Reputation: 6894
I have a small piece of code with 2 canvas and text inside them. But i'm unable to change the font size of a specified canvas.
if(i==1) {
c.getContext('2d').font = "35pt bold arial";
}
In the below code i'm trying to change font for second canvas but it is not getting applied.
JSFiddle - http://jsfiddle.net/9n6wD/
var myCanvas = document.createElement('canvas');
myCanvas.width=400;
myCanvas.height=200;
document.body.appendChild(myCanvas);
myCanvasCtx = myCanvas.getContext('2d');
var canvas1 = document.createElement('canvas');
canvas1.width = 150;
canvas1.height = 100;
var myCanvas1Ctx = canvas1.getContext('2d');
myCanvas1Ctx.fillStyle = "#000";
myCanvas1Ctx.font = "25pt arial";
myCanvas1Ctx.fillText("Hello",0,25);
var canvas2 = document.createElement('canvas');
canvas2.width = 150;
canvas2.height = 100;
var myCanvas2Ctx = canvas2.getContext('2d');
myCanvas2Ctx.fillStyle = "#000";
myCanvas2Ctx.font = "25pt arial";
myCanvas2Ctx.fillText("World!",0,25);
var arr = [];
arr.push(new Object({canvas : canvas1, xposition : 50}), new Object({canvas : canvas2, xposition : 170}) );
for(var i in arr) {
var c = arr[i].canvas;
if(i==1) {
c.getContext('2d').font = "35pt bold arial";
}
myCanvasCtx.drawImage(c, arr[i].xposition , 15, c.width, c.height);
}
Upvotes: 2
Views: 5909
Reputation: 105015
Html canvas paints your text on the canvas using pixels and then forgets about those pixels.
When you do this:
c.getContext('2d').font = "35pt bold arial";
You're not changing the font for previously painted text.
You are changing the font for any new text.
So, to change your "World!" to 35pt font you need to:
Something like this:
// get a reference to the context of your desired canvas
var ctx=c.getContext('2d')
// clear that canvas
ctx.clearRect(0,0,c.width,c.height);
// reset the font
ctx.font = "35pt bold arial";
// repaint the text
ctx.fillText("World!",0,25);
As an alternate to your code design
You could temporarily changing the font on your on-screen context instead of using off-screen canvases to create each word:
// draw text @x,y using a specified font
fillTextWidthFont(0,25,"35pt bold arial","World!");
// the function to draw text with a specified font
function fillTextWithFont(x,y,font,text){
// save the context state (including the beginning font)
myCanvasCtx.save();
// change the context font to your desired font
myCanvasCtx.font=font;
// draw your text
myCanvasCtx.fillText(text,x,y);
// restore the context state (also restoring the beginning font)
myCanvasCtx.restore();
}
If you need each word to be in a different font, you could create an array of objects that define each word: myWords.push( [x:,y:,font:,text:] ). Then feed each word object into a function like above.
That way you wouldn't need to create an expensive html canvas for each word.
Upvotes: 4