diff --git a/examples/example 13 - Custom Renderer/index.html b/examples/example 13 - Custom Renderer/index.html
deleted file mode 100644
index 24d4f04..0000000
--- a/examples/example 13 - Custom Renderer/index.html
+++ /dev/null
@@ -1,64 +0,0 @@
-
-
-
- pixi.js example 12 Spine
-
-
-
-
-
-
-
-
-
-
-
-
diff --git a/examples/example 13 - Custom Renderer/index.html b/examples/example 13 - Custom Renderer/index.html
deleted file mode 100644
index 24d4f04..0000000
--- a/examples/example 13 - Custom Renderer/index.html
+++ /dev/null
@@ -1,64 +0,0 @@
-
-
-
- pixi.js example 12 Spine
-
-
-
-
-
-
-
-
-
-
-
-
diff --git a/examples/example 13 - Custom Renderer/pixi.js b/examples/example 13 - Custom Renderer/pixi.js
deleted file mode 100644
index c7005f9..0000000
--- a/examples/example 13 - Custom Renderer/pixi.js
+++ /dev/null
@@ -1,7515 +0,0 @@
-/**
- * @license
- * Pixi.JS - v1.0.0
- * Copyright (c) 2012, Mat Groves
- * http://goodboydigital.com/
- *
- * Compiled: 2013-06-12
- *
- * Pixi.JS is licensed under the MIT License.
- * http://www.opensource.org/licenses/mit-license.php
- */
-/**
- * @author Mat Groves http://matgroves.com/ @Doormat23
- */
-
-(function(){
-
- var root = this;
-
-/**
- * @author Mat Groves http://matgroves.com/ @Doormat23
- */
-
-/**
-@module PIXI
- */
-var PIXI = PIXI || {};
-
-/**
- * @author Mat Groves http://matgroves.com/ @Doormat23
- */
-
-/**
- * The Point object represents a location in a two-dimensional coordinate system, where x represents the horizontal axis and y represents the vertical axis.
- * @class Point
- * @constructor
- * @param x {Number} position of the point
- * @param y {Number} position of the point
- */
-PIXI.Point = function(x, y)
-{
- /**
- * @property x
- * @type Number
- * @default 0
- */
- this.x = x || 0;
-
- /**
- * @property y
- * @type Number
- * @default 0
- */
- this.y = y || 0;
-}
-
-/**
- * @method clone
- * @return a copy of the point
- */
-PIXI.Point.prototype.clone = function()
-{
- return new PIXI.Point(this.x, this.y);
-}
-
-// constructor
-PIXI.Point.constructor = PIXI.Point;
-
-
-/**
- * @author Mat Groves http://matgroves.com/
- */
-
-/**
- * the Rectangle object is an area defined by its position, as indicated by its top-left corner point (x, y) and by its width and its height.
- * @class Rectangle
- * @constructor
- * @param x {Number} position of the rectangle
- * @param y {Number} position of the rectangle
- * @param width {Number} of the rectangle
- * @param height {Number} of the rectangle
- */
-PIXI.Rectangle = function(x, y, width, height)
-{
- /**
- * @property x
- * @type Number
- * @default 0
- */
- this.x = x || 0;
-
- /**
- * @property y
- * @type Number
- * @default 0
- */
- this.y = y || 0;
-
- /**
- * @property width
- * @type Number
- * @default 0
- */
- this.width = width || 0;
-
- /**
- * @property height
- * @type Number
- * @default 0
- */
- this.height = height || 0;
-}
-
-/**
- * @method clone
- * @return a copy of the rectangle
- */
-PIXI.Rectangle.prototype.clone = function()
-{
- return new PIXI.Rectangle(this.x, this.y, this.width, this.height);
-}
-
-// constructor
-PIXI.Rectangle.constructor = PIXI.Rectangle;
-
-
-/**
- * @author Mat Groves http://matgroves.com/ @Doormat23
- */
-
-/**
- * this is the base class for all objects that are rendered on the screen.
- * @class DisplayObject
- * @constructor
- */
-PIXI.DisplayObject = function()
-{
- /**
- * 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.worldVisible = false;
-
- /**
- * [read-only] The display object container that contains this display object.
- * @property parent
- * @type DisplayObjectContainer
- */
- 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
- */
- this.stage = null;
-
- /**
- * 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
- */
- this.hitArea = null;
-
- this.worldAlpha = 1;
- this.color = [];
-
- this.worldTransform = PIXI.mat3.create()//mat3.identity();
- this.localTransform = PIXI.mat3.create()//mat3.identity();
-
- this.dynamic = true;
- // chach that puppy!
- this._sr = 0;
- this._cr = 1;
-
- this.childIndex = 0;
-
- this.renderable = false;
-
- // [readonly] best not to toggle directly! use setInteractive()
- this.interactive = false;
-
- /**
- * This is used to indicate if the displayObject should display a mouse hand cursor on rollover
- * @property buttonMode
- * @type Boolean
- */
- this.buttonMode = false;
-
- /*
- * 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.constructor = PIXI.DisplayObject;
-
-//TODO make visible a getter setter
-/*
-Object.defineProperty(PIXI.DisplayObject.prototype, 'visible', {
- get: function() {
- return this._visible;
- },
- set: function(value) {
- this._visible = value;
- }
-});*/
-
-/**
- * Indicates if the sprite will have touch and mouse interactivity. It is false by default
- * @method setInteractive
- * @param interactive {Boolean}
- */
-PIXI.DisplayObject.prototype.setInteractive = function(interactive)
-{
- this.interactive = interactive;
- // TODO more to be done here..
- // need to sort out a re-crawl!
- if(this.stage)this.stage.dirty = true;
-}
-
-
-/**
- * @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;
-
- ///AAARR GETTER SETTTER!
- //localTransform[2] = this.position.x;
- //localTransform[5] = this.position.y;
-
- var px = this.pivot.x;
- var py = this.pivot.y;
-
- ///AAARR GETTER SETTTER!
- localTransform[2] = this.position.x - localTransform[0] * px - py * localTransform[1];
- localTransform[5] = this.position.y - localTransform[4] * py - px * localTransform[3];
-
- // Cache the matrix values (makes for huge speed increases!)
- var a00 = localTransform[0], a01 = localTransform[1], a02 = localTransform[2],
- a10 = localTransform[3], a11 = localTransform[4], a12 = localTransform[5],
-
- b00 = parentTransform[0], b01 = parentTransform[1], b02 = parentTransform[2],
- b10 = parentTransform[3], b11 = parentTransform[4], b12 = parentTransform[5];
-
- 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;
-
-
-}
-
-/**
- * @author Mat Groves http://matgroves.com/ @Doormat23
- */
-
-
-/**
- * A DisplayObjectContainer represents a collection of display objects. It is the base class of all display objects that act as a container for other objects.
- * @class DisplayObjectContainer
- * @extends DisplayObject
- * @constructor
- */
-PIXI.DisplayObjectContainer = function()
-{
- PIXI.DisplayObject.call( this );
-
- /**
- * [read-only] The of children of this container.
- * @property children {Array}
- */
- this.children = [];
- //s
- this.renderable = false;
-}
-
-// constructor
-PIXI.DisplayObjectContainer.constructor = PIXI.DisplayObjectContainer;
-PIXI.DisplayObjectContainer.prototype = Object.create( PIXI.DisplayObject.prototype );
-
-//TODO make visible a getter setter
-/*
-Object.defineProperty(PIXI.DisplayObjectContainer.prototype, 'visible', {
- get: function() {
- return this._visible;
- },
- set: function(value) {
- this._visible = value;
-
- }
-});*/
-
-/**
- * Adds a child to the container.
- * @method addChild
- * @param DisplayObject {DisplayObject}
- */
-PIXI.DisplayObjectContainer.prototype.addChild = function(child)
-{
- if(child.parent != undefined)
- {
- child.parent.removeChild(child);
- }
-
- child.parent = this;
- child.childIndex = this.children.length;
-
- this.children.push(child);
-
- if(this.stage)
- {
- this.stage.__addChild(child);
- }
-
- // need to remove any render groups..
- if(this.__renderGroup)
- {
- // being used by a renderTexture.. if it exists then it must be from a render texture;
- if(child.__renderGroup)child.__renderGroup.removeDisplayObjectAndChildren(child);
- // add them to the new render group..
- this.__renderGroup.addDisplayObjectAndChildren(child);
- }
-}
-
-/**
- * Adds a child to the container at a specified index. If the index is out of bounds an error will be thrown
- * @method addChildAt
- * @param DisplayObject {DisplayObject}
- * @param index {Number}
- */
-PIXI.DisplayObjectContainer.prototype.addChildAt = function(child, index)
-{
- if(index >= 0 && index <= this.children.length)
- {
- if(child.parent != undefined)
- {
- child.parent.removeChild(child);
- }
-
- if (index == this.children.length)
- {
- this.children.push(child);
- }
- else
- {
- this.children.splice(index, 0, child);
- }
-
- child.parent = this;
- child.childIndex = index;
-
- var length = this.children.length;
- for (var i=index; i < length; i++)
- {
- this.children[i].childIndex = i;
- }
-
- if(this.stage)
- {
- this.stage.__addChild(child);
- }
-
- // need to remove any render groups..
- if(this.__renderGroup)
- {
- // being used by a renderTexture.. if it exists then it must be from a render texture;
- if(child.__renderGroup)child.__renderGroup.removeDisplayObjectAndChildren(child);
- // add them to the new render group..
- this.__renderGroup.addDisplayObjectAndChildren(child);
- }
- }
- else
- {
- // error!
-
- throw new Error(child + " The index "+ index +" supplied is out of bounds " + this.children.length);
- }
-}
-
-/**
- * Swaps the depth of 2 displayObjects
- * @method swapChildren
- * @param DisplayObject {DisplayObject}
- * @param DisplayObject2 {DisplayObject}
- */
-PIXI.DisplayObjectContainer.prototype.swapChildren = function(child, child2)
-{
- // TODO I already know this??
- var index = this.children.indexOf( child );
- var index2 = this.children.indexOf( child2 );
-
- if ( index !== -1 && index2 !== -1 )
- {
- // cool
- if(this.stage)
- {
- // this is to satisfy the webGL batching..
- // TODO sure there is a nicer way to achieve this!
- this.stage.__removeChild(child);
- this.stage.__removeChild(child2);
-
- this.stage.__addChild(child);
- this.stage.__addChild(child2);
- }
-
- // swap the indexes..
- child.childIndex = index2;
- child2.childIndex = index;
- // swap the positions..
- this.children[index] = child2;
- this.children[index2] = child;
-
- }
- else
- {
- throw new Error(child + " Both the supplied DisplayObjects must be a child of the caller " + this);
- }
-}
-
-/**
- * Returns the Child at the specified index
- * @method getChildAt
- * @param index {Number}
- */
-PIXI.DisplayObjectContainer.prototype.getChildAt = function(index)
-{
- if(index >= 0 && index < this.children.length)
- {
- return this.children[index];
- }
- else
- {
- throw new Error(child + " Both the supplied DisplayObjects must be a child of the caller " + this);
-
- }
-}
-
-/**
- * Removes a child from the container.
- * @method removeChild
- * @param DisplayObject {DisplayObject}
- */
-PIXI.DisplayObjectContainer.prototype.removeChild = function(child)
-{
- var index = this.children.indexOf( child );
-
- if ( index !== -1 )
- {
- if(this.stage)
- {
- this.stage.__removeChild(child);
- }
-
- // webGL trim
- if(child.__renderGroup)
- {
- child.__renderGroup.removeDisplayObjectAndChildren(child);
- }
-
- // console.log(">" + child.__renderGroup)
- child.parent = undefined;
-
- this.children.splice( index, 1 );
-
- // update in dexs!
- for(var i=index,j=this.children.length; i= this.textures.length)
- {
- this.gotoAndStop(this.textures.length - 1);
- if(this.onComplete)
- {
- this.onComplete();
- }
- }
-}
-/**
- * @author Mat Groves http://matgroves.com/ @Doormat23
- */
-
-/**
- * A Text Object will create a line(s) of text to split a line you can use "\n"
- * @class Text
- * @extends Sprite
- * @constructor
- * @param {String} text The copy that you would like the text to display
- * @param {Object} [style] The style parameters
- * @param {String} [style.font] default "bold 20pt Arial" The style and size of the font
- * @param {Object} [style.fill="black"] A canvas fillstyle that will be used on the text eg "red", "#00FF00"
- * @param {String} [style.align="left"] An alignment of the multiline text ("left", "center" or "right")
- * @param {String} [style.stroke] A canvas fillstyle that will be used on the text stroke eg "blue", "#FCFF00"
- * @param {Number} [style.strokeThickness=0] A number that represents the thickness of the stroke. Default is 0 (no stroke)
- * @param {Boolean} [style.wordWrap=false] Indicates if word wrap should be used
- * @param {Number} [style.wordWrapWidth=100] The width at which text will wrap
- */
-PIXI.Text = function(text, style)
-{
- this.canvas = document.createElement("canvas");
- this.context = this.canvas.getContext("2d");
- PIXI.Sprite.call(this, PIXI.Texture.fromCanvas(this.canvas));
-
- this.setText(text);
- this.setStyle(style);
-
- this.updateText();
- this.dirty = false;
-};
-
-// constructor
-PIXI.Text.constructor = PIXI.Text;
-PIXI.Text.prototype = Object.create(PIXI.Sprite.prototype);
-
-/**
- * Set the style of the text
- * @method setStyle
- * @param {Object} [style] The style parameters
- * @param {String} [style.font="bold 20pt Arial"] The style and size of the font
- * @param {Object} [style.fill="black"] A canvas fillstyle that will be used on the text eg "red", "#00FF00"
- * @param {String} [style.align="left"] An alignment of the multiline text ("left", "center" or "right")
- * @param {String} [style.stroke] A canvas fillstyle that will be used on the text stroke eg "blue", "#FCFF00"
- * @param {Number} [style.strokeThickness=0] A number that represents the thickness of the stroke. Default is 0 (no stroke)
- * @param {Boolean} [style.wordWrap=false] Indicates if word wrap should be used
- * @param {Number} [style.wordWrapWidth=100] The width at which text will wrap
- */
-PIXI.Text.prototype.setStyle = function(style)
-{
- style = style || {};
- style.font = style.font || "bold 20pt Arial";
- style.fill = style.fill || "black";
- style.align = style.align || "left";
- style.strokeThickness = style.strokeThickness || 0;
- style.wordWrap = style.wordWrap || false;
- style.wordWrapWidth = style.wordWrapWidth || 100;
- this.style = style;
- this.dirty = true;
-};
-
-/**
- * Set the copy for the text object. To split a line you can use "\n"
- * @methos setText
- * @param {String} text The copy that you would like the text to display
- */
-PIXI.Sprite.prototype.setText = function(text)
-{
- this.text = text.toString() || " ";
- this.dirty = true;
-};
-
-/**
- * Renders text
- * @private
- */
-PIXI.Text.prototype.updateText = function()
-{
- this.context.font = this.style.font;
-
- var outputText = this.text;
-
- // word wrap
- // preserve original text
- if(this.style.wordWrap)outputText = this.wordWrap(this.text);
-
- //split text into lines
- var lines = outputText.split(/(?:\r\n|\r|\n)/);
-
- //calculate text width
- var lineWidths = [];
- var maxLineWidth = 0;
- for (var i = 0; i < lines.length; i++)
- {
- var lineWidth = this.context.measureText(lines[i]).width;
- lineWidths[i] = lineWidth;
- maxLineWidth = Math.max(maxLineWidth, lineWidth);
- }
- this.canvas.width = maxLineWidth + this.style.strokeThickness;
-
- //calculate text height
- var lineHeight = this.determineFontHeight("font: " + this.style.font + ";") + this.style.strokeThickness;
- this.canvas.height = lineHeight * lines.length;
-
- //set canvas text styles
- this.context.fillStyle = this.style.fill;
- this.context.font = this.style.font;
-
- this.context.strokeStyle = this.style.stroke;
- this.context.lineWidth = this.style.strokeThickness;
-
- this.context.textBaseline = "top";
-
- //draw lines line by line
- for (i = 0; i < lines.length; i++)
- {
- var linePosition = new PIXI.Point(this.style.strokeThickness / 2, this.style.strokeThickness / 2 + i * lineHeight);
-
- if(this.style.align == "right")
- {
- linePosition.x += maxLineWidth - lineWidths[i];
- }
- else if(this.style.align == "center")
- {
- linePosition.x += (maxLineWidth - lineWidths[i]) / 2;
- }
-
- if(this.style.stroke && this.style.strokeThickness)
- {
- this.context.strokeText(lines[i], linePosition.x, linePosition.y);
- }
-
- if(this.style.fill)
- {
- this.context.fillText(lines[i], linePosition.x, linePosition.y);
- }
- }
-
- this.updateTexture();
-};
-
-/**
- * Updates texture size based on canvas size
- * @private
- */
-PIXI.Text.prototype.updateTexture = function()
-{
-
- this.texture.baseTexture.width = this.canvas.width;
- this.texture.baseTexture.height = this.canvas.height;
- this.texture.frame.width = this.canvas.width;
- this.texture.frame.height = this.canvas.height;
-
- this._width = this.canvas.width;
- this._height = this.canvas.height;
-
- PIXI.texturesToUpdate.push(this.texture.baseTexture);
-};
-
-/**
- * @private
- */
-PIXI.Text.prototype.updateTransform = function()
-{
- if(this.dirty)
- {
- this.updateText();
- this.dirty = false;
- }
-
- PIXI.Sprite.prototype.updateTransform.call(this);
-};
-
-/*
- * http://stackoverflow.com/users/34441/ellisbben
- * great solution to the problem!
- */
-PIXI.Text.prototype.determineFontHeight = function(fontStyle)
-{
- // build a little reference dictionary so if the font style has been used return a
- // cached version...
- var result = PIXI.Text.heightCache[fontStyle];
-
- if(!result)
- {
- var body = document.getElementsByTagName("body")[0];
- var dummy = document.createElement("div");
- var dummyText = document.createTextNode("M");
- dummy.appendChild(dummyText);
- dummy.setAttribute("style", fontStyle);
- body.appendChild(dummy);
-
- result = dummy.offsetHeight;
- PIXI.Text.heightCache[fontStyle] = result;
-
- body.removeChild(dummy);
- }
-
- return result;
-};
-
-/**
- * A Text Object will apply wordwrap
- * @private
- */
-PIXI.Text.prototype.wordWrap = function(text)
-{
- // search good wrap position
- var searchWrapPos = function(ctx, text, start, end, wrapWidth)
- {
- var p = Math.floor((end-start) / 2) + start;
- if(p == start) {
- return 1;
- }
-
- if(ctx.measureText(text.substring(0,p)).width <= wrapWidth)
- {
- if(ctx.measureText(text.substring(0,p+1)).width > wrapWidth)
- {
- return p;
- }
- else
- {
- return arguments.callee(ctx, text, p, end, wrapWidth);
- }
- }
- else
- {
- return arguments.callee(ctx, text, start, p, wrapWidth);
- }
- };
-
- var lineWrap = function(ctx, text, wrapWidth)
- {
- if(ctx.measureText(text).width <= wrapWidth || text.length < 1)
- {
- return text;
- }
- var pos = searchWrapPos(ctx, text, 0, text.length, wrapWidth);
- return text.substring(0, pos) + "\n" + arguments.callee(ctx, text.substring(pos), wrapWidth);
- };
-
- var result = "";
- var lines = text.split("\n");
- for (var i = 0; i < lines.length; i++)
- {
- result += lineWrap(this.context, lines[i], this.style.wordWrapWidth) + "\n";
- }
-
- return result;
-};
-
-PIXI.Text.prototype.destroy = function(destroyTexture)
-{
- if(destroyTexture)
- {
- this.texture.destroy();
- }
-
-};
-
-PIXI.Text.heightCache = {};
-
-/**
- * @author Mat Groves http://matgroves.com/ @Doormat23
- */
-
-/**
- * A Text Object will create a line(s) of text using bitmap font. To split a line you can use "\n", "\r" or "\r\n"
- * You can generate the fnt files using
- * http://www.angelcode.com/products/bmfont/ for windows or
- * http://www.bmglyph.com/ for mac.
- * @class BitmapText
- * @extends DisplayObjectContainer
- * @constructor
- * @param {String} text The copy that you would like the text to display
- * @param {Object} style The style parameters
- * @param {String} style.font The size (optional) and bitmap font id (required) eq "Arial" or "20px Arial" (must have loaded previously)
- * @param {String} [style.align="left"] An alignment of the multiline text ("left", "center" or "right")
- */
-PIXI.BitmapText = function(text, style)
-{
- PIXI.DisplayObjectContainer.call(this);
-
- this.setText(text);
- this.setStyle(style);
- this.updateText();
- this.dirty = false
-
-};
-
-// constructor
-PIXI.BitmapText.constructor = PIXI.BitmapText;
-PIXI.BitmapText.prototype = Object.create(PIXI.DisplayObjectContainer.prototype);
-
-/**
- * Set the copy for the text object
- * @method setText
- * @param {String} text The copy that you would like the text to display
- */
-PIXI.BitmapText.prototype.setText = function(text)
-{
- this.text = text || " ";
- this.dirty = true;
-};
-
-/**
- * Set the style of the text
- * @method setStyle
- * @param {Object} style The style parameters
- * @param {String} style.font The size (optional) and bitmap font id (required) eq "Arial" or "20px Arial" (must have loaded previously)
- * @param {String} [style.align="left"] An alignment of the multiline text ("left", "center" or "right")
- */
-PIXI.BitmapText.prototype.setStyle = function(style)
-{
- style = style || {};
- style.align = style.align || "left";
- this.style = style;
-
- var font = style.font.split(" ");
- this.fontName = font[font.length - 1];
- this.fontSize = font.length >= 2 ? parseInt(font[font.length - 2], 10) : PIXI.BitmapText.fonts[this.fontName].size;
-
- this.dirty = true;
-};
-
-/**
- * Renders text
- * @private
- */
-PIXI.BitmapText.prototype.updateText = function()
-{
- var data = PIXI.BitmapText.fonts[this.fontName];
- var pos = new PIXI.Point();
- var prevCharCode = null;
- var chars = [];
- var maxLineWidth = 0;
- var lineWidths = [];
- var line = 0;
- var scale = this.fontSize / data.size;
- for(var i = 0; i < this.text.length; i++)
- {
- var charCode = this.text.charCodeAt(i);
- if(/(?:\r\n|\r|\n)/.test(this.text.charAt(i)))
- {
- lineWidths.push(pos.x);
- maxLineWidth = Math.max(maxLineWidth, pos.x);
- line++;
-
- pos.x = 0;
- pos.y += data.lineHeight;
- prevCharCode = null;
- continue;
- }
-
- var charData = data.chars[charCode];
- if(!charData) continue;
-
- if(prevCharCode && charData[prevCharCode])
- {
- pos.x += charData.kerning[prevCharCode];
- }
- chars.push({texture:charData.texture, line: line, charCode: charCode, position: new PIXI.Point(pos.x + charData.xOffset, pos.y + charData.yOffset)});
- pos.x += charData.xAdvance;
-
- prevCharCode = charCode;
- }
-
- lineWidths.push(pos.x);
- maxLineWidth = Math.max(maxLineWidth, pos.x);
-
- var lineAlignOffsets = [];
- for(i = 0; i <= line; i++)
- {
- var alignOffset = 0;
- if(this.style.align == "right")
- {
- alignOffset = maxLineWidth - lineWidths[i];
- }
- else if(this.style.align == "center")
- {
- alignOffset = (maxLineWidth - lineWidths[i]) / 2;
- }
- lineAlignOffsets.push(alignOffset);
- }
-
- for(i = 0; i < chars.length; i++)
- {
- var char = new PIXI.Sprite(chars[i].texture)//PIXI.Sprite.fromFrame(chars[i].charCode);
- char.position.x = (chars[i].position.x + lineAlignOffsets[chars[i].line]) * scale;
- char.position.y = chars[i].position.y * scale;
- char.scale.x = char.scale.y = scale;
- this.addChild(char);
- }
-
- this.width = pos.x * scale;
- this.height = (pos.y + data.lineHeight) * scale;
-};
-
-/**
- * @private
- */
-PIXI.BitmapText.prototype.updateTransform = function()
-{
- if(this.dirty)
- {
- while(this.children.length > 0)
- {
- this.removeChild(this.getChildAt(0));
- }
- this.updateText();
-
- this.dirty = false;
- }
-
- PIXI.DisplayObjectContainer.prototype.updateTransform.call(this);
-};
-
-PIXI.BitmapText.fonts = {};
-/**
- * @author Mat Groves http://matgroves.com/ @Doormat23
- */
-
-
-
-/**
-The interaction manager deals with mouse and touch events. Any DisplayObject can be interactive
-This manager also supports multitouch.
-@class InteractionManager
-@constructor
-@param stage {Stage}
-@type Stage
-*/
-PIXI.InteractionManager = function(stage)
-{
- /**
- * a refference to the stage
- * @property stage
- * @type Stage
- */
- this.stage = stage;
-
- // helpers
- this.tempPoint = new PIXI.Point();
- //this.tempMatrix = mat3.create();
-
- this.mouseoverEnabled = true;
-
- /**
- * the mouse data
- * @property mouse
- * @type InteractionData
- */
- this.mouse = new PIXI.InteractionData();
-
- /**
- * an object that stores current touches (InteractionData) by id reference
- * @property touchs
- * @type Object
- */
- this.touchs = {};
-
- //tiny little interactiveData pool!
- this.pool = [];
-
- this.interactiveItems = [];
-
- this.last = 0;
-}
-
-// constructor
-PIXI.InteractionManager.constructor = PIXI.InteractionManager;
-
-PIXI.InteractionManager.prototype.collectInteractiveSprite = function(displayObject, iParent)
-{
- var children = displayObject.children;
- var length = children.length;
-
- //this.interactiveItems = [];
- /// make an interaction tree... {item.__interactiveParent}
- for (var i = length-1; i >= 0; i--)
- {
- var child = children[i];
-
- // push all interactive bits
- if(child.interactive)
- {
- iParent.interactiveChildren = true;
- //child.__iParent = iParent;
- this.interactiveItems.push(child);
-
- if(child.children.length > 0)
- {
- this.collectInteractiveSprite(child, child);
- }
- }
- else
- {
- child.__iParent = null;
-
- if(child.children.length > 0)
- {
- this.collectInteractiveSprite(child, iParent);
- }
- }
- }
-}
-
-PIXI.InteractionManager.prototype.setTarget = function(target)
-{
- if (window.navigator.msPointerEnabled)
- {
- // time to remove some of that zoom in ja..
- target.view.style["-ms-content-zooming"] = "none";
- target.view.style["-ms-touch-action"] = "none"
-
- // DO some window specific touch!
- }
-
- this.target = target;
- target.view.addEventListener('mousemove', this.onMouseMove.bind(this), true);
- target.view.addEventListener('mousedown', this.onMouseDown.bind(this), true);
- document.body.addEventListener('mouseup', this.onMouseUp.bind(this), true);
- target.view.addEventListener('mouseout', this.onMouseUp.bind(this), true);
-
- // aint no multi touch just yet!
- target.view.addEventListener("touchstart", this.onTouchStart.bind(this), true);
- target.view.addEventListener("touchend", this.onTouchEnd.bind(this), true);
- target.view.addEventListener("touchmove", this.onTouchMove.bind(this), true);
-}
-
-PIXI.InteractionManager.prototype.update = function()
-{
- if(!this.target)return;
-
- // frequency of 30fps??
- var now = Date.now();
- var diff = now - this.last;
- diff = (diff * 30) / 1000;
- if(diff < 1)return;
- this.last = now;
- //
-
- // ok.. so mouse events??
- // yes for now :)
- // OPTIMSE - how often to check??
- if(this.dirty)
- {
- this.dirty = false;
-
- var len = this.interactiveItems.length;
-
- for (var i=0; i < this.interactiveItems.length; i++) {
- this.interactiveItems[i].interactiveChildren = false;
- }
-
- this.interactiveItems = [];
-
- if(this.stage.interactive)this.interactiveItems.push(this.stage);
- // go through and collect all the objects that are interactive..
- this.collectInteractiveSprite(this.stage, this.stage);
- }
-
- // loop through interactive objects!
- var length = this.interactiveItems.length;
-
- this.target.view.style.cursor = "default";
-
- for (var i = 0; i < length; i++)
- {
- var item = this.interactiveItems[i];
- if(!item.visible)continue;
-
- // OPTIMISATION - only calculate every time if the mousemove function exists..
- // OK so.. does the object have any other interactive functions?
- // hit-test the clip!
-
-
- if(item.mouseover || item.mouseout || item.buttonMode)
- {
- // ok so there are some functions so lets hit test it..
- item.__hit = this.hitTest(item, this.mouse);
- // ok so deal with interactions..
- // loks like there was a hit!
- if(item.__hit)
- {
- if(item.buttonMode)this.target.view.style.cursor = "pointer";
-
- if(!item.__isOver)
- {
-
- if(item.mouseover)item.mouseover(this.mouse);
- item.__isOver = true;
- }
- }
- else
- {
- if(item.__isOver)
- {
- // roll out!
- if(item.mouseout)item.mouseout(this.mouse);
- item.__isOver = false;
- }
- }
- }
-
- // --->
- }
-}
-
-PIXI.InteractionManager.prototype.onMouseMove = function(event)
-{
- event.preventDefault();
-
- // TODO optimize by not check EVERY TIME! maybe half as often? //
- var rect = this.target.view.getBoundingClientRect();
-
- this.mouse.global.x = (event.clientX - rect.left) * (this.target.width / rect.width);
- this.mouse.global.y = (event.clientY - rect.top) * ( this.target.height / rect.height);
-
- var length = this.interactiveItems.length;
- var global = this.mouse.global;
-
-
- for (var i = 0; i < length; i++)
- {
- var item = this.interactiveItems[i];
-
- if(item.mousemove)
- {
- //call the function!
- item.mousemove(this.mouse);
- }
- }
-}
-
-PIXI.InteractionManager.prototype.onMouseDown = function(event)
-{
- event.preventDefault();
-
- // loop through inteaction tree...
- // hit test each item! ->
- // get interactive items under point??
- //stage.__i
- var length = this.interactiveItems.length;
- var global = this.mouse.global;
-
- var index = 0;
- var parent = this.stage;
-
- // while
- // hit test
- for (var i = 0; i < length; i++)
- {
- var item = this.interactiveItems[i];
-
- if(item.mousedown || item.click)
- {
- item.__mouseIsDown = true;
- item.__hit = this.hitTest(item, this.mouse);
-
- if(item.__hit)
- {
- //call the function!
- if(item.mousedown)item.mousedown(this.mouse);
- item.__isDown = true;
-
- // just the one!
- if(!item.interactiveChildren)break;
- }
- }
- }
-}
-
-PIXI.InteractionManager.prototype.onMouseUp = function(event)
-{
- event.preventDefault();
- var global = this.mouse.global;
-
-
- var length = this.interactiveItems.length;
- var up = false;
-
- for (var i = 0; i < length; i++)
- {
- var item = this.interactiveItems[i];
-
- if(item.mouseup || item.mouseupoutside || item.click)
- {
- item.__hit = this.hitTest(item, this.mouse);
-
- if(item.__hit && !up)
- {
- //call the function!
- if(item.mouseup)
- {
- item.mouseup(this.mouse);
- }
- if(item.__isDown)
- {
- if(item.click)item.click(this.mouse);
- }
-
- if(!item.interactiveChildren)up = true;
- }
- else
- {
- if(item.__isDown)
- {
- if(item.mouseupoutside)item.mouseupoutside(this.mouse);
- }
- }
-
- item.__isDown = false;
- }
- }
-}
-
-PIXI.InteractionManager.prototype.hitTest = function(item, interactionData)
-{
- var global = interactionData.global;
-
- if(!item.visible)return false;
-
- if(item instanceof PIXI.Sprite)
- {
- var worldTransform = item.worldTransform;
-
- var a00 = worldTransform[0], a01 = worldTransform[1], a02 = worldTransform[2],
- a10 = worldTransform[3], a11 = worldTransform[4], a12 = worldTransform[5],
- id = 1 / (a00 * a11 + a01 * -a10);
-
- var x = a11 * id * global.x + -a01 * id * global.y + (a12 * a01 - a02 * a11) * id;
- var y = a00 * id * global.y + -a10 * id * global.x + (-a12 * a00 + a02 * a10) * id;
-
- var width = item.texture.frame.width;
- var height = item.texture.frame.height;
-
- var x1 = -width * item.anchor.x;
-
- if(x > x1 && x < x1 + width)
- {
- var y1 = -height * item.anchor.y;
-
- if(y > y1 && y < y1 + height)
- {
- // set the target property if a hit is true!
- interactionData.target = item
- return true;
- }
- }
- }
- else if(item.hitArea)
- {
- var worldTransform = item.worldTransform;
- var hitArea = item.hitArea;
-
- var a00 = worldTransform[0], a01 = worldTransform[1], a02 = worldTransform[2],
- a10 = worldTransform[3], a11 = worldTransform[4], a12 = worldTransform[5],
- id = 1 / (a00 * a11 + a01 * -a10);
-
- var x = a11 * id * global.x + -a01 * id * global.y + (a12 * a01 - a02 * a11) * id;
- var y = a00 * id * global.y + -a10 * id * global.x + (-a12 * a00 + a02 * a10) * id;
-
- var x1 = hitArea.x;
- if(x > x1 && x < x1 + hitArea.width)
- {
- var y1 = hitArea.y;
-
- if(y > y1 && y < y1 + hitArea.height)
- {
- return true;
- }
- }
- }
-
- var length = item.children.length;
-
- for (var i = 0; i < length; i++)
- {
- var tempItem = item.children[i];
- var hit = this.hitTest(tempItem, interactionData);
- if(hit)return true;
- }
-
- return false;
-}
-
-
-
-PIXI.InteractionManager.prototype.onTouchMove = function(event)
-{
- event.preventDefault();
-
- var rect = this.target.view.getBoundingClientRect();
- var changedTouches = event.changedTouches;
-
- for (var i=0; i < changedTouches.length; i++)
- {
- var touchEvent = changedTouches[i];
- var touchData = this.touchs[touchEvent.identifier];
-
- // update the touch position
- touchData.global.x = (touchEvent.clientX - rect.left) * (this.target.width / rect.width);
- touchData.global.y = (touchEvent.clientY - rect.top) * (this.target.height / rect.height);
- }
-
- var length = this.interactiveItems.length;
- for (var i = 0; i < length; i++)
- {
- var item = this.interactiveItems[i];
- if(item.touchmove)item.touchmove(touchData);
- }
-}
-
-PIXI.InteractionManager.prototype.onTouchStart = function(event)
-{
- event.preventDefault();
- var rect = this.target.view.getBoundingClientRect();
-
- var changedTouches = event.changedTouches;
- for (var i=0; i < changedTouches.length; i++)
- {
- var touchEvent = changedTouches[i];
-
- var touchData = this.pool.pop();
- if(!touchData)touchData = new PIXI.InteractionData();
-
- this.touchs[touchEvent.identifier] = touchData;
- touchData.global.x = (touchEvent.clientX - rect.left) * (this.target.width / rect.width);
- touchData.global.y = (touchEvent.clientY - rect.top) * (this.target.height / rect.height);
-
- var length = this.interactiveItems.length;
-
- for (var j = 0; j < length; j++)
- {
- var item = this.interactiveItems[j];
-
- if(item.touchstart || item.tap)
- {
- item.__hit = this.hitTest(item, touchData);
-
- if(item.__hit)
- {
- //call the function!
- if(item.touchstart)item.touchstart(touchData);
- item.__isDown = true;
- item.__touchData = touchData;
-
- if(!item.interactiveChildren)break;
- }
- }
- }
- }
-
-}
-
-PIXI.InteractionManager.prototype.onTouchEnd = function(event)
-{
- event.preventDefault();
-
-
- var rect = this.target.view.getBoundingClientRect();
- var changedTouches = event.changedTouches;
-
- for (var i=0; i < changedTouches.length; i++)
- {
-
- var touchEvent = changedTouches[i];
- var touchData = this.touchs[touchEvent.identifier];
- var up = false;
- touchData.global.x = (touchEvent.clientX - rect.left) * (this.target.width / rect.width);
- touchData.global.y = (touchEvent.clientY - rect.top) * (this.target.height / rect.height);
-
- var length = this.interactiveItems.length;
- for (var j = 0; j < length; j++)
- {
- var item = this.interactiveItems[j];
- var itemTouchData = item.__touchData; // <-- Here!
- item.__hit = this.hitTest(item, touchData);
-
- if(itemTouchData == touchData)
- {
- // so this one WAS down...
-
- // hitTest??
-
- if(item.touchend || item.tap)
- {
- if(item.__hit && !up)
- {
- if(item.touchend)item.touchend(touchData);
- if(item.__isDown)
- {
- if(item.tap)item.tap(touchData);
- }
-
- if(!item.interactiveChildren)up = true;
- }
- else
- {
- if(item.__isDown)
- {
- if(item.touchendoutside)item.touchendoutside(touchData);
- }
- }
-
- item.__isDown = false;
- }
-
- item.__touchData = null;
-
- }
- else
- {
-
- }
- }
- // remove the touch..
- this.pool.push(touchData);
- this.touchs[touchEvent.identifier] = null;
- }
-}
-
-/**
-@class InteractionData
-@constructor
-*/
-PIXI.InteractionData = function()
-{
- /**
- * This point stores the global coords of where the touch/mouse event happened
- * @property global
- * @type Point
- */
- this.global = new PIXI.Point();
-
- // this is here for legacy... but will remove
- this.local = new PIXI.Point();
-
- /**
- * The target Sprite that was interacted with
- * @property target
- * @type Sprite
- */
- this.target;
-}
-
-/**
- * This will return the local coords of the specified displayObject for this InteractionData
- * @method getLocalPosition
- * @param displayObject {DisplayObject} The DisplayObject that you would like the local coords off
- * @return {Point} A point containing the coords of the InteractionData position relative to the DisplayObject
- */
-PIXI.InteractionData.prototype.getLocalPosition = function(displayObject)
-{
- var worldTransform = displayObject.worldTransform;
- var global = this.global;
-
- // do a cheeky transform to get the mouse coords;
- var a00 = worldTransform[0], a01 = worldTransform[1], a02 = worldTransform[2],
- a10 = worldTransform[3], a11 = worldTransform[4], a12 = worldTransform[5],
- id = 1 / (a00 * a11 + a01 * -a10);
- // set the mouse coords...
- return new PIXI.Point(a11 * id * global.x + -a01 * id * global.y + (a12 * a01 - a02 * a11) * id,
- a00 * id * global.y + -a10 * id * global.x + (-a12 * a00 + a02 * a10) * id)
-}
-
-// constructor
-PIXI.InteractionData.constructor = PIXI.InteractionData;
-
-
-
-/**
- * @author Mat Groves http://matgroves.com/ @Doormat23
- */
-
-/**
-A Stage represents the root of the display tree. Everything connected to the stage is rendered
-@class Stage
-@extends DisplayObjectContainer
-@constructor
-@param backgroundColor {Number} the background color of the stage
-@param interactive {Boolean} enable / disable interaction (default is false)
-*/
-PIXI.Stage = function(backgroundColor, interactive)
-{
-
- PIXI.DisplayObjectContainer.call( this );
- this.worldTransform = PIXI.mat3.create()
- this.__childrenAdded = [];
- this.__childrenRemoved = [];
- this.childIndex = 0;
- this.stage= this;
-
- this.stage.hitArea = new PIXI.Rectangle(0,0,100000, 100000);
-
- // interaction!
- this.interactive = !!interactive;
- this.interactionManager = new PIXI.InteractionManager(this);
-
- this.setBackgroundColor(backgroundColor);
- this.worldVisible = true;
-
- this.stage.dirty = true;
-}
-
-// constructor
-PIXI.Stage.constructor = PIXI.Stage;
-
-PIXI.Stage.prototype = Object.create( PIXI.DisplayObjectContainer.prototype );
-
-/**
-@method updateTransform
-@internal
-*/
-PIXI.Stage.prototype.updateTransform = function()
-{
- this.worldAlpha = 1;
-
- for(var i=0,j=this.children.length; i> 16 & 0xFF) / 255, ( hex >> 8 & 0xFF) / 255, (hex & 0xFF)/ 255];
-}
-
-/**
- * Provides bind in a cross browser way.
- */
-if (typeof Function.prototype.bind != 'function') {
- Function.prototype.bind = (function () {
- var slice = Array.prototype.slice;
- return function (thisArg) {
- var target = this, boundArgs = slice.call(arguments, 1);
-
- if (typeof target != 'function') throw new TypeError();
-
- function bound() {
- var args = boundArgs.concat(slice.call(arguments));
- target.apply(this instanceof bound ? this : thisArg, args);
- }
-
- bound.prototype = (function F(proto) {
- proto && (F.prototype = proto);
- if (!(this instanceof F)) return new F;
- })(target.prototype);
-
- return bound;
- };
- })();
-}
-
-var AjaxRequest = function()
-{
- var activexmodes = ["Msxml2.XMLHTTP", "Microsoft.XMLHTTP"] //activeX versions to check for in IE
-
- if (window.ActiveXObject)
- { //Test for support for ActiveXObject in IE first (as XMLHttpRequest in IE7 is broken)
- for (var i=0; i 0)
- {
- for (var i=0; i < PIXI.Texture.frameUpdates.length; i++)
- {
- PIXI.Texture.frameUpdates[i].updateFrame = false;
- };
-
- PIXI.Texture.frameUpdates = [];
- }
-}
-
-/**
- * @private
- */
-
-PIXI.WebGLRenderer.updateTextures = function()
-{
- for (var i=0; i < PIXI.texturesToUpdate.length; i++) this.updateTexture(PIXI.texturesToUpdate[i]);
- for (var i=0; i < PIXI.texturesToDestroy.length; i++) this.destroyTexture(PIXI.texturesToDestroy[i]);
- PIXI.texturesToUpdate = [];
- PIXI.texturesToDestroy = [];
-}
-
-PIXI.WebGLRenderer.updateTexture = function(texture)
-{
- var gl = PIXI.gl;
-
- if(!texture._glTexture)
- {
- texture._glTexture = gl.createTexture();
- }
-
- if(texture.hasLoaded)
- {
- gl.bindTexture(gl.TEXTURE_2D, texture._glTexture);
- gl.pixelStorei(gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, true);
-
- gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, texture.source);
- gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
- gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
-
- // reguler...
-
- if(!texture._powerOf2)
- {
- gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
- gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
- }
- else
- {
- gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.REPEAT);
- gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.REPEAT);
- }
-
- gl.bindTexture(gl.TEXTURE_2D, null);
- }
-
-}
-
-PIXI.WebGLRenderer.prototype.destroyTexture = function(texture)
-{
- var gl = this.gl;
-
- if(texture._glTexture)
- {
- texture._glTexture = gl.createTexture();
- gl.deleteTexture(gl.TEXTURE_2D, texture._glTexture);
- }
-}
-
-/**
- * resizes the webGL view to the specified width and height
- * @method resize
- * @param width {Number} the new width of the webGL view
- * @param height {Number} the new height of the webGL view
- */
-PIXI.WebGLRenderer.prototype.resize = function(width, height)
-{
- this.width = width;
- this.height = height;
-
- this.view.width = width;
- this.view.height = height;
-
- this.gl.viewport(0, 0, this.width, this.height);
-
- var projectionMatrix = this.projectionMatrix;
-
- projectionMatrix[0] = 2/this.width;
- projectionMatrix[5] = -2/this.height;
- projectionMatrix[12] = -1;
- projectionMatrix[13] = 1;
-}
-
-/**
- * @private
- */
-PIXI.WebGLRenderer.prototype.handleContextLost = function(event)
-{
- event.preventDefault();
- this.contextLost = true;
-}
-
-/**
- * @private
- */
-PIXI.WebGLRenderer.prototype.handleContextRestored = function(event)
-{
- this.gl = this.view.getContext("experimental-webgl", {
- alpha: true
- });
-
- this.initShaders();
-
- for (var i=0; i < PIXI.TextureCache.length; i++)
- {
- this.updateTexture(PIXI.TextureCache[i]);
- };
-
- for (var i=0; i < this.batchs.length; i++)
- {
- this.batchs[i].restoreLostContext(this.gl)//
- this.batchs[i].dirty = true;
- };
-
- PIXI._restoreBatchs(this.gl);
-
- this.contextLost = false;
-}
-
-
-/**
- * @author Mat Groves http://matgroves.com/ @Doormat23
- */
-
-PIXI._batchs = [];
-
-/**
- * @private
- */
-PIXI._getBatch = function(gl)
-{
- if(PIXI._batchs.length == 0)
- {
- return new PIXI.WebGLBatch(gl);
- }
- else
- {
- return PIXI._batchs.pop();
- }
-}
-
-/**
- * @private
- */
-PIXI._returnBatch = function(batch)
-{
- batch.clean();
- PIXI._batchs.push(batch);
-}
-
-/**
- * @private
- */
-PIXI._restoreBatchs = function(gl)
-{
- for (var i=0; i < PIXI._batchs.length; i++)
- {
- PIXI._batchs[i].restoreLostContext(gl);
- };
-}
-
-/**
- * A WebGLBatch Enables a group of sprites to be drawn using the same settings.
- * if a group of sprites all have the same baseTexture and blendMode then they can be grouped into a batch. All the sprites in a batch can then be drawn in one go by the GPU which is hugely efficient. ALL sprites in the webGL renderer are added to a batch even if the batch only contains one sprite. Batching is handled automatically by the webGL renderer. A good tip is: the smaller the number of batchs there are, the faster the webGL renderer will run.
- * @class WebGLBatch
- * @param an instance of the webGL context
- * @return {PIXI.renderers.WebGLBatch} WebGLBatch {@link PIXI.renderers.WebGLBatch}
- */
-PIXI.WebGLBatch = function(gl)
-{
- this.gl = gl;
-
- this.size = 0;
-
- this.vertexBuffer = gl.createBuffer();
- this.indexBuffer = gl.createBuffer();
- this.uvBuffer = gl.createBuffer();
- this.colorBuffer = gl.createBuffer();
- this.blendMode = PIXI.blendModes.NORMAL;
- this.dynamicSize = 1;
-}
-
-
-// constructor
-PIXI.WebGLBatch.constructor = PIXI.WebGLBatch;
-
-/**
- * Cleans the batch so that is can be returned to an object pool and reused
- */
-PIXI.WebGLBatch.prototype.clean = function()
-{
- this.verticies = [];
- this.uvs = [];
- this.indices = [];
- this.colors = [];
- //this.sprites = [];
- this.dynamicSize = 1;
- this.texture = null;
- this.last = null;
- this.size = 0;
-
- this.head;
- this.tail;
-}
-
-/*
- * recreates the buffers in the event of a context loss
- */
-PIXI.WebGLBatch.prototype.restoreLostContext = function(gl)
-{
- this.gl = gl;
- this.vertexBuffer = gl.createBuffer();
- this.indexBuffer = gl.createBuffer();
- this.uvBuffer = gl.createBuffer();
- this.colorBuffer = gl.createBuffer();
-}
-
-/**
- * inits the batch's texture and blend mode based if the supplied sprite
- * @method init
- * @param sprite {Sprite} the first sprite to be added to the batch. Only sprites with the same base texture and blend mode will be allowed to be added to this batch
- */
-PIXI.WebGLBatch.prototype.init = function(sprite)
-{
- sprite.batch = this;
- this.dirty = true;
- this.blendMode = sprite.blendMode;
- this.texture = sprite.texture.baseTexture;
-// this.sprites.push(sprite);
- this.head = sprite;
- this.tail = sprite;
- this.size = 1;
-
- this.growBatch();
-}
-
-/**
- * inserts a sprite before the specified sprite
- * @method insertBefore
- * @param sprite {Sprite} the sprite to be added
- * @param nextSprite {nextSprite} the first sprite will be inserted before this sprite
- */
-PIXI.WebGLBatch.prototype.insertBefore = function(sprite, nextSprite)
-{
- this.size++;
-
- sprite.batch = this;
- this.dirty = true;
- var tempPrev = nextSprite.__prev;
- nextSprite.__prev = sprite;
- sprite.__next = nextSprite;
-
- if(tempPrev)
- {
- sprite.__prev = tempPrev;
- tempPrev.__next = sprite;
- }
- else
- {
- this.head = sprite;
- //this.head.__prev = null
- }
-}
-
-/**
- * inserts a sprite after the specified sprite
- * @method insertAfter
- * @param sprite {Sprite} the sprite to be added
- * @param previousSprite {Sprite} the first sprite will be inserted after this sprite
- */
-PIXI.WebGLBatch.prototype.insertAfter = function(sprite, previousSprite)
-{
- this.size++;
-
-
- sprite.batch = this;
- this.dirty = true;
-
- var tempNext = previousSprite.__next;
- previousSprite.__next = sprite;
- sprite.__prev = previousSprite;
-
- if(tempNext)
- {
- sprite.__next = tempNext;
- tempNext.__prev = sprite;
- }
- else
- {
- this.tail = sprite
- }
-
-}
-
-/**
- * removes a sprite from the batch
- * @method remove
- * @param sprite {Sprite} the sprite to be removed
- */
-PIXI.WebGLBatch.prototype.remove = function(sprite)
-{
- this.size--;
-
- if(this.size == 0)
- {
- sprite.batch = null;
- sprite.__prev = null;
- sprite.__next = null;
- return;
- }
-
- if(sprite.__prev)
- {
- sprite.__prev.__next = sprite.__next;
- }
- else
- {
- this.head = sprite.__next;
- this.head.__prev = null;
- }
-
- if(sprite.__next)
- {
- sprite.__next.__prev = sprite.__prev;
- }
- else
- {
- this.tail = sprite.__prev;
- this.tail.__next = null
- }
-
- sprite.batch = null;
- sprite.__next = null;
- sprite.__prev = null;
- this.dirty = true;
-}
-
-/**
- * Splits the batch into two with the specified sprite being the start of the new batch.
- * @method split
- * @param sprite {Sprite} the sprite that indicates where the batch should be split
- * @return {WebGLBatch} the new batch
- */
-PIXI.WebGLBatch.prototype.split = function(sprite)
-{
-
- //console.log("Splitting batch :" + this.size)
-// console.log(sprite)
-// console.log("-------")
- this.dirty = true;
-
- //var val = (this.tail == this.head)
- //console.log(val + " SAME?");
- var batch = new PIXI.WebGLBatch(this.gl)//PIXI._getBatch(this.gl);
- batch.init(sprite);
- batch.texture = this.texture;
- batch.tail = this.tail;
- //console.log("id is " +batcheee.id)
-
- this.tail = sprite.__prev;
- this.tail.__next = null;
-
- sprite.__prev = null;
- // return a splite batch!
- //sprite.__prev.__next = null;
- //sprite.__prev = null;
-
-
- // TODO this size is wrong!
- // need to recalculate :/ problem with a linked list!
- // unless it gets calculated in the "clean"?
-
- // need to loop through items as there is no way to know the length on a linked list :/
- var tempSize = 0;
- while(sprite)
- {
- tempSize++;
- sprite.batch = batch;
- sprite = sprite.__next;
- }
-
- batch.size = tempSize;
- this.size -= tempSize;
-
- return batch;
-}
-
-/**
- * Merges two batchs together
- * @method merge
- * @param batch {WebGLBatch} the batch that will be merged
- */
-PIXI.WebGLBatch.prototype.merge = function(batch)
-{
- this.dirty = true;
-
- this.tail.__next = batch.head;
- batch.head.__prev = this.tail;
-
- this.size += batch.size;
-
- this.tail = batch.tail;
-
- var sprite = batch.head;
- while(sprite)
- {
- sprite.batch = this;
- sprite = sprite.__next;
- }
-
-}
-
-/**
- * Grows the size of the batch. As the elements in the batch cannot have a dynamic size this function is used to increase the size of the batch. It also creates a little extra room so that the batch does not need to be resized every time a sprite is added
- * @methos growBatch
- */
-PIXI.WebGLBatch.prototype.growBatch = function()
-{
- var gl = this.gl;
- if( this.size == 1)
- {
- this.dynamicSize = 1;
- }
- else
- {
- this.dynamicSize = this.size * 1.5
- }
- // grow verts
- this.verticies = new Float32Array(this.dynamicSize * 8);
-
- gl.bindBuffer(gl.ARRAY_BUFFER, this.vertexBuffer);
- gl.bufferData(gl.ARRAY_BUFFER,this.verticies , gl.DYNAMIC_DRAW);
-
- this.uvs = new Float32Array( this.dynamicSize * 8 )
- gl.bindBuffer(gl.ARRAY_BUFFER, this.uvBuffer);
- gl.bufferData(gl.ARRAY_BUFFER, this.uvs , gl.DYNAMIC_DRAW);
-
- this.dirtyUVS = true;
-
- this.colors = new Float32Array( this.dynamicSize * 4 )
- gl.bindBuffer(gl.ARRAY_BUFFER, this.colorBuffer);
- gl.bufferData(gl.ARRAY_BUFFER, this.colors , gl.DYNAMIC_DRAW);
-
- this.dirtyColors = true;
-
- this.indices = new Uint16Array(this.dynamicSize * 6);
- var length = this.indices.length/6;
-
- for (var i=0; i < length; i++)
- {
- var index2 = i * 6;
- var index3 = i * 4;
- this.indices[index2 + 0] = index3 + 0;
- this.indices[index2 + 1] = index3 + 1;
- this.indices[index2 + 2] = index3 + 2;
- this.indices[index2 + 3] = index3 + 0;
- this.indices[index2 + 4] = index3 + 2;
- this.indices[index2 + 5] = index3 + 3;
- };
-
- gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this.indexBuffer);
- gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, this.indices, gl.STATIC_DRAW);
-
-}
-
-/**
- * Refresh's all the data in the batch and sync's it with the webGL buffers
- * @method refresh
- */
-PIXI.WebGLBatch.prototype.refresh = function()
-{
- var gl = this.gl;
-
- if (this.dynamicSize < this.size)
- {
- this.growBatch();
- }
-
- var indexRun = 0;
- var worldTransform, width, height, aX, aY, w0, w1, h0, h1, index
- var a, b, c, d, tx, ty
-
- var displayObject = this.head
-
- while(displayObject)
- {
- index = indexRun * 8;
-
- var texture = displayObject.texture;
-
- var frame = texture.frame;
- var tw = texture.baseTexture.width;
- var th = texture.baseTexture.height;
-
- this.uvs[index + 0] = frame.x / tw;
- this.uvs[index +1] = frame.y / th;
-
- this.uvs[index +2] = (frame.x + frame.width) / tw;
- this.uvs[index +3] = frame.y / th;
-
- this.uvs[index +4] = (frame.x + frame.width) / tw;
- this.uvs[index +5] = (frame.y + frame.height) / th;
-
- this.uvs[index +6] = frame.x / tw;
- this.uvs[index +7] = (frame.y + frame.height) / th;
-
- displayObject.updateFrame = false;
-
- colorIndex = indexRun * 4;
- this.colors[colorIndex] = this.colors[colorIndex + 1] = this.colors[colorIndex + 2] = this.colors[colorIndex + 3] = displayObject.worldAlpha;
-
- displayObject = displayObject.__next;
-
- indexRun ++;
- }
-
- this.dirtyUVS = true;
- this.dirtyColors = true;
-}
-
-/**
- * Updates all the relevant geometry and uploads the data to the GPU
- * @method update
- */
-PIXI.WebGLBatch.prototype.update = function()
-{
- var gl = this.gl;
- var worldTransform, width, height, aX, aY, w0, w1, h0, h1, index, index2, index3
-
- var a, b, c, d, tx, ty;
-
- var indexRun = 0;
-
- var displayObject = this.head;
-
- while(displayObject)
- {
- if(displayObject.worldVisible)
- {
- width = displayObject.texture.frame.width;
- height = displayObject.texture.frame.height;
-
- // TODO trim??
- aX = displayObject.anchor.x;// - displayObject.texture.trim.x
- aY = displayObject.anchor.y; //- displayObject.texture.trim.y
- w0 = width * (1-aX);
- w1 = width * -aX;
-
- h0 = height * (1-aY);
- h1 = height * -aY;
-
- index = indexRun * 8;
-
- worldTransform = displayObject.worldTransform;
-
- a = worldTransform[0];
- b = worldTransform[3];
- c = worldTransform[1];
- d = worldTransform[4];
- tx = worldTransform[2];
- ty = worldTransform[5];
-
- this.verticies[index + 0 ] = a * w1 + c * h1 + tx;
- this.verticies[index + 1 ] = d * h1 + b * w1 + ty;
-
- this.verticies[index + 2 ] = a * w0 + c * h1 + tx;
- this.verticies[index + 3 ] = d * h1 + b * w0 + ty;
-
- this.verticies[index + 4 ] = a * w0 + c * h0 + tx;
- this.verticies[index + 5 ] = d * h0 + b * w0 + ty;
-
- this.verticies[index + 6] = a * w1 + c * h0 + tx;
- this.verticies[index + 7] = d * h0 + b * w1 + ty;
-
-
- if(displayObject.updateFrame || displayObject.texture.updateFrame)
- {
- this.dirtyUVS = true;
-
- var texture = displayObject.texture;
-
- var frame = texture.frame;
- var tw = texture.baseTexture.width;
- var th = texture.baseTexture.height;
-
- this.uvs[index + 0] = frame.x / tw;
- this.uvs[index +1] = frame.y / th;
-
- this.uvs[index +2] = (frame.x + frame.width) / tw;
- this.uvs[index +3] = frame.y / th;
-
- this.uvs[index +4] = (frame.x + frame.width) / tw;
- this.uvs[index +5] = (frame.y + frame.height) / th;
-
- this.uvs[index +6] = frame.x / tw;
- this.uvs[index +7] = (frame.y + frame.height) / th;
-
- displayObject.updateFrame = false;
- }
-
- // TODO this probably could do with some optimisation....
- if(displayObject.cacheAlpha != displayObject.worldAlpha)
- {
- displayObject.cacheAlpha = displayObject.worldAlpha;
-
- var colorIndex = indexRun * 4;
- this.colors[colorIndex] = this.colors[colorIndex + 1] = this.colors[colorIndex + 2] = this.colors[colorIndex + 3] = displayObject.worldAlpha;
- this.dirtyColors = true;
- }
- }
- else
- {
- index = indexRun * 8;
-
- this.verticies[index + 0 ] = 0;
- this.verticies[index + 1 ] = 0;
-
- this.verticies[index + 2 ] = 0;
- this.verticies[index + 3 ] = 0;
-
- this.verticies[index + 4 ] = 0;
- this.verticies[index + 5 ] = 0;
-
- this.verticies[index + 6] = 0;
- this.verticies[index + 7] = 0;
- }
-
- indexRun++;
- displayObject = displayObject.__next;
- }
-}
-
-/**
- * Draws the batch to the frame buffer
- * @method render
- */
-PIXI.WebGLBatch.prototype.render = function(start, end)
-{
-// console.log(start + " :: " + end + " : " + this.size);
- start = start || 0;
- //end = end || this.size;
- if(end == undefined)end = this.size;
-
- if(this.dirty)
- {
- this.refresh();
- this.dirty = false;
-
- }
-
- if (this.size == 0)return;
-
- this.update();
- var gl = this.gl;
-
- //TODO optimize this!
- gl.blendFunc(gl.ONE, gl.ONE_MINUS_SRC_ALPHA);
-
- var shaderProgram = PIXI.shaderProgram;
- gl.useProgram(shaderProgram);
-
- // update the verts..
- gl.bindBuffer(gl.ARRAY_BUFFER, this.vertexBuffer);
- // ok..
- gl.bufferSubData(gl.ARRAY_BUFFER, 0, this.verticies)
- gl.vertexAttribPointer(shaderProgram.vertexPositionAttribute, 2, gl.FLOAT, false, 0, 0);
-
- // update the uvs
- gl.bindBuffer(gl.ARRAY_BUFFER, this.uvBuffer);
-
- if(this.dirtyUVS)
- {
- this.dirtyUVS = false;
- gl.bufferSubData(gl.ARRAY_BUFFER, 0, this.uvs);
- }
-
- gl.vertexAttribPointer(shaderProgram.textureCoordAttribute, 2, gl.FLOAT, false, 0, 0);
-
- gl.activeTexture(gl.TEXTURE0);
- gl.bindTexture(gl.TEXTURE_2D, this.texture._glTexture);
-
- // update color!
- gl.bindBuffer(gl.ARRAY_BUFFER, this.colorBuffer);
-
- if(this.dirtyColors)
- {
- this.dirtyColors = false;
- gl.bufferSubData(gl.ARRAY_BUFFER, 0, this.colors);
- }
-
- gl.vertexAttribPointer(shaderProgram.colorAttribute, 1, gl.FLOAT, false, 0, 0);
-
- // dont need to upload!
- gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this.indexBuffer);
-
-
- //var startIndex = 0//1;
- var len = end - start;
- // console.log(this.size)
- // DRAW THAT this!
- gl.drawElements(gl.TRIANGLES, len * 6, gl.UNSIGNED_SHORT, start * 2 * 6 );
-}
-
-
-/**
- * @author Mat Groves http://matgroves.com/ @Doormat23
- */
-
-
-
-
-/**
- * A WebGLBatch Enables a group of sprites to be drawn using the same settings.
- * if a group of sprites all have the same baseTexture and blendMode then they can be grouped into a batch. All the sprites in a batch can then be drawn in one go by the GPU which is hugely efficient. ALL sprites in the webGL renderer are added to a batch even if the batch only contains one sprite. Batching is handled automatically by the webGL renderer. A good tip is: the smaller the number of batchs there are, the faster the webGL renderer will run.
- * @class WebGLBatch
- * @param an instance of the webGL context
- * @return {PIXI.renderers.WebGLBatch} WebGLBatch {@link PIXI.renderers.WebGLBatch}
- */
-PIXI.WebGLRenderGroup = function(gl)
-{
- this.gl = gl;
- this.root;
-
- this.backgroundColor;
- this.batchs = [];
- this.toRemove = [];
-}
-
-
-// constructor
-PIXI.WebGLRenderGroup.constructor = PIXI.WebGLRenderGroup;
-
-PIXI.WebGLRenderGroup.prototype.setRenderable = function(displayObject)
-{
- // has this changed??
- if(this.root)this.removeDisplayObjectAndChildren(this.root);
-
- displayObject.worldVisible = displayObject.visible;
-
- // soooooo //
- // to check if any batchs exist already??
-
- // TODO what if its already has an object? should remove it
- this.root = displayObject;
- //displayObject.__renderGroup = this;
- this.addDisplayObjectAndChildren(displayObject);
- //displayObject
-}
-
-PIXI.WebGLRenderGroup.prototype.render = function(projectionMatrix)
-{
-
- PIXI.WebGLRenderer.updateTextures();
-
- var gl = this.gl;
-
- // set the flipped matrix..
- gl.uniformMatrix4fv(PIXI.shaderProgram.mvMatrixUniform, false, projectionMatrix);
-
- // TODO remove this by replacing visible with getter setters..
- this.checkVisibility(this.root, this.root.visible);
-
- // will render all the elements in the group
- var renderable;
-
-
- for (var i=0; i < this.batchs.length; i++)
- {
- renderable = this.batchs[i];
- if(renderable instanceof PIXI.WebGLBatch)
- {
- this.batchs[i].render();
- }
- else if(renderable instanceof PIXI.TilingSprite)
- {
- if(renderable.visible)this.renderTilingSprite(renderable, projectionMatrix);
- }
- else if(renderable instanceof PIXI.Strip)
- {
- if(renderable.visible)this.renderStrip(renderable, projectionMatrix);
- }
- }
-
-}
-
-PIXI.WebGLRenderGroup.prototype.renderSpecific = function(displayObject, projectionMatrix)
-{
- PIXI.WebGLRenderer.updateTextures();
-
- var gl = this.gl;
- this.checkVisibility(displayObject, displayObject.visible);
- gl.uniformMatrix4fv(PIXI.shaderProgram.mvMatrixUniform, false, projectionMatrix);
-
-
- //console.log("SPECIFIC");
- // to do!
- // render part of the scene...
-
- var startIndex;
- var startBatchIndex;
-
- var endIndex;
- var endBatchIndex;
-
- // get NEXT Renderable!
- var nextRenderable = displayObject.renderable ? displayObject : this.getNextRenderable(displayObject);
- var startBatch = nextRenderable.batch;
-
- if(nextRenderable instanceof PIXI.Sprite)
- {
- startBatch = nextRenderable.batch;
-
- var head = startBatch.head;
- var next = head;
-
- // ok now we have the batch.. need to find the start index!
- if(head == nextRenderable)
- {
- startIndex = 0;
- }
- else
- {
- startIndex = 1;
-
- while(head.__next != nextRenderable)
- {
- startIndex++;
- head = head.__next;
- }
- }
- }
- else
- {
- startBatch = nextRenderable;
- }
-
- // Get the LAST renderable object
- var lastRenderable = displayObject;
- var endBatch;
- var lastItem = displayObject;
- while(lastItem.children.length > 0)
- {
- lastItem = lastItem.children[lastItem.children.length-1];
- if(lastItem.renderable)lastRenderable = lastItem;
- }
-
- if(lastRenderable instanceof PIXI.Sprite)
- {
- endBatch = lastRenderable.batch;
-
- var head = endBatch.head;
-
- if(head == lastRenderable)
- {
- endIndex = 0;
- }
- else
- {
- endIndex = 1;
-
- while(head.__next != lastRenderable)
- {
- endIndex++;
- head = head.__next;
- }
- }
- }
- else
- {
- endBatch = lastRenderable;
- }
-
- // TODO - need to fold this up a bit!
-
-
- if(startBatch == endBatch)
- {
- if(startBatch instanceof PIXI.WebGLBatch)
- {
- startBatch.render(startIndex, endIndex+1);
- }
- else if(startBatch instanceof PIXI.TilingSprite)
- {
- if(startBatch.visible)this.renderTilingSprite(startBatch, projectionMatrix);
- }
- else if(startBatch instanceof PIXI.Strip)
- {
- if(startBatch.visible)this.renderStrip(startBatch, projectionMatrix);
- }
- else if(startBatch instanceof PIXI.CustomRenderable)
- {
- if(startBatch.visible) startBatch.renderWebGL(this, projectionMatrix);
- }
-
- return;
- }
-
- // now we have first and last!
- startBatchIndex = this.batchs.indexOf(startBatch);
- endBatchIndex = this.batchs.indexOf(endBatch);
-
- // DO the first batch
- if(startBatch instanceof PIXI.WebGLBatch)
- {
- startBatch.render(startIndex);
- }
- else if(startBatch instanceof PIXI.TilingSprite)
- {
- if(startBatch.visible)this.renderTilingSprite(startBatch, projectionMatrix);
- }
- else if(startBatch instanceof PIXI.Strip)
- {
- if(startBatch.visible)this.renderStrip(startBatch, projectionMatrix);
- }
- else if(startBatch instanceof PIXI.CustomRenderable)
- {
- if(startBatch.visible) startBatch.renderWebGL(this, projectionMatrix);
- }
-
- // DO the middle batchs..
- for (var i=startBatchIndex+1; i < endBatchIndex; i++)
- {
- renderable = this.batchs[i];
-
- if(renderable instanceof PIXI.WebGLBatch)
- {
- this.batchs[i].render();
- }
- else if(renderable instanceof PIXI.TilingSprite)
- {
- if(renderable.visible)this.renderTilingSprite(renderable, projectionMatrix);
- }
- else if(renderable instanceof PIXI.Strip)
- {
- if(renderable.visible)this.renderStrip(renderable, projectionMatrix);
- }
- else if(renderable instanceof PIXI.CustomRenderable)
- {
- if(renderable.visible) renderable.renderWebGL(this, projectionMatrix);
- }
-
- }
-
- // DO the last batch..
- if(endBatch instanceof PIXI.WebGLBatch)
- {
- endBatch.render(0, endIndex+1);
- }
- else if(endBatch instanceof PIXI.TilingSprite)
- {
- if(endBatch.visible)this.renderTilingSprite(endBatch);
- }
- else if(endBatch instanceof PIXI.Strip)
- {
- if(endBatch.visible)this.renderStrip(endBatch);
- }
- else if(endBatch instanceof PIXI.CustomRenderable)
- {
- if(endBatch.visible) endBatch.renderWebGL(this, projectionMatrix);
- }
-}
-
-PIXI.WebGLRenderGroup.prototype.checkVisibility = function(displayObject, globalVisible)
-{
- // give the dp a refference to its renderGroup...
- var children = displayObject.children;
- //displayObject.worldVisible = globalVisible;
- for (var i=0; i < children.length; i++)
- {
- var child = children[i];
-
- // TODO optimize... shouldt need to loop through everything all the time
- child.worldVisible = child.visible && globalVisible;
-
- // everything should have a batch!
- // time to see whats new!
- if(child.textureChange)
- {
- child.textureChange = false;
- if(child.worldVisible)
- {
- this.removeDisplayObject(child);
- this.addDisplayObject(child);
- //this.updateTexture(child);
- }
- // update texture!!
- }
-
- if(child.children.length > 0)
- {
- this.checkVisibility(child, child.worldVisible);
- }
- };
-}
-
-PIXI.WebGLRenderGroup.prototype.updateTexture = function(displayObject)
-{
- // we know this exists..
- // is it in a batch..
- // check batch length
- if(displayObject.batch.length == 1)
- {
- // just one! this guy! so simply swap the texture
- displayObject.batch.texture = displayObject.texture.baseTexture;
- return;
- }
-
- // early out!
- if(displayObject.batch.texture == displayObject.texture.baseTexture)return;
-
-
- if(displayObject.batch.head == displayObject)
- {
- //console.log("HEAD")
- var currentBatch = displayObject.batch;
-
- var index = this.batchs.indexOf( currentBatch );
- var previousBatch = this.batchs[index-1];
- currentBatch.remove(displayObject);
-
- if(previousBatch)
- {
- if(previousBatch.texture == displayObject.texture.baseTexture && previousBatch.blendMode == displayObject.blendMode)
- {
- previousBatch.insertAfter(displayObject, previousBatch.tail);
- }
- else
- {
- // add it before..
- var batch = PIXI.WebGLRenderer.getBatch();
- batch.init(displayObject);
- this.batchs.splice(index-1, 0, batch);
- }
-
- }
- else
- {
- // we are 0!
- var batch = PIXI.WebGLRenderer.getBatch();
- batch.init(displayObject);
- this.batchs.splice(0, 0, batch);
- }
-
- }
- else if(displayObject.batch.tail == displayObject)
- {
- var currentBatch = displayObject.batch;
-
- var index = this.batchs.indexOf( currentBatch );
- var nextBatch = this.batchs[index+1];
- currentBatch.remove(displayObject);
-
- if(nextBatch)
- {
- if(nextBatch.texture == displayObject.texture.baseTexture && nextBatch.blendMode == displayObject.blendMode)
- {
- nextBatch.insertBefore(displayObject, nextBatch.head);
- return;
- }
- else
- {
- // add it before..
- var batch = PIXI.WebGLRenderer.getBatch();
- batch.init(displayObject);
- this.batchs.splice(index+1, 0, batch);
- }
-
- }
- else
- {
- // we are 0!
- var batch = PIXI.WebGLRenderer.getBatch();
- batch.init(displayObject);
- this.batchs.push(batch);
- }
- }
- else
- {
- // console.log("MIDDLE")
- var currentBatch = displayObject.batch;
-
- // split the batch into 2
- // AH! dont split on the current display object as the texture is wrong!
- var splitBatch = currentBatch.split(displayObject);
-
- // now remove the display object
- splitBatch.remove(displayObject);
-
- var batch = PIXI.WebGLRenderer.getBatch();
- var index = this.batchs.indexOf( currentBatch );
- batch.init(displayObject);
- this.batchs.splice(index+1, 0, batch, splitBatch);
- }
-}
-
-PIXI.WebGLRenderGroup.prototype.addDisplayObject = function(displayObject)
-{
- // add a child to the render group..
- if(displayObject.__renderGroup)displayObject.__renderGroup.removeDisplayObjectAndChildren(displayObject);
-
- // DONT htink this is needed?
- // displayObject.batch = null;
-
- displayObject.__renderGroup = this;
-
- //displayObject.cacheVisible = true;
- if(!displayObject.renderable)return;
-
- // while looping below THE OBJECT MAY NOT HAVE BEEN ADDED
- //displayObject.__inWebGL = true;
-
- var previousSprite = this.getPreviousRenderable(displayObject);
- var nextSprite = this.getNextRenderable(displayObject);
-
-
- /*
- * so now we have the next renderable and the previous renderable
- *
- */
-
- if(displayObject instanceof PIXI.Sprite)
- {
- var previousBatch
- var nextBatch
-
- //console.log( previousSprite)
- if(previousSprite instanceof PIXI.Sprite)
- {
- previousBatch = previousSprite.batch;
- if(previousBatch)
- {
- if(previousBatch.texture == displayObject.texture.baseTexture && previousBatch.blendMode == displayObject.blendMode)
- {
- previousBatch.insertAfter(displayObject, previousSprite);
- return;
- }
- }
- }
- else
- {
- // TODO reword!
- previousBatch = previousSprite;
- }
-
- if(nextSprite)
- {
- if(nextSprite instanceof PIXI.Sprite)
- {
- nextBatch = nextSprite.batch;
-
- //batch may not exist if item was added to the display list but not to the webGL
- if(nextBatch)
- {
- if(nextBatch.texture == displayObject.texture.baseTexture && nextBatch.blendMode == displayObject.blendMode)
- {
- nextBatch.insertBefore(displayObject, nextSprite);
- return;
- }
- else
- {
- if(nextBatch == previousBatch)
- {
- // THERE IS A SPLIT IN THIS BATCH! //
- var splitBatch = previousBatch.split(nextSprite);
- // COOL!
- // add it back into the array
- /*
- * OOPS!
- * seems the new sprite is in the middle of a batch
- * lets split it..
- */
- var batch = PIXI.WebGLRenderer.getBatch();
-
- var index = this.batchs.indexOf( previousBatch );
- batch.init(displayObject);
- this.batchs.splice(index+1, 0, batch, splitBatch);
-
- return;
- }
- }
- }
- }
- else
- {
- // TODO re-word!
- nextBatch = nextSprite;
- }
- }
-
- /*
- * looks like it does not belong to any batch!
- * but is also not intersecting one..
- * time to create anew one!
- */
-
- var batch = PIXI.WebGLRenderer.getBatch();
- batch.init(displayObject);
-
- if(previousBatch) // if this is invalid it means
- {
- var index = this.batchs.indexOf( previousBatch );
- this.batchs.splice(index+1, 0, batch);
- }
- else
- {
- this.batchs.push(batch);
- }
-
- }
- else if(displayObject instanceof PIXI.TilingSprite)
- {
- // add to a batch!!
- this.initTilingSprite(displayObject);
- this.batchs.push(displayObject);
-
- }
- else if(displayObject instanceof PIXI.Strip)
- {
- // add to a batch!!
- this.initStrip(displayObject);
- this.batchs.push(displayObject);
- }
-
- // if its somthing else... then custom codes!
- this.batchUpdate = true;
-}
-
-PIXI.WebGLRenderGroup.prototype.addDisplayObjectAndChildren = function(displayObject)
-{
- // TODO - this can be faster - but not as important right now
-
- this.addDisplayObject(displayObject);
- var children = displayObject.children;
-
- for (var i=0; i < children.length; i++)
- {
- this.addDisplayObjectAndChildren(children[i]);
- };
-}
-
-PIXI.WebGLRenderGroup.prototype.removeDisplayObject = function(displayObject)
-{
- // loop through children..
- // display object //
-
- // add a child from the render group..
- // remove it and all its children!
- //displayObject.cacheVisible = false;//displayObject.visible;
- displayObject.__renderGroup = null;
-
- if(!displayObject.renderable)return;
-
- /*
- * removing is a lot quicker..
- *
- */
- var batchToRemove;
-
- if(displayObject instanceof PIXI.Sprite)
- {
- // should always have a batch!
- var batch = displayObject.batch;
- if(!batch)return; // this means the display list has been altered befre rendering
-
- batch.remove(displayObject);
-
- if(batch.size==0)
- {
- batchToRemove = batch;
- }
- }
- else
- {
- batchToRemove = displayObject;
- }
-
- /*
- * Looks like there is somthing that needs removing!
- */
- if(batchToRemove)
- {
- var index = this.batchs.indexOf( batchToRemove );
- if(index == -1)return;// this means it was added then removed before rendered
-
- // ok so.. check to see if you adjacent batchs should be joined.
- // TODO may optimise?
- if(index == 0 || index == this.batchs.length-1)
- {
- // wha - eva! just get of the empty batch!
- this.batchs.splice(index, 1);
- if(batchToRemove instanceof PIXI.WebGLBatch)PIXI.WebGLRenderer.returnBatch(batchToRemove);
-
- return;
- }
-
- if(this.batchs[index-1] instanceof PIXI.WebGLBatch && this.batchs[index+1] instanceof PIXI.WebGLBatch)
- {
- if(this.batchs[index-1].texture == this.batchs[index+1].texture && this.batchs[index-1].blendMode == this.batchs[index+1].blendMode)
- {
- //console.log("MERGE")
- this.batchs[index-1].merge(this.batchs[index+1]);
-
- if(batchToRemove instanceof PIXI.WebGLBatch)PIXI.WebGLRenderer.returnBatch(batchToRemove);
- PIXI.WebGLRenderer.returnBatch(this.batchs[index+1]);
- this.batchs.splice(index, 2);
- return;
- }
- }
-
-
- this.batchs.splice(index, 1);
- if(batchToRemove instanceof PIXI.WebGLBatch)PIXI.WebGLRenderer.returnBatch(batchToRemove);
- }
-}
-
-PIXI.WebGLRenderGroup.prototype.removeDisplayObjectAndChildren = function(displayObject)
-{
- // TODO - this can be faster - but not as important right now
- if(displayObject.__renderGroup != this)return;
-
- this.removeDisplayObject(displayObject);
- var children = displayObject.children;
-
- for (var i=0; i < children.length; i++)
- {
- this.removeDisplayObjectAndChildren(children[i]);
- };
-}
-
-/**
- * @private
- */
-
-PIXI.WebGLRenderGroup.prototype.getNextRenderable = function(displayObject)
-{
- /*
- * LOOK FOR THE NEXT SPRITE
- * This part looks for the closest next sprite that can go into a batch
- * it keeps looking until it finds a sprite or gets to the end of the display
- * scene graph
- *
- * These look a lot scarier than the actually are...
- */
-
- var nextSprite = displayObject;
- do
- {
- // moving forward!
- // if it has no children..
- if(nextSprite.children.length == 0)
- {
- //maynot have a parent
- if(!nextSprite.parent)return null;
-
- // go along to the parent..
- while(nextSprite.childIndex == nextSprite.parent.children.length-1)
- {
- nextSprite = nextSprite.parent;
- //console.log(">" + nextSprite);
-// console.log(">-" + this.root);
- if(nextSprite == this.root || !nextSprite.parent)//displayObject.stage)
- {
- nextSprite = null
- break;
- }
- }
-
- if(nextSprite)nextSprite = nextSprite.parent.children[nextSprite.childIndex+1];
- }
- else
- {
- nextSprite = nextSprite.children[0];
- }
-
- if(!nextSprite)break;
- }
- while(!nextSprite.renderable || !nextSprite.__renderGroup)
-
- return nextSprite;
-}
-
-PIXI.WebGLRenderGroup.prototype.getPreviousRenderable = function(displayObject)
-{
- /*
- * LOOK FOR THE PREVIOUS SPRITE
- * This part looks for the closest previous sprite that can go into a batch
- * It keeps going back until it finds a sprite or the stage
- */
- var previousSprite = displayObject;
- do
- {
- if(previousSprite.childIndex == 0)
- {
- previousSprite = previousSprite.parent;
- if(!previousSprite)return null;
- }
- else
- {
-
- previousSprite = previousSprite.parent.children[previousSprite.childIndex-1];
- // what if the bloop has children???
- while(previousSprite.children.length != 0)
- {
- // keep diggin till we get to the last child
- previousSprite = previousSprite.children[previousSprite.children.length-1];
- }
- }
-
- if(previousSprite == this.root)break;
- }
- while(!previousSprite.renderable || !previousSprite.__renderGroup);
-
- return previousSprite;
-}
-
-/**
- * @private
- */
-PIXI.WebGLRenderGroup.prototype.initTilingSprite = function(sprite)
-{
- var gl = this.gl;
-
- // make the texture tilable..
-
- sprite.verticies = new Float32Array([0, 0,
- sprite.width, 0,
- sprite.width, sprite.height,
- 0, sprite.height]);
-
- sprite.uvs = new Float32Array([0, 0,
- 1, 0,
- 1, 1,
- 0, 1]);
-
- sprite.colors = new Float32Array([1,1,1,1]);
-
- sprite.indices = new Uint16Array([0, 1, 3,2])//, 2]);
-
-
- sprite._vertexBuffer = gl.createBuffer();
- sprite._indexBuffer = gl.createBuffer();
- sprite._uvBuffer = gl.createBuffer();
- sprite._colorBuffer = gl.createBuffer();
-
- gl.bindBuffer(gl.ARRAY_BUFFER, sprite._vertexBuffer);
- gl.bufferData(gl.ARRAY_BUFFER, sprite.verticies, gl.STATIC_DRAW);
-
- gl.bindBuffer(gl.ARRAY_BUFFER, sprite._uvBuffer);
- gl.bufferData(gl.ARRAY_BUFFER, sprite.uvs, gl.DYNAMIC_DRAW);
-
- gl.bindBuffer(gl.ARRAY_BUFFER, sprite._colorBuffer);
- gl.bufferData(gl.ARRAY_BUFFER, sprite.colors, gl.STATIC_DRAW);
-
- gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, sprite._indexBuffer);
- gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, sprite.indices, gl.STATIC_DRAW);
-
-// return ( (x > 0) && ((x & (x - 1)) == 0) );
-
- if(sprite.texture.baseTexture._glTexture)
- {
- gl.bindTexture(gl.TEXTURE_2D, sprite.texture.baseTexture._glTexture);
- gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.REPEAT);
- gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.REPEAT);
- sprite.texture.baseTexture._powerOf2 = true;
- }
- else
- {
- sprite.texture.baseTexture._powerOf2 = true;
- }
-}
-
-/**
- * @private
- */
-PIXI.WebGLRenderGroup.prototype.renderStrip = function(strip, projectionMatrix)
-{
- var gl = this.gl;
- var shaderProgram = PIXI.shaderProgram;
-// mat
- var mat4Real = PIXI.mat3.toMat4(strip.worldTransform);
- PIXI.mat4.transpose(mat4Real);
- PIXI.mat4.multiply(projectionMatrix, mat4Real, mat4Real )
-
- gl.uniformMatrix4fv(shaderProgram.mvMatrixUniform, false, mat4Real);
-
- if(strip.blendMode == PIXI.blendModes.NORMAL)
- {
- gl.blendFunc(gl.ONE, gl.ONE_MINUS_SRC_ALPHA);
- }
- else
- {
- gl.blendFunc(gl.ONE, gl.ONE_MINUS_SRC_COLOR);
- }
-
- if(!strip.dirty)
- {
-
- gl.bindBuffer(gl.ARRAY_BUFFER, strip._vertexBuffer);
- gl.bufferSubData(gl.ARRAY_BUFFER, 0, strip.verticies)
- gl.vertexAttribPointer(shaderProgram.vertexPositionAttribute, 2, gl.FLOAT, false, 0, 0);
-
- // update the uvs
- gl.bindBuffer(gl.ARRAY_BUFFER, strip._uvBuffer);
- gl.vertexAttribPointer(shaderProgram.textureCoordAttribute, 2, gl.FLOAT, false, 0, 0);
-
- gl.activeTexture(gl.TEXTURE0);
- gl.bindTexture(gl.TEXTURE_2D, strip.texture.baseTexture._glTexture);
-
- gl.bindBuffer(gl.ARRAY_BUFFER, strip._colorBuffer);
- gl.vertexAttribPointer(shaderProgram.colorAttribute, 1, gl.FLOAT, false, 0, 0);
-
- // dont need to upload!
- gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, strip._indexBuffer);
-
-
- }
- else
- {
- strip.dirty = false;
- gl.bindBuffer(gl.ARRAY_BUFFER, strip._vertexBuffer);
- gl.bufferData(gl.ARRAY_BUFFER, strip.verticies, gl.STATIC_DRAW)
- gl.vertexAttribPointer(shaderProgram.vertexPositionAttribute, 2, gl.FLOAT, false, 0, 0);
-
- // update the uvs
- gl.bindBuffer(gl.ARRAY_BUFFER, strip._uvBuffer);
- gl.bufferData(gl.ARRAY_BUFFER, strip.uvs, gl.STATIC_DRAW)
- gl.vertexAttribPointer(shaderProgram.textureCoordAttribute, 2, gl.FLOAT, false, 0, 0);
-
- gl.activeTexture(gl.TEXTURE0);
- gl.bindTexture(gl.TEXTURE_2D, strip.texture.baseTexture._glTexture);
-
- gl.bindBuffer(gl.ARRAY_BUFFER, strip._colorBuffer);
- gl.bufferData(gl.ARRAY_BUFFER, strip.colors, gl.STATIC_DRAW)
- gl.vertexAttribPointer(shaderProgram.colorAttribute, 1, gl.FLOAT, false, 0, 0);
-
- // dont need to upload!
- gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, strip._indexBuffer);
- gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, strip.indices, gl.STATIC_DRAW);
-
- }
- //console.log(gl.TRIANGLE_STRIP)
- gl.drawElements(gl.TRIANGLE_STRIP, strip.indices.length, gl.UNSIGNED_SHORT, 0);
-
- gl.uniformMatrix4fv(shaderProgram.mvMatrixUniform, false, projectionMatrix);
-
-}
-
-
-/**
- * @private
- */
-PIXI.WebGLRenderGroup.prototype.renderTilingSprite = function(sprite, projectionMatrix)
-{
- var gl = this.gl;
- var shaderProgram = PIXI.shaderProgram;
-
- var tilePosition = sprite.tilePosition;
- var tileScale = sprite.tileScale;
-
- var offsetX = tilePosition.x/sprite.texture.baseTexture.width;
- var offsetY = tilePosition.y/sprite.texture.baseTexture.height;
-
- var scaleX = (sprite.width / sprite.texture.baseTexture.width) / tileScale.x;
- var scaleY = (sprite.height / sprite.texture.baseTexture.height) / tileScale.y;
-
- sprite.uvs[0] = 0 - offsetX;
- sprite.uvs[1] = 0 - offsetY;
-
- sprite.uvs[2] = (1 * scaleX) -offsetX;
- sprite.uvs[3] = 0 - offsetY;
-
- sprite.uvs[4] = (1 *scaleX) - offsetX;
- sprite.uvs[5] = (1 *scaleY) - offsetY;
-
- sprite.uvs[6] = 0 - offsetX;
- sprite.uvs[7] = (1 *scaleY) - offsetY;
-
- gl.bindBuffer(gl.ARRAY_BUFFER, sprite._uvBuffer);
- gl.bufferSubData(gl.ARRAY_BUFFER, 0, sprite.uvs)
-
- this.renderStrip(sprite, projectionMatrix);
-}
-
-
-
-/**
- * @private
- */
-PIXI.WebGLRenderer.prototype.initStrip = function(strip)
-{
- // build the strip!
- var gl = this.gl;
- var shaderProgram = this.shaderProgram;
-
- strip._vertexBuffer = gl.createBuffer();
- strip._indexBuffer = gl.createBuffer();
- strip._uvBuffer = gl.createBuffer();
- strip._colorBuffer = gl.createBuffer();
-
- gl.bindBuffer(gl.ARRAY_BUFFER, strip._vertexBuffer);
- gl.bufferData(gl.ARRAY_BUFFER, strip.verticies, gl.DYNAMIC_DRAW);
-
- gl.bindBuffer(gl.ARRAY_BUFFER, strip._uvBuffer);
- gl.bufferData(gl.ARRAY_BUFFER, strip.uvs, gl.STATIC_DRAW);
-
- gl.bindBuffer(gl.ARRAY_BUFFER, strip._colorBuffer);
- gl.bufferData(gl.ARRAY_BUFFER, strip.colors, gl.STATIC_DRAW);
-
-
- gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, strip._indexBuffer);
- gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, strip.indices, gl.STATIC_DRAW);
-}
-
-
-/**
- * @author Mat Groves http://matgroves.com/ @Doormat23
- */
-
-
-/**
- * the CanvasRenderer draws the stage and all its content onto a 2d canvas. This renderer should be used for browsers that do not support webGL.
- * Dont forget to add the view to your DOM or you will not see anything :)
- * @class CanvasRenderer
- * @constructor
- * @param width {Number} the width of the canvas view
- * @default 0
- * @param height {Number} the height of the canvas view
- * @default 0
- * @param view {Canvas} the canvas to use as a view, optional
- * @param transparent {Boolean} the transparency of the render view, default false
- * @default false
- *
- */
-PIXI.CanvasRenderer = function(width, height, view, transparent)
-{
- this.transparent = transparent;
-
- /**
- * The width of the canvas view
- * @property width
- * @type Number
- * @default 800
- */
- this.width = width || 800;
- /**
- * The height of the canvas view
- * @property height
- * @type Number
- * @default 600
- */
- this.height = height || 600;
-
- this.refresh = true;
-
- /**
- * The canvas element that the everything is drawn to
- * @property view
- * @type Canvas
- */
- this.view = view || document.createElement( 'canvas' );
-
- // hack to enable some hardware acceleration!
- //this.view.style["transform"] = "translatez(0)";
-
- this.view.width = this.width;
- this.view.height = this.height;
- this.count = 0;
-
- /**
- * The canvas context that the everything is drawn to
- * @property context
- * @type Canvas 2d Context
- */
- this.context = this.view.getContext("2d");
-}
-
-// constructor
-PIXI.CanvasRenderer.constructor = PIXI.CanvasRenderer;
-
-/**
- * Renders the stage to its canvas view
- * @method render
- * @param stage {Stage} the Stage element to be rendered
- */
-PIXI.CanvasRenderer.prototype.render = function(stage)
-{
- // update children if need be
-
- //stage.__childrenAdded = [];
- //stage.__childrenRemoved = [];
-
- // update textures if need be
- PIXI.texturesToUpdate = [];
- PIXI.texturesToDestroy = [];
-
- stage.updateTransform();
-
- // update the background color
- if(this.view.style.backgroundColor!=stage.backgroundColorString && !this.transparent)this.view.style.backgroundColor = stage.backgroundColorString;
-
- this.context.setTransform(1,0,0,1,0,0);
- this.context.clearRect(0, 0, this.width, this.height)
- this.renderDisplayObject(stage);
- //as
-
- // run interaction!
- if(stage.interactive)
- {
- //need to add some events!
- if(!stage._interactiveEventsAdded)
- {
- stage._interactiveEventsAdded = true;
- stage.interactionManager.setTarget(this);
- }
- }
-
- // remove frame updates..
- if(PIXI.Texture.frameUpdates.length > 0)
- {
- PIXI.Texture.frameUpdates = [];
- }
-}
-
-/**
- * resizes the canvas view to the specified width and height
- * @param the new width of the canvas view
- * @param the new height of the canvas view
- */
-PIXI.CanvasRenderer.prototype.resize = function(width, height)
-{
- this.width = width;
- this.height = height;
-
- this.view.width = width;
- this.view.height = height;
-}
-
-/**
- * @private
- */
-
-PIXI.CanvasRenderer.prototype.renderDisplayObject = function(displayObject)
-{
- var transform = displayObject.worldTransform;
- var context = this.context;
- //context.globalCompositeOperation = "source-over"
- var blit = false;
-
- if(!displayObject.visible)return;
-
- if(displayObject instanceof PIXI.Sprite)
- {
- var frame = displayObject.texture.frame;
-
- if(frame)
- {
- context.globalAlpha = displayObject.worldAlpha;
-
- // BLITZ!!!
- /*
- * if the rotation is 0 then we can blitz it
- * meaning we dont need to do a transform and also we
- * can round to the nearest round number for a little extra speed!
- */
- /*if(displayObject.rotation == 0)
- {
- if(!blit)this.context.setTransform(1,0,0,1,0,0);
- blit = true;
- context.drawImage(displayObject.texture.baseTexture.image,
- frame.x,
- frame.y,
- frame.width,
- frame.height,
- (transform[2]+ ((displayObject.anchor.x - displayObject.texture.trim.x) * -frame.width) * transform[0]),
- (transform[5]+ ((displayObject.anchor.y - displayObject.texture.trim.y) * -frame.height)* transform[4]),
- (displayObject.width * transform[0]),
- (displayObject.height * transform[4]));
-
- }
- else
- {*/
- // blit = false;
- context.setTransform(transform[0], transform[3], transform[1], transform[4], transform[2], transform[5]);
-
- context.drawImage(displayObject.texture.baseTexture.source,
- frame.x,
- frame.y,
- frame.width,
- frame.height,
- (displayObject.anchor.x) * -frame.width,
- (displayObject.anchor.y) * -frame.height,
- // (displayObject.anchor.x - displayObject.texture.trim.x) * -frame.width,
- // (displayObject.anchor.y - displayObject.texture.trim.y) * -frame.height,
-
- frame.width,
- frame.height);
- //}
- }
- }
- else if(displayObject instanceof PIXI.Strip)
- {
- context.setTransform(transform[0], transform[3], transform[1], transform[4], transform[2], transform[5])
- this.renderStrip(displayObject);
- }
- else if(displayObject instanceof PIXI.TilingSprite)
- {
- context.setTransform(transform[0], transform[3], transform[1], transform[4], transform[2], transform[5])
- this.renderTilingSprite(displayObject);
- }
- else if(displayObject instanceof PIXI.CustomRenderable)
- {
- displayObject.renderCanvas(this);
- }
-
- // render!
- for (var i=0; i < displayObject.children.length; i++)
- {
- this.renderDisplayObject(displayObject.children[i]);
- }
-
- this.context.setTransform(1,0,0,1,0,0);
-}
-
-/**
- * @private
- */
-PIXI.CanvasRenderer.prototype.renderStripFlat = function(strip)
-{
- var context = this.context;
- var verticies = strip.verticies;
- var uvs = strip.uvs;
-
- var length = verticies.length/2;
- this.count++;
-
- context.beginPath();
- for (var i=1; i < length-2; i++)
- {
-
- // draw some triangles!
- var index = i*2;
-
- var x0 = verticies[index], x1 = verticies[index+2], x2 = verticies[index+4];
- var y0 = verticies[index+1], y1 = verticies[index+3], y2 = verticies[index+5];
-
- context.moveTo(x0, y0);
- context.lineTo(x1, y1);
- context.lineTo(x2, y2);
-
- };
-
-// context.globalCompositeOperation = 'lighter';
- context.fillStyle = "#FF0000";
- context.fill();
- context.closePath();
- //context.globalCompositeOperation = 'source-over';
-}
-
-/**
- * @private
- */
-PIXI.CanvasRenderer.prototype.renderTilingSprite = function(sprite)
-{
- var context = this.context;
-
- if(!sprite.__tilePattern) sprite.__tilePattern = context.createPattern(sprite.texture.baseTexture.source, "repeat");
-
- context.beginPath();
-
- var tilePosition = sprite.tilePosition;
- var tileScale = sprite.tileScale;
-
- // offset
- context.scale(tileScale.x,tileScale.y);
- context.translate(tilePosition.x, tilePosition.y);
-
- context.fillStyle = sprite.__tilePattern;
- context.fillRect(-tilePosition.x,-tilePosition.y,sprite.width / tileScale.x, sprite.height / tileScale.y);
-
- context.scale(1/tileScale.x, 1/tileScale.y);
- context.translate(-tilePosition.x, -tilePosition.y);
-
- context.closePath();
-}
-
-
-
-/**
- * @private
- */
-PIXI.CanvasRenderer.prototype.renderStrip = function(strip)
-{
- var context = this.context;
- //context.globalCompositeOperation = 'lighter';
- // draw triangles!!
- var verticies = strip.verticies;
- var uvs = strip.uvs;
-
- var length = verticies.length/2;
- this.count++;
- for (var i=1; i < length-2; i++)
- {
-
- // draw some triangles!
- var index = i*2;
-
- var x0 = verticies[index], x1 = verticies[index+2], x2 = verticies[index+4];
- var y0 = verticies[index+1], y1 = verticies[index+3], y2 = verticies[index+5];
-
- var u0 = uvs[index] * strip.texture.width, u1 = uvs[index+2] * strip.texture.width, u2 = uvs[index+4]* strip.texture.width;
- var v0 = uvs[index+1]* strip.texture.height, v1 = uvs[index+3] * strip.texture.height, v2 = uvs[index+5]* strip.texture.height;
-
-
- context.save();
- context.beginPath();
- context.moveTo(x0, y0);
- context.lineTo(x1, y1);
- context.lineTo(x2, y2);
- context.closePath();
-
- // context.fillStyle = "white"//rgb(1, 1, 1,1));
- // context.fill();
- context.clip();
-
-
- // Compute matrix transform
- var delta = u0*v1 + v0*u2 + u1*v2 - v1*u2 - v0*u1 - u0*v2;
- var delta_a = x0*v1 + v0*x2 + x1*v2 - v1*x2 - v0*x1 - x0*v2;
- var delta_b = u0*x1 + x0*u2 + u1*x2 - x1*u2 - x0*u1 - u0*x2;
- var delta_c = u0*v1*x2 + v0*x1*u2 + x0*u1*v2 - x0*v1*u2 - v0*u1*x2 - u0*x1*v2;
- var delta_d = y0*v1 + v0*y2 + y1*v2 - v1*y2 - v0*y1 - y0*v2;
- var delta_e = u0*y1 + y0*u2 + u1*y2 - y1*u2 - y0*u1 - u0*y2;
- var delta_f = u0*v1*y2 + v0*y1*u2 + y0*u1*v2 - y0*v1*u2 - v0*u1*y2 - u0*y1*v2;
-
-
-
-
- context.transform(delta_a/delta, delta_d/delta,
- delta_b/delta, delta_e/delta,
- delta_c/delta, delta_f/delta);
-
- context.drawImage(strip.texture.baseTexture.source, 0, 0);
- context.restore();
- };
-
-// context.globalCompositeOperation = 'source-over';
-}
-
-
-
-
-
-
-
-
-
-/**
- * @author Mat Groves http://matgroves.com/
- */
-
-PIXI.Strip = function(texture, width, height)
-{
- PIXI.DisplayObjectContainer.call( this );
- this.texture = texture;
- this.blendMode = PIXI.blendModes.NORMAL;
-
- try
- {
- this.uvs = new Float32Array([0, 1,
- 1, 1,
- 1, 0, 0,1]);
-
- this.verticies = new Float32Array([0, 0,
- 0,0,
- 0,0, 0,
- 0, 0]);
-
- this.colors = new Float32Array([1, 1, 1, 1]);
-
- this.indices = new Uint16Array([0, 1, 2, 3]);
- }
- catch(error)
- {
- this.uvs = [0, 1,
- 1, 1,
- 1, 0, 0,1];
-
- this.verticies = [0, 0,
- 0,0,
- 0,0, 0,
- 0, 0];
-
- this.colors = [1, 1, 1, 1];
-
- this.indices = [0, 1, 2, 3];
- }
-
-
- /*
- this.uvs = new Float32Array()
- this.verticies = new Float32Array()
- this.colors = new Float32Array()
- this.indices = new Uint16Array()
-*/
- this.width = width;
- this.height = height;
-
- // load the texture!
- if(texture.baseTexture.hasLoaded)
- {
- this.width = this.texture.frame.width;
- this.height = this.texture.frame.height;
- this.updateFrame = true;
- }
- else
- {
- this.onTextureUpdateBind = this.onTextureUpdate.bind(this);
- this.texture.addEventListener( 'update', this.onTextureUpdateBind );
- }
-
- this.renderable = true;
-}
-
-// constructor
-PIXI.Strip.constructor = PIXI.Strip;
-PIXI.Strip.prototype = Object.create( PIXI.DisplayObjectContainer.prototype );
-
-PIXI.Strip.prototype.setTexture = function(texture)
-{
- //TODO SET THE TEXTURES
- //TODO VISIBILITY
-
- // stop current texture
- this.texture = texture;
- this.width = texture.frame.width;
- this.height = texture.frame.height;
- this.updateFrame = true;
-}
-
-PIXI.Strip.prototype.onTextureUpdate = function(event)
-{
- this.updateFrame = true;
-}
-// some helper functions..
-
-
-/**
- * @author Mat Groves http://matgroves.com/
- */
-
-
-PIXI.Rope = function(texture, points)
-{
- PIXI.Strip.call( this, texture );
- this.points = points;
-
- try
- {
- this.verticies = new Float32Array( points.length * 4);
- this.uvs = new Float32Array( points.length * 4);
- this.colors = new Float32Array( points.length * 2);
- this.indices = new Uint16Array( points.length * 2);
- }
- catch(error)
- {
- this.verticies = verticies
-
- this.uvs = uvs
- this.colors = colors
- this.indices = indices
- }
-
- this.refresh();
-}
-
-
-// constructor
-PIXI.Rope.constructor = PIXI.Rope;
-PIXI.Rope.prototype = Object.create( PIXI.Strip.prototype );
-
-PIXI.Rope.prototype.refresh = function()
-{
- var points = this.points;
- if(points.length < 1)return;
-
- var uvs = this.uvs
- var indices = this.indices;
- var colors = this.colors;
-
- var lastPoint = points[0];
- var nextPoint;
- var perp = {x:0, y:0};
- var point = points[0];
-
- this.count-=0.2;
-
-
- uvs[0] = 0
- uvs[1] = 1
- uvs[2] = 0
- uvs[3] = 1
-
- colors[0] = 1;
- colors[1] = 1;
-
- indices[0] = 0;
- indices[1] = 1;
-
- var total = points.length;
-
- for (var i = 1; i < total; i++)
- {
-
- var point = points[i];
- var index = i * 4;
- // time to do some smart drawing!
- var amount = i/(total-1)
-
- if(i%2)
- {
- uvs[index] = amount;
- uvs[index+1] = 0;
-
- uvs[index+2] = amount
- uvs[index+3] = 1
-
- }
- else
- {
- uvs[index] = amount
- uvs[index+1] = 0
-
- uvs[index+2] = amount
- uvs[index+3] = 1
- }
-
- index = i * 2;
- colors[index] = 1;
- colors[index+1] = 1;
-
- index = i * 2;
- indices[index] = index;
- indices[index + 1] = index + 1;
-
- lastPoint = point;
- }
-}
-
-PIXI.Rope.prototype.updateTransform = function()
-{
-
- var points = this.points;
- if(points.length < 1)return;
-
- var verticies = this.verticies
-
- var lastPoint = points[0];
- var nextPoint;
- var perp = {x:0, y:0};
- var point = points[0];
-
- this.count-=0.2;
-
- verticies[0] = point.x + perp.x
- verticies[1] = point.y + perp.y //+ 200
- verticies[2] = point.x - perp.x
- verticies[3] = point.y - perp.y//+200
- // time to do some smart drawing!
-
- var total = points.length;
-
- for (var i = 1; i < total; i++)
- {
-
- var point = points[i];
- var index = i * 4;
-
- if(i < points.length-1)
- {
- nextPoint = points[i+1];
- }
- else
- {
- nextPoint = point
- }
-
- perp.y = -(nextPoint.x - lastPoint.x);
- perp.x = nextPoint.y - lastPoint.y;
-
- var ratio = (1 - (i / (total-1))) * 10;
- if(ratio > 1)ratio = 1;
-
- var perpLength = Math.sqrt(perp.x * perp.x + perp.y * perp.y);
- var num = this.texture.height/2//(20 + Math.abs(Math.sin((i + this.count) * 0.3) * 50) )* ratio;
- perp.x /= perpLength;
- perp.y /= perpLength;
-
- perp.x *= num;
- perp.y *= num;
-
- verticies[index] = point.x + perp.x
- verticies[index+1] = point.y + perp.y
- verticies[index+2] = point.x - perp.x
- verticies[index+3] = point.y - perp.y
-
- lastPoint = point;
- }
-
- PIXI.DisplayObjectContainer.prototype.updateTransform.call( this );
-}
-
-PIXI.Rope.prototype.setTexture = function(texture)
-{
- // stop current texture
- this.texture = texture;
- this.updateFrame = true;
-}
-
-
-
-
-
-/**
- * @author Mat Groves http://matgroves.com/
- */
-
-/**
- * A tiling sprite is a fast way of rendering a tiling image
- * @class TilingSprite
- * @extends DisplayObjectContainer
- * @constructor
- * @param texture {Texture} the texture of the tiling sprite
- * @param width {Number} the width of the tiling sprite
- * @param height {Number} the height of the tiling sprite
- */
-PIXI.TilingSprite = function(texture, width, height)
-{
- PIXI.DisplayObjectContainer.call( this );
-
- this.texture = texture;
- this.width = width;
- this.height = height;
- this.renderable = true;
-
- /**
- * The scaling of the image that is being tiled
- * @property tileScale
- * @type Point
- */
- this.tileScale = new PIXI.Point(1,1);
- /**
- * The offset position of the image that is being tiled
- * @property tilePosition
- * @type Point
- */
- this.tilePosition = new PIXI.Point(0,0);
-
- this.blendMode = PIXI.blendModes.NORMAL
-}
-
-// constructor
-PIXI.TilingSprite.constructor = PIXI.TilingSprite;
-PIXI.TilingSprite.prototype = Object.create( PIXI.DisplayObjectContainer.prototype );
-
-PIXI.TilingSprite.prototype.setTexture = function(texture)
-{
- //TODO SET THE TEXTURES
- //TODO VISIBILITY
-
- // stop current texture
- this.texture = texture;
- this.updateFrame = true;
-}
-
-PIXI.TilingSprite.prototype.onTextureUpdate = function(event)
-{
- this.updateFrame = true;
-}
-
-
-/**
- * @author Mat Groves http://matgroves.com/ @Doormat23
- * based on pixi impact spine implementation made by Eemeli Kelokorpi (@ekelokorpi) https://github.com/ekelokorpi
- *
- * Awesome JS run time provided by EsotericSoftware
- * https://github.com/EsotericSoftware/spine-runtimes
- *
- */
-
-/**
- * A class that enables the you to import and run your spine animations in pixi.
- * Spine animation data needs to be loaded using the PIXI.AssetLoader or PIXI.SpineLoader before it can be used by this class
- * Also due to a clash of names You will need to change the extension of the spine file from *.json to *.anim for it to load
- * See example 12 (http://www.goodboydigital.com/pixijs/examples/12/) to see a working example and check out the source
- * @class Spine
- * @constructor
- * @extends
- * @param {String} url the url of the spine anim file to be used
- */
-PIXI.Spine = function(url)
-{
- PIXI.DisplayObjectContainer.call(this);
-
- this.spineData = PIXI.AnimCache[url];
-
- if(!this.spineData)
- {
- throw new Error("Spine data must be preloaded using PIXI.SpineLoader or PIXI.AssetLoader: " + url);
- return;
- }
-
- this.count = 0;
-
- this.sprites = [];
-
- this.skeleton = new spine.Skeleton(this.spineData);
- this.skeleton.updateWorldTransform();
-
- this.stateData = new spine.AnimationStateData(this.spineData);
- this.state = new spine.AnimationState(this.stateData);
-
- // add the sprites..
- for (var i = 0; i < this.skeleton.drawOrder.length; i++) {
-
- var attachmentName = this.skeleton.drawOrder[i].data.attachmentName;
-
- // kind of an assumtion here. that its a png
- if(!PIXI.TextureCache[attachmentName])
- {
- attachmentName += ".png";
- }
-
-
- var sprite = new PIXI.Sprite(PIXI.Texture.fromFrame(attachmentName));
- sprite.anchor.x = sprite.anchor.y = 0.5;
- this.addChild(sprite);
- this.sprites.push(sprite);
- };
-}
-
-PIXI.Spine.constructor = PIXI.Spine;
-PIXI.Spine.prototype = Object.create( PIXI.DisplayObjectContainer.prototype );
-PIXI.Spine.prototype.updateTransform = function()
-{
- // TODO should make this time based really..
- this.state.update(1/60);
- this.state.apply(this.skeleton);
- this.skeleton.updateWorldTransform();
-
-
- for (var i = 0; i < this.skeleton.drawOrder.length; i++)
- {
- var slot = this.skeleton.drawOrder[i];
-
- var x = slot.bone.worldX + slot.attachment.x * slot.bone.m00 + slot.attachment.y * slot.bone.m01 + slot.attachment.width * 0.5;
- var y = slot.bone.worldY + slot.attachment.x * slot.bone.m10 + slot.attachment.y * slot.bone.m11 + slot.attachment.height * 0.5;
- //console.log(x + ' : ' + y);
-
-
- //console.log(slot.attachment.name)
- if(slot.cacheName != slot.attachment.name)
- {
- var attachmentName = slot.attachment.name;
-
- if(!PIXI.TextureCache[attachmentName])
- {
- attachmentName += ".png";
- }
-
- this.sprites[i].setTexture(PIXI.TextureCache[attachmentName]);
-
- slot.cacheName = slot.attachment.name;
- }
-
- x += -((slot.attachment.width * (slot.bone.worldScaleX + slot.attachment.scaleX - 1))>>1);
- y += -((slot.attachment.height * (slot.bone.worldScaleY + slot.attachment.scaleY - 1))>>1);
-
-
- this.sprites[i].position.x = x;
- this.sprites[i].position.y = y;
- this.sprites[i].rotation = (-(slot.bone.worldRotation + slot.attachment.rotation)) * (Math.PI/180);
- }
-
- PIXI.DisplayObjectContainer.prototype.updateTransform.call(this);
-}
-
-/*
- * Awesome JS run time provided by EsotericSoftware
- *
- * https://github.com/EsotericSoftware/spine-runtimes
- *
- */
-
-var spine = {};
-
-spine.BoneData = function (name, parent) {
- this.name = name;
- this.parent = parent;
-};
-spine.BoneData.prototype = {
- length: 0,
- x: 0, y: 0,
- rotation: 0,
- scaleX: 1, scaleY: 1
-};
-
-spine.SlotData = function (name, boneData) {
- this.name = name;
- this.boneData = boneData;
-};
-spine.SlotData.prototype = {
- r: 1, g: 1, b: 1, a: 1,
- attachmentName: null
-};
-
-spine.Bone = function (boneData, parent) {
- this.data = boneData;
- this.parent = parent;
- this.setToSetupPose();
-};
-spine.Bone.yDown = false;
-spine.Bone.prototype = {
- x: 0, y: 0,
- rotation: 0,
- scaleX: 1, scaleY: 1,
- m00: 0, m01: 0, worldX: 0, // a b x
- m10: 0, m11: 0, worldY: 0, // c d y
- worldRotation: 0,
- worldScaleX: 1, worldScaleY: 1,
- updateWorldTransform: function (flipX, flipY) {
- var parent = this.parent;
- if (parent != null) {
- this.worldX = this.x * parent.m00 + this.y * parent.m01 + parent.worldX;
- this.worldY = this.x * parent.m10 + this.y * parent.m11 + parent.worldY;
- this.worldScaleX = parent.worldScaleX * this.scaleX;
- this.worldScaleY = parent.worldScaleY * this.scaleY;
- this.worldRotation = parent.worldRotation + this.rotation;
- } else {
- this.worldX = this.x;
- this.worldY = this.y;
- this.worldScaleX = this.scaleX;
- this.worldScaleY = this.scaleY;
- this.worldRotation = this.rotation;
- }
- var radians = this.worldRotation * Math.PI / 180;
- var cos = Math.cos(radians);
- var sin = Math.sin(radians);
- this.m00 = cos * this.worldScaleX;
- this.m10 = sin * this.worldScaleX;
- this.m01 = -sin * this.worldScaleY;
- this.m11 = cos * this.worldScaleY;
- if (flipX) {
- this.m00 = -this.m00;
- this.m01 = -this.m01;
- }
- if (flipY) {
- this.m10 = -this.m10;
- this.m11 = -this.m11;
- }
- if (spine.Bone.yDown) {
- this.m10 = -this.m10;
- this.m11 = -this.m11;
- }
- },
- setToSetupPose: function () {
- var data = this.data;
- this.x = data.x;
- this.y = data.y;
- this.rotation = data.rotation;
- this.scaleX = data.scaleX;
- this.scaleY = data.scaleY;
- }
-};
-
-spine.Slot = function (slotData, skeleton, bone) {
- this.data = slotData;
- this.skeleton = skeleton;
- this.bone = bone;
- this.setToSetupPose();
-};
-spine.Slot.prototype = {
- r: 1, g: 1, b: 1, a: 1,
- _attachmentTime: 0,
- attachment: null,
- setAttachment: function (attachment) {
- this.attachment = attachment;
- this._attachmentTime = this.skeleton.time;
- },
- setAttachmentTime: function (time) {
- this._attachmentTime = this.skeleton.time - time;
- },
- getAttachmentTime: function () {
- return this.skeleton.time - this._attachmentTime;
- },
- setToSetupPose: function () {
- var data = this.data;
- this.r = data.r;
- this.g = data.g;
- this.b = data.b;
- this.a = data.a;
-
- var slotDatas = this.skeleton.data.slots;
- for (var i = 0, n = slotDatas.length; i < n; i++) {
- if (slotDatas[i] == data) {
- this.setAttachment(!data.attachmentName ? null : this.skeleton.getAttachmentBySlotIndex(i, data.attachmentName));
- break;
- }
- }
- }
-};
-
-spine.Skin = function (name) {
- this.name = name;
- this.attachments = {};
-};
-spine.Skin.prototype = {
- addAttachment: function (slotIndex, name, attachment) {
- this.attachments[slotIndex + ":" + name] = attachment;
- },
- getAttachment: function (slotIndex, name) {
- return this.attachments[slotIndex + ":" + name];
- },
- _attachAll: function (skeleton, oldSkin) {
- for (var key in oldSkin.attachments) {
- var colon = key.indexOf(":");
- var slotIndex = parseInt(key.substring(0, colon));
- var name = key.substring(colon + 1);
- var slot = skeleton.slots[slotIndex];
- if (slot.attachment && slot.attachment.name == name) {
- var attachment = this.getAttachment(slotIndex, name);
- if (attachment) slot.setAttachment(attachment);
- }
- }
- }
-};
-
-spine.Animation = function (name, timelines, duration) {
- this.name = name;
- this.timelines = timelines;
- this.duration = duration;
-};
-spine.Animation.prototype = {
- apply: function (skeleton, time, loop) {
- if (loop && this.duration != 0) time %= this.duration;
- var timelines = this.timelines;
- for (var i = 0, n = timelines.length; i < n; i++)
- timelines[i].apply(skeleton, time, 1);
- },
- mix: function (skeleton, time, loop, alpha) {
- if (loop && this.duration != 0) time %= this.duration;
- var timelines = this.timelines;
- for (var i = 0, n = timelines.length; i < n; i++)
- timelines[i].apply(skeleton, time, alpha);
- }
-};
-
-spine.binarySearch = function (values, target, step) {
- var low = 0;
- var high = Math.floor(values.length / step) - 2;
- if (high == 0) return step;
- var current = high >>> 1;
- while (true) {
- if (values[(current + 1) * step] <= target)
- low = current + 1;
- else
- high = current;
- if (low == high) return (low + 1) * step;
- current = (low + high) >>> 1;
- }
-};
-spine.linearSearch = function (values, target, step) {
- for (var i = 0, last = values.length - step; i <= last; i += step)
- if (values[i] > target) return i;
- return -1;
-};
-
-spine.Curves = function (frameCount) {
- this.curves = []; // dfx, dfy, ddfx, ddfy, dddfx, dddfy, ...
- this.curves.length = (frameCount - 1) * 6;
-};
-spine.Curves.prototype = {
- setLinear: function (frameIndex) {
- this.curves[frameIndex * 6] = 0/*LINEAR*/;
- },
- setStepped: function (frameIndex) {
- this.curves[frameIndex * 6] = -1/*STEPPED*/;
- },
- /** Sets the control handle positions for an interpolation bezier curve used to transition from this keyframe to the next.
- * cx1 and cx2 are from 0 to 1, representing the percent of time between the two keyframes. cy1 and cy2 are the percent of
- * the difference between the keyframe's values. */
- setCurve: function (frameIndex, cx1, cy1, cx2, cy2) {
- var subdiv_step = 1 / 10/*BEZIER_SEGMENTS*/;
- var subdiv_step2 = subdiv_step * subdiv_step;
- var subdiv_step3 = subdiv_step2 * subdiv_step;
- var pre1 = 3 * subdiv_step;
- var pre2 = 3 * subdiv_step2;
- var pre4 = 6 * subdiv_step2;
- var pre5 = 6 * subdiv_step3;
- var tmp1x = -cx1 * 2 + cx2;
- var tmp1y = -cy1 * 2 + cy2;
- var tmp2x = (cx1 - cx2) * 3 + 1;
- var tmp2y = (cy1 - cy2) * 3 + 1;
- var i = frameIndex * 6;
- var curves = this.curves;
- curves[i] = cx1 * pre1 + tmp1x * pre2 + tmp2x * subdiv_step3;
- curves[i + 1] = cy1 * pre1 + tmp1y * pre2 + tmp2y * subdiv_step3;
- curves[i + 2] = tmp1x * pre4 + tmp2x * pre5;
- curves[i + 3] = tmp1y * pre4 + tmp2y * pre5;
- curves[i + 4] = tmp2x * pre5;
- curves[i + 5] = tmp2y * pre5;
- },
- getCurvePercent: function (frameIndex, percent) {
- percent = percent < 0 ? 0 : (percent > 1 ? 1 : percent);
- var curveIndex = frameIndex * 6;
- var curves = this.curves;
- var dfx = curves[curveIndex];
- if (!dfx/*LINEAR*/) return percent;
- if (dfx == -1/*STEPPED*/) return 0;
- var dfy = curves[curveIndex + 1];
- var ddfx = curves[curveIndex + 2];
- var ddfy = curves[curveIndex + 3];
- var dddfx = curves[curveIndex + 4];
- var dddfy = curves[curveIndex + 5];
- var x = dfx, y = dfy;
- var i = 10/*BEZIER_SEGMENTS*/ - 2;
- while (true) {
- if (x >= percent) {
- var lastX = x - dfx;
- var lastY = y - dfy;
- return lastY + (y - lastY) * (percent - lastX) / (x - lastX);
- }
- if (i == 0) break;
- i--;
- dfx += ddfx;
- dfy += ddfy;
- ddfx += dddfx;
- ddfy += dddfy;
- x += dfx;
- y += dfy;
- }
- return y + (1 - y) * (percent - x) / (1 - x); // Last point is 1,1.
- }
-};
-
-spine.RotateTimeline = function (frameCount) {
- this.curves = new spine.Curves(frameCount);
- this.frames = []; // time, angle, ...
- this.frames.length = frameCount * 2;
-};
-spine.RotateTimeline.prototype = {
- boneIndex: 0,
- getFrameCount: function () {
- return this.frames.length / 2;
- },
- setFrame: function (frameIndex, time, angle) {
- frameIndex *= 2;
- this.frames[frameIndex] = time;
- this.frames[frameIndex + 1] = angle;
- },
- apply: function (skeleton, time, alpha) {
- var frames = this.frames;
- if (time < frames[0]) return; // Time is before first frame.
-
- var bone = skeleton.bones[this.boneIndex];
-
- if (time >= frames[frames.length - 2]) { // Time is after last frame.
- var amount = bone.data.rotation + frames[frames.length - 1] - bone.rotation;
- while (amount > 180)
- amount -= 360;
- while (amount < -180)
- amount += 360;
- bone.rotation += amount * alpha;
- return;
- }
-
- // Interpolate between the last frame and the current frame.
- var frameIndex = spine.binarySearch(frames, time, 2);
- var lastFrameValue = frames[frameIndex - 1];
- var frameTime = frames[frameIndex];
- var percent = 1 - (time - frameTime) / (frames[frameIndex - 2/*LAST_FRAME_TIME*/] - frameTime);
- percent = this.curves.getCurvePercent(frameIndex / 2 - 1, percent);
-
- var amount = frames[frameIndex + 1/*FRAME_VALUE*/] - lastFrameValue;
- while (amount > 180)
- amount -= 360;
- while (amount < -180)
- amount += 360;
- amount = bone.data.rotation + (lastFrameValue + amount * percent) - bone.rotation;
- while (amount > 180)
- amount -= 360;
- while (amount < -180)
- amount += 360;
- bone.rotation += amount * alpha;
- }
-};
-
-spine.TranslateTimeline = function (frameCount) {
- this.curves = new spine.Curves(frameCount);
- this.frames = []; // time, x, y, ...
- this.frames.length = frameCount * 3;
-};
-spine.TranslateTimeline.prototype = {
- boneIndex: 0,
- getFrameCount: function () {
- return this.frames.length / 3;
- },
- setFrame: function (frameIndex, time, x, y) {
- frameIndex *= 3;
- this.frames[frameIndex] = time;
- this.frames[frameIndex + 1] = x;
- this.frames[frameIndex + 2] = y;
- },
- apply: function (skeleton, time, alpha) {
- var frames = this.frames;
- if (time < frames[0]) return; // Time is before first frame.
-
- var bone = skeleton.bones[this.boneIndex];
-
- if (time >= frames[frames.length - 3]) { // Time is after last frame.
- bone.x += (bone.data.x + frames[frames.length - 2] - bone.x) * alpha;
- bone.y += (bone.data.y + frames[frames.length - 1] - bone.y) * alpha;
- return;
- }
-
- // Interpolate between the last frame and the current frame.
- var frameIndex = spine.binarySearch(frames, time, 3);
- var lastFrameX = frames[frameIndex - 2];
- var lastFrameY = frames[frameIndex - 1];
- var frameTime = frames[frameIndex];
- var percent = 1 - (time - frameTime) / (frames[frameIndex + -3/*LAST_FRAME_TIME*/] - frameTime);
- percent = this.curves.getCurvePercent(frameIndex / 3 - 1, percent);
- bone.x += (bone.data.x + lastFrameX + (frames[frameIndex + 1/*FRAME_X*/] - lastFrameX) * percent - bone.x) * alpha;
- bone.y += (bone.data.y + lastFrameY + (frames[frameIndex + 2/*FRAME_Y*/] - lastFrameY) * percent - bone.y) * alpha;
- }
-};
-
-spine.ScaleTimeline = function (frameCount) {
- this.curves = new spine.Curves(frameCount);
- this.frames = []; // time, x, y, ...
- this.frames.length = frameCount * 3;
-};
-spine.ScaleTimeline.prototype = {
- boneIndex: 0,
- getFrameCount: function () {
- return this.frames.length / 3;
- },
- setFrame: function (frameIndex, time, x, y) {
- frameIndex *= 3;
- this.frames[frameIndex] = time;
- this.frames[frameIndex + 1] = x;
- this.frames[frameIndex + 2] = y;
- },
- apply: function (skeleton, time, alpha) {
- var frames = this.frames;
- if (time < frames[0]) return; // Time is before first frame.
-
- var bone = skeleton.bones[this.boneIndex];
-
- if (time >= frames[frames.length - 3]) { // Time is after last frame.
- bone.scaleX += (bone.data.scaleX - 1 + frames[frames.length - 2] - bone.scaleX) * alpha;
- bone.scaleY += (bone.data.scaleY - 1 + frames[frames.length - 1] - bone.scaleY) * alpha;
-
-
- return;
- }
-
- // Interpolate between the last frame and the current frame.
- var frameIndex = spine.binarySearch(frames, time, 3);
- var lastFrameX = frames[frameIndex - 2];
- var lastFrameY = frames[frameIndex - 1];
- var frameTime = frames[frameIndex];
- var percent = 1 - (time - frameTime) / (frames[frameIndex + -3/*LAST_FRAME_TIME*/] - frameTime);
- percent = this.curves.getCurvePercent(frameIndex / 3 - 1, percent);
-
- bone.scaleX += (bone.data.scaleX - 1 + lastFrameX + (frames[frameIndex + 1/*FRAME_X*/] - lastFrameX) * percent - bone.scaleX) * alpha;
- bone.scaleY += (bone.data.scaleY - 1 + lastFrameY + (frames[frameIndex + 2/*FRAME_Y*/] - lastFrameY) * percent - bone.scaleY) * alpha;
- }
-};
-
-spine.ColorTimeline = function (frameCount) {
- this.curves = new spine.Curves(frameCount);
- this.frames = []; // time, r, g, b, a, ...
- this.frames.length = frameCount * 5;
-};
-spine.ColorTimeline.prototype = {
- slotIndex: 0,
- getFrameCount: function () {
- return this.frames.length / 2;
- },
- setFrame: function (frameIndex, time, x, y) {
- frameIndex *= 5;
- this.frames[frameIndex] = time;
- this.frames[frameIndex + 1] = r;
- this.frames[frameIndex + 2] = g;
- this.frames[frameIndex + 3] = b;
- this.frames[frameIndex + 4] = a;
- },
- apply: function (skeleton, time, alpha) {
- var frames = this.frames;
- if (time < frames[0]) return; // Time is before first frame.
- var slot = skeleton.slots[this.slotIndex];
-
- if (time >= frames[frames.length - 5]) { // Time is after last frame.
- var i = frames.length - 1;
- slot.r = frames[i - 3];
- slot.g = frames[i - 2];
- slot.b = frames[i - 1];
- slot.a = frames[i];
- return;
- }
-
- // Interpolate between the last frame and the current frame.
- var frameIndex = spine.binarySearch(frames, time, 5);
- var lastFrameR = frames[frameIndex - 4];
- var lastFrameG = frames[frameIndex - 3];
- var lastFrameB = frames[frameIndex - 2];
- var lastFrameA = frames[frameIndex - 1];
- var frameTime = frames[frameIndex];
- var percent = 1 - (time - frameTime) / (frames[frameIndex - 5/*LAST_FRAME_TIME*/] - frameTime);
- percent = this.curves.getCurvePercent(frameIndex / 5 - 1, percent);
-
- var r = lastFrameR + (frames[frameIndex + 1/*FRAME_R*/] - lastFrameR) * percent;
- var g = lastFrameG + (frames[frameIndex + 2/*FRAME_G*/] - lastFrameG) * percent;
- var b = lastFrameB + (frames[frameIndex + 3/*FRAME_B*/] - lastFrameB) * percent;
- var a = lastFrameA + (frames[frameIndex + 4/*FRAME_A*/] - lastFrameA) * percent;
- if (alpha < 1) {
- slot.r += (r - slot.r) * alpha;
- slot.g += (g - slot.g) * alpha;
- slot.b += (b - slot.b) * alpha;
- slot.a += (a - slot.a) * alpha;
- } else {
- slot.r = r;
- slot.g = g;
- slot.b = b;
- slot.a = a;
- }
- }
-};
-
-spine.AttachmentTimeline = function (frameCount) {
- this.curves = new spine.Curves(frameCount);
- this.frames = []; // time, ...
- this.frames.length = frameCount;
- this.attachmentNames = []; // time, ...
- this.attachmentNames.length = frameCount;
-};
-spine.AttachmentTimeline.prototype = {
- slotIndex: 0,
- getFrameCount: function () {
- return this.frames.length / 2;
- },
- setFrame: function (frameIndex, time, attachmentName) {
- this.frames[frameIndex] = time;
- this.attachmentNames[frameIndex] = attachmentName;
- },
- apply: function (skeleton, time, alpha) {
- var frames = this.frames;
- if (time < frames[0]) return; // Time is before first frame.
-
- var frameIndex;
- if (time >= frames[frames.length - 1]) // Time is after last frame.
- frameIndex = frames.length - 1;
- else
- frameIndex = spine.binarySearch(frames, time, 1) - 1;
-
- var attachmentName = this.attachmentNames[frameIndex];
- //console.log(skeleton.slots[this.slotIndex])
-
- // change the name!
- // skeleton.slots[this.slotIndex].attachmentName = attachmentName;
-
- skeleton.slots[this.slotIndex].setAttachment(!attachmentName ? null : skeleton.getAttachmentBySlotIndex(this.slotIndex, attachmentName));
- }
-};
-
-spine.SkeletonData = function () {
- this.bones = [];
- this.slots = [];
- this.skins = [];
- this.animations = [];
-};
-spine.SkeletonData.prototype = {
- defaultSkin: null,
- /** @return May be null. */
- findBone: function (boneName) {
- var bones = this.bones;
- for (var i = 0, n = bones.length; i < n; i++)
- if (bones[i].name == boneName) return bones[i];
- return null;
- },
- /** @return -1 if the bone was not found. */
- findBoneIndex: function (boneName) {
- var bones = this.bones;
- for (var i = 0, n = bones.length; i < n; i++)
- if (bones[i].name == boneName) return i;
- return -1;
- },
- /** @return May be null. */
- findSlot: function (slotName) {
- var slots = this.slots;
- for (var i = 0, n = slots.length; i < n; i++) {
- if (slots[i].name == slotName) return slot[i];
- }
- return null;
- },
- /** @return -1 if the bone was not found. */
- findSlotIndex: function (slotName) {
- var slots = this.slots;
- for (var i = 0, n = slots.length; i < n; i++)
- if (slots[i].name == slotName) return i;
- return -1;
- },
- /** @return May be null. */
- findSkin: function (skinName) {
- var skins = this.skins;
- for (var i = 0, n = skins.length; i < n; i++)
- if (skins[i].name == skinName) return skins[i];
- return null;
- },
- /** @return May be null. */
- findAnimation: function (animationName) {
- var animations = this.animations;
- for (var i = 0, n = animations.length; i < n; i++)
- if (animations[i].name == animationName) return animations[i];
- return null;
- }
-};
-
-spine.Skeleton = function (skeletonData) {
- this.data = skeletonData;
-
- this.bones = [];
- for (var i = 0, n = skeletonData.bones.length; i < n; i++) {
- var boneData = skeletonData.bones[i];
- var parent = !boneData.parent ? null : this.bones[skeletonData.bones.indexOf(boneData.parent)];
- this.bones.push(new spine.Bone(boneData, parent));
- }
-
- this.slots = [];
- this.drawOrder = [];
- for (var i = 0, n = skeletonData.slots.length; i < n; i++) {
- var slotData = skeletonData.slots[i];
- var bone = this.bones[skeletonData.bones.indexOf(slotData.boneData)];
- var slot = new spine.Slot(slotData, this, bone);
- this.slots.push(slot);
- this.drawOrder.push(slot);
- }
-};
-spine.Skeleton.prototype = {
- x: 0, y: 0,
- skin: null,
- r: 1, g: 1, b: 1, a: 1,
- time: 0,
- flipX: false, flipY: false,
- /** Updates the world transform for each bone. */
- updateWorldTransform: function () {
- var flipX = this.flipX;
- var flipY = this.flipY;
- var bones = this.bones;
- for (var i = 0, n = bones.length; i < n; i++)
- bones[i].updateWorldTransform(flipX, flipY);
- },
- /** Sets the bones and slots to their setup pose values. */
- setToSetupPose: function () {
- this.setBonesToSetupPose();
- this.setSlotsToSetupPose();
- },
- setBonesToSetupPose: function () {
- var bones = this.bones;
- for (var i = 0, n = bones.length; i < n; i++)
- bones[i].setToSetupPose();
- },
- setSlotsToSetupPose: function () {
- var slots = this.slots;
- for (var i = 0, n = slots.length; i < n; i++)
- slots[i].setToSetupPose(i);
- },
- /** @return May return null. */
- getRootBone: function () {
- return this.bones.length == 0 ? null : this.bones[0];
- },
- /** @return May be null. */
- findBone: function (boneName) {
- var bones = this.bones;
- for (var i = 0, n = bones.length; i < n; i++)
- if (bones[i].data.name == boneName) return bones[i];
- return null;
- },
- /** @return -1 if the bone was not found. */
- findBoneIndex: function (boneName) {
- var bones = this.bones;
- for (var i = 0, n = bones.length; i < n; i++)
- if (bones[i].data.name == boneName) return i;
- return -1;
- },
- /** @return May be null. */
- findSlot: function (slotName) {
- var slots = this.slots;
- for (var i = 0, n = slots.length; i < n; i++)
- if (slots[i].data.name == slotName) return slots[i];
- return null;
- },
- /** @return -1 if the bone was not found. */
- findSlotIndex: function (slotName) {
- var slots = this.slots;
- for (var i = 0, n = slots.length; i < n; i++)
- if (slots[i].data.name == slotName) return i;
- return -1;
- },
- setSkinByName: function (skinName) {
- var skin = this.data.findSkin(skinName);
- if (!skin) throw "Skin not found: " + skinName;
- this.setSkin(skin);
- },
- /** Sets the skin used to look up attachments not found in the {@link SkeletonData#getDefaultSkin() default skin}. Attachments
- * from the new skin are attached if the corresponding attachment from the old skin was attached.
- * @param newSkin May be null. */
- setSkin: function (newSkin) {
- if (this.skin && newSkin) newSkin._attachAll(this, this.skin);
- this.skin = newSkin;
- },
- /** @return May be null. */
- getAttachmentBySlotName: function (slotName, attachmentName) {
- return this.getAttachmentBySlotIndex(this.data.findSlotIndex(slotName), attachmentName);
- },
- /** @return May be null. */
- getAttachmentBySlotIndex: function (slotIndex, attachmentName) {
- if (this.skin) {
- var attachment = this.skin.getAttachment(slotIndex, attachmentName);
- if (attachment) return attachment;
- }
- if (this.data.defaultSkin) return this.data.defaultSkin.getAttachment(slotIndex, attachmentName);
- return null;
- },
- /** @param attachmentName May be null. */
- setAttachment: function (slotName, attachmentName) {
- var slots = this.slots;
- for (var i = 0, n = slots.size; i < n; i++) {
- var slot = slots[i];
- if (slot.data.name == slotName) {
- var attachment = null;
- if (attachmentName) {
-
- attachment = this.getAttachment(i, attachmentName);
- if (attachment == null) throw "Attachment not found: " + attachmentName + ", for slot: " + slotName;
- }
-
- slot.setAttachment(attachment);
- return;
- }
- }
- throw "Slot not found: " + slotName;
- },
- update: function (delta) {
- time += delta;
- }
-};
-
-spine.AttachmentType = {
- region: 0
-};
-
-spine.RegionAttachment = function () {
- this.offset = [];
- this.offset.length = 8;
- this.uvs = [];
- this.uvs.length = 8;
-};
-spine.RegionAttachment.prototype = {
- x: 0, y: 0,
- rotation: 0,
- scaleX: 1, scaleY: 1,
- width: 0, height: 0,
- rendererObject: null,
- regionOffsetX: 0, regionOffsetY: 0,
- regionWidth: 0, regionHeight: 0,
- regionOriginalWidth: 0, regionOriginalHeight: 0,
- setUVs: function (u, v, u2, v2, rotate) {
- var uvs = this.uvs;
- if (rotate) {
- uvs[2/*X2*/] = u;
- uvs[3/*Y2*/] = v2;
- uvs[4/*X3*/] = u;
- uvs[5/*Y3*/] = v;
- uvs[6/*X4*/] = u2;
- uvs[7/*Y4*/] = v;
- uvs[0/*X1*/] = u2;
- uvs[1/*Y1*/] = v2;
- } else {
- uvs[0/*X1*/] = u;
- uvs[1/*Y1*/] = v2;
- uvs[2/*X2*/] = u;
- uvs[3/*Y2*/] = v;
- uvs[4/*X3*/] = u2;
- uvs[5/*Y3*/] = v;
- uvs[6/*X4*/] = u2;
- uvs[7/*Y4*/] = v2;
- }
- },
- updateOffset: function () {
- var regionScaleX = this.width / this.regionOriginalWidth * this.scaleX;
- var regionScaleY = this.height / this.regionOriginalHeight * this.scaleY;
- var localX = -this.width / 2 * this.scaleX + this.regionOffsetX * regionScaleX;
- var localY = -this.height / 2 * this.scaleY + this.regionOffsetY * regionScaleY;
- var localX2 = localX + this.regionWidth * regionScaleX;
- var localY2 = localY + this.regionHeight * regionScaleY;
- var radians = this.rotation * Math.PI / 180;
- var cos = Math.cos(radians);
- var sin = Math.sin(radians);
- var localXCos = localX * cos + this.x;
- var localXSin = localX * sin;
- var localYCos = localY * cos + this.y;
- var localYSin = localY * sin;
- var localX2Cos = localX2 * cos + this.x;
- var localX2Sin = localX2 * sin;
- var localY2Cos = localY2 * cos + this.y;
- var localY2Sin = localY2 * sin;
- var offset = this.offset;
- offset[0/*X1*/] = localXCos - localYSin;
- offset[1/*Y1*/] = localYCos + localXSin;
- offset[2/*X2*/] = localXCos - localY2Sin;
- offset[3/*Y2*/] = localY2Cos + localXSin;
- offset[4/*X3*/] = localX2Cos - localY2Sin;
- offset[5/*Y3*/] = localY2Cos + localX2Sin;
- offset[6/*X4*/] = localX2Cos - localYSin;
- offset[7/*Y4*/] = localYCos + localX2Sin;
- },
- computeVertices: function (x, y, bone, vertices) {
-
- x += bone.worldX;
- y += bone.worldY;
- var m00 = bone.m00;
- var m01 = bone.m01;
- var m10 = bone.m10;
- var m11 = bone.m11;
- var offset = this.offset;
- vertices[0/*X1*/] = offset[0/*X1*/] * m00 + offset[1/*Y1*/] * m01 + x;
- vertices[1/*Y1*/] = offset[0/*X1*/] * m10 + offset[1/*Y1*/] * m11 + y;
- vertices[2/*X2*/] = offset[2/*X2*/] * m00 + offset[3/*Y2*/] * m01 + x;
- vertices[3/*Y2*/] = offset[2/*X2*/] * m10 + offset[3/*Y2*/] * m11 + y;
- vertices[4/*X3*/] = offset[4/*X3*/] * m00 + offset[5/*X3*/] * m01 + x;
- vertices[5/*X3*/] = offset[4/*X3*/] * m10 + offset[5/*X3*/] * m11 + y;
- vertices[6/*X4*/] = offset[6/*X4*/] * m00 + offset[7/*Y4*/] * m01 + x;
- vertices[7/*Y4*/] = offset[6/*X4*/] * m10 + offset[7/*Y4*/] * m11 + y;
- }
-}
-
-spine.AnimationStateData = function (skeletonData) {
- this.skeletonData = skeletonData;
- this.animationToMixTime = {};
-};
-spine.AnimationStateData.prototype = {
- setMixByName: function (fromName, toName, duration) {
- var from = this.skeletonData.findAnimation(fromName);
- if (!from) throw "Animation not found: " + fromName;
- var to = this.skeletonData.findAnimation(toName);
- if (!to) throw "Animation not found: " + toName;
- this.setMix(from, to, duration);
- },
- setMix: function (from, to, duration) {
- this.animationToMixTime[from.name + ":" + to.name] = duration;
- },
- getMix: function (from, to) {
- var time = this.animationToMixTime[from.name + ":" + to.name];
- return time ? time : 0;
- }
-};
-
-spine.AnimationState = function (stateData) {
- this.data = stateData;
- this.queue = [];
-};
-spine.AnimationState.prototype = {
- current: null,
- previous: null,
- currentTime: 0,
- previousTime: 0,
- currentLoop: false,
- previousLoop: false,
- mixTime: 0,
- mixDuration: 0,
- update: function (delta) {
- this.currentTime += delta;
- this.previousTime += delta;
- this.mixTime += delta;
-
- if (this.queue.length > 0) {
- var entry = this.queue[0];
- if (this.currentTime >= entry.delay) {
- this._setAnimation(entry.animation, entry.loop);
- this.queue.shift();
- }
- }
- },
- apply: function (skeleton) {
- if (!this.current) return;
- if (this.previous) {
- this.previous.apply(skeleton, this.previousTime, this.previousLoop);
- var alpha = this.mixTime / this.mixDuration;
- if (alpha >= 1) {
- alpha = 1;
- this.previous = null;
- }
- this.current.mix(skeleton, this.currentTime, this.currentLoop, alpha);
- } else
- this.current.apply(skeleton, this.currentTime, this.currentLoop);
- },
- clearAnimation: function () {
- this.previous = null;
- this.current = null;
- this.queue.length = 0;
- },
- _setAnimation: function (animation, loop) {
- this.previous = null;
- if (animation && this.current) {
- this.mixDuration = this.data.getMix(this.current, animation);
- if (this.mixDuration > 0) {
- this.mixTime = 0;
- this.previous = this.current;
- this.previousTime = this.currentTime;
- this.previousLoop = this.currentLoop;
- }
- }
- this.current = animation;
- this.currentLoop = loop;
- this.currentTime = 0;
- },
- /** @see #setAnimation(Animation, Boolean) */
- setAnimationByName: function (animationName, loop) {
- var animation = this.data.skeletonData.findAnimation(animationName);
- if (!animation) throw "Animation not found: " + animationName;
- this.setAnimation(animation, loop);
- },
- /** Set the current animation. Any queued animations are cleared and the current animation time is set to 0.
- * @param animation May be null. */
- setAnimation: function (animation, loop) {
- this.queue.length = 0;
- this._setAnimation(animation, loop);
- },
- /** @see #addAnimation(Animation, Boolean, Number) */
- addAnimationByName: function (animationName, loop, delay) {
- var animation = this.data.skeletonData.findAnimation(animationName);
- if (!animation) throw "Animation not found: " + animationName;
- this.addAnimation(animation, loop, delay);
- },
- /** Adds an animation to be played delay seconds after the current or last queued animation.
- * @param delay May be <= 0 to use duration of previous animation minus any mix duration plus the negative delay. */
- addAnimation: function (animation, loop, delay) {
- var entry = {};
- entry.animation = animation;
- entry.loop = loop;
-
- if (!delay || delay <= 0) {
- var previousAnimation = this.queue.length == 0 ? this.current : this.queue[this.queue.length - 1].animation;
- if (previousAnimation != null)
- delay = previousAnimation.duration - this.data.getMix(previousAnimation, animation) + (delay || 0);
- else
- delay = 0;
- }
- entry.delay = delay;
-
- this.queue.push(entry);
- },
- /** Returns true if no animation is set or if the current time is greater than the animation duration, regardless of looping. */
- isComplete: function () {
- return !this.current || this.currentTime >= this.current.duration;
- }
-};
-
-spine.SkeletonJson = function (attachmentLoader) {
- this.attachmentLoader = attachmentLoader;
-};
-spine.SkeletonJson.prototype = {
- scale: 1,
- readSkeletonData: function (root) {
- var skeletonData = new spine.SkeletonData();
-
- // Bones.
- var bones = root["bones"];
- for (var i = 0, n = bones.length; i < n; i++) {
- var boneMap = bones[i];
- var parent = null;
- if (boneMap["parent"]) {
- parent = skeletonData.findBone(boneMap["parent"]);
- if (!parent) throw "Parent bone not found: " + boneMap["parent"];
- }
- var boneData = new spine.BoneData(boneMap["name"], parent);
- boneData.length = (boneMap["length"] || 0) * this.scale;
- boneData.x = (boneMap["x"] || 0) * this.scale;
- boneData.y = (boneMap["y"] || 0) * this.scale;
- boneData.rotation = (boneMap["rotation"] || 0);
- boneData.scaleX = boneMap["scaleX"] || 1;
- boneData.scaleY = boneMap["scaleY"] || 1;
- skeletonData.bones.push(boneData);
- }
-
- // Slots.
- var slots = root["slots"];
- for (var i = 0, n = slots.length; i < n; i++) {
- var slotMap = slots[i];
- var boneData = skeletonData.findBone(slotMap["bone"]);
- if (!boneData) throw "Slot bone not found: " + slotMap["bone"];
- var slotData = new spine.SlotData(slotMap["name"], boneData);
-
- var color = slotMap["color"];
- if (color) {
- slotData.r = spine.SkeletonJson.toColor(color, 0);
- slotData.g = spine.SkeletonJson.toColor(color, 1);
- slotData.b = spine.SkeletonJson.toColor(color, 2);
- slotData.a = spine.SkeletonJson.toColor(color, 3);
- }
-
- slotData.attachmentName = slotMap["attachment"];
-
- skeletonData.slots.push(slotData);
- }
-
- // Skins.
- var skins = root["skins"];
- for (var skinName in skins) {
- if (!skins.hasOwnProperty(skinName)) continue;
- var skinMap = skins[skinName];
- var skin = new spine.Skin(skinName);
- for (var slotName in skinMap) {
- if (!skinMap.hasOwnProperty(slotName)) continue;
- var slotIndex = skeletonData.findSlotIndex(slotName);
- var slotEntry = skinMap[slotName];
- for (var attachmentName in slotEntry) {
- if (!slotEntry.hasOwnProperty(attachmentName)) continue;
- var attachment = this.readAttachment(skin, attachmentName, slotEntry[attachmentName]);
- if (attachment != null) skin.addAttachment(slotIndex, attachmentName, attachment);
- }
- }
- skeletonData.skins.push(skin);
- if (skin.name == "default") skeletonData.defaultSkin = skin;
- }
-
- // Animations.
- var animations = root["animations"];
- for (var animationName in animations) {
- if (!animations.hasOwnProperty(animationName)) continue;
- this.readAnimation(animationName, animations[animationName], skeletonData);
- }
-
- return skeletonData;
- },
- readAttachment: function (skin, name, map) {
- name = map["name"] || name;
-
- var type = spine.AttachmentType[map["type"] || "region"];
-
- // @ekelokorpi
- // var attachment = this.attachmentLoader.newAttachment(skin, type, name);
- var attachment = new spine.RegionAttachment();
-
- // @Doormat23
- // add the name of the attachment
- attachment.name = name;
-
- if (type == spine.AttachmentType.region) {
- attachment.x = (map["x"] || 0) * this.scale;
- attachment.y = (map["y"] || 0) * this.scale;
- attachment.scaleX = map["scaleX"] || 1;
- attachment.scaleY = map["scaleY"] || 1;
- attachment.rotation = map["rotation"] || 0;
- attachment.width = (map["width"] || 32) * this.scale;
- attachment.height = (map["height"] || 32) * this.scale;
- attachment.updateOffset();
- }
-
- return attachment;
- },
- readAnimation: function (name, map, skeletonData) {
- var timelines = [];
- var duration = 0;
-
- var bones = map["bones"];
- for (var boneName in bones) {
- if (!bones.hasOwnProperty(boneName)) continue;
- var boneIndex = skeletonData.findBoneIndex(boneName);
- if (boneIndex == -1) throw "Bone not found: " + boneName;
- var boneMap = bones[boneName];
-
- for (var timelineName in boneMap) {
- if (!boneMap.hasOwnProperty(timelineName)) continue;
- var values = boneMap[timelineName];
- if (timelineName == "rotate") {
- var timeline = new spine.RotateTimeline(values.length);
- timeline.boneIndex = boneIndex;
-
- var frameIndex = 0;
- for (var i = 0, n = values.length; i < n; i++) {
- var valueMap = values[i];
- timeline.setFrame(frameIndex, valueMap["time"], valueMap["angle"]);
- spine.SkeletonJson.readCurve(timeline, frameIndex, valueMap);
- frameIndex++;
- }
- timelines.push(timeline);
- duration = Math.max(duration, timeline.frames[timeline.getFrameCount() * 2 - 2]);
-
- } else if (timelineName == "translate" || timelineName == "scale") {
- var timeline;
- var timelineScale = 1;
- if (timelineName == "scale")
- timeline = new spine.ScaleTimeline(values.length);
- else {
- timeline = new spine.TranslateTimeline(values.length);
- timelineScale = this.scale;
- }
- timeline.boneIndex = boneIndex;
-
- var frameIndex = 0;
- for (var i = 0, n = values.length; i < n; i++) {
- var valueMap = values[i];
- var x = (valueMap["x"] || 0) * timelineScale;
- var y = (valueMap["y"] || 0) * timelineScale;
- timeline.setFrame(frameIndex, valueMap["time"], x, y);
- spine.SkeletonJson.readCurve(timeline, frameIndex, valueMap);
- frameIndex++;
- }
- timelines.push(timeline);
- duration = Math.max(duration, timeline.frames[timeline.getFrameCount() * 3 - 3]);
-
- } else
- throw "Invalid timeline type for a bone: " + timelineName + " (" + boneName + ")";
- }
- }
- var slots = map["slots"];
- for (var slotName in slots) {
- if (!slots.hasOwnProperty(slotName)) continue;
- var slotMap = slots[slotName];
- var slotIndex = skeletonData.findSlotIndex(slotName);
-
- for (var timelineName in slotMap) {
- if (!slotMap.hasOwnProperty(timelineName)) continue;
- var values = slotMap[timelineName];
- if (timelineName == "color") {
- var timeline = new spine.ColorTimeline(values.length);
- timeline.slotIndex = slotIndex;
-
- var frameIndex = 0;
- for (var i = 0, n = values.length; i < n; i++) {
- var valueMap = values[i];
- var color = valueMap["color"];
- var r = spine.SkeletonJson.toColor(color, 0);
- var g = spine.SkeletonJson.toColor(color, 1);
- var b = spine.SkeletonJson.toColor(color, 2);
- var a = spine.SkeletonJson.toColor(color, 3);
- timeline.setFrame(frameIndex, valueMap["time"], r, g, b, a);
- spine.SkeletonJson.readCurve(timeline, frameIndex, valueMap);
- frameIndex++;
- }
- timelines.push(timeline);
- duration = Math.max(duration, timeline.frames[timeline.getFrameCount() * 5 - 5]);
-
- } else if (timelineName == "attachment") {
- var timeline = new spine.AttachmentTimeline(values.length);
- timeline.slotIndex = slotIndex;
-
- var frameIndex = 0;
- for (var i = 0, n = values.length; i < n; i++) {
- var valueMap = values[i];
- timeline.setFrame(frameIndex++, valueMap["time"], valueMap["name"]);
- }
- timelines.push(timeline);
- // PIXI FIX
- duration = Math.max(duration, timeline.frames[Math.floor(timeline.getFrameCount()) - 1]);
- } else
- throw "Invalid timeline type for a slot: " + timelineName + " (" + slotName + ")";
- }
- }
- skeletonData.animations.push(new spine.Animation(name, timelines, duration));
- }
-};
-spine.SkeletonJson.readCurve = function (timeline, frameIndex, valueMap) {
- var curve = valueMap["curve"];
- if (!curve) return;
- if (curve == "stepped")
- timeline.curves.setStepped(frameIndex);
- else if (curve instanceof Array)
- timeline.curves.setCurve(frameIndex, curve[0], curve[1], curve[2], curve[3]);
-};
-spine.SkeletonJson.toColor = function (hexString, colorIndex) {
- if (hexString.length != 8) throw "Color hexidecimal length must be 8, recieved: " + hexString;
- return parseInt(hexString.substring(colorIndex * 2, 2), 16) / 255;
-};
-
-spine.Atlas = function (atlasText, textureLoader) {
- this.textureLoader = textureLoader;
- this.pages = [];
- this.regions = [];
-
- var reader = new spine.AtlasReader(atlasText);
- var tuple = [];
- tuple.length = 4;
- var page = null;
- while (true) {
- var line = reader.readLine();
- if (line == null) break;
- line = reader.trim(line);
- if (line.length == 0)
- page = null;
- else if (!page) {
- page = new spine.AtlasPage();
- page.name = line;
-
- page.format = spine.Atlas.Format[reader.readValue()];
-
- reader.readTuple(tuple);
- page.minFilter = spine.Atlas.TextureFilter[tuple[0]];
- page.magFilter = spine.Atlas.TextureFilter[tuple[1]];
-
- var direction = reader.readValue();
- page.uWrap = spine.Atlas.TextureWrap.clampToEdge;
- page.vWrap = spine.Atlas.TextureWrap.clampToEdge;
- if (direction == "x")
- page.uWrap = spine.Atlas.TextureWrap.repeat;
- else if (direction == "y")
- page.vWrap = spine.Atlas.TextureWrap.repeat;
- else if (direction == "xy")
- page.uWrap = page.vWrap = spine.Atlas.TextureWrap.repeat;
-
- textureLoader.load(page, line);
-
- this.pages.push(page);
-
- } else {
- var region = new spine.AtlasRegion();
- region.name = line;
- region.page = page;
-
- region.rotate = reader.readValue() == "true";
-
- reader.readTuple(tuple);
- var x = parseInt(tuple[0]);
- var y = parseInt(tuple[1]);
-
- reader.readTuple(tuple);
- var width = parseInt(tuple[0]);
- var height = parseInt(tuple[1]);
-
- region.u = x / page.width;
- region.v = y / page.height;
- if (region.rotate) {
- region.u2 = (x + height) / page.width;
- region.v2 = (y + width) / page.height;
- } else {
- region.u2 = (x + width) / page.width;
- region.v2 = (y + height) / page.height;
- }
- region.x = x;
- region.y = y;
- region.width = Math.abs(width);
- region.height = Math.abs(height);
-
- if (reader.readTuple(tuple) == 4) { // split is optional
- region.splits = [parseInt(tuple[0]), parseInt(tuple[1]), parseInt(tuple[2]), parseInt(tuple[3])];
-
- if (reader.readTuple(tuple) == 4) { // pad is optional, but only present with splits
- region.pads = [parseInt(tuple[0]), parseInt(tuple[1]), parseInt(tuple[2]), parseInt(tuple[3])];
-
- reader.readTuple(tuple);
- }
- }
-
- region.originalWidth = parseInt(tuple[0]);
- region.originalHeight = parseInt(tuple[1]);
-
- reader.readTuple(tuple);
- region.offsetX = parseInt(tuple[0]);
- region.offsetY = parseInt(tuple[1]);
-
- region.index = parseInt(reader.readValue());
-
- this.regions.push(region);
- }
- }
-};
-spine.Atlas.prototype = {
- findRegion: function (name) {
- var regions = this.regions;
- for (var i = 0, n = regions.length; i < n; i++)
- if (regions[i].name == name) return regions[i];
- return null;
- },
- dispose: function () {
- var pages = this.pages;
- for (var i = 0, n = pages.length; i < n; i++)
- this.textureLoader.unload(pages[i].rendererObject);
- },
- updateUVs: function (page) {
- var regions = this.regions;
- for (var i = 0, n = regions.length; i < n; i++) {
- var region = regions[i];
- if (region.page != page) continue;
- region.u = region.x / page.width;
- region.v = region.y / page.height;
- if (region.rotate) {
- region.u2 = (region.x + region.height) / page.width;
- region.v2 = (region.y + region.width) / page.height;
- } else {
- region.u2 = (region.x + region.width) / page.width;
- region.v2 = (region.y + region.height) / page.height;
- }
- }
- }
-};
-
-spine.Atlas.Format = {
- alpha: 0,
- intensity: 1,
- luminanceAlpha: 2,
- rgb565: 3,
- rgba4444: 4,
- rgb888: 5,
- rgba8888: 6
-};
-
-spine.Atlas.TextureFilter = {
- nearest: 0,
- linear: 1,
- mipMap: 2,
- mipMapNearestNearest: 3,
- mipMapLinearNearest: 4,
- mipMapNearestLinear: 5,
- mipMapLinearLinear: 6
-};
-
-spine.Atlas.TextureWrap = {
- mirroredRepeat: 0,
- clampToEdge: 1,
- repeat: 2
-};
-
-spine.AtlasPage = function () {};
-spine.AtlasPage.prototype = {
- name: null,
- format: null,
- minFilter: null,
- magFilter: null,
- uWrap: null,
- vWrap: null,
- rendererObject: null,
- width: 0,
- height: 0
-};
-
-spine.AtlasRegion = function () {};
-spine.AtlasRegion.prototype = {
- page: null,
- name: null,
- x: 0, y: 0,
- width: 0, height: 0,
- u: 0, v: 0, u2: 0, v2: 0,
- offsetX: 0, offsetY: 0,
- originalWidth: 0, originalHeight: 0,
- index: 0,
- rotate: false,
- splits: null,
- pads: null,
-};
-
-spine.AtlasReader = function (text) {
- this.lines = text.split(/\r\n|\r|\n/);
-};
-spine.AtlasReader.prototype = {
- index: 0,
- trim: function (value) {
- return value.replace(/^\s+|\s+$/g, "");
- },
- readLine: function () {
- if (this.index >= this.lines.length) return null;
- return this.lines[this.index++];
- },
- readValue: function () {
- var line = this.readLine();
- var colon = line.indexOf(":");
- if (colon == -1) throw "Invalid line: " + line;
- return this.trim(line.substring(colon + 1));
- },
- /** Returns the number of tuple values read (2 or 4). */
- readTuple: function (tuple) {
- var line = this.readLine();
- var colon = line.indexOf(":");
- if (colon == -1) throw "Invalid line: " + line;
- var i = 0, lastMatch= colon + 1;
- for (; i < 3; i++) {
- var comma = line.indexOf(",", lastMatch);
- if (comma == -1) {
- if (i == 0) throw "Invalid line: " + line;
- break;
- }
- tuple[i] = this.trim(line.substr(lastMatch, comma - lastMatch));
- lastMatch = comma + 1;
- }
- tuple[i] = this.trim(line.substring(lastMatch));
- return i + 1;
- }
-}
-
-spine.AtlasAttachmentLoader = function (atlas) {
- this.atlas = atlas;
-}
-spine.AtlasAttachmentLoader.prototype = {
- newAttachment: function (skin, type, name) {
- switch (type) {
- case spine.AttachmentType.region:
- var region = this.atlas.findRegion(name);
- if (!region) throw "Region not found in atlas: " + name + " (" + type + ")";
- var attachment = new spine.RegionAttachment(name);
- attachment.rendererObject = region;
- attachment.setUVs(region.u, region.v, region.u2, region.v2, region.rotate);
- attachment.regionOffsetX = region.offsetX;
- attachment.regionOffsetY = region.offsetY;
- attachment.regionWidth = region.width;
- attachment.regionHeight = region.height;
- attachment.regionOriginalWidth = region.originalWidth;
- attachment.regionOriginalHeight = region.originalHeight;
- return attachment;
- }
- throw "Unknown attachment type: " + type;
- }
-}
-
-PIXI.AnimCache = {};
-spine.Bone.yDown = true;
-
-/**
- * @author Mat Groves http://matgroves.com/ @Doormat23
- */
-
-
-/**
- * Need to finalize this a bit more but works! Its in but will be working on this feature properly next..:)
- * @class CustomRenderable
- * @extends DisplayObject
- * @constructor
- */
-PIXI.CustomRenderable = function()
-{
- PIXI.DisplayObject.call( this );
-
-}
-
-// constructor
-PIXI.CustomRenderable.constructor = PIXI.CustomRenderable;
-PIXI.CustomRenderable.prototype = Object.create( PIXI.DisplayObject.prototype );
-
-PIXI.CustomRenderable.prototype.renderCanvas = function(renderer)
-{
- // override!
-}
-
-
-PIXI.CustomRenderable.prototype.initWebGL = function(renderer)
-{
- // override!
-}
-
-
-PIXI.CustomRenderable.prototype.renderWebGL = function(renderGroup, projectionMatrix)
-{
- // not sure if both needed? but ya have for now!
- // override!
-}
-
-
-/**
- * @author Mat Groves http://matgroves.com/ @Doormat23
- */
-
-PIXI.BaseTextureCache = {};
-PIXI.texturesToUpdate = [];
-PIXI.texturesToDestroy = [];
-
-/**
- * A texture stores the information that represents an image. All textures have a base texture
- * @class BaseTexture
- * @extends EventTarget
- * @constructor
- * @param source {String} the source object (image or canvas)
- */
-PIXI.BaseTexture = function(source)
-{
- PIXI.EventTarget.call( this );
-
- /*
- * The url of the texture
- * @property imageUrl
- * @type String
- */
- //this.imageUrl = source.src;
-
- /**
- * [read only] The width of the base texture set when the image has loaded
- * @property width
- * @type Number
- */
- this.width = 100;
- /**
- * [read only] The height of the base texture set when the image has loaded
- * @property height
- * @type Number
- */
- this.height = 100;
-
- /**
- * The source that is loaded to create the texture
- * @property source
- * @type Image
- */
- this.source = source//new Image();
-
- if(!source)return;
-
- if(this.source instanceof Image)
- {
- if(this.source.complete)
- {
- this.hasLoaded = true;
- this.width = this.source.width;
- this.height = this.source.height;
-
- PIXI.texturesToUpdate.push(this);
- }
- else
- {
-
- var scope = this;
- this.source.onload = function(){
-
- scope.hasLoaded = true;
- scope.width = scope.source.width;
- scope.height = scope.source.height;
-
- // add it to somewhere...
- PIXI.texturesToUpdate.push(scope);
- scope.dispatchEvent( { type: 'loaded', content: scope } );
- }
- // this.image.src = imageUrl;
- }
- }
- else
- {
- this.hasLoaded = true;
- this.width = this.source.width;
- this.height = this.source.height;
-
- PIXI.texturesToUpdate.push(this);
- }
-
- this._powerOf2 = false;
-
-}
-
-PIXI.BaseTexture.constructor = PIXI.BaseTexture;
-
-PIXI.BaseTexture.prototype.destroy = function()
-{
- if(this.source instanceof Image)
- {
- this.source.src = null;
- }
- this.source = null;
- PIXI.texturesToDestroy.push(this);
-}
-
-/**
- *
- * Helper function that returns a base texture based on an image url
- * If the image is not in the base texture cache it will be created and loaded
- * @static
- * @method fromImage
- * @param imageUrl {String} The image url of the texture
- * @return BaseTexture
- */
-PIXI.BaseTexture.fromImage = function(imageUrl, crossorigin)
-{
- var baseTexture = PIXI.BaseTextureCache[imageUrl];
- if(!baseTexture)
- {
- var image = new Image();
- if (crossorigin)
- {
- image.crossOrigin = '';
- }
- image.src = imageUrl;
- baseTexture = new PIXI.BaseTexture(image);
- PIXI.BaseTextureCache[imageUrl] = baseTexture;
- }
-
- return baseTexture;
-}
-
-/**
- * @author Mat Groves http://matgroves.com/ @Doormat23
- */
-
-PIXI.TextureCache = {};
-PIXI.FrameCache = {};
-
-/**
- * A texture stores the information that represents an image or part of an image. It cannot be added to the display list directly. To do this use PIXI.Sprite. If no frame is provided then the whole image is used
- * @class Texture
- * @extends EventTarget
- * @constructor
- * @param baseTexture {BaseTexture}
- * @param frmae {Rectangle}
- */
-PIXI.Texture = function(baseTexture, frame)
-{
- PIXI.EventTarget.call( this );
-
- if(!frame)
- {
- this.noFrame = true;
- frame = new PIXI.Rectangle(0,0,1,1);
- }
-
- this.trim = new PIXI.Point();
-
- if(baseTexture instanceof PIXI.Texture)
- baseTexture = baseTexture.baseTexture;
-
- /**
- * The base texture of this texture
- * @property baseTexture
- * @type BaseTexture
- */
- this.baseTexture = baseTexture;
-
-
-
- /**
- * The frame specifies the region of the base texture that this texture uses
- * @property frame
- * @type #Rectangle
- */
- this.frame = frame;
-
- this.scope = this;
-
- if(baseTexture.hasLoaded)
- {
- if(this.noFrame)frame = new PIXI.Rectangle(0,0, baseTexture.width, baseTexture.height);
- //console.log(frame)
-
- this.setFrame(frame);
- }
- else
- {
- var scope = this;
- baseTexture.addEventListener( 'loaded', function(){ scope.onBaseTextureLoaded()} );
- }
-}
-
-PIXI.Texture.constructor = PIXI.Texture;
-
-PIXI.Texture.prototype.onBaseTextureLoaded = function(event)
-{
- var baseTexture = this.baseTexture;
- baseTexture.removeEventListener( 'loaded', this.onLoaded );
-
- if(this.noFrame)this.frame = new PIXI.Rectangle(0,0, baseTexture.width, baseTexture.height);
- this.noFrame = false;
- this.width = this.frame.width;
- this.height = this.frame.height;
-
- this.scope.dispatchEvent( { type: 'update', content: this } );
-}
-
-PIXI.Texture.prototype.destroy = function(destroyBase)
-{
- if(destroyBase)this.baseTexture.destroy();
-}
-
-/**
- * Specifies the rectangle region of the baseTexture
- * @method setFrame
- * @param frame {Rectangle}
- */
-PIXI.Texture.prototype.setFrame = function(frame)
-{
- this.frame = frame;
- this.width = frame.width;
- this.height = frame.height;
-
- if(frame.x + frame.width > this.baseTexture.width || frame.y + frame.height > this.baseTexture.height)
- {
- throw new Error("Texture Error: frame does not fit inside the base Texture dimensions " + this);
- }
-
- this.updateFrame = true;
-
- PIXI.Texture.frameUpdates.push(this);
- //this.dispatchEvent( { type: 'update', content: this } );
-}
-
-/**
- *
- * Helper function that returns a texture based on an image url
- * If the image is not in the texture cache it will be created and loaded
- * @static
- * @method fromImage
- * @param imageUrl {String} The image url of the texture
- * @return Texture
- */
-PIXI.Texture.fromImage = function(imageUrl, crossorigin)
-{
- var texture = PIXI.TextureCache[imageUrl];
-
- if(!texture)
- {
- texture = new PIXI.Texture(PIXI.BaseTexture.fromImage(imageUrl, crossorigin));
- PIXI.TextureCache[imageUrl] = texture;
- }
-
- return texture;
-}
-
-/**
- *
- * Helper function that returns a texture based on a frame id
- * If the frame id is not in the texture cache an error will be thrown
- * @method fromFrame
- * @param frameId {String} The frame id of the texture
- * @return Texture
- */
-PIXI.Texture.fromFrame = function(frameId)
-{
- var texture = PIXI.TextureCache[frameId];
- if(!texture)throw new Error("The frameId '"+ frameId +"' does not exist in the texture cache " + this);
- return texture;
-}
-
-/**
- *
- * Helper function that returns a texture based on a canvas element
- * If the canvas is not in the texture cache it will be created and loaded
- * @static
- * @method fromCanvas
- * @param canvas {Canvas} The canvas element source of the texture
- * @return Texture
- */
-PIXI.Texture.fromCanvas = function(canvas)
-{
- var baseTexture = new PIXI.BaseTexture(canvas);
- return new PIXI.Texture(baseTexture);
-}
-
-
-/**
- *
- * Adds a texture to the textureCache.
- * @static
- * @method addTextureToCache
- * @param texture {Texture}
- * @param id {String} the id that the texture will be stored against.
- */
-PIXI.Texture.addTextureToCache = function(texture, id)
-{
- PIXI.TextureCache[id] = texture;
-}
-
-/**
- *
- * Remove a texture from the textureCache.
- * @static
- * @method removeTextureFromCache
- * @param id {String} the id of the texture to be removed
- * @return {Texture} the texture that was removed
- */
-PIXI.Texture.removeTextureFromCache = function(id)
-{
- var texture = PIXI.TextureCache[id]
- PIXI.TextureCache[id] = null;
- return texture;
-}
-
-// this is more for webGL.. it contains updated frames..
-PIXI.Texture.frameUpdates = [];
-
-
-/**
- * @author Mat Groves http://matgroves.com/ @Doormat23
- */
-
-/**
- * A RenderTexture is a special texture that allows any pixi displayObject to be rendered to it.
- * @class RenderTexture
- * @extends Texture
- * @constructor
- * @param width {Number}
- * @param height {Number}
- */
-PIXI.RenderTexture = function(width, height)
-{
- PIXI.EventTarget.call( this );
-
- this.width = width || 100;
- this.height = height || 100;
-
- this.indetityMatrix = PIXI.mat3.create();
-
- this.frame = new PIXI.Rectangle(0, 0, this.width, this.height);
-
- if(PIXI.gl)
- {
- this.initWebGL();
- }
- else
- {
- this.initCanvas();
- }
-}
-
-PIXI.RenderTexture.constructor = PIXI.RenderTexture;
-PIXI.RenderTexture.prototype = Object.create( PIXI.Texture.prototype );
-
-PIXI.RenderTexture.prototype.initWebGL = function()
-{
- var gl = PIXI.gl;
- this.glFramebuffer = gl.createFramebuffer();
-
- gl.bindFramebuffer(gl.FRAMEBUFFER, this.glFramebuffer );
-
- this.glFramebuffer.width = this.width;
- this.glFramebuffer.height = this.height;
-
- this.baseTexture = new PIXI.BaseTexture();
-
- this.baseTexture.width = this.width;
- this.baseTexture.height = this.height;
-
- this.baseTexture._glTexture = gl.createTexture();
- gl.bindTexture(gl.TEXTURE_2D, this.baseTexture._glTexture);
-
- gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, this.width, this.height, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);
-
- gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
- gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
- gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
- gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
-
- this.baseTexture.isRender = true;
-
- gl.bindFramebuffer(gl.FRAMEBUFFER, this.glFramebuffer );
- gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, this.baseTexture._glTexture, 0);
-
- // create a projection matrix..
- this.projectionMatrix = PIXI.mat4.create();
-
- this.projectionMatrix[5] = 2/this.height// * 0.5;
- this.projectionMatrix[13] = -1;
-
- this.projectionMatrix[0] = 2/this.width;
- this.projectionMatrix[12] = -1;
-
- // set the correct render function..
- this.render = this.renderWebGL;
-}
-
-PIXI.RenderTexture.prototype.initCanvas = function()
-{
- this.renderer = new PIXI.CanvasRenderer(this.width, this.height, null, 0);
-
- this.baseTexture = new PIXI.BaseTexture(this.renderer.view);
- this.frame = new PIXI.Rectangle(0, 0, this.width, this.height);
-
- this.render = this.renderCanvas;
-}
-
-/**
- * This function will draw the display object to the texture.
- * @method render
- * @param displayObject {DisplayObject}
- * @param clear {Boolean} If true the texture will be cleared before the displayObject is drawn
- */
-PIXI.RenderTexture.prototype.renderWebGL = function(displayObject, clear)
-{
- var gl = PIXI.gl;
-
- // enable the alpha color mask..
- gl.colorMask(true, true, true, true);
-
- gl.viewport(0, 0, this.width, this.height);
-
- gl.bindFramebuffer(gl.FRAMEBUFFER, this.glFramebuffer );
-
- if(clear)
- {
- gl.clearColor(0,0,0, 0);
- gl.clear(gl.COLOR_BUFFER_BIT);
- }
-
- // THIS WILL MESS WITH HIT TESTING!
- var children = displayObject.children;
-
- //TODO -? create a new one??? dont think so!
- displayObject.worldTransform = PIXI.mat3.create();//sthis.indetityMatrix;
-
- for(var i=0,j=children.length; i