import { type CanvasKit } from "https://deno.land/x/canvaseno@v1.0.2/types.ts";
Properties
Methods
Constructs a Color with the same API as CSS's rgba(), that is Internally, Colors are four unpremultiplied 32-bit floats: r, g, b, a. In order to construct one with more precision or in a wider gamut, use CanvasKit.Color4f().
Construct a 4-float color. Float values are typically between 0.0 and 1.0.
Constructs a Color as a 32 bit unsigned integer, with 8 bits assigned to each channel. Channels are expected to be between 0 and 255 and will be clamped as such. If a is omitted, it will be 255 (opaque).
This is not the preferred way to use colors in Skia APIs, use Color or Color4f.
Returns a css style [r, g, b, a] where r, g, b are returned as ints in the range [0, 255] and where a is scaled between 0 and 1.0. [Deprecated] - this is trivial now that SkColor is 4 floats.
Takes in a CSS color value and returns a CanvasKit.Color (which is an array of 4 floats in RGBA order). An optional colorMap may be provided which maps custom strings to values. In the CanvasKit canvas2d shim layer, we provide this map for processing canvas2d calls, but not here for code size reasons.
Returns a copy of the passed in color with a new alpha value applied. [Deprecated] - this is trivial now that SkColor is 4 floats.
Computes color values for one-pass tonal alpha. Note, if malloced colors are passed in, the memory pointed at by the MallocObj will be overwritten with the computed tonal colors (and thus the return val can be ignored).
Returns a rectangle with the given paramaters. See SkRect.h for more.
Returns a rectangle with the given paramaters. See SkRect.h for more.
Returns a rectangle with the given integer paramaters. See SkRect.h for more.
Returns a rectangle with the given paramaters. See SkRect.h for more.
Returns a rectangle with rounded corners consisting of the given rectangle and the same radiusX and radiusY for all four corners.
Malloc returns a TypedArray backed by the C++ memory of the given length. It should only be used by advanced users who can manage memory and initialize values properly. When used correctly, it can save copying of data between JS and C++. When used incorrectly, it can lead to memory leaks. Any memory allocated by CanvasKit.Malloc needs to be released with CanvasKit.Free.
const mObj = CanvasKit.Malloc(Float32Array, 20); Get a TypedArray view around the malloc'd memory (this does not copy anything). const ta = mObj.toTypedArray(); // store data into ta const cf = CanvasKit.SkColorFilter.MakeMatrix(ta); // mObj could also be used.
// eventually... CanvasKit.Free(mObj);
As Malloc but for GlyphIDs. This helper exists to make sure the JS side and the C++ side stay in agreement with how wide GlyphIDs are.
Free frees the memory returned by Malloc. Any memory allocated by CanvasKit.Malloc needs to be released with CanvasKit.Free.
Creates a Surface on a given canvas. If both GPU and CPU modes have been compiled in, this will first try to create a GPU surface and then fallback to a CPU one if that fails. If just the CPU mode has been compiled in, a CPU surface will be created.
Creates a CPU backed (aka raster) surface.
A helper for creating a WebGL backed (aka GPU) surface and falling back to a CPU surface if the GPU one cannot be created. This works for both WebGL 1 and WebGL 2.
Returns a CPU backed surface with the given dimensions, an SRGB colorspace, Unpremul alphaType and 8888 color type. The pixels belonging to this surface will be in memory and not visible.
Creates a WebGL Context from the given canvas with the given options. If options are omitted, sensible defaults will be used.
Creates a GrContext from the given WebGL Context.
Creates a Surface that will be drawn to the given GrContext (and show up on screen).
Returns a (non-visible) SkSurface on the GPU. It has the given dimensions and uses 8888 color depth and premultiplied alpha. See SkSurface.h for more details.
Returns a (non-visible) SkSurface on the GPU. It has the settings provided by image info. See SkSurface.h for more details.
Returns the current WebGLContext that the wasm code is configured to draw to. It is recommended to capture this value after creating a new WebGL surface if there are multiple surfaces on the screen.
Sets the WebGLContext that the wasm code will draw to.
When a WebGL call is made on the C++ side, it is routed to the JS side to target a specific WebGL context. WebGL calls are methods on a WebGL context, so CanvasKit needs to know which context to send the calls to.
Returns the max size of the global cache for bitmaps used by CanvasKit.
Returns the current size of the global cache for bitmaps used by CanvasKit.
Sets the max size of the global cache for bitmaps used by CanvasKit.
Decodes the given bytes into an animated image. Returns null if the bytes were invalid. The passed in bytes will be copied into the WASM heap, so the caller can dispose of them.
Returns an emulated Canvas2D of the given size.
Returns an emulated Canvas2D of the given size.
Return an SkImage backed by the encoded data, but attempt to defer decoding until the image is actually used/drawn. This deferral allows the system to cache the result, either on the CPU or on the GPU, depending on where the image is drawn. This decoding uses the codecs that have been compiled into CanvasKit. If the bytes are invalid (or an unrecognized codec), null will be returned. See SkImage.h for more details.
Returns an SkImage with the data from the provided CanvasImageSource (e.g. ). This will use the browser's built in codecs, in that src will be drawn to a canvas and then readback and placed into an SkImage.
Creates a new path by combining the given paths according to op. If this fails, null will be returned instead.
Creates a new path from the provided SVG string. If this fails, null will be returned instead.
Returns an SkPicture which has been serialized previously to the given bytes.
Returns an SkVertices based on the given positions and optional parameters. See SkVertices.h (especially the Builder) for more details.
Returns a Skottie animation built from the provided json string. Requires that Skottie be compiled into CanvasKit.
Returns a managed Skottie animation built from the provided json string and assets. Requires that Skottie be compiled into CanvasKit.
Returns a Particles effect built from the provided json string and assets. Requires that Particles be compiled into CanvasKit
Returns the underlying data from SkData as a Uint8Array.