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<h1 class="page-title">Source: d:/wamp/www/phaser/src/pixi/extras/TilingSprite.js</h1>
<section>
<article>
<pre class="sunlight-highlight-javascript linenums">/**
* @author Mat Groves http://matgroves.com/
*/
/**
* A tiling sprite is a fast way of rendering a tiling image
*
* @class TilingSprite
* @extends Sprite
* @constructor
* @param texture {Texture} the texture of the tiling sprite
* @param width {Number} the width of the tiling sprite
* @param height {Number} the height of the tiling sprite
*/
PIXI.TilingSprite = function(texture, width, height)
{
PIXI.Sprite.call( this, texture);
/**
* The with of the tiling sprite
*
* @property width
* @type Number
*/
this._width = width || 100;
/**
* The height of the tiling sprite
*
* @property height
* @type Number
*/
this._height = height || 100;
/**
* The scaling of the image that is being tiled
*
* @property tileScale
* @type Point
*/
this.tileScale = new PIXI.Point(1,1);
/**
* A point that represents the scale of the texture object
*
* @property tileScaleOffset
* @type Point
*/
this.tileScaleOffset = new PIXI.Point(1,1);
/**
* The offset position of the image that is being tiled
*
* @property tilePosition
* @type Point
*/
this.tilePosition = new PIXI.Point(0,0);
/**
* Whether this sprite is renderable or not
*
* @property renderable
* @type Boolean
* @default true
*/
this.renderable = true;
/**
* The tint applied to the sprite. This is a hex value
*
* @property tint
* @type Number
* @default 0xFFFFFF
*/
this.tint = 0xFFFFFF;
/**
* The blend mode to be applied to the sprite
*
* @property blendMode
* @type Number
* @default PIXI.blendModes.NORMAL;
*/
this.blendMode = PIXI.blendModes.NORMAL;
};
// constructor
PIXI.TilingSprite.prototype = Object.create(PIXI.Sprite.prototype);
PIXI.TilingSprite.prototype.constructor = PIXI.TilingSprite;
/**
* The width of the sprite, setting this will actually modify the scale to achieve the value set
*
* @property width
* @type Number
*/
Object.defineProperty(PIXI.TilingSprite.prototype, 'width', {
get: function() {
return this._width;
},
set: function(value) {
this._width = value;
}
});
/**
* The height of the TilingSprite, setting this will actually modify the scale to achieve the value set
*
* @property height
* @type Number
*/
Object.defineProperty(PIXI.TilingSprite.prototype, 'height', {
get: function() {
return this._height;
},
set: function(value) {
this._height = value;
}
});
PIXI.TilingSprite.prototype.setTexture = function(texture)
{
if (this.texture === texture) return;
this.texture = texture;
this.refreshTexture = true;
this.cachedTint = 0xFFFFFF;
};
/**
* Renders the object using the WebGL renderer
*
* @method _renderWebGL
* @param renderSession {RenderSession}
* @private
*/
PIXI.TilingSprite.prototype._renderWebGL = function(renderSession)
{
if (this.visible === false || this.alpha === 0) return;
var i,j;
if (this._mask)
{
renderSession.spriteBatch.stop();
renderSession.maskManager.pushMask(this.mask, renderSession);
renderSession.spriteBatch.start();
}
if (this._filters)
{
renderSession.spriteBatch.flush();
renderSession.filterManager.pushFilter(this._filterBlock);
}
if (!this.tilingTexture || this.refreshTexture)
{
this.generateTilingTexture(true);
if (this.tilingTexture && this.tilingTexture.needsUpdate)
{
//TODO - tweaking
PIXI.updateWebGLTexture(this.tilingTexture.baseTexture, renderSession.gl);
this.tilingTexture.needsUpdate = false;
// this.tilingTexture._uvs = null;
}
}
else
{
renderSession.spriteBatch.renderTilingSprite(this);
}
// simple render children!
for (i=0,j=this.children.length; i&lt;j; i++)
{
this.children[i]._renderWebGL(renderSession);
}
renderSession.spriteBatch.stop();
if (this._filters) renderSession.filterManager.popFilter();
if (this._mask) renderSession.maskManager.popMask(this._mask, renderSession);
renderSession.spriteBatch.start();
};
/**
* Renders the object using the Canvas renderer
*
* @method _renderCanvas
* @param renderSession {RenderSession}
* @private
*/
PIXI.TilingSprite.prototype._renderCanvas = function(renderSession)
{
if (this.visible === false || this.alpha === 0)return;
var context = renderSession.context;
if (this._mask)
{
renderSession.maskManager.pushMask(this._mask, context);
}
context.globalAlpha = this.worldAlpha;
var transform = this.worldTransform;
var i,j;
var resolution = renderSession.resolution;
context.setTransform(transform.a * resolution,
transform.c * resolution,
transform.b * resolution,
transform.d * resolution,
transform.tx * resolution,
transform.ty * resolution);
if (!this.__tilePattern || this.refreshTexture)
{
this.generateTilingTexture(false);
if (this.tilingTexture)
{
this.__tilePattern = context.createPattern(this.tilingTexture.baseTexture.source, 'repeat');
}
else
{
return;
}
}
// check blend mode
if (this.blendMode !== renderSession.currentBlendMode)
{
renderSession.currentBlendMode = this.blendMode;
context.globalCompositeOperation = PIXI.blendModesCanvas[renderSession.currentBlendMode];
}
var tilePosition = this.tilePosition;
var tileScale = this.tileScale;
tilePosition.x %= this.tilingTexture.baseTexture.width;
tilePosition.y %= this.tilingTexture.baseTexture.height;
// offset - make sure to account for the anchor point..
context.scale(tileScale.x,tileScale.y);
context.translate(tilePosition.x + (this.anchor.x * -this._width), tilePosition.y + (this.anchor.y * -this._height));
context.fillStyle = this.__tilePattern;
context.fillRect(-tilePosition.x,
-tilePosition.y,
this._width / tileScale.x,
this._height / tileScale.y);
context.scale(1 / tileScale.x, 1 / tileScale.y);
context.translate(-tilePosition.x + (this.anchor.x * this._width), -tilePosition.y + (this.anchor.y * this._height));
if (this._mask)
{
renderSession.maskManager.popMask(renderSession.context);
}
for (i=0,j=this.children.length; i&lt;j; i++)
{
this.children[i]._renderCanvas(renderSession);
}
};
/**
* Returns the framing rectangle of the sprite as a PIXI.Rectangle object
*
* @method getBounds
* @return {Rectangle} the framing rectangle
*/
PIXI.TilingSprite.prototype.getBounds = function()
{
var width = this._width;
var height = this._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.a;
var b = worldTransform.b;
var c = worldTransform.c;
var d = worldTransform.d;
var tx = worldTransform.tx;
var ty = worldTransform.ty;
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 &lt; minX ? x1 : minX;
minX = x2 &lt; minX ? x2 : minX;
minX = x3 &lt; minX ? x3 : minX;
minX = x4 &lt; minX ? x4 : minX;
minY = y1 &lt; minY ? y1 : minY;
minY = y2 &lt; minY ? y2 : minY;
minY = y3 &lt; minY ? y3 : minY;
minY = y4 &lt; 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 reference so that if this function gets called again in the render cycle we do not have to recalculate
this._currentBounds = bounds;
return bounds;
};
/**
* When the texture is updated, this event will fire to update the scale and frame
*
* @method onTextureUpdate
* @param event
* @private
*/
PIXI.TilingSprite.prototype.onTextureUpdate = function()
{
// overriding the sprite version of this!
};
/**
*
* @method generateTilingTexture
*
* @param forcePowerOfTwo {Boolean} Whether we want to force the texture to be a power of two
*/
PIXI.TilingSprite.prototype.generateTilingTexture = function(forcePowerOfTwo)
{
if (!this.texture.baseTexture.hasLoaded) return;
var texture = this.originalTexture || this.texture;
var frame = texture.frame;
var targetWidth, targetHeight;
// Check that the frame is the same size as the base texture.
var isFrame = frame.width !== texture.baseTexture.width || frame.height !== texture.baseTexture.height;
var newTextureRequired = false;
if (!forcePowerOfTwo)
{
if (isFrame)
{
targetWidth = frame.width;
targetHeight = frame.height;
newTextureRequired = true;
}
}
else
{
targetWidth = PIXI.getNextPowerOfTwo(frame.width);
targetHeight = PIXI.getNextPowerOfTwo(frame.height);
2014-11-25 00:23:44 +00:00
// If the BaseTexture dimensions don't match the texture frame then we need a new texture anyway because it's part of a texture atlas
if (frame.width !== targetWidth || frame.height !== targetHeight || texture.baseTexture.width !== targetWidth || texture.baseTexture.height || targetHeight) newTextureRequired = true;
2014-11-15 20:01:46 +00:00
}
if (newTextureRequired)
{
var canvasBuffer;
if (this.tilingTexture && this.tilingTexture.isTiling)
{
canvasBuffer = this.tilingTexture.canvasBuffer;
canvasBuffer.resize(targetWidth, targetHeight);
this.tilingTexture.baseTexture.width = targetWidth;
this.tilingTexture.baseTexture.height = targetHeight;
this.tilingTexture.needsUpdate = true;
}
else
{
canvasBuffer = new PIXI.CanvasBuffer(targetWidth, targetHeight);
this.tilingTexture = PIXI.Texture.fromCanvas(canvasBuffer.canvas);
this.tilingTexture.canvasBuffer = canvasBuffer;
this.tilingTexture.isTiling = true;
}
canvasBuffer.context.drawImage(texture.baseTexture.source,
texture.crop.x,
texture.crop.y,
texture.crop.width,
texture.crop.height,
0,
0,
targetWidth,
targetHeight);
this.tileScaleOffset.x = frame.width / targetWidth;
this.tileScaleOffset.y = frame.height / targetHeight;
}
else
{
// TODO - switching?
if (this.tilingTexture && this.tilingTexture.isTiling)
{
// destroy the tiling texture!
// TODO could store this somewhere?
this.tilingTexture.destroy(true);
}
this.tileScaleOffset.x = 1;
this.tileScaleOffset.y = 1;
this.tilingTexture = texture;
}
this.refreshTexture = false;
this.originalTexture = this.texture;
this.texture = this.tilingTexture;
this.tilingTexture.baseTexture._powerOf2 = true;
};
</pre>
</article>
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