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

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<html class="reftest-wait">
<head>
<script type="text/javascript">
function go() {
var canvas = document.getElementById("canvas");
var ctx = canvas.getContext("2d");
// Draw some orange
ctx.fillStyle = "orange";
ctx.fillRect(0, 0, 100, 100);
// Instantiate an image. Once it has loaded, draw it & take snapshot.
var image = new Image();
image.onload = function() {
// Note that our canvas is 100x100, so our scaled 200x200 image will
// get cropped to 100x100.
ctx.scale(2, 2); // Scale our image-drawing by 2
ctx.drawImage(image, 0, 0);
document.documentElement.removeAttribute("class");
}
image.src ="lime100x100.svg";
}
</script>
</head>
<body onload="go()">
<canvas id="canvas" width="100" height="100"></canvas>
</body>
</html>