Starter code to create and remove a full page canvas that responds to resize events via javascript.
var canvas; // Global canvas reference
var ctx; // Global 2D context reference
// Creates a canvas
function createCanvas () {
const canvas = document.createElement("canvas");
canvas.style.position = "absolute"; // Set the style
canvas.style.left = "0px"; // Position in top left
canvas.style.top = "0px";
canvas.style.zIndex = 1;
document.body.appendChild(canvas); // Add to document
return canvas;
}
// Resizes canvas. Will create a canvas if it does not exist
function sizeCanvas () {
if (canvas === undefined) { // Check for global canvas reference
canvas = createCanvas(); // Create a new canvas element
ctx = canvas.getContext("2d"); // Get the 2D context
}
canvas.width = innerWidth; // Set the canvas resolution to fill the page
canvas.height = innerHeight;
}
// Removes the canvas
function removeCanvas () {
if (canvas !== undefined) { // Make sure there is something to remove
removeEventListener("resize", sizeCanvas); // Remove resize event
document.body.removeChild(canvas); // Remove the canvas from the DOM
ctx = undefined; // Dereference the context
canvas = undefined; // Dereference the canvas
}
}
// Add the resize listener
addEventListener("resize", sizeCanvas);
// Call sizeCanvas to create and set the canvas resolution
sizeCanvas();
// ctx and canvas are now available for use.
If you no longer need the canvas you can remove it by calling removeCanvas()
A demo of this example at jsfiddle