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src/assets/js/createjs/easeljs.js

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Original file line numberDiff line numberDiff line change
@@ -220,63 +220,6 @@ this.createjs = this.createjs||{};
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return this;
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};
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/**
224-
* Prepends the specified matrix properties to this matrix.
225-
* This is the equivalent of multiplying `(specified matrix) * (this matrix)`.
226-
* All parameters are required.
227-
* @method prepend
228-
* @param {Number} a
229-
* @param {Number} b
230-
* @param {Number} c
231-
* @param {Number} d
232-
* @param {Number} tx
233-
* @param {Number} ty
234-
* @return {Matrix2D} This matrix. Useful for chaining method calls.
235-
**/
236-
p.prepend = function(a, b, c, d, tx, ty) {
237-
var a1 = this.a;
238-
var c1 = this.c;
239-
var tx1 = this.tx;
240-
241-
this.a = a*a1+c*this.b;
242-
this.b = b*a1+d*this.b;
243-
this.c = a*c1+c*this.d;
244-
this.d = b*c1+d*this.d;
245-
this.tx = a*tx1+c*this.ty+tx;
246-
this.ty = b*tx1+d*this.ty+ty;
247-
return this;
248-
};
249-
250-
/**
251-
* Appends the specified matrix to this matrix.
252-
* This is the equivalent of multiplying `(this matrix) * (specified matrix)`.
253-
* @method appendMatrix
254-
* @param {Matrix2D} matrix
255-
* @return {Matrix2D} This matrix. Useful for chaining method calls.
256-
**/
257-
p.appendMatrix = function(matrix) {
258-
return this.append(matrix.a, matrix.b, matrix.c, matrix.d, matrix.tx, matrix.ty);
259-
};
260-
261-
/**
262-
* Prepends the specified matrix to this matrix.
263-
* This is the equivalent of multiplying `(specified matrix) * (this matrix)`.
264-
* For example, you could calculate the combined transformation for a child object using:
265-
*
266-
* var o = myDisplayObject;
267-
* var mtx = o.getMatrix();
268-
* while (o = o.parent) {
269-
* // prepend each parent's transformation in turn:
270-
* o.prependMatrix(o.getMatrix());
271-
* }
272-
* @method prependMatrix
273-
* @param {Matrix2D} matrix
274-
* @return {Matrix2D} This matrix. Useful for chaining method calls.
275-
**/
276-
p.prependMatrix = function(matrix) {
277-
return this.prepend(matrix.a, matrix.b, matrix.c, matrix.d, matrix.tx, matrix.ty);
278-
};
279-
280223
/**
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* Generates matrix properties from the specified display object transform properties, and appends them to this matrix.
282225
* For example, you can use this to generate a matrix representing the transformations of a display object:
@@ -323,122 +266,6 @@ this.createjs = this.createjs||{};
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return this;
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};
325268

326-
/**
327-
* Generates matrix properties from the specified display object transform properties, and prepends them to this matrix.
328-
* For example, you could calculate the combined transformation for a child object using:
329-
*
330-
* var o = myDisplayObject;
331-
* var mtx = new createjs.Matrix2D();
332-
* do {
333-
* // prepend each parent's transformation in turn:
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* mtx.prependTransform(o.x, o.y, o.scaleX, o.scaleY, o.rotation, o.skewX, o.skewY, o.regX, o.regY);
335-
* } while (o = o.parent);
336-
*
337-
* Note that the above example would not account for {{#crossLink "DisplayObject/transformMatrix:property"}}{{/crossLink}}
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* values. See {{#crossLink "Matrix2D/prependMatrix"}}{{/crossLink}} for an example that does.
339-
* @method prependTransform
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* @param {Number} x
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* @param {Number} y
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* @param {Number} scaleX
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* @param {Number} scaleY
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* @param {Number} rotation
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* @param {Number} skewX
346-
* @param {Number} skewY
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* @param {Number} regX Optional.
348-
* @param {Number} regY Optional.
349-
* @return {Matrix2D} This matrix. Useful for chaining method calls.
350-
**/
351-
p.prependTransform = function(x, y, scaleX, scaleY, rotation, skewX, skewY, regX, regY) {
352-
if (rotation%360) {
353-
var r = rotation*Matrix2D.DEG_TO_RAD;
354-
var cos = Math.cos(r);
355-
var sin = Math.sin(r);
356-
} else {
357-
cos = 1;
358-
sin = 0;
359-
}
360-
361-
if (regX || regY) {
362-
// prepend the registration offset:
363-
this.tx -= regX; this.ty -= regY;
364-
}
365-
if (skewX || skewY) {
366-
// TODO: can this be combined into a single prepend operation?
367-
skewX *= Matrix2D.DEG_TO_RAD;
368-
skewY *= Matrix2D.DEG_TO_RAD;
369-
this.prepend(cos*scaleX, sin*scaleX, -sin*scaleY, cos*scaleY, 0, 0);
370-
this.prepend(Math.cos(skewY), Math.sin(skewY), -Math.sin(skewX), Math.cos(skewX), x, y);
371-
} else {
372-
this.prepend(cos*scaleX, sin*scaleX, -sin*scaleY, cos*scaleY, x, y);
373-
}
374-
return this;
375-
};
376-
377-
/**
378-
* Applies a clockwise rotation transformation to the matrix.
379-
* @method rotate
380-
* @param {Number} angle The angle to rotate by, in degrees. To use a value in radians, multiply it by `180/Math.PI`.
381-
* @return {Matrix2D} This matrix. Useful for chaining method calls.
382-
**/
383-
p.rotate = function(angle) {
384-
angle = angle*Matrix2D.DEG_TO_RAD;
385-
var cos = Math.cos(angle);
386-
var sin = Math.sin(angle);
387-
388-
var a1 = this.a;
389-
var b1 = this.b;
390-
391-
this.a = a1*cos+this.c*sin;
392-
this.b = b1*cos+this.d*sin;
393-
this.c = -a1*sin+this.c*cos;
394-
this.d = -b1*sin+this.d*cos;
395-
return this;
396-
};
397-
398-
/**
399-
* Applies a skew transformation to the matrix.
400-
* @method skew
401-
* @param {Number} skewX The amount to skew horizontally in degrees. To use a value in radians, multiply it by `180/Math.PI`.
402-
* @param {Number} skewY The amount to skew vertically in degrees.
403-
* @return {Matrix2D} This matrix. Useful for chaining method calls.
404-
*/
405-
p.skew = function(skewX, skewY) {
406-
skewX = skewX*Matrix2D.DEG_TO_RAD;
407-
skewY = skewY*Matrix2D.DEG_TO_RAD;
408-
this.append(Math.cos(skewY), Math.sin(skewY), -Math.sin(skewX), Math.cos(skewX), 0, 0);
409-
return this;
410-
};
411-
412-
/**
413-
* Applies a scale transformation to the matrix.
414-
* @method scale
415-
* @param {Number} x The amount to scale horizontally. E.G. a value of 2 will double the size in the X direction, and 0.5 will halve it.
416-
* @param {Number} y The amount to scale vertically.
417-
* @return {Matrix2D} This matrix. Useful for chaining method calls.
418-
**/
419-
p.scale = function(x, y) {
420-
this.a *= x;
421-
this.b *= x;
422-
this.c *= y;
423-
this.d *= y;
424-
//this.tx *= x;
425-
//this.ty *= y;
426-
return this;
427-
};
428-
429-
/**
430-
* Translates the matrix on the x and y axes.
431-
* @method translate
432-
* @param {Number} x
433-
* @param {Number} y
434-
* @return {Matrix2D} This matrix. Useful for chaining method calls.
435-
**/
436-
p.translate = function(x, y) {
437-
this.tx += this.a*x + this.c*y;
438-
this.ty += this.b*x + this.d*y;
439-
return this;
440-
};
441-
442269
/**
443270
* Sets the properties of the matrix to those of an identity matrix (one that applies a null transformation).
444271
* @method identity
@@ -450,62 +277,6 @@ this.createjs = this.createjs||{};
450277
return this;
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};
452279

453-
/**
454-
* Inverts the matrix, causing it to perform the opposite transformation.
455-
* @method invert
456-
* @return {Matrix2D} This matrix. Useful for chaining method calls.
457-
**/
458-
p.invert = function() {
459-
var a1 = this.a;
460-
var b1 = this.b;
461-
var c1 = this.c;
462-
var d1 = this.d;
463-
var tx1 = this.tx;
464-
var n = a1*d1-b1*c1;
465-
466-
this.a = d1/n;
467-
this.b = -b1/n;
468-
this.c = -c1/n;
469-
this.d = a1/n;
470-
this.tx = (c1*this.ty-d1*tx1)/n;
471-
this.ty = -(a1*this.ty-b1*tx1)/n;
472-
return this;
473-
};
474-
475-
/**
476-
* Returns true if the matrix is an identity matrix.
477-
* @method isIdentity
478-
* @return {Boolean}
479-
**/
480-
p.isIdentity = function() {
481-
return this.tx === 0 && this.ty === 0 && this.a === 1 && this.b === 0 && this.c === 0 && this.d === 1;
482-
};
483-
484-
/**
485-
* Returns true if this matrix is equal to the specified matrix (all property values are equal).
486-
* @method equals
487-
* @param {Matrix2D} matrix The matrix to compare.
488-
* @return {Boolean}
489-
**/
490-
p.equals = function(matrix) {
491-
return this.tx === matrix.tx && this.ty === matrix.ty && this.a === matrix.a && this.b === matrix.b && this.c === matrix.c && this.d === matrix.d;
492-
};
493-
494-
/**
495-
* Transforms a point according to this matrix.
496-
* @method transformPoint
497-
* @param {Number} x The x component of the point to transform.
498-
* @param {Number} y The y component of the point to transform.
499-
* @param {Point | Object} [pt] An object to copy the result into. If omitted a generic object with x/y properties will be returned.
500-
* @return {Point} This matrix. Useful for chaining method calls.
501-
**/
502-
p.transformPoint = function(x, y, pt) {
503-
pt = pt||{};
504-
pt.x = x*this.a+y*this.c+this.tx;
505-
pt.y = x*this.b+y*this.d+this.ty;
506-
return pt;
507-
};
508-
509280
// this has to be populated after the class is defined:
510281
Matrix2D.identity = new Matrix2D();
511282

@@ -1369,7 +1140,6 @@ this.createjs = this.createjs||{};
13691140
this._spacing = o.spacing||0;
13701141
this._margin = o.margin||0;
13711142
this._numFrames = o.count;
1372-
if (this._loadCount == 0) { this._calculateFrames(); }
13731143
}
13741144

13751145
// parse animations:
@@ -1407,71 +1177,6 @@ this.createjs = this.createjs||{};
14071177
}
14081178
};
14091179

1410-
/**
1411-
* @method _handleImageLoad
1412-
* @protected
1413-
**/
1414-
p._handleImageLoad = function(src) {
1415-
if (--this._loadCount == 0) {
1416-
this._calculateFrames();
1417-
this.complete = true;
1418-
this.dispatchEvent("complete");
1419-
}
1420-
};
1421-
1422-
/**
1423-
* @method _handleImageError
1424-
* @protected
1425-
*/
1426-
p._handleImageError = function (src) {
1427-
var errorEvent = new createjs.Event("error");
1428-
errorEvent.src = src;
1429-
this.dispatchEvent(errorEvent);
1430-
1431-
// Complete is still dispatched.
1432-
if (--this._loadCount == 0) {
1433-
this.dispatchEvent("complete");
1434-
}
1435-
};
1436-
1437-
/**
1438-
* @method _calculateFrames
1439-
* @protected
1440-
**/
1441-
p._calculateFrames = function() {
1442-
if (this._frames || this._frameWidth == 0) { return; }
1443-
1444-
this._frames = [];
1445-
1446-
var maxFrames = this._numFrames || 100000; // if we go over this, something is wrong.
1447-
var frameCount = 0, frameWidth = this._frameWidth, frameHeight = this._frameHeight;
1448-
var spacing = this._spacing, margin = this._margin;
1449-
1450-
imgLoop:
1451-
for (var i=0, imgs=this._images; i<imgs.length; i++) {
1452-
var img = imgs[i], imgW = (img.width||img.naturalWidth), imgH = (img.height||img.naturalHeight);
1453-
1454-
var y = margin;
1455-
while (y <= imgH-margin-frameHeight) {
1456-
var x = margin;
1457-
while (x <= imgW-margin-frameWidth) {
1458-
if (frameCount >= maxFrames) { break imgLoop; }
1459-
frameCount++;
1460-
this._frames.push({
1461-
image: img,
1462-
rect: new createjs.Rectangle(x, y, frameWidth, frameHeight),
1463-
regX: this._regX,
1464-
regY: this._regY
1465-
});
1466-
x += frameWidth+spacing;
1467-
}
1468-
y += frameHeight+spacing;
1469-
}
1470-
}
1471-
this._numFrames = frameCount;
1472-
};
1473-
1474-
14751180
createjs.SpriteSheet = createjs.promote(SpriteSheet, "EventDispatcher");
14761181
}());
14771182

@@ -1696,68 +1401,6 @@ this.createjs = this.createjs||{};
16961401
var p = Graphics.prototype;
16971402
var G = Graphics; // shortcut
16981403

1699-
// static public methods:
1700-
/**
1701-
* Returns a CSS compatible color string based on the specified RGB numeric color values in the format
1702-
* "rgba(255,255,255,1.0)", or if alpha is null then in the format "rgb(255,255,255)". For example,
1703-
*
1704-
* createjs.Graphics.getRGB(50, 100, 150, 0.5);
1705-
* // Returns "rgba(50,100,150,0.5)"
1706-
*
1707-
* It also supports passing a single hex color value as the first param, and an optional alpha value as the second
1708-
* param. For example,
1709-
*
1710-
* createjs.Graphics.getRGB(0xFF00FF, 0.2);
1711-
* // Returns "rgba(255,0,255,0.2)"
1712-
*
1713-
* @method getRGB
1714-
* @static
1715-
* @param {Number} r The red component for the color, between 0 and 0xFF (255).
1716-
* @param {Number} g The green component for the color, between 0 and 0xFF (255).
1717-
* @param {Number} b The blue component for the color, between 0 and 0xFF (255).
1718-
* @param {Number} [alpha] The alpha component for the color where 0 is fully transparent and 1 is fully opaque.
1719-
* @return {String} A CSS compatible color string based on the specified RGB numeric color values in the format
1720-
* "rgba(255,255,255,1.0)", or if alpha is null then in the format "rgb(255,255,255)".
1721-
**/
1722-
Graphics.getRGB = function(r, g, b, alpha) {
1723-
if (r != null && b == null) {
1724-
alpha = g;
1725-
b = r&0xFF;
1726-
g = r>>8&0xFF;
1727-
r = r>>16&0xFF;
1728-
}
1729-
if (alpha == null) {
1730-
return "rgb("+r+","+g+","+b+")";
1731-
} else {
1732-
return "rgba("+r+","+g+","+b+","+alpha+")";
1733-
}
1734-
};
1735-
1736-
/**
1737-
* Returns a CSS compatible color string based on the specified HSL numeric color values in the format "hsla(360,100,100,1.0)",
1738-
* or if alpha is null then in the format "hsl(360,100,100)".
1739-
*
1740-
* createjs.Graphics.getHSL(150, 100, 70);
1741-
* // Returns "hsl(150,100,70)"
1742-
*
1743-
* @method getHSL
1744-
* @static
1745-
* @param {Number} hue The hue component for the color, between 0 and 360.
1746-
* @param {Number} saturation The saturation component for the color, between 0 and 100.
1747-
* @param {Number} lightness The lightness component for the color, between 0 and 100.
1748-
* @param {Number} [alpha] The alpha component for the color where 0 is fully transparent and 1 is fully opaque.
1749-
* @return {String} A CSS compatible color string based on the specified HSL numeric color values in the format
1750-
* "hsla(360,100,100,1.0)", or if alpha is null then in the format "hsl(360,100,100)".
1751-
**/
1752-
Graphics.getHSL = function(hue, saturation, lightness, alpha) {
1753-
if (alpha == null) {
1754-
return "hsl("+(hue%360)+","+saturation+"%,"+lightness+"%)";
1755-
} else {
1756-
return "hsla("+(hue%360)+","+saturation+"%,"+lightness+"%,"+alpha+")";
1757-
}
1758-
};
1759-
1760-
17611404
// static properties:
17621405
/**
17631406
* A reusable instance of {{#crossLink "Graphics/BeginPath"}}{{/crossLink}} to avoid

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