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</label> <label for="api-show-protected"> <input type="checkbox" id="api-show-protected"> Protected </label> <label for="api-show-private"> <input type="checkbox" id="api-show-private"> Private </label> <label for="api-show-deprecated"> <input type="checkbox" id="api-show-deprecated"> Deprecated </label> </div> <div class="apidocs"> <div id="docs-main"> <div class="content"> <h1 class="file-heading">File: src/pixi/primitives/Graphics.js</h1> <div class="file"> <pre class="code prettyprint linenums"> /** * @author Mat Groves http://matgroves.com/ @Doormat23 */ /** * The Graphics class contains a set of methods that you can use to create primitive shapes and lines. * It is important to know that with the webGL renderer only simple polygons can be filled at this stage * Complex polygons will not be filled. Heres an example of a complex polygon: http://www.goodboydigital.com/wp-content/uploads/2013/06/complexPolygon.png * * @class Graphics * @extends DisplayObjectContainer * @constructor */ PIXI.Graphics = function() { PIXI.DisplayObjectContainer.call( this ); this.renderable = true; /** * The alpha of the fill of this graphics object * * @property fillAlpha * @type Number */ this.fillAlpha = 1; /** * The width of any lines drawn * * @property lineWidth * @type Number */ this.lineWidth = 0; /** * The color of any lines drawn * * @property lineColor * @type String */ this.lineColor = "black"; /** * Graphics data * * @property graphicsData * @type Array * @private */ this.graphicsData = []; /** * The tint applied to the graphic shape. This is a hex value * * @property tint * @type Number * @default 0xFFFFFF */ this.tint = 0xFFFFFF;// * Math.random(); /** * The blend mode to be applied to the graphic shape * * @property blendMode * @type Number * @default PIXI.blendModes.NORMAL; */ this.blendMode = PIXI.blendModes.NORMAL; /** * Current path * * @property currentPath * @type Object * @private */ this.currentPath = null; /** * Array containing some WebGL-related properties used by the WebGL renderer * * @property _webGL * @type Array * @private */ this._webGL = []; /** * Whether this shape is being used as a mask * * @property isMask * @type isMask */ this.isMask = false; /** * The bounds of the graphic shape as rectangle object * * @property bounds * @type Rectangle */ this.bounds = new PIXI.Rectangle(0, 0, 0, 0); /** * the bounds' padding used for bounds calculation * * @property boundsPadding * @type Number */ this.boundsPadding = 10; /** * Used to detect if the graphics object has changed if this is set to true then the graphics object will be recalculated * * @property dirty * @type Boolean * @private */ this.dirty = true; }; // constructor PIXI.Graphics.prototype = Object.create( PIXI.DisplayObjectContainer.prototype ); PIXI.Graphics.prototype.constructor = PIXI.Graphics; /** * If cacheAsBitmap is true the graphics object will then be rendered as if it was a sprite. * This is useful if your graphics element does not change often as it will speed up the rendering of the object * It is also usful as the graphics object will always be antialiased because it will be rendered using canvas * Not recommended if you are constanly redrawing the graphics element. * * @property cacheAsBitmap * @default false * @type Boolean * @private */ Object.defineProperty(PIXI.Graphics.prototype, "cacheAsBitmap", { get: function() { return this._cacheAsBitmap; }, set: function(value) { this._cacheAsBitmap = value; if(this._cacheAsBitmap) { this._generateCachedSprite(); } else { this.destroyCachedSprite(); this.dirty = true; } } }); /** * Specifies the line style used for subsequent calls to Graphics methods such as the lineTo() method or the drawCircle() method. * * @method lineStyle * @param lineWidth {Number} width of the line to draw, will update the object's stored style * @param color {Number} color of the line to draw, will update the object's stored style * @param alpha {Number} alpha of the line to draw, will update the object's stored style */ PIXI.Graphics.prototype.lineStyle = function(lineWidth, color, alpha) { this.lineWidth = lineWidth || 0; this.lineColor = color || 0; this.lineAlpha = (arguments.length < 3) ? 1 : alpha; if(this.currentPath) { if(this.currentPath.shape.points.length) { // halfway through a line? start a new one! this.drawShape( new PIXI.Polygon( this.currentPath.shape.points.slice(-2) )); return this; } // otherwise its empty so lets just set the line properties this.currentPath.lineWidth = this.lineWidth; this.currentPath.lineColor = this.lineColor; this.currentPath.lineAlpha = this.lineAlpha; } return this; }; /** * Moves the current drawing position to (x, y). * * @method moveTo * @param x {Number} the X coordinate to move to * @param y {Number} the Y coordinate to move to */ PIXI.Graphics.prototype.moveTo = function(x, y) { this.drawShape(new PIXI.Polygon([x,y])); /* if(this.currentPath) { if(this.currentPath.shape.points.length > 2) { // halfway through a line? start a new one! this.currentPath = this.drawShape( new PIXI.Polygon( x, y ); return this; } else { // reuse existing path! this.currentPath.shape.points = [x,y]; this.currentPath.lineWidth = this.lineWidth; this.currentPath.lineColor = this.lineColor; this.currentPath.lineAlpha = this.lineAlpha; return this } } this.currentPath = this.drawShape(new PIXI.Polygon([x,y])) this.currentPath.push(x, y); `*/ // if (!this.currentPath.points.length) this.graphicsData.pop(); //// this.currentPath = {lineWidth:this.lineWidth, lineColor:this.lineColor, lineAlpha:this.lineAlpha, // fillColor:this.fillColor, fillAlpha:this.fillAlpha, fill:this.filling, points:[], type:PIXI.Graphics.POLY}; //this.currentPath.points.push(x, y); // this.graphicsData.push(this.currentPath); return this; }; /** * Draws a line using the current line style from the current drawing position to (x, y); * the current drawing position is then set to (x, y). * * @method lineTo * @param x {Number} the X coordinate to draw to * @param y {Number} the Y coordinate to draw to */ PIXI.Graphics.prototype.lineTo = function(x, y) { this.currentPath.shape.points.push(x, y); this.dirty = true; return this; }; /** * Calculate the points for a quadratic bezier curve. * Based on : https://stackoverflow.com/questions/785097/how-do-i-implement-a-bezier-curve-in-c * * @method quadraticCurveTo * @param {number} cpX Control point x * @param {number} cpY Control point y * @param {number} toX Destination point x * @param {number} toY Destination point y * @return {PIXI.Graphics} */ PIXI.Graphics.prototype.quadraticCurveTo = function(cpX, cpY, toX, toY) { if( this.currentPath ) { if(this.currentPath.shape.points.length === 0)this.currentPath.shape.points = [0,0]; } else { this.moveTo(0,0); } var xa, ya, n = 20, points = this.currentPath.shape.points; if(points.length === 0)this.moveTo(0, 0); var fromX = points[points.length-2]; var fromY = points[points.length-1]; var j = 0; for (var i = 1; i <= n; i++ ) { j = i / n; xa = fromX + ( (cpX - fromX) * j ); ya = fromY + ( (cpY - fromY) * j ); points.push( xa + ( ((cpX + ( (toX - cpX) * j )) - xa) * j ), ya + ( ((cpY + ( (toY - cpY) * j )) - ya) * j ) ); } this.dirty = true; return this; }; /** * Calculate the points for a bezier curve. * * @method bezierCurveTo * @param {number} cpX Control point x * @param {number} cpY Control point y * @param {number} cpX2 Second Control point x * @param {number} cpY2 Second Control point y * @param {number} toX Destination point x * @param {number} toY Destination point y * @return {PIXI.Graphics} */ PIXI.Graphics.prototype.bezierCurveTo = function(cpX, cpY, cpX2, cpY2, toX, toY) { if( this.currentPath ) { if(this.currentPath.shape.points.length === 0)this.currentPath.shape.points = [0,0]; } else { this.moveTo(0,0); } var n = 20, dt, dt2, dt3, t2, t3, points = this.currentPath.shape.points; var fromX = points[points.length-2]; var fromY = points[points.length-1]; var j = 0; for (var i=1; i<=n; i++) { j = i / n; dt = (1 - j); dt2 = dt * dt; dt3 = dt2 * dt; t2 = j * j; t3 = t2 * j; points.push( dt3 * fromX + 3 * dt2 * j * cpX + 3 * dt * t2 * cpX2 + t3 * toX, dt3 * fromY + 3 * dt2 * j * cpY + 3 * dt * t2 * cpY2 + t3 * toY); } this.dirty = true; return this; }; /* * the arcTo() method creates an arc/curve between two tangents on the canvas. * * "borrowed" from https://code.google.com/p/fxcanvas/ - thanks google! * * @method arcTo * @param {Number} x1 The x-coordinate of the beginning of the arc * @param {Number} y1 The y-coordinate of the beginning of the arc * @param {Number} x2 The x-coordinate of the end of the arc * @param {Number} y2 The y-coordinate of the end of the arc * @param {Number} radius The radius of the arc * @return {PIXI.Graphics} */ PIXI.Graphics.prototype.arcTo = function(x1, y1, x2, y2, radius) { if( this.currentPath ) { if(this.currentPath.shape.points.length === 0)this.currentPath.shape.points = [x1, y1]; } else { this.moveTo(x1, y1); } // check that path contains subpaths if( this.currentPath.length === 0)this.moveTo(x1, y1); var points = this.currentPath; var fromX = points[points.length-2]; var fromY = points[points.length-1]; // points.push( x1, y1); var a1 = fromY - y1; var b1 = fromX - x1; var a2 = y2 - y1; var b2 = x2 - x1; var mm = Math.abs(a1 * b2 - b1 * a2); if (mm < 1.0e-8 || radius === 0) { points.push(x1, y1); } else { var dd = a1 * a1 + b1 * b1; var cc = a2 * a2 + b2 * b2; var tt = a1 * a2 + b1 * b2; var k1 = radius * Math.sqrt(dd) / mm; var k2 = radius * Math.sqrt(cc) / mm; var j1 = k1 * tt / dd; var j2 = k2 * tt / cc; var cx = k1 * b2 + k2 * b1; var cy = k1 * a2 + k2 * a1; var px = b1 * (k2 + j1); var py = a1 * (k2 + j1); var qx = b2 * (k1 + j2); var qy = a2 * (k1 + j2); var startAngle = Math.atan2(py - cy, px - cx); var endAngle = Math.atan2(qy - cy, qx - cx); // not required? // points.push(px + x1 , py + y1); this.arc(cx + x1, cy + y1, radius, startAngle, endAngle, b1 * a2 > b2 * a1); } this.dirty = true; return this; }; /** * The arc() method creates an arc/curve (used to create circles, or parts of circles). * * @method arc * @param {Number} cx The x-coordinate of the center of the circle * @param {Number} cy The y-coordinate of the center of the circle * @param {Number} radius The radius of the circle * @param {Number} startAngle The starting angle, in radians (0 is at the 3 o'clock position of the arc's circle) * @param {Number} endAngle The ending angle, in radians * @param {Boolean} anticlockwise Optional. Specifies whether the drawing should be counterclockwise or clockwise. False is default, and indicates clockwise, while true indicates counter-clockwise. * @return {PIXI.Graphics} */ PIXI.Graphics.prototype.arc = function(cx, cy, radius, startAngle, endAngle, anticlockwise) { var startX = cx + Math.cos(startAngle) * radius; var startY = cy + Math.sin(startAngle) * radius; var points = this.currentPath.shape.points; if(points.length !== 0 && points[points.length-2] !== startX || points[points.length-1] !== startY) { this.moveTo(startX, startY); points = this.currentPath.shape.points; } if (startAngle === endAngle)return this; if( !anticlockwise && endAngle <= startAngle ) { endAngle += Math.PI * 2; } else if( anticlockwise && startAngle <= endAngle ) { startAngle += Math.PI * 2; } var sweep = anticlockwise ? (startAngle - endAngle) *-1 : (endAngle - startAngle); var segs = ( Math.abs(sweep)/ (Math.PI * 2) ) * 40; if( sweep === 0 ) return this; var theta = sweep/(segs*2); var theta2 = theta*2; var cTheta = Math.cos(theta); var sTheta = Math.sin(theta); var segMinus = segs - 1; var remainder = ( segMinus % 1 ) / segMinus; for(var i=0; i<=segMinus; i++) { var real = i + remainder * i; var angle = ((theta) + startAngle + (theta2 * real)); var c = Math.cos(angle); var s = -Math.sin(angle); points.push(( (cTheta * c) + (sTheta * s) ) * radius + cx, ( (cTheta * -s) + (sTheta * c) ) * radius + cy); } this.dirty = true; return this; }; /** * Specifies a simple one-color fill that subsequent calls to other Graphics methods * (such as lineTo() or drawCircle()) use when drawing. * * @method beginFill * @param color {Number} the color of the fill * @param alpha {Number} the alpha of the fill */ PIXI.Graphics.prototype.beginFill = function(color, alpha) { this.filling = true; this.fillColor = color || 0; this.fillAlpha = (alpha === undefined) ? 1 : alpha; if(this.currentPath) { if(this.currentPath.shape.points.length <= 2) { this.currentPath.fill = this.filling; this.currentPath.fillColor = this.fillColor; this.currentPath.fillAlpha = this.fillAlpha; } } return this; }; /** * Applies a fill to the lines and shapes that were added since the last call to the beginFill() method. * * @method endFill */ PIXI.Graphics.prototype.endFill = function() { this.filling = false; this.fillColor = null; this.fillAlpha = 1; return this; }; /** * @method drawRect * * @param x {Number} The X coord of the top-left of the rectangle * @param y {Number} The Y coord of the top-left of the rectangle * @param width {Number} The width of the rectangle * @param height {Number} The height of the rectangle */ PIXI.Graphics.prototype.drawRect = function( x, y, width, height ) { this.drawShape(new PIXI.Rectangle(x,y, width, height)); return this; }; /** * @method drawRoundedRect * * @param x {Number} The X coord of the top-left of the rectangle * @param y {Number} The Y coord of the top-left of the rectangle * @param width {Number} The width of the rectangle * @param height {Number} The height of the rectangle * @param radius {Number} Radius of the rectangle corners *//* PIXI.Graphics.prototype.drawRoundedRect = function( x, y, width, height, radius ) { if (!this.currentPath.points.length) this.graphicsData.pop(); // this.currentPath = {lineWidth:this.lineWidth, lineColor:this.lineColor, lineAlpha:this.lineAlpha, /// fillColor:this.fillColor, fillAlpha:this.fillAlpha, fill:this.filling, // points:[x, y, width, height, radius], shape:new PIXI.Rectangle(x,y, width, height), type:PIXI.Graphics.RREC}; this.graphicsData.push(this.currentPath); this.dirty = true; return this; }; */ /** * Draws a circle. * * @method drawCircle * @param x {Number} The X coordinate of the center of the circle * @param y {Number} The Y coordinate of the center of the circle * @param radius {Number} The radius of the circle */ PIXI.Graphics.prototype.drawCircle = function(x, y, radius) { this.drawShape(new PIXI.Circle(x,y, radius)); return this; }; /** * Draws an ellipse. * * @method drawEllipse * @param x {Number} The X coordinate of the center of the ellipse * @param y {Number} The Y coordinate of the center of the ellipse * @param width {Number} The half width of the ellipse * @param height {Number} The half height of the ellipse */ PIXI.Graphics.prototype.drawEllipse = function(x, y, width, height) { this.drawShape(new PIXI.Ellipse(x, y, width, height)); return this; }; /** * Draws a line using the current line style from the current drawing position to (x, y); * the current drawing position is then set to (x, y). * * @method lineTo * @param x {Number} the X coordinate to draw to * @param y {Number} the Y coordinate to draw to */ PIXI.Graphics.prototype.drawPolygon = function(path) { if(!(path instanceof Array))path = Array.prototype.slice.call(arguments); this.drawShape(new PIXI.Polygon(path)); return this; }; /** * Clears the graphics that were drawn to this Graphics object, and resets fill and line style settings. * * @method clear */ PIXI.Graphics.prototype.clear = function() { this.lineWidth = 0; this.filling = false; this.dirty = true; this.clearDirty = true; this.graphicsData = []; this.bounds = null; //new PIXI.Rectangle(); return this; }; /** * Useful function that returns a texture of the graphics object that can then be used to create sprites * This can be quite useful if your geometry is complicated and needs to be reused multiple times. * * @method generateTexture * @param resolution {Number} The resolution of the texture being generated * @param scaleMode {Number} Should be one of the PIXI.scaleMode consts * @return {Texture} a texture of the graphics object */ PIXI.Graphics.prototype.generateTexture = function(resolution, scaleMode) { resolution = resolution || 2; var bounds = this.getBounds(); var canvasBuffer = new PIXI.CanvasBuffer(bounds.width * resolution, bounds.height * resolution); var texture = PIXI.Texture.fromCanvas(canvasBuffer.canvas, scaleMode); texture.baseTexture.resolution = resolution; canvasBuffer.context.scale(resolution, resolution); canvasBuffer.context.translate(-bounds.x,-bounds.y); PIXI.CanvasGraphics.renderGraphics(this, canvasBuffer.context); return texture; }; /** * Renders the object using the WebGL renderer * * @method _renderWebGL * @param renderSession {RenderSession} * @private */ PIXI.Graphics.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 === false || this.alpha === 0 || this.isMask === true)return; if(this._cacheAsBitmap) { if(this.dirty) { this._generateCachedSprite(); // we will also need to update the texture on the gpu too! PIXI.updateWebGLTexture(this._cachedSprite.texture.baseTexture, renderSession.gl); this.dirty = false; } this._cachedSprite.alpha = this.alpha; PIXI.Sprite.prototype._renderWebGL.call(this._cachedSprite, renderSession); return; } else { renderSession.spriteBatch.stop(); renderSession.blendModeManager.setBlendMode(this.blendMode); if(this._mask)renderSession.maskManager.pushMask(this._mask, renderSession); if(this._filters)renderSession.filterManager.pushFilter(this._filterBlock); // check blend mode if(this.blendMode !== renderSession.spriteBatch.currentBlendMode) { renderSession.spriteBatch.currentBlendMode = this.blendMode; var blendModeWebGL = PIXI.blendModesWebGL[renderSession.spriteBatch.currentBlendMode]; renderSession.spriteBatch.gl.blendFunc(blendModeWebGL[0], blendModeWebGL[1]); } // for (var i = this.graphicsData.length - 1; i >= 0; i--) { // this.graphicsData[i] // }; PIXI.WebGLGraphics.renderGraphics(this, renderSession); // only render if it has children! if(this.children.length) { renderSession.spriteBatch.start(); // simple render children! for(var i=0, j=this.children.length; i<j; i++) { this.children[i]._renderWebGL(renderSession); } renderSession.spriteBatch.stop(); } if(this._filters)renderSession.filterManager.popFilter(); if(this._mask)renderSession.maskManager.popMask(this.mask, renderSession); renderSession.drawCount++; renderSession.spriteBatch.start(); } }; /** * Renders the object using the Canvas renderer * * @method _renderCanvas * @param renderSession {RenderSession} * @private */ PIXI.Graphics.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 === false || this.alpha === 0 || this.isMask === true)return; var context = renderSession.context; var transform = this.worldTransform; if(this.blendMode !== renderSession.currentBlendMode) { renderSession.currentBlendMode = this.blendMode; context.globalCompositeOperation = PIXI.blendModesCanvas[renderSession.currentBlendMode]; } if(this._mask) { renderSession.maskManager.pushMask(this._mask, renderSession); } var resolution = renderSession.resolution; context.setTransform(transform.a * resolution, transform.b * resolution, transform.c * resolution, transform.d * resolution, transform.tx * resolution, transform.ty * resolution); PIXI.CanvasGraphics.renderGraphics(this, context); // simple render children! for(var i=0, j=this.children.length; i<j; i++) { this.children[i]._renderCanvas(renderSession); } if(this._mask) { renderSession.maskManager.popMask(renderSession); } }; /** * Retrieves the bounds of the graphic shape as a rectangle object * * @method getBounds * @return {Rectangle} the rectangular bounding area */ PIXI.Graphics.prototype.getBounds = function( matrix ) { if(!this.bounds)this.updateBounds(); var w0 = this.bounds.x; var w1 = this.bounds.width + this.bounds.x; var h0 = this.bounds.y; var h1 = this.bounds.height + this.bounds.y; var worldTransform = matrix || this.worldTransform; var a = worldTransform.a; var b = worldTransform.c; var c = worldTransform.b; 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 maxX = x1; var maxY = y1; var minX = x1; var minY = y1; minX = x2 < minX ? x2 : minX; minX = x3 < minX ? x3 : minX; minX = x4 < minX ? x4 : minX; minY = y2 < minY ? y2 : minY; minY = y3 < minY ? y3 : minY; minY = y4 < minY ? y4 : minY; maxX = x2 > maxX ? x2 : maxX; maxX = x3 > maxX ? x3 : maxX; maxX = x4 > maxX ? x4 : maxX; 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; return bounds; }; /** * Update the bounds of the object * * @method updateBounds */ PIXI.Graphics.prototype.updateBounds = function() { var minX = Infinity; var maxX = -Infinity; var minY = Infinity; var maxY = -Infinity; var shape, points, x, y, w, h; for (var i = 0; i < this.graphicsData.length; i++) { var data = this.graphicsData[i]; var type = data.type; var lineWidth = data.lineWidth; shape = data.shape; if(type === PIXI.Graphics.RECT) { x = shape.x - lineWidth/2; y = shape.y - lineWidth/2; w = shape.width + lineWidth; h = shape.height + lineWidth; minX = x < minX ? x : minX; maxX = x + w > maxX ? x + w : maxX; minY = y < minY ? y : minY; maxY = y + h > maxY ? y + h : maxY; } else if(type === PIXI.Graphics.CIRC) { x = shape.x; y = shape.y; w = shape.radius + lineWidth/2; h = shape.radius + lineWidth/2; minX = x - w < minX ? x - w : minX; maxX = x + w > maxX ? x + w : maxX; minY = y - h < minY ? y - h : minY; maxY = y + h > maxY ? y + h : maxY; } else if(type === PIXI.Graphics.ELIP) { x = shape.x; y = shape.y; w = shape.width + lineWidth/2; h = shape.height + lineWidth/2; minX = x - w < minX ? x - w : minX; maxX = x + w > maxX ? x + w : maxX; minY = y - h < minY ? y - h : minY; maxY = y + h > maxY ? y + h : maxY; } else { // POLY points = shape.points; for (var j = 0; j < points.length; j+=2) { x = points[j]; y = points[j+1]; minX = x-lineWidth < minX ? x-lineWidth : minX; maxX = x+lineWidth > maxX ? x+lineWidth : maxX; minY = y-lineWidth < minY ? y-lineWidth : minY; maxY = y+lineWidth > maxY ? y+lineWidth : maxY; } } } var padding = this.boundsPadding; this.bounds = new PIXI.Rectangle(minX - padding, minY - padding, (maxX - minX) + padding * 2, (maxY - minY) + padding * 2); }; /** * Generates the cached sprite when the sprite has cacheAsBitmap = true * * @method _generateCachedSprite * @private */ PIXI.Graphics.prototype._generateCachedSprite = function() { var bounds = this.getLocalBounds(); if(!this._cachedSprite) { var canvasBuffer = new PIXI.CanvasBuffer(bounds.width, bounds.height); var texture = PIXI.Texture.fromCanvas(canvasBuffer.canvas); this._cachedSprite = new PIXI.Sprite(texture); this._cachedSprite.buffer = canvasBuffer; this._cachedSprite.worldTransform = this.worldTransform; } else { this._cachedSprite.buffer.resize(bounds.width, bounds.height); } // leverage the anchor to account for the offset of the element this._cachedSprite.anchor.x = -( bounds.x / bounds.width ); this._cachedSprite.anchor.y = -( bounds.y / bounds.height ); // this._cachedSprite.buffer.context.save(); this._cachedSprite.buffer.context.translate(-bounds.x,-bounds.y); PIXI.CanvasGraphics.renderGraphics(this, this._cachedSprite.buffer.context); this._cachedSprite.alpha = this.alpha; // this._cachedSprite.buffer.context.restore(); }; PIXI.Graphics.prototype.destroyCachedSprite = function() { this._cachedSprite.texture.destroy(true); // let the gc collect the unused sprite // TODO could be object pooled! this._cachedSprite = null; }; PIXI.Graphics.prototype.drawShape = function(shape) { if(this.currentPath) { // check current path! if(this.currentPath.shape.points.length <= 2)this.graphicsData.pop(); } this.currentPath = null; var data = new PIXI.GraphicsData(this.lineWidth, this.lineColor, this.lineAlpha, this.fillColor, this.fillAlpha, this.filling, shape); this.graphicsData.push(data); if(data.type === PIXI.Graphics.POLY) { data.shape.closed = this.filling; this.currentPath = data; } this.dirty = true; return data; }; PIXI.GraphicsData = function(lineWidth, lineColor, lineAlpha, fillColor, fillAlpha, fill, shape) { this.lineWidth = lineWidth; this.lineColor = lineColor; this.lineAlpha = lineAlpha; this.fillColor = fillColor; this.fillAlpha = fillAlpha; this.fill = fill; this.shape = shape; this.type = shape.type; }; // SOME TYPES: PIXI.Graphics.POLY = 0; PIXI.Graphics.RECT = 1; PIXI.Graphics.CIRC = 2; PIXI.Graphics.ELIP = 3; PIXI.Graphics.RREC = 4; PIXI.Polygon.prototype.type = PIXI.Graphics.POLY; PIXI.Rectangle.prototype.type = PIXI.Graphics.RECT; PIXI.Circle.prototype.type = PIXI.Graphics.CIRC; PIXI.Ellipse.prototype.type = PIXI.Graphics.ELIP; </pre> </div> </div> </div> </div> </div> </div> </div> <script src="../assets/vendor/prettify/prettify-min.js"></script> <script>prettyPrint();</script> <script src="../assets/js/yui-prettify.js"></script> <script src="../assets/../api.js"></script> <script src="../assets/js/api-filter.js"></script> <script src="../assets/js/api-list.js"></script> <script src="../assets/js/api-search.js"></script> <script src="../assets/js/apidocs.js"></script> </body> </html>