CanvasRenderingContext2D.scale()

The CanvasRenderingContext2D.scale() method of the Canvas 2D API adds a scaling transformation to the canvas units by x horizontally and by y vertically.

By default, one unit on the canvas is exactly one pixel. If we apply, for instance, a scaling factor of 0.5, the resulting unit would become 0.5 pixels and so shapes would be drawn at half size. In a similar way setting the scaling factor to 2.0 would increase the unit size and one unit now becomes two pixels. This results in shapes being drawn twice as large.

Syntax

JavaScript
void <var>ctx.scale(x, y);</var>

Parameters

x
Scaling factor in the horizontal direction.
y
Scaling factor in the vertical direction.

Examples

Using the scale method

This is just a simple code snippet which uses the scale method.

HTML

HTML
<canvas id="canvas"></canvas>

JavaScript

JavaScript
var canvas = document.getElementById("canvas");
var ctx = canvas.getContext("2d");

ctx.scale(10, 3);
ctx.fillRect(10,10,10,10);

// reset current transformation matrix to the identity matrix
ctx.setTransform(1, 0, 0, 1, 0, 0);

Edit the code below and see your changes update live in the canvas:

Playable code
HTML
<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">
ctx.scale(10, 3);
ctx.fillRect(10,10,10,10);
ctx.setTransform(1, 0, 0, 1, 0, 0);</textarea>
JavaScript
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);

Using scale to flip horizontally or vertically

You can use ctx.scale(-1, 1) to flip the context horizontally and ctx.scale(1, -1) to flip it vertically.

Playable code2
HTML
<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">
ctx.scale(-1, 1);
ctx.font = "48px serif";
ctx.fillText("Hello world!", -320, 120);
ctx.setTransform(1, 0, 0, 1, 0, 0);</textarea>
JavaScript
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.scale' 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)

See also

License

© 2016 Mozilla Contributors
Licensed under the Creative Commons Attribution-ShareAlike License v2.5 or later.
https://developer.mozilla.org/en-us/docs/web/api/canvasrenderingcontext2d/scale

API Canvas CanvasRenderingContext2D Method Reference Référence