I use bootstrap. I want the user to be able to choose the canvas size while keeping the design screen responsive within the div.
<div class="row">
<div class="col-xs-2 col-sm-2" id="border">content left</div>
<div class="col-xs-6 col-sm-6" id="border">
Width <input type="number" class="form-control"><br>
Height <input type="number" class="form-control"><br>
canvas
<canvas id="canvas" width="500" height="300">
</canvas>
</div>
<div class="col-xs-2 col-sm-2" id="border">content right</div>
How can I limit the size of the canvas to the size of the div?
I do not know if it will be necessary to use JavaScript.
Edit
It should be taken into account that the width and height values are entered by the user and the canvas must be in div proportional in size
This question is related to
css
html
canvas
responsive-design
The object-fit CSS property sets how the content of a replaced element, such as an img or video, should be resized to fit its container.
Magically, object fit also works on a canvas element. No JavaScript needed, and the canvas doesn't stretch, automatically fills to proportion.
canvas {
width: 100%;
object-fit: contain;
}
There's a better way to do this in modern browsers using the vh
and vw
units.
vh is the viewport height.
So you can try something like this:
<style>
canvas {
border: solid 2px purple;
background-color: green;
width: 100%;
height: 80vh;
}
</style>
This will distort the aspect ration.
You can keep the aspect ratio by using the same unit for each. Here's an example with a 2:1 aspect ratio:
<style>
canvas {
width: 40vh;
height: 80vh;
}
</style>
this seems to be working :
#canvas{
border: solid 1px blue;
width:100%;
}
You can have a responsive canvas in 3 short and simple steps:
Remove the width
and height
attributes from your <canvas>
.
<canvas id="responsive-canvas"></canvas>
Using CSS, set the width
of your canvas to 100%
.
#responsive-canvas {
width: 100%;
}
Using JavaScript, set the height to some ratio of the width.
var canvas = document.getElementById('responsive-canvas');
var heightRatio = 1.5;
canvas.height = canvas.width * heightRatio;
Hi I know this post has been going on for a while, but I had a very similar problem with my canvas. like mentioned as the viewport gets resized and so does the elements within the window. This can be done using css, however it doesnt quite apply to the elements within the canvas. Now if your canvas context is 2D this is the solution that works for me... This can be used as a method.
class ParentObject{
constructor()
/**
* @this this._width - Private width variable that would store the size of the window width
*/
this._width = Number();
/**
* @this this._height - Private Height variable that would store the height of the window
*/
this._height= Number();
/**
* Calls the getCanvasDimensions method
*/
this.getCanvasDimensions();
//Getting the Width and Height as soon as the Window loads
window.addEventListener('load',()=>{
this.getCanvasDimensions()
})
//As the window is resized we are getting the new Canvas Dimensions
window.addEventListener('resize',()=>{
this.getCanvasDimensions();
getCanvasDimensions() {
// Width is determined by the css value for the viewport width this is then respected by the device pixel ratio. This is then used to set the canvas.width value
this._width = Math.round((Number(getComputedStyle(canvas).getPropertyValue('width').slice(0,-2))/devicePixelRatio) * devicePixelRatio);
//Setting the canvas width
canvas.width = this._width
// height is determined by the css value for the viewport height this is then respected by the device pixel ratio. This is then used to set the canvas.height value
this._height = Math.round((Number(getComputedStyle(canvas).getPropertyValue('height').slice(0,-2))/devicePixelRatio) * devicePixelRatio);
//Setting the canvas height
canvas.height = this._height
}
get width(){
//This sets the width to the private _width value
return this._width
}
get height(){
//This sets the height to the private _height value
return this._height
}
As a function on the global scope:
let width,height
function responsiveCanvas(){
let w = Math.round((Number(getComputedStyle(canvas).getPropertyValue('width').slice(0,-2))/devicePixelRatio) * devicePixelRatio);
width = canvas.height = w;
let h = Math.round((Number(getComputedStyle(canvas).getPropertyValue('height').slice(0,-2))/devicePixelRatio) * devicePixelRatio);
height = canvas.height = h;
}
window.addEventListener('load',responsiveCanvas)
window.addEventListener('resize',responsiveCanvas)
Then just use the width
and height
variables to reference the sizes.
Anyways I hope that this helps someone out.
<div class="outer">
<canvas id="canvas"></canvas>
</div>
.outer {
position: relative;
width: 100%;
padding-bottom: 100%;
}
#canvas {
position: absolute;
width: 100%;
height: 100%;
}
extending accepted answer with jquery
what if you want to add more canvas?, this jquery.each answer it
responsiveCanvas(); //first init
$(window).resize(function(){
responsiveCanvas(); //every resizing
stage.update(); //update the canvas, stage is object of easeljs
});
function responsiveCanvas(target){
$(canvas).each(function(e){
var parentWidth = $(this).parent().outerWidth();
var parentHeight = $(this).parent().outerHeight();
$(this).attr('width', parentWidth);
$(this).attr('height', parentHeight);
console.log(parentWidth);
})
}
it will do all the job for you
why we dont set the width
or the height
via css or style? because it will stretch your canvas instead of make it into expecting size
try using max-width: 100%;
on your canvas.
canvas {
max-width: 100%;
}
Source: Stackoverflow.com