2013-08-28 06:02:55 +00:00
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/**
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* @author Mat Groves http://matgroves.com/ @Doormat23
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*/
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/**
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* The base class for all objects that are rendered on the screen.
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*
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* @class DisplayObject
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* @constructor
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*/
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PIXI.DisplayObject = function()
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{
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2013-12-23 04:19:52 +00:00
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this.last = this;
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this.first = this;
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/**
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* The coordinate of the object relative to the local coordinates of the parent.
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*
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* @property position
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* @type Point
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*/
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this.position = new PIXI.Point();
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/**
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* The scale factor of the object.
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*
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* @property scale
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* @type Point
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*/
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this.scale = new PIXI.Point(1,1);//{x:1, y:1};
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/**
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* The pivot point of the displayObject that it rotates around
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*
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* @property pivot
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* @type Point
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*/
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this.pivot = new PIXI.Point(0,0);
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/**
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* The rotation of the object in radians.
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*
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* @property rotation
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* @type Number
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*/
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this.rotation = 0;
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/**
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* The opacity of the object.
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*
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* @property alpha
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* @type Number
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*/
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this.alpha = 1;
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/**
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* The visibility of the object.
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*
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* @property visible
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* @type Boolean
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*/
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this.visible = true;
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/**
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* This is the defined area that will pick up mouse / touch events. It is null by default.
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* 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)
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*
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* @property hitArea
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* @type Rectangle|Circle|Ellipse|Polygon
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*/
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this.hitArea = null;
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/**
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* This is used to indicate if the displayObject should display a mouse hand cursor on rollover
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*
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* @property buttonMode
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* @type Boolean
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*/
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this.buttonMode = false;
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/**
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* Can this object be rendered
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*
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* @property renderable
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* @type Boolean
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*/
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this.renderable = false;
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/**
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* [read-only] The display object container that contains this display object.
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*
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* @property parent
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* @type DisplayObjectContainer
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* @readOnly
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*/
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this.parent = null;
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/**
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* [read-only] The stage the display object is connected to, or undefined if it is not connected to the stage.
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*
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* @property stage
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* @type Stage
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* @readOnly
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*/
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this.stage = null;
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/**
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* [read-only] The multiplied alpha of the displayobject
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*
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* @property worldAlpha
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* @type Number
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* @readOnly
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*/
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this.worldAlpha = 1;
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/**
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* [read-only] Whether or not the object is interactive, do not toggle directly! use the `interactive` property
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*
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* @property _interactive
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* @type Boolean
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* @readOnly
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* @private
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*/
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this._interactive = false;
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this.defaultCursor = 'pointer';
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/**
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* [read-only] Current transform of the object based on world (parent) factors
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*
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* @property worldTransform
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* @type Mat3
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* @readOnly
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* @private
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*/
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this.worldTransform = PIXI.mat3.create(); //mat3.identity();
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/**
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* [read-only] Current transform of the object locally
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*
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* @property localTransform
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* @type Mat3
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* @readOnly
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* @private
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*/
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this.localTransform = PIXI.mat3.create(); //mat3.identity();
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/**
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* [NYI] Unkown
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*
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* @property color
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* @type Array<>
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* @private
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*/
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this.color = [];
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/**
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* [NYI] Holds whether or not this object is dynamic, for rendering optimization
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*
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* @property dynamic
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* @type Boolean
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* @private
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*/
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this.dynamic = true;
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// chach that puppy!
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this._sr = 0;
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this._cr = 1;
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this.filterArea = new PIXI.Rectangle(0,0,1,1);
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/*
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* MOUSE Callbacks
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*/
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/**
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* A callback that is used when the users clicks on the displayObject with their mouse
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* @method click
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* @param interactionData {InteractionData}
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*/
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/**
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* A callback that is used when the user clicks the mouse down over the sprite
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* @method mousedown
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* @param interactionData {InteractionData}
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*/
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/**
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* A callback that is used when the user releases the mouse that was over the displayObject
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* for this callback to be fired the mouse must have been pressed down over the displayObject
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* @method mouseup
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* @param interactionData {InteractionData}
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*/
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/**
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* A callback that is used when the user releases the mouse that was over the displayObject but is no longer over the displayObject
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* for this callback to be fired, The touch must have started over the displayObject
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* @method mouseupoutside
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* @param interactionData {InteractionData}
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*/
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/**
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* A callback that is used when the users mouse rolls over the displayObject
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* @method mouseover
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* @param interactionData {InteractionData}
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*/
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/**
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* A callback that is used when the users mouse leaves the displayObject
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* @method mouseout
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* @param interactionData {InteractionData}
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*/
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/*
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* TOUCH Callbacks
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*/
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/**
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* A callback that is used when the users taps on the sprite with their finger
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* basically a touch version of click
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* @method tap
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* @param interactionData {InteractionData}
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*/
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/**
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* A callback that is used when the user touch's over the displayObject
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* @method touchstart
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* @param interactionData {InteractionData}
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*/
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/**
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* A callback that is used when the user releases a touch over the displayObject
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* @method touchend
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* @param interactionData {InteractionData}
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*/
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/**
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* A callback that is used when the user releases the touch that was over the displayObject
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* for this callback to be fired, The touch must have started over the sprite
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* @method touchendoutside
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* @param interactionData {InteractionData}
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*/
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};
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2013-08-28 06:02:55 +00:00
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// constructor
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PIXI.DisplayObject.prototype.constructor = PIXI.DisplayObject;
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/**
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* [Deprecated] Indicates if the sprite will have touch and mouse interactivity. It is false by default
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* Instead of using this function you can now simply set the interactive property to true or false
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*
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* @method setInteractive
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* @param interactive {Boolean}
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* @deprecated Simply set the `interactive` property directly
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*/
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PIXI.DisplayObject.prototype.setInteractive = function(interactive)
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{
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2013-12-23 04:19:52 +00:00
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this.interactive = interactive;
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};
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2013-08-28 06:02:55 +00:00
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/**
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* Indicates if the sprite will have touch and mouse interactivity. It is false by default
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*
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* @property interactive
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* @type Boolean
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* @default false
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*/
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Object.defineProperty(PIXI.DisplayObject.prototype, 'interactive', {
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get: function() {
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return this._interactive;
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},
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set: function(value) {
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2013-12-23 04:19:52 +00:00
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this._interactive = value;
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// TODO more to be done here..
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// need to sort out a re-crawl!
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if(this.stage)this.stage.dirty = true;
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2013-08-28 06:02:55 +00:00
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}
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});
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/**
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* 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.
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* In PIXI a regular mask must be a PIXI.Ggraphics object. This allows for much faster masking in canvas as it utilises shape clipping.
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* To remove a mask, set this property to null.
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*
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* @property mask
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* @type Graphics
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*/
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Object.defineProperty(PIXI.DisplayObject.prototype, 'mask', {
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get: function() {
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return this._mask;
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},
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set: function(value) {
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2013-12-23 04:19:52 +00:00
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2013-11-06 04:51:23 +00:00
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if(value)
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{
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2013-12-23 04:19:52 +00:00
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if(this._mask)
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{
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value.start = this._mask.start;
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value.end = this._mask.end;
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}
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else
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{
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this.addFilter(value);
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value.renderable = false;
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}
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2013-11-06 04:51:23 +00:00
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}
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else
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{
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2013-12-23 04:19:52 +00:00
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this.removeFilter(this._mask);
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this._mask.renderable = true;
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2013-11-06 04:51:23 +00:00
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}
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2013-12-23 04:19:52 +00:00
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2013-11-06 04:51:23 +00:00
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this._mask = value;
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}
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});
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/**
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2013-12-23 04:19:52 +00:00
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* Sets the filters for the displayObject.
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2013-11-06 04:51:23 +00:00
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* * IMPORTANT: This is a webGL only feature and will be ignored by the canvas renderer.
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* To remove filters simply set this property to 'null'
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* @property filters
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* @type Array An array of filters
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*/
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Object.defineProperty(PIXI.DisplayObject.prototype, 'filters', {
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get: function() {
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return this._filters;
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},
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set: function(value) {
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2013-12-23 04:19:52 +00:00
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2013-08-28 06:02:55 +00:00
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if(value)
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{
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2013-12-23 04:19:52 +00:00
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if(this._filters)this.removeFilter(this._filters);
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this.addFilter(value);
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// now put all the passes in one place..
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var passes = [];
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for (var i = 0; i < value.length; i++)
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{
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var filterPasses = value[i].passes;
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for (var j = 0; j < filterPasses.length; j++)
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{
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passes.push(filterPasses[j]);
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}
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}
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value.start.filterPasses = passes;
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2013-08-28 06:02:55 +00:00
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}
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else
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{
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2013-12-23 04:19:52 +00:00
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if(this._filters) {
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this.removeFilter(this._filters);
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}
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2013-08-28 06:02:55 +00:00
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}
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2013-11-06 04:51:23 +00:00
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2013-12-23 04:19:52 +00:00
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this._filters = value;
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2013-08-28 06:02:55 +00:00
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}
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});
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/*
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* Adds a filter to this displayObject
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*
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* @method addFilter
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* @param mask {Graphics} the graphics object to use as a filter
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* @private
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*/
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2013-11-06 04:51:23 +00:00
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PIXI.DisplayObject.prototype.addFilter = function(data)
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2013-08-28 06:02:55 +00:00
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{
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2013-12-23 04:19:52 +00:00
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//if(this.filter)return;
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//this.filter = true;
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// data[0].target = this;
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// insert a filter block..
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// TODO Onject pool thease bad boys..
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var start = new PIXI.FilterBlock();
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var end = new PIXI.FilterBlock();
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data.start = start;
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data.end = end;
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start.data = data;
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end.data = data;
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start.first = start.last = this;
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end.first = end.last = this;
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start.open = true;
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start.target = this;
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/*
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* insert start
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*/
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var childFirst = start;
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var childLast = start;
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var nextObject;
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var previousObject;
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previousObject = this.first._iPrev;
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if(previousObject)
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{
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nextObject = previousObject._iNext;
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childFirst._iPrev = previousObject;
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previousObject._iNext = childFirst;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
nextObject = this;
|
|
|
|
}
|
|
|
|
|
|
|
|
if(nextObject)
|
|
|
|
{
|
|
|
|
nextObject._iPrev = childLast;
|
|
|
|
childLast._iNext = nextObject;
|
|
|
|
}
|
|
|
|
|
|
|
|
// now insert the end filter block..
|
|
|
|
|
|
|
|
/*
|
|
|
|
* insert end filter
|
|
|
|
*/
|
|
|
|
childFirst = end;
|
|
|
|
childLast = end;
|
|
|
|
nextObject = null;
|
|
|
|
previousObject = null;
|
|
|
|
|
|
|
|
previousObject = this.last;
|
|
|
|
nextObject = previousObject._iNext;
|
|
|
|
|
|
|
|
if(nextObject)
|
|
|
|
{
|
|
|
|
nextObject._iPrev = childLast;
|
|
|
|
childLast._iNext = nextObject;
|
|
|
|
}
|
|
|
|
|
|
|
|
childFirst._iPrev = previousObject;
|
|
|
|
previousObject._iNext = childFirst;
|
|
|
|
|
|
|
|
var updateLast = this;
|
|
|
|
|
|
|
|
var prevLast = this.last;
|
|
|
|
while(updateLast)
|
|
|
|
{
|
|
|
|
if(updateLast.last === prevLast)
|
|
|
|
{
|
|
|
|
updateLast.last = end;
|
|
|
|
}
|
|
|
|
updateLast = updateLast.parent;
|
|
|
|
}
|
|
|
|
|
|
|
|
this.first = start;
|
|
|
|
|
|
|
|
// if webGL...
|
|
|
|
if(this.__renderGroup)
|
|
|
|
{
|
|
|
|
this.__renderGroup.addFilterBlocks(start, end);
|
|
|
|
}
|
|
|
|
};
|
2013-08-28 06:02:55 +00:00
|
|
|
|
|
|
|
/*
|
|
|
|
* Removes the filter to this displayObject
|
|
|
|
*
|
|
|
|
* @method removeFilter
|
|
|
|
* @private
|
|
|
|
*/
|
2013-11-06 04:51:23 +00:00
|
|
|
PIXI.DisplayObject.prototype.removeFilter = function(data)
|
2013-08-28 06:02:55 +00:00
|
|
|
{
|
2013-12-23 04:19:52 +00:00
|
|
|
//if(!this.filter)return;
|
|
|
|
//this.filter = false;
|
|
|
|
// console.log('YUOIO')
|
|
|
|
// modify the list..
|
|
|
|
var startBlock = data.start;
|
|
|
|
|
|
|
|
|
|
|
|
var nextObject = startBlock._iNext;
|
|
|
|
var previousObject = startBlock._iPrev;
|
|
|
|
|
|
|
|
if(nextObject)nextObject._iPrev = previousObject;
|
|
|
|
if(previousObject)previousObject._iNext = nextObject;
|
|
|
|
|
|
|
|
this.first = startBlock._iNext;
|
|
|
|
|
|
|
|
// remove the end filter
|
|
|
|
var lastBlock = data.end;
|
|
|
|
|
|
|
|
nextObject = lastBlock._iNext;
|
|
|
|
previousObject = lastBlock._iPrev;
|
|
|
|
|
|
|
|
if(nextObject)nextObject._iPrev = previousObject;
|
|
|
|
previousObject._iNext = nextObject;
|
|
|
|
|
|
|
|
// this is always true too!
|
|
|
|
var tempLast = lastBlock._iPrev;
|
|
|
|
// need to make sure the parents last is updated too
|
|
|
|
var updateLast = this;
|
|
|
|
while(updateLast.last === lastBlock)
|
|
|
|
{
|
|
|
|
updateLast.last = tempLast;
|
|
|
|
updateLast = updateLast.parent;
|
|
|
|
if(!updateLast)break;
|
|
|
|
}
|
|
|
|
|
|
|
|
// if webGL...
|
|
|
|
if(this.__renderGroup)
|
|
|
|
{
|
|
|
|
this.__renderGroup.removeFilterBlocks(startBlock, lastBlock);
|
|
|
|
}
|
|
|
|
};
|
2013-08-28 06:02:55 +00:00
|
|
|
|
|
|
|
/*
|
|
|
|
* Updates the object transform for rendering
|
|
|
|
*
|
|
|
|
* @method updateTransform
|
|
|
|
* @private
|
|
|
|
*/
|
|
|
|
PIXI.DisplayObject.prototype.updateTransform = function()
|
|
|
|
{
|
2013-12-23 04:19:52 +00:00
|
|
|
// 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;
|
|
|
|
|
2013-08-28 06:02:55 +00:00
|
|
|
// 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];
|
|
|
|
|
2013-12-23 04:19:52 +00:00
|
|
|
localTransform[2] = a02;
|
|
|
|
localTransform[5] = a12;
|
|
|
|
|
2013-08-28 06:02:55 +00:00
|
|
|
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;
|
|
|
|
|
2013-12-23 04:19:52 +00:00
|
|
|
// 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;
|
2013-08-28 06:02:55 +00:00
|
|
|
|
2013-12-23 04:19:52 +00:00
|
|
|
this.vcount = PIXI.visibleCount;
|
|
|
|
};
|
2013-08-28 06:02:55 +00:00
|
|
|
|
|
|
|
PIXI.visibleCount = 0;
|