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 | 1 1 1 1 1 1 3 3 3 3 3 3 3 3 3 3 3 1 1 1 2 1 2 1 1 2 2 2 1 1 1 1 1 | /** * @author Mat Groves http://matgroves.com/ @Doormat23 */ PIXI.blendModes = {}; PIXI.blendModes.NORMAL = 0; PIXI.blendModes.ADD = 1; PIXI.blendModes.MULTIPLY = 2; PIXI.blendModes.SCREEN = 3; /** * The SPrite object is the base for all textured objects that are rendered to the screen * * @class Sprite⢠* @extends DisplayObjectContainer * @constructor * @param texture {Texture} The texture for this sprite * @type String */ PIXI.Sprite = function(texture) { PIXI.DisplayObjectContainer.call( this ); /** * The anchor sets the origin point of the texture. * The default is 0,0 this means the textures origin is the top left * Setting than anchor to 0.5,0.5 means the textures origin is centered * Setting the anchor to 1,1 would mean the textures origin points will be the bottom right * * @property anchor * @type Point */ this.anchor = new PIXI.Point(); /** * The texture that the sprite is using * * @property texture * @type Texture */ this.texture = texture; /** * The width of the sprite (this is initially set by the texture) * * @property _width * @type Number * @private */ this._width = 0; /** * The height of the sprite (this is initially set by the texture) * * @property _height * @type Number * @private */ this._height = 0; /** * The tint applied to the sprite. This is a hex value * * @property tint * @type Number * @default 0xFFFFFF */ this.tint = 0xFFFFFF;// * Math.random(); /** * The blend mode to be applied to the sprite * * @property blendMode * @type Number * @default PIXI.blendModes.NORMAL; */ this.blendMode = PIXI.blendModes.NORMAL; Iif(texture.baseTexture.hasLoaded) { this.onTextureUpdate(); } else { this.onTextureUpdateBind = this.onTextureUpdate.bind(this); this.texture.addEventListener( 'update', this.onTextureUpdateBind ); } this.renderable = true; }; // constructor PIXI.Sprite.prototype = Object.create( PIXI.DisplayObjectContainer.prototype ); PIXI.Sprite.prototype.constructor = PIXI.Sprite; /** * The width of the sprite, setting this will actually modify the scale to acheive the value set * * @property width * @type Number */ Object.defineProperty(PIXI.Sprite.prototype, 'width', { get: function() { return this.scale.x * this.texture.frame.width; }, set: function(value) { this.scale.x = value / this.texture.frame.width; this._width = value; } }); /** * The height of the sprite, setting this will actually modify the scale to acheive the value set * * @property height * @type Number */ Object.defineProperty(PIXI.Sprite.prototype, 'height', { get: function() { return this.scale.y * this.texture.frame.height; }, set: function(value) { this.scale.y = value / this.texture.frame.height; this._height = value; } }); /** * Sets the texture of the sprite * * @method setTexture * @param texture {Texture} The PIXI texture that is displayed by the sprite */ PIXI.Sprite.prototype.setTexture = function(texture) { // stop current texture; if(this.texture.baseTexture !== texture.baseTexture) { this.textureChange = true; this.texture = texture; } else { this.texture = texture; } this.cachedTint = 0xFFFFFF; this.updateFrame = true; }; /** * When the texture is updated, this event will fire to update the scale and frame * * @method onTextureUpdate * @param event * @private */ PIXI.Sprite.prototype.onTextureUpdate = function() { // so if _width is 0 then width was not set.. Iif(this._width)this.scale.x = this._width / this.texture.frame.width; Iif(this._height)this.scale.y = this._height / this.texture.frame.height; this.updateFrame = true; }; PIXI.Sprite.prototype.getBounds = function() { var width = this.texture.frame.width; var height = this.texture.frame.height; var w0 = width * (1-this.anchor.x); var w1 = width * -this.anchor.x; var h0 = height * (1-this.anchor.y); var h1 = height * -this.anchor.y; var worldTransform = this.worldTransform; var a = worldTransform[0]; var b = worldTransform[3]; var c = worldTransform[1]; var d = worldTransform[4]; var tx = worldTransform[2]; var ty = worldTransform[5]; var x1 = a * w1 + c * h1 + tx; var y1 = d * h1 + b * w1 + ty; var x2 = a * w0 + c * h1 + tx; var y2 = d * h1 + b * w0 + ty; var x3 = a * w0 + c * h0 + tx; var y3 = d * h0 + b * w0 + ty; var x4 = a * w1 + c * h0 + tx; var y4 = d * h0 + b * w1 + ty; var maxX = -Infinity; var maxY = -Infinity; var minX = Infinity; var minY = Infinity; minX = x1 < minX ? x1 : minX; minX = x2 < minX ? x2 : minX; minX = x3 < minX ? x3 : minX; minX = x4 < minX ? x4 : minX; minY = y1 < minY ? y1 : minY; minY = y2 < minY ? y2 : minY; minY = y3 < minY ? y3 : minY; minY = y4 < minY ? y4 : minY; maxX = x1 > maxX ? x1 : maxX; maxX = x2 > maxX ? x2 : maxX; maxX = x3 > maxX ? x3 : maxX; maxX = x4 > maxX ? x4 : maxX; maxY = y1 > maxY ? y1 : maxY; maxY = y2 > maxY ? y2 : maxY; maxY = y3 > maxY ? y3 : maxY; maxY = y4 > maxY ? y4 : maxY; var bounds = this._bounds; bounds.x = minX; bounds.width = maxX - minX; bounds.y = minY; bounds.height = maxY - minY; // store a refferance so that if this function gets called again in the render cycle we do not have to recacalculate this._currentBounds = bounds; return bounds; }; PIXI.Sprite.prototype._renderWebGL = function(renderSession) { // if the sprite is not visible or the alpha is 0 then no need to render this element if(this.visible === false || this.alpha === 0)return; var i,j; // do a quick check to see if this element has a mask or a filter. if(this._mask || this._filters) { var spriteBatch = renderSession.spriteBatch; if(this._mask) { spriteBatch.stop(); renderSession.maskManager.pushMask(this.mask, renderSession); spriteBatch.start(); } if(this._filters) { spriteBatch.flush(); renderSession.filterManager.pushFilter(this._filterBlock); } // add this sprite to the batch spriteBatch.render(this); // now loop through the children and make sure they get rendered for(i=0,j=this.children.length; i<j; i++) { this.children[i]._renderWebGL(renderSession); } // time to stop the sprite batch as either a mask element or a filter draw will happen next spriteBatch.stop(); if(this._filters)renderSession.filterManager.popFilter(); if(this._mask)renderSession.maskManager.popMask(renderSession); spriteBatch.start(); } else { renderSession.spriteBatch.render(this); // simple render children! for(i=0,j=this.children.length; i<j; i++) { this.children[i]._renderWebGL(renderSession); } } //TODO check culling }; PIXI.Sprite.prototype._renderCanvas = function(renderSession) { // if the sprite is not visible or the alpha is 0 then no need to render this element if(this.visible === false || this.alpha === 0)return; if(this._mask) { renderSession.maskManager.pushMask(this._mask, renderSession.context); } var frame = this.texture.frame; var context = renderSession.context; var texture = this.texture; //ignore null sources if(frame && frame.width && frame.height && texture.baseTexture.source) { context.globalAlpha = this.worldAlpha; var transform = this.worldTransform; // alow for trimming context.setTransform(transform[0], transform[3], transform[1], transform[4], transform[2], transform[5]); // check blend mode if(this.blendMode !== renderSession.currentBlendMode) { renderSession.currentBlendMode = this.blendMode; context.globalCompositeOperation = PIXI.blendModesCanvas[renderSession.currentBlendMode]; } //if smoothingEnabled is supported and we need to change the smoothing property for this texture // if(this.smoothProperty && this.scaleMode !== displayObject.texture.baseTexture.scaleMode) { // this.scaleMode = displayObject.texture.baseTexture.scaleMode; // context[this.smoothProperty] = (this.scaleMode === PIXI.BaseTexture.SCALE_MODE.LINEAR); //} if(this.tint !== 0xFFFFFF) { if(this.cachedTint !== this.tint) { // no point tinting an image that has not loaded yet! if(!texture.baseTexture.hasLoaded)return; this.cachedTint = this.tint; //TODO clean up cacheing - how to clean up the caches? this.tintedTexture = PIXI.CanvasTinter.getTintedTexture(this, this.tint); } context.drawImage(this.tintedTexture, 0, 0, frame.width, frame.height, (this.anchor.x) * -frame.width, (this.anchor.y) * -frame.height, frame.width, frame.height); } else { if(texture.trimmed) { var trim = texture.trim; context.drawImage(this.texture.baseTexture.source, frame.x, frame.y, frame.width, frame.height, trim.x - this.anchor.x * trim.realWidth, trim.y - this.anchor.y * trim.realHeight, frame.width, frame.height); } else { context.drawImage(this.texture.baseTexture.source, frame.x, frame.y, frame.width, frame.height, (this.anchor.x) * -frame.width, (this.anchor.y) * -frame.height, frame.width, frame.height); } } } // OVERWRITE for(var i=0,j=this.children.length; i<j; i++) { var child = this.children[i]; child._renderCanvas(renderSession); } if(this._mask) { renderSession.maskManager.popMask(renderSession.context); } }; // some helper functions.. /** * * Helper function that creates a sprite that will contain a texture from the TextureCache based on the frameId * The frame ids are created when a Texture packer file has been loaded * * @method fromFrame * @static * @param frameId {String} The frame Id of the texture in the cache * @return {Sprite} A new Sprite using a texture from the texture cache matching the frameId */ PIXI.Sprite.fromFrame = function(frameId) { var texture = PIXI.TextureCache[frameId]; if(!texture) throw new Error('The frameId "' + frameId + '" does not exist in the texture cache' + this); return new PIXI.Sprite(texture); }; /** * * Helper function that creates a sprite that will contain a texture based on an image url * If the image is not in the texture cache it will be loaded * * @method fromImage * @static * @param imageId {String} The image url of the texture * @return {Sprite} A new Sprite using a texture from the texture cache matching the image id */ PIXI.Sprite.fromImage = function(imageId) { var texture = PIXI.Texture.fromImage(imageId); return new PIXI.Sprite(texture); }; |