/******/ (function(modules) { // webpackBootstrap
/******/ // The module cache
/******/ var installedModules = {};
/******/ // The require function
/******/ function __webpack_require__(moduleId) {
/******/ // Check if module is in cache
/******/ if(installedModules[moduleId])
/******/ return installedModules[moduleId].exports;
/******/ // Create a new module (and put it into the cache)
/******/ var module = installedModules[moduleId] = {
/******/ exports: {},
/******/ id: moduleId,
/******/ loaded: false
/******/ };
/******/ // Execute the module function
/******/ modules[moduleId].call(module.exports, module, module.exports, __webpack_require__);
/******/ // Flag the module as loaded
/******/ module.loaded = true;
/******/ // Return the exports of the module
/******/ return module.exports;
/******/ }
/******/ // expose the modules object (__webpack_modules__)
/******/ __webpack_require__.m = modules;
/******/ // expose the module cache
/******/ __webpack_require__.c = installedModules;
/******/ // __webpack_public_path__
/******/ __webpack_require__.p = "";
/******/ // Load entry module and return exports
/******/ return __webpack_require__(0);
/******/ })
/************************************************************************/
/******/ ([
/* 0 */
/***/ (function(module, exports, __webpack_require__) {
"use strict";
var _array_visualization = __webpack_require__(1);
var _array_visualization2 = _interopRequireDefault(_array_visualization);
var _zoom_control = __webpack_require__(6);
var _zoom_control2 = _interopRequireDefault(_zoom_control);
var _overlay_control = __webpack_require__(7);
var _overlay_control2 = _interopRequireDefault(_overlay_control);
var _seismic_control = __webpack_require__(8);
var _seismic_control2 = _interopRequireDefault(_seismic_control);
var _subarray_display = __webpack_require__(9);
var _subarray_display2 = _interopRequireDefault(_subarray_display);
var _auto_upload = __webpack_require__(10);
var _auto_upload2 = _interopRequireDefault(_auto_upload);
function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; }
$(document).ready(function () {
(0, _auto_upload2.default)();
var subarrayDisplay = new _subarray_display2.default();
subarrayDisplay.init($('#current_anchors'), $('#needed_anchors'), $('#subarray_weight'), panel_data);
var arrayVisualization = new _array_visualization2.default(panel_data, is_dual_tilt, subarrayDisplay, buildings_coordinates);
arrayVisualization.init();
new _zoom_control2.default(arrayVisualization).init($('#zoom_control'));
new _overlay_control2.default(arrayVisualization).init($('#overlay_control'), $('#legend_container'));
new _seismic_control2.default(arrayVisualization, subarrayDisplay).init($('.seismic_anchor_control'), $("#seismic_save"));
window.arrayVisualization = arrayVisualization;
});
/***/ }),
/* 1 */
/***/ (function(module, exports, __webpack_require__) {
'use strict';
Object.defineProperty(exports, "__esModule", {
value: true
});
var _createClass = function () { function defineProperties(target, props) { for (var i = 0; i < props.length; i++) { var descriptor = props[i]; descriptor.enumerable = descriptor.enumerable || false; descriptor.configurable = true; if ("value" in descriptor) descriptor.writable = true; Object.defineProperty(target, descriptor.key, descriptor); } } return function (Constructor, protoProps, staticProps) { if (protoProps) defineProperties(Constructor.prototype, protoProps); if (staticProps) defineProperties(Constructor, staticProps); return Constructor; }; }();
__webpack_require__(2);
var _jquery = __webpack_require__(3);
var _jquery2 = _interopRequireDefault(_jquery);
var _panel = __webpack_require__(4);
var _colors = __webpack_require__(5);
var _colors2 = _interopRequireDefault(_colors);
function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; }
function _toConsumableArray(arr) { if (Array.isArray(arr)) { for (var i = 0, arr2 = Array(arr.length); i < arr.length; i++) { arr2[i] = arr[i]; } return arr2; } else { return Array.from(arr); } }
function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } }
var ArrayVisualization = function () {
function ArrayVisualization(panelData, isDualTilt, subarrayDisplay, buildings) {
_classCallCheck(this, ArrayVisualization);
this.panelData = panelData;
this.isDualTilt = isDualTilt;
this.subarrayDisplay = subarrayDisplay;
this.buildings = buildings;
this.scale = 10;
}
_createClass(ArrayVisualization, [{
key: 'init',
value: function init() {
this.stage = new createjs.Stage("arrayCanvas");
this.container = new createjs.Container();
var background = new createjs.Shape();
background.graphics.beginFill(_colors2.default.canvas_background).drawRect(0, 0, 850, 850);
this.stage.addChild(background);
this.stage.mouseMoveOutside = true;
this.adjustScale(this.buildings);
this.drawArray(this.container, this.panelData, this.scale);
this.container.x = 0;
this.container.y = 0;
this.stage.addChild(this.container);
this.drawBuildings(this.buildings, this.scale);
this.stage.update();
var lastMove = undefined;
var self = this;
// Panning
this.stage.on("pressmove", function (event) {
var x = event.stageX;
var y = event.stageY;
if (lastMove != undefined) {
var deltaX = x - lastMove.x;
var deltaY = y - lastMove.y;
self.container.x += deltaX;
self.container.y += deltaY;
self.stage.update();
}
lastMove = { x: x, y: y };
});
this.stage.on("pressup", function () {
lastMove = undefined;
});
}
}, {
key: 'adjustScale',
value: function adjustScale(buildings) {
var _ref,
_this = this,
_ref2;
if (!buildings || buildings.length === 0) return; // leave scale as default
// we cannot determine canvas size
// we are in a test or in a very impossible state
// so we better not touch anything
if (!this.stage.canvas) return;
var all_x = (_ref = []).concat.apply(_ref, _toConsumableArray(buildings)).map(function (building) {
return building.x * _this.scale;
});
var all_y = (_ref2 = []).concat.apply(_ref2, _toConsumableArray(buildings)).map(function (building) {
return building.y * _this.scale;
});
var max_x = Math.max.apply(Math, _toConsumableArray(all_x));
var max_y = Math.max.apply(Math, _toConsumableArray(all_y));
var ratio_y = this.stage.canvas.height * 1.0 / max_y;
var ratio_x = this.stage.canvas.width * 1.0 / max_x;
var MARGIN = 0.05;
this.scale = this.scale * Math.min(ratio_y, ratio_x) * (1 - MARGIN);
}
}, {
key: 'drawBuildings',
value: function drawBuildings(buildings, scale) {
if (!buildings) {
console.log("No Buildings!");
return;
}
if (!scale) {
console.log("No Scale - don't know how big the buildings should be!");
return;
}
var line = new createjs.Shape();
var color = createjs.Graphics.getRGB(0x010101, 1);
line.graphics.setStrokeStyle(3);
for (var i = 0; i < buildings.length; i++) {
var building = buildings[i];
var firstPoint = building[0];
var nextPoint = null;
line.graphics.beginStroke(color);
line.graphics.moveTo(firstPoint.x * scale, firstPoint.y * scale);
for (var j = 1; j < building.length; j++) {
nextPoint = building[j];
line.graphics.lineTo(nextPoint.x * scale, nextPoint.y * scale);
line.graphics.moveTo(nextPoint.x * scale, nextPoint.y * scale);
}
line.graphics.lineTo(firstPoint.x * scale, firstPoint.y * scale);
line.graphics.endStroke();
}
this.container.addChild(line);
}
}, {
key: 'refreshPanels',
value: function refreshPanels(panelData) {
this.panelData = panelData;
for (var i = 0; i < this.panels.length; i++) {
this.container.removeChild(this.panels[i]);
}
this.drawArray(this.container, this.panelData, this.scale);
var selectedPanel = this.selectedPanel;
this.selectedPanel = undefined;
this.selectPanel(selectedPanel);
this.setOverlay(this.overlay);
this.subarrayDisplay.didModifyPanels(panelData);
this.stage.update();
}
}, {
key: 'drawArray',
value: function drawArray(container, panels) {
var _this2 = this;
this.panels = [];
var treatCoordinatesAsCenterpoints = this.buildings && this.buildings.length > 0;
var _loop = function _loop(i) {
var panel = panels[i];
var box = new _panel.Panel(panel, _this2.isDualTilt, _this2.scale, treatCoordinatesAsCenterpoints);
container.addChild(box);
_this2.panels.push(box);
var self = _this2;
box.on("click", function () {
self.selectPanel(i);
});
};
for (var i = 0; i < panels.length; i++) {
_loop(i);
}
}
}, {
key: 'selectPanel',
value: function selectPanel(panelIndex) {
var panel = this.panels[panelIndex];
if (this.selectedPanel !== undefined) {
var previousPanel = this.panels[this.selectedPanel];
previousPanel.deselect();
}
if (this.selectedPanel === panelIndex) {
this.selectedPanel = undefined;
} else {
this.selectedPanel = panelIndex;
panel.select();
}
this.stage.update();
}
}, {
key: 'setZoom',
value: function setZoom(zoomLevel) {
this.container.scaleX = zoomLevel;
this.container.scaleY = zoomLevel;
this.stage.update();
}
}, {
key: 'setOverlay',
value: function setOverlay(overlay) {
this.overlay = overlay;
this.panels.forEach(function (panel) {
panel.setOverlay(overlay);
});
this.stage.update();
}
}, {
key: 'addSeismicAnchor',
value: function addSeismicAnchor() {
if (this.selectedPanel !== undefined) {
this.panelData[this.selectedPanel].data.seismic_anchors++;
this.panels[this.selectedPanel].redrawOverlays();
this.stage.update();
this.subarrayDisplay.didModifyPanels(this.panelData);
}
}
}, {
key: 'removeSeismicAnchor',
value: function removeSeismicAnchor() {
if (this.selectedPanel !== undefined) {
var seismicAnchors = this.panelData[this.selectedPanel].data.seismic_anchors;
if (seismicAnchors > 0) {
this.panelData[this.selectedPanel].data.seismic_anchors--;
this.panels[this.selectedPanel].redrawOverlays();
this.stage.update();
this.subarrayDisplay.didModifyPanels(this.panelData);
}
}
}
}]);
return ArrayVisualization;
}();
exports.default = ArrayVisualization;
/***/ }),
/* 2 */
/***/ (function(module, exports) {
"use strict";
/*** IMPORTS FROM imports-loader ***/
(function () {
/*!
* 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:
*
capture phase: starting from the top parent to the target
*
at target phase: currently being dispatched from the target
*
bubbling phase: from the target to the top parent
*
* @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;
/**
* REMOVED. 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.
*
*
Example
* 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");
* }
*
* Maintaining proper scope
* 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.
*
* Browser support
* 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;
/**
* REMOVED. 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.
*
*
Example
*
* 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`).
*
* IMPORTANT: 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.
*
*
Example
*
* 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.
*
* Important Note: 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.
*
*
Example
*
* 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.
*
* IMPORTANT: 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.
*
*
Example
*
* // 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.
*
*
Example
*
* // 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.
*
*
Example
*
* 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}}.
*
*
Example
*
* 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 paused 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.
*
*
Example
*
* 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. UID.get())
* 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;
/**
* REMOVED. 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:
* https://developer.mozilla.org/en/Canvas_tutorial/Compositing
* @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.
*
*
Example
*
* 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;
/**
* REMOVED. 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).
*
*
Example
*
* 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;
/**
* REMOVED. 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}}.
*
*
Example
*
* 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;
/**
* REMOVED. 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 shadow property.
*
*
Example
*
* 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;
/**
* REMOVED. 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:
*
*
The source image or images to use.
*
The positions of individual image frames.
*
Sequences of frames that form named animations. Optional.
*
The target playback framerate. Optional.
*
*
SpriteSheet Format
* 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.
*
*
images
* 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"],
*
*
frames
* 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.
*
*
*
`width` & `height` are required and specify the dimensions of the frames
*
`regX` & `regY` indicate the registration point or "origin" of the frames
*
`spacing` indicate the spacing between frames
*
`margin` specify the margin around the image(s)
*
`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).
*
*
* 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:
*
*
*
The first four, `x`, `y`, `width`, and `height` are required and define the frame rectangle.
*
The fifth, `imageIndex`, specifies the index of the source image (defaults to 0)
*
The last two, `regX` and `regY` specify the registration point of the frame
* 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:
*
*
for a single frame animation, you can simply specify the frame index
*
* animations: {
* sit: 7
* }
*
*
*
* 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]
* }
*
*
*
* 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
* }
* }
*
*
*
* Note: 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+.
*
*
framerate
* 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);
* }
*
*
Example
* 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");
*
*
Generating SpriteSheet Images
* 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.
*
*
Exporting SpriteSheets or HTML5 content from Flash Pro supports the EaselJS SpriteSheet format.
SWF animations in Flash can be exported to SpriteSheets using
*
*
*
Cross Origin Issues
* Warning: Images loaded cross-origin will throw cross-origin security errors when interacted with
* using:
*
*
a mouse
*
methods such as {{#crossLink "Container/getObjectUnderPoint"}}{{/crossLink}}
*
Filters (see {{#crossLink "Filter"}}{{/crossLink}})
*
caching (see {{#crossLink "DisplayObject/cache"}}{{/crossLink}})
*
* 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
* CORS overview on MDN.
*
* @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:
*
frames: an array of the frame ids in the animation
*
speed: the playback speed for this animation
*
name: the name of the animation
*
next: the default animation to play next. If the animation loops, the name and next property will be the
* same.
*
* @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:
*
an image property holding a reference to the image object in which the frame is found
*
a rect property containing a Rectangle instance which defines the boundaries for the frame within that
* image.
*
A regX and regY property corresponding to the regX/Y values for the frame.
*
* @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.
*
*
Tiny API
* 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.
*
*
*
* 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
/**
* REMOVED. 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 DisplayObject.mask 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
*
* whatwg spec.
* @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
*
* whatwg spec. 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
* whatwg spec.
* 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
* whatwg spec. 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
*
* whatwg spec. 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
*
* whatwg spec. 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 beginFill(null).
* 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 beginStroke(null).
* 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 curveTo() 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 drawRect() 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.
* A - bits 000000. First 3 bits (000) indicate a moveTo operation. 4th bit (0) indicates 2 chars per
* parameter.
* n0 - 110111011100. Absolute x position of -150.0px. First bit indicates a negative value, remaining bits
* indicate 1500 tenths of a pixel.
* AA - 000000000000. Absolute y position of 0.
* I - 001100. First 3 bits (001) indicate a lineTo operation. 4th bit (1) indicates 3 chars per parameter.
* 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.
* 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.
*
* Note: In EaselJS 0.7.0, the mouseEnabled property will not work properly with nested Containers. Please
* check out the latest NEXT version in GitHub 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
*
* whatwg spec on compositing.
* @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:
*
when the mouse enters shapeA (target=shapeA)
*
when the mouse enters shapeB (target=shapeB)
*
* 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:
*
when the mouse leaves shapeA (target=shapeA)
*
when the mouse leaves shapeB (target=shapeB)
*
* 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 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) {
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 updateCache() or cache() 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.
*
*
Example
* 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 before 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.
*
*
Example
* 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.
*
* whatwg spec on compositing.
**/
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.
*
*
Example
*
* 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.
*
*
Example
*
* 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.
*
*
Example
*
* 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 local 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.
*
*
Example
*
* 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.
*
*
Example
*
* 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.
*
*
*
All
* 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.
*
*
Bitmap
* Returns the width and height of the sourceRect (if specified) or image, extending from (x=0,y=0).
*
*
Sprite
* 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}}
*
*
Container
* Returns the aggregate (combined) bounds of all children that return a non-null value from getBounds().
*
*
Shape
* Does not currently support automatic bounds calculations. Use setBounds() to manually define bounds.
*
*
Text
* 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".
*
*
BitmapText
* Returns approximate bounds. Values will be more accurate if spritesheet frame registration points are close
* to (x=0,y=0).
*
*
*
* 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 transform and alpha properties concatenated with their parent
* Container.
*
* For example, a {{#crossLink "Shape"}}{{/crossLink}} with x=100 and alpha=0.5, placed in a Container with x=50
* and alpha=0.7 will be rendered to the canvas at x=150 and alpha=0.35.
* Containers have some overhead, so you generally shouldn't create a Container to hold a single child.
*
*
Example
*
* 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.
*
*
Example
*
* 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.
*
*
Example
*
* 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.
*
*
Example
*
* 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.
*
*
Example
*
* 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.
*
*
Example
*
* container.removeAllChildren();
*
* @method removeAllChildren
**/
p.removeAllChildren = function () {
var kids = this.children;
while (kids.length) {
this.removeChildAt(0);
}
};
/**
* Returns the child at the specified index.
*
*
Example
*
* 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.
*
*
Example: Display children with a higher y in front.
*
* 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 Array.sort
* 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.
*
*
Example
*
* 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.
*
*
*
By default (mode=0) this method evaluates all display objects.
*
By setting the `mode` parameter to `1`, the {{#crossLink "DisplayObject/mouseEnabled:property"}}{{/crossLink}}
* and {{#crossLink "mouseChildren:property"}}{{/crossLink}} properties will be respected.
*
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.
*
*
* 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 getObjectsUnderPoint(), 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.
*
*
Example
* 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 false
* to manually control clearing (for generative art, or when pointing multiple stages at the same canvas for
* example).
*
*
Example
*
* 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);
/**
* REMOVED. 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:
*
The top-most (first) stage must have mouse over interactions enabled (via enableMouseOver)
*
All stages that wish to participate in mouse over interaction must enable them via enableMouseOver
*
All relay targets will share the frequency value of the top-most stage
*
* 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 delta and paused 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.
*
*
Example
*
* 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 f(e) {
_this._handleMouseUp(e);
} };
ls["mousemove"] = { t: t, f: function f(e) {
_this._handleMouseMove(e);
} };
ls["dblclick"] = { t: this.canvas, f: function f(e) {
_this._handleDoubleClick(e);
} };
ls["mousedown"] = { t: this.canvas, f: function f(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.
*
*
Example
*
* var bitmap = new createjs.Bitmap("imagePath.jpg");
*
* Notes:
*
*
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.
*
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.
*
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.
*
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";`
*
*
* @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 not cache Bitmap instances as it can degrade performance.
*
* However: If you want to use a filter on a Bitmap, you MUST cache it, or it will not work.
* 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 not cache Bitmap instances as it can degrade performance.
*
* However: If you want to use a filter on a Bitmap, you MUST cache it, or it will not work.
* 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 not cache Bitmap instances as it can degrade performance.
*
* However: If you want to use a filter on a Bitmap, you MUST cache it, or it will not work.
* 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.
*
*
Example
*
* 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 currentFrame.
* @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 regX=50 and regY=40 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 currentFrame 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.
*
*
Example
*
* 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).
*
* 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)) {
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}}.
*
* Please note that Text does not support HTML text, and can only display one font style at a time. To use
* multiple font styles, you will need to create multiple text instances, and position them manually.
*
*
Example
*
* 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.
*
* Note: 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
*
* whatwg spec. 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
* whatwg spec. 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
*
* whatwg spec.
* @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
* lineHeight (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.
*
* Important: 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);
/**
* REMOVED. 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));
};
/**
* Disabled in BitmapText.
* @method addChild
**/
/**
* Disabled in BitmapText.
* @method addChildAt
**/
/**
* Disabled in BitmapText.
* @method removeChild
**/
/**
* Disabled in BitmapText.
* @method removeChildAt
**/
/**
* Disabled in BitmapText.
* @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.
*
*
Example
* 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 tween.to() to animate and set properties (use no duration to have it set
* immediately), and the tween.wait() method to create delays between animations. Note that using the
* tween.set() 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 TweenJS Tween
* instances to the timeline.
*
*
Example
*
* 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 tweenInstance.to() method. Note that using Tween.set 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.
*
* 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 TweenJS 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:
/**
* This is an experimental method, and may be buggy. Please report issues.
* 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.
*
* For example:
* SpriteSheetUtils.addFlippedFrames(mySpriteSheet, true, true);
* The above would add frames that are flipped horizontally AND frames that are flipped vertically.
*
* 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.
*
* WARNING: 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);
/**
* REMOVED. 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:
/**
* This class is still experimental, and more advanced use is likely to be buggy. Please report bugs.
*
* 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.
*
*
Mouse Interaction
*
* 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.
*
*
Example
*
* 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.
*
*
EaselJS Filters
* EaselJS comes with a number of pre-built filters:
*
{{#crossLink "AlphaMapFilter"}}{{/crossLink}} : Map a greyscale image to the alpha channel of a display object
*
{{#crossLink "AlphaMaskFilter"}}{{/crossLink}}: Map an image's alpha channel to the alpha channel of a display object
*
{{#crossLink "BlurFilter"}}{{/crossLink}}: Apply vertical and horizontal blur to a display object
*
{{#crossLink "ColorFilter"}}{{/crossLink}}: Color transform a display object
*
{{#crossLink "ColorMatrixFilter"}}{{/crossLink}}: Transform an image using a {{#crossLink "ColorMatrix"}}{{/crossLink}}
*
*
* @class Filter
* @constructor
**/
function Filter() {}
var p = Filter.prototype;
/**
* REMOVED. 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.
*
*
Example
* 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.
*
*
Example
* 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.
*
* IMPORTANT NOTE: This filter currently does not support the targetCtx, or targetX/Y parameters correctly.
*
*
Example
* 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.
*
* IMPORTANT NOTE: This filter currently does not support the targetCtx, or targetX/Y parameters
* correctly.
* @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.
*
*
Example
* 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.
*
*
Example
*
* 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;
/**
* REMOVED. 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}}.
*
*
Example
* 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.
*
*
Example
*
* var stage = new createjs.Stage("canvasId");
* createjs.Touch.enable(stage);
*
* Note: 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
})();
/*** EXPORTS FROM exports-loader ***/
module.exports = window.createjs;
}).call(window);
/***/ }),
/* 3 */
/***/ (function(module, exports, __webpack_require__) {
var __WEBPACK_AMD_DEFINE_ARRAY__, __WEBPACK_AMD_DEFINE_RESULT__;/*!
* jQuery JavaScript Library v2.2.4
* http://jquery.com/
*
* Includes Sizzle.js
* http://sizzlejs.com/
*
* Copyright jQuery Foundation and other contributors
* Released under the MIT license
* http://jquery.org/license
*
* Date: 2016-05-20T17:23Z
*/
(function( global, factory ) {
if ( typeof module === "object" && typeof module.exports === "object" ) {
// For CommonJS and CommonJS-like environments where a proper `window`
// is present, execute the factory and get jQuery.
// For environments that do not have a `window` with a `document`
// (such as Node.js), expose a factory as module.exports.
// This accentuates the need for the creation of a real `window`.
// e.g. var jQuery = require("jquery")(window);
// See ticket #14549 for more info.
module.exports = global.document ?
factory( global, true ) :
function( w ) {
if ( !w.document ) {
throw new Error( "jQuery requires a window with a document" );
}
return factory( w );
};
} else {
factory( global );
}
// Pass this if window is not defined yet
}(typeof window !== "undefined" ? window : this, function( window, noGlobal ) {
// Support: Firefox 18+
// Can't be in strict mode, several libs including ASP.NET trace
// the stack via arguments.caller.callee and Firefox dies if
// you try to trace through "use strict" call chains. (#13335)
//"use strict";
var arr = [];
var document = window.document;
var slice = arr.slice;
var concat = arr.concat;
var push = arr.push;
var indexOf = arr.indexOf;
var class2type = {};
var toString = class2type.toString;
var hasOwn = class2type.hasOwnProperty;
var support = {};
var
version = "2.2.4",
// Define a local copy of jQuery
jQuery = function( selector, context ) {
// The jQuery object is actually just the init constructor 'enhanced'
// Need init if jQuery is called (just allow error to be thrown if not included)
return new jQuery.fn.init( selector, context );
},
// Support: Android<4.1
// Make sure we trim BOM and NBSP
rtrim = /^[\s\uFEFF\xA0]+|[\s\uFEFF\xA0]+$/g,
// Matches dashed string for camelizing
rmsPrefix = /^-ms-/,
rdashAlpha = /-([\da-z])/gi,
// Used by jQuery.camelCase as callback to replace()
fcamelCase = function( all, letter ) {
return letter.toUpperCase();
};
jQuery.fn = jQuery.prototype = {
// The current version of jQuery being used
jquery: version,
constructor: jQuery,
// Start with an empty selector
selector: "",
// The default length of a jQuery object is 0
length: 0,
toArray: function() {
return slice.call( this );
},
// Get the Nth element in the matched element set OR
// Get the whole matched element set as a clean array
get: function( num ) {
return num != null ?
// Return just the one element from the set
( num < 0 ? this[ num + this.length ] : this[ num ] ) :
// Return all the elements in a clean array
slice.call( this );
},
// Take an array of elements and push it onto the stack
// (returning the new matched element set)
pushStack: function( elems ) {
// Build a new jQuery matched element set
var ret = jQuery.merge( this.constructor(), elems );
// Add the old object onto the stack (as a reference)
ret.prevObject = this;
ret.context = this.context;
// Return the newly-formed element set
return ret;
},
// Execute a callback for every element in the matched set.
each: function( callback ) {
return jQuery.each( this, callback );
},
map: function( callback ) {
return this.pushStack( jQuery.map( this, function( elem, i ) {
return callback.call( elem, i, elem );
} ) );
},
slice: function() {
return this.pushStack( slice.apply( this, arguments ) );
},
first: function() {
return this.eq( 0 );
},
last: function() {
return this.eq( -1 );
},
eq: function( i ) {
var len = this.length,
j = +i + ( i < 0 ? len : 0 );
return this.pushStack( j >= 0 && j < len ? [ this[ j ] ] : [] );
},
end: function() {
return this.prevObject || this.constructor();
},
// For internal use only.
// Behaves like an Array's method, not like a jQuery method.
push: push,
sort: arr.sort,
splice: arr.splice
};
jQuery.extend = jQuery.fn.extend = function() {
var options, name, src, copy, copyIsArray, clone,
target = arguments[ 0 ] || {},
i = 1,
length = arguments.length,
deep = false;
// Handle a deep copy situation
if ( typeof target === "boolean" ) {
deep = target;
// Skip the boolean and the target
target = arguments[ i ] || {};
i++;
}
// Handle case when target is a string or something (possible in deep copy)
if ( typeof target !== "object" && !jQuery.isFunction( target ) ) {
target = {};
}
// Extend jQuery itself if only one argument is passed
if ( i === length ) {
target = this;
i--;
}
for ( ; i < length; i++ ) {
// Only deal with non-null/undefined values
if ( ( options = arguments[ i ] ) != null ) {
// Extend the base object
for ( name in options ) {
src = target[ name ];
copy = options[ name ];
// Prevent never-ending loop
if ( target === copy ) {
continue;
}
// Recurse if we're merging plain objects or arrays
if ( deep && copy && ( jQuery.isPlainObject( copy ) ||
( copyIsArray = jQuery.isArray( copy ) ) ) ) {
if ( copyIsArray ) {
copyIsArray = false;
clone = src && jQuery.isArray( src ) ? src : [];
} else {
clone = src && jQuery.isPlainObject( src ) ? src : {};
}
// Never move original objects, clone them
target[ name ] = jQuery.extend( deep, clone, copy );
// Don't bring in undefined values
} else if ( copy !== undefined ) {
target[ name ] = copy;
}
}
}
}
// Return the modified object
return target;
};
jQuery.extend( {
// Unique for each copy of jQuery on the page
expando: "jQuery" + ( version + Math.random() ).replace( /\D/g, "" ),
// Assume jQuery is ready without the ready module
isReady: true,
error: function( msg ) {
throw new Error( msg );
},
noop: function() {},
isFunction: function( obj ) {
return jQuery.type( obj ) === "function";
},
isArray: Array.isArray,
isWindow: function( obj ) {
return obj != null && obj === obj.window;
},
isNumeric: function( obj ) {
// parseFloat NaNs numeric-cast false positives (null|true|false|"")
// ...but misinterprets leading-number strings, particularly hex literals ("0x...")
// subtraction forces infinities to NaN
// adding 1 corrects loss of precision from parseFloat (#15100)
var realStringObj = obj && obj.toString();
return !jQuery.isArray( obj ) && ( realStringObj - parseFloat( realStringObj ) + 1 ) >= 0;
},
isPlainObject: function( obj ) {
var key;
// Not plain objects:
// - Any object or value whose internal [[Class]] property is not "[object Object]"
// - DOM nodes
// - window
if ( jQuery.type( obj ) !== "object" || obj.nodeType || jQuery.isWindow( obj ) ) {
return false;
}
// Not own constructor property must be Object
if ( obj.constructor &&
!hasOwn.call( obj, "constructor" ) &&
!hasOwn.call( obj.constructor.prototype || {}, "isPrototypeOf" ) ) {
return false;
}
// Own properties are enumerated firstly, so to speed up,
// if last one is own, then all properties are own
for ( key in obj ) {}
return key === undefined || hasOwn.call( obj, key );
},
isEmptyObject: function( obj ) {
var name;
for ( name in obj ) {
return false;
}
return true;
},
type: function( obj ) {
if ( obj == null ) {
return obj + "";
}
// Support: Android<4.0, iOS<6 (functionish RegExp)
return typeof obj === "object" || typeof obj === "function" ?
class2type[ toString.call( obj ) ] || "object" :
typeof obj;
},
// Evaluates a script in a global context
globalEval: function( code ) {
var script,
indirect = eval;
code = jQuery.trim( code );
if ( code ) {
// If the code includes a valid, prologue position
// strict mode pragma, execute code by injecting a
// script tag into the document.
if ( code.indexOf( "use strict" ) === 1 ) {
script = document.createElement( "script" );
script.text = code;
document.head.appendChild( script ).parentNode.removeChild( script );
} else {
// Otherwise, avoid the DOM node creation, insertion
// and removal by using an indirect global eval
indirect( code );
}
}
},
// Convert dashed to camelCase; used by the css and data modules
// Support: IE9-11+
// Microsoft forgot to hump their vendor prefix (#9572)
camelCase: function( string ) {
return string.replace( rmsPrefix, "ms-" ).replace( rdashAlpha, fcamelCase );
},
nodeName: function( elem, name ) {
return elem.nodeName && elem.nodeName.toLowerCase() === name.toLowerCase();
},
each: function( obj, callback ) {
var length, i = 0;
if ( isArrayLike( obj ) ) {
length = obj.length;
for ( ; i < length; i++ ) {
if ( callback.call( obj[ i ], i, obj[ i ] ) === false ) {
break;
}
}
} else {
for ( i in obj ) {
if ( callback.call( obj[ i ], i, obj[ i ] ) === false ) {
break;
}
}
}
return obj;
},
// Support: Android<4.1
trim: function( text ) {
return text == null ?
"" :
( text + "" ).replace( rtrim, "" );
},
// results is for internal usage only
makeArray: function( arr, results ) {
var ret = results || [];
if ( arr != null ) {
if ( isArrayLike( Object( arr ) ) ) {
jQuery.merge( ret,
typeof arr === "string" ?
[ arr ] : arr
);
} else {
push.call( ret, arr );
}
}
return ret;
},
inArray: function( elem, arr, i ) {
return arr == null ? -1 : indexOf.call( arr, elem, i );
},
merge: function( first, second ) {
var len = +second.length,
j = 0,
i = first.length;
for ( ; j < len; j++ ) {
first[ i++ ] = second[ j ];
}
first.length = i;
return first;
},
grep: function( elems, callback, invert ) {
var callbackInverse,
matches = [],
i = 0,
length = elems.length,
callbackExpect = !invert;
// Go through the array, only saving the items
// that pass the validator function
for ( ; i < length; i++ ) {
callbackInverse = !callback( elems[ i ], i );
if ( callbackInverse !== callbackExpect ) {
matches.push( elems[ i ] );
}
}
return matches;
},
// arg is for internal usage only
map: function( elems, callback, arg ) {
var length, value,
i = 0,
ret = [];
// Go through the array, translating each of the items to their new values
if ( isArrayLike( elems ) ) {
length = elems.length;
for ( ; i < length; i++ ) {
value = callback( elems[ i ], i, arg );
if ( value != null ) {
ret.push( value );
}
}
// Go through every key on the object,
} else {
for ( i in elems ) {
value = callback( elems[ i ], i, arg );
if ( value != null ) {
ret.push( value );
}
}
}
// Flatten any nested arrays
return concat.apply( [], ret );
},
// A global GUID counter for objects
guid: 1,
// Bind a function to a context, optionally partially applying any
// arguments.
proxy: function( fn, context ) {
var tmp, args, proxy;
if ( typeof context === "string" ) {
tmp = fn[ context ];
context = fn;
fn = tmp;
}
// Quick check to determine if target is callable, in the spec
// this throws a TypeError, but we will just return undefined.
if ( !jQuery.isFunction( fn ) ) {
return undefined;
}
// Simulated bind
args = slice.call( arguments, 2 );
proxy = function() {
return fn.apply( context || this, args.concat( slice.call( arguments ) ) );
};
// Set the guid of unique handler to the same of original handler, so it can be removed
proxy.guid = fn.guid = fn.guid || jQuery.guid++;
return proxy;
},
now: Date.now,
// jQuery.support is not used in Core but other projects attach their
// properties to it so it needs to exist.
support: support
} );
// JSHint would error on this code due to the Symbol not being defined in ES5.
// Defining this global in .jshintrc would create a danger of using the global
// unguarded in another place, it seems safer to just disable JSHint for these
// three lines.
/* jshint ignore: start */
if ( typeof Symbol === "function" ) {
jQuery.fn[ Symbol.iterator ] = arr[ Symbol.iterator ];
}
/* jshint ignore: end */
// Populate the class2type map
jQuery.each( "Boolean Number String Function Array Date RegExp Object Error Symbol".split( " " ),
function( i, name ) {
class2type[ "[object " + name + "]" ] = name.toLowerCase();
} );
function isArrayLike( obj ) {
// Support: iOS 8.2 (not reproducible in simulator)
// `in` check used to prevent JIT error (gh-2145)
// hasOwn isn't used here due to false negatives
// regarding Nodelist length in IE
var length = !!obj && "length" in obj && obj.length,
type = jQuery.type( obj );
if ( type === "function" || jQuery.isWindow( obj ) ) {
return false;
}
return type === "array" || length === 0 ||
typeof length === "number" && length > 0 && ( length - 1 ) in obj;
}
var Sizzle =
/*!
* Sizzle CSS Selector Engine v2.2.1
* http://sizzlejs.com/
*
* Copyright jQuery Foundation and other contributors
* Released under the MIT license
* http://jquery.org/license
*
* Date: 2015-10-17
*/
(function( window ) {
var i,
support,
Expr,
getText,
isXML,
tokenize,
compile,
select,
outermostContext,
sortInput,
hasDuplicate,
// Local document vars
setDocument,
document,
docElem,
documentIsHTML,
rbuggyQSA,
rbuggyMatches,
matches,
contains,
// Instance-specific data
expando = "sizzle" + 1 * new Date(),
preferredDoc = window.document,
dirruns = 0,
done = 0,
classCache = createCache(),
tokenCache = createCache(),
compilerCache = createCache(),
sortOrder = function( a, b ) {
if ( a === b ) {
hasDuplicate = true;
}
return 0;
},
// General-purpose constants
MAX_NEGATIVE = 1 << 31,
// Instance methods
hasOwn = ({}).hasOwnProperty,
arr = [],
pop = arr.pop,
push_native = arr.push,
push = arr.push,
slice = arr.slice,
// Use a stripped-down indexOf as it's faster than native
// http://jsperf.com/thor-indexof-vs-for/5
indexOf = function( list, elem ) {
var i = 0,
len = list.length;
for ( ; i < len; i++ ) {
if ( list[i] === elem ) {
return i;
}
}
return -1;
},
booleans = "checked|selected|async|autofocus|autoplay|controls|defer|disabled|hidden|ismap|loop|multiple|open|readonly|required|scoped",
// Regular expressions
// http://www.w3.org/TR/css3-selectors/#whitespace
whitespace = "[\\x20\\t\\r\\n\\f]",
// http://www.w3.org/TR/CSS21/syndata.html#value-def-identifier
identifier = "(?:\\\\.|[\\w-]|[^\\x00-\\xa0])+",
// Attribute selectors: http://www.w3.org/TR/selectors/#attribute-selectors
attributes = "\\[" + whitespace + "*(" + identifier + ")(?:" + whitespace +
// Operator (capture 2)
"*([*^$|!~]?=)" + whitespace +
// "Attribute values must be CSS identifiers [capture 5] or strings [capture 3 or capture 4]"
"*(?:'((?:\\\\.|[^\\\\'])*)'|\"((?:\\\\.|[^\\\\\"])*)\"|(" + identifier + "))|)" + whitespace +
"*\\]",
pseudos = ":(" + identifier + ")(?:\\((" +
// To reduce the number of selectors needing tokenize in the preFilter, prefer arguments:
// 1. quoted (capture 3; capture 4 or capture 5)
"('((?:\\\\.|[^\\\\'])*)'|\"((?:\\\\.|[^\\\\\"])*)\")|" +
// 2. simple (capture 6)
"((?:\\\\.|[^\\\\()[\\]]|" + attributes + ")*)|" +
// 3. anything else (capture 2)
".*" +
")\\)|)",
// Leading and non-escaped trailing whitespace, capturing some non-whitespace characters preceding the latter
rwhitespace = new RegExp( whitespace + "+", "g" ),
rtrim = new RegExp( "^" + whitespace + "+|((?:^|[^\\\\])(?:\\\\.)*)" + whitespace + "+$", "g" ),
rcomma = new RegExp( "^" + whitespace + "*," + whitespace + "*" ),
rcombinators = new RegExp( "^" + whitespace + "*([>+~]|" + whitespace + ")" + whitespace + "*" ),
rattributeQuotes = new RegExp( "=" + whitespace + "*([^\\]'\"]*?)" + whitespace + "*\\]", "g" ),
rpseudo = new RegExp( pseudos ),
ridentifier = new RegExp( "^" + identifier + "$" ),
matchExpr = {
"ID": new RegExp( "^#(" + identifier + ")" ),
"CLASS": new RegExp( "^\\.(" + identifier + ")" ),
"TAG": new RegExp( "^(" + identifier + "|[*])" ),
"ATTR": new RegExp( "^" + attributes ),
"PSEUDO": new RegExp( "^" + pseudos ),
"CHILD": new RegExp( "^:(only|first|last|nth|nth-last)-(child|of-type)(?:\\(" + whitespace +
"*(even|odd|(([+-]|)(\\d*)n|)" + whitespace + "*(?:([+-]|)" + whitespace +
"*(\\d+)|))" + whitespace + "*\\)|)", "i" ),
"bool": new RegExp( "^(?:" + booleans + ")$", "i" ),
// For use in libraries implementing .is()
// We use this for POS matching in `select`
"needsContext": new RegExp( "^" + whitespace + "*[>+~]|:(even|odd|eq|gt|lt|nth|first|last)(?:\\(" +
whitespace + "*((?:-\\d)?\\d*)" + whitespace + "*\\)|)(?=[^-]|$)", "i" )
},
rinputs = /^(?:input|select|textarea|button)$/i,
rheader = /^h\d$/i,
rnative = /^[^{]+\{\s*\[native \w/,
// Easily-parseable/retrievable ID or TAG or CLASS selectors
rquickExpr = /^(?:#([\w-]+)|(\w+)|\.([\w-]+))$/,
rsibling = /[+~]/,
rescape = /'|\\/g,
// CSS escapes http://www.w3.org/TR/CSS21/syndata.html#escaped-characters
runescape = new RegExp( "\\\\([\\da-f]{1,6}" + whitespace + "?|(" + whitespace + ")|.)", "ig" ),
funescape = function( _, escaped, escapedWhitespace ) {
var high = "0x" + escaped - 0x10000;
// NaN means non-codepoint
// Support: Firefox<24
// Workaround erroneous numeric interpretation of +"0x"
return high !== high || escapedWhitespace ?
escaped :
high < 0 ?
// BMP codepoint
String.fromCharCode( high + 0x10000 ) :
// Supplemental Plane codepoint (surrogate pair)
String.fromCharCode( high >> 10 | 0xD800, high & 0x3FF | 0xDC00 );
},
// Used for iframes
// See setDocument()
// Removing the function wrapper causes a "Permission Denied"
// error in IE
unloadHandler = function() {
setDocument();
};
// Optimize for push.apply( _, NodeList )
try {
push.apply(
(arr = slice.call( preferredDoc.childNodes )),
preferredDoc.childNodes
);
// Support: Android<4.0
// Detect silently failing push.apply
arr[ preferredDoc.childNodes.length ].nodeType;
} catch ( e ) {
push = { apply: arr.length ?
// Leverage slice if possible
function( target, els ) {
push_native.apply( target, slice.call(els) );
} :
// Support: IE<9
// Otherwise append directly
function( target, els ) {
var j = target.length,
i = 0;
// Can't trust NodeList.length
while ( (target[j++] = els[i++]) ) {}
target.length = j - 1;
}
};
}
function Sizzle( selector, context, results, seed ) {
var m, i, elem, nid, nidselect, match, groups, newSelector,
newContext = context && context.ownerDocument,
// nodeType defaults to 9, since context defaults to document
nodeType = context ? context.nodeType : 9;
results = results || [];
// Return early from calls with invalid selector or context
if ( typeof selector !== "string" || !selector ||
nodeType !== 1 && nodeType !== 9 && nodeType !== 11 ) {
return results;
}
// Try to shortcut find operations (as opposed to filters) in HTML documents
if ( !seed ) {
if ( ( context ? context.ownerDocument || context : preferredDoc ) !== document ) {
setDocument( context );
}
context = context || document;
if ( documentIsHTML ) {
// If the selector is sufficiently simple, try using a "get*By*" DOM method
// (excepting DocumentFragment context, where the methods don't exist)
if ( nodeType !== 11 && (match = rquickExpr.exec( selector )) ) {
// ID selector
if ( (m = match[1]) ) {
// Document context
if ( nodeType === 9 ) {
if ( (elem = context.getElementById( m )) ) {
// Support: IE, Opera, Webkit
// TODO: identify versions
// getElementById can match elements by name instead of ID
if ( elem.id === m ) {
results.push( elem );
return results;
}
} else {
return results;
}
// Element context
} else {
// Support: IE, Opera, Webkit
// TODO: identify versions
// getElementById can match elements by name instead of ID
if ( newContext && (elem = newContext.getElementById( m )) &&
contains( context, elem ) &&
elem.id === m ) {
results.push( elem );
return results;
}
}
// Type selector
} else if ( match[2] ) {
push.apply( results, context.getElementsByTagName( selector ) );
return results;
// Class selector
} else if ( (m = match[3]) && support.getElementsByClassName &&
context.getElementsByClassName ) {
push.apply( results, context.getElementsByClassName( m ) );
return results;
}
}
// Take advantage of querySelectorAll
if ( support.qsa &&
!compilerCache[ selector + " " ] &&
(!rbuggyQSA || !rbuggyQSA.test( selector )) ) {
if ( nodeType !== 1 ) {
newContext = context;
newSelector = selector;
// qSA looks outside Element context, which is not what we want
// Thanks to Andrew Dupont for this workaround technique
// Support: IE <=8
// Exclude object elements
} else if ( context.nodeName.toLowerCase() !== "object" ) {
// Capture the context ID, setting it first if necessary
if ( (nid = context.getAttribute( "id" )) ) {
nid = nid.replace( rescape, "\\$&" );
} else {
context.setAttribute( "id", (nid = expando) );
}
// Prefix every selector in the list
groups = tokenize( selector );
i = groups.length;
nidselect = ridentifier.test( nid ) ? "#" + nid : "[id='" + nid + "']";
while ( i-- ) {
groups[i] = nidselect + " " + toSelector( groups[i] );
}
newSelector = groups.join( "," );
// Expand context for sibling selectors
newContext = rsibling.test( selector ) && testContext( context.parentNode ) ||
context;
}
if ( newSelector ) {
try {
push.apply( results,
newContext.querySelectorAll( newSelector )
);
return results;
} catch ( qsaError ) {
} finally {
if ( nid === expando ) {
context.removeAttribute( "id" );
}
}
}
}
}
}
// All others
return select( selector.replace( rtrim, "$1" ), context, results, seed );
}
/**
* Create key-value caches of limited size
* @returns {function(string, object)} Returns the Object data after storing it on itself with
* property name the (space-suffixed) string and (if the cache is larger than Expr.cacheLength)
* deleting the oldest entry
*/
function createCache() {
var keys = [];
function cache( key, value ) {
// Use (key + " ") to avoid collision with native prototype properties (see Issue #157)
if ( keys.push( key + " " ) > Expr.cacheLength ) {
// Only keep the most recent entries
delete cache[ keys.shift() ];
}
return (cache[ key + " " ] = value);
}
return cache;
}
/**
* Mark a function for special use by Sizzle
* @param {Function} fn The function to mark
*/
function markFunction( fn ) {
fn[ expando ] = true;
return fn;
}
/**
* Support testing using an element
* @param {Function} fn Passed the created div and expects a boolean result
*/
function assert( fn ) {
var div = document.createElement("div");
try {
return !!fn( div );
} catch (e) {
return false;
} finally {
// Remove from its parent by default
if ( div.parentNode ) {
div.parentNode.removeChild( div );
}
// release memory in IE
div = null;
}
}
/**
* Adds the same handler for all of the specified attrs
* @param {String} attrs Pipe-separated list of attributes
* @param {Function} handler The method that will be applied
*/
function addHandle( attrs, handler ) {
var arr = attrs.split("|"),
i = arr.length;
while ( i-- ) {
Expr.attrHandle[ arr[i] ] = handler;
}
}
/**
* Checks document order of two siblings
* @param {Element} a
* @param {Element} b
* @returns {Number} Returns less than 0 if a precedes b, greater than 0 if a follows b
*/
function siblingCheck( a, b ) {
var cur = b && a,
diff = cur && a.nodeType === 1 && b.nodeType === 1 &&
( ~b.sourceIndex || MAX_NEGATIVE ) -
( ~a.sourceIndex || MAX_NEGATIVE );
// Use IE sourceIndex if available on both nodes
if ( diff ) {
return diff;
}
// Check if b follows a
if ( cur ) {
while ( (cur = cur.nextSibling) ) {
if ( cur === b ) {
return -1;
}
}
}
return a ? 1 : -1;
}
/**
* Returns a function to use in pseudos for input types
* @param {String} type
*/
function createInputPseudo( type ) {
return function( elem ) {
var name = elem.nodeName.toLowerCase();
return name === "input" && elem.type === type;
};
}
/**
* Returns a function to use in pseudos for buttons
* @param {String} type
*/
function createButtonPseudo( type ) {
return function( elem ) {
var name = elem.nodeName.toLowerCase();
return (name === "input" || name === "button") && elem.type === type;
};
}
/**
* Returns a function to use in pseudos for positionals
* @param {Function} fn
*/
function createPositionalPseudo( fn ) {
return markFunction(function( argument ) {
argument = +argument;
return markFunction(function( seed, matches ) {
var j,
matchIndexes = fn( [], seed.length, argument ),
i = matchIndexes.length;
// Match elements found at the specified indexes
while ( i-- ) {
if ( seed[ (j = matchIndexes[i]) ] ) {
seed[j] = !(matches[j] = seed[j]);
}
}
});
});
}
/**
* Checks a node for validity as a Sizzle context
* @param {Element|Object=} context
* @returns {Element|Object|Boolean} The input node if acceptable, otherwise a falsy value
*/
function testContext( context ) {
return context && typeof context.getElementsByTagName !== "undefined" && context;
}
// Expose support vars for convenience
support = Sizzle.support = {};
/**
* Detects XML nodes
* @param {Element|Object} elem An element or a document
* @returns {Boolean} True iff elem is a non-HTML XML node
*/
isXML = Sizzle.isXML = function( elem ) {
// documentElement is verified for cases where it doesn't yet exist
// (such as loading iframes in IE - #4833)
var documentElement = elem && (elem.ownerDocument || elem).documentElement;
return documentElement ? documentElement.nodeName !== "HTML" : false;
};
/**
* Sets document-related variables once based on the current document
* @param {Element|Object} [doc] An element or document object to use to set the document
* @returns {Object} Returns the current document
*/
setDocument = Sizzle.setDocument = function( node ) {
var hasCompare, parent,
doc = node ? node.ownerDocument || node : preferredDoc;
// Return early if doc is invalid or already selected
if ( doc === document || doc.nodeType !== 9 || !doc.documentElement ) {
return document;
}
// Update global variables
document = doc;
docElem = document.documentElement;
documentIsHTML = !isXML( document );
// Support: IE 9-11, Edge
// Accessing iframe documents after unload throws "permission denied" errors (jQuery #13936)
if ( (parent = document.defaultView) && parent.top !== parent ) {
// Support: IE 11
if ( parent.addEventListener ) {
parent.addEventListener( "unload", unloadHandler, false );
// Support: IE 9 - 10 only
} else if ( parent.attachEvent ) {
parent.attachEvent( "onunload", unloadHandler );
}
}
/* Attributes
---------------------------------------------------------------------- */
// Support: IE<8
// Verify that getAttribute really returns attributes and not properties
// (excepting IE8 booleans)
support.attributes = assert(function( div ) {
div.className = "i";
return !div.getAttribute("className");
});
/* getElement(s)By*
---------------------------------------------------------------------- */
// Check if getElementsByTagName("*") returns only elements
support.getElementsByTagName = assert(function( div ) {
div.appendChild( document.createComment("") );
return !div.getElementsByTagName("*").length;
});
// Support: IE<9
support.getElementsByClassName = rnative.test( document.getElementsByClassName );
// Support: IE<10
// Check if getElementById returns elements by name
// The broken getElementById methods don't pick up programatically-set names,
// so use a roundabout getElementsByName test
support.getById = assert(function( div ) {
docElem.appendChild( div ).id = expando;
return !document.getElementsByName || !document.getElementsByName( expando ).length;
});
// ID find and filter
if ( support.getById ) {
Expr.find["ID"] = function( id, context ) {
if ( typeof context.getElementById !== "undefined" && documentIsHTML ) {
var m = context.getElementById( id );
return m ? [ m ] : [];
}
};
Expr.filter["ID"] = function( id ) {
var attrId = id.replace( runescape, funescape );
return function( elem ) {
return elem.getAttribute("id") === attrId;
};
};
} else {
// Support: IE6/7
// getElementById is not reliable as a find shortcut
delete Expr.find["ID"];
Expr.filter["ID"] = function( id ) {
var attrId = id.replace( runescape, funescape );
return function( elem ) {
var node = typeof elem.getAttributeNode !== "undefined" &&
elem.getAttributeNode("id");
return node && node.value === attrId;
};
};
}
// Tag
Expr.find["TAG"] = support.getElementsByTagName ?
function( tag, context ) {
if ( typeof context.getElementsByTagName !== "undefined" ) {
return context.getElementsByTagName( tag );
// DocumentFragment nodes don't have gEBTN
} else if ( support.qsa ) {
return context.querySelectorAll( tag );
}
} :
function( tag, context ) {
var elem,
tmp = [],
i = 0,
// By happy coincidence, a (broken) gEBTN appears on DocumentFragment nodes too
results = context.getElementsByTagName( tag );
// Filter out possible comments
if ( tag === "*" ) {
while ( (elem = results[i++]) ) {
if ( elem.nodeType === 1 ) {
tmp.push( elem );
}
}
return tmp;
}
return results;
};
// Class
Expr.find["CLASS"] = support.getElementsByClassName && function( className, context ) {
if ( typeof context.getElementsByClassName !== "undefined" && documentIsHTML ) {
return context.getElementsByClassName( className );
}
};
/* QSA/matchesSelector
---------------------------------------------------------------------- */
// QSA and matchesSelector support
// matchesSelector(:active) reports false when true (IE9/Opera 11.5)
rbuggyMatches = [];
// qSa(:focus) reports false when true (Chrome 21)
// We allow this because of a bug in IE8/9 that throws an error
// whenever `document.activeElement` is accessed on an iframe
// So, we allow :focus to pass through QSA all the time to avoid the IE error
// See http://bugs.jquery.com/ticket/13378
rbuggyQSA = [];
if ( (support.qsa = rnative.test( document.querySelectorAll )) ) {
// Build QSA regex
// Regex strategy adopted from Diego Perini
assert(function( div ) {
// Select is set to empty string on purpose
// This is to test IE's treatment of not explicitly
// setting a boolean content attribute,
// since its presence should be enough
// http://bugs.jquery.com/ticket/12359
docElem.appendChild( div ).innerHTML = "" +
"";
// Support: IE8, Opera 11-12.16
// Nothing should be selected when empty strings follow ^= or $= or *=
// The test attribute must be unknown in Opera but "safe" for WinRT
// http://msdn.microsoft.com/en-us/library/ie/hh465388.aspx#attribute_section
if ( div.querySelectorAll("[msallowcapture^='']").length ) {
rbuggyQSA.push( "[*^$]=" + whitespace + "*(?:''|\"\")" );
}
// Support: IE8
// Boolean attributes and "value" are not treated correctly
if ( !div.querySelectorAll("[selected]").length ) {
rbuggyQSA.push( "\\[" + whitespace + "*(?:value|" + booleans + ")" );
}
// Support: Chrome<29, Android<4.4, Safari<7.0+, iOS<7.0+, PhantomJS<1.9.8+
if ( !div.querySelectorAll( "[id~=" + expando + "-]" ).length ) {
rbuggyQSA.push("~=");
}
// Webkit/Opera - :checked should return selected option elements
// http://www.w3.org/TR/2011/REC-css3-selectors-20110929/#checked
// IE8 throws error here and will not see later tests
if ( !div.querySelectorAll(":checked").length ) {
rbuggyQSA.push(":checked");
}
// Support: Safari 8+, iOS 8+
// https://bugs.webkit.org/show_bug.cgi?id=136851
// In-page `selector#id sibing-combinator selector` fails
if ( !div.querySelectorAll( "a#" + expando + "+*" ).length ) {
rbuggyQSA.push(".#.+[+~]");
}
});
assert(function( div ) {
// Support: Windows 8 Native Apps
// The type and name attributes are restricted during .innerHTML assignment
var input = document.createElement("input");
input.setAttribute( "type", "hidden" );
div.appendChild( input ).setAttribute( "name", "D" );
// Support: IE8
// Enforce case-sensitivity of name attribute
if ( div.querySelectorAll("[name=d]").length ) {
rbuggyQSA.push( "name" + whitespace + "*[*^$|!~]?=" );
}
// FF 3.5 - :enabled/:disabled and hidden elements (hidden elements are still enabled)
// IE8 throws error here and will not see later tests
if ( !div.querySelectorAll(":enabled").length ) {
rbuggyQSA.push( ":enabled", ":disabled" );
}
// Opera 10-11 does not throw on post-comma invalid pseudos
div.querySelectorAll("*,:x");
rbuggyQSA.push(",.*:");
});
}
if ( (support.matchesSelector = rnative.test( (matches = docElem.matches ||
docElem.webkitMatchesSelector ||
docElem.mozMatchesSelector ||
docElem.oMatchesSelector ||
docElem.msMatchesSelector) )) ) {
assert(function( div ) {
// Check to see if it's possible to do matchesSelector
// on a disconnected node (IE 9)
support.disconnectedMatch = matches.call( div, "div" );
// This should fail with an exception
// Gecko does not error, returns false instead
matches.call( div, "[s!='']:x" );
rbuggyMatches.push( "!=", pseudos );
});
}
rbuggyQSA = rbuggyQSA.length && new RegExp( rbuggyQSA.join("|") );
rbuggyMatches = rbuggyMatches.length && new RegExp( rbuggyMatches.join("|") );
/* Contains
---------------------------------------------------------------------- */
hasCompare = rnative.test( docElem.compareDocumentPosition );
// Element contains another
// Purposefully self-exclusive
// As in, an element does not contain itself
contains = hasCompare || rnative.test( docElem.contains ) ?
function( a, b ) {
var adown = a.nodeType === 9 ? a.documentElement : a,
bup = b && b.parentNode;
return a === bup || !!( bup && bup.nodeType === 1 && (
adown.contains ?
adown.contains( bup ) :
a.compareDocumentPosition && a.compareDocumentPosition( bup ) & 16
));
} :
function( a, b ) {
if ( b ) {
while ( (b = b.parentNode) ) {
if ( b === a ) {
return true;
}
}
}
return false;
};
/* Sorting
---------------------------------------------------------------------- */
// Document order sorting
sortOrder = hasCompare ?
function( a, b ) {
// Flag for duplicate removal
if ( a === b ) {
hasDuplicate = true;
return 0;
}
// Sort on method existence if only one input has compareDocumentPosition
var compare = !a.compareDocumentPosition - !b.compareDocumentPosition;
if ( compare ) {
return compare;
}
// Calculate position if both inputs belong to the same document
compare = ( a.ownerDocument || a ) === ( b.ownerDocument || b ) ?
a.compareDocumentPosition( b ) :
// Otherwise we know they are disconnected
1;
// Disconnected nodes
if ( compare & 1 ||
(!support.sortDetached && b.compareDocumentPosition( a ) === compare) ) {
// Choose the first element that is related to our preferred document
if ( a === document || a.ownerDocument === preferredDoc && contains(preferredDoc, a) ) {
return -1;
}
if ( b === document || b.ownerDocument === preferredDoc && contains(preferredDoc, b) ) {
return 1;
}
// Maintain original order
return sortInput ?
( indexOf( sortInput, a ) - indexOf( sortInput, b ) ) :
0;
}
return compare & 4 ? -1 : 1;
} :
function( a, b ) {
// Exit early if the nodes are identical
if ( a === b ) {
hasDuplicate = true;
return 0;
}
var cur,
i = 0,
aup = a.parentNode,
bup = b.parentNode,
ap = [ a ],
bp = [ b ];
// Parentless nodes are either documents or disconnected
if ( !aup || !bup ) {
return a === document ? -1 :
b === document ? 1 :
aup ? -1 :
bup ? 1 :
sortInput ?
( indexOf( sortInput, a ) - indexOf( sortInput, b ) ) :
0;
// If the nodes are siblings, we can do a quick check
} else if ( aup === bup ) {
return siblingCheck( a, b );
}
// Otherwise we need full lists of their ancestors for comparison
cur = a;
while ( (cur = cur.parentNode) ) {
ap.unshift( cur );
}
cur = b;
while ( (cur = cur.parentNode) ) {
bp.unshift( cur );
}
// Walk down the tree looking for a discrepancy
while ( ap[i] === bp[i] ) {
i++;
}
return i ?
// Do a sibling check if the nodes have a common ancestor
siblingCheck( ap[i], bp[i] ) :
// Otherwise nodes in our document sort first
ap[i] === preferredDoc ? -1 :
bp[i] === preferredDoc ? 1 :
0;
};
return document;
};
Sizzle.matches = function( expr, elements ) {
return Sizzle( expr, null, null, elements );
};
Sizzle.matchesSelector = function( elem, expr ) {
// Set document vars if needed
if ( ( elem.ownerDocument || elem ) !== document ) {
setDocument( elem );
}
// Make sure that attribute selectors are quoted
expr = expr.replace( rattributeQuotes, "='$1']" );
if ( support.matchesSelector && documentIsHTML &&
!compilerCache[ expr + " " ] &&
( !rbuggyMatches || !rbuggyMatches.test( expr ) ) &&
( !rbuggyQSA || !rbuggyQSA.test( expr ) ) ) {
try {
var ret = matches.call( elem, expr );
// IE 9's matchesSelector returns false on disconnected nodes
if ( ret || support.disconnectedMatch ||
// As well, disconnected nodes are said to be in a document
// fragment in IE 9
elem.document && elem.document.nodeType !== 11 ) {
return ret;
}
} catch (e) {}
}
return Sizzle( expr, document, null, [ elem ] ).length > 0;
};
Sizzle.contains = function( context, elem ) {
// Set document vars if needed
if ( ( context.ownerDocument || context ) !== document ) {
setDocument( context );
}
return contains( context, elem );
};
Sizzle.attr = function( elem, name ) {
// Set document vars if needed
if ( ( elem.ownerDocument || elem ) !== document ) {
setDocument( elem );
}
var fn = Expr.attrHandle[ name.toLowerCase() ],
// Don't get fooled by Object.prototype properties (jQuery #13807)
val = fn && hasOwn.call( Expr.attrHandle, name.toLowerCase() ) ?
fn( elem, name, !documentIsHTML ) :
undefined;
return val !== undefined ?
val :
support.attributes || !documentIsHTML ?
elem.getAttribute( name ) :
(val = elem.getAttributeNode(name)) && val.specified ?
val.value :
null;
};
Sizzle.error = function( msg ) {
throw new Error( "Syntax error, unrecognized expression: " + msg );
};
/**
* Document sorting and removing duplicates
* @param {ArrayLike} results
*/
Sizzle.uniqueSort = function( results ) {
var elem,
duplicates = [],
j = 0,
i = 0;
// Unless we *know* we can detect duplicates, assume their presence
hasDuplicate = !support.detectDuplicates;
sortInput = !support.sortStable && results.slice( 0 );
results.sort( sortOrder );
if ( hasDuplicate ) {
while ( (elem = results[i++]) ) {
if ( elem === results[ i ] ) {
j = duplicates.push( i );
}
}
while ( j-- ) {
results.splice( duplicates[ j ], 1 );
}
}
// Clear input after sorting to release objects
// See https://github.com/jquery/sizzle/pull/225
sortInput = null;
return results;
};
/**
* Utility function for retrieving the text value of an array of DOM nodes
* @param {Array|Element} elem
*/
getText = Sizzle.getText = function( elem ) {
var node,
ret = "",
i = 0,
nodeType = elem.nodeType;
if ( !nodeType ) {
// If no nodeType, this is expected to be an array
while ( (node = elem[i++]) ) {
// Do not traverse comment nodes
ret += getText( node );
}
} else if ( nodeType === 1 || nodeType === 9 || nodeType === 11 ) {
// Use textContent for elements
// innerText usage removed for consistency of new lines (jQuery #11153)
if ( typeof elem.textContent === "string" ) {
return elem.textContent;
} else {
// Traverse its children
for ( elem = elem.firstChild; elem; elem = elem.nextSibling ) {
ret += getText( elem );
}
}
} else if ( nodeType === 3 || nodeType === 4 ) {
return elem.nodeValue;
}
// Do not include comment or processing instruction nodes
return ret;
};
Expr = Sizzle.selectors = {
// Can be adjusted by the user
cacheLength: 50,
createPseudo: markFunction,
match: matchExpr,
attrHandle: {},
find: {},
relative: {
">": { dir: "parentNode", first: true },
" ": { dir: "parentNode" },
"+": { dir: "previousSibling", first: true },
"~": { dir: "previousSibling" }
},
preFilter: {
"ATTR": function( match ) {
match[1] = match[1].replace( runescape, funescape );
// Move the given value to match[3] whether quoted or unquoted
match[3] = ( match[3] || match[4] || match[5] || "" ).replace( runescape, funescape );
if ( match[2] === "~=" ) {
match[3] = " " + match[3] + " ";
}
return match.slice( 0, 4 );
},
"CHILD": function( match ) {
/* matches from matchExpr["CHILD"]
1 type (only|nth|...)
2 what (child|of-type)
3 argument (even|odd|\d*|\d*n([+-]\d+)?|...)
4 xn-component of xn+y argument ([+-]?\d*n|)
5 sign of xn-component
6 x of xn-component
7 sign of y-component
8 y of y-component
*/
match[1] = match[1].toLowerCase();
if ( match[1].slice( 0, 3 ) === "nth" ) {
// nth-* requires argument
if ( !match[3] ) {
Sizzle.error( match[0] );
}
// numeric x and y parameters for Expr.filter.CHILD
// remember that false/true cast respectively to 0/1
match[4] = +( match[4] ? match[5] + (match[6] || 1) : 2 * ( match[3] === "even" || match[3] === "odd" ) );
match[5] = +( ( match[7] + match[8] ) || match[3] === "odd" );
// other types prohibit arguments
} else if ( match[3] ) {
Sizzle.error( match[0] );
}
return match;
},
"PSEUDO": function( match ) {
var excess,
unquoted = !match[6] && match[2];
if ( matchExpr["CHILD"].test( match[0] ) ) {
return null;
}
// Accept quoted arguments as-is
if ( match[3] ) {
match[2] = match[4] || match[5] || "";
// Strip excess characters from unquoted arguments
} else if ( unquoted && rpseudo.test( unquoted ) &&
// Get excess from tokenize (recursively)
(excess = tokenize( unquoted, true )) &&
// advance to the next closing parenthesis
(excess = unquoted.indexOf( ")", unquoted.length - excess ) - unquoted.length) ) {
// excess is a negative index
match[0] = match[0].slice( 0, excess );
match[2] = unquoted.slice( 0, excess );
}
// Return only captures needed by the pseudo filter method (type and argument)
return match.slice( 0, 3 );
}
},
filter: {
"TAG": function( nodeNameSelector ) {
var nodeName = nodeNameSelector.replace( runescape, funescape ).toLowerCase();
return nodeNameSelector === "*" ?
function() { return true; } :
function( elem ) {
return elem.nodeName && elem.nodeName.toLowerCase() === nodeName;
};
},
"CLASS": function( className ) {
var pattern = classCache[ className + " " ];
return pattern ||
(pattern = new RegExp( "(^|" + whitespace + ")" + className + "(" + whitespace + "|$)" )) &&
classCache( className, function( elem ) {
return pattern.test( typeof elem.className === "string" && elem.className || typeof elem.getAttribute !== "undefined" && elem.getAttribute("class") || "" );
});
},
"ATTR": function( name, operator, check ) {
return function( elem ) {
var result = Sizzle.attr( elem, name );
if ( result == null ) {
return operator === "!=";
}
if ( !operator ) {
return true;
}
result += "";
return operator === "=" ? result === check :
operator === "!=" ? result !== check :
operator === "^=" ? check && result.indexOf( check ) === 0 :
operator === "*=" ? check && result.indexOf( check ) > -1 :
operator === "$=" ? check && result.slice( -check.length ) === check :
operator === "~=" ? ( " " + result.replace( rwhitespace, " " ) + " " ).indexOf( check ) > -1 :
operator === "|=" ? result === check || result.slice( 0, check.length + 1 ) === check + "-" :
false;
};
},
"CHILD": function( type, what, argument, first, last ) {
var simple = type.slice( 0, 3 ) !== "nth",
forward = type.slice( -4 ) !== "last",
ofType = what === "of-type";
return first === 1 && last === 0 ?
// Shortcut for :nth-*(n)
function( elem ) {
return !!elem.parentNode;
} :
function( elem, context, xml ) {
var cache, uniqueCache, outerCache, node, nodeIndex, start,
dir = simple !== forward ? "nextSibling" : "previousSibling",
parent = elem.parentNode,
name = ofType && elem.nodeName.toLowerCase(),
useCache = !xml && !ofType,
diff = false;
if ( parent ) {
// :(first|last|only)-(child|of-type)
if ( simple ) {
while ( dir ) {
node = elem;
while ( (node = node[ dir ]) ) {
if ( ofType ?
node.nodeName.toLowerCase() === name :
node.nodeType === 1 ) {
return false;
}
}
// Reverse direction for :only-* (if we haven't yet done so)
start = dir = type === "only" && !start && "nextSibling";
}
return true;
}
start = [ forward ? parent.firstChild : parent.lastChild ];
// non-xml :nth-child(...) stores cache data on `parent`
if ( forward && useCache ) {
// Seek `elem` from a previously-cached index
// ...in a gzip-friendly way
node = parent;
outerCache = node[ expando ] || (node[ expando ] = {});
// Support: IE <9 only
// Defend against cloned attroperties (jQuery gh-1709)
uniqueCache = outerCache[ node.uniqueID ] ||
(outerCache[ node.uniqueID ] = {});
cache = uniqueCache[ type ] || [];
nodeIndex = cache[ 0 ] === dirruns && cache[ 1 ];
diff = nodeIndex && cache[ 2 ];
node = nodeIndex && parent.childNodes[ nodeIndex ];
while ( (node = ++nodeIndex && node && node[ dir ] ||
// Fallback to seeking `elem` from the start
(diff = nodeIndex = 0) || start.pop()) ) {
// When found, cache indexes on `parent` and break
if ( node.nodeType === 1 && ++diff && node === elem ) {
uniqueCache[ type ] = [ dirruns, nodeIndex, diff ];
break;
}
}
} else {
// Use previously-cached element index if available
if ( useCache ) {
// ...in a gzip-friendly way
node = elem;
outerCache = node[ expando ] || (node[ expando ] = {});
// Support: IE <9 only
// Defend against cloned attroperties (jQuery gh-1709)
uniqueCache = outerCache[ node.uniqueID ] ||
(outerCache[ node.uniqueID ] = {});
cache = uniqueCache[ type ] || [];
nodeIndex = cache[ 0 ] === dirruns && cache[ 1 ];
diff = nodeIndex;
}
// xml :nth-child(...)
// or :nth-last-child(...) or :nth(-last)?-of-type(...)
if ( diff === false ) {
// Use the same loop as above to seek `elem` from the start
while ( (node = ++nodeIndex && node && node[ dir ] ||
(diff = nodeIndex = 0) || start.pop()) ) {
if ( ( ofType ?
node.nodeName.toLowerCase() === name :
node.nodeType === 1 ) &&
++diff ) {
// Cache the index of each encountered element
if ( useCache ) {
outerCache = node[ expando ] || (node[ expando ] = {});
// Support: IE <9 only
// Defend against cloned attroperties (jQuery gh-1709)
uniqueCache = outerCache[ node.uniqueID ] ||
(outerCache[ node.uniqueID ] = {});
uniqueCache[ type ] = [ dirruns, diff ];
}
if ( node === elem ) {
break;
}
}
}
}
}
// Incorporate the offset, then check against cycle size
diff -= last;
return diff === first || ( diff % first === 0 && diff / first >= 0 );
}
};
},
"PSEUDO": function( pseudo, argument ) {
// pseudo-class names are case-insensitive
// http://www.w3.org/TR/selectors/#pseudo-classes
// Prioritize by case sensitivity in case custom pseudos are added with uppercase letters
// Remember that setFilters inherits from pseudos
var args,
fn = Expr.pseudos[ pseudo ] || Expr.setFilters[ pseudo.toLowerCase() ] ||
Sizzle.error( "unsupported pseudo: " + pseudo );
// The user may use createPseudo to indicate that
// arguments are needed to create the filter function
// just as Sizzle does
if ( fn[ expando ] ) {
return fn( argument );
}
// But maintain support for old signatures
if ( fn.length > 1 ) {
args = [ pseudo, pseudo, "", argument ];
return Expr.setFilters.hasOwnProperty( pseudo.toLowerCase() ) ?
markFunction(function( seed, matches ) {
var idx,
matched = fn( seed, argument ),
i = matched.length;
while ( i-- ) {
idx = indexOf( seed, matched[i] );
seed[ idx ] = !( matches[ idx ] = matched[i] );
}
}) :
function( elem ) {
return fn( elem, 0, args );
};
}
return fn;
}
},
pseudos: {
// Potentially complex pseudos
"not": markFunction(function( selector ) {
// Trim the selector passed to compile
// to avoid treating leading and trailing
// spaces as combinators
var input = [],
results = [],
matcher = compile( selector.replace( rtrim, "$1" ) );
return matcher[ expando ] ?
markFunction(function( seed, matches, context, xml ) {
var elem,
unmatched = matcher( seed, null, xml, [] ),
i = seed.length;
// Match elements unmatched by `matcher`
while ( i-- ) {
if ( (elem = unmatched[i]) ) {
seed[i] = !(matches[i] = elem);
}
}
}) :
function( elem, context, xml ) {
input[0] = elem;
matcher( input, null, xml, results );
// Don't keep the element (issue #299)
input[0] = null;
return !results.pop();
};
}),
"has": markFunction(function( selector ) {
return function( elem ) {
return Sizzle( selector, elem ).length > 0;
};
}),
"contains": markFunction(function( text ) {
text = text.replace( runescape, funescape );
return function( elem ) {
return ( elem.textContent || elem.innerText || getText( elem ) ).indexOf( text ) > -1;
};
}),
// "Whether an element is represented by a :lang() selector
// is based solely on the element's language value
// being equal to the identifier C,
// or beginning with the identifier C immediately followed by "-".
// The matching of C against the element's language value is performed case-insensitively.
// The identifier C does not have to be a valid language name."
// http://www.w3.org/TR/selectors/#lang-pseudo
"lang": markFunction( function( lang ) {
// lang value must be a valid identifier
if ( !ridentifier.test(lang || "") ) {
Sizzle.error( "unsupported lang: " + lang );
}
lang = lang.replace( runescape, funescape ).toLowerCase();
return function( elem ) {
var elemLang;
do {
if ( (elemLang = documentIsHTML ?
elem.lang :
elem.getAttribute("xml:lang") || elem.getAttribute("lang")) ) {
elemLang = elemLang.toLowerCase();
return elemLang === lang || elemLang.indexOf( lang + "-" ) === 0;
}
} while ( (elem = elem.parentNode) && elem.nodeType === 1 );
return false;
};
}),
// Miscellaneous
"target": function( elem ) {
var hash = window.location && window.location.hash;
return hash && hash.slice( 1 ) === elem.id;
},
"root": function( elem ) {
return elem === docElem;
},
"focus": function( elem ) {
return elem === document.activeElement && (!document.hasFocus || document.hasFocus()) && !!(elem.type || elem.href || ~elem.tabIndex);
},
// Boolean properties
"enabled": function( elem ) {
return elem.disabled === false;
},
"disabled": function( elem ) {
return elem.disabled === true;
},
"checked": function( elem ) {
// In CSS3, :checked should return both checked and selected elements
// http://www.w3.org/TR/2011/REC-css3-selectors-20110929/#checked
var nodeName = elem.nodeName.toLowerCase();
return (nodeName === "input" && !!elem.checked) || (nodeName === "option" && !!elem.selected);
},
"selected": function( elem ) {
// Accessing this property makes selected-by-default
// options in Safari work properly
if ( elem.parentNode ) {
elem.parentNode.selectedIndex;
}
return elem.selected === true;
},
// Contents
"empty": function( elem ) {
// http://www.w3.org/TR/selectors/#empty-pseudo
// :empty is negated by element (1) or content nodes (text: 3; cdata: 4; entity ref: 5),
// but not by others (comment: 8; processing instruction: 7; etc.)
// nodeType < 6 works because attributes (2) do not appear as children
for ( elem = elem.firstChild; elem; elem = elem.nextSibling ) {
if ( elem.nodeType < 6 ) {
return false;
}
}
return true;
},
"parent": function( elem ) {
return !Expr.pseudos["empty"]( elem );
},
// Element/input types
"header": function( elem ) {
return rheader.test( elem.nodeName );
},
"input": function( elem ) {
return rinputs.test( elem.nodeName );
},
"button": function( elem ) {
var name = elem.nodeName.toLowerCase();
return name === "input" && elem.type === "button" || name === "button";
},
"text": function( elem ) {
var attr;
return elem.nodeName.toLowerCase() === "input" &&
elem.type === "text" &&
// Support: IE<8
// New HTML5 attribute values (e.g., "search") appear with elem.type === "text"
( (attr = elem.getAttribute("type")) == null || attr.toLowerCase() === "text" );
},
// Position-in-collection
"first": createPositionalPseudo(function() {
return [ 0 ];
}),
"last": createPositionalPseudo(function( matchIndexes, length ) {
return [ length - 1 ];
}),
"eq": createPositionalPseudo(function( matchIndexes, length, argument ) {
return [ argument < 0 ? argument + length : argument ];
}),
"even": createPositionalPseudo(function( matchIndexes, length ) {
var i = 0;
for ( ; i < length; i += 2 ) {
matchIndexes.push( i );
}
return matchIndexes;
}),
"odd": createPositionalPseudo(function( matchIndexes, length ) {
var i = 1;
for ( ; i < length; i += 2 ) {
matchIndexes.push( i );
}
return matchIndexes;
}),
"lt": createPositionalPseudo(function( matchIndexes, length, argument ) {
var i = argument < 0 ? argument + length : argument;
for ( ; --i >= 0; ) {
matchIndexes.push( i );
}
return matchIndexes;
}),
"gt": createPositionalPseudo(function( matchIndexes, length, argument ) {
var i = argument < 0 ? argument + length : argument;
for ( ; ++i < length; ) {
matchIndexes.push( i );
}
return matchIndexes;
})
}
};
Expr.pseudos["nth"] = Expr.pseudos["eq"];
// Add button/input type pseudos
for ( i in { radio: true, checkbox: true, file: true, password: true, image: true } ) {
Expr.pseudos[ i ] = createInputPseudo( i );
}
for ( i in { submit: true, reset: true } ) {
Expr.pseudos[ i ] = createButtonPseudo( i );
}
// Easy API for creating new setFilters
function setFilters() {}
setFilters.prototype = Expr.filters = Expr.pseudos;
Expr.setFilters = new setFilters();
tokenize = Sizzle.tokenize = function( selector, parseOnly ) {
var matched, match, tokens, type,
soFar, groups, preFilters,
cached = tokenCache[ selector + " " ];
if ( cached ) {
return parseOnly ? 0 : cached.slice( 0 );
}
soFar = selector;
groups = [];
preFilters = Expr.preFilter;
while ( soFar ) {
// Comma and first run
if ( !matched || (match = rcomma.exec( soFar )) ) {
if ( match ) {
// Don't consume trailing commas as valid
soFar = soFar.slice( match[0].length ) || soFar;
}
groups.push( (tokens = []) );
}
matched = false;
// Combinators
if ( (match = rcombinators.exec( soFar )) ) {
matched = match.shift();
tokens.push({
value: matched,
// Cast descendant combinators to space
type: match[0].replace( rtrim, " " )
});
soFar = soFar.slice( matched.length );
}
// Filters
for ( type in Expr.filter ) {
if ( (match = matchExpr[ type ].exec( soFar )) && (!preFilters[ type ] ||
(match = preFilters[ type ]( match ))) ) {
matched = match.shift();
tokens.push({
value: matched,
type: type,
matches: match
});
soFar = soFar.slice( matched.length );
}
}
if ( !matched ) {
break;
}
}
// Return the length of the invalid excess
// if we're just parsing
// Otherwise, throw an error or return tokens
return parseOnly ?
soFar.length :
soFar ?
Sizzle.error( selector ) :
// Cache the tokens
tokenCache( selector, groups ).slice( 0 );
};
function toSelector( tokens ) {
var i = 0,
len = tokens.length,
selector = "";
for ( ; i < len; i++ ) {
selector += tokens[i].value;
}
return selector;
}
function addCombinator( matcher, combinator, base ) {
var dir = combinator.dir,
checkNonElements = base && dir === "parentNode",
doneName = done++;
return combinator.first ?
// Check against closest ancestor/preceding element
function( elem, context, xml ) {
while ( (elem = elem[ dir ]) ) {
if ( elem.nodeType === 1 || checkNonElements ) {
return matcher( elem, context, xml );
}
}
} :
// Check against all ancestor/preceding elements
function( elem, context, xml ) {
var oldCache, uniqueCache, outerCache,
newCache = [ dirruns, doneName ];
// We can't set arbitrary data on XML nodes, so they don't benefit from combinator caching
if ( xml ) {
while ( (elem = elem[ dir ]) ) {
if ( elem.nodeType === 1 || checkNonElements ) {
if ( matcher( elem, context, xml ) ) {
return true;
}
}
}
} else {
while ( (elem = elem[ dir ]) ) {
if ( elem.nodeType === 1 || checkNonElements ) {
outerCache = elem[ expando ] || (elem[ expando ] = {});
// Support: IE <9 only
// Defend against cloned attroperties (jQuery gh-1709)
uniqueCache = outerCache[ elem.uniqueID ] || (outerCache[ elem.uniqueID ] = {});
if ( (oldCache = uniqueCache[ dir ]) &&
oldCache[ 0 ] === dirruns && oldCache[ 1 ] === doneName ) {
// Assign to newCache so results back-propagate to previous elements
return (newCache[ 2 ] = oldCache[ 2 ]);
} else {
// Reuse newcache so results back-propagate to previous elements
uniqueCache[ dir ] = newCache;
// A match means we're done; a fail means we have to keep checking
if ( (newCache[ 2 ] = matcher( elem, context, xml )) ) {
return true;
}
}
}
}
}
};
}
function elementMatcher( matchers ) {
return matchers.length > 1 ?
function( elem, context, xml ) {
var i = matchers.length;
while ( i-- ) {
if ( !matchers[i]( elem, context, xml ) ) {
return false;
}
}
return true;
} :
matchers[0];
}
function multipleContexts( selector, contexts, results ) {
var i = 0,
len = contexts.length;
for ( ; i < len; i++ ) {
Sizzle( selector, contexts[i], results );
}
return results;
}
function condense( unmatched, map, filter, context, xml ) {
var elem,
newUnmatched = [],
i = 0,
len = unmatched.length,
mapped = map != null;
for ( ; i < len; i++ ) {
if ( (elem = unmatched[i]) ) {
if ( !filter || filter( elem, context, xml ) ) {
newUnmatched.push( elem );
if ( mapped ) {
map.push( i );
}
}
}
}
return newUnmatched;
}
function setMatcher( preFilter, selector, matcher, postFilter, postFinder, postSelector ) {
if ( postFilter && !postFilter[ expando ] ) {
postFilter = setMatcher( postFilter );
}
if ( postFinder && !postFinder[ expando ] ) {
postFinder = setMatcher( postFinder, postSelector );
}
return markFunction(function( seed, results, context, xml ) {
var temp, i, elem,
preMap = [],
postMap = [],
preexisting = results.length,
// Get initial elements from seed or context
elems = seed || multipleContexts( selector || "*", context.nodeType ? [ context ] : context, [] ),
// Prefilter to get matcher input, preserving a map for seed-results synchronization
matcherIn = preFilter && ( seed || !selector ) ?
condense( elems, preMap, preFilter, context, xml ) :
elems,
matcherOut = matcher ?
// If we have a postFinder, or filtered seed, or non-seed postFilter or preexisting results,
postFinder || ( seed ? preFilter : preexisting || postFilter ) ?
// ...intermediate processing is necessary
[] :
// ...otherwise use results directly
results :
matcherIn;
// Find primary matches
if ( matcher ) {
matcher( matcherIn, matcherOut, context, xml );
}
// Apply postFilter
if ( postFilter ) {
temp = condense( matcherOut, postMap );
postFilter( temp, [], context, xml );
// Un-match failing elements by moving them back to matcherIn
i = temp.length;
while ( i-- ) {
if ( (elem = temp[i]) ) {
matcherOut[ postMap[i] ] = !(matcherIn[ postMap[i] ] = elem);
}
}
}
if ( seed ) {
if ( postFinder || preFilter ) {
if ( postFinder ) {
// Get the final matcherOut by condensing this intermediate into postFinder contexts
temp = [];
i = matcherOut.length;
while ( i-- ) {
if ( (elem = matcherOut[i]) ) {
// Restore matcherIn since elem is not yet a final match
temp.push( (matcherIn[i] = elem) );
}
}
postFinder( null, (matcherOut = []), temp, xml );
}
// Move matched elements from seed to results to keep them synchronized
i = matcherOut.length;
while ( i-- ) {
if ( (elem = matcherOut[i]) &&
(temp = postFinder ? indexOf( seed, elem ) : preMap[i]) > -1 ) {
seed[temp] = !(results[temp] = elem);
}
}
}
// Add elements to results, through postFinder if defined
} else {
matcherOut = condense(
matcherOut === results ?
matcherOut.splice( preexisting, matcherOut.length ) :
matcherOut
);
if ( postFinder ) {
postFinder( null, results, matcherOut, xml );
} else {
push.apply( results, matcherOut );
}
}
});
}
function matcherFromTokens( tokens ) {
var checkContext, matcher, j,
len = tokens.length,
leadingRelative = Expr.relative[ tokens[0].type ],
implicitRelative = leadingRelative || Expr.relative[" "],
i = leadingRelative ? 1 : 0,
// The foundational matcher ensures that elements are reachable from top-level context(s)
matchContext = addCombinator( function( elem ) {
return elem === checkContext;
}, implicitRelative, true ),
matchAnyContext = addCombinator( function( elem ) {
return indexOf( checkContext, elem ) > -1;
}, implicitRelative, true ),
matchers = [ function( elem, context, xml ) {
var ret = ( !leadingRelative && ( xml || context !== outermostContext ) ) || (
(checkContext = context).nodeType ?
matchContext( elem, context, xml ) :
matchAnyContext( elem, context, xml ) );
// Avoid hanging onto element (issue #299)
checkContext = null;
return ret;
} ];
for ( ; i < len; i++ ) {
if ( (matcher = Expr.relative[ tokens[i].type ]) ) {
matchers = [ addCombinator(elementMatcher( matchers ), matcher) ];
} else {
matcher = Expr.filter[ tokens[i].type ].apply( null, tokens[i].matches );
// Return special upon seeing a positional matcher
if ( matcher[ expando ] ) {
// Find the next relative operator (if any) for proper handling
j = ++i;
for ( ; j < len; j++ ) {
if ( Expr.relative[ tokens[j].type ] ) {
break;
}
}
return setMatcher(
i > 1 && elementMatcher( matchers ),
i > 1 && toSelector(
// If the preceding token was a descendant combinator, insert an implicit any-element `*`
tokens.slice( 0, i - 1 ).concat({ value: tokens[ i - 2 ].type === " " ? "*" : "" })
).replace( rtrim, "$1" ),
matcher,
i < j && matcherFromTokens( tokens.slice( i, j ) ),
j < len && matcherFromTokens( (tokens = tokens.slice( j )) ),
j < len && toSelector( tokens )
);
}
matchers.push( matcher );
}
}
return elementMatcher( matchers );
}
function matcherFromGroupMatchers( elementMatchers, setMatchers ) {
var bySet = setMatchers.length > 0,
byElement = elementMatchers.length > 0,
superMatcher = function( seed, context, xml, results, outermost ) {
var elem, j, matcher,
matchedCount = 0,
i = "0",
unmatched = seed && [],
setMatched = [],
contextBackup = outermostContext,
// We must always have either seed elements or outermost context
elems = seed || byElement && Expr.find["TAG"]( "*", outermost ),
// Use integer dirruns iff this is the outermost matcher
dirrunsUnique = (dirruns += contextBackup == null ? 1 : Math.random() || 0.1),
len = elems.length;
if ( outermost ) {
outermostContext = context === document || context || outermost;
}
// Add elements passing elementMatchers directly to results
// Support: IE<9, Safari
// Tolerate NodeList properties (IE: "length"; Safari: ) matching elements by id
for ( ; i !== len && (elem = elems[i]) != null; i++ ) {
if ( byElement && elem ) {
j = 0;
if ( !context && elem.ownerDocument !== document ) {
setDocument( elem );
xml = !documentIsHTML;
}
while ( (matcher = elementMatchers[j++]) ) {
if ( matcher( elem, context || document, xml) ) {
results.push( elem );
break;
}
}
if ( outermost ) {
dirruns = dirrunsUnique;
}
}
// Track unmatched elements for set filters
if ( bySet ) {
// They will have gone through all possible matchers
if ( (elem = !matcher && elem) ) {
matchedCount--;
}
// Lengthen the array for every element, matched or not
if ( seed ) {
unmatched.push( elem );
}
}
}
// `i` is now the count of elements visited above, and adding it to `matchedCount`
// makes the latter nonnegative.
matchedCount += i;
// Apply set filters to unmatched elements
// NOTE: This can be skipped if there are no unmatched elements (i.e., `matchedCount`
// equals `i`), unless we didn't visit _any_ elements in the above loop because we have
// no element matchers and no seed.
// Incrementing an initially-string "0" `i` allows `i` to remain a string only in that
// case, which will result in a "00" `matchedCount` that differs from `i` but is also
// numerically zero.
if ( bySet && i !== matchedCount ) {
j = 0;
while ( (matcher = setMatchers[j++]) ) {
matcher( unmatched, setMatched, context, xml );
}
if ( seed ) {
// Reintegrate element matches to eliminate the need for sorting
if ( matchedCount > 0 ) {
while ( i-- ) {
if ( !(unmatched[i] || setMatched[i]) ) {
setMatched[i] = pop.call( results );
}
}
}
// Discard index placeholder values to get only actual matches
setMatched = condense( setMatched );
}
// Add matches to results
push.apply( results, setMatched );
// Seedless set matches succeeding multiple successful matchers stipulate sorting
if ( outermost && !seed && setMatched.length > 0 &&
( matchedCount + setMatchers.length ) > 1 ) {
Sizzle.uniqueSort( results );
}
}
// Override manipulation of globals by nested matchers
if ( outermost ) {
dirruns = dirrunsUnique;
outermostContext = contextBackup;
}
return unmatched;
};
return bySet ?
markFunction( superMatcher ) :
superMatcher;
}
compile = Sizzle.compile = function( selector, match /* Internal Use Only */ ) {
var i,
setMatchers = [],
elementMatchers = [],
cached = compilerCache[ selector + " " ];
if ( !cached ) {
// Generate a function of recursive functions that can be used to check each element
if ( !match ) {
match = tokenize( selector );
}
i = match.length;
while ( i-- ) {
cached = matcherFromTokens( match[i] );
if ( cached[ expando ] ) {
setMatchers.push( cached );
} else {
elementMatchers.push( cached );
}
}
// Cache the compiled function
cached = compilerCache( selector, matcherFromGroupMatchers( elementMatchers, setMatchers ) );
// Save selector and tokenization
cached.selector = selector;
}
return cached;
};
/**
* A low-level selection function that works with Sizzle's compiled
* selector functions
* @param {String|Function} selector A selector or a pre-compiled
* selector function built with Sizzle.compile
* @param {Element} context
* @param {Array} [results]
* @param {Array} [seed] A set of elements to match against
*/
select = Sizzle.select = function( selector, context, results, seed ) {
var i, tokens, token, type, find,
compiled = typeof selector === "function" && selector,
match = !seed && tokenize( (selector = compiled.selector || selector) );
results = results || [];
// Try to minimize operations if there is only one selector in the list and no seed
// (the latter of which guarantees us context)
if ( match.length === 1 ) {
// Reduce context if the leading compound selector is an ID
tokens = match[0] = match[0].slice( 0 );
if ( tokens.length > 2 && (token = tokens[0]).type === "ID" &&
support.getById && context.nodeType === 9 && documentIsHTML &&
Expr.relative[ tokens[1].type ] ) {
context = ( Expr.find["ID"]( token.matches[0].replace(runescape, funescape), context ) || [] )[0];
if ( !context ) {
return results;
// Precompiled matchers will still verify ancestry, so step up a level
} else if ( compiled ) {
context = context.parentNode;
}
selector = selector.slice( tokens.shift().value.length );
}
// Fetch a seed set for right-to-left matching
i = matchExpr["needsContext"].test( selector ) ? 0 : tokens.length;
while ( i-- ) {
token = tokens[i];
// Abort if we hit a combinator
if ( Expr.relative[ (type = token.type) ] ) {
break;
}
if ( (find = Expr.find[ type ]) ) {
// Search, expanding context for leading sibling combinators
if ( (seed = find(
token.matches[0].replace( runescape, funescape ),
rsibling.test( tokens[0].type ) && testContext( context.parentNode ) || context
)) ) {
// If seed is empty or no tokens remain, we can return early
tokens.splice( i, 1 );
selector = seed.length && toSelector( tokens );
if ( !selector ) {
push.apply( results, seed );
return results;
}
break;
}
}
}
}
// Compile and execute a filtering function if one is not provided
// Provide `match` to avoid retokenization if we modified the selector above
( compiled || compile( selector, match ) )(
seed,
context,
!documentIsHTML,
results,
!context || rsibling.test( selector ) && testContext( context.parentNode ) || context
);
return results;
};
// One-time assignments
// Sort stability
support.sortStable = expando.split("").sort( sortOrder ).join("") === expando;
// Support: Chrome 14-35+
// Always assume duplicates if they aren't passed to the comparison function
support.detectDuplicates = !!hasDuplicate;
// Initialize against the default document
setDocument();
// Support: Webkit<537.32 - Safari 6.0.3/Chrome 25 (fixed in Chrome 27)
// Detached nodes confoundingly follow *each other*
support.sortDetached = assert(function( div1 ) {
// Should return 1, but returns 4 (following)
return div1.compareDocumentPosition( document.createElement("div") ) & 1;
});
// Support: IE<8
// Prevent attribute/property "interpolation"
// http://msdn.microsoft.com/en-us/library/ms536429%28VS.85%29.aspx
if ( !assert(function( div ) {
div.innerHTML = "";
return div.firstChild.getAttribute("href") === "#" ;
}) ) {
addHandle( "type|href|height|width", function( elem, name, isXML ) {
if ( !isXML ) {
return elem.getAttribute( name, name.toLowerCase() === "type" ? 1 : 2 );
}
});
}
// Support: IE<9
// Use defaultValue in place of getAttribute("value")
if ( !support.attributes || !assert(function( div ) {
div.innerHTML = "";
div.firstChild.setAttribute( "value", "" );
return div.firstChild.getAttribute( "value" ) === "";
}) ) {
addHandle( "value", function( elem, name, isXML ) {
if ( !isXML && elem.nodeName.toLowerCase() === "input" ) {
return elem.defaultValue;
}
});
}
// Support: IE<9
// Use getAttributeNode to fetch booleans when getAttribute lies
if ( !assert(function( div ) {
return div.getAttribute("disabled") == null;
}) ) {
addHandle( booleans, function( elem, name, isXML ) {
var val;
if ( !isXML ) {
return elem[ name ] === true ? name.toLowerCase() :
(val = elem.getAttributeNode( name )) && val.specified ?
val.value :
null;
}
});
}
return Sizzle;
})( window );
jQuery.find = Sizzle;
jQuery.expr = Sizzle.selectors;
jQuery.expr[ ":" ] = jQuery.expr.pseudos;
jQuery.uniqueSort = jQuery.unique = Sizzle.uniqueSort;
jQuery.text = Sizzle.getText;
jQuery.isXMLDoc = Sizzle.isXML;
jQuery.contains = Sizzle.contains;
var dir = function( elem, dir, until ) {
var matched = [],
truncate = until !== undefined;
while ( ( elem = elem[ dir ] ) && elem.nodeType !== 9 ) {
if ( elem.nodeType === 1 ) {
if ( truncate && jQuery( elem ).is( until ) ) {
break;
}
matched.push( elem );
}
}
return matched;
};
var siblings = function( n, elem ) {
var matched = [];
for ( ; n; n = n.nextSibling ) {
if ( n.nodeType === 1 && n !== elem ) {
matched.push( n );
}
}
return matched;
};
var rneedsContext = jQuery.expr.match.needsContext;
var rsingleTag = ( /^<([\w-]+)\s*\/?>(?:<\/\1>|)$/ );
var risSimple = /^.[^:#\[\.,]*$/;
// Implement the identical functionality for filter and not
function winnow( elements, qualifier, not ) {
if ( jQuery.isFunction( qualifier ) ) {
return jQuery.grep( elements, function( elem, i ) {
/* jshint -W018 */
return !!qualifier.call( elem, i, elem ) !== not;
} );
}
if ( qualifier.nodeType ) {
return jQuery.grep( elements, function( elem ) {
return ( elem === qualifier ) !== not;
} );
}
if ( typeof qualifier === "string" ) {
if ( risSimple.test( qualifier ) ) {
return jQuery.filter( qualifier, elements, not );
}
qualifier = jQuery.filter( qualifier, elements );
}
return jQuery.grep( elements, function( elem ) {
return ( indexOf.call( qualifier, elem ) > -1 ) !== not;
} );
}
jQuery.filter = function( expr, elems, not ) {
var elem = elems[ 0 ];
if ( not ) {
expr = ":not(" + expr + ")";
}
return elems.length === 1 && elem.nodeType === 1 ?
jQuery.find.matchesSelector( elem, expr ) ? [ elem ] : [] :
jQuery.find.matches( expr, jQuery.grep( elems, function( elem ) {
return elem.nodeType === 1;
} ) );
};
jQuery.fn.extend( {
find: function( selector ) {
var i,
len = this.length,
ret = [],
self = this;
if ( typeof selector !== "string" ) {
return this.pushStack( jQuery( selector ).filter( function() {
for ( i = 0; i < len; i++ ) {
if ( jQuery.contains( self[ i ], this ) ) {
return true;
}
}
} ) );
}
for ( i = 0; i < len; i++ ) {
jQuery.find( selector, self[ i ], ret );
}
// Needed because $( selector, context ) becomes $( context ).find( selector )
ret = this.pushStack( len > 1 ? jQuery.unique( ret ) : ret );
ret.selector = this.selector ? this.selector + " " + selector : selector;
return ret;
},
filter: function( selector ) {
return this.pushStack( winnow( this, selector || [], false ) );
},
not: function( selector ) {
return this.pushStack( winnow( this, selector || [], true ) );
},
is: function( selector ) {
return !!winnow(
this,
// If this is a positional/relative selector, check membership in the returned set
// so $("p:first").is("p:last") won't return true for a doc with two "p".
typeof selector === "string" && rneedsContext.test( selector ) ?
jQuery( selector ) :
selector || [],
false
).length;
}
} );
// Initialize a jQuery object
// A central reference to the root jQuery(document)
var rootjQuery,
// A simple way to check for HTML strings
// Prioritize #id over to avoid XSS via location.hash (#9521)
// Strict HTML recognition (#11290: must start with <)
rquickExpr = /^(?:\s*(<[\w\W]+>)[^>]*|#([\w-]*))$/,
init = jQuery.fn.init = function( selector, context, root ) {
var match, elem;
// HANDLE: $(""), $(null), $(undefined), $(false)
if ( !selector ) {
return this;
}
// Method init() accepts an alternate rootjQuery
// so migrate can support jQuery.sub (gh-2101)
root = root || rootjQuery;
// Handle HTML strings
if ( typeof selector === "string" ) {
if ( selector[ 0 ] === "<" &&
selector[ selector.length - 1 ] === ">" &&
selector.length >= 3 ) {
// Assume that strings that start and end with <> are HTML and skip the regex check
match = [ null, selector, null ];
} else {
match = rquickExpr.exec( selector );
}
// Match html or make sure no context is specified for #id
if ( match && ( match[ 1 ] || !context ) ) {
// HANDLE: $(html) -> $(array)
if ( match[ 1 ] ) {
context = context instanceof jQuery ? context[ 0 ] : context;
// Option to run scripts is true for back-compat
// Intentionally let the error be thrown if parseHTML is not present
jQuery.merge( this, jQuery.parseHTML(
match[ 1 ],
context && context.nodeType ? context.ownerDocument || context : document,
true
) );
// HANDLE: $(html, props)
if ( rsingleTag.test( match[ 1 ] ) && jQuery.isPlainObject( context ) ) {
for ( match in context ) {
// Properties of context are called as methods if possible
if ( jQuery.isFunction( this[ match ] ) ) {
this[ match ]( context[ match ] );
// ...and otherwise set as attributes
} else {
this.attr( match, context[ match ] );
}
}
}
return this;
// HANDLE: $(#id)
} else {
elem = document.getElementById( match[ 2 ] );
// Support: Blackberry 4.6
// gEBID returns nodes no longer in the document (#6963)
if ( elem && elem.parentNode ) {
// Inject the element directly into the jQuery object
this.length = 1;
this[ 0 ] = elem;
}
this.context = document;
this.selector = selector;
return this;
}
// HANDLE: $(expr, $(...))
} else if ( !context || context.jquery ) {
return ( context || root ).find( selector );
// HANDLE: $(expr, context)
// (which is just equivalent to: $(context).find(expr)
} else {
return this.constructor( context ).find( selector );
}
// HANDLE: $(DOMElement)
} else if ( selector.nodeType ) {
this.context = this[ 0 ] = selector;
this.length = 1;
return this;
// HANDLE: $(function)
// Shortcut for document ready
} else if ( jQuery.isFunction( selector ) ) {
return root.ready !== undefined ?
root.ready( selector ) :
// Execute immediately if ready is not present
selector( jQuery );
}
if ( selector.selector !== undefined ) {
this.selector = selector.selector;
this.context = selector.context;
}
return jQuery.makeArray( selector, this );
};
// Give the init function the jQuery prototype for later instantiation
init.prototype = jQuery.fn;
// Initialize central reference
rootjQuery = jQuery( document );
var rparentsprev = /^(?:parents|prev(?:Until|All))/,
// Methods guaranteed to produce a unique set when starting from a unique set
guaranteedUnique = {
children: true,
contents: true,
next: true,
prev: true
};
jQuery.fn.extend( {
has: function( target ) {
var targets = jQuery( target, this ),
l = targets.length;
return this.filter( function() {
var i = 0;
for ( ; i < l; i++ ) {
if ( jQuery.contains( this, targets[ i ] ) ) {
return true;
}
}
} );
},
closest: function( selectors, context ) {
var cur,
i = 0,
l = this.length,
matched = [],
pos = rneedsContext.test( selectors ) || typeof selectors !== "string" ?
jQuery( selectors, context || this.context ) :
0;
for ( ; i < l; i++ ) {
for ( cur = this[ i ]; cur && cur !== context; cur = cur.parentNode ) {
// Always skip document fragments
if ( cur.nodeType < 11 && ( pos ?
pos.index( cur ) > -1 :
// Don't pass non-elements to Sizzle
cur.nodeType === 1 &&
jQuery.find.matchesSelector( cur, selectors ) ) ) {
matched.push( cur );
break;
}
}
}
return this.pushStack( matched.length > 1 ? jQuery.uniqueSort( matched ) : matched );
},
// Determine the position of an element within the set
index: function( elem ) {
// No argument, return index in parent
if ( !elem ) {
return ( this[ 0 ] && this[ 0 ].parentNode ) ? this.first().prevAll().length : -1;
}
// Index in selector
if ( typeof elem === "string" ) {
return indexOf.call( jQuery( elem ), this[ 0 ] );
}
// Locate the position of the desired element
return indexOf.call( this,
// If it receives a jQuery object, the first element is used
elem.jquery ? elem[ 0 ] : elem
);
},
add: function( selector, context ) {
return this.pushStack(
jQuery.uniqueSort(
jQuery.merge( this.get(), jQuery( selector, context ) )
)
);
},
addBack: function( selector ) {
return this.add( selector == null ?
this.prevObject : this.prevObject.filter( selector )
);
}
} );
function sibling( cur, dir ) {
while ( ( cur = cur[ dir ] ) && cur.nodeType !== 1 ) {}
return cur;
}
jQuery.each( {
parent: function( elem ) {
var parent = elem.parentNode;
return parent && parent.nodeType !== 11 ? parent : null;
},
parents: function( elem ) {
return dir( elem, "parentNode" );
},
parentsUntil: function( elem, i, until ) {
return dir( elem, "parentNode", until );
},
next: function( elem ) {
return sibling( elem, "nextSibling" );
},
prev: function( elem ) {
return sibling( elem, "previousSibling" );
},
nextAll: function( elem ) {
return dir( elem, "nextSibling" );
},
prevAll: function( elem ) {
return dir( elem, "previousSibling" );
},
nextUntil: function( elem, i, until ) {
return dir( elem, "nextSibling", until );
},
prevUntil: function( elem, i, until ) {
return dir( elem, "previousSibling", until );
},
siblings: function( elem ) {
return siblings( ( elem.parentNode || {} ).firstChild, elem );
},
children: function( elem ) {
return siblings( elem.firstChild );
},
contents: function( elem ) {
return elem.contentDocument || jQuery.merge( [], elem.childNodes );
}
}, function( name, fn ) {
jQuery.fn[ name ] = function( until, selector ) {
var matched = jQuery.map( this, fn, until );
if ( name.slice( -5 ) !== "Until" ) {
selector = until;
}
if ( selector && typeof selector === "string" ) {
matched = jQuery.filter( selector, matched );
}
if ( this.length > 1 ) {
// Remove duplicates
if ( !guaranteedUnique[ name ] ) {
jQuery.uniqueSort( matched );
}
// Reverse order for parents* and prev-derivatives
if ( rparentsprev.test( name ) ) {
matched.reverse();
}
}
return this.pushStack( matched );
};
} );
var rnotwhite = ( /\S+/g );
// Convert String-formatted options into Object-formatted ones
function createOptions( options ) {
var object = {};
jQuery.each( options.match( rnotwhite ) || [], function( _, flag ) {
object[ flag ] = true;
} );
return object;
}
/*
* Create a callback list using the following parameters:
*
* options: an optional list of space-separated options that will change how
* the callback list behaves or a more traditional option object
*
* By default a callback list will act like an event callback list and can be
* "fired" multiple times.
*
* Possible options:
*
* once: will ensure the callback list can only be fired once (like a Deferred)
*
* memory: will keep track of previous values and will call any callback added
* after the list has been fired right away with the latest "memorized"
* values (like a Deferred)
*
* unique: will ensure a callback can only be added once (no duplicate in the list)
*
* stopOnFalse: interrupt callings when a callback returns false
*
*/
jQuery.Callbacks = function( options ) {
// Convert options from String-formatted to Object-formatted if needed
// (we check in cache first)
options = typeof options === "string" ?
createOptions( options ) :
jQuery.extend( {}, options );
var // Flag to know if list is currently firing
firing,
// Last fire value for non-forgettable lists
memory,
// Flag to know if list was already fired
fired,
// Flag to prevent firing
locked,
// Actual callback list
list = [],
// Queue of execution data for repeatable lists
queue = [],
// Index of currently firing callback (modified by add/remove as needed)
firingIndex = -1,
// Fire callbacks
fire = function() {
// Enforce single-firing
locked = options.once;
// Execute callbacks for all pending executions,
// respecting firingIndex overrides and runtime changes
fired = firing = true;
for ( ; queue.length; firingIndex = -1 ) {
memory = queue.shift();
while ( ++firingIndex < list.length ) {
// Run callback and check for early termination
if ( list[ firingIndex ].apply( memory[ 0 ], memory[ 1 ] ) === false &&
options.stopOnFalse ) {
// Jump to end and forget the data so .add doesn't re-fire
firingIndex = list.length;
memory = false;
}
}
}
// Forget the data if we're done with it
if ( !options.memory ) {
memory = false;
}
firing = false;
// Clean up if we're done firing for good
if ( locked ) {
// Keep an empty list if we have data for future add calls
if ( memory ) {
list = [];
// Otherwise, this object is spent
} else {
list = "";
}
}
},
// Actual Callbacks object
self = {
// Add a callback or a collection of callbacks to the list
add: function() {
if ( list ) {
// If we have memory from a past run, we should fire after adding
if ( memory && !firing ) {
firingIndex = list.length - 1;
queue.push( memory );
}
( function add( args ) {
jQuery.each( args, function( _, arg ) {
if ( jQuery.isFunction( arg ) ) {
if ( !options.unique || !self.has( arg ) ) {
list.push( arg );
}
} else if ( arg && arg.length && jQuery.type( arg ) !== "string" ) {
// Inspect recursively
add( arg );
}
} );
} )( arguments );
if ( memory && !firing ) {
fire();
}
}
return this;
},
// Remove a callback from the list
remove: function() {
jQuery.each( arguments, function( _, arg ) {
var index;
while ( ( index = jQuery.inArray( arg, list, index ) ) > -1 ) {
list.splice( index, 1 );
// Handle firing indexes
if ( index <= firingIndex ) {
firingIndex--;
}
}
} );
return this;
},
// Check if a given callback is in the list.
// If no argument is given, return whether or not list has callbacks attached.
has: function( fn ) {
return fn ?
jQuery.inArray( fn, list ) > -1 :
list.length > 0;
},
// Remove all callbacks from the list
empty: function() {
if ( list ) {
list = [];
}
return this;
},
// Disable .fire and .add
// Abort any current/pending executions
// Clear all callbacks and values
disable: function() {
locked = queue = [];
list = memory = "";
return this;
},
disabled: function() {
return !list;
},
// Disable .fire
// Also disable .add unless we have memory (since it would have no effect)
// Abort any pending executions
lock: function() {
locked = queue = [];
if ( !memory ) {
list = memory = "";
}
return this;
},
locked: function() {
return !!locked;
},
// Call all callbacks with the given context and arguments
fireWith: function( context, args ) {
if ( !locked ) {
args = args || [];
args = [ context, args.slice ? args.slice() : args ];
queue.push( args );
if ( !firing ) {
fire();
}
}
return this;
},
// Call all the callbacks with the given arguments
fire: function() {
self.fireWith( this, arguments );
return this;
},
// To know if the callbacks have already been called at least once
fired: function() {
return !!fired;
}
};
return self;
};
jQuery.extend( {
Deferred: function( func ) {
var tuples = [
// action, add listener, listener list, final state
[ "resolve", "done", jQuery.Callbacks( "once memory" ), "resolved" ],
[ "reject", "fail", jQuery.Callbacks( "once memory" ), "rejected" ],
[ "notify", "progress", jQuery.Callbacks( "memory" ) ]
],
state = "pending",
promise = {
state: function() {
return state;
},
always: function() {
deferred.done( arguments ).fail( arguments );
return this;
},
then: function( /* fnDone, fnFail, fnProgress */ ) {
var fns = arguments;
return jQuery.Deferred( function( newDefer ) {
jQuery.each( tuples, function( i, tuple ) {
var fn = jQuery.isFunction( fns[ i ] ) && fns[ i ];
// deferred[ done | fail | progress ] for forwarding actions to newDefer
deferred[ tuple[ 1 ] ]( function() {
var returned = fn && fn.apply( this, arguments );
if ( returned && jQuery.isFunction( returned.promise ) ) {
returned.promise()
.progress( newDefer.notify )
.done( newDefer.resolve )
.fail( newDefer.reject );
} else {
newDefer[ tuple[ 0 ] + "With" ](
this === promise ? newDefer.promise() : this,
fn ? [ returned ] : arguments
);
}
} );
} );
fns = null;
} ).promise();
},
// Get a promise for this deferred
// If obj is provided, the promise aspect is added to the object
promise: function( obj ) {
return obj != null ? jQuery.extend( obj, promise ) : promise;
}
},
deferred = {};
// Keep pipe for back-compat
promise.pipe = promise.then;
// Add list-specific methods
jQuery.each( tuples, function( i, tuple ) {
var list = tuple[ 2 ],
stateString = tuple[ 3 ];
// promise[ done | fail | progress ] = list.add
promise[ tuple[ 1 ] ] = list.add;
// Handle state
if ( stateString ) {
list.add( function() {
// state = [ resolved | rejected ]
state = stateString;
// [ reject_list | resolve_list ].disable; progress_list.lock
}, tuples[ i ^ 1 ][ 2 ].disable, tuples[ 2 ][ 2 ].lock );
}
// deferred[ resolve | reject | notify ]
deferred[ tuple[ 0 ] ] = function() {
deferred[ tuple[ 0 ] + "With" ]( this === deferred ? promise : this, arguments );
return this;
};
deferred[ tuple[ 0 ] + "With" ] = list.fireWith;
} );
// Make the deferred a promise
promise.promise( deferred );
// Call given func if any
if ( func ) {
func.call( deferred, deferred );
}
// All done!
return deferred;
},
// Deferred helper
when: function( subordinate /* , ..., subordinateN */ ) {
var i = 0,
resolveValues = slice.call( arguments ),
length = resolveValues.length,
// the count of uncompleted subordinates
remaining = length !== 1 ||
( subordinate && jQuery.isFunction( subordinate.promise ) ) ? length : 0,
// the master Deferred.
// If resolveValues consist of only a single Deferred, just use that.
deferred = remaining === 1 ? subordinate : jQuery.Deferred(),
// Update function for both resolve and progress values
updateFunc = function( i, contexts, values ) {
return function( value ) {
contexts[ i ] = this;
values[ i ] = arguments.length > 1 ? slice.call( arguments ) : value;
if ( values === progressValues ) {
deferred.notifyWith( contexts, values );
} else if ( !( --remaining ) ) {
deferred.resolveWith( contexts, values );
}
};
},
progressValues, progressContexts, resolveContexts;
// Add listeners to Deferred subordinates; treat others as resolved
if ( length > 1 ) {
progressValues = new Array( length );
progressContexts = new Array( length );
resolveContexts = new Array( length );
for ( ; i < length; i++ ) {
if ( resolveValues[ i ] && jQuery.isFunction( resolveValues[ i ].promise ) ) {
resolveValues[ i ].promise()
.progress( updateFunc( i, progressContexts, progressValues ) )
.done( updateFunc( i, resolveContexts, resolveValues ) )
.fail( deferred.reject );
} else {
--remaining;
}
}
}
// If we're not waiting on anything, resolve the master
if ( !remaining ) {
deferred.resolveWith( resolveContexts, resolveValues );
}
return deferred.promise();
}
} );
// The deferred used on DOM ready
var readyList;
jQuery.fn.ready = function( fn ) {
// Add the callback
jQuery.ready.promise().done( fn );
return this;
};
jQuery.extend( {
// Is the DOM ready to be used? Set to true once it occurs.
isReady: false,
// A counter to track how many items to wait for before
// the ready event fires. See #6781
readyWait: 1,
// Hold (or release) the ready event
holdReady: function( hold ) {
if ( hold ) {
jQuery.readyWait++;
} else {
jQuery.ready( true );
}
},
// Handle when the DOM is ready
ready: function( wait ) {
// Abort if there are pending holds or we're already ready
if ( wait === true ? --jQuery.readyWait : jQuery.isReady ) {
return;
}
// Remember that the DOM is ready
jQuery.isReady = true;
// If a normal DOM Ready event fired, decrement, and wait if need be
if ( wait !== true && --jQuery.readyWait > 0 ) {
return;
}
// If there are functions bound, to execute
readyList.resolveWith( document, [ jQuery ] );
// Trigger any bound ready events
if ( jQuery.fn.triggerHandler ) {
jQuery( document ).triggerHandler( "ready" );
jQuery( document ).off( "ready" );
}
}
} );
/**
* The ready event handler and self cleanup method
*/
function completed() {
document.removeEventListener( "DOMContentLoaded", completed );
window.removeEventListener( "load", completed );
jQuery.ready();
}
jQuery.ready.promise = function( obj ) {
if ( !readyList ) {
readyList = jQuery.Deferred();
// Catch cases where $(document).ready() is called
// after the browser event has already occurred.
// Support: IE9-10 only
// Older IE sometimes signals "interactive" too soon
if ( document.readyState === "complete" ||
( document.readyState !== "loading" && !document.documentElement.doScroll ) ) {
// Handle it asynchronously to allow scripts the opportunity to delay ready
window.setTimeout( jQuery.ready );
} else {
// Use the handy event callback
document.addEventListener( "DOMContentLoaded", completed );
// A fallback to window.onload, that will always work
window.addEventListener( "load", completed );
}
}
return readyList.promise( obj );
};
// Kick off the DOM ready check even if the user does not
jQuery.ready.promise();
// Multifunctional method to get and set values of a collection
// The value/s can optionally be executed if it's a function
var access = function( elems, fn, key, value, chainable, emptyGet, raw ) {
var i = 0,
len = elems.length,
bulk = key == null;
// Sets many values
if ( jQuery.type( key ) === "object" ) {
chainable = true;
for ( i in key ) {
access( elems, fn, i, key[ i ], true, emptyGet, raw );
}
// Sets one value
} else if ( value !== undefined ) {
chainable = true;
if ( !jQuery.isFunction( value ) ) {
raw = true;
}
if ( bulk ) {
// Bulk operations run against the entire set
if ( raw ) {
fn.call( elems, value );
fn = null;
// ...except when executing function values
} else {
bulk = fn;
fn = function( elem, key, value ) {
return bulk.call( jQuery( elem ), value );
};
}
}
if ( fn ) {
for ( ; i < len; i++ ) {
fn(
elems[ i ], key, raw ?
value :
value.call( elems[ i ], i, fn( elems[ i ], key ) )
);
}
}
}
return chainable ?
elems :
// Gets
bulk ?
fn.call( elems ) :
len ? fn( elems[ 0 ], key ) : emptyGet;
};
var acceptData = function( owner ) {
// Accepts only:
// - Node
// - Node.ELEMENT_NODE
// - Node.DOCUMENT_NODE
// - Object
// - Any
/* jshint -W018 */
return owner.nodeType === 1 || owner.nodeType === 9 || !( +owner.nodeType );
};
function Data() {
this.expando = jQuery.expando + Data.uid++;
}
Data.uid = 1;
Data.prototype = {
register: function( owner, initial ) {
var value = initial || {};
// If it is a node unlikely to be stringify-ed or looped over
// use plain assignment
if ( owner.nodeType ) {
owner[ this.expando ] = value;
// Otherwise secure it in a non-enumerable, non-writable property
// configurability must be true to allow the property to be
// deleted with the delete operator
} else {
Object.defineProperty( owner, this.expando, {
value: value,
writable: true,
configurable: true
} );
}
return owner[ this.expando ];
},
cache: function( owner ) {
// We can accept data for non-element nodes in modern browsers,
// but we should not, see #8335.
// Always return an empty object.
if ( !acceptData( owner ) ) {
return {};
}
// Check if the owner object already has a cache
var value = owner[ this.expando ];
// If not, create one
if ( !value ) {
value = {};
// We can accept data for non-element nodes in modern browsers,
// but we should not, see #8335.
// Always return an empty object.
if ( acceptData( owner ) ) {
// If it is a node unlikely to be stringify-ed or looped over
// use plain assignment
if ( owner.nodeType ) {
owner[ this.expando ] = value;
// Otherwise secure it in a non-enumerable property
// configurable must be true to allow the property to be
// deleted when data is removed
} else {
Object.defineProperty( owner, this.expando, {
value: value,
configurable: true
} );
}
}
}
return value;
},
set: function( owner, data, value ) {
var prop,
cache = this.cache( owner );
// Handle: [ owner, key, value ] args
if ( typeof data === "string" ) {
cache[ data ] = value;
// Handle: [ owner, { properties } ] args
} else {
// Copy the properties one-by-one to the cache object
for ( prop in data ) {
cache[ prop ] = data[ prop ];
}
}
return cache;
},
get: function( owner, key ) {
return key === undefined ?
this.cache( owner ) :
owner[ this.expando ] && owner[ this.expando ][ key ];
},
access: function( owner, key, value ) {
var stored;
// In cases where either:
//
// 1. No key was specified
// 2. A string key was specified, but no value provided
//
// Take the "read" path and allow the get method to determine
// which value to return, respectively either:
//
// 1. The entire cache object
// 2. The data stored at the key
//
if ( key === undefined ||
( ( key && typeof key === "string" ) && value === undefined ) ) {
stored = this.get( owner, key );
return stored !== undefined ?
stored : this.get( owner, jQuery.camelCase( key ) );
}
// When the key is not a string, or both a key and value
// are specified, set or extend (existing objects) with either:
//
// 1. An object of properties
// 2. A key and value
//
this.set( owner, key, value );
// Since the "set" path can have two possible entry points
// return the expected data based on which path was taken[*]
return value !== undefined ? value : key;
},
remove: function( owner, key ) {
var i, name, camel,
cache = owner[ this.expando ];
if ( cache === undefined ) {
return;
}
if ( key === undefined ) {
this.register( owner );
} else {
// Support array or space separated string of keys
if ( jQuery.isArray( key ) ) {
// If "name" is an array of keys...
// When data is initially created, via ("key", "val") signature,
// keys will be converted to camelCase.
// Since there is no way to tell _how_ a key was added, remove
// both plain key and camelCase key. #12786
// This will only penalize the array argument path.
name = key.concat( key.map( jQuery.camelCase ) );
} else {
camel = jQuery.camelCase( key );
// Try the string as a key before any manipulation
if ( key in cache ) {
name = [ key, camel ];
} else {
// If a key with the spaces exists, use it.
// Otherwise, create an array by matching non-whitespace
name = camel;
name = name in cache ?
[ name ] : ( name.match( rnotwhite ) || [] );
}
}
i = name.length;
while ( i-- ) {
delete cache[ name[ i ] ];
}
}
// Remove the expando if there's no more data
if ( key === undefined || jQuery.isEmptyObject( cache ) ) {
// Support: Chrome <= 35-45+
// Webkit & Blink performance suffers when deleting properties
// from DOM nodes, so set to undefined instead
// https://code.google.com/p/chromium/issues/detail?id=378607
if ( owner.nodeType ) {
owner[ this.expando ] = undefined;
} else {
delete owner[ this.expando ];
}
}
},
hasData: function( owner ) {
var cache = owner[ this.expando ];
return cache !== undefined && !jQuery.isEmptyObject( cache );
}
};
var dataPriv = new Data();
var dataUser = new Data();
// Implementation Summary
//
// 1. Enforce API surface and semantic compatibility with 1.9.x branch
// 2. Improve the module's maintainability by reducing the storage
// paths to a single mechanism.
// 3. Use the same single mechanism to support "private" and "user" data.
// 4. _Never_ expose "private" data to user code (TODO: Drop _data, _removeData)
// 5. Avoid exposing implementation details on user objects (eg. expando properties)
// 6. Provide a clear path for implementation upgrade to WeakMap in 2014
var rbrace = /^(?:\{[\w\W]*\}|\[[\w\W]*\])$/,
rmultiDash = /[A-Z]/g;
function dataAttr( elem, key, data ) {
var name;
// If nothing was found internally, try to fetch any
// data from the HTML5 data-* attribute
if ( data === undefined && elem.nodeType === 1 ) {
name = "data-" + key.replace( rmultiDash, "-$&" ).toLowerCase();
data = elem.getAttribute( name );
if ( typeof data === "string" ) {
try {
data = data === "true" ? true :
data === "false" ? false :
data === "null" ? null :
// Only convert to a number if it doesn't change the string
+data + "" === data ? +data :
rbrace.test( data ) ? jQuery.parseJSON( data ) :
data;
} catch ( e ) {}
// Make sure we set the data so it isn't changed later
dataUser.set( elem, key, data );
} else {
data = undefined;
}
}
return data;
}
jQuery.extend( {
hasData: function( elem ) {
return dataUser.hasData( elem ) || dataPriv.hasData( elem );
},
data: function( elem, name, data ) {
return dataUser.access( elem, name, data );
},
removeData: function( elem, name ) {
dataUser.remove( elem, name );
},
// TODO: Now that all calls to _data and _removeData have been replaced
// with direct calls to dataPriv methods, these can be deprecated.
_data: function( elem, name, data ) {
return dataPriv.access( elem, name, data );
},
_removeData: function( elem, name ) {
dataPriv.remove( elem, name );
}
} );
jQuery.fn.extend( {
data: function( key, value ) {
var i, name, data,
elem = this[ 0 ],
attrs = elem && elem.attributes;
// Gets all values
if ( key === undefined ) {
if ( this.length ) {
data = dataUser.get( elem );
if ( elem.nodeType === 1 && !dataPriv.get( elem, "hasDataAttrs" ) ) {
i = attrs.length;
while ( i-- ) {
// Support: IE11+
// The attrs elements can be null (#14894)
if ( attrs[ i ] ) {
name = attrs[ i ].name;
if ( name.indexOf( "data-" ) === 0 ) {
name = jQuery.camelCase( name.slice( 5 ) );
dataAttr( elem, name, data[ name ] );
}
}
}
dataPriv.set( elem, "hasDataAttrs", true );
}
}
return data;
}
// Sets multiple values
if ( typeof key === "object" ) {
return this.each( function() {
dataUser.set( this, key );
} );
}
return access( this, function( value ) {
var data, camelKey;
// The calling jQuery object (element matches) is not empty
// (and therefore has an element appears at this[ 0 ]) and the
// `value` parameter was not undefined. An empty jQuery object
// will result in `undefined` for elem = this[ 0 ] which will
// throw an exception if an attempt to read a data cache is made.
if ( elem && value === undefined ) {
// Attempt to get data from the cache
// with the key as-is
data = dataUser.get( elem, key ) ||
// Try to find dashed key if it exists (gh-2779)
// This is for 2.2.x only
dataUser.get( elem, key.replace( rmultiDash, "-$&" ).toLowerCase() );
if ( data !== undefined ) {
return data;
}
camelKey = jQuery.camelCase( key );
// Attempt to get data from the cache
// with the key camelized
data = dataUser.get( elem, camelKey );
if ( data !== undefined ) {
return data;
}
// Attempt to "discover" the data in
// HTML5 custom data-* attrs
data = dataAttr( elem, camelKey, undefined );
if ( data !== undefined ) {
return data;
}
// We tried really hard, but the data doesn't exist.
return;
}
// Set the data...
camelKey = jQuery.camelCase( key );
this.each( function() {
// First, attempt to store a copy or reference of any
// data that might've been store with a camelCased key.
var data = dataUser.get( this, camelKey );
// For HTML5 data-* attribute interop, we have to
// store property names with dashes in a camelCase form.
// This might not apply to all properties...*
dataUser.set( this, camelKey, value );
// *... In the case of properties that might _actually_
// have dashes, we need to also store a copy of that
// unchanged property.
if ( key.indexOf( "-" ) > -1 && data !== undefined ) {
dataUser.set( this, key, value );
}
} );
}, null, value, arguments.length > 1, null, true );
},
removeData: function( key ) {
return this.each( function() {
dataUser.remove( this, key );
} );
}
} );
jQuery.extend( {
queue: function( elem, type, data ) {
var queue;
if ( elem ) {
type = ( type || "fx" ) + "queue";
queue = dataPriv.get( elem, type );
// Speed up dequeue by getting out quickly if this is just a lookup
if ( data ) {
if ( !queue || jQuery.isArray( data ) ) {
queue = dataPriv.access( elem, type, jQuery.makeArray( data ) );
} else {
queue.push( data );
}
}
return queue || [];
}
},
dequeue: function( elem, type ) {
type = type || "fx";
var queue = jQuery.queue( elem, type ),
startLength = queue.length,
fn = queue.shift(),
hooks = jQuery._queueHooks( elem, type ),
next = function() {
jQuery.dequeue( elem, type );
};
// If the fx queue is dequeued, always remove the progress sentinel
if ( fn === "inprogress" ) {
fn = queue.shift();
startLength--;
}
if ( fn ) {
// Add a progress sentinel to prevent the fx queue from being
// automatically dequeued
if ( type === "fx" ) {
queue.unshift( "inprogress" );
}
// Clear up the last queue stop function
delete hooks.stop;
fn.call( elem, next, hooks );
}
if ( !startLength && hooks ) {
hooks.empty.fire();
}
},
// Not public - generate a queueHooks object, or return the current one
_queueHooks: function( elem, type ) {
var key = type + "queueHooks";
return dataPriv.get( elem, key ) || dataPriv.access( elem, key, {
empty: jQuery.Callbacks( "once memory" ).add( function() {
dataPriv.remove( elem, [ type + "queue", key ] );
} )
} );
}
} );
jQuery.fn.extend( {
queue: function( type, data ) {
var setter = 2;
if ( typeof type !== "string" ) {
data = type;
type = "fx";
setter--;
}
if ( arguments.length < setter ) {
return jQuery.queue( this[ 0 ], type );
}
return data === undefined ?
this :
this.each( function() {
var queue = jQuery.queue( this, type, data );
// Ensure a hooks for this queue
jQuery._queueHooks( this, type );
if ( type === "fx" && queue[ 0 ] !== "inprogress" ) {
jQuery.dequeue( this, type );
}
} );
},
dequeue: function( type ) {
return this.each( function() {
jQuery.dequeue( this, type );
} );
},
clearQueue: function( type ) {
return this.queue( type || "fx", [] );
},
// Get a promise resolved when queues of a certain type
// are emptied (fx is the type by default)
promise: function( type, obj ) {
var tmp,
count = 1,
defer = jQuery.Deferred(),
elements = this,
i = this.length,
resolve = function() {
if ( !( --count ) ) {
defer.resolveWith( elements, [ elements ] );
}
};
if ( typeof type !== "string" ) {
obj = type;
type = undefined;
}
type = type || "fx";
while ( i-- ) {
tmp = dataPriv.get( elements[ i ], type + "queueHooks" );
if ( tmp && tmp.empty ) {
count++;
tmp.empty.add( resolve );
}
}
resolve();
return defer.promise( obj );
}
} );
var pnum = ( /[+-]?(?:\d*\.|)\d+(?:[eE][+-]?\d+|)/ ).source;
var rcssNum = new RegExp( "^(?:([+-])=|)(" + pnum + ")([a-z%]*)$", "i" );
var cssExpand = [ "Top", "Right", "Bottom", "Left" ];
var isHidden = function( elem, el ) {
// isHidden might be called from jQuery#filter function;
// in that case, element will be second argument
elem = el || elem;
return jQuery.css( elem, "display" ) === "none" ||
!jQuery.contains( elem.ownerDocument, elem );
};
function adjustCSS( elem, prop, valueParts, tween ) {
var adjusted,
scale = 1,
maxIterations = 20,
currentValue = tween ?
function() { return tween.cur(); } :
function() { return jQuery.css( elem, prop, "" ); },
initial = currentValue(),
unit = valueParts && valueParts[ 3 ] || ( jQuery.cssNumber[ prop ] ? "" : "px" ),
// Starting value computation is required for potential unit mismatches
initialInUnit = ( jQuery.cssNumber[ prop ] || unit !== "px" && +initial ) &&
rcssNum.exec( jQuery.css( elem, prop ) );
if ( initialInUnit && initialInUnit[ 3 ] !== unit ) {
// Trust units reported by jQuery.css
unit = unit || initialInUnit[ 3 ];
// Make sure we update the tween properties later on
valueParts = valueParts || [];
// Iteratively approximate from a nonzero starting point
initialInUnit = +initial || 1;
do {
// If previous iteration zeroed out, double until we get *something*.
// Use string for doubling so we don't accidentally see scale as unchanged below
scale = scale || ".5";
// Adjust and apply
initialInUnit = initialInUnit / scale;
jQuery.style( elem, prop, initialInUnit + unit );
// Update scale, tolerating zero or NaN from tween.cur()
// Break the loop if scale is unchanged or perfect, or if we've just had enough.
} while (
scale !== ( scale = currentValue() / initial ) && scale !== 1 && --maxIterations
);
}
if ( valueParts ) {
initialInUnit = +initialInUnit || +initial || 0;
// Apply relative offset (+=/-=) if specified
adjusted = valueParts[ 1 ] ?
initialInUnit + ( valueParts[ 1 ] + 1 ) * valueParts[ 2 ] :
+valueParts[ 2 ];
if ( tween ) {
tween.unit = unit;
tween.start = initialInUnit;
tween.end = adjusted;
}
}
return adjusted;
}
var rcheckableType = ( /^(?:checkbox|radio)$/i );
var rtagName = ( /<([\w:-]+)/ );
var rscriptType = ( /^$|\/(?:java|ecma)script/i );
// We have to close these tags to support XHTML (#13200)
var wrapMap = {
// Support: IE9
option: [ 1, "" ],
// XHTML parsers do not magically insert elements in the
// same way that tag soup parsers do. So we cannot shorten
// this by omitting or other required elements.
thead: [ 1, "
", "
" ],
col: [ 2, "
", "
" ],
tr: [ 2, "
", "
" ],
td: [ 3, "
", "
" ],
_default: [ 0, "", "" ]
};
// Support: IE9
wrapMap.optgroup = wrapMap.option;
wrapMap.tbody = wrapMap.tfoot = wrapMap.colgroup = wrapMap.caption = wrapMap.thead;
wrapMap.th = wrapMap.td;
function getAll( context, tag ) {
// Support: IE9-11+
// Use typeof to avoid zero-argument method invocation on host objects (#15151)
var ret = typeof context.getElementsByTagName !== "undefined" ?
context.getElementsByTagName( tag || "*" ) :
typeof context.querySelectorAll !== "undefined" ?
context.querySelectorAll( tag || "*" ) :
[];
return tag === undefined || tag && jQuery.nodeName( context, tag ) ?
jQuery.merge( [ context ], ret ) :
ret;
}
// Mark scripts as having already been evaluated
function setGlobalEval( elems, refElements ) {
var i = 0,
l = elems.length;
for ( ; i < l; i++ ) {
dataPriv.set(
elems[ i ],
"globalEval",
!refElements || dataPriv.get( refElements[ i ], "globalEval" )
);
}
}
var rhtml = /<|?\w+;/;
function buildFragment( elems, context, scripts, selection, ignored ) {
var elem, tmp, tag, wrap, contains, j,
fragment = context.createDocumentFragment(),
nodes = [],
i = 0,
l = elems.length;
for ( ; i < l; i++ ) {
elem = elems[ i ];
if ( elem || elem === 0 ) {
// Add nodes directly
if ( jQuery.type( elem ) === "object" ) {
// Support: Android<4.1, PhantomJS<2
// push.apply(_, arraylike) throws on ancient WebKit
jQuery.merge( nodes, elem.nodeType ? [ elem ] : elem );
// Convert non-html into a text node
} else if ( !rhtml.test( elem ) ) {
nodes.push( context.createTextNode( elem ) );
// Convert html into DOM nodes
} else {
tmp = tmp || fragment.appendChild( context.createElement( "div" ) );
// Deserialize a standard representation
tag = ( rtagName.exec( elem ) || [ "", "" ] )[ 1 ].toLowerCase();
wrap = wrapMap[ tag ] || wrapMap._default;
tmp.innerHTML = wrap[ 1 ] + jQuery.htmlPrefilter( elem ) + wrap[ 2 ];
// Descend through wrappers to the right content
j = wrap[ 0 ];
while ( j-- ) {
tmp = tmp.lastChild;
}
// Support: Android<4.1, PhantomJS<2
// push.apply(_, arraylike) throws on ancient WebKit
jQuery.merge( nodes, tmp.childNodes );
// Remember the top-level container
tmp = fragment.firstChild;
// Ensure the created nodes are orphaned (#12392)
tmp.textContent = "";
}
}
}
// Remove wrapper from fragment
fragment.textContent = "";
i = 0;
while ( ( elem = nodes[ i++ ] ) ) {
// Skip elements already in the context collection (trac-4087)
if ( selection && jQuery.inArray( elem, selection ) > -1 ) {
if ( ignored ) {
ignored.push( elem );
}
continue;
}
contains = jQuery.contains( elem.ownerDocument, elem );
// Append to fragment
tmp = getAll( fragment.appendChild( elem ), "script" );
// Preserve script evaluation history
if ( contains ) {
setGlobalEval( tmp );
}
// Capture executables
if ( scripts ) {
j = 0;
while ( ( elem = tmp[ j++ ] ) ) {
if ( rscriptType.test( elem.type || "" ) ) {
scripts.push( elem );
}
}
}
}
return fragment;
}
( function() {
var fragment = document.createDocumentFragment(),
div = fragment.appendChild( document.createElement( "div" ) ),
input = document.createElement( "input" );
// Support: Android 4.0-4.3, Safari<=5.1
// Check state lost if the name is set (#11217)
// Support: Windows Web Apps (WWA)
// `name` and `type` must use .setAttribute for WWA (#14901)
input.setAttribute( "type", "radio" );
input.setAttribute( "checked", "checked" );
input.setAttribute( "name", "t" );
div.appendChild( input );
// Support: Safari<=5.1, Android<4.2
// Older WebKit doesn't clone checked state correctly in fragments
support.checkClone = div.cloneNode( true ).cloneNode( true ).lastChild.checked;
// Support: IE<=11+
// Make sure textarea (and checkbox) defaultValue is properly cloned
div.innerHTML = "";
support.noCloneChecked = !!div.cloneNode( true ).lastChild.defaultValue;
} )();
var
rkeyEvent = /^key/,
rmouseEvent = /^(?:mouse|pointer|contextmenu|drag|drop)|click/,
rtypenamespace = /^([^.]*)(?:\.(.+)|)/;
function returnTrue() {
return true;
}
function returnFalse() {
return false;
}
// Support: IE9
// See #13393 for more info
function safeActiveElement() {
try {
return document.activeElement;
} catch ( err ) { }
}
function on( elem, types, selector, data, fn, one ) {
var origFn, type;
// Types can be a map of types/handlers
if ( typeof types === "object" ) {
// ( types-Object, selector, data )
if ( typeof selector !== "string" ) {
// ( types-Object, data )
data = data || selector;
selector = undefined;
}
for ( type in types ) {
on( elem, type, selector, data, types[ type ], one );
}
return elem;
}
if ( data == null && fn == null ) {
// ( types, fn )
fn = selector;
data = selector = undefined;
} else if ( fn == null ) {
if ( typeof selector === "string" ) {
// ( types, selector, fn )
fn = data;
data = undefined;
} else {
// ( types, data, fn )
fn = data;
data = selector;
selector = undefined;
}
}
if ( fn === false ) {
fn = returnFalse;
} else if ( !fn ) {
return elem;
}
if ( one === 1 ) {
origFn = fn;
fn = function( event ) {
// Can use an empty set, since event contains the info
jQuery().off( event );
return origFn.apply( this, arguments );
};
// Use same guid so caller can remove using origFn
fn.guid = origFn.guid || ( origFn.guid = jQuery.guid++ );
}
return elem.each( function() {
jQuery.event.add( this, types, fn, data, selector );
} );
}
/*
* Helper functions for managing events -- not part of the public interface.
* Props to Dean Edwards' addEvent library for many of the ideas.
*/
jQuery.event = {
global: {},
add: function( elem, types, handler, data, selector ) {
var handleObjIn, eventHandle, tmp,
events, t, handleObj,
special, handlers, type, namespaces, origType,
elemData = dataPriv.get( elem );
// Don't attach events to noData or text/comment nodes (but allow plain objects)
if ( !elemData ) {
return;
}
// Caller can pass in an object of custom data in lieu of the handler
if ( handler.handler ) {
handleObjIn = handler;
handler = handleObjIn.handler;
selector = handleObjIn.selector;
}
// Make sure that the handler has a unique ID, used to find/remove it later
if ( !handler.guid ) {
handler.guid = jQuery.guid++;
}
// Init the element's event structure and main handler, if this is the first
if ( !( events = elemData.events ) ) {
events = elemData.events = {};
}
if ( !( eventHandle = elemData.handle ) ) {
eventHandle = elemData.handle = function( e ) {
// Discard the second event of a jQuery.event.trigger() and
// when an event is called after a page has unloaded
return typeof jQuery !== "undefined" && jQuery.event.triggered !== e.type ?
jQuery.event.dispatch.apply( elem, arguments ) : undefined;
};
}
// Handle multiple events separated by a space
types = ( types || "" ).match( rnotwhite ) || [ "" ];
t = types.length;
while ( t-- ) {
tmp = rtypenamespace.exec( types[ t ] ) || [];
type = origType = tmp[ 1 ];
namespaces = ( tmp[ 2 ] || "" ).split( "." ).sort();
// There *must* be a type, no attaching namespace-only handlers
if ( !type ) {
continue;
}
// If event changes its type, use the special event handlers for the changed type
special = jQuery.event.special[ type ] || {};
// If selector defined, determine special event api type, otherwise given type
type = ( selector ? special.delegateType : special.bindType ) || type;
// Update special based on newly reset type
special = jQuery.event.special[ type ] || {};
// handleObj is passed to all event handlers
handleObj = jQuery.extend( {
type: type,
origType: origType,
data: data,
handler: handler,
guid: handler.guid,
selector: selector,
needsContext: selector && jQuery.expr.match.needsContext.test( selector ),
namespace: namespaces.join( "." )
}, handleObjIn );
// Init the event handler queue if we're the first
if ( !( handlers = events[ type ] ) ) {
handlers = events[ type ] = [];
handlers.delegateCount = 0;
// Only use addEventListener if the special events handler returns false
if ( !special.setup ||
special.setup.call( elem, data, namespaces, eventHandle ) === false ) {
if ( elem.addEventListener ) {
elem.addEventListener( type, eventHandle );
}
}
}
if ( special.add ) {
special.add.call( elem, handleObj );
if ( !handleObj.handler.guid ) {
handleObj.handler.guid = handler.guid;
}
}
// Add to the element's handler list, delegates in front
if ( selector ) {
handlers.splice( handlers.delegateCount++, 0, handleObj );
} else {
handlers.push( handleObj );
}
// Keep track of which events have ever been used, for event optimization
jQuery.event.global[ type ] = true;
}
},
// Detach an event or set of events from an element
remove: function( elem, types, handler, selector, mappedTypes ) {
var j, origCount, tmp,
events, t, handleObj,
special, handlers, type, namespaces, origType,
elemData = dataPriv.hasData( elem ) && dataPriv.get( elem );
if ( !elemData || !( events = elemData.events ) ) {
return;
}
// Once for each type.namespace in types; type may be omitted
types = ( types || "" ).match( rnotwhite ) || [ "" ];
t = types.length;
while ( t-- ) {
tmp = rtypenamespace.exec( types[ t ] ) || [];
type = origType = tmp[ 1 ];
namespaces = ( tmp[ 2 ] || "" ).split( "." ).sort();
// Unbind all events (on this namespace, if provided) for the element
if ( !type ) {
for ( type in events ) {
jQuery.event.remove( elem, type + types[ t ], handler, selector, true );
}
continue;
}
special = jQuery.event.special[ type ] || {};
type = ( selector ? special.delegateType : special.bindType ) || type;
handlers = events[ type ] || [];
tmp = tmp[ 2 ] &&
new RegExp( "(^|\\.)" + namespaces.join( "\\.(?:.*\\.|)" ) + "(\\.|$)" );
// Remove matching events
origCount = j = handlers.length;
while ( j-- ) {
handleObj = handlers[ j ];
if ( ( mappedTypes || origType === handleObj.origType ) &&
( !handler || handler.guid === handleObj.guid ) &&
( !tmp || tmp.test( handleObj.namespace ) ) &&
( !selector || selector === handleObj.selector ||
selector === "**" && handleObj.selector ) ) {
handlers.splice( j, 1 );
if ( handleObj.selector ) {
handlers.delegateCount--;
}
if ( special.remove ) {
special.remove.call( elem, handleObj );
}
}
}
// Remove generic event handler if we removed something and no more handlers exist
// (avoids potential for endless recursion during removal of special event handlers)
if ( origCount && !handlers.length ) {
if ( !special.teardown ||
special.teardown.call( elem, namespaces, elemData.handle ) === false ) {
jQuery.removeEvent( elem, type, elemData.handle );
}
delete events[ type ];
}
}
// Remove data and the expando if it's no longer used
if ( jQuery.isEmptyObject( events ) ) {
dataPriv.remove( elem, "handle events" );
}
},
dispatch: function( event ) {
// Make a writable jQuery.Event from the native event object
event = jQuery.event.fix( event );
var i, j, ret, matched, handleObj,
handlerQueue = [],
args = slice.call( arguments ),
handlers = ( dataPriv.get( this, "events" ) || {} )[ event.type ] || [],
special = jQuery.event.special[ event.type ] || {};
// Use the fix-ed jQuery.Event rather than the (read-only) native event
args[ 0 ] = event;
event.delegateTarget = this;
// Call the preDispatch hook for the mapped type, and let it bail if desired
if ( special.preDispatch && special.preDispatch.call( this, event ) === false ) {
return;
}
// Determine handlers
handlerQueue = jQuery.event.handlers.call( this, event, handlers );
// Run delegates first; they may want to stop propagation beneath us
i = 0;
while ( ( matched = handlerQueue[ i++ ] ) && !event.isPropagationStopped() ) {
event.currentTarget = matched.elem;
j = 0;
while ( ( handleObj = matched.handlers[ j++ ] ) &&
!event.isImmediatePropagationStopped() ) {
// Triggered event must either 1) have no namespace, or 2) have namespace(s)
// a subset or equal to those in the bound event (both can have no namespace).
if ( !event.rnamespace || event.rnamespace.test( handleObj.namespace ) ) {
event.handleObj = handleObj;
event.data = handleObj.data;
ret = ( ( jQuery.event.special[ handleObj.origType ] || {} ).handle ||
handleObj.handler ).apply( matched.elem, args );
if ( ret !== undefined ) {
if ( ( event.result = ret ) === false ) {
event.preventDefault();
event.stopPropagation();
}
}
}
}
}
// Call the postDispatch hook for the mapped type
if ( special.postDispatch ) {
special.postDispatch.call( this, event );
}
return event.result;
},
handlers: function( event, handlers ) {
var i, matches, sel, handleObj,
handlerQueue = [],
delegateCount = handlers.delegateCount,
cur = event.target;
// Support (at least): Chrome, IE9
// Find delegate handlers
// Black-hole SVG