/** * @author Mat Groves http://matgroves.com/ @Doormat23 */ /** * The base class for all objects that are rendered on the screen. * This is an abstract class and should not be used on its own rather it should be extended. * * @class DisplayObject * @constructor */ PIXI.DisplayObject = function() { /** * 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; /** * [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; /** * 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 */ this.worldTransform = new PIXI.Matrix(); /** * [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; // cached sin rotation and cos rotation this._sr = 0; this._cr = 1; /** * The area the filter is applied to like the hitArea this is used as more of an optimisation * rather than figuring out the dimensions of the displayObject each frame you can set this rectangle * * @property filterArea * @type Rectangle */ this.filterArea = null;//new PIXI.Rectangle(0,0,1,1); /** * 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; this._cacheAsBitmap = false; this._cacheIsDirty = false; /* * MOUSE Callbacks */ /** * 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} */ //Left button /** * A callback that is used when the users clicks on the displayObject with their mouse's left button * @method click * @param interactionData {InteractionData} */ /** * A callback that is used when the user clicks the mouse's left button down over the sprite * @method mousedown * @param interactionData {InteractionData} */ /** * A callback that is used when the user releases the mouse's left button that was over the displayObject * for this callback to be fired, the mouse's left button must have been pressed down over the displayObject * @method mouseup * @param interactionData {InteractionData} */ /** * A callback that is used when the user releases the mouse's left button that was over the displayObject but is no longer over the displayObject * for this callback to be fired, the mouse's left button must have been pressed down over the displayObject * @method mouseupoutside * @param interactionData {InteractionData} */ //Right button /** * A callback that is used when the users clicks on the displayObject with their mouse's right button * @method rightclick * @param interactionData {InteractionData} */ /** * A callback that is used when the user clicks the mouse's right button down over the sprite * @method rightdown * @param interactionData {InteractionData} */ /** * A callback that is used when the user releases the mouse's right button that was over the displayObject * for this callback to be fired the mouse's right button must have been pressed down over the displayObject * @method rightup * @param interactionData {InteractionData} */ /** * A callback that is used when the user releases the mouse's right button that was over the displayObject but is no longer over the displayObject * for this callback to be fired, the mouse's right button must have been pressed down over the displayObject * @method rightupoutside * @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} */ /** * 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; } }); /** * [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. * 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) { if(this._mask)this._mask.isMask = false; this._mask = value; 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]); } } // TODO change this as it is legacy this._filterBlock = {target:this, filterPasses:passes}; } this._filters = value; } }); /** * Set weather or not a the display objects is cached as a bitmap. * This basically takes a snap shot of the display object as it is at that moment. It can provide a performance benefit for complex static displayObjects * To remove filters simply set this property to 'null' * @property cacheAsBitmap * @type Boolean */ Object.defineProperty(PIXI.DisplayObject.prototype, 'cacheAsBitmap', { get: function() { return this._cacheAsBitmap; }, set: function(value) { if(this._cacheAsBitmap === value)return; if(value) { //this._cacheIsDirty = true; this._generateCachedSprite(); } else { this._destroyCachedSprite(); } this._cacheAsBitmap = value; } }); /* * Updates the object transform for rendering * * @method updateTransform * @private */ PIXI.DisplayObject.prototype.updateTransform = function() { // create some matrix refs for easy access var pt = this.parent.worldTransform; var wt = this.worldTransform; // temporary matrix variables var a, b, c, d, tx, ty; // TODO create a const for 2_PI // so if rotation is between 0 then we can simplify the multiplication process.. if(this.rotation % PIXI.PI_2) { // check to see if the rotation is the same as the previous render. This means we only need to use sin and cos when rotation actually changes if(this.rotation !== this.rotationCache) { this.rotationCache = this.rotation; this._sr = Math.sin(this.rotation); this._cr = Math.cos(this.rotation); } // get the matrix values of the displayobject based on its transform properties.. a = this._cr * this.scale.x; b = this._sr * this.scale.x; c = -this._sr * this.scale.y; d = this._cr * this.scale.y; tx = this.position.x; ty = this.position.y; // check for pivot.. not often used so geared towards that fact! if(this.pivot.x || this.pivot.y) { tx -= this.pivot.x * a + this.pivot.y * c; ty -= this.pivot.x * b + this.pivot.y * d; } // concat the parent matrix with the objects transform. wt.a = a * pt.a + b * pt.c; wt.b = a * pt.b + b * pt.d; wt.c = c * pt.a + d * pt.c; wt.d = c * pt.b + d * pt.d; wt.tx = tx * pt.a + ty * pt.c + pt.tx; wt.ty = tx * pt.b + ty * pt.d + pt.ty; } else { // lets do the fast version as we know there is no rotation.. a = this.scale.x; d = this.scale.y; tx = this.position.x - this.pivot.x * a; ty = this.position.y - this.pivot.y * d; wt.a = pt.a * a; wt.b = pt.b * d; wt.c = pt.c * a; wt.d = pt.d * d; wt.tx = tx * pt.a + ty * pt.c + pt.tx; wt.ty = tx * pt.b + ty * pt.d + pt.ty; } // multiply the alphas.. this.worldAlpha = this.alpha * this.parent.worldAlpha; }; /** * Retrieves the bounds of the displayObject as a rectangle object * * @method getBounds * @return {Rectangle} the rectangular bounding area */ PIXI.DisplayObject.prototype.getBounds = function( matrix ) { matrix = matrix;//just to get passed js hinting (and preserve inheritance) return PIXI.EmptyRectangle; }; /** * Retrieves the local bounds of the displayObject as a rectangle object * * @method getLocalBounds * @return {Rectangle} the rectangular bounding area */ PIXI.DisplayObject.prototype.getLocalBounds = function() { return this.getBounds(PIXI.identityMatrix);///PIXI.EmptyRectangle(); }; /** * 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; }; /** * Useful function that returns a texture of the displayObject object that can then be used to create sprites * This can be quite useful if your displayObject is static / complicated and needs to be reused multiple times. * * @method generateTexture * @param resolution {Number} The resolution of the texture being generated * @param scaleMode {Number} Should be one of the PIXI.scaleMode consts * @return {Texture} a texture of the graphics object */ PIXI.DisplayObject.prototype.generateTexture = function(resolution, scaleMode, renderer) { var bounds = this.getLocalBounds(); var renderTexture = new PIXI.RenderTexture(bounds.width | 0, bounds.height | 0, renderer, scaleMode, resolution); renderTexture.render(this, new PIXI.Point(-bounds.x, -bounds.y) ); return renderTexture; }; PIXI.DisplayObject.prototype.updateCache = function() { this._generateCachedSprite(); }; /** * Calculates the global position of the display object * * @method toGlobal * @param position {Point} The world origin to calculate from * @return {Point} A point object representing the position of this object */ PIXI.DisplayObject.prototype.toGlobal = function(pos) { this.updateTransform(); return this.worldTransform.apply(pos); }; /** * Calculates the local position of the display object relative to another point * * @method toGlobal * @param position {Point} The world origin to calculate from * @param [from] {DisplayObject} The DisplayObject to calculate the global position from * @return {Point} A point object representing the position of this object */ PIXI.DisplayObject.prototype.toLocal = function(pos, from) { if (from) { pos = from.toGlobal(pos); } this.updateTransform(); return this.worldTransform.applyInverse(pos); }; PIXI.DisplayObject.prototype._renderCachedSprite = function(renderSession) { this._cachedSprite.worldAlpha = this.worldAlpha; if(renderSession.gl) { PIXI.Sprite.prototype._renderWebGL.call(this._cachedSprite, renderSession); } else { PIXI.Sprite.prototype._renderCanvas.call(this._cachedSprite, renderSession); } }; PIXI.DisplayObject.prototype._generateCachedSprite = function()//renderSession) { this._cacheAsBitmap = false; var bounds = this.getLocalBounds(); if(!this._cachedSprite) { var renderTexture = new PIXI.RenderTexture(bounds.width | 0, bounds.height | 0);//, renderSession.renderer); this._cachedSprite = new PIXI.Sprite(renderTexture); this._cachedSprite.worldTransform = this.worldTransform; } else { this._cachedSprite.texture.resize(bounds.width | 0, bounds.height | 0); } //REMOVE filter! var tempFilters = this._filters; this._filters = null; this._cachedSprite.filters = tempFilters; PIXI.DisplayObject._tempMatrix.tx = -bounds.x; PIXI.DisplayObject._tempMatrix.ty = -bounds.y; this._cachedSprite.texture.render(this, PIXI.DisplayObject._tempMatrix ); this._cachedSprite.anchor.x = -( bounds.x / bounds.width ); this._cachedSprite.anchor.y = -( bounds.y / bounds.height ); this._filters = tempFilters; this._cacheAsBitmap = true; }; /** * Renders the object using the WebGL renderer * * @method _renderWebGL * @param renderSession {RenderSession} * @private */ PIXI.DisplayObject.prototype._destroyCachedSprite = function() { if(!this._cachedSprite)return; this._cachedSprite.texture.destroy(true); // console.log("DESTROY") // let the gc collect the unused sprite // TODO could be object pooled! this._cachedSprite = null; }; PIXI.DisplayObject.prototype._renderWebGL = function(renderSession) { // OVERWRITE; // this line is just here to pass jshinting :) renderSession = renderSession; }; /** * 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; }; PIXI.DisplayObject._tempMatrix = new PIXI.Matrix(); /** * 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; } });