Reputation: 42524
I have a canvas like this
<canvas id="canvas" width="600px" height="300px"></canvas>
Now I am trying to show image inside the canvas of some 260px width and height. But its showing the image full screened in canvas. What I am doing wrong?
img.onload = function(){
var im = this;
var imgWidth = im.width;
var imgHeight = im.height;
var imgScaledWidth = 0;
var imgScaledHeight = 0;
imgScaledHeight = self.conHeight - 40;
imgScaledWidth = imgScaledHeight * (imgWidth/imgHeight);
self.context.drawImage(this, 0,0,imgScaledWidth,imgScaledHeight);
}
Its showing like this
Upvotes: 0
Views: 236
Reputation: 75777
There's no reason why your code shouldn't be working based on what you've shown in the question. Here is an example based on the code you've given with some minor changes to account for not having a self
variable.
<script>
var img = document.getElementById("image");
var c = document.getElementById("canvas");
var con = c.getContext("2d");
img.onload = function(){
var im = this;
var imgWidth = im.width;
var imgHeight = im.height;
var imgScaledWidth = 0;
var imgScaledHeight = 0;
var off=20;
imgScaledHeight = c.height - off;
imgScaledWidth = imgScaledHeight * (imgWidth/imgHeight);
con.drawImage(this, 0,0+(off/2),imgScaledWidth,imgScaledHeight);
}
</script>
Upvotes: 1
Reputation: 47776
You are stretching it. If you don't want to show the image stretched, just don't pass any size to drawImage
:
self.context.drawImage(this, 0, 0);
Upvotes: 0