var math = require('../math'),
Texture = require('../textures/Texture'),
DisplayObjectContainer = require('../display/DisplayObjectContainer'),
CanvasTinter = require('../renderers/canvas/utils/CanvasTinter'),
utils = require('../utils'),
CONST = require('../const');
/**
* The Sprite object is the base for all textured objects that are rendered to the screen
*
* A sprite can be created directly from an image like this:
*
* ```js
* var sprite = new Sprite.fromImage('assets/image.png');
* ```
*
* @class Sprite
* @extends DisplayObjectContainer
* @namespace PIXI
* @param texture {Texture} The texture for this sprite
*/
function Sprite(texture)
{
DisplayObjectContainer.call(this);
/**
* The anchor sets the origin point of the texture.
* The default is 0,0 this means the texture's origin is the top left
* Setting than anchor to 0.5,0.5 means the textures origin is centered
* Setting the anchor to 1,1 would mean the textures origin points will be the bottom right corner
*
* @member {Point}
*/
this.anchor = new math.Point();
/**
* The texture that the sprite is using
*
* @member {Texture}
* @private
*/
this._texture = null;
/**
* The width of the sprite (this is initially set by the texture)
*
* @member {number}
* @private
*/
this._width = 0;
/**
* The height of the sprite (this is initially set by the texture)
*
* @member {number}
* @private
*/
this._height = 0;
/**
* The tint applied to the sprite. This is a hex value. A value of 0xFFFFFF will remove any tint effect.
*
* @member {number}
* @default 0xFFFFFF
*/
this.tint = 0xFFFFFF;
/**
* The blend mode to be applied to the sprite. Set to CONST.blendModes.NORMAL to remove any blend mode.
*
* @member {number}
* @default CONST.blendModes.NORMAL;
*/
this.blendMode = CONST.blendModes.NORMAL;
/**
* The shader that will be used to render the sprite. Set to null to remove a current shader.
*
* @member {AbstractFilter}
*/
this.shader = null;
this.renderable = true;
// call texture setter
this.texture = texture || Texture.EMPTY;
}
Sprite.prototype.destroy = function (destroyTexture, destroyBaseTexture)
{
DisplayObjectContainer.prototype.destroy.call(this);
this.anchor = null;
if (destroyTexture)
{
this._texture.destroy(destroyBaseTexture);
}
this._texture = null;
this.shader = null;
};
// constructor
Sprite.prototype = Object.create(DisplayObjectContainer.prototype);
Sprite.prototype.constructor = Sprite;
module.exports = Sprite;
Object.defineProperties(Sprite.prototype, {
/**
* The width of the sprite, setting this will actually modify the scale to achieve the value set
*
* @member
* @memberof Sprite#
*/
width: {
get: function ()
{
return this.scale.x * this.texture.frame.width;
},
set: function (value)
{
this.scale.x = value / this.texture.frame.width;
this._width = value;
}
},
/**
* The height of the sprite, setting this will actually modify the scale to achieve the value set
*
* @member
* @memberof Sprite#
*/
height: {
get: function ()
{
return this.scale.y * this.texture.frame.height;
},
set: function (value)
{
this.scale.y = value / this.texture.frame.height;
this._height = value;
}
},
/**
* The height of the sprite, setting this will actually modify the scale to achieve the value set
*
* @member
* @memberof Sprite#
*/
texture: {
get: function ()
{
return this._texture;
},
set: function (value)
{
if (this._texture === value)
{
return;
}
this._texture = value;
this.cachedTint = 0xFFFFFF;
if (value)
{
// wait for the texture to load
if (value.baseTexture.hasLoaded)
{
this._onTextureUpdate();
}
else
{
value.once('update', this._onTextureUpdate.bind(this));
}
}
}
},
});
/**
* When the texture is updated, this event will fire to update the scale and frame
*
* @private
*/
Sprite.prototype._onTextureUpdate = function ()
{
// so if _width is 0 then width was not set..
if (this._width)
{
this.scale.x = this._width / this.texture.frame.width;
}
if (this._height)
{
this.scale.y = this._height / this.texture.frame.height;
}
};
Sprite.prototype._renderWebGL = function (renderer)
{
renderer.setObjectRenderer(renderer.plugins.sprite);
renderer.plugins.sprite.render(this);
};
/**
* Returns the bounds of the Sprite as a rectangle. The bounds calculation takes the worldTransform into account.
*
* @param matrix {Matrix} the transformation matrix of the sprite
* @return {Rectangle} the framing rectangle
*/
Sprite.prototype.getBounds = function (matrix)
{
var width = this.texture.frame.width;
var height = this.texture.frame.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 = matrix || 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 minX,
maxX,
minY,
maxY;
if(b === 0 && c === 0)
{
// scale may be negative!
if (a < 0)
{
a *= -1;
}
if (d < 0)
{
d *= -1;
}
// this means there is no rotation going on right? RIGHT?
// if thats the case then we can avoid checking the bound values! yay
minX = a * w1 + tx;
maxX = a * w0 + tx;
minY = d * h1 + ty;
maxY = d * h0 + ty;
}
else
{
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;
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;
};
/**
* Renders the object using the Canvas renderer
*
* @param renderer {CanvasRenderer} The renderer
*/
Sprite.prototype.renderCanvas = function (renderer)
{
if (!this.visible || this.alpha <= 0 || this.texture.crop.width <= 0 || this.texture.crop.height <= 0)
{
return;
}
if (this.blendMode !== renderer.currentBlendMode)
{
renderer.currentBlendMode = this.blendMode;
renderer.context.globalCompositeOperation = renderer.blendModes[renderer.currentBlendMode];
}
if (this._mask)
{
renderer.maskManager.pushMask(this._mask, renderer);
}
// Ignore null sources
if (this.texture.valid)
{
var resolution = this.texture.baseTexture.resolution / renderer.resolution;
renderer.context.globalAlpha = this.worldAlpha;
// If smoothingEnabled is supported and we need to change the smoothing property for this texture
if (renderer.smoothProperty && renderer.scaleMode !== this.texture.baseTexture.scaleMode)
{
renderer.scaleMode = this.texture.baseTexture.scaleMode;
renderer.context[renderer.smoothProperty] = (renderer.scaleMode === CONST.scaleModes.LINEAR);
}
// If the texture is trimmed we offset by the trim x/y, otherwise we use the frame dimensions
var dx = (this.texture.trim) ? this.texture.trim.x - this.anchor.x * this.texture.trim.width : this.anchor.x * -this.texture._frame.width;
var dy = (this.texture.trim) ? this.texture.trim.y - this.anchor.y * this.texture.trim.height : this.anchor.y * -this.texture._frame.height;
// Allow for pixel rounding
if (renderer.roundPixels)
{
renderer.context.setTransform(
this.worldTransform.a,
this.worldTransform.b,
this.worldTransform.c,
this.worldTransform.d,
(this.worldTransform.tx * renderer.resolution) | 0,
(this.worldTransform.ty * renderer.resolution) | 0
);
dx = dx | 0;
dy = dy | 0;
}
else
{
renderer.context.setTransform(
this.worldTransform.a,
this.worldTransform.b,
this.worldTransform.c,
this.worldTransform.d,
this.worldTransform.tx * renderer.resolution,
this.worldTransform.ty * renderer.resolution
);
}
if (this.tint !== 0xFFFFFF)
{
if (this.cachedTint !== this.tint)
{
this.cachedTint = this.tint;
// TODO clean up caching - how to clean up the caches?
this.tintedTexture = CanvasTinter.getTintedTexture(this, this.tint);
}
renderer.context.drawImage(
this.tintedTexture,
0,
0,
this.texture.crop.width,
this.texture.crop.height,
dx / resolution,
dy / resolution,
this.texture.crop.width / resolution,
this.texture.crop.height / resolution
);
}
else
{
renderer.context.drawImage(
this.texture.baseTexture.source,
this.texture.crop.x,
this.texture.crop.y,
this.texture.crop.width,
this.texture.crop.height,
dx / resolution,
dy / resolution,
this.texture.crop.width / resolution,
this.texture.crop.height / resolution
);
}
}
for (var i = 0, j = this.children.length; i < j; i++)
{
this.children[i].renderCanvas(renderer);
}
if (this._mask)
{
renderer.maskManager.popMask(renderer);
}
};
// some helper functions..
/**
* Helper function that creates a sprite that will contain 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 {Sprite} A new Sprite using a texture from the texture cache matching the frameId
*/
Sprite.fromFrame = function (frameId)
{
var texture = utils.TextureCache[frameId];
if (!texture)
{
throw new Error('The frameId "' + frameId + '" does not exist in the texture cache' + this);
}
return new Sprite(texture);
};
/**
* 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
* @return {Sprite} A new Sprite using a texture from the texture cache matching the image id
*/
Sprite.fromImage = function (imageId, crossorigin, scaleMode)
{
return new Sprite(Texture.fromImage(imageId, crossorigin, scaleMode));
};