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- /*!
- * EaselJS
- * Visit http://createjs.com/ for documentation, updates and examples.
- *
- * Copyright (c) 2010 gskinner.com, inc.
- *
- * Permission is hereby granted, free of charge, to any person
- * obtaining a copy of this software and associated documentation
- * files (the "Software"), to deal in the Software without
- * restriction, including without limitation the rights to use,
- * copy, modify, merge, publish, distribute, sublicense, and/or sell
- * copies of the Software, and to permit persons to whom the
- * Software is furnished to do so, subject to the following
- * conditions:
- *
- * The above copyright notice and this permission notice shall be
- * included in all copies or substantial portions of the Software.
- *
- * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
- * EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES
- * OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
- * NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT
- * HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
- * WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
- * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
- * OTHER DEALINGS IN THE SOFTWARE.
- */
-
-
- //##############################################################################
- // extend.js
- //##############################################################################
-
- this.createjs = this.createjs||{};
-
- /**
- * @class Utility Methods
- */
-
- /**
- * Sets up the prototype chain and constructor property for a new class.
- *
- * This should be called right after creating the class constructor.
- *
- * function MySubClass() {}
- * createjs.extend(MySubClass, MySuperClass);
- * MySubClass.prototype.doSomething = function() { }
- *
- * var foo = new MySubClass();
- * console.log(foo instanceof MySuperClass); // true
- * console.log(foo.prototype.constructor === MySubClass); // true
- *
- * @method extend
- * @param {Function} subclass The subclass.
- * @param {Function} superclass The superclass to extend.
- * @return {Function} Returns the subclass's new prototype.
- */
- createjs.extend = function(subclass, superclass) {
- "use strict";
-
- function o() { this.constructor = subclass; }
- o.prototype = superclass.prototype;
- return (subclass.prototype = new o());
- };
-
- //##############################################################################
- // promote.js
- //##############################################################################
-
- this.createjs = this.createjs||{};
-
- /**
- * @class Utility Methods
- */
-
- /**
- * Promotes any methods on the super class that were overridden, by creating an alias in the format `prefix_methodName`.
- * It is recommended to use the super class's name as the prefix.
- * An alias to the super class's constructor is always added in the format `prefix_constructor`.
- * This allows the subclass to call super class methods without using `function.call`, providing better performance.
- *
- * For example, if `MySubClass` extends `MySuperClass`, and both define a `draw` method, then calling `promote(MySubClass, "MySuperClass")`
- * would add a `MySuperClass_constructor` method to MySubClass and promote the `draw` method on `MySuperClass` to the
- * prototype of `MySubClass` as `MySuperClass_draw`.
- *
- * This should be called after the class's prototype is fully defined.
- *
- * function ClassA(name) {
- * this.name = name;
- * }
- * ClassA.prototype.greet = function() {
- * return "Hello "+this.name;
- * }
- *
- * function ClassB(name, punctuation) {
- * this.ClassA_constructor(name);
- * this.punctuation = punctuation;
- * }
- * createjs.extend(ClassB, ClassA);
- * ClassB.prototype.greet = function() {
- * return this.ClassA_greet()+this.punctuation;
- * }
- * createjs.promote(ClassB, "ClassA");
- *
- * var foo = new ClassB("World", "!?!");
- * console.log(foo.greet()); // Hello World!?!
- *
- * @method promote
- * @param {Function} subclass The class to promote super class methods on.
- * @param {String} prefix The prefix to add to the promoted method names. Usually the name of the superclass.
- * @return {Function} Returns the subclass.
- */
- createjs.promote = function(subclass, prefix) {
- "use strict";
-
- var subP = subclass.prototype, supP = (Object.getPrototypeOf&&Object.getPrototypeOf(subP))||subP.__proto__;
- if (supP) {
- subP[(prefix+="_") + "constructor"] = supP.constructor; // constructor is not always innumerable
- for (var n in supP) {
- if (subP.hasOwnProperty(n) && (typeof supP[n] == "function")) { subP[prefix + n] = supP[n]; }
- }
- }
- return subclass;
- };
-
- //##############################################################################
- // indexOf.js
- //##############################################################################
-
- this.createjs = this.createjs||{};
-
- /**
- * @class Utility Methods
- */
-
- /**
- * Finds the first occurrence of a specified value searchElement in the passed in array, and returns the index of
- * that value. Returns -1 if value is not found.
- *
- * var i = createjs.indexOf(myArray, myElementToFind);
- *
- * @method indexOf
- * @param {Array} array Array to search for searchElement
- * @param searchElement Element to find in array.
- * @return {Number} The first index of searchElement in array.
- */
- createjs.indexOf = function (array, searchElement){
- "use strict";
-
- for (var i = 0,l=array.length; i < l; i++) {
- if (searchElement === array[i]) {
- return i;
- }
- }
- return -1;
- };
-
- //##############################################################################
- // Event.js
- //##############################################################################
-
- this.createjs = this.createjs||{};
-
- (function() {
- "use strict";
-
- // constructor:
- /**
- * Contains properties and methods shared by all events for use with
- * {{#crossLink "EventDispatcher"}}{{/crossLink}}.
- *
- * Note that Event objects are often reused, so you should never
- * rely on an event object's state outside of the call stack it was received in.
- * @class Event
- * @param {String} type The event type.
- * @param {Boolean} bubbles Indicates whether the event will bubble through the display list.
- * @param {Boolean} cancelable Indicates whether the default behaviour of this event can be cancelled.
- * @constructor
- **/
- function Event(type, bubbles, cancelable) {
-
-
- // public properties:
- /**
- * The type of event.
- * @property type
- * @type String
- **/
- this.type = type;
-
- /**
- * The object that generated an event.
- * @property target
- * @type Object
- * @default null
- * @readonly
- */
- this.target = null;
-
- /**
- * The current target that a bubbling event is being dispatched from. For non-bubbling events, this will
- * always be the same as target. For example, if childObj.parent = parentObj, and a bubbling event
- * is generated from childObj, then a listener on parentObj would receive the event with
- * target=childObj (the original target) and currentTarget=parentObj (where the listener was added).
- * @property currentTarget
- * @type Object
- * @default null
- * @readonly
- */
- this.currentTarget = null;
-
- /**
- * For bubbling events, this indicates the current event phase:<OL>
- * <LI> capture phase: starting from the top parent to the target</LI>
- * <LI> at target phase: currently being dispatched from the target</LI>
- * <LI> bubbling phase: from the target to the top parent</LI>
- * </OL>
- * @property eventPhase
- * @type Number
- * @default 0
- * @readonly
- */
- this.eventPhase = 0;
-
- /**
- * Indicates whether the event will bubble through the display list.
- * @property bubbles
- * @type Boolean
- * @default false
- * @readonly
- */
- this.bubbles = !!bubbles;
-
- /**
- * Indicates whether the default behaviour of this event can be cancelled via
- * {{#crossLink "Event/preventDefault"}}{{/crossLink}}. This is set via the Event constructor.
- * @property cancelable
- * @type Boolean
- * @default false
- * @readonly
- */
- this.cancelable = !!cancelable;
-
- /**
- * The epoch time at which this event was created.
- * @property timeStamp
- * @type Number
- * @default 0
- * @readonly
- */
- this.timeStamp = (new Date()).getTime();
-
- /**
- * Indicates if {{#crossLink "Event/preventDefault"}}{{/crossLink}} has been called
- * on this event.
- * @property defaultPrevented
- * @type Boolean
- * @default false
- * @readonly
- */
- this.defaultPrevented = false;
-
- /**
- * Indicates if {{#crossLink "Event/stopPropagation"}}{{/crossLink}} or
- * {{#crossLink "Event/stopImmediatePropagation"}}{{/crossLink}} has been called on this event.
- * @property propagationStopped
- * @type Boolean
- * @default false
- * @readonly
- */
- this.propagationStopped = false;
-
- /**
- * Indicates if {{#crossLink "Event/stopImmediatePropagation"}}{{/crossLink}} has been called
- * on this event.
- * @property immediatePropagationStopped
- * @type Boolean
- * @default false
- * @readonly
- */
- this.immediatePropagationStopped = false;
-
- /**
- * Indicates if {{#crossLink "Event/remove"}}{{/crossLink}} has been called on this event.
- * @property removed
- * @type Boolean
- * @default false
- * @readonly
- */
- this.removed = false;
- }
- var p = Event.prototype;
-
- /**
- * <strong>REMOVED</strong>. Removed in favor of using `MySuperClass_constructor`.
- * See {{#crossLink "Utility Methods/extend"}}{{/crossLink}} and {{#crossLink "Utility Methods/promote"}}{{/crossLink}}
- * for details.
- *
- * There is an inheritance tutorial distributed with EaselJS in /tutorials/Inheritance.
- *
- * @method initialize
- * @protected
- * @deprecated
- */
- // p.initialize = function() {}; // searchable for devs wondering where it is.
-
- // public methods:
- /**
- * Sets {{#crossLink "Event/defaultPrevented"}}{{/crossLink}} to true if the event is cancelable.
- * Mirrors the DOM level 2 event standard. In general, cancelable events that have `preventDefault()` called will
- * cancel the default behaviour associated with the event.
- * @method preventDefault
- **/
- p.preventDefault = function() {
- this.defaultPrevented = this.cancelable&&true;
- };
-
- /**
- * Sets {{#crossLink "Event/propagationStopped"}}{{/crossLink}} to true.
- * Mirrors the DOM event standard.
- * @method stopPropagation
- **/
- p.stopPropagation = function() {
- this.propagationStopped = true;
- };
-
- /**
- * Sets {{#crossLink "Event/propagationStopped"}}{{/crossLink}} and
- * {{#crossLink "Event/immediatePropagationStopped"}}{{/crossLink}} to true.
- * Mirrors the DOM event standard.
- * @method stopImmediatePropagation
- **/
- p.stopImmediatePropagation = function() {
- this.immediatePropagationStopped = this.propagationStopped = true;
- };
-
- /**
- * Causes the active listener to be removed via removeEventListener();
- *
- * myBtn.addEventListener("click", function(evt) {
- * // do stuff...
- * evt.remove(); // removes this listener.
- * });
- *
- * @method remove
- **/
- p.remove = function() {
- this.removed = true;
- };
-
- /**
- * Returns a clone of the Event instance.
- * @method clone
- * @return {Event} a clone of the Event instance.
- **/
- p.clone = function() {
- return new Event(this.type, this.bubbles, this.cancelable);
- };
-
- /**
- * Provides a chainable shortcut method for setting a number of properties on the instance.
- *
- * @method set
- * @param {Object} props A generic object containing properties to copy to the instance.
- * @return {Event} Returns the instance the method is called on (useful for chaining calls.)
- * @chainable
- */
- p.set = function(props) {
- for (var n in props) { this[n] = props[n]; }
- return this;
- };
-
- /**
- * Returns a string representation of this object.
- * @method toString
- * @return {String} a string representation of the instance.
- **/
- p.toString = function() {
- return "[Event (type="+this.type+")]";
- };
-
- createjs.Event = Event;
- }());
-
- //##############################################################################
- // EventDispatcher.js
- //##############################################################################
-
- this.createjs = this.createjs||{};
-
- (function() {
- "use strict";
-
-
- // constructor:
- /**
- * EventDispatcher provides methods for managing queues of event listeners and dispatching events.
- *
- * You can either extend EventDispatcher or mix its methods into an existing prototype or instance by using the
- * EventDispatcher {{#crossLink "EventDispatcher/initialize"}}{{/crossLink}} method.
- *
- * Together with the CreateJS Event class, EventDispatcher provides an extended event model that is based on the
- * DOM Level 2 event model, including addEventListener, removeEventListener, and dispatchEvent. It supports
- * bubbling / capture, preventDefault, stopPropagation, stopImmediatePropagation, and handleEvent.
- *
- * EventDispatcher also exposes a {{#crossLink "EventDispatcher/on"}}{{/crossLink}} method, which makes it easier
- * to create scoped listeners, listeners that only run once, and listeners with associated arbitrary data. The
- * {{#crossLink "EventDispatcher/off"}}{{/crossLink}} method is merely an alias to
- * {{#crossLink "EventDispatcher/removeEventListener"}}{{/crossLink}}.
- *
- * Another addition to the DOM Level 2 model is the {{#crossLink "EventDispatcher/removeAllEventListeners"}}{{/crossLink}}
- * method, which can be used to listeners for all events, or listeners for a specific event. The Event object also
- * includes a {{#crossLink "Event/remove"}}{{/crossLink}} method which removes the active listener.
- *
- * <h4>Example</h4>
- * Add EventDispatcher capabilities to the "MyClass" class.
- *
- * EventDispatcher.initialize(MyClass.prototype);
- *
- * Add an event (see {{#crossLink "EventDispatcher/addEventListener"}}{{/crossLink}}).
- *
- * instance.addEventListener("eventName", handlerMethod);
- * function handlerMethod(event) {
- * console.log(event.target + " Was Clicked");
- * }
- *
- * <b>Maintaining proper scope</b><br />
- * Scope (ie. "this") can be be a challenge with events. Using the {{#crossLink "EventDispatcher/on"}}{{/crossLink}}
- * method to subscribe to events simplifies this.
- *
- * instance.addEventListener("click", function(event) {
- * console.log(instance == this); // false, scope is ambiguous.
- * });
- *
- * instance.on("click", function(event) {
- * console.log(instance == this); // true, "on" uses dispatcher scope by default.
- * });
- *
- * If you want to use addEventListener instead, you may want to use function.bind() or a similar proxy to manage
- * scope.
- *
- * <b>Browser support</b>
- * The event model in CreateJS can be used separately from the suite in any project, however the inheritance model
- * requires modern browsers (IE9+).
- *
- *
- * @class EventDispatcher
- * @constructor
- **/
- function EventDispatcher() {
-
-
- // private properties:
- /**
- * @protected
- * @property _listeners
- * @type Object
- **/
- this._listeners = null;
-
- /**
- * @protected
- * @property _captureListeners
- * @type Object
- **/
- this._captureListeners = null;
- }
- var p = EventDispatcher.prototype;
-
- /**
- * <strong>REMOVED</strong>. Removed in favor of using `MySuperClass_constructor`.
- * See {{#crossLink "Utility Methods/extend"}}{{/crossLink}} and {{#crossLink "Utility Methods/promote"}}{{/crossLink}}
- * for details.
- *
- * There is an inheritance tutorial distributed with EaselJS in /tutorials/Inheritance.
- *
- * @method initialize
- * @protected
- * @deprecated
- */
- // p.initialize = function() {}; // searchable for devs wondering where it is.
-
-
- // static public methods:
- /**
- * Static initializer to mix EventDispatcher methods into a target object or prototype.
- *
- * EventDispatcher.initialize(MyClass.prototype); // add to the prototype of the class
- * EventDispatcher.initialize(myObject); // add to a specific instance
- *
- * @method initialize
- * @static
- * @param {Object} target The target object to inject EventDispatcher methods into. This can be an instance or a
- * prototype.
- **/
- EventDispatcher.initialize = function(target) {
- target.addEventListener = p.addEventListener;
- target.on = p.on;
- target.removeEventListener = target.off = p.removeEventListener;
- target.removeAllEventListeners = p.removeAllEventListeners;
- target.hasEventListener = p.hasEventListener;
- target.dispatchEvent = p.dispatchEvent;
- target._dispatchEvent = p._dispatchEvent;
- target.willTrigger = p.willTrigger;
- };
-
-
- // public methods:
- /**
- * Adds the specified event listener. Note that adding multiple listeners to the same function will result in
- * multiple callbacks getting fired.
- *
- * <h4>Example</h4>
- *
- * displayObject.addEventListener("click", handleClick);
- * function handleClick(event) {
- * // Click happened.
- * }
- *
- * @method addEventListener
- * @param {String} type The string type of the event.
- * @param {Function | Object} listener An object with a handleEvent method, or a function that will be called when
- * the event is dispatched.
- * @param {Boolean} [useCapture] For events that bubble, indicates whether to listen for the event in the capture or bubbling/target phase.
- * @return {Function | Object} Returns the listener for chaining or assignment.
- **/
- p.addEventListener = function(type, listener, useCapture) {
- var listeners;
- if (useCapture) {
- listeners = this._captureListeners = this._captureListeners||{};
- } else {
- listeners = this._listeners = this._listeners||{};
- }
- var arr = listeners[type];
- if (arr) { this.removeEventListener(type, listener, useCapture); }
- arr = listeners[type]; // remove may have deleted the array
- if (!arr) { listeners[type] = [listener]; }
- else { arr.push(listener); }
- return listener;
- };
-
- /**
- * A shortcut method for using addEventListener that makes it easier to specify an execution scope, have a listener
- * only run once, associate arbitrary data with the listener, and remove the listener.
- *
- * This method works by creating an anonymous wrapper function and subscribing it with addEventListener.
- * The wrapper function is returned for use with `removeEventListener` (or `off`).
- *
- * <b>IMPORTANT:</b> To remove a listener added with `on`, you must pass in the returned wrapper function as the listener, or use
- * {{#crossLink "Event/remove"}}{{/crossLink}}. Likewise, each time you call `on` a NEW wrapper function is subscribed, so multiple calls
- * to `on` with the same params will create multiple listeners.
- *
- * <h4>Example</h4>
- *
- * var listener = myBtn.on("click", handleClick, null, false, {count:3});
- * function handleClick(evt, data) {
- * data.count -= 1;
- * console.log(this == myBtn); // true - scope defaults to the dispatcher
- * if (data.count == 0) {
- * alert("clicked 3 times!");
- * myBtn.off("click", listener);
- * // alternately: evt.remove();
- * }
- * }
- *
- * @method on
- * @param {String} type The string type of the event.
- * @param {Function | Object} listener An object with a handleEvent method, or a function that will be called when
- * the event is dispatched.
- * @param {Object} [scope] The scope to execute the listener in. Defaults to the dispatcher/currentTarget for function listeners, and to the listener itself for object listeners (ie. using handleEvent).
- * @param {Boolean} [once=false] If true, the listener will remove itself after the first time it is triggered.
- * @param {*} [data] Arbitrary data that will be included as the second parameter when the listener is called.
- * @param {Boolean} [useCapture=false] For events that bubble, indicates whether to listen for the event in the capture or bubbling/target phase.
- * @return {Function} Returns the anonymous function that was created and assigned as the listener. This is needed to remove the listener later using .removeEventListener.
- **/
- p.on = function(type, listener, scope, once, data, useCapture) {
- if (listener.handleEvent) {
- scope = scope||listener;
- listener = listener.handleEvent;
- }
- scope = scope||this;
- return this.addEventListener(type, function(evt) {
- listener.call(scope, evt, data);
- once&&evt.remove();
- }, useCapture);
- };
-
- /**
- * Removes the specified event listener.
- *
- * <b>Important Note:</b> that you must pass the exact function reference used when the event was added. If a proxy
- * function, or function closure is used as the callback, the proxy/closure reference must be used - a new proxy or
- * closure will not work.
- *
- * <h4>Example</h4>
- *
- * displayObject.removeEventListener("click", handleClick);
- *
- * @method removeEventListener
- * @param {String} type The string type of the event.
- * @param {Function | Object} listener The listener function or object.
- * @param {Boolean} [useCapture] For events that bubble, indicates whether to listen for the event in the capture or bubbling/target phase.
- **/
- p.removeEventListener = function(type, listener, useCapture) {
- var listeners = useCapture ? this._captureListeners : this._listeners;
- if (!listeners) { return; }
- var arr = listeners[type];
- if (!arr) { return; }
- for (var i=0,l=arr.length; i<l; i++) {
- if (arr[i] == listener) {
- if (l==1) { delete(listeners[type]); } // allows for faster checks.
- else { arr.splice(i,1); }
- break;
- }
- }
- };
-
- /**
- * A shortcut to the removeEventListener method, with the same parameters and return value. This is a companion to the
- * .on method.
- *
- * <b>IMPORTANT:</b> To remove a listener added with `on`, you must pass in the returned wrapper function as the listener. See
- * {{#crossLink "EventDispatcher/on"}}{{/crossLink}} for an example.
- *
- * @method off
- * @param {String} type The string type of the event.
- * @param {Function | Object} listener The listener function or object.
- * @param {Boolean} [useCapture] For events that bubble, indicates whether to listen for the event in the capture or bubbling/target phase.
- **/
- p.off = p.removeEventListener;
-
- /**
- * Removes all listeners for the specified type, or all listeners of all types.
- *
- * <h4>Example</h4>
- *
- * // Remove all listeners
- * displayObject.removeAllEventListeners();
- *
- * // Remove all click listeners
- * displayObject.removeAllEventListeners("click");
- *
- * @method removeAllEventListeners
- * @param {String} [type] The string type of the event. If omitted, all listeners for all types will be removed.
- **/
- p.removeAllEventListeners = function(type) {
- if (!type) { this._listeners = this._captureListeners = null; }
- else {
- if (this._listeners) { delete(this._listeners[type]); }
- if (this._captureListeners) { delete(this._captureListeners[type]); }
- }
- };
-
- /**
- * Dispatches the specified event to all listeners.
- *
- * <h4>Example</h4>
- *
- * // Use a string event
- * this.dispatchEvent("complete");
- *
- * // Use an Event instance
- * var event = new createjs.Event("progress");
- * this.dispatchEvent(event);
- *
- * @method dispatchEvent
- * @param {Object | String | Event} eventObj An object with a "type" property, or a string type.
- * While a generic object will work, it is recommended to use a CreateJS Event instance. If a string is used,
- * dispatchEvent will construct an Event instance if necessary with the specified type. This latter approach can
- * be used to avoid event object instantiation for non-bubbling events that may not have any listeners.
- * @param {Boolean} [bubbles] Specifies the `bubbles` value when a string was passed to eventObj.
- * @param {Boolean} [cancelable] Specifies the `cancelable` value when a string was passed to eventObj.
- * @return {Boolean} Returns false if `preventDefault()` was called on a cancelable event, true otherwise.
- **/
- p.dispatchEvent = function(eventObj, bubbles, cancelable) {
- if (typeof eventObj == "string") {
- // skip everything if there's no listeners and it doesn't bubble:
- var listeners = this._listeners;
- if (!bubbles && (!listeners || !listeners[eventObj])) { return true; }
- eventObj = new createjs.Event(eventObj, bubbles, cancelable);
- } else if (eventObj.target && eventObj.clone) {
- // redispatching an active event object, so clone it:
- eventObj = eventObj.clone();
- }
-
- // TODO: it would be nice to eliminate this. Maybe in favour of evtObj instanceof Event? Or !!evtObj.createEvent
- try { eventObj.target = this; } catch (e) {} // try/catch allows redispatching of native events
-
- if (!eventObj.bubbles || !this.parent) {
- this._dispatchEvent(eventObj, 2);
- } else {
- var top=this, list=[top];
- while (top.parent) { list.push(top = top.parent); }
- var i, l=list.length;
-
- // capture & atTarget
- for (i=l-1; i>=0 && !eventObj.propagationStopped; i--) {
- list[i]._dispatchEvent(eventObj, 1+(i==0));
- }
- // bubbling
- for (i=1; i<l && !eventObj.propagationStopped; i++) {
- list[i]._dispatchEvent(eventObj, 3);
- }
- }
- return !eventObj.defaultPrevented;
- };
-
- /**
- * Indicates whether there is at least one listener for the specified event type.
- * @method hasEventListener
- * @param {String} type The string type of the event.
- * @return {Boolean} Returns true if there is at least one listener for the specified event.
- **/
- p.hasEventListener = function(type) {
- var listeners = this._listeners, captureListeners = this._captureListeners;
- return !!((listeners && listeners[type]) || (captureListeners && captureListeners[type]));
- };
-
- /**
- * Indicates whether there is at least one listener for the specified event type on this object or any of its
- * ancestors (parent, parent's parent, etc). A return value of true indicates that if a bubbling event of the
- * specified type is dispatched from this object, it will trigger at least one listener.
- *
- * This is similar to {{#crossLink "EventDispatcher/hasEventListener"}}{{/crossLink}}, but it searches the entire
- * event flow for a listener, not just this object.
- * @method willTrigger
- * @param {String} type The string type of the event.
- * @return {Boolean} Returns `true` if there is at least one listener for the specified event.
- **/
- p.willTrigger = function(type) {
- var o = this;
- while (o) {
- if (o.hasEventListener(type)) { return true; }
- o = o.parent;
- }
- return false;
- };
-
- /**
- * @method toString
- * @return {String} a string representation of the instance.
- **/
- p.toString = function() {
- return "[EventDispatcher]";
- };
-
-
- // private methods:
- /**
- * @method _dispatchEvent
- * @param {Object | String | Event} eventObj
- * @param {Object} eventPhase
- * @protected
- **/
- p._dispatchEvent = function(eventObj, eventPhase) {
- var l, listeners = (eventPhase==1) ? this._captureListeners : this._listeners;
- if (eventObj && listeners) {
- var arr = listeners[eventObj.type];
- if (!arr||!(l=arr.length)) { return; }
- try { eventObj.currentTarget = this; } catch (e) {}
- try { eventObj.eventPhase = eventPhase; } catch (e) {}
- eventObj.removed = false;
-
- arr = arr.slice(); // to avoid issues with items being removed or added during the dispatch
- for (var i=0; i<l && !eventObj.immediatePropagationStopped; i++) {
- var o = arr[i];
- if (o.handleEvent) { o.handleEvent(eventObj); }
- else { o(eventObj); }
- if (eventObj.removed) {
- this.off(eventObj.type, o, eventPhase==1);
- eventObj.removed = false;
- }
- }
- }
- };
-
-
- createjs.EventDispatcher = EventDispatcher;
- }());
-
- //##############################################################################
- // Ticker.js
- //##############################################################################
-
- this.createjs = this.createjs||{};
-
- (function() {
- "use strict";
-
-
- // constructor:
- /**
- * The Ticker provides a centralized tick or heartbeat broadcast at a set interval. Listeners can subscribe to the tick
- * event to be notified when a set time interval has elapsed.
- *
- * Note that the interval that the tick event is called is a target interval, and may be broadcast at a slower interval
- * when under high CPU load. The Ticker class uses a static interface (ex. `Ticker.framerate = 30;`) and
- * can not be instantiated.
- *
- * <h4>Example</h4>
- *
- * createjs.Ticker.addEventListener("tick", handleTick);
- * function handleTick(event) {
- * // Actions carried out each tick (aka frame)
- * if (!event.paused) {
- * // Actions carried out when the Ticker is not paused.
- * }
- * }
- *
- * @class Ticker
- * @uses EventDispatcher
- * @static
- **/
- function Ticker() {
- throw "Ticker cannot be instantiated.";
- }
-
-
- // constants:
- /**
- * In this mode, Ticker uses the requestAnimationFrame API, but attempts to synch the ticks to target framerate. It
- * uses a simple heuristic that compares the time of the RAF return to the target time for the current frame and
- * dispatches the tick when the time is within a certain threshold.
- *
- * This mode has a higher variance for time between frames than {{#crossLink "Ticker/TIMEOUT:property"}}{{/crossLink}},
- * but does not require that content be time based as with {{#crossLink "Ticker/RAF:property"}}{{/crossLink}} while
- * gaining the benefits of that API (screen synch, background throttling).
- *
- * Variance is usually lowest for framerates that are a divisor of the RAF frequency. This is usually 60, so
- * framerates of 10, 12, 15, 20, and 30 work well.
- *
- * Falls back to {{#crossLink "Ticker/TIMEOUT:property"}}{{/crossLink}} if the requestAnimationFrame API is not
- * supported.
- * @property RAF_SYNCHED
- * @static
- * @type {String}
- * @default "synched"
- * @readonly
- **/
- Ticker.RAF_SYNCHED = "synched";
-
- /**
- * In this mode, Ticker passes through the requestAnimationFrame heartbeat, ignoring the target framerate completely.
- * Because requestAnimationFrame frequency is not deterministic, any content using this mode should be time based.
- * You can leverage {{#crossLink "Ticker/getTime"}}{{/crossLink}} and the {{#crossLink "Ticker/tick:event"}}{{/crossLink}}
- * event object's "delta" properties to make this easier.
- *
- * Falls back on {{#crossLink "Ticker/TIMEOUT:property"}}{{/crossLink}} if the requestAnimationFrame API is not
- * supported.
- * @property RAF
- * @static
- * @type {String}
- * @default "raf"
- * @readonly
- **/
- Ticker.RAF = "raf";
-
- /**
- * In this mode, Ticker uses the setTimeout API. This provides predictable, adaptive frame timing, but does not
- * provide the benefits of requestAnimationFrame (screen synch, background throttling).
- * @property TIMEOUT
- * @static
- * @type {String}
- * @default "timeout"
- * @readonly
- **/
- Ticker.TIMEOUT = "timeout";
-
-
- // static events:
- /**
- * Dispatched each tick. The event will be dispatched to each listener even when the Ticker has been paused using
- * {{#crossLink "Ticker/setPaused"}}{{/crossLink}}.
- *
- * <h4>Example</h4>
- *
- * createjs.Ticker.addEventListener("tick", handleTick);
- * function handleTick(event) {
- * console.log("Paused:", event.paused, event.delta);
- * }
- *
- * @event tick
- * @param {Object} target The object that dispatched the event.
- * @param {String} type The event type.
- * @param {Boolean} paused Indicates whether the ticker is currently paused.
- * @param {Number} delta The time elapsed in ms since the last tick.
- * @param {Number} time The total time in ms since Ticker was initialized.
- * @param {Number} runTime The total time in ms that Ticker was not paused since it was initialized. For example,
- * you could determine the amount of time that the Ticker has been paused since initialization with `time-runTime`.
- * @since 0.6.0
- */
-
-
- // public static properties:
- /**
- * Deprecated in favour of {{#crossLink "Ticker/timingMode"}}{{/crossLink}}, and will be removed in a future version. If true, timingMode will
- * use {{#crossLink "Ticker/RAF_SYNCHED"}}{{/crossLink}} by default.
- * @deprecated Deprecated in favour of {{#crossLink "Ticker/timingMode"}}{{/crossLink}}.
- * @property useRAF
- * @static
- * @type {Boolean}
- * @default false
- **/
- Ticker.useRAF = false;
-
- /**
- * Specifies the timing api (setTimeout or requestAnimationFrame) and mode to use. See
- * {{#crossLink "Ticker/TIMEOUT"}}{{/crossLink}}, {{#crossLink "Ticker/RAF"}}{{/crossLink}}, and
- * {{#crossLink "Ticker/RAF_SYNCHED"}}{{/crossLink}} for mode details.
- * @property timingMode
- * @static
- * @type {String}
- * @default Ticker.TIMEOUT
- **/
- Ticker.timingMode = null;
-
- /**
- * Specifies a maximum value for the delta property in the tick event object. This is useful when building time
- * based animations and systems to prevent issues caused by large time gaps caused by background tabs, system sleep,
- * alert dialogs, or other blocking routines. Double the expected frame duration is often an effective value
- * (ex. maxDelta=50 when running at 40fps).
- *
- * This does not impact any other values (ex. time, runTime, etc), so you may experience issues if you enable maxDelta
- * when using both delta and other values.
- *
- * If 0, there is no maximum.
- * @property maxDelta
- * @static
- * @type {number}
- * @default 0
- */
- Ticker.maxDelta = 0;
-
- /**
- * When the ticker is paused, all listeners will still receive a tick event, but the <code>paused</code> property
- * of the event will be `true`. Also, while paused the `runTime` will not increase. See {{#crossLink "Ticker/tick:event"}}{{/crossLink}},
- * {{#crossLink "Ticker/getTime"}}{{/crossLink}}, and {{#crossLink "Ticker/getEventTime"}}{{/crossLink}} for more
- * info.
- *
- * <h4>Example</h4>
- *
- * createjs.Ticker.addEventListener("tick", handleTick);
- * createjs.Ticker.paused = true;
- * function handleTick(event) {
- * console.log(event.paused,
- * createjs.Ticker.getTime(false),
- * createjs.Ticker.getTime(true));
- * }
- *
- * @property paused
- * @static
- * @type {Boolean}
- * @default false
- **/
- Ticker.paused = false;
-
-
- // mix-ins:
- // EventDispatcher methods:
- Ticker.removeEventListener = null;
- Ticker.removeAllEventListeners = null;
- Ticker.dispatchEvent = null;
- Ticker.hasEventListener = null;
- Ticker._listeners = null;
- createjs.EventDispatcher.initialize(Ticker); // inject EventDispatcher methods.
- Ticker._addEventListener = Ticker.addEventListener;
- Ticker.addEventListener = function() {
- !Ticker._inited&&Ticker.init();
- return Ticker._addEventListener.apply(Ticker, arguments);
- };
-
-
- // private static properties:
- /**
- * @property _inited
- * @static
- * @type {Boolean}
- * @protected
- **/
- Ticker._inited = false;
-
- /**
- * @property _startTime
- * @static
- * @type {Number}
- * @protected
- **/
- Ticker._startTime = 0;
-
- /**
- * @property _pausedTime
- * @static
- * @type {Number}
- * @protected
- **/
- Ticker._pausedTime=0;
-
- /**
- * The number of ticks that have passed
- * @property _ticks
- * @static
- * @type {Number}
- * @protected
- **/
- Ticker._ticks = 0;
-
- /**
- * The number of ticks that have passed while Ticker has been paused
- * @property _pausedTicks
- * @static
- * @type {Number}
- * @protected
- **/
- Ticker._pausedTicks = 0;
-
- /**
- * @property _interval
- * @static
- * @type {Number}
- * @protected
- **/
- Ticker._interval = 50;
-
- /**
- * @property _lastTime
- * @static
- * @type {Number}
- * @protected
- **/
- Ticker._lastTime = 0;
-
- /**
- * @property _times
- * @static
- * @type {Array}
- * @protected
- **/
- Ticker._times = null;
-
- /**
- * @property _tickTimes
- * @static
- * @type {Array}
- * @protected
- **/
- Ticker._tickTimes = null;
-
- /**
- * Stores the timeout or requestAnimationFrame id.
- * @property _timerId
- * @static
- * @type {Number}
- * @protected
- **/
- Ticker._timerId = null;
-
- /**
- * True if currently using requestAnimationFrame, false if using setTimeout. This may be different than timingMode
- * if that property changed and a tick hasn't fired.
- * @property _raf
- * @static
- * @type {Boolean}
- * @protected
- **/
- Ticker._raf = true;
-
-
- // static getter / setters:
- /**
- * Use the {{#crossLink "Ticker/interval:property"}}{{/crossLink}} property instead.
- * @method setInterval
- * @static
- * @param {Number} interval
- * @deprecated
- **/
- Ticker.setInterval = function(interval) {
- Ticker._interval = interval;
- if (!Ticker._inited) { return; }
- Ticker._setupTick();
- };
-
- /**
- * Use the {{#crossLink "Ticker/interval:property"}}{{/crossLink}} property instead.
- * @method getInterval
- * @static
- * @return {Number}
- * @deprecated
- **/
- Ticker.getInterval = function() {
- return Ticker._interval;
- };
-
- /**
- * Use the {{#crossLink "Ticker/framerate:property"}}{{/crossLink}} property instead.
- * @method setFPS
- * @static
- * @param {Number} value
- * @deprecated
- **/
- Ticker.setFPS = function(value) {
- Ticker.setInterval(1000/value);
- };
-
- /**
- * Use the {{#crossLink "Ticker/framerate:property"}}{{/crossLink}} property instead.
- * @method getFPS
- * @static
- * @return {Number}
- * @deprecated
- **/
- Ticker.getFPS = function() {
- return 1000/Ticker._interval;
- };
-
- /**
- * Indicates the target time (in milliseconds) between ticks. Default is 50 (20 FPS).
- * Note that actual time between ticks may be more than specified depending on CPU load.
- * This property is ignored if the ticker is using the `RAF` timing mode.
- * @property interval
- * @static
- * @type {Number}
- **/
-
- /**
- * Indicates the target frame rate in frames per second (FPS). Effectively just a shortcut to `interval`, where
- * `framerate == 1000/interval`.
- * @property framerate
- * @static
- * @type {Number}
- **/
- try {
- Object.defineProperties(Ticker, {
- interval: { get: Ticker.getInterval, set: Ticker.setInterval },
- framerate: { get: Ticker.getFPS, set: Ticker.setFPS }
- });
- } catch (e) { console.log(e); }
-
-
- // public static methods:
- /**
- * Starts the tick. This is called automatically when the first listener is added.
- * @method init
- * @static
- **/
- Ticker.init = function() {
- if (Ticker._inited) { return; }
- Ticker._inited = true;
- Ticker._times = [];
- Ticker._tickTimes = [];
- Ticker._startTime = Ticker._getTime();
- Ticker._times.push(Ticker._lastTime = 0);
- Ticker.interval = Ticker._interval;
- };
-
- /**
- * Stops the Ticker and removes all listeners. Use init() to restart the Ticker.
- * @method reset
- * @static
- **/
- Ticker.reset = function() {
- if (Ticker._raf) {
- var f = window.cancelAnimationFrame || window.webkitCancelAnimationFrame || window.mozCancelAnimationFrame || window.oCancelAnimationFrame || window.msCancelAnimationFrame;
- f&&f(Ticker._timerId);
- } else {
- clearTimeout(Ticker._timerId);
- }
- Ticker.removeAllEventListeners("tick");
- Ticker._timerId = Ticker._times = Ticker._tickTimes = null;
- Ticker._startTime = Ticker._lastTime = Ticker._ticks = 0;
- Ticker._inited = false;
- };
-
- /**
- * Returns the average time spent within a tick. This can vary significantly from the value provided by getMeasuredFPS
- * because it only measures the time spent within the tick execution stack.
- *
- * Example 1: With a target FPS of 20, getMeasuredFPS() returns 20fps, which indicates an average of 50ms between
- * the end of one tick and the end of the next. However, getMeasuredTickTime() returns 15ms. This indicates that
- * there may be up to 35ms of "idle" time between the end of one tick and the start of the next.
- *
- * Example 2: With a target FPS of 30, getFPS() returns 10fps, which indicates an average of 100ms between the end of
- * one tick and the end of the next. However, getMeasuredTickTime() returns 20ms. This would indicate that something
- * other than the tick is using ~80ms (another script, DOM rendering, etc).
- * @method getMeasuredTickTime
- * @static
- * @param {Number} [ticks] The number of previous ticks over which to measure the average time spent in a tick.
- * Defaults to the number of ticks per second. To get only the last tick's time, pass in 1.
- * @return {Number} The average time spent in a tick in milliseconds.
- **/
- Ticker.getMeasuredTickTime = function(ticks) {
- var ttl=0, times=Ticker._tickTimes;
- if (!times || times.length < 1) { return -1; }
-
- // by default, calculate average for the past ~1 second:
- ticks = Math.min(times.length, ticks||(Ticker.getFPS()|0));
- for (var i=0; i<ticks; i++) { ttl += times[i]; }
- return ttl/ticks;
- };
-
- /**
- * Returns the actual frames / ticks per second.
- * @method getMeasuredFPS
- * @static
- * @param {Number} [ticks] The number of previous ticks over which to measure the actual frames / ticks per second.
- * Defaults to the number of ticks per second.
- * @return {Number} The actual frames / ticks per second. Depending on performance, this may differ
- * from the target frames per second.
- **/
- Ticker.getMeasuredFPS = function(ticks) {
- var times = Ticker._times;
- if (!times || times.length < 2) { return -1; }
-
- // by default, calculate fps for the past ~1 second:
- ticks = Math.min(times.length-1, ticks||(Ticker.getFPS()|0));
- return 1000/((times[0]-times[ticks])/ticks);
- };
-
- /**
- * Use the {{#crossLink "Ticker/paused:property"}}{{/crossLink}} property instead.
- * @method setPaused
- * @static
- * @param {Boolean} value
- * @deprecated
- **/
- Ticker.setPaused = function(value) {
- // TODO: deprecated.
- Ticker.paused = value;
- };
-
- /**
- * Use the {{#crossLink "Ticker/paused:property"}}{{/crossLink}} property instead.
- * @method getPaused
- * @static
- * @return {Boolean}
- * @deprecated
- **/
- Ticker.getPaused = function() {
- // TODO: deprecated.
- return Ticker.paused;
- };
-
- /**
- * Returns the number of milliseconds that have elapsed since Ticker was initialized via {{#crossLink "Ticker/init"}}.
- * Returns -1 if Ticker has not been initialized. For example, you could use
- * this in a time synchronized animation to determine the exact amount of time that has elapsed.
- * @method getTime
- * @static
- * @param {Boolean} [runTime=false] If true only time elapsed while Ticker was not paused will be returned.
- * If false, the value returned will be total time elapsed since the first tick event listener was added.
- * @return {Number} Number of milliseconds that have elapsed since Ticker was initialized or -1.
- **/
- Ticker.getTime = function(runTime) {
- return Ticker._startTime ? Ticker._getTime() - (runTime ? Ticker._pausedTime : 0) : -1;
- };
-
- /**
- * Similar to the {{#crossLink "Ticker/getTime"}}{{/crossLink}} method, but returns the time on the most recent {{#crossLink "Ticker/tick:event"}}{{/crossLink}}
- * event object.
- * @method getEventTime
- * @static
- * @param runTime {Boolean} [runTime=false] If true, the runTime property will be returned instead of time.
- * @returns {number} The time or runTime property from the most recent tick event or -1.
- */
- Ticker.getEventTime = function(runTime) {
- return Ticker._startTime ? (Ticker._lastTime || Ticker._startTime) - (runTime ? Ticker._pausedTime : 0) : -1;
- };
-
- /**
- * Returns the number of ticks that have been broadcast by Ticker.
- * @method getTicks
- * @static
- * @param {Boolean} pauseable Indicates whether to include ticks that would have been broadcast
- * while Ticker was paused. If true only tick events broadcast while Ticker is not paused will be returned.
- * If false, tick events that would have been broadcast while Ticker was paused will be included in the return
- * value. The default value is false.
- * @return {Number} of ticks that have been broadcast.
- **/
- Ticker.getTicks = function(pauseable) {
- return Ticker._ticks - (pauseable ? Ticker._pausedTicks : 0);
- };
-
-
- // private static methods:
- /**
- * @method _handleSynch
- * @static
- * @protected
- **/
- Ticker._handleSynch = function() {
- Ticker._timerId = null;
- Ticker._setupTick();
-
- // run if enough time has elapsed, with a little bit of flexibility to be early:
- if (Ticker._getTime() - Ticker._lastTime >= (Ticker._interval-1)*0.97) {
- Ticker._tick();
- }
- };
-
- /**
- * @method _handleRAF
- * @static
- * @protected
- **/
- Ticker._handleRAF = function() {
- Ticker._timerId = null;
- Ticker._setupTick();
- Ticker._tick();
- };
-
- /**
- * @method _handleTimeout
- * @static
- * @protected
- **/
- Ticker._handleTimeout = function() {
- Ticker._timerId = null;
- Ticker._setupTick();
- Ticker._tick();
- };
-
- /**
- * @method _setupTick
- * @static
- * @protected
- **/
- Ticker._setupTick = function() {
- if (Ticker._timerId != null) { return; } // avoid duplicates
-
- var mode = Ticker.timingMode||(Ticker.useRAF&&Ticker.RAF_SYNCHED);
- if (mode == Ticker.RAF_SYNCHED || mode == Ticker.RAF) {
- var f = window.requestAnimationFrame || window.webkitRequestAnimationFrame || window.mozRequestAnimationFrame || window.oRequestAnimationFrame || window.msRequestAnimationFrame;
- if (f) {
- Ticker._timerId = f(mode == Ticker.RAF ? Ticker._handleRAF : Ticker._handleSynch);
- Ticker._raf = true;
- return;
- }
- }
- Ticker._raf = false;
- Ticker._timerId = setTimeout(Ticker._handleTimeout, Ticker._interval);
- };
-
- /**
- * @method _tick
- * @static
- * @protected
- **/
- Ticker._tick = function() {
- var paused = Ticker.paused;
- var time = Ticker._getTime();
- var elapsedTime = time-Ticker._lastTime;
- Ticker._lastTime = time;
- Ticker._ticks++;
-
- if (paused) {
- Ticker._pausedTicks++;
- Ticker._pausedTime += elapsedTime;
- }
-
- if (Ticker.hasEventListener("tick")) {
- var event = new createjs.Event("tick");
- var maxDelta = Ticker.maxDelta;
- event.delta = (maxDelta && elapsedTime > maxDelta) ? maxDelta : elapsedTime;
- event.paused = paused;
- event.time = time;
- event.runTime = time-Ticker._pausedTime;
- Ticker.dispatchEvent(event);
- }
-
- Ticker._tickTimes.unshift(Ticker._getTime()-time);
- while (Ticker._tickTimes.length > 100) { Ticker._tickTimes.pop(); }
-
- Ticker._times.unshift(time);
- while (Ticker._times.length > 100) { Ticker._times.pop(); }
- };
-
- /**
- * @method _getTime
- * @static
- * @protected
- **/
- var now = window.performance && (performance.now || performance.mozNow || performance.msNow || performance.oNow || performance.webkitNow);
- Ticker._getTime = function() {
- return ((now&&now.call(performance))||(new Date().getTime())) - Ticker._startTime;
- };
-
-
- createjs.Ticker = Ticker;
- }());
-
- //##############################################################################
- // UID.js
- //##############################################################################
-
- this.createjs = this.createjs||{};
-
- (function() {
- "use strict";
-
-
- // constructor:
- /**
- * Global utility for generating sequential unique ID numbers. The UID class uses a static interface (ex. <code>UID.get()</code>)
- * and should not be instantiated.
- * @class UID
- * @static
- **/
- function UID() {
- throw "UID cannot be instantiated";
- }
-
-
- // private static properties:
- /**
- * @property _nextID
- * @type Number
- * @protected
- **/
- UID._nextID = 0;
-
-
- // public static methods:
- /**
- * Returns the next unique id.
- * @method get
- * @return {Number} The next unique id
- * @static
- **/
- UID.get = function() {
- return UID._nextID++;
- };
-
-
- createjs.UID = UID;
- }());
-
- //##############################################################################
- // MouseEvent.js
- //##############################################################################
-
- this.createjs = this.createjs||{};
-
- (function() {
- "use strict";
-
-
- // constructor:
- /**
- * Passed as the parameter to all mouse/pointer/touch related events. For a listing of mouse events and their properties,
- * see the {{#crossLink "DisplayObject"}}{{/crossLink}} and {{#crossLink "Stage"}}{{/crossLink}} event listings.
- * @class MouseEvent
- * @param {String} type The event type.
- * @param {Boolean} bubbles Indicates whether the event will bubble through the display list.
- * @param {Boolean} cancelable Indicates whether the default behaviour of this event can be cancelled.
- * @param {Number} stageX The normalized x position relative to the stage.
- * @param {Number} stageY The normalized y position relative to the stage.
- * @param {MouseEvent} nativeEvent The native DOM event related to this mouse event.
- * @param {Number} pointerID The unique id for the pointer.
- * @param {Boolean} primary Indicates whether this is the primary pointer in a multitouch environment.
- * @param {Number} rawX The raw x position relative to the stage.
- * @param {Number} rawY The raw y position relative to the stage.
- * @param {DisplayObject} relatedTarget The secondary target for the event.
- * @extends Event
- * @constructor
- **/
- function MouseEvent(type, bubbles, cancelable, stageX, stageY, nativeEvent, pointerID, primary, rawX, rawY, relatedTarget) {
- this.Event_constructor(type, bubbles, cancelable);
-
-
- // public properties:
- /**
- * The normalized x position on the stage. This will always be within the range 0 to stage width.
- * @property stageX
- * @type Number
- */
- this.stageX = stageX;
-
- /**
- * The normalized y position on the stage. This will always be within the range 0 to stage height.
- * @property stageY
- * @type Number
- **/
- this.stageY = stageY;
-
- /**
- * The raw x position relative to the stage. Normally this will be the same as the stageX value, unless
- * stage.mouseMoveOutside is true and the pointer is outside of the stage bounds.
- * @property rawX
- * @type Number
- */
- this.rawX = (rawX==null)?stageX:rawX;
-
- /**
- * The raw y position relative to the stage. Normally this will be the same as the stageY value, unless
- * stage.mouseMoveOutside is true and the pointer is outside of the stage bounds.
- * @property rawY
- * @type Number
- */
- this.rawY = (rawY==null)?stageY:rawY;
-
- /**
- * The native MouseEvent generated by the browser. The properties and API for this
- * event may differ between browsers. This property will be null if the
- * EaselJS property was not directly generated from a native MouseEvent.
- * @property nativeEvent
- * @type HtmlMouseEvent
- * @default null
- **/
- this.nativeEvent = nativeEvent;
-
- /**
- * The unique id for the pointer (touch point or cursor). This will be either -1 for the mouse, or the system
- * supplied id value.
- * @property pointerID
- * @type {Number}
- */
- this.pointerID = pointerID;
-
- /**
- * Indicates whether this is the primary pointer in a multitouch environment. This will always be true for the mouse.
- * For touch pointers, the first pointer in the current stack will be considered the primary pointer.
- * @property primary
- * @type {Boolean}
- */
- this.primary = !!primary;
-
- /**
- * The secondary target for the event, if applicable. This is used for mouseout/rollout
- * events to indicate the object that the mouse entered from, mouseover/rollover for the object the mouse exited,
- * and stagemousedown/stagemouseup events for the object that was the under the cursor, if any.
- *
- * Only valid interaction targets will be returned (ie. objects with mouse listeners or a cursor set).
- * @property relatedTarget
- * @type {DisplayObject}
- */
- this.relatedTarget = relatedTarget;
- }
- var p = createjs.extend(MouseEvent, createjs.Event);
-
- // TODO: deprecated
- // p.initialize = function() {}; // searchable for devs wondering where it is. REMOVED. See docs for details.
-
-
- // getter / setters:
- /**
- * Returns the x position of the mouse in the local coordinate system of the current target (ie. the dispatcher).
- * @property localX
- * @type {Number}
- * @readonly
- */
- p._get_localX = function() {
- return this.currentTarget.globalToLocal(this.rawX, this.rawY).x;
- };
-
- /**
- * Returns the y position of the mouse in the local coordinate system of the current target (ie. the dispatcher).
- * @property localY
- * @type {Number}
- * @readonly
- */
- p._get_localY = function() {
- return this.currentTarget.globalToLocal(this.rawX, this.rawY).y;
- };
-
- /**
- * Indicates whether the event was generated by a touch input (versus a mouse input).
- * @property isTouch
- * @type {Boolean}
- * @readonly
- */
- p._get_isTouch = function() {
- return this.pointerID !== -1;
- };
-
-
- try {
- Object.defineProperties(p, {
- localX: { get: p._get_localX },
- localY: { get: p._get_localY },
- isTouch: { get: p._get_isTouch }
- });
- } catch (e) {} // TODO: use Log
-
-
- // public methods:
- /**
- * Returns a clone of the MouseEvent instance.
- * @method clone
- * @return {MouseEvent} a clone of the MouseEvent instance.
- **/
- p.clone = function() {
- return new MouseEvent(this.type, this.bubbles, this.cancelable, this.stageX, this.stageY, this.nativeEvent, this.pointerID, this.primary, this.rawX, this.rawY);
- };
-
- /**
- * Returns a string representation of this object.
- * @method toString
- * @return {String} a string representation of the instance.
- **/
- p.toString = function() {
- return "[MouseEvent (type="+this.type+" stageX="+this.stageX+" stageY="+this.stageY+")]";
- };
-
-
- createjs.MouseEvent = createjs.promote(MouseEvent, "Event");
- }());
-
- //##############################################################################
- // Matrix2D.js
- //##############################################################################
-
- this.createjs = this.createjs||{};
-
- (function() {
- "use strict";
-
-
- // constructor:
- /**
- * Represents an affine transformation matrix, and provides tools for constructing and concatenating matrices.
- *
- * This matrix can be visualized as:
- *
- * [ a c tx
- * b d ty
- * 0 0 1 ]
- *
- * Note the locations of b and c.
- *
- * @class Matrix2D
- * @param {Number} [a=1] Specifies the a property for the new matrix.
- * @param {Number} [b=0] Specifies the b property for the new matrix.
- * @param {Number} [c=0] Specifies the c property for the new matrix.
- * @param {Number} [d=1] Specifies the d property for the new matrix.
- * @param {Number} [tx=0] Specifies the tx property for the new matrix.
- * @param {Number} [ty=0] Specifies the ty property for the new matrix.
- * @constructor
- **/
- function Matrix2D(a, b, c, d, tx, ty) {
- this.setValues(a,b,c,d,tx,ty);
-
- // public properties:
- // assigned in the setValues method.
- /**
- * Position (0, 0) in a 3x3 affine transformation matrix.
- * @property a
- * @type Number
- **/
-
- /**
- * Position (0, 1) in a 3x3 affine transformation matrix.
- * @property b
- * @type Number
- **/
-
- /**
- * Position (1, 0) in a 3x3 affine transformation matrix.
- * @property c
- * @type Number
- **/
-
- /**
- * Position (1, 1) in a 3x3 affine transformation matrix.
- * @property d
- * @type Number
- **/
-
- /**
- * Position (2, 0) in a 3x3 affine transformation matrix.
- * @property tx
- * @type Number
- **/
-
- /**
- * Position (2, 1) in a 3x3 affine transformation matrix.
- * @property ty
- * @type Number
- **/
- }
- var p = Matrix2D.prototype;
-
- /**
- * <strong>REMOVED</strong>. Removed in favor of using `MySuperClass_constructor`.
- * See {{#crossLink "Utility Methods/extend"}}{{/crossLink}} and {{#crossLink "Utility Methods/promote"}}{{/crossLink}}
- * for details.
- *
- * There is an inheritance tutorial distributed with EaselJS in /tutorials/Inheritance.
- *
- * @method initialize
- * @protected
- * @deprecated
- */
- // p.initialize = function() {}; // searchable for devs wondering where it is.
-
-
- // constants:
- /**
- * Multiplier for converting degrees to radians. Used internally by Matrix2D.
- * @property DEG_TO_RAD
- * @static
- * @final
- * @type Number
- * @readonly
- **/
- Matrix2D.DEG_TO_RAD = Math.PI/180;
-
-
- // static public properties:
- /**
- * An identity matrix, representing a null transformation.
- * @property identity
- * @static
- * @type Matrix2D
- * @readonly
- **/
- Matrix2D.identity = null; // set at bottom of class definition.
-
-
- // public methods:
- /**
- * Sets the specified values on this instance.
- * @method setValues
- * @param {Number} [a=1] Specifies the a property for the new matrix.
- * @param {Number} [b=0] Specifies the b property for the new matrix.
- * @param {Number} [c=0] Specifies the c property for the new matrix.
- * @param {Number} [d=1] Specifies the d property for the new matrix.
- * @param {Number} [tx=0] Specifies the tx property for the new matrix.
- * @param {Number} [ty=0] Specifies the ty property for the new matrix.
- * @return {Matrix2D} This instance. Useful for chaining method calls.
- */
- p.setValues = function(a, b, c, d, tx, ty) {
- // don't forget to update docs in the constructor if these change:
- this.a = (a == null) ? 1 : a;
- this.b = b || 0;
- this.c = c || 0;
- this.d = (d == null) ? 1 : d;
- this.tx = tx || 0;
- this.ty = ty || 0;
- return this;
- };
-
- /**
- * Appends the specified matrix properties to this matrix. All parameters are required.
- * This is the equivalent of multiplying `(this matrix) * (specified matrix)`.
- * @method append
- * @param {Number} a
- * @param {Number} b
- * @param {Number} c
- * @param {Number} d
- * @param {Number} tx
- * @param {Number} ty
- * @return {Matrix2D} This matrix. Useful for chaining method calls.
- **/
- p.append = function(a, b, c, d, tx, ty) {
- var a1 = this.a;
- var b1 = this.b;
- var c1 = this.c;
- var d1 = this.d;
- if (a != 1 || b != 0 || c != 0 || d != 1) {
- this.a = a1*a+c1*b;
- this.b = b1*a+d1*b;
- this.c = a1*c+c1*d;
- this.d = b1*c+d1*d;
- }
- this.tx = a1*tx+c1*ty+this.tx;
- this.ty = b1*tx+d1*ty+this.ty;
- return this;
- };
-
- /**
- * Prepends the specified matrix properties to this matrix.
- * This is the equivalent of multiplying `(specified matrix) * (this matrix)`.
- * All parameters are required.
- * @method prepend
- * @param {Number} a
- * @param {Number} b
- * @param {Number} c
- * @param {Number} d
- * @param {Number} tx
- * @param {Number} ty
- * @return {Matrix2D} This matrix. Useful for chaining method calls.
- **/
- p.prepend = function(a, b, c, d, tx, ty) {
- var a1 = this.a;
- var c1 = this.c;
- var tx1 = this.tx;
-
- this.a = a*a1+c*this.b;
- this.b = b*a1+d*this.b;
- this.c = a*c1+c*this.d;
- this.d = b*c1+d*this.d;
- this.tx = a*tx1+c*this.ty+tx;
- this.ty = b*tx1+d*this.ty+ty;
- return this;
- };
-
- /**
- * Appends the specified matrix to this matrix.
- * This is the equivalent of multiplying `(this matrix) * (specified matrix)`.
- * @method appendMatrix
- * @param {Matrix2D} matrix
- * @return {Matrix2D} This matrix. Useful for chaining method calls.
- **/
- p.appendMatrix = function(matrix) {
- return this.append(matrix.a, matrix.b, matrix.c, matrix.d, matrix.tx, matrix.ty);
- };
-
- /**
- * Prepends the specified matrix to this matrix.
- * This is the equivalent of multiplying `(specified matrix) * (this matrix)`.
- * For example, you could calculate the combined transformation for a child object using:
- *
- * var o = myDisplayObject;
- * var mtx = o.getMatrix();
- * while (o = o.parent) {
- * // prepend each parent's transformation in turn:
- * o.prependMatrix(o.getMatrix());
- * }
- * @method prependMatrix
- * @param {Matrix2D} matrix
- * @return {Matrix2D} This matrix. Useful for chaining method calls.
- **/
- p.prependMatrix = function(matrix) {
- return this.prepend(matrix.a, matrix.b, matrix.c, matrix.d, matrix.tx, matrix.ty);
- };
-
- /**
- * Generates matrix properties from the specified display object transform properties, and appends them to this matrix.
- * For example, you can use this to generate a matrix representing the transformations of a display object:
- *
- * var mtx = new createjs.Matrix2D();
- * mtx.appendTransform(o.x, o.y, o.scaleX, o.scaleY, o.rotation);
- * @method appendTransform
- * @param {Number} x
- * @param {Number} y
- * @param {Number} scaleX
- * @param {Number} scaleY
- * @param {Number} rotation
- * @param {Number} skewX
- * @param {Number} skewY
- * @param {Number} regX Optional.
- * @param {Number} regY Optional.
- * @return {Matrix2D} This matrix. Useful for chaining method calls.
- **/
- p.appendTransform = function(x, y, scaleX, scaleY, rotation, skewX, skewY, regX, regY) {
- if (rotation%360) {
- var r = rotation*Matrix2D.DEG_TO_RAD;
- var cos = Math.cos(r);
- var sin = Math.sin(r);
- } else {
- cos = 1;
- sin = 0;
- }
-
- if (skewX || skewY) {
- // TODO: can this be combined into a single append operation?
- skewX *= Matrix2D.DEG_TO_RAD;
- skewY *= Matrix2D.DEG_TO_RAD;
- this.append(Math.cos(skewY), Math.sin(skewY), -Math.sin(skewX), Math.cos(skewX), x, y);
- this.append(cos*scaleX, sin*scaleX, -sin*scaleY, cos*scaleY, 0, 0);
- } else {
- this.append(cos*scaleX, sin*scaleX, -sin*scaleY, cos*scaleY, x, y);
- }
-
- if (regX || regY) {
- // append the registration offset:
- this.tx -= regX*this.a+regY*this.c;
- this.ty -= regX*this.b+regY*this.d;
- }
- return this;
- };
-
- /**
- * Generates matrix properties from the specified display object transform properties, and prepends them to this matrix.
- * For example, you could calculate the combined transformation for a child object using:
- *
- * var o = myDisplayObject;
- * var mtx = new createjs.Matrix2D();
- * do {
- * // prepend each parent's transformation in turn:
- * mtx.prependTransform(o.x, o.y, o.scaleX, o.scaleY, o.rotation, o.skewX, o.skewY, o.regX, o.regY);
- * } while (o = o.parent);
- *
- * Note that the above example would not account for {{#crossLink "DisplayObject/transformMatrix:property"}}{{/crossLink}}
- * values. See {{#crossLink "Matrix2D/prependMatrix"}}{{/crossLink}} for an example that does.
- * @method prependTransform
- * @param {Number} x
- * @param {Number} y
- * @param {Number} scaleX
- * @param {Number} scaleY
- * @param {Number} rotation
- * @param {Number} skewX
- * @param {Number} skewY
- * @param {Number} regX Optional.
- * @param {Number} regY Optional.
- * @return {Matrix2D} This matrix. Useful for chaining method calls.
- **/
- p.prependTransform = function(x, y, scaleX, scaleY, rotation, skewX, skewY, regX, regY) {
- if (rotation%360) {
- var r = rotation*Matrix2D.DEG_TO_RAD;
- var cos = Math.cos(r);
- var sin = Math.sin(r);
- } else {
- cos = 1;
- sin = 0;
- }
-
- if (regX || regY) {
- // prepend the registration offset:
- this.tx -= regX; this.ty -= regY;
- }
- if (skewX || skewY) {
- // TODO: can this be combined into a single prepend operation?
- skewX *= Matrix2D.DEG_TO_RAD;
- skewY *= Matrix2D.DEG_TO_RAD;
- this.prepend(cos*scaleX, sin*scaleX, -sin*scaleY, cos*scaleY, 0, 0);
- this.prepend(Math.cos(skewY), Math.sin(skewY), -Math.sin(skewX), Math.cos(skewX), x, y);
- } else {
- this.prepend(cos*scaleX, sin*scaleX, -sin*scaleY, cos*scaleY, x, y);
- }
- return this;
- };
-
- /**
- * Applies a clockwise rotation transformation to the matrix.
- * @method rotate
- * @param {Number} angle The angle to rotate by, in degrees. To use a value in radians, multiply it by `180/Math.PI`.
- * @return {Matrix2D} This matrix. Useful for chaining method calls.
- **/
- p.rotate = function(angle) {
- angle = angle*Matrix2D.DEG_TO_RAD;
- var cos = Math.cos(angle);
- var sin = Math.sin(angle);
-
- var a1 = this.a;
- var b1 = this.b;
-
- this.a = a1*cos+this.c*sin;
- this.b = b1*cos+this.d*sin;
- this.c = -a1*sin+this.c*cos;
- this.d = -b1*sin+this.d*cos;
- return this;
- };
-
- /**
- * Applies a skew transformation to the matrix.
- * @method skew
- * @param {Number} skewX The amount to skew horizontally in degrees. To use a value in radians, multiply it by `180/Math.PI`.
- * @param {Number} skewY The amount to skew vertically in degrees.
- * @return {Matrix2D} This matrix. Useful for chaining method calls.
- */
- p.skew = function(skewX, skewY) {
- skewX = skewX*Matrix2D.DEG_TO_RAD;
- skewY = skewY*Matrix2D.DEG_TO_RAD;
- this.append(Math.cos(skewY), Math.sin(skewY), -Math.sin(skewX), Math.cos(skewX), 0, 0);
- return this;
- };
-
- /**
- * Applies a scale transformation to the matrix.
- * @method scale
- * @param {Number} x The amount to scale horizontally. E.G. a value of 2 will double the size in the X direction, and 0.5 will halve it.
- * @param {Number} y The amount to scale vertically.
- * @return {Matrix2D} This matrix. Useful for chaining method calls.
- **/
- p.scale = function(x, y) {
- this.a *= x;
- this.b *= x;
- this.c *= y;
- this.d *= y;
- //this.tx *= x;
- //this.ty *= y;
- return this;
- };
-
- /**
- * Translates the matrix on the x and y axes.
- * @method translate
- * @param {Number} x
- * @param {Number} y
- * @return {Matrix2D} This matrix. Useful for chaining method calls.
- **/
- p.translate = function(x, y) {
- this.tx += this.a*x + this.c*y;
- this.ty += this.b*x + this.d*y;
- return this;
- };
-
- /**
- * Sets the properties of the matrix to those of an identity matrix (one that applies a null transformation).
- * @method identity
- * @return {Matrix2D} This matrix. Useful for chaining method calls.
- **/
- p.identity = function() {
- this.a = this.d = 1;
- this.b = this.c = this.tx = this.ty = 0;
- return this;
- };
-
- /**
- * Inverts the matrix, causing it to perform the opposite transformation.
- * @method invert
- * @return {Matrix2D} This matrix. Useful for chaining method calls.
- **/
- p.invert = function() {
- var a1 = this.a;
- var b1 = this.b;
- var c1 = this.c;
- var d1 = this.d;
- var tx1 = this.tx;
- var n = a1*d1-b1*c1;
-
- this.a = d1/n;
- this.b = -b1/n;
- this.c = -c1/n;
- this.d = a1/n;
- this.tx = (c1*this.ty-d1*tx1)/n;
- this.ty = -(a1*this.ty-b1*tx1)/n;
- return this;
- };
-
- /**
- * Returns true if the matrix is an identity matrix.
- * @method isIdentity
- * @return {Boolean}
- **/
- p.isIdentity = function() {
- return this.tx === 0 && this.ty === 0 && this.a === 1 && this.b === 0 && this.c === 0 && this.d === 1;
- };
-
- /**
- * Returns true if this matrix is equal to the specified matrix (all property values are equal).
- * @method equals
- * @param {Matrix2D} matrix The matrix to compare.
- * @return {Boolean}
- **/
- p.equals = function(matrix) {
- return this.tx === matrix.tx && this.ty === matrix.ty && this.a === matrix.a && this.b === matrix.b && this.c === matrix.c && this.d === matrix.d;
- };
-
- /**
- * Transforms a point according to this matrix.
- * @method transformPoint
- * @param {Number} x The x component of the point to transform.
- * @param {Number} y The y component of the point to transform.
- * @param {Point | Object} [pt] An object to copy the result into. If omitted a generic object with x/y properties will be returned.
- * @return {Point} This matrix. Useful for chaining method calls.
- **/
- p.transformPoint = function(x, y, pt) {
- pt = pt||{};
- pt.x = x*this.a+y*this.c+this.tx;
- pt.y = x*this.b+y*this.d+this.ty;
- return pt;
- };
-
- /**
- * Decomposes the matrix into transform properties (x, y, scaleX, scaleY, and rotation). Note that these values
- * may not match the transform properties you used to generate the matrix, though they will produce the same visual
- * results.
- * @method decompose
- * @param {Object} target The object to apply the transform properties to. If null, then a new object will be returned.
- * @return {Object} The target, or a new generic object with the transform properties applied.
- */
- p.decompose = function(target) {
- // TODO: it would be nice to be able to solve for whether the matrix can be decomposed into only scale/rotation even when scale is negative
- if (target == null) { target = {}; }
- target.x = this.tx;
- target.y = this.ty;
- target.scaleX = Math.sqrt(this.a * this.a + this.b * this.b);
- target.scaleY = Math.sqrt(this.c * this.c + this.d * this.d);
-
- var skewX = Math.atan2(-this.c, this.d);
- var skewY = Math.atan2(this.b, this.a);
-
- var delta = Math.abs(1-skewX/skewY);
- if (delta < 0.00001) { // effectively identical, can use rotation:
- target.rotation = skewY/Matrix2D.DEG_TO_RAD;
- if (this.a < 0 && this.d >= 0) {
- target.rotation += (target.rotation <= 0) ? 180 : -180;
- }
- target.skewX = target.skewY = 0;
- } else {
- target.skewX = skewX/Matrix2D.DEG_TO_RAD;
- target.skewY = skewY/Matrix2D.DEG_TO_RAD;
- }
- return target;
- };
-
- /**
- * Copies all properties from the specified matrix to this matrix.
- * @method copy
- * @param {Matrix2D} matrix The matrix to copy properties from.
- * @return {Matrix2D} This matrix. Useful for chaining method calls.
- */
- p.copy = function(matrix) {
- return this.setValues(matrix.a, matrix.b, matrix.c, matrix.d, matrix.tx, matrix.ty);
- };
-
- /**
- * Returns a clone of the Matrix2D instance.
- * @method clone
- * @return {Matrix2D} a clone of the Matrix2D instance.
- **/
- p.clone = function() {
- return new Matrix2D(this.a, this.b, this.c, this.d, this.tx, this.ty);
- };
-
- /**
- * Returns a string representation of this object.
- * @method toString
- * @return {String} a string representation of the instance.
- **/
- p.toString = function() {
- return "[Matrix2D (a="+this.a+" b="+this.b+" c="+this.c+" d="+this.d+" tx="+this.tx+" ty="+this.ty+")]";
- };
-
- // this has to be populated after the class is defined:
- Matrix2D.identity = new Matrix2D();
-
-
- createjs.Matrix2D = Matrix2D;
- }());
-
- //##############################################################################
- // DisplayProps.js
- //##############################################################################
-
- this.createjs = this.createjs||{};
-
- (function() {
- "use strict";
-
- /**
- * Used for calculating and encapsulating display related properties.
- * @class DisplayProps
- * @param {Number} [visible=true] Visible value.
- * @param {Number} [alpha=1] Alpha value.
- * @param {Number} [shadow=null] A Shadow instance or null.
- * @param {Number} [compositeOperation=null] A compositeOperation value or null.
- * @param {Number} [matrix] A transformation matrix. Defaults to a new identity matrix.
- * @constructor
- **/
- function DisplayProps(visible, alpha, shadow, compositeOperation, matrix) {
- this.setValues(visible, alpha, shadow, compositeOperation, matrix);
-
- // public properties:
- // assigned in the setValues method.
- /**
- * Property representing the alpha that will be applied to a display object.
- * @property alpha
- * @type Number
- **/
-
- /**
- * Property representing the shadow that will be applied to a display object.
- * @property shadow
- * @type Shadow
- **/
-
- /**
- * Property representing the compositeOperation that will be applied to a display object.
- * You can find a list of valid composite operations at:
- * <a href="https://developer.mozilla.org/en/Canvas_tutorial/Compositing">https://developer.mozilla.org/en/Canvas_tutorial/Compositing</a>
- * @property compositeOperation
- * @type String
- **/
-
- /**
- * Property representing the value for visible that will be applied to a display object.
- * @property visible
- * @type Boolean
- **/
-
- /**
- * The transformation matrix that will be applied to a display object.
- * @property matrix
- * @type Matrix2D
- **/
- }
- var p = DisplayProps.prototype;
-
- // initialization:
- /**
- * Reinitializes the instance with the specified values.
- * @method setValues
- * @param {Number} [visible=true] Visible value.
- * @param {Number} [alpha=1] Alpha value.
- * @param {Number} [shadow=null] A Shadow instance or null.
- * @param {Number} [compositeOperation=null] A compositeOperation value or null.
- * @param {Number} [matrix] A transformation matrix. Defaults to an identity matrix.
- * @return {DisplayProps} This instance. Useful for chaining method calls.
- * @chainable
- */
- p.setValues = function (visible, alpha, shadow, compositeOperation, matrix) {
- this.visible = visible == null ? true : !!visible;
- this.alpha = alpha == null ? 1 : alpha;
- this.shadow = shadow;
- this.compositeOperation = compositeOperation;
- this.matrix = matrix || (this.matrix&&this.matrix.identity()) || new createjs.Matrix2D();
- return this;
- };
-
- // public methods:
- /**
- * Appends the specified display properties. This is generally used to apply a child's properties its parent's.
- * @method append
- * @param {Boolean} visible desired visible value
- * @param {Number} alpha desired alpha value
- * @param {Shadow} shadow desired shadow value
- * @param {String} compositeOperation desired composite operation value
- * @param {Matrix2D} [matrix] a Matrix2D instance
- * @return {DisplayProps} This instance. Useful for chaining method calls.
- * @chainable
- */
- p.append = function(visible, alpha, shadow, compositeOperation, matrix) {
- this.alpha *= alpha;
- this.shadow = shadow || this.shadow;
- this.compositeOperation = compositeOperation || this.compositeOperation;
- this.visible = this.visible && visible;
- matrix&&this.matrix.appendMatrix(matrix);
- return this;
- };
-
- /**
- * Prepends the specified display properties. This is generally used to apply a parent's properties to a child's.
- * For example, to get the combined display properties that would be applied to a child, you could use:
- *
- * var o = myDisplayObject;
- * var props = new createjs.DisplayProps();
- * do {
- * // prepend each parent's props in turn:
- * props.prepend(o.visible, o.alpha, o.shadow, o.compositeOperation, o.getMatrix());
- * } while (o = o.parent);
- *
- * @method prepend
- * @param {Boolean} visible desired visible value
- * @param {Number} alpha desired alpha value
- * @param {Shadow} shadow desired shadow value
- * @param {String} compositeOperation desired composite operation value
- * @param {Matrix2D} [matrix] a Matrix2D instance
- * @return {DisplayProps} This instance. Useful for chaining method calls.
- * @chainable
- */
- p.prepend = function(visible, alpha, shadow, compositeOperation, matrix) {
- this.alpha *= alpha;
- this.shadow = this.shadow || shadow;
- this.compositeOperation = this.compositeOperation || compositeOperation;
- this.visible = this.visible && visible;
- matrix&&this.matrix.prependMatrix(matrix);
- return this;
- };
-
- /**
- * Resets this instance and its matrix to default values.
- * @method identity
- * @return {DisplayProps} This instance. Useful for chaining method calls.
- * @chainable
- */
- p.identity = function() {
- this.visible = true;
- this.alpha = 1;
- this.shadow = this.compositeOperation = null;
- this.matrix.identity();
- return this;
- };
-
- /**
- * Returns a clone of the DisplayProps instance. Clones the associated matrix.
- * @method clone
- * @return {DisplayProps} a clone of the DisplayProps instance.
- **/
- p.clone = function() {
- return new DisplayProps(this.alpha, this.shadow, this.compositeOperation, this.visible, this.matrix.clone());
- };
-
- // private methods:
-
- createjs.DisplayProps = DisplayProps;
- })();
-
- //##############################################################################
- // Point.js
- //##############################################################################
-
- this.createjs = this.createjs||{};
-
- (function() {
- "use strict";
-
-
- // constructor:
- /**
- * Represents a point on a 2 dimensional x / y coordinate system.
- *
- * <h4>Example</h4>
- *
- * var point = new createjs.Point(0, 100);
- *
- * @class Point
- * @param {Number} [x=0] X position.
- * @param {Number} [y=0] Y position.
- * @constructor
- **/
- function Point(x, y) {
- this.setValues(x, y);
-
-
- // public properties:
- // assigned in the setValues method.
- /**
- * X position.
- * @property x
- * @type Number
- **/
-
- /**
- * Y position.
- * @property y
- * @type Number
- **/
- }
- var p = Point.prototype;
-
- /**
- * <strong>REMOVED</strong>. Removed in favor of using `MySuperClass_constructor`.
- * See {{#crossLink "Utility Methods/extend"}}{{/crossLink}} and {{#crossLink "Utility Methods/promote"}}{{/crossLink}}
- * for details.
- *
- * There is an inheritance tutorial distributed with EaselJS in /tutorials/Inheritance.
- *
- * @method initialize
- * @protected
- * @deprecated
- */
- // p.initialize = function() {}; // searchable for devs wondering where it is.
-
-
- // public methods:
- /**
- * Sets the specified values on this instance.
- * @method setValues
- * @param {Number} [x=0] X position.
- * @param {Number} [y=0] Y position.
- * @return {Point} This instance. Useful for chaining method calls.
- * @chainable
- */
- p.setValues = function(x, y) {
- this.x = x||0;
- this.y = y||0;
- return this;
- };
-
- /**
- * Copies all properties from the specified point to this point.
- * @method copy
- * @param {Point} point The point to copy properties from.
- * @return {Point} This point. Useful for chaining method calls.
- * @chainable
- */
- p.copy = function(point) {
- this.x = point.x;
- this.y = point.y;
- return this;
- };
-
- /**
- * Returns a clone of the Point instance.
- * @method clone
- * @return {Point} a clone of the Point instance.
- **/
- p.clone = function() {
- return new Point(this.x, this.y);
- };
-
- /**
- * Returns a string representation of this object.
- * @method toString
- * @return {String} a string representation of the instance.
- **/
- p.toString = function() {
- return "[Point (x="+this.x+" y="+this.y+")]";
- };
-
-
- createjs.Point = Point;
- }());
-
- //##############################################################################
- // Rectangle.js
- //##############################################################################
-
- this.createjs = this.createjs||{};
-
- (function() {
- "use strict";
-
-
- // constructor:
- /**
- * Represents a rectangle as defined by the points (x, y) and (x+width, y+height).
- *
- * <h4>Example</h4>
- *
- * var rect = new createjs.Rectangle(0, 0, 100, 100);
- *
- * @class Rectangle
- * @param {Number} [x=0] X position.
- * @param {Number} [y=0] Y position.
- * @param {Number} [width=0] The width of the Rectangle.
- * @param {Number} [height=0] The height of the Rectangle.
- * @constructor
- **/
- function Rectangle(x, y, width, height) {
- this.setValues(x, y, width, height);
-
-
- // public properties:
- // assigned in the setValues method.
- /**
- * X position.
- * @property x
- * @type Number
- **/
-
- /**
- * Y position.
- * @property y
- * @type Number
- **/
-
- /**
- * Width.
- * @property width
- * @type Number
- **/
-
- /**
- * Height.
- * @property height
- * @type Number
- **/
- }
- var p = Rectangle.prototype;
-
- /**
- * <strong>REMOVED</strong>. Removed in favor of using `MySuperClass_constructor`.
- * See {{#crossLink "Utility Methods/extend"}}{{/crossLink}} and {{#crossLink "Utility Methods/promote"}}{{/crossLink}}
- * for details.
- *
- * There is an inheritance tutorial distributed with EaselJS in /tutorials/Inheritance.
- *
- * @method initialize
- * @protected
- * @deprecated
- */
- // p.initialize = function() {}; // searchable for devs wondering where it is.
-
-
- // public methods:
- /**
- * Sets the specified values on this instance.
- * @method setValues
- * @param {Number} [x=0] X position.
- * @param {Number} [y=0] Y position.
- * @param {Number} [width=0] The width of the Rectangle.
- * @param {Number} [height=0] The height of the Rectangle.
- * @return {Rectangle} This instance. Useful for chaining method calls.
- * @chainable
- */
- p.setValues = function(x, y, width, height) {
- // don't forget to update docs in the constructor if these change:
- this.x = x||0;
- this.y = y||0;
- this.width = width||0;
- this.height = height||0;
- return this;
- };
-
- /**
- * Extends the rectangle's bounds to include the described point or rectangle.
- * @method extend
- * @param {Number} x X position of the point or rectangle.
- * @param {Number} y Y position of the point or rectangle.
- * @param {Number} [width=0] The width of the rectangle.
- * @param {Number} [height=0] The height of the rectangle.
- * @return {Rectangle} This instance. Useful for chaining method calls.
- * @chainable
- */
- p.extend = function(x, y, width, height) {
- width = width||0;
- height = height||0;
- if (x+width > this.x+this.width) { this.width = x+width-this.x; }
- if (y+height > this.y+this.height) { this.height = y+height-this.y; }
- if (x < this.x) { this.width += this.x-x; this.x = x; }
- if (y < this.y) { this.height += this.y-y; this.y = y; }
- return this;
- };
-
- /**
- * Adds the specified padding to the rectangle's bounds.
- * @method pad
- * @param {Number} top
- * @param {Number} left
- * @param {Number} right
- * @param {Number} bottom
- * @return {Rectangle} This instance. Useful for chaining method calls.
- * @chainable
- */
- p.pad = function(top, left, bottom, right) {
- this.x -= left;
- this.y -= top;
- this.width += left+right;
- this.height += top+bottom;
- return this;
- };
-
- /**
- * Copies all properties from the specified rectangle to this rectangle.
- * @method copy
- * @param {Rectangle} rectangle The rectangle to copy properties from.
- * @return {Rectangle} This rectangle. Useful for chaining method calls.
- * @chainable
- */
- p.copy = function(rectangle) {
- return this.setValues(rectangle.x, rectangle.y, rectangle.width, rectangle.height);
- };
-
- /**
- * Returns true if this rectangle fully encloses the described point or rectangle.
- * @method contains
- * @param {Number} x X position of the point or rectangle.
- * @param {Number} y Y position of the point or rectangle.
- * @param {Number} [width=0] The width of the rectangle.
- * @param {Number} [height=0] The height of the rectangle.
- * @return {Boolean} True if the described point or rectangle is contained within this rectangle.
- */
- p.contains = function(x, y, width, height) {
- width = width||0;
- height = height||0;
- return (x >= this.x && x+width <= this.x+this.width && y >= this.y && y+height <= this.y+this.height);
- };
-
- /**
- * Returns a new rectangle which contains this rectangle and the specified rectangle.
- * @method union
- * @param {Rectangle} rect The rectangle to calculate a union with.
- * @return {Rectangle} A new rectangle describing the union.
- */
- p.union = function(rect) {
- return this.clone().extend(rect.x, rect.y, rect.width, rect.height);
- };
-
- /**
- * Returns a new rectangle which describes the intersection (overlap) of this rectangle and the specified rectangle,
- * or null if they do not intersect.
- * @method intersection
- * @param {Rectangle} rect The rectangle to calculate an intersection with.
- * @return {Rectangle} A new rectangle describing the intersection or null.
- */
- p.intersection = function(rect) {
- var x1 = rect.x, y1 = rect.y, x2 = x1+rect.width, y2 = y1+rect.height;
- if (this.x > x1) { x1 = this.x; }
- if (this.y > y1) { y1 = this.y; }
- if (this.x + this.width < x2) { x2 = this.x + this.width; }
- if (this.y + this.height < y2) { y2 = this.y + this.height; }
- return (x2 <= x1 || y2 <= y1) ? null : new Rectangle(x1, y1, x2-x1, y2-y1);
- };
-
- /**
- * Returns true if the specified rectangle intersects (has any overlap) with this rectangle.
- * @method intersects
- * @param {Rectangle} rect The rectangle to compare.
- * @return {Boolean} True if the rectangles intersect.
- */
- p.intersects = function(rect) {
- return (rect.x <= this.x+this.width && this.x <= rect.x+rect.width && rect.y <= this.y+this.height && this.y <= rect.y + rect.height);
- };
-
- /**
- * Returns true if the width or height are equal or less than 0.
- * @method isEmpty
- * @return {Boolean} True if the rectangle is empty.
- */
- p.isEmpty = function() {
- return this.width <= 0 || this.height <= 0;
- };
-
- /**
- * Returns a clone of the Rectangle instance.
- * @method clone
- * @return {Rectangle} a clone of the Rectangle instance.
- **/
- p.clone = function() {
- return new Rectangle(this.x, this.y, this.width, this.height);
- };
-
- /**
- * Returns a string representation of this object.
- * @method toString
- * @return {String} a string representation of the instance.
- **/
- p.toString = function() {
- return "[Rectangle (x="+this.x+" y="+this.y+" width="+this.width+" height="+this.height+")]";
- };
-
-
- createjs.Rectangle = Rectangle;
- }());
-
- //##############################################################################
- // ButtonHelper.js
- //##############################################################################
-
- this.createjs = this.createjs||{};
-
- (function() {
- "use strict";
-
-
- // constructor:
- /**
- * The ButtonHelper is a helper class to create interactive buttons from {{#crossLink "MovieClip"}}{{/crossLink}} or
- * {{#crossLink "Sprite"}}{{/crossLink}} instances. This class will intercept mouse events from an object, and
- * automatically call {{#crossLink "Sprite/gotoAndStop"}}{{/crossLink}} or {{#crossLink "Sprite/gotoAndPlay"}}{{/crossLink}},
- * to the respective animation labels, add a pointer cursor, and allows the user to define a hit state frame.
- *
- * The ButtonHelper instance does not need to be added to the stage, but a reference should be maintained to prevent
- * garbage collection.
- *
- * Note that over states will not work unless you call {{#crossLink "Stage/enableMouseOver"}}{{/crossLink}}.
- *
- * <h4>Example</h4>
- *
- * var helper = new createjs.ButtonHelper(myInstance, "out", "over", "down", false, myInstance, "hit");
- * myInstance.addEventListener("click", handleClick);
- * function handleClick(event) {
- * // Click Happened.
- * }
- *
- * @class ButtonHelper
- * @param {Sprite|MovieClip} target The instance to manage.
- * @param {String} [outLabel="out"] The label or animation to go to when the user rolls out of the button.
- * @param {String} [overLabel="over"] The label or animation to go to when the user rolls over the button.
- * @param {String} [downLabel="down"] The label or animation to go to when the user presses the button.
- * @param {Boolean} [play=false] If the helper should call "gotoAndPlay" or "gotoAndStop" on the button when changing
- * states.
- * @param {DisplayObject} [hitArea] An optional item to use as the hit state for the button. If this is not defined,
- * then the button's visible states will be used instead. Note that the same instance as the "target" argument can be
- * used for the hitState.
- * @param {String} [hitLabel] The label or animation on the hitArea instance that defines the hitArea bounds. If this is
- * null, then the default state of the hitArea will be used. *
- * @constructor
- */
- function ButtonHelper(target, outLabel, overLabel, downLabel, play, hitArea, hitLabel) {
- if (!target.addEventListener) { return; }
-
-
- // public properties:
- /**
- * The target for this button helper.
- * @property target
- * @type MovieClip | Sprite
- * @readonly
- **/
- this.target = target;
-
- /**
- * The label name or frame number to display when the user mouses out of the target. Defaults to "over".
- * @property overLabel
- * @type String | Number
- **/
- this.overLabel = overLabel == null ? "over" : overLabel;
-
- /**
- * The label name or frame number to display when the user mouses over the target. Defaults to "out".
- * @property outLabel
- * @type String | Number
- **/
- this.outLabel = outLabel == null ? "out" : outLabel;
-
- /**
- * The label name or frame number to display when the user presses on the target. Defaults to "down".
- * @property downLabel
- * @type String | Number
- **/
- this.downLabel = downLabel == null ? "down" : downLabel;
-
- /**
- * If true, then ButtonHelper will call gotoAndPlay, if false, it will use gotoAndStop. Default is false.
- * @property play
- * @default false
- * @type Boolean
- **/
- this.play = play;
-
-
- // private properties
- /**
- * @property _isPressed
- * @type Boolean
- * @protected
- **/
- this._isPressed = false;
-
- /**
- * @property _isOver
- * @type Boolean
- * @protected
- **/
- this._isOver = false;
-
- /**
- * @property _enabled
- * @type Boolean
- * @protected
- **/
- this._enabled = false;
-
- // setup:
- target.mouseChildren = false; // prevents issues when children are removed from the display list when state changes.
- this.enabled = true;
- this.handleEvent({});
- if (hitArea) {
- if (hitLabel) {
- hitArea.actionsEnabled = false;
- hitArea.gotoAndStop&&hitArea.gotoAndStop(hitLabel);
- }
- target.hitArea = hitArea;
- }
- }
- var p = ButtonHelper.prototype;
-
- /**
- * <strong>REMOVED</strong>. Removed in favor of using `MySuperClass_constructor`.
- * See {{#crossLink "Utility Methods/extend"}}{{/crossLink}} and {{#crossLink "Utility Methods/promote"}}{{/crossLink}}
- * for details.
- *
- * There is an inheritance tutorial distributed with EaselJS in /tutorials/Inheritance.
- *
- * @method initialize
- * @protected
- * @deprecated
- */
- // p.initialize = function() {}; // searchable for devs wondering where it is.
-
-
- // getter / setters:
- /**
- * Use the {{#crossLink "ButtonHelper/enabled:property"}}{{/crossLink}} property instead.
- * @method setEnabled
- * @param {Boolean} value
- * @deprecated
- **/
- p.setEnabled = function(value) { // TODO: deprecated.
- if (value == this._enabled) { return; }
- var o = this.target;
- this._enabled = value;
- if (value) {
- o.cursor = "pointer";
- o.addEventListener("rollover", this);
- o.addEventListener("rollout", this);
- o.addEventListener("mousedown", this);
- o.addEventListener("pressup", this);
- if (o._reset) { o.__reset = o._reset; o._reset = this._reset;}
- } else {
- o.cursor = null;
- o.removeEventListener("rollover", this);
- o.removeEventListener("rollout", this);
- o.removeEventListener("mousedown", this);
- o.removeEventListener("pressup", this);
- if (o.__reset) { o._reset = o.__reset; delete(o.__reset); }
- }
- };
- /**
- * Use the {{#crossLink "ButtonHelper/enabled:property"}}{{/crossLink}} property instead.
- * @method getEnabled
- * @return {Boolean}
- * @deprecated
- **/
- p.getEnabled = function() {
- return this._enabled;
- };
-
- /**
- * Enables or disables the button functionality on the target.
- * @property enabled
- * @type {Boolean}
- **/
- try {
- Object.defineProperties(p, {
- enabled: { get: p.getEnabled, set: p.setEnabled }
- });
- } catch (e) {} // TODO: use Log
-
-
- // public methods:
- /**
- * Returns a string representation of this object.
- * @method toString
- * @return {String} a string representation of the instance.
- **/
- p.toString = function() {
- return "[ButtonHelper]";
- };
-
-
- // private methods:
- /**
- * @method handleEvent
- * @param {Object} evt The mouse event to handle.
- * @protected
- **/
- p.handleEvent = function(evt) {
- var label, t = this.target, type = evt.type;
- if (type == "mousedown") {
- this._isPressed = true;
- label = this.downLabel;
- } else if (type == "pressup") {
- this._isPressed = false;
- label = this._isOver ? this.overLabel : this.outLabel;
- } else if (type == "rollover") {
- this._isOver = true;
- label = this._isPressed ? this.downLabel : this.overLabel;
- } else { // rollout and default
- this._isOver = false;
- label = this._isPressed ? this.overLabel : this.outLabel;
- }
- if (this.play) {
- t.gotoAndPlay&&t.gotoAndPlay(label);
- } else {
- t.gotoAndStop&&t.gotoAndStop(label);
- }
- };
-
- /**
- * Injected into target. Preserves the paused state through a reset.
- * @method _reset
- * @protected
- **/
- p._reset = function() {
- // TODO: explore better ways to handle this issue. This is hacky & disrupts object signatures.
- var p = this.paused;
- this.__reset();
- this.paused = p;
- };
-
-
- createjs.ButtonHelper = ButtonHelper;
- }());
-
- //##############################################################################
- // Shadow.js
- //##############################################################################
-
- this.createjs = this.createjs||{};
-
- (function() {
- "use strict";
-
-
- // constructor:
- /**
- * This class encapsulates the properties required to define a shadow to apply to a {{#crossLink "DisplayObject"}}{{/crossLink}}
- * via its <code>shadow</code> property.
- *
- * <h4>Example</h4>
- *
- * myImage.shadow = new createjs.Shadow("#000000", 5, 5, 10);
- *
- * @class Shadow
- * @constructor
- * @param {String} color The color of the shadow. This can be any valid CSS color value.
- * @param {Number} offsetX The x offset of the shadow in pixels.
- * @param {Number} offsetY The y offset of the shadow in pixels.
- * @param {Number} blur The size of the blurring effect.
- **/
- function Shadow(color, offsetX, offsetY, blur) {
-
-
- // public properties:
- /**
- * The color of the shadow. This can be any valid CSS color value.
- * @property color
- * @type String
- * @default null
- */
- this.color = color||"black";
-
- /** The x offset of the shadow.
- * @property offsetX
- * @type Number
- * @default 0
- */
- this.offsetX = offsetX||0;
-
- /** The y offset of the shadow.
- * @property offsetY
- * @type Number
- * @default 0
- */
- this.offsetY = offsetY||0;
-
- /** The blur of the shadow.
- * @property blur
- * @type Number
- * @default 0
- */
- this.blur = blur||0;
- }
- var p = Shadow.prototype;
-
- /**
- * <strong>REMOVED</strong>. Removed in favor of using `MySuperClass_constructor`.
- * See {{#crossLink "Utility Methods/extend"}}{{/crossLink}} and {{#crossLink "Utility Methods/promote"}}{{/crossLink}}
- * for details.
- *
- * There is an inheritance tutorial distributed with EaselJS in /tutorials/Inheritance.
- *
- * @method initialize
- * @protected
- * @deprecated
- */
- // p.initialize = function() {}; // searchable for devs wondering where it is.
-
-
- // static public properties:
- /**
- * An identity shadow object (all properties are set to 0).
- * @property identity
- * @type Shadow
- * @static
- * @final
- * @readonly
- **/
- Shadow.identity = new Shadow("transparent", 0, 0, 0);
-
-
- // public methods:
- /**
- * Returns a string representation of this object.
- * @method toString
- * @return {String} a string representation of the instance.
- **/
- p.toString = function() {
- return "[Shadow]";
- };
-
- /**
- * Returns a clone of this Shadow instance.
- * @method clone
- * @return {Shadow} A clone of the current Shadow instance.
- **/
- p.clone = function() {
- return new Shadow(this.color, this.offsetX, this.offsetY, this.blur);
- };
-
-
- createjs.Shadow = Shadow;
- }());
-
- //##############################################################################
- // SpriteSheet.js
- //##############################################################################
-
- this.createjs = this.createjs||{};
-
- (function() {
- "use strict";
-
-
- // constructor:
- /**
- * Encapsulates the properties and methods associated with a sprite sheet. A sprite sheet is a series of images (usually
- * animation frames) combined into a larger image (or images). For example, an animation consisting of eight 100x100
- * images could be combined into a single 400x200 sprite sheet (4 frames across by 2 high).
- *
- * The data passed to the SpriteSheet constructor defines:
- * <ol>
- * <li> The source image or images to use.</li>
- * <li> The positions of individual image frames.</li>
- * <li> Sequences of frames that form named animations. Optional.</li>
- * <li> The target playback framerate. Optional.</li>
- * </ol>
- * <h3>SpriteSheet Format</h3>
- * SpriteSheets are an object with two required properties (`images` and `frames`), and two optional properties
- * (`framerate` and `animations`). This makes them easy to define in javascript code, or in JSON.
- *
- * <h4>images</h4>
- * An array of source images. Images can be either an HTMlimage
- * instance, or a uri to an image. The former is recommended to control preloading.
- *
- * images: [image1, "path/to/image2.png"],
- *
- * <h4>frames</h4>
- * Defines the individual frames. There are two supported formats for frame data:
- * When all of the frames are the same size (in a grid), use an object with `width`, `height`, `regX`, `regY`,
- * and `count` properties.
- *
- * <ul>
- * <li>`width` & `height` are required and specify the dimensions of the frames</li>
- * <li>`regX` & `regY` indicate the registration point or "origin" of the frames</li>
- * <li>`spacing` indicate the spacing between frames</li>
- * <li>`margin` specify the margin around the image(s)</li>
- * <li>`count` allows you to specify the total number of frames in the spritesheet; if omitted, this will
- * be calculated based on the dimensions of the source images and the frames. Frames will be assigned
- * indexes based on their position in the source images (left to right, top to bottom).</li>
- * </ul>
- *
- * frames: {width:64, height:64, count:20, regX: 32, regY:64, spacing:0, margin:0}
- *
- * If the frames are of different sizes, use an array of frame definitions. Each definition is itself an array
- * with 4 required and 3 optional entries, in the order:
- *
- * <ul>
- * <li>The first four, `x`, `y`, `width`, and `height` are required and define the frame rectangle.</li>
- * <li>The fifth, `imageIndex`, specifies the index of the source image (defaults to 0)</li>
- * <li>The last two, `regX` and `regY` specify the registration point of the frame</li>
- * </ul>
- *
- * frames: [
- * // x, y, width, height, imageIndex*, regX*, regY*
- * [64, 0, 96, 64],
- * [0, 0, 64, 64, 1, 32, 32]
- * // etc.
- * ]
- *
- * <h4>animations</h4>
- * Optional. An object defining sequences of frames to play as named animations. Each property corresponds to an
- * animation of the same name. Each animation must specify the frames to play, and may
- * also include a relative playback `speed` (ex. 2 would playback at double speed, 0.5 at half), and
- * the name of the `next` animation to sequence to after it completes.
- *
- * There are three formats supported for defining the frames in an animation, which can be mixed and matched as appropriate:
- * <ol>
- * <li>for a single frame animation, you can simply specify the frame index
- *
- * animations: {
- * sit: 7
- * }
- *
- * </li>
- * <li>
- * for an animation of consecutive frames, you can use an array with two required, and two optional entries
- * in the order: `start`, `end`, `next`, and `speed`. This will play the frames from start to end inclusive.
- *
- * animations: {
- * // start, end, next*, speed*
- * run: [0, 8],
- * jump: [9, 12, "run", 2]
- * }
- *
- * </li>
- * <li>
- * for non-consecutive frames, you can use an object with a `frames` property defining an array of frame
- * indexes to play in order. The object can also specify `next` and `speed` properties.
- *
- * animations: {
- * walk: {
- * frames: [1,2,3,3,2,1]
- * },
- * shoot: {
- * frames: [1,4,5,6],
- * next: "walk",
- * speed: 0.5
- * }
- * }
- *
- * </li>
- * </ol>
- * <strong>Note:</strong> the `speed` property was added in EaselJS 0.7.0. Earlier versions had a `frequency`
- * property instead, which was the inverse of `speed`. For example, a value of "4" would be 1/4 normal speed in
- * earlier versions, but is 4x normal speed in EaselJS 0.7.0+.
- *
- * <h4>framerate</h4>
- * Optional. Indicates the default framerate to play this spritesheet at in frames per second. See
- * {{#crossLink "SpriteSheet/framerate:property"}}{{/crossLink}} for more information.
- *
- * framerate: 20
- *
- * Note that the Sprite framerate will only work if the stage update method is provided with the {{#crossLink "Ticker/tick:event"}}{{/crossLink}}
- * event generated by the {{#crossLink "Ticker"}}{{/crossLink}}.
- *
- * createjs.Ticker.on("tick", handleTick);
- * function handleTick(event) {
- * stage.update(event);
- * }
- *
- * <h3>Example</h3>
- * To define a simple sprite sheet, with a single image "sprites.jpg" arranged in a regular 50x50 grid with three
- * animations: "stand" showing the first frame, "run" looping frame 1-5 inclusive, and "jump" playing frame 6-8 and
- * sequencing back to run.
- *
- * var data = {
- * images: ["sprites.jpg"],
- * frames: {width:50, height:50},
- * animations: {
- * stand:0,
- * run:[1,5],
- * jump:[6,8,"run"]
- * }
- * };
- * var spriteSheet = new createjs.SpriteSheet(data);
- * var animation = new createjs.Sprite(spriteSheet, "run");
- *
- * <h3>Generating SpriteSheet Images</h3>
- * Spritesheets can be created manually by combining images in PhotoShop, and specifying the frame size or
- * coordinates manually, however there are a number of tools that facilitate this.
- * <ul>
- * <li>Exporting SpriteSheets or HTML5 content from Flash Pro supports the EaselJS SpriteSheet format.</li>
- * <li>The popular <a href="https://www.codeandweb.com/texturepacker/easeljs" target="_blank">Texture Packer</a> has
- * EaselJS support.
- * <li>SWF animations in Flash can be exported to SpriteSheets using <a href="http://createjs.com/zoe" target="_blank"></a></li>
- * </ul>
- *
- * <h3>Cross Origin Issues</h3>
- * <strong>Warning:</strong> Images loaded cross-origin will throw cross-origin security errors when interacted with
- * using:
- * <ul>
- * <li>a mouse</li>
- * <li>methods such as {{#crossLink "Container/getObjectUnderPoint"}}{{/crossLink}}</li>
- * <li>Filters (see {{#crossLink "Filter"}}{{/crossLink}})</li>
- * <li>caching (see {{#crossLink "DisplayObject/cache"}}{{/crossLink}})</li>
- * </ul>
- * You can get around this by setting `crossOrigin` property on your images before passing them to EaselJS, or
- * setting the `crossOrigin` property on PreloadJS' LoadQueue or LoadItems.
- *
- * var image = new Image();
- * img.crossOrigin="Anonymous";
- * img.src = "http://server-with-CORS-support.com/path/to/image.jpg";
- *
- * If you pass string paths to SpriteSheets, they will not work cross-origin. The server that stores the image must
- * support cross-origin requests, or this will not work. For more information, check out
- * <a href="https://developer.mozilla.org/en-US/docs/Web/HTTP/Access_control_CORS" target="_blank">CORS overview on MDN</a>.
- *
- * @class SpriteSheet
- * @constructor
- * @param {Object} data An object describing the SpriteSheet data.
- * @extends EventDispatcher
- **/
- function SpriteSheet(data) {
- this.EventDispatcher_constructor();
-
-
- // public properties:
- /**
- * Indicates whether all images are finished loading.
- * @property complete
- * @type Boolean
- * @readonly
- **/
- this.complete = true;
-
- /**
- * Specifies the framerate to use by default for Sprite instances using the SpriteSheet. See the Sprite class
- * {{#crossLink "Sprite/framerate:property"}}{{/crossLink}} for more information.
- * @property framerate
- * @type Number
- **/
- this.framerate = 0;
-
-
- // private properties:
- /**
- * @property _animations
- * @protected
- * @type Array
- **/
- this._animations = null;
-
- /**
- * @property _frames
- * @protected
- * @type Array
- **/
- this._frames = null;
-
- /**
- * @property _images
- * @protected
- * @type Array
- **/
- this._images = null;
-
- /**
- * @property _data
- * @protected
- * @type Object
- **/
- this._data = null;
-
- /**
- * @property _loadCount
- * @protected
- * @type Number
- **/
- this._loadCount = 0;
-
- // only used for simple frame defs:
- /**
- * @property _frameHeight
- * @protected
- * @type Number
- **/
- this._frameHeight = 0;
-
- /**
- * @property _frameWidth
- * @protected
- * @type Number
- **/
- this._frameWidth = 0;
-
- /**
- * @property _numFrames
- * @protected
- * @type Number
- **/
- this._numFrames = 0;
-
- /**
- * @property _regX
- * @protected
- * @type Number
- **/
- this._regX = 0;
-
- /**
- * @property _regY
- * @protected
- * @type Number
- **/
- this._regY = 0;
-
- /**
- * @property _spacing
- * @protected
- * @type Number
- **/
- this._spacing = 0;
-
- /**
- * @property _margin
- * @protected
- * @type Number
- **/
- this._margin = 0;
-
- // setup:
- this._parseData(data);
- }
- var p = createjs.extend(SpriteSheet, createjs.EventDispatcher);
-
- // TODO: deprecated
- // p.initialize = function() {}; // searchable for devs wondering where it is. REMOVED. See docs for details.
-
-
- // events:
- /**
- * Dispatched when all images are loaded. Note that this only fires if the images
- * were not fully loaded when the sprite sheet was initialized. You should check the complete property
- * to prior to adding a listener. Ex.
- *
- * var sheet = new createjs.SpriteSheet(data);
- * if (!sheet.complete) {
- * // not preloaded, listen for the complete event:
- * sheet.addEventListener("complete", handler);
- * }
- *
- * @event complete
- * @param {Object} target The object that dispatched the event.
- * @param {String} type The event type.
- * @since 0.6.0
- */
-
- /**
- * Dispatched when getFrame is called with a valid frame index. This is primarily intended for use by {{#crossLink "SpriteSheetBuilder"}}{{/crossLink}}
- * when doing on-demand rendering.
- * @event getframe
- * @param {Number} index The frame index.
- * @param {Object} frame The frame object that getFrame will return.
- */
-
- /**
- * Dispatched when an image encounters an error. A SpriteSheet will dispatch an error event for each image that
- * encounters an error, and will still dispatch a {{#crossLink "SpriteSheet/complete:event"}}{{/crossLink}}
- * event once all images are finished processing, even if an error is encountered.
- * @event error
- * @param {String} src The source of the image that failed to load.
- * @since 0.8.2
- */
-
-
- // getter / setters:
- /**
- * Use the {{#crossLink "SpriteSheet/animations:property"}}{{/crossLink}} property instead.
- * @method getAnimations
- * @return {Array}
- * @deprecated
- **/
- p.getAnimations = function() {
- return this._animations.slice();
- };
-
- /**
- * Returns an array of all available animation names available on this sprite sheet as strings.
- * @property animations
- * @type {Array}
- * @readonly
- **/
- try {
- Object.defineProperties(p, {
- animations: { get: p.getAnimations }
- });
- } catch (e) {}
-
-
- // public methods:
- /**
- * Returns the total number of frames in the specified animation, or in the whole sprite
- * sheet if the animation param is omitted. Returns 0 if the spritesheet relies on calculated frame counts, and
- * the images have not been fully loaded.
- * @method getNumFrames
- * @param {String} animation The name of the animation to get a frame count for.
- * @return {Number} The number of frames in the animation, or in the entire sprite sheet if the animation param is omitted.
- */
- p.getNumFrames = function(animation) {
- if (animation == null) {
- return this._frames ? this._frames.length : this._numFrames || 0;
- } else {
- var data = this._data[animation];
- if (data == null) { return 0; }
- else { return data.frames.length; }
- }
- };
-
- /**
- * Returns an object defining the specified animation. The returned object contains:<UL>
- * <li>frames: an array of the frame ids in the animation</li>
- * <li>speed: the playback speed for this animation</li>
- * <li>name: the name of the animation</li>
- * <li>next: the default animation to play next. If the animation loops, the name and next property will be the
- * same.</li>
- * </UL>
- * @method getAnimation
- * @param {String} name The name of the animation to get.
- * @return {Object} a generic object with frames, speed, name, and next properties.
- **/
- p.getAnimation = function(name) {
- return this._data[name];
- };
-
- /**
- * Returns an object specifying the image and source rect of the specified frame. The returned object has:<UL>
- * <li>an image property holding a reference to the image object in which the frame is found</li>
- * <li>a rect property containing a Rectangle instance which defines the boundaries for the frame within that
- * image.</li>
- * <li> A regX and regY property corresponding to the regX/Y values for the frame.
- * </UL>
- * @method getFrame
- * @param {Number} frameIndex The index of the frame.
- * @return {Object} a generic object with image and rect properties. Returns null if the frame does not exist.
- **/
- p.getFrame = function(frameIndex) {
- var frame;
- if (this._frames && (frame=this._frames[frameIndex])) { return frame; }
- return null;
- };
-
- /**
- * Returns a {{#crossLink "Rectangle"}}{{/crossLink}} instance defining the bounds of the specified frame relative
- * to the origin. For example, a 90 x 70 frame with a regX of 50 and a regY of 40 would return:
- *
- * [x=-50, y=-40, width=90, height=70]
- *
- * @method getFrameBounds
- * @param {Number} frameIndex The index of the frame.
- * @param {Rectangle} [rectangle] A Rectangle instance to copy the values into. By default a new instance is created.
- * @return {Rectangle} A Rectangle instance. Returns null if the frame does not exist, or the image is not fully loaded.
- **/
- p.getFrameBounds = function(frameIndex, rectangle) {
- var frame = this.getFrame(frameIndex);
- return frame ? (rectangle||new createjs.Rectangle()).setValues(-frame.regX, -frame.regY, frame.rect.width, frame.rect.height) : null;
- };
-
- /**
- * Returns a string representation of this object.
- * @method toString
- * @return {String} a string representation of the instance.
- **/
- p.toString = function() {
- return "[SpriteSheet]";
- };
-
- /**
- * SpriteSheet cannot be cloned. A SpriteSheet can be shared by multiple Sprite instances without cloning it.
- * @method clone
- **/
- p.clone = function() {
- throw("SpriteSheet cannot be cloned.")
- };
-
- // private methods:
- /**
- * @method _parseData
- * @param {Object} data An object describing the SpriteSheet data.
- * @protected
- **/
- p._parseData = function(data) {
- var i,l,o,a;
- if (data == null) { return; }
-
- this.framerate = data.framerate||0;
-
- // parse images:
- if (data.images && (l=data.images.length) > 0) {
- a = this._images = [];
- for (i=0; i<l; i++) {
- var img = data.images[i];
- if (typeof img == "string") {
- var src = img;
- img = document.createElement("img");
- img.src = src;
- }
- a.push(img);
- if (!img.getContext && !img.naturalWidth) {
- this._loadCount++;
- this.complete = false;
- (function(o, src) { img.onload = function() { o._handleImageLoad(src); } })(this, src);
- (function(o, src) { img.onerror = function() { o._handleImageError(src); } })(this, src);
- }
- }
- }
-
- // parse frames:
- if (data.frames == null) { // nothing
- } else if (Array.isArray(data.frames)) {
- this._frames = [];
- a = data.frames;
- for (i=0,l=a.length;i<l;i++) {
- var arr = a[i];
- this._frames.push({image:this._images[arr[4]?arr[4]:0], rect:new createjs.Rectangle(arr[0],arr[1],arr[2],arr[3]), regX:arr[5]||0, regY:arr[6]||0 });
- }
- } else {
- o = data.frames;
- this._frameWidth = o.width;
- this._frameHeight = o.height;
- this._regX = o.regX||0;
- this._regY = o.regY||0;
- this._spacing = o.spacing||0;
- this._margin = o.margin||0;
- this._numFrames = o.count;
- if (this._loadCount == 0) { this._calculateFrames(); }
- }
-
- // parse animations:
- this._animations = [];
- if ((o=data.animations) != null) {
- this._data = {};
- var name;
- for (name in o) {
- var anim = {name:name};
- var obj = o[name];
- if (typeof obj == "number") { // single frame
- a = anim.frames = [obj];
- } else if (Array.isArray(obj)) { // simple
- if (obj.length == 1) { anim.frames = [obj[0]]; }
- else {
- anim.speed = obj[3];
- anim.next = obj[2];
- a = anim.frames = [];
- for (i=obj[0];i<=obj[1];i++) {
- a.push(i);
- }
- }
- } else { // complex
- anim.speed = obj.speed;
- anim.next = obj.next;
- var frames = obj.frames;
- a = anim.frames = (typeof frames == "number") ? [frames] : frames.slice(0);
- }
- if (anim.next === true || anim.next === undefined) { anim.next = name; } // loop
- if (anim.next === false || (a.length < 2 && anim.next == name)) { anim.next = null; } // stop
- if (!anim.speed) { anim.speed = 1; }
- this._animations.push(name);
- this._data[name] = anim;
- }
- }
- };
-
- /**
- * @method _handleImageLoad
- * @protected
- **/
- p._handleImageLoad = function(src) {
- if (--this._loadCount == 0) {
- this._calculateFrames();
- this.complete = true;
- this.dispatchEvent("complete");
- }
- };
-
- /**
- * @method _handleImageError
- * @protected
- */
- p._handleImageError = function (src) {
- var errorEvent = new createjs.Event("error");
- errorEvent.src = src;
- this.dispatchEvent(errorEvent);
-
- // Complete is still dispatched.
- if (--this._loadCount == 0) {
- this.dispatchEvent("complete");
- }
- };
-
- /**
- * @method _calculateFrames
- * @protected
- **/
- p._calculateFrames = function() {
- if (this._frames || this._frameWidth == 0) { return; }
-
- this._frames = [];
-
- var maxFrames = this._numFrames || 100000; // if we go over this, something is wrong.
- var frameCount = 0, frameWidth = this._frameWidth, frameHeight = this._frameHeight;
- var spacing = this._spacing, margin = this._margin;
-
- imgLoop:
- for (var i=0, imgs=this._images; i<imgs.length; i++) {
- var img = imgs[i], imgW = img.width, imgH = img.height;
-
- var y = margin;
- while (y <= imgH-margin-frameHeight) {
- var x = margin;
- while (x <= imgW-margin-frameWidth) {
- if (frameCount >= maxFrames) { break imgLoop; }
- frameCount++;
- this._frames.push({
- image: img,
- rect: new createjs.Rectangle(x, y, frameWidth, frameHeight),
- regX: this._regX,
- regY: this._regY
- });
- x += frameWidth+spacing;
- }
- y += frameHeight+spacing;
- }
- }
- this._numFrames = frameCount;
- };
-
-
- createjs.SpriteSheet = createjs.promote(SpriteSheet, "EventDispatcher");
- }());
-
- //##############################################################################
- // Graphics.js
- //##############################################################################
-
- this.createjs = this.createjs||{};
-
- (function() {
- "use strict";
-
-
- // constructor:
- /**
- * The Graphics class exposes an easy to use API for generating vector drawing instructions and drawing them to a
- * specified context. Note that you can use Graphics without any dependency on the EaselJS framework by calling {{#crossLink "Graphics/draw"}}{{/crossLink}}
- * directly, or it can be used with the {{#crossLink "Shape"}}{{/crossLink}} object to draw vector graphics within the
- * context of an EaselJS display list.
- *
- * There are two approaches to working with Graphics object: calling methods on a Graphics instance (the "Graphics API"), or
- * instantiating Graphics command objects and adding them to the graphics queue via {{#crossLink "Graphics/append"}}{{/crossLink}}.
- * The former abstracts the latter, simplifying beginning and ending paths, fills, and strokes.
- *
- * var g = new createjs.Graphics();
- * g.setStrokeStyle(1);
- * g.beginStroke("#000000");
- * g.beginFill("red");
- * g.drawCircle(0,0,30);
- *
- * All drawing methods in Graphics return the Graphics instance, so they can be chained together. For example,
- * the following line of code would generate the instructions to draw a rectangle with a red stroke and blue fill:
- *
- * myGraphics.beginStroke("red").beginFill("blue").drawRect(20, 20, 100, 50);
- *
- * Each graphics API call generates a command object (see below). The last command to be created can be accessed via
- * {{#crossLink "Graphics/command:property"}}{{/crossLink}}:
- *
- * var fillCommand = myGraphics.beginFill("red").command;
- * // ... later, update the fill style/color:
- * fillCommand.style = "blue";
- * // or change it to a bitmap fill:
- * fillCommand.bitmap(myImage);
- *
- * For more direct control of rendering, you can instantiate and append command objects to the graphics queue directly. In this case, you
- * need to manage path creation manually, and ensure that fill/stroke is applied to a defined path:
- *
- * // start a new path. Graphics.beginCmd is a reusable BeginPath instance:
- * myGraphics.append(createjs.Graphics.beginCmd);
- * // we need to define the path before applying the fill:
- * var circle = new createjs.Graphics.Circle(0,0,30);
- * myGraphics.append(circle);
- * // fill the path we just defined:
- * var fill = new createjs.Graphics.Fill("red");
- * myGraphics.append(fill);
- *
- * These approaches can be used together, for example to insert a custom command:
- *
- * myGraphics.beginFill("red");
- * var customCommand = new CustomSpiralCommand(etc);
- * myGraphics.append(customCommand);
- * myGraphics.beginFill("blue");
- * myGraphics.drawCircle(0, 0, 30);
- *
- * See {{#crossLink "Graphics/append"}}{{/crossLink}} for more info on creating custom commands.
- *
- * <h4>Tiny API</h4>
- * The Graphics class also includes a "tiny API", which is one or two-letter methods that are shortcuts for all of the
- * Graphics methods. These methods are great for creating compact instructions, and is used by the Toolkit for CreateJS
- * to generate readable code. All tiny methods are marked as protected, so you can view them by enabling protected
- * descriptions in the docs.
- *
- * <table>
- * <tr><td><b>Tiny</b></td><td><b>Method</b></td><td><b>Tiny</b></td><td><b>Method</b></td></tr>
- * <tr><td>mt</td><td>{{#crossLink "Graphics/moveTo"}}{{/crossLink}} </td>
- * <td>lt</td> <td>{{#crossLink "Graphics/lineTo"}}{{/crossLink}}</td></tr>
- * <tr><td>a/at</td><td>{{#crossLink "Graphics/arc"}}{{/crossLink}} / {{#crossLink "Graphics/arcTo"}}{{/crossLink}} </td>
- * <td>bt</td><td>{{#crossLink "Graphics/bezierCurveTo"}}{{/crossLink}} </td></tr>
- * <tr><td>qt</td><td>{{#crossLink "Graphics/quadraticCurveTo"}}{{/crossLink}} (also curveTo)</td>
- * <td>r</td><td>{{#crossLink "Graphics/rect"}}{{/crossLink}} </td></tr>
- * <tr><td>cp</td><td>{{#crossLink "Graphics/closePath"}}{{/crossLink}} </td>
- * <td>c</td><td>{{#crossLink "Graphics/clear"}}{{/crossLink}} </td></tr>
- * <tr><td>f</td><td>{{#crossLink "Graphics/beginFill"}}{{/crossLink}} </td>
- * <td>lf</td><td>{{#crossLink "Graphics/beginLinearGradientFill"}}{{/crossLink}} </td></tr>
- * <tr><td>rf</td><td>{{#crossLink "Graphics/beginRadialGradientFill"}}{{/crossLink}} </td>
- * <td>bf</td><td>{{#crossLink "Graphics/beginBitmapFill"}}{{/crossLink}} </td></tr>
- * <tr><td>ef</td><td>{{#crossLink "Graphics/endFill"}}{{/crossLink}} </td>
- * <td>ss / sd</td><td>{{#crossLink "Graphics/setStrokeStyle"}}{{/crossLink}} / {{#crossLink "Graphics/setStrokeDash"}}{{/crossLink}} </td></tr>
- * <tr><td>s</td><td>{{#crossLink "Graphics/beginStroke"}}{{/crossLink}} </td>
- * <td>ls</td><td>{{#crossLink "Graphics/beginLinearGradientStroke"}}{{/crossLink}} </td></tr>
- * <tr><td>rs</td><td>{{#crossLink "Graphics/beginRadialGradientStroke"}}{{/crossLink}} </td>
- * <td>bs</td><td>{{#crossLink "Graphics/beginBitmapStroke"}}{{/crossLink}} </td></tr>
- * <tr><td>es</td><td>{{#crossLink "Graphics/endStroke"}}{{/crossLink}} </td>
- * <td>dr</td><td>{{#crossLink "Graphics/drawRect"}}{{/crossLink}} </td></tr>
- * <tr><td>rr</td><td>{{#crossLink "Graphics/drawRoundRect"}}{{/crossLink}} </td>
- * <td>rc</td><td>{{#crossLink "Graphics/drawRoundRectComplex"}}{{/crossLink}} </td></tr>
- * <tr><td>dc</td><td>{{#crossLink "Graphics/drawCircle"}}{{/crossLink}} </td>
- * <td>de</td><td>{{#crossLink "Graphics/drawEllipse"}}{{/crossLink}} </td></tr>
- * <tr><td>dp</td><td>{{#crossLink "Graphics/drawPolyStar"}}{{/crossLink}} </td>
- * <td>p</td><td>{{#crossLink "Graphics/decodePath"}}{{/crossLink}} </td></tr>
- * </table>
- *
- * Here is the above example, using the tiny API instead.
- *
- * myGraphics.s("red").f("blue").r(20, 20, 100, 50);
- *
- * @class Graphics
- * @constructor
- **/
- function Graphics() {
-
-
- // public properties
- /**
- * Holds a reference to the last command that was created or appended. For example, you could retain a reference
- * to a Fill command in order to dynamically update the color later by using:
- *
- * var myFill = myGraphics.beginFill("red").command;
- * // update color later:
- * myFill.style = "yellow";
- *
- * @property command
- * @type Object
- **/
- this.command = null;
-
-
- // private properties
- /**
- * @property _stroke
- * @protected
- * @type {Stroke}
- **/
- this._stroke = null;
-
- /**
- * @property _strokeStyle
- * @protected
- * @type {StrokeStyle}
- **/
- this._strokeStyle = null;
-
- /**
- * @property _oldStrokeStyle
- * @protected
- * @type {StrokeStyle}
- **/
- this._oldStrokeStyle = null;
-
- /**
- * @property _strokeDash
- * @protected
- * @type {StrokeDash}
- **/
- this._strokeDash = null;
-
- /**
- * @property _oldStrokeDash
- * @protected
- * @type {StrokeDash}
- **/
- this._oldStrokeDash = null;
-
- /**
- * @property _strokeIgnoreScale
- * @protected
- * @type Boolean
- **/
- this._strokeIgnoreScale = false;
-
- /**
- * @property _fill
- * @protected
- * @type {Fill}
- **/
- this._fill = null;
-
- /**
- * @property _instructions
- * @protected
- * @type {Array}
- **/
- this._instructions = [];
-
- /**
- * Indicates the last instruction index that was committed.
- * @property _commitIndex
- * @protected
- * @type {Number}
- **/
- this._commitIndex = 0;
-
- /**
- * Uncommitted instructions.
- * @property _activeInstructions
- * @protected
- * @type {Array}
- **/
- this._activeInstructions = [];
-
- /**
- * This indicates that there have been changes to the activeInstruction list since the last updateInstructions call.
- * @property _dirty
- * @protected
- * @type {Boolean}
- * @default false
- **/
- this._dirty = false;
-
- /**
- * Index to draw from if a store operation has happened.
- * @property _storeIndex
- * @protected
- * @type {Number}
- * @default 0
- **/
- this._storeIndex = 0;
-
- // setup:
- this.clear();
- }
- var p = Graphics.prototype;
- var G = Graphics; // shortcut
-
- /**
- * <strong>REMOVED</strong>. Removed in favor of using `MySuperClass_constructor`.
- * See {{#crossLink "Utility Methods/extend"}}{{/crossLink}} and {{#crossLink "Utility Methods/promote"}}{{/crossLink}}
- * for details.
- *
- * There is an inheritance tutorial distributed with EaselJS in /tutorials/Inheritance.
- *
- * @method initialize
- * @protected
- * @deprecated
- */
- // p.initialize = function() {}; // searchable for devs wondering where it is.
-
-
- // static public methods:
- /**
- * Returns a CSS compatible color string based on the specified RGB numeric color values in the format
- * "rgba(255,255,255,1.0)", or if alpha is null then in the format "rgb(255,255,255)". For example,
- *
- * createjs.Graphics.getRGB(50, 100, 150, 0.5);
- * // Returns "rgba(50,100,150,0.5)"
- *
- * It also supports passing a single hex color value as the first param, and an optional alpha value as the second
- * param. For example,
- *
- * createjs.Graphics.getRGB(0xFF00FF, 0.2);
- * // Returns "rgba(255,0,255,0.2)"
- *
- * @method getRGB
- * @static
- * @param {Number} r The red component for the color, between 0 and 0xFF (255).
- * @param {Number} g The green component for the color, between 0 and 0xFF (255).
- * @param {Number} b The blue component for the color, between 0 and 0xFF (255).
- * @param {Number} [alpha] The alpha component for the color where 0 is fully transparent and 1 is fully opaque.
- * @return {String} A CSS compatible color string based on the specified RGB numeric color values in the format
- * "rgba(255,255,255,1.0)", or if alpha is null then in the format "rgb(255,255,255)".
- **/
- Graphics.getRGB = function(r, g, b, alpha) {
- if (r != null && b == null) {
- alpha = g;
- b = r&0xFF;
- g = r>>8&0xFF;
- r = r>>16&0xFF;
- }
- if (alpha == null) {
- return "rgb("+r+","+g+","+b+")";
- } else {
- return "rgba("+r+","+g+","+b+","+alpha+")";
- }
- };
-
- /**
- * Returns a CSS compatible color string based on the specified HSL numeric color values in the format "hsla(360,100,100,1.0)",
- * or if alpha is null then in the format "hsl(360,100,100)".
- *
- * createjs.Graphics.getHSL(150, 100, 70);
- * // Returns "hsl(150,100,70)"
- *
- * @method getHSL
- * @static
- * @param {Number} hue The hue component for the color, between 0 and 360.
- * @param {Number} saturation The saturation component for the color, between 0 and 100.
- * @param {Number} lightness The lightness component for the color, between 0 and 100.
- * @param {Number} [alpha] The alpha component for the color where 0 is fully transparent and 1 is fully opaque.
- * @return {String} A CSS compatible color string based on the specified HSL numeric color values in the format
- * "hsla(360,100,100,1.0)", or if alpha is null then in the format "hsl(360,100,100)".
- **/
- Graphics.getHSL = function(hue, saturation, lightness, alpha) {
- if (alpha == null) {
- return "hsl("+(hue%360)+","+saturation+"%,"+lightness+"%)";
- } else {
- return "hsla("+(hue%360)+","+saturation+"%,"+lightness+"%,"+alpha+")";
- }
- };
-
-
- // static properties:
- /**
- * A reusable instance of {{#crossLink "Graphics/BeginPath"}}{{/crossLink}} to avoid
- * unnecessary instantiation.
- * @property beginCmd
- * @type {Graphics.BeginPath}
- * @static
- **/
- // defined at the bottom of this file.
-
- /**
- * Map of Base64 characters to values. Used by {{#crossLink "Graphics/decodePath"}}{{/crossLink}}.
- * @property BASE_64
- * @static
- * @final
- * @readonly
- * @type {Object}
- **/
- Graphics.BASE_64 = {"A":0,"B":1,"C":2,"D":3,"E":4,"F":5,"G":6,"H":7,"I":8,"J":9,"K":10,"L":11,"M":12,"N":13,"O":14,"P":15,"Q":16,"R":17,"S":18,"T":19,"U":20,"V":21,"W":22,"X":23,"Y":24,"Z":25,"a":26,"b":27,"c":28,"d":29,"e":30,"f":31,"g":32,"h":33,"i":34,"j":35,"k":36,"l":37,"m":38,"n":39,"o":40,"p":41,"q":42,"r":43,"s":44,"t":45,"u":46,"v":47,"w":48,"x":49,"y":50,"z":51,"0":52,"1":53,"2":54,"3":55,"4":56,"5":57,"6":58,"7":59,"8":60,"9":61,"+":62,"/":63};
-
- /**
- * Maps numeric values for the caps parameter of {{#crossLink "Graphics/setStrokeStyle"}}{{/crossLink}} to
- * corresponding string values. This is primarily for use with the tiny API. The mappings are as follows: 0 to
- * "butt", 1 to "round", and 2 to "square".
- * For example, to set the line caps to "square":
- *
- * myGraphics.ss(16, 2);
- *
- * @property STROKE_CAPS_MAP
- * @static
- * @final
- * @readonly
- * @type {Array}
- **/
- Graphics.STROKE_CAPS_MAP = ["butt", "round", "square"];
-
- /**
- * Maps numeric values for the joints parameter of {{#crossLink "Graphics/setStrokeStyle"}}{{/crossLink}} to
- * corresponding string values. This is primarily for use with the tiny API. The mappings are as follows: 0 to
- * "miter", 1 to "round", and 2 to "bevel".
- * For example, to set the line joints to "bevel":
- *
- * myGraphics.ss(16, 0, 2);
- *
- * @property STROKE_JOINTS_MAP
- * @static
- * @final
- * @readonly
- * @type {Array}
- **/
- Graphics.STROKE_JOINTS_MAP = ["miter", "round", "bevel"];
-
- /**
- * @property _ctx
- * @static
- * @protected
- * @type {CanvasRenderingContext2D}
- **/
- var canvas = (createjs.createCanvas?createjs.createCanvas():document.createElement("canvas"));
- if (canvas.getContext) {
- Graphics._ctx = canvas.getContext("2d");
- canvas.width = canvas.height = 1;
- }
-
-
- // getter / setters:
- /**
- * Use the {{#crossLink "Graphics/instructions:property"}}{{/crossLink}} property instead.
- * @method getInstructions
- * @return {Array}
- * @deprecated
- **/
- p.getInstructions = function() {
- this._updateInstructions();
- return this._instructions;
- };
-
- /**
- * Returns the graphics instructions array. Each entry is a graphics command object (ex. Graphics.Fill, Graphics.Rect)
- * Modifying the returned array directly is not recommended, and is likely to result in unexpected behaviour.
- *
- * This property is mainly intended for introspection of the instructions (ex. for graphics export).
- * @property instructions
- * @type {Array}
- * @readonly
- **/
- try {
- Object.defineProperties(p, {
- instructions: { get: p.getInstructions }
- });
- } catch (e) {}
-
-
- // public methods:
- /**
- * Returns true if this Graphics instance has no drawing commands.
- * @method isEmpty
- * @return {Boolean} Returns true if this Graphics instance has no drawing commands.
- **/
- p.isEmpty = function() {
- return !(this._instructions.length || this._activeInstructions.length);
- };
-
- /**
- * Draws the display object into the specified context ignoring its visible, alpha, shadow, and transform.
- * Returns true if the draw was handled (useful for overriding functionality).
- *
- * NOTE: This method is mainly for internal use, though it may be useful for advanced uses.
- * @method draw
- * @param {CanvasRenderingContext2D} ctx The canvas 2D context object to draw into.
- * @param {Object} data Optional data that is passed to graphics command exec methods. When called from a Shape instance, the shape passes itself as the data parameter. This can be used by custom graphic commands to insert contextual data.
- **/
- p.draw = function(ctx, data) {
- this._updateInstructions();
- var instr = this._instructions;
- for (var i=this._storeIndex, l=instr.length; i<l; i++) {
- instr[i].exec(ctx, data);
- }
- };
-
- /**
- * Draws only the path described for this Graphics instance, skipping any non-path instructions, including fill and
- * stroke descriptions. Used for <code>DisplayObject.mask</code> to draw the clipping path, for example.
- *
- * NOTE: This method is mainly for internal use, though it may be useful for advanced uses.
- * @method drawAsPath
- * @param {CanvasRenderingContext2D} ctx The canvas 2D context object to draw into.
- **/
- p.drawAsPath = function(ctx) {
- this._updateInstructions();
- var instr, instrs = this._instructions;
- for (var i=this._storeIndex, l=instrs.length; i<l; i++) {
- // the first command is always a beginPath command.
- if ((instr = instrs[i]).path !== false) { instr.exec(ctx); }
- }
- };
-
-
- // public methods that map directly to context 2D calls:
- /**
- * Moves the drawing point to the specified position. A tiny API method "mt" also exists.
- * @method moveTo
- * @param {Number} x The x coordinate the drawing point should move to.
- * @param {Number} y The y coordinate the drawing point should move to.
- * @return {Graphics} The Graphics instance the method is called on (useful for chaining calls).
- * @chainable
- **/
- p.moveTo = function(x, y) {
- return this.append(new G.MoveTo(x,y), true);
- };
-
- /**
- * Draws a line from the current drawing point to the specified position, which become the new current drawing
- * point. Note that you *must* call {{#crossLink "Graphics/moveTo"}}{{/crossLink}} before the first `lineTo()`.
- * A tiny API method "lt" also exists.
- *
- * For detailed information, read the
- * <a href="http://www.whatwg.org/specs/web-apps/current-work/multipage/the-canvas-element.html#complex-shapes-(paths)">
- * whatwg spec</a>.
- * @method lineTo
- * @param {Number} x The x coordinate the drawing point should draw to.
- * @param {Number} y The y coordinate the drawing point should draw to.
- * @return {Graphics} The Graphics instance the method is called on (useful for chaining calls.)
- * @chainable
- **/
- p.lineTo = function(x, y) {
- return this.append(new G.LineTo(x,y));
- };
-
- /**
- * Draws an arc with the specified control points and radius. For detailed information, read the
- * <a href="http://www.whatwg.org/specs/web-apps/current-work/multipage/the-canvas-element.html#dom-context-2d-arcto">
- * whatwg spec</a>. A tiny API method "at" also exists.
- * @method arcTo
- * @param {Number} x1
- * @param {Number} y1
- * @param {Number} x2
- * @param {Number} y2
- * @param {Number} radius
- * @return {Graphics} The Graphics instance the method is called on (useful for chaining calls.)
- * @chainable
- **/
- p.arcTo = function(x1, y1, x2, y2, radius) {
- return this.append(new G.ArcTo(x1, y1, x2, y2, radius));
- };
-
- /**
- * Draws an arc defined by the radius, startAngle and endAngle arguments, centered at the position (x, y). For
- * example, to draw a full circle with a radius of 20 centered at (100, 100):
- *
- * arc(100, 100, 20, 0, Math.PI*2);
- *
- * For detailed information, read the
- * <a href="http://www.whatwg.org/specs/web-apps/current-work/multipage/the-canvas-element.html#dom-context-2d-arc">whatwg spec</a>.
- * A tiny API method "a" also exists.
- * @method arc
- * @param {Number} x
- * @param {Number} y
- * @param {Number} radius
- * @param {Number} startAngle Measured in radians.
- * @param {Number} endAngle Measured in radians.
- * @param {Boolean} anticlockwise
- * @return {Graphics} The Graphics instance the method is called on (useful for chaining calls.)
- * @chainable
- **/
- p.arc = function(x, y, radius, startAngle, endAngle, anticlockwise) {
- return this.append(new G.Arc(x, y, radius, startAngle, endAngle, anticlockwise));
- };
-
- /**
- * Draws a quadratic curve from the current drawing point to (x, y) using the control point (cpx, cpy). For detailed
- * information, read the <a href="http://www.whatwg.org/specs/web-apps/current-work/multipage/the-canvas-element.html#dom-context-2d-quadraticcurveto">
- * whatwg spec</a>. A tiny API method "qt" also exists.
- * @method quadraticCurveTo
- * @param {Number} cpx
- * @param {Number} cpy
- * @param {Number} x
- * @param {Number} y
- * @return {Graphics} The Graphics instance the method is called on (useful for chaining calls.)
- * @chainable
- **/
- p.quadraticCurveTo = function(cpx, cpy, x, y) {
- return this.append(new G.QuadraticCurveTo(cpx, cpy, x, y));
- };
-
- /**
- * Draws a bezier curve from the current drawing point to (x, y) using the control points (cp1x, cp1y) and (cp2x,
- * cp2y). For detailed information, read the
- * <a href="http://www.whatwg.org/specs/web-apps/current-work/multipage/the-canvas-element.html#dom-context-2d-beziercurveto">
- * whatwg spec</a>. A tiny API method "bt" also exists.
- * @method bezierCurveTo
- * @param {Number} cp1x
- * @param {Number} cp1y
- * @param {Number} cp2x
- * @param {Number} cp2y
- * @param {Number} x
- * @param {Number} y
- * @return {Graphics} The Graphics instance the method is called on (useful for chaining calls.)
- * @chainable
- **/
- p.bezierCurveTo = function(cp1x, cp1y, cp2x, cp2y, x, y) {
- return this.append(new G.BezierCurveTo(cp1x, cp1y, cp2x, cp2y, x, y));
- };
-
- /**
- * Draws a rectangle at (x, y) with the specified width and height using the current fill and/or stroke.
- * For detailed information, read the
- * <a href="http://www.whatwg.org/specs/web-apps/current-work/multipage/the-canvas-element.html#dom-context-2d-rect">
- * whatwg spec</a>. A tiny API method "r" also exists.
- * @method rect
- * @param {Number} x
- * @param {Number} y
- * @param {Number} w Width of the rectangle
- * @param {Number} h Height of the rectangle
- * @return {Graphics} The Graphics instance the method is called on (useful for chaining calls.)
- * @chainable
- **/
- p.rect = function(x, y, w, h) {
- return this.append(new G.Rect(x, y, w, h));
- };
-
- /**
- * Closes the current path, effectively drawing a line from the current drawing point to the first drawing point specified
- * since the fill or stroke was last set. A tiny API method "cp" also exists.
- * @method closePath
- * @return {Graphics} The Graphics instance the method is called on (useful for chaining calls.)
- * @chainable
- **/
- p.closePath = function() {
- return this._activeInstructions.length ? this.append(new G.ClosePath()) : this;
- };
-
-
- // public methods that roughly map to Flash graphics APIs:
- /**
- * Clears all drawing instructions, effectively resetting this Graphics instance. Any line and fill styles will need
- * to be redefined to draw shapes following a clear call. A tiny API method "c" also exists.
- * @method clear
- * @return {Graphics} The Graphics instance the method is called on (useful for chaining calls.)
- * @chainable
- **/
- p.clear = function() {
- this._instructions.length = this._activeInstructions.length = this._commitIndex = 0;
- this._strokeStyle = this._oldStrokeStyle = this._stroke = this._fill = this._strokeDash = this._oldStrokeDash = null;
- this._dirty = this._strokeIgnoreScale = false;
- return this;
- };
-
- /**
- * Begins a fill with the specified color. This ends the current sub-path. A tiny API method "f" also exists.
- * @method beginFill
- * @param {String} color A CSS compatible color value (ex. "red", "#FF0000", or "rgba(255,0,0,0.5)"). Setting to
- * null will result in no fill.
- * @return {Graphics} The Graphics instance the method is called on (useful for chaining calls.)
- * @chainable
- **/
- p.beginFill = function(color) {
- return this._setFill(color ? new G.Fill(color) : null);
- };
-
- /**
- * Begins a linear gradient fill defined by the line (x0, y0) to (x1, y1). This ends the current sub-path. For
- * example, the following code defines a black to white vertical gradient ranging from 20px to 120px, and draws a
- * square to display it:
- *
- * myGraphics.beginLinearGradientFill(["#000","#FFF"], [0, 1], 0, 20, 0, 120).drawRect(20, 20, 120, 120);
- *
- * A tiny API method "lf" also exists.
- * @method beginLinearGradientFill
- * @param {Array} colors An array of CSS compatible color values. For example, ["#F00","#00F"] would define a gradient
- * drawing from red to blue.
- * @param {Array} ratios An array of gradient positions which correspond to the colors. For example, [0.1, 0.9] would draw
- * the first color to 10% then interpolating to the second color at 90%.
- * @param {Number} x0 The position of the first point defining the line that defines the gradient direction and size.
- * @param {Number} y0 The position of the first point defining the line that defines the gradient direction and size.
- * @param {Number} x1 The position of the second point defining the line that defines the gradient direction and size.
- * @param {Number} y1 The position of the second point defining the line that defines the gradient direction and size.
- * @return {Graphics} The Graphics instance the method is called on (useful for chaining calls.)
- * @chainable
- **/
- p.beginLinearGradientFill = function(colors, ratios, x0, y0, x1, y1) {
- return this._setFill(new G.Fill().linearGradient(colors, ratios, x0, y0, x1, y1));
- };
-
- /**
- * Begins a radial gradient fill. This ends the current sub-path. For example, the following code defines a red to
- * blue radial gradient centered at (100, 100), with a radius of 50, and draws a circle to display it:
- *
- * myGraphics.beginRadialGradientFill(["#F00","#00F"], [0, 1], 100, 100, 0, 100, 100, 50).drawCircle(100, 100, 50);
- *
- * A tiny API method "rf" also exists.
- * @method beginRadialGradientFill
- * @param {Array} colors An array of CSS compatible color values. For example, ["#F00","#00F"] would define
- * a gradient drawing from red to blue.
- * @param {Array} ratios An array of gradient positions which correspond to the colors. For example, [0.1,
- * 0.9] would draw the first color to 10% then interpolating to the second color at 90%.
- * @param {Number} x0 Center position of the inner circle that defines the gradient.
- * @param {Number} y0 Center position of the inner circle that defines the gradient.
- * @param {Number} r0 Radius of the inner circle that defines the gradient.
- * @param {Number} x1 Center position of the outer circle that defines the gradient.
- * @param {Number} y1 Center position of the outer circle that defines the gradient.
- * @param {Number} r1 Radius of the outer circle that defines the gradient.
- * @return {Graphics} The Graphics instance the method is called on (useful for chaining calls.)
- * @chainable
- **/
- p.beginRadialGradientFill = function(colors, ratios, x0, y0, r0, x1, y1, r1) {
- return this._setFill(new G.Fill().radialGradient(colors, ratios, x0, y0, r0, x1, y1, r1));
- };
-
- /**
- * Begins a pattern fill using the specified image. This ends the current sub-path. A tiny API method "bf" also
- * exists.
- * @method beginBitmapFill
- * @param {HTMLImageElement | HTMLCanvasElement | HTMLVideoElement} image The Image, Canvas, or Video object to use
- * as the pattern. Must be loaded prior to creating a bitmap fill, or the fill will be empty.
- * @param {String} repetition Optional. Indicates whether to repeat the image in the fill area. One of "repeat",
- * "repeat-x", "repeat-y", or "no-repeat". Defaults to "repeat". Note that Firefox does not support "repeat-x" or
- * "repeat-y" (latest tests were in FF 20.0), and will default to "repeat".
- * @param {Matrix2D} matrix Optional. Specifies a transformation matrix for the bitmap fill. This transformation
- * will be applied relative to the parent transform.
- * @return {Graphics} The Graphics instance the method is called on (useful for chaining calls.)
- * @chainable
- **/
- p.beginBitmapFill = function(image, repetition, matrix) {
- return this._setFill(new G.Fill(null,matrix).bitmap(image, repetition));
- };
-
- /**
- * Ends the current sub-path, and begins a new one with no fill. Functionally identical to <code>beginFill(null)</code>.
- * A tiny API method "ef" also exists.
- * @method endFill
- * @return {Graphics} The Graphics instance the method is called on (useful for chaining calls.)
- * @chainable
- **/
- p.endFill = function() {
- return this.beginFill();
- };
-
- /**
- * Sets the stroke style. Like all drawing methods, this can be chained, so you can define
- * the stroke style and color in a single line of code like so:
- *
- * myGraphics.setStrokeStyle(8,"round").beginStroke("#F00");
- *
- * A tiny API method "ss" also exists.
- * @method setStrokeStyle
- * @param {Number} thickness The width of the stroke.
- * @param {String | Number} [caps=0] Indicates the type of caps to use at the end of lines. One of butt,
- * round, or square. Defaults to "butt". Also accepts the values 0 (butt), 1 (round), and 2 (square) for use with
- * the tiny API.
- * @param {String | Number} [joints=0] Specifies the type of joints that should be used where two lines meet.
- * One of bevel, round, or miter. Defaults to "miter". Also accepts the values 0 (miter), 1 (round), and 2 (bevel)
- * for use with the tiny API.
- * @param {Number} [miterLimit=10] If joints is set to "miter", then you can specify a miter limit ratio which
- * controls at what point a mitered joint will be clipped.
- * @param {Boolean} [ignoreScale=false] If true, the stroke will be drawn at the specified thickness regardless
- * of active transformations.
- * @return {Graphics} The Graphics instance the method is called on (useful for chaining calls.)
- * @chainable
- **/
- p.setStrokeStyle = function(thickness, caps, joints, miterLimit, ignoreScale) {
- this._updateInstructions(true);
- this._strokeStyle = this.command = new G.StrokeStyle(thickness, caps, joints, miterLimit, ignoreScale);
-
- // ignoreScale lives on Stroke, not StrokeStyle, so we do a little trickery:
- if (this._stroke) { this._stroke.ignoreScale = ignoreScale; }
- this._strokeIgnoreScale = ignoreScale;
- return this;
- };
-
- /**
- * Sets or clears the stroke dash pattern.
- *
- * myGraphics.setStrokeDash([20, 10], 0);
- *
- * A tiny API method `sd` also exists.
- * @method setStrokeDash
- * @param {Array} [segments] An array specifying the dash pattern, alternating between line and gap.
- * For example, `[20,10]` would create a pattern of 20 pixel lines with 10 pixel gaps between them.
- * Passing null or an empty array will clear the existing stroke dash.
- * @param {Number} [offset=0] The offset of the dash pattern. For example, you could increment this value to create a "marching ants" effect.
- * @return {Graphics} The Graphics instance the method is called on (useful for chaining calls.)
- * @chainable
- **/
- p.setStrokeDash = function(segments, offset) {
- this._updateInstructions(true);
- this._strokeDash = this.command = new G.StrokeDash(segments, offset);
- return this;
- };
-
- /**
- * Begins a stroke with the specified color. This ends the current sub-path. A tiny API method "s" also exists.
- * @method beginStroke
- * @param {String} color A CSS compatible color value (ex. "#FF0000", "red", or "rgba(255,0,0,0.5)"). Setting to
- * null will result in no stroke.
- * @return {Graphics} The Graphics instance the method is called on (useful for chaining calls.)
- * @chainable
- **/
- p.beginStroke = function(color) {
- return this._setStroke(color ? new G.Stroke(color) : null);
- };
-
- /**
- * Begins a linear gradient stroke defined by the line (x0, y0) to (x1, y1). This ends the current sub-path. For
- * example, the following code defines a black to white vertical gradient ranging from 20px to 120px, and draws a
- * square to display it:
- *
- * myGraphics.setStrokeStyle(10).
- * beginLinearGradientStroke(["#000","#FFF"], [0, 1], 0, 20, 0, 120).drawRect(20, 20, 120, 120);
- *
- * A tiny API method "ls" also exists.
- * @method beginLinearGradientStroke
- * @param {Array} colors An array of CSS compatible color values. For example, ["#F00","#00F"] would define
- * a gradient drawing from red to blue.
- * @param {Array} ratios An array of gradient positions which correspond to the colors. For example, [0.1,
- * 0.9] would draw the first color to 10% then interpolating to the second color at 90%.
- * @param {Number} x0 The position of the first point defining the line that defines the gradient direction and size.
- * @param {Number} y0 The position of the first point defining the line that defines the gradient direction and size.
- * @param {Number} x1 The position of the second point defining the line that defines the gradient direction and size.
- * @param {Number} y1 The position of the second point defining the line that defines the gradient direction and size.
- * @return {Graphics} The Graphics instance the method is called on (useful for chaining calls.)
- * @chainable
- **/
- p.beginLinearGradientStroke = function(colors, ratios, x0, y0, x1, y1) {
- return this._setStroke(new G.Stroke().linearGradient(colors, ratios, x0, y0, x1, y1));
- };
-
- /**
- * Begins a radial gradient stroke. This ends the current sub-path. For example, the following code defines a red to
- * blue radial gradient centered at (100, 100), with a radius of 50, and draws a rectangle to display it:
- *
- * myGraphics.setStrokeStyle(10)
- * .beginRadialGradientStroke(["#F00","#00F"], [0, 1], 100, 100, 0, 100, 100, 50)
- * .drawRect(50, 90, 150, 110);
- *
- * A tiny API method "rs" also exists.
- * @method beginRadialGradientStroke
- * @param {Array} colors An array of CSS compatible color values. For example, ["#F00","#00F"] would define
- * a gradient drawing from red to blue.
- * @param {Array} ratios An array of gradient positions which correspond to the colors. For example, [0.1,
- * 0.9] would draw the first color to 10% then interpolating to the second color at 90%, then draw the second color
- * to 100%.
- * @param {Number} x0 Center position of the inner circle that defines the gradient.
- * @param {Number} y0 Center position of the inner circle that defines the gradient.
- * @param {Number} r0 Radius of the inner circle that defines the gradient.
- * @param {Number} x1 Center position of the outer circle that defines the gradient.
- * @param {Number} y1 Center position of the outer circle that defines the gradient.
- * @param {Number} r1 Radius of the outer circle that defines the gradient.
- * @return {Graphics} The Graphics instance the method is called on (useful for chaining calls.)
- * @chainable
- **/
- p.beginRadialGradientStroke = function(colors, ratios, x0, y0, r0, x1, y1, r1) {
- return this._setStroke(new G.Stroke().radialGradient(colors, ratios, x0, y0, r0, x1, y1, r1));
- };
-
- /**
- * Begins a pattern fill using the specified image. This ends the current sub-path. Note that unlike bitmap fills,
- * strokes do not currently support a matrix parameter due to limitations in the canvas API. A tiny API method "bs"
- * also exists.
- * @method beginBitmapStroke
- * @param {HTMLImageElement | HTMLCanvasElement | HTMLVideoElement} image The Image, Canvas, or Video object to use
- * as the pattern. Must be loaded prior to creating a bitmap fill, or the fill will be empty.
- * @param {String} [repetition=repeat] Optional. Indicates whether to repeat the image in the fill area. One of
- * "repeat", "repeat-x", "repeat-y", or "no-repeat". Defaults to "repeat".
- * @return {Graphics} The Graphics instance the method is called on (useful for chaining calls.)
- * @chainable
- **/
- p.beginBitmapStroke = function(image, repetition) {
- // NOTE: matrix is not supported for stroke because transforms on strokes also affect the drawn stroke width.
- return this._setStroke(new G.Stroke().bitmap(image, repetition));
- };
-
- /**
- * Ends the current sub-path, and begins a new one with no stroke. Functionally identical to <code>beginStroke(null)</code>.
- * A tiny API method "es" also exists.
- * @method endStroke
- * @return {Graphics} The Graphics instance the method is called on (useful for chaining calls.)
- * @chainable
- **/
- p.endStroke = function() {
- return this.beginStroke();
- };
-
- /**
- * Maps the familiar ActionScript <code>curveTo()</code> method to the functionally similar {{#crossLink "Graphics/quadraticCurveTo"}}{{/crossLink}}
- * method.
- * @method quadraticCurveTo
- * @param {Number} cpx
- * @param {Number} cpy
- * @param {Number} x
- * @param {Number} y
- * @return {Graphics} The Graphics instance the method is called on (useful for chaining calls.)
- * @chainable
- **/
- p.curveTo = p.quadraticCurveTo;
-
- /**
- *
- * Maps the familiar ActionScript <code>drawRect()</code> method to the functionally similar {{#crossLink "Graphics/rect"}}{{/crossLink}}
- * method.
- * @method drawRect
- * @param {Number} x
- * @param {Number} y
- * @param {Number} w Width of the rectangle
- * @param {Number} h Height of the rectangle
- * @return {Graphics} The Graphics instance the method is called on (useful for chaining calls.)
- * @chainable
- **/
- p.drawRect = p.rect;
-
- /**
- * Draws a rounded rectangle with all corners with the specified radius.
- * @method drawRoundRect
- * @param {Number} x
- * @param {Number} y
- * @param {Number} w
- * @param {Number} h
- * @param {Number} radius Corner radius.
- * @return {Graphics} The Graphics instance the method is called on (useful for chaining calls.)
- * @chainable
- **/
- p.drawRoundRect = function(x, y, w, h, radius) {
- return this.drawRoundRectComplex(x, y, w, h, radius, radius, radius, radius);
- };
-
- /**
- * Draws a rounded rectangle with different corner radii. Supports positive and negative corner radii. A tiny API
- * method "rc" also exists.
- * @method drawRoundRectComplex
- * @param {Number} x The horizontal coordinate to draw the round rect.
- * @param {Number} y The vertical coordinate to draw the round rect.
- * @param {Number} w The width of the round rect.
- * @param {Number} h The height of the round rect.
- * @param {Number} radiusTL Top left corner radius.
- * @param {Number} radiusTR Top right corner radius.
- * @param {Number} radiusBR Bottom right corner radius.
- * @param {Number} radiusBL Bottom left corner radius.
- * @return {Graphics} The Graphics instance the method is called on (useful for chaining calls.)
- * @chainable
- **/
- p.drawRoundRectComplex = function(x, y, w, h, radiusTL, radiusTR, radiusBR, radiusBL) {
- return this.append(new G.RoundRect(x, y, w, h, radiusTL, radiusTR, radiusBR, radiusBL));
- };
-
- /**
- * Draws a circle with the specified radius at (x, y).
- *
- * var g = new createjs.Graphics();
- * g.setStrokeStyle(1);
- * g.beginStroke(createjs.Graphics.getRGB(0,0,0));
- * g.beginFill(createjs.Graphics.getRGB(255,0,0));
- * g.drawCircle(0,0,3);
- *
- * var s = new createjs.Shape(g);
- * s.x = 100;
- * s.y = 100;
- *
- * stage.addChild(s);
- * stage.update();
- *
- * A tiny API method "dc" also exists.
- * @method drawCircle
- * @param {Number} x x coordinate center point of circle.
- * @param {Number} y y coordinate center point of circle.
- * @param {Number} radius Radius of circle.
- * @return {Graphics} The Graphics instance the method is called on (useful for chaining calls.)
- * @chainable
- **/
- p.drawCircle = function(x, y, radius) {
- return this.append(new G.Circle(x, y, radius));
- };
-
- /**
- * Draws an ellipse (oval) with a specified width (w) and height (h). Similar to {{#crossLink "Graphics/drawCircle"}}{{/crossLink}},
- * except the width and height can be different. A tiny API method "de" also exists.
- * @method drawEllipse
- * @param {Number} x The left coordinate point of the ellipse. Note that this is different from {{#crossLink "Graphics/drawCircle"}}{{/crossLink}}
- * which draws from center.
- * @param {Number} y The top coordinate point of the ellipse. Note that this is different from {{#crossLink "Graphics/drawCircle"}}{{/crossLink}}
- * which draws from the center.
- * @param {Number} w The height (horizontal diameter) of the ellipse. The horizontal radius will be half of this
- * number.
- * @param {Number} h The width (vertical diameter) of the ellipse. The vertical radius will be half of this number.
- * @return {Graphics} The Graphics instance the method is called on (useful for chaining calls.)
- * @chainable
- **/
- p.drawEllipse = function(x, y, w, h) {
- return this.append(new G.Ellipse(x, y, w, h));
- };
-
- /**
- * Draws a star if pointSize is greater than 0, or a regular polygon if pointSize is 0 with the specified number of
- * points. For example, the following code will draw a familiar 5 pointed star shape centered at 100, 100 and with a
- * radius of 50:
- *
- * myGraphics.beginFill("#FF0").drawPolyStar(100, 100, 50, 5, 0.6, -90);
- * // Note: -90 makes the first point vertical
- *
- * A tiny API method "dp" also exists.
- *
- * @method drawPolyStar
- * @param {Number} x Position of the center of the shape.
- * @param {Number} y Position of the center of the shape.
- * @param {Number} radius The outer radius of the shape.
- * @param {Number} sides The number of points on the star or sides on the polygon.
- * @param {Number} pointSize The depth or "pointy-ness" of the star points. A pointSize of 0 will draw a regular
- * polygon (no points), a pointSize of 1 will draw nothing because the points are infinitely pointy.
- * @param {Number} angle The angle of the first point / corner. For example a value of 0 will draw the first point
- * directly to the right of the center.
- * @return {Graphics} The Graphics instance the method is called on (useful for chaining calls.)
- * @chainable
- **/
- p.drawPolyStar = function(x, y, radius, sides, pointSize, angle) {
- return this.append(new G.PolyStar(x, y, radius, sides, pointSize, angle));
- };
-
- // TODO: deprecated.
- /**
- * Removed in favour of using custom command objects with {{#crossLink "Graphics/append"}}{{/crossLink}}.
- * @method inject
- * @deprecated
- **/
-
- /**
- * Appends a graphics command object to the graphics queue. Command objects expose an "exec" method
- * that accepts two parameters: the Context2D to operate on, and an arbitrary data object passed into
- * {{#crossLink "Graphics/draw"}}{{/crossLink}}. The latter will usually be the Shape instance that called draw.
- *
- * This method is used internally by Graphics methods, such as drawCircle, but can also be used directly to insert
- * built-in or custom graphics commands. For example:
- *
- * // attach data to our shape, so we can access it during the draw:
- * myShape.color = "red";
- *
- * // append a Circle command object:
- * myShape.graphics.append(new createjs.Graphics.Circle(50, 50, 30));
- *
- * // append a custom command object with an exec method that sets the fill style
- * // based on the shape's data, and then fills the circle.
- * myShape.graphics.append({exec:function(ctx, shape) {
- * ctx.fillStyle = shape.color;
- * ctx.fill();
- * }});
- *
- * @method append
- * @param {Object} command A graphics command object exposing an "exec" method.
- * @param {boolean} clean The clean param is primarily for internal use. A value of true indicates that a command does not generate a path that should be stroked or filled.
- * @return {Graphics} The Graphics instance the method is called on (useful for chaining calls.)
- * @chainable
- **/
- p.append = function(command, clean) {
- this._activeInstructions.push(command);
- this.command = command;
- if (!clean) { this._dirty = true; }
- return this;
- };
-
- /**
- * Decodes a compact encoded path string into a series of draw instructions.
- * This format is not intended to be human readable, and is meant for use by authoring tools.
- * The format uses a base64 character set, with each character representing 6 bits, to define a series of draw
- * commands.
- *
- * Each command is comprised of a single "header" character followed by a variable number of alternating x and y
- * position values. Reading the header bits from left to right (most to least significant): bits 1 to 3 specify the
- * type of operation (0-moveTo, 1-lineTo, 2-quadraticCurveTo, 3-bezierCurveTo, 4-closePath, 5-7 unused). Bit 4
- * indicates whether position values use 12 bits (2 characters) or 18 bits (3 characters), with a one indicating the
- * latter. Bits 5 and 6 are currently unused.
- *
- * Following the header is a series of 0 (closePath), 2 (moveTo, lineTo), 4 (quadraticCurveTo), or 6 (bezierCurveTo)
- * parameters. These parameters are alternating x/y positions represented by 2 or 3 characters (as indicated by the
- * 4th bit in the command char). These characters consist of a 1 bit sign (1 is negative, 0 is positive), followed
- * by an 11 (2 char) or 17 (3 char) bit integer value. All position values are in tenths of a pixel. Except in the
- * case of move operations which are absolute, this value is a delta from the previous x or y position (as
- * appropriate).
- *
- * For example, the string "A3cAAMAu4AAA" represents a line starting at -150,0 and ending at 150,0.
- * <br />A - bits 000000. First 3 bits (000) indicate a moveTo operation. 4th bit (0) indicates 2 chars per
- * parameter.
- * <br />n0 - 110111011100. Absolute x position of -150.0px. First bit indicates a negative value, remaining bits
- * indicate 1500 tenths of a pixel.
- * <br />AA - 000000000000. Absolute y position of 0.
- * <br />I - 001100. First 3 bits (001) indicate a lineTo operation. 4th bit (1) indicates 3 chars per parameter.
- * <br />Au4 - 000000101110111000. An x delta of 300.0px, which is added to the previous x value of -150.0px to
- * provide an absolute position of +150.0px.
- * <br />AAA - 000000000000000000. A y delta value of 0.
- *
- * A tiny API method "p" also exists.
- * @method decodePath
- * @param {String} str The path string to decode.
- * @return {Graphics} The Graphics instance the method is called on (useful for chaining calls.)
- * @chainable
- **/
- p.decodePath = function(str) {
- var instructions = [this.moveTo, this.lineTo, this.quadraticCurveTo, this.bezierCurveTo, this.closePath];
- var paramCount = [2, 2, 4, 6, 0];
- var i=0, l=str.length;
- var params = [];
- var x=0, y=0;
- var base64 = Graphics.BASE_64;
-
- while (i<l) {
- var c = str.charAt(i);
- var n = base64[c];
- var fi = n>>3; // highest order bits 1-3 code for operation.
- var f = instructions[fi];
- // check that we have a valid instruction & that the unused bits are empty:
- if (!f || (n&3)) { throw("bad path data (@"+i+"): "+c); }
- var pl = paramCount[fi];
- if (!fi) { x=y=0; } // move operations reset the position.
- params.length = 0;
- i++;
- var charCount = (n>>2&1)+2; // 4th header bit indicates number size for this operation.
- for (var p=0; p<pl; p++) {
- var num = base64[str.charAt(i)];
- var sign = (num>>5) ? -1 : 1;
- num = ((num&31)<<6)|(base64[str.charAt(i+1)]);
- if (charCount == 3) { num = (num<<6)|(base64[str.charAt(i+2)]); }
- num = sign*num/10;
- if (p%2) { x = (num += x); }
- else { y = (num += y); }
- params[p] = num;
- i += charCount;
- }
- f.apply(this,params);
- }
- return this;
- };
-
- /**
- * Stores all graphics commands so they won't be executed in future draws. Calling store() a second time adds to
- * the existing store. This also affects `drawAsPath()`.
- *
- * This is useful in cases where you are creating vector graphics in an iterative manner (ex. generative art), so
- * that only new graphics need to be drawn (which can provide huge performance benefits), but you wish to retain all
- * of the vector instructions for later use (ex. scaling, modifying, or exporting).
- *
- * Note that calling store() will force the active path (if any) to be ended in a manner similar to changing
- * the fill or stroke.
- *
- * For example, consider a application where the user draws lines with the mouse. As each line segment (or collection of
- * segments) are added to a Shape, it can be rasterized using {{#crossLink "DisplayObject/updateCache"}}{{/crossLink}},
- * and then stored, so that it can be redrawn at a different scale when the application is resized, or exported to SVG.
- *
- * // set up cache:
- * myShape.cache(0,0,500,500,scale);
- *
- * // when the user drags, draw a new line:
- * myShape.graphics.moveTo(oldX,oldY).lineTo(newX,newY);
- * // then draw it into the existing cache:
- * myShape.updateCache("source-over");
- * // store the new line, so it isn't redrawn next time:
- * myShape.store();
- *
- * // then, when the window resizes, we can re-render at a different scale:
- * // first, unstore all our lines:
- * myShape.unstore();
- * // then cache using the new scale:
- * myShape.cache(0,0,500,500,newScale);
- * // finally, store the existing commands again:
- * myShape.store();
- *
- * @method store
- * @return {Graphics} The Graphics instance the method is called on (useful for chaining calls.)
- * @chainable
- **/
- p.store = function() {
- this._updateInstructions(true);
- this._storeIndex = this._instructions.length;
- return this;
- };
-
- /**
- * Unstores any graphics commands that were previously stored using {{#crossLink "Graphics/store"}}{{/crossLink}}
- * so that they will be executed in subsequent draw calls.
- *
- * @method unstore
- * @return {Graphics} The Graphics instance the method is called on (useful for chaining calls.)
- * @chainable
- **/
- p.unstore = function() {
- this._storeIndex = 0;
- return this;
- };
-
- /**
- * Returns a clone of this Graphics instance. Note that the individual command objects are not cloned.
- * @method clone
- * @return {Graphics} A clone of the current Graphics instance.
- **/
- p.clone = function() {
- var o = new Graphics();
- o.command = this.command;
- o._stroke = this._stroke;
- o._strokeStyle = this._strokeStyle;
- o._strokeDash = this._strokeDash;
- o._strokeIgnoreScale = this._strokeIgnoreScale;
- o._fill = this._fill;
- o._instructions = this._instructions.slice();
- o._commitIndex = this._commitIndex;
- o._activeInstructions = this._activeInstructions.slice();
- o._dirty = this._dirty;
- o._storeIndex = this._storeIndex;
- return o;
- };
-
- /**
- * Returns a string representation of this object.
- * @method toString
- * @return {String} a string representation of the instance.
- **/
- p.toString = function() {
- return "[Graphics]";
- };
-
-
- // tiny API:
- /**
- * Shortcut to moveTo.
- * @method mt
- * @param {Number} x The x coordinate the drawing point should move to.
- * @param {Number} y The y coordinate the drawing point should move to.
- * @return {Graphics} The Graphics instance the method is called on (useful for chaining calls).
- * @chainable
- * @protected
- **/
- p.mt = p.moveTo;
-
- /**
- * Shortcut to lineTo.
- * @method lt
- * @param {Number} x The x coordinate the drawing point should draw to.
- * @param {Number} y The y coordinate the drawing point should draw to.
- * @return {Graphics} The Graphics instance the method is called on (useful for chaining calls.)
- * @chainable
- * @protected
- **/
- p.lt = p.lineTo;
-
- /**
- * Shortcut to arcTo.
- * @method at
- * @param {Number} x1
- * @param {Number} y1
- * @param {Number} x2
- * @param {Number} y2
- * @param {Number} radius
- * @return {Graphics} The Graphics instance the method is called on (useful for chaining calls.)
- * @chainable
- * @protected
- **/
- p.at = p.arcTo;
-
- /**
- * Shortcut to bezierCurveTo.
- * @method bt
- * @param {Number} cp1x
- * @param {Number} cp1y
- * @param {Number} cp2x
- * @param {Number} cp2y
- * @param {Number} x
- * @param {Number} y
- * @return {Graphics} The Graphics instance the method is called on (useful for chaining calls.)
- * @chainable
- * @protected
- **/
- p.bt = p.bezierCurveTo;
-
- /**
- * Shortcut to quadraticCurveTo / curveTo.
- * @method qt
- * @param {Number} cpx
- * @param {Number} cpy
- * @param {Number} x
- * @param {Number} y
- * @protected
- * @chainable
- **/
- p.qt = p.quadraticCurveTo;
-
- /**
- * Shortcut to arc.
- * @method a
- * @param {Number} x
- * @param {Number} y
- * @param {Number} radius
- * @param {Number} startAngle Measured in radians.
- * @param {Number} endAngle Measured in radians.
- * @param {Boolean} anticlockwise
- * @return {Graphics} The Graphics instance the method is called on (useful for chaining calls.)
- * @protected
- * @chainable
- **/
- p.a = p.arc;
-
- /**
- * Shortcut to rect.
- * @method r
- * @param {Number} x
- * @param {Number} y
- * @param {Number} w Width of the rectangle
- * @param {Number} h Height of the rectangle
- * @return {Graphics} The Graphics instance the method is called on (useful for chaining calls.)
- * @chainable
- * @protected
- **/
- p.r = p.rect;
-
- /**
- * Shortcut to closePath.
- * @method cp
- * @return {Graphics} The Graphics instance the method is called on (useful for chaining calls.)
- * @chainable
- * @protected
- **/
- p.cp = p.closePath;
-
- /**
- * Shortcut to clear.
- * @method c
- * @return {Graphics} The Graphics instance the method is called on (useful for chaining calls.)
- * @chainable
- * @protected
- **/
- p.c = p.clear;
-
- /**
- * Shortcut to beginFill.
- * @method f
- * @param {String} color A CSS compatible color value (ex. "red", "#FF0000", or "rgba(255,0,0,0.5)"). Setting to
- * null will result in no fill.
- * @return {Graphics} The Graphics instance the method is called on (useful for chaining calls.)
- * @chainable
- * @protected
- **/
- p.f = p.beginFill;
-
- /**
- * Shortcut to beginLinearGradientFill.
- * @method lf
- * @param {Array} colors An array of CSS compatible color values. For example, ["#F00","#00F"] would define a gradient
- * drawing from red to blue.
- * @param {Array} ratios An array of gradient positions which correspond to the colors. For example, [0.1, 0.9] would draw
- * the first color to 10% then interpolating to the second color at 90%.
- * @param {Number} x0 The position of the first point defining the line that defines the gradient direction and size.
- * @param {Number} y0 The position of the first point defining the line that defines the gradient direction and size.
- * @param {Number} x1 The position of the second point defining the line that defines the gradient direction and size.
- * @param {Number} y1 The position of the second point defining the line that defines the gradient direction and size.
- * @return {Graphics} The Graphics instance the method is called on (useful for chaining calls.)
- * @chainable
- * @protected
- **/
- p.lf = p.beginLinearGradientFill;
-
- /**
- * Shortcut to beginRadialGradientFill.
- * @method rf
- * @param {Array} colors An array of CSS compatible color values. For example, ["#F00","#00F"] would define
- * a gradient drawing from red to blue.
- * @param {Array} ratios An array of gradient positions which correspond to the colors. For example, [0.1,
- * 0.9] would draw the first color to 10% then interpolating to the second color at 90%.
- * @param {Number} x0 Center position of the inner circle that defines the gradient.
- * @param {Number} y0 Center position of the inner circle that defines the gradient.
- * @param {Number} r0 Radius of the inner circle that defines the gradient.
- * @param {Number} x1 Center position of the outer circle that defines the gradient.
- * @param {Number} y1 Center position of the outer circle that defines the gradient.
- * @param {Number} r1 Radius of the outer circle that defines the gradient.
- * @return {Graphics} The Graphics instance the method is called on (useful for chaining calls.)
- * @chainable
- * @protected
- **/
- p.rf = p.beginRadialGradientFill;
-
- /**
- * Shortcut to beginBitmapFill.
- * @method bf
- * @param {HTMLImageElement | HTMLCanvasElement | HTMLVideoElement} image The Image, Canvas, or Video object to use
- * as the pattern.
- * @param {String} repetition Optional. Indicates whether to repeat the image in the fill area. One of "repeat",
- * "repeat-x", "repeat-y", or "no-repeat". Defaults to "repeat". Note that Firefox does not support "repeat-x" or
- * "repeat-y" (latest tests were in FF 20.0), and will default to "repeat".
- * @param {Matrix2D} matrix Optional. Specifies a transformation matrix for the bitmap fill. This transformation
- * will be applied relative to the parent transform.
- * @return {Graphics} The Graphics instance the method is called on (useful for chaining calls.)
- * @chainable
- * @protected
- **/
- p.bf = p.beginBitmapFill;
-
- /**
- * Shortcut to endFill.
- * @method ef
- * @return {Graphics} The Graphics instance the method is called on (useful for chaining calls.)
- * @chainable
- * @protected
- **/
- p.ef = p.endFill;
-
- /**
- * Shortcut to setStrokeStyle.
- * @method ss
- * @param {Number} thickness The width of the stroke.
- * @param {String | Number} [caps=0] Indicates the type of caps to use at the end of lines. One of butt,
- * round, or square. Defaults to "butt". Also accepts the values 0 (butt), 1 (round), and 2 (square) for use with
- * the tiny API.
- * @param {String | Number} [joints=0] Specifies the type of joints that should be used where two lines meet.
- * One of bevel, round, or miter. Defaults to "miter". Also accepts the values 0 (miter), 1 (round), and 2 (bevel)
- * for use with the tiny API.
- * @param {Number} [miterLimit=10] If joints is set to "miter", then you can specify a miter limit ratio which
- * controls at what point a mitered joint will be clipped.
- * @param {Boolean} [ignoreScale=false] If true, the stroke will be drawn at the specified thickness regardless
- * of active transformations.
- * @return {Graphics} The Graphics instance the method is called on (useful for chaining calls.)
- * @chainable
- * @protected
- **/
- p.ss = p.setStrokeStyle;
-
- /**
- * Shortcut to setStrokeDash.
- * @method sd
- * @param {Array} [segments] An array specifying the dash pattern, alternating between line and gap.
- * For example, [20,10] would create a pattern of 20 pixel lines with 10 pixel gaps between them.
- * Passing null or an empty array will clear any existing dash.
- * @param {Number} [offset=0] The offset of the dash pattern. For example, you could increment this value to create a "marching ants" effect.
- * @return {Graphics} The Graphics instance the method is called on (useful for chaining calls.)
- * @chainable
- * @protected
- **/
- p.sd = p.setStrokeDash;
-
- /**
- * Shortcut to beginStroke.
- * @method s
- * @param {String} color A CSS compatible color value (ex. "#FF0000", "red", or "rgba(255,0,0,0.5)"). Setting to
- * null will result in no stroke.
- * @return {Graphics} The Graphics instance the method is called on (useful for chaining calls.)
- * @chainable
- * @protected
- **/
- p.s = p.beginStroke;
-
- /**
- * Shortcut to beginLinearGradientStroke.
- * @method ls
- * @param {Array} colors An array of CSS compatible color values. For example, ["#F00","#00F"] would define
- * a gradient drawing from red to blue.
- * @param {Array} ratios An array of gradient positions which correspond to the colors. For example, [0.1,
- * 0.9] would draw the first color to 10% then interpolating to the second color at 90%.
- * @param {Number} x0 The position of the first point defining the line that defines the gradient direction and size.
- * @param {Number} y0 The position of the first point defining the line that defines the gradient direction and size.
- * @param {Number} x1 The position of the second point defining the line that defines the gradient direction and size.
- * @param {Number} y1 The position of the second point defining the line that defines the gradient direction and size.
- * @return {Graphics} The Graphics instance the method is called on (useful for chaining calls.)
- * @chainable
- * @protected
- **/
- p.ls = p.beginLinearGradientStroke;
-
- /**
- * Shortcut to beginRadialGradientStroke.
- * @method rs
- * @param {Array} colors An array of CSS compatible color values. For example, ["#F00","#00F"] would define
- * a gradient drawing from red to blue.
- * @param {Array} ratios An array of gradient positions which correspond to the colors. For example, [0.1,
- * 0.9] would draw the first color to 10% then interpolating to the second color at 90%, then draw the second color
- * to 100%.
- * @param {Number} x0 Center position of the inner circle that defines the gradient.
- * @param {Number} y0 Center position of the inner circle that defines the gradient.
- * @param {Number} r0 Radius of the inner circle that defines the gradient.
- * @param {Number} x1 Center position of the outer circle that defines the gradient.
- * @param {Number} y1 Center position of the outer circle that defines the gradient.
- * @param {Number} r1 Radius of the outer circle that defines the gradient.
- * @return {Graphics} The Graphics instance the method is called on (useful for chaining calls.)
- * @chainable
- * @protected
- **/
- p.rs = p.beginRadialGradientStroke;
-
- /**
- * Shortcut to beginBitmapStroke.
- * @method bs
- * @param {HTMLImageElement | HTMLCanvasElement | HTMLVideoElement} image The Image, Canvas, or Video object to use
- * as the pattern.
- * @param {String} [repetition=repeat] Optional. Indicates whether to repeat the image in the fill area. One of
- * "repeat", "repeat-x", "repeat-y", or "no-repeat". Defaults to "repeat".
- * @return {Graphics} The Graphics instance the method is called on (useful for chaining calls.)
- * @chainable
- * @protected
- **/
- p.bs = p.beginBitmapStroke;
-
- /**
- * Shortcut to endStroke.
- * @method es
- * @return {Graphics} The Graphics instance the method is called on (useful for chaining calls.)
- * @chainable
- * @protected
- **/
- p.es = p.endStroke;
-
- /**
- * Shortcut to drawRect.
- * @method dr
- * @param {Number} x
- * @param {Number} y
- * @param {Number} w Width of the rectangle
- * @param {Number} h Height of the rectangle
- * @return {Graphics} The Graphics instance the method is called on (useful for chaining calls.)
- * @chainable
- * @protected
- **/
- p.dr = p.drawRect;
-
- /**
- * Shortcut to drawRoundRect.
- * @method rr
- * @param {Number} x
- * @param {Number} y
- * @param {Number} w
- * @param {Number} h
- * @param {Number} radius Corner radius.
- * @return {Graphics} The Graphics instance the method is called on (useful for chaining calls.)
- * @chainable
- * @protected
- **/
- p.rr = p.drawRoundRect;
-
- /**
- * Shortcut to drawRoundRectComplex.
- * @method rc
- * @param {Number} x The horizontal coordinate to draw the round rect.
- * @param {Number} y The vertical coordinate to draw the round rect.
- * @param {Number} w The width of the round rect.
- * @param {Number} h The height of the round rect.
- * @param {Number} radiusTL Top left corner radius.
- * @param {Number} radiusTR Top right corner radius.
- * @param {Number} radiusBR Bottom right corner radius.
- * @param {Number} radiusBL Bottom left corner radius.
- * @return {Graphics} The Graphics instance the method is called on (useful for chaining calls.)
- * @chainable
- * @protected
- **/
- p.rc = p.drawRoundRectComplex;
-
- /**
- * Shortcut to drawCircle.
- * @method dc
- * @param {Number} x x coordinate center point of circle.
- * @param {Number} y y coordinate center point of circle.
- * @param {Number} radius Radius of circle.
- * @return {Graphics} The Graphics instance the method is called on (useful for chaining calls.)
- * @chainable
- * @protected
- **/
- p.dc = p.drawCircle;
-
- /**
- * Shortcut to drawEllipse.
- * @method de
- * @param {Number} x The left coordinate point of the ellipse. Note that this is different from {{#crossLink "Graphics/drawCircle"}}{{/crossLink}}
- * which draws from center.
- * @param {Number} y The top coordinate point of the ellipse. Note that this is different from {{#crossLink "Graphics/drawCircle"}}{{/crossLink}}
- * which draws from the center.
- * @param {Number} w The height (horizontal diameter) of the ellipse. The horizontal radius will be half of this
- * number.
- * @param {Number} h The width (vertical diameter) of the ellipse. The vertical radius will be half of this number.
- * @return {Graphics} The Graphics instance the method is called on (useful for chaining calls.)
- * @chainable
- * @protected
- **/
- p.de = p.drawEllipse;
-
- /**
- * Shortcut to drawPolyStar.
- * @method dp
- * @param {Number} x Position of the center of the shape.
- * @param {Number} y Position of the center of the shape.
- * @param {Number} radius The outer radius of the shape.
- * @param {Number} sides The number of points on the star or sides on the polygon.
- * @param {Number} pointSize The depth or "pointy-ness" of the star points. A pointSize of 0 will draw a regular
- * polygon (no points), a pointSize of 1 will draw nothing because the points are infinitely pointy.
- * @param {Number} angle The angle of the first point / corner. For example a value of 0 will draw the first point
- * directly to the right of the center.
- * @return {Graphics} The Graphics instance the method is called on (useful for chaining calls.)
- * @chainable
- * @protected
- **/
- p.dp = p.drawPolyStar;
-
- /**
- * Shortcut to decodePath.
- * @method p
- * @param {String} str The path string to decode.
- * @return {Graphics} The Graphics instance the method is called on (useful for chaining calls.)
- * @chainable
- * @protected
- **/
- p.p = p.decodePath;
-
-
- // private methods:
- /**
- * @method _updateInstructions
- * @param commit
- * @protected
- **/
- p._updateInstructions = function(commit) {
- var instr = this._instructions, active = this._activeInstructions, commitIndex = this._commitIndex;
-
- if (this._dirty && active.length) {
- instr.length = commitIndex; // remove old, uncommitted commands
- instr.push(Graphics.beginCmd);
-
- var l = active.length, ll = instr.length;
- instr.length = ll+l;
- for (var i=0; i<l; i++) { instr[i+ll] = active[i]; }
-
- if (this._fill) { instr.push(this._fill); }
- if (this._stroke) {
- // doesn't need to be re-applied if it hasn't changed.
- if (this._strokeDash !== this._oldStrokeDash) {
- this._oldStrokeDash = this._strokeDash;
- instr.push(this._strokeDash);
- }
- if (this._strokeStyle !== this._oldStrokeStyle) {
- this._oldStrokeStyle = this._strokeStyle;
- instr.push(this._strokeStyle);
- }
- instr.push(this._stroke);
- }
-
- this._dirty = false;
- }
-
- if (commit) {
- active.length = 0;
- this._commitIndex = instr.length;
- }
- };
-
- /**
- * @method _setFill
- * @param fill
- * @protected
- **/
- p._setFill = function(fill) {
- this._updateInstructions(true);
- this.command = this._fill = fill;
- return this;
- };
-
- /**
- * @method _setStroke
- * @param stroke
- * @protected
- **/
- p._setStroke = function(stroke) {
- this._updateInstructions(true);
- if (this.command = this._stroke = stroke) {
- stroke.ignoreScale = this._strokeIgnoreScale;
- }
- return this;
- };
-
- // Command Objects:
- /**
- * @namespace Graphics
- */
- /**
- * Graphics command object. See {{#crossLink "Graphics/lineTo"}}{{/crossLink}} and {{#crossLink "Graphics/append"}}{{/crossLink}} for more information. See {{#crossLink "Graphics"}}{{/crossLink}} and {{#crossLink "Graphics/append"}}{{/crossLink}} for more information.
- * @class LineTo
- * @constructor
- * @param {Number} x
- * @param {Number} y
- **/
- /**
- * @property x
- * @type Number
- */
- /**
- * @property y
- * @type Number
- */
- /**
- * Execute the Graphics command in the provided Canvas context.
- * @method exec
- * @param {CanvasRenderingContext2D} ctx The canvas rendering context
- */
- (G.LineTo = function(x, y) {
- this.x = x; this.y = y;
- }).prototype.exec = function(ctx) { ctx.lineTo(this.x,this.y); };
-
- /**
- * Graphics command object. See {{#crossLink "Graphics/moveTo"}}{{/crossLink}} and {{#crossLink "Graphics/append"}}{{/crossLink}} for more information.
- * @class MoveTo
- * @constructor
- * @param {Number} x
- * @param {Number} y
- **/
- /**
- * @property x
- * @type Number
- */
- /**
- * @property y
- * @type Number
- */
- /**
- * @method exec
- * @param {CanvasRenderingContext2D} ctx
- */
- (G.MoveTo = function(x, y) {
- this.x = x; this.y = y;
- }).prototype.exec = function(ctx) { ctx.moveTo(this.x, this.y); };
-
-
- /**
- * Graphics command object. See {{#crossLink "Graphics/arcTo"}}{{/crossLink}} and {{#crossLink "Graphics/append"}}{{/crossLink}} for more information.
- * @class ArcTo
- * @constructor
- * @param {Number} x1
- * @param {Number} y1
- * @param {Number} x2
- * @param {Number} y2
- * @param {Number} radius
- **/
- /**
- * @property x1
- * @type Number
- */
- /**
- * @property y1
- * @type Number
- */
- /**
- * @property x2
- * @type Number
- */
- /**
- * @property y2
- * @type Number
- */
- /**
- * @property radius
- * @type Number
- */
- /**
- * Execute the Graphics command in the provided Canvas context.
- * @method exec
- * @param {CanvasRenderingContext2D} ctx The canvas rendering context
- */
- (G.ArcTo = function(x1, y1, x2, y2, radius) {
- this.x1 = x1; this.y1 = y1;
- this.x2 = x2; this.y2 = y2;
- this.radius = radius;
- }).prototype.exec = function(ctx) { ctx.arcTo(this.x1, this.y1, this.x2, this.y2, this.radius); };
-
- /**
- * Graphics command object. See {{#crossLink "Graphics/arc"}}{{/crossLink}} and {{#crossLink "Graphics/append"}}{{/crossLink}} for more information.
- * @class Arc
- * @constructor
- * @param {Number} x
- * @param {Number} y
- * @param {Number} radius
- * @param {Number} startAngle
- * @param {Number} endAngle
- * @param {Number} anticlockwise
- **/
- /**
- * @property x
- * @type Number
- */
- /**
- * @property y
- * @type Number
- */
- /**
- * @property radius
- * @type Number
- */
- /**
- * @property startAngle
- * @type Number
- */
- /**
- * @property endAngle
- * @type Number
- */
- /**
- * @property anticlockwise
- * @type Number
- */
- /**
- * Execute the Graphics command in the provided Canvas context.
- * @method exec
- * @param {CanvasRenderingContext2D} ctx The canvas rendering context
- */
- (G.Arc = function(x, y, radius, startAngle, endAngle, anticlockwise) {
- this.x = x; this.y = y;
- this.radius = radius;
- this.startAngle = startAngle; this.endAngle = endAngle;
- this.anticlockwise = !!anticlockwise;
- }).prototype.exec = function(ctx) { ctx.arc(this.x, this.y, this.radius, this.startAngle, this.endAngle, this.anticlockwise); };
-
- /**
- * Graphics command object. See {{#crossLink "Graphics/quadraticCurveTo"}}{{/crossLink}} and {{#crossLink "Graphics/append"}}{{/crossLink}} for more information.
- * @class QuadraticCurveTo
- * @constructor
- * @param {Number} cpx
- * @param {Number} cpy
- * @param {Number} x
- * @param {Number} y
- **/
- /**
- * @property cpx
- * @type Number
- */
- /**
- * @property cpy
- * @type Number
- */
- /**
- * @property x
- * @type Number
- */
- /**
- * @property y
- * @type Number
- */
- /**
- * Execute the Graphics command in the provided Canvas context.
- * @method exec
- * @param {CanvasRenderingContext2D} ctx The canvas rendering context
- */
- (G.QuadraticCurveTo = function(cpx, cpy, x, y) {
- this.cpx = cpx; this.cpy = cpy;
- this.x = x; this.y = y;
- }).prototype.exec = function(ctx) { ctx.quadraticCurveTo(this.cpx, this.cpy, this.x, this.y); };
-
- /**
- * Graphics command object. See {{#crossLink "Graphics/bezierCurveTo"}}{{/crossLink}} and {{#crossLink "Graphics/append"}}{{/crossLink}} for more information.
- * @class BezierCurveTo
- * @constructor
- * @param {Number} cp1x
- * @param {Number} cp1y
- * @param {Number} cp2x
- * @param {Number} cp2y
- * @param {Number} x
- * @param {Number} y
- **/
- /**
- * @property cp1x
- * @type Number
- */
- /**
- * @property cp1y
- * @type Number
- */
- /**
- * @property cp2x
- * @type Number
- */
- /**
- * @property cp2y
- * @type Number
- */
- /**
- * @property x
- * @type Number
- */
- /**
- * @property y
- * @type Number
- */
- /**
- * Execute the Graphics command in the provided Canvas context.
- * @method exec
- * @param {CanvasRenderingContext2D} ctx The canvas rendering context
- */
- (G.BezierCurveTo = function(cp1x, cp1y, cp2x, cp2y, x, y) {
- this.cp1x = cp1x; this.cp1y = cp1y;
- this.cp2x = cp2x; this.cp2y = cp2y;
- this.x = x; this.y = y;
- }).prototype.exec = function(ctx) { ctx.bezierCurveTo(this.cp1x, this.cp1y, this.cp2x, this.cp2y, this.x, this.y); };
-
- /**
- * Graphics command object. See {{#crossLink "Graphics/rect"}}{{/crossLink}} and {{#crossLink "Graphics/append"}}{{/crossLink}} for more information.
- * @class Rect
- * @constructor
- * @param {Number} x
- * @param {Number} y
- * @param {Number} w
- * @param {Number} h
- **/
- /**
- * @property x
- * @type Number
- */
- /**
- * @property y
- * @type Number
- */
- /**
- * @property w
- * @type Number
- */
- /**
- * @property h
- * @type Number
- */
- /**
- * Execute the Graphics command in the provided Canvas context.
- * @method exec
- * @param {CanvasRenderingContext2D} ctx The canvas rendering context
- */
- (G.Rect = function(x, y, w, h) {
- this.x = x; this.y = y;
- this.w = w; this.h = h;
- }).prototype.exec = function(ctx) { ctx.rect(this.x, this.y, this.w, this.h); };
-
- /**
- * Graphics command object. See {{#crossLink "Graphics/closePath"}}{{/crossLink}} and {{#crossLink "Graphics/append"}}{{/crossLink}} for more information.
- * @class ClosePath
- * @constructor
- **/
- /**
- * Execute the Graphics command in the provided Canvas context.
- * @method exec
- * @param {CanvasRenderingContext2D} ctx The canvas rendering context
- */
- (G.ClosePath = function() {
- }).prototype.exec = function(ctx) { ctx.closePath(); };
-
- /**
- * Graphics command object to begin a new path. See {{#crossLink "Graphics"}}{{/crossLink}} and {{#crossLink "Graphics/append"}}{{/crossLink}} for more information.
- * @class BeginPath
- * @constructor
- **/
- /**
- * Execute the Graphics command in the provided Canvas context.
- * @method exec
- * @param {CanvasRenderingContext2D} ctx The canvas rendering context
- */
- (G.BeginPath = function() {
- }).prototype.exec = function(ctx) { ctx.beginPath(); };
-
- /**
- * Graphics command object. See {{#crossLink "Graphics/beginFill"}}{{/crossLink}} and {{#crossLink "Graphics/append"}}{{/crossLink}} for more information.
- * @class Fill
- * @constructor
- * @param {Object} style A valid Context2D fillStyle.
- * @param {Matrix2D} matrix
- **/
- /**
- * A valid Context2D fillStyle.
- * @property style
- * @type Object
- */
- /**
- * @property matrix
- * @type Matrix2D
- */
- /**
- * Execute the Graphics command in the provided Canvas context.
- * @method exec
- * @param {CanvasRenderingContext2D} ctx The canvas rendering context
- */
- p = (G.Fill = function(style, matrix) {
- this.style = style;
- this.matrix = matrix;
- }).prototype;
- p.exec = function(ctx) {
- if (!this.style) { return; }
- ctx.fillStyle = this.style;
- var mtx = this.matrix;
- if (mtx) { ctx.save(); ctx.transform(mtx.a, mtx.b, mtx.c, mtx.d, mtx.tx, mtx.ty); }
- ctx.fill();
- if (mtx) { ctx.restore(); }
- };
- /**
- * Creates a linear gradient style and assigns it to {{#crossLink "Fill/style:property"}}{{/crossLink}}.
- * See {{#crossLink "Graphics/beginLinearGradientFill"}}{{/crossLink}} for more information.
- * @method linearGradient
- * @param {Array} colors
- *
- * @param {Array} ratios
- * @param {Number} x0
- * @param {Number} y0
- * @param {Number} x1
- * @param {Number} y1
- * @return {Fill} Returns this Fill object for chaining or assignment.
- */
- p.linearGradient = function(colors, ratios, x0, y0, x1, y1) {
- var o = this.style = Graphics._ctx.createLinearGradient(x0, y0, x1, y1);
- for (var i=0, l=colors.length; i<l; i++) { o.addColorStop(ratios[i], colors[i]); }
- o.props = {colors:colors, ratios:ratios, x0:x0, y0:y0, x1:x1, y1:y1, type:"linear"};
- return this;
- };
- /**
- * Creates a radial gradient style and assigns it to {{#crossLink "Fill/style:property"}}{{/crossLink}}.
- * See {{#crossLink "Graphics/beginRadialGradientFill"}}{{/crossLink}} for more information.
- * @method radialGradient
- * @param {Array} colors
- * @param {Array} ratios
- * @param {Number} x0
- * @param {Number} y0
- * @param {Number} r0
- * @param {Number} x1
- * @param {Number} y1
- * @param {Number} r1
- * @return {Fill} Returns this Fill object for chaining or assignment.
- */
- p.radialGradient = function(colors, ratios, x0, y0, r0, x1, y1, r1) {
- var o = this.style = Graphics._ctx.createRadialGradient(x0, y0, r0, x1, y1, r1);
- for (var i=0, l=colors.length; i<l; i++) { o.addColorStop(ratios[i], colors[i]); }
- o.props = {colors:colors, ratios:ratios, x0:x0, y0:y0, r0:r0, x1:x1, y1:y1, r1:r1, type:"radial"};
- return this;
- };
- /**
- * Creates a bitmap fill style and assigns it to the {{#crossLink "Fill/style:property"}}{{/crossLink}}.
- * See {{#crossLink "Graphics/beginBitmapFill"}}{{/crossLink}} for more information.
- * @method bitmap
- * @param {HTMLImageElement | HTMLCanvasElement | HTMLVideoElement} image Must be loaded prior to creating a bitmap fill, or the fill will be empty.
- * @param {String} [repetition] One of: repeat, repeat-x, repeat-y, or no-repeat.
- * @return {Fill} Returns this Fill object for chaining or assignment.
- */
- p.bitmap = function(image, repetition) {
- if (image.naturalWidth || image.getContext || image.readyState >= 2) {
- var o = this.style = Graphics._ctx.createPattern(image, repetition || "");
- o.props = {image: image, repetition: repetition, type: "bitmap"};
- }
- return this;
- };
- p.path = false;
-
- /**
- * Graphics command object. See {{#crossLink "Graphics/beginStroke"}}{{/crossLink}} and {{#crossLink "Graphics/append"}}{{/crossLink}} for more information.
- * @class Stroke
- * @constructor
- * @param {Object} style A valid Context2D fillStyle.
- * @param {Boolean} ignoreScale
- **/
- /**
- * A valid Context2D strokeStyle.
- * @property style
- * @type Object
- */
- /**
- * @property ignoreScale
- * @type Boolean
- */
- /**
- * Execute the Graphics command in the provided Canvas context.
- * @method exec
- * @param {CanvasRenderingContext2D} ctx The canvas rendering context
- */
- p = (G.Stroke = function(style, ignoreScale) {
- this.style = style;
- this.ignoreScale = ignoreScale;
- }).prototype;
- p.exec = function(ctx) {
- if (!this.style) { return; }
- ctx.strokeStyle = this.style;
- if (this.ignoreScale) { ctx.save(); ctx.setTransform(1,0,0,1,0,0); }
- ctx.stroke();
- if (this.ignoreScale) { ctx.restore(); }
- };
- /**
- * Creates a linear gradient style and assigns it to {{#crossLink "Stroke/style:property"}}{{/crossLink}}.
- * See {{#crossLink "Graphics/beginLinearGradientStroke"}}{{/crossLink}} for more information.
- * @method linearGradient
- * @param {Array} colors
- * @param {Array} ratios
- * @param {Number} x0
- * @param {Number} y0
- * @param {Number} x1
- * @param {Number} y1
- * @return {Fill} Returns this Stroke object for chaining or assignment.
- */
- p.linearGradient = G.Fill.prototype.linearGradient;
- /**
- * Creates a radial gradient style and assigns it to {{#crossLink "Stroke/style:property"}}{{/crossLink}}.
- * See {{#crossLink "Graphics/beginRadialGradientStroke"}}{{/crossLink}} for more information.
- * @method radialGradient
- * @param {Array} colors
- * @param {Array} ratios
- * @param {Number} x0
- * @param {Number} y0
- * @param {Number} r0
- * @param {Number} x1
- * @param {Number} y1
- * @param {Number} r1
- * @return {Fill} Returns this Stroke object for chaining or assignment.
- */
- p.radialGradient = G.Fill.prototype.radialGradient;
- /**
- * Creates a bitmap fill style and assigns it to {{#crossLink "Stroke/style:property"}}{{/crossLink}}.
- * See {{#crossLink "Graphics/beginBitmapStroke"}}{{/crossLink}} for more information.
- * @method bitmap
- * @param {HTMLImageElement} image
- * @param {String} [repetition] One of: repeat, repeat-x, repeat-y, or no-repeat.
- * @return {Fill} Returns this Stroke object for chaining or assignment.
- */
- p.bitmap = G.Fill.prototype.bitmap;
- p.path = false;
-
- /**
- * Graphics command object. See {{#crossLink "Graphics/setStrokeStyle"}}{{/crossLink}} and {{#crossLink "Graphics/append"}}{{/crossLink}} for more information.
- * @class StrokeStyle
- * @constructor
- * @param {Number} width
- * @param {String} [caps=butt]
- * @param {String} [joints=miter]
- * @param {Number} [miterLimit=10]
- * @param {Boolean} [ignoreScale=false]
- **/
- /**
- * @property width
- * @type Number
- */
- /**
- * One of: butt, round, square
- * @property caps
- * @type String
- */
- /**
- * One of: round, bevel, miter
- * @property joints
- * @type String
- */
- /**
- * @property miterLimit
- * @type Number
- */
- /**
- * Execute the Graphics command in the provided Canvas context.
- * @method exec
- * @param {CanvasRenderingContext2D} ctx The canvas rendering context
- */
- p = (G.StrokeStyle = function(width, caps, joints, miterLimit, ignoreScale) {
- this.width = width;
- this.caps = caps;
- this.joints = joints;
- this.miterLimit = miterLimit;
- this.ignoreScale = ignoreScale;
- }).prototype;
- p.exec = function(ctx) {
- ctx.lineWidth = (this.width == null ? "1" : this.width);
- ctx.lineCap = (this.caps == null ? "butt" : (isNaN(this.caps) ? this.caps : Graphics.STROKE_CAPS_MAP[this.caps]));
- ctx.lineJoin = (this.joints == null ? "miter" : (isNaN(this.joints) ? this.joints : Graphics.STROKE_JOINTS_MAP[this.joints]));
- ctx.miterLimit = (this.miterLimit == null ? "10" : this.miterLimit);
- ctx.ignoreScale = (this.ignoreScale == null ? false : this.ignoreScale);
- };
- p.path = false;
-
- /**
- * Graphics command object. See {{#crossLink "Graphics/setStrokeDash"}}{{/crossLink}} and {{#crossLink "Graphics/append"}}{{/crossLink}} for more information.
- * @class StrokeDash
- * @constructor
- * @param {Array} [segments]
- * @param {Number} [offset=0]
- **/
- /**
- * @property segments
- * @type Array
- */
- /**
- * @property offset
- * @type Number
- */
- /**
- * Execute the Graphics command in the provided Canvas context.
- * @method exec
- * @param {CanvasRenderingContext2D} ctx The canvas rendering context
- */
- (G.StrokeDash = function(segments, offset) {
- this.segments = segments;
- this.offset = offset||0;
- }).prototype.exec = function(ctx) {
- if (ctx.setLineDash) { // feature detection.
- ctx.setLineDash(this.segments|| G.StrokeDash.EMPTY_SEGMENTS); // instead of [] to reduce churn.
- ctx.lineDashOffset = this.offset||0;
- }
- };
- /**
- * The default value for segments (ie. no dash).
- * @property EMPTY_SEGMENTS
- * @static
- * @final
- * @readonly
- * @protected
- * @type {Array}
- **/
- G.StrokeDash.EMPTY_SEGMENTS = [];
-
- /**
- * Graphics command object. See {{#crossLink "Graphics/drawRoundRectComplex"}}{{/crossLink}} and {{#crossLink "Graphics/append"}}{{/crossLink}} for more information.
- * @class RoundRect
- * @constructor
- * @param {Number} x
- * @param {Number} y
- * @param {Number} w
- * @param {Number} h
- * @param {Number} radiusTL
- * @param {Number} radiusTR
- * @param {Number} radiusBR
- * @param {Number} radiusBL
- **/
- /**
- * @property x
- * @type Number
- */
- /**
- * @property y
- * @type Number
- */
- /**
- * @property w
- * @type Number
- */
- /**
- * @property h
- * @type Number
- */
- /**
- * @property radiusTL
- * @type Number
- */
- /**
- * @property radiusTR
- * @type Number
- */
- /**
- * @property radiusBR
- * @type Number
- */
- /**
- * @property radiusBL
- * @type Number
- */
- /**
- * Execute the Graphics command in the provided Canvas context.
- * @method exec
- * @param {CanvasRenderingContext2D} ctx The canvas rendering context
- */
- (G.RoundRect = function(x, y, w, h, radiusTL, radiusTR, radiusBR, radiusBL) {
- this.x = x; this.y = y;
- this.w = w; this.h = h;
- this.radiusTL = radiusTL; this.radiusTR = radiusTR;
- this.radiusBR = radiusBR; this.radiusBL = radiusBL;
- }).prototype.exec = function(ctx) {
- var max = (w<h?w:h)/2;
- var mTL=0, mTR=0, mBR=0, mBL=0;
- var x = this.x, y = this.y, w = this.w, h = this.h;
- var rTL = this.radiusTL, rTR = this.radiusTR, rBR = this.radiusBR, rBL = this.radiusBL;
-
- if (rTL < 0) { rTL *= (mTL=-1); }
- if (rTL > max) { rTL = max; }
- if (rTR < 0) { rTR *= (mTR=-1); }
- if (rTR > max) { rTR = max; }
- if (rBR < 0) { rBR *= (mBR=-1); }
- if (rBR > max) { rBR = max; }
- if (rBL < 0) { rBL *= (mBL=-1); }
- if (rBL > max) { rBL = max; }
-
- ctx.moveTo(x+w-rTR, y);
- ctx.arcTo(x+w+rTR*mTR, y-rTR*mTR, x+w, y+rTR, rTR);
- ctx.lineTo(x+w, y+h-rBR);
- ctx.arcTo(x+w+rBR*mBR, y+h+rBR*mBR, x+w-rBR, y+h, rBR);
- ctx.lineTo(x+rBL, y+h);
- ctx.arcTo(x-rBL*mBL, y+h+rBL*mBL, x, y+h-rBL, rBL);
- ctx.lineTo(x, y+rTL);
- ctx.arcTo(x-rTL*mTL, y-rTL*mTL, x+rTL, y, rTL);
- ctx.closePath();
- };
-
- /**
- * Graphics command object. See {{#crossLink "Graphics/drawCircle"}}{{/crossLink}} and {{#crossLink "Graphics/append"}}{{/crossLink}} for more information.
- * @class Circle
- * @constructor
- * @param {Number} x
- * @param {Number} y
- * @param {Number} radius
- **/
- /**
- * @property x
- * @type Number
- */
- /**
- * @property y
- * @type Number
- */
- /**
- * @property radius
- * @type Number
- */
- /**
- * Execute the Graphics command in the provided Canvas context.
- * @method exec
- * @param {CanvasRenderingContext2D} ctx The canvas rendering context
- */
- (G.Circle = function(x, y, radius) {
- this.x = x; this.y = y;
- this.radius = radius;
- }).prototype.exec = function(ctx) { ctx.arc(this.x, this.y, this.radius, 0, Math.PI*2); };
-
- /**
- * Graphics command object. See {{#crossLink "Graphics/drawEllipse"}}{{/crossLink}} and {{#crossLink "Graphics/append"}}{{/crossLink}} for more information.
- * @class Ellipse
- * @constructor
- * @param {Number} x
- * @param {Number} y
- * @param {Number} w
- * @param {Number} h
- **/
- /**
- * @property x
- * @type Number
- */
- /**
- * @property y
- * @type Number
- */
- /**
- * @property w
- * @type Number
- */
- /**
- * @property h
- * @type Number
- */
- /**
- * Execute the Graphics command in the provided Canvas context.
- * @method exec
- * @param {CanvasRenderingContext2D} ctx The canvas rendering context
- */
- (G.Ellipse = function(x, y, w, h) {
- this.x = x; this.y = y;
- this.w = w; this.h = h;
- }).prototype.exec = function(ctx) {
- var x = this.x, y = this.y;
- var w = this.w, h = this.h;
-
- var k = 0.5522848;
- var ox = (w / 2) * k;
- var oy = (h / 2) * k;
- var xe = x + w;
- var ye = y + h;
- var xm = x + w / 2;
- var ym = y + h / 2;
-
- ctx.moveTo(x, ym);
- ctx.bezierCurveTo(x, ym-oy, xm-ox, y, xm, y);
- ctx.bezierCurveTo(xm+ox, y, xe, ym-oy, xe, ym);
- ctx.bezierCurveTo(xe, ym+oy, xm+ox, ye, xm, ye);
- ctx.bezierCurveTo(xm-ox, ye, x, ym+oy, x, ym);
- };
-
- /**
- * Graphics command object. See {{#crossLink "Graphics/drawPolyStar"}}{{/crossLink}} and {{#crossLink "Graphics/append"}}{{/crossLink}} for more information.
- * @class PolyStar
- * @constructor
- * @param {Number} x
- * @param {Number} y
- * @param {Number} radius
- * @param {Number} sides
- * @param {Number} pointSize
- * @param {Number} angle
- **/
- /**
- * @property x
- * @type Number
- */
- /**
- * @property y
- * @type Number
- */
- /**
- * @property radius
- * @type Number
- */
- /**
- * @property sides
- * @type Number
- */
- /**
- * @property pointSize
- * @type Number
- */
- /**
- * @property angle
- * @type Number
- */
- /**
- * Execute the Graphics command in the provided Canvas context.
- * @method exec
- * @param {CanvasRenderingContext2D} ctx The canvas rendering context
- */
- (G.PolyStar = function(x, y, radius, sides, pointSize, angle) {
- this.x = x; this.y = y;
- this.radius = radius;
- this.sides = sides;
- this.pointSize = pointSize;
- this.angle = angle;
- }).prototype.exec = function(ctx) {
- var x = this.x, y = this.y;
- var radius = this.radius;
- var angle = (this.angle||0)/180*Math.PI;
- var sides = this.sides;
- var ps = 1-(this.pointSize||0);
- var a = Math.PI/sides;
-
- ctx.moveTo(x+Math.cos(angle)*radius, y+Math.sin(angle)*radius);
- for (var i=0; i<sides; i++) {
- angle += a;
- if (ps != 1) {
- ctx.lineTo(x+Math.cos(angle)*radius*ps, y+Math.sin(angle)*radius*ps);
- }
- angle += a;
- ctx.lineTo(x+Math.cos(angle)*radius, y+Math.sin(angle)*radius);
- }
- ctx.closePath();
- };
-
- // docced above.
- Graphics.beginCmd = new G.BeginPath(); // so we don't have to instantiate multiple instances.
-
-
- createjs.Graphics = Graphics;
- }());
-
- //##############################################################################
- // DisplayObject.js
- //##############################################################################
-
- this.createjs = this.createjs||{};
-
- (function() {
- "use strict";
-
-
- // constructor:
- /**
- * DisplayObject is an abstract class that should not be constructed directly. Instead construct subclasses such as
- * {{#crossLink "Container"}}{{/crossLink}}, {{#crossLink "Bitmap"}}{{/crossLink}}, and {{#crossLink "Shape"}}{{/crossLink}}.
- * DisplayObject is the base class for all display classes in the EaselJS library. It defines the core properties and
- * methods that are shared between all display objects, such as transformation properties (x, y, scaleX, scaleY, etc),
- * caching, and mouse handlers.
- * @class DisplayObject
- * @extends EventDispatcher
- * @constructor
- **/
- function DisplayObject() {
- this.EventDispatcher_constructor();
-
-
- // public properties:
- /**
- * The alpha (transparency) for this display object. 0 is fully transparent, 1 is fully opaque.
- * @property alpha
- * @type {Number}
- * @default 1
- **/
- this.alpha = 1;
-
- /**
- * If a cache is active, this returns the canvas that holds the cached version of this display object. See {{#crossLink "cache"}}{{/crossLink}}
- * for more information.
- * @property cacheCanvas
- * @type {HTMLCanvasElement | Object}
- * @default null
- * @readonly
- **/
- this.cacheCanvas = null;
-
- /**
- * Returns an ID number that uniquely identifies the current cache for this display object. This can be used to
- * determine if the cache has changed since a previous check.
- * @property cacheID
- * @type {Number}
- * @default 0
- */
- this.cacheID = 0;
-
- /**
- * Unique ID for this display object. Makes display objects easier for some uses.
- * @property id
- * @type {Number}
- * @default -1
- **/
- this.id = createjs.UID.get();
-
- /**
- * Indicates whether to include this object when running mouse interactions. Setting this to `false` for children
- * of a {{#crossLink "Container"}}{{/crossLink}} will cause events on the Container to not fire when that child is
- * clicked. Setting this property to `false` does not prevent the {{#crossLink "Container/getObjectsUnderPoint"}}{{/crossLink}}
- * method from returning the child.
- *
- * <strong>Note:</strong> In EaselJS 0.7.0, the mouseEnabled property will not work properly with nested Containers. Please
- * check out the latest NEXT version in <a href="https://github.com/CreateJS/EaselJS/tree/master/lib">GitHub</a> for an updated version with this issue resolved. The fix will be
- * provided in the next release of EaselJS.
- * @property mouseEnabled
- * @type {Boolean}
- * @default true
- **/
- this.mouseEnabled = true;
-
- /**
- * If false, the tick will not run on this display object (or its children). This can provide some performance benefits.
- * In addition to preventing the "tick" event from being dispatched, it will also prevent tick related updates
- * on some display objects (ex. Sprite & MovieClip frame advancing, DOMElement visibility handling).
- * @property tickEnabled
- * @type Boolean
- * @default true
- **/
- this.tickEnabled = true;
-
- /**
- * An optional name for this display object. Included in {{#crossLink "DisplayObject/toString"}}{{/crossLink}} . Useful for
- * debugging.
- * @property name
- * @type {String}
- * @default null
- **/
- this.name = null;
-
- /**
- * A reference to the {{#crossLink "Container"}}{{/crossLink}} or {{#crossLink "Stage"}}{{/crossLink}} object that
- * contains this display object, or null if it has not been added
- * to one.
- * @property parent
- * @final
- * @type {Container}
- * @default null
- * @readonly
- **/
- this.parent = null;
-
- /**
- * The left offset for this display object's registration point. For example, to make a 100x100px Bitmap rotate
- * around its center, you would set regX and {{#crossLink "DisplayObject/regY:property"}}{{/crossLink}} to 50.
- * @property regX
- * @type {Number}
- * @default 0
- **/
- this.regX = 0;
-
- /**
- * The y offset for this display object's registration point. For example, to make a 100x100px Bitmap rotate around
- * its center, you would set {{#crossLink "DisplayObject/regX:property"}}{{/crossLink}} and regY to 50.
- * @property regY
- * @type {Number}
- * @default 0
- **/
- this.regY = 0;
-
- /**
- * The rotation in degrees for this display object.
- * @property rotation
- * @type {Number}
- * @default 0
- **/
- this.rotation = 0;
-
- /**
- * The factor to stretch this display object horizontally. For example, setting scaleX to 2 will stretch the display
- * object to twice its nominal width. To horizontally flip an object, set the scale to a negative number.
- * @property scaleX
- * @type {Number}
- * @default 1
- **/
- this.scaleX = 1;
-
- /**
- * The factor to stretch this display object vertically. For example, setting scaleY to 0.5 will stretch the display
- * object to half its nominal height. To vertically flip an object, set the scale to a negative number.
- * @property scaleY
- * @type {Number}
- * @default 1
- **/
- this.scaleY = 1;
-
- /**
- * The factor to skew this display object horizontally.
- * @property skewX
- * @type {Number}
- * @default 0
- **/
- this.skewX = 0;
-
- /**
- * The factor to skew this display object vertically.
- * @property skewY
- * @type {Number}
- * @default 0
- **/
- this.skewY = 0;
-
- /**
- * A shadow object that defines the shadow to render on this display object. Set to `null` to remove a shadow. If
- * null, this property is inherited from the parent container.
- * @property shadow
- * @type {Shadow}
- * @default null
- **/
- this.shadow = null;
-
- /**
- * Indicates whether this display object should be rendered to the canvas and included when running the Stage
- * {{#crossLink "Stage/getObjectsUnderPoint"}}{{/crossLink}} method.
- * @property visible
- * @type {Boolean}
- * @default true
- **/
- this.visible = true;
-
- /**
- * The x (horizontal) position of the display object, relative to its parent.
- * @property x
- * @type {Number}
- * @default 0
- **/
- this.x = 0;
-
- /** The y (vertical) position of the display object, relative to its parent.
- * @property y
- * @type {Number}
- * @default 0
- **/
- this.y = 0;
-
- /**
- * If set, defines the transformation for this display object, overriding all other transformation properties
- * (x, y, rotation, scale, skew).
- * @property transformMatrix
- * @type {Matrix2D}
- * @default null
- **/
- this.transformMatrix = null;
-
- /**
- * The composite operation indicates how the pixels of this display object will be composited with the elements
- * behind it. If `null`, this property is inherited from the parent container. For more information, read the
- * <a href="http://www.whatwg.org/specs/web-apps/current-work/multipage/the-canvas-element.html#compositing">
- * whatwg spec on compositing</a>.
- * @property compositeOperation
- * @type {String}
- * @default null
- **/
- this.compositeOperation = null;
-
- /**
- * Indicates whether the display object should be drawn to a whole pixel when
- * {{#crossLink "Stage/snapToPixelEnabled"}}{{/crossLink}} is true. To enable/disable snapping on whole
- * categories of display objects, set this value on the prototype (Ex. Text.prototype.snapToPixel = true).
- * @property snapToPixel
- * @type {Boolean}
- * @default true
- **/
- this.snapToPixel = true;
-
- /**
- * An array of Filter objects to apply to this display object. Filters are only applied / updated when {{#crossLink "cache"}}{{/crossLink}}
- * or {{#crossLink "updateCache"}}{{/crossLink}} is called on the display object, and only apply to the area that is
- * cached.
- * @property filters
- * @type {Array}
- * @default null
- **/
- this.filters = null;
-
- /**
- * A Shape instance that defines a vector mask (clipping path) for this display object. The shape's transformation
- * will be applied relative to the display object's parent coordinates (as if it were a child of the parent).
- * @property mask
- * @type {Shape}
- * @default null
- */
- this.mask = null;
-
- /**
- * A display object that will be tested when checking mouse interactions or testing {{#crossLink "Container/getObjectsUnderPoint"}}{{/crossLink}}.
- * The hit area will have its transformation applied relative to this display object's coordinate space (as though
- * the hit test object were a child of this display object and relative to its regX/Y). The hitArea will be tested
- * using only its own `alpha` value regardless of the alpha value on the target display object, or the target's
- * ancestors (parents).
- *
- * If set on a {{#crossLink "Container"}}{{/crossLink}}, children of the Container will not receive mouse events.
- * This is similar to setting {{#crossLink "mouseChildren"}}{{/crossLink}} to false.
- *
- * Note that hitArea is NOT currently used by the `hitTest()` method, nor is it supported for {{#crossLink "Stage"}}{{/crossLink}}.
- * @property hitArea
- * @type {DisplayObject}
- * @default null
- */
- this.hitArea = null;
-
- /**
- * A CSS cursor (ex. "pointer", "help", "text", etc) that will be displayed when the user hovers over this display
- * object. You must enable mouseover events using the {{#crossLink "Stage/enableMouseOver"}}{{/crossLink}} method to
- * use this property. Setting a non-null cursor on a Container will override the cursor set on its descendants.
- * @property cursor
- * @type {String}
- * @default null
- */
- this.cursor = null;
-
-
- // private properties:
- /**
- * @property _cacheOffsetX
- * @protected
- * @type {Number}
- * @default 0
- **/
- this._cacheOffsetX = 0;
-
- /**
- * @property _cacheOffsetY
- * @protected
- * @type {Number}
- * @default 0
- **/
- this._cacheOffsetY = 0;
-
- /**
- * @property _filterOffsetX
- * @protected
- * @type {Number}
- * @default 0
- **/
- this._filterOffsetX = 0;
-
- /**
- * @property _filterOffsetY
- * @protected
- * @type {Number}
- * @default 0
- **/
- this._filterOffsetY = 0;
-
- /**
- * @property _cacheScale
- * @protected
- * @type {Number}
- * @default 1
- **/
- this._cacheScale = 1;
-
- /**
- * @property _cacheDataURLID
- * @protected
- * @type {Number}
- * @default 0
- */
- this._cacheDataURLID = 0;
-
- /**
- * @property _cacheDataURL
- * @protected
- * @type {String}
- * @default null
- */
- this._cacheDataURL = null;
-
- /**
- * @property _props
- * @protected
- * @type {DisplayObject}
- * @default null
- **/
- this._props = new createjs.DisplayProps();
-
- /**
- * @property _rectangle
- * @protected
- * @type {Rectangle}
- * @default null
- **/
- this._rectangle = new createjs.Rectangle();
-
- /**
- * @property _bounds
- * @protected
- * @type {Rectangle}
- * @default null
- **/
- this._bounds = null;
- }
- var p = createjs.extend(DisplayObject, createjs.EventDispatcher);
-
- // TODO: deprecated
- // p.initialize = function() {}; // searchable for devs wondering where it is. REMOVED. See docs for details.
-
- // static properties:
- /**
- * Listing of mouse event names. Used in _hasMouseEventListener.
- * @property _MOUSE_EVENTS
- * @protected
- * @static
- * @type {Array}
- **/
- DisplayObject._MOUSE_EVENTS = ["click","dblclick","mousedown","mouseout","mouseover","pressmove","pressup","rollout","rollover"];
-
- /**
- * Suppresses errors generated when using features like hitTest, mouse events, and {{#crossLink "getObjectsUnderPoint"}}{{/crossLink}}
- * with cross domain content.
- * @property suppressCrossDomainErrors
- * @static
- * @type {Boolean}
- * @default false
- **/
- DisplayObject.suppressCrossDomainErrors = false;
-
- /**
- * @property _snapToPixelEnabled
- * @protected
- * @static
- * @type {Boolean}
- * @default false
- **/
- DisplayObject._snapToPixelEnabled = false; // stage.snapToPixelEnabled is temporarily copied here during a draw to provide global access.
-
- /**
- * @property _hitTestCanvas
- * @type {HTMLCanvasElement | Object}
- * @static
- * @protected
- **/
- /**
- * @property _hitTestContext
- * @type {CanvasRenderingContext2D}
- * @static
- * @protected
- **/
- var canvas = createjs.createCanvas?createjs.createCanvas():document.createElement("canvas"); // prevent errors on load in browsers without canvas.
- if (canvas.getContext) {
- DisplayObject._hitTestCanvas = canvas;
- DisplayObject._hitTestContext = canvas.getContext("2d");
- canvas.width = canvas.height = 1;
- }
-
- /**
- * @property _nextCacheID
- * @type {Number}
- * @static
- * @protected
- **/
- DisplayObject._nextCacheID = 1;
-
-
- // events:
- /**
- * Dispatched when the user presses their left mouse button over the display object. See the
- * {{#crossLink "MouseEvent"}}{{/crossLink}} class for a listing of event properties.
- * @event mousedown
- * @since 0.6.0
- */
-
- /**
- * Dispatched when the user presses their left mouse button and then releases it while over the display object.
- * See the {{#crossLink "MouseEvent"}}{{/crossLink}} class for a listing of event properties.
- * @event click
- * @since 0.6.0
- */
-
- /**
- * Dispatched when the user double clicks their left mouse button over this display object.
- * See the {{#crossLink "MouseEvent"}}{{/crossLink}} class for a listing of event properties.
- * @event dblclick
- * @since 0.6.0
- */
-
- /**
- * Dispatched when the user's mouse enters this display object. This event must be enabled using
- * {{#crossLink "Stage/enableMouseOver"}}{{/crossLink}}. See also {{#crossLink "DisplayObject/rollover:event"}}{{/crossLink}}.
- * See the {{#crossLink "MouseEvent"}}{{/crossLink}} class for a listing of event properties.
- * @event mouseover
- * @since 0.6.0
- */
-
- /**
- * Dispatched when the user's mouse leaves this display object. This event must be enabled using
- * {{#crossLink "Stage/enableMouseOver"}}{{/crossLink}}. See also {{#crossLink "DisplayObject/rollout:event"}}{{/crossLink}}.
- * See the {{#crossLink "MouseEvent"}}{{/crossLink}} class for a listing of event properties.
- * @event mouseout
- * @since 0.6.0
- */
-
- /**
- * This event is similar to {{#crossLink "DisplayObject/mouseover:event"}}{{/crossLink}}, with the following
- * differences: it does not bubble, and it considers {{#crossLink "Container"}}{{/crossLink}} instances as an
- * aggregate of their content.
- *
- * For example, myContainer contains two overlapping children: shapeA and shapeB. The user moves their mouse over
- * shapeA and then directly on to shapeB. With a listener for {{#crossLink "mouseover:event"}}{{/crossLink}} on
- * myContainer, two events would be received, each targeting a child element:<OL>
- * <LI>when the mouse enters shapeA (target=shapeA)</LI>
- * <LI>when the mouse enters shapeB (target=shapeB)</LI>
- * </OL>
- * However, with a listener for "rollover" instead, only a single event is received when the mouse first enters
- * the aggregate myContainer content (target=myContainer).
- *
- * This event must be enabled using {{#crossLink "Stage/enableMouseOver"}}{{/crossLink}}.
- * See the {{#crossLink "MouseEvent"}}{{/crossLink}} class for a listing of event properties.
- * @event rollover
- * @since 0.7.0
- */
-
- /**
- * This event is similar to {{#crossLink "DisplayObject/mouseout:event"}}{{/crossLink}}, with the following
- * differences: it does not bubble, and it considers {{#crossLink "Container"}}{{/crossLink}} instances as an
- * aggregate of their content.
- *
- * For example, myContainer contains two overlapping children: shapeA and shapeB. The user moves their mouse over
- * shapeA, then directly on to shapeB, then off both. With a listener for {{#crossLink "mouseout:event"}}{{/crossLink}}
- * on myContainer, two events would be received, each targeting a child element:<OL>
- * <LI>when the mouse leaves shapeA (target=shapeA)</LI>
- * <LI>when the mouse leaves shapeB (target=shapeB)</LI>
- * </OL>
- * However, with a listener for "rollout" instead, only a single event is received when the mouse leaves
- * the aggregate myContainer content (target=myContainer).
- *
- * This event must be enabled using {{#crossLink "Stage/enableMouseOver"}}{{/crossLink}}.
- * See the {{#crossLink "MouseEvent"}}{{/crossLink}} class for a listing of event properties.
- * @event rollout
- * @since 0.7.0
- */
-
- /**
- * After a {{#crossLink "DisplayObject/mousedown:event"}}{{/crossLink}} occurs on a display object, a pressmove
- * event will be generated on that object whenever the mouse moves until the mouse press is released. This can be
- * useful for dragging and similar operations.
- * @event pressmove
- * @since 0.7.0
- */
-
- /**
- * After a {{#crossLink "DisplayObject/mousedown:event"}}{{/crossLink}} occurs on a display object, a pressup event
- * will be generated on that object when that mouse press is released. This can be useful for dragging and similar
- * operations.
- * @event pressup
- * @since 0.7.0
- */
-
- /**
- * Dispatched when the display object is added to a parent container.
- * @event added
- */
-
- /**
- * Dispatched when the display object is removed from its parent container.
- * @event removed
- */
-
- /**
- * Dispatched on each display object on a stage whenever the stage updates. This occurs immediately before the
- * rendering (draw) pass. When {{#crossLink "Stage/update"}}{{/crossLink}} is called, first all display objects on
- * the stage dispatch the tick event, then all of the display objects are drawn to stage. Children will have their
- * {{#crossLink "tick:event"}}{{/crossLink}} event dispatched in order of their depth prior to the event being
- * dispatched on their parent.
- * @event tick
- * @param {Object} target The object that dispatched the event.
- * @param {String} type The event type.
- * @param {Array} params An array containing any arguments that were passed to the Stage.update() method. For
- * example if you called stage.update("hello"), then the params would be ["hello"].
- * @since 0.6.0
- */
-
-
- // getter / setters:
- /**
- * Use the {{#crossLink "DisplayObject/stage:property"}}{{/crossLink}} property instead.
- * @method getStage
- * @return {Stage}
- * @deprecated
- **/
- p.getStage = function() {
- // uses dynamic access to avoid circular dependencies;
- var o = this, _Stage = createjs["Stage"];
- while (o.parent) { o = o.parent; }
- if (o instanceof _Stage) { return o; }
- return null;
- };
-
- /**
- * Returns the Stage instance that this display object will be rendered on, or null if it has not been added to one.
- * @property stage
- * @type {Stage}
- * @readonly
- **/
- try {
- Object.defineProperties(p, {
- stage: { get: p.getStage }
- });
- } catch (e) {}
-
-
- // public methods:
- /**
- * Returns true or false indicating whether the display object would be visible if drawn to a canvas.
- * This does not account for whether it would be visible within the boundaries of the stage.
- *
- * NOTE: This method is mainly for internal use, though it may be useful for advanced uses.
- * @method isVisible
- * @return {Boolean} Boolean indicating whether the display object would be visible if drawn to a canvas
- **/
- p.isVisible = function() {
- return !!(this.visible && this.alpha > 0 && this.scaleX != 0 && this.scaleY != 0);
- };
-
- /**
- * Draws the display object into the specified context ignoring its visible, alpha, shadow, and transform.
- * Returns <code>true</code> if the draw was handled (useful for overriding functionality).
- *
- * NOTE: This method is mainly for internal use, though it may be useful for advanced uses.
- * @method draw
- * @param {CanvasRenderingContext2D} ctx The canvas 2D context object to draw into.
- * @param {Boolean} [ignoreCache=false] Indicates whether the draw operation should ignore any current cache. For example,
- * used for drawing the cache (to prevent it from simply drawing an existing cache back into itself).
- * @return {Boolean}
- **/
- p.draw = function(ctx, ignoreCache) {
- var cacheCanvas = this.cacheCanvas;
- if (ignoreCache || !cacheCanvas) { return false; }
- var scale = this._cacheScale;
- ctx.drawImage(cacheCanvas, this._cacheOffsetX+this._filterOffsetX, this._cacheOffsetY+this._filterOffsetY, cacheCanvas.width/scale, cacheCanvas.height/scale);
- return true;
- };
-
- /**
- * Applies this display object's transformation, alpha, globalCompositeOperation, clipping path (mask), and shadow
- * to the specified context. This is typically called prior to {{#crossLink "DisplayObject/draw"}}{{/crossLink}}.
- * @method updateContext
- * @param {CanvasRenderingContext2D} ctx The canvas 2D to update.
- **/
- p.updateContext = function(ctx) {
- var o=this, mask=o.mask, mtx= o._props.matrix;
-
- if (mask && mask.graphics && !mask.graphics.isEmpty()) {
- mask.getMatrix(mtx);
- ctx.transform(mtx.a, mtx.b, mtx.c, mtx.d, mtx.tx, mtx.ty);
-
- mask.graphics.drawAsPath(ctx);
- ctx.clip();
-
- mtx.invert();
- ctx.transform(mtx.a, mtx.b, mtx.c, mtx.d, mtx.tx, mtx.ty);
- }
-
- this.getMatrix(mtx);
- var tx = mtx.tx, ty = mtx.ty;
- if (DisplayObject._snapToPixelEnabled && o.snapToPixel) {
- tx = tx + (tx < 0 ? -0.5 : 0.5) | 0;
- ty = ty + (ty < 0 ? -0.5 : 0.5) | 0;
- }
- ctx.transform(mtx.a, mtx.b, mtx.c, mtx.d, tx, ty);
- ctx.globalAlpha *= o.alpha;
- if (o.compositeOperation) { ctx.globalCompositeOperation = o.compositeOperation; }
- if (o.shadow) { this._applyShadow(ctx, o.shadow); }
- };
-
- /**
- * Draws the display object into a new canvas, which is then used for subsequent draws. For complex content
- * that does not change frequently (ex. a Container with many children that do not move, or a complex vector Shape),
- * this can provide for much faster rendering because the content does not need to be re-rendered each tick. The
- * cached display object can be moved, rotated, faded, etc freely, however if its content changes, you must
- * manually update the cache by calling <code>updateCache()</code> or <code>cache()</code> again. You must specify
- * the cache area via the x, y, w, and h parameters. This defines the rectangle that will be rendered and cached
- * using this display object's coordinates.
- *
- * <h4>Example</h4>
- * For example if you defined a Shape that drew a circle at 0, 0 with a radius of 25:
- *
- * var shape = new createjs.Shape();
- * shape.graphics.beginFill("#ff0000").drawCircle(0, 0, 25);
- * myShape.cache(-25, -25, 50, 50);
- *
- * Note that filters need to be defined <em>before</em> the cache is applied. Check out the {{#crossLink "Filter"}}{{/crossLink}}
- * class for more information. Some filters (ex. BlurFilter) will not work as expected in conjunction with the scale param.
- *
- * Usually, the resulting cacheCanvas will have the dimensions width*scale by height*scale, however some filters (ex. BlurFilter)
- * will add padding to the canvas dimensions.
- *
- * @method cache
- * @param {Number} x The x coordinate origin for the cache region.
- * @param {Number} y The y coordinate origin for the cache region.
- * @param {Number} width The width of the cache region.
- * @param {Number} height The height of the cache region.
- * @param {Number} [scale=1] The scale at which the cache will be created. For example, if you cache a vector shape using
- * myShape.cache(0,0,100,100,2) then the resulting cacheCanvas will be 200x200 px. This lets you scale and rotate
- * cached elements with greater fidelity. Default is 1.
- **/
- p.cache = function(x, y, width, height, scale) {
- // draw to canvas.
- scale = scale||1;
- if (!this.cacheCanvas) { this.cacheCanvas = createjs.createCanvas?createjs.createCanvas():document.createElement("canvas"); }
- this._cacheWidth = width;
- this._cacheHeight = height;
- this._cacheOffsetX = x;
- this._cacheOffsetY = y;
- this._cacheScale = scale;
- this.updateCache();
- };
-
- /**
- * Redraws the display object to its cache. Calling updateCache without an active cache will throw an error.
- * If compositeOperation is null the current cache will be cleared prior to drawing. Otherwise the display object
- * will be drawn over the existing cache using the specified compositeOperation.
- *
- * <h4>Example</h4>
- * Clear the current graphics of a cached shape, draw some new instructions, and then update the cache. The new line
- * will be drawn on top of the old one.
- *
- * // Not shown: Creating the shape, and caching it.
- * shapeInstance.clear();
- * shapeInstance.setStrokeStyle(3).beginStroke("#ff0000").moveTo(100, 100).lineTo(200,200);
- * shapeInstance.updateCache();
- *
- * @method updateCache
- * @param {String} compositeOperation The compositeOperation to use, or null to clear the cache and redraw it.
- * <a href="http://www.whatwg.org/specs/web-apps/current-work/multipage/the-canvas-element.html#compositing">
- * whatwg spec on compositing</a>.
- **/
- p.updateCache = function(compositeOperation) {
- var cacheCanvas = this.cacheCanvas;
- if (!cacheCanvas) { throw "cache() must be called before updateCache()"; }
- var scale = this._cacheScale, offX = this._cacheOffsetX*scale, offY = this._cacheOffsetY*scale;
- var w = this._cacheWidth, h = this._cacheHeight, ctx = cacheCanvas.getContext("2d");
-
- var fBounds = this._getFilterBounds();
- offX += (this._filterOffsetX = fBounds.x);
- offY += (this._filterOffsetY = fBounds.y);
-
- w = Math.ceil(w*scale) + fBounds.width;
- h = Math.ceil(h*scale) + fBounds.height;
- if (w != cacheCanvas.width || h != cacheCanvas.height) {
- // TODO: it would be nice to preserve the content if there is a compositeOperation.
- cacheCanvas.width = w;
- cacheCanvas.height = h;
- } else if (!compositeOperation) {
- ctx.clearRect(0, 0, w+1, h+1);
- }
-
- ctx.save();
- ctx.globalCompositeOperation = compositeOperation;
- ctx.setTransform(scale, 0, 0, scale, -offX, -offY);
- this.draw(ctx, true);
- // TODO: filters and cache scale don't play well together at present.
- this._applyFilters();
- ctx.restore();
- this.cacheID = DisplayObject._nextCacheID++;
- };
-
- /**
- * Clears the current cache. See {{#crossLink "DisplayObject/cache"}}{{/crossLink}} for more information.
- * @method uncache
- **/
- p.uncache = function() {
- this._cacheDataURL = this.cacheCanvas = null;
- this.cacheID = this._cacheOffsetX = this._cacheOffsetY = this._filterOffsetX = this._filterOffsetY = 0;
- this._cacheScale = 1;
- };
-
- /**
- * Returns a data URL for the cache, or null if this display object is not cached.
- * Uses cacheID to ensure a new data URL is not generated if the cache has not changed.
- * @method getCacheDataURL
- * @return {String} The image data url for the cache.
- **/
- p.getCacheDataURL = function() {
- if (!this.cacheCanvas) { return null; }
- if (this.cacheID != this._cacheDataURLID) { this._cacheDataURL = this.cacheCanvas.toDataURL(); }
- return this._cacheDataURL;
- };
-
- /**
- * Transforms the specified x and y position from the coordinate space of the display object
- * to the global (stage) coordinate space. For example, this could be used to position an HTML label
- * over a specific point on a nested display object. Returns a Point instance with x and y properties
- * correlating to the transformed coordinates on the stage.
- *
- * <h4>Example</h4>
- *
- * displayObject.x = 300;
- * displayObject.y = 200;
- * stage.addChild(displayObject);
- * var point = displayObject.localToGlobal(100, 100);
- * // Results in x=400, y=300
- *
- * @method localToGlobal
- * @param {Number} x The x position in the source display object to transform.
- * @param {Number} y The y position in the source display object to transform.
- * @param {Point | Object} [pt] An object to copy the result into. If omitted a new Point object with x/y properties will be returned.
- * @return {Point} A Point instance with x and y properties correlating to the transformed coordinates
- * on the stage.
- **/
- p.localToGlobal = function(x, y, pt) {
- return this.getConcatenatedMatrix(this._props.matrix).transformPoint(x,y, pt||new createjs.Point());
- };
-
- /**
- * Transforms the specified x and y position from the global (stage) coordinate space to the
- * coordinate space of the display object. For example, this could be used to determine
- * the current mouse position within the display object. Returns a Point instance with x and y properties
- * correlating to the transformed position in the display object's coordinate space.
- *
- * <h4>Example</h4>
- *
- * displayObject.x = 300;
- * displayObject.y = 200;
- * stage.addChild(displayObject);
- * var point = displayObject.globalToLocal(100, 100);
- * // Results in x=-200, y=-100
- *
- * @method globalToLocal
- * @param {Number} x The x position on the stage to transform.
- * @param {Number} y The y position on the stage to transform.
- * @param {Point | Object} [pt] An object to copy the result into. If omitted a new Point object with x/y properties will be returned.
- * @return {Point} A Point instance with x and y properties correlating to the transformed position in the
- * display object's coordinate space.
- **/
- p.globalToLocal = function(x, y, pt) {
- return this.getConcatenatedMatrix(this._props.matrix).invert().transformPoint(x,y, pt||new createjs.Point());
- };
-
- /**
- * Transforms the specified x and y position from the coordinate space of this display object to the coordinate
- * space of the target display object. Returns a Point instance with x and y properties correlating to the
- * transformed position in the target's coordinate space. Effectively the same as using the following code with
- * {{#crossLink "DisplayObject/localToGlobal"}}{{/crossLink}} and {{#crossLink "DisplayObject/globalToLocal"}}{{/crossLink}}.
- *
- * var pt = this.localToGlobal(x, y);
- * pt = target.globalToLocal(pt.x, pt.y);
- *
- * @method localToLocal
- * @param {Number} x The x position in the source display object to transform.
- * @param {Number} y The y position on the source display object to transform.
- * @param {DisplayObject} target The target display object to which the coordinates will be transformed.
- * @param {Point | Object} [pt] An object to copy the result into. If omitted a new Point object with x/y properties will be returned.
- * @return {Point} Returns a Point instance with x and y properties correlating to the transformed position
- * in the target's coordinate space.
- **/
- p.localToLocal = function(x, y, target, pt) {
- pt = this.localToGlobal(x, y, pt);
- return target.globalToLocal(pt.x, pt.y, pt);
- };
-
- /**
- * Shortcut method to quickly set the transform properties on the display object. All parameters are optional.
- * Omitted parameters will have the default value set.
- *
- * <h4>Example</h4>
- *
- * displayObject.setTransform(100, 100, 2, 2);
- *
- * @method setTransform
- * @param {Number} [x=0] The horizontal translation (x position) in pixels
- * @param {Number} [y=0] The vertical translation (y position) in pixels
- * @param {Number} [scaleX=1] The horizontal scale, as a percentage of 1
- * @param {Number} [scaleY=1] the vertical scale, as a percentage of 1
- * @param {Number} [rotation=0] The rotation, in degrees
- * @param {Number} [skewX=0] The horizontal skew factor
- * @param {Number} [skewY=0] The vertical skew factor
- * @param {Number} [regX=0] The horizontal registration point in pixels
- * @param {Number} [regY=0] The vertical registration point in pixels
- * @return {DisplayObject} Returns this instance. Useful for chaining commands.
- * @chainable
- */
- p.setTransform = function(x, y, scaleX, scaleY, rotation, skewX, skewY, regX, regY) {
- this.x = x || 0;
- this.y = y || 0;
- this.scaleX = scaleX == null ? 1 : scaleX;
- this.scaleY = scaleY == null ? 1 : scaleY;
- this.rotation = rotation || 0;
- this.skewX = skewX || 0;
- this.skewY = skewY || 0;
- this.regX = regX || 0;
- this.regY = regY || 0;
- return this;
- };
-
- /**
- * Returns a matrix based on this object's current transform.
- * @method getMatrix
- * @param {Matrix2D} matrix Optional. A Matrix2D object to populate with the calculated values. If null, a new
- * Matrix object is returned.
- * @return {Matrix2D} A matrix representing this display object's transform.
- **/
- p.getMatrix = function(matrix) {
- var o = this, mtx = matrix&&matrix.identity() || new createjs.Matrix2D();
- return o.transformMatrix ? mtx.copy(o.transformMatrix) : mtx.appendTransform(o.x, o.y, o.scaleX, o.scaleY, o.rotation, o.skewX, o.skewY, o.regX, o.regY);
- };
-
- /**
- * Generates a Matrix2D object representing the combined transform of the display object and all of its
- * parent Containers up to the highest level ancestor (usually the {{#crossLink "Stage"}}{{/crossLink}}). This can
- * be used to transform positions between coordinate spaces, such as with {{#crossLink "DisplayObject/localToGlobal"}}{{/crossLink}}
- * and {{#crossLink "DisplayObject/globalToLocal"}}{{/crossLink}}.
- * @method getConcatenatedMatrix
- * @param {Matrix2D} [matrix] A {{#crossLink "Matrix2D"}}{{/crossLink}} object to populate with the calculated values.
- * If null, a new Matrix2D object is returned.
- * @return {Matrix2D} The combined matrix.
- **/
- p.getConcatenatedMatrix = function(matrix) {
- var o = this, mtx = this.getMatrix(matrix);
- while (o = o.parent) {
- mtx.prependMatrix(o.getMatrix(o._props.matrix));
- }
- return mtx;
- };
-
- /**
- * Generates a DisplayProps object representing the combined display properties of the object and all of its
- * parent Containers up to the highest level ancestor (usually the {{#crossLink "Stage"}}{{/crossLink}}).
- * @method getConcatenatedDisplayProps
- * @param {DisplayProps} [props] A {{#crossLink "DisplayProps"}}{{/crossLink}} object to populate with the calculated values.
- * If null, a new DisplayProps object is returned.
- * @return {DisplayProps} The combined display properties.
- **/
- p.getConcatenatedDisplayProps = function(props) {
- props = props ? props.identity() : new createjs.DisplayProps();
- var o = this, mtx = o.getMatrix(props.matrix);
- do {
- props.prepend(o.visible, o.alpha, o.shadow, o.compositeOperation);
-
- // we do this to avoid problems with the matrix being used for both operations when o._props.matrix is passed in as the props param.
- // this could be simplified (ie. just done as part of the prepend above) if we switched to using a pool.
- if (o != this) { mtx.prependMatrix(o.getMatrix(o._props.matrix)); }
- } while (o = o.parent);
- return props;
- };
-
- /**
- * Tests whether the display object intersects the specified point in <em>local</em> coordinates (ie. draws a pixel
- * with alpha > 0 at the specified position). This ignores the alpha, shadow, hitArea, mask, and compositeOperation
- * of the display object.
- *
- * <h4>Example</h4>
- *
- * var myShape = new createjs.Shape();
- * myShape.graphics.beginFill("red").drawRect(100, 100, 20, 50);
- *
- * console.log(myShape.hitTest(10,10); // false
- * console.log(myShape.hitTest(110, 25); // true
- *
- * Note that to use Stage coordinates (such as {{#crossLink "Stage/mouseX:property"}}{{/crossLink}}), they must
- * first be converted to local coordinates:
- *
- * stage.addEventListener("stagemousedown", handleMouseDown);
- * function handleMouseDown(event) {
- * var p = myShape.globalToLocal(stage.mouseX, stage.mouseY);
- * var hit = myShape.hitTest(p.x, p.y);
- * }
- *
- * Shape-to-shape collision is not currently supported by EaselJS.
- *
- * @method hitTest
- * @param {Number} x The x position to check in the display object's local coordinates.
- * @param {Number} y The y position to check in the display object's local coordinates.
- * @return {Boolean} A Boolean indicating whether a visible portion of the DisplayObject intersect the specified
- * local Point.
- */
- p.hitTest = function(x, y) {
- var ctx = DisplayObject._hitTestContext;
- ctx.setTransform(1, 0, 0, 1, -x, -y);
- this.draw(ctx);
-
- var hit = this._testHit(ctx);
- ctx.setTransform(1, 0, 0, 1, 0, 0);
- ctx.clearRect(0, 0, 2, 2);
- return hit;
- };
-
- /**
- * Provides a chainable shortcut method for setting a number of properties on the instance.
- *
- * <h4>Example</h4>
- *
- * var myGraphics = new createjs.Graphics().beginFill("#ff0000").drawCircle(0, 0, 25);
- * var shape = stage.addChild(new createjs.Shape()).set({graphics:myGraphics, x:100, y:100, alpha:0.5});
- *
- * @method set
- * @param {Object} props A generic object containing properties to copy to the DisplayObject instance.
- * @return {DisplayObject} Returns the instance the method is called on (useful for chaining calls.)
- * @chainable
- */
- p.set = function(props) {
- for (var n in props) { this[n] = props[n]; }
- return this;
- };
-
- /**
- * Returns a rectangle representing this object's bounds in its local coordinate system (ie. with no transformation).
- * Objects that have been cached will return the bounds of the cache.
- *
- * Not all display objects can calculate their own bounds (ex. Shape). For these objects, you can use
- * {{#crossLink "DisplayObject/setBounds"}}{{/crossLink}} so that they are included when calculating Container
- * bounds.
- *
- * <table>
- * <tr><td><b>All</b></td><td>
- * All display objects support setting bounds manually using setBounds(). Likewise, display objects that
- * have been cached using cache() will return the bounds of their cache. Manual and cache bounds will override
- * the automatic calculations listed below.
- * </td></tr>
- * <tr><td><b>Bitmap</b></td><td>
- * Returns the width and height of the sourceRect (if specified) or image, extending from (x=0,y=0).
- * </td></tr>
- * <tr><td><b>Sprite</b></td><td>
- * Returns the bounds of the current frame. May have non-zero x/y if a frame registration point was specified
- * in the spritesheet data. See also {{#crossLink "SpriteSheet/getFrameBounds"}}{{/crossLink}}
- * </td></tr>
- * <tr><td><b>Container</b></td><td>
- * Returns the aggregate (combined) bounds of all children that return a non-null value from getBounds().
- * </td></tr>
- * <tr><td><b>Shape</b></td><td>
- * Does not currently support automatic bounds calculations. Use setBounds() to manually define bounds.
- * </td></tr>
- * <tr><td><b>Text</b></td><td>
- * Returns approximate bounds. Horizontal values (x/width) are quite accurate, but vertical values (y/height) are
- * not, especially when using textBaseline values other than "top".
- * </td></tr>
- * <tr><td><b>BitmapText</b></td><td>
- * Returns approximate bounds. Values will be more accurate if spritesheet frame registration points are close
- * to (x=0,y=0).
- * </td></tr>
- * </table>
- *
- * Bounds can be expensive to calculate for some objects (ex. text, or containers with many children), and
- * are recalculated each time you call getBounds(). You can prevent recalculation on static objects by setting the
- * bounds explicitly:
- *
- * var bounds = obj.getBounds();
- * obj.setBounds(bounds.x, bounds.y, bounds.width, bounds.height);
- * // getBounds will now use the set values, instead of recalculating
- *
- * To reduce memory impact, the returned Rectangle instance may be reused internally; clone the instance or copy its
- * values if you need to retain it.
- *
- * var myBounds = obj.getBounds().clone();
- * // OR:
- * myRect.copy(obj.getBounds());
- *
- * @method getBounds
- * @return {Rectangle} A Rectangle instance representing the bounds, or null if bounds are not available for this
- * object.
- **/
- p.getBounds = function() {
- if (this._bounds) { return this._rectangle.copy(this._bounds); }
- var cacheCanvas = this.cacheCanvas;
- if (cacheCanvas) {
- var scale = this._cacheScale;
- return this._rectangle.setValues(this._cacheOffsetX, this._cacheOffsetY, cacheCanvas.width/scale, cacheCanvas.height/scale);
- }
- return null;
- };
-
- /**
- * Returns a rectangle representing this object's bounds in its parent's coordinate system (ie. with transformations applied).
- * Objects that have been cached will return the transformed bounds of the cache.
- *
- * Not all display objects can calculate their own bounds (ex. Shape). For these objects, you can use
- * {{#crossLink "DisplayObject/setBounds"}}{{/crossLink}} so that they are included when calculating Container
- * bounds.
- *
- * To reduce memory impact, the returned Rectangle instance may be reused internally; clone the instance or copy its
- * values if you need to retain it.
- *
- * Container instances calculate aggregate bounds for all children that return bounds via getBounds.
- * @method getTransformedBounds
- * @return {Rectangle} A Rectangle instance representing the bounds, or null if bounds are not available for this object.
- **/
- p.getTransformedBounds = function() {
- return this._getBounds();
- };
-
- /**
- * Allows you to manually specify the bounds of an object that either cannot calculate their own bounds (ex. Shape &
- * Text) for future reference, or so the object can be included in Container bounds. Manually set bounds will always
- * override calculated bounds.
- *
- * The bounds should be specified in the object's local (untransformed) coordinates. For example, a Shape instance
- * with a 25px radius circle centered at 0,0 would have bounds of (-25, -25, 50, 50).
- * @method setBounds
- * @param {Number} x The x origin of the bounds. Pass null to remove the manual bounds.
- * @param {Number} y The y origin of the bounds.
- * @param {Number} width The width of the bounds.
- * @param {Number} height The height of the bounds.
- **/
- p.setBounds = function(x, y, width, height) {
- if (x == null) { this._bounds = x; }
- this._bounds = (this._bounds || new createjs.Rectangle()).setValues(x, y, width, height);
- };
-
- /**
- * Returns a clone of this DisplayObject. Some properties that are specific to this instance's current context are
- * reverted to their defaults (for example .parent). Caches are not maintained across clones, and some elements
- * are copied by reference (masks, individual filter instances, hit area)
- * @method clone
- * @return {DisplayObject} A clone of the current DisplayObject instance.
- **/
- p.clone = function() {
- return this._cloneProps(new DisplayObject());
- };
-
- /**
- * Returns a string representation of this object.
- * @method toString
- * @return {String} a string representation of the instance.
- **/
- p.toString = function() {
- return "[DisplayObject (name="+ this.name +")]";
- };
-
-
- // private methods:
- // separated so it can be used more easily in subclasses:
- /**
- * @method _cloneProps
- * @param {DisplayObject} o The DisplayObject instance which will have properties from the current DisplayObject
- * instance copied into.
- * @return {DisplayObject} o
- * @protected
- **/
- p._cloneProps = function(o) {
- o.alpha = this.alpha;
- o.mouseEnabled = this.mouseEnabled;
- o.tickEnabled = this.tickEnabled;
- o.name = this.name;
- o.regX = this.regX;
- o.regY = this.regY;
- o.rotation = this.rotation;
- o.scaleX = this.scaleX;
- o.scaleY = this.scaleY;
- o.shadow = this.shadow;
- o.skewX = this.skewX;
- o.skewY = this.skewY;
- o.visible = this.visible;
- o.x = this.x;
- o.y = this.y;
- o.compositeOperation = this.compositeOperation;
- o.snapToPixel = this.snapToPixel;
- o.filters = this.filters==null?null:this.filters.slice(0);
- o.mask = this.mask;
- o.hitArea = this.hitArea;
- o.cursor = this.cursor;
- o._bounds = this._bounds;
- return o;
- };
-
- /**
- * @method _applyShadow
- * @protected
- * @param {CanvasRenderingContext2D} ctx
- * @param {Shadow} shadow
- **/
- p._applyShadow = function(ctx, shadow) {
- shadow = shadow || Shadow.identity;
- ctx.shadowColor = shadow.color;
- ctx.shadowOffsetX = shadow.offsetX;
- ctx.shadowOffsetY = shadow.offsetY;
- ctx.shadowBlur = shadow.blur;
- };
-
-
- /**
- * @method _tick
- * @param {Object} evtObj An event object that will be dispatched to all tick listeners. This object is reused between dispatchers to reduce construction & GC costs.
- * @protected
- **/
- p._tick = function(evtObj) {
- // because tick can be really performance sensitive, check for listeners before calling dispatchEvent.
- var ls = this._listeners;
- if (ls && ls["tick"]) {
- // reset & reuse the event object to avoid construction / GC costs:
- evtObj.target = null;
- evtObj.propagationStopped = evtObj.immediatePropagationStopped = false;
- this.dispatchEvent(evtObj);
- }
- };
-
- /**
- * @method _testHit
- * @protected
- * @param {CanvasRenderingContext2D} ctx
- * @return {Boolean}
- **/
- p._testHit = function(ctx) {
- try {
- var hit = ctx.getImageData(0, 0, 1, 1).data[3] > 1;
- } catch (e) {
- if (!DisplayObject.suppressCrossDomainErrors) {
- throw "An error has occurred. This is most likely due to security restrictions on reading canvas pixel data with local or cross-domain images.";
- }
- }
- return hit;
- };
-
- /**
- * @method _applyFilters
- * @protected
- **/
- p._applyFilters = function() {
- if (!this.filters || this.filters.length == 0 || !this.cacheCanvas) { return; }
- var l = this.filters.length;
- var ctx = this.cacheCanvas.getContext("2d");
- var w = this.cacheCanvas.width;
- var h = this.cacheCanvas.height;
- for (var i=0; i<l; i++) {
- this.filters[i].applyFilter(ctx, 0, 0, w, h);
- }
- };
-
- /**
- * @method _getFilterBounds
- * @return {Rectangle}
- * @protected
- **/
- p._getFilterBounds = function(rect) {
- var l, filters = this.filters, bounds = this._rectangle.setValues(0,0,0,0);
- if (!filters || !(l=filters.length)) { return bounds; }
-
- for (var i=0; i<l; i++) {
- var f = this.filters[i];
- f.getBounds&&f.getBounds(bounds);
- }
- return bounds;
- };
-
- /**
- * @method _getBounds
- * @param {Matrix2D} matrix
- * @param {Boolean} ignoreTransform If true, does not apply this object's transform.
- * @return {Rectangle}
- * @protected
- **/
- p._getBounds = function(matrix, ignoreTransform){
- return this._transformBounds(this.getBounds(), matrix, ignoreTransform);
- };
-
- /**
- * @method _transformBounds
- * @param {Rectangle} bounds
- * @param {Matrix2D} matrix
- * @param {Boolean} ignoreTransform
- * @return {Rectangle}
- * @protected
- **/
- p._transformBounds = function(bounds, matrix, ignoreTransform) {
- if (!bounds) { return bounds; }
- var x = bounds.x, y = bounds.y, width = bounds.width, height = bounds.height, mtx = this._props.matrix;
- mtx = ignoreTransform ? mtx.identity() : this.getMatrix(mtx);
-
- if (x || y) { mtx.appendTransform(0,0,1,1,0,0,0,-x,-y); } // TODO: simplify this.
- if (matrix) { mtx.prependMatrix(matrix); }
-
- var x_a = width*mtx.a, x_b = width*mtx.b;
- var y_c = height*mtx.c, y_d = height*mtx.d;
- var tx = mtx.tx, ty = mtx.ty;
-
- var minX = tx, maxX = tx, minY = ty, maxY = ty;
-
- if ((x = x_a + tx) < minX) { minX = x; } else if (x > maxX) { maxX = x; }
- if ((x = x_a + y_c + tx) < minX) { minX = x; } else if (x > maxX) { maxX = x; }
- if ((x = y_c + tx) < minX) { minX = x; } else if (x > maxX) { maxX = x; }
-
- if ((y = x_b + ty) < minY) { minY = y; } else if (y > maxY) { maxY = y; }
- if ((y = x_b + y_d + ty) < minY) { minY = y; } else if (y > maxY) { maxY = y; }
- if ((y = y_d + ty) < minY) { minY = y; } else if (y > maxY) { maxY = y; }
-
- return bounds.setValues(minX, minY, maxX-minX, maxY-minY);
- };
-
- /**
- * Indicates whether the display object has any mouse event listeners or a cursor.
- * @method _isMouseOpaque
- * @return {Boolean}
- * @protected
- **/
- p._hasMouseEventListener = function() {
- var evts = DisplayObject._MOUSE_EVENTS;
- for (var i= 0, l=evts.length; i<l; i++) {
- if (this.hasEventListener(evts[i])) { return true; }
- }
- return !!this.cursor;
- };
-
- createjs.DisplayObject = createjs.promote(DisplayObject, "EventDispatcher");
- }());
-
- //##############################################################################
- // Container.js
- //##############################################################################
-
- this.createjs = this.createjs||{};
-
- (function() {
- "use strict";
-
-
- // constructor:
- /**
- * A Container is a nestable display list that allows you to work with compound display elements. For example you could
- * group arm, leg, torso and head {{#crossLink "Bitmap"}}{{/crossLink}} instances together into a Person Container, and
- * transform them as a group, while still being able to move the individual parts relative to each other. Children of
- * containers have their <code>transform</code> and <code>alpha</code> properties concatenated with their parent
- * Container.
- *
- * For example, a {{#crossLink "Shape"}}{{/crossLink}} with x=100 and alpha=0.5, placed in a Container with <code>x=50</code>
- * and <code>alpha=0.7</code> will be rendered to the canvas at <code>x=150</code> and <code>alpha=0.35</code>.
- * Containers have some overhead, so you generally shouldn't create a Container to hold a single child.
- *
- * <h4>Example</h4>
- *
- * var container = new createjs.Container();
- * container.addChild(bitmapInstance, shapeInstance);
- * container.x = 100;
- *
- * @class Container
- * @extends DisplayObject
- * @constructor
- **/
- function Container() {
- this.DisplayObject_constructor();
-
- // public properties:
- /**
- * The array of children in the display list. You should usually use the child management methods such as
- * {{#crossLink "Container/addChild"}}{{/crossLink}}, {{#crossLink "Container/removeChild"}}{{/crossLink}},
- * {{#crossLink "Container/swapChildren"}}{{/crossLink}}, etc, rather than accessing this directly, but it is
- * included for advanced uses.
- * @property children
- * @type Array
- * @default null
- **/
- this.children = [];
-
- /**
- * Indicates whether the children of this container are independently enabled for mouse/pointer interaction.
- * If false, the children will be aggregated under the container - for example, a click on a child shape would
- * trigger a click event on the container.
- * @property mouseChildren
- * @type Boolean
- * @default true
- **/
- this.mouseChildren = true;
-
- /**
- * If false, the tick will not be propagated to children of this Container. This can provide some performance benefits.
- * In addition to preventing the "tick" event from being dispatched, it will also prevent tick related updates
- * on some display objects (ex. Sprite & MovieClip frame advancing, DOMElement visibility handling).
- * @property tickChildren
- * @type Boolean
- * @default true
- **/
- this.tickChildren = true;
- }
- var p = createjs.extend(Container, createjs.DisplayObject);
-
-
- // getter / setters:
- /**
- * Use the {{#crossLink "Container/numChildren:property"}}{{/crossLink}} property instead.
- * @method getNumChildren
- * @return {Number}
- * @deprecated
- **/
- p.getNumChildren = function() {
- return this.children.length;
- };
-
- /**
- * Returns the number of children in the container.
- * @property numChildren
- * @type {Number}
- * @readonly
- **/
- try {
- Object.defineProperties(p, {
- numChildren: { get: p.getNumChildren }
- });
- } catch (e) {}
-
-
- // public methods:
- /**
- * Constructor alias for backwards compatibility. This method will be removed in future versions.
- * Subclasses should be updated to use {{#crossLink "Utility Methods/extends"}}{{/crossLink}}.
- * @method initialize
- * @deprecated in favour of `createjs.promote()`
- **/
- p.initialize = Container; // TODO: deprecated.
-
- /**
- * Returns true or false indicating whether the display object would be visible if drawn to a canvas.
- * This does not account for whether it would be visible within the boundaries of the stage.
- *
- * NOTE: This method is mainly for internal use, though it may be useful for advanced uses.
- * @method isVisible
- * @return {Boolean} Boolean indicating whether the display object would be visible if drawn to a canvas
- **/
- p.isVisible = function() {
- var hasContent = this.cacheCanvas || this.children.length;
- return !!(this.visible && this.alpha > 0 && this.scaleX != 0 && this.scaleY != 0 && hasContent);
- };
-
- /**
- * Draws the display object into the specified context ignoring its visible, alpha, shadow, and transform.
- * Returns true if the draw was handled (useful for overriding functionality).
- *
- * NOTE: This method is mainly for internal use, though it may be useful for advanced uses.
- * @method draw
- * @param {CanvasRenderingContext2D} ctx The canvas 2D context object to draw into.
- * @param {Boolean} [ignoreCache=false] Indicates whether the draw operation should ignore any current cache.
- * For example, used for drawing the cache (to prevent it from simply drawing an existing cache back
- * into itself).
- **/
- p.draw = function(ctx, ignoreCache) {
- if (this.DisplayObject_draw(ctx, ignoreCache)) { return true; }
-
- // this ensures we don't have issues with display list changes that occur during a draw:
- var list = this.children.slice();
- for (var i=0,l=list.length; i<l; i++) {
- var child = list[i];
- if (!child.isVisible()) { continue; }
-
- // draw the child:
- ctx.save();
- child.updateContext(ctx);
- child.draw(ctx);
- ctx.restore();
- }
- return true;
- };
-
- /**
- * Adds a child to the top of the display list.
- *
- * <h4>Example</h4>
- *
- * container.addChild(bitmapInstance);
- *
- * You can also add multiple children at once:
- *
- * container.addChild(bitmapInstance, shapeInstance, textInstance);
- *
- * @method addChild
- * @param {DisplayObject} child The display object to add.
- * @return {DisplayObject} The child that was added, or the last child if multiple children were added.
- **/
- p.addChild = function(child) {
- if (child == null) { return child; }
- var l = arguments.length;
- if (l > 1) {
- for (var i=0; i<l; i++) { this.addChild(arguments[i]); }
- return arguments[l-1];
- }
- if (child.parent) { child.parent.removeChild(child); }
- child.parent = this;
- this.children.push(child);
- child.dispatchEvent("added");
- return child;
- };
-
- /**
- * Adds a child to the display list at the specified index, bumping children at equal or greater indexes up one, and
- * setting its parent to this Container.
- *
- * <h4>Example</h4>
- *
- * addChildAt(child1, index);
- *
- * You can also add multiple children, such as:
- *
- * addChildAt(child1, child2, ..., index);
- *
- * The index must be between 0 and numChildren. For example, to add myShape under otherShape in the display list,
- * you could use:
- *
- * container.addChildAt(myShape, container.getChildIndex(otherShape));
- *
- * This would also bump otherShape's index up by one. Fails silently if the index is out of range.
- *
- * @method addChildAt
- * @param {DisplayObject} child The display object to add.
- * @param {Number} index The index to add the child at.
- * @return {DisplayObject} Returns the last child that was added, or the last child if multiple children were added.
- **/
- p.addChildAt = function(child, index) {
- var l = arguments.length;
- var indx = arguments[l-1]; // can't use the same name as the index param or it replaces arguments[1]
- if (indx < 0 || indx > this.children.length) { return arguments[l-2]; }
- if (l > 2) {
- for (var i=0; i<l-1; i++) { this.addChildAt(arguments[i], indx+i); }
- return arguments[l-2];
- }
- if (child.parent) { child.parent.removeChild(child); }
- child.parent = this;
- this.children.splice(index, 0, child);
- child.dispatchEvent("added");
- return child;
- };
-
- /**
- * Removes the specified child from the display list. Note that it is faster to use removeChildAt() if the index is
- * already known.
- *
- * <h4>Example</h4>
- *
- * container.removeChild(child);
- *
- * You can also remove multiple children:
- *
- * removeChild(child1, child2, ...);
- *
- * Returns true if the child (or children) was removed, or false if it was not in the display list.
- * @method removeChild
- * @param {DisplayObject} child The child to remove.
- * @return {Boolean} true if the child (or children) was removed, or false if it was not in the display list.
- **/
- p.removeChild = function(child) {
- var l = arguments.length;
- if (l > 1) {
- var good = true;
- for (var i=0; i<l; i++) { good = good && this.removeChild(arguments[i]); }
- return good;
- }
- return this.removeChildAt(createjs.indexOf(this.children, child));
- };
-
- /**
- * Removes the child at the specified index from the display list, and sets its parent to null.
- *
- * <h4>Example</h4>
- *
- * container.removeChildAt(2);
- *
- * You can also remove multiple children:
- *
- * container.removeChild(2, 7, ...)
- *
- * Returns true if the child (or children) was removed, or false if any index was out of range.
- * @method removeChildAt
- * @param {Number} index The index of the child to remove.
- * @return {Boolean} true if the child (or children) was removed, or false if any index was out of range.
- **/
- p.removeChildAt = function(index) {
- var l = arguments.length;
- if (l > 1) {
- var a = [];
- for (var i=0; i<l; i++) { a[i] = arguments[i]; }
- a.sort(function(a, b) { return b-a; });
- var good = true;
- for (var i=0; i<l; i++) { good = good && this.removeChildAt(a[i]); }
- return good;
- }
- if (index < 0 || index > this.children.length-1) { return false; }
- var child = this.children[index];
- if (child) { child.parent = null; }
- this.children.splice(index, 1);
- child.dispatchEvent("removed");
- return true;
- };
-
- /**
- * Removes all children from the display list.
- *
- * <h4>Example</h4>
- *
- * container.removeAllChildren();
- *
- * @method removeAllChildren
- **/
- p.removeAllChildren = function() {
- var kids = this.children;
- while (kids.length) { this.removeChildAt(0); }
- };
-
- /**
- * Returns the child at the specified index.
- *
- * <h4>Example</h4>
- *
- * container.getChildAt(2);
- *
- * @method getChildAt
- * @param {Number} index The index of the child to return.
- * @return {DisplayObject} The child at the specified index. Returns null if there is no child at the index.
- **/
- p.getChildAt = function(index) {
- return this.children[index];
- };
-
- /**
- * Returns the child with the specified name.
- * @method getChildByName
- * @param {String} name The name of the child to return.
- * @return {DisplayObject} The child with the specified name.
- **/
- p.getChildByName = function(name) {
- var kids = this.children;
- for (var i=0,l=kids.length;i<l;i++) {
- if(kids[i].name == name) { return kids[i]; }
- }
- return null;
- };
-
- /**
- * Performs an array sort operation on the child list.
- *
- * <h4>Example: Display children with a higher y in front.</h4>
- *
- * var sortFunction = function(obj1, obj2, options) {
- * if (obj1.y > obj2.y) { return 1; }
- * if (obj1.y < obj2.y) { return -1; }
- * return 0;
- * }
- * container.sortChildren(sortFunction);
- *
- * @method sortChildren
- * @param {Function} sortFunction the function to use to sort the child list. See JavaScript's <code>Array.sort</code>
- * documentation for details.
- **/
- p.sortChildren = function(sortFunction) {
- this.children.sort(sortFunction);
- };
-
- /**
- * Returns the index of the specified child in the display list, or -1 if it is not in the display list.
- *
- * <h4>Example</h4>
- *
- * var index = container.getChildIndex(child);
- *
- * @method getChildIndex
- * @param {DisplayObject} child The child to return the index of.
- * @return {Number} The index of the specified child. -1 if the child is not found.
- **/
- p.getChildIndex = function(child) {
- return createjs.indexOf(this.children, child);
- };
-
- /**
- * Swaps the children at the specified indexes. Fails silently if either index is out of range.
- * @method swapChildrenAt
- * @param {Number} index1
- * @param {Number} index2
- **/
- p.swapChildrenAt = function(index1, index2) {
- var kids = this.children;
- var o1 = kids[index1];
- var o2 = kids[index2];
- if (!o1 || !o2) { return; }
- kids[index1] = o2;
- kids[index2] = o1;
- };
-
- /**
- * Swaps the specified children's depth in the display list. Fails silently if either child is not a child of this
- * Container.
- * @method swapChildren
- * @param {DisplayObject} child1
- * @param {DisplayObject} child2
- **/
- p.swapChildren = function(child1, child2) {
- var kids = this.children;
- var index1,index2;
- for (var i=0,l=kids.length;i<l;i++) {
- if (kids[i] == child1) { index1 = i; }
- if (kids[i] == child2) { index2 = i; }
- if (index1 != null && index2 != null) { break; }
- }
- if (i==l) { return; } // TODO: throw error?
- kids[index1] = child2;
- kids[index2] = child1;
- };
-
- /**
- * Changes the depth of the specified child. Fails silently if the child is not a child of this container, or the index is out of range.
- * @param {DisplayObject} child
- * @param {Number} index
- * @method setChildIndex
- **/
- p.setChildIndex = function(child, index) {
- var kids = this.children, l=kids.length;
- if (child.parent != this || index < 0 || index >= l) { return; }
- for (var i=0;i<l;i++) {
- if (kids[i] == child) { break; }
- }
- if (i==l || i == index) { return; }
- kids.splice(i,1);
- kids.splice(index,0,child);
- };
-
- /**
- * Returns true if the specified display object either is this container or is a descendent (child, grandchild, etc)
- * of this container.
- * @method contains
- * @param {DisplayObject} child The DisplayObject to be checked.
- * @return {Boolean} true if the specified display object either is this container or is a descendent.
- **/
- p.contains = function(child) {
- while (child) {
- if (child == this) { return true; }
- child = child.parent;
- }
- return false;
- };
-
- /**
- * Tests whether the display object intersects the specified local point (ie. draws a pixel with alpha > 0 at the
- * specified position). This ignores the alpha, shadow and compositeOperation of the display object, and all
- * transform properties including regX/Y.
- * @method hitTest
- * @param {Number} x The x position to check in the display object's local coordinates.
- * @param {Number} y The y position to check in the display object's local coordinates.
- * @return {Boolean} A Boolean indicating whether there is a visible section of a DisplayObject that overlaps the specified
- * coordinates.
- **/
- p.hitTest = function(x, y) {
- // TODO: optimize to use the fast cache check where possible.
- return (this.getObjectUnderPoint(x, y) != null);
- };
-
- /**
- * Returns an array of all display objects under the specified coordinates that are in this container's display
- * list. This routine ignores any display objects with {{#crossLink "DisplayObject/mouseEnabled:property"}}{{/crossLink}}
- * set to `false`. The array will be sorted in order of visual depth, with the top-most display object at index 0.
- * This uses shape based hit detection, and can be an expensive operation to run, so it is best to use it carefully.
- * For example, if testing for objects under the mouse, test on tick (instead of on {{#crossLink "DisplayObject/mousemove:event"}}{{/crossLink}}),
- * and only if the mouse's position has changed.
- *
- * <ul>
- * <li>By default (mode=0) this method evaluates all display objects.</li>
- * <li>By setting the `mode` parameter to `1`, the {{#crossLink "DisplayObject/mouseEnabled:property"}}{{/crossLink}}
- * and {{#crossLink "mouseChildren:property"}}{{/crossLink}} properties will be respected.</li>
- * <li>Setting the `mode` to `2` additionally excludes display objects that do not have active mouse event
- * listeners or a {{#crossLink "DisplayObject:cursor:property"}}{{/crossLink}} property. That is, only objects
- * that would normally intercept mouse interaction will be included. This can significantly improve performance
- * in some cases by reducing the number of display objects that need to be tested.</li>
- * </li>
- *
- * This method accounts for both {{#crossLink "DisplayObject/hitArea:property"}}{{/crossLink}} and {{#crossLink "DisplayObject/mask:property"}}{{/crossLink}}.
- * @method getObjectsUnderPoint
- * @param {Number} x The x position in the container to test.
- * @param {Number} y The y position in the container to test.
- * @param {Number} [mode=0] The mode to use to determine which display objects to include. 0-all, 1-respect mouseEnabled/mouseChildren, 2-only mouse opaque objects.
- * @return {Array} An Array of DisplayObjects under the specified coordinates.
- **/
- p.getObjectsUnderPoint = function(x, y, mode) {
- var arr = [];
- var pt = this.localToGlobal(x, y);
- this._getObjectsUnderPoint(pt.x, pt.y, arr, mode>0, mode==1);
- return arr;
- };
-
- /**
- * Similar to {{#crossLink "Container/getObjectsUnderPoint"}}{{/crossLink}}, but returns only the top-most display
- * object. This runs significantly faster than <code>getObjectsUnderPoint()</code>, but is still potentially an expensive
- * operation. See {{#crossLink "Container/getObjectsUnderPoint"}}{{/crossLink}} for more information.
- * @method getObjectUnderPoint
- * @param {Number} x The x position in the container to test.
- * @param {Number} y The y position in the container to test.
- * @param {Number} mode The mode to use to determine which display objects to include. 0-all, 1-respect mouseEnabled/mouseChildren, 2-only mouse opaque objects.
- * @return {DisplayObject} The top-most display object under the specified coordinates.
- **/
- p.getObjectUnderPoint = function(x, y, mode) {
- var pt = this.localToGlobal(x, y);
- return this._getObjectsUnderPoint(pt.x, pt.y, null, mode>0, mode==1);
- };
-
- /**
- * Docced in superclass.
- */
- p.getBounds = function() {
- return this._getBounds(null, true);
- };
-
-
- /**
- * Docced in superclass.
- */
- p.getTransformedBounds = function() {
- return this._getBounds();
- };
-
- /**
- * Returns a clone of this Container. Some properties that are specific to this instance's current context are
- * reverted to their defaults (for example .parent).
- * @method clone
- * @param {Boolean} [recursive=false] If true, all of the descendants of this container will be cloned recursively. If false, the
- * properties of the container will be cloned, but the new instance will not have any children.
- * @return {Container} A clone of the current Container instance.
- **/
- p.clone = function(recursive) {
- var o = this._cloneProps(new Container());
- if (recursive) { this._cloneChildren(o); }
- return o;
- };
-
- /**
- * Returns a string representation of this object.
- * @method toString
- * @return {String} a string representation of the instance.
- **/
- p.toString = function() {
- return "[Container (name="+ this.name +")]";
- };
-
-
- // private methods:
- /**
- * @method _tick
- * @param {Object} evtObj An event object that will be dispatched to all tick listeners. This object is reused between dispatchers to reduce construction & GC costs.
- * @protected
- **/
- p._tick = function(evtObj) {
- if (this.tickChildren) {
- for (var i=this.children.length-1; i>=0; i--) {
- var child = this.children[i];
- if (child.tickEnabled && child._tick) { child._tick(evtObj); }
- }
- }
- this.DisplayObject__tick(evtObj);
- };
-
- /**
- * Recursively clones all children of this container, and adds them to the target container.
- * @method cloneChildren
- * @protected
- * @param {Container} o The target container.
- **/
- p._cloneChildren = function(o) {
- if (o.children.length) { o.removeAllChildren(); }
- var arr = o.children;
- for (var i=0, l=this.children.length; i<l; i++) {
- var clone = this.children[i].clone(true);
- clone.parent = o;
- arr.push(clone);
- }
- };
-
- /**
- * @method _getObjectsUnderPoint
- * @param {Number} x
- * @param {Number} y
- * @param {Array} arr
- * @param {Boolean} mouse If true, it will respect mouse interaction properties like mouseEnabled, mouseChildren, and active listeners.
- * @param {Boolean} activeListener If true, there is an active mouse event listener on a parent object.
- * @param {Number} currentDepth Indicates the current depth of the search.
- * @return {DisplayObject}
- * @protected
- **/
- p._getObjectsUnderPoint = function(x, y, arr, mouse, activeListener, currentDepth) {
- currentDepth = currentDepth || 0;
- if (!currentDepth && !this._testMask(this, x, y)) { return null; }
- var mtx, ctx = createjs.DisplayObject._hitTestContext;
- activeListener = activeListener || (mouse&&this._hasMouseEventListener());
-
- // draw children one at a time, and check if we get a hit:
- var children = this.children, l = children.length;
- for (var i=l-1; i>=0; i--) {
- var child = children[i];
- var hitArea = child.hitArea;
- if (!child.visible || (!hitArea && !child.isVisible()) || (mouse && !child.mouseEnabled)) { continue; }
- if (!hitArea && !this._testMask(child, x, y)) { continue; }
-
- // if a child container has a hitArea then we only need to check its hitArea, so we can treat it as a normal DO:
- if (!hitArea && child instanceof Container) {
- var result = child._getObjectsUnderPoint(x, y, arr, mouse, activeListener, currentDepth+1);
- if (!arr && result) { return (mouse && !this.mouseChildren) ? this : result; }
- } else {
- if (mouse && !activeListener && !child._hasMouseEventListener()) { continue; }
-
- // TODO: can we pass displayProps forward, to avoid having to calculate this backwards every time? It's kind of a mixed bag. When we're only hunting for DOs with event listeners, it may not make sense.
- var props = child.getConcatenatedDisplayProps(child._props);
- mtx = props.matrix;
-
- if (hitArea) {
- mtx.appendMatrix(hitArea.getMatrix(hitArea._props.matrix));
- props.alpha = hitArea.alpha;
- }
-
- ctx.globalAlpha = props.alpha;
- ctx.setTransform(mtx.a, mtx.b, mtx.c, mtx.d, mtx.tx-x, mtx.ty-y);
- (hitArea||child).draw(ctx);
- if (!this._testHit(ctx)) { continue; }
- ctx.setTransform(1, 0, 0, 1, 0, 0);
- ctx.clearRect(0, 0, 2, 2);
- if (arr) { arr.push(child); }
- else { return (mouse && !this.mouseChildren) ? this : child; }
- }
- }
- return null;
- };
-
- /**
- * @method _testMask
- * @param {DisplayObject} target
- * @param {Number} x
- * @param {Number} y
- * @return {Boolean} Indicates whether the x/y is within the masked region.
- * @protected
- **/
- p._testMask = function(target, x, y) {
- var mask = target.mask;
- if (!mask || !mask.graphics || mask.graphics.isEmpty()) { return true; }
-
- var mtx = this._props.matrix, parent = target.parent;
- mtx = parent ? parent.getConcatenatedMatrix(mtx) : mtx.identity();
- mtx = mask.getMatrix(mask._props.matrix).prependMatrix(mtx);
-
- var ctx = createjs.DisplayObject._hitTestContext;
- ctx.setTransform(mtx.a, mtx.b, mtx.c, mtx.d, mtx.tx-x, mtx.ty-y);
-
- // draw the mask as a solid fill:
- mask.graphics.drawAsPath(ctx);
- ctx.fillStyle = "#000";
- ctx.fill();
-
- if (!this._testHit(ctx)) { return false; }
- ctx.setTransform(1, 0, 0, 1, 0, 0);
- ctx.clearRect(0, 0, 2, 2);
-
- return true;
- };
-
- /**
- * @method _getBounds
- * @param {Matrix2D} matrix
- * @param {Boolean} ignoreTransform If true, does not apply this object's transform.
- * @return {Rectangle}
- * @protected
- **/
- p._getBounds = function(matrix, ignoreTransform) {
- var bounds = this.DisplayObject_getBounds();
- if (bounds) { return this._transformBounds(bounds, matrix, ignoreTransform); }
-
- var mtx = this._props.matrix;
- mtx = ignoreTransform ? mtx.identity() : this.getMatrix(mtx);
- if (matrix) { mtx.prependMatrix(matrix); }
-
- var l = this.children.length, rect=null;
- for (var i=0; i<l; i++) {
- var child = this.children[i];
- if (!child.visible || !(bounds = child._getBounds(mtx))) { continue; }
- if (rect) { rect.extend(bounds.x, bounds.y, bounds.width, bounds.height); }
- else { rect = bounds.clone(); }
- }
- return rect;
- };
-
-
- createjs.Container = createjs.promote(Container, "DisplayObject");
- }());
-
- //##############################################################################
- // Stage.js
- //##############################################################################
-
- this.createjs = this.createjs||{};
-
- (function() {
- "use strict";
-
-
- // constructor:
- /**
- * A stage is the root level {{#crossLink "Container"}}{{/crossLink}} for a display list. Each time its {{#crossLink "Stage/tick"}}{{/crossLink}}
- * method is called, it will render its display list to its target canvas.
- *
- * <h4>Example</h4>
- * This example creates a stage, adds a child to it, then uses {{#crossLink "Ticker"}}{{/crossLink}} to update the child
- * and redraw the stage using {{#crossLink "Stage/update"}}{{/crossLink}}.
- *
- * var stage = new createjs.Stage("canvasElementId");
- * var image = new createjs.Bitmap("imagePath.png");
- * stage.addChild(image);
- * createjs.Ticker.addEventListener("tick", handleTick);
- * function handleTick(event) {
- * image.x += 10;
- * stage.update();
- * }
- *
- * @class Stage
- * @extends Container
- * @constructor
- * @param {HTMLCanvasElement | String | Object} canvas A canvas object that the Stage will render to, or the string id
- * of a canvas object in the current document.
- **/
- function Stage(canvas) {
- this.Container_constructor();
-
-
- // public properties:
- /**
- * Indicates whether the stage should automatically clear the canvas before each render. You can set this to <code>false</code>
- * to manually control clearing (for generative art, or when pointing multiple stages at the same canvas for
- * example).
- *
- * <h4>Example</h4>
- *
- * var stage = new createjs.Stage("canvasId");
- * stage.autoClear = false;
- *
- * @property autoClear
- * @type Boolean
- * @default true
- **/
- this.autoClear = true;
-
- /**
- * The canvas the stage will render to. Multiple stages can share a single canvas, but you must disable autoClear for all but the
- * first stage that will be ticked (or they will clear each other's render).
- *
- * When changing the canvas property you must disable the events on the old canvas, and enable events on the
- * new canvas or mouse events will not work as expected. For example:
- *
- * myStage.enableDOMEvents(false);
- * myStage.canvas = anotherCanvas;
- * myStage.enableDOMEvents(true);
- *
- * @property canvas
- * @type HTMLCanvasElement | Object
- **/
- this.canvas = (typeof canvas == "string") ? document.getElementById(canvas) : canvas;
-
- /**
- * The current mouse X position on the canvas. If the mouse leaves the canvas, this will indicate the most recent
- * position over the canvas, and mouseInBounds will be set to false.
- * @property mouseX
- * @type Number
- * @readonly
- **/
- this.mouseX = 0;
-
- /**
- * The current mouse Y position on the canvas. If the mouse leaves the canvas, this will indicate the most recent
- * position over the canvas, and mouseInBounds will be set to false.
- * @property mouseY
- * @type Number
- * @readonly
- **/
- this.mouseY = 0;
-
- /**
- * Specifies the area of the stage to affect when calling update. This can be use to selectively
- * re-draw specific regions of the canvas. If null, the whole canvas area is drawn.
- * @property drawRect
- * @type {Rectangle}
- */
- this.drawRect = null;
-
- /**
- * Indicates whether display objects should be rendered on whole pixels. You can set the
- * {{#crossLink "DisplayObject/snapToPixel"}}{{/crossLink}} property of
- * display objects to false to enable/disable this behaviour on a per instance basis.
- * @property snapToPixelEnabled
- * @type Boolean
- * @default false
- **/
- this.snapToPixelEnabled = false;
-
- /**
- * Indicates whether the mouse is currently within the bounds of the canvas.
- * @property mouseInBounds
- * @type Boolean
- * @default false
- **/
- this.mouseInBounds = false;
-
- /**
- * If true, tick callbacks will be called on all display objects on the stage prior to rendering to the canvas.
- * @property tickOnUpdate
- * @type Boolean
- * @default true
- **/
- this.tickOnUpdate = true;
-
- /**
- * If true, mouse move events will continue to be called when the mouse leaves the target canvas. See
- * {{#crossLink "Stage/mouseInBounds:property"}}{{/crossLink}}, and {{#crossLink "MouseEvent"}}{{/crossLink}}
- * x/y/rawX/rawY.
- * @property mouseMoveOutside
- * @type Boolean
- * @default false
- **/
- this.mouseMoveOutside = false;
-
-
- /**
- * Prevents selection of other elements in the html page if the user clicks and drags, or double clicks on the canvas.
- * This works by calling `preventDefault()` on any mousedown events (or touch equivalent) originating on the canvas.
- * @property preventSelection
- * @type Boolean
- * @default true
- **/
- this.preventSelection = true;
-
- /**
- * The hitArea property is not supported for Stage.
- * @property hitArea
- * @type {DisplayObject}
- * @default null
- */
-
-
- // private properties:
- /**
- * Holds objects with data for each active pointer id. Each object has the following properties:
- * x, y, event, target, overTarget, overX, overY, inBounds, posEvtObj (native event that last updated position)
- * @property _pointerData
- * @type {Object}
- * @private
- */
- this._pointerData = {};
-
- /**
- * Number of active pointers.
- * @property _pointerCount
- * @type {Object}
- * @private
- */
- this._pointerCount = 0;
-
- /**
- * The ID of the primary pointer.
- * @property _primaryPointerID
- * @type {Object}
- * @private
- */
- this._primaryPointerID = null;
-
- /**
- * @property _mouseOverIntervalID
- * @protected
- * @type Number
- **/
- this._mouseOverIntervalID = null;
-
- /**
- * @property _nextStage
- * @protected
- * @type Stage
- **/
- this._nextStage = null;
-
- /**
- * @property _prevStage
- * @protected
- * @type Stage
- **/
- this._prevStage = null;
-
-
- // initialize:
- this.enableDOMEvents(true);
- }
- var p = createjs.extend(Stage, createjs.Container);
-
- /**
- * <strong>REMOVED</strong>. Removed in favor of using `MySuperClass_constructor`.
- * See {{#crossLink "Utility Methods/extend"}}{{/crossLink}} and {{#crossLink "Utility Methods/promote"}}{{/crossLink}}
- * for details.
- *
- * There is an inheritance tutorial distributed with EaselJS in /tutorials/Inheritance.
- *
- * @method initialize
- * @protected
- * @deprecated
- */
- // p.initialize = function() {}; // searchable for devs wondering where it is.
-
-
- // events:
- /**
- * Dispatched when the user moves the mouse over the canvas.
- * See the {{#crossLink "MouseEvent"}}{{/crossLink}} class for a listing of event properties.
- * @event stagemousemove
- * @since 0.6.0
- */
-
- /**
- * Dispatched when the user presses their left mouse button on the canvas. See the {{#crossLink "MouseEvent"}}{{/crossLink}}
- * class for a listing of event properties.
- * @event stagemousedown
- * @since 0.6.0
- */
-
- /**
- * Dispatched when the user the user presses somewhere on the stage, then releases the mouse button anywhere that the page can detect it (this varies slightly between browsers).
- * You can use {{#crossLink "Stage/mouseInBounds:property"}}{{/crossLink}} to check whether the mouse is currently within the stage bounds.
- * See the {{#crossLink "MouseEvent"}}{{/crossLink}} class for a listing of event properties.
- * @event stagemouseup
- * @since 0.6.0
- */
-
- /**
- * Dispatched when the mouse moves from within the canvas area (mouseInBounds == true) to outside it (mouseInBounds == false).
- * This is currently only dispatched for mouse input (not touch). See the {{#crossLink "MouseEvent"}}{{/crossLink}}
- * class for a listing of event properties.
- * @event mouseleave
- * @since 0.7.0
- */
-
- /**
- * Dispatched when the mouse moves into the canvas area (mouseInBounds == false) from outside it (mouseInBounds == true).
- * This is currently only dispatched for mouse input (not touch). See the {{#crossLink "MouseEvent"}}{{/crossLink}}
- * class for a listing of event properties.
- * @event mouseenter
- * @since 0.7.0
- */
-
- /**
- * Dispatched each update immediately before the tick event is propagated through the display list.
- * You can call preventDefault on the event object to cancel propagating the tick event.
- * @event tickstart
- * @since 0.7.0
- */
-
- /**
- * Dispatched each update immediately after the tick event is propagated through the display list. Does not fire if
- * tickOnUpdate is false. Precedes the "drawstart" event.
- * @event tickend
- * @since 0.7.0
- */
-
- /**
- * Dispatched each update immediately before the canvas is cleared and the display list is drawn to it.
- * You can call preventDefault on the event object to cancel the draw.
- * @event drawstart
- * @since 0.7.0
- */
-
- /**
- * Dispatched each update immediately after the display list is drawn to the canvas and the canvas context is restored.
- * @event drawend
- * @since 0.7.0
- */
-
-
- // getter / setters:
- /**
- * Specifies a target stage that will have mouse / touch interactions relayed to it after this stage handles them.
- * This can be useful in cases where you have multiple layered canvases and want user interactions
- * events to pass through. For example, this would relay mouse events from topStage to bottomStage:
- *
- * topStage.nextStage = bottomStage;
- *
- * To disable relaying, set nextStage to null.
- *
- * MouseOver, MouseOut, RollOver, and RollOut interactions are also passed through using the mouse over settings
- * of the top-most stage, but are only processed if the target stage has mouse over interactions enabled.
- * Considerations when using roll over in relay targets:<OL>
- * <LI> The top-most (first) stage must have mouse over interactions enabled (via enableMouseOver)</LI>
- * <LI> All stages that wish to participate in mouse over interaction must enable them via enableMouseOver</LI>
- * <LI> All relay targets will share the frequency value of the top-most stage</LI>
- * </OL>
- * To illustrate, in this example the targetStage would process mouse over interactions at 10hz (despite passing
- * 30 as it's desired frequency):
- * topStage.nextStage = targetStage;
- * topStage.enableMouseOver(10);
- * targetStage.enableMouseOver(30);
- *
- * If the target stage's canvas is completely covered by this stage's canvas, you may also want to disable its
- * DOM events using:
- *
- * targetStage.enableDOMEvents(false);
- *
- * @property nextStage
- * @type {Stage}
- **/
- p._get_nextStage = function() {
- return this._nextStage;
- };
- p._set_nextStage = function(value) {
- if (this._nextStage) { this._nextStage._prevStage = null; }
- if (value) { value._prevStage = this; }
- this._nextStage = value;
- };
-
- try {
- Object.defineProperties(p, {
- nextStage: { get: p._get_nextStage, set: p._set_nextStage }
- });
- } catch (e) {} // TODO: use Log
-
-
- // public methods:
- /**
- * Each time the update method is called, the stage will call {{#crossLink "Stage/tick"}}{{/crossLink}}
- * unless {{#crossLink "Stage/tickOnUpdate:property"}}{{/crossLink}} is set to false,
- * and then render the display list to the canvas.
- *
- * @method update
- * @param {Object} [props] Props object to pass to `tick()`. Should usually be a {{#crossLink "Ticker"}}{{/crossLink}} event object, or similar object with a delta property.
- **/
- p.update = function(props) {
- if (!this.canvas) { return; }
- if (this.tickOnUpdate) { this.tick(props); }
- if (this.dispatchEvent("drawstart", false, true) === false) { return; }
- createjs.DisplayObject._snapToPixelEnabled = this.snapToPixelEnabled;
- var r = this.drawRect, ctx = this.canvas.getContext("2d");
- ctx.setTransform(1, 0, 0, 1, 0, 0);
- if (this.autoClear) {
- if (r) { ctx.clearRect(r.x, r.y, r.width, r.height); }
- else { ctx.clearRect(0, 0, this.canvas.width+1, this.canvas.height+1); }
- }
- ctx.save();
- if (this.drawRect) {
- ctx.beginPath();
- ctx.rect(r.x, r.y, r.width, r.height);
- ctx.clip();
- }
- this.updateContext(ctx);
- this.draw(ctx, false);
- ctx.restore();
- this.dispatchEvent("drawend");
- };
-
- /**
- * Propagates a tick event through the display list. This is automatically called by {{#crossLink "Stage/update"}}{{/crossLink}}
- * unless {{#crossLink "Stage/tickOnUpdate:property"}}{{/crossLink}} is set to false.
- *
- * If a props object is passed to `tick()`, then all of its properties will be copied to the event object that is
- * propagated to listeners.
- *
- * Some time-based features in EaselJS (for example {{#crossLink "Sprite/framerate"}}{{/crossLink}} require that
- * a {{#crossLink "Ticker/tick:event"}}{{/crossLink}} event object (or equivalent object with a delta property) be
- * passed as the `props` parameter to `tick()`. For example:
- *
- * Ticker.on("tick", handleTick);
- * function handleTick(evtObj) {
- * // clone the event object from Ticker, and add some custom data to it:
- * var evt = evtObj.clone().set({greeting:"hello", name:"world"});
- *
- * // pass it to stage.update():
- * myStage.update(evt); // subsequently calls tick() with the same param
- * }
- *
- * // ...
- * myDisplayObject.on("tick", handleDisplayObjectTick);
- * function handleDisplayObjectTick(evt) {
- * console.log(evt.delta); // the delta property from the Ticker tick event object
- * console.log(evt.greeting, evt.name); // custom data: "hello world"
- * }
- *
- * @method tick
- * @param {Object} [props] An object with properties that should be copied to the event object. Should usually be a Ticker event object, or similar object with a delta property.
- **/
- p.tick = function(props) {
- if (!this.tickEnabled || this.dispatchEvent("tickstart", false, true) === false) { return; }
- var evtObj = new createjs.Event("tick");
- if (props) {
- for (var n in props) {
- if (props.hasOwnProperty(n)) { evtObj[n] = props[n]; }
- }
- }
- this._tick(evtObj);
- this.dispatchEvent("tickend");
- };
-
- /**
- * Default event handler that calls the Stage {{#crossLink "Stage/update"}}{{/crossLink}} method when a {{#crossLink "DisplayObject/tick:event"}}{{/crossLink}}
- * event is received. This allows you to register a Stage instance as a event listener on {{#crossLink "Ticker"}}{{/crossLink}}
- * directly, using:
- *
- * Ticker.addEventListener("tick", myStage");
- *
- * Note that if you subscribe to ticks using this pattern, then the tick event object will be passed through to
- * display object tick handlers, instead of <code>delta</code> and <code>paused</code> parameters.
- * @property handleEvent
- * @type Function
- **/
- p.handleEvent = function(evt) {
- if (evt.type == "tick") { this.update(evt); }
- };
-
- /**
- * Clears the target canvas. Useful if {{#crossLink "Stage/autoClear:property"}}{{/crossLink}} is set to `false`.
- * @method clear
- **/
- p.clear = function() {
- if (!this.canvas) { return; }
- var ctx = this.canvas.getContext("2d");
- ctx.setTransform(1, 0, 0, 1, 0, 0);
- ctx.clearRect(0, 0, this.canvas.width+1, this.canvas.height+1);
- };
-
- /**
- * Returns a data url that contains a Base64-encoded image of the contents of the stage. The returned data url can
- * be specified as the src value of an image element.
- * @method toDataURL
- * @param {String} [backgroundColor] The background color to be used for the generated image. Any valid CSS color
- * value is allowed. The default value is a transparent background.
- * @param {String} [mimeType="image/png"] The MIME type of the image format to be create. The default is "image/png". If an unknown MIME type
- * is passed in, or if the browser does not support the specified MIME type, the default value will be used.
- * @return {String} a Base64 encoded image.
- **/
- p.toDataURL = function(backgroundColor, mimeType) {
- var data, ctx = this.canvas.getContext('2d'), w = this.canvas.width, h = this.canvas.height;
-
- if (backgroundColor) {
- data = ctx.getImageData(0, 0, w, h);
- var compositeOperation = ctx.globalCompositeOperation;
- ctx.globalCompositeOperation = "destination-over";
-
- ctx.fillStyle = backgroundColor;
- ctx.fillRect(0, 0, w, h);
- }
-
- var dataURL = this.canvas.toDataURL(mimeType||"image/png");
-
- if(backgroundColor) {
- ctx.putImageData(data, 0, 0);
- ctx.globalCompositeOperation = compositeOperation;
- }
-
- return dataURL;
- };
-
- /**
- * Enables or disables (by passing a frequency of 0) mouse over ({{#crossLink "DisplayObject/mouseover:event"}}{{/crossLink}}
- * and {{#crossLink "DisplayObject/mouseout:event"}}{{/crossLink}}) and roll over events ({{#crossLink "DisplayObject/rollover:event"}}{{/crossLink}}
- * and {{#crossLink "DisplayObject/rollout:event"}}{{/crossLink}}) for this stage's display list. These events can
- * be expensive to generate, so they are disabled by default. The frequency of the events can be controlled
- * independently of mouse move events via the optional `frequency` parameter.
- *
- * <h4>Example</h4>
- *
- * var stage = new createjs.Stage("canvasId");
- * stage.enableMouseOver(10); // 10 updates per second
- *
- * @method enableMouseOver
- * @param {Number} [frequency=20] Optional param specifying the maximum number of times per second to broadcast
- * mouse over/out events. Set to 0 to disable mouse over events completely. Maximum is 50. A lower frequency is less
- * responsive, but uses less CPU.
- **/
- p.enableMouseOver = function(frequency) {
- if (this._mouseOverIntervalID) {
- clearInterval(this._mouseOverIntervalID);
- this._mouseOverIntervalID = null;
- if (frequency == 0) {
- this._testMouseOver(true);
- }
- }
- if (frequency == null) { frequency = 20; }
- else if (frequency <= 0) { return; }
- var o = this;
- this._mouseOverIntervalID = setInterval(function(){ o._testMouseOver(); }, 1000/Math.min(50,frequency));
- };
-
- /**
- * Enables or disables the event listeners that stage adds to DOM elements (window, document and canvas). It is good
- * practice to disable events when disposing of a Stage instance, otherwise the stage will continue to receive
- * events from the page.
- *
- * When changing the canvas property you must disable the events on the old canvas, and enable events on the
- * new canvas or mouse events will not work as expected. For example:
- *
- * myStage.enableDOMEvents(false);
- * myStage.canvas = anotherCanvas;
- * myStage.enableDOMEvents(true);
- *
- * @method enableDOMEvents
- * @param {Boolean} [enable=true] Indicates whether to enable or disable the events. Default is true.
- **/
- p.enableDOMEvents = function(enable) {
- if (enable == null) { enable = true; }
- var n, o, ls = this._eventListeners;
- if (!enable && ls) {
- for (n in ls) {
- o = ls[n];
- o.t.removeEventListener(n, o.f, false);
- }
- this._eventListeners = null;
- } else if (enable && !ls && this.canvas) {
- var t = window.addEventListener ? window : document;
- var _this = this;
- ls = this._eventListeners = {};
- ls["mouseup"] = {t:t, f:function(e) { _this._handleMouseUp(e)} };
- ls["mousemove"] = {t:t, f:function(e) { _this._handleMouseMove(e)} };
- ls["dblclick"] = {t:this.canvas, f:function(e) { _this._handleDoubleClick(e)} };
- ls["mousedown"] = {t:this.canvas, f:function(e) { _this._handleMouseDown(e)} };
-
- for (n in ls) {
- o = ls[n];
- o.t.addEventListener(n, o.f, false);
- }
- }
- };
-
- /**
- * Stage instances cannot be cloned.
- * @method clone
- **/
- p.clone = function() {
- throw("Stage cannot be cloned.");
- };
-
- /**
- * Returns a string representation of this object.
- * @method toString
- * @return {String} a string representation of the instance.
- **/
- p.toString = function() {
- return "[Stage (name="+ this.name +")]";
- };
-
-
- // private methods:
- /**
- * @method _getElementRect
- * @protected
- * @param {HTMLElement} e
- **/
- p._getElementRect = function(e) {
- var bounds;
- try { bounds = e.getBoundingClientRect(); } // this can fail on disconnected DOM elements in IE9
- catch (err) { bounds = {top: e.offsetTop, left: e.offsetLeft, width:e.offsetWidth, height:e.offsetHeight}; }
-
- var offX = (window.pageXOffset || document.scrollLeft || 0) - (document.clientLeft || document.body.clientLeft || 0);
- var offY = (window.pageYOffset || document.scrollTop || 0) - (document.clientTop || document.body.clientTop || 0);
-
- var styles = window.getComputedStyle ? getComputedStyle(e,null) : e.currentStyle; // IE <9 compatibility.
- var padL = parseInt(styles.paddingLeft)+parseInt(styles.borderLeftWidth);
- var padT = parseInt(styles.paddingTop)+parseInt(styles.borderTopWidth);
- var padR = parseInt(styles.paddingRight)+parseInt(styles.borderRightWidth);
- var padB = parseInt(styles.paddingBottom)+parseInt(styles.borderBottomWidth);
-
- // note: in some browsers bounds properties are read only.
- return {
- left: bounds.left+offX+padL,
- right: bounds.right+offX-padR,
- top: bounds.top+offY+padT,
- bottom: bounds.bottom+offY-padB
- }
- };
-
- /**
- * @method _getPointerData
- * @protected
- * @param {Number} id
- **/
- p._getPointerData = function(id) {
- var data = this._pointerData[id];
- if (!data) { data = this._pointerData[id] = {x:0,y:0}; }
- return data;
- };
-
- /**
- * @method _handleMouseMove
- * @protected
- * @param {MouseEvent} e
- **/
- p._handleMouseMove = function(e) {
- if(!e){ e = window.event; }
- this._handlePointerMove(-1, e, e.pageX, e.pageY);
- };
-
- /**
- * @method _handlePointerMove
- * @protected
- * @param {Number} id
- * @param {Event} e
- * @param {Number} pageX
- * @param {Number} pageY
- * @param {Stage} owner Indicates that the event has already been captured & handled by the indicated stage.
- **/
- p._handlePointerMove = function(id, e, pageX, pageY, owner) {
- if (this._prevStage && owner === undefined) { return; } // redundant listener.
- if (!this.canvas) { return; }
- var nextStage=this._nextStage, o=this._getPointerData(id);
-
- var inBounds = o.inBounds;
- this._updatePointerPosition(id, e, pageX, pageY);
- if (inBounds || o.inBounds || this.mouseMoveOutside) {
- if (id === -1 && o.inBounds == !inBounds) {
- this._dispatchMouseEvent(this, (inBounds ? "mouseleave" : "mouseenter"), false, id, o, e);
- }
-
- this._dispatchMouseEvent(this, "stagemousemove", false, id, o, e);
- this._dispatchMouseEvent(o.target, "pressmove", true, id, o, e);
- }
-
- nextStage&&nextStage._handlePointerMove(id, e, pageX, pageY, null);
- };
-
- /**
- * @method _updatePointerPosition
- * @protected
- * @param {Number} id
- * @param {Event} e
- * @param {Number} pageX
- * @param {Number} pageY
- **/
- p._updatePointerPosition = function(id, e, pageX, pageY) {
- var rect = this._getElementRect(this.canvas);
- pageX -= rect.left;
- pageY -= rect.top;
-
- var w = this.canvas.width;
- var h = this.canvas.height;
- pageX /= (rect.right-rect.left)/w;
- pageY /= (rect.bottom-rect.top)/h;
- var o = this._getPointerData(id);
- if (o.inBounds = (pageX >= 0 && pageY >= 0 && pageX <= w-1 && pageY <= h-1)) {
- o.x = pageX;
- o.y = pageY;
- } else if (this.mouseMoveOutside) {
- o.x = pageX < 0 ? 0 : (pageX > w-1 ? w-1 : pageX);
- o.y = pageY < 0 ? 0 : (pageY > h-1 ? h-1 : pageY);
- }
-
- o.posEvtObj = e;
- o.rawX = pageX;
- o.rawY = pageY;
-
- if (id === this._primaryPointerID || id === -1) {
- this.mouseX = o.x;
- this.mouseY = o.y;
- this.mouseInBounds = o.inBounds;
- }
- };
-
- /**
- * @method _handleMouseUp
- * @protected
- * @param {MouseEvent} e
- **/
- p._handleMouseUp = function(e) {
- this._handlePointerUp(-1, e, false);
- };
-
- /**
- * @method _handlePointerUp
- * @protected
- * @param {Number} id
- * @param {Event} e
- * @param {Boolean} clear
- * @param {Stage} owner Indicates that the event has already been captured & handled by the indicated stage.
- **/
- p._handlePointerUp = function(id, e, clear, owner) {
- var nextStage = this._nextStage, o = this._getPointerData(id);
- if (this._prevStage && owner === undefined) { return; } // redundant listener.
-
- var target=null, oTarget = o.target;
- if (!owner && (oTarget || nextStage)) { target = this._getObjectsUnderPoint(o.x, o.y, null, true); }
-
- if (o.down) { this._dispatchMouseEvent(this, "stagemouseup", false, id, o, e, target); o.down = false; }
-
- if (target == oTarget) { this._dispatchMouseEvent(oTarget, "click", true, id, o, e); }
- this._dispatchMouseEvent(oTarget, "pressup", true, id, o, e);
-
- if (clear) {
- if (id==this._primaryPointerID) { this._primaryPointerID = null; }
- delete(this._pointerData[id]);
- } else { o.target = null; }
-
- nextStage&&nextStage._handlePointerUp(id, e, clear, owner || target && this);
- };
-
- /**
- * @method _handleMouseDown
- * @protected
- * @param {MouseEvent} e
- **/
- p._handleMouseDown = function(e) {
- this._handlePointerDown(-1, e, e.pageX, e.pageY);
- };
-
- /**
- * @method _handlePointerDown
- * @protected
- * @param {Number} id
- * @param {Event} e
- * @param {Number} pageX
- * @param {Number} pageY
- * @param {Stage} owner Indicates that the event has already been captured & handled by the indicated stage.
- **/
- p._handlePointerDown = function(id, e, pageX, pageY, owner) {
- if (this.preventSelection) { e.preventDefault(); }
- if (this._primaryPointerID == null || id === -1) { this._primaryPointerID = id; } // mouse always takes over.
-
- if (pageY != null) { this._updatePointerPosition(id, e, pageX, pageY); }
- var target = null, nextStage = this._nextStage, o = this._getPointerData(id);
- if (!owner) { target = o.target = this._getObjectsUnderPoint(o.x, o.y, null, true); }
-
- if (o.inBounds) { this._dispatchMouseEvent(this, "stagemousedown", false, id, o, e, target); o.down = true; }
- this._dispatchMouseEvent(target, "mousedown", true, id, o, e);
-
- nextStage&&nextStage._handlePointerDown(id, e, pageX, pageY, owner || target && this);
- };
-
- /**
- * @method _testMouseOver
- * @param {Boolean} clear If true, clears the mouseover / rollover (ie. no target)
- * @param {Stage} owner Indicates that the event has already been captured & handled by the indicated stage.
- * @param {Stage} eventTarget The stage that the cursor is actively over.
- * @protected
- **/
- p._testMouseOver = function(clear, owner, eventTarget) {
- if (this._prevStage && owner === undefined) { return; } // redundant listener.
-
- var nextStage = this._nextStage;
- if (!this._mouseOverIntervalID) {
- // not enabled for mouseover, but should still relay the event.
- nextStage&&nextStage._testMouseOver(clear, owner, eventTarget);
- return;
- }
- var o = this._getPointerData(-1);
- // only update if the mouse position has changed. This provides a lot of optimization, but has some trade-offs.
- if (!o || (!clear && this.mouseX == this._mouseOverX && this.mouseY == this._mouseOverY && this.mouseInBounds)) { return; }
-
- var e = o.posEvtObj;
- var isEventTarget = eventTarget || e&&(e.target == this.canvas);
- var target=null, common = -1, cursor="", t, i, l;
-
- if (!owner && (clear || this.mouseInBounds && isEventTarget)) {
- target = this._getObjectsUnderPoint(this.mouseX, this.mouseY, null, true);
- this._mouseOverX = this.mouseX;
- this._mouseOverY = this.mouseY;
- }
-
- var oldList = this._mouseOverTarget||[];
- var oldTarget = oldList[oldList.length-1];
- var list = this._mouseOverTarget = [];
-
- // generate ancestor list and check for cursor:
- t = target;
- while (t) {
- list.unshift(t);
- if (!cursor) { cursor = t.cursor; }
- t = t.parent;
- }
- this.canvas.style.cursor = cursor;
- if (!owner && eventTarget) { eventTarget.canvas.style.cursor = cursor; }
-
- // find common ancestor:
- for (i=0,l=list.length; i<l; i++) {
- if (list[i] != oldList[i]) { break; }
- common = i;
- }
-
- if (oldTarget != target) {
- this._dispatchMouseEvent(oldTarget, "mouseout", true, -1, o, e, target);
- }
-
- for (i=oldList.length-1; i>common; i--) {
- this._dispatchMouseEvent(oldList[i], "rollout", false, -1, o, e, target);
- }
-
- for (i=list.length-1; i>common; i--) {
- this._dispatchMouseEvent(list[i], "rollover", false, -1, o, e, oldTarget);
- }
-
- if (oldTarget != target) {
- this._dispatchMouseEvent(target, "mouseover", true, -1, o, e, oldTarget);
- }
-
- nextStage&&nextStage._testMouseOver(clear, owner || target && this, eventTarget || isEventTarget && this);
- };
-
- /**
- * @method _handleDoubleClick
- * @protected
- * @param {MouseEvent} e
- * @param {Stage} owner Indicates that the event has already been captured & handled by the indicated stage.
- **/
- p._handleDoubleClick = function(e, owner) {
- var target=null, nextStage=this._nextStage, o=this._getPointerData(-1);
- if (!owner) {
- target = this._getObjectsUnderPoint(o.x, o.y, null, true);
- this._dispatchMouseEvent(target, "dblclick", true, -1, o, e);
- }
- nextStage&&nextStage._handleDoubleClick(e, owner || target && this);
- };
-
- /**
- * @method _dispatchMouseEvent
- * @protected
- * @param {DisplayObject} target
- * @param {String} type
- * @param {Boolean} bubbles
- * @param {Number} pointerId
- * @param {Object} o
- * @param {MouseEvent} [nativeEvent]
- * @param {DisplayObject} [relatedTarget]
- **/
- p._dispatchMouseEvent = function(target, type, bubbles, pointerId, o, nativeEvent, relatedTarget) {
- // TODO: might be worth either reusing MouseEvent instances, or adding a willTrigger method to avoid GC.
- if (!target || (!bubbles && !target.hasEventListener(type))) { return; }
- /*
- // TODO: account for stage transformations?
- this._mtx = this.getConcatenatedMatrix(this._mtx).invert();
- var pt = this._mtx.transformPoint(o.x, o.y);
- var evt = new createjs.MouseEvent(type, bubbles, false, pt.x, pt.y, nativeEvent, pointerId, pointerId==this._primaryPointerID || pointerId==-1, o.rawX, o.rawY);
- */
- var evt = new createjs.MouseEvent(type, bubbles, false, o.x, o.y, nativeEvent, pointerId, pointerId === this._primaryPointerID || pointerId === -1, o.rawX, o.rawY, relatedTarget);
- target.dispatchEvent(evt);
- };
-
-
- createjs.Stage = createjs.promote(Stage, "Container");
- }());
-
- //##############################################################################
- // Bitmap.js
- //##############################################################################
-
- this.createjs = this.createjs||{};
-
- (function() {
-
- /**
- * A Bitmap represents an Image, Canvas, or Video in the display list. A Bitmap can be instantiated using an existing
- * HTML element, or a string.
- *
- * <h4>Example</h4>
- *
- * var bitmap = new createjs.Bitmap("imagePath.jpg");
- *
- * <strong>Notes:</strong>
- * <ol>
- * <li>When a string path or image tag that is not yet loaded is used, the stage may need to be redrawn before it
- * will be displayed.</li>
- * <li>Bitmaps with an SVG source currently will not respect an alpha value other than 0 or 1. To get around this,
- * the Bitmap can be cached.</li>
- * <li>Bitmaps with an SVG source will taint the canvas with cross-origin data, which prevents interactivity. This
- * happens in all browsers except recent Firefox builds.</li>
- * <li>Images loaded cross-origin will throw cross-origin security errors when interacted with using a mouse, using
- * methods such as `getObjectUnderPoint`, or using filters, or caching. You can get around this by setting
- * `crossOrigin` flags on your images before passing them to EaselJS, eg: `img.crossOrigin="Anonymous";`</li>
- * </ol>
- *
- * @class Bitmap
- * @extends DisplayObject
- * @constructor
- * @param {HTMLImageElement | HTMLCanvasElement | HTMLVideoElement | String} imageOrUri The source object or URI to an image to
- * display. This can be either an Image, Canvas, or Video object, or a string URI to an image file to load and use.
- * If it is a URI, a new Image object will be constructed and assigned to the .image property.
- **/
- function Bitmap(imageOrUri) {
- this.DisplayObject_constructor();
-
-
- // public properties:
- /**
- * The image to render. This can be an Image, a Canvas, or a Video. Not all browsers (especially
- * mobile browsers) support drawing video to a canvas.
- * @property image
- * @type HTMLImageElement | HTMLCanvasElement | HTMLVideoElement
- **/
- if (typeof imageOrUri == "string") {
- this.image = document.createElement("img");
- this.image.src = imageOrUri;
- } else {
- this.image = imageOrUri;
- }
-
- /**
- * Specifies an area of the source image to draw. If omitted, the whole image will be drawn.
- * Note that video sources must have a width / height set to work correctly with `sourceRect`.
- * @property sourceRect
- * @type Rectangle
- * @default null
- */
- this.sourceRect = null;
- }
- var p = createjs.extend(Bitmap, createjs.DisplayObject);
-
-
- // public methods:
- /**
- * Constructor alias for backwards compatibility. This method will be removed in future versions.
- * Subclasses should be updated to use {{#crossLink "Utility Methods/extends"}}{{/crossLink}}.
- * @method initialize
- * @deprecated in favour of `createjs.promote()`
- **/
- p.initialize = Bitmap; // TODO: deprecated.
-
- /**
- * Returns true or false indicating whether the display object would be visible if drawn to a canvas.
- * This does not account for whether it would be visible within the boundaries of the stage.
- *
- * NOTE: This method is mainly for internal use, though it may be useful for advanced uses.
- * @method isVisible
- * @return {Boolean} Boolean indicating whether the display object would be visible if drawn to a canvas
- **/
- p.isVisible = function() {
- var image = this.image;
- var hasContent = this.cacheCanvas || (image && (image.naturalWidth || image.getContext || image.readyState >= 2));
- return !!(this.visible && this.alpha > 0 && this.scaleX != 0 && this.scaleY != 0 && hasContent);
- };
-
- /**
- * Draws the display object into the specified context ignoring its visible, alpha, shadow, and transform.
- * Returns true if the draw was handled (useful for overriding functionality).
- *
- * NOTE: This method is mainly for internal use, though it may be useful for advanced uses.
- * @method draw
- * @param {CanvasRenderingContext2D} ctx The canvas 2D context object to draw into.
- * @param {Boolean} [ignoreCache=false] Indicates whether the draw operation should ignore any current cache.
- * For example, used for drawing the cache (to prevent it from simply drawing an existing cache back
- * into itself).
- * @return {Boolean}
- **/
- p.draw = function(ctx, ignoreCache) {
- if (this.DisplayObject_draw(ctx, ignoreCache) || !this.image) { return true; }
- var img = this.image, rect = this.sourceRect;
- if (rect) {
- // some browsers choke on out of bound values, so we'll fix them:
- var x1 = rect.x, y1 = rect.y, x2 = x1 + rect.width, y2 = y1 + rect.height, x = 0, y = 0, w = img.width, h = img.height;
- if (x1 < 0) { x -= x1; x1 = 0; }
- if (x2 > w) { x2 = w; }
- if (y1 < 0) { y -= y1; y1 = 0; }
- if (y2 > h) { y2 = h; }
- ctx.drawImage(img, x1, y1, x2-x1, y2-y1, x, y, x2-x1, y2-y1);
- } else {
- ctx.drawImage(img, 0, 0);
- }
- return true;
- };
-
- //Note, the doc sections below document using the specified APIs (from DisplayObject) from
- //Bitmap. This is why they have no method implementations.
-
- /**
- * Because the content of a Bitmap is already in a simple format, cache is unnecessary for Bitmap instances.
- * You should <b>not</b> cache Bitmap instances as it can degrade performance.
- *
- * <strong>However: If you want to use a filter on a Bitmap, you <em>MUST</em> cache it, or it will not work.</strong>
- * To see the API for caching, please visit the DisplayObject {{#crossLink "DisplayObject/cache"}}{{/crossLink}}
- * method.
- * @method cache
- **/
-
- /**
- * Because the content of a Bitmap is already in a simple format, cache is unnecessary for Bitmap instances.
- * You should <b>not</b> cache Bitmap instances as it can degrade performance.
- *
- * <strong>However: If you want to use a filter on a Bitmap, you <em>MUST</em> cache it, or it will not work.</strong>
- * To see the API for caching, please visit the DisplayObject {{#crossLink "DisplayObject/cache"}}{{/crossLink}}
- * method.
- * @method updateCache
- **/
-
- /**
- * Because the content of a Bitmap is already in a simple format, cache is unnecessary for Bitmap instances.
- * You should <b>not</b> cache Bitmap instances as it can degrade performance.
- *
- * <strong>However: If you want to use a filter on a Bitmap, you <em>MUST</em> cache it, or it will not work.</strong>
- * To see the API for caching, please visit the DisplayObject {{#crossLink "DisplayObject/cache"}}{{/crossLink}}
- * method.
- * @method uncache
- **/
-
- /**
- * Docced in superclass.
- */
- p.getBounds = function() {
- var rect = this.DisplayObject_getBounds();
- if (rect) { return rect; }
- var image = this.image, o = this.sourceRect || image;
- var hasContent = (image && (image.naturalWidth || image.getContext || image.readyState >= 2));
- return hasContent ? this._rectangle.setValues(0, 0, o.width, o.height) : null;
- };
-
- /**
- * Returns a clone of the Bitmap instance.
- * @method clone
- * @return {Bitmap} a clone of the Bitmap instance.
- **/
- p.clone = function() {
- var o = new Bitmap(this.image);
- if (this.sourceRect) { o.sourceRect = this.sourceRect.clone(); }
- this._cloneProps(o);
- return o;
- };
-
- /**
- * Returns a string representation of this object.
- * @method toString
- * @return {String} a string representation of the instance.
- **/
- p.toString = function() {
- return "[Bitmap (name="+ this.name +")]";
- };
-
-
- createjs.Bitmap = createjs.promote(Bitmap, "DisplayObject");
- }());
-
- //##############################################################################
- // Sprite.js
- //##############################################################################
-
- this.createjs = this.createjs||{};
-
- (function() {
- "use strict";
-
-
- // constructor:
- /**
- * Displays a frame or sequence of frames (ie. an animation) from a SpriteSheet instance. A sprite sheet is a series of
- * images (usually animation frames) combined into a single image. For example, an animation consisting of 8 100x100
- * images could be combined into a 400x200 sprite sheet (4 frames across by 2 high). You can display individual frames,
- * play frames as an animation, and even sequence animations together.
- *
- * See the {{#crossLink "SpriteSheet"}}{{/crossLink}} class for more information on setting up frames and animations.
- *
- * <h4>Example</h4>
- *
- * var instance = new createjs.Sprite(spriteSheet);
- * instance.gotoAndStop("frameName");
- *
- * Until {{#crossLink "Sprite/gotoAndStop"}}{{/crossLink}} or {{#crossLink "Sprite/gotoAndPlay"}}{{/crossLink}} is called,
- * only the first defined frame defined in the sprite sheet will be displayed.
- *
- * @class Sprite
- * @extends DisplayObject
- * @constructor
- * @param {SpriteSheet} spriteSheet The SpriteSheet instance to play back. This includes the source image(s), frame
- * dimensions, and frame data. See {{#crossLink "SpriteSheet"}}{{/crossLink}} for more information.
- * @param {String|Number} [frameOrAnimation] The frame number or animation to play initially.
- **/
- function Sprite(spriteSheet, frameOrAnimation) {
- this.DisplayObject_constructor();
-
-
- // public properties:
- /**
- * The frame index that will be drawn when draw is called. Note that with some {{#crossLink "SpriteSheet"}}{{/crossLink}}
- * definitions, this will advance non-sequentially. This will always be an integer value.
- * @property currentFrame
- * @type {Number}
- * @default 0
- * @readonly
- **/
- this.currentFrame = 0;
-
- /**
- * Returns the name of the currently playing animation.
- * @property currentAnimation
- * @type {String}
- * @final
- * @readonly
- **/
- this.currentAnimation = null;
-
- /**
- * Prevents the animation from advancing each tick automatically. For example, you could create a sprite
- * sheet of icons, set paused to true, and display the appropriate icon by setting <code>currentFrame</code>.
- * @property paused
- * @type {Boolean}
- * @default false
- **/
- this.paused = true;
-
- /**
- * The SpriteSheet instance to play back. This includes the source image, frame dimensions, and frame
- * data. See {{#crossLink "SpriteSheet"}}{{/crossLink}} for more information.
- * @property spriteSheet
- * @type {SpriteSheet}
- * @readonly
- **/
- this.spriteSheet = spriteSheet;
-
- /**
- * Specifies the current frame index within the currently playing animation. When playing normally, this will increase
- * from 0 to n-1, where n is the number of frames in the current animation.
- *
- * This could be a non-integer value if
- * using time-based playback (see {{#crossLink "Sprite/framerate"}}{{/crossLink}}, or if the animation's speed is
- * not an integer.
- * @property currentAnimationFrame
- * @type {Number}
- * @default 0
- **/
- this.currentAnimationFrame = 0;
-
- /**
- * By default Sprite instances advance one frame per tick. Specifying a framerate for the Sprite (or its related
- * SpriteSheet) will cause it to advance based on elapsed time between ticks as appropriate to maintain the target
- * framerate.
- *
- * For example, if a Sprite with a framerate of 10 is placed on a Stage being updated at 40fps, then the Sprite will
- * advance roughly one frame every 4 ticks. This will not be exact, because the time between each tick will
- * vary slightly between frames.
- *
- * This feature is dependent on the tick event object (or an object with an appropriate "delta" property) being
- * passed into {{#crossLink "Stage/update"}}{{/crossLink}}.
- * @property framerate
- * @type {Number}
- * @default 0
- **/
- this.framerate = 0;
-
-
- // private properties:
- /**
- * Current animation object.
- * @property _animation
- * @protected
- * @type {Object}
- * @default null
- **/
- this._animation = null;
-
- /**
- * Current frame index.
- * @property _currentFrame
- * @protected
- * @type {Number}
- * @default null
- **/
- this._currentFrame = null;
-
- /**
- * Skips the next auto advance. Used by gotoAndPlay to avoid immediately jumping to the next frame
- * @property _skipAdvance
- * @protected
- * @type {Boolean}
- * @default false
- **/
- this._skipAdvance = false;
-
-
- if (frameOrAnimation != null) { this.gotoAndPlay(frameOrAnimation); }
- }
- var p = createjs.extend(Sprite, createjs.DisplayObject);
-
- /**
- * Constructor alias for backwards compatibility. This method will be removed in future versions.
- * Subclasses should be updated to use {{#crossLink "Utility Methods/extends"}}{{/crossLink}}.
- * @method initialize
- * @deprecated in favour of `createjs.promote()`
- **/
- p.initialize = Sprite; // TODO: Deprecated. This is for backwards support of FlashCC spritesheet export.
-
-
- // events:
- /**
- * Dispatched when an animation reaches its ends.
- * @event animationend
- * @param {Object} target The object that dispatched the event.
- * @param {String} type The event type.
- * @param {String} name The name of the animation that just ended.
- * @param {String} next The name of the next animation that will be played, or null. This will be the same as name if the animation is looping.
- * @since 0.6.0
- */
-
- /**
- * Dispatched any time the current frame changes. For example, this could be due to automatic advancement on a tick,
- * or calling gotoAndPlay() or gotoAndStop().
- * @event change
- * @param {Object} target The object that dispatched the event.
- * @param {String} type The event type.
- */
-
-
- // public methods:
- /**
- * Returns true or false indicating whether the display object would be visible if drawn to a canvas.
- * This does not account for whether it would be visible within the boundaries of the stage.
- * NOTE: This method is mainly for internal use, though it may be useful for advanced uses.
- * @method isVisible
- * @return {Boolean} Boolean indicating whether the display object would be visible if drawn to a canvas
- **/
- p.isVisible = function() {
- var hasContent = this.cacheCanvas || this.spriteSheet.complete;
- return !!(this.visible && this.alpha > 0 && this.scaleX != 0 && this.scaleY != 0 && hasContent);
- };
-
- /**
- * Draws the display object into the specified context ignoring its visible, alpha, shadow, and transform.
- * Returns true if the draw was handled (useful for overriding functionality).
- * NOTE: This method is mainly for internal use, though it may be useful for advanced uses.
- * @method draw
- * @param {CanvasRenderingContext2D} ctx The canvas 2D context object to draw into.
- * @param {Boolean} ignoreCache Indicates whether the draw operation should ignore any current cache.
- * For example, used for drawing the cache (to prevent it from simply drawing an existing cache back
- * into itself).
- **/
- p.draw = function(ctx, ignoreCache) {
- if (this.DisplayObject_draw(ctx, ignoreCache)) { return true; }
- this._normalizeFrame();
- var o = this.spriteSheet.getFrame(this._currentFrame|0);
- if (!o) { return false; }
- var rect = o.rect;
- if (rect.width && rect.height) { ctx.drawImage(o.image, rect.x, rect.y, rect.width, rect.height, -o.regX, -o.regY, rect.width, rect.height); }
- return true;
- };
-
- //Note, the doc sections below document using the specified APIs (from DisplayObject) from
- //Bitmap. This is why they have no method implementations.
-
- /**
- * Because the content of a Sprite is already in a raster format, cache is unnecessary for Sprite instances.
- * You should not cache Sprite instances as it can degrade performance.
- * @method cache
- **/
-
- /**
- * Because the content of a Sprite is already in a raster format, cache is unnecessary for Sprite instances.
- * You should not cache Sprite instances as it can degrade performance.
- * @method updateCache
- **/
-
- /**
- * Because the content of a Sprite is already in a raster format, cache is unnecessary for Sprite instances.
- * You should not cache Sprite instances as it can degrade performance.
- * @method uncache
- **/
-
- /**
- * Play (unpause) the current animation. The Sprite will be paused if either {{#crossLink "Sprite/stop"}}{{/crossLink}}
- * or {{#crossLink "Sprite/gotoAndStop"}}{{/crossLink}} is called. Single frame animations will remain
- * unchanged.
- * @method play
- **/
- p.play = function() {
- this.paused = false;
- };
-
- /**
- * Stop playing a running animation. The Sprite will be playing if {{#crossLink "Sprite/gotoAndPlay"}}{{/crossLink}}
- * is called. Note that calling {{#crossLink "Sprite/gotoAndPlay"}}{{/crossLink}} or {{#crossLink "Sprite/play"}}{{/crossLink}}
- * will resume playback.
- * @method stop
- **/
- p.stop = function() {
- this.paused = true;
- };
-
- /**
- * Sets paused to false and plays the specified animation name, named frame, or frame number.
- * @method gotoAndPlay
- * @param {String|Number} frameOrAnimation The frame number or animation name that the playhead should move to
- * and begin playing.
- **/
- p.gotoAndPlay = function(frameOrAnimation) {
- this.paused = false;
- this._skipAdvance = true;
- this._goto(frameOrAnimation);
- };
-
- /**
- * Sets paused to true and seeks to the specified animation name, named frame, or frame number.
- * @method gotoAndStop
- * @param {String|Number} frameOrAnimation The frame number or animation name that the playhead should move to
- * and stop.
- **/
- p.gotoAndStop = function(frameOrAnimation) {
- this.paused = true;
- this._goto(frameOrAnimation);
- };
-
- /**
- * Advances the playhead. This occurs automatically each tick by default.
- * @param [time] {Number} The amount of time in ms to advance by. Only applicable if framerate is set on the Sprite
- * or its SpriteSheet.
- * @method advance
- */
- p.advance = function(time) {
- var fps = this.framerate || this.spriteSheet.framerate;
- var t = (fps && time != null) ? time/(1000/fps) : 1;
- this._normalizeFrame(t);
- };
-
- /**
- * Returns a {{#crossLink "Rectangle"}}{{/crossLink}} instance defining the bounds of the current frame relative to
- * the origin. For example, a 90 x 70 frame with <code>regX=50</code> and <code>regY=40</code> would return a
- * rectangle with [x=-50, y=-40, width=90, height=70]. This ignores transformations on the display object.
- *
- * Also see the SpriteSheet {{#crossLink "SpriteSheet/getFrameBounds"}}{{/crossLink}} method.
- * @method getBounds
- * @return {Rectangle} A Rectangle instance. Returns null if the frame does not exist, or the image is not fully
- * loaded.
- **/
- p.getBounds = function() {
- // TODO: should this normalizeFrame?
- return this.DisplayObject_getBounds() || this.spriteSheet.getFrameBounds(this.currentFrame, this._rectangle);
- };
-
- /**
- * Returns a clone of the Sprite instance. Note that the same SpriteSheet is shared between cloned
- * instances.
- * @method clone
- * @return {Sprite} a clone of the Sprite instance.
- **/
- p.clone = function() {
- return this._cloneProps(new Sprite(this.spriteSheet));
- };
-
- /**
- * Returns a string representation of this object.
- * @method toString
- * @return {String} a string representation of the instance.
- **/
- p.toString = function() {
- return "[Sprite (name="+ this.name +")]";
- };
-
- // private methods:
- /**
- * @method _cloneProps
- * @param {Sprite} o
- * @return {Sprite} o
- * @protected
- **/
- p._cloneProps = function(o) {
- this.DisplayObject__cloneProps(o);
- o.currentFrame = this.currentFrame;
- o.currentAnimation = this.currentAnimation;
- o.paused = this.paused;
- o.currentAnimationFrame = this.currentAnimationFrame;
- o.framerate = this.framerate;
-
- o._animation = this._animation;
- o._currentFrame = this._currentFrame;
- o._skipAdvance = this._skipAdvance;
- return o;
- };
-
- /**
- * Advances the <code>currentFrame</code> if paused is not true. This is called automatically when the {{#crossLink "Stage"}}{{/crossLink}}
- * ticks.
- * @param {Object} evtObj An event object that will be dispatched to all tick listeners. This object is reused between dispatchers to reduce construction & GC costs.
- * @protected
- * @method _tick
- **/
- p._tick = function(evtObj) {
- if (!this.paused) {
- if (!this._skipAdvance) { this.advance(evtObj&&evtObj.delta); }
- this._skipAdvance = false;
- }
- this.DisplayObject__tick(evtObj);
- };
-
-
- /**
- * Normalizes the current frame, advancing animations and dispatching callbacks as appropriate.
- * @protected
- * @method _normalizeFrame
- **/
- p._normalizeFrame = function(frameDelta) {
- frameDelta = frameDelta || 0;
- var animation = this._animation;
- var paused = this.paused;
- var frame = this._currentFrame;
- var l;
-
- if (animation) {
- var speed = animation.speed || 1;
- var animFrame = this.currentAnimationFrame;
- l = animation.frames.length;
- if (animFrame + frameDelta * speed >= l) {
- var next = animation.next;
- if (this._dispatchAnimationEnd(animation, frame, paused, next, l - 1)) {
- // something changed in the event stack, so we shouldn't make any more changes here.
- return;
- } else if (next) {
- // sequence. Automatically calls _normalizeFrame again with the remaining frames.
- return this._goto(next, frameDelta - (l - animFrame) / speed);
- } else {
- // end.
- this.paused = true;
- animFrame = animation.frames.length - 1;
- }
- } else {
- animFrame += frameDelta * speed;
- }
- this.currentAnimationFrame = animFrame;
- this._currentFrame = animation.frames[animFrame | 0]
- } else {
- frame = (this._currentFrame += frameDelta);
- l = this.spriteSheet.getNumFrames();
- if (frame >= l && l > 0) {
- if (!this._dispatchAnimationEnd(animation, frame, paused, l - 1)) {
- // looped.
- if ((this._currentFrame -= l) >= l) { return this._normalizeFrame(); }
- }
- }
- }
- frame = this._currentFrame | 0;
- if (this.currentFrame != frame) {
- this.currentFrame = frame;
- this.dispatchEvent("change");
- }
- };
-
- /**
- * Dispatches the "animationend" event. Returns true if a handler changed the animation (ex. calling {{#crossLink "Sprite/stop"}}{{/crossLink}},
- * {{#crossLink "Sprite/gotoAndPlay"}}{{/crossLink}}, etc.)
- * @property _dispatchAnimationEnd
- * @private
- * @type {Function}
- **/
- p._dispatchAnimationEnd = function(animation, frame, paused, next, end) {
- var name = animation ? animation.name : null;
- if (this.hasEventListener("animationend")) {
- var evt = new createjs.Event("animationend");
- evt.name = name;
- evt.next = next;
- this.dispatchEvent(evt);
- }
- // did the animation get changed in the event stack?:
- var changed = (this._animation != animation || this._currentFrame != frame);
- // if the animation hasn't changed, but the sprite was paused, then we want to stick to the last frame:
- if (!changed && !paused && this.paused) { this.currentAnimationFrame = end; changed = true; }
- return changed;
- };
-
- /**
- * Moves the playhead to the specified frame number or animation.
- * @method _goto
- * @param {String|Number} frameOrAnimation The frame number or animation that the playhead should move to.
- * @param {Boolean} [frame] The frame of the animation to go to. Defaults to 0.
- * @protected
- **/
- p._goto = function(frameOrAnimation, frame) {
- this.currentAnimationFrame = 0;
- if (isNaN(frameOrAnimation)) {
- var data = this.spriteSheet.getAnimation(frameOrAnimation);
- if (data) {
- this._animation = data;
- this.currentAnimation = frameOrAnimation;
- this._normalizeFrame(frame);
- }
- } else {
- this.currentAnimation = this._animation = null;
- this._currentFrame = frameOrAnimation;
- this._normalizeFrame();
- }
- };
-
-
- createjs.Sprite = createjs.promote(Sprite, "DisplayObject");
- }());
-
- //##############################################################################
- // Shape.js
- //##############################################################################
-
- this.createjs = this.createjs||{};
-
- (function() {
- "use strict";
-
-
- // constructor:
- /**
- * A Shape allows you to display vector art in the display list. It composites a {{#crossLink "Graphics"}}{{/crossLink}}
- * instance which exposes all of the vector drawing methods. The Graphics instance can be shared between multiple Shape
- * instances to display the same vector graphics with different positions or transforms.
- *
- * If the vector art will not
- * change between draws, you may want to use the {{#crossLink "DisplayObject/cache"}}{{/crossLink}} method to reduce the
- * rendering cost.
- *
- * <h4>Example</h4>
- *
- * var graphics = new createjs.Graphics().beginFill("#ff0000").drawRect(0, 0, 100, 100);
- * var shape = new createjs.Shape(graphics);
- *
- * //Alternatively use can also use the graphics property of the Shape class to renderer the same as above.
- * var shape = new createjs.Shape();
- * shape.graphics.beginFill("#ff0000").drawRect(0, 0, 100, 100);
- *
- * @class Shape
- * @extends DisplayObject
- * @constructor
- * @param {Graphics} graphics Optional. The graphics instance to display. If null, a new Graphics instance will be created.
- **/
- function Shape(graphics) {
- this.DisplayObject_constructor();
-
-
- // public properties:
- /**
- * The graphics instance to display.
- * @property graphics
- * @type Graphics
- **/
- this.graphics = graphics ? graphics : new createjs.Graphics();
- }
- var p = createjs.extend(Shape, createjs.DisplayObject);
-
- // TODO: deprecated
- // p.initialize = function() {}; // searchable for devs wondering where it is. REMOVED. See docs for details.
-
-
- // public methods:
- /**
- * Returns true or false indicating whether the Shape would be visible if drawn to a canvas.
- * This does not account for whether it would be visible within the boundaries of the stage.
- * NOTE: This method is mainly for internal use, though it may be useful for advanced uses.
- * @method isVisible
- * @return {Boolean} Boolean indicating whether the Shape would be visible if drawn to a canvas
- **/
- p.isVisible = function() {
- var hasContent = this.cacheCanvas || (this.graphics && !this.graphics.isEmpty());
- return !!(this.visible && this.alpha > 0 && this.scaleX != 0 && this.scaleY != 0 && hasContent);
- };
-
- /**
- * Draws the Shape into the specified context ignoring its visible, alpha, shadow, and transform. Returns true if
- * the draw was handled (useful for overriding functionality).
- *
- * <i>NOTE: This method is mainly for internal use, though it may be useful for advanced uses.</i>
- * @method draw
- * @param {CanvasRenderingContext2D} ctx The canvas 2D context object to draw into.
- * @param {Boolean} [ignoreCache=false] Indicates whether the draw operation should ignore any current cache. For example,
- * used for drawing the cache (to prevent it from simply drawing an existing cache back into itself).
- * @return {Boolean}
- **/
- p.draw = function(ctx, ignoreCache) {
- if (this.DisplayObject_draw(ctx, ignoreCache)) { return true; }
- this.graphics.draw(ctx, this);
- return true;
- };
-
- /**
- * Returns a clone of this Shape. Some properties that are specific to this instance's current context are reverted to
- * their defaults (for example .parent).
- * @method clone
- * @param {Boolean} recursive If true, this Shape's {{#crossLink "Graphics"}}{{/crossLink}} instance will also be
- * cloned. If false, the Graphics instance will be shared with the new Shape.
- **/
- p.clone = function(recursive) {
- var g = (recursive && this.graphics) ? this.graphics.clone() : this.graphics;
- return this._cloneProps(new Shape(g));
- };
-
- /**
- * Returns a string representation of this object.
- * @method toString
- * @return {String} a string representation of the instance.
- **/
- p.toString = function() {
- return "[Shape (name="+ this.name +")]";
- };
-
-
- createjs.Shape = createjs.promote(Shape, "DisplayObject");
- }());
-
- //##############################################################################
- // Text.js
- //##############################################################################
-
- this.createjs = this.createjs||{};
-
- (function() {
- "use strict";
-
-
- // constructor:
- /**
- * Display one or more lines of dynamic text (not user editable) in the display list. Line wrapping support (using the
- * lineWidth) is very basic, wrapping on spaces and tabs only. Note that as an alternative to Text, you can position HTML
- * text above or below the canvas relative to items in the display list using the {{#crossLink "DisplayObject/localToGlobal"}}{{/crossLink}}
- * method, or using {{#crossLink "DOMElement"}}{{/crossLink}}.
- *
- * <b>Please note that Text does not support HTML text, and can only display one font style at a time.</b> To use
- * multiple font styles, you will need to create multiple text instances, and position them manually.
- *
- * <h4>Example</h4>
- *
- * var text = new createjs.Text("Hello World", "20px Arial", "#ff7700");
- * text.x = 100;
- * text.textBaseline = "alphabetic";
- *
- * CreateJS Text supports web fonts (the same rules as Canvas). The font must be loaded and supported by the browser
- * before it can be displayed.
- *
- * <strong>Note:</strong> Text can be expensive to generate, so cache instances where possible. Be aware that not all
- * browsers will render Text exactly the same.
- * @class Text
- * @extends DisplayObject
- * @constructor
- * @param {String} [text] The text to display.
- * @param {String} [font] The font style to use. Any valid value for the CSS font attribute is acceptable (ex. "bold
- * 36px Arial").
- * @param {String} [color] The color to draw the text in. Any valid value for the CSS color attribute is acceptable (ex.
- * "#F00", "red", or "#FF0000").
- **/
- function Text(text, font, color) {
- this.DisplayObject_constructor();
-
-
- // public properties:
- /**
- * The text to display.
- * @property text
- * @type String
- **/
- this.text = text;
-
- /**
- * The font style to use. Any valid value for the CSS font attribute is acceptable (ex. "bold 36px Arial").
- * @property font
- * @type String
- **/
- this.font = font;
-
- /**
- * The color to draw the text in. Any valid value for the CSS color attribute is acceptable (ex. "#F00"). Default is "#000".
- * It will also accept valid canvas fillStyle values.
- * @property color
- * @type String
- **/
- this.color = color;
-
- /**
- * The horizontal text alignment. Any of "start", "end", "left", "right", and "center". For detailed
- * information view the
- * <a href="http://www.whatwg.org/specs/web-apps/current-work/multipage/the-canvas-element.html#text-styles">
- * whatwg spec</a>. Default is "left".
- * @property textAlign
- * @type String
- **/
- this.textAlign = "left";
-
- /**
- * The vertical alignment point on the font. Any of "top", "hanging", "middle", "alphabetic", "ideographic", or
- * "bottom". For detailed information view the <a href="http://www.whatwg.org/specs/web-apps/current-work/multipage/the-canvas-element.html#text-styles">
- * whatwg spec</a>. Default is "top".
- * @property textBaseline
- * @type String
- */
- this.textBaseline = "top";
-
- /**
- * The maximum width to draw the text. If maxWidth is specified (not null), the text will be condensed or
- * shrunk to make it fit in this width. For detailed information view the
- * <a href="http://www.whatwg.org/specs/web-apps/current-work/multipage/the-canvas-element.html#text-styles">
- * whatwg spec</a>.
- * @property maxWidth
- * @type Number
- */
- this.maxWidth = null;
-
- /**
- * If greater than 0, the text will be drawn as a stroke (outline) of the specified width.
- * @property outline
- * @type Number
- **/
- this.outline = 0;
-
- /**
- * Indicates the line height (vertical distance between baselines) for multi-line text. If null or 0,
- * the value of getMeasuredLineHeight is used.
- * @property lineHeight
- * @type Number
- **/
- this.lineHeight = 0;
-
- /**
- * Indicates the maximum width for a line of text before it is wrapped to multiple lines. If null,
- * the text will not be wrapped.
- * @property lineWidth
- * @type Number
- **/
- this.lineWidth = null;
- }
- var p = createjs.extend(Text, createjs.DisplayObject);
-
- // TODO: deprecated
- // p.initialize = function() {}; // searchable for devs wondering where it is. REMOVED. See docs for details.
-
-
- // static properties:
- /**
- * @property _workingContext
- * @type CanvasRenderingContext2D
- * @private
- **/
- var canvas = (createjs.createCanvas?createjs.createCanvas():document.createElement("canvas"));
- if (canvas.getContext) { Text._workingContext = canvas.getContext("2d"); canvas.width = canvas.height = 1; }
-
-
- // constants:
- /**
- * Lookup table for the ratio to offset bounds x calculations based on the textAlign property.
- * @property H_OFFSETS
- * @type Object
- * @protected
- * @static
- **/
- Text.H_OFFSETS = {start: 0, left: 0, center: -0.5, end: -1, right: -1};
-
- /**
- * Lookup table for the ratio to offset bounds y calculations based on the textBaseline property.
- * @property H_OFFSETS
- * @type Object
- * @protected
- * @static
- **/
- Text.V_OFFSETS = {top: 0, hanging: -0.01, middle: -0.4, alphabetic: -0.8, ideographic: -0.85, bottom: -1};
-
-
- // public methods:
- /**
- * Returns true or false indicating whether the display object would be visible if drawn to a canvas.
- * This does not account for whether it would be visible within the boundaries of the stage.
- * NOTE: This method is mainly for internal use, though it may be useful for advanced uses.
- * @method isVisible
- * @return {Boolean} Whether the display object would be visible if drawn to a canvas
- **/
- p.isVisible = function() {
- var hasContent = this.cacheCanvas || (this.text != null && this.text !== "");
- return !!(this.visible && this.alpha > 0 && this.scaleX != 0 && this.scaleY != 0 && hasContent);
- };
-
- /**
- * Draws the Text into the specified context ignoring its visible, alpha, shadow, and transform.
- * Returns true if the draw was handled (useful for overriding functionality).
- * NOTE: This method is mainly for internal use, though it may be useful for advanced uses.
- * @method draw
- * @param {CanvasRenderingContext2D} ctx The canvas 2D context object to draw into.
- * @param {Boolean} ignoreCache Indicates whether the draw operation should ignore any current cache.
- * For example, used for drawing the cache (to prevent it from simply drawing an existing cache back
- * into itself).
- **/
- p.draw = function(ctx, ignoreCache) {
- if (this.DisplayObject_draw(ctx, ignoreCache)) { return true; }
-
- var col = this.color || "#000";
- if (this.outline) { ctx.strokeStyle = col; ctx.lineWidth = this.outline*1; }
- else { ctx.fillStyle = col; }
-
- this._drawText(this._prepContext(ctx));
- return true;
- };
-
- /**
- * Returns the measured, untransformed width of the text without wrapping. Use getBounds for a more robust value.
- * @method getMeasuredWidth
- * @return {Number} The measured, untransformed width of the text.
- **/
- p.getMeasuredWidth = function() {
- return this._getMeasuredWidth(this.text);
- };
-
- /**
- * Returns an approximate line height of the text, ignoring the lineHeight property. This is based on the measured
- * width of a "M" character multiplied by 1.2, which provides an approximate line height for most fonts.
- * @method getMeasuredLineHeight
- * @return {Number} an approximate line height of the text, ignoring the lineHeight property. This is
- * based on the measured width of a "M" character multiplied by 1.2, which approximates em for most fonts.
- **/
- p.getMeasuredLineHeight = function() {
- return this._getMeasuredWidth("M")*1.2;
- };
-
- /**
- * Returns the approximate height of multi-line text by multiplying the number of lines against either the
- * <code>lineHeight</code> (if specified) or {{#crossLink "Text/getMeasuredLineHeight"}}{{/crossLink}}. Note that
- * this operation requires the text flowing logic to run, which has an associated CPU cost.
- * @method getMeasuredHeight
- * @return {Number} The approximate height of the untransformed multi-line text.
- **/
- p.getMeasuredHeight = function() {
- return this._drawText(null,{}).height;
- };
-
- /**
- * Docced in superclass.
- */
- p.getBounds = function() {
- var rect = this.DisplayObject_getBounds();
- if (rect) { return rect; }
- if (this.text == null || this.text === "") { return null; }
- var o = this._drawText(null, {});
- var w = (this.maxWidth && this.maxWidth < o.width) ? this.maxWidth : o.width;
- var x = w * Text.H_OFFSETS[this.textAlign||"left"];
- var lineHeight = this.lineHeight||this.getMeasuredLineHeight();
- var y = lineHeight * Text.V_OFFSETS[this.textBaseline||"top"];
- return this._rectangle.setValues(x, y, w, o.height);
- };
-
- /**
- * Returns an object with width, height, and lines properties. The width and height are the visual width and height
- * of the drawn text. The lines property contains an array of strings, one for
- * each line of text that will be drawn, accounting for line breaks and wrapping. These strings have trailing
- * whitespace removed.
- * @method getMetrics
- * @return {Object} An object with width, height, and lines properties.
- **/
- p.getMetrics = function() {
- var o = {lines:[]};
- o.lineHeight = this.lineHeight || this.getMeasuredLineHeight();
- o.vOffset = o.lineHeight * Text.V_OFFSETS[this.textBaseline||"top"];
- return this._drawText(null, o, o.lines);
- };
-
- /**
- * Returns a clone of the Text instance.
- * @method clone
- * @return {Text} a clone of the Text instance.
- **/
- p.clone = function() {
- return this._cloneProps(new Text(this.text, this.font, this.color));
- };
-
- /**
- * Returns a string representation of this object.
- * @method toString
- * @return {String} a string representation of the instance.
- **/
- p.toString = function() {
- return "[Text (text="+ (this.text.length > 20 ? this.text.substr(0, 17)+"..." : this.text) +")]";
- };
-
-
- // private methods:
- /**
- * @method _cloneProps
- * @param {Text} o
- * @protected
- * @return {Text} o
- **/
- p._cloneProps = function(o) {
- this.DisplayObject__cloneProps(o);
- o.textAlign = this.textAlign;
- o.textBaseline = this.textBaseline;
- o.maxWidth = this.maxWidth;
- o.outline = this.outline;
- o.lineHeight = this.lineHeight;
- o.lineWidth = this.lineWidth;
- return o;
- };
-
- /**
- * @method _getWorkingContext
- * @param {CanvasRenderingContext2D} ctx
- * @return {CanvasRenderingContext2D}
- * @protected
- **/
- p._prepContext = function(ctx) {
- ctx.font = this.font||"10px sans-serif";
- ctx.textAlign = this.textAlign||"left";
- ctx.textBaseline = this.textBaseline||"top";
- return ctx;
- };
-
- /**
- * Draws multiline text.
- * @method _drawText
- * @param {CanvasRenderingContext2D} ctx
- * @param {Object} o
- * @param {Array} lines
- * @return {Object}
- * @protected
- **/
- p._drawText = function(ctx, o, lines) {
- var paint = !!ctx;
- if (!paint) {
- ctx = Text._workingContext;
- ctx.save();
- this._prepContext(ctx);
- }
- var lineHeight = this.lineHeight||this.getMeasuredLineHeight();
-
- var maxW = 0, count = 0;
- var hardLines = String(this.text).split(/(?:\r\n|\r|\n)/);
- for (var i=0, l=hardLines.length; i<l; i++) {
- var str = hardLines[i];
- var w = null;
-
- if (this.lineWidth != null && (w = ctx.measureText(str).width) > this.lineWidth) {
- // text wrapping:
- var words = str.split(/(\s)/);
- str = words[0];
- w = ctx.measureText(str).width;
-
- for (var j=1, jl=words.length; j<jl; j+=2) {
- // Line needs to wrap:
- var wordW = ctx.measureText(words[j] + words[j+1]).width;
- if (w + wordW > this.lineWidth) {
- if (paint) { this._drawTextLine(ctx, str, count*lineHeight); }
- if (lines) { lines.push(str); }
- if (w > maxW) { maxW = w; }
- str = words[j+1];
- w = ctx.measureText(str).width;
- count++;
- } else {
- str += words[j] + words[j+1];
- w += wordW;
- }
- }
- }
-
- if (paint) { this._drawTextLine(ctx, str, count*lineHeight); }
- if (lines) { lines.push(str); }
- if (o && w == null) { w = ctx.measureText(str).width; }
- if (w > maxW) { maxW = w; }
- count++;
- }
-
- if (o) {
- o.width = maxW;
- o.height = count*lineHeight;
- }
- if (!paint) { ctx.restore(); }
- return o;
- };
-
- /**
- * @method _drawTextLine
- * @param {CanvasRenderingContext2D} ctx
- * @param {String} text
- * @param {Number} y
- * @protected
- **/
- p._drawTextLine = function(ctx, text, y) {
- // Chrome 17 will fail to draw the text if the last param is included but null, so we feed it a large value instead:
- if (this.outline) { ctx.strokeText(text, 0, y, this.maxWidth||0xFFFF); }
- else { ctx.fillText(text, 0, y, this.maxWidth||0xFFFF); }
- };
-
-
- /**
- * @method _getMeasuredWidth
- * @param {String} text
- * @protected
- **/
- p._getMeasuredWidth = function(text) {
- var ctx = Text._workingContext;
- ctx.save();
- var w = this._prepContext(ctx).measureText(text).width;
- ctx.restore();
- return w;
- };
-
-
- createjs.Text = createjs.promote(Text, "DisplayObject");
- }());
-
- //##############################################################################
- // BitmapText.js
- //##############################################################################
-
- this.createjs = this.createjs || {};
-
- (function () {
- "use strict";
-
-
- // constructor:
- /**
- * Displays text using bitmap glyphs defined in a sprite sheet. Multi-line text is supported
- * using new line characters, but automatic wrapping is not supported. See the
- * {{#crossLink "BitmapText/spriteSheet:property"}}{{/crossLink}}
- * property for more information on defining glyphs.
- *
- * <strong>Important:</strong> BitmapText extends Container, but is not designed to be used as one.
- * As such, methods like addChild and removeChild are disabled.
- * @class BitmapText
- * @extends DisplayObject
- * @param {String} [text=""] The text to display.
- * @param {SpriteSheet} [spriteSheet=null] The spritesheet that defines the character glyphs.
- * @constructor
- **/
- function BitmapText(text, spriteSheet) {
- this.Container_constructor();
-
-
- // public properties:
- /**
- * The text to display.
- * @property text
- * @type String
- * @default ""
- **/
- this.text = text||"";
-
- /**
- * A SpriteSheet instance that defines the glyphs for this bitmap text. Each glyph/character
- * should have a single frame animation defined in the sprite sheet named the same as
- * corresponding character. For example, the following animation definition:
- *
- * "A": {frames: [0]}
- *
- * would indicate that the frame at index 0 of the spritesheet should be drawn for the "A" character. The short form
- * is also acceptable:
- *
- * "A": 0
- *
- * Note that if a character in the text is not found in the sprite sheet, it will also
- * try to use the alternate case (upper or lower).
- *
- * See SpriteSheet for more information on defining sprite sheet data.
- * @property spriteSheet
- * @type SpriteSheet
- * @default null
- **/
- this.spriteSheet = spriteSheet;
-
- /**
- * The height of each line of text. If 0, then it will use a line height calculated
- * by checking for the height of the "1", "T", or "L" character (in that order). If
- * those characters are not defined, it will use the height of the first frame of the
- * sprite sheet.
- * @property lineHeight
- * @type Number
- * @default 0
- **/
- this.lineHeight = 0;
-
- /**
- * This spacing (in pixels) will be added after each character in the output.
- * @property letterSpacing
- * @type Number
- * @default 0
- **/
- this.letterSpacing = 0;
-
- /**
- * If a space character is not defined in the sprite sheet, then empty pixels equal to
- * spaceWidth will be inserted instead. If 0, then it will use a value calculated
- * by checking for the width of the "1", "l", "E", or "A" character (in that order). If
- * those characters are not defined, it will use the width of the first frame of the
- * sprite sheet.
- * @property spaceWidth
- * @type Number
- * @default 0
- **/
- this.spaceWidth = 0;
-
-
- // private properties:
- /**
- * @property _oldProps
- * @type Object
- * @protected
- **/
- this._oldProps = {text:0,spriteSheet:0,lineHeight:0,letterSpacing:0,spaceWidth:0};
- }
- var p = createjs.extend(BitmapText, createjs.Container);
-
- /**
- * <strong>REMOVED</strong>. Removed in favor of using `MySuperClass_constructor`.
- * See {{#crossLink "Utility Methods/extend"}}{{/crossLink}} and {{#crossLink "Utility Methods/promote"}}{{/crossLink}}
- * for details.
- *
- * There is an inheritance tutorial distributed with EaselJS in /tutorials/Inheritance.
- *
- * @method initialize
- * @protected
- * @deprecated
- */
- // p.initialize = function() {}; // searchable for devs wondering where it is.
-
- // static properties:
- /**
- * BitmapText uses Sprite instances to draw text. To reduce the creation and destruction of instances (and thus garbage collection), it maintains
- * an internal object pool of sprite instances to reuse. Increasing this value can cause more sprites to be
- * retained, slightly increasing memory use, but reducing instantiation.
- * @property maxPoolSize
- * @type Number
- * @static
- * @default 100
- **/
- BitmapText.maxPoolSize = 100;
-
- /**
- * Sprite object pool.
- * @type {Array}
- * @static
- * @private
- */
- BitmapText._spritePool = [];
-
-
- // public methods:
- /**
- * Docced in superclass.
- **/
- p.draw = function(ctx, ignoreCache) {
- if (this.DisplayObject_draw(ctx, ignoreCache)) { return; }
- this._updateText();
- this.Container_draw(ctx, ignoreCache);
- };
-
- /**
- * Docced in superclass.
- **/
- p.getBounds = function() {
- this._updateText();
- return this.Container_getBounds();
- };
-
- /**
- * Returns true or false indicating whether the display object would be visible if drawn to a canvas.
- * This does not account for whether it would be visible within the boundaries of the stage.
- * NOTE: This method is mainly for internal use, though it may be useful for advanced uses.
- * @method isVisible
- * @return {Boolean} Boolean indicating whether the display object would be visible if drawn to a canvas
- **/
- p.isVisible = function() {
- var hasContent = this.cacheCanvas || (this.spriteSheet && this.spriteSheet.complete && this.text);
- return !!(this.visible && this.alpha > 0 && this.scaleX !== 0 && this.scaleY !== 0 && hasContent);
- };
-
- p.clone = function() {
- return this._cloneProps(new BitmapText(this.text, this.spriteSheet));
- };
-
- /**
- * <strong>Disabled in BitmapText.</strong>
- * @method addChild
- **/
- /**
- * <strong>Disabled in BitmapText.</strong>
- * @method addChildAt
- **/
- /**
- * <strong>Disabled in BitmapText.</strong>
- * @method removeChild
- **/
- /**
- * <strong>Disabled in BitmapText.</strong>
- * @method removeChildAt
- **/
- /**
- * <strong>Disabled in BitmapText.</strong>
- * @method removeAllChildren
- **/
- p.addChild = p.addChildAt = p.removeChild = p.removeChildAt = p.removeAllChildren = function() {};
-
-
- // private methods:
- /**
- * @method _cloneProps
- * @param {BitmapText} o
- * @return {BitmapText} o
- * @protected
- **/
- p._cloneProps = function(o) {
- this.Container__cloneProps(o);
- o.lineHeight = this.lineHeight;
- o.letterSpacing = this.letterSpacing;
- o.spaceWidth = this.spaceWidth;
- return o;
- };
-
- /**
- * @method _getFrameIndex
- * @param {String} character
- * @param {SpriteSheet} spriteSheet
- * @return {Number}
- * @protected
- **/
- p._getFrameIndex = function(character, spriteSheet) {
- var c, o = spriteSheet.getAnimation(character);
- if (!o) {
- (character != (c = character.toUpperCase())) || (character != (c = character.toLowerCase())) || (c=null);
- if (c) { o = spriteSheet.getAnimation(c); }
- }
- return o && o.frames[0];
- };
-
- /**
- * @method _getFrame
- * @param {String} character
- * @param {SpriteSheet} spriteSheet
- * @return {Object}
- * @protected
- **/
- p._getFrame = function(character, spriteSheet) {
- var index = this._getFrameIndex(character, spriteSheet);
- return index == null ? index : spriteSheet.getFrame(index);
- };
-
- /**
- * @method _getLineHeight
- * @param {SpriteSheet} ss
- * @return {Number}
- * @protected
- **/
- p._getLineHeight = function(ss) {
- var frame = this._getFrame("1",ss) || this._getFrame("T",ss) || this._getFrame("L",ss) || ss.getFrame(0);
- return frame ? frame.rect.height : 1;
- };
- /**
- * @method _getSpaceWidth
- * @param {SpriteSheet} ss
- * @return {Number}
- * @protected
- **/
- p._getSpaceWidth = function(ss) {
- var frame = this._getFrame("1",ss) || this._getFrame("l",ss) || this._getFrame("e",ss) || this._getFrame("a",ss) || ss.getFrame(0);
- return frame ? frame.rect.width : 1;
- };
-
- /**
- * @method _drawText
- * @protected
- **/
- p._updateText = function() {
- var x=0, y=0, o=this._oldProps, change=false, spaceW=this.spaceWidth, lineH=this.lineHeight, ss=this.spriteSheet;
- var pool=BitmapText._spritePool, kids=this.children, childIndex=0, numKids=kids.length, sprite;
-
- for (var n in o) {
- if (o[n] != this[n]) {
- o[n] = this[n];
- change = true;
- }
- }
- if (!change) { return; }
-
- var hasSpace = !!this._getFrame(" ", ss);
- if (!hasSpace && !spaceW) { spaceW = this._getSpaceWidth(ss); }
- if (!lineH) { lineH = this._getLineHeight(ss); }
-
- for(var i=0, l=this.text.length; i<l; i++) {
- var character = this.text.charAt(i);
- if (character == " " && !hasSpace) {
- x += spaceW;
- continue;
- } else if (character=="\n" || character=="\r") {
- if (character=="\r" && this.text.charAt(i+1) == "\n") { i++; } // crlf
- x = 0;
- y += lineH;
- continue;
- }
-
- var index = this._getFrameIndex(character, ss);
- if (index == null) { continue; }
-
- if (childIndex < numKids) {
- sprite = kids[childIndex];
- } else {
- kids.push(sprite = pool.length ? pool.pop() : new createjs.Sprite());
- sprite.parent = this;
- numKids++;
- }
- sprite.spriteSheet = ss;
- sprite.gotoAndStop(index);
- sprite.x = x;
- sprite.y = y;
- childIndex++;
-
- x += sprite.getBounds().width + this.letterSpacing;
- }
- while (numKids > childIndex) {
- // faster than removeChild.
- pool.push(sprite = kids.pop());
- sprite.parent = null;
- numKids--;
- }
- if (pool.length > BitmapText.maxPoolSize) { pool.length = BitmapText.maxPoolSize; }
- };
-
-
- createjs.BitmapText = createjs.promote(BitmapText, "Container");
- }());
-
- //##############################################################################
- // MovieClip.js
- //##############################################################################
-
- this.createjs = this.createjs||{};
-
- (function() {
- "use strict";
-
-
- // constructor:
- /**
- * The MovieClip class associates a TweenJS Timeline with an EaselJS {{#crossLink "Container"}}{{/crossLink}}. It allows
- * you to create objects which encapsulate timeline animations, state changes, and synched actions. Due to the
- * complexities inherent in correctly setting up a MovieClip, it is largely intended for tool output and is not included
- * in the main EaselJS library.
- *
- * Currently MovieClip only works properly if it is tick based (as opposed to time based) though some concessions have
- * been made to support time-based timelines in the future.
- *
- * <h4>Example</h4>
- * This example animates two shapes back and forth. The grey shape starts on the left, but we jump to a mid-point in
- * the animation using {{#crossLink "MovieClip/gotoAndPlay"}}{{/crossLink}}.
- *
- * var stage = new createjs.Stage("canvas");
- * createjs.Ticker.addEventListener("tick", stage);
- *
- * var mc = new createjs.MovieClip(null, 0, true, {start:20});
- * stage.addChild(mc);
- *
- * var child1 = new createjs.Shape(
- * new createjs.Graphics().beginFill("#999999")
- * .drawCircle(30,30,30));
- * var child2 = new createjs.Shape(
- * new createjs.Graphics().beginFill("#5a9cfb")
- * .drawCircle(30,30,30));
- *
- * mc.timeline.addTween(
- * createjs.Tween.get(child1)
- * .to({x:0}).to({x:60}, 50).to({x:0}, 50));
- * mc.timeline.addTween(
- * createjs.Tween.get(child2)
- * .to({x:60}).to({x:0}, 50).to({x:60}, 50));
- *
- * mc.gotoAndPlay("start");
- *
- * It is recommended to use <code>tween.to()</code> to animate and set properties (use no duration to have it set
- * immediately), and the <code>tween.wait()</code> method to create delays between animations. Note that using the
- * <code>tween.set()</code> method to affect properties will likely not provide the desired result.
- *
- * @class MovieClip
- * @main MovieClip
- * @extends Container
- * @constructor
- * @param {String} [mode=independent] Initial value for the mode property. One of {{#crossLink "MovieClip/INDEPENDENT:property"}}{{/crossLink}},
- * {{#crossLink "MovieClip/SINGLE_FRAME:property"}}{{/crossLink}}, or {{#crossLink "MovieClip/SYNCHED:property"}}{{/crossLink}}.
- * The default is {{#crossLink "MovieClip/INDEPENDENT:property"}}{{/crossLink}}.
- * @param {Number} [startPosition=0] Initial value for the {{#crossLink "MovieClip/startPosition:property"}}{{/crossLink}}
- * property.
- * @param {Boolean} [loop=true] Initial value for the {{#crossLink "MovieClip/loop:property"}}{{/crossLink}}
- * property. The default is `true`.
- * @param {Object} [labels=null] A hash of labels to pass to the {{#crossLink "MovieClip/timeline:property"}}{{/crossLink}}
- * instance associated with this MovieClip. Labels only need to be passed if they need to be used.
- **/
- function MovieClip(mode, startPosition, loop, labels) {
- this.Container_constructor();
- !MovieClip.inited&&MovieClip.init(); // static init
-
-
- // public properties:
- /**
- * Controls how this MovieClip advances its time. Must be one of 0 (INDEPENDENT), 1 (SINGLE_FRAME), or 2 (SYNCHED).
- * See each constant for a description of the behaviour.
- * @property mode
- * @type String
- * @default null
- **/
- this.mode = mode||MovieClip.INDEPENDENT;
-
- /**
- * Specifies what the first frame to play in this movieclip, or the only frame to display if mode is SINGLE_FRAME.
- * @property startPosition
- * @type Number
- * @default 0
- */
- this.startPosition = startPosition || 0;
-
- /**
- * Indicates whether this MovieClip should loop when it reaches the end of its timeline.
- * @property loop
- * @type Boolean
- * @default true
- */
- this.loop = loop;
-
- /**
- * The current frame of the movieclip.
- * @property currentFrame
- * @type Number
- * @default 0
- * @readonly
- */
- this.currentFrame = 0;
-
- /**
- * The TweenJS Timeline that is associated with this MovieClip. This is created automatically when the MovieClip
- * instance is initialized. Animations are created by adding <a href="http://tweenjs.com">TweenJS</a> Tween
- * instances to the timeline.
- *
- * <h4>Example</h4>
- *
- * var tween = createjs.Tween.get(target).to({x:0}).to({x:100}, 30);
- * var mc = new createjs.MovieClip();
- * mc.timeline.addTween(tween);
- *
- * Elements can be added and removed from the timeline by toggling an "_off" property
- * using the <code>tweenInstance.to()</code> method. Note that using <code>Tween.set</code> is not recommended to
- * create MovieClip animations. The following example will toggle the target off on frame 0, and then back on for
- * frame 1. You can use the "visible" property to achieve the same effect.
- *
- * var tween = createjs.Tween.get(target).to({_off:false})
- * .wait(1).to({_off:true})
- * .wait(1).to({_off:false});
- *
- * @property timeline
- * @type Timeline
- * @default null
- */
- this.timeline = new createjs.Timeline(null, labels, {paused:true, position:startPosition, useTicks:true});
-
- /**
- * If true, the MovieClip's position will not advance when ticked.
- * @property paused
- * @type Boolean
- * @default false
- */
- this.paused = false;
-
- /**
- * If true, actions in this MovieClip's tweens will be run when the playhead advances.
- * @property actionsEnabled
- * @type Boolean
- * @default true
- */
- this.actionsEnabled = true;
-
- /**
- * If true, the MovieClip will automatically be reset to its first frame whenever the timeline adds
- * it back onto the display list. This only applies to MovieClip instances with mode=INDEPENDENT.
- * <br><br>
- * For example, if you had a character animation with a "body" child MovieClip instance
- * with different costumes on each frame, you could set body.autoReset = false, so that
- * you can manually change the frame it is on, without worrying that it will be reset
- * automatically.
- * @property autoReset
- * @type Boolean
- * @default true
- */
- this.autoReset = true;
-
- /**
- * An array of bounds for each frame in the MovieClip. This is mainly intended for tool output.
- * @property frameBounds
- * @type Array
- * @default null
- */
- this.frameBounds = this.frameBounds||null; // TODO: Deprecated. This is for backwards support of FlashCC
-
- /**
- * By default MovieClip instances advance one frame per tick. Specifying a framerate for the MovieClip
- * will cause it to advance based on elapsed time between ticks as appropriate to maintain the target
- * framerate.
- *
- * For example, if a MovieClip with a framerate of 10 is placed on a Stage being updated at 40fps, then the MovieClip will
- * advance roughly one frame every 4 ticks. This will not be exact, because the time between each tick will
- * vary slightly between frames.
- *
- * This feature is dependent on the tick event object (or an object with an appropriate "delta" property) being
- * passed into {{#crossLink "Stage/update"}}{{/crossLink}}.
- * @property framerate
- * @type {Number}
- * @default null
- **/
- this.framerate = null;
-
-
- // private properties:
- /**
- * @property _synchOffset
- * @type Number
- * @default 0
- * @private
- */
- this._synchOffset = 0;
-
- /**
- * @property _prevPos
- * @type Number
- * @default -1
- * @private
- */
- this._prevPos = -1; // TODO: evaluate using a ._reset Boolean prop instead of -1.
-
- /**
- * @property _prevPosition
- * @type Number
- * @default 0
- * @private
- */
- this._prevPosition = 0;
-
- /**
- * The time remaining from the previous tick, only applicable when .framerate is set.
- * @property _t
- * @type Number
- * @private
- */
- this._t = 0;
-
- /**
- * List of display objects that are actively being managed by the MovieClip.
- * @property _managed
- * @type Object
- * @private
- */
- this._managed = {};
- }
- var p = createjs.extend(MovieClip, createjs.Container);
-
-
- // constants:
- /**
- * The MovieClip will advance independently of its parent, even if its parent is paused.
- * This is the default mode.
- * @property INDEPENDENT
- * @static
- * @type String
- * @default "independent"
- * @readonly
- **/
- MovieClip.INDEPENDENT = "independent";
-
- /**
- * The MovieClip will only display a single frame (as determined by the startPosition property).
- * @property SINGLE_FRAME
- * @static
- * @type String
- * @default "single"
- * @readonly
- **/
- MovieClip.SINGLE_FRAME = "single";
-
- /**
- * The MovieClip will be advanced only when its parent advances and will be synched to the position of
- * the parent MovieClip.
- * @property SYNCHED
- * @static
- * @type String
- * @default "synched"
- * @readonly
- **/
- MovieClip.SYNCHED = "synched";
-
-
- // static properties:
- MovieClip.inited = false;
-
-
- // static methods:
- MovieClip.init = function() {
- if (MovieClip.inited) { return; }
- // plugins introduce some overhead to Tween, so we only install this if an MC is instantiated.
- MovieClipPlugin.install();
- MovieClip.inited = true;
- };
-
-
- // getter / setters:
- /**
- * Use the {{#crossLink "MovieClip/labels:property"}}{{/crossLink}} property instead.
- * @method getLabels
- * @return {Array}
- * @deprecated
- **/
- p.getLabels = function() {
- return this.timeline.getLabels();
- };
-
- /**
- * Use the {{#crossLink "MovieClip/currentLabel:property"}}{{/crossLink}} property instead.
- * @method getCurrentLabel
- * @return {String}
- * @deprecated
- **/
- p.getCurrentLabel = function() {
- this._updateTimeline();
- return this.timeline.getCurrentLabel();
- };
-
- /**
- * Use the {{#crossLink "MovieClip/duration:property"}}{{/crossLink}} property instead.
- * @method getDuration
- * @return {Number}
- * @protected
- **/
- p.getDuration = function() {
- return this.timeline.duration;
- };
-
- /**
- * Returns an array of objects with label and position (aka frame) properties, sorted by position.
- * Shortcut to TweenJS: Timeline.getLabels();
- * @property labels
- * @type {Array}
- * @readonly
- **/
-
- /**
- * Returns the name of the label on or immediately before the current frame. See TweenJS: Timeline.getCurrentLabel()
- * for more information.
- * @property currentLabel
- * @type {String}
- * @readonly
- **/
-
- /**
- * Returns the duration of this MovieClip in seconds or ticks. Identical to {{#crossLink "MovieClip/duration:property"}}{{/crossLink}}
- * and provided for Flash API compatibility.
- * @property totalFrames
- * @type {Number}
- * @readonly
- **/
-
- /**
- * Returns the duration of this MovieClip in seconds or ticks.
- * @property duration
- * @type {Number}
- * @readonly
- **/
- try {
- Object.defineProperties(p, {
- labels: { get: p.getLabels },
- currentLabel: { get: p.getCurrentLabel },
- totalFrames: { get: p.getDuration },
- duration: { get: p.getDuration }
- });
- } catch (e) {}
-
-
- // public methods:
- /**
- * Constructor alias for backwards compatibility. This method will be removed in future versions.
- * Subclasses should be updated to use {{#crossLink "Utility Methods/extends"}}{{/crossLink}}.
- * @method initialize
- * @deprecated in favour of `createjs.promote()`
- **/
- p.initialize = MovieClip; // TODO: Deprecated. This is for backwards support of FlashCC
-
- /**
- * Returns true or false indicating whether the display object would be visible if drawn to a canvas.
- * This does not account for whether it would be visible within the boundaries of the stage.
- * NOTE: This method is mainly for internal use, though it may be useful for advanced uses.
- * @method isVisible
- * @return {Boolean} Boolean indicating whether the display object would be visible if drawn to a canvas
- **/
- p.isVisible = function() {
- // children are placed in draw, so we can't determine if we have content.
- return !!(this.visible && this.alpha > 0 && this.scaleX != 0 && this.scaleY != 0);
- };
-
- /**
- * Draws the display object into the specified context ignoring its visible, alpha, shadow, and transform.
- * Returns true if the draw was handled (useful for overriding functionality).
- * NOTE: This method is mainly for internal use, though it may be useful for advanced uses.
- * @method draw
- * @param {CanvasRenderingContext2D} ctx The canvas 2D context object to draw into.
- * @param {Boolean} ignoreCache Indicates whether the draw operation should ignore any current cache.
- * For example, used for drawing the cache (to prevent it from simply drawing an existing cache back
- * into itself).
- **/
- p.draw = function(ctx, ignoreCache) {
- // draw to cache first:
- if (this.DisplayObject_draw(ctx, ignoreCache)) { return true; }
- this._updateTimeline();
- this.Container_draw(ctx, ignoreCache);
- return true;
- };
-
- /**
- * Sets paused to false.
- * @method play
- **/
- p.play = function() {
- this.paused = false;
- };
-
- /**
- * Sets paused to true.
- * @method stop
- **/
- p.stop = function() {
- this.paused = true;
- };
-
- /**
- * Advances this movie clip to the specified position or label and sets paused to false.
- * @method gotoAndPlay
- * @param {String|Number} positionOrLabel The animation name or frame number to go to.
- **/
- p.gotoAndPlay = function(positionOrLabel) {
- this.paused = false;
- this._goto(positionOrLabel);
- };
-
- /**
- * Advances this movie clip to the specified position or label and sets paused to true.
- * @method gotoAndStop
- * @param {String|Number} positionOrLabel The animation or frame name to go to.
- **/
- p.gotoAndStop = function(positionOrLabel) {
- this.paused = true;
- this._goto(positionOrLabel);
- };
-
- /**
- * Advances the playhead. This occurs automatically each tick by default.
- * @param [time] {Number} The amount of time in ms to advance by. Only applicable if framerate is set.
- * @method advance
- */
- p.advance = function(time) {
- // TODO: should we worry at all about clips who change their own modes via frame scripts?
- var independent = MovieClip.INDEPENDENT;
- if (this.mode != independent) { return; }
-
- var o=this, fps = o.framerate;
- while ((o = o.parent) && fps == null) {
- if (o.mode == independent) { fps = o._framerate; }
- }
- this._framerate = fps;
-
- var t = (fps != null && fps != -1 && time != null) ? time/(1000/fps) + this._t : 1;
- var frames = t|0;
- this._t = t-frames; // leftover time
-
- while (!this.paused && frames--) {
- this._prevPosition = (this._prevPos < 0) ? 0 : this._prevPosition+1;
- this._updateTimeline();
- }
- };
-
- /**
- * MovieClip instances cannot be cloned.
- * @method clone
- **/
- p.clone = function() {
- // TODO: add support for this? Need to clone the Timeline & retarget tweens - pretty complex.
- throw("MovieClip cannot be cloned.")
- };
-
- /**
- * Returns a string representation of this object.
- * @method toString
- * @return {String} a string representation of the instance.
- **/
- p.toString = function() {
- return "[MovieClip (name="+ this.name +")]";
- };
-
-
- // private methods:
- /**
- * @method _tick
- * @param {Object} evtObj An event object that will be dispatched to all tick listeners. This object is reused between dispatchers to reduce construction & GC costs.
- * function.
- * @protected
- **/
- p._tick = function(evtObj) {
- this.advance(evtObj&&evtObj.delta);
- this.Container__tick(evtObj);
- };
-
- /**
- * @method _goto
- * @param {String|Number} positionOrLabel The animation name or frame number to go to.
- * @protected
- **/
- p._goto = function(positionOrLabel) {
- var pos = this.timeline.resolve(positionOrLabel);
- if (pos == null) { return; }
- // prevent _updateTimeline from overwriting the new position because of a reset:
- if (this._prevPos == -1) { this._prevPos = NaN; }
- this._prevPosition = pos;
- this._t = 0;
- this._updateTimeline();
- };
-
- /**
- * @method _reset
- * @private
- **/
- p._reset = function() {
- this._prevPos = -1;
- this._t = this.currentFrame = 0;
- this.paused = false;
- };
-
- /**
- * @method _updateTimeline
- * @protected
- **/
- p._updateTimeline = function() {
- var tl = this.timeline;
- var synched = this.mode != MovieClip.INDEPENDENT;
- tl.loop = (this.loop==null) ? true : this.loop;
-
- var pos = synched ? this.startPosition + (this.mode==MovieClip.SINGLE_FRAME?0:this._synchOffset) : (this._prevPos < 0 ? 0 : this._prevPosition);
- var mode = synched || !this.actionsEnabled ? createjs.Tween.NONE : null;
-
- // pre-assign currentFrame so it is available to frame scripts:
- this.currentFrame = tl._calcPosition(pos);
-
- // update timeline position, ignoring actions if this is a graphic.
- tl.setPosition(pos, mode);
-
- this._prevPosition = tl._prevPosition;
- if (this._prevPos == tl._prevPos) { return; }
- this.currentFrame = this._prevPos = tl._prevPos;
-
- for (var n in this._managed) { this._managed[n] = 1; }
-
- var tweens = tl._tweens;
- for (var i=0, l=tweens.length; i<l; i++) {
- var tween = tweens[i];
- var target = tween._target;
- if (target == this || tween.passive) { continue; } // TODO: this assumes actions tween has this as the target. Valid?
- var offset = tween._stepPosition;
-
- if (target instanceof createjs.DisplayObject) {
- // motion tween.
- this._addManagedChild(target, offset);
- } else {
- // state tween.
- this._setState(target.state, offset);
- }
- }
-
- var kids = this.children;
- for (i=kids.length-1; i>=0; i--) {
- var id = kids[i].id;
- if (this._managed[id] == 1) {
- this.removeChildAt(i);
- delete(this._managed[id]);
- }
- }
- };
-
- /**
- * @method _setState
- * @param {Array} state
- * @param {Number} offset
- * @protected
- **/
- p._setState = function(state, offset) {
- if (!state) { return; }
- for (var i=state.length-1;i>=0;i--) {
- var o = state[i];
- var target = o.t;
- var props = o.p;
- for (var n in props) { target[n] = props[n]; }
- this._addManagedChild(target, offset);
- }
- };
-
- /**
- * Adds a child to the timeline, and sets it up as a managed child.
- * @method _addManagedChild
- * @param {MovieClip} child The child MovieClip to manage
- * @param {Number} offset
- * @private
- **/
- p._addManagedChild = function(child, offset) {
- if (child._off) { return; }
- this.addChildAt(child,0);
-
- if (child instanceof MovieClip) {
- child._synchOffset = offset;
- // TODO: this does not precisely match Flash. Flash loses track of the clip if it is renamed or removed from the timeline, which causes it to reset.
- if (child.mode == MovieClip.INDEPENDENT && child.autoReset && !this._managed[child.id]) { child._reset(); }
- }
- this._managed[child.id] = 2;
- };
-
- /**
- * @method _getBounds
- * @param {Matrix2D} matrix
- * @param {Boolean} ignoreTransform
- * @return {Rectangle}
- * @protected
- **/
- p._getBounds = function(matrix, ignoreTransform) {
- var bounds = this.DisplayObject_getBounds();
- if (!bounds) {
- this._updateTimeline();
- if (this.frameBounds) { bounds = this._rectangle.copy(this.frameBounds[this.currentFrame]); }
- }
- if (bounds) { return this._transformBounds(bounds, matrix, ignoreTransform); }
- return this.Container__getBounds(matrix, ignoreTransform);
- };
-
-
- createjs.MovieClip = createjs.promote(MovieClip, "Container");
-
-
-
- // MovieClipPlugin for TweenJS:
- /**
- * This plugin works with <a href="http://tweenjs.com" target="_blank">TweenJS</a> to prevent the startPosition
- * property from tweening.
- * @private
- * @class MovieClipPlugin
- * @constructor
- **/
- function MovieClipPlugin() {
- throw("MovieClipPlugin cannot be instantiated.")
- }
-
- /**
- * @method priority
- * @private
- **/
- MovieClipPlugin.priority = 100; // very high priority, should run first
-
- /**
- * @method install
- * @private
- **/
- MovieClipPlugin.install = function() {
- createjs.Tween.installPlugin(MovieClipPlugin, ["startPosition"]);
- };
-
- /**
- * @method init
- * @param {Tween} tween
- * @param {String} prop
- * @param {String|Number|Boolean} value
- * @private
- **/
- MovieClipPlugin.init = function(tween, prop, value) {
- return value;
- };
-
- /**
- * @method step
- * @private
- **/
- MovieClipPlugin.step = function() {
- // unused.
- };
-
- /**
- * @method tween
- * @param {Tween} tween
- * @param {String} prop
- * @param {String | Number | Boolean} value
- * @param {Array} startValues
- * @param {Array} endValues
- * @param {Number} ratio
- * @param {Object} wait
- * @param {Object} end
- * @return {*}
- */
- MovieClipPlugin.tween = function(tween, prop, value, startValues, endValues, ratio, wait, end) {
- if (!(tween.target instanceof MovieClip)) { return value; }
- return (ratio == 1 ? endValues[prop] : startValues[prop]);
- };
-
- }());
-
- //##############################################################################
- // SpriteSheetUtils.js
- //##############################################################################
-
- this.createjs = this.createjs||{};
-
- (function() {
- "use strict";
-
-
- // constructor:
- /**
- * The SpriteSheetUtils class is a collection of static methods for working with {{#crossLink "SpriteSheet"}}{{/crossLink}}s.
- * A sprite sheet is a series of images (usually animation frames) combined into a single image on a regular grid. For
- * example, an animation consisting of 8 100x100 images could be combined into a 400x200 sprite sheet (4 frames across
- * by 2 high). The SpriteSheetUtils class uses a static interface and should not be instantiated.
- * @class SpriteSheetUtils
- * @static
- **/
- function SpriteSheetUtils() {
- throw "SpriteSheetUtils cannot be instantiated";
- }
-
-
- // private static properties:
- /**
- * @property _workingCanvas
- * @static
- * @type HTMLCanvasElement | Object
- * @protected
- */
- /**
- * @property _workingContext
- * @static
- * @type CanvasRenderingContext2D
- * @protected
- */
- var canvas = (createjs.createCanvas?createjs.createCanvas():document.createElement("canvas"));
- if (canvas.getContext) {
- SpriteSheetUtils._workingCanvas = canvas;
- SpriteSheetUtils._workingContext = canvas.getContext("2d");
- canvas.width = canvas.height = 1;
- }
-
-
- // public static methods:
- /**
- * <b>This is an experimental method, and may be buggy. Please report issues.</b><br/><br/>
- * Extends the existing sprite sheet by flipping the original frames horizontally, vertically, or both,
- * and adding appropriate animation & frame data. The flipped animations will have a suffix added to their names
- * (_h, _v, _hv as appropriate). Make sure the sprite sheet images are fully loaded before using this method.
- * <br/><br/>
- * For example:<br/>
- * SpriteSheetUtils.addFlippedFrames(mySpriteSheet, true, true);
- * The above would add frames that are flipped horizontally AND frames that are flipped vertically.
- * <br/><br/>
- * Note that you can also flip any display object by setting its scaleX or scaleY to a negative value. On some
- * browsers (especially those without hardware accelerated canvas) this can result in slightly degraded performance,
- * which is why addFlippedFrames is available.
- * @method addFlippedFrames
- * @static
- * @param {SpriteSheet} spriteSheet
- * @param {Boolean} horizontal If true, horizontally flipped frames will be added.
- * @param {Boolean} vertical If true, vertically flipped frames will be added.
- * @param {Boolean} both If true, frames that are flipped both horizontally and vertically will be added.
- * @deprecated Modern browsers perform better when flipping via a transform (ex. scaleX=-1) rendering this obsolete.
- **/
- SpriteSheetUtils.addFlippedFrames = function(spriteSheet, horizontal, vertical, both) {
- if (!horizontal && !vertical && !both) { return; }
-
- var count = 0;
- if (horizontal) { SpriteSheetUtils._flip(spriteSheet,++count,true,false); }
- if (vertical) { SpriteSheetUtils._flip(spriteSheet,++count,false,true); }
- if (both) { SpriteSheetUtils._flip(spriteSheet,++count,true,true); }
- };
-
- /**
- * Returns a single frame of the specified sprite sheet as a new PNG image. An example of when this may be useful is
- * to use a spritesheet frame as the source for a bitmap fill.
- *
- * <strong>WARNING:</strong> In almost all cases it is better to display a single frame using a {{#crossLink "Sprite"}}{{/crossLink}}
- * with a {{#crossLink "Sprite/gotoAndStop"}}{{/crossLink}} call than it is to slice out a frame using this
- * method and display it with a Bitmap instance. You can also crop an image using the {{#crossLink "Bitmap/sourceRect"}}{{/crossLink}}
- * property of {{#crossLink "Bitmap"}}{{/crossLink}}.
- *
- * The extractFrame method may cause cross-domain warnings since it accesses pixels directly on the canvas.
- * @method extractFrame
- * @static
- * @param {SpriteSheet} spriteSheet The SpriteSheet instance to extract a frame from.
- * @param {Number|String} frameOrAnimation The frame number or animation name to extract. If an animation
- * name is specified, only the first frame of the animation will be extracted.
- * @return {HTMLImageElement} a single frame of the specified sprite sheet as a new PNG image.
- */
- SpriteSheetUtils.extractFrame = function(spriteSheet, frameOrAnimation) {
- if (isNaN(frameOrAnimation)) {
- frameOrAnimation = spriteSheet.getAnimation(frameOrAnimation).frames[0];
- }
- var data = spriteSheet.getFrame(frameOrAnimation);
- if (!data) { return null; }
- var r = data.rect;
- var canvas = SpriteSheetUtils._workingCanvas;
- canvas.width = r.width;
- canvas.height = r.height;
- SpriteSheetUtils._workingContext.drawImage(data.image, r.x, r.y, r.width, r.height, 0, 0, r.width, r.height);
- var img = document.createElement("img");
- img.src = canvas.toDataURL("image/png");
- return img;
- };
-
- /**
- * Merges the rgb channels of one image with the alpha channel of another. This can be used to combine a compressed
- * JPEG image containing color data with a PNG32 monochromatic image containing alpha data. With certain types of
- * images (those with detail that lend itself to JPEG compression) this can provide significant file size savings
- * versus a single RGBA PNG32. This method is very fast (generally on the order of 1-2 ms to run).
- * @method mergeAlpha
- * @static
- * @param {HTMLImageElement} rbgImage The image (or canvas) containing the RGB channels to use.
- * @param {HTMLImageElement} alphaImage The image (or canvas) containing the alpha channel to use.
- * @param {HTMLCanvasElement} canvas Optional. If specified, this canvas will be used and returned. If not, a new canvas will be created.
- * @return {HTMLCanvasElement} A canvas with the combined image data. This can be used as a source for Bitmap or SpriteSheet.
- * @deprecated Tools such as ImageAlpha generally provide better results. This will be moved to sandbox in the future.
- */
- SpriteSheetUtils.mergeAlpha = function(rgbImage, alphaImage, canvas) {
- if (!canvas) { canvas = createjs.createCanvas?createjs.createCanvas():document.createElement("canvas"); }
- canvas.width = Math.max(alphaImage.width, rgbImage.width);
- canvas.height = Math.max(alphaImage.height, rgbImage.height);
- var ctx = canvas.getContext("2d");
- ctx.save();
- ctx.drawImage(rgbImage,0,0);
- ctx.globalCompositeOperation = "destination-in";
- ctx.drawImage(alphaImage,0,0);
- ctx.restore();
- return canvas;
- };
-
-
- // private static methods:
- SpriteSheetUtils._flip = function(spriteSheet, count, h, v) {
- var imgs = spriteSheet._images;
- var canvas = SpriteSheetUtils._workingCanvas;
- var ctx = SpriteSheetUtils._workingContext;
- var il = imgs.length/count;
- for (var i=0;i<il;i++) {
- var src = imgs[i];
- src.__tmp = i; // a bit hacky, but faster than doing indexOf below.
- ctx.setTransform(1,0,0,1,0,0);
- ctx.clearRect(0,0,canvas.width+1,canvas.height+1);
- canvas.width = src.width;
- canvas.height = src.height;
- ctx.setTransform(h?-1:1, 0, 0, v?-1:1, h?src.width:0, v?src.height:0);
- ctx.drawImage(src,0,0);
- var img = document.createElement("img");
- img.src = canvas.toDataURL("image/png");
- // work around a strange bug in Safari:
- img.width = src.width;
- img.height = src.height;
- imgs.push(img);
- }
-
- var frames = spriteSheet._frames;
- var fl = frames.length/count;
- for (i=0;i<fl;i++) {
- src = frames[i];
- var rect = src.rect.clone();
- img = imgs[src.image.__tmp+il*count];
-
- var frame = {image:img,rect:rect,regX:src.regX,regY:src.regY};
- if (h) {
- rect.x = img.width-rect.x-rect.width; // update rect
- frame.regX = rect.width-src.regX; // update registration point
- }
- if (v) {
- rect.y = img.height-rect.y-rect.height; // update rect
- frame.regY = rect.height-src.regY; // update registration point
- }
- frames.push(frame);
- }
-
- var sfx = "_"+(h?"h":"")+(v?"v":"");
- var names = spriteSheet._animations;
- var data = spriteSheet._data;
- var al = names.length/count;
- for (i=0;i<al;i++) {
- var name = names[i];
- src = data[name];
- var anim = {name:name+sfx,speed:src.speed,next:src.next,frames:[]};
- if (src.next) { anim.next += sfx; }
- frames = src.frames;
- for (var j=0,l=frames.length;j<l;j++) {
- anim.frames.push(frames[j]+fl*count);
- }
- data[anim.name] = anim;
- names.push(anim.name);
- }
- };
-
-
- createjs.SpriteSheetUtils = SpriteSheetUtils;
- }());
-
- //##############################################################################
- // SpriteSheetBuilder.js
- //##############################################################################
-
- this.createjs = this.createjs||{};
-
- (function() {
- "use strict";
-
-
- // constructor:
- /**
- * The SpriteSheetBuilder allows you to generate {{#crossLink "SpriteSheet"}}{{/crossLink}} instances at run time
- * from any display object. This can allow you to maintain your assets as vector graphics (for low file size), and
- * render them at run time as SpriteSheets for better performance.
- *
- * SpriteSheets can be built either synchronously, or asynchronously, so that large SpriteSheets can be generated
- * without locking the UI.
- *
- * Note that the "images" used in the generated SpriteSheet are actually canvas elements, and that they will be
- * sized to the nearest power of 2 up to the value of {{#crossLink "SpriteSheetBuilder/maxWidth:property"}}{{/crossLink}}
- * or {{#crossLink "SpriteSheetBuilder/maxHeight:property"}}{{/crossLink}}.
- * @class SpriteSheetBuilder
- * @param {Number} [framerate=0] The {{#crossLink "SpriteSheet/framerate:property"}}{{/crossLink}} of
- * {{#crossLink "SpriteSheet"}}{{/crossLink}} instances that are created.
- * @extends EventDispatcher
- * @constructor
- **/
- function SpriteSheetBuilder(framerate) {
- this.EventDispatcher_constructor();
-
- // public properties:
- /**
- * The maximum width for the images (not individual frames) in the generated SpriteSheet. It is recommended to
- * use a power of 2 for this value (ex. 1024, 2048, 4096). If the frames cannot all fit within the max
- * dimensions, then additional images will be created as needed.
- * @property maxWidth
- * @type Number
- * @default 2048
- */
- this.maxWidth = 2048;
-
- /**
- * The maximum height for the images (not individual frames) in the generated SpriteSheet. It is recommended to
- * use a power of 2 for this value (ex. 1024, 2048, 4096). If the frames cannot all fit within the max
- * dimensions, then additional images will be created as needed.
- * @property maxHeight
- * @type Number
- * @default 2048
- **/
- this.maxHeight = 2048;
-
- /**
- * The SpriteSheet that was generated. This will be null before a build is completed successfully.
- * @property spriteSheet
- * @type SpriteSheet
- **/
- this.spriteSheet = null;
-
- /**
- * The scale to apply when drawing all frames to the SpriteSheet. This is multiplied against any scale specified
- * in the addFrame call. This can be used, for example, to generate a SpriteSheet at run time that is tailored
- * to the a specific device resolution (ex. tablet vs mobile).
- * @property scale
- * @type Number
- * @default 1
- **/
- this.scale = 1;
-
- /**
- * The padding to use between frames. This is helpful to preserve antialiasing on drawn vector content.
- * @property padding
- * @type Number
- * @default 1
- **/
- this.padding = 1;
-
- /**
- * A number from 0.01 to 0.99 that indicates what percentage of time the builder can use. This can be
- * thought of as the number of seconds per second the builder will use. For example, with a timeSlice value of 0.3,
- * the builder will run 20 times per second, using approximately 15ms per build (30% of available time, or 0.3s per second).
- * Defaults to 0.3.
- * @property timeSlice
- * @type Number
- * @default 0.3
- **/
- this.timeSlice = 0.3;
-
- /**
- * A value between 0 and 1 that indicates the progress of a build, or -1 if a build has not
- * been initiated.
- * @property progress
- * @type Number
- * @default -1
- * @readonly
- */
- this.progress = -1;
-
- /**
- * A {{#crossLink "SpriteSheet/framerate:property"}}{{/crossLink}} value that will be passed to new {{#crossLink "SpriteSheet"}}{{/crossLink}} instances that are
- * created. If no framerate is specified (or it is 0), then SpriteSheets will use the {{#crossLink "Ticker"}}{{/crossLink}}
- * framerate.
- * @property framerate
- * @type Number
- * @default 0
- */
- this.framerate = framerate || 0;
-
-
- // private properties:
- /**
- * @property _frames
- * @protected
- * @type Array
- **/
- this._frames = [];
-
- /**
- * @property _animations
- * @protected
- * @type Array
- **/
- this._animations = {};
-
- /**
- * @property _data
- * @protected
- * @type Array
- **/
- this._data = null;
-
- /**
- * @property _nextFrameIndex
- * @protected
- * @type Number
- **/
- this._nextFrameIndex = 0;
-
- /**
- * @property _index
- * @protected
- * @type Number
- **/
- this._index = 0;
-
- /**
- * @property _timerID
- * @protected
- * @type Number
- **/
- this._timerID = null;
-
- /**
- * @property _scale
- * @protected
- * @type Number
- **/
- this._scale = 1;
- }
- var p = createjs.extend(SpriteSheetBuilder, createjs.EventDispatcher);
-
- /**
- * <strong>REMOVED</strong>. Removed in favor of using `MySuperClass_constructor`.
- * See {{#crossLink "Utility Methods/extend"}}{{/crossLink}} and {{#crossLink "Utility Methods/promote"}}{{/crossLink}}
- * for details.
- *
- * There is an inheritance tutorial distributed with EaselJS in /tutorials/Inheritance.
- *
- * @method initialize
- * @protected
- * @deprecated
- */
- // p.initialize = function() {}; // searchable for devs wondering where it is.
-
-
- // constants:
- SpriteSheetBuilder.ERR_DIMENSIONS = "frame dimensions exceed max spritesheet dimensions";
- SpriteSheetBuilder.ERR_RUNNING = "a build is already running";
-
- // events:
- /**
- * Dispatched when a build completes.
- * @event complete
- * @param {Object} target The object that dispatched the event.
- * @param {String} type The event type.
- * @since 0.6.0
- */
-
- /**
- * Dispatched when an asynchronous build has progress.
- * @event progress
- * @param {Object} target The object that dispatched the event.
- * @param {String} type The event type.
- * @param {Number} progress The current progress value (0-1).
- * @since 0.6.0
- */
-
-
- // public methods:
- /**
- * Adds a frame to the {{#crossLink "SpriteSheet"}}{{/crossLink}}. Note that the frame will not be drawn until you
- * call {{#crossLink "SpriteSheetBuilder/build"}}{{/crossLink}} method. The optional setup params allow you to have
- * a function run immediately before the draw occurs. For example, this allows you to add a single source multiple
- * times, but manipulate it or its children to change it to generate different frames.
- *
- * Note that the source's transformations (x, y, scale, rotate, alpha) will be ignored, except for regX/Y. To apply
- * transforms to a source object and have them captured in the SpriteSheet, simply place it into a {{#crossLink "Container"}}{{/crossLink}}
- * and pass in the Container as the source.
- * @method addFrame
- * @param {DisplayObject} source The source {{#crossLink "DisplayObject"}}{{/crossLink}} to draw as the frame.
- * @param {Rectangle} [sourceRect] A {{#crossLink "Rectangle"}}{{/crossLink}} defining the portion of the
- * source to draw to the frame. If not specified, it will look for a `getBounds` method, bounds property, or
- * `nominalBounds` property on the source to use. If one is not found, the frame will be skipped.
- * @param {Number} [scale=1] Optional. The scale to draw this frame at. Default is 1.
- * @param {Function} [setupFunction] A function to call immediately before drawing this frame. It will be called with two parameters: the source, and setupData.
- * @param {Object} [setupData] Arbitrary setup data to pass to setupFunction as the second parameter.
- * @return {Number} The index of the frame that was just added, or null if a sourceRect could not be determined.
- **/
- p.addFrame = function(source, sourceRect, scale, setupFunction, setupData) {
- if (this._data) { throw SpriteSheetBuilder.ERR_RUNNING; }
- var rect = sourceRect||source.bounds||source.nominalBounds;
- if (!rect&&source.getBounds) { rect = source.getBounds(); }
- if (!rect) { return null; }
- scale = scale||1;
- return this._frames.push({source:source, sourceRect:rect, scale:scale, funct:setupFunction, data:setupData, index:this._frames.length, height:rect.height*scale})-1;
- };
-
- /**
- * Adds an animation that will be included in the created {{#crossLink "SpriteSheet"}}{{/crossLink}}.
- * @method addAnimation
- * @param {String} name The name for the animation.
- * @param {Array} frames An array of frame indexes that comprise the animation. Ex. [3,6,5] would describe an animation
- * that played frame indexes 3, 6, and 5 in that order.
- * @param {String} [next] Specifies the name of the animation to continue to after this animation ends. You can
- * also pass false to have the animation stop when it ends. By default it will loop to the start of the same animation.
- * @param {Number} [speed] Specifies a frame advance speed for this animation. For example, a value of 0.5 would
- * cause the animation to advance every second tick. Note that earlier versions used `frequency` instead, which had
- * the opposite effect.
- **/
- p.addAnimation = function(name, frames, next, speed) {
- if (this._data) { throw SpriteSheetBuilder.ERR_RUNNING; }
- this._animations[name] = {frames:frames, next:next, speed:speed};
- };
-
- /**
- * This will take a {{#crossLink "MovieClip"}}{{/crossLink}} instance, and add its frames and labels to this
- * builder. Labels will be added as an animation running from the label index to the next label. For example, if
- * there is a label named "foo" at frame 0 and a label named "bar" at frame 10, in a MovieClip with 15 frames, it
- * will add an animation named "foo" that runs from frame index 0 to 9, and an animation named "bar" that runs from
- * frame index 10 to 14.
- *
- * Note that this will iterate through the full MovieClip with {{#crossLink "MovieClip/actionsEnabled:property"}}{{/crossLink}}
- * set to `false`, ending on the last frame.
- * @method addMovieClip
- * @param {MovieClip} source The source MovieClip instance to add to the SpriteSheet.
- * @param {Rectangle} [sourceRect] A {{#crossLink "Rectangle"}}{{/crossLink}} defining the portion of the source to
- * draw to the frame. If not specified, it will look for a {{#crossLink "DisplayObject/getBounds"}}{{/crossLink}}
- * method, `frameBounds` Array, `bounds` property, or `nominalBounds` property on the source to use. If one is not
- * found, the MovieClip will be skipped.
- * @param {Number} [scale=1] The scale to draw the movie clip at.
- * @param {Function} [setupFunction] A function to call immediately before drawing each frame. It will be called
- * with three parameters: the source, setupData, and the frame index.
- * @param {Object} [setupData] Arbitrary setup data to pass to setupFunction as the second parameter.
- * @param {Function} [labelFunction] This method will be called for each MovieClip label that is added with four
- * parameters: the label name, the source MovieClip instance, the starting frame index (in the movieclip timeline)
- * and the end index. It must return a new name for the label/animation, or `false` to exclude the label.
- **/
- p.addMovieClip = function(source, sourceRect, scale, setupFunction, setupData, labelFunction) {
- if (this._data) { throw SpriteSheetBuilder.ERR_RUNNING; }
- var rects = source.frameBounds;
- var rect = sourceRect||source.bounds||source.nominalBounds;
- if (!rect&&source.getBounds) { rect = source.getBounds(); }
- if (!rect && !rects) { return; }
-
- var i, l, baseFrameIndex = this._frames.length;
- var duration = source.timeline.duration;
- for (i=0; i<duration; i++) {
- var r = (rects&&rects[i]) ? rects[i] : rect;
- this.addFrame(source, r, scale, this._setupMovieClipFrame, {i:i, f:setupFunction, d:setupData});
- }
- var labels = source.timeline._labels;
- var lbls = [];
- for (var n in labels) {
- lbls.push({index:labels[n], label:n});
- }
- if (lbls.length) {
- lbls.sort(function(a,b){ return a.index-b.index; });
- for (i=0,l=lbls.length; i<l; i++) {
- var label = lbls[i].label;
- var start = baseFrameIndex+lbls[i].index;
- var end = baseFrameIndex+((i == l-1) ? duration : lbls[i+1].index);
- var frames = [];
- for (var j=start; j<end; j++) { frames.push(j); }
- if (labelFunction) {
- label = labelFunction(label, source, start, end);
- if (!label) { continue; }
- }
- this.addAnimation(label, frames, true); // for now, this loops all animations.
- }
- }
- };
-
- /**
- * Builds a {{#crossLink "SpriteSheet"}}{{/crossLink}} instance based on the current frames.
- * @method build
- * @return {SpriteSheet} The created SpriteSheet instance, or null if a build is already running or an error
- * occurred.
- **/
- p.build = function() {
- if (this._data) { throw SpriteSheetBuilder.ERR_RUNNING; }
- this._startBuild();
- while (this._drawNext()) {}
- this._endBuild();
- return this.spriteSheet;
- };
-
- /**
- * Asynchronously builds a {{#crossLink "SpriteSheet"}}{{/crossLink}} instance based on the current frames. It will
- * run 20 times per second, using an amount of time defined by `timeSlice`. When it is complete it will call the
- * specified callback.
- * @method buildAsync
- * @param {Number} [timeSlice] Sets the timeSlice property on this instance.
- **/
- p.buildAsync = function(timeSlice) {
- if (this._data) { throw SpriteSheetBuilder.ERR_RUNNING; }
- this.timeSlice = timeSlice;
- this._startBuild();
- var _this = this;
- this._timerID = setTimeout(function() { _this._run(); }, 50-Math.max(0.01, Math.min(0.99, this.timeSlice||0.3))*50);
- };
-
- /**
- * Stops the current asynchronous build.
- * @method stopAsync
- **/
- p.stopAsync = function() {
- clearTimeout(this._timerID);
- this._data = null;
- };
-
- /**
- * SpriteSheetBuilder instances cannot be cloned.
- * @method clone
- **/
- p.clone = function() {
- throw("SpriteSheetBuilder cannot be cloned.");
- };
-
- /**
- * Returns a string representation of this object.
- * @method toString
- * @return {String} a string representation of the instance.
- **/
- p.toString = function() {
- return "[SpriteSheetBuilder]";
- };
-
-
- // private methods:
- /**
- * @method _startBuild
- * @protected
- **/
- p._startBuild = function() {
- var pad = this.padding||0;
- this.progress = 0;
- this.spriteSheet = null;
- this._index = 0;
- this._scale = this.scale;
- var dataFrames = [];
- this._data = {
- images: [],
- frames: dataFrames,
- framerate: this.framerate,
- animations: this._animations // TODO: should we "clone" _animations in case someone adds more animations after a build?
- };
-
- var frames = this._frames.slice();
- frames.sort(function(a,b) { return (a.height<=b.height) ? -1 : 1; });
-
- if (frames[frames.length-1].height+pad*2 > this.maxHeight) { throw SpriteSheetBuilder.ERR_DIMENSIONS; }
- var y=0, x=0;
- var img = 0;
- while (frames.length) {
- var o = this._fillRow(frames, y, img, dataFrames, pad);
- if (o.w > x) { x = o.w; }
- y += o.h;
- if (!o.h || !frames.length) {
- var canvas = createjs.createCanvas?createjs.createCanvas():document.createElement("canvas");
- canvas.width = this._getSize(x,this.maxWidth);
- canvas.height = this._getSize(y,this.maxHeight);
- this._data.images[img] = canvas;
- if (!o.h) {
- x=y=0;
- img++;
- }
- }
- }
- };
-
- /**
- * @method _setupMovieClipFrame
- * @protected
- * @return {Number} The width & height of the row.
- **/
- p._setupMovieClipFrame = function(source, data) {
- var ae = source.actionsEnabled;
- source.actionsEnabled = false;
- source.gotoAndStop(data.i);
- source.actionsEnabled = ae;
- data.f&&data.f(source, data.d, data.i);
- };
-
- /**
- * @method _getSize
- * @protected
- * @return {Number} The width & height of the row.
- **/
- p._getSize = function(size,max) {
- var pow = 4;
- while (Math.pow(2,++pow) < size){}
- return Math.min(max,Math.pow(2,pow));
- };
-
- /**
- * @method _fillRow
- * @param {Array} frames
- * @param {Number} y
- * @param {HTMLImageElement} img
- * @param {Object} dataFrames
- * @param {Number} pad
- * @protected
- * @return {Number} The width & height of the row.
- **/
- p._fillRow = function(frames, y, img, dataFrames, pad) {
- var w = this.maxWidth;
- var maxH = this.maxHeight;
- y += pad;
- var h = maxH-y;
- var x = pad;
- var height = 0;
- for (var i=frames.length-1; i>=0; i--) {
- var frame = frames[i];
- var sc = this._scale*frame.scale;
- var rect = frame.sourceRect;
- var source = frame.source;
- var rx = Math.floor(sc*rect.x-pad);
- var ry = Math.floor(sc*rect.y-pad);
- var rh = Math.ceil(sc*rect.height+pad*2);
- var rw = Math.ceil(sc*rect.width+pad*2);
- if (rw > w) { throw SpriteSheetBuilder.ERR_DIMENSIONS; }
- if (rh > h || x+rw > w) { continue; }
- frame.img = img;
- frame.rect = new createjs.Rectangle(x,y,rw,rh);
- height = height || rh;
- frames.splice(i,1);
- dataFrames[frame.index] = [x,y,rw,rh,img,Math.round(-rx+sc*source.regX-pad),Math.round(-ry+sc*source.regY-pad)];
- x += rw;
- }
- return {w:x, h:height};
- };
-
- /**
- * @method _endBuild
- * @protected
- **/
- p._endBuild = function() {
- this.spriteSheet = new createjs.SpriteSheet(this._data);
- this._data = null;
- this.progress = 1;
- this.dispatchEvent("complete");
- };
-
- /**
- * @method _run
- * @protected
- **/
- p._run = function() {
- var ts = Math.max(0.01, Math.min(0.99, this.timeSlice||0.3))*50;
- var t = (new Date()).getTime()+ts;
- var complete = false;
- while (t > (new Date()).getTime()) {
- if (!this._drawNext()) { complete = true; break; }
- }
- if (complete) {
- this._endBuild();
- } else {
- var _this = this;
- this._timerID = setTimeout(function() { _this._run(); }, 50-ts);
- }
- var p = this.progress = this._index/this._frames.length;
- if (this.hasEventListener("progress")) {
- var evt = new createjs.Event("progress");
- evt.progress = p;
- this.dispatchEvent(evt);
- }
- };
-
- /**
- * @method _drawNext
- * @protected
- * @return Boolean Returns false if this is the last draw.
- **/
- p._drawNext = function() {
- var frame = this._frames[this._index];
- var sc = frame.scale*this._scale;
- var rect = frame.rect;
- var sourceRect = frame.sourceRect;
- var canvas = this._data.images[frame.img];
- var ctx = canvas.getContext("2d");
- frame.funct&&frame.funct(frame.source, frame.data);
- ctx.save();
- ctx.beginPath();
- ctx.rect(rect.x, rect.y, rect.width, rect.height);
- ctx.clip();
- ctx.translate(Math.ceil(rect.x-sourceRect.x*sc), Math.ceil(rect.y-sourceRect.y*sc));
- ctx.scale(sc,sc);
- frame.source.draw(ctx); // display object will draw itself.
- ctx.restore();
- return (++this._index) < this._frames.length;
- };
-
-
- createjs.SpriteSheetBuilder = createjs.promote(SpriteSheetBuilder, "EventDispatcher");
- }());
-
- //##############################################################################
- // DOMElement.js
- //##############################################################################
-
- this.createjs = this.createjs||{};
-
- (function() {
- "use strict";
-
-
- // constructor:
- /**
- * <b>This class is still experimental, and more advanced use is likely to be buggy. Please report bugs.</b>
- *
- * A DOMElement allows you to associate a HTMLElement with the display list. It will be transformed
- * within the DOM as though it is child of the {{#crossLink "Container"}}{{/crossLink}} it is added to. However, it is
- * not rendered to canvas, and as such will retain whatever z-index it has relative to the canvas (ie. it will be
- * drawn in front of or behind the canvas).
- *
- * The position of a DOMElement is relative to their parent node in the DOM. It is recommended that
- * the DOM Object be added to a div that also contains the canvas so that they share the same position
- * on the page.
- *
- * DOMElement is useful for positioning HTML elements over top of canvas content, and for elements
- * that you want to display outside the bounds of the canvas. For example, a tooltip with rich HTML
- * content.
- *
- * <h4>Mouse Interaction</h4>
- *
- * DOMElement instances are not full EaselJS display objects, and do not participate in EaselJS mouse
- * events or support methods like hitTest. To get mouse events from a DOMElement, you must instead add handlers to
- * the htmlElement (note, this does not support EventDispatcher)
- *
- * var domElement = new createjs.DOMElement(htmlElement);
- * domElement.htmlElement.onclick = function() {
- * console.log("clicked");
- * }
- *
- * @class DOMElement
- * @extends DisplayObject
- * @constructor
- * @param {HTMLElement} htmlElement A reference or id for the DOM element to manage.
- */
- function DOMElement(htmlElement) {
- this.DisplayObject_constructor();
-
- if (typeof(htmlElement)=="string") { htmlElement = document.getElementById(htmlElement); }
- this.mouseEnabled = false;
-
- var style = htmlElement.style;
- style.position = "absolute";
- style.transformOrigin = style.WebkitTransformOrigin = style.msTransformOrigin = style.MozTransformOrigin = style.OTransformOrigin = "0% 0%";
-
-
- // public properties:
- /**
- * The DOM object to manage.
- * @property htmlElement
- * @type HTMLElement
- */
- this.htmlElement = htmlElement;
-
-
- // private properties:
- /**
- * @property _oldMtx
- * @type Matrix2D
- * @protected
- */
- this._oldProps = null;
- }
- var p = createjs.extend(DOMElement, createjs.DisplayObject);
-
- // TODO: deprecated
- // p.initialize = function() {}; // searchable for devs wondering where it is. REMOVED. See docs for details.
-
-
- // public methods:
- /**
- * Returns true or false indicating whether the display object would be visible if drawn to a canvas.
- * This does not account for whether it would be visible within the boundaries of the stage.
- * NOTE: This method is mainly for internal use, though it may be useful for advanced uses.
- * @method isVisible
- * @return {Boolean} Boolean indicating whether the display object would be visible if drawn to a canvas
- */
- p.isVisible = function() {
- return this.htmlElement != null;
- };
-
- /**
- * Draws the display object into the specified context ignoring its visible, alpha, shadow, and transform.
- * Returns true if the draw was handled (useful for overriding functionality).
- * NOTE: This method is mainly for internal use, though it may be useful for advanced uses.
- * @method draw
- * @param {CanvasRenderingContext2D} ctx The canvas 2D context object to draw into.
- * @param {Boolean} ignoreCache Indicates whether the draw operation should ignore any current cache.
- * For example, used for drawing the cache (to prevent it from simply drawing an existing cache back
- * into itself).
- * @return {Boolean}
- */
- p.draw = function(ctx, ignoreCache) {
- // this relies on the _tick method because draw isn't called if the parent is not visible.
- // the actual update happens in _handleDrawEnd
- return true;
- };
-
- /**
- * Not applicable to DOMElement.
- * @method cache
- */
- p.cache = function() {};
-
- /**
- * Not applicable to DOMElement.
- * @method uncache
- */
- p.uncache = function() {};
-
- /**
- * Not applicable to DOMElement.
- * @method updateCache
- */
- p.updateCache = function() {};
-
- /**
- * Not applicable to DOMElement.
- * @method hitTest
- */
- p.hitTest = function() {};
-
- /**
- * Not applicable to DOMElement.
- * @method localToGlobal
- */
- p.localToGlobal = function() {};
-
- /**
- * Not applicable to DOMElement.
- * @method globalToLocal
- */
- p.globalToLocal = function() {};
-
- /**
- * Not applicable to DOMElement.
- * @method localToLocal
- */
- p.localToLocal = function() {};
-
- /**
- * DOMElement cannot be cloned. Throws an error.
- * @method clone
- */
- p.clone = function() {
- throw("DOMElement cannot be cloned.")
- };
-
- /**
- * Returns a string representation of this object.
- * @method toString
- * @return {String} a string representation of the instance.
- */
- p.toString = function() {
- return "[DOMElement (name="+ this.name +")]";
- };
-
- /**
- * Interaction events should be added to `htmlElement`, and not the DOMElement instance, since DOMElement instances
- * are not full EaselJS display objects and do not participate in EaselJS mouse events.
- * @event click
- */
-
- /**
- * Interaction events should be added to `htmlElement`, and not the DOMElement instance, since DOMElement instances
- * are not full EaselJS display objects and do not participate in EaselJS mouse events.
- * @event dblClick
- */
-
- /**
- * Interaction events should be added to `htmlElement`, and not the DOMElement instance, since DOMElement instances
- * are not full EaselJS display objects and do not participate in EaselJS mouse events.
- * @event mousedown
- */
-
- /**
- * The HTMLElement can listen for the mouseover event, not the DOMElement instance.
- * Since DOMElement instances are not full EaselJS display objects and do not participate in EaselJS mouse events.
- * @event mouseover
- */
-
- /**
- * Not applicable to DOMElement.
- * @event tick
- */
-
-
- // private methods:
- /**
- * @method _tick
- * @param {Object} evtObj An event object that will be dispatched to all tick listeners. This object is reused between dispatchers to reduce construction & GC costs.
- * function.
- * @protected
- */
- p._tick = function(evtObj) {
- var stage = this.getStage();
- stage&&stage.on("drawend", this._handleDrawEnd, this, true);
- this.DisplayObject__tick(evtObj);
- };
-
- /**
- * @method _handleDrawEnd
- * @param {Event} evt
- * @protected
- */
- p._handleDrawEnd = function(evt) {
- var o = this.htmlElement;
- if (!o) { return; }
- var style = o.style;
-
- var props = this.getConcatenatedDisplayProps(this._props), mtx = props.matrix;
-
- var visibility = props.visible ? "visible" : "hidden";
- if (visibility != style.visibility) { style.visibility = visibility; }
- if (!props.visible) { return; }
-
- var oldProps = this._oldProps, oldMtx = oldProps&&oldProps.matrix;
- var n = 10000; // precision
-
- if (!oldMtx || !oldMtx.equals(mtx)) {
- var str = "matrix(" + (mtx.a*n|0)/n +","+ (mtx.b*n|0)/n +","+ (mtx.c*n|0)/n +","+ (mtx.d*n|0)/n +","+ (mtx.tx+0.5|0);
- style.transform = style.WebkitTransform = style.OTransform = style.msTransform = str +","+ (mtx.ty+0.5|0) +")";
- style.MozTransform = str +"px,"+ (mtx.ty+0.5|0) +"px)";
- if (!oldProps) { oldProps = this._oldProps = new createjs.DisplayProps(true, NaN); }
- oldProps.matrix.copy(mtx);
- }
-
- if (oldProps.alpha != props.alpha) {
- style.opacity = ""+(props.alpha*n|0)/n;
- oldProps.alpha = props.alpha;
- }
- };
-
-
- createjs.DOMElement = createjs.promote(DOMElement, "DisplayObject");
- }());
-
- //##############################################################################
- // Filter.js
- //##############################################################################
-
- this.createjs = this.createjs||{};
-
- (function() {
- "use strict";
-
-
- // constructor:
- /**
- * Base class that all filters should inherit from. Filters need to be applied to objects that have been cached using
- * the {{#crossLink "DisplayObject/cache"}}{{/crossLink}} method. If an object changes, please cache it again, or use
- * {{#crossLink "DisplayObject/updateCache"}}{{/crossLink}}. Note that the filters must be applied before caching.
- *
- * <h4>Example</h4>
- *
- * myInstance.filters = [
- * new createjs.ColorFilter(0, 0, 0, 1, 255, 0, 0),
- * new createjs.BlurFilter(5, 5, 10)
- * ];
- * myInstance.cache(0,0, 100, 100);
- *
- * Note that each filter can implement a {{#crossLink "Filter/getBounds"}}{{/crossLink}} method, which returns the
- * margins that need to be applied in order to fully display the filter. For example, the {{#crossLink "BlurFilter"}}{{/crossLink}}
- * will cause an object to feather outwards, resulting in a margin around the shape.
- *
- * <h4>EaselJS Filters</h4>
- * EaselJS comes with a number of pre-built filters:
- * <ul><li>{{#crossLink "AlphaMapFilter"}}{{/crossLink}} : Map a greyscale image to the alpha channel of a display object</li>
- * <li>{{#crossLink "AlphaMaskFilter"}}{{/crossLink}}: Map an image's alpha channel to the alpha channel of a display object</li>
- * <li>{{#crossLink "BlurFilter"}}{{/crossLink}}: Apply vertical and horizontal blur to a display object</li>
- * <li>{{#crossLink "ColorFilter"}}{{/crossLink}}: Color transform a display object</li>
- * <li>{{#crossLink "ColorMatrixFilter"}}{{/crossLink}}: Transform an image using a {{#crossLink "ColorMatrix"}}{{/crossLink}}</li>
- * </ul>
- *
- * @class Filter
- * @constructor
- **/
- function Filter() {}
- var p = Filter.prototype;
-
- /**
- * <strong>REMOVED</strong>. Removed in favor of using `MySuperClass_constructor`.
- * See {{#crossLink "Utility Methods/extend"}}{{/crossLink}} and {{#crossLink "Utility Methods/promote"}}{{/crossLink}}
- * for details.
- *
- * There is an inheritance tutorial distributed with EaselJS in /tutorials/Inheritance.
- *
- * @method initialize
- * @protected
- * @deprecated
- */
- // p.initialize = function() {}; // searchable for devs wondering where it is.
-
-
- // public methods:
- /**
- * Provides padding values for this filter. That is, how much the filter will extend the visual bounds of an object it is applied to.
- * @method getBounds
- * @param {Rectangle} [rect] If specified, the provided Rectangle instance will be expanded by the padding amounts and returned.
- * @return {Rectangle} If a `rect` param was provided, it is returned. If not, either a new rectangle with the padding values, or null if no padding is required for this filter.
- **/
- p.getBounds = function(rect) {
- return rect;
- };
-
- /**
- * Applies the filter to the specified context.
- * @method applyFilter
- * @param {CanvasRenderingContext2D} ctx The 2D context to use as the source.
- * @param {Number} x The x position to use for the source rect.
- * @param {Number} y The y position to use for the source rect.
- * @param {Number} width The width to use for the source rect.
- * @param {Number} height The height to use for the source rect.
- * @param {CanvasRenderingContext2D} [targetCtx] The 2D context to draw the result to. Defaults to the context passed to ctx.
- * @param {Number} [targetX] The x position to draw the result to. Defaults to the value passed to x.
- * @param {Number} [targetY] The y position to draw the result to. Defaults to the value passed to y.
- * @return {Boolean} If the filter was applied successfully.
- **/
- p.applyFilter = function(ctx, x, y, width, height, targetCtx, targetX, targetY) {
- // this is the default behaviour because most filters access pixel data. It is overridden when not needed.
- targetCtx = targetCtx || ctx;
- if (targetX == null) { targetX = x; }
- if (targetY == null) { targetY = y; }
- try {
- var imageData = ctx.getImageData(x, y, width, height);
- } catch (e) {
- return false;
- }
- if (this._applyFilter(imageData)) {
- targetCtx.putImageData(imageData, targetX, targetY);
- return true;
- }
- return false;
- };
-
- /**
- * Returns a string representation of this object.
- * @method toString
- * @return {String} a string representation of the instance.
- **/
- p.toString = function() {
- return "[Filter]";
- };
-
- /**
- * Returns a clone of this Filter instance.
- * @method clone
- * @return {Filter} A clone of the current Filter instance.
- **/
- p.clone = function() {
- return new Filter();
- };
-
- // private methods:
- /**
- * @method _applyFilter
- * @param {ImageData} imageData Target ImageData instance.
- * @return {Boolean}
- **/
- p._applyFilter = function(imageData) { return true; };
-
-
- createjs.Filter = Filter;
- }());
-
- //##############################################################################
- // BlurFilter.js
- //##############################################################################
-
- this.createjs = this.createjs||{};
-
- (function() {
- "use strict";
-
-
- // constructor:
- /**
- * Applies a box blur to DisplayObjects. Note that this filter is fairly CPU intensive, particularly if the quality is
- * set higher than 1.
- *
- * <h4>Example</h4>
- * This example creates a red circle, and then applies a 5 pixel blur to it. It uses the {{#crossLink "Filter/getBounds"}}{{/crossLink}}
- * method to account for the spread that the blur causes.
- *
- * var shape = new createjs.Shape().set({x:100,y:100});
- * shape.graphics.beginFill("#ff0000").drawCircle(0,0,50);
- *
- * var blurFilter = new createjs.BlurFilter(5, 5, 1);
- * shape.filters = [blurFilter];
- * var bounds = blurFilter.getBounds();
- *
- * shape.cache(-50+bounds.x, -50+bounds.y, 100+bounds.width, 100+bounds.height);
- *
- * See {{#crossLink "Filter"}}{{/crossLink}} for an more information on applying filters.
- * @class BlurFilter
- * @extends Filter
- * @constructor
- * @param {Number} [blurX=0] The horizontal blur radius in pixels.
- * @param {Number} [blurY=0] The vertical blur radius in pixels.
- * @param {Number} [quality=1] The number of blur iterations.
- **/
- function BlurFilter( blurX, blurY, quality) {
- if ( isNaN(blurX) || blurX < 0 ) blurX = 0;
- if ( isNaN(blurY) || blurY < 0 ) blurY = 0;
- if ( isNaN(quality) || quality < 1 ) quality = 1;
-
-
- // public properties:
- /**
- * Horizontal blur radius in pixels
- * @property blurX
- * @default 0
- * @type Number
- **/
- this.blurX = blurX | 0;
-
- /**
- * Vertical blur radius in pixels
- * @property blurY
- * @default 0
- * @type Number
- **/
- this.blurY = blurY | 0;
-
- /**
- * Number of blur iterations. For example, a value of 1 will produce a rough blur. A value of 2 will produce a
- * smoother blur, but take twice as long to run.
- * @property quality
- * @default 1
- * @type Number
- **/
- this.quality = quality | 0;
- }
- var p = createjs.extend(BlurFilter, createjs.Filter);
-
- // TODO: deprecated
- // p.initialize = function() {}; // searchable for devs wondering where it is. REMOVED. See docs for details.
-
-
- // constants:
- /**
- * Array of multiply values for blur calculations.
- * @property MUL_TABLE
- * @type Array
- * @protected
- * @static
- **/
- BlurFilter.MUL_TABLE = [1, 171, 205, 293, 57, 373, 79, 137, 241, 27, 391, 357, 41, 19, 283, 265, 497, 469, 443, 421, 25, 191, 365, 349, 335, 161, 155, 149, 9, 278, 269, 261, 505, 245, 475, 231, 449, 437, 213, 415, 405, 395, 193, 377, 369, 361, 353, 345, 169, 331, 325, 319, 313, 307, 301, 37, 145, 285, 281, 69, 271, 267, 263, 259, 509, 501, 493, 243, 479, 118, 465, 459, 113, 446, 55, 435, 429, 423, 209, 413, 51, 403, 199, 393, 97, 3, 379, 375, 371, 367, 363, 359, 355, 351, 347, 43, 85, 337, 333, 165, 327, 323, 5, 317, 157, 311, 77, 305, 303, 75, 297, 294, 73, 289, 287, 71, 141, 279, 277, 275, 68, 135, 67, 133, 33, 262, 260, 129, 511, 507, 503, 499, 495, 491, 61, 121, 481, 477, 237, 235, 467, 232, 115, 457, 227, 451, 7, 445, 221, 439, 218, 433, 215, 427, 425, 211, 419, 417, 207, 411, 409, 203, 202, 401, 399, 396, 197, 49, 389, 387, 385, 383, 95, 189, 47, 187, 93, 185, 23, 183, 91, 181, 45, 179, 89, 177, 11, 175, 87, 173, 345, 343, 341, 339, 337, 21, 167, 83, 331, 329, 327, 163, 81, 323, 321, 319, 159, 79, 315, 313, 39, 155, 309, 307, 153, 305, 303, 151, 75, 299, 149, 37, 295, 147, 73, 291, 145, 289, 287, 143, 285, 71, 141, 281, 35, 279, 139, 69, 275, 137, 273, 17, 271, 135, 269, 267, 133, 265, 33, 263, 131, 261, 130, 259, 129, 257, 1];
-
- /**
- * Array of shift values for blur calculations.
- * @property SHG_TABLE
- * @type Array
- * @protected
- * @static
- **/
- BlurFilter.SHG_TABLE = [0, 9, 10, 11, 9, 12, 10, 11, 12, 9, 13, 13, 10, 9, 13, 13, 14, 14, 14, 14, 10, 13, 14, 14, 14, 13, 13, 13, 9, 14, 14, 14, 15, 14, 15, 14, 15, 15, 14, 15, 15, 15, 14, 15, 15, 15, 15, 15, 14, 15, 15, 15, 15, 15, 15, 12, 14, 15, 15, 13, 15, 15, 15, 15, 16, 16, 16, 15, 16, 14, 16, 16, 14, 16, 13, 16, 16, 16, 15, 16, 13, 16, 15, 16, 14, 9, 16, 16, 16, 16, 16, 16, 16, 16, 16, 13, 14, 16, 16, 15, 16, 16, 10, 16, 15, 16, 14, 16, 16, 14, 16, 16, 14, 16, 16, 14, 15, 16, 16, 16, 14, 15, 14, 15, 13, 16, 16, 15, 17, 17, 17, 17, 17, 17, 14, 15, 17, 17, 16, 16, 17, 16, 15, 17, 16, 17, 11, 17, 16, 17, 16, 17, 16, 17, 17, 16, 17, 17, 16, 17, 17, 16, 16, 17, 17, 17, 16, 14, 17, 17, 17, 17, 15, 16, 14, 16, 15, 16, 13, 16, 15, 16, 14, 16, 15, 16, 12, 16, 15, 16, 17, 17, 17, 17, 17, 13, 16, 15, 17, 17, 17, 16, 15, 17, 17, 17, 16, 15, 17, 17, 14, 16, 17, 17, 16, 17, 17, 16, 15, 17, 16, 14, 17, 16, 15, 17, 16, 17, 17, 16, 17, 15, 16, 17, 14, 17, 16, 15, 17, 16, 17, 13, 17, 16, 17, 17, 16, 17, 14, 17, 16, 17, 16, 17, 16, 17, 9];
-
- // public methods:
- /** docced in super class **/
- p.getBounds = function (rect) {
- var x = this.blurX|0, y = this.blurY| 0;
- if (x <= 0 && y <= 0) { return rect; }
- var q = Math.pow(this.quality, 0.2);
- return (rect || new createjs.Rectangle()).pad(x*q+1,y*q+1,x*q+1,y*q+1);
- };
-
- /** docced in super class **/
- p.clone = function() {
- return new BlurFilter(this.blurX, this.blurY, this.quality);
- };
-
- /** docced in super class **/
- p.toString = function() {
- return "[BlurFilter]";
- };
-
-
- // private methods:
-
- /** docced in super class **/
- p._applyFilter = function (imageData) {
-
- var radiusX = this.blurX >> 1;
- if (isNaN(radiusX) || radiusX < 0) return false;
- var radiusY = this.blurY >> 1;
- if (isNaN(radiusY) || radiusY < 0) return false;
- if (radiusX == 0 && radiusY == 0) return false;
-
- var iterations = this.quality;
- if (isNaN(iterations) || iterations < 1) iterations = 1;
- iterations |= 0;
- if (iterations > 3) iterations = 3;
- if (iterations < 1) iterations = 1;
-
- var px = imageData.data;
- var x=0, y=0, i=0, p=0, yp=0, yi=0, yw=0, r=0, g=0, b=0, a=0, pr=0, pg=0, pb=0, pa=0;
-
- var divx = (radiusX + radiusX + 1) | 0;
- var divy = (radiusY + radiusY + 1) | 0;
- var w = imageData.width | 0;
- var h = imageData.height | 0;
-
- var w1 = (w - 1) | 0;
- var h1 = (h - 1) | 0;
- var rxp1 = (radiusX + 1) | 0;
- var ryp1 = (radiusY + 1) | 0;
-
- var ssx = {r:0,b:0,g:0,a:0};
- var sx = ssx;
- for ( i = 1; i < divx; i++ )
- {
- sx = sx.n = {r:0,b:0,g:0,a:0};
- }
- sx.n = ssx;
-
- var ssy = {r:0,b:0,g:0,a:0};
- var sy = ssy;
- for ( i = 1; i < divy; i++ )
- {
- sy = sy.n = {r:0,b:0,g:0,a:0};
- }
- sy.n = ssy;
-
- var si = null;
-
-
- var mtx = BlurFilter.MUL_TABLE[radiusX] | 0;
- var stx = BlurFilter.SHG_TABLE[radiusX] | 0;
- var mty = BlurFilter.MUL_TABLE[radiusY] | 0;
- var sty = BlurFilter.SHG_TABLE[radiusY] | 0;
-
- while (iterations-- > 0) {
-
- yw = yi = 0;
- var ms = mtx;
- var ss = stx;
- for (y = h; --y > -1;) {
- r = rxp1 * (pr = px[(yi) | 0]);
- g = rxp1 * (pg = px[(yi + 1) | 0]);
- b = rxp1 * (pb = px[(yi + 2) | 0]);
- a = rxp1 * (pa = px[(yi + 3) | 0]);
-
- sx = ssx;
-
- for( i = rxp1; --i > -1; )
- {
- sx.r = pr;
- sx.g = pg;
- sx.b = pb;
- sx.a = pa;
- sx = sx.n;
- }
-
- for( i = 1; i < rxp1; i++ )
- {
- p = (yi + ((w1 < i ? w1 : i) << 2)) | 0;
- r += ( sx.r = px[p]);
- g += ( sx.g = px[p+1]);
- b += ( sx.b = px[p+2]);
- a += ( sx.a = px[p+3]);
-
- sx = sx.n;
- }
-
- si = ssx;
- for ( x = 0; x < w; x++ )
- {
- px[yi++] = (r * ms) >>> ss;
- px[yi++] = (g * ms) >>> ss;
- px[yi++] = (b * ms) >>> ss;
- px[yi++] = (a * ms) >>> ss;
-
- p = ((yw + ((p = x + radiusX + 1) < w1 ? p : w1)) << 2);
-
- r -= si.r - ( si.r = px[p]);
- g -= si.g - ( si.g = px[p+1]);
- b -= si.b - ( si.b = px[p+2]);
- a -= si.a - ( si.a = px[p+3]);
-
- si = si.n;
-
- }
- yw += w;
- }
-
- ms = mty;
- ss = sty;
- for (x = 0; x < w; x++) {
- yi = (x << 2) | 0;
-
- r = (ryp1 * (pr = px[yi])) | 0;
- g = (ryp1 * (pg = px[(yi + 1) | 0])) | 0;
- b = (ryp1 * (pb = px[(yi + 2) | 0])) | 0;
- a = (ryp1 * (pa = px[(yi + 3) | 0])) | 0;
-
- sy = ssy;
- for( i = 0; i < ryp1; i++ )
- {
- sy.r = pr;
- sy.g = pg;
- sy.b = pb;
- sy.a = pa;
- sy = sy.n;
- }
-
- yp = w;
-
- for( i = 1; i <= radiusY; i++ )
- {
- yi = ( yp + x ) << 2;
-
- r += ( sy.r = px[yi]);
- g += ( sy.g = px[yi+1]);
- b += ( sy.b = px[yi+2]);
- a += ( sy.a = px[yi+3]);
-
- sy = sy.n;
-
- if( i < h1 )
- {
- yp += w;
- }
- }
-
- yi = x;
- si = ssy;
- if ( iterations > 0 )
- {
- for ( y = 0; y < h; y++ )
- {
- p = yi << 2;
- px[p+3] = pa =(a * ms) >>> ss;
- if ( pa > 0 )
- {
- px[p] = ((r * ms) >>> ss );
- px[p+1] = ((g * ms) >>> ss );
- px[p+2] = ((b * ms) >>> ss );
- } else {
- px[p] = px[p+1] = px[p+2] = 0
- }
-
- p = ( x + (( ( p = y + ryp1) < h1 ? p : h1 ) * w )) << 2;
-
- r -= si.r - ( si.r = px[p]);
- g -= si.g - ( si.g = px[p+1]);
- b -= si.b - ( si.b = px[p+2]);
- a -= si.a - ( si.a = px[p+3]);
-
- si = si.n;
-
- yi += w;
- }
- } else {
- for ( y = 0; y < h; y++ )
- {
- p = yi << 2;
- px[p+3] = pa =(a * ms) >>> ss;
- if ( pa > 0 )
- {
- pa = 255 / pa;
- px[p] = ((r * ms) >>> ss ) * pa;
- px[p+1] = ((g * ms) >>> ss ) * pa;
- px[p+2] = ((b * ms) >>> ss ) * pa;
- } else {
- px[p] = px[p+1] = px[p+2] = 0
- }
-
- p = ( x + (( ( p = y + ryp1) < h1 ? p : h1 ) * w )) << 2;
-
- r -= si.r - ( si.r = px[p]);
- g -= si.g - ( si.g = px[p+1]);
- b -= si.b - ( si.b = px[p+2]);
- a -= si.a - ( si.a = px[p+3]);
-
- si = si.n;
-
- yi += w;
- }
- }
- }
-
- }
- return true;
- };
-
- createjs.BlurFilter = createjs.promote(BlurFilter, "Filter");
- }());
-
- //##############################################################################
- // AlphaMapFilter.js
- //##############################################################################
-
- this.createjs = this.createjs || {};
-
- (function () {
- "use strict";
-
-
- // constructor:
- /**
- * Applies a greyscale alpha map image (or canvas) to the target, such that the alpha channel of the result will
- * be copied from the red channel of the map, and the RGB channels will be copied from the target.
- *
- * Generally, it is recommended that you use {{#crossLink "AlphaMaskFilter"}}{{/crossLink}}, because it has much
- * better performance.
- *
- * <h4>Example</h4>
- * This example draws a red->blue box, caches it, and then uses the cache canvas as an alpha map on a 100x100 image.
- *
- * var box = new createjs.Shape();
- * box.graphics.beginLinearGradientFill(["#ff0000", "#0000ff"], [0, 1], 0, 0, 0, 100)
- * box.graphics.drawRect(0, 0, 100, 100);
- * box.cache(0, 0, 100, 100);
- *
- * var bmp = new createjs.Bitmap("path/to/image.jpg");
- * bmp.filters = [
- * new createjs.AlphaMapFilter(box.cacheCanvas)
- * ];
- * bmp.cache(0, 0, 100, 100);
- * stage.addChild(bmp);
- *
- * See {{#crossLink "Filter"}}{{/crossLink}} for more information on applying filters.
- * @class AlphaMapFilter
- * @extends Filter
- * @constructor
- * @param {HTMLImageElement|HTMLCanvasElement} alphaMap The greyscale image (or canvas) to use as the alpha value for the
- * result. This should be exactly the same dimensions as the target.
- **/
- function AlphaMapFilter(alphaMap) {
-
-
- // public properties:
- /**
- * The greyscale image (or canvas) to use as the alpha value for the result. This should be exactly the same
- * dimensions as the target.
- * @property alphaMap
- * @type HTMLImageElement|HTMLCanvasElement
- **/
- this.alphaMap = alphaMap;
-
-
- // private properties:
- /**
- * @property _alphaMap
- * @protected
- * @type HTMLImageElement|HTMLCanvasElement
- **/
- this._alphaMap = null;
-
- /**
- * @property _mapData
- * @protected
- * @type Uint8ClampedArray
- **/
- this._mapData = null;
- }
- var p = createjs.extend(AlphaMapFilter, createjs.Filter);
-
- // TODO: deprecated
- // p.initialize = function() {}; // searchable for devs wondering where it is. REMOVED. See docs for details.
-
-
- // public methods:
- /** docced in super class **/
- p.clone = function () {
- var o = new AlphaMapFilter(this.alphaMap);
- o._alphaMap = this._alphaMap;
- o._mapData = this._mapData;
- return o;
- };
-
- /** docced in super class **/
- p.toString = function () {
- return "[AlphaMapFilter]";
- };
-
-
- // private methods:
- /** docced in super class **/
- p._applyFilter = function (imageData) {
- if (!this.alphaMap) { return true; }
- if (!this._prepAlphaMap()) { return false; }
-
- // TODO: update to support scenarios where the target has different dimensions.
- var data = imageData.data;
- var map = this._mapData;
- for(var i=0, l=data.length; i<l; i += 4) { data[i + 3] = map[i] || 0; }
-
- return true;
- };
-
- /**
- * @method _prepAlphaMap
- * @protected
- **/
- p._prepAlphaMap = function () {
- if (!this.alphaMap) { return false; }
- if (this.alphaMap == this._alphaMap && this._mapData) { return true; }
-
- this._mapData = null;
- var map = this._alphaMap = this.alphaMap;
- var canvas = map;
- var ctx;
- if (map instanceof HTMLCanvasElement) {
- ctx = canvas.getContext("2d");
- } else {
- canvas = createjs.createCanvas ? createjs.createCanvas() : document.createElement("canvas");
- canvas.width = map.width;
- canvas.height = map.height;
- ctx = canvas.getContext("2d");
- ctx.drawImage(map, 0, 0);
- }
-
- try {
- var imgData = ctx.getImageData(0, 0, map.width, map.height);
- } catch (e) {
- //if (!this.suppressCrossDomainErrors) throw new Error("unable to access local image data: " + e);
- return false;
- }
-
- this._mapData = imgData.data;
- return true;
- };
-
-
- createjs.AlphaMapFilter = createjs.promote(AlphaMapFilter, "Filter");
- }());
-
- //##############################################################################
- // AlphaMaskFilter.js
- //##############################################################################
-
- this.createjs = this.createjs || {};
-
- (function () {
- "use strict";
-
-
- // constructor:
- /**
- * Applies the alpha from the mask image (or canvas) to the target, such that the alpha channel of the result will
- * be derived from the mask, and the RGB channels will be copied from the target. This can be used, for example, to
- * apply an alpha mask to a display object. This can also be used to combine a JPG compressed RGB image with a PNG32
- * alpha mask, which can result in a much smaller file size than a single PNG32 containing ARGB.
- *
- * <b>IMPORTANT NOTE: This filter currently does not support the targetCtx, or targetX/Y parameters correctly.</b>
- *
- * <h4>Example</h4>
- * This example draws a gradient box, then caches it and uses the "cacheCanvas" as the alpha mask on a 100x100 image.
- *
- * var box = new createjs.Shape();
- * box.graphics.beginLinearGradientFill(["#000000", "rgba(0, 0, 0, 0)"], [0, 1], 0, 0, 100, 100)
- * box.graphics.drawRect(0, 0, 100, 100);
- * box.cache(0, 0, 100, 100);
- *
- * var bmp = new createjs.Bitmap("path/to/image.jpg");
- * bmp.filters = [
- * new createjs.AlphaMaskFilter(box.cacheCanvas)
- * ];
- * bmp.cache(0, 0, 100, 100);
- *
- * See {{#crossLink "Filter"}}{{/crossLink}} for more information on applying filters.
- * @class AlphaMaskFilter
- * @extends Filter
- * @constructor
- * @param {HTMLImageElement|HTMLCanvasElement} mask
- **/
- function AlphaMaskFilter(mask) {
-
-
- // public properties:
- /**
- * The image (or canvas) to use as the mask.
- * @property mask
- * @type HTMLImageElement|HTMLCanvasElement
- **/
- this.mask = mask;
- }
- var p = createjs.extend(AlphaMaskFilter, createjs.Filter);
-
- // TODO: deprecated
- // p.initialize = function() {}; // searchable for devs wondering where it is. REMOVED. See docs for details.
-
-
- // public methods:
- /**
- * Applies the filter to the specified context.
- *
- * <strong>IMPORTANT NOTE: This filter currently does not support the targetCtx, or targetX/Y parameters
- * correctly.</strong>
- * @method applyFilter
- * @param {CanvasRenderingContext2D} ctx The 2D context to use as the source.
- * @param {Number} x The x position to use for the source rect.
- * @param {Number} y The y position to use for the source rect.
- * @param {Number} width The width to use for the source rect.
- * @param {Number} height The height to use for the source rect.
- * @param {CanvasRenderingContext2D} [targetCtx] NOT SUPPORTED IN THIS FILTER. The 2D context to draw the result to. Defaults to the context passed to ctx.
- * @param {Number} [targetX] NOT SUPPORTED IN THIS FILTER. The x position to draw the result to. Defaults to the value passed to x.
- * @param {Number} [targetY] NOT SUPPORTED IN THIS FILTER. The y position to draw the result to. Defaults to the value passed to y.
- * @return {Boolean} If the filter was applied successfully.
- **/
- p.applyFilter = function (ctx, x, y, width, height, targetCtx, targetX, targetY) {
- if (!this.mask) { return true; }
- targetCtx = targetCtx || ctx;
- if (targetX == null) { targetX = x; }
- if (targetY == null) { targetY = y; }
-
- targetCtx.save();
- if (ctx != targetCtx) {
- // TODO: support targetCtx and targetX/Y
- // clearRect, then draw the ctx in?
- return false;
- }
-
- targetCtx.globalCompositeOperation = "destination-in";
- targetCtx.drawImage(this.mask, targetX, targetY);
- targetCtx.restore();
- return true;
- };
-
- /** docced in super class **/
- p.clone = function () {
- return new AlphaMaskFilter(this.mask);
- };
-
- /** docced in super class **/
- p.toString = function () {
- return "[AlphaMaskFilter]";
- };
-
-
- createjs.AlphaMaskFilter = createjs.promote(AlphaMaskFilter, "Filter");
- }());
-
- //##############################################################################
- // ColorFilter.js
- //##############################################################################
-
- this.createjs = this.createjs||{};
-
- (function() {
- "use strict";
-
-
- // constructor:
- /**
- * Applies a color transform to DisplayObjects.
- *
- * <h4>Example</h4>
- * This example draws a red circle, and then transforms it to Blue. This is accomplished by multiplying all the channels
- * to 0 (except alpha, which is set to 1), and then adding 255 to the blue channel.
- *
- * var shape = new createjs.Shape().set({x:100,y:100});
- * shape.graphics.beginFill("#ff0000").drawCircle(0,0,50);
- *
- * shape.filters = [
- * new createjs.ColorFilter(0,0,0,1, 0,0,255,0)
- * ];
- * shape.cache(-50, -50, 100, 100);
- *
- * See {{#crossLink "Filter"}}{{/crossLink}} for an more information on applying filters.
- * @class ColorFilter
- * @param {Number} [redMultiplier=1] The amount to multiply against the red channel. This is a range between 0 and 1.
- * @param {Number} [greenMultiplier=1] The amount to multiply against the green channel. This is a range between 0 and 1.
- * @param {Number} [blueMultiplier=1] The amount to multiply against the blue channel. This is a range between 0 and 1.
- * @param {Number} [alphaMultiplier=1] The amount to multiply against the alpha channel. This is a range between 0 and 1.
- * @param {Number} [redOffset=0] The amount to add to the red channel after it has been multiplied. This is a range
- * between -255 and 255.
- * @param {Number} [greenOffset=0] The amount to add to the green channel after it has been multiplied. This is a range
- * between -255 and 255.
- * @param {Number} [blueOffset=0] The amount to add to the blue channel after it has been multiplied. This is a range
- * between -255 and 255.
- * @param {Number} [alphaOffset=0] The amount to add to the alpha channel after it has been multiplied. This is a range
- * between -255 and 255.
- * @constructor
- * @extends Filter
- **/
- function ColorFilter(redMultiplier, greenMultiplier, blueMultiplier, alphaMultiplier, redOffset, greenOffset, blueOffset, alphaOffset) {
-
-
- // public properties:
- /**
- * Red channel multiplier.
- * @property redMultiplier
- * @type Number
- **/
- this.redMultiplier = redMultiplier != null ? redMultiplier : 1;
-
- /**
- * Green channel multiplier.
- * @property greenMultiplier
- * @type Number
- **/
- this.greenMultiplier = greenMultiplier != null ? greenMultiplier : 1;
-
- /**
- * Blue channel multiplier.
- * @property blueMultiplier
- * @type Number
- **/
- this.blueMultiplier = blueMultiplier != null ? blueMultiplier : 1;
-
- /**
- * Alpha channel multiplier.
- * @property alphaMultiplier
- * @type Number
- **/
- this.alphaMultiplier = alphaMultiplier != null ? alphaMultiplier : 1;
-
- /**
- * Red channel offset (added to value).
- * @property redOffset
- * @type Number
- **/
- this.redOffset = redOffset || 0;
-
- /**
- * Green channel offset (added to value).
- * @property greenOffset
- * @type Number
- **/
- this.greenOffset = greenOffset || 0;
-
- /**
- * Blue channel offset (added to value).
- * @property blueOffset
- * @type Number
- **/
- this.blueOffset = blueOffset || 0;
-
- /**
- * Alpha channel offset (added to value).
- * @property alphaOffset
- * @type Number
- **/
- this.alphaOffset = alphaOffset || 0;
- }
- var p = createjs.extend(ColorFilter, createjs.Filter);
-
- // TODO: deprecated
- // p.initialize = function() {}; // searchable for devs wondering where it is. REMOVED. See docs for details.
-
-
- // public methods:
- /** docced in super class **/
- p.toString = function() {
- return "[ColorFilter]";
- };
-
- /** docced in super class **/
- p.clone = function() {
- return new ColorFilter(this.redMultiplier, this.greenMultiplier, this.blueMultiplier, this.alphaMultiplier, this.redOffset, this.greenOffset, this.blueOffset, this.alphaOffset);
- };
-
-
- // private methods:
- /** docced in super class **/
- p._applyFilter = function(imageData) {
- var data = imageData.data;
- var l = data.length;
- for (var i=0; i<l; i+=4) {
- data[i] = data[i]*this.redMultiplier+this.redOffset;
- data[i+1] = data[i+1]*this.greenMultiplier+this.greenOffset;
- data[i+2] = data[i+2]*this.blueMultiplier+this.blueOffset;
- data[i+3] = data[i+3]*this.alphaMultiplier+this.alphaOffset;
- }
- return true;
- };
-
-
- createjs.ColorFilter = createjs.promote(ColorFilter, "Filter");
- }());
-
- //##############################################################################
- // ColorMatrix.js
- //##############################################################################
-
- this.createjs = this.createjs||{};
-
- (function() {
- "use strict";
-
-
- // constructor:
- /**
- * Provides helper functions for assembling a matrix for use with the {{#crossLink "ColorMatrixFilter"}}{{/crossLink}}.
- * Most methods return the instance to facilitate chained calls.
- *
- * <h4>Example</h4>
- *
- * myColorMatrix.adjustHue(20).adjustBrightness(50);
- *
- * See {{#crossLink "Filter"}}{{/crossLink}} for an example of how to apply filters, or {{#crossLink "ColorMatrixFilter"}}{{/crossLink}}
- * for an example of how to use ColorMatrix to change a DisplayObject's color.
- * @class ColorMatrix
- * @param {Number} brightness
- * @param {Number} contrast
- * @param {Number} saturation
- * @param {Number} hue
- * @constructor
- **/
- function ColorMatrix(brightness, contrast, saturation, hue) {
- this.setColor(brightness, contrast, saturation, hue);
- }
- var p = ColorMatrix.prototype;
-
- /**
- * <strong>REMOVED</strong>. Removed in favor of using `MySuperClass_constructor`.
- * See {{#crossLink "Utility Methods/extend"}}{{/crossLink}} and {{#crossLink "Utility Methods/promote"}}{{/crossLink}}
- * for details.
- *
- * There is an inheritance tutorial distributed with EaselJS in /tutorials/Inheritance.
- *
- * @method initialize
- * @protected
- * @deprecated
- */
- // p.initialize = function() {}; // searchable for devs wondering where it is.
-
-
- // constants:
- /**
- * Array of delta values for contrast calculations.
- * @property DELTA_INDEX
- * @type Array
- * @protected
- * @static
- **/
- ColorMatrix.DELTA_INDEX = [
- 0, 0.01, 0.02, 0.04, 0.05, 0.06, 0.07, 0.08, 0.1, 0.11,
- 0.12, 0.14, 0.15, 0.16, 0.17, 0.18, 0.20, 0.21, 0.22, 0.24,
- 0.25, 0.27, 0.28, 0.30, 0.32, 0.34, 0.36, 0.38, 0.40, 0.42,
- 0.44, 0.46, 0.48, 0.5, 0.53, 0.56, 0.59, 0.62, 0.65, 0.68,
- 0.71, 0.74, 0.77, 0.80, 0.83, 0.86, 0.89, 0.92, 0.95, 0.98,
- 1.0, 1.06, 1.12, 1.18, 1.24, 1.30, 1.36, 1.42, 1.48, 1.54,
- 1.60, 1.66, 1.72, 1.78, 1.84, 1.90, 1.96, 2.0, 2.12, 2.25,
- 2.37, 2.50, 2.62, 2.75, 2.87, 3.0, 3.2, 3.4, 3.6, 3.8,
- 4.0, 4.3, 4.7, 4.9, 5.0, 5.5, 6.0, 6.5, 6.8, 7.0,
- 7.3, 7.5, 7.8, 8.0, 8.4, 8.7, 9.0, 9.4, 9.6, 9.8,
- 10.0
- ];
-
- /**
- * Identity matrix values.
- * @property IDENTITY_MATRIX
- * @type Array
- * @protected
- * @static
- **/
- ColorMatrix.IDENTITY_MATRIX = [
- 1,0,0,0,0,
- 0,1,0,0,0,
- 0,0,1,0,0,
- 0,0,0,1,0,
- 0,0,0,0,1
- ];
-
- /**
- * The constant length of a color matrix.
- * @property LENGTH
- * @type Number
- * @protected
- * @static
- **/
- ColorMatrix.LENGTH = ColorMatrix.IDENTITY_MATRIX.length;
-
-
- // public methods:
- /**
- * Resets the instance with the specified values.
- * @method setColor
- * @param {Number} brightness
- * @param {Number} contrast
- * @param {Number} saturation
- * @param {Number} hue
- * @return {ColorMatrix} The ColorMatrix instance the method is called on (useful for chaining calls.)
- * @chainable
- */
- p.setColor = function(brightness,contrast,saturation,hue) {
- return this.reset().adjustColor(brightness,contrast,saturation,hue);
- };
-
- /**
- * Resets the matrix to identity values.
- * @method reset
- * @return {ColorMatrix} The ColorMatrix instance the method is called on (useful for chaining calls.)
- * @chainable
- */
- p.reset = function() {
- return this.copy(ColorMatrix.IDENTITY_MATRIX);
- };
-
- /**
- * Shortcut method to adjust brightness, contrast, saturation and hue.
- * Equivalent to calling adjustHue(hue), adjustContrast(contrast),
- * adjustBrightness(brightness), adjustSaturation(saturation), in that order.
- * @method adjustColor
- * @param {Number} brightness
- * @param {Number} contrast
- * @param {Number} saturation
- * @param {Number} hue
- * @return {ColorMatrix} The ColorMatrix instance the method is called on (useful for chaining calls.)
- * @chainable
- **/
- p.adjustColor = function(brightness,contrast,saturation,hue) {
- this.adjustHue(hue);
- this.adjustContrast(contrast);
- this.adjustBrightness(brightness);
- return this.adjustSaturation(saturation);
- };
-
- /**
- * Adjusts the brightness of pixel color by adding the specified value to the red, green and blue channels.
- * Positive values will make the image brighter, negative values will make it darker.
- * @method adjustBrightness
- * @param {Number} value A value between -255 & 255 that will be added to the RGB channels.
- * @return {ColorMatrix} The ColorMatrix instance the method is called on (useful for chaining calls.)
- * @chainable
- **/
- p.adjustBrightness = function(value) {
- if (value == 0 || isNaN(value)) { return this; }
- value = this._cleanValue(value,255);
- this._multiplyMatrix([
- 1,0,0,0,value,
- 0,1,0,0,value,
- 0,0,1,0,value,
- 0,0,0,1,0,
- 0,0,0,0,1
- ]);
- return this;
- };
-
- /**
- * Adjusts the contrast of pixel color.
- * Positive values will increase contrast, negative values will decrease contrast.
- * @method adjustContrast
- * @param {Number} value A value between -100 & 100.
- * @return {ColorMatrix} The ColorMatrix instance the method is called on (useful for chaining calls.)
- * @chainable
- **/
- p.adjustContrast = function(value) {
- if (value == 0 || isNaN(value)) { return this; }
- value = this._cleanValue(value,100);
- var x;
- if (value<0) {
- x = 127+value/100*127;
- } else {
- x = value%1;
- if (x == 0) {
- x = ColorMatrix.DELTA_INDEX[value];
- } else {
- x = ColorMatrix.DELTA_INDEX[(value<<0)]*(1-x)+ColorMatrix.DELTA_INDEX[(value<<0)+1]*x; // use linear interpolation for more granularity.
- }
- x = x*127+127;
- }
- this._multiplyMatrix([
- x/127,0,0,0,0.5*(127-x),
- 0,x/127,0,0,0.5*(127-x),
- 0,0,x/127,0,0.5*(127-x),
- 0,0,0,1,0,
- 0,0,0,0,1
- ]);
- return this;
- };
-
- /**
- * Adjusts the color saturation of the pixel.
- * Positive values will increase saturation, negative values will decrease saturation (trend towards greyscale).
- * @method adjustSaturation
- * @param {Number} value A value between -100 & 100.
- * @return {ColorMatrix} The ColorMatrix instance the method is called on (useful for chaining calls.)
- * @chainable
- **/
- p.adjustSaturation = function(value) {
- if (value == 0 || isNaN(value)) { return this; }
- value = this._cleanValue(value,100);
- var x = 1+((value > 0) ? 3*value/100 : value/100);
- var lumR = 0.3086;
- var lumG = 0.6094;
- var lumB = 0.0820;
- this._multiplyMatrix([
- lumR*(1-x)+x,lumG*(1-x),lumB*(1-x),0,0,
- lumR*(1-x),lumG*(1-x)+x,lumB*(1-x),0,0,
- lumR*(1-x),lumG*(1-x),lumB*(1-x)+x,0,0,
- 0,0,0,1,0,
- 0,0,0,0,1
- ]);
- return this;
- };
-
-
- /**
- * Adjusts the hue of the pixel color.
- * @method adjustHue
- * @param {Number} value A value between -180 & 180.
- * @return {ColorMatrix} The ColorMatrix instance the method is called on (useful for chaining calls.)
- * @chainable
- **/
- p.adjustHue = function(value) {
- if (value == 0 || isNaN(value)) { return this; }
- value = this._cleanValue(value,180)/180*Math.PI;
- var cosVal = Math.cos(value);
- var sinVal = Math.sin(value);
- var lumR = 0.213;
- var lumG = 0.715;
- var lumB = 0.072;
- this._multiplyMatrix([
- lumR+cosVal*(1-lumR)+sinVal*(-lumR),lumG+cosVal*(-lumG)+sinVal*(-lumG),lumB+cosVal*(-lumB)+sinVal*(1-lumB),0,0,
- lumR+cosVal*(-lumR)+sinVal*(0.143),lumG+cosVal*(1-lumG)+sinVal*(0.140),lumB+cosVal*(-lumB)+sinVal*(-0.283),0,0,
- lumR+cosVal*(-lumR)+sinVal*(-(1-lumR)),lumG+cosVal*(-lumG)+sinVal*(lumG),lumB+cosVal*(1-lumB)+sinVal*(lumB),0,0,
- 0,0,0,1,0,
- 0,0,0,0,1
- ]);
- return this;
- };
-
- /**
- * Concatenates (multiplies) the specified matrix with this one.
- * @method concat
- * @param {Array} matrix An array or ColorMatrix instance.
- * @return {ColorMatrix} The ColorMatrix instance the method is called on (useful for chaining calls.)
- * @chainable
- **/
- p.concat = function(matrix) {
- matrix = this._fixMatrix(matrix);
- if (matrix.length != ColorMatrix.LENGTH) { return this; }
- this._multiplyMatrix(matrix);
- return this;
- };
-
- /**
- * Returns a clone of this ColorMatrix.
- * @method clone
- * @return {ColorMatrix} A clone of this ColorMatrix.
- **/
- p.clone = function() {
- return (new ColorMatrix()).copy(this);
- };
-
- /**
- * Return a length 25 (5x5) array instance containing this matrix's values.
- * @method toArray
- * @return {Array} An array holding this matrix's values.
- **/
- p.toArray = function() {
- var arr = [];
- for (var i= 0, l=ColorMatrix.LENGTH; i<l; i++) {
- arr[i] = this[i];
- }
- return arr;
- };
-
- /**
- * Copy the specified matrix's values to this matrix.
- * @method copy
- * @param {Array} matrix An array or ColorMatrix instance.
- * @return {ColorMatrix} The ColorMatrix instance the method is called on (useful for chaining calls.)
- * @chainable
- **/
- p.copy = function(matrix) {
- var l = ColorMatrix.LENGTH;
- for (var i=0;i<l;i++) {
- this[i] = matrix[i];
- }
- return this;
- };
-
- /**
- * Returns a string representation of this object.
- * @method toString
- * @return {String} a string representation of the instance.
- **/
- p.toString = function() {
- return "[ColorMatrix]";
- };
-
-
- // private methods:
- /**
- * @method _multiplyMatrix
- * @param {Array} matrix
- * @protected
- **/
- p._multiplyMatrix = function(matrix) {
- var i, j, k, col = [];
-
- for (i=0;i<5;i++) {
- for (j=0;j<5;j++) {
- col[j] = this[j+i*5];
- }
- for (j=0;j<5;j++) {
- var val=0;
- for (k=0;k<5;k++) {
- val += matrix[j+k*5]*col[k];
- }
- this[j+i*5] = val;
- }
- }
- };
-
- /**
- * Make sure values are within the specified range, hue has a limit of 180, brightness is 255, others are 100.
- * @method _cleanValue
- * @param {Number} value The raw number
- * @param {Number} limit The maximum that the number can be. The minimum is the limit * -1.
- * @protected
- **/
- p._cleanValue = function(value, limit) {
- return Math.min(limit,Math.max(-limit,value));
- };
-
- /**
- * Makes sure matrixes are 5x5 (25 long).
- * @method _fixMatrix
- * @param {Array} matrix
- * @protected
- **/
- p._fixMatrix = function(matrix) {
- if (matrix instanceof ColorMatrix) { matrix = matrix.toArray(); }
- if (matrix.length < ColorMatrix.LENGTH) {
- matrix = matrix.slice(0,matrix.length).concat(ColorMatrix.IDENTITY_MATRIX.slice(matrix.length,ColorMatrix.LENGTH));
- } else if (matrix.length > ColorMatrix.LENGTH) {
- matrix = matrix.slice(0,ColorMatrix.LENGTH);
- }
- return matrix;
- };
-
-
- createjs.ColorMatrix = ColorMatrix;
- }());
-
- //##############################################################################
- // ColorMatrixFilter.js
- //##############################################################################
-
- this.createjs = this.createjs||{};
-
- (function() {
- "use strict";
-
-
- // constructor:
- /**
- * Allows you to carry out complex color operations such as modifying saturation, brightness, or inverting. See the
- * {{#crossLink "ColorMatrix"}}{{/crossLink}} for more information on changing colors. For an easier color transform,
- * consider the {{#crossLink "ColorFilter"}}{{/crossLink}}.
- *
- * <h4>Example</h4>
- * This example creates a red circle, inverts its hue, and then saturates it to brighten it up.
- *
- * var shape = new createjs.Shape().set({x:100,y:100});
- * shape.graphics.beginFill("#ff0000").drawCircle(0,0,50);
- *
- * var matrix = new createjs.ColorMatrix().adjustHue(180).adjustSaturation(100);
- * shape.filters = [
- * new createjs.ColorMatrixFilter(matrix)
- * ];
- *
- * shape.cache(-50, -50, 100, 100);
- *
- * See {{#crossLink "Filter"}}{{/crossLink}} for an more information on applying filters.
- * @class ColorMatrixFilter
- * @constructor
- * @extends Filter
- * @param {Array | ColorMatrix} matrix A 4x5 matrix describing the color operation to perform. See also the {{#crossLink "ColorMatrix"}}{{/crossLink}}
- * class.
- **/
- function ColorMatrixFilter(matrix) {
-
-
- // public properties:
- /**
- * A 4x5 matrix describing the color operation to perform. See also the {{#crossLink "ColorMatrix"}}{{/crossLink}}
- * @property matrix
- * @type Array | ColorMatrix
- **/
- this.matrix = matrix;
- }
- var p = createjs.extend(ColorMatrixFilter, createjs.Filter);
-
- // TODO: deprecated
- // p.initialize = function() {}; // searchable for devs wondering where it is. REMOVED. See docs for details.
-
-
- // public methods:
- /** docced in super class **/
- p.toString = function() {
- return "[ColorMatrixFilter]";
- };
-
- /** docced in super class **/
- p.clone = function() {
- return new ColorMatrixFilter(this.matrix);
- };
-
- // private methods:
- /** docced in super class **/
- p._applyFilter = function(imageData) {
- var data = imageData.data;
- var l = data.length;
- var r,g,b,a;
- var mtx = this.matrix;
- var m0 = mtx[0], m1 = mtx[1], m2 = mtx[2], m3 = mtx[3], m4 = mtx[4];
- var m5 = mtx[5], m6 = mtx[6], m7 = mtx[7], m8 = mtx[8], m9 = mtx[9];
- var m10 = mtx[10], m11 = mtx[11], m12 = mtx[12], m13 = mtx[13], m14 = mtx[14];
- var m15 = mtx[15], m16 = mtx[16], m17 = mtx[17], m18 = mtx[18], m19 = mtx[19];
-
- for (var i=0; i<l; i+=4) {
- r = data[i];
- g = data[i+1];
- b = data[i+2];
- a = data[i+3];
- data[i] = r*m0+g*m1+b*m2+a*m3+m4; // red
- data[i+1] = r*m5+g*m6+b*m7+a*m8+m9; // green
- data[i+2] = r*m10+g*m11+b*m12+a*m13+m14; // blue
- data[i+3] = r*m15+g*m16+b*m17+a*m18+m19; // alpha
- }
- return true;
- };
-
-
- createjs.ColorMatrixFilter = createjs.promote(ColorMatrixFilter, "Filter");
- }());
-
- //##############################################################################
- // Touch.js
- //##############################################################################
-
- this.createjs = this.createjs||{};
-
- (function() {
- "use strict";
-
-
- // constructor:
- /**
- * Global utility for working with multi-touch enabled devices in EaselJS. Currently supports W3C Touch API (iOS and
- * modern Android browser) and the Pointer API (IE), including ms-prefixed events in IE10, and unprefixed in IE11.
- *
- * Ensure that you {{#crossLink "Touch/disable"}}{{/crossLink}} touch when cleaning up your application. You do not have
- * to check if touch is supported to enable it, as it will fail gracefully if it is not supported.
- *
- * <h4>Example</h4>
- *
- * var stage = new createjs.Stage("canvasId");
- * createjs.Touch.enable(stage);
- *
- * <strong>Note:</strong> It is important to disable Touch on a stage that you are no longer using:
- *
- * createjs.Touch.disable(stage);
- *
- * @class Touch
- * @static
- **/
- function Touch() {
- throw "Touch cannot be instantiated";
- }
-
-
- // public static methods:
- /**
- * Returns `true` if touch is supported in the current browser.
- * @method isSupported
- * @return {Boolean} Indicates whether touch is supported in the current browser.
- * @static
- **/
- Touch.isSupported = function() {
- return !!(('ontouchstart' in window) // iOS & Android
- || (window.navigator['msPointerEnabled'] && window.navigator['msMaxTouchPoints'] > 0) // IE10
- || (window.navigator['pointerEnabled'] && window.navigator['maxTouchPoints'] > 0)); // IE11+
- };
-
- /**
- * Enables touch interaction for the specified EaselJS {{#crossLink "Stage"}}{{/crossLink}}. Currently supports iOS
- * (and compatible browsers, such as modern Android browsers), and IE10/11. Supports both single touch and
- * multi-touch modes. Extends the EaselJS {{#crossLink "MouseEvent"}}{{/crossLink}} model, but without support for
- * double click or over/out events. See the MouseEvent {{#crossLink "MouseEvent/pointerId:property"}}{{/crossLink}}
- * for more information.
- * @method enable
- * @param {Stage} stage The {{#crossLink "Stage"}}{{/crossLink}} to enable touch on.
- * @param {Boolean} [singleTouch=false] If `true`, only a single touch will be active at a time.
- * @param {Boolean} [allowDefault=false] If `true`, then default gesture actions (ex. scrolling, zooming) will be
- * allowed when the user is interacting with the target canvas.
- * @return {Boolean} Returns `true` if touch was successfully enabled on the target stage.
- * @static
- **/
- Touch.enable = function(stage, singleTouch, allowDefault) {
- if (!stage || !stage.canvas || !Touch.isSupported()) { return false; }
- if (stage.__touch) { return true; }
-
- // inject required properties on stage:
- stage.__touch = {pointers:{}, multitouch:!singleTouch, preventDefault:!allowDefault, count:0};
-
- // note that in the future we may need to disable the standard mouse event model before adding
- // these to prevent duplicate calls. It doesn't seem to be an issue with iOS devices though.
- if ('ontouchstart' in window) { Touch._IOS_enable(stage); }
- else if (window.navigator['msPointerEnabled'] || window.navigator["pointerEnabled"]) { Touch._IE_enable(stage); }
- return true;
- };
-
- /**
- * Removes all listeners that were set up when calling `Touch.enable()` on a stage.
- * @method disable
- * @param {Stage} stage The {{#crossLink "Stage"}}{{/crossLink}} to disable touch on.
- * @static
- **/
- Touch.disable = function(stage) {
- if (!stage) { return; }
- if ('ontouchstart' in window) { Touch._IOS_disable(stage); }
- else if (window.navigator['msPointerEnabled'] || window.navigator["pointerEnabled"]) { Touch._IE_disable(stage); }
-
- delete stage.__touch;
- };
-
-
- // Private static methods:
- /**
- * @method _IOS_enable
- * @protected
- * @param {Stage} stage
- * @static
- **/
- Touch._IOS_enable = function(stage) {
- var canvas = stage.canvas;
- var f = stage.__touch.f = function(e) { Touch._IOS_handleEvent(stage,e); };
- canvas.addEventListener("touchstart", f, false);
- canvas.addEventListener("touchmove", f, false);
- canvas.addEventListener("touchend", f, false);
- canvas.addEventListener("touchcancel", f, false);
- };
-
- /**
- * @method _IOS_disable
- * @protected
- * @param {Stage} stage
- * @static
- **/
- Touch._IOS_disable = function(stage) {
- var canvas = stage.canvas;
- if (!canvas) { return; }
- var f = stage.__touch.f;
- canvas.removeEventListener("touchstart", f, false);
- canvas.removeEventListener("touchmove", f, false);
- canvas.removeEventListener("touchend", f, false);
- canvas.removeEventListener("touchcancel", f, false);
- };
-
- /**
- * @method _IOS_handleEvent
- * @param {Stage} stage
- * @param {Object} e The event to handle
- * @protected
- * @static
- **/
- Touch._IOS_handleEvent = function(stage, e) {
- if (!stage) { return; }
- if (stage.__touch.preventDefault) { e.preventDefault&&e.preventDefault(); }
- var touches = e.changedTouches;
- var type = e.type;
- for (var i= 0,l=touches.length; i<l; i++) {
- var touch = touches[i];
- var id = touch.identifier;
- if (touch.target != stage.canvas) { continue; }
-
- if (type == "touchstart") {
- this._handleStart(stage, id, e, touch.pageX, touch.pageY);
- } else if (type == "touchmove") {
- this._handleMove(stage, id, e, touch.pageX, touch.pageY);
- } else if (type == "touchend" || type == "touchcancel") {
- this._handleEnd(stage, id, e);
- }
- }
- };
-
- /**
- * @method _IE_enable
- * @protected
- * @param {Stage} stage
- * @static
- **/
- Touch._IE_enable = function(stage) {
- var canvas = stage.canvas;
- var f = stage.__touch.f = function(e) { Touch._IE_handleEvent(stage,e); };
-
- if (window.navigator["pointerEnabled"] === undefined) {
- canvas.addEventListener("MSPointerDown", f, false);
- window.addEventListener("MSPointerMove", f, false);
- window.addEventListener("MSPointerUp", f, false);
- window.addEventListener("MSPointerCancel", f, false);
- if (stage.__touch.preventDefault) { canvas.style.msTouchAction = "none"; }
- } else {
- canvas.addEventListener("pointerdown", f, false);
- window.addEventListener("pointermove", f, false);
- window.addEventListener("pointerup", f, false);
- window.addEventListener("pointercancel", f, false);
- if (stage.__touch.preventDefault) { canvas.style.touchAction = "none"; }
-
- }
- stage.__touch.activeIDs = {};
- };
-
- /**
- * @method _IE_disable
- * @protected
- * @param {Stage} stage
- * @static
- **/
- Touch._IE_disable = function(stage) {
- var f = stage.__touch.f;
-
- if (window.navigator["pointerEnabled"] === undefined) {
- window.removeEventListener("MSPointerMove", f, false);
- window.removeEventListener("MSPointerUp", f, false);
- window.removeEventListener("MSPointerCancel", f, false);
- if (stage.canvas) {
- stage.canvas.removeEventListener("MSPointerDown", f, false);
- }
- } else {
- window.removeEventListener("pointermove", f, false);
- window.removeEventListener("pointerup", f, false);
- window.removeEventListener("pointercancel", f, false);
- if (stage.canvas) {
- stage.canvas.removeEventListener("pointerdown", f, false);
- }
- }
- };
-
- /**
- * @method _IE_handleEvent
- * @param {Stage} stage
- * @param {Object} e The event to handle.
- * @protected
- * @static
- **/
- Touch._IE_handleEvent = function(stage, e) {
- if (!stage) { return; }
- if (stage.__touch.preventDefault) { e.preventDefault && e.preventDefault(); }
- var type = e.type;
- var id = e.pointerId;
- var ids = stage.__touch.activeIDs;
-
- if (type == "MSPointerDown" || type == "pointerdown") {
- if (e.srcElement != stage.canvas) { return; }
- ids[id] = true;
- this._handleStart(stage, id, e, e.pageX, e.pageY);
- } else if (ids[id]) { // it's an id we're watching
- if (type == "MSPointerMove" || type == "pointermove") {
- this._handleMove(stage, id, e, e.pageX, e.pageY);
- } else if (type == "MSPointerUp" || type == "MSPointerCancel"
- || type == "pointerup" || type == "pointercancel") {
- delete(ids[id]);
- this._handleEnd(stage, id, e);
- }
- }
- };
-
- /**
- * @method _handleStart
- * @param {Stage} stage
- * @param {String|Number} id
- * @param {Object} e
- * @param {Number} x
- * @param {Number} y
- * @protected
- **/
- Touch._handleStart = function(stage, id, e, x, y) {
- var props = stage.__touch;
- if (!props.multitouch && props.count) { return; }
- var ids = props.pointers;
- if (ids[id]) { return; }
- ids[id] = true;
- props.count++;
- stage._handlePointerDown(id, e, x, y);
- };
-
- /**
- * @method _handleMove
- * @param {Stage} stage
- * @param {String|Number} id
- * @param {Object} e
- * @param {Number} x
- * @param {Number} y
- * @protected
- **/
- Touch._handleMove = function(stage, id, e, x, y) {
- if (!stage.__touch.pointers[id]) { return; }
- stage._handlePointerMove(id, e, x, y);
- };
-
- /**
- * @method _handleEnd
- * @param {Stage} stage
- * @param {String|Number} id
- * @param {Object} e
- * @protected
- **/
- Touch._handleEnd = function(stage, id, e) {
- // TODO: cancel should be handled differently for proper UI (ex. an up would trigger a click, a cancel would more closely resemble an out).
- var props = stage.__touch;
- var ids = props.pointers;
- if (!ids[id]) { return; }
- props.count--;
- stage._handlePointerUp(id, e, true);
- delete(ids[id]);
- };
-
-
- createjs.Touch = Touch;
- }());
-
- //##############################################################################
- // version.js
- //##############################################################################
-
- this.createjs = this.createjs || {};
-
- (function() {
- "use strict";
-
- /**
- * Static class holding library specific information such as the version and buildDate of
- * the library.
- * @class EaselJS
- **/
- var s = createjs.EaselJS = createjs.EaselJS || {};
-
- /**
- * The version string for this release.
- * @property version
- * @type String
- * @static
- **/
- s.version = /*=version*/"0.8.2"; // injected by build process
-
- /**
- * The build date for this release in UTC format.
- * @property buildDate
- * @type String
- * @static
- **/
- s.buildDate = /*=date*/"Thu, 26 Nov 2015 20:44:34 GMT"; // injected by build process
-
- })();
|