var math = require('../math'), Texture = require('../textures/Texture'), Container = require('../display/Container'), utils = require('../utils'), CONST = require('../const'), tempPoint = new math.Point(); /** * The Sprite object is the base for all textured objects that are rendered to the screen * * A sprite can be created directly from an image like this: * * ```js * var sprite = new PIXI.Sprite.fromImage('assets/image.png'); * ``` * * @class * @extends PIXI.Container * @memberof PIXI * @param texture {PIXI.Texture} The texture for this sprite */ function Sprite(texture) { Container.call(this); /** * The anchor sets the origin point of the texture. * The default is 0,0 this means the texture's origin is the top left * Setting the anchor to 0.5,0.5 means the texture's origin is centered * Setting the anchor to 1,1 would mean the texture's origin point will be the bottom right corner * * @member {PIXI.ObservablePoint} */ this.anchor = new math.ObservablePoint(this.onAnchorUpdate, this); /** * The texture that the sprite is using * * @member {PIXI.Texture} * @private */ this._texture = null; /** * The width of the sprite (this is initially set by the texture) * * @member {number} * @private */ this._width = 0; /** * The height of the sprite (this is initially set by the texture) * * @member {number} * @private */ this._height = 0; /** * The tint applied to the sprite. This is a hex value. A value of 0xFFFFFF will remove any tint effect. * * @member {number} * @default 0xFFFFFF */ this.tint = 0xFFFFFF; /** * The blend mode to be applied to the sprite. Apply a value of `PIXI.BLEND_MODES.NORMAL` to reset the blend mode. * * @member {number} * @default PIXI.BLEND_MODES.NORMAL * @see PIXI.BLEND_MODES */ this.blendMode = CONST.BLEND_MODES.NORMAL; /** * The shader that will be used to render the sprite. Set to null to remove a current shader. * * @member {PIXI.AbstractFilter|PIXI.Shader} */ this.shader = null; /** * An internal cached value of the tint. * * @member {number} * @default 0xFFFFFF * @private */ this.cachedTint = 0xFFFFFF; // call texture setter this.texture = texture || Texture.EMPTY; this.vertexData = new Float32Array(16); this._transformID = -1; this._textureID = -1; } // constructor Sprite.prototype = Object.create(Container.prototype); Sprite.prototype.constructor = Sprite; module.exports = Sprite; Object.defineProperties(Sprite.prototype, { /** * The width of the sprite, setting this will actually modify the scale to achieve the value set * * @member {number} * @memberof PIXI.Sprite# */ width: { get: function () { return Math.abs(this.scale.x) * this.texture.orig.width; }, set: function (value) { var sign = utils.sign(this.scale.x) || 1; this.scale.x = sign * value / this.texture.orig.width; this._width = value; } }, /** * The height of the sprite, setting this will actually modify the scale to achieve the value set * * @member {number} * @memberof PIXI.Sprite# */ height: { get: function () { return Math.abs(this.scale.y) * this.texture.orig.height; }, set: function (value) { var sign = utils.sign(this.scale.y) || 1; this.scale.y = sign * value / this.texture.orig.height; this._height = value; } }, /** * The texture that the sprite is using * * @member {PIXI.Texture} * @memberof PIXI.Sprite# */ texture: { get: function () { return this._texture; }, set: function (value) { if (this._texture === value) { return; } this._texture = value; this.cachedTint = 0xFFFFFF; this._textureID = -1; if (value) { // wait for the texture to load if (value.baseTexture.hasLoaded) { this._onTextureUpdate(); } else { value.once('update', this._onTextureUpdate, this); } } } } }); /** * When the texture is updated, this event will fire to update the scale and frame * * @private */ Sprite.prototype._onTextureUpdate = function () { this._textureID = -1; // so if _width is 0 then width was not set.. if (this._width) { this.scale.x = utils.sign(this.scale.x) * this._width / this.texture.orig.width; } if (this._height) { this.scale.y = utils.sign(this.scale.y) * this._height / this.texture.orig.height; } }; Sprite.prototype.onAnchorUpdate = function() { this._transformID = -1; }; /** * calculates worldTransform * vertices, store it in vertexData */ Sprite.prototype.calculateVertices = function () { if(this._transformID === this.transform._worldID && this._textureID === this._texture._updateID) { return; } this._transformID = this.transform._worldID; this._textureID = this._texture._updateID; // set the vertex data var texture = this._texture, wt = this.transform.worldTransform, a = wt.a, b = wt.b, c = wt.c, d = wt.d, tx = wt.tx, ty = wt.ty, vertexData = this.vertexData, w0, w1, h0, h1, trim = texture.trim, orig = texture.orig; if (trim) { // if the sprite is trimmed and is not a tilingsprite then we need to add the extra space before transforming the sprite coords.. w1 = trim.x - this.anchor.x * orig.width; w0 = w1 + trim.width; h1 = trim.y - this.anchor.y * orig.height; h0 = h1 + trim.height; } else { w0 = (orig.width ) * (1-this.anchor.x); w1 = (orig.width ) * -this.anchor.x; h0 = orig.height * (1-this.anchor.y); h1 = orig.height * -this.anchor.y; } // xy vertexData[0] = a * w1 + c * h1 + tx; vertexData[1] = d * h1 + b * w1 + ty; // xy vertexData[2] = a * w0 + c * h1 + tx; vertexData[3] = d * h1 + b * w0 + ty; // xy vertexData[4] = a * w0 + c * h0 + tx; vertexData[5] = d * h0 + b * w0 + ty; // xy vertexData[6] = a * w1 + c * h0 + tx; vertexData[7] = d * h0 + b * w1 + ty; }; /** * we need this method to be compatible with pixiv3. v3 does calculate bounds of original texture are, not trimmed one */ Sprite.prototype.calculateBoundsVertices = function () { var texture = this._texture, trim = texture.trim, vertexData = this.vertexData, orig = texture.orig; if (!trim || trim.width === orig.width && trim.height === orig.height) { vertexData[8] = vertexData[0]; vertexData[9] = vertexData[1]; vertexData[10] = vertexData[2]; vertexData[11] = vertexData[3]; vertexData[12] = vertexData[4]; vertexData[13] = vertexData[5]; vertexData[14] = vertexData[6]; vertexData[15] = vertexData[7]; return; } var wt = this.transform.worldTransform, a = wt.a, b = wt.b, c = wt.c, d = wt.d, tx = wt.tx, ty = wt.ty, w0, w1, h0, h1; w0 = (orig.width ) * (1-this.anchor.x); w1 = (orig.width ) * -this.anchor.x; h0 = orig.height * (1-this.anchor.y); h1 = orig.height * -this.anchor.y; // xy vertexData[8] = a * w1 + c * h1 + tx; vertexData[9] = d * h1 + b * w1 + ty; // xy vertexData[10] = a * w0 + c * h1 + tx; vertexData[11] = d * h1 + b * w0 + ty; // xy vertexData[12] = a * w0 + c * h0 + tx; vertexData[13] = d * h0 + b * w0 + ty; // xy vertexData[14] = a * w1 + c * h0 + tx; vertexData[15] = d * h0 + b * w1 + ty; }; /** * * Renders the object using the WebGL renderer * * @param renderer {PIXI.WebGLRenderer} * @private */ Sprite.prototype._renderWebGL = function (renderer) { this.calculateVertices(); renderer.setObjectRenderer(renderer.plugins.sprite); renderer.plugins.sprite.render(this); }; /** * Renders the object using the Canvas renderer * * @param renderer {PIXI.CanvasRenderer} The renderer * @private */ Sprite.prototype._renderCanvas = function (renderer) { renderer.plugins.sprite.render(this); }; Sprite.prototype._calculateBounds = function () { this.calculateVertices(); // if we have already done this on THIS frame. this._bounds.addQuad(this.vertexData); }; /** * Gets the local bounds of the sprite object. * */ Sprite.prototype.getLocalBounds = function () { this._bounds.minX = -this._texture.orig.width * this.anchor.x; this._bounds.minY = -this._texture.orig.height * this.anchor.y; this._bounds.maxX = this._texture.orig.width; this._bounds.maxY = this._texture.orig.height; return this._bounds.getRectangle(this._bounds); }; /** * Tests if a point is inside this sprite * * @param point {PIXI.Point} the point to test * @return {boolean} the result of the test */ Sprite.prototype.containsPoint = function( point ) { this.worldTransform.applyInverse(point, tempPoint); var width = this._texture.orig.width; var height = this._texture.orig.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 sprite and optionally its texture and children * * @param [options] {object|boolean} Options parameter. A boolean will act as if all options have been set to that value * @param [options.children=false] {boolean} if set to true, all the children will have their destroy * method called as well. 'options' will be passed on to those calls. * @param [options.texture=false] {boolean} Should it destroy the current texture of the sprite as well * @param [options.baseTexture=false] {boolean} Should it destroy the base texture of the sprite as well */ Sprite.prototype.destroy = function (options) { Container.prototype.destroy.call(this, options); this.anchor = null; var destroyTexture = typeof options === 'boolean' ? options : options && options.texture; if (destroyTexture) { var destroyBaseTexture = typeof options === 'boolean' ? options : options && options.baseTexture; this._texture.destroy(!!destroyBaseTexture); } this._texture = null; this.shader = null; }; // some helper functions.. /** * Helper function that creates a new sprite based on the source you provide. * The source can be - frame id, image url, video url, canvas element, video element, base texture * * @static * @param {number|string|PIXI.BaseTexture|HTMLCanvasElement|HTMLVideoElement} source Source to create texture from * @return {PIXI.Texture} The newly created texture */ Sprite.from = function (source) { return new Sprite(Texture.from(source)); }; /** * Helper function that creates a sprite that will contain 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 {PIXI.Sprite} A new Sprite using a texture from the texture cache matching the frameId */ Sprite.fromFrame = function (frameId) { var texture = utils.TextureCache[frameId]; if (!texture) { throw new Error('The frameId "' + frameId + '" does not exist in the texture cache'); } return new Sprite(texture); }; /** * 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 [crossorigin=(auto)] {boolean} if you want to specify the cross-origin parameter * @param [scaleMode=PIXI.SCALE_MODES.DEFAULT] {number} if you want to specify the scale mode, see {@link PIXI.SCALE_MODES} for possible values * @return {PIXI.Sprite} A new Sprite using a texture from the texture cache matching the image id */ Sprite.fromImage = function (imageId, crossorigin, scaleMode) { return new Sprite(Texture.fromImage(imageId, crossorigin, scaleMode)); };