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    Nativescript Plugin to perform image manipulation using web-view canvas for Android/iOS.


    From the terminal, go to your app's root folder and execute:

    tns plugin add nativescript-canvas-interface

    Once the plugin is installed, you need to copy plugin files for webView, into your webView content folder. e.g.

    cp -r node_modules/nativescript-canvas-interface/www/ app/www/lib/


    For a quick start, you can check this Demo App and Blog Post

    Inside Native App

    Insert a web-view somewhere in your page. You can keep it hidden, if you don't want to show the image in web-view.

    <Page xmlns="" loaded="pageLoaded">
    <web-view id="webView" src="~/www/index.html" visibility="collapse"></web-view>
    <!-- Native Image View on which image manipulation is performed -->
    <Image id="img" src="~/road-nature.jpg"/> 

    Initialize Canvas Interface Plugin in your javascript file.

    var nsCanvasInterfaceModule = require('nativescript-canvas-interface');
    var oNSCanvasInterface;
    var imageView;
    function pageLoaded(args){
        page = args.object;
        var webView = page.getViewById('webView');
        imageView = page.getViewById('img');
    function initCanvasInterface(webView: WebView) {
        oNSCanvasInterface = new nsCanvasInterfaceModule.NativescriptCanvasInterface(webView, 'canvasEle'); // 'canvasEle' is the value of "id" attribute of the canvas element in web-view

    Use any API Method of NativescriptCanvasInterface Class

    function setCanvasImage(){
        oNSCanvasInterface.setImage('setCanvasImage', imageView, args).then(function(result){
            // contains any value returned from setCanvasImage function in web-view
    function createImage(){
        oNSCanvasInterface.createImage('setBrightness', args).then(function(result) {
            imageView.imageSource = result.image;

    If you want to set/create image on load of the page, you need to call all such code once webView is loaded

    webView.on('loadFinished', (args) => {
        if (!args.error) {
            // call setImage/createImage

    Inside WebView

    Import nativescript-webview-interface.js, nativescript-canvas-interface.js and es6-promise.min.js in your html page from the folder where you copied www files during installation.
    Add canvas element and give it an id.

            <canvas id="canvasEle"></canvas>
            <script src="path/to/es6-promise.min.js"></script> 
            <script src="path/to/nativescript-webview-interface.js"></script> 
            <script src="path/to/nativescript-canvas-interface.js"></script> 
            <script src="path/to/your-custom-script.js"></script>        

    Now, create instance of NSCanvasInterface using canvas element. Once the instance is created, we need to register the functions which will handle requests from native app.

    function init() {
        var canvasEle = document.getElementById('canvasEle');
        var oCanvasInterface = new window.NSCanvasInterface(canvasEle);
    function registerNSCanvasReqHandlers(oCanvasInterface) {
        oCanvasInterface.canvasReqHandlers = {
            setCanvasImage: setCanvasImage,
            setBrightness: setBrightness
    function setCanvasImage(canvas, ctx, image){
        // set image to canvas or do anything you want.
        ctx.drawImage(image, 0, 0, 100, 100);
     * Return promise or value or nothing. 
     * Once the promise is reslved or value is returned, the plugin will create an image 
     * from canvas context and pass it to native app.
    function setBrightness(canvas, ctx, value){
        return Promise(function(resolve, reject){
            // do image manipulation on canvas


    Native App API


    NativescriptCanvasInterface(webView: WebView, canvasId: String)

    We need to create a new instance per web-view canvas element.


    webView: Nativescript web-view element.
    canvasId: Value of "id" attribute of web-view canvas element.


    setImage(functionName: string, image: Image | ImageSource | string, args?: any[], format: string = 'png'): Promise<{data: any}>

    Call this method to send image from native app to web-view. The image is automatically converted from nativescript ImageView/ImageSource/imagePath to HTML Image element, and that HTML Image is served to the registered function in web-view.


    functionName: Registered name of the function in web-view, to handle the image sent.
    image: Image to send to web-view. Image can be a Nativescript ImageView or ImageSource or a valid Image Path.
    args: (Optional) Any extra argument to pass to function in web-view.
    format: (Optional) Format in which we want to send the image to web-view. Possible formats are jpeg or png. Default value is png.
    returns: Promise with any data returned from the function in web-view.

    createImage(functionName: string, args?: any[], format: string = 'png'): Promise<{image: ImageSource, data: any}>

    Call this method to execute function in web-view, which performs canvas manipulation, and get the manipulated image back.


    functionName: Function to be executed in web-view, to create image from canvas.
    args: Any extra argument to pass to function in web-view.
    format: Expected image format from canvas in web-view. Possible formats are jpeg or png. Default value is png.
    returns: Promise with nativescript ImageSource and any data returned from the function in web-view.

    WebView API (window.NSCanvasInterface Class)


    NSCanvasInterface(canvas: HTMLCanvasElement)

    Create new instance per canvas element.


    canvasReqHandlers: { [fnName: string]: (...args) => Promise | any }

    Register all the functions which handles requests from native app for canvas manipulation.

    Signature of function which handles setImage API call from native app.
    function setCanvasImage(canvas: HTMLCanvasElement, ctx: CanvasRenderingContext2D, image: HTMLImageElement, ...arg: any[]){
        // return nothing or some value or promise
    Signature of function which handles createImage API call from native app.
    function doSomeCanvasManip(canvas: HTMLCanvasElement, ctx: CanvasRenderingContext2D, ...arg: any[]){
        // return nothing or some value or promise


    npm i nativescript-canvas-interface

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