/** * @author Richard Davey * @copyright 2022 Photon Storm Ltd. * @license {@link https://opensource.org/licenses/MIT|MIT License} */ var Class = require('../../utils/Class'); var Components = require('../components'); var GameObject = require('../GameObject'); 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 Nine Slice Game Object in pixels. This is the width you want it displayed in game. * @param {number} [height=256] - The height of the Nine Slice Game Object in pixels. This is the height you want it displayed 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'); /** * Internal width value. Do not modify this property directly. * * @name Phaser.GameObjects.NineSlice#_width * @private * @type {number} * @since 3.60.0 */ this._width = width; /** * Internal height value. Do not modify this property directly. * * @name Phaser.GameObjects.NineSlice#_height * @private * @type {number} * @since 3.60.0 */ this._height = height; /** * Internal originX value. Do not modify this property directly. * * @name Phaser.GameObjects.NineSlice#_originX * @private * @type {number} * @since 3.60.0 */ this._originX = 0.5; /** * Internal originY value. Do not modify this property directly. * * @name Phaser.GameObjects.NineSlice#_originY * @private * @type {number} * @since 3.60.0 */ this._originY = 0.5; /** * Internal component value. Do not modify this property directly. * * @name Phaser.GameObjects.NineSlice#_sizeComponent * @private * @type {boolean} * @since 3.60.0 */ this._sizeComponent = true; /** * An array of Vertex objects that correspond to the quads that make-up * this Nine Slice Game Object. They are stored in the following order: * * Top Left - Indexes 0 - 5 * Top Center - Indexes 6 - 11 * Top Right - Indexes 12 - 17 * Center Left - Indexes 18 - 23 * Center - Indexes 24 - 29 * Center Right - Indexes 30 - 35 * Bottom Left - Indexes 36 - 41 * Bottom Center - Indexes 42 - 47 * Bottom Right - Indexes 48 - 53 * * Each quad is represented by 6 Vertex instances. * * This array will contain 18 elements for a 3-slice object * and 54 for a nine-slice object. * * You should never modify this array once it has been populated. * * @name Phaser.GameObjects.NineSlice#vertices * @type {Phaser.Geom.Mesh.Vertex[]} * @since 3.60.0 */ this.vertices = []; /** * The size of the left vertical bar (A). * * You should treat this property as read-only. * * @name Phaser.GameObjects.NineSlice#leftWidth * @type {number} * @since 3.60.0 */ this.leftWidth = leftWidth; /** * The size of the right vertical bar (B). * * You should treat this property as read-only. * * @name Phaser.GameObjects.NineSlice#rightWidth * @type {number} * @since 3.60.0 */ this.rightWidth = rightWidth; /** * The size of the top horizontal bar (C). * * You should treat this property as read-only. * * @name Phaser.GameObjects.NineSlice#topHeight * @type {number} * @since 3.60.0 */ this.topHeight = topHeight; /** * The size of the bottom horizontal bar (D). * * You should treat this property as read-only. * * @name Phaser.GameObjects.NineSlice#bottomHeight * @type {number} * @since 3.60.0 */ 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.NineSlice#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.NineSlice#tintFill * @type {boolean} * @default false * @since 3.60.0 */ this.tintFill = false; /** * This property is `true` if this Nine Slice Game Object was configured * with just `leftWidth` and `rightWidth` values, making it a 3-slice * instead of 9-slice object. * * @name Phaser.GameObjects.NineSlice#is3Slice * @type {boolean} * @since 3.60.0 */ this.is3Slice = (topHeight === 0 && bottomHeight === 0); var size = this.is3Slice ? 18 : 54; for (var i = 0; i < size; i++) { this.vertices.push(new Vertex()); } this.setPosition(x, y); this.setTexture(texture, frame); if (this.is3Slice) { height = this.frame.height; this._height = height; this.topHeight = height; this.bottomHeight = height; } this.updateVertices(); this.updateUVs(); this.initPipeline(); }, /** * Updates all of the vertice UV coordinates. This is called automatically * when the NineSlice Game Object is created, or if the texture frame changes. * * Unlike with the `updateVertice` method, you do not need to call this * method if the Nine Slice changes size. Only if it changes texture frame. * * @method Phaser.GameObjects.Mesh#updateUVs * @since 3.60.0 */ 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; this.updateQuadUVs(0, 0, 0, left / width, top / height); this.updateQuadUVs(6, left / width, 0, 1 - (right / width), top / height); this.updateQuadUVs(12, 1 - (right / width), 0, 1, top / height); if (!this.is3Slice) { this.updateQuadUVs(18, 0, top / height, left / width, 1 - (bot / height)); this.updateQuadUVs(24, left / width, top / height, 1 - right / width, 1 - (bot / height)); this.updateQuadUVs(30, 1 - right / width, top / height, 1, 1 - (bot / height)); this.updateQuadUVs(36, 0, 1 - bot / height, left / width, 1); this.updateQuadUVs(42, left / width, 1 - bot / height, 1 - right / width, 1); this.updateQuadUVs(48, 1 - right / width, 1 - bot / height, 1, 1); } }, /** * Recalculates all of the vertices in this Nine Slice Game Object * based on the `leftWidth`, `rightWidth`, `topHeight` and `bottomHeight` * properties, combined with the Game Object size. * * This method is called automatically when this object is created * or if it's origin is changed. * * You should not typically need to call this method directly, but it * is left public should you find a need to modify one of those properties * after creation. * * @method Phaser.GameObjects.NineSlice#updateVertices * @since 3.60.0 */ 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; this.updateQuad(0, -0.5, 0.5, -0.5 + (left / width), 0.5 - (top / height)); this.updateQuad(6, -0.5 + (left / width), 0.5, 0.5 - (right / width), 0.5 - (top / height)); this.updateQuad(12, 0.5 - (right / width), 0.5, 0.5, 0.5 - (top / height)); if (!this.is3Slice) { this.updateQuad(18, -0.5, 0.5 - (top / height), -0.5 + (left / width), -0.5 + (bot / height)); this.updateQuad(24, -0.5 + (left / width), 0.5 - (top / height), 0.5 - (right / width), -0.5 + (bot / height)); this.updateQuad(30, 0.5 - (right / width), 0.5 - (top / height), 0.5, -0.5 + (bot / height)); this.updateQuad(36, -0.5, -0.5 + (bot / height), -0.5 + (left / width), -0.5); this.updateQuad(42, -0.5 + (left / width), -0.5 + (bot / height), 0.5 - (right / width), -0.5); this.updateQuad(48, 0.5 - (right / width), -0.5 + (bot / height), 0.5, -0.5); } }, /** * Internally updates the position coordinates across all vertices of the * given quad offset. * * You should not typically need to call this method directly, but it * is left public should an extended class require it. * * @method Phaser.GameObjects.NineSlice#updateQuad * @since 3.60.0 * * @param {number} offset - The offset in the vertices array of the quad to update. * @param {number} x1 - The top-left quad coordinate. * @param {number} y1 - The top-left quad coordinate. * @param {number} x2 - The bottom-right quad coordinate. * @param {number} y2 - The bottom-right quad coordinate. */ updateQuad: function (offset, x1, y1, x2, y2) { var width = this.width; var height = this.height; var originX = this.originX; var originY = this.originY; var verts = this.vertices; verts[offset + 0].resize(x1, y1, width, height, originX, originY); verts[offset + 1].resize(x1, y2, width, height, originX, originY); verts[offset + 2].resize(x2, y1, width, height, originX, originY); verts[offset + 3].resize(x1, y2, width, height, originX, originY); verts[offset + 4].resize(x2, y2, width, height, originX, originY); verts[offset + 5].resize(x2, y1, width, height, originX, originY); }, /** * Internally updates the UV coordinates across all vertices of the * given quad offset, based on the frame size. * * You should not typically need to call this method directly, but it * is left public should an extended class require it. * * @method Phaser.GameObjects.NineSlice#updateQuadUVs * @since 3.60.0 * * @param {number} offset - The offset in the vertices array of the quad to update. * @param {number} u1 - The top-left UV coordinate. * @param {number} v1 - The top-left UV coordinate. * @param {number} u2 - The bottom-right UV coordinate. * @param {number} v2 - The bottom-right UV coordinate. */ updateQuadUVs: function (offset, u1, v1, u2, v2) { var verts = this.vertices; // Adjust for frame offset // Incoming values will always be in the range 0-1 var frame = this.frame; var fu1 = frame.u0; var fv1 = frame.v0; var fu2 = frame.u1; var fv2 = frame.v1; if (fu1 !== 0 || fu2 !== 1) { // adjust horizontal var udiff = fu2 - fu1; u1 = fu1 + u1 * udiff; u2 = fu1 + u2 * udiff; } if (fv1 !== 0 || fv2 !== 1) { // adjust vertical var vdiff = fv2 - fv1; v1 = fv1 + v1 * vdiff; v2 = fv1 + v2 * vdiff; } 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.NineSlice#clearTint * @webglOnly * @since 3.60.0 * * @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.NineSlice#setTint * @webglOnly * @since 3.60.0 * * @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.NineSlice#setTintFill * @webglOnly * @since 3.60.0 * * @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.NineSlice#isTinted * @type {boolean} * @webglOnly * @readonly * @since 3.60.0 */ 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. * * If this is a 3-slice object, you can only stretch it horizontally * and changing the height will be ignored. * * @name Phaser.GameObjects.NiceSlice#height * @type {number} * @since 3.60.0 */ height: { get: function () { return this._height; }, set: function (value) { if (!this.is3Slice) { 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 size of this Game Object. * * For a Nine Slice Game Object this means it will be stretched (or shrunk) horizontally * and vertically depending on the dimensions given to this method, in accordance with * how it has been configured for the various corner sizes. * * If this is a 3-slice object, you can only stretch it horizontally * and changing the height will be ignored. * * If you have enabled this Game Object for input, changing the size will also change the * size of the hit area. * * @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; if (!this.is3Slice) { this.height = height; } var input = this.input; if (input && !input.customHitArea) { input.hitArea.width = width; if (!this.is3Slice) { input.hitArea.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; }, /** * The horizontal origin of this Game Object. * The origin maps the relationship between the size and position of the Game Object. * The default value is 0.5, meaning all Game Objects are positioned based on their center. * Setting the value to 0 means the position now relates to the left of the Game Object. * * @name Phaser.GameObjects.NineSlice#originX * @type {number} * @since 3.60.0 */ originX: { get: function () { return this._originX; }, set: function (value) { this._originX = value; this.updateVertices(); } }, /** * The vertical origin of this Game Object. * The origin maps the relationship between the size and position of the Game Object. * The default value is 0.5, meaning all Game Objects are positioned based on their center. * Setting the value to 0 means the position now relates to the top of the Game Object. * * @name Phaser.GameObjects.NineSlice#originY * @type {number} * @since 3.60.0 */ originY: { get: function () { return this._originY; }, set: function (value) { this._originY = value; this.updateVertices(); } }, /** * Sets the origin of this Game Object. * * The values are given in the range 0 to 1. * * @method Phaser.GameObjects.NineSlice#setOrigin * @since 3.60.0 * * @param {number} [x=0.5] - The horizontal origin value. * @param {number} [y=x] - The vertical origin value. If not defined it will be set to the value of `x`. * * @return {this} This Game Object instance. */ setOrigin: function (x, y) { if (x === undefined) { x = 0.5; } if (y === undefined) { y = x; } this._originX = x; this._originY = y; this.updateVertices(); return this.updateDisplayOrigin(); }, /** * This method is included but does nothing for the Nine Slice Game Object, * because the size of the object isn't based on the texture frame. * * You should not call this method. * * @method Phaser.GameObjects.NineSlice#setSizeToFrame * @since 3.60.0 * * @return {this} This Game Object instance. */ setSizeToFrame: function () { this.updateUVs(); return this; }, /** * Handles the pre-destroy step for the Nine Slice, which removes the vertices. * * @method Phaser.GameObjects.NineSlice#preDestroy * @private * @since 3.60.0 */ preDestroy: function () { this.vertices = []; } }); module.exports = NineSlice;