'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