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<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/renderers/canvas/utils/CanvasTinter.js</h1> <div class="file"> <pre class="code prettyprint linenums"> /** * @author Mat Groves * * */ /** * @class CanvasTinter * @constructor * @static */ PIXI.CanvasTinter = function() { /// this.textureCach }; //PIXI.CanvasTinter.cachTint = true; /** * Basically this method just needs a sprite and a color and tints the sprite * with the given color * * @method getTintedTexture * @param sprite {Sprite} the sprite to tint * @param color {Number} the color to use to tint the sprite with */ PIXI.CanvasTinter.getTintedTexture = function(sprite, color) { var texture = sprite.texture; color = PIXI.CanvasTinter.roundColor(color); var stringColor = "#" + ("00000" + ( color | 0).toString(16)).substr(-6); texture.tintCache = texture.tintCache || {}; if(texture.tintCache[stringColor]) return texture.tintCache[stringColor]; // clone texture.. var canvas = PIXI.CanvasTinter.canvas || document.createElement("canvas"); //PIXI.CanvasTinter.tintWithPerPixel(texture, stringColor, canvas); PIXI.CanvasTinter.tintMethod(texture, color, canvas); if(PIXI.CanvasTinter.convertTintToImage) { // is this better? var tintImage = new Image(); tintImage.src = canvas.toDataURL(); texture.tintCache[stringColor] = tintImage; } else { texture.tintCache[stringColor] = canvas; // if we are not converting the texture to an image then we need to lose the reference to the canvas PIXI.CanvasTinter.canvas = null; } return canvas; }; /** * Tint a texture using the "multiply" operation * @method tintWithMultiply * @param texture {texture} the texture to tint * @param color {Number} the color to use to tint the sprite with * @param canvas {HTMLCanvasElement} the current canvas */ PIXI.CanvasTinter.tintWithMultiply = function(texture, color, canvas) { var context = canvas.getContext( "2d" ); var frame = texture.frame; canvas.width = frame.width; canvas.height = frame.height; context.fillStyle = "#" + ("00000" + ( color | 0).toString(16)).substr(-6); context.fillRect(0, 0, frame.width, frame.height); context.globalCompositeOperation = "multiply"; context.drawImage(texture.baseTexture.source, frame.x, frame.y, frame.width, frame.height, 0, 0, frame.width, frame.height); context.globalCompositeOperation = "destination-atop"; context.drawImage(texture.baseTexture.source, frame.x, frame.y, frame.width, frame.height, 0, 0, frame.width, frame.height); }; /** * Tint a texture using the "overlay" operation * @method tintWithOverlay * @param texture {texture} the texture to tint * @param color {Number} the color to use to tint the sprite with * @param canvas {HTMLCanvasElement} the current canvas */ PIXI.CanvasTinter.tintWithOverlay = function(texture, color, canvas) { var context = canvas.getContext( "2d" ); var frame = texture.frame; canvas.width = frame.width; canvas.height = frame.height; context.globalCompositeOperation = "copy"; context.fillStyle = "#" + ("00000" + ( color | 0).toString(16)).substr(-6); context.fillRect(0, 0, frame.width, frame.height); context.globalCompositeOperation = "destination-atop"; context.drawImage(texture.baseTexture.source, frame.x, frame.y, frame.width, frame.height, 0, 0, frame.width, frame.height); //context.globalCompositeOperation = "copy"; }; /** * Tint a texture pixel per pixel * @method tintPerPixel * @param texture {texture} the texture to tint * @param color {Number} the color to use to tint the sprite with * @param canvas {HTMLCanvasElement} the current canvas */ PIXI.CanvasTinter.tintWithPerPixel = function(texture, color, canvas) { var context = canvas.getContext( "2d" ); var frame = texture.frame; canvas.width = frame.width; canvas.height = frame.height; context.globalCompositeOperation = "copy"; context.drawImage(texture.baseTexture.source, frame.x, frame.y, frame.width, frame.height, 0, 0, frame.width, frame.height); var rgbValues = PIXI.hex2rgb(color); var r = rgbValues[0], g = rgbValues[1], b = rgbValues[2]; var pixelData = context.getImageData(0, 0, frame.width, frame.height); var pixels = pixelData.data; for (var i = 0; i < pixels.length; i += 4) { pixels[i+0] *= r; pixels[i+1] *= g; pixels[i+2] *= b; } context.putImageData(pixelData, 0, 0); }; /** * Rounds the specified color according to the PIXI.CanvasTinter.cacheStepsPerColorChannel * @method roundColor * @param color {number} the color to round, should be a hex color */ PIXI.CanvasTinter.roundColor = function(color) { var step = PIXI.CanvasTinter.cacheStepsPerColorChannel; var rgbValues = PIXI.hex2rgb(color); rgbValues[0] = Math.min(255, (rgbValues[0] / step) * step); rgbValues[1] = Math.min(255, (rgbValues[1] / step) * step); rgbValues[2] = Math.min(255, (rgbValues[2] / step) * step); return PIXI.rgb2hex(rgbValues); }; /** * * Number of steps which will be used as a cap when rounding colors * * @property cacheStepsPerColorChannel * @type Number */ PIXI.CanvasTinter.cacheStepsPerColorChannel = 8; /** * * Number of steps which will be used as a cap when rounding colors * * @property convertTintToImage * @type Boolean */ PIXI.CanvasTinter.convertTintToImage = false; /** * Whether or not the Canvas BlendModes are supported, consequently the ability to tint using the multiply method * * @property canUseMultiply * @type Boolean */ PIXI.CanvasTinter.canUseMultiply = PIXI.canUseNewCanvasBlendModes(); PIXI.CanvasTinter.tintMethod = PIXI.CanvasTinter.canUseMultiply ? PIXI.CanvasTinter.tintWithMultiply : PIXI.CanvasTinter.tintWithPerPixel; </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>