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Re: hit testing and retained graphics

From: Robert O'Callahan <robert@ocallahan.org>
Date: Tue, 12 Jul 2011 15:52:07 +1200
Message-ID: <CAOp6jLYkCMkv3BP9iiDN6WjtXY+ED3=WOW9ZG_5bsQcnG15BxA@mail.gmail.com>
To: Richard Schwerdtfeger <schwer@us.ibm.com>
Cc: James Robinson <jamesr@google.com>, Charles McCathieNevile <chaals@opera.com>, Charles Pritchard <chuck@jumis.com>, Henri Sivonen <hsivonen@iki.fi>, "Tab Atkins Jr." <jackalmage@gmail.com>, Karl Dubost <karld@opera.com>, "public-canvas-api@w3.org" <public-canvas-api@w3.org>, "public-html@w3.org" <public-html@w3.org>, "public-html-a11y@w3.org" <public-html-a11y@w3.org>, public-html-request@w3.org, Doug Schepers <schepers@w3.org>
Doug seems to be proposing a few different things:
1) a canvas-like object that reimplements the canvas 2D context API to
output an SVG DOM subtree instead
2) attaching canvas buffers to SVG elements so you can draw into them as if
they're canvases
3) some way to get SVG elements into the canvas shadow tree and have them be
rendered as well

I don't understand #3 very well, partly because it's not specified how those
elements would participate in rendering. Why not just put the SVG elements
over or under the canvas? They'll be rendered and accessible.

#2 could be addressed by extending SVG stroke and fill values to include
arbitrary CSS image values, and using the element() image value to refer to
a canvas. I think that feature would be useful in many ways, and I'd be
interested in supporting it.

I think #1 can be quite easily implemented as a JS library. I'm not
convinced it would be necessary to provide direct browser support.

"If we claim to be without sin, we deceive ourselves and the truth is not in
us. If we confess our sins, he is faithful and just and will forgive us our
sins and purify us from all unrighteousness. If we claim we have not sinned,
we make him out to be a liar and his word is not in us." [1 John 1:8-10]
Received on Tuesday, 12 July 2011 03:52:55 UTC

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