Rendering text along an arc.

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This example shows how to render text along an arc. It includes how you can add functionality to the CanvasRenderingContext2D by extending its prototype.

This examples is derived from the stackoverflow answer Circular Text.

Example rendering


Example code

The example adds 3 new text rendering functions to the 2D context prototype.

(function(){
    const FILL = 0;        // const to indicate filltext render
    const STROKE = 1;
    var renderType = FILL; // used internal to set fill or stroke text
    const multiplyCurrentTransform = true; // if true Use current transform when rendering
                                           // if false use absolute coordinates which is a little quicker
                                           // after render the currentTransform is restored to default transform
                                           
      

    // measure circle text
    // ctx: canvas context
    // text: string of text to measure
    // r: radius in pixels
    //
    // returns the size metrics of the text
    //
    // width: Pixel width of text
    // angularWidth : angular width of text in radians
    // pixelAngularSize : angular width of a pixel in radians
    var measure = function(ctx, text, radius){        
        var textWidth = ctx.measureText(text).width; // get the width of all the text
        return {
            width               : textWidth,
            angularWidth        : (1 / radius) * textWidth,
            pixelAngularSize    : 1 / radius
        };
    }

    // displays text along a circle
    // ctx: canvas context
    // text: string of text to measure
    // x,y: position of circle center
    // r: radius of circle in pixels
    // start: angle in radians to start. 
    // [end]: optional. If included text align is ignored and the text is 
    //        scaled to fit between start and end;
    // [forward]: optional default true. if true text direction is forwards, if false  direction is backward
    var circleText = function (ctx, text, x, y, radius, start, end, forward) {
        var i, textWidth, pA, pAS, a, aw, wScale, aligned, dir, fontSize;
        if(text.trim() === "" || ctx.globalAlpha === 0){ // dont render empty string or transparent
            return;
        }
        if(isNaN(x) || isNaN(y) || isNaN(radius) || isNaN(start) || (end !== undefined && end !== null && isNaN(end))){ // 
            throw TypeError("circle text arguments requires a number for x,y, radius, start, and end.")
        }
        aligned = ctx.textAlign;        // save the current textAlign so that it can be restored at end
        dir = forward ? 1 : forward === false ? -1 : 1;  // set dir if not true or false set forward as true  
        pAS = 1 / radius;               // get the angular size of a pixel in radians
        textWidth = ctx.measureText(text).width; // get the width of all the text
        if (end !== undefined && end !== null) { // if end is supplied then fit text between start and end
            pA = ((end - start) / textWidth) * dir;
            wScale = (pA / pAS) * dir;
        } else {                 // if no end is supplied correct start and end for alignment
            // if forward is not given then swap top of circle text to read the correct direction
            if(forward === null || forward === undefined){
                if(((start % (Math.PI * 2)) + Math.PI * 2) % (Math.PI * 2) > Math.PI){
                    dir = -1;
                }
            }
            pA = -pAS * dir ;
            wScale = -1 * dir;
            switch (aligned) {
            case "center":       // if centered move around half width
                start -= (pA * textWidth )/2;
                end = start + pA * textWidth;
                break;
            case "right":// intentionally falls through to case "end"
            case "end":
                end = start;
                start -= pA * textWidth;
                break;
            case "left":  // intentionally falls through to case "start"
            case "start":
                end = start + pA * textWidth;
            }
        }

        ctx.textAlign = "center";                     // align for rendering
        a = start;                                    // set the start angle
        for (var i = 0; i < text.length; i += 1) {    // for each character
            aw = ctx.measureText(text[i]).width * pA; // get the angular width of the text
            var xDx = Math.cos(a + aw / 2);           // get the yAxies vector from the center x,y out
            var xDy = Math.sin(a + aw / 2);
            if(multiplyCurrentTransform){ // transform multiplying current transform
                ctx.save();
                if (xDy < 0) { // is the text upside down. If it is flip it
                    ctx.transform(-xDy * wScale, xDx * wScale, -xDx, -xDy, xDx * radius + x, xDy * radius + y);
                } else {
                    ctx.transform(-xDy * wScale, xDx * wScale, xDx, xDy, xDx * radius + x, xDy * radius + y);
                }
            }else{
                if (xDy < 0) { // is the text upside down. If it is flip it
                    ctx.setTransform(-xDy * wScale, xDx * wScale, -xDx, -xDy, xDx * radius + x, xDy * radius + y);
                } else {
                    ctx.setTransform(-xDy * wScale, xDx * wScale, xDx, xDy, xDx * radius + x, xDy * radius + y);
                }
            }
            if(renderType === FILL){
                ctx.fillText(text[i], 0, 0);    // render the character
            }else{                    
                ctx.strokeText(text[i], 0, 0);  // render the character
            }
            if(multiplyCurrentTransform){  // restore current transform
                ctx.restore();
            }
            a += aw;                     // step to the next angle
        }
        // all done clean up.
        if(!multiplyCurrentTransform){
            ctx.setTransform(1, 0, 0, 1, 0, 0); // restore the transform
        }
        ctx.textAlign = aligned;            // restore the text alignment
    }
    // define fill text
    var fillCircleText = function(text, x, y, radius, start, end, forward){
        renderType = FILL;
        circleText(this, text, x, y, radius, start, end, forward);
    }
    // define stroke text
    var strokeCircleText = function(text, x, y, radius, start, end, forward){
        renderType = STROKE;
        circleText(this, text, x, y, radius, start, end, forward);
    }
    // define measure text
    var measureCircleTextExt = function(text,radius){
        return measure(this, text, radius);
    }
    // set the prototypes
    CanvasRenderingContext2D.prototype.fillCircleText = fillCircleText;
    CanvasRenderingContext2D.prototype.strokeCircleText = strokeCircleText;
    CanvasRenderingContext2D.prototype.measureCircleText = measureCircleTextExt;  
})();

Function descriptions

This example adds 3 functions to the CanvasRenderingContext2D prototype. fillCircleText, strokeCircleText, and measureCircleText

CanvasRenderingContext2D.fillCircleText(text, x, y, radius, start, [end, [forward]]);

CanvasRenderingContext2D.strokeCircleText(text, x, y, radius, start, [end, [forward]]);

Both functions use the textBaseline to position the text vertically around the radius. For the best results use ctx.TextBaseline.

Functions will throw a TypeError is any of the numerical arguments as NaN.

If the text argument trims to an empty string or ctx.globalAlpha = 0 the function just drops through and does nothing.

CanvasRenderingContext2D.measureCircleText(text, radius);

- **text:** String of text to measure.
 - **radius:** radius of circle in pixels.

Returns a Object containing various size metrics for rendering circular text

- **width:** Pixel width of text as it would normaly be rendered
- **angularWidth:** angular width of text in radians.
- **pixelAngularSize:** angular width of a pixel in radians.

Usage examples

const rad = canvas.height * 0.4;
const text = "Hello circle TEXT!";
const fontSize = 40;
const centX = canvas.width / 2;
const centY = canvas.height / 2;
ctx.clearRect(0,0,canvas.width,canvas.height)

ctx.font = fontSize + "px verdana";
ctx.textAlign = "center";
ctx.textBaseline = "bottom";
ctx.fillStyle = "#000";
ctx.strokeStyle = "#666";

// Text under stretched from Math.PI to 0 (180 - 0 deg)
ctx.fillCircleText(text, centX, centY, rad, Math.PI, 0);

// text over top centered at Math.PI * 1.5 ( 270 deg)
ctx.fillCircleText(text, centX, centY, rad, Math.PI * 1.5);

// text under top centered at Math.PI * 1.5 ( 270 deg)
ctx.textBaseline = "top";
ctx.fillCircleText(text, centX, centY, rad, Math.PI * 1.5);

// text over top centered at Math.PI * 1.5 ( 270 deg)
ctx.textBaseline = "middle";
ctx.fillCircleText(text, centX, centY, rad, Math.PI * 1.5);

// Use measureCircleText to get angular size
var circleTextMetric = ctx.measureCircleText("Text to measure", rad);
console.log(circleTextMetric.width);            // width of text if rendered normally
console.log(circleTextMetric.angularWidth);     // angular width of text
console.log(circleTextMetric.pixelAngularSize); // angular size of a pixel

// Use measure text to draw a arc around the text
ctx.textBaseline = "middle";
var width = ctx.measureCircleText(text, rad).angularWidth;    
ctx.fillCircleText(text, centX, centY, rad, Math.PI * 1.5);

// render the arc around the text
ctx.strokeStyle= "red";
ctx.lineWidth = 3;
ctx.beginPath();
ctx.arc(centX, centY, rad + fontSize / 2,Math.PI * 1.5 - width/2,Math.PI*1.5 + width/2);
ctx.arc(centX, centY, rad - fontSize / 2,Math.PI * 1.5 + width/2,Math.PI*1.5 - width/2,true);
ctx.closePath();
ctx.stroke();
NOTE: The text rendered is only an approximation of circular text. For example if two l’s are rendered the two lines will not be parallel, but if you render a “H” the two edges will be parallel. This is because each character is rendered as close as possible to the required direction, rather than each pixel being correctly transformed to create circular text.
NOTE: const multiplyCurrentTransform = true; defined in this example is used to set the transformation method used. If false the transformation for circular text rendering is absolute and does not depend on the current transformation state. The text will not be effected by any previous scale, rotate, or translate transforms. This will increase the performance of the render function, after the function is called the transform will be set to the default setTransform(1,0,0,1,0,0) If multiplyCurrentTransform = true (set as default in this example) the text will use the current transform so that the text can be scaled translated, skewed, rotated, etc but modifying the current transform befor calling the fillCircleText and strokeCircleText functions. Depending on the current state of the 2D context this may be somewhat slower then multiplyCurrentTransform = false

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