Newer
Older
pixi.js / src / pixi / display / 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 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.worldVisible = 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.childIndex = 0;
	
	this.renderable = false;
	
	// [readonly] best not to toggle directly! use setInteractive()
	this._interactive = false;
	
	/**
	 * This is used to indicate if the displayObject should display a mouse hand cursor on rollover
	 * @property buttonMode
	 * @type Boolean
	 */
	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;

//TODO make visible a getter setter
/*
Object.defineProperty(PIXI.DisplayObject.prototype, 'visible', {
    get: function() {
        return this._visible;
    },
    set: function(value) {
        this._visible = value;
    }
});*/

/**
 * [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}
 */
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
 */
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;
    }
});

/**
 * @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;
	
	var px = this.pivot.x;
	var py = this.pivot.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];
        
   	///AAARR GETTER SETTTER!
	localTransform[2] = this.position.x - a00 * px - py * a01;
	localTransform[5] = this.position.y - a11 * py - px * a10;

    

    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;

	
}