fillStyle property
Gets or sets the current style that is used to fill shapes.
Syntax
object.put_fillStyle(number v);object.get_fillStyle(any* fillstyle);
Property values
Type: any
The fill style, as specified by one of the following values:
CSS color
A string that contains a CSS color value to create a solid color fill (for example, blue, red, or black).
Gradient
A CanvasGradient object to create a gradient fill.
repeat-y
A CanvasPattern object to create a pattern fill.
no-repeat
The pattern prints only once and does not repeat.
Exceptions
Exception | Condition |
---|---|
SecurityError | The p attribute is set to an CanvasPattern object that was created from a img or video element that is not of the same origin or domain as the document that owns the canvas element. |
Standards information
- HTML Canvas 2D Context, Section 5
Remarks
Invalid values are ignored.
Examples
You can also use a video or an image as a fillStyle. This example shows fillStyle using a video. The example also uses requestAnimationFrame to pace the display of video frames as the style to what the system can currently handle. Using requestAnimationFrame also stops the animation when the browser window is covered by another window. See the sample in action.
<!DOCTYPE html>
<html>
<head>
<title>Video pattern example</title>
<!-- only force Internet Explorer standards mode for testing on local or intranet machine -->
<!-- <meta http-equiv="X-UA-Compatible" content="IE=edge" /> -->
<style>
button {
width:150px;
}
</style>
</head>
<body>
<table>
<tr>
<td>
<div>
<h1>Canvas Patterns with Video</h1>
<h3>Make your page full screen, and click the buttons to change the view</h3>
<button onclick="draw('repeat')">Repeat all</button>
<button onclick="draw('repeat-x')">Repeat across</button>
<button onclick="draw('repeat-y')">Repeat down</button>
<button onclick="draw('no-repeat')">No Repeat</button><br />
<label>Enter a video URL: <input type="text" id="videoSrc" size="80" value="http://ie.microsoft.com/testdrive/ieblog/2011/nov/pp4_blog_demo.mp4" /></label> <br />
</div>
</td>
<td>
<video id="pix" controls autoplay width="300">
This browser or document mode doesn't support video
</video><br />
</td>
</tr>
</table>
<canvas id="MyCanvas" width="2000" height="2000">This browser or document mode doesn't support canvas</canvas>
<script >
// Some global variables
var canvas = document.getElementById("MyCanvas");
var lastDirection;
var timerID;
var pattern;
var lastSrc;
var video = document.getElementById("pix"); // Get the video object.
// Check for canvas, and get context
if (canvas.getContext) {
var ctx = canvas.getContext("2d"); // Get the context.
// Optionally set based on window width/height
// canvas.width = window.innerWidth; // Set canvas width and height
// canvas.height = window.innerHeight;
var w = canvas.width; // Set up w and h for loop below.
var h = canvas.height;
}
function draw(direction) {
if (ctx) {
var src = document.getElementById("videoSrc").value;
if (src == "") {
return false;
}
if (lastSrc != src) { // Change of video
video.src = src; // Assign the video src
lastSrc = src; // Reassign lastSrc
video.load(); // Load src into video control
video.play(); // Play it
}
// Clear the screen every time a new direction is selected.
if (lastDirection != direction) { // Check if direction has changed
window.cancelAnimationFrame(timerID);
ctx.clearRect(0, 0, canvas.width, canvas.height); // Clear the last image.
lastDirection = direction; // Reset the direction flag
}
draw2();
}
}
function draw2() {
if (video.paused || video.ended) {
return false;
} // Stop loop when video ends
pattern = ctx.createPattern(video, lastDirection); // Get the video frame
ctx.fillStyle = pattern; // Assign pattern as a fill style.
ctx.fillRect(0, 0, w, h); // Fill the canvas.
timerID = window.requestAnimationFrame(draw2);
}
draw("repeat"); // Start video when loaded
</script>
</body>
</html>