Introduction ============ canvg is a SVG parser and renderer. It takes a URL to a SVG file or the text of an SVG file, parses it in JavaScript, and renders the result on a [Canvas](http://dev.w3.org/html5/2dcontext/) element. The rendering speed of the examples is about as fast as native SVG. What's implemented? =================== The end goal is everything from the [SVG spec](http://www.w3.org/TR/SVG/). The majority of the rendering and animation is working. If you would like to see a feature implemented, don't hesitate to contact me or add it to the issues list. Potential uses =============== * Allows for inline embedding of SVG through JavaScript (w/o having to request another file or break validation) * Allows for single SVG version across all browsers that support Canvas * Allows for mobile devices supporting Canvas but not SVG to render SVG * Allows for SVG -> Canvas -> png transition all on the client side (through [toDataUrl](http://www.w3.org/TR/html5/the-canvas-element.html#dom-canvas-todataurl)) Example Demonstration ===================== [view here](http://gabelerner.github.io/canvg/examples/index.htm) Tested in Chrome, Firefox, Opera, and IE (through FlashCanvas) [jsfiddle playground](http://jsfiddle.net/qDmhV/) Usage ===== Include the following files in your page: ```html ``` Put a canvas on your page ```html ``` Example canvg calls: ```html ``` The third parameter is options: * log: true => console.log information * ignoreMouse: true => ignore mouse events * ignoreAnimation: true => ignore animations * ignoreDimensions: true => does not try to resize canvas * ignoreClear: true => does not clear canvas * offsetX: int => draws at a x offset * offsetY: int => draws at a y offset * scaleWidth: int => scales horizontally to width * scaleHeight: int => scales vertically to height * renderCallback: function => will call the function after the first render is completed * forceRedraw: function => will call the function on every frame, if it returns true, will redraw * useCORS: true => will attempt to use CORS on images to not taint canvas You can call canvg without parameters to replace all svg images on a page. See the [example](http://gabelerner.github.io/canvg/examples/convert.htm). There is also a built in extension method to the canvas context to draw svgs similar to the way [drawImage](http://www.w3.org/TR/2dcontext/#dom-context-2d-drawimage) works: ```javascript var c = document.getElementById('canvas'); var ctx = c.getContext('2d'); ctx.drawSvg(SVG_XML_OR_PATH_TO_SVG, dx, dy, dw, dh); ``` Related Repositories ==================== * [Output javascript instead of rendering to canvas](http://code.google.com/p/jscapturecanvas/) * [A combo of canvg & jscapturecanvas to compile SVG to Canvas (Server side)](https://github.com/nathan-muir/canvgc) * [Edit SVG files in your browser](https://code.google.com/p/svg-edit/)