- 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
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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.
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Received on Monday, 10 January 2011 18:26:28 UTC