CanvasRenderingContext2D: lang property
Limited availability
This feature is not Baseline because it does not work in some of the most widely-used browsers.
Experimental: This is an experimental technology
Check the Browser compatibility table carefully before using this in production.
The CanvasRenderingContext2D.lang property of the Canvas 2D API gets or sets the language of the canvas drawing context.
Value
The lang property can take one of the following string values:
- A BCP 47 language tag representing the language of the canvas context.
- The string
inherit, in which case the language is inherited from thelangattribute of the originating<canvas>element or the nearest available ancestor with an explicitlangset. - An empty string (
""), which can be set to specify that the canvas context has no language.
The default value is inherit.
Description
Sometimes, you need to set a language for a canvas rendering context so that it knows how to render language-dependent features: for example, some fonts have certain characters rendered differently in different languages. An on-screen canvas context (CanvasRenderingContext2D) is always associated with a particular <canvas> element, so whenever you render content using it, it can derive the language from the value of the <canvas> element's lang attribute.
However, an off-screen canvas context (OffscreenCanvasRenderingContext2D) renders its content before it is associated with a <canvas> element, so it can't derive a rendering language from the lang attribute of the <canvas> element. The lang property addresses this issue, allowing you to set a language directly on a canvas rendering context, whether you are using an on-screen or off-screen canvas.
The inherit value
When the inherit value is used, the language of the canvas context is inherited from the lang attribute of the nearest-available HTML source:
- In the case of an on-screen context, or an off-screen context that was transferred from an on-screen context, this will be the originating
<canvas>element, provided it has a validlangattribute set. - If a
langattribute is not available on an associated<canvas>element, which could be the case for an on- or off-screen context, this will be the nearest available ancestor with an explicitlangset, which is commonly the document root.
Due to technical limitations, the inherit value behaves differently for on-screen and off-screen canvases:
- For on-screen canvases, the
langvalue is inherited when the associatedCanvasRenderingContext2Dobject is first created; the inheritedlangvalue then changes dynamically if thelangattribute value is updated. - For off-screen canvases, the
langvalue is inherited when the associatedOffscreenCanvasRenderingContext2Dobject is first created, and then fixed for the lifetime of theOffscreenCanvas. It does not change if thelangattribute value is updated. Because of this, the language of an off-screen canvas can only be changed by setting thelangvalue explicitly.
Examples
>Basic usage
const canvasElem = document.querySelector("canvas");
const ctx = canvasElem.getContext("2d");
// Get context language; returns "inherit" by default
console.log(ctx.lang);
// Set context language
ctx.lang = "en";
// Logs "en"
console.log(ctx.lang);
Demonstrating canvas context localization support
In this example, we render a text string to a 2D canvas context in a particular font that has language-dependent ligatures. We allow the canvas context's language to be adjusted so you can see the difference in rendering.
HTML
The HTML features a <select> element that allows you to choose a language — en (English) or tr (Turkish) — and a <canvas> element to render to.
<p>
<label for="lang">Choose language:</label>
<select id="lang" name="lang">
<option>en</option>
<option>tr</option>
</select>
</p>
<canvas></canvas>
JavaScript
In the JavaScript, we first grab references to the <canvas> element, its CanvasRenderingContext2D, and the <select> element, then load the language-dependant font using the CSS Font Loading API. Once the font is loaded, we run an init() function. This function defines another function — drawText(), which draws some text to the canvas context that uses the loaded font, adds a change event listener to the <select> element, then calls drawText() so that the text is immediately drawn to the canvas when the page first loads.
const canvasElem = document.querySelector("canvas");
const ctx = canvasElem.getContext("2d");
const selectElem = document.querySelector("select");
const latoMediumFontFace = new FontFace(
// Lato-Medium is a font with language specific ligatures
"Lato-Medium",
'url("https://mdn.github.io/shared-assets/fonts/Lato-Medium.ttf")',
);
latoMediumFontFace.load().then((font) => {
document.fonts.add(font);
init();
});
function init() {
function drawText() {
ctx.clearRect(0, 0, canvasElem.width, canvasElem.height);
ctx.font = "30px Lato-Medium";
ctx.color = "black";
ctx.fillText("finish crafting", 50, 100);
}
selectElem.addEventListener("change", () => {
document.documentElement.lang = selectElem.value;
drawText();
});
drawText();
}
When the <select> value is changed, the change event handler function fires, which:
- Sets the value of the
<html>element'slangattribute to the<select>element value, effectively changing the language of the document. - Runs the
drawText()function. TheCanvasRenderingContext2D.langproperty is set toinheritby default, therefore the canvas context inherits the language of the document.
Result
The example is rendered as follows:
Try changing the document language using the <select> element. When the language is set to English, the font will be rendered with the "fi" ligature. However, when it is set to Turkish, the font will be rendered without the "fi" ligature, because that locale doesn't include it.
Language support for offscreen canvases
This example is the similar to the previous example, except that the font is rendered to a OffscreenCanvasRenderingContext2D then the resulting bitmap is transferred to the on-screen <canvas> to display.
In addition, because an inherited off-screen canvas language is only set once, and not dynamically updated if the inherited lang attribute value is changed, we explicitly set the lang property on the OffscreenCanvasRenderingContext2D instead.
HTML
<p>
<label for="lang">Choose language:</label>
<select id="lang" name="lang">
<option>en</option>
<option>tr</option>
</select>
</p>
<canvas></canvas>
JavaScript
The JavaScript works in the same way as the previous example, except that:
- The on-screen canvas context is defined as an
ImageBitmapRenderingContext. - We define a new
OffscreenCanvasRenderingContext2Dto draw the text onto, transfer the result to a bitmap usingtransferToImageBitmap(), then render it on the<canvas>usingtransferFromImageBitmap(). - When the
<select>value is changed, we update thelangproperty directly on theOffscreenCanvasRenderingContext2Dinstead of changing the<html>langattribute value.
const canvasElem = document.querySelector("canvas");
const ctx = canvasElem.getContext("bitmaprenderer");
const offscreen = new OffscreenCanvas(canvasElem.width, canvasElem.height);
const offscreen_ctx = offscreen.getContext("2d");
const selectElem = document.querySelector("select");
const latoMediumFontFace = new FontFace(
// Lato-Medium is a font with language specific ligatures.
"Lato-Medium",
'url("https://mdn.github.io/shared-assets/fonts/Lato-Medium.ttf")',
);
latoMediumFontFace.load().then((font) => {
document.fonts.add(font);
init();
});
function init() {
function drawText() {
offscreen_ctx.clearRect(0, 0, canvasElem.width, canvasElem.height);
offscreen_ctx.lang = selectElem.value;
offscreen_ctx.font = "30px Lato-Medium";
offscreen_ctx.color = "black";
offscreen_ctx.fillText("finish crafting", 50, 100);
const bitmap = offscreen.transferToImageBitmap();
ctx.transferFromImageBitmap(bitmap);
}
selectElem.addEventListener("change", () => {
drawText();
});
drawText();
}
Result
The example is rendered as follows:
Specifications
| Specification |
|---|
| HTML> # dom-context-2d-lang> |
Browser compatibility
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See also
CanvasRenderingContext2D- Canvas Localization Support from Igalia (2025)