var CONST = require('../../../const'); /** * A set of functions used to handle masking. * * @class * @memberof PIXI */ function CanvasMaskManager(renderer) { this.renderer = renderer; } CanvasMaskManager.prototype.constructor = CanvasMaskManager; module.exports = CanvasMaskManager; /** * This method adds it to the current stack of masks. * * @param maskData {object} the maskData that will be pushed * @param renderer {PIXI.WebGLRenderer|PIXI.CanvasRenderer} The renderer context to use. */ CanvasMaskManager.prototype.pushMask = function (maskData) { var renderer = this.renderer; renderer.context.save(); var cacheAlpha = maskData.alpha; var transform = maskData.transform.worldTransform; var resolution = renderer.resolution; renderer.context.setTransform( transform.a * resolution, transform.b * resolution, transform.c * resolution, transform.d * resolution, transform.tx * resolution, transform.ty * resolution ); //TODO suport sprite alpha masks?? //lots of effort required. If demand is great enough.. if(!maskData._texture) { this.renderGraphicsShape(maskData); renderer.context.clip(); } maskData.worldAlpha = cacheAlpha; }; CanvasMaskManager.prototype.renderGraphicsShape = function (graphics) { var context = this.renderer.context; var len = graphics.graphicsData.length; if (len === 0) { return; } context.beginPath(); for (var i = 0; i < len; i++) { var data = graphics.graphicsData[i]; var shape = data.shape; if (data.type === CONST.SHAPES.POLY) { var points = shape.points; context.moveTo(points[0], points[1]); for (var j=1; j < points.length/2; j++) { context.lineTo(points[j * 2], points[j * 2 + 1]); } // if the first and last point are the same close the path - much neater :) if (points[0] === points[points.length-2] && points[1] === points[points.length-1]) { context.closePath(); } } else if (data.type === CONST.SHAPES.RECT) { context.rect(shape.x, shape.y, shape.width, shape.height); context.closePath(); } else if (data.type === CONST.SHAPES.CIRC) { // TODO - need to be Undefined! context.arc(shape.x, shape.y, shape.radius, 0, 2 * Math.PI); context.closePath(); } else if (data.type === CONST.SHAPES.ELIP) { // ellipse code taken from: http://stackoverflow.com/questions/2172798/how-to-draw-an-oval-in-html5-canvas var w = shape.width * 2; var h = shape.height * 2; var x = shape.x - w/2; var y = shape.y - h/2; var kappa = 0.5522848, ox = (w / 2) * kappa, // control point offset horizontal oy = (h / 2) * kappa, // control point offset vertical xe = x + w, // x-end ye = y + h, // y-end xm = x + w / 2, // x-middle ym = y + h / 2; // y-middle context.moveTo(x, ym); context.bezierCurveTo(x, ym - oy, xm - ox, y, xm, y); context.bezierCurveTo(xm + ox, y, xe, ym - oy, xe, ym); context.bezierCurveTo(xe, ym + oy, xm + ox, ye, xm, ye); context.bezierCurveTo(xm - ox, ye, x, ym + oy, x, ym); context.closePath(); } else if (data.type === CONST.SHAPES.RREC) { var rx = shape.x; var ry = shape.y; var width = shape.width; var height = shape.height; var radius = shape.radius; var maxRadius = Math.min(width, height) / 2 | 0; radius = radius > maxRadius ? maxRadius : radius; context.moveTo(rx, ry + radius); context.lineTo(rx, ry + height - radius); context.quadraticCurveTo(rx, ry + height, rx + radius, ry + height); context.lineTo(rx + width - radius, ry + height); context.quadraticCurveTo(rx + width, ry + height, rx + width, ry + height - radius); context.lineTo(rx + width, ry + radius); context.quadraticCurveTo(rx + width, ry, rx + width - radius, ry); context.lineTo(rx + radius, ry); context.quadraticCurveTo(rx, ry, rx, ry + radius); context.closePath(); } } }; /** * Restores the current drawing context to the state it was before the mask was applied. * * @param renderer {PIXI.WebGLRenderer|PIXI.CanvasRenderer} The renderer context to use. */ CanvasMaskManager.prototype.popMask = function (renderer) { renderer.context.restore(); }; CanvasMaskManager.prototype.destroy = function () {};