pixi.js/docs/files/src_pixi_InteractionManager.js.html
Mat Groves 847eb6c48e Docs updated
Fixed issue where alpha not being set correctly in canvas spriteBatch
Fixed issue where previous stage events did not get removed correctly
2014-01-28 00:08:50 +00:00

925 lines
28 KiB
HTML

<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="utf-8">
<title>src/pixi/InteractionManager.js - pixi.js</title>
<link rel="stylesheet" href="http://yui.yahooapis.com/3.9.1/build/cssgrids/cssgrids-min.css">
<link rel="stylesheet" href="../assets/vendor/prettify/prettify-min.css">
<link rel="stylesheet" href="../assets/css/main.css" id="site_styles">
<link rel="shortcut icon" type="image/png" href="../assets/favicon.png">
<script src="http://yui.yahooapis.com/combo?3.9.1/build/yui/yui-min.js"></script>
</head>
<body class="yui3-skin-sam">
<div id="doc">
<div id="hd" class="yui3-g header">
<div class="yui3-u-3-4">
<h1><img src="http://www.goodboydigital.com/pixijs/logo_small.png" title="pixi.js"></h1>
</div>
<div class="yui3-u-1-4 version">
<em>API Docs for: 1.4.3</em>
</div>
</div>
<div id="bd" class="yui3-g">
<div class="yui3-u-1-4">
<div id="docs-sidebar" class="sidebar apidocs">
<div id="api-list">
<h2 class="off-left">APIs</h2>
<div id="api-tabview" class="tabview">
<ul class="tabs">
<li><a href="#api-classes">Classes</a></li>
<li><a href="#api-modules">Modules</a></li>
</ul>
<div id="api-tabview-filter">
<input type="search" id="api-filter" placeholder="Type to filter APIs">
</div>
<div id="api-tabview-panel">
<ul id="api-classes" class="apis classes">
<li><a href="../classes/AbstractFilter.html">AbstractFilter</a></li>
<li><a href="../classes/AlphaMaskFilter.html">AlphaMaskFilter</a></li>
<li><a href="../classes/AssetLoader.html">AssetLoader</a></li>
<li><a href="../classes/AtlasLoader.html">AtlasLoader</a></li>
<li><a href="../classes/BaseTexture.html">BaseTexture</a></li>
<li><a href="../classes/BitmapFontLoader.html">BitmapFontLoader</a></li>
<li><a href="../classes/BitmapText.html">BitmapText</a></li>
<li><a href="../classes/BlurFilter.html">BlurFilter</a></li>
<li><a href="../classes/CanvasGraphics.html">CanvasGraphics</a></li>
<li><a href="../classes/CanvasRenderer.html">CanvasRenderer</a></li>
<li><a href="../classes/Circle.html">Circle</a></li>
<li><a href="../classes/ColorMatrixFilter.html">ColorMatrixFilter</a></li>
<li><a href="../classes/ColorStepFilter.html">ColorStepFilter</a></li>
<li><a href="../classes/DisplacementFilter.html">DisplacementFilter</a></li>
<li><a href="../classes/DisplayObject.html">DisplayObject</a></li>
<li><a href="../classes/DisplayObjectContainer.html">DisplayObjectContainer</a></li>
<li><a href="../classes/DotScreenFilter.html">DotScreenFilter</a></li>
<li><a href="../classes/Ellipse.html">Ellipse</a></li>
<li><a href="../classes/EventTarget.html">EventTarget</a></li>
<li><a href="../classes/Graphics.html">Graphics</a></li>
<li><a href="../classes/GrayFilter.html">GrayFilter</a></li>
<li><a href="../classes/ImageLoader.html">ImageLoader</a></li>
<li><a href="../classes/InvertFilter.html">InvertFilter</a></li>
<li><a href="../classes/JsonLoader.html">JsonLoader</a></li>
<li><a href="../classes/MovieClip.html">MovieClip</a></li>
<li><a href="../classes/PixelateFilter.html">PixelateFilter</a></li>
<li><a href="../classes/PIXI.PixiFastShader.html">PIXI.PixiFastShader</a></li>
<li><a href="../classes/PIXI.PixiShader.html">PIXI.PixiShader</a></li>
<li><a href="../classes/Point.html">Point</a></li>
<li><a href="../classes/Polygon.html">Polygon</a></li>
<li><a href="../classes/PolyK._convex.html">PolyK._convex</a></li>
<li><a href="../classes/PolyK._PointInTriangle.html">PolyK._PointInTriangle</a></li>
<li><a href="../classes/PolyK.AjaxRequest.html">PolyK.AjaxRequest</a></li>
<li><a href="../classes/PolyK.InteractionData.html">PolyK.InteractionData</a></li>
<li><a href="../classes/PolyK.InteractionManager.html">PolyK.InteractionManager</a></li>
<li><a href="../classes/Rectangle.html">Rectangle</a></li>
<li><a href="../classes/RenderTexture.html">RenderTexture</a></li>
<li><a href="../classes/SepiaFilter.html">SepiaFilter</a></li>
<li><a href="../classes/Spine.html">Spine</a></li>
<li><a href="../classes/Sprite.html">Sprite</a></li>
<li><a href="../classes/SpriteSheetLoader.html">SpriteSheetLoader</a></li>
<li><a href="../classes/Stage.html">Stage</a></li>
<li><a href="../classes/Text.html">Text</a></li>
<li><a href="../classes/Texture.html">Texture</a></li>
<li><a href="../classes/TilingSprite.html">TilingSprite</a></li>
<li><a href="../classes/TwistFilter.html">TwistFilter</a></li>
<li><a href="../classes/WebGLRenderer.html">WebGLRenderer</a></li>
</ul>
<ul id="api-modules" class="apis modules">
<li><a href="../modules/PIXI.html">PIXI</a></li>
</ul>
</div>
</div>
</div>
</div>
</div>
<div class="yui3-u-3-4">
<div id="api-options">
Show:
<label for="api-show-inherited">
<input type="checkbox" id="api-show-inherited" checked>
Inherited
</label>
<label for="api-show-protected">
<input type="checkbox" id="api-show-protected">
Protected
</label>
<label for="api-show-private">
<input type="checkbox" id="api-show-private">
Private
</label>
<label for="api-show-deprecated">
<input type="checkbox" id="api-show-deprecated">
Deprecated
</label>
</div>
<div class="apidocs">
<div id="docs-main">
<div class="content">
<h1 class="file-heading">File: src/pixi/InteractionManager.js</h1>
<div class="file">
<pre class="code prettyprint linenums">
/**
* @author Mat Groves http://matgroves.com/ @Doormat23
*/
/**
* The interaction manager deals with mouse and touch events. Any DisplayObject can be interactive
* This manager also supports multitouch.
*
* @class InteractionManager
* @constructor
* @param stage {Stage} The stage to handle interactions
*/
PIXI.InteractionManager = function(stage)
{
/**
* a reference to the stage
*
* @property stage
* @type Stage
*/
this.stage = stage;
/**
* the mouse data
*
* @property mouse
* @type InteractionData
*/
this.mouse = new PIXI.InteractionData();
/**
* an object that stores current touches (InteractionData) by id reference
*
* @property touchs
* @type Object
*/
this.touchs = {};
// helpers
this.tempPoint = new PIXI.Point();
//this.tempMatrix = mat3.create();
this.mouseoverEnabled = true;
//tiny little interactiveData pool!
this.pool = [];
this.interactiveItems = [];
this.interactionDOMElement = null;
//this will make it so that you dont have to call bind all the time
this.onMouseMove = this.onMouseMove.bind( this );
this.onMouseDown = this.onMouseDown.bind(this);
this.onMouseOut = this.onMouseOut.bind(this);
this.onMouseUp = this.onMouseUp.bind(this);
this.onTouchStart = this.onTouchStart.bind(this);
this.onTouchEnd = this.onTouchEnd.bind(this);
this.onTouchMove = this.onTouchMove.bind(this);
this.last = 0;
};
// constructor
PIXI.InteractionManager.prototype.constructor = PIXI.InteractionManager;
/**
* Collects an interactive sprite recursively to have their interactions managed
*
* @method collectInteractiveSprite
* @param displayObject {DisplayObject} the displayObject to collect
* @param iParent {DisplayObject}
* @private
*/
PIXI.InteractionManager.prototype.collectInteractiveSprite = function(displayObject, iParent)
{
var children = displayObject.children;
var length = children.length;
/// make an interaction tree... {item.__interactiveParent}
for (var i = length-1; i &gt;= 0; i--)
{
var child = children[i];
// if(child.visible) {
// push all interactive bits
if(child.interactive)
{
iParent.interactiveChildren = true;
//child.__iParent = iParent;
this.interactiveItems.push(child);
if(child.children.length &gt; 0)
{
this.collectInteractiveSprite(child, child);
}
}
else
{
child.__iParent = null;
if(child.children.length &gt; 0)
{
this.collectInteractiveSprite(child, iParent);
}
}
// }
}
};
/**
* Sets the target for event delegation
*
* @method setTarget
* @param target {WebGLRenderer|CanvasRenderer} the renderer to bind events to
* @private
*/
PIXI.InteractionManager.prototype.setTarget = function(target)
{
this.target = target;
//check if the dom element has been set. If it has don&#x27;t do anything
if( this.interactionDOMElement === null ) {
this.setTargetDomElement( target.view );
}
document.body.addEventListener(&#x27;mouseup&#x27;, this.onMouseUp, true);
};
/**
* Sets the dom element which will receive mouse/touch events. This is useful for when you have other DOM
* elements ontop of the renderers Canvas element. With this you&#x27;ll be able to delegate another dom element
* to receive those events
*
* @method setTargetDomElement
* @param domElement {DOMElement} the dom element which will receive mouse and touch events
* @private
*/
PIXI.InteractionManager.prototype.setTargetDomElement = function(domElement)
{
//remove previouse listeners
if( this.interactionDOMElement !== null )
{
this.interactionDOMElement.style[&#x27;-ms-content-zooming&#x27;] = &#x27;&#x27;;
this.interactionDOMElement.style[&#x27;-ms-touch-action&#x27;] = &#x27;&#x27;;
this.interactionDOMElement.removeEventListener(&#x27;mousemove&#x27;, this.onMouseMove, true);
this.interactionDOMElement.removeEventListener(&#x27;mousedown&#x27;, this.onMouseDown, true);
this.interactionDOMElement.removeEventListener(&#x27;mouseout&#x27;, this.onMouseOut, true);
// aint no multi touch just yet!
this.interactionDOMElement.removeEventListener(&#x27;touchstart&#x27;, this.onTouchStart, true);
this.interactionDOMElement.removeEventListener(&#x27;touchend&#x27;, this.onTouchEnd, true);
this.interactionDOMElement.removeEventListener(&#x27;touchmove&#x27;, this.onTouchMove, true);
}
if (window.navigator.msPointerEnabled)
{
// time to remove some of that zoom in ja..
domElement.style[&#x27;-ms-content-zooming&#x27;] = &#x27;none&#x27;;
domElement.style[&#x27;-ms-touch-action&#x27;] = &#x27;none&#x27;;
// DO some window specific touch!
}
this.interactionDOMElement = domElement;
domElement.addEventListener(&#x27;mousemove&#x27;, this.onMouseMove, true);
domElement.addEventListener(&#x27;mousedown&#x27;, this.onMouseDown, true);
domElement.addEventListener(&#x27;mouseout&#x27;, this.onMouseOut, true);
// aint no multi touch just yet!
domElement.addEventListener(&#x27;touchstart&#x27;, this.onTouchStart, true);
domElement.addEventListener(&#x27;touchend&#x27;, this.onTouchEnd, true);
domElement.addEventListener(&#x27;touchmove&#x27;, this.onTouchMove, true);
};
/**
* updates the state of interactive objects
*
* @method update
* @private
*/
PIXI.InteractionManager.prototype.update = function()
{
if(!this.target)return;
// frequency of 30fps??
var now = Date.now();
var diff = now - this.last;
diff = (diff * PIXI.INTERACTION_FREQUENCY ) / 1000;
if(diff &lt; 1)return;
this.last = now;
//
var i = 0;
// ok.. so mouse events??
// yes for now :)
// OPTIMISE - how often to check??
if(this.dirty)
{
this.dirty = false;
var len = this.interactiveItems.length;
for (i = 0; i &lt; len; i++) {
this.interactiveItems[i].interactiveChildren = false;
}
this.interactiveItems = [];
if(this.stage.interactive)this.interactiveItems.push(this.stage);
// go through and collect all the objects that are interactive..
this.collectInteractiveSprite(this.stage, this.stage);
}
// loop through interactive objects!
var length = this.interactiveItems.length;
this.interactionDOMElement.style.cursor = &#x27;inherit&#x27;;
var over = false;
for (i = 0; i &lt; length; i++)
{
var item = this.interactiveItems[i];
//if(!item.visible)continue;
// OPTIMISATION - only calculate every time if the mousemove function exists..
// OK so.. does the object have any other interactive functions?
// hit-test the clip!
// if(item.mouseover || item.mouseout || item.buttonMode)
// {
// ok so there are some functions so lets hit test it..
item.__hit = this.hitTest(item, this.mouse);
this.mouse.target = item;
// ok so deal with interactions..
// looks like there was a hit!
if(item.__hit &amp;&amp; !over)
{
if(item.buttonMode) this.interactionDOMElement.style.cursor = item.defaultCursor;
if(!item.interactiveChildren)over = true;
if(!item.__isOver)
{
if(item.mouseover)item.mouseover(this.mouse);
item.__isOver = true;
// just the one!
//break;
}
//break;
}
else
{
if(item.__isOver)
{
// roll out!
if(item.mouseout)item.mouseout(this.mouse);
item.__isOver = false;
}
}
// }
// ---&gt;
}
};
/**
* Is called when the mouse moves across the renderer element
*
* @method onMouseMove
* @param event {Event} The DOM event of the mouse moving
* @private
*/
PIXI.InteractionManager.prototype.onMouseMove = function(event)
{
this.mouse.originalEvent = event || window.event; //IE uses window.event
// TODO optimize by not check EVERY TIME! maybe half as often? //
var rect = this.interactionDOMElement.getBoundingClientRect();
this.mouse.global.x = (event.clientX - rect.left) * (this.target.width / rect.width);
this.mouse.global.y = (event.clientY - rect.top) * ( this.target.height / rect.height);
var length = this.interactiveItems.length;
for (var i = 0; i &lt; length; i++)
{
var item = this.interactiveItems[i];
if(item.mousemove)
{
//call the function!
item.mousemove(this.mouse);
}
}
};
/**
* Is called when the mouse button is pressed down on the renderer element
*
* @method onMouseDown
* @param event {Event} The DOM event of a mouse button being pressed down
* @private
*/
PIXI.InteractionManager.prototype.onMouseDown = function(event)
{
this.mouse.originalEvent = event || window.event; //IE uses window.event
if(PIXI.AUTO_PREVENT_DEFULT)this.mouse.originalEvent.preventDefault();
// loop through interaction tree...
// hit test each item! -&gt;
// get interactive items under point??
//stage.__i
var length = this.interactiveItems.length;
// while
// hit test
for (var i = 0; i &lt; length; i++)
{
var item = this.interactiveItems[i];
if(item.mousedown || item.click)
{
item.__mouseIsDown = true;
item.__hit = this.hitTest(item, this.mouse);
if(item.__hit)
{
//call the function!
if(item.mousedown)item.mousedown(this.mouse);
item.__isDown = true;
// just the one!
if(!item.interactiveChildren)break;
}
}
}
};
PIXI.InteractionManager.prototype.onMouseOut = function()
{
var length = this.interactiveItems.length;
this.interactionDOMElement.style.cursor = &#x27;inherit&#x27;;
for (var i = 0; i &lt; length; i++)
{
var item = this.interactiveItems[i];
if(item.__isOver)
{
this.mouse.target = item;
if(item.mouseout)item.mouseout(this.mouse);
item.__isOver = false;
}
}
};
/**
* Is called when the mouse button is released on the renderer element
*
* @method onMouseUp
* @param event {Event} The DOM event of a mouse button being released
* @private
*/
PIXI.InteractionManager.prototype.onMouseUp = function(event)
{
this.mouse.originalEvent = event || window.event; //IE uses window.event
var length = this.interactiveItems.length;
var up = false;
for (var i = 0; i &lt; length; i++)
{
var item = this.interactiveItems[i];
//if(item.mouseup || item.mouseupoutside || item.click)
//{
item.__hit = this.hitTest(item, this.mouse);
if(item.__hit &amp;&amp; !up)
{
//call the function!
if(item.mouseup)
{
item.mouseup(this.mouse);
}
if(item.__isDown)
{
if(item.click)item.click(this.mouse);
}
if(!item.interactiveChildren)up = true;
}
else
{
if(item.__isDown)
{
if(item.mouseupoutside)item.mouseupoutside(this.mouse);
}
}
item.__isDown = false;
//}
}
};
/**
* Tests if the current mouse coords hit a sprite
*
* @method hitTest
* @param item {DisplayObject} The displayObject to test for a hit
* @param interactionData {InteractionData} The interactionData object to update in the case of a hit
* @private
*/
PIXI.InteractionManager.prototype.hitTest = function(item, interactionData)
{
var global = interactionData.global;
if( !item.worldVisible )return false;
// temp fix for if the element is in a non visible
var isSprite = (item instanceof PIXI.Sprite),
worldTransform = item.worldTransform,
a00 = worldTransform[0], a01 = worldTransform[1], a02 = worldTransform[2],
a10 = worldTransform[3], a11 = worldTransform[4], a12 = worldTransform[5],
id = 1 / (a00 * a11 + a01 * -a10),
x = a11 * id * global.x + -a01 * id * global.y + (a12 * a01 - a02 * a11) * id,
y = a00 * id * global.y + -a10 * id * global.x + (-a12 * a00 + a02 * a10) * id;
interactionData.target = item;
//a sprite or display object with a hit area defined
if(item.hitArea &amp;&amp; item.hitArea.contains) {
if(item.hitArea.contains(x, y)) {
//if(isSprite)
interactionData.target = item;
return true;
}
return false;
}
// a sprite with no hitarea defined
else if(isSprite)
{
var width = item.texture.frame.width,
height = item.texture.frame.height,
x1 = -width * item.anchor.x,
y1;
if(x &gt; x1 &amp;&amp; x &lt; x1 + width)
{
y1 = -height * item.anchor.y;
if(y &gt; y1 &amp;&amp; y &lt; y1 + height)
{
// set the target property if a hit is true!
interactionData.target = item;
return true;
}
}
}
var length = item.children.length;
for (var i = 0; i &lt; length; i++)
{
var tempItem = item.children[i];
var hit = this.hitTest(tempItem, interactionData);
if(hit)
{
// hmm.. TODO SET CORRECT TARGET?
interactionData.target = item;
return true;
}
}
return false;
};
/**
* Is called when a touch is moved across the renderer element
*
* @method onTouchMove
* @param event {Event} The DOM event of a touch moving across the renderer view
* @private
*/
PIXI.InteractionManager.prototype.onTouchMove = function(event)
{
var rect = this.interactionDOMElement.getBoundingClientRect();
var changedTouches = event.changedTouches;
var touchData;
var i = 0;
for (i = 0; i &lt; changedTouches.length; i++)
{
var touchEvent = changedTouches[i];
touchData = this.touchs[touchEvent.identifier];
touchData.originalEvent = event || window.event;
// update the touch position
touchData.global.x = (touchEvent.clientX - rect.left) * (this.target.width / rect.width);
touchData.global.y = (touchEvent.clientY - rect.top) * (this.target.height / rect.height);
if(navigator.isCocoonJS) {
touchData.global.x = touchEvent.clientX;
touchData.global.y = touchEvent.clientY;
}
}
var length = this.interactiveItems.length;
for (i = 0; i &lt; length; i++)
{
var item = this.interactiveItems[i];
if(item.touchmove)
item.touchmove(touchData);
}
};
/**
* Is called when a touch is started on the renderer element
*
* @method onTouchStart
* @param event {Event} The DOM event of a touch starting on the renderer view
* @private
*/
PIXI.InteractionManager.prototype.onTouchStart = function(event)
{
var rect = this.interactionDOMElement.getBoundingClientRect();
if(PIXI.AUTO_PREVENT_DEFULT)event.preventDefault();
var changedTouches = event.changedTouches;
for (var i=0; i &lt; changedTouches.length; i++)
{
var touchEvent = changedTouches[i];
var touchData = this.pool.pop();
if(!touchData)touchData = new PIXI.InteractionData();
touchData.originalEvent = event || window.event;
this.touchs[touchEvent.identifier] = touchData;
touchData.global.x = (touchEvent.clientX - rect.left) * (this.target.width / rect.width);
touchData.global.y = (touchEvent.clientY - rect.top) * (this.target.height / rect.height);
if(navigator.isCocoonJS) {
touchData.global.x = touchEvent.clientX;
touchData.global.y = touchEvent.clientY;
}
var length = this.interactiveItems.length;
for (var j = 0; j &lt; length; j++)
{
var item = this.interactiveItems[j];
if(item.touchstart || item.tap)
{
item.__hit = this.hitTest(item, touchData);
if(item.__hit)
{
//call the function!
if(item.touchstart)item.touchstart(touchData);
item.__isDown = true;
item.__touchData = touchData;
if(!item.interactiveChildren)break;
}
}
}
}
};
/**
* Is called when a touch is ended on the renderer element
*
* @method onTouchEnd
* @param event {Event} The DOM event of a touch ending on the renderer view
* @private
*/
PIXI.InteractionManager.prototype.onTouchEnd = function(event)
{
//this.mouse.originalEvent = event || window.event; //IE uses window.event
var rect = this.interactionDOMElement.getBoundingClientRect();
var changedTouches = event.changedTouches;
for (var i=0; i &lt; changedTouches.length; i++)
{
var touchEvent = changedTouches[i];
var touchData = this.touchs[touchEvent.identifier];
var up = false;
touchData.global.x = (touchEvent.clientX - rect.left) * (this.target.width / rect.width);
touchData.global.y = (touchEvent.clientY - rect.top) * (this.target.height / rect.height);
if(navigator.isCocoonJS) {
touchData.global.x = touchEvent.clientX;
touchData.global.y = touchEvent.clientY;
}
var length = this.interactiveItems.length;
for (var j = 0; j &lt; length; j++)
{
var item = this.interactiveItems[j];
var itemTouchData = item.__touchData; // &lt;-- Here!
item.__hit = this.hitTest(item, touchData);
if(itemTouchData === touchData)
{
// so this one WAS down...
touchData.originalEvent = event || window.event;
// hitTest??
if(item.touchend || item.tap)
{
if(item.__hit &amp;&amp; !up)
{
if(item.touchend)item.touchend(touchData);
if(item.__isDown)
{
if(item.tap)item.tap(touchData);
}
if(!item.interactiveChildren)up = true;
}
else
{
if(item.__isDown)
{
if(item.touchendoutside)item.touchendoutside(touchData);
}
}
item.__isDown = false;
}
item.__touchData = null;
}
/*
else
{
}
*/
}
// remove the touch..
this.pool.push(touchData);
this.touchs[touchEvent.identifier] = null;
}
};
/**
* Holds all information related to an Interaction event
*
* @class InteractionData
* @constructor
*/
PIXI.InteractionData = function()
{
/**
* This point stores the global coords of where the touch/mouse event happened
*
* @property global
* @type Point
*/
this.global = new PIXI.Point();
// this is here for legacy... but will remove
this.local = new PIXI.Point();
/**
* The target Sprite that was interacted with
*
* @property target
* @type Sprite
*/
this.target = null;
/**
* When passed to an event handler, this will be the original DOM Event that was captured
*
* @property originalEvent
* @type Event
*/
this.originalEvent = null;
};
/**
* This will return the local coords of the specified displayObject for this InteractionData
*
* @method getLocalPosition
* @param displayObject {DisplayObject} The DisplayObject that you would like the local coords off
* @return {Point} A point containing the coords of the InteractionData position relative to the DisplayObject
*/
PIXI.InteractionData.prototype.getLocalPosition = function(displayObject)
{
var worldTransform = displayObject.worldTransform;
var global = this.global;
// do a cheeky transform to get the mouse coords;
var a00 = worldTransform[0], a01 = worldTransform[1], a02 = worldTransform[2],
a10 = worldTransform[3], a11 = worldTransform[4], a12 = worldTransform[5],
id = 1 / (a00 * a11 + a01 * -a10);
// set the mouse coords...
return new PIXI.Point(a11 * id * global.x + -a01 * id * global.y + (a12 * a01 - a02 * a11) * id,
a00 * id * global.y + -a10 * id * global.x + (-a12 * a00 + a02 * a10) * id);
};
// constructor
PIXI.InteractionData.prototype.constructor = PIXI.InteractionData;
</pre>
</div>
</div>
</div>
</div>
</div>
</div>
</div>
<script src="../assets/vendor/prettify/prettify-min.js"></script>
<script>prettyPrint();</script>
<script src="../assets/js/yui-prettify.js"></script>
<script src="../assets/../api.js"></script>
<script src="../assets/js/api-filter.js"></script>
<script src="../assets/js/api-list.js"></script>
<script src="../assets/js/api-search.js"></script>
<script src="../assets/js/apidocs.js"></script>
</body>
</html>