Drawing the Image Window

To draw the image window, we will simply modify the standard context.drawImage() function call using the values in the four variables we just defined:

context.drawImage(photo, windowX, windowY, windowWidth, windowHeight, 0, 0,
                  windowWidth,windowHeight);

Let’s take a closer look at this for a refresher on how the drawImage() function operates. The values are passed in order:

photo

The image instance we are going to use as our source for painting onto the canvas

windowX

The top-left x location to start copying from the source image

windowY

The top-left y location to start copying from the source image

windowWidth

The width of the rectangle to start copying from the source image

windowHeight

The height of the rectangle to start copying from the source image

0

The top-left x destination location for the image on the canvas

0

The top-left y destination location for the image on the canvas

viewPortWidth

The width in pixels for the destination copy (can be modified to scale the image)

viewPortHeight

The height in pixels for the destination copy (can be modified to scale the image)

When we draw from the image to the canvas, we will be modifying the windowX and windowY values to create a panning effect. Example 4-11 demonstrates how to get the image onto the canvas with the window location set to 0,0. Figure 4-12 shows an example of the output for Example 4-11.

Example 4-11. Placing an image on the canvas in a logical window

var photo = new Image();
photo.addEventListener('load', eventPhotoLoaded ...

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