/** * @author Richard Davey * @copyright 2022 Photon Storm Ltd. * @license {@link https://opensource.org/licenses/MIT|MIT License} */ var Class = require('../../utils/Class'); var GameObject = require('../GameObject'); var Components = require('../components'); var NineSliceRender = require('./NineSliceRender'); var Vertex = require('../../geom/mesh/Vertex'); /** * @classdesc * A Nine Slice Game Object allows you to have a Sprite that can be stretched * both horizontally and vertically but that retains fixed-sized corners. * This is useful for UI and Button-like elements. * * A B * +---+----------------------+---+ * C | 1 | 2 | 3 | * +---+----------------------+---+ * | | | | * | 4 | 5 | 6 | * | | | | * +---+----------------------+---+ * D | 7 | 8 | 9 | * +---+----------------------+---+ * * When changing this objects width and/or height: * * areas 1, 3, 7 and 9 will remain unscaled. * areas 2 and 8 will be stretched horizontally * areas 4 and 6 will be stretched vertically * area 5 will be stretched both horizontally and vertically * * You can also have a 3 slice: * * This works in a similar way, except you can only stretch it horizontally. * Therefore, it requires less configuration: * * A B * +---+----------------------+---+ * | | | | * C | 1 | 2 | 3 | * | | | | * +---+----------------------+---+ * * When changing this objects width: * * areas 1 and 3 will remain unscaled. * area 2 will be stretched horizontally * * The above configuration concept is adapted from the Pixi NiceSlicePlane. * * @class NineSlice * @extends Phaser.GameObjects.GameObject * @memberof Phaser.GameObjects * @constructor * @since 3.60.0 * * @extends Phaser.GameObjects.Components.AlphaSingle * @extends Phaser.GameObjects.Components.BlendMode * @extends Phaser.GameObjects.Components.Depth * @extends Phaser.GameObjects.Components.FX * @extends Phaser.GameObjects.Components.GetBounds * @extends Phaser.GameObjects.Components.Mask * @extends Phaser.GameObjects.Components.Origin * @extends Phaser.GameObjects.Components.Pipeline * @extends Phaser.GameObjects.Components.ScrollFactor * @extends Phaser.GameObjects.Components.Texture * @extends Phaser.GameObjects.Components.Transform * @extends Phaser.GameObjects.Components.Visible * * @param {Phaser.Scene} scene - The Scene to which this Game Object belongs. A Game Object can only belong to one Scene at a time. * @param {number} x - The horizontal position of this Game Object in the world. * @param {number} y - The vertical position of this Game Object in the world. * @param {(string|Phaser.Textures.Texture)} texture - The key, or instance of the Texture this Game Object will use to render with, as stored in the Texture Manager. * @param {(string|number)} [frame] - An optional frame from the Texture this Game Object is rendering with. * @param {number} [width=256] - The width of the NineSlice Game Object in pixels. This is the width you want it displayed as, in game. * @param {number} [height=256] - The height of the NineSlice Game Object in pixels. This is the height you want it displayed as, in game. * @param {number} [leftWidth=0] - The size of the left vertical column (A). Set to zero to disable this column. * @param {number} [rightWidth=0] - The size of the right vertical column (B). Set to zero to disable this column. * @param {number} [topHeight=0] - The size of the top horiztonal row (C). Set to zero to disable this row. * @param {number} [bottomHeight=0] - The size of the bottom horiztonal row (D). Set to zero to disable this row. */ var NineSlice = new Class({ Extends: GameObject, Mixins: [ Components.AlphaSingle, Components.BlendMode, Components.Depth, Components.FX, Components.GetBounds, Components.Mask, Components.Origin, Components.Pipeline, Components.ScrollFactor, Components.Texture, Components.Transform, Components.Visible, NineSliceRender ], initialize: function NineSlice (scene, x, y, texture, frame, width, height, leftWidth, rightWidth, topHeight, bottomHeight) { if (width === undefined) { width = 256; } if (height === undefined) { height = 256; } if (leftWidth === undefined) { leftWidth = 0; } if (rightWidth === undefined) { rightWidth = 0; } if (topHeight === undefined) { topHeight = 0; } if (bottomHeight === undefined) { bottomHeight = 0; } GameObject.call(this, scene, 'NineSlice'); this._width = width; this._height = height; this.vertices = []; for (var i = 0; i < 54; i++) { this.vertices.push(new Vertex()); } this.setPosition(x, y); this.setTexture(texture, frame); // size of the left vertical bar (A) this.leftWidth = leftWidth; // size of the right vertical bar (B) this.rightWidth = rightWidth; // size of the top horizontal bar (C) this.topHeight = topHeight; // size of the bottom horizontal bar (D) this.bottomHeight = bottomHeight; /** * The tint value being applied to the top-left vertice of the Game Object. * This value is interpolated from the corner to the center of the Game Object. * The value should be set as a hex number, i.e. 0xff0000 for red, or 0xff00ff for purple. * * @name Phaser.GameObjects.Components.Tint#tint * @type {number} * @default 0xffffff * @since 3.60.0 */ this.tint = 0xffffff; /** * The tint fill mode. * * `false` = An additive tint (the default), where vertices colors are blended with the texture. * `true` = A fill tint, where the vertices colors replace the texture, but respects texture alpha. * * @name Phaser.GameObjects.Components.Tint#tintFill * @type {boolean} * @default false * @since 3.60.0 */ this.tintFill = false; this.updateVertices(); this.updateUVs(); this.initPipeline(); }, is3Slice: function () { return (this.vertices.length < 54); }, is9Slice: function () { return (this.vertices.length === 54); }, updateUVs: function () { var left = this.leftWidth; var right = this.rightWidth; var top = this.topHeight; var bot = this.bottomHeight; var width = this.frame.width; var height = this.frame.height; // Top Left this.updateQuadUVs(0, 0, 0, left / width, top / height); // Top Center this.updateQuadUVs(6, left / width, 0, 1 - (right / width), top / height); // Top Right this.updateQuadUVs(12, 1 - (right / width), 0, 1, top / height); // Center Left this.updateQuadUVs(18, 0, top / height, left / width, 1 - (bot / height)); // Center this.updateQuadUVs(24, left / width, top / height, 1 - right / width, 1 - (bot / height)); // Center Right this.updateQuadUVs(30, 1 - right / width, top / height, 1, 1 - (bot / height)); // Bottom Left this.updateQuadUVs(36, 0, 1 - bot / height, left / width, 1); // Bottom Center this.updateQuadUVs(42, left / width, 1 - bot / height, 1 - right / width, 1); // Bottom Right this.updateQuadUVs(48, 1 - right / width, 1 - bot / height, 1, 1); }, updateVertices: function () { var left = this.leftWidth; var right = this.rightWidth; var top = this.topHeight; var bot = this.bottomHeight; var width = this.width; var height = this.height; // Top Left - Index 0 - 5 this.updateQuad(0, -0.5, 0.5, -0.5 + (left / width), 0.5 - (top / height)); // Top Center - Index 6 - 11 this.updateQuad(6, -0.5 + (left / width), 0.5, 0.5 - (right / width), 0.5 - (top / height)); // Top Right - Index 12 - 17 this.updateQuad(12, 0.5 - (right / width), 0.5, 0.5, 0.5 - (top / height)); // Center Left - Index 18 - 23 this.updateQuad(18, -0.5, 0.5 - (top / height), -0.5 + (left / width), -0.5 + (bot / height)); // Center - Index 24 - 29 this.updateQuad(24, -0.5 + (left / width), 0.5 - (top / height), 0.5 - (right / width), -0.5 + (bot / height)); // Center Right - Index 30 - 35 this.updateQuad(30, 0.5 - (right / width), 0.5 - (top / height), 0.5, -0.5 + (bot / height)); // Bottom Left - Index 36 - 41 this.updateQuad(36, -0.5, -0.5 + (bot / height), -0.5 + (left / width), -0.5); // Bottom Center - Index 42 - 47 this.updateQuad(42, -0.5 + (left / width), -0.5 + (bot / height), 0.5 - (right / width), -0.5); // Bottom Right - Index 48 - 53 this.updateQuad(48, 0.5 - (right / width), -0.5 + (bot / height), 0.5, -0.5); }, updateQuad: function (offset, x1, y1, x2, y2) { var width = this.width; var height = this.height; var verts = this.vertices; verts[offset + 0].resize(x1, y1, width, height); verts[offset + 1].resize(x1, y2, width, height); verts[offset + 2].resize(x2, y1, width, height); verts[offset + 3].resize(x1, y2, width, height); verts[offset + 4].resize(x2, y2, width, height); verts[offset + 5].resize(x2, y1, width, height); }, updateQuadUVs: function (offset, u1, v1, u2, v2) { var verts = this.vertices; verts[offset + 0].setUVs(u1, v1); verts[offset + 1].setUVs(u1, v2); verts[offset + 2].setUVs(u2, v1); verts[offset + 3].setUVs(u1, v2); verts[offset + 4].setUVs(u2, v2); verts[offset + 5].setUVs(u2, v1); }, /** * Clears all tint values associated with this Game Object. * * Immediately sets the color values back to 0xffffff and the tint type to 'additive', * which results in no visible change to the texture. * * @method Phaser.GameObjects.Components.Tint#clearTint * @webglOnly * @since 3.0.0 * * @return {this} This Game Object instance. */ clearTint: function () { this.setTint(0xffffff); return this; }, /** * Sets an additive tint on this Game Object. * * The tint works by taking the pixel color values from the Game Objects texture, and then * multiplying it by the color value of the tint. * * To modify the tint color once set, either call this method again with new values or use the * `tint` property. * * To remove a tint call `clearTint`, or call this method with no parameters. * * To swap this from being an additive tint to a fill based tint set the property `tintFill` to `true`. * * @method Phaser.GameObjects.Components.Tint#setTint * @webglOnly * @since 3.0.0 * * @param {number} [color=0xffffff] - The tint being applied to the entire Game Object. * * @return {this} This Game Object instance. */ setTint: function (color) { if (color === undefined) { color = 0xffffff; } this.tint = color; this.tintFill = false; return this; }, /** * Sets a fill-based tint on this Game Object. * * Unlike an additive tint, a fill-tint literally replaces the pixel colors from the texture * with those in the tint. You can use this for effects such as making a player flash 'white' * if hit by something. The whole Game Object will be rendered in the given color. * * To modify the tint color once set, either call this method again with new values or use the * `tint` property. * * To remove a tint call `clearTint`, or call this method with no parameters. * * To swap this from being a fill-tint to an additive tint set the property `tintFill` to `false`. * * @method Phaser.GameObjects.Components.Tint#setTintFill * @webglOnly * @since 3.11.0 * * @param {number} [color=0xffffff] - The tint being applied to the entire Game Object. * * @return {this} This Game Object instance. */ setTintFill: function (color) { this.setTint(color); this.tintFill = true; return this; }, /** * Does this Game Object have a tint applied? * * It checks to see if the tint property is set to a value other than 0xffffff. * This indicates that a Game Object is tinted. * * @name Phaser.GameObjects.Components.Tint#isTinted * @type {boolean} * @webglOnly * @readonly * @since 3.11.0 */ isTinted: { get: function () { return (this.tint !== 0xffffff); } }, /** * The displayed width of this Game Object. * * Setting this value will adjust the way in which this Nine Slice * object scales horizontally, if configured to do so. * * @name Phaser.GameObjects.NiceSlice#width * @type {number} * @since 3.60.0 */ width: { get: function () { return this._width; }, set: function (value) { this._width = value; this.updateVertices(); } }, /** * The displayed height of this Game Object. * * Setting this value will adjust the way in which this Nine Slice * object scales vertically, if configured to do so. * * @name Phaser.GameObjects.NiceSlice#height * @type {number} * @since 3.60.0 */ height: { get: function () { return this._height; }, set: function (value) { this._height = value; this.updateVertices(); } }, /** * The displayed width of this Game Object. * * This value takes into account the scale factor. * * Setting this value will adjust the Game Object's scale property. * * @name Phaser.GameObjects.NineSlice#displayWidth * @type {number} * @since 3.60.0 */ displayWidth: { get: function () { return this.scaleX * this.width; }, set: function (value) { this.scaleX = value / this.width; } }, /** * The displayed height of this Game Object. * * This value takes into account the scale factor. * * Setting this value will adjust the Game Object's scale property. * * @name Phaser.GameObjects.NineSlice#displayHeight * @type {number} * @since 3.60.0 */ displayHeight: { get: function () { return this.scaleY * this.height; }, set: function (value) { this.scaleY = value / this.height; } }, /** * Sets the internal size of this Game Object, as used for frame or physics body creation. * * This will not change the size that the Game Object is rendered in-game. * For that you need to either set the scale of the Game Object (`setScale`) or call the * `setDisplaySize` method, which is the same thing as changing the scale but allows you * to do so by giving pixel values. * * If you have enabled this Game Object for input, changing the size will _not_ change the * size of the hit area. To do this you should adjust the `input.hitArea` object directly. * * @method Phaser.GameObjects.NineSlice#setSize * @since 3.60.0 * * @param {number} width - The width of this Game Object. * @param {number} height - The height of this Game Object. * * @return {this} This Game Object instance. */ setSize: function (width, height) { this.width = width; this.height = height; return this; }, /** * Sets the display size of this Game Object. * * Calling this will adjust the scale. * * @method Phaser.GameObjects.NineSlice#setDisplaySize * @since 3.60.0 * * @param {number} width - The width of this Game Object. * @param {number} height - The height of this Game Object. * * @return {this} This Game Object instance. */ setDisplaySize: function (width, height) { this.displayWidth = width; this.displayHeight = height; return this; } }); module.exports = NineSlice;