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Make canvas stretch to fit image


By : user2176385
Date : October 14 2020, 02:21 PM
This might help you In order to get dynamically your canvas dimensions you could have the following componentWillReceiveProps() method:
code :
componentWillReceiveProps(nextProps) {
    const canvas = document.getElementById('canvas');
    const ctx = canvas.getContext('2d');
    const img = new Image();

    img.onload = function () {
        ctx.drawImage(img, 0, 0, canvas.width, canvas.height);
    };
    img.src = URL.createObjectURL(nextProps.image)
}


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HTML5 How to make canvas not stretch page?


By : Jonathan Reiterman
Date : March 29 2020, 07:55 AM
wish helps you Just treat the canvas as you would treat a div. The way you size/position a div, you can do the same with canvas. If you are having a specific problem adjusting the canvas, post the code you are using.
Edit : Also, be careful if you are setting canvas height/width with CSS as it only changes the element size, not the drawing surface size. To make sure both the element and drawing surface size changes, use the width and height attribute.

Fill a path with image and stretch image in Canvas HTML5


By : igor
Date : March 29 2020, 07:55 AM
fixed the issue. Will look into that further [Edit based on more info from OP]
ima.js, is a small image script that will combine 2 images like this:
code :
context.drawImage(image,0,0,image.width,image.height,0,0,canvas.width,canvas.height);
<!doctype html>
<html>
<head>
<link rel="stylesheet" type="text/css" media="all" href="css/reset.css" /> <!-- reset css -->
<script type="text/javascript" src="http://code.jquery.com/jquery.min.js"></script>

<style>
    body{ background-color: ivory; }
    canvas{border:1px solid red;}
</style>

<script>
    $(function(){

    var canvas=document.getElementById("canvas");
    var ctx=canvas.getContext("2d");

    // draw the cloud
    ctx.beginPath();
    ctx.moveTo(170, 80);
    ctx.bezierCurveTo(130, 100, 130, 150, 230, 150);
    ctx.bezierCurveTo(250, 180, 320, 180, 340, 150);
    ctx.bezierCurveTo(420, 150, 420, 120, 390, 100);
    ctx.bezierCurveTo(430, 40, 370, 30, 340, 50);
    ctx.bezierCurveTo(320, 5, 250, 20, 250, 50);
    ctx.bezierCurveTo(200, 5, 150, 20, 170, 80);
    ctx.closePath();
    ctx.lineWidth = 5;
    ctx.fillStyle = '#8ED6FF';
    ctx.fill();
    ctx.strokeStyle = 'blue';
    ctx.stroke();

    // clip any subsequent draws to the cloud
    ctx.beginPath();
    ctx.moveTo(170, 80);
    ctx.bezierCurveTo(130, 100, 130, 150, 230, 150);
    ctx.bezierCurveTo(250, 180, 320, 180, 340, 150);
    ctx.bezierCurveTo(420, 150, 420, 120, 390, 100);
    ctx.bezierCurveTo(430, 40, 370, 30, 340, 50);
    ctx.bezierCurveTo(320, 5, 250, 20, 250, 50);
    ctx.bezierCurveTo(200, 5, 150, 20, 170, 80);
    ctx.closePath();
    ctx.clip();

    // draw an image inside the cloud
    var img=new Image();
    img.onload=function(){
        ctx.drawImage(this,0,0,img.width,img.height);
    }
    img.src="http://www.gcc.edu/_layouts/GCC/Backgrounds/1024.jpg";

    }); // end $(function(){});
</script>

</head>

<body>
    <canvas id="canvas" width=600 height=400></canvas>
</body>
</html>

stretch image using canvas android


By : EdW
Date : March 29 2020, 07:55 AM
this will help Hello I have two images and i am merging that images using canvas
code :
int targetWidth  = 70% of screen width;
int targetHeight = 70% of screen height;

int saclex = (int)((float)targetWidth / (float)bmp1.getWidth());
int sacley = (int)((float)targetHeight / (float)bmp1.getHeight());
saclex = (int)((float)targetWidth / (float)bmp.getWidth());
sacley = (int)((float)targetHeight / (float)bmp.getHeight());
Bitmap bitmap = Bitmap.createScaledBitmap(mTargetImage, bWidth,
                bHeight, false);

Stretch Image inside Canvas


By : Alex Malmann Becker
Date : March 29 2020, 07:55 AM
around this issue I don't think stretch works with canvas very well. See this answer: https://stackoverflow.com/a/6010270/93233
However I was able to get it to work with the following:
code :
<Border BorderThickness="3" BorderBrush="Red">
    <Canvas Background="Blue" Name="canvas1">
        <Image Source="asd.png" Width="{Binding Path=ActualWidth, ElementName=canvas1}" Height="{Binding Path=ActualHeight, ElementName=canvas1}" Stretch="Uniform"/>
    </Canvas>
</Border>

How to stretch image in canvas?


By : Monjury
Date : March 29 2020, 07:55 AM
it should still fix some issue If you just want an image to stretch to fill in the height you can do something like this jsFiddle : https://jsfiddle.net/CanvasCode/92ekrbnz/
javascript
code :
var c = document.getElementById("myCanvas");
var ctx = c.getContext("2d");
var img = new Image;
ctx.fillStyle = "#000";
ctx.fillRect(0,0,c.width,c.height);
img.src = "http://www.w3schools.com/tags/img_the_scream.jpg"
img.onload = function () {
    ctx.drawImage(img, (c.width / 2) - (img.width / 2), 0, img.width, c.height);
}
var c = document.getElementById("myCanvas");
var ctx = c.getContext("2d");
var img = new Image;

var zoom = 1.0;

img.src = "http://www.w3schools.com/tags/img_the_scream.jpg"

setInterval(function () {
    ctx.fillStyle = "#000";
    ctx.fillRect(0, 0, c.width, c.height);
    ctx.drawImage(img, (c.width / 2) - ((img.width * zoom) / 2), (c.height / 2) - ((img.height * zoom) / 2),
    img.width * zoom,
    img.height * zoom);
}, 1);

document.getElementById("zoomIn").onclick = function () {
    zoom += 0.1;
};
document.getElementById("zoomOut").onclick = function () {
    if (zoom > 0.1) {
        zoom -= 0.1;
    }
};
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