--- title: CanvasRenderingContext2D.strokeText() slug: Web/API/CanvasRenderingContext2D/strokeText translation_of: Web/API/CanvasRenderingContext2D/strokeText --- <div>{{APIRef}}</div> <p><code><strong>CanvasRenderingContext2D</strong></code><strong><code>.strokeText()</code></strong> 是 Canvas 2D API 在给定的 <em>(x, y) </em>位置绘制文本的方法。如果提供了表示最大值的第四个参数,文本将会缩放适应宽度。</p> <p>参见 {{domxref("CanvasRenderingContext2D.fillText()")}} 方法填充文本。</p> <h2 id="语法">语法</h2> <pre class="syntaxbox">void <var><em>ctx</em>.strokeText(text, x, y [, maxWidth]);</var> </pre> <h3 id="参数">参数</h3> <dl> <dt><code>text</code></dt> <dd>使用当前 {{domxref("CanvasRenderingContext2D.font","font")}},{{domxref("CanvasRenderingContext2D.textAlign","textAlign")}},{{domxref("CanvasRenderingContext2D.textBaseline","textBaseline")}}和{{domxref("CanvasRenderingContext2D.direction","direction")}} 的值对文本进行渲染。</dd> </dl> <dl> <dt><code>x</code></dt> <dd>文本起始点的 x 轴坐标。</dd> <dt><code>y</code></dt> <dd>文本起始点的 y 轴坐标。</dd> <dt><code>maxWidth</code> {{optional_inline}}</dt> <dd>需要绘制的最大宽度。如果指定了值,并且经过计算字符串的宽度比最大宽度还要宽,字体为了适应会使用一个水平缩小的字体(如果通过水平缩放当前的字体,可以进行有效的或者合理可读的处理)或者小号的字体。</dd> </dl> <h2 id="示例">示例</h2> <h3 id="使用_strokeText_方法">使用 <code>strokeText</code> 方法</h3> <p>这是一个使用 <code>strokeText</code> 方法的简单的代码片段。</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:[5]">var canvas = document.getElementById("canvas"); var ctx = canvas.getContext("2d"); ctx.font = "48px serif"; ctx.strokeText("Hello world", 50, 100); </pre> <p>修改下面的代码并在线查看 canvas 的变化:</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.font = "48px serif"; ctx.strokeText("Hello world", 50, 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="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-stroketext", "CanvasRenderingContext2D.strokeText")}}</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.strokeText")}} <h2 id="参见">参见</h2> <ul> <li>接口定义, {{domxref("CanvasRenderingContext2D")}}</li> <li>{{domxref("CanvasRenderingContext2D.fillText()")}}</li> </ul>