1<html>
2<body>
3This 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>
4See https://bugs.webkit.org/show_bug.cgi?id=64321.
5<canvas id="c" width="40" height="40"></canvas>
6<script type="text/javascript">
7var icon = new Image;
8icon.src = 'resources/drag-image.png'
9
10function 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