'use strict';
exports.__esModule = true;
var _CanvasRenderer = require('../../renderers/canvas/CanvasRenderer');
var _CanvasRenderer2 = _interopRequireDefault(_CanvasRenderer);
var _const = require('../../const');
var _math = require('../../math');
var _CanvasTinter = require('./CanvasTinter');
var _CanvasTinter2 = _interopRequireDefault(_CanvasTinter);
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"); } }
var canvasRenderWorldTransform = new _math.Matrix();
/**
* @author Mat Groves
*
* Big thanks to the very clever Matt DesLauriers <mattdesl> https://github.com/mattdesl/
* for creating the original pixi version!
* Also a thanks to https://github.com/bchevalier for tweaking the tint and alpha so that they now
* share 4 bytes on the vertex buffer
*
* Heavily inspired by LibGDX's CanvasSpriteRenderer:
* https://github.com/libgdx/libgdx/blob/master/gdx/src/com/badlogic/gdx/graphics/g2d/CanvasSpriteRenderer.java
*/
/**
* Renderer dedicated to drawing and batching sprites.
*
* @class
* @private
* @memberof PIXI
*/
var CanvasSpriteRenderer = function () {
/**
* @param {PIXI.WebGLRenderer} renderer -The renderer sprite this batch works for.
*/
function CanvasSpriteRenderer(renderer) {
_classCallCheck(this, CanvasSpriteRenderer);
this.renderer = renderer;
}
/**
* Renders the sprite object.
*
* @param {PIXI.Sprite} sprite - the sprite to render when using this spritebatch
*/
CanvasSpriteRenderer.prototype.render = function render(sprite) {
var texture = sprite._texture;
var renderer = this.renderer;
var width = texture._frame.width;
var height = texture._frame.height;
var wt = sprite.transform.worldTransform;
var dx = 0;
var dy = 0;
if (texture.orig.width <= 0 || texture.orig.height <= 0 || !texture.baseTexture.source) {
return;
}
renderer.setBlendMode(sprite.blendMode);
// Ignore null sources
if (texture.valid) {
renderer.context.globalAlpha = sprite.worldAlpha;
// If smoothingEnabled is supported and we need to change the smoothing property for sprite texture
var smoothingEnabled = texture.baseTexture.scaleMode === _const.SCALE_MODES.LINEAR;
if (renderer.smoothProperty && renderer.context[renderer.smoothProperty] !== smoothingEnabled) {
renderer.context[renderer.smoothProperty] = smoothingEnabled;
}
if (texture.trim) {
dx = texture.trim.width / 2 + texture.trim.x - sprite.anchor.x * texture.orig.width;
dy = texture.trim.height / 2 + texture.trim.y - sprite.anchor.y * texture.orig.height;
} else {
dx = (0.5 - sprite.anchor.x) * texture.orig.width;
dy = (0.5 - sprite.anchor.y) * texture.orig.height;
}
if (texture.rotate) {
wt.copy(canvasRenderWorldTransform);
wt = canvasRenderWorldTransform;
_math.GroupD8.matrixAppendRotationInv(wt, texture.rotate, dx, dy);
// the anchor has already been applied above, so lets set it to zero
dx = 0;
dy = 0;
}
dx -= width / 2;
dy -= height / 2;
// Allow for pixel rounding
if (renderer.roundPixels) {
renderer.context.setTransform(wt.a, wt.b, wt.c, wt.d, wt.tx * renderer.resolution | 0, wt.ty * renderer.resolution | 0);
dx = dx | 0;
dy = dy | 0;
} else {
renderer.context.setTransform(wt.a, wt.b, wt.c, wt.d, wt.tx * renderer.resolution, wt.ty * renderer.resolution);
}
var resolution = texture.baseTexture.resolution;
if (sprite.tint !== 0xFFFFFF) {
if (sprite.cachedTint !== sprite.tint) {
sprite.cachedTint = sprite.tint;
// TODO clean up caching - how to clean up the caches?
sprite.tintedTexture = _CanvasTinter2.default.getTintedTexture(sprite, sprite.tint);
}
renderer.context.drawImage(sprite.tintedTexture, 0, 0, width * resolution, height * resolution, dx * renderer.resolution, dy * renderer.resolution, width * renderer.resolution, height * renderer.resolution);
} else {
renderer.context.drawImage(texture.baseTexture.source, texture._frame.x * resolution, texture._frame.y * resolution, width * resolution, height * resolution, dx * renderer.resolution, dy * renderer.resolution, width * renderer.resolution, height * renderer.resolution);
}
}
};
/**
* destroy the sprite object.
*
*/
CanvasSpriteRenderer.prototype.destroy = function destroy() {
this.renderer = null;
};
return CanvasSpriteRenderer;
}();
exports.default = CanvasSpriteRenderer;
_CanvasRenderer2.default.registerPlugin('sprite', CanvasSpriteRenderer);
//# sourceMappingURL=CanvasSpriteRenderer.js.map