that's true! and there are cases, where your way is applicable, however there are a couple issues with it when working with canvas apps(I'm not completely up to date with all the details about style.zoom, so correct me, if i'm wrong):
- the css3 'zoom' is not very well implemented, for example in FF you would have to use: -moz-transform: scale(XX); (which is a hassle, but okay - it works)
, but afaik in IE9 the whole method was marked deprecated - i don't know about IE10 - maybe we have some luck there, wouldn't rely on it though :-)
- when zooming via style.zoom, everything will be zoomed according to a base-width&height, so if the target-device has a different aspect ratio than your base-sizes, you will have to reposition certain objects by hand anyways, also you will have to set the width&height of the canvas manually - as there might be overlapping parts
- when it comes to targeting mobile devices with canvas, you quite often want to use tools like Ludei's cocoonJS or AppMobi's directCanvas, that render html-canvas as a native WebGL-stage on mobile, and css-values like zoom or any other markup will just be ignored on those platforms
- however when you are working with DOM-elements style.zoom can come pretty handy!
I really like your Poker-Demo btw.! Love how the animations are super-smooth! Keep it up!
cheers