- From: <bugzilla@jessica.w3.org>
- Date: Mon, 10 Jan 2011 18:26:26 +0000
- To: public-html-bugzilla@w3.org
http://www.w3.org/Bugs/Public/show_bug.cgi?id=11657 Tab Atkins Jr. <jackalmage@gmail.com> changed: What |Removed |Added ---------------------------------------------------------------------------- CC| |jackalmage@gmail.com --- Comment #2 from Tab Atkins Jr. <jackalmage@gmail.com> 2011-01-10 18:26:26 UTC --- (In reply to comment #1) > 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. You'd need a height as well (though a value that means 'auto' would be useful for both). Don't forget about vertical languages. ^_^ Anyway, +1 on an idea in this direction. -- Configure bugmail: http://www.w3.org/Bugs/Public/userprefs.cgi?tab=email ------- You are receiving this mail because: ------- You are the QA contact for the bug.
Received on Monday, 10 January 2011 18:26:28 UTC