CanvasRenderingContext2D: strokeText() method
Baseline Widely available
This feature is well established and works across many devices and browser versions. It’s been available across browsers since July 2015.
The CanvasRenderingContext2D
method
strokeText()
, part of the Canvas 2D API, strokes — that
is, draws the outlines of — the characters of a text string at the specified
coordinates. An optional parameter allows specifying a maximum width for the rendered
text, which the user agent will achieve by condensing the text or by
using a lower font size.
This method draws directly to the canvas without modifying the current path, so any
subsequent fill()
or
stroke()
calls will have no effect
on it.
Note: Use the fillText()
method to
fill the text characters rather than having just their outlines drawn.
Syntax
strokeText(text, x, y)
strokeText(text, x, y, maxWidth)
Parameters
text
-
A string specifying the text string to render into the context. The text is rendered using the settings specified by
font
,textAlign
,textBaseline
, anddirection
. x
-
The x-axis coordinate of the point at which to begin drawing the text.
y
-
The y-axis coordinate of the point at which to begin drawing the text.
maxWidth
Optional-
The maximum width the text may be once rendered. If not specified, there is no limit to the width of the text. However, if this value is provided, the user agent will adjust the kerning, select a more horizontally condensed font (if one is available or can be generated without loss of quality), or scale down to a smaller font size in order to fit the text in the specified width.
Return value
None (undefined
).
Examples
Drawing text outlines
This example writes the words "Hello world" using the strokeText()
method.
HTML
First, we need a canvas to draw into. This code creates a context 400 pixels wide and 150 pixels high.
<canvas id="canvas" width="400" height="150"></canvas>
JavaScript
The JavaScript code for this example follows.
const canvas = document.getElementById("canvas");
const ctx = canvas.getContext("2d");
ctx.font = "50px serif";
ctx.strokeText("Hello world", 50, 90);
This code obtains a reference to the <canvas>
, then gets a reference
to its 2D graphics context.
With that in hand, we set the font
to
50-pixel-tall "serif" (the user's default serif font),
then call strokeText()
to draw the text "Hello world," starting at the
coordinates (50, 90).
Result
Restricting the text size
This example writes the words "Hello world," restricting its width to 140 pixels.
HTML
<canvas id="canvas" width="400" height="150"></canvas>
JavaScript
const canvas = document.getElementById("canvas");
const ctx = canvas.getContext("2d");
ctx.font = "50px serif";
ctx.strokeText("Hello world", 50, 90, 140);
Result
Specifications
Specification |
---|
HTML Standard # dom-context-2d-stroketext-dev |
Browser compatibility
BCD tables only load in the browser
See also
- Drawing text
- The interface defining this method:
CanvasRenderingContext2D
CanvasRenderingContext2D.fillText()