@createjs/easeljs
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The Easel JavaScript library provides a full, hierarchical display list, a core interaction model, and helper classes to make working with the HTML5 Canvas element much easier. Part of the CreateJS suite of libraries.
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JavaScript
/**
* @license DisplayObject
* Visit http://createjs.com/ for documentation, updates and examples.
*
* Copyright (c) 2017 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.
*/
import { EventDispatcher } from "@createjs/core";
import Shadow from "./Shadow";
import uid from "../utils/uid";
import DisplayProps from "../geom/DisplayProps";
import Rectangle from "../geom/Rectangle";
import Point from "../geom/Point";
import Matrix2D from "../geom/Matrix2D";
import BitmapCache from "../filters/BitmapCache";
/**
* DisplayObject is an abstract class that should not be constructed directly. Instead construct subclasses such as
* {@link easeljs.Container}, {@link easeljs.Bitmap}, and {@link easeljs.Shape}.
* 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.
*
* @memberof easeljs
* @extends EventDispatcher
*/
export default class DisplayObject extends EventDispatcher {
constructor () {
super();
/**
* The alpha (transparency) for this display object. 0 is fully transparent, 1 is fully opaque.
* @type {Number}
* @default 1
*/
this.alpha = 1;
/**
* If a cache is active, this returns the canvas that holds the image of this display object.
* Use this to display the result of a cache. This will be a HTMLCanvasElement unless special cache rules have been deliberately enabled for this cache.
* @see {@link easeljs.DisplayObject#cache}
* @type {HTMLCanvasElement | Object}
* @default null
* @readonly
*/
this.cacheCanvas = null;
/**
* If a cache has been made, this returns the class that is managing the cacheCanvas and its properties.
* @see {@link easeljs.BitmapCache}
* @type {easeljs.BitmapCache}
* @default null
* @readonly
*/
this.bitmapCache = null;
/**
* Unique ID for this display object. Makes display objects easier for some uses.
* @type {Number}
*/
this.id = uid();
/**
* Indicates whether to include this object when running mouse interactions. Setting this to `false` for children
* of a {@link easeljs.Container} will cause events on the Container to not fire when that child is
* clicked. Setting this property to `false` does not prevent the {@link easeljs.Container#getObjectsUnderPoint}
* method from returning the child.
*
* <strong>Note:</strong> In EaselJS 0.7.0, the `mouseEnabled` property will not work properly with nested Containers.
*
* @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 {@link core.Ticker#event:tick} event from being dispatched, it will also prevent tick related updates
* on some display objects (ex. Sprite & MovieClip frame advancing, DOMElement visibility handling).
* @type Boolean
* @default true
*/
this.tickEnabled = true;
/**
* An optional name for this display object. Included in {@link easeljs.DisplayObject#toString}. Useful for debugging.
* @type {String}
* @default null
*/
this.name = null;
/**
* A reference to the {@link easeljs.Container} or {@link easeljs.Stage} object that
* contains this display object, or null if it has not been added to one.
* @type {easeljs.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 {@link easeljs.DisplayObject#regY} to 50.
* @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 {@link easeljs.DisplayObject#regX} and regY to 50.
* @type {Number}
* @default 0
*/
this.regY = 0;
/**
* The rotation in degrees for this display object.
* @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.
* @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.
* @type {Number}
* @default 1
*/
this.scaleY = 1;
/**
* The factor to skew this display object horizontally.
* @type {Number}
* @default 0
*/
this.skewX = 0;
/**
* The factor to skew this display object vertically.
* @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.
* @type {easeljs.Shadow}
* @default null
*/
this.shadow = null;
/**
* Indicates whether this display object should be rendered to the canvas and included when running the Stage
* {@link easeljs.Stage#getObjectsUnderPoint} method.
* @type {Boolean}
* @default true
*/
this.visible = true;
/**
* The x (horizontal) position of the display object, relative to its parent.
* @type {Number}
* @default 0
*/
this.x = 0;
/**
* The y (vertical) position of the display object, relative to its parent.
* @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).
* @type {easeljs.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.
* @see {@link http://www.whatwg.org/specs/web-apps/current-work/multipage/the-canvas-element.html#compositing "WHATWG spec on compositing"}
* @type {String}
* @default null
*/
this.compositeOperation = null;
/**
* Indicates whether the display object should be drawn to a whole pixel when {@link easeljs.Stage#snapToPixelEnabled} is true.
* To enable/disable snapping on whole categories of display objects, set this value on the prototype (Ex. Text.prototype.snapToPixel = true).
* @type {Boolean}
* @default true
*/
this.snapToPixel = true;
/**
* An array of Filter objects to apply to this display object. Filters are only applied / updated when {@link easeljs.DisplayObject#cache}
* or {@link easeljs.DisplayObject#updateCache} is called on the display object, and only apply to the area that is cached.
* @type {Array<easeljs.Filter>}
* @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).
* @type {easeljs.Shape}
* @default null
*/
this.mask = null;
/**
* A display object that will be tested when checking mouse interactions or testing {@link easeljs.Container#getObjectsUnderPoint}.
* 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 {@link easeljs.Container}, children of the Container will not receive mouse events.
* This is similar to setting {@link easeljs.DisplayObject#mouseChildren} to false.
*
* Note that hitArea is NOT currently used by the `hitTest()` method, nor is it supported for {@link easeljs.Stage}.
*
* @type {easeljs.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 {@link easeljs.Stage#enableMouseOver} method to
* use this property. Setting a non-null cursor on a Container will override the cursor set on its descendants.
*
* @type {String}
* @default null
*/
this.cursor = null;
/**
* @protected
* @type {easeljs.DisplayProps}
*/
this._props = new DisplayProps();
/**
* @protected
* @type {easeljs.Rectangle}
*/
this._rectangle = new Rectangle();
/**
* @protected
* @type {easeljs.Rectangle}
* @default null
*/
this._bounds = null;
/**
* Where StageGL should look for required display properties, matters only for leaf display objects. Containers
* or cached objects won't use this property, it's for native display of terminal elements.
* @protected
* @type {Number}
* @default 0
*/
this._webGLRenderStyle = DisplayObject._StageGL_NONE;
}
/**
* Returns the {@link easeljs.Stage} instance that this display object will be rendered on, or null if it has not been added to one.
* @type {Stage}
* @readonly
*/
get stage () {
// uses dynamic access to avoid circular dependencies;
let o = this;
while (o.parent) { o = o.parent; }
if (/^\[Stage(GL)?(\s\(name=\w+\))?\]$/.test(o.toString())) { return o; }
return null;
}
/**
* Set both the {@link easeljs.DisplayObject#scaleX} and the {@link easeljs.DisplayObject#scaleY} property to the same value.
* Note that when you get the value, if the `scaleX` and `scaleY` are different values, it will return only the `scaleX`.
* @type {Number}
* @default 1
*/
set scale (value) { this.scaleX = this.scaleY = value; }
get scale () { return this.scaleX; }
/**
* 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.
* @return {Boolean} Boolean indicating whether the display object would be visible if drawn to a canvas
*/
isVisible () {
return !!(this.visible && this.alpha > 0 && this.scaleX != 0 && this.scaleY != 0);
}
/**
* Alias for drawCache(). Used by grandchildren (or deeper) in their draw method to directly
* call {@link easeljs.DisplayObject#drawCache}, bypassing their parent(s).
*
* @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}
*/
draw (ctx, ignoreCache = false) {
return this.drawCache(ctx, ignoreCache);
}
/**
* 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.
* @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}
*/
drawCache (ctx, ignoreCache = false) {
let cache = this.bitmapCache;
if (cache && !ignoreCache) {
return cache.draw(ctx);
}
return false;
}
/**
* Applies this display object's transformation, alpha, globalCompositeOperation, clipping path (mask), and shadow
* to the specified context. This is typically called prior to {@link easeljs.DisplayObject#draw}.
* @param {CanvasRenderingContext2D} ctx The canvas 2D to update.
*/
updateContext (ctx) {
let 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);
let 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 element, which is then used for subsequent draws. Intended 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()` again. You must specify the cached 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.
*
* Note that filters need to be defined <em>before</em> the cache is applied or you will have to call updateCache after
* application. Check out the {@link easeljs.Filter} class for more information. Some filters
* (ex. {@link easeljs.BlurFilter}) may 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.
*
* Actual implementation of the caching mechanism can change with a {@link easeljs.StageGL} and so
* all caching and filter behaviour has been moved to the {@link easeljs.BitmapCache}
*
* @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);
* shape.cache(-25, -25, 50, 50);
*
* @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.
* @param {Object} [options] When using alternate displays there may be extra caching opportunities or needs.
*/
cache (x, y, width, height, scale = 1, options) {
if (!this.bitmapCache) {
this.bitmapCache = new BitmapCache();
}
this.bitmapCache.define(this, x, y, width, height, scale, options);
}
/**
* 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.
*
* Actual implementation of the caching mechanism can change with a {@link easeljs.StageGL} and so
* all caching and filter behaviour has been moved to the {@link easeljs.BitmapCache}
*
* @example
* // clear current graphics
* shapeInstance.clear();
* // draw new instructions
* shapeInstance.setStrokeStyle(3).beginStroke("#FF0000").moveTo(100, 100).lineTo(200,200);
* // update cache, drawing new line on top of old one
* shapeInstance.updateCache();
*
* @see {@link http://www.whatwg.org/specs/web-apps/current-work/multipage/the-canvas-element.html#compositing "WHATWG spec on compositing"}
* @param {String} compositeOperation The compositeOperation to use, or null to clear the cache and redraw it.
*/
updateCache (compositeOperation) {
if (!this.bitmapCache) {
throw "No cache found. cache() must be called before updateCache()";
}
this.bitmapCache.update(compositeOperation);
}
/**
* Clears the current cache.
* @see {@link easeljs.DisplayObject.#cache}
*/
uncache () {
if (this.bitmapCache) {
this.bitmapCache.release();
this.bitmapCache = undefined;
}
}
/**
* Returns a data URL for the cache, or null if this display object is not cached.
* Only generated if the cache has changed, otherwise returns last result.
* @return {String} The image data url for the cache.
*/
getCacheDataURL () {
return this.bitmapCache ? this.bitmapCache.getDataURL() : null;
}
/**
* 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);
* let point = displayObject.localToGlobal(100, 100);
* // Results in x=400, y=300
*
* @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 {easeljs.Point | Object} [pt=Point] An object to copy the result into. If omitted a new Point object with x/y properties will be returned.
* @return {easeljs.Point} A Point instance with x and y properties correlating to the transformed coordinates
* on the stage.
*/
localToGlobal (x, y, pt = new Point()) {
return this.getConcatenatedMatrix(this._props.matrix).transformPoint(x, y, pt);
}
/**
* 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);
* let point = displayObject.globalToLocal(100, 100);
* // Results in x=-200, y=-100
*
* @param {Number} x The x position on the stage to transform.
* @param {Number} y The y position on the stage to transform.
* @param {easeljs.Point | Object} [pt=Point] An object to copy the result into. If omitted a new Point object with x/y properties will be returned.
* @return {easeljs.Point} A Point instance with x and y properties correlating to the transformed position in the
* display object's coordinate space.
*/
globalToLocal (x, y, pt = new Point()) {
return this.getConcatenatedMatrix(this._props.matrix).invert().transformPoint(x, y, pt);
}
/**
* 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
* {@link easeljs.DisplayObject#localToGlobal} and {@link easeljs.DisplayObject#globalToLocal}.
*
* @example
* // long way
* let pt = this.localToGlobal(x, y);
* pt = target.globalToLocal(pt.x, pt.y);
* // shorthand
* let pt = this.localToLocal(x, y, target);
*
* @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 {easeljs.DisplayObject} target The target display object to which the coordinates will be transformed.
* @param {easeljs.Point | Object} [pt] An object to copy the result into. If omitted a new Point object with x/y properties will be returned.
* @return {easeljs.Point} Returns a Point instance with x and y properties correlating to the transformed position
* in the target's coordinate space.
*/
localToLocal (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);
*
* @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 {easeljs.DisplayObject} Returns this instance. Useful for chaining commands.
*/
setTransform (x=0, y=0, scaleX=1, scaleY=1, rotation=0, skewX=0, skewY=0, regX=0, regY=0) {
this.x = x;
this.y = y;
this.scaleX = scaleX;
this.scaleY = scaleY;
this.rotation = rotation;
this.skewX = skewX;
this.skewY = skewY;
this.regX = regX;
this.regY = regY;
return this;
}
/**
* Returns a matrix based on this object's current transform.
* @param {easeljs.Matrix2D} [matrix] A Matrix2D object to populate with the calculated values. If null, a new Matrix object is returned.
* @return {easeljs.Matrix2D} A matrix representing this display object's transform.
*/
getMatrix (matrix) {
let o = this, mtx = matrix&&matrix.identity() || new 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 {@link easeljs.Stage}). This can
* be used to transform positions between coordinate spaces, such as with {@link easeljs.DisplayObject#localToGlobal}
* and {@link easeljs.DisplayObject#globalToLocal}.
*
* @param {easeljs.Matrix2D} [matrix] A Matrix2D object to populate with the calculated values. If null, a new Matrix2D object is returned.
* @return {easeljs.Matrix2D} The combined matrix.
*/
getConcatenatedMatrix (matrix) {
let 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 {@link easeljs.Stage}).
* @param {easeljs.DisplayProps} [props] A DisplayProps object to populate with the calculated values. If null, a new DisplayProps object is returned.
* @return {easeljs.DisplayProps} The combined display properties.
*/
getConcatenatedDisplayProps (props) {
props = props ? props.identity() : new DisplayProps();
let 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.
*
* Please note that shape-to-shape collision is not currently supported by EaselJS.
*
* @example
* stage.addEventListener("stagemousedown", event => {
* let hit = shape.hitTest(event.stageX, event.stageY);
* // hit == true when shape is clicked
* });
*
* @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.
*/
hitTest (x, y) {
let ctx = DisplayObject._hitTestContext;
ctx.setTransform(1, 0, 0, 1, -x, -y);
this.draw(ctx);
let 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
* let graphics = new Graphics().beginFill("#ff0000").drawCircle(0, 0, 25);
* let shape = stage.addChild(new Shape()).set({ graphics, x: 100, y: 100, alpha: 0.5 });
*
* @param {Object} props A generic object containing properties to copy to the DisplayObject instance.
* @return {easeljs.DisplayObject} Returns the instance the method is called on (useful for chaining calls.)
* @chainable
*/
set (props) {
for (let 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
* {@link easeljs.DisplayObject#setBounds} so that they are included when calculating Container bounds.
*
* <table>
* <tr><td><b>All</b></td><td>
* 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.
* </td></tr>
* <tr><td><b>Bitmap</b></td><td>
* Returns the width and height of the sourceRect (if specified) or image, extending from (x=0,y=0).
* </td></tr>
* <tr><td><b>Sprite</b></td><td>
* 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 {@link easeljs.SpriteSheet#getFrameBounds}
* </td></tr>
* <tr><td><b>Container</b></td><td>
* Returns the aggregate (combined) bounds of all children that return a non-null value from getBounds().
* </td></tr>
* <tr><td><b>Shape</b></td><td>
* Does not currently support automatic bounds calculations. Use setBounds() to manually define bounds.
* </td></tr>
* <tr><td><b>Text</b></td><td>
* 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".
* </td></tr>
* <tr><td><b>BitmapText</b></td><td>
* Returns approximate bounds. Values will be more accurate if spritesheet frame registration points are close
* to (x=0,y=0).
* </td></tr>
* </table>
*
* @example
* /* 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. *\/
* let bounds = obj.getBounds();
* obj.setBounds(bounds.x, bounds.y, bounds.width, bounds.height);
* // getBounds will now use the set values, instead of recalculating
*
* @example
* // To reduce memory impact, the returned Rectangle instance may be reused internally
* let bounds = obj.getBounds().clone();
* // OR:
* rect.copy(obj.getBounds());
*
* @return {easeljs.Rectangle} A Rectangle instance representing the bounds, or null if bounds are not available for this object.
*/
getBounds () {
if (this._bounds) { return this._rectangle.copy(this._bounds); }
let cacheCanvas = this.cacheCanvas;
if (cacheCanvas) {
let 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
* {@link easeljs.DisplayObject#setBounds} 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.
* @return {easeljs.Rectangle} A Rectangle instance representing the bounds, or null if bounds are not available for this object.
*/
getTransformedBounds () {
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).
*
* @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.
*/
setBounds (x, y, width, height) {
if (x == null) { this._bounds = null; }
this._bounds = (this._bounds || new 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)
*
* @return {easeljs.DisplayObject} A clone of the current DisplayObject instance.
*/
clone () {
return this._cloneProps(new DisplayObject());
}
/**
* Returns a string representation of this object.
* @return {String} a string representation of the instance.
*/
toString () {
return `[${this.constructor.name}${this.name ? ` (name=${this.name})` : ""}]`;
}
/**
* @protected
* @param {easeljs.DisplayObject} o The DisplayObject instance which will have properties from the current DisplayObject
* instance copied into.
* @return {easeljs.DisplayObject} o
*/
_cloneProps (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;
}
/**
* @protected
* @param {CanvasRenderingContext2D} ctx
* @param {easeljs.Shadow} [shadow=Shadow]
*/
_applyShadow (ctx, shadow = Shadow.identity) {
shadow = shadow;
ctx.shadowColor = shadow.color;
ctx.shadowOffsetX = shadow.offsetX;
ctx.shadowOffsetY = shadow.offsetY;
ctx.shadowBlur = shadow.blur;
}
/**
* @protected
* @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.
*/
_tick (evtObj) {
// because tick can be really performance sensitive, check for listeners before calling dispatchEvent.
let 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);
}
}
/**
* @protected
* @param {CanvasRenderingContext2D} ctx
* @return {Boolean}
*/
_testHit (ctx) {
try {
return 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 false;
}
}
/**
* @protected
* @param {easeljs.Matrix2D} matrix
* @param {Boolean} ignoreTransform If true, does not apply this object's transform.
* @return {easeljs.Rectangle}
*/
_getBounds (matrix, ignoreTransform) {
return this._transformBounds(this.getBounds(), matrix, ignoreTransform);
}
/**
* @protected
* @param {easeljs.Rectangle} bounds
* @param {easeljs.Matrix2D} matrix
* @param {Boolean} ignoreTransform
* @return {easeljs.Rectangle}
*/
_transformBounds (bounds, matrix, ignoreTransform) {
if (!bounds) { return bounds; }
let { x, y, width, height } = bounds;
let 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); }
let x_a = width*mtx.a, x_b = width*mtx.b;
let y_c = height*mtx.c, y_d = height*mtx.d;
let tx = mtx.tx, ty = mtx.ty;
let 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.
* @protected
* @return {Boolean}
*/
_hasMouseEventListener () {
let evts = DisplayObject._MOUSE_EVENTS;
for (let i=0, l=evts.length; i<l; i++) {
if (this.hasEventListener(evts[i])) { return true; }
}
return !!this.cursor;
}
}
{
let canvas = window.createjs && createjs.createCanvas?createjs.createCanvas():document.createElement("canvas"); // prevent errors on load in browsers without canvas.
if (canvas.getContext) {
/**
* @type {HTMLCanvasElement | Object}
* @static
*/
DisplayObject._hitTestCanvas = canvas;
/**
* @type {CanvasRenderingContext2D}
* @static
*/
DisplayObject._hitTestContext = canvas.getContext("2d");
canvas.width = canvas.height = 1;
}
}
/**
* Listing of mouse event names. Used in _hasMouseEventListener.
* @static
* @type {Array<String>}
* @readonly
*/
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.
* @static
* @type {Boolean}
* @default false
*/
DisplayObject.suppressCrossDomainErrors = false;
/**
* @static
* @type {Boolean}
* @default false
*/
DisplayObject.snapToPixelEnabled = false;
/**
* Enum like property for determining StageGL render lookup, i.e. where to expect properties.
* @static
* @type {Number}
*/
DisplayObject._StageGL_NONE = 0;
/**
* Enum like property for determining StageGL render lookup, i.e. where to expect properties.
* @static
* @type {Number}
*/
DisplayObject._StageGL_SPRITE = 1;
/**
* Enum like property for determining StageGL render lookup, i.e. where to expect properties.
* @static
* @type {Number}
*/
DisplayObject._StageGL_BITMAP = 2;
/**
* Dispatched when the user presses their left mouse button over the display object.
* @see {@link easeljs.MouseEvent}
* @event easeljs.DisplayObject#mousedown
* @since 0.6.0
*/
/**
* Dispatched when the user presses their left mouse button and then releases it while over the display object.
* @see {@link easeljs.MouseEvent}
* @event easeljs.DisplayObject#click
* @since 0.6.0
*/
/**
* Dispatched when the user double clicks their left mouse button over this display object.
* @see {@link easeljs.MouseEvent}
* @event easeljs.DisplayObject#dblclick
* @since 0.6.0
*/
/**
* Dispatched when the user's mouse enters this display object. This event must be enabled using
* {@link easeljs.Stage#enableMouseOver}.
* @see {@link easeljs.DisplayObject#event:rollover}
* @see {@link easeljs.MouseEvent}
* @event easeljs.DisplayObject#mouseover
* @since 0.6.0
*/
/**
* Dispatched when the user's mouse leaves this display object. This event must be enabled using
* {@link easeljs.Stage#enableMouseOver}.
* @see {@link easeljs.DisplayObject#event:rollout}
* @see {@link easeljs.MouseEvent}
* @event easeljs.DisplayObject#mouseout
* @since 0.6.0
*/
/**
* This event is similar to {@link easeljs.DisplayObject#event:mouseover}, with the following
* differences: it does not bubble, and it considers {@link easeljs.Container} 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 {@link easeljs.DisplayObject#event:mouseover} on
* myContainer, two events would be received, each targeting a child element:
* <ol>
* <li>when the mouse enters shapeA (target=shapeA)</li>
* <li>when the mouse enters shapeB (target=shapeB)</li>
* </ol>
* 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 {@link easeljs.Stage#enableMouseOver}.
* @see {@link easeljs.MouseEvent}
* @event easeljs.DisplayObject#rollover
* @since 0.7.0
*/
/**
* This event is similar to {@link easeljs.DisplayObject#event:mouseout}, with the following
* differences: it does not bubble, and it considers {@link easeljs.Container} 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 {@link easeljs.DisplayObject#event:mouseout}
* on myContainer, two events would be received, each targeting a child element:<OL>
* <LI>when the mouse leaves shapeA (target=shapeA)</LI>
* <LI>when the mouse leaves shapeB (target=shapeB)</LI>
* </OL>
* 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 {@link easeljs.Stage#enableMouseOver}.
* @see {@link easeljs.MouseEvent}
* @event easeljs.DisplayObject#rollout
* @since 0.7.0
*/
/**
* After a {@link easeljs.DisplayObject#event:mousedown} 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 easeljs.DisplayObject#pressmove
* @since 0.7.0
*/
/**
* After a {@link easeljs.DisplayObject#event:mousedown} 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 easeljs.DisplayObject#pressup
* @since 0.7.0
*/
/**
* Dispatched when the display object is added to a parent container.
* @event easeljs.DisplayObject#added
*/
/**
* Dispatched when the display object is removed from its parent container.
* @event easeljs.DisplayObject#removed
*/
/**
* Dispatched on each display object on a stage whenever the stage updates. This occurs immediately before the
* rendering (draw) pass. When {@link easeljs.Stage#update} 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
* tick event dispatched in order of their depth prior to the event being dispatched on their parent.
* @event easeljs.DisplayObject#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.
* @since 0.6.0
*/