#

API Documentation for: 1.0.0
Show: Inherited Protected Private Deprecated

# File:Stage.js

    /*
    * 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";

    // constructor:
    	/**
    	 * 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.
    	 **/
    	function Stage(canvas) {
    		this.Container_constructor();

    	// 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
    		 **/
    		this.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
    		 **/
    		this.canvas = (typeof canvas == "string") ? document.getElementById(canvas) : canvas;

    		/**
    		 * 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
    		 **/
    		this.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
    		 **/
    		this.mouseY = 0;

    		/**
    		 * Specifies the area of the stage to affect when calling update. This can be use to selectively
    		 * re-draw specific regions of the canvas. If null, the whole canvas area is drawn.
    		 * @property drawRect
    		 * @type {Rectangle}
    		 */
    		this.drawRect = null;

    		/**
    		 * Indicates whether display objects should be rendered on whole pixels. You can set the
    		 * {{#crossLink "DisplayObject/snapToPixel"}}{{/crossLink}} property of
    		 * display objects to false to enable/disable this behaviour on a per instance basis.
    		 * @property snapToPixelEnabled
    		 * @type Boolean
    		 * @default false
    		 **/
    		this.snapToPixelEnabled = false;

    		/**
    		 * Indicates whether the mouse is currently within the bounds of the canvas.
    		 * @property mouseInBounds
    		 * @type Boolean
    		 * @default false
    		 **/
    		this.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
    		 **/
    		this.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
    		 **/
    		this.mouseMoveOutside = false;

    		/**
    		 * Prevents selection of other elements in the html page if the user clicks and drags, or double clicks on the canvas.
    		 * This works by calling `preventDefault()` on any mousedown events (or touch equivalent) originating on the canvas.
    		 * @property preventSelection
    		 * @type Boolean
    		 * @default true
    		 **/
    		this.preventSelection = true;

    		/**
    		 * 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
    		 */
    		this._pointerData = {};

    		/**
    		 * Number of active pointers.
    		 * @property _pointerCount
    		 * @type {Object}
    		 * @private
    		 */
    		this._pointerCount = 0;

    		/**
    		 * The ID of the primary pointer.
    		 * @property _primaryPointerID
    		 * @type {Object}
    		 * @private
    		 */
    		this._primaryPointerID = null;

    		/**
    		 * @property _mouseOverIntervalID
    		 * @protected
    		 * @type Number
    		 **/
    		this._mouseOverIntervalID = null;

    		/**
    		 * @property _nextStage
    		 * @protected
    		 * @type Stage
    		 **/
    		this._nextStage = null;

    		/**
    		 * @property _prevStage
    		 * @protected
    		 * @type Stage
    		 **/
    		this._prevStage = null;

    	// initialize:
    		this.enableDOMEvents(true);
    	}
    	var p = createjs.extend(Stage, createjs.Container);

    // 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 presses somewhere on the stage, then releases the mouse button anywhere that the page can detect it (this varies slightly between browsers).
    	 * You can use {{#crossLink "Stage/mouseInBounds:property"}}{{/crossLink}} to check whether the mouse is currently within the stage bounds.
    	 * 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.
    	 * You can call preventDefault on the event object to cancel propagating the tick event.
    	 * @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.
    	 * You can call preventDefault on the event object to cancel the draw.
    	 * @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
    	 */

    // getter / setters:
    	/**
    	 * Specifies a target stage that will have mouse / touch interactions relayed to it after this stage handles them.
    	 * This can be useful in cases where you have multiple layered canvases and want user interactions
    	 * events to pass through. For example, this would relay mouse events from topStage to bottomStage:
    	 *
    	 *      topStage.nextStage = bottomStage;
    	 *
    	 * To disable relaying, set nextStage to null.
    	 *
    	 * MouseOver, MouseOut, RollOver, and RollOut interactions are also passed through using the mouse over settings
    	 * of the top-most stage, but are only processed if the target stage has mouse over interactions enabled.
    	 * Considerations when using roll over in relay targets:<OL>
    	 * <LI> The top-most (first) stage must have mouse over interactions enabled (via enableMouseOver)</LI>
    	 * <LI> All stages that wish to participate in mouse over interaction must enable them via enableMouseOver</LI>
    	 * <LI> All relay targets will share the frequency value of the top-most stage</LI>
    	 * </OL>
    	 * To illustrate, in this example the targetStage would process mouse over interactions at 10hz (despite passing
    	 * 30 as it's desired frequency):
    	 * 	topStage.nextStage = targetStage;
    	 * 	topStage.enableMouseOver(10);
    	 * 	targetStage.enableMouseOver(30);
    	 *
    	 * If the target stage's canvas is completely covered by this stage's canvas, you may also want to disable its
    	 * DOM events using:
    	 *
    	 *	targetStage.enableDOMEvents(false);
    	 *
    	 * @property nextStage
    	 * @type {Stage}
    	 **/
    	p._get_nextStage = function() {
    		return this._nextStage;
    	};
    	p._set_nextStage = function(value) {
    		if (this._nextStage) { this._nextStage._prevStage = null; }
    		if (value) { value._prevStage = this; }
    		this._nextStage = value;
    	};

    	try {
    		Object.defineProperties(p, {
    			nextStage: { get: p._get_nextStage, set: p._set_nextStage }
    		});
    	} catch (e) {} // TODO: use Log

    // public methods:
    	/**
    	 * Each time the update method is called, the stage will call {{#crossLink "Stage/tick"}}{{/crossLink}}
    	 * unless {{#crossLink "Stage/tickOnUpdate:property"}}{{/crossLink}} is set to false,
    	 * and then render the display list to the canvas.
    	 *
    	 * @method update
    	 * @param {Object} [props] Props object to pass to `tick()`. Should usually be a {{#crossLink "Ticker"}}{{/crossLink}} event object, or similar object with a delta property.
    	 **/
    	p.update = function(props) {
    		if (!this.canvas) { return; }
    		if (this.tickOnUpdate) { this.tick(props); }
    		if (this.dispatchEvent("drawstart", false, true) === false) { return; }
    		createjs.DisplayObject._snapToPixelEnabled = this.snapToPixelEnabled;
    		var r = this.drawRect, ctx = this.canvas.getContext("2d");
    		ctx.setTransform(1, 0, 0, 1, 0, 0);
    		if (this.autoClear) {
    			if (r) { ctx.clearRect(r.x, r.y, r.width, r.height); }
    			else { ctx.clearRect(0, 0, this.canvas.width+1, this.canvas.height+1); }
    		}
    		ctx.save();
    		if (this.drawRect) {
    			ctx.beginPath();
    			ctx.rect(r.x, r.y, r.width, r.height);
    			ctx.clip();
    		}
    		this.updateContext(ctx);
    		this.draw(ctx, false);
    		ctx.restore();
    		this.dispatchEvent("drawend");
    	};

    	/**
    	 * Propagates a tick event through the display list. This is automatically called by {{#crossLink "Stage/update"}}{{/crossLink}}
    	 * unless {{#crossLink "Stage/tickOnUpdate:property"}}{{/crossLink}} is set to false.
    	 *
    	 * If a props object is passed to `tick()`, then all of its properties will be copied to the event object that is
    	 * propagated to listeners.
    	 *
    	 * Some time-based features in EaselJS (for example {{#crossLink "Sprite/framerate"}}{{/crossLink}} require that
    	 * a {{#crossLink "Ticker/tick:event"}}{{/crossLink}} event object (or equivalent object with a delta property) be
    	 * passed as the `props` parameter to `tick()`. For example:
    	 *
    	 * 	Ticker.on("tick", handleTick);
    	 * 	function handleTick(evtObj) {
    	 * 		// clone the event object from Ticker, and add some custom data to it:
    	 * 		var evt = evtObj.clone().set({greeting:"hello", name:"world"});
    	 *
    	 * 		// pass it to stage.update():
    	 * 		myStage.update(evt); // subsequently calls tick() with the same param
    	 * 	}
    	 *
    	 * 	// ...
    	 * 	myDisplayObject.on("tick", handleDisplayObjectTick);
    	 * 	function handleDisplayObjectTick(evt) {
    	 * 		console.log(evt.delta); // the delta property from the Ticker tick event object
    	 * 		console.log(evt.greeting, evt.name); // custom data: "hello world"
    	 * 	}
    	 *
    	 * @method tick
    	 * @param {Object} [props] An object with properties that should be copied to the event object. Should usually be a Ticker event object, or similar object with a delta property.
    	 **/
    	p.tick = function(props) {
    		if (!this.tickEnabled || this.dispatchEvent("tickstart", false, true) === false) { return; }
    		var evtObj = new createjs.Event("tick");
    		if (props) {
    			for (var n in props) {
    				if (props.hasOwnProperty(n)) { evtObj[n] = props[n]; }
    			}
    		}
    		this._tick(evtObj);
    		this.dispatchEvent("tickend");
    	};

    	/**
    	 * 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. Any valid CSS color
    	 * value is allowed. The default value is a transparent background.
    	 * @param {String} [mimeType="image/png"] 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) {
    		var data, ctx = this.canvas.getContext('2d'), w = this.canvas.width, h = this.canvas.height;

    		if (backgroundColor) {
    			data = ctx.getImageData(0, 0, w, h);
    			var compositeOperation = ctx.globalCompositeOperation;
    			ctx.globalCompositeOperation = "destination-over";

    			ctx.fillStyle = backgroundColor;
    			ctx.fillRect(0, 0, w, h);
    		}

    		var dataURL = this.canvas.toDataURL(mimeType||"image/png");

    		if(backgroundColor) {
    			ctx.putImageData(data, 0, 0);
    			ctx.globalCompositeOperation = compositeOperation;
    		}

    		return dataURL;
    	};

    	/**
    	 * Enables or disables (by passing a frequency of 0) mouse over ({{#crossLink "DisplayObject/mouseover:event"}}{{/crossLink}}
    	 * and {{#crossLink "DisplayObject/mouseout:event"}}{{/crossLink}}) and roll over events ({{#crossLink "DisplayObject/rollover:event"}}{{/crossLink}}
    	 * and {{#crossLink "DisplayObject/rollout: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:this.canvas, 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);
    			}
    		}
    	};

    	/**
    	 * Stage instances cannot be cloned.
    	 * @method clone
    	 **/
    	p.clone = function() {
    		throw("Stage cannot be cloned.");
    	};

    	/**
    	 * 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,null) : 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}; }
    		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
    	 * @param {Stage} owner Indicates that the event has already been captured & handled by the indicated stage.
    	 **/
    	p._handlePointerMove = function(id, e, pageX, pageY, owner) {
    		if (this._prevStage && owner === undefined) { return; } // redundant listener.
    		if (!this.canvas) { return; }
    		var nextStage=this._nextStage, o=this._getPointerData(id);

    		var inBounds = o.inBounds;
    		this._updatePointerPosition(id, e, pageX, pageY);
    		if (inBounds || o.inBounds || this.mouseMoveOutside) {
    			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);
    		}

    		nextStage&&nextStage._handlePointerMove(id, e, pageX, pageY, null);
    	};

    	/**
    	 * @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 || id === -1) {
    			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
    	 * @param {Stage} owner Indicates that the event has already been captured & handled by the indicated stage.
    	 **/
    	p._handlePointerUp = function(id, e, clear, owner) {
    		var nextStage = this._nextStage, o = this._getPointerData(id);
    		if (this._prevStage && owner === undefined) { return; } // redundant listener.

    		var target=null, oTarget = o.target;
    		if (!owner && (oTarget || nextStage)) { target = this._getObjectsUnderPoint(o.x, o.y, null, true); }

    		if (o.down) { this._dispatchMouseEvent(this, "stagemouseup", false, id, o, e, target); o.down = false; }

    		if (target == oTarget) { this._dispatchMouseEvent(oTarget, "click", true, id, o, e); }
    		this._dispatchMouseEvent(oTarget, "pressup", true, id, o, e);

    		if (clear) {
    			if (id==this._primaryPointerID) { this._primaryPointerID = null; }
    			delete(this._pointerData[id]);
    		} else { o.target = null; }

    		nextStage&&nextStage._handlePointerUp(id, e, clear, owner || target && this);
    	};

    	/**
    	 * @method _handleMouseDown
    	 * @protected
    	 * @param {MouseEvent} e
    	 **/
    	p._handleMouseDown = function(e) {
    		this._handlePointerDown(-1, e, e.pageX, e.pageY);
    	};

    	/**
    	 * @method _handlePointerDown
    	 * @protected
    	 * @param {Number} id
    	 * @param {Event} e
    	 * @param {Number} pageX
    	 * @param {Number} pageY
    	 * @param {Stage} owner Indicates that the event has already been captured & handled by the indicated stage.
    	 **/
    	p._handlePointerDown = function(id, e, pageX, pageY, owner) {
    		if (this.preventSelection) { e.preventDefault(); }
    		if (this._primaryPointerID == null || id === -1) { this._primaryPointerID = id; } // mouse always takes over.

    		if (pageY != null) { this._updatePointerPosition(id, e, pageX, pageY); }
    		var target = null, nextStage = this._nextStage, o = this._getPointerData(id);
    		if (!owner) { target = o.target = this._getObjectsUnderPoint(o.x, o.y, null, true); }

    		if (o.inBounds) { this._dispatchMouseEvent(this, "stagemousedown", false, id, o, e, target); o.down = true; }
    		this._dispatchMouseEvent(target, "mousedown", true, id, o, e);

    		nextStage&&nextStage._handlePointerDown(id, e, pageX, pageY, owner || target && this);
    	};

    	/**
    	 * @method _testMouseOver
    	 * @param {Boolean} clear If true, clears the mouseover / rollover (ie. no target)
    	 * @param {Stage} owner Indicates that the event has already been captured & handled by the indicated stage.
    	 * @param {Stage} eventTarget The stage that the cursor is actively over.
    	 * @protected
    	 **/
    	p._testMouseOver = function(clear, owner, eventTarget) {
    		if (this._prevStage && owner === undefined) { return; } // redundant listener.

    		var nextStage = this._nextStage;
    		if (!this._mouseOverIntervalID) {
    			// not enabled for mouseover, but should still relay the event.
    			nextStage&&nextStage._testMouseOver(clear, owner, eventTarget);
    			return;
    		}
    		var o = this._getPointerData(-1);
    		// only update if the mouse position has changed. This provides a lot of optimization, but has some trade-offs.
    		if (!o || (!clear && this.mouseX == this._mouseOverX && this.mouseY == this._mouseOverY && this.mouseInBounds)) { return; }

    		var e = o.posEvtObj;
    		var isEventTarget = eventTarget || e&&(e.target == this.canvas);
    		var target=null, common = -1, cursor="", t, i, l;

    		if (!owner && (clear || this.mouseInBounds && isEventTarget)) {
    			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 (!cursor) { cursor = t.cursor; }
    			t = t.parent;
    		}
    		this.canvas.style.cursor = cursor;
    		if (!owner && eventTarget) { eventTarget.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, target);
    		}

    		for (i=oldList.length-1; i>common; i--) {
    			this._dispatchMouseEvent(oldList[i], "rollout", false, -1, o, e, target);
    		}

    		for (i=list.length-1; i>common; i--) {
    			this._dispatchMouseEvent(list[i], "rollover", false, -1, o, e, oldTarget);
    		}

    		if (oldTarget != target) {
    			this._dispatchMouseEvent(target, "mouseover", true, -1, o, e, oldTarget);
    		}

    		nextStage&&nextStage._testMouseOver(clear, owner || target && this, eventTarget || isEventTarget && this);
    	};

    	/**
    	 * @method _handleDoubleClick
    	 * @protected
    	 * @param {MouseEvent} e
    	 * @param {Stage} owner Indicates that the event has already been captured & handled by the indicated stage.
    	 **/
    	p._handleDoubleClick = function(e, owner) {
    		var target=null, nextStage=this._nextStage, o=this._getPointerData(-1);
    		if (!owner) {
    			target = this._getObjectsUnderPoint(o.x, o.y, null, true);
    			this._dispatchMouseEvent(target, "dblclick", true, -1, o, e);
    		}
    		nextStage&&nextStage._handleDoubleClick(e, owner || target && this);
    	};

    	/**
    	 * @method _dispatchMouseEvent
    	 * @protected
    	 * @param {DisplayObject} target
    	 * @param {String} type
    	 * @param {Boolean} bubbles
    	 * @param {Number} pointerId
    	 * @param {Object} o
    	 * @param {MouseEvent} [nativeEvent]
    	 * @param {DisplayObject} [relatedTarget]
    	 **/
    	p._dispatchMouseEvent = function(target, type, bubbles, pointerId, o, nativeEvent, relatedTarget) {
    		// 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 || pointerId==-1, o.rawX, o.rawY);
    		*/
    		var evt = new createjs.MouseEvent(type, bubbles, false, o.x, o.y, nativeEvent, pointerId, pointerId === this._primaryPointerID || pointerId === -1, o.rawX, o.rawY, relatedTarget);
    		target.dispatchEvent(evt);
    	};

    	createjs.Stage = createjs.promote(Stage, "Container");
    }());