I have a program for moving an object on a canvas on mouse drag. However, I want the canvas to fit the screen. I am not sure how to achieve that. If I make the canvas "width:100%; height:100%;", then the object goes out of scope.
<!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; }
canvas{border:1px solid red;}
</style>
<script>
$(function(){
var img = new Image();
img.onload = function(){
ctx.drawImage(img, 0,0);
};
img.src = "http://images.christmastimeclipart.com/images/2/1271716593176_1788/img_1271716593176_17881.jpg";
var canvas=document.getElementById("canvas");
var ctx=canvas.getContext("2d");
var canvasOffset=$("#canvas").offset();
var offsetX=canvasOffset.left;
var offsetY=canvasOffset.top;
var canvasWidth=canvas.width;
var canvasHeight=canvas.height;
var isDragging=false;
// functions to handle mouseup, mousedown, mousemove, mouseout events
$("#canvas").mousedown(function(e){handleMouseDown(e);});
$("#canvas").mousemove(function(e){handleMouseMove(e);});
$("#canvas").mouseup(function(e){handleMouseUp(e);});
$("#canvas").mouseout(function(e){handleMouseOut(e);});
}); // end $(function(){});
</script>
</head>
<body>
<canvas id="canvas" width=400 height=300></canvas>
</body>
</html>
how to make canvas 100% fit to the screen?
<!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 {
margin: 0;
padding: 0;
background-color: ivory;
}
#canvas {
position: absolute;
width: 100%;
height: 100%;
border: 1px solid red;
}
</style>
<script>
$(function () {
var img = new Image();
img.onload = function () {
ctx.drawImage(img, 0, 0);
};
img.src =
"http://images.christmastimeclipart.com/images/2/1271716593176_1788/img_1271716593176_17881.jpg";
var canvas = document.getElementById("canvas");
var ctx = canvas.getContext("2d");
var canvasOffset = $("#canvas").offset();
var offsetX = canvasOffset.left;
var offsetY = canvasOffset.top;
canvas.width = window.innerWidth;
canvas.height = window.innerHeight;
/*var canvasWidth=canvas.width;
var canvasHeight=canvas.height;*/
var isDragging = false;
// functions to handle mouseup, mousedown, mousemove, mouseout events
$("#canvas").mousedown(function (e) {
handleMouseDown(e);
});
$("#canvas").mousemove(function (e) {
handleMouseMove(e);
});
$("#canvas").mouseup(function (e) {
handleMouseUp(e);
});
$("#canvas").mouseout(function (e) {
handleMouseOut(e);
});
}); // end $(function(){});
</script>
</head>
<body>
<canvas id="canvas"></canvas>
</body>
</html>
Your attempt is not working because you did not specify a width
and height
to the canvas's parent (in this case, the body
element). Also, by default, body
element has a padding or margin. So you should neutralize it too.
CSS solution based on your attempt:
html, body {
width: 100%;
height: 100%;
padding: 0;
margin: 0;
}
#canvas {
width: 100%;
height: 100%;
}
Alternative CSS Solution
You can also set canvas's position
to fixed
or absolute
(depending on circumstances). If you use fixed
, it will depend on the window
. If you use absolute
, make sure all its ancestors don't have position: relative
to make it dependent on window
unless its nearest ancestor with position: relative
is relative to the window
.
#canvas {
position: fixed; /* absolute */
top: 0;
left: 0;
width: 100vw; /* 100% */
height: 100vh; /* 100% */
}
Javascript Solution
If using jQuery:
var $canvas = $('#canvas'),
$window = $(window);
$canvas.attr({
width: $window.width(),
height: $window.height()
});
// Or use $canvas.css({...});
If using vanilla JavaScript:
var canvas = document.getElementById('canvas');
canvas.setAttribute('width', window.innerWidth);
canvas.setAttribute('height', window.innerHeight);
// Or use canvas.style.width = ... and canvas.style.height = ...
NOTE
If you are using CSS solutions, you might want to add box-sizing: border-box
to your #canvas
element too or it will render slightly off the screen.
Why? Read at:
This solution is without jquery.
This method does not work below IE8:
/** * @author TessavWalstijn. GitHub: https://github.com/TessavWalstijn * Sets the canvas properties. * @param {object} Cvs Give the html canvas Id. * @param {boolean} Fullscreen Change the canvas fullscreen default false. * @param {string} Dimension Change the canvas dimension default "2d". * @return {object} */ function NewCanvas(cvs, fullscreen, dimension) { if (!dimension) dimension = "2d"; var ctx = cvs.getContext(dimension); if (fullscreen) { cvs.style.position = "fixed"; cvs.style.left = cvs.x = 0; cvs.style.top = cvs.y = 0; } else { var rect = cvs.getBoundingClientRect(); cvs.x = rect.left; cvs.y = rect.top; } cvs.ctx = ctx; cvs.dimension = dimension; cvs.fullscreen = fullscreen; return cvs; } /** * @author TessavWalstijn. GitHub: https://github.com/TessavWalstijn * Updates the canvas width and hight. * @param {object} Cvs NewCanvas() object. * @param {boolean} Clear Change the canvas clear default true. */ function UpdateCvs(cvs, clear = true) { if (cvs.fullscreen) { //if the width is not the same resize the canvas width if (window.innerWidth != cvs.width) { cvs.width = window.innerWidth; } //if the height is not the same resize the canvas height if (window.innerHeight != cvs.height) { cvs.height = window.innerHeight; } } else { let rect = cvs.getBoundingClientRect(); cvs.x = rect.left; cvs.y = rect.top; } if (cvs.dimension == "2d") if (clear) cvs.ctx.fillRect(0, 0, cvs.width, cvs.height); } /** * @author TessavWalstijn. GitHub: https://github.com/TessavWalstijn * get html element by id. * @param {string} id give the html element id. * @return {object} document.getElementById(id); */ function GetId(id) { return document.getElementById(id) } // To create your canvas object. var canvas = NewCanvas(GetId("yourCanvasId"), true); // If you want to update your canvas size use this: window.addEventListener("resize", function() { UpdateCvs(canvas); }); // Set it to current width UpdateCvs(canvas);
<canvas id="yourCanvasId"><canvas>
Try the following:
document.getElementById("canvas").style.width = screen.width + "px";
document.getElementById("canvas").style.height = screen.height + "px";
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