layout/reftests/svg/as-image/canvas-drawImage-scale-1b.html

Fri, 16 Jan 2015 18:13:44 +0100

author
Michael Schloh von Bennewitz <michael@schloh.com>
date
Fri, 16 Jan 2015 18:13:44 +0100
branch
TOR_BUG_9701
changeset 14
925c144e1f1f
permissions
-rw-r--r--

Integrate suggestion from review to improve consistency with existing code.

michael@0 1 <html class="reftest-wait">
michael@0 2 <head>
michael@0 3 <script type="text/javascript">
michael@0 4 function go() {
michael@0 5 var canvas = document.getElementById("canvas");
michael@0 6 var ctx = canvas.getContext("2d");
michael@0 7
michael@0 8 // Draw some orange
michael@0 9 ctx.fillStyle = "orange";
michael@0 10 ctx.fillRect(0, 0, 100, 100);
michael@0 11
michael@0 12 // Instantiate an image. Once it has loaded, draw it & take snapshot.
michael@0 13 var image = new Image();
michael@0 14 image.onload = function() {
michael@0 15 // Note that our canvas is 100x100, so our scaled 200x200 image will
michael@0 16 // get cropped to 100x100.
michael@0 17 ctx.scale(2, 2); // Scale our image-drawing by 2
michael@0 18 ctx.drawImage(image, 0, 0);
michael@0 19 document.documentElement.removeAttribute("class");
michael@0 20 }
michael@0 21 image.src ="lime100x100.svg";
michael@0 22 }
michael@0 23 </script>
michael@0 24 </head>
michael@0 25 <body onload="go()">
michael@0 26 <canvas id="canvas" width="100" height="100"></canvas>
michael@0 27 </body>
michael@0 28 </html>

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