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author | Florian Merz <me@fiji-flo.de> | 2021-02-11 14:45:38 +0100 |
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committer | Florian Merz <me@fiji-flo.de> | 2021-02-11 14:45:38 +0100 |
commit | 4ab365b110f2f1f2b736326b7059244a32115089 (patch) | |
tree | c3c7c0219f728ade49a78c238c51cc0c8d06ebd6 /files/de/web/api/canvas_api/tutorial/drawing_text | |
parent | 8260a606c143e6b55a467edf017a56bdcd6cba7e (diff) | |
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diff --git a/files/de/web/api/canvas_api/tutorial/drawing_text/index.html b/files/de/web/api/canvas_api/tutorial/drawing_text/index.html new file mode 100644 index 0000000000..1cd3f0bfc6 --- /dev/null +++ b/files/de/web/api/canvas_api/tutorial/drawing_text/index.html @@ -0,0 +1,165 @@ +--- +title: Text zeichnen +slug: Web/Guide/HTML/Canvas_Tutorial/Drawing_text +tags: + - Canvas + - Fortgeschritten + - Grafik + - Tutorial +translation_of: Web/API/Canvas_API/Tutorial/Drawing_text +--- +<div>{{CanvasSidebar}} {{PreviousNext("Web/API/Canvas_API/Tutorial/Applying_styles_and_colors", "Web/API/Canvas_API/Tutorial/Using_images")}}</div> + +<div class="summary"> +<p>Nachdem wir im vorigen Kapitel gesehen haben, wie man <a href="/en-US/docs/Web/API/Canvas_API/Tutorial/Applying_styles_and_colors">Gestaltung und Farben anwendet</a> , werden wir nun einen Blick darauf werfen, wie man Text auf ein <code>canvas</code> zeichnet.</p> +</div> + +<h2 id="Text_zeichnen">Text zeichnen</h2> + +<p>Der Rendering-Kontext hält zwei Methoden zum zeichnen von Text bereit:</p> + +<dl> + <dt>{{domxref("CanvasRenderingContext2D.fillText", "fillText(text, x, y [, maxWidth])")}}</dt> + <dd>Füllt einen gegebenen Text an den gegebenen (x,y)-Koordinaten. Optional mit einer maximalen Breite, die zu zeichnen ist.</dd> + <dt>{{domxref("CanvasRenderingContext2D.strokeText", "strokeText(text, x, y [, maxWidth])")}}</dt> + <dd>Umrandet einen gegebenen Text an den gegebenen (x,y)-Koordinaten. Optional mit einer maximalen Breite, die zu zeichnen ist.</dd> +</dl> + +<h3 id="ein_fillText-Beispiel">ein <code>fillText</code>-Beispiel</h3> + +<p>Der Text wird mit dem aktuellen <code>fillStyle</code> gefüllt.</p> + +<pre class="brush: js;highlight[4]">function draw() { + var ctx = document.getElementById('canvas').getContext('2d'); + ctx.font = '48px serif'; + ctx.fillText('Hello world', 10, 50); +}</pre> + +<div class="hidden"> +<pre class="brush: html"><canvas id="canvas" width="300" height="100"></canvas></pre> + +<pre class="brush: js">draw();</pre> +</div> + +<p>{{EmbedLiveSample("A_fillText_example", 310, 110)}}</p> + +<h3 id="ein_strokeText-Beispiel">ein <code>strokeText</code>-Beispiel</h3> + +<p>Der Text wird mit dem aktuellen <code>strokeStyle</code> umrandet.</p> + +<pre class="brush: js;highlight[4]">function draw() { + var ctx = document.getElementById('canvas').getContext('2d'); + ctx.font = '48px serif'; + ctx.strokeText('Hello world', 10, 50); +}</pre> + +<div class="hidden"> +<pre class="brush: html"><canvas id="canvas" width="300" height="100"></canvas></pre> + +<pre class="brush: js">draw();</pre> +</div> + +<p>{{EmbedLiveSample("A_strokeText_example", 310, 110)}}</p> + +<h2 id="Text_gestalten">Text gestalten</h2> + +<p>In den obigen Beispielen nutzen wir bereits die <code>font</code>-Eigentschaft, um den Text ein wenig größer als standardmäßig zu machen. Es gibt ein paar mehr Eigenschaften, die es erlauben, das Zeichnen von Text auf dem <code>canvas</code> zu beeinflussen:</p> + +<dl> + <dt>{{domxref("CanvasRenderingContext2D.font", "font = value")}}</dt> + <dd>Der aktuell genutzte Text-Stil, der zum Zeichnen genutzt wird. Dieser String nutzt die selbe Syntax wie die <a href="/en-US/docs/Web/CSS">CSS</a> {{cssxref("font")}}-Eigenschaft. Die Standard-Schriftart ist <code>10px sans-serif</code>.</dd> + <dt>{{domxref("CanvasRenderingContext2D.textAlign", "textAlign = value")}}</dt> + <dd>Einstellung der Text-Ausrichtung. Mögliche Werte: <code>start</code>, <code>end</code>, <code>left</code>, <code>right</code> oder <code>center</code>. Der Standard-Wert ist <code>start</code>.</dd> + <dt>{{domxref("CanvasRenderingContext2D.textBaseline", "textBaseline = value")}}</dt> + <dd>Baseline alignment setting. Possible values: <code>top</code>, <code>hanging</code>, <code>middle</code>, <code>alphabetic</code>, <code>ideographic</code>, <code>bottom</code>. The default value is <code>alphabetic</code>.</dd> + <dt>{{domxref("CanvasRenderingContext2D.direction", "direction = value")}}</dt> + <dd>Directionality. Possible values: <code>ltr</code>, <code>rtl</code>, <code>inherit</code>. The default value is <code>inherit</code>.</dd> +</dl> + +<p>These properties might be familiar to you, if you have worked with CSS before.</p> + +<p>The following diagram from the <a class="external" href="http://www.whatwg.org/" title="http://www.whatwg.org/">WHATWG</a> demonstrates the various baselines supported by the <code>textBaseline</code> property.<img alt="The top of the em square is +roughly at the top of the glyphs in a font, the hanging baseline is +where some glyphs like आ are anchored, the middle is half-way +between the top of the em square and the bottom of the em square, +the alphabetic baseline is where characters like Á, ÿ, +f, and Ω are anchored, the ideographic baseline is +where glyphs like 私 and 達 are anchored, and the bottom +of the em square is roughly at the bottom of the glyphs in a +font. The top and bottom of the bounding box can be far from these +baselines, due to glyphs extending far outside the em square." src="http://www.whatwg.org/specs/web-apps/current-work/images/baselines.png"></p> + +<h3 id="A_textBaseline_example">A textBaseline example</h3> + +<p>Edit the code below and see your changes update live in the canvas:</p> + +<pre class="brush: js;highlight[2]">ctx.font = '48px serif'; +ctx.textBaseline = 'hanging'; +ctx.strokeText('Hello world', 0, 100); +</pre> + +<div class="hidden"> +<h6 id="Playable_code" name="Playable_code">Playable code</h6> + +<pre class="brush: html"><canvas id="canvas" width="400" height="200" class="playable-canvas"></canvas> +<div class="playable-buttons"> + <input id="edit" type="button" value="Edit" /> + <input id="reset" type="button" value="Reset" /> +</div> +<textarea id="code" class="playable-code"> +ctx.font = "48px serif"; +ctx.textBaseline = "hanging"; +ctx.strokeText("Hello world", 0, 100);</textarea> +</pre> + +<pre class="brush: js">var canvas = document.getElementById('canvas'); +var ctx = canvas.getContext('2d'); +var textarea = document.getElementById('code'); +var reset = document.getElementById('reset'); +var edit = document.getElementById('edit'); +var code = textarea.value; + +function drawCanvas() { + ctx.clearRect(0, 0, canvas.width, canvas.height); + eval(textarea.value); +} + +reset.addEventListener('click', function() { + textarea.value = code; + drawCanvas(); +}); + +edit.addEventListener('click', function() { + textarea.focus(); +}) + +textarea.addEventListener('input', drawCanvas); +window.addEventListener('load', drawCanvas); +</pre> +</div> + +<p>{{ EmbedLiveSample('Playable_code', 700, 360) }}</p> + +<h2 id="Advanced_text_measurements">Advanced text measurements</h2> + +<p>In the case you need to obtain more details about the text, the following method allows you to measure it.</p> + +<dl> + <dt>{{domxref("CanvasRenderingContext2D.measureText", "measureText()")}}</dt> + <dd>Returns a {{domxref("TextMetrics")}} object containing the width, in pixels, that the specified text will be when drawn in the current text style.</dd> +</dl> + +<p>The following code snippet shows how you can measure a text and get its width.</p> + +<pre class="brush: js;highlight[3]">function draw() { + var ctx = document.getElementById('canvas').getContext('2d'); + var text = ctx.measureText('foo'); // TextMetrics object + text.width; // 16; +} +</pre> + +<h2 id="Gecko-specific_notes">Gecko-specific notes</h2> + +<p>In Gecko (the rendering engine of Firefox, Firefox OS and other Mozilla based applications), some <a href="https://developer.mozilla.org/en-US/docs/Web/API/CanvasRenderingContext2D#Prefixed_APIs">prefixed APIs</a> were implemented in earlier versions to draw text on a canvas. These are now deprecated and removed, and are no longer guaranteed to work.</p> + +<p>{{PreviousNext("Web/API/Canvas_API/Tutorial/Applying_styles_and_colors", "Web/API/Canvas_API/Tutorial/Using_images")}}</p> |