Resize HTML5 canvas to fit window

2018-12-31 18:29发布

How can I automatically scale the HTML5 <canvas> element to fit the page?

For example, I can get a <div> to scale by setting the height and width properties to 100%, but a <canvas> won't scale, will it?

14条回答
忆尘夕之涩
2楼-- · 2018-12-31 18:54

The following solution worked for me the best. Since I'm relatively new to coding, I like to have visual confirmation that something is working the way I expect it to. I found it at the following site: http://htmlcheats.com/html/resize-the-html5-canvas-dyamically/

Here's the code:

<!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>

The blue border shows you the edge of the resizing canvas, and is always along the edge of the window, visible on all 4 sides, which was NOT the case for some of the other above answers. Hope it helps.

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弹指情弦暗扣
3楼-- · 2018-12-31 18:56

Unless you want the canvas to upscale your image data automatically (that's what James Black's answer talks about, but it won't look pretty), you have to resize it yourself and redraw the image. Centering a canvas

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美炸的是我
4楼-- · 2018-12-31 19:00

I think this is what should we exactly do: 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);
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梦该遗忘
5楼-- · 2018-12-31 19:01
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);
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泛滥B
6楼-- · 2018-12-31 19:02

Using jQuery you can track the window resize and change the width of your canvas using jQuery as well.

Something like that

$( 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;">

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查无此人
7楼-- · 2018-12-31 19:03

Setting the canvas coordinate space width and height based on the browser client's dimensions requires you to resize and redraw whenever the browser is resized.

A less convoluted solution is to maintain the drawable dimensions in Javascript variables, but set the canvas dimensions based on the screen.width, screen.height dimensions. Use CSS to fit:

#containingDiv { 
  overflow: hidden;
}
#myCanvas {
  position: absolute; 
  top: 0px;
  left: 0px;
} 

The browser window generally won't ever be larger than the screen itself (except where the screen resolution is misreported, as it could be with non-matching dual monitors), so the background won't show and pixel proportions won't vary. The canvas pixels will be directly proportional to the screen resolution unless you use CSS to scale the canvas.

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