var core = require('../core'), GraphicsData = require('./GraphicsData'); /** * The Graphics class contains methods used to draw primitive shapes such as lines, circles and * rectangles to the display, and color and fill them. * * @class * @extends DisplayObjectContainer * @namespace PIXI */ function Graphics() { core.DisplayObjectContainer.call(this); this.renderable = true; /** * The alpha value used when filling the Graphics object. * * @member {number} * @default 1 */ this.fillAlpha = 1; /** * The width (thickness) of any lines drawn. * * @member {number} * @default 0 */ this.lineWidth = 0; /** * The color of any lines drawn. * * @member {string} * @default 0 */ this.lineColor = 0; /** * Graphics data * * @member {object[]} * @private */ this.graphicsData = []; /** * The tint applied to the graphic shape. This is a hex value. Apply a value of 0xFFFFFF to reset the tint. * * @member {number} * @default 0xFFFFFF */ this.tint = 0xFFFFFF; /** * The blend mode to be applied to the graphic shape. Apply a value of blendModes.NORMAL to reset the blend mode. * * @member {number} * @default CONST.blendModes.NORMAL; */ this.blendMode = core.CONST.blendModes.NORMAL; /** * Current path * * @member {object} * @private */ this.currentPath = null; /** * Array containing some WebGL-related properties used by the WebGL renderer. * * @member {object[]} * @private */ this._webGL = []; /** * Whether this shape is being used as a mask. * * @member {boolean} */ this.isMask = false; /** * The bounds' padding used for bounds calculation. * * @member {number} */ this.boundsPadding = 0; /** * A cache of the local bounds to prevent recalculation. * * @member {REctangle} * @private */ this._localBounds = new core.math.Rectangle(0,0,1,1); /** * Used to detect if the graphics object has changed. If this is set to true then the graphics * object will be recalculated. * * @member {boolean} * @private */ this.dirty = true; /** * Used to detect if the WebGL graphics object has changed. If this is set to true then the * graphics object will be recalculated. * * @member {boolean} * @private */ this.glDirty = false; /** * Used to detect if the cached sprite object needs to be updated. * * @member {boolean} * @private */ this.cachedSpriteDirty = false; } // constructor Graphics.prototype = Object.create(core.DisplayObjectContainer.prototype); Graphics.prototype.constructor = Graphics; module.exports = Graphics; Object.defineProperties(Graphics.prototype, { /** * When cacheAsBitmap is set to true the graphics object will 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 in exchange for taking up texture memory. It is also useful if you need the graphics * object to be anti-aliased, because it will be rendered using canvas. This is not recommended if * you are constantly redrawing the graphics element. * * @member {boolean} * @memberof Graphics# * @default false * @private */ 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. * * @param lineWidth {number} width of the line to draw, will update the objects stored style * @param color {number} color of the line to draw, will update the objects stored style * @param alpha {number} alpha of the line to draw, will update the objects stored style * @return {Graphics} */ 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 core.math.Polygon( this.currentPath.shape.points.slice(-2) )); } else { // 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. * * @param x {number} the X coordinate to move to * @param y {number} the Y coordinate to move to * @return {Graphics} */ Graphics.prototype.moveTo = function (x, y) { this.drawShape(new core.math.Polygon([x,y])); 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). * * @param x {number} the X coordinate to draw to * @param y {number} the Y coordinate to draw to * @return {Graphics} */ 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 and then draws it. * Based on: https://stackoverflow.com/questions/785097/how-do-i-implement-a-bezier-curve-in-c * * @param cpX {number} Control point x * @param cpY {number} Control point y * @param toX {number} Destination point x * @param toY {number} Destination point y * @return {Graphics} */ 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 and then draws it. * * @param cpX {number} Control point x * @param cpY {number} Control point y * @param cpX2 {number} Second Control point x * @param cpY2 {number} Second Control point y * @param toX {number} Destination point x * @param toY {number} Destination point y * @return {Graphics} */ 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! * * @param x1 {number} The x-coordinate of the beginning of the arc * @param y1 {number} The y-coordinate of the beginning of the arc * @param x2 {number} The x-coordinate of the end of the arc * @param y2 {number} The y-coordinate of the end of the arc * @param radius {number} The radius of the arc * @return {Graphics} */ Graphics.prototype.arcTo = function (x1, y1, x2, y2, radius) { if (this.currentPath) { if (this.currentPath.shape.points.length === 0) { this.currentPath.shape.points.push(x1, y1); } } else { this.moveTo(x1, y1); } var points = this.currentPath.shape.points, fromX = points[points.length-2], fromY = points[points.length-1], a1 = fromY - y1, b1 = fromX - x1, a2 = y2 - y1, b2 = x2 - x1, mm = Math.abs(a1 * b2 - b1 * a2); if (mm < 1.0e-8 || radius === 0) { if (points[points.length-2] !== x1 || points[points.length-1] !== y1) { points.push(x1, y1); } } else { var dd = a1 * a1 + b1 * b1, cc = a2 * a2 + b2 * b2, tt = a1 * a2 + b1 * b2, k1 = radius * Math.sqrt(dd) / mm, k2 = radius * Math.sqrt(cc) / mm, j1 = k1 * tt / dd, j2 = k2 * tt / cc, cx = k1 * b2 + k2 * b1, cy = k1 * a2 + k2 * a1, px = b1 * (k2 + j1), py = a1 * (k2 + j1), qx = b2 * (k1 + j2), qy = a2 * (k1 + j2), startAngle = Math.atan2(py - cy, px - cx), endAngle = Math.atan2(qy - cy, qx - cx); 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). * * @param cx {number} The x-coordinate of the center of the circle * @param cy {number} The y-coordinate of the center of the circle * @param radius {number} The radius of the circle * @param startAngle {number} The starting angle, in radians (0 is at the 3 o'clock position of the arc's circle) * @param endAngle {number} The ending angle, in radians * @param anticlockwise {boolean} Optional. Specifies whether the drawing should be counterclockwise or clockwise. False is default, and indicates clockwise, while true indicates counter-clockwise. * @return {Graphics} */ 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; if (this.currentPath) { points = this.currentPath.shape.points; if (points.length === 0) { points.push(startX, startY); } else if (points[points.length-2] !== startX || points[points.length-1] !== startY) { points.push(startX, startY); } } else { 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. * * @param color {number} the color of the fill * @param alpha {number} the alpha of the fill * @return {Graphics} */ 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. * * @return {Graphics} */ Graphics.prototype.endFill = function () { this.filling = false; this.fillColor = null; this.fillAlpha = 1; return this; }; /** * * @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 * @return {Graphics} */ Graphics.prototype.drawRect = function ( x, y, width, height ) { this.drawShape(new core.math.Rectangle(x,y, width, height)); return this; }; /** * * @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 */ Graphics.prototype.drawRoundedRect = function ( x, y, width, height, radius ) { this.drawShape(new core.math.RoundedRectangle(x, y, width, height, radius)); return this; }; /** * Draws a circle. * * @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 * @return {Graphics} */ Graphics.prototype.drawCircle = function (x, y, radius) { this.drawShape(new core.math.Circle(x,y, radius)); return this; }; /** * Draws an ellipse. * * @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 * @return {Graphics} */ Graphics.prototype.drawEllipse = function (x, y, width, height) { this.drawShape(new core.math.Ellipse(x, y, width, height)); return this; }; /** * Draws a polygon using the given path. * * @param path {Array} The path data used to construct the polygon. * @return {Graphics} */ Graphics.prototype.drawPolygon = function (path) { if (!(path instanceof Array)) { path = Array.prototype.slice.call(arguments); } this.drawShape(new core.math.Polygon(path)); return this; }; /** * Clears the graphics that were drawn to this Graphics object, and resets fill and line style settings. * * @return {Graphics} */ Graphics.prototype.clear = function () { this.lineWidth = 0; this.filling = false; this.dirty = true; this.clearDirty = true; this.graphicsData = []; 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. * * @param resolution {number} The resolution of the texture being generated * @param scaleMode {number} Should be one of the scaleMode consts * @return {Texture} a texture of the graphics object */ Graphics.prototype.generateTexture = function (resolution, scaleMode) { resolution = resolution || 1; var bounds = this.getBounds(); var canvasBuffer = new core.CanvasBuffer(bounds.width * resolution, bounds.height * resolution); var texture = core.Texture.fromCanvas(canvasBuffer.canvas, scaleMode); texture.baseTexture.resolution = resolution; canvasBuffer.context.scale(resolution, resolution); canvasBuffer.context.translate(-bounds.x,-bounds.y); core.CanvasGraphics.renderGraphics(this, canvasBuffer.context); return texture; }; /** * Renders the object using the WebGL renderer * * @method _renderWebGL * @param renderSession {RenderSession} * @private */ 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 || this.alpha <= 0 || this.isMask === true) { return; } if (this._cacheAsBitmap) { if (this.dirty || this.cachedSpriteDirty) { this._generateCachedSprite(); // we will also need to update the texture on the gpu too! this.updateCachedSpriteTexture(); this.cachedSpriteDirty = false; this.dirty = false; } this._cachedSprite.worldAlpha = this.worldAlpha; core.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 = blendModesWebGL[renderSession.spriteBatch.currentBlendMode]; renderSession.spriteBatch.gl.blendFunc(blendModeWebGL[0], blendModeWebGL[1]); } // check if the webgl graphic needs to be updated if (this.glDirty) { this.dirty = true; this.glDirty = false; } core.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 */ 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 || this.alpha <= 0 || this.isMask === true) { return; } if (this._cacheAsBitmap) { if (this.dirty || this.cachedSpriteDirty) { this._generateCachedSprite(); // we will also need to update the texture this.updateCachedSpriteTexture(); this.cachedSpriteDirty = false; this.dirty = false; } this._cachedSprite.alpha = this.alpha; core.Sprite.prototype._renderCanvas.call(this._cachedSprite, renderSession); return; } else { var context = renderSession.context; var transform = this.worldTransform; if (this.blendMode !== renderSession.currentBlendMode) { renderSession.currentBlendMode = this.blendMode; context.globalCompositeOperation = 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 ); core.CanvasGraphics.renderGraphics(this, context); 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 * * @return {Rectangle} the rectangular bounding area */ Graphics.prototype.getBounds = function (matrix) { // return an empty object if the item is a mask! if (this.isMask) { return core.math.Rectangle.EMPTY; } if (this.dirty) { this.updateLocalBounds(); this.glDirty = true; this.cachedSpriteDirty = true; this.dirty = false; } var bounds = this._localBounds; var w0 = bounds.x; var w1 = bounds.width + bounds.x; var h0 = bounds.y; var h1 = bounds.height + bounds.y; var worldTransform = matrix || this.worldTransform; var a = worldTransform.a; var b = worldTransform.b; var c = worldTransform.c; 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; this._bounds.x = minX; this._bounds.width = maxX - minX; this._bounds.y = minY; this._bounds.height = maxY - minY; return this._bounds; }; /** * Update the bounds of the object * */ Graphics.prototype.updateLocalBounds = function () { var minX = Infinity; var maxX = -Infinity; var minY = Infinity; var maxY = -Infinity; if (this.graphicsData.length) { 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 === Graphics.RECT || type === Graphics.RREC) { 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 === 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 === 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; } } } } else { minX = 0; maxX = 0; minY = 0; maxY = 0; } var padding = this.boundsPadding; this._localBounds.x = minX - padding; this._localBounds.width = (maxX - minX) + padding * 2; this._localBounds.y = minY - padding; this._localBounds.height = (maxY - minY) + padding * 2; }; /** * Generates the cached sprite when the sprite has cacheAsBitmap = true * * @private */ Graphics.prototype._generateCachedSprite = function () { var bounds = this.getLocalBounds(); if (!this._cachedSprite) { var canvasBuffer = new core.CanvasBuffer(bounds.width, bounds.height); var texture = core.Texture.fromCanvas(canvasBuffer.canvas); this._cachedSprite = new core.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); // make sure we set the alpha of the graphics to 1 for the render.. this.worldAlpha = 1; // now render the graphic.. core.CanvasGraphics.renderGraphics(this, this._cachedSprite.buffer.context); this._cachedSprite.alpha = this.alpha; }; /** * Updates texture size based on canvas size * * @private */ Graphics.prototype.updateCachedSpriteTexture = function () { var cachedSprite = this._cachedSprite; var texture = cachedSprite.texture; var canvas = cachedSprite.buffer.canvas; texture.baseTexture.width = canvas.width; texture.baseTexture.height = canvas.height; texture.crop.width = texture.frame.width = canvas.width; texture.crop.height = texture.frame.height = canvas.height; cachedSprite._width = canvas.width; cachedSprite._height = canvas.height; // update the dirty base textures texture.baseTexture.dirty(); }; /** * Destroys a previous cached sprite. * */ Graphics.prototype.destroyCachedSprite = function () { this._cachedSprite.texture.destroy(true); // let the gc collect the unused sprite // TODO could be object pooled! this._cachedSprite = null; }; /** * Draws the given shape to this Graphics object. Can be any of Circle, Rectangle, Ellipse, Line or Polygon. * * @param {Circle|Rectangle|Ellipse|Line|Polygon} shape The Shape object to draw. * @return {GraphicsData} The generated GraphicsData object. */ 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 GraphicsData(this.lineWidth, this.lineColor, this.lineAlpha, this.fillColor, this.fillAlpha, this.filling, shape); this.graphicsData.push(data); if (data.type === Graphics.POLY) { data.shape.closed = this.filling; this.currentPath = data; } this.dirty = true; return data; }; /** * @static * @constant */ Graphics.POLY = 0; /** * @static * @constant */ Graphics.RECT = 1; /** * @static * @constant */ Graphics.CIRC = 2; /** * @static * @constant */ Graphics.ELIP = 3; /** * @static * @constant */ Graphics.RREC = 4; // REFACTOR: Move these to their classes, move types to central location. core.math.Polygon.prototype.type = Graphics.POLY; core.math.Rectangle.prototype.type = Graphics.RECT; core.math.Circle.prototype.type = Graphics.CIRC; core.math.Ellipse.prototype.type = Graphics.ELIP; core.math.RoundedRectangle.prototype.type = Graphics.RREC;