2016-10-04 21:36:07 +00:00
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/**
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2016-10-08 02:05:42 +00:00
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* @author Richard Davey <rich@photonstorm.com>
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* @author Mat Groves (@Doormat23)
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* @copyright 2016 Photon Storm Ltd.
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* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
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2016-10-04 21:36:07 +00:00
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*/
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2016-10-08 02:05:42 +00:00
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Phaser.Renderer.Canvas.GameObjects.Image = {
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2016-10-04 21:36:07 +00:00
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2016-10-05 00:09:23 +00:00
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TYPES: [
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2016-10-08 02:05:42 +00:00
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Phaser.GameObjects.Image.prototype
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2016-10-05 00:09:23 +00:00
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],
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render: function (renderer, src)
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2016-10-04 21:36:07 +00:00
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{
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// If the sprite is not visible or the alpha is 0 then no need to render this element
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2016-10-05 00:09:23 +00:00
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if (!src.visible || src.alpha === 0 || !src.renderable)
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2016-10-04 21:36:07 +00:00
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{
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return;
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}
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// Add back in: || src.texture.crop.width <= 0 || src.texture.crop.height <= 0
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2016-10-05 00:09:23 +00:00
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var wt = src.worldTransform;
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if (src.blendMode !== renderer.currentBlendMode)
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2016-10-04 21:36:07 +00:00
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{
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renderer.currentBlendMode = src.blendMode;
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renderer.context.globalCompositeOperation = Phaser.blendModesCanvas[renderer.currentBlendMode];
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}
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2016-10-05 00:09:23 +00:00
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var resolution = src.texture.baseTexture.resolution / renderer.game.resolution;
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renderer.context.globalAlpha = src.worldAlpha;
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// If smoothingEnabled is supported and we need to change the smoothing property for src texture
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if (renderer.smoothProperty && renderer.currentScaleMode !== src.texture.baseTexture.scaleMode)
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{
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renderer.currentScaleMode = src.texture.baseTexture.scaleMode;
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renderer.context[renderer.smoothProperty] = (renderer.currentScaleMode === Phaser.scaleModes.LINEAR);
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}
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// If the texture is trimmed we offset by the trim x/y, otherwise we use the frame dimensions
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var dx = (src.texture.trim) ? src.texture.trim.x - src.anchor.x * src.texture.trim.width : src.anchor.x * -src.texture.frame.width;
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var dy = (src.texture.trim) ? src.texture.trim.y - src.anchor.y * src.texture.trim.height : src.anchor.y * -src.texture.frame.height;
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var tx = (wt.tx * renderer.game.resolution) + renderer.game.camera._shake.x;
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var ty = (wt.ty * renderer.game.resolution) + renderer.game.camera._shake.y;
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var cw = src.texture.crop.width;
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var ch = src.texture.crop.height;
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if (src.texture.rotated)
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{
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var a = wt.a;
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var b = wt.b;
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var c = wt.c;
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var d = wt.d;
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var e = cw;
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// Offset before rotating
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tx = wt.c * ch + tx;
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ty = wt.d * ch + ty;
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// Rotate matrix by 90 degrees
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// We use precalculated values for sine and cosine of rad(90)
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wt.a = a * 6.123233995736766e-17 + -c;
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wt.b = b * 6.123233995736766e-17 + -d;
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wt.c = a + c * 6.123233995736766e-17;
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wt.d = b + d * 6.123233995736766e-17;
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// Update cropping dimensions.
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cw = ch;
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ch = e;
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}
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// Allow for pixel rounding
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if (renderer.roundPixels)
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{
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renderer.context.setTransform(wt.a, wt.b, wt.c, wt.d, tx | 0, ty | 0);
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dx |= 0;
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dy |= 0;
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}
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else
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{
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renderer.context.setTransform(wt.a, wt.b, wt.c, wt.d, tx, ty);
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}
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dx /= resolution;
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dy /= resolution;
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if (src.tint !== 0xFFFFFF)
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{
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if (src.texture.requiresReTint || src.cachedTint !== src.tint)
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{
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src.tintedTexture = PIXI.CanvasTinter.getTintedTexture(src, src.tint);
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src.cachedTint = src.tint;
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src.texture.requiresReTint = false;
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}
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renderer.context.drawImage(src.tintedTexture, 0, 0, cw, ch, dx, dy, cw / resolution, ch / resolution);
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}
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else
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{
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var cx = src.texture.crop.x;
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var cy = src.texture.crop.y;
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renderer.context.drawImage(src.texture.baseTexture.source, cx, cy, cw, ch, dx, dy, cw / resolution, ch / resolution);
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}
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}
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};
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