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canvas-cursor.html
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<html>
<body>
This is a test of our ability to convert a canvas to a data url and use it as a cursor. We pass if the cursor animates smoothly and without flickering.<br>
See https://bugs.webkit.org/show_bug.cgi?id=64321.
<canvas id="c" width="40" height="40"></canvas>
<script type="text/javascript">
var icon = new Image;
icon.src = 'resources/drag-image.png'
function drawArrow(angle) {
var canvas = document.getElementById('c');
canvas.width = canvas.width // reset canvas
var ctx = canvas.getContext('2d');
ctx.translate(ctx.canvas.width / 2, ctx.canvas.height / 2);
ctx.rotate(angle);
ctx.drawImage(icon, -icon.width / 2, -icon.height / 2);
var x = 20;//Math.floor(Math.cos(angle) * icon.width / 2) + icon.width / 2;
var y = 20;//Math.floor(Math.sin(angle) * icon.width / 2) + icon.width / 2;
var data = canvas.toDataURL();
if (data)
document.body.style.cursor = 'url('+data+') ' + x + ' ' + y + ', pointer';
else
console.log('failure');
}
(function() {
var angle = 0;
var run = function() {
angle += Math.PI / 16;
drawArrow(angle);
setTimeout(run, 100);
};
run();
})();
drawArrow();
</script>
</body>
</html>