Skye's Konva Fork
Fork of Konva for my project. This fork adds z-order support, so you can set absolute z-orders even between groups:
It works by adding a zOrder property to all Nodes, and a special kind of group AbsoluteRenderOrderGroup
that reads
and understands this property for all children.
Note -- in order to maintain masking behavior, cached groups are respected and treated as a single object at the group's designated z-order.
Example
const absoluteRenderOrderGroupTest = new Konva.AbsoluteRenderOrderGroup({
x: 0,
y: 0
});
layer.add(absoluteRenderOrderGroupTest);
const redRect = new Konva.Rect({
x: 0,
y: 0,
width: 100,
height: 100,
fill: 'red',
zOrder: 10 // <------- on top
});
absoluteRenderOrderGroupTest.add(redRect);
const blueRect = new Konva.Rect({
x: 50,
y: 50,
width: 100,
height: 100,
fill: 'blue',
zOrder: 0 // <-------- on bottom
});
absoluteRenderOrderGroupTest.add(blueRect);
Repo Layout
The master branch I'm using for my project and is where the rebuilt files are. If you're looking to just grab the z-order changes and apply them, there is a pull request branch for that (zOrder) which doesn't include the other stuff like the build konva.js and konva.min.js.
Original Konva details follow
Konva
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.
- Visit: The Home Page and follow on Twitter
- Discover: Tutorials, API Documentation
- Help: StackOverflow, Discord Chat
Quick Look
<script src="https://unpkg.com/konva@8/konva.min.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);
// add cursor styling
box.on('mouseover', function () {
document.body.style.cursor = 'pointer';
});
box.on('mouseout', function () {
document.body.style.cursor = 'default';
});
</script>
Browsers support
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
, String.prototype.trimRight
, Array.from
.
Loading and installing Konva
Konva supports UMD loading. So you can use all possible variants to load the framework into your project:
<script>
tag from CDN:
Load Konva via classical <script src="https://unpkg.com/konva@8/konva.min.js"></script>
Install with npm:
npm install konva --save
// The modern way (e.g. an ES6-style import for webpack, parcel)
import Konva from 'konva';
Typescript usage
Add DOM definitions into your tsconfig.json
:
{
"compilerOptions": {
"lib": [
"es6",
"dom"
]
}
}
3 Minimal bundle
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';
4 NodeJS env
In order to run konva
in nodejs environment you also need to install canvas
package manually. Konva will use it for 2d canvas API.
npm install konva canvas
Then you can use the same Konva API and all Konva demos will work just fine. You just don't need to use container
attribute in your stage.
import Konva from 'konva';
const stage = new Konva.Stage({
width: 500,
height: 500,
});
// then all regular Konva code will work
CommonJS modules
By default Konva
is delivered as ES modules. Some environments may automatically take CommonJS version of Konva
. If it doesn't work for you, try to use cmj
version explicitly:
const Konva = require('konva/cmj').default;
Backers
Change log
See CHANGELOG.md.
Building the Konva Framework
To make a full build run npm run build
. The command will compile all typescript files, combine then into one bundle and run minifier.
Testing
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:1234/unit-tests.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.
Generate documentation
Run npx gulp api
which will build the documentation files and place them in the api
folder.
Pull Requests
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
).
Contributors
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Become a financial contributor and help us sustain our community. [Contribute]
Individuals
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