The spec has a context.measureText(text) function that will tell you how much width it would require to print that text, but I can't find a way to find out how tall it is. I know it's based on the font, but I don't know to convert a font string to a text height.
This question is related to
javascript
text
canvas
This works 1) for multiline text as well 2) and even in IE9!
<div class="measureText" id="measureText">
</div>
.measureText {
margin: 0;
padding: 0;
border: 0;
font-family: Arial;
position: fixed;
visibility: hidden;
height: auto;
width: auto;
white-space: pre-wrap;
line-height: 100%;
}
function getTextFieldMeasure(fontSize, value) {
const div = document.getElementById("measureText");
// returns wrong result for multiline text with last line empty
let arr = value.split('\n');
if (arr[arr.length-1].length == 0) {
value += '.';
}
div.innerText = value;
div.style['font-size']= fontSize + "px";
let rect = div.getBoundingClientRect();
return {width: rect.width, height: rect.height};
};
I found that JUST FOR ARIAL the simplest, fastest and accuratest way to find height of bounding box is to use the width of certain letters. If you plan to use a certain font without letting user to choose one different, you can do a little research to find the right letter that do the job for that font.
<!DOCTYPE html>_x000D_
<html>_x000D_
<body>_x000D_
_x000D_
<canvas id="myCanvas" width="700" height="200" style="border:1px solid #d3d3d3;">_x000D_
Your browser does not support the HTML5 canvas tag.</canvas>_x000D_
_x000D_
<script>_x000D_
var c = document.getElementById("myCanvas");_x000D_
var ctx = c.getContext("2d");_x000D_
ctx.font = "100px Arial";_x000D_
var txt = "Hello guys!"_x000D_
var Hsup=ctx.measureText("H").width;_x000D_
var Hbox=ctx.measureText("W").width;_x000D_
var W=ctx.measureText(txt).width;_x000D_
var W2=ctx.measureText(txt.substr(0, 9)).width;_x000D_
_x000D_
ctx.fillText(txt, 10, 100);_x000D_
ctx.rect(10,100, W, -Hsup);_x000D_
ctx.rect(10,100+Hbox-Hsup, W2, -Hbox);_x000D_
ctx.stroke();_x000D_
</script>_x000D_
_x000D_
<p><strong>Note:</strong> The canvas tag is not supported in Internet _x000D_
Explorer 8 and earlier versions.</p>_x000D_
_x000D_
</body>_x000D_
</html>
_x000D_
Approximate solution:
var c = document.getElementById("myCanvas");
var ctx = c.getContext("2d");
ctx.font = "100px Arial";
var txt = "Hello guys!"
var wt = ctx.measureText(txt).width;
var height = wt / txt.length;
This will be accurate result in monospaced font.
The canvas spec doesn't give us a method for measuring the height of a string. However, you can set the size of your text in pixels and you can usually figure out what the vertical bounds are relatively easily.
If you need something more precise then you could throw text onto the canvas and then get pixel data and figure out how many pixels are used vertically. This would be relatively simple, but not very efficient. You could do something like this (it works, but draws some text onto your canvas that you would want to remove):
function measureTextHeight(ctx, left, top, width, height) {
// Draw the text in the specified area
ctx.save();
ctx.translate(left, top + Math.round(height * 0.8));
ctx.mozDrawText('gM'); // This seems like tall text... Doesn't it?
ctx.restore();
// Get the pixel data from the canvas
var data = ctx.getImageData(left, top, width, height).data,
first = false,
last = false,
r = height,
c = 0;
// Find the last line with a non-white pixel
while(!last && r) {
r--;
for(c = 0; c < width; c++) {
if(data[r * width * 4 + c * 4 + 3]) {
last = r;
break;
}
}
}
// Find the first line with a non-white pixel
while(r) {
r--;
for(c = 0; c < width; c++) {
if(data[r * width * 4 + c * 4 + 3]) {
first = r;
break;
}
}
// If we've got it then return the height
if(first != r) return last - first;
}
// We screwed something up... What do you expect from free code?
return 0;
}
// Set the font
context.mozTextStyle = '32px Arial';
// Specify a context and a rect that is safe to draw in when calling measureTextHeight
var height = measureTextHeight(context, 0, 0, 50, 50);
console.log(height);
For Bespin they do fake a height by measuring the width of a lowercase 'm'... I don't know how this is used, and I would not recommend this method. Here is the relevant Bespin method:
var fixCanvas = function(ctx) {
// upgrade Firefox 3.0.x text rendering to HTML 5 standard
if (!ctx.fillText && ctx.mozDrawText) {
ctx.fillText = function(textToDraw, x, y, maxWidth) {
ctx.translate(x, y);
ctx.mozTextStyle = ctx.font;
ctx.mozDrawText(textToDraw);
ctx.translate(-x, -y);
}
}
if (!ctx.measureText && ctx.mozMeasureText) {
ctx.measureText = function(text) {
ctx.mozTextStyle = ctx.font;
var width = ctx.mozMeasureText(text);
return { width: width };
}
}
if (ctx.measureText && !ctx.html5MeasureText) {
ctx.html5MeasureText = ctx.measureText;
ctx.measureText = function(text) {
var textMetrics = ctx.html5MeasureText(text);
// fake it 'til you make it
textMetrics.ascent = ctx.html5MeasureText("m").width;
return textMetrics;
}
}
// for other browsers
if (!ctx.fillText) {
ctx.fillText = function() {}
}
if (!ctx.measureText) {
ctx.measureText = function() { return 10; }
}
};
As JJ Stiff suggests, you can add your text to a span and then measure the offsetHeight of the span.
var d = document.createElement("span");
d.font = "20px arial";
d.textContent = "Hello world!";
document.body.appendChild(d);
var emHeight = d.offsetHeight;
document.body.removeChild(d);
As shown on HTML5Rocks
You can get a very close approximation of the vertical height by checking the length of a capital M.
ctx.font = 'bold 10px Arial';
lineHeight = ctx.measureText('M').width;
EDIT: Are you using canvas transforms? If so, you'll have to track the transformation matrix. The following method should measure the height of text with the initial transform.
EDIT #2: Oddly the code below does not produce correct answers when I run it on this StackOverflow page; it's entirely possible that the presence of some style rules could break this function.
The canvas uses fonts as defined by CSS, so in theory we can just add an appropriately styled chunk of text to the document and measure its height. I think this is significantly easier than rendering text and then checking pixel data and it should also respect ascenders and descenders. Check out the following:
var determineFontHeight = function(fontStyle) {
var body = document.getElementsByTagName("body")[0];
var dummy = document.createElement("div");
var dummyText = document.createTextNode("M");
dummy.appendChild(dummyText);
dummy.setAttribute("style", fontStyle);
body.appendChild(dummy);
var result = dummy.offsetHeight;
body.removeChild(dummy);
return result;
};
//A little test...
var exampleFamilies = ["Helvetica", "Verdana", "Times New Roman", "Courier New"];
var exampleSizes = [8, 10, 12, 16, 24, 36, 48, 96];
for(var i = 0; i < exampleFamilies.length; i++) {
var family = exampleFamilies[i];
for(var j = 0; j < exampleSizes.length; j++) {
var size = exampleSizes[j] + "pt";
var style = "font-family: " + family + "; font-size: " + size + ";";
var pixelHeight = determineFontHeight(style);
console.log(family + " " + size + " ==> " + pixelHeight + " pixels high.");
}
}
You'll have to make sure you get the font style correct on the DOM element that you measure the height of but that's pretty straightforward; really you should use something like
var canvas = /* ... */
var context = canvas.getContext("2d");
var canvasFont = " ... ";
var fontHeight = determineFontHeight("font: " + canvasFont + ";");
context.font = canvasFont;
/*
do your stuff with your font and its height here.
*/
Funny that TextMetrics has width only and no height:
http://www.whatwg.org/specs/web-apps/current-work/multipage/the-canvas-element.html#textmetrics
Can you use a Span as on this example?
http://mudcu.be/journal/2011/01/html5-typographic-metrics/#alignFix
Isn't the height of the text in pixels equal to the font size (in pts) if you define the font using context.font ?
setting the font size might not be practical though, since setting
ctx.font = ''
will use the one defined by CSS as well as any embedded font tags. If you use the CSS font you have no idea what the height is from a programmatic way, using the measureText method, which is very short sighted. On another note though, IE8 DOES return the width and height.
In normal situations the following should work:
var can = CanvasElement.getContext('2d'); //get context
var lineHeight = /[0-9]+(?=pt|px)/.exec(can.font); //get height from font variable
I'm writing a terminal emulator so I needed to draw rectangles around characters.
var size = 10
var lineHeight = 1.2 // CSS "line-height: normal" is between 1 and 1.2
context.font = size+'px/'+lineHeight+'em monospace'
width = context.measureText('m').width
height = size * lineHeight
Obviously if you want the exact amount of space the character takes up, it won't help. But it'll give you a good approximation for certain uses.
I know this is an old answered question, but for future reference I'd like to add a short, minimal, JS-only (no jquery) solution I believe people can benefit from:
var measureTextHeight = function(fontFamily, fontSize)
{
var text = document.createElement('span');
text.style.fontFamily = fontFamily;
text.style.fontSize = fontSize + "px";
text.textContent = "abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ0123456789 ";
document.body.appendChild(text);
var result = text.getBoundingClientRect().height;
document.body.removeChild(text);
return result;
};
Here is a simple function. No library needed.
I wrote this function to get the top and bottom bounds relative to baseline. If textBaseline
is set to alphabetic
. What it does is it creates another canvas, and then draws there, and then finds the top most and bottom most non blank pixel. And that is the top and bottom bounds. It returns it as relative, so if height is 20px, and there is nothing below the baseline, then the top bound is -20
.
You must supply characters to it. Otherwise it will give you 0 height and 0 width, obviously.
Usage:
alert(measureHeight('40px serif', 40, 'rg').height)
Here is the function:
function measureHeight(aFont, aSize, aChars, aOptions={}) {
// if you do pass aOptions.ctx, keep in mind that the ctx properties will be changed and not set back. so you should have a devoted canvas for this
// if you dont pass in a width to aOptions, it will return it to you in the return object
// the returned width is Math.ceil'ed
console.error('aChars: "' + aChars + '"');
var defaultOptions = {
width: undefined, // if you specify a width then i wont have to use measureText to get the width
canAndCtx: undefined, // set it to object {can:,ctx:} // if not provided, i will make one
range: 3
};
aOptions.range = aOptions.range || 3; // multiples the aSize by this much
if (aChars === '') {
// no characters, so obviously everything is 0
return {
relativeBot: 0,
relativeTop: 0,
height: 0,
width: 0
};
// otherwise i will get IndexSizeError: Index or size is negative or greater than the allowed amount error somewhere below
}
// validateOptionsObj(aOptions, defaultOptions); // not needed because all defaults are undefined
var can;
var ctx;
if (!aOptions.canAndCtx) {
can = document.createElement('canvas');;
can.mozOpaque = 'true'; // improved performanceo on firefox i guess
ctx = can.getContext('2d');
// can.style.position = 'absolute';
// can.style.zIndex = 10000;
// can.style.left = 0;
// can.style.top = 0;
// document.body.appendChild(can);
} else {
can = aOptions.canAndCtx.can;
ctx = aOptions.canAndCtx.ctx;
}
var w = aOptions.width;
if (!w) {
ctx.textBaseline = 'alphabetic';
ctx.textAlign = 'left';
ctx.font = aFont;
w = ctx.measureText(aChars).width;
}
w = Math.ceil(w); // needed as i use w in the calc for the loop, it needs to be a whole number
// must set width/height, as it wont paint outside of the bounds
can.width = w;
can.height = aSize * aOptions.range;
ctx.font = aFont; // need to set the .font again, because after changing width/height it makes it forget for some reason
ctx.textBaseline = 'alphabetic';
ctx.textAlign = 'left';
ctx.fillStyle = 'white';
console.log('w:', w);
var avgOfRange = (aOptions.range + 1) / 2;
var yBaseline = Math.ceil(aSize * avgOfRange);
console.log('yBaseline:', yBaseline);
ctx.fillText(aChars, 0, yBaseline);
var yEnd = aSize * aOptions.range;
var data = ctx.getImageData(0, 0, w, yEnd).data;
// console.log('data:', data)
var botBound = -1;
var topBound = -1;
// measureHeightY:
for (y=0; y<=yEnd; y++) {
for (var x = 0; x < w; x += 1) {
var n = 4 * (w * y + x);
var r = data[n];
var g = data[n + 1];
var b = data[n + 2];
// var a = data[n + 3];
if (r+g+b > 0) { // non black px found
if (topBound == -1) {
topBound = y;
}
botBound = y; // break measureHeightY; // dont break measureHeightY ever, keep going, we till yEnd. so we get proper height for strings like "`." or ":" or "!"
break;
}
}
}
return {
relativeBot: botBound - yBaseline, // relative to baseline of 0 // bottom most row having non-black
relativeTop: topBound - yBaseline, // relative to baseline of 0 // top most row having non-black
height: (botBound - topBound) + 1,
width: w// EDIT: comma has been added to fix old broken code.
};
}
relativeBot
, relativeTop
, and height
are the useful things in the return object.
Here is example usage:
<!DOCTYPE html>_x000D_
<html>_x000D_
<head>_x000D_
<title>Page Title</title>_x000D_
<script>_x000D_
function measureHeight(aFont, aSize, aChars, aOptions={}) {_x000D_
// if you do pass aOptions.ctx, keep in mind that the ctx properties will be changed and not set back. so you should have a devoted canvas for this_x000D_
// if you dont pass in a width to aOptions, it will return it to you in the return object_x000D_
// the returned width is Math.ceil'ed_x000D_
console.error('aChars: "' + aChars + '"');_x000D_
var defaultOptions = {_x000D_
width: undefined, // if you specify a width then i wont have to use measureText to get the width_x000D_
canAndCtx: undefined, // set it to object {can:,ctx:} // if not provided, i will make one_x000D_
range: 3_x000D_
};_x000D_
_x000D_
aOptions.range = aOptions.range || 3; // multiples the aSize by this much_x000D_
_x000D_
if (aChars === '') {_x000D_
// no characters, so obviously everything is 0_x000D_
return {_x000D_
relativeBot: 0,_x000D_
relativeTop: 0,_x000D_
height: 0,_x000D_
width: 0_x000D_
};_x000D_
// otherwise i will get IndexSizeError: Index or size is negative or greater than the allowed amount error somewhere below_x000D_
}_x000D_
_x000D_
// validateOptionsObj(aOptions, defaultOptions); // not needed because all defaults are undefined_x000D_
_x000D_
var can;_x000D_
var ctx; _x000D_
if (!aOptions.canAndCtx) {_x000D_
can = document.createElement('canvas');;_x000D_
can.mozOpaque = 'true'; // improved performanceo on firefox i guess_x000D_
ctx = can.getContext('2d');_x000D_
_x000D_
// can.style.position = 'absolute';_x000D_
// can.style.zIndex = 10000;_x000D_
// can.style.left = 0;_x000D_
// can.style.top = 0;_x000D_
// document.body.appendChild(can);_x000D_
} else {_x000D_
can = aOptions.canAndCtx.can;_x000D_
ctx = aOptions.canAndCtx.ctx;_x000D_
}_x000D_
_x000D_
var w = aOptions.width;_x000D_
if (!w) {_x000D_
ctx.textBaseline = 'alphabetic';_x000D_
ctx.textAlign = 'left'; _x000D_
ctx.font = aFont;_x000D_
w = ctx.measureText(aChars).width;_x000D_
}_x000D_
_x000D_
w = Math.ceil(w); // needed as i use w in the calc for the loop, it needs to be a whole number_x000D_
_x000D_
// must set width/height, as it wont paint outside of the bounds_x000D_
can.width = w;_x000D_
can.height = aSize * aOptions.range;_x000D_
_x000D_
ctx.font = aFont; // need to set the .font again, because after changing width/height it makes it forget for some reason_x000D_
ctx.textBaseline = 'alphabetic';_x000D_
ctx.textAlign = 'left'; _x000D_
_x000D_
ctx.fillStyle = 'white';_x000D_
_x000D_
console.log('w:', w);_x000D_
_x000D_
var avgOfRange = (aOptions.range + 1) / 2;_x000D_
var yBaseline = Math.ceil(aSize * avgOfRange);_x000D_
console.log('yBaseline:', yBaseline);_x000D_
_x000D_
ctx.fillText(aChars, 0, yBaseline);_x000D_
_x000D_
var yEnd = aSize * aOptions.range;_x000D_
_x000D_
var data = ctx.getImageData(0, 0, w, yEnd).data;_x000D_
// console.log('data:', data)_x000D_
_x000D_
var botBound = -1;_x000D_
var topBound = -1;_x000D_
_x000D_
// measureHeightY:_x000D_
for (y=0; y<=yEnd; y++) {_x000D_
for (var x = 0; x < w; x += 1) {_x000D_
var n = 4 * (w * y + x);_x000D_
var r = data[n];_x000D_
var g = data[n + 1];_x000D_
var b = data[n + 2];_x000D_
// var a = data[n + 3];_x000D_
_x000D_
if (r+g+b > 0) { // non black px found_x000D_
if (topBound == -1) { _x000D_
topBound = y;_x000D_
}_x000D_
botBound = y; // break measureHeightY; // dont break measureHeightY ever, keep going, we till yEnd. so we get proper height for strings like "`." or ":" or "!"_x000D_
break;_x000D_
}_x000D_
}_x000D_
}_x000D_
_x000D_
return {_x000D_
relativeBot: botBound - yBaseline, // relative to baseline of 0 // bottom most row having non-black_x000D_
relativeTop: topBound - yBaseline, // relative to baseline of 0 // top most row having non-black_x000D_
height: (botBound - topBound) + 1,_x000D_
width: w_x000D_
};_x000D_
}_x000D_
_x000D_
</script>_x000D_
</head>_x000D_
<body style="background-color:steelblue;">_x000D_
<input type="button" value="reuse can" onClick="alert(measureHeight('40px serif', 40, 'rg', {canAndCtx:{can:document.getElementById('can'), ctx:document.getElementById('can').getContext('2d')}}).height)">_x000D_
<input type="button" value="dont reuse can" onClick="alert(measureHeight('40px serif', 40, 'rg').height)">_x000D_
<canvas id="can"></canvas>_x000D_
<h1>This is a Heading</h1>_x000D_
<p>This is a paragraph.</p>_x000D_
</body>_x000D_
</html>
_x000D_
The relativeBot
and relativeTop
are what you see in this image here:
https://developer.mozilla.org/en-US/docs/Web/API/Canvas_API/Tutorial/Drawing_text
First of all, you need to set the height of a font size, and then according to the value of the font height to determine the current height of your text is how much, cross-text lines, of course, the same height of the font need to accumulate, if the text does not exceed the largest text box Height, all show, otherwise, only show the text within the box text. High values need your own definition. The larger the preset height, the greater the height of the text that needs to be displayed and intercepted.
After the effect is processed(solve)
Before the effect is processed( unsolved)
AutoWrappedText.auto_wrap = function(ctx, text, maxWidth, maxHeight) {
var words = text.split("");
var lines = [];
var currentLine = words[0];
var total_height = 0;
for (var i = 1; i < words.length; i++) {
var word = words[i];
var width = ctx.measureText(currentLine + word).width;
if (width < maxWidth) {
currentLine += word;
} else {
lines.push(currentLine);
currentLine = word;
// TODO dynamically get font size
total_height += 25;
if (total_height >= maxHeight) {
break
}
}
}
if (total_height + 25 < maxHeight) {
lines.push(currentLine);
} else {
lines[lines.length - 1] += "…";
}
return lines;};
one line answer
var height = parseInt(ctx.font) * 1.2;
CSS "line-height: normal" is between 1 and 1.2
read here for more info
Just to add to Daniel's answer (which is great! and absolutely right!), version without JQuery:
function objOff(obj)
{
var currleft = currtop = 0;
if( obj.offsetParent )
{ do { currleft += obj.offsetLeft; currtop += obj.offsetTop; }
while( obj = obj.offsetParent ); }
else { currleft += obj.offsetLeft; currtop += obj.offsetTop; }
return [currleft,currtop];
}
function FontMetric(fontName,fontSize)
{
var text = document.createElement("span");
text.style.fontFamily = fontName;
text.style.fontSize = fontSize + "px";
text.innerHTML = "ABCjgq|";
// if you will use some weird fonts, like handwriting or symbols, then you need to edit this test string for chars that will have most extreme accend/descend values
var block = document.createElement("div");
block.style.display = "inline-block";
block.style.width = "1px";
block.style.height = "0px";
var div = document.createElement("div");
div.appendChild(text);
div.appendChild(block);
// this test div must be visible otherwise offsetLeft/offsetTop will return 0
// but still let's try to avoid any potential glitches in various browsers
// by making it's height 0px, and overflow hidden
div.style.height = "0px";
div.style.overflow = "hidden";
// I tried without adding it to body - won't work. So we gotta do this one.
document.body.appendChild(div);
block.style.verticalAlign = "baseline";
var bp = objOff(block);
var tp = objOff(text);
var taccent = bp[1] - tp[1];
block.style.verticalAlign = "bottom";
bp = objOff(block);
tp = objOff(text);
var theight = bp[1] - tp[1];
var tdescent = theight - taccent;
// now take it off :-)
document.body.removeChild(div);
// return text accent, descent and total height
return [taccent,theight,tdescent];
}
I've just tested the code above and works great on latest Chrome, FF and Safari on Mac.
EDIT: I have added font size as well and tested with webfont instead of system font - works awesome.
This is madding... The height of the text is the font size.. Didn't any of you read the documentation?
context.font = "22px arial";
this will set the height to 22px.
the only reason there is a..
context.measureText(string).width
is because that the width of the string can not be determined unless it knows the string you want the width of but for all the strings drawn with the font.. the height will be 22px.
if you use another measurement than px then the height will still be the same but with that measurement so at most all you would have to do is convert the measurement.
UPDATE - for an example of this working, I used this technique in the Carota editor.
Following on from ellisbben's answer, here is an enhanced version to get the ascent and descent from the baseline, i.e. same as tmAscent
and tmDescent
returned by Win32's GetTextMetric API. This is needed if you want to do a word-wrapped run of text with spans in different fonts/sizes.
The above image was generated on a canvas in Safari, red being the top line where the canvas was told to draw the text, green being the baseline and blue being the bottom (so red to blue is the full height).
Using jQuery for succinctness:
var getTextHeight = function(font) {
var text = $('<span>Hg</span>').css({ fontFamily: font });
var block = $('<div style="display: inline-block; width: 1px; height: 0px;"></div>');
var div = $('<div></div>');
div.append(text, block);
var body = $('body');
body.append(div);
try {
var result = {};
block.css({ verticalAlign: 'baseline' });
result.ascent = block.offset().top - text.offset().top;
block.css({ verticalAlign: 'bottom' });
result.height = block.offset().top - text.offset().top;
result.descent = result.height - result.ascent;
} finally {
div.remove();
}
return result;
};
In addition to a text element, I add a div with display: inline-block
so I can set its vertical-align
style, and then find out where the browser has put it.
So you get back an object with ascent
, descent
and height
(which is just ascent
+ descent
for convenience). To test it, it's worth having a function that draws a horizontal line:
var testLine = function(ctx, x, y, len, style) {
ctx.strokeStyle = style;
ctx.beginPath();
ctx.moveTo(x, y);
ctx.lineTo(x + len, y);
ctx.closePath();
ctx.stroke();
};
Then you can see how the text is positioned on the canvas relative to the top, baseline and bottom:
var font = '36pt Times';
var message = 'Big Text';
ctx.fillStyle = 'black';
ctx.textAlign = 'left';
ctx.textBaseline = 'top'; // important!
ctx.font = font;
ctx.fillText(message, x, y);
// Canvas can tell us the width
var w = ctx.measureText(message).width;
// New function gets the other info we need
var h = getTextHeight(font);
testLine(ctx, x, y, w, 'red');
testLine(ctx, x, y + h.ascent, w, 'green');
testLine(ctx, x, y + h.height, w, 'blue');
Browsers are beginning to support advanced text metrics, which will make this task trivial when it's widely supported:
let metrics = ctx.measureText(text);
let fontHeight = metrics.fontBoundingBoxAscent + metrics.fontBoundingBoxDescent;
let actualHeight = metrics.actualBoundingBoxAscent + metrics.actualBoundingBoxDescent;
fontHeight
gets you the bounding box height that is constant regardless of the string being rendered. actualHeight
is specific to the string being rendered.
Spec: https://www.w3.org/TR/2012/CR-2dcontext-20121217/#dom-textmetrics-fontboundingboxascent and the sections just below it.
Support status (20-Aug-2017):
This is what I did based on some of the other answers here:
function measureText(text, font) {_x000D_
const span = document.createElement('span');_x000D_
span.appendChild(document.createTextNode(text));_x000D_
Object.assign(span.style, {_x000D_
font: font,_x000D_
margin: '0',_x000D_
padding: '0',_x000D_
border: '0',_x000D_
whiteSpace: 'nowrap'_x000D_
});_x000D_
document.body.appendChild(span);_x000D_
const {width, height} = span.getBoundingClientRect();_x000D_
span.remove();_x000D_
return {width, height};_x000D_
}_x000D_
_x000D_
var font = "italic 100px Georgia";_x000D_
var text = "abc this is a test";_x000D_
console.log(measureText(text, font));
_x000D_
I have implemented a nice library for measuring the exact height and width of text using HTML canvas. This should do what you want.
I solved this problem straitforward - using pixel manipulation.
Here is graphical answer:
Here is code:
function textHeight (text, font) {
var fontDraw = document.createElement("canvas");
var height = 100;
var width = 100;
// here we expect that font size will be less canvas geometry
fontDraw.setAttribute("height", height);
fontDraw.setAttribute("width", width);
var ctx = fontDraw.getContext('2d');
// black is default
ctx.fillRect(0, 0, width, height);
ctx.textBaseline = 'top';
ctx.fillStyle = 'white';
ctx.font = font;
ctx.fillText(text/*'Eg'*/, 0, 0);
var pixels = ctx.getImageData(0, 0, width, height).data;
// row numbers where we first find letter end where it ends
var start = -1;
var end = -1;
for (var row = 0; row < height; row++) {
for (var column = 0; column < width; column++) {
var index = (row * width + column) * 4;
// if pixel is not white (background color)
if (pixels[index] == 0) {
// we havent met white (font color) pixel
// on the row and the letters was detected
if (column == width - 1 && start != -1) {
end = row;
row = height;
break;
}
continue;
}
else {
// we find top of letter
if (start == -1) {
start = row;
}
// ..letters body
break;
}
}
}
/*
document.body.appendChild(fontDraw);
fontDraw.style.pixelLeft = 400;
fontDraw.style.pixelTop = 400;
fontDraw.style.position = "absolute";
*/
return end - start;
}
Source: Stackoverflow.com