canvg

JavaScript SVG parser and renderer on Canvas.

Usage no npm install needed!

<script type="module">
  import canvg from 'https://cdn.skypack.dev/canvg';
</script>

README

canvg

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JavaScript SVG parser and renderer on Canvas. It takes the URL to the SVG file or the text of the SVG file, parses it in JavaScript and renders the result on Canvas.

Quickstart   •   Examples   •   Options   •   Demo   •   Playground


Quickstart

Install this library using your favorite package manager:

pnpm add canvg
# or
yarn add canvg
# or
npm i canvg

Then, just import Canvg and use it:

import { Canvg } from 'canvg';

let v = null;

window.onload = async () => {
  const canvas = document.querySelector('canvas');
  const ctx = canvas.getContext('2d');

  v = await Canvg.from(ctx, './svgs/1.svg');

  // Start SVG rendering with animations and mouse handling.
  v.start();
};

window.onbeforeunload = () => {
  v.stop();
};

Description of all exports you can find in Documentation.


supported by Cube

Examples

OffscreenCanvas
import {
  Canvg,
  presets
} from 'canvg';

self.onmessage = async (event) => {
  const {
    width,
    height,
    svg
  } = event.data;
  const canvas = new OffscreenCanvas(width, height);
  const ctx = canvas.getContext('2d');
  const v = await Canvg.from(ctx, svg, presets.offscreen());

  // Render only first frame, ignoring animations and mouse.
  await v.render();

  const blob = await canvas.convertToBlob();
  const pngUrl = URL.createObjectURL(blob);

  self.postMessage({
    pngUrl
  });
};

OffscreenCanvas browsers compatibility.

NodeJS
import {
  promises as fs
} from 'fs';
import {
  DOMParser
} from 'xmldom';
import * as canvas from 'canvas';
import fetch from 'node-fetch';
import {
  Canvg,
  presets
} from 'canvg';

const preset = presets.node({
  DOMParser,
  canvas,
  fetch
});

(async (output, input) => {
  const svg = await fs.readFile(input, 'utf8');
  const canvas = preset.createCanvas(800, 600);
  const ctx = canvas.getContext('2d');
  const v = Canvg.fromString(ctx, svg, preset);

  // Render only first frame, ignoring animations.
  await v.render();

  const png = canvas.toBuffer();

  await fs.writeFile(output, png);

})(
  process.argv.pop(),
  process.argv.pop()
);
Resize
import {
  Canvg,
  presets
} from 'canvg';

self.onmessage = async (event) => {
  const {
    width,
    height,
    svg
  } = event.data;
  const canvas = new OffscreenCanvas(width, height);
  const ctx = canvas.getContext('2d');
  const v = await Canvg.from(ctx, svg, presets.offscreen());

  /**
   * Resize SVG to fit in given size.
   * @param width
   * @param height
   * @param preserveAspectRatio
   */
  v.resize(width, height, 'xMidYMid meet');

  // Render only first frame, ignoring animations and mouse.
  await v.render();

  const blob = await canvas.convertToBlob();
  const pngUrl = URL.createObjectURL(blob);

  self.postMessage({
    pngUrl
  });
};
Browser
<script type="module">
import { Canvg } from 'https://cdn.skypack.dev/canvg';

let v = null;

window.onload = () => {
  const canvas = document.querySelector('canvas');
  const ctx = canvas.getContext('2d');

  v = Canvg.fromString(ctx, '<svg width="600" height="600"><text x="50" y="50">Hello World!</text></svg>');

  // Start SVG rendering with animations and mouse handling.
  v.start();

};
</script>
<canvas />

Options

The third parameter of new Canvg(...), Canvg.from(...) and Canvg.fromString(...) is options:

interface IOptions {
  /**
   * WHATWG-compatible `fetch` function.
   */
  fetch?: typeof fetch;
  /**
   * XML/HTML parser from string into DOM Document.
   */
  DOMParser?: typeof DOMParser;
  /**
   * Window object.
   */
  window?: Window;
  /**
   * Whether enable the redraw.
   */
  enableRedraw?: boolean;
  /**
   * Ignore mouse events.
   */
  ignoreMouse?: boolean;
  /**
   * Ignore animations.
   */
  ignoreAnimation?: boolean;
  /**
   * Does not try to resize canvas.
   */
  ignoreDimensions?: boolean;
  /**
   * Does not clear canvas.
   */
  ignoreClear?: boolean;
  /**
   * Scales horizontally to width.
   */
  scaleWidth?: number;
  /**
   * Scales vertically to height.
   */
  scaleHeight?: number;
  /**
   * Draws at a x offset.
   */
  offsetX?: number;
  /**
   * Draws at a y offset.
   */
  offsetY?: number;
  /**
   * Will call the function on every frame, if it returns true, will redraw.
   */
  forceRedraw?(): boolean;
  /**
   * Default `rem` size.
   */
  rootEmSize?: number;
  /**
   * Default `em` size.
   */
  emSize?: number;
  /**
   * Function to create new canvas.
   */
  createCanvas?: (width: number, height: number) => HTMLCanvasElement | OffscreenCanvas;
  /**
   * Function to create new image.
   */
  createImage?: (src: string, anonymousCrossOrigin?: boolean) => Promise<CanvasImageSource>;
  /**
   * Load images anonymously.
   */
  anonymousCrossOrigin?: boolean;
}

Options presets

There are two options presets:

  • presets.offscreen(): options for OffscreenCanvas;
  • presets.node({ DOMParser, canvas, fetch }): options for NodeJS with node-canvas.

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 add it to the issues list, or better is to create pull request 😎