#

API Docs for: 1.0.0
Show: Inherited Protected Private Deprecated

# File: src/pixi/DisplayObject.js

    /**
     * @author Mat Groves http://matgroves.com/ @Doormat23
     */

    /**
     * this is the base class for all objects that are rendered on the screen.
     * @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 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.cacheVisible = false;

    	/**
    	 * [read-only] The display object container that contains this display object.
    	 * @property parent
    	 * @type DisplayObjectContainer
    	 */
    	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
    	 */
    	this.stage = null;

    	/**
    	 * 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
    	 */
    	this.hitArea = null;

    	this.worldAlpha = 1;
    	this.color = [];

    	this.worldTransform = PIXI.mat3.create()//mat3.identity();
    	this.localTransform = PIXI.mat3.create()//mat3.identity();

    	this.dynamic = true;
    	// chach that puppy!
    	this._sr = 0;
    	this._cr = 1;

    	this.renderable = false;

    	// [readonly] best not to toggle directly! use setInteractive()
    	this.interactive = false;
    	this.buttonMode = 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 touch's 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.constructor = PIXI.DisplayObject;

    /**
     * Indicates if the sprite will have touch and mouse interactivity. It is false by default
     * @method setInteractive
     * @param interactive {Boolean}
     */
    PIXI.DisplayObject.prototype.setInteractive = function(interactive)
    {
    	this.interactive = interactive;
    	// TODO more to be done here..
    	// need to sort out a re-crawl!
    	if(this.stage)this.stage.dirty = true;
    }

    /**
     * @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;
    	var parentTransform = this.parent.worldTransform;
    	var worldTransform = this.worldTransform;
    	//console.log(localTransform)
    	localTransform[0] = this._cr * this.scale.x;
    	localTransform[1] = -this._sr * this.scale.y
    	localTransform[3] = this._sr * this.scale.x;
    	localTransform[4] = this._cr * this.scale.y;

    	///AAARR GETTER SETTTER!
    	localTransform[2] = this.position.x;
    	localTransform[5] = this.position.y;

        // Cache the matrix values (makes for huge speed increases!)
        var a00 = localTransform[0], a01 = localTransform[1], a02 = localTransform[2],
            a10 = localTransform[3], a11 = localTransform[4], a12 = localTransform[5],

            b00 = parentTransform[0], b01 = parentTransform[1], b02 = parentTransform[2],
            b10 = parentTransform[3], b11 = parentTransform[4], b12 = parentTransform[5];

        worldTransform[0] = b00 * a00 + b01 * a10;
        worldTransform[1] = b00 * a01 + b01 * a11;
        worldTransform[2] = b00 * a02 + b01 * a12 + b02;

        worldTransform[3] = b10 * a00 + b11 * a10;
        worldTransform[4] = b10 * a01 + b11 * a11;
        worldTransform[5] = b10 * a02 + b11 * a12 + b12;

    	// because we are using affine transformation, we can optimise the matrix concatenation process.. wooo!
    	// mat3.multiply(this.localTransform, this.parent.worldTransform, this.worldTransform);
    	this.worldAlpha = this.alpha * this.parent.worldAlpha;
    }