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The CanvasRenderingContext2D
.createPattern()
method of the Canvas 2D API creates a pattern using the specified image (a CanvasImageSource
). It repeats the source in the directions specified by the repetition argument. This method returns a CanvasPattern
.
Syntax
CanvasPattern ctx.createPattern(image, repetition);
Parameters
image
- A
CanvasImageSource
to be used as image to repeat. It can either be a: repetition
- A
DOMString
indicating how to repeat the image. Possible values are:"repeat"
(both directions),"repeat-x"
(horizontal only),"repeat-y"
(vertical only), or"no-repeat"
(neither).
''
) ornull
(but notundefined
), repetition will be "repeat".
Return value
CanvasPattern
- An opaque object describing a pattern.
Examples
Using the createPattern
method
This is just a simple code snippet which uses the createPattern
method to create a CanvasPattern
with the specified image and repetition. Once created, you can use the CanvasPattern.setTransform()
method to transform the pattern. The pattern gets applied if you set it as the current fillStyle
and gets drawn onto the canvas when using the fillRect()
method, for example.
HTML
<canvas id="canvas"></canvas>
JavaScript
var canvas = document.getElementById("canvas"); var ctx = canvas.getContext("2d"); var img = new Image(); img.src = 'https://mdn.mozillademos.org/files/222/Canvas_createpattern.png'; img.onload = function() { var pattern = ctx.createPattern(img, 'repeat'); ctx.fillStyle = pattern; ctx.fillRect(0,0,400,400); };
Edit the code below and see your changes update live in the canvas:
Playable code
<canvas id="canvas" width="400" height="200" class="playable-canvas"></canvas> <div class="playable-buttons"> <input id="edit" type="button" value="Edit" /> <input id="reset" type="button" value="Reset" /> </div> <textarea id="code" class="playable-code" style="height:120px"> var img = new Image(); img.src = 'https://mdn.mozillademos.org/files/222/Canvas_createpattern.png'; img.onload = function() { var pattern = ctx.createPattern(img, 'repeat'); ctx.fillStyle = pattern; ctx.fillRect(0,0,400,400); };</textarea>
var canvas = document.getElementById("canvas"); var ctx = canvas.getContext("2d"); var textarea = document.getElementById("code"); var reset = document.getElementById("reset"); var edit = document.getElementById("edit"); var code = textarea.value; function drawCanvas() { ctx.clearRect(0, 0, canvas.width, canvas.height); eval(textarea.value); } reset.addEventListener("click", function() { textarea.value = code; drawCanvas(); }); edit.addEventListener("click", function() { textarea.focus(); }) textarea.addEventListener("input", drawCanvas); window.addEventListener("load", drawCanvas);
Specifications
Specification | Status | Comment |
---|---|---|
WHATWG HTML Living Standard The definition of 'CanvasRenderingContext2D.createPattern' in that specification. |
Living Standard |
Browser compatibility
Feature | Chrome | Firefox (Gecko) | Internet Explorer | Opera | Safari |
---|---|---|---|---|---|
Basic support | (Yes) | (Yes) | (Yes) | (Yes) | (Yes) |
Feature | Android | Chrome for Android | Firefox Mobile (Gecko) | IE Mobile | Opera Mobile | Safari Mobile |
---|---|---|---|---|---|---|
Basic support | (Yes) | (Yes) | (Yes) | (Yes) | (Yes) | (Yes) |
Compatibility notes
- Starting with Gecko 5.0 (Firefox 5.0 / Thunderbird 5.0 / SeaMonkey 2.2), specifying a
null
orundefined
image correctly throws aTYPE_MISMATCH_ERR
exception. - Starting with Gecko 16.0 (Firefox 16.0 / Thunderbird 16.0 / SeaMonkey 2.13), specifying
null
for therepetition
parameter is now allowed and results in the repetition being set to "repeat" (bug 762657).
See also
- The interface defining it,
CanvasRenderingContext2D
CanvasPattern