/** * @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<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.b * resolution, transform.c * 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<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 < minX ? x1 : minX; minX = x2 < minX ? x2 : minX; minX = x3 < minX ? x3 : minX; minX = x4 < minX ? x4 : minX; minY = y1 < minY ? y1 : minY; minY = y2 < minY ? y2 : minY; minY = y3 < minY ? y3 : minY; minY = y4 < 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); // 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; } 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; };