Javascript examples for Canvas:image
Zoom Pan images with d3.js
<html> <head> <meta name="viewport" content="width=device-width, initial-scale=1"> <script type="text/javascript" src="http://d3js.org/d3.v3.min.js"></script> <style id="compiled-css" type="text/css"> svg {/*from w ww .ja va2s. co m*/ font: 10px sans-serif; } .overlay { fill: none; pointer-events: all; } .axis path, .axis line { fill: none; stroke: #000; shape-rendering: crispEdges; } </style> <script type="text/javascript"> window.onload=function(){ var width = 960, height = 500; var randomX = d3.random.normal(width / 2, 80), randomY = d3.random.normal(height / 2, 80); var data = d3.range(2000).map(function() { return [ randomX(), randomY() ]; }); var x = d3.scale.linear() .domain([0, width]) .range([0, width]); var y = d3.scale.linear() .domain([0, height]) .range([height, 0]); var canvas = d3.select("canvas") .attr("width", width) .attr("height", height) .call(d3.behavior.zoom().x(x).y(y).scaleExtent([1, 8]).on("zoom", zoom)) .node().getContext("2d"); function zoom() { canvas.clearRect(0, 0, width, height); draw(); } function draw() { for (var i = 0; i <= 500; i += 50) { canvas.drawImage(img, x(i), 10, 50, 40); } } var img = new Image(); img.onload = function() { draw(); } img.src = "https://www.java2s.com/style/demo/Google-Chrome.png"; } </script> </head> <body> <canvas id="canvas"></canvas> </body> </html>