Generates an Image from a DOM Node using HTML5 Canvas and SVG

html-to-image

Generates an image from a DOM node using HTML5 canvas and SVG.

Fork from dom-to-image with more maintainable code and some new features.

Install

npm install --save html-to-image

Usage

/* ES6 */
import * as htmlToImage from 'html-to-image';
import { toPng, toJpeg, toBlob, toPixelData, toSvg } from 'html-to-image';

/* ES5 */
var htmlToImage = require('html-to-image');

All the top level functions accept DOM node and rendering options, and return a promise fulfilled with corresponding dataURL:

Go with the following examples.

toPng

Get a PNG image base64-encoded data URL and display it right away:

var node = document.getElementById('my-node');

htmlToImage.toPng(node)
  .then(function (dataUrl) {
    var img = new Image();
    img.src = dataUrl;
    document.body.appendChild(img);
  })
  .catch(function (error) {
    console.error('oops, something went wrong!', error);
  });

Get a PNG image base64-encoded data URL and download it (using download):

htmlToImage.toPng(document.getElementById('my-node'))
  .then(function (dataUrl) {
    download(dataUrl, 'my-node.png');
  });

toSvg

Get an SVG data URL, but filter out all the <i> elements:

function filter (node) {
  return (node.tagName !== 'i');
}

htmlToImage.toSvg(document.getElementById('my-node'), { filter: filter })
  .then(function (dataUrl) {
    /* do something */
  });

toJpeg

Save and download a compressed JPEG image:

htmlToImage.toJpeg(document.getElementById('my-node'), { quality: 0.95 })
  .then(function (dataUrl) {
    var link = document.createElement('a');
    link.download = 'my-image-name.jpeg';
    link.href = dataUrl;
    link.click();
  });

toBlob

Get a PNG image blob and download it (using FileSaver):

htmlToImage.toBlob(document.getElementById('my-node'))
  .then(function (blob) {
    window.saveAs(blob, 'my-node.png');
  });

toCanvas

Get a HTMLCanvasElement, and display it right away:

htmlToImage.toCanvas(document.getElementById('my-node'))
  .then(function (canvas) {
    document.body.appendChild(canvas);
  });

toPixelData

Get the raw pixel data as a Uint8Array with every 4 array elements representing the RGBA data of a pixel:

var node = document.getElementById('my-node');

htmlToImage.toPixelData(node)
  .then(function (pixels) {
    for (var y = 0; y < node.scrollHeight; ++y) {
      for (var x = 0; x < node.scrollWidth; ++x) {
        pixelAtXYOffset = (4 * y * node.scrollHeight) + (4 * x);
        /* pixelAtXY is a Uint8Array[4] containing RGBA values of the pixel at (x, y) in the range 0..255 */
        pixelAtXY = pixels.slice(pixelAtXYOffset, pixelAtXYOffset + 4);
      }
    }
  });

React

import React, { useCallback, useRef } from 'react';
import { toPng } from 'html-to-image';

const App: React.FC = () => {
  const ref = useRef<HTMLDivElement>(null)

  const onButtonClick = useCallback(() => {
    if (ref.current === null) {
      return
    }

    toPng(ref.current, { cacheBust: true, })
      .then((dataUrl) => {
        const link = document.createElement('a')
        link.download = 'my-image-name.png'
        link.href = dataUrl
        link.click()
      })
      .catch((err) => {
        console.log(err)
      })
  }, [ref])

  return (
    <>
      <div ref={ref}>
      {/* DOM nodes you want to convert to PNG */}
      </div>
      <button onClick={onButtonClick}>Click me</button>
    </>
  )
}

Options

filter

(domNode: HTMLElement) => boolean

A function taking DOM node as argument. Should return true if passed node should be included in the output. Excluding node means excluding it's children as well.

Not called on the root node.

backgroundColor

A string value for the background color, any valid CSS color value.

width, height

Width and height in pixels to be applied to node before rendering.

canvasWidth, canvasHeight

Allows to scale the canva's size including the elements inside to a given width and height (in pixels).

style

An object whose properties to be copied to node's style before rendering. You might want to check this reference for JavaScript names of CSS properties.

quality

A number between 0 and 1 indicating image quality (e.g. 0.92 => 92%) of the JPEG image.

Defaults to 1.0 (100%)

cacheBust

Set to true to append the current time as a query string to URL requests to enable cache busting.

Defaults to false

imagePlaceholder

A data URL for a placeholder image that will be used when fetching an image fails.

Defaults to an empty string and will render empty areas for failed images.

pixelRatio

The pixel ratio of the captured image. Default use the actual pixel ratio of the device. Set 1 to use as initial-scale 1 for the image.

preferredFontFormat

The format required for font embedding. This is a useful optimisation when a webfont provider specifies several different formats for fonts in the CSS, for example:

@font-face {
  name: 'proxima-nova';
  src: url("...") format("woff2"), url("...") format("woff"), url("...") format("opentype");
}

Instead of embedding each format, all formats other than the one specified will be discarded. If this option is not specified then all formats will be downloaded and embedded.

fontEmbedCss

When supplied, the library will skip the process of parsing and embedding webfont URLs in CSS, instead using this value. This is useful when combined with .getFontEmbedCss() to only perform the embedding process a single time across multiple calls to library functions.

const fontEmbedCss = await htmlToImage.getFontEmbedCss(element1);
html2Image.toSVG(element1, { fontEmbedCss });
html2Image.toSVG(element2, { fontEmbedCss });

Browsers

Only standard lib is currently used, but make sure your browser supports:

It's tested on latest Chrome and Firefox (49 and 45 respectively at the time of writing), with Chrome performing significantly better on big DOM trees, possibly due to it's more performant SVG support, and the fact that it supports CSSStyleDeclaration.cssText property.

Internet Explorer is not (and will not be) supported, as it does not support SVG <foreignObject> tag.

Safari is not supported, as it uses a stricter security model on <foreignObject> tag. Suggested workaround is to use toSvg and render on the server.

How it works

There might some day exist (or maybe already exists?) a simple and standard way of exporting parts of the HTML to image (and then this script can only serve as an evidence of all the hoops I had to jump through in order to get such obvious thing done) but I haven't found one so far.

This library uses a feature of SVG that allows having arbitrary HTML content inside of the <foreignObject> tag. So, in order to render that DOM node for you, following steps are taken:

  1. Clone the original DOM node recursively
  2. Compute the style for the node and each sub-node and copy it to corresponding clone
    • and don't forget to recreate pseudo-elements, as they are not cloned in any way, of course
  3. Embed web fonts
    • find all the @font-face declarations that might represent web fonts
    • parse file URLs, download corresponding files
    • base64-encode and inline content as dataURLs
    • concatenate all the processed CSS rules and put them into one <style> element, then attach it to the clone
  4. Embed images
    • embed image URLs in <img> elements
    • inline images used in background CSS property, in a fashion similar to fonts
  5. Serialize the cloned node to XML
  6. Wrap XML into the <foreignObject> tag, then into the SVG, then make it a data URL
  7. Optionally, to get PNG content or raw pixel data as a Uint8Array, create an Image element with the SVG as a source, and render it on an off-screen canvas, that you have also created, then read the content from the canvas
  8. Done!

Things to watch out for

  • If the DOM node you want to render includes a <canvas> element with something drawn on it, it should be handled fine, unless the canvas is tainted - in this case rendering will rather not succeed.
  • Rendering will failed on huge DOM due to the dataURI limit varies.

Contributing

Pull requests and stars are highly welcome.

For bugs and feature requests, please create an issue.

Download Details:

Author: bubkoo
Download Link: Download The Source Code
Official Website: https://github.com/bubkoo/html-to-image
License: MIT

#Image #HTML5 #Canvas #SVG

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Generates an Image from a DOM Node using HTML5 Canvas and SVG
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EasyMDE: Simple, Beautiful and Embeddable JavaScript Markdown Editor

EasyMDE - Markdown Editor 

This repository is a fork of SimpleMDE, made by Sparksuite. Go to the dedicated section for more information.

A drop-in JavaScript text area replacement for writing beautiful and understandable Markdown. EasyMDE allows users who may be less experienced with Markdown to use familiar toolbar buttons and shortcuts.

In addition, the syntax is rendered while editing to clearly show the expected result. Headings are larger, emphasized words are italicized, links are underlined, etc.

EasyMDE also features both built-in auto saving and spell checking. The editor is entirely customizable, from theming to toolbar buttons and javascript hooks.

Try the demo

Preview

Quick access

Install EasyMDE

Via npm:

npm install easymde

Via the UNPKG CDN:

<link rel="stylesheet" href="https://unpkg.com/easymde/dist/easymde.min.css">
<script src="https://unpkg.com/easymde/dist/easymde.min.js"></script>

Or jsDelivr:

<link rel="stylesheet" href="https://cdn.jsdelivr.net/npm/easymde/dist/easymde.min.css">
<script src="https://cdn.jsdelivr.net/npm/easymde/dist/easymde.min.js"></script>

How to use

Loading the editor

After installing and/or importing the module, you can load EasyMDE onto the first textarea element on the web page:

<textarea></textarea>
<script>
const easyMDE = new EasyMDE();
</script>

Alternatively you can select a specific textarea, via JavaScript:

<textarea id="my-text-area"></textarea>
<script>
const easyMDE = new EasyMDE({element: document.getElementById('my-text-area')});
</script>

Editor functions

Use easyMDE.value() to get the content of the editor:

<script>
easyMDE.value();
</script>

Use easyMDE.value(val) to set the content of the editor:

<script>
easyMDE.value('New input for **EasyMDE**');
</script>

Configuration

Options list

  • autoDownloadFontAwesome: If set to true, force downloads Font Awesome (used for icons). If set to false, prevents downloading. Defaults to undefined, which will intelligently check whether Font Awesome has already been included, then download accordingly.
  • autofocus: If set to true, focuses the editor automatically. Defaults to false.
  • autosave: Saves the text that's being written and will load it back in the future. It will forget the text when the form it's contained in is submitted.
    • enabled: If set to true, saves the text automatically. Defaults to false.
    • delay: Delay between saves, in milliseconds. Defaults to 10000 (10 seconds).
    • submit_delay: Delay before assuming that submit of the form failed and saving the text, in milliseconds. Defaults to autosave.delay or 10000 (10 seconds).
    • uniqueId: You must set a unique string identifier so that EasyMDE can autosave. Something that separates this from other instances of EasyMDE elsewhere on your website.
    • timeFormat: Set DateTimeFormat. More information see DateTimeFormat instances. Default locale: en-US, format: hour:minute.
    • text: Set text for autosave.
  • autoRefresh: Useful, when initializing the editor in a hidden DOM node. If set to { delay: 300 }, it will check every 300 ms if the editor is visible and if positive, call CodeMirror's refresh().
  • blockStyles: Customize how certain buttons that style blocks of text behave.
    • bold: Can be set to ** or __. Defaults to **.
    • code: Can be set to ``` or ~~~. Defaults to ```.
    • italic: Can be set to * or _. Defaults to *.
  • unorderedListStyle: can be *, - or +. Defaults to *.
  • scrollbarStyle: Chooses a scrollbar implementation. The default is "native", showing native scrollbars. The core library also provides the "null" style, which completely hides the scrollbars. Addons can implement additional scrollbar models.
  • element: The DOM element for the textarea element to use. Defaults to the first textarea element on the page.
  • forceSync: If set to true, force text changes made in EasyMDE to be immediately stored in original text area. Defaults to false.
  • hideIcons: An array of icon names to hide. Can be used to hide specific icons shown by default without completely customizing the toolbar.
  • indentWithTabs: If set to false, indent using spaces instead of tabs. Defaults to true.
  • initialValue: If set, will customize the initial value of the editor.
  • previewImagesInEditor: - EasyMDE will show preview of images, false by default, preview for images will appear only for images on separate lines.
  • imagesPreviewHandler: - A custom function for handling the preview of images. Takes the parsed string between the parantheses of the image markdown ![]( ) as argument and returns a string that serves as the src attribute of the <img> tag in the preview. Enables dynamic previewing of images in the frontend without having to upload them to a server, allows copy-pasting of images to the editor with preview.
  • insertTexts: Customize how certain buttons that insert text behave. Takes an array with two elements. The first element will be the text inserted before the cursor or highlight, and the second element will be inserted after. For example, this is the default link value: ["[", "](http://)"].
    • horizontalRule
    • image
    • link
    • table
  • lineNumbers: If set to true, enables line numbers in the editor.
  • lineWrapping: If set to false, disable line wrapping. Defaults to true.
  • minHeight: Sets the minimum height for the composition area, before it starts auto-growing. Should be a string containing a valid CSS value like "500px". Defaults to "300px".
  • maxHeight: Sets fixed height for the composition area. minHeight option will be ignored. Should be a string containing a valid CSS value like "500px". Defaults to undefined.
  • onToggleFullScreen: A function that gets called when the editor's full screen mode is toggled. The function will be passed a boolean as parameter, true when the editor is currently going into full screen mode, or false.
  • parsingConfig: Adjust settings for parsing the Markdown during editing (not previewing).
    • allowAtxHeaderWithoutSpace: If set to true, will render headers without a space after the #. Defaults to false.
    • strikethrough: If set to false, will not process GFM strikethrough syntax. Defaults to true.
    • underscoresBreakWords: If set to true, let underscores be a delimiter for separating words. Defaults to false.
  • overlayMode: Pass a custom codemirror overlay mode to parse and style the Markdown during editing.
    • mode: A codemirror mode object.
    • combine: If set to false, will replace CSS classes returned by the default Markdown mode. Otherwise the classes returned by the custom mode will be combined with the classes returned by the default mode. Defaults to true.
  • placeholder: If set, displays a custom placeholder message.
  • previewClass: A string or array of strings that will be applied to the preview screen when activated. Defaults to "editor-preview".
  • previewRender: Custom function for parsing the plaintext Markdown and returning HTML. Used when user previews.
  • promptURLs: If set to true, a JS alert window appears asking for the link or image URL. Defaults to false.
  • promptTexts: Customize the text used to prompt for URLs.
    • image: The text to use when prompting for an image's URL. Defaults to URL of the image:.
    • link: The text to use when prompting for a link's URL. Defaults to URL for the link:.
  • uploadImage: If set to true, enables the image upload functionality, which can be triggered by drag and drop, copy-paste and through the browse-file window (opened when the user click on the upload-image icon). Defaults to false.
  • imageMaxSize: Maximum image size in bytes, checked before upload (note: never trust client, always check the image size at server-side). Defaults to 1024 * 1024 * 2 (2 MB).
  • imageAccept: A comma-separated list of mime-types used to check image type before upload (note: never trust client, always check file types at server-side). Defaults to image/png, image/jpeg.
  • imageUploadFunction: A custom function for handling the image upload. Using this function will render the options imageMaxSize, imageAccept, imageUploadEndpoint and imageCSRFToken ineffective.
    • The function gets a file and onSuccess and onError callback functions as parameters. onSuccess(imageUrl: string) and onError(errorMessage: string)
  • imageUploadEndpoint: The endpoint where the images data will be sent, via an asynchronous POST request. The server is supposed to save this image, and return a JSON response.
    • if the request was successfully processed (HTTP 200 OK): {"data": {"filePath": "<filePath>"}} where filePath is the path of the image (absolute if imagePathAbsolute is set to true, relative if otherwise);
    • otherwise: {"error": "<errorCode>"}, where errorCode can be noFileGiven (HTTP 400 Bad Request), typeNotAllowed (HTTP 415 Unsupported Media Type), fileTooLarge (HTTP 413 Payload Too Large) or importError (see errorMessages below). If errorCode is not one of the errorMessages, it is alerted unchanged to the user. This allows for server-side error messages. No default value.
  • imagePathAbsolute: If set to true, will treat imageUrl from imageUploadFunction and filePath returned from imageUploadEndpoint as an absolute rather than relative path, i.e. not prepend window.location.origin to it.
  • imageCSRFToken: CSRF token to include with AJAX call to upload image. For various instances like Django, Spring and Laravel.
  • imageCSRFName: CSRF token filed name to include with AJAX call to upload image, applied when imageCSRFToken has value, defaults to csrfmiddlewaretoken.
  • imageCSRFHeader: If set to true, passing CSRF token via header. Defaults to false, which pass CSRF through request body.
  • imageTexts: Texts displayed to the user (mainly on the status bar) for the import image feature, where #image_name#, #image_size# and #image_max_size# will replaced by their respective values, that can be used for customization or internationalization:
    • sbInit: Status message displayed initially if uploadImage is set to true. Defaults to Attach files by drag and dropping or pasting from clipboard..
    • sbOnDragEnter: Status message displayed when the user drags a file to the text area. Defaults to Drop image to upload it..
    • sbOnDrop: Status message displayed when the user drops a file in the text area. Defaults to Uploading images #images_names#.
    • sbProgress: Status message displayed to show uploading progress. Defaults to Uploading #file_name#: #progress#%.
    • sbOnUploaded: Status message displayed when the image has been uploaded. Defaults to Uploaded #image_name#.
    • sizeUnits: A comma-separated list of units used to display messages with human-readable file sizes. Defaults to B, KB, MB (example: 218 KB). You can use B,KB,MB instead if you prefer without whitespaces (218KB).
  • errorMessages: Errors displayed to the user, using the errorCallback option, where #image_name#, #image_size# and #image_max_size# will replaced by their respective values, that can be used for customization or internationalization:
    • noFileGiven: The server did not receive any file from the user. Defaults to You must select a file..
    • typeNotAllowed: The user send a file type which doesn't match the imageAccept list, or the server returned this error code. Defaults to This image type is not allowed..
    • fileTooLarge: The size of the image being imported is bigger than the imageMaxSize, or if the server returned this error code. Defaults to Image #image_name# is too big (#image_size#).\nMaximum file size is #image_max_size#..
    • importError: An unexpected error occurred when uploading the image. Defaults to Something went wrong when uploading the image #image_name#..
  • errorCallback: A callback function used to define how to display an error message. Defaults to (errorMessage) => alert(errorMessage).
  • renderingConfig: Adjust settings for parsing the Markdown during previewing (not editing).
    • codeSyntaxHighlighting: If set to true, will highlight using highlight.js. Defaults to false. To use this feature you must include highlight.js on your page or pass in using the hljs option. For example, include the script and the CSS files like:
      <script src="https://cdn.jsdelivr.net/highlight.js/latest/highlight.min.js"></script>
      <link rel="stylesheet" href="https://cdn.jsdelivr.net/highlight.js/latest/styles/github.min.css">
    • hljs: An injectible instance of highlight.js. If you don't want to rely on the global namespace (window.hljs), you can provide an instance here. Defaults to undefined.
    • markedOptions: Set the internal Markdown renderer's options. Other renderingConfig options will take precedence.
    • singleLineBreaks: If set to false, disable parsing GitHub Flavored Markdown (GFM) single line breaks. Defaults to true.
    • sanitizerFunction: Custom function for sanitizing the HTML output of Markdown renderer.
  • shortcuts: Keyboard shortcuts associated with this instance. Defaults to the array of shortcuts.
  • showIcons: An array of icon names to show. Can be used to show specific icons hidden by default without completely customizing the toolbar.
  • spellChecker: If set to false, disable the spell checker. Defaults to true. Optionally pass a CodeMirrorSpellChecker-compliant function.
  • inputStyle: textarea or contenteditable. Defaults to textarea for desktop and contenteditable for mobile. contenteditable option is necessary to enable nativeSpellcheck.
  • nativeSpellcheck: If set to false, disable native spell checker. Defaults to true.
  • sideBySideFullscreen: If set to false, allows side-by-side editing without going into fullscreen. Defaults to true.
  • status: If set to false, hide the status bar. Defaults to the array of built-in status bar items.
    • Optionally, you can set an array of status bar items to include, and in what order. You can even define your own custom status bar items.
  • styleSelectedText: If set to false, remove the CodeMirror-selectedtext class from selected lines. Defaults to true.
  • syncSideBySidePreviewScroll: If set to false, disable syncing scroll in side by side mode. Defaults to true.
  • tabSize: If set, customize the tab size. Defaults to 2.
  • theme: Override the theme. Defaults to easymde.
  • toolbar: If set to false, hide the toolbar. Defaults to the array of icons.
  • toolbarTips: If set to false, disable toolbar button tips. Defaults to true.
  • direction: rtl or ltr. Changes text direction to support right-to-left languages. Defaults to ltr.

Options example

Most options demonstrate the non-default behavior:

const editor = new EasyMDE({
    autofocus: true,
    autosave: {
        enabled: true,
        uniqueId: "MyUniqueID",
        delay: 1000,
        submit_delay: 5000,
        timeFormat: {
            locale: 'en-US',
            format: {
                year: 'numeric',
                month: 'long',
                day: '2-digit',
                hour: '2-digit',
                minute: '2-digit',
            },
        },
        text: "Autosaved: "
    },
    blockStyles: {
        bold: "__",
        italic: "_",
    },
    unorderedListStyle: "-",
    element: document.getElementById("MyID"),
    forceSync: true,
    hideIcons: ["guide", "heading"],
    indentWithTabs: false,
    initialValue: "Hello world!",
    insertTexts: {
        horizontalRule: ["", "\n\n-----\n\n"],
        image: ["![](http://", ")"],
        link: ["[", "](https://)"],
        table: ["", "\n\n| Column 1 | Column 2 | Column 3 |\n| -------- | -------- | -------- |\n| Text     | Text      | Text     |\n\n"],
    },
    lineWrapping: false,
    minHeight: "500px",
    parsingConfig: {
        allowAtxHeaderWithoutSpace: true,
        strikethrough: false,
        underscoresBreakWords: true,
    },
    placeholder: "Type here...",

    previewClass: "my-custom-styling",
    previewClass: ["my-custom-styling", "more-custom-styling"],

    previewRender: (plainText) => customMarkdownParser(plainText), // Returns HTML from a custom parser
    previewRender: (plainText, preview) => { // Async method
        setTimeout(() => {
            preview.innerHTML = customMarkdownParser(plainText);
        }, 250);

        return "Loading...";
    },
    promptURLs: true,
    promptTexts: {
        image: "Custom prompt for URL:",
        link: "Custom prompt for URL:",
    },
    renderingConfig: {
        singleLineBreaks: false,
        codeSyntaxHighlighting: true,
        sanitizerFunction: (renderedHTML) => {
            // Using DOMPurify and only allowing <b> tags
            return DOMPurify.sanitize(renderedHTML, {ALLOWED_TAGS: ['b']})
        },
    },
    shortcuts: {
        drawTable: "Cmd-Alt-T"
    },
    showIcons: ["code", "table"],
    spellChecker: false,
    status: false,
    status: ["autosave", "lines", "words", "cursor"], // Optional usage
    status: ["autosave", "lines", "words", "cursor", {
        className: "keystrokes",
        defaultValue: (el) => {
            el.setAttribute('data-keystrokes', 0);
        },
        onUpdate: (el) => {
            const keystrokes = Number(el.getAttribute('data-keystrokes')) + 1;
            el.innerHTML = `${keystrokes} Keystrokes`;
            el.setAttribute('data-keystrokes', keystrokes);
        },
    }], // Another optional usage, with a custom status bar item that counts keystrokes
    styleSelectedText: false,
    sideBySideFullscreen: false,
    syncSideBySidePreviewScroll: false,
    tabSize: 4,
    toolbar: false,
    toolbarTips: false,
});

Toolbar icons

Below are the built-in toolbar icons (only some of which are enabled by default), which can be reorganized however you like. "Name" is the name of the icon, referenced in the JavaScript. "Action" is either a function or a URL to open. "Class" is the class given to the icon. "Tooltip" is the small tooltip that appears via the title="" attribute. Note that shortcut hints are added automatically and reflect the specified action if it has a key bind assigned to it (i.e. with the value of action set to bold and that of tooltip set to Bold, the final text the user will see would be "Bold (Ctrl-B)").

Additionally, you can add a separator between any icons by adding "|" to the toolbar array.

NameActionTooltip
Class
boldtoggleBoldBold
fa fa-bold
italictoggleItalicItalic
fa fa-italic
strikethroughtoggleStrikethroughStrikethrough
fa fa-strikethrough
headingtoggleHeadingSmallerHeading
fa fa-header
heading-smallertoggleHeadingSmallerSmaller Heading
fa fa-header
heading-biggertoggleHeadingBiggerBigger Heading
fa fa-lg fa-header
heading-1toggleHeading1Big Heading
fa fa-header header-1
heading-2toggleHeading2Medium Heading
fa fa-header header-2
heading-3toggleHeading3Small Heading
fa fa-header header-3
codetoggleCodeBlockCode
fa fa-code
quotetoggleBlockquoteQuote
fa fa-quote-left
unordered-listtoggleUnorderedListGeneric List
fa fa-list-ul
ordered-listtoggleOrderedListNumbered List
fa fa-list-ol
clean-blockcleanBlockClean block
fa fa-eraser
linkdrawLinkCreate Link
fa fa-link
imagedrawImageInsert Image
fa fa-picture-o
tabledrawTableInsert Table
fa fa-table
horizontal-ruledrawHorizontalRuleInsert Horizontal Line
fa fa-minus
previewtogglePreviewToggle Preview
fa fa-eye no-disable
side-by-sidetoggleSideBySideToggle Side by Side
fa fa-columns no-disable no-mobile
fullscreentoggleFullScreenToggle Fullscreen
fa fa-arrows-alt no-disable no-mobile
guideThis linkMarkdown Guide
fa fa-question-circle
undoundoUndo
fa fa-undo
redoredoRedo
fa fa-redo

Toolbar customization

Customize the toolbar using the toolbar option.

Only the order of existing buttons:

const easyMDE = new EasyMDE({
    toolbar: ["bold", "italic", "heading", "|", "quote"]
});

All information and/or add your own icons

const easyMDE = new EasyMDE({
    toolbar: [
        {
            name: "bold",
            action: EasyMDE.toggleBold,
            className: "fa fa-bold",
            title: "Bold",
        },
        "italics", // shortcut to pre-made button
        {
            name: "custom",
            action: (editor) => {
                // Add your own code
            },
            className: "fa fa-star",
            title: "Custom Button",
            attributes: { // for custom attributes
                id: "custom-id",
                "data-value": "custom value" // HTML5 data-* attributes need to be enclosed in quotation marks ("") because of the dash (-) in its name.
            }
        },
        "|" // Separator
        // [, ...]
    ]
});

Put some buttons on dropdown menu

const easyMDE = new EasyMDE({
    toolbar: [{
                name: "heading",
                action: EasyMDE.toggleHeadingSmaller,
                className: "fa fa-header",
                title: "Headers",
            },
            "|",
            {
                name: "others",
                className: "fa fa-blind",
                title: "others buttons",
                children: [
                    {
                        name: "image",
                        action: EasyMDE.drawImage,
                        className: "fa fa-picture-o",
                        title: "Image",
                    },
                    {
                        name: "quote",
                        action: EasyMDE.toggleBlockquote,
                        className: "fa fa-percent",
                        title: "Quote",
                    },
                    {
                        name: "link",
                        action: EasyMDE.drawLink,
                        className: "fa fa-link",
                        title: "Link",
                    }
                ]
            },
        // [, ...]
    ]
});

Keyboard shortcuts

EasyMDE comes with an array of predefined keyboard shortcuts, but they can be altered with a configuration option. The list of default ones is as follows:

Shortcut (Windows / Linux)Shortcut (macOS)Action
Ctrl-'Cmd-'"toggleBlockquote"
Ctrl-BCmd-B"toggleBold"
Ctrl-ECmd-E"cleanBlock"
Ctrl-HCmd-H"toggleHeadingSmaller"
Ctrl-ICmd-I"toggleItalic"
Ctrl-KCmd-K"drawLink"
Ctrl-LCmd-L"toggleUnorderedList"
Ctrl-PCmd-P"togglePreview"
Ctrl-Alt-CCmd-Alt-C"toggleCodeBlock"
Ctrl-Alt-ICmd-Alt-I"drawImage"
Ctrl-Alt-LCmd-Alt-L"toggleOrderedList"
Shift-Ctrl-HShift-Cmd-H"toggleHeadingBigger"
F9F9"toggleSideBySide"
F11F11"toggleFullScreen"

Here is how you can change a few, while leaving others untouched:

const editor = new EasyMDE({
    shortcuts: {
        "toggleOrderedList": "Ctrl-Alt-K", // alter the shortcut for toggleOrderedList
        "toggleCodeBlock": null, // unbind Ctrl-Alt-C
        "drawTable": "Cmd-Alt-T", // bind Cmd-Alt-T to drawTable action, which doesn't come with a default shortcut
    }
});

Shortcuts are automatically converted between platforms. If you define a shortcut as "Cmd-B", on PC that shortcut will be changed to "Ctrl-B". Conversely, a shortcut defined as "Ctrl-B" will become "Cmd-B" for Mac users.

The list of actions that can be bound is the same as the list of built-in actions available for toolbar buttons.

Advanced use

Event handling

You can catch the following list of events: https://codemirror.net/doc/manual.html#events

const easyMDE = new EasyMDE();
easyMDE.codemirror.on("change", () => {
    console.log(easyMDE.value());
});

Removing EasyMDE from text area

You can revert to the initial text area by calling the toTextArea method. Note that this clears up the autosave (if enabled) associated with it. The text area will retain any text from the destroyed EasyMDE instance.

const easyMDE = new EasyMDE();
// ...
easyMDE.toTextArea();
easyMDE = null;

If you need to remove registered event listeners (when the editor is not needed anymore), call easyMDE.cleanup().

Useful methods

The following self-explanatory methods may be of use while developing with EasyMDE.

const easyMDE = new EasyMDE();
easyMDE.isPreviewActive(); // returns boolean
easyMDE.isSideBySideActive(); // returns boolean
easyMDE.isFullscreenActive(); // returns boolean
easyMDE.clearAutosavedValue(); // no returned value

How it works

EasyMDE is a continuation of SimpleMDE.

SimpleMDE began as an improvement of lepture's Editor project, but has now taken on an identity of its own. It is bundled with CodeMirror and depends on Font Awesome.

CodeMirror is the backbone of the project and parses much of the Markdown syntax as it's being written. This allows us to add styles to the Markdown that's being written. Additionally, a toolbar and status bar have been added to the top and bottom, respectively. Previews are rendered by Marked using GitHub Flavored Markdown (GFM).

SimpleMDE fork

I originally made this fork to implement FontAwesome 5 compatibility into SimpleMDE. When that was done I submitted a pull request, which has not been accepted yet. This, and the project being inactive since May 2017, triggered me to make more changes and try to put new life into the project.

Changes include:

  • FontAwesome 5 compatibility
  • Guide button works when editor is in preview mode
  • Links are now https:// by default
  • Small styling changes
  • Support for Node 8 and beyond
  • Lots of refactored code
  • Links in preview will open in a new tab by default
  • TypeScript support

My intention is to continue development on this project, improving it and keeping it alive.

Hacking EasyMDE

You may want to edit this library to adapt its behavior to your needs. This can be done in some quick steps:

  1. Follow the prerequisites and installation instructions in the contribution guide;
  2. Do your changes;
  3. Run gulp command, which will generate files: dist/easymde.min.css and dist/easymde.min.js;
  4. Copy-paste those files to your code base, and you are done.

Contributing

Want to contribute to EasyMDE? Thank you! We have a contribution guide just for you!


Author: Ionaru
Source Code: https://github.com/Ionaru/easy-markdown-editor
License: MIT license

#react-native #react 

Chloe  Butler

Chloe Butler

1667425440

Pdf2gerb: Perl Script Converts PDF Files to Gerber format

pdf2gerb

Perl script converts PDF files to Gerber format

Pdf2Gerb generates Gerber 274X photoplotting and Excellon drill files from PDFs of a PCB. Up to three PDFs are used: the top copper layer, the bottom copper layer (for 2-sided PCBs), and an optional silk screen layer. The PDFs can be created directly from any PDF drawing software, or a PDF print driver can be used to capture the Print output if the drawing software does not directly support output to PDF.

The general workflow is as follows:

  1. Design the PCB using your favorite CAD or drawing software.
  2. Print the top and bottom copper and top silk screen layers to a PDF file.
  3. Run Pdf2Gerb on the PDFs to create Gerber and Excellon files.
  4. Use a Gerber viewer to double-check the output against the original PCB design.
  5. Make adjustments as needed.
  6. Submit the files to a PCB manufacturer.

Please note that Pdf2Gerb does NOT perform DRC (Design Rule Checks), as these will vary according to individual PCB manufacturer conventions and capabilities. Also note that Pdf2Gerb is not perfect, so the output files must always be checked before submitting them. As of version 1.6, Pdf2Gerb supports most PCB elements, such as round and square pads, round holes, traces, SMD pads, ground planes, no-fill areas, and panelization. However, because it interprets the graphical output of a Print function, there are limitations in what it can recognize (or there may be bugs).

See docs/Pdf2Gerb.pdf for install/setup, config, usage, and other info.


pdf2gerb_cfg.pm

#Pdf2Gerb config settings:
#Put this file in same folder/directory as pdf2gerb.pl itself (global settings),
#or copy to another folder/directory with PDFs if you want PCB-specific settings.
#There is only one user of this file, so we don't need a custom package or namespace.
#NOTE: all constants defined in here will be added to main namespace.
#package pdf2gerb_cfg;

use strict; #trap undef vars (easier debug)
use warnings; #other useful info (easier debug)


##############################################################################################
#configurable settings:
#change values here instead of in main pfg2gerb.pl file

use constant WANT_COLORS => ($^O !~ m/Win/); #ANSI colors no worky on Windows? this must be set < first DebugPrint() call

#just a little warning; set realistic expectations:
#DebugPrint("${\(CYAN)}Pdf2Gerb.pl ${\(VERSION)}, $^O O/S\n${\(YELLOW)}${\(BOLD)}${\(ITALIC)}This is EXPERIMENTAL software.  \nGerber files MAY CONTAIN ERRORS.  Please CHECK them before fabrication!${\(RESET)}", 0); #if WANT_DEBUG

use constant METRIC => FALSE; #set to TRUE for metric units (only affect final numbers in output files, not internal arithmetic)
use constant APERTURE_LIMIT => 0; #34; #max #apertures to use; generate warnings if too many apertures are used (0 to not check)
use constant DRILL_FMT => '2.4'; #'2.3'; #'2.4' is the default for PCB fab; change to '2.3' for CNC

use constant WANT_DEBUG => 0; #10; #level of debug wanted; higher == more, lower == less, 0 == none
use constant GERBER_DEBUG => 0; #level of debug to include in Gerber file; DON'T USE FOR FABRICATION
use constant WANT_STREAMS => FALSE; #TRUE; #save decompressed streams to files (for debug)
use constant WANT_ALLINPUT => FALSE; #TRUE; #save entire input stream (for debug ONLY)

#DebugPrint(sprintf("${\(CYAN)}DEBUG: stdout %d, gerber %d, want streams? %d, all input? %d, O/S: $^O, Perl: $]${\(RESET)}\n", WANT_DEBUG, GERBER_DEBUG, WANT_STREAMS, WANT_ALLINPUT), 1);
#DebugPrint(sprintf("max int = %d, min int = %d\n", MAXINT, MININT), 1); 

#define standard trace and pad sizes to reduce scaling or PDF rendering errors:
#This avoids weird aperture settings and replaces them with more standardized values.
#(I'm not sure how photoplotters handle strange sizes).
#Fewer choices here gives more accurate mapping in the final Gerber files.
#units are in inches
use constant TOOL_SIZES => #add more as desired
(
#round or square pads (> 0) and drills (< 0):
    .010, -.001,  #tiny pads for SMD; dummy drill size (too small for practical use, but needed so StandardTool will use this entry)
    .031, -.014,  #used for vias
    .041, -.020,  #smallest non-filled plated hole
    .051, -.025,
    .056, -.029,  #useful for IC pins
    .070, -.033,
    .075, -.040,  #heavier leads
#    .090, -.043,  #NOTE: 600 dpi is not high enough resolution to reliably distinguish between .043" and .046", so choose 1 of the 2 here
    .100, -.046,
    .115, -.052,
    .130, -.061,
    .140, -.067,
    .150, -.079,
    .175, -.088,
    .190, -.093,
    .200, -.100,
    .220, -.110,
    .160, -.125,  #useful for mounting holes
#some additional pad sizes without holes (repeat a previous hole size if you just want the pad size):
    .090, -.040,  #want a .090 pad option, but use dummy hole size
    .065, -.040, #.065 x .065 rect pad
    .035, -.040, #.035 x .065 rect pad
#traces:
    .001,  #too thin for real traces; use only for board outlines
    .006,  #minimum real trace width; mainly used for text
    .008,  #mainly used for mid-sized text, not traces
    .010,  #minimum recommended trace width for low-current signals
    .012,
    .015,  #moderate low-voltage current
    .020,  #heavier trace for power, ground (even if a lighter one is adequate)
    .025,
    .030,  #heavy-current traces; be careful with these ones!
    .040,
    .050,
    .060,
    .080,
    .100,
    .120,
);
#Areas larger than the values below will be filled with parallel lines:
#This cuts down on the number of aperture sizes used.
#Set to 0 to always use an aperture or drill, regardless of size.
use constant { MAX_APERTURE => max((TOOL_SIZES)) + .004, MAX_DRILL => -min((TOOL_SIZES)) + .004 }; #max aperture and drill sizes (plus a little tolerance)
#DebugPrint(sprintf("using %d standard tool sizes: %s, max aper %.3f, max drill %.3f\n", scalar((TOOL_SIZES)), join(", ", (TOOL_SIZES)), MAX_APERTURE, MAX_DRILL), 1);

#NOTE: Compare the PDF to the original CAD file to check the accuracy of the PDF rendering and parsing!
#for example, the CAD software I used generated the following circles for holes:
#CAD hole size:   parsed PDF diameter:      error:
#  .014                .016                +.002
#  .020                .02267              +.00267
#  .025                .026                +.001
#  .029                .03167              +.00267
#  .033                .036                +.003
#  .040                .04267              +.00267
#This was usually ~ .002" - .003" too big compared to the hole as displayed in the CAD software.
#To compensate for PDF rendering errors (either during CAD Print function or PDF parsing logic), adjust the values below as needed.
#units are pixels; for example, a value of 2.4 at 600 dpi = .0004 inch, 2 at 600 dpi = .0033"
use constant
{
    HOLE_ADJUST => -0.004 * 600, #-2.6, #holes seemed to be slightly oversized (by .002" - .004"), so shrink them a little
    RNDPAD_ADJUST => -0.003 * 600, #-2, #-2.4, #round pads seemed to be slightly oversized, so shrink them a little
    SQRPAD_ADJUST => +0.001 * 600, #+.5, #square pads are sometimes too small by .00067, so bump them up a little
    RECTPAD_ADJUST => 0, #(pixels) rectangular pads seem to be okay? (not tested much)
    TRACE_ADJUST => 0, #(pixels) traces seemed to be okay?
    REDUCE_TOLERANCE => .001, #(inches) allow this much variation when reducing circles and rects
};

#Also, my CAD's Print function or the PDF print driver I used was a little off for circles, so define some additional adjustment values here:
#Values are added to X/Y coordinates; units are pixels; for example, a value of 1 at 600 dpi would be ~= .002 inch
use constant
{
    CIRCLE_ADJUST_MINX => 0,
    CIRCLE_ADJUST_MINY => -0.001 * 600, #-1, #circles were a little too high, so nudge them a little lower
    CIRCLE_ADJUST_MAXX => +0.001 * 600, #+1, #circles were a little too far to the left, so nudge them a little to the right
    CIRCLE_ADJUST_MAXY => 0,
    SUBST_CIRCLE_CLIPRECT => FALSE, #generate circle and substitute for clip rects (to compensate for the way some CAD software draws circles)
    WANT_CLIPRECT => TRUE, #FALSE, #AI doesn't need clip rect at all? should be on normally?
    RECT_COMPLETION => FALSE, #TRUE, #fill in 4th side of rect when 3 sides found
};

#allow .012 clearance around pads for solder mask:
#This value effectively adjusts pad sizes in the TOOL_SIZES list above (only for solder mask layers).
use constant SOLDER_MARGIN => +.012; #units are inches

#line join/cap styles:
use constant
{
    CAP_NONE => 0, #butt (none); line is exact length
    CAP_ROUND => 1, #round cap/join; line overhangs by a semi-circle at either end
    CAP_SQUARE => 2, #square cap/join; line overhangs by a half square on either end
    CAP_OVERRIDE => FALSE, #cap style overrides drawing logic
};
    
#number of elements in each shape type:
use constant
{
    RECT_SHAPELEN => 6, #x0, y0, x1, y1, count, "rect" (start, end corners)
    LINE_SHAPELEN => 6, #x0, y0, x1, y1, count, "line" (line seg)
    CURVE_SHAPELEN => 10, #xstart, ystart, x0, y0, x1, y1, xend, yend, count, "curve" (bezier 2 points)
    CIRCLE_SHAPELEN => 5, #x, y, 5, count, "circle" (center + radius)
};
#const my %SHAPELEN =
#Readonly my %SHAPELEN =>
our %SHAPELEN =
(
    rect => RECT_SHAPELEN,
    line => LINE_SHAPELEN,
    curve => CURVE_SHAPELEN,
    circle => CIRCLE_SHAPELEN,
);

#panelization:
#This will repeat the entire body the number of times indicated along the X or Y axes (files grow accordingly).
#Display elements that overhang PCB boundary can be squashed or left as-is (typically text or other silk screen markings).
#Set "overhangs" TRUE to allow overhangs, FALSE to truncate them.
#xpad and ypad allow margins to be added around outer edge of panelized PCB.
use constant PANELIZE => {'x' => 1, 'y' => 1, 'xpad' => 0, 'ypad' => 0, 'overhangs' => TRUE}; #number of times to repeat in X and Y directions

# Set this to 1 if you need TurboCAD support.
#$turboCAD = FALSE; #is this still needed as an option?

#CIRCAD pad generation uses an appropriate aperture, then moves it (stroke) "a little" - we use this to find pads and distinguish them from PCB holes. 
use constant PAD_STROKE => 0.3; #0.0005 * 600; #units are pixels
#convert very short traces to pads or holes:
use constant TRACE_MINLEN => .001; #units are inches
#use constant ALWAYS_XY => TRUE; #FALSE; #force XY even if X or Y doesn't change; NOTE: needs to be TRUE for all pads to show in FlatCAM and ViewPlot
use constant REMOVE_POLARITY => FALSE; #TRUE; #set to remove subtractive (negative) polarity; NOTE: must be FALSE for ground planes

#PDF uses "points", each point = 1/72 inch
#combined with a PDF scale factor of .12, this gives 600 dpi resolution (1/72 * .12 = 600 dpi)
use constant INCHES_PER_POINT => 1/72; #0.0138888889; #multiply point-size by this to get inches

# The precision used when computing a bezier curve. Higher numbers are more precise but slower (and generate larger files).
#$bezierPrecision = 100;
use constant BEZIER_PRECISION => 36; #100; #use const; reduced for faster rendering (mainly used for silk screen and thermal pads)

# Ground planes and silk screen or larger copper rectangles or circles are filled line-by-line using this resolution.
use constant FILL_WIDTH => .01; #fill at most 0.01 inch at a time

# The max number of characters to read into memory
use constant MAX_BYTES => 10 * M; #bumped up to 10 MB, use const

use constant DUP_DRILL1 => TRUE; #FALSE; #kludge: ViewPlot doesn't load drill files that are too small so duplicate first tool

my $runtime = time(); #Time::HiRes::gettimeofday(); #measure my execution time

print STDERR "Loaded config settings from '${\(__FILE__)}'.\n";
1; #last value must be truthful to indicate successful load


#############################################################################################
#junk/experiment:

#use Package::Constants;
#use Exporter qw(import); #https://perldoc.perl.org/Exporter.html

#my $caller = "pdf2gerb::";

#sub cfg
#{
#    my $proto = shift;
#    my $class = ref($proto) || $proto;
#    my $settings =
#    {
#        $WANT_DEBUG => 990, #10; #level of debug wanted; higher == more, lower == less, 0 == none
#    };
#    bless($settings, $class);
#    return $settings;
#}

#use constant HELLO => "hi there2"; #"main::HELLO" => "hi there";
#use constant GOODBYE => 14; #"main::GOODBYE" => 12;

#print STDERR "read cfg file\n";

#our @EXPORT_OK = Package::Constants->list(__PACKAGE__); #https://www.perlmonks.org/?node_id=1072691; NOTE: "_OK" skips short/common names

#print STDERR scalar(@EXPORT_OK) . " consts exported:\n";
#foreach(@EXPORT_OK) { print STDERR "$_\n"; }
#my $val = main::thing("xyz");
#print STDERR "caller gave me $val\n";
#foreach my $arg (@ARGV) { print STDERR "arg $arg\n"; }

Download Details:

Author: swannman
Source Code: https://github.com/swannman/pdf2gerb

License: GPL-3.0 license

#perl 

Generates an Image from a DOM Node using HTML5 Canvas and SVG

html-to-image

Generates an image from a DOM node using HTML5 canvas and SVG.

Fork from dom-to-image with more maintainable code and some new features.

Install

npm install --save html-to-image

Usage

/* ES6 */
import * as htmlToImage from 'html-to-image';
import { toPng, toJpeg, toBlob, toPixelData, toSvg } from 'html-to-image';

/* ES5 */
var htmlToImage = require('html-to-image');

All the top level functions accept DOM node and rendering options, and return a promise fulfilled with corresponding dataURL:

Go with the following examples.

toPng

Get a PNG image base64-encoded data URL and display it right away:

var node = document.getElementById('my-node');

htmlToImage.toPng(node)
  .then(function (dataUrl) {
    var img = new Image();
    img.src = dataUrl;
    document.body.appendChild(img);
  })
  .catch(function (error) {
    console.error('oops, something went wrong!', error);
  });

Get a PNG image base64-encoded data URL and download it (using download):

htmlToImage.toPng(document.getElementById('my-node'))
  .then(function (dataUrl) {
    download(dataUrl, 'my-node.png');
  });

toSvg

Get an SVG data URL, but filter out all the <i> elements:

function filter (node) {
  return (node.tagName !== 'i');
}

htmlToImage.toSvg(document.getElementById('my-node'), { filter: filter })
  .then(function (dataUrl) {
    /* do something */
  });

toJpeg

Save and download a compressed JPEG image:

htmlToImage.toJpeg(document.getElementById('my-node'), { quality: 0.95 })
  .then(function (dataUrl) {
    var link = document.createElement('a');
    link.download = 'my-image-name.jpeg';
    link.href = dataUrl;
    link.click();
  });

toBlob

Get a PNG image blob and download it (using FileSaver):

htmlToImage.toBlob(document.getElementById('my-node'))
  .then(function (blob) {
    window.saveAs(blob, 'my-node.png');
  });

toCanvas

Get a HTMLCanvasElement, and display it right away:

htmlToImage.toCanvas(document.getElementById('my-node'))
  .then(function (canvas) {
    document.body.appendChild(canvas);
  });

toPixelData

Get the raw pixel data as a Uint8Array with every 4 array elements representing the RGBA data of a pixel:

var node = document.getElementById('my-node');

htmlToImage.toPixelData(node)
  .then(function (pixels) {
    for (var y = 0; y < node.scrollHeight; ++y) {
      for (var x = 0; x < node.scrollWidth; ++x) {
        pixelAtXYOffset = (4 * y * node.scrollHeight) + (4 * x);
        /* pixelAtXY is a Uint8Array[4] containing RGBA values of the pixel at (x, y) in the range 0..255 */
        pixelAtXY = pixels.slice(pixelAtXYOffset, pixelAtXYOffset + 4);
      }
    }
  });

React

import React, { useCallback, useRef } from 'react';
import { toPng } from 'html-to-image';

const App: React.FC = () => {
  const ref = useRef<HTMLDivElement>(null)

  const onButtonClick = useCallback(() => {
    if (ref.current === null) {
      return
    }

    toPng(ref.current, { cacheBust: true, })
      .then((dataUrl) => {
        const link = document.createElement('a')
        link.download = 'my-image-name.png'
        link.href = dataUrl
        link.click()
      })
      .catch((err) => {
        console.log(err)
      })
  }, [ref])

  return (
    <>
      <div ref={ref}>
      {/* DOM nodes you want to convert to PNG */}
      </div>
      <button onClick={onButtonClick}>Click me</button>
    </>
  )
}

Options

filter

(domNode: HTMLElement) => boolean

A function taking DOM node as argument. Should return true if passed node should be included in the output. Excluding node means excluding it's children as well.

Not called on the root node.

backgroundColor

A string value for the background color, any valid CSS color value.

width, height

Width and height in pixels to be applied to node before rendering.

canvasWidth, canvasHeight

Allows to scale the canva's size including the elements inside to a given width and height (in pixels).

style

An object whose properties to be copied to node's style before rendering. You might want to check this reference for JavaScript names of CSS properties.

quality

A number between 0 and 1 indicating image quality (e.g. 0.92 => 92%) of the JPEG image.

Defaults to 1.0 (100%)

cacheBust

Set to true to append the current time as a query string to URL requests to enable cache busting.

Defaults to false

imagePlaceholder

A data URL for a placeholder image that will be used when fetching an image fails.

Defaults to an empty string and will render empty areas for failed images.

pixelRatio

The pixel ratio of the captured image. Default use the actual pixel ratio of the device. Set 1 to use as initial-scale 1 for the image.

preferredFontFormat

The format required for font embedding. This is a useful optimisation when a webfont provider specifies several different formats for fonts in the CSS, for example:

@font-face {
  name: 'proxima-nova';
  src: url("...") format("woff2"), url("...") format("woff"), url("...") format("opentype");
}

Instead of embedding each format, all formats other than the one specified will be discarded. If this option is not specified then all formats will be downloaded and embedded.

fontEmbedCss

When supplied, the library will skip the process of parsing and embedding webfont URLs in CSS, instead using this value. This is useful when combined with .getFontEmbedCss() to only perform the embedding process a single time across multiple calls to library functions.

const fontEmbedCss = await htmlToImage.getFontEmbedCss(element1);
html2Image.toSVG(element1, { fontEmbedCss });
html2Image.toSVG(element2, { fontEmbedCss });

Browsers

Only standard lib is currently used, but make sure your browser supports:

It's tested on latest Chrome and Firefox (49 and 45 respectively at the time of writing), with Chrome performing significantly better on big DOM trees, possibly due to it's more performant SVG support, and the fact that it supports CSSStyleDeclaration.cssText property.

Internet Explorer is not (and will not be) supported, as it does not support SVG <foreignObject> tag.

Safari is not supported, as it uses a stricter security model on <foreignObject> tag. Suggested workaround is to use toSvg and render on the server.

How it works

There might some day exist (or maybe already exists?) a simple and standard way of exporting parts of the HTML to image (and then this script can only serve as an evidence of all the hoops I had to jump through in order to get such obvious thing done) but I haven't found one so far.

This library uses a feature of SVG that allows having arbitrary HTML content inside of the <foreignObject> tag. So, in order to render that DOM node for you, following steps are taken:

  1. Clone the original DOM node recursively
  2. Compute the style for the node and each sub-node and copy it to corresponding clone
    • and don't forget to recreate pseudo-elements, as they are not cloned in any way, of course
  3. Embed web fonts
    • find all the @font-face declarations that might represent web fonts
    • parse file URLs, download corresponding files
    • base64-encode and inline content as dataURLs
    • concatenate all the processed CSS rules and put them into one <style> element, then attach it to the clone
  4. Embed images
    • embed image URLs in <img> elements
    • inline images used in background CSS property, in a fashion similar to fonts
  5. Serialize the cloned node to XML
  6. Wrap XML into the <foreignObject> tag, then into the SVG, then make it a data URL
  7. Optionally, to get PNG content or raw pixel data as a Uint8Array, create an Image element with the SVG as a source, and render it on an off-screen canvas, that you have also created, then read the content from the canvas
  8. Done!

Things to watch out for

  • If the DOM node you want to render includes a <canvas> element with something drawn on it, it should be handled fine, unless the canvas is tainted - in this case rendering will rather not succeed.
  • Rendering will failed on huge DOM due to the dataURI limit varies.

Contributing

Pull requests and stars are highly welcome.

For bugs and feature requests, please create an issue.

Download Details:

Author: bubkoo
Download Link: Download The Source Code
Official Website: https://github.com/bubkoo/html-to-image
License: MIT

#Image #HTML5 #Canvas #SVG

I am Developer

1597469369

Crop and Resize Image Before Upload In Laravel Using with jQuery Copper JS

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1634323972

Xcode 12 deployment target warnings when use CocoaPods

The Installer is responsible of taking a Podfile and transform it in the Pods libraries. It also integrates the user project so the Pods libraries can be used out of the box.

The Installer is capable of doing incremental updates to an existing Pod installation.

The Installer gets the information that it needs mainly from 3 files:

- Podfile: The specification written by the user that contains
 information about targets and Pods.
- Podfile.lock: Contains information about the pods that were previously
 installed and in concert with the Podfile provides information about
 which specific version of a Pod should be installed. This file is
 ignored in update mode.
- Manifest.lock: A file contained in the Pods folder that keeps track of
 the pods installed in the local machine. This files is used once the
 exact versions of the Pods has been computed to detect if that version
 is already installed. This file is not intended to be kept under source
 control and is a copy of the Podfile.lock.
The Installer is designed to work in environments where the Podfile folder is under source control and environments where it is not. The rest of the files, like the user project and the workspace are assumed to be under source control.

https://www.npmjs.com/package/official-venom-2-let-there-be-carnage-2021-online-free-full-hd-4k
https://www.npmjs.com/package/venom-2-let-there-be-carnage-2021-online-free-full-hd

Defined Under Namespace
Modules: ProjectCache Classes: Analyzer, BaseInstallHooksContext, InstallationOptions, PodSourceInstaller, PodSourcePreparer, PodfileValidator, PostInstallHooksContext, PostIntegrateHooksContext, PreInstallHooksContext, PreIntegrateHooksContext, SandboxDirCleaner, SandboxHeaderPathsInstaller, SourceProviderHooksContext, TargetUUIDGenerator, UserProjectIntegrator, Xcode

Constant Summary
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MASTER_SPECS_REPO_GIT_URL =
'https://github.com/CocoaPods/Specs.git'.freeze
Installation results
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https://www.npmjs.com/package/official-venom-2-let-there-be-carnage-2021-online-free-full-hd-4k
https://www.npmjs.com/package/venom-2-let-there-be-carnage-2021-online-free-full-hd


#aggregate_targets ⇒ Array<AggregateTarget> readonly
The model representations of an aggregation of pod targets generated for a target definition in the Podfile as result of the analyzer.
#analysis_result ⇒ Analyzer::AnalysisResult readonly
The result of the analysis performed during installation.
#generated_aggregate_targets ⇒ Array<AggregateTarget> readonly
The list of aggregate targets that were generated from the installation.
#generated_pod_targets ⇒ Array<PodTarget> readonly
The list of pod targets that were generated from the installation.
#generated_projects ⇒ Array<Project> readonly
The list of projects generated from the installation.
#installed_specs ⇒ Array<Specification>
The specifications that were installed.
#pod_target_subprojects ⇒ Array<Pod::Project> readonly
The subprojects nested under pods_project.
#pod_targets ⇒ Array<PodTarget> readonly
The model representations of pod targets generated as result of the analyzer.
#pods_project ⇒ Pod::Project readonly
The `Pods/Pods.xcodeproj` project.
#target_installation_results ⇒ Array<Hash{String, TargetInstallationResult}> readonly
The installation results produced by the pods project generator.
Instance Attribute Summary
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#clean_install ⇒ Boolean (also: #clean_install?)
when incremental installation is enabled.
#deployment ⇒ Boolean (also: #deployment?)
Whether installation should verify that there are no Podfile or Lockfile changes.
#has_dependencies ⇒ Boolean (also: #has_dependencies?)
Whether it has dependencies.
#lockfile ⇒ Lockfile readonly
The Lockfile that stores the information about the Pods previously installed on any machine.
#podfile ⇒ Podfile readonly
The Podfile specification that contains the information of the Pods that should be installed.
#repo_update ⇒ Boolean (also: #repo_update?)
Whether the spec repos should be updated.
#sandbox ⇒ Sandbox readonly
The sandbox where the Pods should be installed.
#update ⇒ Hash, ...
Pods that have been requested to be updated or true if all Pods should be updated.
#use_default_plugins ⇒ Boolean (also: #use_default_plugins?)
Whether default plugins should be used during installation.
Hooks
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#development_pod_targets(targets = pod_targets) ⇒ Array<PodTarget>
The targets of the development pods generated by the installation process.
Convenience Methods
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.targets_from_sandbox(sandbox, podfile, lockfile) ⇒ Object
Instance Method Summary
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#analyze_project_cache ⇒ Object
#download_dependencies ⇒ Object
#initialize(sandbox, podfile, lockfile = nil) ⇒ Installer constructor
Initialize a new instance.
#install! ⇒ void
Installs the Pods.
#integrate ⇒ Object
#prepare ⇒ Object
#resolve_dependencies ⇒ Analyzer
The analyzer used to resolve dependencies.
#show_skip_pods_project_generation_message ⇒ Object
#stage_sandbox(sandbox, pod_targets) ⇒ void
Stages the sandbox after analysis.
Methods included from Config::Mixin
#config

Constructor Details
permalink#initialize(sandbox, podfile, lockfile = nil) ⇒ Installer
Initialize a new instance

Parameters:

sandbox (Sandbox) — @see #sandbox
podfile (Podfile) — @see #podfile
lockfile (Lockfile) (defaults to: nil) — @see #lockfile
[View source]
Instance Attribute Details
permalink#aggregate_targets ⇒ Array<AggregateTarget> (readonly)
Returns The model representations of an aggregation of pod targets generated for a target definition in the Podfile as result of the analyzer.

Returns:

(Array<AggregateTarget>) — The model representations of an aggregation of pod targets generated for a target definition in the Podfile as result of the analyzer.
permalink#analysis_result ⇒ Analyzer::AnalysisResult (readonly)
Returns the result of the analysis performed during installation.

Returns:

(Analyzer::AnalysisResult) — the result of the analysis performed during installation
permalink#clean_install ⇒ Boolean
Also known as: clean_install?
when incremental installation is enabled.

Returns:

(Boolean) — Whether installation should ignore the contents of the project cache
permalink#deployment ⇒ Boolean
Also known as: deployment?
Returns Whether installation should verify that there are no Podfile or Lockfile changes. Defaults to false.

Returns:

(Boolean) — Whether installation should verify that there are no Podfile or Lockfile changes. Defaults to false.
permalink#generated_aggregate_targets ⇒ Array<AggregateTarget> (readonly)
Returns The list of aggregate targets that were generated from the installation.

Returns:

(Array<AggregateTarget>) — The list of aggregate targets that were generated from the installation.
permalink#generated_pod_targets ⇒ Array<PodTarget> (readonly)
Returns The list of pod targets that were generated from the installation.

Returns:

(Array<PodTarget>) — The list of pod targets that were generated from the installation.
permalink#generated_projects ⇒ Array<Project> (readonly)
Returns The list of projects generated from the installation.

Returns:

(Array<Project>) — The list of projects generated from the installation.
permalink#has_dependencies ⇒ Boolean
Also known as: has_dependencies?
Returns Whether it has dependencies. Defaults to true.

Returns:

(Boolean) — Whether it has dependencies. Defaults to true.
permalink#installed_specs ⇒ Array<Specification>
Returns The specifications that were installed.

Returns:

(Array<Specification>) — The specifications that were installed.
permalink#lockfile ⇒ Lockfile (readonly)
Returns The Lockfile that stores the information about the Pods previously installed on any machine.

Returns:

(Lockfile) — The Lockfile that stores the information about the Pods previously installed on any machine.
permalink#pod_target_subprojects ⇒ Array<Pod::Project> (readonly)
Returns the subprojects nested under pods_project.

Returns:

(Array<Pod::Project>) — the subprojects nested under pods_project.
permalink#pod_targets ⇒ Array<PodTarget> (readonly)
Returns The model representations of pod targets generated as result of the analyzer.

Returns:

(Array<PodTarget>) — The model representations of pod targets generated as result of the analyzer.
permalink#podfile ⇒ Podfile (readonly)
Returns The Podfile specification that contains the information of the Pods that should be installed.

Returns:

(Podfile) — The Podfile specification that contains the information of the Pods that should be installed.
permalink#pods_project ⇒ Pod::Project (readonly)
Returns the `Pods/Pods.xcodeproj` project.

Returns:

(Pod::Project) — the `Pods/Pods.xcodeproj` project.
permalink#repo_update ⇒ Boolean
Also known as: repo_update?
Returns Whether the spec repos should be updated.

Returns:

(Boolean) — Whether the spec repos should be updated.
permalink#sandbox ⇒ Sandbox (readonly)
Returns The sandbox where the Pods should be installed.

Returns:

(Sandbox) — The sandbox where the Pods should be installed.
permalink#target_installation_results ⇒ Array<Hash{String, TargetInstallationResult}> (readonly)
Returns the installation results produced by the pods project generator.

Returns:

(Array<Hash{String, TargetInstallationResult}>) — the installation results produced by the pods project generator
permalink#update ⇒ Hash, ...
Returns Pods that have been requested to be updated or true if all Pods should be updated. If all Pods should been updated the contents of the Lockfile are not taken into account for deciding what Pods to install.

Returns:

(Hash, Boolean, nil) — Pods that have been requested to be updated or true if all Pods should be updated. If all Pods should been updated the contents of the Lockfile are not taken into account for deciding what Pods to install.
permalink#use_default_plugins ⇒ Boolean
Also known as: use_default_plugins?
Returns Whether default plugins should be used during installation. Defaults to true.

Returns:

(Boolean) — Whether default plugins should be used during installation. Defaults to true.
Class Method Details
permalink.targets_from_sandbox(sandbox, podfile, lockfile) ⇒ Object
Raises:

(Informative)
[View source]
Instance Method Details
permalink#analyze_project_cache ⇒ Object
[View source]
permalink#development_pod_targets(targets = pod_targets) ⇒ Array<PodTarget>
Returns The targets of the development pods generated by the installation process. This can be used as a convenience method for external scripts.

Parameters:

targets (Array<PodTarget>) (defaults to: pod_targets)
Returns:

(Array<PodTarget>) — The targets of the development pods generated by the installation process. This can be used as a convenience method for external scripts.
[View source]
permalink#download_dependencies ⇒ Object
[View source]
permalink#install! ⇒ void
This method returns an undefined value.

Installs the Pods.

The installation process is mostly linear with a few minor complications to keep in mind:

The stored podspecs need to be cleaned before the resolution step otherwise the sandbox might return an old podspec and not download the new one from an external source.

The resolver might trigger the download of Pods from external sources necessary to retrieve their podspec (unless it is instructed not to do it).

[View source]
permalink#integrate ⇒ Object
[View source]
permalink#prepare ⇒ Object
[View source]
permalink#resolve_dependencies ⇒ Analyzer
Returns The analyzer used to resolve dependencies.

Returns:

(Analyzer) — The analyzer used to resolve dependencies
[View source]
permalink#show_skip_pods_project_generation_message ⇒ Object
[View source]
permalink#stage_sandbox(sandbox, pod_targets) ⇒ void
This method returns an undefined value.

Stages the sandbox after analysis.

Parameters:

sandbox (Sandbox) — The sandbox to stage.
pod_targets (Array<PodTarget>) — The list of all pod targets.