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data/mdn-content/files/en-us/web/api/canvasrenderingcontext2d | data/mdn-content/files/en-us/web/api/canvasrenderingcontext2d/drawimage/index.md | ---
title: "CanvasRenderingContext2D: drawImage() method"
short-title: drawImage()
slug: Web/API/CanvasRenderingContext2D/drawImage
page-type: web-api-instance-method
browser-compat: api.CanvasRenderingContext2D.drawImage
---
{{APIRef}}
The **`CanvasRenderingContext2D.drawImage()`** method of the
Canvas 2D API provides different ways to draw an image onto the canvas.
## Syntax
```js-nolint
drawImage(image, dx, dy)
drawImage(image, dx, dy, dWidth, dHeight)
drawImage(image, sx, sy, sWidth, sHeight, dx, dy, dWidth, dHeight)
```

### Parameters
- `image`
- : An element to draw into the context. The specification permits any canvas image
source, specifically,
an {{domxref("HTMLImageElement")}},
an {{domxref("SVGImageElement")}},
an {{domxref("HTMLVideoElement")}},
an {{domxref("HTMLCanvasElement")}},
an {{domxref("ImageBitmap")}},
an {{domxref("OffscreenCanvas")}},
or a {{domxref("VideoFrame")}}.
- `sx` {{optional_inline}}
- : The x-axis coordinate of the top left corner of the sub-rectangle of the source
`image` to draw into the destination context. Use the 3- or 5-argument syntax
to omit this argument.
- `sy` {{optional_inline}}
- : The y-axis coordinate of the top left corner of the sub-rectangle of the source
`image` to draw into the destination context. Use the 3- or 5-argument syntax
to omit this argument.
- `sWidth` {{optional_inline}}
- : The width of the sub-rectangle of the source `image` to draw into the
destination context. If not specified, the entire rectangle from the coordinates
specified by `sx` and `sy` to the bottom-right corner of the
image is used. Use the 3- or 5-argument syntax to omit this argument.
A negative value will flip the image.
- `sHeight` {{optional_inline}}
- : The height of the sub-rectangle of the source `image` to draw into the
destination context. Use the 3- or 5-argument syntax to omit this argument.
A negative value will flip the image.
- `dx`
- : The x-axis coordinate in the destination canvas at which to place the top-left
corner of the source `image`.
- `dy`
- : The y-axis coordinate in the destination canvas at which to place the top-left
corner of the source `image`.
- `dWidth`
- : The width to draw the `image` in the destination canvas. This allows
scaling of the drawn image. If not specified, the image is not scaled in width when
drawn. Note that this argument is not included in the 3-argument syntax.
- `dHeight`
- : The height to draw the `image` in the destination canvas. This allows
scaling of the drawn image. If not specified, the image is not scaled in height when
drawn. Note that this argument is not included in the 3-argument syntax.
### Return value
None ({{jsxref("undefined")}}).
### Exceptions
- `InvalidStateError` {{domxref("DOMException")}}
- : Thrown when the image has no image data or if the canvas or source rectangle width or height is zero.
- `TypeMismatchError` {{domxref("DOMException")}}
- : Thrown when a `null` or `undefined` image is passed as parameter.
## Examples
### Drawing an image to the canvas
This example draws an image to the canvas using the `drawImage()` method.
#### HTML
```html
<canvas id="canvas"></canvas>
<div style="display:none;">
<img id="source" src="rhino.jpg" width="300" height="227" />
</div>
```
#### JavaScript
The source image is taken from the coordinates (33, 71), with a width of 104 and a
height of 124. It is drawn to the canvas at (21, 20), where it is given a width of 87
and a height of 104.
```js
const canvas = document.getElementById("canvas");
const ctx = canvas.getContext("2d");
const image = document.getElementById("source");
image.addEventListener("load", (e) => {
ctx.drawImage(image, 33, 71, 104, 124, 21, 20, 87, 104);
});
```
#### Result
{{ EmbedLiveSample('Drawing_an_image_to_the_canvas', 700, 180) }}
### Understanding source element size
The `drawImage()` method uses the source element's _intrinsic size in CSS
pixels_ when drawing.
For example, if you load an `Image` and specify the optional size parameters
in its [constructor](/en-US/docs/Web/API/HTMLImageElement/Image), you will
have to use the `naturalWidth` and `naturalHeight` properties of
the created instance to properly calculate things like crop and scale regions, rather
than `element.width` and `element.height`. The same goes for
`videoWidth` and `videoHeight` if the element is a
{{htmlelement("video")}} element, and so on.
#### HTML
```html
<canvas id="canvas"></canvas>
```
#### JavaScript
```js
const canvas = document.getElementById("canvas");
const ctx = canvas.getContext("2d");
const image = new Image(60, 45); // Using optional size for image
image.onload = drawImageActualSize; // Draw when image has loaded
// Load an image of intrinsic size 300x227 in CSS pixels
image.src = "rhino.jpg";
function drawImageActualSize() {
// Use the intrinsic size of image in CSS pixels for the canvas element
canvas.width = this.naturalWidth;
canvas.height = this.naturalHeight;
// Will draw the image as 300x227, ignoring the custom size of 60x45
// given in the constructor
ctx.drawImage(this, 0, 0);
// To use the custom size we'll have to specify the scale parameters
// using the element's width and height properties - lets draw one
// on top in the corner:
ctx.drawImage(this, 0, 0, this.width, this.height);
}
```
#### Result
{{EmbedLiveSample('Understanding_source_element_size', 700, 260)}}
## Specifications
{{Specifications}}
## Browser compatibility
{{Compat}}
## Notes
- `drawImage()` only works correctly on an {{domxref("HTMLVideoElement")}}
when its {{domxref("HTMLMediaElement.readyState")}} is greater than 1 (i.e.,
**seek** event fired after setting the `currentTime`
property).
- `drawImage()` will always use the source element's _intrinsic size in
CSS pixels_ when drawing, cropping, and/or scaling.
- In some older browser versions, `drawImage()` will ignore all EXIF
metadata in images, including the Orientation. This behavior is especially troublesome
on iOS devices. You should detect the Orientation yourself and use
`rotate()` to make it right.
## See also
- The interface defining this method: {{domxref("CanvasRenderingContext2D")}}
| 0 |
data/mdn-content/files/en-us/web/api/canvasrenderingcontext2d | data/mdn-content/files/en-us/web/api/canvasrenderingcontext2d/lineto/index.md | ---
title: "CanvasRenderingContext2D: lineTo() method"
short-title: lineTo()
slug: Web/API/CanvasRenderingContext2D/lineTo
page-type: web-api-instance-method
browser-compat: api.CanvasRenderingContext2D.lineTo
---
{{APIRef}}
The {{domxref("CanvasRenderingContext2D")}} method
**`lineTo()`**, part of the Canvas 2D API, adds a straight line
to the current sub-path by connecting the sub-path's last point to the specified
`(x, y)` coordinates.
Like other methods that modify the current path, this method does not directly render
anything. To draw the path onto a canvas, you can use the
{{domxref("CanvasRenderingContext2D.fill", "fill()")}} or
{{domxref("CanvasRenderingContext2D.stroke", "stroke()")}} methods.
## Syntax
```js-nolint
lineTo(x, y)
```
### Parameters
- `x`
- : The x-axis coordinate of the line's end point.
- `y`
- : The y-axis coordinate of the line's end point.
### Return value
None ({{jsxref("undefined")}}).
## Examples
### Drawing a straight line
This example draws a straight line using the `lineTo()` method.
#### HTML
```html
<canvas id="canvas"></canvas>
```
#### JavaScript
The line begins at (30, 50) and ends at (150, 100).
```js
const canvas = document.getElementById("canvas");
const ctx = canvas.getContext("2d");
ctx.beginPath(); // Start a new path
ctx.moveTo(30, 50); // Move the pen to (30, 50)
ctx.lineTo(150, 100); // Draw a line to (150, 100)
ctx.stroke(); // Render the path
```
#### Result
{{ EmbedLiveSample('Drawing_a_straight_line', 700, 180) }}
### Drawing connected lines
Each call of `lineTo()` (and similar methods) automatically adds to the
current sub-path, which means that all the lines will all be stroked or filled together.
This example draws a letter 'M' with a single contiguous line.
#### HTML
```html
<canvas id="canvas"></canvas>
```
#### JavaScript
```js
const canvas = document.getElementById("canvas");
const ctx = canvas.getContext("2d");
ctx.moveTo(90, 130);
ctx.lineTo(95, 25);
ctx.lineTo(150, 80);
ctx.lineTo(205, 25);
ctx.lineTo(210, 130);
ctx.lineWidth = 15;
ctx.stroke();
```
#### Result
{{ EmbedLiveSample('Drawing_connected_lines', 700, 180) }}
## Specifications
{{Specifications}}
## Browser compatibility
{{Compat}}
## See also
- The interface defining this method: {{domxref("CanvasRenderingContext2D")}}
- {{domxref("CanvasRenderingContext2D.moveTo()")}}
- {{domxref("CanvasRenderingContext2D.stroke()")}}
| 0 |
data/mdn-content/files/en-us/web/api/canvasrenderingcontext2d | data/mdn-content/files/en-us/web/api/canvasrenderingcontext2d/drawfocusifneeded/index.md | ---
title: "CanvasRenderingContext2D: drawFocusIfNeeded() method"
short-title: drawFocusIfNeeded()
slug: Web/API/CanvasRenderingContext2D/drawFocusIfNeeded
page-type: web-api-instance-method
browser-compat: api.CanvasRenderingContext2D.drawFocusIfNeeded
---
{{APIRef}}
The
**`CanvasRenderingContext2D.drawFocusIfNeeded()`**
method of the Canvas 2D API draws a focus ring around the current or given path, if the
specified element is focused.
## Syntax
```js-nolint
drawFocusIfNeeded(element)
drawFocusIfNeeded(path, element)
```
### Parameters
- `element`
- : The element to check whether it is focused or not.
- `path`
- : A {{domxref("Path2D")}} path to use.
### Return value
None ({{jsxref("undefined")}}).
## Examples
### Managing button focus
This example draws two buttons on a canvas. The `drawFocusIfNeeded()` method
is used to draw a focus ring when appropriate.
#### HTML
```html
<canvas id="canvas">
<button id="button1">Continue</button>
<button id="button2">Quit</button>
</canvas>
```
#### JavaScript
```js
const canvas = document.getElementById("canvas");
const ctx = canvas.getContext("2d");
const button1 = document.getElementById("button1");
const button2 = document.getElementById("button2");
document.addEventListener("focus", redraw, true);
document.addEventListener("blur", redraw, true);
canvas.addEventListener("click", handleClick, false);
redraw();
function redraw() {
ctx.clearRect(0, 0, canvas.width, canvas.height);
drawButton(button1, 20, 20);
drawButton(button2, 20, 80);
}
function handleClick(e) {
// Calculate click coordinates
const x = e.clientX - canvas.offsetLeft;
const y = e.clientY - canvas.offsetTop;
// Focus button1, if appropriate
drawButton(button1, 20, 20);
if (ctx.isPointInPath(x, y)) {
button1.focus();
}
// Focus button2, if appropriate
drawButton(button2, 20, 80);
if (ctx.isPointInPath(x, y)) {
button2.focus();
}
}
function drawButton(el, x, y) {
const active = document.activeElement === el;
const width = 150;
const height = 40;
// Button background
ctx.fillStyle = active ? "pink" : "lightgray";
ctx.fillRect(x, y, width, height);
// Button text
ctx.font = "15px sans-serif";
ctx.textAlign = "center";
ctx.textBaseline = "middle";
ctx.fillStyle = active ? "blue" : "black";
ctx.fillText(el.textContent, x + width / 2, y + height / 2);
// Define clickable area
ctx.beginPath();
ctx.rect(x, y, width, height);
// Draw focus ring, if appropriate
ctx.drawFocusIfNeeded(el);
}
```
#### Result
{{EmbedLiveSample('Managing_button_focus', 700, 180)}}
## Specifications
{{Specifications}}
## Browser compatibility
{{Compat}}
## See also
- The interface defining this method: {{domxref("CanvasRenderingContext2D")}}
| 0 |
data/mdn-content/files/en-us/web/api/canvasrenderingcontext2d | data/mdn-content/files/en-us/web/api/canvasrenderingcontext2d/wordspacing/index.md | ---
title: "CanvasRenderingContext2D: wordSpacing property"
short-title: wordSpacing
slug: Web/API/CanvasRenderingContext2D/wordSpacing
page-type: web-api-instance-property
browser-compat: api.CanvasRenderingContext2D.wordSpacing
---
{{APIRef}}
The **`CanvasRenderingContext2D.wordSpacing`** property of the [Canvas API](/en-US/docs/Web/API/Canvas_API) specifies the spacing between words when drawing text.
This corresponds to the CSS [`word-spacing`](/en-US/docs/Web/CSS/word-spacing) property.
## Value
The word spacing as a string in the CSS {{cssxref("length")}} data format.
The default is `0px`.
The property can be used to get or set the spacing.
The property value will remain unchanged if set to an invalid/unparsable value.
## Examples
In this example we display the text "Hello World" three times, using the `wordSpacing` property to modify the spacing in each case.
The spacing is also displayed for each case, using the value of the property.
### HTML
```html
<canvas id="canvas" width="700"></canvas>
```
### JavaScript
```js
const canvas = document.getElementById("canvas");
const ctx = canvas.getContext("2d");
ctx.font = "30px serif";
// Default word spacing
ctx.fillText(`Hello world (default: ${ctx.wordSpacing})`, 10, 40);
// Custom word spacing: 10px
ctx.wordSpacing = "10px";
ctx.fillText(`Hello world (${ctx.wordSpacing})`, 10, 90);
// Custom word spacing: 30px
ctx.wordSpacing = "30px";
ctx.fillText(`Hello world (${ctx.wordSpacing})`, 10, 140);
```
### Result
{{ EmbedLiveSample('Examples', 700, 180) }}
## Specifications
{{Specifications}}
## Browser compatibility
{{Compat}}
## See also
- {{domxref("CanvasRenderingContext2D.letterSpacing")}}
| 0 |
data/mdn-content/files/en-us/web/api/canvasrenderingcontext2d | data/mdn-content/files/en-us/web/api/canvasrenderingcontext2d/rect/index.md | ---
title: "CanvasRenderingContext2D: rect() method"
short-title: rect()
slug: Web/API/CanvasRenderingContext2D/rect
page-type: web-api-instance-method
browser-compat: api.CanvasRenderingContext2D.rect
---
{{APIRef}}
The
**`CanvasRenderingContext2D.rect()`**
method of the Canvas 2D API adds a rectangle to the current path.
Like other methods that modify the current path, this method does not directly render
anything. To draw the rectangle onto a canvas, you can use the
{{domxref("CanvasRenderingContext2D.fill", "fill()")}} or
{{domxref("CanvasRenderingContext2D.stroke", "stroke()")}} methods.
> **Note:** To both create and render a rectangle in one step, use the
> {{domxref("CanvasRenderingContext2D.fillRect", "fillRect()")}} or
> {{domxref("CanvasRenderingContext2D.strokeRect", "strokeRect()")}} methods.
## Syntax
```js-nolint
rect(x, y, width, height)
```
The `rect()` method creates a rectangular path whose starting point is at
`(x, y)` and whose size is specified by `width` and
`height`.
### Parameters
- `x`
- : The x-axis coordinate of the rectangle's starting point.
- `y`
- : The y-axis coordinate of the rectangle's starting point.
- `width`
- : The rectangle's width. Positive values are to the right, and negative to the left.
- `height`
- : The rectangle's height. Positive values are down, and negative are up.
### Return value
None ({{jsxref("undefined")}}).
## Examples
### Drawing a rectangle
This example creates a rectangular path using the `rect()` method. The path
is then rendered using the `fill()` method.
#### HTML
```html
<canvas id="canvas"></canvas>
```
#### JavaScript
The rectangle's corner is located at (10, 20). It has a width of 150 and a height of
100\.
```js
const canvas = document.getElementById("canvas");
const ctx = canvas.getContext("2d");
ctx.rect(10, 20, 150, 100);
ctx.fill();
```
#### Result
{{ EmbedLiveSample('Drawing_a_rectangle', 700, 180) }}
## Specifications
{{Specifications}}
## Browser compatibility
{{Compat}}
## See also
- The interface defining this method: {{domxref("CanvasRenderingContext2D")}}
- {{domxref("CanvasRenderingContext2D.fillRect")}}
- {{domxref("CanvasRenderingContext2D.strokeRect()")}}
- {{domxref("CanvasRenderingContext2D.fill()")}}
- {{domxref("CanvasRenderingContext2D.stroke()")}}
| 0 |
data/mdn-content/files/en-us/web/api/canvasrenderingcontext2d | data/mdn-content/files/en-us/web/api/canvasrenderingcontext2d/closepath/index.md | ---
title: "CanvasRenderingContext2D: closePath() method"
short-title: closePath()
slug: Web/API/CanvasRenderingContext2D/closePath
page-type: web-api-instance-method
browser-compat: api.CanvasRenderingContext2D.closePath
---
{{APIRef}}
The
**`CanvasRenderingContext2D.closePath()`**
method of the Canvas 2D API attempts to add a straight line from the current point to
the start of the current sub-path. If the shape has already been closed or has only one
point, this function does nothing.
This method doesn't draw anything to the canvas directly. You can render the path using
the {{domxref("CanvasRenderingContext2D.stroke()", "stroke()")}} or
{{domxref("CanvasRenderingContext2D.fill()", "fill()")}} methods.
## Syntax
```js-nolint
closePath()
```
### Parameters
None.
### Return value
None ({{jsxref("undefined")}}).
## Examples
### Closing a triangle
This example creates the first two (diagonal) sides of a triangle using the
`lineTo()` method. After that, the triangle's base is created with the
`closePath()` method, which automatically connects the shape's first and last
points.
#### HTML
```html
<canvas id="canvas"></canvas>
```
#### JavaScript
The triangle's corners are at (20, 140), (120, 10), and (220, 140).
```js
const canvas = document.getElementById("canvas");
const ctx = canvas.getContext("2d");
ctx.beginPath();
ctx.moveTo(20, 140); // Move pen to bottom-left corner
ctx.lineTo(120, 10); // Line to top corner
ctx.lineTo(220, 140); // Line to bottom-right corner
ctx.closePath(); // Line to bottom-left corner
ctx.stroke();
```
#### Result
{{ EmbedLiveSample('Closing_a_triangle', 700, 180) }}
### Closing just one sub-path
This example draws a smiley face consisting of three disconnected sub-paths.
> **Note:** Although `closePath()` is called after all the arcs have been
> created, only the last arc (sub-path) gets closed.
#### HTML
```html
<canvas id="canvas"></canvas>
```
#### JavaScript
The first two arcs create the face's eyes. The last arc creates the mouth.
```js
const canvas = document.getElementById("canvas");
const ctx = canvas.getContext("2d");
ctx.beginPath();
ctx.arc(240, 20, 40, 0, Math.PI);
ctx.moveTo(100, 20);
ctx.arc(60, 20, 40, 0, Math.PI);
ctx.moveTo(215, 80);
ctx.arc(150, 80, 65, 0, Math.PI);
ctx.closePath();
ctx.lineWidth = 6;
ctx.stroke();
```
#### Result
{{ EmbedLiveSample('Closing_just_one_sub-path', 700, 180) }}
## Specifications
{{Specifications}}
## Browser compatibility
{{Compat}}
## See also
- The interface defining this method: {{domxref("CanvasRenderingContext2D")}}
- {{domxref("CanvasRenderingContext2D.beginPath()")}}
| 0 |
data/mdn-content/files/en-us/web/api/canvasrenderingcontext2d | data/mdn-content/files/en-us/web/api/canvasrenderingcontext2d/save/index.md | ---
title: "CanvasRenderingContext2D: save() method"
short-title: save()
slug: Web/API/CanvasRenderingContext2D/save
page-type: web-api-instance-method
browser-compat: api.CanvasRenderingContext2D.save
---
{{APIRef}}
The
**`CanvasRenderingContext2D.save()`**
method of the Canvas 2D API saves the entire state of the canvas by pushing the current
state onto a stack.
### The drawing state
The drawing state that gets saved onto a stack consists of:
- The current transformation matrix.
- The current clipping region.
- The current dash list.
- The current values of the following attributes:
{{domxref("CanvasRenderingContext2D.strokeStyle", "strokeStyle")}},
{{domxref("CanvasRenderingContext2D.fillStyle", "fillStyle")}},
{{domxref("CanvasRenderingContext2D.globalAlpha", "globalAlpha")}},
{{domxref("CanvasRenderingContext2D.lineWidth", "lineWidth")}},
{{domxref("CanvasRenderingContext2D.lineCap", "lineCap")}},
{{domxref("CanvasRenderingContext2D.lineJoin", "lineJoin")}},
{{domxref("CanvasRenderingContext2D.miterLimit", "miterLimit")}},
{{domxref("CanvasRenderingContext2D.lineDashOffset", "lineDashOffset")}},
{{domxref("CanvasRenderingContext2D.shadowOffsetX", "shadowOffsetX")}},
{{domxref("CanvasRenderingContext2D.shadowOffsetY", "shadowOffsetY")}},
{{domxref("CanvasRenderingContext2D.shadowBlur", "shadowBlur")}},
{{domxref("CanvasRenderingContext2D.shadowColor", "shadowColor")}},
{{domxref("CanvasRenderingContext2D.globalCompositeOperation",
"globalCompositeOperation")}}, {{domxref("CanvasRenderingContext2D.font", "font")}},
{{domxref("CanvasRenderingContext2D.textAlign", "textAlign")}},
{{domxref("CanvasRenderingContext2D.textBaseline", "textBaseline")}},
{{domxref("CanvasRenderingContext2D.direction", "direction")}},
{{domxref("CanvasRenderingContext2D.imageSmoothingEnabled",
"imageSmoothingEnabled")}}.
## Syntax
```js-nolint
save()
```
### Parameters
None.
### Return value
None ({{jsxref("undefined")}}).
## Examples
### Saving the drawing state
This example uses the `save()` method to save the current state and
`restore()` to restore it later, so that you are able to draw a rect with the
current state later.
#### HTML
```html
<canvas id="canvas"></canvas>
```
#### JavaScript
```js
const canvas = document.getElementById("canvas");
const ctx = canvas.getContext("2d");
// Save the current state
ctx.save();
ctx.fillStyle = "green";
ctx.fillRect(10, 10, 100, 100);
// Restore to the state saved by the most recent call to save()
ctx.restore();
ctx.fillRect(150, 40, 100, 100);
```
#### Result
{{ EmbedLiveSample('Saving_the_drawing_state', 700, 180) }}
## Specifications
{{Specifications}}
## Browser compatibility
{{Compat}}
## See also
- The interface defining this method: {{domxref("CanvasRenderingContext2D")}}
- {{domxref("CanvasRenderingContext2D.restore()")}}
| 0 |
data/mdn-content/files/en-us/web/api/canvasrenderingcontext2d | data/mdn-content/files/en-us/web/api/canvasrenderingcontext2d/settransform/index.md | ---
title: "CanvasRenderingContext2D: setTransform() method"
short-title: setTransform()
slug: Web/API/CanvasRenderingContext2D/setTransform
page-type: web-api-instance-method
browser-compat: api.CanvasRenderingContext2D.setTransform
---
{{APIRef}}
The
**`CanvasRenderingContext2D.setTransform()`**
method of the Canvas 2D API resets (overrides) the current transformation to the
identity matrix, and then invokes a transformation described by the arguments of this
method. This lets you scale, rotate, translate (move), and skew the context.
> **Note:** See also the {{domxref("CanvasRenderingContext2D.transform()", "transform()")}} method; instead of overriding the current transform matrix, it
> multiplies it with a given one.
## Syntax
```js-nolint
setTransform(a, b, c, d, e, f)
setTransform(matrix)
```
The transformation matrix is described by: <math><semantics><mrow><mo>[</mo>
<mtable columnalign="center center center" rowspacing="0.5ex"><mtr><mtd><mi>a</mi>
</mtd><mtd><mi>c</mi>
</mtd><mtd><mi>e</mi>
</mtd></mtr><mtr><mtd><mi>b</mi>
</mtd><mtd><mi>d</mi>
</mtd><mtd><mi>f</mi>
</mtd></mtr><mtr><mtd><mn>0</mn>
</mtd><mtd><mn>0</mn>
</mtd><mtd><mn>1</mn>
</mtd></mtr></mtable><mo>]</mo>
</mrow><annotation encoding="TeX">\left[ \begin{array}{ccc} a & c & e \\ b & d
& f \\ 0 & 0 & 1 \end{array} \right]</annotation></semantics></math>
This transformation matrix gets multiplied on the left of a column vector representing each point being drawn on the canvas, to produce the final coordinate used on the canvas.
### Parameters
`setTransform()` has two types of parameter that it can accept. The older
type consists of several parameters representing the individual components of the
transformation matrix to set:
- `a` (`m11`)
- : The cell in the first row and first column of the matrix.
- `b` (`m12`)
- : The cell in the second row and first column of the matrix.
- `c` (`m21`)
- : The cell in the first row and second column of the matrix.
- `d` (`m22`)
- : The cell in the second row and second column of the matrix.
- `e` (`m41`)
- : The cell in the first row and third column of the matrix.
- `f` (`m42`)
- : The cell in the second row and third column of the matrix.
Alternatively, you can pass a single parameter which is an object containing the values above as properties. The parameter names are the property keys, and if two synonymous names are both present (e.g. `m11` and `a`), they must be the same number value, or a {{jsxref("TypeError")}} will be thrown. Using the object form allows omitting some parameters — `a` and `d` default to `1`, while the rest default to `0`.
If a point originally had coordinates <math><semantics><mrow><mo>(</mo><mi>x</mi><mo>,</mo><mi>y</mi><mo>)</mo></mrow><annotation encoding="TeX">(x, y)</annotation></semantics></math>, then after the transformation it will have coordinates <math><semantics><mrow><mo>(</mo><mi>a</mi><mi>x</mi><mo>+</mo><mi>c</mi><mi>y</mi><mo>+</mo><mi>e</mi><mo>,</mo><mi>b</mi><mi>x</mi><mo>+</mo><mi>d</mi><mi>y</mi><mo>+</mo><mi>f</mi><mo>)</mo></mrow><annotation encoding="TeX">(ax + cy + e, bx + dy + f)</annotation></semantics></math>. This means:
- `e` and `f` control the horizontal and vertical translation of the context.
- When `b` and `c` are `0`, `a` and `d` control the horizontal and vertical scaling of the context.
- When `a` and `d` are `1`, `b` and `c` control the horizontal and vertical skewing of the context.
### Return value
None ({{jsxref("undefined")}}).
## Examples
### Skewing a shape
This example skews a rectangle both vertically (`.2`) and horizontally
(`.8`). Scaling and translation remain unchanged.
#### HTML
```html
<canvas id="canvas"></canvas>
```
#### JavaScript
```js
const canvas = document.getElementById("canvas");
const ctx = canvas.getContext("2d");
ctx.setTransform(1, 0.2, 0.8, 1, 0, 0);
ctx.fillRect(0, 0, 100, 100);
```
#### Result
{{ EmbedLiveSample('Skewing_a_shape', 700, 180) }}
### Retrieving and passing a DOMMatrix object
In the following example, we have two {{htmlelement("canvas")}} elements. We apply a
transform to the first one's context using the first type of `setTransform()`
and draw a square on it, then retrieve the matrix from it using
{{domxref("CanvasRenderingContext2D.getTransform()")}}.
We then apply the retrieved matrix directly to the second canvas context by passing the
`DOMMatrix` object directly to `setTransform()` (i.e. the second
type), and draw a circle on it.
#### HTML
```html
<!-- First canvas (ctx1) -->
<canvas width="240"></canvas>
<!-- Second canvas (ctx2) -->
<canvas width="240"></canvas>
```
#### CSS
```css
canvas {
border: 1px solid black;
}
```
#### JavaScript
```js
const canvases = document.querySelectorAll("canvas");
const ctx1 = canvases[0].getContext("2d");
const ctx2 = canvases[1].getContext("2d");
ctx1.setTransform(1, 0.2, 0.8, 1, 0, 0);
ctx1.fillRect(25, 25, 50, 50);
let storedTransform = ctx1.getTransform();
console.log(storedTransform);
ctx2.setTransform(storedTransform);
ctx2.beginPath();
ctx2.arc(50, 50, 50, 0, 2 * Math.PI);
ctx2.fill();
```
#### Result
{{ EmbedLiveSample('Retrieving_and_passing_a_DOMMatrix_object', "100%", 180) }}
## Specifications
{{Specifications}}
## Browser compatibility
{{Compat}}
## See also
- The interface defining this method: {{domxref("CanvasRenderingContext2D")}}
- {{domxref("CanvasRenderingContext2D.transform()")}}
| 0 |
data/mdn-content/files/en-us/web/api/canvasrenderingcontext2d | data/mdn-content/files/en-us/web/api/canvasrenderingcontext2d/miterlimit/index.md | ---
title: "CanvasRenderingContext2D: miterLimit property"
short-title: miterLimit
slug: Web/API/CanvasRenderingContext2D/miterLimit
page-type: web-api-instance-property
browser-compat: api.CanvasRenderingContext2D.miterLimit
---
{{APIRef}}
The **`CanvasRenderingContext2D.miterLimit`** property of the
Canvas 2D API sets the miter limit ratio.
> **Note:** For more info about miters, see [Applying styles and color](/en-US/docs/Web/API/Canvas_API/Tutorial/Applying_styles_and_colors) in the [Canvas tutorial](/en-US/docs/Web/API/Canvas_API/Tutorial).
## Value
A number specifying the miter limit ratio, in coordinate space units. Zero, negative, {{jsxref("Infinity")}}, and {{jsxref("NaN")}} values are ignored. The default value is `10.0`.
## Examples
### Using the `miterLimit` property
See the chapter [Applying styles and color](/en-US/docs/Web/API/Canvas_API/Tutorial/Applying_styles_and_colors#a_demo_of_the_miterlimit_property) in the [Canvas tutorial](/en-US/docs/Web/API/Canvas_API/Tutorial) for more information.
## Specifications
{{Specifications}}
## Browser compatibility
{{Compat}}
## See also
- The interface defining this property: {{domxref("CanvasRenderingContext2D")}}
- {{domxref("CanvasRenderingContext2D.lineCap")}}
- {{domxref("CanvasRenderingContext2D.lineJoin")}}
| 0 |
data/mdn-content/files/en-us/web/api/canvasrenderingcontext2d | data/mdn-content/files/en-us/web/api/canvasrenderingcontext2d/putimagedata/index.md | ---
title: "CanvasRenderingContext2D: putImageData() method"
short-title: putImageData()
slug: Web/API/CanvasRenderingContext2D/putImageData
page-type: web-api-instance-method
browser-compat: api.CanvasRenderingContext2D.putImageData
---
{{APIRef}}
The **`CanvasRenderingContext2D.putImageData()`**
method of the Canvas 2D API paints data from the given {{domxref("ImageData")}} object
onto the canvas. If a dirty rectangle is provided, only the pixels from that rectangle
are painted. This method is not affected by the canvas transformation matrix.
> **Note:** Image data can be retrieved from a canvas using the
> {{domxref("CanvasRenderingContext2D.getImageData()", "getImageData()")}} method.
You can find more information about `putImageData()` and general
manipulation of canvas contents in the article [Pixel manipulation with canvas](/en-US/docs/Web/API/Canvas_API/Tutorial/Pixel_manipulation_with_canvas).
## Syntax
```js-nolint
putImageData(imageData, dx, dy)
putImageData(imageData, dx, dy, dirtyX, dirtyY, dirtyWidth, dirtyHeight)
```
### Parameters
- `imageData`
- : An {{domxref("ImageData")}} object containing the array of pixel values.
- `dx`
- : Horizontal position (x coordinate) at which to place the image data in the
destination canvas.
- `dy`
- : Vertical position (y coordinate) at which to place the image data in the destination
canvas.
- `dirtyX` {{optional_inline}}
- : Horizontal position (x coordinate) of the top-left corner from which the image data
will be extracted. Defaults to `0`.
- `dirtyY` {{optional_inline}}
- : Vertical position (y coordinate) of the top-left corner from which the image data
will be extracted. Defaults to `0`.
- `dirtyWidth` {{optional_inline}}
- : Width of the rectangle to be painted. Defaults to the width of the image data.
- `dirtyHeight` {{optional_inline}}
- : Height of the rectangle to be painted. Defaults to the height of the image data.
### Return value
None ({{jsxref("undefined")}}).
### Exceptions
- `NotSupportedError` {{domxref("DOMException")}}
- : Thrown if any of the arguments is infinite.
- `InvalidStateError` {{domxref("DOMException")}}
- : Thrown if the `ImageData` object's data has been detached.
## Examples
### Understanding putImageData
To understand what this algorithm does under the hood, here is an implementation on top
of {{domxref("CanvasRenderingContext2D.fillRect()")}}.
#### HTML
```html
<canvas id="canvas"></canvas>
```
#### JavaScript
```js
const canvas = document.getElementById("canvas");
const ctx = canvas.getContext("2d");
function putImageData(
ctx,
imageData,
dx,
dy,
dirtyX,
dirtyY,
dirtyWidth,
dirtyHeight,
) {
const data = imageData.data;
const height = imageData.height;
const width = imageData.width;
dirtyX = dirtyX || 0;
dirtyY = dirtyY || 0;
dirtyWidth = dirtyWidth !== undefined ? dirtyWidth : width;
dirtyHeight = dirtyHeight !== undefined ? dirtyHeight : height;
const limitBottom = dirtyY + dirtyHeight;
const limitRight = dirtyX + dirtyWidth;
for (let y = dirtyY; y < limitBottom; y++) {
for (let x = dirtyX; x < limitRight; x++) {
const pos = y * width + x;
ctx.fillStyle = `rgb(${data[pos * 4 + 0]} ${data[pos * 4 + 1]}
${data[pos * 4 + 2]} / ${data[pos * 4 + 3] / 255})`;
ctx.fillRect(x + dx, y + dy, 1, 1);
}
}
}
// Draw content onto the canvas
ctx.fillRect(0, 0, 100, 100);
// Create an ImageData object from it
const imagedata = ctx.getImageData(0, 0, 100, 100);
// use the putImageData function that illustrates how putImageData works
putImageData(ctx, imagedata, 150, 0, 50, 50, 25, 25);
```
#### Result
{{ EmbedLiveSample('Understanding_putImageData', 700, 180) }}
### Data loss due to browser optimization
> **Warning:** Due to the lossy nature of converting to and from premultiplied alpha color values,
> pixels that have just been set using `putImageData()` might be returned to
> an equivalent `getImageData()` as different values.
#### JavaScript
```js
const canvas = document.createElement("canvas");
canvas.width = 1;
canvas.height = 1;
const context = canvas.getContext("2d");
const imgData = context.getImageData(0, 0, canvas.width, canvas.height);
const pixels = imgData.data;
pixels[0 + 0] = 1;
pixels[0 + 1] = 127;
pixels[0 + 2] = 255;
pixels[0 + 3] = 1;
console.log("before:", pixels);
context.putImageData(imgData, 0, 0);
const imgData2 = context.getImageData(0, 0, canvas.width, canvas.height);
const pixels2 = imgData2.data;
console.log("after:", pixels2);
```
The output might look like:
```plain
before: Uint8ClampedArray(4) [ 1, 127, 255, 1 ]
after: Uint8ClampedArray(4) [ 255, 255, 255, 1 ]
```
## Specifications
{{Specifications}}
## Browser compatibility
{{Compat}}
## See also
- The interface defining this method: {{domxref("CanvasRenderingContext2D")}}
- {{domxref("ImageData")}} object
- {{domxref("CanvasRenderingContext2D.getImageData()")}}
- [Pixel manipulation with canvas](/en-US/docs/Web/API/Canvas_API/Tutorial/Pixel_manipulation_with_canvas)
| 0 |
data/mdn-content/files/en-us/web/api/canvasrenderingcontext2d | data/mdn-content/files/en-us/web/api/canvasrenderingcontext2d/moveto/index.md | ---
title: "CanvasRenderingContext2D: moveTo() method"
short-title: moveTo()
slug: Web/API/CanvasRenderingContext2D/moveTo
page-type: web-api-instance-method
browser-compat: api.CanvasRenderingContext2D.moveTo
---
{{APIRef}}
The
**`CanvasRenderingContext2D.moveTo()`**
method of the Canvas 2D API begins a new sub-path at the point specified by the given
`(x, y)` coordinates.
## Syntax
```js-nolint
moveTo(x, y)
```
### Parameters
- `x`
- : The x-axis (horizontal) coordinate of the point.
- `y`
- : The y-axis (vertical) coordinate of the point.
### Return value
None ({{jsxref("undefined")}}).
## Examples
### Creating multiple sub-paths
This example uses `moveTo()` to create two sub-paths within a single path.
Both sub-paths are then rendered with a single `stroke()` call.
#### HTML
```html
<canvas id="canvas"></canvas>
```
#### JavaScript
The first line begins at (50, 50) and ends at (200, 50). The second line begins at (50,
90\) and ends at (280, 120).
```js
const canvas = document.getElementById("canvas");
const ctx = canvas.getContext("2d");
ctx.beginPath();
ctx.moveTo(50, 50); // Begin first sub-path
ctx.lineTo(200, 50);
ctx.moveTo(50, 90); // Begin second sub-path
ctx.lineTo(280, 120);
ctx.stroke();
```
#### Result
{{ EmbedLiveSample('Creating_multiple_sub-paths', 700, 180) }}
## Specifications
{{Specifications}}
## Browser compatibility
{{Compat}}
## See also
- The interface defining this method: {{domxref("CanvasRenderingContext2D")}}
- {{domxref("CanvasRenderingContext2D.lineTo()")}}
- {{domxref("CanvasRenderingContext2D.stroke()")}}
| 0 |
data/mdn-content/files/en-us/web/api/canvasrenderingcontext2d | data/mdn-content/files/en-us/web/api/canvasrenderingcontext2d/fillrect/index.md | ---
title: "CanvasRenderingContext2D: fillRect() method"
short-title: fillRect()
slug: Web/API/CanvasRenderingContext2D/fillRect
page-type: web-api-instance-method
browser-compat: api.CanvasRenderingContext2D.fillRect
---
{{APIRef}}
The
**`CanvasRenderingContext2D.fillRect()`**
method of the Canvas 2D API draws a rectangle that is filled according to the current
{{domxref("CanvasRenderingContext2D.fillStyle", "fillStyle")}}.
This method draws directly to the canvas without modifying the current path, so any
subsequent {{domxref("CanvasRenderingContext2D.fill()", "fill()")}} or
{{domxref("CanvasRenderingContext2D.stroke()", "stroke()")}} calls will have no effect
on it.
## Syntax
```js-nolint
fillRect(x, y, width, height)
```
The `fillRect()` method draws a filled rectangle whose starting point is at
`(x, y)` and whose size is specified by `width` and
`height`. The fill style is determined by the current `fillStyle`
attribute.
### Parameters
- `x`
- : The x-axis coordinate of the rectangle's starting point.
- `y`
- : The y-axis coordinate of the rectangle's starting point.
- `width`
- : The rectangle's width. Positive values are to the right, and negative to the left.
- `height`
- : The rectangle's height. Positive values are down, and negative are up.
### Return value
None ({{jsxref("undefined")}}).
## Examples
### A simple filled rectangle
This example draws a filled green rectangle using the `fillRect()` method.
#### HTML
```html
<canvas id="canvas"></canvas>
```
#### JavaScript
The rectangle's top-left corner is at (20, 10). It has a width of 150 and a height of
100\.
```js
const canvas = document.getElementById("canvas");
const ctx = canvas.getContext("2d");
ctx.fillStyle = "green";
ctx.fillRect(20, 10, 150, 100);
```
#### Result
{{ EmbedLiveSample('A_simple_filled_rectangle', 700, 180) }}
### Filling the whole canvas
This code snippet fills the entire canvas with a rectangle. This is often useful for
creating a background, on top of which other things may then be drawn. To achieve this,
the dimensions of the rectangle are set to equal the {{HtmlElement("canvas")}} element's
`width` and `height` attributes.
```js
const canvas = document.getElementById("canvas");
const ctx = canvas.getContext("2d");
ctx.fillRect(0, 0, canvas.width, canvas.height);
```
## Specifications
{{Specifications}}
## Browser compatibility
{{Compat}}
## See also
- The interface defining this method: {{domxref("CanvasRenderingContext2D")}}
- {{domxref("CanvasRenderingContext2D.fillStyle")}}
- {{domxref("CanvasRenderingContext2D.clearRect()")}}
- {{domxref("CanvasRenderingContext2D.strokeRect()")}}
| 0 |
data/mdn-content/files/en-us/web/api/canvasrenderingcontext2d | data/mdn-content/files/en-us/web/api/canvasrenderingcontext2d/letterspacing/index.md | ---
title: "CanvasRenderingContext2D: letterSpacing property"
short-title: letterSpacing
slug: Web/API/CanvasRenderingContext2D/letterSpacing
page-type: web-api-instance-property
browser-compat: api.CanvasRenderingContext2D.letterSpacing
---
{{APIRef}}
The **`CanvasRenderingContext2D.letterSpacing`** property of the [Canvas API](/en-US/docs/Web/API/Canvas_API) specifies the spacing between letters when drawing text.
This corresponds to the CSS [`letter-spacing`](/en-US/docs/Web/CSS/letter-spacing) property.
## Value
The letter spacing as a string in the CSS {{cssxref("length")}} data format.
The default is `0px`.
The property can be used to get or set the spacing.
The property value will remain unchanged if set to an invalid/unparsable value.
## Examples
In this example we display the text "Hello World" three times, using the `letterSpacing` property to modify the letter spacing in each case.
The spacing is also displayed for each case, using the value of the property.
### HTML
```html
<canvas id="canvas" width="700"></canvas>
```
### JavaScript
```js
const canvas = document.getElementById("canvas");
const ctx = canvas.getContext("2d");
ctx.font = "30px serif";
// Default letter spacing
ctx.fillText(`Hello world (default: ${ctx.letterSpacing})`, 10, 40);
// Custom letter spacing: 10px
ctx.letterSpacing = "10px";
ctx.fillText(`Hello world (${ctx.letterSpacing})`, 10, 90);
// Custom letter spacing: 20px
ctx.letterSpacing = "20px";
ctx.fillText(`Hello world (${ctx.letterSpacing})`, 10, 140);
```
### Result
{{ EmbedLiveSample('Examples', 700, 180) }}
## Specifications
{{Specifications}}
## Browser compatibility
{{Compat}}
## See also
- {{domxref("CanvasRenderingContext2D.wordSpacing")}}
| 0 |
data/mdn-content/files/en-us/web/api/canvasrenderingcontext2d | data/mdn-content/files/en-us/web/api/canvasrenderingcontext2d/strokerect/index.md | ---
title: "CanvasRenderingContext2D: strokeRect() method"
short-title: strokeRect()
slug: Web/API/CanvasRenderingContext2D/strokeRect
page-type: web-api-instance-method
browser-compat: api.CanvasRenderingContext2D.strokeRect
---
{{APIRef}}
The
**`CanvasRenderingContext2D.strokeRect()`**
method of the Canvas 2D API draws a rectangle that is stroked (outlined) according to
the current {{domxref("CanvasRenderingContext2D.strokeStyle", "strokeStyle")}} and other
context settings.
This method draws directly to the canvas without modifying the current path, so any
subsequent {{domxref("CanvasRenderingContext2D.fill()", "fill()")}} or
{{domxref("CanvasRenderingContext2D.stroke()", "stroke()")}} calls will have no effect
on it.
## Syntax
```js-nolint
strokeRect(x, y, width, height)
```
The `strokeRect()` method draws a stroked rectangle whose starting point is
at `(x, y)` and whose size is specified by `width` and
`height`.
### Parameters
- `x`
- : The x-axis coordinate of the rectangle's starting point.
- `y`
- : The y-axis coordinate of the rectangle's starting point.
- `width`
- : The rectangle's width. Positive values are to the right, and negative to the left.
- `height`
- : The rectangle's height. Positive values are down, and negative are up.
### Return value
None ({{jsxref("undefined")}}).
## Examples
### A simple stroked rectangle
This example draws a rectangle with a green outline using the `strokeRect()`
method.
#### HTML
```html
<canvas id="canvas"></canvas>
```
#### JavaScript
The rectangle's top-left corner is at (20, 10). It has a width of 160 and a height of
100\.
```js
const canvas = document.getElementById("canvas");
const ctx = canvas.getContext("2d");
ctx.strokeStyle = "green";
ctx.strokeRect(20, 10, 160, 100);
```
#### Result
{{ EmbedLiveSample('A_simple_stroked_rectangle', 700, 180) }}
### Applying various context settings
This example draws a rectangle with a drop shadow and thick, beveled outlines.
#### HTML
```html
<canvas id="canvas"></canvas>
```
#### JavaScript
```js
const canvas = document.getElementById("canvas");
const ctx = canvas.getContext("2d");
ctx.shadowColor = "#d53";
ctx.shadowBlur = 20;
ctx.lineJoin = "bevel";
ctx.lineWidth = 15;
ctx.strokeStyle = "#38f";
ctx.strokeRect(30, 30, 160, 90);
```
#### Result
{{ EmbedLiveSample('Applying_various_context_settings', 700, 180) }}
## Specifications
{{Specifications}}
## Browser compatibility
{{Compat}}
## See also
- The interface defining this method: {{domxref("CanvasRenderingContext2D")}}
- {{domxref("CanvasRenderingContext2D.strokeStyle")}}
- {{domxref("CanvasRenderingContext2D.clearRect()")}}
- {{domxref("CanvasRenderingContext2D.fillRect()")}}
| 0 |
data/mdn-content/files/en-us/web/api/canvasrenderingcontext2d | data/mdn-content/files/en-us/web/api/canvasrenderingcontext2d/ispointinstroke/index.md | ---
title: "CanvasRenderingContext2D: isPointInStroke() method"
short-title: isPointInStroke()
slug: Web/API/CanvasRenderingContext2D/isPointInStroke
page-type: web-api-instance-method
browser-compat: api.CanvasRenderingContext2D.isPointInStroke
---
{{APIRef}}
The
**`CanvasRenderingContext2D.isPointInStroke()`**
method of the Canvas 2D API reports whether or not the specified point is inside the
area contained by the stroking of a path.
## Syntax
```js-nolint
isPointInStroke(x, y)
isPointInStroke(path, x, y)
```
### Parameters
- `x`
- : The x-axis coordinate of the point to check.
- `y`
- : The y-axis coordinate of the point to check.
- `path`
- : A {{domxref("Path2D")}} path to check against. If unspecified, the current path is
used.
### Return value
- A boolean value
- : A Boolean, which is `true` if the point is inside the area contained by
the stroking of a path, otherwise `false`.
## Examples
### Checking a point in the current path
This example uses the `isPointInStroke()` method to check if a point is
within the area of the current path's stroke.
#### HTML
```html
<canvas id="canvas"></canvas>
<p>In stroke: <code id="result">false</code></p>
```
#### JavaScript
```js
const canvas = document.getElementById("canvas");
const ctx = canvas.getContext("2d");
const result = document.getElementById("result");
ctx.rect(10, 10, 100, 100);
ctx.stroke();
result.innerText = ctx.isPointInStroke(50, 10);
```
#### Result
{{ EmbedLiveSample('Checking_a_point_in_the_current_path', 700, 220) }}
### Checking a point in the specified path
Whenever you move the mouse, this example checks whether the cursor is in the stroke of
an elliptical `Path2D` path. If yes, the ellipse's stroke becomes green,
otherwise it is red.
#### HTML
```html
<canvas id="canvas"></canvas>
```
#### JavaScript
```js
const canvas = document.getElementById("canvas");
const ctx = canvas.getContext("2d");
// Create ellipse
const ellipse = new Path2D();
ellipse.ellipse(150, 75, 40, 60, Math.PI * 0.25, 0, 2 * Math.PI);
ctx.lineWidth = 25;
ctx.strokeStyle = "red";
ctx.fill(ellipse);
ctx.stroke(ellipse);
// Listen for mouse moves
canvas.addEventListener("mousemove", (event) => {
// Check whether point is inside ellipse's stroke
const isPointInStroke = ctx.isPointInStroke(
ellipse,
event.offsetX,
event.offsetY,
);
ctx.strokeStyle = isPointInStroke ? "green" : "red";
// Draw ellipse
ctx.clearRect(0, 0, canvas.width, canvas.height);
ctx.fill(ellipse);
ctx.stroke(ellipse);
});
```
#### Result
{{ EmbedLiveSample('Checking_a_point_in_the_specified_path', 700, 180) }}
## Specifications
{{Specifications}}
## Browser compatibility
{{Compat}}
## See also
- The interface defining this method: {{domxref("CanvasRenderingContext2D")}}
| 0 |
data/mdn-content/files/en-us/web/api/canvasrenderingcontext2d | data/mdn-content/files/en-us/web/api/canvasrenderingcontext2d/stroke/index.md | ---
title: "CanvasRenderingContext2D: stroke() method"
short-title: stroke()
slug: Web/API/CanvasRenderingContext2D/stroke
page-type: web-api-instance-method
browser-compat: api.CanvasRenderingContext2D.stroke
---
{{APIRef}}
The
**`CanvasRenderingContext2D.stroke()`**
method of the Canvas 2D API strokes (outlines) the current or given path with the
current stroke style.
Strokes are aligned to the center of a path; in other words, half of the stroke is
drawn on the inner side, and half on the outer side.
The stroke is drawn using the [non-zero winding rule](https://en.wikipedia.org/wiki/Nonzero-rule), which
means that path intersections will still get filled.
## Syntax
```js-nolint
stroke()
stroke(path)
```
### Parameters
- `path`
- : A {{domxref("Path2D")}} path to stroke.
### Return value
None ({{jsxref("undefined")}}).
## Examples
### A simple stroked rectangle
This example creates a rectangle using the `rect()` method, and then draws
it to the canvas using `stroke()`.
#### HTML
```html
<canvas id="canvas"></canvas>
```
#### JavaScript
```js
const canvas = document.getElementById("canvas");
const ctx = canvas.getContext("2d");
ctx.rect(10, 10, 150, 100);
ctx.stroke();
```
#### Result
{{ EmbedLiveSample('A_simple_stroked_rectangle', 700, 180) }}
### Re-stroking paths
Typically, you'll want to call {{domxref("CanvasRenderingContext2D.beginPath()",
"beginPath()")}} for each new thing you want to stroke. If you don't, the previous
sub-paths will remain part of the current path, and get stroked every time you call the
`stroke()` method. In some cases, however, this may be the desired effect.
#### HTML
```html
<canvas id="canvas"></canvas>
```
#### JavaScript
This code strokes the first path three times, the second path two times, and the third
path only once.
```js
const canvas = document.getElementById("canvas");
const ctx = canvas.getContext("2d");
// First sub-path
ctx.lineWidth = 26;
ctx.strokeStyle = "orange";
ctx.moveTo(20, 20);
ctx.lineTo(160, 20);
ctx.stroke();
// Second sub-path
ctx.lineWidth = 14;
ctx.strokeStyle = "green";
ctx.moveTo(20, 80);
ctx.lineTo(220, 80);
ctx.stroke();
// Third sub-path
ctx.lineWidth = 4;
ctx.strokeStyle = "pink";
ctx.moveTo(20, 140);
ctx.lineTo(280, 140);
ctx.stroke();
```
#### Result
{{ EmbedLiveSample('Re-stroking_paths', 700, 180) }}
### Stroking and filling
If you want to both stroke and fill a path, the order in which you perform these
actions will determine the result. In this example, the square on the left is drawn with
the stroke on top of the fill. The square on the right is drawn with the fill on top of
the stroke.
#### HTML
```html
<canvas id="canvas"></canvas>
```
#### JavaScript
```js
const canvas = document.getElementById("canvas");
const ctx = canvas.getContext("2d");
ctx.lineWidth = 16;
ctx.strokeStyle = "red";
// Stroke on top of fill
ctx.beginPath();
ctx.rect(25, 25, 100, 100);
ctx.fill();
ctx.stroke();
// Fill on top of stroke
ctx.beginPath();
ctx.rect(175, 25, 100, 100);
ctx.stroke();
ctx.fill();
```
#### Result
{{ EmbedLiveSample('Stroking_and_filling', 700, 180) }}
## Specifications
{{Specifications}}
## Browser compatibility
{{Compat}}
## See also
- The interface defining this method: {{domxref("CanvasRenderingContext2D")}}
| 0 |
data/mdn-content/files/en-us/web/api/canvasrenderingcontext2d | data/mdn-content/files/en-us/web/api/canvasrenderingcontext2d/textbaseline/index.md | ---
title: "CanvasRenderingContext2D: textBaseline property"
short-title: textBaseline
slug: Web/API/CanvasRenderingContext2D/textBaseline
page-type: web-api-instance-property
browser-compat: api.CanvasRenderingContext2D.textBaseline
---
{{APIRef}}
The
**`CanvasRenderingContext2D.textBaseline`**
property of the Canvas 2D API specifies the current text baseline used when drawing
text.
## Value
Possible values:
- `"top"`
- : The text baseline is the top of the em square.
- `"hanging"`
- : The text baseline is the hanging baseline. (Used by Tibetan and other Indic
scripts.)
- `"middle"`
- : The text baseline is the middle of the em square.
- `"alphabetic"`
- : The text baseline is the normal alphabetic baseline. Default value.
- `"ideographic"`
- : The text baseline is the ideographic baseline; this is the bottom of the body of the
characters, if the main body of characters protrudes beneath the alphabetic baseline.
(Used by Chinese, Japanese, and Korean scripts.)
- `"bottom"`
- : The text baseline is the bottom of the bounding box. This differs from the
ideographic baseline in that the ideographic baseline doesn't consider descenders.
The default value is `"alphabetic"`.
## Examples
### Comparison of property values
This example demonstrates the various `textBaseline` property values.
#### HTML
```html
<canvas id="canvas" width="550" height="500"></canvas>
```
#### JavaScript
```js
const canvas = document.getElementById("canvas");
const ctx = canvas.getContext("2d");
const baselines = [
"top",
"hanging",
"middle",
"alphabetic",
"ideographic",
"bottom",
];
ctx.font = "36px serif";
ctx.strokeStyle = "red";
baselines.forEach((baseline, index) => {
ctx.textBaseline = baseline;
const y = 75 + index * 75;
ctx.beginPath();
ctx.moveTo(0, y + 0.5);
ctx.lineTo(550, y + 0.5);
ctx.stroke();
ctx.fillText(`Abcdefghijklmnop (${baseline})`, 0, y);
});
```
#### Result
{{ EmbedLiveSample('Comparison_of_property_values', 700, 550) }}
### Comparison of property values on the same line
As with the previous example, this example demonstrates the various `textBaseline` property values, but in this case with all of them lined up horizontally along the same line — to make it easier to see how they differ from each other.
#### HTML
```html
<canvas id="canvas" width="724" height="160"></canvas>
```
#### JavaScript
```js
const canvas = document.getElementById("canvas");
const ctx = canvas.getContext("2d");
const baselines = [
"top",
"hanging",
"middle",
"alphabetic",
"ideographic",
"bottom",
];
ctx.font = "20px serif";
ctx.strokeStyle = "red";
ctx.beginPath();
ctx.moveTo(0, 100);
ctx.lineTo(840, 100);
ctx.moveTo(0, 55);
ctx.stroke();
baselines.forEach((baseline, index) => {
ctx.save();
ctx.textBaseline = baseline;
let x = index * 120 + 10;
ctx.fillText("Abcdefghijk", x, 100);
ctx.restore();
ctx.fillText(baseline, x + 5, 50);
});
```
#### Result
{{ EmbedLiveSample('Comparison of property values on the same line', 900, 200) }}
## Specifications
{{Specifications}}
## Browser compatibility
{{Compat}}
## See also
- The interface defining this property: {{domxref("CanvasRenderingContext2D")}}
| 0 |
data/mdn-content/files/en-us/web/api/canvasrenderingcontext2d | data/mdn-content/files/en-us/web/api/canvasrenderingcontext2d/createradialgradient/index.md | ---
title: "CanvasRenderingContext2D: createRadialGradient() method"
short-title: createRadialGradient()
slug: Web/API/CanvasRenderingContext2D/createRadialGradient
page-type: web-api-instance-method
browser-compat: api.CanvasRenderingContext2D.createRadialGradient
---
{{APIRef}}
The
**`CanvasRenderingContext2D.createRadialGradient()`**
method of the Canvas 2D API creates a radial gradient using the size and coordinates of
two circles.
This method returns a {{domxref("CanvasGradient")}}. To be applied to a shape, the
gradient must first be assigned to the {{domxref("CanvasRenderingContext2D.fillStyle",
"fillStyle")}} or {{domxref("CanvasRenderingContext2D.strokeStyle", "strokeStyle")}}
properties.
> **Note:** Gradient coordinates are global, i.e., relative to the current
> coordinate space. When applied to a shape, the coordinates are NOT relative to the
> shape's coordinates.
## Syntax
```js-nolint
createRadialGradient(x0, y0, r0, x1, y1, r1)
```
The `createRadialGradient()` method is specified by six parameters, three
defining the gradient's start circle, and three defining the end circle.
### Parameters
- `x0`
- : The x-axis coordinate of the start circle.
- `y0`
- : The y-axis coordinate of the start circle.
- `r0`
- : The radius of the start circle. Must be non-negative and finite.
- `x1`
- : The x-axis coordinate of the end circle.
- `y1`
- : The y-axis coordinate of the end circle.
- `r1`
- : The radius of the end circle. Must be non-negative and finite.
### Return value
A radial {{domxref("CanvasGradient")}} initialized with the two specified circles.
### Exceptions
- `NotSupportedError` {{domxref("DOMException")}}
- : Thrown when non-finite values are passed in parameter.
- `IndexSizeError` {{domxref("DOMException")}}
- : Thrown when a negative radius is passed in parameter.
## Examples
### Filling a rectangle with a radial gradient
This example initializes a radial gradient using the
`createRadialGradient()` method. Three color stops between the gradient's two
circles are then created. Finally, the gradient is assigned to the canvas context, and
is rendered to a filled rectangle.
#### HTML
```html
<canvas id="canvas" width="200" height="200"></canvas>
```
#### JavaScript
```js
const canvas = document.getElementById("canvas");
const ctx = canvas.getContext("2d");
// Create a radial gradient
// The inner circle is at x=110, y=90, with radius=30
// The outer circle is at x=100, y=100, with radius=70
const gradient = ctx.createRadialGradient(110, 90, 30, 100, 100, 70);
// Add three color stops
gradient.addColorStop(0, "pink");
gradient.addColorStop(0.9, "white");
gradient.addColorStop(1, "green");
// Set the fill style and draw a rectangle
ctx.fillStyle = gradient;
ctx.fillRect(20, 20, 160, 160);
```
#### Result
{{ EmbedLiveSample('Filling_a_rectangle_with_a_radial_gradient', 700, 240) }}
## Specifications
{{Specifications}}
## Browser compatibility
{{Compat}}
## See also
- The interface defining this method: {{domxref("CanvasRenderingContext2D")}}
- {{domxref("CanvasRenderingContext2D.createLinearGradient()")}}
- {{domxref("CanvasRenderingContext2D.createConicGradient()")}}
| 0 |
data/mdn-content/files/en-us/web/api/canvasrenderingcontext2d | data/mdn-content/files/en-us/web/api/canvasrenderingcontext2d/fontkerning/index.md | ---
title: "CanvasRenderingContext2D: fontKerning property"
short-title: fontKerning
slug: Web/API/CanvasRenderingContext2D/fontKerning
page-type: web-api-instance-property
browser-compat: api.CanvasRenderingContext2D.fontKerning
---
{{APIRef}}
The **`CanvasRenderingContext2D.fontKerning`** property of the [Canvas API](/en-US/docs/Web/API/Canvas_API) specifies how font kerning information is used.
Kerning adjusts how adjacent letters are spaced in a proportional font, allowing them to edge into each other's visual area if there is space available.
For example, in well-kerned fonts, the characters `AV`, `Ta` and `We` nest together and make character spacing more uniform and pleasant to read than the equivalent text without kerning.
The property corresponds to the [`font-kerning`](/en-US/docs/Web/CSS/font-kerning) CSS property.
## Value
The property can be used to get or set the value.
Allowed values are:
- `auto`
- : The browser determines whether font kerning should be used or not.
For example, some browsers will disable kerning on small fonts, since applying it could harm the readability of text.
- `normal`
- : Font kerning information stored in the font must be applied.
- `none`
- : Font kerning information stored in the font is disabled.
## Examples
In this example we display the text "AVA Ta We" using each of the supported values of the `textRendering` property.
### HTML
```html
<canvas id="canvas" width="700" height="140"></canvas>
```
### JavaScript
```js
const canvas = document.getElementById("canvas");
const ctx = canvas.getContext("2d");
ctx.font = "30px serif";
// Default (auto)
ctx.fillText(`AVA Ta We (default: ${ctx.fontKerning})`, 5, 30);
// Font kerning: normal
ctx.fontKerning = "normal";
ctx.fillText(`AVA Ta We (${ctx.fontKerning})`, 5, 70);
// Font kerning: none
ctx.fontKerning = "none";
ctx.fillText(`AVA Ta We (${ctx.fontKerning})`, 5, 110);
```
### Result
Note that the last string has font kerning disabled, so adjacent characters are evenly spread.
{{ EmbedLiveSample('Examples', 700, 150) }}
## Specifications
{{Specifications}}
## Browser compatibility
{{Compat}}
| 0 |
data/mdn-content/files/en-us/web/api/canvasrenderingcontext2d | data/mdn-content/files/en-us/web/api/canvasrenderingcontext2d/transform/index.md | ---
title: "CanvasRenderingContext2D: transform() method"
short-title: transform()
slug: Web/API/CanvasRenderingContext2D/transform
page-type: web-api-instance-method
browser-compat: api.CanvasRenderingContext2D.transform
---
{{APIRef}}
The
**`CanvasRenderingContext2D.transform()`**
method of the Canvas 2D API multiplies the current transformation with the matrix
described by the arguments of this method. This lets you scale, rotate, translate
(move), and skew the context.
> **Note:** See also the
> {{domxref("CanvasRenderingContext2D.setTransform()", "setTransform()")}} method, which
> resets the current transform to the identity matrix and then invokes
> `transform()`.
## Syntax
```js-nolint
transform(a, b, c, d, e, f)
```
The transformation matrix is described by: <math><semantics><mrow><mo>[</mo>
<mtable columnalign="center center center" rowspacing="0.5ex"><mtr><mtd><mi>a</mi>
</mtd><mtd><mi>c</mi>
</mtd><mtd><mi>e</mi>
</mtd></mtr><mtr><mtd><mi>b</mi>
</mtd><mtd><mi>d</mi>
</mtd><mtd><mi>f</mi>
</mtd></mtr><mtr><mtd><mn>0</mn>
</mtd><mtd><mn>0</mn>
</mtd><mtd><mn>1</mn>
</mtd></mtr></mtable><mo>]</mo>
</mrow><annotation encoding="TeX">\left[ \begin{array}{ccc} a & c & e \\ b & d
& f \\ 0 & 0 & 1 \end{array} \right]</annotation></semantics></math>
### Parameters
- `a` (`m11`)
- : The cell in the first row and first column of the matrix.
- `b` (`m12`)
- : The cell in the second row and first column of the matrix.
- `c` (`m21`)
- : The cell in the first row and second column of the matrix.
- `d` (`m22`)
- : The cell in the second row and second column of the matrix.
- `e` (`m41`)
- : The cell in the first row and third column of the matrix.
- `f` (`m42`)
- : The cell in the second row and third column of the matrix.
If a point originally had coordinates <math><semantics><mrow><mo>(</mo><mi>x</mi><mo>,</mo><mi>y</mi><mo>)</mo></mrow><annotation encoding="TeX">(x, y)</annotation></semantics></math>, then after the transformation it will have coordinates <math><semantics><mrow><mo>(</mo><mi>a</mi><mi>x</mi><mo>+</mo><mi>c</mi><mi>y</mi><mo>+</mo><mi>e</mi><mo>,</mo><mi>b</mi><mi>x</mi><mo>+</mo><mi>d</mi><mi>y</mi><mo>+</mo><mi>f</mi><mo>)</mo></mrow><annotation encoding="TeX">(ax + cy + e, bx + dy + f)</annotation></semantics></math>. This means:
- `e` and `f` control the horizontal and vertical translation of the context.
- When `b` and `c` are `0`, `a` and `d` control the horizontal and vertical scaling of the context.
- When `a` and `d` are `1`, `b` and `c` control the horizontal and vertical skewing of the context.
### Return value
None ({{jsxref("undefined")}}).
## Examples
### Skewing a shape
This example skews a rectangle both vertically (`.2`) and horizontally
(`.8`). Scaling and translation remain unchanged.
#### HTML
```html
<canvas id="canvas"></canvas>
```
#### JavaScript
```js
const canvas = document.getElementById("canvas");
const ctx = canvas.getContext("2d");
ctx.transform(1, 0.2, 0.8, 1, 0, 0);
ctx.fillRect(0, 0, 100, 100);
```
#### Result
{{ EmbedLiveSample('Skewing_a_shape', 700, 180) }}
## Specifications
{{Specifications}}
## Browser compatibility
{{Compat}}
## See also
- The interface defining this method: {{domxref("CanvasRenderingContext2D")}}
- {{domxref("CanvasRenderingContext2D.setTransform()")}}
| 0 |
data/mdn-content/files/en-us/web/api/canvasrenderingcontext2d | data/mdn-content/files/en-us/web/api/canvasrenderingcontext2d/shadowoffsetx/index.md | ---
title: "CanvasRenderingContext2D: shadowOffsetX property"
short-title: shadowOffsetX
slug: Web/API/CanvasRenderingContext2D/shadowOffsetX
page-type: web-api-instance-property
browser-compat: api.CanvasRenderingContext2D.shadowOffsetX
---
{{APIRef}}
The
**`CanvasRenderingContext2D.shadowOffsetX`**
property of the Canvas 2D API specifies the distance that shadows will be offset
horizontally.
> **Note:** Shadows are only drawn if the
> {{domxref("CanvasRenderingContext2D.shadowColor", "shadowColor")}} property is set to
> a non-transparent value. One of the {{domxref("CanvasRenderingContext2D.shadowBlur", "shadowBlur")}}, `shadowOffsetX`, or
> {{domxref("CanvasRenderingContext2D.shadowOffsetY", "shadowOffsetY")}} properties must
> be non-zero, as well.
## Value
A float specifying the distance that shadows will be offset horizontally. Positive values are to the right, and negative to the left. The default value is `0` (no horizontal offset). {{jsxref("Infinity")}} and {{jsxref("NaN")}} values are ignored.
## Examples
### Moving a shadow horizontally
This example adds a blurred shadow to a rectangle. The
{{domxref("CanvasRenderingContext2D.shadowColor", "shadowColor")}} property sets its
color, `shadowOffsetX` sets its offset 25 units to the right, and
{{domxref("CanvasRenderingContext2D.shadowBlur", "shadowBlur")}} gives it a blur level
of 10.
#### HTML
```html
<canvas id="canvas"></canvas>
```
#### JavaScript
```js
const canvas = document.getElementById("canvas");
const ctx = canvas.getContext("2d");
// Shadow
ctx.shadowColor = "red";
ctx.shadowOffsetX = 25;
ctx.shadowBlur = 10;
// Rectangle
ctx.fillStyle = "blue";
ctx.fillRect(20, 20, 150, 100);
```
#### Result
{{ EmbedLiveSample('Moving_a_shadow_horizontally', 700, 180) }}
## Specifications
{{Specifications}}
## Browser compatibility
{{Compat}}
## See also
- The interface defining this property: {{domxref("CanvasRenderingContext2D")}}
- {{domxref("CanvasRenderingContext2D.shadowOffsetY")}}
- {{domxref("CanvasRenderingContext2D.shadowColor")}}
- {{domxref("CanvasRenderingContext2D.shadowBlur")}}
| 0 |
data/mdn-content/files/en-us/web/api/canvasrenderingcontext2d | data/mdn-content/files/en-us/web/api/canvasrenderingcontext2d/createconicgradient/index.md | ---
title: "CanvasRenderingContext2D: createConicGradient() method"
short-title: createConicGradient()
slug: Web/API/CanvasRenderingContext2D/createConicGradient
page-type: web-api-instance-method
browser-compat: api.CanvasRenderingContext2D.createConicGradient
---
{{APIRef}}
The **`CanvasRenderingContext2D.createConicGradient()`** method of the Canvas 2D API creates a gradient around a point with given coordinates.
This method returns a conic {{domxref("CanvasGradient")}}. To be applied to a shape, the gradient must first be assigned to the {{domxref("CanvasRenderingContext2D.fillStyle", "fillStyle")}} or {{domxref("CanvasRenderingContext2D.strokeStyle", "strokeStyle")}} properties.
> **Note:** Gradient coordinates are global, i.e., relative to the current coordinate space. When applied to a shape, the coordinates are NOT relative to the shape's coordinates.
## Syntax
```js-nolint
createConicGradient(startAngle, x, y)
```
### Parameters
- `startAngle`
- : The angle at which to begin the gradient, in radians. The angle starts from a line going horizontally right from the center, and proceeds clockwise.
- `x`
- : The x-axis coordinate of the center of the gradient.
- `y`
- : The y-axis coordinate of the center of the gradient.
### Return value
- {{domxref("CanvasGradient")}}
- : A conic `CanvasGradient`.
## Examples
### Filling a rectangle with a conic gradient
This example initializes a conic gradient using the `createConicGradient()` method. Five color stops between around the center coordinate are then created. Finally, the gradient is assigned to the canvas context, and is rendered to a filled rectangle.
#### HTML
```html
<canvas id="canvas" width="240" height="240"></canvas>
```
#### JavaScript
```js
const canvas = document.getElementById("canvas");
const ctx = canvas.getContext("2d");
// Create a conic gradient
// The start angle is 0
// The center position is 100, 100
const gradient = ctx.createConicGradient(0, 100, 100);
// Add five color stops
gradient.addColorStop(0, "red");
gradient.addColorStop(0.25, "orange");
gradient.addColorStop(0.5, "yellow");
gradient.addColorStop(0.75, "green");
gradient.addColorStop(1, "blue");
// Set the fill style and draw a rectangle
ctx.fillStyle = gradient;
ctx.fillRect(20, 20, 200, 200);
```
#### Rectangle result
{{ EmbedLiveSample('Filling_a_rectangle_with_a_conic_gradient', 240, 240) }}
## Specifications
{{Specifications}}
## Browser compatibility
{{Compat}}
## See also
- The interface defining this method: {{domxref("CanvasRenderingContext2D")}}
- {{domxref("CanvasGradient")}}
- {{domxref("CanvasRenderingContext2D.createLinearGradient()")}}
- {{domxref("CanvasRenderingContext2D.createRadialGradient()")}}
| 0 |
data/mdn-content/files/en-us/web/api/canvasrenderingcontext2d | data/mdn-content/files/en-us/web/api/canvasrenderingcontext2d/arcto/index.md | ---
title: "CanvasRenderingContext2D: arcTo() method"
short-title: arcTo()
slug: Web/API/CanvasRenderingContext2D/arcTo
page-type: web-api-instance-method
browser-compat: api.CanvasRenderingContext2D.arcTo
---
{{APIRef}}
The **`CanvasRenderingContext2D.arcTo()`** method of the Canvas 2D API adds a circular arc to the current sub-path, using the given control points and radius.
The arc is automatically connected to the path's latest point with a straight line if necessary, for example if the starting point and control points are in a line.
This method is commonly used for making rounded corners.
> **Note:** You may get unexpected results when using a
> relatively large radius: the arc's connecting line will go in whatever direction it
> must to meet the specified radius.
## Syntax
```js-nolint
arcTo(x1, y1, x2, y2, radius)
```
### Parameters
- `x1`
- : The x-axis coordinate of the first control point.
- `y1`
- : The y-axis coordinate of the first control point.
- `x2`
- : The x-axis coordinate of the second control point.
- `y2`
- : The y-axis coordinate of the second control point.
- `radius`
- : The arc's radius. Must be non-negative.
#### Usage notes
Assume <em>P<sub>0</sub></em> is the point on the path when `arcTo()` is called, <em>P<sub>1</sub></em> = (`x1`, `y1`) and <em>P<sub>2</sub></em> = (`x2`, `y2`) are the first and second control points, respectively, and _r_ is the `radius` specified in the call:
- If _r_ is negative, an `IndexSizeError` [exception](#exceptions) is raised.
- If _r_ is 0, `arcTo()` behaves as if <em>P<sub>0</sub></em>, <em>P<sub>1</sub></em>, and <em>P<sub>2</sub></em> are collinear (in a line).
- In the case of all of the points being collinear, a line from <em>P<sub>0</sub></em> to <em>P<sub>1</sub></em> is drawn unless the points <em>P<sub>0</sub></em> and <em>P<sub>1</sub></em> are coincident (having the same coordinates), in which case nothing is drawn.
These conditions can be created in the [Constructing an arcTo() path](#constructing_an_arcto_path) example below to see the results.
### Return value
None ({{jsxref("undefined")}}).
### Exceptions
- `IndexSizeError` {{domxref("DOMException")}}
- : Thrown if `radius` is a negative value.
## Examples
### How `arcTo()` works
One way to think about `arcTo()` is to imagine two straight segments: one
from the starting point to a first control point, and another from there to a second
control point. Without `arcTo()`, these two segments would form a sharp
corner: `arcTo()` creates a circular arc at this corner and smooths it
out. In other words, the arc is tangential to both segments.
#### HTML
```html
<canvas id="canvas"></canvas>
```
#### JavaScript
```js
const canvas = document.getElementById("canvas");
const ctx = canvas.getContext("2d");
// Tangential lines
ctx.beginPath();
ctx.strokeStyle = "gray";
ctx.moveTo(200, 20);
ctx.lineTo(200, 130);
ctx.lineTo(50, 20);
ctx.stroke();
// Arc
ctx.beginPath();
ctx.strokeStyle = "black";
ctx.lineWidth = 5;
ctx.moveTo(200, 20);
ctx.arcTo(200, 130, 50, 20, 40);
ctx.stroke();
// Start point
ctx.beginPath();
ctx.fillStyle = "blue";
ctx.arc(200, 20, 5, 0, 2 * Math.PI);
ctx.fill();
// Control points
ctx.beginPath();
ctx.fillStyle = "red";
ctx.arc(200, 130, 5, 0, 2 * Math.PI); // Control point one
ctx.arc(50, 20, 5, 0, 2 * Math.PI); // Control point two
ctx.fill();
```
#### Result
In this example, the path created by `arcTo()` is **thick and
black**. Tangent lines are gray, control points are red, and the start point is blue.
{{ EmbedLiveSample('How_arcTo_works', 315, 170) }}
### Creating a rounded corner
This example creates a rounded corner using `arcTo()`. This is one of the
method's most common uses.
#### HTML
```html
<canvas id="canvas"></canvas>
```
#### JavaScript
The arc begins at the point specified by `moveTo()`: (230, 20). It is shaped
to fit control points at (90, 130) and (20, 20), and has a radius of 50. The
`lineTo()` method connects the arc to (20, 20) with a straight line. Note
that the arc's second control point and the point specified by `lineTo()` are
the same, which produces a totally smooth corner.
```js
const canvas = document.getElementById("canvas");
const ctx = canvas.getContext("2d");
const p0 = { x: 230, y: 20 };
const p1 = { x: 90, y: 130 };
const p2 = { x: 20, y: 20 };
const labelPoint = (p) => {
const offset = 10;
ctx.fillText(`(${p.x},${p.y})`, p.x + offset, p.y + offset);
};
ctx.beginPath();
ctx.lineWidth = 4;
ctx.font = "1em sans-serif";
ctx.moveTo(p0.x, p0.y);
ctx.arcTo(p1.x, p1.y, p2.x, p2.y, 50);
ctx.lineTo(p2.x, p2.y);
labelPoint(p0);
labelPoint(p1);
labelPoint(p2);
ctx.stroke();
```
#### Result
{{ EmbedLiveSample('Creating_a_rounded_corner', 315, 165) }}
### Result of a large radius
If you use a relatively large radius, the arc may appear in a place you didn't expect.
In this example, the arc's connecting line goes above, instead of below, the coordinate
specified by `moveTo()`. This happens because the radius is too large for the
arc to fit entirely below the starting point.
#### HTML
```html
<canvas id="canvas"></canvas>
```
#### JavaScript
```js
const canvas = document.getElementById("canvas");
const ctx = canvas.getContext("2d");
ctx.beginPath();
ctx.moveTo(180, 90);
ctx.arcTo(180, 130, 110, 130, 130);
ctx.lineTo(110, 130);
ctx.stroke();
```
#### Result
{{ EmbedLiveSample('Result_of_a_large_radius', 315, 165) }}
### Constructing an arcTo() path
The demo shows the semi-infinite lines and circle with center _C_ tangent
to the lines at <em>T<sub>1</sub></em> and <em>T<sub>2</sub></em> used to
determine the path rendered by `arcTo()`.
Note that `arcTo` will create a straight line from <em>P<sub>0</sub></em>
to <em>P<sub>1</sub></em> when all points are in a line. Additionally,
nothing is drawn by `arcTo` if <em>P<sub>0</sub></em> and
<em>P<sub>1</sub></em> have the same coordinates.
Besides being able to set the arc radius with the slider, the initial point
<em>P<sub>0</sub></em> and control points <em>P<sub>1</sub></em> and
<em>P<sub>2</sub></em> can be moved by dragging them with the mouse with the
left button down. The numeric values can also be edited, and the arrow keys
can be used to change an underlined element that is in focus.
```html hidden
<div>
<label for="arc-radius">arc radius <em>r</em></label>
<input name="arc-radius" type="range" id="radius-slider" min="0" />
<label
for="arc-radius"
id="value-r"
class="input"
contenteditable="true"></label>
</div>
<div>
<span id="value-P0" class="input" tabindex="0">
<em>P<sub>0</sub></em>
</span>
= (<span id="value-P0x" class="input" contenteditable="true"></span>,
<span id="value-P0y" class="input" contenteditable="true"></span>)
<span id="value-P1" class="input" tabindex="0">
<em>P<sub>1</sub></em>
</span>
= (<span id="value-P1x" class="input" contenteditable="true"></span>,
<span id="value-P1y" class="input" contenteditable="true"></span>)
<span id="value-P2" class="input" tabindex="0">
<em>P<sub>2</sub></em>
</span>
= (<span id="value-P2x" class="input" contenteditable="true"></span>,
<span id="value-P2y" class="input" contenteditable="true"></span>)
</div>
<canvas id="canvas"></canvas>
<div>
<em>T<sub>1</sub></em> = <span id="value-T1"></span>
</div>
<div>
<em>T<sub>2</sub></em> = <span id="value-T2"></span>
</div>
<div><em>C</em> = <span id="value-C"></span></div>
<script>
/* arcTo() demo
* Note: there are browser issues at least in Chrome regarding cursor
* updates. See
* https://stackoverflow.com/questions/37462132/update-mouse-cursor-without-moving-mouse-with-changed-css-cursor-property
*
* Cursor problems were also seen when text was selected before entering
* the canvas. Additional tests which may appear to be redundant in the
* code minimized these issues.
*/
"use strict";
/* Parameters for demo */
const param = {
canvasWidth: 300, // canvas size
canvasHeight: 300,
hitDistance: 5, // mouse distance to be considered a hit
errorTolCenter: 1e-4, // limit on circle center differences
radiusMax: 250, // largest allowed radius
P0x: 50, // initial point
P0y: 50,
P1x: 275, // First control point
P1y: 150,
P2x: 50, // Second control point
P2y: 275,
radius: 75, // radius of arc
};
/* Some math for 2-D vectors */
class Math2D {
/* Create new point */
static point(x = 0, y = 0) {
return { x: x, y: y };
}
/* Create new vector */
static vector(x = 0, y = 0) {
return this.point(x, y);
}
/* Subtraction: difference = minuend - subtrahend */
static subtract(difference, minuend, subtrahend) {
difference.x = minuend.x - subtrahend.x;
difference.y = minuend.y - subtrahend.y;
}
/* Find L2 norm */
static L2(a) {
return Math.hypot(a.x, a.y);
}
/* Dot product */
static dot(a, b) {
return a.x * b.x + a.y * b.y;
}
/* Find point on line defined parametrically by
* L = P0 + t * direction */
static linePointAt(P0, t, dir) {
return this.point(P0.x + t * dir.x, P0.y + t * dir.y);
}
} /* end of class Math2D */
/* Text values allowing alternate inputs */
class TextInput {
#valueMax;
#callbackKeydown;
#callbackFocus;
/* Mutation observer to watch the focused text input */
static mo = new MutationObserver(TextInput.processInput);
static moOptions = {
subtree: true, // character data in internal node
characterData: true,
};
/* Symbol to add index information to mutation observer */
static symbolTextInput = Symbol("textInput");
/* Handler for mutations of focused text input */
static processInput(mrs, mo) {
/* Access textInput object associated with the mutations */
const textInput = mo[TextInput.symbolTextInput];
/* Find the character data mutation and update based on the input */
for (let i = 0, n = mrs.length; i < n; i++) {
const mr = mrs[i];
if (mr.type === "characterData") {
const target = mr.target;
if (target.nodeType !== 3) {
console.error(
"Mutation record type CharacterData but " +
"node type = " +
target.nodeType,
);
return;
}
/* Handle non-digits entered by parsing */
let value = parseInt(target.textContent);
value = isNaN(value) ? 0 : value;
textInput.updateFull(value);
break;
}
}
}
constructor(
idText, // id of element in document
idControl, // id of control in element, if any (radius ony)
valueMax, // allowed values from 0 to maxValue, inclusive
getStateValue, // function to get value from state object
setStateValue,
) {
// function to set value on state object
this.#valueMax = valueMax;
this.elementText = document.getElementById(idText);
this.elementControl =
idControl === null ? null : document.getElementById(idControl);
this.getStateValue = getStateValue;
this.setStateValue = setStateValue;
this.#callbackKeydown = (evt) => {
let valueInput;
switch (evt.keyCode) {
case 13: // enter -- do not allow since adds <br> nodes
evt.preventDefault();
return;
case 38: // up arrow
valueInput = Number(this.elementText.textContent) + 1;
evt.preventDefault();
break;
case 40: // down arrow
valueInput = Number(this.elementText.textContent) - 1;
evt.preventDefault();
break;
default: // ignore all others
return;
}
TextInput.mo.disconnect(); // suspend while changing value
this.updateFull(valueInput); // do update
const options = { subtree: true, characterData: true };
TextInput.mo.observe(this.elementText, TextInput.moOptions);
// observe again
};
this.#callbackFocus = (evt) => {
/* Link mutation observer to the associated text input object */
TextInput.mo[TextInput.symbolTextInput] = this;
/* Look for changes in the input.
* subtree: true needed since text is in internal node(s)
* childList: true needed since <enter> becomes a <br> node */
TextInput.mo.observe(this.elementText, TextInput.moOptions);
/* Check for up and down arrows to increment/decrement values */
this.elementText.addEventListener("keydown", this.#callbackKeydown);
/* When focus is lost, stop watching this input */
this.elementText.addEventListener("blur", () => {
this.elementText.removeEventListener(
"keydown",
this.#callbackKeydown,
);
TextInput.mo.disconnect();
});
};
this.elementText.addEventListener("focus", this.#callbackFocus);
} // end of class TextInput
/* Function to update based on input received from text input source */
updateFull(value) {
/* Clamp value in range */
if (value > this.#valueMax) {
value = this.#valueMax;
} else if (value < 0) {
value = 0;
}
/* Make consistent and update */
const valueTextPrev = this.elementText.textContent;
const valueString = String(value);
if (valueTextPrev !== valueString) {
this.elementText.textContent = valueString;
}
if (this.elementControl) {
const valueControlPrev = this.elementControl.value;
if (valueControlPrev !== valueString) {
this.elementControl.value = valueString;
}
}
const valueStatePrev = this.getStateValue();
if (valueStatePrev !== value) {
// input caused state change
this.setStateValue(value);
updateResults();
}
}
} /* end of class TextInput */
/* Given configuration parameters, initialize the state */
function initDemoState({
canvasWidth = 300,
canvasHeight = 300,
hitDistance = 5,
errorTolCenter = 1e-4,
radiusMax = 250,
P0x = 0,
P0y = 0,
P1x = 0,
P1y = 0,
P2x = 0,
P2y = 0,
radius = 0,
} = {}) {
const s = {};
s.controlPoints = [
Math2D.point(P0x, P0y),
Math2D.point(P1x, P1y),
Math2D.point(P2x, P2y),
];
s.hitDistance = hitDistance;
s.errorTolCenter = errorTolCenter;
s.canvasSize = Math2D.point(canvasWidth, canvasHeight);
if (radius > radiusMax) {
/* limit param to allowed values */
radius = radiusMax;
}
s.radius = radius;
s.radiusMax = radiusMax;
[s.haveCircle, s.P0Inf, s.P2Inf, s.T1, s.T2, s.C] = findConstruction(
s.controlPoints,
s.radius,
s.canvasSize,
s.errorTolCenter,
);
s.pointActiveIndex = -1; // no point currently active
s.pointActiveMoving = false; // Active point hovering (false) or
// moving (true)
s.mouseDelta = Math2D.point(); // offset of mouse pointer
//from point center
return s;
}
function updateResults() {
updateConstruction();
drawCanvas();
ConstructionPoints.print(state.T1, state.T2, state.C);
}
function updateConstruction() {
[state.haveCircle, state.P0Inf, state.P2Inf, state.T1, state.T2, state.C] =
findConstruction(
state.controlPoints,
state.radius,
state.canvasSize,
state.errorTolCenter,
);
}
/* Find the geometry that arcTo() uses to draw the path */
function findConstruction([P0, P1, P2], r, canvasSize, errorTolCenter) {
/* Find the center of a circle of radius r having a point T with a
* tangent in the direction d and the center on the same side of
* the tangent as dirTan. */
function findCenter(T, d, r, dirTan) {
/* Find direction of line normal to tangent line
* Taking larger value to avoid division by 0.
* a . n = 0. Set smaller component to 1 */
const dn =
Math.abs(d.x) < Math.abs(d.y)
? Math2D.point(1, -d.x / d.y)
: Math2D.point(-d.y / d.x, 1);
/* The normal may be pointing towards center or away.
* Make towards center if not */
if (Math2D.dot(dn, dirTan) < 0) {
dn.x = -dn.x;
dn.y = -dn.y;
}
/* Move a distance of the radius along line Tx + t * dn
* to get to the center of the circle */
return Math2D.linePointAt(T, r / Math2D.L2(dn), dn);
}
/* Test for coincidence. Note that points will have small integer
* coordinates, so there is no issue with checking for exact
* equality */
const dir1 = Math2D.vector(P0.x - P1.x, P0.y - P1.y); // dir line 1
if (dir1.x === 0 && dir1.y === 0) {
// P0 and P1 coincident
return [false];
}
const dir2 = Math2D.vector(P2.x - P1.x, P2.y - P1.y); // dir of line 2
if (dir2.x === 0 && dir2.y === 0) {
// P2 and P1 coincident
return [false];
}
/* Magnitudes of direction vectors defining lines */
const dir1Mag = Math2D.L2(dir1);
const dir2Mag = Math2D.L2(dir2);
/* Make direction vectors unit length */
const dir1_unit = Math2D.vector(dir1.x / dir1Mag, dir1.y / dir1Mag);
const dir2_unit = Math2D.vector(dir2.x / dir2Mag, dir2.y / dir2Mag);
/* Angle between lines -- cos angle = a.b/(|a||b|)
* Using unit vectors, so |a| = |b| = 1 */
const dp = Math2D.dot(dir1_unit, dir2_unit);
/* Test for collinearity */
if (Math.abs(dp) > 0.999999) {
/* Angle 0 or 180 degrees, or nearly so */
return [false];
}
const angle = Math.acos(Math2D.dot(dir1_unit, dir2_unit));
/* Distance to tangent points from P1 --
* (T1, P1, C) form a right triangle (T2, P1, C) same triangle.
* An angle of each triangle is half of the angle between the lines
* tan(angle/2) = r / length(P1,T1) */
const distToTangent = r / Math.tan(0.5 * angle);
/* Locate tangent points */
const T1 = Math2D.linePointAt(P1, distToTangent, dir1_unit);
const T2 = Math2D.linePointAt(P1, distToTangent, dir2_unit);
/* Center is along normal to tangent at tangent point at
* a distance equal to the radius of the circle.
* Locate center two ways. Should be equal */
const dirT2_T1 = Math2D.vector(T2.x - T1.x, T2.y - T1.y);
const dirT1_T2 = Math2D.vector(-dirT2_T1.x, -dirT2_T1.y);
const C1 = findCenter(T1, dir1_unit, r, dirT2_T1);
const C2 = findCenter(T2, dir2_unit, r, dirT1_T2);
/* Error in center calculations */
const deltaC = Math2D.vector(C2.x - C1.x, C2.y - C1.y);
if (deltaC.x * deltaC.x + deltaC.y * deltaC.y > errorTolCenter) {
console.error(
`Programming or numerical error, ` +
`P0(${P0.x},${P0.y}); ` +
`P1(${P1.x},${P1.y}); ` +
`P2(${P2.x},${P2.y}); ` +
`r=${r};`,
);
}
/* Average the center values */
const C = Math2D.point(C1.x + 0.5 * deltaC.x, C1.y + 0.5 * deltaC.y);
/* Find the "infinite values" of the two semi-infinite lines.
* As a practical consideration, anything off the canvas is
* infinite. A distance equal to the height + width of the canvas
* is assured to be sufficiently far away and has the advantage of
* being easily found. */
const distToInf = canvasSize.x + canvasSize.y;
const L1inf = Math2D.linePointAt(P1, distToInf, dir1_unit);
const L2inf = Math2D.linePointAt(P1, distToInf, dir2_unit);
return [true, L1inf, L2inf, T1, T2, C];
} /* end of function findConstruction */
/* Finds index and distance delta of first point in an array that is
* closest to the specified point or returns index of -1 if none */
function hitTestPoints(pointAt, points, hitDistance) {
const n = points.length;
const delta = Math2D.vector();
for (let i = 0; i < n; i++) {
Math2D.subtract(delta, pointAt, points[i]);
if (Math2D.L2(delta) <= hitDistance) {
return [i, delta];
}
}
return [-1]; // no hit
}
/* Handle a mouse move for either a mousemove event or mouseentry */
function doMouseMove(pointCursor, rBtnDown) {
/* Test for active move. If so, move accordingly based on the
* cursor position. The right button down flag handles the case
* where the cursor leaves the canvas with the right button down
* and enters with it up (not moving) or down (moving). It
* also helps to handle unreliable delivery of mouse events. */
if (state.pointActiveIndex >= 0 && state.pointActiveMoving && rBtnDown) {
/* A point was moving and is moving more */
moveActivePointAndUpdate(pointCursor);
return;
}
/* If there is not an active move with the right button down,
* update active state based on hit testing. Mouse events have
* been found to not be reliably delivered sometimes, particularly
* with Chrome, so the programming must handle this issue */
state.pointActiveMoving = false; // not moving
const [pointHitIndex, testDelta] = hitTestPoints(
pointCursor,
state.controlPoints,
state.hitDistance,
);
state.pointActiveIndex = pointHitIndex;
canvas.style.cursor = pointHitIndex < 0 ? "auto" : "pointer";
return;
} /* end of function doMouseMove */
class ConstructionPoints {
static #vT1 = document.getElementById("value-T1");
static #vT2 = document.getElementById("value-T2");
static #vC = document.getElementById("value-C");
static print(T1, T2, C) {
function prettyPoint(P) {
return `(${P.x}, ${P.y})`;
}
if (state.haveCircle) {
this.#vT1.textContent = prettyPoint(T1);
this.#vT2.textContent = prettyPoint(T2);
this.#vC.textContent = prettyPoint(C);
} else {
this.#vT1.textContent = "undefined";
this.#vT2.textContent = "undefined";
this.#vC.textContent = "undefined";
}
}
}
/* Move the active point, which must exist when called, to
* its new point based on the cursor location and the offset of
* the cursor to the center of the point */
function moveActivePointAndUpdate(pointCursor) {
let pointAdjusted = Math2D.point();
Math2D.subtract(pointAdjusted, pointCursor, state.mouseDelta);
/* Adjust location to keep point on canvas */
if (pointAdjusted.x < 0) {
pointAdjusted.x = 0;
} else if (pointAdjusted.x >= state.canvasSize.x) {
pointAdjusted.x = state.canvasSize.x;
}
if (pointAdjusted.y < 0) {
pointAdjusted.y = 0;
} else if (pointAdjusted.y >= state.canvasSize.y) {
pointAdjusted.y = state.canvasSize.y;
}
/* Set point */
const index = state.pointActiveIndex;
const pt = state.controlPoints[index];
let isPointChanged = false;
let indexTextInput = 1 + 2 * index;
if (pt.x !== pointAdjusted.x) {
isPointChanged = true;
pt.x = pointAdjusted.x;
textInputs[indexTextInput].elementText.textContent = pointAdjusted.x;
}
if (pt.y !== pointAdjusted.y) {
isPointChanged = true;
pt.y = pointAdjusted.y;
textInputs[indexTextInput + 1].elementText.textContent = pointAdjusted.y;
}
if (isPointChanged) {
// Update results if x or y changed
updateResults();
}
}
function drawCanvas() {
const rPoint = 4;
const colorConstruction = "#080";
const colorDragable = "#00F";
const [P0, P1, P2] = state.controlPoints;
ctx.font = "italic 14pt sans-serif";
ctx.clearRect(0, 0, canvas.width, canvas.height);
ctx.lineWidth = 1;
/* Draw construction information if present */
if (state.haveCircle) {
ctx.strokeStyle = colorConstruction;
ctx.fillStyle = colorConstruction;
ctx.setLineDash([4, 6]);
/* Draw the construction points */
const specialPoints = [state.C, state.T1, state.T2];
specialPoints.forEach((value) => {
ctx.beginPath();
ctx.arc(value.x, value.y, rPoint, 0, 2 * Math.PI);
ctx.fill();
});
/* Draw the semi-infinite lines, a radius, and the circle */
ctx.beginPath();
ctx.moveTo(state.P0Inf.x, state.P0Inf.y);
ctx.lineTo(P1.x, P1.y);
ctx.lineTo(state.P2Inf.x, state.P2Inf.y);
ctx.stroke();
ctx.beginPath();
ctx.moveTo(state.C.x, state.C.y);
ctx.lineTo(state.T1.x, state.T1.y);
ctx.stroke();
ctx.beginPath();
ctx.arc(state.C.x, state.C.y, state.radius, 0, 2 * Math.PI);
ctx.stroke();
ctx.fillStyle = "#000";
ctx.fillText("C", state.C.x, state.C.y - 15);
ctx.fillText("T\u2081", state.T1.x, state.T1.y - 15);
ctx.fillText("T\u2082", state.T2.x, state.T2.y - 15);
ctx.fillText(
" r",
0.5 * (state.T1.x + state.C.x),
0.5 * (state.T1.y + state.C.y),
);
} else {
// no circle
ctx.beginPath();
ctx.moveTo(P0.x, P0.y);
ctx.setLineDash([2, 6]);
ctx.lineTo(P1.x, P1.y);
ctx.lineTo(P2.x, P2.y);
ctx.strokeStyle = colorConstruction;
ctx.stroke();
}
/* Draw initial point and control points */
state.controlPoints.forEach((value) => {
ctx.beginPath();
ctx.arc(value.x, value.y, rPoint, 0, 2 * Math.PI);
ctx.fillStyle = colorDragable;
ctx.fill();
});
ctx.fillStyle = "#000";
ctx.fillText("P\u2080", P0.x, P0.y - 15);
ctx.fillText("P\u2081", P1.x, P1.y - 15);
ctx.fillText("P\u2082", P2.x, P2.y - 15);
/* Draw the arcTo() result */
ctx.lineWidth = 3;
ctx.beginPath();
ctx.moveTo(P0.x, P0.y);
ctx.setLineDash([]);
ctx.arcTo(P1.x, P1.y, P2.x, P2.y, state.radius);
ctx.strokeStyle = "#000";
ctx.stroke();
} /* end of function drawCanvas */
function addPointArrowMoves() {
[0, 1, 2].forEach((value) => addPointArrowMove(value));
}
/* Allow arrow key presses on the point labels to move the point in
* x and y directions */
function addPointArrowMove(indexPoint) {
const elem = document.getElementById("value-P" + indexPoint);
let indexTextInput = 2 * indexPoint + 1;
elem.addEventListener("keydown", (evt) => {
let valueNew;
let indexActive = indexTextInput;
switch (evt.keyCode) {
case 37: // left arrow -- dec x by 1
valueNew = textInputs[indexActive].getStateValue() - 1;
evt.preventDefault();
break;
case 38: // up arrow -- dec y by 1
valueNew = textInputs[++indexActive].getStateValue() - 1;
evt.preventDefault();
break;
case 39: // right arrow -- inc x by 1
valueNew = textInputs[indexActive].getStateValue() + 1;
evt.preventDefault();
break;
case 40: // down arrow -- inc y by 1
valueNew = textInputs[++indexActive].getStateValue() + 1;
evt.preventDefault();
break;
default: // ignore all others
return;
}
textInputs[indexActive].updateFull(valueNew); // do update
});
}
/* Set initial state based on parameters */
const state = initDemoState(param);
/* Radius slider update */
const controlR = document.getElementById("radius-slider");
controlR.value = state.radius; // match initial value with state
controlR.max = state.radiusMax;
controlR.addEventListener("input", (evt) => {
textInputs[0].elementText.textContent = controlR.value;
state.radius = controlR.value;
updateResults();
});
/* Create text inputs to set point locations and arc radius */
const textInputs = [
new TextInput(
"value-r",
"radius-slider",
state.radiusMax,
() => state.radius,
(value) => (state.radius = value),
),
new TextInput(
"value-P0x",
null,
state.canvasSize.x,
() => state.controlPoints[0].x,
(value) => (state.controlPoints[0].x = value),
),
new TextInput(
"value-P0y",
null,
state.canvasSize.y,
() => state.controlPoints[0].y,
(value) => (state.controlPoints[0].y = value),
),
new TextInput(
"value-P1x",
null,
state.canvasSize.x,
() => state.controlPoints[1].x,
(value) => (state.controlPoints[1].x = value),
),
new TextInput(
"value-P1y",
null,
state.canvasSize.y,
() => state.controlPoints[1].y,
(value) => (state.controlPoints[1].y = value),
),
new TextInput(
"value-P2x",
null,
state.canvasSize.x,
() => state.controlPoints[2].x,
(value) => (state.controlPoints[2].x = value),
),
new TextInput(
"value-P2y",
null,
state.canvasSize.y,
() => state.controlPoints[2].y,
(value) => (state.controlPoints[2].y = value),
),
];
/* Allow arrow keystrokes to alter point location */
addPointArrowMoves();
/* Initialize the text inputs from the associated state values */
textInputs.forEach((ti) => (ti.elementText.textContent = ti.getStateValue()));
/* Canvas setup */
const canvas = document.getElementById("canvas");
const ctx = canvas.getContext("2d");
canvas.width = state.canvasSize.x;
canvas.height = state.canvasSize.y;
/* Mouse may move a moving point, move over and hover an unhovered
* point, move across a hovered point, or move on other parts of
* the canvas */
canvas.addEventListener("mousemove", (evt) =>
doMouseMove(
Math2D.point(evt.offsetX, evt.offsetY),
(evt.buttons & 1) === 1,
),
);
/* Left mouse press on hovered point transitions to a moving point */
canvas.addEventListener("mousedown", (evt) => {
if (evt.button !== 0) {
// ignore all but left clicks
return;
}
const [pointHitIndex, testDelta] = hitTestPoints(
Math2D.point(evt.offsetX, evt.offsetY),
state.controlPoints,
state.hitDistance,
);
if (pointHitIndex < 0) {
// cursor over no point
return; // nothing to do
}
/* Cursor over (hovered) point */
state.pointActiveMoving = true; // point now moving
canvas.style.cursor = "move"; // Set to moving cursor
state.mouseDelta = testDelta; // dist of cursor from point center
});
/* Left mouse release if moving point transitions to a hovering point */
canvas.addEventListener("mouseup", (evt) => {
if (evt.button !== 0) {
// ignore all but left clicks
return;
}
/* If there was a moving point, it transitions to a hovering
* point */
if (state.pointActiveMoving) {
state.pointActiveMoving = false; // point now hovering
canvas.style.cursor = "pointer";
}
});
/* Handle case that mouse reenters canvas with point moving.
* If left button down on entry, continue move; otherwise stop
* move. May also need to adjust hovering state */
canvas.addEventListener("mouseenter", (evt) =>
doMouseMove(
Math2D.point(evt.offsetX, evt.offsetY),
(evt.buttons & 1) === 1,
),
);
drawCanvas(); // Draw initial canvas
ConstructionPoints.print(state.T1, state.T2, state.C); // output pts
</script>
```
```css hidden
label {
margin: 10px;
}
.input {
color: #00f;
text-decoration: underline;
}
#canvas {
border: 1px solid #000;
}
```
{{ EmbedLiveSample("constructing_an_arcto_path", 350, 450) }}
### Animating `arcTo()` drawing
For this example, you can play around with the arc radius to see how
the path changes. The path is drawn from the starting point _p0_ using `arcTo()` with control points
_p1_ and _p2_ and a radius that varies from 0 to the maximum radius selected with the slider.
Then a `lineTo()` call completes the path to _p2_.
#### HTML
```html
<div>
<label for="radius">Radius: </label>
<input name="radius" type="range" id="radius" min="0" max="100" value="50" />
<label for="radius" id="radius-output">50</label>
</div>
<canvas id="canvas"></canvas>
```
#### JavaScript
```js
const canvas = document.getElementById("canvas");
const ctx = canvas.getContext("2d");
const controlOut = document.getElementById("radius-output");
const control = document.getElementById("radius");
control.oninput = () => {
controlOut.textContent = radius = control.value;
};
const p1 = { x: 100, y: 100 };
const p2 = { x: 150, y: 50 };
const p3 = { x: 200, y: 100 };
let radius = control.value; // match with init control value
function labelPoint(p, offset, i = 0) {
const { x, y } = offset;
ctx.beginPath();
ctx.arc(p.x, p.y, 2, 0, Math.PI * 2);
ctx.fill();
ctx.fillText(`${i}:(${p.x}, ${p.y})`, p.x + x, p.y + y);
}
function drawPoints(points) {
points.forEach((p, i) => {
labelPoint(p, { x: 0, y: -20 }, `p${i}`);
});
}
// Draw arc
function drawArc([p0, p1, p2], r) {
ctx.beginPath();
ctx.moveTo(p0.x, p0.y);
ctx.arcTo(p1.x, p1.y, p2.x, p2.y, r);
ctx.lineTo(p2.x, p2.y);
ctx.stroke();
}
function loop(t) {
const angle = (t / 1000) % (2 * Math.PI);
const rr = Math.abs(Math.cos(angle) * radius);
ctx.clearRect(0, 0, canvas.width, canvas.height);
drawArc([p1, p2, p3], rr);
drawPoints([p1, p2, p3]);
requestAnimationFrame(loop);
}
loop(0);
```
#### Result
{{EmbedLiveSample('animating_arcto_drawing', 315, 200) }}
## Specifications
{{Specifications}}
## Browser compatibility
{{Compat}}
## See also
- The interface defining this method: {{domxref("CanvasRenderingContext2D")}}
| 0 |
data/mdn-content/files/en-us/web/api/canvasrenderingcontext2d | data/mdn-content/files/en-us/web/api/canvasrenderingcontext2d/measuretext/index.md | ---
title: "CanvasRenderingContext2D: measureText() method"
short-title: measureText()
slug: Web/API/CanvasRenderingContext2D/measureText
page-type: web-api-instance-method
browser-compat: api.CanvasRenderingContext2D.measureText
---
{{APIRef}}
The
`CanvasRenderingContext2D.measureText()`
method returns a {{domxref("TextMetrics")}} object that contains information about the
measured text (such as its width, for example).
## Syntax
```js-nolint
measureText(text)
```
### Parameters
- `text`
- : The text string to measure.
### Return value
A {{domxref("TextMetrics")}} object.
## Examples
Given this {{HTMLElement("canvas")}} element:
```html
<canvas id="canvas"></canvas>
```
… you can get a {{domxref("TextMetrics")}} object using the following code:
```js
const canvas = document.getElementById("canvas");
const ctx = canvas.getContext("2d");
let text = ctx.measureText("Hello world");
console.log(text.width); // 56;
```
## Specifications
{{Specifications}}
## Browser compatibility
{{Compat}}
## See also
- The interface defining this method: {{domxref("CanvasRenderingContext2D")}}
- {{domxref("TextMetrics")}}
| 0 |
data/mdn-content/files/en-us/web/api/canvasrenderingcontext2d | data/mdn-content/files/en-us/web/api/canvasrenderingcontext2d/setlinedash/index.md | ---
title: "CanvasRenderingContext2D: setLineDash() method"
short-title: setLineDash()
slug: Web/API/CanvasRenderingContext2D/setLineDash
page-type: web-api-instance-method
browser-compat: api.CanvasRenderingContext2D.setLineDash
---
{{APIRef}}
The **`setLineDash()`** method of the Canvas 2D API's
{{domxref("CanvasRenderingContext2D")}} interface sets the line dash pattern used when
stroking lines. It uses an array of values that specify alternating lengths of lines
and gaps which describe the pattern.
> **Note:** To return to using solid lines, set the line dash list to an
> empty array.
## Syntax
```js-nolint
setLineDash(segments)
```
### Parameters
- `segments`
- : An {{jsxref("Array")}} of numbers that specify distances to alternately draw a
line and a gap (in coordinate space units). If the number of elements in the array
is odd, the elements of the array get copied and concatenated. For example,
`[5, 15, 25]` will become `[5, 15, 25, 5, 15, 25]`. If the
array is empty, the line dash list is cleared and line strokes return to being
solid.
### Return value
None ({{jsxref("undefined")}}).
## Examples
### Basic example
This example uses the `setLineDash()` method to draw a dashed line above a
solid line.
#### HTML
```html
<canvas id="canvas"></canvas>
```
#### JavaScript
```js
const canvas = document.getElementById("canvas");
const ctx = canvas.getContext("2d");
// Dashed line
ctx.beginPath();
ctx.setLineDash([5, 15]);
ctx.moveTo(0, 50);
ctx.lineTo(300, 50);
ctx.stroke();
// Solid line
ctx.beginPath();
ctx.setLineDash([]);
ctx.moveTo(0, 100);
ctx.lineTo(300, 100);
ctx.stroke();
```
#### Result
{{ EmbedLiveSample('Basic_example', 700, 180) }}
### Some common patterns
This example illustrates a variety of common line dash patterns.
#### HTML
```html
<canvas id="canvas"></canvas>
```
#### JavaScript
The `drawDashedLine()` function created below makes the drawing of multiple
dashed lines simple. It receives a pattern array as its only parameter.
```js
function drawDashedLine(pattern) {
ctx.beginPath();
ctx.setLineDash(pattern);
ctx.moveTo(0, y);
ctx.lineTo(300, y);
ctx.stroke();
y += 20;
}
const canvas = document.getElementById("canvas");
const ctx = canvas.getContext("2d");
let y = 15;
drawDashedLine([]);
drawDashedLine([1, 1]);
drawDashedLine([10, 10]);
drawDashedLine([20, 5]);
drawDashedLine([15, 3, 3, 3]);
drawDashedLine([20, 3, 3, 3, 3, 3, 3, 3]);
drawDashedLine([12, 3, 3]); // Equals [12, 3, 3, 12, 3, 3]
```
#### Result
{{ EmbedLiveSample('Some_common_patterns', 700, 180) }}
## Specifications
{{Specifications}}
## Browser compatibility
{{Compat}}
## See also
- The interface defining this method: {{domxref("CanvasRenderingContext2D")}}
- {{domxref("CanvasRenderingContext2D.getLineDash()")}}
- {{domxref("CanvasRenderingContext2D.lineDashOffset")}}
| 0 |
data/mdn-content/files/en-us/web/api/canvasrenderingcontext2d | data/mdn-content/files/en-us/web/api/canvasrenderingcontext2d/shadowblur/index.md | ---
title: "CanvasRenderingContext2D: shadowBlur property"
short-title: shadowBlur
slug: Web/API/CanvasRenderingContext2D/shadowBlur
page-type: web-api-instance-property
browser-compat: api.CanvasRenderingContext2D.shadowBlur
---
{{APIRef}}
The
**`CanvasRenderingContext2D.shadowBlur`**
property of the Canvas 2D API specifies the amount of blur applied to shadows. The
default is `0` (no blur).
> **Note:** Shadows are only drawn if the
> {{domxref("CanvasRenderingContext2D.shadowColor", "shadowColor")}} property is set to
> a non-transparent value. One of the `shadowBlur`,
> {{domxref("CanvasRenderingContext2D.shadowOffsetX", "shadowOffsetX")}}, or
> {{domxref("CanvasRenderingContext2D.shadowOffsetY", "shadowOffsetY")}} properties must
> be non-zero, as well.
## Value
A non-negative float specifying the level of shadow blur, where `0` represents no blur and larger numbers represent increasingly more blur. This value doesn't correspond to a number of pixels, and is not affected by the current transformation matrix. The default value is `0`. Negative, {{jsxref("Infinity")}}, and {{jsxref("NaN")}} values are ignored.
## Examples
### Adding a shadow to a shape
This example adds a blurred shadow to a rectangle. The `shadowColor`
property sets its color, and `shadowBlur` sets its level of blurriness.
#### HTML
```html
<canvas id="canvas"></canvas>
```
#### JavaScript
```js
const canvas = document.getElementById("canvas");
const ctx = canvas.getContext("2d");
// Shadow
ctx.shadowColor = "red";
ctx.shadowBlur = 15;
// Rectangle
ctx.fillStyle = "blue";
ctx.fillRect(20, 20, 150, 100);
```
#### Result
{{ EmbedLiveSample('Adding_a_shadow_to_a_shape', 700, 180) }}
## Specifications
{{Specifications}}
## Browser compatibility
{{Compat}}
### WebKit/Blink-specific notes
In WebKit- and Blink-based browsers, the non-standard and deprecated method
`ctx.setShadow()` is implemented besides this property.
```js
setShadow(width, height, blur, color, alpha);
setShadow(width, height, blur, graylevel, alpha);
setShadow(width, height, blur, r, g, b, a);
setShadow(width, height, blur, c, m, y, k, a);
```
## See also
- The interface defining this property: {{domxref("CanvasRenderingContext2D")}}
- {{domxref("CanvasRenderingContext2D.shadowColor")}}
| 0 |
data/mdn-content/files/en-us/web/api/canvasrenderingcontext2d | data/mdn-content/files/en-us/web/api/canvasrenderingcontext2d/getlinedash/index.md | ---
title: "CanvasRenderingContext2D: getLineDash() method"
short-title: getLineDash()
slug: Web/API/CanvasRenderingContext2D/getLineDash
page-type: web-api-instance-method
browser-compat: api.CanvasRenderingContext2D.getLineDash
---
{{APIRef}}
The **`getLineDash()`** method of the Canvas 2D API's
{{domxref("CanvasRenderingContext2D")}} interface gets the current line dash pattern.
## Syntax
```js-nolint
getLineDash()
```
### Parameters
None.
### Return value
An {{jsxref("Array")}} of numbers that specify distances to alternately draw a line and
a gap (in coordinate space units). If the number, when setting the elements, is odd, the
elements of the array get copied and concatenated. For example, setting the line dash to
`[5, 15, 25]` will result in getting back
`[5, 15, 25, 5, 15, 25]`.
## Examples
### Getting the current line dash setting
This example demonstrates the `getLineDash()` method.
#### HTML
```html
<canvas id="canvas"></canvas>
```
#### JavaScript
As set by {{domxref("CanvasRenderingContext2D.setLineDash()", "setLineDash()")}},
strokes consist of lines that are 10 units wide, with spaces of 20 units in between each
line.
```js
const canvas = document.getElementById("canvas");
const ctx = canvas.getContext("2d");
ctx.setLineDash([10, 20]);
console.log(ctx.getLineDash()); // [10, 20]
// Draw a dashed line
ctx.beginPath();
ctx.moveTo(0, 50);
ctx.lineTo(300, 50);
ctx.stroke();
```
#### Result
{{ EmbedLiveSample('Getting_the_current_line_dash_setting', 700, 180) }}
## Specifications
{{Specifications}}
## Browser compatibility
{{Compat}}
## See also
- The interface defining this method: {{domxref("CanvasRenderingContext2D")}}
- {{domxref("CanvasRenderingContext2D.setLineDash()")}}
- {{domxref("CanvasRenderingContext2D.lineDashOffset")}}
| 0 |
data/mdn-content/files/en-us/web/api/canvasrenderingcontext2d | data/mdn-content/files/en-us/web/api/canvasrenderingcontext2d/shadowoffsety/index.md | ---
title: "CanvasRenderingContext2D: shadowOffsetY property"
short-title: shadowOffsetY
slug: Web/API/CanvasRenderingContext2D/shadowOffsetY
page-type: web-api-instance-property
browser-compat: api.CanvasRenderingContext2D.shadowOffsetY
---
{{APIRef}}
The
**`CanvasRenderingContext2D.shadowOffsetY`**
property of the Canvas 2D API specifies the distance that shadows will be offset
vertically.
> **Note:** Shadows are only drawn if the
> {{domxref("CanvasRenderingContext2D.shadowColor", "shadowColor")}} property is set to
> a non-transparent value. One of the {{domxref("CanvasRenderingContext2D.shadowBlur", "shadowBlur")}},
> {{domxref("CanvasRenderingContext2D.shadowOffsetX", "shadowOffsetX")}}, or `shadowOffsetY` properties must be non-zero, as
> well.
## Value
A float specifying the distance that shadows will be offset vertically. Positive values are down, and negative are up. The default value is `0` (no vertical offset). {{jsxref("Infinity")}} and {{jsxref("NaN")}} values are ignored.
## Examples
### Moving a shadow vertically
This example adds a blurred shadow to a rectangle. The
{{domxref("CanvasRenderingContext2D.shadowColor", "shadowColor")}} property sets its
color, `shadowOffsetY` sets its offset 25 units towards the bottom, and
{{domxref("CanvasRenderingContext2D.shadowBlur", "shadowBlur")}} gives it a blur level
of 10.
#### HTML
```html
<canvas id="canvas"></canvas>
```
#### JavaScript
```js
const canvas = document.getElementById("canvas");
const ctx = canvas.getContext("2d");
// Shadow
ctx.shadowColor = "red";
ctx.shadowOffsetY = 25;
ctx.shadowBlur = 10;
// Rectangle
ctx.fillStyle = "blue";
ctx.fillRect(20, 20, 150, 80);
```
#### Result
{{ EmbedLiveSample('Moving_a_shadow_vertically', 700, 180) }}
## Specifications
{{Specifications}}
## Browser compatibility
{{Compat}}
## See also
- The interface defining this property: {{domxref("CanvasRenderingContext2D")}}
- {{domxref("CanvasRenderingContext2D.shadowOffsetX")}}
- {{domxref("CanvasRenderingContext2D.shadowColor")}}
- {{domxref("CanvasRenderingContext2D.shadowBlur")}}
| 0 |
data/mdn-content/files/en-us/web/api/canvasrenderingcontext2d | data/mdn-content/files/en-us/web/api/canvasrenderingcontext2d/scale/index.md | ---
title: "CanvasRenderingContext2D: scale() method"
short-title: scale()
slug: Web/API/CanvasRenderingContext2D/scale
page-type: web-api-instance-method
browser-compat: api.CanvasRenderingContext2D.scale
---
{{APIRef}}
The
**`CanvasRenderingContext2D.scale()`**
method of the Canvas 2D API adds a scaling transformation to the canvas units
horizontally and/or vertically.
By default, one unit on the canvas is exactly one pixel. A scaling transformation
modifies this behavior. For instance, a scaling factor of 0.5 results in a unit size of
0.5 pixels; shapes are thus drawn at half the normal size. Similarly, a scaling factor
of 2.0 increases the unit size so that one unit becomes two pixels; shapes are thus
drawn at twice the normal size.
## Syntax
```js-nolint
scale(x, y)
```
### Parameters
- `x`
- : Scaling factor in the horizontal direction. A negative value flips pixels across the
vertical axis. A value of `1` results in no horizontal scaling.
- `y`
- : Scaling factor in the vertical direction. A negative value flips pixels across the
horizontal axis. A value of `1` results in no vertical scaling.
### Return value
None ({{jsxref("undefined")}}).
## Examples
### Scaling a shape
This example draws a scaled rectangle. A non-scaled rectangle is then drawn for
comparison.
#### HTML
```html
<canvas id="canvas"></canvas>
```
#### JavaScript
The rectangle has a specified width of 8 and a height of 20. The transformation matrix
scales it by 9x horizontally and by 3x vertically. Thus, its final size is a width of 72
and a height of 60.
Notice that its position on the canvas also changes. Since its specified corner is (10,
10\), its rendered corner becomes (90, 30).
```js
const canvas = document.getElementById("canvas");
const ctx = canvas.getContext("2d");
// Scaled rectangle
ctx.scale(9, 3);
ctx.fillStyle = "red";
ctx.fillRect(10, 10, 8, 20);
// Reset current transformation matrix to the identity matrix
ctx.setTransform(1, 0, 0, 1, 0, 0);
// Non-scaled rectangle
ctx.fillStyle = "gray";
ctx.fillRect(10, 10, 8, 20);
```
#### Result
The scaled rectangle is red, and the non-scaled rectangle is gray.
{{ EmbedLiveSample('Scaling_a_shape', 700, 180) }}
### Flipping things horizontally or vertically
You can use `scale(-1, 1)` to flip the context horizontally and
`scale(1, -1)` to flip it vertically. In this example, the words "Hello
world!" are flipped horizontally.
Note that the call to {{domxref("CanvasRenderingContext2D.fillText()", "fillText()")}}
specifies a negative x coordinate. This is to adjust for the negative scaling factor:
`-280 * -1` becomes `280`, and text is drawn leftwards from that
point.
#### HTML
```html
<canvas id="canvas"></canvas>
```
#### JavaScript
```js
const canvas = document.getElementById("canvas");
const ctx = canvas.getContext("2d");
ctx.scale(-1, 1);
ctx.font = "48px serif";
ctx.fillText("Hello world!", -280, 90);
ctx.setTransform(1, 0, 0, 1, 0, 0);
```
#### Result
{{ EmbedLiveSample('Flipping_things_horizontally_or_vertically', 700, 180) }}
## Specifications
{{Specifications}}
## Browser compatibility
{{Compat}}
## See also
- The interface defining this method: {{domxref("CanvasRenderingContext2D")}}
| 0 |
data/mdn-content/files/en-us/web/api/canvasrenderingcontext2d | data/mdn-content/files/en-us/web/api/canvasrenderingcontext2d/gettransform/index.md | ---
title: "CanvasRenderingContext2D: getTransform() method"
short-title: getTransform()
slug: Web/API/CanvasRenderingContext2D/getTransform
page-type: web-api-instance-method
browser-compat: api.CanvasRenderingContext2D.getTransform
---
{{APIRef}}
The **`CanvasRenderingContext2D.getTransform()`** method of the Canvas 2D API retrieves the current transformation matrix being applied to the context.
## Syntax
```js-nolint
getTransform()
```
### Parameters
None.
### Return value
A {{domxref("DOMMatrix")}} object.
The transformation matrix is described by: <math><semantics><mrow><mo>[</mo>
<mtable columnalign="center center center" rowspacing="0.5ex"><mtr><mtd><mi>a</mi>
</mtd><mtd><mi>c</mi>
</mtd><mtd><mi>e</mi>
</mtd></mtr><mtr><mtd><mi>b</mi>
</mtd><mtd><mi>d</mi>
</mtd><mtd><mi>f</mi>
</mtd></mtr><mtr><mtd><mn>0</mn>
</mtd><mtd><mn>0</mn>
</mtd><mtd><mn>1</mn>
</mtd></mtr></mtable><mo>]</mo>
</mrow><annotation encoding="TeX">\left[ \begin{array}{ccc} a & c & e \\ b & d
& f \\ 0 & 0 & 1 \end{array} \right]</annotation></semantics></math>
> **Note:** The returned object is not live, so updating it will not
> affect the current transformation matrix, and updating the current transformation
> matrix will not affect an already returned `DOMMatrix`.
## Examples
In the following example, we have two {{htmlelement("canvas")}} elements. We apply a
transform to the first one's context using
{{domxref("CanvasRenderingContext2D.setTransform()")}} and draw a square on it, then
retrieve the matrix from it using `getTransform()`.
We then apply the retrieved matrix directly to the second canvas context by passing the
`DOMMatrix` object directly to `setTransform()`, and draw a circle
on it.
### HTML
```html
<canvas width="240"></canvas> <canvas width="240"></canvas>
```
### CSS
```css
canvas {
border: 1px solid black;
}
```
### JavaScript
```js
const canvases = document.querySelectorAll("canvas");
const ctx1 = canvases[0].getContext("2d");
const ctx2 = canvases[1].getContext("2d");
ctx1.setTransform(1, 0.2, 0.8, 1, 0, 0);
ctx1.fillRect(25, 25, 50, 50);
let storedTransform = ctx1.getTransform();
console.log(storedTransform);
ctx2.setTransform(storedTransform);
ctx2.beginPath();
ctx2.arc(50, 50, 50, 0, 2 * Math.PI);
ctx2.fill();
```
### Result
{{ EmbedLiveSample('Examples', "100%", 180) }}
## Specifications
{{Specifications}}
## Browser compatibility
{{Compat}}
## See also
- The interface defining this method: {{domxref("CanvasRenderingContext2D")}}
- {{domxref("CanvasRenderingContext2D.transform()")}}
| 0 |
data/mdn-content/files/en-us/web/api/canvasrenderingcontext2d | data/mdn-content/files/en-us/web/api/canvasrenderingcontext2d/arc/index.md | ---
title: "CanvasRenderingContext2D: arc() method"
short-title: arc()
slug: Web/API/CanvasRenderingContext2D/arc
page-type: web-api-instance-method
browser-compat: api.CanvasRenderingContext2D.arc
---
{{APIRef}}
The
**`CanvasRenderingContext2D.arc()`**
method of the [Canvas 2D API](/en-US/docs/Web/API/CanvasRenderingContext2D) adds a circular arc to the current sub-path.
## Syntax
```js-nolint
arc(x, y, radius, startAngle, endAngle)
arc(x, y, radius, startAngle, endAngle, counterclockwise)
```
The `arc()` method creates a circular arc centered at `(x, y)`
with a radius of `radius`. The path starts at `startAngle`, ends
at `endAngle`, and travels in the direction given by
`counterclockwise` (defaulting to clockwise).
### Parameters
- `x`
- : The horizontal coordinate of the arc's center.
- `y`
- : The vertical coordinate of the arc's center.
- `radius`
- : The arc's radius. Must be positive.
- `startAngle`
- : The angle at which the arc starts in radians, measured from the positive x-axis.
- `endAngle`
- : The angle at which the arc ends in radians, measured from the positive x-axis.
- `counterclockwise` {{optional_inline}}
- : An optional boolean value. If `true`, draws the arc
counter-clockwise between the start and end angles. The default is `false`
(clockwise).
### Return value
None ({{jsxref("undefined")}}).
## Examples
### Drawing a full circle
This example draws a complete circle with the `arc()` method.
#### HTML
```html
<canvas></canvas>
```
#### JavaScript
The arc is given an x-coordinate of 100, a y-coordinate of 75, and a radius of 50. To
make a full circle, the arc begins at an angle of 0 radians (0**°**), and
ends at an angle of 2π radians (360**°**).
```js
const canvas = document.querySelector("canvas");
const ctx = canvas.getContext("2d");
ctx.beginPath();
ctx.arc(100, 75, 50, 0, 2 * Math.PI);
ctx.stroke();
```
#### Result
{{ EmbedLiveSample('Drawing_a_full_circle', 700, 180) }}
### Different shapes demonstrated
This example draws various shapes to show what is possible with `arc()`.
```html hidden
<canvas width="150" height="200"></canvas>
```
```js
const canvas = document.querySelector("canvas");
const ctx = canvas.getContext("2d");
// Draw shapes
for (let i = 0; i <= 3; i++) {
for (let j = 0; j <= 2; j++) {
ctx.beginPath();
let x = 25 + j * 50; // x coordinate
let y = 25 + i * 50; // y coordinate
let radius = 20; // Arc radius
let startAngle = 0; // Starting point on circle
let endAngle = Math.PI + (Math.PI * j) / 2; // End point on circle
let counterclockwise = i % 2 === 1; // Draw counterclockwise
ctx.arc(x, y, radius, startAngle, endAngle, counterclockwise);
if (i > 1) {
ctx.fill();
} else {
ctx.stroke();
}
}
}
```
#### Result
{{ EmbedLiveSample('Different_shapes_demonstrated', 160, 210,
"canvas_arc.png") }}
## Specifications
{{Specifications}}
## Browser compatibility
{{Compat}}
## See also
- The interface defining this method: {{domxref("CanvasRenderingContext2D")}}
- Use {{domxref("CanvasRenderingContext2D.ellipse()")}} to draw an elliptical arc.
| 0 |
data/mdn-content/files/en-us/web/api/canvasrenderingcontext2d | data/mdn-content/files/en-us/web/api/canvasrenderingcontext2d/textrendering/index.md | ---
title: "CanvasRenderingContext2D: textRendering property"
short-title: textRendering
slug: Web/API/CanvasRenderingContext2D/textRendering
page-type: web-api-instance-property
browser-compat: api.CanvasRenderingContext2D.textRendering
---
{{APIRef}}
The **`CanvasRenderingContext2D.textRendering`** property of the [Canvas API](/en-US/docs/Web/API/Canvas_API) provides information to the rendering engine about what to optimize for when rendering text.
The values correspond to the SVG [`text-rendering`](/en-US/docs/Web/SVG/Attribute/text-rendering) attribute (and CSS [`text-rendering`](/en-US/docs/Web/CSS/text-rendering) property).
## Value
A text-rendering hint to the browser engine.
This one of:
- `auto`
- : The browser makes educated guesses about when to optimize for speed, legibility, and geometric precision while drawing text.
- `optimizeSpeed`
- : The browser emphasizes rendering speed over legibility and geometric precision when drawing text.
It disables kerning and ligatures.
- `optimizeLegibility`
- : The browser emphasizes legibility over rendering speed and geometric precision.
This enables kerning and optional ligatures.
- `geometricPrecision`
- : The browser emphasizes geometric precision over rendering speed and legibility.
Certain aspects of fonts — such as kerning — don't scale linearly.
For large scale factors, you might see less-than-beautiful text rendering, but the size is what you would expect (neither rounded up nor down to the nearest font size supported by the underlying operating system).
The property can be used to get or set the value.
## Examples
In this example we display the text "Hello World" using each of the supported values of the `textRendering` property.
The value is also displayed for each case by reading the property.
### HTML
```html
<canvas id="canvas" width="700" height="220"></canvas>
```
### JavaScript
```js
const canvas = document.getElementById("canvas");
const ctx = canvas.getContext("2d");
ctx.font = "20px serif";
// Default (auto)
ctx.fillText(`Hello world (default: ${ctx.textRendering})`, 5, 20);
// Text rendering: optimizeSpeed
ctx.textRendering = "optimizeSpeed";
ctx.fillText(`Hello world (${ctx.textRendering})`, 5, 50);
// Text rendering: optimizeLegibility
ctx.textRendering = "optimizeLegibility";
ctx.fillText(`Hello world (${ctx.textRendering})`, 5, 80);
// Text rendering: geometricPrecision
ctx.textRendering = "geometricPrecision";
ctx.fillText(`Hello world (${ctx.textRendering})`, 5, 110);
```
### Result
{{ EmbedLiveSample('Examples', 700, 230) }}
## Specifications
{{Specifications}}
## Browser compatibility
{{Compat}}
| 0 |
data/mdn-content/files/en-us/web/api/canvasrenderingcontext2d | data/mdn-content/files/en-us/web/api/canvasrenderingcontext2d/getcontextattributes/index.md | ---
title: "CanvasRenderingContext2D: getContextAttributes() method"
short-title: getContextAttributes()
slug: Web/API/CanvasRenderingContext2D/getContextAttributes
page-type: web-api-instance-method
browser-compat: api.CanvasRenderingContext2D.getContextAttributes
---
{{APIRef("WebGL")}}
The **`CanvasRenderingContext2D.getContextAttributes()`** method returns an object that contains attributes used by the context.
Note that context attributes may be requested when creating the context with [`HTMLCanvasElement.getContext()`](/en-US/docs/Web/API/HTMLCanvasElement/getContext), but the attributes that are actually supported and used may differ.
## Syntax
```js-nolint
getContextAttributes()
```
### Parameters
None.
### Return value
A `CanvasRenderingContext2DSettings` object that contains the actual context parameters.
It has the following members:
- `alpha` {{optional_inline}}
- : A Boolean indicating if the canvas contains an alpha channel.
If `false`, the backdrop is always opaque, which can speed up drawing of transparent content and images.
- `colorSpace` {{optional_inline}}
- : Specifies the color space of the rendering context. Possible values are:
- `srgb`: denotes the [sRGB color space](https://en.wikipedia.org/wiki/SRGB)
- `display-p3`: denotes the [display-p3 color space](https://en.wikipedia.org/wiki/DCI-P3)
- `desynchronized` {{optional_inline}}
- : A Boolean indicating the user agent reduced the latency by desynchronizing the canvas paint cycle from the event loop.
- `willReadFrequently` {{optional_inline}}
- : A Boolean indicating whether or not this canvas uses software acceleration (instead of hardware acceleration) to support frequent read-back operations via{{domxref("CanvasRenderingContext2D.getImageData", "getImageData()")}}.
## Examples
This example shows how you can specify context attributes when creating a canvas context, and then call `getContextAttributes()` to read back the actual parameters that the browser used.
```html hidden
<pre id="log"></pre>
```
```js hidden
const logElement = document.getElementById("log");
function log(text) {
logElement.innerText += text;
}
```
First we create a context using [`HTMLCanvasElement.getContext()`](/en-US/docs/Web/API/HTMLCanvasElement/getContext), specifying just one context attribute.
```js
let canvas = document.createElement("canvas");
let ctx = canvas.getContext("2d", { alpha: false });
```
If the `getContextAttributes()` method is supported, we use it to read back the actual attributes used by the browser (including those we explicitly specified):
```js
if (ctx.getContextAttributes) {
const attributes = ctx.getContextAttributes();
log(JSON.stringify(attributes));
} else {
log("CanvasRenderingContext2D.getContextAttributes() is not supported");
}
```
Depending on the attributes supported by the browser, the log below should display a string that looks something like: `{alpha: false, colorSpace: 'srgb', desynchronized: false, willReadFrequently: false}`
{{EmbedLiveSample('Examples','100%','50')}}
## Specifications
{{Specifications}}
## Browser compatibility
{{Compat}}
## See also
- [`HTMLCanvasElement.getContext()`](/en-US/docs/Web/API/HTMLCanvasElement/getContext)
- [`WebGLRenderingContext.getContextAttributes()`](/en-US/docs/Web/API/WebGLRenderingContext/getContextAttributes)
| 0 |
data/mdn-content/files/en-us/web/api/canvasrenderingcontext2d | data/mdn-content/files/en-us/web/api/canvasrenderingcontext2d/translate/index.md | ---
title: "CanvasRenderingContext2D: translate() method"
short-title: translate()
slug: Web/API/CanvasRenderingContext2D/translate
page-type: web-api-instance-method
browser-compat: api.CanvasRenderingContext2D.translate
---
{{APIRef}}
The
**`CanvasRenderingContext2D.translate()`**
method of the Canvas 2D API adds a translation transformation to the current matrix.
## Syntax
```js-nolint
translate(x, y)
```
The `translate()` method adds a translation transformation to the current
matrix by moving the canvas and its origin `x` units horizontally and
`y` units vertically on the grid.

### Parameters
- `x`
- : Distance to move in the horizontal direction. Positive values are to the right, and
negative to the left.
- `y`
- : Distance to move in the vertical direction. Positive values are down, and negative
are up.
### Return value
None ({{jsxref("undefined")}}).
## Examples
### Moving a shape
This example draws a square that is moved from its default position by the
`translate()` method. An unmoved square of the same size is then drawn for
comparison.
#### HTML
```html
<canvas id="canvas"></canvas>
```
#### JavaScript
The `translate()` method translates the context by 110 horizontally and 30
vertically. The first square is shifted by those amounts from its default position.
```js
const canvas = document.getElementById("canvas");
const ctx = canvas.getContext("2d");
// Moved square
ctx.translate(110, 30);
ctx.fillStyle = "red";
ctx.fillRect(0, 0, 80, 80);
// Reset current transformation matrix to the identity matrix
ctx.setTransform(1, 0, 0, 1, 0, 0);
// Unmoved square
ctx.fillStyle = "gray";
ctx.fillRect(0, 0, 80, 80);
```
#### Result
The moved square is red, and the unmoved square is gray.
{{ EmbedLiveSample('Moving_a_shape', 700, 180) }}
## Specifications
{{Specifications}}
## Browser compatibility
{{Compat}}
## See also
- The interface defining this method: {{domxref("CanvasRenderingContext2D")}}
| 0 |
data/mdn-content/files/en-us/web/api/canvasrenderingcontext2d | data/mdn-content/files/en-us/web/api/canvasrenderingcontext2d/imagesmoothingquality/index.md | ---
title: "CanvasRenderingContext2D: imageSmoothingQuality property"
short-title: imageSmoothingQuality
slug: Web/API/CanvasRenderingContext2D/imageSmoothingQuality
page-type: web-api-instance-property
browser-compat: api.CanvasRenderingContext2D.imageSmoothingQuality
---
{{APIRef}}
The **`imageSmoothingQuality`** property of the
{{domxref("CanvasRenderingContext2D")}} interface, part of the [Canvas API](/en-US/docs/Web/API/Canvas_API), lets you set the quality of
image smoothing.
> **Note:** For this property to have an effect,
> {{domxref("CanvasRenderingContext2D.imageSmoothingEnabled", "imageSmoothingEnabled")}}
> must be `true`.
## Value
One of the following:
- `"low"`
- : Low quality.
- `"medium"`
- : Medium quality.
- `"high"`
- : High quality.
The default value is `"low"`.
## Examples
### Setting image smoothing quality
This example uses the `imageSmoothingQuality` property with a scaled image.
#### HTML
```html
<canvas id="canvas"></canvas>
```
#### JavaScript
```js
const canvas = document.getElementById("canvas");
const ctx = canvas.getContext("2d");
let img = new Image();
img.src = "canvas_createpattern.png";
img.onload = () => {
ctx.imageSmoothingQuality = "low";
ctx.drawImage(img, 0, 0, 300, 150);
};
```
#### Result
{{ EmbedLiveSample('Setting_image_smoothing_quality', 700, 180) }}
## Specifications
{{Specifications}}
## Browser compatibility
{{Compat}}
## See also
- The interface defining this property: {{domxref("CanvasRenderingContext2D")}}
- {{domxref("CanvasRenderingContext2D.imageSmoothingEnabled")}}
- {{cssxref("image-rendering")}}
| 0 |
data/mdn-content/files/en-us/web/api/canvasrenderingcontext2d | data/mdn-content/files/en-us/web/api/canvasrenderingcontext2d/resettransform/index.md | ---
title: "CanvasRenderingContext2D: resetTransform() method"
short-title: resetTransform()
slug: Web/API/CanvasRenderingContext2D/resetTransform
page-type: web-api-instance-method
browser-compat: api.CanvasRenderingContext2D.resetTransform
---
{{APIRef}}
The
**`CanvasRenderingContext2D.resetTransform()`**
method of the Canvas 2D API resets the current transform to the identity matrix.
## Syntax
```js-nolint
resetTransform()
```
## Examples
### Resetting the matrix
This example draws a rotated rectangle after modifying the matrix, and then resets the
matrix using the `resetTransform()` method.
#### HTML
```html
<canvas id="canvas"></canvas>
```
#### JavaScript
The {{domxref("CanvasRenderingContext2D.rotate()", "rotate()")}} method rotates the
transformation matrix by 45°. The {{domxref("CanvasRenderingContext2D.fillRect()",
"fillRect()")}} method draws a filled rectangle, adjusted according to that matrix.
```js
const canvas = document.getElementById("canvas");
const ctx = canvas.getContext("2d");
// Draw a rotated rectangle
ctx.rotate((45 * Math.PI) / 180);
ctx.fillRect(60, 0, 100, 30);
// Reset transformation matrix to the identity matrix
ctx.resetTransform();
```
#### Result
{{ EmbedLiveSample('Resetting_the_matrix', 700, 180) }}
### Continuing with a regular matrix
Whenever you're done drawing transformed shapes, you should call
`resetTransform()` before rendering anything else. In this example, the first
two shapes are drawn with a skew transformation, and the last two are drawn with the
identity (regular) transformation.
#### HTML
```html
<canvas id="canvas"></canvas>
```
#### JavaScript
```js
const canvas = document.getElementById("canvas");
const ctx = canvas.getContext("2d");
// Skewed rectangles
ctx.transform(1, 0, 1.7, 1, 0, 0);
ctx.fillStyle = "gray";
ctx.fillRect(40, 40, 50, 20);
ctx.fillRect(40, 90, 50, 20);
// Non-skewed rectangles
ctx.resetTransform();
ctx.fillStyle = "red";
ctx.fillRect(40, 40, 50, 20);
ctx.fillRect(40, 90, 50, 20);
```
#### Result
The skewed rectangles are gray, and the non-skewed rectangles are red.
{{ EmbedLiveSample('Continuing_with_a_regular_matrix', 700, 180) }}
## Polyfill
You can also use the {{domxref("CanvasRenderingContext2D.setTransform()",
"setTransform()")}} method to reset the current transform to the identity matrix, like
so:
```js
ctx.setTransform(1, 0, 0, 1, 0, 0);
```
## Specifications
{{Specifications}}
## Browser compatibility
{{Compat}}
## See also
- The interface defining this method: {{domxref("CanvasRenderingContext2D")}}
| 0 |
data/mdn-content/files/en-us/web/api/canvasrenderingcontext2d | data/mdn-content/files/en-us/web/api/canvasrenderingcontext2d/direction/index.md | ---
title: "CanvasRenderingContext2D: direction property"
short-title: direction
slug: Web/API/CanvasRenderingContext2D/direction
page-type: web-api-instance-property
browser-compat: api.CanvasRenderingContext2D.direction
---
{{APIRef}}
The
**`CanvasRenderingContext2D.direction`**
property of the Canvas 2D API specifies the current text direction used to draw text.
## Value
Possible values:
- `"ltr"`
- : The text direction is left-to-right.
- `"rtl"`
- : The text direction is right-to-left.
- `"inherit"`
- : The text direction is inherited from the {{HTMLElement("canvas")}} element or the
{{domxref("Document")}} as appropriate. Default value.
The default value is `"inherit"`.
## Examples
### Changing text direction
This example draws two pieces of text. The first one is left-to-right, and the second
is right-to-left. Note that "Hi!" in `ltr` becomes "!Hi" in `rtl`.
#### HTML
```html
<canvas id="canvas"></canvas>
```
#### JavaScript
```js
const canvas = document.getElementById("canvas");
const ctx = canvas.getContext("2d");
ctx.font = "48px serif";
ctx.fillText("Hi!", 150, 50);
ctx.direction = "rtl";
ctx.fillText("Hi!", 150, 130);
```
#### Result
{{ EmbedLiveSample('Changing_text_direction', 700, 180) }}
## Specifications
{{Specifications}}
## Browser compatibility
{{Compat}}
## See also
- The interface defining this property: {{domxref("CanvasRenderingContext2D")}}
| 0 |
data/mdn-content/files/en-us/web/api/canvasrenderingcontext2d | data/mdn-content/files/en-us/web/api/canvasrenderingcontext2d/beziercurveto/index.md | ---
title: "CanvasRenderingContext2D: bezierCurveTo() method"
short-title: bezierCurveTo()
slug: Web/API/CanvasRenderingContext2D/bezierCurveTo
page-type: web-api-instance-method
browser-compat: api.CanvasRenderingContext2D.bezierCurveTo
---
{{APIRef}}
The
**`CanvasRenderingContext2D.bezierCurveTo()`**
method of the Canvas 2D API adds a cubic [Bézier curve](/en-US/docs/Glossary/Bezier_curve) to the current
sub-path. It requires three points: the first two are control points and the third one
is the end point. The starting point is the latest point in the current path, which can
be changed using {{domxref("CanvasRenderingContext2D.moveTo", "moveTo()")}} before
creating the Bézier curve.
## Syntax
```js-nolint
bezierCurveTo(cp1x, cp1y, cp2x, cp2y, x, y)
```
### Parameters
- `cp1x`
- : The x-axis coordinate of the first control point.
- `cp1y`
- : The y-axis coordinate of the first control point.
- `cp2x`
- : The x-axis coordinate of the second control point.
- `cp2y`
- : The y-axis coordinate of the second control point.
- `x`
- : The x-axis coordinate of the end point.
- `y`
- : The y-axis coordinate of the end point.
### Return value
None ({{jsxref("undefined")}}).
## Examples
### How bezierCurveTo works
This example shows how a cubic Bézier curve is drawn.
#### HTML
```html
<canvas id="canvas"></canvas>
```
#### JavaScript
```js
// Define canvas and context
const canvas = document.getElementById("canvas");
const ctx = canvas.getContext("2d");
// Define the points as {x, y}
let start = { x: 50, y: 20 };
let cp1 = { x: 230, y: 30 };
let cp2 = { x: 150, y: 80 };
let end = { x: 250, y: 100 };
// Cubic Bézier curve
ctx.beginPath();
ctx.moveTo(start.x, start.y);
ctx.bezierCurveTo(cp1.x, cp1.y, cp2.x, cp2.y, end.x, end.y);
ctx.stroke();
// Start and end points
ctx.fillStyle = "blue";
ctx.beginPath();
ctx.arc(start.x, start.y, 5, 0, 2 * Math.PI); // Start point
ctx.arc(end.x, end.y, 5, 0, 2 * Math.PI); // End point
ctx.fill();
// Control points
ctx.fillStyle = "red";
ctx.beginPath();
ctx.arc(cp1.x, cp1.y, 5, 0, 2 * Math.PI); // Control point one
ctx.arc(cp2.x, cp2.y, 5, 0, 2 * Math.PI); // Control point two
ctx.fill();
```
#### Result
In this example, the control points are red and the
start and end points are blue.
{{ EmbedLiveSample('How_bezierCurveTo_works', 315, 165) }}
### A simple Bézier curve
This example draws a simple Bézier curve using `bezierCurveTo()`.
#### HTML
```html
<canvas id="canvas"></canvas>
```
#### JavaScript
The curve begins at the point specified by `moveTo()`: (30, 30). The first
control point is placed at (120, 160), and the second at (180, 10). The curve ends at
(220, 140).
```js
const canvas = document.getElementById("canvas");
const ctx = canvas.getContext("2d");
ctx.beginPath();
ctx.moveTo(30, 30);
ctx.bezierCurveTo(120, 160, 180, 10, 220, 140);
ctx.stroke();
```
#### Result
{{ EmbedLiveSample('A_simple_Bézier_curve', 700, 180) }}
## Specifications
{{Specifications}}
## Browser compatibility
{{Compat}}
## See also
- The interface defining this method: {{domxref("CanvasRenderingContext2D")}}
- [Bézier curve](/en-US/docs/Glossary/Bezier_curve)
| 0 |
data/mdn-content/files/en-us/web/api/canvasrenderingcontext2d | data/mdn-content/files/en-us/web/api/canvasrenderingcontext2d/createlineargradient/index.md | ---
title: "CanvasRenderingContext2D: createLinearGradient() method"
short-title: createLinearGradient()
slug: Web/API/CanvasRenderingContext2D/createLinearGradient
page-type: web-api-instance-method
browser-compat: api.CanvasRenderingContext2D.createLinearGradient
---
{{APIRef}}
The
**`CanvasRenderingContext2D.createLinearGradient()`**
method of the Canvas 2D API creates a gradient along the line connecting two given
coordinates.

This method returns a linear {{domxref("CanvasGradient")}}. To be applied to a shape,
the gradient must first be assigned to the
{{domxref("CanvasRenderingContext2D.fillStyle", "fillStyle")}} or
{{domxref("CanvasRenderingContext2D.strokeStyle", "strokeStyle")}} properties.
> **Note:** Gradient coordinates are global, i.e., relative to the current
> coordinate space. When applied to a shape, the coordinates are NOT relative to the
> shape's coordinates.
## Syntax
```js-nolint
createLinearGradient(x0, y0, x1, y1)
```
The `createLinearGradient()` method is specified by four parameters defining
the start and end points of the gradient line.
### Parameters
- `x0`
- : The x-axis coordinate of the start point.
- `y0`
- : The y-axis coordinate of the start point.
- `x1`
- : The x-axis coordinate of the end point.
- `y1`
- : The y-axis coordinate of the end point.
### Return value
A linear {{domxref("CanvasGradient")}} initialized with the specified line.
### Exceptions
- `NotSupportedError` {{domxref("DOMException")}}
- : Thrown when non-finite values are passed as parameters.
## Examples
### Filling a rectangle with a linear gradient
This example initializes a linear gradient using the
`createLinearGradient()` method. Three color stops between the gradient's
start and end points are then created. Finally, the gradient is assigned to the canvas
context, and is rendered to a filled rectangle.
#### HTML
```html
<canvas id="canvas"></canvas>
```
#### JavaScript
```js
const canvas = document.getElementById("canvas");
const ctx = canvas.getContext("2d");
// Create a linear gradient
// The start gradient point is at x=20, y=0
// The end gradient point is at x=220, y=0
const gradient = ctx.createLinearGradient(20, 0, 220, 0);
// Add three color stops
gradient.addColorStop(0, "green");
gradient.addColorStop(0.5, "cyan");
gradient.addColorStop(1, "green");
// Set the fill style and draw a rectangle
ctx.fillStyle = gradient;
ctx.fillRect(20, 20, 200, 100);
```
#### Result
{{ EmbedLiveSample('Filling_a_rectangle_with_a_linear_gradient', 700, 180) }}
## Specifications
{{Specifications}}
## Browser compatibility
{{Compat}}
## See also
- The interface defining this method: {{domxref("CanvasRenderingContext2D")}}
- {{domxref("CanvasRenderingContext2D.createRadialGradient()")}}
- {{domxref("CanvasRenderingContext2D.createConicGradient()")}}
| 0 |
data/mdn-content/files/en-us/web/api/canvasrenderingcontext2d | data/mdn-content/files/en-us/web/api/canvasrenderingcontext2d/fontvariantcaps/index.md | ---
title: "CanvasRenderingContext2D: fontVariantCaps property"
short-title: fontVariantCaps
slug: Web/API/CanvasRenderingContext2D/fontVariantCaps
page-type: web-api-instance-property
browser-compat: api.CanvasRenderingContext2D.fontVariantCaps
---
{{APIRef}}
The **`CanvasRenderingContext2D.fontVariantCaps`** property of the [Canvas API](/en-US/docs/Web/API/Canvas_API) specifies an alternative capitalization of the rendered text.
This corresponds to the CSS [`font-variant-caps`](/en-US/docs/Web/CSS/font-variant-caps) property.
## Value
The font alternative capitalization value, which is one of:
- `normal` (default)
- : Deactivates of the use of alternate glyphs.
- `small-caps`
- : Enables display of small capitals (OpenType feature: `smcp`).
Small-caps glyphs typically use the form of uppercase letters but are reduced to the size of lowercase letters.
- `all-small-caps`
- : Enables display of small capitals for both upper and lowercase letters (OpenType features: `c2sc`, `smcp`).
- `petite-caps`
- : Enables display of petite capitals (OpenType feature: `pcap`).
- `all-petite-caps`
- : Enables display of petite capitals for both upper and lowercase letters (OpenType features: `c2pc`, `pcap`).
- `unicase`
- : Enables display of mixture of small capitals for uppercase letters with normal lowercase letters (OpenType feature: `unic`).
- `titling-caps`
- : Enables display of titling capitals (OpenType feature: `titl`).
Uppercase letter glyphs are often designed for use with lowercase letters.
When used in all uppercase titling sequences they can appear too strong.
Titling capitals are designed specifically for this situation.
The property can be used to get or set the font capitalization value.
Note that there are accessibility concerns with some of these, which are outlined in the corresponding [`font-variant-caps`](/en-US/docs/Web/CSS/font-variant-caps#accessibility_concerns) topic.
## Examples
In this example we display the text "Hello World" using each of the supported values of the `fontVariantCaps` property.
The value is also displayed for each case by reading the property.
### HTML
```html
<canvas id="canvas" width="700" height="220"></canvas>
```
### JavaScript
```js
const canvas = document.getElementById("canvas");
const ctx = canvas.getContext("2d");
ctx.font = "20px serif";
// Default (normal)
ctx.fillText(`Hello world (default: ${ctx.fontVariantCaps})`, 5, 20);
// Capitalization: small-caps
ctx.fontVariantCaps = "small-caps";
ctx.fillText(`Hello world (${ctx.fontVariantCaps})`, 5, 50);
// Capitalization: all-small-caps
ctx.fontVariantCaps = "all-small-caps";
ctx.fillText(`Hello world (${ctx.fontVariantCaps})`, 5, 80);
// Capitalization: petite-caps
ctx.fontVariantCaps = "petite-caps";
ctx.fillText(`Hello world (${ctx.fontVariantCaps})`, 5, 110);
// Capitalization: all-petite-caps
ctx.fontVariantCaps = "all-petite-caps";
ctx.fillText(`Hello world (${ctx.fontVariantCaps})`, 5, 140);
// Capitalization: unicase
ctx.fontVariantCaps = "unicase";
ctx.fillText(`Hello world (${ctx.fontVariantCaps})`, 5, 170);
// Capitalization: titling-caps
ctx.fontVariantCaps = "titling-caps";
ctx.fillText(`Hello world (${ctx.fontVariantCaps})`, 5, 200);
```
### Result
{{ EmbedLiveSample('Examples', 700, 230) }}
## Specifications
{{Specifications}}
## Browser compatibility
{{Compat}}
| 0 |
data/mdn-content/files/en-us/web/api/canvasrenderingcontext2d | data/mdn-content/files/en-us/web/api/canvasrenderingcontext2d/font/index.md | ---
title: "CanvasRenderingContext2D: font property"
short-title: font
slug: Web/API/CanvasRenderingContext2D/font
page-type: web-api-instance-property
browser-compat: api.CanvasRenderingContext2D.font
---
{{APIRef}}
The **`CanvasRenderingContext2D.font`** property of the Canvas 2D API specifies the current text style to use when drawing text.
This string uses the same syntax as the [CSS font](/en-US/docs/Web/CSS/font) specifier.
## Value
A string parsed as CSS {{cssxref("font")}} value. The default font is 10px sans-serif.
## Examples
### Using a custom font
In this example we use the `font` property to specify a custom font weight, size, and family.
#### HTML
```html
<canvas id="canvas"></canvas>
```
#### JavaScript
```js
const canvas = document.getElementById("canvas");
const ctx = canvas.getContext("2d");
ctx.font = "bold 48px serif";
ctx.strokeText("Hello world", 50, 100);
```
#### Result
{{ EmbedLiveSample('Using_a_custom_font', 700, 180) }}
### Loading fonts with the CSS Font Loading API
With the help of the {{domxref("FontFace")}} API, you can explicitly load fonts before using them in a canvas.
```js
let f = new FontFace("test", "url(x)");
f.load().then(() => {
// Ready to use the font in a canvas context
});
```
## Specifications
{{Specifications}}
## Browser compatibility
{{Compat}}
## See also
- The interface defining this property: {{domxref("CanvasRenderingContext2D")}}
| 0 |
data/mdn-content/files/en-us/web/api/canvasrenderingcontext2d | data/mdn-content/files/en-us/web/api/canvasrenderingcontext2d/linejoin/index.md | ---
title: "CanvasRenderingContext2D: lineJoin property"
short-title: lineJoin
slug: Web/API/CanvasRenderingContext2D/lineJoin
page-type: web-api-instance-property
browser-compat: api.CanvasRenderingContext2D.lineJoin
---
{{APIRef}}
The
**`CanvasRenderingContext2D.lineJoin`**
property of the Canvas 2D API determines the shape used to join two line segments where
they meet.
This property has no effect wherever two connected segments have the same direction,
because no joining area will be added in this case. Degenerate segments with a length of
zero (i.e., with all endpoints and control points at the exact same position) are also
ignored.
> **Note:** Lines can be drawn with the
> {{domxref("CanvasRenderingContext2D.stroke()", "stroke()")}},
> {{domxref("CanvasRenderingContext2D.strokeRect()", "strokeRect()")}},
> and {{domxref("CanvasRenderingContext2D.strokeText()", "strokeText()")}} methods.
## Value
There are three possible values for this property: `"round"`, `"bevel"`, and `"miter"`. The default is `"miter"`.

- `"round"`
- : Rounds off the corners of a shape by filling an additional sector of disc centered
at the common endpoint of connected segments. The radius for these rounded corners is
equal to the line width.
- `"bevel"`
- : Fills an additional triangular area between the common endpoint of connected
segments, and the separate outside rectangular corners of each segment.
- `"miter"`
- : Connected segments are joined by extending their outside edges to connect at a
single point, with the effect of filling an additional lozenge-shaped area. This
setting is affected by the {{domxref("CanvasRenderingContext2D.miterLimit",
"miterLimit")}} property. Default value.
## Examples
### Changing the joins in a path
This example applies rounded line joins to a path.
#### HTML
```html
<canvas id="canvas"></canvas>
```
#### JavaScript
```js
const canvas = document.getElementById("canvas");
const ctx = canvas.getContext("2d");
ctx.lineWidth = 20;
ctx.lineJoin = "round";
ctx.beginPath();
ctx.moveTo(20, 20);
ctx.lineTo(190, 100);
ctx.lineTo(280, 20);
ctx.lineTo(280, 150);
ctx.stroke();
```
#### Result
{{ EmbedLiveSample('Changing_the_joins_in_a_path', 700, 180) }}
### Comparison of line joins
The example below draws three different paths, demonstrating each of the three
`lineJoin` options.
```html hidden
<canvas id="canvas" width="150" height="150"></canvas>
```
```js
const ctx = document.getElementById("canvas").getContext("2d");
ctx.lineWidth = 10;
["round", "bevel", "miter"].forEach((join, i) => {
ctx.lineJoin = join;
ctx.beginPath();
ctx.moveTo(-5, 5 + i * 40);
ctx.lineTo(35, 45 + i * 40);
ctx.lineTo(75, 5 + i * 40);
ctx.lineTo(115, 45 + i * 40);
ctx.lineTo(155, 5 + i * 40);
ctx.stroke();
});
```
{{EmbedLiveSample("Comparison_of_line_joins", "180", "180",
"canvas_linejoin.png")}}
## Specifications
{{Specifications}}
## Browser compatibility
{{Compat}}
### WebKit/Blink-specific notes
- In WebKit- and Blink-based Browsers, a non-standard and deprecated method
`ctx.setLineJoin()` is implemented in addition to this property.
## See also
- The interface defining this property: {{domxref("CanvasRenderingContext2D")}}
- {{domxref("CanvasRenderingContext2D.lineCap")}}
- {{domxref("CanvasRenderingContext2D.lineWidth")}}
- [Applying styles and color](/en-US/docs/Web/API/Canvas_API/Tutorial/Applying_styles_and_colors)
| 0 |
data/mdn-content/files/en-us/web/api/canvasrenderingcontext2d | data/mdn-content/files/en-us/web/api/canvasrenderingcontext2d/linecap/index.md | ---
title: "CanvasRenderingContext2D: lineCap property"
short-title: lineCap
slug: Web/API/CanvasRenderingContext2D/lineCap
page-type: web-api-instance-property
browser-compat: api.CanvasRenderingContext2D.lineCap
---
{{APIRef}}
The
**`CanvasRenderingContext2D.lineCap`**
property of the Canvas 2D API determines the shape used to draw the end points of lines.
> **Note:** Lines can be drawn with the
> {{domxref("CanvasRenderingContext2D.stroke()", "stroke()")}}, {{domxref("CanvasRenderingContext2D.strokeRect()", "strokeRect()")}},
> and {{domxref("CanvasRenderingContext2D.strokeText()", "strokeText()")}} methods.
## Value
One of the following:
- `"butt"`
- : The ends of lines are squared off at the endpoints. Default value.
- `"round"`
- : The ends of lines are rounded.
- `"square"`
- : The ends of lines are squared off by adding a box with an equal width and half the
height of the line's thickness.
## Examples
### Changing the shape of line caps
This example rounds the end caps of a straight line.
#### HTML
```html
<canvas id="canvas"></canvas>
```
#### JavaScript
```js
const canvas = document.getElementById("canvas");
const ctx = canvas.getContext("2d");
ctx.beginPath();
ctx.moveTo(20, 20);
ctx.lineWidth = 15;
ctx.lineCap = "round";
ctx.lineTo(100, 100);
ctx.stroke();
```
#### Result
{{ EmbedLiveSample('Changing_the_shape_of_line_caps', 700, 180) }}
### Comparison of line caps
In this example three lines are drawn, each with a different value for the
`lineCap` property. Two guides to see the exact differences between the three
are added. Each of these lines starts and ends exactly on these guides.
The line on the left uses the default `"butt"` option. It's drawn completely
flush with the guides. The second is set to use the `"round"` option. This
adds a semicircle to the end that has a radius half the width of the line. The line on
the right uses the `"square"` option. This adds a box with an equal width and
half the height of the line thickness.
```html hidden
<canvas id="canvas" width="150" height="150"></canvas>
```
```js
const canvas = document.getElementById("canvas");
const ctx = canvas.getContext("2d");
// Draw guides
ctx.strokeStyle = "#09f";
ctx.beginPath();
ctx.moveTo(10, 10);
ctx.lineTo(140, 10);
ctx.moveTo(10, 140);
ctx.lineTo(140, 140);
ctx.stroke();
// Draw lines
ctx.strokeStyle = "black";
["butt", "round", "square"].forEach((lineCap, i) => {
ctx.lineWidth = 15;
ctx.lineCap = lineCap;
ctx.beginPath();
ctx.moveTo(25 + i * 50, 10);
ctx.lineTo(25 + i * 50, 140);
ctx.stroke();
});
```
{{EmbedLiveSample("Comparison_of_line_caps", "180", "180",
"canvas_linecap.png")}}
## Specifications
{{Specifications}}
## Browser compatibility
{{Compat}}
### WebKit/Blink-specific notes
- In WebKit- and Blink-based Browsers, a non-standard and deprecated method
`ctx.setLineCap()` is implemented in addition to this property.
## See also
- The interface defining this property: {{domxref("CanvasRenderingContext2D")}}
- {{domxref("CanvasRenderingContext2D.lineWidth")}}
- {{domxref("CanvasRenderingContext2D.lineJoin")}}
- [Applying styles and color](/en-US/docs/Web/API/Canvas_API/Tutorial/Applying_styles_and_colors)
| 0 |
data/mdn-content/files/en-us/web/api/canvasrenderingcontext2d | data/mdn-content/files/en-us/web/api/canvasrenderingcontext2d/strokestyle/index.md | ---
title: "CanvasRenderingContext2D: strokeStyle property"
short-title: strokeStyle
slug: Web/API/CanvasRenderingContext2D/strokeStyle
page-type: web-api-instance-property
browser-compat: api.CanvasRenderingContext2D.strokeStyle
---
{{APIRef}}
The **`CanvasRenderingContext2D.strokeStyle`** property of the
Canvas 2D API specifies the color, gradient, or pattern to use for the strokes
(outlines) around shapes. The default is `#000` (black).
> **Note:** For more examples of stroke and fill styles, see [Applying styles and color](/en-US/docs/Web/API/Canvas_API/Tutorial/Applying_styles_and_colors) in the [Canvas tutorial](/en-US/docs/Web/API/Canvas_API/Tutorial).
## Value
One of the following:
- `color`
- : A string parsed as [CSS](/en-US/docs/Web/CSS)
{{cssxref("<color>")}} value.
- `gradient`
- : A {{domxref("CanvasGradient")}} object (a linear or radial gradient).
- `pattern`
- : A {{domxref("CanvasPattern")}} object (a repeating image).
## Examples
### Changing the stroke color of a shape
This example applies a blue stroke color to a rectangle.
#### HTML
```html
<canvas id="canvas"></canvas>
```
#### JavaScript
```js
const canvas = document.getElementById("canvas");
const ctx = canvas.getContext("2d");
ctx.strokeStyle = "blue";
ctx.strokeRect(10, 10, 100, 100);
```
#### Result
{{ EmbedLiveSample('Changing_the_stroke_color_of_a_shape', 700, 160) }}
### Creating multiple stroke colors using loops
In this example, we use two `for` loops and the
{{domxref("CanvasRenderingContext2D.arc", "arc()")}} method to draw a grid of circles,
each having a different stroke color. To achieve this, we use the two variables
`i` and `j` to generate a unique RGB color for each circle, and
only modify the green and blue values. (The red channel has a fixed value.)
```html hidden
<canvas id="canvas" width="150" height="150"></canvas>
```
```js
const ctx = document.getElementById("canvas").getContext("2d");
for (let i = 0; i < 6; i++) {
for (let j = 0; j < 6; j++) {
ctx.strokeStyle = `rgb(
0
${Math.floor(255 - 42.5 * i)}
${Math.floor(255 - 42.5 * j)})`;
ctx.beginPath();
ctx.arc(12.5 + j * 25, 12.5 + i * 25, 10, 0, Math.PI * 2, true);
ctx.stroke();
}
}
```
The result looks like this:
{{EmbedLiveSample("Creating_multiple_stroke_colors_using_loops", "180", "180",
"canvas_strokestyle.png")}}
## Specifications
{{Specifications}}
## Browser compatibility
{{Compat}}
### WebKit/Blink-specific note
In WebKit- and Blink-based browsers, the non-standard and deprecated method
`ctx.setStrokeColor()` is implemented in addition to this property.
```js
setStrokeColor(color);
setStrokeColor(color, alpha);
setStrokeColor(grayLevel);
setStrokeColor(grayLevel, alpha);
setStrokeColor(r, g, b, a);
setStrokeColor(c, m, y, k, a);
```
## See also
- The interface defining this property: {{domxref("CanvasRenderingContext2D")}}
- {{domxref("CanvasGradient")}}
- {{domxref("CanvasPattern")}}
| 0 |
data/mdn-content/files/en-us/web/api/canvasrenderingcontext2d | data/mdn-content/files/en-us/web/api/canvasrenderingcontext2d/restore/index.md | ---
title: "CanvasRenderingContext2D: restore() method"
short-title: restore()
slug: Web/API/CanvasRenderingContext2D/restore
page-type: web-api-instance-method
browser-compat: api.CanvasRenderingContext2D.restore
---
{{APIRef}}
The
**`CanvasRenderingContext2D.restore()`**
method of the Canvas 2D API restores the most recently saved canvas state by popping the
top entry in the drawing state stack. If there is no saved state, this method does
nothing.
For more information about the [drawing state](/en-US/docs/Web/API/CanvasRenderingContext2D/save#drawing_state), see {{domxref("CanvasRenderingContext2D.save()")}}.
## Syntax
```js-nolint
restore()
```
### Parameters
None.
### Return value
None ({{jsxref("undefined")}}).
## Examples
### Restoring a saved state
This example uses the `save()` method to save the current state and
`restore()` to restore it later, so that you are able to draw a rect with the
current state later.
#### HTML
```html
<canvas id="canvas"></canvas>
```
#### JavaScript
```js
const canvas = document.getElementById("canvas");
const ctx = canvas.getContext("2d");
// Save the current state
ctx.save();
ctx.fillStyle = "green";
ctx.fillRect(10, 10, 100, 100);
// Restore to the state saved by the most recent call to save()
ctx.restore();
ctx.fillRect(150, 40, 100, 100);
```
#### Result
{{ EmbedLiveSample('Restoring_a_saved_state', 700, 180) }}
## Specifications
{{Specifications}}
## Browser compatibility
{{Compat}}
## See also
- The interface defining this method: {{domxref("CanvasRenderingContext2D")}}
- {{domxref("CanvasRenderingContext2D.save()")}}
| 0 |
data/mdn-content/files/en-us/web/api/canvasrenderingcontext2d | data/mdn-content/files/en-us/web/api/canvasrenderingcontext2d/clearrect/index.md | ---
title: "CanvasRenderingContext2D: clearRect() method"
short-title: clearRect()
slug: Web/API/CanvasRenderingContext2D/clearRect
page-type: web-api-instance-method
browser-compat: api.CanvasRenderingContext2D.clearRect
---
{{APIRef}}
The
**`CanvasRenderingContext2D.clearRect()`**
method of the Canvas 2D API erases the pixels in a rectangular area by setting them to
transparent black.
> **Note:** Be aware that `clearRect()` may cause unintended
> side effects if you're not [using paths properly](/en-US/docs/Web/API/Canvas_API/Tutorial/Drawing_shapes#drawing_paths). Make sure to call
> {{domxref("CanvasRenderingContext2D.beginPath", "beginPath()")}} before starting to
> draw new items after calling `clearRect()`.
## Syntax
```js-nolint
clearRect(x, y, width, height)
```
The `clearRect()` method sets the pixels in a rectangular area to
transparent black (`rgb(0 0 0 / 0%)`). The rectangle's top-left corner is at
`(x, y)`, and its size is specified by `width` and
`height`.
### Parameters
- `x`
- : The x-axis coordinate of the rectangle's starting point.
- `y`
- : The y-axis coordinate of the rectangle's starting point.
- `width`
- : The rectangle's width. Positive values are to the right, and negative to the left.
- `height`
- : The rectangle's height. Positive values are down, and negative are up.
### Return value
None ({{jsxref("undefined")}}).
## Examples
### Erasing the whole canvas
This code snippet erases the entire canvas. This is commonly required at the start of
each frame in an animation. The dimensions of the cleared area are set to equal the
{{HtmlElement("canvas")}} element's `width` and `height`
attributes.
```js
const canvas = document.getElementById("canvas");
const ctx = canvas.getContext("2d");
ctx.clearRect(0, 0, canvas.width, canvas.height);
```
### Erasing part of a canvas
This example draws a blue triangle on top of a yellowish background. The
`clearRect()` method then erases part of the canvas.
#### HTML
```html
<canvas id="canvas"></canvas>
```
#### JavaScript
The cleared area is rectangular in shape, with its top-left corner at (10, 10). The
cleared area has a width of 120 and a height of 100.
```js
const canvas = document.getElementById("canvas");
const ctx = canvas.getContext("2d");
// Draw yellow background
ctx.beginPath();
ctx.fillStyle = "#ff6";
ctx.fillRect(0, 0, canvas.width, canvas.height);
// Draw blue triangle
ctx.beginPath();
ctx.fillStyle = "blue";
ctx.moveTo(20, 20);
ctx.lineTo(180, 20);
ctx.lineTo(130, 130);
ctx.closePath();
ctx.fill();
// Clear part of the canvas
ctx.clearRect(10, 10, 120, 100);
```
#### Result
{{EmbedLiveSample('Erasing_part_of_a_canvas', 700, 180)}}
## Specifications
{{Specifications}}
## Browser compatibility
{{Compat}}
## See also
- The interface defining this method: {{domxref("CanvasRenderingContext2D")}}
- {{domxref("CanvasRenderingContext2D.fillRect()")}}
- {{domxref("CanvasRenderingContext2D.strokeRect()")}}
| 0 |
data/mdn-content/files/en-us/web/api/canvasrenderingcontext2d | data/mdn-content/files/en-us/web/api/canvasrenderingcontext2d/createpattern/index.md | ---
title: "CanvasRenderingContext2D: createPattern() method"
short-title: createPattern()
slug: Web/API/CanvasRenderingContext2D/createPattern
page-type: web-api-instance-method
browser-compat: api.CanvasRenderingContext2D.createPattern
---
{{APIRef}}
The **`CanvasRenderingContext2D.createPattern()`** method of the Canvas 2D API creates a pattern using the specified image and repetition.
This method returns a {{domxref("CanvasPattern")}}.
This method doesn't draw anything to the canvas directly.
The pattern it creates must be assigned to the {{domxref("CanvasRenderingContext2D.fillStyle")}} or {{domxref("CanvasRenderingContext2D.strokeStyle")}} properties, after which it is applied to any subsequent drawing.
## Syntax
```js-nolint
createPattern(image, repetition)
```
### Parameters
- `image`
- : An image to be used as the pattern's image.
It can be any of the following:
- {{domxref("HTMLImageElement")}} ({{HTMLElement("img")}})
- {{domxref("SVGImageElement")}} ({{SVGElement("image")}})
- {{domxref("HTMLVideoElement")}} ({{HTMLElement("video")}}, by using the capture of the video)
- {{domxref("HTMLCanvasElement")}} ({{HTMLElement("canvas")}})
- {{domxref("ImageBitmap")}}
- {{domxref("OffscreenCanvas")}}
- {{domxref("VideoFrame")}}
- `repetition`
- : A string indicating how to repeat the pattern's image.
Possible values are:
- `"repeat"` (both directions)
- `"repeat-x"` (horizontal only)
- `"repeat-y"` (vertical only)
- `"no-repeat"` (neither direction)
If `repetition` is specified as an empty string (`""`) or [`null`](/en-US/docs/Web/JavaScript/Reference/Operators/null) (but not {{jsxref("undefined")}}), a value of `"repeat"` will be used.
### Return value
- {{domxref("CanvasPattern")}}
- : An opaque object describing a pattern.
If the `image` is not fully loaded ({{domxref("HTMLImageElement.complete")}} is `false`), then [`null`](/en-US/docs/Web/JavaScript/Reference/Operators/null) is returned.
## Examples
### Creating a pattern from an image
This example uses the `createPattern()` method to create a {{domxref("CanvasPattern")}} with a repeating source image.
Once created, the pattern is assigned to the canvas context's fill style and applied to a rectangle.
The original image looks like this:

#### HTML
```html
<canvas id="canvas" width="300" height="300"></canvas>
```
#### JavaScript
```js
const canvas = document.getElementById("canvas");
const ctx = canvas.getContext("2d");
const img = new Image();
img.src = "canvas_createpattern.png";
// Only use the image after it's loaded
img.onload = () => {
const pattern = ctx.createPattern(img, "repeat");
ctx.fillStyle = pattern;
ctx.fillRect(0, 0, 300, 300);
};
```
{{ EmbedLiveSample('Creating_a_pattern_from_an_image', 700, 310) }}
### Creating a pattern from a canvas
In this example we create a pattern from the contents of an offscreen canvas.
We then apply it to the fill style of our primary canvas, and fill that canvas with the pattern.
#### JavaScript
```js
// Create a pattern, offscreen
const patternCanvas = document.createElement("canvas");
const patternContext = patternCanvas.getContext("2d");
// Give the pattern a width and height of 50
patternCanvas.width = 50;
patternCanvas.height = 50;
// Give the pattern a background color and draw an arc
patternContext.fillStyle = "#fec";
patternContext.fillRect(0, 0, patternCanvas.width, patternCanvas.height);
patternContext.arc(0, 0, 50, 0, 0.5 * Math.PI);
patternContext.stroke();
// Create our primary canvas and fill it with the pattern
const canvas = document.createElement("canvas");
const ctx = canvas.getContext("2d");
const pattern = ctx.createPattern(patternCanvas, "repeat");
ctx.fillStyle = pattern;
ctx.fillRect(0, 0, canvas.width, canvas.height);
// Add our primary canvas to the webpage
document.body.appendChild(canvas);
```
#### Result
{{ EmbedLiveSample('Creating_a_pattern_from_a_canvas', 700, 160) }}
## Specifications
{{Specifications}}
## Browser compatibility
{{Compat}}
## See also
- The interface defining this method: {{domxref("CanvasRenderingContext2D")}}
- {{domxref("CanvasPattern")}}
| 0 |
data/mdn-content/files/en-us/web/api/canvasrenderingcontext2d | data/mdn-content/files/en-us/web/api/canvasrenderingcontext2d/ellipse/index.md | ---
title: "CanvasRenderingContext2D: ellipse() method"
short-title: ellipse()
slug: Web/API/CanvasRenderingContext2D/ellipse
page-type: web-api-instance-method
browser-compat: api.CanvasRenderingContext2D.ellipse
---
{{APIRef}}
The
**`CanvasRenderingContext2D.ellipse()`**
method of the Canvas 2D API adds an elliptical arc to the current sub-path.
## Syntax
```js-nolint
ellipse(x, y, radiusX, radiusY, rotation, startAngle, endAngle)
ellipse(x, y, radiusX, radiusY, rotation, startAngle, endAngle, counterclockwise)
```
The `ellipse()` method creates an elliptical arc centered at
`(x, y)` with the radii `radiusX` and `radiusY`. The
path starts at `startAngle` and ends at `endAngle`, and travels in
the direction given by `counterclockwise` (defaulting to clockwise).
### Parameters
- `x`
- : The x-axis (horizontal) coordinate of the ellipse's center.
- `y`
- : The y-axis (vertical) coordinate of the ellipse's center.
- `radiusX`
- : The ellipse's major-axis radius. Must be non-negative.
- `radiusY`
- : The ellipse's minor-axis radius. Must be non-negative.
- `rotation`
- : The rotation of the ellipse, expressed in radians.
- `startAngle`
- : The [eccentric angle](https://www.simply.science/index.php/math/geometry/conic-sections/ellipse/10022-eccentric-angle-and-parametric-equations-of-an-ellipse) at which the ellipse starts, measured clockwise from the positive x-axis
and expressed in radians.
- `endAngle`
- : The [eccentric angle](https://www.simply.science/index.php/math/geometry/conic-sections/ellipse/10022-eccentric-angle-and-parametric-equations-of-an-ellipse) at which the ellipse ends, measured clockwise from the positive x-axis and
expressed in radians.
- `counterclockwise` {{optional_inline}}
- : An optional boolean value which, if `true`, draws the ellipse
counterclockwise (anticlockwise). The default value is `false`
(clockwise).
### Return value
None ({{jsxref("undefined")}}).
## Examples
### Drawing a full ellipse
This example draws an ellipse at an angle of π/4 radians (45**°**). To
make a full ellipse, the arc begins at an angle of 0 radians (0**°**), and
ends at an angle of 2π radians (360**°**).
#### HTML
```html
<canvas id="canvas" width="200" height="200"></canvas>
```
#### JavaScript
```js
const canvas = document.getElementById("canvas");
const ctx = canvas.getContext("2d");
// Draw the ellipse
ctx.beginPath();
ctx.ellipse(100, 100, 50, 75, Math.PI / 4, 0, 2 * Math.PI);
ctx.stroke();
// Draw the ellipse's line of reflection
ctx.beginPath();
ctx.setLineDash([5, 5]);
ctx.moveTo(0, 200);
ctx.lineTo(200, 0);
ctx.stroke();
```
#### Result
{{ EmbedLiveSample('Drawing_a_full_ellipse', 700, 250) }}
### Various elliptical arcs
This example creates three elliptical paths with varying properties.
#### HTML
```html
<canvas id="canvas"></canvas>
```
#### JavaScript
```js
const canvas = document.getElementById("canvas");
const ctx = canvas.getContext("2d");
ctx.fillStyle = "red";
ctx.beginPath();
ctx.ellipse(60, 75, 50, 30, Math.PI * 0.25, 0, Math.PI * 1.5);
ctx.fill();
ctx.fillStyle = "blue";
ctx.beginPath();
ctx.ellipse(150, 75, 50, 30, Math.PI * 0.25, 0, Math.PI);
ctx.fill();
ctx.fillStyle = "green";
ctx.beginPath();
ctx.ellipse(240, 75, 50, 30, Math.PI * 0.25, 0, Math.PI, true);
ctx.fill();
```
#### Result
{{ EmbedLiveSample('Various_elliptical_arcs', 700, 180) }}
## Specifications
{{Specifications}}
## Browser compatibility
{{Compat}}
## See also
- The interface defining this method: {{domxref("CanvasRenderingContext2D")}}
- Use {{domxref("CanvasRenderingContext2D.arc()")}} to draw a circular arc
| 0 |
data/mdn-content/files/en-us/web/api/canvasrenderingcontext2d | data/mdn-content/files/en-us/web/api/canvasrenderingcontext2d/textalign/index.md | ---
title: "CanvasRenderingContext2D: textAlign property"
short-title: textAlign
slug: Web/API/CanvasRenderingContext2D/textAlign
page-type: web-api-instance-property
browser-compat: api.CanvasRenderingContext2D.textAlign
---
{{APIRef}}
The
**`CanvasRenderingContext2D.textAlign`**
property of the Canvas 2D API specifies the current text alignment used when drawing
text.
The alignment is relative to the `x` value of the
{{domxref("CanvasRenderingContext2D.fillText", "fillText()")}} method. For example, if
`textAlign` is `"center"`, then the text's left edge will be at
`x - (textWidth / 2)`.
## Value
Possible values:
- `"left"`
- : The text is left-aligned.
- `"right"`
- : The text is right-aligned.
- `"center"`
- : The text is centered.
- `"start"`
- : The text is aligned at the normal start of the line (left-aligned for left-to-right
locales, right-aligned for right-to-left locales).
- `"end"`
- : The text is aligned at the normal end of the line (right-aligned for left-to-right
locales, left-aligned for right-to-left locales).
The default value is `"start"`.
## Examples
### General text alignment
This example demonstrates the three "physical" values of the `textAlign`
property: `"left"`, `"center"`, and `"right"`.
#### HTML
```html
<canvas id="canvas"></canvas>
```
#### JavaScript
```js
const canvas = document.getElementById("canvas");
canvas.width = 350;
const ctx = canvas.getContext("2d");
const x = canvas.width / 2;
ctx.beginPath();
ctx.moveTo(x, 0);
ctx.lineTo(x, canvas.height);
ctx.stroke();
ctx.font = "30px serif";
ctx.textAlign = "left";
ctx.fillText("left-aligned", x, 40);
ctx.textAlign = "center";
ctx.fillText("center-aligned", x, 85);
ctx.textAlign = "right";
ctx.fillText("right-aligned", x, 130);
```
#### Result
{{ EmbedLiveSample('General_text_alignment', 700, 180) }}
### Direction-dependent text alignment
This example demonstrates the two direction-dependent values of the
`textAlign` property: `"start"` and `"end"`. Note that
the {{domxref("CanvasRenderingContext2D.direction", "direction")}} property is manually
specified as `"ltr"`, although this is also the default for English-language
text.
#### HTML
```html
<canvas id="canvas"></canvas>
```
#### JavaScript
```js
const canvas = document.getElementById("canvas");
const ctx = canvas.getContext("2d");
ctx.font = "30px serif";
ctx.direction = "ltr";
ctx.textAlign = "start";
ctx.fillText("Start-aligned", 0, 50);
ctx.textAlign = "end";
ctx.fillText("End-aligned", canvas.width, 120);
```
#### Result
{{ EmbedLiveSample('Direction-dependent_text_alignment', 700, 180) }}
## Specifications
{{Specifications}}
## Browser compatibility
{{Compat}}
## See also
- The interface defining this property: {{domxref("CanvasRenderingContext2D")}}
| 0 |
data/mdn-content/files/en-us/web/api/canvasrenderingcontext2d | data/mdn-content/files/en-us/web/api/canvasrenderingcontext2d/reset/index.md | ---
title: "CanvasRenderingContext2D: reset() method"
short-title: reset()
slug: Web/API/CanvasRenderingContext2D/reset
page-type: web-api-instance-method
browser-compat: api.CanvasRenderingContext2D.reset
---
{{APIRef}}
The **`CanvasRenderingContext2D.reset()`** method of the Canvas 2D API resets the rendering context to its default state, allowing it to be reused for drawing something else without having to explicitly reset all the properties.
Resetting clears the backing buffer, drawing state stack, any defined paths, and styles.
This includes the current [transformation](/en-US/docs/Web/API/CanvasRenderingContext2D#transformations) matrix, [compositing](/en-US/docs/Web/API/CanvasRenderingContext2D#compositing) properties, clipping region, dash list, [line styles](/en-US/docs/Web/API/CanvasRenderingContext2D#line_styles), [text styles](/en-US/docs/Web/API/CanvasRenderingContext2D#text_styles), [shadows](/en-US/docs/Web/API/CanvasRenderingContext2D#shadows), [image smoothing](/en-US/docs/Web/API/CanvasRenderingContext2D#image_smoothing), [filters](/en-US/docs/Web/API/CanvasRenderingContext2D#filters), and so on.
## Syntax
```js-nolint
reset()
```
### Parameters
None.
### Return value
None ({{jsxref("undefined")}}).
## Examples
This example shows how we can use `reset()` to completely clear the context before redrawing.
First we define a button and a canvas.
```css
#toggle-reset {
display: block;
}
```
```html
<button id="toggle-reset">Toggle</button>
<canvas id="my-house" width="500" height="200"></canvas>
```
The code first gets a `2d` context for the canvas.
It then defines functions that can use the context to draw a rectangle and a circle, respectively.
```js
// Get the 2d context
const canvas = document.getElementById("my-house");
const ctx = canvas.getContext("2d");
function drawRect() {
// Set line width
ctx.lineWidth = 10;
// Stroke rect outline
ctx.strokeRect(50, 50, 150, 100);
// Create filled text
ctx.font = "50px serif";
ctx.fillText("Rect!", 70, 110);
}
function drawCircle() {
// Set line width
ctx.lineWidth = 5;
// Stroke out circle
ctx.beginPath();
ctx.arc(300, 100, 50, 0, 2 * Math.PI);
ctx.stroke();
// Create filled text
ctx.font = "25px sans-serif";
ctx.fillText("Circle!", 265, 100);
}
```
We then draw the rectangle using its function.
The button toggles drawing the circle and rectangle.
Note how `reset()` is called before drawing to clear the context.
```js
drawRect();
// Toggle between circle and rectangle using button
let toggle = true;
const mybutton = document.getElementById("toggle-reset");
mybutton.addEventListener("click", () => {
ctx.reset(); // Clear the context!
if (toggle) {
drawCircle();
} else {
drawRect();
}
toggle = !toggle;
});
```
The result looks like this:
{{EmbedLiveSample("Examples", 500, 250)}}
## Specifications
{{Specifications}}
## Browser compatibility
{{Compat}}
## See also
- The interface defining this method: {{domxref("CanvasRenderingContext2D")}}
| 0 |
data/mdn-content/files/en-us/web/api/canvasrenderingcontext2d | data/mdn-content/files/en-us/web/api/canvasrenderingcontext2d/globalcompositeoperation/index.md | ---
title: "CanvasRenderingContext2D: globalCompositeOperation property"
short-title: globalCompositeOperation
slug: Web/API/CanvasRenderingContext2D/globalCompositeOperation
page-type: web-api-instance-property
browser-compat: api.CanvasRenderingContext2D.globalCompositeOperation
---
{{APIRef}}
The
**`CanvasRenderingContext2D.globalCompositeOperation`**
property of the Canvas 2D API sets the type of compositing operation to apply when
drawing new shapes.
See also [Compositing and clipping](/en-US/docs/Web/API/Canvas_API/Tutorial/Compositing) in the [Canvas Tutorial](/en-US/docs/Web/API/Canvas_API/Tutorial).
## Value
A string identifying which of the compositing or blending mode operations to use. This may be any of the following values:
- `"source-over"`
- : This is the default setting and draws new shapes on top of the existing canvas content.
- `"source-in"`
- : The new shape is drawn only where both the new shape and the destination canvas overlap. Everything else is made transparent.
- `"source-out"`
- : The new shape is drawn where it doesn't overlap the existing canvas content.
- `"source-atop"`
- : The new shape is only drawn where it overlaps the existing canvas content.
- `"destination-over"`
- : New shapes are drawn behind the existing canvas content.
- `"destination-in"`
- : The existing canvas content is kept where both the new shape and existing canvas content overlap. Everything else is made transparent.
- `"destination-out"`
- : The existing content is kept where it doesn't overlap the new shape.
- `"destination-atop"`
- : The existing canvas is only kept where it overlaps the new shape. The new shape is drawn behind the canvas content.
- `"lighter"`
- : Where both shapes overlap, the color is determined by adding color values.
- `"copy"`
- : Only the new shape is shown.
- `"xor"`
- : Shapes are made transparent where both overlap and drawn normal everywhere else.
- `"multiply"`
- : The pixels of the top layer are multiplied with the corresponding pixels of the bottom layer. A darker picture is the result.
- `"screen"`
- : The pixels are inverted, multiplied, and inverted again. A lighter picture is the result (opposite of `multiply`)
- `"overlay"`
- : A combination of `multiply` and `screen`. Dark parts on the base layer become darker, and light parts become lighter.
- `"darken"`
- : Retains the darkest pixels of both layers.
- `"lighten"`
- : Retains the lightest pixels of both layers.
- `"color-dodge"`
- : Divides the bottom layer by the inverted top layer.
- `"color-burn"`
- : Divides the inverted bottom layer by the top layer, and then inverts the result.
- `"hard-light"`
- : Like `overlay`, a combination of `multiply` and `screen` — but instead with the top layer and bottom layer swapped.
- `"soft-light"`
- : A softer version of `hard-light`. Pure black or white does not result in pure black or white.
- `"difference"`
- : Subtracts the bottom layer from the top layer — or the other way round — to always get a positive value.
- `"exclusion"`
- : Like `difference`, but with lower contrast.
- `"hue"`
- : Preserves the luma and chroma of the bottom layer, while adopting the hue of the top layer.
- `"saturation"`
- : Preserves the luma and hue of the bottom layer, while adopting the chroma of the top layer.
- `"color"`
- : Preserves the luma of the bottom layer, while adopting the hue and chroma of the top layer.
- `"luminosity"`
- : Preserves the hue and chroma of the bottom layer, while adopting the luma of the top layer.
## Examples
### Changing the composite operation
This example uses the `globalCompositeOperation` property to draw two
rectangles that exclude themselves where they overlap.
#### HTML
```html
<canvas id="canvas"></canvas>
```
#### JavaScript
```js
const canvas = document.getElementById("canvas");
const ctx = canvas.getContext("2d");
ctx.globalCompositeOperation = "xor";
ctx.fillStyle = "blue";
ctx.fillRect(10, 10, 100, 100);
ctx.fillStyle = "red";
ctx.fillRect(50, 50, 100, 100);
```
#### Result
{{ EmbedLiveSample('Changing_the_composite_operation', 700, 180) }}
### Demonstration of all values
#### Global values
This code sets up the global values used by the rest of the program.
```js
const canvas1 = document.createElement("canvas");
const canvas2 = document.createElement("canvas");
const gco = [
"source-over",
"source-in",
"source-out",
"source-atop",
"destination-over",
"destination-in",
"destination-out",
"destination-atop",
"lighter",
"copy",
"xor",
"multiply",
"screen",
"overlay",
"darken",
"lighten",
"color-dodge",
"color-burn",
"hard-light",
"soft-light",
"difference",
"exclusion",
"hue",
"saturation",
"color",
"luminosity",
].reverse();
const gcoText = [
"This is the default setting and draws new shapes on top of the existing canvas content.",
"The new shape is drawn only where both the new shape and the destination canvas overlap. Everything else is made transparent.",
"The new shape is drawn where it doesn't overlap the existing canvas content.",
"The new shape is only drawn where it overlaps the existing canvas content.",
"New shapes are drawn behind the existing canvas content.",
"The existing canvas content is kept where both the new shape and existing canvas content overlap. Everything else is made transparent.",
"The existing content is kept where it doesn't overlap the new shape.",
"The existing canvas is only kept where it overlaps the new shape. The new shape is drawn behind the canvas content.",
"Where both shapes overlap the color is determined by adding color values.",
"Only the new shape is shown.",
"Shapes are made transparent where both overlap and drawn normal everywhere else.",
"The pixels of the top layer are multiplied with the corresponding pixel of the bottom layer. A darker picture is the result.",
"The pixels are inverted, multiplied, and inverted again. A lighter picture is the result (opposite of multiply)",
"A combination of multiply and screen. Dark parts on the base layer become darker, and light parts become lighter.",
"Retains the darkest pixels of both layers.",
"Retains the lightest pixels of both layers.",
"Divides the bottom layer by the inverted top layer.",
"Divides the inverted bottom layer by the top layer, and then inverts the result.",
"A combination of multiply and screen like overlay, but with top and bottom layer swapped.",
"A softer version of hard-light. Pure black or white does not result in pure black or white.",
"Subtracts the bottom layer from the top layer or the other way round to always get a positive value.",
"Like difference, but with lower contrast.",
"Preserves the luma and chroma of the bottom layer, while adopting the hue of the top layer.",
"Preserves the luma and hue of the bottom layer, while adopting the chroma of the top layer.",
"Preserves the luma of the bottom layer, while adopting the hue and chroma of the top layer.",
"Preserves the hue and chroma of the bottom layer, while adopting the luma of the top layer.",
].reverse();
const width = 320;
const height = 340;
```
#### Main program
When the page loads, this code runs to set up and run the example:
```js
window.onload = () => {
// lum in sRGB
const lum = {
r: 0.33,
g: 0.33,
b: 0.33,
};
// resize canvas
canvas1.width = width;
canvas1.height = height;
canvas2.width = width;
canvas2.height = height;
lightMix();
colorSphere();
runComposite();
return;
};
```
And this code, `runComposite()`, handles the bulk of the work, relying on a number of utility functions to do the hard parts.
```js
function createCanvas() {
const canvas = document.createElement("canvas");
canvas.style.background = `url(${op_8x8.data})`;
canvas.style.border = "1px solid #000";
canvas.style.margin = "5px";
canvas.width = width / 2;
canvas.height = height / 2;
return canvas;
}
function runComposite() {
const dl = document.createElement("dl");
document.body.appendChild(dl);
while (gco.length) {
const pop = gco.pop();
const dt = document.createElement("dt");
dt.textContent = pop;
dl.appendChild(dt);
const dd = document.createElement("dd");
const p = document.createElement("p");
p.textContent = gcoText.pop();
dd.appendChild(p);
const canvasToDrawOn = createCanvas();
const canvasToDrawFrom = createCanvas();
const canvasToDrawResult = createCanvas();
let ctx = canvasToDrawResult.getContext("2d");
ctx.clearRect(0, 0, width, height);
ctx.save();
ctx.drawImage(canvas1, 0, 0, width / 2, height / 2);
ctx.globalCompositeOperation = pop;
ctx.drawImage(canvas2, 0, 0, width / 2, height / 2);
ctx.globalCompositeOperation = "source-over";
ctx.fillStyle = "rgb(0 0 0 / 80%)";
ctx.fillRect(0, height / 2 - 20, width / 2, 20);
ctx.fillStyle = "#FFF";
ctx.font = "14px arial";
ctx.fillText(pop, 5, height / 2 - 5);
ctx.restore();
ctx = canvasToDrawOn.getContext("2d");
ctx.clearRect(0, 0, width, height);
ctx.save();
ctx.drawImage(canvas1, 0, 0, width / 2, height / 2);
ctx.fillStyle = "rgb(0 0 0 / 80%)";
ctx.fillRect(0, height / 2 - 20, width / 2, 20);
ctx.fillStyle = "#FFF";
ctx.font = "14px arial";
ctx.fillText("existing content", 5, height / 2 - 5);
ctx.restore();
ctx = canvasToDrawFrom.getContext("2d");
ctx.clearRect(0, 0, width, height);
ctx.save();
ctx.drawImage(canvas2, 0, 0, width / 2, height / 2);
ctx.fillStyle = "rgb(0 0 0 / 80%)";
ctx.fillRect(0, height / 2 - 20, width / 2, 20);
ctx.fillStyle = "#FFF";
ctx.font = "14px arial";
ctx.fillText("new content", 5, height / 2 - 5);
ctx.restore();
dd.appendChild(canvasToDrawOn);
dd.appendChild(canvasToDrawFrom);
dd.appendChild(canvasToDrawResult);
dl.appendChild(dd);
}
}
```
#### Utility functions
The program relies on a number of utility functions.
```js
const lightMix = () => {
const ctx = canvas2.getContext("2d");
ctx.save();
ctx.globalCompositeOperation = "lighter";
ctx.beginPath();
ctx.fillStyle = "rgb(255 0 0 / 100%)";
ctx.arc(100, 200, 100, Math.PI * 2, 0, false);
ctx.fill();
ctx.beginPath();
ctx.fillStyle = "rgb(0 0 255 / 100%)";
ctx.arc(220, 200, 100, Math.PI * 2, 0, false);
ctx.fill();
ctx.beginPath();
ctx.fillStyle = "rgb(0 255 0 / 100%)";
ctx.arc(160, 100, 100, Math.PI * 2, 0, false);
ctx.fill();
ctx.restore();
ctx.beginPath();
ctx.fillStyle = "#f00";
ctx.fillRect(0, 0, 30, 30);
ctx.fill();
};
```
```js
const colorSphere = (element) => {
const ctx = canvas1.getContext("2d");
const width = 360;
const halfWidth = width / 2;
const rotate = (1 / 360) * Math.PI * 2; // per degree
const offset = 0; // scrollbar offset
const oleft = -20;
const otop = -20;
for (let n = 0; n <= 359; n++) {
const gradient = ctx.createLinearGradient(
oleft + halfWidth,
otop,
oleft + halfWidth,
otop + halfWidth,
);
const color = Color.HSV_RGB({ H: (n + 300) % 360, S: 100, V: 100 });
gradient.addColorStop(0, "rgb(0 0 0 / 0%)");
gradient.addColorStop(0.7, `rgb(${color.R} ${color.G} ${color.B} / 100%)`);
gradient.addColorStop(1, "rgb(255 255 255 / 100%)");
ctx.beginPath();
ctx.moveTo(oleft + halfWidth, otop);
ctx.lineTo(oleft + halfWidth, otop + halfWidth);
ctx.lineTo(oleft + halfWidth + 6, otop);
ctx.fillStyle = gradient;
ctx.fill();
ctx.translate(oleft + halfWidth, otop + halfWidth);
ctx.rotate(rotate);
ctx.translate(-(oleft + halfWidth), -(otop + halfWidth));
}
ctx.beginPath();
ctx.fillStyle = "#00f";
ctx.fillRect(15, 15, 30, 30);
ctx.fill();
return ctx.canvas;
};
```
```js
// HSV (1978) = H: Hue / S: Saturation / V: Value
Color = {};
Color.HSV_RGB = (o) => {
const S = o.S / 100;
let H = o.H / 360,
V = o.V / 100;
let R, G;
let A, B, C, D;
if (S === 0) {
R = G = B = Math.round(V * 255);
} else {
if (H >= 1) H = 0;
H *= 6;
D = H - Math.floor(H);
A = Math.round(255 * V * (1 - S));
B = Math.round(255 * V * (1 - S * D));
C = Math.round(255 * V * (1 - S * (1 - D)));
V = Math.round(255 * V);
switch (Math.floor(H)) {
case 0:
R = V;
G = C;
B = A;
break;
case 1:
R = B;
G = V;
B = A;
break;
case 2:
R = A;
G = V;
B = C;
break;
case 3:
R = A;
G = B;
B = V;
break;
case 4:
R = C;
G = A;
B = V;
break;
case 5:
R = V;
G = A;
B = B;
break;
}
}
return { R, G, B };
};
const createInterlace = (size, color1, color2) => {
const proto = document.createElement("canvas").getContext("2d");
proto.canvas.width = size * 2;
proto.canvas.height = size * 2;
proto.fillStyle = color1; // top-left
proto.fillRect(0, 0, size, size);
proto.fillStyle = color2; // top-right
proto.fillRect(size, 0, size, size);
proto.fillStyle = color2; // bottom-left
proto.fillRect(0, size, size, size);
proto.fillStyle = color1; // bottom-right
proto.fillRect(size, size, size, size);
const pattern = proto.createPattern(proto.canvas, "repeat");
pattern.data = proto.canvas.toDataURL();
return pattern;
};
const op_8x8 = createInterlace(8, "#FFF", "#eee");
```
#### Result
{{EmbedLiveSample("Demonstration of all values", "100%", 7250)}}
## Specifications
{{Specifications}}
## Browser compatibility
{{Compat}}
## See also
- The interface defining this property: {{domxref("CanvasRenderingContext2D")}}
- {{domxref("CanvasRenderingContext2D.globalAlpha")}}
| 0 |
data/mdn-content/files/en-us/web/api/canvasrenderingcontext2d | data/mdn-content/files/en-us/web/api/canvasrenderingcontext2d/imagesmoothingenabled/index.md | ---
title: "CanvasRenderingContext2D: imageSmoothingEnabled property"
short-title: imageSmoothingEnabled
slug: Web/API/CanvasRenderingContext2D/imageSmoothingEnabled
page-type: web-api-instance-property
browser-compat: api.CanvasRenderingContext2D.imageSmoothingEnabled
---
{{APIRef}}
The **`imageSmoothingEnabled`** property of the
{{domxref("CanvasRenderingContext2D")}} interface, part of the [Canvas API](/en-US/docs/Web/API/Canvas_API), determines whether scaled images
are smoothed (`true`, default) or not (`false`). On getting the
`imageSmoothingEnabled` property, the last value it was set to is returned.
This property is useful for games and other apps that use pixel art. When enlarging
images, the default resizing algorithm will blur the pixels. Set this property to
`false` to retain the pixels' sharpness.
> **Note:** You can adjust the smoothing quality with the
> {{domxref("CanvasRenderingContext2D.imageSmoothingQuality", "imageSmoothingQuality")}}
> property.
## Value
A boolean value indicating whether to smooth scaled images or not. The default value is `true`.
## Examples
### Disabling image smoothing
This example compares three images. The first image is drawn at its natural size, the
second is scaled to 3X and drawn with image smoothing enabled, and the third is scaled
to 3X but drawn with image smoothing disabled.
#### HTML
```html
<canvas id="canvas" width="460" height="210"></canvas>
```
#### JavaScript
```js
const canvas = document.getElementById("canvas");
const ctx = canvas.getContext("2d");
ctx.font = "16px sans-serif";
ctx.textAlign = "center";
const img = new Image();
img.src =
"https://interactive-examples.mdn.mozilla.net/media/examples/star.png";
img.onload = () => {
const w = img.width,
h = img.height;
ctx.fillText("Source", w * 0.5, 20);
ctx.drawImage(img, 0, 24, w, h);
ctx.fillText("Smoothing = TRUE", w * 2.5, 20);
ctx.imageSmoothingEnabled = true;
ctx.drawImage(img, w, 24, w * 3, h * 3);
ctx.fillText("Smoothing = FALSE", w * 5.5, 20);
ctx.imageSmoothingEnabled = false;
ctx.drawImage(img, w * 4, 24, w * 3, h * 3);
};
```
#### Result
{{ EmbedLiveSample('Disabling_image_smoothing', 700, 240) }}
## Specifications
{{Specifications}}
## Browser compatibility
{{Compat}}
## See also
- The interface defining this property: {{domxref("CanvasRenderingContext2D")}}
- {{domxref("CanvasRenderingContext2D.imageSmoothingQuality")}}
- {{cssxref("image-rendering")}}
| 0 |
data/mdn-content/files/en-us/web/api/canvasrenderingcontext2d | data/mdn-content/files/en-us/web/api/canvasrenderingcontext2d/stroketext/index.md | ---
title: "CanvasRenderingContext2D: strokeText() method"
short-title: strokeText()
slug: Web/API/CanvasRenderingContext2D/strokeText
page-type: web-api-instance-method
browser-compat: api.CanvasRenderingContext2D.strokeText
---
{{APIRef}}
The {{domxref("CanvasRenderingContext2D")}} method
**`strokeText()`**, part of the Canvas 2D API, strokes — that
is, draws the outlines of — the characters of a text string at the specified
coordinates. An optional parameter allows specifying a maximum width for the rendered
text, which the {{Glossary("user agent")}} will achieve by condensing the text or by
using a lower font size.
This method draws directly to the canvas without modifying the current path, so any
subsequent {{domxref("CanvasRenderingContext2D.fill()", "fill()")}} or
{{domxref("CanvasRenderingContext2D.stroke()", "stroke()")}} calls will have no effect
on it.
> **Note:** Use the {{domxref('CanvasRenderingContext2D.fillText()', 'fillText()')}} method to
> fill the text characters rather than having just their outlines drawn.
## Syntax
```js-nolint
strokeText(text, x, y)
strokeText(text, x, y, maxWidth)
```
### Parameters
- `text`
- : A string specifying the text string to render into the context.
The text is rendered using the settings specified by
{{domxref("CanvasRenderingContext2D.font","font")}},
{{domxref("CanvasRenderingContext2D.textAlign","textAlign")}},
{{domxref("CanvasRenderingContext2D.textBaseline","textBaseline")}}, and
{{domxref("CanvasRenderingContext2D.direction","direction")}}.
- `x`
- : The x-axis coordinate of the point at which to begin drawing the text.
- `y`
- : The y-axis coordinate of the point at which to begin drawing the text.
- `maxWidth` {{optional_inline}}
- : The maximum width the text may be once rendered. If not specified, there is no limit
to the width of the text. However, if this value is provided, the user agent will
adjust the kerning, select a more horizontally condensed font (if one is available or
can be generated without loss of quality), or scale down to a smaller font size in
order to fit the text in the specified width.
### Return value
None ({{jsxref("undefined")}}).
## Examples
### Drawing text outlines
This example writes the words "Hello world" using the `strokeText()` method.
#### HTML
First, we need a canvas to draw into. This code creates a context 400 pixels wide and
150 pixels high.
```html
<canvas id="canvas" width="400" height="150"></canvas>
```
#### JavaScript
The JavaScript code for this example follows.
```js
const canvas = document.getElementById("canvas");
const ctx = canvas.getContext("2d");
ctx.font = "50px serif";
ctx.strokeText("Hello world", 50, 90);
```
This code obtains a reference to the {{HTMLElement("canvas")}}, then gets a reference
to its 2D graphics context.
With that in hand, we set the {{domxref("CanvasRenderingContext2D.font", "font")}} to
50-pixel-tall "serif" (the user's default [serif](https://en.wikipedia.org/wiki/Serif) font),
then call `strokeText()` to draw the text "Hello world," starting at the
coordinates (50, 90).
#### Result
{{ EmbedLiveSample('Drawing_text_outlines', 700, 180) }}
### Restricting the text size
This example writes the words "Hello world," restricting its width to 140 pixels.
#### HTML
```html
<canvas id="canvas" width="400" height="150"></canvas>
```
#### JavaScript
```js
const canvas = document.getElementById("canvas");
const ctx = canvas.getContext("2d");
ctx.font = "50px serif";
ctx.strokeText("Hello world", 50, 90, 140);
```
#### Result
{{ EmbedLiveSample('Restricting_the_text_size', 700, 180) }}
## Specifications
{{Specifications}}
## Browser compatibility
{{Compat}}
## See also
- [Drawing text](/en-US/docs/Web/API/Canvas_API/Tutorial/Drawing_text)
- The interface defining this method: {{domxref("CanvasRenderingContext2D")}}
- {{domxref("CanvasRenderingContext2D.fillText()")}}
| 0 |
data/mdn-content/files/en-us/web/api/canvasrenderingcontext2d | data/mdn-content/files/en-us/web/api/canvasrenderingcontext2d/ispointinpath/index.md | ---
title: "CanvasRenderingContext2D: isPointInPath() method"
short-title: isPointInPath()
slug: Web/API/CanvasRenderingContext2D/isPointInPath
page-type: web-api-instance-method
browser-compat: api.CanvasRenderingContext2D.isPointInPath
---
{{APIRef}}
The
**`CanvasRenderingContext2D.isPointInPath()`**
method of the Canvas 2D API reports whether or not the specified point is contained in
the current path.
## Syntax
```js-nolint
isPointInPath(x, y)
isPointInPath(x, y, fillRule)
isPointInPath(path, x, y)
isPointInPath(path, x, y, fillRule)
```
### Parameters
- `x`
- : The x-axis coordinate of the point to check, unaffected by the current
transformation of the context.
- `y`
- : The y-axis coordinate of the point to check, unaffected by the current
transformation of the context.
- `fillRule`
- : The algorithm by which to determine if a point is inside or outside the path.
Possible values:
- `nonzero`
- : The [non-zero winding rule](https://en.wikipedia.org/wiki/Nonzero-rule).
Default rule.
- `evenodd`
- : The [even-odd winding rule](https://en.wikipedia.org/wiki/Even%E2%80%93odd_rule).
- `path`
- : A {{domxref("Path2D")}} path to check against. If unspecified, the current path is
used.
### Return value
- A boolean value
- : A Boolean, which is `true` if the specified point is contained in the
current or specified path, otherwise `false`.
## Examples
### Checking a point in the current path
This example uses the `isPointInPath()` method to check if a point is within
the current path.
#### HTML
```html
<canvas id="canvas"></canvas>
<p>In path: <code id="result">false</code></p>
```
#### JavaScript
```js
const canvas = document.getElementById("canvas");
const ctx = canvas.getContext("2d");
const result = document.getElementById("result");
ctx.rect(10, 10, 100, 100);
ctx.fill();
result.innerText = ctx.isPointInPath(30, 70);
```
#### Result
{{ EmbedLiveSample('Checking_a_point_in_the_current_path', 700, 220) }}
### Checking a point in the specified path
Whenever you move the mouse, this example checks whether the cursor is in a circular
`Path2D` path. If yes, the circle becomes green, otherwise it is red.
#### HTML
```html
<canvas id="canvas"></canvas>
```
#### JavaScript
```js
const canvas = document.getElementById("canvas");
const ctx = canvas.getContext("2d");
// Create circle
const circle = new Path2D();
circle.arc(150, 75, 50, 0, 2 * Math.PI);
ctx.fillStyle = "red";
ctx.fill(circle);
// Listen for mouse moves
canvas.addEventListener("mousemove", (event) => {
// Check whether point is inside circle
const isPointInPath = ctx.isPointInPath(circle, event.offsetX, event.offsetY);
ctx.fillStyle = isPointInPath ? "green" : "red";
// Draw circle
ctx.clearRect(0, 0, canvas.width, canvas.height);
ctx.fill(circle);
});
```
#### Result
{{ EmbedLiveSample('Checking_a_point_in_the_specified_path', 700, 180) }}
## Specifications
{{Specifications}}
## Browser compatibility
{{Compat}}
### Gecko-specific note
- Prior to Gecko 7.0 (Firefox 7.0 / Thunderbird 7.0 / SeaMonkey 2.4), this method
incorrectly failed to multiply the specified point's coordinates by the current
transformation matrix before comparing it to the path. Now this method works correctly
even if the context is rotated, scaled, or otherwise transformed.
## See also
- The interface defining this method: {{domxref("CanvasRenderingContext2D")}}
| 0 |
data/mdn-content/files/en-us/web/api/canvasrenderingcontext2d | data/mdn-content/files/en-us/web/api/canvasrenderingcontext2d/getimagedata/index.md | ---
title: "CanvasRenderingContext2D: getImageData() method"
short-title: getImageData()
slug: Web/API/CanvasRenderingContext2D/getImageData
page-type: web-api-instance-method
browser-compat: api.CanvasRenderingContext2D.getImageData
---
{{APIRef("Canvas API")}}
The {{domxref("CanvasRenderingContext2D")}} method
**`getImageData()`** of the Canvas 2D API returns an
{{domxref("ImageData")}} object representing the underlying pixel data for a specified
portion of the canvas.
This method is not affected by the canvas's transformation matrix. If the specified
rectangle extends outside the bounds of the canvas, the pixels outside the canvas are
transparent black in the returned `ImageData` object.
> **Note:** Image data can be painted onto a canvas using the
> {{domxref("CanvasRenderingContext2D.putImageData()", "putImageData()")}} method.
You can find more information about `getImageData()` and general
manipulation of canvas contents in [Pixel manipulation with canvas](/en-US/docs/Web/API/Canvas_API/Tutorial/Pixel_manipulation_with_canvas).
## Syntax
```js-nolint
getImageData(sx, sy, sw, sh)
getImageData(sx, sy, sw, sh, settings)
```
### Parameters
- `sx`
- : The x-axis coordinate of the top-left corner of the rectangle from which the
`ImageData` will be extracted.
- `sy`
- : The y-axis coordinate of the top-left corner of the rectangle from which the
`ImageData` will be extracted.
- `sw`
- : The width of the rectangle from which the `ImageData` will be extracted.
Positive values are to the right, and negative to the left.
- `sh`
- : The height of the rectangle from which the `ImageData` will be extracted.
Positive values are down, and negative are up.
- `settings` {{optional_inline}}
- : An object with the following properties:
- `colorSpace`: Specifies the color space of the image data. Can be set to `"srgb"` for the [sRGB color space](https://en.wikipedia.org/wiki/SRGB) or `"display-p3"` for the [display-p3 color space](https://en.wikipedia.org/wiki/DCI-P3).
### Return value
An {{domxref("ImageData")}} object containing the image data for the rectangle of the
canvas specified. The coordinates of the rectangle's top-left corner are
`(sx, sy)`, while the coordinates of the bottom corner are
`(sx + sw - 1, sy + sh - 1)`.
### Exceptions
- `IndexSizeError` {{domxref("DOMException")}}
- : Thrown if either `sw` or `sh` are zero.
- `SecurityError` {{domxref("DOMException")}}
- : The canvas contains or may contain pixels which were loaded from an origin other
than the one from which the document itself was loaded.
To avoid a `SecurityError` {{domxref("DOMException")}} being thrown in this situation,
configure CORS to allow the source image to be used in this way.
See [Allowing cross-origin use of images and canvas](/en-US/docs/Web/HTML/CORS_enabled_image).
## Examples
### Getting image data from a canvas
This example draws an image, and then uses `getImageData()` to grab a
portion of the canvas.
We use `getImageData()` to extract a slice of the image, starting at `(10, 20)`, with a width of `80` and a height of `230`. We then draw this slice three times, positioning the slices progressively below and to the right of the last slice.
#### HTML
```html
<canvas id="canvas" width="700" height="400"></canvas>
```
#### JavaScript
```js
const canvas = document.getElementById("canvas");
const ctx = canvas.getContext("2d");
const image = new Image();
image.src = "plumeria.jpg";
image.addEventListener("load", () => {
ctx.drawImage(image, 0, 0, 233, 320);
const imageData = ctx.getImageData(10, 20, 80, 230);
ctx.putImageData(imageData, 260, 0);
ctx.putImageData(imageData, 380, 50);
ctx.putImageData(imageData, 500, 100);
});
```
#### Result
{{EmbedLiveSample("Getting_image_data_from_a_canvas", "", 420)}}
### Color space conversion
The optional `colorSpace` setting allows you to get image data in the desired format.
```js
const context = canvas.getContext("2d", { colorSpace: "display-p3" });
context.fillStyle = "color(display-p3 0.5 0 0)";
context.fillRect(0, 0, 10, 10);
// Get ImageData converted to sRGB
const imageData = context.getImageData(0, 0, 1, 1, { colorSpace: "srgb" });
console.log(imageData.colorSpace); // "srgb"
```
## Specifications
{{Specifications}}
## Browser compatibility
{{Compat}}
## See also
- The interface defining this method: {{domxref("CanvasRenderingContext2D")}}
- {{domxref("ImageData")}} object
- {{domxref("CanvasRenderingContext2D.putImageData()")}}
- [Pixel manipulation with canvas](/en-US/docs/Web/API/Canvas_API/Tutorial/Pixel_manipulation_with_canvas)
| 0 |
data/mdn-content/files/en-us/web/api/canvasrenderingcontext2d | data/mdn-content/files/en-us/web/api/canvasrenderingcontext2d/createimagedata/index.md | ---
title: "CanvasRenderingContext2D: createImageData() method"
short-title: createImageData()
slug: Web/API/CanvasRenderingContext2D/createImageData
page-type: web-api-instance-method
browser-compat: api.CanvasRenderingContext2D.createImageData
---
{{APIRef}}
The **`CanvasRenderingContext2D.createImageData()`** method of
the Canvas 2D API creates a new, blank {{domxref("ImageData")}} object with the
specified dimensions. All of the pixels in the new object are transparent black.
## Syntax
```js-nolint
createImageData(width, height)
createImageData(width, height, settings)
createImageData(imagedata)
```
### Parameters
- `width`
- : The width to give the new `ImageData` object. A negative value flips the
rectangle around the vertical axis.
- `height`
- : The height to give the new `ImageData` object. A negative value flips the
rectangle around the horizontal axis.
- `settings` {{optional_inline}}
- : An object with the following properties:
- `colorSpace`: Specifies the color space of the image data. Can be set to `"srgb"` for the [sRGB color space](https://en.wikipedia.org/wiki/SRGB) or `"display-p3"` for the [display-p3 color space](https://en.wikipedia.org/wiki/DCI-P3).
- `imagedata`
- : An existing `ImageData` object from which to copy the width and height.
The image itself is **not** copied.
### Return value
A new {{domxref("ImageData")}} object with the specified width and height. The new
object is filled with transparent black pixels.
### Exceptions
- `IndexSizeError` {{domxref("DOMException")}}
- : Thrown if either of the `width` or `height` arguments is zero.
## Examples
### Creating a blank ImageData object
This snippet creates a blank `ImageData` object using the
`createImageData()` method.
```html
<canvas id="canvas"></canvas>
```
The generated object is 100 pixels wide and 50 pixels tall, making 5,000 pixels in all.
Each pixel within an `ImageData` object consists of four array values, so the
object's {{domxref("ImageData.data", "data")}} property has a length of 4 × 5,000, or
20,000.
```js
const canvas = document.getElementById("canvas");
const ctx = canvas.getContext("2d");
const imageData = ctx.createImageData(100, 50);
console.log(imageData);
// ImageData { width: 100, height: 50, data: Uint8ClampedArray[20000] }
```
### Filling a blank ImageData object
This example creates and fills a new `ImageData` object with purple pixels.
```html
<canvas id="canvas"></canvas>
```
Since each pixel consists of four values, the `for` loop iterates by
multiples of four. The array values associated with each pixel are R (red), G (green), B
(blue), and A (alpha), in that order.
```js
const canvas = document.getElementById("canvas");
const ctx = canvas.getContext("2d");
const imageData = ctx.createImageData(100, 100);
// Iterate through every pixel
for (let i = 0; i < imageData.data.length; i += 4) {
// Modify pixel data
imageData.data[i + 0] = 190; // R value
imageData.data[i + 1] = 0; // G value
imageData.data[i + 2] = 210; // B value
imageData.data[i + 3] = 255; // A value
}
// Draw image data to the canvas
ctx.putImageData(imageData, 20, 20);
```
#### Result
{{EmbedLiveSample("Filling_a_blank_ImageData_object", 700, 180)}}
### More examples
For more examples using `createImageData()` and the `ImageData`
object, see [Pixel manipulation with canvas](/en-US/docs/Web/API/Canvas_API/Tutorial/Pixel_manipulation_with_canvas) and {{domxref("ImageData.data")}}.
## Specifications
{{Specifications}}
## Browser compatibility
{{Compat}}
## See also
- The interface defining this method: {{domxref("CanvasRenderingContext2D")}}
- {{domxref("ImageData")}}
- [Pixel manipulation with canvas](/en-US/docs/Web/API/Canvas_API/Tutorial/Pixel_manipulation_with_canvas)
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data/mdn-content/files/en-us/web/api/canvasrenderingcontext2d | data/mdn-content/files/en-us/web/api/canvasrenderingcontext2d/iscontextlost/index.md | ---
title: "CanvasRenderingContext2D: isContextLost() method"
short-title: isContextLost()
slug: Web/API/CanvasRenderingContext2D/isContextLost
page-type: web-api-instance-method
status:
- experimental
browser-compat: api.CanvasRenderingContext2D.isContextLost
---
{{APIRef}}{{SeeCompatTable}}
The **`CanvasRenderingContext2D.isContextLost()`** method of the Canvas 2D API returns `true` if the rendering context is lost (and has not yet been reset).
This might occur due to driver crashes, running out of memory, and so on.
If the user agent detects that the canvas backing storage is lost it will fire the [`contextlost` event](/en-US/docs/Web/API/HTMLCanvasElement/contextlost_event) at the associated [`HTMLCanvasElement`](/en-US/docs/Web/API/HTMLCanvasElement).
If this event is not cancelled it will attempt to reset the backing storage to the default state (this is equivalent to calling {{domxref("CanvasRenderingContext2D.reset()")}}).
On success it will fire the [`contextrestored` event](/en-US/docs/Web/API/HTMLCanvasElement/contextrestored_event), indicating that the context is ready to reinitialize and redraw.
## Syntax
```js-nolint
isContextLost()
```
### Parameters
None.
### Return value
`true` if the rendering context was lost; `false` otherwise.
### Examples
```js
const ctx = canvas.getContext("2d");
if (ctx.isContextLost()) {
console.log("Context is lost");
}
```
## Specifications
{{Specifications}}
## Browser compatibility
{{Compat}}
## See also
- The interface defining this method: {{domxref("CanvasRenderingContext2D")}}
- [`HTMLCanvasElement: contextlost` event](/en-US/docs/Web/API/HTMLCanvasElement/contextlost_event)
- [`HTMLCanvasElement: contextrestored` event](/en-US/docs/Web/API/HTMLCanvasElement/contextrestored_event)
| 0 |
data/mdn-content/files/en-us/web/api/canvasrenderingcontext2d | data/mdn-content/files/en-us/web/api/canvasrenderingcontext2d/fill/index.md | ---
title: "CanvasRenderingContext2D: fill() method"
short-title: fill()
slug: Web/API/CanvasRenderingContext2D/fill
page-type: web-api-instance-method
browser-compat: api.CanvasRenderingContext2D.fill
---
{{APIRef}}
The
**`CanvasRenderingContext2D.fill()`**
method of the Canvas 2D API fills the current or given path with the current
{{domxref("CanvasRenderingContext2D.fillStyle", "fillStyle")}}.
## Syntax
```js-nolint
fill()
fill(path)
fill(fillRule)
fill(path, fillRule)
```
### Parameters
- `fillRule`
- : The algorithm by which to determine if a point is inside or outside the filling
region.
Possible values:
- `nonzero`
- : The [non-zero winding rule](https://en.wikipedia.org/wiki/Nonzero-rule).
Default rule.
- `evenodd`
- : The [even-odd winding rule](https://en.wikipedia.org/wiki/Even%E2%80%93odd_rule).
- `path`
- : A {{domxref("Path2D")}} path to fill.
### Return value
None ({{jsxref("undefined")}}).
## Examples
### Filling a rectangle
This example fills a rectangle with the `fill()` method.
#### HTML
```html
<canvas id="canvas"></canvas>
```
#### JavaScript
```js
const canvas = document.getElementById("canvas");
const ctx = canvas.getContext("2d");
ctx.rect(10, 10, 150, 100);
ctx.fill();
```
#### Result
{{ EmbedLiveSample('Filling_a_rectangle', 700, 180) }}
### Specifying a path and a fillRule
This example saves some intersecting lines to a Path2D object. The `fill()`
method is then used to render the object to the canvas. A hole is left unfilled in the
object's center by using the `"evenodd"` rule; by default (with the
`"nonzero"` rule), the hole would also be filled.
#### HTML
```html
<canvas id="canvas"></canvas>
```
#### JavaScript
```js
const canvas = document.getElementById("canvas");
const ctx = canvas.getContext("2d");
// Create path
let region = new Path2D();
region.moveTo(30, 90);
region.lineTo(110, 20);
region.lineTo(240, 130);
region.lineTo(60, 130);
region.lineTo(190, 20);
region.lineTo(270, 90);
region.closePath();
// Fill path
ctx.fillStyle = "green";
ctx.fill(region, "evenodd");
```
#### Result
{{ EmbedLiveSample('Specifying_a_path_and_a_fillRule', 700, 180) }}
## Specifications
{{Specifications}}
## Browser compatibility
{{Compat}}
## See also
- The interface defining this method: {{domxref("CanvasRenderingContext2D")}}
- {{domxref("CanvasRenderingContext2D.fillStyle")}}
| 0 |
data/mdn-content/files/en-us/web/api/canvasrenderingcontext2d | data/mdn-content/files/en-us/web/api/canvasrenderingcontext2d/fontstretch/index.md | ---
title: "CanvasRenderingContext2D: fontStretch property"
short-title: fontStretch
slug: Web/API/CanvasRenderingContext2D/fontStretch
page-type: web-api-instance-property
browser-compat: api.CanvasRenderingContext2D.fontStretch
---
{{APIRef}}
The **`CanvasRenderingContext2D.fontStretch`** property of the [Canvas API](/en-US/docs/Web/API/Canvas_API) specifies how the font may be expanded or condensed when drawing text.
The property corresponds to the [`font-stretch`](/en-US/docs/Web/CSS/font-stretch) CSS property when used with keywords (percentage values are not supported).
## Value
The font stretch value as a string.
This is one of: `ultra-condensed`, `extra-condensed`, `condensed`, `semi-condensed`, `normal` (default), `semi-expanded`, `expanded`, `extra-expanded`, `ultra-expanded`.
The property can be used to get or set the font stretch value.
## Examples
In this example we display the text "Hello World" using each of the supported values of the `fontStretch` property.
The stretch value is also displayed for each case by reading the property.
### HTML
```html
<canvas id="canvas" width="700" height="310"></canvas>
```
### JavaScript
First we get the canvas declared in the HTML file and use it to get the `CanvasRenderingContext2D` that will later be used for drawing text.
```js
const canvas = document.getElementById("canvas");
const ctx = canvas.getContext("2d");
```
The next step in the example is to load a variable font that can be varied in the width axis.
This is needed because `fontStretch` can only stretch a font that contains information about how glyphs are drawn when stretched — otherwise text will be drawn using the closest available font stretch value for the font, which will often be the normal width.
In this case we use [`FontFace`](/en-US/docs/Web/API/FontFace) to define a font face for the [Inconsolata](https://fonts.google.com/specimen/Inconsolata/tester) Google Font, which supports font widths from 50% to 200% (allowing us to demonstrate `fontStretch` values from `ultra-condensed` to `ultra-expanded`).
We then add this to the document's [`FontFaceSet`](/en-US/docs/Web/API/FontFaceSet) ([`document.fonts`](/en-US/docs/Web/API/Document/fonts)) so that it can be used for drawing.
```js
const fontFile = new FontFace(
"Inconsolata",
'url(https://fonts.gstatic.com/s/inconsolata/v31/QlddNThLqRwH-OJ1UHjlKENVzlm-WkL3GZQmAwPyya15.woff2) format("woff2")',
{ stretch: "50% 200%" },
);
document.fonts.add(fontFile);
```
The code below then calls [`FontFaceSet.load()`](/en-US/docs/Web/API/FontFaceSet/load) to fetch and load the Google Font.
Note that this call sets the size of the font that is needed, and returns a promise that resolves when the font has been loaded.
We then assign the font face we downloaded to the context, and use the context to draw text to the canvas at each of the keyword stretch levels.
Note that again the size of the desired font is specified (this does not have to match the loaded font size).
```js
document.fonts.load("30px Inconsolata").then(
() => {
ctx.font = "30px 'Inconsolata'";
// Default (normal)
ctx.fillText(`Hello world (default: ${ctx.fontStretch})`, 5, 20);
ctx.fontStretch = "ultra-condensed";
ctx.fillText(`Hello world (${ctx.fontStretch})`, 5, 50);
ctx.fontStretch = "extra-condensed";
ctx.fillText(`Hello world (${ctx.fontStretch})`, 5, 80);
ctx.fontStretch = "condensed";
ctx.fillText(`Hello world (${ctx.fontStretch})`, 5, 110);
ctx.fontStretch = "semi-condensed";
ctx.fillText(`Hello world (${ctx.fontStretch})`, 5, 140);
ctx.fontStretch = "extra-condensed";
ctx.fillText(`Hello world (${ctx.fontStretch})`, 5, 170);
ctx.fontStretch = "semi-expanded";
ctx.fillText(`Hello world (${ctx.fontStretch})`, 5, 200);
ctx.fontStretch = "expanded";
ctx.fillText(`Hello world (${ctx.fontStretch})`, 5, 230);
ctx.fontStretch = "extra-expanded";
ctx.fillText(`Hello world (${ctx.fontStretch})`, 5, 260);
ctx.fontStretch = "ultra-expanded";
ctx.fillText(`Hello world (${ctx.fontStretch})`, 5, 290);
},
(err) => {
console.error(err);
},
);
```
### Result
{{ EmbedLiveSample('Examples', 700, 300) }}
## Specifications
{{Specifications}}
## Browser compatibility
{{Compat}}
| 0 |
data/mdn-content/files/en-us/web/api/canvasrenderingcontext2d | data/mdn-content/files/en-us/web/api/canvasrenderingcontext2d/filltext/index.md | ---
title: "CanvasRenderingContext2D: fillText() method"
short-title: fillText()
slug: Web/API/CanvasRenderingContext2D/fillText
page-type: web-api-instance-method
browser-compat: api.CanvasRenderingContext2D.fillText
---
{{APIRef("HTML DOM")}}
The {{domxref("CanvasRenderingContext2D")}} method
**`fillText()`**, part of the Canvas 2D API, draws a text string
at the specified coordinates, filling the string's characters with the current
{{domxref("CanvasRenderingContext2D.fillStyle", "fillStyle")}}. An optional parameter
allows specifying a maximum width for the rendered text, which the {{Glossary("user
agent")}} will achieve by condensing the text or by using a lower font size.
This method draws directly to the canvas without modifying the current path, so any
subsequent {{domxref("CanvasRenderingContext2D.fill()", "fill()")}} or
{{domxref("CanvasRenderingContext2D.stroke()", "stroke()")}} calls will have no effect
on it.
The text is rendered using the font and text layout configuration as defined by the
{{domxref("CanvasRenderingContext2D.font","font")}},
{{domxref("CanvasRenderingContext2D.textAlign","textAlign")}},
{{domxref("CanvasRenderingContext2D.textBaseline","textBaseline")}}, and
{{domxref("CanvasRenderingContext2D.direction","direction")}} properties.
> **Note:** To draw the outlines of the characters in a string, call the context's
> {{domxref("CanvasRenderingContext2D.strokeText", "strokeText()")}} method.
## Syntax
```js-nolint
fillText(text, x, y)
fillText(text, x, y, maxWidth)
```
### Parameters
- `text`
- : A string specifying the text string to render into the context.
The text is rendered using the settings specified by
{{domxref("CanvasRenderingContext2D.font","font")}},
{{domxref("CanvasRenderingContext2D.textAlign","textAlign")}},
{{domxref("CanvasRenderingContext2D.textBaseline","textBaseline")}}, and
{{domxref("CanvasRenderingContext2D.direction","direction")}}.
- `x`
- : The x-axis coordinate of the point at which to begin drawing the text, in pixels.
- `y`
- : The y-axis coordinate of the baseline on which to begin drawing the text, in pixels.
- `maxWidth` {{optional_inline}}
- : The maximum number of pixels wide the text may be once rendered. If not specified,
there is no limit to the width of the text. However, if this value is provided, the
user agent will adjust the kerning, select a more horizontally condensed font (if one
is available or can be generated without loss of quality), or scale down to a smaller
font size in order to fit the text in the specified width.
### Return value
None ({{jsxref("undefined")}}).
## Examples
### Drawing filled text
This example writes the words "Hello world" using the `fillText()` method.
#### HTML
First, we need a canvas to draw into. This code creates a context 400 pixels wide and
150 pixels across.
```html
<canvas id="canvas" width="400" height="150"></canvas>
```
#### JavaScript
The JavaScript code for this example follows.
```js
const canvas = document.getElementById("canvas");
const ctx = canvas.getContext("2d");
ctx.font = "50px serif";
ctx.fillText("Hello world", 50, 90);
```
This code obtains a reference to the {{HTMLElement("canvas")}}, then gets a reference
to its 2D graphics context.
With that in hand, we set the {{domxref("CanvasRenderingContext2D.font", "font")}} to
50-pixel-tall "serif" (the user's default [serif](https://en.wikipedia.org/wiki/Serif) font),
then call `fillText()` to draw the text "Hello world," starting at the
coordinates (50, 90).
#### Result
{{ EmbedLiveSample('Drawing_filled_text', 700, 180) }}
### Restricting the text size
This example writes the words "Hello world," restricting its width to 140 pixels.
#### HTML
```html
<canvas id="canvas" width="400" height="150"></canvas>
```
#### JavaScript
```js
const canvas = document.getElementById("canvas");
const ctx = canvas.getContext("2d");
ctx.font = "50px serif";
ctx.fillText("Hello world", 50, 90, 140);
```
#### Result
{{ EmbedLiveSample('Restricting_the_text_size', 700, 180) }}
## Specifications
{{Specifications}}
## Browser compatibility
{{Compat}}
## See also
- [Drawing text](/en-US/docs/Web/API/Canvas_API/Tutorial/Drawing_text)
- {{domxref("CanvasRenderingContext2D")}}
- {{domxref("CanvasRenderingContext2D.strokeText()")}}
| 0 |
data/mdn-content/files/en-us/web/api/canvasrenderingcontext2d | data/mdn-content/files/en-us/web/api/canvasrenderingcontext2d/clip/index.md | ---
title: "CanvasRenderingContext2D: clip() method"
short-title: clip()
slug: Web/API/CanvasRenderingContext2D/clip
page-type: web-api-instance-method
browser-compat: api.CanvasRenderingContext2D.clip
---
{{APIRef}}
The
**`CanvasRenderingContext2D.clip()`**
method of the Canvas 2D API turns the current or given path into the current clipping
region. The previous clipping region, if any, is intersected with the current or given
path to create the new clipping region.
In the image below, the red outline represents a clipping region shaped like a star.
Only those parts of the checkerboard pattern that are within the clipping region get
drawn.

> **Note:** Be aware that the clipping region is only constructed from
> shapes added to the path. It doesn't work with shape primitives drawn directly to the
> canvas, such as {{domxref("CanvasRenderingContext2D.fillRect()","fillRect()")}}.
> Instead, you'd have to use {{domxref("CanvasRenderingContext2D.rect()","rect()")}} to
> add a rectangular shape to the path before calling `clip()`.
> **Note:** Clip paths cannot be reverted directly. You must save your canvas state using {{domxref("CanvasRenderingContext2D/save", "save()")}} before calling `clip()`, and restore it once you have finished drawing in the clipped area using {{domxref("CanvasRenderingContext2D/restore", "restore()")}}.
## Syntax
```js-nolint
clip()
clip(path)
clip(fillRule)
clip(path, fillRule)
```
### Parameters
- `fillRule`
- : The algorithm by which to determine if a point is inside or outside the clipping
region. Possible values:
- `nonzero`
- : The [non-zero winding rule](https://en.wikipedia.org/wiki/Nonzero-rule).
Default rule.
- `evenodd`
- : The [even-odd winding rule](https://en.wikipedia.org/wiki/Even%E2%80%93odd_rule).
- `path`
- : A {{domxref("Path2D")}} path to use as the clipping region.
### Return value
None ({{jsxref("undefined")}}).
## Examples
### A simple clipping region
This example uses the `clip()` method to create a clipping region according
to the shape of a circular arc. Two rectangles are then drawn; only those parts within
the clipping region are rendered.
#### HTML
```html
<canvas id="canvas"></canvas>
```
#### JavaScript
The clipping region is a full circle, with its center at (100, 75), and a radius of 50.
```js
const canvas = document.getElementById("canvas");
const ctx = canvas.getContext("2d");
// Create circular clipping region
ctx.beginPath();
ctx.arc(100, 75, 50, 0, Math.PI * 2);
ctx.clip();
// Draw stuff that gets clipped
ctx.fillStyle = "blue";
ctx.fillRect(0, 0, canvas.width, canvas.height);
ctx.fillStyle = "orange";
ctx.fillRect(0, 0, 100, 100);
```
#### Result
{{ EmbedLiveSample('A_simple_clipping_region', 700, 180) }}
### Specifying a path and a fillRule
This example saves two rectangles to a Path2D object, which is then made the current
clipping region using the `clip()` method. The `"evenodd"` rule
creates a hole where the clipping rectangles intersect; by default (with the
`"nonzero"` rule), there would be no hole.
#### HTML
```html
<canvas id="canvas"></canvas>
```
#### JavaScript
```js
const canvas = document.getElementById("canvas");
const ctx = canvas.getContext("2d");
// Create clipping path
let region = new Path2D();
region.rect(80, 10, 20, 130);
region.rect(40, 50, 100, 50);
ctx.clip(region, "evenodd");
// Draw stuff that gets clipped
ctx.fillStyle = "blue";
ctx.fillRect(0, 0, canvas.width, canvas.height);
```
#### Result
{{ EmbedLiveSample('Specifying_a_path_and_a_fillRule', 700, 180) }}
### Creating a complex clipping region
This example uses two paths, a rectangle and a square to create a complex clipping
region. The `clip()` method is called twice, first to set the current
clipping region to the circle using a `Path2D` object, then again to
intersect the circle clipping region with a square. The final clipping region is a shape
representing the intersection of the circle and the square.
#### HTML
```html
<canvas id="canvas"></canvas>
```
#### JavaScript
```js
const canvas = document.getElementById("canvas");
const ctx = canvas.getContext("2d");
// Create two clipping paths
let circlePath = new Path2D();
circlePath.arc(150, 75, 75, 0, 2 * Math.PI);
let squarePath = new Path2D();
squarePath.rect(85, 10, 130, 130);
// Set the clip to the circle
ctx.clip(circlePath);
// Set the clip to be the intersection of the circle and the square
ctx.clip(squarePath);
// Draw stuff that gets clipped
ctx.fillStyle = "blue";
ctx.fillRect(0, 0, canvas.width, canvas.height);
```
#### Result
{{ EmbedLiveSample('Creating_a_complex_clipping_region', 300, 150) }}
## Specifications
{{Specifications}}
## Browser compatibility
{{Compat}}
## See also
- The interface defining this method: {{domxref("CanvasRenderingContext2D")}}
| 0 |
data/mdn-content/files/en-us/web/api/canvasrenderingcontext2d | data/mdn-content/files/en-us/web/api/canvasrenderingcontext2d/beginpath/index.md | ---
title: "CanvasRenderingContext2D: beginPath() method"
short-title: beginPath()
slug: Web/API/CanvasRenderingContext2D/beginPath
page-type: web-api-instance-method
browser-compat: api.CanvasRenderingContext2D.beginPath
---
{{APIRef}}
The
**`CanvasRenderingContext2D.beginPath()`**
method of the Canvas 2D API starts a new path by emptying the list of sub-paths. Call
this method when you want to create a new path.
> **Note:** To create a new sub-path, i.e., one matching the current
> canvas state, you can use {{domxref("CanvasRenderingContext2D.moveTo()")}}.
## Syntax
```js-nolint
beginPath()
```
### Parameters
None.
### Return value
None ({{jsxref("undefined")}}).
## Examples
### Creating distinct paths
This example creates two paths, each of which contains a single line.
#### HTML
```html
<canvas id="canvas"></canvas>
```
#### JavaScript
The `beginPath()` method is called before beginning each line, so that they
may be drawn with different colors.
```js
const canvas = document.getElementById("canvas");
const ctx = canvas.getContext("2d");
// First path
ctx.beginPath();
ctx.strokeStyle = "blue";
ctx.moveTo(20, 20);
ctx.lineTo(200, 20);
ctx.stroke();
// Second path
ctx.beginPath();
ctx.strokeStyle = "green";
ctx.moveTo(20, 20);
ctx.lineTo(120, 120);
ctx.stroke();
```
#### Result
{{ EmbedLiveSample('Creating_distinct_paths', 700, 180) }}
## Specifications
{{Specifications}}
## Browser compatibility
{{Compat}}
## See also
- The interface defining this method: {{domxref("CanvasRenderingContext2D")}}
- {{domxref("CanvasRenderingContext2D.closePath()")}}
| 0 |
data/mdn-content/files/en-us/web/api/canvasrenderingcontext2d | data/mdn-content/files/en-us/web/api/canvasrenderingcontext2d/canvas/index.md | ---
title: "CanvasRenderingContext2D: canvas property"
short-title: canvas
slug: Web/API/CanvasRenderingContext2D/canvas
page-type: web-api-instance-property
browser-compat: api.CanvasRenderingContext2D.canvas
---
{{APIRef}}
The **`CanvasRenderingContext2D.canvas`** property, part of the
[Canvas API](/en-US/docs/Web/API/Canvas_API), is a read-only reference to the
{{domxref("HTMLCanvasElement")}} object that is associated with a given context. It
might be [`null`](/en-US/docs/Web/JavaScript/Reference/Operators/null) if there is no associated {{HTMLElement("canvas")}} element.
## Value
A {{domxref("HTMLCanvasElement")}} object.
## Examples
Given this {{HTMLElement("canvas")}} element:
```html
<canvas id="canvas"></canvas>
```
… you can get a reference to the canvas element within the
`CanvasRenderingContext2D` by using the `canvas` property:
```js
const canvas = document.getElementById("canvas");
const ctx = canvas.getContext("2d");
ctx.canvas; // HTMLCanvasElement
```
## Specifications
{{Specifications}}
## Browser compatibility
{{Compat}}
## See also
- {{domxref("CanvasRenderingContext2D")}} interface
- [Canvas API](/en-US/docs/Web/API/Canvas_API)
| 0 |
data/mdn-content/files/en-us/web/api/canvasrenderingcontext2d | data/mdn-content/files/en-us/web/api/canvasrenderingcontext2d/shadowcolor/index.md | ---
title: "CanvasRenderingContext2D: shadowColor property"
short-title: shadowColor
slug: Web/API/CanvasRenderingContext2D/shadowColor
page-type: web-api-instance-property
browser-compat: api.CanvasRenderingContext2D.shadowColor
---
{{APIRef}}
The
**`CanvasRenderingContext2D.shadowColor`**
property of the Canvas 2D API specifies the color of shadows.
Be aware that the shadow's rendered opacity will be affected by the opacity of the
{{domxref("CanvasRenderingContext2D.fillStyle", "fillStyle")}} color when filling, and
of the {{domxref("CanvasRenderingContext2D.strokeStyle", "strokeStyle")}} color when
stroking.
> **Note:** Shadows are only drawn if the `shadowColor`
> property is set to a non-transparent value. One of the
> {{domxref("CanvasRenderingContext2D.shadowBlur", "shadowBlur")}},
> {{domxref("CanvasRenderingContext2D.shadowOffsetX", "shadowOffsetX")}}, or
> {{domxref("CanvasRenderingContext2D.shadowOffsetY", "shadowOffsetY")}} properties must
> be non-zero, as well.
## Value
A string parsed as a [CSS](/en-US/docs/Web/CSS) {{cssxref("<color>")}} value. The default value is fully-transparent black.
## Examples
### Adding a shadow to shapes
This example adds a shadow to two squares; the first one is filled, and the second one
is stroked. The `shadowColor` property sets the shadows' color, while
`shadowOffsetX` and `shadowOffsetY` set their position relative to
the shapes.
#### HTML
```html
<canvas id="canvas"></canvas>
```
#### JavaScript
```js
const canvas = document.getElementById("canvas");
const ctx = canvas.getContext("2d");
// Shadow
ctx.shadowColor = "red";
ctx.shadowOffsetX = 10;
ctx.shadowOffsetY = 10;
// Filled rectangle
ctx.fillRect(20, 20, 100, 100);
// Stroked rectangle
ctx.lineWidth = 6;
ctx.strokeRect(170, 20, 100, 100);
```
#### Result
{{ EmbedLiveSample('Adding_a_shadow_to_shapes', 700, 180) }}
### Shadows on translucent shapes
A shadow's opacity is affected by the transparency level of its parent object (even
when `shadowColor` specifies a completely opaque value). This example strokes
and fills a rectangle with translucent colors.
#### HTML
```html
<canvas id="canvas"></canvas>
```
#### JavaScript
The resulting alpha value of the fill shadow is `.8 * .2`, or
`.16`. The alpha of the stroke shadow is `.8 * .6`, or
`.48`.
```js
const canvas = document.getElementById("canvas");
const ctx = canvas.getContext("2d");
// Shadow
ctx.shadowColor = "rgb(255 0 0 / 80%)";
ctx.shadowBlur = 8;
ctx.shadowOffsetX = 30;
ctx.shadowOffsetY = 20;
// Filled rectangle
ctx.fillStyle = "rgb(0 255 0 / 20%)";
ctx.fillRect(10, 10, 150, 100);
// Stroked rectangle
ctx.lineWidth = 10;
ctx.strokeStyle = "rgb(0 0 255 / 60%)";
ctx.strokeRect(10, 10, 150, 100);
```
#### Result
{{ EmbedLiveSample('Shadows_on_translucent_shapes', 700, 180) }}
## Specifications
{{Specifications}}
## Browser compatibility
{{Compat}}
### WebKit/Blink-specific notes
In WebKit- and Blink-based browsers, the non-standard and deprecated method
`ctx.setShadow()` is implemented besides this property.
```js
setShadow(width, height, blur, color, alpha);
setShadow(width, height, blur, graylevel, alpha);
setShadow(width, height, blur, r, g, b, a);
setShadow(width, height, blur, c, m, y, k, a);
```
## See also
- The interface defining this property: {{domxref("CanvasRenderingContext2D")}}
| 0 |
data/mdn-content/files/en-us/web/api/canvasrenderingcontext2d | data/mdn-content/files/en-us/web/api/canvasrenderingcontext2d/fillstyle/index.md | ---
title: "CanvasRenderingContext2D: fillStyle property"
short-title: fillStyle
slug: Web/API/CanvasRenderingContext2D/fillStyle
page-type: web-api-instance-property
browser-compat: api.CanvasRenderingContext2D.fillStyle
---
{{APIRef}}
The
**`CanvasRenderingContext2D.fillStyle`**
property of the [Canvas 2D API](/en-US/docs/Web/API/Canvas_API) specifies the
color, gradient, or pattern to use inside shapes. The default style is `#000`
(black).
> **Note:** For more examples of fill and stroke styles, see [Applying styles and color](/en-US/docs/Web/API/Canvas_API/Tutorial/Applying_styles_and_colors) in the [Canvas tutorial](/en-US/docs/Web/API/Canvas_API/Tutorial).
## Value
One of the following:
- A string parsed as CSS {{cssxref("<color>")}} value.
- A {{domxref("CanvasGradient")}} object (a linear or radial gradient).
- A {{domxref("CanvasPattern")}} object (a repeating image).
## Examples
### Changing the fill color of a shape
This example applies a blue fill color to a rectangle.
#### HTML
```html
<canvas id="canvas"></canvas>
```
#### JavaScript
```js
const canvas = document.getElementById("canvas");
const ctx = canvas.getContext("2d");
ctx.fillStyle = "blue";
ctx.fillRect(10, 10, 100, 100);
```
#### Result
{{ EmbedLiveSample('Changing_the_fill_color_of_a_shape', 700, 160) }}
### Creating multiple fill colors using loops
In this example, we use two `for` loops to draw a grid of rectangles, each
having a different fill color. To achieve this, we use the two variables `i`
and `j` to generate a unique RGB color for each square, and only modify the
red and green values. (The blue channel has a fixed value.) By modifying the channels,
you can generate all kinds of palettes.
```html hidden
<canvas id="canvas" width="150" height="150"></canvas>
```
```js
const canvas = document.getElementById("canvas");
const ctx = canvas.getContext("2d");
for (let i = 0; i < 6; i++) {
for (let j = 0; j < 6; j++) {
ctx.fillStyle = `rgb(
${Math.floor(255 - 42.5 * i)}
${Math.floor(255 - 42.5 * j)}
0)`;
ctx.fillRect(j * 25, i * 25, 25, 25);
}
}
```
The result looks like this:
{{EmbedLiveSample("Creating_multiple_fill_colors_using_loops", 160, 160,
"canvas_fillstyle.png")}}
## Specifications
{{Specifications}}
## Browser compatibility
{{Compat}}
### WebKit/Blink-specific note
In WebKit- and Blink-based browsers, the non-standard and deprecated method
`ctx.setFillColor()` is implemented in addition to this property.
```js
setFillColor(color, /* (optional) */ alpha);
setFillColor(grayLevel, /* (optional) */ alpha);
setFillColor(r, g, b, a);
setFillColor(c, m, y, k, a);
```
## See also
- [Canvas API](/en-US/docs/Web/API/Canvas_API)
- The interface defining this property: {{domxref("CanvasRenderingContext2D")}}
- Values used by this property:
- {{cssxref("<color>")}} CSS data type
- {{domxref("CanvasGradient")}} object
- {{domxref("CanvasPattern")}} object
| 0 |
data/mdn-content/files/en-us/web/api/canvasrenderingcontext2d | data/mdn-content/files/en-us/web/api/canvasrenderingcontext2d/scrollpathintoview/index.md | ---
title: "CanvasRenderingContext2D: scrollPathIntoView() method"
short-title: scrollPathIntoView()
slug: Web/API/CanvasRenderingContext2D/scrollPathIntoView
page-type: web-api-instance-method
status:
- experimental
browser-compat: api.CanvasRenderingContext2D.scrollPathIntoView
---
{{APIRef}} {{SeeCompatTable}}
The
**`CanvasRenderingContext2D.scrollPathIntoView()`**
method of the Canvas 2D API scrolls the current or given path into view. It is similar
to {{domxref("Element.scrollIntoView()")}}.
## Syntax
```js-nolint
scrollPathIntoView()
scrollPathIntoView(path)
```
### Parameters
- `path`
- : A {{domxref("Path2D")}} path to use.
### Return value
None ({{jsxref("undefined")}}).
## Examples
### Using the scrollPathIntoView method
This example demonstrates the `scrollPathIntoView()` method.
#### HTML
```html
<canvas id="canvas"></canvas>
```
#### JavaScript
```js
const canvas = document.getElementById("canvas");
const ctx = canvas.getContext("2d");
ctx.beginPath();
ctx.fillRect(10, 10, 30, 30);
ctx.scrollPathIntoView();
```
#### Editable demo
Edit the code below to see your changes update live in the canvas:
```html hidden
<canvas id="canvas" width="400" height="200" class="playable-canvas">
<input id="button" type="range" min="1" max="12" />
</canvas>
<div class="playable-buttons">
<input id="edit" type="button" value="Edit" />
<input id="reset" type="button" value="Reset" />
</div>
<textarea id="code" class="playable-code">
ctx.beginPath();
ctx.rect(10, 10, 30, 30);
ctx.fill();
if (ctx.scrollPathIntoView) {
ctx.scrollPathIntoView();
} else {
ctx.fillText("Your browser does not support 'scrollPathIntoView()'.", 0, 150);
}
</textarea>
```
```js hidden
const canvas = document.getElementById("canvas");
const ctx = canvas.getContext("2d");
const textarea = document.getElementById("code");
const reset = document.getElementById("reset");
const edit = document.getElementById("edit");
const code = textarea.value;
function drawCanvas() {
ctx.clearRect(0, 0, canvas.width, canvas.height);
eval(textarea.value);
}
reset.addEventListener("click", () => {
textarea.value = code;
drawCanvas();
});
edit.addEventListener("click", () => {
textarea.focus();
});
textarea.addEventListener("input", drawCanvas);
window.addEventListener("load", drawCanvas);
```
{{ EmbedLiveSample('Editable_demo', 700, 400) }}
## Specifications
{{Specifications}}
## Browser compatibility
{{Compat}}
## See also
- The interface defining this method: {{domxref("CanvasRenderingContext2D")}}
- {{domxref("Element.scrollIntoView()")}}
| 0 |
data/mdn-content/files/en-us/web/api/canvasrenderingcontext2d | data/mdn-content/files/en-us/web/api/canvasrenderingcontext2d/roundrect/index.md | ---
title: "CanvasRenderingContext2D: roundRect() method"
short-title: roundRect()
slug: Web/API/CanvasRenderingContext2D/roundRect
page-type: web-api-instance-method
browser-compat: api.CanvasRenderingContext2D.roundRect
---
{{APIRef}}
The **`CanvasRenderingContext2D.roundRect()`** method of the Canvas 2D API adds a rounded rectangle to the current path.
The radii of the corners can be specified in much the same way as the CSS [`border-radius`](/en-US/docs/Web/CSS/border-radius) property.
Like other methods that modify the current path, this method does not directly render anything.
To draw the rounded rectangle onto a canvas, you can use the {{domxref("CanvasRenderingContext2D.fill", "fill()")}} or {{domxref("CanvasRenderingContext2D.stroke", "stroke()")}} methods.
## Syntax
```js-nolint
roundRect(x, y, width, height, radii)
```
### Parameters
- `x`
- : The x-axis coordinate of the rectangle's starting point, in pixels.
- `y`
- : The y-axis coordinate of the rectangle's starting point, in pixels.
- `width`
- : The rectangle's width. Positive values are to the right, and negative to the left.
- `height`
- : The rectangle's height. Positive values are down, and negative are up.
- `radii`
- : A number or list specifying the radii of the circular arc to be used for the corners of the rectangle.
The number and order of the radii function in the same way as the [`border-radius`](/en-US/docs/Web/CSS/border-radius) CSS property when `width` and `height` are _positive_:
- `all-corners`
- `[all-corners]`
- `[top-left-and-bottom-right, top-right-and-bottom-left]`
- `[top-left, top-right-and-bottom-left, bottom-right]`
- `[top-left, top-right, bottom-right, bottom-left]`
If `width` is _negative_ the rounded rectangle is flipped horizontally, so the radius values that normally apply to the left corners are used on the right and vice versa.
Similarly, when `height` is negative, the rounded rect is flipped vertically.
The specified radii may be scaled (reduced) if any of the edges are shorter than the combined radius of the vertices on either end.
The `radii` parameter can also be a {{domxref("DOMPoint")}} or {{domxref("DOMPointReadOnly")}} instance, or an object containing the same properties (`{x: 0, y: 0}`), or a list of such objects, or a list mixing numbers and such objects.
### Return value
None ({{jsxref("undefined")}}).
### Exceptions
- {{jsxref("RangeError")}}
- : If `radii` is a list that has zero or more than four elements, or if one of its values is a negative number.
## Examples
### Drawing rectangles
This example creates a number of rounded rectangular paths using the `roundRect()` method.
The paths are then rendered using the `stroke()` method.
#### HTML
```html
<canvas id="canvas" width="700" height="300"></canvas>
```
#### JavaScript
First we create a context for drawing our rounded rectangles.
```js
const canvas = document.getElementById("canvas");
const ctx = canvas.getContext("2d");
```
The code below draws two rectangles, both starting from the point (10, 20) and with a width of 150 and a height of 100.
The first rectangle is drawn in red and specifies a zero radius for all the corners using a number as an argument.
The second is drawn in blue, and specifies a 40px radius as a single element in a list.
```js
// Rounded rectangle with zero radius (specified as a number)
ctx.strokeStyle = "red";
ctx.beginPath();
ctx.roundRect(10, 20, 150, 100, 0);
ctx.stroke();
// Rounded rectangle with 40px radius (single element list)
ctx.strokeStyle = "blue";
ctx.beginPath();
ctx.roundRect(10, 20, 150, 100, [40]);
ctx.stroke();
```
Below the previous rectangle we draw another in orange that specifies the values of the radii of opposite corners.
```js
// Rounded rectangle with 2 different radii
ctx.strokeStyle = "orange";
ctx.beginPath();
ctx.roundRect(10, 150, 150, 100, [10, 40]);
ctx.stroke();
```
Finally, we draw two rounded rectangles that have four values for the radii and the same starting point.
The difference here is that the second is drawn with a negative width.
```js
// Rounded rectangle with four different radii
ctx.strokeStyle = "green";
ctx.beginPath();
ctx.roundRect(400, 20, 200, 100, [0, 30, 50, 60]);
ctx.stroke();
// Same rectangle drawn backwards
ctx.strokeStyle = "magenta";
ctx.beginPath();
ctx.roundRect(400, 150, -200, 100, [0, 30, 50, 60]);
ctx.stroke();
```
#### Result
The result is shown below.
For the two rectangles on the right, note how the bottom rectangle is drawn with a negative width, and how this flips the rectangle horizontally.
{{ EmbedLiveSample('Drawing_a_rectangle', 700, 300) }}
## Specifications
{{Specifications}}
## Browser compatibility
{{Compat}}
## See also
- The interface defining this method: {{domxref("CanvasRenderingContext2D")}}
- {{domxref("CanvasRenderingContext2D.rect()")}}
- {{domxref("CanvasRenderingContext2D.fillRect")}}
- {{domxref("CanvasRenderingContext2D.strokeRect()")}}
- {{domxref("CanvasRenderingContext2D.fill()")}}
- {{domxref("CanvasRenderingContext2D.stroke()")}}
| 0 |
data/mdn-content/files/en-us/web/api/canvasrenderingcontext2d | data/mdn-content/files/en-us/web/api/canvasrenderingcontext2d/globalalpha/index.md | ---
title: "CanvasRenderingContext2D: globalAlpha property"
short-title: globalAlpha
slug: Web/API/CanvasRenderingContext2D/globalAlpha
page-type: web-api-instance-property
browser-compat: api.CanvasRenderingContext2D.globalAlpha
---
{{APIRef}}
The
**`CanvasRenderingContext2D.globalAlpha`**
property of the Canvas 2D API specifies the alpha (transparency) value that is applied
to shapes and images before they are drawn onto the canvas.
> **Note:** See also the chapter [Applying styles and color](/en-US/docs/Web/API/Canvas_API/Tutorial/Applying_styles_and_colors) in the [Canvas Tutorial](/en-US/docs/Web/API/Canvas_API/Tutorial).
## Value
A number between `0.0` (fully transparent) and `1.0` (fully opaque), inclusive. The default value is `1.0`. Values outside that range, including {{jsxref("Infinity")}} and {{jsxref("NaN")}}, will not be set, and `globalAlpha` will retain its previous value.
## Examples
### Drawing translucent shapes
This example uses the `globalAlpha` property to draw two semi-transparent
rectangles.
#### HTML
```html
<canvas id="canvas"></canvas>
```
#### JavaScript
```js
const canvas = document.getElementById("canvas");
const ctx = canvas.getContext("2d");
ctx.globalAlpha = 0.5;
ctx.fillStyle = "blue";
ctx.fillRect(10, 10, 100, 100);
ctx.fillStyle = "red";
ctx.fillRect(50, 50, 100, 100);
```
#### Result
{{ EmbedLiveSample('Drawing_translucent_shapes', 700, 180) }}
### Overlaying transparent shapes
This example illustrates the effect of overlaying multiple transparent shapes on top of
each other. We begin by drawing a solid background composed of four differently colored
squares. Next, we set the `globalAlpha` property to `0.2` (20%
opaque); this alpha level will apply to all of our transparent shapes. After that, we
use a `for` loop to draw a series of circles with increasing radii.
With each new circle, the opacity of the previous circles underneath is effectively
increased. If we were to increase the step count (and thus draw more circles), the
background would eventually disappear completely from the center of the image.
```html hidden
<canvas id="canvas" width="150" height="150"></canvas>
```
```js
const canvas = document.getElementById("canvas");
const ctx = canvas.getContext("2d");
// Draw background
ctx.fillStyle = "#FD0";
ctx.fillRect(0, 0, 75, 75);
ctx.fillStyle = "#6C0";
ctx.fillRect(75, 0, 75, 75);
ctx.fillStyle = "#09F";
ctx.fillRect(0, 75, 75, 75);
ctx.fillStyle = "#F30";
ctx.fillRect(75, 75, 75, 75);
ctx.fillStyle = "#FFF";
// Set transparency value
ctx.globalAlpha = 0.2;
// Draw transparent circles
for (let i = 0; i < 7; i++) {
ctx.beginPath();
ctx.arc(75, 75, 10 + 10 * i, 0, Math.PI * 2, true);
ctx.fill();
}
```
{{EmbedLiveSample("Overlaying_transparent_shapes", "180", "180",
"canvas_globalalpha.png")}}
## Specifications
{{Specifications}}
## Browser compatibility
{{Compat}}
### Gecko-specific notes
- Starting with Gecko 5.0, specifying invalid values for `globalAlpha` no
longer throws a `SYNTAX_ERR` exception; these are now correctly silently
ignored.
### WebKit/Blink-specific notes
- In WebKit- and Blink-based browsers, a non-standard and deprecated method
`ctx.setAlpha()` is implemented in addition to this property.
## See also
- The interface defining this property: {{domxref("CanvasRenderingContext2D")}}
- {{domxref("CanvasRenderingContext2D.globalCompositeOperation")}}
| 0 |
data/mdn-content/files/en-us/web/api/canvasrenderingcontext2d | data/mdn-content/files/en-us/web/api/canvasrenderingcontext2d/linedashoffset/index.md | ---
title: "CanvasRenderingContext2D: lineDashOffset property"
short-title: lineDashOffset
slug: Web/API/CanvasRenderingContext2D/lineDashOffset
page-type: web-api-instance-property
browser-compat: api.CanvasRenderingContext2D.lineDashOffset
---
{{APIRef}}
The
**`CanvasRenderingContext2D.lineDashOffset`**
property of the Canvas 2D API sets the line dash offset, or "phase."
> **Note:** Lines are drawn by calling the
> {{domxref("CanvasRenderingContext2D.stroke()", "stroke()")}} method.
## Value
A float specifying the amount of the line dash offset. The default value is `0.0`.
## Examples
### Offsetting a line dash
This example draws two dashed lines. The first has no dash offset. The second has a
dash offset of 4.
#### HTML
```html
<canvas id="canvas"></canvas>
```
#### JavaScript
```js
const canvas = document.getElementById("canvas");
const ctx = canvas.getContext("2d");
ctx.setLineDash([4, 16]);
// Dashed line with no offset
ctx.beginPath();
ctx.moveTo(0, 50);
ctx.lineTo(300, 50);
ctx.stroke();
// Dashed line with offset of 4
ctx.beginPath();
ctx.strokeStyle = "red";
ctx.lineDashOffset = 4;
ctx.moveTo(0, 100);
ctx.lineTo(300, 100);
ctx.stroke();
```
#### Result
The line with a dash offset is drawn in red.
{{ EmbedLiveSample('Offsetting_a_line_dash', 700, 180) }}
### Marching ants
The [marching ants](https://en.wikipedia.org/wiki/Marching_ants) effect is
an animation technique often found in selection tools of computer graphics programs. It
helps the user to distinguish the selection border from the image background by
animating the border.
```html hidden
<canvas id="canvas"></canvas>
```
```js
const canvas = document.getElementById("canvas");
const ctx = canvas.getContext("2d");
let offset = 0;
function draw() {
ctx.clearRect(0, 0, canvas.width, canvas.height);
ctx.setLineDash([4, 2]);
ctx.lineDashOffset = -offset;
ctx.strokeRect(10, 10, 100, 100);
}
function march() {
offset++;
if (offset > 5) {
offset = 0;
}
draw();
setTimeout(march, 20);
}
march();
```
{{ EmbedLiveSample('Marching_ants', 700, 180) }}
## Specifications
{{Specifications}}
## Browser compatibility
{{Compat}}
## See also
- The interface defining this property: {{domxref("CanvasRenderingContext2D")}}
- {{domxref("CanvasRenderingContext2D.getLineDash()")}}
- {{domxref("CanvasRenderingContext2D.setLineDash()")}}
- [Applying styles and color](/en-US/docs/Web/API/Canvas_API/Tutorial/Applying_styles_and_colors)
| 0 |
data/mdn-content/files/en-us/web/api/canvasrenderingcontext2d | data/mdn-content/files/en-us/web/api/canvasrenderingcontext2d/linewidth/index.md | ---
title: "CanvasRenderingContext2D: lineWidth property"
short-title: lineWidth
slug: Web/API/CanvasRenderingContext2D/lineWidth
page-type: web-api-instance-property
browser-compat: api.CanvasRenderingContext2D.lineWidth
---
{{APIRef}}
The
**`CanvasRenderingContext2D.lineWidth`**
property of the Canvas 2D API sets the thickness of lines.
> **Note:** Lines can be drawn with the
> {{domxref("CanvasRenderingContext2D.stroke()", "stroke()")}},
> {{domxref("CanvasRenderingContext2D.strokeRect()", "strokeRect()")}},
> and {{domxref("CanvasRenderingContext2D.strokeText()", "strokeText()")}} methods.
## Value
A number specifying the line width, in coordinate space units. Zero, negative, {{jsxref("Infinity")}}, and {{jsxref("NaN")}} values are ignored. This value is `1.0` by default.
## Examples
### Changing line width
This example draws a line and a rectangle, using a line width of 15 units.
#### HTML
```html
<canvas id="canvas"></canvas>
```
#### JavaScript
```js
const canvas = document.getElementById("canvas");
const ctx = canvas.getContext("2d");
ctx.lineWidth = 15;
ctx.beginPath();
ctx.moveTo(20, 20);
ctx.lineTo(130, 130);
ctx.rect(40, 40, 70, 70);
ctx.stroke();
```
#### Result
{{ EmbedLiveSample('Changing_line_width', 700, 180) }}
### More examples
For more examples and explanation about this property, see [Applying styles and color](/en-US/docs/Web/API/Canvas_API/Tutorial/Applying_styles_and_colors) in the [Canvas Tutorial](/en-US/docs/Web/API/Canvas_API/Tutorial).
## Specifications
{{Specifications}}
## Browser compatibility
{{Compat}}
## See also
- The interface defining this property: {{domxref("CanvasRenderingContext2D")}}
- {{domxref("CanvasRenderingContext2D.lineCap")}}
- {{domxref("CanvasRenderingContext2D.lineJoin")}}
- [Applying styles and color](/en-US/docs/Web/API/Canvas_API/Tutorial/Applying_styles_and_colors)
| 0 |
data/mdn-content/files/en-us/web/api/canvasrenderingcontext2d | data/mdn-content/files/en-us/web/api/canvasrenderingcontext2d/filter/index.md | ---
title: "CanvasRenderingContext2D: filter property"
short-title: filter
slug: Web/API/CanvasRenderingContext2D/filter
page-type: web-api-instance-property
browser-compat: api.CanvasRenderingContext2D.filter
---
{{APIRef}}
The
**`CanvasRenderingContext2D.filter`**
property of the Canvas 2D API provides filter effects such as blurring and grayscaling.
It is similar to the CSS {{cssxref("filter")}} property and accepts the same values.
## Value
The `filter` property accepts a value of `"none"` or one or more
of the following filter functions in a string.
- [`url()`](/en-US/docs/Web/CSS/filter#url)
- : A CSS {{cssxref("url", "url()")}}. Takes an IRI pointing to an SVG filter element,
which may be embedded in an external XML file.
- [`blur()`](/en-US/docs/Web/CSS/filter#blur)
- : A CSS {{cssxref("<length>")}}. Applies a Gaussian blur to the drawing. It
defines the value of the standard deviation to the Gaussian function, i.e., how many
pixels on the screen blend into each other; thus, a larger value will create more
blur. A value of `0` leaves the input unchanged.
- [`brightness()`](/en-US/docs/Web/CSS/filter#brightness)
- : A CSS {{cssxref("<percentage>")}}. Applies a linear multiplier to the drawing,
making it appear brighter or darker. A value under `100%` darkens the
image, while a value over `100%` brightens it. A value of `0%`
will create an image that is completely black, while a value of `100%`
leaves the input unchanged.
- [`contrast()`](/en-US/docs/Web/CSS/filter#contrast)
- : A CSS {{cssxref("<percentage>")}}. Adjusts the contrast of the drawing. A
value of `0%` will create a drawing that is completely black. A value of
`100%` leaves the drawing unchanged.
- [`drop-shadow()`](/en-US/docs/Web/CSS/filter#drop-shadow)
- : Applies a drop shadow effect to the drawing. A drop shadow is effectively a blurred,
offset version of the drawing's alpha mask drawn in a particular color, composited
below the drawing. This function takes up to five arguments:
- `<offset-x>`
- : See {{cssxref("<length>")}} for possible
units. Specifies the horizontal distance of the shadow.
- `<offset-y>`
- : See {{cssxref("<length>")}} for possible
units. Specifies the vertical distance of the shadow.
- `<blur-radius>`
- : The larger this value, the bigger the blur, so
the shadow becomes bigger and lighter. Negative values are not allowed.
- `<color>`
- : See {{cssxref("<color>")}} values for possible
keywords and notations.
- [`grayscale()`](/en-US/docs/Web/CSS/filter#grayscale)
- : A CSS {{cssxref("<percentage>")}}. Converts the drawing to grayscale. A value
of `100%` is completely grayscale. A value of `0%` leaves the
drawing unchanged.
- [`hue-rotate()`](/en-US/docs/Web/CSS/filter#hue-rotate)
- : A CSS {{cssxref("<angle>")}}. Applies a hue rotation on the drawing. A value
of `0deg` leaves the input unchanged.
- [`invert()`](/en-US/docs/Web/CSS/filter#invert)
- : A CSS {{cssxref("<percentage>")}}. Inverts the drawing. A value of
`100%` means complete inversion. A value of `0%` leaves the
drawing unchanged.
- [`opacity()`](/en-US/docs/Web/CSS/filter#opacity)
- : A CSS {{cssxref("<percentage>")}}. Applies transparency to the drawing. A
value of `0%` means completely transparent. A value of `100%`
leaves the drawing unchanged.
- [`saturate()`](/en-US/docs/Web/CSS/filter#saturate)
- : A CSS {{cssxref("<percentage>")}}. Saturates the drawing. A value of
`0%` means completely un-saturated. A value of `100%` leaves the
drawing unchanged.
- [`sepia()`](/en-US/docs/Web/CSS/filter#sepia)
- : A CSS {{cssxref("<percentage>")}}. Converts the drawing to sepia. A value of
`100%` means completely sepia. A value of `0%` leaves the
drawing unchanged.
- `none`
- : No filter is applied. Initial value.
## Examples
To view these examples, make sure to use a browser that supports this feature; see the
compatibility table below.
### Applying a blur
This example blurs a piece of text using the `filter` property.
#### HTML
```html
<canvas id="canvas"></canvas>
```
#### JavaScript
```js
const canvas = document.getElementById("canvas");
const ctx = canvas.getContext("2d");
ctx.filter = "blur(4px)";
ctx.font = "48px serif";
ctx.fillText("Hello world", 50, 100);
```
#### Result
{{ EmbedLiveSample('Applying_a_blur', 700, 180) }}
### Applying multiple filters
You can combine as many filters as you like. This example applies the
`contrast`, `sepia`, and `drop-shadow` filters to a
photo of a rhino.
#### HTML
```html
<canvas id="canvas" width="400" height="150"></canvas>
<div style="display:none;">
<img id="source" src="rhino.jpg" />
</div>
```
#### JavaScript
```js
const canvas = document.getElementById("canvas");
const ctx = canvas.getContext("2d");
const image = document.getElementById("source");
image.addEventListener("load", (e) => {
// Draw unfiltered image
ctx.drawImage(image, 0, 0, image.width * 0.6, image.height * 0.6);
// Draw image with filter
ctx.filter = "contrast(1.4) sepia(1) drop-shadow(-9px 9px 3px #e81)";
ctx.drawImage(image, 400, 0, -image.width * 0.6, image.height * 0.6);
});
```
#### Result
{{ EmbedLiveSample('Applying_multiple_filters', 700, 180) }}
## Specifications
{{Specifications}}
## Browser compatibility
{{Compat}}
## See also
- The interface defining this property: {{domxref("CanvasRenderingContext2D")}}
- CSS {{cssxref("filter")}}
- CSS {{cssxref("<filter-function>")}}
| 0 |
data/mdn-content/files/en-us/web/api/canvasrenderingcontext2d | data/mdn-content/files/en-us/web/api/canvasrenderingcontext2d/quadraticcurveto/index.md | ---
title: "CanvasRenderingContext2D: quadraticCurveTo() method"
short-title: quadraticCurveTo()
slug: Web/API/CanvasRenderingContext2D/quadraticCurveTo
page-type: web-api-instance-method
browser-compat: api.CanvasRenderingContext2D.quadraticCurveTo
---
{{APIRef}}
The
**`CanvasRenderingContext2D.quadraticCurveTo()`**
method of the Canvas 2D API adds a quadratic [Bézier curve](/en-US/docs/Glossary/Bezier_curve) to the current
sub-path. It requires two points: the first one is a control point and the second one is
the end point. The starting point is the latest point in the current path, which can be
changed using {{domxref("CanvasRenderingContext2D.moveTo", "moveTo()")}} before creating
the quadratic Bézier curve.
## Syntax
```js-nolint
quadraticCurveTo(cpx, cpy, x, y)
```
### Parameters
- `cpx`
- : The x-axis coordinate of the control point.
- `cpy`
- : The y-axis coordinate of the control point.
- `x`
- : The x-axis coordinate of the end point.
- `y`
- : The y-axis coordinate of the end point.
### Return value
None ({{jsxref("undefined")}}).
## Examples
### How quadraticCurveTo works
This example shows how a quadratic Bézier curve is drawn.
#### HTML
```html
<canvas id="canvas"></canvas>
```
#### JavaScript
```js
const canvas = document.getElementById("canvas");
const ctx = canvas.getContext("2d");
// Quadratic Bézier curve
ctx.beginPath();
ctx.moveTo(50, 20);
ctx.quadraticCurveTo(230, 30, 50, 100);
ctx.stroke();
// Start and end points
ctx.fillStyle = "blue";
ctx.beginPath();
ctx.arc(50, 20, 5, 0, 2 * Math.PI); // Start point
ctx.arc(50, 100, 5, 0, 2 * Math.PI); // End point
ctx.fill();
// Control point
ctx.fillStyle = "red";
ctx.beginPath();
ctx.arc(230, 30, 5, 0, 2 * Math.PI);
ctx.fill();
```
#### Result
In this example, the control point is red and the
start and end points are blue.
{{ EmbedLiveSample('How_quadraticCurveTo_works', 315, 165) }}
### A simple quadratic curve
This example draws a simple quadratic Bézier curve using
`quadraticCurveTo()`.
#### HTML
```html
<canvas id="canvas"></canvas>
```
#### JavaScript
The curve begins at the point specified by `moveTo()`: (20, 110). The
control point is placed at (230, 150). The curve ends at (250, 20).
```js
const canvas = document.getElementById("canvas");
const ctx = canvas.getContext("2d");
ctx.beginPath();
ctx.moveTo(20, 110);
ctx.quadraticCurveTo(230, 150, 250, 20);
ctx.stroke();
```
#### Result
{{ EmbedLiveSample('A_simple_quadratic_curve', 700, 180) }}
## Specifications
{{Specifications}}
## Browser compatibility
{{Compat}}
## See also
- The interface defining this method: {{domxref("CanvasRenderingContext2D")}}
- [Bézier curve](/en-US/docs/Glossary/Bezier_curve)
| 0 |
data/mdn-content/files/en-us/web/api | data/mdn-content/files/en-us/web/api/htmlmenuelement/index.md | ---
title: HTMLMenuElement
slug: Web/API/HTMLMenuElement
page-type: web-api-interface
browser-compat: api.HTMLMenuElement
---
{{APIRef("HTML DOM")}}
The **`HTMLMenuElement`** interface provides additional properties (beyond those inherited from the {{domxref("HTMLElement")}} interface) for manipulating a {{HTMLElement("menu")}} element.
`<menu>` is a semantic alternative to the {{HTMLElement("ul")}} element.
{{InheritanceDiagram}}
## Instance properties
_Inherits properties from its parent, {{domxref("HTMLElement")}}, and its ancestors._
- {{domxref("HTMLMenuElement.compact")}} {{deprecated_inline}}
- : A boolean determining if the menu displays compactly.
## Instance methods
_Inherits methods from its parent, {{domxref("HTMLElement")}}, and its ancestors._
_`HTMLMenuElement` doesn't implement specific methods._
## Specifications
{{Specifications}}
## Browser compatibility
{{Compat}}
## See also
- {{DOMxRef("HTMLMenuItemElement")}}
| 0 |
data/mdn-content/files/en-us/web/api | data/mdn-content/files/en-us/web/api/xrwebglbinding/index.md | ---
title: XRWebGLBinding
slug: Web/API/XRWebGLBinding
page-type: web-api-interface
status:
- experimental
browser-compat: api.XRWebGLBinding
---
{{APIRef("WebXR Device API")}} {{secureContext_header}}{{SeeCompatTable}}
The **`XRWebGLBinding`** interface is used to create layers that have a GPU backend.
## Constructor
- {{domxref("XRWebGLBinding.XRWebGLBinding", "XRWebGLBinding()")}} {{Experimental_Inline}}
- : Creates a new `XRWebGLBinding` object for the specified XR session and WebGL rendering context.
## Instance properties
- {{domxref("XRWebGLBinding.nativeProjectionScaleFactor")}} {{ReadOnlyInline}} {{Experimental_Inline}}
- : The `scaleFactor` that was passed in during the construction of the projection layer. The native buffer size is scaled by this number.
## Instance methods
- {{domxref("XRWebGLBinding.createCubeLayer()")}} {{Experimental_Inline}}
- : Returns an {{domxref("XRCubeLayer")}} object, which is a layer that renders directly from a [cubemap](https://en.wikipedia.org/wiki/Cube_mapping), and projects it onto the inside faces of a cube.
- {{domxref("XRWebGLBinding.createCylinderLayer()")}} {{Experimental_Inline}}
- : Returns an {{domxref("XRCylinderLayer")}} object which is a layer that takes up a curved rectangular space in the virtual environment.
- {{domxref("XRWebGLBinding.createEquirectLayer()")}} {{Experimental_Inline}}
- : Returns an {{domxref("XREquirectLayer")}} object which is a layer that maps [equirectangular](https://en.wikipedia.org/wiki/Equirectangular_projection) coded data onto the inside of a sphere.
- {{domxref("XRWebGLBinding.createProjectionLayer()")}} {{Experimental_Inline}}
- : Returns an {{domxref("XRProjectionLayer")}} object which is a layer that fills the entire view of the observer and is refreshed close to the device's native frame rate.
- {{domxref("XRWebGLBinding.createQuadLayer()")}} {{Experimental_Inline}}
- : Returns an {{domxref("XRQuadLayer")}} object which is a two-dimensional object positioned and oriented in 3D space.
- {{domxref("XRWebGLBinding.getDepthInformation()")}} {{Experimental_Inline}}
- : Returns an {{domxref("XRWebGLDepthInformation")}} object containing WebGL depth information.
- {{domxref("XRWebGLBinding.getReflectionCubeMap()")}} {{Experimental_Inline}}
- : Returns a {{domxref("WebGLTexture")}} object containing a reflection cube map texture.
- {{domxref("XRWebGLBinding.getSubImage()")}} {{Experimental_Inline}}
- : Returns an {{domxref("XRWebGLSubImage")}} object representing the WebGL texture to render.
- {{domxref("XRWebGLBinding.getViewSubImage()")}} {{Experimental_Inline}}
- : Returns an {{domxref("XRWebGLSubImage")}} object representing the WebGL texture to render for an {{domxref("XRView")}}.
## Specifications
{{Specifications}}
## Browser compatibility
{{Compat}}
## See also
- {{domxref("XRWebGLLayer")}}
- {{domxref('WebGLRenderingContext')}} and {{domxref("WebGL2RenderingContext")}}
| 0 |
data/mdn-content/files/en-us/web/api/xrwebglbinding | data/mdn-content/files/en-us/web/api/xrwebglbinding/getdepthinformation/index.md | ---
title: "XRWebGLBinding: getDepthInformation() method"
short-title: getDepthInformation()
slug: Web/API/XRWebGLBinding/getDepthInformation
page-type: web-api-instance-method
status:
- experimental
browser-compat: api.XRWebGLBinding.getDepthInformation
---
{{APIRef("WebXR Device API")}}{{SeeCompatTable}}
The **`getDepthInformation()`** method of the {{domxref("XRWebGLBinding")}} interface returns an {{domxref("XRWebGLDepthInformation")}} object containing WebGL depth information.
## Syntax
```js-nolint
getDepthInformation(view)
```
### Parameters
- `view`
- : An {{domxref("XRView")}} object obtained from a viewer pose.
### Return value
An {{domxref("XRWebGLDepthInformation")}} object.
### Exceptions
- `NotSupportedError` {{domxref("DOMException")}}
- : Thrown if `"depth-sensing"` is not in the list of enabled features for this {{domxref("XRSession")}}.
- `InvalidStateError` {{domxref("DOMException")}}
- : Thrown if the `XRFrame` is not active nor animated. Obtaining depth information is only valid within the {{domxref("XRSession.requestAnimationFrame()", "requestAnimationFrame()")}} callback.
- `InvalidStateError` {{domxref("DOMException")}}
- : Thrown if the session's {{domxref("XRSession.depthUsage", "depthUsage")}} is not `"gpu-optimized"`.
## Examples
### Obtaining WebGL depth information
```js
const canvasElement = document.querySelector(".output-canvas");
const gl = canvasElement.getContext("webgl");
await gl.makeXRCompatible();
// Make sure to request a session with depth-sensing enabled
const session = navigator.xr.requestSession("immersive-ar", {
requiredFeatures: ["depth-sensing"],
depthSensing: {
usagePreference: ["gpu-optimized"],
formatPreference: ["luminance-alpha"],
},
});
const glBinding = new XRWebGLBinding(session, gl);
// …
// Obtain depth information in an active and animated frame
function rafCallback(time, frame) {
session.requestAnimationFrame(rafCallback);
const pose = frame.getViewerPose(referenceSpace);
if (pose) {
for (const view of pose.views) {
const depthInformation = glBinding.getDepthInformation(view);
if (depthInformation) {
// Do something with the depth information
// gl.bindTexture(gl.TEXTURE_2D, depthInformation.texture);
// …
}
}
}
}
```
## Specifications
{{Specifications}}
## Browser compatibility
{{Compat}}
## See also
- {{domxref("XRWebGLDepthInformation.texture")}}
| 0 |
data/mdn-content/files/en-us/web/api/xrwebglbinding | data/mdn-content/files/en-us/web/api/xrwebglbinding/createquadlayer/index.md | ---
title: "XRWebGLBinding: createQuadLayer() method"
short-title: createQuadLayer()
slug: Web/API/XRWebGLBinding/createQuadLayer
page-type: web-api-instance-method
status:
- experimental
browser-compat: api.XRWebGLBinding.createQuadLayer
---
{{APIRef("WebXR Device API")}}{{SeeCompatTable}}
The **`createQuadLayer()`** method of the {{domxref("XRWebGLBinding")}} interface returns an {{domxref("XRQuadLayer")}} object which is a layer that takes up a flat rectangular space in the virtual environment.
## Syntax
```js-nolint
createQuadLayer(options)
```
### Parameters
- `options`
- : An object to configure the {{domxref("XRQuadLayer")}}. It must have the `space`, `viewPixelHeight`, and `viewPixelWidth` properties. `init` has the following properties:
- `colorFormat` {{optional_inline}}
- : A {{domxref("WebGL_API/Types", "GLenum")}} defining the data type of the color texture data. Possible values:
- `gl.RGB`
- `gl.RGBA`
Additionally, for contexts with the {{domxref("EXT_sRGB")}} extension enabled:
- `ext.SRGB_EXT`
- `ext.SRGB_ALPHA_EXT`
Additionally, for {{domxref("WebGL2RenderingContext")}} contexts:
- `gl.RGBA8`
- `gl.RGB8`
- `gl.SRGB8`
- `gl.RGB8_ALPHA8`
Additionally, for contexts with the {{domxref("WEBGL_compressed_texture_etc")}} extension enabled:
- `ext.COMPRESSED_RGB8_ETC2`
- `ext.COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2`
- `ext.COMPRESSED_RGBA8_ETC2_EAC`
- `ext.COMPRESSED_SRGB8_ETC2`
- `ext.COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2`
- `ext.COMPRESSED_SRGB8_ALPHA8_ETC2_EAC`
Additionally, for contexts with the {{domxref("WEBGL_compressed_texture_astc")}} extension enabled:
- All of the formats the extension supports.
The default value is `gl.RGBA`.
- `depthFormat` {{optional_inline}}
- : A {{domxref("WebGL_API/Types", "GLenum")}} defining the data type of the depth texture data or `0` indicating that the layer should not provide a depth texture (in that case {{domxref("XRProjectionLayer.ignoreDepthValues")}} will be `true`).
Possible values within {{domxref("WebGLRenderingContext")}} contexts with the {{domxref("WEBGL_depth_texture")}} extension enabled, or within {{domxref("WebGL2RenderingContext")}} contexts (no extension required):
- `gl.DEPTH_COMPONENT`
- `gl.DEPTH_STENCIL`
Additionally, for {{domxref("WebGL2RenderingContext")}} contexts:
- `gl.DEPTH_COMPONENT24`
- `gl.DEPTH24_STENCIL24`
The default value is `gl.DEPTH_COMPONENT`.
- `height` {{optional_inline}}
- : A number specifying the height of the layer in meters. The default value is `1.0`.
- `isStatic` {{optional_inline}}
- : A boolean that, if true, indicates you can only draw to this layer when {{domxref("XRCompositionLayer.needsRedraw", "needsRedraw")}} is `true`. The default value is `false`.
- `layout` {{optional_inline}}
- : A string indicating the layout of the layer. Possible values:
- `default`
- : The layer accommodates all views of the session.
- `mono`
- : A single {{domxref("XRSubImage")}} is allocated and presented to both eyes.
- `stereo`
- : The user agent decides how it allocates the {{domxref("XRSubImage")}} (one or two) and the layout (top/bottom or left/right).
- `stereo-left-right`
- : A single {{domxref("XRSubImage")}} is allocated. Left eye gets the left area of the texture, right eye the right.
- `stereo-top-bottom`
- : A single {{domxref("XRSubImage")}} is allocated. Left eye gets the top area of the texture, right eye the bottom.
The default value is `mono`.
- `mipLevels` {{optional_inline}}
- : A number specifying desired number of mip levels. The default value is `1`.
- `space` **Required**
- : An {{domxref("XRSpace")}} object defining the layer's spatial relationship with the user's physical environment.
- `textureType` {{optional_inline}}
- : A string defining the type of texture the layer will have. Possible values:
- `texture`
- : The textures of {{domxref("XRWebGLSubImage")}} will be of type `gl.TEXTURE_2D`.
- `texture-array`
- : the textures of {{domxref("XRWebGLSubImage")}} will be of type `gl.TEXTURE_2D_ARRAY` (WebGL 2 contexts only).
The default value is `texture`.
- `transform` {{optional_inline}}
- : An {{domxref("XRRigidTransform")}} object defining the offset and orientation relative to `space`.
- `viewPixelHeight` **Required**
- : A number specifying the pixel height of the layer view.
- `viewPixelWidth` **Required**
- : A number specifying the pixel width of the layer view.
- `width` {{optional_inline}}
- : A number specifying the width of the layer in meters. The default value is `1.0`.
### Return value
An {{domxref("XRQuadLayer")}} object.
## Examples
### Creating an `XRQuadLayer`
Configure the quad layer using the properties listed above in a call to `createQuadLayer()`. To present layers to the XR device, add them to the `layers` render state using {{domxref("XRSession.updateRenderState()")}}.
```js
function onXRSessionStarted(xrSession) {
const glCanvas = document.createElement("canvas");
const gl = glCanvas.getContext("webgl2", { xrCompatible: true });
const xrGlBinding = new XRWebGLBinding(xrSession, gl);
const quadLayer = xrGlBinding.createQuadLayer({
space: xrReferenceSpace,
viewPixelHeight: 512,
viewPixelWidth: 512,
transform: new XRRigidTransform({ z: -2 }),
});
xrSession.updateRenderState({
layers: [quadLayer],
});
}
```
## Specifications
{{Specifications}}
## Browser compatibility
{{Compat}}
## See also
- {{domxref("XRQuadLayer")}}
- [WebGL constants](/en-US/docs/Web/API/WebGL_API/Constants)
| 0 |
data/mdn-content/files/en-us/web/api/xrwebglbinding | data/mdn-content/files/en-us/web/api/xrwebglbinding/getviewsubimage/index.md | ---
title: "XRWebGLBinding: getViewSubImage() method"
short-title: getViewSubImage()
slug: Web/API/XRWebGLBinding/getViewSubImage
page-type: web-api-instance-method
status:
- experimental
browser-compat: api.XRWebGLBinding.getViewSubImage
---
{{APIRef("WebXR Device API")}}{{SeeCompatTable}}
The **`getViewSubImage()`** method of the {{domxref("XRWebGLBinding")}} interface returns a {{domxref("XRWebGLSubImage")}} object representing the WebGL texture to render for a view.
## Syntax
```js-nolint
getViewSubImage(layer, view)
```
### Parameters
- `layer`
- : The {{domxref("XRProjectionLayer")}} to use for rendering (to render other layer types, see {{domxref("XRWebGLBinding.getSubImage()")}}).
- `view`
- : The {{domxref("XRView")}} to use for rendering.
### Return value
A {{domxref("XRWebGLSubImage")}} object.
### Exceptions
A {{jsxref("TypeError")}} is thrown,
- if `layer` is not in the [session's `layer` array](/en-US/docs/Web/API/XRSession/updateRenderState#setting_the_layers_array).
## Examples
### Rendering an `XRProjectionLayer`
The following example renders an {{domxref("XRProjectionLayer")}} to a view.
```js
const xrGlBinding = new XRWebGLBinding(xrSession, gl);
const layer = xrGlBinding.createProjectionLayer({});
const framebuffer = gl.createFramebuffer();
xrSession.updateRenderState({ layers: [layer] });
xrSession.requestAnimationFrame(onXRFrame);
function onXRFrame(time, xrFrame) {
xrSession.requestAnimationFrame(onXRFrame);
gl.bindFramebuffer(gl.FRAMEBUFFER, framebuffer);
for (const view in xrViewerPose.views) {
const subImage = xrGlBinding.getViewSubImage(layer, view);
gl.framebufferTexture2D(
gl.FRAMEBUFFER,
gl.COLOR_ATTACHMENT0,
gl.TEXTURE_2D,
subImage.colorTexture,
0,
);
gl.framebufferTexture2D(
gl.FRAMEBUFFER,
gl.DEPTH_ATTACHMENT,
gl.TEXTURE_2D,
subImage.depthStencilTexture,
0,
);
const viewport = subImage.viewport;
gl.viewport(viewport.x, viewport.y, viewport.width, viewport.height);
// Render from the viewpoint of xrView
}
}
```
## Specifications
{{Specifications}}
## Browser compatibility
{{Compat}}
## See also
- {{domxref("XRWebGLSubImage")}}
| 0 |
data/mdn-content/files/en-us/web/api/xrwebglbinding | data/mdn-content/files/en-us/web/api/xrwebglbinding/nativeprojectionscalefactor/index.md | ---
title: "XRWebGLBinding: nativeProjectionScaleFactor property"
short-title: nativeProjectionScaleFactor
slug: Web/API/XRWebGLBinding/nativeProjectionScaleFactor
page-type: web-api-instance-property
status:
- experimental
browser-compat: api.XRWebGLBinding.nativeProjectionScaleFactor
---
{{APIRef("WebXR Device API")}}{{SeeCompatTable}}
The read-only **`nativeProjectionScaleFactor`** property of the {{domxref("XRWebGLBinding")}} interface represents the scaling factor by which the projection layer's resolution is multiplied by to get the native resolution of the WebXR device's frame buffer.
For more details, see {{domxref("XRWebGLLayer.getNativeFramebufferScaleFactor_static", "XRWebGLLayer.getNativeFramebufferScaleFactor()")}}.
## Value
A floating-point number representing by how much the device's native frame buffer size is scaled by.
## Specifications
{{Specifications}}
## Browser compatibility
{{Compat}}
## See also
- {{domxref("XRWebGLLayer.getNativeFramebufferScaleFactor_static", "XRWebGLLayer.getNativeFramebufferScaleFactor()")}}
| 0 |
data/mdn-content/files/en-us/web/api/xrwebglbinding | data/mdn-content/files/en-us/web/api/xrwebglbinding/createcubelayer/index.md | ---
title: "XRWebGLBinding: createCubeLayer() method"
short-title: createCubeLayer()
slug: Web/API/XRWebGLBinding/createCubeLayer
page-type: web-api-instance-method
status:
- experimental
browser-compat: api.XRWebGLBinding.createCubeLayer
---
{{APIRef("WebXR Device API")}}{{SeeCompatTable}}
The **`createCubeLayer()`** method of the {{domxref("XRWebGLBinding")}} interface returns an {{domxref("XRCubeLayer")}} object, which is a layer that renders directly from a [cubemap](https://en.wikipedia.org/wiki/Cube_mapping), and projects it onto the inside faces of a cube.
## Syntax
```js-nolint
createCubeLayer(init)
```
### Parameters
- `init`
- : An object to configure the {{domxref("XRCubeLayer")}}. It must have the `space`, `viewPixelHeight`, and `viewPixelWidth` properties. `init` has the following properties:
- `colorFormat` {{optional_inline}}
- : A {{domxref("WebGL_API/Types", "GLenum")}} defining the data type of the color texture data. Possible values:
- `gl.RGB`
- `gl.RGBA` (Default)
Additionally, for contexts with the {{domxref("EXT_sRGB")}} extension enabled:
- `ext.SRGB_EXT`
- `ext.SRGB_ALPHA_EXT`
Additionally, for {{domxref("WebGL2RenderingContext")}} contexts:
- `gl.RGBA8`
- `gl.RGB8`
- `gl.SRGB8`
- `gl.RGB8_ALPHA8`
Additionally, for contexts with the {{domxref("WEBGL_compressed_texture_etc")}} extension enabled:
- `ext.COMPRESSED_RGB8_ETC2`
- `ext.COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2`
- `ext.COMPRESSED_RGBA8_ETC2_EAC`
- `ext.COMPRESSED_SRGB8_ETC2`
- `ext.COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2`
- `ext.COMPRESSED_SRGB8_ALPHA8_ETC2_EAC`
Additionally, for contexts with the {{domxref("WEBGL_compressed_texture_astc")}} extension enabled:
- All of the [formats](/en-US/docs/Web/API/WEBGL_compressed_texture_astc#constants) the extension supports.
- `depthFormat` {{optional_inline}}
- : A {{domxref("WebGL_API/Types", "GLenum")}} defining the data type of the depth texture data or `0` indicating that the layer should not provide a depth texture. (In that case {{domxref("XRProjectionLayer.ignoreDepthValues")}} will be `true`.)
Possible values for {{domxref("WebGLRenderingContext")}} contexts with the {{domxref("WEBGL_depth_texture")}} extension enabled, or for {{domxref("WebGL2RenderingContext")}} contexts (no extension required):
- `gl.DEPTH_COMPONENT` (Default)
- `gl.DEPTH_STENCIL`
Additionally, for {{domxref("WebGL2RenderingContext")}} contexts:
- `gl.DEPTH_COMPONENT24`
- `gl.DEPTH24_STENCIL24`
- `isStatic` {{optional_inline}}
- : A boolean that, if true, indicates you can only draw to this layer when {{domxref("XRCompositionLayer.needsRedraw", "needsRedraw")}} is `true`. The default value is `false`.
- `layout`
- : A string indicating the layout of the layer. Possible values:
- `default`: The layer accommodates all views of the session.
- `mono`: A single {{domxref("XRSubImage")}} is allocated and presented to both eyes.
- `stereo`: The user agent decides how it allocates the {{domxref("XRSubImage")}} (one or two) and the layout (top/bottom or left/right).
- `stereo-left-right`: A single {{domxref("XRSubImage")}} is allocated. The left eye gets the left area of the texture, the right eye the right.
- `stereo-top-bottom`: A single {{domxref("XRSubImage")}} is allocated. The left eye gets the top area of the texture, the right eye the bottom.
The default value is `mono`.
- `mipLevels` {{optional_inline}}
- : A number specifying the desired number of mip levels. The default value is `1`.
- `orientation` {{optional_inline}}
- : A {{domxref("DOMPointReadOnly")}} specifying the orientation relative to the `space` property.
- `space` **Required**
- : An {{domxref("XRSpace")}} object defining the layer's spatial relationship with the user's physical environment.
- `viewPixelHeight` **Required**
- : A number specifying the pixel height of the layer view.
- `viewPixelWidth` **Required**
- : A number specifying the pixel width of the layer view.
### Return value
An {{domxref("XRCubeLayer")}} object.
## Examples
### Creating an XRCubeLayer
Configure the cube layer using the properties listed above in a call to `createCubeLayer()`. To present layers to the XR device, add them to the `layers` render state using {{domxref("XRSession.updateRenderState()")}}.
```js
function onXRSessionStarted(xrSession) {
const glCanvas = document.createElement("canvas");
const gl = glCanvas.getContext("webgl2", { xrCompatible: true });
const xrGlBinding = new XRWebGLBinding(xrSession, gl);
const cubeLayer = xrGlBinding.createCubeLayer({
space: xrReferenceSpace,
viewPixelHeight: 512,
viewPixelWidth: 512,
});
xrSession.updateRenderState({
layers: [cubeLayer],
});
}
```
## Specifications
{{Specifications}}
## Browser compatibility
{{Compat}}
## See also
- {{domxref("XRCubeLayer")}}
- [WebGL constants](/en-US/docs/Web/API/WebGL_API/Constants)
| 0 |
data/mdn-content/files/en-us/web/api/xrwebglbinding | data/mdn-content/files/en-us/web/api/xrwebglbinding/createprojectionlayer/index.md | ---
title: "XRWebGLBinding: createProjectionLayer() method"
short-title: createProjectionLayer()
slug: Web/API/XRWebGLBinding/createProjectionLayer
page-type: web-api-instance-method
status:
- experimental
browser-compat: api.XRWebGLBinding.createProjectionLayer
---
{{APIRef("WebXR Device API")}}{{SeeCompatTable}}
The **`createProjectionLayer()`** method of the {{domxref("XRWebGLBinding")}} interface returns an {{domxref("XRProjectionLayer")}} object which is a layer that fills the entire view of the observer and is refreshed close to the device's native frame rate.
## Syntax
```js-nolint
createProjectionLayer(options)
```
### Parameters
- `options`
- : An object to configure the {{domxref("XRProjectionLayer")}}.
- `textureType` {{optional_inline}}
- : An string defining the type of texture the layer will have. Possible values:
- `texture`
- : The textures of {{domxref("XRWebGLSubImage")}} will be of type `gl.TEXTURE_2D`.
- `texture-array`
- : The textures of {{domxref("XRWebGLSubImage")}} will be of type `gl.TEXTURE_2D_ARRAY` (WebGL 2 contexts only).
The default value is `texture`.
- `colorFormat` {{optional_inline}}
- : A {{domxref("WebGL_API/Types", "GLenum")}} defining the data type of the color texture data. Possible values:
- `gl.RGB`
- `gl.RGBA`
Additionally, for contexts with the {{domxref("EXT_sRGB")}} extension enabled:
- `ext.SRGB_EXT`
- `ext.SRGB_ALPHA_EXT`
Additionally, for {{domxref("WebGL2RenderingContext")}} contexts:
- `gl.RGBA8`
- `gl.RGB8`
- `gl.SRGB8`
- `gl.RGB8_ALPHA8`
The default value is `gl.RGBA`.
- `depthFormat` {{optional_inline}}
- : A {{domxref("WebGL_API/Types", "GLenum")}} defining the data type of the depth texture data or `0` indicating that the layer should not provide a depth texture. (In that case {{domxref("XRProjectionLayer.ignoreDepthValues")}} will be `true`.)
Possible values within {{domxref("WebGLRenderingContext")}} contexts with the {{domxref("WEBGL_depth_texture")}} extension enabled, or within {{domxref("WebGL2RenderingContext")}} contexts (no extension required):
- `gl.DEPTH_COMPONENT`
- `gl.DEPTH_STENCIL`
Additionally, for {{domxref("WebGL2RenderingContext")}} contexts:
- `gl.DEPTH_COMPONENT24`
- `gl.DEPTH24_STENCIL24`
The default value is `gl.DEPTH_COMPONENT`.
- `scaleFactor` {{optional_inline}}
- : A floating-point value which is used to scale the layer during compositing. A value of `1.0` represents the default pixel size for the frame buffer. (See also {{domxref("XRWebGLLayer.getNativeFramebufferScaleFactor_static", "XRWebGLLayer.getNativeFramebufferScaleFactor()")}}.) Unlike other layers, the `XRProjectionLayer` can't be created with an explicit pixel width and height, because the size is inferred by the hardware. (Projection layers fill the observer's entire view.)
### Return value
An {{domxref("XRProjectionLayer")}} object.
## Examples
### Creating an `XRProjectionLayer` in a WebGL 2 context
The `textureType` option allows allocating a texture array instead, in which every {{domxref("XRView")}} will be rendered into a separate level of the array. This allows for some rendering optimizations, such as the use of the {{domxref("OVR_multiview2")}} extension available in WebGL 2 contexts.
```js
function onXRSessionStarted(xrSession) {
const glCanvas = document.createElement("canvas");
const gl = glCanvas.getContext("webgl2", { xrCompatible: true });
const xrGlBinding = new XRWebGLBinding(xrSession, gl);
const projectionLayer = xrGlBinding.createProjectionLayer({
textureType: "texture-array",
});
xrSession.updateRenderState({
layers: [projectionLayer],
});
}
```
## Specifications
{{Specifications}}
## Browser compatibility
{{Compat}}
## See also
- {{domxref("XRProjectionLayer")}}
- [WebGL constants](/en-US/docs/Web/API/WebGL_API/Constants)
| 0 |
data/mdn-content/files/en-us/web/api/xrwebglbinding | data/mdn-content/files/en-us/web/api/xrwebglbinding/createcylinderlayer/index.md | ---
title: "XRWebGLBinding: createCylinderLayer() method"
short-title: createCylinderLayer()
slug: Web/API/XRWebGLBinding/createCylinderLayer
page-type: web-api-instance-method
status:
- experimental
browser-compat: api.XRWebGLBinding.createCylinderLayer
---
{{APIRef("WebXR Device API")}}{{SeeCompatTable}}
The **`createCylinderLayer()`** method of the {{domxref("XRWebGLBinding")}} interface returns an {{domxref("XRCylinderLayer")}} object, which is a layer that takes up a curved rectangular space in the virtual environment.
## Syntax
```js-nolint
createCylinderLayer(init)
```
### Parameters
- `init`
- : An object to configure the {{domxref("XRCylinderLayer")}}. It must have the `space`, `viewPixelHeight`, and `viewPixelWidth` properties. `init` has the following properties:
- `aspectRatio` {{optional_inline}}
- : A number indicating the ratio of the visible cylinder section. It is the ratio of the width of the visible section of the cylinder divided by its height. The width is calculated by multiplying the `radius` with the `centralAngle`. The default value is `2.0`.
- `centralAngle` {{optional_inline}}
- : A number indicating the angle in radians of the visible section of the cylinder. Default value: `0.78539` (π / 4).
- `colorFormat` {{optional_inline}}
- : A {{domxref("WebGL_API/Types", "GLenum")}} defining the data type of the color texture data. Possible values:
- `gl.RGB`
- `gl.RGBA`
Additionally, for contexts with the {{domxref("EXT_sRGB")}} extension enabled:
- `ext.SRGB_EXT`
- `ext.SRGB_ALPHA_EXT`
Additionally, for {{domxref("WebGL2RenderingContext")}} contexts:
- `gl.RGBA8`
- `gl.RGB8`
- `gl.SRGB8`
- `gl.RGB8_ALPHA8`
Additionally, for contexts with the {{domxref("WEBGL_compressed_texture_etc")}} extension enabled:
- `ext.COMPRESSED_RGB8_ETC2`
- `ext.COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2`
- `ext.COMPRESSED_RGBA8_ETC2_EAC`
- `ext.COMPRESSED_SRGB8_ETC2`
- `ext.COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2`
- `ext.COMPRESSED_SRGB8_ALPHA8_ETC2_EAC`
Additionally, for contexts with the {{domxref("WEBGL_compressed_texture_astc")}} extension enabled:
- `All` of the formats the extension supports.
The default value is `gl.RGBA`.
- `depthFormat` {{optional_inline}}
- : A {{domxref("WebGL_API/Types", "GLenum")}} defining the data type of the depth texture data or `0` indicating that the layer should not provide a depth texture (in that case {{domxref("XRProjectionLayer.ignoreDepthValues")}} will be `true`).
Possible values within {{domxref("WebGLRenderingContext")}} contexts with the {{domxref("WEBGL_depth_texture")}} extension enabled, or within {{domxref("WebGL2RenderingContext")}} contexts (no extension required):
- `gl.DEPTH_COMPONENT`
- `gl.DEPTH_STENCIL`
Additionally, for {{domxref("WebGL2RenderingContext")}} contexts:
- `gl.DEPTH_COMPONENT24`
- `gl.DEPTH24_STENCIL24`
The default value is `gl.DEPTH_COMPONENT`.
- `isStatic` {{optional_inline}}
- : A boolean that, if true, indicates you can only draw to this layer when {{domxref("XRCompositionLayer.needsRedraw", "needsRedraw")}} is `true`. The default value is `false`.
- `layout` {{optional_inline}}
- : A string indicating the layout of the layer. Possible values:
- `default`
- : The layer accommodates all views of the session.
- `mono`
- : A single {{domxref("XRSubImage")}} is allocated and presented to both eyes.
- `stereo`
- : The user agent decides how it allocates the {{domxref("XRSubImage")}} (one or two) and the layout (top/bottom or left/right).
- `stereo-left-right`
- : A single {{domxref("XRSubImage")}} is allocated. Left eye gets the left area of the texture, right eye the right.
- `stereo-top-bottom`
- : A single {{domxref("XRSubImage")}} is allocated. Left eye gets the top area of the texture, right eye the bottom.
The default value is `mono`.
- `mipLevels` {{optional_inline}}
- : A number specifying desired number of mip levels. The default value is `1`.
- `radius` {{optional_inline}}
- : A number indicating the radius of the cylinder. Default value: `2.0`.
- `space` **Required**
- : An {{domxref("XRSpace")}} object defining the layer's spatial relationship with the user's physical environment.
- `textureType` {{optional_inline}}
- : A string defining the type of texture the layer will have. Possible values:
- `texture`: The textures of {{domxref("XRWebGLSubImage")}} will be of type `gl.TEXTURE_2D`.
- `texture-array`: the textures of {{domxref("XRWebGLSubImage")}} will be of type `gl.TEXTURE_2D_ARRAY` (WebGL 2 contexts only).
The default value is `texture`.
- `transform` {{optional_inline}}
- : An {{domxref("XRRigidTransform")}} object defining the offset and orientation relative to `space`.
- `viewPixelHeight` **Required**
- : A number specifying the pixel height of the layer view.
- `viewPixelWidth` **Required**
- : A number specifying the pixel width of the layer view.
### Return value
An {{domxref("XRCylinderLayer")}} object.
## Examples
### Creating an `XRCylinderLayer`
Configure the cylinder layer using the properties listed above in a call to `createCylinderLayer()`. To present layers to the XR device, add them to the `layers` render state using {{domxref("XRSession.updateRenderState()")}}.
```js
function onXRSessionStarted(xrSession) {
const glCanvas = document.createElement("canvas");
const gl = glCanvas.getContext("webgl2", { xrCompatible: true });
const xrGlBinding = new XRWebGLBinding(xrSession, gl);
const cylinderLayer = xrGlBinding.createCylinderLayer({
space: xrReferenceSpace,
viewPixelWidth: 1200,
viewPixelHeight: 600,
centralAngle: (60 * Math.PI) / 180,
aspectRatio: 2,
radius: 2,
transform: new XRRigidTransform(/* … */),
});
xrSession.updateRenderState({
layers: [cylinderLayer],
});
}
```
## Specifications
{{Specifications}}
## Browser compatibility
{{Compat}}
## See also
- {{domxref("XRCylinderLayer")}}
- [WebGL constants](/en-US/docs/Web/API/WebGL_API/Constants)
| 0 |
data/mdn-content/files/en-us/web/api/xrwebglbinding | data/mdn-content/files/en-us/web/api/xrwebglbinding/getreflectioncubemap/index.md | ---
title: "XRWebGLBinding: getReflectionCubeMap() method"
short-title: getReflectionCubeMap()
slug: Web/API/XRWebGLBinding/getReflectionCubeMap
page-type: web-api-instance-method
status:
- experimental
browser-compat: api.XRWebGLBinding.getReflectionCubeMap
---
{{APIRef("WebXR Device API")}}{{SeeCompatTable}}
The **`getReflectionCubeMap()`** method of the {{domxref("XRWebGLBinding")}} interface returns a {{domxref("WebGLTexture")}} object containing a reflection cube map texture.
The texture format is specified by the session's `reflectionFormat`. See the `options` parameter on {{domxref("XRSession.requestLightProbe()")}} and {{domxref("XRSession.preferredReflectionFormat")}} for more details. By default, the `srgba8` format is used. When using a `rgba16f` format, you need to be within a WebGL 2.0 context or enable the {{domxref("OES_texture_half_float")}} extension within WebGL 1.0 contexts.
## Syntax
```js-nolint
getReflectionCubeMap(lightProbe)
```
### Parameters
- `lightProbe`
- : An {{domxref("XRLightProbe")}} object returned by calling {{domxref("XRSession.requestLightProbe()")}}.
### Return value
A {{domxref("WebGLTexture")}} object.
## Examples
You typically call `getReflectionCubeMap()` whenever the `reflectionchange` event fires on a light probe to retrieve an updated cube map. This is less expensive than retrieving lighting information with every {{domxref("XRFrame")}}.
If the `rgba16f` format is used, enable the {{domxref("OES_texture_half_float")}} extension within WebGL 1.0 contexts.
```js
const glBinding = new XRWebGLBinding(xrSession, gl);
gl.getExtension("OES_texture_half_float"); // if rgba16f is the preferredReflectionFormat
xrSession.requestLightProbe().then((lightProbe) => {
lightProbe.addEventListener("reflectionchange", () => {
glBinding.getReflectionCubeMap(lightProbe);
});
});
```
## Specifications
{{Specifications}}
## Browser compatibility
{{Compat}}
## See also
- {{domxref("XRLightProbe")}}
- {{domxref("OES_texture_half_float")}}
| 0 |
data/mdn-content/files/en-us/web/api/xrwebglbinding | data/mdn-content/files/en-us/web/api/xrwebglbinding/xrwebglbinding/index.md | ---
title: "XRWebGLBinding: XRWebGLBinding() constructor"
short-title: XRWebGLBinding()
slug: Web/API/XRWebGLBinding/XRWebGLBinding
page-type: web-api-constructor
status:
- experimental
browser-compat: api.XRWebGLBinding.XRWebGLBinding
---
{{APIRef("WebXR Device API")}}{{SeeCompatTable}}
The **`XRWebGLBinding()`** constructor creates and
returns a new {{domxref("XRWebGLBinding")}} object.
## Syntax
```js-nolint
new XRWebGLBinding(session, context)
```
### Parameters
- `session`
- : An {{domxref("XRSession")}} object specifying the WebXR session which will be
rendered using the WebGL context.
- `context`
- : A {{domxref("WebGLRenderingContext")}} or {{domxref("WebGL2RenderingContext")}}
identifying the WebGL drawing context to use for rendering the scene for the specified
WebXR session.
### Return value
A new {{domxref("XRWebGLBinding")}}.
### Exceptions
- `InvalidStateError` {{domxref("DOMException")}}
- : Thrown if the new `XRWebGLBinding` could not be created due to one of the following situations:
- The {{domxref("XRSession")}} specified by `session` has already been
stopped.
- The specified WebGL context, `context`, [has been lost](/en-US/docs/Web/API/WebGLRenderingContext/isContextLost#usage_notes) for any reason, such as a GPU switch or reset.
- The specified `session` is immersive but the `context` is
not WebXR compatible.
## Examples
```js
const canvasElement = document.querySelector(".output-canvas");
const gl = canvasElement.getContext("webgl");
const xrSession = await navigator.xr.requestSession("immersive-vr");
await gl.makeXRCompatible();
const glBinding = new XRWebGLBinding(xrSession, gl);
```
## Specifications
{{Specifications}}
## Browser compatibility
{{Compat}}
## See also
- {{domxref("WebGLRenderingContext.makeXRCompatible()")}}
| 0 |
data/mdn-content/files/en-us/web/api/xrwebglbinding | data/mdn-content/files/en-us/web/api/xrwebglbinding/createequirectlayer/index.md | ---
title: "XRWebGLBinding: createEquirectLayer() method"
short-title: createEquirectLayer()
slug: Web/API/XRWebGLBinding/createEquirectLayer
page-type: web-api-instance-method
status:
- experimental
browser-compat: api.XRWebGLBinding.createEquirectLayer
---
{{APIRef("WebXR Device API")}}{{SeeCompatTable}}
The **`createEquirectLayer()`** method of the {{domxref("XRWebGLBinding")}} interface returns an {{domxref("XREquirectLayer")}} object, which is a layer that maps [equirectangular](https://en.wikipedia.org/wiki/Equirectangular_projection) coded data onto the inside of a sphere.
## Syntax
```js-nolint
createEquirectLayer(options)
```
### Parameters
- `options`
- : An object to configure the {{domxref("XREquirectLayer")}}. It must have the `space`, `viewPixelHeight`, and `viewPixelWidth` properties. `init` has the following properties:
- `centralHorizontalAngle` {{optional_inline}}
- : A number indicating the central horizontal angle in radians of the sphere. Default value: `6.28318` (2π).
- `colorFormat` {{optional_inline}}
- : A {{domxref("WebGL_API/Types", "GLenum")}} defining the data type of the color texture data. Possible values:
- `gl.RGB`
- `gl.RGBA`
Additionally, for contexts with the {{domxref("EXT_sRGB")}} extension enabled:
- `ext.SRGB_EXT`
- `ext.SRGB_ALPHA_EXT`
Additionally, for {{domxref("WebGL2RenderingContext")}} contexts:
- `gl.RGBA8`
- `gl.RGB8`
- `gl.SRGB8`
- `gl.RGB8_ALPHA8`
Additionally, for contexts with the {{domxref("WEBGL_compressed_texture_etc")}} extension enabled:
- `ext.COMPRESSED_RGB8_ETC2`
- `ext.COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2`
- `ext.COMPRESSED_RGBA8_ETC2_EAC`
- `ext.COMPRESSED_SRGB8_ETC2`
- `ext.COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2`
- `ext.COMPRESSED_SRGB8_ALPHA8_ETC2_EAC`
Additionally, for contexts with the {{domxref("WEBGL_compressed_texture_astc")}} extension enabled:
- `All` of the formats the extension supports.
The default value is `gl.RGBA`.
- `depthFormat` {{optional_inline}}
- : A {{domxref("WebGL_API/Types", "GLenum")}} defining the data type of the depth texture data, or else `0` to indicate that the layer should not provide a depth texture (in that case {{domxref("XRProjectionLayer.ignoreDepthValues")}} will be `true`).
Possible values within {{domxref("WebGLRenderingContext")}} contexts with the {{domxref("WEBGL_depth_texture")}} extension enabled, or within {{domxref("WebGL2RenderingContext")}} contexts (no extension required):
- `gl.DEPTH_COMPONENT`
- `gl.DEPTH_STENCIL`
Additionally, for {{domxref("WebGL2RenderingContext")}} contexts:
- `gl.DEPTH_COMPONENT24`
- `gl.DEPTH24_STENCIL24`
The default value is `gl.DEPTH_COMPONENT`.
- `isStatic` {{optional_inline}}
- : A boolean that, if true, indicates you can only draw to this layer when {{domxref("XRCompositionLayer.needsRedraw", "needsRedraw")}} is `true`. The default value is `false`.
- `layout` {{optional_inline}}
- : A string indicating the layout of the layer. Possible values:
- `default`
- : The layer accommodates all views of the session.
- `mono`
- : A single {{domxref("XRSubImage")}} is allocated and presented to both eyes.
- `stereo`
- : The user agent decides how it allocates the {{domxref("XRSubImage")}} (one or two) and the layout (top/bottom or left/right).
- `stereo-left-right`
- : A single {{domxref("XRSubImage")}} is allocated. Left eye gets the left area of the texture, right eye the right.
- `stereo-top-bottom`
- : A single {{domxref("XRSubImage")}} is allocated. Left eye gets the top area of the texture, right eye the bottom.
The default value is `mono`.
- `lowerVerticalAngle` {{optional_inline}}
- : A number indicating the lower vertical angle in radians of the sphere. Default value: `-1.570795` (-π/2).
- `mipLevels` {{optional_inline}}
- : A number specifying desired number of mip levels. The default value is `1`.
- `radius` {{optional_inline}}
- : A number indicating the radius of the sphere. Default value: `0` (infinite sphere).
- `space` **Required**
- : An {{domxref("XRSpace")}} object defining the layer's spatial relationship with the user's physical environment.
- `textureType` {{optional_inline}}
- : A string defining the type of texture the layer will have. Possible values:
- `texture`
- : The textures of {{domxref("XRWebGLSubImage")}} will be of type `gl.TEXTURE_2D`.
- `texture-array`
- : The textures of {{domxref("XRWebGLSubImage")}} will be of type `gl.TEXTURE_2D_ARRAY` (WebGL 2 contexts only).
The default value is `texture`.
- `transform` {{optional_inline}}
- : An {{domxref("XRRigidTransform")}} object defining the offset and orientation relative to `space`.
- `upperVerticalAngle` {{optional_inline}}
- : A number indicating the upper vertical angle in radians of the sphere. Default value: `1.570795` (π/2).
- `viewPixelHeight` **Required**
- : A number specifying the pixel height of the layer view.
- `viewPixelWidth` **Required**
- : A number specifying the pixel width of the layer view.
### Return value
An {{domxref("XREquirectLayer")}} object.
## Examples
### Creating an `XREquirectLayer`
Configure the equirect layer using the properties listed above in a call to `createEquirect()`. To present layers to the XR device, add them to the `layers` render state using {{domxref("XRSession.updateRenderState()")}}.
```js
function onXRSessionStarted(xrSession) {
const glCanvas = document.createElement("canvas");
const gl = glCanvas.getContext("webgl2", { xrCompatible: true });
const xrGlBinding = new XRWebGLBinding(xrSession, gl);
const equirectLayer = xrGlBinding.createEquirectLayer({
space: xrReferenceSpace,
viewPixelWidth: 1200,
viewPixelHeight: 600,
centralHorizontalAngle: 2 * Math.PI,
upperVerticalAngle: Math.PI / 2.0,
lowerVerticalAngle: -Math.PI / 2.0,
radius: 0,
});
xrSession.updateRenderState({
layers: [equirectLayer],
});
}
```
## Specifications
{{Specifications}}
## Browser compatibility
{{Compat}}
## See also
- {{domxref("XREquirectLayer")}}
- [WebGL constants](/en-US/docs/Web/API/WebGL_API/Constants)
| 0 |
data/mdn-content/files/en-us/web/api/xrwebglbinding | data/mdn-content/files/en-us/web/api/xrwebglbinding/getsubimage/index.md | ---
title: "XRWebGLBinding: getSubImage() method"
short-title: getSubImage()
slug: Web/API/XRWebGLBinding/getSubImage
page-type: web-api-instance-method
status:
- experimental
browser-compat: api.XRWebGLBinding.getSubImage
---
{{APIRef("WebXR Device API")}}{{SeeCompatTable}}
The **`getSubImage()`** method of the {{domxref("XRWebGLBinding")}} interface returns a {{domxref("XRWebGLSubImage")}} object representing the WebGL texture to render.
## Syntax
```js-nolint
getSubImage(layer, frame)
getSubImage(layer, frame, eye)
```
### Parameters
- `layer`
- : The {{domxref("XRCompositionLayer")}} to use for rendering (can be all types of `XRCompositionLayer` objects except {{domxref("XRProjectionLayer")}}, see {{domxref("XRWebGLBinding.getViewSubImage()")}} for rendering projection layers).
- `frame`
- : The {{domxref("XRFrame")}} frame to use for rendering.
- `eye` {{optional_inline}}
- : An optional {{domxref("XRView.eye")}} indicating which view's eye to use for rendering. Possible values:
- `left`
- : The {{domxref("XRView")}} represents the point-of-view of the viewer's left eye.
- `right`
- : The view represents the viewer's right eye.
- `none`
- : The view describes a monoscopic view, or the view otherwise doesn't represent a particular eye's point-of-view.
Defaults to `none`.
### Return value
A {{domxref("XRWebGLSubImage")}} object.
### Exceptions
A {{jsxref("TypeError")}} is thrown,
- if `layer` is not in the [session's `layer` array](/en-US/docs/Web/API/XRSession/updateRenderState#setting_the_layers_array).
- if `layer` is a {{domxref("XRProjectionLayer")}}.
- if the layer's [`layout`](/en-US/docs/Web/API/XRCompositionLayer/layout) property is `default`.
- if the layer's [`layout`](/en-US/docs/Web/API/XRCompositionLayer/layout) property is `stereo` and `eye` is `none`.
## Examples
### Rendering an `XRQuadLayer`
The following example renders an {{domxref("XRQuadLayer")}}.
```js
const xrGlBinding = new XRWebGLBinding(xrSession, gl);
const quadLayer = xrGlBinding.createQuadLayer({
space: xrReferenceSpace,
viewPixelWidth: 512,
viewPixelHeight: 512,
});
// Position 2 meters away from the origin with a width and height of 1.5 meters
quadLayer.transform = new XRRigidTransform({ z: -2 });
quadLayer.width = 1.5;
quadLayer.height = 1.5;
const framebuffer = gl.createFramebuffer();
xrSession.updateRenderState({ layers: [quadLayer] });
xrSession.requestAnimationFrame(onXRFrame);
function onXRFrame(time, xrFrame) {
xrSession.requestAnimationFrame(onXRFrame);
gl.bindFramebuffer(gl.FRAMEBUFFER, framebuffer);
let subImage = xrGlBinding.getSubImage(quadLayer, xrFrame);
gl.framebufferTexture2D(
gl.FRAMEBUFFER,
gl.COLOR_ATTACHMENT0,
subImage.colorTexture,
0,
);
let viewport = subImage.viewport;
gl.viewport(viewport.x, viewport.y, viewport.width, viewport.height);
// Render content for the quad layer
}
```
## Specifications
{{Specifications}}
## Browser compatibility
{{Compat}}
## See also
- {{domxref("XRWebGLSubImage")}}
| 0 |
data/mdn-content/files/en-us/web/api | data/mdn-content/files/en-us/web/api/history/index.md | ---
title: History
slug: Web/API/History
page-type: web-api-interface
browser-compat: api.History
---
{{APIRef("History API")}}
The **`History`** interface of the {{domxref("History API", "", "", "nocode")}} allows manipulation of the browser _session history_, that is the pages visited in the tab or frame that the current page is loaded in.
There is only one instance of `history` (It is a _singleton_.) accessible via the global object {{domxref("Window.history", "history")}}.
> **Note:** This interface is only available on the main thread ({{domxref("Window")}}). It cannot be accessed in {{domxref("Worker")}} or {{domxref("Worklet")}} contexts.
## Instance properties
_The `History` interface doesn't inherit any property._
- {{domxref("History.length","length")}} {{ReadOnlyInline}}
- : Returns an `Integer` representing the number of elements in the session history, including the currently loaded page. For example, for a page loaded in a new tab this property returns `1`.
- {{domxref("History.scrollRestoration","scrollRestoration")}}
- : Allows web applications to explicitly set default scroll restoration behavior on history navigation. This property can be either `auto` or `manual`.
- {{domxref("History.state","state")}} {{ReadOnlyInline}}
- : Returns an `any` value representing the state at the top of the history stack. This is a way to look at the state without having to wait for a {{domxref("Window/popstate_event", "popstate")}} event.
## Instance methods
_The `History`_ _interface doesn't inherit any methods._
- {{domxref("History.back","back()")}}
- : This asynchronous method goes to the previous page in session history, the same action as when the user clicks the browser's <kbd>Back</kbd> button. Equivalent to `history.go(-1)`.
Calling this method to go back beyond the first page in the session history has no effect and doesn't raise an exception.
- {{domxref("History.forward","forward()")}}
- : This asynchronous method goes to the next page in session history, the same action as when the user clicks the browser's <kbd>Forward</kbd> button; this is equivalent to `history.go(1)`.
Calling this method to go forward beyond the most recent page in the session history has no effect and doesn't raise an exception.
- {{domxref("History.go","go()")}}
- : Asynchronously loads a page from the session history, identified by its relative location to the current page, for example `-1` for the previous page or `1` for the next page. If you specify an out-of-bounds value (for instance, specifying `-1` when there are no previously-visited pages in the session history), this method silently has no effect. Calling `go()` without parameters or a value of `0` reloads the current page.
- {{domxref("History.pushState","pushState()")}}
- : Pushes the given data onto the session history stack with the specified title (and, if provided, URL). The data is treated as opaque by the DOM; you may specify any JavaScript object that can be serialized. Note that all browsers but Safari currently ignore the _title_ parameter. For more information, see [Working with the History API](/en-US/docs/Web/API/History_API/Working_with_the_History_API).
- {{domxref("History.replaceState","replaceState()")}}
- : Updates the most recent entry on the history stack to have the specified data, title, and, if provided, URL. The data is treated as opaque by the DOM; you may specify any JavaScript object that can be serialized. Note that all browsers but Safari currently ignore the _title_ parameter. For more information, see [Working with the History API](/en-US/docs/Web/API/History_API/Working_with_the_History_API).
## Specifications
{{Specifications}}
## Browser compatibility
{{Compat}}
## See also
- {{domxref("Window.history", "history")}} global object
| 0 |
data/mdn-content/files/en-us/web/api/history | data/mdn-content/files/en-us/web/api/history/go/index.md | ---
title: "History: go() method"
short-title: go()
slug: Web/API/History/go
page-type: web-api-instance-method
browser-compat: api.History.go
---
{{APIRef("History API")}}
The **`go()`** method of the {{domxref("History")}} interface loads a specific page from the
session history. You can use it to move forwards and backwards through the history
depending on the value of a parameter.
This method is {{glossary("asynchronous")}}. Add a listener for the
{{domxref("Window/popstate_event", "popstate")}} event in order to determine when the navigation has completed.
## Syntax
```js-nolint
go()
go(delta)
```
### Parameters
- `delta` {{optional_inline}}
- : The position in the history to which you want to move, relative to the current page.
A negative value moves backwards, a positive value moves forwards. So, for example,
`history.go(2)` moves forward two pages and `history.go(-2)`
moves back two pages. If no value is passed or if `delta` equals 0, it has
the same result as calling `location.reload()`.
### Return value
None ({{jsxref("undefined")}}).
### Exceptions
- `SecurityError` {{domxref("DOMException")}}
- : Thrown if the associated document is not fully active.
## Examples
To move back one page (the equivalent of calling {{domxref("History.back",
"back()")}}):
```js
history.go(-1);
```
To move forward a page, just like calling {{domxref("History.forward", "forward()")}}:
```js
history.go(1);
```
To move forward two pages:
```js
history.go(2);
```
To move backwards by two pages:
```js
history.go(-2);
```
And, finally either of the following statements will reload the current page:
```js
history.go();
history.go(0);
```
## Specifications
{{Specifications}}
## Browser compatibility
{{Compat}}
## See also
- {{domxref("History")}}
- {{DOMxRef("History.back","back()")}}
- {{DOMxRef("History.forward","forward()")}}
- {{domxref("Window/popstate_event", "popstate")}} event
- [Working with the History API](/en-US/docs/Web/API/History_API/Working_with_the_History_API)
| 0 |
data/mdn-content/files/en-us/web/api/history | data/mdn-content/files/en-us/web/api/history/length/index.md | ---
title: "History: length property"
short-title: length
slug: Web/API/History/length
page-type: web-api-instance-property
browser-compat: api.History.length
---
{{APIRef("History API")}}
The **`length`** read-only property of the {{DOMxRef("History")}} interface
returns an integer representing the number of elements in the session
history, including the currently loaded page.
For example, for a page loaded in a new tab this property returns `1`.
## Value
A number.
## Specifications
{{Specifications}}
## Browser compatibility
{{Compat}}
## See also
- The {{domxref("History")}} interface it belongs to.
| 0 |
data/mdn-content/files/en-us/web/api/history | data/mdn-content/files/en-us/web/api/history/replacestate/index.md | ---
title: "History: replaceState() method"
short-title: replaceState()
slug: Web/API/History/replaceState
page-type: web-api-instance-method
browser-compat: api.History.replaceState
---
{{APIRef("History API")}}
The **`replaceState()`** method of the {{domxref("History")}} interface modifies the current
history entry, replacing it with the state object and
URL passed in the method parameters. This method is particularly useful
when you want to update the state object or URL of the current history entry in response
to some user action.
## Syntax
```js-nolint
replaceState(state, unused)
replaceState(state, unused, url)
```
### Parameters
- `state`
- : An object which is associated with the history entry
passed to the `replaceState()` method. The state object can be
`null`.
- `unused`
- : This parameter exists for historical reasons, and cannot be omitted; passing the empty string is traditional, and safe against future changes to the method.
- `url` {{optional_inline}}
- : The URL of the history entry. The new URL must be of the same origin as the current
URL; otherwise the `replaceState()` method throws an exception.
### Return value
None ({{jsxref("undefined")}}).
### Exceptions
- `SecurityError` {{domxref("DOMException")}}
- : Thrown if the associated document is not fully active, or if the provided `url` parameter is not a valid URL.
- `DataCloneError` {{domxref("DOMException")}}
- : Thrown if the provided `state` parameter is not serializable.
## Examples
Suppose `https://www.mozilla.org/foo.html` executes the following JavaScript:
```js
const stateObj = { foo: "bar" };
history.pushState(stateObj, "", "bar.html");
```
On the next page you could then use `history.state` to access the `stateObj` that was just added.
The explanation of these two lines above can be found in the [Working with the History API](/en-US/docs/Web/API/History_API/Working_with_the_History_API#using_pushstate) article. Then suppose
`https://www.mozilla.org/bar.html` executes the following
JavaScript:
```js
history.replaceState(stateObj, "", "bar2.html");
```
This will cause the URL bar to display
`https://www.mozilla.org/bar2.html`, but won't cause the browser
to load `bar2.html` or even check that `bar2.html` exists.
Suppose now that the user navigates to
`https://www.microsoft.com`, then clicks the Back button. At this
point, the URL bar will display `https://www.mozilla.org/bar2.html`.
If the user now clicks Back again, the URL bar will
display `https://www.mozilla.org/foo.html`, and totally bypass bar.html.
## Specifications
{{Specifications}}
## Browser compatibility
{{Compat}}
| 0 |
data/mdn-content/files/en-us/web/api/history | data/mdn-content/files/en-us/web/api/history/back/index.md | ---
title: "History: back() method"
short-title: back()
slug: Web/API/History/back
page-type: web-api-instance-method
browser-compat: api.History.back
---
{{APIRef("History API")}}
The **`back()`** method of the {{domxref("History")}} interface causes
the browser to move back one page in the session history.
It has the same
effect as calling {{domxref("History.go", "history.go(-1)")}}. If there is no previous
page, this method call does nothing.
This method is {{glossary("asynchronous")}}. Add a listener for the
{{domxref("Window/popstate_event", "popstate")}} event in order to determine when the navigation has completed.
## Syntax
```js-nolint
back()
```
### Parameters
None.
### Return value
None ({{jsxref("undefined")}}).
### Exceptions
- `SecurityError` {{domxref("DOMException")}}
- : Thrown if the associated document is not fully active.
## Examples
The following short example causes a button on the page to navigate back one entry in
the session history.
### HTML
```html
<button id="go-back">Go back!</button>
```
### JavaScript
```js
document.getElementById("go-back").addEventListener("click", () => {
history.back();
});
```
## Specifications
{{Specifications}}
## Browser compatibility
{{Compat}}
## See also
- {{domxref("History")}}
- [Working with the History API](/en-US/docs/Web/API/History_API/Working_with_the_History_API)
| 0 |
data/mdn-content/files/en-us/web/api/history | data/mdn-content/files/en-us/web/api/history/state/index.md | ---
title: "History: state property"
short-title: state
slug: Web/API/History/state
page-type: web-api-instance-property
browser-compat: api.History.state
---
{{APIRef("History API")}}
The **`state`** read-only property of the {{DOMxRef("History")}} interface
returns a value representing the state at the top of the history stack. This is
a way to look at the state without having to wait for a {{domxref("Window/popstate_event", "popstate")}} event.
## Value
The state at the top of the history stack. The value is [`null`](/en-US/docs/Web/JavaScript/Reference/Operators/null) until the
{{domxref("History.pushState","pushState()")}} or
{{domxref("History.replaceState","replaceState()")}} method is used.
## Examples
The code below logs the value of `history.state` before using the
{{domxref("History.pushState","pushState()")}} method to push a value to the history.
The next line logs the value to the console again, showing that
`history.state` now has a value.
```js
// Should be null because we haven't modified the history stack yet
console.log("History.state before pushState: ", history.state);
// Now push something on the stack
history.pushState({ name: "Example" }, "pushState example", "page3.html");
// Now state has a value.
console.log("History.state after pushState: ", history.state);
```
## Specifications
{{Specifications}}
## Browser compatibility
{{Compat}}
## See also
- [Working with the History API](/en-US/docs/Web/API/History_API/Working_with_the_History_API)
- [`History.pushState()`](/en-US/docs/Web/API/History/pushState)
- [`History.replaceState()`](/en-US/docs/Web/API/History/replaceState)
- [`PopStateEvent.state`](/en-US/docs/Web/API/PopStateEvent/state)
| 0 |
data/mdn-content/files/en-us/web/api/history | data/mdn-content/files/en-us/web/api/history/pushstate/index.md | ---
title: "History: pushState() method"
short-title: pushState()
slug: Web/API/History/pushState
page-type: web-api-instance-method
browser-compat: api.History.pushState
---
{{APIRef("History API")}}
The **`pushState()`** method of the {{domxref("History")}} interface adds an entry to the browser's
session history stack.
## Syntax
```js-nolint
pushState(state, unused)
pushState(state, unused, url)
```
### Parameters
- `state`
- : The `state` object is a JavaScript object which is associated with the
new history entry created by `pushState()`. Whenever the user navigates to
the new `state`, a {{domxref("Window/popstate_event", "popstate")}} event is fired, and
the `state` property of the event contains a copy of the history entry's
`state` object.
The `state` object can be anything that can be serialized.
> **Note:** Some browsers save `state` objects to the user's disk so they can be restored after the user restarts the browser, and impose a size limit on the serialized representation of a `state` object, and will throw an exception if you pass a `state` object whose serialized representation is larger than that size limit. So in cases where you want to ensure you have more space than what some browsers might impose, you're encouraged to use {{domxref("Window.sessionStorage", "sessionStorage")}} and/or {{domxref("Window.localStorage", "localStorage")}}.
- `unused`
- : This parameter exists for historical reasons, and cannot be omitted; passing an empty string is safe against future changes to the method.
- `url` {{optional_inline}}
- : The new history entry's URL. Note that the browser won't
attempt to load this URL after a call to `pushState()`, but it may
attempt to load the URL later, for instance, after the user restarts the browser. The
new URL does not need to be absolute; if it's relative, it's resolved relative to the
current URL. The new URL must be of the same {{glossary("origin")}} as the current
URL; otherwise, `pushState()` will throw an exception. If this parameter
isn't specified, it's set to the document's current URL.
### Return value
None ({{jsxref("undefined")}}).
### Exceptions
- `SecurityError` {{domxref("DOMException")}}
- : Thrown if the associated document is not fully active, or if the provided `url` parameter is not a valid URL.
- `DataCloneError` {{domxref("DOMException")}}
- : Thrown if the provided `state` parameter is not serializable.
## Description
In a sense, calling `pushState()` is similar to
setting `window.location = "#foo"`, in that both will also create and
activate another history entry associated with the current document.
But `pushState()` has a few advantages:
- The new URL can be any URL in the same origin as the current URL. In contrast,
setting {{domxref("window.location")}} keeps you at the same document only if you
modify only the hash.
- Changing the page's URL is optional. In contrast,
setting `window.location = "#foo";` only creates a new history entry if the
current hash isn't `#foo`.
- You can associate arbitrary data with your new history entry. With the hash-based
approach, you need to encode all of the relevant data into a short string.
Note that `pushState()` never causes a {{domxref("Window/hashchange_event", "hashchange")}} event to be
fired, even if the new URL differs from the old URL only in its hash.
## Examples
This creates a new browser history entry setting the _state_ and _url_.
### JavaScript
```js
const state = { page_id: 1, user_id: 5 };
const url = "hello-world.html";
history.pushState(state, "", url);
```
### Change a query parameter
```js
const url = new URL(location);
url.searchParams.set("foo", "bar");
history.pushState({}, "", url);
```
## Specifications
{{Specifications}}
## Browser compatibility
{{Compat}}
## See also
- [Working with the History API](/en-US/docs/Web/API/History_API/Working_with_the_History_API)
- [Window: popstate event](/en-US/docs/Web/API/Window/popstate_event)
| 0 |
data/mdn-content/files/en-us/web/api/history | data/mdn-content/files/en-us/web/api/history/forward/index.md | ---
title: "History: forward() method"
short-title: forward()
slug: Web/API/History/forward
page-type: web-api-instance-method
browser-compat: api.History.forward
---
{{APIRef("History API")}}
The **`forward()`** method of the {{domxref("History")}} interface causes the browser to move
forward one page in the session history. It has the same effect as calling
{{domxref("History.go", "history.go(1)")}}.
This method is {{glossary("asynchronous")}}. Add a listener for the {{domxref("Window/popstate_event", "popstate")}} event in order to determine when the navigation has completed.
## Syntax
```js-nolint
forward()
```
### Parameters
None.
### Return value
None ({{jsxref("undefined")}}).
### Exceptions
- `SecurityError` {{domxref("DOMException")}}
- : Thrown if the associated document is not fully active.
## Examples
The following examples create a button that moves forward one step in the session
history.
### HTML
```html
<button id="go-forward">Go Forward!</button>
```
### JavaScript
```js
document.getElementById("go-forward").addEventListener("click", (e) => {
history.forward();
});
```
## Specifications
{{Specifications}}
## Browser compatibility
{{Compat}}
## See also
- {{domxref("History")}}
- {{domxref("Window/popstate_event", "popstate")}}
- [Working with the History API](/en-US/docs/Web/API/History_API/Working_with_the_History_API)
| 0 |
data/mdn-content/files/en-us/web/api/history | data/mdn-content/files/en-us/web/api/history/scrollrestoration/index.md | ---
title: "History: scrollRestoration property"
short-title: scrollRestoration
slug: Web/API/History/scrollRestoration
page-type: web-api-instance-property
browser-compat: api.History.scrollRestoration
---
{{APIRef("History API")}}
The **`scrollRestoration`** property of the {{DOMxRef("History")}}
interface allows web applications to explicitly set default scroll restoration behavior
on history navigation.
## Value
One of the following:
- `auto`
- : The location on the page to which the user has scrolled will be restored.
- `manual`
- : The location on the page is not restored. The user will have to scroll to the
location manually.
## Examples
### Query the current scroll restoration behavior
```js
const scrollRestoration = history.scrollRestoration;
if (scrollRestoration === "manual") {
console.log(
"The location on the page is not restored, user will need to scroll manually.",
);
}
```
### Prevent automatic page location restoration
```js
if (history.scrollRestoration) {
history.scrollRestoration = "manual";
}
```
## Specifications
{{Specifications}}
## Browser compatibility
{{Compat}}
| 0 |
data/mdn-content/files/en-us/web/api | data/mdn-content/files/en-us/web/api/svgfemergenodeelement/index.md | ---
title: SVGFEMergeNodeElement
slug: Web/API/SVGFEMergeNodeElement
page-type: web-api-interface
browser-compat: api.SVGFEMergeNodeElement
---
{{APIRef("SVG")}}
The **`SVGFEMergeNodeElement`** interface corresponds to the {{SVGElement("feMergeNode")}} element.
{{InheritanceDiagram}}
## Instance properties
_This interface also inherits properties from its parent interface, {{domxref("SVGElement")}}._
- {{domxref("SVGFEMergeNodeElement.in1")}} {{ReadOnlyInline}}
- : An {{domxref("SVGAnimatedString")}} corresponding to the {{SVGAttr("in")}} attribute of the given element.
## Instance methods
_This interface does not provide any specific methods, but implements those of its parent, {{domxref("SVGElement")}}._
## Specifications
{{Specifications}}
## Browser compatibility
{{Compat}}
## See also
- {{SVGElement("feMergeNode")}}
| 0 |
data/mdn-content/files/en-us/web/api | data/mdn-content/files/en-us/web/api/csscounterstylerule/index.md | ---
title: CSSCounterStyleRule
slug: Web/API/CSSCounterStyleRule
page-type: web-api-interface
browser-compat: api.CSSCounterStyleRule
---
{{APIRef("CSS Counter Styles")}}
The **`CSSCounterStyleRule`** interface represents an {{CSSxRef("@counter-style")}} [at-rule](/en-US/docs/Web/CSS/At-rule).
{{InheritanceDiagram}}
## Instance properties
_This interface also inherits properties from its parent {{DOMxRef("CSSRule")}}._
- {{DOMxRef("CSSCounterStyleRule.name")}}
- : A string object that contains the serialization of the {{CSSxRef("<custom-ident>")}} defined as the `name` for the associated rule.
- {{DOMxRef("CSSCounterStyleRule.system")}}
- : A string object that contains the serialization of the {{CSSxRef("@counter-style/system", "system")}} descriptor defined for the associated rule. If the descriptor was not specified in the associated rule, the attribute returns an empty string.
- {{DOMxRef("CSSCounterStyleRule.symbols")}}
- : A string object that contains the serialization of the {{CSSxRef("@counter-style/symbols", "symbols")}} descriptor defined for the associated rule. If the descriptor was not specified in the associated rule, the attribute returns an empty string.
- {{DOMxRef("CSSCounterStyleRule.additiveSymbols")}}
- : A string object that contains the serialization of the {{CSSxRef("@counter-style/additive-symbols", "additive-symbols")}} descriptor defined for the associated rule. If the descriptor was not specified in the associated rule, the attribute returns an empty string.
- {{DOMxRef("CSSCounterStyleRule.negative")}}
- : A string object that contains the serialization of the {{CSSxRef("@counter-style/negative", "negative")}} descriptor defined for the associated rule. If the descriptor was not specified in the associated rule, the attribute returns an empty string.
- {{DOMxRef("CSSCounterStyleRule.prefix")}}
- : A string object that contains the serialization of the {{CSSxRef("@counter-style/prefix", "prefix")}} descriptor defined for the associated rule. If the descriptor was not specified in the associated rule, the attribute returns an empty string.
- {{DOMxRef("CSSCounterStyleRule.suffix")}}
- : A string object that contains the serialization of the {{CSSxRef("@counter-style/suffix", "suffix")}} descriptor defined for the associated rule. If the descriptor was not specified in the associated rule, the attribute returns an empty string.
- {{DOMxRef("CSSCounterStyleRule.range")}}
- : A string object that contains the serialization of the {{CSSxRef("@counter-style/range", "range")}} descriptor defined for the associated rule. If the descriptor was not specified in the associated rule, the attribute returns an empty string.
- {{DOMxRef("CSSCounterStyleRule.pad")}}
- : A string object that contains the serialization of the {{CSSxRef("@counter-style/pad", "pad")}} descriptor defined for the associated rule. If the descriptor was not specified in the associated rule, the attribute returns an empty string.
- {{DOMxRef("CSSCounterStyleRule.speakAs")}}
- : A string object that contains the serialization of the {{CSSxRef("@counter-style/speak-as", "speak-as")}} descriptor defined for the associated rule. If the descriptor was not specified in the associated rule, the attribute returns an empty string.
- {{DOMxRef("CSSCounterStyleRule.fallback")}}
- : A string object that contains the serialization of the {{CSSxRef("@counter-style/fallback", "fallback")}} descriptor defined for the associated rule. If the descriptor was not specified in the associated rule, the attribute returns an empty string.
## Instance methods
_This interface doesn't implement any specific method but inherits methods from its parent {{DOMxRef("CSSRule")}}._
## Specifications
{{Specifications}}
## Browser compatibility
{{Compat}}
## See also
- {{CSSxRef("@counter-style")}}
- [CSS counter styles](/en-US/docs/Web/CSS/CSS_counter_styles) module
| 0 |
data/mdn-content/files/en-us/web/api/csscounterstylerule | data/mdn-content/files/en-us/web/api/csscounterstylerule/name/index.md | ---
title: "CSSCounterStyleRule: name property"
short-title: name
slug: Web/API/CSSCounterStyleRule/name
page-type: web-api-instance-property
browser-compat: api.CSSCounterStyleRule.name
---
{{DefaultAPISidebar("CSS Counter Styles")}}
The **`name`** property of the {{domxref("CSSCounterStyleRule")}} interface gets and sets the {{CSSxRef("<custom-ident>")}} defined as the `name` for the associated rule.
## Value
A string
## Examples
The following example shows a {{cssxref("@counter-style")}} rule. In JavaScript, `myRules[0]` is this `@counter-style` rule, returning `name` gives us the custom ident "box-corner".
```css
@counter-style box-corner {
system: fixed;
symbols: ◰ ◳ ◲ ◱;
suffix: ": ";
fallback: disc;
}
```
```js
let myRules = document.styleSheets[0].cssRules;
console.log(myRules[0].name); // "box-corner"
```
## Specifications
{{Specifications}}
## Browser compatibility
{{Compat}}
| 0 |
data/mdn-content/files/en-us/web/api/csscounterstylerule | data/mdn-content/files/en-us/web/api/csscounterstylerule/speakas/index.md | ---
title: "CSSCounterStyleRule: speakAs property"
short-title: speakAs
slug: Web/API/CSSCounterStyleRule/speakAs
page-type: web-api-instance-property
browser-compat: api.CSSCounterStyleRule.speakAs
---
{{DefaultAPISidebar("CSS Counter Styles")}}
The **`speakAs`** property of the {{domxref("CSSCounterStyleRule")}} interface gets and sets the value of the {{cssxref("@counter-style/speak-as","speak-as")}} descriptor. If the descriptor does not have a value set, this attribute returns an empty string.
## Value
A string
## Examples
The following example shows a {{cssxref("@counter-style")}} rule. In JavaScript, `myRules[0]` is this `@counter-style` rule, returning `speakAs` gives us the value "bullets".
```css
@counter-style box-corner {
system: fixed;
symbols: ◰ ◳ ◲ ◱;
suffix: ": ";
speak-as: bullets;
}
```
```js
let myRules = document.styleSheets[0].cssRules;
console.log(myRules[0].speakAs); // "bullets"
```
## Specifications
{{Specifications}}
## Browser compatibility
{{Compat}}
| 0 |
data/mdn-content/files/en-us/web/api/csscounterstylerule | data/mdn-content/files/en-us/web/api/csscounterstylerule/additivesymbols/index.md | ---
title: "CSSCounterStyleRule: additiveSymbols property"
short-title: additiveSymbols
slug: Web/API/CSSCounterStyleRule/additiveSymbols
page-type: web-api-instance-property
browser-compat: api.CSSCounterStyleRule.additiveSymbols
---
{{DefaultAPISidebar("CSS Counter Styles")}}
The **`additiveSymbols`** property of the {{domxref("CSSCounterStyleRule")}} interface gets and sets the value of the {{cssxref("@counter-style/additive-symbols","additive-symbols")}} descriptor. If the descriptor does not have a value set, this attribute returns an empty string.
## Value
A string.
## Examples
The following example shows a {{cssxref("@counter-style")}} rule. In JavaScript, `myRules[0]` is this `@counter-style` rule, returning `additiveSymbols` gives us the value " V 5, IV 4, I 1".
```css
@counter-style additive-symbols-example {
system: additive;
additive-symbols:
V 5,
IV 4,
I 1;
}
```
```js
let myRules = document.styleSheets[0].cssRules;
console.log(myRules[0].additiveSymbols); // " V 5, IV 4, I 1"
```
## Specifications
{{Specifications}}
## Browser compatibility
{{Compat}}
| 0 |
data/mdn-content/files/en-us/web/api/csscounterstylerule | data/mdn-content/files/en-us/web/api/csscounterstylerule/negative/index.md | ---
title: "CSSCounterStyleRule: negative property"
short-title: negative
slug: Web/API/CSSCounterStyleRule/negative
page-type: web-api-instance-property
browser-compat: api.CSSCounterStyleRule.negative
---
{{DefaultAPISidebar("CSS Counter Styles")}}
The **`negative`** property of the {{domxref("CSSCounterStyleRule")}} interface gets and sets the value of the {{cssxref("@counter-style/negative","negative")}} descriptor. If the descriptor does not have a value set, this attribute returns an empty string.
## Value
A string
## Examples
The following example shows a {{cssxref("@counter-style")}} rule. In JavaScript, `myRules[0]` is this `@counter-style` rule, returning `negative` gives us the value "-".
```css
@counter-style neg {
system: numeric;
symbols: "0" "1" "2" "3" "4" "5" "6" "7" "8" "9";
negative: "-";
}
```
```js
let myRules = document.styleSheets[0].cssRules;
console.log(myRules[0].negative); // "-"
```
## Specifications
{{Specifications}}
## Browser compatibility
{{Compat}}
| 0 |
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