layout/reftests/svg/as-image/canvas-drawImage-scale-2a.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, 200, 200);
michael@0 11
michael@0 12 // Instantiate an image. Draw it at a larger size, & take snapshot
michael@0 13 // once it has loaded.
michael@0 14 var image = new Image();
michael@0 15 image.onload = function() {
michael@0 16 ctx.drawImage(image, 0, 0, 200, 200);
michael@0 17 document.documentElement.removeAttribute("class");
michael@0 18 }
michael@0 19 image.src ="squaredCircle-viewBox-100x100.svg";
michael@0 20 }
michael@0 21 </script>
michael@0 22 </head>
michael@0 23 <body onload="go()">
michael@0 24 <canvas id="canvas" width="200" height="200"></canvas>
michael@0 25 </body>
michael@0 26 </html>

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