JS control image flip sample code of compatible with firefox ie chrome

  • 2020-03-30 00:56:40
  • OfStack


<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd"> 
<html xmlns="http://www.w3.org/1999/xhtml"> 
<head> 
<title> Image rotation </title> 
<meta http-equiv="content-type" content="text/html;charset=gb2312"> 
<!-- Add the following code to <head> with </head> between --> 
<style type="text/css"> 
ul{padding:0 15px;} 
ul li{padding-bottom:15px;border-bottom:1px dashed #EEE;} 
.caption{padding:15px 0 5px;} 
.caption input{margin-right:10px;padding:0 10px;} 
</style> 
<script type="text/javascript"> 
 
function rotate(o,p){ 
    var img = document.getElementById(o); 
    if(!img || !p) return false; 
    var n = img.getAttribute('step'); 
    if(n== null) n=0; 
    if(p=='right'){ 
        (n==3)? n=0:n++; 
    }else if(p=='left'){ 
        (n==0)? n=3:n--; 
    } 
    img.setAttribute('step',n); 
    //MSIE 
    if(document.all) { 
        img.style.filter = 'progid:DXImageTransform.Microsoft.BasicImage(rotation='+ n +')'; 
        //HACK FOR MSIE 8 
        switch(n){ 
            case 0: 
                imgimg.parentNode.style.height = img.height; 
                break; 
            case 1: 
                imgimg.parentNode.style.height = img.width; 
                break; 
            case 2: 
                imgimg.parentNode.style.height = img.height; 
                break; 
            case 3: 
                imgimg.parentNode.style.height = img.width; 
                break; 
        } 
    //DOM 
    }else{ 
        var c = document.getElementById('canvas_'+o); 
        if(c== null){ 
            img.style.visibility = 'hidden'; 
            img.style.position = 'absolute'; 
            c = document.createElement('canvas'); 
            c.setAttribute("id",'canvas_'+o); 
            img.parentNode.appendChild(c); 
        } 
        var ccanvasContext = c.getContext('2d'); 
        switch(n) { 
            default : 
            case 0 : 
                c.setAttribute('width', img.width); 
                c.setAttribute('height', img.height); 
                canvasContext.rotate(0 * Math.PI / 180); 
                canvasContext.drawImage(img, 0, 0); 
                break; 
            case 1 : 
                c.setAttribute('width', img.height); 
                c.setAttribute('height', img.width); 
                canvasContext.rotate(90 * Math.PI / 180); 
                canvasContext.drawImage(img, 0, -img.height); 
                break; 
            case 2 : 
                c.setAttribute('width', img.width); 
                c.setAttribute('height', img.height); 
                canvasContext.rotate(180 * Math.PI / 180); 
                canvasContext.drawImage(img, -img.width, -img.height); 
                break; 
            case 3 : 
                c.setAttribute('width', img.height); 
                c.setAttribute('height', img.width); 
                canvasContext.rotate(270 * Math.PI / 180); 
                canvasContext.drawImage(img, -img.width, 0); 
                break; 
        } 
    } 
} 
</script> 
</head> 
<body> 
<!-- Add the following code to <body> with </body> between --> 
<ul class="clearfix"> 
    <li> 
        <div class="caption"> 
            <input type="button" value="turn left" onclick="rotate('pic_1','left')"> 
            <input type="button" value="turn right" onclick="rotate('pic_1','right')"> 
        </div> 
        <div class="cont"> 
            <img  alt="javascript  Image rotation "  id="pic_1" src="1.gif" alt=""> 
        </div> 
    </li> 
</ul> 
</body> 
</html>

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