File: display/LLoader.js
/** @language english
* The LLoader class is used to load image (JPG, PNG, or GIF) files. Use the load() method to initiate loading.
* @class LLoader
* @extends LEventDispatcher
* @constructor
* @since 1.0.0
* @public
*/
var LLoader = (function () {
function LLoader () {
var s = this;
LExtends(s, LEventDispatcher, []);
s.type = "LLoader";
}
LLoader.TYPE_BITMAPDATE = "bitmapData";
/** @language english
* Loads a JPEG, progressive JPEG, unanimated GIF, or PNG file into an object that is a child of this Loader object.
* @method load
* @param {String} url The URL to be requested.
* @param {String} type file type,Currently only supports "bitmapData"。
* @example
* LInit(1000/50,"legend",800,450,main);
* var loader;
* function main(){
* LGlobal.setDebug(true);
* loader = new LLoader();
* loader.addEventListener(LEvent.COMPLETE, loadBitmapdata);
* loader.load("lufylegend.js.png", "bitmapData");
* }
* function loadBitmapdata (event) {
* trace(loader.objectIndex == event.target.objectIndex);//true
* trace(event.target.content == event.currentTarget);//true
* var bitmapdata = new LBitmapData(event.currentTarget);
* var bitmap = new LBitmap(bitmapdata);
* addChild(bitmap);
* }
* @examplelink <p><a href="../../../api/LLoader/index.html" target="_blank">Try it »</a></p>
* @public
* @since 1.0.0
*/
LLoader.prototype.load = function (u, t) {
var s = this;
if (!t) {
t = LLoader.TYPE_BITMAPDATE;
}
s.loadtype = t;
if (t == LLoader.TYPE_BITMAPDATE) {
s.content = new Image();
s.content.onload = function () {
s.content.onload = null;
var event = new LEvent(LEvent.COMPLETE);
event.currentTarget = s;
event.target = s.content;
s.dispatchEvent(event);
delete s.content;
};
s.content.src = u;
}
};
return LLoader;
})();
/** @language english
* when the image is loaded.
* <p><a href="LEvent.html#property_COMPLETE">LEvent.COMPLETE</a></p>
* @event LEvent.COMPLETE
*/