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node-easel

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node wrapper for EaselJS, utilizing node-canvas.

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/* * Stage * 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() { "use strict"; /** * A stage is the root level {{#crossLink "Container"}}{{/crossLink}} for a display list. Each time its {{#crossLink "Stage/tick"}}{{/crossLink}} * method is called, it will render its display list to its target canvas. * * <h4>Example</h4> * This example creates a stage, adds a child to it, then uses {{#crossLink "Ticker"}}{{/crossLink}} to update the child * and redraw the stage using {{#crossLink "Stage/update"}}{{/crossLink}}. * * var stage = new createjs.Stage("canvasElementId"); * var image = new createjs.Bitmap("imagePath.png"); * stage.addChild(image); * createjs.Ticker.addEventListener("tick", handleTick); * function handleTick(event) { * image.x += 10; * stage.update(); * } * * @class Stage * @extends Container * @constructor * @param {HTMLCanvasElement | String | Object} canvas A canvas object that the Stage will render to, or the string id * of a canvas object in the current document. **/ var Stage = function(canvas) { this.initialize(canvas); }; var p = Stage.prototype = new createjs.Container(); // static properties: /** * @property _snapToPixelEnabled * @protected * @static * @type {Boolean} * @default false * @deprecated Hardware acceleration in modern browsers makes this unnecessary. **/ Stage._snapToPixelEnabled = false; // snapToPixelEnabled is temporarily copied here during a draw to provide global access. // events: /** * Dispatched when the user moves the mouse over the canvas. * See the {{#crossLink "MouseEvent"}}{{/crossLink}} class for a listing of event properties. * @event stagemousemove * @since 0.6.0 */ /** * Dispatched when the user presses their left mouse button on the canvas. See the {{#crossLink "MouseEvent"}}{{/crossLink}} * class for a listing of event properties. * @event stagemousedown * @since 0.6.0 */ /** * Dispatched when the user the user releases the mouse button anywhere that the page can detect it (this varies slightly between browsers). * See the {{#crossLink "MouseEvent"}}{{/crossLink}} class for a listing of event properties. * @event stagemouseup * @since 0.6.0 */ /** * Dispatched when the mouse moves from within the canvas area (mouseInBounds == true) to outside it (mouseInBounds == false). * This is currently only dispatched for mouse input (not touch). See the {{#crossLink "MouseEvent"}}{{/crossLink}} * class for a listing of event properties. * @event mouseleave * @since 0.7.0 */ /** * Dispatched when the mouse moves into the canvas area (mouseInBounds == false) from outside it (mouseInBounds == true). * This is currently only dispatched for mouse input (not touch). See the {{#crossLink "MouseEvent"}}{{/crossLink}} * class for a listing of event properties. * @event mouseenter * @since 0.7.0 */ /** * Dispatched each update immediately before the tick event is propagated through the display list. Does not fire if * tickOnUpdate is false. * @event tickstart * @since 0.7.0 */ /** * Dispatched each update immediately after the tick event is propagated through the display list. Does not fire if * tickOnUpdate is false. Precedes the "drawstart" event. * @event tickend * @since 0.7.0 */ /** * Dispatched each update immediately before the canvas is cleared and the display list is drawn to it. * @event drawstart * @since 0.7.0 */ /** * Dispatched each update immediately after the display list is drawn to the canvas and the canvas context is restored. * @event drawend * @since 0.7.0 */ // public properties: /** * Indicates whether the stage should automatically clear the canvas before each render. You can set this to <code>false</code> * to manually control clearing (for generative art, or when pointing multiple stages at the same canvas for * example). * * <h4>Example</h4> * * var stage = new createjs.Stage("canvasId"); * stage.autoClear = false; * * @property autoClear * @type Boolean * @default true **/ p.autoClear = true; /** * The canvas the stage will render to. Multiple stages can share a single canvas, but you must disable autoClear for all but the * first stage that will be ticked (or they will clear each other's render). * * When changing the canvas property you must disable the events on the old canvas, and enable events on the * new canvas or mouse events will not work as expected. For example: * * myStage.enableDOMEvents(false); * myStage.canvas = anotherCanvas; * myStage.enableDOMEvents(true); * * @property canvas * @type HTMLCanvasElement | Object **/ p.canvas = null; /** * The current mouse X position on the canvas. If the mouse leaves the canvas, this will indicate the most recent * position over the canvas, and mouseInBounds will be set to false. * @property mouseX * @type Number * @readonly **/ p.mouseX = 0; /** * The current mouse Y position on the canvas. If the mouse leaves the canvas, this will indicate the most recent * position over the canvas, and mouseInBounds will be set to false. * @property mouseY * @type Number * @readonly **/ p.mouseY = 0; // TODO: deprecated. /** * REMOVED. Use {{#crossLink "EventDispatcher/addEventListener"}}{{/crossLink}} and the "{{#crossLink "Stage/stagemousemove:event"}}{{/crossLink}} * event. * @property onMouseMove * @type Function * @deprecated Use addEventListener and the "stagemousemove" event. */ /** * REMOVED. Use {{#crossLink "EventDispatcher/addEventListener"}}{{/crossLink}} and the {{#crossLink "Stage/stagemouseup:event"}}{{/crossLink}} * event. * @property onMouseUp * @type Function * @deprecated Use addEventListener and the "stagemouseup" event. */ /** * REMOVED. Use {{#crossLink "EventDispatcher/addEventListener"}}{{/crossLink}} and the {{#crossLink "Stage/stagemousedown:event"}}{{/crossLink}} * event. * @property onMouseDown * @type Function * @deprecated Use addEventListener and the "stagemousedown" event. */ // TODO: deprecated. /** * Indicates whether this stage should use the {{#crossLink "DisplayObject/snapToPixel"}}{{/crossLink}} property of * display objects when rendering them. * @property snapToPixelEnabled * @type Boolean * @default false * @deprecated Hardware acceleration makes this not beneficial **/ p.snapToPixelEnabled = false; /** * Indicates whether the mouse is currently within the bounds of the canvas. * @property mouseInBounds * @type Boolean * @default false **/ p.mouseInBounds = false; /** * If true, tick callbacks will be called on all display objects on the stage prior to rendering to the canvas. * @property tickOnUpdate * @type Boolean * @default true **/ p.tickOnUpdate = true; /** * If true, mouse move events will continue to be called when the mouse leaves the target canvas. See * {{#crossLink "Stage/mouseInBounds:property"}}{{/crossLink}}, and {{#crossLink "MouseEvent"}}{{/crossLink}} * x/y/rawX/rawY. * @property mouseMoveOutside * @type Boolean * @default false **/ p.mouseMoveOutside = false; // TODO: confirm naming and inclusion. /** * NOTE: this name is not final. Feedback is appreciated. * * The stage assigned to this property will have mouse interactions relayed to it after this stage handles them. * This can be useful in cases where you have multiple canvases layered on top of one another and want your mouse * events to pass through. For example, this would relay mouse events from topStage to bottomStage: * * topStage.nextStage = bottomStage; * * Note that each stage handles the interactions independently. As such, you could have a click register on an * object in the top stage, and another click register in the bottom stage. Consider using a single canvas with * cached {{#crossLink "Container"}}{{/crossLink}} instances instead of multiple canvases. * * MouseOver, MouseOut, RollOver, and RollOut interactions will not be passed through. They must be enabled using * {{#crossLink "Stage/enableMouseOver"}}{{/crossLink}} for each stage individually. * * In most instances, you will also want to disable DOM events for the next stage to avoid duplicate interactions. * myNextStage.enableDOMEvents(false); * * @property nextStage * @type Stage **/ p.nextStage = null; /** * The hitArea property is not supported for Stage. * @property hitArea * @type {DisplayObject} * @default null */ // private properties: /** * Holds objects with data for each active pointer id. Each object has the following properties: * x, y, event, target, overTarget, overX, overY, inBounds, posEvtObj (native event that last updated position) * @property _pointerData * @type {Object} * @private */ p._pointerData = null; /** * Number of active pointers. * @property _pointerCount * @type {Object} * @private */ p._pointerCount = 0; /** * The ID of the primary pointer. * @property _primaryPointerID * @type {Object} * @private */ p._primaryPointerID = null; /** * @property _mouseOverIntervalID * @protected * @type Number **/ p._mouseOverIntervalID = null; // constructor: /** * @property DisplayObject_initialize * @type Function * @private **/ p.Container_initialize = p.initialize; /** * Initialization method. * @method initialize * @param {HTMLCanvasElement | String | Object} canvas A canvas object, or the string id of a canvas object in the current document. * @protected **/ p.initialize = function(canvas) { this.Container_initialize(); this.canvas = (typeof canvas == "string") ? document.getElementById(canvas) : canvas; this._pointerData = {}; this.enableDOMEvents(true); }; // public methods: /** * Each time the update method is called, the stage will tick all descendants (see: {{#crossLink "DisplayObject/tick"}}{{/crossLink}}) * and then render the display list to the canvas. Any parameters passed to `update()` will be passed on to any * {{#crossLink "DisplayObject/tick:event"}}{{/crossLink}} event handlers. * * Some time-based features in EaselJS (for example {{#crossLink "Sprite/framerate"}}{{/crossLink}} require that * a tick event object (or equivalent) be passed as the first parameter to update(). For example: * * Ticker.addEventListener("tick", handleTick); * function handleTick(evtObj) { * // do some work here, then update the stage, passing through the event object: * myStage.update(evtObj); * } * * @method update * @param {*} [params]* Params to include when ticking descendants. The first param should usually be a tick event. **/ p.update = function(params) { if (!this.canvas) { return; } if (this.tickOnUpdate) { this.dispatchEvent("tickstart"); // TODO: make cancellable? this._tick((arguments.length ? arguments : null)); this.dispatchEvent("tickend"); } this.dispatchEvent("drawstart"); // TODO: make cancellable? Stage._snapToPixelEnabled = this.snapToPixelEnabled; if (this.autoClear) { this.clear(); } var ctx = this.canvas.getContext("2d"); ctx.save(); this.updateContext(ctx); this.draw(ctx, false); ctx.restore(); this.dispatchEvent("drawend"); }; /** * Default event handler that calls the Stage {{#crossLink "Stage/update"}}{{/crossLink}} method when a {{#crossLink "DisplayObject/tick:event"}}{{/crossLink}} * event is received. This allows you to register a Stage instance as a event listener on {{#crossLink "Ticker"}}{{/crossLink}} * directly, using: * * Ticker.addEventListener("tick", myStage"); * * Note that if you subscribe to ticks using this pattern, then the tick event object will be passed through to * display object tick handlers, instead of <code>delta</code> and <code>paused</code> parameters. * @property handleEvent * @type Function **/ p.handleEvent = function(evt) { if (evt.type == "tick") { this.update(evt); } }; /** * Clears the target canvas. Useful if {{#crossLink "Stage/autoClear:property"}}{{/crossLink}} is set to `false`. * @method clear **/ p.clear = function() { if (!this.canvas) { return; } var ctx = this.canvas.getContext("2d"); ctx.setTransform(1, 0, 0, 1, 0, 0); ctx.clearRect(0, 0, this.canvas.width+1, this.canvas.height+1); }; /** * Returns a data url that contains a Base64-encoded image of the contents of the stage. The returned data url can * be specified as the src value of an image element. * @method toDataURL * @param {String} backgroundColor The background color to be used for the generated image. The value can be any value HTML color * value, including HEX colors, rgb and rgba. The default value is a transparent background. * @param {String} mimeType The MIME type of the image format to be create. The default is "image/png". If an unknown MIME type * is passed in, or if the browser does not support the specified MIME type, the default value will be used. * @return {String} a Base64 encoded image. **/ p.toDataURL = function(backgroundColor, mimeType) { if(!mimeType) { mimeType = "image/png"; } var ctx = this.canvas.getContext('2d'); var w = this.canvas.width; var h = this.canvas.height; var data; if(backgroundColor) { //get the current ImageData for the canvas. data = ctx.getImageData(0, 0, w, h); //store the current globalCompositeOperation var compositeOperation = ctx.globalCompositeOperation; //set to draw behind current content ctx.globalCompositeOperation = "destination-over"; //set background color ctx.fillStyle = backgroundColor; //draw background on entire canvas ctx.fillRect(0, 0, w, h); } //get the image data from the canvas var dataURL = this.canvas.toDataURL(mimeType); if(backgroundColor) { //clear the canvas ctx.clearRect (0, 0, w+1, h+1); //restore it with original settings ctx.putImageData(data, 0, 0); //reset the globalCompositeOperation to what it was ctx.globalCompositeOperation = compositeOperation; } return dataURL; }; /** * Enables or disables (by passing a frequency of 0) mouse over events ({{#crossLink "DisplayObject/mouseover:event"}}{{/crossLink}} * and {{#crossLink "DisplayObject/mouseout:event"}}{{/crossLink}}) for this stage's display list. These events can * be expensive to generate, so they are disabled by default. The frequency of the events can be controlled * independently of mouse move events via the optional `frequency` parameter. * * <h4>Example</h4> * var stage = new createjs.Stage("canvasId"); * stage.enableMouseOver(10); // 10 updates per second * * @method enableMouseOver * @param {Number} [frequency=20] Optional param specifying the maximum number of times per second to broadcast * mouse over/out events. Set to 0 to disable mouse over events completely. Maximum is 50. A lower frequency is less * responsive, but uses less CPU. **/ p.enableMouseOver = function(frequency) { if (this._mouseOverIntervalID) { clearInterval(this._mouseOverIntervalID); this._mouseOverIntervalID = null; if (frequency == 0) { this._testMouseOver(true); } } if (frequency == null) { frequency = 20; } else if (frequency <= 0) { return; } var o = this; this._mouseOverIntervalID = setInterval(function(){ o._testMouseOver(); }, 1000/Math.min(50,frequency)); }; /** * Enables or disables the event listeners that stage adds to DOM elements (window, document and canvas). It is good * practice to disable events when disposing of a Stage instance, otherwise the stage will continue to receive * events from the page. * * When changing the canvas property you must disable the events on the old canvas, and enable events on the * new canvas or mouse events will not work as expected. For example: * * myStage.enableDOMEvents(false); * myStage.canvas = anotherCanvas; * myStage.enableDOMEvents(true); * * @method enableDOMEvents * @param {Boolean} [enable=true] Indicates whether to enable or disable the events. Default is true. **/ p.enableDOMEvents = function(enable) { if (enable == null) { enable = true; } var n, o, ls = this._eventListeners; if (!enable && ls) { for (n in ls) { o = ls[n]; o.t.removeEventListener(n, o.f, false); } this._eventListeners = null; } else if (enable && !ls && this.canvas) { var t = window.addEventListener ? window : document; var _this = this; ls = this._eventListeners = {}; ls["mouseup"] = {t:t, f:function(e) { _this._handleMouseUp(e)} }; ls["mousemove"] = {t:t, f:function(e) { _this._handleMouseMove(e)} }; ls["dblclick"] = {t:t, f:function(e) { _this._handleDoubleClick(e)} }; ls["mousedown"] = {t:this.canvas, f:function(e) { _this._handleMouseDown(e)} }; for (n in ls) { o = ls[n]; o.t.addEventListener(n, o.f, false); } } }; /** * Returns a clone of this Stage. * @return {Stage} A clone of the current Container instance. **/ p.clone = function() { var o = new Stage(null); 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 "[Stage (name="+ this.name +")]"; }; // private methods: /** * @method _getElementRect * @protected * @param {HTMLElement} e **/ p._getElementRect = function(e) { var bounds; try { bounds = e.getBoundingClientRect(); } // this can fail on disconnected DOM elements in IE9 catch (err) { bounds = {top: e.offsetTop, left: e.offsetLeft, width:e.offsetWidth, height:e.offsetHeight}; } var offX = (window.pageXOffset || document.scrollLeft || 0) - (document.clientLeft || document.body.clientLeft || 0); var offY = (window.pageYOffset || document.scrollTop || 0) - (document.clientTop || document.body.clientTop || 0); var styles = window.getComputedStyle ? getComputedStyle(e) : e.currentStyle; // IE <9 compatibility. var padL = parseInt(styles.paddingLeft)+parseInt(styles.borderLeftWidth); var padT = parseInt(styles.paddingTop)+parseInt(styles.borderTopWidth); var padR = parseInt(styles.paddingRight)+parseInt(styles.borderRightWidth); var padB = parseInt(styles.paddingBottom)+parseInt(styles.borderBottomWidth); // note: in some browsers bounds properties are read only. return { left: bounds.left+offX+padL, right: bounds.right+offX-padR, top: bounds.top+offY+padT, bottom: bounds.bottom+offY-padB } }; /** * @method _getPointerData * @protected * @param {Number} id **/ p._getPointerData = function(id) { var data = this._pointerData[id]; if (!data) { data = this._pointerData[id] = {x:0,y:0}; // if it's the first new touch, then make it the primary pointer id: if (this._primaryPointerID == null) { this._primaryPointerID = id; } } return data; }; /** * @method _handleMouseMove * @protected * @param {MouseEvent} e **/ p._handleMouseMove = function(e) { if(!e){ e = window.event; } this._handlePointerMove(-1, e, e.pageX, e.pageY); }; /** * @method _handlePointerMove * @protected * @param {Number} id * @param {Event} e * @param {Number} pageX * @param {Number} pageY **/ p._handlePointerMove = function(id, e, pageX, pageY) { if (!this.canvas) { return; } var o = this._getPointerData(id); var inBounds = o.inBounds; this._updatePointerPosition(id, e, pageX, pageY); if (!inBounds && !o.inBounds && !this.mouseMoveOutside) { return; } if (id == -1 && o.inBounds == !inBounds) { this._dispatchMouseEvent(this, (inBounds ? "mouseleave" : "mouseenter"), false, id, o, e); } this._dispatchMouseEvent(this, "stagemousemove", false, id, o, e); this._dispatchMouseEvent(o.target, "pressmove", true, id, o, e); // TODO: deprecated: var oEvent = o.event; if (oEvent && oEvent.hasEventListener("mousemove")) { // this doesn't use _dispatchMouseEvent because it requires re-targeting. oEvent.dispatchEvent(new createjs.MouseEvent("mousemove", false, false, o.x, o.y, e, id, (id == this._primaryPointerID), o.rawX, o.rawY), oTarget); } this.nextStage&&this.nextStage._handlePointerMove(id, e, pageX, pageY); }; /** * @method _updatePointerPosition * @protected * @param {Number} id * @param {Event} e * @param {Number} pageX * @param {Number} pageY **/ p._updatePointerPosition = function(id, e, pageX, pageY) { var rect = this._getElementRect(this.canvas); pageX -= rect.left; pageY -= rect.top; var w = this.canvas.width; var h = this.canvas.height; pageX /= (rect.right-rect.left)/w; pageY /= (rect.bottom-rect.top)/h; var o = this._getPointerData(id); if (o.inBounds = (pageX >= 0 && pageY >= 0 && pageX <= w-1 && pageY <= h-1)) { o.x = pageX; o.y = pageY; } else if (this.mouseMoveOutside) { o.x = pageX < 0 ? 0 : (pageX > w-1 ? w-1 : pageX); o.y = pageY < 0 ? 0 : (pageY > h-1 ? h-1 : pageY); } o.posEvtObj = e; o.rawX = pageX; o.rawY = pageY; if (id == this._primaryPointerID) { this.mouseX = o.x; this.mouseY = o.y; this.mouseInBounds = o.inBounds; } }; /** * @method _handleMouseUp * @protected * @param {MouseEvent} e **/ p._handleMouseUp = function(e) { this._handlePointerUp(-1, e, false); }; /** * @method _handlePointerUp * @protected * @param {Number} id * @param {Event} e * @param {Boolean} clear **/ p._handlePointerUp = function(id, e, clear) { var o = this._getPointerData(id); this._dispatchMouseEvent(this, "stagemouseup", false, id, o, e); var oTarget = o.target; if (oTarget) { if (this._getObjectsUnderPoint(o.x, o.y, null, true) == oTarget) { this._dispatchMouseEvent(oTarget, "click", true, id, o, e); } this._dispatchMouseEvent(oTarget, "pressup", true, id, o, e); } // TODO: deprecated: var oEvent = o.event; if (oEvent && oEvent.hasEventListener("mouseup")) { // this doesn't use _dispatchMouseEvent because it requires re-targeting. oEvent.dispatchEvent(new createjs.MouseEvent("mouseup", false, false, o.x, o.y, e, id, (id==this._primaryPointerID), o.rawX, o.rawY), oTarget); } if (clear) { if (id==this._primaryPointerID) { this._primaryPointerID = null; } delete(this._pointerData[id]); } else { o.event = o.target = null; } this.nextStage&&this.nextStage._handlePointerUp(id, e, clear); }; /** * @method _handleMouseDown * @protected * @param {MouseEvent} e **/ p._handleMouseDown = function(e) { this._handlePointerDown(-1, e); }; /** * @method _handlePointerDown * @protected * @param {Number} id * @param {Event} e * @param {Number} pageX * @param {Number} pageY **/ p._handlePointerDown = function(id, e, pageX, pageY) { if (pageY != null) { this._updatePointerPosition(id, e, pageX, pageY); } var o = this._getPointerData(id); this._dispatchMouseEvent(this, "stagemousedown", false, id, o, e); o.target = this._getObjectsUnderPoint(o.x, o.y, null, true); this._dispatchMouseEvent(o.target, "mousedown", true, id, o, e); this.nextStage&&this.nextStage._handlePointerDown(id, e, pageX, pageY); }; /** * @method _testMouseOver * @param {Boolean} clear If true, clears the mouseover / rollover (ie. no target) * @protected **/ p._testMouseOver = function(clear) { // only update if the mouse position has changed. This provides a lot of optimization, but has some trade-offs. if (this._primaryPointerID != -1 || (!clear && this.mouseX == this._mouseOverX && this.mouseY == this._mouseOverY && this.mouseInBounds)) { return; } var o = this._getPointerData(-1); var e = o.posEvtObj; var target, common = -1, cursor="", t, i, l; if (clear || this.mouseInBounds && e && e.target == this.canvas) { target = this._getObjectsUnderPoint(this.mouseX, this.mouseY, null, true); this._mouseOverX = this.mouseX; this._mouseOverY = this.mouseY; } var oldList = this._mouseOverTarget||[]; var oldTarget = oldList[oldList.length-1]; var list = this._mouseOverTarget = []; // generate ancestor list and check for cursor: t = target; while (t) { list.unshift(t); if (t.cursor != null) { cursor = t.cursor; } t = t.parent; } this.canvas.style.cursor = cursor; // find common ancestor: for (i=0,l=list.length; i<l; i++) { if (list[i] != oldList[i]) { break; } common = i; } if (oldTarget != target) { this._dispatchMouseEvent(oldTarget, "mouseout", true, -1, o, e); } for (i=oldList.length-1; i>common; i--) { this._dispatchMouseEvent(oldList[i], "rollout", false, -1, o, e); } for (i=list.length-1; i>common; i--) { this._dispatchMouseEvent(list[i], "rollover", false, -1, o, e); } if (oldTarget != target) { this._dispatchMouseEvent(target, "mouseover", true, -1, o, e); } }; /** * @method _handleDoubleClick * @protected * @param {MouseEvent} e **/ p._handleDoubleClick = function(e) { var o = this._getPointerData(-1); var target = this._getObjectsUnderPoint(o.x, o.y, null, true); this._dispatchMouseEvent(target, "dblclick", true, -1, o, e); this.nextStage&&this.nextStage._handleDoubleClick(e); }; /** * @method _dispatchMouseEvent * @protected * @param {DisplayObject} target * @param {String} type * @param {Boolean} bubbles * @param {Number} pointerId * @param {Object} o * @param {MouseEvent} [nativeEvent] **/ p._dispatchMouseEvent = function(target, type, bubbles, pointerId, o, nativeEvent) { // TODO: might be worth either reusing MouseEvent instances, or adding a willTrigger method to avoid GC. if (!target || (!bubbles && !target.hasEventListener(type))) { return; } /* // TODO: account for stage transformations: this._mtx = this.getConcatenatedMatrix(this._mtx).invert(); var pt = this._mtx.transformPoint(o.x, o.y); var evt = new createjs.MouseEvent(type, bubbles, false, pt.x, pt.y, nativeEvent, pointerId, pointerId==this._primaryPointerID, o.rawX, o.rawY); */ var evt = new createjs.MouseEvent(type, bubbles, false, o.x, o.y, nativeEvent, pointerId, pointerId==this._primaryPointerID, o.rawX, o.rawY); target.dispatchEvent(evt); }; createjs.Stage = Stage; }());