Draws an image from a CanvasImageSource to this canvas.
The entire image from source will be drawn to this context with its top
left corner at the point (destX, destY). If the image is
larger than canvas will allow, the image will be clipped to fit the
available space.
CanvasElement canvas = new CanvasElement(width: 600, height: 600);
CanvasRenderingContext2D ctx = canvas.context2D;
ImageElement img = document.query('img');
ctx.drawImage(img, 100, 100);
VideoElement video = document.query('video');
ctx.drawImage(video, 0, 0);
CanvasElement otherCanvas = document.query('canvas');
otherCanvas.width = 100;
otherCanvas.height = 100;
ctx.drawImage(otherCanvas, 590, 590); // will get clipped
See also:
source.@JSName('drawImage')
void drawImage(CanvasImageSource source, num destX, num destY) native;