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javascript - html5 canvas redraw on resize

I have two canvas elements and need them to be resized on buttons click.

<div class="sDetails"><div>
                        <div id="canvasDiv" style="width: 310px;"><canvas id="canvasGraph"></canvas></div></div>
<div class="kDetails"><div><div>
<div id="canvasDiv" style="width: 310px; height: 240px;"><canvas id="canvasGraph"></canvas></div></div>

and the script:

   var sketch;var sketch_sl;var onPaint;var canvas=null;var ctx=null;var tmp_ctx=null;
    function drawCanvas(div) {
        canvas = document.querySelector(div + " #canvasGraph");
        ctx = canvas.getContext('2d');
        sketch = document.querySelector(div + " #canvasDiv");
        sketch_sl = getComputedStyle(sketch);
        canvas.width = parseInt(sketch_style.getPropertyValue('width'));
        canvas.height = parseInt(sketch_style.getPropertyValue('height'));
        tmp_canvas = document.createElement('canvas');
        tmp_ctx = tmp_canvas.getContext('2d');
        tmp_canvas.id = 'tmp_canvas';
        tmp_canvas.width = canvas.width;
        tmp_canvas.height = canvas.height;
        sketch.appendChild(tmp_canvas);

the redraw function:

// here I must redraw my lines resized 2 times ( *cScale ) where cScale=2 or =1
function drawScales(ctx, canvas) 
        ctx.strokeStyle = 'green';
        ctx.fillStyle = 'green';
        ctx.beginPath();
        ctx.moveTo(5, 0);
        ctx.lineTo(0, canvas.height);
        scaleStep = 24*cScale;

for some reason it works really bad, old positions stay. Is there a way to completely delete the whole canvas and append it or redraw it completely?

I tried canvas.width=canvas.width, tried ctx.clearRect(0, 0, canvas.width, canvas.height);tmp_ctx.clearRect(0, 0, canvas.width, canvas.height);, tried $(".sDetails #canvasGraph")[0].reset();

logically, drawCanvas(".sDetails");drawLines(ctx, canvas); should redraw it from scratch but it will not.

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Resize the canvas element's width & height and use context.scale to redraw the original drawings at their newly scaled size.

  • Resizing the canvas element will automatically clear all drawings off the canvas.

  • Resizing will also automatically reset all context properties back to their default values.

  • Using context.scale is useful because then the canvas will automatically rescale the original drawings to fit on the newly sized canvas.

  • Important: Canvas will not automatically redraw the original drawings...you must re-issue the original drawing commands.

Illustration with 2 canvases at same size (their sizes are controlled by range controls)

enter image description here

Illustration with left canvas resized larger

enter image description here

Illustration with right canvas resized larger

enter image description here

Here's example code and a Demo. This demo uses range elements to control the resizing, but you can also do the resizing+redrawing inside window.onresize

var canvas1=document.getElementById("canvas1");
var ctx1=canvas1.getContext("2d");
var canvas2=document.getElementById("canvas2");
var ctx2=canvas2.getContext("2d");
var originalWidth=canvas1.width;
var originalHeight=canvas1.height;

var scale1=1;
var scale2=1;

$myslider1=$('#myslider1');
$myslider1.attr({min:50,max:200}).val(100);
$myslider1.on('input change',function(){
  var scale=parseInt($(this).val())/100;
  scale1=scale;
  redraw(ctx1,scale);
});
$myslider2=$('#myslider2');
$myslider2.attr({min:50,max:200}).val(100);
$myslider2.on('input change',function(){
  var scale=parseInt($(this).val())/100;
  scale2=scale;
  redraw(ctx2,scale);
});

draw(ctx1);
draw(ctx2);

function redraw(ctx,scale){

  // Resizing the canvas will clear all drawings off the canvas
  // Resizing will also automatically clear the context
  // of all its current values and set default context values
  ctx.canvas.width=originalWidth*scale;
  ctx.canvas.height=originalHeight*scale;

  // context.scale will scale the original drawings to fit on
  // the newly resized canvas
  ctx.scale(scale,scale);

  draw(ctx);

  // always clean up! Reverse the scale
  ctx.scale(-scale,-scale);

}

function draw(ctx){
  // note: context.scale causes canvas to do all the rescaling
  //       math for us, so we can always just draw using the 
  //       original sizes and x,y coordinates
  ctx.beginPath();
  ctx.moveTo(150,50);
  ctx.lineTo(250,150);
  ctx.lineTo(50,150);
  ctx.closePath();
  ctx.stroke();
  ctx.fillStyle='skyblue';
  ctx.beginPath();
  ctx.arc(150,50,20,0,Math.PI*2);
  ctx.closePath();
  ctx.fill();
  ctx.stroke();
  ctx.beginPath();
  ctx.arc(250,150,20,0,Math.PI*2);
  ctx.closePath();
  ctx.fill();
  ctx.stroke();
  ctx.beginPath();;
  ctx.arc(50,150,20,0,Math.PI*2);
  ctx.fill();
  ctx.stroke();
}

$("#canvas1, #canvas2").mousemove(function(e){handleMouseMove(e);});
var $mouse=$('#mouse');

function handleMouseMove(e){

  // tell the browser we're handling this event
  e.preventDefault();
  e.stopPropagation();


  var bb=e.target.getBoundingClientRect();
  mouseX=parseInt(e.clientX-bb.left);
  mouseY=parseInt(e.clientY-bb.top);

  if(e.target.id=='canvas1'){
    $mouse.text('Mouse1: '+mouseX/scale1+' / '+mouseY/scale1+' (scale:'+scale1+')');
  }else{
    $mouse.text('Mouse2: '+mouseX/scale2+' / '+mouseY/scale2+' (scale:'+scale2+')');
  }

}
body{ background-color: ivory; }
canvas{border:1px solid red;}
<script src="https://ajax.googleapis.com/ajax/libs/jquery/1.9.1/jquery.min.js"></script>
<div>Resize left canvas</div>
<input id=myslider1 type=range><br>
<div>Resize right canvas</div>
<input id=myslider2 type=range><br>
<h4 id=mouse>Mouse coordinates:</h4>
<canvas id="canvas1" width=300 height=300></canvas>
<canvas id="canvas2" width=300 height=300></canvas>

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