#

API Docs for: 1.6.0
Show: Inherited Protected Private Deprecated

# File: src/pixi/display/DisplayObject.js

    /**
     * @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 clicks on the displayObject with their mouse
         * @method click
         * @param interactionData {InteractionData}
         */

        /**
         * A callback that is used when the user clicks the mouse down over the sprite
         * @method mousedown
         * @param interactionData {InteractionData}
         */

        /**
         * A callback that is used when the user releases the mouse that was over the displayObject
         * for this callback to be fired the mouse must have been pressed down over the displayObject
         * @method mouseup
         * @param interactionData {InteractionData}
         */

        /**
         * A callback that is used when the user releases the mouse that was over the displayObject but is no longer over the displayObject
         * for this callback to be fired, The touch must have started over the displayObject
         * @method mouseupoutside
         * @param interactionData {InteractionData}
         */

        /**
         * 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}
         */

        /*
         * 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()
    {
        // TODO OPTIMIZE THIS!! with dirty
        if(this.rotation !== this.rotationCache)
        {

            this.rotationCache = this.rotation;
            this._sr =  Math.sin(this.rotation);
            this._cr =  Math.cos(this.rotation);
        }

       // var localTransform = this.localTransform//.toArray();
        var parentTransform = this.parent.worldTransform;//.toArray();
        var worldTransform = this.worldTransform;//.toArray();

        var px = this.pivot.x;
        var py = this.pivot.y;

        var a00 = this._cr * this.scale.x,
            a01 = -this._sr * this.scale.y,
            a10 = this._sr * this.scale.x,
            a11 = this._cr * this.scale.y,
            a02 = this.position.x - a00 * px - py * a01,
            a12 = this.position.y - a11 * py - px * a10,
            b00 = parentTransform.a, b01 = parentTransform.b,
            b10 = parentTransform.c, b11 = parentTransform.d;

        worldTransform.a = b00 * a00 + b01 * a10;
        worldTransform.b = b00 * a01 + b01 * a11;
        worldTransform.tx = b00 * a02 + b01 * a12 + parentTransform.tx;

        worldTransform.c = b10 * a00 + b11 * a10;
        worldTransform.d = b10 * a01 + b11 * a11;
        worldTransform.ty = b10 * a02 + b11 * a12 + parentTransform.ty;

        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;
    };

    PIXI.DisplayObject.prototype.generateTexture = function(renderer)
    {
        var bounds = this.getLocalBounds();

        var renderTexture = new PIXI.RenderTexture(bounds.width | 0, bounds.height | 0, renderer);
        renderTexture.render(this, new PIXI.Point(-bounds.x, -bounds.y) );

        return renderTexture;
    };

    PIXI.DisplayObject.prototype.updateCache = function()
    {
        this._generateCachedSprite();
    };

    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;
        this._cachedSprite.texture.render(this, new PIXI.Point(-bounds.x, -bounds.y) );

        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;
    };

    /**
     * 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;
        }
    });