Simulating CSS's "background-size: cover" in Canvas
When drawing images on a canvas, you may encounter the issue of images being stretched. To achieve the desired "cover" functionality, which scales images proportionally to fit within a given container, a more complex approach is required.
One solution is the following JavaScript function:
/** * By Ken Fyrstenberg Nilsen * * drawImageProp(context, image [, x, y, width, height [,offsetX, offsetY]]) * * If image and context are only arguments rectangle will equal canvas */ function drawImageProp(ctx, img, x, y, w, h, offsetX, offsetY) { if (arguments.length === 2) { x = y = 0; w = ctx.canvas.width; h = ctx.canvas.height; } // default offset is center offsetX = typeof offsetX === "number" ? offsetX : 0.5; offsetY = typeof offsetY === "number" ? offsetY : 0.5; // keep bounds [0.0, 1.0] if (offsetX 1) offsetX = 1; if (offsetY > 1) offsetY = 1; var iw = img.width, ih = img.height, r = Math.min(w / iw, h / ih), nw = iw * r, // new prop. width nh = ih * r, // new prop. height cx, cy, cw, ch, ar = 1; // decide which gap to fill if (nw iw) cw = iw; if (ch > ih) ch = ih; // fill image in dest. rectangle ctx.drawImage(img, cx, cy, cw, ch, x, y, w, h); }
To use this function:
- Call drawImageProp(ctx, image, 0, 0, width, height); to scale the image proportionally to fit inside the container.
- To offset the image, use the last two parameters: drawImageProp(ctx, image, 0, 0, width, height, offsetX, offsetY);. Offsets range from 0.0 (left/top) to 1.0 (right/bottom).
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