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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var Utils = require('../../renderer/webgl/Utils');
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/**
* @classdesc
* A Nine Slice Game Object allows you to have a Sprite that can be stretched
* both horizontally and vertically but that retains fixed-sized corners.
* This is useful for UI and Button-like elements.
*
* A B
* +---+----------------------+---+
* C | 1 | 2 | 3 |
* +---+----------------------+---+
* | | | |
* | 4 | 5 | 6 |
* | | | |
* +---+----------------------+---+
* D | 7 | 8 | 9 |
* +---+----------------------+---+
*
* When changing this objects width and/or height:
*
* areas 1, 3, 7 and 9 will remain unscaled.
* areas 2 and 8 will be stretched horizontally
* areas 4 and 6 will be stretched vertically
* area 5 will be stretched both horizontally and vertically
*
* You can also have a 3 slice:
*
* This works in a similar way, except you can only stretch it horizontally.
* Therefore, it requires less configuration:
*
* A B
* +---+----------------------+---+
* | | | |
* C | 1 | 2 | 3 |
* | | | |
* +---+----------------------+---+
*
* When changing this objects width:
*
* areas 1 and 3 will remain unscaled.
* area 2 will be stretched horizontally
*
* The above configuration concept is adapted from the Pixi NiceSlicePlane.
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*
* @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.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.Texture,
Components.Transform,
Components.Visible,
Components.ScrollFactor,
NineSliceRender
],
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initialize:
function NineSlice (scene, sliceConfig, x, y, texture, frame)
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{
if (x === undefined) { x = GetFastValue(sliceConfig, 'x', 0); }
if (y === undefined) { y = GetFastValue(sliceConfig, 'y', 0); }
if (texture === undefined) { texture = GetFastValue(sliceConfig, 'texture'); }
if (frame === undefined) { frame = GetFastValue(sliceConfig, 'frame'); }
GameObject.call(this, scene, 'NineSlice');
this.setPosition(x, y);
this.setTexture(texture, frame);
var width = GetFastValue(sliceConfig, 'width', this.frame.width);
var height = GetFastValue(sliceConfig, 'height', this.frame.height);
var left = GetFastValue(sliceConfig, 'left', width / 3);
var right = GetFastValue(sliceConfig, 'right', null);
var top = GetFastValue(sliceConfig, 'top', null);
var bottom = GetFastValue(sliceConfig, 'bottom', null);
this._width = width;
this._height = height;
this.sizes = {
left: left,
right: right,
top: top,
bottom: bottom
};
// this.setSize(width, height);
this.faces = [];
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this.vertices = [];
this.tintFill = false;
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/*
this.dirtyCache = [];
this.dirtyCache[11] = false;
this.vertices = [];
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GenerateGridVerts({
mesh: this,
widthSegments: 3,
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heightSegments: 3
});
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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);
}
*/
// Todo - 2 slice, 9 slice, variable slice
if (left && right && !top && !bottom)
{
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// this.create3Slice(left, right);
}
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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);
},
is3Slice: function ()
{
return (this.faces.length === 6);
},
is9Slice: function ()
{
return (this.faces.length === 12);
},
create3Slice: function (leftWidth, rightWidth)
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{
var faces = this.faces;
// In case there is already data in there
faces.length = 0;
// The display dimensions
var width = this.width;
var height = this.height;
var left = 0.5 - (leftWidth / width);
var uvLeftA = leftWidth / this.frame.width;
var uvLeftB = 1 - uvLeftA;
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var right = 0.5 - (rightWidth / width);
var uvRightA = rightWidth / this.frame.width;
var uvRightB = 1 - uvRightA;
var pos = [
// face 1 - left
-0.5, 0.5,
-0.5, -0.5,
-left, 0.5,
// face 2 - left
-0.5, -0.5,
-left, -0.5,
-left, 0.5,
// face 3 - middle
-left, 0.5,
-left, -0.5,
left, 0.5,
// face 4 - middle
-left, -0.5,
left, -0.5,
left, 0.5,
// face 5 - right
right, 0.5,
right, -0.5,
0.5, 0.5,
// face 6 - right
right, -0.5,
0.5, -0.5,
0.5, 0.5
];
var uv = [
// face 1 - left
0, 0,
0, 1,
uvLeftA, 0,
// face 2 - left
0, 1,
uvLeftA, 1,
uvLeftA, 0,
// face 3 - middle
uvLeftA, 0,
uvLeftA, 1,
uvLeftB, 0,
// face 4 - middle
uvLeftA, 1,
uvLeftB, 1,
uvLeftB, 0,
// face 5 - right
uvRightB, 0,
uvRightB, 1,
1, 0,
// face 6 - right
uvRightB, 1,
1, 1,
1, 0
];
var c = 0;
for (var i = 0; i < 6; i++)
{
var vertex1 = new Vertex(pos[c], pos[c + 1], 0, uv[c], uv[c + 1]);
var vertex2 = new Vertex(pos[c + 2], pos[c + 3], 0, uv[c + 2], uv[c + 3]);
var vertex3 = new Vertex(pos[c + 4], pos[c + 5], 0, uv[c + 4], uv[c + 5]);
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var face = new Face(vertex1, vertex2, vertex3);
face.transformIdentity(width, height);
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faces.push(face);
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c += 6;
}
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},
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createArea1: function ()
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{
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},
update3Slice: function ()
{
// this.create3Slice(this.sizes.left, this.sizes.right);
},
/**
* Loads the data from this Vertex into the given Typed Arrays.
*
* @method Phaser.Geom.Mesh.Face#load
* @since 3.50.0
*
* @param {Float32Array} F32 - A Float32 Array to insert the position, UV and unit data in to.
* @param {Uint32Array} U32 - A Uint32 Array to insert the color and alpha data in to.
* @param {number} offset - The index of the array to insert this Vertex to.
* @param {number} textureUnit - The texture unit currently in use.
* @param {number} tintEffect - The tint effect to use.
*
* @return {number} The new vertex index array offset.
*/
load: function (F32, U32, offset, textureUnit, tintEffect)
{
// offset = this.vertex1.load(F32, U32, offset, textureUnit, tintEffect);
// offset = this.vertex2.load(F32, U32, offset, textureUnit, tintEffect);
// offset = this.vertex3.load(F32, U32, offset, textureUnit, tintEffect);
return offset;
},
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/**
* The displayed width of this Game Object.
*
* Setting this value will adjust the way in which this Nine Slice
* object scales horizontally, if configured to do so.
*
* @name Phaser.GameObjects.NiceSlice#width
* @type {number}
* @since 3.60.0
*/
width: {
get: function ()
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{
return this._width;
},
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set: function (value)
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{
this._width = value;
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this.updateSlices();
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}
},
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/**
* The displayed height of this Game Object.
*
* Setting this value will adjust the way in which this Nine Slice
* object scales vertically, if configured to do so.
*
* @name Phaser.GameObjects.NiceSlice#height
* @type {number}
* @since 3.60.0
*/
height: {
get: function ()
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{
return this._height;
},
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set: function (value)
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{
this._height = value;
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this.updateSlices();
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}
},
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/**
* The displayed width of this Game Object.
*
* This value takes into account the scale factor.
*
* Setting this value will adjust the Game Object's scale property.
*
* @name Phaser.GameObjects.Components.ComputedSize#displayWidth
* @type {number}
* @since 3.0.0
*/
displayWidth: {
get: function ()
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{
return this.scaleX * this.width;
},
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set: function (value)
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{
this.scaleX = value / this.width;
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}
},
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/**
* The displayed height of this Game Object.
*
* This value takes into account the scale factor.
*
* Setting this value will adjust the Game Object's scale property.
*
* @name Phaser.GameObjects.Components.ComputedSize#displayHeight
* @type {number}
* @since 3.0.0
*/
displayHeight: {
get: function ()
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{
return this.scaleY * this.height;
},
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set: function (value)
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{
this.scaleY = value / this.height;
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}
},
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/**
* Sets the internal size of this Game Object, as used for frame or physics body creation.
*
* This will not change the size that the Game Object is rendered in-game.
* For that you need to either set the scale of the Game Object (`setScale`) or call the
* `setDisplaySize` method, which is the same thing as changing the scale but allows you
* to do so by giving pixel values.
*
* If you have enabled this Game Object for input, changing the size will _not_ change the
* size of the hit area. To do this you should adjust the `input.hitArea` object directly.
*
* @method Phaser.GameObjects.Components.ComputedSize#setSize
* @since 3.4.0
*
* @param {number} width - The width of this Game Object.
* @param {number} height - The height of this Game Object.
*
* @return {this} This Game Object instance.
*/
setSize: function (width, height)
{
this.width = width;
this.height = height;
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return this;
},
/**
* Sets the display size of this Game Object.
*
* Calling this will adjust the scale.
*
* @method Phaser.GameObjects.Components.ComputedSize#setDisplaySize
* @since 3.4.0
*
* @param {number} width - The width of this Game Object.
* @param {number} height - The height of this Game Object.
*
* @return {this} This Game Object instance.
*/
setDisplaySize: function (width, height)
{
this.displayWidth = width;
this.displayHeight = height;
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return this;
}
});
module.exports = NineSlice;