HTML Canvas provides methods for drawing rectangles, fillRect() and strokeRect(), but I can't find a method for making rectangles with rounded corners. How can I do that?
Nowadays you can just use context.roundRect. See further details on Kaiido's answer
var ctx = document.getElementById("rounded-rect").getContext("2d");
ctx.beginPath();
// Draw using 5px for border radius on all sides
// stroke it but no fill
ctx.roundRect(5, 5, 50, 50, 5);
ctx.stroke();
// To change the color on the rectangle, just manipulate the context
ctx.strokeStyle = "rgb(255, 0, 0)";
ctx.fillStyle = "rgba(255, 255, 0, .5)";
ctx.beginPath();
ctx.roundRect(100, 5, 100, 100, 20);
ctx.stroke();
ctx.fill();
// Manipulate it again
ctx.strokeStyle = "#0f0";
ctx.fillStyle = "#ddd";
// Different radii for each corner, top-left clockwise to bottom-left
ctx.beginPath();
ctx.roundRect(300, 5, 200, 100, [50,0,25,0]);
ctx.fill();
ctx.stroke();
<canvas id="rounded-rect" width="500" height="200">
<!-- Insert fallback content here -->
</canvas>
Old answer:
I needed to do the same thing and created a method to do it.
/**
* Draws a rounded rectangle using the current state of the canvas.
* If you omit the last three params, it will draw a rectangle
* outline with a 5 pixel border radius
* #param {CanvasRenderingContext2D} ctx
* #param {Number} x The top left x coordinate
* #param {Number} y The top left y coordinate
* #param {Number} width The width of the rectangle
* #param {Number} height The height of the rectangle
* #param {Number} [radius = 5] The corner radius; It can also be an object
* to specify different radii for corners
* #param {Number} [radius.tl = 0] Top left
* #param {Number} [radius.tr = 0] Top right
* #param {Number} [radius.br = 0] Bottom right
* #param {Number} [radius.bl = 0] Bottom left
* #param {Boolean} [fill = false] Whether to fill the rectangle.
* #param {Boolean} [stroke = true] Whether to stroke the rectangle.
*/
function roundRect(
ctx,
x,
y,
width,
height,
radius = 5,
fill = false,
stroke = true
) {
if (typeof radius === 'number') {
radius = {tl: radius, tr: radius, br: radius, bl: radius};
} else {
radius = {...{tl: 0, tr: 0, br: 0, bl: 0}, ...radius};
}
ctx.beginPath();
ctx.moveTo(x + radius.tl, y);
ctx.lineTo(x + width - radius.tr, y);
ctx.quadraticCurveTo(x + width, y, x + width, y + radius.tr);
ctx.lineTo(x + width, y + height - radius.br);
ctx.quadraticCurveTo(x + width, y + height, x + width - radius.br, y + height);
ctx.lineTo(x + radius.bl, y + height);
ctx.quadraticCurveTo(x, y + height, x, y + height - radius.bl);
ctx.lineTo(x, y + radius.tl);
ctx.quadraticCurveTo(x, y, x + radius.tl, y);
ctx.closePath();
if (fill) {
ctx.fill();
}
if (stroke) {
ctx.stroke();
}
}
// Now you can just call
var ctx = document.getElementById("rounded-rect").getContext("2d");
// Draw using default border radius,
// stroke it but no fill (function's default values)
roundRect(ctx, 5, 5, 50, 50);
// To change the color on the rectangle, just manipulate the context
ctx.strokeStyle = "rgb(255, 0, 0)";
ctx.fillStyle = "rgba(255, 255, 0, .5)";
roundRect(ctx, 100, 5, 100, 100, 20, true);
// Manipulate it again
ctx.strokeStyle = "#0f0";
ctx.fillStyle = "#ddd";
// Different radii for each corner, others default to 0
roundRect(ctx, 300, 5, 200, 100, {
tl: 50,
br: 25
}, true);
<canvas id="rounded-rect" width="500" height="200">
<!-- Insert fallback content here -->
</canvas>
Different radii per corner provided by Corgalore
See http://js-bits.blogspot.com/2010/07/canvas-rounded-corner-rectangles.html
for further explanation
I started with #jhoff's solution, but rewrote it to use width/height parameters, and using arcTo makes it quite a bit more terse:
CanvasRenderingContext2D.prototype.roundRect = function (x, y, w, h, r) {
if (w < 2 * r) r = w / 2;
if (h < 2 * r) r = h / 2;
this.beginPath();
this.moveTo(x+r, y);
this.arcTo(x+w, y, x+w, y+h, r);
this.arcTo(x+w, y+h, x, y+h, r);
this.arcTo(x, y+h, x, y, r);
this.arcTo(x, y, x+w, y, r);
this.closePath();
return this;
}
Also returning the context so you can chain a little. E.g.:
ctx.roundRect(35, 10, 225, 110, 20).stroke(); //or .fill() for a filled rect
The HTML5 canvas doesn't provide a method to draw a rectangle with rounded corners.
How about using the lineTo() and arc() methods?
You can also use the quadraticCurveTo() method instead of the arc() method.
Juan, I made a slight improvement to your method to allow for changing each rectangle corner radius individually:
/**
* Draws a rounded rectangle using the current state of the canvas.
* If you omit the last three params, it will draw a rectangle
* outline with a 5 pixel border radius
* #param {Number} x The top left x coordinate
* #param {Number} y The top left y coordinate
* #param {Number} width The width of the rectangle
* #param {Number} height The height of the rectangle
* #param {Object} radius All corner radii. Defaults to 0,0,0,0;
* #param {Boolean} fill Whether to fill the rectangle. Defaults to false.
* #param {Boolean} stroke Whether to stroke the rectangle. Defaults to true.
*/
CanvasRenderingContext2D.prototype.roundRect = function (x, y, width, height, radius, fill, stroke) {
var cornerRadius = { upperLeft: 0, upperRight: 0, lowerLeft: 0, lowerRight: 0 };
if (typeof stroke == "undefined") {
stroke = true;
}
if (typeof radius === "object") {
for (var side in radius) {
cornerRadius[side] = radius[side];
}
}
this.beginPath();
this.moveTo(x + cornerRadius.upperLeft, y);
this.lineTo(x + width - cornerRadius.upperRight, y);
this.quadraticCurveTo(x + width, y, x + width, y + cornerRadius.upperRight);
this.lineTo(x + width, y + height - cornerRadius.lowerRight);
this.quadraticCurveTo(x + width, y + height, x + width - cornerRadius.lowerRight, y + height);
this.lineTo(x + cornerRadius.lowerLeft, y + height);
this.quadraticCurveTo(x, y + height, x, y + height - cornerRadius.lowerLeft);
this.lineTo(x, y + cornerRadius.upperLeft);
this.quadraticCurveTo(x, y, x + cornerRadius.upperLeft, y);
this.closePath();
if (stroke) {
this.stroke();
}
if (fill) {
this.fill();
}
}
Use it like this:
var canvas = document.getElementById("canvas");
var c = canvas.getContext("2d");
c.fillStyle = "blue";
c.roundRect(50, 100, 50, 100, {upperLeft:10,upperRight:10}, true, true);
Good news everyone!
roundRect(x, y, width, height, radii); is now officially part of the Canvas 2D API.
It is exposed on CanvasRenderingContext2D, Path2D and OffscreenCanvasRenderingContext2D objects.
Its radii parameter is an Array which contains either
a single float, representing the radius to use for all four corners,
two floats, for the top-left + bottom-right and top-right + bottom-left corners respectively,
three floats, for the top-left, top-right + bottom-left and bottom-right respectively,
or four floats, one per corner,
OR the same combinations, but with a DOMPointInit object, representing the x-radius and y-radius of each corner.
Currently, only Chrome has an implementation available, but you can find a polyfill I made, in this repo.
const canvas = document.querySelector("canvas");
const ctx = canvas.getContext("2d");
ctx.roundRect(20,20,80,80,[new DOMPoint(60,80), new DOMPoint(110,100)]);
ctx.strokeStyle = "green";
ctx.stroke();
const path = new Path2D();
path.roundRect(120,30,60,90,[0,25,new DOMPoint(60,80), new DOMPoint(110,100)]);
ctx.fillStyle = "purple";
ctx.fill(path);
// and a simple one
ctx.beginPath();
ctx.roundRect(200,20,80,80,[10]);
ctx.fillStyle = "orange";
ctx.fill();
<script src="https://cdn.jsdelivr.net/gh/Kaiido/roundRect#main/roundRect.js"></script>
<canvas></canvas>
This code creates a 100-pixel square, with rounded corners of 30 pixels.
var canvas = document.createElement("canvas");
document.body.appendChild(canvas);
var ctx = canvas.getContext("2d");
ctx.beginPath();
ctx.moveTo(100,100);
ctx.arcTo(0,100,0,0,30);
ctx.arcTo(0,0,100,0,30);
ctx.arcTo(100,0,100,100,30);
ctx.arcTo(100,100,0,100,30);
ctx.fill();
The drawPolygon function below can be used to draw any polygon with rounded corners.
See it running here.
function drawPolygon(ctx, pts, radius) {
if (radius > 0) {
pts = getRoundedPoints(pts, radius);
}
var i, pt, len = pts.length;
ctx.beginPath();
for (i = 0; i < len; i++) {
pt = pts[i];
if (i == 0) {
ctx.moveTo(pt[0], pt[1]);
} else {
ctx.lineTo(pt[0], pt[1]);
}
if (radius > 0) {
ctx.quadraticCurveTo(pt[2], pt[3], pt[4], pt[5]);
}
}
ctx.closePath();
}
function getRoundedPoints(pts, radius) {
var i1, i2, i3, p1, p2, p3, prevPt, nextPt,
len = pts.length,
res = new Array(len);
for (i2 = 0; i2 < len; i2++) {
i1 = i2-1;
i3 = i2+1;
if (i1 < 0) {
i1 = len - 1;
}
if (i3 == len) {
i3 = 0;
}
p1 = pts[i1];
p2 = pts[i2];
p3 = pts[i3];
prevPt = getRoundedPoint(p1[0], p1[1], p2[0], p2[1], radius, false);
nextPt = getRoundedPoint(p2[0], p2[1], p3[0], p3[1], radius, true);
res[i2] = [prevPt[0], prevPt[1], p2[0], p2[1], nextPt[0], nextPt[1]];
}
return res;
};
function getRoundedPoint(x1, y1, x2, y2, radius, first) {
var total = Math.sqrt(Math.pow(x2 - x1, 2) + Math.pow(y2 - y1, 2)),
idx = first ? radius / total : (total - radius) / total;
return [x1 + (idx * (x2 - x1)), y1 + (idx * (y2 - y1))];
};
The function receives an array with the polygon points, like this:
var canvas = document.getElementById("cv");
var ctx = canvas.getContext("2d");
ctx.strokeStyle = "#000000";
ctx.lineWidth = 5;
drawPolygon(ctx, [[20, 20],
[120, 20],
[120, 120],
[ 20, 120]], 10);
ctx.stroke();
This is a port and a more generic version of a solution posted here.
Here's one I wrote... uses arcs instead of quadratic curves for better control over radius. Also, it leaves the stroking and filling up to you
/* Canvas 2d context - roundRect
*
* Accepts 5 parameters:
the start_x,
start_y points,
the end_x,
end_y points,
the radius of the corners
*
* No return value
*/
CanvasRenderingContext2D.prototype.roundRect = function(sx,sy,ex,ey,r) {
var r2d = Math.PI/180;
if( ( ex - sx ) - ( 2 * r ) < 0 ) { r = ( ( ex - sx ) / 2 ); } //ensure that the radius isn't too large for x
if( ( ey - sy ) - ( 2 * r ) < 0 ) { r = ( ( ey - sy ) / 2 ); } //ensure that the radius isn't too large for y
this.beginPath();
this.moveTo(sx+r,sy);
this.lineTo(ex-r,sy);
this.arc(ex-r,sy+r,r,r2d*270,r2d*360,false);
this.lineTo(ex,ey-r);
this.arc(ex-r,ey-r,r,r2d*0,r2d*90,false);
this.lineTo(sx+r,ey);
this.arc(sx+r,ey-r,r,r2d*90,r2d*180,false);
this.lineTo(sx,sy+r);
this.arc(sx+r,sy+r,r,r2d*180,r2d*270,false);
this.closePath();
}
Here is an example:
var _e = document.getElementById('#my_canvas');
var _cxt = _e.getContext("2d");
_cxt.roundRect(35,10,260,120,20);
_cxt.strokeStyle = "#000";
_cxt.stroke();
So this is based out of using lineJoin="round" and with the proper proportions, mathematics and logic I have been able to make this function, this is not perfect but hope it helps. If you want to make each corner have a different radius take a look at: https://p5js.org/reference/#/p5/rect
Here ya go:
CanvasRenderingContext2D.prototype.roundRect = function (x,y,width,height,radius) {
radius = Math.min(Math.max(width-1,1),Math.max(height-1,1),radius);
var rectX = x;
var rectY = y;
var rectWidth = width;
var rectHeight = height;
var cornerRadius = radius;
this.lineJoin = "round";
this.lineWidth = cornerRadius;
this.strokeRect(rectX+(cornerRadius/2), rectY+(cornerRadius/2), rectWidth-cornerRadius, rectHeight-cornerRadius);
this.fillRect(rectX+(cornerRadius/2), rectY+(cornerRadius/2), rectWidth-cornerRadius, rectHeight-cornerRadius);
this.stroke();
this.fill();
}
CanvasRenderingContext2D.prototype.roundRect = function (x,y,width,height,radius) {
radius = Math.min(Math.max(width-1,1),Math.max(height-1,1),radius);
var rectX = x;
var rectY = y;
var rectWidth = width;
var rectHeight = height;
var cornerRadius = radius;
this.lineJoin = "round";
this.lineWidth = cornerRadius;
this.strokeRect(rectX+(cornerRadius/2), rectY+(cornerRadius/2), rectWidth-cornerRadius, rectHeight-cornerRadius);
this.fillRect(rectX+(cornerRadius/2), rectY+(cornerRadius/2), rectWidth-cornerRadius, rectHeight-cornerRadius);
this.stroke();
this.fill();
}
var canvas = document.getElementById("myCanvas");
var ctx = canvas.getContext('2d');
function yop() {
ctx.clearRect(0,0,1000,1000)
ctx.fillStyle = "#ff0000";
ctx.strokeStyle = "#ff0000"; ctx.roundRect(Number(document.getElementById("myRange1").value),Number(document.getElementById("myRange2").value),Number(document.getElementById("myRange3").value),Number(document.getElementById("myRange4").value),Number(document.getElementById("myRange5").value));
requestAnimationFrame(yop);
}
requestAnimationFrame(yop);
<input type="range" min="0" max="1000" value="10" class="slider" id="myRange1"><input type="range" min="0" max="1000" value="10" class="slider" id="myRange2"><input type="range" min="0" max="1000" value="200" class="slider" id="myRange3"><input type="range" min="0" max="1000" value="100" class="slider" id="myRange4"><input type="range" min="1" max="1000" value="50" class="slider" id="myRange5">
<canvas id="myCanvas" width="1000" height="1000">
</canvas>
Here's a solution using the lineJoin property to round the corners. It works if you just need a solid shape, but not so much if you need a thin border that's smaller than the border radius.
function roundedRect(ctx, options) {
ctx.strokeStyle = options.color;
ctx.fillStyle = options.color;
ctx.lineJoin = "round";
ctx.lineWidth = options.radius;
ctx.strokeRect(
options.x+(options.radius*.5),
options.y+(options.radius*.5),
options.width-options.radius,
options.height-options.radius
);
ctx.fillRect(
options.x+(options.radius*.5),
options.y+(options.radius*.5),
options.width-options.radius,
options.height-options.radius
);
ctx.stroke();
ctx.fill();
}
const canvas = document.getElementsByTagName("canvas")[0];
const ctx = canvas.getContext("2d");
roundedRect(ctx, {
x: 10,
y: 10,
width: 200,
height: 100,
radius: 35,
color: "red"
});
<canvas></canvas>
Opera, ffs.
if (window["CanvasRenderingContext2D"]) {
/** #expose */
CanvasRenderingContext2D.prototype.roundRect = function(x, y, w, h, r) {
if (w < 2*r) r = w/2;
if (h < 2*r) r = h/2;
this.beginPath();
if (r < 1) {
this.rect(x, y, w, h);
} else {
if (window["opera"]) {
this.moveTo(x+r, y);
this.arcTo(x+r, y, x, y+r, r);
this.lineTo(x, y+h-r);
this.arcTo(x, y+h-r, x+r, y+h, r);
this.lineTo(x+w-r, y+h);
this.arcTo(x+w-r, y+h, x+w, y+h-r, r);
this.lineTo(x+w, y+r);
this.arcTo(x+w, y+r, x+w-r, y, r);
} else {
this.moveTo(x+r, y);
this.arcTo(x+w, y, x+w, y+h, r);
this.arcTo(x+w, y+h, x, y+h, r);
this.arcTo(x, y+h, x, y, r);
this.arcTo(x, y, x+w, y, r);
}
}
this.closePath();
};
/** #expose */
CanvasRenderingContext2D.prototype.fillRoundRect = function(x, y, w, h, r) {
this.roundRect(x, y, w, h, r);
this.fill();
};
/** #expose */
CanvasRenderingContext2D.prototype.strokeRoundRect = function(x, y, w, h, r) {
this.roundRect(x, y, w, h, r);
this.stroke();
};
}
Since Opera is going WebKit, this should also remain valid in the legacy case.
To make the function more consistent with the normal means of using a canvas context, the canvas context class can be extended to include a 'fillRoundedRect' method -- that can be called in the same way fillRect is called:
var canv = document.createElement("canvas");
var cctx = canv.getContext("2d");
// If thie canvasContext class doesn't have a fillRoundedRect, extend it now
if (!cctx.constructor.prototype.fillRoundedRect) {
// Extend the canvaseContext class with a fillRoundedRect method
cctx.constructor.prototype.fillRoundedRect =
function (xx,yy, ww,hh, rad, fill, stroke) {
if (typeof(rad) == "undefined") rad = 5;
this.beginPath();
this.moveTo(xx+rad, yy);
this.arcTo(xx+ww, yy, xx+ww, yy+hh, rad);
this.arcTo(xx+ww, yy+hh, xx, yy+hh, rad);
this.arcTo(xx, yy+hh, xx, yy, rad);
this.arcTo(xx, yy, xx+ww, yy, rad);
if (stroke) this.stroke(); // Default to no stroke
if (fill || typeof(fill)=="undefined") this.fill(); // Default to fill
}; // end of fillRoundedRect method
}
The code checks to see if the prototype for the constructor for the canvas context object contains a 'fillRoundedRect' property and adds one -- the first time around. It is invoked in the same manner as the fillRect method:
ctx.fillStyle = "#eef"; ctx.strokeStyle = "#ddf";
// ctx.fillRect(10,10, 200,100);
ctx.fillRoundedRect(10,10, 200,100, 5);
The method uses the arcTo method as Grumdring did. In the method, this is a reference to the ctx object. The stroke argument defaults to false if undefined. The fill argument defaults to fill the rectangle if undefined.
(Tested on Firefox, I don't know if all implementations permit extension in this manner.)
Method 1: Using path-drawing methods
The most straightforward method of doing this with HTML Canvas is by using the path-drawing methods of ctx:
const canvas = document.getElementById("canvas");
const ctx = canvas.getContext("2d");
function roundedRect(ctx, x, y, width, height, radius) {
ctx.beginPath();
ctx.moveTo(x + radius, y);
ctx.lineTo(x + width - radius, y);
ctx.quadraticCurveTo(x + width, y, x + width, y + radius);
ctx.lineTo(x + width, y + height - radius);
ctx.quadraticCurveTo(x + width, y + height, x + width - radius, y + height);
ctx.lineTo(x + radius, y + height);
ctx.quadraticCurveTo(x, y + height, x, y + height - radius);
ctx.lineTo(x, y + radius);
ctx.quadraticCurveTo(x, y, x + radius, y);
ctx.closePath();
}
ctx.fillStyle = "red";
roundedRect(ctx, 10, 10, 100, 100, 20);
ctx.fill();
<canvas id="canvas">
<!-- Fallback content -->
</canvas>
Method 2: Using Path2D
You can also draw rounded rectangles in HTML Canvas by using the Path2D interface:
Example 1
const canvas = document.getElementById("canvas");
const ctx = canvas.getContext("2d");
function roundedRect(x, y, width, height, radius) {
return new Path2D(`M ${x + radius} ${y} H ${x + width - radius} a ${radius} ${radius} 0 0 1 ${radius} ${radius} V ${y + height - radius} a ${radius} ${radius} 0 0 1 ${-radius} ${radius} H ${x + radius} a ${radius} ${radius} 0 0 1 ${-radius} ${-radius} V ${y + radius} a ${radius} ${radius} 0 0 1 ${radius} ${-radius}`);
}
ctx.fillStyle = "blue";
ctx.fill(roundedRect(10, 10, 100, 100, 20));
<canvas id="canvas">
<!-- Fallback content -->
</canvas>
Example 2
const canvas = document.getElementById("canvas");
const ctx = canvas.getContext("2d");
function roundedRect(x, y, width, height, radius) {
let path = new Path2D();
path.moveTo(x + radius, y);
path.lineTo(x + width - radius, y);
path.quadraticCurveTo(x + width, y, x + width, y + radius);
path.lineTo(x + width, y + height - radius);
path.quadraticCurveTo(x + width, y + height, x + width - radius, y + height);
path.lineTo(x + radius, y + height);
path.quadraticCurveTo(x, y + height, x, y + height - radius);
path.lineTo(x, y + radius);
path.quadraticCurveTo(x, y, x + radius, y);
path.closePath();
return path;
}
ctx.fillStyle = "green";
ctx.fill(roundedRect(10, 10, 100, 100, 20));
<canvas id="canvas">
<!-- Fallback content -->
</canvas>
try to add this line , when you want to get rounded corners : ctx.lineCap = "round";
NONE of the other answers can handle the following 3 cases correctly:
if ((width >= radius x 2) && (height <= radius * 2))
if ((width <= radius x 2) && (height >= radius * 2))
if ((width <= radius x 2) && (height <= radius * 2))
If any of these cases happen, you will not get a correctly drawn rectangle
My Solution handles ANY radius and ANY Width and Height dynamically, and should be the default answer
function roundRect(ctx, x, y, width, height, radius) {
/*
* Draws a rounded rectangle using the current state of the canvas.
*/
let w = width;
let h = height;
let r = radius;
ctx.stroke()
ctx.fill()
ctx.beginPath();
// Configure the roundedness of the rectangles corners
if ((w >= r * 2) && (h >= r * 2)) {
// Handles width and height larger than diameter
// Keep radius fixed
ctx.moveTo(x + r, y); // tr start
ctx.lineTo(x + w - r, y); // tr
ctx.quadraticCurveTo(x + w, y, x + w, y + r); //tr
ctx.lineTo(x + w, y + h - r); // br
ctx.quadraticCurveTo(x + w, y + h, x + w - r, y + h); // br
ctx.lineTo(x + r, y + h); // bl
ctx.quadraticCurveTo(x, y + h, x, y + h - r); // bl
ctx.lineTo(x, y + r); // tl
ctx.quadraticCurveTo(x, y, x + r, y); // tl
} else if ((w < r * 2) && (h > r * 2)) {
// Handles width lower than diameter
// Radius must dynamically change as half of width
r = w / 2;
ctx.moveTo(x + w, y + h - r); // br start
ctx.quadraticCurveTo(x + w, y + h, x + w - r, y + h); // br curve
ctx.quadraticCurveTo(x, y + h, x, y + h - r) // bl curve
ctx.lineTo(x, y + r); // line
ctx.quadraticCurveTo(x, y, x + r, y); // tl
ctx.quadraticCurveTo(x + w, y, x + w, y + r); // tl
ctx.lineTo(x + w, y + h - r); // line
} else if ((w > r * 2) && (h < r * 2)) {
// Handles height lower than diameter
// Radius must dynamically change as half of height
r = h / 2;
ctx.moveTo(x + w - r, y + h); // br start
ctx.quadraticCurveTo(x + w, y + h, x + w, y + r); // br curve
ctx.quadraticCurveTo(x + w, y, x + w - r, y); // tr curve
ctx.lineTo(x + r, y); // line between tr tl
ctx.quadraticCurveTo(x, y, x, y + r); // tl curve
ctx.quadraticCurveTo(x, y + h, x + r, y + h); // bl curve
} else if ((w < 2 * r) && (h < 2 * r)) {
// Handles width and height lower than diameter
ctx.moveTo(x + w / 2, y + h);
ctx.quadraticCurveTo(x + w, y + h, x + w, y + h / 2); // bl curve
ctx.quadraticCurveTo(x + w, y, x + w / 2, y); // tr curve
ctx.quadraticCurveTo(x, y, x, y + h / 2); // tl curve
ctx.quadraticCurveTo(x, y + h, x + w / 2, y + h); // bl curve
}
ctx.closePath();
}
Related
I am trying to draw a rectangle (with three sides) which has rounded corners and no connecting line on the left hand side. For example, see below diagram (ignore imperfect hand drawing as the lengths are not drawn perfectly as parallel to each other):
This below example draws a full rectangle with rounded corners.
// Now you can just call
var ctx = document.getElementById("myCanvas").getContext("2d");
// Draw using default border radius,
// stroke it but no fill (function's default values)
roundRect(ctx, 5, 5, 50, 50);
// To change the color on the rectangle, just manipulate the context
ctx.strokeStyle = "rgb(255, 0, 0)";
ctx.fillStyle = "rgba(255, 255, 0, .5)";
roundRect(ctx, 100, 5, 100, 100, 20, true);
// Manipulate it again
ctx.strokeStyle = "#0f0";
ctx.fillStyle = "#ddd";
// Different radii for each corner, others default to 0
roundRect(ctx, 300, 5, 200, 100, {
tl: 50,
br: 25
}, true);
/**
* Draws a rounded rectangle using the current state of the canvas.
* If you omit the last three params, it will draw a rectangle
* outline with a 5 pixel border radius
* #param {CanvasRenderingContext2D} ctx
* #param {Number} x The top left x coordinate
* #param {Number} y The top left y coordinate
* #param {Number} width The width of the rectangle
* #param {Number} height The height of the rectangle
* #param {Number} [radius = 5] The corner radius; It can also be an object
* to specify different radii for corners
* #param {Number} [radius.tl = 0] Top left
* #param {Number} [radius.tr = 0] Top right
* #param {Number} [radius.br = 0] Bottom right
* #param {Number} [radius.bl = 0] Bottom left
* #param {Boolean} [fill = false] Whether to fill the rectangle.
* #param {Boolean} [stroke = true] Whether to stroke the rectangle.
*/
function roundRect(ctx, x, y, width, height, radius, fill, stroke) {
if (typeof stroke === 'undefined') {
stroke = true;
}
if (typeof radius === 'undefined') {
radius = 5;
}
if (typeof radius === 'number') {
radius = {tl: radius, tr: radius, br: radius, bl: radius};
} else {
var defaultRadius = {tl: 0, tr: 0, br: 0, bl: 0};
for (var side in defaultRadius) {
radius[side] = radius[side] || defaultRadius[side];
}
}
ctx.beginPath();
ctx.moveTo(x + radius.tl, y);
ctx.lineTo(x + width - radius.tr, y);
ctx.quadraticCurveTo(x + width, y, x + width, y + radius.tr);
ctx.lineTo(x + width, y + height - radius.br);
ctx.quadraticCurveTo(x + width, y + height, x + width - radius.br, y + height);
ctx.lineTo(x + radius.bl, y + height);
ctx.quadraticCurveTo(x, y + height, x, y + height - radius.bl);
ctx.lineTo(x, y + radius.tl);
ctx.quadraticCurveTo(x, y, x + radius.tl, y);
ctx.closePath();
if (fill) {
ctx.fill();
}
if (stroke) {
ctx.stroke();
}
}
<canvas id="myCanvas" width="300" height="150" style="border:1px solid #d3d3d3;">
Your browser does not support the HTML5 canvas tag.</canvas>
So far I have tried below code by modifying the above one, but not able to draw it successfully. The
bottom part is getting messed up with fold in the bottom left corner and creating a diagonal which is not required at all.
// Now you can just call
var ctx = document.getElementById("myCanvas").getContext("2d");
// Draw using default border radius,
// stroke it but no fill (function's default values)
roundRect(ctx, 5, 5, 50, 50);
// To change the color on the rectangle, just manipulate the context
ctx.strokeStyle = "rgb(255, 0, 0)";
ctx.fillStyle = "rgba(255, 255, 0, .5)";
roundRect(ctx, 100, 5, 100, 100, 20, true);
// Manipulate it again
ctx.strokeStyle = "#0f0";
ctx.fillStyle = "#ddd";
// Different radii for each corner, others default to 0
roundRect(ctx, 300, 5, 200, 100, {
tl: 50,
br: 25
}, true);
/**
* Draws a rounded rectangle using the current state of the canvas.
* If you omit the last three params, it will draw a rectangle
* outline with a 5 pixel border radius
* #param {CanvasRenderingContext2D} ctx
* #param {Number} x The top left x coordinate
* #param {Number} y The top left y coordinate
* #param {Number} width The width of the rectangle
* #param {Number} height The height of the rectangle
* #param {Number} [radius = 5] The corner radius; It can also be an object
* to specify different radii for corners
* #param {Number} [radius.tl = 0] Top left
* #param {Number} [radius.tr = 0] Top right
* #param {Number} [radius.br = 0] Bottom right
* #param {Number} [radius.bl = 0] Bottom left
* #param {Boolean} [fill = false] Whether to fill the rectangle.
* #param {Boolean} [stroke = true] Whether to stroke the rectangle.
*/
function roundRect(ctx, x, y, width, height, radius, fill, stroke) {
if (typeof stroke === 'undefined') {
stroke = true;
}
if (typeof radius === 'undefined') {
radius = 5;
}
if (typeof radius === 'number') {
radius = {
tl: radius,
tr: radius,
br: radius,
bl: radius
};
} else {
var defaultRadius = {
tl: 0,
tr: 0,
br: 0,
bl: 0
};
for (var side in defaultRadius) {
radius[side] = radius[side] || defaultRadius[side];
}
}
ctx.beginPath();
ctx.moveTo(x + radius.tl, y);
ctx.lineTo(x + width - radius.tr, y);
ctx.quadraticCurveTo(x + width, y, x + width, y + radius.tr);
//ctx.lineTo(x + width, y + height - radius.br);
//ctx.quadraticCurveTo(x + width, y + height, x + width - radius.br, y + height);
ctx.moveTo(x + radius.tl, y);
ctx.lineTo(x + radius.bl, y + height);
ctx.quadraticCurveTo(x, y + height, x, y + height - radius.bl);
ctx.lineTo(x + width - radius.bl, y + height + radius.tl);
ctx.quadraticCurveTo(x, y, x + radius.tl, y);
ctx.closePath();
if (fill) {
ctx.fill();
}
if (stroke) {
ctx.stroke();
}
}
<canvas id="myCanvas" width="300" height="150" style="border:1px solid #d3d3d3;">
Your browser does not support the HTML5 canvas tag.</canvas>
Please help.
Thanks
The below solution worked for me as per my requirement :
// Now you can just call
var ctx = document.getElementById("myCanvas").getContext("2d");
// Draw using default border radius,
// stroke it but no fill (function's default values)
roundRect(ctx, 5, 5, 50, 50);
// To change the color on the rectangle, just manipulate the context
ctx.strokeStyle = "rgb(255, 0, 0)";
ctx.fillStyle = "rgba(255, 255, 0, .5)";
roundRect(ctx, 100, 5, 100, 100, 20, true);
// Manipulate it again
ctx.strokeStyle = "#0f0";
ctx.fillStyle = "#ddd";
// Different radii for each corner, others default to 0
roundRect(ctx, 300, 5, 200, 100, {
tl: 50,
br: 25
}, true);
function roundRect(ctx, x, y, width, height, radius, fill, stroke) {
if (typeof stroke === 'undefined') {
stroke = true;
}
if (typeof radius === 'undefined') {
radius = 5;
}
if (typeof radius === 'number') {
radius = {tl: radius, tr: radius, br: radius, bl: radius};
} else {
var defaultRadius = {tl: 0, tr: 0, br: 0, bl: 0};
for (var side in defaultRadius) {
radius[side] = radius[side] || defaultRadius[side];
}
}
// ctx.lineTo(x + radius.bl, y + height);
//ctx.quadraticCurveTo(x, y + height, x, y + height - radius.bl);
ctx.beginPath();
ctx.moveTo(x +width , y);
ctx.lineTo(x + radius.bl , y);
ctx.quadraticCurveTo(x, y , x, y + radius.bl);
ctx.lineTo(x, y+ height -radius.bl);
ctx.quadraticCurveTo(x , y + height , x + radius.bl , y + height );
ctx.lineTo(x+width, y + height);
//ctx.stroke();
//ctx.closePath();
if (fill) {
ctx.fill();
}
if (stroke) {
ctx.stroke();
}
}
<canvas id="myCanvas" width="300" height="150" style="border:1px solid #d3d3d3;">
Your browser does not support the HTML5 canvas tag.</canvas>
I am trying to implement an animation of drawing an arcTo line on Canvas. For a straight line for example, the animation would be as follows
c = canvas.getContext("2d");
width = window.innerWidth;
height = window.innerHeight;
complete = false
var percent = 1
function drawEdge(x1, y1, x2, y2, color){
c.beginPath();
c.lineWidth = 10;
c.strokeStyle = color;
c.moveTo(x1, y1);
c.lineTo(x2, y2);
c.stroke();
c.closePath();
}
function getPosition(x1, y1, x2, y2, percentageBetweenPoints){
let xPosition = x1 + (x2 - x1) * (percentageBetweenPoints / 100);
let yPosition = y1 + (y2 - y1) * (percentageBetweenPoints / 100);
const position = {
x: xPosition,
y: yPosition,
}
return position
}
function drawLine(){
if (!complete){
requestAnimationFrame(drawLine);
}
if (percent >= 100){
complete = true;
percent = 100;
} else{
percent = percent + 1;
}
position = getPosition(300,300,1000,300,percent);
c.clearRect(0, 0 , width, height);
drawEdge(300,300,position.x,position.y, "black");
}
drawLine()
This creates an animation of a line being drawn across the screen. However, I am having trouble doing the same thing for arcTo lines. Is there any way to implement this?
You are looking for something like this?
let ctx = canvas.getContext('2d');
ctx.textAlign = "center";
ctx.textBaseline = "middle";
ctx.font = 'bold 18px Arial';
requestAnimationFrame(draw);
function draw(t) {
t = t % 5e3 / 5e3;
ctx.clearRect(0, 0, canvas.width, canvas.height);
ctx.beginPath();
ctx.arc(canvas.width/2, canvas.height/2, 50, 0, t * 2 * Math.PI);
ctx.stroke();
ctx.fillText((t*100).toFixed(0), canvas.width/2, canvas.height/2);
requestAnimationFrame(draw);
}
<canvas id=canvas></canvas>
To Hack or not to Hack?
There are two ways to do this
Calculate the start, end, and length of each line segment, the start, end angle, direction (CW or CCW), and center of each arc segment. Basically repeating all the maths and logic (around 50 lines of code) that makes arcTo such a useful render function.
You can get details on how to approach the full solution from html5 canvas triangle with rounded corners
Use ctx.lineDash with a long dash and a long space. Move the dash over time with ctx.lineDashOffset giving the appearance of a line growing in length (see demo). The dash offset value is reversed, starting at max length and ending when zero.
NOTE there is one problem with this method. You don't know the length of the line, and thus you don`t know how long it will take for the line to be completed. You can make an estimation. To know the length of the line you must do all the calculations (well there abouts)
The Hack
As the second method is the easiest to implement and covers most needs I will demo that method.
Not much to say about it, it animates a path created by ctx.arcTo
Side benefit is it will animated any path rendered using ctx.stroke
requestAnimationFrame(mainLoop);
// Line is defined in unit space.
// Origin is at center of canvas, -1,-1 top left, 1, 1 bottom right
// Unit box is square and will be scaled to fit the canvas size.
// Note I did not use ctx.setTransform to better highlight what is scaled and what is not.
const ctx = canvas.getContext("2d");
var w, h, w2, h2; // canvas size and half size
var linePos; // current dash offset
var scale; // canvas scale
const LINE_WIDTH = 0.05; // in units
const LINE_STYLE = "#000"; // black
const LINE_SPEED = 1; // in units per second
const MAX_LINE_LENGTH = 9; // in units approx
const RADIUS = 0.08; //Arc radius in units
const SHAPE = [[0.4, 0.2], [0.8, 0.2], [0.5, 0.5], [0.95, 0.95], [0.0, 0.5], [-0.95, 0.95], [-0.5, 0.5], [-0.8, 0.2], [-0.2, 0.2], [-0.2, -0.2], [-0.8, -0.2], [-0.5, -0.5], [-0.95, -0.95], [0.0, -0.5], [0.95,-0.95], [0.5, -0.5], [0.8, -0.2], [0.2, -0.2], [0.2, 0.2], [0.6, 0.2], [0.8, 0.2]];
function sizeCanvas() {
w2 = (w = canvas.width = innerWidth) / 2;
h2 = (h = canvas.height = innerHeight) / 2;
scale = Math.min(w2, h2);
resetLine();
}
function addToPath(shape) {
var p1, p2;
for (p2 of shape) {
!p2.length ?
ctx.closePath() :
(p1 ? ctx.arcTo(p1[0] * scale + w2, p1[1] * scale + h2, p2[0] * scale + w2, p2[1] * scale + h2, RADIUS * scale) :
ctx.lineTo(p2[0] * scale + w2, p2[1] * scale + h2)
);
p1 = p2;
}
}
function resetLine() {
ctx.setLineDash([MAX_LINE_LENGTH * scale, MAX_LINE_LENGTH * scale]);
linePos = MAX_LINE_LENGTH * scale;
ctx.lineWidth = LINE_WIDTH * scale;
ctx.lineJoin = ctx.lineCap = "round";
}
function mainLoop() {
if (w !== innerWidth || h !== innerHeight) { sizeCanvas() }
else { ctx.clearRect(0, 0, w, h) }
ctx.beginPath();
addToPath(SHAPE);
ctx.lineDashOffset = (linePos -= LINE_SPEED * scale * (1 / 60));
ctx.stroke();
if (linePos <= 0) { resetLine() }
requestAnimationFrame(mainLoop);
}
body {
padding: 0px,
margin: 0px;
}
canvas {
position: absolute;
top: 0px;
left: 0px;
}
<canvas id="canvas"></canvas>
How to compute the starting co-ordinates to draw a square inside a cirle?
Function Draws the circular spectrum .
Now help me to find the starting coordinates to draw the rectangle inside the circle
Gradient.prototype.renderSpectrum = function() {
var radius = this.width / 2;
var toRad = (2 * Math.PI) / 360;
var step = 1 / radius;
this.ctx.clearRect(0, 0, this.width, this.height);
for(var i = 0; i < 360; i += step) {
var rad = i * toRad;
this.ctx.strokeStyle = 'hsl(' + i + ', 100%, 50%)';
this.ctx.beginPath();
this.ctx.moveTo(radius, radius);
this.ctx.lineTo(radius + radius * Math.cos(rad), radius + radius * Math.sin(rad));
this.ctx.stroke();
}
this.ctx.fillStyle = 'rgb(255, 255, 255)';
this.ctx.beginPath();
this.ctx.arc(radius, radius, radius * 0.8, 0, Math.PI * 2, true);
this.ctx.closePath();
return this.ctx.fill();
}
Function to draw the square
Gradient.prototype.renderGradient = function() {
var color, colors, gradient, index, xy, _i, _len, _ref, _ref1;
xy = arguments[0], colors = 2 <= arguments.length ? __slice.call(arguments, 1) : [];
gradient = (_ref = this.ctx).createLinearGradient.apply(_ref, [0, 0].concat(__slice.call(xy)));
gradient.addColorStop(0, (_ref1 = colors.shift()) != null ? _ref1.toString() : void 0);
for (index = _i = 0, _len = colors.length; _i < _len; index = ++_i) {
color = colors[index];
gradient.addColorStop(index + 1 / colors.length, color.toString());
}
this.ctx.fillStyle = gradient;
this.renderSpectrum();
return this.ctx.fillRect(?, ?, this.width * 0.8, this.height * 0.8);
};
To fit a square inside a circle you can use something like this (adopt as needed):
Live example
/**
* ctx - context
* cx/cy - center of circle
* radius - radius of circle
*/
function squareInCircle(ctx, cx, cy, radius) {
var side = Math.sqrt(radius * radius * 2), // calc side length of square
half = side * 0.5; // position offset
ctx.strokeRect(cx - half, cy - half, side, side);
}
Just replace strokeRect() with fillRect().
Which will result in this (circle added for reference):
Adopting it for general usage:
function getSquareInCircle(cx, cy, radius) {
var side = Math.sqrt(radius * radius * 2), // calc side length of square
half = side * 0.5; // position offset
return {
x: cx - half,
y: cy - half,
w: side,
h: side
}
}
Then in your method:
Gradient.prototype.renderGradient = function() {
var color, colors, gradient, index, xy, _i, _len, _ref, _ref1;
xy = arguments[0], colors = 2 <= arguments.length ? __slice.call(arguments, 1) : [];
gradient = (_ref = this.ctx).createLinearGradient.apply(_ref, [0, 0].concat(__slice.call(xy)));
gradient.addColorStop(0, (_ref1 = colors.shift()) != null ? _ref1.toString() : void 0);
for (index = _i = 0, _len = colors.length; _i < _len; index = ++_i) {
color = colors[index];
gradient.addColorStop(index + 1 / colors.length, color.toString());
}
this.ctx.fillStyle = gradient;
this.renderSpectrum();
// supply the proper position/radius here:
var square = getSquareInCircle(centerX, centerY, radius);
return this.ctx.fillRect(square.x, square.y, square.w, square.h);
};
Here is how I computed the co ordinates to draw square inside a circle
1)Get the coordinates of a inner circle at 135 degree
using the formula
x = rad + rad * Math.cos(135 * ( 2 Math.PI / 360);
y = rad - rad * Math.sin(135 * ( 2 Math.PI / 360);
2) then pyhthogoram therom to find the width if the square
width = Math.sqrt(rad * rad / 2);
I have this code that draws a circle. How do I change this code so that the red circle is 100% of the browser window? I want the red circle to resize with the browser window.
<canvas width="100%" height="100%"></canvas>
var ctx;
function draw() {
ctx = $('canvas').get(0).getContext('2d');
ctx.canvas.width = window.innerWidth;
ctx.canvas.height = window.innerHeight;
}
function circle(x, y, r, c) {
ctx.beginPath();
var rad = ctx.createRadialGradient(x, y, 1, x, y, r);
rad.addColorStop(0, 'rgba('+c+',1)');
rad.addColorStop(1, 'rgba('+c+',0)');
ctx.fillStyle = rad;
ctx.arc(x, y, r, 0, Math.PI*2, false);
ctx.fill();
}
draw();
circle(128, 128, 200, '255,0,0');
consider this jsfiddle
on load/resize:
create the circle with draw() then setVars() then circle(...)
draw() (which sets the width/height of the canvas) will clear the canvas (see: How to clear the canvas for redrawing)
var ctx, canvas, x, y, w, h, r;
function draw() {
ctx = $('canvas').get(0).getContext('2d');
canvas = ctx.canvas;
canvas.width = window.innerWidth;
canvas.height = window.innerHeight;
}
function setVars() {
w = canvas.width;
h = canvas.height;
x = w/2;
y = h/2;
r = x < y ? x : y;
}
function circle(x, y, r, c) {
ctx.beginPath();
var rad = ctx.createRadialGradient(x, y, 1, x, y, r);
rad.addColorStop(0, 'rgba(' + c + ',1)');
rad.addColorStop(1, 'rgba(' + c + ',0)');
ctx.fillStyle = rad;
ctx.arc(x, y, r, 0, Math.PI * 2, false);
ctx.fill();
}
function makeCircle() {
draw();
setVars();
circle(x, y, r, '255,0,0');
}
$(window).resize(function () {
// redraw (onresize)
makeCircle();
});
// draw (onload)
makeCircle();
Playing with a breakout clone and wanted to make rounded corner powerups.
Can someone point me in the right direction?
Thanks!
A simple way is to use quadraticCurveTo to smooth out corners
let roundRect = (ctx, x0, y0, x1, y1, r, color) => {
var w = x1 - x0;
var h = y1 - y0;
if (r > w/2) r = w/2;
if (r > h/2) r = h/2;
ctx.beginPath();
ctx.moveTo(x1 - r, y0);
ctx.quadraticCurveTo(x1, y0, x1, y0 + r);
ctx.lineTo(x1, y1-r);
ctx.quadraticCurveTo(x1, y1, x1 - r, y1);
ctx.lineTo(x0 + r, y1);
ctx.quadraticCurveTo(x0, y1, x0, y1 - r);
ctx.lineTo(x0, y0 + r);
ctx.quadraticCurveTo(x0, y0, x0 + r, y0);
ctx.closePath();
ctx.fillStyle = color;
ctx.fill();
},
ctx = document.getElementById("canvas").getContext("2d");
roundRect(ctx, 50, 50, 150, 100, 5, "#F00");
roundRect(ctx, 50, 110, 100, 160, 10, "#00F");
roundRect(ctx, 53, 113, 97, 157, 7, "#0F0");
<canvas id="canvas" width="200" height="180"></canvas>
You can do what's shown on this article by Juan Mendes:
HTML:
<canvas id="rounded-rect" width="600" height="600">
<!-- Insert fallback content here -->
</canvas>
JavaScript:
CanvasRenderingContext2D.prototype.roundRect = function(x, y, width, height, radius, fill, stroke) {
if (typeof stroke == "undefined") {
stroke = true;
}
if (typeof radius === "undefined") {
radius = 5;
}
this.beginPath();
this.moveTo(x + radius, y);
this.lineTo(x + width - radius, y);
this.quadraticCurveTo(x + width, y, x + width, y + radius);
this.lineTo(x + width, y + height - radius);
this.quadraticCurveTo(x + width, y + height, x + width - radius, y + height);
this.lineTo(x + radius, y + height);
this.quadraticCurveTo(x, y + height, x, y + height - radius);
this.lineTo(x, y + radius);
this.quadraticCurveTo(x, y, x + radius, y);
this.closePath();
if (stroke) {
this.stroke(stroke);
}
if (fill) {
this.fill(fill);
}
};
// Now you can just call
var ctx = document.getElementById("rounded-rect").getContext("2d");
// Manipulate it again
ctx.strokeStyle = "#2d6";
ctx.fillStyle = "#abc";
ctx.roundRect(100, 200, 200, 100, 50, true);
As you can see on this JsFiddle