layout/reftests/svg/as-image/canvas-drawImage-slice-1a.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.

     1 <html class="reftest-wait">
     2   <head>
     3     <script type="text/javascript">
     4       function go() {
     5         var canvas = document.getElementById("canvas");
     6         var ctx = canvas.getContext("2d");
     8         // Draw some orange
     9         ctx.fillStyle = "orange";
    10         ctx.fillRect(0, 0, 100, 100);
    12         // Instantiate an image. Once it has loaded, draw it & take snapshot.
    13         var image = new Image();
    14         image.onload = function() {
    15           // This version of the test is "easier", in that the sampled region
    16           // is offset from the red by 1px on all sides. This lets us avoid
    17           // any pixel-rounding errors.
    18           ctx.drawImage(image, 26, 26, 48, 48, 0, 0, 100, 100);
    19           document.documentElement.removeAttribute("class");
    20         }
    21         image.src ="limeInRed100x100.svg";
    22       }
    23     </script>
    24   </head>
    25   <body onload="go()">
    26     <canvas id="canvas" width="100" height="100"></canvas>
    27 </body>
    28 </html>

mercurial