$ cnpm install get-canvas-context
Creates a new HTML5 Canvas Context with the given dimensions and options. Returns null if not supported.
Supports 'webgl', 'webgl2' and '2d', handles vendor prefixing, and runs in Node and the Browser.
npm install get-canvas-context --save
var getContext = require('get-canvas-context')
// create a new 50x50 2D canvas
var ctx = getContext('2d', {
width: 50,
height: 50
})
// add to DOM
document.body.appendChild(ctx.canvas)
// draw to it
ctx.fillRect(0, 0, 50, 50)
Or, WebGL using an existing canvas:
var canvas = document.createElement('canvas')
var gl = getContext('webgl', {
canvas: canvas,
antialias: true
})
if (!gl) {
throw new Error('webgl not supported')
}
ctx = createContext(type, [opt])Returns a new canvas context for the given type, a string which is either '2d', 'webgl' or 'webgl2'. The options:
canvas - an existing canvas element to re-use rather than creating a new onewidth - if specified, will set the canvas widthheight - if specified, will set the canvas height{...contextAttributes} any other options for the rendering context, like alphaHandles vendor prefixing for WebGL contexts. Returns null if we are not in a browser, or if the context is not available, or if there was an error creating the context.
Note: As of the time of writing (Jun 2015), "webgl2" is only supported through special flags in Chrome Canary and FireFox Nightly.
MIT, see LICENSE.md for details.
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