tenfourfox/testing/web-platform/tests/2dcontext/drawing-images-to-the-canvas/drawimage_html_image_12.html
Cameron Kaiser c9b2922b70 hello FPR
2017-04-19 00:56:45 -07:00

33 lines
949 B
HTML

<!DOCTYPE html>
<meta charset="utf-8">
<link rel=match href=drawimage_html_image_12_ref.html>
<style>
html, body {
margin: 0;
}
</style>
<canvas id="dest" height="100" width="100"></canvas>
<script>
var sourceWidth = 128;
var sourceHeight = 128;
var smoothingEnabled = false;
var destCanvas = document.getElementById('dest');
var sourceImg = document.createElement('img');
sourceImg.src = '../2x2.png'
sourceImg.width = sourceWidth;
sourceImg.height = sourceHeight;
sourceImg.onload = function() {
var destCtx = destCanvas.getContext('2d');
destCtx.fillStyle = "#FF0000";
destCtx.fillRect(0, 0, destCanvas.width, destCanvas.height);
destCtx.imageSmoothingEnabled = smoothingEnabled;
// Negative coordinates of the source rectangle
// The source area is clipped to fit the source image
// and the destination area is clipped in the same proportion
destCtx.drawImage(sourceImg, -25, -25, 50, 50, 0, 0, 50, 50);
}
</script>