| <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> |