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pixi.js / src / core / renderers / canvas / utils / CanvasMaskManager.js
@Steffen Bär Steffen Bär on 24 Sep 2016 5 KB Prefer const (#3002)
import CONST from '../../../const';

/**
 * A set of functions used to handle masking.
 *
 * @class
 * @memberof PIXI
 */
class CanvasMaskManager
{
    constructor(renderer)
    {
        this.renderer = renderer;
    }

    /**
     * This method adds it to the current stack of masks.
     *
     * @param maskData {object} the maskData that will be pushed
     */
    pushMask(maskData)
    {
        const renderer = this.renderer;

        renderer.context.save();

        const cacheAlpha = maskData.alpha;
        const transform = maskData.transform.worldTransform;
        const resolution = renderer.resolution;

        renderer.context.setTransform(
            transform.a * resolution,
            transform.b * resolution,
            transform.c * resolution,
            transform.d * resolution,
            transform.tx * resolution,
            transform.ty * resolution
        );

        //TODO suport sprite alpha masks??
        //lots of effort required. If demand is great enough..
        if(!maskData._texture)
        {
            this.renderGraphicsShape(maskData);
            renderer.context.clip();
        }

        maskData.worldAlpha = cacheAlpha;
    }

    renderGraphicsShape(graphics)
    {
        const context = this.renderer.context;
        const len = graphics.graphicsData.length;

        if (len === 0)
        {
            return;
        }

        context.beginPath();

        for (let i = 0; i < len; i++)
        {
            const data = graphics.graphicsData[i];
            const shape = data.shape;

            if (data.type === CONST.SHAPES.POLY)
            {

                const points = shape.points;

                context.moveTo(points[0], points[1]);

                for (let j=1; j < points.length/2; j++)
                {
                    context.lineTo(points[j * 2], points[j * 2 + 1]);
                }

                // if the first and last point are the same close the path - much neater :)
                if (points[0] === points[points.length-2] && points[1] === points[points.length-1])
                {
                    context.closePath();
                }

            }
            else if (data.type === CONST.SHAPES.RECT)
            {
                context.rect(shape.x, shape.y, shape.width, shape.height);
                context.closePath();
            }
            else if (data.type === CONST.SHAPES.CIRC)
            {
                // TODO - need to be Undefined!
                context.arc(shape.x, shape.y, shape.radius, 0, 2 * Math.PI);
                context.closePath();
            }
            else if (data.type === CONST.SHAPES.ELIP)
            {

                // ellipse code taken from: http://stackoverflow.com/questions/2172798/how-to-draw-an-oval-in-html5-canvas

                const w = shape.width * 2;
                const h = shape.height * 2;

                const x = shape.x - w/2;
                const y = shape.y - h/2;

                const kappa = 0.5522848,
                    ox = (w / 2) * kappa, // control point offset horizontal
                    oy = (h / 2) * kappa, // control point offset vertical
                    xe = x + w,           // x-end
                    ye = y + h,           // y-end
                    xm = x + w / 2,       // x-middle
                    ym = y + h / 2;       // y-middle

                context.moveTo(x, ym);
                context.bezierCurveTo(x, ym - oy, xm - ox, y, xm, y);
                context.bezierCurveTo(xm + ox, y, xe, ym - oy, xe, ym);
                context.bezierCurveTo(xe, ym + oy, xm + ox, ye, xm, ye);
                context.bezierCurveTo(xm - ox, ye, x, ym + oy, x, ym);
                context.closePath();
            }
            else if (data.type === CONST.SHAPES.RREC)
            {

                const rx = shape.x;
                const ry = shape.y;
                const width = shape.width;
                const height = shape.height;
                let radius = shape.radius;

                const maxRadius = Math.min(width, height) / 2 | 0;
                radius = radius > maxRadius ? maxRadius : radius;

                context.moveTo(rx, ry + radius);
                context.lineTo(rx, ry + height - radius);
                context.quadraticCurveTo(rx, ry + height, rx + radius, ry + height);
                context.lineTo(rx + width - radius, ry + height);
                context.quadraticCurveTo(rx + width, ry + height, rx + width, ry + height - radius);
                context.lineTo(rx + width, ry + radius);
                context.quadraticCurveTo(rx + width, ry, rx + width - radius, ry);
                context.lineTo(rx + radius, ry);
                context.quadraticCurveTo(rx, ry, rx, ry + radius);
                context.closePath();
            }
        }
    }

    /**
     * Restores the current drawing context to the state it was before the mask was applied.
     *
     * @param renderer {PIXI.WebGLRenderer|PIXI.CanvasRenderer} The renderer context to use.
     */
    popMask(renderer)
    {
        renderer.context.restore();
    }

    destroy()
    {}
}

export default CanvasMaskManager;