html5 circle,HTML5 Canvas Circle Text

On my blog, I take a fairly close look at creating circular text using HTML5 Canvas:

html5graphics.blogspot.com

In the example, options include rounded text alignment (left, center and right) from a given angle, inward and outward facing text, kerning (adjustable gap between characters) and text inside or outside the radius.

There is also a jsfiddle with a working example.

It is as follows:

document.body.appendChild(getCircularText("ROUNDED TEXT LOOKS BEST IN CAPS!", 250, 0, "center", false, true, "Arial", "18pt", 2));

function getCircularText(text, diameter, startAngle, align, textInside, inwardFacing, fName, fSize, kerning) {

// text: The text to be displayed in circular fashion

// diameter: The diameter of the circle around which the text will

// be displayed (inside or outside)

// startAngle: In degrees, Where the text will be shown. 0 degrees

// if the top of the circle

// align: Positions text to left right or center of startAngle

// textInside: true to show inside the diameter. False to show outside

// inwardFacing: true for base of text facing inward. false for outward

// fName: name of font family. Make sure it is loaded

// fSize: size of font family. Don't forget to include units

// kearning: 0 for normal gap between letters. positive or

// negative number to expand/compact gap in pixels

//------------------------------------------------------------------------

// declare and intialize canvas, reference, and useful variables

align = align.toLowerCase();

var mainCanvas = document.createElement('canvas');

var ctxRef = mainCanvas.getContext('2d');

var clockwise = align == "right" ? 1 : -1; // draw clockwise for aligned right. Else Anticlockwise

startAngle = startAngle * (Math.PI / 180); // convert to radians

// calculate height of the font. Many ways to do this

// you can replace with your own!

var div = document.createElement("div");

div.innerHTML = text;

div.style.position = 'absolute';

div.style.top = '-10000px';

div.style.left = '-10000px';

div.style.fontFamily = fName;

div.style.fontSize = fSize;

document.body.appendChild(div);

var textHeight = div.offsetHeight;

document.body.removeChild(div);

// in cases where we are drawing outside diameter,

// expand diameter to handle it

if (!textInside) diameter += textHeight * 2;

mainCanvas.width = diameter;

mainCanvas.height = diameter;

// omit next line for transparent background

mainCanvas.style.backgroundColor = 'lightgray';

ctxRef.fillStyle = 'black';

ctxRef.font = fSize + ' ' + fName;

// Reverse letters for align Left inward, align right outward

// and align center inward.

if (((["left", "center"].indexOf(align) > -1) && inwardFacing) || (align == "right" && !inwardFacing)) text = text.split("").reverse().join("");

// Setup letters and positioning

ctxRef.translate(diameter / 2, diameter / 2); // Move to center

startAngle += (Math.PI * !inwardFacing); // Rotate 180 if outward

ctxRef.textBaseline = 'middle'; // Ensure we draw in exact center

ctxRef.textAlign = 'center'; // Ensure we draw in exact center

// rotate 50% of total angle for center alignment

if (align == "center") {

for (var j = 0; j < text.length; j++) {

var charWid = ctxRef.measureText(text[j]).width;

startAngle += ((charWid + (j == text.length-1 ? 0 : kerning)) / (diameter / 2 - textHeight)) / 2 * -clockwise;

}

}

// Phew... now rotate into final start position

ctxRef.rotate(startAngle);

// Now for the fun bit: draw, rotate, and repeat

for (var j = 0; j < text.length; j++) {

var charWid = ctxRef.measureText(text[j]).width; // half letter

// rotate half letter

ctxRef.rotate((charWid/2) / (diameter / 2 - textHeight) * clockwise);

// draw the character at "top" or "bottom"

// depending on inward or outward facing

ctxRef.fillText(text[j], 0, (inwardFacing ? 1 : -1) * (0 - diameter / 2 + textHeight / 2));

ctxRef.rotate((charWid/2 + kerning) / (diameter / 2 - textHeight) * clockwise); // rotate half letter

}

// Return it

return (mainCanvas);

}

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