/* * 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; }());