JSFiddle - React, Tailwind, and code Playground
by grapien
HTML
Enter Your Text: <br/>
<textarea id="inputtextuser" onkeyup="inputtextgo()" name="Text">Enter your</textarea> <br/>
TextBaseline:
<select id="inputtextbaseline" onchange="inputtextgo()";>
<option value="alphabetic">alphabetic</option>
</select> <br/>
<canvas id="canvas1" width="300px" height="200px" >Your browser does not support the HTML5 canvas tag.</canvas> <br/>
<div id ="textheightentered"></div>
CSS
canvas {
border: solid 1px black;
}
JavaScript
//Declaring the Canvas
var canvas1 = document.getElementById('canvas1');
context1 = canvas1.getContext('2d');
//running the funciton to update the canvase
inputtextgo();
function inputtextgo() {
//Retrieving the text entered by the user
var inputtext = document.getElementById("inputtextuser").value;
//Calling the function to calculate the height on the text entered by the user
var textheight = fontheight(inputtext); //Calculate Text Height
var textheight2 = fontheight2(inputtext); //Calculate portion above the baseline
var difference = textheight - textheight2; // Calculate the portion below the baseline
//retrieving the baseline selected by the user
var baseline = document.getElementById("inputtextbaseline").value;
//calculating the new y needed to center the text based on the height of the text
var y = 100 - difference + textheight/2;
//Updating the canvas for the new text entered by the user
context1.clearRect(0, 0, 300, 200);
context1.font = "36px arial";
context1.textBaseline = baseline;
context1.fillText (inputtext, 0, y);
//Drawing a line across the middle of the canvas for reference
context1.strokeStyle="red";
context1.moveTo(5,100);
context1.lineTo(290,100);
context1.stroke();
$("#textheightentered").text("Text Height: " + textheight + " " + textheight2);
}
function fontheight(text){
var canvas=document.createElement("canvas");
canvas.width = 1000;
canvas.height = 200;
var ctx=canvas.getContext("2d");
function measureTextHeight(left, top, width, height,text) {
// Draw the text in the specified area
ctx.save();
ctx.clearRect(0,0, canvas.width, canvas.height);
ctx.baseline = "top";
ctx.fillText(text, 0, 35); // This seems like tall text... Doesn't it?
ctx.restore();
// Get the pixel data from the canvas
var data = ctx.getImageData(left, top, width, height).data,
first =...