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stretch-canvas

v0.3.4

Published

1. Make a project with a fixed size canvas using absolute units. 2. `stretch(canvas);` 3. It now works on any screen.

Downloads

2

Readme

stretch-canvas

  1. Make a project with a fixed size canvas using absolute units.
  2. stretch(canvas);
  3. It now works on any screen.

What does it do?

  • Adapts to device resolution
  • Fits to viewport preserving w:h ratio
  • Absolute center

Getting started

npm install --save stretch-canvas

or place this script tag before your code

<script src="https://unpkg.com/[email protected]/index.js"></script>

HTML

<body>
    <canvas id="my-canvas" width="200" height="100"></canvas>
</body>

JS

const stretch = require('stretch-canvas').stretch;

const canvas = document.getElementById('my-canvas');
const ctx = canvas.getContext('2d');

stretch(canvas); // this is where magic happens

// draw like its an old fixed size canvas
ctx.fillRect(50, 25, 100, 50);

Docs

const stretch = require('stretch-canvas').stretch;

// accepts an optional config object
stretch(canvas, {
    center: false, // skip canvas centering
    maxWidth: 300  // max width in pixels
});
// function for converting coordinates to the position on the original canvas before stretch function was applied
const unstretchCoordinates = require('stretch-canvas').unstretchCoordinates;

canvas.addEventListener('click', function(e) {
    const rect = canvas.getBoundingClientRect();
    const x = e.clientX - rect.left;
    const y = e.clientY - rect.top;
    const coord = unstretchCoordinates(x, y); // coordinate array [x, y]

    // coord[0] is x
    // coord[y] is y
    // do something here
});