How do i load google fonts on the sever side node js - node.js

I am using node js and canvas to create an API that writes text on a certain image. I successfully created a route such as -> /:sometext/:fontsize/:color/:position-x/:position-y and sends a static image with the text of the given font-size, color, and position on the canvas.
What I am unable to achieve is that I want to send the font family in the route and have that rendered on the screen. Plus, isn't there any other way that I can load at least google fonts without having to download the .ttf file.
What I have tried:
GetGoogleFonts npm package (which was a bad idea, since it was stuck at the installation)
WebFontLoader (Gives "Window is not defined" error)
Steps to Reproduce
Currently, I am using a ttf file to load the font
router.get('/thumbnail/:name/:fontsize/:color/:posx/:posy', function (req, res, next) {
let name = req.params.name;
let fontsize = req.params.fontsize
let positionx = req.params.posx
let positiony = req.params.posy
let color = req.params.color
let myimage = 'static/image1.jpg'
const canvas = createCanvas(2000, 1000)
const ctx = canvas.getContext('2d')
var str = "hi "+name
registerFont('AvenirNext.ttf', { family: 'Avenir Next' })
loadImage(myimage).then((image) => {
ctx.drawImage(image, 0 , 0, 2000, 1000);
ctx.font = fontsize + "px Avenir Next"
ctx.fillStyle = color
ctx.fillText(str, positionx, positiony);
const out = fs.createWriteStream(__dirname + '/test.jpeg')
const stream = canvas.createJPEGStream()
stream.pipe(res)
out.on('finish', () => console.log('The JPEG file was created.'))
})
});

If you don't want to host the ttf files on your own server you could try to use the Google Font Github repo.
// missing imports
const http = require('http');
const fs = require('fs');
const fontFamily = req.params.fontfamily; // example: ArchivoNarrow
// download font from github
const file = fs.createWriteStream(fontFamily + '.ttf');
const request = http.get('https://github.com/google/fonts/blob/master/ofl/' + fontFamily.toLowerCase() + '/' + fontFamily + '-Regular.ttf?raw=true', function(response) {
response.pipe(file);
});
registerFont(fontFamily + '.ttf', { family: fontFamily });
// delete font after the image is created
try {
fs.unlinkSync(fontFamily + '.ttf');
} catch(err) {
console.error(err);
}
Font I used for this example: ArchivoNarrow

From the docs for registerFont
To use a font file that is not installed as a system font, use registerFont() to register the font with Canvas. This must be done before the Canvas is created.
emphasis not mine
You are calling it after you created your canvas.
// first register the font
registerFont('AvenirNext.ttf', { family: 'Avenir Next' });
// then create the canvas
const canvas = createCanvas(2000, 1000);
const ctx = canvas.getContext('2d');
var str = "hi " + name;
But note that this will try to load a font that would be available on your server. If you want to make it target a font on ://fonts.googleapis.com server, you'd need to pass the full URI to the font file (not for the .css).
Also, you should wrap your family name inside quotes (") since it contains a space:
ctx.font = fontsize + 'px "Avenir Next"';

Related

Can we get height and width of image using sharp?

I am using sharp to resize bulk of image. So I am resizing them to 500px by preserving their aspect ratio. Also I want to resize height to 500px and auto resize width if height is greater than with and vice versa. To do that I need to get image, height from Image buffer. I know there are pretty number of packages available to do so. But I was hoping if I can do that using sharp buffer itself.
Yes you can get the width and height of an image with sharp by using the metadata() function :
const image = await sharp(file.buffer)
const metadata = await image.metadata()
console.log(metadata.width, metadata.height)
You can get a lot more information from metadata , here is the documentation : https://sharp.pixelplumbing.com/api-input#metadata
To get the dimensions that are recorded in the header of the input image:
const image = await sharp(file.buffer);
const metadata = await image.metadata();
console.log(metadata.width, metadata.height);
However, operations like image.resize(...) will not affect the .metadata(). To get the dimensions after performing operations on the image, use .toBuffer({ resolveWithObject: true }):
const image = await sharp(file.buffer);
const resizedImage = image.resize(640);
const { info } = await resizedImage.png().toBuffer({ resolveWithObject: true });
console.log(info.width, info.height);
Sharp is very flexible, it has a number of options for resizing images. Using an option of fit: "contain" should accomplish what you wish.
Others are available of course, documented here: https://sharp.pixelplumbing.com/api-resize#resize
You can also specify the background color to fill space within the resized image, I'm using white here.
The code will look something like this:
const fs = require("fs");
const path = require("path");
const sharp = require("sharp");
const inputDir = "./input-images";
const outputDir = "./output-images";
const requiredDimension = 500;
const inputImages = fs.readdirSync(inputDir).map(file => path.join(inputDir, file));
function resizeImage(imagePath) {
sharp(imagePath)
.resize( { width: requiredDimension, height: requiredDimension, fit: "contain", background: { r: 255, g: 255, b: 255, alpha: 1 }})
.toFile(path.join(outputDir, path.basename(imagePath) + "-resized" + path.extname(imagePath)), (err, info) => {
if (err) {
console.error("An error occurred resizing image:", err);
}
});
}
// Ensure output dir exists...
if (!fs.existsSync(outputDir)) {
fs.mkdirSync(outputDir)
}
inputImages.forEach(resizeImage);

Capture and save image with robotjs

I tried to capture and save an image from screen with robotjs (http://robotjs.io/) but when I open the file bitmap the image is not in a valid format. This is my code:
var robot = require("robotjs");
var fs = require("fs");
var size = 10;
var img = robot.screen.capture(0, 0, size, size);
fs.writeFileSync('img.bmp',img.image);
Jimp supports converting Raw Pixel Buffer into PNG out-of-the-box and works a lot faster.
let robot = require("robotjs");
let Jimp = require('jimp');
const img = robot.screen.capture(0, 0, width, height).image;
new Jimp({data: img, width, height}, (err, image) => {
image.write(fileName);
});
The image will be saved with the wrong colors. To fix it, you can use the following code:
function screenCaptureToFile2(robotScreenPic, path) {
return new Promise((resolve, reject) => {
try {
const image = new Jimp(robotScreenPic.width, robotScreenPic.height);
let pos = 0;
image.scan(0, 0, image.bitmap.width, image.bitmap.height, (x, y, idx) => {
image.bitmap.data[idx + 2] = robotScreenPic.image.readUInt8(pos++);
image.bitmap.data[idx + 1] = robotScreenPic.image.readUInt8(pos++);
image.bitmap.data[idx + 0] = robotScreenPic.image.readUInt8(pos++);
image.bitmap.data[idx + 3] = robotScreenPic.image.readUInt8(pos++);
});
image.write(path, resolve);
} catch (e) {
console.error(e);
reject(e);
}
});
}
var pic = robot.screen.capture();
screenCaptureToFile2(pic)
Note that your img.image Buffer from Robotjs is a raw buffer with pixels; not a BMP or PNG or any other format.
You should do some data conversion and probably save it using a library that supports writing to file (I do not see that in Robotjs).
Please look at this other question, which also uses robot.screen.capture and saves file to a PNG file using Jimp library. That code answers your question too.

pdfmake does not include fonts / text in node.js

I have a problem with pdfmake. I would like to generate a PDF on a node.js server. I would like to load data from a database and draw a nice table and simply save it to a folder.
var pdfMakePrinter = require('pdfmake/src/printer');
...
var fonts = {
Roboto: {
normal: './fonts/Roboto-Regular.ttf',
bold: './fonts/Roboto-Medium.ttf',
italics: './fonts/Roboto-Italic.ttf',
bolditalics: './fonts/Roboto-Italic.ttf'
}
};
var PdfPrinter = require('pdfmake/src/printer');
var printer = new PdfPrinter(fonts);
var docDefinition = {
content: [
'First paragraph',
'Another paragraph, this time a little bit longer to make sure, this line will be divided into at least two lines'
]
};
var pdfDoc = printer.createPdfKitDocument(docDefinition);
pdfDoc.pipe(fs.createWriteStream('pdf/basics.pdf')).on('finish', function () {
res.send(true);
});
The generated PDF is empty. If I add an image, it is inserted well. But no font is included. The path of the fonts (which are given in the sample) is right.
Has anyone an idea, why no fonts are embedded and how this can be done in node.js? There are no valid samples on the pdfmake documentation.
After some debugging, I found out, that the app crashes in fontWrapper.js in this funktion:
FontWrapper.prototype.getFont = function(index){
if(!this.pdfFonts[index]){
var pseudoName = this.name + index;
if(this.postscriptName){
delete this.pdfkitDoc._fontFamilies[this.postscriptName];
}
this.pdfFonts[index] = this.pdfkitDoc.font(this.path, pseudoName)._font; <-- Crash
if(!this.postscriptName){
this.postscriptName = this.pdfFonts[index].name;
}
}
return this.pdfFonts[index];
};
Does anyone have an idea?
TTF is not issue in your case you can use any font to generate a PDF on a node.js server.
inside pdfmake
TTFFont.open = function(filename, name) {
var contents;
contents = fs.readFileSync(filename);
return new TTFFont(contents, name);
};
on contents = fs.readFileSync(filename); this line
fs can't read file on given path
as per This conversation you have to put your fonts at root folder,
but problem is when we create font object we gives root path and this path is not working for fs.readFileSync this line so you have to exact path of font
add process.cwd().split('.meteor')[0] befor font path
I have created example for same functionality please this below link
https://github.com/daupawar/MeteorAsyncPdfmake

Get file size of GIFs with node-canvas?

After much struggling, I've managed to get node-canvas installed on Windows.
When I try to read in the image size of a GIF, however, it just gives me back 0 for the width and height.
var FileSystem = require('fs');
var Canvas = require('canvas');
FileSystem.readdir(baseDir, function(err, files) {
files.forEach(function(filename) {
var path = Path.join(baseDir, filename);
FileSystem.readFile(path, function(err, buf) {
var img = new Canvas.Image;
img.src = buf;
console.log(path, img.width, img.height);
});
});
Is it not supposed to be able to read GIFs?
You must install giflib and reinstall node-canvas like is said in here https://github.com/LearnBoost/node-canvas/wiki/Installation---OSX and then you will be able to manipulate your gif file (retrieve width/height). But beware, the image processed with canvas will stop being animated.

Cycling images in a live tile

I have a winJS app that is a working launcher for a steam game. I'd like to get it to cycle through 5 images even while not running.
It uses only the small tile — there are no wide tiles images for this app.
Here's the code:
(function () {
"use strict";
WinJS.Namespace.define("Steam", {
launch: function launch(url) {
var uri = new Windows.Foundation.Uri(url);
Windows.System.Launcher.launchUriAsync(uri).then(
function (success) {
if (success) {
// File launched
window.close();
} else {
// File launch failed
}
}
);
}
});
WinJS.Namespace.define("Tile", {
enqueue: function initialize() {
var updaterHandle = Windows.UI.Notifications.TileUpdateManager.createTileUpdaterForApplication();
updaterHandle.enableNotificationQueue(true);
return updaterHandle;
},
update: function update () {
var template = Windows.UI.Notifications.TileTemplateType.tileSquareImage;
var tileXml = Windows.UI.Notifications.TileUpdateManager.getTemplateContent(template);
var randIndx = Math.floor(Math.random() * 5);
var randUpdatetime = 1000 * 3 * (((randIndx == 0) ? 1 : 0) + 1); // let the base image stay longer
var tileImageAttributes = tileXml.getElementsByTagName("image");
tileImageAttributes[0].setAttribute("src", "ms-appx:///images/Borderlands2/borderlands_2_" + randIndx + "_sidyseven.png");
tileImageAttributes[0].setAttribute("alt", "Borderlands 2");
var tileNotification = new Windows.UI.Notifications.TileNotification(tileXml);
var currentTime = new Date();
tileNotification.expirationTime = new Date(currentTime.getTime() + randUpdatetime);
tileNotification.tag = "newTile";
var updater = Tile.enqueue();
updater.update(tileNotification);
setTimeout('Tile.update();', randUpdatetime);
}
});
WinJS.Binding.optimizeBindingReferences = true;
var app = WinJS.Application;
var activation = Windows.ApplicationModel.Activation;
app.onactivated = function (args) {
if (args.detail.kind === activation.ActivationKind.launch) {
setTimeout('Steam.launch("steam://rungameid/49520");', 800);
args.setPromise(WinJS.UI.processAll().then(function () {
return WinJS.Navigation.navigate("/default.html", args).then(function () {
Tile.update();
});
}));
}
};
app.start();
})();
Notes:
The code currently does not cycle the image, instead either
apparently never changing, or after launch replacing the application
name text with a tiny view of the default image. This reverts to the
text after a short time, and the cycle may repeat. It never shows a
different image (neither in the small image it erroneously shows, nor
in the main tile).
When I run in debug and set a breakpoint at the
TileUpdater.update(TileNotification) stage, I can verify in the
console that the image src attribute is set to a random image
just as I wanted:
>>>>tileNotification.content.getElementsByTagName("image")[0].getAttribute("src")
"ms-appx:///images/Borderlands2/borderlands_2_4_sidyseven.png"
But this never actually displays on the tile.
These image files are included in the solution, and they appear in the proper directory in the Solution Explorer.
If the image src attribute is set properly in debug then the image may not have the proper "Build Action".
In the 'Properties' of each image, set "Build Action" to "Resource".

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