/*
* Bitmap
* 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.
*/
// namespace:
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");
*
* Note: 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.
*
* @class Bitmap
* @extends DisplayObject
* @constructor
* @param {Image | 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.
**/
var Bitmap = function(imageOrUri) {
this.initialize(imageOrUri);
}
var p = Bitmap.prototype = new createjs.DisplayObject();
// public properties:
/**
* The image to render. This can be an Image, a Canvas, or a Video.
* @property image
* @type Image | HTMLCanvasElement | HTMLVideoElement
**/
p.image = null;
/**
* Whether or not the Bitmap should be draw to the canvas at whole pixel coordinates.
* @property snapToPixel
* @type Boolean
* @default true
**/
p.snapToPixel = true;
/**
* Specifies an area of the source image to draw. If omitted, the whole image will be drawn.
* @property sourceRect
* @type Rectangle
* @default null
*/
p.sourceRect = null;
// constructor:
/**
* @property DisplayObject_initialize
* @type Function
* @private
**/
p.DisplayObject_initialize = p.initialize;
/**
* Initialization method.
* @method initialize
* @protected
**/
p.initialize = function(imageOrUri) {
this.DisplayObject_initialize();
if (typeof imageOrUri == "string") {
this.image = new Image();
this.image.src = imageOrUri;
} else {
this.image = imageOrUri;
}
}
// 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.image && (this.image.complete || this.image.getContext || this.image.readyState >= 2));
return !!(this.visible && this.alpha > 0 && this.scaleX != 0 && this.scaleY != 0 && hasContent);
}
/**
* @property DisplayObject_draw
* @type Function
* @private
**/
p.DisplayObject_draw = p.draw;
/**
* Draws the display object into the specified context ignoring it's 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 rect = this.sourceRect;
if (rect) {
ctx.drawImage(this.image, rect.x, rect.y, rect.width, rect.height, 0, 0, rect.width, rect.height);
} else {
ctx.drawImage(this.image, 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
**/
/**
* 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 +")]";
}
// private methods:
createjs.Bitmap = Bitmap;
}());