/* important! for alignment, you should make things
* relative to the canvas' current width/height.
*/
function draw() {
var ctx = (a canvas context);
ctx.canvas.width = window.innerWidth;
ctx.canvas.height = window.innerHeight;
//...drawing code...
}
CSS
html, body {
width: 100%;
height: 100%;
margin: 0;
}
(function() {
var
// Obtain a reference to the canvas element using its id.
htmlCanvas = document.getElementById('c'),
// Obtain a graphics context on the canvas element for drawing.
context = htmlCanvas.getContext('2d');
// Start listening to resize events and draw canvas.
initialize();
function initialize() {
// Register an event listener to call the resizeCanvas() function
// each time the window is resized.
window.addEventListener('resize', resizeCanvas, false);
// Draw canvas border for the first time.
resizeCanvas();
}
// Display custom canvas. In this case it's a blue, 5 pixel
// border that resizes along with the browser window.
function redraw() {
context.strokeStyle = 'blue';
context.lineWidth = '5';
context.strokeRect(0, 0, window.innerWidth, window.innerHeight);
}
// Runs each time the DOM window resize event fires.
// Resets the canvas dimensions to match window,
// then draws the new borders accordingly.
function resizeCanvas() {
htmlCanvas.width = window.innerWidth;
htmlCanvas.height = window.innerHeight;
redraw();
}
})();
html,
body {
width: 100%;
height: 100%;
margin: 0px;
border: 0;
overflow: hidden;
/* Disable scrollbars */
display: block;
/* No floating content on sides */
}
The blue border shows you the edge of the resizing canvas, and is always along the edge of the window, visible on all 4 sides, which was NOT the case for some of the other above answers. Hope it helps.
// Javascript
var canvas = document.querySelector('canvas'),
context = canvas.getContext('2d');
context.fillStyle = '#ff0000';
context.fillRect(500, 200, 200, 200);
context.fillStyle = '#000000';
context.font = '30px serif';
context.fillText('This is some text that should not be distorted, just scaled', 10, 40);
Note: there are other issues related to resizing the canvas. Specifically if you want to deal with different devicePixelRatio settings. See this article for more.