如何自动缩放HTML5 <canvas>
元素以适合页面?
例如,我可以通过将<div>
和height
属性设置为100%来获得width
,但是<canvas>
不会缩放,是吗?
我相信我找到了一个优雅的解决方案:
JavaScript的
/* important! for alignment, you should make things
* relative to the canvas' current width/height.
*/
function draw() {
var ctx = (a canvas context);
ctx.canvas.width = window.innerWidth;
ctx.canvas.height = window.innerHeight;
//...drawing code...
}
CSS
html, body {
width: 100%;
height: 100%;
margin: 0;
}
到目前为止,对我没有任何大的负面影响。
如果您对保留纵横比感兴趣并且在纯CSS中这样做(给定纵横比),您可以执行以下操作。关键是padding-bottom
元素上的::content
,它调整了container
元素的大小。它的大小相对于其父级的宽度,默认为100%
。此处指定的比率必须与canvas
元素上的尺寸比率相匹配。
// Javascript
var canvas = document.querySelector('canvas'),
context = canvas.getContext('2d');
context.fillStyle = '#ff0000';
context.fillRect(500, 200, 200, 200);
context.fillStyle = '#000000';
context.font = '30px serif';
context.fillText('This is some text that should not be distorted, just scaled', 10, 40);
/*CSS*/
.container {
position: relative;
background-color: green;
}
.container::after {
content: ' ';
display: block;
padding: 0 0 50%;
}
.wrapper {
position: absolute;
top: 0;
right: 0;
left: 0;
bottom: 0;
}
canvas {
width: 100%;
height: 100%;
}
<!-- HTML -->
<div class=container>
<div class=wrapper>
<canvas width=1200 height=600></canvas>
</div>
</div>
(function() {
// get viewport size
getViewportSize = function() {
return {
height: window.innerHeight,
width: window.innerWidth
};
};
// update canvas size
updateSizes = function() {
var viewportSize = getViewportSize();
$('#myCanvas').width(viewportSize.width).height(viewportSize.height);
$('#myCanvas').attr('width', viewportSize.width).attr('height', viewportSize.height);
};
// run on load
updateSizes();
// handle window resizing
$(window).on('resize', function() {
updateSizes();
});
}());
使用jQuery,您可以跟踪窗口调整大小并使用jQuery更改画布的宽度。
这样的事情
$( window ).resize(function() {
$("#myCanvas").width($( window ).width())
});
<script src="https://ajax.googleapis.com/ajax/libs/jquery/2.1.1/jquery.min.js"></script>
<canvas id="myCanvas" width="200" height="100" style="border:1px solid #000000;">
我认为这应该是我们应该做的:http://www.html5rocks.com/en/tutorials/casestudies/gopherwoord-studios-resizing-html5-games/
function resizeGame() {
var gameArea = document.getElementById('gameArea');
var widthToHeight = 4 / 3;
var newWidth = window.innerWidth;
var newHeight = window.innerHeight;
var newWidthToHeight = newWidth / newHeight;
if (newWidthToHeight > widthToHeight) {
newWidth = newHeight * widthToHeight;
gameArea.style.height = newHeight + 'px';
gameArea.style.width = newWidth + 'px';
} else {
newHeight = newWidth / widthToHeight;
gameArea.style.width = newWidth + 'px';
gameArea.style.height = newHeight + 'px';
}
gameArea.style.marginTop = (-newHeight / 2) + 'px';
gameArea.style.marginLeft = (-newWidth / 2) + 'px';
var gameCanvas = document.getElementById('gameCanvas');
gameCanvas.width = newWidth;
gameCanvas.height = newHeight;
}
window.addEventListener('resize', resizeGame, false);
window.addEventListener('orientationchange', resizeGame, false);
首先,你不能使用width和height属性来改变大小(至少以我的方式),因为这将打破它。你可以这样做:HTML:
<canvas id = 'myCanvas'></canvas>
JS:
var canvas = document.getElementById('myCanvas');
var W = window.innerWidth;
var H = window.innerHeight;
canvas.width = W;
canvas.height = H;
(请原谅我有任何错别字,我倾向于这么做)
我正在使用sketch.js,所以在我为画布运行init命令后,我用jquery更改了宽度和高度。它基于父元素的维度。
$( '#DrawCanvas')。素描()。ATTR( '高度',$( '#DrawCanvas')。亲本()。高度())。ATTR( '宽度',$( '#DrawCanvas')。亲()。宽度());
以下解决方案最适合我。由于我对编码比较陌生,我喜欢用视觉确认某些东西按照我期望的方式工作。我在以下网站找到了它:http://htmlcheats.com/html/resize-the-html5-canvas-dyamically/
这是代码:
<!DOCTYPE html>
<head>
<meta charset="utf-8">
<title>Resize HTML5 canvas dynamically | www.htmlcheats.com</title>
<style>
html, body {
width: 100%;
height: 100%;
margin: 0px;
border: 0;
overflow: hidden; /* Disable scrollbars */
display: block; /* No floating content on sides */
}
</style>
</head>
<body>
<canvas id='c' style='position:absolute; left:0px; top:0px;'>
</canvas>
<script>
(function() {
var
// Obtain a reference to the canvas element using its id.
htmlCanvas = document.getElementById('c'),
// Obtain a graphics context on the canvas element for drawing.
context = htmlCanvas.getContext('2d');
// Start listening to resize events and draw canvas.
initialize();
function initialize() {
// Register an event listener to call the resizeCanvas() function
// each time the window is resized.
window.addEventListener('resize', resizeCanvas, false);
// Draw canvas border for the first time.
resizeCanvas();
}
// Display custom canvas. In this case it's a blue, 5 pixel
// border that resizes along with the browser window.
function redraw() {
context.strokeStyle = 'blue';
context.lineWidth = '5';
context.strokeRect(0, 0, window.innerWidth, window.innerHeight);
}
// Runs each time the DOM window resize event fires.
// Resets the canvas dimensions to match window,
// then draws the new borders accordingly.
function resizeCanvas() {
htmlCanvas.width = window.innerWidth;
htmlCanvas.height = window.innerHeight;
redraw();
}
})();
</script>
</body>
</html>
蓝色边框显示调整大小画布的边缘,并始终沿着窗口的边缘,在所有4个边上都可见,而上述其他一些答案则不然。希望能帮助到你。
基本上你要做的是将onresize事件绑定到你的身体,一旦你捕获事件你只需要使用window.innerWidth和window.innerHeight来调整画布的大小。
<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd">
<html xmlns="http://www.w3.org/1999/xhtml">
<head>
<title>Canvas Resize</title>
<script type="text/javascript">
function resize_canvas(){
canvas = document.getElementById("canvas");
if (canvas.width < window.innerWidth)
{
canvas.width = window.innerWidth;
}
if (canvas.height < window.innerHeight)
{
canvas.height = window.innerHeight;
}
}
</script>
</head>
<body onresize="resize_canvas()">
<canvas id="canvas">Your browser doesn't support canvas</canvas>
</body>
</html>
根据浏览器客户端的尺寸设置画布坐标空间的宽度和高度,需要在调整浏览器大小时调整大小和重绘。
一个不太复杂的解决方案是在Javascript变量中维护可绘制的维度,但是根据screen.width,screen.height维度设置画布尺寸。使用CSS来适应:
#containingDiv {
overflow: hidden;
}
#myCanvas {
position: absolute;
top: 0px;
left: 0px;
}
浏览器窗口通常不会大于屏幕本身(除非屏幕分辨率被误报,因为它可能与不匹配的双显示器一样),因此背景将不会显示,像素比例也不会变化。除非使用CSS缩放画布,否则画布像素将与屏幕分辨率成正比。
一个纯CSS方法添加到@jerseyboy的解决方案上面。 适用于Firefox(在v29中测试),Chrome(在v34中测试)和Internet Explorer(在v11中测试)。
<!DOCTYPE html>
<html>
<head>
<style>
html,
body {
width: 100%;
height: 100%;
margin: 0;
}
canvas {
background-color: #ccc;
display: block;
position: absolute;
top: 0;
left: 0;
right: 0;
bottom: 0;
width: 100%;
height: 100%;
}
</style>
</head>
<body>
<canvas id="canvas" width="500" height="500"></canvas>
<script>
var canvas = document.getElementById('canvas');
if (canvas.getContext) {
var ctx = canvas.getContext('2d');
ctx.fillRect(25,25,100,100);
ctx.clearRect(45,45,60,60);
ctx.strokeRect(50,50,50,50);
}
</script>
</body>
</html>
链接到示例:http://temporaer.net/open/so/140502_canvas-fit-to-window.html
但请小心,正如@jerseyboy在评论中所述:
使用CSS重新调整画布很麻烦。至少在Chrome和Safari上,鼠标/触摸事件位置不会与画布像素位置1:1对应,您必须转换坐标系。
除非您希望画布自动升级您的图像数据(这就是James Black的回答,但它看起来不太漂亮),您必须自己调整大小并重新绘制图像。 Centering a canvas
function resize() {
var canvas = document.getElementById('game');
var canvasRatio = canvas.height / canvas.width;
var windowRatio = window.innerHeight / window.innerWidth;
var width;
var height;
if (windowRatio < canvasRatio) {
height = window.innerHeight;
width = height / canvasRatio;
} else {
width = window.innerWidth;
height = width * canvasRatio;
}
canvas.style.width = width + 'px';
canvas.style.height = height + 'px';
};
window.addEventListener('resize', resize, false);
如果您的div完全填满了网页,那么您可以填满该div,因此有一个填充div的画布。
您可能会觉得这很有趣,因为您可能需要使用css来使用百分比,但是,这取决于您使用的浏览器,以及它与规范的一致程度:http://www.whatwg.org/specs/web-apps/current-work/multipage/the-canvas-element.html#the-canvas-element
canvas元素的固有尺寸等于坐标空间的大小,数字以CSS像素解释。但是,元素可以通过样式表任意调整大小。在渲染期间,缩放图像以适合此布局大小。
您可能需要获取div的offsetWidth和height,或获取窗口高度/宽度并将其设置为像素值。
CSS
body { margin: 0; }
canvas { display: block; }
JavaScript的
window.addEventListener("load", function()
{
var canvas = document.createElement('canvas'); document.body.appendChild(canvas);
var context = canvas.getContext('2d');
function draw()
{
context.clearRect(0, 0, canvas.width, canvas.height);
context.beginPath();
context.moveTo(0, 0); context.lineTo(canvas.width, canvas.height);
context.moveTo(canvas.width, 0); context.lineTo(0, canvas.height);
context.stroke();
}
function resize()
{
canvas.width = window.innerWidth;
canvas.height = window.innerHeight;
draw();
}
window.addEventListener("resize", resize);
resize();
});