- From: <bugzilla@jessica.w3.org>
- Date: Tue, 04 Jan 2011 04:41:42 +0000
- To: public-html-bugzilla@w3.org
http://www.w3.org/Bugs/Public/show_bug.cgi?id=11657
Cameron McCormack <cam@mcc.id.au> changed:
What |Removed |Added
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CC| |cam@mcc.id.au
--- Comment #1 from Cameron McCormack <cam@mcc.id.au> 2011-01-04 04:41:42 UTC ---
It seems to me that a reasonable solution to this is to allow the rendering of
an arbitrary HTML element to the canvas. I don't think you want to duplicate
all of CSS's text functionality in the canvas 2D context itself. You probably
want to allow some size to be passed in when doing this (so that text could
wrap), too.
And it would be pretty handy if you could also just pass in a string to be
parsed:
var ctx = ...;
ctx.drawHTML("<span style='letter-spacing: -0.1; font-weight: 100'>Well
<i>hello</i> there!", 100, 100, 500);
where the (100, 100) is the top-left corner of the area in which to lay out the
CSS boxes, and 500 is the width.
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Received on Tuesday, 4 January 2011 04:41:44 UTC