1 <html> 2 <body> 3 This is a test of our ability to convert a canvas to a data url and use it as a cursor. We pass if the cursor animates smoothly and without flickering.<br> 4 See https://bugs.webkit.org/show_bug.cgi?id=64321. 5 <canvas id="c" width="40" height="40"></canvas> 6 <script type="text/javascript"> 7 var icon = new Image; 8 icon.src = 'resources/drag-image.png' 9 10 function drawArrow(angle) { 11 var canvas = document.getElementById('c'); 12 canvas.width = canvas.width // reset canvas 13 var ctx = canvas.getContext('2d'); 14 15 ctx.translate(ctx.canvas.width / 2, ctx.canvas.height / 2); 16 ctx.rotate(angle); 17 ctx.drawImage(icon, -icon.width / 2, -icon.height / 2); 18 19 var x = 20;//Math.floor(Math.cos(angle) * icon.width / 2) + icon.width / 2; 20 var y = 20;//Math.floor(Math.sin(angle) * icon.width / 2) + icon.width / 2; 21 22 var data = canvas.toDataURL(); 23 if (data) 24 document.body.style.cursor = 'url('+data+') ' + x + ' ' + y + ', pointer'; 25 else 26 console.log('failure'); 27 } 28 29 (function() { 30 var angle = 0; 31 var run = function() { 32 angle += Math.PI / 16; 33 drawArrow(angle); 34 setTimeout(run, 100); 35 }; 36 run(); 37 })(); 38 drawArrow(); 39 </script> 40 </body> 41 </html> 42