class Canvas(Widget):

    def isEmulation(self):
        JS("""
        return (typeof $wnd.G_vmlCanvasManager != "undefined");
        """)

    def init(self):
        JS("""
        var el = this.getElement().firstChild;
        if (typeof $wnd.G_vmlCanvasManager != "undefined") {
            var parent = el.parent;
            
            el = $wnd.G_vmlCanvasManager.fixElement_(el);
            el.getContext = function () {
                if (this.context_) {
                    return this.context_;
                }
                return this.context_ = new $wnd.CanvasRenderingContext2D(el);
            };
        
            el.attachEvent("onpropertychange", function (e) {
                // we need to watch changes to width and height
                switch (e.propertyName) {
                    case "width":
                    case "height":
                    // coord size changed?
                    break;
                }
            });

            // if style.height is set
            
            var attrs = el.attributes;
            if (attrs.width && attrs.width.specified) {
                // TODO: use runtimeStyle and coordsize
                // el.getContext().setWidth_(attrs.width.nodeValue);
                el.style.width = attrs.width.nodeValue + "px";
            }
            if (attrs.height && attrs.height.specified) {
                // TODO: use runtimeStyle and coordsize
                // el.getContext().setHeight_(attrs.height.nodeValue);
                el.style.height = attrs.height.nodeValue + "px";
            }
        }
        var ctx = el.getContext("2d");
        
        ctx._createPattern = ctx.createPattern;
        ctx.createPattern = function(img, rep) {
            if (!(img instanceof Image)) img = img.getElement(); 
            return this._createPattern(img, rep);
            }

        ctx._drawImage = ctx.drawImage;
        ctx.drawImage = function() {
            var a=arguments;
            if (!(a[0] instanceof Image)) a[0] = a[0].getElement();
            if (a.length==9) return this._drawImage(a[0], a[1], a[2], a[3], a[4], a[5], a[6], a[7], a[8]);
            else if (a.length==5) return this._drawImage(a[0], a[1], a[2], a[3], a[4]);
            return this._drawImage(a[0], a[1], a[2]);
            }
        
        this.context = ctx;
        """)


@@ -1744,24 +1744,76 @@
             
+// Next line breaks things for Chrome%0A            //
 if (!(img in
@@ -2033,24 +2033,76 @@
             
+// Next line breaks things for Chrome%0A            //
 if (!(a%5B0%5D i

Fix canvas image problem for Chrome