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pixi.js / src / pixi / display / DisplayObject.js
/**
 * @author Mat Groves http://matgroves.com/ @Doormat23
 */

/**
 * The base class for all objects that are rendered on the screen.
 *
 * @class DisplayObject
 * @constructor
 */
PIXI.DisplayObject = function()
{
    this.last = this;
    this.first = this;

    /**
     * The coordinate of the object relative to the local coordinates of the parent.
     *
     * @property position
     * @type Point
     */
    this.position = new PIXI.Point();

    /**
     * The scale factor of the object.
     *
     * @property scale
     * @type Point
     */
    this.scale = new PIXI.Point(1,1);//{x:1, y:1};

    /**
     * The pivot point of the displayObject that it rotates around
     *
     * @property pivot
     * @type Point
     */
    this.pivot = new PIXI.Point(0,0);

    /**
     * The rotation of the object in radians.
     *
     * @property rotation
     * @type Number
     */
    this.rotation = 0;

    /**
     * The opacity of the object.
     *
     * @property alpha
     * @type Number
     */
    this.alpha = 1;

    /**
     * The visibility of the object.
     *
     * @property visible
     * @type 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)
     *
     * @property hitArea
     * @type Rectangle|Circle|Ellipse|Polygon
     */
    this.hitArea = null;

    /**
     * This is used to indicate if the displayObject should display a mouse hand cursor on rollover
     *
     * @property buttonMode
     * @type Boolean
     */
    this.buttonMode = false;

    /**
     * Can this object be rendered
     *
     * @property renderable
     * @type Boolean
     */
    this.renderable = false;

    /**
     * [read-only] The display object container that contains this display object.
     *
     * @property parent
     * @type DisplayObjectContainer
     * @readOnly
     */
    this.parent = null;

    /**
     * [read-only] The stage the display object is connected to, or undefined if it is not connected to the stage.
     *
     * @property stage
     * @type Stage
     * @readOnly
     */
    this.stage = null;

    /**
     * [read-only] The multiplied alpha of the displayobject
     *
     * @property worldAlpha
     * @type Number
     * @readOnly
     */
    this.worldAlpha = 1;

    /**
     * [read-only] Whether or not the object is interactive, do not toggle directly! use the `interactive` property
     *
     * @property _interactive
     * @type Boolean
     * @readOnly
     * @private
     */
    this._interactive = false;

    /**
     * [read-only] Current transform of the object based on world (parent) factors
     *
     * @property worldTransform
     * @type Mat3
     * @readOnly
     * @private
     */
    this.worldTransform = PIXI.mat3.create()//mat3.identity();

    /**
     * [read-only] Current transform of the object locally
     *
     * @property localTransform
     * @type Mat3
     * @readOnly
     * @private
     */
    this.localTransform = PIXI.mat3.create()//mat3.identity();

    /**
     * [NYI] Unkown
     *
     * @property color
     * @type Array<>
     * @private
     */
    this.color = [];

    /**
     * [NYI] Holds whether or not this object is dynamic, for rendering optimization
     *
     * @property dynamic
     * @type Boolean
     * @private
     */
    this.dynamic = true;

    // chach that puppy!
    this._sr = 0;
    this._cr = 1;

    /*
     * MOUSE Callbacks
     */

    /**
     * A callback that is used when the users clicks on the displayObject with their mouse
     * @method click
     * @param interactionData {InteractionData}
     */

    /**
     * A callback that is used when the user clicks the mouse down over the sprite
     * @method mousedown
     * @param interactionData {InteractionData}
     */

    /**
     * A callback that is used when the user releases the mouse that was over the displayObject
     * for this callback to be fired the mouse must have been pressed down over the displayObject
     * @method mouseup
     * @param interactionData {InteractionData}
     */

    /**
     * A callback that is used when the user releases the mouse that was over the displayObject but is no longer over the displayObject
     * for this callback to be fired, The touch must have started over the displayObject
     * @method mouseupoutside
     * @param interactionData {InteractionData}
     */

    /**
     * A callback that is used when the users mouse rolls over the displayObject
     * @method mouseover
     * @param interactionData {InteractionData}
     */

    /**
     * A callback that is used when the users mouse leaves the displayObject
     * @method mouseout
     * @param interactionData {InteractionData}
     */


    /*
     * 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
     * @param interactionData {InteractionData}
     */

    /**
     * A callback that is used when the user touch's over the displayObject
     * @method touchstart
     * @param interactionData {InteractionData}
     */

    /**
     * A callback that is used when the user releases a touch over the displayObject
     * @method touchend
     * @param interactionData {InteractionData}
     */

    /**
     * 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
     * @param interactionData {InteractionData}
     */
}

// constructor
PIXI.DisplayObject.prototype.constructor = PIXI.DisplayObject;

/**
 * [Deprecated] Indicates if the sprite will have touch and mouse interactivity. It is false by default
 * Instead of using this function you can now simply set the interactive property to true or false
 *
 * @method setInteractive
 * @param interactive {Boolean}
 * @deprecated Simply set the `interactive` property directly
 */
PIXI.DisplayObject.prototype.setInteractive = function(interactive)
{
    this.interactive = interactive;
}

/**
 * Indicates if the sprite will have touch and mouse interactivity. It is false by default
 *
 * @property interactive
 * @type Boolean
 * @default false
 */
Object.defineProperty(PIXI.DisplayObject.prototype, '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;
    }
});

/**
 * 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.Ggraphics object. This allows for much faster masking in canvas as it utilises shape clipping.
 * To remove a mask, set this property to null.
 *
 * @property mask
 * @type Graphics
 */
Object.defineProperty(PIXI.DisplayObject.prototype, 'mask', {
    get: function() {
        return this._mask;
    },
    set: function(value) {

        this._mask = value;

        if(value)
        {
            this.addFilter(value)
        }
        else
        {
             this.removeFilter();
        }
    }
});

/*
 * Adds a filter to this displayObject
 *
 * @method addFilter
 * @param mask {Graphics} the graphics object to use as a filter
 * @private
 */
PIXI.DisplayObject.prototype.addFilter = function(mask)
{
    if(this.filter)return;
    this.filter = true;

    // insert a filter block..
    var start = new PIXI.FilterBlock();
    var end = new PIXI.FilterBlock();

    start.mask = mask;
    end.mask = mask;

    start.first = start.last =  this;
    end.first = end.last = this;

    start.open = true;

    /*
     * insert start
     */
    var childFirst, childLast, nextObject, previousObject;
    childFirst = childLast = start;

    previousObject = this.first._iPrev;

    if(previousObject)
    {
        nextObject = previousObject._iNext;
        childFirst._iPrev = previousObject;
        previousObject._iNext = childFirst;
    }
    else
    {
        nextObject = this;
    }

    if(nextObject)
    {
        nextObject._iPrev = childLast;
        childLast._iNext = nextObject;
    }


    // now insert the end filter block..

    /*
     * insert end filter
     */
    childFirst = childLast = end
    nextObject = previousObject = null;

    previousObject = this.last;
    nextObject = previousObject._iNext;

    if(nextObject)
    {
        nextObject._iPrev = childLast;
        childLast._iNext = nextObject;
    }

    childFirst._iPrev = previousObject;
    previousObject._iNext = childFirst;

    var updateLast = this;

    var prevLast = this.last;
    while(updateLast)
    {
        if(updateLast.last == prevLast)
        {
            updateLast.last = end;
        }
        updateLast = updateLast.parent;
    }

    this.first = start;

    // if webGL...
    if(this.__renderGroup)
    {
        this.__renderGroup.addFilterBlocks(start, end);
    }

    mask.renderable = false;

}

/*
 * Removes the filter to this displayObject
 *
 * @method removeFilter
 * @private
 */
PIXI.DisplayObject.prototype.removeFilter = function()
{
    if(!this.filter)return;
    this.filter = false;

    // modify the list..
    var startBlock = this.first,
        lastBlock = this.last,
        nextObject = startBlock._iNext,
        previousObject = startBlock._iPrev;

    if (nextObject) nextObject._iPrev = previousObject;
    if (previousObject) previousObject._iNext = nextObject;

    this.first = startBlock._iNext;


    // remove the end filter
    nextObject = lastBlock._iNext;
    previousObject = lastBlock._iPrev;

    if (nextObject) nextObject._iPrev = previousObject;
    previousObject._iNext = nextObject;

    // this is always true too!
    var tempLast =  lastBlock._iPrev;
    // need to make sure the parents last is updated too
    var updateLast = this;
    while(updateLast.last == lastBlock)
    {
        updateLast.last = tempLast;
        updateLast = updateLast.parent;
        if(!updateLast)break;
    }

    var mask = startBlock.mask
    mask.renderable = true;

    // if webGL...
    if(this.__renderGroup)
    {
        this.__renderGroup.removeFilterBlocks(startBlock, lastBlock);
    }
}

/*
 * Updates the object transform for rendering
 *
 * @method updateTransform
 * @private
 */
PIXI.DisplayObject.prototype.updateTransform = function()
{
    // TODO OPTIMIZE THIS!! with dirty
    if(this.rotation !== this.rotationCache)
    {
        this.rotationCache = this.rotation;
        this._sr =  Math.sin(this.rotation);
        this._cr =  Math.cos(this.rotation);
    }

    var localTransform = this.localTransform;
    var parentTransform = this.parent.worldTransform;
    var worldTransform = this.worldTransform;
    //console.log(localTransform)
    localTransform[0] = this._cr * this.scale.x;
    localTransform[1] = -this._sr * this.scale.y
    localTransform[3] = this._sr * this.scale.x;
    localTransform[4] = this._cr * this.scale.y;

    // TODO --> do we even need a local matrix???

    var px = this.pivot.x;
    var py = this.pivot.y;

    // Cache the matrix values (makes for huge speed increases!)
    var a00 = localTransform[0], a01 = localTransform[1], a02 = this.position.x - localTransform[0] * px - py * localTransform[1],
        a10 = localTransform[3], a11 = localTransform[4], a12 = this.position.y - localTransform[4] * py - px * localTransform[3],

        b00 = parentTransform[0], b01 = parentTransform[1], b02 = parentTransform[2],
        b10 = parentTransform[3], b11 = parentTransform[4], b12 = parentTransform[5];

    localTransform[2] = a02
    localTransform[5] = a12

    worldTransform[0] = b00 * a00 + b01 * a10;
    worldTransform[1] = b00 * a01 + b01 * a11;
    worldTransform[2] = b00 * a02 + b01 * a12 + b02;

    worldTransform[3] = b10 * a00 + b11 * a10;
    worldTransform[4] = b10 * a01 + b11 * a11;
    worldTransform[5] = b10 * a02 + b11 * a12 + b12;

    // because we are using affine transformation, we can optimise the matrix concatenation process.. wooo!
    // mat3.multiply(this.localTransform, this.parent.worldTransform, this.worldTransform);
    this.worldAlpha = this.alpha * this.parent.worldAlpha;

    this.vcount = PIXI.visibleCount;

}

PIXI.visibleCount = 0;