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;
/**
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* [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;
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/**
* This is the cursor that will be used when the mouse is over this object. To enable this the element must have interaction = true and buttonMode = true
*
* @property defaultCursor
* @type String
*
*/
this.defaultCursor = 'pointer';
/**
* [read-only] Current transform of the object based on world (parent) factors
*
* @property worldTransform
* @type Mat3
* @readOnly
* @private
*/
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this.worldTransform = new PIXI.Matrix();
/**
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* [NYI] Unknown
*
* @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;
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// cached sin rotation and cos rotation
this._sr = 0;
this._cr = 1;
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/**
* The area the filter is applied to
*
* @property filterArea
* @type Rectangle
*/
this.filterArea = new PIXI.Rectangle(0,0,1,1);
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/**
* The original, cached bounds of the object
*
* @property _bounds
* @type Rectangle
* @private
*/
this._bounds = new PIXI.Rectangle(0, 0, 1, 1);
/**
* The most up-to-date bounds of the object
*
* @property _currentBounds
* @type Rectangle
* @private
*/
this._currentBounds = null;
/**
* The original, cached mask of the object
*
* @property _currentBounds
* @type Rectangle
* @private
*/
this._mask = null;
/*
* 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}
*/
/**
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* A callback that is used when the user touches 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;
}
});
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/**
* [read-only] Indicates if the sprite is globaly visible.
*
* @property worldVisible
* @type Boolean
*/
Object.defineProperty(PIXI.DisplayObject.prototype, 'worldVisible', {
get: function() {
var item = this;
do
{
if(!item.visible)return false;
item = item.parent;
}
while(item);
return 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.
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* In PIXI a regular mask must be a PIXI.Graphics 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) {
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if(this._mask)this._mask.isMask = false;
this._mask = value;
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if(this._mask)this._mask.isMask = true;
}
});
/**
* 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)
{
// 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]);
}
}
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// TODO change this as it is legacy
this._filterBlock = {target:this, filterPasses:passes};
}
this._filters = value;
}
});
/*
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* Updates the object transform for rendering
*
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* @method updateTransform
* @private
*/
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PIXI.DisplayObject.prototype.updateTransform = function()
{
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// TODO OPTIMIZE THIS!! with dirty
if(this.rotation !== this.rotationCache)
{
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this.rotationCache = this.rotation;
this._sr = Math.sin(this.rotation);
this._cr = Math.cos(this.rotation);
}
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// var localTransform = this.localTransform//.toArray();
var parentTransform = this.parent.worldTransform;//.toArray();
var worldTransform = this.worldTransform;//.toArray();
//console.log(localTransform)
var px = this.pivot.x;
var py = this.pivot.y;
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var a00 = this._cr * this.scale.x,
a01 = -this._sr * this.scale.y,
a10 = this._sr * this.scale.x,
a11 = this._cr * this.scale.y,
a02 = this.position.x + a00 * px - py * a01,
a12 = this.position.y + a11 * py - px * a10,
b00 = parentTransform.a, b01 = parentTransform.b, b02 = parentTransform.tx,
b10 = parentTransform.c, b11 = parentTransform.d, b12 = parentTransform.ty;
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worldTransform.a = b00 * a00 + b01 * a10;
worldTransform.b = b00 * a01 + b01 * a11;
worldTransform.tx = b00 * a02 + b01 * a12 + b02;
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worldTransform.c = b10 * a00 + b11 * a10;
worldTransform.d = b10 * a01 + b11 * a11;
worldTransform.ty = b10 * a02 + b11 * a12 + b12;
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this.worldAlpha = this.alpha * this.parent.worldAlpha;
};
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/**
* Retrieves the bounds of the displayObject as a rectangle object
*
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* @method getBounds
* @return {Rectangle} the rectangular bounding area
*/
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PIXI.DisplayObject.prototype.getBounds = function()
{
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return PIXI.EmptyRectangle;
};
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/**
* Retrieves the local bounds of the displayObject as a rectangle object
*
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* @method getLocalBounds
* @return {Rectangle} the rectangular bounding area
*/
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PIXI.DisplayObject.prototype.getLocalBounds = function()
{
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var matrixCache = this.worldTransform;
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this.worldTransform = PIXI.identityMatrix;
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this.updateTransform();
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var bounds = this.getBounds();
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this.worldTransform = matrixCache;
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return bounds;
};
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/**
* Sets the object's stage reference, the stage this object is connected to
*
* @method setStageReference
* @param stage {Stage} the stage that the object will have as its current stage reference
*/
PIXI.DisplayObject.prototype.setStageReference = function(stage)
{
this.stage = stage;
if(this._interactive)this.stage.dirty = true;
};
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/**
* Renders the object using the WebGL renderer
*
* @method _renderWebGL
* @param renderSession {RenderSession}
* @private
*/
PIXI.DisplayObject.prototype._renderWebGL = function(renderSession)
{
// OVERWRITE;
// this line is just here to pass jshinting :)
renderSession = renderSession;
};
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/**
* Renders the object using the Canvas renderer
*
* @method _renderCanvas
* @param renderSession {RenderSession}
* @private
*/
PIXI.DisplayObject.prototype._renderCanvas = function(renderSession)
{
// OVERWRITE;
// this line is just here to pass jshinting :)
renderSession = renderSession;
};
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/**
* The position of the displayObject on the x axis relative to the local coordinates of the parent.
*
* @property x
* @type Number
*/
Object.defineProperty(PIXI.DisplayObject.prototype, 'x', {
get: function() {
return this.position.x;
},
set: function(value) {
this.position.x = value;
}
});
/**
* The position of the displayObject on the y axis relative to the local coordinates of the parent.
*
* @property y
* @type Number
*/
Object.defineProperty(PIXI.DisplayObject.prototype, 'y', {
get: function() {
return this.position.y;
},
set: function(value) {
this.position.y = value;
}
});