/*
* Container
* 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() {
"use strict";
// constructor:
/**
* A Container is a nestable display list that allows you to work with compound display elements. For example you could
* group arm, leg, torso and head {{#crossLink "Bitmap"}}{{/crossLink}} instances together into a Person Container, and
* transform them as a group, while still being able to move the individual parts relative to each other. Children of
* containers have their <code>transform</code> and <code>alpha</code> properties concatenated with their parent
* Container.
*
* For example, a {{#crossLink "Shape"}}{{/crossLink}} with x=100 and alpha=0.5, placed in a Container with <code>x=50</code>
* and <code>alpha=0.7</code> will be rendered to the canvas at <code>x=150</code> and <code>alpha=0.35</code>.
* Containers have some overhead, so you generally shouldn't create a Container to hold a single child.
*
* <h4>Example</h4>
*
* var container = new createjs.Container();
* container.addChild(bitmapInstance, shapeInstance);
* container.x = 100;
*
* @class Container
* @extends DisplayObject
* @constructor
**/
function Container() {
this.DisplayObject_constructor();
// public properties:
/**
* The array of children in the display list. You should usually use the child management methods such as
* {{#crossLink "Container/addChild"}}{{/crossLink}}, {{#crossLink "Container/removeChild"}}{{/crossLink}},
* {{#crossLink "Container/swapChildren"}}{{/crossLink}}, etc, rather than accessing this directly, but it is
* included for advanced uses.
* @property children
* @type Array
* @default null
**/
this.children = [];
/**
* Indicates whether the children of this container are independently enabled for mouse/pointer interaction.
* If false, the children will be aggregated under the container - for example, a click on a child shape would
* trigger a click event on the container.
* @property mouseChildren
* @type Boolean
* @default true
**/
this.mouseChildren = true;
/**
* If false, the tick will not be propagated to children of this Container. This can provide some performance benefits.
* In addition to preventing the "tick" event from being dispatched, it will also prevent tick related updates
* on some display objects (ex. Sprite & MovieClip frame advancing, DOMElement visibility handling).
* @property tickChildren
* @type Boolean
* @default true
**/
this.tickChildren = true;
}
var p = createjs.extend(Container, createjs.DisplayObject);
// getter / setters:
/**
* Use the {{#crossLink "Container/numChildren:property"}}{{/crossLink}} property instead.
* @method getNumChildren
* @return {Number}
* @deprecated
**/
p.getNumChildren = function() {
return this.children.length;
};
/**
* Returns the number of children in the container.
* @property numChildren
* @type {Number}
* @readonly
**/
try {
Object.defineProperties(p, {
numChildren: { get: p.getNumChildren }
});
} catch (e) {}
// public methods:
/**
* Constructor alias for backwards compatibility. This method will be removed in future versions.
* Subclasses should be updated to use {{#crossLink "Utility Methods/extends"}}{{/crossLink}}.
* @method initialize
* @deprecated in favour of `createjs.promote()`
**/
p.initialize = Container; // TODO: deprecated.
/**
* Returns true or false indicating whether the display object would be visible if drawn to a canvas.
* This does not account for whether it would be visible within the boundaries of the stage.
*
* NOTE: This method is mainly for internal use, though it may be useful for advanced uses.
* @method isVisible
* @return {Boolean} Boolean indicating whether the display object would be visible if drawn to a canvas
**/
p.isVisible = function() {
var hasContent = this.cacheCanvas || this.children.length;
return !!(this.visible && this.alpha > 0 && this.scaleX != 0 && this.scaleY != 0 && hasContent);
};
/**
* Draws the display object into the specified context ignoring its visible, alpha, shadow, and transform.
* Returns true if the draw was handled (useful for overriding functionality).
*
* NOTE: This method is mainly for internal use, though it may be useful for advanced uses.
* @method draw
* @param {CanvasRenderingContext2D} ctx The canvas 2D context object to draw into.
* @param {Boolean} [ignoreCache=false] Indicates whether the draw operation should ignore any current cache.
* For example, used for drawing the cache (to prevent it from simply drawing an existing cache back
* into itself).
**/
p.draw = function(ctx, ignoreCache) {
if (this.DisplayObject_draw(ctx, ignoreCache)) { return true; }
// this ensures we don't have issues with display list changes that occur during a draw:
var list = this.children.slice();
for (var i=0,l=list.length; i<l; i++) {
var child = list[i];
if (!child.isVisible()) { continue; }
// draw the child:
ctx.save();
child.updateContext(ctx);
child.draw(ctx);
ctx.restore();
}
return true;
};
/**
* Adds a child to the top of the display list.
*
* <h4>Example</h4>
*
* container.addChild(bitmapInstance);
*
* You can also add multiple children at once:
*
* container.addChild(bitmapInstance, shapeInstance, textInstance);
*
* @method addChild
* @param {DisplayObject} child The display object to add.
* @return {DisplayObject} The child that was added, or the last child if multiple children were added.
**/
p.addChild = function(child) {
if (child == null) { return child; }
var l = arguments.length;
if (l > 1) {
for (var i=0; i<l; i++) { this.addChild(arguments[i]); }
return arguments[l-1];
}
if (child.parent) { child.parent.removeChild(child); }
child.parent = this;
this.children.push(child);
child.dispatchEvent("added");
return child;
};
/**
* Adds a child to the display list at the specified index, bumping children at equal or greater indexes up one, and
* setting its parent to this Container.
*
* <h4>Example</h4>
*
* addChildAt(child1, index);
*
* You can also add multiple children, such as:
*
* addChildAt(child1, child2, ..., index);
*
* The index must be between 0 and numChildren. For example, to add myShape under otherShape in the display list,
* you could use:
*
* container.addChildAt(myShape, container.getChildIndex(otherShape));
*
* This would also bump otherShape's index up by one. Fails silently if the index is out of range.
*
* @method addChildAt
* @param {DisplayObject} child The display object to add.
* @param {Number} index The index to add the child at.
* @return {DisplayObject} Returns the last child that was added, or the last child if multiple children were added.
**/
p.addChildAt = function(child, index) {
var l = arguments.length;
var indx = arguments[l-1]; // can't use the same name as the index param or it replaces arguments[1]
if (indx < 0 || indx > this.children.length) { return arguments[l-2]; }
if (l > 2) {
for (var i=0; i<l-1; i++) { this.addChildAt(arguments[i], indx+i); }
return arguments[l-2];
}
if (child.parent) { child.parent.removeChild(child); }
child.parent = this;
this.children.splice(index, 0, child);
child.dispatchEvent("added");
return child;
};
/**
* Removes the specified child from the display list. Note that it is faster to use removeChildAt() if the index is
* already known.
*
* <h4>Example</h4>
*
* container.removeChild(child);
*
* You can also remove multiple children:
*
* removeChild(child1, child2, ...);
*
* Returns true if the child (or children) was removed, or false if it was not in the display list.
* @method removeChild
* @param {DisplayObject} child The child to remove.
* @return {Boolean} true if the child (or children) was removed, or false if it was not in the display list.
**/
p.removeChild = function(child) {
var l = arguments.length;
if (l > 1) {
var good = true;
for (var i=0; i<l; i++) { good = good && this.removeChild(arguments[i]); }
return good;
}
return this.removeChildAt(createjs.indexOf(this.children, child));
};
/**
* Removes the child at the specified index from the display list, and sets its parent to null.
*
* <h4>Example</h4>
*
* container.removeChildAt(2);
*
* You can also remove multiple children:
*
* container.removeChild(2, 7, ...)
*
* Returns true if the child (or children) was removed, or false if any index was out of range.
* @method removeChildAt
* @param {Number} index The index of the child to remove.
* @return {Boolean} true if the child (or children) was removed, or false if any index was out of range.
**/
p.removeChildAt = function(index) {
var l = arguments.length;
if (l > 1) {
var a = [];
for (var i=0; i<l; i++) { a[i] = arguments[i]; }
a.sort(function(a, b) { return b-a; });
var good = true;
for (var i=0; i<l; i++) { good = good && this.removeChildAt(a[i]); }
return good;
}
if (index < 0 || index > this.children.length-1) { return false; }
var child = this.children[index];
if (child) { child.parent = null; }
this.children.splice(index, 1);
child.dispatchEvent("removed");
return true;
};
/**
* Removes all children from the display list.
*
* <h4>Example</h4>
*
* container.removeAllChildren();
*
* @method removeAllChildren
**/
p.removeAllChildren = function() {
var kids = this.children;
while (kids.length) { this.removeChildAt(0); }
};
/**
* Returns the child at the specified index.
*
* <h4>Example</h4>
*
* container.getChildAt(2);
*
* @method getChildAt
* @param {Number} index The index of the child to return.
* @return {DisplayObject} The child at the specified index. Returns null if there is no child at the index.
**/
p.getChildAt = function(index) {
return this.children[index];
};
/**
* Returns the child with the specified name.
* @method getChildByName
* @param {String} name The name of the child to return.
* @return {DisplayObject} The child with the specified name.
**/
p.getChildByName = function(name) {
var kids = this.children;
for (var i=0,l=kids.length;i<l;i++) {
if(kids[i].name == name) { return kids[i]; }
}
return null;
};
/**
* Performs an array sort operation on the child list.
*
* <h4>Example: Display children with a higher y in front.</h4>
*
* var sortFunction = function(obj1, obj2, options) {
* if (obj1.y > obj2.y) { return 1; }
* if (obj1.y < obj2.y) { return -1; }
* return 0;
* }
* container.sortChildren(sortFunction);
*
* @method sortChildren
* @param {Function} sortFunction the function to use to sort the child list. See JavaScript's <code>Array.sort</code>
* documentation for details.
**/
p.sortChildren = function(sortFunction) {
this.children.sort(sortFunction);
};
/**
* Returns the index of the specified child in the display list, or -1 if it is not in the display list.
*
* <h4>Example</h4>
*
* var index = container.getChildIndex(child);
*
* @method getChildIndex
* @param {DisplayObject} child The child to return the index of.
* @return {Number} The index of the specified child. -1 if the child is not found.
**/
p.getChildIndex = function(child) {
return createjs.indexOf(this.children, child);
};
/**
* Swaps the children at the specified indexes. Fails silently if either index is out of range.
* @method swapChildrenAt
* @param {Number} index1
* @param {Number} index2
**/
p.swapChildrenAt = function(index1, index2) {
var kids = this.children;
var o1 = kids[index1];
var o2 = kids[index2];
if (!o1 || !o2) { return; }
kids[index1] = o2;
kids[index2] = o1;
};
/**
* Swaps the specified children's depth in the display list. Fails silently if either child is not a child of this
* Container.
* @method swapChildren
* @param {DisplayObject} child1
* @param {DisplayObject} child2
**/
p.swapChildren = function(child1, child2) {
var kids = this.children;
var index1,index2;
for (var i=0,l=kids.length;i<l;i++) {
if (kids[i] == child1) { index1 = i; }
if (kids[i] == child2) { index2 = i; }
if (index1 != null && index2 != null) { break; }
}
if (i==l) { return; } // TODO: throw error?
kids[index1] = child2;
kids[index2] = child1;
};
/**
* Changes the depth of the specified child. Fails silently if the child is not a child of this container, or the index is out of range.
* @param {DisplayObject} child
* @param {Number} index
* @method setChildIndex
**/
p.setChildIndex = function(child, index) {
var kids = this.children, l=kids.length;
if (child.parent != this || index < 0 || index >= l) { return; }
for (var i=0;i<l;i++) {
if (kids[i] == child) { break; }
}
if (i==l || i == index) { return; }
kids.splice(i,1);
kids.splice(index,0,child);
};
/**
* Returns true if the specified display object either is this container or is a descendent (child, grandchild, etc)
* of this container.
* @method contains
* @param {DisplayObject} child The DisplayObject to be checked.
* @return {Boolean} true if the specified display object either is this container or is a descendent.
**/
p.contains = function(child) {
while (child) {
if (child == this) { return true; }
child = child.parent;
}
return false;
};
/**
* Tests whether the display object intersects the specified local point (ie. draws a pixel with alpha > 0 at the
* specified position). This ignores the alpha, shadow and compositeOperation of the display object, and all
* transform properties including regX/Y.
* @method hitTest
* @param {Number} x The x position to check in the display object's local coordinates.
* @param {Number} y The y position to check in the display object's local coordinates.
* @return {Boolean} A Boolean indicating whether there is a visible section of a DisplayObject that overlaps the specified
* coordinates.
**/
p.hitTest = function(x, y) {
// TODO: optimize to use the fast cache check where possible.
return (this.getObjectUnderPoint(x, y) != null);
};
/**
* Returns an array of all display objects under the specified coordinates that are in this container's display
* list. This routine ignores any display objects with {{#crossLink "DisplayObject/mouseEnabled:property"}}{{/crossLink}}
* set to `false`. The array will be sorted in order of visual depth, with the top-most display object at index 0.
* This uses shape based hit detection, and can be an expensive operation to run, so it is best to use it carefully.
* For example, if testing for objects under the mouse, test on tick (instead of on {{#crossLink "DisplayObject/mousemove:event"}}{{/crossLink}}),
* and only if the mouse's position has changed.
*
* <ul>
* <li>By default (mode=0) this method evaluates all display objects.</li>
* <li>By setting the `mode` parameter to `1`, the {{#crossLink "DisplayObject/mouseEnabled:property"}}{{/crossLink}}
* and {{#crossLink "mouseChildren:property"}}{{/crossLink}} properties will be respected.</li>
* <li>Setting the `mode` to `2` additionally excludes display objects that do not have active mouse event
* listeners or a {{#crossLink "DisplayObject:cursor:property"}}{{/crossLink}} property. That is, only objects
* that would normally intercept mouse interaction will be included. This can significantly improve performance
* in some cases by reducing the number of display objects that need to be tested.</li>
* </li>
*
* This method accounts for both {{#crossLink "DisplayObject/hitArea:property"}}{{/crossLink}} and {{#crossLink "DisplayObject/mask:property"}}{{/crossLink}}.
* @method getObjectsUnderPoint
* @param {Number} x The x position in the container to test.
* @param {Number} y The y position in the container to test.
* @param {Number} [mode=0] The mode to use to determine which display objects to include. 0-all, 1-respect mouseEnabled/mouseChildren, 2-only mouse opaque objects.
* @return {Array} An Array of DisplayObjects under the specified coordinates.
**/
p.getObjectsUnderPoint = function(x, y, mode) {
var arr = [];
var pt = this.localToGlobal(x, y);
this._getObjectsUnderPoint(pt.x, pt.y, arr, mode>0, mode==1);
return arr;
};
/**
* Similar to {{#crossLink "Container/getObjectsUnderPoint"}}{{/crossLink}}, but returns only the top-most display
* object. This runs significantly faster than <code>getObjectsUnderPoint()</code>, but is still potentially an expensive
* operation. See {{#crossLink "Container/getObjectsUnderPoint"}}{{/crossLink}} for more information.
* @method getObjectUnderPoint
* @param {Number} x The x position in the container to test.
* @param {Number} y The y position in the container to test.
* @param {Number} mode The mode to use to determine which display objects to include. 0-all, 1-respect mouseEnabled/mouseChildren, 2-only mouse opaque objects.
* @return {DisplayObject} The top-most display object under the specified coordinates.
**/
p.getObjectUnderPoint = function(x, y, mode) {
var pt = this.localToGlobal(x, y);
return this._getObjectsUnderPoint(pt.x, pt.y, null, mode>0, mode==1);
};
/**
* Docced in superclass.
*/
p.getBounds = function() {
return this._getBounds(null, true);
};
/**
* Docced in superclass.
*/
p.getTransformedBounds = function() {
return this._getBounds();
};
/**
* Returns a clone of this Container. Some properties that are specific to this instance's current context are
* reverted to their defaults (for example .parent).
* @method clone
* @param {Boolean} [recursive=false] If true, all of the descendants of this container will be cloned recursively. If false, the
* properties of the container will be cloned, but the new instance will not have any children.
* @return {Container} A clone of the current Container instance.
**/
p.clone = function(recursive) {
var o = this._cloneProps(new Container());
if (recursive) { this._cloneChildren(o); }
return o;
};
/**
* Returns a string representation of this object.
* @method toString
* @return {String} a string representation of the instance.
**/
p.toString = function() {
return "[Container (name="+ this.name +")]";
};
// private methods:
/**
* @method _tick
* @param {Object} evtObj An event object that will be dispatched to all tick listeners. This object is reused between dispatchers to reduce construction & GC costs.
* @protected
**/
p._tick = function(evtObj) {
if (this.tickChildren) {
for (var i=this.children.length-1; i>=0; i--) {
var child = this.children[i];
if (child.tickEnabled && child._tick) { child._tick(evtObj); }
}
}
this.DisplayObject__tick(evtObj);
};
/**
* Recursively clones all children of this container, and adds them to the target container.
* @method cloneChildren
* @protected
* @param {Container} o The target container.
**/
p._cloneChildren = function(o) {
if (o.children.length) { o.removeAllChildren(); }
var arr = o.children;
for (var i=0, l=this.children.length; i<l; i++) {
var clone = this.children[i].clone(true);
clone.parent = o;
arr.push(clone);
}
};
/**
* @method _getObjectsUnderPoint
* @param {Number} x
* @param {Number} y
* @param {Array} arr
* @param {Boolean} mouse If true, it will respect mouse interaction properties like mouseEnabled, mouseChildren, and active listeners.
* @param {Boolean} activeListener If true, there is an active mouse event listener on a parent object.
* @param {Number} currentDepth Indicates the current depth of the search.
* @return {DisplayObject}
* @protected
**/
p._getObjectsUnderPoint = function(x, y, arr, mouse, activeListener, currentDepth) {
currentDepth = currentDepth || 0;
if (!currentDepth && !this._testMask(this, x, y)) { return null; }
var mtx, ctx = createjs.DisplayObject._hitTestContext;
activeListener = activeListener || (mouse&&this._hasMouseEventListener());
// draw children one at a time, and check if we get a hit:
var children = this.children, l = children.length;
for (var i=l-1; i>=0; i--) {
var child = children[i];
var hitArea = child.hitArea;
if (!child.visible || (!hitArea && !child.isVisible()) || (mouse && !child.mouseEnabled)) { continue; }
if (!hitArea && !this._testMask(child, x, y)) { continue; }
// if a child container has a hitArea then we only need to check its hitArea, so we can treat it as a normal DO:
if (!hitArea && child instanceof Container) {
var result = child._getObjectsUnderPoint(x, y, arr, mouse, activeListener, currentDepth+1);
if (!arr && result) { return (mouse && !this.mouseChildren) ? this : result; }
} else {
if (mouse && !activeListener && !child._hasMouseEventListener()) { continue; }
// TODO: can we pass displayProps forward, to avoid having to calculate this backwards every time? It's kind of a mixed bag. When we're only hunting for DOs with event listeners, it may not make sense.
var props = child.getConcatenatedDisplayProps(child._props);
mtx = props.matrix;
if (hitArea) {
mtx.appendMatrix(hitArea.getMatrix(hitArea._props.matrix));
props.alpha = hitArea.alpha;
}
ctx.globalAlpha = props.alpha;
ctx.setTransform(mtx.a, mtx.b, mtx.c, mtx.d, mtx.tx-x, mtx.ty-y);
(hitArea||child).draw(ctx);
if (!this._testHit(ctx)) { continue; }
ctx.setTransform(1, 0, 0, 1, 0, 0);
ctx.clearRect(0, 0, 2, 2);
if (arr) { arr.push(child); }
else { return (mouse && !this.mouseChildren) ? this : child; }
}
}
return null;
};
/**
* @method _testMask
* @param {DisplayObject} target
* @param {Number} x
* @param {Number} y
* @return {Boolean} Indicates whether the x/y is within the masked region.
* @protected
**/
p._testMask = function(target, x, y) {
var mask = target.mask;
if (!mask || !mask.graphics || mask.graphics.isEmpty()) { return true; }
var mtx = this._props.matrix, parent = target.parent;
mtx = parent ? parent.getConcatenatedMatrix(mtx) : mtx.identity();
mtx = mask.getMatrix(mask._props.matrix).prependMatrix(mtx);
var ctx = createjs.DisplayObject._hitTestContext;
ctx.setTransform(mtx.a, mtx.b, mtx.c, mtx.d, mtx.tx-x, mtx.ty-y);
// draw the mask as a solid fill:
mask.graphics.drawAsPath(ctx);
ctx.fillStyle = "#000";
ctx.fill();
if (!this._testHit(ctx)) { return false; }
ctx.setTransform(1, 0, 0, 1, 0, 0);
ctx.clearRect(0, 0, 2, 2);
return true;
};
/**
* @method _getBounds
* @param {Matrix2D} matrix
* @param {Boolean} ignoreTransform If true, does not apply this object's transform.
* @return {Rectangle}
* @protected
**/
p._getBounds = function(matrix, ignoreTransform) {
var bounds = this.DisplayObject_getBounds();
if (bounds) { return this._transformBounds(bounds, matrix, ignoreTransform); }
var mtx = this._props.matrix;
mtx = ignoreTransform ? mtx.identity() : this.getMatrix(mtx);
if (matrix) { mtx.prependMatrix(matrix); }
var l = this.children.length, rect=null;
for (var i=0; i<l; i++) {
var child = this.children[i];
if (!child.visible || !(bounds = child._getBounds(mtx))) { continue; }
if (rect) { rect.extend(bounds.x, bounds.y, bounds.width, bounds.height); }
else { rect = bounds.clone(); }
}
return rect;
};
createjs.Container = createjs.promote(Container, "DisplayObject");
}());