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HTML `<canvas>` implementation guide on Resize - Seeking Efficient Redraw Strategies

👀 Views: 67 đŸ’Ŧ Answers: 1 📅 Created: 2025-06-24
html canvas javascript HTML

This might be a silly question, but I'm trying to implement I'm writing unit tests and I'm working with an scenario where my `<canvas>` element doesn't properly redraw its content when the browser window is resized..... I'm using the HTML5 `<canvas>` API and have the following setup: ```html <canvas id="myCanvas" width="800" height="600"></canvas> <script> const canvas = document.getElementById('myCanvas'); const ctx = canvas.getContext('2d'); function draw() { ctx.clearRect(0, 0, canvas.width, canvas.height); ctx.fillStyle = 'blue'; ctx.fillRect(10, 10, 100, 100); } window.addEventListener('resize', () => { canvas.width = window.innerWidth; canvas.height = window.innerHeight; draw(); // This doesn't seem to work as expected }); draw(); // Initial draw </script> ``` When I resize the window, the canvas dimensions update, but the content doesn't redraw as intended. I get a blank canvas after resizing, and I need to seem to figure out why the `draw()` function isn't called properly after adjusting the canvas size. My browser's console also shows no errors, which makes this even more frustrating. I've tried debugging by adding console logs in the `resize` event listener, and they confirm that the `draw()` function is indeed being called, but the canvas remains unfilled. I've also experimented with different resizing strategies and ensured that the aspect ratio of the canvas is maintained. Is there something I'm missing regarding the canvas state or the drawing process after resizing? Any best practices for handling canvas redraws efficiently would be greatly appreciated! The stack includes Html and several other technologies. What's the correct way to implement this? The stack includes Html and several other technologies. Any pointers in the right direction? Could someone point me to the right documentation?