My app has a UIWebView that serves up local content. If I take a retina size image and use it as a background for the body, I can make it scale properly using the CSS -webkit-background-size
property. This gives me a crisp, clear image on the iPhone 4.
The HTML5 Canvas tag isn't so cooperative, however. When I use the drawImage
command to place the same retina size image into an HTML5 canvas, it's gigantic -- well past the bounds of the physical screen. This is the code I'm using:
ctx.drawImage(retinaImage, 0, 0)
If I try placing height and width parameters on the drawImage
, the picture scales down to fit the screen, but it's blocky and pixelated. Not crisp like the CSS background.
Is there a trick I can use for the HTML5 Canvas that is equivalent to the CSS -webkit-background-size
property?
Thanks!
Update:
Here's the final code I used to solve this problem. Hopefully it helps someone else in the future:
if (window.devicePixelRatio == 2) {
myCanvas.setAttribute('height', window.innerHeight * 2);
myCanvas.setAttribute('width', window.innerWidth * 2);开发者_如何学Go
ctx.scale(2, 2);
} else {
myCanvas.setAttribute('height', window.innerHeight);
myCanvas.setAttribute('width', window.innerWidth);
}
Check out http://joubert.posterous.com/crisp-html-5-canvas-text-on-mobile-phones-and. Looks like if you multiple the dimensions by the devicePixelRatio then scale by that ratio as well it should work.
Here's some pseudo-code that worked for me.
var ctx = myCanvasElem.getContext("2d");
ctx.attr("width", width * window.devicePixelRatio);
ctx.attr("height", height * window.devicePixelRatio);
ctx.scale(window.devicePixelRatio, window.devicePixelRatio);
ctx.drawImage(img, x, y, width, height);
Let me know if that solves it for you!
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