css font-size and line-height not matching the baseline - html

I'm trying to do something that should be very simple but I've spent my day between failures and forums..
I would like to adjust my font in order to match my baseline. On indesign it's one click but in css it looks like the most difficult thing on earth..
Lets take a simple example with rational values.
On this image I have a baseline every 20px.
So for my <body> I do:
<style>
body {font-size:16px; line-height:20px;}
</style>
Everything works perfectly. My paragraph matchs the baseline.
But when I'm scripting my <h> that doesn't match the baseline anymore.. what am I doing wrong? That should follow my baseline, shouldn't it?
<style type="text/css">
body{font-size: 16px; line-height: 20px;}
h1{font-size: 5em; line-height: 1.25em;}
h2{font-size: 4em; line-height: 1.25em;}
h3{font-size: 3em; line-height: 1.25em;}
h4{font-size: 2em; line-height: 1.25em;}
</style>
ps: 20/16=1.25em
In my inspector, computed returns the expected values
h1{font-size: 84px; line-height: 100px;}
h2{font-size: 68px; line-height: 80px;}
h3{font-size: 52px; line-height: 60px;}
h4{font-size: 36px; line-height: 40px;}
So that should display something like this no?

It is a bit complicated - you have to measure the fonts first (as InDesign does) and calculate "line-height", the thing you called "bottom_gap" and some other stuff
I'm pretty sure we can do something in JavaScript..
You are right – but for Typography JS is used to calculate the CSS (depending on the font metrics)
Did demo the first step (measuring a font) here
https://codepen.io/sebilasse/pen/gPBQqm
It is just showing graphically what is measured [for the technical background]
This measuring is needed because every font behaves totally different in a "line".
Here is a generator which could generate such a Typo CSS:
https://codepen.io/sebilasse/pen/BdaPzN
A function to measure could be based on <canvas> and look like this :
function getMetrics(fontName, fontSize) {
// NOTE: if there is no getComputedStyle, this library won't work.
if(!document.defaultView.getComputedStyle) {
throw("ERROR: 'document.defaultView.getComputedStyle' not found. This library only works in browsers that can report computed CSS values.");
}
if (!document.querySelector('canvas')) {
var _canvas = document.createElement('canvas');
_canvas.width = 220; _canvas.height = 220;
document.body.appendChild(_canvas);
}
// Store the old text metrics function on the Canvas2D prototype
CanvasRenderingContext2D.prototype.measureTextWidth = CanvasRenderingContext2D.prototype.measureText;
/**
* Shortcut function for getting computed CSS values
*/
var getCSSValue = function(element, property) {
return document.defaultView.getComputedStyle(element,null).getPropertyValue(property);
};
/**
* The new text metrics function
*/
CanvasRenderingContext2D.prototype.measureText = function(textstring) {
var metrics = this.measureTextWidth(textstring),
fontFamily = getCSSValue(this.canvas,"font-family"),
fontSize = getCSSValue(this.canvas,"font-size").replace("px",""),
isSpace = !(/\S/.test(textstring));
metrics.fontsize = fontSize;
// For text lead values, we meaure a multiline text container.
var leadDiv = document.createElement("div");
leadDiv.style.position = "absolute";
leadDiv.style.margin = 0;
leadDiv.style.padding = 0;
leadDiv.style.opacity = 0;
leadDiv.style.font = fontSize + "px " + fontFamily;
leadDiv.innerHTML = textstring + "<br/>" + textstring;
document.body.appendChild(leadDiv);
// Make some initial guess at the text leading (using the standard TeX ratio)
metrics.leading = 1.2 * fontSize;
// Try to get the real value from the browser
var leadDivHeight = getCSSValue(leadDiv,"height");
leadDivHeight = leadDivHeight.replace("px","");
if (leadDivHeight >= fontSize * 2) { metrics.leading = (leadDivHeight/2) | 0; }
document.body.removeChild(leadDiv);
// if we're not dealing with white space, we can compute metrics
if (!isSpace) {
// Have characters, so measure the text
var canvas = document.createElement("canvas");
var padding = 100;
canvas.width = metrics.width + padding;
canvas.height = 3*fontSize;
canvas.style.opacity = 1;
canvas.style.fontFamily = fontFamily;
canvas.style.fontSize = fontSize;
var ctx = canvas.getContext("2d");
ctx.font = fontSize + "px " + fontFamily;
var w = canvas.width,
h = canvas.height,
baseline = h/2;
// Set all canvas pixeldata values to 255, with all the content
// data being 0. This lets us scan for data[i] != 255.
ctx.fillStyle = "white";
ctx.fillRect(-1, -1, w+2, h+2);
ctx.fillStyle = "black";
ctx.fillText(textstring, padding/2, baseline);
var pixelData = ctx.getImageData(0, 0, w, h).data;
// canvas pixel data is w*4 by h*4, because R, G, B and A are separate,
// consecutive values in the array, rather than stored as 32 bit ints.
var i = 0,
w4 = w * 4,
len = pixelData.length;
// Finding the ascent uses a normal, forward scanline
while (++i < len && pixelData[i] === 255) {}
var ascent = (i/w4)|0;
// Finding the descent uses a reverse scanline
i = len - 1;
while (--i > 0 && pixelData[i] === 255) {}
var descent = (i/w4)|0;
// find the min-x coordinate
for(i = 0; i<len && pixelData[i] === 255; ) {
i += w4;
if(i>=len) { i = (i-len) + 4; }}
var minx = ((i%w4)/4) | 0;
// find the max-x coordinate
var step = 1;
for(i = len-3; i>=0 && pixelData[i] === 255; ) {
i -= w4;
if(i<0) { i = (len - 3) - (step++)*4; }}
var maxx = ((i%w4)/4) + 1 | 0;
// set font metrics
metrics.ascent = (baseline - ascent);
metrics.descent = (descent - baseline);
metrics.bounds = { minx: minx - (padding/2),
maxx: maxx - (padding/2),
miny: 0,
maxy: descent-ascent };
metrics.height = 1+(descent - ascent);
} else {
// Only whitespace, so we can't measure the text
metrics.ascent = 0;
metrics.descent = 0;
metrics.bounds = { minx: 0,
maxx: metrics.width, // Best guess
miny: 0,
maxy: 0 };
metrics.height = 0;
}
return metrics;
};
Note that you also need a good "reset.css" to reset the browser margins and paddings.
You click "show CSS" and you can also use the generated CSS to mix multiple fonts:
If they have different base sizes, normalize the second:
var factor = CSS1baseSize / CSS2baseSize;
and now recalculate each font in CSS2 with
var size = size * factor;
See a demo in https://codepen.io/sebilasse/pen/oENGev?editors=1100
What if it comes to images?
The following demo uses two fonts with the same metrics plus an extra JS part. It is needed to calculate media elements like images for the baseline grid :
https://codepen.io/sebilasse/pen/ddopBj

Related

Check if image A exists in image B

I need to check if an image exists in another image using JavaScript, I need to know what are the best approaches (algorithm) and solutions (ex: librarie) to do this operations
I explained what I need to do in this image:
Using the GPU to help in image processing.
Using the 2D API and some simple tricks you can exploit the GPUs power to speed up Javascript.
Difference
To find an image you need to compare the pixels you are looking for (A) against the pixels in the image (B). If the difference between the Math.abs(A-B) === 0 then the pixels are the same.
A function to do this may look like the following
function findDif(imageDataSource, imageDataDest, xx,yy)
const ds = imageDataSource.data;
const dd = imageDataDest.data;
const w = imageDataSource.width;
const h = imageDataSource.height;
var x,y;
var dif = 0;
for(y = 0; y < h; y += 1){
for(x = 0; x < w; x += 1){
var indexS = (x + y * w) * 4;
var indexD = (x + xx + (y + yy) * imageDataDest.width) * 4;
dif += Math.abs(ds[indexS]-dd[indexD]);
dif += Math.abs(ds[indexS + 1]-dd[indexD + 1]);
dif += Math.abs(ds[indexS + 2]-dd[indexD + 2]);
}
}
return dif;
}
var source = sourceCanvas.getContext("2d").getImageData(0,0,sourceCanvas.width,sourceCanvas.height);
var dest = destinationCanvas.getContext("2d").getImageData(0,0,destinationCanvas.width,destinationCanvas.height);
if(findDif(source,dest,100,100)){ // is the image at 100,100?
// Yes image is very similar
}
Where the source is the image we are looking for and the dest is the image we want to find it in. We run the function for every location that the image may be and if the result is under a level then its a good chance we have found it.
But this is very very slow in JS. This is where the GPU can help.
Using the ctx.globalCompositeOperation = "difference"; operation we can speed up the process as it will do the difference calculation for us
When you render with the comp operation "difference" the resulting pixels are the difference between the pixels you are drawing and those that are already on the canvas. Thus if you draw on something that is the same the result is all pixels are black (no difference)
To find a similar image in the image you render the image you are testing for at each location on the canvas that you want to test for. Then you get the sum of all the pixels you just rendered on, if the result is under a threshold that you have set then the image under that area is very similar to the image you are testing for.
But we still need to count all the pixels one by one.
A GPU mean function
The comp op "difference" already does the pixel difference calculation for you, but to get the sum you can use the inbuilt image smoothing.
After you have rendered to find the difference you take that area and render it at a smaller scale with ctx.imageSmoothingEnabled = true the default setting. The GPU will do something similar to an average and can reduce the amount of work JS has to do by several orders of magnitude.
Now instead of 100s or 1000s of pixels you can reduce it down to as little at 4 or 16 depending on the accuracy you need.
An example.
Using these methods you can get a near realtime image in image search with just the basic numerical analysis.
Click to start a test. Results are shown plus the time it took. The image that is being searched for is in the top right.
//------------------------------------------------------------------------
// Some helper functions
var imageTools = (function () {
var tools = {
canvas(width, height) { // create a blank image (canvas)
var c = document.createElement("canvas");
c.width = width;
c.height = height;
return c;
},
createImage : function (width, height) {
var i = this.canvas(width, height);
i.ctx = i.getContext("2d");
return i;
},
image2Canvas(img) {
var i = this.canvas(img.width, img.height);
i.ctx = i.getContext("2d");
i.ctx.drawImage(img, 0, 0);
return i;
},
copyImage(img){ // just a named stub
return this.image2Canvas(img);
},
};
return tools;
})();
const U = undefined;
const doFor = (count, callback) => {var i = 0; while (i < count && callback(i ++) !== true ); };
const setOf = (count, callback) => {var a = [],i = 0; while (i < count) { a.push(callback(i ++)) } return a };
const randI = (min, max = min + (min = 0)) => (Math.random() * (max - min) + min) | 0;
const rand = (min, max = min + (min = 0)) => Math.random() * (max - min) + min;
const randA = (array) => array[(Math.random() * array.length) | 0];
const randG = (min, max = min + (min = 0)) => Math.random() * Math.random() * Math.random() * Math.random() * (max - min) + min;
// end of helper functions
//------------------------------------------------------------------------
function doit(){
document.body.innerHTML = ""; // clear the page;
var canvas = document.createElement("canvas");
document.body.appendChild(canvas);
var ctx = canvas.getContext("2d");
// a grid of 36 images
canvas.width = 6 * 64;
canvas.height = 6 * 64;
console.log("test");
// get a random character to look for
const digit = String.fromCharCode("A".charCodeAt(0) + randI(26));
// get some characters we dont want
const randomDigits = setOf(6,i=>{
return String.fromCharCode("A".charCodeAt(0) + randI(26));
})
randomDigits.push(digit); // add the image we are looking for
var w = canvas.width;
var h = canvas.height;
// create a canvas for the image we are looking for
const imageToFind = imageTools.createImage(64,64);
// and a larger one to cover pixels on the sides
const imageToFindExtend = imageTools.createImage(128,128);
// Draw the character onto the image with a white background and scaled to fit
imageToFindExtend.ctx.fillStyle = imageToFind.ctx.fillStyle = "White";
imageToFind.ctx.fillRect(0,0,64,64);
imageToFindExtend.ctx.fillRect(0,0,128,128);
ctx.font = imageToFind.ctx.font = "64px arial black";
ctx.textAlign = imageToFind.ctx.textAlign = "center";
ctx.textBaseline = imageToFind.ctx.textBaseline = "middle";
const digWidth = imageToFind.ctx.measureText(digit).width+8;
const scale = Math.min(1,64/digWidth);
imageToFind.ctx.fillStyle = "black";
imageToFind.ctx.setTransform(scale,0,0,scale,32,32);
imageToFind.ctx.fillText(digit,0,0);
imageToFind.ctx.setTransform(1,0,0,1,0,0);
imageToFindExtend.ctx.drawImage(imageToFind,32,32);
imageToFind.extendedImage = imageToFindExtend;
// Now fill the canvas with images of other characters
ctx.fillStyle = "white";
ctx.setTransform(1,0,0,1,0,0);
ctx.fillRect(0,0,w,h);
ctx.fillStyle = "black";
ctx.strokeStyle = "white";
ctx.lineJoin = "round";
ctx.lineWidth = 12;
// some characters will be rotated 90,180,-90 deg
const dirs = [
[1,0,0,1,0,0],
[0,1,-1,0,1,0],
[-1,0,0,-1,1,1],
[0,-1,1,0,0,1],
]
// draw random characters at random directions
doFor(h / 64, y => {
doFor(w / 64, x => {
const dir = randA(dirs)
ctx.setTransform(dir[0] * scale,dir[1] * scale,dir[2] * scale,dir[3] * scale,x * 64 + 32, y * 64 + 32);
const d = randA(randomDigits);
ctx.strokeText(d,0,0);
ctx.fillText(d,0,0);
});
});
ctx.setTransform(1,0,0,1,0,0);
// get a copy of the canvas
const saveCan = imageTools.copyImage(ctx.canvas);
// function that finds the images
// image is the image to find
// dir is the matrix direction to find
// smapleSize is the mean sampling size samller numbers are quicker
function checkFor(image,dir,sampleSize){
const can = imageTools.copyImage(saveCan);
const c = can.ctx;
const stepx = 64;
const stepy = 64;
// the image that will contain the reduced means of the differences
const results = imageTools.createImage(Math.ceil(w / stepx) * sampleSize,Math.ceil(h / stepy) * sampleSize);
const e = image.extendedImage;
// for each potencial image location
// set a clip area and draw the source image on it with
// comp mode "difference";
for(var y = 0 ; y < h; y += stepy ){
for(var x = 0 ; x < w; x += stepx ){
c.save();
c.beginPath();
c.rect(x,y,stepx,stepy);
c.clip();
c.globalCompositeOperation = "difference";
c.setTransform(dir[0],dir[1],dir[2],dir[3],x +32 ,y +32 );
c.drawImage(e,-64,-64);
c.restore();
}
}
// Apply the mean (reducing nnumber of pixels to check
results.ctx.drawImage(can,0,0,results.width,results.height);
// get the pixel data
var dat = new Uint32Array(results.ctx.getImageData(0,0,results.width,results.height).data.buffer);
// for each area get the sum of the difference
for(var y = 0; y < results.height; y += sampleSize){
for(var x = 0; x < results.width; x += sampleSize){
var val = 0;
for(var yy = 0; yy < sampleSize && y+yy < results.height; yy += 1){
var i = x + (y+yy)*results.width;
for(var xx = 0; xx < sampleSize && x + xx < results.width ; xx += 1){
val += dat[i++] & 0xFF;
}
}
// if the sum is under the threshold we have found an image
// and we mark it
if(val < sampleSize * sampleSize * 5){
ctx.strokeStyle = "red";
ctx.fillStyle = "rgba(255,0,0,0.5)";
ctx.lineWidth = 2;
ctx.strokeRect(x * (64/sampleSize),y * (64/sampleSize),64,64);
ctx.fillRect(x * (64/sampleSize),y * (64/sampleSize),64,64);
foundCount += 1;
}
}
}
}
var foundCount = 0;
// find the images at different orientations
var now = performance.now();
checkFor(imageToFind,dirs[0],4);
checkFor(imageToFind,dirs[1],6); // rotated images need larger sample size
checkFor(imageToFind,dirs[2],6);
checkFor(imageToFind,dirs[3],6);
var time = performance.now() - now;
var result = document.createElement("div");
result.textContent = "Found "+foundCount +" matching images in "+time.toFixed(3)+"ms. Click to try again.";
document.body.appendChild(result);
// show the image we are looking for
imageToFind.style.left = (64*6 + 16) + "px";
imageToFind.id = "lookingFor";
document.body.appendChild(imageToFind);
}
document.addEventListener("click",doit);
canvas {
border : 2px solid black;
position : absolute;
top : 28px;
left : 2px;
}
#lookingFor {
border : 4px solid red;
}
div {
border : 2px solid black;
position : absolute;
top : 2px;
left : 2px;
}
Click to start test.
Not perfect
The example is not perfect and will sometimes make mistakes. There is a huge amount of room for improving both the accuracy and the speed. This is just something I threw together as an example to show how to use the GPU via the 2D API. Some further maths will be needed to find the statistically good results.
This method can also work for different scales, and rotations, you can even use some of the other comp modes to remove colour and normalize contrast. I have used a very similar approch to stabilize webcam by tracking points from one frame to the next, and a veriaty of other image tracking uses.

Getting pixel data on setInterval with canvas

I want to build an animated alphabet, made up of particles. Basically, the particles transform from one letter shape to another.
My idea is to fill the letters as text on canvas real quickly (like for a frame), get the pixel data and put the particles to the correct location on setInterval. I have this code for scanning the screen right now:
var ctx = canvas.getContext('2d'),
width = ctx.canvas.width,
height = ctx.canvas.height,
particles = [],
gridX = 8,
gridY = 8;
function Particle(x, y) {
this.x = x;
this.y = y;
}
// fill some text
ctx.font = 'bold 80px sans-serif';
ctx.fillStyle = '#ff0';
ctx.fillText("STACKOVERFLOW", 5, 120);
// now parse bitmap based on grid
var idata = ctx.getImageData(0, 0, width, height);
// use a 32-bit buffer as we are only checking if a pixel is set or not
var buffer32 = new Uint32Array(idata.data.buffer);
// using two loops here, single loop with index-to-x/y is also an option
for(var y = 0; y < height; y += gridY) {
for(var x = 0; x < width; x += gridX) {
//buffer32[] will have a value > 0 (true) if set, if not 0=false
if (buffer32[y * width + x]) {
particles.push(new Particle(x, y));
}
}
}
// render particles
ctx.clearRect(0, 0, width, height);
particles.forEach(function(p) {
ctx.fillRect(p.x - 2, p.y - 2, 4, 4); // just squares here
})
But this way I am only showing one word, without any changes throughout the time. Also, I want to set up initially like 200 particles and reorganise them based on the pixel data, not create them on each scan.. How would you rewrite the code, so on every 1500ms I can pass a different letter and render it with particles?
Hopefully the different parts of this code should be clear enough : There are particles, that can draw and update, fillParticle will spawn particles out of a text string, and spawnChars will get a new part of the text rendered on a regular basis.
It is working quite well, play with the parameters if you wish, they are all at the start of the fiddle.
You might want to make this code cleaner, by avoiding globals and creating classes.
http://jsbin.com/jecarupiri/1/edit?js,output
// --------------------
// parameters
var text = 'STACKOVERFLOW';
var fontHeight = 80;
var gridX = 4,
gridY = 4;
var partSize = 2;
var charDelay = 400; // time between two chars, in ms
var spead = 80; // max distance from start point to final point
var partSpeed = 0.012;
// --------------------
var canvas = document.getElementById('cv'),
ctx = canvas.getContext('2d'),
width = ctx.canvas.width,
height = ctx.canvas.height,
particles = [];
ctx.translate(0.5,0.5);
// --------------------
// Particle class
function Particle(startX, startY, finalX, finalY) {
this.speed = partSpeed*(1+Math.random()*0.5);
this.x = startX;
this.y = startY;
this.startX = startX;
this.startY = startY;
this.finalX =finalX;
this.finalY =finalY;
this.parameter = 0;
this.draw = function() {
ctx.fillRect(this.x - partSize*0.5, this.y - partSize*0.5, partSize, partSize);
};
this.update = function(p) {
if (this.parameter>=1) return;
this.parameter += partSpeed;
if (this.parameter>=1) this.parameter=1;
var par = this.parameter;
this.x = par*this.finalX + (1-par)*this.startX;
this.y = par*this.finalY + (1-par)*this.startY;
};
}
// --------------------
// Text spawner
function fillParticle(text, offx, offy, spread) {
// fill some text
tmpCtx.clearRect(0,0,tmpCtx.canvas.width, tmpCtx.canvas.height);
tmpCtx.font = 'bold ' + fontHeight +'px sans-serif';
tmpCtx.fillStyle = '#A40';
tmpCtx.textBaseline ='top';
tmpCtx.textAlign='left';
tmpCtx.fillText(text, 0, 0);
//
var txtWidth = Math.floor(tmpCtx.measureText(text).width);
// now parse bitmap based on grid
var idata = tmpCtx.getImageData(0, 0, txtWidth, fontHeight);
// use a 32-bit buffer as we are only checking if a pixel is set or not
var buffer32 = new Uint32Array(idata.data.buffer);
// using two loops here, single loop with index-to-x/y is also an option
for(var y = 0; y < fontHeight; y += gridY) {
for(var x = 0; x < txtWidth; x += gridX) {
//buffer32[] will have a value > 0 (true) if set, if not 0=false
if (buffer32[y * txtWidth + x]) {
particles.push(new Particle(offx + x+Math.random()*spread - 0.5*spread,
offy + y+Math.random()*spread - 0.5*spread, offx+x, offy+y));
}
}
}
return txtWidth;
}
var tmpCv = document.createElement('canvas');
// uncomment for debug
//document.body.appendChild(tmpCv);
var tmpCtx = tmpCv.getContext('2d');
// --------------------------------
// spawn the chars of the text one by one
var charIndex = 0;
var lastSpawnDate = -1;
var offX = 30;
var offY = 30;
function spawnChars() {
if (charIndex>= text.length) return;
if (Date.now()-lastSpawnDate < charDelay) return;
offX += fillParticle(text[charIndex], offX, offY, spead);
lastSpawnDate = Date.now();
charIndex++;
}
// --------------------------------
function render() {
// render particles
particles.forEach(function(p) { p.draw();
});
}
function update() {
particles.forEach(function(p) { p.update(); } );
}
// --------------------------------
// animation
function animate(){
requestAnimationFrame(animate);
ctx.clearRect(0, 0, width, height);
render();
update();
//
spawnChars();
}
// launch :
animate();

HTML5 Canvas: Why does measuring text with measureText and offsetWidth() give different values?

I benchmarked offsetWidth() vs measureText and I am getting drastically different values. Shouldn't they be the same? Why are they different?
Here is the jsfiddle and raw code below:
http://jsfiddle.net/WhGk7/2/
<canvas id="myCanvas" width="300" height="200" style="border:1px solid #d3d3d3;">
Your browser does not support the HTML5 canvas tag.</canvas>
<span id="visibilityHack" style="visibility: hidden; font: 15px Arial;">textAlign=start</span>
<div id="results"></div>
<script>
var c=document.getElementById("myCanvas");
var ctx=c.getContext("2d");
// Create a red line in position 150
ctx.strokeStyle="red";
ctx.moveTo(150,20);
ctx.lineTo(150,170);
ctx.stroke();
var measureTextWidth = ctx.measureText("textAlign=start").width;
var measureTextNode = document.createTextNode("measureTextWidth: " + measureTextWidth);
document.getElementById("results").appendChild(measureTextNode);
var swidth = document.getElementById("visibilityHack").offsetWidth;
var textnode = document.createTextNode(" offsetWidth: " + swidth);
document.getElementById("results").appendChild(textnode);
ctx.font="15px Arial";
// Show the different textAlign values
ctx.textAlign="start";
ctx.fillText("textAlign=start",117,60);
ctx.textAlign="center";
ctx.fillText("textAlign=start",150,120);
</script>
The support for context.measureText is very bad in most browsers. But there is a hack which allows you to get a much better measurement of text. Create a <div> node in your HTML document with visibility: hidden (so it isn't rendered) but not display: none (so it takes up space). Then set its style to the same style you want to use for context.fillText (remember that when you use an external font, that font must be fully loaded to get an accurate measurement), put your text into the div, and check the div's .width
You need to set the font on the canvas context before you do measureText, otherwise you will get whatever the default font style is on the context. You already set the font family and size on the hack div and that is why it is giving you the correct value.
What I did observe though is that Chrome 34 and Firefox 28 both returned 92 for the width, but IE10 returned 95, Grrr.
Canvas support was less accurate in the past.
As of November 2014, most browsers seem to work just fine. Tested Chrome, IE and Firefox. Also note that most browsers' Canvas.measureText functions even yield results with sub-pixel accuracy. See this fiddle for reference.
To save you the trouble of writing your own, you might want to use an existing string-measuring function.
It seems that both measureText and "DOM element method" still do not return real text width.
But context2d.measureText and "OM element method" return very similar values :)
Let's try to measure width of text consisting of single character 'y' and printed with 'italic 90px arial'. You can try it on JSFiddle - i modified the Domi's code http://jsfiddle.net/White_Falkon/a23z6ryL/2/
/**
* Uses canvas.measureText to compute and return the width of the given text of given font in pixels.
*
* #param text The text to be rendered.
* #param {String} font The css font descriptor that text is to be rendered with (e.g. "14px verdana").
*
* #see http://stackoverflow.com/questions/118241/calculate-text-width-with-javascript/21015393#21015393
*/
function getTextWidth(text, font) {
// if given, use cached canvas for better performance
// else, create new canvas
var canvas = getTextWidth.canvas || (getTextWidth.canvas = document.getElementById("myCanvas"));
var context = canvas.getContext("2d");
var oldFont = context.font;
context.font = font;
var metrics = context.measureText(text);
context.font = oldFont;
return metrics.width;
};
function getTextWidthDOM(text, font) {
var f = font || '12px arial',
o = $('<span>' + text + '</span>')
.css({'font': f, 'float': 'left', 'white-space': 'nowrap'})
//.css({'visibility': 'hidden'})
.appendTo($('body')),
w = o.width();
o.remove();
return w;
}
var canvas = document.getElementById('myCanvas');
var context = canvas.getContext('2d');
context.clearRect ( 0 , 0 , canvas.width, canvas.height );
var x = canvas.width / 2;
var y = canvas.height / 2 - 100;
var text = 'y';
var font = 'italic 90px Arial';
context.font = font;
context.fillStyle = 'blue';
context.fillText(text, x, y);
// get text metrics
var widthUsingDOM = getTextWidthDOM(text, font);
var widthUsingMeasureText = getTextWidth(text, font);
context.font = '20pt Calibri';
context.textAlign = 'center';
context.fillStyle = 'red';
context.fillText('(' + widthUsingDOM + 'px wide using DOM)', x, y + 100);
context.fillStyle = 'green';
context.fillText('(' + widthUsingMeasureText + 'px wide using measureText)', x, y + 150);
context.beginPath();
context.rect(x, y-75, widthUsingDOM, 125);
context.lineWidth = 1;
context.strokeStyle = 'red';
context.stroke();
context.beginPath();
context.rect(x, y-75, widthUsingMeasureText, 125);
context.lineWidth = 1;
context.strokeStyle = 'green';
context.stroke();
You'll see, that part of 'y' on the right is outside the 'width rectangle'.
Another case, when these measuring methods are incorrect is 'y' printed with 'italic 90px times new roman' - the left part of y is outside of width rectangle. You can try it on the same JSFiddle.
Unfortunately, i don't know if there is a way to measure full width of string.

Canvas drawings, like lines, are blurry

I have a <div style="border:1px solid border;" /> and canvas, which is drawn using:
context.lineWidth = 1;
context.strokeStyle = "gray";
The drawing looks quite blurry (lineWidth less than one creates even worse picture), and nothing near to the div's border. Is it possible to get the same quality of drawing as HTML using canvas?
var ctx = document.getElementById("canvas").getContext("2d");
ctx.lineWidth = 1;
ctx.moveTo(2, 2);
ctx.lineTo(98, 2);
ctx.lineTo(98, 98);
ctx.lineTo(2, 98);
ctx.lineTo(2, 2);
ctx.stroke();
div {
border: 1px solid black;
width: 100px;
height: 100px;
}
canvas, div {background-color: #F5F5F5;}
canvas {border: 1px solid white;display: block;}
<table>
<tr><td>Line on canvas:</td><td>1px border:</td></tr>
<tr><td><canvas id="canvas" width="100" height="100"/></td><td><div> </div></td></tr>
</table>
I found that setting the canvas size in CSS caused my images to be displayed in a blurry manner.
Try this:
<canvas id="preview" width="640" height="260"></canvas>
as per my post: HTML Blurry Canvas Images
When drawing lines in canvas, you actually need to straddle the pixels. It was a bizarre choice in the API in my opinion, but easy to work with:
Instead of this:
context.moveTo(10, 0);
context.lineTo(10, 30);
Do this:
context.moveTo(10.5, 0);
context.lineTo(10.5, 30);
Dive into HTML5's canvas chapter talks about this nicely
Even easier fix is to just use this:
context = canvas.context2d;
context.translate(0.5, 0.5);
From here on out your coordinates should be adjusted by that 0.5 pixel.
I use a retina display and I found a solution that worked for me here.
Small recap :
First you need to set the size of your canvas twice as large as you want it, for example :
canvas = document.getElementById('myCanvas');
canvas.width = 200;
canvas.height = 200;
Then using CSS you set it to the desired size :
canvas.style.width = "100px";
canvas.style.height = "100px";
And finally you scale the drawing context by 2 :
const dpi = window.devicePixelRatio;
canvas.getContext('2d').scale(dpi, dpi);
The Mozilla website has example code for how to apply the correct resolution in a canvas:
https://developer.mozilla.org/en-US/docs/Web/API/Window/devicePixelRatio
var canvas = document.getElementById('canvas');
var ctx = canvas.getContext('2d');
// Set display size (css pixels).
var size = 200;
canvas.style.width = size + "px";
canvas.style.height = size + "px";
// Set actual size in memory (scaled to account for extra pixel density).
var scale = window.devicePixelRatio; // Change to 1 on retina screens to see blurry canvas.
canvas.width = size * scale;
canvas.height = size * scale;
// Normalize coordinate system to use css pixels.
ctx.scale(scale, scale);
ctx.fillStyle = "#bada55";
ctx.fillRect(10, 10, 300, 300);
ctx.fillStyle = "#ffffff";
ctx.font = '18px Arial';
ctx.textAlign = 'center';
ctx.textBaseline = 'middle';
var x = size / 2;
var y = size / 2;
var textString = "I love MDN";
ctx.fillText(textString, x, y);
<canvas id="canvas"></canvas>
Lines are blurred because the canvas virtual size is zoomed to its HTML element actual size. To overcome this issue you need to adjust canvas virtual size before drawing:
function Draw () {
var e, surface;
e = document.getElementById ("surface");
/* Begin size adjusting. */
e.width = e.offsetWidth;
e.height = e.offsetHeight;
/* End size adjusting. */
surface = e.getContext ("2d");
surface.strokeRect (10, 10, 20, 20);
}
window.onload = Draw ()
<!DOCTYPE html>
<html>
<head>
<title>Canvas size adjusting demo</title>
</head>
<body>
<canvas id="surface"></canvas>
</body>
</html>
HTML:
Ok, I've figured this out once and for all. You need to do two things:
place any lines on 0.5 px. Refer to this, which provides a great explanation:
https://developer.mozilla.org/en-US/docs/Web/API/Canvas_API/Tutorial/Applying_styles_and_colors#A_lineWidth_example
There are essentially two heights and two widths associated with the canvas. There is the canvas height and width and then there is the css style height and width of the element. These need to be in sync.
To do this, you need to calculate the css height and width as:
var myCanvasEl = document.getElementById('myCanvas');
var ctx = myCanvasEl.getContext('2d');
myCanvasEl.style.height = myCanvasEl.height / window.devicePixelRatio + "px";
myCanvasEl.style.width = myCanvasEl.width / window.devicePixelRatio + "px";
where myCanvasEl.style.height and myCanvasEl.style.widthis the css styling height and width of the element, while myCanvasEl.height and myCanvasEl.width is the height and width of the canvas.
OLD ANSWER (superseded by above):
This is the best solution I've found in 2020. Notice I've multiplied the devicePixelRatio by 2:
var size = 100;
var scale = window.devicePixelRatio*2;
context.width = size * scale;
cartesian_001El.style.height = cartesian_001El.height / window.devicePixelRatio + "px";
cartesian_001El.style.height = cartesian_001El.height / window.devicePixelRatio + "px";
context.height = size * scale;
context.scale(scale, scale);
Something else that nobody talked about here when images are scaled (which was my issue) is imageSmoothingEnabled.
The imageSmoothingEnabled property of the CanvasRenderingContext2D interface, part of the Canvas API, determines whether scaled images are smoothed (true, default) or not (false). On getting the imageSmoothingEnabled property, the last value it was set to is returned.
This property is useful for games and other apps that use pixel art. When enlarging images, the default resizing algorithm will blur the pixels. Set this property to false to retain the pixels' sharpness.
https://developer.mozilla.org/en-US/docs/Web/API/CanvasRenderingContext2D/imageSmoothingEnabled
To disable it, simply set the properity to false:
ctx.imageSmoothingEnabled = false;
canvas.width=canvas.clientWidth
canvas.height=canvas.clientHeight
To avoid this issue in animation I would like to share a small demo.
Basically I am checking increment values each time & jumping in a set of 1px by removing float values.
HTML:
<canvas id="canvas" width="600" height="600"></canvas>
CSS:
html, body{
height: 100%;
}
body{
font-family: monaco, Consolas,"Lucida Console", monospace;
background: #000;
}
canvas{
position: fixed;
top: 0;
left: 0;
transform: translateZ(0);
}
JS:
canvas = document.getElementById('canvas');
ctx = canvas.getContext('2d');
ctx.translate(0.5, 0.5);
var i = 0;
var iInc = 0.005;
var range = 0.5;
raf = window.requestAnimationFrame(draw);
function draw() {
var animInc = EasingFunctions.easeInQuad(i) * 250;
ctx.clearRect(0, 0, 600, 600);
ctx.save();
ctx.beginPath();
ctx.strokeStyle = '#fff';
var rectInc = 10 + animInc;
// Avoid Half Pixel
rectIncFloat = rectInc % 1; // Getting decimal value.
rectInc = rectInc - rectIncFloat; // Removing decimal.
// console.log(rectInc);
ctx.rect(rectInc, rectInc, 130, 60);
ctx.stroke();
ctx.closePath();
ctx.font = "14px arial";
ctx.fillStyle = '#fff';
ctx.textAlign = 'center';
ctx.fillText("MAIN BUTTON", 65.5 + rectInc, 35.5 + rectInc);
i += iInc;
if (i >= 1) {
iInc = -iInc;
}
if (i <= 0) {
iInc = Math.abs(iInc);
}
raf = window.requestAnimationFrame(draw);
}
// Easing
EasingFunctions = {
// no easing, no acceleration
linear: function(t) {
return t
},
// accelerating from zero velocity
easeInQuad: function(t) {
return t * t
},
// decelerating to zero velocity
easeOutQuad: function(t) {
return t * (2 - t)
},
// acceleration until halfway, then deceleration
easeInOutQuad: function(t) {
return t < .5 ? 2 * t * t : -1 + (4 - 2 * t) * t
},
// accelerating from zero velocity
easeInCubic: function(t) {
return t * t * t
},
// decelerating to zero velocity
easeOutCubic: function(t) {
return (--t) * t * t + 1
},
// acceleration until halfway, then deceleration
easeInOutCubic: function(t) {
return t < .5 ? 4 * t * t * t : (t - 1) * (2 * t - 2) * (2 * t - 2) + 1
},
// accelerating from zero velocity
easeInQuart: function(t) {
return t * t * t * t
},
// decelerating to zero velocity
easeOutQuart: function(t) {
return 1 - (--t) * t * t * t
},
// acceleration until halfway, then deceleration
easeInOutQuart: function(t) {
return t < .5 ? 8 * t * t * t * t : 1 - 8 * (--t) * t * t * t
},
// accelerating from zero velocity
easeInQuint: function(t) {
return t * t * t * t * t
},
// decelerating to zero velocity
easeOutQuint: function(t) {
return 1 + (--t) * t * t * t * t
},
// acceleration until halfway, then deceleration
easeInOutQuint: function(t) {
return t < .5 ? 16 * t * t * t * t * t : 1 + 16 * (--t) * t * t * t * t
}
}
A related issue could be that you're setting the <canvas>'s height and width from CSS or other sources. I'm guessing it scales the canvas and associated drawings. Setting the <canvas> size using the height and width property (either from the HTML tag or a JS script) resolved the error for me.
Here is my solution: set width and height for canvas
canvas.width = window.innerWidth;
canvas.height = window.innerHeight;
Also set in css, so it will not overflow from its parent
canvas {
width: 100%
height: 100%
}
Although LittleJoe's solution worked perfect on desktop it didn't work on mobile because on iphone 11 pro for example the dpi is 3 so I had to set width/height based on dpi. At the end it worked:
let width = 100, height = 100;
const dpi = window.devicePixelRatio;
canvas = document.getElementById('myCanvas');
canvas.width = width * dpi;
canvas.height = height * dpi;
canvas.style.width = width + "px";
canvas.style.height = width + "px";
canvas.getContext('2d').scale(dpi, dpi);
in order to get rid of the blurryness you need to set the size of the canvas in two manners:
first withcanvas.width = yourwidthhere;
and canvas.height = yourheighthere;
second by setting the css attribute either by js or a stylesheet
HTML:
<canvas class="canvas_hangman"></canvas>
JS:
function setUpCanvas() {
canvas = document.getElementsByClassName("canvas_hangman")[0];
ctx = canvas.getContext('2d');
ctx.translate(0.5, 0.5);
// Set display size (vw/vh).
var sizeWidth = 80 * window.innerWidth / 100,
sizeHeight = 100 * window.innerHeight / 100 || 766;
// console.log(sizeWidth, sizeHeight);
// Setting the canvas height and width to be responsive
canvas.width = sizeWidth;
canvas.height = sizeHeight;
canvas.style.width = sizeWidth;
canvas.style.height = sizeHeight;
}
window.onload = setUpCanvas();
This perfectly sets up your HTML canvas to draw on, and in a responsive manner too :)

Poor anti-aliasing of text drawn on Canvas

I'm drawing text on Canvas, and am disappointed with the quality of antialiasing. As far as I've been able to determine, browsers don't do subpixel antialising of text on Canvas.
Is this accurate?
This is particularly noticeable on iPhone and Android, where the resulting text isn't as crisp as text rendered by other DOM elements.
Any suggestions for high quality text out put on Canvas?
Joubert
My answer came from this link, maybe it will help someone else.
http://www.html5rocks.com/en/tutorials/canvas/hidpi/
The important code is as follows.
// finally query the various pixel ratios
devicePixelRatio = window.devicePixelRatio || 1,
backingStoreRatio = context.webkitBackingStorePixelRatio ||
context.mozBackingStorePixelRatio ||
context.msBackingStorePixelRatio ||
context.oBackingStorePixelRatio ||
context.backingStorePixelRatio || 1,
ratio = devicePixelRatio / backingStoreRatio;
// upscale the canvas if the two ratios don't match
if (devicePixelRatio !== backingStoreRatio) {
var oldWidth = canvas.width;
var oldHeight = canvas.height;
canvas.width = oldWidth * ratio;
canvas.height = oldHeight * ratio;
canvas.style.width = oldWidth + 'px';
canvas.style.height = oldHeight + 'px';
// now scale the context to counter
// the fact that we've manually scaled
// our canvas element
context.scale(ratio, ratio);
}
Try adding the following META tag to your page. This seems to fix anti-aliasing issues I've had on iPhone Safari:
<meta name="viewport" content="user-scalable=no, width=device-width,
initial-scale=0.5, minimum-scale=0.5, maximum-scale=0.5" />
I realise this is an old question, but I worked on this problem today and got it working nicely. I used Alix Axel's answer above and stripped down the code I found there (on the web.archive.org link) to the bare essentials.
I modified the solution a bit, using two canvases, one hidden canvas for the original text and a second canvas to actually show the anti-aliaised text.
Here's what I came up with... http://jsfiddle.net/X2cKa/
The code looks like this;
function alphaBlend(gamma, c1, c2, alpha) {
c1 = c1/255.0;
c2 = c2/255.0;
var c3 = Math.pow(
Math.pow(c1, gamma) * (1 - alpha)
+ Math.pow(c2, gamma) * alpha,
1/gamma
);
return Math.round(c3 * 255);
}
function process(textPixels, destPixels, fg, bg) {
var gamma = 2.2;
for (var y = 0; y < textPixels.height; y ++) {
var history = [255, 255, 255];
var pixel_number = y * textPixels.width;
var component = 0;
for (var x = 0; x < textPixels.width; x ++) {
var alpha = textPixels.data[(y * textPixels.width + x) * 4 + 1] / 255.0;
alpha = Math.pow(alpha, gamma);
history[component] = alpha;
alpha = (history[0] + history[1] + history[2]) / 3;
out = alphaBlend(gamma, bg[component], fg[component], alpha);
destPixels.data[pixel_number * 4 + component] = out;
/* advance to next component/pixel */
component ++;
if (component == 3) {
pixel_number ++;
component = 0;
}
}
}
}
function toColor(colorString) {
return [parseInt(colorString.substr(1, 2), 16),
parseInt(colorString.substr(3, 2), 16),
parseInt(colorString.substr(5, 2), 16)];
}
function renderOnce() {
var phrase = "Corporate GOVERNANCE"
var c1 = document.getElementById("c1"); //the hidden canvas
var c2 = document.getElementById("c2"); //the canvas
var textSize=40;
var font = textSize+"px Arial"
var fg = "#ff0000";
var bg = "#fff9e1";
var ctx1 = c1.getContext("2d");
var ctx2 = c2.getContext("2d");
ctx1.fillStyle = "rgb(255, 255, 255)";
ctx1.fillRect(0, 0, c1.width, c1.height);
ctx1.save();
ctx1.scale(3, 1);
ctx1.font = font;
ctx1.fillStyle = "rgb(255, 0, 0)";
ctx1.fillText(phrase, 0, textSize);
ctx1.restore();
var textPixels = ctx1.getImageData(0, 0, c1.width, c1.height);
var colorFg = toColor(fg);
var colorBg = toColor(bg);
var destPixels3 = ctx1.getImageData(0, 0, c1.width, c1.height);
process(textPixels, destPixels3, colorBg, colorFg);
ctx2.putImageData(destPixels3, 0, 0);
//for comparison, show Comparison Text without anti aliaising
ctx2.font = font;
ctx2.fillStyle = "rgb(255, 0, 0)";
ctx2.fillText(phrase, 0, textSize*2);
};
renderOnce();
I also added a comparison text object so that you can see the anti-aliasing working.
Hope this helps someone!
There is some subpixel antialiasing done, but it is up to the browser/OS.
There was a bit of an earlier discussion on this that may be of help to you.
I don't have an android or iOS device but just for kicks, try translating the context by (.5, 0) pixels before you draw and see if that makes a difference in how your text is rendered.