⚝
One Hat Cyber Team
⚝
Your IP:
216.73.216.1
Server IP:
185.238.29.86
Server:
Linux server2 6.8.12-6-pve #1 SMP PREEMPT_DYNAMIC PMX 6.8.12-6 (2024-12-19T19:05Z) x86_64
Server Software:
nginx/1.18.0
PHP Version:
8.1.31
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Dir :
~
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var
/
www
/
invoice
/
node_modules
/
png-js
/
Edit File: README.md
png.js ====== A PNG decoder in JS for the canvas element or Node.js. ## Browser Usage Simply include png.js and zlib.js on your HTML page, create a canvas element, and call PNG.load to load an image. <canvas></canvas> <script src="zlib.js"></script> <script src="png.js"></script> <script> var canvas = document.getElementsByTagName('canvas')[0]; PNG.load('some.png', canvas); </script> The source code for the browser version resides in `png.js` and also supports loading and displaying animated PNGs. ## Node.js Usage Install the module using npm sudo npm install png-js Require the module and decode a PNG var PNG = require('png-js'); PNG.decode('some.png', function(pixels) { // pixels is a 1d array (in rgba order) of decoded pixel data }); You can also call `PNG.load` if you want to load the PNG (but not decode the pixels) synchronously. If you already have the PNG data in a buffer, simply use `new PNG(buffer)`. In both of these cases, you need to call `png.decode` yourself which passes your callback the decoded pixels as a buffer. If you already have a buffer you want the pixels copied to, call `copyToImageData` with your buffer and the decoded pixels as returned from `decodePixels`.
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