Javascript examples for Canvas:Example
Scaling Canvas Down
<html> <head> <meta name="viewport" content="width=device-width, initial-scale=1"> <script type="text/javascript" src="https://ajax.googleapis.com/ajax/libs/jquery/3.3.1/jquery.min.js"></script> <style id="compiled-css" type="text/css"> canvas {/* ww w.ja va 2 s . c o m*/ border: 2px solid red; } </style> <script type="text/javascript"> window.onload=function(){ canvas.width = 100; canvas.height = 100; const ctx = canvas.getContext("2d"); ctx.fillStyle = "#000000"; ctx.fillRect(0, 0, 100, 100); ctx.fillStyle = "#ff0000"; ctx.fillRect(40, 40, 20, 20); const imageData = ctx.getImageData(0, 0, 1, 1); const pixel32 = new Uint32Array(imageData.data.buffer); pixel32[0] = 0; ctx.putImageData(imageData, 50, 50); $("#button").click(function() { ScaleCanvas(canvas.width / 2, canvas.height / 2, .5, .5); }); function ScaleCanvas(width, height, xScale, yScale) { const initialWidth = canvas.width; const initialHeight = canvas.height; const imageData = ctx.getImageData(0, 0, initialWidth, initialHeight); const newCanvas = $("<canvas>") .attr("width", initialWidth) .attr("height", initialHeight)[0]; newCanvas.getContext("2d").putImageData(imageData, 0, 0); ctx.canvas.width = width; ctx.canvas.height = height; ctx.scale(xScale, yScale); ctx.drawImage(newCanvas, 0, 0); } } </script> </head> <body> <canvas id="canvas"></canvas> <button id="button">Scale Down Canvas</button> </body> </html>