First, Mohsen correctly points out that when you do context.fillText you are actually "painting a picture of letters" on the canvas. It's not like a word processor!
You can capture the key events on the window and then write the keystrokes out to your canvas.
Here is code and a Fiddle: http://jsfiddle.net/m1erickson/7tXd4/
This example ONLY types lowercase a-z (no capitals, spaces, backspaces, etc)
You will probably want to make more enhancements like these:
Here's code just to get you started:
<!doctype html>
<html>
<head>
<link rel="stylesheet" type="text/css" media="all" href="css/reset.css" /> <!-- reset css -->
<script type="text/javascript" src="http://code.jquery.com/jquery.min.js"></script>
<style>
body{ background-color: ivory; padding:20px; }
canvas{border:1px solid red;}
</style>
<script>
$(function(){
var canvas=document.getElementById("canvas");
var ctx=canvas.getContext("2d");
ctx.font="18px Arial";
var keyHistory="";
window.addEventListener("keyup", keyUpHandler, true);
function addletter(letter){
keyHistory+=letter;
ctx.clearRect(0,0,300,300);
ctx.fillText(keyHistory,20,20);
}
function keyUpHandler(event){
var letters="abcdefghijklmnopqrstuvwxyz";
var key=event.keyCode;
if(key>64 && key<91){
var letter=letters.substring(key-64,key-65);
addletter(letter);
}
}
}); // end $(function(){});
</script>
</head>
<body>
<p>First click in the red canvas below</p><br/>
<p>Then type any lowercase letters from a-z</p><br/>
<canvas id="canvas" width=300 height=100></canvas>
</body>
</html>
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