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; };