The unique platform capabilities of the iPhone enable developers to create innovative applications inside of Safari that go beyond the normal "Web app" fare. Safari/WebKit's support for the canvas
element opens drawing and animation capabilities in an ordinary HTML page that was previously available only by using Flash or Java. The canvas
element is part of the Web Hypertext Application Technology Working Group (WHATWG) specification for HTML 5.0 (or HTML5).
However, once you begin to open these capabilities, you need to be sure that you are working with an iPhone and iPod touch rather than a standard desktop browser that may or may not provide HTML5 support. So, I'll start by showing you how to identify the user agent for iPhone and iPod touch.
When you are trying to identify the capabilities of the browser requesting your Web site or application, you generally want to avoid detecting the user agent and use object detection instead. However, if you are developing an application designed exclusively for iPhone or need to guarantee the browser being used, user agent detection is a valid option. Therefore, this chapter assumes you are creating a Safari-specific application.
The Safari user agent string for iPhone closely resembles the user agent for Safari on other platforms. However, it contains an iPhone platform name and the mobile version number. Depending on the version of Mobile Safari, it will look something like this:
Mozilla/5.0 (iPhone; U; CPU like Mac OS X; en) AppleWebKit/420+ (KHTML, like Gecko) Version/3.0 Mobile/1A543a Safari/419.3
Here's a breakdown of the various components of the user agent:
The platform string: (iPhone; U; CPU like Mac OS X; en)
. Notice the "like Mac OS X
" line, which reveals some of the underpinnings of the iPhone.
The WebKit engine build number: AppleWebKit/420+
. This Safari version number is provided on all platforms (including Mac and Windows).
The marketing version: (Version/3.0
). This Safari version number is provided on all platforms (including Mac and Windows).
OS X build number: Mobile/1A543a
.
Safari build number: Safari/419.3
.
The iPod touch user agent is similar, but it is distinct from iPod
as the platform:
Mozila/5.0 (iPod; U; CPU like Mac OS X; en) AppleWebKit/420.1 (KHTML, like Gecko) Version/3.0 Mobile/3A101a Safari/419.3
The version numbers will change, obviously, when Apple updates Safari, but the string structure will stay the same.
To test whether the device is an iPhone/iPod touch, you need to perform a string search on iPhone
and iPod
. The following function returns true
if the user agent is either an iPhone or iPod touch:
function isAppleMobile() { result ((navigator.platform.indexOf("iPhone") != −1) || (navigator.userAgent.indexOf("iPod") != −1)) }
Be sure not to test for the string Mobile
within the user agent, because a non-Apple mobile device (such as Nokia) might be based on the WebKit-based browser.
If you need to do anything beyond basic user agent detection and test for specific devices or browser versions, however, consider using WebKit's own user agent detection script available for download at trac.webkit.org/projects/webkit/wiki/DetectingWebKit
. By linking WebKitDetect.js
to your page, you can test for specific devices (iPhone and iPod touch) as well as software versions. Here's a sample detection script:
<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd"> <html xmlns="http://www.w3.org/1999/xhtml"> <head> <title>User Agent Detection via WebKit Script</title> <meta name="viewport" content="width=320; initial-scale=1.0; maximum-scale=1.0; user-scalable=0;"> <script type="application/x-javascript" src="WebKitDetect.js"></script> </head> <body> <p id="log"></p> </body> <script type="application/x-javascript"> function addTextNode(str) { var t = document.createTextNode(str);
var p = document.getElementById("log"); p.appendChild(t); } if ( WebKitDetect.isMobile() ) { var device = WebKitDetect.mobileDevice(); // String found in Settings/General/About/Version var minSupport = WebKitDetect.mobileVersionIsAtLeast("1C28"); switch( device ) { case 'iPhone': if ( minSupport ) { addTextNode('If this were a real app, I would launch its URL right now.'), } else { addTextNode('Please upgrade your iPhone to the latest update before running this application.'), } break; case 'iPod': addTextNode('If this were a real app, I would launch its iPod touch version.'), break; default: addTextNode( 'This mobile device is not supported by this application. Go to your nearest Apple store and get an iPhone.'), break; } } else { addTextNode( 'Desktop computers are so 1990s. Go to your nearest Apple store and get an iPhone.' ); } </script> </html>
With the WebKitDetect.js
script included, the WebKitDetect
object is accessible. Begin by calling its isMobile()
method to determine whether the device is a mobile one. Next, check to ensure that the mobile version is the latest release, and save that result in the minSupport
variable. The switch
statement then evaluates the mobile device. If it is an iPhone, switch
checks to see if minSupport
is true
. If so, a real application would begin here. If minSupport
is false
, the user is notified to update his or her iPhone to the latest software version. The remaining two case
statements evaluate for an iPod touch or an unknown mobile device. The final else
statement is called if the device is not a mobile computer.
C++ and other traditional software programmers have long worked with a canvas on which to draw graphics. In contrast, Web developers typically have programmed the presentation layer using HTML and CSS. But unless they used Flash or Java, they had no real way to actually draw graphical content on a Web page. However, both desktop and mobile versions of Safari support the canvas
element to provide a resolution-dependent bitmap region for drawing arbitrary content. The canvas
element defines a drawing region on your Web page that you then draw on using a corresponding JavaScript canvas
object.
The canvas frees you up as an application developer to not only draw anything you want to, but use the canvas as a way to render graphs, program games, or add special effects. On Mac OS X, the canvas is often used for creating Dashboard widgets. On iPhone, Apple uses the canvas for both the Clock and Stocks built-in applications.
Canvas programming can be a mindset difference for Web developers used to manipulating existing graphics rather than creating them from scratch. It is the loose equivalent of a Photoshop expert beginning to create content using an Adobe Illustrator-like program in which all the graphics are created in a nonvisual manner.
Think of a canvas as a rectangular block region of a page that you have full control over what gets drawn on it. The canvas is defined using the canvas
element:
<canvas id="theCanvas" width="300" height="300"/>
Except for the src
and alt
attributes, the canvas
element supports all the same attributes as the img
tag. The id
, width
, and height
attributes are not required, but they should be defined as a sound programming practice. The width
and height
are usually defined in pixels, although they could also be a percentage of the viewport.
You can place multiple canvas
elements on a page, just as long as each one has its own unique ID.
Once a canvas region is defined on your Web page, you can draw inside of the flat two-dimensional surface using JavaScript. Just like a Web page, the canvas has an origin (0,0) in the top-left corner. By default, all the x,y coordinates you specify are relative to this position.
As the first step in working with the canvas, you need to get a 2d context
object. This object, which is responsible for managing the canvas's graphics state, is obtained by calling the getContext()
method of the canvas
object:
var canvas = document.GetElementById("theCanvas"); var context = canvas.getContext("2d");
Or, because you don't normally work with the canvas
object directly, you can also combine the two lines:
var context = document.GetElementById("theCanvas").getContext("2d");
All the drawing properties and methods you work with are called from the context
object. The context
object has many properties (see Table 8-1) that determine how the drawing looks on the page.
Table 8-1. Context Properties
Property | Description |
---|---|
Provides the CSS color or style (gradient, pattern) of the fill of a path. | |
| Specifies the font used. |
Specifies the level of transparency of content drawn on the canvas. The floating point value is between 0.0 (fully transparent) and 1.0 (fully opaque). | |
Specifies the compositing mode to determine how the canvas is displayed relative to background content. Values include | |
Defines the end style of a line. String values include | |
Specifies the way lines are joined. String values include | |
Specifies the line width. The floating point value is greater than 0. | |
Specifies the | |
Defines the width that a shadow covers. | |
Provides CSS color for the shadow. | |
Specifies the horizontal distance of the shadow from the source. | |
Specifies the vertical distance of the shadow from the source. | |
Defines the CSS color or style (gradient, pattern) when stroking paths. | |
Determines the text alignment. | |
Specifies the baseline of the text ( |
There are several techniques for drawing on the canvas. Perhaps the most straightforward is by drawing a rectangle. To do so, you work with three context methods:
context.fillRect(x,y,w,h)
draws a filled rectangle.
context.strokeRect(x,y,w,h)
draws a rectangular outline.
context.clearRect(x,y,w,h)
clears the specified rectangle and makes it transparent.
For example, suppose you would like to draw a rectangular box with a set of squares inside of it and a rectangular outline on the outside. Here's a JavaScript function that draws that shape:
function draw() { var context = document.getElementById('myCanvas').getContext('2d'), context.strokeRect(10,10,150,140); context.fillRect(15,15,140,130); context.clearRect(30,30,30,30); context.clearRect(70,30,30,30); context.clearRect(110,30,30,30); context.clearRect(30,100,30,30); context.clearRect(70,100,30,30); context.clearRect(110,100,30,30); }
Once the context
is obtained, strokeRect()
creates a rectangular outline starting at the coordinate (10,10) and is 150 × 140 pixels in size. The fillRect()
method paints a 140 × 130 rectangle starting at coordinate (15,15). The six clearRect()
calls clear areas previously painted by fillRect()
. Figure 8-1 shows the result.
The full page source is shown in the following code:
<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd"> <html xmlns="http://www.w3.org/1999/xhtml"> <head> <title>Draw Box</title> <meta name="viewport" content="width=320; initial-scale=1.0; maximum-scale=1.0;
user-scalable=0;"> <script type="application/x-javascript"> function draw() { var context = document.getElementById('myCanvas').getContext('2d'), context.strokeRect(10,10,150,140); context.fillRect(15,15,140,130); context.clearRect(30,30,30,30); context.clearRect(70,30,30,30); context.clearRect(110,30,30,30); context.clearRect(30,100,30,30); context.clearRect(70,100,30,30); context.clearRect(110,100,30,30); } </script> </head> <body onload="draw()"> <canvas id="myCanvas" width="300" height="300" style="position:absolute; left:0px; top:0px; z-index:1"/> </body> </html>
Nonrectangular shapes are drawn by creating a path for that shape and then either stroking (drawing) a line along the specified path or filling (painting) in the area inside the path. Much like an Etch A Sketch drawing, paths are composed of a series of subpaths, such as a straight line or an arc that together form a shape.
When you work with paths, the following methods are used for drawing basic shapes:
beginPath()
creates a new path in the canvas and sets the starting point to the coordinate (0,0).
closePath()
closes an open path and attempts to draw a straight line from the current point to the starting point of the path. The use of closePath()
is optional.
fill()
closes the current path and paints the area within it. (Because fill()
closes the path automatically, you don't need to call closePath()
when you use it.)
lineTo(x,y)
adds a line segment from the current point to the specified coordinate.
moveTo(x,y)
moves the starting point to a new coordinate specified by the x,y values.
Using these methods, you can create a list of subpaths to form a shape. For example, the following code creates two triangles next to each other; one is empty and one is filled. An outer rectangle surrounds both triangles. Here's the code:
function drawTriangles() { var context = document.getElementById('myCanvas').getContext('2d'), // Empty triangle context.beginPath(); context.moveTo(10,10);
context.lineTo(10,75); context.lineTo(100,40); context.lineTo(10,10); context.stroke(); context.closePath(); // Filled triangle context.beginPath(); context.moveTo(110,10); context.lineTo(110,75); context.lineTo(200,40); context.lineTo(110,10); context.fill(); context.closePath(); // Outer rectangle context.strokeRect(3,3,205,80); }
Figure 8-2 shows the results.
If you are new to canvas programming, drawing complex shapes on the canvas can take some getting used to. You may find it helpful initially to go low tech and use a piece of graph paper to sketch out the shapes you are trying to draw and calculate the x,y coordinates using the paper grid.
The JavaScript canvas enables you to go well beyond drawing with straight lines, however. You can use the following methods to create more advanced curves and shapes:
arc(x, y, radius, startAngle, endAngle, clockwise)
adds an arc to the current subpath using a radius and specified angles (measured in radians).
arcTo(x1, y1, x2, y2, radius)
adds an arc of a circle to the current subpath by using a radius and tangent points.
quadratricCurveTo(cpx, cpy, x, y)
adds a quadratic Bezier curve to the current subpath. It has a single control point (the point outside of the circle that the line curves toward) represented by cpx
, cpy
. The x,y values represent the new ending point.
bezierCurveTo(cp1x, cp1y, cp2x, cp2y, x, y)
adds a cubic Bezier curve to the current subpath using two control points.
Using arc()
, I can create a filled circle inside of an empty circle using the following code:
function drawCircles() { var context = document.getElementById('myCanvas').getContext('2d'), // Create filled circle context.beginPath(); context.arc(125,65,30,0, 2*pi, 0); context.fill(); // Create empty circle context.beginPath(); context.arc(125,65,35,0, 2*pi, 0); context.stroke(); context.closePath(); }
The arc()
method starts the arc shape at coordinate (125,65) and draws a 30px radius starting at 0 degrees and ending at 360 degrees at a counterclockwise path.
Figure 8-3 displays the circle shapes that are created when this script is run.
In addition to lines and other shapes, you can draw an image onto your canvas by using the drawImage()
method. The image can reference either an external image or another canvas
element on the page. There are actually three ways in which you can call this method. The first variant simply draws an image at the specified coordinates using the size of the image:
context.drawImage(image, x, y)
The second method enables you to specify the dimensions of the image with the width
and height
arguments:
context.drawImage(image, x, y, width, height)
To do a basic image draw, define the Image
object and assign an src
. Next, you want to draw the image, but only after you are certain the image is fully loaded. Therefore, you place the drawImage()
method inside the image's onload
handler:
<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd"> <html xmlns="http://www.w3.org/1999/xhtml"> <head> <title>Draw Image</title> <meta name="viewport" content="width=320; initial-scale=1.0; maximum-scale=1.0; user-scalable=0;"> <script type="application/x-javascript"> function drawImg() { var context = document.getElementById('myCanvas').getContext('2d'), var img = new Image(); img.src = 'images/beach.jpg'; img.onload = function() { context.drawImage( img, 0, 0 ); } } </script> </head> <body onload="drawImg()"> <canvas id="myCanvas" width="300" height="300" style="position:absolute; left:0px; top:0px; z-index:1"/> </body> </html>
Figure 8-4 shows the image displayed inside the canvas. Keep in mind that this is not an HTML img
element, but the external image file drawn onto the context of the canvas.
Additionally, there is a final drawImage()
option that is slightly more complex:
context.drawImage(image, sourcex, sourcey, sourceWidth, sourceHeight, destx, desty, destWidth, destHeight)
In this variant, the method draws a subsection of the image specified by the source rectangle (sourcex, sourcey, sourceWidth, sourceHeight
) onto a destination rectangle specified by the final arguments (destx, desty, destWidth,
and destHeight
). For example, suppose you just wanted to display the rock thrower in Figure 8-4 rather than the entire picture. Using this expanded syntax of drawImage()
, you want to extract a 79 × 131px rectangle from the original picture starting at the coordinate (151,63). You then paint the same sized rectangle at coordinate (10,10) on the canvas. Here is the updated code:
function drawImg(){ var canvas = document.getElementById('myCanvas'), var context = canvas.getContext('2d'), var img = new Image(); img.src = 'images/beach.jpg'; img.onload = function() { context.drawImage( img, 151, 63, 79, 131, 10, 10, 79, 131 ); } }
Figure 8-5 shows the result.
Suppose you had occasion to create a self-contained web app with no dependencies on external files. If so, you could also use a data: URI
encoded image to completely eliminate the need for an external image file for canvas painting. For example, start with an online image encoder, such as the one available at www.scalora.org/projects/uriencoder
. Using this tool, you encode the image, as shown in Figure 8-6.
You can then integrate the outputted encoded string into the script code as the Image
object's source. (Much of the encoded text for this example has been removed for space reasons.)
function drawImg(){ var img_src = 'data:image/jpeg;base64,' + '/9j/4AAQSkZJRgABAgAAZABkAAD/7AARRHVja3kAAQAEAAAAMAAA/+4ADkFkb2JlAGTAAAAAAf/bAIQA'+ 'CQYGBgcGCQcHCQ0IBwgNDwsJCQsPEQ4ODw4OERENDg4ODg0RERQUFhQUERoaHBwaGiYmJiYmKysrKysr'+ 'KysrKwEJCAgJCgkMCgoMDwwODA8TDg4ODhMVDg4PDg4VGhMRERERExoXGhYWFhoXHR0aGh0dJCQjJCQr'+ 'KysrKysrKysr/8AAEQgA4AEsAwEiAAIRAQMRAf/EAJ8AAAEFAQEBAAAAAAAAAAAAAAIBAwQFBgAHCAEA'+ 'AwEBAQAAAAAAAAAAAAAAAAECAwQFEAABAwIEAwUFBQcEAQUAAAABAAIDEQQhMRIFQVETYXGBIgaRoTIj'+ 'FLFCUnIzwdFiQyQ0B+GCkhWy0lODNRcRAAICAQMCBAUDBAMAAAAAAAABEQIhMRIDQVFhcYEikaGxEwTB'+ 'MkLw4VIj0WKC/9oADAMBAAIRAxEAPwDyO2t5TdRAvJbqHFaWRkETzCMzia8VSMEocxw+HVg5WgIke0vq'+ 'ZKLmtk6Ke0tYmgRNAypglK6MUiaOQXEKCgSkSlImIRWcA+U3uVaFaQj5be5AMKi6iVcgQKSiJIgBKLkq'+ '5ACLkq5ACLkq5ACJEq5ACJKJVyABXFKkQAiQhKUiAEKSiIpKIAAhCQjSEIAAoSEZQlAgaLqJaJQEDGbg'+ 'VhcOYTO0A9N/IHBPXf6Du5DtbKQuPBxr7kpyOMD9x+i/8pWQ/m+P7VsLr+3k/KVj/wCZ4p9GLsT/APp9'+ 'OmIIzR8p0jsHErPNY1jQxowbgpW5TOudxkfm2LyN7zi5R8u5IlvIJAPYhPvRHNDkfsTEXnpO1tXXcu4X'+ 'rOpY7TC67ljOT3g6YYj+Z5CsLL1B6lvPUcTTdyPmmma18IPyg2vnb08tLW1Xendsu7v08+K2idI7cdwg'+ 'hl0jAQwMMz9R4CrhmrqT07centnvNyaz6neJ2O1Ob8NvHJ+oWfiIriV2cfHfZV1lJe+zX0+BwcvLx77q'+ '0Ws/9dE/r4Z1M5u8zX7zaQwnRbwuj6IpgOrKZtQH+9Qt7AG87g0ClLmYAf8AyOVptdp1vU9iJcI7SOG4'+ 'm1cGQRNld/4qpguDcbg64lo8zPkmdq/FR0gPtWPIpTnG6+PRf3N+PDUZ28cv/wBP+wF8a3cnGhDa9rQG'+ 'n7FHfknnwyCBk7h5JXODXE4ktpqw8V13Z3VqY23MToTK3qMDsKtOFfaFg02248fidCaSSnw+AwE5FHJK'+ '8MYKuOPIADMk8AOKft7a7EzIxZOnlkAfHG5j6uacjpbQlpVlJuh28fTRWVtb3rD/AFB6OsUFCI/nl3eV'+ 'VeNRNnCXgTbkcxVbm/H5kaBn09jNcwQNuomPZFLdPJDWudiGRsqCa0zPsUKW7nlFCQxnFjAGtFewLZv9'+ 'Y3EOxWt4yxtRNPM+Jw0DSTG0fM0tpj5lRyerdzeySLo2jYpfijFtHT3hbcleNKqXI9JhV7mPFfls7N8S'+ 'w4l27YfQoySSTmTxS0XONXF1AKmtAKDwCTCq5TqDM0jm6SQRliATQDTnRABRKEqG2wwhF3euK5AAkJT7'+ 'lyRACJOK4lCD5jjkgQYxNEkhp5R4pNWkVGaCpOJzKcBIuCRKkOaBirqmlOGdF1SuwSGenAp+U/IPco4K'+ 'duHhls9xya0krZHP0Kbc7k9Nlow4yCslPw8vFdZQgDLioUTnTSumdm817hwVrbUHgsnlnVVbak6BoACl'+ 'tywUWM44J8O9ipCZz60VLvc/Tt3mvBWssoaM1nN3c65kZA3OV7WD/caIYkZ6/wBpvdvbFJcN8l03qxyD'+ 'I6vNpPaFDIBHby5r1q9261vLF1jcN1RaQ0c2loo1ze0LzDddtn2y8fazCtMWP4PacnBJCsoK84Yc8ihJ'+ '4HNE7t45psk6gDmEyGeibFul7snoqO7tdIDhcyOLhUdR0sUMOHZ5lVbDvO4Xd/fyXtw+461lOJNZqMhS'+ 'jchSvBO31yGf4422AHGa5fXuY6R32kLP7XeiyuxM8F0T2vilAz0SN0mnaM12X5HW3Cpaqq1b7ZOKnErU'+ '57bU7O9kn1wzf7fBt9pDPudwDNdbna6YoWsLi2GFjWSup/E6lexQrR8M/pq93G7gbd3AdNBFduYGOdEG'+ 'lzHUAwAJIw7lQWPq7dba4MshbdQuPmhkGAYRpc2NwoWVbhhgrrbmnfrXc4LS5kc6b6ZvSdGyJsMQkNWM'+ 'axxaaCuQFfFaU5aXxTWLe3u9ZMr8N+NbrvE19yelU4jwKpkcMVtbXWirLG0bcVPGaSWRsbSPzmvc1X+3'+ 'emYtw2fZru9A0NdNeX9w8+YxF3Uax1eD8yqrcd22yz3C92qe1N3tzGQWvy39N4NsDVzTjm5xVZuXqndL'+ 'xs9tFK6322UgMtGkUaxrQxrNVK0o3FZ7+Ljb3e6Ft2r/ACX6YNdnNyJbfZL3bn/jZaefuZ6BZ+p9svLG'+ '43Nhi+rtnTR2keHUERLWMcWA6tJzPYsp61sWTGHeLZ8cwlAivei7W1k1ARjn5gciskCpdhul/t7nus5j'+ 'D1BpkAALXDhVrgRUcCov+WuSuy9YT6rv3gvj/D+1ffx2yuj0jtJO3d4isLHbqaZbQPM7eIllDZHA9orp'+ '8FUpQ/W8ulJLnnU5+bqnEnE41SEAU0mtQCcKUPJc17bnPTReSwdVK7axq8tvxeWcVyTilUFnLly5AHJC'+ 'lJQlAjkhPtSoCUwEJQB2LkvFNu8rimhMPVq8EtUDCKdiJApCqhOaXguSKOCVCi4I6h0P/9k='; var canvas = document.getElementById('myCanvas'), var context = canvas.getContext('2d'), var img = new Image(); img.src = img_src; img.onload = function() { context.drawImage( img, 10, 10 ); } }
Figure 8-7 shows the rendered image.
The fillStyle
and strokeStyle
properties of the context
object provide a way for you to set the color, alpha value, or style of the shape or line you are drawing. (See Table 8-1 for a list of all context properties.) If you would like to set a color value, you can use any CSS color, such as the following:
context.fillStyle="#666666"; context.strokeStyle=rgb(125,125,125);
Once you set fillStyle
or strokeStyle
, it becomes the default value for all new shapes in the canvas until you reassign it.
You can also use rgba(r,g,b,a)
to assign an alpha value to the shape you are filling in. The r
, g
, and b
parameters take an integer value between 0 and 255, whereas a
is a float value between 0.0 and 1.0 (0.0 being fully transparent, and 1.0 being fully opaque). For example, the following code draws two circles in the canvas. The large circle has a 90 percent transparency value, whereas the smaller circle has a 30 percent transparency value:
function drawTransCircles() { var context = document.getElementById("myCanvas").getContext("2d"); // Large circle—90% transparency context.fillStyle = "rgba(13,44,50, 0.9)"; context.beginPath(); context.arc(95,90,60,0, 2*pi, 0); context.fill(); // Smaller circle—30% transparency
context.fillStyle = "rgba(0,0,255, 0.3)"; context.beginPath(); context.arc(135,120,40,0, 2*pi, 0); context.fill(); }
Figure 8-8 shows the two colored, semitransparent circles. Alternatively, you can declare the context.globalAlpha
property to set a default transparency value for all stroke or fill styles. Once again, the value should be a float number between 0.0
and 1.0
.
You can use an external image to create an image pattern on the back of a canvas
element using the createPattern()
method. The syntax is as follows:
patternObject = context.createPattern(image, type)
The image
argument references an Image
object or a different canvas
element. The type
argument is one of the familiar CSS pattern types: repeat
, repeat-x
, repeat-y
, and no-repeat
. The method returns a Pattern
object, as shown in the following example:
function drawPattern() { var context = document.getElementById('myCanvas').getContext('2d'), var pImg = new Image(); pImg.src = 'images/tech.jpg'; // call when image is fully loaded
pImg.onload = function() { var pat = context.createPattern(pImg,'repeat'), context.fillStyle = pat; context.fillRect(0,0,300,300) } }
In this code, an Image
object is created and assigned a source. However, before this image can be used in the pattern, you need to ensure it is loaded. Therefore, you must place the rest of the drawing code inside the Image
object's onload
event handler. Much like the gradient examples shown earlier, the Pattern
object that is created with createPattern()
is then assigned to fillStyle
. Figure 8-8 in the previous section shows the results.
In this chapter, you explored how to use the Canvas object as a drawing pad for basic shapes and animations. After a discussion on how to obtain the user agent for Safari on iPhone, you walked through how to draw a rectangle and other shapes, draw an image, and work with properties like color and transparency. You finished by learning about creating image patterns.