phaser/src/pixi/display/DisplayObject.js

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/**
* @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.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);
/*
* 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!
if(this.stage)this.stage.dirty = 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(value)
{
if(this._mask)
{
value.start = this._mask.start;
value.end = this._mask.end;
}
else
{
this.addFilter(value);
value.renderable = false;
}
}
else
{
this.removeFilter(this._mask);
this._mask.renderable = true;
}
this._mask = value;
}
});
/**
* 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)
{
if(this._filters)this.removeFilter(this._filters);
this.addFilter(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]);
}
}
value.start.filterPasses = passes;
}
else
{
if(this._filters) {
this.removeFilter(this._filters);
}
}
this._filters = value;
}
});
/*
* Adds a filter to this displayObject
*
* @method addFilter
* @param mask {Graphics} the graphics object to use as a filter
* @private
*/
PIXI.DisplayObject.prototype.addFilter = function(data)
{
//if(this.filter)return;
//this.filter = true;
// data[0].target = this;
// insert a filter block..
// TODO Onject pool thease bad boys..
var start = new PIXI.FilterBlock();
var end = new PIXI.FilterBlock();
data.start = start;
data.end = end;
start.data = data;
end.data = data;
start.first = start.last = this;
end.first = end.last = this;
start.open = true;
start.target = this;
/*
* insert start
*/
var childFirst = start;
var childLast = start;
var nextObject;
var previousObject;
previousObject = this.first._iPrev;
if(previousObject)
{
nextObject = previousObject._iNext;
childFirst._iPrev = previousObject;
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);
}
};
/*
* Removes the filter to this displayObject
*
* @method removeFilter
* @private
*/
PIXI.DisplayObject.prototype.removeFilter = function(data)
{
//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);
}
};
/*
* 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.visibleCount = 0;