--- title: CanvasRenderingContext2D.fill() slug: Web/API/CanvasRenderingContext2D/fill translation_of: Web/API/CanvasRenderingContext2D/fill --- <div>{{APIRef}}</div> <p><code><strong>CanvasRenderingContext2D</strong></code><strong><code>.fill()</code></strong> 是 Canvas 2D API 根据当前的填充样式,填充当前或已存在的路径的方法。采取非零环绕或者奇偶环绕规则。</p> <h2 id="语法">语法</h2> <pre class="syntaxbox">void <var><em>ctx</em>.fill();</var> void <var><em>ctx</em>.fill(fillRule);</var> void <var><em>ctx</em>.fill(path, fillRule);</var> </pre> <h3 id="参数">参数</h3> <dl> <dt><code>fillRule</code></dt> <dd>一种算法,决定点是在路径内还是在路径外。<br> 允许的值: <ul> <li><code><strong>"nonzero</strong></code>": <a href="http://en.wikipedia.org/wiki/Nonzero-rule">非零环绕规则</a>, 默认的规则。</li> <li><code><strong>"evenodd"</strong></code>: <a href="http://en.wikipedia.org/wiki/Even%E2%80%93odd_rule">奇偶环绕规则</a>。</li> </ul> </dd> <dt><code>path</code></dt> <dd>需要填充的{{domxref("Path2D")}} 路径。</dd> </dl> <h2 id="示例">示例</h2> <h3 id="使用_fill_方法">使用 <code>fill</code> 方法</h3> <p>这是一段简单的代码片段, 使用 <code>fill</code> 方法填充路径。</p> <h4 id="HTML">HTML</h4> <pre class="brush: html"><canvas id="canvas"></canvas> </pre> <h4 id="JavaScript">JavaScript</h4> <pre class="brush: js; highlight:[4]">var canvas = document.getElementById("canvas"); var ctx = canvas.getContext("2d"); ctx.rect(10, 10, 100, 100); ctx.fill(); </pre> <p>修改下面的代码并在线查看 canvas 变化:</p> <div class="hidden"> <h6 id="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.rect(10, 10, 100, 100); ctx.fill();</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="规范描述">规范描述</h2> <table class="standard-table"> <tbody> <tr> <th scope="col">Specification</th> <th scope="col">Status</th> <th scope="col">Comment</th> </tr> <tr> <td>{{SpecName('HTML WHATWG', "scripting.html#dom-context-2d-fill", "CanvasRenderingContext2D.fill")}}</td> <td>{{Spec2('HTML WHATWG')}}</td> <td> </td> </tr> </tbody> </table> <h2 id="浏览器兼容性">浏览器兼容性</h2> {{Compat("api.CanvasRenderingContext2D.fill")}} <h2 id="参见">参见</h2> <ul> <li>接口定义, {{domxref("CanvasRenderingContext2D")}}.</li> </ul>