@@ -2,12 +2,100 @@
<html lang="en">
<head>
<meta charset="UTF-8">
<title>Home</title>
<link rel="stylesheet" href="../css/default.css">
<script src="../jquery/jquery-1.12.0.min.js"></script>
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<title>Home</title>
<link rel="stylesheet" href="../css/default.css">
<script src="../jquery/jquery-1.12.0.min.js"></script>

</head>
<body>
TEST

<div id="main" role="main">
<canvas id="respondCanvas" width="100" height="100">
< !-- Provide fallback -->
</canvas>
</div>

<script type = text/javascript>
$(document).ready( function(){
//Get the canvas & context
var c = $('#respondCanvas');
var ct = c.get(0).getContext('2d');
var container = $(c).parent();

//Run function when browser resizes
$(window).resize( respondCanvas );

function respondCanvas(){
c.attr('width', $(container).width() ); //max width
c.attr('height', $(container).height() ); //max height

var x = c.width();
var y = c.height();

//Call a function to redraw other content (texts, images etc)
var imageObj = new Image();

imageObj.onload = function() {
ct.drawImage(imageObj,0 ,0 ,x ,y);
};
imageObj.src = '../images/chicken.png';
}

//Initial call
respondCanvas();

});


</script>


<!--<script type = text/javascript>
$(document).ready( function(){
//Get the canvas & context
var c = $('#respondCanvas');
var ct = c.get(0).getContext('2d');
var container = $(c).parent();
//Run function when browser resize
$(window).resize( respondCanvas );
function respondCanvas(){
c.attr('width', $(container).width() ); //max width
c.attr('height', $(container).height() ); //max height
//Redraw & reposition content
var x = c.width();
var y = c.height();
ct.font = "20px Calibri";
ct.fillStyle = "#DDDDDD"; //black
ct.fillRect( 0, 0, x, y); //fill the canvas
var resizeText = "Canvas width: "+c.width()+"px";
ct.textAlign = "center";
ct.fillStyle = "#333333"; //white
ct.fillText(resizeText, (x/2), (y/2) );
}
//Initial call
respondCanvas();
});
</script>-->

<!--<script>
var canvas = document.getElementById('myCanvas');
var context = canvas.getContext('2d');
var imageObj = new Image();
imageObj.onload = function() {
context.drawImage(imageObj, 69, 50, 300, 300);
};
imageObj.src = '../images/chicken.png';
</script>-->
</body>
</html>