1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 | 1 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 1 1 1 14 1 1 1 1 1 1 1 1 1 9 1 1 1 1 1 1 1 1 1 | /** * @author Mat Groves http://matgroves.com/ @Doormat23 */ /** * The base class for all objects that are rendered on the screen. * * @class DisplayObject * @constructor */ PIXI.DisplayObject = function() { this.last = this; this.first = this; /** * The coordinate of the object relative to the local coordinates of the parent. * * @property position * @type Point */ this.position = new PIXI.Point(); /** * The scale factor of the object. * * @property scale * @type Point */ this.scale = new PIXI.Point(1,1);//{x:1, y:1}; /** * The pivot point of the displayObject that it rotates around * * @property pivot * @type Point */ this.pivot = new PIXI.Point(0,0); /** * The rotation of the object in radians. * * @property rotation * @type Number */ this.rotation = 0; /** * The opacity of the object. * * @property alpha * @type Number */ this.alpha = 1; /** * The visibility of the object. * * @property visible * @type Boolean */ this.visible = true; /** * This is the defined area that will pick up mouse / touch events. It is null by default. * Setting it is a neat way of optimising the hitTest function that the interactionManager will use (as it will not need to hit test all the children) * * @property hitArea * @type Rectangle|Circle|Ellipse|Polygon */ this.hitArea = null; /** * This is used to indicate if the displayObject should display a mouse hand cursor on rollover * * @property buttonMode * @type Boolean */ this.buttonMode = false; /** * Can this object be rendered * * @property renderable * @type Boolean */ this.renderable = false; /** * [read-only] The display object container that contains this display object. * * @property parent * @type DisplayObjectContainer * @readOnly */ this.parent = null; /** * [read-only] The stage the display object is connected to, or undefined if it is not connected to the stage. * * @property stage * @type Stage * @readOnly */ this.stage = null; /** * [read-only] The multiplied alpha of the displayobject * * @property worldAlpha * @type Number * @readOnly */ this.worldAlpha = 1; /** * [read-only] Whether or not the object is interactive, do not toggle directly! use the `interactive` property * * @property _interactive * @type Boolean * @readOnly * @private */ this._interactive = false; /** * This is the curser that will be used when the mouse is over this object. To enable this the element must have interaction = true and buttonMode = true * * @property defaultCursor * @type String * */ this.defaultCursor = 'pointer'; /** * [read-only] Current transform of the object based on world (parent) factors * * @property worldTransform * @type Mat3 * @readOnly * @private */ this.worldTransform = PIXI.mat3.create(); //mat3.identity(); /** * [read-only] Current transform of the object locally * * @property localTransform * @type Mat3 * @readOnly * @private */ this.localTransform = PIXI.mat3.create(); //mat3.identity(); /** * [NYI] Unkown * * @property color * @type Array<> * @private */ this.color = []; /** * [NYI] Holds whether or not this object is dynamic, for rendering optimization * * @property dynamic * @type Boolean * @private */ this.dynamic = true; // chach that puppy! this._sr = 0; this._cr = 1; this.filterArea = new PIXI.Rectangle(0,0,1,1); /** * * * */ this._bounds = new PIXI.Rectangle(0, 0, 1, 1); this._currentBounds = null; this._mask = null; /* * MOUSE Callbacks */ /** * A callback that is used when the users clicks on the displayObject with their mouse * @method click * @param interactionData {InteractionData} */ /** * A callback that is used when the user clicks the mouse down over the sprite * @method mousedown * @param interactionData {InteractionData} */ /** * A callback that is used when the user releases the mouse that was over the displayObject * for this callback to be fired the mouse must have been pressed down over the displayObject * @method mouseup * @param interactionData {InteractionData} */ /** * A callback that is used when the user releases the mouse that was over the displayObject but is no longer over the displayObject * for this callback to be fired, The touch must have started over the displayObject * @method mouseupoutside * @param interactionData {InteractionData} */ /** * A callback that is used when the users mouse rolls over the displayObject * @method mouseover * @param interactionData {InteractionData} */ /** * A callback that is used when the users mouse leaves the displayObject * @method mouseout * @param interactionData {InteractionData} */ /* * TOUCH Callbacks */ /** * A callback that is used when the users taps on the sprite with their finger * basically a touch version of click * @method tap * @param interactionData {InteractionData} */ /** * A callback that is used when the user touch's over the displayObject * @method touchstart * @param interactionData {InteractionData} */ /** * A callback that is used when the user releases a touch over the displayObject * @method touchend * @param interactionData {InteractionData} */ /** * A callback that is used when the user releases the touch that was over the displayObject * for this callback to be fired, The touch must have started over the sprite * @method touchendoutside * @param interactionData {InteractionData} */ }; // constructor PIXI.DisplayObject.prototype.constructor = PIXI.DisplayObject; /** * [Deprecated] Indicates if the sprite will have touch and mouse interactivity. It is false by default * Instead of using this function you can now simply set the interactive property to true or false * * @method setInteractive * @param interactive {Boolean} * @deprecated Simply set the `interactive` property directly */ PIXI.DisplayObject.prototype.setInteractive = function(interactive) { this.interactive = interactive; }; /** * Indicates if the sprite will have touch and mouse interactivity. It is false by default * * @property interactive * @type Boolean * @default false */ Object.defineProperty(PIXI.DisplayObject.prototype, 'interactive', { get: function() { return this._interactive; }, set: function(value) { this._interactive = value; // TODO more to be done here.. // need to sort out a re-crawl! Iif(this.stage)this.stage.dirty = true; } }); /** * [read-only] Indicates if the sprite is globaly visible. * * @property worldVisible * @type Boolean */ Object.defineProperty(PIXI.DisplayObject.prototype, 'worldVisible', { get: function() { var item = this; do { Iif(!item.visible)return false; item = item.parent; } while(item); return true; } }); /** * Sets a mask for the displayObject. A mask is an object that limits the visibility of an object to the shape of the mask applied to it. * In PIXI a regular mask must be a PIXI.Ggraphics object. This allows for much faster masking in canvas as it utilises shape clipping. * To remove a mask, set this property to null. * * @property mask * @type Graphics */ Object.defineProperty(PIXI.DisplayObject.prototype, 'mask', { get: function() { return this._mask; }, set: function(value) { if(this._mask)this._mask.isMask = false; this._mask = value; if(this._mask)this._mask.isMask = true; } }); /** * Sets the filters for the displayObject. * * IMPORTANT: This is a webGL only feature and will be ignored by the canvas renderer. * To remove filters simply set this property to 'null' * @property filters * @type Array An array of filters */ Object.defineProperty(PIXI.DisplayObject.prototype, 'filters', { get: function() { return this._filters; }, set: function(value) { if(value) { // now put all the passes in one place.. var passes = []; for (var i = 0; i < value.length; i++) { var filterPasses = value[i].passes; for (var j = 0; j < filterPasses.length; j++) { passes.push(filterPasses[j]); } } // TODO change this as it is legacy this._filterBlock = {target:this, filterPasses:passes}; } this._filters = value; } }); /* * Updates the object transform for rendering * * @method updateTransform * @private */ PIXI.DisplayObject.prototype.updateTransform = function() { // TODO OPTIMIZE THIS!! with dirty if(this.rotation !== this.rotationCache) { this.rotationCache = this.rotation; this._sr = Math.sin(this.rotation); this._cr = Math.cos(this.rotation); } var localTransform = this.localTransform; var parentTransform = this.parent.worldTransform; var worldTransform = this.worldTransform; //console.log(localTransform) localTransform[0] = this._cr * this.scale.x; localTransform[1] = -this._sr * this.scale.y; localTransform[3] = this._sr * this.scale.x; localTransform[4] = this._cr * this.scale.y; // TODO --> do we even need a local matrix??? var px = this.pivot.x; var py = this.pivot.y; // Cache the matrix values (makes for huge speed increases!) var a00 = localTransform[0], a01 = localTransform[1], a02 = this.position.x - localTransform[0] * px - py * localTransform[1], a10 = localTransform[3], a11 = localTransform[4], a12 = this.position.y - localTransform[4] * py - px * localTransform[3], b00 = parentTransform[0], b01 = parentTransform[1], b02 = parentTransform[2], b10 = parentTransform[3], b11 = parentTransform[4], b12 = parentTransform[5]; localTransform[2] = a02; localTransform[5] = a12; worldTransform[0] = b00 * a00 + b01 * a10; worldTransform[1] = b00 * a01 + b01 * a11; worldTransform[2] = b00 * a02 + b01 * a12 + b02; worldTransform[3] = b10 * a00 + b11 * a10; worldTransform[4] = b10 * a01 + b11 * a11; worldTransform[5] = b10 * a02 + b11 * a12 + b12; // because we are using affine transformation, we can optimise the matrix concatenation process.. wooo! // mat3.multiply(this.localTransform, this.parent.worldTransform, this.worldTransform); this.worldAlpha = this.alpha * this.parent.worldAlpha; this.vcount = PIXI.visibleCount; }; PIXI.DisplayObject.prototype.getBounds = function() { return PIXI.EmptyRectangle; }; PIXI.DisplayObject.prototype.getLocalBounds = function() { var matrixCache = this.worldTransform; this.worldTransform = PIXI.identityMatrix; this.updateTransform(); var bounds = this.getBounds(); this.worldTransform = matrixCache; return bounds; }; PIXI.DisplayObject.prototype.setStageReference = function(stage) { this.stage = stage; if(this._interactive)this.stage.dirty = true; }; PIXI.DisplayObject.prototype._renderWebGL = function(renderSession) { // OVERWRITE; // this line is just here to pass jshinting :) renderSession = renderSession; }; PIXI.DisplayObject.prototype._renderCanvas = function(renderSession) { // OVERWRITE; // this line is just here to pass jshinting :) renderSession = renderSession; }; PIXI.EmptyRectangle = new PIXI.Rectangle(0,0,0,0); PIXI.visibleCount = 0; |