/* * Shape * Visit http://createjs.com/ for documentation, updates and examples. * * Copyright (c) 2010 gskinner.com, inc. * * Permission is hereby granted, free of charge, to any person * obtaining a copy of this software and associated documentation * files (the "Software"), to deal in the Software without * restriction, including without limitation the rights to use, * copy, modify, merge, publish, distribute, sublicense, and/or sell * copies of the Software, and to permit persons to whom the * Software is furnished to do so, subject to the following * conditions: * * The above copyright notice and this permission notice shall be * included in all copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, * EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES * OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND * NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT * HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, * WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR * OTHER DEALINGS IN THE SOFTWARE. */ // namespace: this.createjs = this.createjs||{}; (function() { /** * A Shape allows you to display vector art in the display list. It composites a {{#crossLink "Graphics"}}{{/crossLink}} * instance which exposes all of the vector drawing methods. The Graphics instance can be shared between multiple Shape * instances to display the same vector graphics with different positions or transforms. * * If the vector art will not * change between draws, you may want to use the {{#crossLink "DisplayObject/cache"}}{{/crossLink}} method to reduce the * rendering cost. * *

Example

* var graphics = new createjs.Graphics().beginFill("#ff0000").drawRect(0, 0, 100, 100); * var shape = new createjs.Shape(graphics); * * //Alternatively use can also use the graphics property of the Shape class to renderer the same as above. * var shape = new createjs.Shape(); * shape.graphics.beginFill("#ff0000").drawRect(0, 0, 100, 100); * * @class Shape * @extends DisplayObject * @constructor * @param {Graphics} graphics Optional. The graphics instance to display. If null, a new Graphics instance will be created. **/ var Shape = function(graphics) { this.initialize(graphics); } var p = Shape.prototype = new createjs.DisplayObject(); // public properties: /** * The graphics instance to display. * @property graphics * @type Graphics **/ p.graphics = null; // constructor: /** * @property DisplayObject_initialize * @private * @type Function **/ p.DisplayObject_initialize = p.initialize; /** * Initialization method. * @method initialize * @param {Graphics} graphics * @protected **/ p.initialize = function(graphics) { this.DisplayObject_initialize(); this.graphics = graphics ? graphics : new createjs.Graphics(); } /** * Returns true or false indicating whether the Shape 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 Shape would be visible if drawn to a canvas **/ p.isVisible = function() { var hasContent = this.cacheCanvas || (this.graphics && !this.graphics.isEmpty()); return !!(this.visible && this.alpha > 0 && this.scaleX != 0 && this.scaleY != 0 && hasContent); }; /** * @property DisplayObject_draw * @private * @type Function **/ p.DisplayObject_draw = p.draw; /** * Draws the Shape into the specified context ignoring it's visible, alpha, shadow, and transform. Returns true if * the draw was handled (useful for overriding functionality). * * NOTE: This method is mainly for internal use, though it may be useful for advanced uses. * @method draw * @param {CanvasRenderingContext2D} ctx The canvas 2D context object to draw into. * @param {Boolean} ignoreCache Indicates whether the draw operation should ignore any current cache. For example, * used for drawing the cache (to prevent it from simply drawing an existing cache back into itself). **/ p.draw = function(ctx, ignoreCache) { if (this.DisplayObject_draw(ctx, ignoreCache)) { return true; } this.graphics.draw(ctx); return true; } /** * Returns a clone of this Shape. Some properties that are specific to this instance's current context are reverted to * their defaults (for example .parent). * @method clone * @param {Boolean} recursive If true, this Shape's {{#crossLink "Graphics"}}{{/crossLink}} instance will also be * cloned. If false, the Graphics instance will be shared with the new Shape. **/ p.clone = function(recursive) { var o = new Shape((recursive && this.graphics) ? this.graphics.clone() : this.graphics); 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 "[Shape (name="+ this.name +")]"; } createjs.Shape = Shape; }());