/* Class that wraps the html image element and canvas. It also simplifies some of the canvas context manipulation with a set of helper functions. */ var CanvasImage = function(image){ // If jquery object is passed in, get html element this.imgEl = (image.jquery)? image[0]: image; this.canvas = document.createElement('canvas'), this.context = this.canvas.getContext('2d'); document.body.appendChild(this.canvas); this.width = this.canvas.width = $(this.imgEl).width(), this.height = this.canvas.height = $(this.imgEl).height(); this.context.drawImage(this.imgEl, 0, 0); } CanvasImage.prototype.clear = function() { this.context.clearRect(0, 0, this.width, this.height); } CanvasImage.prototype.update = function(imageData) { console.log('worked'); this.context.putImageData(imageData, 0, 0); } CanvasImage.prototype.getPixelCount = function() { return this.width * this.height; } CanvasImage.prototype.getImageData = function() { return this.context.getImageData(0, 0, this.width, this.height); }