canvas
要素Path2D
objectsImageBitmap
rendering contextOffscreenCanvas
interfacecanvas
要素Support in all current engines.
a
要素、usemap
属性をもつimg
要素、button
要素、type
属性がCheckboxまたはRadio Buttonの状態にあるinput
要素、ボタンであるinput
要素、multiple
属性または表示サイズが1より大きいselect
要素を除いて、インタラクティブコンテンツの子孫をもたない。width
— 横の次元height
— 縦の次元HTMLCanvasElement
を使用する。canvas
要素は、グラフ、ゲームグラフィック、芸術、またはその他の視覚的な画像をその場でレンダリングするために使用できる、解像度に依存するビットマップキャンバスを伴うスクリプトを提供する。
より適切な要素が利用可能である場合、著者は文書でcanvas
要素を使うべきでない。たとえば、見出し、ページをレンダリングするcanvas
要素を使用することは不適当である:見出しの望ましいプレゼンテーショングラフィカルが強烈である場合、それは適切な要素(典型的には h1
)を使用してマークアップし、CSSを使用していて、shadow treesのような技術をサポートするスタイリングする必要がある。
著者がcanvas
要素を使用する場合、著者はまた、ユーザーに提示するとき、canvas
のビットマップとして同じ機能や目的を基本的に伝えるコンテンツを提供しなければならない。このコンテンツはcanvas
要素のコンテンツとして置かれてもよい。canvas
要素のコンテンツは、もしあれば、その要素のフォールバックコンテンツである。
対話的な視覚メディアにおいて、canvas
要素に対してスクリプティングが有効である場合、かつcanvas
要素に対するサポートが有効である場合、canvas
要素は、動的に作成された画像ジから成るエンベディッドコンテンツを表す。
静的で、非対話的な視覚メディアにおいて、canvas
要素が以前にレンダリングコンテキストに関連付けられている場合(たとえば、ページが対話的な視覚メディアで表示され、現在描かれている場合、またはページレイアウトプロセス中に実行された一部のスクリプトが要素で描かれた場合)、canvas
要素は、現在のビットマップとサイズをもつエンベディッドコンテンツを表す。そうでなければ、要素は代わりにそのフォールバックコンテンツを表す。
非視覚系メディアにおいて、かつ視覚メディアでcanvas
要素に対してスクリプトが無効である場合、またはcanvas
要素のサポートが無効である場合、canvas
要素は代わりにフォールバックコンテンツを表す。
canvas
要素がエンベディッドコンテンツを表す場合、ユーザーはcanvas
要素の子孫(フォールバックコンテンツ内)にフォーカスできる。要素がフォーカスされている場合、(要素自体が表示されていなくても)キーボード操作イベントの対象となる。これは、著者が対話的なキャンバスをキーボードアクセシブルにできる:著者は、フォールバックコンテンツ内のフォーカス可能な領域に対話的な領域の1対1対応を持つべきである。(フォーカスは、マウス操作イベントに影響しない。)[DOMEVENTS]
最も近いcanvas
要素の祖先がレンダリングされ、エンベティッドコンテンツを表す要素は、関連するcanvasのフォールバック コンテンツとして使用されている要素である。
Support in all current engines.
Support in all current engines.
canvas
要素は、要素ビットマップの大きさを制御するwidth
とheight
の2つの属性を持つ。指定される場合、これらの属性は妥当な非負整数である値を持たなければならない。width
属性はデフォルトで300に、height
属性はデフォルトで150に設定される。
width
またはheight
属性の値を設定するときに、canvas
要素のコンテキストモードがプレースホルダーに設定される場合、ユーザーエージェントは"InvalidStateError
" DOMException
を投げ、属性の値を変更しないでおかなければならない。
要素がエンベディッドコンテンツを表す場合、canvas
要素の内在次元は、その要素のビットマップの次元に等しい。
ユーザーエージェントは、canvas
とレンダリングコンテキストのビットマップに対する座標空間単位あたりの画像データの1画素からなる平方画素密度を使用しなければならない。
canvas
要素は、スタイルシートによって任意のサイズにでき、そのビットマップは'object-fit' CSSプロパティの対象となる。
getContext
(contextId [, options ] )Support in all current engines.
キャンバス上に描画するためのAPIを公開するオブジェクトを返す。contextIdは、希望するAPIを指定する:"2d
"、"bitmaprenderer
"、"webgl
"、または "webgl2
". optionsはそのAPIで処理される。
この仕様は、以下に"2d
"および"bitmaprenderer
"のコンテキストを定義する。WebGL仕様は、"webgl
"および"webgl2
"のコンテキストを定義する。[WEBGL]
contextId がサポートされていない場合、またはcanvasがすでに別のコンテキストタイプで初期化されている場合(たとえば"webgl
"コンテキストを取得した後に"2d
"コンテキストを取得しようとしている場合)、nullを返す。
toDataURL
( [ type [, quality ] ] )Support in all current engines.
キャンバスで画像に対するdata:
URLを返す。
最初の引数が与えられた場合、返される画像の型(たとえば、PNGまたはJPEG)を制御する。デフォルトは"image/png
"である。指定された型がサポートされない場合、そのタイプも使用される。2番目の引数は、typeが可変品質をサポートする画像フォーマット(例えば "image/jpeg
"など)の場合に適用され、結果として得られる画像の希望する品質レベルを示す0.0から1.0の範囲内の数値である。
"image/png
"以外の型を使用しようとする場合、著者は、実際に返された文字列が正確に"data:image/png,
"または"data:image/png;
"のいずれかの文字列で始まるかどうかをチェックすることで、画像が要求されたフォーマットで返されたかどうかを確認できる。その場合、画像はPNGであり、したがって要求された型はサポートされない。(キャンバスが高さや幅のいずれかを持たない場合、このような例外の1つであり、結果は単に"data:,
"であるかもしれない)。
toBlob
(callback [, type [, quality ] ] )Support in all current engines.
キャンバス内の画像を含むファイルを表すBlob
オブジェクトを作成し、そのオブジェクトへのハンドルとともにコールバックを呼び出す。
2つ目の引数が与えられた場合、返される画像の型(たとえば、PNGまたはJPEG)を制御する。デフォルトは"image/png
"である。指定された型がサポートされない場合、そのタイプも使用される。3番目の引数は、typeが可変品質をサポートする画像フォーマット(例えば "image/jpeg
"など)の場合に適用され、結果として得られる画像の希望する品質レベルを示す0.0から1.0の範囲内の数値である。
transferControlToOffscreen
()HTMLCanvasElement/transferControlToOffscreen
canvas
要素をプレースホルダーとして使用する、新しく作成されたOffscreenCanvas
オブジェクトを返す。canvas
要素がOffscreenCanvas
オブジェクトのプレースホルダーになると、その固有サイズは変更できなくなり、レンダリングコンテキストを持つことができなくなる。プレースホルダーキャンバスのコンテンツは、OffscreenCanvas
オブジェクトのレンダリングコンテキストのcommit()
メソッドを呼び出すことで更新される。
Support in all current engines.
getContext
('2d' [, { [ alpha
: true ] [, desynchronized
: false ] } ] )Returns a CanvasRenderingContext2D
object that is permanently bound to a particular canvas
element.
If the alpha
member is false, then the context is forced to always be opaque.
If the desynchronized
member is true, then the context might be desynchronized.
canvas
CanvasRenderingContext2D/canvas
Support in all current engines.
Returns the canvas
element.
getContextAttributes
()Returns an object whose:
alpha
member is true if the context has an alpha channel, or false if it was forced to be opaque.desynchronized
member is true if the context can be desynchronized.The CanvasFillRule
enumeration is used to select the fill rule algorithm by which to determine if a point is inside or outside a path.
The value "nonzero
" value indicates the nonzero winding rule, wherein a point is considered to be outside a shape if the number of times a half-infinite straight line drawn from that point crosses the shape's path going in one direction is equal to the number of times it crosses the path going in the other direction.
The "evenodd
" value indicates the even-odd rule, wherein a point is considered to be outside a shape if the number of times a half-infinite straight line drawn from that point crosses the shape's path is even.
If a point is not outside a shape, it is inside the shape.
The ImageSmoothingQuality
enumeration is used to express a preference for the interpolation quality to use when smoothing images.
The "low
" value indicates a preference for a low level of image interpolation quality. Low-quality image interpolation may be more computationally efficient than higher settings.
The "medium
" value indicates a preference for a medium level of image interpolation quality.
The "high
" value indicates a preference for a high level of image interpolation quality. High-quality image interpolation may be more computationally expensive than lower settings.
Bilinear scaling is an example of a relatively fast, lower-quality image-smoothing algorithm. Bicubic or Lanczos scaling are examples of image-smoothing algorithms that produce higher-quality output. This specification does not mandate that specific interpolation algorithms be used.
The output bitmap, when it is not directly displayed by the user agent, implementations can, instead of updating this bitmap, merely remember the sequence of drawing operations that have been applied to it until such time as the bitmap's actual data is needed (for example because of a call to drawImage()
, or the createImageBitmap()
factory method). In many cases, this will be more memory efficient.
The bitmap of a canvas
element is the one bitmap that's pretty much always going to be needed in practice. The output bitmap of a rendering context, when it has one, is always just an alias to a canvas
element's bitmap.
Additional bitmaps are sometimes needed, e.g. to enable fast drawing when the canvas is being painted at a different size than its intrinsic size, or to enable double buffering so that graphics updates, like page scrolling for example, can be processed concurrently while canvas draw commands are being executed.
Objects that implement the CanvasState
interface maintain a stack of drawing states. Drawing states consist of:
strokeStyle
, fillStyle
, globalAlpha
, lineWidth
, lineCap
, lineJoin
, miterLimit
, lineDashOffset
, shadowOffsetX
, shadowOffsetY
, shadowBlur
, shadowColor
, filter
, globalCompositeOperation
, font
, textAlign
, textBaseline
, direction
, imageSmoothingEnabled
, imageSmoothingQuality
.The current default path and the rendering context's bitmaps are not part of the drawing state. The current default path is persistent, and can only be reset using the beginPath()
method. The bitmaps depend on whether and how the rendering context is bound to a canvas
element.
save
()Support in all current engines.
Pushes the current state onto the stack.
restore
()CanvasRenderingContext2D/restore
Support in all current engines.
Pops the top state on the stack, restoring the context to that state.
lineWidth
[ = value ]CanvasRenderingContext2D/lineWidth
Support in all current engines.
lineWidth
[ = value ]Returns the current line width.
Can be set, to change the line width. Values that are not finite values greater than zero are ignored.
lineCap
[ = value ]CanvasRenderingContext2D/lineCap
Support in all current engines.
lineCap
[ = value ]Returns the current line cap style.
Can be set, to change the line cap style.
The possible line cap styles are "butt
", "round
", and "square
". Other values are ignored.
lineJoin
[ = value ]CanvasRenderingContext2D/lineJoin
Support in all current engines.
lineJoin
[ = value ]Returns the current line join style.
Can be set, to change the line join style.
The possible line join styles are "bevel
", "round
", and "miter
". Other values are ignored.
miterLimit
[ = value ]CanvasRenderingContext2D/miterLimit
Support in all current engines.
miterLimit
[ = value ]Returns the current miter limit ratio.
Can be set, to change the miter limit ratio. Values that are not finite values greater than zero are ignored.
setLineDash
(segments)CanvasRenderingContext2D/setLineDash
Support in all current engines.
setLineDash
(segments)Sets the current line dash pattern (as used when stroking). The argument is a list of distances for which to alternately have the line on and the line off.
getLineDash
()CanvasRenderingContext2D/getLineDash
Support in all current engines.
getLineDash
()Returns a copy of the current line dash pattern. The array returned will always have an even number of entries (i.e. the pattern is normalized).
lineDashOffset
CanvasRenderingContext2D/lineDashOffset
Support in all current engines.
lineDashOffset
Returns the phase offset (in the same units as the line dash pattern).
Can be set, to change the phase offset. Values that are not finite values are ignored.
font
[ = value ]Support in all current engines.
font
[ = value ]Returns the current font settings.
Can be set, to change the font. The syntax is the same as for the CSS 'font' property; values that cannot be parsed as CSS font values are ignored.
Relative keywords and lengths are computed relative to the font of the canvas
element.
textAlign
[ = value ]CanvasRenderingContext2D/textAlign
Support in all current engines.
textAlign
[ = value ]Returns the current text alignment settings.
Can be set, to change the alignment. The possible values are and their meanings are given below. Other values are ignored. The default is "start
".
textBaseline
[ = value ]CanvasRenderingContext2D/textBaseline
Support in all current engines.
textBaseline
[ = value ]Returns the current baseline alignment settings.
Can be set, to change the baseline alignment. The possible values and their meanings are given below. Other values are ignored. The default is "alphabetic
".
direction
[ = value ]CanvasRenderingContext2D/direction
direction
[ = value ]Returns the current directionality.
Can be set, to change the directionality. The possible values and their meanings are given below. Other values are ignored. The default is "inherit
".
The textAlign
attribute's allowed keywords are as follows:
start
Align to the start edge of the text (left side in left-to-right text, right side in right-to-left text).
end
Align to the end edge of the text (right side in left-to-right text, left side in right-to-left text).
left
Align to the left.
right
Align to the right.
center
Align to the center.
The textBaseline
attribute's allowed keywords correspond to alignment points in the font:
The keywords map to these alignment points as follows:
top
hanging
middle
alphabetic
ideographic
bottom
The direction
attribute's allowed keywords are as follows:
ltr
Treat input to the text preparation algorithm as left-to-right text.
rtl
Treat input to the text preparation algorithm as right-to-left text.
inherit
Default to the directionality of the canvas
element or Document
as appropriate.
The text preparation algorithm is as follows. It takes as input a string text , a CanvasTextDrawingStyles
object target, and an optional length maxWidth. It returns an array of glyph shapes, each positioned on a common coordinate space, a physical alignment whose value is one of left, right, and center, and an inline box. (Most callers of this algorithm ignore the physical alignment and the inline box.)
If maxWidth was provided but is less than or equal to zero or equal to NaN, then return an empty array.
Replace all ASCII whitespace in text with U+0020 SPACE characters.
Let font be the current font of target, as given by that object's font
attribute.
Apply the appropriate step from the following list to determine the value of direction:
direction
attribute has the value "ltr
"direction
attribute has the value "rtl
"Document
with a non-null document elementForm a hypothetical infinitely-wide CSS line box containing a single inline box containing the text text, with all the properties at their initial values except the 'font' property of the inline box set to font, the 'direction' property of the inline box set to direction, and the 'white-space' property set to 'pre'. [CSS]
If maxWidth was provided and the hypothetical width of the inline box in the hypothetical line box is greater than maxWidth CSS pixels, then change font to have a more condensed font (if one is available or if a reasonably readable one can be synthesized by applying a horizontal scale factor to the font) or a smaller font, and return to the previous step.
The anchor point is a point on the inline box, and the physical alignment is one of the values left, right, and center. These variables are determined by the textAlign
and textBaseline
values as follows:
Horizontal position:
textAlign
is left
textAlign
is start
and direction is 'ltr'textAlign
is end
and direction is 'rtl'textAlign
is right
textAlign
is end
and direction is 'ltr'textAlign
is start
and direction is 'rtl'textAlign
is center
Vertical position:
textBaseline
is top
textBaseline
is hanging
textBaseline
is middle
textBaseline
is alphabetic
textBaseline
is ideographic
textBaseline
is bottom
Let result be an array constructed by iterating over each glyph in the inline box from left to right (if any), adding to the array, for each glyph, the shape of the glyph as it is in the inline box, positioned on a coordinate space using CSS pixels with its origin is at the anchor point.
Return result, physical alignment, and the inline box.
Objects that implement the CanvasPath
interface have a path. A path has a list of zero or more subpaths. Each subpath consists of a list of one or more points, connected by straight or curved line segments, and a flag indicating whether the subpath is closed or not. A closed subpath is one where the last point of the subpath is connected to the first point of the subpath by a straight line. Subpaths with only one point are ignored when painting the path.
Paths have a need new subpath flag. When this flag is set, certain APIs create a new subpath rather than extending the previous one. When a path is created, its need new subpath flag must be set.
When an object implementing the CanvasPath
interface is created, its path must be initialized to zero subpaths.
moveTo
(x, y)CanvasRenderingContext2D/moveTo
Support in all current engines.
moveTo
(x, y)Creates a new subpath with the given point.
closePath
()CanvasRenderingContext2D/closePath
Support in all current engines.
closePath
()Marks the current subpath as closed, and starts a new subpath with a point the same as the start and end of the newly closed subpath.
lineTo
(x, y)CanvasRenderingContext2D/lineTo
Support in all current engines.
lineTo
(x, y)Adds the given point to the current subpath, connected to the previous one by a straight line.
quadraticCurveTo
(cpx, cpy, x, y)CanvasRenderingContext2D/quadraticCurveTo
Support in all current engines.
quadraticCurveTo
(cpx, cpy, x, y)Adds the given point to the current subpath, connected to the previous one by a quadratic Bézier curve with the given control point.
bezierCurveTo
(cp1x, cp1y, cp2x, cp2y, x, y)CanvasRenderingContext2D/bezierCurveTo
Support in all current engines.
bezierCurveTo
(cp1x, cp1y, cp2x, cp2y, x, y)Adds the given point to the current subpath, connected to the previous one by a cubic Bézier curve with the given control points.
arcTo
(x1, y1, x2, y2, radius)CanvasRenderingContext2D/arcTo
Support in all current engines.
arcTo
(x1, y1, x2, y2, radius)Adds an arc with the given control points and radius to the current subpath, connected to the previous point by a straight line.
Throws an "IndexSizeError
" DOMException
if the given radius is negative.
arc
(x, y, radius, startAngle, endAngle [, counterclockwise ] )Support in all current engines.
arc
(x, y, radius, startAngle, endAngle [, counterclockwise ] )Adds points to the subpath such that the arc described by the circumference of the circle described by the arguments, starting at the given start angle and ending at the given end angle, going in the given direction (defaulting to clockwise), is added to the path, connected to the previous point by a straight line.
Throws an "IndexSizeError
" DOMException
if the given radius is negative.
ellipse
(x, y, radiusX, radiusY, rotation, startAngle, endAngle [, counterclockwise] )CanvasRenderingContext2D/ellipse
Support in all current engines.
ellipse
(x, y, radiusX, radiusY, rotation, startAngle, endAngle [, counterclockwise] )Adds points to the subpath such that the arc described by the circumference of the ellipse described by the arguments, starting at the given start angle and ending at the given end angle, going in the given direction (defaulting to clockwise), is added to the path, connected to the previous point by a straight line.
Throws an "IndexSizeError
" DOMException
if the given radius is negative.
rect
(x, y, w, h)Support in all current engines.
rect
(x, y, w, h)Adds a new closed subpath to the path, representing the given rectangle.
Path2D
objectsSupport in all current engines.
Path2D
objects can be used to declare paths that are then later used on objects implementing the CanvasDrawPath
interface. In addition to many of the APIs described in earlier sections, Path2D
objects have methods to combine paths, and to add text to paths.
Path2D
()Support in all current engines.
Creates a new empty Path2D
object.
Path2D
(path)When path is a Path2D
object, returns a copy.
When path is a string, creates the path described by the argument, interpreted as SVG path data. [SVG]
addPath
(path [, transform ] )Support in all current engines.
Adds to the path the path given by the argument.
Objects that implement the CanvasTransform
interface have a current transformation matrix, as well as methods (described in this section) to manipulate it. When an object implementing the CanvasTransform
interface is created, its transformation matrix must be initialized to the identity matrix.
The current transformation matrix is applied to coordinates when creating the current default path, and when painting text, shapes, and Path2D
objects, on objects implementing the CanvasTransform
interface.
scale
(x, y)CanvasRenderingContext2D/scale
Support in all current engines.
Changes the current transformation matrix to apply a scaling transformation with the given characteristics.
rotate
(angle)CanvasRenderingContext2D/rotate
Support in all current engines.
Changes the current transformation matrix to apply a rotation transformation with the given characteristics. The angle is in radians.
translate
(x, y)CanvasRenderingContext2D/translate
Support in all current engines.
Changes the current transformation matrix to apply a translation transformation with the given characteristics.
transform
(a, b, c, d, e, f)CanvasRenderingContext2D/transform
Support in all current engines.
Changes the current transformation matrix to apply the matrix given by the arguments as described below.
getTransform
()CanvasRenderingContext2D/getTransform
Support in all current engines.
Returns a copy of the current transformation matrix, as a newly created DOMMatrix
object.
setTransform
(a, b, c, d, e, f)CanvasRenderingContext2D/setTransform
Support in all current engines.
Changes the current transformation matrix to the matrix given by the arguments as described below.
setTransform
(transform)Changes the current transformation matrix to the matrix represented by the passed DOMMatrix2DInit
dictionary.
resetTransform
()CanvasRenderingContext2D/resetTransform
Support in all current engines.
Changes the current transformation matrix to the identity matrix.
a | c | e |
b | d | f |
0 | 0 | 1 |
The arguments a, b, c, d, e, and f are sometimes called m11, m12, m21, m22, dx, and dy or m11, m21, m12, m22, dx, and dy. Care ought to be taken in particular with the order of the second and third arguments (b and c) as their order varies from API to API and APIs sometimes use the notation m12/m21 and sometimes m21/m12 for those positions.
Given a matrix of the form created by the transform()
and setTransform()
methods, i.e.,
a | c | e |
b | d | f |
0 | 0 | 1 |
the resulting transformed coordinates after transform matrix multiplication will be
xnew = a x + c y + e
ynew = b x + d y + f
Some methods on the CanvasDrawImage
and CanvasFillStrokeStyles
interfaces take the union type CanvasImageSource
as an argument.
This union type allows objects implementing any of the following interfaces to be used as image sources:
HTMLOrSVGImageElement
(img
or SVG image
elements)HTMLVideoElement
(video
elements)HTMLCanvasElement
(canvas
elements)ImageBitmap
Although not formally specified as such, SVG image
elements are expected to be implemented nearly identical to img
elements. That is, SVG image
elements share the fundamental concepts and features of img
elements.
The ImageBitmap
interface can be created from a number of other image-representing types, including ImageData
.
To check the usability of the image argument, where image is a CanvasImageSource
object, run these steps:
Switch on image:
HTMLOrSVGImageElement
If image's current request's state is broken, then throw an "InvalidStateError
" DOMException
.
If image is not fully decodable, then return bad.
If image has an intrinsic width or intrinsic height (or both) equal to zero, then return bad.
HTMLVideoElement
If image's readyState
attribute is either HAVE_NOTHING
or HAVE_METADATA
, then return bad.
HTMLCanvasElement
OffscreenCanvas
If image has either a horizontal dimension or a vertical dimension equal to zero, then throw an "InvalidStateError
" DOMException
.
ImageBitmap
If image's [[Detached]] internal slot value is set to true, then throw an "InvalidStateError
" DOMException
.
Return good.
When a CanvasImageSource
object represents an HTMLOrSVGImageElement
, the element's image must be used as the source image.
Specifically, when a CanvasImageSource
object represents an animated image in an HTMLOrSVGImageElement
, the user agent must use the default image of the animation (the one that the format defines is to be used when animation is not supported or is disabled), or, if there is no such image, the first frame of the animation, when rendering the image for CanvasRenderingContext2D
APIs.
When a CanvasImageSource
object represents an HTMLVideoElement
, then the frame at the current playback position when the method with the argument is invoked must be used as the source image when rendering the image for CanvasRenderingContext2D
APIs, and the source image's dimensions must be the intrinsic width and intrinsic height of the media resource (i.e. after any aspect-ratio correction has been applied).
When a CanvasImageSource
object represents an HTMLCanvasElement
, the element's bitmap must be used as the source image.
When a CanvasImageSource
object represents an element that is being rendered and that element has been resized, the original image data of the source image must be used, not the image as it is rendered (e.g. width
and height
attributes on the source element have no effect on how the object is interpreted when rendering the image for CanvasRenderingContext2D
APIs).
When a CanvasImageSource
object represents an ImageBitmap
, the object's bitmap image data must be used as the source image.
An object image is not origin-clean if, switching on image:
HTMLOrSVGImageElement
HTMLVideoElement
image's origin is not same origin with entry settings object's origin.
HTMLCanvasElement
ImageBitMap
image's bitmap's origin-clean flag is false.
fillStyle
[ = value ]CanvasRenderingContext2D/fillStyle
Support in all current engines.
Returns the current style used for filling shapes.
Can be set, to change the fill style.
The style can be either a string containing a CSS color, or a CanvasGradient
or CanvasPattern
object. Invalid values are ignored.
strokeStyle
[ = value ]CanvasRenderingContext2D/strokeStyle
Support in all current engines.
Returns the current style used for stroking shapes.
Can be set, to change the stroke style.
The style can be either a string containing a CSS color, or a CanvasGradient
or CanvasPattern
object. Invalid values are ignored.
There are two types of gradients, linear gradients and radial gradients, both represented by objects implementing the opaque CanvasGradient
interface.
Once a gradient has been created (see below), stops are placed along it to define how the colors are distributed along the gradient.
addColorStop
(offset, color)Support in all current engines.
Adds a color stop with the given color to the gradient at the given offset. 0.0 is the offset at one end of the gradient, 1.0 is the offset at the other end.
Throws an "IndexSizeError
" DOMException
if the offset is out of range. Throws a "SyntaxError
" DOMException
if the color cannot be parsed.
createLinearGradient
(x0, y0, x1, y1)CanvasRenderingContext2D/createLinearGradient
Support in all current engines.
Returns a CanvasGradient
object that represents a linear gradient that paints along the line given by the coordinates represented by the arguments.
createRadialGradient
(x0, y0, r0, x1, y1, r1)CanvasRenderingContext2D/createRadialGradient
Support in all current engines.
Returns a CanvasGradient
object that represents a radial gradient that paints along the cone given by the circles represented by the arguments.
If either of the radii are negative, throws an "IndexSizeError
" DOMException
exception.
Patterns are represented by objects implementing the opaque CanvasPattern
interface.
createPattern
(image, repetition)CanvasRenderingContext2D/createPattern
Support in all current engines.
Returns a CanvasPattern
object that uses the given image and repeats in the direction(s) given by the repetition argument.
The allowed values for repetition are repeat
(both directions), repeat-x
(horizontal only), repeat-y
(vertical only), and no-repeat
(neither). If the repetition argument is empty, the value repeat
is used.
If the image isn't yet fully decoded, then nothing is drawn. If the image is a canvas with no data, throws an "InvalidStateError
" DOMException
.
setTransform
(transform)Support in all current engines.
Sets the transformation matrix that will be used when rendering the pattern during a fill or stroke painting operation.
Objects that implement the CanvasRect
interface provide the following methods for immediately drawing rectangles to the bitmap. The methods each take four arguments; the first two give the x and y coordinates of the top left of the rectangle, and the second two give the width w and height h of the rectangle, respectively.
clearRect
(x, y, w, h)CanvasRenderingContext2D/clearRect
Support in all current engines.
Clears all pixels on the bitmap in the given rectangle to transparent black.
fillRect
(x, y, w, h)CanvasRenderingContext2D/fillRect
Support in all current engines.
Paints the given rectangle onto the bitmap, using the current fill style.
strokeRect
(x, y, w, h)CanvasRenderingContext2D/strokeRect
Support in all current engines.
Paints the box that outlines the given rectangle onto the bitmap, using the current stroke style.
Support in all current engines.
fillText
(text, x, y [, maxWidth ] )CanvasRenderingContext2D/fillText
Support in all current engines.
strokeText
(text, x, y [, maxWidth ] )CanvasRenderingContext2D/strokeText
Support in all current engines.
Fills or strokes (respectively) the given text at the given position. If a maximum width is provided, the text will be scaled to fit that width if necessary.
measureText
(text)CanvasRenderingContext2D/measureText
Support in all current engines.
Returns a TextMetrics
object with the metrics of the given text in the current font.
width
Support in all current engines.
actualBoundingBoxLeft
TextMetrics/actualBoundingBoxLeft
Support in all current engines.
actualBoundingBoxRight
TextMetrics/actualBoundingBoxRight
Support in all current engines.
fontBoundingBoxAscent
TextMetrics/fontBoundingBoxAscent
Support in all current engines.
fontBoundingBoxDescent
TextMetrics/fontBoundingBoxDescent
Support in all current engines.
actualBoundingBoxAscent
TextMetrics/actualBoundingBoxAscent
Support in all current engines.
actualBoundingBoxDescent
TextMetrics/actualBoundingBoxDescent
Support in all current engines.
emHeightAscent
Support in all current engines.
emHeightDescent
Support in all current engines.
hangingBaseline
Support in all current engines.
alphabeticBaseline
TextMetrics/alphabeticBaseline
Support in all current engines.
ideographicBaseline
TextMetrics/ideographicBaseline
Support in all current engines.
Returns the measurement described below.
width
attributeThe width of that inline box, in CSS pixels. (The text's advance width.)
actualBoundingBoxLeft
attributeThe distance parallel to the baseline from the alignment point given by the textAlign
attribute to the left side of the bounding rectangle of the given text, in CSS pixels; positive numbers indicating a distance going left from the given alignment point.
The sum of this value and the next (actualBoundingBoxRight
) can be wider than the width of the inline box (width
), in particular with slanted fonts where characters overhang their advance width.
actualBoundingBoxRight
attributeThe distance parallel to the baseline from the alignment point given by the textAlign
attribute to the right side of the bounding rectangle of the given text, in CSS pixels; positive numbers indicating a distance going right from the given alignment point.
fontBoundingBoxAscent
attributeThe distance from the horizontal line indicated by the textBaseline
attribute to the ascent metric of the first available font, in CSS pixels; positive numbers indicating a distance going up from the given baseline.
This value and the next are useful when rendering a background that have to have a consistent height even if the exact text being rendered changes. The actualBoundingBoxAscent
attribute (and its corresponding attribute for the descent) are useful when drawing a bounding box around specific text.
fontBoundingBoxDescent
attributeThe distance from the horizontal line indicated by the textBaseline
attribute to the descent metric of the first available font, in CSS pixels; positive numbers indicating a distance going down from the given baseline.
actualBoundingBoxAscent
attributeThe distance from the horizontal line indicated by the textBaseline
attribute to the top of the bounding rectangle of the given text, in CSS pixels; positive numbers indicating a distance going up from the given baseline.
This number can vary greatly based on the input text, even if the first font specified covers all the characters in the input. For example, the actualBoundingBoxAscent
of a lowercase "o" from an alphabetic baseline would be less than that of an uppercase "F". The value can easily be negative; for example, the distance from the top of the em box (textBaseline
value "top
") to the top of the bounding rectangle when the given text is just a single comma ",
" would likely (unless the font is quite unusual) be negative.
actualBoundingBoxDescent
attributeThe distance from the horizontal line indicated by the textBaseline
attribute to the bottom of the bounding rectangle of the given text, in CSS pixels; positive numbers indicating a distance going down from the given baseline.
emHeightAscent
attributeThe distance from the horizontal line indicated by the textBaseline
attribute to the highest top of the em squares in the inline box, in CSS pixels; positive numbers indicating that the given baseline is below the top of that em square (so this value will usually be positive). Zero if the given baseline is the top of that em square; half the font size if the given baseline is the middle of that em square.
emHeightDescent
attributeThe distance from the horizontal line indicated by the textBaseline
attribute to the lowest bottom of the em squares in the inline box, in CSS pixels; positive numbers indicating that the given baseline is above the bottom of that em square. (Zero if the given baseline is the bottom of that em square.)
hangingBaseline
attributeThe distance from the horizontal line indicated by the textBaseline
attribute to the hanging baseline of the inline box, in CSS pixels; positive numbers indicating that the given baseline is below the hanging baseline. (Zero if the given baseline is the hanging baseline.)
alphabeticBaseline
attributeThe distance from the horizontal line indicated by the textBaseline
attribute to the alphabetic baseline of the inline box, in CSS pixels; positive numbers indicating that the given baseline is below the alphabetic baseline. (Zero if the given baseline is the alphabetic baseline.)
ideographicBaseline
attributeThe distance from the horizontal line indicated by the textBaseline
attribute to the ideographic-under baseline of the inline box, in CSS pixels; positive numbers indicating that the given baseline is below the ideographic-under baseline. (Zero if the given baseline is the ideographic-under baseline.)
Glyphs rendered using fillText()
and strokeText()
can spill out of the box given by the font size (the em square size) and the width returned by measureText()
(the text width). Authors are encouraged to use the bounding box values described above if this is an issue.
A future version of the 2D context API might provide a way to render fragments of documents, rendered using CSS, straight to the canvas. This would be provided in preference to a dedicated way of doing multiline layout.
Objects that implement the CanvasDrawPath
interface have a current default path. There is only one current default path, it is not part of the drawing state. The current default path is a path, as described above.
beginPath
()CanvasRenderingContext2D/beginPath
Support in all current engines.
Resets the current default path.
fill
( [ fillRule ] )Support in all current engines.
fill
(path [, fillRule ] )Fills the subpaths of the current default path or the given path with the current fill style, obeying the given fill rule.
stroke
()CanvasRenderingContext2D/stroke
Support in all current engines.
stroke
(path)Strokes the subpaths of the current default path or the given path with the current stroke style.
clip
( [ fillRule ] )Support in all current engines.
clip
(path [, fillRule ] )Further constrains the clipping region to the current default path or the given path, using the given fill rule to determine what points are in the path.
isPointInPath
(x, y [, fillRule ] )CanvasRenderingContext2D/isPointInPath
Support in all current engines.
isPointInPath
(path, x, y [, fillRule ] )Returns true if the given point is in the current default path or the given path, using the given fill rule to determine what points are in the path.
isPointInStroke
(x, y)CanvasRenderingContext2D/isPointInStroke
Support in all current engines.
isPointInStroke
(path, x, y)Returns true if the given point would be in the region covered by the stroke of the current default path or the given path, given the current stroke style.
This canvas
element has a couple of checkboxes. The path-related commands are highlighted:
< canvas height = 400 width = 750 >
< label >< input type = checkbox id = showA > Show As</ label >
< label >< input type = checkbox id = showB > Show Bs</ label >
<!-- ... -->
</ canvas >
< script >
function drawCheckbox( context, element, x, y, paint) {
context. save();
context. font = '10px sans-serif' ;
context. textAlign = 'left' ;
context. textBaseline = 'middle' ;
var metrics = context. measureText( element. labels[ 0 ]. textContent);
if ( paint) {
context. beginPath();
context. strokeStyle = 'black' ;
context. rect( x- 5 , y- 5 , 10 , 10 );
context. stroke();
if ( element. checked) {
context. fillStyle = 'black' ;
context. fill();
}
context. fillText( element. labels[ 0 ]. textContent, x+ 5 , y);
}
context. beginPath();
context. rect( x- 7 , y- 7 , 12 + metrics. width+ 2 , 14 );
context. drawFocusIfNeeded( element);
context. restore();
}
function drawBase() { /* ... */ }
function drawAs() { /* ... */ }
function drawBs() { /* ... */ }
function redraw() {
var canvas = document. getElementsByTagName( 'canvas' )[ 0 ];
var context = canvas. getContext( '2d' );
context. clearRect( 0 , 0 , canvas. width, canvas. height);
drawCheckbox( context, document. getElementById( 'showA' ), 20 , 40 , true );
drawCheckbox( context, document. getElementById( 'showB' ), 20 , 60 , true );
drawBase();
if ( document. getElementById( 'showA' ). checked)
drawAs();
if ( document. getElementById( 'showB' ). checked)
drawBs();
}
function processClick( event) {
var canvas = document. getElementsByTagName( 'canvas' )[ 0 ];
var context = canvas. getContext( '2d' );
var x = event. clientX;
var y = event. clientY;
var node = event. target;
while ( node) {
x -= node. offsetLeft - node. scrollLeft;
y -= node. offsetTop - node. scrollTop;
node = node. offsetParent;
}
drawCheckbox( context, document. getElementById( 'showA' ), 20 , 40 , false );
if ( context. isPointInPath( x, y) )
document. getElementById( 'showA' ). checked = ! ( document. getElementById( 'showA' ). checked);
drawCheckbox( context, document. getElementById( 'showB' ), 20 , 60 , false );
if ( context. isPointInPath( x, y) )
document. getElementById( 'showB' ). checked = ! ( document. getElementById( 'showB' ). checked);
redraw();
}
document. getElementsByTagName( 'canvas' )[ 0 ]. addEventListener( 'focus' , redraw, true );
document. getElementsByTagName( 'canvas' )[ 0 ]. addEventListener( 'blur' , redraw, true );
document. getElementsByTagName( 'canvas' )[ 0 ]. addEventListener( 'change' , redraw, true );
document. getElementsByTagName( 'canvas' )[ 0 ]. addEventListener( 'click' , processClick, false );
redraw();
</ script >
drawFocusIfNeeded
(element)CanvasRenderingContext2D/drawFocusIfNeeded
Support in all current engines.
drawFocusIfNeeded
(path, element)If the given element is focused, draws a focus ring around the current default path or the given path, following the platform conventions for focus rings.
scrollPathIntoView
()CanvasRenderingContext2D/scrollPathIntoView
Support in one engine only.
scrollPathIntoView
(path)Scrolls the current default path or the given path into view. This is especially useful on devices with small screens, where the whole canvas might not be visible at once.
CanvasRenderingContext2D/drawImage
Support in all current engines.
Objects that implement the CanvasDrawImage
interface have the drawImage
method to draw images.
drawImage
(image, dx, dy)drawImage
(image, dx, dy, dw, dh)drawImage
(image, sx, sy, sw, sh, dx, dy, dw, dh)Draws the given image onto the canvas. The arguments are interpreted as follows:
If the image isn't yet fully decoded, then nothing is drawn. If the image is a canvas with no data, throws an "InvalidStateError
" DOMException
.
ImageData
(sw, sh)createImageData
(sw, sh)CanvasRenderingContext2D/createImageData
Support in all current engines.
Returns an ImageData
object with the given dimensions. All the pixels in the returned object are transparent black.
Throws an "IndexSizeError
" DOMException
if either of the width or height arguments are zero.
createImageData
(imagedata)Returns an ImageData
object with the same dimensions as the argument. All the pixels in the returned object are transparent black.
ImageData
(data, sw [, sh ] )Returns an ImageData
object using the data provided in the Uint8ClampedArray
argument, interpreted using the given dimensions.
As each pixel in the data is represented by four numbers, the length of the data needs to be a multiple of four times the given width. If the height is provided as well, then the length needs to be exactly the width times the height times 4.
Throws an "IndexSizeError
" DOMException
if the given data and dimensions can't be interpreted consistently, or if either dimension is zero.
getImageData
(sx, sy, sw, sh)CanvasRenderingContext2D/getImageData
Support in all current engines.
Returns an ImageData
object containing the image data for the given rectangle of the bitmap.
Throws an "IndexSizeError
" DOMException
if the either of the width or height arguments are zero.
width
Support in all current engines.
height
Support in all current engines.
Returns the actual dimensions of the data in the ImageData
object, in pixels.
data
Support in all current engines.
Returns the one-dimensional array containing the data in RGBA order, as integers in the range 0 to 255.
putImageData
(imagedata, dx, dy [, dirtyX, dirtyY, dirtyWidth, dirtyHeight ] )CanvasRenderingContext2D/putImageData
Support in all current engines.
Paints the data from the given ImageData
object onto the bitmap. If a dirty rectangle is provided, only the pixels from that rectangle are painted.
The globalAlpha
and globalCompositeOperation
attributes, as well as the shadow attributes, are ignored for the purposes of this method call; pixels in the canvas are replaced wholesale, with no composition, alpha blending, no shadows, etc.
Throws an "InvalidStateError
" DOMException
if the imagedata object's data
attribute value's [[ViewedArrayBuffer]] internal slot is detached.
In the following example, the script generates an ImageData
object so that it can draw onto it.
// canvas is a reference to a <canvas> element
var context = canvas. getContext( '2d' );
// create a blank slate
var data = context. createImageData( canvas. width, canvas. height);
// create some plasma
FillPlasma( data, 'green' ); // green plasma
// add a cloud to the plasma
AddCloud( data, data. width/ 2 , data. height/ 2 ); // put a cloud in the middle
// paint the plasma+cloud on the canvas
context. putImageData( data, 0 , 0 );
// support methods
function FillPlasma( data, color) { ... }
function AddCloud( data, x, y) { ... }
Here is an example of using getImageData()
and putImageData()
to implement an edge detection filter.
<!DOCTYPE HTML>
< html lang = "en" >
< head >
< title > Edge detection demo</ title >
< script >
var image = new Image();
function init() {
image. onload = demo;
image. src = "image.jpeg" ;
}
function demo() {
var canvas = document. getElementsByTagName( 'canvas' )[ 0 ];
var context = canvas. getContext( '2d' );
// draw the image onto the canvas
context. drawImage( image, 0 , 0 );
// get the image data to manipulate
var input = context. getImageData( 0 , 0 , canvas. width, canvas. height);
// get an empty slate to put the data into
var output = context. createImageData( canvas. width, canvas. height);
// alias some variables for convenience
// In this case input.width and input.height
// match canvas.width and canvas.height
// but we'll use the former to keep the code generic.
var w = input. width, h = input. height;
var inputData = input. data;
var outputData = output. data;
// edge detection
for ( var y = 1 ; y < h- 1 ; y += 1 ) {
for ( var x = 1 ; x < w- 1 ; x += 1 ) {
for ( var c = 0 ; c < 3 ; c += 1 ) {
var i = ( y* w + x) * 4 + c;
outputData[ i] = 127 + - inputData[ i - w* 4 - 4 ] - inputData[ i - w* 4 ] - inputData[ i - w* 4 + 4 ] +
- inputData[ i - 4 ] + 8 * inputData[ i] - inputData[ i + 4 ] +
- inputData[ i + w* 4 - 4 ] - inputData[ i + w* 4 ] - inputData[ i + w* 4 + 4 ];
}
outputData[( y* w + x) * 4 + 3 ] = 255 ; // alpha
}
}
// put the image data back after manipulation
context. putImageData( output, 0 , 0 );
}
</ script >
</ head >
< body onload = "init()" >
< canvas ></ canvas >
</ body >
</ html >
globalAlpha
[ = value ]CanvasRenderingContext2D/globalAlpha
Support in all current engines.
Returns the current alpha value applied to rendering operations.
Can be set, to change the alpha value. Values outside of the range 0.0 .. 1.0 are ignored.
globalCompositeOperation
[ = value ]CanvasRenderingContext2D/globalCompositeOperation
Support in all current engines.
Returns the current composition operation, from the values defined in Compositing and Blending. [COMPOSITE].
Can be set, to change the composition operation. Unknown values are ignored.
imageSmoothingEnabled
[ = value ]CanvasRenderingContext2D/imageSmoothingEnabled
Support in all current engines.
Returns whether pattern fills and the drawImage()
method will attempt to smooth images if their pixels don't line up exactly with the display, when scaling images up.
Can be set, to change whether images are smoothed (true) or not (false).
imageSmoothingQuality
[ = value ]Returns the current image-smoothing-quality preference.
Can be set, to change the preferred quality of image smoothing. The possible values are "low
", "medium
" and "high
". Unknown values are ignored.
All drawing operations on an object which implements the CanvasShadowStyles
interface are affected by the four global shadow attributes.
shadowColor
[ = value ]CanvasRenderingContext2D/shadowColor
Support in all current engines.
Returns the current shadow color.
Can be set, to change the shadow color. Values that cannot be parsed as CSS colors are ignored.
shadowOffsetX
[ = value ]CanvasRenderingContext2D/shadowOffsetX
Support in all current engines.
shadowOffsetY
[ = value ]CanvasRenderingContext2D/shadowOffsetY
Support in all current engines.
Returns the current shadow offset.
Can be set, to change the shadow offset. Values that are not finite numbers are ignored.
shadowBlur
[ = value ]CanvasRenderingContext2D/shadowBlur
Support in all current engines.
Returns the current level of blur applied to shadows.
Can be set, to change the blur level. Values that are not finite numbers greater than or equal to zero are ignored.
If the current composition operation is copy
, then shadows effectively won't render (since the shape will overwrite the shadow).
CanvasRenderingContext2D/filter
All drawing operations on an object which implements the CanvasFilters
interface are affected by the global filter
attribute.
filter
[ = value ]Returns the current filter.
Can be set, to change the filter. Values that cannot be parsed as a <filter-value-list> value are ignored.
Since drawing is performed using filter value 'none' until an externally-defined filter has finished loading, authors might wish to determine whether such a filter has finished loading before proceeding with a drawing operation. One way to accomplish this is to load the externally-defined filter elsewhere within the same page in some element that sends a load
event (for example, an SVG use
element), and wait for the load
event to be dispatched.
When a canvas is interactive, authors should include focusable elements in the element's fallback content corresponding to each focusable part of the canvas, as in the example above.
When rendering focus rings, to ensure that focus rings have the appearance of native focus rings, authors should use the drawFocusIfNeeded()
method, passing it the element for which a ring is being drawn. This method only draws the focus ring if the element is focused, so that it can simply be called whenever drawing the element, without checking whether the element is focused or not first.
In addition to drawing focus rings, authors should use the scrollPathIntoView()
method when an element in the canvas is focused, to make sure it is visible on the screen (if applicable).
Authors should avoid implementing text editing controls using the canvas
element. Doing so has a large number of disadvantages:
This is a huge amount of work, and authors are most strongly encouraged to avoid doing any of it by instead using the input
element, the textarea
element, or the contenteditable
attribute.
Here is an example of a script that uses canvas to draw pretty glowing lines.
< canvas width = "800" height = "450" ></ canvas >
< script >
var context = document. getElementsByTagName( 'canvas' )[ 0 ]. getContext( '2d' );
var lastX = context. canvas. width * Math. random();
var lastY = context. canvas. height * Math. random();
var hue = 0 ;
function line() {
context. save();
context. translate( context. canvas. width/ 2 , context. canvas. height/ 2 );
context. scale( 0.9 , 0.9 );
context. translate( - context. canvas. width/ 2 , - context. canvas. height/ 2 );
context. beginPath();
context. lineWidth = 5 + Math. random() * 10 ;
context. moveTo( lastX, lastY);
lastX = context. canvas. width * Math. random();
lastY = context. canvas. height * Math. random();
context. bezierCurveTo( context. canvas. width * Math. random(),
context. canvas. height * Math. random(),
context. canvas. width * Math. random(),
context. canvas. height * Math. random(),
lastX, lastY);
hue = hue + 10 * Math. random();
context. strokeStyle = 'hsl(' + hue + ', 50%, 50%)' ;
context. shadowColor = 'white' ;
context. shadowBlur = 10 ;
context. stroke();
context. restore();
}
setInterval( line, 50 );
function blank() {
context. fillStyle = 'rgba(0,0,0,0.1)' ;
context. fillRect( 0 , 0 , context. canvas. width, context. canvas. height);
}
setInterval( blank, 40 );
</ script >
The 2D rendering context for canvas
is often used for sprite-based games. The following example demonstrates this:
Here is the source for this example:
<!DOCTYPE HTML>
< html lang = "en" >
< meta charset = "utf-8" >
< title > Blue Robot Demo</ title >
< style >
html { overflow : hidden ; min-height : 200 px ; min-width : 380 px ; }
body { height : 200 px ; position : relative ; margin : 8 px ; }
. buttons { position : absolute ; bottom : 0 px ; left : 0 px ; margin : 4 px ; }
</ style >
< canvas width = "380" height = "200" ></ canvas >
< script >
var Landscape = function ( context, width, height) {
this . offset = 0 ;
this . width = width;
this . advance = function ( dx) {
this . offset += dx;
};
this . horizon = height * 0.7 ;
// This creates the sky gradient (from a darker blue to white at the bottom)
this . sky = context. createLinearGradient( 0 , 0 , 0 , this . horizon);
this . sky. addColorStop( 0.0 , 'rgb(55,121,179)' );
this . sky. addColorStop( 0.7 , 'rgb(121,194,245)' );
this . sky. addColorStop( 1.0 , 'rgb(164,200,214)' );
// this creates the grass gradient (from a darker green to a lighter green)
this . earth = context. createLinearGradient( 0 , this . horizon, 0 , height);
this . earth. addColorStop( 0.0 , 'rgb(81,140,20)' );
this . earth. addColorStop( 1.0 , 'rgb(123,177,57)' );
this . paintBackground = function ( context, width, height) {
// first, paint the sky and grass rectangles
context. fillStyle = this . sky;
context. fillRect( 0 , 0 , width, this . horizon);
context. fillStyle = this . earth;
context. fillRect( 0 , this . horizon, width, height- this . horizon);
// then, draw the cloudy banner
// we make it cloudy by having the draw text off the top of the
// canvas, and just having the blurred shadow shown on the canvas
context. save();
context. translate( width- (( this . offset+ ( this . width* 3.2 )) % ( this . width* 4.0 )) + 0 , 0 );
context. shadowColor = 'white' ;
context. shadowOffsetY = 30 + this . horizon/ 3 ; // offset down on canvas
context. shadowBlur = '5' ;
context. fillStyle = 'white' ;
context. textAlign = 'left' ;
context. textBaseline = 'top' ;
context. font = '20px sans-serif' ;
context. fillText( 'WHATWG ROCKS' , 10 , - 30 ); // text up above canvas
context. restore();
// then, draw the background tree
context. save();
context. translate( width- (( this . offset+ ( this . width* 0.2 )) % ( this . width* 1.5 )) + 30 , 0 );
context. beginPath();
context. fillStyle = 'rgb(143,89,2)' ;
context. lineStyle = 'rgb(10,10,10)' ;
context. lineWidth = 2 ;
context. rect( 0 , this . horizon+ 5 , 10 , - 50 ); // trunk
context. fill();
context. stroke();
context. beginPath();
context. fillStyle = 'rgb(78,154,6)' ;
context. arc( 5 , this . horizon- 60 , 30 , 0 , Math. PI* 2 ); // leaves
context. fill();
context. stroke();
context. restore();
};
this . paintForeground = function ( context, width, height) {
// draw the box that goes in front
context. save();
context. translate( width- (( this . offset+ ( this . width* 0.7 )) % ( this . width* 1.1 )) + 0 , 0 );
context. beginPath();
context. rect( 0 , this . horizon - 5 , 25 , 25 );
context. fillStyle = 'rgb(220,154,94)' ;
context. lineStyle = 'rgb(10,10,10)' ;
context. lineWidth = 2 ;
context. fill();
context. stroke();
context. restore();
};
};
</ script >
< script >
var BlueRobot = function () {
this . sprites = new Image();
this . sprites. src = 'blue-robot.png' ; // this sprite sheet has 8 cells
this . targetMode = 'idle' ;
this . walk = function () {
this . targetMode = 'walk' ;
};
this . stop = function () {
this . targetMode = 'idle' ;
};
this . frameIndex = {
'idle' : [ 0 ], // first cell is the idle frame
'walk' : [ 1 , 2 , 3 , 4 , 5 , 6 ], // the walking animation is cells 1-6
'stop' : [ 7 ], // last cell is the stopping animation
};
this . mode = 'idle' ;
this . frame = 0 ; // index into frameIndex
this . tick = function () {
// this advances the frame and the robot
// the return value is how many pixels the robot has moved
this . frame += 1 ;
if ( this . frame >= this . frameIndex[ this . mode]. length) {
// we've reached the end of this animation cycle
this . frame = 0 ;
if ( this . mode != this . targetMode) {
// switch to next cycle
if ( this . mode == 'walk' ) {
// we need to stop walking before we decide what to do next
this . mode = 'stop' ;
} else if ( this . mode == 'stop' ) {
if ( this . targetMode == 'walk' )
this . mode = 'walk' ;
else
this . mode = 'idle' ;
} else if ( this . mode == 'idle' ) {
if ( this . targetMode == 'walk' )
this . mode = 'walk' ;
}
}
}
if ( this . mode == 'walk' )
return 8 ;
return 0 ;
},
this . paint = function ( context, x, y) {
if ( ! this . sprites. complete) return ;
// draw the right frame out of the sprite sheet onto the canvas
// we assume each frame is as high as the sprite sheet
// the x,y coordinates give the position of the bottom center of the sprite
context. drawImage( this . sprites,
this . frameIndex[ this . mode][ this . frame] * this . sprites. height, 0 , this . sprites. height, this . sprites. height,
x- this . sprites. height/ 2 , y- this . sprites. height, this . sprites. height, this . sprites. height);
};
};
</ script >
< script >
var canvas = document. getElementsByTagName( 'canvas' )[ 0 ];
var context = canvas. getContext( '2d' );
var landscape = new Landscape( context, canvas. width, canvas. height);
var blueRobot = new BlueRobot();
// paint when the browser wants us to, using requestAnimationFrame()
function paint() {
context. clearRect( 0 , 0 , canvas. width, canvas. height);
landscape. paintBackground( context, canvas. width, canvas. height);
blueRobot. paint( context, canvas. width/ 2 , landscape. horizon* 1.1 );
landscape. paintForeground( context, canvas. width, canvas. height);
requestAnimationFrame( paint);
}
paint();
// but tick every 100ms, so that we don't slow down when we don't paint
setInterval( function () {
var dx = blueRobot. tick();
landscape. advance( dx);
}, 100 );
</ script >
< p class = "buttons" >
< input type = button value = "Walk" onclick = "blueRobot.walk()" >
< input type = button value = "Stop" onclick = "blueRobot.stop()" >
< footer >
< small > Blue Robot Player Sprite by < a href = "https://johncolburn.deviantart.com/" > JohnColburn</ a > .
Licensed under the terms of the Creative Commons Attribution Share-Alike 3.0 Unported license.</ small >
< small > This work is itself licensed under a < a rel = "license" href = "https://creativecommons.org/licenses/by-sa/3.0/" > Creative
Commons Attribution-ShareAlike 3.0 Unported License</ a > .</ small >
</ footer >
ImageBitmap
rendering contextImageBitmapRenderingContext
is a performance-oriented interface that provides a low overhead method for displaying the contents of ImageBitmap
objects. It uses transfer semantics to reduce overall memory consumption. It also streamlines performance by avoiding intermediate compositing, unlike the drawImage()
method of CanvasRenderingContext2D
.
Using an img
element as an intermediate for getting an image resource into a canvas, for example, would result in two copies of the decoded image existing in memory at the same time: the img
element's copy, and the one in the canvas's backing store. This memory cost can be prohibitive when dealing with extremely large images. This can be avoided by using ImageBitmapRenderingContext
.
Using ImageBitmapRenderingContext
, here is how to transcode an image to the JPEG format in a memory- and CPU-efficient way:
createImageBitmap( inputImageBlob). then( image => {
const canvas = document. createElement( 'canvas' );
const context = canvas. getContext( 'bitmaprenderer' );
context. transferFromImageBitmap( image);
canvas. toBlob( outputJPEGBlob => {
// Do something with outputJPEGBlob.
}, 'image/jpeg' );
});
ImageBitmapRenderingContext
interfacegetContext
('bitmaprenderer' [, { [ alpha
: false ] } ] )Returns an ImageBitmapRenderingContext
object that is permanently bound to a particular canvas
element.
If the alpha
setting is provided and set to false, then the canvas is forced to always be opaque.
canvas
Returns the canvas
element that the context is bound to.
transferFromImageBitmap
(imageBitmap)ImageBitmapRenderingContext/transferFromImageBitmap
Transfers the underlying bitmap data from imageBitmap to context, and the bitmap becomes the contents of the canvas
element to which context is bound.
transferFromImageBitmap
(null)Replaces contents of the canvas
element to which context is bound with a transparent black bitmap whose size corresponds to the width
and height
content attributes of the canvas
element.
OffscreenCanvas
interfaceSupport in one engine only.
OffscreenCanvas
is an EventTarget
so that WebGL can fire webglcontextlost
and webglcontextrestored
events at it. [WEBGL]
OffscreenCanvas
objects are used to create rendering contexts, much like an HTMLCanvasElement
, but with no connection to the DOM. This makes it possible to use canvas rendering contexts in workers.
Support in one engine only.
An OffscreenCanvas
object may hold a weak reference to a placeholder canvas
element, which is typically in the DOM, whose embedded content is provided by the OffscreenCanvas
object. The bitmap of the OffscreenCanvas
object is pushed to the placeholder canvas
element by calling the commit()
method of the OffscreenCanvas
object's rendering context. All rendering context types that can be created by an OffscreenCanvas
object must implement a commit()
method. The exact behavior of the commit method (e.g. whether it copies or transfers bitmaps) may vary, as defined by the rendering contexts' respective specifications. Only the 2D context for offscreen canvases is defined in this specification.
OffscreenCanvas
(width, height)OffscreenCanvas/OffscreenCanvas
Support in one engine only.
Returns a new OffscreenCanvas
object that is not linked to a placeholder canvas
element, and whose bitmap's size is determined by the width and height arguments.
getContext
(contextId [, options ] )Support in one engine only.
Returns an object that exposes an API for drawing on the OffscreenCanvas
object. contextId specifies the desired API: "2d
", "bitmaprenderer
", "webgl
", or "webgl2
". options is handled by that API.
This specification defines the "2d
" context below, which is similar but distinct from the "2d
" context that is created from a canvas
element. The WebGL specifications define the "webgl
" and "webgl2
" contexts. [WEBGL]
Returns null if the canvas has already been initialized with another context type (e.g., trying to get a "2d
" context after getting a "webgl
" context).
width
[ = value ]Support in one engine only.
height
[ = value ]Support in one engine only.
These attributes return the dimensions of the OffscreenCanvas
object's bitmap.
They can be set, to replace the bitmap with a new, transparent black bitmap of the specified dimensions (effectively resizing it).
If an OffscreenCanvas
object whose dimensions were changed has a placeholder canvas
element, then the placeholder canvas
element's intrinsic size will only be updated via the commit()
method of the OffscreenCanvas
object's rendering context.
convertToBlob
( [options] )Support in one engine only.
Returns a promise that will fulfill with a new Blob
object representing a file containing the image in the OffscreenCanvas
object.
The argument, if provided, is a dictionary that controls the encoding options of the image file to be created. The type
field specifies the file format and has a default value of "image/png
"; that type is also used if the requested type isn't supported. If the image format supports variable quality (such as "image/jpeg
"), then the quality
field is a number in the range 0.0 to 1.0 inclusive indicating the desired quality level for the resulting image.
transferToImageBitmap
()OffscreenCanvas/transferToImageBitmap
Support in one engine only.
Returns a newly created ImageBitmap
object with the image in the OffscreenCanvas
object. The image in the OffscreenCanvas
object is replaced with a new blank image.
The OffscreenCanvasRenderingContext2D
object is a rendering context for drawing to the bitmap of an OffscreenCanvas
object. It is similar to the CanvasRenderingContext2D
object, with the following differences:
there is no support for user interface features;
its canvas
attribute refers to an OffscreenCanvas
object rather than a canvas
element;
it has a commit()
method for pushing the rendered image to the context's OffscreenCanvas
object's placeholder canvas
element.
An OffscreenCanvasRenderingContext2D
object has a bitmap that is initialized when the object is created.
The bitmap has an origin-clean flag, which can be set to true or false. Initially, when one of these bitmaps is created, its origin-clean flag must be set to true.
An OffscreenCanvasRenderingContext2D
object also has an alpha flag, which can be set to true or false. Initially, when the context is created, its alpha flag must be set to true. When an OffscreenCanvasRenderingContext2D
object has its alpha flag set to false, then its alpha channel must be fixed to 1.0 (fully opaque) for all pixels, and attempts to change the alpha component of any pixel must be silently ignored.
An OffscreenCanvasRenderingContext2D
object has an associated OffscreenCanvas
object, which is the OffscreenCanvas
object from which the OffscreenCanvasRenderingContext2D
object was created.
commit
()Copies the rendering context's bitmap to the bitmap of the placeholder canvas
element of the associated OffscreenCanvas
object. The copy operation is synchronous. Calling this method is not needed for the transfer, since it happens automatically during the event loop execution.
canvas
Returns the associated OffscreenCanvas
object.