# drawImage method

1. @JSName('drawImage')

void drawImage (CanvasImageSource source, num destX, num destY)
@JSName('drawImage')

Draws an image from a CanvasImageSource to this canvas.

The entire image from `source` will be drawn to this context with its top left corner at the point (`destX`, `destY`). If the image is larger than canvas will allow, the image will be clipped to fit the available space.

    CanvasElement canvas = new CanvasElement(width: 600, height: 600);
    CanvasRenderingContext2D ctx = canvas.context2D;
    ImageElement img = document.query('img');

    ctx.drawImage(img, 100, 100);

    VideoElement video = document.query('video');
    ctx.drawImage(video, 0, 0);

    CanvasElement otherCanvas = document.query('canvas');
    otherCanvas.width = 100;
    otherCanvas.height = 100;
    ctx.drawImage(otherCanvas, 590, 590); // will get clipped

See also:

- CanvasImageSource for more information on what data is retrieved from `source`.
- drawImage from the WHATWG.

## Implementation

    @JSName('drawImage')
    void drawImage(CanvasImageSource source, num destX, num destY) native;