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55

answers:

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I am writing some code that uses HTML5 canvas. Genereally it works well, but now I found a very strange behaviour. The weird thing is that it is consistent on different browsers, so must be that I understood the thing wrong... despite this the docs seem to say exactly what I do. Here is the code (it's an object method):

   MyCanvas.prototype.getElement = function() {

        var innerHtml = "<div></div>";

        var elem = jQuery(innerHtml, {
            'id' : this.viewId
        });



        var canvas = jQuery("<canvas/>", {
            'id' : this.viewId + "canvas",
            'width' : this.width,
            'height' : this.height
        });

        var w = this.width;
        var h = this.height;

        jQuery(elem).append(canvas);

        var imgElem = new Image();

        imgElem.src = this.maskImage;
        imgElem.onload = function() {
            var ctx = canvas[0].getContext('2d');
            ctx.drawImage(this, 0, 0, w, h);

        };

        return elem;
    };

after this I'll use jQuery again to append this element in a Div that is already in the page (that is blank). The result will be that the image is overstretched like ten times it's width.... That is weird because, for what I understood of drawImage, it should use the w and h values to scale the image and given that w and h are the size of the canvas, it should fit well.

What am I doing wrong? Is it because I do the drawing off the rendered dom tree?