var math = require('../math'),
Texture = require('../textures/Texture'),
DisplayObjectContainer = require('./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');
* yourStage.addChild(sprite);
* ```
*
* then obviously don't forget to add it to the stage you have already created
*
* @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}
*/
this.texture = texture || Texture.EMPTY;
/**
* 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 texture to the stage. Set to null to remove a current shader.
*
* @member {AbstractFilter}
*/
this.shader = null;
// wait for the texture to load
if (this.texture.baseTexture.hasLoaded) {
this.onTextureUpdate();
}
else {
this.texture.on('update', this.onTextureUpdate.bind(this));
}
this.renderable = true;
}
// 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;
}
}
});
/**
* Sets the texture of the sprite
*
* @param texture {Texture} The PIXI texture that is displayed by the sprite
*/
Sprite.prototype.setTexture = function (texture) {
this.texture = texture;
this.cachedTint = 0xFFFFFF;
};
/**
* 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;
}
};
/**
* 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 maxX = -Infinity;
var maxY = -Infinity;
var minX = Infinity;
var minY = Infinity;
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 ? x1 : minX;
minX = x2 < minX ? x2 : minX;
minX = x3 < minX ? x3 : minX;
minX = x4 < minX ? x4 : minX;
minY = y1 < minY ? y1 : minY;
minY = y2 < minY ? y2 : minY;
minY = y3 < minY ? y3 : minY;
minY = y4 < minY ? y4 : minY;
maxX = x1 > maxX ? x1 : maxX;
maxX = x2 > maxX ? x2 : maxX;
maxX = x3 > maxX ? x3 : maxX;
maxX = x4 > maxX ? x4 : maxX;
maxY = y1 > maxY ? y1 : maxY;
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 WebGL renderer
*
* @param renderSession {RenderSession}
* @private
*/
Sprite.prototype._renderWebGL = function (renderSession) {
// if the sprite is not visible or the alpha is 0 then no need to render this element
if (!this.visible || this.alpha <= 0) {
return;
}
var i, j;
// do a quick check to see if this element has a mask or a filter.
if (this._mask || this._filters) {
var spriteBatch = renderSession.spriteBatch;
// push filter first as we need to ensure the stencil buffer is correct for any masking
if (this._filters) {
spriteBatch.flush();
renderSession.filterManager.pushFilter(this._filterBlock);
}
if (this._mask) {
spriteBatch.stop();
renderSession.maskManager.pushMask(this.mask, renderSession);
spriteBatch.start();
}
// add this sprite to the batch
spriteBatch.render(this);
// now loop through the children and make sure they get rendered
for (i = 0, j = this.children.length; i < j; i++) {
this.children[i]._renderWebGL(renderSession);
}
// time to stop the sprite batch as either a mask element or a filter draw will happen next
spriteBatch.stop();
if (this._mask) {
renderSession.maskManager.popMask(this._mask, renderSession);
}
if (this._filters) {
renderSession.filterManager.popFilter();
}
spriteBatch.start();
}
else {
renderSession.spriteBatch.render(this);
// simple render children!
for (i = 0, j = this.children.length; i < j; ++i) {
this.children[i]._renderWebGL(renderSession);
}
}
};
/**
* Renders the object using the Canvas renderer
*
* @param renderSession {RenderSession}
* @private
*/
Sprite.prototype._renderCanvas = function (renderSession) {
// If the sprite is not visible or the alpha is 0 then no need to render this element
if (!this.visible || this.alpha <= 0 || this.texture.crop.width <= 0 || this.texture.crop.height <= 0) {
return;
}
if (this.blendMode !== renderSession.currentBlendMode) {
renderSession.currentBlendMode = this.blendMode;
renderSession.context.globalCompositeOperation = blendModesCanvas[renderSession.currentBlendMode];
}
if (this._mask) {
renderSession.maskManager.pushMask(this._mask, renderSession);
}
// Ignore null sources
if (this.texture.valid) {
var resolution = this.texture.baseTexture.resolution / renderSession.resolution;
renderSession.context.globalAlpha = this.worldAlpha;
// If smoothingEnabled is supported and we need to change the smoothing property for this texture
if (renderSession.smoothProperty && renderSession.scaleMode !== this.texture.baseTexture.scaleMode) {
renderSession.scaleMode = this.texture.baseTexture.scaleMode;
renderSession.context[renderSession.smoothProperty] = (renderSession.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 : 0) - (this.anchor.x * this.texture.trim.width);
var dy = (this.texture.trim ? this.texture.trim.y : 0) - (this.anchor.y * this.texture.trim.height);
// Allow for pixel rounding
if (renderSession.roundPixels) {
renderSession.context.setTransform(
this.worldTransform.a,
this.worldTransform.b,
this.worldTransform.c,
this.worldTransform.d,
(this.worldTransform.tx * renderSession.resolution) | 0,
(this.worldTransform.ty * renderSession.resolution) | 0
);
dx = dx | 0;
dy = dy | 0;
}
else {
renderSession.context.setTransform(
this.worldTransform.a,
this.worldTransform.b,
this.worldTransform.c,
this.worldTransform.d,
this.worldTransform.tx * renderSession.resolution,
this.worldTransform.ty * renderSession.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);
}
renderSession.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 {
renderSession.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(renderSession);
}
if (this._mask) {
renderSession.maskManager.popMask(renderSession);
}
};
// 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));
};