var math = require('../math'), utils = require('../utils'), DisplayObject = require('./DisplayObject'), RenderTexture = require('../textures/RenderTexture'), _tempMatrix = new math.Matrix(); /** * A Container represents a collection of display objects. * It is the base class of all display objects that act as a container for other objects. * *```js * var container = new PIXI.Container(); * container.addChild(sprite); * ``` * @class * @extends PIXI.DisplayObject * @memberof PIXI */ function Container() { DisplayObject.call(this); /** * The array of children of this container. * * @member {PIXI.DisplayObject[]} * @readonly */ this.children = []; } // constructor Container.prototype = Object.create(DisplayObject.prototype); Container.prototype.constructor = Container; module.exports = Container; Object.defineProperties(Container.prototype, { /** * The width of the Container, setting this will actually modify the scale to achieve the value set * * @member {number} * @memberof PIXI.Container# */ width: { get: function () { return this.scale.x * this.getLocalBounds().width; }, set: function (value) { var width = this.getLocalBounds().width; if (width !== 0) { this.scale.x = value / width; } else { this.scale.x = 1; } this._width = value; } }, /** * The height of the Container, setting this will actually modify the scale to achieve the value set * * @member {number} * @memberof PIXI.Container# */ height: { get: function () { return this.scale.y * this.getLocalBounds().height; }, set: function (value) { var height = this.getLocalBounds().height; if (height !== 0) { this.scale.y = value / height ; } else { this.scale.y = 1; } this._height = value; } } }); /** * Overridable method that can be used by Container subclasses whenever the children array is modified * * @private */ Container.prototype.onChildrenChange = function () {}; /** * Adds a child to the container. * * You can also add multple items like so: myContainer.addChild(thinkOne, thingTwo, thingThree) * @param child {PIXI.DisplayObject} The DisplayObject to add to the container * @return {PIXI.DisplayObject} The child that was added. */ Container.prototype.addChild = function (child) { var argumentsLength = arguments.length; // if there is only one argument we can bypass looping through the them if(argumentsLength > 1) { // loop through the arguments property and add all children // use it the right way (.length and [i]) so that this function can still be optimised by JS runtimes for (var i = 0; i < argumentsLength; i++) { this.addChild( arguments[i] ); } } else { // if the child has a parent then lets remove it as Pixi objects can only exist in one place if (child.parent) { child.parent.removeChild(child); } child.parent = this; this.children.push(child); // TODO - lets either do all callbacks or all events.. not both! this.onChildrenChange(this.children.length-1); child.emit('added', this); } return child; }; /** * Adds a child to the container at a specified index. If the index is out of bounds an error will be thrown * * @param child {PIXI.DisplayObject} The child to add * @param index {number} The index to place the child in * @return {PIXI.DisplayObject} The child that was added. */ Container.prototype.addChildAt = function (child, index) { if (index >= 0 && index <= this.children.length) { if (child.parent) { child.parent.removeChild(child); } child.parent = this; this.children.splice(index, 0, child); // TODO - lets either do all callbacks or all events.. not both! this.onChildrenChange(index); child.emit('added', this); return child; } else { throw new Error(child + 'addChildAt: The index '+ index +' supplied is out of bounds ' + this.children.length); } }; /** * Swaps the position of 2 Display Objects within this container. * * @param child {PIXI.DisplayObject} * @param child2 {PIXI.DisplayObject} */ Container.prototype.swapChildren = function (child, child2) { if (child === child2) { return; } var index1 = this.getChildIndex(child); var index2 = this.getChildIndex(child2); if (index1 < 0 || index2 < 0) { throw new Error('swapChildren: Both the supplied DisplayObjects must be children of the caller.'); } this.children[index1] = child2; this.children[index2] = child; this.onChildrenChange(index1 < index2 ? index1 : index2); }; /** * Returns the index position of a child DisplayObject instance * * @param child {PIXI.DisplayObject} The DisplayObject instance to identify * @return {number} The index position of the child display object to identify */ Container.prototype.getChildIndex = function (child) { var index = this.children.indexOf(child); if (index === -1) { throw new Error('The supplied DisplayObject must be a child of the caller'); } return index; }; /** * Changes the position of an existing child in the display object container * * @param child {PIXI.DisplayObject} The child DisplayObject instance for which you want to change the index number * @param index {number} The resulting index number for the child display object */ Container.prototype.setChildIndex = function (child, index) { if (index < 0 || index >= this.children.length) { throw new Error('The supplied index is out of bounds'); } var currentIndex = this.getChildIndex(child); utils.removeItems(this.children, currentIndex, 1); // remove from old position this.children.splice(index, 0, child); //add at new position this.onChildrenChange(index); }; /** * Returns the child at the specified index * * @param index {number} The index to get the child at * @return {PIXI.DisplayObject} The child at the given index, if any. */ Container.prototype.getChildAt = function (index) { if (index < 0 || index >= this.children.length) { throw new Error('getChildAt: Supplied index ' + index + ' does not exist in the child list, or the supplied DisplayObject is not a child of the caller'); } return this.children[index]; }; /** * Removes a child from the container. * * @param child {PIXI.DisplayObject} The DisplayObject to remove * @return {PIXI.DisplayObject} The child that was removed. */ Container.prototype.removeChild = function (child) { var argumentsLength = arguments.length; // if there is only one argument we can bypass looping through the them if(argumentsLength > 1) { // loop through the arguments property and add all children // use it the right way (.length and [i]) so that this function can still be optimised by JS runtimes for (var i = 0; i < argumentsLength; i++) { this.removeChild( arguments[i] ); } } else { var index = this.children.indexOf(child); if (index === -1) { return; } child.parent = null; utils.removeItems(this.children, index, 1); // TODO - lets either do all callbacks or all events.. not both! this.onChildrenChange(index); child.emit('removed', this); } return child; }; /** * Removes a child from the specified index position. * * @param index {number} The index to get the child from * @return {PIXI.DisplayObject} The child that was removed. */ Container.prototype.removeChildAt = function (index) { var child = this.getChildAt(index); child.parent = null; utils.removeItems(this.children, index, 1); // TODO - lets either do all callbacks or all events.. not both! this.onChildrenChange(index); child.emit('removed', this); return child; }; /** * Removes all children from this container that are within the begin and end indexes. * * @param beginIndex {number} The beginning position. Default value is 0. * @param endIndex {number} The ending position. Default value is size of the container. */ Container.prototype.removeChildren = function (beginIndex, endIndex) { var begin = beginIndex || 0; var end = typeof endIndex === 'number' ? endIndex : this.children.length; var range = end - begin; var removed, i; if (range > 0 && range <= end) { removed = this.children.splice(begin, range); for (i = 0; i < removed.length; ++i) { removed[i].parent = null; } this.onChildrenChange(beginIndex); for (i = 0; i < removed.length; ++i) { removed[i].emit('removed', this); } return removed; } else if (range === 0 && this.children.length === 0) { return []; } else { throw new RangeError('removeChildren: numeric values are outside the acceptable range.'); } }; /** * Useful function that returns a texture of the display 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. * * @param renderer {PIXI.CanvasRenderer|PIXI.WebGLRenderer} The renderer used to generate the texture. * @param resolution {number} The resolution of the texture being generated * @param scaleMode {number} See {@link PIXI.SCALE_MODES} for possible values * @return {PIXI.Texture} a texture of the display object */ Container.prototype.generateTexture = function (renderer, resolution, scaleMode) { var bounds = this.getLocalBounds(); var renderTexture = new RenderTexture(renderer, bounds.width | 0, bounds.height | 0, scaleMode, resolution); _tempMatrix.tx = -bounds.x; _tempMatrix.ty = -bounds.y; renderTexture.render(this, _tempMatrix); return renderTexture; }; /* * Updates the transform on all children of this container for rendering * * @private */ Container.prototype.updateTransform = function () { if (!this.visible) { return; } this.displayObjectUpdateTransform(); for (var i = 0, j = this.children.length; i < j; ++i) { this.children[i].updateTransform(); } }; // performance increase to avoid using call.. (10x faster) Container.prototype.containerUpdateTransform = Container.prototype.updateTransform; /** * Retrieves the bounds of the Container as a rectangle. The bounds calculation takes all visible children into consideration. * * @return {PIXI.Rectangle} The rectangular bounding area */ Container.prototype.getBounds = function () { if(!this._currentBounds) { if (this.children.length === 0) { return math.Rectangle.EMPTY; } // TODO the bounds have already been calculated this render session so return what we have var minX = Infinity; var minY = Infinity; var maxX = -Infinity; var maxY = -Infinity; var childBounds; var childMaxX; var childMaxY; var childVisible = false; for (var i = 0, j = this.children.length; i < j; ++i) { var child = this.children[i]; if (!child.visible) { continue; } childBounds = this.children[i].getBounds(); if (childBounds === math.Rectangle.EMPTY) { continue; } childVisible = true; minX = minX < childBounds.x ? minX : childBounds.x; minY = minY < childBounds.y ? minY : childBounds.y; childMaxX = childBounds.width + childBounds.x; childMaxY = childBounds.height + childBounds.y; maxX = maxX > childMaxX ? maxX : childMaxX; maxY = maxY > childMaxY ? maxY : childMaxY; } if (!childVisible) { this._currentBounds = math.Rectangle.EMPTY; return this._currentBounds; } var bounds = this._bounds; bounds.x = minX; bounds.y = minY; bounds.width = maxX - minX; bounds.height = maxY - minY; this._currentBounds = bounds; } return this._currentBounds; }; Container.prototype.containerGetBounds = Container.prototype.getBounds; /** * Retrieves the non-global local bounds of the Container as a rectangle. * The calculation takes all visible children into consideration. * * @return {PIXI.Rectangle} The rectangular bounding area */ Container.prototype.getLocalBounds = function () { var matrixCache = this.worldTransform; this.worldTransform = math.Matrix.IDENTITY; for (var i = 0, j = this.children.length; i < j; ++i) { this.children[i].updateTransform(); } this.worldTransform = matrixCache; this._currentBounds = null; return this.getBounds( math.Matrix.IDENTITY ); }; /** * Renders the object using the WebGL renderer * * @param renderer {PIXI.WebGLRenderer} The renderer */ Container.prototype.renderWebGL = function (renderer) { // if the object is not visible or the alpha is 0 then no need to render this element if (!this.visible || this.worldAlpha <= 0 || !this.renderable) { return; } var i, j; // do a quick check to see if this element has a mask or a filter. if (this._mask || this._filters) { renderer.currentRenderer.flush(); // push filter first as we need to ensure the stencil buffer is correct for any masking if (this._filters && this._filters.length) { renderer.filterManager.pushFilter(this, this._filters); } if (this._mask) { renderer.maskManager.pushMask(this, this._mask); } renderer.currentRenderer.start(); // add this object to the batch, only rendered if it has a texture. this._renderWebGL(renderer); // now loop through the children and make sure they get rendered for (i = 0, j = this.children.length; i < j; i++) { this.children[i].renderWebGL(renderer); } renderer.currentRenderer.flush(); if (this._mask) { renderer.maskManager.popMask(this, this._mask); } if (this._filters) { renderer.filterManager.popFilter(); } renderer.currentRenderer.start(); } else { this._renderWebGL(renderer); // simple render children! for (i = 0, j = this.children.length; i < j; ++i) { this.children[i].renderWebGL(renderer); } } }; /** * To be overridden by the subclass * * @param renderer {PIXI.WebGLRenderer} The renderer * @private */ Container.prototype._renderWebGL = function (renderer) // jshint unused:false { // this is where content itself gets rendered... }; /** * To be overridden by the subclass * * @param renderer {PIXI.CanvasRenderer} The renderer * @private */ Container.prototype._renderCanvas = function (renderer) // jshint unused:false { // this is where content itself gets rendered... }; /** * Renders the object using the Canvas renderer * * @param renderer {PIXI.CanvasRenderer} The renderer */ Container.prototype.renderCanvas = function (renderer) { // if not visible or the alpha is 0 then no need to render this if (!this.visible || this.alpha <= 0 || !this.renderable) { return; } if (this._mask) { renderer.maskManager.pushMask(this._mask, renderer); } this._renderCanvas(renderer); for (var i = 0, j = this.children.length; i < j; ++i) { this.children[i].renderCanvas(renderer); } if (this._mask) { renderer.maskManager.popMask(renderer); } }; /** * Destroys the container * @param [destroyChildren=false] {boolean} if set to true, all the children will have their destroy method called as well */ Container.prototype.destroy = function (destroyChildren) { DisplayObject.prototype.destroy.call(this); if (destroyChildren) { for (var i = 0, j = this.children.length; i < j; ++i) { this.children[i].destroy(destroyChildren); } } this.removeChildren(); this.children = null; };