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pixi.js / lib / core / sprites / canvas / CanvasSpriteRenderer.js
@Matt Karl Matt Karl on 16 May 2017 5 KB 4.5.2
'use strict';

exports.__esModule = true;

var _CanvasRenderer = require('../../renderers/canvas/CanvasRenderer');

var _CanvasRenderer2 = _interopRequireDefault(_CanvasRenderer);

var _const = require('../../const');

var _math = require('../../math');

var _CanvasTinter = require('./CanvasTinter');

var _CanvasTinter2 = _interopRequireDefault(_CanvasTinter);

function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; }

function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } }

var canvasRenderWorldTransform = new _math.Matrix();

/**
 * @author Mat Groves
 *
 * Big thanks to the very clever Matt DesLauriers <mattdesl> https://github.com/mattdesl/
 * for creating the original pixi version!
 * Also a thanks to https://github.com/bchevalier for tweaking the tint and alpha so that they now
 * share 4 bytes on the vertex buffer
 *
 * Heavily inspired by LibGDX's CanvasSpriteRenderer:
 * https://github.com/libgdx/libgdx/blob/master/gdx/src/com/badlogic/gdx/graphics/g2d/CanvasSpriteRenderer.java
 */

/**
 * Renderer dedicated to drawing and batching sprites.
 *
 * @class
 * @private
 * @memberof PIXI
 */

var CanvasSpriteRenderer = function () {
    /**
     * @param {PIXI.WebGLRenderer} renderer -The renderer sprite this batch works for.
     */
    function CanvasSpriteRenderer(renderer) {
        _classCallCheck(this, CanvasSpriteRenderer);

        this.renderer = renderer;
    }

    /**
     * Renders the sprite object.
     *
     * @param {PIXI.Sprite} sprite - the sprite to render when using this spritebatch
     */


    CanvasSpriteRenderer.prototype.render = function render(sprite) {
        var texture = sprite._texture;
        var renderer = this.renderer;

        var width = texture._frame.width;
        var height = texture._frame.height;

        var wt = sprite.transform.worldTransform;
        var dx = 0;
        var dy = 0;

        if (texture.orig.width <= 0 || texture.orig.height <= 0 || !texture.baseTexture.source) {
            return;
        }

        renderer.setBlendMode(sprite.blendMode);

        //  Ignore null sources
        if (texture.valid) {
            renderer.context.globalAlpha = sprite.worldAlpha;

            // If smoothingEnabled is supported and we need to change the smoothing property for sprite texture
            var smoothingEnabled = texture.baseTexture.scaleMode === _const.SCALE_MODES.LINEAR;

            if (renderer.smoothProperty && renderer.context[renderer.smoothProperty] !== smoothingEnabled) {
                renderer.context[renderer.smoothProperty] = smoothingEnabled;
            }

            if (texture.trim) {
                dx = texture.trim.width / 2 + texture.trim.x - sprite.anchor.x * texture.orig.width;
                dy = texture.trim.height / 2 + texture.trim.y - sprite.anchor.y * texture.orig.height;
            } else {
                dx = (0.5 - sprite.anchor.x) * texture.orig.width;
                dy = (0.5 - sprite.anchor.y) * texture.orig.height;
            }

            if (texture.rotate) {
                wt.copy(canvasRenderWorldTransform);
                wt = canvasRenderWorldTransform;
                _math.GroupD8.matrixAppendRotationInv(wt, texture.rotate, dx, dy);
                // the anchor has already been applied above, so lets set it to zero
                dx = 0;
                dy = 0;
            }

            dx -= width / 2;
            dy -= height / 2;

            // Allow for pixel rounding
            if (renderer.roundPixels) {
                renderer.context.setTransform(wt.a, wt.b, wt.c, wt.d, wt.tx * renderer.resolution | 0, wt.ty * renderer.resolution | 0);

                dx = dx | 0;
                dy = dy | 0;
            } else {
                renderer.context.setTransform(wt.a, wt.b, wt.c, wt.d, wt.tx * renderer.resolution, wt.ty * renderer.resolution);
            }

            var resolution = texture.baseTexture.resolution;

            if (sprite.tint !== 0xFFFFFF) {
                if (sprite.cachedTint !== sprite.tint || sprite.tintedTexture.tintId !== sprite._texture._updateID) {
                    sprite.cachedTint = sprite.tint;

                    // TODO clean up caching - how to clean up the caches?
                    sprite.tintedTexture = _CanvasTinter2.default.getTintedTexture(sprite, sprite.tint);
                }

                renderer.context.drawImage(sprite.tintedTexture, 0, 0, width * resolution, height * resolution, dx * renderer.resolution, dy * renderer.resolution, width * renderer.resolution, height * renderer.resolution);
            } else {
                renderer.context.drawImage(texture.baseTexture.source, texture._frame.x * resolution, texture._frame.y * resolution, width * resolution, height * resolution, dx * renderer.resolution, dy * renderer.resolution, width * renderer.resolution, height * renderer.resolution);
            }
        }
    };

    /**
     * destroy the sprite object.
     *
     */


    CanvasSpriteRenderer.prototype.destroy = function destroy() {
        this.renderer = null;
    };

    return CanvasSpriteRenderer;
}();

exports.default = CanvasSpriteRenderer;


_CanvasRenderer2.default.registerPlugin('sprite', CanvasSpriteRenderer);
//# sourceMappingURL=CanvasSpriteRenderer.js.map