| <!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01//EN" |
| "http://www.w3.org/TR/html4/strict.dtd"> |
| <html> |
| <head> |
| <script src="resources/repaint.js"></script> |
| <script> |
| if (window.testRunner) |
| testRunner.dumpAsText(true); |
| |
| function repaintTest() |
| { |
| var canvas = document.getElementById('c1'); |
| var offset = document.body.offsetLeft; // Forces layout |
| canvas.width = canvas.width; // Should wipe canvas clean |
| } |
| </script> |
| </head> |
| <body onload="runRepaintTest();"> |
| <p><b>BUG ID:</b> <a href="https://bugs.webkit.org/show_bug.cgi?id=43341">Bugzilla bug 43341</a> |
| Setting canvas width after canvas already rendered resets canvas data appropriately, but doesn't repaint immediately. |
| <p id="success" style="background-color:palegreen; padding:3px;"><b>TEST PASS:</b> |
| The canvas should go blank due to setting on the canvas width. |
| </p> |
| |
| <hr> |
| |
| <p class="output">Actual output: (blank canvas)</p> |
| <canvas id="c1" class="output" width="100" height="50" ></canvas> |
| |
| <script> |
| |
| var canvas = document.getElementById('c1'); |
| var ctx = canvas.getContext('2d'); |
| ctx.fillStyle = '#0f0'; |
| ctx.fillRect(0, 0, 100, 50); |
| |
| </script> |
| |
| </body> |
| </html> |