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author | Peter Bengtsson <mail@peterbe.com> | 2020-12-08 14:40:17 -0500 |
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committer | Peter Bengtsson <mail@peterbe.com> | 2020-12-08 14:40:17 -0500 |
commit | 33058f2b292b3a581333bdfb21b8f671898c5060 (patch) | |
tree | 51c3e392513ec574331b2d3f85c394445ea803c6 /files/zh-cn/web/api/canvas_api/tutorial/drawing_text | |
parent | 8b66d724f7caf0157093fb09cfec8fbd0c6ad50a (diff) | |
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diff --git a/files/zh-cn/web/api/canvas_api/tutorial/drawing_text/index.html b/files/zh-cn/web/api/canvas_api/tutorial/drawing_text/index.html new file mode 100644 index 0000000000..196b8594ea --- /dev/null +++ b/files/zh-cn/web/api/canvas_api/tutorial/drawing_text/index.html @@ -0,0 +1,162 @@ +--- +title: 绘制文本 +slug: Web/API/Canvas_API/Tutorial/Drawing_text +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>在前一个章节中看过 <a href="/en-US/docs/Web/API/Canvas_API/Tutorial/Applying_styles_and_colors">应用样式和颜色</a> 之后, 我们现在来看一下如何在canvas中绘制文本</p> +</div> + +<h2 id="绘制文本">绘制文本</h2> + +<p>canvas 提供了两种方法来渲染文本:</p> + +<dl> + <dt>{{domxref("CanvasRenderingContext2D.fillText", "fillText(text, x, y [, maxWidth])")}}</dt> + <dd>在指定的(x,y)位置填充指定的文本,绘制的最大宽度是可选的.</dd> + <dt>{{domxref("CanvasRenderingContext2D.strokeText", "strokeText(text, x, y [, maxWidth])")}}</dt> + <dd>在指定的(x,y)位置绘制文本边框,绘制的最大宽度是可选的.</dd> +</dl> + +<h3 id="A_fillText_example" name="A_fillText_example">一个填充文本的示例</h3> + +<p>文本用当前的填充方式被填充:</p> + +<pre class="brush: js notranslate">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 notranslate"><canvas id="canvas" width="300" height="100"></canvas></pre> + +<pre class="brush: js notranslate">draw();</pre> +</div> + +<p>{{EmbedLiveSample("A_fillText_example", 310, 110)}}</p> + +<h3 id="A_strokeText_example" name="A_strokeText_example">一个文本边框的示例</h3> + +<p>文本用当前的边框样式被绘制:</p> + +<pre class="brush: js;highlight[4] notranslate">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 notranslate"><canvas id="canvas" width="300" height="100"></canvas></pre> + +<pre class="brush: js notranslate">draw();</pre> +</div> + +<p>{{EmbedLiveSample("A_strokeText_example", 310, 110)}}</p> + +<h2 id="有样式的文本">有样式的文本</h2> + +<p>在上面的例子用我们已经使用了 <code>font</code> 来使文本比默认尺寸大一些. 还有更多的属性可以让你改变canvas显示文本的方式:</p> + +<dl> + <dt>{{domxref("CanvasRenderingContext2D.font", "font = value")}}</dt> + <dd>当前我们用来绘制文本的样式. 这个字符串使用和 <a href="/en-US/docs/Web/CSS">CSS</a> {{cssxref("font")}} 属性相同的语法. 默认的字体是 <code>10px sans-serif</code>。</dd> + <dt>{{domxref("CanvasRenderingContext2D.textAlign", "textAlign = value")}}</dt> + <dd>文本对齐选项. 可选的值包括:<code>start</code>, <code>end</code>, <code>left</code>, <code>right</code> or <code>center</code>. 默认值是 <code>start</code>。</dd> + <dt>{{domxref("CanvasRenderingContext2D.textBaseline", "textBaseline = value")}}</dt> + <dd>基线对齐选项. 可选的值包括:<code>top</code>, <code>hanging</code>, <code>middle</code>, <code>alphabetic</code>, <code>ideographic</code>, <code>bottom</code>。默认值是 <code>alphabetic。</code></dd> + <dt>{{domxref("CanvasRenderingContext2D.direction", "direction = value")}}</dt> + <dd>文本方向。可能的值包括:<code>ltr</code>, <code>rtl</code>, <code>inherit</code>。默认值是 <code>inherit<font face="Thread-00001740-Id-000000e0">。</font></code></dd> +</dl> + +<p>如果你之前使用过CSS,那么这些选项你会很熟悉。</p> + +<p>下面的图片(from the <a class="external" href="http://www.whatwg.org/" title="http://www.whatwg.org/">WHATWG</a>)展示了textBaseline属性支持的不同的基线情况:</p> + +<p><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="textBaseline例子">textBaseline例子</h3> + +<p>编辑下面的代码,看看它们在canvas中的变化:</p> + +<pre class="brush: js;highlight[2] notranslate">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 notranslate"><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 notranslate">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="预测量文本宽度">预测量文本宽度</h2> + +<p>当你需要获得更多的文本细节时,下面的方法可以给你测量文本的方法。</p> + +<dl> + <dt>{{domxref("CanvasRenderingContext2D.measureText", "measureText()")}}</dt> + <dd>将返回一个 {{domxref("TextMetrics")}}对象的宽度、所在像素,这些体现文本特性的属性。</dd> +</dl> + +<p>下面的代码段将展示如何测量文本来获得它的宽度:</p> + +<pre class="brush: js;highlight[3] notranslate">function draw() { + var ctx = document.getElementById('canvas').getContext('2d'); + var text = ctx.measureText("foo"); // TextMetrics object + text.width; // 16; +} +</pre> + +<h2 id="Geoko特性说明">Geoko特性说明</h2> + +<p>在Geoko(Firefox,Firefox OS及基于Mozilla的应用的渲染引擎)中,曾有一些版本较早的 <a href="https://developer.mozilla.org/zh-CN/docs/Web/API/CanvasRenderingContext2D#Prefixed_APIs">API</a> 实现了在canvas上对文本作画的功能,但它们现在已不再使用。</p> + +<p>{{PreviousNext("Web/API/Canvas_API/Tutorial/Applying_styles_and_colors", "Web/API/Canvas_API/Tutorial/Using_images")}}</p> |