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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

Type

ts
interface UseCanvasOptions {
  showRulers?: boolean
  preserveDrawingBuffer?: boolean
  onReady?: () => void
}

function useCanvas(
  canvasRef: Ref<HTMLCanvasElement | null>,
  editor: Editor,
  options?: UseCanvasOptions,
): void

Released under the MIT License.