In HTML5, canvas drawImage() function is used to display an image or video on canvas. This function can be used to display the whole image or just a small part of the image. But, image has to be loaded first to load it further on canvas.
Syntax:
context.drawImage(img, x, y, swidth, sheight, sx, sy, width, height);
Parameter Values:
- img: It indicates the image or video to draw on canvas.
- x: It indicates the x-coordinate where image has to be placed.
- y: It indicates the y-coordinate where image has to be placed.
- swidth: It is optional parameter and indicates the width of the clipped image.
- sheight: It is optional parameter and indicates the height of the clipped image.
- sx: It is optional parameter and indicates x-coordinate where to start the clipping.
- sy: It is optional parameter and indicates y-coordinate where to start the clipping.
- width: It is optional parameter and indicates the width of the image to use.
- height: It is optional parameter and indicates the height of the image to use.
Example:
<!DOCTYPE html>
<html>
<head>
<title>
HTML | canvas drawImage() Method
</title>
</head>
<body>
<p>Image:</p>
<img id="GFG" width="480" height="240"
src="canvas drawImage.png" alt="The Scream" />
<p>Canvas:</p>
<canvas id="myGFGCanvas" width="520" height="300"
style="border: 1px solid #d3d3d3;">
Your browser is not supported
for HTML5 canvas tag.
</canvas>
<script>
window.onload = function () {
var c = document.getElementById("myGFGCanvas");
var ctx = c.getContext("2d");
var img = document.getElementById("GFG");
ctx.drawImage(img, 20, 20);
};
</script>
</body>
</html>
Output:
