/** * @author Mat Groves http://matgroves.com/ @Doormat23 */ /** * The Graphics class contains a set of methods that you can use to create primitive shapes and lines. * It is important to know that with the webGL renderer only simple polygons can be filled at this stage * Complex polygons will not be filled. Heres an example of a complex polygon: http://www.goodboydigital.com/wp-content/uploads/2013/06/complexPolygon.png * * @class Graphics * @extends DisplayObjectContainer * @constructor */ PIXI.Graphics = function() { PIXI.DisplayObjectContainer.call( this ); this.renderable = true; /** * The alpha of the fill of this graphics object * * @property fillAlpha * @type Number */ this.fillAlpha = 1; /** * The width of any lines drawn * * @property lineWidth * @type Number */ this.lineWidth = 0; /** * The color of any lines drawn * * @property lineColor * @type String */ this.lineColor = "black"; /** * Graphics data * * @property graphicsData * @type Array * @private */ this.graphicsData = []; /** * The tint applied to the graphic shape. This is a hex value * * @property tint * @type Number * @default 0xFFFFFF */ this.tint = 0xFFFFFF;// * Math.random(); /** * The blend mode to be applied to the graphic shape * * @property blendMode * @type Number * @default PIXI.blendModes.NORMAL; */ this.blendMode = PIXI.blendModes.NORMAL; /** * Current path * * @property currentPath * @type Object * @private */ this.currentPath = {points:[]}; /** * Array containing some WebGL-related properties used by the WebGL renderer * * @property _webGL * @type Array * @private */ this._webGL = []; /** * Whether this shape is being used as a mask * * @property isMask * @type isMask */ this.isMask = false; /** * The bounds of the graphic shape as rectangle object * * @property bounds * @type Rectangle */ this.bounds = null; /** * the bounds' padding used for bounds calculation * * @property boundsPadding * @type Number */ this.boundsPadding = 10; /** * Used to detect if the graphics object has changed if this is set to true then the graphics object will be recalculated * * @type {Boolean} */ this.dirty = true }; // constructor PIXI.Graphics.prototype = Object.create( PIXI.DisplayObjectContainer.prototype ); PIXI.Graphics.prototype.constructor = PIXI.Graphics; /** * If cacheAsBitmap is true the graphics object will then 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 * It is also usful as the graphics object will always be antialiased because it will be rendered using canvas * Not recommended if you are constanly redrawing the graphics element. * * @property cacheAsBitmap * @default false * @type Boolean * @private */ Object.defineProperty(PIXI.Graphics.prototype, "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. * * @method lineStyle * @param lineWidth {Number} width of the line to draw, will update the object's stored style * @param color {Number} color of the line to draw, will update the object's stored style * @param alpha {Number} alpha of the line to draw, will update the object's stored style */ PIXI.Graphics.prototype.lineStyle = function(lineWidth, color, alpha) { if (!this.currentPath.points.length) this.graphicsData.pop(); this.lineWidth = lineWidth || 0; this.lineColor = color || 0; this.lineAlpha = (arguments.length < 3) ? 1 : alpha; this.currentPath = {lineWidth:this.lineWidth, lineColor:this.lineColor, lineAlpha:this.lineAlpha, fillColor:this.fillColor, fillAlpha:this.fillAlpha, fill:this.filling, points:[], type:PIXI.Graphics.POLY}; this.graphicsData.push(this.currentPath); return this; }; /** * Moves the current drawing position to (x, y). * * @method moveTo * @param x {Number} the X coordinate to move to * @param y {Number} the Y coordinate to move to */ PIXI.Graphics.prototype.moveTo = function(x, y) { if (!this.currentPath.points.length) this.graphicsData.pop(); this.currentPath = this.currentPath = {lineWidth:this.lineWidth, lineColor:this.lineColor, lineAlpha:this.lineAlpha, fillColor:this.fillColor, fillAlpha:this.fillAlpha, fill:this.filling, points:[], type:PIXI.Graphics.POLY}; this.currentPath.points.push(x, y); this.graphicsData.push(this.currentPath); 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). * * @method lineTo * @param x {Number} the X coordinate to draw to * @param y {Number} the Y coordinate to draw to */ PIXI.Graphics.prototype.lineTo = function(x, y) { this.currentPath.points.push(x, y); this.dirty = true; 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). * * @method lineTo * @param x {Number} the X coordinate to draw to * @param y {Number} the Y coordinate to draw to */ PIXI.Graphics.prototype.drawPath = function(path) { if (!this.currentPath.points.length) this.graphicsData.pop(); this.currentPath = this.currentPath = {lineWidth:this.lineWidth, lineColor:this.lineColor, lineAlpha:this.lineAlpha, fillColor:this.fillColor, fillAlpha:this.fillAlpha, fill:this.filling, points:[], type:PIXI.Graphics.POLY}; this.graphicsData.push(this.currentPath); this.currentPath.points = this.currentPath.points.concat(path); 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. * * @method beginFill * @param color {Number} the color of the fill * @param alpha {Number} the alpha of the fill */ PIXI.Graphics.prototype.beginFill = function(color, alpha) { this.filling = true; this.fillColor = color || 0; this.fillAlpha = (arguments.length < 2) ? 1 : alpha; return this; }; /** * Applies a fill to the lines and shapes that were added since the last call to the beginFill() method. * * @method endFill */ PIXI.Graphics.prototype.endFill = function() { this.filling = false; this.fillColor = null; this.fillAlpha = 1; return this; }; /** * @method drawRect * * @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 */ PIXI.Graphics.prototype.drawRect = function( x, y, width, height ) { if (!this.currentPath.points.length) this.graphicsData.pop(); this.currentPath = {lineWidth:this.lineWidth, lineColor:this.lineColor, lineAlpha:this.lineAlpha, fillColor:this.fillColor, fillAlpha:this.fillAlpha, fill:this.filling, points:[x, y, width, height], type:PIXI.Graphics.RECT}; this.graphicsData.push(this.currentPath); this.dirty = true; return this; }; /** * Draws a circle. * * @method drawCircle * @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 */ PIXI.Graphics.prototype.drawCircle = function( x, y, radius) { if (!this.currentPath.points.length) this.graphicsData.pop(); this.currentPath = {lineWidth:this.lineWidth, lineColor:this.lineColor, lineAlpha:this.lineAlpha, fillColor:this.fillColor, fillAlpha:this.fillAlpha, fill:this.filling, points:[x, y, radius, radius], type:PIXI.Graphics.CIRC}; this.graphicsData.push(this.currentPath); this.dirty = true; return this; }; /** * Draws an ellipse. * * @method drawEllipse * @param x {Number} The X coordinate of the upper-left corner of the framing rectangle of this ellipse * @param y {Number} The Y coordinate of the upper-left corner of the framing rectangle of this ellipse * @param width {Number} The width of the ellipse * @param height {Number} The height of the ellipse */ PIXI.Graphics.prototype.drawEllipse = function( x, y, width, height) { if (!this.currentPath.points.length) this.graphicsData.pop(); this.currentPath = {lineWidth:this.lineWidth, lineColor:this.lineColor, lineAlpha:this.lineAlpha, fillColor:this.fillColor, fillAlpha:this.fillAlpha, fill:this.filling, points:[x, y, width, height], type:PIXI.Graphics.ELIP}; this.graphicsData.push(this.currentPath); this.dirty = true; return this; }; /** * Clears the graphics that were drawn to this Graphics object, and resets fill and line style settings. * * @method clear */ PIXI.Graphics.prototype.clear = function() { this.lineWidth = 0; this.filling = false; this.dirty = true; this.clearDirty = true; this.graphicsData = []; this.bounds = null; //new PIXI.Rectangle(); 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. * * @method generateTexture * @return {Texture} a texture of the graphics object */ PIXI.Graphics.prototype.generateTexture = function() { var bounds = this.getBounds(); var canvasBuffer = new PIXI.CanvasBuffer(bounds.width, bounds.height); var texture = PIXI.Texture.fromCanvas(canvasBuffer.canvas); canvasBuffer.context.translate(-bounds.x,-bounds.y); PIXI.CanvasGraphics.renderGraphics(this, canvasBuffer.context); return texture; }; /** * Renders the object using the WebGL renderer * * @method _renderWebGL * @param renderSession {RenderSession} * @private */ PIXI.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 === false || this.alpha === 0 || this.isMask === true)return; if(this._cacheAsBitmap) { if(this.dirty) { this._generateCachedSprite(); // we will also need to update the texture on the gpu too! PIXI.updateWebGLTexture(this._cachedSprite.texture.baseTexture, renderSession.gl); this.dirty = false; } this._cachedSprite.alpha = this.alpha; PIXI.Sprite.prototype._renderWebGL.call(this._cachedSprite, renderSession); return; } else { renderSession.spriteBatch.stop(); 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 = PIXI.blendModesWebGL[renderSession.spriteBatch.currentBlendMode]; renderSession.spriteBatch.gl.blendFunc(blendModeWebGL[0], blendModeWebGL[1]); } // for (var i = this.graphicsData.length - 1; i >= 0; i--) { // this.graphicsData[i] // }; PIXI.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 */ PIXI.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 === false || this.alpha === 0 || this.isMask === true)return; var context = renderSession.context; var transform = this.worldTransform; if(this.blendMode !== renderSession.currentBlendMode) { renderSession.currentBlendMode = this.blendMode; context.globalCompositeOperation = PIXI.blendModesCanvas[renderSession.currentBlendMode]; } context.setTransform(transform.a, transform.c, transform.b, transform.d, transform.tx, transform.ty); PIXI.CanvasGraphics.renderGraphics(this, context); // simple render children! for(var i=0, j=this.children.length; i<j; i++) { this.children[i]._renderCanvas(renderSession); } }; /** * Retrieves the bounds of the graphic shape as a rectangle object * * @method getBounds * @return {Rectangle} the rectangular bounding area */ PIXI.Graphics.prototype.getBounds = function( matrix ) { if(!this.bounds)this.updateBounds(); var w0 = this.bounds.x; var w1 = this.bounds.width + this.bounds.x; var h0 = this.bounds.y; var h1 = this.bounds.height + this.bounds.y; var worldTransform = matrix || this.worldTransform; var a = worldTransform.a; var b = worldTransform.c; var c = worldTransform.b; 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; var bounds = this._bounds; bounds.x = minX; bounds.width = maxX - minX; bounds.y = minY; bounds.height = maxY - minY; return bounds; }; /** * Update the bounds of the object * * @method updateBounds */ PIXI.Graphics.prototype.updateBounds = function() { var minX = Infinity; var maxX = -Infinity; var minY = Infinity; var maxY = -Infinity; var 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; points = data.points; if(type === PIXI.Graphics.RECT) { x = points[0] - lineWidth/2; y = points[1] - lineWidth/2; w = points[2] + lineWidth; h = points[3] + lineWidth; minX = x < minX ? x : minX; maxX = x + w > maxX ? x + w : maxX; minY = y < minY ? x : minY; maxY = y + h > maxY ? y + h : maxY; } else if(type === PIXI.Graphics.CIRC || type === PIXI.Graphics.ELIP) { x = points[0]; y = points[1]; w = points[2] + lineWidth/2; h = points[3] + 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 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; } } } var padding = this.boundsPadding; this.bounds = new PIXI.Rectangle(minX - padding, minY - padding, (maxX - minX) + padding * 2, (maxY - minY) + padding * 2); }; /** * Generates the cached sprite when the sprite has cacheAsBitmap = true * * @method _generateCachedSprite * @private */ PIXI.Graphics.prototype._generateCachedSprite = function() { var bounds = this.getLocalBounds(); if(!this._cachedSprite) { var canvasBuffer = new PIXI.CanvasBuffer(bounds.width, bounds.height); var texture = PIXI.Texture.fromCanvas(canvasBuffer.canvas); this._cachedSprite = new PIXI.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); PIXI.CanvasGraphics.renderGraphics(this, this._cachedSprite.buffer.context); this._cachedSprite.alpha = this.alpha; // this._cachedSprite.buffer.context.restore(); }; PIXI.Graphics.prototype.destroyCachedSprite = function() { this._cachedSprite.texture.destroy(true); // let the gc collect the unused sprite // TODO could be object pooled! this._cachedSprite = null; }; // SOME TYPES: PIXI.Graphics.POLY = 0; PIXI.Graphics.RECT = 1; PIXI.Graphics.CIRC = 2; PIXI.Graphics.ELIP = 3;