var core = require('../core'), TextureUvs = require('../core/textures/TextureUvs'), RenderTexture = require('../core/textures/RenderTexture'), // a sprite use dfor rendering textures.. tempSprite = new core.Sprite(), tempPoint = new core.math.Point(), tempMatrix = new core.math.Matrix(); /** * A tiling sprite is a fast way of rendering a tiling image * * @class * @extends Sprite * @memberof PIXI.extras * @param texture {Texture} the texture of the tiling sprite * @param width {number} the width of the tiling sprite * @param height {number} the height of the tiling sprite */ function TilingSprite(texture, width, height) { core.Sprite.call(this, texture); /** * The scaling of the image that is being tiled * * @member {Point} */ this.tileScale = new core.math.Point(1,1); /** * The offset position of the image that is being tiled * * @member {Point} */ this.tilePosition = new core.math.Point(0,0); ///// private /** * The with of the tiling sprite * * @member {number} * @private */ this._width = width || 100; /** * The height of the tiling sprite * * @member {number} * @private */ this._height = height || 100; /** * A point that represents the scale of the texture object * * @member {Point} * @private */ this._tileScaleOffset = new core.math.Point(1,1); /** * * * @member {boolean} * @private */ this._tilingTexture = null; /** * * * @member {boolean} * @private */ this._refreshTexture = false; /** * An internal WebGL UV cache. * * @member {TextureUvs} * @private */ this._uvs = new TextureUvs(); } TilingSprite.prototype = Object.create(core.Sprite.prototype); TilingSprite.prototype.constructor = TilingSprite; module.exports = TilingSprite; Object.defineProperties(TilingSprite.prototype, { /** * The width of the sprite, setting this will actually modify the scale to achieve the value set * * @member {number} * @memberof TilingSprite# */ width: { get: function () { return this._width; }, set: function (value) { this._width = value; } }, /** * The height of the TilingSprite, setting this will actually modify the scale to achieve the value set * * @member {number} * @memberof TilingSprite# */ height: { get: function () { return this._height; }, set: function (value) { this._height = value; } } }); TilingSprite.prototype._onTextureUpdate = function () { return; }; /** * Renders the object using the WebGL renderer * * @param renderer {WebGLRenderer} * @private */ TilingSprite.prototype._renderWebGL = function (renderer) { if (!this._tilingTexture || this._refreshTexture) { this.generateTilingTexture(renderer, this.texture, true); } // tweak our texture temporarily.. var texture = this._tilingTexture; if(!texture) { return; } var uvs = this._uvs; this.tilePosition.x %= texture.baseTexture.width / this._tileScaleOffset.x; this.tilePosition.y %= texture.baseTexture.height / this._tileScaleOffset.y; var offsetX = this.tilePosition.x/(texture.baseTexture.width / this._tileScaleOffset.x); var offsetY = this.tilePosition.y/(texture.baseTexture.height / this._tileScaleOffset.y); var scaleX = (this._width / texture.baseTexture.width) * this._tileScaleOffset.x; var scaleY = (this._height / texture.baseTexture.height) * this._tileScaleOffset.y; scaleX /= this.tileScale.x; scaleY /= this.tileScale.y; uvs.x0 = 0 - offsetX; uvs.y0 = 0 - offsetY; uvs.x1 = (1 * scaleX) - offsetX; uvs.y1 = 0 - offsetY; uvs.x2 = (1 * scaleX) - offsetX; uvs.y2 = (1 * scaleY) - offsetY; uvs.x3 = 0 - offsetX; uvs.y3 = (1 * scaleY) - offsetY; var tempUvs = texture._uvs; var tempWidth = texture._frame.width; var tempHeight = texture._frame.height; texture._uvs = uvs; texture._frame.width = this.width; texture._frame.height = this.height; renderer.setObjectRenderer(renderer.plugins.sprite); renderer.plugins.sprite.render(this); texture._uvs = tempUvs; texture._frame.width = tempWidth; texture._frame.height = tempHeight; }; /** * Renders the object using the Canvas renderer * * @param renderer {CanvasRenderer} a reference to the canvas renderer * @private */ TilingSprite.prototype._renderCanvas = function (renderer) { var context = renderer.context; context.globalAlpha = this.worldAlpha; var transform = this.worldTransform; var resolution = renderer.resolution; context.setTransform(transform.a * resolution, transform.b * resolution, transform.c * resolution, transform.d * resolution, transform.tx * resolution, transform.ty * resolution); if (!this.__tilePattern || this._refreshTexture) { this.generateTilingTexture(false); if (this._tilingTexture) { this.__tilePattern = context.createPattern(this._tilingTexture.baseTexture.source, 'repeat'); } else { return; } } // check blend mode if (this.blendMode !== renderer.currentBlendMode) { renderer.currentBlendMode = this.blendMode; context.globalCompositeOperation = renderer.blendModes[renderer.currentBlendMode]; } var tilePosition = this.tilePosition; var tileScale = this.tileScale; tilePosition.x %= this._tilingTexture.baseTexture.width; tilePosition.y %= this._tilingTexture.baseTexture.height; // offset - make sure to account for the anchor point.. context.scale(tileScale.x,tileScale.y); context.translate(tilePosition.x + (this.anchor.x * -this._width), tilePosition.y + (this.anchor.y * -this._height)); context.fillStyle = this.__tilePattern; context.fillRect(-tilePosition.x, -tilePosition.y, this._width / tileScale.x, this._height / tileScale.y); context.translate(-tilePosition.x + (this.anchor.x * this._width), -tilePosition.y + (this.anchor.y * this._height)); context.scale(1 / tileScale.x, 1 / tileScale.y); }; /** * Returns the framing rectangle of the sprite as a Rectangle object * * @return {Rectangle} the framing rectangle */ TilingSprite.prototype.getBounds = function () { var width = this._width; var height = this._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 = 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 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; var minX, maxX, minY, maxY; minX = x1; minX = x2 < minX ? x2 : minX; minX = x3 < minX ? x3 : minX; minX = x4 < minX ? x4 : minX; minY = y1; minY = y2 < minY ? y2 : minY; minY = y3 < minY ? y3 : minY; minY = y4 < minY ? y4 : minY; maxX = x1; maxX = x2 > maxX ? x2 : maxX; maxX = x3 > maxX ? x3 : maxX; maxX = x4 > maxX ? x4 : maxX; maxY = y1; 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; }; /** * When the texture is updated, this event will fire to update the scale and frame * * @param event * @private */ TilingSprite.prototype.onTextureUpdate = function () { // overriding the sprite version of this! }; /** * Creates the tiling texture * @param renderer {CanvasRenderer|WebGLRenderer} a reference to the current renderer * @param texture {Texture} The texture to use to generate the tiling texture * @param forcePowerOfTwo {boolean} Whether we want to force the texture to be a power of two */ TilingSprite.prototype.generateTilingTexture = function (renderer, texture, forcePowerOfTwo) { if (!this.texture.baseTexture.hasLoaded) { return; } texture = this.originalTexture || this._texture; var frame = texture.frame; var targetWidth, targetHeight; // Check that the frame is the same size as the base texture. var isFrame = frame.width !== texture.baseTexture.width || frame.height !== texture.baseTexture.height; if ((forcePowerOfTwo && !texture.baseTexture.isPowerOfTwo) || isFrame) { targetWidth = core.utils.getNextPowerOfTwo(frame.width); targetHeight = core.utils.getNextPowerOfTwo(frame.height); tempSprite.texture = texture; //TODO not create a new one each time you refresh var renderTexture = new RenderTexture(renderer, targetWidth, targetHeight, texture.baseTexture.scaleMode, texture.baseTexture.resolution); var cachedRenderTarget = renderer.currentRenderTarget; var m = tempMatrix; m.a = (targetWidth + 1) / (frame.width); m.d = (targetHeight + 1) / (frame.height); tempSprite.worldTransform.tx -= 0.5; tempSprite.worldTransform.ty -= 0.5; renderer.currentRenderer.flush(); renderTexture.render( tempSprite, m, true, false ); renderer.setRenderTarget(cachedRenderTarget); this._tileScaleOffset.x = targetWidth / frame.width; this._tileScaleOffset.y = targetHeight / frame.height; this._tilingTexture = renderTexture; } else { if (this._tilingTexture && this._tilingTexture.isTiling) { // destroy the tiling texture! // TODO could store this somewhere? this._tilingTexture.destroy(true); } this._tileScaleOffset.x = 1; this._tileScaleOffset.y = 1; this._tilingTexture = texture; } this._refreshTexture = false; this.originalTexture = this.texture; this._texture = this._tilingTexture; }; /** * Checks if a point is inside this tiling sprite * @param point {Point} the point to check */ TilingSprite.prototype.containsPoint = function( point ) { this.worldTransform.applyInverse(point, tempPoint); var width = this._width; var height = this._height; var x1 = -width * this.anchor.x; var y1; if ( tempPoint.x > x1 && tempPoint.x < x1 + width ) { y1 = -height * this.anchor.y; if ( tempPoint.y > y1 && tempPoint.y < y1 + height ) { return true; } } return false; }; /** * Destroys this tiling sprite * */ TilingSprite.prototype.destroy = function () { core.Sprite.prototype.destroy.call(this); this.tileScale = null; this._tileScaleOffset = null; this.tilePosition = null; this._tilingTexture.destroy(true); this._tilingTexture = null; this._uvs = null; }; /** * Helper function that creates a tiling sprite that will use 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 {TilingSprite} A new TilingSprite using a texture from the texture cache matching the frameId * @param width {number} the width of the tiling sprite * @param height {number} the height of the tiling sprite */ TilingSprite.fromFrame = function (frameId,width,height) { var texture = core.utils.TextureCache[frameId]; if (!texture) { throw new Error('The frameId "' + frameId + '" does not exist in the texture cache ' + this); } return new TilingSprite(texture,width,height); }; /** * 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 * @param width {number} the width of the tiling sprite * @param height {number} the height of the tiling sprite * @param [crossorigin=(auto)] {boolean} if you want to specify the cross-origin parameter * @param [scaleMode=scaleModes.DEFAULT] {number} if you want to specify the scale mode, see {@link SCALE_MODES} for possible values * @return {TilingSprite} A new TilingSprite using a texture from the texture cache matching the image id */ TilingSprite.fromImage = function (imageId, width, height, crossorigin, scaleMode) { return new TilingSprite(core.Texture.fromImage(imageId, crossorigin, scaleMode),width,height); };