/*
* SpriteContainer
* 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() {
	"use strict";


	/**
	 * A SpriteContainer is a nestable display list that enables aggressively optimized rendering of bitmap content.
	 * In order to accomplish these optimizations, SpriteContainer enforces a few restrictions on its content.
	 *
	 * Restrictions:
	 *     - only Sprite, SpriteContainer, BitmapText and DOMElement are allowed to be added as children.
	 *     - a spriteSheet MUST be either be passed into the constructor or defined on the first child added.
	 *     - all children (with the exception of DOMElement) MUST use the same spriteSheet.
	 *
	 * <h4>Example</h4>
	 *
	 *      var data = {
	 *          images: ["sprites.jpg"],
	 *          frames: {width:50, height:50},
	 *          animations: {run:[0,4], jump:[5,8,"run"]}
	 *      };
	 *      var spriteSheet = new createjs.SpriteSheet(data);
	 *      var container = new createjs.SpriteContainer(spriteSheet);
	 *      container.addChild(spriteInstance, spriteInstance2);
	 *      container.x = 100;
	 *
	 * <strong>Note:</strong> SpriteContainer is not included in the minified version of EaselJS.
	 *
	 * @class SpriteContainer
	 * @extends Container
	 * @constructor
	 * @param {SpriteSheet} [spriteSheet] The spriteSheet to use for this SpriteContainer and its children.
	 **/
	function SpriteContainer(spriteSheet) {
		this.Container_constructor();
		
		
	// public properties:
		/**
		 * The SpriteSheet that this container enforces use of.
		 * @property spriteSheet
		 * @type {SpriteSheet}
		 * @readonly
		 **/
		this.spriteSheet = spriteSheet;
	}
	var p = createjs.extend(SpriteContainer, createjs.Container);

	/**
	 * <strong>REMOVED</strong>. Removed in favor of using `MySuperClass_constructor`.
	 * See {{#crossLink "Utility Methods/extend"}}{{/crossLink}} and {{#crossLink "Utility Methods/promote"}}{{/crossLink}}
	 * for details.
	 *
	 * There is an inheritance tutorial distributed with EaselJS in /tutorials/Inheritance.
	 *
	 * @method initialize
	 * @protected
	 * @deprecated
	 */
	// p.initialize = function() {}; // searchable for devs wondering where it is.
	

// public methods:
	/**
	 * Adds a child to the top of the display list.
	 * Only children of type SpriteContainer, Sprite, Bitmap, BitmapText, or DOMElement are allowed.
	 * The child must have the same spritesheet as this container (unless it's a DOMElement).
	 * If a spritesheet hasn't been defined, this container uses this child's spritesheet.
	 *
	 * <h4>Example</h4>
	 *      container.addChild(bitmapInstance);
	 *
	 *  You can also add multiple children at once:
	 *
	 *      container.addChild(bitmapInstance, shapeInstance, textInstance);
	 *
	 * @method addChild
	 * @param {DisplayObject} child The display object to add.
	 * @return {DisplayObject} The child that was added, or the last child if multiple children were added.
	 **/
	p.addChild = function(child) {
		if (child == null) { return child; }
		if (arguments.length > 1) {
			return this.addChildAt.apply(this, Array.prototype.slice.call(arguments).concat([this.children.length]));
		} else {
			return this.addChildAt(child, this.children.length);
		}
	};

	/**
	 * Adds a child to the display list at the specified index, bumping children at equal or greater indexes up one, and
	 * setting its parent to this Container.
	 * Only children of type SpriteContainer, Sprite, Bitmap, BitmapText, or DOMElement are allowed.
	 * The child must have the same spritesheet as this container (unless it's a DOMElement).
	 * If a spritesheet hasn't been defined, this container uses this child's spritesheet.
	 *
	 * <h4>Example</h4>
	 *      addChildAt(child1, index);
	 *
	 * You can also add multiple children, such as:
	 *
	 *      addChildAt(child1, child2, ..., index);
	 *
	 * The index must be between 0 and numChildren. For example, to add myShape under otherShape in the display list,
	 * you could use:
	 *
	 *      container.addChildAt(myShape, container.getChildIndex(otherShape));
	 *
	 * This would also bump otherShape's index up by one. Fails silently if the index is out of range.
	 *
	 * @method addChildAt
	 * @param {DisplayObject} child The display object to add.
	 * @param {Number} index The index to add the child at.
	 * @return {DisplayObject} Returns the last child that was added, or the last child if multiple children were added.
	 **/
	p.addChildAt = function(child, index) {
		var l = arguments.length;
		var indx = arguments[l-1]; // can't use the same name as the index param or it replaces arguments[1]
		if (indx < 0 || indx > this.children.length) { return arguments[l-2]; }
		if (l > 2) {
			for (var i=0; i<l-1; i++) { this.addChildAt(arguments[i], indx+i); }
			return arguments[l-2];
		}
		if (child._spritestage_compatibility >= 1) {
			// The child is compatible with SpriteStage/SpriteContainer.
		} else {
			console && console.log("Error: You can only add children of type SpriteContainer, Sprite, BitmapText, or DOMElement [" + child.toString() + "]");
			return child;
		}
		if (child._spritestage_compatibility <= 4) {
			var spriteSheet = child.spriteSheet;
			if ((!spriteSheet || !spriteSheet._images || spriteSheet._images.length > 1) || (this.spriteSheet && this.spriteSheet !== spriteSheet)) {
				console && console.log("Error: A child's spriteSheet must be equal to its parent spriteSheet and only use one image. [" + child.toString() + "]");
				return child;
			}
			this.spriteSheet = spriteSheet;
		}
		if (child.parent) { child.parent.removeChild(child); }
		child.parent = this;
		this.children.splice(index, 0, child);
		return child;
	};

	/**
	 * Returns a string representation of this object.
	 * @method toString
	 * @return {String} a string representation of the instance.
	 **/
	p.toString = function() {
		return "[SpriteContainer (name="+  this.name +")]";
	};


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