- From: Oliver Hunt <oliver@apple.com>
- Date: Wed, 3 Feb 2010 12:11:43 -0800
On Feb 3, 2010, at 11:54 AM, Tim Hutt wrote: > On 3 February 2010 19:23, Oliver Hunt <oliver at apple.com> wrote: >>> 1. Support more length specifiers for the width and height of a >>> canvas(%, em, etc.). >> >> This doesn't really make sense for the backing buffer as it is logically defined in terms of pixel. > > The layout engine would decide how many pixels big it is, in exactly > the same way that it decides how big to draw a image that has width > specified in non-pixel units. But that's css scaling the image, which is what currently happens with canvas: the natural width/height of the canvas is specified and is used as the default css size. >> >>> 3. CSS size specifiers resize rather than scale the canvas. I.e. it >>> should always be that 1 unit = 1 pixel initially. >> This would break content > > On 3 February 2010 18:07, Boris Zbarsky <bzbarsky at mit.edu> wrote: >> #3 would break existing canvas content. > > True, but: > > a) Otherwise width:100% in CSS and width="100%" in HTML would have > different meanings. Confusing! width="100%" makes no sense for canvas as it means you're no longer specifying the size of the backing buffer, which is inherently pixel based. > b) Nobody uses it currently anyway - there's no content to break! I'm > not exaggerating - look through canvasdemos.com and I bet you won't Because canvasdemos.com is the only site in the world that uses canvas. > find a single case where the canvas is sized using CSS, for the very > reasons I have given, specifically: > c) It's slow, and looks rubbish. This sounds like you want SVG not canvas -- by definition canvas is a bitmap, scaling behaviour is identical to scaling of an image. > > I suppose an alternative might be to have some way of retrieving the > true size of the canvas, then you could do something like: > > canvas.width = canvas.trueWidthInPixels; > >> #2 would work if all elements supported onresize (as has been proposed), >> right? >> >> Given that, a resize handler could simply reset the canvas width/height >> attrs if desired (thereby achieving #1 and the clearing aspect of #2), no? >> >> Hence my question: what use cases here would not be covered simply by having >> a general resize event on all elements? > > Well, yes it would be good to have onresize for all elements. But you > still need to add width="...%" support to the canvas tag otherwise it > will never *be* resized, so you couldn't achieve #1 with #2. I may > have misunderstood you here. The onresize event would fire on the css size changing, not the canvas resolution changing -- size != resolution. --Oliver -------------- next part -------------- An HTML attachment was scrubbed... URL: <http://lists.whatwg.org/pipermail/whatwg-whatwg.org/attachments/20100203/0a578f94/attachment.htm>
Received on Wednesday, 3 February 2010 12:11:43 UTC