var math = require('../math'),
Sprite = require('./Sprite'),
RenderTexture = require('../textures/RenderTexture'),
_tempMatrix = new math.Matrix();
/**
* The base class for all objects that are rendered on the screen.
* This is an abstract class and should not be used on its own rather it should be extended.
*
* @class
* @namespace PIXI
*/
function DisplayObject() {
/**
* The coordinate of the object relative to the local coordinates of the parent.
*
* @member {Point}
*/
this.position = new math.Point();
/**
* The scale factor of the object.
*
* @member {Point}
*/
this.scale = new math.Point(1,1);//{x:1, y:1};
/**
* The pivot point of the displayObject that it rotates around
*
* @member {Point}
*/
this.pivot = new math.Point(0,0);
/**
* The rotation of the object in radians.
*
* @member {number}
*/
this.rotation = 0;
/**
* The opacity of the object.
*
* @member {number}
*/
this.alpha = 1;
/**
* The visibility of the object. If false the object will not be drawn, and
* the updateTransform function will not be called.
*
* @member {boolean}
*/
this.visible = true;
/**
* 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)
*
* @member {Rectangle|Circle|Ellipse|Polygon}
*/
this.hitArea = null;
/**
* This is used to indicate if the displayObject should display a mouse hand cursor on rollover
*
* @member {boolean}
*/
this.buttonMode = false;
/**
* Can this object be rendered, if false the object will not be drawn but the updateTransform
* methods will still be called.
*
* @member {boolean}
*/
this.renderable = false;
/**
* The display object container that contains this display object.
*
* @member {DisplayObjectContainer}
* @readOnly
*/
this.parent = null;
/**
* The stage the display object is connected to, or undefined if it is not
* connected to the stage.
*
* @member {Stage}
* @readOnly
*/
this.stage = null;
/**
* The multiplied alpha of the displayObject
*
* @member {number}
* @readOnly
*/
this.worldAlpha = 1;
/**
* Whether or not the object is interactive, do not toggle directly! use
* the `interactive` property
*
* @member {Boolean}
* @readOnly
* @private
*/
this._interactive = false;
/**
* This is the cursor that will be used when the mouse is over this object. To enable this
* the element must have interaction = true and buttonMode = true
*
* @member {string}
*
*/
this.defaultCursor = 'pointer';
/**
* Current transform of the object based on world (parent) factors
*
* @member {Matrix}
* @readOnly
* @private
*/
this.worldTransform = new math.Matrix();
/**
* cached sin rotation and cos rotation
*
* @member {number}
* @private
*/
this._sr = 0;
/**
* cached sin rotation and cos rotation
*
* @member {number}
* @private
*/
this._cr = 1;
/**
* The area the filter is applied to like the hitArea this is used as more of an optimisation
* rather than figuring out the dimensions of the displayObject each frame you can set this rectangle
*
* @member {Rectangle}
*/
this.filterArea = null; // new math.Rectangle(0,0,1,1);
/**
* The original, cached bounds of the object
*
* @member {Rectangle}
* @private
*/
this._bounds = new math.Rectangle(0, 0, 1, 1);
/**
* The most up-to-date bounds of the object
*
* @member {Rectangle}
* @private
*/
this._currentBounds = null;
/**
* The original, cached mask of the object
*
* @member {Rectangle}
* @private
*/
this._mask = null;
/**
* Cached internal flag.
*
* @member {boolean}
* @private
*/
this._cacheAsBitmap = false;
/**
* Cached internal flag.
*
* @member {boolean}
* @private
*/
this._cacheIsDirty = false;
/*
* MOUSE Callbacks
*/
/**
* A callback that is used when the users mouse rolls over the displayObject
*
* @method mouseover
* @memberof DisplayObject#
* @param interactionData {InteractionData}
*/
this.mouseover = null;
/**
* A callback that is used when the users mouse leaves the displayObject
*
* @method mouseout
* @memberof DisplayObject#
* @param interactionData {InteractionData}
*/
this.mouseout = null;
//Left button
/**
* A callback that is used when the users clicks on the displayObject with their mouse's left button
*
* @method click
* @memberof DisplayObject#
* @param interactionData {InteractionData}
*/
this.click = null;
/**
* A callback that is used when the user clicks the mouse's left button down over the sprite
*
* @method mousedown
* @memberof DisplayObject#
* @param interactionData {InteractionData}
*/
this.mousedown = null;
/**
* A callback that is used when the user releases the mouse's left button that was over the displayObject
* for this callback to be fired, the mouse's left button must have been pressed down over the displayObject
*
* @method mouseup
* @memberof DisplayObject#
* @param interactionData {InteractionData}
*/
this.mouseup = null;
/**
* A callback that is used when the user releases the mouse's left button that was over the displayObject
* but is no longer over the displayObject for this callback to be fired, the mouse's left button must
* have been pressed down over the displayObject
*
* @method mouseupoutside
* @memberof DisplayObject#
* @param interactionData {InteractionData}
*/
this.mouseupoutside = null;
//Right button
/**
* A callback that is used when the users clicks on the displayObject with their mouse's right button
*
* @method rightclick
* @memberof DisplayObject#
* @param interactionData {InteractionData}
*/
this.rightclick = null;
/**
* A callback that is used when the user clicks the mouse's right button down over the sprite
*
* @method rightdown
* @memberof DisplayObject#
* @param interactionData {InteractionData}
*/
this.rightdown = null;
/**
* A callback that is used when the user releases the mouse's right button that was over the displayObject
* for this callback to be fired the mouse's right button must have been pressed down over the displayObject
*
* @method rightup
* @memberof DisplayObject#
* @param interactionData {InteractionData}
*/
this.rightup = null;
/**
* A callback that is used when the user releases the mouse's right button that was over the
* displayObject but is no longer over the displayObject for this callback to be fired, the mouse's
* right button must have been pressed down over the displayObject
*
* @method rightupoutside
* @memberof DisplayObject#
* @param interactionData {InteractionData}
*/
this.rightupoutside = null;
/*
* 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
* @memberof DisplayObject#
* @param interactionData {InteractionData}
*/
this.tap = null;
/**
* A callback that is used when the user touches over the displayObject
*
* @method touchstart
* @memberof DisplayObject#
* @param interactionData {InteractionData}
*/
this.touchstart = null;
/**
* A callback that is used when the user releases a touch over the displayObject
*
* @method touchend
* @memberof DisplayObject#
* @param interactionData {InteractionData}
*/
this.touchend = null;
/**
* 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
* @memberof DisplayObject#
* @param interactionData {InteractionData}
*/
this.touchendoutside = null;
}
// constructor
DisplayObject.prototype.constructor = DisplayObject;
module.exports = DisplayObject;
Object.defineProperties(DisplayObject.prototype, {
/**
* The position of the displayObject on the x axis relative to the local coordinates of the parent.
*
* @member {number}
* @memberof DisplayObject#
*/
x: {
get: function () {
return this.position.x;
},
set: function (value) {
this.position.x = value;
}
},
/**
* The position of the displayObject on the y axis relative to the local coordinates of the parent.
*
* @member {number}
* @memberof DisplayObject#
*/
y: {
get: function () {
return this.position.y;
},
set: function (value) {
this.position.y = value;
}
},
/**
* Indicates if the sprite will have touch and mouse interactivity. It is false by default
*
* @member {boolean}
* @default false
* @memberof DisplayObject#
*/
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;
}
}
},
/**
* Indicates if the sprite is globally visible.
*
* @member {boolean}
* @readonly
* @memberof DisplayObject#
*/
worldVisible: {
get: function () {
var item = this;
do {
if (!item.visible) {
return false;
}
item = item.parent;
} while(item);
return true;
}
},
/**
* Sets a mask for the displayObject. A mask is an object that limits the visibility of an object to the shape of the mask applied to it.
* In PIXI a regular mask must be a PIXI.Graphics object. This allows for much faster masking in canvas as it utilises shape clipping.
* To remove a mask, set this property to null.
*
* @member {Graphics}
* @memberof DisplayObject#
*/
mask: {
get: function () {
return this._mask;
},
set: function (value) {
if (this._mask) {
this._mask.isMask = false;
}
this._mask = value;
if (this._mask) {
this._mask.isMask = true;
}
}
},
/**
* Sets the filters for the displayObject.
* * IMPORTANT: This is a webGL only feature and will be ignored by the canvas renderer.
* To remove filters simply set this property to 'null'
*
* @member {Filter[]}
* @memberof DisplayObject#
*/
filters: {
get: function () {
return this._filters;
},
set: function (value) {
if (value) {
// now put all the passes in one place..
var passes = [];
for (var i = 0; i < value.length; i++) {
var filterPasses = value[i].passes;
for (var j = 0; j < filterPasses.length; j++) {
passes.push(filterPasses[j]);
}
}
// TODO change this as it is legacy
this._filterBlock = { target: this, filterPasses: passes };
}
this._filters = value;
}
},
/**
* Set if this display object is cached as a bitmap.
* This basically takes a snap shot of the display object as it is at that moment. It can provide a performance benefit for complex static displayObjects.
* To remove simply set this property to 'null'
*
* @member {boolean}
* @memberof DisplayObject#
*/
cacheAsBitmap: {
get: function () {
return this._cacheAsBitmap;
},
set: function (value) {
if (this._cacheAsBitmap === value) {
return;
}
if (value) {
this._generateCachedSprite();
}
else {
this._destroyCachedSprite();
}
this._cacheAsBitmap = value;
}
}
});
/*
* Updates the object transform for rendering
*
* @private
*/
DisplayObject.prototype.updateTransform = function () {
// create some matrix refs for easy access
var pt = this.parent.worldTransform;
var wt = this.worldTransform;
// temporary matrix variables
var a, b, c, d, tx, ty;
// so if rotation is between 0 then we can simplify the multiplication process..
if(this.rotation % math.PI_2)
{
// check to see if the rotation is the same as the previous render. This means we only need to use sin and cos when rotation actually changes
if(this.rotation !== this.rotationCache)
{
this.rotationCache = this.rotation;
this._sr = Math.sin(this.rotation);
this._cr = Math.cos(this.rotation);
}
// get the matrix values of the displayobject based on its transform properties..
a = this._cr * this.scale.x;
b = this._sr * this.scale.x;
c = -this._sr * this.scale.y;
d = this._cr * this.scale.y;
tx = this.position.x;
ty = this.position.y;
// check for pivot.. not often used so geared towards that fact!
if(this.pivot.x || this.pivot.y)
{
tx -= this.pivot.x * a + this.pivot.y * c;
ty -= this.pivot.x * b + this.pivot.y * d;
}
// concat the parent matrix with the objects transform.
wt.a = a * pt.a + b * pt.c;
wt.b = a * pt.b + b * pt.d;
wt.c = c * pt.a + d * pt.c;
wt.d = c * pt.b + d * pt.d;
wt.tx = tx * pt.a + ty * pt.c + pt.tx;
wt.ty = tx * pt.b + ty * pt.d + pt.ty;
}
else
{
// lets do the fast version as we know there is no rotation..
a = this.scale.x;
d = this.scale.y;
tx = this.position.x - this.pivot.x * a;
ty = this.position.y - this.pivot.y * d;
wt.a = a * pt.a;
wt.b = a * pt.b;
wt.c = d * pt.c;
wt.d = d * pt.d;
wt.tx = tx * pt.a + ty * pt.c + pt.tx;
wt.ty = tx * pt.b + ty * pt.d + pt.ty;
}
// multiply the alphas..
this.worldAlpha = this.alpha * this.parent.worldAlpha;
};
// performance increase to avoid using call.. (10x faster)
DisplayObject.prototype.displayObjectUpdateTransform = DisplayObject.prototype.updateTransform;
/**
* Retrieves the bounds of the displayObject as a rectangle object
*
* @param matrix {Matrix}
* @return {Rectangle} the rectangular bounding area
*/
DisplayObject.prototype.getBounds = function (/* matrix */) {
return math.Rectangle.EMPTY;
};
/**
* Retrieves the local bounds of the displayObject as a rectangle object
*
* @return {Rectangle} the rectangular bounding area
*/
DisplayObject.prototype.getLocalBounds = function () {
return this.getBounds(math.Matrix.IDENTITY);
};
/**
* Sets the object's stage reference, the stage this object is connected to
*
* @param stage {Stage} the stage that the object will have as its current stage reference
*/
DisplayObject.prototype.setStageReference = function (stage) {
this.stage = stage;
if (this._interactive) {
this.stage.dirty = true;
}
};
/**
* Useful function that returns a texture of the displayObject 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 resolution {Number} The resolution of the texture being generated
* @param scaleMode {Number} See {{#crossLink "PIXI/scaleModes:property"}}PIXI.scaleModes{{/crossLink}} for possible values
* @param renderer {CanvasRenderer|WebGLRenderer} The renderer used to generate the texture.
* @return {Texture} a texture of the graphics object
*/
DisplayObject.prototype.generateTexture = function (resolution, scaleMode, renderer) {
var bounds = this.getLocalBounds();
var renderTexture = new RenderTexture(bounds.width | 0, bounds.height | 0, renderer, scaleMode, resolution);
_tempMatrix.tx = -bounds.x;
_tempMatrix.ty = -bounds.y;
renderTexture.render(this, _tempMatrix);
return renderTexture;
};
/**
* Generates and updates the cached sprite for this object.
*
*/
DisplayObject.prototype.updateCache = function () {
this._generateCachedSprite();
};
/**
* Calculates the global position of the display object
*
* @param position {Point} The world origin to calculate from
* @return {Point} A point object representing the position of this object
*/
DisplayObject.prototype.toGlobal = function (position) {
// don't need to u[date the lot
this.displayObjectUpdateTransform();
return this.worldTransform.apply(position);
};
/**
* Calculates the local position of the display object relative to another point
*
* @param position {Point} The world origin to calculate from
* @param [from] {DisplayObject} The DisplayObject to calculate the global position from
* @return {Point} A point object representing the position of this object
*/
DisplayObject.prototype.toLocal = function (position, from) {
if (from) {
position = from.toGlobal(position);
}
// don't need to update the lot
this.displayObjectUpdateTransform();
return this.worldTransform.applyInverse(position);
};
/**
* Internal method.
*
* @param renderSession {Object} The render session
* @private
*/
DisplayObject.prototype._renderCachedSprite = function (renderSession) {
this._cachedSprite.worldAlpha = this.worldAlpha;
if (renderSession.gl) {
Sprite.prototype._renderWebGL.call(this._cachedSprite, renderSession);
}
else {
Sprite.prototype._renderCanvas.call(this._cachedSprite, renderSession);
}
};
/**
* Internal method.
*
* @private
*/
DisplayObject.prototype._generateCachedSprite = function () {
this._cacheAsBitmap = false;
var bounds = this.getLocalBounds();
if (!this._cachedSprite) {
var renderTexture = new RenderTexture(bounds.width | 0, bounds.height | 0); //, renderSession.renderer);
this._cachedSprite = new Sprite(renderTexture);
this._cachedSprite.worldTransform = this.worldTransform;
}
else {
this._cachedSprite.texture.resize(bounds.width | 0, bounds.height | 0);
}
// REMOVE filter!
var tempFilters = this._filters;
this._filters = null;
this._cachedSprite.filters = tempFilters;
_tempMatrix.tx = -bounds.x;
_tempMatrix.ty = -bounds.y;
this._cachedSprite.texture.render(this, _tempMatrix, true);
this._cachedSprite.anchor.x = -(bounds.x / bounds.width);
this._cachedSprite.anchor.y = -(bounds.y / bounds.height);
this._filters = tempFilters;
this._cacheAsBitmap = true;
};
/**
* Destroys the cached sprite.
*
* @private
*/
DisplayObject.prototype._destroyCachedSprite = function () {
if (!this._cachedSprite) {
return;
}
this._cachedSprite.texture.destroy(true);
// TODO could be object pooled!
this._cachedSprite = null;
};
/**
* Renders the object using the WebGL renderer
*
* @param renderSession {RenderSession}
* @private
*/
DisplayObject.prototype._renderWebGL = function (/* renderSession */) {
// OVERWRITE;
};
/**
* Renders the object using the Canvas renderer
*
* @param renderSession {RenderSession}
* @private
*/
DisplayObject.prototype._renderCanvas = function (/* renderSession */) {
// OVERWRITE;
};