drawImage method
- @JSName('drawImage')
- CanvasImageSource source,
- num destX,
- num destY
@JSName('drawImage')
Draws an image from a CanvasImageSource to this canvas.
The entire image from source
will be drawn to this context with its top left corner at the point (destX
, destY
). If the image is larger than canvas will allow, the image will be clipped to fit the available space.
CanvasElement canvas = new CanvasElement(width: 600, height: 600); CanvasRenderingContext2D ctx = canvas.context2D; ImageElement img = document.query('img'); ctx.drawImage(img, 100, 100); VideoElement video = document.query('video'); ctx.drawImage(video, 0, 0); CanvasElement otherCanvas = document.query('canvas'); otherCanvas.width = 100; otherCanvas.height = 100; ctx.drawImage(otherCanvas, 590, 590); // will get clipped
See also:
-
CanvasImageSource for more information on what data is retrieved from
source
. - drawImage from the WHATWG.
Implementation
@JSName('drawImage') void drawImage(CanvasImageSource source, num destX, num destY) native;
© 2012 the Dart project authors
Licensed under the Creative Commons Attribution-ShareAlike License v4.0.
https://api.dart.dev/stable/2.13.0/dart-html/CanvasRenderingContext2D/drawImage.html