[html5] r1758 - /
whatwg at whatwg.org
whatwg at whatwg.org
Thu Jun 12 18:47:31 PDT 2008
Author: ianh
Date: 2008-06-12 18:47:24 -0700 (Thu, 12 Jun 2008)
New Revision: 1758
Modified:
index
source
Log:
[e] (0) remove some redundant ImageData stuff
Modified: index
===================================================================
--- index 2008-06-13 01:39:46 UTC (rev 1757)
+++ index 2008-06-13 01:47:24 UTC (rev 1758)
@@ -20186,12 +20186,6 @@
<h6 id=pixel><span class=secno>3.11.11.1.11. </span><dfn id=pixel1>Pixel
manipulation</dfn></h6>
- <!--
- <span>ImageData</span> <span title="dom-context-2d-createImageData">createImageData</span>(in float sw, in float sh);
- <span>ImageData</span> <span title="dom-context-2d-getImageData">getImageData</span>(in float sx, in float sy, in float sw, in float sh);
- void <span title="dom-context-2d-putImageData">putImageData</span>(in <span>ImageData</span> imagedata, in float dx, in float dy);
- void <span title="dom-context-2d-putImageData">putImageData</span>(in <span>ImageData</span> imagedata, in float dx, in float dy, in float dirtyX, in float dirtyY, in float dirtyWidth, in float dirtyHeight);
--->
<p>The <dfn id=createimagedata
title=dom-context-2d-createImageData><code>createImageData(<var
@@ -20285,11 +20279,7 @@
structures back to the canvas.
<p>If the first argument to the method is null or not an <code><a
- href="#imagedata">ImageData</a></code> object that was returned by <code
- title=dom-context-2d-createImageData><a
- href="#createimagedata">createImageData()</a></code> or <code
- title=dom-context-2d-getImageData><a
- href="#getimagedata">getImageData()</a></code> then the <code
+ href="#imagedata">ImageData</a></code> object then the <code
title=dom-context-2d-putImageData><a
href="#putimagedata">putImageData()</a></code> method must raise a
<code>TYPE_MISMATCH_ERR</code> exception.
@@ -20423,36 +20413,30 @@
<p>The data returned by <code title=dom-context-2d-getImageData><a
href="#getimagedata">getImageData()</a></code> is at the resolution of
the canvas backing store, which is likely to not be one device pixel to
- each CSS pixel if the display used is a high resolution display. Thus,
- while one could create an <code><a href="#imagedata">ImageData</a></code>
- object, one would not necessarily know what resolution the canvas
- expected (how many pixels the canvas wants to paint over one coordinate
- space unit pixel).</p>
+ each CSS pixel if the display used is a high resolution display.</p>
<p>In the following example, the script first obtains the size of the
canvas backing store, and then generates a few new <code><a
href="#imagedata">ImageData</a></code> objects which can be used.</p>
- <pre>
- // canvas is a reference to a <canvas> element
- var context = canvas.getContext('2d');
+ <pre>// canvas is a reference to a <canvas> element
+var context = canvas.getContext('2d');
- // create a blank slate
- var data = context.createImageData(canvas.width, canvas.height);
+// create a blank slate
+var data = context.createImageData(canvas.width, canvas.height);
- // create some plasma
- FillPlasma(data, 'green'); // green plasma
+// create some plasma
+FillPlasma(data, 'green'); // green plasma
- // add a cloud to the plasma
- AddCloud(data, data.width/2, data.height/2); // put a cloud in the middle
+// add a cloud to the plasma
+AddCloud(data, data.width/2, data.height/2); // put a cloud in the middle
- // paint the plasma+cloud on the canvas
- context.putImageData(data, 0, 0);
+// paint the plasma+cloud on the canvas
+context.putImageData(data, 0, 0);
- // support methods
- function FillPlasma(data, color) { ... }
- function AddCloud(data, x, y) { ... }
-</pre>
+// support methods
+function FillPlasma(data, color) { ... }
+function AddCloud(data, x, y) { ... }</pre>
</div>
<div class=example>
Modified: source
===================================================================
--- source 2008-06-13 01:39:46 UTC (rev 1757)
+++ source 2008-06-13 01:47:24 UTC (rev 1758)
@@ -17832,13 +17832,6 @@
<h6><dfn>Pixel manipulation</dfn></h6>
-<!--
- <span>ImageData</span> <span title="dom-context-2d-createImageData">createImageData</span>(in float sw, in float sh);
- <span>ImageData</span> <span title="dom-context-2d-getImageData">getImageData</span>(in float sx, in float sy, in float sw, in float sh);
- void <span title="dom-context-2d-putImageData">putImageData</span>(in <span>ImageData</span> imagedata, in float dx, in float dy);
- void <span title="dom-context-2d-putImageData">putImageData</span>(in <span>ImageData</span> imagedata, in float dx, in float dy, in float dirtyX, in float dirtyY, in float dirtyWidth, in float dirtyHeight);
--->
-
<p>The <dfn
title="dom-context-2d-createImageData"><code>createImageData(<var
title="">sw</var>, <var title="">sh</var>)</code></dfn> method must
@@ -17932,11 +17925,9 @@
<code>ImageData</code> structures back to the canvas.</p>
<p>If the first argument to the method is null or not an
- <code>ImageData</code> object that was returned by <code
- title="dom-context-2d-createImageData">createImageData()</code> or
- <code title="dom-context-2d-getImageData">getImageData()</code> then
- the <code title="dom-context-2d-putImageData">putImageData()</code>
- method must raise a <code>TYPE_MISMATCH_ERR</code> exception.</p>
+ <code>ImageData</code> object then the <code
+ title="dom-context-2d-putImageData">putImageData()</code> method
+ must raise a <code>TYPE_MISMATCH_ERR</code> exception.</p>
<p>If any of the arguments to the method are infinite or NaN, the
method must raise an <code>INDEX_SIZE_ERR</code> exception.</p>
@@ -18087,35 +18078,30 @@
title="dom-context-2d-getImageData">getImageData()</code> is at the
resolution of the canvas backing store, which is likely to not be
one device pixel to each CSS pixel if the display used is a high
- resolution display. Thus, while one could create an
- <code>ImageData</code> object, one would not necessarily know what
- resolution the canvas expected (how many pixels the canvas wants to
- paint over one coordinate space unit pixel).</p>
+ resolution display.</p>
<p>In the following example, the script first obtains the size of
the canvas backing store, and then generates a few new
<code>ImageData</code> objects which can be used.</p>
- <pre>
- // canvas is a reference to a <canvas> element
- var context = canvas.getContext('2d');
+ <pre>// canvas is a reference to a <canvas> element
+var context = canvas.getContext('2d');
- // create a blank slate
- var data = context.createImageData(canvas.width, canvas.height);
+// create a blank slate
+var data = context.createImageData(canvas.width, canvas.height);
- // create some plasma
- FillPlasma(data, 'green'); // green plasma
+// create some plasma
+FillPlasma(data, 'green'); // green plasma
- // add a cloud to the plasma
- AddCloud(data, data.width/2, data.height/2); // put a cloud in the middle
+// add a cloud to the plasma
+AddCloud(data, data.width/2, data.height/2); // put a cloud in the middle
- // paint the plasma+cloud on the canvas
- context.putImageData(data, 0, 0);
+// paint the plasma+cloud on the canvas
+context.putImageData(data, 0, 0);
- // support methods
- function FillPlasma(data, color) { ... }
- function AddCloud(data, x, y) { ... }
-</pre>
+// support methods
+function FillPlasma(data, color) { ... }
+function AddCloud(data, x, y) { ... }</pre>
</div>
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