I want to make a responsive canvas using size in percentage and once user will resize the window the canvas adjust relatively. I am able to scale the canvas by using below code but the only problem is as i scale the window size the mouse drawing disappear.
<style>
body{margin:0px;padding:0px;background:#a9a9a9;}
#main{
display:block;
width:80%;
padding:50px 10%;
height:300px;
}
canvas{display:block;background:#fff;}
</style>
</head>
<body>
<div id="main" role="main">
<canvas id="paint" width="100" height="100">
< !-- Provide fallback -->
</canvas>
</div>
<script>
var c = document.getElementById('paint');
var ctx = c.getContext('2d');
var x = null;
var y;
c.onmousedown = function(e){
x = e.pageX - c.offsetLeft;
y = e.pageY - c.offsetTop;
ctx.beginPath();
ctx.moveTo(x,y);
}
c.onmouseup = function(e){
x=null;
}
c.onmousemove = function(e){
if(x==null) return;
x = e.pageX - c.offsetLeft;
y = e.pageY - c.offsetTop;
ctx.lineTo(x,y);
ctx.stroke();
}
$(document).ready( function(){
//Get the canvas &
var c = $('#paint');
var container = $(c).parent();
//Run function when browser resizes
$(window).resize( respondCanvas );
function respondCanvas(){
c.attr('width', $(container).width() ); //max width
c.attr('height', $(container).height() ); //max height
//Call a function to redraw other content (texts, images etc)
}
//Initial call
respondCanvas();
});
</script>
Thanks.
A canvas element has a size in pixels, which applies to the bitmap you draw onto, and it has a CSS size like any other HTML element. These two are not the same (exactly like how a JPEG has a size in pixels but can be displayed at any size on screen), but you can set either one at any time.
Basic Responsive Design on the Canvas. Techniques for responsive design include scaling, positioning and wrapping on window resize. Let's look at the basics first and then look at controls to automate complexities.
Set the Size with CSSto set the canvas's width and height both to 100%. We also set the position to absolute and top , left , right , and bottom to 0 to make the canvas fill the screen. Also, we make the html and body elements fill the screen by setting the width and height to 100%.
Dealing with contents when resizing a canvas
If you resize the canvas, the drawn content is always erased. That's how canvas behaves.
You can either redraw the content after resizing or you can save the content as image data and restore after resizing (see canvas.toDataURL).
Here is code and a Fiddle: http://jsfiddle.net/m1erickson/V6SVz/
<!doctype html>
<html>
<head>
<link rel="stylesheet" type="text/css" media="all" href="css/reset.css" /> <!-- reset css -->
<script type="text/javascript" src="http://code.jquery.com/jquery.min.js"></script>
<style>
body{ background-color: ivory; padding:10px; }
canvas{border:1px solid red;}
</style>
<script>
$(function(){
var canvas=document.getElementById("canvas");
var ctx=canvas.getContext("2d");
// draw some content
ctx.lineWidth=3;
ctx.fillStyle="blue";
ctx.strokeStyle="red";
ctx.rect(50,50,100,50);
ctx.fill();
ctx.stroke();
ctx.font="14px Verdana";
ctx.fillStyle="white";
ctx.fillText("Scale Me",65,75);
function saveResizeAndRedisplay(scaleFactor){
// save the canvas content as imageURL
var data=canvas.toDataURL();
// resize the canvas
canvas.width*=scaleFactor;
canvas.height*=scaleFactor;
// scale and redraw the canvas content
var img=new Image();
img.onload=function(){
ctx.drawImage(img,0,0,img.width,img.height,0,0,canvas.width,canvas.height);
}
img.src=data;
}
$("#resizer").click(function(){ saveResizeAndRedisplay(1.5); });
}); // end $(function(){});
</script>
</head>
<body>
<button id="resizer">Click to resize the canvas</button><br/>
<canvas id="canvas" width=200 height=150></canvas>
</body>
</html>
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