000";
ctx.fillRect(0, 0, 150, 150);
var base64 = canvas.toDataURL();
console.log(base64)
```
### Node-GCanvas Source Code Build & Test Running
If you want to build and develop based on source code, this document will show you how to build and run and test based on source code.
Node-canvas USES node-addon's binding API and builds with cmake-js.
#### Step of build
```
npm install cmake-js -g //install cmake-js
npm install // install dependency
npm run dev //build project
```
#### Step of running
```
case=app.js npm run test //run *.js of example folderoutput the runing result like png picture
case=app.js npm run test-headless// if you don't have system display,you can use this command
```
## Examples
Examples line in the `examples/` directory. Most produce a png image of the same name.