CanvasRenderingContext2D: fillText() method
The CanvasRenderingContext2D
method
fillText()
, part of the Canvas 2D API, draws a text string
at the specified coordinates, filling the string's characters with the current
fillStyle
. 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.
The text is rendered using the font and text layout configuration as defined by the
font
,
textAlign
,
textBaseline
, and
direction
properties.
Note: To draw the outlines of the characters in a string, call the context's
strokeText()
method.
Syntax
js
fillText(text, x, y)
fillText(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, in pixels.
y
-
The y-axis coordinate of the baseline on which to begin drawing the text, in pixels.
maxWidth
Optional-
The maximum number of pixels wide 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 filled text
This example writes the words "Hello world" using the fillText()
method.
HTML
First, we need a canvas to draw into. This code creates a context 400 pixels wide and 150 pixels across.
html
<canvas id="canvas" width="400" height="150"></canvas>
JavaScript
The JavaScript code for this example follows.
js
const canvas = document.getElementById("canvas");
const ctx = canvas.getContext("2d");
ctx.font = "50px serif";
ctx.fillText("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 fillText()
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
html
<canvas id="canvas" width="400" height="150"></canvas>
JavaScript
js
const canvas = document.getElementById("canvas");
const ctx = canvas.getContext("2d");
ctx.font = "50px serif";
ctx.fillText("Hello world", 50, 90, 140);
Result
Specifications
Specification |
---|
HTML Standard # dom-context-2d-filltext-dev |
Browser compatibility
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