Konva is an HTML5 Canvas JavaScript framework that enables high performance animations, transitions, node nesting, layering, filtering, caching, event handling for desktop and mobile applications, and much more.
You can draw things onto the stage, add event listeners to them, move them, scale them, and rotate them independently from other shapes to support high performance animations, even if your application uses thousands of shapes. Served hot with a side of awesomeness.
This repository began as a GitHub fork of ericdrowell/KineticJS.
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<script src="https://unpkg.com/konva@3.1.0/konva.js"></script>
<div id="container"></div>
<script>
var stage = new Konva.Stage({
container: 'container',
width: window.innerWidth,
height: window.innerHeight
});
// add canvas element
var layer = new Konva.Layer();
stage.add(layer);
// create shape
var box = new Konva.Rect({
x: 50,
y: 50,
width: 100,
height: 50,
fill: '#00D2FF',
stroke: 'black',
strokeWidth: 4,
draggable: true
});
layer.add(box);
layer.draw();
// add cursor styling
box.on('mouseover', function() {
document.body.style.cursor = 'pointer';
});
box.on('mouseout', function() {
document.body.style.cursor = 'default';
});
</script>
Konva works in all modern mobile and desktop browsers. A browser need to be capable to run javascript code from ES2015 spec. For older browsers you may need polyfills for missing functions.
At the current moment Konva
doesn't work in IE11 directly. To make it work you just need to provide some polyfills such as Array.prototype.find
, String.prototype.trimLeft
and String.prototype.trimRight
.
Konva supports UMD loading. So you can use all possible variants to load the framework into your project:
<script src="https://unpkg.com/konva@^4.0.3/konva.js"></script>
You can also use a CDN: https://unpkg.com/konva@^4.0.3/konva.js
npm install konva --save
// The old way (e.g. a CommonJS-style import)
var Konva = require('konva');
// The modern way (e.g. an ES6-style import for webpack, parcel)
import Konva from 'konva';
Add DOM definitions into your tsconfig.json
and set esModuleInterop
to true
:
{
"compilerOptions": {
"esModuleInterop": true,
"lib": [
"es6",
"dom"
]
}
}
Then use it:
import Konva from 'konva';
import Konva from 'konva/lib/Core';
// Now you have a Konva object with Stage, Layer, FastLayer, Group, Shape and some additional utils function.
// Also core currently already have support for drag&drop and animations.
// BUT there are no shapes (rect, circle, etc), no filters.
// but you can simply add anything you need:
import { Rect } from 'konva/lib/shapes/Rect';
// importing a shape will automatically inject it into Konva object
var rect1 = new Rect();
// or:
var shape = new Konva.Rect();
// for filters you can use this:
import { Blur } from 'konva/lib/filters/Blur';
We are using node-canvas to create canvas element. Please check installation instructions for it. Then just run
npm install konva-node
Then in you javascript file you will need to use
const Konva = require('konva-node');
See file konva-node/demo.js
file in this repo as a sample.
See CHANGELOG.md.
To make a full build run npm run build
. The command will compile all typescript files, combine then into one bundle and run minifier.
Konva uses Mocha for testing.
- If you need run test only one time run
npm run test
. - While developing it is easy to use
npm start
. Just run it and go to http://localhost:8080/test/runner.html. The watcher will rebuild the bundle on any change.
Konva is covered with hundreds of tests and well over a thousand assertions. Konva uses TDD (test driven development) which means that every new feature or bug fix is accompanied with at least one new test.
Run npx gulp api
which will build the documentation files and place them in the api
folder.
I'd be happy to review any pull requests that may better the Konva project,
in particular if you have a bug fix, enhancement, or a new shape (see src/shapes
for examples). Before doing so, please first make sure that all of the tests pass (gulp lint test
).