lib/easeljs-0.8.2.combined.js
function Bitmap(imageOrUri) {
		this.DisplayObject_constructor();


	// public properties:
		/**
		 * The image to render. This can be an Image, a Canvas, or a Video. Not all browsers (especially
		 * mobile browsers) support drawing video to a canvas.
		 * @property image
		 * @type HTMLImageElement | HTMLCanvasElement | HTMLVideoElement
		 **/
		if (typeof imageOrUri == "string") {
			this.image = document.createElement("img");
			this.image.src = imageOrUri;
		} else {
			this.image = imageOrUri;
		}

		/**
		 * Specifies an area of the source image to draw. If omitted, the whole image will be drawn.
		 * Note that video sources must have a width / height set to work correctly with `sourceRect`.
		 * @property sourceRect
		 * @type Rectangle
		 * @default null
		 */
		this.sourceRect = null;
	}
function Bitmap(imageOrUri) {
		this.DisplayObject_constructor();


	// public properties:
		/**
		 * The image to render. This can be an Image, a Canvas, or a Video. Not all browsers (especially
		 * mobile browsers) support drawing video to a canvas.
		 * @property image
		 * @type HTMLImageElement | HTMLCanvasElement | HTMLVideoElement
		 **/
		if (typeof imageOrUri == "string") {
			this.image = document.createElement("img");
			this.image.src = imageOrUri;
		} else {
			this.image = imageOrUri;
		}

		/**
		 * Specifies an area of the source image to draw. If omitted, the whole image will be drawn.
		 * Note that video sources must have a width / height set to work correctly with `sourceRect`.
		 * @property sourceRect
		 * @type Rectangle
		 * @default null
		 */
		this.sourceRect = null;
	}
function Bitmap ( imageOrUri ) { this . DisplayObject_constructor ( ) ; // public properties: /**
		 * The image to render. This can be an Image, a Canvas, or a Video. Not all browsers (especially
		 * mobile browsers) support drawing video to a canvas.
		 * @property image
		 * @type HTMLImageElement | HTMLCanvasElement | HTMLVideoElement
		 **/ if ( typeof imageOrUri == "string" ) { this . image = document . createElement ( "img" ) ; this . image . src = imageOrUri ; } else { this . image = imageOrUri ; } /**
		 * Specifies an area of the source image to draw. If omitted, the whole image will be drawn.
		 * Note that video sources must have a width / height set to work correctly with `sourceRect`.
		 * @property sourceRect
		 * @type Rectangle
		 * @default null
		 */ this . sourceRect = null ; }
A Bitmap represents an Image, Canvas, or Video in the display list. A Bitmap can be instantiated using an existing
HTML element, or a string.

<h4>Example</h4>

var bitmap = new createjs.Bitmap("imagePath.jpg");

<strong>Notes:</strong>
<ol>
<li>When a string path or image tag that is not yet loaded is used, the stage may need to be redrawn before it
will be displayed.</li>
<li>Bitmaps with an SVG source currently will not respect an alpha value other than 0 or 1. To get around this,
the Bitmap can be cached.</li>
<li>Bitmaps with an SVG source will taint the canvas with cross-origin data, which prevents interactivity. This
happens in all browsers except recent Firefox builds.</li>
<li>Images loaded cross-origin will throw cross-origin security errors when interacted with using a mouse, using
methods such as `getObjectUnderPoint`, or using filters, or caching. You can get around this by setting
`crossOrigin` flags on your images before passing them to EaselJS, eg: `img.crossOrigin="Anonymous";`</li>
</ol>

@class Bitmap
@extends DisplayObject
@constructor
@param {HTMLImageElement | HTMLCanvasElement | HTMLVideoElement | String} imageOrUri The source object or URI to an image to
display. This can be either an Image, Canvas, or Video object, or a string URI to an image file to load and use.
If it is a URI, a new Image object will be constructed and assigned to the .image property.
A Bitmap represents an Image Canvas or Video in the display list . A Bitmap can be instantiated using an existing HTML element or a string .