As I work on displaying an image using the cover
simulation in canvas, I came across a helpful solution.
Currently, the image changes based on screen resolution, but only updates after a page refresh.
https://i.sstatic.net/qEL26.gif
Is there a way to achieve the desired scaling effect without needing to refresh the page? Feel free to test resizing the window.
HTML
<canvas id="canvas"></canvas>
JS
var ctx = canvas.getContext('2d'),
img = new Image;
canvas.setAttribute('width', window.innerWidth);
canvas.setAttribute('height', window.innerHeight);
img.onload = draw;
img.src = 'https://upload.wikimedia.org/wikipedia/commons/0/0f/2010-02-19_3000x2000_chicago_skyline.jpg';
function draw() {
drawImageProp(ctx, this, 0, 0, canvas.width, canvas.height);
}
/**
* By Ken Fyrstenberg
*
* drawImageProp(context, image [, x, y, width, height [,offsetX, offsetY]])
*
* If image and context are only arguments rectangle will equal canvas
*/
function drawImageProp(ctx, img, x, y, w, h, offsetX, offsetY) {
if (arguments.length === 2) {
x = y = 0;
w = ctx.canvas.width;
h = ctx.canvas.height;
}
/// default offset is center
offsetX = offsetX ? offsetX : 0.5;
offsetY = offsetY ? offsetY : 0.5;
/// keep bounds [0.0, 1.0]
if (offsetX < 0) offsetX = 0;
if (offsetY < 0) offsetY = 0;
if (offsetX > 1) offsetX = 1;
if (offsetY > 1) offsetY = 1;
var iw = img.width,
ih = img.height,
r = Math.min(w / iw, h / ih),
nw = iw * r,
nh = ih * r,
cx, cy, cw, ch, ar = 1;
if (nw < w) ar = w / nw;
if (nh < h) ar = h / nh;
console.log(ar)
nw *= ar;
nh *= ar;
cw = iw / (nw / w);
ch = ih / (nh / h);
cx = (iw - cw) * offsetX;
cy = (ih - ch) * offsetY;
if (cx < 0) cx = 0;
if (cy < 0) cy = 0;
if (cw > iw) cw = iw;
if (ch > ih) ch = ih;
ctx.drawImage(img, cx, cy, cw, ch, x, y, w, h);
}