phaser/src/gameobjects/nineslice/NineSlice.js

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/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2022 Photon Storm Ltd.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
var Class = require('../../utils/Class');
var GetFastValue = require('../../utils/object/GetFastValue');
var GameObject = require('../GameObject');
var Components = require('../components');
var Face = require('../../geom/mesh/Face');
var GenerateGridVerts = require('../../geom/mesh/GenerateGridVerts');
var NineSliceRender = require('./NineSliceRender');
var Matrix4 = require('../../math/Matrix4');
var Vector3 = require('../../math/Vector3');
var DegToRad = require('../../math/DegToRad');
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var Vertex = require('../../geom/mesh/Vertex');
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/**
* @classdesc
* TODO
*
* @class NineSlice
* @extends Phaser.GameObjects.GameObject
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* @memberof Phaser.GameObjects
* @constructor
* @since 3.60.0
*
* @extends Phaser.GameObjects.Components.AlphaSingle
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* @extends Phaser.GameObjects.Components.BlendMode
* @extends Phaser.GameObjects.Components.Depth
* @extends Phaser.GameObjects.Components.Mask
* @extends Phaser.GameObjects.Components.Pipeline
* @extends Phaser.GameObjects.Components.Size
* @extends Phaser.GameObjects.Components.Texture
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* @extends Phaser.GameObjects.Components.Transform
* @extends Phaser.GameObjects.Components.Visible
* @extends Phaser.GameObjects.Components.ScrollFactor
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*
* @param {Phaser.Scene} scene - The Scene to which this Game Object belongs. A Game Object can only belong to one Scene at a time.
* @param {number} x - The horizontal position of this Game Object in the world.
* @param {number} y - The vertical position of this Game Object in the world.
* @param {(string|Phaser.Textures.Texture)} texture - The key, or instance of the Texture this Game Object will use to render with, as stored in the Texture Manager.
* @param {(string|number)} [frame] - An optional frame from the Texture this Game Object is rendering with.
*/
var NineSlice = new Class({
Extends: GameObject,
Mixins: [
Components.AlphaSingle,
Components.BlendMode,
Components.Depth,
Components.Mask,
Components.Pipeline,
Components.Size,
Components.Texture,
Components.Transform,
Components.Visible,
Components.ScrollFactor,
NineSliceRender
],
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initialize:
function NineSlice (scene, x, y, texture, frame)
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{
if (x === undefined) { x = 0; }
if (y === undefined) { y = 0; }
GameObject.call(this, scene, 'NineSlice');
this.setPosition(x, y);
this.setTexture(texture, frame);
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this.setSize(600, 128);
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// this.setSizeToFrame();
this.faces = [];
this.tintFill = false;
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/*
this.dirtyCache = [];
this.dirtyCache[11] = false;
this.vertices = [];
var result = GenerateGridVerts({
mesh: this,
widthSegments: 3,
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heightSegments: 1
});
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*/
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this.create();
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for (var i = 0; i < this.faces.length; i++)
{
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this.faces[i].transformIdentity(this.width, this.height);
}
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console.log(this);
this.initPipeline();
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},
// Overrides Game Object method
addedToScene: function ()
{
// this.scene.sys.updateList.add(this);
},
// Overrides Game Object method
removedFromScene: function ()
{
// this.scene.sys.updateList.remove(this);
},
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create: function ()
{
var faces = this.faces;
// var vertex1;
// var vertex2;
// var vertex3;
// var width = this.width;
// var height = this.height;
// var x;
// var y;
// var u;
// var v;
// Odd Vertex:
// 1 ---. 3
// | /
// 2 |/
// Even Vertex:
// /| 3
// / |
// 1 .--- 1
// Left Faces
var third = 1 / 3;
var vthird = third / 2;
var sixth = third * 2;
var vertex1 = new Vertex(-0.5, 0.5, 0, 0, 0);
var vertex2 = new Vertex(-0.5, -0.5, 0, 0, 1);
var vertex3 = new Vertex(-vthird, 0.5, 0, third, 0);
faces.push(new Face(vertex1, vertex2, vertex3));
var vertex4 = new Vertex(-0.5, -0.5, 0, 0, 1);
var vertex5 = new Vertex(-vthird, -0.5, 0, third, 1);
var vertex6 = new Vertex(-vthird, 0.5, 0, third, 0);
faces.push(new Face(vertex4, vertex5, vertex6));
// Right Faces
var vertex7 = new Vertex(vthird, 0.5, 0, sixth, 0);
var vertex8 = new Vertex(vthird, -0.5, 0, sixth, 1);
var vertex9 = new Vertex(0.5, 0.5, 0, 1, 0);
faces.push(new Face(vertex7, vertex8, vertex9));
var vertex10 = new Vertex(vthird, -0.5, 0, sixth, 1);
var vertex11 = new Vertex(0.5, -0.5, 0, 1, 1);
var vertex12 = new Vertex(0.5, 0.5, 0, 1, 0);
faces.push(new Face(vertex10, vertex11, vertex12));
},
/*
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create: function (slices)
{
var x = 0;
var y = 0;
var width = this.width;
var height = this.height;
var alpha = 1;
var tint = 0xffffff;
var textureManager = this.textureManager;
var topLeft = textureManager.parseFrame(GetFastValue(slices, 'topLeft', null));
var topBg = textureManager.parseFrame(GetFastValue(slices, 'topBackground', null));
var topRight = textureManager.parseFrame(GetFastValue(slices, 'topRight', null));
var leftBg = textureManager.parseFrame(GetFastValue(slices, 'left', null));
var rightBg = textureManager.parseFrame(GetFastValue(slices, 'right', null));
// var background = textureManager.parseFrame(GetFastValue(slices, 'background', null));
var botLeft = textureManager.parseFrame(GetFastValue(slices, 'botLeft', null));
var botBg = textureManager.parseFrame(GetFastValue(slices, 'botBackground', null));
var botRight = textureManager.parseFrame(GetFastValue(slices, 'botRight', null));
var topLeftPos = { x: x, y: y };
var topRightPos = { x: x + width, y: y };
var topPos = { x: x, y: y, w: width };
var botLeftPos = { x: x, y: y + height };
var botRightPos = { x: x + width, y: y + height };
var botPos = { x: x, y: y + height, w: width };
var leftPos = { x: x, y: y, h: height };
var rightPos = { x: x + width, y: y, h: height };
if (topLeft)
{
topPos.x += topLeft.width;
topPos.w -= topLeft.width;
leftPos.y += topLeft.height;
leftPos.h -= topLeft.height;
}
if (topRight)
{
topRightPos.x -= topRight.width;
topPos.w -= topRight.width;
rightPos.y += topRight.height;
rightPos.h -= topRight.height;
}
if (botBg)
{
botPos.y -= botBg.height;
}
if (botLeft)
{
botLeftPos.y -= botLeft.height;
botPos.x += botLeft.width;
botPos.w -= botLeft.width;
leftPos.h -= botLeft.height;
}
if (botRight)
{
botRightPos.x -= botRight.width;
botRightPos.y -= botRight.height;
botPos.w -= botRight.width;
rightPos.h -= botRight.height;
}
if (rightBg)
{
rightPos.x -= rightBg.width;
}
// console.log('topLeftPos', topLeftPos);
// console.log('topRightPos', topRightPos);
// console.log('topPos', topPos);
// console.log('botLeftPos', botLeftPos);
// console.log('botRightPos', botRightPos);
// console.log('botPos', botPos);
// console.log('leftPos', leftPos);
// console.log('rightPos', rightPos);
var stamp = this.resetStamp(alpha, tint);
this.clear();
this.beginDraw();
// None of these need cropping:
if (topLeft)
{
stamp.setFrame(topLeft);
this.drawGameObject(stamp, topLeftPos.x, topLeftPos.y);
}
if (topRight)
{
stamp.setFrame(topRight);
this.drawGameObject(stamp, topRightPos.x, topRightPos.y);
}
if (botLeft)
{
stamp.setFrame(botLeft);
this.drawGameObject(stamp, botLeftPos.x, botLeftPos.y);
}
if (botRight)
{
stamp.setFrame(botRight);
this.drawGameObject(stamp, botRightPos.x, botRightPos.y);
}
// These all use crop if they don't fit perfectly
if (topBg)
{
this.repeat(topBg, null, topPos.x, topPos.y, topPos.w, topBg.height, alpha, tint, true);
}
if (leftBg)
{
this.repeat(leftBg, null, leftPos.x, leftPos.y, leftBg.width, leftPos.h, alpha, tint, true);
}
if (rightBg)
{
this.repeat(rightBg, null, rightPos.x, rightPos.y, rightBg.width, rightPos.h, alpha, tint, true);
}
if (botBg)
{
this.repeat(botBg, null, botPos.x, botPos.y, botPos.w, botBg.height, alpha, tint, true);
}
this.endDraw();
return this;
}
*/
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});
module.exports = NineSlice;