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pixi.js / src / pixi / display / DisplayObject.js
@Mat Groves Mat Groves on 29 Sep 2013 12 KB FIlters Added.. again!
/**
 * @author Mat Groves http://matgroves.com/ @Doormat23
 */

/**
 * The base class for all objects that are rendered on the screen.
 *
 * @class DisplayObject
 * @constructor
 */
PIXI.DisplayObject = function()
{
	this.last = this;
	this.first = this;
	/**
	 * The coordinate of the object relative to the local coordinates of the parent.
	 *
	 * @property position
	 * @type Point
	 */
	this.position = new PIXI.Point();

	/**
	 * The scale factor of the object.
	 *
	 * @property scale
	 * @type Point
	 */
	this.scale = new PIXI.Point(1,1);//{x:1, y:1};

	/**
	 * The pivot point of the displayObject that it rotates around
	 *
	 * @property pivot
	 * @type Point
	 */
	this.pivot = new PIXI.Point(0,0);

	/**
	 * The rotation of the object in radians.
	 *
	 * @property rotation
	 * @type Number
	 */
	this.rotation = 0;

	/**
	 * The opacity of the object.
	 *
	 * @property alpha
	 * @type Number
	 */	
	this.alpha = 1;

	/**
	 * The visibility of the object.
	 *
	 * @property visible
	 * @type Boolean
	 */	
	this.visible = true;

	/**
	 * This is the defined area that will pick up mouse / touch events. It is null by default.
	 * Setting it is a neat way of optimising the hitTest function that the interactionManager will use (as it will not need to hit test all the children)
	 *
	 * @property hitArea
	 * @type Rectangle|Circle|Ellipse|Polygon
	 */	
	this.hitArea = null;

	/**
	 * This is used to indicate if the displayObject should display a mouse hand cursor on rollover
	 *
	 * @property buttonMode
	 * @type Boolean
	 */
	this.buttonMode = false;

	/**
	 * Can this object be rendered
	 *
	 * @property renderable
	 * @type Boolean
	 */
	this.renderable = false;

	/**
	 * [read-only] The display object container that contains this display object.
	 *
	 * @property parent
	 * @type DisplayObjectContainer
	 * @readOnly
	 */	
	this.parent = null;

	/**
	 * [read-only] The stage the display object is connected to, or undefined if it is not connected to the stage.
	 *
	 * @property stage
	 * @type Stage
	 * @readOnly
	 */	
	this.stage = null;

	/**
	 * [read-only] The multiplied alpha of the displayobject
	 *
	 * @property worldAlpha
	 * @type Number
	 * @readOnly
	 */
	this.worldAlpha = 1;

	/**
	 * [read-only] Whether or not the object is interactive, do not toggle directly! use the `interactive` property
	 *
	 * @property _interactive
	 * @type Boolean
	 * @readOnly
	 * @private
	 */
	this._interactive = false;

	/**
	 * [read-only] Current transform of the object based on world (parent) factors
	 *
	 * @property worldTransform
	 * @type Mat3
	 * @readOnly
	 * @private
	 */
	this.worldTransform = PIXI.mat3.create()//mat3.identity();

	/**
	 * [read-only] Current transform of the object locally
	 *
	 * @property localTransform
	 * @type Mat3
	 * @readOnly
	 * @private
	 */
	this.localTransform = PIXI.mat3.create()//mat3.identity();

	/**
	 * [NYI] Unkown
	 *
	 * @property color
	 * @type Array<>
	 * @private
	 */
	this.color = [];

	/**
	 * [NYI] Holds whether or not this object is dynamic, for rendering optimization
	 *
	 * @property dynamic
	 * @type Boolean
	 * @private
	 */
	this.dynamic = true;

	// chach that puppy!
	this._sr = 0;
	this._cr = 1;

	/*
	 * MOUSE Callbacks
	 */

	/**
	 * A callback that is used when the users clicks on the displayObject with their mouse
	 * @method click
	 * @param interactionData {InteractionData}
	 */

	/**
	 * A callback that is used when the user clicks the mouse down over the sprite
	 * @method mousedown
	 * @param interactionData {InteractionData}
	 */

	/**
	 * A callback that is used when the user releases the mouse that was over the displayObject
	 * for this callback to be fired the mouse must have been pressed down over the displayObject
	 * @method mouseup
	 * @param interactionData {InteractionData}
	 */

	/**
	 * A callback that is used when the user releases the mouse that was over the displayObject but is no longer over the displayObject
	 * for this callback to be fired, The touch must have started over the displayObject
	 * @method mouseupoutside
	 * @param interactionData {InteractionData}
	 */

	/**
	 * A callback that is used when the users mouse rolls over the displayObject
	 * @method mouseover
	 * @param interactionData {InteractionData}
	 */

	/**
	 * A callback that is used when the users mouse leaves the displayObject
	 * @method mouseout
	 * @param interactionData {InteractionData}
	 */


	/*
	 * TOUCH Callbacks
	 */

	/**
	 * A callback that is used when the users taps on the sprite with their finger
	 * basically a touch version of click
	 * @method tap
	 * @param interactionData {InteractionData}
	 */

	/**
	 * A callback that is used when the user touch's over the displayObject
	 * @method touchstart
	 * @param interactionData {InteractionData}
	 */

	/**
	 * A callback that is used when the user releases a touch over the displayObject
	 * @method touchend
	 * @param interactionData {InteractionData}
	 */

	/**
	 * A callback that is used when the user releases the touch that was over the displayObject
	 * for this callback to be fired, The touch must have started over the sprite
	 * @method touchendoutside
	 * @param interactionData {InteractionData}
	 */
}

// constructor
PIXI.DisplayObject.prototype.constructor = PIXI.DisplayObject;

/**
 * [Deprecated] Indicates if the sprite will have touch and mouse interactivity. It is false by default
 * Instead of using this function you can now simply set the interactive property to true or false
 *
 * @method setInteractive
 * @param interactive {Boolean}
 * @deprecated Simply set the `interactive` property directly
 */
PIXI.DisplayObject.prototype.setInteractive = function(interactive)
{
	this.interactive = interactive;
}

/**
 * Indicates if the sprite will have touch and mouse interactivity. It is false by default
 *
 * @property interactive
 * @type Boolean
 * @default false
 */
Object.defineProperty(PIXI.DisplayObject.prototype, 'interactive', {
    get: function() {
        return this._interactive;
    },
    set: function(value) {
    	this._interactive = value;
    	
    	// TODO more to be done here..
		// need to sort out a re-crawl!
		if(this.stage)this.stage.dirty = true;
    }
});

/**
 * Sets a mask for the displayObject. A mask is an object that limits the visibility of an object to the shape of the mask applied to it.
 * In PIXI a regular mask must be a PIXI.Ggraphics object. This allows for much faster masking in canvas as it utilises shape clipping.
 * To remove a mask, set this property to null.
 *
 * @property mask
 * @type Graphics
 */
Object.defineProperty(PIXI.DisplayObject.prototype, 'mask', {
    get: function() {
        return this._mask;
    },
    set: function(value) {
    	
    	
        if(value)
        {
        	if(this._mask)
	    	{
	    		value.start = this._mask.start;
	    		value.end = this._mask.end;
	    	}
    		else
    		{
		        this.addFilter(value);
		        value.renderable = false;
    		}
        }
        else
        {
        	 this.removeFilter(this._mask);
			 this._mask.renderable = true;
        }
        
        this._mask = value;
    }
});

/**
 * Sets the filters for the displayObject. Currently there's a few limitations.
 * 1: At the moment only one filter can be applied at a time.. 
 * 2: They cannot be nested.
 * 3: There's no padding yet.
 * 4: this is a webGL only feature.
 * @property filters
 * @type Array
 */
Object.defineProperty(PIXI.DisplayObject.prototype, 'filters', {
    get: function() {
        return this._filters;
    },
    set: function(value) {
    	
        //if(value == )
        if(value)
        {
        	if(this._filters)this.removeFilter(this._filters);
	        this.addFilter(value)
        }
        else
        {
        	if(this._filters)this.removeFilter(this._filters);
        }
        
        this._filters = value;
    }
});

/*
 * Adds a filter to this displayObject
 *
 * @method addFilter
 * @param mask {Graphics} the graphics object to use as a filter
 * @private
 */
PIXI.DisplayObject.prototype.addFilter = function(data)
{
	//if(this.filter)return;
	//this.filter = true;
	
	// insert a filter block..
	// TODO Onject pool thease bad boys..
	var start = new PIXI.FilterBlock();
	var end = new PIXI.FilterBlock();
	
	data.start = start;
	data.end = end;
	
	start.data = data;
	end.data = data;
	
	start.first = start.last =  this;
	end.first = end.last = this;
	
	start.open = true;
	
	/*
	 * insert start
	 */
	
	var childFirst = start
	var childLast = start
	var nextObject;
	var previousObject;
		
	previousObject = this.first._iPrev;
	
	if(previousObject)
	{
		nextObject = previousObject._iNext;
		childFirst._iPrev = previousObject;
		previousObject._iNext = childFirst;		
	}
	else
	{
		nextObject = this;
	}	
	
	if(nextObject)
	{
		nextObject._iPrev = childLast;
		childLast._iNext = nextObject;
	}
	
	
	// now insert the end filter block..
	
	/*
	 * insert end filter
	 */
	var childFirst = end
	var childLast = end
	var nextObject = null;
	var previousObject = null;
		
	previousObject = this.last;
	nextObject = previousObject._iNext;
	
	if(nextObject)
	{
		nextObject._iPrev = childLast;
		childLast._iNext = nextObject;
	}
	
	childFirst._iPrev = previousObject;
	previousObject._iNext = childFirst;	
	
	var updateLast = this;
	
	var prevLast = this.last;
	while(updateLast)
	{
		if(updateLast.last == prevLast)
		{
			updateLast.last = end;
		}
		updateLast = updateLast.parent;
	}
	
	this.first = start;
	
	// if webGL...
	if(this.__renderGroup)
	{
		this.__renderGroup.addFilterBlocks(start, end);
	}
	
}

/*
 * Removes the filter to this displayObject
 *
 * @method removeFilter
 * @private
 */
PIXI.DisplayObject.prototype.removeFilter = function(data)
{
	//if(!this.filter)return;
	//this.filter = false;
	console.log("YUOIO")
	// modify the list..
	var startBlock = data.start;
	
	
	var nextObject = startBlock._iNext;
	var previousObject = startBlock._iPrev;
		
	if(nextObject)nextObject._iPrev = previousObject;
	if(previousObject)previousObject._iNext = nextObject;		
	
	this.first = startBlock._iNext;
	
	// remove the end filter
	var lastBlock = data.end;
	
	var nextObject = lastBlock._iNext;
	var previousObject = lastBlock._iPrev;
		
	if(nextObject)nextObject._iPrev = previousObject;
	previousObject._iNext = nextObject;		
	
	// this is always true too!
	var tempLast =  lastBlock._iPrev;	
	// need to make sure the parents last is updated too
	var updateLast = this;
	while(updateLast.last == lastBlock)
	{
		updateLast.last = tempLast;
		updateLast = updateLast.parent;
		if(!updateLast)break;
	}
	
	// if webGL...
	if(this.__renderGroup)
	{
		this.__renderGroup.removeFilterBlocks(startBlock, lastBlock);
	}
}

/*
 * Updates the object transform for rendering
 *
 * @method updateTransform
 * @private
 */
PIXI.DisplayObject.prototype.updateTransform = function()
{
	// TODO OPTIMIZE THIS!! with dirty
	if(this.rotation !== this.rotationCache)
	{
		this.rotationCache = this.rotation;
		this._sr =  Math.sin(this.rotation);
		this._cr =  Math.cos(this.rotation);
	}	
	
	var localTransform = this.localTransform;
	var parentTransform = this.parent.worldTransform;
	var worldTransform = this.worldTransform;
	//console.log(localTransform)
	localTransform[0] = this._cr * this.scale.x;
	localTransform[1] = -this._sr * this.scale.y
	localTransform[3] = this._sr * this.scale.x;
	localTransform[4] = this._cr * this.scale.y;
	
	// TODO --> do we even need a local matrix???
	
	var px = this.pivot.x;
	var py = this.pivot.y;
   	
    // Cache the matrix values (makes for huge speed increases!)
    var a00 = localTransform[0], a01 = localTransform[1], a02 = this.position.x - localTransform[0] * px - py * localTransform[1],
        a10 = localTransform[3], a11 = localTransform[4], a12 = this.position.y - localTransform[4] * py - px * localTransform[3],

        b00 = parentTransform[0], b01 = parentTransform[1], b02 = parentTransform[2],
        b10 = parentTransform[3], b11 = parentTransform[4], b12 = parentTransform[5];

	localTransform[2] = a02
	localTransform[5] = a12
	
    worldTransform[0] = b00 * a00 + b01 * a10;
    worldTransform[1] = b00 * a01 + b01 * a11;
    worldTransform[2] = b00 * a02 + b01 * a12 + b02;

    worldTransform[3] = b10 * a00 + b11 * a10;
    worldTransform[4] = b10 * a01 + b11 * a11;
    worldTransform[5] = b10 * a02 + b11 * a12 + b12;

	// because we are using affine transformation, we can optimise the matrix concatenation process.. wooo!
	// mat3.multiply(this.localTransform, this.parent.worldTransform, this.worldTransform);
	this.worldAlpha = this.alpha * this.parent.worldAlpha;
	
	this.vcount = PIXI.visibleCount;

}

PIXI.visibleCount = 0;