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how to make canvas 100% fit to the screen?

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:

  1. css-tricks
  2. W3S
  3. MDN

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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