Canvas Text Tool
Overview
Section titled “Overview”The canvas text workflow is split between a Konva module that owns tool state and a React overlay that handles text entry.
invokeai/frontend/web/src/features/controlLayers/konva/CanvasTool/CanvasTextToolModule.ts- Owns the tool, cursor preview, and text session state (including the cursor “T” marker).
- Manages dynamic cursor contrast, starts sessions on pointer down, and commits sessions by rasterizing the active text block into a new raster layer.
invokeai/frontend/web/src/features/controlLayers/components/Text/CanvasTextOverlay.tsx- Renders the on-canvas editor as a
contentEditableoverlay positioned in canvas space. - Syncs keyboard input, suppresses app hotkeys, and forwards commits/cancels to the Konva module.
- Renders the on-canvas editor as a
invokeai/frontend/web/src/features/controlLayers/components/Text/TextToolOptions.tsx- Provides the font dropdown, size slider/input, formatting toggles, and alignment buttons that appear when the Text tool is active.
Rasterization pipeline
Section titled “Rasterization pipeline”renderTextToCanvas() (invokeai/frontend/web/src/features/controlLayers/text/textRenderer.ts) converts the editor contents into a transparent canvas. The Text tool module configures the renderer with the active font stack, weight, styling flags, alignment, and the active canvas color. The resulting canvas is encoded to a PNG data URL and stored in a new raster layer (image object) with a transparent background.
Layer placement preserves the original click location:
- The session stores the anchor coordinate (where the user clicked) and current alignment.
calculateLayerPosition()calculates the top-left position for the raster layer after applying the configured padding and alignment offsets.- New layers are inserted directly above the currently-selected raster layer (when present) and selected automatically.
Font stacks
Section titled “Font stacks”Font definitions live in invokeai/frontend/web/src/features/controlLayers/text/textConstants.ts as ten deterministic stacks (sans, serif, mono, rounded, script, humanist, slab serif, display, narrow, UI serif). Each stack lists system-safe fallbacks so the editor can choose the first available font per platform.
To add or adjust fonts:
- Update
TEXT_FONT_STACKSwith the newid,label, and CSSfont-familystack. - If you add a new stack, extend the
TEXT_FONT_IDStuple and update thecanvasTextSliceschema default (TEXT_DEFAULT_FONT_ID). - Provide translation strings for any new labels in
public/locales/*. - The editor and renderer will automatically pick up the new stack via
getFontStackById().