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When working with the HTML5
Fortunately, there's a clever solution that allows for effortless scaling:
Instead of setting the
<code class="javascript">function draw() { var ctx = (a canvas context); ctx.canvas.width = window.innerWidth; ctx.canvas.height = window.innerHeight; //...drawing code... }</code>
This script ensures that the canvas always matches the viewport's size.
To maintain correct positioning, it's crucial to align your drawing operations relative to the canvas's updated dimensions.
Complement your JavaScript with CSS to ensure the canvas spans the entire window:
<code class="css">html, body { width: 100%; height: 100%; margin: 0; }</code>
This CSS ensures that the canvas takes up the entire screen, making it a perfect fit for any HTML container.
Implementing this scaling mechanism has proven to have minimal performance impact. However, it's essential to note that drawing complex graphics on a heavily zoomed-in canvas can slow down the rendering process.
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