

Not to play favorites here, but the most frequently-used property you'll use for adjusting your text's appearance is the font property. We'll look at all of these properties in the next handful of sections. The main awesome property for this is font, but you also have the lesser textAlign, textBaseLine, and direction properties that you can use as well. Yikes! Fortunately, you have a handful of properties that help you to transform our almost unreadable text into something more appealing. By default, your text shows up in a sans-serif font sized at 10 pixels. Our canvas-bound text isn't destined to look like whatever hideous thing we have showing right now. We'll fix that right up in the next section. That is what our text looks like by default when we don't specify any appearance details. If you preview what you have in your browser, you'll see something that looks as follows: In these two lines, we are telling JavaScript to draw a solidly-filled version of the Canvas! text at (40, 125) and an outline version of the Canvas! text at (40, 275). The first two lines are the standard ones you have for getting at your canvas element's 2d drawing context! The interesting stuff happens with our fillText and strokeText lines: context.fillText("Canvas!", 40, 125) Inside our script tag, go ahead and add the following lines: var canvas = document.querySelector("#m圜anvas") Getting back to our original plan, let's add some code. Just keep this knowledge under your hat for that rare rainy day when you'll need it. There is an optional fourth argument you can specify for setting the maximum width of your text, but that's not something you will use often. You call them on your drawing context object, and you pass in three arguments: Now, the way you use both of these methods is nearly identical: context.fillText("my text", xPosition, yPosition) Ĭontext.strokeText("my text", xPosition, yPosition)
#Canvas text fonty code#
Let's turn all of the English words in the previous section into some sweet code that showcases what strokeText and fillText have to offer. If you don't have such a document, just create a new one with the following markup: Īll this sample does is give you a 550px by 350px canvas element that we will use in the next couple of sections to get our text to appear. To do this, take sure you have an HTML document with a canvas element locked and loaded. Now that you know this, let's wrap up this awkward introduction and get our hands dirty with some code! The fillText method allows you to display a solid / filled-in version of your text instead:

With the strokeText method, you end up drawing an outline of your text: BUY ON AMAZON From Text to Pixelsįor getting text to appear in our canvas, we will primarily be using two methods: strokeText and fillText. Ready to use the font in a canvas contextĬtx.font = value \n \n const canvas = document.getElementById('canvas') \nconst ctx = canvas.getContext('2d') \n\nctx.font = 'bold 48px serif' \nctx.strokeText('Hello world', 50, 100) \n let f = new FontFace('test', 'url(x)') \n\nf.load().To kick your canvas skills up a few notches, everything you see here and more (with all its casual clarity!) is available in both paperback and digital editions. Use the fillText method to draw the text.Ĭontext.fillText(text, x, y) //Italic textĬontext.font = 'italic 25px Arial' //Bold text example.Ĭontext.font = 'bold 25px Arial' //Setting the text to bold italicĬontext.font = 'italic bold 25px Arial' //Outlined textĬontext.strokeText(text, x, y) CanvasRenderingContext2D.fontĬonst canvas = document.getElementById('canvas') Set the font size and the fontface to use. Var canvas = document.getElementById('my_canvas') JavaScript: Add text to a canvas element. use getContext to use the canvas for drawingĪlert('You need Safari or Firefox 1.5+ to see this demo.') Make sure we don't execute when canvas isn't supported Var canvas = document.getElementById('mycanvas')
#Canvas text fonty how to#
How to change font-family of a text canvas using Fabric.js ?įabric.Text(text, fontFamily: string) HTML5 Canvas - Text and Fonts

Var ctx = document.getElementById("canvas").getContext("2d") Main_leaderboard, all: bottom_medium_rectangle, all: right_bottom_medium_rectangle, desktop: Supported fonts in HTML5 Canvas text Main_leaderboard, all: bottom_medium_rectangle, all: right_bottom_medium_rectangle, desktop: HTML canvas font Property Previous Post Next Post HTML canvas font Property
