In IE, I can use:
to implement an image flip horizontally.
I like Eschers function above. I have made it a little neater and better. I have added flop (vertically) besides flip. Also a possibility to draw/rotate around the center of the image instead of top left. Finally, the function does not require all arguments. img, x and y are required but the rest are not.
If you were using something like context.drawImage(...), you can now just use drawImage(...) and add the rotate/flip/flop functionality explained here:
function drawImage(img, x, y, width, height, deg, flip, flop, center) {
context.save();
if(typeof width === "undefined") width = img.width;
if(typeof height === "undefined") height = img.height;
if(typeof center === "undefined") center = false;
// Set rotation point to center of image, instead of top/left
if(center) {
x -= width/2;
y -= height/2;
}
// Set the origin to the center of the image
context.translate(x + width/2, y + height/2);
// Rotate the canvas around the origin
var rad = 2 * Math.PI - deg * Math.PI / 180;
context.rotate(rad);
// Flip/flop the canvas
if(flip) flipScale = -1; else flipScale = 1;
if(flop) flopScale = -1; else flopScale = 1;
context.scale(flipScale, flopScale);
// Draw the image
context.drawImage(img, -width/2, -height/2, width, height);
context.restore();
}
Examples:
var myCanvas = document.getElementById("myCanvas");
var context = myCanvas.getContext("2d"); // i use context instead of ctx
var img = document.getElementById("myImage"); // your img reference here!
drawImage(img, 100, 100); // just draw it
drawImage(img, 100, 100, 200, 50); // draw it with width/height specified
drawImage(img, 100, 100, 200, 50, 45); // draw it at 45 degrees
drawImage(img, 100, 100, 200, 50, 0, true); // draw it flipped
drawImage(img, 100, 100, 200, 50, 0, false, true); // draw it flopped
drawImage(img, 100, 100, 200, 50, 0, true, true); // draw it flipflopped
drawImage(img, 100, 100, 200, 50, 45, true, true, true); // draw it flipflopped and 45 degrees rotated around the center of the image :-)