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.
strokeText(text, x, y)
strokeText(text, x, y, maxWidth)
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
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