CanvasRenderingContext2D.scale()
The CanvasRenderingContext2D.scale()
method of the Canvas 2D API adds a scaling transformation to the canvas units horizontally and/or vertically.
By default, one unit on the canvas is exactly one pixel. A scaling transformation modifies this behavior. For instance, a scaling factor of 0.5 results in a unit size of 0.5 pixels; shapes are thus drawn at half the normal size. Similarly, a scaling factor of 2.0 increases the unit size so that one unit becomes two pixels; shapes are thus drawn at twice the normal size.
Syntax
void ctx.scale(x, y);
Parameters
x
-
Scaling factor in the horizontal direction. A negative value flips pixels across the vertical axis. A value of
1
results in no horizontal scaling. y
-
Scaling factor in the vertical direction. A negative value flips pixels across the horizontal axis. A value of
1
results in no vertical scaling.
Examples
Scaling a shape
This example draws a scaled rectangle. A non-scaled rectangle is then drawn for comparison.
HTML
<canvas id="canvas"></canvas>
JavaScript
The rectangle has a specified width of 8 and a height of 20. The transformation matrix scales it by 9x horizontally and by 3x vertically. Thus, its final size is a width of 72 and a height of 60.
Notice that its position on the canvas also changes. Since its specified corner is (10, 10), its rendered corner becomes (90, 30).
const canvas = document.getElementById('canvas'); const ctx = canvas.getContext('2d'); // Scaled rectangle ctx.scale(9, 3); ctx.fillStyle = 'red'; ctx.fillRect(10, 10, 8, 20); // Reset current transformation matrix to the identity matrix ctx.setTransform(1, 0, 0, 1, 0, 0); // Non-scaled rectangle ctx.fillStyle = 'gray'; ctx.fillRect(10, 10, 8, 20);
Result
The scaled rectangle is red, and the non-scaled rectangle is gray.
Flipping things horizontally or vertically
You can use scale(-1, 1)
to flip the context horizontally and scale(1, -1)
to flip it vertically. In this example, the words "Hello world!" are flipped horizontally.
Note that the call to fillText()
specifies a negative x coordinate. This is to adjust for the negative scaling factor: -280 * -1
becomes 280
, and text is drawn leftwards from that point.
HTML
<canvas id="canvas"></canvas>
JavaScript
const canvas = document.getElementById('canvas'); const ctx = canvas.getContext('2d'); ctx.scale(-1, 1); ctx.font = '48px serif'; ctx.fillText('Hello world!', -280, 90); ctx.setTransform(1, 0, 0, 1, 0, 0);
Result
Specifications
Specification |
---|
HTML Standard (HTML) # dom-context-2d-scale-dev |
Browser compatibility
Desktop | Mobile | |||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
Chrome | Edge | Firefox | Internet Explorer | Opera | Safari | WebView Android | Chrome Android | Firefox for Android | Opera Android | Safari on IOS | Samsung Internet | |
scale |
1 |
12 |
1.5 |
9 |
≤12.1 |
2 |
1 |
18 |
4 |
≤12.1 |
1 |
1.0 |
See also
- The interface defining this method:
CanvasRenderingContext2D
© 2005–2021 MDN contributors.
Licensed under the Creative Commons Attribution-ShareAlike License v2.5 or later.
https://developer.mozilla.org/en-US/docs/Web/API/CanvasRenderingContext2D/scale