http://developer.mozilla.org/en/docs/HTML:Canvas<html>
<head>
<script type="application/x-javascript">
function draw() {
var PI = 3.14;
var canvas = document.getElementById("canvas");
var ctx = canvas.getContext("2d");
var img = new Image();
img.src = "http://www.csdn.net/images/newcsdnlogo.gif";
ctx.translate(150,150);
ctx.rotate (PI/2);
ctx.drawImage(img, 0,0);
}
</script>
</head>
<body onload="draw()">
<canvas id="canvas" width="300" height="300"></canvas>
</body>
</html>
<head>
<script type="application/x-javascript">
function draw() {
var PI = 3.14;
var canvas = document.getElementById("canvas");
var ctx = canvas.getContext("2d");
var img = new Image();
img.src = "http://www.csdn.net/images/newcsdnlogo.gif";
ctx.translate(150,150);
ctx.rotate (PI/2);
ctx.drawImage(img, 0,0);
}
</script>
</head>
<body onload="draw()">
<canvas id="canvas" width="300" height="300"></canvas>
</body>
</html>
var isIE = (document.uniqueID)?1:0;
var i=1;
function rotate(image)
{
var object = image.parentNode;
if(isIE){
image.style.filter="progid:DXImageTransform.Microsoft.BasicImage(Rotation="+i+")";
i++;
if(i>4) {i=1};
}
else{
try{
var canvas = document.createElement('canvas');
if(canvas.getContext("2d")) {
canvas.id = image.id;
canvas.alt = image.alt;
canvas.name = image.name;
canvas.title = image.title;
canvas.className = image.className;
canvas.style.cssText = image.style.cssText;
canvas.height = image.height;
canvas.width = image.width;
object.replaceChild(canvas,image);
var context = canvas.getContext("2d");
context.translate(120, 0);
context.rotate(Math.PI*0.5);
context.drawImage(image,0,0);
}
}catch(e){}
}
}
</script>
<img id="myimg" src="Sylar.gif" height="120" width="120" /><br />
<input type="button" value="rotate" onclick="rotate(document.getElementById('myimg'))" />