'use strict';
exports.__esModule = true;
var _createClass = function () { function defineProperties(target, props) { for (var i = 0; i < props.length; i++) { var descriptor = props[i]; descriptor.enumerable = descriptor.enumerable || false; descriptor.configurable = true; if ("value" in descriptor) descriptor.writable = true; Object.defineProperty(target, descriptor.key, descriptor); } } return function (Constructor, protoProps, staticProps) { if (protoProps) defineProperties(Constructor.prototype, protoProps); if (staticProps) defineProperties(Constructor, staticProps); return Constructor; }; }();
var _math = require('../math');
var _utils = require('../utils');
var _const = require('../const');
var _Texture = require('../textures/Texture');
var _Texture2 = _interopRequireDefault(_Texture);
var _Container2 = require('../display/Container');
var _Container3 = _interopRequireDefault(_Container2);
function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; }
function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } }
function _possibleConstructorReturn(self, call) { if (!self) { throw new ReferenceError("this hasn't been initialised - super() hasn't been called"); } return call && (typeof call === "object" || typeof call === "function") ? call : self; }
function _inherits(subClass, superClass) { if (typeof superClass !== "function" && superClass !== null) { throw new TypeError("Super expression must either be null or a function, not " + typeof superClass); } subClass.prototype = Object.create(superClass && superClass.prototype, { constructor: { value: subClass, enumerable: false, writable: true, configurable: true } }); if (superClass) Object.setPrototypeOf ? Object.setPrototypeOf(subClass, superClass) : subClass.__proto__ = superClass; }
var 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
* let sprite = new PIXI.Sprite.fromImage('assets/image.png');
* ```
*
* @class
* @extends PIXI.Container
* @memberof PIXI
*/
var Sprite = function (_Container) {
_inherits(Sprite, _Container);
/**
* @param {PIXI.Texture} texture - The texture for this sprite
*/
function Sprite(texture) {
_classCallCheck(this, Sprite);
/**
* 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}
* @private
*/
var _this = _possibleConstructorReturn(this, _Container.call(this));
_this._anchor = new _math.ObservablePoint(_this._onAnchorUpdate, _this);
/**
* The texture that the sprite is using
*
* @private
* @member {PIXI.Texture}
*/
_this._texture = null;
/**
* The width of the sprite (this is initially set by the texture)
*
* @private
* @member {number}
*/
_this._width = 0;
/**
* The height of the sprite (this is initially set by the texture)
*
* @private
* @member {number}
*/
_this._height = 0;
/**
* The tint applied to the sprite. This is a hex value. A value of 0xFFFFFF will remove any tint effect.
*
* @private
* @member {number}
* @default 0xFFFFFF
*/
_this._tint = null;
_this._tintRGB = null;
_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.Filter|PIXI.Shader}
*/
_this.shader = null;
/**
* An internal cached value of the tint.
*
* @private
* @member {number}
* @default 0xFFFFFF
*/
_this.cachedTint = 0xFFFFFF;
// call texture setter
_this.texture = texture || _Texture2.default.EMPTY;
/**
* this is used to store the vertex data of the sprite (basically a quad)
*
* @private
* @member {Float32Array}
*/
_this.vertexData = new Float32Array(8);
/**
* This is used to calculate the bounds of the object IF it is a trimmed sprite
*
* @private
* @member {Float32Array}
*/
_this.vertexTrimmedData = null;
_this._transformID = -1;
_this._textureID = -1;
_this._transformTrimmedID = -1;
_this._textureTrimmedID = -1;
/**
* Plugin that is responsible for rendering this element.
* Allows to customize the rendering process without overriding '_renderWebGL' & '_renderCanvas' methods.
*
* @member {string}
* @default 'sprite'
*/
_this.pluginName = 'sprite';
return _this;
}
/**
* When the texture is updated, this event will fire to update the scale and frame
*
* @private
*/
Sprite.prototype._onTextureUpdate = function _onTextureUpdate() {
this._textureID = -1;
this._textureTrimmedID = -1;
// so if _width is 0 then width was not set..
if (this._width) {
this.scale.x = (0, _utils.sign)(this.scale.x) * this._width / this._texture.orig.width;
}
if (this._height) {
this.scale.y = (0, _utils.sign)(this.scale.y) * this._height / this._texture.orig.height;
}
};
/**
* Called when the anchor position updates.
*
* @private
*/
Sprite.prototype._onAnchorUpdate = function _onAnchorUpdate() {
this._transformID = -1;
this._transformTrimmedID = -1;
};
/**
* calculates worldTransform * vertices, store it in vertexData
*/
Sprite.prototype.calculateVertices = function calculateVertices() {
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;
var wt = this.transform.worldTransform;
var a = wt.a;
var b = wt.b;
var c = wt.c;
var d = wt.d;
var tx = wt.tx;
var ty = wt.ty;
var vertexData = this.vertexData;
var trim = texture.trim;
var orig = texture.orig;
var anchor = this._anchor;
var w0 = 0;
var w1 = 0;
var h0 = 0;
var h1 = 0;
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 - anchor._x * orig.width;
w0 = w1 + trim.width;
h1 = trim.y - anchor._y * orig.height;
h0 = h1 + trim.height;
} else {
w1 = -anchor._x * orig.width;
w0 = w1 + orig.width;
h1 = -anchor._y * orig.height;
h0 = h1 + orig.height;
}
// 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;
};
/**
* calculates worldTransform * vertices for a non texture with a trim. store it in vertexTrimmedData
* This is used to ensure that the true width and height of a trimmed texture is respected
*/
Sprite.prototype.calculateTrimmedVertices = function calculateTrimmedVertices() {
if (!this.vertexTrimmedData) {
this.vertexTrimmedData = new Float32Array(8);
} else if (this._transformTrimmedID === this.transform._worldID && this._textureTrimmedID === this._texture._updateID) {
return;
}
this._transformTrimmedID = this.transform._worldID;
this._textureTrimmedID = this._texture._updateID;
// lets do some special trim code!
var texture = this._texture;
var vertexData = this.vertexTrimmedData;
var orig = texture.orig;
var anchor = this._anchor;
// lets calculate the new untrimmed bounds..
var wt = this.transform.worldTransform;
var a = wt.a;
var b = wt.b;
var c = wt.c;
var d = wt.d;
var tx = wt.tx;
var ty = wt.ty;
var w1 = -anchor._x * orig.width;
var w0 = w1 + orig.width;
var h1 = -anchor._y * orig.height;
var h0 = h1 + orig.height;
// 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;
};
/**
*
* Renders the object using the WebGL renderer
*
* @private
* @param {PIXI.WebGLRenderer} renderer - The webgl renderer to use.
*/
Sprite.prototype._renderWebGL = function _renderWebGL(renderer) {
this.calculateVertices();
renderer.setObjectRenderer(renderer.plugins[this.pluginName]);
renderer.plugins[this.pluginName].render(this);
};
/**
* Renders the object using the Canvas renderer
*
* @private
* @param {PIXI.CanvasRenderer} renderer - The renderer
*/
Sprite.prototype._renderCanvas = function _renderCanvas(renderer) {
renderer.plugins[this.pluginName].render(this);
};
/**
* Updates the bounds of the sprite.
*
* @private
*/
Sprite.prototype._calculateBounds = function _calculateBounds() {
var trim = this._texture.trim;
var orig = this._texture.orig;
// First lets check to see if the current texture has a trim..
if (!trim || trim.width === orig.width && trim.height === orig.height) {
// no trim! lets use the usual calculations..
this.calculateVertices();
this._bounds.addQuad(this.vertexData);
} else {
// lets calculate a special trimmed bounds...
this.calculateTrimmedVertices();
this._bounds.addQuad(this.vertexTrimmedData);
}
};
/**
* Gets the local bounds of the sprite object.
*
* @param {PIXI.Rectangle} rect - The output rectangle.
* @return {PIXI.Rectangle} The bounds.
*/
Sprite.prototype.getLocalBounds = function getLocalBounds(rect) {
// we can do a fast local bounds if the sprite has no children!
if (this.children.length === 0) {
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 * (1 - this._anchor._x);
this._bounds.maxY = this._texture.orig.height * (1 - this._anchor._x);
if (!rect) {
if (!this._localBoundsRect) {
this._localBoundsRect = new _math.Rectangle();
}
rect = this._localBoundsRect;
}
return this._bounds.getRectangle(rect);
}
return _Container.prototype.getLocalBounds.call(this, rect);
};
/**
* Tests if a point is inside this sprite
*
* @param {PIXI.Point} point - the point to test
* @return {boolean} the result of the test
*/
Sprite.prototype.containsPoint = function containsPoint(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 = 0;
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 {object|boolean} [options] - Options parameter. A boolean will act as if all options
* have been set to that value
* @param {boolean} [options.children=false] - if set to true, all the children will have their destroy
* method called as well. 'options' will be passed on to those calls.
* @param {boolean} [options.texture=false] - Should it destroy the current texture of the sprite as well
* @param {boolean} [options.baseTexture=false] - Should it destroy the base texture of the sprite as well
*/
Sprite.prototype.destroy = function destroy(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.Sprite} The newly created sprite
*/
Sprite.from = function from(source) {
return new Sprite(_Texture2.default.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 {string} frameId - 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 fromFrame(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 {string} imageId - The image url of the texture
* @param {boolean} [crossorigin=(auto)] - if you want to specify the cross-origin parameter
* @param {number} [scaleMode=PIXI.settings.SCALE_MODE] - 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 fromImage(imageId, crossorigin, scaleMode) {
return new Sprite(_Texture2.default.fromImage(imageId, crossorigin, scaleMode));
};
/**
* The width of the sprite, setting this will actually modify the scale to achieve the value set
*
* @member {number}
*/
_createClass(Sprite, [{
key: 'width',
get: function get() {
return Math.abs(this.scale.x) * this._texture.orig.width;
},
set: function set(value) // eslint-disable-line require-jsdoc
{
var s = (0, _utils.sign)(this.scale.x) || 1;
this.scale.x = s * 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}
*/
}, {
key: 'height',
get: function get() {
return Math.abs(this.scale.y) * this._texture.orig.height;
},
set: function set(value) // eslint-disable-line require-jsdoc
{
var s = (0, _utils.sign)(this.scale.y) || 1;
this.scale.y = s * value / this._texture.orig.height;
this._height = value;
}
/**
* 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}
*/
}, {
key: 'anchor',
get: function get() {
return this._anchor;
},
set: function set(value) // eslint-disable-line require-jsdoc
{
this._anchor.copy(value);
}
/**
* The tint applied to the sprite. This is a hex value.
* A value of 0xFFFFFF will remove any tint effect.
*
* @member {number}
* @default 0xFFFFFF
*/
}, {
key: 'tint',
get: function get() {
return this._tint;
},
set: function set(value) // eslint-disable-line require-jsdoc
{
this._tint = value;
this._tintRGB = (value >> 16) + (value & 0xff00) + ((value & 0xff) << 16);
}
/**
* The texture that the sprite is using
*
* @member {PIXI.Texture}
*/
}, {
key: 'texture',
get: function get() {
return this._texture;
},
set: function set(value) // eslint-disable-line require-jsdoc
{
if (this._texture === value) {
return;
}
this._texture = value;
this.cachedTint = 0xFFFFFF;
this._textureID = -1;
this._textureTrimmedID = -1;
if (value) {
// wait for the texture to load
if (value.baseTexture.hasLoaded) {
this._onTextureUpdate();
} else {
value.once('update', this._onTextureUpdate, this);
}
}
}
}]);
return Sprite;
}(_Container3.default);
exports.default = Sprite;
//# sourceMappingURL=Sprite.js.map