So I'm just messing around with Fabric.JS for Node.JS, not for the web, and I've managed to make a Static Canvas, and put a rectangle on it. Time to export. Here's my code for the creation of the canvas and adding of a rectangle:
var canvas = new fabric.StaticCanvas(null, {width: 200, height: 200})
var rect = new fabric.Rect({
left: 100,
top: 100,
width: 100,
height: 50,
fill: "red"
})
canvas.add(rect)
Here's everything I've tried for exporting the image:
//Creates a PNG file that isn't generated correctly. It's as if it's corrupt. No program can open it
canvas.createPNGStream().on("data", function (chunk) {
fs.createWriteStream(__dirname + "/output.png").write(chunk)
})
//Causes a crash
canvas.createJPEGStream().on("data", function (chunk) {
fs.createWriteStream(__dirname + "/output.jpeg").write(chunk)
})
Error:
C:\Users\me\Documents\my project\node_modules\canvas\lib\jpegstream.js:44
canvas[method](options.bufsize, options.quality, options.progressive, function(err, chunk){
^
TypeError: canvas[method] is not a function
at C:\Users\me\Documents\my project\node_modules\canvas\lib\jpegstream.js:44:19
at _combinedTickCallback (internal/process/next_tick.js:131:7)
at process._tickCallback (internal/process/next_tick.js:180:9)
//Same thing as first try^^, except it's a JPEG
canvas.createJPEGStream({quality: 100}).pipe(fs.createWriteStream(__dirname + "/output.jpeg"))
//This one makes the PNG file, but when it's opened, its 100% transparent. That's it. The rectangle I added isn't there. Canvas size is correct, however
canvas.createPNGStream().pipe(fs.createWriteStream(__dirname + "/output.png"))
Note: fabric.Canvas(null, {width: 200, height: 200})
also seems to work exactly the same as StaticCanvas
, in this case
Note 2: This code:
var canvas = new fabric.createCanvasForNode(200, 200)
results in this error:
var canvas = new fabric.createCanvasForNode(200, 200)
^
TypeError: fabric.createCanvasForNode is not a constructor
at Client.client.on.message (C:\Users\me\Documents\my project\index.js:31:14)
at emitOne (events.js:115:13)
at Client.emit (events.js:210:7)
at MessageCreateHandler.handle (C:\Users\me\Documents\my project\node_modules\discord.js\src\client\websocket\packets\handlers\MessageCreate.js:9:34)
at WebSocketPacketManager.handle (C:\Users\me\Documents\my project\node_modules\discord.js\src\client\websocket\packets\WebSocketPacketManager.js:103:65)
at WebSocketConnection.onPacket (C:\Users\me\Documents\my project\node_modules\discord.js\src\client\websocket\WebSocketConnection.js:330:35)
at WebSocketConnection.onMessage (C:\Users\me\Documents\my project\node_modules\discord.js\src\client\websocket\WebSocketConnection.js:293:17)
at WebSocketClient.internalOnMessage (C:\Users\me\Documents\my project\node_modules\uws\uws.js:103:17)
at native.client.group.onMessage (C:\Users\me\Documents\my project\node_modules\uws\uws.js:57:15)
Is there something I'm missing here? None of these methods seem to be working and it's about all I could find on Google. What's the correct way of exporting an image? It can be PNG or JPEG/JPG, preferably PNG, but JPEG/JPG will do. Any common format really.
Found the answer. canvas.createPNGStream().pipe(fs.createWriteStream(__dirname + "/output.png"))
does actually work. The reason it was completely empty, is because it looks like canvas.add()
isn't an instantanious action. All I did to figure this out was a setTimeout()
before outputting the file. Hope this helps someone!