CanvasRenderingContext2D.font
The
CanvasRenderingContext2D.font
property of the Canvas 2D API specifies the current text style to use when drawing text.
This string uses the same syntax as the CSS font
specifier.
Value
Examples
Using a custom font
In this example we use the font
property to specify a custom font weight,
size, and family.
HTML
<canvas id="canvas"></canvas>
JavaScript
const canvas = document.getElementById('canvas');
const ctx = canvas.getContext('2d');
ctx.font = 'bold 48px serif';
ctx.strokeText('Hello world', 50, 100);
Result
Loading fonts with the CSS Font Loading API
With the help of the FontFace
API, you can explicitly load fonts before
using them in a canvas.
let f = new FontFace('test', 'url(x)');
f.load().then(function() {
// Ready to use the font in a canvas context
});
Specifications
Specification |
---|
HTML Standard # dom-context-2d-font-dev |
Browser compatibility
BCD tables only load in the browser
Gecko-specific notes
-
In Gecko-based browsers, such as Firefox, a non-standard and deprecated property
ctx.mozTextStyle
is implemented besides this property. Usectx.font
instead. -
In Gecko, when setting a system font as the value of a canvas 2D context's
font
(e.g.,menu
), getting the font value used to fail to return the expected font (it returns nothing). This is fixed in Firefox's Quantum/Stylo parallel CSS engine, released in Firefox 57 (bug 1374885).
See also
- The interface defining this property:
CanvasRenderingContext2D