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pixi.js / docs / files / src_pixi_display_DisplayObject.js.html
@Mat Groves Mat Groves on 2 Jul 2013 17 KB Docs updated Builds updated
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                        <h1 class="file-heading">File: src&#x2F;pixi&#x2F;display&#x2F;DisplayObject.js</h1>

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&#x2F;**
 * @author Mat Groves http:&#x2F;&#x2F;matgroves.com&#x2F; @Doormat23
 *&#x2F;

&#x2F;**
 * this is the base class for all objects that are rendered on the screen.
 * @class DisplayObject
 * @constructor
 *&#x2F;
PIXI.DisplayObject = function()
{
	this.last = this;
	this.first = this;
	
	&#x2F;**
	 * The coordinate of the object relative to the local coordinates of the parent.
	 * @property position
	 * @type Point
	 *&#x2F;
	this.position = new PIXI.Point();
	
	&#x2F;**
	 * The scale factor of the object.
	 * @property scale
	 * @type Point
	 *&#x2F;
	this.scale = new PIXI.Point(1,1);&#x2F;&#x2F;{x:1, y:1};
	
	&#x2F;**
	 * The pivot point of the displayObject that it rotates around
	 * @property pivot
	 * @type Point
	 *&#x2F;
	this.pivot = new PIXI.Point(0,0);
	
	&#x2F;**
	 * The rotation of the object in radians.
	 * @property rotation
	 * @type Number
	 *&#x2F;
	this.rotation = 0;
	
	&#x2F;**
	 * The opacity of the object.
	 * @property alpha
	 * @type Number
	 *&#x2F;	
	this.alpha = 1;
	
	&#x2F;**
	 * The visibility of the object.
	 * @property visible
	 * @type Boolean
	 *&#x2F;	
	this.visible = true;
	this.worldVisible = false;
	
	&#x2F;**
	 * [read-only] The display object container that contains this display object.
	 * @property parent
	 * @type DisplayObjectContainer
	 *&#x2F;	
	this.parent = null;
	
	&#x2F;**
	 * [read-only] The stage the display object is connected to, or undefined if it is not connected to the stage.
	 * @property stage
	 * @type Stage
	 *&#x2F;	
	this.stage = null;
	
	&#x2F;**
	 * This is the defined area that will pick up mouse &#x2F; 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
	 *&#x2F;	
	this.hitArea = null;
	
	this.worldAlpha = 1;
	this.color = [];
	
	this.worldTransform = PIXI.mat3.create()&#x2F;&#x2F;mat3.identity();
	this.localTransform = PIXI.mat3.create()&#x2F;&#x2F;mat3.identity();
	
	this.dynamic = true;
	&#x2F;&#x2F; chach that puppy!
	this._sr = 0;
	this._cr = 1;
	
	this.childIndex = 0;
	
	this.renderable = false;
	
	&#x2F;&#x2F; [readonly] best not to toggle directly! use setInteractive()
	this._interactive = false;
	
	&#x2F;**
	 * This is used to indicate if the displayObject should display a mouse hand cursor on rollover
	 * @property buttonMode
	 * @type Boolean
	 *&#x2F;
	this.buttonMode = false;
	
	&#x2F;*
	 * MOUSE Callbacks
	 *&#x2F;
	
	&#x2F;**
	 * A callback that is used when the users clicks on the displayObject with their mouse
	 * @method click
	 * @param interactionData {InteractionData}
	 *&#x2F;
	
	&#x2F;**
	 * A callback that is used when the user clicks the mouse down over the sprite
	 * @method mousedown
	 * @param interactionData {InteractionData}
	 *&#x2F;
	 
	&#x2F;**
	 * 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}
	 *&#x2F;
	
	&#x2F;**
	 * 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}
	 *&#x2F;
	
	&#x2F;**
	 * A callback that is used when the users mouse rolls over the displayObject
	 * @method mouseover
	 * @param interactionData {InteractionData}
	 *&#x2F;
	
	&#x2F;**
	 * A callback that is used when the users mouse leaves the displayObject
	 * @method mouseout
	 * @param interactionData {InteractionData}
	 *&#x2F;
	
	
	&#x2F;*
	 * TOUCH Callbacks
	 *&#x2F;
	
	&#x2F;**
	 * 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}
	 *&#x2F;
	
	&#x2F;**
	 * A callback that is used when the user touch&#x27;s over the displayObject
	 * @method touchstart
	 * @param interactionData {InteractionData}
	 *&#x2F;
	 
	&#x2F;**
	 * A callback that is used when the user releases a touch over the displayObject
	 * @method touchend
	 * @param interactionData {InteractionData}
	 *&#x2F;
	
	&#x2F;**
	 * 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}
	 *&#x2F;
}

&#x2F;&#x2F; constructor
PIXI.DisplayObject.constructor = PIXI.DisplayObject;

&#x2F;&#x2F;TODO make visible a getter setter
&#x2F;*
Object.defineProperty(PIXI.DisplayObject.prototype, &#x27;visible&#x27;, {
    get: function() {
        return this._visible;
    },
    set: function(value) {
        this._visible = value;
    }
});*&#x2F;

&#x2F;**
 * [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}
 *&#x2F;
PIXI.DisplayObject.prototype.setInteractive = function(interactive)
{
	this.interactive = interactive;
}

&#x2F;**
 * Indicates if the sprite will have touch and mouse interactivity. It is false by default
 * @property interactive
 * @type Boolean
 *&#x2F;
Object.defineProperty(PIXI.DisplayObject.prototype, &#x27;interactive&#x27;, {
    get: function() {
        return this._interactive;
    },
    set: function(value) {
    	this._interactive = value;
    	
    	&#x2F;&#x2F; TODO more to be done here..
		&#x2F;&#x2F; need to sort out a re-crawl!
		if(this.stage)this.stage.dirty = true;
    }
});

&#x2F;**
 * 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 PIXI.Graphics
 *&#x2F;
Object.defineProperty(PIXI.DisplayObject.prototype, &#x27;mask&#x27;, {
    get: function() {
        return this._mask;
    },
    set: function(value) {
    	
        this._mask = value;
        
        if(value)
        {
	        this.addFilter(value)
        }
        else
        {
        	 this.removeFilter();
        }
    }
});

&#x2F;* 
 * private
 *&#x2F;
PIXI.DisplayObject.prototype.addFilter = function(mask)
{
	if(this.filter)return;
	this.filter = true;
	
	
	&#x2F;&#x2F; insert a filter block..
	var start = new PIXI.FilterBlock();
	var end = new PIXI.FilterBlock();
	
	
	start.mask = mask;
	end.mask = mask;
	
	start.id = end.id = county

	county++;
	
	start.first = start.last =  this;
	end.first = end.last = this;
	
	start.open = true;
	
	&#x2F;*
	 * 
	 * insert start
	 * 
	 *&#x2F;
	
	var childFirst = start
	var childLast = start
	var nextObject;
	var previousObject;
		
	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;
	}
	
	
	&#x2F;&#x2F; now insert the end filter block..
	
	&#x2F;*
	 * 
	 * insert end filter
	 * 
	 *&#x2F;
	var childFirst = end
	var childLast = end
	var nextObject = null;
	var 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;
	
	&#x2F;&#x2F; if webGL...
	if(this.__renderGroup)
	{
		this.__renderGroup.addFilterBlocks(start, end);
	}
	
	mask.renderable = false;
	
}

PIXI.DisplayObject.prototype.removeFilter = function()
{
	if(!this.filter)return;
	this.filter = false;
	
	&#x2F;&#x2F; modify the list..
	var startBlock = this.first;
	
	var nextObject = startBlock._iNext;
	var previousObject = startBlock._iPrev;
		
	if(nextObject)nextObject._iPrev = previousObject;
	if(previousObject)previousObject._iNext = nextObject;		
	
	this.first = startBlock._iNext;
	
	
	&#x2F;&#x2F; remove the end filter
	var lastBlock = this.last;
	
	var nextObject = lastBlock._iNext;
	var previousObject = lastBlock._iPrev;
		
	if(nextObject)nextObject._iPrev = previousObject;
	previousObject._iNext = nextObject;		
	
	&#x2F;&#x2F; this is always true too!
&#x2F;&#x2F;	if(this.last == lastBlock)
	&#x2F;&#x2F;{
	var tempLast =  lastBlock._iPrev;	
	&#x2F;&#x2F; 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;
	
	&#x2F;&#x2F; if webGL...
	if(this.__renderGroup)
	{
		this.__renderGroup.removeFilterBlocks(startBlock, lastBlock);
	}
	&#x2F;&#x2F;}
}

&#x2F;**
 * @private
 *&#x2F;
PIXI.DisplayObject.prototype.updateTransform = function()
{
	&#x2F;&#x2F; 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;
	&#x2F;&#x2F;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;
	
	&#x2F;&#x2F; TODO --&gt; do we even need a local matrix???
	
	var px = this.pivot.x;
	var py = this.pivot.y;
   	
    &#x2F;&#x2F; 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;

	&#x2F;&#x2F; because we are using affine transformation, we can optimise the matrix concatenation process.. wooo!
	&#x2F;&#x2F; mat3.multiply(this.localTransform, this.parent.worldTransform, this.worldTransform);
	this.worldAlpha = this.alpha * this.parent.worldAlpha;

}

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