'use strict';
exports.__esModule = true;
var _const = require('../../../const');
function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } }
/**
* A set of functions used to handle masking.
*
* @class
* @memberof PIXI
*/
var CanvasMaskManager = function () {
/**
* @param {PIXI.CanvasRenderer} renderer - The canvas renderer.
*/
function CanvasMaskManager(renderer) {
_classCallCheck(this, CanvasMaskManager);
this.renderer = renderer;
}
/**
* This method adds it to the current stack of masks.
*
* @param {object} maskData - the maskData that will be pushed
*/
CanvasMaskManager.prototype.pushMask = function pushMask(maskData) {
var renderer = this.renderer;
renderer.context.save();
var cacheAlpha = maskData.alpha;
var transform = maskData.transform.worldTransform;
var 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;
};
/**
* Renders a PIXI.Graphics shape.
*
* @param {PIXI.Graphics} graphics - The object to render.
*/
CanvasMaskManager.prototype.renderGraphicsShape = function renderGraphicsShape(graphics) {
var context = this.renderer.context;
var len = graphics.graphicsData.length;
if (len === 0) {
return;
}
context.beginPath();
for (var i = 0; i < len; i++) {
var data = graphics.graphicsData[i];
var shape = data.shape;
if (data.type === _const.SHAPES.POLY) {
var points = shape.points;
context.moveTo(points[0], points[1]);
for (var 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
var w = shape.width * 2;
var h = shape.height * 2;
var x = shape.x - w / 2;
var y = shape.y - h / 2;
var kappa = 0.5522848;
var ox = w / 2 * kappa; // control point offset horizontal
var oy = h / 2 * kappa; // control point offset vertical
var xe = x + w; // x-end
var ye = y + h; // y-end
var xm = x + w / 2; // x-middle
var 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) {
var rx = shape.x;
var ry = shape.y;
var width = shape.width;
var height = shape.height;
var radius = shape.radius;
var 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 {PIXI.CanvasRenderer} renderer - The renderer context to use.
*/
CanvasMaskManager.prototype.popMask = function popMask(renderer) {
renderer.context.restore();
};
/**
* Destroys this canvas mask manager.
*
*/
CanvasMaskManager.prototype.destroy = function destroy() {
/* empty */
};
return CanvasMaskManager;
}();
exports.default = CanvasMaskManager;
//# sourceMappingURL=CanvasMaskManager.js.map