TerminalSkills/skills

canvas-api

Draw 2D graphics with the HTML5 Canvas API — shapes, text, images, gradients, transformations, pixel manipulation, and offscreen rendering.

소스 보기

사용 방법

  1. 설치 명령을 복사하고 자신의 에이전트 환경에 설치하기 전에 소스 패키지를 확인하세요.
  2. 필요한 도구, 인증 정보, 지원 환경은 원본 문서에서 확인하세요.
  3. 입력과 원하는 산출물을 설명하고 출처와 결과를 대조하세요.
npx skills add https://github.com/TerminalSkills/skills --skill canvas-api

시작 전 확인

  • 설치에는 모델 구독, API 한도, 파일 접근 권한이 포함되지 않습니다.
  • 별점 수와 설치 수는 활동 지표이며 독립적인 품질·보안 검증이 아닙니다.
원본 Skill 문서

원본 저장소의 제목, 예시, 코드, 표, 링크, 이미지를 유지해 표시합니다.

Canvas API

Overview

The Canvas 2D API draws shapes, text, and images to a bitmap. In browsers it is built in. In Node.js the canvas package (node-canvas 3.2.x, needs Node ^18.12 || >=20.9) offers the same getContext("2d") API for server-side image generation, and adds PNG, JPEG, and PDF/SVG output through toBuffer.

Instructions

Install with npm install canvas. Prebuilt binaries are downloaded for common platforms (Linux glibc or musl, macOS, Windows); only on other platforms does it compile against Cairo and Pango. If you want no native build at all, @napi-rs/canvas is a separate package with a very similar API (fonts are registered there with GlobalFonts, not registerFont).

Create a canvas with createCanvas(width, height), draw through the context, then export with toBuffer. Load images with await loadImage(pathOrBufferOrUrl).

Examples

Creating a canvas and drawing shapes

typescript
// src/canvas/shapes.ts — Create a canvas, draw rectangles, circles, and lines.
// Works identically in browser (document.createElement) and Node (createCanvas).
import { createCanvas } from "canvas";

const canvas = createCanvas(800, 600);
const ctx = canvas.getContext("2d");

// Background
ctx.fillStyle = "#1a1a2e";
ctx.fillRect(0, 0, 800, 600);

// Rectangle with rounded corners
ctx.beginPath();
ctx.roundRect(50, 50, 200, 120, 12);
ctx.fillStyle = "#e94560";
ctx.fill();

// Circle
ctx.beginPath();
ctx.arc(450, 110, 60, 0, Math.PI * 2);
ctx.fillStyle = "#0f3460";
ctx.fill();

// Line with gradient
const gradient = ctx.createLinearGradient(50, 300, 750, 300);
gradient.addColorStop(0, "#e94560");
gradient.addColorStop(1, "#0f3460");
ctx.strokeStyle = gradient;
ctx.lineWidth = 4;
ctx.beginPath();
ctx.moveTo(50, 300);
ctx.lineTo(750, 300);
ctx.stroke();

Drawing text

typescript
// src/canvas/text.ts — Render styled text on canvas with measurements.
import { createCanvas } from "canvas";

const canvas = createCanvas(800, 200);
const ctx = canvas.getContext("2d");

ctx.fillStyle = "#ffffff";
ctx.fillRect(0, 0, 800, 200);

// Title text
ctx.font = "bold 48px sans-serif";
ctx.fillStyle = "#1a1a2e";
ctx.textAlign = "center";
ctx.textBaseline = "middle";
ctx.fillText("Hello Canvas", 400, 80);

// Measure text for positioning
const metrics = ctx.measureText("Hello Canvas");
console.log(`Width: ${metrics.width}px`);

Image compositing

typescript
// src/canvas/composite.ts — Load images and composite them with blend modes.
// Useful for watermarking, overlays, and social media image generation.
import { createCanvas, loadImage } from "canvas";
import fs from "fs";

export async function addWatermark(imagePath: string, watermarkPath: string, outputPath: string) {
  const image = await loadImage(imagePath);
  const watermark = await loadImage(watermarkPath);

  const canvas = createCanvas(image.width, image.height);
  const ctx = canvas.getContext("2d");

  // Draw base image
  ctx.drawImage(image, 0, 0);

  // Draw watermark with transparency
  ctx.globalAlpha = 0.3;
  ctx.drawImage(
    watermark,
    image.width - watermark.width - 20,
    image.height - watermark.height - 20
  );

  const buffer = canvas.toBuffer("image/png");
  fs.writeFileSync(outputPath, buffer);
}

Pixel manipulation

typescript
// src/canvas/pixels.ts — Read and modify individual pixels for image processing.
// Apply filters like grayscale, invert, or custom convolution kernels.
import { createCanvas, loadImage } from "canvas";

export async function grayscale(imagePath: string): Promise<Buffer> {
  const image = await loadImage(imagePath);
  const canvas = createCanvas(image.width, image.height);
  const ctx = canvas.getContext("2d");

  ctx.drawImage(image, 0, 0);
  const imageData = ctx.getImageData(0, 0, canvas.width, canvas.height);
  const data = imageData.data;

  for (let i = 0; i < data.length; i += 4) {
    const avg = data[i] * 0.299 + data[i + 1] * 0.587 + data[i + 2] * 0.114;
    data[i] = data[i + 1] = data[i + 2] = avg;
  }

  ctx.putImageData(imageData, 0, 0);
  return canvas.toBuffer("image/png");
}

Exporting

typescript
// src/canvas/export.ts — Save canvas output as PNG, JPEG, or PDF.
import { createCanvas } from "canvas";
import fs from "fs";

const canvas = createCanvas(400, 400);
const ctx = canvas.getContext("2d");
ctx.fillStyle = "#e94560";
ctx.fillRect(0, 0, 400, 400);

// PNG
fs.writeFileSync("output.png", canvas.toBuffer("image/png"));

// JPEG with quality
fs.writeFileSync("output.jpg", canvas.toBuffer("image/jpeg", { quality: 0.9 }));

// PDF (node-canvas supports PDF backend)
const pdfCanvas = createCanvas(400, 400, "pdf");
const pdfCtx = pdfCanvas.getContext("2d");
pdfCtx.fillStyle = "#0f3460";
pdfCtx.fillRect(0, 0, 400, 400);
fs.writeFileSync("output.pdf", pdfCanvas.toBuffer("application/pdf"));

Result: each snippet writes a file next to the script (output.png, output.jpg, output.pdf); toBuffer("image/png") returns a Node Buffer you can also send as an HTTP response body.

Guidelines

  • Fonts: generic names like sans-serif resolve to whatever the server has installed, so output differs between machines. Bundle a font file and call registerFont("fonts/Inter-Bold.ttf", { family: "Inter" }) (from canvas) before creating the canvas, then use ctx.font = "bold 48px Inter".
  • globalAlpha, fillStyle, and transforms persist on the context; wrap temporary changes in ctx.save() / ctx.restore().
  • getImageData returns RGBA bytes (4 per pixel) in row order; call putImageData to write changes back.
  • toBuffer("image/jpeg", { quality: 0.9 }) takes quality from 0 to 1. The PDF canvas is created with createCanvas(w, h, "pdf") and exported with toBuffer("application/pdf"); it is vector output, not a bitmap.
  • Never pass user-supplied URLs or paths to loadImage without validating them; it fetches remote URLs and reads local files.
  • Large canvases use width x height x 4 bytes of memory; cap sizes taken from user input.
  • For charts with ready-made axes and legends use a charting library on top of Canvas rather than drawing by hand.
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