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// Copyright (c) 2012, the Dart project authors. Please see the AUTHORS file
// for details. All rights reserved. Use of this source code is governed by a
// BSD-style license that can be found in the LICENSE file.
part of $LIBRARYNAME;
$(ANNOTATIONS)$(NATIVESPEC)$(CLASS_MODIFIERS)class $CLASSNAME$EXTENDS implements CanvasImageSource$IMPLEMENTS {
$!MEMBERS
/** An API for drawing on this canvas. */
CanvasRenderingContext2D get context2D =>
JS('Null|CanvasRenderingContext2D', '#.getContext(#)', this, '2d');
/**
* Returns a new Web GL context for this canvas.
*
* ## Other resources
*
* * [WebGL fundamentals](http://www.html5rocks.com/en/tutorials/webgl/webgl_fundamentals/)
* from HTML5Rocks.
* * [WebGL homepage](http://get.webgl.org/).
*/
@SupportedBrowser(SupportedBrowser.CHROME)
@SupportedBrowser(SupportedBrowser.FIREFOX)
gl.RenderingContext getContext3d({alpha: true, depth: true, stencil: false,
antialias: true, premultipliedAlpha: true, preserveDrawingBuffer: false}) {
var options = {
'alpha': alpha,
'depth': depth,
'stencil': stencil,
'antialias': antialias,
'premultipliedAlpha': premultipliedAlpha,
'preserveDrawingBuffer': preserveDrawingBuffer,
};
var context = getContext('webgl', options);
if (context == null) {
context = getContext('experimental-webgl', options);
}
return context;
}
/**
* Returns a data URI containing a representation of the image in the
* format specified by type (defaults to 'image/png').
*
* Data Uri format is as follow
* `data:[<MIME-type>][;charset=<encoding>][;base64],<data>`
*
* Optional parameter [quality] in the range of 0.0 and 1.0 can be used when
* requesting [type] 'image/jpeg' or 'image/webp'. If [quality] is not passed
* the default value is used. Note: the default value varies by browser.
*
* If the height or width of this canvas element is 0, then 'data:' is
* returned, representing no data.
*
* If the type requested is not 'image/png', and the returned value is
* 'data:image/png', then the requested type is not supported.
*
* Example usage:
*
* CanvasElement canvas = new CanvasElement();
* var ctx = canvas.context2D
* ..fillStyle = "rgb(200,0,0)"
* ..fillRect(10, 10, 55, 50);
* var dataUrl = canvas.toDataUrl("image/jpeg", 0.95);
* // The Data Uri would look similar to
* // 'data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAAAUA
* // AAAFCAYAAACNbyblAAAAHElEQVQI12P4//8/w38GIAXDIBKE0DHxgljNBAAO
* // 9TXL0Y4OHwAAAABJRU5ErkJggg=='
* //Create a new image element from the data URI.
* var img = new ImageElement();
* img.src = dataUrl;
* document.body.children.add(img);
*
* See also:
*
* * [Data URI Scheme](http://en.wikipedia.org/wiki/Data_URI_scheme) from Wikipedia.
*
* * [HTMLCanvasElement](https://developer.mozilla.org/en-US/docs/DOM/HTMLCanvasElement) from MDN.
*
* * [toDataUrl](http://dev.w3.org/html5/spec/the-canvas-element.html#dom-canvas-todataurl) from W3C.
*/
String toDataUrl([String type = 'image/png', num quality]) =>
_toDataUrl(type, quality);
}