useCanvas
useCanvas() connects an editor to a real <canvas> element.
It handles:
- CanvasKit initialization
- surface creation
- render scheduling
- resize handling
- optional ruler visibility
- renderer readiness callback
Usage
ts
import { ref } from 'vue'
import { useCanvas, useEditor } from '@open-pencil/vue'
const canvasRef = ref<HTMLCanvasElement | null>(null)
const editor = useEditor()
useCanvas(canvasRef, editor)Basic example
vue
<script setup lang="ts">
import { ref } from 'vue'
import { useCanvas, useEditor } from '@open-pencil/vue'
const canvasRef = ref<HTMLCanvasElement | null>(null)
const editor = useEditor()
useCanvas(canvasRef, editor, {
showRulers: true,
onReady: () => {
console.log('Renderer ready')
},
})
</script>
<template>
<canvas ref="canvasRef" class="size-full" />
</template>Practical examples
Disable rulers for an embedded preview
ts
useCanvas(canvasRef, editor, {
showRulers: false,
})Keep drawing buffer for screenshots
ts
useCanvas(canvasRef, editor, {
preserveDrawingBuffer: true,
})Notes
useCanvas()is renderer-facing and browser-only in practice- it is responsible for the live canvas pipeline, not app-level file flows
- it should usually be paired with
useCanvasInput()for interaction handling
Related APIs
Type
ts
interface UseCanvasOptions {
showRulers?: boolean
preserveDrawingBuffer?: boolean
onReady?: () => void
}
function useCanvas(
canvasRef: Ref<HTMLCanvasElement | null>,
editor: Editor,
options?: UseCanvasOptions,
): void