/*
* 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.
*/
/**
* @module EaselJS
*/
// 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.
*
* <h4>Example</h4>
*
* var bitmap = new createjs.Bitmap("imagePath.jpg");
*
* <strong>Notes:</strong>
* <ol>
* <li>When a string path or image tag that is not yet loaded is used, the stage may need to be redrawn before it
* will be displayed.</li>
* <li>Bitmaps with an SVG source currently will not respect an alpha value other than 0 or 1. To get around this,
* the Bitmap can be cached.</li>
* <li>Bitmaps with an SVG source will taint the canvas with cross-origin data, which prevents interactivity. This
* happens in all browsers except recent Firefox builds.</li>
* <li>Images loaded cross-origin will throw cross-origin security errors when interacted with using a mouse, using
* methods such as `getObjectUnderPoint`, or using filters, or caching. You can get around this by setting
* `crossOrigin` flags on your images before passing them to EaselJS, eg: `img.crossOrigin="Anonymous";`</li>
* </ol>
*
* @class Bitmap
* @extends DisplayObject
* @constructor
* @param {HTMLImageElement | HTMLCanvasElement | HTMLVideoElement | String} imageOrUri The source object or URI to an image to
* display. This can be either an Image, Canvas, or Video object, or a string URI to an image file to load and use.
* If it is a URI, a new Image object will be constructed and assigned to the .image property.
**/
function Bitmap(imageOrUri) {
this.DisplayObject_constructor();
// public properties:
/**
* The image to render. This can be an Image, a Canvas, or a Video. Not all browsers (especially
* mobile browsers) support drawing video to a canvas.
* @property image
* @type HTMLImageElement | HTMLCanvasElement | HTMLVideoElement
**/
if (typeof imageOrUri == "string") {
this.image = document.createElement("img");
this.image.src = imageOrUri;
} else {
this.image = imageOrUri;
}
/**
* Specifies an area of the source image to draw. If omitted, the whole image will be drawn.
* Note that video sources must have a width / height set to work correctly with `sourceRect`.
* @property sourceRect
* @type Rectangle
* @default null
*/
this.sourceRect = null;
}
var p = createjs.extend(Bitmap, createjs.DisplayObject);
// public methods:
/**
* Constructor alias for backwards compatibility. This method will be removed in future versions.
* Subclasses should be updated to use {{#crossLink "Utility Methods/extends"}}{{/crossLink}}.
* @method initialize
* @deprecated in favour of `createjs.promote()`
**/
p.initialize = Bitmap; // TODO: deprecated.
/**
* Returns true or false indicating whether the display object would be visible if drawn to a canvas.
* This does not account for whether it would be visible within the boundaries of the stage.
*
* NOTE: This method is mainly for internal use, though it may be useful for advanced uses.
* @method isVisible
* @return {Boolean} Boolean indicating whether the display object would be visible if drawn to a canvas
**/
p.isVisible = function() {
var image = this.image;
var hasContent = this.cacheCanvas || (image && (image.naturalWidth || image.getContext || image.readyState >= 2));
return !!(this.visible && this.alpha > 0 && this.scaleX != 0 && this.scaleY != 0 && hasContent);
};
/**
* Draws the display object into the specified context ignoring its visible, alpha, shadow, and transform.
* Returns true if the draw was handled (useful for overriding functionality).
*
* NOTE: This method is mainly for internal use, though it may be useful for advanced uses.
* @method draw
* @param {CanvasRenderingContext2D} ctx The canvas 2D context object to draw into.
* @param {Boolean} [ignoreCache=false] Indicates whether the draw operation should ignore any current cache.
* For example, used for drawing the cache (to prevent it from simply drawing an existing cache back
* into itself).
* @return {Boolean}
**/
p.draw = function(ctx, ignoreCache) {
if (this.DisplayObject_draw(ctx, ignoreCache) || !this.image) { return true; }
var img = this.image, rect = this.sourceRect;
if (rect) {
// some browsers choke on out of bound values, so we'll fix them:
var x1 = rect.x, y1 = rect.y, x2 = x1 + rect.width, y2 = y1 + rect.height, x = 0, y = 0, w = img.width, h = img.height;
if (x1 < 0) { x -= x1; x1 = 0; }
if (x2 > w) { x2 = w; }
if (y1 < 0) { y -= y1; y1 = 0; }
if (y2 > h) { y2 = h; }
ctx.drawImage(img, x1, y1, x2-x1, y2-y1, x, y, x2-x1, y2-y1);
} else {
ctx.drawImage(img, 0, 0);
}
return true;
};
//Note, the doc sections below document using the specified APIs (from DisplayObject) from
//Bitmap. This is why they have no method implementations.
/**
* Because the content of a Bitmap is already in a simple format, cache is unnecessary for Bitmap instances.
* You should <b>not</b> cache Bitmap instances as it can degrade performance.
*
* <strong>However: If you want to use a filter on a Bitmap, you <em>MUST</em> cache it, or it will not work.</strong>
* To see the API for caching, please visit the DisplayObject {{#crossLink "DisplayObject/cache"}}{{/crossLink}}
* method.
* @method cache
**/
/**
* Because the content of a Bitmap is already in a simple format, cache is unnecessary for Bitmap instances.
* You should <b>not</b> cache Bitmap instances as it can degrade performance.
*
* <strong>However: If you want to use a filter on a Bitmap, you <em>MUST</em> cache it, or it will not work.</strong>
* To see the API for caching, please visit the DisplayObject {{#crossLink "DisplayObject/cache"}}{{/crossLink}}
* method.
* @method updateCache
**/
/**
* Because the content of a Bitmap is already in a simple format, cache is unnecessary for Bitmap instances.
* You should <b>not</b> cache Bitmap instances as it can degrade performance.
*
* <strong>However: If you want to use a filter on a Bitmap, you <em>MUST</em> cache it, or it will not work.</strong>
* To see the API for caching, please visit the DisplayObject {{#crossLink "DisplayObject/cache"}}{{/crossLink}}
* method.
* @method uncache
**/
/**
* Docced in superclass.
*/
p.getBounds = function() {
var rect = this.DisplayObject_getBounds();
if (rect) { return rect; }
var image = this.image, o = this.sourceRect || image;
var hasContent = (image && (image.naturalWidth || image.getContext || image.readyState >= 2));
return hasContent ? this._rectangle.setValues(0, 0, o.width, o.height) : null;
};
/**
* Returns a clone of the Bitmap instance.
* @method clone
* @return {Bitmap} a clone of the Bitmap instance.
**/
p.clone = function() {
var o = new Bitmap(this.image);
if (this.sourceRect) { o.sourceRect = this.sourceRect.clone(); }
this._cloneProps(o);
return o;
};
/**
* Returns a string representation of this object.
* @method toString
* @return {String} a string representation of the instance.
**/
p.toString = function() {
return "[Bitmap (name="+ this.name +")]";
};
createjs.Bitmap = createjs.promote(Bitmap, "DisplayObject");
}());