drawImage method

  1. @JSName('drawImage')
void drawImage(
  1. CanvasImageSource source,
  2. num destX,
  3. num destY
)

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:

Implementation

@JSName('drawImage')
void drawImage(CanvasImageSource source, num destX, num destY) native;