[Source](https:/img.ly/docs/cesdk/node/use-templates-a88fd4) # Use Templates --- [Source](https:/img.ly/docs/cesdk/node/upgrade-4f8715) # Upgrade --- [Source](https:/img.ly/docs/cesdk/node/what-is-cesdk-2e7acd) # Node.js Creative Editor ### What is CE.SDK?[#](#what-is-cesdk) **CreativeEditor SDK (CE.SDK)** is a powerful design engine that brings fully customizable image and design editing directly into your Node app. Whether you’re enabling AI-powered design workflows, template-based creation, dynamic content generation, or full-featured creative editing, CE.SDK offers the flexibility, performance, and developer control you need — all with minimal integration overhead. [Launch Web Demo](https://img.ly/showcases/cesdk)[ Get Started ](node/get-started/overview-e18f40/) Trusted by leading organizations worldwide, CE.SDK powers the creative editors used in best-in-class applications, including those from Shopify, Semrush, HP, Shutterfly, Ticketmaster, and Swiss Post. ## Key Capabilities of the Node.js Creative Editor SDK[#](#key-capabilities-of-the-nodejs-creative-editor-sdk) ![Transform](/docs/cesdk/_astro/Transform.By5kJRew_2acCrV.webp) ### Transform Perform operations like cropping, rotating, and resizing design elements. ![Templating](/docs/cesdk/_astro/Templating.eMNm9_jD_ycnVt.webp) ### Templating Create and apply design templates with placeholders and text variables for dynamic content. ![Placeholders & Lockable Design](/docs/cesdk/_astro/Placeholders.DzG3E33B_bmQxQ.webp) ### Placeholders & Lockable Design Constrain templates to guide your users’ design and ensure brand consistency. ![Asset Management](/docs/cesdk/_astro/AssetLibraries.Ce9MfYvX_HmsaC.webp) ### Asset Management Import and manage images, shapes, and other assets to build your designs. ![Design Collage](/docs/cesdk/_astro/VideoCollage.23LDUE8e_1VDFAj.webp) ### Design Collage Arrange multiple elements on a single canvas to create complex layouts. ![Text Editing](/docs/cesdk/_astro/TextEditing.B8Ra1KOE_2lGC8C.webp) ### Text Editing Add and style text blocks with various fonts, colors, and effects. ![Background Removal](/docs/cesdk/_astro/GreenScreen.CI2APgl0_Z8GtPY.webp) ### Background Removal This plugin makes it easy to remove the background from images running entirely in the browser. ![Extendible](/docs/cesdk/_astro/Extendible.CRYmRihj_BmNTE.webp) ### Extendible Hook into the engine API and editor events to implement custom features. ![Headless & Automation](/docs/cesdk/_astro/Headless.qEVopH3n_20CWbD.webp) ### Headless & Automation Programmatically edit designs within your React application using the engine API. ## File Format Support[#](#file-format-support) CE.SDK supports a wide range of file types to ensure maximum flexibility for developers: ### Importing Media[#](#importing-media) | Category | Supported Formats | | --- | --- | | **Images** | `.png`, `.jpeg`, `.jpg`, `.gif`, `.webp`, `.svg`, `.bmp` | | **Video** | `.mp4` (H.264/AVC, H.265/HEVC), `.mov` (H.264/AVC, H.265/HEVC) | | **Audio** | `.mp3`, `.m4a`, `.mp4` (AAC or MP3), `.mov` (AAC or MP3) | Need to import a format not listed here? CE.SDK allows you to create custom importers for any file type by using our Scene and Block APIs programmatically. ### Exporting Media[#](#exporting-media) | Category | Supported Formats | | --- | --- | | **Images** | `.png` (with transparency), `.jpeg`, `.webp`, `.tga` | | **Print** | `.pdf` (supports underlayer printing and spot colors) | | **Scene** | `.scene` (description of the scene without any assets) | | **Archive** | `.zip` (fully self-contained archive that bundles the `.scene` file with all assets) | Our custom cross-platform C++ based rendering and layout engine ensures consistent output quality across devices. ### Importing Templates[#](#importing-templates) | Format | Description | | --- | --- | | `.idml` | InDesign | | `.psd` | Photoshop | | `.scene` | CE.SDK Native | Need to import a format not listed here? CE.SDK allows you to create custom importers for any file type by using our Scene and Block APIs to generate scenes programmatically. For detailed information, see the [full file format support list](node/file-format-support-3c4b2a/). ## Integrations[#](#integrations) CE.SDK supports out-of-the-box integrations with: * **Getty Images** * **Unsplash** * **Pexels** * **Airtable** * **Soundstripe** Want to connect your own asset sources? Register a custom provider using our API. --- [Source](https:/img.ly/docs/cesdk/node/to-v1-32-1b6ae8) # To v1.32 Version v1.32 introduced powerful new APIs for customizing the CE.SDK web editor. These new APIs render some of the existing configurations obsolete, requiring code migration to leverage the more flexible new options. This guide will help you navigate these changes and explain what you need to do to update your integration. ## Configuring the Dock[#](#configuring-the-dock) Until version 1.32, the dock was configured by two configuration options (although most users only used one of them and kept the others default): * `config.ui.elements.libraries.insert.entries` and * `config.ui.elements.dock` If your configuration adapted one of these two (mostly `config.ui.elements.libraries.insert.entries`), you are affected by this change. For now, it is only deprecated and we will try to do an internal migration for you, but this still might include a breaking change depending on how you used the configuration options before. ### Breaking Change[#](#breaking-change) `config.ui.elements.libraries.insert.entries` was called repeatedly with a context of currently selected blocks. Most users and configurations have not used this behavior and just returned the same static list of entries for every call. In this case, your configuration should work as before, but if you have relied on this fact, you have to migrate your configuration to the new API, listen to selection changes, and update the asset library entries accordingly. ### Migration to new APIs[#](#migration-to-new-apis) Defining the dock is now done by our new APIs in a consistent way to all other customizable locations of the editor. With the Dock API, you now have much greater control of how and what is displayed in the dock. This does not only include dock buttons to open asset libraries but also arbitrary buttons and other elements. Please take a look at the Dock API or learn about the general concept here. If you aren’t affected by the breaking change mentioned above, the easiest way to migrate is to first copy your current dock order after the editor has been inialized. This can be done by calling the new `cesdk.ui.getDockOrder()` method. Now you can take this order and set it during the initialization of the editor by using `cesdk.ui.setDockOrder(copiedDockOrder)`. The old configuration (`config.ui.elements.libraries.insert.entries` and `config.ui.elements.dock`) can be removed afterwards. Of course, you could also just remove the old configuration and use the new API to define the dock order from scratch. Please note, that changes to the asset library entries are now done by the Asset Library Entry API and the dock order is just referring to these. So if you, for instance, want to add an asset source id to be shown in a library, you have to add this asset source id to the asset library entry and not to the dock order. ``` // Before// ======const config: Configuration = { ui: { elements: { libraries: { insert: { entries: (defaultEntries) => { return [ // Changing some of the default entries ...defaultEntries.map((entry) => { if (entry.id === 'ly.img.image') { entry.sourceIds.push('my-own-image-source'); } return entry; }), // Adding a new entry { id: 'my-own-entry', sourceIds: ['my-own-source'] } ]; } } } } }}; // After// ======cesdk.ui.setDockOrder([ ...cesdk.ui.getDockOrder(), // Add a new button referencing your new entry { id: 'ly.img.assetLibrary.dock', label: 'My Own Entry', icon: [...], entries: ['my-own-entry'] }]); // Adding your custom entrycesdk.ui.addAssetLibraryEntry({ id: 'my-own-entry', sourceIds: ['my-own-source']}); // Updating an existing default entryconst imageEntry = cesdk.ui.getAssetLibraryEntry('ly.img.image');cesdk.ui.updateAssetLibraryEntry('ly.img.image',{ sourceIds: [...imageEntry.sourceIds, 'my-own-image-source']}) ``` ## Configuring the Asset Replacement Panel[#](#configuring-the-asset-replacement-panel) Similar to the definition of the dock, we deprecate the configuration `config.ui.elements.libraries.replace.entries` of the asset library entries for the replacement panel. This method is deprecated but we will try to migrate your configuration internally until it is removed. We recommend you to migrate to the new API as soon as possible. The new API is similar with subtle differences. With `cesdk.ui.setReplaceAssetLibraryEntries` you register a function that is called with the current context (of selected blocks) but only returns ids of entries. ### Breaking Change[#](#breaking-change-1) With the `config.ui.elements.libraries.replace.entries` it was possible to take the default entries and modify them. In theory, you could change the entries and have different “default” entries for insert or replace. Now a change to a default entry provided by the editor via the Asset Library Entry API will be reflected in both the insert and replace entries. To solve this you can just copy one entry for replacement, modify it, and return its id instead. ### Migration to new APIs[#](#migration-to-new-apis-1) Take the function from `config.ui.elements.libraries.replace.entries` and use it in `cesdk.ui.setReplaceAssetLibraryEntries` by replacing the entries with their ids. If you have made changes to the default entries or added new custom ones you need to add or change them via the Asset Library Entry API on initialization of the editor. --- [Source](https:/img.ly/docs/cesdk/node/to-v1-19-55bcad) # To v1.19 Version v1.19 of CreativeEngineSDK and CreativeEditorSDK introduces structural changes to many of the current design blocks, making them more composable and more powerful. Along with this update, there are mandatory license changes that require attention. This comes with a number of breaking changes. This document will explain the changes and describe the steps you need to take to adapt them to your setup. ## **License Changes**[#](#license-changes) The `license` parameter is now required for CreativeEngineSDK and CreativeEditorSDK. This means that you will need to update your license parameter in the `CreativeEngine.init` and `CreativeEditorSDK.create` configuration object properties. There is also a new `userId`, an optional unique ID tied to your application’s user. This helps us accurately calculate monthly active users (MAU). Especially useful when one person uses the app on multiple devices with a sign-in feature, ensuring they’re counted once. Providing this aids in better data accuracy. ## **Graphic Design Block**[#](#graphic-design-block) A new generic `Graphic` design block with the type id `//ly.img.ubq/graphic` has been introduced, which forms the basis of the new unified block structure. ## **Shapes**[#](#shapes) Similar to how the fill of a block is a separate object which can be attached to and replaced on a design block, we have now introduced a similar concept for the shape of a block. You use the new `createShape`, `getShape` and `setShape` APIs in order to define the shape of a design block. Only the new `//ly.img.ubq/graphic` block allows for its shape to be changed with these APIs. The new available shape types are: * `//ly.img.ubq/shape/rect` * `//ly.img.ubq/shape/line` * `//ly.img.ubq/shape/ellipse` * `//ly.img.ubq/shape/polygon` * `//ly.img.ubq/shape/star` * `//ly.img.ubq/shape/vector_path` The following block types are now removed in favor of using a `Graphic` block with one of the above mentioned shape instances: * `//ly.img.ubq/shapes/rect` * `//ly.img.ubq/shapes/line` * `//ly.img.ubq/shapes/ellipse` * `//ly.img.ubq/shapes/polygon` * `//ly.img.ubq/shapes/star` * `//ly.img.ubq/vector_path` (The removed type ids use the plural “shapes” and the new shape types use the singular “shape”) This structural change means that the shape-specific properties (e.g. the number of sides of a polygon) are not available on the design block any more but on the shape instances instead. You will have to add calls to `getShape` to get the instance id of the shape instance and then pass that to the property getter and setter APIs. Also remember to change property key strings in the getter and setter calls from the plural `shapes/…` to the singular `shape/…` to match the new type identifiers. ## **Image and Sticker**[#](#image-and-sticker) Previously, `//ly.img.ubq/image` and `//ly.img.ubq/sticker` were their own high-level design block types. They do not support the fill APIs nor the effects APIs. Both of these blocks are now removed in favor of using a `Graphic` block with an image fill (`//ly.img.ubq/fill/image`) and using the effects APIs instead of the legacy image block’s numerous effects properties. At its core, the sticker block has always just been an image block that is heavily limited in its capabilities. You can not crop it, nor apply any effects to it. In order to replicate this difference as closely as possible in the new unified structure, more fine-grained scopes have been added. You can now limit the adopter’s ability to crop a block and to edit its appearance. Note that since these scopes only apply to a user of the editor with the “Adopter” role, a “Creator” user will now have all of the same editing options for both images and for blocks that used to be stickers. ## **Scopes**[#](#scopes) The following is the list of changes to the design block scopes: * (Breaking) The permission to crop a block was split from `content/replace` and `design/style` into a separate scope: `layer/crop`. * Deprecated the `design/arrange` scope and renamed `design/arrange/move` → `layer/move` `design/arrange/resize` → `layer/resize` `design/arrange/rotate` → `layer/rotate` `design/arrange/flip` → `layer/flip` * Deprecated the `content/replace` scope. For `//ly.img.ubq/text` blocks, it is replaced with the new `text/edit` scope. For other blocks it is replaced with `fill/change`. * Deprecated the `design/style` scope and replaced it with the following fine-grained scopes: `text/character`, `stroke/change`, `layer/opacity`, `layer/blendMode`, `layer/visibility`, `layer/clipping`, `appearance/adjustments`, `appearance/filter`, `appearance/effect`, `appearance/blur`, `appearance/shadow` * Introduced `fill/change`, `stroke/change`, and `shape/change` scopes that control whether the fill, stroke or shape of a block may be edited by a user with an “Adopter” role. * The deprecated scopes are automatically mapped to their new corresponding scopes by the scope APIs for now until they will be removed completely in a future update. ## **Kind**[#](#kind) While the new unified block structure both simplifies a lot of code and makes design blocks more powerful, it also means that many of the design blocks that used to have unique type ids now all have the same generic `//ly.img.ubq/graphic` type, which means that calls to the `findByType` cannot be used to filter blocks based on their legacy type ids any more. Simultaneously, there are many instances in which different blocks in the scene which might have the same type and underlying technical structure have different semantic roles in the document and should therefore be treated differently by the user interface. To solve both of these problems, we have introduced the concept of a block “kind”. This is a mutable string that can be used to tag different blocks with a semantic label. You can get the kind of a block using the `getKind` API and you can query blocks with a specific kind using the `findByKind` API. CreativeEngine provides the following default kind values: * `image` * `video` * `sticker` * `scene` * `camera` * `stack` * `page` * `audio` * `text` * `shape` * `group` Unlike the immutable design block type id, you can change the kind of a block with the new `setKind` API. It is important to remember that the underlying structure and properties of a design block are not strictly defined by its kind, since the kind, shape, fill and effects of a block can be changed independent of each other. Therefore, a user-interface should not make assumptions about available properties of a block purely based on its kind. **Note** Due to legacy reasons, blocks with the kind “sticker” will continue to not allow their contents to be cropped. This special behavior will be addressed and replaced with a more general-purpose implementation in a future update. ​ ## **Asset Definitions**[#](#asset-definitions) The asset definitions have been updated to reflect the deprecation of legacy block type ids and the introduction of the “kind” property. In addition to the “blockType” meta property, you can now also define the `“shapeType”` ,`“fillType”` and `“kind”` of the block that should be created by the default implementation of the applyAsset function. * `“blockType”` defaults to `“//ly.img.ubq/graphic”` if left unspecified. * `“shapeType”` defaults to `“//ly.img.ubq/shape/rect”` if left unspecified * `“fillType”` defaults to `“//ly.img.ubq/fill/color”` if left unspecified Video block asset definitions used to specify the `“blockType”` as `“//ly.img.ubq/fill/video“`. The `“fillType”` meta asset property should now be used instead for such fill type ids. ## **Automatic Migration**[#](#automatic-migration) CreativeEngine will always continue to support scene files that contain the now removed legacy block types. Those design blocks will be automatically replaced by the equivalent new unified block structure when the scene is loaded, which means that the types of all legacy blocks will change to `“//ly.img.ubq/graphic”`. Note that this can mean that a block gains new capabilities that it did not have before. For example, the line shape block did not have any stroke properties, so the `hasStroke` API used to return `false`. However, after the automatic migration its `Graphic` design block replacement supports both strokes and fills, so the `hasStroke` API now returns `true` . Similarly, the image block did not support fills or effects, but the `Graphic` block does. ## List of all Removed Block Type IDs[#](#list-of-all-removed-block-type-ids) * `//ly.img.ubq/image` * `//ly.img.ubq/sticker` * `//ly.img.ubq/shapes/rect` * `//ly.img.ubq/shapes/line` * `//ly.img.ubq/shapes/ellipse` * `//ly.img.ubq/shapes/polygon` * `//ly.img.ubq/shapes/star` * `//ly.img.ubq/vector_path` ## **UI Configuration**[#](#ui-configuration) The configuration options for the legacy blocks have also been removed under `config.ui.elements.blocks` and a new configuration option for the `ly.img.ubq/graphic` block type have been introduced which will then define which UI controls to enable for graphic blocks (crop, filters, adjustments, effects, blur). This new configuration option follows the same structure as before. Here is a list of the deprecated block configuration options: * `//ly.img.ubq/image` * `//ly.img.ubq/fill/video` * `//ly.img.ubq/shapes/rect` * `//ly.img.ubq/shapes/line` * `//ly.img.ubq/shapes/star` * `//ly.img.ubq/shapes/polygon` * `//ly.img.ubq/shapes/ellipse` * `//ly.img.ubq/vector_path` ## Translations[#](#translations) Some of the translation keys related to Scopes and Placeholder-Settings have been also updated: * Removed the following keys: * `scope.content.replace` * `scope.design.arrange` * `scope.design.style` * Renamed the following keys: * `scope.design.arrange.flip` is now `scope.layer.flip` * `scope.design.arrange.move` is now `scope.layer.move` * `scope.design.arrange.resize` is now `scope.layer.resize` * `scope.design.arrange.rotate` is now `scope.layer.rotate` * Added the following keys: * `component.placeholder.appearance.description` * `component.placeholder.appearance` * `component.placeholder.arrange.description` * `component.placeholder.arrange` * `component.placeholder.disableAll` * `component.placeholder.enableAll` * `component.placeholder.fill.description` * `component.placeholder.fill` * `component.placeholder.general.description` * `component.placeholder.general` * `component.placeholder.shape.description` * `component.placeholder.shape` * `component.placeholder.stroke.description` * `component.placeholder.stroke` * `component.placeholder.text.description` * `component.placeholder.text` * `scope.appearance.adjustments` * `scope.appearance.blur` * `scope.appearance.effect` * `scope.appearance.filter` * `scope.appearance.shadow` * `scope.fill.change` * `scope.layer.blendMode` * `scope.layer.opacity` * `scope.shape.change` * `scope.stroke.change` * `scope.text.character` * `scope.text.edit` ## **Types and API Signatures**[#](#types-and-api-signatures) To improve the type safety of our APIs, we have moved away from using the `DesignBlockType` enum and replaced with a set of types. Those changes have affected the following APIs: * `CESDK.engine.block.create()` * `CESDK.engine.block.createFill()` * `CESDK.engine.block.createEffect()` * `CESDK.engine.block.createBlur()` * `CESDK.engine.block.findByType()` * `CESDK.engine.block.getType()` **Note** The `create`, `findByType`, and `getType` APIs will no longer accept the IDs of the deprecated legacy blocks and will throw an error when those are passed ## **Code Examples**[#](#code-examples) This section will show some code examples of the breaking changes and how it would look like after migrating. ``` /** Block Creation */ // Creating an Image before migrationconst image = cesdk.engine.block.create('image');cesdk.engine.block.setString( image, 'image/imageFileURI', 'https://domain.com/link-to-image.jpg',); // Creating an Image after migrationconst block = cesdk.engine.block.create('graphic');const rectShape = cesdk.engine.block.createShape('rect');const imageFill = cesdk.engine.block.createFill('image');cesdk.engine.block.setString( imageFill, 'fill/image/imageFileURI', 'https://domain.com/link-to-image.jpg',);cesdk.engine.block.setShape(block, rectShape);cesdk.engine.block.setFill(block, imageFill);cesdk.engine.block.setKind(block, 'image'); // Creating a star shape before migrationconst star = cesdk.engine.block.create('shapes/star');cesdk.engine.block.setInt(star, 'shapes/star/points', 8); // Creating a star shape after migrationconst block = cesdk.engine.block.create('graphic');const starShape = cesdk.engine.block.createShape('star');const colorFill = cesdk.engine.block.createFill('color');cesdk.engine.block.setInt(starShape, 'shape/star/points', 8);cesdk.engine.block.setShape(block, starShape);cesdk.engine.block.setFill(block, colorFill);cesdk.engine.block.setKind(block, 'shape'); // Creating a sticker before migrationconst sticker = cesdk.engine.block.create('sticker');cesdk.engine.setString( sticker, 'sticker/imageFileURI', 'https://domain.com/link-to-sticker.png',); // Creating a sticker after migrationconst block = cesdk.engine.block.create('graphic');const rectShape = cesdk.engine.block.createShape('rect');const imageFill = cesdk.engine.block.createFill('image');cesdk.engine.block.setString( imageFill, 'fill/image/imageFileURI', 'https://domain.com/link-to-sticker.png',);cesdk.engine.block.setShape(block, rectShape);cesdk.engine.block.setFill(block, imageFill);cesdk.engine.block.setKind(block, 'sticker'); /** Block Creation */ ``` ``` /** Block Exploration */ // Query all images in the scene before migrationconst images = cesdk.engine.block.findByType('image'); // Query all images in the scene after migrationconst images = cesdk.engine.block.findByType('graphic').filter(block => { const fill = cesdk.engine.block.getFill(block); return ( cesdk.engine.block.isValid(fill) && cesdk.engine.block.getType(fill) === '//ly.img.ubq/fill/image' );}); // Query all stickers in the scene before migrationconst stickers = cesdk.engine.block.findByType('sticker'); // Query all stickers in the scene after migrationconst stickers = cesdk.engine.block.findByKind('sticker'); // Query all Polygon shapes in the scene before migrationconst polygons = cesdk.engine.block.findByType('shapes/polygon'); // Query all Polygon shapes in the scene after migrationconst polygons = cesdk.engine.block.findByType('graphic').filter(block => { const shape = cesdk.engine.block.getShape(block); return ( cesdk.engine.block.isValid(shape) && cesdk.engine.block.getType(shape) === '//ly.img.ubq/shape/polygon' );}); /** Block Exploration */ ``` --- [Source](https:/img.ly/docs/cesdk/node/to-v1-13-d1ac5d) # To v1.13 In version v1.13, the way the CreativeEngine and CreativeEditor SDK are configured has changed. Several configuration options that were previously passed to `CreativeEngine.init()` or `CreativeEditor SDK.init()` have been removed or replaced. This document will explain the changes and describe the steps you can take to adapt them to your setup. #### CreativeEditorSDK initialization[#](#creativeeditorsdk-initialization) We are also introducing a new way of instantiating the CreativeEditorSDK, that provides more precise control over the initialization. Using `CreativeEditorSDK.create()`, you have the chance to configure the SDK before loading or creating a scene. This was not possible before. When using `CreativeEditorSDK.init()`, the SDK would create the initial scene before giving you the option to perform additional configuration via the API. The `create()` method will not create an initial scene for you. You need to do that yourself, using either the Scene API at `cesdk.editor.scene`, or one of the methods on the CreativeEditorSDK instance itself (`createDesignScene`, `createVideoScene`, `loadFromUrl`, `loadFromString`). ### Rationale[#](#rationale) Over time the number options you could pass into the call to `CreativeEngine.init({...config})` has grown quite a bit. Initially this was the only place where you could configure the behavior and settings of the CreativeEngine, but over the past year we introduced several new APIs. One of those APIs is the EditorAPI, which lets you [adjust](node/settings-970c98/) many [settings](node/settings-970c98/) at runtime, not just at the launch of the app. To improve consistency of our APIs, we decided to scale back the options available in the configuration object in favor of changing settings via the EditorAPI. The only options that remain are those that are strictly necessary for the initialization of the CreativeEngine, such as the `baseUrl` and `license`. These changes were performed with the Creative Engine in mind, but since the CreativeEditor SDK shares a lot of the same code, the changes described in this document also apply to the configuration for the CE.SDK. ### Changed configuration options[#](#changed-configuration-options) The following is a list of all configuration options that have been changed or removed, along with instructions on how to migrate the use of these options in your codebase: * `scene` options (`dpi`, `pixelScaleFactor`) have been removed. `scene/dpi` and `scene/pixelScaleFactor` can now be found as [properties on the scene in the BlockAPI](node/concepts/blocks-90241e/). * `page` options have been removed. * `page.title.show` has been replaced with `cesdk.engine.editor.setSettingBool('page/title/show', enabled)` * `page.title.fontFileUri` has been replaced with `cesdk.engine.editor.setSettingString('page/title/fontFileUri', uri)` * `page.dimOutOfPageAreas` has been replaced with `cesdk.engine.editor.setSettingBool('page/dimOutOfPageAreas', dimEnabled)` * `assetSources` have been removed. To add asset sources, use the AssetAPI at `cesdk.engine.asset`. * `preset.colors` has been removed as it was never used, previously. * `presets.colorPalettes` has been removed from CreativeEngine as it was not used. It has been moved to `ui.colorPalette` in the CESDK. * `presets.images` has been removed. To add assets and asset sources, use the AssetAPI at `cesdk.engine.asset`. * `presets.pageFormats` has been removed from the CreativeEngine as it was not used. Is has been moved to `ui.pageFormats` in the CESDK. Previously it was possible to mark a page format as default by setting `meta: {default: true}` in it. In `ui.pageFormats`, this has been simplified, to just `default: true`. * `variables` has been removed. Use the [VariableAPI](node/create-templates/add-dynamic-content/text-variables-7ecb50/) instead. * `callbacks.log` has been moved to `logger`. Previously the logger callback would take a `Loglevel` enum as a second parameter. This enum has been removed. Instead you can define the loglevel with plain strings `'Warning' | 'Error' | 'Info'` ### Change initialization code[#](#change-initialization-code) To ensure your users perceive a consistent UI experience, settings that have been moved to api calls should be made immediately after initializing the CreativeEngine. For the Creative Editor SDK, use the `create()` method, instead of `init()` #### CreativeEngine[#](#creativeengine) ``` const engine = await CreativeEngine.init(config);// 1. Configure Engineengine.editor.setSettingEnum('doubleClickSelectionMode', 'Direct');// ... other settings // 2. Create/load sceneconst sceneId = await engine.scene.create(); // 3. Append Engine canvas element to the DOMdocument.getElementById('my-engine-container').append(engine.element); // ... your application code ``` #### CreativeEngine SDK[#](#creativeengine-sdk) ``` const cesdk = await CreativeEditorSDK.create('my-engine-container', config);// 1. Configure SDKcesdk.engine.asset.addSource(myAssetSource);// ... other settings // 2. Create/load sceneconst sceneId = await cesdk.createDesignScene(myPageFormats[pageFormatId]); // ... your application code ``` ### Fallback and warnings[#](#fallback-and-warnings) The CreativeEngine and CreativeEditor SDK still interpret the config object with its previous settings. If removed configuration options are detected during intialization, a warning is printed to the console, with individual instructions on how to migrate them. It is recommended to adjust your configuration as described above for the best compatibility with future developments and to get rid of these warnings. The fallback mechanism is not enabled for the new `CreativeEditorSDK.create()` method! Passing removed configuration options to `create()` will cause that option to be ignored and an error will be printed to the console. ### CreativeEngine Typescript definitions[#](#creativeengine-typescript-definitions) The more complex parts of our configuration (such as the page format definitions) were previously exporting type definitions under the `ConfigTypes` namespace in the CreativeEngine package. This namespace and all the types in it have been removed or moved elsewhere. For now we still export `ConfigTypes`, but have marked it and its members as `@deprecated`. Most of them are not used at all anymore, the rest have been moved elsewhere: * `ConfigTypes.Color` can now be imported directly as `PaletteColor` * `ConfigTypes.TypefaceDefinition` can be imported directly, as `TypefaceDefinition`. * `ConfigTypes.PageFormatDefinition` can be imported directly as `PageFormatDefinition` (CE.SDK only). * `ConfigTypes.Logger` can be imported directly as `Logger` The `LogLevel` enum that was previously used by `Logger` has been replaced with a string union (`'Warning' | 'Error' | 'Info'`). ### CreativeEditorSDK Typescript definitions[#](#creativeeditorsdk-typescript-definitions) The CreativeEditor SDK package still _does_ export a `ConfigTypes` namespace. For use with the new `CreativeEditorSDK.create()`, we are offering a new type `CreateConfiguration`, which is lacking all of the removed keys instead of marking them as deprecated. ### Demo asset sources[#](#demo-asset-sources) When adding demo asset sources using `cesdk.addDemoAssetSources()`, or `engine.addDemoAssetSources()`, make sure to specify the correct scene mode. The installed demo asset sources vary between Design and Video modes. If you don’t specify a scene mode, `addDemoAssetSources()` will try to add the correct sources based on the current scene, and default to `'Design'`. If you call `addDemoAssetSources()` _without_ a scene mode, and _before_ loading or creating a video scene, the audio and video asset sources will not be added. --- [Source](https:/img.ly/docs/cesdk/node/to-v1-10-1ff469) # To v1.10 Version v1.10 introduced major changes to how and where engine and the UI store assets. This guide helps you navigate those changes and explains what you need to do to bring your integration up to speed. ## 1\. Scene Uploads are no longer serialized[#](#1-scene-uploads-are-no-longer-serialized) Image uploads are no longer stored in the scene and will not reappear upon scene load. To offer specific assets in your editor, configure and [add an asset source](node/serve-assets-b0827c/) containing the desired assets. ## 2\. Deprecating Extensions[#](#2-deprecating-extensions) Starting with `v1.10` we fully embrace [Asset Sources](node/import-media/from-remote-source/unsplash-8f31f0/) as our standard interface for asset management. We’re deprecating extension packs, previously stored in `/assets/extensions` and indexed via `manifest.json` files. **Fonts are not affected by this deprecation yet, but will receive the same treatment in an upcoming version.** We’ll deprecate the `config.extensions` field for `CreativeEditorSDK`. As part of this deprecation, we’ll **no longer ship** the following packs in the `/assets/extensions` directory in our `npm` packages: * `ly.img.cesdk.images.samples` * `ly.img.cesdk.shapes.default` * `ly.img.cesdk.stickers.doodle` * `ly.img.cesdk.stickers.emoji` * `ly.img.cesdk.stickers.emoticons` * `ly.img.cesdk.stickers.hand` * `ly.img.cesdk.vectorpaths` * `ly.img.cesdk.vectorpaths.abstract` To keep offering the contained assets in your deployment, use our new [convenience functions](#making-use-of-default-and-demo-asset-sources) to instantiate asset sources holding these assets. If you have existing scenes where an asset from an extension pack might be included, you must make sure you’re still serving the corresponding files from your baseURL, so that `/extensions/…` paths still resolve properly. You can acquire a copy of the extension packs shipped in `v1.9.2` [from our CDN](https://cdn.img.ly/packages/imgly/cesdk-engine/1.9.2/assets/extensions.zip). Otherwise your scenes will **render missing asset alerts**. ### 2.1 Making use of Default and Demo Asset Sources[#](#21-making-use-of-default-and-demo-asset-sources) We still want to offer a package, that has all batteries included and quickly gets you up to speed. To do so, we introduced two new convenience functions, that can be used to add a set of predefined asset sources to your integration: #### `addDefaultAssetSources`[#](#adddefaultassetsources) Adds a set of asset sources containing our default assets. These assets may be used in production and [served from your own servers](node/serve-assets-b0827c/). The assets are parsed from the IMG.LY CDN at `{{base_url}}//content.json`, where `base_url` defaults to `https://cdn.img.ly/assets/v1`. Each source is created via `addLocalSource` and populated with the parsed assets. You can specify your own `base_url` or exclude certain source IDs. The following sources are added: | ID | Description | | --- | --- | | `'ly.img.sticker'` | Various stickers | | `'ly.img.vectorpath'` | Shapes and arrows | | `'ly.img.filter.lut'` | LUT effects of various kinds. | | `'ly.img.filter.duotone'` | Color effects of various kinds. | #### `addDemoAssetSources`[#](#adddemoassetsources) Registers a set of demo asset sources containing our example assets. These are not to meant to be used in your production code. The assets are parsed from the IMG.LY CDN at `https://cdn.img.ly/assets/demo/v1`. The `sceneMode` and `withUploadAssetSources` parameters control whether audio/video and upload sources are added. The following sources are added: | ID | Description | | --- | --- | | `'ly.img.image'` | Sample images | | `'ly.img.image.upload'` | Demo source to upload image assets | | `'ly.img.audio'` | Sample audios | | `'ly.img.audio.upload'` | Demo source to upload audio assets | | `'ly.img.video'` | Sample audios | | `'ly.img.video.upload'` | Demo source to upload video assets | #### Modifying Default & Demo Sources[#](#modifying-default--demo-sources) After registration you can freely modify the contained assets using the Asset APIs. You can add or remove entire asset sources or individual assets. #### Upload Asset Sources[#](#upload-asset-sources) The upload asset sources and library entries for video and audio were added to the default configuration from `addDefaultAssetSources`. If you have added these sources manually (like mentioned in our video docs) you can remove them now. ## 3\. AssetAPI Changes[#](#3-assetapi-changes) To further streamline interaction, the following breaking changes were made to the AssetAPI: * The `applyAsset` callbacks and `defaultApplyAsset` API now return an optional design block id in their callback if they created a new block. * `thumbUri` and `size` properties in `AssetDefinition` and `AssetResult` are now part of the `meta` property dictionary. * Values of the `blockType` asset meta property must now be design block type ids (e.g. `//ly.img.ubq/image`) ## 4\. A New Way to Add Images[#](#4-a-new-way-to-add-images) Instead of specifying additional images for the `CreativeEditorSDK` in `config.presets.images`, you should make use of `asset.addAsset` and add your images into the `ly.img.image` asset source. ## 5\. General API Changes[#](#5-general-api-changes) The `blockType` `meta` property for assets changed from `ly.img.` to fully qualified block types: E.g. `'ly.img.image'` now needs to be `'//ly.img.ubq/image'`. As we’re starting to apply the ‘fill’ concept to more parts of the interface, we deprecated various fill color related APIs: * Deprecated `hasFillColor`, use `hasFill` and query `block.getEnum(id, 'fill/type')` for `Solid` type instead. * Deprecated `get/setFillColorRGBA`, use `setFillSolidColor`instead.. * Deprecated `isFillColorEnabled`, use `isFillEnabled` instead. * Deprecated `setFillType` and `setFillGradientType`, use `createFill`, e.g., with type ‘color’ and then apply the fill block with `setFill` to the block instead. If the block has a fill, it should be removed with `getFill` and `destroy`. * Deprecated `getFillType` and `getFillGradientType`, query `block.getEnum(id, 'fill/type')` and `block.getEnum(id, 'fill/gradient/type')` instead instead * Deprecated `add/removeFillGradientColorStop` and `get/setFillGradientColorStops`. * Deprecated `get/setFillGradientControlPointX/Y`, use `block.getFloat(fill, keypath)` and `block.setFloat(fill, keypath, value)` with key paths ‘fill/gradient/linear/startPointX/Y’, ‘fill/gradient/radial/centerPointX/Y’, and ‘fill/gradient/conical/centerPointX/Y’ instead. * Deprecated `get/setFillGradientRadius`, use `block.getFloat(fill, 'fill/gradient/radial/radius')` and `block.setFloat(fill, 'fill/gradient/radial/radius', value)` instead.” `camera/clearColor` property was replaced it with a global `clearColor` setting to allow controlling the clear color before loading a scene. Properties affecting playback that existed on both `Audio` and `VideoFill` where moved to a common `playback/` namespace: * `'fill/video/looping'` and `'audio/looping'` are now `'playback/looping'` * `'fill/video/volume'` and `'audio/volume'` are now `'playback/volume'` * `'fill/video/muted'` and `'audio/muted'` are now `'playback/muted'` --- [Source](https:/img.ly/docs/cesdk/node/text-8a993a) # Text --- [Source](https:/img.ly/docs/cesdk/node/stickers-and-shapes-a000fe) # Stickers and Shapes --- [Source](https:/img.ly/docs/cesdk/node/settings-970c98) # Settings All keys listed below can be modified through the Editor API. The nested settings inside `UBQSettings` can be reached via key paths, e.g. `page/title/show`. ## Settings[#](#settings) ### `BlockAnimationSettings`[#](#blockanimationsettings) | Member | Type | Default | Description | | --- | --- | --- | --- | | enabled | `bool` | `true` | Whether animations should be enabled or not. | ### `CameraClampingSettings`[#](#cameraclampingsettings) | Member | Type | Default | Description | | --- | --- | --- | --- | | overshootMode | `CameraClampingOvershootMode` | `Reverse` | Controls what happens when the clamp area is smaller than the viewport. Center: the clamp area is centered in the viewport. Reverse: the clamp area can move inside the viewport until it hits the edges. | ### `CameraSettings`[#](#camerasettings) | Member | Type | Default | Description | | --- | --- | --- | --- | | clamping | `CameraClampingSettings: CameraClampingOvershootMode overshootMode` | `{}` | Clamping settings for the camera. | ### `ControlGizmoSettings`[#](#controlgizmosettings) | Member | Type | Default | Description | | --- | --- | --- | --- | | blockScaleDownLimit | `float` | `8.0` | Scale-down limit for blocks in screen pixels when scaling them with the gizmos or with touch gestures. The limit is ensured to be at least 0.1 to prevent scaling to size zero. | | showCropHandles | `bool` | `{true}` | Whether or not to show the handles to adjust the crop area during crop mode. | | showCropScaleHandles | `bool` | `{true}` | Whether or not to display the outer handles that scale the full image during crop. | | showMoveHandles | `bool` | `{true}` | Whether or not to show the move handles. | | showResizeHandles | `bool` | `{true}` | Whether or not to display the non-proportional resize handles (edge handles) | | showRotateHandles | `bool` | `{true}` | Whether or not to show the rotation handles. | | showScaleHandles | `bool` | `{true}` | Whether or not to display the proportional scale handles (corner handles) | ### `DebugFlags`[#](#debugflags) Flags that control debug outputs. | Member | Type | Default | Description | | --- | --- | --- | --- | | enforceScopesInAPIs | `bool` | `false` | Whether APIs calls that perform edits should throw errors if the corresponding scope does not allow the edit. | | showHandlesInteractionArea | `bool` | `{false}` | Display the interaction area around the handles. | | useDebugMipmaps | `bool` | `false` | Enable the use of colored mipmaps to see which mipmap is used. | ### `MouseSettings`[#](#mousesettings) | Member | Type | Default | Description | | --- | --- | --- | --- | | enableScroll | `bool` | `true` | Whether the engine processes mouse scroll events. | | enableZoom | `bool` | `true` | Whether the engine processes mouse zoom events. | ### `PageSettings`[#](#pagesettings) | Member | Type | Default | Description | | --- | --- | --- | --- | | allowCropInteraction | `bool` | `true` | If crop interaction (by handles and gestures) should be possible when the enabled arrangements allow resizing. | | allowMoveInteraction | `bool` | `false` | If move interaction (by handles and gestures) should be possible when the enabled arrangements allow moving and if the page layout is not controlled by the scene, e.g., in a ‘VerticalStack’. | | allowResizeInteraction | `bool` | `false` | If a resize interaction (by handles and gestures) should be possible when the enabled arrangements allow resizing. | | allowRotateInteraction | `bool` | `false` | If rotation interaction (by handles and gestures) should be possible when the enabled arrangements allow rotation and if the page layout is not controlled by the scene, e.g., in a ‘VerticalStack’. | | dimOutOfPageAreas | `bool` | `true` | Whether the opacity of the region outside of all pages should be reduced. | | innerBorderColor | `Color` | `createRGBColor(0.0, 0.0, 0.0, 0.0)` | Color of the inner frame around the page. | | marginFillColor | `Color` | `createRGBColor(0.79, 0.12, 0.40, 0.1)` | Color of frame around the bleed margin area of the pages. | | marginFrameColor | `Color` | `createRGBColor(0.79, 0.12, 0.40, 0.0)` | Color filled into the bleed margins of pages. | | moveChildrenWhenCroppingFill | `bool` | `false` | Whether the children of the page should be transformed to match their old position relative to the page fill when a page fill is cropped. | | outerBorderColor | `Color` | `createRGBColor(1.0, 1.0, 1.0, 0.0)` | Color of the outer frame around the page. | | restrictResizeInteractionToFixedAspectRatio | `bool` | `false` | If the resize interaction should be restricted to fixed aspect ratio resizing. | | title | `PageTitleSettings(bool show, bool showOnSinglePage, bool showPageTitleTemplate, bool appendPageName, string separator, Color color, string fontFileUri)` | “ | Page title settings. | ### `PageTitleSettings`[#](#pagetitlesettings) | Member | Type | Default | Description | | --- | --- | --- | --- | | appendPageName | `bool` | `true` | Whether to append the page name to the title if a page name is set even if the name is not specified in the template or the template is not shown | | color | `Color` | `createRGBColor(1., 1., 1.)` | Color of page titles visible in preview mode, can change with different themes. | | fontFileUri | `string` | `DEFAULT_FONT` | Font of page titles. | | separator | `string` | `"-"` | Title label separator between the page number and the page name. | | show | `bool` | `true` | Whether to show titles above each page. | | showOnSinglePage | `bool` | `true` | Whether to hide the the page title when only a single page is given. | | showPageTitleTemplate | `bool` | `true` | Whether to include the default page title from `page.titleTemplate` | ### `PlaceholderControlsSettings`[#](#placeholdercontrolssettings) | Member | Type | Default | Description | | --- | --- | --- | --- | | showButton | `bool` | `true` | Show the placeholder button. | | showOverlay | `bool` | `true` | Show the overlay pattern. | ### `Settings`[#](#settings-1) | Member | Type | Default | Description | | --- | --- | --- | --- | | alwaysHighlightPlaceholders | `bool` | `false` | Whether placeholder elements should always be highlighted in the scene. | | basePath | `string` | `""` | The root directory to be used when resolving relative paths or when accessing `bundle://` URIs on platforms that don’t offer bundles. | | blockAnimations | `BlockAnimationSettings: bool enabled` | `{}` | Settings that configure the behavior of block animations. | | borderOutlineColor | `Color` | `createRGBColor(0., 0., 0., 1.0)` | The border outline color, defaults to black. | | camera | `CameraSettings: CameraClampingSettings clamping` | `{}` | Settings that configure the behavior of the camera. | | clearColor | `Color` | `createClear()` | The color with which the render target is cleared before scenes get rendered. Only used while renderMode == Preview, else #00000000 (full transparency) is used. | | colorMaskingSettings | `ColorMaskingSettings(Color maskColor, bool secondPass)` | `{}` | A collection of settings used to perform color masking. | | controlGizmo | `ControlGizmoSettings(bool showCropHandles, bool showCropScaleHandles, bool showMoveHandles, bool showResizeHandles, bool showScaleHandles, bool showRotateHandles, float blockScaleDownLimit)` | `{}` | Settings that configure which touch/click targets for move/scale/rotate/etc. are enabled and displayed. | | cropOverlayColor | `Color` | `createRGBColor(0., 0., 0., 0.39)` | Color of the dimming overlay that’s added in crop mode. | | debug | `DebugFlags(bool useDebugMipmaps, bool showHandlesInteractionArea, bool enforceScopesInAPIs)` | `{}` | ? | | defaultEmojiFontFileUri | `string` | `EMOJI_FONT` | URI of default font file for emojis. | | defaultFontFileUri | `string` | `DEFAULT_FONT` | URI of default font file This font file is the default everywhere unless overriden in specific settings. | | doubleClickSelectionMode | `DoubleClickSelectionMode` | `Hierarchical` | The current mode of selection on double-click. | | doubleClickToCropEnabled | `bool` | `true` | Whether double clicking on an image element should switch into the crop editing mode. | | emscriptenCORSConfigurations | `vector< CORSConfiguration >` | `{}` | CORS Configurations: `` pairs. See `FetchAsyncService-emscripten.cpp` for details. | | errorStateColor | `Color` | `createRGBColor(1., 1., 1., 0.7)` | The error state color for design blocks. | | fallbackFontUri | `string` | `""` | The URI of the fallback font to use for text that is missing certain characters. | | forceSystemEmojis | `bool` | `true` | Whether the system emojis should be used for text. | | globalScopes | `GlobalScopes(Text text, Fill fill, Stroke stroke, Shape shape, Layer layer, Appearance appearance, Lifecycle lifecycle, Editor editor)` | `Allow)` | Global scopes. | | handleFillColor | `Color` | `createWhite()` | The fill color for handles. | | highlightColor | `Color` | `createRGBColor(0.2, 85. / 255., 1.)` | Color of the selection, hover, and group frames and for the handle outlines for non-placeholder elements. | | license | `string` | `""` | A valid license string in JWT format. | | maxImageSize | `int` | `4096` | The maximum size at which images are loaded into the engine. Images that exceed this size are down-scaled prior to rendering. Reducing this size further reduces the memory footprint. Defaults to 4096x4096. | | mouse | `MouseSettings(bool enableZoom, bool enableScroll)` | `{}` | Settings that configure the behavior of the mouse. | | page | `PageSettings(PageTitleSettings title, Color marginFillColor, Color marginFrameColor, Color innerBorderColor, Color outerBorderColor, bool dimOutOfPageAreas, bool allowCropInteraction, bool allowResizeInteraction, bool restrictResizeInteractionToFixedAspectRatio, bool allowRotateInteraction, bool allowMoveInteraction, bool moveChildrenWhenCroppingFill)` | `{}` | Page related settings. | | placeholderControls | `PlaceholderControlsSettings(bool showOverlay, bool showButton)` | `{}` | Supersedes how the blocks’ placeholder controls are applied. | | placeholderHighlightColor | `Color` | `createRGBColor(0.77, 0.06, 0.95)` | Color of the selection, hover, and group frames and for the handle outlines for placeholder elements. | | positionSnappingThreshold | `float` | `4.` | Position snapping threshold in screen space. | | progressColor | `Color` | `createRGBColor(1., 1., 1., 0.7)` | The progress indicator color. | | renderTextCursorAndSelectionInEngine | `bool` | `true` | Whether the engine should render the text cursor and selection highlights during text editing. This can be set to false, if the platform wants to perform this rendering itself. | | rotationSnappingGuideColor | `Color` | `createRGBColor(1., 0.004, 0.361)` | Color of the rotation snapping guides. | | rotationSnappingThreshold | `float` | `0.15` | Rotation snapping threshold in radians. | | ruleOfThirdsLineColor | `Color` | `createRGBColor(0.75, 0.75, 0.75, 0.75)` | Color of the rule-of-thirds lines. | | showBuildVersion | `bool` | `false` | Show the build version on the canvas. | | snappingGuideColor | `Color` | `createRGBColor(1., 0.004, 0.361)` | Color of the position snapping guides. | | textVariableHighlightColor | `Color` | `createRGBColor(0.7, 0., 0.7)` | Color of the text variable highlighting borders. | | touch | `TouchSettings(bool dragStartCanSelect, bool singlePointPanning, PinchGestureAction pinchAction, RotateGestureAction rotateAction)` | `{}` | Settings that configure which touch gestures are enabled and which actions they trigger. | | useSystemFontFallback | `bool` | `false` | Whether the IMG.LY hosted font fallback is used for fonts that are missing certain characters, covering most of the unicode range. | ### `TouchSettings`[#](#touchsettings) | Member | Type | Default | Description | | --- | --- | --- | --- | | dragStartCanSelect | `bool` | `true` | Whether dragging an element requires selecting it first. When not set, elements can be directly dragged. | | pinchAction | `PinchGestureAction` | `Scale` | The action to perform when a pinch gesture is performed. | | rotateAction | `RotateGestureAction` | `Rotate` | Whether or not the two finger turn gesture can rotate selected elements. | | singlePointPanning | `bool` | `true` | Whether or not dragging on the canvas should move the camera (scrolling). When not set, the scroll bars have to be used. This setting might get overwritten with the feature flag `preventScrolling`. | ``` engine.editor.findAllSettings();engine.editor.getSettingType('doubleClickSelectionMode'); const unsubscribeSettings = engine.editor.onSettingsChanged(() => console.log('Editor settings have changed');); const unsubscribeRoleChange = engine.editor.onRoleChanged((role) => { console.log('Role': role);}); engine.editor.setSettingBool('doubleClickToCropEnabled', true);engine.editor.getSettingBool('doubleClickToCropEnabled');engine.editor.setSettingInt('integerSetting', 0);engine.editor.getSettingInt('integerSetting');engine.editor.setSettingFloat('positionSnappingThreshold', 2.0);engine.editor.getSettingFloat('positionSnappingThreshold');engine.editor.setSettingString('license', 'invalid');engine.editor.getSettingString('license');engine.editor.setSettingColor('highlightColor', { r: 1, g: 0, b: 1, a: 1 }); // Pinkengine.editor.getSettingColor('highlightColor');engine.editor.setSettingEnum('doubleClickSelectionMode', 'Direct');engine.editor.getSettingEnum('doubleClickSelectionMode');engine.editor.getSettingEnumOptions('doubleClickSelectionMode');engine.editor.getRole();engine.editor.setRole('Adopter'); ``` ## Change Settings[#](#change-settings) In this example, we will show you how to use the [CreativeEditor SDK](https://img.ly/products/creative-sdk)’s CreativeEngine to control with the `editor` API. A list of all available settings can be found above. ### Exploration[#](#exploration) ``` findAllSettings(): string[] ``` Returns a list of all the settings available. * Returns A list of settings keypaths. ``` getSettingType(keypath: string): SettingType ``` Returns the type of a setting. * `keypath`: The settings keypath, e.g. `doubleClickSelectionMode`. * Returns The setting type. ### Functions[#](#functions) ``` onSettingsChanged: (callback: () => void) => (() => void) ``` Subscribe to changes to the editor settings. * `callback`: This function is called at the end of the engine update, if the editor settings have changed. * Returns A method to unsubscribe. ``` onRoleChanged: (callback: (role: RoleString) => void) => (() => void) ``` Subscribe to changes to the editor role. This lets you react to changes in the role of the user and update engine and editor settings in response. * `callback`: This function will be called immediately after a role has been set and the default settings for that role have been applied. This function will also be called in case the role is set to the same value as before. * Returns A function for unsubscribing ``` setSettingBool(keypath: SettingsBool, value: boolean): void ``` Set a boolean setting. * `keypath`: The settings keypath, e.g. `doubleClickToCropEnabled` * `value`: The value to set. * Throws An error, if the keypath is invalid. ``` setSettingBool(keypath: `ubq://${SettingsBool}`, value: boolean): void ``` Support for `ubq://` prefixed keypaths will be removed in a future release. ``` getSettingBool(keypath: SettingsBool): boolean ``` Get a boolean setting. * `keypath`: The settings keypath, e.g. `doubleClickToCropEnabled` * Throws An error, if the keypath is invalid. ``` getSettingBool(keypath: `ubq://${SettingsBool}`): boolean ``` Support for `ubq://` prefixed keypaths will be removed in a future release. ``` setSettingInt(keypath: string, value: number): void ``` Set an integer setting. * `keypath`: The settings keypath. * `value`: The value to set. * Throws An error, if the keypath is invalid. ``` getSettingInt(keypath: string): number ``` Get an integer setting. * `keypath`: The settings keypath. * Throws An error, if the keypath is invalid. ``` setSettingFloat(keypath: SettingsFloat, value: number): void ``` Set a float setting. * `keypath`: The settings keypath, e.g. `positionSnappingThreshold` * `value`: The value to set. * Throws An error, if the keypath is invalid. ``` setSettingFloat(keypath: `ubq://${SettingsFloat}`, value: number): void ``` Support for `ubq://` prefixed keypaths will be removed in a future release. ``` getSettingFloat(keypath: SettingsFloat): number ``` Get a float setting. * `keypath`: The settings keypath, e.g. `positionSnappingThreshold` * Throws An error, if the keypath is invalid. ``` getSettingFloat(keypath: `ubq://${SettingsFloat}`): number ``` Support for `ubq://` prefixed keypaths will be removed in a future release. ``` setSettingString(keypath: SettingsString, value: string): void ``` Set a string setting. * `keypath`: The settings keypath, e.g. `license` * `value`: The value to set. * Throws An error, if the keypath is invalid. ``` setSettingString(keypath: `ubq://${SettingsString}`, value: string): void ``` Support for `ubq://` prefixed keypaths will be removed in a future release. ``` getSettingString(keypath: SettingsString): string ``` Get a string setting. * `keypath`: The settings keypath, e.g. `license` * Throws An error, if the keypath is invalid. ``` getSettingString(keypath: `ubq://${SettingsString}`): string ``` Support for `ubq://` prefixed keypaths will be removed in a future release. ``` setSettingColor(keypath: SettingsColor, value: Color): void ``` Set a color setting. * `keypath`: The settings keypath, e.g. `highlightColor`. * `value`: The The value to set. ``` setSettingColor(keypath: `ubq://${SettingsColor}`, value: Color): void ``` Support for `ubq://` prefixed keypaths will be removed in a future release. ``` getSettingColor(keypath: SettingsColor): Color ``` Get a color setting. * `keypath`: The settings keypath, e.g. `highlightColor`. * Throws An error, if the keypath is invalid. ``` getSettingColor(keypath: `ubq://${SettingsColor}`): Color ``` Support for `ubq://` prefixed keypaths will be removed in a future release. ``` setSettingEnum(keypath: T, value: SettingsEnum[T]): void ``` Set an enum setting. * `keypath`: The settings keypath, e.g. `doubleClickSelectionMode`. * `value`: The enum value as string. ``` setSettingEnum(keypath: `ubq://${T}`, value: SettingsEnum[T]): void ``` Support for `ubq://` prefixed keypaths will be removed in a future release. ``` getSettingEnum(keypath: T): SettingsEnum[T] ``` Get an enum setting. * `keypath`: The settings keypath, e.g. `doubleClickSelectionMode`. * Returns The value as string. ``` getSettingEnum(keypath: `ubq://${T}`): SettingsEnum[T] ``` Support for `ubq://` prefixed keypaths will be removed in a future release. ``` getSettingEnumOptions(keypath: T): string[] ``` Get the possible enum options for a given enum setting. * `keypath`: The settings keypath, e.g. `doubleClickSelectionMode`. * Returns The possible enum options as strings. ``` getSettingEnumOptions(keypath: `ubq://${T}`): string[] ``` Support for `ubq://` prefixed keypaths will be removed in a future release. ``` getRole(): RoleString ``` Get the current role of the user ``` setRole(role: RoleString): void ``` Set the role of the user and apply role-dependent defaults for scopes and settings ## Full Code[#](#full-code) Here’s the full code: ``` engine.editor.findAllSettings();engine.editor.getSettingType('doubleClickSelectionMode'); const unsubscribeSettings = engine.editor.onSettingsChanged(() => console.log('Editor settings have changed');); const unsubscribeRoleChange = engine.editor.onRoleChanged((role) => { console.log('Role': role);}); engine.editor.setSettingBool('doubleClickToCropEnabled', true);engine.editor.getSettingBool('doubleClickToCropEnabled');engine.editor.setSettingInt('integerSetting', 0);engine.editor.getSettingInt('integerSetting');engine.editor.setSettingFloat('positionSnappingThreshold', 2.0);engine.editor.getSettingFloat('positionSnappingThreshold');engine.editor.setSettingString('license', 'invalid');engine.editor.getSettingString('license');engine.editor.setSettingColor('highlightColor', { r: 1, g: 0, b: 1, a: 1 }); // Pinkengine.editor.getSettingColor('highlightColor');engine.editor.setSettingEnum('doubleClickSelectionMode', 'Direct');engine.editor.getSettingEnum('doubleClickSelectionMode');engine.editor.getSettingEnumOptions('doubleClickSelectionMode');engine.editor.getRole();engine.editor.setRole('Adopter'); ``` --- [Source](https:/img.ly/docs/cesdk/node/serve-assets-b0827c) # Serve Assets From Your Server In this example, we explain how to configure the Creative Engine to use assets hosted on your own servers. While we serve all assets from our own CDN by default, it is highly recommended to serve the assets from your own servers in a production environment. ## Prerequisites[#](#prerequisites) * [Get the latest stable version of **Node.js & NPM**](https://www.npmjs.com/get-npm) * (Optional): [Get the latest stable version of **Yarn**](https://yarnpkg.com/getting-started) ## 1\. Add the CreativeEngine to Your Project[#](#1-add-the-creativeengine-to-your-project) Terminal window ``` npm install @imgly/cesdk# oryarn add @imgly/cesdk ``` ## 2\. Decide what Assets you need[#](#2-decide-what-assets-you-need) We offer two sets of assets: * _Core_ Assets - Files required for the engine to function. * _Default_ Assets - Demo assets to quickstart your development. ### ⚠️ Warning Prior to `v1.10.0`, the `CreativeEngine` and `CreativeEditorSDK` would load referenced default assets from the `assets/extensions/*` directories and hardcode them as `/extensions/…` references in serialized scenes. To **maintain compatibility** for such scenes, make sure you’re still serving version v1.9.2 the `/extensions` directory from your `baseURL`. You can [download them from our CDN](https://cdn.img.ly/packages/imgly/cesdk-engine/1.9.2/assets/extensions.zip). ## 3\. Register IMG.LY’s default assets[#](#3-register-imglys-default-assets) If you want to use our default asset sources in your integration, call `CreativeEngine.addDefaultAssetSources({ baseURL?: string, excludeAssetSourceIds?: string[] }): void`. Right after initialization: ``` CreativeEngine.init(config).then(engine => { engine.addDefaultAssetSources();}); ``` This call adds IMG.LY’s default asset sources for stickers, vectorpaths and filters to your engine instance. By default, these include the following source ids: * `'ly.img.sticker'` - Various stickers. * `'ly.img.vectorpath'` - Shapes and arrows. * `'ly.img.filter.lut'` - LUT effects of various kinds. * `'ly.img.filter.duotone'` - Color effects of various kinds. * `'ly.img.colors.defaultPalette'` - Default color palette. * `'ly.img.effect'` - Default effects. * `'ly.img.blur'` - Default blurs. * `'ly.img.typeface'` - Default typefaces. If you don’t specify a `baseURL` option, the assets are parsed and served from the IMG.LY CDN. It’s it is highly recommended to serve the assets from your own servers in a production environment, if you decide to use them. To do so, follow the steps below and pass a `baseURL` option to `addDefaultAssetSources`. If you only need a subset of the IDs above, use the `excludeAssetSourceIds` option to pass a list of ignored Ids. ## 4\. Copy Assets[#](#4-copy-assets) Copy the CreativeEditorSDK `core`, `demo`, `i18n`, `ui`, etc. asset folders to your application’s asset folder. The name of the folder depends on your setup and the used bundler, but it’s typically a folder called `assets` or `public` in the project root. Terminal window ``` cp -r ./node_modules/@cesdk/engine/assets public/ ``` Furthermore, if you are using our IMG.LY default assets, download them from [our CDN](https://cdn.img.ly/assets/v3/IMGLY-Assets.zip) and extract them to your public directory as well. If you deploy the site that embeds the CreativeEngine together with all its assets and static files, this might be all you need to do for this step. In different setups, you might need to upload this folder to your CDN. ## 5\. Configure the CreativeEngine to use your self-hosted assets[#](#5-configure-the-creativeengine-to-use-your-self-hosted-assets) Next, we need to configure the SDK to use our local assets instead of the ones served via our CDN. There are two configuration options that are relevant for this: * `baseURL` should ideally point to the `assets` folder that was copied in the previous step. This can be either an absolute URL, or a path. A path will be resolved using the `window.location.href` of the page where the CreativeEngine is embedded. By default `baseURL` is set to our CDN. * `core.baseURL` must point to the folder containing the core sources and data file for the CreativeEngine. Defaults to `${baseURL}/core` This can be either an absolute URL, or a relative path. A relative path will be resolved using the the previous `baseURL`. By default, `core.baseURL` is set to `core/`. Normally you would simply serve the assets directory from the previous step. That directory already contains the `core` folder, and this setting does not need to be changed. For highly customized setups that separate hosting of the WASM files from the hosting of other assets that are used inside scenes, you can set this to a different URL. * `CreativeEngine.addDefaultAssetSources` offers a `baseURL` option, that needs to be set to an absolute URL. The given URL will be used to lookup the asset definitions from `{{baseURL}}//content.json` and for all file references, like `{{baseURL}}//images/example.png`. By default, default sources parse and reference assets from `https://cdn.img.ly/assets/v3`. ``` const config = { ... // Specify baseURL for all relative URLs. baseURL: '/assets' // or 'https://cdn.mydomain.com/assets' core: { // Specify location of core assets, required by the engine. baseURL: 'core/' }, ... }; // Setup engine and add default sources served from your own server. CreativeEngine.init(config).then((engine) => { engine.addDefaultAssetSources({ baseURL: 'https://cdn.mydomain.com/assets'}) }) ``` ## Versioning of the WASM assets[#](#versioning-of-the-wasm-assets) The files that the CreativeEngine loads from `core.baseURL` (`.wasm` and`.data` files, and the `worker-host.js`) are changing between different versions of the CreativeEngine. You need to ensure that after a version update, you update your copy of the assets. The filenames of these assets will also change between updates. This makes it safe to store different versions of these files in the same folder during migrations, as the CreativeEngine will always locate the correct files using the unique filenames. It also means that if you forget to copy the new assets, the CreativeEngine will fail to load them during initialization and abort with an Error message on the console. Depending on your setup this might only happen in your production or staging environments, but not during development where the assets might be served from a local server. Thus we recommend to ensure that copying of the assets is taken care of by your automated deployments and not performed manually. --- [Source](https:/img.ly/docs/cesdk/node/security-777bfd) # Security This document provides a comprehensive overview of CE.SDK’s security practices, focusing on data handling, privacy, and our commitment to maintaining the highest standards of security for our customers and their end users. ## Key Security Features[#](#key-security-features) * **Client-Side Processing**: All image and design processing occurs directly on the user’s device, not on our servers * **No Data Transmission**: Your content (e.g. images, designs, templates, videos, audio, etc.) is never uploaded to or processed on IMG.LY servers * **Minimal Data Collection**: We only collect device identifiers and count exports for licensing purposes * **GDPR Compliance**: Our data collection practices adhere to GDPR regulations * **Secure Licensing**: Enterprise licenses are secured with RSA SHA256 encryption ## Data Protection & Access Controls[#](#data-protection--access-controls) ### Data Collection[#](#data-collection) CE.SDK requires minimal data to provide its services. The only potentially personally identifiable information (PII) collected includes device-specific identifiers such as `identifierForVendor` on iOS and `ANDROID_ID` on Android. These identifiers are: * Used solely for tracking monthly active users for our usage-based pricing models * Reset when the user reinstalls the app or resets their device * Collected under GDPR’s legitimate interest provision (no explicit consent required as they are necessary for our licensing system) Additionally, we track export operations for billing purposes in usage-based pricing models. For enterprise customers who prefer more accurate tracking, integrators can provide their own userID. This allows for more precise measurement of usage without requiring additional device identifiers. ### Data Storage & Encryption[#](#data-storage--encryption) **We do not collect or store user data beyond the device identifiers and export counts mentioned above.** Since CE.SDK operates entirely client-side: * All content processing happens on the user’s device * No images, designs, or user content is transmitted to IMG.LY servers * No content data is stored on IMG.LY infrastructure We use standard HTTPS (SSL/TLS) encryption for all communications between CE.SDK instances and our licensing backend. ### Access Controls[#](#access-controls) We are using established industry standard practices to handle sensitive customer data. Therefore access control concerns are minimized. The limited data we do handle is protected as follows: * Billing information is stored in Stripe and accessed only by members of our finance team and C-level executives * API keys and credentials are stored securely in 1Password or GitHub with granular access levels * All employees sign Confidentiality Agreements to protect customer information This refers to data of our direct customers, not their users or customers. ## Licensing System[#](#licensing-system) CE.SDK uses a licensing system that works as follows: 1. During instantiation, an API key is provided to the CE.SDK instance 2. This API key is held in memory (never stored permanently on the device) 3. The SDK validates the key with our licensing backend 4. Upon successful validation, the backend returns a temporary local license 5. This license is periodically refreshed to maintain valid usage For browser implementations, we protect licenses against misuse by pinning them to specific domains. For mobile applications, licenses are pinned to the application identifiers to prevent unauthorized use. For enterprise customers, we offer an alternative model: * A license file is passed directly to the instance * No communication with our licensing service is required * Licenses are secured using RSA SHA256 encryption ## Security Considerations for User Input[#](#security-considerations-for-user-input) As CE.SDK deals primarily with arbitrary user input, we’ve implemented specific security measures to handle data safely: * The CreativeEngine reads files from external resources to fetch images, fonts, structured data, and other sources for designs. These reads are safeguarded by platform-specific default measures. * The engine never loads executable code or attempts to execute any data acquired from dynamic content. It generally relies on provided mime types to decode image data or falls back to byte-level inspection to choose the appropriate decoder. * For data writing operations, we provide a callback that returns a pointer to the to-be-written data. The engine itself never unconditionally writes to an externally defined path. If it writes to files directly, these are part of internal directories and can’t be modified externally. * Generated PDFs may have original image files embedded if the image was not altered via effects or blurs and the [`exportPdfWithHighCompatibility` option](node/export-save-publish/export/overview-9ed3a8/) was **not** enabled. This means a malicious image file could theoretically be included in the exported PDF. * Inline text-editing allows arbitrary input of strings by users. The engine uses platform-specific default inputs and APIs and doesn’t apply additional sanitization. The acquired strings are stored and used exclusively for text rendering - they are neither executed nor used for file operations. ## Security Infrastructure[#](#security-infrastructure) ### Vulnerability Management[#](#vulnerability-management) We take a proactive approach to security vulnerability management: * We use GitHub to track dependency vulnerabilities * We regularly update affected dependencies * We don’t maintain a private network, eliminating network vulnerability concerns in that context * We don’t manually maintain servers or infrastructure, as we don’t have live systems beyond those required for licensing * For storage and licensing, we use virtual instances in Google Cloud which are managed by the cloud provider * All security-related fixes are published in our public changelog at [https://img.ly/docs/cesdk/changelog/](https://img.ly/docs/cesdk/changelog/) ### Security Development Practices[#](#security-development-practices) Our development practices emphasize security: * We rely on established libraries with proven security track records * We don’t directly process sensitive user data in our code * Secrets (auth tokens, passwords, API credentials, certificates) are stored in GitHub or 1Password with granular access levels * We use RSA SHA256 encryption for our enterprise licenses * We rely on platform-standard SSL implementations for HTTPS communications ### API Key Management[#](#api-key-management) API keys for CE.SDK are handled securely: * Keys are passed during instantiation and held in memory only * Keys are never stored permanently on client devices * For web implementation, keys are pinned to specific domains to prevent unauthorized use * Enterprise licenses use a file-based approach that doesn’t require API key validation ## Compliance[#](#compliance) IMG.LY complies with the General Data Protection Regulation (GDPR) in all our operations, including CE.SDK. Our Privacy Policy is publicly available at [https://img.ly/privacy-policy](https://img.ly/privacy-policy). Our client-side approach to content processing significantly reduces privacy and compliance concerns, as user content never leaves their device environment for processing. ## FAQ[#](#faq) ### Does CE.SDK upload my images or designs to IMG.LY servers?[#](#does-cesdk-upload-my-images-or-designs-to-imgly-servers) No. CE.SDK processes all content locally on the user’s device. Your images, designs, and other content are never transmitted to IMG.LY servers. ### What data does IMG.LY collect through CE.SDK?[#](#what-data-does-imgly-collect-through-cesdk) CE.SDK only collects device identifiers (such as identifierForVendor on iOS or ANDROID\_ID on Android) for licensing purposes and export counts. No user content or personal information is collected. ### How does IMG.LY protect API keys?[#](#how-does-imgly-protect-api-keys) API keys are never stored permanently; they are held in memory during SDK operation. For web implementations, keys are pinned to specific domains to prevent unauthorized use. ### Has IMG.LY experienced any security breaches?[#](#has-imgly-experienced-any-security-breaches) No, IMG.LY has not been involved in any cybersecurity breaches in the last 12 months. ### Does IMG.LY conduct security audits?[#](#does-imgly-conduct-security-audits) As we don’t store customer data directly, but rely on third parties to do so, we focus our security efforts on dependency tracking and vulnerability management through GitHub’s security features. We don’t conduct security audits. ## Additional Information[#](#additional-information) For more detailed information about our data collection practices, please refer to our Data Privacy and Retention information below. Should you have any additional questions regarding security practices or require more information, please contact our team at [support@img.ly](mailto:support@img.ly). ## Data Privacy and Retention[#](#data-privacy-and-retention) At IMG.LY, we prioritize your data privacy and ensure that apart from a minimal contractually stipulated set of interactions with our servers all other operations take place on your local device. Below is an overview of our data privacy and retention policies: ### **Data Processing**[#](#data-processing) All data processed by CE.SDK remains strictly on your device. We do not transfer your data to our servers for processing. This means that operations such as rendering, editing, and other in-app functionalities happen entirely locally, ensuring that sensitive project or personal data stays with you. ### **Data Retention**[#](#data-retention) We do not store any project-related data on our servers. Since all data operations occur locally, no information about your edits, images, or video content is retained by CE.SDK. The only data that interacts with our servers is related to license validation and telemetry related to usage tied to your pricing plan. ### **License Validation**[#](#license-validation) CE.SDK performs a license validation check with our servers once upon initialization to validate the software license being used. This interaction is minimal and does not involve the transfer of any personal, project, or media data. ### **Event Tracking**[#](#event-tracking) While CE.SDK does not track user actions other than the exceptions listed below through telemetry or analytics by default, there are specific events tracked to manage customer usage, particularly for API key usage tracking. We gather the following information during these events: * **When the engine loads:** App identifier, platform, engine version, user ID (provided by the client), device ID (mobile only), and session ID. * **When a photo or video is exported:** User ID, device ID, session ID, media type (photo/video), resolution (width and height), FPS (video only), and duration (video only). This tracking is solely for ensuring accurate usage calculation and managing monthly active user billing. Enterprise clients can opt out of this tracking under specific agreements. ### **Personal Identifiable Information (PII)**[#](#personal-identifiable-information-pii) The only PII that is potentially collected includes device-specific identifiers such as `identifierForVendor` on iOS and `ANDROID_ID` on Android. These IDs are used for tracking purposes and are reset when the user reinstalls the app or resets the device. No consent is required for these identifiers because they are crucial for our usage-based pricing models. This is covered by the GDPR as legitimate interest. ### **User Consent**[#](#user-consent) As mentioned above, user consent is not required when solely using the CE.SDK. However, this may change depending on the specific enterprise agreement or additional regulatory requirements. IMG.LY is committed to maintaining compliance with **GDPR** and other applicable data protection laws, ensuring your privacy is respected at all times. For details consult our [privacy policy](https://img.ly/privacy-policy). --- [Source](https:/img.ly/docs/cesdk/node/rules-1427c0) # Rules --- [Source](https:/img.ly/docs/cesdk/node/overview-8cc730) # Overview --- [Source](https:/img.ly/docs/cesdk/node/overview-491658) # Overview In CE.SDK, _inserting media into a scene_ means placing visual or audio elements directly onto the canvas—images, videos, audio clips, shapes, or stickers—so they become part of the design. This differs from _importing assets_, which simply makes media available in the asset library. This guide helps you understand how insertion works, how inserted media behave within scenes, and how to control them via code. By the end, you’ll know how media are represented, modified, saved, and exported. [Launch Web Demo](https://img.ly/showcases/cesdk)[ Get Started ](node/get-started/overview-e18f40/) ## Inserting Media vs. Importing Assets[#](#inserting-media-vs-importing-assets) Before you can insert media into a scene, it must first be available to CE.SDK—this is where _importing_ comes in. Imported assets are added to the **Asset Library** (from local uploads, remote sources, etc.), where they become available for use. _Inserting_ means placing those assets into the actual scene—either as the fill of a design block (like an image inside a rectangle), or as a standalone visual/audio layer. This process creates scene elements that users can see, move, style, and manipulate. ## How Media Is Handled in Scenes[#](#how-media-is-handled-in-scenes) Internally, inserted media are structured as part of the scene graph. Most are represented as fills or as design blocks: * **Images and Videos** are typically inserted as _fills_ for graphic blocks or as independent blocks for visual layering. * **Audio** is inserted as a timeline-based media block, often invisible but timeline-active. * **Shapes and Stickers** are treated as standalone graphic blocks, with shape or vector fills. Each inserted item is assigned an ID and properties such as position, size, and rotation, and can be queried or modified programmatically. ## Inserting Media[#](#inserting-media) ### Insert Programmatically[#](#insert-programmatically) Developers can insert media directly via the SDK. Whether you’re building a dynamic editor or triggering insertions via user input, CE.SDK exposes APIs for: * Creating a new design block and applying a media fill (e.g., image, video). * Controlling properties like position, size, rotation, opacity, and z-index. * Embedding logic to sync insertions with UI actions or backend data. ## Referencing Existing Assets[#](#referencing-existing-assets) Once an asset is imported, you can reference it multiple times without re-importing. Reuse is based on: * **URI** (useful for remote assets) When reusing an asset, you can apply different visual properties—each inserted instance can have its own size, position, rotation, or visual effects. ## Media Lifecycle Within a Scene[#](#media-lifecycle-within-a-scene) Inserted media are part of the live scene graph and follow CE.SDK’s scene lifecycle: * **Saving a Scene**: Inserted media references (or embedded content) are included in the saved `.scene` or `.archive`. * **Reloading a Scene**: CE.SDK reconstructs the scene graph and fetches any required media URIs or binary data. * **Exporting**: Media may be embedded directly (e.g., for self-contained exports) or referenced externally (e.g., smaller file sizes, shared assets). Keep in mind that media integrity on reload/export depends on how the asset was inserted—linked URIs must remain available, whereas embedded assets are bundled. ## Embedding vs. Linking Media[#](#embedding-vs-linking-media) CE.SDK supports two strategies for handling inserted media: | Mode | Description | Use Case | | --- | --- | --- | | **Referenced** (Scene Files) | Scene references the media via URI. | Smaller file sizes, shared asset use. | | **Embedded** (Archives) | Media is stored directly in the saved archive. | Offline editing, portable scenes. | **Embedded** media increase file size but ensure portability. **Referenced** media reduce storage needs but require external hosting. You can control this behavior when saving or exporting a scene. --- [Source](https:/img.ly/docs/cesdk/node/performance-3c12eb) # Improve Performance Code Splitting ``` // When using node modulues in a bundler:async function loadCreativeEngine() { const module = await import('@cesdk/engine'); const CreativeEngine = module.default; return CreativeEngine;} // When loading the engine module directly from the CDN:async function loadCreativeEngine() { const module = await import( 'https://cdn.img.ly/packages/imgly/cesdk-engine/1.52.0/index.js' ); const CreativeEngine = module.default; return CreativeEngine;} ``` ### Code Splitting[#](#code-splitting) Keep in mind that the CreativeEngine bundle has a substantial size. Depending on your use case, it might make sense to delay loading of the module, using a dynamic import statement: Consult your bundler’s documentation for more information: * [Code Splitting | Webpack](https://webpack.js.org/guides/code-splitting/) * [Rollup.js](https://rollupjs.org/guide/en/#code-splitting) * [Parcel](https://parceljs.org/features/code-splitting/) ``` // When using node modulues in a bundler:async function loadCreativeEngine() { const module = await import('@cesdk/engine'); const CreativeEngine = module.default; return CreativeEngine;} ``` You can also make use of code splitting in the browser, without a bundler. It works in the same way, but you would load our code from the CDN. ``` // When loading the engine module directly from the CDN:async function loadCreativeEngine() { const module = await import( 'https://cdn.img.ly/packages/imgly/cesdk-engine/1.52.0/index.js' ); const CreativeEngine = module.default; return CreativeEngine;} ``` --- [Source](https:/img.ly/docs/cesdk/node/outlines-b7820c) # Outlines --- [Source](https:/img.ly/docs/cesdk/node/open-the-editor-23a1db) # Open the Editor --- [Source](https:/img.ly/docs/cesdk/node/llms-txt-eb9cc5) # LLMs.txt Our documentation is now available in LLMs.txt format, optimized for AI reasoning engines. To better support platform-specific development, we’ve created separate documentation files for each platform. For Node.js developers, this means you can now access documentation tailored to your specific platform, whether it’s iOS, Android, Web, or any other supported platform. This approach allows for a more focused and efficient use of AI tools in your development workflow. [ Download /node/llms-full.txt ](https://img.ly/docs/cesdk/node/llms-full.txt) These documentation files are substantial in size, with token counts exceeding the context windows of many AI models. This guide explains how to download and effectively use these platform-specific documentation files with AI tools to accelerate your development process. ## What are LLMs.txt files?[#](#what-are-llmstxt-files) LLMs.txt is an emerging standard for making documentation AI-friendly. Unlike traditional documentation formats, LLMs.txt: * Presents content in a clean, markdown-based format * Eliminates extraneous HTML, CSS, and JavaScript * Optimizes content for AI context windows * Provides a comprehensive view of documentation in a single file By using our platform-specific LLMs.txt files, you’ll ensure that AI tools have the most relevant and complete context for helping with your development tasks. ## Handling Large Documentation Files[#](#handling-large-documentation-files) Due to the size of our documentation files (upward of 500 000 tokens) most AI tools will face context window limitations. Standard models typically have context windows ranging from 8,000 to 200,000 tokens, making it challenging to process our complete documentation in a single session. ### Recommended AI Model for Full Documentation[#](#recommended-ai-model-for-full-documentation) For working with our complete documentation files, we recommend: * **Gemini 2.5 Flash**: Available via Google AI Studio with a context window of 1-2 million tokens, capable of handling even our largest documentation file --- [Source](https:/img.ly/docs/cesdk/node/licensing-8aa063) # Licensing Thanks for your interest in CreativeEditor SDK (CE.SDK). We offer flexible commercial licensing options to support teams and projects of all sizes. Whether you’re building a new product or scaling an existing one, our goal is to provide the best creative editing experience—backed by a licensing model that aligns with your needs. Get in touch with us through our [contact sales form](https://img.ly/forms/contact-sales). ## Commercial Licensing[#](#commercial-licensing) CE.SDK is offered through a subscription-based commercial model. This allows us to: * Deliver ongoing updates and performance improvements * Ensure compatibility with new browsers and devices * Provide dedicated technical support * Build long-term partnerships with our customers ## How Licensing Works[#](#how-licensing-works) CE.SDK licenses are tied to a single commercial product instance, verified by the hostname for web apps and bundle/app ID for mobile apps. Licensing typically uses remote validation and includes lightweight event tracking. It’s possible to disable tracking or use offline-compatible options. To explore these options, [contact our sales team](https://img.ly/forms/contact-sales). ## Trial License Key[#](#trial-license-key) Trial licenses are available for evaluation and testing and are valid for **30 days**. They provide full access to CE.SDK’s features so you can explore its capabilities in your environment. If you need more time to evaluate, [contact our sales team](https://img.ly/forms/contact-sales). ## Testing and Production[#](#testing-and-production) Paid license keys can be used across development, staging, and production environments. Multiple domains or app identifiers can be added to support this setup. --- [Source](https:/img.ly/docs/cesdk/node/insert-media-a217f5) # Insert Media Into Scenes --- [Source](https:/img.ly/docs/cesdk/node/import-media-4e3703) # Import Media --- [Source](https:/img.ly/docs/cesdk/node/key-capabilities-dbb5b1) # Key Capabilities This guide gives you a high-level look at what CreativeEditor SDK (CE.SDK) can do—and how deeply it can integrate into your workflows. Whether you’re building a design editor into your product, enabling automation, or scaling personalized content creation, CE.SDK provides a flexible and future-ready foundation. [Launch Web Demo](https://img.ly/showcases/cesdk) It’s designed for developers, product teams, and technical decision-makers evaluating how CE.SDK fits their use case. * 100% client-side processing * Built from the ground up (not based on open-source libraries) * Flexible enough for both low-code and fully custom implementations ## Templates and Reusable Layouts[#](#templates-and-reusable-layouts) Define reusable templates to simplify design creation. These templates support: * Role-based editing (lock/unlock elements based on user type) * Smart placeholders (predefined image/text drop zones) * Preset styles for consistent branding * Programmatic or user-driven updates Templates make it easy to scale consistent design output while keeping editing intuitive. ## Automation and Dynamic Content[#](#automation-and-dynamic-content) You can generate visuals automatically by combining templates with structured data. Common use cases include personalized ads, localizations, product catalogs, or A/B testing. The SDK works in headless mode and supports batch workflows, making it easy to automate at scale. ## Multi-modal[#](#multi-modal) CE.SDK supports a wide range of content types and formats: * Input types: images, video, audio, structured data, templates * Output formats: PNG, JPEG, WebP, PDF, raw data All operations—including export—run client-side, ensuring fast performance and data privacy. ## Extensibility[#](#extensibility) Need to add a custom feature or integrate with your backend? CE.SDK supports extensibility at multiple levels: * Backend data integrations (e.g., asset management systems) * Custom logic or validation rules * Advanced export workflows The SDK’s plugin architecture ensures you can scale your functionality without rebuilding the core editor. ## Content Libraries[#](#content-libraries) CE.SDK ships with a robust system for managing reusable content: * Built-in libraries of stickers, icons, overlays, and fonts * Integration with third-party providers like Getty Images, Unsplash, or Airtable * Programmatic filtering and categorization * Organize by brand, user, or use case This makes it easy to deliver a seamless editing experience—no matter how many assets you manage. --- [Source](https:/img.ly/docs/cesdk/node/filters-and-effects-6f88ac) # Filters and Effects --- [Source](https:/img.ly/docs/cesdk/node/guides-8d8b00) # Guides --- [Source](https:/img.ly/docs/cesdk/node/fills-402ddc) # Fills --- [Source](https:/img.ly/docs/cesdk/node/export-save-publish-47e28a) # Export, Save, and Publish --- [Source](https:/img.ly/docs/cesdk/node/edit-image-c64912) # Edit Image --- [Source](https:/img.ly/docs/cesdk/node/file-format-support-3c4b2a) # File Format Support CreativeEditor SDK (CE.SDK) supports a wide range of modern file types for importing assets and exporting final content. Whether you’re working with images, documents, or fonts, CE.SDK provides an editing environment with excellent media compatibility and performance—optimized for modern hardware. This guide outlines supported formats and known limitations across media types. ## Importing Media[#](#importing-media) | Category | Supported Formats | | --- | --- | | **Images** | `.png`, `.jpeg`, `.jpg`, `.gif`, `.webp`, `.svg`, `.bmp` | | **Video** | `.mp4` (H.264/AVC, H.265/HEVC), `.mov` (H.264/AVC, H.265/HEVC) | | **Audio** | `.mp3`, `.m4a`, `.mp4` (AAC or MP3), `.mov` (AAC or MP3) | Need to import a format not listed here? CE.SDK allows you to create custom importers for any file type by using our Scene and Block APIs programmatically. ## Exporting Media[#](#exporting-media) | Category | Supported Formats | | --- | --- | | **Images** | `.png` (with transparency), `.jpeg`, `.webp`, `.tga` | | **Print** | `.pdf` (supports underlayer printing and spot colors) | | **Scene** | `.scene` (description of the scene without any assets) | | **Archive** | `.zip` (fully self-contained archive that bundles the `.scene` file with all assets) | Our custom cross-platform C++ based rendering and layout engine ensures consistent output quality across devices. ## Importing Templates[#](#importing-templates) | Format | Description | | --- | --- | | `.idml` | InDesign | | `.psd` | Photoshop | | `.scene` | CE.SDK Native | Need to import a format not listed here? CE.SDK allows you to create custom importers for any file type by using our Scene and Block APIs to generate scenes programmatically. ## Font Formats[#](#font-formats) | Format | Description | | --- | --- | | `.ttf` | TrueType Font | | `.otf` | OpenType Font | | `.woff` | Web Open Font Format | | `.woff2` | Compressed Web Open Font Format 2 | Fonts should be appropriately licensed before being embedded in your application. ## Size Limits[#](#size-limits) ### Image Resolution Limits[#](#image-resolution-limits) | Constraint | Recommendation / Limit | | --- | --- | | **Input Resolution** | Maximum input resolution is **4096×4096 pixels**. Images from external sources (e.g., Unsplash) are resized to this size before rendering on the canvas. You can modify this value using the `maxImageSize` setting. | | **Output Resolution** | There is no enforced output resolution limit. Theoretically, the editor supports output sizes up to **16,384×16,384 pixels**. However, practical limits depend on the device’s GPU capabilities and available memory. | All image processing in CE.SDK is handled client-side, so these values depend on the **maximum texture size** supported by the user’s hardware. The default limit of 4096×4096 is a safe baseline that works universally. Higher resolutions (e.g., 8192×8192) may work on certain devices but could fail on others during export if the GPU texture size is exceeded. To ensure consistent results across devices, it’s best to test higher output sizes on your target hardware and set conservative defaults in production. --- [Source](https:/img.ly/docs/cesdk/node/create-templates-3aef79) # Create Templates --- [Source](https:/img.ly/docs/cesdk/node/create-composition-db709c) # Create Compositions --- [Source](https:/img.ly/docs/cesdk/node/conversion-c3fbb3) # Conversion --- [Source](https:/img.ly/docs/cesdk/node/concepts-b9153a) # Concepts --- [Source](https:/img.ly/docs/cesdk/node/configuration-2c1c3d) # Configuration The CreativeEditor SDK (CE.SDK) works out of the box with almost zero configuration effort. However, almost every part of CE.SDK can be adapted and its behaviour and look & feel changed. Here is a list of all available configuration options: | Key | Type | Description | | --- | --- | --- | | baseURL | `string` | Definition of the the base URL of all assets required by the SDK. | | callbacks | `object` | Definition of callbacks the SDK triggers. | | i18n | `object` | Options to add custom translations to the SDK. | | license | `string` | A license key that is unique to your product. | | userID | `string` | An unique ID tied to your application’s user. This helps us accurately calculate monthly active users (MAU). Especially useful when one person uses the app on multiple devices with a sign-in feature, ensuring they’re counted once. Providing this aids in better data accuracy. | | locale | `string` | Chosen language the editor is . Possible values are ‘en’, ‘de’, … | | role | `string` | Chosen role. Possible values are ‘Creator’ or ‘Adopter’. | | theme | `string` | The theme the SDK is launched in. Possible values are ‘dark’, ‘light’ | | ui | `object` | Options to adapt the user interface elements. | | defaultFont | `string` | An ID of the font asset source to be set as a default font. Set to ‘//ly.img.cesdk.fonts/roboto\_regular’ by default. | ``` import CreativeEditorSDK from 'https://cdn.img.ly/packages/imgly/cesdk-js/1.52.0/index.js'; const config = { license: 'YOUR_API_KEY', userId: 'USER_ID', baseURL: 'https://cdn.img.ly/packages/imgly/cesdk-js/1.52.0/assets', locale: 'en', // 'de' theme: 'light', // 'dark' role: 'Creator', // 'Adopter' 'Viewer' callbacks: { onUpload: 'local' }, // Enable local uploads in Asset Library. logger: (message, logLevel) => { console.log(`${logLevel}: ${message}}`); },}; CreativeEditorSDK.create('#cesdk_container', config).then(async instance => { // Populate the asset library with default / demo asset sources. instance.addDefaultAssetSources(); instance.addDemoAssetSources({ sceneMode: 'Design' }); await instance.createDesignScene();}); ``` --- [Source](https:/img.ly/docs/cesdk/node/compatibility-139ef9) # System Compatibility CE.SDK makes use of hardware acceleration provided within that environment. Therefore, the hardware always acts as an upper bound of what’s achievable. The editor’s performance scales with scene complexity. We generally found scenes with up to 200 blocks well usable, but complex blocks like auto-sizing text or high-resolution image fills may affect performance negatively. This is always constrained by the processing power available on the device, so for low-end devices, the experience may suffer earlier. Therefore, it’s generally desirable to keep scenes only as complex as needed. ## Hardware Limitations[#](#hardware-limitations) Each device has a limited amount of high performance hardware decoders and encoders. If the maximum number is reached it will fall back to (slow) software de- and encoding. Therefore users may encounter slow export performance when trying to export in parallel with other software that utilizes encoders and decoders. This, unfortunately, is a limitation of hardware, operating system and browser and cannot be solved. ## Version[#](#version) * **Node.js 20** or later The reliance on CPU processing may yield lower export speeds when compared to web browsers. ## Recommended Hardware[#](#recommended-hardware) No specific CPU requirements, but export time scales with processing power and we recommend at least 2GB of memory. ## Video[#](#video) Video is **not supported** in Node.js. ## Export Limitations[#](#export-limitations) The export size is limited by the hardware capabilities of the device, e.g., due to the maximum texture size that can be allocated. The maximum possible export size can be queried via API, see [export guide](node/export-save-publish/export/overview-9ed3a8/). --- [Source](https:/img.ly/docs/cesdk/node/colors-a9b79c) # Colors --- [Source](https:/img.ly/docs/cesdk/node/automation-715209) # Automate Workflows --- [Source](https:/img.ly/docs/cesdk/node/use-templates/apply-template-35c73e) # Apply a Template ``` engine.scene.applyTemplateFromString('UBQ1ewoiZm9ybWF0Ij...');engine.scene.applyTemplateFromURL( 'https://cdn.img.ly/assets/demo/v1/ly.img.template/templates/cesdk_postcard_1.scene',);engine.scene.get(); ``` In this example, we will show you how to use the [CreativeEditor SDK](https://img.ly/products/creative-sdk)’s CreativeEngine to apply the contents of a given template scene to the currently loaded scene through the `scene` API. ## Applying Template Scenes[#](#applying-template-scenes) ``` applyTemplateFromString(content: string): Promise ``` Applies the contents of the given template scene to the currently loaded scene. This loads the template scene while keeping the design unit and page dimensions of the current scene. The content of the pages is automatically adjusted to fit the new dimensions. * `content`: The template scene file contents, a base64 string. * Returns A Promise that resolves once the template was applied or rejects if there was an error. ``` applyTemplateFromURL(url: string): Promise ``` Applies the contents of the given template scene to the currently loaded scene. This loads the template scene while keeping the design unit and page dimensions of the current scene. The content of the pages is automatically adjusted to fit the new dimensions. * `url`: The url to the template scene file. * Returns A Promise that resolves once the template was applied or rejects if there was an error. ``` get(): DesignBlockId | null ``` Return the currently active scene. * Returns The scene or null, if none was created yet. ## Full Code[#](#full-code) Here’s the full code: ``` engine.scene.applyTemplateFromString('UBQ1ewoiZm9ybWF0Ij...');engine.scene.applyTemplateFromURL( 'https://cdn.img.ly/assets/demo/v1/ly.img.template/templates/cesdk_postcard_1.scene',);engine.scene.get(); ``` --- [Source](https:/img.ly/docs/cesdk/node/stickers-and-shapes/overview-ebd6eb) # Overview CreativeEditor SDK (CE.SDK) lets you enrich your designs with **stickers** and **shapes**—two flexible building blocks for visual creativity. * **Stickers** are multi-color, multi-path graphics typically used for icons, emojis, logos, and decorative elements. Stickers cannot be recolored once imported. * **Shapes** are customizable graphical elements—such as rectangles, circles, and polygons—that you can freely recolor and adjust. [Launch Web Demo](https://img.ly/showcases/cesdk)[ Get Started ](node/get-started/overview-e18f40/) ## Stickers vs. Shapes: Key Differences[#](#stickers-vs-shapes-key-differences) | Category | Stickers | Shapes | | --- | --- | --- | | **Color Editing** | Not recolorable after import | Fully recolorable | | **SVG Support** | Multi-color, multi-path SVGs supported | Single-color, single-path SVGs only | | **Canvas Behavior** | Movable, resizable, rotatable | Movable, resizable, rotatable, recolorable | | **Use Cases** | Icons, brand logos, emoji, detailed graphics | Graphical elements, backgrounds, visual framing | When deciding between the two: * Use a **sticker** when you need detailed, multi-colored artwork that remains fixed in appearance. * Use a **shape** when you want design elements you can recolor, style, and adapt dynamically. ## Built-In Stickers and Shapes[#](#built-in-stickers-and-shapes) CE.SDK offers a library of default assets to help you get started quickly. * **Default Stickers**: Common categories such as emojis, badges, symbols, and decorative graphics. * **Default Shapes**: Predefined types including rectangles, circles, polygons, stars, and custom paths. ## Custom Stickers and Custom Shapes[#](#custom-stickers-and-custom-shapes) You can also import your own vector sticker and shape assets into CE.SDK: * **Custom Stickers**: * Supported file type: SVG. * Stickers can contain multiple paths and colors. * Once imported, stickers behave like regular sticker assets but cannot be recolored. * **Custom Shapes**: * Supported file type: SVG. * Must consist of a **single path** and **single color**. * Shapes can be recolored, resized, and customized after import. Be mindful of these structural differences when preparing your SVG files. ## Editing Stickers and Shapes[#](#editing-stickers-and-shapes) Once added to a scene, both stickers and shapes are fully interactive on the canvas. * **Editable properties for shapes**: * Fill color * Stroke color and width * Border radius (for certain shapes like rectangles) * Opacity * Rotation * Scaling * **Editable properties for stickers**: * Size * Rotation * Opacity * **Note:** Stickers cannot have their colors changed after import. ## Combining Stickers and Shapes[#](#combining-stickers-and-shapes) CE.SDK allows you to combine multiple stickers or shapes using boolean operations to create new, complex designs. * **Combine**: Merges all selected elements into a single new shape. * **Subtract**: Removes the top element’s area from the bottom element. * **Intersect**: Keeps only the overlapping area of all selected elements. * **Exclude**: Keeps only the non-overlapping parts, removing the intersections. These operations allow you to: * Create custom compound shapes. * Subtract logos or icons from backgrounds. * Design intricate, multi-part layouts from basic elements. After combining, the resulting object behaves like a standard shape or sticker and can be resized, rotated, or styled according to its type. ## Working with Cutouts[#](#working-with-cutouts) **Cutouts**—also called **cutout lines**—define the outline path around an object, often used for printing applications like custom stickers or die-cut designs. In CE.SDK: * You can create cutouts around shapes or stickers. * Cutouts help in generating accurate printable paths or previewing how a sticker would be physically cut. * Cutouts are set in a specific spot color to control advanced print & cutting workflows. Cutouts are an essential tool when preparing designs for production or physical printing workflows. --- [Source](https:/img.ly/docs/cesdk/node/use-templates/overview-ae74e1) # Overview Templates in CreativeEditor SDK (CE.SDK) are pre-designed layouts that serve as starting points for generating static designs, videos, or print-ready outputs. Templates can be used to produce a wide range of media, including images, PDFs, and videos. Instead of creating a design from scratch, you can use a template to quickly produce content by adapting pre-defined elements like text, images, and layout structures. Using templates offers significant advantages: faster content creation, consistent visual style, and scalable design workflows across many outputs. [Launch Web Demo](https://img.ly/showcases/cesdk)[ Get Started ](node/get-started/overview-e18f40/) ## Working with Dynamic Content[#](#working-with-dynamic-content) CE.SDK templates support dynamic placeholders for content such as text, images, and custom elements. You can replace dynamic content programmatically. External data (e.g., from a database, CSV file, or API) can be merged automatically into placeholders without requiring user interaction. This flexibility supports both one-off customizations and large-scale content generation scenarios. ## Exploring the Template Library[#](#exploring-the-template-library) Templates are stored, organized, and managed through the CE.SDK Template Library. This library acts as a centralized place where templates are categorized and retrieved. You can work with: * **Default Templates**: Templates that come bundled with the SDK to help you get started quickly. * **Custom Templates**: Templates you create based on your specific use case, offering full flexibility over design, dynamic fields, and editing constraints. * **Premium Templates**: Additional high-quality templates provided by IMG.LY, which can be integrated into your application if licensed. ## Applying Templates to Existing Scenes[#](#applying-templates-to-existing-scenes) It’s possible to apply a template to an existing scene. In these cases: * The template structure can be merged with the current content. * Alternatively, the scene can be reset and rebuilt based on the new template, depending on the chosen integration approach. This enables workflows like refreshing an old design with a new branded layout without starting over. ## Output Formats When Using Templates[#](#output-formats-when-using-templates) When generating outputs from templates, CE.SDK supports: | Category | Supported Formats | | --- | --- | | **Images** | `.png` (with transparency), `.jpeg`, `.webp`, `.tga` | | **Print** | `.pdf` (supports underlayer printing and spot colors) | | **Scene** | `.scene` (description of the scene without any assets) | | **Archive** | `.zip` (fully self-contained archive that bundles the `.scene` file with all assets) | Our custom cross-platform C++ based rendering and layout engine ensures consistent output quality across devices. Templates are format-aware, allowing you to design once and export to multiple formats seamlessly. For example, a single marketing template could be used to produce a social media graphic, a printable flyer, and a promotional video, all using the same underlying design. --- [Source](https:/img.ly/docs/cesdk/node/stickers-and-shapes/create-edit-7a2b5a) # Create and Edit --- [Source](https:/img.ly/docs/cesdk/node/stickers-and-shapes/combine-2a9e26) # Combine ``` import CreativeEngine from 'https://cdn.img.ly/packages/imgly/cesdk-engine/1.52.0/index.js'; const config = { license: 'mtLT-_GJwMhE7LDnO8KKEma7qSuzWuDxiKuQcxHKmz3fjaXWY2lT3o3Z2VdL5twm', userId: 'guides-user', baseURL: 'https://cdn.img.ly/packages/imgly/cesdk-engine/1.52.0/assets'}; CreativeEngine.init(config).then(async (engine) => { document.getElementById('cesdk_container').append(engine.element); const scene = engine.scene.create(); const page = engine.block.create('page'); engine.block.setWidth(page, 800); engine.block.setHeight(page, 600); engine.block.appendChild(scene, page); const circle1 = engine.block.create('graphic'); engine.block.setShape(circle1, engine.block.createShape('ellipse')); engine.block.setFill(circle1, engine.block.createFill('color')); engine.block.setPositionX(circle1, 30); engine.block.setPositionY(circle1, 30); engine.block.setWidth(circle1, 40); engine.block.setHeight(circle1, 40); engine.block.appendChild(page, circle1); const circle2 = engine.block.create('graphic'); engine.block.setShape(circle2, engine.block.createShape('ellipse')); engine.block.setFill(circle2, engine.block.createFill('color')); engine.block.setPositionX(circle2, 80); engine.block.setPositionY(circle2, 30); engine.block.setWidth(circle2, 40); engine.block.setHeight(circle2, 40); engine.block.appendChild(page, circle2); const circle3 = engine.block.create('graphic'); engine.block.setShape(circle3, engine.block.createShape('ellipse')); engine.block.setFill(circle3, engine.block.createFill('color')); engine.block.setPositionX(circle3, 50); engine.block.setPositionY(circle3, 50); engine.block.setWidth(circle3, 50); engine.block.setHeight(circle3, 50); engine.block.appendChild(page, circle3); const union = engine.block.combine([circle1, circle2, circle3], 'Union'); const text = engine.block.create('text'); engine.block.replaceText(text, 'Removed text'); engine.block.setPositionX(text, 10); engine.block.setPositionY(text, 40); engine.block.setWidth(text, 80); engine.block.setHeight(text, 10); engine.block.appendChild(page, text); const image = engine.block.create('graphic'); engine.block.setShape(image, engine.block.createShape('rect')); const imageFill = engine.block.createFill('image'); engine.block.setFill(image, imageFill); engine.block.setPositionX(image, 0); engine.block.setPositionY(image, 0); engine.block.setWidth(image, 100); engine.block.setHeight(image, 100); engine.block.setString( imageFill, 'fill/image/imageFileURI', 'https://img.ly/static/ubq_samples/sample_1.jpg' ); engine.block.appendChild(page, image); engine.block.sendToBack(image); const difference = engine.block.combine([image, text], 'Difference');}); ``` ```
``` You can use four different boolean operations on blocks to combine them into unique shapes. These operations are: * `'Union'`: adds all the blocks’ shapes into one * `'Difference'`: removes from the bottom-most block the shapes of the other blocks overlapping with it * `'Intersection'`: keeps only the overlapping parts of all the blocks’ shapes * `'XOR'`: removes the overlapping parts of all the block’s shapes Combining blocks allows you to create a new block with a customized shape. Combining blocks with the `union`, `intersection` or `XOR` operation will result in the new block whose fill is that of the top-most block and whose shape is the result of applying the operation pair-wise on blocks from the top-most block to the bottom-most block. Combining blocks with the `difference` operation will result in the new block whose fill is that of the bottom-most block and whose shape is the result of applying the operation pair-wise on blocks from the bottom-most block to the top-most block. The combined blocks will be destroyed. **Only the following blocks can be combined** * A graphics block * A text block ``` isCombinable(ids: DesignBlockId[]): boolean ``` Checks whether blocks could be combined. Only graphics blocks and text blocks can be combined. All blocks must have the “lifecycle/duplicate” scope enabled. * `ids`: An array of block ids. * Returns Whether the blocks can be combined. ``` combine(ids: DesignBlockId[], op: BooleanOperation): DesignBlockId ``` Perform a boolean operation on the given blocks. All blocks must be combinable. See `isCombinable`. The parent, fill and sort order of the new block is that of the prioritized block. When performing a `Union`, `Intersection` or `XOR`, the operation is performed pair-wise starting with the element with the highest sort order. When performing a `Difference`, the operation is performed pair-wise starting with the element with the lowest sort order. Required scopes: ‘lifecycle/duplicate’, ‘lifecycle/destroy’ * `ids`: The blocks to combine. They will be destroyed if “lifecycle/destroy” scope is enabled. * `op`: The boolean operation to perform. * Returns The newly created block or an error. Here’s the full code: ``` // Create blocks and append to sceneconst star = engine.block.create('shapes/star');const rect = engine.block.create('shapes/rect');engine.block.appendChild(page, star);engine.block.appendChild(page, rect); // Check whether the blocks may be combinedconst combinable = engine.block.isCombinable([star, rect]);if (combinable) { const combined = engine.block.combine([star, rect], 'Union');} ``` ## Combining three circles together[#](#combining-three-circles-together) We create three circles and arrange in a recognizable pattern. Combing them with `'Union'` result in a single block with a unique shape. The result will inherit the top-most block’s fill, in this case `circle3`’s fill. ``` const circle1 = engine.block.create('graphic'); engine.block.setShape(circle1, engine.block.createShape('ellipse')); engine.block.setFill(circle1, engine.block.createFill('color')); engine.block.setPositionX(circle1, 30); engine.block.setPositionY(circle1, 30); engine.block.setWidth(circle1, 40); engine.block.setHeight(circle1, 40); engine.block.appendChild(page, circle1); const circle2 = engine.block.create('graphic'); engine.block.setShape(circle2, engine.block.createShape('ellipse')); engine.block.setFill(circle2, engine.block.createFill('color')); engine.block.setPositionX(circle2, 80); engine.block.setPositionY(circle2, 30); engine.block.setWidth(circle2, 40); engine.block.setHeight(circle2, 40); engine.block.appendChild(page, circle2); const circle3 = engine.block.create('graphic'); engine.block.setShape(circle3, engine.block.createShape('ellipse')); engine.block.setFill(circle3, engine.block.createFill('color')); engine.block.setPositionX(circle3, 50); engine.block.setPositionY(circle3, 50); engine.block.setWidth(circle3, 50); engine.block.setHeight(circle3, 50); engine.block.appendChild(page, circle3); const union = engine.block.combine([circle1, circle2, circle3], 'Union'); ``` To create a special effect of text punched out from an image, we create an image and a text. We ensure that the image is at the bottom as that is the base block from which we want to remove shapes. The result will be a block with the size, shape and fill of the image but with a hole in it in the shape of the removed text. ``` const text = engine.block.create('text'); engine.block.replaceText(text, 'Removed text'); engine.block.setPositionX(text, 10); engine.block.setPositionY(text, 40); engine.block.setWidth(text, 80); engine.block.setHeight(text, 10); engine.block.appendChild(page, text); const image = engine.block.create('graphic'); engine.block.setShape(image, engine.block.createShape('rect')); const imageFill = engine.block.createFill('image'); engine.block.setFill(image, imageFill); engine.block.setPositionX(image, 0); engine.block.setPositionY(image, 0); engine.block.setWidth(image, 100); engine.block.setHeight(image, 100); engine.block.setString( imageFill, 'fill/image/imageFileURI', 'https://img.ly/static/ubq_samples/sample_1.jpg' ); engine.block.appendChild(page, image); engine.block.sendToBack(image); const difference = engine.block.combine([image, text], 'Difference'); ``` ### Full Code[#](#full-code) Here’s the full code: ``` import CreativeEngine from 'https://cdn.img.ly/packages/imgly/cesdk-engine/1.52.0/index.js'; const config = { license: 'mtLT-_GJwMhE7LDnO8KKEma7qSuzWuDxiKuQcxHKmz3fjaXWY2lT3o3Z2VdL5twm', userId: 'guides-user', baseURL: 'https://cdn.img.ly/packages/imgly/cesdk-engine/1.52.0/assets',}; CreativeEngine.init(config).then(async engine => { document.getElementById('cesdk_container').append(engine.element); const scene = engine.scene.create(); const page = engine.block.create('page'); engine.block.setWidth(page, 800); engine.block.setHeight(page, 600); engine.block.appendChild(scene, page); const circle1 = engine.block.create('graphic'); engine.block.setShape(circle1, engine.block.createShape('ellipse')); engine.block.setFill(circle1, engine.block.createFill('color')); engine.block.setPositionX(circle1, 30); engine.block.setPositionY(circle1, 30); engine.block.setWidth(circle1, 40); engine.block.setHeight(circle1, 40); engine.block.appendChild(page, circle1); const circle2 = engine.block.create('graphic'); engine.block.setShape(circle2, engine.block.createShape('ellipse')); engine.block.setFill(circle2, engine.block.createFill('color')); engine.block.setPositionX(circle2, 80); engine.block.setPositionY(circle2, 30); engine.block.setWidth(circle2, 40); engine.block.setHeight(circle2, 40); engine.block.appendChild(page, circle2); const circle3 = engine.block.create('graphic'); engine.block.setShape(circle3, engine.block.createShape('ellipse')); engine.block.setFill(circle3, engine.block.createFill('color')); engine.block.setPositionX(circle3, 50); engine.block.setPositionY(circle3, 50); engine.block.setWidth(circle3, 50); engine.block.setHeight(circle3, 50); engine.block.appendChild(page, circle3); const union = engine.block.combine([circle1, circle2, circle3], 'Union'); const text = engine.block.create('text'); engine.block.replaceText(text, 'Removed text'); engine.block.setPositionX(text, 10); engine.block.setPositionY(text, 40); engine.block.setWidth(text, 80); engine.block.setHeight(text, 10); engine.block.appendChild(page, text); const image = engine.block.create('graphic'); engine.block.setShape(image, engine.block.createShape('rect')); const imageFill = engine.block.createFill('image'); engine.block.setFill(image, imageFill); engine.block.setPositionX(image, 0); engine.block.setPositionY(image, 0); engine.block.setWidth(image, 100); engine.block.setHeight(image, 100); engine.block.setString( imageFill, 'fill/image/imageFileURI', 'https://img.ly/static/ubq_samples/sample_1.jpg', ); engine.block.appendChild(page, image); engine.block.sendToBack(image); const difference = engine.block.combine([image, text], 'Difference');}); ``` --- [Source](https:/img.ly/docs/cesdk/node/stickers-and-shapes/create-cutout-384be3) # Create Cutout ``` import CreativeEngine from 'https://cdn.img.ly/packages/imgly/cesdk-engine/1.52.0/index.js'; const config = { license: 'mtLT-_GJwMhE7LDnO8KKEma7qSuzWuDxiKuQcxHKmz3fjaXWY2lT3o3Z2VdL5twm', userId: 'guides-user', baseURL: 'https://cdn.img.ly/packages/imgly/cesdk-engine/1.52.0/assets'}; CreativeEngine.init(config).then(async (engine) => { document.getElementById('cesdk_container').append(engine.element); const scene = engine.scene.create(); const page = engine.block.create('page'); engine.block.setWidth(page, 800); engine.block.setHeight(page, 600); engine.block.appendChild(scene, page); engine.scene.zoomToBlock(page, 50, 50, 50, 50); var circle = engine.block.createCutoutFromPath( 'M 0,25 a 25,25 0 1,1 50,0 a 25,25 0 1,1 -50,0 Z' ); engine.block.appendChild(page, circle); engine.block.setFloat(circle, 'cutout/offset', 3.0); engine.block.setEnum(circle, 'cutout/type', 'Dashed'); var square = engine.block.createCutoutFromPath('M 0,0 H 50 V 50 H 0 Z'); engine.block.appendChild(page, square); engine.block.setPositionX(square, 50); engine.block.setFloat(square, 'cutout/offset', 6.0); var union = engine.block.createCutoutFromOperation([circle, square], 'Union'); engine.block.appendChild(page, union); engine.block.destroy(circle); engine.block.destroy(square); engine.editor.setSpotColorRGB('CutContour', 0.0, 0.0, 1.0);}); ``` ```
``` Cutouts are a special feature one can use with cuttings printers. When printing a PDF file containing cutouts paths, a cutting printer will cut these paths with a cutter rather than print them with ink. Use cutouts to create stickers, iron on decals, etc. Cutouts can be created from an SVG string describing its underlying shape. Cutouts can also be created from combining multiple existing cutouts using the boolean operations `Union`, `Difference`, `Intersection` and `XOR`. Cutouts have a type property which can take one of two values: `Solid` and `Dashed`. Cutting printers recognize cutouts paths through their specially named spot colors. By default, `Solid` cutouts have the spot color `"CutContour"` to produce a continuous cutting line and `Dashed` cutouts have the spot colors `"PerfCutContour"` to produce a perforated cutting line. You may need to adjust these spot color names for you printer. **Note** Note that the actual color approximation given to the spot color does not affect how the cutting printer interprets the cutout, only how it is rendered. The default color approximations are magenta for “CutContour” and green for “PerfCutContour”. ​Cutouts have an offset property that determines the distance at which the cutout path is rendered from the underlying path set when created. ## Setup the scene[#](#setup-the-scene) We first create a new scene with a new page. ``` document.getElementById('cesdk_container').append(engine.element); const scene = engine.scene.create(); const page = engine.block.create('page'); engine.block.setWidth(page, 800); engine.block.setHeight(page, 600); engine.block.appendChild(scene, page); engine.scene.zoomToBlock(page, 50, 50, 50, 50); ``` ## Create cutouts[#](#create-cutouts) Here we add two cutouts. First, a circle of type `Dashed` and with an offset of 3.0. Second, a square of default type `Solid` and an offset of 6.0. ``` var circle = engine.block.createCutoutFromPath( 'M 0,25 a 25,25 0 1,1 50,0 a 25,25 0 1,1 -50,0 Z' ); engine.block.appendChild(page, circle); engine.block.setFloat(circle, 'cutout/offset', 3.0); engine.block.setEnum(circle, 'cutout/type', 'Dashed'); var square = engine.block.createCutoutFromPath('M 0,0 H 50 V 50 H 0 Z'); engine.block.appendChild(page, square); engine.block.setPositionX(square, 50); engine.block.setFloat(square, 'cutout/offset', 6.0); ``` ## Combining multiple cutouts into one[#](#combining-multiple-cutouts-into-one) Here we use the `Union` operation to create a new cutout that consists of the combination of the earlier two cutouts we have created. Note that we destroy the previously created `circle` and `square` cutouts as we don’t need them anymore and we certainly don’t want to printer to cut through those paths as well. When combining multiple cutouts, the resulting cutout will be of the type of the first cutout given and an offset of 0. In this example, since the `circle` cutout is of type `Dashed`, the newly created cutout will also be of type `Dashed`. **Warning** When using the Difference operation, the first cutout is the cutout that is subtracted _from_. For other operations, the order of the cutouts don’t matter. ``` var union = engine.block.createCutoutFromOperation([circle, square], 'Union');engine.block.appendChild(page, union);engine.block.destroy(circle);engine.block.destroy(square); ``` ## Change the default color for Solid cutouts[#](#change-the-default-color-for-solid-cutouts) For some reason, we’d like the cutouts of type `Solid` to not render as magenta but as blue. Knowing that `"CutContour"` is the spot color associated with `Solid`, we change it RGB approximation to blue. Thought the cutout will render as blue, the printer will still interpret this path as a cutting because of its special spot color name. ``` engine.editor.setSpotColorRGB('CutContour', 0.0, 0.0, 1.0); ``` ## Full Code[#](#full-code) Here’s the full code: ``` import CreativeEngine from 'https://cdn.img.ly/packages/imgly/cesdk-engine/1.52.0/index.js'; const config = { license: 'mtLT-_GJwMhE7LDnO8KKEma7qSuzWuDxiKuQcxHKmz3fjaXWY2lT3o3Z2VdL5twm', userId: 'guides-user', baseURL: 'https://cdn.img.ly/packages/imgly/cesdk-engine/1.52.0/assets',}; CreativeEngine.init(config).then(async engine => { document.getElementById('cesdk_container').append(engine.element); const scene = engine.scene.create(); const page = engine.block.create('page'); engine.block.setWidth(page, 800); engine.block.setHeight(page, 600); engine.block.appendChild(scene, page); engine.scene.zoomToBlock(page, 50, 50, 50, 50); var circle = engine.block.createCutoutFromPath( 'M 0,25 a 25,25 0 1,1 50,0 a 25,25 0 1,1 -50,0 Z', ); engine.block.appendChild(page, circle); engine.block.setFloat(circle, 'cutout/offset', 3.0); engine.block.setEnum(circle, 'cutout/type', 'Dashed'); var square = engine.block.createCutoutFromPath('M 0,0 H 50 V 50 H 0 Z'); engine.block.appendChild(page, square); engine.block.setPositionX(square, 50); engine.block.setFloat(square, 'cutout/offset', 6.0); var union = engine.block.createCutoutFromOperation([circle, square], 'Union'); engine.block.appendChild(page, union); engine.block.destroy(circle); engine.block.destroy(square); engine.editor.setSpotColorRGB('CutContour', 0.0, 0.0, 1.0);}); ``` --- [Source](https:/img.ly/docs/cesdk/node/text/styling-269c48) # Text Styling ``` import CreativeEngine from 'https://cdn.img.ly/packages/imgly/cesdk-engine/1.52.0/index.js'; const config = { license: 'mtLT-_GJwMhE7LDnO8KKEma7qSuzWuDxiKuQcxHKmz3fjaXWY2lT3o3Z2VdL5twm', userId: 'guides-user', baseURL: 'https://cdn.img.ly/packages/imgly/cesdk-engine/1.52.0/assets'}; CreativeEngine.init(config).then(async (engine) => { document.getElementById('cesdk_container').appendChild(engine.element); // Add default assets used in scene. engine.addDefaultAssetSources(); const scene = engine.scene.create(); const text = engine.block.create('text'); engine.block.appendChild(scene, text); engine.block.setWidthMode(text, 'Auto'); engine.block.setHeightMode(text, 'Auto'); engine.block.replaceText(text, 'Hello World'); // Add a "!" at the end of the text engine.block.replaceText(text, '!', 11); // Replace "World" with "Alex" engine.block.replaceText(text, 'Alex', 6, 11); engine.scene.zoomToBlock(text, 100, 100, 100, 100); // Remove the "Hello " engine.block.removeText(text, 0, 6); engine.block.setTextColor(text, { r: 1.0, g: 1.0, b: 0.0, a: 1.0 }); engine.block.setTextColor(text, { r: 0.0, g: 0.0, b: 0.0, a: 1.0 }, 1, 4); const allColors = engine.block.getTextColors(text); const colorsInRange = engine.block.getTextColors(text, 2, 5); engine.block.setBool(text, 'backgroundColor/enabled', true); var color = engine.block.getColor(text, 'backgroundColor/color'); engine.block.setColor(text, 'backgroundColor/color', { r: 0.0, g: 0.0, b: 1.0, a: 1.0 }); engine.block.setFloat(text, 'backgroundColor/paddingLeft', 1); engine.block.setFloat(text, 'backgroundColor/paddingTop', 2); engine.block.setFloat(text, 'backgroundColor/paddingRight', 3); engine.block.setFloat(text, 'backgroundColor/paddingBottom', 4); engine.block.setFloat(text, 'backgroundColor/cornerRadius', 5); const animation = engine.block.createAnimation('slide'); engine.block.setEnum(animation, 'textAnimationWritingStyle', 'Block'); engine.block.setInAnimation(text, animation) engine.block.setOutAnimation(text, animation) engine.block.setTextCase(text, 'Titlecase'); const textCases = engine.block.getTextCases(text); const typeface = { name: 'Roboto', fonts: [ { uri: 'https://cdn.img.ly/assets/v2/ly.img.typeface/fonts/Roboto/Roboto-Bold.ttf', subFamily: 'Bold', weight: 'bold' }, { uri: 'https://cdn.img.ly/assets/v2/ly.img.typeface/fonts/Roboto/Roboto-BoldItalic.ttf', subFamily: 'Bold Italic', weight: 'bold', style: 'italic' }, { uri: 'https://cdn.img.ly/assets/v2/ly.img.typeface/fonts/Roboto/Roboto-Italic.ttf', subFamily: 'Italic', style: 'italic' }, { uri: 'https://cdn.img.ly/assets/v2/ly.img.typeface/fonts/Roboto/Roboto-Regular.ttf', subFamily: 'Regular' } ] }; engine.block.setFont(text, typeface.fonts[3].uri, typeface); engine.block.setTypeface(text, typeface); const currentDefaultTypeface = engine.block.getTypeface(text); const currentTypefaces = engine.block.getTypefaces(text); const currentTypefacesOfRange = engine.block.getTypefaces(text, 1, 4); if (engine.block.canToggleBoldFont(text)) { engine.block.toggleBoldFont(text); } if (engine.block.canToggleBoldFont(text, 1, 4)) { engine.block.toggleBoldFont(text, 1, 4); } if (engine.block.canToggleItalicFont(text)) { engine.block.toggleItalicFont(text); } if (engine.block.canToggleItalicFont(text, 1, 4)) { engine.block.toggleItalicFont(text, 1, 4); } const fontWeights = engine.block.getTextFontWeights(text); const fontStyles = engine.block.getTextFontStyles(text);}); ``` ```
``` In this example, we want to show how to read and modify the text block’s contents via the API in the Headless CreativeEngine. ## Editing the Text String[#](#editing-the-text-string) You can edit the text string contents of a text block using the `replaceText(id: DesignBlockId, text: string, from: number = -1, to: number = -1)` and `removeText(id: DesignBlockId, from: number = -1, to: number = -1)` APIs. The range of text that should be edited is defined using the UTF-16 indices \[from, to). When omitting both the `from` and `to` arguments, the entire existing string is replaced. ``` engine.block.replaceText(text, 'Hello World'); ``` When only specifying the `from` index, the new text is inserted at this index. ``` // Add a "!" at the end of the textengine.block.replaceText(text, '!', 11); ``` When both `from` and `to` indices are specified, then that range of text is replaced with the new text. ``` // Replace "World" with "Alex"engine.block.replaceText(text, 'Alex', 6, 11); ``` Similarly, the `removeText` API can be called to remove either a specific range or the entire text. ``` // Remove the "Hello "engine.block.removeText(text, 0, 6); ``` ## Text Colors[#](#text-colors) Text blocks in the CreativeEngine allow different ranges to have multiple colors. Use the `setTextColor(id: DesignBlockId, color: RGBAColor | SpotColor, from: number = -1, to: number = -1)` API to change either the color of the entire text ``` engine.block.setTextColor(text, { r: 1.0, g: 1.0, b: 0.0, a: 1.0 }); ``` or only that of a range. After these two calls, the text “Alex!” now starts with one yellow character, followed by three black characters and two more yellow ones. ``` engine.block.setTextColor(text, { r: 0.0, g: 0.0, b: 0.0, a: 1.0 }, 1, 4); ``` The `getTextColors(id: DesignBlockId, from: number = -1, to: number = -1): Array` API returns an ordered list of unique colors in the requested range. Here, `allColors` will be an array containing the colors yellow and black (in this order). ``` const allColors = engine.block.getTextColors(text); ``` When only the colors in the UTF-16 range from 2 to 5 are requested, the result will be an array containing black and then yellow, since black appears first in the requested range. ``` const colorsInRange = engine.block.getTextColors(text, 2, 5); ``` ## Text Background[#](#text-background) You can create and edit the background of a text block by setting specific block properties. To add a colored background to a text block use the `setBool(id: DesignBlockId, property: string, value: boolean)` API and enable the `backgroundColor/enabled` property. ``` try engine.block.setBool(text, property: "backgroundColor/enabled", value: true) ``` The color of the text background can be queried (by making use of the `getColor(id: DesignBlockID, property: string)` API ) and also changed (with the `setColor(id: DesignBlockID, property: string, color: color)` API). ``` var color = engine.block.getColor(text, 'backgroundColor/color'); ``` The padding of the rectangular background shape can be edited by using the `setFloat(id: DesignBlockId, property: string, value: number)` API and setting the target value for the desired padding property like: * `backgroundColor/paddingLeft`: * `backgroundColor/paddingRight`: * `backgroundColor/paddingTop`: * `backgroundColor/paddingBottom`: ``` engine.block.setFloat(text, 'backgroundColor/paddingLeft', 1); ``` Additionally, the rectangular shape of the background can be rounded by setting a corner radius with the `setFloat(id: DesignBlockId, property: string, value: number)` API to adjust the value of the `backgroundColor/cornerRadius` property. ``` engine.block.setFloat(text, 'backgroundColor/cornerRadius', 5); ``` Text backgrounds inherit the animations assigned to their respective text block when the animation text writing style is set to `Block`. ``` const animation = engine.block.createAnimation('slide'); ``` ## Text Case[#](#text-case) You can apply text case modifications to ranges of text in order to display them in upper case, lower case or title case. It is important to note that these modifiers do not change the `text` string value of the text block but are only applied when the block is rendered. By default, the text case of all text within a text block is set to `Normal`, which does not modify the appearance of the text at all. The `setTextCase(id: DesignBlockId, textCase: TextCase, from: number = -1, to: number = -1): void` API sets the given text case for the selected range of text. Possible values for `TextCase` are: * `Normal`: The text string is rendered without modifications. * `Uppercase`: All characters are rendered in upper case. * `Lowercase`: All characters are rendered in lower case. * `Titlecase`: The first character of each word is rendered in upper case. ``` engine.block.setTextCase(text, 'Titlecase'); ``` The `getTextCases(id: DesignBlockId, from: number = -1, to: number = -1): TextCase[]` API returns the ordered list of text cases of the text in the selected range. ``` const textCases = engine.block.getTextCases(text); ``` ## Typefaces[#](#typefaces) In order to change the font of a text block, you have to call the `setFont(id: DesignBlockId, fontFileUri: string, typeface: Typeface)` API and provide it with both the uri of the font file to be actively used and the complete typeface definition of the corresponding typeface. Existing formatting of the block is reset. A typeface definition consists of the unique typeface name (as it is defined within the font files), and a list of all font definitions that belong to this typeface. Each font definition must provide a `uri` string which points to the font file and a `subFamily` string which is this font’s effective name within its typeface. The subfamily value is typically also defined within the font file. The `weight` and `style` properties default to `normal`, but must be provided in other cases. For the sake of this example, we define a `Roboto` typeface with only four fonts: `Regular`, `Bold`, `Italic`, and `Bold Italic` and we change the font of the text block to the Roboto Regular font. ``` const typeface = { name: 'Roboto', fonts: [ { uri: 'https://cdn.img.ly/assets/v2/ly.img.typeface/fonts/Roboto/Roboto-Bold.ttf', subFamily: 'Bold', weight: 'bold' }, { uri: 'https://cdn.img.ly/assets/v2/ly.img.typeface/fonts/Roboto/Roboto-BoldItalic.ttf', subFamily: 'Bold Italic', weight: 'bold', style: 'italic' }, { uri: 'https://cdn.img.ly/assets/v2/ly.img.typeface/fonts/Roboto/Roboto-Italic.ttf', subFamily: 'Italic', style: 'italic' }, { uri: 'https://cdn.img.ly/assets/v2/ly.img.typeface/fonts/Roboto/Roboto-Regular.ttf', subFamily: 'Regular' } ]};engine.block.setFont(text, typeface.fonts[3].uri, typeface); ``` If the formatting, e.g., bold or italic, of the text should be kept, you have to call the `fun setTypeface(block: DesignBlock, fontFileUri: Uri, typeface: Typeface)` API and provide it with both the uri of the font file to be used and the complete typeface definition of the corresponding typeface. The font file should be a fallback font, e.g., `Regular`, from the same typeface. The actual font that matches the formatting is chosen automatically with the current formatting retained as much as possible. If the new typeface does not support the current formatting, the formatting changes to a reasonable close one, e.g. thin might change to light, bold to normal, and/or italic to non-italic. If no reasonable font can be found, the fallback font is used. ``` engine.block.setTypeface(text, typeface); ``` You can query the currently used typeface definition of a text block by calling the `getTypeface(id: DesignBlockId): Typeface` API. It is important to note that new text blocks don’t have any explicit typeface set until you call the `setFont` API. In this case, the `getTypeface` API will throw an error. ``` const currentDefaultTypeface = engine.block.getTypeface(text); ``` ## Font Weights and Styles[#](#font-weights-and-styles) Text blocks can also have multiple ranges with different weights and styles. In order to toggle the text of a text block between the normal and bold font weights, first call the `canToggleBoldFont(id: DesignBlockId, from: number = -1, to: number = -1): boolean` API to check whether such an edit is possible and if so, call the `toggleBoldFont(id: DesignBlockId, from: number = -1, to: number = -1)` API to change the weight. ``` if (engine.block.canToggleBoldFont(text)) { engine.block.toggleBoldFont(text);}if (engine.block.canToggleBoldFont(text, 1, 4)) { engine.block.toggleBoldFont(text, 1, 4);} ``` In order to toggle the text of a text block between the normal and italic font styles, first call the `canToggleItalicFont(id: DesignBlockId, from: number = -1, to: number = -1): boolean` API to check whether such an edit is possible and if so, call the `toggleItalicFont(id: DesignBlockId, from: number = -1, to: number = -1)` API to change the style. ``` if (engine.block.canToggleItalicFont(text)) { engine.block.toggleItalicFont(text);}if (engine.block.canToggleItalicFont(text, 1, 4)) { engine.block.toggleItalicFont(text, 1, 4);} ``` In order to change the font weight or style, the typeface definition of the text block must include a font definition that corresponds to the requested font weight and style combination. For example, if the text block currently uses a bold font and you want to toggle the font style to italic - such as in the example code - the typeface must contain a font that is both bold and italic. The `getTextFontWeights(id: DesignBlockId, from: number = -1, to: number = -1): FontWeight[]` API returns an ordered list of unique font weights in the requested range, similar to the `getTextColors` API described above. For this example text, the result will be \[‘bold’\]. ``` const fontWeights = engine.block.getTextFontWeights(text); ``` The `getTextFontStyles(id: DesignBlockId, from: number = -1, to: number = -1): FontStyle[]` API returns an ordered list of unique font styles in the requested range, similar to the `getTextColors` API described above. For this example text, the result will be \[‘italic’\]. ``` const fontStyles = engine.block.getTextFontStyles(text); ``` ## Full Code[#](#full-code) Here’s the full code: ``` import CreativeEngine from 'https://cdn.img.ly/packages/imgly/cesdk-engine/1.52.0/index.js'; const config = { license: 'mtLT-_GJwMhE7LDnO8KKEma7qSuzWuDxiKuQcxHKmz3fjaXWY2lT3o3Z2VdL5twm', userId: 'guides-user', baseURL: 'https://cdn.img.ly/packages/imgly/cesdk-engine/1.52.0/assets',}; CreativeEngine.init(config).then(async engine => { document.getElementById('cesdk_container').appendChild(engine.element); // Add default assets used in scene. engine.addDefaultAssetSources(); const scene = engine.scene.create(); const text = engine.block.create('text'); engine.block.appendChild(scene, text); engine.block.setWidthMode(text, 'Auto'); engine.block.setHeightMode(text, 'Auto'); engine.block.replaceText(text, 'Hello World'); // Add a "!" at the end of the text engine.block.replaceText(text, '!', 11); // Replace "World" with "Alex" engine.block.replaceText(text, 'Alex', 6, 11); engine.scene.zoomToBlock(text, 100, 100, 100, 100); // Remove the "Hello " engine.block.removeText(text, 0, 6); engine.block.setTextColor(text, { r: 1.0, g: 1.0, b: 0.0, a: 1.0 }); engine.block.setTextColor(text, { r: 0.0, g: 0.0, b: 0.0, a: 1.0 }, 1, 4); const allColors = engine.block.getTextColors(text); const colorsInRange = engine.block.getTextColors(text, 2, 5); engine.block.setBool(text, 'backgroundColor/enabled', true); var color = engine.block.getColor(text, 'backgroundColor/color'); engine.block.setColor(text, 'backgroundColor/color', { r: 0.0, g: 0.0, b: 1.0, a: 1.0, }); engine.block.setFloat(text, 'backgroundColor/paddingLeft', 1); engine.block.setFloat(text, 'backgroundColor/paddingTop', 2); engine.block.setFloat(text, 'backgroundColor/paddingRight', 3); engine.block.setFloat(text, 'backgroundColor/paddingBottom', 4); engine.block.setFloat(text, 'backgroundColor/cornerRadius', 5); const animation = engine.block.createAnimation('slide'); engine.block.setEnum(animation, 'textAnimationWritingStyle', 'Block'); engine.block.setInAnimation(text, animation); engine.block.setOutAnimation(text, animation); engine.block.setTextCase(text, 'Titlecase'); const textCases = engine.block.getTextCases(text); const typeface = { name: 'Roboto', fonts: [ { uri: 'https://cdn.img.ly/assets/v2/ly.img.typeface/fonts/Roboto/Roboto-Bold.ttf', subFamily: 'Bold', weight: 'bold', }, { uri: 'https://cdn.img.ly/assets/v2/ly.img.typeface/fonts/Roboto/Roboto-BoldItalic.ttf', subFamily: 'Bold Italic', weight: 'bold', style: 'italic', }, { uri: 'https://cdn.img.ly/assets/v2/ly.img.typeface/fonts/Roboto/Roboto-Italic.ttf', subFamily: 'Italic', style: 'italic', }, { uri: 'https://cdn.img.ly/assets/v2/ly.img.typeface/fonts/Roboto/Roboto-Regular.ttf', subFamily: 'Regular', }, ], }; engine.block.setFont(text, typeface.fonts[3].uri, typeface); engine.block.setTypeface(text, typeface); const currentDefaultTypeface = engine.block.getTypeface(text); const currentTypefaces = engine.block.getTypefaces(text); const currentTypefacesOfRange = engine.block.getTypefaces(text, 1, 4); if (engine.block.canToggleBoldFont(text)) { engine.block.toggleBoldFont(text); } if (engine.block.canToggleBoldFont(text, 1, 4)) { engine.block.toggleBoldFont(text, 1, 4); } if (engine.block.canToggleItalicFont(text)) { engine.block.toggleItalicFont(text); } if (engine.block.canToggleItalicFont(text, 1, 4)) { engine.block.toggleItalicFont(text, 1, 4); } const fontWeights = engine.block.getTextFontWeights(text); const fontStyles = engine.block.getTextFontStyles(text);}); ``` --- [Source](https:/img.ly/docs/cesdk/node/text/overview-0bd620) # Overview In CreativeEditor SDK (CE.SDK), a _text element_ is an editable, stylable block that you can add to your design. Whether you’re creating marketing graphics, social media posts, or multilingual layouts, text plays a vital role in conveying information and enhancing your visuals. You can fully manipulate text elements using the programmatic APIs, giving you maximum flexibility to control how text behaves and appears. Additionally, text can be animated to bring motion to your designs. [Launch Web Demo](https://img.ly/showcases/cesdk)[ Get Started ](node/get-started/overview-e18f40/) ## Text Capabilities in CE.SDK[#](#text-capabilities-in-cesdk) CE.SDK offers robust text editing capabilities designed for both designers and developers: * **Adding and editing text objects:** Dynamically create and update text blocks via the API. * **Resizing and positioning:** Move, align, and resize text objects freely on the canvas to achieve the perfect layout. * **Dynamic editing:** Programmatically update text content, style, or position based on data or user input, enabling powerful automation workflows. ## Text Styling, Formatting, Effects, and Spacing[#](#text-styling-formatting-effects-and-spacing) CE.SDK provides a comprehensive set of text styling and formatting options: * **Basic styling options:** * Choose from a range of fonts. * Adjust font size, color, and opacity. * Apply text formatting such as bold, italic, and underline. * **Advanced effects:** * Add shadows for depth. * Outline text for emphasis. * Apply glow effects to make text stand out. * **Spacing controls:** * Fine-tune letter spacing (tracking). * Adjust line height for readability. * Set paragraph spacing for structured layouts. ## Text Containers and Auto-Sizing[#](#text-containers-and-auto-sizing) Text in CE.SDK can be configured in frames that adapt to different content scenarios: * **Fixed-size frame:** Keep text confined within a defined width and height. * **Growing frames:** Allow the text block to expand automatically as more text is added in specific directions. Auto-sizing behaviors can be customized to ensure your text either stays within design constraints or flows naturally as content changes. ## Emojis in Text[#](#emojis-in-text) CE.SDK fully supports inserting emojis alongside regular text: * **Emoji insertion:** Add emojis directly within text blocks, just like any other character. * **Styling:** Emojis inherit the styling of surrounding text, ensuring visual consistency. * **Format support:** Unicode-based emojis are supported with robust fallback behavior for consistent display across platforms. * **Customizable:** The font used for drawing Emojis can be configured. ## Fonts, Language, and Script Support[#](#fonts-language-and-script-support) Text handling in CE.SDK is built to support a wide range of languages, scripts, and font management needs: * **Custom fonts:** Upload and manage your own font collections to match brand guidelines. * **Font restrictions:** Control which fonts are available to end users for a curated design experience. * **Multi-script handling:** Seamlessly mix different scripts (e.g., Latin, Cyrillic, Kanji) within the same design. * **Fallbacks:** Handles an endless amount of characters by providing a robust fallback system that ensures your text is always readable. --- [Source](https:/img.ly/docs/cesdk/node/rules/overview-e27832) # Overview In CreativeEditor SDK (CE.SDK), _rules_—referred to as **scopes** in the API and code—are automated validations that help enforce design and layout standards during editing. You can use scopes to maintain brand guidelines, ensure print readiness, moderate content, and enhance the overall editing experience. [Launch Web Demo](https://img.ly/showcases/cesdk)[ Get Started ](node/get-started/overview-e18f40/) ## Understanding Rules in CE.SDK[#](#understanding-rules-in-cesdk) CE.SDK’s Rules system (scopes in code) can enable you to build validation logic to enforce a wide range of design and content requirements automatically. Here are some examples of what can be built on top of the SDK: * **Design constraints:** * Minimum image resolution * No elements placed outside visible canvas bounds * **Brand guidelines:** * Approved fonts, colors, and logo usage * **Print-readiness:** * Safe zones for trimming * Bleed margin requirements * High-resolution assets for print * **Content moderation:** * Flagging potentially inappropriate images or text * **UI-specific constraints:** * Safe zones to prevent critical content from being obscured by app UI elements * **Video editing rules:** * Enforcing required trimming * Protecting key content regions ## Benefits of Using Rules[#](#benefits-of-using-rules) Integrating scopes into your CE.SDK experience offers multiple advantages: * **Reduce errors:** Minimize risks of misprints, layout problems, and brand inconsistency. * **Automatic compliance:** Validate designs and videos in real time without disrupting the creative process. * **Professional results:** Help users — including those without technical or print knowledge — achieve polished, production-ready outputs. * **Streamlined workflows:** Speed up editing and reduce manual review by surfacing issues early and clearly. By leveraging scopes, you can ensure a higher standard of quality, consistency, and reliability across all designs created with CE.SDK. --- [Source](https:/img.ly/docs/cesdk/node/text/edit-c5106b) # Edit Text ``` import CreativeEngine from 'https://cdn.img.ly/packages/imgly/cesdk-engine/1.52.0/index.js'; const config = { license: 'mtLT-_GJwMhE7LDnO8KKEma7qSuzWuDxiKuQcxHKmz3fjaXWY2lT3o3Z2VdL5twm', userId: 'guides-user', baseURL: 'https://cdn.img.ly/packages/imgly/cesdk-engine/1.52.0/assets'}; CreativeEngine.init(config, document.getElementById('cesdk_canvas')).then( async (instance) => { // Add default assets used in scene. instance.addDefaultAssetSources(); instance.editor.setEditMode('Transform'); instance.editor.onStateChanged(() => { console.log('EditMode is ', instance.editor.getEditMode()); }); document.addEventListener('cesdk-blur', (event) => { const relatedTarget = event.detail; if (focusShouldStayOnEngine(relatedTarget)) { event.preventDefault(); } else if (engineShouldExitTextMode(relatedTarget)) { instance.editor.setEditMode('Transform'); } }); function focusShouldStayOnEngine(newActiveElement) { // When clicking on blank space, don't blur the engine input return newActiveElement == null; } function engineShouldExitTextMode() { return false; } document.addEventListener('cesdk-refocus', (event) => { const relatedTarget = event.detail; if (focusShouldStayOnUI(relatedTarget)) { event.preventDefault(); } }); function focusShouldStayOnUI(newActiveElement) { // User might have clicked a button that opens a dialog // Afterwards we want an input in the dialog to receive focus return newActiveElement?.id === 'open-dialog'; } await instance.scene.loadFromURL( 'https://cdn.img.ly/assets/demo/v1/ly.img.template/templates/cesdk_postcard_1.scene' ); }); ``` ```
``` In this example, we want to show how to set up text editing in the Headless CreativeEngine. Depending on your use cases, text editing can require a little more complicated setup, because the focus for the user’s keyboard input might need to be managed between the CreativeEngine itself and your UI components. ## Text Edit Mode[#](#text-edit-mode) The Engine always operates in one of three `EditMode`s: * `Transform`: In this mode you can transform blocks in the scene by moving them around, selecting, or resizing them. This is the default mode. * `Crop`: This mode is used when cropping image blocks. * `Text`: Then double-clicking on a text block, the engine switches to this mode to let you edit the text content of a text block. You can query and set the `EditMode` using the EditorAPI’s `getEditMode()` and `setEditMode(mode)` methods. Certain interactions will cause the engine to switch the mode by itself (such as double-clicking on a text block). You get notified of changes in the EditorState using the `onStateChanged` method of the EditorAPI. Inside the callback, use `getEditMode()` to know the current mode. ## Text Editing Focus[#](#text-editing-focus) When the engine enters `Text` mode, it will focus the browser’s input on the text content of the block you are editing. From here, several things can happen: * The user presses `ESC`, clicks somewhere on the canvas outside of the text block, or `Text` mode is ended via a call to `setEditMode('Transform')`. In this case, the browser will blur the text input of the engine, and you are back in the `Transform` mode. * The user focuses a text input field, number input field, text area or a contentEditable element outside of the canvas. In this case the engine will stay in `Text` mode, but will no longer have focus. Keyboard input will now go to the input field that has received focus. * The user clicks on a blank space or any focusable DOM element, that does not require keyboard input. This behavior should be sufficient for most use cases. If your requirements are more complicated, we provide a way to customize what’s happening through events. ## CreativeEngine DOM Events[#](#creativeengine-dom-events) There are currently two types of custom DOM events that the CreativeEngine dispatches on the `canvas` element. You can add a listener for it there or on any of its parent elements. ### `cesdk-blur`[#](#cesdk-blur) When the text input in the engine has been blurred, this event will be dispatched. You can call `preventDefault()` on the event to force focus back to the canvas input. The `event.detail` property will contain a reference to the element that has received focus (if available, otherwise it’s `null`). You can use that element during the decision whether to call `preventDefault()`. A use case for this could be to prevent disabling the text-input heuristic, forcing refocus even if the user clicked on a text input, or to call `editor.setEditMode('Transform')` to exit the text edit mode whenever the input is blurred. ### `cesdk-refocus`[#](#cesdk-refocus) Just before the engine refocuses its text input, you can call `preventDefault()` on this event to prevent this from happening. This event also contains currently focused element (or `null`) it in its `event.detail` property. A use case for this would be to treat a particular input element as if it were a text input and let it keep keyboard focus after it’s been focused. ### Full Code[#](#full-code) Here’s the full code: ``` import CreativeEngine from 'https://cdn.img.ly/packages/imgly/cesdk-engine/1.52.0/index.js'; const config = { license: 'mtLT-_GJwMhE7LDnO8KKEma7qSuzWuDxiKuQcxHKmz3fjaXWY2lT3o3Z2VdL5twm', userId: 'guides-user', baseURL: 'https://cdn.img.ly/packages/imgly/cesdk-engine/1.52.0/assets',}; CreativeEngine.init(config, document.getElementById('cesdk_canvas')).then( async instance => { // Add default assets used in scene. instance.addDefaultAssetSources(); instance.editor.setEditMode('Transform'); instance.editor.onStateChanged(() => { console.log('EditMode is ', instance.editor.getEditMode()); }); document.addEventListener('cesdk-blur', event => { const relatedTarget = event.detail; if (focusShouldStayOnEngine(relatedTarget)) { event.preventDefault(); } else if (engineShouldExitTextMode(relatedTarget)) { instance.editor.setEditMode('Transform'); } }); function focusShouldStayOnEngine(newActiveElement) { // When clicking on blank space, don't blur the engine input return newActiveElement == null; } function engineShouldExitTextMode() { return false; } document.addEventListener('cesdk-refocus', event => { const relatedTarget = event.detail; if (focusShouldStayOnUI(relatedTarget)) { event.preventDefault(); } }); function focusShouldStayOnUI(newActiveElement) { // User might have clicked a button that opens a dialog // Afterwards we want an input in the dialog to receive focus return newActiveElement?.id === 'open-dialog'; } await instance.scene.loadFromURL( 'https://cdn.img.ly/assets/demo/v1/ly.img.template/templates/cesdk_postcard_1.scene', ); },); ``` ## Edit Ranges Within Text Blocks[#](#edit-ranges-within-text-blocks) ``` const text = engine.block.create('text'); engine.block.replaceText(text, 'Hello World');engine.block.removeText(text, 0, 6);engine.block.setTextColor(text, { r: 0.0, g: 0.0, b: 0.0, a: 1.0 }, 1, 4);const colorsInRange = engine.block.getTextColors(text, 2, 5);engine.block.setTextFontWeight(text, 'bold', 0, 5);const fontWeights = engine.block.getTextFontWeights(text);engine.block.setTextFontSize(text, 12, 0, 5);const fontSizes = engine.block.getTextFontSizes(text);engine.block.setTextFontStyle(text, 'italic', 0, 5);const fontStyles = engine.block.getTextFontStyles(text);engine.block.setTextCase(text, 'Titlecase');const textCases = engine.block.getTextCases(text);const canToggleBold = engine.block.canToggleBoldFont(text);const canToggleItalic = engine.block.canToggleItalicFont(text);engine.block.toggleBoldFont(text);engine.block.toggleItalicFont(text);const typefaceAssetResults = await engine.asset.findAssets('ly.img.typeface', { query: 'Open Sans', page: 0, perPage: 100,});const typeface = typefaceAssetResults.assets[0].payload.typeface;const font = typeface.fonts.find(font => font.subFamily === 'Bold');engine.block.setFont(text, font.uri, typeface);engine.block.setTypeface(text, typeface, 2, 5);engine.block.setTypeface(text, typeface);const defaultTypeface = engine.block.getTypeface(text);const typeface = engine.block.getTypefaces(text);const selectedRange = engine.block.getTextCursorRange();const lineCount = engine.block.getTextVisibleLineCount(text);const lineBoundingBox = engine.block.getTextVisibleLineGlobalBoundingBoxXYWH( text, 0,); ``` In this example, we will show you how to use the [CreativeEditor SDK](https://img.ly/products/creative-sdk)’s CreativeEngine to edit ranges within text blocks. ``` replaceText(id: DesignBlockId, text: string, from?: number, to?: number): void ``` Inserts the given text into the selected range of the text block. Required scope: ‘text/edit’ * `block`: The text block into which to insert the given text. * `text`: The text which should replace the selected range in the block. * `from`: The start index of the UTF-16 range that should be replaced. If the value is negative, this will fall back to the start of the entire text range. * `to`: The UTF-16 index after the last grapheme that should be replaced by the inserted text. If `from` and `to` are negative, a this will fall back to the end of the entire text range, so the entire text will be replaced. If `to` is negative but `from` is greater than or equal to 0, the text will be inserted at the index defined by `from`. ``` removeText(id: DesignBlockId, from?: number, to?: number): void ``` Removes selected range of text of the given text block. Required scope: ‘text/edit’ * `block`: The text block from which the selected text should be removed. * `from`: The start index of the UTF-16 range that should be removed. If the value is negative, this will fall back to the start of the entire text range. * `to`: The UTF-16 index after the last grapheme that should be removed. If the value is negative, this will fall back to the end of the entire text range. ``` setTextColor(id: DesignBlockId, color: Color, from?: number, to?: number): void ``` Changes the color of the text in the selected range to the given color. Required scope: ‘text/edit’ * `block`: The text block whose color should be changed. * `color`: The new color of the selected text range. * `from`: The start index of the UTF-16 range whose color should be changed. If the value is negative and the block is currently being edited, this will fall back to the start of the current cursor index / selected grapheme range. If the value is negative and the block is not being edited, this will fall back to the start of the entire text range. * `to`: The UTF-16 index after the last grapheme whose color should be changed. If the value is negative and the block is currently being edited, this will fall back to the end of the current cursor index / selected grapheme range. If the value is negative and the block is not being edited, this will fall back to the end of the entire text range. ``` getTextColors(id: DesignBlockId, from?: number, to?: number): Array ``` Returns the ordered unique list of colors of the text in the selected range. * `block`: The text block whose colors should be returned. * `from`: The start index of the UTF-16 range whose colors should be returned. If the value is negative and the block is currently being edited, this will fall back to the start of the current cursor index / selected grapheme range. If the value is negative and the block is not being edited, this will fall back to the start of the entire text range. * `to`: The UTF-16 index after the last grapheme whose colors should be returned. If the value is negative and the block is currently being edited, this will fall back to the end of the current cursor index / selected grapheme range. If the value is negative and the block is not being edited, this will fall back to the end of the entire text range. ``` setTextFontWeight(id: DesignBlockId, fontWeight: FontWeight, from?: number, to?: number): void ``` Changes the weight of the text in the selected range to the given weight. Required scope: ‘text/edit’ * `block`: The text block whose weight should be changed. * `fontWeight`: The new weight of the selected text range. * `from`: The start index of the UTF-16 range whose weight should be changed. If the value is negative and the block is currently being edited, this will fall back to the start of the current cursor index / selected grapheme range. If the value is negative and the block is not being edited, this will fall back to the start of the entire text range. * `to`: The UTF-16 index after the last grapheme whose weight should be changed. If the value is negative and the block is currently being edited, this will fall back to the end of the current cursor index / selected grapheme range. If the value is negative and the block is not being edited, this will fall back to the end of the entire text range. ``` getTextFontWeights(id: DesignBlockId, from?: number, to?: number): FontWeight[] ``` Returns the ordered unique list of font weights of the text in the selected range. * `block`: The text block whose font weights should be returned. * `from`: The start index of the UTF-16 range whose font weights should be returned. If the value is negative and the block is currently being edited, this will fall back to the start of the current cursor index / selected grapheme range. If the value is negative and the block is not being edited, this will fall back to the start of the entire text range. * `to`: The UTF-16 index after the last grapheme whose font weights should be returned. If the value is negative and the block is currently being edited, this will fall back to the end of the current cursor index / selected grapheme range. If the value is negative and the block is not being edited, this will fall back to the end of the entire text range. ``` setTextFontSize(id: DesignBlockId, fontSize: number, from?: number, to?: number): void ``` Sets the given font size for the text block. If the font size is applied to the entire text block, its font size property will be updated. Required scope: ‘text/character’ * `block`: The text block whose font size should be changed. * `fontSize`: The new font size. * `from`: The start index of the UTF-16 range whose font size should be changed. If the value is negative and the block is currently being edited, this will fall back to the start of the current cursor index / selected grapheme range. If the value is negative and the block is not being edited, this will fall back to the start of the entire text range. * `to`: The UTF-16 index after the last grapheme whose font size should be changed. If the value is negative and the block is currently being edited, this will fall back to the end of the current cursor index / selected grapheme range. If the value is negative and the block is not being edited, this will fall back to the end of the entire text range. ``` getTextFontSizes(id: DesignBlockId, from?: number, to?: number): number[] ``` Returns the ordered unique list of font sizes of the text in the selected range. * `block`: The text block whose font sizes should be returned. * `from`: The start index of the grapheme range whose font sizes should be returned. If the value is negative and the block is currently being edited, this will fall back to the start of the current cursor index / selected grapheme range. If the value is negative and the block is not being edited, this will fall back to the start of the entire text range. * `to`: The UTF-16 index after the last grapheme whose font sizes should be returned. If the value is negative and the block is currently being edited, this will fall back to the end of the current cursor index / selected grapheme range. If the value is negative and the block is not being edited, this will fall back to the end of the entire text range. ``` setTextFontStyle(id: DesignBlockId, fontStyle: FontStyle, from?: number, to?: number): void ``` Changes the style of the text in the selected range to the given style. Required scope: ‘text/edit’ * `block`: The text block whose style should be changed. * `fontStyle`: The new style of the selected text range. * `from`: The start index of the UTF-16 range whose style should be changed. If the value is negative and the block is currently being edited, this will fall back to the start of the current cursor index / selected grapheme range. If the value is negative and the block is not being edited, this will fall back to the start of the entire text range. * `to`: The UTF-16 index after the last grapheme whose style should be changed. If the value is negative and the block is currently being edited, this will fall back to the end of the current cursor index / selected grapheme range. If the value is negative and the block is not being edited, this will fall back to the end of the entire text range. ``` getTextFontStyles(id: DesignBlockId, from?: number, to?: number): FontStyle[] ``` Returns the ordered unique list of font styles of the text in the selected range. * `block`: The text block whose font styles should be returned. * `from`: The start index of the UTF-16 range whose font styles should be returned. If the value is negative and the block is currently being edited, this will fall back to the start of the current cursor index / selected grapheme range. If the value is negative and the block is not being edited, this will fall back to the start of the entire text range. * `to`: The UTF-16 index after the last grapheme whose font styles should be returned. If the value is negative and the block is currently being edited, this will fall back to the end of the current cursor index / selected grapheme range. If the value is negative and the block is not being edited, this will fall back to the end of the entire text range. ``` setTextCase(id: DesignBlockId, textCase: TextCase, from?: number, to?: number): void ``` Sets the given text case for the selected range of text. Required scope: ‘text/character’ * `id`: The text block whose text case should be changed. * `textCase`: The new text case value. * `from`: The start index of the UTF-16 range whose text cases should be returned. If the value is negative and the block is currently being edited, this will fall back to the start of the current cursor index / selected grapheme range. If the value is negative and the block is not being edited, this will fall back to the start of the entire text range. * `to`: The UTF-16 index after the last grapheme whose text cases should be returned. If the value is negative and the block is currently being edited, this will fall back to the end of the current cursor index / selected grapheme range. If the value is negative and the block is not being edited, this will fall back to the end of the entire text range. ``` getTextCases(id: DesignBlockId, from?: number, to?: number): TextCase[] ``` Returns the ordered list of text cases of the text in the selected range. * `block`: The text block whose text cases should be returned. * `from`: The start index of the UTF-16 range whose text cases should be returned. If the value is negative and the block is currently being edited, this will fall back to the start of the current cursor index / selected grapheme range. If the value is negative and the block is not being edited, this will fall back to the start of the entire text range. * `to`: The UTF-16 index after the last grapheme whose text cases should be returned. If the value is negative and the block is currently being edited, this will fall back to the end of the current cursor index / selected grapheme range. If the value is negative and the block is not being edited, this will fall back to the end of the entire text range. ``` canToggleBoldFont(id: DesignBlockId, from?: number, to?: number): boolean ``` Returns whether the font weight of the given text block can be toggled between bold and normal. If any part of the selected range is not already bold and the necessary bold font is available, then this function returns true. * `id`: The text block whose font weight should be toggled. * `from`: The start index of the UTF-16 range whose font weight should be toggled. If the value is negative and the block is currently being edited, this will fall back to the start of the current cursor index / selected grapheme range. If the value is negative and the block is not being edited, this will fall back to the start of the entire text range. * `to`: The UTF-16 index after the last grapheme whose font weight should be toggled. If the value is negative and the block is currently being edited, this will fall back to the end of the current cursor index / selected grapheme range. If the value is negative and the block is not being edited, this will fall back to the end of the entire text range. * Returns Whether the font weight of the given block can be toggled between bold and normal. ``` canToggleItalicFont(id: DesignBlockId, from?: number, to?: number): boolean ``` Toggles the bold font style of the given text block. If any part of the selected range is not already italic and the necessary italic font is available, then this function returns true. * `id`: The text block whose font style should be toggled. * `from`: The start index of the UTF-16 range whose font style should be toggled. If the value is negative and the block is currently being edited, this will fall back to the start of the current cursor index / selected grapheme range. If the value is negative and the block is not being edited, this will fall back to the start of the entire text range. * `to`: The UTF-16 index after the last grapheme whose font style should be toggled. If the value is negative and the block is currently being edited, this will fall back to the end of the current cursor index / selected grapheme range. If the value is negative and the block is not being edited, this will fall back to the end of the entire text range. * Returns Whether the font style of the given block can be toggled between italic and normal. ``` toggleBoldFont(id: DesignBlockId, from?: number, to?: number): void ``` Toggles the font weight of the given text block between bold and normal. If any part of the selected range is not already bold, all of the selected range will become bold. Only if the entire range is already bold will this function toggle it all back to normal. Required scope: ‘text/character’ * `id`: The text block whose font weight should be toggled. * `from`: The start index of the UTF-16 range whose font weight should be toggled. If the value is negative and the block is currently being edited, this will fall back to the start of the current cursor index / selected grapheme range. If the value is negative and the block is not being edited, this will fall back to the start of the entire text range. * `to`: The UTF-16 index after the last grapheme whose font weight should be toggled. If the value is negative and the block is currently being edited, this will fall back to the end of the current cursor index / selected grapheme range. If the value is negative and the block is not being edited, this will fall back to the end of the entire text range. ``` toggleItalicFont(id: DesignBlockId, from?: number, to?: number): void ``` Toggles the font style of the given text block between italic and normal. If any part of the selected range is not already italic, all of the selected range will become italic. Only if the entire range is already italic will this function toggle it all back to normal. Required scope: ‘text/character’ * `id`: The text block whose font style should be toggled. * `from`: The start index of the UTF-16 range whose font style should be toggled. If the value is negative and the block is currently being edited, this will fall back to the start of the current cursor index / selected grapheme range. If the value is negative and the block is not being edited, this will fall back to the start of the entire text range. * `to`: The UTF-16 index after the last grapheme whose font style should be toggled. If the value is negative and the block is currently being edited, this will fall back to the end of the current cursor index / selected grapheme range. If the value is negative and the block is not being edited, this will fall back to the end of the entire text range. ``` setFont(id: DesignBlockId, fontFileUri: string, typeface: Typeface): void ``` Sets the given font and typeface for the text block. Existing formatting is reset. Required scope: ‘text/character’ * `id`: The text block whose font should be changed. * `fontFileUri`: The URI of the new font file. * `typeface`: The typeface of the new font. ``` setTypeface(id: DesignBlockId, typeface: Typeface, from?: number, to?: number): void ``` Sets the given typeface for the text block. The current formatting, e.g., bold or italic, is retained as far as possible. Some formatting might change if the new typeface does not support it, e.g. thin might change to light, bold to normal, and/or italic to non-italic. If the typeface is applied to the entire text block, its typeface property will be updated. If a run does not support the new typeface, it will fall back to the default typeface from the typeface property. Required scope: ‘text/character’ * `id`: The text block whose font should be changed. * `typeface`: The new typeface. * `from`: The start index of the UTF-16 range whose typeface should be changed. If the value is negative and the block is currently being edited, this will fall back to the start of the current cursor index / selected grapheme range. If the value is negative and the block is not being edited, this will fall back to the start of the entire text range. * `to`: The UTF-16 index after the last grapheme whose typeface should be changed. If the value is negative and the block is currently being edited, this will fall back to the end of the current cursor index / selected grapheme range. If the value is negative and the block is not being edited, this will fall back to the end of the entire text range. ``` getTypeface(id: DesignBlockId): Typeface ``` Returns the current typeface of the given text block. * `id`: The text block whose typeface should be queried. * Returns the typeface property of the text block. Does not return the typefaces of the text runs. * Throws An error if the block does not have a valid typeface. ``` getTypefaces(id: DesignBlockId, from?: number, to?: number): Typeface[] ``` Returns the current typefaces of the given text block. * `id`: The text block whose typefaces should be queried. * `from`: The start index of the grapheme range whose typefaces should be returned. If the value is negative and the block is currently being edited, this will fall back to the start of the current cursor index / selected grapheme range. If the value is negative and the block is not being edited, this will fall back to the start of the entire text range. * `to`: The UTF-16 index after the last grapheme whose typefaces should be returned. If the value is negative and the block is currently being edited, this will fall back to the end of the current cursor index / selected grapheme range. If the value is negative and the block is not being edited, this will fall back to the end of the entire text range. * Returns The typefaces of the text block. * Throws An error if the block does not have a valid typeface. ``` getTextCursorRange(): Range ``` Returns the UTF-16 indices of the selected range of the text block that is currently being edited. If both the start and end index of the returned range have the same value, then the text cursor is positioned at that index. * Returns The selected UTF-16 range or { from: -1, to: -1 } if no text block is currently being edited. ``` getTextVisibleLineCount(id: DesignBlockId): number ``` Returns the number of visible lines in the given text block. * `id`: The text block whose line count should be returned. * Returns The number of lines in the text block. ``` getTextVisibleLineGlobalBoundingBoxXYWH(id: DesignBlockId, lineIndex: number): XYWH ``` Returns the bounds of the visible area of the given line of the text block. The values are in the scene’s global coordinate space (which has its origin at the top left). * `id`: The text block whose line bounding box should be returned. * `lineIndex`: The index of the line whose bounding box should be returned. * Returns The bounding box of the line. ## Full Code[#](#full-code-1) Here’s the full code: ``` const text = engine.block.create('text'); engine.block.replaceText(text, 'Hello World');engine.block.removeText(text, 0, 6);engine.block.setTextColor(text, { r: 0.0, g: 0.0, b: 0.0, a: 1.0 }, 1, 4);const colorsInRange = engine.block.getTextColors(text, 2, 5);engine.block.setTextFontWeight(text, 'bold', 0, 5);const fontWeights = engine.block.getTextFontWeights(text);engine.block.setTextFontSize(text, 12, 0, 5);const fontSizes = engine.block.getTextFontSizes(text);engine.block.setTextFontStyle(text, 'italic', 0, 5);const fontStyles = engine.block.getTextFontStyles(text);engine.block.setTextCase(text, 'Titlecase');const textCases = engine.block.getTextCases(text);const canToggleBold = engine.block.canToggleBoldFont(text);const canToggleItalic = engine.block.canToggleItalicFont(text);engine.block.toggleBoldFont(text);engine.block.toggleItalicFont(text);const typefaceAssetResults = await engine.asset.findAssets('ly.img.typeface', { query: 'Open Sans', page: 0, perPage: 100,});const typeface = typefaceAssetResults.assets[0].payload.typeface;const font = typeface.fonts.find(font => font.subFamily === 'Bold');engine.block.setFont(text, font.uri, typeface);engine.block.setTypeface(text, typeface, 2, 5);engine.block.setTypeface(text, typeface);const defaultTypeface = engine.block.getTypeface(text);const typeface = engine.block.getTypefaces(text);const selectedRange = engine.block.getTextCursorRange();const lineCount = engine.block.getTextVisibleLineCount(text);const lineBoundingBox = engine.block.getTextVisibleLineGlobalBoundingBoxXYWH( text, 0,); ``` --- [Source](https:/img.ly/docs/cesdk/node/open-the-editor/uri-resolver-36b624) # URI Resolver ``` import CreativeEditorSDK from 'https://cdn.img.ly/packages/imgly/cesdk-js/1.52.0/index.js'; const config = { license: 'mtLT-_GJwMhE7LDnO8KKEma7qSuzWuDxiKuQcxHKmz3fjaXWY2lT3o3Z2VdL5twm', userId: 'guides-user', baseURL: 'https://cdn.img.ly/packages/imgly/cesdk-js/1.52.0/assets'}; CreativeEditorSDK.create('#cesdk_container', config).then((instance) => { /** This will return 'https://cdn.img.ly/packages/imgly/cesdk-js/1.52.0/assets/banana.jpg'. */ instance.engine.editor.getAbsoluteURI('/banana.jpg'); /** Replace all .jpg files with the IMG.LY logo! **/ instance.engine.editor.setURIResolver((uri, defaultURIResolver) => { if (uri.endsWith('.jpg')) { return 'https://img.ly/static/ubq_samples/imgly_logo.jpg'; } /** Make use of the default URI resolution behavior. */ return defaultURIResolver(uri); }); /** * The custom resolver will return a path to the IMG.LY logo because the given path ends with '.jpg'. * This applies regardless if the given path is relative or absolute. */ instance.engine.editor.getAbsoluteURI('/banana.jpg'); /** The custom resolver will not modify this path because it ends with '.png'. */ instance.engine.editor.getAbsoluteURI('https://example.com/orange.png'); /** Because a custom resolver is set, relative paths that the resolver does not transform remain unmodified! */ instance.engine.editor.getAbsoluteURI('/orange.png'); /** Removes the previously set resolver. */ instance.engine.editor.setURIResolver(null); /** Since we've removed the custom resolver, this will return 'https://cdn.img.ly/packages/imgly/cesdk-js/1.52.0/assets/banana.jpg' like before. */ instance.engine.editor.getAbsoluteURI('/banana.jpg');}); ``` ```
``` CE.SDK gives you full control over how URIs should be resolved. To register a custom resolver, use `setURIResolver` and pass in a function implementing your resolution logic. If a custom resolver is set, any URI requested by the engine is passed through the resolver. The URI your logic returns is then fetched by the engine. The resolved URI is just used for the current request and not stored. If, and only if, no custom resolver is set, the engine performs the default behaviour: absolute paths are unchanged and relative paths are prepended with the value of the `basePath` setting. **Warning** Your custom URI resolver must return an absolute path with a scheme. We can preview the effects of setting a custom URI resolver with the function `getAbsoluteURI`. Before setting a custom URI resolver, the default behavior is as before and the given relative path will be prepended with the contents of `basePath`. ``` /** This will return 'https://cdn.img.ly/packages/imgly/cesdk-js/1.52.0/assets/banana.jpg'. */instance.engine.editor.getAbsoluteURI('/banana.jpg'); ``` To show that the resolver can be fairly free-form, in this example we register a custom URI resolver that replaces all `.jpg` images with our company logo. The resolved URI are expected to be absolute. Note: you can still access the default URI resolver by calling `defaultURIResolver(relativePath)`. ``` /** Replace all .jpg files with the IMG.LY logo! **/instance.engine.editor.setURIResolver((uri, defaultURIResolver) => { if (uri.endsWith('.jpg')) { return 'https://img.ly/static/ubq_samples/imgly_logo.jpg'; } /** Make use of the default URI resolution behavior. */ return defaultURIResolver(uri);}); ``` Given the same path as earlier, the custom resolver transforms it as specified. Note that after a custom resolver is set, relative paths that the resolver does not transform remain unmodified. ``` /** * The custom resolver will return a path to the IMG.LY logo because the given path ends with '.jpg'. * This applies regardless if the given path is relative or absolute. */ instance.engine.editor.getAbsoluteURI('/banana.jpg'); /** The custom resolver will not modify this path because it ends with '.png'. */ instance.engine.editor.getAbsoluteURI('https://example.com/orange.png'); /** Because a custom resolver is set, relative paths that the resolver does not transform remain unmodified! */ instance.engine.editor.getAbsoluteURI('/orange.png'); ``` To remove a previously set custom resolver, call the function with a `null` value. The URI resolution is now back to the default behavior. ``` /** Removes the previously set resolver. */ instance.engine.editor.setURIResolver(null); /** Since we've removed the custom resolver, this will return 'https://cdn.img.ly/packages/imgly/cesdk-js/1.52.0/assets/banana.jpg' like before. */ instance.engine.editor.getAbsoluteURI('/banana.jpg'); ``` ## Full Code[#](#full-code) Here’s the full code: ``` import CreativeEditorSDK from 'https://cdn.img.ly/packages/imgly/cesdk-js/1.52.0/index.js'; const config = { license: 'mtLT-_GJwMhE7LDnO8KKEma7qSuzWuDxiKuQcxHKmz3fjaXWY2lT3o3Z2VdL5twm', userId: 'guides-user', baseURL: 'https://cdn.img.ly/packages/imgly/cesdk-js/1.52.0/assets',}; CreativeEditorSDK.create('#cesdk_container', config).then(instance => { /** This will return 'https://cdn.img.ly/packages/imgly/cesdk-js/1.52.0/assets/banana.jpg'. */ instance.engine.editor.getAbsoluteURI('/banana.jpg'); /** Replace all .jpg files with the IMG.LY logo! **/ instance.engine.editor.setURIResolver((uri, defaultURIResolver) => { if (uri.endsWith('.jpg')) { return 'https://img.ly/static/ubq_samples/imgly_logo.jpg'; } /** Make use of the default URI resolution behavior. */ return defaultURIResolver(uri); }); /** * The custom resolver will return a path to the IMG.LY logo because the given path ends with '.jpg'. * This applies regardless if the given path is relative or absolute. */ instance.engine.editor.getAbsoluteURI('/banana.jpg'); /** The custom resolver will not modify this path because it ends with '.png'. */ instance.engine.editor.getAbsoluteURI('https://example.com/orange.png'); /** Because a custom resolver is set, relative paths that the resolver does not transform remain unmodified! */ instance.engine.editor.getAbsoluteURI('/orange.png'); /** Removes the previously set resolver. */ instance.engine.editor.setURIResolver(null); /** Since we've removed the custom resolver, this will return 'https://cdn.img.ly/packages/imgly/cesdk-js/1.52.0/assets/banana.jpg' like before. */ instance.engine.editor.getAbsoluteURI('/banana.jpg');}); ``` --- [Source](https:/img.ly/docs/cesdk/node/open-the-editor/overview-99444b) # Overview CreativeEditor SDK (CE.SDK) offers multiple ways to open the editor. Whether you’re starting with a blank canvas or importing complex layered files, CE.SDK gives you the building blocks to launch an editing session tailored to your users’ needs. [Launch Web Demo](https://img.ly/showcases/cesdk)[ Get Started ](node/get-started/overview-e18f40/) ## Ways to Open the Editor[#](#ways-to-open-the-editor) You can initialize CE.SDK in several ways depending on your content pipeline: * **Start with a Blank Canvas** Useful for creating new content from scratch. Define canvas dimensions and scene mode manually or programmatically. * **Load a Scene** Load a saved scene from JSON, archive, or blob to restore a previous editing session or template. * **Create from Media** Initialize the editor with a preloaded image, video. * **Create from Template** Kick off the editor with a predefined template, including placeholders and editing constraints. * **Import a Design** Import external designs from InDesign or Photoshop by running them through an importer and edit the resulting scene or archive in the SDK. ## Using Low-Quality / High-Quality Assets[#](#using-low-quality--high-quality-assets) To ensure responsive editing and high-quality exports, CE.SDK allows you to dynamically switch between asset resolutions: * **Edit with Low-Res Assets** Load smaller versions of images or videos during the editing process to reduce memory usage and improve performance. * **Export with High-Res Assets** Swap out low-res placeholders for full-quality assets just before exporting. This can be handled using the Scene or Block APIs by switching asset paths or making use of source sets for fills. This pattern is commonly used in design systems that require high-resolution print or web output while maintaining editing performance. ## Working with Watermarked or Placeholder Media[#](#working-with-watermarked-or-placeholder-media) CE.SDK supports licensing-based workflows where full-resolution assets are only available after purchase or user action: * **Use Watermarked or Preview Media on Load** Start with branded, obfuscated, or watermarked assets to limit unauthorized use. * **Swap with Purchased Assets Post-Checkout** Replace asset URIs within the same scene structure using a one-time update, ensuring consistency without disrupting layout or styling. ## Implementing a Custom URI Resolver[#](#implementing-a-custom-uri-resolver) CE.SDK provides a `setURIResolver()` method to intercept and customize asset loading: * **Why Use a URI Resolver?** Handle dynamic URL rewriting, token-based authentication, asset migration, CDN fallbacks, or redirect requests to internal APIs. * **How It Works** The engine routes every asset URI through your custom resolver function. This function returns the final, resolved URI used for the current fetch operation. * **Recommended Use Cases**: * Add auth headers or query params * Redirect public assets to internal mirrors * Handle signed URLs or token expiration --- [Source](https:/img.ly/docs/cesdk/node/open-the-editor/from-image-ad9b5e) # Create From Image ``` import CreativeEngine from 'https://cdn.img.ly/packages/imgly/cesdk-engine/1.52.0/index.js'; const element = document.getElementById('image-element');const imageURL = element.src; const config = { license: 'mtLT-_GJwMhE7LDnO8KKEma7qSuzWuDxiKuQcxHKmz3fjaXWY2lT3o3Z2VdL5twm', userId: 'guides-user', baseURL: 'https://cdn.img.ly/packages/imgly/cesdk-engine/1.52.0/assets'}; CreativeEngine.init(config).then(async (engine) => { let scene = await engine.scene.createFromImage(imageURL); // Find the automatically added graphic block with an image fill in the scene. const block = engine.block.findByType('graphic')[0]; // Change its opacity. engine.block.setOpacity(block, 0.5); // Attach engine canvas to DOM document.getElementById('cesdk_container').append(engine.element);}); ``` ```
``` Starting from an existing image allows you to use the editor for customizing individual assets. This is done by using `suspend fun createFromImage(imageUri: URI, dpi: Float = 300F, pixelScaleFactor: Float = 1F): DesignBlock` and passing a URI as argument. The `dpi` argument sets the dots per inch of the scene. The `pixelScaleFactor` sets the display’s pixel scale factor. ``` import CreativeEngine from 'https://cdn.img.ly/packages/imgly/cesdk-engine/1.52.0/index.js'; const config = { license: 'mtLT-_GJwMhE7LDnO8KKEma7qSuzWuDxiKuQcxHKmz3fjaXWY2lT3o3Z2VdL5twm', userId: 'guides-user', baseURL: 'https://cdn.img.ly/packages/imgly/cesdk-engine/1.52.0/assets'}; CreativeEngine.init(config).then(async (engine) => { await engine.scene.createFromImage( 'https://img.ly/static/ubq_samples/sample_4.jpg' ); // Find the automatically added graphic block in the scene that contains the image fill. const block = engine.block.findByType('graphic')[0]; // Change its opacity. engine.block.setOpacity(block, 0.5); // Attach engine canvas to DOM document.getElementById('cesdk_container').append(engine.element);}); ``` ```
``` ## Create a Scene From a Remote URL[#](#create-a-scene-from-a-remote-url) In this example, we will show you how to initialize the [CreativeEditor SDK](https://img.ly/products/creative-sdk) with an initial image. Specify the source to use for the initial image. This can be a relative path or a remote URL. ``` await engine.scene.createFromImage( ``` We can retrieve the graphic block id of this initial image using `cesdk.engine.block.findByType(type: ObjectType): number[]`. Note that that function returns an array. Since there’s only a single graphic block in the scene, the block is at index `0`. ``` // Find the automatically added graphic block in the scene that contains the image fill.const block = engine.block.findByType('graphic')[0]; ``` We can then manipulate and modify this block. Here we modify its opacity with `cesdk.engine.block.setOpacity(id: number, opacity: number): void`. See [Modifying Scenes](node/concepts/blocks-90241e/) for more details. ``` // Change its opacity.engine.block.setOpacity(block, 0.5); ``` When starting with an initial image, the scene’s page dimensions match the given resource and the scene is configured to be in pixel design units. To later save your scene, see [Saving Scenes](node/export-save-publish/save-c8b124/). ## Full Code[#](#full-code) Here’s the full code: ``` import CreativeEngine from 'https://cdn.img.ly/packages/imgly/cesdk-engine/1.52.0/index.js'; const config = { license: 'mtLT-_GJwMhE7LDnO8KKEma7qSuzWuDxiKuQcxHKmz3fjaXWY2lT3o3Z2VdL5twm', userId: 'guides-user', baseURL: 'https://cdn.img.ly/packages/imgly/cesdk-engine/1.52.0/assets',}; CreativeEngine.init(config).then(async engine => { await engine.scene.createFromImage( 'https://img.ly/static/ubq_samples/sample_4.jpg', ); // Find the automatically added graphic block in the scene that contains the image fill. const block = engine.block.findByType('graphic')[0]; // Change its opacity. engine.block.setOpacity(block, 0.5); // Attach engine canvas to DOM document.getElementById('cesdk_container').append(engine.element);}); ``` ## Create a Scene From an HTMLImageElement[#](#create-a-scene-from-an-htmlimageelement) In this example, we will show you how to initialize the [CreativeEditor SDK](https://img.ly/products/creative-sdk) with an initial image provided from an image element. To use the image shown by an image element as the initial image, use the image element’s `src` attribute as the `imageURL`. ``` const element = document.getElementById('image-element');const imageURL = element.src; ``` Use the created URL as a source for the initial image. ``` let scene = await engine.scene.createFromImage(objectURL); ``` We can retrieve the graphic block id of this initial image using `cesdk.engine.block.findByType(type: ObjectType): number[]`. Note that that function returns an array. Since there’s only a single graphic block in the scene, the id is at index `0`. ``` // Find the automatically added graphic block with an image fill in the scene.const block = engine.block.findByType('graphic')[0]; ``` We can then manipulate and modify this block. Here we modify its opacity with `cesdk.engine.block.setOpacity(id: number, opacity: number): void`. See [Modifying Scenes](node/concepts/blocks-90241e/) for more details. ``` // Change its opacity.engine.block.setOpacity(block, 0.5); ``` When starting with an initial image, the scenes page dimensions match the given image and the scene is configured to be in pixel design units. To later save your scene, see [Saving Scenes](node/export-save-publish/save-c8b124/). ### Full Code[#](#full-code-1) Here’s the full code: ``` import CreativeEngine from 'https://cdn.img.ly/packages/imgly/cesdk-engine/1.52.0/index.js'; const element = document.getElementById('image-element');const imageURL = element.src; const config = { license: 'mtLT-_GJwMhE7LDnO8KKEma7qSuzWuDxiKuQcxHKmz3fjaXWY2lT3o3Z2VdL5twm', userId: 'guides-user', baseURL: 'https://cdn.img.ly/packages/imgly/cesdk-engine/1.52.0/assets',}; CreativeEngine.init(config).then(async engine => { let scene = await engine.scene.createFromImage(imageURL); // Find the automatically added graphic block with an image fill in the scene. const block = engine.block.findByType('graphic')[0]; // Change its opacity. engine.block.setOpacity(block, 0.5); // Attach engine canvas to DOM document.getElementById('cesdk_container').append(engine.element);}); ``` ``` import CreativeEngine from 'https://cdn.img.ly/packages/imgly/cesdk-engine/1.52.0/index.js'; const blob = await fetch('https://img.ly/static/ubq_samples/sample_4.jpg').then( (response) => response.blob());const objectURL = URL.createObjectURL(blob); const config = { license: 'mtLT-_GJwMhE7LDnO8KKEma7qSuzWuDxiKuQcxHKmz3fjaXWY2lT3o3Z2VdL5twm', userId: 'guides-user', baseURL: 'https://cdn.img.ly/packages/imgly/cesdk-engine/1.52.0/assets'}; CreativeEngine.init(config).then(async (engine) => { let scene = await engine.scene.createFromImage(objectURL); // Find the automatically added graphic block in the scene that contains the image fill. const block = engine.block.findByType('graphic')[0]; // Change its opacity. engine.block.setOpacity(block, 0.5); // Attach engine canvas to DOM document.getElementById('cesdk_container').append(engine.element);}); ``` ```
``` ## Create a Scene From a Blob[#](#create-a-scene-from-a-blob) In this example, we will show you how to initialize the [CreativeEditor SDK](https://img.ly/products/creative-sdk) with an initial image provided from a blob. First, get hold of a `blob` by fetching an image from the web. This is just for demonstration purposes and your `blob` object may come from a different source. ``` const blob = await fetch('https://img.ly/static/ubq_samples/sample_4.jpg').then( (response) => response.blob()); ``` Afterward, create a URL pointing to the blob via `URL.createObjectURL`. ``` const objectURL = URL.createObjectURL(blob); ``` Use the created URL as a source for the initial image. ``` let scene = await engine.scene.createFromImage(objectURL); ``` We can retrieve the graphic block id of this initial image using `cesdk.engine.block.findByType(type: ObjectType): number[]`. Note that that function returns an array. Since there’s only a single graphic block in the scene, the block is at index `0`. ``` // Find the automatically added graphic block in the scene that contains the image fill.const block = engine.block.findByType('graphic')[0]; ``` We can then manipulate and modify this block. Here we modify its opacity with `cesdk.engine.block.setOpacity(id: number, opacity: number): void`. See [Modifying Scenes](node/concepts/blocks-90241e/) for more details. ``` // Change its opacity.engine.block.setOpacity(block, 0.5); ``` When starting with an initial image, the scenes page dimensions match the given image, and the scene is configured to be in pixel design units. To later save your scene, see [Saving Scenes](node/export-save-publish/save-c8b124/). ## Full Code[#](#full-code-2) Here’s the full code: ``` import CreativeEngine from 'https://cdn.img.ly/packages/imgly/cesdk-engine/1.52.0/index.js'; const blob = await fetch('https://img.ly/static/ubq_samples/sample_4.jpg').then( response => response.blob(),);const objectURL = URL.createObjectURL(blob); const config = { license: 'mtLT-_GJwMhE7LDnO8KKEma7qSuzWuDxiKuQcxHKmz3fjaXWY2lT3o3Z2VdL5twm', userId: 'guides-user', baseURL: 'https://cdn.img.ly/packages/imgly/cesdk-engine/1.52.0/assets',}; CreativeEngine.init(config).then(async engine => { let scene = await engine.scene.createFromImage(objectURL); // Find the automatically added graphic block in the scene that contains the image fill. const block = engine.block.findByType('graphic')[0]; // Change its opacity. engine.block.setOpacity(block, 0.5); // Attach engine canvas to DOM document.getElementById('cesdk_container').append(engine.element);}); ``` --- [Source](https:/img.ly/docs/cesdk/node/open-the-editor/from-htmlcanvas-2adf30) # Create From HTMLCanvas ``` import CreativeEngine from 'https://cdn.img.ly/packages/imgly/cesdk-engine/1.52.0/index.js'; // Draw the text 'img.ly' to the demo canvasconst canvas = document.getElementById('my-canvas');const ctx = canvas.getContext('2d');ctx.font = '100px Arial';ctx.fillText('img.ly', 120, 270); const dataURL = canvas.toDataURL(); const config = { license: 'mtLT-_GJwMhE7LDnO8KKEma7qSuzWuDxiKuQcxHKmz3fjaXWY2lT3o3Z2VdL5twm', userId: 'guides-user', baseURL: 'https://cdn.img.ly/packages/imgly/cesdk-engine/1.52.0/assets'}; CreativeEngine.init(config).then(async (engine) => { let scene = await engine.scene.createFromImage(dataURL); // Find the automatically added graphic block with an image fill in the scene. const block = engine.block.findByType('graphic')[0]; // Change its opacity. engine.block.setOpacity(block, 0.5); // Attach engine canvas to DOM document.getElementById('cesdk_container').append(engine.element);}); ``` ```
``` In this example, we will show you how to initialize the [CreativeEditor SDK](https://img.ly/products/creative-sdk) with an initial image provided from a canvas. Starting from an existing image allows you to use the editor for customizing individual assets. This is done by using `engine.scene.createFromImage(url: string, dpi = 300, pixelScaleFactor = 1): Promise` and passing a URL as argument. The `dpi` argument sets the dots per inch of the scene. The `pixelScaleFactor` sets the display’s pixel scale factor. To use the image drawn by a canvas as the initial image, acquire a `dataURL` containing the canvas contents via `canvas.toDataURL()`. ``` const dataURL = canvas.toDataURL(); ``` Use the created URL as a source for the initial image. ``` let scene = await engine.scene.createFromImage(dataURL); ``` We can retrieve the graphic block id of this initial image using `cesdk.engine.block.findByType(type: ObjectType): number[]`. Note that that function returns an array. Since there’s only a single graphic block in the scene, the block is at index `0`. ``` // Find the automatically added graphic block with an image fill in the scene.const block = engine.block.findByType('graphic')[0]; ``` We can then manipulate and modify this block. Here we modify its opacity with `cesdk.engine.block.setOpacity(id: number, opacity: number): void`. See [Modifying Scenes](node/concepts/blocks-90241e/) for more details. ``` // Change its opacity.engine.block.setOpacity(block, 0.5); ``` When starting with an initial image, the scenes page dimensions match the given image, and the scene is configured to be in pixel design units. To later save your scene, see [Saving Scenes](node/export-save-publish/save-c8b124/). ## Full Code[#](#full-code) Here’s the full code: ``` import CreativeEngine from 'https://cdn.img.ly/packages/imgly/cesdk-engine/1.52.0/index.js'; // Draw the text 'img.ly' to the demo canvasconst canvas = document.getElementById('my-canvas');const ctx = canvas.getContext('2d');ctx.font = '100px Arial';ctx.fillText('img.ly', 120, 270); const dataURL = canvas.toDataURL(); const config = { license: 'mtLT-_GJwMhE7LDnO8KKEma7qSuzWuDxiKuQcxHKmz3fjaXWY2lT3o3Z2VdL5twm', userId: 'guides-user', baseURL: 'https://cdn.img.ly/packages/imgly/cesdk-engine/1.52.0/assets',}; CreativeEngine.init(config).then(async engine => { let scene = await engine.scene.createFromImage(dataURL); // Find the automatically added graphic block with an image fill in the scene. const block = engine.block.findByType('graphic')[0]; // Change its opacity. engine.block.setOpacity(block, 0.5); // Attach engine canvas to DOM document.getElementById('cesdk_container').append(engine.element);}); ``` --- [Source](https:/img.ly/docs/cesdk/node/open-the-editor/blank-canvas-18ff05) # Start With Blank Canvas ``` import CreativeEngine from 'https://cdn.img.ly/packages/imgly/cesdk-engine/1.52.0/index.js'; const config = { license: 'mtLT-_GJwMhE7LDnO8KKEma7qSuzWuDxiKuQcxHKmz3fjaXWY2lT3o3Z2VdL5twm', userId: 'guides-user', baseURL: 'https://cdn.img.ly/packages/imgly/cesdk-engine/1.52.0/assets'}; CreativeEngine.init(config).then(async (engine) => { let scene = await engine.scene.create(); let page = engine.block.create('page'); engine.block.appendChild(scene, page); let block = engine.block.create('graphic'); engine.block.setShape(block, engine.block.createShape('star')); engine.block.setFill(block, engine.block.createFill('color')); engine.block.appendChild(page, block); // Attach engine canvas to DOM document.getElementById('cesdk_container').append(engine.element);}); ``` ```
``` In this example, we will show you how to initialize the [CreativeEditor SDK](https://img.ly/products/creative-sdk) from scratch and add a star shape. We create an empty scene via `engine.scene.create()` which sets up the default scene block with a camera attached. Afterwards, the scene can be populated by creating additional blocks and appending them to the scene. See [Modifying Scenes](node/concepts/blocks-90241e/) for more details. ``` let scene = await engine.scene.create(); ``` We first add a page with `create(type: DesignBlockType): number` specifying a `"page"` and set a parent-child relationship between the scene and this page. ``` let page = engine.block.create('page');engine.block.appendChild(scene, page); ``` To this page, we add a graphic block, again with `create(type: DesignBlockType): number`. To make it more interesting, we set a star shape and a color fill to this block to give it a visual representation. Like for the page, we set the parent-child relationship between the page and the newly added block. From then on, modifications to this block are relative to the page. ``` let block = engine.block.create('graphic');engine.block.setShape(block, engine.block.createShape('star'));engine.block.setFill(block, engine.block.createFill('color'));engine.block.appendChild(page, block); ``` This example first appends a page child to the scene as would typically be done but it is not strictly necessary and any child block can be appended directly to a scene. To later save your scene, see [Saving Scenes](node/export-save-publish/save-c8b124/). ### Full Code[#](#full-code) Here’s the full code: ``` import CreativeEngine from 'https://cdn.img.ly/packages/imgly/cesdk-engine/1.52.0/index.js'; const config = { license: 'mtLT-_GJwMhE7LDnO8KKEma7qSuzWuDxiKuQcxHKmz3fjaXWY2lT3o3Z2VdL5twm', userId: 'guides-user', baseURL: 'https://cdn.img.ly/packages/imgly/cesdk-engine/1.52.0/assets',}; CreativeEngine.init(config).then(async engine => { let scene = await engine.scene.create(); let page = engine.block.create('page'); engine.block.appendChild(scene, page); let block = engine.block.create('graphic'); engine.block.setShape(block, engine.block.createShape('star')); engine.block.setFill(block, engine.block.createFill('color')); engine.block.appendChild(page, block); // Attach engine canvas to DOM document.getElementById('cesdk_container').append(engine.element);}); ``` --- [Source](https:/img.ly/docs/cesdk/node/outlines/strokes-c2e621) # Using Strokes In this example, we will show you how to use the [CreativeEditor SDK](https://img.ly/products/creative-sdk)’s CreativeEngine to modify strokes through the `block` API. Strokes can be added to any shape or text and stroke styles are varying from plain solid lines to dashes and gaps of varying lengths and can have different end caps. ## Strokes[#](#strokes) ``` supportsStroke(id: DesignBlockId): boolean ``` Query if the given block has a stroke property. * `id`: The block to query. * Returns True if the block has a stroke property. ``` setStrokeEnabled(id: DesignBlockId, enabled: boolean): void ``` Enable or disable the stroke of the given design block. Required scope: ‘stroke/change’ * `id`: The block whose stroke should be enabled or disabled. * `enabled`: If true, the stroke will be enabled. ``` isStrokeEnabled(id: DesignBlockId): boolean ``` Query if the stroke of the given design block is enabled. * `id`: The block whose stroke state should be queried. * Returns True if the block’s stroke is enabled. ``` setStrokeColor(id: DesignBlockId, color: Color): void ``` Set the stroke color of the given design block. Required scope: ‘stroke/change’ * `id`: The block whose stroke color should be set. * `color`: The color to set. ``` getStrokeColor(id: DesignBlockId): Color ``` Get the stroke color of the given design block. * `id`: The block whose stroke color should be queried. * Returns The stroke color. ``` setStrokeWidth(id: DesignBlockId, width: number): void ``` Set the stroke width of the given design block. Required scope: ‘stroke/change’ * `id`: The block whose stroke width should be set. * `width`: The stroke width to be set. ``` getStrokeWidth(id: DesignBlockId): number ``` Get the stroke width of the given design block. * `id`: The block whose stroke width should be queried. * Returns The stroke’s width. ``` setStrokeStyle(id: DesignBlockId, style: StrokeStyle): void ``` Set the stroke style of the given design block. Required scope: ‘stroke/change’ * `id`: The block whose stroke style should be set. * `style`: The stroke style to be set. ``` type StrokeStyle = | 'Dashed' | 'DashedRound' | 'Dotted' | 'LongDashed' | 'LongDashedRound' | 'Solid'; ``` ``` getStrokeStyle(id: DesignBlockId): StrokeStyle ``` Get the stroke style of the given design block. * `id`: The block whose stroke style should be queried. * Returns The stroke’s style. ``` setStrokePosition(id: DesignBlockId, position: StrokePosition): void ``` Set the stroke position of the given design block. Required scope: ‘stroke/change’ * `id`: The block whose stroke position should be set. * `position`: The stroke position to be set. ``` type StrokePosition = 'Center' | 'Inner' | 'Outer'; ``` ``` getStrokePosition(id: DesignBlockId): StrokePosition ``` Get the stroke position of the given design block. * `id`: The block whose stroke position should be queried. * Returns The stroke position. ``` setStrokeCornerGeometry(id: DesignBlockId, cornerGeometry: StrokeCornerGeometry): void ``` Set the stroke corner geometry of the given design block. Required scope: ‘stroke/change’ * `id`: The block whose stroke join geometry should be set. * `cornerGeometry`: The stroke join geometry to be set. ``` type StrokeCornerGeometry = 'Bevel' | 'Miter' | 'Round'; ``` ``` getStrokeCornerGeometry(id: DesignBlockId): StrokeCornerGeometry ``` Get the stroke corner geometry of the given design block. * `id`: The block whose stroke join geometry should be queried. * Returns The stroke join geometry. ## Full Code[#](#full-code) Here’s the full code for using strokes: ``` // Check if block supports strokesif (engine.block.supportsStroke(block)) { // Enable the stroke engine.block.setStrokeEnabled(block, true); const strokeIsEnabled = engine.block.isStrokeEnabled(block); // Configure it engine.block.setStrokeWidth(block, 5); const strokeWidth = engine.block.getStrokeWidth(block); engine.block.setStrokeColor(block, { r: 0, g: 1, b: 0, a: 1 }); const strokeColor = engine.block.getStrokeColor(block); engine.block.setStrokeStyle(block, 'Dashed'); const strokeStyle = engine.block.getStrokeStyle(block); engine.block.setStrokePosition(block, 'Outer'); const strokePosition = engine.block.getStrokePosition(block); engine.block.setStrokeCornerGeometry(block, 'Round'); const strokeCornerGeometry = engine.block.getStrokeCornerGeometry(block);} ``` --- [Source](https:/img.ly/docs/cesdk/node/outlines/shadows-and-glows-6610fa) # Shadows and Glows ``` // Configure a basic colored drop shadow if the block supports themif (engine.block.supportsDropShadow(block)) { engine.block.setDropShadowEnabled(block, true); engine.block.setDropShadowColor(block, { r: 1.0, g: 0.75, b: 0.8, a: 1.0 }); const dropShadowColor = engine.block.getDropShadowColor(block); engine.block.setDropShadowOffsetX(block, -10); engine.block.setDropShadowOffsetY(block, 5); const dropShadowOffsetX = engine.block.getDropShadowOffsetX(block); const dropShadowOffsetY = engine.block.getDropShadowOffsetY(block); engine.block.setDropShadowBlurRadiusX(block, -10); engine.block.setDropShadowBlurRadiusY(block, 5); engine.block.setDropShadowClip(block, false); const dropShadowClip = engine.block.getDropShadowClip(block); // Query a blocks drop shadow properties const dropShadowIsEnabled = engine.block.isDropShadowEnabled(block); const dropShadowBlurRadiusX = engine.block.getDropShadowBlurRadiusX(block); const dropShadowBlurRadiusY = engine.block.getDropShadowBlurRadiusY(block);} ``` In this example, we will show you how to use the [CreativeEditor SDK](https://img.ly/products/creative-sdk)’s CreativeEngine to modify an block’s drop shadow through the `block` API. Drop shadows can be added to any shape, text or image. One can adjust its offset relative to its block on the X and Y axes, its blur factor on the X and Y axes and whether it is visible behind a transparent block. ## Functions[#](#functions) ``` supportsDropShadow(id: DesignBlockId): boolean ``` Query if the given block has a drop shadow property. * `id`: The block to query. * Returns True if the block has a drop shadow property. ``` setDropShadowEnabled(id: DesignBlockId, enabled: boolean): void ``` Enable or disable the drop shadow of the given design block. Required scope: ‘appearance/shadow’ * `id`: The block whose drop shadow should be enabled or disabled. * `enabled`: If true, the drop shadow will be enabled. ``` isDropShadowEnabled(id: DesignBlockId): boolean ``` Query if the drop shadow of the given design block is enabled. * `id`: The block whose drop shadow state should be queried. * Returns True if the block’s drop shadow is enabled. ``` setDropShadowColor(id: DesignBlockId, color: Color): void ``` Set the drop shadow color of the given design block. Required scope: ‘appearance/shadow’ * `id`: The block whose drop shadow color should be set. * `color`: The color to set. ``` getDropShadowColor(id: DesignBlockId): Color ``` Get the drop shadow color of the given design block. * `id`: The block whose drop shadow color should be queried. * Returns The drop shadow color. ``` setDropShadowOffsetX(id: DesignBlockId, offsetX: number): void ``` Set the drop shadow’s X offset of the given design block. Required scope: ‘appearance/shadow’ * `id`: The block whose drop shadow’s X offset should be set. * `offsetX`: The X offset to be set. ``` setDropShadowOffsetY(id: DesignBlockId, offsetY: number): void ``` Set the drop shadow’s Y offset of the given design block. Required scope: ‘appearance/shadow’ * `id`: The block whose drop shadow’s Y offset should be set. * `offsetY`: The X offset to be set. ``` getDropShadowOffsetX(id: DesignBlockId): number ``` Get the drop shadow’s X offset of the given design block. * `id`: The block whose drop shadow’s X offset should be queried. * Returns The offset. ``` getDropShadowOffsetY(id: DesignBlockId): number ``` Get the drop shadow’s Y offset of the given design block. * `id`: The block whose drop shadow’s Y offset should be queried. * Returns The offset. ``` setDropShadowBlurRadiusX(id: DesignBlockId, blurRadiusX: number): void ``` Set the drop shadow’s blur radius on the X axis of the given design block. Required scope: ‘appearance/shadow’ * `id`: The block whose drop shadow’s blur radius should be set. * `blurRadiusX`: The blur radius to be set. ``` setDropShadowBlurRadiusY(id: DesignBlockId, blurRadiusY: number): void ``` Set the drop shadow’s blur radius on the Y axis of the given design block. Required scope: ‘appearance/shadow’ * `id`: The block whose drop shadow’s blur radius should be set. * `blurRadiusY`: The blur radius to be set. ``` getDropShadowBlurRadiusX(id: DesignBlockId): number ``` Get the drop shadow’s blur radius on the X axis of the given design block. * `id`: The block whose drop shadow’s blur radius should be queried. * Returns The blur radius. ``` getDropShadowBlurRadiusY(id: DesignBlockId): number ``` Get the drop shadow’s blur radius on the Y axis of the given design block. * `id`: The block whose drop shadow’s blur radius should be queried. * Returns The blur radius. ``` setDropShadowClip(id: DesignBlockId, clip: boolean): void ``` Set the drop shadow’s clipping of the given design block. (Only applies to shapes.) * `id`: The block whose drop shadow’s clip should be set. * `clip`: The drop shadow’s clip to be set. ``` getDropShadowClip(id: DesignBlockId): boolean ``` Get the drop shadow’s clipping of the given design block. * `id`: The block whose drop shadow’s clipping should be queried. * Returns The drop shadow’s clipping. ## Full Code[#](#full-code) Here’s the full code: ``` // Configure a basic colored drop shadow if the block supports themif (engine.block.supportsDropShadow(block)) { engine.block.setDropShadowEnabled(block, true); engine.block.setDropShadowColor(block, { r: 1.0, g: 0.75, b: 0.8, a: 1.0 }); const dropShadowColor = engine.block.getDropShadowColor(block); engine.block.setDropShadowOffsetX(block, -10); engine.block.setDropShadowOffsetY(block, 5); const dropShadowOffsetX = engine.block.getDropShadowOffsetX(block); const dropShadowOffsetY = engine.block.getDropShadowOffsetY(block); engine.block.setDropShadowBlurRadiusX(block, -10); engine.block.setDropShadowBlurRadiusY(block, 5); engine.block.setDropShadowClip(block, false); const dropShadowClip = engine.block.getDropShadowClip(block); // Query a blocks drop shadow properties const dropShadowIsEnabled = engine.block.isDropShadowEnabled(block); const dropShadowBlurRadiusX = engine.block.getDropShadowBlurRadiusX(block); const dropShadowBlurRadiusY = engine.block.getDropShadowBlurRadiusY(block);} ``` --- [Source](https:/img.ly/docs/cesdk/node/outlines/overview-dfeb12) # Overview In CreativeEditor SDK (CE.SDK), _outlines_ refer to visual enhancements added around design elements. They include strokes, shadows, and glows, each serving to emphasize, separate, or stylize content. Outlines help improve visibility, create visual contrast, and enhance the overall aesthetic of a design. [Launch Web Demo](https://img.ly/showcases/cesdk)[ Get Started ](node/get-started/overview-e18f40/) ## Understanding Outlines[#](#understanding-outlines) * **Stroke (Outline):** A solid line that directly traces the border of an element. Strokes can vary in thickness, color, and style (such as dashed or dotted lines). * **Shadow:** A duplicate of the element rendered with an offset and blur effect, creating the illusion of depth. * **Glow:** A soft, diffused light that radiates outward from the element, typically used to create a luminous or halo effect. We don’t support `glow` directly in our API, however, it can be achieved by using a brightly-colored shadow. Each type of outline offers different visual styles and purposes, allowing you to tailor your design’s look and feel. ## Supported Elements[#](#supported-elements) You can apply outlines to a wide range of elements in CE.SDK, including: * Text elements * Shapes * Images * Stickers Some asset types or highly customized components may have limitations on which outline effects they support. Always check element capabilities if outline options appear unavailable. ## Programmatic Editing[#](#programmatic-editing) Developers can also manage outlines programmatically using the CE.SDK API. This includes: * **Accessing and modifying properties** such as stroke color, stroke width, shadow blur, and shadow offset. * **Enabling or disabling outlines** for individual design blocks. * **Removing outlines** programmatically by disabling stroke or shadow effects on a block. Programmatic control enables dynamic styling and automation for design generation workflows. ## Customizing Outline Properties[#](#customizing-outline-properties) Outlines in CE.SDK offer a variety of customizable properties to fit different design needs: * **Color:** Define the stroke or glow color to match branding or design themes. * **Thickness (Stroke Width):** Adjust how bold or subtle the stroke appears around the element. * **Opacity:** Control the transparency of strokes, shadows, or glows for subtle or strong effects. * **Blur (for Shadows and Glows):** Soften the appearance of shadows or glows by adjusting their blur radius. * **Offset (for Shadows):** Set how far a shadow is displaced from the element to control the sense of depth. --- [Source](https:/img.ly/docs/cesdk/node/import-media/source-sets-5679c8) # Source Sets ``` import CreativeEngine from 'https://cdn.img.ly/packages/imgly/cesdk-engine/1.52.0/index.js'; const config = { license: 'mtLT-_GJwMhE7LDnO8KKEma7qSuzWuDxiKuQcxHKmz3fjaXWY2lT3o3Z2VdL5twm', baseURL: './release/assets'}; CreativeEngine.init(config).then(async (engine) => { document.getElementById('cesdk_container').append(engine.element); const scene = engine.scene.create(); const page = engine.block.create('page'); engine.block.setWidth(page, 800); engine.block.setHeight(page, 600); engine.block.appendChild(scene, page); engine.scene.zoomToBlock(page, 50, 50, 50, 50); let block = engine.block.create('graphic'); engine.block.setShape(block, engine.block.createShape('rect')); const imageFill = engine.block.createFill('image'); engine.block.setSourceSet(imageFill, 'fill/image/sourceSet', [ { uri: 'https://img.ly/static/ubq_samples/sample_1_512x341.jpg', width: 512, height: 341 }, { uri: 'https://img.ly/static/ubq_samples/sample_1_1024x683.jpg', width: 1024, height: 683 }, { uri: 'https://img.ly/static/ubq_samples/sample_1_2048x1366.jpg', width: 2048, height: 1366 } ]); engine.block.setFill(block, imageFill); console.log(engine.block.getSourceSet(imageFill, 'fill/image/sourceSet')); engine.block.appendChild(page, block); const assetWithSourceSet = { id: 'my-image', meta: { kind: 'image', fillType: '//ly.img.ubq/fill/image' }, payload: { sourceSet: [ { uri: 'https://img.ly/static/ubq_samples/sample_1_512x341.jpg', width: 512, height: 341 }, { uri: 'https://img.ly/static/ubq_samples/sample_1_1024x683.jpg', width: 1024, height: 683 }, { uri: 'https://img.ly/static/ubq_samples/sample_1_2048x1366.jpg', width: 2048, height: 1366 } ] } }; await engine.asset.addLocalSource('my-dynamic-images'); engine.asset.addAssetToSource('my-dynamic-images', assetWithSourceSet); // Could also acquire the asset using `findAssets` on the source const result = await engine.asset.defaultApplyAsset(assetWithSourceSet); console.log( engine.block.getSourceSet( engine.block.getFill(result), 'fill/image/sourceSet' ) ); // Lists the entries from above again. const videoFill = engine.block.createFill('video'); engine.block.setSourceSet(videoFill, 'fill/video/sourceSet', [ { uri: 'https://img.ly/static/example-assets/sourceset/1x.mp4', width: 1920, height: 1080 } ]); await engine.block.addVideoFileURIToSourceSet( videoFill, 'fill/video/sourceSet', 'https://img.ly/static/example-assets/sourceset/2x.mp4' );}); ``` ```
``` Source sets allow specifying an entire set of sources, each with a different size, that should be used for drawing a block. The appropriate source is then dynamically chosen based on the current drawing size. This allows using the same scene to render a preview on a mobile screen using a small image file and a high-resolution file for print in the backend. This guide will show you how to specify source sets both for existing blocks and when defining assets. ### Drawing[#](#drawing) When an image needs to be drawn, the current drawing size in screen pixels is calculated and the engine looks up the most appropriate source file to draw at that resolution. 1. If a source set is set, the source with the closest size exceeding the drawing size is used 2. If no source set is set, the full resolution image is downscaled to a maximum edge length of 4096 (configurable via `maxImageSize` setting) and drawn to the target area This also gives more control about up- and downsampling to you, as all intermediate resolutions can be generated using tooling of your choice. **Source sets are also used during export of your designs and will resolve to the best matching asset for the export resolution.** ## Setup the scene[#](#setup-the-scene) We first create a new scene with a new page. ``` document.getElementById('cesdk_container').append(engine.element);const scene = engine.scene.create();const page = engine.block.create('page');engine.block.setWidth(page, 800);engine.block.setHeight(page, 600);engine.block.appendChild(scene, page);engine.scene.zoomToBlock(page, 50, 50, 50, 50); ``` ## Using a Source Set for an existing Block[#](#using-a-source-set-for-an-existing-block) To make use of a source set for an existing image fill, we use the `setSourceSet` API. This defines a set of sources and specifies height and width for each of these sources. The engine then chooses the appropriate source during drawing. You may query an existing source set using `getSourceSet`. You can add sources to an existing source set with `addImageFileURIToSourceSet`. ``` let block = engine.block.create('graphic');engine.block.setShape(block, engine.block.createShape('rect'));const imageFill = engine.block.createFill('image');engine.block.setSourceSet(imageFill, 'fill/image/sourceSet', [ { uri: 'https://img.ly/static/ubq_samples/sample_1_512x341.jpg', width: 512, height: 341 }, { uri: 'https://img.ly/static/ubq_samples/sample_1_1024x683.jpg', width: 1024, height: 683 }, { uri: 'https://img.ly/static/ubq_samples/sample_1_2048x1366.jpg', width: 2048, height: 1366 }]);engine.block.setFill(block, imageFill);console.log(engine.block.getSourceSet(imageFill, 'fill/image/sourceSet'));engine.block.appendChild(page, block); ``` ## Using a Source Set in an Asset[#](#using-a-source-set-in-an-asset) For assets, source sets can be defined in the `payload.sourceSet` field. This is directly translated to the `sourceSet` property when applying the asset. The resulting block is configured in the same way as the one described above. The code demonstrates how to add an asset that defines a source set to a local source and how `applyAsset` handles a populated `payload.sourceSet`. ``` const assetWithSourceSet = { id: 'my-image', meta: { kind: 'image', fillType: '//ly.img.ubq/fill/image' }, payload: { sourceSet: [ { uri: 'https://img.ly/static/ubq_samples/sample_1_512x341.jpg', width: 512, height: 341 }, { uri: 'https://img.ly/static/ubq_samples/sample_1_1024x683.jpg', width: 1024, height: 683 }, { uri: 'https://img.ly/static/ubq_samples/sample_1_2048x1366.jpg', width: 2048, height: 1366 } ] }}; ``` ## Video Source Sets[#](#video-source-sets) Source sets can also be used for video fills. This is done by setting the `sourceSet` property of the video fill. The engine will then use the source with the closest size exceeding the drawing size. Thumbnails will use the smallest source if `features/matchThumbnailSourceToFill` is disabled, which is the default. For low end devices or scenes with large videos, you can force the preview to always use the smallest source when editing by enabling `features/forceLowQualityVideoPreview`. On export, the highest quality source is used in any case. ``` const videoFill = engine.block.createFill('video'); engine.block.setSourceSet(videoFill, 'fill/video/sourceSet', [ { uri: 'https://img.ly/static/example-assets/sourceset/1x.mp4', width: 1920, height: 1080 } ]); await engine.block.addVideoFileURIToSourceSet( videoFill, 'fill/video/sourceSet', 'https://img.ly/static/example-assets/sourceset/2x.mp4' ); ``` ## Full Code[#](#full-code) Here’s the full code: ``` import CreativeEngine from 'https://cdn.img.ly/packages/imgly/cesdk-engine/1.52.0/index.js'; const config = { license: 'mtLT-_GJwMhE7LDnO8KKEma7qSuzWuDxiKuQcxHKmz3fjaXWY2lT3o3Z2VdL5twm', baseURL: './release/assets',}; CreativeEngine.init(config).then(async engine => { document.getElementById('cesdk_container').append(engine.element); const scene = engine.scene.create(); const page = engine.block.create('page'); engine.block.setWidth(page, 800); engine.block.setHeight(page, 600); engine.block.appendChild(scene, page); engine.scene.zoomToBlock(page, 50, 50, 50, 50); let block = engine.block.create('graphic'); engine.block.setShape(block, engine.block.createShape('rect')); const imageFill = engine.block.createFill('image'); engine.block.setSourceSet(imageFill, 'fill/image/sourceSet', [ { uri: 'https://img.ly/static/ubq_samples/sample_1_512x341.jpg', width: 512, height: 341, }, { uri: 'https://img.ly/static/ubq_samples/sample_1_1024x683.jpg', width: 1024, height: 683, }, { uri: 'https://img.ly/static/ubq_samples/sample_1_2048x1366.jpg', width: 2048, height: 1366, }, ]); engine.block.setFill(block, imageFill); console.log(engine.block.getSourceSet(imageFill, 'fill/image/sourceSet')); engine.block.appendChild(page, block); const assetWithSourceSet = { id: 'my-image', meta: { kind: 'image', fillType: '//ly.img.ubq/fill/image', }, payload: { sourceSet: [ { uri: 'https://img.ly/static/ubq_samples/sample_1_512x341.jpg', width: 512, height: 341, }, { uri: 'https://img.ly/static/ubq_samples/sample_1_1024x683.jpg', width: 1024, height: 683, }, { uri: 'https://img.ly/static/ubq_samples/sample_1_2048x1366.jpg', width: 2048, height: 1366, }, ], }, }; await engine.asset.addLocalSource('my-dynamic-images'); engine.asset.addAssetToSource('my-dynamic-images', assetWithSourceSet); // Could also acquire the asset using `findAssets` on the source const result = await engine.asset.defaultApplyAsset(assetWithSourceSet); console.log( engine.block.getSourceSet( engine.block.getFill(result), 'fill/image/sourceSet', ), ); // Lists the entries from above again. const videoFill = engine.block.createFill('video'); engine.block.setSourceSet(videoFill, 'fill/video/sourceSet', [ { uri: 'https://img.ly/static/example-assets/sourceset/1x.mp4', width: 1920, height: 1080, }, ]); await engine.block.addVideoFileURIToSourceSet( videoFill, 'fill/video/sourceSet', 'https://img.ly/static/example-assets/sourceset/2x.mp4', );}); ``` --- [Source](https:/img.ly/docs/cesdk/node/import-media/size-limits-c32275) # Size Limits CreativeEditor SDK (CE.SDK) supports importing high-resolution images, video, and audio, but there are practical limits to consider based on the user’s device capabilities. ## Image Resolution Limits[#](#image-resolution-limits) | Constraint | Recommendation / Limit | | --- | --- | | **Input Resolution** | Maximum input resolution is **4096×4096 pixels**. Images from external sources (e.g., Unsplash) are resized to this size before rendering on the canvas. You can modify this value using the `maxImageSize` setting. | | **Output Resolution** | There is no enforced output resolution limit. Theoretically, the editor supports output sizes up to **16,384×16,384 pixels**. However, practical limits depend on the device’s GPU capabilities and available memory. | All image processing in CE.SDK is handled client-side, so these values depend on the **maximum texture size** supported by the user’s hardware. The default limit of 4096×4096 is a safe baseline that works universally. Higher resolutions (e.g., 8192×8192) may work on certain devices but could fail on others during export if the GPU texture size is exceeded. To ensure consistent results across devices, it’s best to test higher output sizes on your target hardware and set conservative defaults in production. ## Video Resolution & Duration Limits[#](#video-resolution--duration-limits) | Constraint | Recommendation / Limit | | --- | --- | | **Resolution** | Up to **4K UHD** is supported for **playback** and **export**, depending on the user’s hardware and available GPU resources. For **import**, CE.SDK does not impose artificial limits, but maximum video size is bounded by the **32-bit address space of WebAssembly (wasm32)** and the **browser tab’s memory cap (~2 GB)**. | | **Frame Rate** | 30 FPS at 1080p is broadly supported; 60 FPS and high-res exports benefit from hardware acceleration | | **Duration** | Stories and reels of up to **2 minutes** are fully supported. Longer videos are also supported, but we generally found a maximum duration of **10 minutes** to be a good balance for a smooth editing experience and a pleasant export duration of around one minute on modern hardware. | Performance scales with client hardware. For best results with high-resolution or high-frame-rate video, modern CPUs/GPUs with hardware acceleration are recommended. --- [Source](https:/img.ly/docs/cesdk/node/import-media/overview-84bb23) # Overview In CE.SDK, assets are the building blocks of your creative workflow—whether they’re images, videos, audio, fonts, or templates. They power everything from basic image edits to dynamic, template-driven design generation. This guide gives you a high-level understanding of how to bring assets into CE.SDK, where they can come from, and how to decide on the right strategy for your application. Whether you’re working with local uploads, remote storage, or third-party sources, this guide will help you navigate your options and build an efficient import pipeline. [Launch Web Demo](https://img.ly/showcases/cesdk)[ Get Started ](node/get-started/overview-e18f40/) ## What is an Asset?[#](#what-is-an-asset) In CE.SDK, an _asset_ refers to any external media that can be inserted into a design scene. Assets are referenced via URIs, and are not stored or hosted by CE.SDK itself. Supported asset types include: * **Images** – JPEG, PNG, WebP, SVG, etc. * **Video** – MP4, MOV * **Audio / Music** – MP3, AAC * **Fonts** – Custom or system fonts * **Stickers** – SVG or PNG elements * **Templates** – Design presets or prebuilt scenes * **Custom Media** – Any content with a valid URI and supported format See a [full list of supported file formats](node/file-format-support-3c4b2a/). Assets are used throughout the editor to fill shapes, provide visual or audio decoration, or serve as core scene content. ## Asset Sources in CE.SDK[#](#asset-sources-in-cesdk) CE.SDK supports a range of asset sources, allowing developers to import media from: * **Local Sources** Assets directly uploaded by the user (e.g., from their device). * **Remote Sources** Media served via external servers or your own backend (e.g., S3, CDN). * **Third-Party Sources** Create custom integrations with Unsplash, Getty, Airtable, etc. * **Dynamic Sources** Assets created or fetched on demand (e.g., generative AI images). **Note:** When a user opens the editor, CE.SDK downloads any referenced assets to the local environment for use within the editing session. ### When to Use Each Asset Source[#](#when-to-use-each-asset-source) | Use Case | Recommended Source Type | | --- | --- | | End-users upload personal media | Local Source | | Use your company’s asset library | Remote Source | | Enable searchable stock assets | Third-Party Source | | Fetch real-time AI-generated content | Dynamic Source | With **Local Asset Sources**, CE.SDK powers search functionality directly in the browser. For **Remote Asset Sources**, searching and indexing are typically offloaded to the server to ensure scalability and performance. **Performance Tip:** If you’re managing **thousands of assets**, it’s best to offload search and filtering to a **remote backend** to avoid performance bottlenecks in the browser. ## Asset Storage and Management in CE.SDK[#](#asset-storage-and-management-in-cesdk) ### No Built-In Storage Provided[#](#no-built-in-storage-provided) CE.SDK does **not** host or store assets. You must handle storage using your infrastructure: * Amazon S3 * Google Cloud Storage * Firebase * Your own custom backend ### How It Works[#](#how-it-works) * Assets are referenced via **URIs**—not embedded or stored internally. * You implement a **custom asset source**, which returns references to assets via CE.SDK’s API. * Assets are then made available in the **Asset Library** or loaded programmatically. ### Custom Asset Libraries[#](#custom-asset-libraries) CE.SDK is fully modular. You define how assets are fetched, filtered, categorized, and presented. This works for all asset types: images, videos, audio, and even uploads. ### Uploading Assets[#](#uploading-assets) CE.SDK supports upload workflows using your own infrastructure: * Use `onUpload` callbacks to trigger uploads. * Refresh asset lists after uploads with `refetchAssetSources`. ### Best Practices[#](#best-practices) Work with your backend team to: * Define where assets are stored and how they’re indexed. * Ensure secure, performant delivery of media files. * Implement custom asset source logic based on CE.SDK’s source API. ## Using and Customizing the Asset Library[#](#using-and-customizing-the-asset-library) The built-in Asset Library gives users a way to browse and insert assets visually. You can: * Add or remove asset categories (images, stickers, audio, etc.). * Customize the layout, filters, and tab order. * Show assets from your own remote sources. * Dynamically refresh asset lists when new files are uploaded. ## Default Assets[#](#default-assets) CE.SDK includes a set of default assets (images, templates, stickers, etc.) for testing or bootstrapping a demo. You can: * Use them in development for fast prototyping. * Customize or remove them entirely for production apps. Use `addDefaultAssetSources()` to populate the default library. By default, CE.SDK references assets from IMG.LY’s CDN (cdn.img.ly). This includes asset sources, but also default fonts and font fallbacks. It is highly recommended to [serve the assets](node/serve-assets-b0827c/) from your own servers in a production environment. This will ensure full availability and guarantee that your integration isn’t affected by changes to IMG.LY’s CDN. ## Third-Party Asset Integrations[#](#third-party-asset-integrations) CE.SDK supports integrations with popular content platforms: * **Unsplash** – High-quality free stock images * **Pexels** – Free photos and videos * **Getty Images** – Licensed, premium content * **Airtable** – Structured media from database rows * **Soundstripe** – Music and audio tracks for video scenes You can also integrate any other source using a custom asset source and the standard asset source API. ## File Type Support[#](#file-type-support) CreativeEditor SDK (CE.SDK) supports importing high-resolution images, video, and audio content. | Category | Supported Formats | | --- | --- | | **Images** | `.png`, `.jpeg`, `.jpg`, `.gif`, `.webp`, `.svg`, `.bmp` | | **Video** | `.mp4` (H.264/AVC, H.265/HEVC), `.mov` (H.264/AVC, H.265/HEVC) | | **Audio** | `.mp3`, `.m4a`, `.mp4` (AAC or MP3), `.mov` (AAC or MP3) | Need to import a format not listed here? CE.SDK allows you to create custom importers for any file type by using our Scene and Block APIs programmatically. ## Media Constraints[#](#media-constraints) ### Image Resolution Limits[#](#image-resolution-limits) | Constraint | Recommendation / Limit | | --- | --- | | **Input Resolution** | Maximum input resolution is **4096×4096 pixels**. Images from external sources (e.g., Unsplash) are resized to this size before rendering on the canvas. You can modify this value using the `maxImageSize` setting. | | **Output Resolution** | There is no enforced output resolution limit. Theoretically, the editor supports output sizes up to **16,384×16,384 pixels**. However, practical limits depend on the device’s GPU capabilities and available memory. | All image processing in CE.SDK is handled client-side, so these values depend on the **maximum texture size** supported by the user’s hardware. The default limit of 4096×4096 is a safe baseline that works universally. Higher resolutions (e.g., 8192×8192) may work on certain devices but could fail on others during export if the GPU texture size is exceeded. To ensure consistent results across devices, it’s best to test higher output sizes on your target hardware and set conservative defaults in production. --- [Source](https:/img.ly/docs/cesdk/node/open-the-editor/load-scene-478833) # Load a Scene ``` import CreativeEngine from 'https://cdn.img.ly/packages/imgly/cesdk-engine/1.52.0/index.js'; const config = { license: 'mtLT-_GJwMhE7LDnO8KKEma7qSuzWuDxiKuQcxHKmz3fjaXWY2lT3o3Z2VdL5twm', userId: 'guides-user', baseURL: 'https://cdn.img.ly/packages/imgly/cesdk-engine/1.52.0/assets'}; CreativeEngine.init(config).then(async (engine) => { // Load default assets referenced in the scene engine.addDefaultAssetSources(); const sceneUrl = 'https://cdn.img.ly/assets/demo/v1/ly.img.template/templates/cesdk_postcard_1.scene'; const sceneBlob = await fetch(sceneUrl).then((response) => { return response.blob(); }); const blobString = await sceneBlob.text(); let scene = await engine.scene .loadFromString(blobString) .then(() => { console.log('Load succeeded'); let text = engine.block.findByType('text')[0]; engine.block.setDropShadowEnabled(text, true); }) .catch((error) => { console.error('Load failed', error); }); // Attach engine canvas to DOM document.getElementById('cesdk_container').append(engine.element);}); ``` ```
``` ``` import CreativeEngine from 'https://cdn.img.ly/packages/imgly/cesdk-engine/1.52.0/index.js'; const config = { license: 'mtLT-_GJwMhE7LDnO8KKEma7qSuzWuDxiKuQcxHKmz3fjaXWY2lT3o3Z2VdL5twm', userId: 'guides-user', baseURL: 'https://cdn.img.ly/packages/imgly/cesdk-engine/1.52.0/assets'}; CreativeEngine.init(config).then(async (engine) => { // Load default assets referenced in the scene engine.addDefaultAssetSources(); const sceneUrl = 'https://cdn.img.ly/assets/demo/v1/ly.img.template/templates/cesdk_postcard_1.scene'; const sceneString = await fetch(sceneUrl).then((response) => { return response.text(); }); let scene = await engine.scene .loadFromString(sceneString) .then(() => { console.log('Load succeeded'); let text = engine.block.findByType('text')[0]; engine.block.setDropShadowEnabled(text, true); }) .catch((error) => { console.error('Load failed', error); }); // Attach engine canvas to DOM document.getElementById('cesdk_container').append(engine.element);}); ``` ```
``` ``` import CreativeEngine from 'https://cdn.img.ly/packages/imgly/cesdk-engine/1.52.0/index.js'; const config = { license: 'mtLT-_GJwMhE7LDnO8KKEma7qSuzWuDxiKuQcxHKmz3fjaXWY2lT3o3Z2VdL5twm', userId: 'guides-user', baseURL: 'https://cdn.img.ly/packages/imgly/cesdk-engine/1.52.0/assets'}; CreativeEngine.init(config).then(async (engine) => { // Load default assets referenced in the scene engine.addDefaultAssetSources(); const sceneUrl = 'https://cdn.img.ly/assets/demo/v1/ly.img.template/templates/cesdk_postcard_1.scene'; let scene = await engine.scene .loadFromURL(sceneUrl) .then(() => { console.log('Load succeeded'); let text = engine.block.findByType('text')[0]; engine.block.setDropShadowEnabled(text, true); }) .catch((error) => { console.error('Load failed', error); }); // Attach engine canvas to DOM document.getElementById('cesdk_container').append(engine.element);}); ``` ```
``` Loading an existing scene allows resuming work on a previous session or adapting an existing template to your needs. **Warning** Saving a scene can be done as a either _scene file_ or as an _archive file_ (c.f. [Saving scenes](node/export-save-publish/save-c8b124/)). A _scene file_ does not include any fonts or images. Only the source URIs of assets, the general layout, and element properties are stored. When loading scenes in a new environment, ensure previously used asset URIs are available. Conversely, an _archive file_ contains within it the scene’s assets and references them as relative URIs. ## Load Scenes from a Remote URL[#](#load-scenes-from-a-remote-url) Determine a URL that points to a scene binary string. ``` const sceneUrl = 'https://cdn.img.ly/assets/demo/v1/ly.img.template/templates/cesdk_postcard_1.scene'; ``` We can then pass that string to the `engine.scene.loadFromURL(url: string): Promise` function. The editor will reset and present the given scene to the user. The function is asynchronous and the returned `Promise` resolves if the scene load succeeded. ``` let scene = await engine.scene .loadFromURL(sceneUrl) .then(() => { console.log('Load succeeded'); let text = engine.block.findByType('text')[0]; engine.block.setDropShadowEnabled(text, true); }) .catch((error) => { console.error('Load failed', error); }); ``` From this point on we can continue to modify our scene. In this example, assuming the scene contains a text element, we add a drop shadow to it. See [Modifying Scenes](node/concepts/blocks-90241e/) for more details. ``` let text = engine.block.findByType('text')[0];engine.block.setDropShadowEnabled(text, true); ``` Scene loads may be reverted using `cesdk.engine.editor.undo()`. To later save your scene, see [Saving Scenes](node/export-save-publish/save-c8b124/). ### Full Code[#](#full-code) Here’s the full code: ``` import CreativeEngine from 'https://cdn.img.ly/packages/imgly/cesdk-engine/1.52.0/index.js'; const config = { license: 'mtLT-_GJwMhE7LDnO8KKEma7qSuzWuDxiKuQcxHKmz3fjaXWY2lT3o3Z2VdL5twm', userId: 'guides-user', baseURL: 'https://cdn.img.ly/packages/imgly/cesdk-engine/1.52.0/assets',}; CreativeEngine.init(config).then(async engine => { // Load default assets referenced in the scene engine.addDefaultAssetSources(); const sceneUrl = 'https://cdn.img.ly/assets/demo/v1/ly.img.template/templates/cesdk_postcard_1.scene'; let scene = await engine.scene .loadFromURL(sceneUrl) .then(() => { console.log('Load succeeded'); let text = engine.block.findByType('text')[0]; engine.block.setDropShadowEnabled(text, true); }) .catch(error => { console.error('Load failed', error); }); // Attach engine canvas to DOM document.getElementById('cesdk_container').append(engine.element);}); ``` ## Load Scenes from a String[#](#load-scenes-from-a-string) In this example, we fetch a scene from a remote URL and load it as a string. This string could also come from the result of `engine.scene.saveToString()`. ``` const sceneUrl = 'https://cdn.img.ly/assets/demo/v1/ly.img.template/templates/cesdk_postcard_1.scene';const sceneString = await fetch(sceneUrl).then((response) => { return response.text();}); ``` We can pass that string to the `engine.scene.loadFromString(sceneContent: string): Promise)` function. The editor will then reset and present the given scene to the user. The function is asynchronous and the returned `Promise` resolves, if the scene load succeeded. ``` let scene = await engine.scene .loadFromURL(sceneUrl) .then(() => { console.log('Load succeeded'); let text = engine.block.findByType('text')[0]; engine.block.setDropShadowEnabled(text, true); }) .catch((error) => { console.error('Load failed', error); }); ``` From this point on we can continue to modify our scene. In this example, assuming the scene contains a text element, we add a drop shadow to it. See [Modifying Scenes](node/concepts/blocks-90241e/) for more details. ``` let text = engine.block.findByType('text')[0];engine.block.setDropShadowEnabled(text, true); ``` Scene loads may be reverted using `cesdk.engine.editor.undo()`. To later save your scene, see [Saving Scenes](node/export-save-publish/save-c8b124/). ### Full Code[#](#full-code-1) Here’s the full code: ``` import CreativeEngine from 'https://cdn.img.ly/packages/imgly/cesdk-engine/1.52.0/index.js'; const config = { license: 'mtLT-_GJwMhE7LDnO8KKEma7qSuzWuDxiKuQcxHKmz3fjaXWY2lT3o3Z2VdL5twm', userId: 'guides-user', baseURL: 'https://cdn.img.ly/packages/imgly/cesdk-engine/1.52.0/assets',}; CreativeEngine.init(config).then(async engine => { // Load default assets referenced in the scene engine.addDefaultAssetSources(); const sceneUrl = 'https://cdn.img.ly/assets/demo/v1/ly.img.template/templates/cesdk_postcard_1.scene'; const sceneString = await fetch(sceneUrl).then(response => { return response.text(); }); let scene = await engine.scene .loadFromString(sceneString) .then(() => { console.log('Load succeeded'); let text = engine.block.findByType('text')[0]; engine.block.setDropShadowEnabled(text, true); }) .catch(error => { console.error('Load failed', error); }); // Attach engine canvas to DOM document.getElementById('cesdk_container').append(engine.element);}); ``` ## Load Scenes From a Blob[#](#load-scenes-from-a-blob) In this example, we fetch a scene from a remote URL and load it as `sceneBlob`. ``` const sceneUrl = 'https://cdn.img.ly/assets/demo/v1/ly.img.template/templates/cesdk_postcard_1.scene';const sceneBlob = await fetch(sceneUrl).then((response) => { return response.blob();}); ``` To acquire a scene string from `sceneBlob`, we need to read its contents into a string. ``` const blobString = await sceneBlob.text(); ``` We can then pass that string to the `engine.scene.loadFromString(sceneContent: string): Promise` function. The editor will reset and present the given scene to the user. The function is asynchronous and the returned `Promise` resolves if the scene load succeeded. ``` let scene = await engine.scene .loadFromURL(sceneUrl) .then(() => { console.log('Load succeeded'); let text = engine.block.findByType('text')[0]; engine.block.setDropShadowEnabled(text, true); }) .catch((error) => { console.error('Load failed', error); }); ``` From this point on we can continue to modify our scene. In this example, assuming the scene contains a text element, we add a drop shadow to it. See [Modifying Scenes](node/concepts/blocks-90241e/) for more details. ``` let text = engine.block.findByType('text')[0];engine.block.setDropShadowEnabled(text, true); ``` Scene loads may be reverted using `cesdk.engine.editor.undo()`. To later save your scene, see [Saving Scenes](node/export-save-publish/save-c8b124/). ### Full Code[#](#full-code-2) Here’s the full code: ``` import CreativeEngine from 'https://cdn.img.ly/packages/imgly/cesdk-engine/1.52.0/index.js'; const config = { license: 'mtLT-_GJwMhE7LDnO8KKEma7qSuzWuDxiKuQcxHKmz3fjaXWY2lT3o3Z2VdL5twm', userId: 'guides-user', baseURL: 'https://cdn.img.ly/packages/imgly/cesdk-engine/1.52.0/assets',}; CreativeEngine.init(config).then(async engine => { // Load default assets referenced in the scene engine.addDefaultAssetSources(); const sceneUrl = 'https://cdn.img.ly/assets/demo/v1/ly.img.template/templates/cesdk_postcard_1.scene'; const sceneBlob = await fetch(sceneUrl).then(response => { return response.blob(); }); const blobString = await sceneBlob.text(); let scene = await engine.scene .loadFromString(blobString) .then(() => { console.log('Load succeeded'); let text = engine.block.findByType('text')[0]; engine.block.setDropShadowEnabled(text, true); }) .catch(error => { console.error('Load failed', error); }); // Attach engine canvas to DOM document.getElementById('cesdk_container').append(engine.element);}); ``` ## Loading Scene Archives[#](#loading-scene-archives) Loading a scene archives requires unzipping the archives contents to a location, that’s accessible to the CreativeEngine. One could for example unzip the archive via `unzip archive.zip` and then serve its contents using `$ npx serve`. This spins up a local test server, that serves everything contained in the current directory at `http://localhost:3000` The archive can then be loaded by calling `await engine.scene.loadFromURL('http://localhost:3000/scene.scene')`. See [loading scenes](node/open-the-editor/load-scene-478833/) for more details. All asset paths in the archive are then resolved relative to the location of the `scene.scene` file. For an image, that would result in `'http://localhost:3000/images/1234.jpeg'`. After loading all URLs are fully resolved with the location of the `scene.scene` file and the scene behaves like any other scene. ### Resolving assets from a different source[#](#resolving-assets-from-a-different-source) The engine will use its [URI resolver](node/open-the-editor/uri-resolver-36b624/) to resolve all asset paths it encounters. This allows you to redirect requests for the assets contained in archive to a different location. To do so, you can add a custom resolver, that redirects requests for assets to a different location. Assuming you store your archived scenes in a `scenes/` directory, this would be an example of how to do so: ``` engine.editor.setURIResolver(uri => { const url = new URL(uri); if ( url.hostname === 'localhost' && url.pathname.startsWith('/scenes') && !url.pathname.endsWith('.scene') ) { // Apply custom logic here, e.g. redirect to a different server } // Use default behaviour for everything else return engine.editor.defaultURIResolver(uri);}); ``` --- [Source](https:/img.ly/docs/cesdk/node/import-media/from-remote-source-b65faf) # Import From Remote Source --- [Source](https:/img.ly/docs/cesdk/node/import-media/concepts-5e6197) # Concepts ``` import CreativeEngine from 'https://cdn.img.ly/packages/imgly/cesdk-engine/1.52.0/index.js'; const config = { baseURL: 'https://cdn.img.ly/packages/imgly/cesdk-engine/1.52.0/assets',}; CreativeEngine.init(config).then(async engine => { const scene = engine.scene.create(); const page = engine.block.create('page'); engine.block.appendChild(scene, page); const customSource = { id: 'foobar', async findAssets(queryData) { return Promise.resolve({ assets: [ { id: 'logo', meta: { uri: 'https://img.ly/static/ubq_samples/imgly_logo.jpg', thumbUri: 'https://img.ly/static/ubq_samples/thumbnails/imgly_logo.jpg', blockType: '//ly.img.ubq/image', width: 320, height: 116, }, context: { sourceId: 'foobar', }, }, ], total: 1, currentPage: queryData.page, nextPage: undefined, }); }, async applyAsset(assetResult) { return engine.asset.defaultApplyAsset(assetResult); }, async applyAssetToBlock(assetResult, block) { engine.asset.defaultApplyAssetToBlock(assetResult, block); }, }; engine.asset.onAssetSourceAdded(sourceID => { console.log(`Added source: ${sourceID}`); }); engine.asset.onAssetSourceRemoved(sourceID => { console.log(`Removed source: ${sourceID}`); }); engine.asset.onAssetSourceUpdated(sourceID => { console.log(`Updated source: ${sourceID}`); }); engine.asset.addSource(customSource); engine.asset.addLocalSource('local-source'); engine.asset.addAssetToSource('local-source', { id: 'ocean-waves-1', label: { en: 'relaxing ocean waves', }, tags: { en: ['ocean', 'waves', 'soothing', 'slow'], }, meta: { uri: `https://example.com/ocean-waves-1.mp4`, thumbUri: `https://example.com/thumbnails/ocean-waves-1.jpg`, mimeType: 'video/mp4', width: 1920, height: 1080, }, }); engine.asset.removeAssetFromSource('local-source', 'ocean-waves-1'); engine.asset.removeSource('local-source'); engine.asset.findAllSources(); const mimeTypes = engine.asset.getSupportedMimeTypes( 'ly.img.asset.source.unsplash', ); const credits = engine.asset.getCredits(customSource.id); const license = engine.asset.getLicense(customSource.id); const groups = engine.asset.getGroups(customSource.id); const result = await engine.asset.findAssets(customSource.id, { page: 0, perPage: 100, }); const asset = result.assets[0]; const sortByNewest = await engine.asset.findAssets('ly.img.image.upload', { page: 0, perPage: 10, sortingOrder: 'Descending', }); const sortById = await engine.asset.findAssets('ly.img.image.upload', { page: 0, perPage: 10, sortingOrder: 'Ascending', sortKey: 'id', }); const sortByMetaKeyValue = await engine.asset.findAssets( 'ly.img.image.upload', { page: 0, perPage: 10, sortingOrder: 'Ascending', sortKey: 'someMetaKey', }, ); const search = await engine.asset.findAssets('ly.img.asset.source.unsplash', { query: 'banana', page: 0, perPage: 100, }); const sceneColorsResult = await engine.asset.findAssets( 'ly.img.scene.colors', { page: 0, perPage: 99999, }, ); const colorAsset = sceneColorsResult.assets[0]; await engine.asset.apply(customSource.id, asset); await engine.asset.applyToBlock(customSource.id, asset); engine.asset.assetSourceContentsChanged(customSource.id); engine.asset.removeSource(customSource.id); document.getElementById('cesdk_container').append(engine.element);}); ``` In this example, we will show you how to use the [CreativeEditor SDK](https://img.ly/products/creative-sdk)’s CreativeEngine to manage assets through the `asset` API. To begin working with assets first you need at least one asset source. As the name might imply asset sources provide the engine with assets. These assets then show up in the editor’s asset library. But they can also be independently searched and used to create design blocks. Asset sources can be added dynamically using the `asset` API as we will show in this guide. ## Defining a Custom Asset Source[#](#defining-a-custom-asset-source) Asset sources need at least an `id` and a `findAssets` function. You may notice asset source functions are all `async`. This way you can use web requests or other long-running operations inside them and return results asynchronously. Let’s go over these properties one by one: ``` const customSource = { ``` All functions of the `asset` API refer to an asset source by its unique `id`. That’s why it has to be mandatory. Trying to add an asset source with an already registered `id` will fail. ``` id: 'foobar', ``` ## Finding and Applying Assets[#](#finding-and-applying-assets) The `findAssets` function should return paginated asset results for the given `queryData`. The asset results have a set of mandatory and optional properties. For a listing with an explanation for each property please refer to the [Integrate a Custom Asset Source](node/import-media/from-remote-source/unsplash-8f31f0/) guide. The properties of the `queryData` and the pagination mechanism are also explained in this guide. ``` findAssets(sourceId: string, query: AssetQueryData): Promise> ``` Finds assets of a given type in a specific asset source. * `sourceId`: The ID of the asset source. * `query`: All the options to filter the search results by. * Returns The search results. The optional function ‘applyAsset’ is to define the behavior of what to do when an asset gets applied to the scene. You can use the engine’s APIs to do whatever you want with the given asset result. In this case, we always create an image block and add it to the first page we find. If you don’t provide this function the engine’s default behavior is to create a block based on the asset result’s `meta.blockType` property, add the block to the active page, and sensibly position and size it. ``` apply(sourceId: string, assetResult: AssetResult): Promise ``` Apply an asset result to the active scene. The default behavior will instantiate a block and configure it according to the asset’s properties. Note that this can be overridden by providing an `applyAsset` function when adding the asset source. * `sourceId`: The ID of the asset source. * `assetResult`: A single assetResult of a `findAssets` query. ``` defaultApplyAsset(assetResult: AssetResult): Promise ``` The default implementation for applying an asset to the scene. This implementation is used when no `applyAsset` function is provided to `addSource`. * `assetResult`: A single assetResult of a `findAssets` query. ``` applyToBlock(sourceId: string, assetResult: AssetResult, block: DesignBlockId): Promise ``` Apply an asset result to the given block. * `sourceId`: The ID of the asset source. * `assetResult`: A single assetResult of a `findAssets` query. * `block`: The block the asset should be applied to. ``` defaultApplyAssetToBlock(assetResult: AssetResult, block: DesignBlockId): Promise ``` The default implementation for applying an asset to an existing block. * `assetResult`: A single assetResult of a `findAssets` query. * `block`: The block to apply the asset result to. ``` getSupportedMimeTypes(sourceId: string): string[] ``` Queries the list of supported mime types of the specified asset source. An empty result means that all mime types are supported. * `sourceId`: The ID of the asset source. ## Registering a New Asset Source[#](#registering-a-new-asset-source) ``` addSource(source: AssetSource): void ``` Adds a custom asset source. Its ID has to be unique. * `source`: The asset source. ``` addLocalSource(id: string, supportedMimeTypes?: string[], applyAsset?: (asset: CompleteAssetResult) => Promise, applyAssetToBlock?: (asset: CompleteAssetResult, block: DesignBlockId) => Promise): void ``` Adds a local asset source. Its ID has to be unique. * `source`: The asset source. * `supportedMimeTypes`: The mime types of assets that are allowed to be added to this local source. * `applyAsset`: An optional callback that can be used to override the default behavior of applying a given asset result to the active scene. * `applyAssetToBlock`: An optional callback that can be used to override the default behavior of applying an asset result to a given block. ``` findAllSources(): string[] ``` Finds all registered asset sources. * Returns A list with the IDs of all registered asset sources. ``` removeSource(id: string): void ``` Removes an asset source with the given ID. * `id`: The ID to refer to the asset source. ``` onAssetSourceAdded: (callback: (sourceID: string) => void) => (() => void) ``` Register a callback to be called every time an asset source is added. * `callback`: The function that is called whenever an asset source is added. * Returns A method to unsubscribe. ``` onAssetSourceRemoved: (callback: (sourceID: string) => void) => (() => void) ``` Register a callback to be called every time an asset source is removed. * `callback`: The function that is called whenever an asset source is added. * Returns A method to unsubscribe. ``` onAssetSourceUpdated: (callback: (sourceID: string) => void) => (() => void) ``` Register a callback to be called every time an asset source’s contents are changed. * `callback`: The function that is called whenever an asset source is updated. * Returns A method to unsubscribe. ## Scene Asset Sources[#](#scene-asset-sources) A scene colors asset source is automatically available that allows listing all colors in the scene. This asset source is read-only and is updated when `findAssets` is called. ## Add an Asset[#](#add-an-asset) ``` addAssetToSource(sourceId: string, asset: AssetDefinition): void ``` Adds the given asset to a local asset source. * `sourceId`: The local asset source ID that the asset should be added to. * `asset`: The asset to be added to the asset source. ## Remove an Asset[#](#remove-an-asset) ``` removeAssetFromSource(sourceId: string, assetId: string): void ``` Removes the specified asset from its local asset source. * `sourceId`: The id of the local asset source that currently contains the asset. * `assetId`: The id of the asset to be removed. ## Asset Source Content Updates[#](#asset-source-content-updates) If the contents of your custom asset source change, you can call the `assetSourceContentsChanged` API to later notify all subscribers of the `onAssetSourceUpdated` API. ``` assetSourceContentsChanged(sourceID: string): void ``` Notifies the engine that the contents of an asset source changed. * `sourceID`: The asset source whose contents changed. ## Groups in Assets[#](#groups-in-assets) ``` getGroups(id: string): Promise ``` Queries the asset source’s groups for a certain asset type. * `id`: The ID of the asset source. * Returns The asset groups. ## Credits and License[#](#credits-and-license) ``` getCredits(sourceId: string): { name: string; url: string | undefined; } | undefined ``` Queries the asset source’s credits info. * `sourceId`: The ID of the asset source. * Returns The asset source’s credits info consisting of a name and an optional URL. ``` getLicense(sourceId: string): { name: string; url: string | undefined; } | undefined ``` Queries the asset source’s license info. * `sourceId`: The ID of the asset source. * Returns The asset source’s license info consisting of a name and an optional URL. ## Full Code[#](#full-code) Here’s the full code: ``` import CreativeEngine from 'https://cdn.img.ly/packages/imgly/cesdk-engine/1.52.0/index.js'; const config = { baseURL: 'https://cdn.img.ly/packages/imgly/cesdk-engine/1.52.0/assets',}; CreativeEngine.init(config).then(async engine => { const scene = engine.scene.create(); const page = engine.block.create('page'); engine.block.appendChild(scene, page); const customSource = { id: 'foobar', async findAssets(queryData) { return Promise.resolve({ assets: [ { id: 'logo', meta: { uri: 'https://img.ly/static/ubq_samples/imgly_logo.jpg', thumbUri: 'https://img.ly/static/ubq_samples/thumbnails/imgly_logo.jpg', blockType: '//ly.img.ubq/image', width: 320, height: 116, }, context: { sourceId: 'foobar', }, }, ], total: 1, currentPage: queryData.page, nextPage: undefined, }); }, async applyAsset(assetResult) { return engine.asset.defaultApplyAsset(assetResult); }, async applyAssetToBlock(assetResult, block) { engine.asset.defaultApplyAssetToBlock(assetResult, block); }, }; engine.asset.onAssetSourceAdded(sourceID => { console.log(`Added source: ${sourceID}`); }); engine.asset.onAssetSourceRemoved(sourceID => { console.log(`Removed source: ${sourceID}`); }); engine.asset.onAssetSourceUpdated(sourceID => { console.log(`Updated source: ${sourceID}`); }); engine.asset.addSource(customSource); engine.asset.addLocalSource('local-source'); engine.asset.addAssetToSource('local-source', { id: 'ocean-waves-1', label: { en: 'relaxing ocean waves', }, tags: { en: ['ocean', 'waves', 'soothing', 'slow'], }, meta: { uri: `https://example.com/ocean-waves-1.mp4`, thumbUri: `https://example.com/thumbnails/ocean-waves-1.jpg`, mimeType: 'video/mp4', width: 1920, height: 1080, }, }); engine.asset.removeAssetFromSource('local-source', 'ocean-waves-1'); engine.asset.removeSource('local-source'); engine.asset.findAllSources(); const mimeTypes = engine.asset.getSupportedMimeTypes( 'ly.img.asset.source.unsplash', ); const credits = engine.asset.getCredits(customSource.id); const license = engine.asset.getLicense(customSource.id); const groups = engine.asset.getGroups(customSource.id); const result = await engine.asset.findAssets(customSource.id, { page: 0, perPage: 100, }); const asset = result.assets[0]; const sortByNewest = await engine.asset.findAssets('ly.img.image.upload', { page: 0, perPage: 10, sortingOrder: 'Descending', }); const sortById = await engine.asset.findAssets('ly.img.image.upload', { page: 0, perPage: 10, sortingOrder: 'Ascending', sortKey: 'id', }); const sortByMetaKeyValue = await engine.asset.findAssets( 'ly.img.image.upload', { page: 0, perPage: 10, sortingOrder: 'Ascending', sortKey: 'someMetaKey', }, ); const search = await engine.asset.findAssets('ly.img.asset.source.unsplash', { query: 'banana', page: 0, perPage: 100, }); const sceneColorsResult = await engine.asset.findAssets( 'ly.img.scene.colors', { page: 0, perPage: 99999, }, ); const colorAsset = sceneColorsResult.assets[0]; await engine.asset.apply(customSource.id, asset); await engine.asset.applyToBlock(customSource.id, asset); engine.asset.assetSourceContentsChanged(customSource.id); engine.asset.removeSource(customSource.id); document.getElementById('cesdk_container').append(engine.element);}); ``` --- [Source](https:/img.ly/docs/cesdk/node/insert-media/position-and-align-cc6b6a) # Positioning and Alignment ``` const x = engine.block.getPositionX(block);const xMode = engine.block.getPositionXMode(block);const y = engine.block.getPositionY(block);const yMode = engine.block.getPositionYMode(block);engine.block.setPositionX(block, 0.25);engine.block.setPositionXMode(block, 'Percent');engine.block.setPositionY(block, 0.25);engine.block.setPositionYMode(block, 'Percent'); const rad = engine.block.getRotation(block);engine.block.setRotation(block, Math.PI / 2); const flipHorizontal = engine.block.getFlipHorizontal(block);const flipVertical = engine.block.getFlipVertical(block);engine.block.setFlipHorizontal(block, true);engine.block.setFlipVertical(block, false); const width = engine.block.getWidth(block);const widthMode = engine.block.getWidthMode(block);const height = engine.block.getHeight(block);const heightMode = engine.block.getHeightMode(block);engine.block.setWidth(block, 0.5);engine.block.setWidth(block, 2.5, true);engine.block.setWidthMode(block, 'Percent');engine.block.setHeight(block, 0.5);engine.block.setHeight(block, 2.5, true);engine.block.setHeightMode(block, 'Percent');const frameX = engine.block.getFrameX(block);const frameY = engine.block.getFrameY(block);const frameWidth = engine.block.getFrameWidth(block);const frameHeight = engine.block.getFrameHeight(block); engine.block.setAlwaysOnTop(block, false)val isAlwaysOnTop = engine.block.isAlwaysOnTop(block)engine.block.setAlwaysOnBottom(block, false)val isAlwaysOnBottom = engine.block.isAlwaysOnBottom(block)engine.block.bringToFront(block)engine.block.sendToBack(block)engine.block.bringForward(block)engine.block.sendBackward(block) const globalX = engine.block.getGlobalBoundingBoxX(block);const globalY = engine.block.getGlobalBoundingBoxY(block);const globalWidth = engine.block.getGlobalBoundingBoxWidth(block);const globalHeight = engine.block.getGlobalBoundingBoxHeight(block);const screenSpaceRect = engine.block.getScreenSpaceBoundingBoxXYWH([block]); engine.block.scale(block, 2.0, 0.5, 0.5); engine.block.fillParent(block); const pages = engine.scene.getPages();engine.block.resizeContentAware(pages, width: 100.0, 100.0); // Create blocks and append to pageconst member1 = engine.block.create('graphic');const member2 = engine.block.create('graphic');engine.block.appendChild(page, member1);engine.block.appendChild(page, member2);const distributable = engine.block.isDistributable([member1, member2]);if (distributable) { engine.block.distributeHorizontally([member1, member2], "Left"); engine.block.distributeVertically([member1, member2], "Top");}const alignable = engine.block.isAlignable([member1, member2]);if (alignable) { engine.block.alignHorizontally([member1, member2], "Left"); engine.block.alignVertically([member1, member2], "Top");} const isTransformLocked = engine.block.isTransformLocked(block);if (!isTransformLocked) { engine.block.setTransformLocked(block, true);} ``` In this example, we will show you how to use the [CreativeEditor SDK](https://img.ly/products/creative-sdk)’s CreativeEngine to modify scenes layout through the `block` API. ## Layout of Blocks[#](#layout-of-blocks) **Note on layout and frame size** The frame size is determined during the layout phase of the render process inside the engine. This means that calling `getFrameSize()` immediately after modifying the scene might return an inaccurate result. The CreativeEngine supports three different modes for positioning blocks. These can be set for each block and both coordinates independently: * `'Absolute'`: the position value is interpreted in the scene’s current design unit. * `'Percent'`: the position value is interpreted as percentage of the block’s parent’s size, where 1.0 means 100%. * `'Auto'` : the position is automatically determined. Likewise there are also three different modes for controlling a block’s size. Again both dimensions can be set independently: * `'Absolute'`: the size value is interpreted in the scene’s current design unit. * `'Percent'`: the size value is interpreted as percentage of the block’s parent’s size, where 1.0 means 100%. * `'Auto'` : the block’s size is automatically determined by the size of the block’s content. ### Positioning[#](#positioning) ``` getPositionX(id: DesignBlockId): number ``` Query a block’s x position. * `id`: The block to query. * Returns The value of the x position. ``` getPositionY(id: DesignBlockId): number ``` Query a block’s y position. * `id`: The block to query. * Returns The value of the y position. ``` getPositionXMode(id: DesignBlockId): PositionMode ``` Query a block’s mode for its x position. * `id`: The block to query. * Returns The current mode for the x position: absolute, percent or undefined. ``` getPositionYMode(id: DesignBlockId): PositionMode ``` Query a block’s mode for its y position. * `id`: The block to query. * Returns The current mode for the y position: absolute, percent or undefined. ``` setPositionX(id: DesignBlockId, value: number): void ``` Update a block’s x position. The position refers to the block’s local space, relative to its parent with the origin at the top left. Required scope: ‘layer/move’ * `id`: The block to update. * `value`: The value of the x position. ``` setPositionY(id: DesignBlockId, value: number): void ``` Update a block’s y position. The position refers to the block’s local space, relative to its parent with the origin at the top left. Required scope: ‘layer/move’ * `id`: The block to update. * `value`: The value of the y position. ``` setPositionXMode(id: DesignBlockId, mode: PositionMode): void ``` Set a block’s mode for its x position. Required scope: ‘layer/move’ * `id`: The block to update. * `mode`: The x position mode: absolute, percent or undefined. ``` setPositionYMode(id: DesignBlockId, mode: PositionMode): void ``` Set a block’s mode for its y position. Required scope: ‘layer/move’ * `id`: The block to update. * `mode`: The y position mode: absolute, percent or undefined. ``` type PositionMode = 'Absolute' | 'Percent' | 'Auto'; ``` * Absolute: Position in absolute design units. - Percent: Position in relation to the block’s parent’s size in percent, where 1.0 means 100%. - Auto: Position is automatically determined ### Size[#](#size) ``` getWidth(id: DesignBlockId): number ``` Query a block’s width. * `id`: The block to query. * Returns The value of the block’s width. ``` getWidthMode(id: DesignBlockId): SizeMode ``` Query a block’s mode for its width. * `id`: The block to query. * Returns The current mode for the width: absolute, percent or auto. ``` getHeight(id: DesignBlockId): number ``` Query a block’s height. * `id`: The block to query. * Returns The value of the block’s height. ``` getHeightMode(id: DesignBlockId): SizeMode ``` Query a block’s mode for its height. * `id`: The block to query. * Returns The current mode for the height: absolute, percent or auto. ``` setWidth(id: DesignBlockId, value: number, maintainCrop?: boolean): void ``` Update a block’s width and optionally maintain the crop. If the crop is maintained, the crop values will be automatically adjusted. The content fill mode `Cover` is only kept if the `features/transformEditsRetainCoverMode` setting is enabled, otherwise it will change to `Crop`. Required scope: ‘layer/resize’ * `id`: The block to update. * `value`: The new width of the block. * `maintainCrop`: Whether or not the crop values, if available, should be automatically adjusted. ``` setWidthMode(id: DesignBlockId, mode: SizeMode): void ``` Set a block’s mode for its width. Required scope: ‘layer/resize’ * `id`: The block to update. * `mode`: The width mode: Absolute, Percent or Auto. ``` setHeight(id: DesignBlockId, value: number, maintainCrop?: boolean): void ``` Update a block’s height and optionally maintain the crop. If the crop is maintained, the crop values will be automatically adjusted. The content fill mode `Cover` is only kept if the `features/transformEditsRetainCoverMode` setting is enabled, otherwise it will change to `Crop`. Required scope: ‘layer/resize’ * `id`: The block to update. * `value`: The new height of the block. * `maintainCrop`: Whether or not the crop values, if available, should be automatically adjusted. ``` setHeightMode(id: DesignBlockId, mode: SizeMode): void ``` Set a block’s mode for its height. Required scope: ‘layer/resize’ * `id`: The block to update. * `mode`: The height mode: Absolute, Percent or Auto. ``` type SizeMode = 'Absolute' | 'Percent' | 'Auto'; ``` * Absolute: Size in absolute design units. - Percent: Size in relation to the block’s parent’s size in percent, where 1.0 means 100%. - Auto: Size is automatically determined ### Layers[#](#layers) ``` setAlwaysOnTop(id: DesignBlockId, enabled: boolean): void ``` Update the block’s always-on-top property. If true, this blocks’s global sorting order is automatically adjusted to be higher than all other siblings without this property. If more than one block is set to be always-on-top, the child order decides which is on top. * `id`: the block to update. * `enabled`: whether the block shall be always-on-top. ``` isAlwaysOnTop(id: DesignBlockId): boolean ``` Query a block’s always-on-top property. * `id`: the block to query. * Returns true if the block is set to be always-on-top, false otherwise. ``` setAlwaysOnBottom(id: DesignBlockId, enabled: boolean): void ``` Update the block’s always-on-bottom property. If true, this blocks’s global sorting order is automatically adjusted to be lower than all other siblings without this property. If more than one block is set to be always-on-bottom, the child order decides which is on bottom. * `id`: the block to update. * `enabled`: whether the block shall always be below its siblings. ``` isAlwaysOnBottom(id: DesignBlockId): boolean ``` Query a block’s always-on-bottom property. * `id`: the block to query. * Returns true if the block is set to be always-on-bottom, false otherwise. ``` bringToFront(id: DesignBlockId): void ``` Updates the sorting order of this block and all of its manually created siblings so that the given block has the highest sorting order. If the block is parented to a track, it is first moved up in the hierarchy. * `id`: The id of the block to be given the highest sorting order among its siblings. ``` sendToBack(id: DesignBlockId): void ``` Updates the sorting order of this block and all of its manually created siblings so that the given block has the lowest sorting order. If the block is parented to a track, it is first moved up in the hierarchy. * `id`: The id of the block to be given the lowest sorting order among its siblings. ``` bringForward(id: DesignBlockId): void ``` Updates the sorting order of this block and all of its superjacent siblings so that the given block has a higher sorting order than the next superjacent sibling. If the block is parented to a track, it is first moved up in the hierarchy. Empty tracks and empty groups are passed by. * `id`: The id of the block to be given a higher sorting than the next superjacent sibling. ``` sendBackward(id: DesignBlockId): void ``` Updates the sorting order of this block and all of its manually created and subjacent siblings so that the given block will have a lower sorting order than the next subjacent sibling. If the block is parented to a track, it is first moved up in the hierarchy. Empty tracks and empty groups are passed by. * `id`: The id of the block to be given a lower sorting order than the next subjacent sibling. ### Rotation[#](#rotation) ``` getRotation(id: DesignBlockId): number ``` Query a block’s rotation in radians. * `id`: The block to query. * Returns The block’s rotation around its center in radians. ``` setRotation(id: DesignBlockId, radians: number): void ``` Update a block’s rotation. Required scope: ‘layer/rotate’ * `id`: The block to update. * `radians`: The new rotation in radians. Rotation is applied around the block’s center. ### Flipping[#](#flipping) ``` getFlipHorizontal(id: DesignBlockId): boolean ``` Query a block’s horizontal flip state. * `id`: The block to query. * Returns A boolean indicating for whether the block is flipped in the queried direction ``` getFlipVertical(id: DesignBlockId): boolean ``` Query a block’s vertical flip state. * `id`: The block to query. * Returns A boolean indicating for whether the block is flipped in the queried direction ``` setFlipHorizontal(id: DesignBlockId, flip: boolean): void ``` Update a block’s horizontal flip. Required scope: ‘layer/flip’ * `id`: The block to update. * `flip`: If the flip should be enabled. ``` setFlipVertical(id: DesignBlockId, flip: boolean): void ``` Update a block’s vertical flip. Required scope: ‘layer/flip’ * `id`: The block to update. * `flip`: If the flip should be enabled. ### Scaling[#](#scaling) ``` scale(id: DesignBlockId, scale: number, anchorX?: number, anchorY?: number): void ``` Scales the block and all of its children proportionally around the specified relative anchor point. This updates the position, size and style properties (e.g. stroke width) of the block and its children. Required scope: ‘layer/resize’ * `id`: The block that should be scaled. * `scale`: The scale factor to be applied to the current properties of the block. * `anchorX`: The relative position along the width of the block around which the scaling should occur. (0 = left edge, 0.5 = center, 1 = right edge) * `anchorY`: The relative position along the height of the block around which the scaling should occur. (0 = top edge, 0.5 = center, 1 = bottom edge) ### Fill a Block’s Parent[#](#fill-a-blocks-parent) ``` fillParent(id: DesignBlockId): void ``` Resize and position a block to entirely fill its parent block. The crop values of the block, except for the flip and crop rotation, are reset if it can be cropped. If the size of the block’s fill is unknown, the content fill mode is changed from `Crop` to `Cover` to prevent invalid crop values. Required scope: ‘layer/move’ - ‘layer/resize’ * `id`: The block that should fill its parent. ### Resize Blocks Content-aware[#](#resize-blocks-content-aware) ``` resizeContentAware(ids: DesignBlockId[], width: number, height: number): void ``` Resize all blocks to the given size. The content of the blocks is automatically adjusted to fit the new dimensions. Required scope: ‘layer/resize’ * `ids`: The blocks to resize. * `width`: The new width of the blocks. * `height`: The new height of the blocks. ### Even Distribution[#](#even-distribution) Multiple blocks can be distributed horizontally or vertically within their bounding box. The blocks are moved to have the remaining space divided evenly between the blocks. Blocks without a position and blocks that are not allowed to be moved will not be distributed. ``` isDistributable(ids: DesignBlockId[]): boolean ``` Confirms that a given set of blocks can be distributed. * `ids`: An array of block ids. * Returns Whether the blocks can be distributed. ``` distributeHorizontally(ids: DesignBlockId[]): void ``` Distribute multiple blocks horizontally within their bounding box so that the space between them is even. Required scope: ‘layer/move’ * `ids`: A non-empty array of block ids. ``` distributeVertically(ids: DesignBlockId[]): void ``` Distribute multiple blocks vertically within their bounding box so that the space between them is even. Required scope: ‘layer/move’ * `ids`: A non-empty array of block ids. ### Alignment[#](#alignment) Multiple blocks can be aligned horizontally or vertically within their bounding box. When a group is given, the elements within the group are aligned. If a single block is given, it gets aligned within its parent. Blocks without a position and blocks that are not allowed to be moved will not be aligned. ``` isAlignable(ids: DesignBlockId[]): boolean ``` Confirms that a given set of blocks can be aligned. * `ids`: An array of block ids. * Returns Whether the blocks can be aligned. ``` alignHorizontally(ids: DesignBlockId[], horizontalBlockAlignment: HorizontalBlockAlignment): void ``` Align multiple blocks horizontally within their bounding box or a single block to its parent. Required scope: ‘layer/move’ * `ids`: A non-empty array of block ids. * `alignment`: How they should be aligned: left, right, or center ``` alignVertically(ids: DesignBlockId[], verticalBlockAlignment: VerticalBlockAlignment): void ``` Align multiple blocks vertically within their bounding box or a single block to its parent. Required scope: ‘layer/move’ * `ids`: A non-empty array of block ids. * `alignment`: How they should be aligned: top, bottom, or center ### Computed Dimensions[#](#computed-dimensions) ``` getFrameX(id: DesignBlockId): number ``` Get a block’s layout position on the x-axis. The position is only available after an internal update loop which only occurs if the `features/implicitUpdatesEnabled` setting is set. * `id`: The block to query. * Returns The layout position on the x-axis. ``` getFrameY(id: DesignBlockId): number ``` Get a block’s layout position on the y-axis. The position is only available after an internal update loop which only occurs if the `features/implicitUpdatesEnabled` setting is set. * `id`: The block to query. * Returns The layout position on the y-axis. ``` getFrameWidth(id: DesignBlockId): number ``` Get a block’s layout width. The width is only available after an internal update loop which only occurs if the `features/implicitUpdatesEnabled` setting is set. * `id`: The block to query. * Returns The layout width. ``` getFrameHeight(id: DesignBlockId): number ``` Get a block’s layout height. The height is only available after an internal update loop which only occurs if the `features/implicitUpdatesEnabled` setting is set. * `id`: The block to query. * Returns The layout height. ``` getGlobalBoundingBoxX(id: DesignBlockId): number ``` Get the x position of the block’s axis-aligned bounding box in the scene’s global coordinate space. The scene’s global coordinate space has its origin at the top left. * `id`: The block whose bounding box should be calculated. * Returns float The x coordinate of the position of the axis-aligned bounding box. ``` getGlobalBoundingBoxY(id: DesignBlockId): number ``` Get the y position of the block’s axis-aligned bounding box in the scene’s global coordinate space. The scene’s global coordinate space has its origin at the top left. * `id`: The block whose bounding box should be calculated. * Returns float The y coordinate of the position of the axis-aligned bounding box. ``` getGlobalBoundingBoxWidth(id: DesignBlockId): number ``` Get the width of the block’s axis-aligned bounding box in the scene’s global coordinate space. The scene’s global coordinate space has its origin at the top left. * `id`: The block whose bounding box should be calculated. * Returns float The width of the axis-aligned bounding box. ``` getGlobalBoundingBoxHeight(id: DesignBlockId): number ``` Get the height of the block’s axis-aligned bounding box in the scene’s global coordinate space. The scene’s global coordinate space has its origin at the top left. * `id`: The block whose bounding box should be calculated. * Returns float The height of the axis-aligned bounding box. ``` getScreenSpaceBoundingBoxXYWH(ids: DesignBlockId[]): XYWH ``` Get the position and size of the axis-aligned bounding box for the given blocks in screen space. * `ids`: The block to query. * Returns The position and size of the bounding box. ### Transform Locking[#](#transform-locking) You can lock the transform of a block to prevent changes to any of its transformations. That is the block’s position, rotation, scale, and sizing. ``` isTransformLocked(id: DesignBlockId): boolean ``` Query a block’s transform locked state. If true, the block’s transform can’t be changed. * `id`: The block to query. * Returns True if transform locked, false otherwise. ``` setTransformLocked(id: DesignBlockId, locked: boolean): void ``` Update a block’s transform locked state. * `id`: The block to update. * `locked`: Whether the block’s transform should be locked. ## Full Code[#](#full-code) Here’s the full code: ``` const x = engine.block.getPositionX(block);const xMode = engine.block.getPositionXMode(block);const y = engine.block.getPositionY(block);const yMode = engine.block.getPositionYMode(block);engine.block.setPositionX(block, 0.25);engine.block.setPositionXMode(block, 'Percent');engine.block.setPositionY(block, 0.25);engine.block.setPositionYMode(block, 'Percent'); const rad = engine.block.getRotation(block);engine.block.setRotation(block, Math.PI / 2); const flipHorizontal = engine.block.getFlipHorizontal(block);const flipVertical = engine.block.getFlipVertical(block);engine.block.setFlipHorizontal(block, true);engine.block.setFlipVertical(block, false); const width = engine.block.getWidth(block);const widthMode = engine.block.getWidthMode(block);const height = engine.block.getHeight(block);const heightMode = engine.block.getHeightMode(block);engine.block.setWidth(block, 0.5);engine.block.setWidth(block, 2.5, true);engine.block.setWidthMode(block, 'Percent');engine.block.setHeight(block, 0.5);engine.block.setHeight(block, 2.5, true);engine.block.setHeightMode(block, 'Percent');const frameX = engine.block.getFrameX(block);const frameY = engine.block.getFrameY(block);const frameWidth = engine.block.getFrameWidth(block);const frameHeight = engine.block.getFrameHeight(block); engine.block.setAlwaysOnTop(block, false)val isAlwaysOnTop = engine.block.isAlwaysOnTop(block)engine.block.setAlwaysOnBottom(block, false)val isAlwaysOnBottom = engine.block.isAlwaysOnBottom(block)engine.block.bringToFront(block)engine.block.sendToBack(block)engine.block.bringForward(block)engine.block.sendBackward(block) const globalX = engine.block.getGlobalBoundingBoxX(block);const globalY = engine.block.getGlobalBoundingBoxY(block);const globalWidth = engine.block.getGlobalBoundingBoxWidth(block);const globalHeight = engine.block.getGlobalBoundingBoxHeight(block);const screenSpaceRect = engine.block.getScreenSpaceBoundingBoxXYWH([block]); engine.block.scale(block, 2.0, 0.5, 0.5); engine.block.fillParent(block); const pages = engine.scene.getPages();engine.block.resizeContentAware(pages, width: 100.0, 100.0); // Create blocks and append to pageconst member1 = engine.block.create('graphic');const member2 = engine.block.create('graphic');engine.block.appendChild(page, member1);engine.block.appendChild(page, member2);const distributable = engine.block.isDistributable([member1, member2]);if (distributable) { engine.block.distributeHorizontally([member1, member2], "Left"); engine.block.distributeVertically([member1, member2], "Top");}const alignable = engine.block.isAlignable([member1, member2]);if (alignable) { engine.block.alignHorizontally([member1, member2], "Left"); engine.block.alignVertically([member1, member2], "Top");} const isTransformLocked = engine.block.isTransformLocked(block);if (!isTransformLocked) { engine.block.setTransformLocked(block, true);} ``` --- [Source](https:/img.ly/docs/cesdk/node/text/emojis-510651) # Emojis ``` import CreativeEngine from 'https://cdn.img.ly/packages/imgly/cesdk-engine/1.52.0/index.js'; const config = { license: 'mtLT-_GJwMhE7LDnO8KKEma7qSuzWuDxiKuQcxHKmz3fjaXWY2lT3o3Z2VdL5twm', userId: 'guides-user', baseURL: 'https://cdn.img.ly/packages/imgly/cesdk-engine/1.52.0/assets'}; CreativeEngine.init(config).then(async (engine) => { document.getElementById('cesdk_container').append(engine.element); let uri = engine.editor.getSettingString('ubq://defaultEmojiFontFileUri'); // From a bundle engine.editor.setSettingString( 'ubq://defaultEmojiFontFileUri', 'bundle://ly.img.cesdk/fonts/NotoColorEmoji.ttf' ); // From a URL engine.editor.setSettingString( 'ubq://defaultEmojiFontFileUri', 'https://cdn.img.ly/assets/v2/emoji/NotoColorEmoji.ttf' ); const scene = engine.scene.create(); const page = engine.block.create('page'); engine.block.setWidth(page, 800); engine.block.setHeight(page, 600); engine.block.appendChild(scene, page); engine.scene.zoomToBlock(page, 40, 40, 40, 40); const text = engine.block.create('text'); engine.block.setString(text, 'text/text', 'Text with an emoji 🧐'); engine.block.setWidthMode(text, 'Auto'); engine.block.setHeightMode(text, 'Auto'); engine.block.appendChild(page, text);}); ``` ```
``` Text blocks in CE.SDK support the use of emojis. A default emoji font is used to render these independently from the target platform. This guide shows how to change the default font and use emojis in text blocks. ## Change the Default Emoji Font[#](#change-the-default-emoji-font) The default font URI can be changed when another emoji font should be used or when the font should be served from another website, a content delivery network (CDN), or a file path. The preset is to use the [NotoColorEmoji](https://github.com/googlefonts/noto-emoji) font loaded from our [CDN](https://cdn.img.ly/assets/v3/emoji/NotoColorEmoji.ttf). This font file supports a wide variety of Emojis and is licensed under the [Open Font License](https://cdn.img.ly/assets/v3/emoji/LICENSE.txt). The file is relatively small with 9.9 MB but has the emojis stored as PNG images. As an alternative for higher quality emojis, e.g., this [NotoColorEmoji](https://fonts.google.com/noto/specimen/Noto+Color+Emoji) font can be used. This font file supports also a wide variety of Emojis and is licensed under the [SIL Open Font License, Version 1.1](https://fonts.google.com/noto/specimen/Noto+Color+Emoji/license). The file is significantly larger with 24.3 MB but has the emojis stored as vector graphics. In order to change the emoji font URI, call the `setSettingString(keypath: string, value: string)` [Editor API](node/settings-970c98/) with ‘defaultEmojiFontFileUri’ as keypath and the new URI as value. ``` let uri = engine.editor.getSettingString('ubq://defaultEmojiFontFileUri');// From a bundleengine.editor.setSettingString( 'ubq://defaultEmojiFontFileUri', 'bundle://ly.img.cesdk/fonts/NotoColorEmoji.ttf');// From a URLengine.editor.setSettingString( 'ubq://defaultEmojiFontFileUri', 'https://cdn.img.ly/assets/v2/emoji/NotoColorEmoji.ttf'); ``` ## Add a Text Block with an Emoji[#](#add-a-text-block-with-an-emoji) To add a text block with an emoji, add a text block and set the emoji as text content. ``` const text = engine.block.create('text');engine.block.setString(text, 'text/text', 'Text with an emoji 🧐');engine.block.setWidthMode(text, 'Auto');engine.block.setHeightMode(text, 'Auto');engine.block.appendChild(page, text); ``` ## Full Code[#](#full-code) Here’s the full code: ``` import CreativeEngine from 'https://cdn.img.ly/packages/imgly/cesdk-engine/1.52.0/index.js'; const config = { license: 'mtLT-_GJwMhE7LDnO8KKEma7qSuzWuDxiKuQcxHKmz3fjaXWY2lT3o3Z2VdL5twm', userId: 'guides-user', baseURL: 'https://cdn.img.ly/packages/imgly/cesdk-engine/1.52.0/assets',}; CreativeEngine.init(config).then(async engine => { document.getElementById('cesdk_container').append(engine.element); let uri = engine.editor.getSettingString('ubq://defaultEmojiFontFileUri'); // From a bundle engine.editor.setSettingString( 'ubq://defaultEmojiFontFileUri', 'bundle://ly.img.cesdk/fonts/NotoColorEmoji.ttf', ); // From a URL engine.editor.setSettingString( 'ubq://defaultEmojiFontFileUri', 'https://cdn.img.ly/assets/v2/emoji/NotoColorEmoji.ttf', ); const scene = engine.scene.create(); const page = engine.block.create('page'); engine.block.setWidth(page, 800); engine.block.setHeight(page, 600); engine.block.appendChild(scene, page); engine.scene.zoomToBlock(page, 40, 40, 40, 40); const text = engine.block.create('text'); engine.block.setString(text, 'text/text', 'Text with an emoji 🧐'); engine.block.setWidthMode(text, 'Auto'); engine.block.setHeightMode(text, 'Auto'); engine.block.appendChild(page, text);}); ``` --- [Source](https:/img.ly/docs/cesdk/node/get-started/vanilla-n1234a) # Node.js - New Project This guide walks you through integrating the **CreativeEditor SDK (CE.SDK) Engine** in a **Node.js environment using Vanilla JavaScript (CommonJS or ES Modules)**, enabling you to process images and designs programmatically. By the end of this guide, you’ll have a working Node.js script that **loads a scene, modifies it, and exports it as an image**. ## Who is This Guide For?[#](#who-is-this-guide-for) This guide is for developers who: * Need to **perform image editing and scene manipulation programmatically** in a **Node.js environment** using **plain JavaScript**. * Want to use **CE.SDK’s Node.js package** for automation or backend processing **without TypeScript or additional frameworks**. * Prefer **a script-based approach** for **design generation and image exports**. ## What You’ll Achieve[#](#what-youll-achieve) * Install and configure **CE.SDK Engine** for **Node.js**. * Load and manipulate **design scenes** programmatically using **plain JavaScript**. * Export designs as **PNG images** without requiring a UI. ## Prerequisites[#](#prerequisites) Before getting started, ensure you have: * **Node.js v20 or later** installed. ([Download Node.js](https://nodejs.org/)) * A valid **CE.SDK license key** ([Get a free trial](https://img.ly/forms/free-trial)). ## Step 1: Install CE.SDK for Node.js[#](#step-1-install-cesdk-for-nodejs) Run the following command to install the required packages: Terminal window ``` # Install the CE.SDK Node.js packagenpm install @cesdk/node ``` ## Step 2: Set Up Your Project Structure[#](#step-2-set-up-your-project-structure) Create the following file: ``` /my-cesdk-node-project ├── index.js ├── package.json ``` ### index.js (ES Modules)[#](#indexjs-es-modules) If your project is using **ES Modules**, change the `package.json` file to include: ``` { "type": "module"} ``` Then, modify **`index.js`** to use ES Modules **(import syntax)**: ``` import fs from 'fs/promises';import CreativeEngine from '@cesdk/node'; const { MimeType } = CreativeEngine; const config = { license: 'YOUR_LICENSE_KEY', baseURL: 'https://cdn.img.ly/packages/imgly/cesdk-node/1.52.0/assets',}; CreativeEngine.init(config).then(async engine => { console.log('CE.SDK Engine initialized'); try { await engine.addDefaultAssetSources(); await engine.scene.loadFromURL( 'https://cdn.img.ly/assets/demo/v1/ly.img.template/templates/cesdk_instagram_photo_1.scene', ); const [page] = engine.block.findByType('page'); const blob = await engine.block.export(page, MimeType.Png); const arrayBuffer = await blob.arrayBuffer(); await fs.writeFile('./example-output.png', Buffer.from(arrayBuffer)); console.log('Export completed: example-output.png'); } catch (error) { console.error('Error processing scene:', error); } finally { engine.dispose(); }}); ``` ### index.js (CommonJS)[#](#indexjs-commonjs) Modify your `index.js` file to initialize CE.SDK Engine and process a scene **using CommonJS syntax**: ``` const fs = require('fs/promises');const CreativeEngine = require('@cesdk/node'); const { MimeType } = CreativeEngine; // Configuration for the engineconst config = { license: 'YOUR_LICENSE_KEY', // Replace with a valid license key baseURL: 'https://cdn.img.ly/packages/imgly/cesdk-node/1.52.0/assets',}; // Initialize CE.SDK EngineCreativeEngine.init(config).then(async engine => { console.log('CE.SDK Engine initialized'); try { // Load default assets await engine.addDefaultAssetSources(); // Load a scene from a URL await engine.scene.loadFromURL( 'https://cdn.img.ly/assets/demo/v1/ly.img.template/templates/cesdk_instagram_photo_1.scene', ); // Find the first page in the scene const [page] = engine.block.findByType('page'); // Export the scene as a PNG image const blob = await engine.block.export(page, MimeType.Png); const arrayBuffer = await blob.arrayBuffer(); // Save the exported image to the file system await fs.writeFile('./example-output.png', Buffer.from(arrayBuffer)); console.log('Export completed: example-output.png'); } catch (error) { console.error('Error processing scene:', error); } finally { // Dispose of the engine to free resources engine.dispose(); }}); ``` ## Step 3: Run the Script[#](#step-3-run-the-script) Once everything is set up, run your script using: Terminal window ``` node index.js ``` This will process the scene and generate an image file named **`example-output.png`** in your project directory. ## Troubleshooting & Common Errors[#](#troubleshooting--common-errors) **❌ Error: `fetch is not defined`** * If using **Node.js v16 or lower**, this error can occur. We only support Node.js v20 and above, as those are the officially maintained versions. **❌ Error: `Invalid license key`** * Verify that your **license key** is correct and not expired. **❌ Error: `SyntaxError: Cannot use import statement outside a module`** * If using **ES Modules**, ensure `"type": "module"` is set in `package.json`. * If using **CommonJS**, ensure `require()` is used instead of `import`. ## Next Steps[#](#next-steps) Congratulations! You’ve successfully integrated **CE.SDK Engine in Node.js** using **plain JavaScript**. Next, explore: * Running on AWS Lambda * Automating Creative Workflows --- [Source](https:/img.ly/docs/cesdk/node/get-started/vanilla-clone-github-project-n1fe4a) # Node.js - Clone GitHub Project This guide will walk you through cloning and running a pre-built CreativeEditor SDK (CE.SDK) Node.js integration project from GitHub. That’s the fastest way to get started with CE.SDK in Node.js without having to set everything up from scratch. ## Who Is This Guide For?[#](#who-is-this-guide-for) This guide is perfect for developers who: * Want to use CE.SDK on the server without the need for a custom setup. * Prefer working with a ready-to-go Node.js sample project. * Are comfortable using Git and Node.js to manage local development environments. ## What You’ll Achieve[#](#what-youll-achieve) * Clone the CE.SDK Node.js integration project from GitHub. * Install the required dependencies and run the project locally. * Start a creative editor process on a Node.js server. ## Prerequisites[#](#prerequisites) Before getting started, ensure you have the following: * **Git**: Required to clone the project repository. [Download Git](https://git-scm.com/downloads). * **The latest LTS version of Node.js and npm**: Necessary for installing dependencies and running the script. [Download Node.js](https://nodejs.org/). * A valid **CE.SDK license key** ([Get a free trial](https://img.ly/forms/free-trial)). ## Step 1: Clone the GitHub Repository[#](#step-1-clone-the-github-repository) Begin by cloning the CE.SDK examples repository from GitHub: Terminal window ``` git clone https://github.com/imgly/cesdk-web-examples.git ``` ## Step 2: Install the Dependencies[#](#step-2-install-the-dependencies) Now, navigate to the example directory: Terminal window ``` cd cesdk-web-examples/integrate-with-nodejs ``` Next, install the necessary dependencies using npm: Terminal window ``` npm install ``` This will download and install all the required packages listed in the project’s `package.json` file. ## Step 3: Add Your CE.SDK License Key[#](#step-3-add-your-cesdk-license-key) Open the `index.js` file and replace the placeholder with your valid CE.SDK license key: ``` const config = { license: '', // replace this with your CE.SDL license key // ...}; ``` ## Step 4: Run the Project[#](#step-4-run-the-project) Run the Node.js script that contains your creative editor logic by executing: Terminal window ``` node index.js ``` The script will be executed, and you’ll see the result in the terminal. ## Troubleshooting & Common Issues[#](#troubleshooting--common-issues) **❌ Issue**: `Module not found` or missing packages * Verify that `npm install` ran without any errors and all dependencies were installed correctly. **❌ Error**: `Invalid license key` * Confirm that the license key is correctly entered and valid. ## Next Steps[#](#next-steps) Congratulations! You’ve successfully integrated CE.SDK with Node.js. When you’re ready, dive deeper into the SDK and continue with the next steps: * Perform Basic Configuration * [Serve assets from your own servers](node/serve-assets-b0827c/) * Add Localization * Adapt the User Interface --- [Source](https:/img.ly/docs/cesdk/node/get-started/overview-e18f40) # Get Started Welcome to our documentation! This guide will help you get started with our SDK on your preferred platform. ## Choose Your Platform[#](#choose-your-platform) Node.js Deno Bun [→ New Project](node/get-started/vanilla-n1234a/)[→ Clone GitHub Project](node/get-started/vanilla-clone-github-project-n1fe4a/)[→ AWS Lambda](node/get-started/vanilla-aws-lambda-fee18b/) [→ Deno](node/get-started/deno-m2345b/) [→ Bun](node/get-started/bun-l3456c/) --- [Source](https:/img.ly/docs/cesdk/node/get-started/deno-m2345b) # Deno This guide walks you through integrating the **CreativeEditor SDK (CE.SDK) Engine** in a **Node.js-compatible environment using Deno**, the secure and modern runtime for JavaScript and TypeScript. By the end of this guide, you’ll have a Deno script that **loads a scene, modifies it, and exports it as an image**—all without a UI. ## Who is This Guide For?[#](#who-is-this-guide-for) This guide is for developers who: * Want to **programmatically edit and export scenes** using CE.SDK in **Deno**. * Prefer a **secure and modern runtime** with built-in TypeScript and native fetch support. * Need to integrate CE.SDK into server-side rendering, automation tools, or cloud functions using Deno. ## What You’ll Achieve[#](#what-youll-achieve) * Install and configure **CE.SDK Engine** in a **Deno project**. * Load and manipulate **design scenes** programmatically. * Export scenes to **PNG images** without any UI. ## Prerequisites[#](#prerequisites) Before getting started, ensure you have: * **Deno installed** * A valid **CE.SDK license key** ([Get a free trial](https://img.ly/forms/free-trial)) * **Deno v1.28 or later** to ensure compatibility with npm packages ## Step 1: Initialize Your Deno Project[#](#step-1-initialize-your-deno-project) Create your project structure: Terminal window ``` deno init my_project ``` Resulting in the following project structure: ``` my_project├── deno.json├── main_test.ts└── main.ts ``` ## Step 2: Use CE.SDK Engine via NPM Compatibility[#](#step-2-use-cesdk-engine-via-npm-compatibility) In your `main.ts`, use Deno’s npm compatibility to load CE.SDK: ``` // @deno-types="npm:@cesdk/node"import CreativeEngine from 'npm:@cesdk/node';import { writeFile } from 'node:fs/promises'; // Fix for TypeScript type resolution in Denoconst { MimeType } = CreativeEngine as any; // CE.SDK configurationconst config = { license: 'YOUR_LICENSE_KEY', // Replace with a valid license key baseURL: 'https://cdn.img.ly/packages/imgly/cesdk-node/1.52.0/assets',}; CreativeEngine.init(config).then(async engine => { console.log('CE.SDK Engine initialized (Deno)'); try { await engine.addDefaultAssetSources(); await engine.scene.loadFromURL( 'https://cdn.img.ly/assets/demo/v1/ly.img.template/templates/cesdk_instagram_photo_1.scene', ); const [page] = engine.block.findByType('page'); const blob = await engine.block.export(page, MimeType.Png); const arrayBuffer = await blob.arrayBuffer(); await writeFile('./example-output.png', Buffer.from(arrayBuffer)); console.log('Export completed: example-output.png'); } catch (err) { console.error('Error:', err); } finally { engine.dispose(); }}); ``` ## Step 3: Run the Script[#](#step-3-run-the-script) Execute the script using Deno’s Node/NPM compatibility adding the following flags: Terminal window ``` deno run \ --allow-read \ --allow-write \ --allow-net \ --unstable-ffi \ main.ts ``` These flags are required to execute `main.ts`: | Flag | Required | Why It’s Needed for CE.SDK Engine | | --- | --- | --- | | `--allow-read` | Yes | Grants permission to read from the file system. Useful if the engine loads local assets or template files. | | `--allow-write` | Yes | Allows CE.SDK to write the exported image file (`example-output.png`) to disk. | | `--allow-net` | Yes | Required to fetch remote assets and scenes (e.g., from `cdn.img.ly`). | | `--unstable-ffi` | Yes | Enables WebAssembly FFI, which CE.SDK Engine depends on for core rendering and export features. | ## Troubleshooting & Common Errors[#](#troubleshooting--common-errors) **❌ Error: `Cannot find module '@cesdk/node'`** * Make sure you’re running with the `-unstable` flag and Deno v1.28 or later. * Add `deno.json` or `import_map.json` if managing multiple npm dependencies. **❌ Error: `Invalid license key`** * Ensure your license key is correct and not expired. **❌ TypeScript errors for `MimeType`** * Use `CreativeEngine as any` or assert type manually to bypass missing type declarations. ## Next Steps[#](#next-steps) You’ve successfully integrated **CE.SDK Engine in Deno**. Now explore: * [Images Source Sets](node/import-media/source-sets-5679c8/) * [Text Variables](node/create-templates/add-dynamic-content/text-variables-7ecb50/) * [Placeholders](node/create-templates/add-dynamic-content/placeholders-d9ba8a/) * [Text Styling](node/text/styling-269c48/) --- [Source](https:/img.ly/docs/cesdk/node/get-started/bun-l3456c) # Bun This guide walks you through integrating the **CreativeEditor SDK (CE.SDK) Engine** in a **Node.js environment using Bun** as the package manager and runtime. By the end of this guide, you’ll have a working Node.js script that **loads a scene, modifies it, and exports it as an image** using **Bun’s fast runtime and bundling capabilities**. ## Who is This Guide For?[#](#who-is-this-guide-for) This guide is for developers who: * Need to **perform image editing and scene manipulation programmatically** in a **Node.js environment** using **Bun**. * Want to use **CE.SDK’s Node.js package** for automation or backend processing **with a fast, modern runtime**. ## What You’ll Achieve[#](#what-youll-achieve) * Install and configure **CE.SDK Engine** for **Node.js using Bun**. * Load and manipulate **design scenes** programmatically. * Export designs as **PNG images** without requiring a UI. ## Prerequisites[#](#prerequisites) Before getting started, ensure you have: * [**Bun installed**](https://bun.sh/) (Download Bun) * A valid **CE.SDK license key** ([Get a free trial](https://img.ly/forms/free-trial)) ## Step 1: Set Up Your Project[#](#step-1-set-up-your-project) Initialize your project with bun: Terminal window ``` bun init ``` Your project structure should look as follows: ``` /my-cesdk-bun-project ├── index.ts ├── bun.lockb ├── tsconfig.json ├── package.json ├── README.md ``` ## Step 2: Install CE.SDK for Node.js Using Bun[#](#step-2-install-cesdk-for-nodejs-using-bun) Run the following command to install the required packages: Terminal window ``` # Install the CE.SDK Node.js package with Bunbun add @cesdk/node ``` ### index.ts (TypeScript with Bun)[#](#indexts-typescript-with-bun) Modify your `index.ts` file to initialize CE.SDK Engine and process a scene **using Bun**: ``` import { writeFile } from 'fs/promises';import CreativeEngine from '@cesdk/node'; const { MimeType } = CreativeEngine as any; // Configuration for the engineconst config = { license: 'YOUR_LICENSE_KEY', // Replace with a valid license key baseURL: 'https://cdn.img.ly/packages/imgly/cesdk-node/1.52.0/assets',}; // Initialize CE.SDK EngineCreativeEngine.init(config).then(async engine => { console.log('CE.SDK Engine initialized'); try { // Load default assets await engine.addDefaultAssetSources(); // Load a scene from a URL await engine.scene.loadFromURL( 'https://cdn.img.ly/assets/demo/v1/ly.img.template/templates/cesdk_instagram_photo_1.scene', ); // Find the first page in the scene const [page] = engine.block.findByType('page'); // Export the scene as a PNG image const blob = await engine.block.export(page, MimeType.Png); const arrayBuffer = await blob.arrayBuffer(); // Save the exported image to the file system await writeFile('./example-output.png', Buffer.from(arrayBuffer)); console.log('Export completed: example-output.png'); } catch (error) { console.error('Error processing scene:', error); } finally { // Dispose of the engine to free resources engine.dispose(); }}); ``` ## Step 3: Run the Script Using Bun[#](#step-3-run-the-script-using-bun) Once everything is set up, run your script using: Terminal window ``` bun run index.ts ``` This will process the scene and generate an image file named **`example-output.png`** in your project directory. ## Step 4: Optimize Your Bun Project[#](#step-4-optimize-your-bun-project) ### 1\. Using Bun’s Faster File System API[#](#1-using-buns-faster-file-system-api) Bun has a built-in **fs API** that performs better than Node.js. Modify `index.ts` like this: ``` import { write } from 'bun';import CreativeEngine from '@cesdk/node'; const { MimeType } = CreativeEngine; const config = { license: 'YOUR_LICENSE_KEY', baseURL: 'https://cdn.img.ly/packages/imgly/cesdk-node/1.52.0/assets',}; CreativeEngine.init(config).then(async engine => { console.log('CE.SDK Engine initialized'); try { await engine.addDefaultAssetSources(); await engine.scene.loadFromURL( 'https://cdn.img.ly/assets/demo/v1/ly.img.template/templates/cesdk_instagram_photo_1.scene', ); const [page] = engine.block.findByType('page'); const blob = await engine.block.export(page, MimeType.Png); const arrayBuffer = await blob.arrayBuffer(); await write('./example-output.png', Buffer.from(arrayBuffer)); console.log('Export completed: example-output.png'); } catch (error) { console.error('Error processing scene:', error); } finally { engine.dispose(); }}); ``` ### 2\. Running the Bun Optimized Script[#](#2-running-the-bun-optimized-script) Terminal window ``` bun run index.ts ``` ## Troubleshooting & Common Errors[#](#troubleshooting--common-errors) **❌ Error: `fetch is not defined`** * **Bun natively supports `fetch`**, so this error **should not occur** unless using an outdated version. **❌ Error: `Invalid license key`** * Verify that your **license key** is correct and not expired. **❌ Error: `Cannot find module '@cesdk/node'`** * Ensure that **@cesdk/node** is installed correctly using `bun add @cesdk/node`. **❌ Error: `SyntaxError: Unexpected token 'import'`** * Ensure your script is named **index.ts** for **TypeScript** support in Bun. ## Next Steps[#](#next-steps) Congratulations! You’ve successfully integrated **CE.SDK Engine in Node.js using Bun**. Next, explore: * [Images Source Sets](node/import-media/source-sets-5679c8/) * [Text Variables](node/create-templates/add-dynamic-content/text-variables-7ecb50/) * [Placeholders](node/create-templates/add-dynamic-content/placeholders-d9ba8a/) * [Text Styling](node/text/styling-269c48/) --- [Source](https:/img.ly/docs/cesdk/node/get-started/vanilla-aws-lambda-fee18b) # Node.js - AWS Lambda This guide shows you how to create a simple API on **Amazon AWS** to dynamically generate image variants based on **CreativeEditor SDK (CE.SDK)** templates saved in an **S3** bucket by running the CE.SDK’s Creative Engine on the server. ## Who is This Guide For?[#](#who-is-this-guide-for) * Are using **Node.js** and **Amazon AWS**. * Want to create a **server-side API** for dynamically generating images or videos based on certain events. * Need to implement a **scalable solution** for creative automation in your application. ## What You’ll Achieve[#](#what-youll-achieve) * Implement CE.SDK service on AWS CDK App. * Set up a table on DynamoDB to store image records. * Create an image API implementing `create` and `get` endpoints. * Create lambda functions for creating and querying image resources as well as interpolating parameters to render an image using CE.SDK. ## Prerequisites[#](#prerequisites) Follow the steps in [this AWS tutorial.](https://docs.aws.amazon.com/cdk/v2/guide/getting_started.html) We are going to use AWS CDK to provision the infrastructure (API Gateway, Lambda Function, S3 buckets, DynamoDB and IAM Role) we need. You should have a basic understanding of the AWS CLI and [CloudFormation](https://aws.amazon.com/cloudformation/). * [Install and configure](https://docs.aws.amazon.com/cli/latest/userguide/getting-started-install.html) the AWS CLI. * [Install the AWS CDK](https://docs.aws.amazon.com/cdk/v2/guide/getting_started.html) npm package and bootstrap the necessary resources. * Get a valid [CE.SDK license key](https://img.ly/forms/free-trial). ## Step 1: Create the AWS CDK App[#](#step-1-create-the-aws-cdk-app) Create the AWS CDK app, for this example, we’ll create an app called “cesdk-aws-lambda”, but you’ll probably want to opt for a more descriptive name for your use case. Terminal window ``` mkdir cesdk-aws-lambdacd cesdk-aws-lambdacdk init --language javascript ``` The main entry point for our app will be `bin/cesdk-aws-lambda` and the stack script we’ll use to provision our resources will be located in `lib/cesdk-aws-lambda-stack.js`. Run the following command to test that everything is working correctly: Terminal window ``` cdk synth ``` Since we haven’t added anything to our stack file this will synthesize an empty stack. ## Step 2: Create a CE.SDK service[#](#step-2-create-a-cesdk-service) Create a CDK service file under `lib/cesdk-service.js` to configure our stack. We’ll create the necessary resources for the images API endpoint first; a REST API using APIGateway that integrates with a lambda handler that in turns creates and queries the DynamoDB table: ``` const { Construct } = require('constructs');const apigateway = require('aws-cdk-lib/aws-apigateway');const lambda = require('aws-cdk-lib/aws-lambda'); class CESDKService extends Construct { constructor(scope, id) { super(scope, id); const tableName = 'ImagesTable'; // lambda function for images endpoint creating new images and returning images const imagesHandler = new lambda.Function(this, 'ImagesHandler', { runtime: lambda.Runtime.NODEJS_20_X, code: lambda.Code.fromAsset('src'), handler: 'images-handler.main', environment: { TABLE_NAME: tableName, }, }); // Set up REST api for images const api = new apigateway.RestApi(this, 'cesdk-api', { restApiName: 'CESDK Service', description: 'This service renders cesdk templates.', }); const CESDKIntegration = new apigateway.LambdaIntegration(imagesHandler, { requestTemplates: { 'application/json': '{ "statusCode": "200" }' }, }); const imagesResource = api.root.addResource('images'); imagesResource.addMethod('POST', CESDKIntegration); // POST /images const imageResource = imagesResource.addResource('{id}'); imageResource.addMethod('GET', CESDKIntegration); // GET /images/{id} }} module.exports = { CESDKService }; ``` This service has to be added to the stack definition in the `lib/cesdk-aws-lambda-stack` file. ``` const { Stack } = require("aws-cdk-lib");const CESDKService = require("../lib/cesdk-service"); class CesdkAwsLambdaStack extends Stack { /** * * @param {Construct} scope * @param {string} id * @param {StackProps=} props */ constructor(scope, id, props) { super(scope, id, props); // The code that defines your stack goes here new CESDKService.CESDKService(this, "CESDK Service"); }} module.exports = { CesdkAwsLambdaStack }; ``` Test that the app runs and synthesizes a stack with `cdk synth`. ## Step 3: Create a Lambda Function to Create Images[#](#step-3-create-a-lambda-function-to-create-images) Create an `src` directory and run `npm init`. We’ll install all necessary dependencies inside the `src` directory, since only code specified via `code: lambda.Code.fromAsset("src")` in our service file will be made available to our lambda function. Terminal window ``` yarn add @cesdk/node @aws-sdk/client-dynamodb uuid ``` Next initialize an `images-handler.js` file inside it. This lambda function handles the `POST` and `GET` image requests. In the first case, we create a unique image id and a file name derived from it, then we add a new image record in our DynamoDB table storing the parameter from the request that should be interpolated, the id and file name as well as a creation status (initially `PENDING`) of the image that the client can query. The second case takes the image id from the request and simply returns the record from the database. ``` const { DynamoDBClient } = require("@aws-sdk/client-dynamodb");const { DynamoDBDocumentClient, GetCommand, PutCommand,} = require("@aws-sdk/lib-dynamodb");const { v4: uuidv4 } = require("uuid"); const dynamoDBClient = new DynamoDBClient({});const dynamoDBDocClient = DynamoDBDocumentClient.from(dynamoDBClient); const tableName = process.env.TABLE_NAME; exports.main = async function (event) { const routeKey = `${event.httpMethod} ${event.resource}`; try { switch (routeKey) { case "POST /images": const id = uuidv4(); const filename = `awesome-headline-${id}.png`; const requestBody = JSON.parse(event.body); // Create a new item in the DB table const putCommand = new PutCommand({ TableName: tableName, Item: { id, filename, interpolationParams: JSON.stringify({ headline: requestBody.headline, }), creationStatus: "PENDING", url: "", }, }); await dynamoDBDocClient.send(putCommand); var body = { id }; break; case "GET /images/{id}": const getCommand = new GetCommand({ TableName: tableName, Key: { id: event.pathParameters.id, }, }); const getResponse = await dynamoDBDocClient.send(getCommand); body = getResponse.Item; break; } return { statusCode: 200, headers: {}, body: JSON.stringify(body), }; } catch (error) { var body = error.stack || JSON.stringify(error, null, 2); return { statusCode: 400, headers: {}, body: JSON.stringify(body), }; }}; ``` After saving the function, you can run `cdk synth` again as sanity check that we’re still synthesizing an empty stack. ## Step 4: Integrating the Creative Engine[#](#step-4-integrating-the-creative-engine) Now, we need another lambda function to perform the heavy lifting of running the Creative Engine and rendering the image. For this add a `cesdk-handler.js` file in the `src` directory and create a lambda handler there. We’ll initialize the `CreativeEngine` and load the template from the URL we’ll provide through an environment variable. Of course, in most use cases you will want to dynamically retrieve templates from file storage, but for illustration purposes we hardcode the template here. ``` const CreativeEngine = require('@cesdk/node'); const templateURL = process.env.TEMPLATE_URL; const config = { license: '',}; exports.main = async function (event) { try { const engine = await CreativeEngine.init(config); // load scene from remote template file await engine.scene.loadFromURL(templateURL); } catch (error) { console.warn(error); }}; ``` Now to access the newly created image record, we need to set the `cesdkHanlder` as a lambda trigger for our DynamoDB table. Inside the `cesdk-service.js` we’ll first define the lambda function increasing the memory available to the function as well as the timeout to allow for more computation-heavy renderings. Then we’ll grant the required permissions to perform updates to the images table and finally, we’ll add a DynamoDB event stream to the `cesdkHandler`. The complete `cesdk-service.js` file is as follows: ``` const { Construct } = require("constructs");const apigateway = require("aws-cdk-lib/aws-apigateway");const lambda = require("aws-cdk-lib/aws-lambda");const s3 = require("aws-cdk-lib/aws-s3");const cdk = require("aws-cdk-lib");const dynamodb = require("aws-cdk-lib/aws-dynamodb");const iam = require("aws-cdk-lib/aws-iam");const eventsource = require("aws-cdk-lib/aws-lambda-event-sources"); class CESDKService extends Construct { constructor(scope, id) { super(scope, id); const tableName = "ImagesTable"; const bucket = new s3.Bucket(this, "CESDKStore"); // lambda function for images endpoint creating new images and returning images const imagesHandler = new lambda.Function(this, "ImagesHandler", { runtime: lambda.Runtime.NODEJS_20_X, code: lambda.Code.fromAsset("src"), handler: "images-handler.main", environment: { TABLE_NAME: tableName, }, }); // lambda function running CE.SDK and rendering image const cesdkHandler = new lambda.Function(this, "CESDKHandler", { runtime: lambda.Runtime.NODEJS_20_X, code: lambda.Code.fromAsset("src"), handler: "cesdk-handler.main", environment: { BUCKET: bucket.bucketName, TABLE_NAME: tableName, TEMPLATE_URL: "https://cdn.img.ly/assets/demo/v1/ly.img.template/templates/cesdk_postcard_1.scene", }, timeout: cdk.Duration.minutes(5), memorySize: 2048, }); // Create dynamo db table for storing image objects const imagesTable = new dynamodb.Table(this, "ImagesTable", { tableName: "ImagesTable", billingMode: dynamodb.BillingMode.PROVISIONED, removalPolicy: cdk.RemovalPolicy.DESTROY, partitionKey: { name: "id", type: dynamodb.AttributeType.STRING }, pointInTimeRecoverySpecification: { PointInTimeRecoveryEnabled: true, }, stream: dynamodb.StreamViewType.NEW_IMAGE, }); // Configure lambda permissions for resources bucket.grantReadWrite(cesdkHandler); const imagesTablePermissionPolicy = new iam.PolicyStatement({ actions: [ "dynamodb:BatchGetItem", "dynamodb:GetItem", "dynamodb:PutItem", "dynamodb:UpdateItem", ], resources: [imagesTable.tableArn], }); const imagesTablePermissions = new iam.Policy( this, `${this.appName}-ImagesTablePermissions`, { statements: [imagesTablePermissionPolicy], } ); imagesHandler.role?.attachInlinePolicy(imagesTablePermissions); cesdkHandler.role?.attachInlinePolicy(imagesTablePermissions); cesdkHandler.addEventSource( new eventsource.DynamoEventSource(imagesTable, { startingPosition: lambda.StartingPosition.LATEST, }) ); // Set up REST api for images const api = new apigateway.RestApi(this, "cesdk-api", { restApiName: "CESDK Service", description: "This service renders cesdk templates.", }); const CESDKIntegration = new apigateway.LambdaIntegration(imagesHandler, { requestTemplates: { "application/json": '{ "statusCode": "200" }' }, }); const imagesResource = api.root.addResource("images"); imagesResource.addMethod("POST", CESDKIntegration); // POST /images const imageResource = imagesResource.addResource("{id}"); imageResource.addMethod("GET", CESDKIntegration); // GET /images/{id} }} module.exports = { CESDKService }; ``` The reason we are initializing the CE.SDK outside of our lambda handler is that this allows [resource sharing among lambda requests](https://docs.aws.amazon.com/lambda/latest/operatorguide/static-initialization.html) and decreases our response time. To receive only events of new image records having been added to the table, we need to add the following config option to the `imagesTable` definition: ``` stream: dynamodb.StreamViewType.NEW_IMAGE; ``` ## Step 5: Filling a Template and Generating an Image[#](#step-5-filling-a-template-and-generating-an-image) Now we can finally get to the meat of the matter and populate a CE.SDK template with data submitted via our API. We receive the newly created image record via the event that is passed into the lambda handler, after interpolating the `headline` parameter and rendering the final image, we’ll store it in an S3 bucket and generate a signed URL to the image. Lastly, we update the image with the URL and set the `creationStatus` to `FINISHED`. The complete handler file now looks as follows: ``` const CreativeEngine = require("@cesdk/node");const { DynamoDBClient } = require("@aws-sdk/client-dynamodb");const { DynamoDBDocumentClient, UpdateCommand,} = require("@aws-sdk/lib-dynamodb");const { PutObjectCommand, S3Client } = require("@aws-sdk/client-s3");const { getSignedUrl } = require("@aws-sdk/s3-request-presigner"); const s3Client = new S3Client({});const dynamoDBClient = new DynamoDBClient({});const dynamoDBDocClient = DynamoDBDocumentClient.from(dynamoDBClient); const bucketName = process.env.BUCKET;const templateURL = process.env.TEMPLATE_URL;const tableName = process.env.TABLE_NAME; const { MimeType } = CreativeEngine; const config = { license: "",}; exports.main = async function (event) { try { const engine = await CreativeEngine.init(config); // load scene from remote template file await engine.scene.loadFromURL(templateURL); for (const record of event.Records) { const item = record.dynamodb.NewImage; const filename = item.filename.S; const id = item.id.S; const interpolationParams = JSON.parse(item.interpolationParams.S); // Interpolate the text content from request params engine.block.setString( engine.block.findByType("text")[0], "text/text", interpolationParams.headline ); const [page] = engine.block.findByType("page"); const renderedImage = await engine.block.export(page, MimeType.Png); const imageBuffer = await renderedImage.arrayBuffer(); const putObjectCommand = new PutObjectCommand({ Bucket: bucketName, Body: Buffer.from(imageBuffer), ContentType: "image/png", Key: filename, }); // Store rendered image in S3 bucket await s3Client.send(putObjectCommand); // Retrieve image url const signedUrl = await getSignedUrl(s3Client, putObjectCommand, { expiresIn: 3600, }); // Update the item in DB with the signed URL and status const updateCommand = new UpdateCommand({ TableName: tableName, Key: { id }, UpdateExpression: "SET #status = :statusValue, #url = :signedUrl", ExpressionAttributeNames: { "#url": "url", "#status": "creationStatus", }, ExpressionAttributeValues: { ":signedUrl": signedUrl, ":statusValue": "FINISHED", }, ReturnValues: "UPDATED_NEW", }); await dynamoDBDocClient.send(updateCommand); } } catch (error) { console.warn(error); }}; ``` ## Step 6: Test the Integration[#](#step-6-test-the-integration) 1. Configure your AWS credentials via `aws configure` and entering your AWS Access Key ID, Secret Access Key, and region. These can usually be acquired on your AWS access portal. 2. Run `cdk deploy` to deploy the stack. 3. Access API Gateway in your AWS console and select `CESDK Service`. Under Resources menu, select to `/images` POST. ![Screenshot for /images POST API test](/docs/cesdk/_astro/screenshot-post.CMp1xA9x_Z2iXJj.webp) Then on ‘Test’ tab, test the API with a JSON body like this: ``` { "headline": "An Awesome Headline"} ``` You’ll receive a 200 response with the resulting image id. For the image rendering status to be `FINISHED`, you might need to wait a few seconds. 4. Now select `/images/{id}` GET and test the API with the image id you received from the previous step. You should receive a 200 response with a response body including `url` and `creationStatus`. ![Screenshot for /images POST API test](/docs/cesdk/_astro/screenshot-get.D-XNshqz_7G9an.webp) 5. Check your S3 bucket for the newly created image, or test the image URL in your browser. You should see the rendered image with the headline you provided in the request. ![Screenshot for rendered image](/docs/cesdk/_astro/awesome-headline.TNnqk_Me_ZQPUgL.webp) ## Troubleshooting & Common Errors[#](#troubleshooting--common-errors) **❌ Error: `Invalid license key`** * Verify that your license key is valid and not expired. **❌ Error: `Need to perform AWS calls for account ..., but no credentials have been configured`** * Make sure your AWS CDK Credentials are set up correctly and still valid before deploying the stack. You can re-configure the credentials by running `aws configure` and provide the valid ones. **❌ Error: `Access Denied`** * When you receive an `Access Denied` error while trying to access the image URL, ensure that you have set the correct permissions for the S3 bucket. ## Next Steps[#](#next-steps) We now have a simple API endpoint that renders and stores a CE.SDK template from a set of input parameters. It’s easy to extrapolate this setup to any number of design automation use cases. We could load the template dynamically based on the request, provide images to replace template placeholders and provide more detailed specifications such as font, size and color of the text: * [Images Source Sets](node/import-media/source-sets-5679c8/) * [Text Variables](node/create-templates/add-dynamic-content/text-variables-7ecb50/) * [Placeholders](node/create-templates/add-dynamic-content/placeholders-d9ba8a/) * [Text Styling](node/text/styling-269c48/) --- [Source](https:/img.ly/docs/cesdk/node/filters-and-effects/support-a666dd) # Supported Filters and Effects The following tables document the currently available effects and their properties. ## Effects[#](#effects) ### `effect/adjustments`[#](#effectadjustments) | Member | Type | Default | Description | | --- | --- | --- | --- | | blacks | `float` | `0.0` | Adjustment of only the blacks. | | brightness | `float` | `0.0` | Adjustment of the brightness. | | clarity | `float` | `0.0` | Adjustment of the detail. | | contrast | `float` | `0.0` | Adjustment of the contrast, the difference in color and light between parts. | | exposure | `float` | `0.0` | Adjustment of the exposure. | | gamma | `float` | `0.0` | Gamma correction, non-linear. | | highlights | `float` | `0.0` | Adjustment of only the highlights. | | saturation | `float` | `0.0` | Adjustment of the saturation. | | shadows | `float` | `0.0` | Adjustment of only the shadows. | | sharpness | `float` | `0.0` | Adjustment of the sharpness. | | temperature | `float` | `0.0` | Adjustment of the color temperature. | | whites | `float` | `0.0` | Adjustment of only the whites. | ### `effect/black_and_white_color_mixer`[#](#effectblack_and_white_color_mixer) | Member | Type | Default | Description | | --- | --- | --- | --- | | perceivedBrightnessAqua | `float` | `0.` | Increases or decreases the perceived brightness on the aqua colors. | | perceivedBrightnessBlue | `float` | `0.` | Increases or decreases the perceived brightness on the blue colors. | | perceivedBrightnessGreen | `float` | `0.` | Increases or decreases the perceived brightness on the green colors. | | perceivedBrightnessMagenta | `float` | `0.` | Increases or decreases the perceived brightness on the magenta colors. | | perceivedBrightnessOrange | `float` | `0.` | Increases or decreases the perceived brightness on the orange colors. | | perceivedBrightnessPurple | `float` | `0.` | Increases or decreases the perceived brightness on the purple colors. | | perceivedBrightnessRed | `float` | `0.` | Increases or decreases the perceived brightness on the red colors. | | perceivedBrightnessYellow | `float` | `0.` | Increases or decreases the perceived brightness on the yellow colors. | ### `effect/cross_cut`[#](#effectcross_cut) Distorts the image with horizontal slices. | Member | Type | Default | Description | | --- | --- | --- | --- | | offset | `float` | `0.07` | Horizontal offset per slice. | | slices | `float` | `5.0` | Number of horizontal slices. | | speedV | `float` | `0.5` | Vertical slice position. | | time | `float` | `1.0` | Randomness input. | ### `effect/dot_pattern`[#](#effectdot_pattern) Displays image using a dot matrix. | Member | Type | Default | Description | | --- | --- | --- | --- | | blur | `float` | `0.3` | Global blur. | | dots | `float` | `30.` | Number of dots. | | size | `float` | `0.5` | Size of an individual dot. | ### `effect/duotone_filter`[#](#effectduotone_filter) | Member | Type | Default | Description | | --- | --- | --- | --- | | darkColor | `Color` | `{}` | The darker of the two colors. Negative filter intensities emphasize this color. | | intensity | `float` | `0.0` | The mixing weight of the two colors in the range \[-1, 1\]. | | lightColor | `Color` | `{}` | The brighter of the two colors. Positive filter intensities emphasize this color. | ### `effect/extrude_blur`[#](#effectextrude_blur) Applies radial blur. | Member | Type | Default | Description | | --- | --- | --- | --- | | amount | `float` | `0.2` | Blur intensity. | | time | `float` | `0.5` | Continuous randomness input. | ### `effect/glow`[#](#effectglow) Applies artificial glow. | Member | Type | Default | Description | | --- | --- | --- | --- | | amount | `float` | `0.5` | Glow brightness. | | darkness | `float` | `0.3` | Glow darkness. | | size | `float` | `4.0` | Intensity. | ### `effect/green_screen`[#](#effectgreen_screen) Replaces a color with transparency. | Member | Type | Default | Description | | --- | --- | --- | --- | | colorMatch | `float` | `0.4` | Threshold between the source color and the from color. Below this threshold, the pixel is made transparent. \[0, 1\] | | fromColor | `Color` | `createRGBColor(0., 1., 0., 1.)` | The color to be replaced. The alpha channel will be ignored. | | smoothness | `float` | `0.08` | Controls the rate at which the color transition increases when similarity threshold is exceeded. \[0, 1\] | | spill | `float` | `0.0` | Controls the desaturation of the source color. This turns the green spill on the subject to gray, making it less jarring. \[0, 1\] | ### `effect/half_tone`[#](#effecthalf_tone) Overlays halftone pattern. | Member | Type | Default | Description | | --- | --- | --- | --- | | angle | `float` | `0.0` | Angle of pattern. | | scale | `float` | `0.5` | Scale of pattern. | ### `effect/hsp_selective_adjustments`[#](#effecthsp_selective_adjustments) | Member | Type | Default | Description | | --- | --- | --- | --- | | hueAqua | `float` | `0.0` | Selective hue adjustment applied on the aqua colors. | | hueBlue | `float` | `0.0` | Selective hue adjustment applied on the blue colors. | | hueGreen | `float` | `0.0` | Selective hue adjustment applied on the green colors. | | hueMagenta | `float` | `0.0` | Selective hue adjustment applied on the magenta colors. | | hueOrange | `float` | `0.0` | Selective hue adjustment applied on the orange colors. | | huePurple | `float` | `0.0` | Selective hue adjustment applied on the purple colors. | | hueRed | `float` | `0.0` | Selective hue adjustment applied on the red colors. | | hueYellow | `float` | `0.0` | Selective hue adjustment applied on the yellow colors. | | perceivedBrightnessAqua | `float` | `0.0` | Selective perceived brightness adjustment applied on the aqua colors. | | perceivedBrightnessBlue | `float` | `0.0` | Selective perceived brightness adjustment applied on the blue colors. | | perceivedBrightnessGreen | `float` | `0.0` | Selective perceived brightness adjustment applied on the green colors. | | perceivedBrightnessMagenta | `float` | `0.0` | Selective perceived brightness adjustment applied on the magenta colors. | | perceivedBrightnessOrange | `float` | `0.0` | Selective perceived brightness adjustment applied on the yellow colors. | | perceivedBrightnessPurple | `float` | `0.0` | Selective perceived brightness adjustment applied on the purple colors. | | perceivedBrightnessRed | `float` | `0.0` | Selective perceived brightness adjustment applied on the red colors. | | perceivedBrightnessYellow | `float` | `0.0` | Selective perceived brightness adjustment applied on the orange colors. | | saturationAqua | `float` | `0.0` | Selective saturation adjustment applied on the aqua colors. | | saturationBlue | `float` | `0.0` | Selective saturation adjustment applied on the blue colors. | | saturationGreen | `float` | `0.0` | Selective saturation adjustment applied on the green colors. | | saturationMagenta | `float` | `0.0` | Selective saturation adjustment applied on the magenta colors. | | saturationOrange | `float` | `0.0` | Selective saturation adjustment applied on the orange colors. | | saturationPurple | `float` | `0.0` | Selective saturation adjustment applied on the purple colors. | | saturationRed | `float` | `0.0` | Selective saturation adjustment applied on the red colors. | | saturationYellow | `float` | `0.0` | Selective saturation adjustment applied on the yellow colors. | ### `effect/linocut`[#](#effectlinocut) Overlays linocut pattern. | Member | Type | Default | Description | | --- | --- | --- | --- | | scale | `float` | `0.5` | Scale of pattern. | ### `effect/liquid`[#](#effectliquid) Applies a liquefy effect. | Member | Type | Default | Description | | --- | --- | --- | --- | | amount | `float` | `0.06` | Severity of the applied effect. | | scale | `float` | `0.62` | Global scale. | | speed | `float` | `0.08` | Number of changes per time change. | | time | `float` | `0.5` | Continuous randomness input. | ### `effect/lut_filter`[#](#effectlut_filter) | Member | Type | Default | Description | | --- | --- | --- | --- | | horizontalTileCount | `int` | `5` | The horizontal number of tiles contained in the LUT image. | | intensity | `float` | `1.0` | A value in the range of \[0, 1\]. Defaults to 1.0. | | lutFileURI | `string` | `""` | The URI to a LUT PNG file. | | verticalTileCount | `int` | `5` | The vertical number of tiles contained in the LUT image. | ### `effect/mask_color`[#](#effectmask_color) | Member | Type | Default | Description | | --- | --- | --- | --- | | maskColor | `Color` | `createWhite()` | All pixel that match this color will be treated as mask pixels. | | maskMultiplier | `Color` | `createWhite()` | Color multiplier for pixels that match the maskColor. | | notMaskMultiplier | `Color` | `createWhite()` | Color multiplier for pixels that don’t match the maskColor. | | replaceInsteadMultiply | `vec2` | `{}` | Blend factors between `x: (maskColor * maskMultiplier) <-> (maskMultiplier)` for pixels matching maskColor `y: (pixelColor * notMaskMultiplier) <-> (notMaskMultiplier)` for pixels not matching maskColor | ### `effect/mirror`[#](#effectmirror) Mirrors image along center. | Member | Type | Default | Description | | --- | --- | --- | --- | | side | `int` | `1` | Axis to mirror along. | ### `effect/outliner`[#](#effectoutliner) Highlights outlines. | Member | Type | Default | Description | | --- | --- | --- | --- | | amount | `float` | `0.5` | Intensity of edge highlighting. | | passthrough | `float` | `0.5` | Visibility of input image in non-edge areas. | ### `effect/pixelize`[#](#effectpixelize) Reduces the image to individual pixels. | Member | Type | Default | Description | | --- | --- | --- | --- | | horizontalPixelSize | `int` | `20` | The number of pixels on the x-axis. | | verticalPixelSize | `int` | `20` | The number of pixels on the y-axis. | ### `effect/posterize`[#](#effectposterize) Displays image in reduced set of color levels. | Member | Type | Default | Description | | --- | --- | --- | --- | | levels | `float` | `3.` | Number of levels. | ### `effect/radial_pixel`[#](#effectradial_pixel) Reduces the image into radial pixel rows. | Member | Type | Default | Description | | --- | --- | --- | --- | | radius | `float` | `0.1` | Radius of an individual row of pixels, relative to the image. | | segments | `float` | `0.01` | Proportional size of a pixel in each row. | ### `effect/recolor`[#](#effectrecolor) Replaces a color with another color. | Member | Type | Default | Description | | --- | --- | --- | --- | | brightnessMatch | `float` | `1.0` | Affects the weight of the brightness when calculating the similarity between source color and from color. This can be useful when recoloring to reach pixels of the same hue and saturation but that are much brighter or darker. \[0, 1\] | | colorMatch | `float` | `0.4` | Threshold between the source color and the from color. Below this threshold, the pixel is recolored. \[0, 1\] | | fromColor | `Color` | `createRGBColor(1., 1., 1., 1.)` | The color to be replaced. The alpha channel will be ignored. | | smoothness | `float` | `0.08` | Controls the rate at which the color transition increases when similarity threshold is exceeded. \[0, 1\] | | toColor | `Color` | `createRGBColor(0., 0., 1., 1.)` | The color to replace with. | ### `effect/sharpie`[#](#effectsharpie) Cartoon-like effect. No block-specific properties. ### `effect/shifter`[#](#effectshifter) Shifts individual color channels. | Member | Type | Default | Description | | --- | --- | --- | --- | | amount | `float` | `0.05` | Intensity. | | angle | `float` | `0.3` | Shift direction. | ### `effect/tilt_shift`[#](#effecttilt_shift) Applies tilt shift effect. | Member | Type | Default | Description | | --- | --- | --- | --- | | amount | `float` | `0.016` | Blur intensity. | | position | `float` | `0.4` | Horizontal position in image. | ### `effect/tv_glitch`[#](#effecttv_glitch) Mimics TV banding. | Member | Type | Default | Description | | --- | --- | --- | --- | | distortion | `float` | `3.0` | Rough horizontal distortion. | | distortion2 | `float` | `1.0` | Fine horizontal distortion. | | rollSpeed | `float` | `1.0` | Vertical offset. | | speed | `float` | `2.0` | Number of changes per time change. | | time | `float` | `0.5` | Continuous randomness input. | ### `effect/vignette`[#](#effectvignette) Adds a vignette. | Member | Type | Default | Description | | --- | --- | --- | --- | | darkness | `float` | `1.0` | Brightness of vignette. | | offset | `float` | `1.` | Radial offset. | --- [Source](https:/img.ly/docs/cesdk/node/filters-and-effects/overview-299b15) # Node.js Filters & Effects Library In CreativeEditor SDK (CE.SDK), _filters_ and _effects_ refer to visual modifications that enhance or transform the appearance of design elements. Filters typically adjust an element’s overall color or tone, while effects add specific visual treatments like blur, sharpness, or distortion. [Launch Web Demo](https://img.ly/showcases/cesdk)[ Get Started ](node/get-started/overview-e18f40/) ## Understanding Filters vs. Effects[#](#understanding-filters-vs-effects) * **Filters** are broad transformations that modify the entire appearance of an element. Common examples include: * Color adjustments (e.g., brightness, contrast) * Lookup Table (LUT) filters for advanced color grading * Duotone color schemes * **Effects** apply targeted visual modifications to an element. Typical examples include: * Blurring an area to soften details * Sharpening to enhance clarity * Distorting shapes for creative transformations **Key Differences:** | Aspect | Filters | Effects | | --- | --- | --- | | Scope | Alters the entire visual appearance | Applies a specific modification | | Examples | LUTs, duotone, adjustments | Blur, sharpen, distortion | | Use Case | Color grading, mood setting | Stylizing or emphasizing parts | Understanding the distinction helps you choose the right tool depending on whether you want broad tonal changes or focused visual alterations. ## Supported Filters and Effects[#](#supported-filters-and-effects) CE.SDK offers a range of built-in filters and effects ready to use out of the box. **Available Filters:** * **Adjustment Filters:** Modify brightness, contrast, saturation, and more. * **LUT (Lookup Table) Filters:** Apply professional-grade color transformations. * **Duotone Filters:** Map the shadows and highlights of an image to two custom colors. **Available Effects:** * **Blur:** Soften an area for background separation or artistic focus. * **Sharpen:** Enhance fine details for a crisper appearance. * **Distortion:** Warp the geometry of an element for creative effects. * **Chroma Key (Green Screen):** Remove a background color, often used for compositing images. **Supported Element Types:** * Images * Videos * Shapes * Graphic blocks Before applying a filter or effect programmatically, you can verify support by checking the element type. ## Custom Filters and LUTs[#](#custom-filters-and-luts) CE.SDK supports creating **custom filters** to meet specific visual requirements. One powerful method of creating a custom filter is by using a **LUT (Lookup Table)**: * A LUT is a preset map that transforms input colors to output colors, allowing for sophisticated color grading. * By importing a custom LUT, you can apply unique color styles across your designs consistently. * LUTs are especially useful for achieving cinematic tones, brand color consistency, or specific visual moods. You can create your own LUT files externally and integrate them into CE.SDK, giving you full control over the look and feel of your projects. --- [Source](https:/img.ly/docs/cesdk/node/filters-and-effects/blur-71d642) # Blur ``` // Create and configure a radial blurconst radialBlur = engine.block.createBlur('radial');engine.block.setFloat(radialBlur, 'radial/radius', 100);engine.block.setBlur(block, radialBlur);engine.block.setBlurEnabled(block, true);const isBlurEnabled = engine.block.isBlurEnabled(block); // Access an existing blurif (engine.block.supportsBlur(block)) { const existingBlur = engine.block.getBlur(block);} ``` In this example, we will show you how to use the [CreativeEditor SDK](https://img.ly/products/creative-sdk)’s CreativeEngine to modify a block’s blur through the `block` API. Blurs can be added to any shape or page. You can create and configure individual blurs and apply them to blocks. Blocks support at most one blur at a time. The same blur may be used for different blocks at the same time. ## Creating a Blur[#](#creating-a-blur) To create a blur, simply use `createBlur`. ``` createBlur(type: BlurType): DesignBlockId ``` Create a new blur, fails if type is unknown or not a valid blur type. * `type`: The type id of the block. * Returns The handle of the newly created blur. We currently support the following blur types: * `'//ly.img.ubq/blur/uniform'` * `'//ly.img.ubq/blur/linear'` * `'//ly.img.ubq/blur/mirrored'` * `'//ly.img.ubq/blur/radial'` Note: Omitting the prefix is also accepted, e.g. `'uniform'` instead of `'//ly.img.ubq/blur/uniform'`. ``` const radialBlur = engine.block.createBlur('radial'); ``` ## Configuring a Blur[#](#configuring-a-blur) You can configure blurs just like you configure design blocks. See [Modify Properties](node/concepts/blocks-90241e/) for more detail. ``` engine.block.setFloat(radialBlur, 'radial/radius', 100); ``` ## Functions[#](#functions) ``` setBlur(id: DesignBlockId, blurId: DesignBlockId): void ``` Connects `block`’s blur to the given `blur` block. Required scope: ‘appearance/blur’ * `id`: The block to update. * `blurId`: A ‘blur’ block. ``` setBlurEnabled(id: DesignBlockId, enabled: boolean): void ``` Enable or disable the blur of the given design block. * `id`: The block to update. * `enabled`: The new enabled value. ``` isBlurEnabled(id: DesignBlockId): boolean ``` Query if blur is enabled for the given block. * `id`: The block to query. * Returns True, if the blur is enabled. False otherwise. ``` supportsBlur(id: DesignBlockId): boolean ``` Checks whether the block supports blur. * `id`: The block to query. * Returns True, if the block supports blur. ``` getBlur(id: DesignBlockId): DesignBlockId ``` Get the ‘blur’ block of the given design block. * `id`: The block to query. * Returns The ‘blur’ block. ## Full Code[#](#full-code) Here’s the full code: ``` // Create and configure a radial blurconst radialBlur = engine.block.createBlur('radial');engine.block.setFloat(radialBlur, 'radial/radius', 100);engine.block.setBlur(block, radialBlur);engine.block.setBlurEnabled(block, true);const isBlurEnabled = engine.block.isBlurEnabled(block); // Access an existing blurif (engine.block.supportsBlur(block)) { const existingBlur = engine.block.getBlur(block);} ``` --- [Source](https:/img.ly/docs/cesdk/node/filters-and-effects/add-c796ba) # Add a Filter or Effect ``` import CreativeEngine from 'https://cdn.img.ly/packages/imgly/cesdk-engine/1.52.0/index.js'; const config = { license: 'mtLT-_GJwMhE7LDnO8KKEma7qSuzWuDxiKuQcxHKmz3fjaXWY2lT3o3Z2VdL5twm', userId: 'guides-user', baseURL: 'https://cdn.img.ly/packages/imgly/cesdk-engine/1.52.0/assets'}; CreativeEngine.init(config).then(async (engine) => { document.getElementById('cesdk_container').append(engine.element); const scene = engine.scene.create(); const page = engine.block.create('page'); engine.block.setWidth(page, 800); engine.block.setHeight(page, 600); engine.block.appendChild(scene, page); engine.scene.zoomToBlock(page, 40, 40, 40, 40); const block = engine.block.create('graphic'); engine.block.setShape(block, engine.block.createShape('rect')); const imageFill = engine.block.createFill('image'); engine.block.setString( imageFill, 'fill/image/imageFileURI', 'https://img.ly/static/ubq_samples/sample_1.jpg' ); engine.block.setFill(block, imageFill); engine.block.setPositionX(block, 100); engine.block.setPositionY(block, 50); engine.block.setWidth(block, 300); engine.block.setHeight(block, 300); engine.block.appendChild(page, block); engine.block.supportsEffects(scene); // Returns false engine.block.supportsEffects(block); // Returns true const pixelize = engine.block.createEffect('pixelize'); const adjustments = engine.block.createEffect('adjustments'); engine.block.appendEffect(block, pixelize); engine.block.insertEffect(block, adjustments, 0); // engine.block.removeEffect(rect, 0); // This will return [adjustments, pixelize] const effectsList = engine.block.getEffects(block); const unusedEffect = engine.block.createEffect('half_tone'); engine.block.destroy(unusedEffect); const allPixelizeProperties = engine.block.findAllProperties(pixelize); const allAdjustmentProperties = engine.block.findAllProperties(adjustments); engine.block.setInt(pixelize, 'pixelize/horizontalPixelSize', 20); engine.block.setFloat(adjustments, 'effect/adjustments/brightness', 0.2); engine.block.setEffectEnabled(pixelize, false); engine.block.setEffectEnabled( pixelize, !engine.block.isEffectEnabled(pixelize) );}); ``` ```
``` Some [design blocks](node/concepts/blocks-90241e/) in CE.SDK such as pages and graphic blocks allow you to add effects to them. An effect can modify the visual output of a block’s [fill](node/fills-402ddc/). CreativeEditor SDK supports many different types of effects, such as adjustments, LUT filters, pixelization, glow, vignette and more. Similarly to blocks, each effect instance has a numeric id which can be used to query and [modify its properties](node/concepts/blocks-90241e/). We create a scene containing a graphic block with an image fill and want to apply effects to this image. ``` import CreativeEngine from 'https://cdn.img.ly/packages/imgly/cesdk-engine/1.52.0/index.js'; const config = { license: 'mtLT-_GJwMhE7LDnO8KKEma7qSuzWuDxiKuQcxHKmz3fjaXWY2lT3o3Z2VdL5twm', userId: 'guides-user', baseURL: 'https://cdn.img.ly/packages/imgly/cesdk-engine/1.52.0/assets'}; CreativeEngine.init(config).then(async (engine) => { document.getElementById('cesdk_container').append(engine.element); const scene = engine.scene.create(); const page = engine.block.create('page'); engine.block.setWidth(page, 800); engine.block.setHeight(page, 600); engine.block.appendChild(scene, page); engine.scene.zoomToBlock(page, 40, 40, 40, 40); const block = engine.block.create('graphic'); engine.block.setShape(block, engine.block.createShape('rect')); const imageFill = engine.block.createFill('image'); engine.block.setString( imageFill, 'fill/image/imageFileURI', 'https://img.ly/static/ubq_samples/sample_1.jpg' ); engine.block.setFill(block, imageFill); engine.block.setPositionX(block, 100); engine.block.setPositionY(block, 50); engine.block.setWidth(block, 300); engine.block.setHeight(block, 300); engine.block.appendChild(page, block); ``` ## Accessing Effects[#](#accessing-effects) Not all types of design blocks support effects, so you should always first call the `supportsEffects(id: number): boolean` API before accessing any of the following APIs. ``` engine.block.supportsEffects(scene); // Returns falseengine.block.supportsEffects(block); // Returns true ``` ## Creating an Effect[#](#creating-an-effect) In order to add effects to our block, we first have to create a new effect instance, which we can do by calling `createEffect(type: EffectType): number` and passing it the type of effect that we want. In this example, we create a pixelization and an adjustment effect. Please refer to [API Docs](node/concepts/blocks-90241e/) for a complete list of supported effect types. ``` const pixelize = engine.block.createEffect('pixelize');const adjustments = engine.block.createEffect('adjustments'); ``` ## Adding Effects[#](#adding-effects) Now we have two effects but the output of our scene looks exactly the same as before. That is because we still need to append these effects to the graphic design block’s list of effects, which we can do by calling `appendEffect(id: number, effect: number): void`. We can also insert or remove effects from specific indices of a block’s effect list using the `insertEffect(id: number, effect: number, index: number): void` and `removeEffect(id: number, index: number): void` APIs. Effects will be applied to the block in the order they are placed in the block’s effects list. If the same effect appears multiple times in the list, it will also be applied multiple times. In our case, the adjustments effect will be applied to the image first, before the result of that is then pixelated. ``` engine.block.appendEffect(block, pixelize);engine.block.insertEffect(block, adjustments, 0);// engine.block.removeEffect(rect, 0); ``` ## Querying Effects[#](#querying-effects) Use the `getEffects(id: number): number[]` API to query the ordered list of effect ids of a block. ``` // This will return [adjustments, pixelize]const effectsList = engine.block.getEffects(block); ``` ## Destroying Effects[#](#destroying-effects) If we created an effect that we don’t want anymore, we have to make sure to destroy it using the same `destroy(id: number): void` API that we also call for design blocks. Effects that are attached to a design block will be automatically destroyed when the design block is destroyed. ``` const unusedEffect = engine.block.createEffect('half_tone');engine.block.destroy(unusedEffect); ``` ## Effect Properties[#](#effect-properties) Just like design blocks, effects with different types have different properties that you can query and modify via the API. Use `findAllProperties(id: number): string[]` in order to get a list of all properties of a given effect. Please refer to the [API Docs](node/concepts/blocks-90241e/) for a complete list of all available properties for each type of effect. ``` const allPixelizeProperties = engine.block.findAllProperties(pixelize);const allAdjustmentProperties = engine.block.findAllProperties(adjustments); ``` Once we know the property keys of an effect, we can use the same APIs as for design blocks in order to [modify those properties](node/concepts/blocks-90241e/). Our adjustment effect here for example will not modify the output unless we at least change one of its adjustment properties - such as the brightness - to not be zero. ``` engine.block.setInt(pixelize, 'pixelize/horizontalPixelSize', 20);engine.block.setFloat(adjustments, 'effect/adjustments/brightness', 0.2); ``` ## Disabling Effects[#](#disabling-effects) You can temporarily disable and enable the individual effects using the `setEffectEnabled(id: number, enabled: boolean): void` API. When the effects are applied to a block, all disabled effects are simply skipped. Whether an effect is currently enabled or disabled can be queried with `isEffectEnabled(id: number): boolean`. ``` engine.block.setEffectEnabled(pixelize, false);engine.block.setEffectEnabled( pixelize, !engine.block.isEffectEnabled(pixelize)); ``` ## Full Code[#](#full-code) Here’s the full code: ``` import CreativeEngine from 'https://cdn.img.ly/packages/imgly/cesdk-engine/1.52.0/index.js'; const config = { license: 'mtLT-_GJwMhE7LDnO8KKEma7qSuzWuDxiKuQcxHKmz3fjaXWY2lT3o3Z2VdL5twm', userId: 'guides-user', baseURL: 'https://cdn.img.ly/packages/imgly/cesdk-engine/1.52.0/assets',}; CreativeEngine.init(config).then(async engine => { document.getElementById('cesdk_container').append(engine.element); const scene = engine.scene.create(); const page = engine.block.create('page'); engine.block.setWidth(page, 800); engine.block.setHeight(page, 600); engine.block.appendChild(scene, page); engine.scene.zoomToBlock(page, 40, 40, 40, 40); const block = engine.block.create('graphic'); engine.block.setShape(block, engine.block.createShape('rect')); const imageFill = engine.block.createFill('image'); engine.block.setString( imageFill, 'fill/image/imageFileURI', 'https://img.ly/static/ubq_samples/sample_1.jpg', ); engine.block.setFill(block, imageFill); engine.block.setPositionX(block, 100); engine.block.setPositionY(block, 50); engine.block.setWidth(block, 300); engine.block.setHeight(block, 300); engine.block.appendChild(page, block); engine.block.supportsEffects(scene); // Returns false engine.block.supportsEffects(block); // Returns true const pixelize = engine.block.createEffect('pixelize'); const adjustments = engine.block.createEffect('adjustments'); engine.block.appendEffect(block, pixelize); engine.block.insertEffect(block, adjustments, 0); // engine.block.removeEffect(rect, 0); // This will return [adjustments, pixelize] const effectsList = engine.block.getEffects(block); const unusedEffect = engine.block.createEffect('half_tone'); engine.block.destroy(unusedEffect); const allPixelizeProperties = engine.block.findAllProperties(pixelize); const allAdjustmentProperties = engine.block.findAllProperties(adjustments); engine.block.setInt(pixelize, 'pixelize/horizontalPixelSize', 20); engine.block.setFloat(adjustments, 'effect/adjustments/brightness', 0.2); engine.block.setEffectEnabled(pixelize, false); engine.block.setEffectEnabled( pixelize, !engine.block.isEffectEnabled(pixelize), );}); ``` --- [Source](https:/img.ly/docs/cesdk/node/filters-and-effects/create-custom-lut-filter-6e3f49) # Create a Custom LUT Filter ``` import CreativeEngine from 'https://cdn.img.ly/packages/imgly/cesdk-engine/1.52.0/index.js'; const config = { license: 'mtLT-_GJwMhE7LDnO8KKEma7qSuzWuDxiKuQcxHKmz3fjaXWY2lT3o3Z2VdL5twm', userId: 'guides-user', baseURL: 'https://cdn.img.ly/packages/imgly/cesdk-engine/1.52.0/assets'}; CreativeEngine.init(config).then(async (engine) => { document.getElementById('cesdk_container').append(engine.element); const scene = engine.scene.create(); const page = engine.block.create('page'); engine.block.setWidth(page, 100); engine.block.setHeight(page, 100); engine.block.appendChild(scene, page); engine.scene.zoomToBlock(page, 40, 40, 40, 40); const rect = engine.block.create('graphic'); engine.block.setShape(rect, engine.block.createShape('rect')); engine.block.setWidth(rect, 100); engine.block.setHeight(rect, 100); engine.block.appendChild(page, rect); const imageFill = engine.block.createFill('image'); engine.block.setString( imageFill, 'fill/image/imageFileURI', 'https://img.ly/static/ubq_samples/sample_1.jpg' ); const lutFilter = engine.block.createEffect('lut_filter'); engine.block.setBool(lutFilter, 'effect/enabled', true); engine.block.setFloat(lutFilter, 'effect/lut_filter/intensity', 0.9); engine.block.setString( lutFilter, 'effect/lut_filter/lutFileURI', 'https://cdn.img.ly/packages/imgly/cesdk-js/1.52.0/assets/extensions/ly.img.cesdk.filters.lut/LUTs/imgly_lut_ad1920_5_5_128.png' ); engine.block.setInt(lutFilter, 'effect/lut_filter/verticalTileCount', 5); engine.block.setInt(lutFilter, 'effect/lut_filter/horizontalTileCount', 5); engine.block.appendEffect(rect, lutFilter); engine.block.setFill(rect, imageFill);}); ``` ```
``` We use a technology called Lookup Tables (LUTs) in order to add new filters to our SDK. The main idea is that colors respond to operations that are carried out during the filtering process. We ‘record’ that very response by applying the filter to the identity image shown below. ![Identity LUT](content-assets/6e3f49/identity.png) The resulting image can be used within our SDK and the recorded changes can then be applied to any image by looking up the transformed colors in the modified LUT. If you want to create a new filter, you’ll need to [download](content-assets/6e3f49/imgly_lut_ad1920_5_5_128.png) the identity LUT shown above, load it into an image editing software of your choice, apply your operations, save it and add it to your app. > **WARNING:** As any compression artifacts in the edited LUT could lead to distorted results when applying the filter, you need to save your LUT as a PNG file. ## Using Custom Filters[#](#using-custom-filters) In this example, we will use a hosted CDN LUT filter file. First we will load one of our demo scenes and change the first image to use LUT filter we will provide. We will also configure the necessary setting based on the file. LUT file we will use: ![Color grading LUT showcasing a grid of color variations used for applying a specific visual style to images.](content-assets/6e3f49/imgly_lut_ad1920_5_5_128.png) ## Load Scene[#](#load-scene) After the setup, we create a new scene. Within this scene, we create a page, set its dimensions, and append it to the scene. Lastly, we adjust the zoom level to properly fit the page into the view. ``` const page = engine.block.create('page');engine.block.setWidth(page, 100);engine.block.setHeight(page, 100);engine.block.appendChild(scene, page);engine.scene.zoomToBlock(page, 40, 40, 40, 40); ``` ## Create Rectangle[#](#create-rectangle) Next, we create a rectangle with defined dimensions and append it to the page. We will apply our LUT filter to this rectangle. ``` const rect = engine.block.create('graphic');engine.block.setShape(rect, engine.block.createShape('rect'));engine.block.setWidth(rect, 100);engine.block.setHeight(rect, 100);engine.block.appendChild(page, rect); ``` ## Load Image[#](#load-image) After creating the rectangle, we create an image fill with a specified URL. This will load the image as a fill for the rectangle to which we will apply the LUT filter. ``` const imageFill = engine.block.createFill('image');engine.block.setString( imageFill, 'fill/image/imageFileURI', 'https://img.ly/static/ubq_samples/sample_1.jpg'); ``` ## Create LUT Filter[#](#create-lut-filter) Now, we create a Look-Up Table (LUT) filter effect. We enable the filter, set its intensity, and provide a URL for the LUT file. We also define the tile count for the filter. The LUT filter effect is then applied to the rectangle and image should appear black and white. ``` const lutFilter = engine.block.createEffect('lut_filter'); engine.block.setBool(lutFilter, 'effect/enabled', true); engine.block.setFloat(lutFilter, 'effect/lut_filter/intensity', 0.9); engine.block.setString( lutFilter, 'effect/lut_filter/lutFileURI', 'https://cdn.img.ly/packages/imgly/cesdk-js/1.52.0/assets/extensions/ly.img.cesdk.filters.lut/LUTs/imgly_lut_ad1920_5_5_128.png' ); engine.block.setInt(lutFilter, 'effect/lut_filter/verticalTileCount', 5); engine.block.setInt(lutFilter, 'effect/lut_filter/horizontalTileCount', 5); ``` ## Apply LUT Filter[#](#apply-lut-filter) Finally, we apply the LUT filter effect to the rectangle, and set the image fill to the rectangle. Before setting an image fill, we destroy the default rectangle fill. ``` engine.block.appendEffect(rect, lutFilter);engine.block.setFill(rect, imageFill); ``` ## Full Code[#](#full-code) Here’s the full code: ``` import CreativeEngine from 'https://cdn.img.ly/packages/imgly/cesdk-engine/1.52.0/index.js'; const config = { license: 'mtLT-_GJwMhE7LDnO8KKEma7qSuzWuDxiKuQcxHKmz3fjaXWY2lT3o3Z2VdL5twm', userId: 'guides-user', baseURL: 'https://cdn.img.ly/packages/imgly/cesdk-engine/1.52.0/assets',}; CreativeEngine.init(config).then(async engine => { document.getElementById('cesdk_container').append(engine.element); const scene = engine.scene.create(); const page = engine.block.create('page'); engine.block.setWidth(page, 100); engine.block.setHeight(page, 100); engine.block.appendChild(scene, page); engine.scene.zoomToBlock(page, 40, 40, 40, 40); const rect = engine.block.create('graphic'); engine.block.setShape(rect, engine.block.createShape('rect')); engine.block.setWidth(rect, 100); engine.block.setHeight(rect, 100); engine.block.appendChild(page, rect); const imageFill = engine.block.createFill('image'); engine.block.setString( imageFill, 'fill/image/imageFileURI', 'https://img.ly/static/ubq_samples/sample_1.jpg', ); const lutFilter = engine.block.createEffect('lut_filter'); engine.block.setBool(lutFilter, 'effect/enabled', true); engine.block.setFloat(lutFilter, 'effect/lut_filter/intensity', 0.9); engine.block.setString( lutFilter, 'effect/lut_filter/lutFileURI', 'https://cdn.img.ly/packages/imgly/cesdk-js/1.52.0/assets/extensions/ly.img.cesdk.filters.lut/LUTs/imgly_lut_ad1920_5_5_128.png', ); engine.block.setInt(lutFilter, 'effect/lut_filter/verticalTileCount', 5); engine.block.setInt(lutFilter, 'effect/lut_filter/horizontalTileCount', 5); engine.block.appendEffect(rect, lutFilter); engine.block.setFill(rect, imageFill);}); ``` --- [Source](https:/img.ly/docs/cesdk/node/import-media/retrieve-mimetype-ed13bf) # Retrieve Mimetype When working with media assets in CE.SDK, it is often necessary to determine the mimetype of a resource before processing it. This guide explains how to use the `getMimeType(uri: Uri)` function to retrieve the mimetype of a given resource. Returns the mimetype of the resources at the given Uri. If the resource is not already downloaded, this function will download it. * `uri:` the Uri of the resource. * Returns the mimetype of the resource. ``` // Get the mimetype of a resourceconst mimeType = await engine.editor.getMimeType( 'https://cdn.img.ly/assets/demo/v1/ly.img.image/images/sample_1.jpg',); ``` --- [Source](https:/img.ly/docs/cesdk/node/fills/overview-3895ee) # Fills ``` import CreativeEngine from 'https://cdn.img.ly/packages/imgly/cesdk-engine/1.52.0/index.js'; const config = { license: 'mtLT-_GJwMhE7LDnO8KKEma7qSuzWuDxiKuQcxHKmz3fjaXWY2lT3o3Z2VdL5twm', userId: 'guides-user', baseURL: 'https://cdn.img.ly/packages/imgly/cesdk-engine/1.52.0/assets'}; CreativeEngine.init(config).then(async (engine) => { document.getElementById('cesdk_container').append(engine.element); const scene = engine.scene.create(); const page = engine.block.create('page'); engine.block.setWidth(page, 800); engine.block.setHeight(page, 600); engine.block.appendChild(scene, page); engine.scene.zoomToBlock(page, 40, 40, 40, 40); const block = engine.block.create('graphic'); engine.block.setShape(block, engine.block.createShape('rect')); engine.block.setFill(block, engine.block.createFill('color')); engine.block.setWidth(block, 100); engine.block.setHeight(block, 100); engine.block.appendChild(page, block); engine.block.supportsFill(scene); // Returns false engine.block.supportsFill(block); // Returns true const colorFill = engine.block.getFill(block); const defaultRectFillType = engine.block.getType(colorFill); const allFillProperties = engine.block.findAllProperties(colorFill); engine.block.setColor(colorFill, 'fill/color/value', { r: 1.0, g: 0.0, b: 0.0, a: 1.0 }); engine.block.setFillEnabled(block, false); engine.block.setFillEnabled(block, !engine.block.isFillEnabled(block)); const imageFill = engine.block.createFill('image'); engine.block.setString( imageFill, 'fill/image/imageFileURI', 'https://img.ly/static/ubq_samples/sample_1.jpg' ); engine.block.destroy(engine.block.getFill(block)); engine.block.setFill(block, imageFill); /* The following line would also destroy imageFill */ // engine.block.destroy(circle); const duplicateBlock = engine.block.duplicate(block); engine.block.setPositionX(duplicateBlock, 450); const autoDuplicateFill = engine.block.getFill(duplicateBlock); engine.block.setString( autoDuplicateFill, 'fill/image/imageFileURI', 'https://img.ly/static/ubq_samples/sample_2.jpg' ); // const manualDuplicateFill = engine.block.duplicate(autoDuplicateFill); // /* We could now assign this fill to another block. */ // engine.block.destroy(manualDuplicateFill); const sharedFillBlock = engine.block.create('graphic'); engine.block.setShape(sharedFillBlock, engine.block.createShape('rect')); engine.block.setPositionX(sharedFillBlock, 350); engine.block.setPositionY(sharedFillBlock, 400); engine.block.setWidth(sharedFillBlock, 100); engine.block.setHeight(sharedFillBlock, 100); engine.block.appendChild(page, sharedFillBlock); engine.block.setFill(sharedFillBlock, engine.block.getFill(block));}); ``` ```
``` Some [design blocks](node/concepts/blocks-90241e/) in CE.SDK allow you to modify or replace their fill. The fill is an object that defines the contents within the shape of a block. CreativeEditor SDK supports many different types of fills, such as images, solid colors, gradients and videos. Similarly to blocks, each fill has a numeric id which can be used to query and [modify its properties](node/concepts/blocks-90241e/). We currently support the following fill types: * `'//ly.img.ubq/fill/color'` * `'//ly.img.ubq/fill/gradient/linear'` * `'//ly.img.ubq/fill/gradient/radial'` * `'//ly.img.ubq/fill/gradient/conical'` * `'//ly.img.ubq/fill/image'` * `'//ly.img.ubq/fill/video'` * `'//ly.img.ubq/fill/pixelStream'` Note: short types are also accepted, e.g. ‘color’ instead of ‘//ly.img.ubq/fill/color’. ## Accessing Fills[#](#accessing-fills) Not all types of design blocks support fills, so you should always first call the `supportsFill(id: number): boolean` API before accessing any of the following APIs. ``` engine.block.supportsFill(scene); // Returns falseengine.block.supportsFill(block); // Returns true ``` In order to receive the fill id of a design block, call the `getFill(id: number): number` API. You can now pass this id into other APIs in order to query more information about the fill, e.g. its type via the `getType(id: number): ObjectType` API. ``` const colorFill = engine.block.getFill(block);const defaultRectFillType = engine.block.getType(colorFill); ``` ## Fill Properties[#](#fill-properties) Just like design blocks, fills with different types have different properties that you can query and modify via the API. Use `findAllProperties(id: number): string[]` in order to get a list of all properties of a given fill. For the solid color fill in this example, the call would return `["fill/color/value", "type"]`. Please refer to the [design blocks](node/concepts/blocks-90241e/) for a complete list of all available properties for each type of fill. ``` const allFillProperties = engine.block.findAllProperties(colorFill); ``` Once we know the property keys of a fill, we can use the same APIs as for design blocks in order to modify those properties. For example, we can use `setColor(id: number, property: string, value: Color): void` in order to change the color of the fill to red. Once we do this, our graphic block with rect shape will be filled with solid red. ``` engine.block.setColor(colorFill, 'fill/color/value', { r: 1.0, g: 0.0, b: 0.0, a: 1.0}); ``` ## Disabling Fills[#](#disabling-fills) You can disable and enable a fill using the `setFillEnabled(id: number, enabled: boolean): void` API, for example in cases where the design block should only have a stroke but no fill. Notice that you have to pass the id of the design block and not of the fill to the API. ``` engine.block.setFillEnabled(block, false);engine.block.setFillEnabled(block, !engine.block.isFillEnabled(block)); ``` ## Changing Fill Types[#](#changing-fill-types) All design blocks that support fills allow you to also exchange their current fill for any other type of fill. In order to do this, you need to first create a new fill object using `createFill(type: FillType): number`. ``` const imageFill = engine.block.createFill('image');engine.block.setString( imageFill, 'fill/image/imageFileURI', 'https://img.ly/static/ubq_samples/sample_1.jpg'); ``` In order to assign a fill to a design block, simply call `setFill(id: number, fill: number): void`. Make sure to delete the previous fill of the design block first if you don’t need it any more, otherwise we will have leaked it into the scene and won’t be able to access it any more, because we don’t know its id. Notice that we don’t use the `appendChild` API here, which only works with design blocks and not fills. When a fill is attached to one design block, it will be automatically destroyed when the block itself gets destroyed. ``` engine.block.destroy(engine.block.getFill(block)); engine.block.setFill(block, imageFill); /* The following line would also destroy imageFill */ // engine.block.destroy(circle); ``` ## Duplicating Fills[#](#duplicating-fills) If we duplicate a design block with a fill that is only attached to this block, the fill will automatically be duplicated as well. In order to modify the properties of the duplicate fill, we have to query its id from the duplicate block. ``` const duplicateBlock = engine.block.duplicate(block); engine.block.setPositionX(duplicateBlock, 450); const autoDuplicateFill = engine.block.getFill(duplicateBlock); engine.block.setString( autoDuplicateFill, 'fill/image/imageFileURI', 'https://img.ly/static/ubq_samples/sample_2.jpg' ); // const manualDuplicateFill = engine.block.duplicate(autoDuplicateFill); // /* We could now assign this fill to another block. */ // engine.block.destroy(manualDuplicateFill); ``` ## Sharing Fills[#](#sharing-fills) It is also possible to share a single fill instance between multiple design blocks. In that case, changing the properties of the fill will apply to all of the blocks that it’s attached to at once. Destroying a block with a shared fill will not destroy the fill until there are no other design blocks left that still use that fill. ``` const sharedFillBlock = engine.block.create('graphic'); engine.block.setShape(sharedFillBlock, engine.block.createShape('rect')); engine.block.setPositionX(sharedFillBlock, 350); engine.block.setPositionY(sharedFillBlock, 400); engine.block.setWidth(sharedFillBlock, 100); engine.block.setHeight(sharedFillBlock, 100); engine.block.appendChild(page, sharedFillBlock); engine.block.setFill(sharedFillBlock, engine.block.getFill(block)); ``` ## Full Code[#](#full-code) Here is the full code for working with fills: ``` // Check if block supports strokesif (engine.block.supportsStroke(block)) { // Enable the stroke engine.block.setStrokeEnabled(block, true); const strokeIsEnabled = engine.block.isStrokeEnabled(block); // Configure it engine.block.setStrokeWidth(block, 5); const strokeWidth = engine.block.getStrokeWidth(block); engine.block.setStrokeColor(block, { r: 0, g: 1, b: 0, a: 1 }); const strokeColor = engine.block.getStrokeColor(block); engine.block.setStrokeStyle(block, 'Dashed'); const strokeStyle = engine.block.getStrokeStyle(block); engine.block.setStrokePosition(block, 'Outer'); const strokePosition = engine.block.getStrokePosition(block); engine.block.setStrokeCornerGeometry(block, 'Round'); const strokeCornerGeometry = engine.block.getStrokeCornerGeometry(block);} ``` --- [Source](https:/img.ly/docs/cesdk/node/export-save-publish/export-82f968) # Export --- [Source](https:/img.ly/docs/cesdk/node/export-save-publish/save-c8b124) # Save Images and Videos in Node.js The CreativeEngine allows you to save scenes in a binary format to share them between editors or store them for later editing. Saving a scene can be done as a either scene file or as an archive file. A scene file does not include any fonts or images. Only the source URIs of assets, the general layout, and element properties are stored. When loading scenes in a new environment, ensure previously used asset URIs are available. Conversely, an archive file contains within it the scene’s assets and references them as relative URIs. **Warning** A scene file does not include any fonts or images. Only the source URIs of assets, the general layout, and element properties are stored. When loading scenes in a new environment, ensure previously used asset URIs are available. ``` import CreativeEngine from 'https://cdn.img.ly/packages/imgly/cesdk-engine/1.52.0/index.js'; const config = { license: 'mtLT-_GJwMhE7LDnO8KKEma7qSuzWuDxiKuQcxHKmz3fjaXWY2lT3o3Z2VdL5twm', userId: 'guides-user', baseURL: 'https://cdn.img.ly/packages/imgly/cesdk-engine/1.52.0/assets'}; CreativeEngine.init(config).then(async (engine) => { engine.scene .saveToArchive() .then((blob) => { const formData = new FormData(); formData.append('file', blob); fetch('/upload', { method: 'POST', body: formData }); }) .catch((error) => { console.error('Save failed', error); });}); ``` ```
``` ## Save Scenes to an Archive[#](#save-scenes-to-an-archive) In this example, we will show you how to save scenes as an archive with the [CreativeEditor SDK](https://img.ly/products/creative-sdk). As an archive, the resulting `Blob` includes all pages and any hidden elements and all the asset data. To get hold of such a `Blob`, you need to use `engine.scene.saveToArchive()`. This is an asynchronous method returning a `Promise`. After waiting for the `Promise` to resolve, we receive a `Blob` holding the entire scene currently loaded in the editor including its assets’ data. ``` engine.scene .saveToString() .then((sceneAsString) => { console.log('Save succeeded'); console.log(sceneAsString); }) .catch((error) => { console.error('Save failed', error); }); ``` That `Blob` can then be treated as a form file parameter and sent to a remote location. ``` const formData = new FormData();formData.append('file', blob);fetch('/upload', { method: 'POST', body: formData}); ``` ### Full Code[#](#full-code) Here’s the full code: ``` import CreativeEngine from 'https://cdn.img.ly/packages/imgly/cesdk-engine/1.52.0/index.js'; const config = { license: 'mtLT-_GJwMhE7LDnO8KKEma7qSuzWuDxiKuQcxHKmz3fjaXWY2lT3o3Z2VdL5twm', userId: 'guides-user', baseURL: 'https://cdn.img.ly/packages/imgly/cesdk-engine/1.52.0/assets',}; CreativeEngine.init(config).then(async engine => { engine.scene .saveToArchive() .then(blob => { const formData = new FormData(); formData.append('file', blob); fetch('/upload', { method: 'POST', body: formData, }); }) .catch(error => { console.error('Save failed', error); });}); ``` ``` import CreativeEngine from 'https://cdn.img.ly/packages/imgly/cesdk-engine/1.52.0/index.js'; const config = { license: 'mtLT-_GJwMhE7LDnO8KKEma7qSuzWuDxiKuQcxHKmz3fjaXWY2lT3o3Z2VdL5twm', userId: 'guides-user', baseURL: 'https://cdn.img.ly/packages/imgly/cesdk-engine/1.52.0/assets'}; CreativeEngine.init(config).then(async (engine) => { engine.scene .saveToString() .then((savedSceneString) => { const blob = new Blob([savedSceneString], { type: 'text/plain' }); const formData = new FormData(); formData.append('file', blob); fetch('/upload', { method: 'POST', body: formData }); }) .catch((error) => { console.error('Save failed', error); });}); ``` ```
``` ## Save Scenes to a Blob[#](#save-scenes-to-a-blob) In this example, we will show you how to save scenes as a `Blob` with the [CreativeEditor SDK](https://img.ly/products/creative-sdk). This is done by converting the contents of a scene to a string, which can then be stored or transferred. For sending these to a remote location, we wrap them in a `Blob` and treat it as a file object. To get hold of the scene contents as string, you need to use `engine.scene.saveToString()`. This is an asynchronous method returning a `Promise`. After waiting for the `Promise` to resolve, we receive a plain string holding the entire scene currently loaded in the editor. This includes all pages and any hidden elements but none of the actual asset data. ``` engine.scene .saveToString() .then((sceneAsString) => { console.log('Save succeeded'); console.log(sceneAsString); }) .catch((error) => { console.error('Save failed', error); }); ``` The returned string consists solely of ASCII characters and can safely be used further or written to a database. In this case, we need a `Blob` object, so we proceed to wrap the received string into a `Blob`, a file-like object of immutable, raw data. ``` const blob = new Blob([savedSceneString], { type: 'text/plain'}); ``` That object can then be treated as a form file parameter and sent to a remote location. ``` const formData = new FormData();formData.append('file', blob);fetch('/upload', { method: 'POST', body: formData}); ``` ### Full Code[#](#full-code-1) Here’s the full code: ``` import CreativeEngine from 'https://cdn.img.ly/packages/imgly/cesdk-engine/1.52.0/index.js'; const config = { license: 'mtLT-_GJwMhE7LDnO8KKEma7qSuzWuDxiKuQcxHKmz3fjaXWY2lT3o3Z2VdL5twm', userId: 'guides-user', baseURL: 'https://cdn.img.ly/packages/imgly/cesdk-engine/1.52.0/assets',}; CreativeEngine.init(config).then(async engine => { engine.scene .saveToString() .then(savedSceneString => { const blob = new Blob([savedSceneString], { type: 'text/plain', }); const formData = new FormData(); formData.append('file', blob); fetch('/upload', { method: 'POST', body: formData, }); }) .catch(error => { console.error('Save failed', error); });}); ``` ``` import CreativeEngine from 'https://cdn.img.ly/packages/imgly/cesdk-engine/1.52.0/index.js'; const config = { license: 'mtLT-_GJwMhE7LDnO8KKEma7qSuzWuDxiKuQcxHKmz3fjaXWY2lT3o3Z2VdL5twm', userId: 'guides-user', baseURL: 'https://cdn.img.ly/packages/imgly/cesdk-engine/1.52.0/assets'}; CreativeEngine.init(config).then(async (engine) => { engine.scene .saveToString() .then((sceneAsString) => { console.log('Save succeeded'); console.log(sceneAsString); }) .catch((error) => { console.error('Save failed', error); });}); ``` ```
``` ## Save Scenes to a String[#](#save-scenes-to-a-string) In this example, we will show you how to save scenes as a string with the [CreativeEditor SDK](https://img.ly/products/creative-sdk). This is done by converting the contents of a scene to a single string, which can then be stored or transferred. To get hold of such a string, you need to use `engine.scene.saveToString()`. This is an asynchronous method returning a `Promise`. After waiting for the `Promise` to resolve, we receive a plain string holding the entire scene currently loaded in the editor. This includes all pages and any hidden elements, but none of the actual asset data. ``` engine.scene .saveToString() .then((sceneAsString) => { console.log('Save succeeded'); console.log(sceneAsString); }) .catch((error) => { console.error('Save failed', error); }); ``` The returned string consists solely of ASCII characters and can safely be used further or written to a database. ``` console.log(sceneAsString); ``` ### Full Code[#](#full-code-2) Here’s the full code: ``` import CreativeEngine from 'https://cdn.img.ly/packages/imgly/cesdk-engine/1.52.0/index.js'; const config = { license: 'mtLT-_GJwMhE7LDnO8KKEma7qSuzWuDxiKuQcxHKmz3fjaXWY2lT3o3Z2VdL5twm', userId: 'guides-user', baseURL: 'https://cdn.img.ly/packages/imgly/cesdk-engine/1.52.0/assets',}; CreativeEngine.init(config).then(async engine => { engine.scene .saveToString() .then(sceneAsString => { console.log('Save succeeded'); console.log(sceneAsString); }) .catch(error => { console.error('Save failed', error); });}); ``` --- [Source](https:/img.ly/docs/cesdk/node/edit-image/transform-9d189b) # Transform Image transformations in CreativeEditor SDK (CE.SDK) allow you to adjust the size, orientation, and framing of images to better fit your designs. Whether you need to crop out unnecessary areas, rotate an image for better composition, or resize assets for different outputs, transformations provide powerful tools for fine-tuning visuals. You can perform transformations both through the built-in user interface and programmatically using the SDK’s APIs, giving you flexibility depending on your workflow. [Launch Web Demo](https://img.ly/showcases/cesdk)[ Get Started ](node/get-started/overview-e18f40/) ## Available Transformations[#](#available-transformations) CE.SDK supports several types of image transformations: * **Crop**: Trim an image to focus on a specific area or fit a desired aspect ratio. * **Rotate**: Rotate the image by a custom degree to adjust orientation. * **Resize**: Change the width and height independently to fit layout requirements. * **Scale**: Uniformly enlarge or reduce the size of the image while maintaining its aspect ratio. * **Flip**: Mirror the image horizontally or vertically to create a reversed version. Each transformation can be used individually or combined for more complex edits. ## Applying Transformations[#](#applying-transformations) ### UI-Based Transformation[#](#ui-based-transformation) You can apply transformations directly in the CE.SDK user interface. The editor provides intuitive controls for cropping, rotating, resizing, scaling, and flipping images. This makes it easy for users to visually adjust images without writing any code. ### Programmatic Transformation[#](#programmatic-transformation) Developers can also apply transformations programmatically by interacting with the SDK’s API. This allows for dynamic image adjustments based on application logic, user input, or automated processes. ## Combining Transformations[#](#combining-transformations) CE.SDK lets you chain multiple transformations together in a single operation. For example, you might scale an image before cropping it to ensure the best possible resolution. When combining transformations, consider applying scaling first to avoid quality loss during cropping or rotation. Structuring transformations thoughtfully helps maintain visual clarity and optimize output quality. ## Guides[#](#guides) --- [Source](https:/img.ly/docs/cesdk/node/edit-image/overview-5249ea) # Node.js Image Editor SDK The CreativeEditor SDK (CE.SDK) offers powerful image editing capabilities designed for seamless integration into your application. You can give your users full control through an intuitive user interface or implement fully automated workflows via the SDK’s programmatic API. Image editing with CE.SDK is fully client-side, ensuring fast performance, data privacy, and offline compatibility. Whether you’re building a photo editor, design tool, or automation workflow, CE.SDK provides everything you need—plus the flexibility to integrate AI tools for tasks like adding or removing objects, swapping backgrounds, or creating variants. [Launch Web Demo](https://img.ly/showcases/cesdk)[ Get Started ](node/get-started/overview-e18f40/) ## Core Capabilities[#](#core-capabilities) CE.SDK includes a wide range of image editing features accessible both through the UI and programmatically. Key capabilities include: * **Transformations**: Crop, rotate, resize, scale, and flip images. * **Adjustments and effects**: Apply filters, control brightness and contrast, add vignettes, pixelization, and more. * **Background removal**: Automatically remove backgrounds from images using plugin integrations. * **Color tools**: Replace colors, apply gradients, adjust palettes, and convert to black and white. * **Vectorization**: Convert raster images into vector format (SVG). * **Programmatic editing**: Make all edits via API—ideal for automation and bulk processing. All operations are optimized for in-app performance and align with real-time editing needs. ## Supported Input Formats[#](#supported-input-formats) The SDK supports a broad range of image input types: | Category | Supported Formats | | --- | --- | | **Images** | `.png`, `.jpeg`, `.jpg`, `.gif`, `.webp`, `.svg`, `.bmp` | | **Video** | `.mp4` (H.264/AVC, H.265/HEVC), `.mov` (H.264/AVC, H.265/HEVC) | | **Audio** | `.mp3`, `.m4a`, `.mp4` (AAC or MP3), `.mov` (AAC or MP3) | Need to import a format not listed here? CE.SDK allows you to create custom importers for any file type by using our Scene and Block APIs programmatically. ## Output and export options[#](#output-and-export-options) Export edited images in the following formats: | Category | Supported Formats | | --- | --- | | **Images** | `.png` (with transparency), `.jpeg`, `.webp`, `.tga` | | **Print** | `.pdf` (supports underlayer printing and spot colors) | | **Scene** | `.scene` (description of the scene without any assets) | | **Archive** | `.zip` (fully self-contained archive that bundles the `.scene` file with all assets) | Our custom cross-platform C++ based rendering and layout engine ensures consistent output quality across devices. You can define export resolution, compression level, and file metadata. CE.SDK also supports exporting with transparent backgrounds, underlayers, or color masks. --- [Source](https:/img.ly/docs/cesdk/node/create-composition/overview-5b19c5) # Overview In CreativeEditor SDK (CE.SDK), a _composition_ is an arrangement of multiple design elements—such as images, text, shapes, graphics, and effects—combined into a single, cohesive visual layout. Unlike working with isolated elements, compositions allow you to design complex, multi-element visuals that tell a richer story or support more advanced use cases. All composition processing is handled entirely on the client side, ensuring fast, secure, and efficient editing without requiring server infrastructure. You can use compositions to create a wide variety of projects, including social media posts, marketing materials, collages, and multi-page exports like PDFs. [Launch Web Demo](https://img.ly/showcases/cesdk)[ Get Started ](node/get-started/overview-e18f40/) ## Working with Multiple Pages and Artboards[#](#working-with-multiple-pages-and-artboards) CE.SDK supports working with multiple artboards or canvases within a single document, enabling you to design multi-page layouts or create several design variations within the same project. Typical multi-page use cases include: * Designing multi-page marketing brochures. * Exporting designs as multi-page PDFs. * Building multiple versions of a design for different audiences or platforms. ## Exporting Compositions[#](#exporting-compositions) CE.SDK compositions can be exported in several formats: | Category | Supported Formats | | --- | --- | | **Images** | `.png` (with transparency), `.jpeg`, `.webp`, `.tga` | | **Print** | `.pdf` (supports underlayer printing and spot colors) | | **Scene** | `.scene` (description of the scene without any assets) | | **Archive** | `.zip` (fully self-contained archive that bundles the `.scene` file with all assets) | Our custom cross-platform C++ based rendering and layout engine ensures consistent output quality across devices. --- [Source](https:/img.ly/docs/cesdk/node/create-composition/group-and-ungroup-62565a) # Group and Ungroup Objects In this example, we will show you how to use the [CreativeEditor SDK](https://img.ly/products/creative-sdk)’s CreativeEngine to group blocks through the `block` API. Groups form a cohesive unit. Groups are not currently available when editing videos. ## Grouping[#](#grouping) Multiple blocks can be grouped together to form a cohesive unit. A group being a block, it can itself be part of a group. **What cannot be grouped** * A scene * A block that already is part of a group ``` isGroupable(ids: DesignBlockId[]): boolean ``` Confirms that a given set of blocks can be grouped together. * `ids`: An array of block ids. * Returns Whether the blocks can be grouped together. ``` group(ids: DesignBlockId[]): DesignBlockId ``` Group blocks together. * `ids`: A non-empty array of block ids. * Returns The block id of the created group. ``` ungroup(id: DesignBlockId): void ``` Ungroups a group. * `id`: The group id from a previous call to `group`. ``` enterGroup(id: DesignBlockId): void ``` Changes selection from selected group to a block within that group. Nothing happens if `group` is not a group. Required scope: ‘editor/select’ * `id`: The group id from a previous call to `group`. ``` enterGroup(id: DesignBlockId): void ``` Changes selection from selected group to a block within that group. Nothing happens if `group` is not a group. Required scope: ‘editor/select’ * `id`: The group id from a previous call to `group`. ``` exitGroup(id: DesignBlockId): void ``` Changes selection from a group’s selected block to that group. Nothing happens if the `id` is not part of a group. Required scope: ‘editor/select’ * `id`: A block id. ## Full Code[#](#full-code) Here’s the full code: ``` // Create blocks and append to pageconst member1 = engine.block.create('graphic');const member2 = engine.block.create('graphic');engine.block.appendChild(page, member1);engine.block.appendChild(page, member2); // Check whether the blocks may be groupedconst groupable = engine.block.isGroupable([member1, member2]);if (groupable) { const group = engine.block.group([member1, member2]); engine.block.setSelected(group, true); engine.block.enterGroup(group); engine.block.setSelected(member1, true); engine.block.exitGroup(member1); engine.block.ungroup(group);} ``` --- [Source](https:/img.ly/docs/cesdk/node/create-composition/layer-management-18f07a) # Layer Management ``` engine.block.insertChild(page, block, 0);const parent = engine.block.getParent(block);const childIds = engine.block.getChildren(block);engine.block.appendChild(parent, block); ``` In this example, we will show you how to use the [CreativeEditor SDK](https://img.ly/products/creative-sdk)’s CreativeEngine to modify the hierarchy of blocks through the `block` API. ## Manipulate the hierarchy of blocks[#](#manipulate-the-hierarchy-of-blocks) Only blocks that are direct or indirect children of a `page` block are rendered. Scenes without any `page` child may not be properly displayed by the CE.SDK editor. ``` getParent(id: DesignBlockId): DesignBlockId | null ``` Query a block’s parent. * `id`: The block to query. * Returns The parent’s handle or null if the block has no parent. ``` getChildren(id: DesignBlockId): DesignBlockId[] ``` Get all children of the given block. Children are sorted in their rendering order: Last child is rendered in front of other children. * `id`: The block to query. * Returns A list of block ids. ``` insertChild(parent: DesignBlockId, child: DesignBlockId, index: number): void ``` Insert a new or existing child at a certain position in the parent’s children. Required scope: ‘editor/add’ * `parent`: The block whose children should be updated. * `child`: The child to insert. Can be an existing child of `parent`. * `index`: The index to insert or move to. ``` appendChild(parent: DesignBlockId, child: DesignBlockId): void ``` Appends a new or existing child to a block’s children. Required scope: ‘editor/add’ * `parent`: The block whose children should be updated. * `child`: The child to insert. Can be an existing child of `parent`. When adding a block to a new parent, it is automatically removed from its previous parent. ## Full Code[#](#full-code) Here’s the full code: ``` engine.block.insertChild(page, block, 0);const parent = engine.block.getParent(block);const childIds = engine.block.getChildren(block);engine.block.appendChild(parent, block); ``` --- [Source](https:/img.ly/docs/cesdk/node/export-save-publish/overview-72284a) # Overview This guide helps you understand how to persist and share creative work using the CreativeEditor SDK (CE.SDK). Whether you’re building user-driven editors, automations, or backend publishing flows, CE.SDK gives you flexible tools to export, save, and publish projects. CE.SDK supports **multi-modal output**, allowing you to export creative as: * Static designs * Print-ready PDFs All exporting and saving operations are handled **entirely on the client**. You don’t need a server to export files or save scenes, although you can easily integrate uploads or publishing workflows if needed. [Launch Web Demo](https://img.ly/showcases/cesdk)[ Get Started ](node/get-started/overview-e18f40/) ## Export vs. Save: What’s the Difference?[#](#export-vs-save-whats-the-difference) **Exporting** creates a media file meant for consumption — like downloading a finalized PNG, uploading a video for YouTube, or printing a poster. Once exported, the file cannot be edited unless you reimport it as a new asset. **Saving** preserves the entire editable scene, including layers, settings, and asset references. Saved scenes can be reloaded, edited, and exported again later. | Action | Purpose | Example | | --- | --- | --- | | **Export** | Create final output | User downloads a social media asset as PNG | | **Save** | Save editable project state | User saves a draft design to continue editing later | ## Ways to Export or Save[#](#ways-to-export-or-save) ### Programmatically[#](#programmatically) You can trigger exports and saves silently through the API, ideal for background processes, automation workflows, or headless scenarios. ### Supported Export Formats[#](#supported-export-formats) | Category | Supported Formats | | --- | --- | | **Images** | `.png` (with transparency), `.jpeg`, `.webp`, `.tga` | | **Print** | `.pdf` (supports underlayer printing and spot colors) | | **Scene** | `.scene` (description of the scene without any assets) | | **Archive** | `.zip` (fully self-contained archive that bundles the `.scene` file with all assets) | Our custom cross-platform C++ based rendering and layout engine ensures consistent output quality across devices. ## Export Options and Configuration[#](#export-options-and-configuration) CE.SDK provides rich configuration options when exporting: * **Size and Resolution:** Customize dimensions or use presets for different platforms. * **Format Selection:** Choose from image or document output. * **Compression:** Optimize file size without compromising quality. * **Masks:** Export with color masks if needed. * **Quality Settings:** Fine-tune output quality based on your requirements. You can also programmatically create multiple export outputs for different use cases (e.g., Facebook, Instagram, YouTube) from the same design. ## Partial Export and Selective Export[#](#partial-export-and-selective-export) CE.SDK supports exporting parts of a project instead of the full scene: * **Selected Layers/Blocks Export:** Export only selected layers or blocks. This flexibility is useful for scenarios like asset slicing, batch creation, or modular content publishing. ## Pre-Export Validation[#](#pre-export-validation) Before exporting, you can run validation checks to ensure quality and compliance: * **NSFW Detection:** Flag potentially inappropriate content. * **Resolution Checks:** Ensure minimum export dimensions are met. * **Content Bounds Check:** Detect elements that extend beyond the visible canvas (this is not available out-of-the-box, but can be achieved with our APIs). You can hook into the export flow to run your own validation logic before completing an export. ## Saving a Scene for Future Editing[#](#saving-a-scene-for-future-editing) When saving an editable scene, your approach may vary depending on your use case — especially when working with templates. In most scenarios, the recommended format is to save the scene as an **Archive**. This bundles the entire scene along with all used assets into a self-contained file that can be loaded without requiring access to external asset URLs. This is ideal when portability or offline availability is important. Alternatively, you can save the scene as a **string**. This format references assets by URL and is only suitable if those asset URLs will be reachable wherever the scene is later used — such as when reloading in a consistent cloud environment. You have several options when storing saved scenes: * **Local Save:** Store in local browser storage or download as a file. * **Backend Save:** Upload the archive or string to your server. * **Cloud Storage Save:** Integrate with services like AWS S3, GCP Storage, etc. Saved scenes preserve: * Layer structure * Applied effects * Asset references * Variable data (e.g., dynamic fields for templates) **Pros and Cons:** | Strategy | Pros | Cons | | --- | --- | --- | | Archive | Fully self-contained and portable | Larger file size | | String | Smaller file size, easy to inspect | Requires externally reachable asset URLs | | Local Save | Fast, no backend needed | Risk of loss on browser reset | | Backend Save | Centralized, enables user sessions | Requires server integration | | Cloud Storage Save | Scalable, ideal for distributed environments | Slightly more complex to set up | --- [Source](https:/img.ly/docs/cesdk/node/create-composition/blend-modes-ad3519) # Blend Modes ``` engine.block.supportsOpacity(image);engine.block.setOpacity(image, 0.5);engine.block.getOpacity(image); engine.block.supportsBlendMode(image);engine.block.setBlendMode(image, 'Multiply');engine.block.getBlendMode(image); ``` In this example, we will show you how to use the [CreativeEditor SDK](https://img.ly/products/creative-sdk)’s CreativeEngine to modify a blocks appearance through the `block` API. ## Common Properties[#](#common-properties) Common properties are properties that occur on multiple block types. For instance, fill color properties are available for all the shape blocks and the text block. That’s why we built convenient setter and getter functions for these properties. So you don’t have to use the generic setters and getters and don’t have to provide a specific property path. There are also `has*` functions to query if a block supports a set of common properties. ### Opacity[#](#opacity) Set the translucency of the entire block. ``` supportsOpacity(id: DesignBlockId): boolean ``` Query if the given block has an opacity. * `id`: The block to query. * Returns true, if the block has an opacity. ``` setOpacity(id: DesignBlockId, opacity: number): void ``` Set the opacity of the given design block. Required scope: ‘layer/opacity’ * `id`: The block whose opacity should be set. * `opacity`: The opacity to be set. The valid range is 0 to 1. ``` getOpacity(id: DesignBlockId): number ``` Get the opacity of the given design block. * `id`: The block whose opacity should be queried. * Returns The opacity. ### Blend Mode[#](#blend-mode) Define the blending behavior of a block. ``` supportsBlendMode(id: DesignBlockId): boolean ``` Query if the given block has a blend mode. * `id`: The block to query. * Returns true, if the block has a blend mode. ``` setBlendMode(id: DesignBlockId, blendMode: BlendMode): void ``` Set the blend mode of the given design block. Required scope: ‘layer/blendMode’ * `id`: The block whose blend mode should be set. * `blendMode`: The blend mode to be set. * Returns ``` getBlendMode(id: DesignBlockId): BlendMode ``` Get the blend mode of the given design block. * `id`: The block whose blend mode should be queried. * Returns The blend mode. ``` type BlendMode = | 'PassThrough' | 'Normal' | 'Darken' | 'Multiply' | 'ColorBurn' | 'Lighten' | 'Screen' | 'ColorDodge' | 'Overlay' | 'SoftLight' | 'HardLight' | 'Difference' | 'Exclusion' | 'Hue' | 'Saturation' | 'Color' | 'Luminosity'; ``` ## Full Code[#](#full-code) Here’s the full code: ``` engine.block.supportsOpacity(image);engine.block.setOpacity(image, 0.5);engine.block.getOpacity(image); engine.block.supportsBlendMode(image);engine.block.setBlendMode(image, 'Multiply');engine.block.getBlendMode(image); ``` --- [Source](https:/img.ly/docs/cesdk/node/create-templates/overview-4ebe30) # Overview In CE.SDK, a _template_ is a reusable, structured design that defines editable areas and constraints for end users. Templates can be based on static visuals and are used to guide content creation, enable mass personalization, and enforce design consistency. Unlike a regular editable design, a template introduces structure through placeholders and constraints, allowing you to define which elements users can change and how. Templates support static output formats (like PNG, PDF) and can be created or applied using the API. Templates are a core part of enabling design automation, personalization, and streamlined workflows in any app that includes creative functionality. [Launch Web Demo](https://img.ly/showcases/cesdk)[ Get Started ](node/get-started/overview-e18f40/) ## Why Use Templates?[#](#why-use-templates) Templates are a powerful tool for: * Maintaining **brand consistency** across all user-generated designs. * **Scaling** asset creation for campaigns, catalogs, or print products. * Providing a **guided experience** where users adapt content without starting from scratch. They are ideal for use cases like: * Personalized marketing campaigns * Dynamic social media ads * Product catalogs and e-commerce visuals * Custom print materials and photo books ## Ways to Create Templates[#](#ways-to-create-templates) You can create templates from scratch or by importing an existing template. **From Scratch:** Start a new project and design a scene with the intent of turning it into a template. You can define variables, placeholders, and constraints directly in the editor. **Import Existing Designs:** If you already have assets created in other tools, you can import them as templates. | Format | Description | | --- | --- | | `.idml` | InDesign | | `.psd` | Photoshop | | `.scene` | CE.SDK Native | Need to import a format not listed here? CE.SDK allows you to create custom importers for any file type by using our Scene and Block APIs to generate scenes programmatically. These imported designs can then be adapted into editable, structured templates inside CE.SDK. ## Dynamic Content in Templates[#](#dynamic-content-in-templates) Templates support dynamic content to enable data-driven generation of assets. CE.SDK provides several mechanisms: * **Text Variables**: Bind text elements to dynamic values (e.g., user names, product SKUs). * **Image Placeholders**: Reserve space for images to be inserted later. This makes it easy to generate hundreds or thousands of personalized variations from a single design. ## Controlling Template Editing[#](#controlling-template-editing) Templates in CE.SDK offer powerful tools for controlling the editing experience: * **Editing Constraints**: Lock specific properties such as position, style, or content of elements. * **Locked Templates**: Prevent any edits outside allowed fields to protect design integrity. * **Fully Editable Templates**: Allow unrestricted editing for power users or advanced workflows. * **Form-Based Editing**: Build a custom editing interface for users to fill in variables and placeholders via input forms (a ready-made UI is not currently provided, but can be built using our APIs). These options let you strike a balance between creative freedom and design control. ## Working with Templates Programmatically[#](#working-with-templates-programmatically) You can manage templates using the API: * **Programmatic Access**: Use the SDK’s APIs to create, apply, or modify templates as part of an automated workflow. * **Asset Library Integration**: Templates can appear in the asset library, allowing users to browse and pick templates visually. * The Asset Library’s appearance and behavior can be fully customized to fit your app’s needs. ## Managing Templates[#](#managing-templates) Templates are saved and reused just like any other CE.SDK asset: * **Save Templates** to a _Template Library_. * **Edit or Remove** existing templates from your asset library. * Templates are saved as Scene (`.scene`) or Archive (`.zip`) files and can be loaded across all platforms supported by CE.SDK (Web, Mobile, Server, Desktop) ## Default and Premium Templates[#](#default-and-premium-templates) * **Default Templates**: CE.SDK may include a small number of starter templates depending on your configuration. * **Premium Templates**: IMG.LY offers a growing collection of professionally designed templates available for licensing. * Templates can be imported, customized, and used directly within your app. Check your license or speak with our team for details on accessing premium templates. ## Templates as Assets[#](#templates-as-assets) Templates are treated as **assets** in CE.SDK. That means: * They can be included in local or remote asset libraries. * They can be shared, versioned, and indexed using the same systems as images or videos. * You can apply your own metadata, tags, and search capabilities to them. --- [Source](https:/img.ly/docs/cesdk/node/create-templates/lock-131489) # Lock the Template ``` import CreativeEngine from 'https://cdn.img.ly/packages/imgly/cesdk-engine/1.52.0/index.js'; const config = { license: 'mtLT-_GJwMhE7LDnO8KKEma7qSuzWuDxiKuQcxHKmz3fjaXWY2lT3o3Z2VdL5twm', userId: 'guides-user', baseURL: 'https://cdn.img.ly/packages/imgly/cesdk-engine/1.52.0/assets'}; CreativeEngine.init(config).then(async (engine) => { let scene = await engine.scene.createFromImage( 'https://img.ly/static/ubq_samples/imgly_logo.jpg' ); const block = engine.block.findByType('graphic')[0]; const scopes = engine.editor.findAllScopes(); /* Let the global scope defer to the block-level. */ engine.editor.setGlobalScope('layer/move', 'Defer'); /* Manipulation of layout properties of any block will fail at this point. */ try { engine.block.setPositionX(block, 100); // Not allowed } catch (err) { console.log(err.message); } /* This will return 'Defer'. */ engine.editor.getGlobalScope('layer/move'); /* Allow the user to control the layout properties of the image block. */ engine.block.setScopeEnabled(block, 'layer/move', true); /* Manipulation of layout properties of any block is now allowed. */ try { engine.block.setPositionX(block, 100); // Allowed } catch (err) { console.log(err.message); } /* Verify that the 'layer/move' scope is now enabled for the image block. */ engine.block.isScopeEnabled(block, 'layer/move'); /* This will return true as well since the global scope is set to 'Defer'. */ engine.block.isAllowedByScope(block, 'layer/move'); // Attach engine canvas to DOM document.getElementById('cesdk_container').append(engine.element);}); ``` ```
``` CE.SDK allows you to control which parts of a block can be manipulated. Scopes describe different aspects of a block, e.g. layout or style and can be enabled or disabled for every single block. There’s also the option to control a scope globally. When configuring a scope globally you can set an override to always allow or deny a certain type of manipulation for every block. Or you can configure the global scope to defer to the individual block scopes. Initially, the block-level scopes are all disabled while at the global level all scopes are set to `"Allow"`. This overrides the block-level and allows for any kind of manipulation. If you want to implement a limited editing mode in your software you can set the desired scopes on the blocks you want the user to manipulate and then restrict the available actions by globally setting the scopes to `"Defer"`. In the same way you can prevent any manipulation of properties covered by a scope by setting the respective global scope to `"Deny"`. ## Available Scopes[#](#available-scopes) You can retrieve all available scopes by calling `editor.findAllScopes()`. ``` const scopes = engine.editor.findAllScopes(); ``` We currently support the following scopes: | Scope | Explanation | | --- | --- | | `"layer/move"` | Whether the block’s position can be changed | | `"layer/resize"` | Whether the block can be resized | | `"layer/rotate"` | Whether the block’s rotation can be changed | | `"layer/flip"` | Whether the block can be flipped | | `"layer/crop"` | Whether the block’s content can be cropped | | `"layer/clipping"` | Whether the block’s clipping can be changed | | `"layer/opacity"` | Whether the block’s opacity can be changed | | `"layer/blendMode"` | Whether the block’s blend mode can be changed | | `"layer/visibility"` | Whether the block’s visibility can be changed | | `"appearance/adjustments"` | Whether the block’s adjustments can be changed | | `"appearance/filter"` | Whether the block’s filter can be changed | | `"appearance/effect"` | Whether the block’s effect can be changed | | `"appearance/blur"` | Whether the block’s blur can be changed | | `"appearance/shadow"` | Whether the block’s shadow can be changed | | `"lifecycle/destroy"` | Whether the block can be deleted | | `"lifecycle/duplicate"` | Whether the block can be duplicated | | `"editor/add"` | Whether new blocks can be added | | `"editor/select"` | Whether a block can be selected or not | | `"fill/change"` | Whether the block’s fill can be changed | | `"fill/changeType"` | Whether the block’s fill type can be changed | | `"stroke/change"` | Whether the block’s stroke can be changed | | `"shape/change"` | Whether the block’s shape can be changed | | `"text/edit"` | Whether the block’s text can be changed | | `"text/character"` | Whether the block’s text properties can be changed | ## Managing Scopes[#](#managing-scopes) First, we globally defer the `'layer/move'` scope to the block-level using `editor.setGlobalScope('layer/move', 'Defer')`. Since all blocks default to having their scopes set to `false` initially, modifying the layout properties of any block will fail at this point. | Value | Explanation | | --- | --- | | `"Allow"` | Manipulation of properties covered by the scope is always allowed | | `"Deny"` | Manipulation of properties covered by the scope is always denied | | `"Defer"` | Permission is deferred to the scope of the individual blocks | ``` /* Let the global scope defer to the block-level. */ engine.editor.setGlobalScope('layer/move', 'Defer'); /* Manipulation of layout properties of any block will fail at this point. */ try { engine.block.setPositionX(block, 100); // Not allowed } catch (err) { console.log(err.message); } ``` We can verify the current state of the global `'layer/move'` scope using `editor.getGlobalScope('layer/move')`. ``` /* This will return 'Defer'. */engine.editor.getGlobalScope('layer/move'); ``` Now we can allow the `'layer/move'` scope for a single block by setting it to `true` using `block.setScopeEnabled(block: number, key: string, enabled: boolean)`. ``` /* Allow the user to control the layout properties of the image block. */ engine.block.setScopeEnabled(block, 'layer/move', true); /* Manipulation of layout properties of any block is now allowed. */ try { engine.block.setPositionX(block, 100); // Allowed } catch (err) { console.log(err.message); } ``` Again we can verify this change by calling `block.isScopeEnabled(block: number, key: string): boolean`. ``` /* Verify that the 'layer/move' scope is now enabled for the image block. */engine.block.isScopeEnabled(block, 'layer/move'); ``` Finally, `block.isAllowedByScope(block: number, key: string): boolean` will allow us to verify a block’s final scope state by taking both the global state as well as block-level state into account. ``` /* This will return true as well since the global scope is set to 'Defer'. */engine.block.isAllowedByScope(block, 'layer/move'); ``` ## Full Code[#](#full-code) Here’s the full code: ``` import CreativeEngine from 'https://cdn.img.ly/packages/imgly/cesdk-engine/1.52.0/index.js'; const config = { license: 'mtLT-_GJwMhE7LDnO8KKEma7qSuzWuDxiKuQcxHKmz3fjaXWY2lT3o3Z2VdL5twm', userId: 'guides-user', baseURL: 'https://cdn.img.ly/packages/imgly/cesdk-engine/1.52.0/assets',}; CreativeEngine.init(config).then(async engine => { let scene = await engine.scene.createFromImage( 'https://img.ly/static/ubq_samples/imgly_logo.jpg', ); const block = engine.block.findByType('graphic')[0]; const scopes = engine.editor.findAllScopes(); /* Let the global scope defer to the block-level. */ engine.editor.setGlobalScope('layer/move', 'Defer'); /* Manipulation of layout properties of any block will fail at this point. */ try { engine.block.setPositionX(block, 100); // Not allowed } catch (err) { console.log(err.message); } /* This will return 'Defer'. */ engine.editor.getGlobalScope('layer/move'); /* Allow the user to control the layout properties of the image block. */ engine.block.setScopeEnabled(block, 'layer/move', true); /* Manipulation of layout properties of any block is now allowed. */ try { engine.block.setPositionX(block, 100); // Allowed } catch (err) { console.log(err.message); } /* Verify that the 'layer/move' scope is now enabled for the image block. */ engine.block.isScopeEnabled(block, 'layer/move'); /* This will return true as well since the global scope is set to 'Defer'. */ engine.block.isAllowedByScope(block, 'layer/move'); // Attach engine canvas to DOM document.getElementById('cesdk_container').append(engine.element);}); ``` --- [Source](https:/img.ly/docs/cesdk/node/create-templates/from-scratch-663cda) # Create From Scratch To make the templates you created available to users, you need to create an asset source. This example shows the minimal amount of code you need to write to have your templates appear in the Asset Library. For a more complete description of the different ways you can configure the asset library, take a look at the customize asset library guide. ### Add local asset source[#](#add-local-asset-source) Add a local asset source, using an arbitrary id that identifies the asset source. In this case the asset source id is `my-templates`. ``` instance.engine.asset.addLocalSource( 'my-templates', undefined, function applyAsset(asset) { instance.engine.scene.applyTemplateFromURL(asset.meta.uri); },); ``` ### applyAsset()[#](#applyasset) Assets that the user has chosen from the asset library are passed to the `applyAsset` function. This function determines what to do with the selected asset. In our case we want to apply it to the scene using the [scene API](node/concepts/scenes-e8596d/). Note that you can access the entire asset object here. This means you can use it to store and process arbitrary information in the `meta` property. In this example, we are passing a URI to a template file, but you could also pass an internal identifier, a serialized scene string, or additional data to further modify or process the template using the available API methods. ``` function applyAsset(asset) { instance.engine.scene.applyTemplateFromURL(asset.meta.uri);} ``` ### Source Id[#](#source-id) Every asset source needs a source id. Which one you chose does not really matter, as long as it is unique. ``` 'my-templates', undefined, ``` ### Add template assets to the source[#](#add-template-assets-to-the-source) Every template asset should have four different properties: * `id: string` needs to be a uniqe identifier. It is mainly used internally and can be chosen arbitrarily. * `label: string` describes the template and is being rendered inside the template library via tooltip and as ARIA label. * `meta.thumbUri: string` pointing to a thumbnail source. Thumbnails are used in the template library shown in the inspector and should ideally have a width of 400px for landscape images. Keep in mind, that a large number of large thumbnails may slow down the library. * `meta.uri: string` provides the scene to load, when selecting the template. This can either be a raw scene string starting with `UBQ1`, an absolute or relative URL pointing at a scene file, or an async function that returns a scene string upon resolve. ``` instance.engine.asset.addAssetToSource('my-templates', { id: 'template1', label: 'Template 1', meta: { uri: `${window.location.protocol}//${window.location.host}/template.scene`, thumbUri: `${window.location.protocol}//${window.location.host}/template_thumb.png`, },}); ``` ### UI Config[#](#ui-config) It is not enough to add the asset source to the Creative Engine. You also need to configure how the asset source will appear in the asset library. For more information, see the asset library guide. In this example we provide the minimal configuration to have the template library we just created appear. ``` instance.ui.addAssetLibraryEntry({ id: 'my-templates-entry', sourceIds: ['my-templates'], sceneMode: 'Design', previewLength: 5, previewBackgroundType: 'cover', gridBackgroundType: 'cover', gridColumns: 3,});instance.ui.setDockOrder([ { id: 'ly.img.assetLibrary.dock', key: 'my-templates-dock-entry', label: 'My Templates', icon: '@imgly/Template', entries: ['my-templates-entry'], },]); ``` ## Full Code[#](#full-code) Here’s the full code: ``` import CreativeEditorSDK from 'https://cdn.img.ly/packages/imgly/cesdk-js/1.52.0/index.js'; const config = { license: 'mtLT-_GJwMhE7LDnO8KKEma7qSuzWuDxiKuQcxHKmz3fjaXWY2lT3o3Z2VdL5twm', userId: 'guides-user', baseURL: 'https://cdn.img.ly/packages/imgly/cesdk-js/1.52.0/assets', callbacks: { onUpload: 'local' }, // Enable local uploads in Asset Library.}; CreativeEditorSDK.create('#cesdk_container', config).then(async instance => { instance.addDemoAssetSources({ sceneMode: 'Design' }); instance.engine.asset.addLocalSource( 'my-templates', undefined, function applyAsset(asset) { instance.engine.scene.applyTemplateFromURL(asset.meta.uri); }, ); instance.engine.asset.addAssetToSource('my-templates', { id: 'template1', label: 'Template 1', meta: { uri: `${window.location.protocol}//${window.location.host}/template.scene`, thumbUri: `${window.location.protocol}//${window.location.host}/template_thumb.png`, }, }); instance.ui.addAssetLibraryEntry({ id: 'my-templates-entry', sourceIds: ['my-templates'], sceneMode: 'Design', previewLength: 5, previewBackgroundType: 'cover', gridBackgroundType: 'cover', gridColumns: 3, }); instance.ui.setDockOrder([ { id: 'ly.img.assetLibrary.dock', key: 'my-templates-dock-entry', label: 'My Templates', icon: '@imgly/Template', entries: ['my-templates-entry'], }, ]); instance.createDesignScene();}); ``` --- [Source](https:/img.ly/docs/cesdk/node/create-templates/add-dynamic-content-53fad7) # Dynamic Content --- [Source](https:/img.ly/docs/cesdk/node/conversion/to-pdf-eb937f) # To PDF The CE.SDK allows you to convert JPEG, PNG, WebP, BMP and SVG images into PDFs directly in the browser—no server-side processing required. You can perform this conversion programmatically or through the user interface. The CE.SDK supports converting single or multiple images to PDF while allowing transformations such as cropping, rotating, and adding text before exporting. You can also customize PDF output settings, including resolution, compatibility and underlayer. ## Convert to PDF Programmatically[#](#convert-to-pdf-programmatically) You can use the CE.SDK to load an image, apply basic edits, and export it as a PDF programmatically. The following examples demonstrate how to convert a single image and how to merge multiple images into a single PDF. ### Convert a Single Image to PDF[#](#convert-a-single-image-to-pdf) The example below loads an image, applies transformations, and exports it as a PDF: ``` // Prepare an image URLconst imageURL = 'https://example.com/image.jpg'; // Create a new scene by loading the image immediatelyawait instance.createFromImage(image); // Find the automatically added graphic block with an image fillconst block = engine.block.findByType('graphic')[0]; // Apply crop with a scale ratio of 2.0engine.block.setCropScaleRatio(block, 2.0); // Export as PDF Blobconst page = engine.scene.getCurrentPage();const blob = await engine.block.export(page, 'application/pdf');// You can now save it or display it in your application ``` ### Combine Multiple Images into a Single PDF[#](#combine-multiple-images-into-a-single-pdf) The example below demonstrates how to merge multiple images into a single PDF document: ``` // Prepare image URLsconst images = [ 'https://example.com/image1.jpg', 'https://example.com/image2.png', 'https://example.com/image3.webp',]; // Create an empty scene with a 'VerticalStack' layoutconst scene = await engine.scene.create('VerticalStack');const [stack] = engine.block.findByType('stack'); // Load all images as pagesfor (const image of images) { // Append the new page to the stack const page = engine.block.create('page'); engine.block.appendChild(stack, page); // Set the image as the fill of the page const imageFill = engine.block.createFill('image'); engine.block.setString(imageFill, 'fill/image/imageFileURI', image); engine.block.setFill(page, imageFill);} // Export all images as a single PDF blobconst blob = await engine.block.export(scene, 'application/pdf');// You can now save it or display it in your application ``` ## PDF Conversion via the User Interface[#](#pdf-conversion-via-the-user-interface) The CE.SDK allows you to enable PDF conversion directly from the user interface. You can customize the UI to include a “Convert to PDF” button, allowing users to trigger conversion to PDF after they upload images and perform any edits or adjustments. ## Enable PDF Conversion in the UI[#](#enable-pdf-conversion-in-the-ui) To modify the UI and add a “Convert to PDF” button to the navigation bar: ``` // Register a custom button componentinstance.ui.registerComponent( 'convert.nav', ({ builder: { Button }, engine }) => { Button('conver-to-pdf', { label: 'Convert To PDF', icon: '@imgly/Download', color: 'accent', onClick: async () => { // Export the current scene as a PDF blob const scene = engine.scene.get(); const blob = await engine.block.export(scene, 'application/pdf'); // Trigger download of the PDF blob const element = document.createElement('a'); element.setAttribute('href', window.URL.createObjectURL(blob)); element.setAttribute('download', 'converted.pdf'); element.style.display = 'none'; element.click(); element.remove(); }, }); },); // Add the custom button at the end of the navigation bareditor.ui.setNavigationBarOrder([ ...editor.ui.getNavigationBarOrder(), 'convert.nav',]); ``` For more details on customizing the UI, see the User Interface Configuration Guide. ## Configuring PDF Output[#](#configuring-pdf-output) The SDK provides various options for customizing PDF exports. You can control resolution, compatibility and underlayer. ### Available PDF Output Settings[#](#available-pdf-output-settings) * **Resolution:** Adjust the DPI (dots per inch) to create print-ready PDFs with the desired level of detail. * **Page Size:** Define custom dimensions in pixels for the output PDF. If specified, the block will scale to fully cover the target size while maintaining its aspect ratio. * **Compatibility:** Enable this setting to improve compatibility with various PDF viewers. When enabled, images and effects are rasterized based on the scene’s DPI instead of being embedded as vector elements. * **Underlayer:** Add an underlayer beneath the image content to optimize printing on non-white or specialty media (e.g., fabric, glass). The ink type is defined in `ExportOptions` using a spot color. You can also apply a positive or negative offset, in design units, to adjust the underlayer’s scale. See the guide Export for Printing to learn more. ### Customizing PDF Output[#](#customizing-pdf-output) You can configure these settings when exporting: ``` const scene = engine.scene.get(); // Adjust the DPI to 72engine.block.setFloat(scene, 'scene/dpi', 72); // Set spot color to be used as underlayerengine.editor.setSpotColorRGB('RDG_WHITE', 0.8, 0.8, 0.8); const blob = await engine.block.export(scene, 'application/pdf', { // Set target width and height in pixels targetWidth: 800, targetHeight: 600, // Increase compatibility with different PDF viewers exportPdfWithHighCompatibility: true, // Add an underlayer beneath the image content exportPdfWithUnderlayer: true, underlayerSpotColorName: 'RDG_WHITE', underlayerOffset: -2.0,}); ``` --- [Source](https:/img.ly/docs/cesdk/node/conversion/overview-44dc58) # Overview CreativeEditor SDK (CE.SDK) allows you to export designs into a variety of formats, making it easy to prepare assets for web publishing, printing, storage, and other workflows. [Launch Web Demo](https://img.ly/showcases/cesdk)[ Get Started ](node/get-started/overview-e18f40/) ## Supported Input and Output Formats[#](#supported-input-and-output-formats) CE.SDK accepts a range of input formats when working with designs, including: | Category | Supported Formats | | --- | --- | | **Images** | `.png`, `.jpeg`, `.jpg`, `.gif`, `.webp`, `.svg`, `.bmp` | | **Video** | `.mp4` (H.264/AVC, H.265/HEVC), `.mov` (H.264/AVC, H.265/HEVC) | | **Audio** | `.mp3`, `.m4a`, `.mp4` (AAC or MP3), `.mov` (AAC or MP3) | Need to import a format not listed here? CE.SDK allows you to create custom importers for any file type by using our Scene and Block APIs programmatically. When it comes to exporting or converting designs, the SDK supports the following output formats: | Category | Supported Formats | | --- | --- | | **Images** | `.png` (with transparency), `.jpeg`, `.webp`, `.tga` | | **Print** | `.pdf` (supports underlayer printing and spot colors) | | **Scene** | `.scene` (description of the scene without any assets) | | **Archive** | `.zip` (fully self-contained archive that bundles the `.scene` file with all assets) | Our custom cross-platform C++ based rendering and layout engine ensures consistent output quality across devices. Each format serves different use cases, giving you the flexibility to adapt designs for your application’s needs. ## Customization Options[#](#customization-options) When exporting designs, CE.SDK offers several customization options to meet specific output requirements: * **Resolution and DPI Settings:** Adjust the resolution for raster exports like PNG to optimize for screen or print. * **Output Dimensions:** Define custom width and height settings for the exported file, independent of the original design size. * **File Quality:** For formats that support compression (such as PNG or PDF), you can control the quality level to balance file size and visual fidelity. * **Background Transparency:** Choose whether to preserve transparent backgrounds or export with a solid background color. * **Page Selection:** When exporting multi-page documents (e.g., PDFs), you can select specific pages or export all pages at once. These options help ensure that your exported content is optimized for its intended platform, whether it’s a website, a mobile app, or a print-ready document. --- [Source](https:/img.ly/docs/cesdk/node/concepts/undo-and-history-99479d) # Undo and History ``` // Manage history stacksconst newHistory = engine.editor.createHistory();const oldHistory = engine.editor.getActiveHistory();engine.editor.setActiveHistory(newHistory);engine.editor.destroyHistory(oldHistory); const unsubscribe = engine.editor.onHistoryUpdated(() => { const canUndo = engine.editor.canUndo(); const canRedo = engine.editor.canRedo(); console.log('History updated', { canUndo, canRedo });}); // Push a new state to the undo stackengine.editor.addUndoStep(); // Perform an undo, if possible.if (engine.editor.canUndo()) { engine.editor.undo();} // Perform a redo, if possible.if (engine.editor.canRedo()) { engine.editor.redo();} ``` In this example, we will show you how to use the [CreativeEditor SDK](https://img.ly/products/creative-sdk)’s CreativeEngine to undo and redo steps in the `editor` API. ## Functions[#](#functions) ``` createHistory(): HistoryId ``` Create a history which consists of an undo/redo stack for editing operations. There can be multiple. But only one can be active at a time. * Returns The handle of the created history. ``` destroyHistory(history: HistoryId): void ``` Destroy the given history, throws an error if the handle doesn’t refer to a history. * `history`: The history to destroy. ``` setActiveHistory(history: HistoryId): void ``` Mark the given history as active, throws an error if the handle doesn’t refer to a history. All other histories get cleared from the active state. Undo/redo operations only apply to the active history. * `history`: The history to make active. ``` getActiveHistory(): HistoryId ``` Get the handle to the currently active history. If there’s none it will be created. * Returns History - The handle of the active history. ``` addUndoStep(): void ``` Adds a new history state to the stack, if undoable changes were made. ``` undo(): void ``` Undo one step in the history if an undo step is available. ``` canUndo(): boolean ``` If an undo step is available. * Returns True if an undo step is available. ``` redo(): void ``` Redo one step in the history if a redo step is available. ``` canRedo(): boolean ``` If a redo step is available. * Returns True if a redo step is available. ``` onHistoryUpdated: (callback: () => void) => (() => void) ``` Subscribe to changes to the undo/redo history. * `callback`: This function is called at the end of the engine update, if the undo/redo history has been changed. * Returns A method to unsubscribe ## Full Code[#](#full-code) Here’s the full code: ``` // Manage history stacksconst newHistory = engine.editor.createHistory();const oldHistory = engine.editor.getActiveHistory();engine.editor.setActiveHistory(newHistory);engine.editor.destroyHistory(oldHistory); const unsubscribe = engine.editor.onHistoryUpdated(() => { const canUndo = engine.editor.canUndo(); const canRedo = engine.editor.canRedo(); console.log('History updated', { canUndo, canRedo });}); // Push a new state to the undo stackengine.editor.addUndoStep(); // Perform an undo, if possible.if (engine.editor.canUndo()) { engine.editor.undo();} // Perform a redo, if possible.if (engine.editor.canRedo()) { engine.editor.redo();} ``` --- [Source](https:/img.ly/docs/cesdk/node/concepts/scenes-e8596d) # Scenes ``` import CreativeEngine from 'https://cdn.img.ly/packages/imgly/cesdk-engine/1.52.0/index.js'; const config = { license: 'mtLT-_GJwMhE7LDnO8KKEma7qSuzWuDxiKuQcxHKmz3fjaXWY2lT3o3Z2VdL5twm', userId: 'guides-user', baseURL: 'https://cdn.img.ly/packages/imgly/cesdk-engine/1.52.0/assets'}; CreativeEngine.init(config).then((engine) => { document.getElementById('cesdk_container').append(engine.element); let scene = engine.scene.get(); /* In engine only mode we have to create our own scene and page. */ if (!scene) { scene = engine.scene.create(); const page = engine.block.create('page'); engine.block.appendChild(scene, page); } /* Find all pages in our scene. */ const pages = engine.block.findByType('page'); /* Use the first page we found. */ const page = pages[0]; /* Create an graphic block with an image fill and add it to the scene's page. */ const block = engine.block.create('graphic'); engine.block.setShape(block, engine.block.createShape('rect')); const imageFill = engine.block.createFill('image'); engine.block.setFill(block, imageFill); engine.block.setString( imageFill, 'fill/image/imageFileURI', 'https://img.ly/static/ubq_samples/imgly_logo.jpg' ); /* The content fill mode 'Contain' ensures the entire image is visible. */ engine.block.setEnum(block, 'contentFill/mode', 'Contain'); engine.block.appendChild(page, block); /* Zoom the scene's camera on our page. */ engine.scene.zoomToBlock(page);}); ``` ```
``` Commonly, a scene contains several pages which in turn contain any other blocks such as images and texts. A block (or design block) is the main building unit in CE.SDK. Blocks are organized in a hierarchy through parent-child relationships. A scene is a specialized block that acts as the root of this hierarchy. At any time, the engine holds only a single scene. Loading or creating a scene will replace the current one. ## Interacting With The Scene[#](#interacting-with-the-scene) ### Creating or Using an Existing Scene[#](#creating-or-using-an-existing-scene) When using the Engine’s API in the context of the CE.SDK editor, there’s already an existing scene. You can obtain a handle to this scene by calling the [SceneAPI](node/concepts/scenes-e8596d/)’s `scene.get(): number` method. However, when using the Engine on its own you first have to create a scene, e.g. using `scene.create(): number`. See the [Creating Scenes](node/open-the-editor-23a1db/) guide for more details and options. ``` let scene = engine.scene.get(); /* In engine only mode we have to create our own scene and page. */ if (!scene) { scene = engine.scene.create(); ``` Next, we need a page to place our blocks on. The scene automatically arranges its pages either in a vertical (the default) or horizontal layout. Again in the context of the editor, there’s already an existing page. To fetch that page call the [BlockAPI](node/concepts/blocks-90241e/)’s `block.findByType(type: ObjectType): number[]` method and use the first element of the returned array. When only using the engine, you have to create a page yourself and append it to the scene. To do that create the page using `block.create(type: DesignBlockType): number` and append it to the scene with `block.appendChild(parent: number, child: number)`. ``` const page = engine.block.create('page'); engine.block.appendChild(scene, page); } /* Find all pages in our scene. */ const pages = engine.block.findByType('page'); /* Use the first page we found. */ const page = pages[0]; ``` At this point, you should have a handle to an existing scene as well as a handle to its page. Now it gets interesting when we start to add different types of blocks to the scene’s page. ### Modifying the Scene[#](#modifying-the-scene) As an example, we create a graphic block using the [BlockAPI](node/concepts/blocks-90241e/)’s `create()` method which we already used for creating our page. Then we set a rect shape and an image fill to this newly created block to give it a visual representation. To see what other kinds of blocks are available see the [Block Types](node/concepts/blocks-90241e/) in the API Reference. ``` /* Create an graphic block with an image fill and add it to the scene's page. */const block = engine.block.create('graphic');engine.block.setShape(block, engine.block.createShape('rect'));const imageFill = engine.block.createFill('image');engine.block.setFill(block, imageFill); ``` We set a property of our newly created image fill by giving it a URL to reference an image file from. We also make sure the entire image stays visible by setting the block’s content fill mode to `'Contain'`. To learn more about block properties check out the [Block Properties](node/concepts/blocks-90241e/) API Reference. ``` engine.block.setString( imageFill, 'fill/image/imageFileURI', 'https://img.ly/static/ubq_samples/imgly_logo.jpg',);/* The content fill mode 'Contain' ensures the entire image is visible. */engine.block.setEnum(block, 'contentFill/mode', 'Contain'); ``` And finally, for our image to be visible we have to add it to our page using `appendChild`. ``` engine.block.appendChild(page, block); ``` To frame everything nicely and put it into view we direct the scene’s camera to zoom on our page. ``` /* Zoom the scene's camera on our page. */engine.scene.zoomToBlock(page); ``` ### Full Code[#](#full-code) Here’s the full code snippet for exploring a scene’s contents using the `scene` API: ``` import CreativeEngine from 'https://cdn.img.ly/packages/imgly/cesdk-engine/1.52.0/index.js'; const config = { license: 'mtLT-_GJwMhE7LDnO8KKEma7qSuzWuDxiKuQcxHKmz3fjaXWY2lT3o3Z2VdL5twm', userId: 'guides-user', baseURL: 'https://cdn.img.ly/packages/imgly/cesdk-engine/1.52.0/assets',}; CreativeEngine.init(config).then(engine => { document.getElementById('cesdk_container').append(engine.element); let scene = engine.scene.get(); /* In engine only mode we have to create our own scene and page. */ if (!scene) { scene = engine.scene.create(); const page = engine.block.create('page'); engine.block.appendChild(scene, page); } /* Find all pages in our scene. */ const pages = engine.block.findByType('page'); /* Use the first page we found. */ const page = pages[0]; /* Create an graphic block with an image fill and add it to the scene's page. */ const block = engine.block.create('graphic'); engine.block.setShape(block, engine.block.createShape('rect')); const imageFill = engine.block.createFill('image'); engine.block.setFill(block, imageFill); engine.block.setString( imageFill, 'fill/image/imageFileURI', 'https://img.ly/static/ubq_samples/imgly_logo.jpg', ); /* The content fill mode 'Contain' ensures the entire image is visible. */ engine.block.setEnum(block, 'contentFill/mode', 'Contain'); engine.block.appendChild(page, block); /* Zoom the scene's camera on our page. */ engine.scene.zoomToBlock(page);}); ``` ## Exploring Scene Contents Using The Scene API[#](#exploring-scene-contents-using-the-scene-api) ### Functions[#](#functions) ``` getPages(): DesignBlockId[] ``` Get the sorted list of pages in the scene. * Returns The sorted list of pages in the scene. ``` setDesignUnit(designUnit: DesignUnit): void ``` Converts all values of the current scene into the given design unit. * `designUnit`: The new design unit of the scene ``` getDesignUnit(): DesignUnit ``` Returns the design unit of the current scene. * Returns The current design unit. ``` type DesignUnit = 'Pixel' | 'Millimeter' | 'Inch'; ``` The unit type in which the page values (size, distances, etc.) are defined. ``` getCurrentPage(): DesignBlockId | null ``` Get the current page, i.e., the page of the first selected element if this page is at least 25% visible or, otherwise, the page nearest to the viewport center. * Returns The current page in the scene or null. ``` findNearestToViewPortCenterByType(type: DesignBlockType): DesignBlockId[] ``` Find all blocks with the given type sorted by the distance to viewport center. * `type`: The type to search for. * Returns A list of block ids sorted by distance to viewport center. ``` findNearestToViewPortCenterByKind(kind: string): DesignBlockId[] ``` Find all blocks with the given kind sorted by the distance to viewport center. * `kind`: The kind to search for. * Returns A list of block ids sorted by distance to viewport center. ### Full Code[#](#full-code-1) Here’s the full code for exploring a scene’s contents: ``` const pages = engine.scene.getPages();const currentPage = engine.scene.getCurrentPage();const nearestPageByType = engine.scene.findNearestToViewPortCenterByType('//ly.img.ubq/page')[0];const nearestImageByKind = engine.scene.findNearestToViewPortCenterByKind('image')[0]; engine.scene.setDesignUnit('Pixel'); /* Now returns 'Pixel' */engine.scene.getDesignUnit(); ``` ## Exploring Scene Contents Using The Block API[#](#exploring-scene-contents-using-the-block-api) Learn how to use the [CreativeEditor SDK](https://img.ly/products/creative-sdk)’s CreativeEngine to explore scenes through the `block` API. ### Functions[#](#functions-1) ``` findAll(): DesignBlockId[] ``` Return all blocks currently known to the engine. * Returns A list of block ids. ``` findAllPlaceholders(): DesignBlockId[] ``` Return all placeholder blocks in the current scene. * Returns A list of block ids. ``` findByType(type: ObjectType): DesignBlockId[] ``` Finds all blocks with the given type. * `type`: The type to search for. * Returns A list of block ids. ``` findByKind(kind: string): DesignBlockId[] ``` Finds all blocks with the given kind. * `kind`: The kind to search for. * Returns A list of block ids. ``` findByName(name: string): DesignBlockId[] ``` Finds all blocks with the given name. * `name`: The name to search for. * Returns A list of block ids. ### Full Code[#](#full-code-2) Here’s the full code snippet for exploring a scene’s contents using the `block` API: ``` const allIds = engine.block.findAll();const allPlaceholderIds = engine.block.findAllPlaceholders();const allPages = engine.block.findByType('page');const allImageFills = engine.block.findByType('fill/image');const allStarShapes = engine.block.findByType('shape/star');const allHalfToneEffects = try engine.block.findByType('effect/half_tone')const allUniformBlurs = try engine.block.findByType('blur/uniform')const allStickers = engine.block.findByKind('sticker');const ids = engine.block.findByName('someName'); ``` --- [Source](https:/img.ly/docs/cesdk/node/concepts/resources-a58d71) # Working With Resources ``` const scene = engine.scene.get(); // Forcing all resources of all the blocks in a scene or the resources of graphic block to loadawait engine.block.forceLoadResources([scene]); const graphics = engine.block.findByType('graphic');await engine.block.forceLoadResources(graphics); ``` By default, a scene’s resources are loaded on-demand. You can manually trigger the loading of all resources in a scene of for specific blocks by calling `forceLoadResources`. Any set of blocks can be passed as argument and whatever resources these blocks require will be loaded. In this example, we will show you how to use the [CreativeEditor SDK](https://img.ly/products/creative-sdk)’s CreativeEngine to forcibly pre-load all resources contained in a scene. ``` forceLoadResources(ids: DesignBlockId[]): Promise ``` Begins loading the resources of the given blocks and their children. If the resource had been loaded earlier and resulted in an error, it will be reloaded. This function is useful for preloading resources before they are needed. Warning: For elements with a source set, all elements in the source set will be loaded. * `ids`: The blocks whose resources should be loaded. The given blocks don’t require to have resources and can have children blocks (e.g. a scene block or a page block). * Returns A Promise that resolves once the resources have finished loading. ### Full Code[#](#full-code) Here’s the full code: ``` const scene = engine.scene.get(); // Forcing all resources of all the blocks in a scene or the resources of graphic block to loadawait engine.block.forceLoadResources([scene]); const graphics = engine.block.findByType('graphic');await engine.block.forceLoadResources(graphics); ``` --- [Source](https:/img.ly/docs/cesdk/node/concepts/pages-7b6bae) # Pages Although the editor can manage a collection of pages with varying dimensions, our interfaces are presently designed to maintain a consistent dimension across all pages. Consequently, loading scenes with pages of different dimensions may lead to unexpected behavior, and the editor might adjust your scene accordingly. --- [Source](https:/img.ly/docs/cesdk/node/concepts/events-353f97) # Events ``` import CreativeEngine from 'https://cdn.img.ly/packages/imgly/cesdk-engine/1.52.0/index.js'; const config = { license: 'mtLT-_GJwMhE7LDnO8KKEma7qSuzWuDxiKuQcxHKmz3fjaXWY2lT3o3Z2VdL5twm', userId: 'guides-user', baseURL: 'https://cdn.img.ly/packages/imgly/cesdk-engine/1.52.0/assets'}; CreativeEngine.init(config).then(async (engine) => { document.getElementById('cesdk_container').append(engine.element); const scene = engine.scene.create(); const page = engine.block.create('page'); engine.block.appendChild(scene, page); const block = engine.block.create('graphic'); engine.block.setShape(block, engine.block.createShape('star')); engine.block.setFill(block, engine.block.createFill('color')); engine.block.appendChild(page, block); let unsubscribe = engine.event.subscribe([block], (events) => { for (var i = 0; i < events.length; i++) { let event = events[i]; console.log('Event:', event.type, event.block); if (engine.block.isValid(event.block)) { console.log('Block type:', engine.block.getType(event.block)); } } }); await sleep(1000); engine.block.setRotation(block, 0.5 * Math.PI); await sleep(1000); engine.block.destroy(block); await sleep(1000); unsubscribe(); function sleep(ms) { return new Promise((resolve) => setTimeout(resolve, ms)); }}); ``` ```
``` In this example, we will show you how to use the [CreativeEditor SDK](https://img.ly/products/creative-sdk)’s CreativeEngine to subscribe to creation, update, and destruction events of design blocks. ## Subscribing to Events[#](#subscribing-to-events) The event API provides a single function to subscribe to design block events. The types of events are: * `'Created'`: The design block was just created. * `'Updated'`: A property of the design block was updated. * `'Destroyed'`: The design block was destroyed. Note that a destroyed block will have become invalid and trying to use Block API functions on it will result in an exception. You can always use the Block API’s `isValid` function to verify whether a block is valid before use. All events that occur during an engine update are batched, deduplicated, and always delivered at the very end of the engine update. Deduplication means you will receive at most one `'Updated'` event per block per subscription, even though there could potentially be multiple updates to a block during the engine update. To be clear, this also means the order of the event list provided to your event callback won’t reflect the actual order of events within an engine update. * `subscribe(blocks: number[], callback: (events: {type: string, block: number}[]) => void): () => void` subscribe to events from a given list of blocks. Providing an empty list will subscribe to events from all of the engine’s blocks. The provided callback will receive a list of events that occurred in the last engine update. Each event consists of the event `type` and the affected `block`. The returned function shall be used to unsubscribe from receiving further events. ``` let unsubscribe = engine.event.subscribe([block], (events) => { for (var i = 0; i < events.length; i++) { let event = events[i]; ``` ## Unsubscribing from events[#](#unsubscribing-from-events) * `subscribe` returns a function that can be called to unsubscribe from receiving events. Note that it is important to unsubscribe when done. At the end of each update the engine has to prepare a list of events for each individual subscriber. Unsubscribing will help to reduce unnecessary work and improve performance. ``` unsubscribe(); ``` ## Full Code[#](#full-code) Here’s the full code: ``` import CreativeEngine from 'https://cdn.img.ly/packages/imgly/cesdk-engine/1.52.0/index.js'; const config = { license: 'mtLT-_GJwMhE7LDnO8KKEma7qSuzWuDxiKuQcxHKmz3fjaXWY2lT3o3Z2VdL5twm', userId: 'guides-user', baseURL: 'https://cdn.img.ly/packages/imgly/cesdk-engine/1.52.0/assets',}; CreativeEngine.init(config).then(async engine => { document.getElementById('cesdk_container').append(engine.element); const scene = engine.scene.create(); const page = engine.block.create('page'); engine.block.appendChild(scene, page); const block = engine.block.create('graphic'); engine.block.setShape(block, engine.block.createShape('star')); engine.block.setFill(block, engine.block.createFill('color')); engine.block.appendChild(page, block); let unsubscribe = engine.event.subscribe([block], events => { for (var i = 0; i < events.length; i++) { let event = events[i]; console.log('Event:', event.type, event.block); if (engine.block.isValid(event.block)) { console.log('Block type:', engine.block.getType(event.block)); } } }); await sleep(1000); engine.block.setRotation(block, 0.5 * Math.PI); await sleep(1000); engine.block.destroy(block); await sleep(1000); unsubscribe(); function sleep(ms) { return new Promise(resolve => setTimeout(resolve, ms)); }}); ``` --- [Source](https:/img.ly/docs/cesdk/node/export-save-publish/store-custom-metadata-337248) # Store Custom Metadata ``` import CreativeEngine from 'https://cdn.img.ly/packages/imgly/cesdk-engine/1.52.0/index.js'; const config = { license: 'mtLT-_GJwMhE7LDnO8KKEma7qSuzWuDxiKuQcxHKmz3fjaXWY2lT3o3Z2VdL5twm', userId: 'guides-user', baseURL: 'https://cdn.img.ly/packages/imgly/cesdk-engine/1.52.0/assets'}; CreativeEngine.init(config).then(async (engine) => { let scene = await engine.scene.createFromImage( 'https://img.ly/static/ubq_samples/imgly_logo.jpg' ); // get the graphic block with the image fill // Note: In this example we know that the first block since there is only one block in the scene // at this point. You might need to filter by fill type if you have multiple blocks. const block = engine.block.findByType('graphic')[0]; engine.block.setMetadata(scene, 'author', 'img.ly'); engine.block.setMetadata(block, 'customer_id', '1234567890'); /* We can even store complex objects */ const payment = { id: 5, method: 'credit_card', received: true }; engine.block.setMetadata(block, 'payment', JSON.stringify(payment)); /* This will return 'img.ly' */ engine.block.getMetadata(scene, 'author'); /* This will return '1000000' */ engine.block.getMetadata(block, 'customer_id'); /* This will return ['customer_id'] */ engine.block.findAllMetadata(block); engine.block.removeMetadata(block, 'payment'); /* This will return false */ engine.block.hasMetadata(block, 'payment'); /* We save our scene and reload it from scratch */ const sceneString = await engine.scene.saveToString(); scene = await engine.scene.loadFromString(sceneString); /* This still returns 'img.ly' */ engine.block.getMetadata(scene, 'author'); /* And this still returns '1234567890' */ engine.block.getMetadata(block, 'customer_id'); // Attach engine canvas to DOM document.getElementById('cesdk_container').append(engine.element);}); ``` ```
``` CE.SDK allows you to store custom metadata in your scenes. You can attach metadata to your scene or directly to your individual design blocks within the scene. This metadata is persistent across saving and loading of scenes. It simply consists of key value pairs of strings. Using any string-based serialization format such as JSON will allow you to store even complex objects. Please note that when duplicating blocks their metadata will also be duplicated. ## Working with Metadata[#](#working-with-metadata) We can add metadata to any design block using `setMetadata(block: number, key: string, value: string)`. This also includes the scene block. ``` engine.block.setMetadata(scene, 'author', 'img.ly'); engine.block.setMetadata(block, 'customer_id', '1234567890'); /* We can even store complex objects */ const payment = { id: 5, method: 'credit_card', received: true }; engine.block.setMetadata(block, 'payment', JSON.stringify(payment)); ``` We can retrieve metadata from any design block or scene using `getMetadata(block: number, key: string): string`. Before accessing the metadata you check for its existence using `hasMetadata(block: number, key: string): boolean`. ``` /* This will return 'img.ly' */ engine.block.getMetadata(scene, 'author'); /* This will return '1000000' */ engine.block.getMetadata(block, 'customer_id'); ``` We can query all metadata keys from any design block or scene using `findAllMetadata(block: number): string[]`. For blocks without any metadata, this will return an empty list. ``` /* This will return ['customer_id'] */engine.block.findAllMetadata(block); ``` If you want to get rid of any metadata, you can use `removeMetadata(block: number, key: string)`. ``` engine.block.removeMetadata(block, 'payment'); /* This will return false */ engine.block.hasMetadata(block, 'payment'); ``` Metadata will automatically be saved and loaded as part the scene. So you don’t have to worry about it getting lost or having to save it separately. ``` /* We save our scene and reload it from scratch */ const sceneString = await engine.scene.saveToString(); scene = await engine.scene.loadFromString(sceneString); /* This still returns 'img.ly' */ engine.block.getMetadata(scene, 'author'); /* And this still returns '1234567890' */ engine.block.getMetadata(block, 'customer_id'); ``` ## Full Code[#](#full-code) Here’s the full code: ``` import CreativeEngine from 'https://cdn.img.ly/packages/imgly/cesdk-engine/1.52.0/index.js'; const config = { license: 'mtLT-_GJwMhE7LDnO8KKEma7qSuzWuDxiKuQcxHKmz3fjaXWY2lT3o3Z2VdL5twm', userId: 'guides-user', baseURL: 'https://cdn.img.ly/packages/imgly/cesdk-engine/1.52.0/assets',}; CreativeEngine.init(config).then(async engine => { let scene = await engine.scene.createFromImage( 'https://img.ly/static/ubq_samples/imgly_logo.jpg', ); // get the graphic block with the image fill // Note: In this example we know that the first block since there is only one block in the scene // at this point. You might need to filter by fill type if you have multiple blocks. const block = engine.block.findByType('graphic')[0]; engine.block.setMetadata(scene, 'author', 'img.ly'); engine.block.setMetadata(block, 'customer_id', '1234567890'); /* We can even store complex objects */ const payment = { id: 5, method: 'credit_card', received: true, }; engine.block.setMetadata(block, 'payment', JSON.stringify(payment)); /* This will return 'img.ly' */ engine.block.getMetadata(scene, 'author'); /* This will return '1000000' */ engine.block.getMetadata(block, 'customer_id'); /* This will return ['customer_id'] */ engine.block.findAllMetadata(block); engine.block.removeMetadata(block, 'payment'); /* This will return false */ engine.block.hasMetadata(block, 'payment'); /* We save our scene and reload it from scratch */ const sceneString = await engine.scene.saveToString(); scene = await engine.scene.loadFromString(sceneString); /* This still returns 'img.ly' */ engine.block.getMetadata(scene, 'author'); /* And this still returns '1234567890' */ engine.block.getMetadata(block, 'customer_id'); // Attach engine canvas to DOM document.getElementById('cesdk_container').append(engine.element);}); ``` --- [Source](https:/img.ly/docs/cesdk/node/concepts/edit-modes-1f5b6c) # Editor State ``` const unsubscribeState = engine.editor.onStateChanged(() => console.log('Editor state has changed'),); // Native modes: 'Transform', 'Crop', 'Text'engine.editor.setEditMode('Crop');engine.editor.getEditMode(); // 'Crop' engine.editor.unstable_isInteractionHappening(); // Use this information to alter the displayed cursorengine.editor.getCursorType();engine.editor.getCursorRotation(); // Query information about the text cursor positionengine.editor.getTextCursorPositionInScreenSpaceX();engine.editor.getTextCursorPositionInScreenSpaceY(); ``` The CreativeEditor SDK operates in different states called **Edit Modes**, each designed for a specific type of interaction on the canvas: * `Transform`: this is the default mode which allow to move, resize and manipulate things on the canvas * `Text`: Allows to edit the text elements on the canvas * `Crop`: Allow to Crop media blocks (images, videos, etc…) * `Trim`: Trim the clips in video mode * `Playback`: Play the media (mostly video) in video mode While users typically interact with these modes through the UI (e.g., showing or hiding specific controls based on the active mode), it’s also possible to manage them programmatically via the engine’s API, though this isn’t always required. In this example, we will show you how to use the [CreativeEditor SDK](https://img.ly/products/creative-sdk)’s CreativeEngine to set and query the editor state in the `editor` API, i.e., what type of content the user is currently able to edit. ## State[#](#state) The editor state consists of the current edit mode, which informs what type of content the user is currently able to edit. The edit mode can be set to either `'Transform'`, `'Crop'`, `'Text'`, or a custom user-defined one. You can also query the intended mouse cursor and the location of the text cursor while editing text. Instead of having to constantly query the state in a loop, you can also be notified when the state has changed to then act on these changes in a callback. ``` onStateChanged: (callback: () => void) => (() => void) ``` Subscribe to changes to the editor state. * `callback`: This function is called at the end of the engine update, if the editor state has changed. * Returns A method to unsubscribe. ``` setEditMode(mode: EditMode): void ``` Set the edit mode of the editor. An edit mode defines what type of content can currently be edited by the user. Hint: the initial edit mode is “Transform”. * `mode`: “Transform”, “Crop”, “Text”, “Playback”, “Trim” or a custom value. ``` getEditMode(): EditMode ``` Get the current edit mode of the editor. An edit mode defines what type of content can currently be edited by the user. * Returns “Transform”, “Crop”, “Text”, “Playback”, “Trim” or a custom value. ``` unstable_isInteractionHappening(): boolean ``` If an user interaction is happening, e.g., a resize edit with a drag handle or a touch gesture. * Returns True if an interaction is happening. ## Cursor[#](#cursor) ``` getCursorType(): 'Arrow' | 'Move' | 'MoveNotPermitted' | 'Resize' | 'Rotate' | 'Text' ``` Get the type of cursor that should be displayed by the application. * Returns The cursor type. ``` getCursorRotation(): number ``` Get the rotation with which to render the mouse cursor. * Returns The angle in radians. ``` getTextCursorPositionInScreenSpaceX(): number ``` Get the current text cursor’s x position in screen space. * Returns The text cursor’s x position in screen space. ``` getTextCursorPositionInScreenSpaceY(): number ``` Get the current text cursor’s y position in screen space. * Returns The text cursor’s y position in screen space. ## Full Code[#](#full-code) Here’s the full code: ``` const unsubscribeState = engine.editor.onStateChanged(() => console.log('Editor state has changed'),); // Native modes: 'Transform', 'Crop', 'Text'engine.editor.setEditMode('Crop');engine.editor.getEditMode(); // 'Crop' engine.editor.unstable_isInteractionHappening(); // Use this information to alter the displayed cursorengine.editor.getCursorType();engine.editor.getCursorRotation(); // Query information about the text cursor positionengine.editor.getTextCursorPositionInScreenSpaceX();engine.editor.getTextCursorPositionInScreenSpaceY(); ``` --- [Source](https:/img.ly/docs/cesdk/node/concepts/design-units-cc6597) # Design Units The CreativeEditor SDK (CE.SDK) Engine supports three different design units for all layouting values. This includes element positions, sizes and bleed margins. Supported design units are: * Pixels `px` * Millimeters `mm` * Inches `in` ## Font sizes[#](#font-sizes) Unlike all other values, font sizes are always defined in points `pt`. ## DPI[#](#dpi) If a scene uses a unit other than pixel `px`, the `dpi` property of that scene determines all conversions between the unit and pixels whenever necessary. Therefore, the `dpi` controls the export resolution of such a scenes blocks. This `dpi` value is also used in order to convert all font sizes into the design unit of the current scene. If the `dpi` property is changed in a scene with pixel unit, all text block’s font sizes are automatically adjusted so that the text stays visually the same size. --- [Source](https:/img.ly/docs/cesdk/node/concepts/editing-workflow-032d27) # Editing Workflow ## Roles[#](#roles) User roles allow the CE.SDK to change and adapt its UI layout and functionality to provide the optimal editing experience for a specific purpose. ### Creator[#](#creator) The `Creator` role is the most powerful and least restrictive role that is offered by the CE.SDK. Running the editor with this role means that there are no limits to what the user can do with the loaded scene. Elements can be added, moved, deleted, and modified. All types of controls for modifying the selected elements are shown inside of the inspector. ### Adopter[#](#adopter) The `Adopter` role allows new elements to be added and modified. Existing elements of a scene are only modifiable based on the set of constraints that the `Creator` has manually enabled. This provides the `Adopter` with a simpler interface that is reduced to only the properties that they should be able to change and prevents them from accidentally changing or deleting parts of a design that should not be modified. An example use case for how such a distinction between `Creator` and `Adopter` roles can provide a lot of value is the process of designing business cards. A professional designer (using the `Creator` role) can create a template design of the business card with the company name, logo, colors, etc. They can then use the constraints to make only the name text editable for non-creators. Non-designers (either the employees themselves or the HR department) can then easily open the design in a CE.SDK instance with the `Adopter` role and are able to quickly change the name on the business card and export it for printing, without a designer having to get involved. ### Role customization[#](#role-customization) Roles in the CE.SDK are sets of global scopes and settings. When changing the role via the `setRole` command in the EditorAPI, the internal defaults for that role are applied as described in the previous sections. The CE.SDK and Engine provide a `onRoleChanged` callback subscription on the EditorAPI. Callbacks registered here are invoked whenever the role changes and can be used to configure additional settings or adjust the default scopes and settings. ``` instance.engine.editor.onRoleChanged(role => { if (role === 'Adopter') { // Enable the filter tab in the appearance panel when previewing the // design in the Adopter role. instance.engine.editor.setGlobalScope('appearance/filter', 'Allow'); }}); ``` --- [Source](https:/img.ly/docs/cesdk/node/colors/overview-16a177) # Overview Colors are a fundamental part of design in the CreativeEditor SDK (CE.SDK). Whether you’re designing for digital screens or printed materials, consistent color management ensures your creations look the way you intend. CE.SDK offers flexible tools for working with colors through both the user interface and programmatically, making it easy to manage color workflows at any scale. [Launch Web Demo](https://img.ly/showcases/cesdk)[ Get Started ](node/get-started/overview-e18f40/) ## For Print and Screen[#](#for-print-and-screen) Designing for screen and designing for print involve different color requirements, and CreativeEditor SDK (CE.SDK) is built to support both. * **Screen workflows** use RGB-based color spaces like sRGB and Display P3. These spaces are optimized for digital displays, ensuring vibrant, consistent colors across different devices. * **Print workflows** typically rely on CMYK and Spot Colors. These spaces reflect how physical inks combine on paper and require more precise color control to match print output. CE.SDK makes it easy to design for both by: * Supporting inputs in multiple color spaces, including sRGB, CMYK, and Spot Colors. * Automatically managing color conversions between spaces. * Providing tooling to ensure that exported files are optimized for either screen (e.g., PNG, WebP) or print (e.g., PDF with Spot Color support). **Note:** CE.SDK allows you to specify colors using CMYK values, but these are always converted to RGB internally. You cannot produce a true CMYK PDF with CE.SDK, and we do not support print-specific PDF variants like PDF/X. However, Spot Colors are fully supported and properly embedded in exported PDFs. ## Color Management[#](#color-management) Color management is the process of controlling how colors are represented across different devices and outputs—such as screens, printers, and files—to ensure that the colors you see during design match the final result. In CreativeEditor SDK (CE.SDK), color management includes: * Supporting multiple input color spaces (e.g., sRGB, Display P3 for screens, CMYK, Spot Colors for print). * Handling accurate conversions between color spaces (e.g., RGB ↔ CMYK, approximating Spot Colors). * Allowing custom color palettes and color libraries to maintain consistent color choices across a project or brand. * Providing tools to adjust color properties like brightness, contrast, and temperature. * Ensuring consistent color appearance across different export formats and output mediums. Color management ensures that your designs maintain color accuracy and visual integrity whether they are displayed on a screen or printed professionally. ## Color Libraries and Custom Palettes[#](#color-libraries-and-custom-palettes) Color libraries in CE.SDK are collections of predefined colors that appear in the color picker, helping users maintain brand or project consistency. Libraries are implemented as asset sources, where each color is represented as an individual asset. Each color library is identified by a unique source ID, allowing you to create, configure, and manage custom palettes tailored to your design needs. This setup makes it easy to offer curated color options to end users, improving both usability and design consistency. ## Supported Color Spaces[#](#supported-color-spaces) CreativeEditor SDK supports a wide range of color spaces to meet different design requirements: * **sRGB:** The standard color space for most digital screens. * **Display P3:** A wider gamut color space often used on high-end displays. * **CMYK:** A subtractive color model used primarily for print workflows. * **Spot Colors:** Special premixed inks for print-specific designs requiring precise color matching. Each color space serves different use cases, ensuring that your designs remain accurate whether viewed on a screen or produced in print. ## Applying and Modifying Colors[#](#applying-and-modifying-colors) CE.SDK allows you to apply and modify colors both through the UI and programmatically via the API. You can set colors for fills, strokes, outlines, and other properties dynamically, enabling a wide range of creative control. Whether you are adjusting a single design element or programmatically updating entire templates, the SDK provides the flexibility you need. ## Color Adjustments and Properties[#](#color-adjustments-and-properties) CreativeEditor SDK provides a range of color adjustments to fine-tune your designs. Commonly used adjustments include: * **Brightness:** Adjust the overall lightness or darkness. * **Contrast:** Adjust the difference between light and dark areas. * **Saturation:** Increase or decrease the intensity of colors. * **Exposure:** Modify the overall exposure level. * **Temperature:** Adjust the color balance between warm and cool tones. * **Sharpness:** Enhance the crispness and clarity of edges. In addition to these, CE.SDK supports many more detailed adjustments. You can also modify specific color-related properties like fill color, stroke color, and opacity. All adjustments and property changes can be applied both through the UI and programmatically. ## Color Conversion[#](#color-conversion) CreativeEditor SDK automatically manages color conversions to help ensure consistent visual output across different mediums. The following conversion behaviors are supported: * **RGB and CMYK colors** can be converted between each other using a mathematical approximation. * **Spot colors** can be represented in RGB and CMYK by using a corresponding color approximation. * **RGB and CMYK colors cannot be converted to spot colors.** These automatic conversions help ensure that designs maintain visual consistency whether they are viewed on a digital screen or prepared for professional printing. --- [Source](https:/img.ly/docs/cesdk/node/colors/for-print-59bc05) # For Print --- [Source](https:/img.ly/docs/cesdk/node/concepts/blocks-90241e) # Blocks Blocks are the base building blocks for scenes and represent elements on the canvas. You’re able to create complex hierarchies of blocks by appending them as children to other blocks either directly or through groups. By default, the following blocks are available: * Page: `//ly.img.ubq/page` or `page` * Graphic: `//ly.img.ubq/graphic` or `graphic` * Text: `//ly.img.ubq/text` or `text` * Audio: `//ly.img.ubq/audio` or `audio` * Cutout: `//ly.img.ubq/cutout` or `cutout` ## Lifecycle[#](#lifecycle) Only blocks that are direct or indirect children of a `page` block are rendered. Scenes without any `page` child may not be properly displayed by the CE.SDK editor. ### Functions[#](#functions) ``` create(type: DesignBlockType): DesignBlockId ``` Create a new block, fails if type is unknown. * `type`: The type of the block that shall be created. * Returns The created blocks handle. To create a scene, use [`scene.create`](node/open-the-editor-23a1db/) instead. ``` saveToString(blocks: DesignBlockId[], allowedResourceSchemes?: string[]): Promise ``` Saves the given blocks into a string. If given the root of a block hierarchy, e.g. a page with multiple children, the entire hierarchy is saved. * `blocks`: The blocks to save * Returns A promise that resolves to a string representing the blocks or an error. ``` saveToArchive(blocks: DesignBlockId[]): Promise ``` Saves the given blocks and all of their referenced assets into an archive. The archive contains all assets that were accessible when this function was called. Blocks in the archived scene reference assets relative from to the location of the scene file. These references are resolved when loading such a scene via `loadSceneFromURL`. * `blocks`: The blocks to save * Returns A promise that resolves with a Blob on success or an error on failure. ``` loadFromString(content: string): Promise ``` Loads existing blocks from the given string. The blocks are not attached by default and won’t be visible until attached to a page or the scene. The UUID of the loaded blocks is replaced with a new one. * `content`: A string representing the given blocks. * Returns A promise that resolves with a list of handles representing the found blocks or an error. ``` loadFromArchiveURL(url: string): Promise ``` Loads existing blocks from the given URL. The blocks are not attached by default and won’t be visible until attached to a page or the scene. The UUID of the loaded blocks is replaced with a new one. * `url`: The URL to load the blocks from. * Returns A promise that resolves with a list of handles representing the found blocks or an error. ``` getType(id: DesignBlockId): ObjectTypeLonghand ``` Get the type of the given block, fails if the block is invalid. * `id`: The block to query. * Returns The blocks type. ``` setName(id: DesignBlockId, name: string): void ``` Update a block’s name. * `id`: The block to update. * `name`: The name to set. ``` getName(id: DesignBlockId): string ``` Get a block’s name. * `id`: The block to query. ``` getUUID(id: DesignBlockId): string ``` Get a block’s UUID. * `id`: The block to query. ``` duplicate(id: DesignBlockId): DesignBlockId ``` Duplicates a block including its children. Required scope: ‘lifecycle/duplicate’ If the block is parented to a track that is set always-on-bottom, the duplicate is inserted in the same track immediately after the block. Otherwise, the duplicate is moved up in the hierarchy. * `id`: The block to duplicate. * Returns The handle of the duplicate. ``` destroy(id: DesignBlockId): void ``` Destroys a block. Required scope: ‘lifecycle/destroy’ * `id`: The block to destroy. ``` isValid(id: DesignBlockId): boolean ``` Check if a block is valid. A block becomes invalid once it has been destroyed. * `id`: The block to query. * Returns True, if the block is valid. ### Full Code[#](#full-code) In this example, we will show you how to use the [CreativeEditor SDK](https://img.ly/products/creative-sdk)’s CreativeEngine to modify scenes through the `block` API. ``` // Create, save and load blocksconst block = engine.block.create('graphic');const savedBlocksString = await engine.block.saveToString([block]);const loadedBlocksString = await engine.block.loadFromString(savedBlocks);const savedBlocksArchive = await engine.block.saveToArchive([block]);const loadedBlocksArchive = await engine.block.loadFromArchiveURL('https://cdn.img.ly/assets/demo/v1/ly.img.template/templates/cesdk_postcard_1_blocks.zip'); // Check a blocks typeconst blockType = engine.block.getType(block); // Alter a blocks nameengine.block.setName(block, 'someName');const name = engine.block.getName(block);const uuid = engine.block.getUUID(block);\ // You may duplicate or destroy blocksconst duplicate = engine.block.duplicate(block);engine.block.destroy(duplicate);engine.block.isValid(duplicate); // false ``` ## Properties[#](#properties) ### UUID[#](#uuid) A universally unique identifier (UUID) is assigned to each block upon creation and can be queried. This is stable across save & load and may be used to reference blocks. ``` getUUID(id: DesignBlockId): string ``` Get a block’s UUID. * `id`: The block to query. ### Reflection[#](#reflection) For every block, you can get a list of all its properties by calling `findAllProperties(id: number): string[]`. Properties specific to a block are prefixed with the block’s type followed by a forward slash. There are also common properties shared between blocks which are prefixed by their respective type. A list of all properties can be found in the [Blocks Overview](node/concepts/blocks-90241e/). ``` findAllProperties(id: DesignBlockId): string[] ``` Get all available properties of a block. * `id`: The block whose properties should be queried. * Returns A list of the property names. Given a property, you can query its type as an enum using `getPropertyType(property: string): 'Bool' | 'Int' | 'Float' | 'String' | 'Color' | 'Enum' | 'Struct'`. ``` getPropertyType(property: string): PropertyType ``` Get the type of a property given its name. * `property`: The name of the property whose type should be queried. * Returns The property type. The property type `'Enum'` is a special type. Properties of this type only accept a set of certain strings. To get a list of possible values for an enum property call `getEnumValues(enumProperty: string): string[]`. ``` getEnumValues(enumProperty: string): T[] ``` Get all the possible values of an enum given an enum property. * `enumProperty`: The name of the property whose enum values should be queried. * Returns A list of the enum value names as string. Some properties can only be written to or only be read. To find out what is possible with a property, you can use the `isPropertyReadable` and `isPropertyWritable` methods. ``` isPropertyReadable(property: string): boolean ``` Check if a property with a given name is readable * `property`: The name of the property whose type should be queried. * Returns Whether the property is readable or not. Will return false for unknown properties ``` isPropertyWritable(property: string): boolean ``` Check if a property with a given name is writable * `property`: The name of the property whose type should be queried. * Returns Whether the property is writable or not. Will return false for unknown properties ### Generic Properties[#](#generic-properties) There are dedicated setter and getter functions for each property type. You have to provide a block and the property path. Use `findAllProperties` to get a list of all the available properties a block has. Please make sure you call the setter and getter function matching the type of the property you want to set or query or else you will get an error. Use `getPropertyType` to figure out the pair of functions you need to use. ``` findAllProperties(id: DesignBlockId): string[] ``` Get all available properties of a block. * `id`: The block whose properties should be queried. * Returns A list of the property names. ``` setBool(id: DesignBlockId, property: string, value: boolean): void ``` Set a bool property of the given design block to the given value. * `id`: The block whose property should be set. * `property`: The name of the property to set. * `value`: The value to set. ``` getBool(id: DesignBlockId, property: string): boolean ``` Get the value of a bool property of the given design block. * `id`: The block whose property should be queried. * `property`: The name of the property to query. * Returns The value of the property. ``` setInt(id: DesignBlockId, property: string, value: number): void ``` Set an int property of the given design block to the given value. * `id`: The block whose property should be set. * `property`: The name of the property to set. * `value`: The value to set. ``` getInt(id: DesignBlockId, property: string): number ``` Get the value of an int property of the given design block. * `id`: The block whose property should be queried. * `property`: The name of the property to query. * Returns The value of the property. ``` setFloat(id: DesignBlockId, property: string, value: number): void ``` Set a float property of the given design block to the given value. * `id`: The block whose property should be set. * `property`: The name of the property to set. * `value`: The value to set. ``` getFloat(id: DesignBlockId, property: string): number ``` Get the value of a float property of the given design block. * `id`: The block whose property should be queried. * `property`: The name of the property to query. * Returns The value of the property. ``` setDouble(id: DesignBlockId, property: string, value: number): void ``` Set a double property of the given design block to the given value. * `id`: The block whose property should be set. * `property`: The name of the property to set. * `value`: The value to set. ``` getDouble(id: DesignBlockId, property: string): number ``` Get the value of a double property of the given design block. * `id`: The block whose property should be queried. * `property`: The name of the property to query. * Returns The value of the property. ``` setString(id: DesignBlockId, property: string, value: string): void ``` Set a string property of the given design block to the given value. * `id`: The block whose property should be set. * `property`: The name of the property to set. * `value`: The value to set. ``` getString(id: DesignBlockId, property: string): string ``` Get the value of a string property of the given design block. * `id`: The block whose property should be queried. * `property`: The name of the property to query. * Returns The value of the property. ``` setColor(id: DesignBlockId, property: string, value: Color): void ``` Set a color property of the given design block to the given value. * `id`: The block whose property should be set. * `property`: The name of the property to set. * `value`: The value to set. ``` getColor(id: DesignBlockId, property: string): Color ``` Get the value of a color property of the given design block. * `id`: The block whose property should be queried. * `property`: The name of the property to query. * Returns The value of the property. ``` setEnum(id: DesignBlockId, property: string, value: T): void ``` Set an enum property of the given design block to the given value. * `id`: The block whose property should be set. * `property`: The name of the property to set. * `value`: The enum value as string. ``` getEnum(id: DesignBlockId, property: string): T ``` Get the value of an enum property of the given design block. * `id`: The block whose property should be queried. * `property`: The name of the property to query. * Returns The value as string. ``` type HorizontalTextAlignment = 'Left' | 'Right' | 'Center'; ``` The horizontal text alignment options. ``` type VerticalTextAlignment = 'Top' | 'Bottom' | 'Center'; ``` The vertical text alignment options. ``` setGradientColorStops(id: DesignBlockId, property: string, colors: GradientColorStop[]): void ``` Set a gradient color stops property of the given design block. * `id`: The block whose property should be set. * `property`: The name of the property to set. ``` getGradientColorStops(id: DesignBlockId, property: string): GradientColorStop[] ``` Get the gradient color stops property of the given design block. * `id`: The block whose property should be queried. * `property`: The name of the property to query. * Returns The gradient colors. ``` setSourceSet(id: DesignBlockId, property: string, sourceSet: Source[]): void ``` Set the property of the given block. The crop and content fill mode of the associated block will be set to the default values. * `id`: The block whose property should be set. * `property`: The name of the property to set. * `sourceSet`: The block’s new source set. ``` getSourceSet(id: DesignBlockId, property: string): Source[] ``` Get the source set value of the given property. * `id`: The block that should be queried. * `property`: The name of the property to query. * Returns The block’s source set. ``` addImageFileURIToSourceSet(id: DesignBlockId, property: string, uri: string): Promise ``` Add a source to the `sourceSet` property of the given block. If there already exists in source set an image with the same width, that existing image will be replaced. If the source set is or gets empty, the crop and content fill mode of the associated block will be set to the default values. Note: This fetches the resource from the given URI to obtain the image dimensions. It is recommended to use setSourceSet if the dimension is known. * `id`: The block to update. * `property`: The name of the property to modify. * `uri`: The source to add to the source set. ``` addVideoFileURIToSourceSet(id: DesignBlockId, property: string, uri: string): Promise ``` Add a video file URI to the `sourceSet` property of the given block. If there already exists in source set an video with the same width, that existing video will be replaced. If the source set is or gets empty, the crop and content fill mode of the associated block will be set to the default values. Note: This fetches the resource from the given URI to obtain the video dimensions. It is recommended to use setSourceSet if the dimension is known. * `id`: The block to update. * `property`: The name of the property to modify. * `uri`: The source to add to the source set. ### Modifying Properties[#](#modifying-properties) Here’s the full code snippet for modifying a block’s properties: ``` const uuid = engine.block.getUUID(block); const propertyNamesStar = engine.block.findAllProperties(starShape); // Array [ "shape/star/innerDiameter", "shape/star/points", "opacity/value", ... ]const propertyNamesImage = engine.block.findAllProperties(imageFill); // Array [ "fill/image/imageFileURI", "fill/image/previewFileURI", "fill/image/externalReference", ... ]const propertyNamesText = engine.block.findAllProperties(text); // Array [ "text/text", "text/fontFileUri", "text/externalReference", "text/fontSize", "text/horizontalAlignment", ... ] const pointsType = engine.block.getPropertyType('shape/star/points'); // "Int"const alignmentType = engine.block.getPropertyType('text/horizontalAlignment'); // "Enum"engine.block.getEnumValues('text/horizontalAlignment');const readable = engine.block.isPropertyReadable('shape/star/points');const writable = engine.block.isPropertyWritable('shape/star/points'); // Generic Propertiesengine.block.setBool(scene, 'scene/aspectRatioLock', false);engine.block.getBool(scene, 'scene/aspectRatioLock');const points = engine.block.getInt(starShape, 'shape/star/points');engine.block.setInt(starShape, 'shape/star/points', points + 2);engine.block.setFloat(starShape, 'shape/star/innerDiameter', 0.75);engine.block.getFloat(starShape, 'shape/star/innerDiameter');const audio = engine.block.create('audio');engine.block.appendChild(scene, audio);engine.block.setDouble(audio, 'playback/duration', 1.0);engine.block.getDouble(audio, 'playback/duration'); engine.block.setString(text, 'text/text', '*o*');engine.block.setString( imageFill, 'fill/image/imageFileURI', 'https://img.ly/static/ubq_samples/sample_4.jpg',);engine.block.getString(text, 'text/text');engine.block.getString(imageFill, 'fill/image/imageFileURI');engine.block.setColor(colorFill, 'fill/color/value', { r: 1, g: 1, b: 1, a: 1,}); // Whiteengine.block.getColor(colorFill, 'fill/color/value');engine.block.setEnum(text, 'text/horizontalAlignment', 'Center');engine.block.setEnum(text, 'text/verticalAlignment', 'Center');engine.block.getEnum(text, 'text/horizontalAlignment');engine.block.getEnum(text, 'text/verticalAlignment');engine.block.setGradientColorStops(gradientFill, 'fill/gradient/colors', [ { color: { r: 1.0, g: 0.8, b: 0.2, a: 1.0 }, stop: 0 }, { color: { r: 0.3, g: 0.4, b: 0.7, a: 1.0 }, stop: 1 },]);engine.block.getGradientColorStops(gradientFill, 'fill/gradient/colors'); const imageFill = engine.block.createFill('image');engine.block.setSourceSet(imageFill, 'fill/image/sourceSet', [ { uri: 'http://img.ly/my-image.png', width: 800, height: 600, },]);const sourceSet = engine.block.getSourceSet(imageFill, 'fill/image/sourceSet');await engine.block.addImageFileURIToSourceSet( imageFill, 'fill/image/sourceSet', 'https://img.ly/static/ubq_samples/sample_1.jpg',); const videoFill = engine.block.createFill('video');await engine.block.addVideoFileURIToSourceSet( videoFill, 'fill/video/sourceSet', 'https://img.ly/static/example-assets/sourceset/1x.mp4',); ``` ### Kind Property[#](#kind-property) The `kind` of a design block is a custom string that can be assigned to a block in order to categorize it and distinguish it from other blocks that have the same type. The user interface can then customize its appearance based on the kind of the selected blocks. It can also be used for automation use cases in order to process blocks in a different way based on their kind. ``` setKind(id: DesignBlockId, kind: string): void ``` Set the kind of the given block, fails if the block is invalid. * `id`: The block whose kind should be changed. * `kind`: The new kind. * Returns The block’s kind. ``` getKind(id: DesignBlockId): string ``` Get the kind of the given block, fails if the block is invalid. * `id`: The block to query. * Returns The block’s kind. ``` findByKind(kind: string): DesignBlockId[] ``` Finds all blocks with the given kind. * `kind`: The kind to search for. * Returns A list of block ids. #### Full Code[#](#full-code-1) In this example, we will show you how to use the [CreativeEditor SDK](https://img.ly/products/creative-sdk)’s CreativeEngine to modify a and query the kind property of design blocks through the `block` API. ``` engine.block.setKind(text, 'title');const kind = engine.block.getKind(text);const allTitles = engine.block.findByKind('title'); ``` ## Selection & Visibility[#](#selection--visibility) A block can potentially be _invisible_ (in the sense that you can’t see it), even though `isVisible()` returns true. This could be the case when a block has not been added to a parent, the parent itself is not visible, or the block is obscured by another block on top of it. ### Select blocks and change their visibility[#](#select-blocks-and-change-their-visibility) ``` setSelected(id: DesignBlockId, selected: boolean): void ``` Update the selection state of a block. Fails for invalid blocks. Required scope: ‘editor/select’ * `id`: The block to query. * `selected`: Whether or not the block should be selected. ``` isSelected(id: DesignBlockId): boolean ``` Get the selected state of a block. * `id`: The block to query. * Returns True if the block is selected, false otherwise. ``` select(id: DesignBlockId): void ``` Selects the given block and deselects all other blocks. * `id`: The block to be selected. ``` findAllSelected(): DesignBlockId[] ``` Get all currently selected blocks. * Returns An array of block ids. ``` onSelectionChanged: (callback: () => void) => (() => void) ``` Subscribe to changes in the current set of selected blocks. * `callback`: This function is called at the end of the engine update if the selection has changed. * Returns A method to unsubscribe. ``` onClicked: (callback: (id: DesignBlockId) => void) => (() => void) ``` Subscribe to block click events. * `callback`: This function is called at the end of the engine update if a block has been clicked. * Returns A method to unsubscribe. ``` setVisible(id: DesignBlockId, visible: boolean): void ``` Update a block’s visibility. Required scope: ‘layer/visibility’ * `id`: The block to update. * `visible`: Whether the block shall be visible. ``` isVisible(id: DesignBlockId): boolean ``` Query a block’s visibility. * `id`: The block to query. * Returns True if visible, false otherwise. ``` setClipped(id: DesignBlockId, clipped: boolean): void ``` Update a block’s clipped state. Required scope: ‘layer/clipping’ * `id`: The block to update. * `clipped`: Whether the block should clips its contents to its frame. ``` isClipped(id: DesignBlockId): boolean ``` Query a block’s clipped state. If true, the block should clip its contents to its frame. * `id`: The block to query. * Returns True if clipped, false otherwise. ``` isIncludedInExport(id: DesignBlockId): boolean ``` Query if the given block is included on the exported result. * `id`: The block to query. * Returns true, if the block is included on the exported result, false otherwise ``` setIncludedInExport(id: DesignBlockId, enabled: boolean): void ``` Set if you want the given design block to be included in exported result. * `id`: The block whose exportable state should be set. * `enabled`: If true, the block will be included on the exported result. ### Full Code[#](#full-code-2) In this example, we will show you how to use the [CreativeEditor SDK](https://img.ly/products/creative-sdk)’s CreativeEngine to modify scenes through the `block` API. ``` engine.block.setSelected(block, true);const isSelected = engine.block.isSelected(block);engine.block.select(block);const selectedIds = engine.block.findAllSelected();const unsubscribeSelectionChanged = engine.block.onSelectionChanged(() => { const selectedIds = engine.block.findAllSelected(); console.log('Selection changed: ', selectedIds);});const unsubscribeOnClicked = engine.block.onClicked(block => { console.log('Block clicked: ', block);});const isVisible = engine.block.isVisible(block);engine.block.setVisible(block, true); const isClipped = engine.block.isClipped(page);engine.block.setClipped(page, true); const isIncludedInExport = engine.block.isIncludedInExport(block);engine.block.setIncludedInExport(block, true); ``` ## State[#](#state) Blocks can perform operations that take some time or that can end in bad results. When that happens, blocks put themselves in a pending state or an error state and visual feedback is shown pertaining to the state. When an external operation is done to blocks, for example with a plugin, you may want to manually set the block’s state to pending (if that external operation takes time) or to error (if that operation resulted in an error). The possible states of a block are: ``` BlockStateReady { type: 'Ready';}; BlockStatePending { type: 'Pending'; progress: number; // Expected range is [0, 1]} BlockStateError { type: 'Error'; error: | 'AudioDecoding' // Failed to decode the block's audio stream. | 'ImageDecoding' // Failed to decode the block's image stream. | 'FileFetch' // Failed to retrieve the block's remote content. | 'Unknown' // An unknown error occurred. | 'VideoDecoding'; // Failed to decode the block's video stream.} ``` When calling `getState`, the returned state reflects the combined state of a block, the block’s fill, the block’s shape and the block’s effects. If any of these blocks is in an `Error` state, the returned state will reflect that error. If none of these blocks is in error state but any is in `Pending` state, the returned state will reflect the aggregate progress of the block’s progress. If none of the blocks are in error state or pending state, the returned state is `Ready`. ``` getState(id: DesignBlockId): BlockState ``` Returns the block’s state. If this block is in error state or this block has a `Shape` block, `Fill` block or `Effect` block(s), that is in error state, the returned state will be `Error`. Else, if this block is in pending state or this block has a `Shape` block, `Fill` block or `Effect` block(s), that is in pending state, the returned state will be `Pending`. Else, the returned state will be `Ready`. * `id`: The block to query. * Returns The block’s state. ``` setState(id: DesignBlockId, state: BlockState): void ``` Set the state of a block. * `id`: The block whose state should be set. * `state`: The new state to set. ``` onStateChanged: (ids: DesignBlockId[], callback: (ids: DesignBlockId[]) => void) => (() => void) ``` Subscribe to changes to the state of a block. Like `getState`, the state of a block is determined by the state of itself and its `Shape`, `Fill` and `Effect` block(s). * `blocks`: A list of blocks to filter events by. If the list is empty, events for every block are sent. * `callback`: The event callback. * Returns Subscription A handle to the subscription. Use it to unsubscribe when done. ### Full Code[#](#full-code-3) In this example, we will show you how to use [CreativeEditor SDK](https://img.ly/products/creative-sdk)’s CreativeEngine to retrieve’s a block’s state and to manually set a block in a pending state, an error state or back to a ready state. ``` const subscription = engine.block.onStateChanged([], blocks => { blocks.forEach(block => console.log(block));});const state = engine.block.getState(block);engine.block.setState(block, { type: 'Pending', progress: 0.5 });engine.block.setState(block, { type: 'Ready' });engine.block.setState(block, { type: 'Error', error: 'ImageDecoding' }); ``` --- [Source](https:/img.ly/docs/cesdk/node/colors/create-color-palette-7012e0) # Create a Color Palette ``` import CreativeEditorSDK from 'https://cdn.img.ly/packages/imgly/cesdk-js/1.52.0/index.js'; const colors = [ { id: 'RGB Murky Magenta', label: { en: 'RGB Murky Magenta' }, tags: { en: ['RGB', 'Murky', 'Magenta'] }, payload: { color: { colorSpace: 'sRGB', r: 0.65, g: 0.3, b: 0.65, a: 1 } } }, { id: 'Spot Goo Green', label: { en: 'Spot Goo Green' }, tags: { en: ['Spot', 'Goo', 'Green'] }, payload: { color: { colorSpace: 'SpotColor', name: 'Spot Goo Green', externalReference: 'My Spot Color Book', representation: { colorSpace: 'sRGB', r: 0.7, g: 0.98, b: 0.13, a: 1 } } } }, { id: 'CMYK Baby Blue', label: { en: 'CMYK Baby Blue' }, tags: { en: ['CMYK', 'Baby', 'Blue'] }, payload: { color: { colorSpace: 'CMYK', c: 0.5, m: 0, y: 0, k: 0 } } }]; const config = { license: 'mtLT-_GJwMhE7LDnO8KKEma7qSuzWuDxiKuQcxHKmz3fjaXWY2lT3o3Z2VdL5twm', userId: 'guides-user', locale: 'en', i18n: { en: { 'libraries.myCustomColors.label': 'Custom Color Library' } }, ui: { colorLibraries: ['ly.img.colors.defaultPalette', 'myCustomColors'], elements: { view: 'default', panels: { settings: true } } }}; CreativeEditorSDK.create('#cesdk_container', config).then(async (cesdk) => { cesdk.addDefaultAssetSources(); cesdk.addDemoAssetSources(); cesdk.engine.asset.addLocalSource('myCustomColors', ['text/plain']); for (const asset of colors) { cesdk.engine.asset.addAssetToSource('myCustomColors', asset); } cesdk.createDesignScene();}); ``` ```
``` In this example, we will show you how to configure the [CreativeEditor SDK](https://img.ly/products/creative-sdk). CE.SDK has full support for custom color libraries. These appear in the color picker, and allow users to choose from pre-defined sets of colors to use in their design. They can include RGB colors, CMYK colors, and spot colors. They can be used to support your users with a variety of palettes, brand colors, or color books for printing. Note that many providers of color books (e.g. Pantone) require a license to use their data. ## General Concept[#](#general-concept) Color libraries are implemented as asset sources, containing individual colors as assets. Each color library is identified by a source ID, a unique string used when establishing and configuring the source. ## Defining Colors[#](#defining-colors) To integrate colors into a library, we need to supply them in the shape of an `AssetDefinition`. For more details on the `AssetDefinition` type, please consult our Guide on [integrating custom asset sources](node/import-media/from-remote-source/unsplash-8f31f0/). For colors, we are utilizing the `payload` key, providing an `AssetColor` to the `AssetPayload.color` property. In this example, we define one color for every type; see below for the applicable types: ### `AssetRGBColor`[#](#assetrgbcolor) | Member | Type | Description | | --- | --- | --- | | colorSpace | `'sRGB'` | | | r, g, b, a | `number` | Red, green, blue, and alpha color channel components | ### `AssetCMYKColor`[#](#assetcmykcolor) | Member | Type | Description | | --- | --- | --- | | colorSpace | `'CMYK'` | | | c, m, y, k | `number` | Cyan, magenta, yellow, and black color channel components | ### `AssetSpotColor`[#](#assetspotcolor) | Member | Type | Description | | ----------------- | --------------- | ----------------------------------------------------------------------------------------------------------------------------------------------------------- | ---------------------------------------------------------------------------------------------------------------------------------------------- | | colorSpace | `'SpotColor'` | | | name | `string` | Unique identifier of this spot color. Make sure this matches the standardized name of the spot color when using color books like those supplied by Pantone. | | externalReference | `string` | Reference to the source of this spot color (e.g. name of color book), if applicable. | | representation | `AssetRGBColor` | `AssetCMYKColor` | Note that spot colors also require a CMYK or RGB color representation, which is used to display an approximate color on screen during editing. | In this example, we are defining one of each color type, and add them to a single library, for demonstration purposes. Although there is no technical requirement to do so, it is recommended to separate different color types (RGB, CMYK, Spot) into separate libraries, to avoid confusing users. ``` const colors = [ { id: 'RGB Murky Magenta', label: { en: 'RGB Murky Magenta' }, tags: { en: ['RGB', 'Murky', 'Magenta'] }, payload: { color: { colorSpace: 'sRGB', r: 0.65, g: 0.3, b: 0.65, a: 1 } } }, { id: 'Spot Goo Green', label: { en: 'Spot Goo Green' }, tags: { en: ['Spot', 'Goo', 'Green'] }, payload: { color: { colorSpace: 'SpotColor', name: 'Spot Goo Green', externalReference: 'My Spot Color Book', representation: { colorSpace: 'sRGB', r: 0.7, g: 0.98, b: 0.13, a: 1 } } } }, { id: 'CMYK Baby Blue', label: { en: 'CMYK Baby Blue' }, tags: { en: ['CMYK', 'Baby', 'Blue'] }, payload: { color: { colorSpace: 'CMYK', c: 0.5, m: 0, y: 0, k: 0 } } }]; ``` ## Configuration[#](#configuration) ### Labels[#](#labels) To show the correct labels for your color library, provide a matching i18n key in your configuration. Color libraries use keys in the format `libraries..label` to look up the correct label. ``` i18n: { en: { 'libraries.myCustomColors.label': 'Custom Color Library' }}, ``` ### Order[#](#order) Color libraries appear in the color picker in a specific order. To define this order, provide an array of source IDs to the `ui.colorLibraries` configuration key. The special source `'ly.img.colors.defaultPalette'` is used to place the default palette (See: Configuring the Default Color Palette). If you want to hide this default palette, just remove the key from this array. ``` colorLibraries: ['ly.img.colors.defaultPalette', 'myCustomColors'], ``` ## Adding the library[#](#adding-the-library) After initializing the engine, use the Asset API to add a local asset source using `addLocalSource`. Afterwards, add colors to the new source using `addAssetToSource`. Make sure to use the same source ID as is referenced in the configuration. See also [Local Asset Sources](node/import-media/from-remote-source/unsplash-8f31f0/) in our Guide on [integrating custom asset sources](node/import-media/from-remote-source/unsplash-8f31f0/) ``` cesdk.engine.asset.addLocalSource('myCustomColors', ['text/plain']);for (const asset of colors) { cesdk.engine.asset.addAssetToSource('myCustomColors', asset);} ``` ## Full Code[#](#full-code) Here’s the full code: ``` import CreativeEditorSDK from 'https://cdn.img.ly/packages/imgly/cesdk-js/1.52.0/index.js'; const colors = [ { id: 'RGB Murky Magenta', label: { en: 'RGB Murky Magenta' }, tags: { en: ['RGB', 'Murky', 'Magenta'] }, payload: { color: { colorSpace: 'sRGB', r: 0.65, g: 0.3, b: 0.65, a: 1, }, }, }, { id: 'Spot Goo Green', label: { en: 'Spot Goo Green' }, tags: { en: ['Spot', 'Goo', 'Green'] }, payload: { color: { colorSpace: 'SpotColor', name: 'Spot Goo Green', externalReference: 'My Spot Color Book', representation: { colorSpace: 'sRGB', r: 0.7, g: 0.98, b: 0.13, a: 1, }, }, }, }, { id: 'CMYK Baby Blue', label: { en: 'CMYK Baby Blue' }, tags: { en: ['CMYK', 'Baby', 'Blue'] }, payload: { color: { colorSpace: 'CMYK', c: 0.5, m: 0, y: 0, k: 0, }, }, },]; const config = { license: 'mtLT-_GJwMhE7LDnO8KKEma7qSuzWuDxiKuQcxHKmz3fjaXWY2lT3o3Z2VdL5twm', userId: 'guides-user', locale: 'en', i18n: { en: { 'libraries.myCustomColors.label': 'Custom Color Library', }, }, ui: { colorLibraries: ['ly.img.colors.defaultPalette', 'myCustomColors'], elements: { view: 'default', panels: { settings: true, }, }, },}; CreativeEditorSDK.create('#cesdk_container', config).then(async cesdk => { cesdk.addDefaultAssetSources(); cesdk.addDemoAssetSources(); cesdk.engine.asset.addLocalSource('myCustomColors', ['text/plain']); for (const asset of colors) { cesdk.engine.asset.addAssetToSource('myCustomColors', asset); } cesdk.createDesignScene();}); ``` --- [Source](https:/img.ly/docs/cesdk/node/colors/conversion-bcd82b) # Color Conversion To ease implementing advanced color interfaces, you may rely on the engine to perform color conversions. Converts a color to the given color space. * `color`: The color to convert. * `colorSpace`: The color space to convert to. * Returns The converted color. ``` // Convert a colorconst color = engine.block.getStrokeColor(block);const cmykColor = engine.editor.convertColorToColorSpace(color, 'CMYK'); ``` --- [Source](https:/img.ly/docs/cesdk/node/colors/basics-307115) # Basics When specifying a color property, you can use one of three color spaces: [RGB](https://en.wikipedia.org/wiki/RGB_color_model), [CMYK](https://en.wikipedia.org/wiki/CMYK_color_model) and [spot color](https://en.wikipedia.org/wiki/Spot_color). The following properties can be set with the function `setColor` and support all three color spaces: * `'backgroundColor/color'` * `'camera/clearColor'` * `'dropShadow/color'` * `'fill/color/value'` * `'stroke/color'` ## RGB[#](#rgb) RGB is the color space used when rendering a color to a screen. All values of `R`, `G`, `B`must be between `0.0` and `1.0` When using RGB, you typically also specify opacity or alpha as a value between `0.0` and `1.0` and is then referred to as `RGBA`. When a RGB color has an alpha value that is not `1.0`, it will be rendered to screen with corresponding transparency. ## CMYK[#](#cmyk) CMYK is the color space used when color printing. All values of `C`, `M`, `Y`, and `K` must be between `0.0` and `1.0` When using CMYK, you can also specify a tint value between `0.0` and `1.0`. When a CMYK color has a tint value that is not `1.0`, it will be rendered to screen as if transparent over a white background. When rendering to screen, CMYK colors are first converted to RGB using a simple mathematical conversion. Currently, the same conversion happens when exporting a scene to a PDF file. ## Spot Color[#](#spot-color) Spot colors are typically used for special printers or other devices that understand how to use them. Spot colors are defined primarily by their name as that is the information that the device will use to render. For the purpose of rendering a spot color to screen, it must be given either an RGB or CMYK color approximation or both. These approximations adhere to the same restrictions respectively described above. You can specify a tint as a value between `0.0` and `1.0` which will be interpreted as opacity when rendering to screen. It is up to the special printer or device how to interpret the tint value. You can also specify an external reference, a string describing the origin of this spot color. When rendering to screen, the spot color’s RGB or CMYK approximation will be used, in that order of preference. When exporting a scene to a PDF file, spot colors will be saved as a [Separation Color Space](https://opensource.adobe.com/dc-acrobat-sdk-docs/pdfstandards/pdfreference1.6.pdf#G9.1850648). Using a spot color is a two step process: 1. you define a spot color with its name and color approximation(s) in the spot color registry. 2. you instantiate a spot color with its name, a tint and an external reference. The spot color registry allows you to: * list the defined spot colors * define a new a spot color with a name and its RGB or CMYK approximation * re-define an existing spot color’s RGB or CMYK approximation * retrieve the RGB or CMYK approximation of an already defined spot color * remove a spot color from the list of defined spot colors Multiple blocks and their properties can refer to the same spot color and each can have a different tint and external reference. **Warning** If a block’s color property refers to an undefined spot color, the default color magenta with an RGB approximation of (1, 0, 1) will be used. ## Converting between colors[#](#converting-between-colors) A utility function `convertColorToColorSpace` is provided to create a new color from an existing color and a new color space. RGB and CMYK colors can be converted between each other and is done so using a simple mathematical conversion. Spot colors can be converted to RGB and CMYK simply by using the corresponding approximation. RGB and CMYK colors cannot be converted to spot colors. ## Custom Color Libraries[#](#custom-color-libraries) You can configure CE.SDK with custom color libraries. More information is found [here](node/colors/create-color-palette-7012e0/). --- [Source](https:/img.ly/docs/cesdk/node/colors/apply-2211e3) # Apply Colors ``` import CreativeEngine from 'https://cdn.img.ly/packages/imgly/cesdk-engine/1.52.0/index.js'; const config = { license: 'mtLT-_GJwMhE7LDnO8KKEma7qSuzWuDxiKuQcxHKmz3fjaXWY2lT3o3Z2VdL5twm', userId: 'guides-user', baseURL: 'https://cdn.img.ly/packages/imgly/cesdk-engine/1.52.0/assets'}; CreativeEngine.init(config).then(async (engine) => { document.getElementById('cesdk_container').append(engine.element); const scene = engine.scene.create(); const page = engine.block.create('page'); engine.block.setWidth(page, 800); engine.block.setHeight(page, 600); engine.block.appendChild(scene, page); engine.scene.zoomToBlock(page, 40, 40, 40, 40); const block = engine.block.create('graphic'); engine.block.setShape(block, engine.block.createShape('rect')); engine.block.setFill(block, engine.block.createFill('color')); engine.block.setPositionX(block, 350); engine.block.setPositionY(block, 400); engine.block.setWidth(block, 100); engine.block.setHeight(block, 100); const fill = engine.block.getFill(block); const rgbaBlue = { r: 0.0, g: 0.0, b: 1.0, a: 1.0 }; const cmykRed = { c: 0.0, m: 1.0, y: 1.0, k: 0.0, tint: 1.0 }; const cmykPartialRed = { c: 0.0, m: 1.0, y: 1.0, k: 0.0, tint: 0.5 }; engine.editor.setSpotColorRGB('Pink-Flamingo', 0.988, 0.455, 0.992); engine.editor.setSpotColorCMYK('Yellow', 0.0, 0.0, 1.0, 0.0); const spotPinkFlamingo = { name: 'Pink-Flamingo', tint: 1.0, externalReference: 'Crayola' }; const spotPartialYellow = { name: 'Yellow', tint: 0.3, externalReference: '' }; engine.block.setColor(fill, `fill/color/value`, rgbaBlue); engine.block.setColor(fill, `fill/color/value`, cmykRed); engine.block.setColor(block, `stroke/color`, cmykPartialRed); engine.block.setColor(fill, `fill/color/value`, spotPinkFlamingo); engine.block.setColor(block, `dropShadow/color`, spotPartialYellow); const cmykBlueConverted = engine.editor.convertColorToColorSpace( rgbaBlue, 'CMYK' ); const rgbaPinkFlamingoConverted = engine.editor.convertColorToColorSpace( spotPinkFlamingo, 'sRGB' ); engine.editor.findAllSpotColors(); // ['Crayola-Pink-Flamingo', 'Yellow'] engine.editor.setSpotColorCMYK('Yellow', 0.2, 0.0, 1.0, 0.0); engine.editor.removeSpotColor('Yellow');}); ``` ## Setup the scene[#](#setup-the-scene) We first create a new scene with a graphic block that has a color fill. ``` document.getElementById('cesdk_container').append(engine.element); const scene = engine.scene.create(); const page = engine.block.create('page'); engine.block.setWidth(page, 800); engine.block.setHeight(page, 600); engine.block.appendChild(scene, page); engine.scene.zoomToBlock(page, 40, 40, 40, 40); const block = engine.block.create('graphic'); engine.block.setShape(block, engine.block.createShape('rect')); engine.block.setFill(block, engine.block.createFill('color')); engine.block.setPositionX(block, 350); engine.block.setPositionY(block, 400); engine.block.setWidth(block, 100); engine.block.setHeight(block, 100); const fill = engine.block.getFill(block); ``` ## Create colors[#](#create-colors) Here we instantiate a few colors with RGB and CMYK color spaces. We also define two spot colors, one with an RGB approximation and another with a CMYK approximation. Note that a spot colors can have both color space approximations. ``` const rgbaBlue = { r: 0.0, g: 0.0, b: 1.0, a: 1.0 }; const cmykRed = { c: 0.0, m: 1.0, y: 1.0, k: 0.0, tint: 1.0 }; const cmykPartialRed = { c: 0.0, m: 1.0, y: 1.0, k: 0.0, tint: 0.5 }; engine.editor.setSpotColorRGB('Pink-Flamingo', 0.988, 0.455, 0.992); engine.editor.setSpotColorCMYK('Yellow', 0.0, 0.0, 1.0, 0.0); const spotPinkFlamingo = { name: 'Pink-Flamingo', tint: 1.0, externalReference: 'Crayola' }; const spotPartialYellow = { name: 'Yellow', tint: 0.3, externalReference: '' }; ``` ## Applying colors to a block[#](#applying-colors-to-a-block) We can use the defined colors to modify certain properties of a fill or properties of a block. Here we apply it to `'fill/color/value'`, `'stroke/color'` and `'dropShadow/color'`. ``` engine.block.setColor(fill, `fill/color/value`, rgbaBlue);engine.block.setColor(fill, `fill/color/value`, cmykRed);engine.block.setColor(block, `stroke/color`, cmykPartialRed);engine.block.setColor(fill, `fill/color/value`, spotPinkFlamingo);engine.block.setColor(block, `dropShadow/color`, spotPartialYellow); ``` ## Converting colors[#](#converting-colors) Using the utility function `convertColorToColorSpace` we create a new color in the CMYK color space by converting the `rgbaBlue` color to the CMYK color space. We also create a new color in the RGB color space by converting the `spotPinkFlamingo` color to the RGB color space. ``` const cmykBlueConverted = engine.editor.convertColorToColorSpace( rgbaBlue, 'CMYK');const rgbaPinkFlamingoConverted = engine.editor.convertColorToColorSpace( spotPinkFlamingo, 'sRGB'); ``` ## Listing spot colors[#](#listing-spot-colors) This function returns the list of currently defined spot colors. ``` engine.editor.findAllSpotColors(); // ['Crayola-Pink-Flamingo', 'Yellow'] ``` ## Redefine a spot color[#](#redefine-a-spot-color) We can re-define the RGB and CMYK approximations of an already defined spot color. Doing so will change the rendered color of the blocks. We change it for the CMYK approximation of `'Yellow'` and make it a bit greenish. The properties that have `'Yellow'` as their spot color will change when re-rendered. ``` engine.editor.setSpotColorCMYK('Yellow', 0.2, 0.0, 1.0, 0.0); ``` ## Removing the definition of a spot color[#](#removing-the-definition-of-a-spot-color) We can undefine a spot color. Doing so will make all the properties still referring to that spot color (`'Yellow'` in this case) use the default magenta RGB approximation. ``` engine.editor.removeSpotColor('Yellow'); ``` ## Full Code[#](#full-code) Here’s the full code: ``` import CreativeEngine from 'https://cdn.img.ly/packages/imgly/cesdk-engine/1.52.0/index.js'; const config = { license: 'mtLT-_GJwMhE7LDnO8KKEma7qSuzWuDxiKuQcxHKmz3fjaXWY2lT3o3Z2VdL5twm', userId: 'guides-user', baseURL: 'https://cdn.img.ly/packages/imgly/cesdk-engine/1.52.0/assets',}; CreativeEngine.init(config).then(async engine => { document.getElementById('cesdk_container').append(engine.element); const scene = engine.scene.create(); const page = engine.block.create('page'); engine.block.setWidth(page, 800); engine.block.setHeight(page, 600); engine.block.appendChild(scene, page); engine.scene.zoomToBlock(page, 40, 40, 40, 40); const block = engine.block.create('graphic'); engine.block.setShape(block, engine.block.createShape('rect')); engine.block.setFill(block, engine.block.createFill('color')); engine.block.setPositionX(block, 350); engine.block.setPositionY(block, 400); engine.block.setWidth(block, 100); engine.block.setHeight(block, 100); const fill = engine.block.getFill(block); const rgbaBlue = { r: 0.0, g: 0.0, b: 1.0, a: 1.0 }; const cmykRed = { c: 0.0, m: 1.0, y: 1.0, k: 0.0, tint: 1.0 }; const cmykPartialRed = { c: 0.0, m: 1.0, y: 1.0, k: 0.0, tint: 0.5 }; engine.editor.setSpotColorRGB('Pink-Flamingo', 0.988, 0.455, 0.992); engine.editor.setSpotColorCMYK('Yellow', 0.0, 0.0, 1.0, 0.0); const spotPinkFlamingo = { name: 'Pink-Flamingo', tint: 1.0, externalReference: 'Crayola', }; const spotPartialYellow = { name: 'Yellow', tint: 0.3, externalReference: '', }; engine.block.setColor(fill, `fill/color/value`, rgbaBlue); engine.block.setColor(fill, `fill/color/value`, cmykRed); engine.block.setColor(block, `stroke/color`, cmykPartialRed); engine.block.setColor(fill, `fill/color/value`, spotPinkFlamingo); engine.block.setColor(block, `dropShadow/color`, spotPartialYellow); const cmykBlueConverted = engine.editor.convertColorToColorSpace( rgbaBlue, 'CMYK', ); const rgbaPinkFlamingoConverted = engine.editor.convertColorToColorSpace( spotPinkFlamingo, 'sRGB', ); engine.editor.findAllSpotColors(); // ['Crayola-Pink-Flamingo', 'Yellow'] engine.editor.setSpotColorCMYK('Yellow', 0.2, 0.0, 1.0, 0.0); engine.editor.removeSpotColor('Yellow');}); ``` --- [Source](https:/img.ly/docs/cesdk/node/automation/overview-34d971) # Overview Workflow automation with CreativeEditor SDK (CE.SDK) enables you to programmatically generate, manipulate, and export creative assets—at scale. Whether you’re creating thousands of localized ads, preparing platform-specific variants of a campaign, or populating print-ready templates with dynamic data, CE.SDK provides a flexible foundation for automation. You can run automation entirely on the client, integrate it with your backend, or build hybrid “human-in-the-loop” workflows where users interact with partially automated scenes before export. The automation engine supports static pipelines, making it suitable for a wide range of publishing, e-commerce, and marketing applications. Video support will follow soon. [Launch Web Demo](https://img.ly/showcases/cesdk)[ Get Started ](node/get-started/overview-e18f40/) ## What Can Be Automated with CE.SDK[#](#what-can-be-automated-with-cesdk) CE.SDK supports a wide variety of automation use cases, including: * **Design generation at scale**: Create thousands of variants from a single template, such as product cards or regionalized campaigns. * **Data-driven customization**: Merge external data (e.g., CSV, JSON, APIs) into templates to personalize text, images, or layout. * **Responsive output creation**: Automatically resize designs and export assets in different aspect ratios or dimensions for various platforms. * **Pre-export validation**: Detect issues like empty placeholders or low-resolution images before generating final output. * **Multimodal exporting**: Automate delivery to multiple formats including JPG, PNG, PDF, and MP4. ## Automation Contexts[#](#automation-contexts) ### Headless / Server-Side Automation[#](#headless--server-side-automation) Server-side automation provides complete control over content generation without rendering a UI. This is ideal for background processing, such as creating assets in response to API requests or batch-generating print files for a mail campaign. ### Client-Side vs. Backend-Supported Workflows[#](#client-side-vs-backend-supported-workflows) Many automation workflows can run fully in the browser thanks to CE.SDK’s client-side architecture. However, a backend may be required for use cases involving: * Secure access to private assets * Large dataset lookups * Server-side template rendering * Scheduled or event-based triggers ## Customization Capabilities[#](#customization-capabilities) CE.SDK gives you deep control over how your automation pipeline behaves: ### Data Sources[#](#data-sources) Connect to a variety of inputs: * Local or remote JSON * CSV files * REST APIs * CMS or PIM systems ### Template Customization[#](#template-customization) * Define dynamic variables and conditional placeholders * Use reusable templates or generate them on-the-fly * Lock or constrain specific fields to preserve brand integrity ### Design Rules[#](#design-rules) Enforce visual and content constraints: * Brand-compliant colors and fonts * Overflow handling and text auto-resizing * Show/hide conditions and fallback logic ### Output Formats[#](#output-formats) | Category | Supported Formats | | --- | --- | | **Images** | `.png` (with transparency), `.jpeg`, `.webp`, `.tga` | | **Print** | `.pdf` (supports underlayer printing and spot colors) | | **Scene** | `.scene` (description of the scene without any assets) | | **Archive** | `.zip` (fully self-contained archive that bundles the `.scene` file with all assets) | Our custom cross-platform C++ based rendering and layout engine ensures consistent output quality across devices. --- [Source](https:/img.ly/docs/cesdk/node/automation/multi-image-generation-2a0de4) # Multiple Image Generation If you are looking for a scalable way to implement creative automation in your application, you’ll likely consider creating a micro-service to run the CE.SDK in headless mode. Running CE.SDK’s Creative Engine on the server allows us to dynamically generate images or videos or create automation based on certain events in our app. At the same time, we can leverage the same templates we provide on the client server-side while staying consistent with the output on the client. In this example, we’ll create a simple API on Amazon AWS that allows us to generate image variants from a CE.SDK template and store them in an S3 bucket. Concretely, we’ll create an image API implementing `create` and `get` endpoints. The former accepts `POST` requests with body parameters corresponding to text variables of a template and interpolates them inside an AWS lambda function and the latter allows a client to query for the creation status and URL of the rendered image. Since it is generally good practice to background more computationally expensive tasks to keep client-facing APIs responsive and the [AWS API Gateway allows a maximum timeout of 30 seconds,](https://docs.aws.amazon.com/apigateway/latest/developerguide/limits.html) we’ll create two lambda functions. The first creates and queries the image resource, while the second performs the heavy lifting of initializing the Creative Engine, interpolating parameters and rendering the image. We’ll achieve this by creating an entry in a DynamoDB images table upon the initial post request, the lambda function running the CE.SDK will then be triggered by this insertion into the images table. ## Prerequisites[#](#prerequisites) Follow the steps in this AWS tutorial [https://docs.aws.amazon.com/cdk/v2/guide/getting\_started.html](https://docs.aws.amazon.com/cdk/v2/guide/getting_started.html) We are going to use AWS CDK to provision the infrastructure (API Gateway, Lambda Function, S3 buckets, DynamoDB and IAM Role) we need. You should have a basic understanding of the AWS CLI and [CloudFormation](https://aws.amazon.com/cloudformation/). * [Install and configure](https://docs.aws.amazon.com/cli/latest/userguide/getting-started-install.html) the AWS CLI. * [Install the AWS CDK](https://docs.aws.amazon.com/cdk/v2/guide/getting_started.html) npm package and bootstrap the necessary resources. ## Create the AWS CDK App[#](#create-the-aws-cdk-app) Create the AWS CDK app, for this example, we’ll create an app called “cesdk-aws-lambda”, but you’ll probably want to opt for a more descriptive name for your use case. Terminal window ``` mdkir cesdk-aws-lambdacd cesdk-aws-lambdacdk init --language javascript ``` The main entry point for our app will be `bin/cesdk-aws-lambda` and the stack script we’ll use to provision our resources will be located in `lib/cesdk-aws-lambda-stack.js`. Run the following command to test that everything is working correctly: Terminal window ``` cdk synth ``` Since we haven’t added anything to our stack file this will synthesize an empty stack. ## Create a CE.SDK service[#](#create-a-cesdk-service) Create a CDK service file under `lib/cesdk-service.js` to configure our stack. We’ll create the necessary resources for the images API endpoint first; a REST API using APIGateway that integrates with a lambda handler that in turns creates and queries the DynamoDB table: ``` const cdk = require('aws-cdk-lib');const { Construct } = require('constructs');const apigateway = require('aws-cdk-lib/aws-apigateway');const lambda = require('aws-cdk-lib/aws-lambda');const s3 = require('aws-cdk-lib/aws-s3');const dynamodb = require('aws-cdk-lib/aws-dynamodb');const iam = require('aws-cdk-lib/aws-iam');const eventsource = require('aws-cdk-lib/aws-lambda-event-sources'); class CESDKService extends Construct { constructor(scope, id) { super(scope, id); const bucket = new s3.Bucket(this, 'CESDKStore'); const tableName = 'ImagesTable'; // lambda function running CE.SDK and rendering image const cesdkHandler = new lambda.Function(this, 'CESDKHandler', { runtime: lambda.Runtime.NODEJS_14_X, code: lambda.Code.fromAsset('src'), handler: 'cesdk-handler.main', environment: { BUCKET: bucket.bucketName, TABLE_NAME: tableName, TEMPLATE_URL: 'https://img.ly/showcases/cesdk/cases/headless-design/example.scene', }, timeout: cdk.Duration.minutes(5), memorySize: 2048, }); // lambda function for images endpoint creating new images and returning images const imagesHandler = new lambda.Function(this, 'ImagesHandler', { runtime: lambda.Runtime.NODEJS_14_X, code: lambda.Code.fromAsset('src'), handler: 'images-handler.main', environment: { TABLE_NAME: tableName, }, }); // Create dynamo db table for storing image objects const imagesTable = new dynamodb.Table(this, 'ImagesTable', { tableName: 'ImagesTable', billingMode: dynamodb.BillingMode.PROVISIONED, removalPolicy: cdk.RemovalPolicy.DESTROY, partitionKey: { name: 'id', type: dynamodb.AttributeType.STRING }, pointInTimeRecovery: true, stream: dynamodb.StreamViewType.NEW_IMAGE, }); // Configure lambda permissions for resources bucket.grantReadWrite(cesdkHandler); const imagesTablePermissionPolicy = new iam.PolicyStatement({ actions: [ 'dynamodb:BatchGetItem', 'dynamodb:GetItem', 'dynamodb:PutItem', 'dynamodb:UpdateItem', ], resources: [imagesTable.tableArn], }); const imagesTablePermissions = new iam.Policy( this, `${this.appName}-ImagesTablePermissions`, { statements: [imagesTablePermissionPolicy], }, ); imagesHandler.role?.attachInlinePolicy(imagesTablePermissions); cesdkHandler.role?.attachInlinePolicy(imagesTablePermissions); cesdkHandler.addEventSource( new eventsource.DynamoEventSource(imagesTable, { startingPosition: lambda.StartingPosition.LATEST, }), ); // Set up REST api for images const api = new apigateway.RestApi(this, 'cesdk-api', { restApiName: 'CESDK Service', description: 'This service renders cesdk templates.', }); const CESDKIntegration = new apigateway.LambdaIntegration(imagesHandler, { requestTemplates: { 'application/json': '{ "statusCode": "200" }' }, }); const imagesResource = api.root.addResource('images'); imagesResource.addMethod('POST', CESDKIntegration); // POST /images const imageResource = imagesResource.addResource('{id}'); imageResource.addMethod('GET', CESDKIntegration); // GET /images/{id} }} module.exports = { CESDKService }; ``` This service has to be added to the stack definition in the `lib/cesdk-aws-lambda-stack` file. ``` const { Stack } = require("aws-cdk-lib");const CESDKService = require("../lib/cesdk-service"); class CesdkAwsLambdaStack extends Stack { /** * * @param {Construct} scope * @param {string} id * @param {StackProps=} props */ constructor(scope, id, props) { super(scope, id, props); // The code that defines your stack goes here new CESDKService.CESDKService(this, "CESDK Service"); }} module.exports = { CesdkAwsLambdaStack }; ``` Test that the app runs and synthesizes a stack `cdk synth`. ## Create a Lambda Function to Create Images[#](#create-a-lambda-function-to-create-images) Create an `src` directory and run `npm init`. We’ll install all necessary dependencies inside the `src` directory, since only code specified via `code: lambda.Code.fromAsset("src")` in our service file will be made available to our lambda function. `yarn add @cesdk/node @aws-sdk/client-dynamodb uuid` Next initialize an `images-handler.js` file inside it. This lambda function handles the `POST` and `GET` image requests. In the first case, we create a unique image id and a file name derived from it, then we add a new image record in our DynamoDB table storing the parameter from the request that should be interpolated, the id and file name as well as a creation status (initially `PENDING`) of the image that the client can query. The second case takes the image id from the request and simply returns the record from the database. ``` const AWS = require('aws-sdk');const { v4: uuidv4 } = require('uuid'); const imagesDB = new AWS.DynamoDB.DocumentClient(); const tableName = process.env.TABLE_NAME; exports.main = async function (event) { const method = event.httpMethod; const routeKey = `${event.httpMethod} ${event.resource}`; try { switch (routeKey) { case 'POST /images': const id = uuidv4(); const filename = `inspirational-quote-${id}.png`; const requestBody = JSON.parse(event.body); const result = await imagesDB .put({ TableName: tableName, Item: { id, filename, interpolationParams: JSON.stringify({ quote: requestBody.quote, }), creationStatus: 'PENDING', url: '', }, }) .promise(); var body = { id }; break; case 'GET /images/{id}': body = await imagesDB .get({ TableName: tableName, Key: { id: event.pathParameters.id, }, }) .promise(); break; } return { statusCode: 200, headers: {}, body: JSON.stringify(body), }; } catch (error) { var body = error.stack || JSON.stringify(error, null, 2); return { statusCode: 400, headers: {}, body: JSON.stringify(body), }; }}; ``` After saving the function, you can run `cdk synth` again as sanity check that we’re still synthesizing an emtpy stack. ## Integrating the Creative Engine[#](#integrating-the-creative-engine) Now, we need another lambda function to perform the heavy lifting of running the Creative Engine and rendering the image. For this add a `cesdk-handler.js` file in the `src` directory and create a lambda handler there. We’ll initialize the `CreativeEngine` and load the template from the URL we’ll provide through an environment variable. Of course, in most use cases you will want to dynamically retrieve templates from file storage, but for illustration purposes we hardcode the template here. ``` const CreativeEngine = require("@cesdk/node");const AWS = require("aws-sdk");const S3 = new AWS.S3(); const imagesDB = new AWS.DynamoDB.DocumentClient(); const bucketName = process.env.BUCKET;const templateURL = process.env.TEMPLATE_URL;const tableName = process.env.TABLE_NAME; const { MimeType } = CreativeEngine; exports.main = async function (event) { try { const engine = await CreativeEngine.init(); // load scene from remote template file await engine.scene.loadFromURL(templateURL); for (const record of event.Records) { const item = record.dynamodb.NewImage; const filename = item.filename.S; const id = item.id.S; const interpolationParams = JSON.parse(item.interpolationParams.S); // Interpolate text variable from request params engine.variable.setString("quote", interpolationParams.quote); const [page] = engine.block.findByType("page"); const renderedImage = await engine.block.export(page, MimeType.Png); const imageBuffer = await renderedImage.arrayBuffer(); // Store rendered image in S3 bucket await S3.putObject({ Bucket: bucketName, Body: Buffer.from(imageBuffer), ContentType: "image/png", Key: filename, }).promise(); // Retrieve image url const signedUrl = await S3.getSignedUrlPromise("getObject", { Bucket: bucketName, Key: filename, }); await imagesDB .update({ TableName: tableName, Key: { id }, AttributeUpdates: { url: { Action: "PUT", Value: { S: signedUrl }, }, creationStatus: { Action: "PUT", Value: { S: "FINISHED" }, }, }, ReturnValues: "UPDATED_NEW", }) .promise(); } } catch (error) { console.warn(error); }};const CreativeEngine = require('@cesdk/node');const AWS = require('aws-sdk'); const templateURL = process.env.TEMPLATE_URL; const { DesignBlockType, MimeType } = CreativeEngine; exports.main = async function(event) { try { const engine = await CreativeEngine.init(); // load scene from remote template file await engine.scene.loadFromURL(templateURL); ... } catch(error) { console.warn(error); }} ``` Now to access the newly created image record, we need to set the `cesdkHanlder` as a lambda trigger for our DynamoDB table. Inside the `cesdk-service.js` we’ll first define the lambda function increasing the memory available to the function as well as the timeout to allow for more computation-heavy renderings. Then we’ll grant the required permissions to perform updates to the images table and finally, we’ll add a DynamoDB event stream to the `cesdkHandler`. The complete `cesdk-service.js` file is as follows: ``` // lambda function running CE.SDK and rendering imageconst cesdkHandler = new lambda.Function(this, 'CESDKHandler', { runtime: lambda.Runtime.NODEJS_14_X, code: lambda.Code.fromAsset('src'), handler: 'cesdk-handler.main', environment: { BUCKET: bucket.bucketName, TABLE_NAME: tableName, TEMPLATE_URL: 'https://img.ly/showcases/cesdk/cases/headless-design/example.scene', }, timeout: cdk.Duration.minutes(5), memorySize: 2048,}); cesdkHandler.role?.attachInlinePolicy(imagesTablePermissions); cesdkHandler.addEventSource( new eventsource.DynamoEventSource(imagesTable, { startingPosition: lambda.StartingPosition.LATEST, }),); ``` The reason we are initializing the CE.SDK outside of our lambda handler is that this allows [resource sharing among lambda requests](https://docs.aws.amazon.com/lambda/latest/operatorguide/static-initialization.html) and decreases our response time. To receive only events of new image records having been added to the table, we need to add the following config option to the `imagesTable` definition: ``` stream: dynamodb.StreamViewType.NEW_IMAGE; ``` ## Filling a Template and Generating an Image[#](#filling-a-template-and-generating-an-image) Now we can finally get to the meat of the matter and populate a CE.SDK template with data submitted via our API. We receive the newly created image record via the event that is passed into the lambda handler, after interpolating the `headline` parameter and rendering the final image, we’ll store it in an S3 bucket and generate a signed URL to the image. Lastly, we update the image with the URL and set the `creationStatus` to “FINISHED”. The complete handler file now looks as follows: ``` const CreativeEngine = require('@cesdk/node');const AWS = require('aws-sdk');const S3 = new AWS.S3(); const imagesDB = new AWS.DynamoDB.DocumentClient(); const bucketName = process.env.BUCKET;const templateURL = process.env.TEMPLATE_URL;const tableName = process.env.TABLE_NAME; const { MimeType } = CreativeEngine; exports.main = async function (event) { try { const engine = await CreativeEngine.init(); // load scene from remote template file await engine.scene.loadFromURL(templateURL); for (const record of event.Records) { const item = record.dynamodb.NewImage; const filename = item.filename.S; const id = item.id.S; const interpolationParams = JSON.parse(item.interpolationParams.S); // Interpolate text variable from request params engine.variable.setString('quote', interpolationParams.quote); const [page] = engine.block.findByType('page'); const renderedImage = await engine.block.export(page, MimeType.Png); const imageBuffer = await renderedImage.arrayBuffer(); // Store rendered image in S3 bucket await S3.putObject({ Bucket: bucketName, Body: Buffer.from(imageBuffer), ContentType: 'image/png', Key: filename, }).promise(); // Retrieve image url const signedUrl = await S3.getSignedUrlPromise('getObject', { Bucket: bucketName, Key: filename, }); await imagesDB .update({ TableName: tableName, Key: { id }, AttributeUpdates: { url: { Action: 'PUT', Value: { S: signedUrl }, }, creationStatus: { Action: 'PUT', Value: { S: 'FINISHED' }, }, }, ReturnValues: 'UPDATED_NEW', }) .promise(); } } catch (error) { console.warn(error); }}; ``` We now have a simple API endpoint that renders and stores a CE.SDK template from a set of input parameters. It’s easy to extrapolate this setup to any number of design automation use cases. We could load the template dynamically based on the request, provide images to replace template placeholders and provide more detailed specifications such as font, size and color of the text. --- [Source](https:/img.ly/docs/cesdk/node/stickers-and-shapes/create-edit/create-shapes-64acc0) # Create Shapes ``` import CreativeEngine from 'https://cdn.img.ly/packages/imgly/cesdk-engine/1.52.0/index.js'; const config = { license: 'mtLT-_GJwMhE7LDnO8KKEma7qSuzWuDxiKuQcxHKmz3fjaXWY2lT3o3Z2VdL5twm', userId: 'guides-user', baseURL: 'https://cdn.img.ly/packages/imgly/cesdk-engine/1.52.0/assets'}; CreativeEngine.init(config).then(async (engine) => { document.getElementById('cesdk_container').append(engine.element); const scene = engine.scene.create(); engine.editor.setSettingBool('page/dimOutOfPageAreas', false); const graphic = engine.block.create('graphic'); const imageFill = engine.block.createFill('image'); engine.block.setString( imageFill, 'fill/image/imageFileURI', 'https://img.ly/static/ubq_samples/sample_1.jpg' ); engine.block.setFill(graphic, imageFill); engine.block.setWidth(graphic, 100); engine.block.setHeight(graphic, 100); engine.block.appendChild(scene, graphic); engine.scene.zoomToBlock(graphic, 40, 40, 40, 40); engine.block.supportsShape(graphic); // Returns true const text = engine.block.create('text'); engine.block.supportsShape(text); // Returns false const rectShape = engine.block.createShape('rect'); engine.block.setShape(graphic, rectShape); const shape = engine.block.getShape(graphic); const shapeType = engine.block.getType(shape); const starShape = engine.block.createShape('star'); engine.block.destroy(engine.block.getShape(graphic)); engine.block.setShape(graphic, starShape); /* The following line would also destroy the currently attached starShape */ // engine.block.destroy(graphic); const allShapeProperties = engine.block.findAllProperties(starShape); engine.block.setInt(starShape, 'shape/star/points', 6);}); ``` ```
``` The CE.SDK provides a flexible way to create and customize shapes, including rectangles, circles, lines, and polygons. ## Supported Shapes[#](#supported-shapes) The following shapes are supported in CE.SDK: * `'//ly.img.ubq/shape/rect'` * `'//ly.img.ubq/shape/line'` * `'//ly.img.ubq/shape/ellipse'` * `'//ly.img.ubq/shape/polygon'` * `'//ly.img.ubq/shape/star'` * `'//ly.img.ubq/shape/vector_path'` Note: short types are also accepted, e.g. ‘rect’ instead of ‘//ly.img.ubq/shape/rect’. ## Creating Shapes[#](#creating-shapes) `graphic` blocks don’t have any shape after you create them, which leaves them invisible by default. In order to make them visible, we need to assign both a shape and a fill to the `graphic` block. You can find more information on fills [here](node/fills-402ddc/). In this example we have created and attached an image fill. In order to create a new shape, we must call the `createShape(type: string): number` API. ``` const rectShape = engine.block.createShape('rect'); ``` In order to assign this shape to the `graphic` block, call the `setShape(id: number, shape: number): void` API. ``` engine.block.setShape(graphic, rectShape); ``` Just like design blocks, shapes with different types have different properties that you can set via the API. Please refer to the [API docs](node/stickers-and-shapes/create-edit/edit-shapes-d67cfb/) for a complete list of all available properties for each type of shape. ## Full Code[#](#full-code) Here’s the full code: ``` import CreativeEngine from 'https://cdn.img.ly/packages/imgly/cesdk-engine/1.52.0/index.js'; const config = { license: 'mtLT-_GJwMhE7LDnO8KKEma7qSuzWuDxiKuQcxHKmz3fjaXWY2lT3o3Z2VdL5twm', userId: 'guides-user', baseURL: 'https://cdn.img.ly/packages/imgly/cesdk-engine/1.52.0/assets',}; CreativeEngine.init(config).then(async engine => { document.getElementById('cesdk_container').append(engine.element); const scene = engine.scene.create(); engine.editor.setSettingBool('page/dimOutOfPageAreas', false); const graphic = engine.block.create('graphic'); const imageFill = engine.block.createFill('image'); engine.block.setString( imageFill, 'fill/image/imageFileURI', 'https://img.ly/static/ubq_samples/sample_1.jpg', ); engine.block.setFill(graphic, imageFill); engine.block.setWidth(graphic, 100); engine.block.setHeight(graphic, 100); engine.block.appendChild(scene, graphic); engine.scene.zoomToBlock(graphic, 40, 40, 40, 40); engine.block.supportsShape(graphic); // Returns true engine.block.supportsShape(text); // Returns false}); ``` --- [Source](https:/img.ly/docs/cesdk/node/import-media/from-remote-source/unsplash-8f31f0) # From A Custom Source ``` import CreativeEngine from 'https://cdn.img.ly/packages/imgly/cesdk-engine/1.52.0/index.js'; import * as unsplash from './vendor/unsplash-js.esm.js'; const unsplashApi = unsplash.createApi({ apiUrl: '...'}); const EMPTY_RESULT = { assets: [], total: 0, currentPage: 0, nextPage: undefined}; const findUnsplashAssets = async (queryData) => { /* Unsplash page indices are 1-based. */ const unsplashPage = queryData.page + 1; if (queryData.query) { const response = await unsplashApi.search.getPhotos({ query: queryData.query, page: unsplashPage, perPage: queryData.perPage }); if (response.type === 'success') { const { results, total, total_pages } = response.response; return { assets: await Promise.all(results.map(translateToAssetResult)), total, currentPage: queryData.page, nextPage: queryData.page + 1 < total_pages ? queryData.page + 1 : undefined }; } else if (response.type === 'error') { throw new Error(response.errors.join('. ')); } else { return Promise.resolve(EMPTY_RESULT); } } else { const response = await unsplashApi.photos.list({ orderBy: 'popular', page: unsplashPage, perPage: queryData.perPage }); if (response.type === 'success') { const { results, total } = response.response; const totalFetched = queryData.page * queryData.perPage + results.length; const nextPage = totalFetched < total ? queryData.page + 1 : undefined; return { assets: await Promise.all(results.map(translateToAssetResult)), total, currentPage: queryData.page, nextPage }; } else if (response.type === 'error') { throw new Error(response.errors.join('. ')); } else { return Promise.resolve(EMPTY_RESULT); } }}; const getUnsplashUrl = async (unsplashResult) => { const trackDownloadResponse = await unsplashApi.photos.trackDownload({ downloadLocation: unsplashResult.links.download_location }); if (trackDownloadResponse.type === 'error') { throw new Error(trackDownloadResponse.errors.join('. ')); } return trackDownloadResponse.response?.url;}; const config = { license: 'mtLT-_GJwMhE7LDnO8KKEma7qSuzWuDxiKuQcxHKmz3fjaXWY2lT3o3Z2VdL5twm', userId: 'guides-user', baseURL: 'https://cdn.img.ly/packages/imgly/cesdk-engine/1.52.0/assets'}; CreativeEngine.init(config).then(async (engine) => { document.getElementById('cesdk_container').append(engine.element); const scene = engine.scene.create(); const page = engine.block.create('page'); engine.block.appendChild(scene, page); engine.scene.zoomToBlock(page); const customSource = { id: 'unsplash', findAssets: findUnsplashAssets, credits: { name: 'Unsplash', url: 'https://unsplash.com/' }, license: { name: 'Unsplash license (free)', url: 'https://unsplash.com/license' } }; engine.asset.addSource(customSource); const result = await engine.asset.findAssets(customSource.id, { page: 0, perPage: 3 }); const asset = result.assets[0]; await engine.asset.apply(customSource.id, asset); const localSourceId = 'background-videos'; engine.asset.addLocalSource(localSourceId); engine.asset.addAssetToSource(localSourceId, { id: 'ocean-waves-1', label: { en: 'relaxing ocean waves', es: 'olas del mar relajantes' }, tags: { en: ['ocean', 'waves', 'soothing', 'slow'], es: ['mar', 'olas', 'calmante', 'lento'] }, meta: { uri: `https://example.com/ocean-waves-1.mp4`, thumbUri: `https://example.com/thumbnails/ocean-waves-1.jpg`, mimeType: 'video/mp4', width: 1920, height: 1080 }, credits: { name: 'John Doe', url: 'https://example.com/johndoe' } });}); async function translateToAssetResult(image) { const artistName = image?.user?.name; const artistUrl = image?.user?.links?.html; return { id: image.id, locale: 'en', // label: image.description ?? image.alt_description ?? undefined, tags: image.tags ? image.tags.map((tag) => tag.title) : undefined, meta: { uri: await getUnsplashUrl(image), thumbUri: image.urls.thumb, blockType: '//ly.img.ubq/graphic', fillType: '//ly.img.ubq/fill/image', shapeType: '//ly.img.ubq/shape/rect', kind: 'image', width: image.width, height: image.height }, context: { sourceId: 'unsplash' }, credits: artistName ? { name: artistName, url: artistUrl } : undefined, utm: { source: 'CE.SDK Demo', medium: 'referral' } };} ``` ```
``` In this example, we will show you how to integrate your custom asset sources into [CE.SDK](https://img.ly/products/creative-sdk). With CE.SDK you can directly add external image providers like Unsplash or your own backend. A third option we will explore in this guide is using the engine’s Asset API directly. Follow along with this example while we are going to add the Unsplash library. Adding an asset source is done creating an asset source definition and adding it using `asset.addSource(source: AssetSource)`. The asset source needs a unique identifier as part of an object implementing the interface of the source. All Asset API methods require the asset source’s unique identifier. ``` const customSource = { id: 'unsplash', findAssets: findUnsplashAssets, credits: { name: 'Unsplash', url: 'https://unsplash.com/' }, license: { name: 'Unsplash license (free)', url: 'https://unsplash.com/license' }}; ``` The most important function to implement is `findAssets(query: AssetQueryData): AssetQueryResult`. With this function alone you can define the complete asset source. It receives the asset query as an argument and returns a promise with the results. * The argument is the `queryData` and describes the slice of data the engine wants to use. This includes a query string and pagination information. * The result of this query is a promise that, besides the actual asset data, returns information like the current page, the next page and the total number of assets available for this specific query. Returning a promise gives us great flexibility since we are completely agnostic of how we want to get the assets. We can use `fetch`, `XMLHttpRequest` or import a library to return a result. ``` const findUnsplashAssets = async (queryData) => { ``` Let us implement an Unsplash asset source. Please note that this is just for demonstration purposes only and may not be ideal if you want to integrate Unsplash in your production environment. We will use the official `unsplash-js` library to query the Unsplash API ([Link to Github page](https://github.com/unsplash/unsplash-js)). According to their documentation and guidelines, we have to create an access key and use a proxy to query the API, but this is out of scope for this example. Take a look at Unsplash’s documentation for further details. ``` const unsplashApi = unsplash.createApi({ apiUrl: '...'}); ``` Unsplash has different API endpoints for different use cases. If we want to search we need to call a different endpoint as if we just want to display images without any search term. Therefore we need to check if the query data contains a `query` string. If `findAssets` was called with a non-empty `query` we can call the asynchronous method `search.getPhotos`. As we can see in the example, we are passing the query arguments to this method. * `queryData.query`: The current search string from the search bar in the asset library. * `queryData.page`: For Unsplash specifically the requested page number starts with 1. We do not query all assets at once but by pages. As the user scrolls down more pages will be requested by calls to the `findAssets` method. * `queryData.perPage`: Determines how many assets we want to have included per page. This might change between calls. For instance, `perPage` can be called with a small number to display a small preview, but with a higher number e.g. if we want to show more assets in a grid view. ``` const response = await unsplashApi.search.getPhotos({ query: queryData.query, page: unsplashPage, perPage: queryData.perPage}); ``` Once we receive the response and check for success we need to map Unsplash’s result to what the asset source API needs as a result. The CE.SDK expects an object with the following properties: * `assets`: An array of assets for the current query. We will take a look at what these have to look like in the next paragraph. * `total`: The total number of assets available for the current query. If we search for “Cat” with `perPage` set to 30, we will get 30 assets, but `total` likely will be a much higher number. * `currentPage`: Return the current page that was requested. * `nextPage`: This is the next page that can be requested after the current one. Should be `undefined` if there is no other page (no more assets). In this case we stop querying for more even if the user has scrolled to the bottom. ``` const { results, total, total_pages } = response.response; return { assets: await Promise.all(results.map(translateToAssetResult)), total, currentPage: queryData.page, nextPage: queryData.page + 1 < total_pages ? queryData.page + 1 : undefined }; ``` Every image we get as a result of Unsplash needs to be translated into an object that is expected by the asset source API. We will describe every mandatory and optional property in the following paragraphs. ``` async function translateToAssetResult(image) { ``` `id`: The id of the asset (mandatory). This has to be unique for this source configuration. ``` id: image.id, ``` `locale` (optional): The language locale for this asset is used in `label` and `tags`. ``` locale: 'en', ``` `label` (optional): The label of this asset. It could be displayed in the tooltip as well as in the credits of the asset. ``` label: image.description ?? image.alt_description ?? undefined, ``` `tags` (optional): The tags of this asset. It could be displayed in the credits of the asset. ``` tags: image.tags ? image.tags.map((tag) => tag.title) : undefined, ``` `meta`: The meta object stores asset properties that depend on the specific asset type. ``` meta: { ``` `uri`: For an image asset this is the URL to the image file that will be used to add the image to the scene. Note that we have to use the Unsplash API to obtain a usable URL at first. ``` uri: await getUnsplashUrl(image), ``` `thumbUri`: The URI of the asset’s thumbnail. It could be used in an asset library. ``` thumbUri: image.urls.thumb, ``` `blockType`: The type id of the design block that should be created when this asset is applied to the scene. If omitted, CE.SDK will try to infer the block type from an optionally provided `mimeType` property (e.g. `image/jpeg`) or by loading the asset data behind `uri` and parsing the mime type from that. However, this will cause a delay before the asset can be added to the scene, which is why it is always recommended to specify the `blockType` upfront. ``` blockType: '//ly.img.ubq/graphic', ``` `fillType`: The type id of the fill that should be attached to the block when this asset is applied to the scene. If omitted, CE.SDK will default to a solid color fill `//ly.img.ubq/fill/color`. ``` fillType: '//ly.img.ubq/fill/image', ``` `shapeType`: The type id of the shape that should be attached to the block when this asset is applied to the scene. If omitted, CE.SDK will default to a rect shape `//ly.img.ubq/shape/rect`. ``` shapeType: '//ly.img.ubq/shape/rect', ``` `kind`: The kind that should be set to the block when this asset is applied to the scene. If omitted, CE.SDK will default to an empty string. ``` kind: 'image', ``` `width`: The original width of the image. `height`: The original height of the image. ``` width: image.width,height: image.height ``` `looping`: Determines whether the asset allows looping (applicable only to Video and GIF). When set to `true`, the asset can extend beyond its original length by looping for the specified duration. Default is set to `false`. `context`: Adds contextual information to the asset. Right now, this only includes the source id of the source configuration. ``` context: { sourceId: 'unsplash'}, ``` `credits` (optional): Some image providers require to display credits to the asset’s artist. If set, it has to be an object with the artist’s `name` and a `url` to the artist page. ``` credits: artistName ? { name: artistName, url: artistUrl } : undefined, ``` `utm` (optional): Some image providers require to add UTM parameters to all links to the source or the artist. If set, it contains a string to the `source` (added as `utm_source`) and the `medium` (added as `utm_medium`) ``` utm: { source: 'CE.SDK Demo', medium: 'referral'} ``` After translating the asset to match the interface from the asset source API, the array of assets for the current page can be returned. In case, we’ve encountered an error, we need to reject the promise. Since we use the async/await language feature this means throwing a new error. ``` throw new Error(response.errors.join('. ')); ``` An empty result can be returned instead of the result object if for some reason it does not make sense to throw an error but just show an empty result. ``` return Promise.resolve(EMPTY_RESULT); ``` Going further with our Unsplash integration we need to handle the case when no query was provided. Unsplash requires us to call a different API endpoint (`photos.list`) with slightly different parameters but the basics are the same. We need to check for success, calculate `total` and `nextPage` and translate the assets. ``` const response = await unsplashApi.photos.list({ orderBy: 'popular', page: unsplashPage, perPage: queryData.perPage }); if (response.type === 'success') { const { results, total } = response.response; const totalFetched = queryData.page * queryData.perPage + results.length; const nextPage = totalFetched < total ? queryData.page + 1 : undefined; return { assets: await Promise.all(results.map(translateToAssetResult)), total, currentPage: queryData.page, nextPage }; } else if (response.type === 'error') { throw new Error(response.errors.join('. ')); } else { return Promise.resolve(EMPTY_RESULT); } ``` We have already seen that an asset can define credits for the artist. Depending on the image provider you might need to add credits and the license for the source. In case of Unsplash, this includes a link as well as the license of all assets from this source. ``` credits: { name: 'Unsplash', url: 'https://unsplash.com/'},license: { name: 'Unsplash license (free)', url: 'https://unsplash.com/license'} ``` ## Local Asset Sources[#](#local-asset-sources) In many cases, you already have various finite sets of assets that you want to make available via asset sources. In order to save you the effort of having to implement custom asset query callbacks for each of these asset sources, CE.SDK also allows you to create “local” asset sources, which are managed by the engine and provide search and pagination functionalities. In order to add such a local asset source, simply call the `addLocalSource` API and choose a unique id with which you can later access the asset source. ``` const localSourceId = 'background-videos';engine.asset.addLocalSource(localSourceId); ``` The `addAssetToSource(sourceId: string, asset: AssetDefinition): void` API allows you to add new asset instances to your local asset source. The local asset source then keeps track of these assets and returns matching items as the result of asset queries. Asset queries return the assets in the same order in which they were inserted into the local asset source. Note that the `AssetDefinition` type that we pass to the `addAssetToSource` API is slightly different than the `AssetResult` type which is returned by asset queries. The `AssetDefinition` for example contains all localizations of the labels and tags of the same asset whereas the `AssetResult` is specific to the locale property of the query. ``` engine.asset.addAssetToSource(localSourceId, { id: 'ocean-waves-1', label: { en: 'relaxing ocean waves', es: 'olas del mar relajantes' }, tags: { en: ['ocean', 'waves', 'soothing', 'slow'], es: ['mar', 'olas', 'calmante', 'lento'] }, meta: { uri: `https://example.com/ocean-waves-1.mp4`, thumbUri: `https://example.com/thumbnails/ocean-waves-1.jpg`, mimeType: 'video/mp4', width: 1920, height: 1080 }, credits: { name: 'John Doe', url: 'https://example.com/johndoe' }}); ``` ## Full Code[#](#full-code) Here’s the full code: ``` import CreativeEngine from 'https://cdn.img.ly/packages/imgly/cesdk-engine/1.52.0/index.js'; import * as unsplash from './vendor/unsplash-js.esm.js'; const unsplashApi = unsplash.createApi({ apiUrl: '...',}); const EMPTY_RESULT = { assets: [], total: 0, currentPage: 0, nextPage: undefined,}; const findUnsplashAssets = async queryData => { /* Unsplash page indices are 1-based. */ const unsplashPage = queryData.page + 1; if (queryData.query) { const response = await unsplashApi.search.getPhotos({ query: queryData.query, page: unsplashPage, perPage: queryData.perPage, }); if (response.type === 'success') { const { results, total, total_pages } = response.response; return { assets: await Promise.all(results.map(translateToAssetResult)), total, currentPage: queryData.page, nextPage: queryData.page + 1 < total_pages ? queryData.page + 1 : undefined, }; } else if (response.type === 'error') { throw new Error(response.errors.join('. ')); } else { return Promise.resolve(EMPTY_RESULT); } } else { const response = await unsplashApi.photos.list({ orderBy: 'popular', page: unsplashPage, perPage: queryData.perPage, }); if (response.type === 'success') { const { results, total } = response.response; const totalFetched = queryData.page * queryData.perPage + results.length; const nextPage = totalFetched < total ? queryData.page + 1 : undefined; return { assets: await Promise.all(results.map(translateToAssetResult)), total, currentPage: queryData.page, nextPage, }; } else if (response.type === 'error') { throw new Error(response.errors.join('. ')); } else { return Promise.resolve(EMPTY_RESULT); } }}; const getUnsplashUrl = async unsplashResult => { const trackDownloadResponse = await unsplashApi.photos.trackDownload({ downloadLocation: unsplashResult.links.download_location, }); if (trackDownloadResponse.type === 'error') { throw new Error(trackDownloadResponse.errors.join('. ')); } return trackDownloadResponse.response?.url;}; const config = { license: 'mtLT-_GJwMhE7LDnO8KKEma7qSuzWuDxiKuQcxHKmz3fjaXWY2lT3o3Z2VdL5twm', userId: 'guides-user', baseURL: 'https://cdn.img.ly/packages/imgly/cesdk-engine/1.52.0/assets',}; CreativeEngine.init(config).then(async engine => { document.getElementById('cesdk_container').append(engine.element); const scene = engine.scene.create(); const page = engine.block.create('page'); engine.block.appendChild(scene, page); engine.scene.zoomToBlock(page); const customSource = { id: 'unsplash', findAssets: findUnsplashAssets, credits: { name: 'Unsplash', url: 'https://unsplash.com/', }, license: { name: 'Unsplash license (free)', url: 'https://unsplash.com/license', }, }; engine.asset.addSource(customSource); const result = await engine.asset.findAssets(customSource.id, { page: 0, perPage: 3, }); const asset = result.assets[0]; await engine.asset.apply(customSource.id, asset); const localSourceId = 'background-videos'; engine.asset.addLocalSource(localSourceId); engine.asset.addAssetToSource(localSourceId, { id: 'ocean-waves-1', label: { en: 'relaxing ocean waves', es: 'olas del mar relajantes', }, tags: { en: ['ocean', 'waves', 'soothing', 'slow'], es: ['mar', 'olas', 'calmante', 'lento'], }, meta: { uri: `https://example.com/ocean-waves-1.mp4`, thumbUri: `https://example.com/thumbnails/ocean-waves-1.jpg`, mimeType: 'video/mp4', width: 1920, height: 1080, }, credits: { name: 'John Doe', url: 'https://example.com/johndoe', }, });}); async function translateToAssetResult(image) { const artistName = image?.user?.name; const artistUrl = image?.user?.links?.html; return { id: image.id, locale: 'en', // label: image.description ?? image.alt_description ?? undefined, tags: image.tags ? image.tags.map(tag => tag.title) : undefined, meta: { uri: await getUnsplashUrl(image), thumbUri: image.urls.thumb, blockType: '//ly.img.ubq/graphic', fillType: '//ly.img.ubq/fill/image', shapeType: '//ly.img.ubq/shape/rect', kind: 'image', width: image.width, height: image.height, }, context: { sourceId: 'unsplash', }, credits: artistName ? { name: artistName, url: artistUrl, } : undefined, utm: { source: 'CE.SDK Demo', medium: 'referral', }, };} ``` --- [Source](https:/img.ly/docs/cesdk/node/stickers-and-shapes/create-edit/edit-shapes-d67cfb) # Edit Shapes ``` import CreativeEngine from 'https://cdn.img.ly/packages/imgly/cesdk-engine/1.52.0/index.js'; const config = { license: 'mtLT-_GJwMhE7LDnO8KKEma7qSuzWuDxiKuQcxHKmz3fjaXWY2lT3o3Z2VdL5twm', userId: 'guides-user', baseURL: 'https://cdn.img.ly/packages/imgly/cesdk-engine/1.52.0/assets'}; CreativeEngine.init(config).then(async (engine) => { document.getElementById('cesdk_container').append(engine.element); const scene = engine.scene.create(); engine.editor.setSettingBool('page/dimOutOfPageAreas', false); const graphic = engine.block.create('graphic'); const imageFill = engine.block.createFill('image'); engine.block.setString( imageFill, 'fill/image/imageFileURI', 'https://img.ly/static/ubq_samples/sample_1.jpg' ); engine.block.setFill(graphic, imageFill); engine.block.setWidth(graphic, 100); engine.block.setHeight(graphic, 100); engine.block.appendChild(scene, graphic); engine.scene.zoomToBlock(graphic, 40, 40, 40, 40); engine.block.supportsShape(graphic); // Returns true const text = engine.block.create('text'); engine.block.supportsShape(text); // Returns false const rectShape = engine.block.createShape('rect'); engine.block.setShape(graphic, rectShape); const shape = engine.block.getShape(graphic); const shapeType = engine.block.getType(shape); const starShape = engine.block.createShape('star'); engine.block.destroy(engine.block.getShape(graphic)); engine.block.setShape(graphic, starShape); /* The following line would also destroy the currently attached starShape */ // engine.block.destroy(graphic); const allShapeProperties = engine.block.findAllProperties(starShape); engine.block.setInt(starShape, 'shape/star/points', 6);}); ``` ```
``` The `graphic` [design block](node/concepts/blocks-90241e/) in CE.SDK allows you to modify and replace its shape. CreativeEditor SDK supports many different types of shapes, such as rectangles, lines, ellipses, polygons and custom vector paths. Similarly to blocks, each shape object has a numeric id which can be used to query and [modify its properties](node/concepts/blocks-90241e/). ## Accessing Shapes[#](#accessing-shapes) In order to query whether a block supports shapes, you should call the `supportsShape(id: number): boolean` API. Currently, only the `graphic` design block supports shape objects. ``` engine.block.supportsShape(graphic); // Returns trueconst text = engine.block.create('text');engine.block.supportsShape(text); // Returns false ``` To query the shape id of a design block, call the `getShape(id: number): number` API. You can now pass this id into other APIs in order to query more information about the shape, e.g. its type via the `getType(id: number): string` API. ``` const shape = engine.block.getShape(graphic);const shapeType = engine.block.getType(shape); ``` When replacing the shape of a design block, remember to destroy the previous shape object if you don’t intend to use it any further. Shape objects that are not attached to a design block will never be automatically destroyed. Destroying a design block will also destroy its attached shape block. ``` const starShape = engine.block.createShape('star');engine.block.destroy(engine.block.getShape(graphic));engine.block.setShape(graphic, starShape);/* The following line would also destroy the currently attached starShape */// engine.block.destroy(graphic); ``` ## Shape Properties[#](#shape-properties) Just like design blocks, shapes with different types have different properties that you can query and modify via the API. Use `findAllProperties(id: number): string[]` in order to get a list of all properties of a given shape. For the star shape in this example, the call would return `['name', 'shape/star/innerDiameter', 'shape/star/points', 'type', 'uuid']`. Please refer to the [API docs](node/stickers-and-shapes/create-edit/edit-shapes-d67cfb/) for a complete list of all available properties for each type of shape. ``` const allShapeProperties = engine.block.findAllProperties(starShape); ``` Once we know the property keys of a shape, we can use the same APIs as for design blocks in order to modify those properties. For example, we can use `setInt(id: number, property: string, value: number): void` in order to change the number of points of the star to six. ``` engine.block.setInt(starShape, 'shape/star/points', 6); ``` ## Full Code[#](#full-code) Here’s the full code: ``` import CreativeEngine from 'https://cdn.img.ly/packages/imgly/cesdk-engine/1.52.0/index.js'; const config = { license: 'mtLT-_GJwMhE7LDnO8KKEma7qSuzWuDxiKuQcxHKmz3fjaXWY2lT3o3Z2VdL5twm', userId: 'guides-user', baseURL: 'https://cdn.img.ly/packages/imgly/cesdk-engine/1.52.0/assets',}; CreativeEngine.init(config).then(async engine => { document.getElementById('cesdk_container').append(engine.element); const scene = engine.scene.create(); engine.editor.setSettingBool('page/dimOutOfPageAreas', false); const graphic = engine.block.create('graphic'); const imageFill = engine.block.createFill('image'); engine.block.setString( imageFill, 'fill/image/imageFileURI', 'https://img.ly/static/ubq_samples/sample_1.jpg', ); engine.block.setFill(graphic, imageFill); engine.block.setWidth(graphic, 100); engine.block.setHeight(graphic, 100); engine.block.appendChild(scene, graphic); engine.scene.zoomToBlock(graphic, 40, 40, 40, 40); engine.block.supportsShape(graphic); // Returns true const text = engine.block.create('text'); engine.block.supportsShape(text); // Returns false const rectShape = engine.block.createShape('rect'); engine.block.setShape(graphic, rectShape); const shape = engine.block.getShape(graphic); const shapeType = engine.block.getType(shape); const starShape = engine.block.createShape('star'); engine.block.destroy(engine.block.getShape(graphic)); engine.block.setShape(graphic, starShape); /* The following line would also destroy the currently attached starShape */ // engine.block.destroy(graphic); const allShapeProperties = engine.block.findAllProperties(starShape); engine.block.setInt(starShape, 'shape/star/points', 6);}); ``` --- [Source](https:/img.ly/docs/cesdk/node/export-save-publish/export/to-pdf-95e04b) # To PDF ``` import CreativeEngine from 'https://cdn.img.ly/packages/imgly/cesdk-engine/1.52.0/index.js'; const config = { license: 'mtLT-_GJwMhE7LDnO8KKEma7qSuzWuDxiKuQcxHKmz3fjaXWY2lT3o3Z2VdL5twm', userId: 'guides-user', baseURL: 'https://cdn.img.ly/packages/imgly/cesdk-engine/1.52.0/assets'}; CreativeEngine.init(config).then(async (engine) => { document.getElementById('cesdk_container').append(engine.element); const scene = engine.scene.create(); const page = engine.block.create('page'); engine.block.setWidth(page, 800); engine.block.setHeight(page, 600); engine.block.appendChild(scene, page); engine.scene.zoomToBlock(page, 40, 40, 40, 40); const block = engine.block.create('graphic'); engine.block.setShape(block, engine.block.createShape('star')); engine.block.setPositionX(block, 350); engine.block.setPositionY(block, 400); engine.block.setWidth(block, 100); engine.block.setHeight(block, 100); const fill = engine.block.createFill('color'); engine.block.setFill(block, fill); const rgbaBlue = { r: 0.0, g: 0.0, b: 1.0, a: 1.0 }; engine.block.setColor(fill, `fill/color/value`, rgbaBlue); engine.editor.setSpotColorRGB('RDG_WHITE', 0.8, 0.8, 0.8); await block .export(page, 'application/pdf', { exportPdfWithUnderlayer: true, underlayerSpotColorName: 'RDG_WHITE', underlayerOffset: -2.0 }) .then((blob) => { const element = document.createElement('a'); element.setAttribute('href', window.URL.createObjectURL(blob)); element.setAttribute('download', 'underlayer_example.pdf'); element.style.display = 'none'; element.click(); element.remove(); });}); ``` ```
``` When printing on a non-white medium or on a special medium like fabric or glass, printing your design over an underlayer helps achieve the desired result. An underlayer will typically be printed using a special ink and be of the exact shape of your design. When exporting to PDF, you can specify that an underlayer be automatically generated in the [ExportOptions](node/export-save-publish/export/overview-9ed3a8/). An underlayer will be generated by detecting the contour of all elements on a page and inserting a new block with the shape of the detected contour. This new block will be positioned behind all existing block. After exporting, the new block will be removed. The result will be a PDF file containing an additional shape of the same shape as your design and sitting behind it. The ink to be used by the printer is specified in the [ExportOptions](node/export-save-publish/export/overview-9ed3a8/) with a [spot color](node/colors-a9b79c/). You can also adjust the scale of the underlayer shape with a negative or positive offset, in design units. **Warning** Do not flatten the resulting PDF file or you will lose the underlayer shape which sits behind your design. ## Setup the scene[#](#setup-the-scene) We first create a new scene with a graphic block that has a color fill. ``` document.getElementById('cesdk_container').append(engine.element); const scene = engine.scene.create(); const page = engine.block.create('page'); engine.block.setWidth(page, 800); engine.block.setHeight(page, 600); engine.block.appendChild(scene, page); engine.scene.zoomToBlock(page, 40, 40, 40, 40); const block = engine.block.create('graphic'); engine.block.setShape(block, engine.block.createShape('star')); engine.block.setPositionX(block, 350); engine.block.setPositionY(block, 400); engine.block.setWidth(block, 100); engine.block.setHeight(block, 100); const fill = engine.block.createFill('color'); engine.block.setFill(block, fill); const rgbaBlue = { r: 0.0, g: 0.0, b: 1.0, a: 1.0 }; engine.block.setColor(fill, `fill/color/value`, rgbaBlue); ``` ## Add the underlayer’s spot color[#](#add-the-underlayers-spot-color) Here we instantiate a spot color with the known name of the ink the printer should use for the underlayer. The visual color approximation is not so important, so long as the name matches what the printer expects. ``` engine.editor.setSpotColorRGB('RDG_WHITE', 0.8, 0.8, 0.8); ``` ## Exporting with an underlayer[#](#exporting-with-an-underlayer) We enable the automatic generation of an underlayer on export with the option `exportPdfWithUnderlayer = true`. We specify the ink to use with `underlayerSpotColorName = 'RDG_WHITE'`. In this instance, we make the underlayer a bit smaller than our design so we specify an offset of 2 design units (e.g. millimeters) with `underlayerOffset = -2.0`. ``` await block .export(page, 'application/pdf', { exportPdfWithUnderlayer: true, underlayerSpotColorName: 'RDG_WHITE', underlayerOffset: -2.0 }) .then((blob) => { const element = document.createElement('a'); element.setAttribute('href', window.URL.createObjectURL(blob)); element.setAttribute('download', 'underlayer_example.pdf'); element.style.display = 'none'; element.click(); element.remove(); }); ``` ## Full Code[#](#full-code) Here’s the full code: ``` import CreativeEngine from 'https://cdn.img.ly/packages/imgly/cesdk-engine/1.52.0/index.js'; const config = { license: 'mtLT-_GJwMhE7LDnO8KKEma7qSuzWuDxiKuQcxHKmz3fjaXWY2lT3o3Z2VdL5twm', userId: 'guides-user', baseURL: 'https://cdn.img.ly/packages/imgly/cesdk-engine/1.52.0/assets',}; CreativeEngine.init(config).then(async engine => { document.getElementById('cesdk_container').append(engine.element); const scene = engine.scene.create(); const page = engine.block.create('page'); engine.block.setWidth(page, 800); engine.block.setHeight(page, 600); engine.block.appendChild(scene, page); engine.scene.zoomToBlock(page, 40, 40, 40, 40); const block = engine.block.create('graphic'); engine.block.setShape(block, engine.block.createShape('star')); engine.block.setPositionX(block, 350); engine.block.setPositionY(block, 400); engine.block.setWidth(block, 100); engine.block.setHeight(block, 100); const fill = engine.block.createFill('color'); engine.block.setFill(block, fill); const rgbaBlue = { r: 0.0, g: 0.0, b: 1.0, a: 1.0 }; engine.block.setColor(fill, `fill/color/value`, rgbaBlue); engine.editor.setSpotColorRGB('RDG_WHITE', 0.8, 0.8, 0.8); await block .export(page, 'application/pdf', { exportPdfWithUnderlayer: true, underlayerSpotColorName: 'RDG_WHITE', underlayerOffset: -2.0, }) .then(blob => { const element = document.createElement('a'); element.setAttribute('href', window.URL.createObjectURL(blob)); element.setAttribute('download', 'underlayer_example.pdf'); element.style.display = 'none'; element.click(); element.remove(); });}); ``` --- [Source](https:/img.ly/docs/cesdk/node/export-save-publish/export/size-limits-6f0695) # Size Limits CreativeEditor SDK (CE.SDK) supports exporting high-resolution image, video, and audio content, but there are practical limits to consider based on the user’s device capabilities. ## Image Resolution Limits[#](#image-resolution-limits) | Constraint | Recommendation / Limit | | --- | --- | | **Input Resolution** | Maximum input resolution is **4096×4096 pixels**. Images from external sources (e.g., Unsplash) are resized to this size before rendering on the canvas. You can modify this value using the `maxImageSize` setting. | | **Output Resolution** | There is no enforced output resolution limit. Theoretically, the editor supports output sizes up to **16,384×16,384 pixels**. However, practical limits depend on the device’s GPU capabilities and available memory. | All image processing in CE.SDK is handled client-side, so these values depend on the **maximum texture size** supported by the user’s hardware. The default limit of 4096×4096 is a safe baseline that works universally. Higher resolutions (e.g., 8192×8192) may work on certain devices but could fail on others during export if the GPU texture size is exceeded. To ensure consistent results across devices, it’s best to test higher output sizes on your target hardware and set conservative defaults in production. ## Video Resolution & Duration Limits[#](#video-resolution--duration-limits) | Constraint | Recommendation / Limit | | --- | --- | | **Resolution** | Up to **4K UHD** is supported for **playback** and **export**, depending on the user’s hardware and available GPU resources. For **import**, CE.SDK does not impose artificial limits, but maximum video size is bounded by the **32-bit address space of WebAssembly (wasm32)** and the **browser tab’s memory cap (~2 GB)**. | | **Frame Rate** | 30 FPS at 1080p is broadly supported; 60 FPS and high-res exports benefit from hardware acceleration | | **Duration** | Stories and reels of up to **2 minutes** are fully supported. Longer videos are also supported, but we generally found a maximum duration of **10 minutes** to be a good balance for a smooth editing experience and a pleasant export duration of around one minute on modern hardware. | Performance scales with client hardware. For best results with high-resolution or high-frame-rate video, modern CPUs/GPUs with hardware acceleration are recommended. --- [Source](https:/img.ly/docs/cesdk/node/export-save-publish/export/overview-9ed3a8) # Options Exporting via the `block.export` endpoint allows fine-grained control of the target format. CE.SDK currently supports exporting scenes, pages, groups, or individual blocks in the MP4, PNG, TGA, JPEG, WEBP, BINARY and PDF formats. To specify the desired type, just pass in the corresponding `mimeType`. Pass additional options in a mime-type specific object. ## Static Design Export Options[#](#static-design-export-options) | Format | MimeType | Options (Default) | | --- | --- | --- | | PNG | `image/png` | `pngCompressionLevel (5)` - The compression level is a trade-off between file size and encoding/decoding speed, but doesn’t affect quality. Valid values are `[0-9]` ranging from no to maximum compression. | | JPEG | `image/jpeg` | `jpegQuality (0.9)` - Directly influences the resulting files visual quality. Smaller = worse quality, but lower file size. Valid values are `(0-1]` | | WEBP | `image/webp` | `webpQuality (1.0)` - Controls the desired output quality. 1.0 results in a special lossless encoding that usually produces smaller file sizes than PNG. Valid values are (0-1\], higher means better quality. | | BINARY | `application/octet-stream` | No additional options. This type returns the raw image data in RGBA8888 order in a blob. | | PDF | `application/pdf` | `exportPdfWithHighCompatibility (true)` - Increase compatibility with different PDF viewers. Images and effects will be rasterized with regard to the scene’s DPI value instead of simply being embedded. | | PDF | `application/pdf` | `exportPdfWithUnderlayer (false)` - An underlayer is generated by adding a graphics block behind the existing elements of the shape of the elements on the page. | | PDF | `application/pdf` | `underlayerSpotColorName ("")` - The name of the spot color to be used for the underlayer’s fill. | | PDF | `application/pdf` | `underlayerOffset (0.0)` - The adjustment in size of the shape of the underlayer. | Certain formats allow additional configuration, e.g., `options.jpegQuality` controls the output quality level when exporting to JPEG. These format-specific options are ignored when exporting to other formats. You can choose which part of the scene to export by passing in the respective block as the first parameter. For all formats, an optional `targetWidth` and `targetHeight` in pixels can be specified. If used, the block will be rendered large enough, that it fills the target size entirely while maintaining its aspect ratio. The supported export size limit can be queried with `editor.getMaxExportSize()`, the width and height should not exceed this value. ## Video Export Options[#](#video-export-options) * `h264Profile` * `h264Level` * `videoBitrate` * `audioBitrate` * `timeOffset` * `duration` * `framerate` * `targetWidth` * `targetHeight` * `abortSignal` ## Export a Static Design[#](#export-a-static-design) Export a design block element, e.g., a scene, a page, a group, or a single block, as a file of the given mime type. ``` export(handle: DesignBlockId, mimeType?: MimeType, options?: ExportOptions): Promise ``` Exports a design block element as a file of the given mime type. Performs an internal update to resolve the final layout for the blocks. * `handle`: The design block element to export. * `mimeType`: The mime type of the output file. * `options`: The options for exporting the block type * Returns A promise that resolves with the exported image or is rejected with an error. Export details: * Exporting automatically performs an internal update to resolve the final layout for all blocks. * Only blocks that belong to the scene hierarchy can be exported. * The export will include the block and all child elements in the block hierarchy. * If the exported block itself is rotated it will be exported without rotation. * If a margin is set on the block it will be included. * If an outside stroke is set on the block it will be included except for pages. * Exporting a scene with more than one page may result in transparent areas between the pages, it is recommended to export the individual pages instead. * Exporting as JPEG drops any transparency on the final image and may lead to unexpected results. ## Export with a Color Mask[#](#export-with-a-color-mask) ``` exportWithColorMask(handle: DesignBlockId, mimeType: MimeType | undefined, maskColorR: number, maskColorG: number, maskColorB: number, options?: ExportOptions): Promise ``` Exports a design block element as a file of the given mime type. Performs an internal update to resolve the final layout for the blocks. * `handle`: The design block element to export. * `mimeType`: The mime type of the output file. * `maskColorR`: The red component of the special color mask color. * `maskColorG`: The green component of the special color mask color. * `maskColorB`: The blue component of the special color mask color. * `options`: The options for exporting the block type * Returns A promise that resolves with an array of the exported image and mask or is rejected with an error. ## Export a Video[#](#export-a-video) Export a page as a video file of the given mime type. ``` exportVideo(handle: DesignBlockId, mimeType: MimeType | undefined, progressCallback: (numberOfRenderedFrames: number, numberOfEncodedFrames: number, totalNumberOfFrames: number) => void, options: VideoExportOptions): Promise ``` Exports a design block as a video file of the given mime type. Note: The export will run across multiple iterations of the update loop. In each iteration a frame is scheduled for encoding. * `handle`: The design block element to export. Currently, only page blocks are supported. * `mimeType`: The mime type of the output video file. * `progressCallback`: A callback which reports on the progress of the export. It informs the receiver of the current frame index, which currently gets exported and the total frame count. * `options`: The options for exporting the video. * Returns A promise that resolves with a video blob or is rejected with an error. ``` type VideoExportOptions = { h264Profile?: number; h264Level?: number; videoBitrate?: number; audioBitrate?: number; timeOffset?: number; duration?: number; framerate?: number; targetWidth?: number; targetHeight?: number; abortSignal?: AbortSignal;}; ``` Video export details: * Exporting automatically performs an internal update to resolve the final layout for all blocks and waits until all pending assets have been loaded. * Only blocks that belong to the scene hierarchy can be exported. * The given block determines the size, camera position, and rotation in the same manner as the static design export. * The given block does not influence the time offset and duration of the video. This can be controlled using the `timeOffset` and `duration` options. * The video resolution is determined by the largest page width and the largest page height. This can be overridden using the `targetWidth` and `targetHeight` options. * When using H.264, transparency info is lost and the video will be exported with a black background. ## Export Information[#](#export-information) Before exporting, the maximum export size and available memory can be queried. ``` getMaxExportSize(): number ``` Get the export size limit in pixels on the current device. An export is only possible when both the width and height of the output are below or equal this limit. However, this is only an upper limit as the export might also not be possible due to other reasons, e.g., memory constraints. * Returns The upper export size limit in pixels or an unlimited size, i.e, the maximum signed 32-bit integer value, if the limit is unknown. ``` getAvailableMemory(): number ``` Get the currently available memory in bytes. * Returns The currently available memory in bytes. ## Exporting via the Export button[#](#exporting-via-the-export-button) When a user triggers an export by clicking the corresponding button, the editor will export the current page to a PDF or PNG image and notify the `onExport` callback if configured. The callback handler receives the encoded data as a `Blob` object along with the `options` used during export. Besides the `onExport` callback, you have to enable the export button in the navigation bar. See the configuration of elements for further information. ## Full Code[#](#full-code) Here’s the full code: ``` import CreativeEngine from 'https://cdn.img.ly/packages/imgly/cesdk-engine/1.52.0/index.js'; const config = { license: 'mtLT-_GJwMhE7LDnO8KKEma7qSuzWuDxiKuQcxHKmz3fjaXWY2lT3o3Z2VdL5twm', userId: 'guides-user', baseURL: 'https://cdn.img.ly/packages/imgly/cesdk-engine/1.52.0/assets',}; const exportButton = document.getElementById('export_button'); const scene = engine.scene.get();const page = engine.scene.getCurrentPage(); const sceneBlob = await engine.block.export(scene, 'application/pdf'); const pageBlob = await engine.block.export(page, 'image/png'); const [image, mask] = await engine.block.exportWithColorMask( page, 'image/png', 0.5, 0.5, 0.5,); if (groupable) { const group = engine.block.group([member1, member2]); const groupBlob = await engine.block.export(group, 'image/png');} const blockBlob = await engine.block.export(block, 'image/jpeg', { /** * The JPEG quality to use when encoding to JPEG. * * Valid values are (0-1], higher means better quality. * Ignored for other encodings. * * @defaultValue 0.9 */ jpegQuality: 0.9, /** * The PNG compression level to use, when exporting to PNG. * * Valid values are 0 to 9, higher means smaller, but slower. * Quality is not affected. * Ignored for other encodings. * @defaultValue 5. */ pngCompressionLevel: 5, /** * An optional target width used in conjunction with target height. * If used, the block will be rendered large enough, that it fills the target * size entirely while maintaining its aspect ratio. */ targetWidth: null, /** * An optional target height used in conjunction with target width. * If used, the block will be rendered large enough, that it fills the target * size entirely while maintaining its aspect ratio. */ targetHeight: null,}); // Video Export const progressCallback = (renderedFrames, encodedFrames, totalFrames) => { console.log( 'Rendered', renderedFrames, 'frames and encoded', encodedFrames, 'frames out of', totalFrames, );};const videoOptions = { /** * Determines the encoder feature set and in turn the quality, size and speed of the encoding process. * * @defaultValue 77 (Main) */ h264Profile: 77, /** * Controls the H.264 encoding level. This relates to parameters used by the encoder such as bit rate, * timings and motion vectors. Defined by the spec are levels 1.0 up to 6.2. To arrive at an integer value, * the level is multiplied by ten. E.g. to get level 5.2, pass a value of 52. * * @defaultValue 52 */ h264Level: 52, /** * The video bitrate in bits per second. The maximum bitrate is determined by h264Profile and h264Level. * If the value is 0, the bitrate is automatically determined by the engine. */ videoBitrate: 0, /** * The audio bitrate in bits per second. If the value is 0, the bitrate is automatically determined by the engine (128kbps for stereo AAC stream). */ audioBitrate: 0, /** * The time offset in seconds of the scene's timeline from which the video will start. * * @defaultValue 0 */ timeOffset: 0, /** * The duration in seconds of the final video. * * @defaultValue The duration of the given page. */ duration: 10, /** * The target framerate of the exported video in Hz. * * @defaultValue 30 */ framerate: 30, /** * An optional target width used in conjunction with target height. * If used, the block will be rendered large enough, that it fills the target * size entirely while maintaining its aspect ratio. */ targetWidth: 1280, /** * An optional target height used in conjunction with target width. * If used, the block will be rendered large enough, that it fills the target * size entirely while maintaining its aspect ratio. */ targetHeight: 720,};const videoBlob = await engine.block.exportVideo( page, 'video/mp4', progressCallback, videoOptions,); const maxExportSizeInPixels = engine.editor.getMaxExportSize(); const availableMemoryInBytes = engine.editor.getAvailableMemory(); CreativeEngine.init(config).then(async engine => { document.getElementById('cesdk_container').append(engine.element); await engine.addDefaultAssetSources(); await engine.scene.loadFromURL( 'https://cdn.img.ly/assets/demo/v1/ly.img.template/templates/cesdk_postcard_1.scene', ); exportButton.removeAttribute('disabled'); exportButton.onclick = async () => { /* Export scene as PNG image. */ const scene = engine.scene.get(); const mimeType = 'image/png'; /* Optionally, the maximum supported export size can be checked before exporting. */ const maxExportSizeInPixels = engine.editor.getMaxExportSize(); /* Optionally, the compression level and the target size can be specified. */ const options = { pngCompressionLevel: 9, targetWidth: null, targetHeight: null, }; const blob = await engine.block.export(scene, mimeType, options); /* Download blob. */ const anchor = document.createElement('a'); anchor.href = URL.createObjectURL(blob); anchor.download = 'export.png'; anchor.click(); };}); ``` --- [Source](https:/img.ly/docs/cesdk/node/create-templates/add-dynamic-content/text-variables-7ecb50) # Text Variables CreativeEngine ``` let config = { baseURL: 'https://cdn.img.ly/packages/imgly/cesdk-js/1.52.0/assets',}; CreativeEngine.init(config).then(engine => { const variableNames = engine.variable.findAll(); variableNames.forEach(name => { engine.variable.remove(name); }); engine.variable.setString('my_custom_variable', 'IMG.LY'); const name = engine.variable.getString('my_custom_variable'); const block = engine.block.create('graphic'); engine.block.referencesAnyVariables(block);}); ``` CreativeEditorSDK ``` let config = { baseURL: 'https://cdn.img.ly/packages/imgly/cesdk-js/1.52.0/assets', i18n: { en: { 'variables.my_custom_variable.label': 'My Variable', }, },}; CreativeEditorSDK.create('#cesdk_container', config).then(cesdk => { const variableNames = cesdk.engine.variable.findAll(); variableNames.forEach(name => { cesdk.engine.variable.remove(name); }); cesdk.engine.variable.setString('my_custom_variable', 'IMG.LY'); const name = cesdk.engine.variable.getString('my_custom_variable'); cesdk.createDesignScene();}); ``` In this example, we will show you how to use the [CreativeEditor SDK](https://img.ly/products/creative-sdk)’s CreativeEngine to modify variables through the `variable` API. The `variable` API lets you set or get the contents of variables that exist in your scene. ## Functions[#](#functions) ``` findAll(): string[] ``` Get all text variables currently stored in the engine. * Returns Return a list of variable names ``` setString(key: string, value: string): void ``` Set a text variable. * `key`: The variable’s key. * `value`: The text to replace the variable with. ``` getString(key: string): string ``` Set a text variable. * `key`: The variable’s key. * Returns The text value of the variable. ``` remove(key: string): void ``` Destroy a text variable. * `key`: The variable’s key. ``` referencesAnyVariables(id: DesignBlockId): boolean ``` Checks whether the given block references any variables. Doesn’t check the block’s children. * `id`: The block to inspect. * Returns true if the block references variables and false otherwise. ## Localizing Variable Keys (CE.SDK only)[#](#localizing-variable-keys-cesdk-only) You can show localized labels for the registered variables to your users by adding a corresponding label property to the object stored at `i18n..variables..label` in the configuration. Otherwise, the name used in `variable.setString()` will be shown. ![](/docs/cesdk/_astro/variables-dark.BuQESLUM_1Bmrn3.webp) ## Full Code[#](#full-code) Here’s the full code: ``` let config = { baseURL: 'https://cdn.img.ly/packages/imgly/cesdk-js/1.52.0/assets',}; CreativeEngine.init(config).then(engine => { const variableNames = engine.variable.findAll(); variableNames.forEach(name => { engine.variable.remove(name); }); engine.variable.setString('my_custom_variable', 'IMG.LY'); const name = engine.variable.getString('my_custom_variable'); const block = engine.block.create('graphic'); engine.block.referencesAnyVariables(block);}); ``` --- [Source](https:/img.ly/docs/cesdk/node/edit-image/transform/crop-f67a47) # Crop Images in Node.js ``` engine.block.supportsCrop(image);engine.block.setCropScaleX(image, 2.0);engine.block.setCropScaleY(image, 1.5);engine.block.setCropScaleRatio(image, 3.0);engine.block.setCropRotation(image, Math.PI);engine.block.setCropTranslationX(image, -1.0);engine.block.setCropTranslationY(image, 1.0);engine.block.adjustCropToFillFrame(image, 1.0);engine.block.setContentFillMode(image, 'Contain');engine.block.resetCrop(image);engine.block.getCropScaleX(image);engine.block.getCropScaleY(image);engine.block.getCropScaleRatio(image);engine.block.getCropRotation(image);engine.block.getCropTranslationX(image);engine.block.getCropTranslationY(image);engine.block.flipCropHorizontal(image);engine.block.flipCropVertical(image);engine.block.supportsContentFillMode(image);engine.block.getContentFillMode(image); ``` In this example, we will show you how to use the [CreativeEditor SDK](https://img.ly/products/creative-sdk)’s CreativeEngine to modify a blocks crop through the `block` API. ## Common Properties[#](#common-properties) Common properties are properties that occur on multiple block types. For instance, fill color properties are available for all the shape blocks and the text block. That’s why we built convenient setter and getter functions for these properties. So you don’t have to use the generic setters and getters and don’t have to provide a specific property path. There are also `has*` functions to query if a block supports a set of common properties. ### Crop[#](#crop) Manipulate the cropping region of a block by setting its scale, rotation, and translation. ``` supportsCrop(id: DesignBlockId): boolean ``` Query if the given block has crop properties. * `id`: The block to query. * Returns true, if the block has crop properties. ``` setCropScaleX(id: DesignBlockId, scaleX: number): void ``` Set the crop scale in x direction of the given design block. Required scope: ‘layer/crop’ * `id`: The block whose crop should be set. * `scaleX`: The scale in x direction. ``` setCropScaleY(id: DesignBlockId, scaleY: number): void ``` Set the crop scale in y direction of the given design block. Required scope: ‘layer/crop’ * `id`: The block whose crop should be set. * `scaleY`: The scale in y direction. ``` setCropScaleRatio(id: DesignBlockId, scaleRatio: number): void ``` Set the crop scale ratio of the given design block. This will uniformly scale the content up or down. The center of the scale operation is the center of the crop frame. Required scope: ‘layer/crop’ * `id`: The block whose crop should be set. * `scaleRatio`: The crop scale ratio. ``` setCropRotation(id: DesignBlockId, rotation: number): void ``` Set the crop rotation of the given design block. Required scope: ‘layer/crop’ * `id`: The block whose crop should be set. * `rotation`: The rotation in radians. ``` setCropTranslationX(id: DesignBlockId, translationX: number): void ``` Set the crop translation in x direction of the given design block. Required scope: ‘layer/crop’ * `id`: The block whose crop should be set. * `translationX`: The translation in x direction. ``` setCropTranslationY(id: DesignBlockId, translationY: number): void ``` Set the crop translation in y direction of the given design block. Required scope: ‘layer/crop’ * `id`: The block whose crop should be set. * `translationY`: The translation in y direction. ``` adjustCropToFillFrame(id: DesignBlockId, minScaleRatio: number): number ``` Adjust the crop position/scale to at least fill the crop frame. * `id`: The block whose crop scale ratio should be queried. * `minScaleRatio`: The minimal crop scale ratio to go down to. ``` setContentFillMode(id: DesignBlockId, mode: ContentFillMode): void ``` Set a block’s content fill mode. Required scope: ‘layer/crop’ * `id`: The block to update. * `mode`: The content fill mode mode: crop, cover or contain. ``` resetCrop(id: DesignBlockId): void ``` Resets the manually set crop of the given design block. The block’s content fill mode is set to ‘cover’. If the block has a fill, the crop values are updated so that it covers the block. Required scope: ‘layer/crop’ * `id`: The block whose crop should be reset. ``` getCropScaleX(id: DesignBlockId): number ``` Get the crop scale on the x axis of the given design block. * `id`: The block whose scale should be queried. * Returns The scale on the x axis. ``` getCropScaleY(id: DesignBlockId): number ``` Get the crop scale on the y axis of the given design block. * `id`: The block whose scale should be queried. * Returns The scale on the y axis. ``` flipCropHorizontal(id: DesignBlockId): void ``` Adjusts the crop in order to flip the content along its own horizontal axis. * `block`: The block whose crop should be updated. ``` flipCropVertical(id: DesignBlockId): void ``` Adjusts the crop in order to flip the content along its own vertical axis. * `block`: The block whose crop should be updated. ``` getCropScaleRatio(id: DesignBlockId): number ``` Get the crop scale ratio of the given design block. * `id`: The block whose crop scale ratio should be queried. * Returns The crop scale ratio. ``` getCropRotation(id: DesignBlockId): number ``` Get the crop rotation of the given design block. * `id`: The block whose crop rotation should be queried. * Returns The crop rotation. ``` getCropTranslationX(id: DesignBlockId): number ``` Get the crop translation on the x axis of the given design block. * `id`: The block whose translation should be queried. * Returns The translation on the x axis. ``` getCropTranslationY(id: DesignBlockId): number ``` Get the crop translation on the y axis of the given design block. * `id`: The block whose translation should be queried. * Returns The translation on the y axis. ``` supportsContentFillMode(id: DesignBlockId): boolean ``` Query if the given block has a content fill mode. * `id`: The block to query. * Returns true, if the block has a content fill mode. ``` getContentFillMode(id: DesignBlockId): ContentFillMode ``` Query a block’s content fill mode. * `id`: The block to query. * Returns The current mode: crop, cover or contain. ## Full Code[#](#full-code) Here’s the full code: ``` engine.block.supportsCrop(image);engine.block.setCropScaleX(image, 2.0);engine.block.setCropScaleY(image, 1.5);engine.block.setCropScaleRatio(image, 3.0);engine.block.setCropRotation(image, Math.PI);engine.block.setCropTranslationX(image, -1.0);engine.block.setCropTranslationY(image, 1.0);engine.block.adjustCropToFillFrame(image, 1.0);engine.block.setContentFillMode(image, 'Contain');engine.block.resetCrop(image);engine.block.getCropScaleX(image);engine.block.getCropScaleY(image);engine.block.getCropScaleRatio(image);engine.block.getCropRotation(image);engine.block.getCropTranslationX(image);engine.block.getCropTranslationY(image);engine.block.flipCropHorizontal(image);engine.block.flipCropVertical(image);engine.block.supportsContentFillMode(image);engine.block.getContentFillMode(image); ``` --- [Source](https:/img.ly/docs/cesdk/node/create-video/audio/buffers-9c565b) # Buffers ``` // Create an audio block and append it to the pageconst audioBlock = engine.block.create('audio');engine.block.appendChild(page, audioBlock); // Create a bufferconst audioBuffer = engine.editor.createBuffer(); // Reference the audio buffer resource from the audio blockengine.block.setString(audioBlock, 'audio/fileURI', audioBuffer); // Generate 10 seconds of stereo 48 kHz audio dataconst samples = new Float32Array(10 * 2 * 48000);for (let i = 0; i < samples.length; i += 2) { samples[i] = samples[i + 1] = Math.sin((440 * i * Math.PI) / 48000);} // Assign the audio data to the bufferengine.editor.setBufferData(audioBuffer, 0, new Uint8Array(samples.buffer)); // We can get subranges of the buffer dataconst chunk = engine.editor.getBufferData(audioBuffer, 0, 4096); // Get current length of the buffer in bytesconst length = engine.editor.getBufferLength(audioBuffer); // Reduce the buffer to half its length, leading to 5 seconds worth of audioengine.editor.setBufferLength(audioBuffer, length / 2); // Free dataengine.editor.destroyBuffer(audioBuffer); ``` In this example, we will show you how to use the [CreativeEditor SDK](https://img.ly/products/creative-sdk)’s CreativeEngine to create buffers through the `editor` API. Buffers can hold arbitrary data. **Limitations** Buffers are intended for temporary data only. * Buffer data is not part of the [scene serialization](node/concepts/scenes-e8596d/) * Changes to buffers can’t be undone using the [history system](node/concepts/undo-and-history-99479d/) ``` createBuffer(): string ``` Create a resizable buffer that can hold arbitrary data. * Returns A URI to identify the buffer. ``` destroyBuffer(uri: string): void ``` Destroy a buffer and free its resources. * `uri`: The URI of the buffer to destroy. ``` setBufferData(uri: string, offset: number, data: Uint8Array): void ``` Set the data of a buffer at a given offset. * `uri`: The URI of the buffer to update. * `offset`: The offset in bytes at which to start writing. * `data`: The data to write. ``` getBufferData(uri: string, offset: number, length: number): Uint8Array ``` Get the data of a buffer at a given offset. * `uri`: The URI of the buffer to query. * `offset`: The offset in bytes at which to start reading. * `length`: The number of bytes to read. * Returns The data at the given offset. ``` setBufferLength(uri: string, length: number): void ``` Set the length of a buffer. * `uri`: The URI of the buffer to update. * `length`: The new length of the buffer in bytes. ``` getBufferLength(uri: string): number ``` Get the length of a buffer. * `uri`: The URI of the buffer to query. * Returns The length of the buffer in bytes. ## Full Code[#](#full-code) Here’s the full code: ``` // Create an audio block and append it to the pageconst audioBlock = engine.block.create('audio');engine.block.appendChild(page, audioBlock); // Create a bufferconst audioBuffer = engine.editor.createBuffer(); // Reference the audio buffer resource from the audio blockengine.block.setString(audioBlock, 'audio/fileURI', audioBuffer); // Generate 10 seconds of stereo 48 kHz audio dataconst samples = new Float32Array(10 * 2 * 48000);for (let i = 0; i < samples.length; i += 2) { samples[i] = samples[i + 1] = Math.sin((440 * i * Math.PI) / 48000);} // Assign the audio data to the bufferengine.editor.setBufferData(audioBuffer, 0, new Uint8Array(samples.buffer)); // We can get subranges of the buffer dataconst chunk = engine.editor.getBufferData(audioBuffer, 0, 4096); // Get current length of the buffer in bytesconst length = engine.editor.getBufferLength(audioBuffer); // Reduce the buffer to half its length, leading to 5 seconds worth of audioengine.editor.setBufferLength(audioBuffer, length / 2); // Free dataengine.editor.destroyBuffer(audioBuffer); ``` --- [Source](https:/img.ly/docs/cesdk/node/create-templates/add-dynamic-content/placeholders-d9ba8a) # Placeholders A unique feature of the `Creator` role is that it allows the user to define various Placeholders for every element which contain Constraints that can be individually set. Such constraints only apply to users with non-creator roles and define in which way such users are allowed to interact with this element. For example, in the following image, an element has been defined as a Placeholder and the constraints have been set accordingly so that other users can only change its contents. The element is now selectable by default but cannot be deleted, styled or duplicated by users outside the role of `Creator`. ## Defining Placeholders and setting Constraints[#](#defining-placeholders-and-setting-constraints) Placeholders can be defined by users with the `Creator` role from the element itself… ![](/docs/cesdk/_astro/placeholder-oncanvas-light.Cy40qw6B_pXR35.webp) …or from the Inspector. ![](/docs/cesdk/_astro/placeholder-inspector-light.Sa5A1Pz4_1NyiEW.webp) Constraints can then be set by opening the Placeholder menu. Additionally, Placeholders may also be removed from said menu, which means they are reverted back to regular non-editable elements. By default, elements that were not defined as Placeholders by a `Creator` cannot be selected and modified by a non-creator user. ## Identifying elements defined as Placeholders as a non-creator user[#](#identifying-elements-defined-as-placeholders-as-a-non-creator-user) Users outside the role of `Creator` may interact with elements defined as Placeholders. To identify all of these elements users may click on the canvas to shortly highlight them. ``` // Check if block supports placeholder behaviorif (engine.block.supportsPlaceholderBehavior(block)) { // Enable the placeholder behavior engine.block.setPlaceholderBehaviorEnabled(block, true); const placeholderBehaviorIsEnabled = engine.block.isPlaceholderBehaviorEnabled(block);}// Enable the placeholder capabilities (interaction in Adopter mode)engine.block.setPlaceholderEnabled(block, true);const placeholderIsEnabled = engine.block.isPlaceholderEnabled(block); // Check if block supports placeholder controlsif (engine.block.supportsPlaceholderControls(block)) { // Enable the visibility of the placeholder overlay pattern engine.block.setPlaceholderControlsOverlayEnabled(block, true); const overlayEnabled = engine.block.isPlaceholderControlsOverlayEnabled(block); // Enable the visibility of the placeholder button engine.block.setPlaceholderControlsButtonEnabled(block, true); const buttonEnabled = engine.block.isPlaceholderControlsButtonEnabled(block);} ``` ## Placeholder Behavior and Controls[#](#placeholder-behavior-and-controls) ``` supportsPlaceholderBehavior(id: DesignBlockId): boolean ``` Checks whether the block supports placeholder behavior. * `block`: The block to query. * Returns True, if the block supports placeholder behavior. ``` setPlaceholderBehaviorEnabled(id: DesignBlockId, enabled: boolean): void ``` Enable or disable the placeholder behavior for a block. * `id`: The block whose placeholder behavior should be enabled or disabled. * `enabled`: Whether the placeholder behavior should be enabled or disabled. ``` isPlaceholderBehaviorEnabled(id: DesignBlockId): boolean ``` Query whether the placeholder behavior for a block is enabled. * `id`: The block whose placeholder behavior state should be queried. * Returns the enabled state of the placeholder behavior. ``` setPlaceholderEnabled(id: DesignBlockId, enabled: boolean): void ``` Enable or disable the placeholder function for a block. * `id`: The block whose placeholder function should be enabled or disabled. * `enabled`: Whether the function should be enabled or disabled. ``` isPlaceholderEnabled(id: DesignBlockId): boolean ``` Query whether the placeholder function for a block is enabled. * `id`: The block whose placeholder function state should be queried. * Returns the enabled state of the placeholder function. ``` supportsPlaceholderControls(id: DesignBlockId): boolean ``` Checks whether the block supports placeholder controls. * `block`: The block to query. * Returns True, if the block supports placeholder controls. ``` setPlaceholderControlsOverlayEnabled(id: DesignBlockId, enabled: boolean): void ``` Enable or disable the visibility of the placeholder overlay pattern for a block. * `block`: The block whose placeholder overlay should be enabled or disabled. * `enabled`: Whether the placeholder overlay should be shown or not. * Returns An empty result on success, an error otherwise. ``` isPlaceholderControlsOverlayEnabled(id: DesignBlockId): boolean ``` Query whether the placeholder overlay pattern for a block is shown. * `block`: The block whose placeholder overlay visibility state should be queried. * Returns An error if the block was invalid, otherwise the visibility state of the block’s placeholder overlay pattern. ``` setPlaceholderControlsButtonEnabled(id: DesignBlockId, enabled: boolean): void ``` Enable or disable the visibility of the placeholder button for a block. * `block`: The block whose placeholder button should be shown or not. * `enabled`: Whether the placeholder button should be shown or not. * Returns An empty result on success, an error otherwise. ``` isPlaceholderControlsButtonEnabled(id: DesignBlockId): boolean ``` Query whether the placeholder button for a block is shown. * `block`: The block whose placeholder button visibility state should be queried. * Returns An error if the block was invalid, otherwise ## Full Code[#](#full-code) Here’s the full code: ``` // Check if block supports placeholder behaviorif (engine.block.supportsPlaceholderBehavior(block)) { // Enable the placeholder behavior engine.block.setPlaceholderBehaviorEnabled(block, true); const placeholderBehaviorIsEnabled = engine.block.isPlaceholderBehaviorEnabled(block);}// Enable the placeholder capabilities (interaction in Adopter mode)engine.block.setPlaceholderEnabled(block, true);const placeholderIsEnabled = engine.block.isPlaceholderEnabled(block); // Check if block supports placeholder controlsif (engine.block.supportsPlaceholderControls(block)) { // Enable the visibility of the placeholder overlay pattern engine.block.setPlaceholderControlsOverlayEnabled(block, true); const overlayEnabled = engine.block.isPlaceholderControlsOverlayEnabled(block); // Enable the visibility of the placeholder button engine.block.setPlaceholderControlsButtonEnabled(block, true); const buttonEnabled = engine.block.isPlaceholderControlsButtonEnabled(block);} ``` --- [Source](https:/img.ly/docs/cesdk/node/colors/for-print/spot-c3a150) # Spot Colors ``` // Create a spot color with an RGB color approximation.engine.editor.setSpotColorRGB('Red', 1.0, 0.0, 0.0); // Create a spot color with a CMYK color approximation.// Add a CMYK approximation to the already defined 'Red' spot color.engine.editor.setSpotColorCMYK('Yellow', 0.0, 0.0, 1.0, 0.0);engine.editor.setSpotColorCMYK('Red', 0.0, 1.0, 1.0, 0.0); // List all defined spot colors.engine.editor.findAllSpotColors(); // ['Red', 'Yellow'] // Retrieve the RGB color approximation for a defined color.// The alpha value will always be 1.0.const rgbaSpotRed = engine.editor.getSpotColorRGBA('Red'); // Retrieve the CMYK color approximation for a defined color.const cmykSpotRed = engine.editor.getSpotColorCMYK('Red'); // Retrieving the approximation of an undefined spot color returns magenta.const cmykSpotUnknown = engine.editor.getSpotColorCMYK('Unknown'); // Returns CMYK values for magenta. // Removes a spot color from the list of defined spot colors.engine.editor.removeSpotColor('Red'); ``` In this example, we will show you how to use the [CreativeEditor SDK](https://img.ly/creative-sdk)’s CreativeEngine to manage spot colors in the `editor` API. ## Functions[#](#functions) ``` findAllSpotColors(): string[] ``` Queries the names of currently set spot colors previously set with `setSpotColorRGB`. * Returns The names of set spot colors. ``` getSpotColorRGBA(name: string): RGBA ``` Queries the RGB representation set for a spot color. If the value of the queried spot color has not been set yet, returns the default RGB representation (of magenta). The alpha value is always 1.0. * `name`: The name of a spot color. * Returns A result holding a float array of the four color components. ``` getSpotColorCMYK(name: string): CMYK ``` Queries the CMYK representation set for a spot color. If the value of the queried spot color has not been set yet, returns the default CMYK representation (of magenta). * `name`: The name of a spot color. * Returns A result holding a float array of the four color components. ``` setSpotColorRGB(name: string, r: number, g: number, b: number): void ``` Sets the RGB representation of a spot color. Use this function to both create a new spot color or update an existing spot color. * `name`: The name of a spot color. * `r`: The red color component in the range of 0 to 1. * `g`: The green color component in the range of 0 to 1. * `b`: The blue color component in the range of 0 to 1. ``` setSpotColorCMYK(name: string, c: number, m: number, y: number, k: number): void ``` Sets the CMYK representation of a spot color. Use this function to both create a new spot color or update an existing spot color. * `name`: The name of a spot color. * `c`: The cyan color component in the range of 0 to 1. * `m`: The magenta color component in the range of 0 to 1. * `y`: The yellow color component in the range of 0 to 1. * `k`: The key color component in the range of 0 to 1. ``` removeSpotColor(name: string): void ``` Removes a spot color from the list of set spot colors. * `name`: The name of a spot color. * Returns An empty result on success, an error otherwise. ## Full Code[#](#full-code) Here’s the full code: ``` // Create a spot color with an RGB color approximation.engine.editor.setSpotColorRGB('Red', 1.0, 0.0, 0.0); // Create a spot color with a CMYK color approximation.// Add a CMYK approximation to the already defined 'Red' spot color.engine.editor.setSpotColorCMYK('Yellow', 0.0, 0.0, 1.0, 0.0);engine.editor.setSpotColorCMYK('Red', 0.0, 1.0, 1.0, 0.0); // List all defined spot colors.engine.editor.findAllSpotColors(); // ['Red', 'Yellow'] // Retrieve the RGB color approximation for a defined color.// The alpha value will always be 1.0.const rgbaSpotRed = engine.editor.getSpotColorRGBA('Red'); // Retrieve the CMYK color approximation for a defined color.const cmykSpotRed = engine.editor.getSpotColorCMYK('Red'); // Retrieving the approximation of an undefined spot color returns magenta.const cmykSpotUnknown = engine.editor.getSpotColorCMYK('Unknown'); // Returns CMYK values for magenta. // Removes a spot color from the list of defined spot colors.engine.editor.removeSpotColor('Red'); ```