tenfourfox/testing/web-platform/tests/2dcontext/drawing-images-to-the-canvas/drawimage_canvas_10.html
Cameron Kaiser c9b2922b70 hello FPR
2017-04-19 00:56:45 -07:00

39 lines
1.2 KiB
HTML

<!DOCTYPE html>
<meta charset="utf-8">
<link rel=match href=drawimage_canvas_10_ref.html>
<style>
html, body {
margin: 0;
}
</style>
<canvas id="dest" height="100" width="100"></canvas>
<script>
var sourceWidth = 50;
var sourceHeight = 50;
var smoothingEnabled = false;
var destCanvas = document.getElementById('dest');
var sourceCanvas = document.createElement('canvas');
sourceCanvas.width = sourceWidth;
sourceCanvas.height = sourceHeight;
var sourceCtx = sourceCanvas.getContext('2d');
sourceCtx.fillStyle = "#00FFFF";
sourceCtx.fillRect(0, 0, sourceWidth, sourceHeight);
sourceCtx.fillStyle = "#000000";
sourceCtx.fillRect(5,5,40,40);
var destCtx = destCanvas.getContext('2d');
destCtx.fillStyle = "#FF0000";
destCtx.fillRect(0, 0, destCanvas.width, destCanvas.height);
destCtx.imageSmoothingEnabled = smoothingEnabled;
// The destination rectangle is larger than the destination canvas
// When the destination rectangle is outside the destination image (the scratch bitmap),
// the pixels that land outside the scratch bitmap are discarded,
// as if the destination was an infinite canvas whose rendering was
// clipped to the dimensions of the scratch bitmap.
destCtx.drawImage(sourceCanvas, 0, 0, 50, 50, 0, 0, 200, 200);
</script>