var core = require('../core'),
// a sprite use dfor rendering textures..
tempSprite = new core.Sprite(),
tempPoint = new core.Point(),
tempMatrix = new core.Matrix();
/**
* A tiling sprite is a fast way of rendering a tiling image
*
* @class
* @extends PIXI.Sprite
* @memberof PIXI.extras
* @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
*/
function TilingSprite(texture, width, height)
{
core.Sprite.call(this, texture);
/**
* The scaling of the image that is being tiled
*
* @member {Point}
*/
this.tileScale = new core.math.Point(1,1);
/**
* The offset position of the image that is being tiled
*
* @member {Point}
*/
this.tilePosition = new core.math.Point(0,0);
///// private
/**
* The with of the tiling sprite
*
* @member {number}
* @private
*/
this._width = width || 100;
/**
* The height of the tiling sprite
*
* @member {number}
* @private
*/
this._height = height || 100;
/**
* A point that represents the scale of the texture object
*
* @member {Point}
* @private
*/
this._tileScaleOffset = new core.math.Point(1,1);
/**
*
*
* @member {boolean}
* @private
*/
this._tilingTexture = null;
/**
*
*
* @member {boolean}
* @private
*/
this._refreshTexture = false;
/**
* An internal WebGL UV cache.
*
* @member {TextureUvs}
* @private
*/
this._uvs = new core.TextureUvs();
}
TilingSprite.prototype = Object.create(core.Sprite.prototype);
TilingSprite.prototype.constructor = TilingSprite;
module.exports = TilingSprite;
Object.defineProperties(TilingSprite.prototype, {
/**
* The width of the sprite, setting this will actually modify the scale to achieve the value set
*
* @member {number}
* @memberof TilingSprite#
*/
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
*
* @member {number}
* @memberof TilingSprite#
*/
height: {
get: function ()
{
return this._height;
},
set: function (value)
{
this._height = value;
}
}
});
TilingSprite.prototype._onTextureUpdate = function ()
{
return;
};
/**
* Renders the object using the WebGL renderer
*
* @param renderer {WebGLRenderer}
* @private
*/
TilingSprite.prototype._renderWebGL = function (renderer)
{
if (!this._tilingTexture || this._refreshTexture)
{
this.generateTilingTexture(renderer, this.texture, true);
}
// tweak our texture temporarily..
var texture = this._tilingTexture;
if(!texture)
{
return;
}
var uvs = this._uvs;
this.tilePosition.x %= texture.baseTexture.width / this._tileScaleOffset.x;
this.tilePosition.y %= texture.baseTexture.height / this._tileScaleOffset.y;
var offsetX = this.tilePosition.x/(texture.baseTexture.width / this._tileScaleOffset.x);
var offsetY = this.tilePosition.y/(texture.baseTexture.height / this._tileScaleOffset.y);
var scaleX = (this._width / texture.baseTexture.width) * this._tileScaleOffset.x;
var scaleY = (this._height / texture.baseTexture.height) * this._tileScaleOffset.y;
scaleX /= this.tileScale.x;
scaleY /= this.tileScale.y;
uvs.x0 = 0 - offsetX;
uvs.y0 = 0 - offsetY;
uvs.x1 = (1 * scaleX) - offsetX;
uvs.y1 = 0 - offsetY;
uvs.x2 = (1 * scaleX) - offsetX;
uvs.y2 = (1 * scaleY) - offsetY;
uvs.x3 = 0 - offsetX;
uvs.y3 = (1 * scaleY) - offsetY;
var tempUvs = texture._uvs;
var tempWidth = texture._frame.width;
var tempHeight = texture._frame.height;
texture._uvs = uvs;
texture._frame.width = this.width;
texture._frame.height = this.height;
renderer.setObjectRenderer(renderer.plugins.sprite);
renderer.plugins.sprite.render(this);
texture._uvs = tempUvs;
texture._frame.width = tempWidth;
texture._frame.height = tempHeight;
};
/**
* Renders the object using the Canvas renderer
*
* @param renderer {CanvasRenderer} a reference to the canvas renderer
* @private
*/
TilingSprite.prototype._renderCanvas = function (renderer)
{
var context = renderer.context;
context.globalAlpha = this.worldAlpha;
var transform = this.worldTransform;
var resolution = renderer.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 !== renderer.currentBlendMode)
{
renderer.currentBlendMode = this.blendMode;
context.globalCompositeOperation = renderer.blendModes[renderer.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.translate(-tilePosition.x + (this.anchor.x * this._width), -tilePosition.y + (this.anchor.y * this._height));
context.scale(1 / tileScale.x, 1 / tileScale.y);
};
/**
* Returns the framing rectangle of the sprite as a Rectangle object
*
* @return {Rectangle} the framing rectangle
*/
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 minX,
maxX,
minY,
maxY;
minX = x1;
minX = x2 < minX ? x2 : minX;
minX = x3 < minX ? x3 : minX;
minX = x4 < minX ? x4 : minX;
minY = y1;
minY = y2 < minY ? y2 : minY;
minY = y3 < minY ? y3 : minY;
minY = y4 < minY ? y4 : minY;
maxX = x1;
maxX = x2 > maxX ? x2 : maxX;
maxX = x3 > maxX ? x3 : maxX;
maxX = x4 > maxX ? x4 : maxX;
maxY = y1;
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
*
* @param event
* @private
*/
TilingSprite.prototype.onTextureUpdate = function ()
{
// overriding the sprite version of this!
};
/**
* Creates the tiling texture
* @param renderer {CanvasRenderer|WebGLRenderer} a reference to the current renderer
* @param texture {Texture} The texture to use to generate the tiling texture
* @param forcePowerOfTwo {boolean} Whether we want to force the texture to be a power of two
*/
TilingSprite.prototype.generateTilingTexture = function (renderer, texture, forcePowerOfTwo)
{
if (!this.texture.baseTexture.hasLoaded)
{
return;
}
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;
if ((forcePowerOfTwo && !texture.baseTexture.isPowerOfTwo) || isFrame)
{
targetWidth = core.utils.getNextPowerOfTwo(frame.width);
targetHeight = core.utils.getNextPowerOfTwo(frame.height);
tempSprite.texture = texture;
//TODO not create a new one each time you refresh
var renderTexture = new core.RenderTexture(renderer, targetWidth, targetHeight, texture.baseTexture.scaleMode, texture.baseTexture.resolution);
var cachedRenderTarget = renderer.currentRenderTarget;
var m = tempMatrix;
m.a = (targetWidth + 1) / (frame.width);
m.d = (targetHeight + 1) / (frame.height);
// tempSprite.worldTransform.tx = 0.5;
// tempSprite.worldTransform.ty = 0.5;
renderer.currentRenderer.flush();
renderTexture.render( tempSprite, m, true, false );
renderer.setRenderTarget(cachedRenderTarget);
this._tileScaleOffset.x = targetWidth / frame.width;
this._tileScaleOffset.y = targetHeight / frame.height;
this._tilingTexture = renderTexture;
}
else
{
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;
};
/**
* Checks if a point is inside this tiling sprite
* @param point {Point} the point to check
*/
TilingSprite.prototype.containsPoint = function( point )
{
this.worldTransform.applyInverse(point, tempPoint);
var width = this._width;
var height = this._height;
var x1 = -width * this.anchor.x;
var y1;
if ( tempPoint.x > x1 && tempPoint.x < x1 + width )
{
y1 = -height * this.anchor.y;
if ( tempPoint.y > y1 && tempPoint.y < y1 + height )
{
return true;
}
}
return false;
};
/**
* Destroys this tiling sprite
*
*/
TilingSprite.prototype.destroy = function () {
core.Sprite.prototype.destroy.call(this);
this.tileScale = null;
this._tileScaleOffset = null;
this.tilePosition = null;
this._tilingTexture.destroy(true);
this._tilingTexture = null;
this._uvs = null;
};
/**
* Helper function that creates a tiling sprite that will use a texture from the TextureCache based on the frameId
* The frame ids are created when a Texture packer file has been loaded
*
* @static
* @param frameId {String} The frame Id of the texture in the cache
* @return {TilingSprite} A new TilingSprite using a texture from the texture cache matching the frameId
* @param width {number} the width of the tiling sprite
* @param height {number} the height of the tiling sprite
*/
TilingSprite.fromFrame = function (frameId,width,height)
{
var texture = core.utils.TextureCache[frameId];
if (!texture)
{
throw new Error('The frameId "' + frameId + '" does not exist in the texture cache ' + this);
}
return new TilingSprite(texture,width,height);
};
/**
* Helper function that creates a sprite that will contain a texture based on an image url
* If the image is not in the texture cache it will be loaded
*
* @static
* @param imageId {String} The image url of the texture
* @param width {number} the width of the tiling sprite
* @param height {number} the height of the tiling sprite
* @param [crossorigin=(auto)] {boolean} if you want to specify the cross-origin parameter
* @param [scaleMode=scaleModes.DEFAULT] {number} if you want to specify the scale mode, see {@link SCALE_MODES} for possible values
* @return {TilingSprite} A new TilingSprite using a texture from the texture cache matching the image id
*/
TilingSprite.fromImage = function (imageId, width, height, crossorigin, scaleMode)
{
return new TilingSprite(core.Texture.fromImage(imageId, crossorigin, scaleMode),width,height);
};