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