diff --git a/Gruntfile.js b/Gruntfile.js index b3b8ac7..b083b49 100644 --- a/Gruntfile.js +++ b/Gruntfile.js @@ -11,27 +11,33 @@ module.exports = function(grunt) { srcFiles = [ '<%= dirs.src %>/Intro.js', '<%= dirs.src %>/Pixi.js', - '<%= dirs.src %>/Point.js', - '<%= dirs.src %>/Rectangle.js', - '<%= dirs.src %>/Polygon.js', - '<%= dirs.src %>/DisplayObject.js', - '<%= dirs.src %>/DisplayObjectContainer.js', - '<%= dirs.src %>/Sprite.js', - '<%= dirs.src %>/MovieClip.js', + '<%= dirs.src %>/core/Point.js', + '<%= dirs.src %>/core/Rectangle.js', + '<%= dirs.src %>/core/Polygon.js', + '<%= dirs.src %>/core/Circle.js', + '<%= dirs.src %>/core/Ellipse.js', + '<%= dirs.src %>/core/Matrix.js', + '<%= dirs.src %>/display/DisplayObject.js', + '<%= dirs.src %>/display/DisplayObjectContainer.js', + '<%= dirs.src %>/display/Sprite.js', + '<%= dirs.src %>/display/MovieClip.js', + '<%= dirs.src %>/filters/FilterBlock.js', '<%= dirs.src %>/text/Text.js', '<%= dirs.src %>/text/BitmapText.js', - '<%= dirs.src %>/Text.js', '<%= dirs.src %>/InteractionManager.js', - '<%= dirs.src %>/Stage.js', + '<%= dirs.src %>/display/Stage.js', '<%= dirs.src %>/utils/Utils.js', '<%= dirs.src %>/utils/EventTarget.js', - '<%= dirs.src %>/utils/Matrix.js', '<%= dirs.src %>/utils/Detector.js', - '<%= dirs.src %>/renderers/WebGLShaders.js', - '<%= dirs.src %>/renderers/WebGLRenderer.js', - '<%= dirs.src %>/renderers/WebGLBatch.js', - '<%= dirs.src %>/renderers/WebGLRenderGroup.js', - '<%= dirs.src %>/renderers/CanvasRenderer.js', + '<%= dirs.src %>/utils/Polyk.js', + '<%= dirs.src %>/renderers/webgl/WebGLShaders.js', + '<%= dirs.src %>/renderers/webgl/WebGLGraphics.js', + '<%= dirs.src %>/renderers/webgl/WebGLRenderer.js', + '<%= dirs.src %>/renderers/webgl/WebGLBatch.js', + '<%= dirs.src %>/renderers/webgl/WebGLRenderGroup.js', + '<%= dirs.src %>/renderers/canvas/CanvasRenderer.js', + '<%= dirs.src %>/renderers/canvas/CanvasGraphics.js', + '<%= dirs.src %>/primitives/Graphics.js', '<%= dirs.src %>/extras/Strip.js', '<%= dirs.src %>/extras/Rope.js', '<%= dirs.src %>/extras/TilingSprite.js', @@ -116,7 +122,9 @@ module.exports = function(grunt) { 'examples/example 9 - Tiling Texture', 'examples/example 10 - Text', 'examples/example 11 - RenderTexture', - 'examples/example 12 - Spine' + 'examples/example 12 - Spine', + 'examples/example 13 - Graphics', + 'examples/example 14 - Masking' ] }, connect: { diff --git a/README.md b/README.md index a363de9..1993a75 100644 --- a/README.md +++ b/README.md @@ -26,6 +26,10 @@ any breakthroughs will be posted up there too! - [Render Texture Demo]() +- [Primitives Demo]() + +- [Masking Demo]() + - [Interaction Demo]() - [photonstorm Balls Demo]() @@ -49,11 +53,7 @@ last 2 examples and allowing us to share the source code :) ### Road Map ### * Create a Typescript definition file for Pixi.js -* Implement Custom Render Item (currently being worked on by @GoodBoyDigital) -* Implement Masking -* Implement Primitive Drawing * Implement Filters (currently being worked on by @GoodBoyDigital) -* Add Spine support * Implement Flash animation to pixi * Update Loader so that it support XHR2 if it is available * Improve the Documentation of the Project @@ -104,6 +104,9 @@ It also copies the non-minified version to the examples. - BitmapFont text - Multiline Text - Render Texture +- Spine support +- Primitive Drawing +- Masking ### Coming soon ### diff --git a/docs/api.js b/docs/api.js index 0f832c8..7aa9f42 100644 --- a/docs/api.js +++ b/docs/api.js @@ -5,10 +5,14 @@ YUI.add("yuidoc-meta", function(Y) { "BaseTexture", "BitmapFontLoader", "BitmapText", + "CanvasGraphics", "CanvasRenderer", + "Circle", "CustomRenderable", "DisplayObject", "DisplayObjectContainer", + "Ellipse", + "Graphics", "ImageLoader", "InteractionData", "InteractionManager", diff --git a/docs/classes/AssetLoader.html b/docs/classes/AssetLoader.html index 92a3256..71c3f58 100644 --- a/docs/classes/AssetLoader.html +++ b/docs/classes/AssetLoader.html @@ -19,7 +19,7 @@
- API Docs for: 1.0.0 + API Docs for: 1.3.0
@@ -49,14 +49,22 @@
  • BitmapText
  • +
  • CanvasGraphics
  • +
  • CanvasRenderer
  • +
  • Circle
  • +
  • CustomRenderable
  • DisplayObject
  • DisplayObjectContainer
  • +
  • Ellipse
  • + +
  • Graphics
  • +
  • ImageLoader
  • InteractionData
  • diff --git a/docs/classes/BaseTexture.html b/docs/classes/BaseTexture.html index 8635994..ccc16b4 100644 --- a/docs/classes/BaseTexture.html +++ b/docs/classes/BaseTexture.html @@ -19,7 +19,7 @@
    - API Docs for: 1.0.0 + API Docs for: 1.3.0
    @@ -49,14 +49,22 @@
  • BitmapText
  • +
  • CanvasGraphics
  • +
  • CanvasRenderer
  • +
  • Circle
  • +
  • CustomRenderable
  • DisplayObject
  • DisplayObjectContainer
  • +
  • Ellipse
  • + +
  • Graphics
  • +
  • ImageLoader
  • InteractionData
  • diff --git a/docs/classes/BitmapFontLoader.html b/docs/classes/BitmapFontLoader.html index 1446b4d..9c30e17 100644 --- a/docs/classes/BitmapFontLoader.html +++ b/docs/classes/BitmapFontLoader.html @@ -19,7 +19,7 @@
    - API Docs for: 1.0.0 + API Docs for: 1.3.0
    @@ -49,14 +49,22 @@
  • BitmapText
  • +
  • CanvasGraphics
  • +
  • CanvasRenderer
  • +
  • Circle
  • +
  • CustomRenderable
  • DisplayObject
  • DisplayObjectContainer
  • +
  • Ellipse
  • + +
  • Graphics
  • +
  • ImageLoader
  • InteractionData
  • diff --git a/docs/classes/BitmapText.html b/docs/classes/BitmapText.html index 5bd93e7..0935578 100644 --- a/docs/classes/BitmapText.html +++ b/docs/classes/BitmapText.html @@ -19,7 +19,7 @@
    - API Docs for: 1.0.0 + API Docs for: 1.3.0
    @@ -49,14 +49,22 @@
  • BitmapText
  • +
  • CanvasGraphics
  • +
  • CanvasRenderer
  • +
  • Circle
  • +
  • CustomRenderable
  • DisplayObject
  • DisplayObjectContainer
  • +
  • Ellipse
  • + +
  • Graphics
  • +
  • ImageLoader
  • InteractionData
  • @@ -498,6 +506,20 @@ http://www.bmglyph.com/ for mac.

    + + +
  • + interactive + + + +
  • + +
  • + mask + + +
  • @@ -602,7 +624,7 @@ http://www.bmglyph.com/ for mac.

    - src/pixi/DisplayObjectContainer.js:41 + src/pixi/display/DisplayObjectContainer.js:42

    @@ -631,7 +653,7 @@ http://www.bmglyph.com/ for mac.

    - +
    @@ -692,7 +714,7 @@ http://www.bmglyph.com/ for mac.

    - src/pixi/DisplayObjectContainer.js:73 + src/pixi/display/DisplayObjectContainer.js:139

    @@ -721,7 +743,7 @@ http://www.bmglyph.com/ for mac.

    - +
    @@ -736,7 +758,7 @@ http://www.bmglyph.com/ for mac.

    - +
    @@ -791,7 +813,7 @@ http://www.bmglyph.com/ for mac.

    - src/pixi/DisplayObject.js:106 + src/pixi/display/DisplayObject.js:109

    @@ -875,7 +897,7 @@ http://www.bmglyph.com/ for mac.

    - src/pixi/DisplayObjectContainer.js:168 + src/pixi/display/DisplayObjectContainer.js:274

    @@ -904,7 +926,7 @@ http://www.bmglyph.com/ for mac.

    - +
    @@ -959,7 +981,7 @@ http://www.bmglyph.com/ for mac.

    - src/pixi/DisplayObject.js:112 + src/pixi/display/DisplayObject.js:115

    @@ -1043,7 +1065,7 @@ http://www.bmglyph.com/ for mac.

    - src/pixi/DisplayObject.js:138 + src/pixi/display/DisplayObject.js:141

    @@ -1127,7 +1149,7 @@ http://www.bmglyph.com/ for mac.

    - src/pixi/DisplayObject.js:132 + src/pixi/display/DisplayObject.js:135

    @@ -1211,7 +1233,7 @@ http://www.bmglyph.com/ for mac.

    - src/pixi/DisplayObject.js:118 + src/pixi/display/DisplayObject.js:121

    @@ -1296,7 +1318,7 @@ for this callback to be fired the mouse must have been pressed down over the dis - src/pixi/DisplayObject.js:125 + src/pixi/display/DisplayObject.js:128

    @@ -1381,7 +1403,7 @@ for this callback to be fired, The touch must have started over the displayObjec - src/pixi/DisplayObjectContainer.js:186 + src/pixi/display/DisplayObjectContainer.js:291

    @@ -1410,7 +1432,7 @@ for this callback to be fired, The touch must have started over the displayObjec
    - +
    @@ -1465,7 +1487,7 @@ for this callback to be fired, The touch must have started over the displayObjec - src/pixi/DisplayObject.js:190 + src/pixi/display/DisplayObject.js:193

    @@ -1476,7 +1498,8 @@ for this callback to be fired, The touch must have started over the displayObjec
  • -

    Indicates if the sprite will have touch and mouse interactivity. It is false by default

    +

    [Deprecated] Indicates if the sprite will have touch and mouse interactivity. It is false by default +Instead of using this function you can now simply set the interactive property to true or false

    @@ -1760,7 +1783,7 @@ for this callback to be fired, The touch must have started over the displayObjec - src/pixi/DisplayObjectContainer.js:128 + src/pixi/display/DisplayObjectContainer.js:227

    @@ -1789,7 +1812,7 @@ for this callback to be fired, The touch must have started over the displayObjec
    - +
    @@ -1804,7 +1827,7 @@ for this callback to be fired, The touch must have started over the displayObjec
    - +
    @@ -1859,7 +1882,7 @@ for this callback to be fired, The touch must have started over the displayObjec - src/pixi/DisplayObject.js:149 + src/pixi/display/DisplayObject.js:152

    @@ -1944,7 +1967,7 @@ basically a touch version of click

    - src/pixi/DisplayObject.js:162 + src/pixi/display/DisplayObject.js:165

    @@ -2028,7 +2051,7 @@ basically a touch version of click

    - src/pixi/DisplayObject.js:168 + src/pixi/display/DisplayObject.js:171

    @@ -2113,7 +2136,7 @@ for this callback to be fired, The touch must have started over the sprite

    - src/pixi/DisplayObject.js:156 + src/pixi/display/DisplayObject.js:159

    @@ -2186,7 +2209,7 @@ for this callback to be fired, The touch must have started over the sprite

    - src/pixi/DisplayObject.js:40 + src/pixi/display/DisplayObject.js:43

    @@ -2227,7 +2250,7 @@ for this callback to be fired, The touch must have started over the sprite

    - src/pixi/DisplayObject.js:95 + src/pixi/display/DisplayObject.js:98

    @@ -2268,7 +2291,7 @@ for this callback to be fired, The touch must have started over the sprite

    - src/pixi/DisplayObjectContainer.js:16 + src/pixi/display/DisplayObjectContainer.js:16

    @@ -2309,7 +2332,7 @@ for this callback to be fired, The touch must have started over the sprite

    - src/pixi/DisplayObject.js:69 + src/pixi/display/DisplayObject.js:72

    @@ -2328,6 +2351,90 @@ Setting it is a neat way of optimising the hitTest function that the interaction + + + +
    +

    interactive

    + Boolean + + + + + + + + + +
    + + +

    Inherited from + DisplayObject: + + + + src/pixi/display/DisplayObject.js:204 + +

    + + + + +
    + +
    +

    Indicates if the sprite will have touch and mouse interactivity. It is false by default

    +
    + + + + + + +
    + + +
    +

    mask

    + PIXI.Graphics + + + + + + + + + +
    + + +

    Inherited from + DisplayObject: + + + + src/pixi/display/DisplayObject.js:222 + +

    + + + + +
    + +
    +

    Sets a mask for the displayObject. A mask is an object that limits the visibility of an object to the shape of the mask applied to it. +In PIXI a regular mask must be a PIXI.Ggraphics object. This allows for much faster masking in canvas as it utilises shape clipping. +To remove a mask, set this property to null.

    +
    + + + + + +
    @@ -2351,7 +2458,7 @@ Setting it is a neat way of optimising the hitTest function that the interaction - src/pixi/DisplayObject.js:55 + src/pixi/display/DisplayObject.js:58

    @@ -2392,7 +2499,7 @@ Setting it is a neat way of optimising the hitTest function that the interaction - src/pixi/DisplayObject.js:26 + src/pixi/display/DisplayObject.js:29

    @@ -2433,7 +2540,7 @@ Setting it is a neat way of optimising the hitTest function that the interaction - src/pixi/DisplayObject.js:12 + src/pixi/display/DisplayObject.js:15

    @@ -2474,7 +2581,7 @@ Setting it is a neat way of optimising the hitTest function that the interaction - src/pixi/DisplayObject.js:33 + src/pixi/display/DisplayObject.js:36

    @@ -2515,7 +2622,7 @@ Setting it is a neat way of optimising the hitTest function that the interaction - src/pixi/DisplayObject.js:19 + src/pixi/display/DisplayObject.js:22

    @@ -2556,7 +2663,7 @@ Setting it is a neat way of optimising the hitTest function that the interaction - src/pixi/DisplayObject.js:62 + src/pixi/display/DisplayObject.js:65

    @@ -2597,7 +2704,7 @@ Setting it is a neat way of optimising the hitTest function that the interaction - src/pixi/DisplayObject.js:47 + src/pixi/display/DisplayObject.js:50

    diff --git a/docs/classes/CanvasGraphics.html b/docs/classes/CanvasGraphics.html new file mode 100644 index 0000000..0e44412 --- /dev/null +++ b/docs/classes/CanvasGraphics.html @@ -0,0 +1,222 @@ + + + + + CanvasGraphics - Pixi.JS + + + + + + + + +
    +
    +
    + +

    + +
    +
    + API Docs for: 1.3.0 +
    +
    +
    + + +
    +
    + Show: + + + + + + + +
    + + +
    +
    +
    +

    CanvasGraphics Class

    +
    + + + + + + + + + + + Module: PIXI + + + + +
    + + + +
    +

    A set of functions used by the webGL renderer to draw the primitive graphics data

    +
    + + + +
    + + +
    +
    +

    Item Index

    + + + + + + + + +
    + + + + + + + + +
    +
    + +
    +
    +
    +
    +
    +
    + + + + + + + + + + diff --git a/docs/classes/CanvasRenderer.html b/docs/classes/CanvasRenderer.html index ec90416..bcc7dba 100644 --- a/docs/classes/CanvasRenderer.html +++ b/docs/classes/CanvasRenderer.html @@ -19,7 +19,7 @@
    - API Docs for: 1.0.0 + API Docs for: 1.3.0
    @@ -49,14 +49,22 @@
  • BitmapText
  • +
  • CanvasGraphics
  • +
  • CanvasRenderer
  • +
  • Circle
  • +
  • CustomRenderable
  • DisplayObject
  • DisplayObjectContainer
  • +
  • Ellipse
  • + +
  • Graphics
  • +
  • ImageLoader
  • InteractionData
  • @@ -142,7 +150,7 @@ @@ -225,7 +233,7 @@ Dont forget to add the view to your DOM or you will not see anything :)

    - src/pixi/renderers/CanvasRenderer.js:6 + src/pixi/renderers/canvas/CanvasRenderer.js:6

    @@ -442,7 +450,7 @@ Dont forget to add the view to your DOM or you will not see anything :)

    - src/pixi/renderers/CanvasRenderer.js:66 + src/pixi/renderers/canvas/CanvasRenderer.js:66

    @@ -518,7 +526,7 @@ Dont forget to add the view to your DOM or you will not see anything :)

    - src/pixi/renderers/CanvasRenderer.js:55 + src/pixi/renderers/canvas/CanvasRenderer.js:55

    @@ -562,7 +570,7 @@ Dont forget to add the view to your DOM or you will not see anything :)

    - src/pixi/renderers/CanvasRenderer.js:31 + src/pixi/renderers/canvas/CanvasRenderer.js:31

    @@ -608,7 +616,7 @@ Dont forget to add the view to your DOM or you will not see anything :)

    - src/pixi/renderers/CanvasRenderer.js:41 + src/pixi/renderers/canvas/CanvasRenderer.js:41

    @@ -652,7 +660,7 @@ Dont forget to add the view to your DOM or you will not see anything :)

    - src/pixi/renderers/CanvasRenderer.js:24 + src/pixi/renderers/canvas/CanvasRenderer.js:24

    diff --git a/docs/classes/Circle.html b/docs/classes/Circle.html new file mode 100644 index 0000000..e67296d --- /dev/null +++ b/docs/classes/Circle.html @@ -0,0 +1,751 @@ + + + + + Circle - Pixi.JS + + + + + + + + +
    +
    +
    + +

    + +
    +
    + API Docs for: 1.3.0 +
    +
    +
    + + +
    +
    + Show: + + + + + + + +
    + + +
    +
    +
    +

    Circle Class

    +
    + + + + + +
    + Defined in: src/pixi/core/Circle.js:5 +
    + + + + + Module: PIXI + + + + +
    + + + +
    + +
    + + +
    +

    Constructor

    +
    +

    Circle

    + + +
    + (
      + +
    • + + x + +
    • + +
    • + + y + +
    • + +
    • + + radius + +
    • + +
    ) +
    + + + + + + + + + + + + + + + + +
    + + + +

    + + Defined in + + + + + src/pixi/core/Circle.js:5 + +

    + + + + + +
    + +
    + +
    + + +
    +

    Parameters:

    + +
      + +
    • + + x + Number + + + + +
      +

      The X coord of the upper-left corner of the framing rectangle of this circle

      +
      + + +
    • + +
    • + + y + Number + + + + +
      +

      The Y coord of the upper-left corner of the framing rectangle of this circle

      +
      + + +
    • + +
    • + + radius + Number + + + + +
      +

      The radius of the circle

      +
      + + +
    • + +
    +
    + + + + + +
    + +
    + + +
    + + +
    +
    +

    Item Index

    + + +
    +

    Methods

    + + +
    + + + +
    +

    Properties

    + +
      + +
    • + radius + + + +
    • + +
    • + x + + + +
    • + +
    • + y + + + +
    • + +
    +
    + + + + + +
    + + +
    +

    Methods

    + + +
    +

    clone

    + + + () + + + + + + + + + + + + + + + + + + + + +
    + + + +

    + + Defined in + + + + + src/pixi/core/Circle.js:36 + +

    + + + + + +
    + +
    + +
    + + + + +
    +

    Returns:

    + +
    + + + a copy of the polygon + +
    +
    + + + +
    + + +
    +

    contains

    + + +
    + (
      + +
    • + + x + +
    • + +
    • + + y + +
    • + +
    ) +
    + + + + + + + + + + + + + + + + + + + + +
    + + + +

    + + Defined in + + + + + src/pixi/core/Circle.js:45 + +

    + + + + + +
    + +
    + +
    + + +
    +

    Parameters:

    + +
      + +
    • + + x + Number + + + + +
      +

      The X coord of the point to test

      +
      + + +
    • + +
    • + + y + Number + + + + +
      +

      The Y coord of the point to test

      +
      + + +
    • + +
    +
    + + + +
    +

    Returns:

    + +
    + + + if the x/y coords are within this polygon + +
    +
    + + + +
    + + +
    + + + +
    +

    Properties

    + + +
    +

    radius

    + Number + + + + + + + + + +
    + + + +

    + + Defined in + + + + + src/pixi/core/Circle.js:28 + +

    + + + + +
    + +
    + +
    + + +

    Default: 0

    + + + + + +
    + + +
    +

    x

    + Number + + + + + + + + + +
    + + + +

    + + Defined in + + + + + src/pixi/core/Circle.js:14 + +

    + + + + +
    + +
    + +
    + + +

    Default: 0

    + + + + + +
    + + +
    +

    y

    + Number + + + + + + + + + +
    + + + +

    + + Defined in + + + + + src/pixi/core/Circle.js:21 + +

    + + + + +
    + +
    + +
    + + +

    Default: 0

    + + + + + +
    + + +
    + + + + + +
    +
    + +
    +
    +
    +
    +
    +
    + + + + + + + + + + diff --git a/docs/classes/CustomRenderable.html b/docs/classes/CustomRenderable.html index 86c0ec9..4866fb0 100644 --- a/docs/classes/CustomRenderable.html +++ b/docs/classes/CustomRenderable.html @@ -19,7 +19,7 @@
    - API Docs for: 1.0.0 + API Docs for: 1.3.0
    @@ -49,14 +49,22 @@
  • BitmapText
  • +
  • CanvasGraphics
  • +
  • CanvasRenderer
  • +
  • Circle
  • +
  • CustomRenderable
  • DisplayObject
  • DisplayObjectContainer
  • +
  • Ellipse
  • + +
  • Graphics
  • +
  • ImageLoader
  • InteractionData
  • @@ -354,6 +362,20 @@ + + +
  • + interactive + + + +
  • + +
  • + mask + + +
  • @@ -458,7 +480,7 @@ - src/pixi/DisplayObject.js:106 + src/pixi/display/DisplayObject.js:109

    @@ -487,7 +509,7 @@
    - +
    @@ -542,7 +564,7 @@ - src/pixi/DisplayObject.js:112 + src/pixi/display/DisplayObject.js:115

    @@ -571,7 +593,7 @@
    - +
    @@ -626,7 +648,7 @@ - src/pixi/DisplayObject.js:138 + src/pixi/display/DisplayObject.js:141

    @@ -655,7 +677,7 @@
    - +
    @@ -710,7 +732,7 @@ - src/pixi/DisplayObject.js:132 + src/pixi/display/DisplayObject.js:135

    @@ -739,7 +761,7 @@
    - +
    @@ -794,7 +816,7 @@ - src/pixi/DisplayObject.js:118 + src/pixi/display/DisplayObject.js:121

    @@ -824,7 +846,7 @@ for this callback to be fired the mouse must have been pressed down over the dis
    - +
    @@ -879,7 +901,7 @@ for this callback to be fired the mouse must have been pressed down over the dis - src/pixi/DisplayObject.js:125 + src/pixi/display/DisplayObject.js:128

    @@ -909,7 +931,7 @@ for this callback to be fired, The touch must have started over the displayObjec
    - +
    @@ -964,7 +986,7 @@ for this callback to be fired, The touch must have started over the displayObjec - src/pixi/DisplayObject.js:190 + src/pixi/display/DisplayObject.js:193

    @@ -975,7 +997,8 @@ for this callback to be fired, The touch must have started over the displayObjec
  • -

    Indicates if the sprite will have touch and mouse interactivity. It is false by default

    +

    [Deprecated] Indicates if the sprite will have touch and mouse interactivity. It is false by default +Instead of using this function you can now simply set the interactive property to true or false

    @@ -993,7 +1016,7 @@ for this callback to be fired, The touch must have started over the displayObjec
    - +
    @@ -1048,7 +1071,7 @@ for this callback to be fired, The touch must have started over the displayObjec - src/pixi/DisplayObject.js:149 + src/pixi/display/DisplayObject.js:152

    @@ -1078,7 +1101,7 @@ basically a touch version of click

    - +
    @@ -1133,7 +1156,7 @@ basically a touch version of click

    - src/pixi/DisplayObject.js:162 + src/pixi/display/DisplayObject.js:165

    @@ -1162,7 +1185,7 @@ basically a touch version of click

    - +
    @@ -1217,7 +1240,7 @@ basically a touch version of click

    - src/pixi/DisplayObject.js:168 + src/pixi/display/DisplayObject.js:171

    @@ -1247,7 +1270,7 @@ for this callback to be fired, The touch must have started over the sprite

    - +
    @@ -1302,7 +1325,7 @@ for this callback to be fired, The touch must have started over the sprite

    - src/pixi/DisplayObject.js:156 + src/pixi/display/DisplayObject.js:159

    @@ -1331,7 +1354,7 @@ for this callback to be fired, The touch must have started over the sprite

    - +
    @@ -1375,7 +1398,7 @@ for this callback to be fired, The touch must have started over the sprite

    - src/pixi/DisplayObject.js:40 + src/pixi/display/DisplayObject.js:43

    @@ -1416,7 +1439,7 @@ for this callback to be fired, The touch must have started over the sprite

    - src/pixi/DisplayObject.js:95 + src/pixi/display/DisplayObject.js:98

    @@ -1457,7 +1480,7 @@ for this callback to be fired, The touch must have started over the sprite

    - src/pixi/DisplayObject.js:69 + src/pixi/display/DisplayObject.js:72

    @@ -1476,6 +1499,90 @@ Setting it is a neat way of optimising the hitTest function that the interaction + + + +
    +

    interactive

    + Boolean + + + + + + + + + +
    + + +

    Inherited from + DisplayObject: + + + + src/pixi/display/DisplayObject.js:204 + +

    + + + + +
    + +
    +

    Indicates if the sprite will have touch and mouse interactivity. It is false by default

    +
    + + + + + + +
    + + +
    +

    mask

    + PIXI.Graphics + + + + + + + + + +
    + + +

    Inherited from + DisplayObject: + + + + src/pixi/display/DisplayObject.js:222 + +

    + + + + +
    + +
    +

    Sets a mask for the displayObject. A mask is an object that limits the visibility of an object to the shape of the mask applied to it. +In PIXI a regular mask must be a PIXI.Ggraphics object. This allows for much faster masking in canvas as it utilises shape clipping. +To remove a mask, set this property to null.

    +
    + + + + + +
    @@ -1499,7 +1606,7 @@ Setting it is a neat way of optimising the hitTest function that the interaction - src/pixi/DisplayObject.js:55 + src/pixi/display/DisplayObject.js:58

    @@ -1540,7 +1647,7 @@ Setting it is a neat way of optimising the hitTest function that the interaction - src/pixi/DisplayObject.js:26 + src/pixi/display/DisplayObject.js:29

    @@ -1581,7 +1688,7 @@ Setting it is a neat way of optimising the hitTest function that the interaction - src/pixi/DisplayObject.js:12 + src/pixi/display/DisplayObject.js:15

    @@ -1622,7 +1729,7 @@ Setting it is a neat way of optimising the hitTest function that the interaction - src/pixi/DisplayObject.js:33 + src/pixi/display/DisplayObject.js:36

    @@ -1663,7 +1770,7 @@ Setting it is a neat way of optimising the hitTest function that the interaction - src/pixi/DisplayObject.js:19 + src/pixi/display/DisplayObject.js:22

    @@ -1704,7 +1811,7 @@ Setting it is a neat way of optimising the hitTest function that the interaction - src/pixi/DisplayObject.js:62 + src/pixi/display/DisplayObject.js:65

    @@ -1745,7 +1852,7 @@ Setting it is a neat way of optimising the hitTest function that the interaction - src/pixi/DisplayObject.js:47 + src/pixi/display/DisplayObject.js:50

    diff --git a/docs/classes/DisplayObject.html b/docs/classes/DisplayObject.html index d9531c8..12cec79 100644 --- a/docs/classes/DisplayObject.html +++ b/docs/classes/DisplayObject.html @@ -19,7 +19,7 @@
    - API Docs for: 1.0.0 + API Docs for: 1.3.0
    @@ -49,14 +49,22 @@
  • BitmapText
  • +
  • CanvasGraphics
  • +
  • CanvasRenderer
  • +
  • Circle
  • +
  • CustomRenderable
  • DisplayObject
  • DisplayObjectContainer
  • +
  • Ellipse
  • + +
  • Graphics
  • +
  • ImageLoader
  • InteractionData
  • @@ -142,7 +150,7 @@ @@ -196,7 +204,7 @@ - src/pixi/DisplayObject.js:5 + src/pixi/display/DisplayObject.js:5

    @@ -244,15 +252,6 @@
    + + +
    +

    interactive

    + Boolean + + + + + + + + + +
    + + + +

    + + Defined in + + + + + src/pixi/display/DisplayObject.js:204 + +

    + + + + +
    + +
    +

    Indicates if the sprite will have touch and mouse interactivity. It is false by default

    +
    + + + + + + +
    + + +
    +

    mask

    + PIXI.Graphics + + + + + + + + + +
    + + + +

    + + Defined in + + + + + src/pixi/display/DisplayObject.js:222 + +

    + + + + +
    + +
    +

    Sets a mask for the displayObject. A mask is an object that limits the visibility of an object to the shape of the mask applied to it. +In PIXI a regular mask must be a PIXI.Ggraphics object. This allows for much faster masking in canvas as it utilises shape clipping. +To remove a mask, set this property to null.

    +
    + + + + + +
    @@ -1702,7 +1653,7 @@ Setting it is a neat way of optimising the hitTest function that the interaction - src/pixi/DisplayObject.js:55 + src/pixi/display/DisplayObject.js:58

    @@ -1746,7 +1697,7 @@ Setting it is a neat way of optimising the hitTest function that the interaction - src/pixi/DisplayObject.js:26 + src/pixi/display/DisplayObject.js:29

    @@ -1790,7 +1741,7 @@ Setting it is a neat way of optimising the hitTest function that the interaction - src/pixi/DisplayObject.js:12 + src/pixi/display/DisplayObject.js:15

    @@ -1834,7 +1785,7 @@ Setting it is a neat way of optimising the hitTest function that the interaction - src/pixi/DisplayObject.js:33 + src/pixi/display/DisplayObject.js:36

    @@ -1878,7 +1829,7 @@ Setting it is a neat way of optimising the hitTest function that the interaction - src/pixi/DisplayObject.js:19 + src/pixi/display/DisplayObject.js:22

    @@ -1922,7 +1873,7 @@ Setting it is a neat way of optimising the hitTest function that the interaction - src/pixi/DisplayObject.js:62 + src/pixi/display/DisplayObject.js:65

    @@ -1966,7 +1917,7 @@ Setting it is a neat way of optimising the hitTest function that the interaction - src/pixi/DisplayObject.js:47 + src/pixi/display/DisplayObject.js:50

    diff --git a/docs/classes/DisplayObjectContainer.html b/docs/classes/DisplayObjectContainer.html index 0d1e17b..aff6af1 100644 --- a/docs/classes/DisplayObjectContainer.html +++ b/docs/classes/DisplayObjectContainer.html @@ -19,7 +19,7 @@
    - API Docs for: 1.0.0 + API Docs for: 1.3.0
    @@ -49,14 +49,22 @@
  • BitmapText
  • +
  • CanvasGraphics
  • +
  • CanvasRenderer
  • +
  • Circle
  • +
  • CustomRenderable
  • DisplayObject
  • DisplayObjectContainer
  • +
  • Ellipse
  • + +
  • Graphics
  • +
  • ImageLoader
  • InteractionData
  • @@ -146,7 +154,7 @@ @@ -200,7 +208,7 @@ - src/pixi/DisplayObjectContainer.js:6 + src/pixi/display/DisplayObjectContainer.js:6

    @@ -396,6 +404,20 @@ + + +
  • + interactive + + + +
  • + +
  • + mask + + +
  • @@ -503,7 +525,7 @@ - src/pixi/DisplayObjectContainer.js:41 + src/pixi/display/DisplayObjectContainer.js:42

    @@ -596,7 +618,7 @@ - src/pixi/DisplayObjectContainer.js:73 + src/pixi/display/DisplayObjectContainer.js:139

    @@ -695,7 +717,7 @@ - src/pixi/DisplayObject.js:106 + src/pixi/display/DisplayObject.js:109

    @@ -724,7 +746,7 @@
    - +
    @@ -782,7 +804,7 @@ - src/pixi/DisplayObjectContainer.js:168 + src/pixi/display/DisplayObjectContainer.js:274

    @@ -866,7 +888,7 @@ - src/pixi/DisplayObject.js:112 + src/pixi/display/DisplayObject.js:115

    @@ -895,7 +917,7 @@
    - +
    @@ -950,7 +972,7 @@ - src/pixi/DisplayObject.js:138 + src/pixi/display/DisplayObject.js:141

    @@ -979,7 +1001,7 @@
    - +
    @@ -1034,7 +1056,7 @@ - src/pixi/DisplayObject.js:132 + src/pixi/display/DisplayObject.js:135

    @@ -1063,7 +1085,7 @@
    - +
    @@ -1118,7 +1140,7 @@ - src/pixi/DisplayObject.js:118 + src/pixi/display/DisplayObject.js:121

    @@ -1148,7 +1170,7 @@ for this callback to be fired the mouse must have been pressed down over the dis
    - +
    @@ -1203,7 +1225,7 @@ for this callback to be fired the mouse must have been pressed down over the dis - src/pixi/DisplayObject.js:125 + src/pixi/display/DisplayObject.js:128

    @@ -1233,7 +1255,7 @@ for this callback to be fired, The touch must have started over the displayObjec
    - +
    @@ -1291,7 +1313,7 @@ for this callback to be fired, The touch must have started over the displayObjec - src/pixi/DisplayObjectContainer.js:186 + src/pixi/display/DisplayObjectContainer.js:291

    @@ -1375,7 +1397,7 @@ for this callback to be fired, The touch must have started over the displayObjec - src/pixi/DisplayObject.js:190 + src/pixi/display/DisplayObject.js:193

    @@ -1386,7 +1408,8 @@ for this callback to be fired, The touch must have started over the displayObjec
  • -

    Indicates if the sprite will have touch and mouse interactivity. It is false by default

    +

    [Deprecated] Indicates if the sprite will have touch and mouse interactivity. It is false by default +Instead of using this function you can now simply set the interactive property to true or false

    @@ -1404,7 +1427,7 @@ for this callback to be fired, The touch must have started over the displayObjec
    - +
    @@ -1468,7 +1491,7 @@ for this callback to be fired, The touch must have started over the displayObjec - src/pixi/DisplayObjectContainer.js:128 + src/pixi/display/DisplayObjectContainer.js:227

    @@ -1567,7 +1590,7 @@ for this callback to be fired, The touch must have started over the displayObjec - src/pixi/DisplayObject.js:149 + src/pixi/display/DisplayObject.js:152

    @@ -1597,7 +1620,7 @@ basically a touch version of click

    - +
    @@ -1652,7 +1675,7 @@ basically a touch version of click

    - src/pixi/DisplayObject.js:162 + src/pixi/display/DisplayObject.js:165

    @@ -1681,7 +1704,7 @@ basically a touch version of click

    - +
    @@ -1736,7 +1759,7 @@ basically a touch version of click

    - src/pixi/DisplayObject.js:168 + src/pixi/display/DisplayObject.js:171

    @@ -1766,7 +1789,7 @@ for this callback to be fired, The touch must have started over the sprite

    - +
    @@ -1821,7 +1844,7 @@ for this callback to be fired, The touch must have started over the sprite

    - src/pixi/DisplayObject.js:156 + src/pixi/display/DisplayObject.js:159

    @@ -1850,7 +1873,7 @@ for this callback to be fired, The touch must have started over the sprite

    - +
    @@ -1894,7 +1917,7 @@ for this callback to be fired, The touch must have started over the sprite

    - src/pixi/DisplayObject.js:40 + src/pixi/display/DisplayObject.js:43

    @@ -1935,7 +1958,7 @@ for this callback to be fired, The touch must have started over the sprite

    - src/pixi/DisplayObject.js:95 + src/pixi/display/DisplayObject.js:98

    @@ -1979,7 +2002,7 @@ for this callback to be fired, The touch must have started over the sprite

    - src/pixi/DisplayObjectContainer.js:16 + src/pixi/display/DisplayObjectContainer.js:16

    @@ -2020,7 +2043,7 @@ for this callback to be fired, The touch must have started over the sprite

    - src/pixi/DisplayObject.js:69 + src/pixi/display/DisplayObject.js:72

    @@ -2039,6 +2062,90 @@ Setting it is a neat way of optimising the hitTest function that the interaction + + + +
    +

    interactive

    + Boolean + + + + + + + + + +
    + + +

    Inherited from + DisplayObject: + + + + src/pixi/display/DisplayObject.js:204 + +

    + + + + +
    + +
    +

    Indicates if the sprite will have touch and mouse interactivity. It is false by default

    +
    + + + + + + +
    + + +
    +

    mask

    + PIXI.Graphics + + + + + + + + + +
    + + +

    Inherited from + DisplayObject: + + + + src/pixi/display/DisplayObject.js:222 + +

    + + + + +
    + +
    +

    Sets a mask for the displayObject. A mask is an object that limits the visibility of an object to the shape of the mask applied to it. +In PIXI a regular mask must be a PIXI.Ggraphics object. This allows for much faster masking in canvas as it utilises shape clipping. +To remove a mask, set this property to null.

    +
    + + + + + +
    @@ -2062,7 +2169,7 @@ Setting it is a neat way of optimising the hitTest function that the interaction - src/pixi/DisplayObject.js:55 + src/pixi/display/DisplayObject.js:58

    @@ -2103,7 +2210,7 @@ Setting it is a neat way of optimising the hitTest function that the interaction - src/pixi/DisplayObject.js:26 + src/pixi/display/DisplayObject.js:29

    @@ -2144,7 +2251,7 @@ Setting it is a neat way of optimising the hitTest function that the interaction - src/pixi/DisplayObject.js:12 + src/pixi/display/DisplayObject.js:15

    @@ -2185,7 +2292,7 @@ Setting it is a neat way of optimising the hitTest function that the interaction - src/pixi/DisplayObject.js:33 + src/pixi/display/DisplayObject.js:36

    @@ -2226,7 +2333,7 @@ Setting it is a neat way of optimising the hitTest function that the interaction - src/pixi/DisplayObject.js:19 + src/pixi/display/DisplayObject.js:22

    @@ -2267,7 +2374,7 @@ Setting it is a neat way of optimising the hitTest function that the interaction - src/pixi/DisplayObject.js:62 + src/pixi/display/DisplayObject.js:65

    @@ -2308,7 +2415,7 @@ Setting it is a neat way of optimising the hitTest function that the interaction - src/pixi/DisplayObject.js:47 + src/pixi/display/DisplayObject.js:50

    diff --git a/docs/classes/Ellipse.html b/docs/classes/Ellipse.html new file mode 100644 index 0000000..c5b5e4e --- /dev/null +++ b/docs/classes/Ellipse.html @@ -0,0 +1,825 @@ + + + + + Ellipse - Pixi.JS + + + + + + + + +
    +
    +
    + +

    + +
    +
    + API Docs for: 1.3.0 +
    +
    +
    + + +
    +
    + Show: + + + + + + + +
    + + +
    +
    +
    +

    Ellipse Class

    +
    + + + + + +
    + Defined in: src/pixi/core/Ellipse.js:5 +
    + + + + + Module: PIXI + + + + +
    + + + +
    + +
    + + +
    +

    Constructor

    +
    +

    Ellipse

    + + +
    + (
      + +
    • + + x + +
    • + +
    • + + y + +
    • + +
    • + + width + +
    • + +
    • + + height + +
    • + +
    ) +
    + + + + + + + + + + + + + + + + +
    + + + +

    + + Defined in + + + + + src/pixi/core/Ellipse.js:5 + +

    + + + + + +
    + +
    + +
    + + +
    +

    Parameters:

    + +
      + +
    • + + x + Number + + + + +
      +

      The X coord of the upper-left corner of the framing rectangle of this circle

      +
      + + +
    • + +
    • + + y + Number + + + + +
      +

      The Y coord of the upper-left corner of the framing rectangle of this circle

      +
      + + +
    • + +
    • + + width + Number + + + + +
      +

      The overall height of this ellipse

      +
      + + +
    • + +
    • + + height + Number + + + + +
      +

      The overall width of this ellipse

      +
      + + +
    • + +
    +
    + + + + + +
    + +
    + + +
    + + +
    +
    +

    Item Index

    + + +
    +

    Methods

    + + +
    + + + +
    +

    Properties

    + +
      + +
    • + height + + + +
    • + +
    • + width + + + +
    • + +
    • + x + + + +
    • + +
    • + y + + + +
    • + +
    +
    + + + + + +
    + + +
    +

    Methods

    + + +
    +

    clone

    + + + () + + + + + + + + + + + + + + + + + + + + +
    + + + +

    + + Defined in + + + + + src/pixi/core/Ellipse.js:44 + +

    + + + + + +
    + +
    + +
    + + + + +
    +

    Returns:

    + +
    + + + a copy of the polygon + +
    +
    + + + +
    + + +
    +

    contains

    + + +
    + (
      + +
    • + + x + +
    • + +
    • + + y + +
    • + +
    ) +
    + + + + + + + + + + + + + + + + + + + + +
    + + + +

    + + Defined in + + + + + src/pixi/core/Ellipse.js:53 + +

    + + + + + +
    + +
    + +
    + + +
    +

    Parameters:

    + +
      + +
    • + + x + Number + + + + +
      +

      The X coord of the point to test

      +
      + + +
    • + +
    • + + y + Number + + + + +
      +

      The Y coord of the point to test

      +
      + + +
    • + +
    +
    + + + +
    +

    Returns:

    + +
    + + + if the x/y coords are within this polygon + +
    +
    + + + +
    + + +
    + + + +
    +

    Properties

    + + +
    +

    height

    + Number + + + + + + + + + +
    + + + +

    + + Defined in + + + + + src/pixi/core/Ellipse.js:36 + +

    + + + + +
    + +
    + +
    + + +

    Default: 0

    + + + + + +
    + + +
    +

    width

    + Number + + + + + + + + + +
    + + + +

    + + Defined in + + + + + src/pixi/core/Ellipse.js:29 + +

    + + + + +
    + +
    + +
    + + +

    Default: 0

    + + + + + +
    + + +
    +

    x

    + Number + + + + + + + + + +
    + + + +

    + + Defined in + + + + + src/pixi/core/Ellipse.js:15 + +

    + + + + +
    + +
    + +
    + + +

    Default: 0

    + + + + + +
    + + +
    +

    y

    + Number + + + + + + + + + +
    + + + +

    + + Defined in + + + + + src/pixi/core/Ellipse.js:22 + +

    + + + + +
    + +
    + +
    + + +

    Default: 0

    + + + + + +
    + + +
    + + + + + +
    +
    + +
    +
    +
    +
    +
    +
    + + + + + + + + + + diff --git a/docs/classes/Graphics.html b/docs/classes/Graphics.html new file mode 100644 index 0000000..99e71fc --- /dev/null +++ b/docs/classes/Graphics.html @@ -0,0 +1,3500 @@ + + + + + Graphics - Pixi.JS + + + + + + + + +
    +
    +
    + +

    + +
    +
    + API Docs for: 1.3.0 +
    +
    +
    + + +
    +
    + Show: + + + + + + + +
    + + +
    +
    +
    +

    Graphics Class

    +
    + + + + + + + + + + + + + Module: PIXI + + + + +
    + + + +
    +

    The Graphics class contains a set of methods that you can use to create primitive shapes and lines. +It is important to know that with the webGL renderer only simple polys can be filled at this stage +Complex polys will not be filled. Heres an example of a complex poly: http://www.goodboydigital.com/wp-content/uploads/2013/06/complexPolygon.png

    +
    + + +
    +

    Constructor

    +
    +

    Graphics

    + + + () + + + + + + + + + + + + + + + + +
    + + + +

    + + Defined in + + + + + src/pixi/primitives/Graphics.js:6 + +

    + + + + + +
    + +
    + +
    + + + + + + +
    + +
    + + +
    + + +
    +
    +

    Item Index

    + + +
    +

    Methods

    + + +
    + + + +
    +

    Properties

    + + +
    + + + + + +
    + + +
    +

    Methods

    + + +
    +

    addChild

    + + +
    + (
      + +
    • + + DisplayObject + +
    • + +
    ) +
    + + + + + + + + + + + + + + + + +
    + + +

    Inherited from + DisplayObjectContainer: + + + + src/pixi/display/DisplayObjectContainer.js:42 + +

    + + + + + +
    + +
    +

    Adds a child to the container.

    +
    + + +
    +

    Parameters:

    + + +
    + + + + + +
    + + +
    +

    addChildAt

    + + +
    + (
      + +
    • + + DisplayObject + +
    • + +
    • + + index + +
    • + +
    ) +
    + + + + + + + + + + + + + + + + +
    + + +

    Inherited from + DisplayObjectContainer: + + + + src/pixi/display/DisplayObjectContainer.js:139 + +

    + + + + + +
    + +
    +

    Adds a child to the container at a specified index. If the index is out of bounds an error will be thrown

    +
    + + +
    +

    Parameters:

    + +
      + +
    • + + DisplayObject + DisplayObject + + + + +
      + +
      + + +
    • + +
    • + + index + Number + + + + +
      + +
      + + +
    • + +
    +
    + + + + + +
    + + +
    +

    beginFill

    + + +
    + (
      + +
    • + + color + +
    • + +
    • + + alpha + +
    • + +
    ) +
    + + + + + + + + + + + + + + + + +
    + + + +

    + + Defined in + + + + + src/pixi/primitives/Graphics.js:85 + +

    + + + + + +
    + +
    +

    Specifies a simple one-color fill that subsequent calls to other Graphics methods (such as lineTo() or drawCircle()) use when drawing.

    +
    + + +
    +

    Parameters:

    + +
      + +
    • + + color + Uint + + + + +
      +

      the color of the fill

      +
      + + +
    • + +
    • + + alpha + Number + + + + +
      +

      the alpha

      +
      + + +
    • + +
    +
    + + + + + +
    + + +
    +

    clear

    + + + () + + + + + + + + + + + + + + + + +
    + + + +

    + + Defined in + + + + + src/pixi/primitives/Graphics.js:167 + +

    + + + + + +
    + +
    +

    Clears the graphics that were drawn to this Graphics object, and resets fill and line style settings.

    +
    + + + + + + +
    + + +
    +

    click

    + + +
    + (
      + +
    • + + interactionData + +
    • + +
    ) +
    + + + + + + + + + + + + + + + + +
    + + +

    Inherited from + DisplayObject: + + + + src/pixi/display/DisplayObject.js:109 + +

    + + + + + +
    + +
    +

    A callback that is used when the users clicks on the displayObject with their mouse

    +
    + + +
    +

    Parameters:

    + + +
    + + + + + +
    + + +
    +

    drawCircle

    + + +
    + (
      + +
    • + + x + +
    • + +
    • + + y + +
    • + +
    • + + radius + +
    • + +
    ) +
    + + + + + + + + + + + + + + + + +
    + + + +

    + + Defined in + + + + + src/pixi/primitives/Graphics.js:128 + +

    + + + + + +
    + +
    +

    Draws a circle.

    +
    + + +
    +

    Parameters:

    + +
      + +
    • + + x + Number + + + + +
      + +
      + + +
    • + +
    • + + y + Number + + + + +
      + +
      + + +
    • + +
    • + + radius + Number + + + + +
      + +
      + + +
    • + +
    +
    + + + + + +
    + + +
    +

    drawElipse

    + + +
    + (
      + +
    • + + x + +
    • + +
    • + + y + +
    • + +
    • + + width + +
    • + +
    • + + height + +
    • + +
    ) +
    + + + + + + + + + + + + + + + + +
    + + + +

    + + Defined in + + + + + src/pixi/primitives/Graphics.js:147 + +

    + + + + + +
    + +
    +

    Draws an elipse.

    +
    + + +
    +

    Parameters:

    + +
      + +
    • + + x + Number + + + + +
      + +
      + + +
    • + +
    • + + y + Number + + + + +
      + +
      + + +
    • + +
    • + + width + Number + + + + +
      + +
      + + +
    • + +
    • + + height + Number + + + + +
      + +
      + + +
    • + +
    +
    + + + + + +
    + + +
    +

    drawRect

    + + +
    + (
      + +
    • + + x + +
    • + +
    • + + y + +
    • + +
    • + + width + +
    • + +
    • + + height + +
    • + +
    ) +
    + + + + + + + + + + + + + + + + +
    + + + +

    + + Defined in + + + + + src/pixi/primitives/Graphics.js:109 + +

    + + + + + +
    + +
    + +
    + + +
    +

    Parameters:

    + +
      + +
    • + + x + Number + + + + +
      + +
      + + +
    • + +
    • + + y + Number + + + + +
      + +
      + + +
    • + +
    • + + width + Number + + + + +
      + +
      + + +
    • + +
    • + + height + Number + + + + +
      + +
      + + +
    • + +
    +
    + + + + + +
    + + +
    +

    endFill

    + + + () + + + + + + + + + + + + + + + + +
    + + + +

    + + Defined in + + + + + src/pixi/primitives/Graphics.js:98 + +

    + + + + + +
    + +
    +

    Applies a fill to the lines and shapes that were added since the last call to the beginFill() method.

    +
    + + + + + + +
    + + +
    +

    getChildAt

    + + +
    + (
      + +
    • + + index + +
    • + +
    ) +
    + + + + + + + + + + + + + + + + +
    + + +

    Inherited from + DisplayObjectContainer: + + + + src/pixi/display/DisplayObjectContainer.js:274 + +

    + + + + + +
    + +
    +

    Returns the Child at the specified index

    +
    + + +
    +

    Parameters:

    + +
      + +
    • + + index + Number + + + + +
      + +
      + + +
    • + +
    +
    + + + + + +
    + + +
    +

    lineStyle

    + + +
    + (
      + +
    • + + lineWidth + +
    • + +
    • + + color + +
    • + +
    • + + alpha + +
    • + +
    ) +
    + + + + + + + + + + + + + + + + +
    + + + +

    + + Defined in + + + + + src/pixi/primitives/Graphics.js:34 + +

    + + + + + +
    + +
    +

    Specifies a line style used for subsequent calls to Graphics methods such as the lineTo() method or the drawCircle() method.

    +
    + + +
    +

    Parameters:

    + +
      + +
    • + + lineWidth + Number + + + + +
      + +
      + + +
    • + +
    • + + color + Number + + + + +
      + +
      + + +
    • + +
    • + + alpha + Number + + + + +
      + +
      + + +
    • + +
    +
    + + + + + +
    + + +
    +

    lineTo

    + + +
    + (
      + +
    • + + x + +
    • + +
    • + + y + +
    • + +
    ) +
    + + + + + + + + + + + + + + + + +
    + + + +

    + + Defined in + + + + + src/pixi/primitives/Graphics.js:73 + +

    + + + + + +
    + +
    +

    Draws a line using the current line style from the current drawing position to (x, y); the current drawing position is then set to (x, y).

    +
    + + +
    +

    Parameters:

    + +
      + +
    • + + x + Number + + + + +
      + +
      + + +
    • + +
    • + + y + Number + + + + +
      + +
      + + +
    • + +
    +
    + + + + + +
    + + +
    +

    mousedown

    + + +
    + (
      + +
    • + + interactionData + +
    • + +
    ) +
    + + + + + + + + + + + + + + + + +
    + + +

    Inherited from + DisplayObject: + + + + src/pixi/display/DisplayObject.js:115 + +

    + + + + + +
    + +
    +

    A callback that is used when the user clicks the mouse down over the sprite

    +
    + + +
    +

    Parameters:

    + + +
    + + + + + +
    + + +
    +

    mouseout

    + + +
    + (
      + +
    • + + interactionData + +
    • + +
    ) +
    + + + + + + + + + + + + + + + + +
    + + +

    Inherited from + DisplayObject: + + + + src/pixi/display/DisplayObject.js:141 + +

    + + + + + +
    + +
    +

    A callback that is used when the users mouse leaves the displayObject

    +
    + + +
    +

    Parameters:

    + + +
    + + + + + +
    + + +
    +

    mouseover

    + + +
    + (
      + +
    • + + interactionData + +
    • + +
    ) +
    + + + + + + + + + + + + + + + + +
    + + +

    Inherited from + DisplayObject: + + + + src/pixi/display/DisplayObject.js:135 + +

    + + + + + +
    + +
    +

    A callback that is used when the users mouse rolls over the displayObject

    +
    + + +
    +

    Parameters:

    + + +
    + + + + + +
    + + +
    +

    mouseup

    + + +
    + (
      + +
    • + + interactionData + +
    • + +
    ) +
    + + + + + + + + + + + + + + + + +
    + + +

    Inherited from + DisplayObject: + + + + src/pixi/display/DisplayObject.js:121 + +

    + + + + + +
    + +
    +

    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

    +
    + + +
    +

    Parameters:

    + + +
    + + + + + +
    + + +
    +

    mouseupoutside

    + + +
    + (
      + +
    • + + interactionData + +
    • + +
    ) +
    + + + + + + + + + + + + + + + + +
    + + +

    Inherited from + DisplayObject: + + + + src/pixi/display/DisplayObject.js:128 + +

    + + + + + +
    + +
    +

    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

    +
    + + +
    +

    Parameters:

    + + +
    + + + + + +
    + + +
    +

    moveTo

    + + +
    + (
      + +
    • + + x + +
    • + +
    • + + y + +
    • + +
    ) +
    + + + + + + + + + + + + + + + + +
    + + + +

    + + Defined in + + + + + src/pixi/primitives/Graphics.js:55 + +

    + + + + + +
    + +
    +

    Moves the current drawing position to (x, y).

    +
    + + +
    +

    Parameters:

    + +
      + +
    • + + x + Number + + + + +
      + +
      + + +
    • + +
    • + + y + Number + + + + +
      + +
      + + +
    • + +
    +
    + + + + + +
    + + +
    +

    removeChild

    + + +
    + (
      + +
    • + + DisplayObject + +
    • + +
    ) +
    + + + + + + + + + + + + + + + + +
    + + +

    Inherited from + DisplayObjectContainer: + + + + src/pixi/display/DisplayObjectContainer.js:291 + +

    + + + + + +
    + +
    +

    Removes a child from the container.

    +
    + + +
    +

    Parameters:

    + + +
    + + + + + +
    + + +
    +

    setInteractive

    + + +
    + (
      + +
    • + + interactive + +
    • + +
    ) +
    + + + + + + + + + + + + + + + + +
    + + +

    Inherited from + DisplayObject: + + + + src/pixi/display/DisplayObject.js:193 + +

    + + + + + +
    + +
    +

    [Deprecated] Indicates if the sprite will have touch and mouse interactivity. It is false by default +Instead of using this function you can now simply set the interactive property to true or false

    +
    + + +
    +

    Parameters:

    + +
      + +
    • + + interactive + Boolean + + + + +
      + +
      + + +
    • + +
    +
    + + + + + +
    + + +
    +

    swapChildren

    + + +
    + (
      + +
    • + + DisplayObject + +
    • + +
    • + + DisplayObject2 + +
    • + +
    ) +
    + + + + + + + + + + + + + + + + +
    + + +

    Inherited from + DisplayObjectContainer: + + + + src/pixi/display/DisplayObjectContainer.js:227 + +

    + + + + + +
    + +
    +

    Swaps the depth of 2 displayObjects

    +
    + + +
    +

    Parameters:

    + + +
    + + + + + +
    + + +
    +

    tap

    + + +
    + (
      + +
    • + + interactionData + +
    • + +
    ) +
    + + + + + + + + + + + + + + + + +
    + + +

    Inherited from + DisplayObject: + + + + src/pixi/display/DisplayObject.js:152 + +

    + + + + + +
    + +
    +

    A callback that is used when the users taps on the sprite with their finger +basically a touch version of click

    +
    + + +
    +

    Parameters:

    + + +
    + + + + + +
    + + +
    +

    touchend

    + + +
    + (
      + +
    • + + interactionData + +
    • + +
    ) +
    + + + + + + + + + + + + + + + + +
    + + +

    Inherited from + DisplayObject: + + + + src/pixi/display/DisplayObject.js:165 + +

    + + + + + +
    + +
    +

    A callback that is used when the user releases a touch over the displayObject

    +
    + + +
    +

    Parameters:

    + + +
    + + + + + +
    + + +
    +

    touchendoutside

    + + +
    + (
      + +
    • + + interactionData + +
    • + +
    ) +
    + + + + + + + + + + + + + + + + +
    + + +

    Inherited from + DisplayObject: + + + + src/pixi/display/DisplayObject.js:171 + +

    + + + + + +
    + +
    +

    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

    +
    + + +
    +

    Parameters:

    + + +
    + + + + + +
    + + +
    +

    touchstart

    + + +
    + (
      + +
    • + + interactionData + +
    • + +
    ) +
    + + + + + + + + + + + + + + + + +
    + + +

    Inherited from + DisplayObject: + + + + src/pixi/display/DisplayObject.js:159 + +

    + + + + + +
    + +
    +

    A callback that is used when the user touch's over the displayObject

    +
    + + +
    +

    Parameters:

    + + +
    + + + + + +
    + + +
    + + + +
    +

    Properties

    + + +
    +

    alpha

    + Number + + + + + + + + + +
    + + +

    Inherited from + DisplayObject: + + + + src/pixi/display/DisplayObject.js:43 + +

    + + + + +
    + +
    +

    The opacity of the object.

    +
    + + + + + + +
    + + +
    +

    buttonMode

    + Boolean + + + + + + + + + +
    + + +

    Inherited from + DisplayObject: + + + + src/pixi/display/DisplayObject.js:98 + +

    + + + + +
    + +
    +

    This is used to indicate if the displayObject should display a mouse hand cursor on rollover

    +
    + + + + + + +
    + + +
    +

    children

    + Array + + + + + + + + + +
    + + +

    Inherited from + DisplayObjectContainer: + + + + src/pixi/display/DisplayObjectContainer.js:16 + +

    + + + + +
    + +
    +

    [read-only] The of children of this container.

    +
    + + + + + + +
    + + +
    +

    hitArea

    + Rectangle + + + + + + + + + +
    + + +

    Inherited from + DisplayObject: + + + + src/pixi/display/DisplayObject.js:72 + +

    + + + + +
    + +
    +

    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)

    +
    + + + + + + +
    + + +
    +

    interactive

    + Boolean + + + + + + + + + +
    + + +

    Inherited from + DisplayObject: + + + + src/pixi/display/DisplayObject.js:204 + +

    + + + + +
    + +
    +

    Indicates if the sprite will have touch and mouse interactivity. It is false by default

    +
    + + + + + + +
    + + +
    +

    mask

    + PIXI.Graphics + + + + + + + + + +
    + + +

    Inherited from + DisplayObject: + + + + src/pixi/display/DisplayObject.js:222 + +

    + + + + +
    + +
    +

    Sets a mask for the displayObject. A mask is an object that limits the visibility of an object to the shape of the mask applied to it. +In PIXI a regular mask must be a PIXI.Ggraphics object. This allows for much faster masking in canvas as it utilises shape clipping. +To remove a mask, set this property to null.

    +
    + + + + + + +
    + + +
    +

    parent

    + DisplayObjectContainer + + + + + + + + + +
    + + +

    Inherited from + DisplayObject: + + + + src/pixi/display/DisplayObject.js:58 + +

    + + + + +
    + +
    +

    [read-only] The display object container that contains this display object.

    +
    + + + + + + +
    + + +
    +

    pivot

    + Point + + + + + + + + + +
    + + +

    Inherited from + DisplayObject: + + + + src/pixi/display/DisplayObject.js:29 + +

    + + + + +
    + +
    +

    The pivot point of the displayObject that it rotates around

    +
    + + + + + + +
    + + +
    +

    position

    + Point + + + + + + + + + +
    + + +

    Inherited from + DisplayObject: + + + + src/pixi/display/DisplayObject.js:15 + +

    + + + + +
    + +
    +

    The coordinate of the object relative to the local coordinates of the parent.

    +
    + + + + + + +
    + + +
    +

    rotation

    + Number + + + + + + + + + +
    + + +

    Inherited from + DisplayObject: + + + + src/pixi/display/DisplayObject.js:36 + +

    + + + + +
    + +
    +

    The rotation of the object in radians.

    +
    + + + + + + +
    + + +
    +

    scale

    + Point + + + + + + + + + +
    + + +

    Inherited from + DisplayObject: + + + + src/pixi/display/DisplayObject.js:22 + +

    + + + + +
    + +
    +

    The scale factor of the object.

    +
    + + + + + + +
    + + +
    +

    stage

    + Stage + + + + + + + + + +
    + + +

    Inherited from + DisplayObject: + + + + src/pixi/display/DisplayObject.js:65 + +

    + + + + +
    + +
    +

    [read-only] The stage the display object is connected to, or undefined if it is not connected to the stage.

    +
    + + + + + + +
    + + +
    +

    visible

    + Boolean + + + + + + + + + +
    + + +

    Inherited from + DisplayObject: + + + + src/pixi/display/DisplayObject.js:50 + +

    + + + + +
    + +
    +

    The visibility of the object.

    +
    + + + + + + +
    + + +
    + + + + + +
    +
    + +
    +
    +
    +
    +
    +
    + + + + + + + + + + diff --git a/docs/classes/ImageLoader.html b/docs/classes/ImageLoader.html index cab9245..0400bba 100644 --- a/docs/classes/ImageLoader.html +++ b/docs/classes/ImageLoader.html @@ -19,7 +19,7 @@
    - API Docs for: 1.0.0 + API Docs for: 1.3.0
    @@ -49,14 +49,22 @@
  • BitmapText
  • +
  • CanvasGraphics
  • +
  • CanvasRenderer
  • +
  • Circle
  • +
  • CustomRenderable
  • DisplayObject
  • DisplayObjectContainer
  • +
  • Ellipse
  • + +
  • Graphics
  • +
  • ImageLoader
  • InteractionData
  • diff --git a/docs/classes/InteractionData.html b/docs/classes/InteractionData.html index 4c26c7c..56f1b0d 100644 --- a/docs/classes/InteractionData.html +++ b/docs/classes/InteractionData.html @@ -19,7 +19,7 @@
    - API Docs for: 1.0.0 + API Docs for: 1.3.0
    + + +
    +

    originalEvent

    + Event + + + + + + + + + +
    + + + +

    + + Defined in + + + + + src/pixi/InteractionManager.js:516 + +

    + + + + +
    + +
    +

    When passed to an event handler, this will be the original DOM Event that was captured

    +
    + + + + + +
    @@ -468,7 +527,7 @@ - src/pixi/InteractionManager.js:529 + src/pixi/InteractionManager.js:509

    diff --git a/docs/classes/InteractionManager.html b/docs/classes/InteractionManager.html index 9669e2e..54f508b 100644 --- a/docs/classes/InteractionManager.html +++ b/docs/classes/InteractionManager.html @@ -19,7 +19,7 @@
    - API Docs for: 1.0.0 + API Docs for: 1.3.0
    @@ -49,14 +49,22 @@
  • BitmapText
  • +
  • CanvasGraphics
  • +
  • CanvasRenderer
  • +
  • Circle
  • +
  • CustomRenderable
  • DisplayObject
  • DisplayObjectContainer
  • +
  • Ellipse
  • + +
  • Graphics
  • +
  • ImageLoader
  • InteractionData
  • @@ -259,6 +267,8 @@ This manager also supports multitouch.

  • Index
  • +
  • Methods
  • +
  • Properties
  • @@ -271,6 +281,23 @@ This manager also supports multitouch.

    Item Index

    +
    +

    Methods

    + + +
    +
    @@ -309,6 +336,165 @@ This manager also supports multitouch.

    +
    +

    Methods

    + + +
    +

    autoDetectRenderer

    + + +
    + (
      + +
    • + + width + +
    • + +
    • + + height + +
    • + +
    • + + view + +
    • + +
    • + + transparent + +
    • + +
    ) +
    + + + + + + + + + + + + static + + + + + + +
    + + + +

    + + Defined in + + + + + src/pixi/utils/Detector.js:5 + +

    + + + + + +
    + +
    +

    This helper function will automatically detect which renderer you should be using. +WebGL is the preferred renderer as it is a lot fastest. If webGL is not supported by the browser then this function will return a canvas renderer

    +
    + + +
    +

    Parameters:

    + +
      + +
    • + + width + Number + + + + +
      +

      the width of the renderers view

      +
      + + +
    • + +
    • + + height + Number + + + + +
      +

      the height of the renderers view

      +
      + + +
    • + +
    • + + view + Canvas + + + + +
      +

      the canvas to use as a view, optional

      +
      + + +
    • + +
    • + + transparent + Boolean + + + + +
      +

      the transparency of the render view, default false

      +
      + + +
    • + +
    +
    + + + + + +
    + + +
    +
    diff --git a/docs/classes/JsonLoader.html b/docs/classes/JsonLoader.html index a97880a..a7e8161 100644 --- a/docs/classes/JsonLoader.html +++ b/docs/classes/JsonLoader.html @@ -19,7 +19,7 @@
    - API Docs for: 1.0.0 + API Docs for: 1.3.0
    @@ -49,14 +49,22 @@
  • BitmapText
  • +
  • CanvasGraphics
  • +
  • CanvasRenderer
  • +
  • Circle
  • +
  • CustomRenderable
  • DisplayObject
  • DisplayObjectContainer
  • +
  • Ellipse
  • + +
  • Graphics
  • +
  • ImageLoader
  • InteractionData
  • diff --git a/docs/classes/MovieClip.html b/docs/classes/MovieClip.html index 229a09b..ecfa688 100644 --- a/docs/classes/MovieClip.html +++ b/docs/classes/MovieClip.html @@ -19,7 +19,7 @@
    - API Docs for: 1.0.0 + API Docs for: 1.3.0
    @@ -49,14 +49,22 @@
  • BitmapText
  • +
  • CanvasGraphics
  • +
  • CanvasRenderer
  • +
  • Circle
  • +
  • CustomRenderable
  • DisplayObject
  • DisplayObjectContainer
  • +
  • Ellipse
  • + +
  • Graphics
  • +
  • ImageLoader
  • InteractionData
  • @@ -146,7 +154,7 @@ @@ -210,7 +218,7 @@ - src/pixi/MovieClip.js:5 + src/pixi/display/MovieClip.js:5

    @@ -499,6 +507,13 @@ + + +
  • + interactive + + +
  • @@ -506,6 +521,13 @@ +
  • + +
  • + mask + + +
  • @@ -645,7 +667,7 @@ - src/pixi/DisplayObjectContainer.js:41 + src/pixi/display/DisplayObjectContainer.js:42

    @@ -735,7 +757,7 @@ - src/pixi/DisplayObjectContainer.js:73 + src/pixi/display/DisplayObjectContainer.js:139

    @@ -834,7 +856,7 @@ - src/pixi/DisplayObject.js:106 + src/pixi/display/DisplayObject.js:109

    @@ -863,7 +885,7 @@
    - +
    @@ -918,7 +940,7 @@ - src/pixi/DisplayObjectContainer.js:168 + src/pixi/display/DisplayObjectContainer.js:274

    @@ -1005,7 +1027,7 @@ - src/pixi/MovieClip.js:94 + src/pixi/display/MovieClip.js:94

    @@ -1092,7 +1114,7 @@ - src/pixi/MovieClip.js:81 + src/pixi/display/MovieClip.js:81

    @@ -1176,7 +1198,7 @@ - src/pixi/DisplayObject.js:112 + src/pixi/display/DisplayObject.js:115

    @@ -1205,7 +1227,7 @@
    - +
    @@ -1260,7 +1282,7 @@ - src/pixi/DisplayObject.js:138 + src/pixi/display/DisplayObject.js:141

    @@ -1289,7 +1311,7 @@
    - +
    @@ -1344,7 +1366,7 @@ - src/pixi/DisplayObject.js:132 + src/pixi/display/DisplayObject.js:135

    @@ -1373,7 +1395,7 @@
    - +
    @@ -1428,7 +1450,7 @@ - src/pixi/DisplayObject.js:118 + src/pixi/display/DisplayObject.js:121

    @@ -1458,7 +1480,7 @@ for this callback to be fired the mouse must have been pressed down over the dis
    - +
    @@ -1513,7 +1535,7 @@ for this callback to be fired the mouse must have been pressed down over the dis - src/pixi/DisplayObject.js:125 + src/pixi/display/DisplayObject.js:128

    @@ -1543,7 +1565,7 @@ for this callback to be fired, The touch must have started over the displayObjec
    - +
    @@ -1591,7 +1613,7 @@ for this callback to be fired, The touch must have started over the displayObjec - src/pixi/MovieClip.js:72 + src/pixi/display/MovieClip.js:72

    @@ -1652,7 +1674,7 @@ for this callback to be fired, The touch must have started over the displayObjec - src/pixi/DisplayObjectContainer.js:186 + src/pixi/display/DisplayObjectContainer.js:291

    @@ -1736,7 +1758,7 @@ for this callback to be fired, The touch must have started over the displayObjec - src/pixi/DisplayObject.js:190 + src/pixi/display/DisplayObject.js:193

    @@ -1747,7 +1769,8 @@ for this callback to be fired, The touch must have started over the displayObjec
  • -

    Indicates if the sprite will have touch and mouse interactivity. It is false by default

    +

    [Deprecated] Indicates if the sprite will have touch and mouse interactivity. It is false by default +Instead of using this function you can now simply set the interactive property to true or false

    @@ -1765,7 +1788,7 @@ for this callback to be fired, The touch must have started over the displayObjec
    - +
    @@ -1820,7 +1843,7 @@ for this callback to be fired, The touch must have started over the displayObjec - src/pixi/Sprite.js:103 + src/pixi/display/Sprite.js:103

    @@ -1897,7 +1920,7 @@ for this callback to be fired, The touch must have started over the displayObjec - src/pixi/MovieClip.js:63 + src/pixi/display/MovieClip.js:63

    @@ -1964,7 +1987,7 @@ for this callback to be fired, The touch must have started over the displayObjec - src/pixi/DisplayObjectContainer.js:128 + src/pixi/display/DisplayObjectContainer.js:227

    @@ -2063,7 +2086,7 @@ for this callback to be fired, The touch must have started over the displayObjec - src/pixi/DisplayObject.js:149 + src/pixi/display/DisplayObject.js:152

    @@ -2093,7 +2116,7 @@ basically a touch version of click

    - +
    @@ -2148,7 +2171,7 @@ basically a touch version of click

    - src/pixi/DisplayObject.js:162 + src/pixi/display/DisplayObject.js:165

    @@ -2177,7 +2200,7 @@ basically a touch version of click

    - +
    @@ -2232,7 +2255,7 @@ basically a touch version of click

    - src/pixi/DisplayObject.js:168 + src/pixi/display/DisplayObject.js:171

    @@ -2262,7 +2285,7 @@ for this callback to be fired, The touch must have started over the sprite

    - +
    @@ -2317,7 +2340,7 @@ for this callback to be fired, The touch must have started over the sprite

    - src/pixi/DisplayObject.js:156 + src/pixi/display/DisplayObject.js:159

    @@ -2346,7 +2369,7 @@ for this callback to be fired, The touch must have started over the sprite

    - +
    @@ -2390,7 +2413,7 @@ for this callback to be fired, The touch must have started over the sprite

    - src/pixi/DisplayObject.js:40 + src/pixi/display/DisplayObject.js:43

    @@ -2431,7 +2454,7 @@ for this callback to be fired, The touch must have started over the sprite

    - src/pixi/Sprite.js:21 + src/pixi/display/Sprite.js:21

    @@ -2478,7 +2501,7 @@ Setting the anchor to 1,1 would mean the textures origin points will be the bott - src/pixi/MovieClip.js:30 + src/pixi/display/MovieClip.js:30

    @@ -2519,7 +2542,7 @@ Setting the anchor to 1,1 would mean the textures origin points will be the bott - src/pixi/Sprite.js:38 + src/pixi/display/Sprite.js:38

    @@ -2561,7 +2584,7 @@ currently supports PIXI.blendModes.NORMAL and PIXI.blendModes.SCREEN

    - src/pixi/DisplayObject.js:95 + src/pixi/display/DisplayObject.js:98

    @@ -2602,7 +2625,7 @@ currently supports PIXI.blendModes.NORMAL and PIXI.blendModes.SCREEN

    - src/pixi/DisplayObjectContainer.js:16 + src/pixi/display/DisplayObjectContainer.js:16

    @@ -2646,7 +2669,7 @@ currently supports PIXI.blendModes.NORMAL and PIXI.blendModes.SCREEN

    - src/pixi/MovieClip.js:23 + src/pixi/display/MovieClip.js:23

    @@ -2687,7 +2710,7 @@ currently supports PIXI.blendModes.NORMAL and PIXI.blendModes.SCREEN

    - src/pixi/Sprite.js:53 + src/pixi/display/Sprite.js:53

    @@ -2728,7 +2751,7 @@ currently supports PIXI.blendModes.NORMAL and PIXI.blendModes.SCREEN

    - src/pixi/DisplayObject.js:69 + src/pixi/display/DisplayObject.js:72

    @@ -2747,6 +2770,47 @@ Setting it is a neat way of optimising the hitTest function that the interaction + + + +
    +

    interactive

    + Boolean + + + + + + + + + +
    + + +

    Inherited from + DisplayObject: + + + + src/pixi/display/DisplayObject.js:204 + +

    + + + + +
    + +
    +

    Indicates if the sprite will have touch and mouse interactivity. It is false by default

    +
    + + + + + +
    @@ -2773,7 +2837,7 @@ Setting it is a neat way of optimising the hitTest function that the interaction - src/pixi/MovieClip.js:37 + src/pixi/display/MovieClip.js:37

    @@ -2791,6 +2855,49 @@ Setting it is a neat way of optimising the hitTest function that the interaction + + + +
    +

    mask

    + PIXI.Graphics + + + + + + + + + +
    + + +

    Inherited from + DisplayObject: + + + + src/pixi/display/DisplayObject.js:222 + +

    + + + + +
    + +
    +

    Sets a mask for the displayObject. A mask is an object that limits the visibility of an object to the shape of the mask applied to it. +In PIXI a regular mask must be a PIXI.Ggraphics object. This allows for much faster masking in canvas as it utilises shape clipping. +To remove a mask, set this property to null.

    +
    + + + + + +
    @@ -2817,7 +2924,7 @@ Setting it is a neat way of optimising the hitTest function that the interaction - src/pixi/MovieClip.js:44 + src/pixi/display/MovieClip.js:44

    @@ -2858,7 +2965,7 @@ Setting it is a neat way of optimising the hitTest function that the interaction - src/pixi/DisplayObject.js:55 + src/pixi/display/DisplayObject.js:58

    @@ -2899,7 +3006,7 @@ Setting it is a neat way of optimising the hitTest function that the interaction - src/pixi/DisplayObject.js:26 + src/pixi/display/DisplayObject.js:29

    @@ -2943,7 +3050,7 @@ Setting it is a neat way of optimising the hitTest function that the interaction - src/pixi/MovieClip.js:51 + src/pixi/display/MovieClip.js:51

    @@ -2984,7 +3091,7 @@ Setting it is a neat way of optimising the hitTest function that the interaction - src/pixi/DisplayObject.js:12 + src/pixi/display/DisplayObject.js:15

    @@ -3025,7 +3132,7 @@ Setting it is a neat way of optimising the hitTest function that the interaction - src/pixi/DisplayObject.js:33 + src/pixi/display/DisplayObject.js:36

    @@ -3066,7 +3173,7 @@ Setting it is a neat way of optimising the hitTest function that the interaction - src/pixi/DisplayObject.js:19 + src/pixi/display/DisplayObject.js:22

    @@ -3107,7 +3214,7 @@ Setting it is a neat way of optimising the hitTest function that the interaction - src/pixi/DisplayObject.js:62 + src/pixi/display/DisplayObject.js:65

    @@ -3148,7 +3255,7 @@ Setting it is a neat way of optimising the hitTest function that the interaction - src/pixi/Sprite.js:31 + src/pixi/display/Sprite.js:31

    @@ -3192,7 +3299,7 @@ Setting it is a neat way of optimising the hitTest function that the interaction - src/pixi/MovieClip.js:16 + src/pixi/display/MovieClip.js:16

    @@ -3233,7 +3340,7 @@ Setting it is a neat way of optimising the hitTest function that the interaction - src/pixi/DisplayObject.js:47 + src/pixi/display/DisplayObject.js:50

    @@ -3274,7 +3381,7 @@ Setting it is a neat way of optimising the hitTest function that the interaction - src/pixi/Sprite.js:46 + src/pixi/display/Sprite.js:46

    diff --git a/docs/classes/Point.html b/docs/classes/Point.html index 87114ce..9cc03ce 100644 --- a/docs/classes/Point.html +++ b/docs/classes/Point.html @@ -19,7 +19,7 @@
    - API Docs for: 1.0.0 + API Docs for: 1.3.0
    @@ -49,14 +49,22 @@
  • BitmapText
  • +
  • CanvasGraphics
  • +
  • CanvasRenderer
  • +
  • Circle
  • +
  • CustomRenderable
  • DisplayObject
  • DisplayObjectContainer
  • +
  • Ellipse
  • + +
  • Graphics
  • +
  • ImageLoader
  • InteractionData
  • @@ -142,7 +150,7 @@
    - Defined in: src/pixi/Point.js:5 + Defined in: src/pixi/core/Point.js:5
    @@ -212,7 +220,7 @@ - src/pixi/Point.js:5 + src/pixi/core/Point.js:5

    @@ -379,7 +387,7 @@ - src/pixi/Point.js:29 + src/pixi/core/Point.js:29

    @@ -443,7 +451,7 @@ - src/pixi/Point.js:14 + src/pixi/core/Point.js:14

    @@ -489,7 +497,7 @@ - src/pixi/Point.js:21 + src/pixi/core/Point.js:21

    diff --git a/docs/classes/Polygon.html b/docs/classes/Polygon.html index 6669a83..587eb48 100644 --- a/docs/classes/Polygon.html +++ b/docs/classes/Polygon.html @@ -19,7 +19,7 @@
    - API Docs for: 1.0.0 + API Docs for: 1.3.0
    @@ -49,14 +49,22 @@
  • BitmapText
  • +
  • CanvasGraphics
  • +
  • CanvasRenderer
  • +
  • Circle
  • +
  • CustomRenderable
  • DisplayObject
  • DisplayObjectContainer
  • +
  • Ellipse
  • + +
  • Graphics
  • +
  • ImageLoader
  • InteractionData
  • @@ -142,7 +150,7 @@ @@ -206,7 +214,7 @@ - src/pixi/Polygon.js:5 + src/pixi/core/Polygon.js:5

    @@ -229,13 +237,14 @@
  • points - Array + Array | Array
    - +

    This cna be an array of Points or a flat array of numbers + that will be interpreted as [x,y, x,y, ...]

    @@ -280,6 +289,13 @@ +
  • + +
  • + contains + + +
  • @@ -334,7 +350,7 @@ - src/pixi/Polygon.js:15 + src/pixi/core/Polygon.js:28

    @@ -364,6 +380,129 @@ +
    + + +
    +

    contains

    + + +
    + (
      + +
    • + + x + +
    • + +
    • + + y + +
    • + +
    ) +
    + + + + + + + + + + + + + + + + + + + + +
    + + + +

    + + Defined in + + + + + src/pixi/core/Polygon.js:42 + +

    + + + + + +
    + +
    + +
    + + +
    +

    Parameters:

    + +
      + +
    • + + x + Number + + + + +
      +

      The X coord of the point to test

      +
      + + +
    • + +
    • + + y + Number + + + + +
      +

      The Y coord of the point to test

      +
      + + +
    • + +
    +
    + + + +
    +

    Returns:

    + +
    + + + if the x/y coords are within this polygon + +
    +
    + + +
    diff --git a/docs/classes/Rectangle.html b/docs/classes/Rectangle.html index 18a02b4..bbf3d67 100644 --- a/docs/classes/Rectangle.html +++ b/docs/classes/Rectangle.html @@ -19,7 +19,7 @@
    - API Docs for: 1.0.0 + API Docs for: 1.3.0
    @@ -49,14 +49,22 @@
  • BitmapText
  • +
  • CanvasGraphics
  • +
  • CanvasRenderer
  • +
  • Circle
  • +
  • CustomRenderable
  • DisplayObject
  • DisplayObjectContainer
  • +
  • Ellipse
  • + +
  • Graphics
  • +
  • ImageLoader
  • InteractionData
  • @@ -142,7 +150,7 @@ @@ -224,7 +232,7 @@ - src/pixi/Rectangle.js:5 + src/pixi/core/Rectangle.js:5

    @@ -345,6 +353,13 @@ + + +
  • + contains + + +
  • @@ -435,7 +450,7 @@ - src/pixi/Rectangle.js:45 + src/pixi/core/Rectangle.js:45

    @@ -465,6 +480,129 @@ +
    + + +
    +

    contains

    + + +
    + (
      + +
    • + + x + +
    • + +
    • + + y + +
    • + +
    ) +
    + + + + + + + + + + + + + + + + + + + + +
    + + + +

    + + Defined in + + + + + src/pixi/core/Rectangle.js:54 + +

    + + + + + +
    + +
    + +
    + + +
    +

    Parameters:

    + +
      + +
    • + + x + Number + + + + +
      +

      The X coord of the point to test

      +
      + + +
    • + +
    • + + y + Number + + + + +
      +

      The Y coord of the point to test

      +
      + + +
    • + +
    +
    + + + +
    +

    Returns:

    + +
    + + + if the x/y coords are within this polygon + +
    +
    + + +
    @@ -499,7 +637,7 @@ - src/pixi/Rectangle.js:37 + src/pixi/core/Rectangle.js:37

    @@ -545,7 +683,7 @@ - src/pixi/Rectangle.js:30 + src/pixi/core/Rectangle.js:30

    @@ -591,7 +729,7 @@ - src/pixi/Rectangle.js:16 + src/pixi/core/Rectangle.js:16

    @@ -637,7 +775,7 @@ - src/pixi/Rectangle.js:23 + src/pixi/core/Rectangle.js:23

    diff --git a/docs/classes/RenderTexture.html b/docs/classes/RenderTexture.html index 7e465aa..e274141 100644 --- a/docs/classes/RenderTexture.html +++ b/docs/classes/RenderTexture.html @@ -19,7 +19,7 @@
    - API Docs for: 1.0.0 + API Docs for: 1.3.0
    @@ -49,14 +49,22 @@
  • BitmapText
  • +
  • CanvasGraphics
  • +
  • CanvasRenderer
  • +
  • Circle
  • +
  • CustomRenderable
  • DisplayObject
  • DisplayObjectContainer
  • +
  • Ellipse
  • + +
  • Graphics
  • +
  • ImageLoader
  • InteractionData
  • @@ -163,6 +171,27 @@

    A RenderTexture is a special texture that allows any pixi displayObject to be rendered to it.

    + +

    Hint: All DisplayObjects (exmpl. Sprites) that renders on RenderTexture should be preloaded. +Otherwise black rectangles will be drawn instead.

    + +

    RenderTexture takes snapshot of DisplayObject passed to render method. If DisplayObject is passed to render method, position and rotation of it will be ignored. For example:

    + +
    var renderTexture = new PIXI.RenderTexture(800, 600);
    +var sprite = PIXI.Sprite.fromImage("spinObj_01.png");
    +sprite.position.x = 800/2;
    +sprite.position.y = 600/2;
    +sprite.anchor.x = 0.5;
    +sprite.anchor.y = 0.5;
    +renderTexture.render(sprite);
    +
    + +

    Sprite in this case will be rendered to 0,0 position. To render this sprite at center DisplayObjectContainer should be used:

    + +
    var doc = new PIXI.DisplayObjectContainer();
    +doc.addChild(sprite);
    +renderTexture.render(doc);  // Renders to center of renderTexture
    +
    @@ -509,7 +538,7 @@ - src/pixi/textures/RenderTexture.js:90 + src/pixi/textures/RenderTexture.js:112

    diff --git a/docs/classes/Spine.html b/docs/classes/Spine.html index 5ef8e25..07fba75 100644 --- a/docs/classes/Spine.html +++ b/docs/classes/Spine.html @@ -19,7 +19,7 @@
    - API Docs for: 1.0.0 + API Docs for: 1.3.0
    @@ -49,14 +49,22 @@
  • BitmapText
  • +
  • CanvasGraphics
  • +
  • CanvasRenderer
  • +
  • Circle
  • +
  • CustomRenderable
  • DisplayObject
  • DisplayObjectContainer
  • +
  • Ellipse
  • + +
  • Graphics
  • +
  • ImageLoader
  • InteractionData
  • @@ -434,6 +442,20 @@ When loaded this class will dispatch a "loaded" event

    + + +
  • + interactive + + + +
  • + +
  • + mask + + +
  • @@ -538,7 +560,7 @@ When loaded this class will dispatch a "loaded" event

    - src/pixi/DisplayObjectContainer.js:41 + src/pixi/display/DisplayObjectContainer.js:42

    @@ -628,7 +650,7 @@ When loaded this class will dispatch a "loaded" event

    - src/pixi/DisplayObjectContainer.js:73 + src/pixi/display/DisplayObjectContainer.js:139

    @@ -727,7 +749,7 @@ When loaded this class will dispatch a "loaded" event

    - src/pixi/DisplayObject.js:106 + src/pixi/display/DisplayObject.js:109

    @@ -756,7 +778,7 @@ When loaded this class will dispatch a "loaded" event

    - +
    @@ -811,7 +833,7 @@ When loaded this class will dispatch a "loaded" event

    - src/pixi/DisplayObjectContainer.js:168 + src/pixi/display/DisplayObjectContainer.js:274

    @@ -895,7 +917,7 @@ When loaded this class will dispatch a "loaded" event

    - src/pixi/DisplayObject.js:112 + src/pixi/display/DisplayObject.js:115

    @@ -924,7 +946,7 @@ When loaded this class will dispatch a "loaded" event

    - +
    @@ -979,7 +1001,7 @@ When loaded this class will dispatch a "loaded" event

    - src/pixi/DisplayObject.js:138 + src/pixi/display/DisplayObject.js:141

    @@ -1008,7 +1030,7 @@ When loaded this class will dispatch a "loaded" event

    - +
    @@ -1063,7 +1085,7 @@ When loaded this class will dispatch a "loaded" event

    - src/pixi/DisplayObject.js:132 + src/pixi/display/DisplayObject.js:135

    @@ -1092,7 +1114,7 @@ When loaded this class will dispatch a "loaded" event

    - +
    @@ -1147,7 +1169,7 @@ When loaded this class will dispatch a "loaded" event

    - src/pixi/DisplayObject.js:118 + src/pixi/display/DisplayObject.js:121

    @@ -1177,7 +1199,7 @@ for this callback to be fired the mouse must have been pressed down over the dis
    - +
    @@ -1232,7 +1254,7 @@ for this callback to be fired the mouse must have been pressed down over the dis - src/pixi/DisplayObject.js:125 + src/pixi/display/DisplayObject.js:128

    @@ -1262,7 +1284,7 @@ for this callback to be fired, The touch must have started over the displayObjec
    - +
    @@ -1317,7 +1339,7 @@ for this callback to be fired, The touch must have started over the displayObjec - src/pixi/DisplayObjectContainer.js:186 + src/pixi/display/DisplayObjectContainer.js:291

    @@ -1401,7 +1423,7 @@ for this callback to be fired, The touch must have started over the displayObjec - src/pixi/DisplayObject.js:190 + src/pixi/display/DisplayObject.js:193

    @@ -1412,7 +1434,8 @@ for this callback to be fired, The touch must have started over the displayObjec
  • -

    Indicates if the sprite will have touch and mouse interactivity. It is false by default

    +

    [Deprecated] Indicates if the sprite will have touch and mouse interactivity. It is false by default +Instead of using this function you can now simply set the interactive property to true or false

    @@ -1430,7 +1453,7 @@ for this callback to be fired, The touch must have started over the displayObjec
    - +
    @@ -1491,7 +1514,7 @@ for this callback to be fired, The touch must have started over the displayObjec - src/pixi/DisplayObjectContainer.js:128 + src/pixi/display/DisplayObjectContainer.js:227

    @@ -1590,7 +1613,7 @@ for this callback to be fired, The touch must have started over the displayObjec - src/pixi/DisplayObject.js:149 + src/pixi/display/DisplayObject.js:152

    @@ -1620,7 +1643,7 @@ basically a touch version of click

    - +
    @@ -1675,7 +1698,7 @@ basically a touch version of click

    - src/pixi/DisplayObject.js:162 + src/pixi/display/DisplayObject.js:165

    @@ -1704,7 +1727,7 @@ basically a touch version of click

    - +
    @@ -1759,7 +1782,7 @@ basically a touch version of click

    - src/pixi/DisplayObject.js:168 + src/pixi/display/DisplayObject.js:171

    @@ -1789,7 +1812,7 @@ for this callback to be fired, The touch must have started over the sprite

    - +
    @@ -1844,7 +1867,7 @@ for this callback to be fired, The touch must have started over the sprite

    - src/pixi/DisplayObject.js:156 + src/pixi/display/DisplayObject.js:159

    @@ -1873,7 +1896,7 @@ for this callback to be fired, The touch must have started over the sprite

    - +
    @@ -1917,7 +1940,7 @@ for this callback to be fired, The touch must have started over the sprite

    - src/pixi/DisplayObject.js:40 + src/pixi/display/DisplayObject.js:43

    @@ -1958,7 +1981,7 @@ for this callback to be fired, The touch must have started over the sprite

    - src/pixi/DisplayObject.js:95 + src/pixi/display/DisplayObject.js:98

    @@ -1999,7 +2022,7 @@ for this callback to be fired, The touch must have started over the sprite

    - src/pixi/DisplayObjectContainer.js:16 + src/pixi/display/DisplayObjectContainer.js:16

    @@ -2040,7 +2063,7 @@ for this callback to be fired, The touch must have started over the sprite

    - src/pixi/DisplayObject.js:69 + src/pixi/display/DisplayObject.js:72

    @@ -2059,6 +2082,90 @@ Setting it is a neat way of optimising the hitTest function that the interaction + + + +
    +

    interactive

    + Boolean + + + + + + + + + +
    + + +

    Inherited from + DisplayObject: + + + + src/pixi/display/DisplayObject.js:204 + +

    + + + + +
    + +
    +

    Indicates if the sprite will have touch and mouse interactivity. It is false by default

    +
    + + + + + + +
    + + +
    +

    mask

    + PIXI.Graphics + + + + + + + + + +
    + + +

    Inherited from + DisplayObject: + + + + src/pixi/display/DisplayObject.js:222 + +

    + + + + +
    + +
    +

    Sets a mask for the displayObject. A mask is an object that limits the visibility of an object to the shape of the mask applied to it. +In PIXI a regular mask must be a PIXI.Ggraphics object. This allows for much faster masking in canvas as it utilises shape clipping. +To remove a mask, set this property to null.

    +
    + + + + + +
    @@ -2082,7 +2189,7 @@ Setting it is a neat way of optimising the hitTest function that the interaction - src/pixi/DisplayObject.js:55 + src/pixi/display/DisplayObject.js:58

    @@ -2123,7 +2230,7 @@ Setting it is a neat way of optimising the hitTest function that the interaction - src/pixi/DisplayObject.js:26 + src/pixi/display/DisplayObject.js:29

    @@ -2164,7 +2271,7 @@ Setting it is a neat way of optimising the hitTest function that the interaction - src/pixi/DisplayObject.js:12 + src/pixi/display/DisplayObject.js:15

    @@ -2205,7 +2312,7 @@ Setting it is a neat way of optimising the hitTest function that the interaction - src/pixi/DisplayObject.js:33 + src/pixi/display/DisplayObject.js:36

    @@ -2246,7 +2353,7 @@ Setting it is a neat way of optimising the hitTest function that the interaction - src/pixi/DisplayObject.js:19 + src/pixi/display/DisplayObject.js:22

    @@ -2287,7 +2394,7 @@ Setting it is a neat way of optimising the hitTest function that the interaction - src/pixi/DisplayObject.js:62 + src/pixi/display/DisplayObject.js:65

    @@ -2328,7 +2435,7 @@ Setting it is a neat way of optimising the hitTest function that the interaction - src/pixi/DisplayObject.js:47 + src/pixi/display/DisplayObject.js:50

    diff --git a/docs/classes/Sprite.html b/docs/classes/Sprite.html index 1219a2e..aea92ff 100644 --- a/docs/classes/Sprite.html +++ b/docs/classes/Sprite.html @@ -19,7 +19,7 @@
    - API Docs for: 1.0.0 + API Docs for: 1.3.0
    @@ -49,14 +49,22 @@
  • BitmapText
  • +
  • CanvasGraphics
  • +
  • CanvasRenderer
  • +
  • Circle
  • +
  • CustomRenderable
  • DisplayObject
  • DisplayObjectContainer
  • +
  • Ellipse
  • + +
  • Graphics
  • +
  • ImageLoader
  • InteractionData
  • @@ -146,7 +154,7 @@ @@ -210,7 +218,7 @@ - src/pixi/Sprite.js:10 + src/pixi/display/Sprite.js:10

    @@ -475,6 +483,20 @@ + + +
  • + interactive + + + +
  • + +
  • + mask + + +
  • @@ -593,7 +615,7 @@ - src/pixi/DisplayObjectContainer.js:41 + src/pixi/display/DisplayObjectContainer.js:42

    @@ -683,7 +705,7 @@ - src/pixi/DisplayObjectContainer.js:73 + src/pixi/display/DisplayObjectContainer.js:139

    @@ -782,7 +804,7 @@ - src/pixi/DisplayObject.js:106 + src/pixi/display/DisplayObject.js:109

    @@ -811,7 +833,7 @@
    - +
    @@ -875,7 +897,7 @@ - src/pixi/Sprite.js:135 + src/pixi/display/Sprite.js:135

    @@ -982,7 +1004,7 @@ - src/pixi/Sprite.js:151 + src/pixi/display/Sprite.js:151

    @@ -1080,7 +1102,7 @@ - src/pixi/DisplayObjectContainer.js:168 + src/pixi/display/DisplayObjectContainer.js:274

    @@ -1164,7 +1186,7 @@ - src/pixi/DisplayObject.js:112 + src/pixi/display/DisplayObject.js:115

    @@ -1193,7 +1215,7 @@
    - +
    @@ -1248,7 +1270,7 @@ - src/pixi/DisplayObject.js:138 + src/pixi/display/DisplayObject.js:141

    @@ -1277,7 +1299,7 @@
    - +
    @@ -1332,7 +1354,7 @@ - src/pixi/DisplayObject.js:132 + src/pixi/display/DisplayObject.js:135

    @@ -1361,7 +1383,7 @@
    - +
    @@ -1416,7 +1438,7 @@ - src/pixi/DisplayObject.js:118 + src/pixi/display/DisplayObject.js:121

    @@ -1446,7 +1468,7 @@ for this callback to be fired the mouse must have been pressed down over the dis
    - +
    @@ -1501,7 +1523,7 @@ for this callback to be fired the mouse must have been pressed down over the dis - src/pixi/DisplayObject.js:125 + src/pixi/display/DisplayObject.js:128

    @@ -1531,7 +1553,7 @@ for this callback to be fired, The touch must have started over the displayObjec
    - +
    @@ -1586,7 +1608,7 @@ for this callback to be fired, The touch must have started over the displayObjec - src/pixi/DisplayObjectContainer.js:186 + src/pixi/display/DisplayObjectContainer.js:291

    @@ -1670,7 +1692,7 @@ for this callback to be fired, The touch must have started over the displayObjec - src/pixi/DisplayObject.js:190 + src/pixi/display/DisplayObject.js:193

    @@ -1681,7 +1703,8 @@ for this callback to be fired, The touch must have started over the displayObjec
  • -

    Indicates if the sprite will have touch and mouse interactivity. It is false by default

    +

    [Deprecated] Indicates if the sprite will have touch and mouse interactivity. It is false by default +Instead of using this function you can now simply set the interactive property to true or false

    @@ -1699,7 +1722,7 @@ for this callback to be fired, The touch must have started over the displayObjec
    - +
    @@ -1757,7 +1780,7 @@ for this callback to be fired, The touch must have started over the displayObjec - src/pixi/Sprite.js:103 + src/pixi/display/Sprite.js:103

    @@ -1847,7 +1870,7 @@ for this callback to be fired, The touch must have started over the displayObjec - src/pixi/DisplayObjectContainer.js:128 + src/pixi/display/DisplayObjectContainer.js:227

    @@ -1946,7 +1969,7 @@ for this callback to be fired, The touch must have started over the displayObjec - src/pixi/DisplayObject.js:149 + src/pixi/display/DisplayObject.js:152

    @@ -1976,7 +1999,7 @@ basically a touch version of click

    - +
    @@ -2031,7 +2054,7 @@ basically a touch version of click

    - src/pixi/DisplayObject.js:162 + src/pixi/display/DisplayObject.js:165

    @@ -2060,7 +2083,7 @@ basically a touch version of click

    - +
    @@ -2115,7 +2138,7 @@ basically a touch version of click

    - src/pixi/DisplayObject.js:168 + src/pixi/display/DisplayObject.js:171

    @@ -2145,7 +2168,7 @@ for this callback to be fired, The touch must have started over the sprite

    - +
    @@ -2200,7 +2223,7 @@ for this callback to be fired, The touch must have started over the sprite

    - src/pixi/DisplayObject.js:156 + src/pixi/display/DisplayObject.js:159

    @@ -2229,7 +2252,7 @@ for this callback to be fired, The touch must have started over the sprite

    - +
    @@ -2273,7 +2296,7 @@ for this callback to be fired, The touch must have started over the sprite

    - src/pixi/DisplayObject.js:40 + src/pixi/display/DisplayObject.js:43

    @@ -2317,7 +2340,7 @@ for this callback to be fired, The touch must have started over the sprite

    - src/pixi/Sprite.js:21 + src/pixi/display/Sprite.js:21

    @@ -2364,7 +2387,7 @@ Setting the anchor to 1,1 would mean the textures origin points will be the bott - src/pixi/Sprite.js:38 + src/pixi/display/Sprite.js:38

    @@ -2406,7 +2429,7 @@ currently supports PIXI.blendModes.NORMAL and PIXI.blendModes.SCREEN

    - src/pixi/DisplayObject.js:95 + src/pixi/display/DisplayObject.js:98

    @@ -2447,7 +2470,7 @@ currently supports PIXI.blendModes.NORMAL and PIXI.blendModes.SCREEN

    - src/pixi/DisplayObjectContainer.js:16 + src/pixi/display/DisplayObjectContainer.js:16

    @@ -2491,7 +2514,7 @@ currently supports PIXI.blendModes.NORMAL and PIXI.blendModes.SCREEN

    - src/pixi/Sprite.js:53 + src/pixi/display/Sprite.js:53

    @@ -2532,7 +2555,7 @@ currently supports PIXI.blendModes.NORMAL and PIXI.blendModes.SCREEN

    - src/pixi/DisplayObject.js:69 + src/pixi/display/DisplayObject.js:72

    @@ -2551,6 +2574,90 @@ Setting it is a neat way of optimising the hitTest function that the interaction + + + +
    +

    interactive

    + Boolean + + + + + + + + + +
    + + +

    Inherited from + DisplayObject: + + + + src/pixi/display/DisplayObject.js:204 + +

    + + + + +
    + +
    +

    Indicates if the sprite will have touch and mouse interactivity. It is false by default

    +
    + + + + + + +
    + + +
    +

    mask

    + PIXI.Graphics + + + + + + + + + +
    + + +

    Inherited from + DisplayObject: + + + + src/pixi/display/DisplayObject.js:222 + +

    + + + + +
    + +
    +

    Sets a mask for the displayObject. A mask is an object that limits the visibility of an object to the shape of the mask applied to it. +In PIXI a regular mask must be a PIXI.Ggraphics object. This allows for much faster masking in canvas as it utilises shape clipping. +To remove a mask, set this property to null.

    +
    + + + + + +
    @@ -2574,7 +2681,7 @@ Setting it is a neat way of optimising the hitTest function that the interaction - src/pixi/DisplayObject.js:55 + src/pixi/display/DisplayObject.js:58

    @@ -2615,7 +2722,7 @@ Setting it is a neat way of optimising the hitTest function that the interaction - src/pixi/DisplayObject.js:26 + src/pixi/display/DisplayObject.js:29

    @@ -2656,7 +2763,7 @@ Setting it is a neat way of optimising the hitTest function that the interaction - src/pixi/DisplayObject.js:12 + src/pixi/display/DisplayObject.js:15

    @@ -2697,7 +2804,7 @@ Setting it is a neat way of optimising the hitTest function that the interaction - src/pixi/DisplayObject.js:33 + src/pixi/display/DisplayObject.js:36

    @@ -2738,7 +2845,7 @@ Setting it is a neat way of optimising the hitTest function that the interaction - src/pixi/DisplayObject.js:19 + src/pixi/display/DisplayObject.js:22

    @@ -2779,7 +2886,7 @@ Setting it is a neat way of optimising the hitTest function that the interaction - src/pixi/DisplayObject.js:62 + src/pixi/display/DisplayObject.js:65

    @@ -2823,7 +2930,7 @@ Setting it is a neat way of optimising the hitTest function that the interaction - src/pixi/Sprite.js:31 + src/pixi/display/Sprite.js:31

    @@ -2864,7 +2971,7 @@ Setting it is a neat way of optimising the hitTest function that the interaction - src/pixi/DisplayObject.js:47 + src/pixi/display/DisplayObject.js:50

    @@ -2908,7 +3015,7 @@ Setting it is a neat way of optimising the hitTest function that the interaction - src/pixi/Sprite.js:46 + src/pixi/display/Sprite.js:46

    diff --git a/docs/classes/SpriteSheetLoader.html b/docs/classes/SpriteSheetLoader.html index 30efbcc..f1091f0 100644 --- a/docs/classes/SpriteSheetLoader.html +++ b/docs/classes/SpriteSheetLoader.html @@ -19,7 +19,7 @@
    - API Docs for: 1.0.0 + API Docs for: 1.3.0
    @@ -49,14 +49,22 @@
  • BitmapText
  • +
  • CanvasGraphics
  • +
  • CanvasRenderer
  • +
  • Circle
  • +
  • CustomRenderable
  • DisplayObject
  • DisplayObjectContainer
  • +
  • Ellipse
  • + +
  • Graphics
  • +
  • ImageLoader
  • InteractionData
  • diff --git a/docs/classes/Stage.html b/docs/classes/Stage.html index fe5c754..e145e0c 100644 --- a/docs/classes/Stage.html +++ b/docs/classes/Stage.html @@ -19,7 +19,7 @@
    - API Docs for: 1.0.0 + API Docs for: 1.3.0
    @@ -49,14 +49,22 @@
  • BitmapText
  • +
  • CanvasGraphics
  • +
  • CanvasRenderer
  • +
  • Circle
  • +
  • CustomRenderable
  • DisplayObject
  • DisplayObjectContainer
  • +
  • Ellipse
  • + +
  • Graphics
  • +
  • ImageLoader
  • InteractionData
  • @@ -146,7 +154,7 @@
    - Defined in: src/pixi/Stage.js:5 + Defined in: src/pixi/display/Stage.js:5
    @@ -216,7 +224,7 @@ - src/pixi/Stage.js:5 + src/pixi/display/Stage.js:5

    @@ -471,6 +479,20 @@ + + +
  • + interactive + + + +
  • + +
  • + mask + + +
  • @@ -575,7 +597,7 @@ - src/pixi/DisplayObjectContainer.js:41 + src/pixi/display/DisplayObjectContainer.js:42

    @@ -665,7 +687,7 @@ - src/pixi/DisplayObjectContainer.js:73 + src/pixi/display/DisplayObjectContainer.js:139

    @@ -764,7 +786,7 @@ - src/pixi/DisplayObject.js:106 + src/pixi/display/DisplayObject.js:109

    @@ -793,7 +815,7 @@
    - +
    @@ -848,7 +870,7 @@ - src/pixi/DisplayObjectContainer.js:168 + src/pixi/display/DisplayObjectContainer.js:274

    @@ -929,7 +951,7 @@ - src/pixi/Stage.js:76 + src/pixi/display/Stage.js:78

    @@ -1003,7 +1025,7 @@ - src/pixi/DisplayObject.js:112 + src/pixi/display/DisplayObject.js:115

    @@ -1032,7 +1054,7 @@
    - +
    @@ -1087,7 +1109,7 @@ - src/pixi/DisplayObject.js:138 + src/pixi/display/DisplayObject.js:141

    @@ -1116,7 +1138,7 @@
    - +
    @@ -1171,7 +1193,7 @@ - src/pixi/DisplayObject.js:132 + src/pixi/display/DisplayObject.js:135

    @@ -1200,7 +1222,7 @@
    - +
    @@ -1255,7 +1277,7 @@ - src/pixi/DisplayObject.js:118 + src/pixi/display/DisplayObject.js:121

    @@ -1285,7 +1307,7 @@ for this callback to be fired the mouse must have been pressed down over the dis
    - +
    @@ -1340,7 +1362,7 @@ for this callback to be fired the mouse must have been pressed down over the dis - src/pixi/DisplayObject.js:125 + src/pixi/display/DisplayObject.js:128

    @@ -1370,7 +1392,7 @@ for this callback to be fired, The touch must have started over the displayObjec
    - +
    @@ -1425,7 +1447,7 @@ for this callback to be fired, The touch must have started over the displayObjec - src/pixi/DisplayObjectContainer.js:186 + src/pixi/display/DisplayObjectContainer.js:291

    @@ -1512,7 +1534,7 @@ for this callback to be fired, The touch must have started over the displayObjec - src/pixi/Stage.js:63 + src/pixi/display/Stage.js:65

    @@ -1596,7 +1618,7 @@ for this callback to be fired, The touch must have started over the displayObjec - src/pixi/DisplayObject.js:190 + src/pixi/display/DisplayObject.js:193

    @@ -1607,7 +1629,8 @@ for this callback to be fired, The touch must have started over the displayObjec
  • -

    Indicates if the sprite will have touch and mouse interactivity. It is false by default

    +

    [Deprecated] Indicates if the sprite will have touch and mouse interactivity. It is false by default +Instead of using this function you can now simply set the interactive property to true or false

    @@ -1625,7 +1648,7 @@ for this callback to be fired, The touch must have started over the displayObjec
    - +
    @@ -1686,7 +1709,7 @@ for this callback to be fired, The touch must have started over the displayObjec - src/pixi/DisplayObjectContainer.js:128 + src/pixi/display/DisplayObjectContainer.js:227

    @@ -1785,7 +1808,7 @@ for this callback to be fired, The touch must have started over the displayObjec - src/pixi/DisplayObject.js:149 + src/pixi/display/DisplayObject.js:152

    @@ -1815,7 +1838,7 @@ basically a touch version of click

    - +
    @@ -1870,7 +1893,7 @@ basically a touch version of click

    - src/pixi/DisplayObject.js:162 + src/pixi/display/DisplayObject.js:165

    @@ -1899,7 +1922,7 @@ basically a touch version of click

    - +
    @@ -1954,7 +1977,7 @@ basically a touch version of click

    - src/pixi/DisplayObject.js:168 + src/pixi/display/DisplayObject.js:171

    @@ -1984,7 +2007,7 @@ for this callback to be fired, The touch must have started over the sprite

    - +
    @@ -2039,7 +2062,7 @@ for this callback to be fired, The touch must have started over the sprite

    - src/pixi/DisplayObject.js:156 + src/pixi/display/DisplayObject.js:159

    @@ -2068,7 +2091,7 @@ for this callback to be fired, The touch must have started over the sprite

    - +
    @@ -2116,7 +2139,7 @@ for this callback to be fired, The touch must have started over the sprite

    - src/pixi/Stage.js:40 + src/pixi/display/Stage.js:42

    @@ -2166,7 +2189,7 @@ for this callback to be fired, The touch must have started over the sprite

    - src/pixi/DisplayObject.js:40 + src/pixi/display/DisplayObject.js:43

    @@ -2207,7 +2230,7 @@ for this callback to be fired, The touch must have started over the sprite

    - src/pixi/DisplayObject.js:95 + src/pixi/display/DisplayObject.js:98

    @@ -2248,7 +2271,7 @@ for this callback to be fired, The touch must have started over the sprite

    - src/pixi/DisplayObjectContainer.js:16 + src/pixi/display/DisplayObjectContainer.js:16

    @@ -2289,7 +2312,7 @@ for this callback to be fired, The touch must have started over the sprite

    - src/pixi/DisplayObject.js:69 + src/pixi/display/DisplayObject.js:72

    @@ -2308,6 +2331,90 @@ Setting it is a neat way of optimising the hitTest function that the interaction + + + +
    +

    interactive

    + Boolean + + + + + + + + + +
    + + +

    Inherited from + DisplayObject: + + + + src/pixi/display/DisplayObject.js:204 + +

    + + + + +
    + +
    +

    Indicates if the sprite will have touch and mouse interactivity. It is false by default

    +
    + + + + + + +
    + + +
    +

    mask

    + PIXI.Graphics + + + + + + + + + +
    + + +

    Inherited from + DisplayObject: + + + + src/pixi/display/DisplayObject.js:222 + +

    + + + + +
    + +
    +

    Sets a mask for the displayObject. A mask is an object that limits the visibility of an object to the shape of the mask applied to it. +In PIXI a regular mask must be a PIXI.Ggraphics object. This allows for much faster masking in canvas as it utilises shape clipping. +To remove a mask, set this property to null.

    +
    + + + + + +
    @@ -2331,7 +2438,7 @@ Setting it is a neat way of optimising the hitTest function that the interaction - src/pixi/DisplayObject.js:55 + src/pixi/display/DisplayObject.js:58

    @@ -2372,7 +2479,7 @@ Setting it is a neat way of optimising the hitTest function that the interaction - src/pixi/DisplayObject.js:26 + src/pixi/display/DisplayObject.js:29

    @@ -2413,7 +2520,7 @@ Setting it is a neat way of optimising the hitTest function that the interaction - src/pixi/DisplayObject.js:12 + src/pixi/display/DisplayObject.js:15

    @@ -2454,7 +2561,7 @@ Setting it is a neat way of optimising the hitTest function that the interaction - src/pixi/DisplayObject.js:33 + src/pixi/display/DisplayObject.js:36

    @@ -2495,7 +2602,7 @@ Setting it is a neat way of optimising the hitTest function that the interaction - src/pixi/DisplayObject.js:19 + src/pixi/display/DisplayObject.js:22

    @@ -2536,7 +2643,7 @@ Setting it is a neat way of optimising the hitTest function that the interaction - src/pixi/DisplayObject.js:62 + src/pixi/display/DisplayObject.js:65

    @@ -2577,7 +2684,7 @@ Setting it is a neat way of optimising the hitTest function that the interaction - src/pixi/DisplayObject.js:47 + src/pixi/display/DisplayObject.js:50

    diff --git a/docs/classes/Text.html b/docs/classes/Text.html index 9c342b1..db91c58 100644 --- a/docs/classes/Text.html +++ b/docs/classes/Text.html @@ -19,7 +19,7 @@
    - API Docs for: 1.0.0 + API Docs for: 1.3.0
    @@ -49,14 +49,22 @@
  • BitmapText
  • +
  • CanvasGraphics
  • +
  • CanvasRenderer
  • +
  • Circle
  • +
  • CustomRenderable
  • DisplayObject
  • DisplayObjectContainer
  • +
  • Ellipse
  • + +
  • Graphics
  • +
  • ImageLoader
  • InteractionData
  • @@ -588,6 +596,20 @@ + + +
  • + interactive + + + +
  • + +
  • + mask + + +
  • @@ -706,7 +728,7 @@ - src/pixi/DisplayObjectContainer.js:41 + src/pixi/display/DisplayObjectContainer.js:42

    @@ -735,7 +757,7 @@
    - +
    @@ -796,7 +818,7 @@ - src/pixi/DisplayObjectContainer.js:73 + src/pixi/display/DisplayObjectContainer.js:139

    @@ -825,7 +847,7 @@
    - +
    @@ -840,7 +862,7 @@
    - +
    @@ -895,7 +917,7 @@ - src/pixi/DisplayObject.js:106 + src/pixi/display/DisplayObject.js:109

    @@ -979,7 +1001,7 @@ - src/pixi/DisplayObjectContainer.js:168 + src/pixi/display/DisplayObjectContainer.js:274

    @@ -1008,7 +1030,7 @@
    - +
    @@ -1063,7 +1085,7 @@ - src/pixi/DisplayObject.js:112 + src/pixi/display/DisplayObject.js:115

    @@ -1147,7 +1169,7 @@ - src/pixi/DisplayObject.js:138 + src/pixi/display/DisplayObject.js:141

    @@ -1231,7 +1253,7 @@ - src/pixi/DisplayObject.js:132 + src/pixi/display/DisplayObject.js:135

    @@ -1315,7 +1337,7 @@ - src/pixi/DisplayObject.js:118 + src/pixi/display/DisplayObject.js:121

    @@ -1400,7 +1422,7 @@ for this callback to be fired the mouse must have been pressed down over the dis - src/pixi/DisplayObject.js:125 + src/pixi/display/DisplayObject.js:128

    @@ -1485,7 +1507,7 @@ for this callback to be fired, The touch must have started over the displayObjec - src/pixi/DisplayObjectContainer.js:186 + src/pixi/display/DisplayObjectContainer.js:291

    @@ -1514,7 +1536,7 @@ for this callback to be fired, The touch must have started over the displayObjec
    - +
    @@ -1569,7 +1591,7 @@ for this callback to be fired, The touch must have started over the displayObjec - src/pixi/DisplayObject.js:190 + src/pixi/display/DisplayObject.js:193

    @@ -1580,7 +1602,8 @@ for this callback to be fired, The touch must have started over the displayObjec
  • -

    Indicates if the sprite will have touch and mouse interactivity. It is false by default

    +

    [Deprecated] Indicates if the sprite will have touch and mouse interactivity. It is false by default +Instead of using this function you can now simply set the interactive property to true or false

    @@ -1850,7 +1873,7 @@ for this callback to be fired, The touch must have started over the displayObjec - src/pixi/Sprite.js:103 + src/pixi/display/Sprite.js:103

    @@ -1940,7 +1963,7 @@ for this callback to be fired, The touch must have started over the displayObjec - src/pixi/DisplayObjectContainer.js:128 + src/pixi/display/DisplayObjectContainer.js:227

    @@ -1969,7 +1992,7 @@ for this callback to be fired, The touch must have started over the displayObjec
    - +
    @@ -1984,7 +2007,7 @@ for this callback to be fired, The touch must have started over the displayObjec
    - +
    @@ -2039,7 +2062,7 @@ for this callback to be fired, The touch must have started over the displayObjec - src/pixi/DisplayObject.js:149 + src/pixi/display/DisplayObject.js:152

    @@ -2124,7 +2147,7 @@ basically a touch version of click

    - src/pixi/DisplayObject.js:162 + src/pixi/display/DisplayObject.js:165

    @@ -2208,7 +2231,7 @@ basically a touch version of click

    - src/pixi/DisplayObject.js:168 + src/pixi/display/DisplayObject.js:171

    @@ -2293,7 +2316,7 @@ for this callback to be fired, The touch must have started over the sprite

    - src/pixi/DisplayObject.js:156 + src/pixi/display/DisplayObject.js:159

    @@ -2366,7 +2389,7 @@ for this callback to be fired, The touch must have started over the sprite

    - src/pixi/DisplayObject.js:40 + src/pixi/display/DisplayObject.js:43

    @@ -2407,7 +2430,7 @@ for this callback to be fired, The touch must have started over the sprite

    - src/pixi/Sprite.js:21 + src/pixi/display/Sprite.js:21

    @@ -2451,7 +2474,7 @@ Setting the anchor to 1,1 would mean the textures origin points will be the bott - src/pixi/Sprite.js:38 + src/pixi/display/Sprite.js:38

    @@ -2493,7 +2516,7 @@ currently supports PIXI.blendModes.NORMAL and PIXI.blendModes.SCREEN

    - src/pixi/DisplayObject.js:95 + src/pixi/display/DisplayObject.js:98

    @@ -2534,7 +2557,7 @@ currently supports PIXI.blendModes.NORMAL and PIXI.blendModes.SCREEN

    - src/pixi/DisplayObjectContainer.js:16 + src/pixi/display/DisplayObjectContainer.js:16

    @@ -2575,7 +2598,7 @@ currently supports PIXI.blendModes.NORMAL and PIXI.blendModes.SCREEN

    - src/pixi/Sprite.js:53 + src/pixi/display/Sprite.js:53

    @@ -2616,7 +2639,7 @@ currently supports PIXI.blendModes.NORMAL and PIXI.blendModes.SCREEN

    - src/pixi/DisplayObject.js:69 + src/pixi/display/DisplayObject.js:72

    @@ -2635,6 +2658,90 @@ Setting it is a neat way of optimising the hitTest function that the interaction + + + +
    +

    interactive

    + Boolean + + + + + + + + + +
    + + +

    Inherited from + DisplayObject: + + + + src/pixi/display/DisplayObject.js:204 + +

    + + + + +
    + +
    +

    Indicates if the sprite will have touch and mouse interactivity. It is false by default

    +
    + + + + + + +
    + + +
    +

    mask

    + PIXI.Graphics + + + + + + + + + +
    + + +

    Inherited from + DisplayObject: + + + + src/pixi/display/DisplayObject.js:222 + +

    + + + + +
    + +
    +

    Sets a mask for the displayObject. A mask is an object that limits the visibility of an object to the shape of the mask applied to it. +In PIXI a regular mask must be a PIXI.Ggraphics object. This allows for much faster masking in canvas as it utilises shape clipping. +To remove a mask, set this property to null.

    +
    + + + + + +
    @@ -2658,7 +2765,7 @@ Setting it is a neat way of optimising the hitTest function that the interaction - src/pixi/DisplayObject.js:55 + src/pixi/display/DisplayObject.js:58

    @@ -2699,7 +2806,7 @@ Setting it is a neat way of optimising the hitTest function that the interaction - src/pixi/DisplayObject.js:26 + src/pixi/display/DisplayObject.js:29

    @@ -2740,7 +2847,7 @@ Setting it is a neat way of optimising the hitTest function that the interaction - src/pixi/DisplayObject.js:12 + src/pixi/display/DisplayObject.js:15

    @@ -2781,7 +2888,7 @@ Setting it is a neat way of optimising the hitTest function that the interaction - src/pixi/DisplayObject.js:33 + src/pixi/display/DisplayObject.js:36

    @@ -2822,7 +2929,7 @@ Setting it is a neat way of optimising the hitTest function that the interaction - src/pixi/DisplayObject.js:19 + src/pixi/display/DisplayObject.js:22

    @@ -2863,7 +2970,7 @@ Setting it is a neat way of optimising the hitTest function that the interaction - src/pixi/DisplayObject.js:62 + src/pixi/display/DisplayObject.js:65

    @@ -2904,7 +3011,7 @@ Setting it is a neat way of optimising the hitTest function that the interaction - src/pixi/Sprite.js:31 + src/pixi/display/Sprite.js:31

    @@ -2945,7 +3052,7 @@ Setting it is a neat way of optimising the hitTest function that the interaction - src/pixi/DisplayObject.js:47 + src/pixi/display/DisplayObject.js:50

    @@ -2986,7 +3093,7 @@ Setting it is a neat way of optimising the hitTest function that the interaction - src/pixi/Sprite.js:46 + src/pixi/display/Sprite.js:46

    diff --git a/docs/classes/Texture.html b/docs/classes/Texture.html index 04a5a8f..5069fde 100644 --- a/docs/classes/Texture.html +++ b/docs/classes/Texture.html @@ -19,7 +19,7 @@
    - API Docs for: 1.0.0 + API Docs for: 1.3.0
    @@ -49,14 +49,22 @@
  • BitmapText
  • +
  • CanvasGraphics
  • +
  • CanvasRenderer
  • +
  • Circle
  • +
  • CustomRenderable
  • DisplayObject
  • DisplayObjectContainer
  • +
  • Ellipse
  • + +
  • Graphics
  • +
  • ImageLoader
  • InteractionData
  • diff --git a/docs/classes/TilingSprite.html b/docs/classes/TilingSprite.html index 83520de..663486b 100644 --- a/docs/classes/TilingSprite.html +++ b/docs/classes/TilingSprite.html @@ -19,7 +19,7 @@
    - API Docs for: 1.0.0 + API Docs for: 1.3.0
    @@ -49,14 +49,22 @@
  • BitmapText
  • +
  • CanvasGraphics
  • +
  • CanvasRenderer
  • +
  • Circle
  • +
  • CustomRenderable
  • DisplayObject
  • DisplayObjectContainer
  • +
  • Ellipse
  • + +
  • Graphics
  • +
  • ImageLoader
  • InteractionData
  • @@ -471,6 +479,20 @@ + + +
  • + interactive + + + +
  • + +
  • + mask + + +
  • @@ -589,7 +611,7 @@ - src/pixi/DisplayObjectContainer.js:41 + src/pixi/display/DisplayObjectContainer.js:42

    @@ -679,7 +701,7 @@ - src/pixi/DisplayObjectContainer.js:73 + src/pixi/display/DisplayObjectContainer.js:139

    @@ -778,7 +800,7 @@ - src/pixi/DisplayObject.js:106 + src/pixi/display/DisplayObject.js:109

    @@ -807,7 +829,7 @@
    - +
    @@ -862,7 +884,7 @@ - src/pixi/DisplayObjectContainer.js:168 + src/pixi/display/DisplayObjectContainer.js:274

    @@ -946,7 +968,7 @@ - src/pixi/DisplayObject.js:112 + src/pixi/display/DisplayObject.js:115

    @@ -975,7 +997,7 @@
    - +
    @@ -1030,7 +1052,7 @@ - src/pixi/DisplayObject.js:138 + src/pixi/display/DisplayObject.js:141

    @@ -1059,7 +1081,7 @@
    - +
    @@ -1114,7 +1136,7 @@ - src/pixi/DisplayObject.js:132 + src/pixi/display/DisplayObject.js:135

    @@ -1143,7 +1165,7 @@
    - +
    @@ -1198,7 +1220,7 @@ - src/pixi/DisplayObject.js:118 + src/pixi/display/DisplayObject.js:121

    @@ -1228,7 +1250,7 @@ for this callback to be fired the mouse must have been pressed down over the dis
    - +
    @@ -1283,7 +1305,7 @@ for this callback to be fired the mouse must have been pressed down over the dis - src/pixi/DisplayObject.js:125 + src/pixi/display/DisplayObject.js:128

    @@ -1313,7 +1335,7 @@ for this callback to be fired, The touch must have started over the displayObjec
    - +
    @@ -1368,7 +1390,7 @@ for this callback to be fired, The touch must have started over the displayObjec - src/pixi/DisplayObjectContainer.js:186 + src/pixi/display/DisplayObjectContainer.js:291

    @@ -1452,7 +1474,7 @@ for this callback to be fired, The touch must have started over the displayObjec - src/pixi/DisplayObject.js:190 + src/pixi/display/DisplayObject.js:193

    @@ -1463,7 +1485,8 @@ for this callback to be fired, The touch must have started over the displayObjec
  • -

    Indicates if the sprite will have touch and mouse interactivity. It is false by default

    +

    [Deprecated] Indicates if the sprite will have touch and mouse interactivity. It is false by default +Instead of using this function you can now simply set the interactive property to true or false

    @@ -1481,7 +1504,7 @@ for this callback to be fired, The touch must have started over the displayObjec
    - +
    @@ -1542,7 +1565,7 @@ for this callback to be fired, The touch must have started over the displayObjec - src/pixi/DisplayObjectContainer.js:128 + src/pixi/display/DisplayObjectContainer.js:227

    @@ -1641,7 +1664,7 @@ for this callback to be fired, The touch must have started over the displayObjec - src/pixi/DisplayObject.js:149 + src/pixi/display/DisplayObject.js:152

    @@ -1671,7 +1694,7 @@ basically a touch version of click

    - +
    @@ -1726,7 +1749,7 @@ basically a touch version of click

    - src/pixi/DisplayObject.js:162 + src/pixi/display/DisplayObject.js:165

    @@ -1755,7 +1778,7 @@ basically a touch version of click

    - +
    @@ -1810,7 +1833,7 @@ basically a touch version of click

    - src/pixi/DisplayObject.js:168 + src/pixi/display/DisplayObject.js:171

    @@ -1840,7 +1863,7 @@ for this callback to be fired, The touch must have started over the sprite

    - +
    @@ -1895,7 +1918,7 @@ for this callback to be fired, The touch must have started over the sprite

    - src/pixi/DisplayObject.js:156 + src/pixi/display/DisplayObject.js:159

    @@ -1924,7 +1947,7 @@ for this callback to be fired, The touch must have started over the sprite

    - +
    @@ -1968,7 +1991,7 @@ for this callback to be fired, The touch must have started over the sprite

    - src/pixi/DisplayObject.js:40 + src/pixi/display/DisplayObject.js:43

    @@ -2009,7 +2032,7 @@ for this callback to be fired, The touch must have started over the sprite

    - src/pixi/DisplayObject.js:95 + src/pixi/display/DisplayObject.js:98

    @@ -2050,7 +2073,7 @@ for this callback to be fired, The touch must have started over the sprite

    - src/pixi/DisplayObjectContainer.js:16 + src/pixi/display/DisplayObjectContainer.js:16

    @@ -2091,7 +2114,7 @@ for this callback to be fired, The touch must have started over the sprite

    - src/pixi/DisplayObject.js:69 + src/pixi/display/DisplayObject.js:72

    @@ -2110,6 +2133,90 @@ Setting it is a neat way of optimising the hitTest function that the interaction + + + +
    +

    interactive

    + Boolean + + + + + + + + + +
    + + +

    Inherited from + DisplayObject: + + + + src/pixi/display/DisplayObject.js:204 + +

    + + + + +
    + +
    +

    Indicates if the sprite will have touch and mouse interactivity. It is false by default

    +
    + + + + + + +
    + + +
    +

    mask

    + PIXI.Graphics + + + + + + + + + +
    + + +

    Inherited from + DisplayObject: + + + + src/pixi/display/DisplayObject.js:222 + +

    + + + + +
    + +
    +

    Sets a mask for the displayObject. A mask is an object that limits the visibility of an object to the shape of the mask applied to it. +In PIXI a regular mask must be a PIXI.Ggraphics object. This allows for much faster masking in canvas as it utilises shape clipping. +To remove a mask, set this property to null.

    +
    + + + + + +
    @@ -2133,7 +2240,7 @@ Setting it is a neat way of optimising the hitTest function that the interaction - src/pixi/DisplayObject.js:55 + src/pixi/display/DisplayObject.js:58

    @@ -2174,7 +2281,7 @@ Setting it is a neat way of optimising the hitTest function that the interaction - src/pixi/DisplayObject.js:26 + src/pixi/display/DisplayObject.js:29

    @@ -2215,7 +2322,7 @@ Setting it is a neat way of optimising the hitTest function that the interaction - src/pixi/DisplayObject.js:12 + src/pixi/display/DisplayObject.js:15

    @@ -2256,7 +2363,7 @@ Setting it is a neat way of optimising the hitTest function that the interaction - src/pixi/DisplayObject.js:33 + src/pixi/display/DisplayObject.js:36

    @@ -2297,7 +2404,7 @@ Setting it is a neat way of optimising the hitTest function that the interaction - src/pixi/DisplayObject.js:19 + src/pixi/display/DisplayObject.js:22

    @@ -2338,7 +2445,7 @@ Setting it is a neat way of optimising the hitTest function that the interaction - src/pixi/DisplayObject.js:62 + src/pixi/display/DisplayObject.js:65

    @@ -2382,7 +2489,7 @@ Setting it is a neat way of optimising the hitTest function that the interaction - src/pixi/extras/TilingSprite.js:29 + src/pixi/extras/TilingSprite.js:28

    @@ -2426,7 +2533,7 @@ Setting it is a neat way of optimising the hitTest function that the interaction - src/pixi/extras/TilingSprite.js:23 + src/pixi/extras/TilingSprite.js:22

    @@ -2467,7 +2574,7 @@ Setting it is a neat way of optimising the hitTest function that the interaction - src/pixi/DisplayObject.js:47 + src/pixi/display/DisplayObject.js:50

    diff --git a/docs/classes/WebGLBatch.html b/docs/classes/WebGLBatch.html index 7de62b9..39646be 100644 --- a/docs/classes/WebGLBatch.html +++ b/docs/classes/WebGLBatch.html @@ -19,7 +19,7 @@
    - API Docs for: 1.0.0 + API Docs for: 1.3.0
    @@ -49,14 +49,22 @@
  • BitmapText
  • +
  • CanvasGraphics
  • +
  • CanvasRenderer
  • +
  • Circle
  • +
  • CustomRenderable
  • DisplayObject
  • DisplayObjectContainer
  • +
  • Ellipse
  • + +
  • Graphics
  • +
  • ImageLoader
  • InteractionData
  • @@ -142,7 +150,7 @@ @@ -307,7 +315,7 @@ if a group of sprites all have the same baseTexture and blendMode then they can - src/pixi/renderers/WebGLBatch.js:98 + src/pixi/renderers/webgl/WebGLBatch.js:98

    @@ -400,7 +408,7 @@ if a group of sprites all have the same baseTexture and blendMode then they can - src/pixi/renderers/WebGLBatch.js:145 + src/pixi/renderers/webgl/WebGLBatch.js:145

    @@ -508,7 +516,7 @@ if a group of sprites all have the same baseTexture and blendMode then they can - src/pixi/renderers/WebGLBatch.js:117 + src/pixi/renderers/webgl/WebGLBatch.js:117

    @@ -610,7 +618,7 @@ if a group of sprites all have the same baseTexture and blendMode then they can - src/pixi/renderers/WebGLBatch.js:268 + src/pixi/renderers/webgl/WebGLBatch.js:268

    @@ -687,7 +695,7 @@ if a group of sprites all have the same baseTexture and blendMode then they can - src/pixi/renderers/WebGLBatch.js:346 + src/pixi/renderers/webgl/WebGLBatch.js:346

    @@ -751,7 +759,7 @@ if a group of sprites all have the same baseTexture and blendMode then they can - src/pixi/renderers/WebGLBatch.js:175 + src/pixi/renderers/webgl/WebGLBatch.js:175

    @@ -828,7 +836,7 @@ if a group of sprites all have the same baseTexture and blendMode then they can - src/pixi/renderers/WebGLBatch.js:513 + src/pixi/renderers/webgl/WebGLBatch.js:513

    @@ -896,7 +904,7 @@ if a group of sprites all have the same baseTexture and blendMode then they can - src/pixi/renderers/WebGLBatch.js:218 + src/pixi/renderers/webgl/WebGLBatch.js:218

    @@ -986,7 +994,7 @@ if a group of sprites all have the same baseTexture and blendMode then they can - src/pixi/renderers/WebGLBatch.js:401 + src/pixi/renderers/webgl/WebGLBatch.js:401

    diff --git a/docs/classes/WebGLRenderer.html b/docs/classes/WebGLRenderer.html index 5cb2a66..4b5ffef 100644 --- a/docs/classes/WebGLRenderer.html +++ b/docs/classes/WebGLRenderer.html @@ -19,7 +19,7 @@
    - API Docs for: 1.0.0 + API Docs for: 1.3.0
    @@ -49,14 +49,22 @@
  • BitmapText
  • +
  • CanvasGraphics
  • +
  • CanvasRenderer
  • +
  • Circle
  • +
  • CustomRenderable
  • DisplayObject
  • DisplayObjectContainer
  • +
  • Ellipse
  • + +
  • Graphics
  • +
  • ImageLoader
  • InteractionData
  • @@ -142,7 +150,7 @@ @@ -225,7 +233,7 @@ Dont forget to add the view to your DOM or you will not see anything :)

    - src/pixi/renderers/WebGLRenderer.js:11 + src/pixi/renderers/webgl/WebGLRenderer.js:11

    @@ -411,7 +419,7 @@ Dont forget to add the view to your DOM or you will not see anything :)

    - src/pixi/renderers/WebGLRenderer.js:144 + src/pixi/renderers/webgl/WebGLRenderer.js:121

    @@ -504,7 +512,7 @@ Dont forget to add the view to your DOM or you will not see anything :)

    - src/pixi/renderers/WebGLRenderer.js:284 + src/pixi/renderers/webgl/WebGLRenderer.js:263

    diff --git a/docs/data.json b/docs/data.json index b9ee342..d450277 100644 --- a/docs/data.json +++ b/docs/data.json @@ -2,11 +2,101 @@ "project": { "name": "Pixi.JS", "description": "Pixi.js is a fast lightweight 2D library that works across all devices.", - "version": "1.0.0", + "version": "1.3.0", "url": "http://goodboydigital.com/", "logo": "http://www.goodboydigital.com/pixijs/logo_small.png" }, "files": { + "src/pixi/core/Circle.js": { + "name": "src/pixi/core/Circle.js", + "modules": {}, + "classes": { + "Circle": 1 + }, + "fors": {}, + "namespaces": {} + }, + "src/pixi/core/Ellipse.js": { + "name": "src/pixi/core/Ellipse.js", + "modules": {}, + "classes": { + "Ellipse": 1 + }, + "fors": {}, + "namespaces": {} + }, + "src/pixi/core/Point.js": { + "name": "src/pixi/core/Point.js", + "modules": {}, + "classes": { + "Point": 1 + }, + "fors": {}, + "namespaces": {} + }, + "src/pixi/core/Polygon.js": { + "name": "src/pixi/core/Polygon.js", + "modules": {}, + "classes": { + "Polygon": 1 + }, + "fors": {}, + "namespaces": {} + }, + "src/pixi/core/Rectangle.js": { + "name": "src/pixi/core/Rectangle.js", + "modules": {}, + "classes": { + "Rectangle": 1 + }, + "fors": {}, + "namespaces": {} + }, + "src/pixi/display/DisplayObject.js": { + "name": "src/pixi/display/DisplayObject.js", + "modules": {}, + "classes": { + "DisplayObject": 1 + }, + "fors": {}, + "namespaces": {} + }, + "src/pixi/display/DisplayObjectContainer.js": { + "name": "src/pixi/display/DisplayObjectContainer.js", + "modules": {}, + "classes": { + "DisplayObjectContainer": 1 + }, + "fors": {}, + "namespaces": {} + }, + "src/pixi/display/MovieClip.js": { + "name": "src/pixi/display/MovieClip.js", + "modules": {}, + "classes": { + "MovieClip": 1 + }, + "fors": {}, + "namespaces": {} + }, + "src/pixi/display/Sprite.js": { + "name": "src/pixi/display/Sprite.js", + "modules": {}, + "classes": { + "Sprite": 1 + }, + "fors": {}, + "namespaces": {} + }, + "src/pixi/display/Stage.js": { + "name": "src/pixi/display/Stage.js", + "modules": {}, + "classes": { + "Stage": 1 + }, + "fors": {}, + "namespaces": {} + }, "src/pixi/extras/CustomRenderable.js": { "name": "src/pixi/extras/CustomRenderable.js", "modules": {}, @@ -46,6 +136,20 @@ "fors": {}, "namespaces": {} }, + "src/pixi/filters/FilterBlock.js": { + "name": "src/pixi/filters/FilterBlock.js", + "modules": {}, + "classes": {}, + "fors": {}, + "namespaces": {} + }, + "src/pixi/filters/MaskFilter.js": { + "name": "src/pixi/filters/MaskFilter.js", + "modules": {}, + "classes": {}, + "fors": {}, + "namespaces": {} + }, "src/pixi/loaders/AssetLoader.js": { "name": "src/pixi/loaders/AssetLoader.js", "modules": {}, @@ -100,8 +204,24 @@ "fors": {}, "namespaces": {} }, - "src/pixi/renderers/CanvasRenderer.js": { - "name": "src/pixi/renderers/CanvasRenderer.js", + "src/pixi/primitives/Graphics.js": { + "name": "src/pixi/primitives/Graphics.js", + "modules": {}, + "classes": { + "Graphics": 1 + }, + "fors": {}, + "namespaces": {} + }, + "src/pixi/renderers/canvas/CanvasGraphics.js": { + "name": "src/pixi/renderers/canvas/CanvasGraphics.js", + "modules": {}, + "classes": {}, + "fors": {}, + "namespaces": {} + }, + "src/pixi/renderers/canvas/CanvasRenderer.js": { + "name": "src/pixi/renderers/canvas/CanvasRenderer.js", "modules": {}, "classes": { "CanvasRenderer": 1 @@ -109,15 +229,24 @@ "fors": {}, "namespaces": {} }, - "src/pixi/renderers/WebGLBatch.js": { - "name": "src/pixi/renderers/WebGLBatch.js", + "src/pixi/renderers/webgl/WebGLBatch.js": { + "name": "src/pixi/renderers/webgl/WebGLBatch.js", "modules": {}, "classes": {}, "fors": {}, "namespaces": {} }, - "src/pixi/renderers/WebGLRenderGroup.js": { - "name": "src/pixi/renderers/WebGLRenderGroup.js", + "src/pixi/renderers/webgl/WebGLGraphics.js": { + "name": "src/pixi/renderers/webgl/WebGLGraphics.js", + "modules": {}, + "classes": { + "CanvasGraphics": 1 + }, + "fors": {}, + "namespaces": {} + }, + "src/pixi/renderers/webgl/WebGLRenderGroup.js": { + "name": "src/pixi/renderers/webgl/WebGLRenderGroup.js", "modules": {}, "classes": { "WebGLBatch": 1 @@ -125,8 +254,8 @@ "fors": {}, "namespaces": {} }, - "src/pixi/renderers/WebGLRenderer.js": { - "name": "src/pixi/renderers/WebGLRenderer.js", + "src/pixi/renderers/webgl/WebGLRenderer.js": { + "name": "src/pixi/renderers/webgl/WebGLRenderer.js", "modules": {}, "classes": { "WebGLRenderer": 1 @@ -134,8 +263,8 @@ "fors": {}, "namespaces": {} }, - "src/pixi/renderers/WebGLShaders.js": { - "name": "src/pixi/renderers/WebGLShaders.js", + "src/pixi/renderers/webgl/WebGLShaders.js": { + "name": "src/pixi/renderers/webgl/WebGLShaders.js", "modules": {}, "classes": {}, "fors": {}, @@ -207,24 +336,6 @@ "fors": {}, "namespaces": {} }, - "src/pixi/DisplayObject.js": { - "name": "src/pixi/DisplayObject.js", - "modules": {}, - "classes": { - "DisplayObject": 1 - }, - "fors": {}, - "namespaces": {} - }, - "src/pixi/DisplayObjectContainer.js": { - "name": "src/pixi/DisplayObjectContainer.js", - "modules": {}, - "classes": { - "DisplayObjectContainer": 1 - }, - "fors": {}, - "namespaces": {} - }, "src/pixi/InteractionManager.js": { "name": "src/pixi/InteractionManager.js", "modules": {}, @@ -242,15 +353,6 @@ "fors": {}, "namespaces": {} }, - "src/pixi/MovieClip.js": { - "name": "src/pixi/MovieClip.js", - "modules": {}, - "classes": { - "MovieClip": 1 - }, - "fors": {}, - "namespaces": {} - }, "src/pixi/Outro.js": { "name": "src/pixi/Outro.js", "modules": {}, @@ -266,51 +368,6 @@ "classes": {}, "fors": {}, "namespaces": {} - }, - "src/pixi/Point.js": { - "name": "src/pixi/Point.js", - "modules": {}, - "classes": { - "Point": 1 - }, - "fors": {}, - "namespaces": {} - }, - "src/pixi/Polygon.js": { - "name": "src/pixi/Polygon.js", - "modules": {}, - "classes": { - "Polygon": 1 - }, - "fors": {}, - "namespaces": {} - }, - "src/pixi/Rectangle.js": { - "name": "src/pixi/Rectangle.js", - "modules": {}, - "classes": { - "Rectangle": 1 - }, - "fors": {}, - "namespaces": {} - }, - "src/pixi/Sprite.js": { - "name": "src/pixi/Sprite.js", - "modules": {}, - "classes": { - "Sprite": 1 - }, - "fors": {}, - "namespaces": {} - }, - "src/pixi/Stage.js": { - "name": "src/pixi/Stage.js", - "modules": {}, - "classes": { - "Stage": 1 - }, - "fors": {}, - "namespaces": {} } }, "modules": { @@ -318,6 +375,16 @@ "name": "PIXI", "submodules": {}, "classes": { + "Circle": 1, + "Ellipse": 1, + "Point": 1, + "Polygon": 1, + "Rectangle": 1, + "DisplayObject": 1, + "DisplayObjectContainer": 1, + "MovieClip": 1, + "Sprite": 1, + "Stage": 1, "CustomRenderable": 1, "Spine": 1, "TilingSprite": 1, @@ -326,6 +393,8 @@ "ImageLoader": 1, "JsonLoader": 1, "SpriteSheetLoader": 1, + "Graphics": 1, + "CanvasGraphics": 1, "CanvasRenderer": 1, "WebGLBatch": 1, "WebGLRenderer": 1, @@ -334,25 +403,264 @@ "BaseTexture": 1, "RenderTexture": 1, "Texture": 1, - "DisplayObject": 1, - "DisplayObjectContainer": 1, "InteractionManager": 1, - "InteractionData": 1, - "MovieClip": 1, - "Point": 1, - "Polygon": 1, - "Rectangle": 1, - "Sprite": 1, - "Stage": 1 + "InteractionData": 1 }, "fors": {}, "namespaces": {}, "tag": "module", - "file": "src/pixi/Stage.js", - "line": 5 + "file": "src/pixi/InteractionManager.js", + "line": 493 } }, "classes": { + "Circle": { + "name": "Circle", + "shortname": "Circle", + "classitems": [], + "plugins": [], + "extensions": [], + "plugin_for": [], + "extension_for": [], + "module": "PIXI", + "file": "src/pixi/core/Circle.js", + "line": 5, + "is_constructor": 1, + "params": [ + { + "name": "x", + "description": "The X coord of the upper-left corner of the framing rectangle of this circle", + "type": "Number" + }, + { + "name": "y", + "description": "The Y coord of the upper-left corner of the framing rectangle of this circle", + "type": "Number" + }, + { + "name": "radius", + "description": "The radius of the circle", + "type": "Number" + } + ] + }, + "Ellipse": { + "name": "Ellipse", + "shortname": "Ellipse", + "classitems": [], + "plugins": [], + "extensions": [], + "plugin_for": [], + "extension_for": [], + "module": "PIXI", + "file": "src/pixi/core/Ellipse.js", + "line": 5, + "is_constructor": 1, + "params": [ + { + "name": "x", + "description": "The X coord of the upper-left corner of the framing rectangle of this circle", + "type": "Number" + }, + { + "name": "y", + "description": "The Y coord of the upper-left corner of the framing rectangle of this circle", + "type": "Number" + }, + { + "name": "width", + "description": "The overall height of this ellipse", + "type": "Number" + }, + { + "name": "height", + "description": "The overall width of this ellipse", + "type": "Number" + } + ] + }, + "Point": { + "name": "Point", + "shortname": "Point", + "classitems": [], + "plugins": [], + "extensions": [], + "plugin_for": [], + "extension_for": [], + "module": "PIXI", + "file": "src/pixi/core/Point.js", + "line": 5, + "description": "The Point object represents a location in a two-dimensional coordinate system, where x represents the horizontal axis and y represents the vertical axis.", + "is_constructor": 1, + "params": [ + { + "name": "x", + "description": "position of the point", + "type": "Number" + }, + { + "name": "y", + "description": "position of the point", + "type": "Number" + } + ] + }, + "Polygon": { + "name": "Polygon", + "shortname": "Polygon", + "classitems": [], + "plugins": [], + "extensions": [], + "plugin_for": [], + "extension_for": [], + "module": "PIXI", + "file": "src/pixi/core/Polygon.js", + "line": 5, + "is_constructor": 1, + "params": [ + { + "name": "points", + "description": "This cna be an array of Points or a flat array of numbers\n that will be interpreted as [x,y, x,y, ...]", + "type": "Array|Array" + } + ] + }, + "Rectangle": { + "name": "Rectangle", + "shortname": "Rectangle", + "classitems": [], + "plugins": [], + "extensions": [], + "plugin_for": [], + "extension_for": [], + "module": "PIXI", + "file": "src/pixi/core/Rectangle.js", + "line": 5, + "description": "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.", + "is_constructor": 1, + "params": [ + { + "name": "x", + "description": "position of the rectangle", + "type": "Number" + }, + { + "name": "y", + "description": "position of the rectangle", + "type": "Number" + }, + { + "name": "width", + "description": "of the rectangle", + "type": "Number" + }, + { + "name": "height", + "description": "of the rectangle", + "type": "Number" + } + ] + }, + "DisplayObject": { + "name": "DisplayObject", + "shortname": "DisplayObject", + "classitems": [], + "plugins": [], + "extensions": [], + "plugin_for": [], + "extension_for": [], + "module": "PIXI", + "file": "src/pixi/display/DisplayObject.js", + "line": 5, + "description": "this is the base class for all objects that are rendered on the screen.", + "is_constructor": 1 + }, + "DisplayObjectContainer": { + "name": "DisplayObjectContainer", + "shortname": "DisplayObjectContainer", + "classitems": [], + "plugins": [], + "extensions": [], + "plugin_for": [], + "extension_for": [], + "module": "PIXI", + "file": "src/pixi/display/DisplayObjectContainer.js", + "line": 6, + "description": "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.", + "extends": "DisplayObject", + "is_constructor": 1 + }, + "MovieClip": { + "name": "MovieClip", + "shortname": "MovieClip", + "classitems": [], + "plugins": [], + "extensions": [], + "plugin_for": [], + "extension_for": [], + "module": "PIXI", + "file": "src/pixi/display/MovieClip.js", + "line": 5, + "description": "A MovieClip is a simple way to display an animation depicted by a list of textures.", + "extends": "Sprite", + "is_constructor": 1, + "params": [ + { + "name": "textures", + "description": "an array of {Texture} objects that make up the animation", + "type": "Array" + } + ] + }, + "Sprite": { + "name": "Sprite", + "shortname": "Sprite", + "classitems": [], + "plugins": [], + "extensions": [], + "plugin_for": [], + "extension_for": [], + "module": "PIXI", + "file": "src/pixi/display/Sprite.js", + "line": 10, + "extends": "DisplayObjectContainer", + "is_constructor": 1, + "params": [ + { + "name": "texture", + "description": "", + "type": "Texture" + } + ], + "type": "String" + }, + "Stage": { + "name": "Stage", + "shortname": "Stage", + "classitems": [], + "plugins": [], + "extensions": [], + "plugin_for": [], + "extension_for": [], + "module": "PIXI", + "file": "src/pixi/display/Stage.js", + "line": 5, + "description": "A Stage represents the root of the display tree. Everything connected to the stage is rendered", + "extends": "DisplayObjectContainer", + "is_constructor": 1, + "params": [ + { + "name": "backgroundColor", + "description": "the background color of the stage", + "type": "Number" + }, + { + "name": "interactive", + "description": "enable / disable interaction (default is false)", + "type": "Boolean" + } + ] + }, "CustomRenderable": { "name": "CustomRenderable", "shortname": "CustomRenderable", @@ -552,6 +860,34 @@ } ] }, + "Graphics": { + "name": "Graphics", + "shortname": "Graphics", + "classitems": [], + "plugins": [], + "extensions": [], + "plugin_for": [], + "extension_for": [], + "module": "PIXI", + "file": "src/pixi/primitives/Graphics.js", + "line": 6, + "description": "The Graphics class contains a set of methods that you can use to create primitive shapes and lines. \nIt is important to know that with the webGL renderer only simple polys can be filled at this stage\nComplex polys will not be filled. Heres an example of a complex poly: http://www.goodboydigital.com/wp-content/uploads/2013/06/complexPolygon.png", + "extends": "DisplayObjectContainer", + "is_constructor": 1 + }, + "CanvasGraphics": { + "name": "CanvasGraphics", + "shortname": "CanvasGraphics", + "classitems": [], + "plugins": [], + "extensions": [], + "plugin_for": [], + "extension_for": [], + "module": "PIXI", + "file": "src/pixi/renderers/webgl/WebGLGraphics.js", + "line": 7, + "description": "A set of functions used by the webGL renderer to draw the primitive graphics data" + }, "CanvasRenderer": { "name": "CanvasRenderer", "shortname": "CanvasRenderer", @@ -561,7 +897,7 @@ "plugin_for": [], "extension_for": [], "module": "PIXI", - "file": "src/pixi/renderers/CanvasRenderer.js", + "file": "src/pixi/renderers/canvas/CanvasRenderer.js", "line": 6, "description": "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.\nDont forget to add the view to your DOM or you will not see anything :)", "is_constructor": 1, @@ -598,7 +934,7 @@ "plugin_for": [], "extension_for": [], "module": "PIXI", - "file": "src/pixi/renderers/WebGLRenderGroup.js", + "file": "src/pixi/renderers/webgl/WebGLRenderGroup.js", "line": 8, "description": "A WebGLBatch Enables a group of sprites to be drawn using the same settings.\nif 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.", "params": [ @@ -621,7 +957,7 @@ "plugin_for": [], "extension_for": [], "module": "PIXI", - "file": "src/pixi/renderers/WebGLRenderer.js", + "file": "src/pixi/renderers/webgl/WebGLRenderer.js", "line": 11, "description": "the WebGLRenderer is draws the stage and all its content onto a webGL enabled canvas. This renderer should be used for browsers support webGL. This Render works by automatically managing webGLBatchs. So no need for Sprite Batch's or Sprite Cloud's\nDont forget to add the view to your DOM or you will not see anything :)", "is_constructor": 1, @@ -800,7 +1136,7 @@ "module": "PIXI", "file": "src/pixi/textures/RenderTexture.js", "line": 5, - "description": "A RenderTexture is a special texture that allows any pixi displayObject to be rendered to it.", + "description": "A RenderTexture is a special texture that allows any pixi displayObject to be rendered to it.\n\n__Hint__: All DisplayObjects (exmpl. Sprites) that renders on RenderTexture should be preloaded. \nOtherwise black rectangles will be drawn instead. \n\nRenderTexture takes snapshot of DisplayObject passed to render method. If DisplayObject is passed to render method, position and rotation of it will be ignored. For example:\n\n\tvar renderTexture = new PIXI.RenderTexture(800, 600);\n\tvar sprite = PIXI.Sprite.fromImage(\"spinObj_01.png\");\n\tsprite.position.x = 800/2;\n\tsprite.position.y = 600/2;\n\tsprite.anchor.x = 0.5;\n\tsprite.anchor.y = 0.5;\n\trenderTexture.render(sprite);\n\nSprite in this case will be rendered to 0,0 position. To render this sprite at center DisplayObjectContainer should be used:\n\n\tvar doc = new PIXI.DisplayObjectContainer();\n\tdoc.addChild(sprite);\n\trenderTexture.render(doc); // Renders to center of renderTexture", "extends": "Texture", "is_constructor": 1, "params": [ @@ -843,35 +1179,6 @@ } ] }, - "DisplayObject": { - "name": "DisplayObject", - "shortname": "DisplayObject", - "classitems": [], - "plugins": [], - "extensions": [], - "plugin_for": [], - "extension_for": [], - "module": "PIXI", - "file": "src/pixi/DisplayObject.js", - "line": 5, - "description": "this is the base class for all objects that are rendered on the screen.", - "is_constructor": 1 - }, - "DisplayObjectContainer": { - "name": "DisplayObjectContainer", - "shortname": "DisplayObjectContainer", - "classitems": [], - "plugins": [], - "extensions": [], - "plugin_for": [], - "extension_for": [], - "module": "PIXI", - "file": "src/pixi/DisplayObjectContainer.js", - "line": 6, - "description": "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.", - "extends": "DisplayObject", - "is_constructor": 1 - }, "InteractionManager": { "name": "InteractionManager", "shortname": "InteractionManager", @@ -904,169 +1211,946 @@ "extension_for": [], "module": "PIXI", "file": "src/pixi/InteractionManager.js", - "line": 513, + "line": 493, "is_constructor": 1 - }, - "MovieClip": { - "name": "MovieClip", - "shortname": "MovieClip", - "classitems": [], - "plugins": [], - "extensions": [], - "plugin_for": [], - "extension_for": [], - "module": "PIXI", - "file": "src/pixi/MovieClip.js", - "line": 5, - "description": "A MovieClip is a simple way to display an animation depicted by a list of textures.", - "extends": "Sprite", - "is_constructor": 1, - "params": [ - { - "name": "textures", - "description": "an array of {Texture} objects that make up the animation", - "type": "Array" - } - ] - }, - "Point": { - "name": "Point", - "shortname": "Point", - "classitems": [], - "plugins": [], - "extensions": [], - "plugin_for": [], - "extension_for": [], - "module": "PIXI", - "namespace": "", - "file": "src/pixi/Point.js", - "line": 5, - "description": "The Point object represents a location in a two-dimensional coordinate system, where x represents the horizontal axis and y represents the vertical axis.", - "is_constructor": 1, - "params": [ - { - "name": "x", - "description": "position of the point", - "type": "Number" - }, - { - "name": "y", - "description": "position of the point", - "type": "Number" - } - ] - }, - "Polygon": { - "name": "Polygon", - "shortname": "Polygon", - "classitems": [], - "plugins": [], - "extensions": [], - "plugin_for": [], - "extension_for": [], - "module": "PIXI", - "namespace": "", - "file": "src/pixi/Polygon.js", - "line": 5, - "is_constructor": 1, - "params": [ - { - "name": "points", - "description": "", - "type": "Array" - } - ] - }, - "Rectangle": { - "name": "Rectangle", - "shortname": "Rectangle", - "classitems": [], - "plugins": [], - "extensions": [], - "plugin_for": [], - "extension_for": [], - "module": "PIXI", - "namespace": "", - "file": "src/pixi/Rectangle.js", - "line": 5, - "description": "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.", - "is_constructor": 1, - "params": [ - { - "name": "x", - "description": "position of the rectangle", - "type": "Number" - }, - { - "name": "y", - "description": "position of the rectangle", - "type": "Number" - }, - { - "name": "width", - "description": "of the rectangle", - "type": "Number" - }, - { - "name": "height", - "description": "of the rectangle", - "type": "Number" - } - ] - }, - "Sprite": { - "name": "Sprite", - "shortname": "Sprite", - "classitems": [], - "plugins": [], - "extensions": [], - "plugin_for": [], - "extension_for": [], - "module": "PIXI", - "namespace": "", - "file": "src/pixi/Sprite.js", - "line": 10, - "extends": "DisplayObjectContainer", - "is_constructor": 1, - "params": [ - { - "name": "texture", - "description": "", - "type": "Texture" - } - ], - "type": "String" - }, - "Stage": { - "name": "Stage", - "shortname": "Stage", - "classitems": [], - "plugins": [], - "extensions": [], - "plugin_for": [], - "extension_for": [], - "module": "PIXI", - "namespace": "", - "file": "src/pixi/Stage.js", - "line": 5, - "description": "A Stage represents the root of the display tree. Everything connected to the stage is rendered", - "extends": "DisplayObjectContainer", - "is_constructor": 1, - "params": [ - { - "name": "backgroundColor", - "description": "the background color of the stage", - "type": "Number" - }, - { - "name": "interactive", - "description": "enable / disable interaction (default is false)", - "type": "Boolean" - } - ] } }, "classitems": [ + { + "file": "src/pixi/core/Circle.js", + "line": 1, + "author": "Chad Engler ", + "class": "Circle" + }, + { + "file": "src/pixi/core/Circle.js", + "line": 14, + "itemtype": "property", + "name": "x", + "type": "Number", + "default": "0", + "class": "Circle" + }, + { + "file": "src/pixi/core/Circle.js", + "line": 21, + "itemtype": "property", + "name": "y", + "type": "Number", + "default": "0", + "class": "Circle" + }, + { + "file": "src/pixi/core/Circle.js", + "line": 28, + "itemtype": "property", + "name": "radius", + "type": "Number", + "default": "0", + "class": "Circle" + }, + { + "file": "src/pixi/core/Circle.js", + "line": 36, + "itemtype": "method", + "name": "clone", + "return": { + "description": "a copy of the polygon" + }, + "class": "Circle" + }, + { + "file": "src/pixi/core/Circle.js", + "line": 45, + "itemtype": "method", + "name": "contains", + "params": [ + { + "name": "x", + "description": "The X coord of the point to test", + "type": "Number" + }, + { + "name": "y", + "description": "The Y coord of the point to test", + "type": "Number" + } + ], + "return": { + "description": "if the x/y coords are within this polygon" + }, + "class": "Circle" + }, + { + "file": "src/pixi/core/Ellipse.js", + "line": 1, + "author": "Chad Engler ", + "class": "Ellipse" + }, + { + "file": "src/pixi/core/Ellipse.js", + "line": 15, + "itemtype": "property", + "name": "x", + "type": "Number", + "default": "0", + "class": "Ellipse" + }, + { + "file": "src/pixi/core/Ellipse.js", + "line": 22, + "itemtype": "property", + "name": "y", + "type": "Number", + "default": "0", + "class": "Ellipse" + }, + { + "file": "src/pixi/core/Ellipse.js", + "line": 29, + "itemtype": "property", + "name": "width", + "type": "Number", + "default": "0", + "class": "Ellipse" + }, + { + "file": "src/pixi/core/Ellipse.js", + "line": 36, + "itemtype": "property", + "name": "height", + "type": "Number", + "default": "0", + "class": "Ellipse" + }, + { + "file": "src/pixi/core/Ellipse.js", + "line": 44, + "itemtype": "method", + "name": "clone", + "return": { + "description": "a copy of the polygon" + }, + "class": "Ellipse" + }, + { + "file": "src/pixi/core/Ellipse.js", + "line": 53, + "itemtype": "method", + "name": "contains", + "params": [ + { + "name": "x", + "description": "The X coord of the point to test", + "type": "Number" + }, + { + "name": "y", + "description": "The Y coord of the point to test", + "type": "Number" + } + ], + "return": { + "description": "if the x/y coords are within this polygon" + }, + "class": "Ellipse" + }, + { + "file": "src/pixi/core/Point.js", + "line": 1, + "author": "Mat Groves http://matgroves.com/ @Doormat23", + "class": "Point" + }, + { + "file": "src/pixi/core/Point.js", + "line": 14, + "itemtype": "property", + "name": "x", + "type": "Number", + "default": "0", + "class": "Point" + }, + { + "file": "src/pixi/core/Point.js", + "line": 21, + "itemtype": "property", + "name": "y", + "type": "Number", + "default": "0", + "class": "Point" + }, + { + "file": "src/pixi/core/Point.js", + "line": 29, + "itemtype": "method", + "name": "clone", + "return": { + "description": "a copy of the point" + }, + "class": "Point" + }, + { + "file": "src/pixi/core/Polygon.js", + "line": 1, + "author": "Adrien Brault ", + "class": "Polygon" + }, + { + "file": "src/pixi/core/Polygon.js", + "line": 28, + "itemtype": "method", + "name": "clone", + "return": { + "description": "a copy of the polygon" + }, + "class": "Polygon" + }, + { + "file": "src/pixi/core/Polygon.js", + "line": 42, + "itemtype": "method", + "name": "contains", + "params": [ + { + "name": "x", + "description": "The X coord of the point to test", + "type": "Number" + }, + { + "name": "y", + "description": "The Y coord of the point to test", + "type": "Number" + } + ], + "return": { + "description": "if the x/y coords are within this polygon" + }, + "class": "Polygon" + }, + { + "file": "src/pixi/core/Rectangle.js", + "line": 1, + "author": "Mat Groves http://matgroves.com/", + "class": "Rectangle" + }, + { + "file": "src/pixi/core/Rectangle.js", + "line": 16, + "itemtype": "property", + "name": "x", + "type": "Number", + "default": "0", + "class": "Rectangle" + }, + { + "file": "src/pixi/core/Rectangle.js", + "line": 23, + "itemtype": "property", + "name": "y", + "type": "Number", + "default": "0", + "class": "Rectangle" + }, + { + "file": "src/pixi/core/Rectangle.js", + "line": 30, + "itemtype": "property", + "name": "width", + "type": "Number", + "default": "0", + "class": "Rectangle" + }, + { + "file": "src/pixi/core/Rectangle.js", + "line": 37, + "itemtype": "property", + "name": "height", + "type": "Number", + "default": "0", + "class": "Rectangle" + }, + { + "file": "src/pixi/core/Rectangle.js", + "line": 45, + "itemtype": "method", + "name": "clone", + "return": { + "description": "a copy of the rectangle" + }, + "class": "Rectangle" + }, + { + "file": "src/pixi/core/Rectangle.js", + "line": 54, + "itemtype": "method", + "name": "contains", + "params": [ + { + "name": "x", + "description": "The X coord of the point to test", + "type": "Number" + }, + { + "name": "y", + "description": "The Y coord of the point to test", + "type": "Number" + } + ], + "return": { + "description": "if the x/y coords are within this polygon" + }, + "class": "Rectangle" + }, + { + "file": "src/pixi/display/DisplayObject.js", + "line": 1, + "author": "Mat Groves http://matgroves.com/ @Doormat23", + "class": "DisplayObject" + }, + { + "file": "src/pixi/display/DisplayObject.js", + "line": 15, + "description": "The coordinate of the object relative to the local coordinates of the parent.", + "itemtype": "property", + "name": "position", + "type": "Point", + "class": "DisplayObject" + }, + { + "file": "src/pixi/display/DisplayObject.js", + "line": 22, + "description": "The scale factor of the object.", + "itemtype": "property", + "name": "scale", + "type": "Point", + "class": "DisplayObject" + }, + { + "file": "src/pixi/display/DisplayObject.js", + "line": 29, + "description": "The pivot point of the displayObject that it rotates around", + "itemtype": "property", + "name": "pivot", + "type": "Point", + "class": "DisplayObject" + }, + { + "file": "src/pixi/display/DisplayObject.js", + "line": 36, + "description": "The rotation of the object in radians.", + "itemtype": "property", + "name": "rotation", + "type": "Number", + "class": "DisplayObject" + }, + { + "file": "src/pixi/display/DisplayObject.js", + "line": 43, + "description": "The opacity of the object.", + "itemtype": "property", + "name": "alpha", + "type": "Number", + "class": "DisplayObject" + }, + { + "file": "src/pixi/display/DisplayObject.js", + "line": 50, + "description": "The visibility of the object.", + "itemtype": "property", + "name": "visible", + "type": "Boolean", + "class": "DisplayObject" + }, + { + "file": "src/pixi/display/DisplayObject.js", + "line": 58, + "description": "[read-only] The display object container that contains this display object.", + "itemtype": "property", + "name": "parent", + "type": "DisplayObjectContainer", + "class": "DisplayObject" + }, + { + "file": "src/pixi/display/DisplayObject.js", + "line": 65, + "description": "[read-only] The stage the display object is connected to, or undefined if it is not connected to the stage.", + "itemtype": "property", + "name": "stage", + "type": "Stage", + "class": "DisplayObject" + }, + { + "file": "src/pixi/display/DisplayObject.js", + "line": 72, + "description": "This is the defined area that will pick up mouse / touch events. It is null by default.\nSetting 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)", + "itemtype": "property", + "name": "hitArea", + "type": "Rectangle", + "class": "DisplayObject" + }, + { + "file": "src/pixi/display/DisplayObject.js", + "line": 98, + "description": "This is used to indicate if the displayObject should display a mouse hand cursor on rollover", + "itemtype": "property", + "name": "buttonMode", + "type": "Boolean", + "class": "DisplayObject" + }, + { + "file": "src/pixi/display/DisplayObject.js", + "line": 109, + "description": "A callback that is used when the users clicks on the displayObject with their mouse", + "itemtype": "method", + "name": "click", + "params": [ + { + "name": "interactionData", + "description": "", + "type": "InteractionData" + } + ], + "class": "DisplayObject" + }, + { + "file": "src/pixi/display/DisplayObject.js", + "line": 115, + "description": "A callback that is used when the user clicks the mouse down over the sprite", + "itemtype": "method", + "name": "mousedown", + "params": [ + { + "name": "interactionData", + "description": "", + "type": "InteractionData" + } + ], + "class": "DisplayObject" + }, + { + "file": "src/pixi/display/DisplayObject.js", + "line": 121, + "description": "A callback that is used when the user releases the mouse that was over the displayObject\nfor this callback to be fired the mouse must have been pressed down over the displayObject", + "itemtype": "method", + "name": "mouseup", + "params": [ + { + "name": "interactionData", + "description": "", + "type": "InteractionData" + } + ], + "class": "DisplayObject" + }, + { + "file": "src/pixi/display/DisplayObject.js", + "line": 128, + "description": "A callback that is used when the user releases the mouse that was over the displayObject but is no longer over the displayObject\nfor this callback to be fired, The touch must have started over the displayObject", + "itemtype": "method", + "name": "mouseupoutside", + "params": [ + { + "name": "interactionData", + "description": "", + "type": "InteractionData" + } + ], + "class": "DisplayObject" + }, + { + "file": "src/pixi/display/DisplayObject.js", + "line": 135, + "description": "A callback that is used when the users mouse rolls over the displayObject", + "itemtype": "method", + "name": "mouseover", + "params": [ + { + "name": "interactionData", + "description": "", + "type": "InteractionData" + } + ], + "class": "DisplayObject" + }, + { + "file": "src/pixi/display/DisplayObject.js", + "line": 141, + "description": "A callback that is used when the users mouse leaves the displayObject", + "itemtype": "method", + "name": "mouseout", + "params": [ + { + "name": "interactionData", + "description": "", + "type": "InteractionData" + } + ], + "class": "DisplayObject" + }, + { + "file": "src/pixi/display/DisplayObject.js", + "line": 152, + "description": "A callback that is used when the users taps on the sprite with their finger\nbasically a touch version of click", + "itemtype": "method", + "name": "tap", + "params": [ + { + "name": "interactionData", + "description": "", + "type": "InteractionData" + } + ], + "class": "DisplayObject" + }, + { + "file": "src/pixi/display/DisplayObject.js", + "line": 159, + "description": "A callback that is used when the user touch's over the displayObject", + "itemtype": "method", + "name": "touchstart", + "params": [ + { + "name": "interactionData", + "description": "", + "type": "InteractionData" + } + ], + "class": "DisplayObject" + }, + { + "file": "src/pixi/display/DisplayObject.js", + "line": 165, + "description": "A callback that is used when the user releases a touch over the displayObject", + "itemtype": "method", + "name": "touchend", + "params": [ + { + "name": "interactionData", + "description": "", + "type": "InteractionData" + } + ], + "class": "DisplayObject" + }, + { + "file": "src/pixi/display/DisplayObject.js", + "line": 171, + "description": "A callback that is used when the user releases the touch that was over the displayObject\nfor this callback to be fired, The touch must have started over the sprite", + "itemtype": "method", + "name": "touchendoutside", + "params": [ + { + "name": "interactionData", + "description": "", + "type": "InteractionData" + } + ], + "class": "DisplayObject" + }, + { + "file": "src/pixi/display/DisplayObject.js", + "line": 193, + "description": "[Deprecated] Indicates if the sprite will have touch and mouse interactivity. It is false by default\nInstead of using this function you can now simply set the interactive property to true or false", + "itemtype": "method", + "name": "setInteractive", + "params": [ + { + "name": "interactive", + "description": "", + "type": "Boolean" + } + ], + "class": "DisplayObject" + }, + { + "file": "src/pixi/display/DisplayObject.js", + "line": 204, + "description": "Indicates if the sprite will have touch and mouse interactivity. It is false by default", + "itemtype": "property", + "name": "interactive", + "type": "Boolean", + "class": "DisplayObject" + }, + { + "file": "src/pixi/display/DisplayObject.js", + "line": 222, + "description": "Sets a mask for the displayObject. A mask is an object that limits the visibility of an object to the shape of the mask applied to it.\nIn PIXI a regular mask must be a PIXI.Ggraphics object. This allows for much faster masking in canvas as it utilises shape clipping.\nTo remove a mask, set this property to null.", + "itemtype": "property", + "name": "mask", + "type": "PIXI.Graphics", + "class": "DisplayObject" + }, + { + "file": "src/pixi/display/DisplayObject.js", + "line": 399, + "access": "private", + "tagname": "", + "class": "DisplayObject" + }, + { + "file": "src/pixi/display/DisplayObjectContainer.js", + "line": 1, + "author": "Mat Groves http://matgroves.com/ @Doormat23", + "class": "DisplayObjectContainer" + }, + { + "file": "src/pixi/display/DisplayObjectContainer.js", + "line": 16, + "description": "[read-only] The of children of this container.", + "itemtype": "property", + "name": "children", + "type": "Array", + "class": "DisplayObjectContainer" + }, + { + "file": "src/pixi/display/DisplayObjectContainer.js", + "line": 42, + "description": "Adds a child to the container.", + "itemtype": "method", + "name": "addChild", + "params": [ + { + "name": "DisplayObject", + "description": "", + "type": "DisplayObject" + } + ], + "class": "DisplayObjectContainer" + }, + { + "file": "src/pixi/display/DisplayObjectContainer.js", + "line": 139, + "description": "Adds a child to the container at a specified index. If the index is out of bounds an error will be thrown", + "itemtype": "method", + "name": "addChildAt", + "params": [ + { + "name": "DisplayObject", + "description": "", + "type": "DisplayObject" + }, + { + "name": "index", + "description": "", + "type": "Number" + } + ], + "class": "DisplayObjectContainer" + }, + { + "file": "src/pixi/display/DisplayObjectContainer.js", + "line": 227, + "description": "Swaps the depth of 2 displayObjects", + "itemtype": "method", + "name": "swapChildren", + "params": [ + { + "name": "DisplayObject", + "description": "", + "type": "DisplayObject" + }, + { + "name": "DisplayObject2", + "description": "", + "type": "DisplayObject" + } + ], + "class": "DisplayObjectContainer" + }, + { + "file": "src/pixi/display/DisplayObjectContainer.js", + "line": 274, + "description": "Returns the Child at the specified index", + "itemtype": "method", + "name": "getChildAt", + "params": [ + { + "name": "index", + "description": "", + "type": "Number" + } + ], + "class": "DisplayObjectContainer" + }, + { + "file": "src/pixi/display/DisplayObjectContainer.js", + "line": 291, + "description": "Removes a child from the container.", + "itemtype": "method", + "name": "removeChild", + "params": [ + { + "name": "DisplayObject", + "description": "", + "type": "DisplayObject" + } + ], + "class": "DisplayObjectContainer" + }, + { + "file": "src/pixi/display/DisplayObjectContainer.js", + "line": 358, + "access": "private", + "tagname": "", + "class": "DisplayObjectContainer" + }, + { + "file": "src/pixi/display/MovieClip.js", + "line": 1, + "author": "Mat Groves http://matgroves.com/ @Doormat23", + "class": "MovieClip" + }, + { + "file": "src/pixi/display/MovieClip.js", + "line": 16, + "description": "The array of textures that make up the animation", + "itemtype": "property", + "name": "textures", + "type": "Array", + "class": "MovieClip" + }, + { + "file": "src/pixi/display/MovieClip.js", + "line": 23, + "description": "[read only] The index MovieClips current frame (this may not have to be a whole number)", + "itemtype": "property", + "name": "currentFrame", + "type": "Number", + "class": "MovieClip" + }, + { + "file": "src/pixi/display/MovieClip.js", + "line": 30, + "description": "The speed that the MovieClip will play at. Higher is faster, lower is slower", + "itemtype": "property", + "name": "animationSpeed", + "type": "Number", + "class": "MovieClip" + }, + { + "file": "src/pixi/display/MovieClip.js", + "line": 37, + "description": "Whether or not the movie clip repeats after playing.", + "itemtype": "property", + "name": "loop", + "type": "Boolean", + "class": "MovieClip" + }, + { + "file": "src/pixi/display/MovieClip.js", + "line": 44, + "description": "Function to call when a MovieClip finishes playing", + "itemtype": "property", + "name": "onComplete", + "type": "Function", + "class": "MovieClip" + }, + { + "file": "src/pixi/display/MovieClip.js", + "line": 51, + "description": "[read only] indicates if the MovieClip is currently playing", + "itemtype": "property", + "name": "playing", + "type": "Boolean", + "class": "MovieClip" + }, + { + "file": "src/pixi/display/MovieClip.js", + "line": 63, + "description": "Stops the MovieClip", + "itemtype": "method", + "name": "stop", + "class": "MovieClip" + }, + { + "file": "src/pixi/display/MovieClip.js", + "line": 72, + "description": "Plays the MovieClip", + "itemtype": "method", + "name": "play", + "class": "MovieClip" + }, + { + "file": "src/pixi/display/MovieClip.js", + "line": 81, + "description": "Stops the MovieClip and goes to a specific frame", + "itemtype": "method", + "name": "gotoAndStop", + "params": [ + { + "name": "frameNumber", + "description": "frame index to stop at", + "type": "Number" + } + ], + "class": "MovieClip" + }, + { + "file": "src/pixi/display/MovieClip.js", + "line": 94, + "description": "Goes to a specific frame and begins playing the MovieClip", + "itemtype": "method", + "name": "gotoAndPlay", + "params": [ + { + "name": "frameNumber", + "description": "frame index to start at", + "type": "Number" + } + ], + "class": "MovieClip" + }, + { + "file": "src/pixi/display/Sprite.js", + "line": 1, + "author": "Mat Groves http://matgroves.com/ @Doormat23", + "class": "Sprite" + }, + { + "file": "src/pixi/display/Sprite.js", + "line": 21, + "description": "The anchor sets the origin point of the texture.\nThe default is 0,0 this means the textures origin is the top left \nSetting than anchor to 0.5,0.5 means the textures origin is centered\nSetting the anchor to 1,1 would mean the textures origin points will be the bottom right", + "itemtype": "property", + "name": "anchor", + "type": "Point", + "class": "Sprite" + }, + { + "file": "src/pixi/display/Sprite.js", + "line": 31, + "description": "The texture that the sprite is using", + "itemtype": "property", + "name": "texture", + "type": "Texture", + "class": "Sprite" + }, + { + "file": "src/pixi/display/Sprite.js", + "line": 38, + "description": "The blend mode of sprite.\ncurrently supports PIXI.blendModes.NORMAL and PIXI.blendModes.SCREEN", + "itemtype": "property", + "name": "blendMode", + "type": "uint", + "class": "Sprite" + }, + { + "file": "src/pixi/display/Sprite.js", + "line": 46, + "description": "The width of the sprite (this is initially set by the texture)", + "itemtype": "property", + "name": "width", + "type": "#Number", + "class": "Sprite" + }, + { + "file": "src/pixi/display/Sprite.js", + "line": 53, + "description": "The height of the sprite (this is initially set by the texture)", + "itemtype": "property", + "name": "height", + "type": "#Number", + "class": "Sprite" + }, + { + "file": "src/pixi/display/Sprite.js", + "line": 103, + "itemtype": "method", + "name": "setTexture", + "params": [ + { + "name": "texture", + "description": "The PIXI texture that is displayed by the sprite", + "type": "Texture" + } + ], + "class": "Sprite" + }, + { + "file": "src/pixi/display/Sprite.js", + "line": 119, + "access": "private", + "tagname": "", + "class": "Sprite" + }, + { + "file": "src/pixi/display/Sprite.js", + "line": 135, + "description": "Helper function that creates a sprite that will contain a texture from the TextureCache based on the frameId\n The frame ids are created when a Texture packer file has been loaded", + "itemtype": "method", + "name": "fromFrame", + "static": 1, + "params": [ + { + "name": "frameId", + "description": "The frame Id of the texture in the cache", + "type": "String" + } + ], + "return": { + "description": "A new Sprite using a texture from the texture cache matching the frameId", + "type": "Sprite" + }, + "class": "Sprite" + }, + { + "file": "src/pixi/display/Sprite.js", + "line": 151, + "description": "Helper function that creates a sprite that will contain a texture based on an image url\n If the image is not in the texture cache it will be loaded", + "itemtype": "method", + "name": "fromImage", + "static": 1, + "params": [ + { + "name": "The", + "description": "image url of the texture" + } + ], + "return": { + "description": "A new Sprite using a texture from the texture cache matching the image id", + "type": "Sprite" + }, + "class": "Sprite" + }, + { + "file": "src/pixi/display/Stage.js", + "line": 1, + "author": "Mat Groves http://matgroves.com/ @Doormat23", + "class": "Stage" + }, + { + "file": "src/pixi/display/Stage.js", + "line": 42, + "itemtype": "method", + "name": "updateTransform", + "internal": "", + "class": "Stage" + }, + { + "file": "src/pixi/display/Stage.js", + "line": 65, + "itemtype": "method", + "name": "setBackgroundColor", + "params": [ + { + "name": "backgroundColor", + "description": "", + "type": "Number" + } + ], + "class": "Stage" + }, + { + "file": "src/pixi/display/Stage.js", + "line": 78, + "description": "This will return the point containing global coords of the mouse.", + "itemtype": "method", + "name": "getMousePosition", + "return": { + "description": "The point containing the coords of the global InteractionData position.", + "type": "Point" + }, + "class": "Stage" + }, { "file": "src/pixi/extras/CustomRenderable.js", "line": 1, @@ -1221,7 +2305,7 @@ }, { "file": "src/pixi/extras/TilingSprite.js", - "line": 23, + "line": 22, "description": "The scaling of the image that is being tiled", "itemtype": "property", "name": "tileScale", @@ -1230,13 +2314,25 @@ }, { "file": "src/pixi/extras/TilingSprite.js", - "line": 29, + "line": 28, "description": "The offset position of the image that is being tiled", "itemtype": "property", "name": "tilePosition", "type": "Point", "class": "TilingSprite" }, + { + "file": "src/pixi/filters/FilterBlock.js", + "line": 1, + "author": "Mat Groves http://matgroves.com/ @Doormat23", + "class": "AssetLoader" + }, + { + "file": "src/pixi/filters/MaskFilter.js", + "line": 1, + "author": "Mat Groves http://matgroves.com/ @Doormat23", + "class": "AssetLoader" + }, { "file": "src/pixi/loaders/AssetLoader.js", "line": 1, @@ -1409,13 +2505,210 @@ "class": "SpriteSheetLoader" }, { - "file": "src/pixi/renderers/CanvasRenderer.js", + "file": "src/pixi/primitives/Graphics.js", + "line": 1, + "author": "Mat Groves http://matgroves.com/ @Doormat23", + "class": "Graphics" + }, + { + "file": "src/pixi/primitives/Graphics.js", + "line": 34, + "description": "Specifies a line style used for subsequent calls to Graphics methods such as the lineTo() method or the drawCircle() method.", + "itemtype": "method", + "name": "lineStyle", + "params": [ + { + "name": "lineWidth", + "description": "", + "type": "Number" + }, + { + "name": "color", + "description": "", + "type": "Number" + }, + { + "name": "alpha", + "description": "", + "type": "Number" + } + ], + "class": "Graphics" + }, + { + "file": "src/pixi/primitives/Graphics.js", + "line": 55, + "description": "Moves the current drawing position to (x, y).", + "itemtype": "method", + "name": "moveTo", + "params": [ + { + "name": "x", + "description": "", + "type": "Number" + }, + { + "name": "y", + "description": "", + "type": "Number" + } + ], + "class": "Graphics" + }, + { + "file": "src/pixi/primitives/Graphics.js", + "line": 73, + "description": "Draws a line using the current line style from the current drawing position to (x, y); the current drawing position is then set to (x, y).", + "itemtype": "method", + "name": "lineTo", + "params": [ + { + "name": "x", + "description": "", + "type": "Number" + }, + { + "name": "y", + "description": "", + "type": "Number" + } + ], + "class": "Graphics" + }, + { + "file": "src/pixi/primitives/Graphics.js", + "line": 85, + "description": "Specifies a simple one-color fill that subsequent calls to other Graphics methods (such as lineTo() or drawCircle()) use when drawing.", + "itemtype": "method", + "name": "beginFill", + "params": [ + { + "name": "color", + "description": "the color of the fill", + "type": "Uint" + }, + { + "name": "alpha", + "description": "the alpha", + "type": "Number" + } + ], + "class": "Graphics" + }, + { + "file": "src/pixi/primitives/Graphics.js", + "line": 98, + "description": "Applies a fill to the lines and shapes that were added since the last call to the beginFill() method.", + "itemtype": "method", + "name": "endFill", + "class": "Graphics" + }, + { + "file": "src/pixi/primitives/Graphics.js", + "line": 109, + "itemtype": "method", + "name": "drawRect", + "params": [ + { + "name": "x", + "description": "", + "type": "Number" + }, + { + "name": "y", + "description": "", + "type": "Number" + }, + { + "name": "width", + "description": "", + "type": "Number" + }, + { + "name": "height", + "description": "", + "type": "Number" + } + ], + "class": "Graphics" + }, + { + "file": "src/pixi/primitives/Graphics.js", + "line": 128, + "description": "Draws a circle.", + "itemtype": "method", + "name": "drawCircle", + "params": [ + { + "name": "x", + "description": "", + "type": "Number" + }, + { + "name": "y", + "description": "", + "type": "Number" + }, + { + "name": "radius", + "description": "", + "type": "Number" + } + ], + "class": "Graphics" + }, + { + "file": "src/pixi/primitives/Graphics.js", + "line": 147, + "description": "Draws an elipse.", + "itemtype": "method", + "name": "drawElipse", + "params": [ + { + "name": "x", + "description": "", + "type": "Number" + }, + { + "name": "y", + "description": "", + "type": "Number" + }, + { + "name": "width", + "description": "", + "type": "Number" + }, + { + "name": "height", + "description": "", + "type": "Number" + } + ], + "class": "Graphics" + }, + { + "file": "src/pixi/primitives/Graphics.js", + "line": 167, + "description": "Clears the graphics that were drawn to this Graphics object, and resets fill and line style settings.", + "itemtype": "method", + "name": "clear", + "class": "Graphics" + }, + { + "file": "src/pixi/renderers/canvas/CanvasGraphics.js", + "line": 1, + "author": "Mat Groves http://matgroves.com/ @Doormat23", + "class": "CanvasGraphics" + }, + { + "file": "src/pixi/renderers/canvas/CanvasRenderer.js", "line": 1, "author": "Mat Groves http://matgroves.com/ @Doormat23", "class": "CanvasRenderer" }, { - "file": "src/pixi/renderers/CanvasRenderer.js", + "file": "src/pixi/renderers/canvas/CanvasRenderer.js", "line": 24, "description": "The width of the canvas view", "itemtype": "property", @@ -1425,7 +2718,7 @@ "class": "CanvasRenderer" }, { - "file": "src/pixi/renderers/CanvasRenderer.js", + "file": "src/pixi/renderers/canvas/CanvasRenderer.js", "line": 31, "description": "The height of the canvas view", "itemtype": "property", @@ -1435,7 +2728,7 @@ "class": "CanvasRenderer" }, { - "file": "src/pixi/renderers/CanvasRenderer.js", + "file": "src/pixi/renderers/canvas/CanvasRenderer.js", "line": 41, "description": "The canvas element that the everything is drawn to", "itemtype": "property", @@ -1444,7 +2737,7 @@ "class": "CanvasRenderer" }, { - "file": "src/pixi/renderers/CanvasRenderer.js", + "file": "src/pixi/renderers/canvas/CanvasRenderer.js", "line": 55, "description": "The canvas context that the everything is drawn to", "itemtype": "property", @@ -1453,7 +2746,7 @@ "class": "CanvasRenderer" }, { - "file": "src/pixi/renderers/CanvasRenderer.js", + "file": "src/pixi/renderers/canvas/CanvasRenderer.js", "line": 66, "description": "Renders the stage to its canvas view", "itemtype": "method", @@ -1468,7 +2761,7 @@ "class": "CanvasRenderer" }, { - "file": "src/pixi/renderers/CanvasRenderer.js", + "file": "src/pixi/renderers/canvas/CanvasRenderer.js", "line": 110, "description": "resizes the canvas view to the specified width and height", "params": [ @@ -1484,68 +2777,68 @@ "class": "CanvasRenderer" }, { - "file": "src/pixi/renderers/CanvasRenderer.js", + "file": "src/pixi/renderers/canvas/CanvasRenderer.js", "line": 124, "access": "private", "tagname": "", "class": "CanvasRenderer" }, { - "file": "src/pixi/renderers/CanvasRenderer.js", - "line": 213, + "file": "src/pixi/renderers/canvas/CanvasRenderer.js", + "line": 235, "access": "private", "tagname": "", "class": "CanvasRenderer" }, { - "file": "src/pixi/renderers/CanvasRenderer.js", - "line": 248, + "file": "src/pixi/renderers/canvas/CanvasRenderer.js", + "line": 268, "access": "private", "tagname": "", "class": "CanvasRenderer" }, { - "file": "src/pixi/renderers/CanvasRenderer.js", - "line": 277, + "file": "src/pixi/renderers/canvas/CanvasRenderer.js", + "line": 299, "access": "private", "tagname": "", "class": "CanvasRenderer" }, { - "file": "src/pixi/renderers/WebGLBatch.js", + "file": "src/pixi/renderers/webgl/WebGLBatch.js", "line": 1, "author": "Mat Groves http://matgroves.com/ @Doormat23", "class": "WebGLBatch" }, { - "file": "src/pixi/renderers/WebGLBatch.js", + "file": "src/pixi/renderers/webgl/WebGLBatch.js", "line": 7, "access": "private", "tagname": "", "class": "WebGLBatch" }, { - "file": "src/pixi/renderers/WebGLBatch.js", + "file": "src/pixi/renderers/webgl/WebGLBatch.js", "line": 22, "access": "private", "tagname": "", "class": "WebGLBatch" }, { - "file": "src/pixi/renderers/WebGLBatch.js", + "file": "src/pixi/renderers/webgl/WebGLBatch.js", "line": 31, "access": "private", "tagname": "", "class": "WebGLBatch" }, { - "file": "src/pixi/renderers/WebGLBatch.js", + "file": "src/pixi/renderers/webgl/WebGLBatch.js", "line": 67, "description": "Cleans the batch so that is can be returned to an object pool and reused", "class": "WebGLBatch" }, { - "file": "src/pixi/renderers/WebGLBatch.js", + "file": "src/pixi/renderers/webgl/WebGLBatch.js", "line": 98, "description": "inits the batch's texture and blend mode based if the supplied sprite", "itemtype": "method", @@ -1560,7 +2853,7 @@ "class": "WebGLBatch" }, { - "file": "src/pixi/renderers/WebGLBatch.js", + "file": "src/pixi/renderers/webgl/WebGLBatch.js", "line": 117, "description": "inserts a sprite before the specified sprite", "itemtype": "method", @@ -1580,7 +2873,7 @@ "class": "WebGLBatch" }, { - "file": "src/pixi/renderers/WebGLBatch.js", + "file": "src/pixi/renderers/webgl/WebGLBatch.js", "line": 145, "description": "inserts a sprite after the specified sprite", "itemtype": "method", @@ -1600,7 +2893,7 @@ "class": "WebGLBatch" }, { - "file": "src/pixi/renderers/WebGLBatch.js", + "file": "src/pixi/renderers/webgl/WebGLBatch.js", "line": 175, "description": "removes a sprite from the batch", "itemtype": "method", @@ -1615,7 +2908,7 @@ "class": "WebGLBatch" }, { - "file": "src/pixi/renderers/WebGLBatch.js", + "file": "src/pixi/renderers/webgl/WebGLBatch.js", "line": 218, "description": "Splits the batch into two with the specified sprite being the start of the new batch.", "itemtype": "method", @@ -1634,7 +2927,7 @@ "class": "WebGLBatch" }, { - "file": "src/pixi/renderers/WebGLBatch.js", + "file": "src/pixi/renderers/webgl/WebGLBatch.js", "line": 268, "description": "Merges two batchs together", "itemtype": "method", @@ -1649,14 +2942,14 @@ "class": "WebGLBatch" }, { - "file": "src/pixi/renderers/WebGLBatch.js", + "file": "src/pixi/renderers/webgl/WebGLBatch.js", "line": 293, "description": "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", "class": "WebGLBatch" }, { - "file": "src/pixi/renderers/WebGLBatch.js", + "file": "src/pixi/renderers/webgl/WebGLBatch.js", "line": 346, "description": "Refresh's all the data in the batch and sync's it with the webGL buffers", "itemtype": "method", @@ -1664,7 +2957,7 @@ "class": "WebGLBatch" }, { - "file": "src/pixi/renderers/WebGLBatch.js", + "file": "src/pixi/renderers/webgl/WebGLBatch.js", "line": 401, "description": "Updates all the relevant geometry and uploads the data to the GPU", "itemtype": "method", @@ -1672,7 +2965,7 @@ "class": "WebGLBatch" }, { - "file": "src/pixi/renderers/WebGLBatch.js", + "file": "src/pixi/renderers/webgl/WebGLBatch.js", "line": 513, "description": "Draws the batch to the frame buffer", "itemtype": "method", @@ -1680,76 +2973,82 @@ "class": "WebGLBatch" }, { - "file": "src/pixi/renderers/WebGLRenderGroup.js", + "file": "src/pixi/renderers/webgl/WebGLGraphics.js", + "line": 1, + "author": "Mat Groves http://matgroves.com/ @Doormat23", + "class": "CanvasGraphics" + }, + { + "file": "src/pixi/renderers/webgl/WebGLRenderGroup.js", "line": 1, "author": "Mat Groves http://matgroves.com/ @Doormat23", "class": "WebGLBatch" }, { - "file": "src/pixi/renderers/WebGLRenderGroup.js", - "line": 626, + "file": "src/pixi/renderers/webgl/WebGLRenderGroup.js", + "line": 725, "access": "private", "tagname": "", "class": "WebGLBatch" }, { - "file": "src/pixi/renderers/WebGLRenderGroup.js", - "line": 712, + "file": "src/pixi/renderers/webgl/WebGLRenderGroup.js", + "line": 732, "access": "private", "tagname": "", "class": "WebGLBatch" }, { - "file": "src/pixi/renderers/WebGLRenderGroup.js", - "line": 768, + "file": "src/pixi/renderers/webgl/WebGLRenderGroup.js", + "line": 787, "access": "private", "tagname": "", "class": "WebGLBatch" }, { - "file": "src/pixi/renderers/WebGLRenderGroup.js", - "line": 845, + "file": "src/pixi/renderers/webgl/WebGLRenderGroup.js", + "line": 875, "access": "private", "tagname": "", "class": "WebGLBatch" }, { - "file": "src/pixi/renderers/WebGLRenderGroup.js", - "line": 882, + "file": "src/pixi/renderers/webgl/WebGLRenderGroup.js", + "line": 912, "access": "private", "tagname": "", "class": "WebGLBatch" }, { - "file": "src/pixi/renderers/WebGLRenderer.js", + "file": "src/pixi/renderers/webgl/WebGLRenderer.js", "line": 1, "author": "Mat Groves http://matgroves.com/ @Doormat23", "class": "WebGLRenderer" }, { - "file": "src/pixi/renderers/WebGLRenderer.js", - "line": 81, + "file": "src/pixi/renderers/webgl/WebGLRenderer.js", + "line": 90, "access": "private", "tagname": "", "class": "WebGLRenderer" }, { - "file": "src/pixi/renderers/WebGLRenderer.js", - "line": 96, + "file": "src/pixi/renderers/webgl/WebGLRenderer.js", + "line": 105, "access": "private", "tagname": "", "class": "WebGLRenderer" }, { - "file": "src/pixi/renderers/WebGLRenderer.js", - "line": 106, + "file": "src/pixi/renderers/webgl/WebGLRenderer.js", + "line": 115, "access": "private", "tagname": "", "class": "WebGLRenderer" }, { - "file": "src/pixi/renderers/WebGLRenderer.js", - "line": 144, + "file": "src/pixi/renderers/webgl/WebGLRenderer.js", + "line": 121, "description": "Renders the stage to its webGL view", "itemtype": "method", "name": "render", @@ -1763,15 +3062,15 @@ "class": "WebGLRenderer" }, { - "file": "src/pixi/renderers/WebGLRenderer.js", - "line": 225, + "file": "src/pixi/renderers/webgl/WebGLRenderer.js", + "line": 204, "access": "private", "tagname": "", "class": "WebGLRenderer" }, { - "file": "src/pixi/renderers/WebGLRenderer.js", - "line": 284, + "file": "src/pixi/renderers/webgl/WebGLRenderer.js", + "line": 263, "description": "resizes the webGL view to the specified width and height", "itemtype": "method", "name": "resize", @@ -1790,21 +3089,21 @@ "class": "WebGLRenderer" }, { - "file": "src/pixi/renderers/WebGLRenderer.js", - "line": 308, + "file": "src/pixi/renderers/webgl/WebGLRenderer.js", + "line": 290, "access": "private", "tagname": "", "class": "WebGLRenderer" }, { - "file": "src/pixi/renderers/WebGLRenderer.js", - "line": 317, + "file": "src/pixi/renderers/webgl/WebGLRenderer.js", + "line": 299, "access": "private", "tagname": "", "class": "WebGLRenderer" }, { - "file": "src/pixi/renderers/WebGLShaders.js", + "file": "src/pixi/renderers/webgl/WebGLShaders.js", "line": 2, "author": "Mat Groves http://matgroves.com/ @Doormat23", "class": "BitmapText" @@ -2050,7 +3349,7 @@ }, { "file": "src/pixi/textures/RenderTexture.js", - "line": 90, + "line": 112, "description": "This function will draw the display object to the texture.", "itemtype": "method", "name": "render", @@ -2208,7 +3507,7 @@ "file": "src/pixi/utils/Detector.js", "line": 1, "author": "Mat Groves http://matgroves.com/ @Doormat23", - "class": "DisplayObject" + "class": "InteractionManager" }, { "file": "src/pixi/utils/Detector.js", @@ -2240,394 +3539,19 @@ } ], "default": "false", - "class": "DisplayObject" + "class": "InteractionManager" }, { "file": "src/pixi/utils/EventTarget.js", "line": 1, "description": "https://github.com/mrdoob/eventtarget.js/\nTHankS mr DOob!", - "class": "DisplayObject" + "class": "InteractionManager" }, { "file": "src/pixi/utils/Utils.js", "line": 38, "description": "Provides bind in a cross browser way.", - "class": "DisplayObject" - }, - { - "file": "src/pixi/DisplayObject.js", - "line": 1, - "author": "Mat Groves http://matgroves.com/ @Doormat23", - "class": "DisplayObject" - }, - { - "file": "src/pixi/DisplayObject.js", - "line": 12, - "description": "The coordinate of the object relative to the local coordinates of the parent.", - "itemtype": "property", - "name": "position", - "type": "Point", - "class": "DisplayObject" - }, - { - "file": "src/pixi/DisplayObject.js", - "line": 19, - "description": "The scale factor of the object.", - "itemtype": "property", - "name": "scale", - "type": "Point", - "class": "DisplayObject" - }, - { - "file": "src/pixi/DisplayObject.js", - "line": 26, - "description": "The pivot point of the displayObject that it rotates around", - "itemtype": "property", - "name": "pivot", - "type": "Point", - "class": "DisplayObject" - }, - { - "file": "src/pixi/DisplayObject.js", - "line": 33, - "description": "The rotation of the object in radians.", - "itemtype": "property", - "name": "rotation", - "type": "Number", - "class": "DisplayObject" - }, - { - "file": "src/pixi/DisplayObject.js", - "line": 40, - "description": "The opacity of the object.", - "itemtype": "property", - "name": "alpha", - "type": "Number", - "class": "DisplayObject" - }, - { - "file": "src/pixi/DisplayObject.js", - "line": 47, - "description": "The visibility of the object.", - "itemtype": "property", - "name": "visible", - "type": "Boolean", - "class": "DisplayObject" - }, - { - "file": "src/pixi/DisplayObject.js", - "line": 55, - "description": "[read-only] The display object container that contains this display object.", - "itemtype": "property", - "name": "parent", - "type": "DisplayObjectContainer", - "class": "DisplayObject" - }, - { - "file": "src/pixi/DisplayObject.js", - "line": 62, - "description": "[read-only] The stage the display object is connected to, or undefined if it is not connected to the stage.", - "itemtype": "property", - "name": "stage", - "type": "Stage", - "class": "DisplayObject" - }, - { - "file": "src/pixi/DisplayObject.js", - "line": 69, - "description": "This is the defined area that will pick up mouse / touch events. It is null by default.\nSetting 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)", - "itemtype": "property", - "name": "hitArea", - "type": "Rectangle", - "class": "DisplayObject" - }, - { - "file": "src/pixi/DisplayObject.js", - "line": 95, - "description": "This is used to indicate if the displayObject should display a mouse hand cursor on rollover", - "itemtype": "property", - "name": "buttonMode", - "type": "Boolean", - "class": "DisplayObject" - }, - { - "file": "src/pixi/DisplayObject.js", - "line": 106, - "description": "A callback that is used when the users clicks on the displayObject with their mouse", - "itemtype": "method", - "name": "click", - "params": [ - { - "name": "interactionData", - "description": "", - "type": "InteractionData" - } - ], - "class": "DisplayObject" - }, - { - "file": "src/pixi/DisplayObject.js", - "line": 112, - "description": "A callback that is used when the user clicks the mouse down over the sprite", - "itemtype": "method", - "name": "mousedown", - "params": [ - { - "name": "interactionData", - "description": "", - "type": "InteractionData" - } - ], - "class": "DisplayObject" - }, - { - "file": "src/pixi/DisplayObject.js", - "line": 118, - "description": "A callback that is used when the user releases the mouse that was over the displayObject\nfor this callback to be fired the mouse must have been pressed down over the displayObject", - "itemtype": "method", - "name": "mouseup", - "params": [ - { - "name": "interactionData", - "description": "", - "type": "InteractionData" - } - ], - "class": "DisplayObject" - }, - { - "file": "src/pixi/DisplayObject.js", - "line": 125, - "description": "A callback that is used when the user releases the mouse that was over the displayObject but is no longer over the displayObject\nfor this callback to be fired, The touch must have started over the displayObject", - "itemtype": "method", - "name": "mouseupoutside", - "params": [ - { - "name": "interactionData", - "description": "", - "type": "InteractionData" - } - ], - "class": "DisplayObject" - }, - { - "file": "src/pixi/DisplayObject.js", - "line": 132, - "description": "A callback that is used when the users mouse rolls over the displayObject", - "itemtype": "method", - "name": "mouseover", - "params": [ - { - "name": "interactionData", - "description": "", - "type": "InteractionData" - } - ], - "class": "DisplayObject" - }, - { - "file": "src/pixi/DisplayObject.js", - "line": 138, - "description": "A callback that is used when the users mouse leaves the displayObject", - "itemtype": "method", - "name": "mouseout", - "params": [ - { - "name": "interactionData", - "description": "", - "type": "InteractionData" - } - ], - "class": "DisplayObject" - }, - { - "file": "src/pixi/DisplayObject.js", - "line": 149, - "description": "A callback that is used when the users taps on the sprite with their finger\nbasically a touch version of click", - "itemtype": "method", - "name": "tap", - "params": [ - { - "name": "interactionData", - "description": "", - "type": "InteractionData" - } - ], - "class": "DisplayObject" - }, - { - "file": "src/pixi/DisplayObject.js", - "line": 156, - "description": "A callback that is used when the user touch's over the displayObject", - "itemtype": "method", - "name": "touchstart", - "params": [ - { - "name": "interactionData", - "description": "", - "type": "InteractionData" - } - ], - "class": "DisplayObject" - }, - { - "file": "src/pixi/DisplayObject.js", - "line": 162, - "description": "A callback that is used when the user releases a touch over the displayObject", - "itemtype": "method", - "name": "touchend", - "params": [ - { - "name": "interactionData", - "description": "", - "type": "InteractionData" - } - ], - "class": "DisplayObject" - }, - { - "file": "src/pixi/DisplayObject.js", - "line": 168, - "description": "A callback that is used when the user releases the touch that was over the displayObject\nfor this callback to be fired, The touch must have started over the sprite", - "itemtype": "method", - "name": "touchendoutside", - "params": [ - { - "name": "interactionData", - "description": "", - "type": "InteractionData" - } - ], - "class": "DisplayObject" - }, - { - "file": "src/pixi/DisplayObject.js", - "line": 190, - "description": "Indicates if the sprite will have touch and mouse interactivity. It is false by default", - "itemtype": "method", - "name": "setInteractive", - "params": [ - { - "name": "interactive", - "description": "", - "type": "Boolean" - } - ], - "class": "DisplayObject" - }, - { - "file": "src/pixi/DisplayObject.js", - "line": 204, - "access": "private", - "tagname": "", - "class": "DisplayObject" - }, - { - "file": "src/pixi/DisplayObjectContainer.js", - "line": 1, - "author": "Mat Groves http://matgroves.com/ @Doormat23", - "class": "DisplayObjectContainer" - }, - { - "file": "src/pixi/DisplayObjectContainer.js", - "line": 16, - "description": "[read-only] The of children of this container.", - "itemtype": "property", - "name": "children", - "type": "Array", - "class": "DisplayObjectContainer" - }, - { - "file": "src/pixi/DisplayObjectContainer.js", - "line": 41, - "description": "Adds a child to the container.", - "itemtype": "method", - "name": "addChild", - "params": [ - { - "name": "DisplayObject", - "description": "", - "type": "DisplayObject" - } - ], - "class": "DisplayObjectContainer" - }, - { - "file": "src/pixi/DisplayObjectContainer.js", - "line": 73, - "description": "Adds a child to the container at a specified index. If the index is out of bounds an error will be thrown", - "itemtype": "method", - "name": "addChildAt", - "params": [ - { - "name": "DisplayObject", - "description": "", - "type": "DisplayObject" - }, - { - "name": "index", - "description": "", - "type": "Number" - } - ], - "class": "DisplayObjectContainer" - }, - { - "file": "src/pixi/DisplayObjectContainer.js", - "line": 128, - "description": "Swaps the depth of 2 displayObjects", - "itemtype": "method", - "name": "swapChildren", - "params": [ - { - "name": "DisplayObject", - "description": "", - "type": "DisplayObject" - }, - { - "name": "DisplayObject2", - "description": "", - "type": "DisplayObject" - } - ], - "class": "DisplayObjectContainer" - }, - { - "file": "src/pixi/DisplayObjectContainer.js", - "line": 168, - "description": "Returns the Child at the specified index", - "itemtype": "method", - "name": "getChildAt", - "params": [ - { - "name": "index", - "description": "", - "type": "Number" - } - ], - "class": "DisplayObjectContainer" - }, - { - "file": "src/pixi/DisplayObjectContainer.js", - "line": 186, - "description": "Removes a child from the container.", - "itemtype": "method", - "name": "removeChild", - "params": [ - { - "name": "DisplayObject", - "description": "", - "type": "DisplayObject" - } - ], - "class": "DisplayObjectContainer" - }, - { - "file": "src/pixi/DisplayObjectContainer.js", - "line": 226, - "access": "private", - "tagname": "", - "class": "DisplayObjectContainer" + "class": "InteractionManager" }, { "file": "src/pixi/InteractionManager.js", @@ -2664,7 +3588,7 @@ }, { "file": "src/pixi/InteractionManager.js", - "line": 519, + "line": 499, "description": "This point stores the global coords of where the touch/mouse event happened", "itemtype": "property", "name": "global", @@ -2673,7 +3597,7 @@ }, { "file": "src/pixi/InteractionManager.js", - "line": 529, + "line": 509, "description": "The target Sprite that was interacted with", "itemtype": "property", "name": "target", @@ -2682,7 +3606,16 @@ }, { "file": "src/pixi/InteractionManager.js", - "line": 537, + "line": 516, + "description": "When passed to an event handler, this will be the original DOM Event that was captured", + "itemtype": "property", + "name": "originalEvent", + "type": "Event", + "class": "InteractionData" + }, + { + "file": "src/pixi/InteractionManager.js", + "line": 524, "description": "This will return the local coords of the specified displayObject for this InteractionData", "itemtype": "method", "name": "getLocalPosition", @@ -2703,418 +3636,85 @@ "file": "src/pixi/Intro.js", "line": 1, "author": "Mat Groves http://matgroves.com/ @Doormat23", - "class": "MovieClip" - }, - { - "file": "src/pixi/MovieClip.js", - "line": 1, - "author": "Mat Groves http://matgroves.com/ @Doormat23", - "class": "MovieClip" - }, - { - "file": "src/pixi/MovieClip.js", - "line": 16, - "description": "The array of textures that make up the animation", - "itemtype": "property", - "name": "textures", - "type": "Array", - "class": "MovieClip" - }, - { - "file": "src/pixi/MovieClip.js", - "line": 23, - "description": "[read only] The index MovieClips current frame (this may not have to be a whole number)", - "itemtype": "property", - "name": "currentFrame", - "type": "Number", - "class": "MovieClip" - }, - { - "file": "src/pixi/MovieClip.js", - "line": 30, - "description": "The speed that the MovieClip will play at. Higher is faster, lower is slower", - "itemtype": "property", - "name": "animationSpeed", - "type": "Number", - "class": "MovieClip" - }, - { - "file": "src/pixi/MovieClip.js", - "line": 37, - "description": "Whether or not the movie clip repeats after playing.", - "itemtype": "property", - "name": "loop", - "type": "Boolean", - "class": "MovieClip" - }, - { - "file": "src/pixi/MovieClip.js", - "line": 44, - "description": "Function to call when a MovieClip finishes playing", - "itemtype": "property", - "name": "onComplete", - "type": "Function", - "class": "MovieClip" - }, - { - "file": "src/pixi/MovieClip.js", - "line": 51, - "description": "[read only] indicates if the MovieClip is currently playing", - "itemtype": "property", - "name": "playing", - "type": "Boolean", - "class": "MovieClip" - }, - { - "file": "src/pixi/MovieClip.js", - "line": 63, - "description": "Stops the MovieClip", - "itemtype": "method", - "name": "stop", - "class": "MovieClip" - }, - { - "file": "src/pixi/MovieClip.js", - "line": 72, - "description": "Plays the MovieClip", - "itemtype": "method", - "name": "play", - "class": "MovieClip" - }, - { - "file": "src/pixi/MovieClip.js", - "line": 81, - "description": "Stops the MovieClip and goes to a specific frame", - "itemtype": "method", - "name": "gotoAndStop", - "params": [ - { - "name": "frameNumber", - "description": "frame index to stop at", - "type": "Number" - } - ], - "class": "MovieClip" - }, - { - "file": "src/pixi/MovieClip.js", - "line": 94, - "description": "Goes to a specific frame and begins playing the MovieClip", - "itemtype": "method", - "name": "gotoAndPlay", - "params": [ - { - "name": "frameNumber", - "description": "frame index to start at", - "type": "Number" - } - ], - "class": "MovieClip" + "class": "" }, { "file": "src/pixi/Outro.js", "line": 1, "author": "Mat Groves http://matgroves.com/ @Doormat23", - "class": "Point" + "class": "" }, { "file": "src/pixi/Pixi.js", "line": 1, "author": "Mat Groves http://matgroves.com/ @Doormat23", - "class": "Point" - }, - { - "file": "src/pixi/Point.js", - "line": 1, - "author": "Mat Groves http://matgroves.com/ @Doormat23", - "class": "Point", - "module": "PIXI" - }, - { - "file": "src/pixi/Point.js", - "line": 14, - "itemtype": "property", - "name": "x", - "type": "Number", - "default": "0", - "class": "Point", - "module": "PIXI" - }, - { - "file": "src/pixi/Point.js", - "line": 21, - "itemtype": "property", - "name": "y", - "type": "Number", - "default": "0", - "class": "Point", - "module": "PIXI" - }, - { - "file": "src/pixi/Point.js", - "line": 29, - "itemtype": "method", - "name": "clone", - "return": { - "description": "a copy of the point" - }, - "class": "Point", - "module": "PIXI" - }, - { - "file": "src/pixi/Polygon.js", - "line": 1, - "author": "Adrien Brault ", - "class": "Polygon", - "module": "PIXI" - }, - { - "file": "src/pixi/Polygon.js", - "line": 15, - "itemtype": "method", - "name": "clone", - "return": { - "description": "a copy of the polygon" - }, - "class": "Polygon", - "module": "PIXI" - }, - { - "file": "src/pixi/Rectangle.js", - "line": 1, - "author": "Mat Groves http://matgroves.com/", - "class": "Rectangle", - "module": "PIXI" - }, - { - "file": "src/pixi/Rectangle.js", - "line": 16, - "itemtype": "property", - "name": "x", - "type": "Number", - "default": "0", - "class": "Rectangle", - "module": "PIXI" - }, - { - "file": "src/pixi/Rectangle.js", - "line": 23, - "itemtype": "property", - "name": "y", - "type": "Number", - "default": "0", - "class": "Rectangle", - "module": "PIXI" - }, - { - "file": "src/pixi/Rectangle.js", - "line": 30, - "itemtype": "property", - "name": "width", - "type": "Number", - "default": "0", - "class": "Rectangle", - "module": "PIXI" - }, - { - "file": "src/pixi/Rectangle.js", - "line": 37, - "itemtype": "property", - "name": "height", - "type": "Number", - "default": "0", - "class": "Rectangle", - "module": "PIXI" - }, - { - "file": "src/pixi/Rectangle.js", - "line": 45, - "itemtype": "method", - "name": "clone", - "return": { - "description": "a copy of the rectangle" - }, - "class": "Rectangle", - "module": "PIXI" - }, - { - "file": "src/pixi/Sprite.js", - "line": 1, - "author": "Mat Groves http://matgroves.com/ @Doormat23", - "class": "Sprite", - "module": "PIXI" - }, - { - "file": "src/pixi/Sprite.js", - "line": 21, - "description": "The anchor sets the origin point of the texture.\nThe default is 0,0 this means the textures origin is the top left \nSetting than anchor to 0.5,0.5 means the textures origin is centered\nSetting the anchor to 1,1 would mean the textures origin points will be the bottom right", - "itemtype": "property", - "name": "anchor", - "type": "Point", - "class": "Sprite", - "module": "PIXI" - }, - { - "file": "src/pixi/Sprite.js", - "line": 31, - "description": "The texture that the sprite is using", - "itemtype": "property", - "name": "texture", - "type": "Texture", - "class": "Sprite", - "module": "PIXI" - }, - { - "file": "src/pixi/Sprite.js", - "line": 38, - "description": "The blend mode of sprite.\ncurrently supports PIXI.blendModes.NORMAL and PIXI.blendModes.SCREEN", - "itemtype": "property", - "name": "blendMode", - "type": "uint", - "class": "Sprite", - "module": "PIXI" - }, - { - "file": "src/pixi/Sprite.js", - "line": 46, - "description": "The width of the sprite (this is initially set by the texture)", - "itemtype": "property", - "name": "width", - "type": "#Number", - "class": "Sprite", - "module": "PIXI" - }, - { - "file": "src/pixi/Sprite.js", - "line": 53, - "description": "The height of the sprite (this is initially set by the texture)", - "itemtype": "property", - "name": "height", - "type": "#Number", - "class": "Sprite", - "module": "PIXI" - }, - { - "file": "src/pixi/Sprite.js", - "line": 103, - "itemtype": "method", - "name": "setTexture", - "params": [ - { - "name": "texture", - "description": "The PIXI texture that is displayed by the sprite", - "type": "Texture" - } - ], - "class": "Sprite", - "module": "PIXI" - }, - { - "file": "src/pixi/Sprite.js", - "line": 119, - "access": "private", - "tagname": "", - "class": "Sprite", - "module": "PIXI" - }, - { - "file": "src/pixi/Sprite.js", - "line": 135, - "description": "Helper function that creates a sprite that will contain a texture from the TextureCache based on the frameId\n The frame ids are created when a Texture packer file has been loaded", - "itemtype": "method", - "name": "fromFrame", - "static": 1, - "params": [ - { - "name": "frameId", - "description": "The frame Id of the texture in the cache", - "type": "String" - } - ], - "return": { - "description": "A new Sprite using a texture from the texture cache matching the frameId", - "type": "Sprite" - }, - "class": "Sprite", - "module": "PIXI" - }, - { - "file": "src/pixi/Sprite.js", - "line": 151, - "description": "Helper function that creates a sprite that will contain a texture based on an image url\n If the image is not in the texture cache it will be loaded", - "itemtype": "method", - "name": "fromImage", - "static": 1, - "params": [ - { - "name": "The", - "description": "image url of the texture" - } - ], - "return": { - "description": "A new Sprite using a texture from the texture cache matching the image id", - "type": "Sprite" - }, - "class": "Sprite", - "module": "PIXI" - }, - { - "file": "src/pixi/Stage.js", - "line": 1, - "author": "Mat Groves http://matgroves.com/ @Doormat23", - "class": "Stage", - "module": "PIXI" - }, - { - "file": "src/pixi/Stage.js", - "line": 40, - "itemtype": "method", - "name": "updateTransform", - "internal": "", - "class": "Stage", - "module": "PIXI" - }, - { - "file": "src/pixi/Stage.js", - "line": 63, - "itemtype": "method", - "name": "setBackgroundColor", - "params": [ - { - "name": "backgroundColor", - "description": "", - "type": "Number" - } - ], - "class": "Stage", - "module": "PIXI" - }, - { - "file": "src/pixi/Stage.js", - "line": 76, - "description": "This will return the point containing global coords of the mouse.", - "itemtype": "method", - "name": "getMousePosition", - "return": { - "description": "The point containing the coords of the global InteractionData position.", - "type": "Point" - }, - "class": "Stage", - "module": "PIXI" + "class": "" } ], "warnings": [ + { + "message": "unknown tag: internal", + "line": " src/pixi/display/Stage.js:42" + }, { "message": "unknown tag: methos", - "line": " src/pixi/renderers/WebGLBatch.js:293" + "line": " src/pixi/renderers/webgl/WebGLBatch.js:293" }, { "message": "unknown tag: methos", "line": " src/pixi/text/Text.js:63" }, { - "message": "unknown tag: internal", - "line": " src/pixi/Stage.js:40" + "message": "Missing item type", + "line": " src/pixi/core/Circle.js:1" + }, + { + "message": "Missing item type", + "line": " src/pixi/core/Ellipse.js:1" + }, + { + "message": "Missing item type", + "line": " src/pixi/core/Point.js:1" + }, + { + "message": "Missing item type", + "line": " src/pixi/core/Polygon.js:1" + }, + { + "message": "Missing item type", + "line": " src/pixi/core/Rectangle.js:1" + }, + { + "message": "Missing item type", + "line": " src/pixi/display/DisplayObject.js:1" + }, + { + "message": "Missing item type", + "line": " src/pixi/display/DisplayObject.js:399" + }, + { + "message": "Missing item type", + "line": " src/pixi/display/DisplayObjectContainer.js:1" + }, + { + "message": "Missing item type", + "line": " src/pixi/display/DisplayObjectContainer.js:358" + }, + { + "message": "Missing item type", + "line": " src/pixi/display/MovieClip.js:1" + }, + { + "message": "Missing item type", + "line": " src/pixi/display/Sprite.js:1" + }, + { + "message": "Missing item type", + "line": " src/pixi/display/Sprite.js:119" + }, + { + "message": "Missing item type", + "line": " src/pixi/display/Stage.js:1" }, { "message": "Missing item type", @@ -3232,6 +3832,14 @@ "message": "Missing item type", "line": " src/pixi/extras/TilingSprite.js:1" }, + { + "message": "Missing item type", + "line": " src/pixi/filters/FilterBlock.js:1" + }, + { + "message": "Missing item type", + "line": " src/pixi/filters/MaskFilter.js:1" + }, { "message": "Missing item type", "line": " src/pixi/loaders/AssetLoader.js:1" @@ -3318,107 +3926,119 @@ }, { "message": "Missing item type", - "line": " src/pixi/renderers/CanvasRenderer.js:1" + "line": " src/pixi/primitives/Graphics.js:1" + }, + { + "message": "Missing item type", + "line": " src/pixi/renderers/canvas/CanvasGraphics.js:1" + }, + { + "message": "Missing item type", + "line": " src/pixi/renderers/canvas/CanvasRenderer.js:1" }, { "message": "Missing item type\nresizes the canvas view to the specified width and height", - "line": " src/pixi/renderers/CanvasRenderer.js:110" + "line": " src/pixi/renderers/canvas/CanvasRenderer.js:110" }, { "message": "Missing item type", - "line": " src/pixi/renderers/CanvasRenderer.js:124" + "line": " src/pixi/renderers/canvas/CanvasRenderer.js:124" }, { "message": "Missing item type", - "line": " src/pixi/renderers/CanvasRenderer.js:213" + "line": " src/pixi/renderers/canvas/CanvasRenderer.js:235" }, { "message": "Missing item type", - "line": " src/pixi/renderers/CanvasRenderer.js:248" + "line": " src/pixi/renderers/canvas/CanvasRenderer.js:268" }, { "message": "Missing item type", - "line": " src/pixi/renderers/CanvasRenderer.js:277" + "line": " src/pixi/renderers/canvas/CanvasRenderer.js:299" }, { "message": "Missing item type", - "line": " src/pixi/renderers/WebGLBatch.js:1" + "line": " src/pixi/renderers/webgl/WebGLBatch.js:1" }, { "message": "Missing item type", - "line": " src/pixi/renderers/WebGLBatch.js:7" + "line": " src/pixi/renderers/webgl/WebGLBatch.js:7" }, { "message": "Missing item type", - "line": " src/pixi/renderers/WebGLBatch.js:22" + "line": " src/pixi/renderers/webgl/WebGLBatch.js:22" }, { "message": "Missing item type", - "line": " src/pixi/renderers/WebGLBatch.js:31" + "line": " src/pixi/renderers/webgl/WebGLBatch.js:31" }, { "message": "Missing item type\nCleans the batch so that is can be returned to an object pool and reused", - "line": " src/pixi/renderers/WebGLBatch.js:67" + "line": " src/pixi/renderers/webgl/WebGLBatch.js:67" }, { "message": "Missing item type\nGrows 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", - "line": " src/pixi/renderers/WebGLBatch.js:293" + "line": " src/pixi/renderers/webgl/WebGLBatch.js:293" }, { "message": "Missing item type", - "line": " src/pixi/renderers/WebGLRenderGroup.js:1" + "line": " src/pixi/renderers/webgl/WebGLGraphics.js:1" }, { "message": "Missing item type", - "line": " src/pixi/renderers/WebGLRenderGroup.js:626" + "line": " src/pixi/renderers/webgl/WebGLRenderGroup.js:1" }, { "message": "Missing item type", - "line": " src/pixi/renderers/WebGLRenderGroup.js:712" + "line": " src/pixi/renderers/webgl/WebGLRenderGroup.js:725" }, { "message": "Missing item type", - "line": " src/pixi/renderers/WebGLRenderGroup.js:768" + "line": " src/pixi/renderers/webgl/WebGLRenderGroup.js:732" }, { "message": "Missing item type", - "line": " src/pixi/renderers/WebGLRenderGroup.js:845" + "line": " src/pixi/renderers/webgl/WebGLRenderGroup.js:787" }, { "message": "Missing item type", - "line": " src/pixi/renderers/WebGLRenderGroup.js:882" + "line": " src/pixi/renderers/webgl/WebGLRenderGroup.js:875" }, { "message": "Missing item type", - "line": " src/pixi/renderers/WebGLRenderer.js:1" + "line": " src/pixi/renderers/webgl/WebGLRenderGroup.js:912" }, { "message": "Missing item type", - "line": " src/pixi/renderers/WebGLRenderer.js:81" + "line": " src/pixi/renderers/webgl/WebGLRenderer.js:1" }, { "message": "Missing item type", - "line": " src/pixi/renderers/WebGLRenderer.js:96" + "line": " src/pixi/renderers/webgl/WebGLRenderer.js:90" }, { "message": "Missing item type", - "line": " src/pixi/renderers/WebGLRenderer.js:106" + "line": " src/pixi/renderers/webgl/WebGLRenderer.js:105" }, { "message": "Missing item type", - "line": " src/pixi/renderers/WebGLRenderer.js:225" + "line": " src/pixi/renderers/webgl/WebGLRenderer.js:115" }, { "message": "Missing item type", - "line": " src/pixi/renderers/WebGLRenderer.js:308" + "line": " src/pixi/renderers/webgl/WebGLRenderer.js:204" }, { "message": "Missing item type", - "line": " src/pixi/renderers/WebGLRenderer.js:317" + "line": " src/pixi/renderers/webgl/WebGLRenderer.js:290" }, { "message": "Missing item type", - "line": " src/pixi/renderers/WebGLShaders.js:2" + "line": " src/pixi/renderers/webgl/WebGLRenderer.js:299" + }, + { + "message": "Missing item type", + "line": " src/pixi/renderers/webgl/WebGLShaders.js:2" }, { "message": "Missing item type", @@ -3480,22 +4100,6 @@ "message": "Missing item type\nProvides bind in a cross browser way.", "line": " src/pixi/utils/Utils.js:38" }, - { - "message": "Missing item type", - "line": " src/pixi/DisplayObject.js:1" - }, - { - "message": "Missing item type", - "line": " src/pixi/DisplayObject.js:204" - }, - { - "message": "Missing item type", - "line": " src/pixi/DisplayObjectContainer.js:1" - }, - { - "message": "Missing item type", - "line": " src/pixi/DisplayObjectContainer.js:226" - }, { "message": "Missing item type", "line": " src/pixi/InteractionManager.js:1" @@ -3504,10 +4108,6 @@ "message": "Missing item type", "line": " src/pixi/Intro.js:1" }, - { - "message": "Missing item type", - "line": " src/pixi/MovieClip.js:1" - }, { "message": "Missing item type", "line": " src/pixi/Outro.js:1" @@ -3515,30 +4115,6 @@ { "message": "Missing item type", "line": " src/pixi/Pixi.js:1" - }, - { - "message": "Missing item type", - "line": " src/pixi/Point.js:1" - }, - { - "message": "Missing item type", - "line": " src/pixi/Polygon.js:1" - }, - { - "message": "Missing item type", - "line": " src/pixi/Rectangle.js:1" - }, - { - "message": "Missing item type", - "line": " src/pixi/Sprite.js:1" - }, - { - "message": "Missing item type", - "line": " src/pixi/Sprite.js:119" - }, - { - "message": "Missing item type", - "line": " src/pixi/Stage.js:1" } ] } \ No newline at end of file diff --git a/docs/files/src_pixi_InteractionManager.js.html b/docs/files/src_pixi_InteractionManager.js.html index 2cd4555..e30e1a9 100644 --- a/docs/files/src_pixi_InteractionManager.js.html +++ b/docs/files/src_pixi_InteractionManager.js.html @@ -19,7 +19,7 @@
    - API Docs for: 1.0.0 + API Docs for: 1.3.0
    @@ -49,14 +49,22 @@
  • BitmapText
  • +
  • CanvasGraphics
  • +
  • CanvasRenderer
  • +
  • Circle
  • +
  • CustomRenderable
  • DisplayObject
  • DisplayObjectContainer
  • +
  • Ellipse
  • + +
  • Graphics
  • +
  • ImageLoader
  • InteractionData
  • @@ -197,7 +205,6 @@ PIXI.InteractionManager.prototype.collectInteractiveSprite = function(displayObj var children = displayObject.children; var length = children.length; - //this.interactiveItems = []; /// make an interaction tree... {item.__interactiveParent} for (var i = length-1; i >= 0; i--) { @@ -273,7 +280,7 @@ PIXI.InteractionManager.prototype.update = function() var len = this.interactiveItems.length; - for (var i=0; i < this.interactiveItems.length; i++) { + for (var i=0; i < len; i++) { this.interactiveItems[i].interactiveChildren = false; } @@ -333,6 +340,7 @@ PIXI.InteractionManager.prototype.update = function() PIXI.InteractionManager.prototype.onMouseMove = function(event) { + this.mouse.originalEvent = event || window.event; //IE uses window.event // TODO optimize by not check EVERY TIME! maybe half as often? // var rect = this.target.view.getBoundingClientRect(); @@ -357,6 +365,9 @@ PIXI.InteractionManager.prototype.onMouseMove = function(event) PIXI.InteractionManager.prototype.onMouseDown = function(event) { + event.preventDefault(); + this.mouse.originalEvent = event || window.event; //IE uses window.event + // loop through inteaction tree... // hit test each item! -> // get interactive items under point?? @@ -393,6 +404,8 @@ PIXI.InteractionManager.prototype.onMouseDown = function(event) PIXI.InteractionManager.prototype.onMouseUp = function(event) { + this.mouse.originalEvent = event || window.event; //IE uses window.event + var global = this.mouse.global; @@ -449,42 +462,12 @@ PIXI.InteractionManager.prototype.hitTest = function(item, interactionData) y = a00 * id * global.y + -a10 * id * global.x + (-a12 * a00 + a02 * a10) * id; //a sprite or display object with a hit area defined - if(item.hitArea) - { - var hitArea = item.hitArea; + if(item.hitArea && item.hitArea.contains) { + if(item.hitArea.contains(x, y)) { + if(isSprite) + interactionData.target = item; - //Polygon hit area - if(item.hitArea instanceof PIXI.Polygon) { - var inside = false; - - // use some raycasting to test hits - // https://github.com/substack/point-in-polygon/blob/master/index.js - for(var i = 0, j = item.hitArea.points.length - 1; i < item.hitArea.points.length; j = i++) { - var xi = item.hitArea.points[i].x, yi = item.hitArea.points[i].y, - xj = item.hitArea.points[j].x, yj = item.hitArea.points[j].y, - intersect = ((yi > y) != (yj > y)) && (x < (xj - xi) * (y - yi) / (yj - yi) + xi); - - if(intersect) inside = !inside; - } - - if(inside) { - if(isSprite) interactionData.target = item; - return true; - } - } - //Rectangle hit area - else { - var x1 = hitArea.x; - if(x > x1 && x < x1 + hitArea.width) - { - var y1 = hitArea.y; - - if(y > y1 && y < y1 + hitArea.height) - { - if(isSprite) interactionData.target = item; - return true; - } - } + return true; } } // a sprite with no hitarea defined @@ -524,6 +507,7 @@ PIXI.InteractionManager.prototype.hitTest = function(item, interactionData) PIXI.InteractionManager.prototype.onTouchMove = function(event) { + this.mouse.originalEvent = event || window.event; //IE uses window.event var rect = this.target.view.getBoundingClientRect(); var changedTouches = event.changedTouches; @@ -547,6 +531,9 @@ PIXI.InteractionManager.prototype.onTouchMove = function(event) PIXI.InteractionManager.prototype.onTouchStart = function(event) { + event.preventDefault(); + this.mouse.originalEvent = event || window.event; //IE uses window.event + var rect = this.target.view.getBoundingClientRect(); var changedTouches = event.changedTouches; @@ -588,6 +575,7 @@ PIXI.InteractionManager.prototype.onTouchStart = function(event) PIXI.InteractionManager.prototype.onTouchEnd = function(event) { + this.mouse.originalEvent = event || window.event; //IE uses window.event var rect = this.target.view.getBoundingClientRect(); var changedTouches = event.changedTouches; @@ -672,6 +660,13 @@ PIXI.InteractionData = function() * @type Sprite */ this.target; + + /** + * When passed to an event handler, this will be the original DOM Event that was captured + * @property originalEvent + * @type Event + */ + this.originalEvent; } /** diff --git a/docs/files/src_pixi_Intro.js.html b/docs/files/src_pixi_Intro.js.html index f1aeb3e..e5f2ae9 100644 --- a/docs/files/src_pixi_Intro.js.html +++ b/docs/files/src_pixi_Intro.js.html @@ -19,7 +19,7 @@
    - API Docs for: 1.0.0 + API Docs for: 1.3.0
    @@ -49,14 +49,22 @@
  • BitmapText
  • +
  • CanvasGraphics
  • +
  • CanvasRenderer
  • +
  • Circle
  • +
  • CustomRenderable
  • DisplayObject
  • DisplayObjectContainer
  • +
  • Ellipse
  • + +
  • Graphics
  • +
  • ImageLoader
  • InteractionData
  • diff --git a/docs/files/src_pixi_Outro.js.html b/docs/files/src_pixi_Outro.js.html index 3c1fd76..1eacb07 100644 --- a/docs/files/src_pixi_Outro.js.html +++ b/docs/files/src_pixi_Outro.js.html @@ -19,7 +19,7 @@
    - API Docs for: 1.0.0 + API Docs for: 1.3.0
    @@ -49,14 +49,22 @@
  • BitmapText
  • +
  • CanvasGraphics
  • +
  • CanvasRenderer
  • +
  • Circle
  • +
  • CustomRenderable
  • DisplayObject
  • DisplayObjectContainer
  • +
  • Ellipse
  • + +
  • Graphics
  • +
  • ImageLoader
  • InteractionData
  • diff --git a/docs/files/src_pixi_Pixi.js.html b/docs/files/src_pixi_Pixi.js.html index dab9bbf..3ac2a71 100644 --- a/docs/files/src_pixi_Pixi.js.html +++ b/docs/files/src_pixi_Pixi.js.html @@ -19,7 +19,7 @@
    - API Docs for: 1.0.0 + API Docs for: 1.3.0
    @@ -49,14 +49,22 @@
  • BitmapText
  • +
  • CanvasGraphics
  • +
  • CanvasRenderer
  • +
  • Circle
  • +
  • CustomRenderable
  • DisplayObject
  • DisplayObjectContainer
  • +
  • Ellipse
  • + +
  • Graphics
  • +
  • ImageLoader
  • InteractionData
  • diff --git a/docs/files/src_pixi_core_Circle.js.html b/docs/files/src_pixi_core_Circle.js.html new file mode 100644 index 0000000..a3eb2f7 --- /dev/null +++ b/docs/files/src_pixi_core_Circle.js.html @@ -0,0 +1,235 @@ + + + + + src/pixi/core/Circle.js - Pixi.JS + + + + + + + + +
    +
    +
    + +

    + +
    +
    + API Docs for: 1.3.0 +
    +
    +
    + + +
    +
    + Show: + + + + + + + +
    + + +
    +
    +
    +

    File: src/pixi/core/Circle.js

    + +
    +
    +/**
    + * @author Chad Engler <chad@pantherdev.com>
    + */
    +
    +/**
    + * @class Circle
    + * @constructor
    + * @param x {Number} The X coord of the upper-left corner of the framing rectangle of this circle
    + * @param y {Number} The Y coord of the upper-left corner of the framing rectangle of this circle
    + * @param radius {Number} The radius of the circle
    + */
    +PIXI.Circle = function(x, y, radius)
    +{
    +    /**
    +     * @property x
    +     * @type Number
    +     * @default 0
    +     */
    +    this.x = x || 0;
    +    
    +    /**
    +     * @property y
    +     * @type Number
    +     * @default 0
    +     */
    +    this.y = y || 0;
    +
    +    /**
    +     * @property radius
    +     * @type Number
    +     * @default 0
    +     */
    +    this.radius = radius || 0;
    +}
    +
    +/**
    + * @method clone
    + * @return a copy of the polygon
    + */
    +PIXI.Circle.prototype.clone = function()
    +{
    +    return new PIXI.Circle(this.x, this.y, this.radius);
    +}
    +
    +/**
    + * @method contains
    + * @param x {Number} The X coord of the point to test
    + * @param y {Number} The Y coord of the point to test
    + * @return if the x/y coords are within this polygon
    + */
    +PIXI.Circle.prototype.contains = function(x, y)
    +{
    +    if(this.radius <= 0)
    +        return false;
    +
    +    var dx = (this.x - x),
    +        dy = (this.y - y),
    +        r2 = this.radius * this.radius;
    +
    +    dx *= dx;
    +    dy *= dy;
    +
    +    return (dx + dy <= r2);
    +}
    +
    +PIXI.Circle.constructor = PIXI.Circle;
    +
    +
    +    
    +
    + +
    +
    +
    +
    +
    +
    + + + + + + + + + + diff --git a/docs/files/src_pixi_core_Ellipse.js.html b/docs/files/src_pixi_core_Ellipse.js.html new file mode 100644 index 0000000..756dc05 --- /dev/null +++ b/docs/files/src_pixi_core_Ellipse.js.html @@ -0,0 +1,249 @@ + + + + + src/pixi/core/Ellipse.js - Pixi.JS + + + + + + + + +
    +
    +
    + +

    + +
    +
    + API Docs for: 1.3.0 +
    +
    +
    + + +
    +
    + Show: + + + + + + + +
    + + +
    +
    +
    +

    File: src/pixi/core/Ellipse.js

    + +
    +
    +/**
    + * @author Chad Engler <chad@pantherdev.com>
    + */
    +
    +/**
    + * @class Ellipse
    + * @constructor
    + * @param x {Number} The X coord of the upper-left corner of the framing rectangle of this circle
    + * @param y {Number} The Y coord of the upper-left corner of the framing rectangle of this circle
    + * @param width {Number} The overall height of this ellipse
    + * @param height {Number} The overall width of this ellipse
    + */
    +PIXI.Ellipse = 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 polygon
    + */
    +PIXI.Ellipse.prototype.clone = function()
    +{
    +    return new PIXI.Ellipse(this.x, this.y, this.width, this.height);
    +}
    +
    +/**
    + * @method contains
    + * @param x {Number} The X coord of the point to test
    + * @param y {Number} The Y coord of the point to test
    + * @return if the x/y coords are within this polygon
    + */
    +PIXI.Ellipse.prototype.contains = function(x, y)
    +{
    +    if(this.width <= 0 || this.height <= 0)
    +        return false;
    +
    +    //normalize the coords to an ellipse with center 0,0
    +    //and a radius of 0.5
    +    var normx = ((x - this.x) / this.width) - 0.5,
    +        normy = ((y - this.y) / this.height) - 0.5;
    +
    +    normx *= normx;
    +    normy *= normy;
    +
    +    return (normx + normy < 0.25);
    +}
    +
    +PIXI.Ellipse.getBounds = function()
    +{
    +    return new PIXI.Rectangle(this.x, this.y, this.width, this.height);
    +}
    +
    +PIXI.Ellipse.constructor = PIXI.Ellipse;
    +
    +
    +    
    +
    + +
    +
    +
    +
    +
    +
    + + + + + + + + + + diff --git a/docs/files/src_pixi_Point.js.html b/docs/files/src_pixi_core_Point.js.html similarity index 92% rename from docs/files/src_pixi_Point.js.html rename to docs/files/src_pixi_core_Point.js.html index d6e80ef..0d67d6c 100644 --- a/docs/files/src_pixi_Point.js.html +++ b/docs/files/src_pixi_core_Point.js.html @@ -2,7 +2,7 @@ - src/pixi/Point.js - Pixi.JS + src/pixi/core/Point.js - Pixi.JS @@ -19,7 +19,7 @@
    - API Docs for: 1.0.0 + API Docs for: 1.3.0
    @@ -49,14 +49,22 @@
  • BitmapText
  • +
  • CanvasGraphics
  • +
  • CanvasRenderer
  • +
  • Circle
  • +
  • CustomRenderable
  • DisplayObject
  • DisplayObjectContainer
  • +
  • Ellipse
  • + +
  • Graphics
  • +
  • ImageLoader
  • InteractionData
  • @@ -134,7 +142,7 @@
    -

    File: src/pixi/Point.js

    +

    File: src/pixi/core/Point.js

    diff --git a/docs/files/src_pixi_core_Polygon.js.html b/docs/files/src_pixi_core_Polygon.js.html
    new file mode 100644
    index 0000000..4ea7868
    --- /dev/null
    +++ b/docs/files/src_pixi_core_Polygon.js.html
    @@ -0,0 +1,234 @@
    +
    +
    +
    +    
    +    src/pixi/core/Polygon.js - Pixi.JS
    +    
    +    
    +    
    +    
    +    
    +
    +
    +
    +
    +
    +
    + +

    + +
    +
    + API Docs for: 1.3.0 +
    +
    +
    + + +
    +
    + Show: + + + + + + + +
    + + +
    +
    +
    +

    File: src/pixi/core/Polygon.js

    + +
    +
    +/**
    + * @author Adrien Brault <adrien.brault@gmail.com>
    + */
    +
    +/**
    + * @class Polygon
    + * @constructor
    + * @param points {Array<Point>|Array<Number>} This cna be an array of Points or a flat array of numbers
    + *      that will be interpreted as [x,y, x,y, ...]
    + */
    +PIXI.Polygon = function(points)
    +{
    +    //if this is a flat array of numbers, convert it to points
    +    if(typeof points[0] === 'number') {
    +        var p = [];
    +        for(var i = 0, il = points.length; i < il; i+=2) {
    +            p.push(
    +                new PIXI.Point(points[i], points[i + 1])
    +            );
    +        }
    +
    +        points = p;
    +    }
    +
    +	this.points = points;
    +}
    +
    +/**
    + * @method clone
    + * @return a copy of the polygon
    + */
    +PIXI.Polygon.prototype.clone = function()
    +{
    +	var points = [];
    +	for (var i=0; i<this.points.length; i++) {
    +		points.push(this.points[i].clone());
    +	}
    +
    +	return new PIXI.Polygon(points);
    +}
    +
    +/**
    + * @method contains
    + * @param x {Number} The X coord of the point to test
    + * @param y {Number} The Y coord of the point to test
    + * @return if the x/y coords are within this polygon
    + */
    +PIXI.Polygon.prototype.contains = function(x, y)
    +{
    +    var inside = false;
    +
    +    // use some raycasting to test hits
    +    // https://github.com/substack/point-in-polygon/blob/master/index.js
    +    for(var i = 0, j = this.points.length - 1; i < this.points.length; j = i++) {
    +        var xi = this.points[i].x, yi = this.points[i].y,
    +            xj = this.points[j].x, yj = this.points[j].y,
    +            intersect = ((yi > y) != (yj > y)) && (x < (xj - xi) * (y - yi) / (yj - yi) + xi);
    +
    +        if(intersect) inside = !inside;
    +    }
    +
    +    return inside;
    +}
    +
    +PIXI.Polygon.constructor = PIXI.Polygon;
    +
    +
    +    
    +
    + +
    +
    +
    +
    +
    +
    + + + + + + + + + + diff --git a/docs/files/src_pixi_Rectangle.js.html b/docs/files/src_pixi_core_Rectangle.js.html similarity index 87% rename from docs/files/src_pixi_Rectangle.js.html rename to docs/files/src_pixi_core_Rectangle.js.html index 48a4adc..de18763 100644 --- a/docs/files/src_pixi_Rectangle.js.html +++ b/docs/files/src_pixi_core_Rectangle.js.html @@ -2,7 +2,7 @@ - src/pixi/Rectangle.js - Pixi.JS + src/pixi/core/Rectangle.js - Pixi.JS @@ -19,7 +19,7 @@
    - API Docs for: 1.0.0 + API Docs for: 1.3.0
    @@ -49,14 +49,22 @@
  • BitmapText
  • +
  • CanvasGraphics
  • +
  • CanvasRenderer
  • +
  • Circle
  • +
  • CustomRenderable
  • DisplayObject
  • DisplayObjectContainer
  • +
  • Ellipse
  • + +
  • Graphics
  • +
  • ImageLoader
  • InteractionData
  • @@ -134,7 +142,7 @@
    -

    File: src/pixi/Rectangle.js

    +

    File: src/pixi/core/Rectangle.js

    @@ -191,6 +199,31 @@ PIXI.Rectangle.prototype.clone = function()
     	return new PIXI.Rectangle(this.x, this.y, this.width, this.height);
     }
     
    +/**
    + * @method contains
    + * @param x {Number} The X coord of the point to test
    + * @param y {Number} The Y coord of the point to test
    + * @return if the x/y coords are within this polygon
    + */
    +PIXI.Rectangle.prototype.contains = function(x, y)
    +{
    +    if(this.width <= 0 || this.height <= 0)
    +        return false;
    +
    +	var x1 = this.x;
    +	if(x > x1 && x < x1 + this.width)
    +	{
    +		var y1 = this.y;
    +		
    +		if(y > y1 && y < y1 + this.height)
    +		{
    +			return true;
    +		}
    +	}
    +
    +	return false;
    +}
    +
     // constructor
     PIXI.Rectangle.constructor = PIXI.Rectangle;
     
    diff --git a/docs/files/src_pixi_DisplayObject.js.html b/docs/files/src_pixi_display_DisplayObject.js.html
    similarity index 71%
    rename from docs/files/src_pixi_DisplayObject.js.html
    rename to docs/files/src_pixi_display_DisplayObject.js.html
    index b24abfe..f4c2f15 100644
    --- a/docs/files/src_pixi_DisplayObject.js.html
    +++ b/docs/files/src_pixi_display_DisplayObject.js.html
    @@ -2,7 +2,7 @@
     
     
         
    -    src/pixi/DisplayObject.js - Pixi.JS
    +    src/pixi/display/DisplayObject.js - Pixi.JS
         
         
         
    @@ -19,7 +19,7 @@
                 
             
    - API Docs for: 1.0.0 + API Docs for: 1.3.0
    @@ -49,14 +49,22 @@
  • BitmapText
  • +
  • CanvasGraphics
  • +
  • CanvasRenderer
  • +
  • Circle
  • +
  • CustomRenderable
  • DisplayObject
  • DisplayObjectContainer
  • +
  • Ellipse
  • + +
  • Graphics
  • +
  • ImageLoader
  • InteractionData
  • @@ -134,7 +142,7 @@
    -

    File: src/pixi/DisplayObject.js

    +

    File: src/pixi/display/DisplayObject.js

    @@ -149,6 +157,9 @@
      */
     PIXI.DisplayObject = function()
     {
    +	this.last = this;
    +	this.first = this;
    +	
     	/**
     	 * The coordinate of the object relative to the local coordinates of the parent.
     	 * @property position
    @@ -230,7 +241,7 @@ PIXI.DisplayObject = function()
     	this.renderable = false;
     	
     	// [readonly] best not to toggle directly! use setInteractive()
    -	this.interactive = false;
    +	this._interactive = false;
     	
     	/**
     	 * This is used to indicate if the displayObject should display a mouse hand cursor on rollover
    @@ -328,18 +339,210 @@ Object.defineProperty(PIXI.DisplayObject.prototype, 'visible', {
     });*/
     
     /**
    - * Indicates if the sprite will have touch and mouse interactivity. It is false by default
    + * [Deprecated] Indicates if the sprite will have touch and mouse interactivity. It is false by default
    + * Instead of using this function you can now simply set the interactive property to true or false
      * @method setInteractive
      * @param interactive {Boolean}
      */
     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;
     }
     
    +/**
    + * Indicates if the sprite will have touch and mouse interactivity. It is false by default
    + * @property interactive
    + * @type Boolean
    + */
    +Object.defineProperty(PIXI.DisplayObject.prototype, 'interactive', {
    +    get: function() {
    +        return this._interactive;
    +    },
    +    set: function(value) {
    +    	this._interactive = value;
    +    	
    +    	// TODO more to be done here..
    +		// need to sort out a re-crawl!
    +		if(this.stage)this.stage.dirty = true;
    +    }
    +});
    +
    +/**
    + * Sets a mask for the displayObject. A mask is an object that limits the visibility of an object to the shape of the mask applied to it.
    + * In PIXI a regular mask must be a PIXI.Ggraphics object. This allows for much faster masking in canvas as it utilises shape clipping.
    + * To remove a mask, set this property to null.
    + * @property mask
    + * @type PIXI.Graphics
    + */
    +Object.defineProperty(PIXI.DisplayObject.prototype, 'mask', {
    +    get: function() {
    +        return this._mask;
    +    },
    +    set: function(value) {
    +    	
    +        this._mask = value;
    +        
    +        if(value)
    +        {
    +	        this.addFilter(value)
    +        }
    +        else
    +        {
    +        	 this.removeFilter();
    +        }
    +    }
    +});
    +
    +/* 
    + * private
    + */
    +PIXI.DisplayObject.prototype.addFilter = function(mask)
    +{
    +	if(this.filter)return;
    +	this.filter = true;
    +	
    +	
    +	// insert a filter block..
    +	var start = new PIXI.FilterBlock();
    +	var end = new PIXI.FilterBlock();
    +	
    +	
    +	start.mask = mask;
    +	end.mask = mask;
    +	
    +	start.first = start.last =  this;
    +	end.first = end.last = this;
    +	
    +	start.open = true;
    +	
    +	/*
    +	 * 
    +	 * insert start
    +	 * 
    +	 */
    +	
    +	var childFirst = start
    +	var childLast = start
    +	var nextObject;
    +	var previousObject;
    +		
    +	previousObject = this.first._iPrev;
    +	
    +	if(previousObject)
    +	{
    +		nextObject = previousObject._iNext;
    +		childFirst._iPrev = previousObject;
    +		previousObject._iNext = childFirst;		
    +	}
    +	else
    +	{
    +		nextObject = this;
    +	}	
    +	
    +	if(nextObject)
    +	{
    +		nextObject._iPrev = childLast;
    +		childLast._iNext = nextObject;
    +	}
    +	
    +	
    +	// now insert the end filter block..
    +	
    +	/*
    +	 * 
    +	 * insert end filter
    +	 * 
    +	 */
    +	var childFirst = end
    +	var childLast = end
    +	var nextObject = null;
    +	var previousObject = null;
    +		
    +	previousObject = this.last;
    +	nextObject = previousObject._iNext;
    +	
    +	if(nextObject)
    +	{
    +		nextObject._iPrev = childLast;
    +		childLast._iNext = nextObject;
    +	}
    +	
    +	childFirst._iPrev = previousObject;
    +	previousObject._iNext = childFirst;	
    +	
    +	var updateLast = this;
    +	
    +	var prevLast = this.last;
    +	while(updateLast)
    +	{
    +		if(updateLast.last == prevLast)
    +		{
    +			updateLast.last = end;
    +		}
    +		updateLast = updateLast.parent;
    +	}
    +	
    +	this.first = start;
    +	
    +	// if webGL...
    +	if(this.__renderGroup)
    +	{
    +		this.__renderGroup.addFilterBlocks(start, end);
    +	}
    +	
    +	mask.renderable = false;
    +	
    +}
    +
    +PIXI.DisplayObject.prototype.removeFilter = function()
    +{
    +	if(!this.filter)return;
    +	this.filter = false;
    +	
    +	// modify the list..
    +	var startBlock = this.first;
    +	
    +	var nextObject = startBlock._iNext;
    +	var previousObject = startBlock._iPrev;
    +		
    +	if(nextObject)nextObject._iPrev = previousObject;
    +	if(previousObject)previousObject._iNext = nextObject;		
    +	
    +	this.first = startBlock._iNext;
    +	
    +	
    +	// remove the end filter
    +	var lastBlock = this.last;
    +	
    +	var nextObject = lastBlock._iNext;
    +	var previousObject = lastBlock._iPrev;
    +		
    +	if(nextObject)nextObject._iPrev = previousObject;
    +	previousObject._iNext = nextObject;		
    +	
    +	// this is always true too!
    +//	if(this.last == lastBlock)
    +	//{
    +	var tempLast =  lastBlock._iPrev;	
    +	// need to make sure the parents last is updated too
    +	var updateLast = this;
    +	while(updateLast.last == lastBlock)
    +	{
    +		updateLast.last = tempLast;
    +		updateLast = updateLast.parent;
    +		if(!updateLast)break;
    +	}
    +	
    +	var mask = startBlock.mask
    +	mask.renderable = true;
    +	
    +	// if webGL...
    +	if(this.__renderGroup)
    +	{
    +		this.__renderGroup.removeFilterBlocks(startBlock, lastBlock);
    +	}
    +	//}
    +}
     
     /**
      * @private
    @@ -363,24 +566,21 @@ PIXI.DisplayObject.prototype.updateTransform = function()
     	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;
    +	// TODO --> do we even need a local matrix???
     	
     	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],
    +    var a00 = localTransform[0], a01 = localTransform[1], a02 = this.position.x - localTransform[0] * px - py * localTransform[1],
    +        a10 = localTransform[3], a11 = localTransform[4], a12 = this.position.y - localTransform[4] * py - px * localTransform[3],
     
             b00 = parentTransform[0], b01 = parentTransform[1], b02 = parentTransform[2],
             b10 = parentTransform[3], b11 = parentTransform[4], b12 = parentTransform[5];
     
    +	localTransform[2] = a02
    +	localTransform[5] = a12
    +	
         worldTransform[0] = b00 * a00 + b01 * a10;
         worldTransform[1] = b00 * a01 + b01 * a11;
         worldTransform[2] = b00 * a02 + b01 * a12 + b02;
    @@ -393,7 +593,6 @@ PIXI.DisplayObject.prototype.updateTransform = function()
     	// mat3.multiply(this.localTransform, this.parent.worldTransform, this.worldTransform);
     	this.worldAlpha = this.alpha * this.parent.worldAlpha;
     
    -	
     }
     
         
    diff --git a/docs/files/src_pixi_DisplayObjectContainer.js.html b/docs/files/src_pixi_display_DisplayObjectContainer.js.html similarity index 72% rename from docs/files/src_pixi_DisplayObjectContainer.js.html rename to docs/files/src_pixi_display_DisplayObjectContainer.js.html index f77ccd8..0875822 100644 --- a/docs/files/src_pixi_DisplayObjectContainer.js.html +++ b/docs/files/src_pixi_display_DisplayObjectContainer.js.html @@ -2,7 +2,7 @@ - src/pixi/DisplayObjectContainer.js - Pixi.JS + src/pixi/display/DisplayObjectContainer.js - Pixi.JS @@ -19,7 +19,7 @@
    - API Docs for: 1.0.0 + API Docs for: 1.3.0
    @@ -49,14 +49,22 @@
  • BitmapText
  • +
  • CanvasGraphics
  • +
  • CanvasRenderer
  • +
  • Circle
  • +
  • CustomRenderable
  • DisplayObject
  • DisplayObjectContainer
  • +
  • Ellipse
  • + +
  • Graphics
  • +
  • ImageLoader
  • InteractionData
  • @@ -134,7 +142,7 @@
    -

    File: src/pixi/DisplayObjectContainer.js

    +

    File: src/pixi/display/DisplayObjectContainer.js

    @@ -160,6 +168,7 @@ PIXI.DisplayObjectContainer = function()
     	this.children = [];
     	//s
     	this.renderable = false;
    +	
     }
     
     // constructor
    @@ -185,21 +194,85 @@ Object.defineProperty(PIXI.DisplayObjectContainer.prototype, 'visible'
      */
     PIXI.DisplayObjectContainer.prototype.addChild = function(child)
     {
    +	
    +	//this.addChildAt(child, this.children.length)
    +	//return;
    +	
     	if(child.parent != undefined)
     	{
    +		
    +		//// COULD BE THIS???
     		child.parent.removeChild(child);
    +	//	return;
     	}
     	
     	child.parent = this;
    -	child.childIndex = this.children.length;
    +	//child.childIndex = this.children.length;
     	
     	this.children.push(child);	
     	
    +	// updae the stage refference..
    +	
     	if(this.stage)
     	{
    -		this.stage.__addChild(child);
    +		var tmpChild = child;
    +		do
    +		{
    +			if(tmpChild.interactive)this.stage.dirty = true;
    +			tmpChild.stage = this.stage;
    +			tmpChild = tmpChild._iNext;
    +		}	
    +		while(tmpChild)
     	}
     	
    +	// LINKED LIST //
    +	
    +	// modify the list..
    +	var childFirst = child.first
    +	var childLast = child.last;
    +//	console.log(childFirst)
    +	var nextObject;
    +	var previousObject;
    +	
    +	// this could be wrong if there is a filter??
    +	if(this.filter)
    +	{
    +		previousObject =  this.last._iPrev;
    +	}
    +	else
    +	{
    +		previousObject = this.last;
    +	}
    +//	if(this.last._iNext)
    +	
    +	//console.log( this.last._iNext);
    +	nextObject = previousObject._iNext;
    +	
    +	// always true in this case
    +	//this.last = child.last;
    +	// need to make sure the parents last is updated too
    +	var updateLast = this;
    +	var prevLast = previousObject;
    +	
    +	while(updateLast)
    +	{
    +		if(updateLast.last == prevLast)
    +		{
    +			updateLast.last = child.last;
    +		}
    +		updateLast = updateLast.parent;
    +	}
    +	
    +	if(nextObject)
    +	{
    +		nextObject._iPrev = childLast;
    +		childLast._iNext = nextObject;
    +	}
    +	
    +	childFirst._iPrev = previousObject;
    +	previousObject._iNext = childFirst;		
    +	
    +//	console.log(childFirst);
     	// need to remove any render groups..
     	if(this.__renderGroup)
     	{
    @@ -208,6 +281,7 @@ PIXI.DisplayObjectContainer.prototype.addChild = function(child)
     		// add them to the new render group..
     		this.__renderGroup.addDisplayObjectAndChildren(child);
     	}
    +	
     }
     
     /**
    @@ -224,30 +298,63 @@ PIXI.DisplayObjectContainer.prototype.addChildAt = function(child, index)
     		{
     			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);
    +			var tmpChild = child;
    +			do
    +			{
    +				if(tmpChild.interactive)this.stage.dirty = true;
    +				tmpChild.stage = this.stage;
    +				tmpChild = tmpChild._iNext;
    +			}
    +			while(tmpChild)
     		}
     		
    +		// modify the list..
    +		var childFirst = child.first
    +		var childLast = child.last;
    +		var nextObject;
    +		var previousObject;
    +		
    +		if(index == this.children.length)
    +		{
    +			previousObject =  this.last;
    +			var updateLast = this;//.parent;
    +			var prevLast = this.last;
    +			while(updateLast)
    +			{
    +				if(updateLast.last == prevLast)
    +				{
    +					updateLast.last = child.last;
    +				}
    +				updateLast = updateLast.parent;
    +			}
    +		}
    +		else if(index == 0)
    +		{
    +			previousObject = this;
    +		}
    +		else
    +		{
    +			previousObject = this.children[index-1].last;
    +		}
    +		
    +		nextObject = previousObject._iNext;
    +		
    +		// always true in this case
    +		if(nextObject)
    +		{
    +			nextObject._iPrev = childLast;
    +			childLast._iNext = nextObject;
    +		}
    +		
    +		childFirst._iPrev = previousObject;
    +		previousObject._iNext = childFirst;		
    +		
    +		
    +		this.children.splice(index, 0, child);
     		// need to remove any render groups..
     		if(this.__renderGroup)
     		{
    @@ -256,11 +363,11 @@ PIXI.DisplayObjectContainer.prototype.addChildAt = function(child, index)
     			// add them to the new render group..
     			this.__renderGroup.addDisplayObjectAndChildren(child);
     		}
    +		
    +		console.log(this.children)
     	}
     	else
     	{
    -		// error!
    -		
     		throw new Error(child + " The index "+ index +" supplied is out of bounds " + this.children.length);
     	}
     }
    @@ -273,6 +380,14 @@ PIXI.DisplayObjectContainer.prototype.addChildAt = function(child, index)
      */
     PIXI.DisplayObjectContainer.prototype.swapChildren = function(child, child2)
     {
    +	/*
    +	 * this funtion needs to be recoded.. 
    +	 * can be done a lot faster..
    +	 */
    +	return;
    +	
    +	// need to fix this function :/
    +	/*
     	// TODO I already know this??
     	var index = this.children.indexOf( child );
     	var index2 = this.children.indexOf( child2 );
    @@ -280,6 +395,8 @@ PIXI.DisplayObjectContainer.prototype.swapChildren = function(child, child2)
     	if ( index !== -1 && index2 !== -1 ) 
     	{
     		// cool
    +		
    +		/*
     		if(this.stage)
     		{
     			// this is to satisfy the webGL batching..
    @@ -291,9 +408,6 @@ PIXI.DisplayObjectContainer.prototype.swapChildren = function(child, child2)
     			this.stage.__addChild(child2);
     		}
     		
    -		// swap the indexes..
    -		child.childIndex = index2;
    -		child2.childIndex = index;
     		// swap the positions..
     		this.children[index] = child2;
     		this.children[index2] = child;
    @@ -302,7 +416,7 @@ PIXI.DisplayObjectContainer.prototype.swapChildren = function(child, child2)
     	else
     	{
     		throw new Error(child + " Both the supplied DisplayObjects must be a child of the caller " + this);
    -	}
    +	}*/
     }
     
     /**
    @@ -319,7 +433,6 @@ PIXI.DisplayObjectContainer.prototype.getChildAt = function(index)
     	else
     	{
     		throw new Error(child + " Both the supplied DisplayObjects must be a child of the caller " + this);
    -	
     	}
     }
     
    @@ -331,30 +444,57 @@ PIXI.DisplayObjectContainer.prototype.getChildAt = function(index)
     PIXI.DisplayObjectContainer.prototype.removeChild = function(child)
     {
     	var index = this.children.indexOf( child );
    -	
     	if ( index !== -1 ) 
     	{
    -		if(this.stage)
    +		//console.log(">>")
    +		// unlink //
    +		// modify the list..
    +		var childFirst = child.first
    +		var childLast = child.last;
    +		
    +		var nextObject = childLast._iNext;
    +		var previousObject = childFirst._iPrev;
    +			
    +		if(nextObject)nextObject._iPrev = previousObject;
    +		previousObject._iNext = nextObject;		
    +		
    +		if(this.last == childLast)
     		{
    -			this.stage.__removeChild(child);
    +			var tempLast =  childFirst._iPrev;	
    +			// need to make sure the parents last is updated too
    +			var updateLast = this;
    +			while(updateLast.last == childLast.last)
    +			{
    +				updateLast.last = tempLast;
    +				updateLast = updateLast.parent;
    +				if(!updateLast)break;
    +			}
     		}
     		
    +		childLast._iNext = null;
    +		childFirst._iPrev = null;
    +		 
    +		// update the stage reference..
    +		if(this.stage)
    +		{
    +			var tmpChild = child;
    +			do
    +			{
    +				if(tmpChild.interactive)this.stage.dirty = true;
    +				tmpChild.stage = null;
    +				tmpChild = tmpChild._iNext;
    +			}	
    +			while(tmpChild)
    +		}
    +	
     		// 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<j; i++)
    -		{
    -			this.children[i].childIndex -= 1;
    -		}
     	}
     	else
     	{
    diff --git a/docs/files/src_pixi_MovieClip.js.html b/docs/files/src_pixi_display_MovieClip.js.html
    similarity index 94%
    rename from docs/files/src_pixi_MovieClip.js.html
    rename to docs/files/src_pixi_display_MovieClip.js.html
    index 789564a..87e0a59 100644
    --- a/docs/files/src_pixi_MovieClip.js.html
    +++ b/docs/files/src_pixi_display_MovieClip.js.html
    @@ -2,7 +2,7 @@
     
     
         
    -    src/pixi/MovieClip.js - Pixi.JS
    +    src/pixi/display/MovieClip.js - Pixi.JS
         
         
         
    @@ -19,7 +19,7 @@
                 
             
    - API Docs for: 1.0.0 + API Docs for: 1.3.0
    @@ -49,14 +49,22 @@
  • BitmapText
  • +
  • CanvasGraphics
  • +
  • CanvasRenderer
  • +
  • Circle
  • +
  • CustomRenderable
  • DisplayObject
  • DisplayObjectContainer
  • +
  • Ellipse
  • + +
  • Graphics
  • +
  • ImageLoader
  • InteractionData
  • @@ -134,7 +142,7 @@
    -

    File: src/pixi/MovieClip.js

    +

    File: src/pixi/display/MovieClip.js

    diff --git a/docs/files/src_pixi_Sprite.js.html b/docs/files/src_pixi_display_Sprite.js.html
    similarity index 95%
    rename from docs/files/src_pixi_Sprite.js.html
    rename to docs/files/src_pixi_display_Sprite.js.html
    index da5682d..48e9042 100644
    --- a/docs/files/src_pixi_Sprite.js.html
    +++ b/docs/files/src_pixi_display_Sprite.js.html
    @@ -2,7 +2,7 @@
     
     
         
    -    src/pixi/Sprite.js - Pixi.JS
    +    src/pixi/display/Sprite.js - Pixi.JS
         
         
         
    @@ -19,7 +19,7 @@
                 
             
    - API Docs for: 1.0.0 + API Docs for: 1.3.0
    @@ -49,14 +49,22 @@
  • BitmapText
  • +
  • CanvasGraphics
  • +
  • CanvasRenderer
  • +
  • Circle
  • +
  • CustomRenderable
  • DisplayObject
  • DisplayObjectContainer
  • +
  • Ellipse
  • + +
  • Graphics
  • +
  • ImageLoader
  • InteractionData
  • @@ -134,7 +142,7 @@
    -

    File: src/pixi/Sprite.js

    +

    File: src/pixi/display/Sprite.js

    diff --git a/docs/files/src_pixi_Stage.js.html b/docs/files/src_pixi_display_Stage.js.html
    similarity index 92%
    rename from docs/files/src_pixi_Stage.js.html
    rename to docs/files/src_pixi_display_Stage.js.html
    index 7ccceb0..6c0dc32 100644
    --- a/docs/files/src_pixi_Stage.js.html
    +++ b/docs/files/src_pixi_display_Stage.js.html
    @@ -2,7 +2,7 @@
     
     
         
    -    src/pixi/Stage.js - Pixi.JS
    +    src/pixi/display/Stage.js - Pixi.JS
         
         
         
    @@ -19,7 +19,7 @@
                 
             
    - API Docs for: 1.0.0 + API Docs for: 1.3.0
    @@ -49,14 +49,22 @@
  • BitmapText
  • +
  • CanvasGraphics
  • +
  • CanvasRenderer
  • +
  • Circle
  • +
  • CustomRenderable
  • DisplayObject
  • DisplayObjectContainer
  • +
  • Ellipse
  • + +
  • Graphics
  • +
  • ImageLoader
  • InteractionData
  • @@ -134,7 +142,7 @@
    -

    File: src/pixi/Stage.js

    +

    File: src/pixi/display/Stage.js

    @@ -154,21 +162,23 @@ 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.childIndex = 0;
    +	this.stage = this;
    +	this.interactive = interactive;
     	
     	this.stage.hitArea = new PIXI.Rectangle(0,0,100000, 100000);
     	
     	// interaction!
    -	this.interactive = !!interactive;
    +	// this.interactive = !!interactive;
     	this.interactionManager = new PIXI.InteractionManager(this);
     	
     	this.setBackgroundColor(backgroundColor);
     	this.worldVisible = true;
    -	
     	this.stage.dirty = true;
     }
     
    @@ -222,7 +232,7 @@ PIXI.Stage.prototype.getMousePosition = function()
     {
     	return this.interactionManager.mouse.global;
     }
    -
    +/*
     PIXI.Stage.prototype.__addChild = function(child)
     {
     	if(child.interactive)this.dirty = true;
    @@ -253,7 +263,7 @@ PIXI.Stage.prototype.__removeChild = function(child)
     		  	this.__removeChild(child.children[i]);
     		}
     	}
    -}
    +}*/
     
         
    diff --git a/docs/files/src_pixi_extras_CustomRenderable.js.html b/docs/files/src_pixi_extras_CustomRenderable.js.html index df4888b..83ef08c 100644 --- a/docs/files/src_pixi_extras_CustomRenderable.js.html +++ b/docs/files/src_pixi_extras_CustomRenderable.js.html @@ -19,7 +19,7 @@
    - API Docs for: 1.0.0 + API Docs for: 1.3.0
    @@ -49,14 +49,22 @@
  • BitmapText
  • +
  • CanvasGraphics
  • +
  • CanvasRenderer
  • +
  • Circle
  • +
  • CustomRenderable
  • DisplayObject
  • DisplayObjectContainer
  • +
  • Ellipse
  • + +
  • Graphics
  • +
  • ImageLoader
  • InteractionData
  • diff --git a/docs/files/src_pixi_extras_Rope.js.html b/docs/files/src_pixi_extras_Rope.js.html index 4164444..37a22e4 100644 --- a/docs/files/src_pixi_extras_Rope.js.html +++ b/docs/files/src_pixi_extras_Rope.js.html @@ -19,7 +19,7 @@
    - API Docs for: 1.0.0 + API Docs for: 1.3.0
    @@ -49,14 +49,22 @@
  • BitmapText
  • +
  • CanvasGraphics
  • +
  • CanvasRenderer
  • +
  • Circle
  • +
  • CustomRenderable
  • DisplayObject
  • DisplayObjectContainer
  • +
  • Ellipse
  • + +
  • Graphics
  • +
  • ImageLoader
  • InteractionData
  • diff --git a/docs/files/src_pixi_extras_Spine.js.html b/docs/files/src_pixi_extras_Spine.js.html index 82f2a74..ba18005 100644 --- a/docs/files/src_pixi_extras_Spine.js.html +++ b/docs/files/src_pixi_extras_Spine.js.html @@ -19,7 +19,7 @@
    - API Docs for: 1.0.0 + API Docs for: 1.3.0
    @@ -49,14 +49,22 @@
  • BitmapText
  • +
  • CanvasGraphics
  • +
  • CanvasRenderer
  • +
  • Circle
  • +
  • CustomRenderable
  • DisplayObject
  • DisplayObjectContainer
  • +
  • Ellipse
  • + +
  • Graphics
  • +
  • ImageLoader
  • InteractionData
  • diff --git a/docs/files/src_pixi_extras_Strip.js.html b/docs/files/src_pixi_extras_Strip.js.html index 707f69c..1d6a08d 100644 --- a/docs/files/src_pixi_extras_Strip.js.html +++ b/docs/files/src_pixi_extras_Strip.js.html @@ -19,7 +19,7 @@
    - API Docs for: 1.0.0 + API Docs for: 1.3.0
    @@ -49,14 +49,22 @@
  • BitmapText
  • +
  • CanvasGraphics
  • +
  • CanvasRenderer
  • +
  • Circle
  • +
  • CustomRenderable
  • DisplayObject
  • DisplayObjectContainer
  • +
  • Ellipse
  • + +
  • Graphics
  • +
  • ImageLoader
  • InteractionData
  • diff --git a/docs/files/src_pixi_extras_TilingSprite.js.html b/docs/files/src_pixi_extras_TilingSprite.js.html index bf66ef2..e840d1d 100644 --- a/docs/files/src_pixi_extras_TilingSprite.js.html +++ b/docs/files/src_pixi_extras_TilingSprite.js.html @@ -19,7 +19,7 @@
    - API Docs for: 1.0.0 + API Docs for: 1.3.0
    @@ -49,14 +49,22 @@
  • BitmapText
  • +
  • CanvasGraphics
  • +
  • CanvasRenderer
  • +
  • Circle
  • +
  • CustomRenderable
  • DisplayObject
  • DisplayObjectContainer
  • +
  • Ellipse
  • + +
  • Graphics
  • +
  • ImageLoader
  • InteractionData
  • @@ -159,7 +167,6 @@ PIXI.TilingSprite = function(texture, width, height) this.width = width; this.height = height; this.renderable = true; - /** * The scaling of the image that is being tiled * @property tileScale diff --git a/docs/files/src_pixi_Polygon.js.html b/docs/files/src_pixi_filters_FilterBlock.js.html similarity index 89% rename from docs/files/src_pixi_Polygon.js.html rename to docs/files/src_pixi_filters_FilterBlock.js.html index c163c07..080a44f 100644 --- a/docs/files/src_pixi_Polygon.js.html +++ b/docs/files/src_pixi_filters_FilterBlock.js.html @@ -2,7 +2,7 @@ - src/pixi/Polygon.js - Pixi.JS + src/pixi/filters/FilterBlock.js - Pixi.JS @@ -19,7 +19,7 @@
    - API Docs for: 1.0.0 + API Docs for: 1.3.0
    @@ -49,14 +49,22 @@
  • BitmapText
  • +
  • CanvasGraphics
  • +
  • CanvasRenderer
  • +
  • Circle
  • +
  • CustomRenderable
  • DisplayObject
  • DisplayObjectContainer
  • +
  • Ellipse
  • + +
  • Graphics
  • +
  • ImageLoader
  • InteractionData
  • @@ -134,40 +142,23 @@
    -

    File: src/pixi/Polygon.js

    +

    File: src/pixi/filters/FilterBlock.js

     /**
    - * @author Adrien Brault <adrien.brault@gmail.com>
    + * @author Mat Groves http://matgroves.com/ @Doormat23
      */
     
    -/**
    - * @class Polygon
    - * @constructor
    - * @param points {Array}
    - */
    -PIXI.Polygon = function(points)
    +
    +
    +PIXI.FilterBlock = function(mask)
     {
    -	this.points = points;
    +	this.graphics = mask
    +	this.visible = true;
    +	this.renderable = true;
     }
     
    -/**
    - * @method clone
    - * @return a copy of the polygon
    - */
    -PIXI.Polygon.clone = function()
    -{
    -	var points = [];
    -	for (var i=0; i<this.points.length; i++) {
    -		points.push(this.points[i].clone());
    -	}
    -
    -	return new PIXI.Polygon(points);
    -}
    -
    -PIXI.Polygon.constructor = PIXI.Polygon;
    -
     
         
    diff --git a/docs/files/src_pixi_renderers_WebGLShaders.js.html b/docs/files/src_pixi_filters_MaskFilter.js.html similarity index 78% rename from docs/files/src_pixi_renderers_WebGLShaders.js.html rename to docs/files/src_pixi_filters_MaskFilter.js.html index ad8f09b..0df8008 100644 --- a/docs/files/src_pixi_renderers_WebGLShaders.js.html +++ b/docs/files/src_pixi_filters_MaskFilter.js.html @@ -2,7 +2,7 @@ - src/pixi/renderers/WebGLShaders.js - Pixi.JS + src/pixi/filters/MaskFilter.js - Pixi.JS @@ -19,7 +19,7 @@
    - API Docs for: 1.0.0 + API Docs for: 1.3.0
    @@ -49,14 +49,22 @@
  • BitmapText
  • +
  • CanvasGraphics
  • +
  • CanvasRenderer
  • +
  • Circle
  • +
  • CustomRenderable
  • DisplayObject
  • DisplayObjectContainer
  • +
  • Ellipse
  • + +
  • Graphics
  • +
  • ImageLoader
  • InteractionData
  • @@ -134,64 +142,22 @@
    -

    File: src/pixi/renderers/WebGLShaders.js

    +

    File: src/pixi/filters/MaskFilter.js

    -
     /**
      * @author Mat Groves http://matgroves.com/ @Doormat23
      */
     
    -PIXI.shaderFragmentSrc = [
    -  "precision mediump float;",
    -  "varying vec2 vTextureCoord;",
    -  "varying float vColor;",
    -  "uniform sampler2D uSampler;",
    -  "void main(void) {",
    -    "gl_FragColor = texture2D(uSampler, vec2(vTextureCoord.x, vTextureCoord.y));",
    -    "gl_FragColor = gl_FragColor * vColor;",
    -  "}"
    -];
     
    -PIXI.shaderVertexSrc = [
    -  "attribute vec2 aVertexPosition;",
    -  "attribute vec2 aTextureCoord;",
    -  "attribute float aColor;",
    -  "uniform mat4 uMVMatrix;",
    -  "varying vec2 vTextureCoord;",
    -  "varying float vColor;",
    -  "void main(void) {",
    -    "gl_Position = uMVMatrix * vec4(aVertexPosition, 1.0, 1.0);",
    -    "vTextureCoord = aTextureCoord;",
    -    "vColor = aColor;",
    -  "}"
    -];
     
    -PIXI.CompileVertexShader = function(gl, shaderSrc)
    +PIXI.MaskFilter = function(graphics)
     {
    -  return PIXI._CompileShader(gl, shaderSrc, gl.VERTEX_SHADER);
    +	// the graphics data that will be used for filtering
    +	this.graphics;
     }
     
    -PIXI.CompileFragmentShader = function(gl, shaderSrc)
    -{
    -  return PIXI._CompileShader(gl, shaderSrc, gl.FRAGMENT_SHADER);
    -}
    -
    -PIXI._CompileShader = function(gl, shaderSrc, shaderType)
    -{
    -  var src = shaderSrc.join("\n");
    -  var shader = gl.createShader(shaderType);
    -  gl.shaderSource(shader, src);
    -  gl.compileShader(shader);
    -
    -  if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
    -    alert(gl.getShaderInfoLog(shader));
    -    return null;
    -  }
    -
    -  return shader;
    -}
     
         
    diff --git a/docs/files/src_pixi_loaders_AssetLoader.js.html b/docs/files/src_pixi_loaders_AssetLoader.js.html index 8cc5414..a752143 100644 --- a/docs/files/src_pixi_loaders_AssetLoader.js.html +++ b/docs/files/src_pixi_loaders_AssetLoader.js.html @@ -19,7 +19,7 @@
    - API Docs for: 1.0.0 + API Docs for: 1.3.0
    @@ -49,14 +49,22 @@
  • BitmapText
  • +
  • CanvasGraphics
  • +
  • CanvasRenderer
  • +
  • Circle
  • +
  • CustomRenderable
  • DisplayObject
  • DisplayObjectContainer
  • +
  • Ellipse
  • + +
  • Graphics
  • +
  • ImageLoader
  • InteractionData
  • diff --git a/docs/files/src_pixi_loaders_BitmapFontLoader.js.html b/docs/files/src_pixi_loaders_BitmapFontLoader.js.html index 60d87a8..0bc6eef 100644 --- a/docs/files/src_pixi_loaders_BitmapFontLoader.js.html +++ b/docs/files/src_pixi_loaders_BitmapFontLoader.js.html @@ -19,7 +19,7 @@
    - API Docs for: 1.0.0 + API Docs for: 1.3.0
    @@ -49,14 +49,22 @@
  • BitmapText
  • +
  • CanvasGraphics
  • +
  • CanvasRenderer
  • +
  • Circle
  • +
  • CustomRenderable
  • DisplayObject
  • DisplayObjectContainer
  • +
  • Ellipse
  • + +
  • Graphics
  • +
  • ImageLoader
  • InteractionData
  • diff --git a/docs/files/src_pixi_loaders_ImageLoader.js.html b/docs/files/src_pixi_loaders_ImageLoader.js.html index 49420a5..5a0c7d4 100644 --- a/docs/files/src_pixi_loaders_ImageLoader.js.html +++ b/docs/files/src_pixi_loaders_ImageLoader.js.html @@ -19,7 +19,7 @@
    - API Docs for: 1.0.0 + API Docs for: 1.3.0
    @@ -49,14 +49,22 @@
  • BitmapText
  • +
  • CanvasGraphics
  • +
  • CanvasRenderer
  • +
  • Circle
  • +
  • CustomRenderable
  • DisplayObject
  • DisplayObjectContainer
  • +
  • Ellipse
  • + +
  • Graphics
  • +
  • ImageLoader
  • InteractionData
  • diff --git a/docs/files/src_pixi_loaders_JsonLoader.js.html b/docs/files/src_pixi_loaders_JsonLoader.js.html index dc9f17c..8e91182 100644 --- a/docs/files/src_pixi_loaders_JsonLoader.js.html +++ b/docs/files/src_pixi_loaders_JsonLoader.js.html @@ -19,7 +19,7 @@
    - API Docs for: 1.0.0 + API Docs for: 1.3.0
    @@ -49,14 +49,22 @@
  • BitmapText
  • +
  • CanvasGraphics
  • +
  • CanvasRenderer
  • +
  • Circle
  • +
  • CustomRenderable
  • DisplayObject
  • DisplayObjectContainer
  • +
  • Ellipse
  • + +
  • Graphics
  • +
  • ImageLoader
  • InteractionData
  • diff --git a/docs/files/src_pixi_loaders_SpineLoader.js.html b/docs/files/src_pixi_loaders_SpineLoader.js.html index dad29d2..a5d91bf 100644 --- a/docs/files/src_pixi_loaders_SpineLoader.js.html +++ b/docs/files/src_pixi_loaders_SpineLoader.js.html @@ -19,7 +19,7 @@
    - API Docs for: 1.0.0 + API Docs for: 1.3.0
    @@ -49,14 +49,22 @@
  • BitmapText
  • +
  • CanvasGraphics
  • +
  • CanvasRenderer
  • +
  • Circle
  • +
  • CustomRenderable
  • DisplayObject
  • DisplayObjectContainer
  • +
  • Ellipse
  • + +
  • Graphics
  • +
  • ImageLoader
  • InteractionData
  • diff --git a/docs/files/src_pixi_loaders_SpriteSheetLoader.js.html b/docs/files/src_pixi_loaders_SpriteSheetLoader.js.html index 109bc09..7f4f05f 100644 --- a/docs/files/src_pixi_loaders_SpriteSheetLoader.js.html +++ b/docs/files/src_pixi_loaders_SpriteSheetLoader.js.html @@ -19,7 +19,7 @@
    - API Docs for: 1.0.0 + API Docs for: 1.3.0
    @@ -49,14 +49,22 @@
  • BitmapText
  • +
  • CanvasGraphics
  • +
  • CanvasRenderer
  • +
  • Circle
  • +
  • CustomRenderable
  • DisplayObject
  • DisplayObjectContainer
  • +
  • Ellipse
  • + +
  • Graphics
  • +
  • ImageLoader
  • InteractionData
  • @@ -232,6 +240,7 @@ PIXI.SpriteSheetLoader.prototype.onLoaded = function () { content: this }); }; +
    diff --git a/docs/files/src_pixi_primitives_Graphics.js.html b/docs/files/src_pixi_primitives_Graphics.js.html new file mode 100644 index 0000000..56e8996 --- /dev/null +++ b/docs/files/src_pixi_primitives_Graphics.js.html @@ -0,0 +1,353 @@ + + + + + src/pixi/primitives/Graphics.js - Pixi.JS + + + + + + + + +
    +
    +
    + +

    + +
    +
    + API Docs for: 1.3.0 +
    +
    +
    + + +
    +
    + Show: + + + + + + + +
    + + +
    +
    +
    +

    File: src/pixi/primitives/Graphics.js

    + +
    +
    +/**
    + * @author Mat Groves http://matgroves.com/ @Doormat23
    + */
    +
    +
    +/**
    + * The Graphics class contains a set of methods that you can use to create primitive shapes and lines. 
    + * It is important to know that with the webGL renderer only simple polys can be filled at this stage
    + * Complex polys will not be filled. Heres an example of a complex poly: http://www.goodboydigital.com/wp-content/uploads/2013/06/complexPolygon.png
    + * @class Graphics 
    + * @extends DisplayObjectContainer
    + * @constructor
    + */
    +PIXI.Graphics = function()
    +{
    +	PIXI.DisplayObjectContainer.call( this );
    +	
    +	this.renderable = true;
    +	
    +	this.fillAlpha = 1;
    +	
    +	this.lineWidth = 0;
    +	this.lineColor = "black";
    +	
    +	this.graphicsData = [];
    +	
    +	this.currentPath = {points:[]};
    +}
    +
    +// constructor
    +PIXI.Graphics.constructor = PIXI.Graphics;
    +PIXI.Graphics.prototype = Object.create( PIXI.DisplayObjectContainer.prototype );
    +
    +/**
    + * Specifies a line style used for subsequent calls to Graphics methods such as the lineTo() method or the drawCircle() method.
    + * @method lineStyle
    + * @param lineWidth {Number}
    + * @param color {Number}
    + * @param alpha {Number}
    + */
    +PIXI.Graphics.prototype.lineStyle = function(lineWidth, color, alpha)
    +{
    +	if(this.currentPath.points.length == 0)this.graphicsData.pop();
    +	
    +	this.lineWidth = lineWidth || 0;
    +	this.lineColor = color || 0;
    +	this.lineAlpha = (alpha == undefined) ? 1 : alpha;
    +	
    +	this.currentPath = {lineWidth:this.lineWidth, lineColor:this.lineColor, lineAlpha:this.lineAlpha, 
    +						fillColor:this.fillColor, fillAlpha:this.fillAlpha, fill:this.filling, points:[], type:PIXI.Graphics.POLY};
    +	
    +	this.graphicsData.push(this.currentPath);
    +}
    +
    +/**
    + * Moves the current drawing position to (x, y).
    + * @method moveTo
    + * @param x {Number}
    + * @param y {Number}
    + */
    +PIXI.Graphics.prototype.moveTo = function(x, y)
    +{
    +	if(this.currentPath.points.length == 0)this.graphicsData.pop();
    +	
    +	this.currentPath = this.currentPath = {lineWidth:this.lineWidth, lineColor:this.lineColor, lineAlpha:this.lineAlpha, 
    +						fillColor:this.fillColor, fillAlpha:this.fillAlpha, fill:this.filling, points:[], type:PIXI.Graphics.POLY};
    +	
    +	this.currentPath.points.push(x, y);
    +	
    +	this.graphicsData.push(this.currentPath);
    +}
    +
    +/**
    + * Draws a line using the current line style from the current drawing position to (x, y); the current drawing position is then set to (x, y).
    + * @method lineTo
    + * @param x {Number}
    + * @param y {Number}
    + */
    +PIXI.Graphics.prototype.lineTo = function(x, y)
    +{
    +	this.currentPath.points.push(x, y);
    +	this.dirty = true;
    +}
    +
    +/**
    + * Specifies a simple one-color fill that subsequent calls to other Graphics methods (such as lineTo() or drawCircle()) use when drawing.
    + * @method beginFill
    + * @param color {uint} the color of the fill
    + * @param alpha {Number} the alpha
    + */
    +PIXI.Graphics.prototype.beginFill = function(color, alpha)
    +{
    +	this.filling = true;
    +	this.fillColor = color || 0;
    +	this.fillAlpha = alpha || 1;
    +}
    +
    +/**
    + * Applies a fill to the lines and shapes that were added since the last call to the beginFill() method.
    + * @method endFill
    + */
    +PIXI.Graphics.prototype.endFill = function()
    +{
    +	this.filling = false;
    +	this.fillColor = null;
    +	this.fillAlpha = 1;
    +}
    +
    +/**
    + * @method drawRect
    + * @param x {Number}
    + * @param y {Number}
    + * @param width {Number}
    + * @param height {Number}
    + */
    +PIXI.Graphics.prototype.drawRect = function( x, y, width, height )
    +{
    +	if(this.currentPath.points.length == 0)this.graphicsData.pop();
    +	
    +	this.currentPath = {lineWidth:this.lineWidth, lineColor:this.lineColor, lineAlpha:this.lineAlpha, 
    +						fillColor:this.fillColor, fillAlpha:this.fillAlpha, fill:this.filling, 
    +						points:[x, y, width, height], type:PIXI.Graphics.RECT};
    +						
    +	this.graphicsData.push(this.currentPath);
    +	this.dirty = true;
    +}
    +
    +/**
    + * Draws a circle.
    + * @method drawCircle
    + * @param x {Number}
    + * @param y {Number}
    + * @param radius {Number}
    + */
    +PIXI.Graphics.prototype.drawCircle = function( x, y, radius)
    +{
    +	if(this.currentPath.points.length == 0)this.graphicsData.pop();
    +	
    +	this.currentPath = {lineWidth:this.lineWidth, lineColor:this.lineColor, lineAlpha:this.lineAlpha, 
    +						fillColor:this.fillColor, fillAlpha:this.fillAlpha, fill:this.filling, 
    +						points:[x, y, radius, radius], type:PIXI.Graphics.CIRC};
    +						
    +	this.graphicsData.push(this.currentPath);
    +	this.dirty = true;
    +}
    +
    +/**
    + * Draws an elipse.
    + * @method drawElipse
    + * @param x {Number}
    + * @param y {Number}
    + * @param width {Number}
    + * @param height {Number}
    + */
    +PIXI.Graphics.prototype.drawElipse = function( x, y, width, height)
    +{
    +	if(this.currentPath.points.length == 0)this.graphicsData.pop();
    +	
    +	this.currentPath = {lineWidth:this.lineWidth, lineColor:this.lineColor, lineAlpha:this.lineAlpha, 
    +						fillColor:this.fillColor, fillAlpha:this.fillAlpha, fill:this.filling, 
    +						points:[x, y, width, height], type:PIXI.Graphics.ELIP};
    +						
    +	this.graphicsData.push(this.currentPath);
    +	this.dirty = true;
    +}
    +
    +/**
    + * Clears the graphics that were drawn to this Graphics object, and resets fill and line style settings.
    + * @method clear
    + */
    +PIXI.Graphics.prototype.clear = function()
    +{
    +	this.lineWidth = 0;
    +	this.filling = false;
    +	
    +	this.dirty = true;
    +	this.clearDirty = true;
    +	this.graphicsData = [];
    +}
    +
    +// SOME TYPES:
    +PIXI.Graphics.POLY = 0;
    +PIXI.Graphics.RECT = 1;
    +PIXI.Graphics.CIRC = 2;
    +PIXI.Graphics.ELIP = 3;
    +
    +    
    +
    + +
    +
    +
    +
    +
    +
    + + + + + + + + + + diff --git a/docs/files/src_pixi_renderers_canvas_CanvasGraphics.js.html b/docs/files/src_pixi_renderers_canvas_CanvasGraphics.js.html new file mode 100644 index 0000000..d09a4be --- /dev/null +++ b/docs/files/src_pixi_renderers_canvas_CanvasGraphics.js.html @@ -0,0 +1,406 @@ + + + + + src/pixi/renderers/canvas/CanvasGraphics.js - Pixi.JS + + + + + + + + +
    +
    +
    + +

    + +
    +
    + API Docs for: 1.3.0 +
    +
    +
    + + +
    +
    + Show: + + + + + + + +
    + + +
    +
    +
    +

    File: src/pixi/renderers/canvas/CanvasGraphics.js

    + +
    +
    +/**
    + * @author Mat Groves http://matgroves.com/ @Doormat23
    + */
    +
    +
    +/**
    + * A set of functions used by the canvas renderer to draw the primitive graphics data
    + * @class CanvasGraphics 
    + */
    +PIXI.CanvasGraphics = function()
    +{
    +	
    +}
    +
    +
    +/*
    + * @private
    + * @static
    + * @method renderGraphics
    + * @param graphics {Graphics}
    + * @param context {Context2D}
    + */
    +PIXI.CanvasGraphics.renderGraphics = function(graphics, context)
    +{
    +	var worldAlpha = graphics.worldAlpha;
    +	
    +	for (var i=0; i < graphics.graphicsData.length; i++) 
    +	{
    +		var data = graphics.graphicsData[i];
    +		var points = data.points;
    +		
    +		context.strokeStyle = color = '#' + ('00000' + ( data.lineColor | 0).toString(16)).substr(-6);
    +
    +		context.lineWidth = data.lineWidth;
    +		
    +		if(data.type == PIXI.Graphics.POLY)
    +		{
    +			//if(data.lineWidth <= 0)continue;
    +			
    +			context.beginPath();
    +			
    +			context.moveTo(points[0], points[1]);
    +			
    +			for (var j=1; j < points.length/2; j++)
    +			{
    +				context.lineTo(points[j * 2], points[j * 2 + 1]);
    +			} 
    +	      	
    +	      	// if the first and last point are the same close the path - much neater :)
    +	      	if(points[0] == points[points.length-2] && points[1] == points[points.length-1])
    +	      	{
    +	      		context.closePath();
    +	      	}
    +			
    +			if(data.fill)
    +			{
    +				context.globalAlpha = data.fillAlpha * worldAlpha;
    +				context.fillStyle = color = '#' + ('00000' + ( data.fillColor | 0).toString(16)).substr(-6);
    +      			context.fill();
    +			}
    +			if(data.lineWidth)
    +			{
    +				context.globalAlpha = data.lineAlpha * worldAlpha;
    +      			context.stroke();
    +			}
    +		}
    +		else if(data.type == PIXI.Graphics.RECT)
    +		{
    +				
    +			// TODO - need to be Undefined!
    +			if(data.fillColor)
    +			{
    +				context.globalAlpha = data.fillAlpha * worldAlpha;
    +				context.fillStyle = color = '#' + ('00000' + ( data.fillColor | 0).toString(16)).substr(-6);
    +				context.rect(points[0], points[1], points[2], points[3]);
    +				
    +			}
    +			if(data.lineWidth)
    +			{
    +				context.globalAlpha = data.lineAlpha * worldAlpha;
    +				context.strokeRect(points[0], points[1], points[2], points[3]);
    +			}
    +			
    +		}
    +		else if(data.type == PIXI.Graphics.CIRC)
    +		{
    +			// TODO - need to be Undefined!
    +      		context.beginPath();
    +			context.arc(points[0], points[1], points[2],0,2*Math.PI);
    +			context.closePath();
    +			
    +			if(data.fill)
    +			{
    +				context.globalAlpha = data.fillAlpha * worldAlpha;
    +				context.fillStyle = color = '#' + ('00000' + ( data.fillColor | 0).toString(16)).substr(-6);
    +      			context.fill();
    +			}
    +			if(data.lineWidth)
    +			{
    +				context.globalAlpha = data.lineAlpha * worldAlpha;
    +      			context.stroke();
    +			}
    +		}
    +		else if(data.type == PIXI.Graphics.ELIP)
    +		{
    +			
    +			// elipse code taken from: http://stackoverflow.com/questions/2172798/how-to-draw-an-oval-in-html5-canvas
    +			
    +			var elipseData =  data.points;
    +			
    +			var w = elipseData[2] * 2;
    +			var h = elipseData[3] * 2;
    +	
    +			var x = elipseData[0] - w/2;
    +			var y = elipseData[1] - h/2;
    +			
    +      		context.beginPath();
    +			
    +			var kappa = .5522848,
    +			ox = (w / 2) * kappa, // control point offset horizontal
    +			oy = (h / 2) * kappa, // control point offset vertical
    +			xe = x + w,           // x-end
    +			ye = y + h,           // y-end
    +			xm = x + w / 2,       // x-middle
    +			ym = y + h / 2;       // y-middle
    +			
    +			context.moveTo(x, ym);
    +			context.bezierCurveTo(x, ym - oy, xm - ox, y, xm, y);
    +			context.bezierCurveTo(xm + ox, y, xe, ym - oy, xe, ym);
    +			context.bezierCurveTo(xe, ym + oy, xm + ox, ye, xm, ye);
    +			context.bezierCurveTo(xm - ox, ye, x, ym + oy, x, ym);
    +  
    +			context.closePath();
    +			
    +			if(data.fill)
    +			{
    +				context.globalAlpha = data.fillAlpha * worldAlpha;
    +				context.fillStyle = color = '#' + ('00000' + ( data.fillColor | 0).toString(16)).substr(-6);
    +      			context.fill();
    +			}
    +			if(data.lineWidth)
    +			{
    +				context.globalAlpha = data.lineAlpha * worldAlpha;
    +      			context.stroke();
    +			}
    +		}
    +      	
    +	};
    +}
    +
    +/*
    + * @private
    + * @static
    + * @method renderGraphicsMask
    + * @param graphics {Graphics}
    + * @param context {Context2D}
    + */
    +PIXI.CanvasGraphics.renderGraphicsMask = function(graphics, context)
    +{
    +	var worldAlpha = graphics.worldAlpha;
    +	
    +	var len = graphics.graphicsData.length;
    +	if(len > 1)
    +	{
    +		len = 1;
    +		console.log("Pixi.js warning: masks in canvas can only mask using the first path in the graphics object")
    +	}
    +	
    +	for (var i=0; i < 1; i++) 
    +	{
    +		var data = graphics.graphicsData[i];
    +		var points = data.points;
    +		
    +		if(data.type == PIXI.Graphics.POLY)
    +		{
    +			//if(data.lineWidth <= 0)continue;
    +			
    +			context.beginPath();
    +			context.moveTo(points[0], points[1]);
    +			
    +			for (var j=1; j < points.length/2; j++)
    +			{
    +				context.lineTo(points[j * 2], points[j * 2 + 1]);
    +			} 
    +	      	
    +	      	// if the first and last point are the same close the path - much neater :)
    +	      	if(points[0] == points[points.length-2] && points[1] == points[points.length-1])
    +	      	{
    +	      		context.closePath();
    +	      	}
    +			
    +		}
    +		else if(data.type == PIXI.Graphics.RECT)
    +		{
    +			context.beginPath();
    +			context.rect(points[0], points[1], points[2], points[3]);
    +			context.closePath();
    +		}
    +		else if(data.type == PIXI.Graphics.CIRC)
    +		{
    +			// TODO - need to be Undefined!
    +      		context.beginPath();
    +			context.arc(points[0], points[1], points[2],0,2*Math.PI);
    +			context.closePath();
    +		}
    +		else if(data.type == PIXI.Graphics.ELIP)
    +		{
    +			
    +			// elipse code taken from: http://stackoverflow.com/questions/2172798/how-to-draw-an-oval-in-html5-canvas
    +			var elipseData =  data.points;
    +			
    +			var w = elipseData[2] * 2;
    +			var h = elipseData[3] * 2;
    +	
    +			var x = elipseData[0] - w/2;
    +			var y = elipseData[1] - h/2;
    +			
    +      		context.beginPath();
    +			
    +			var kappa = .5522848,
    +			ox = (w / 2) * kappa, // control point offset horizontal
    +			oy = (h / 2) * kappa, // control point offset vertical
    +			xe = x + w,           // x-end
    +			ye = y + h,           // y-end
    +			xm = x + w / 2,       // x-middle
    +			ym = y + h / 2;       // y-middle
    +			
    +			context.moveTo(x, ym);
    +			context.bezierCurveTo(x, ym - oy, xm - ox, y, xm, y);
    +			context.bezierCurveTo(xm + ox, y, xe, ym - oy, xe, ym);
    +			context.bezierCurveTo(xe, ym + oy, xm + ox, ye, xm, ye);
    +			context.bezierCurveTo(xm - ox, ye, x, ym + oy, x, ym);
    +			context.closePath();
    +		}
    +      	
    +	   
    +	};
    +}
    +
    +    
    +
    + +
    +
    +
    +
    +
    +
    + + + + + + + + + + diff --git a/docs/files/src_pixi_renderers_CanvasRenderer.js.html b/docs/files/src_pixi_renderers_canvas_CanvasRenderer.js.html similarity index 81% rename from docs/files/src_pixi_renderers_CanvasRenderer.js.html rename to docs/files/src_pixi_renderers_canvas_CanvasRenderer.js.html index 450575b..b4a1e3c 100644 --- a/docs/files/src_pixi_renderers_CanvasRenderer.js.html +++ b/docs/files/src_pixi_renderers_canvas_CanvasRenderer.js.html @@ -2,7 +2,7 @@ - src/pixi/renderers/CanvasRenderer.js - Pixi.JS + src/pixi/renderers/canvas/CanvasRenderer.js - Pixi.JS @@ -19,7 +19,7 @@
    - API Docs for: 1.0.0 + API Docs for: 1.3.0
    @@ -49,14 +49,22 @@
  • BitmapText
  • +
  • CanvasGraphics
  • +
  • CanvasRenderer
  • +
  • Circle
  • +
  • CustomRenderable
  • DisplayObject
  • DisplayObjectContainer
  • +
  • Ellipse
  • + +
  • Graphics
  • +
  • ImageLoader
  • InteractionData
  • @@ -134,7 +142,7 @@
    -

    File: src/pixi/renderers/CanvasRenderer.js

    +

    File: src/pixi/renderers/canvas/CanvasRenderer.js

    @@ -267,47 +275,43 @@ PIXI.CanvasRenderer.prototype.resize = function(width, height)
     
     PIXI.CanvasRenderer.prototype.renderDisplayObject = function(displayObject)
     {
    -	var transform = displayObject.worldTransform;
    +	// no loger recurrsive!
    +	var transform;
     	var context = this.context;
    -	//context.globalCompositeOperation = "source-over"
    -	var blit = false;
     	
    -	if(!displayObject.visible)return;
    -		
    -	if(displayObject instanceof PIXI.Sprite)
    +	context.globalCompositeOperation = 'source-over';
    +	
    +	// one the display object hits this. we can break the loop	
    +	var testObject = displayObject.last._iNext;
    +	displayObject = displayObject.first;
    +	
    +	do	
     	{
    -		var frame = displayObject.texture.frame;
    +		transform = displayObject.worldTransform;
     		
    -		if(frame)
    +		if(!displayObject.visible)
     		{
    -			context.globalAlpha = displayObject.worldAlpha;
    +			displayObject = displayObject.last._iNext;
    +			continue;
    +		}
    +		
    +		if(!displayObject.renderable)
    +		{
    +			displayObject = displayObject._iNext;
    +			continue;
    +		}
    +		
    +		if(displayObject instanceof PIXI.Sprite)
    +		{
    +				
    +			var frame = displayObject.texture.frame;
     			
    -			// 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(frame)
     			{
    -				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]));
    +				context.globalAlpha = displayObject.worldAlpha;
     				
    -			}	
    -			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,
    @@ -315,41 +319,67 @@ PIXI.CanvasRenderer.prototype.renderDisplayObject = function(displayObject)
     								   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!
    -	if(displayObject.children)
    -	{
    -		for (var i=0; i < displayObject.children.length; i++) 
    +			}					   
    +	   	}
    +	   	else if(displayObject instanceof PIXI.Strip)
     		{
    -			this.renderDisplayObject(displayObject.children[i]);
    +			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);
    +		}
    +		else if(displayObject instanceof PIXI.Graphics)
    +		{
    +			context.setTransform(transform[0], transform[3], transform[1], transform[4], transform[2], transform[5])
    +			PIXI.CanvasGraphics.renderGraphics(displayObject, context);
    +		}
    +		else if(displayObject instanceof PIXI.FilterBlock)
    +		{
    +			if(displayObject.open)
    +			{
    +				context.save();
    +				
    +				var cacheAlpha = displayObject.mask.alpha;
    +				var maskTransform = displayObject.mask.worldTransform;
    +				
    +				context.setTransform(maskTransform[0], maskTransform[3], maskTransform[1], maskTransform[4], maskTransform[2], maskTransform[5])
    +				
    +				displayObject.mask.worldAlpha = 0.5;
    +				
    +				context.worldAlpha = 0;
    +				
    +				PIXI.CanvasGraphics.renderGraphicsMask(displayObject.mask, context);
    +		//		context.fillStyle = 0xFF0000;
    +			//	context.fillRect(0, 0, 200, 200);
    +				context.clip();
    +				
    +				displayObject.mask.worldAlpha = cacheAlpha;
    +				//context.globalCompositeOperation = 'lighter';
    +			}
    +			else
    +			{
    +				//context.globalCompositeOperation = 'source-over';
    +				context.restore();
    +			}
    +		}
    +	//	count++
    +		displayObject = displayObject._iNext;
    +		
    +		
     	}
    -	
    -	this.context.setTransform(1,0,0,1,0,0); 
    +	while(displayObject != testObject)
     }
     
    +
     /**
      * @private
      */
    @@ -378,11 +408,9 @@ PIXI.CanvasRenderer.prototype.renderStripFlat = function(strip)
     		
     	};	
     	
    -//	context.globalCompositeOperation = 'lighter';
     	context.fillStyle = "#FF0000";
     	context.fill();
     	context.closePath();
    -	//context.globalCompositeOperation = 'source-over';	
     }
     
     /**
    @@ -392,6 +420,8 @@ PIXI.CanvasRenderer.prototype.renderTilingSprite = function(sprite)
     {
     	var context = this.context;
     	
    +	context.globalAlpha = sprite.worldAlpha;
    +	
      	if(!sprite.__tilePattern) sprite.__tilePattern = context.createPattern(sprite.texture.baseTexture.source, "repeat");
      	
     	context.beginPath();
    diff --git a/docs/files/src_pixi_renderers_WebGLBatch.js.html b/docs/files/src_pixi_renderers_webgl_WebGLBatch.js.html
    similarity index 97%
    rename from docs/files/src_pixi_renderers_WebGLBatch.js.html
    rename to docs/files/src_pixi_renderers_webgl_WebGLBatch.js.html
    index 35eccd3..3d14d09 100644
    --- a/docs/files/src_pixi_renderers_WebGLBatch.js.html
    +++ b/docs/files/src_pixi_renderers_webgl_WebGLBatch.js.html
    @@ -2,7 +2,7 @@
     
     
         
    -    src/pixi/renderers/WebGLBatch.js - Pixi.JS
    +    src/pixi/renderers/webgl/WebGLBatch.js - Pixi.JS
         
         
         
    @@ -19,7 +19,7 @@
                 
             
    - API Docs for: 1.0.0 + API Docs for: 1.3.0
    @@ -49,14 +49,22 @@
  • BitmapText
  • +
  • CanvasGraphics
  • +
  • CanvasRenderer
  • +
  • Circle
  • +
  • CustomRenderable
  • DisplayObject
  • DisplayObjectContainer
  • +
  • Ellipse
  • + +
  • Graphics
  • +
  • ImageLoader
  • InteractionData
  • @@ -134,7 +142,7 @@
    -

    File: src/pixi/renderers/WebGLBatch.js

    +

    File: src/pixi/renderers/webgl/WebGLBatch.js

    @@ -656,6 +664,7 @@ PIXI.WebGLBatch.prototype.update = function()
      */
     PIXI.WebGLBatch.prototype.render = function(start, end)
     {
    +	
     //	console.log(start + " :: " + end + " : " + this.size);
     	start = start || 0;
     	//end = end || this.size;
    @@ -668,13 +677,13 @@ PIXI.WebGLBatch.prototype.render = function(start, end)
     		
     	}
     	
    +	
     	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);
    @@ -684,7 +693,6 @@ PIXI.WebGLBatch.prototype.render = function(start, end)
     	// 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);
     
    diff --git a/docs/files/src_pixi_renderers_webgl_WebGLGraphics.js.html b/docs/files/src_pixi_renderers_webgl_WebGLGraphics.js.html
    new file mode 100644
    index 0000000..0240783
    --- /dev/null
    +++ b/docs/files/src_pixi_renderers_webgl_WebGLGraphics.js.html
    @@ -0,0 +1,633 @@
    +
    +
    +
    +    
    +    src/pixi/renderers/webgl/WebGLGraphics.js - Pixi.JS
    +    
    +    
    +    
    +    
    +    
    +
    +
    +
    +
    +
    +
    + +

    + +
    +
    + API Docs for: 1.3.0 +
    +
    +
    + + +
    +
    + Show: + + + + + + + +
    + + +
    +
    +
    +

    File: src/pixi/renderers/webgl/WebGLGraphics.js

    + +
    +
    +/**
    + * @author Mat Groves http://matgroves.com/ @Doormat23
    + */
    +
    +
    +
    +/**
    + * A set of functions used by the webGL renderer to draw the primitive graphics data
    + * @class CanvasGraphics 
    + */
    +PIXI.WebGLGraphics = function()
    +{
    +	
    +}
    +
    +PIXI.WebGLGraphics.renderGraphics = function(graphics, projection)
    +{
    +	
    +	var gl = PIXI.gl;
    +	
    +	if(!graphics._webGL)graphics._webGL = {points:[], indices:[], lastIndex:0, 
    +										   buffer:gl.createBuffer(),
    +										   indexBuffer:gl.createBuffer()};
    +	
    +	if(graphics.dirty)
    +	{
    +		graphics.dirty = false;
    +		
    +		if(graphics.clearDirty)
    +		{
    +			graphics.clearDirty = false;
    +			
    +			graphics._webGL.lastIndex = 0;
    +			graphics._webGL.points = [];
    +			graphics._webGL.indices = [];
    +			
    +		}
    +		
    +		PIXI.WebGLGraphics.updateGraphics(graphics);
    +	}
    +	
    +	
    +	PIXI.activatePrimitiveShader();
    +	
    +	// This  could be speeded up fo sure!
    +	var m = PIXI.mat3.clone(graphics.worldTransform);
    +	
    +	PIXI.mat3.transpose(m);
    +	
    +	// set the matrix transform for the 
    + 	gl.blendFunc(gl.ONE, gl.ONE_MINUS_SRC_ALPHA);
    + 	
    + 	gl.uniformMatrix3fv(PIXI.primitiveProgram.translationMatrix, false, m);
    + 	
    +	gl.uniform2f(PIXI.primitiveProgram.projectionVector, projection.x, projection.y);
    +	
    +	gl.uniform1f(PIXI.primitiveProgram.alpha, graphics.worldAlpha);
    +
    +	gl.bindBuffer(gl.ARRAY_BUFFER, graphics._webGL.buffer);
    +	
    +	// WHY DOES THIS LINE NEED TO BE THERE???
    +	gl.vertexAttribPointer(PIXI.shaderProgram.vertexPositionAttribute, 2, gl.FLOAT, false, 0, 0);
    +	// its not even used.. but need to be set or it breaks?
    +	// only on pc though..
    +	
    +	gl.vertexAttribPointer(PIXI.primitiveProgram.vertexPositionAttribute, 2, gl.FLOAT, false, 4 * 6, 0);
    +	gl.vertexAttribPointer(PIXI.primitiveProgram.colorAttribute, 4, gl.FLOAT, false,4 * 6, 2 * 4);
    +	
    +	// set the index buffer!
    +	gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, graphics._webGL.indexBuffer);
    +	
    +	gl.drawElements(gl.TRIANGLE_STRIP,  graphics._webGL.indices.length, gl.UNSIGNED_SHORT, 0 );
    +	
    +	// return to default shader...
    +	PIXI.activateDefaultShader();
    +}
    +
    +PIXI.WebGLGraphics.updateGraphics = function(graphics)
    +{
    +	for (var i=graphics._webGL.lastIndex; i < graphics.graphicsData.length; i++) 
    +	{
    +		var data = graphics.graphicsData[i];
    +		
    +		if(data.type == PIXI.Graphics.POLY)
    +		{
    +			if(data.fill)
    +			{
    +				if(data.points.length>3) 
    +				PIXI.WebGLGraphics.buildPoly(data, graphics._webGL);
    +			}
    +			
    +			if(data.lineWidth > 0)
    +			{
    +				PIXI.WebGLGraphics.buildLine(data, graphics._webGL);
    +			}
    +		}
    +		else if(data.type == PIXI.Graphics.RECT)
    +		{
    +			PIXI.WebGLGraphics.buildRectangle(data, graphics._webGL);
    +		}
    +		else if(data.type == PIXI.Graphics.CIRC || data.type == PIXI.Graphics.ELIP)
    +		{
    +			PIXI.WebGLGraphics.buildCircle(data, graphics._webGL);
    +		}
    +	};
    +	
    +	graphics._webGL.lastIndex = graphics.graphicsData.length;
    +	
    +	var gl = PIXI.gl;
    +
    +	graphics._webGL.glPoints = new Float32Array(graphics._webGL.points);
    +	
    +	gl.bindBuffer(gl.ARRAY_BUFFER, graphics._webGL.buffer);
    +	gl.bufferData(gl.ARRAY_BUFFER, graphics._webGL.glPoints, gl.STATIC_DRAW);
    +	
    +	graphics._webGL.glIndicies = new Uint16Array(graphics._webGL.indices);
    +	
    +	gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, graphics._webGL.indexBuffer);
    +    gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, graphics._webGL.glIndicies, gl.STATIC_DRAW);
    +}
    +
    +
    +PIXI.WebGLGraphics.buildRectangle = function(graphicsData, webGLData)
    +{
    +	// --- //
    +	// need to convert points to a nice regular data
    +	// 
    +	var rectData = graphicsData.points;
    +	var x = rectData[0];
    +	var y = rectData[1];
    +	var width = rectData[2];
    +	var height = rectData[3];
    +	
    +	
    +	if(graphicsData.fill)
    +	{
    +		var color = HEXtoRGB(graphicsData.fillColor);
    +		var alpha = graphicsData.fillAlpha;
    +		
    +		var r = color[0] * alpha;
    +		var g = color[1] * alpha;
    +		var b = color[2] * alpha;
    +	
    +		var verts = webGLData.points;
    +		var indices = webGLData.indices;
    +	
    +		var vertPos = verts.length/6;
    +		
    +		// start
    +		verts.push(x, y);
    +		verts.push(r, g, b, alpha);
    +		
    +		verts.push(x + width, y);
    +		verts.push(r, g, b, alpha);
    +		
    +		verts.push(x , y + height);
    +		verts.push(r, g, b, alpha);
    +		
    +		verts.push(x + width, y + height);
    +		verts.push(r, g, b, alpha);
    +		
    +		// insert 2 dead triangles..
    +		indices.push(vertPos, vertPos, vertPos+1, vertPos+2, vertPos+3, vertPos+3)
    +	}
    +	
    +	if(graphicsData.lineWidth)
    +	{
    +		graphicsData.points = [x, y,
    +				  x + width, y,
    +				  x + width, y + height,
    +				  x, y + height,
    +				  x, y];
    +	
    +		PIXI.WebGLGraphics.buildLine(graphicsData, webGLData);
    +	}
    +	
    +}
    +
    +PIXI.WebGLGraphics.buildCircle = function(graphicsData, webGLData)
    +{
    +	// --- //
    +	// need to convert points to a nice regular data
    +	// 
    +	var rectData = graphicsData.points;
    +	var x = rectData[0];
    +	var y = rectData[1];
    +	var width = rectData[2];
    +	var height = rectData[3];
    +	
    +	var totalSegs = 40;
    +	var seg = (Math.PI * 2) / totalSegs ;
    +		
    +	if(graphicsData.fill)
    +	{
    +		var color = HEXtoRGB(graphicsData.fillColor);
    +		var alpha = graphicsData.fillAlpha;
    +
    +		var r = color[0] * alpha;
    +		var g = color[1] * alpha;
    +		var b = color[2] * alpha;
    +	
    +		var verts = webGLData.points;
    +		var indices = webGLData.indices;
    +	
    +		var vecPos = verts.length/6;
    +		
    +		indices.push(vecPos);
    +		
    +		for (var i=0; i < totalSegs + 1 ; i++) 
    +		{
    +			verts.push(x,y, r, g, b, alpha);
    +			
    +			verts.push(x + Math.sin(seg * i) * width,
    +					   y + Math.cos(seg * i) * height,
    +					   r, g, b, alpha);
    +		
    +			indices.push(vecPos++, vecPos++);
    +		};
    +		
    +		indices.push(vecPos-1);
    +	}
    +	
    +	if(graphicsData.lineWidth)
    +	{
    +		graphicsData.points = [];
    +		
    +		for (var i=0; i < totalSegs + 1; i++) 
    +		{
    +			graphicsData.points.push(x + Math.sin(seg * i) * width,
    +									 y + Math.cos(seg * i) * height)
    +		};
    +		
    +		PIXI.WebGLGraphics.buildLine(graphicsData, webGLData);
    +	}
    +	
    +}
    +
    +PIXI.WebGLGraphics.buildLine = function(graphicsData, webGLData)
    +{
    +	// TODO OPTIMISE!
    +	
    +	var wrap = true;
    +	var points = graphicsData.points;
    +	if(points.length == 0)return;
    +	
    +	// get first and last point.. figure out the middle!
    +	var firstPoint = new PIXI.Point( points[0], points[1] );
    +	var lastPoint = new PIXI.Point( points[points.length - 2], points[points.length - 1] );
    +	
    +	// if the first point is the last point - goona have issues :)
    +	if(firstPoint.x == lastPoint.x && firstPoint.y == lastPoint.y)
    +	{
    +		points.pop();
    +		points.pop();
    +		
    +		lastPoint = new PIXI.Point( points[points.length - 2], points[points.length - 1] );
    +		
    +		var midPointX = lastPoint.x + (firstPoint.x - lastPoint.x) *0.5;
    +		var midPointY = lastPoint.y + (firstPoint.y - lastPoint.y) *0.5;
    +		
    +		points.unshift(midPointX, midPointY);
    +		points.push(midPointX, midPointY)
    +	}
    +	
    +	var verts = webGLData.points;
    +	var indices = webGLData.indices;
    +	var length = points.length / 2;
    +	var indexCount = points.length;
    +	var indexStart = verts.length/6;
    +	
    +	// DRAW the Line
    +	var width = graphicsData.lineWidth / 2;
    +	
    +	// sort color
    +	var color = HEXtoRGB(graphicsData.lineColor);
    +	var alpha = graphicsData.lineAlpha;
    +	var r = color[0] * alpha;
    +	var g = color[1] * alpha;
    +	var b = color[2] * alpha;
    +	
    +	var p1x, p1y, p2x, p2y, p3x, p3y;
    +	var perpx, perpy, perp2x, perp2y, perp3x, perp3y;
    +	var ipx, ipy;
    +	var a1, b1, c1, a2, b2, c2;
    +	var denom, pdist, dist;
    +	
    +	p1x = points[0];
    +	p1y = points[1];
    +	
    +	p2x = points[2];
    +	p2y = points[3];
    +	
    +	perpx = -(p1y - p2y);
    +	perpy =  p1x - p2x;
    +	
    +	dist = Math.sqrt(perpx*perpx + perpy*perpy);
    +	
    +	perpx /= dist;
    +	perpy /= dist;
    +	perpx *= width;
    +	perpy *= width;
    +	
    +	// start
    +	verts.push(p1x - perpx , p1y - perpy,
    +				r, g, b, alpha);
    +	
    +	verts.push(p1x + perpx , p1y + perpy,
    +				r, g, b, alpha);
    +	
    +	for (var i = 1; i < length-1; i++) 
    +	{
    +		p1x = points[(i-1)*2];
    +		p1y = points[(i-1)*2 + 1];
    +		
    +		p2x = points[(i)*2]
    +		p2y = points[(i)*2 + 1]
    +		
    +		p3x = points[(i+1)*2];
    +		p3y = points[(i+1)*2 + 1];
    +		
    +		perpx = -(p1y - p2y);
    +		perpy = p1x - p2x;
    +		
    +		dist = Math.sqrt(perpx*perpx + perpy*perpy);
    +		perpx /= dist;
    +		perpy /= dist;
    +		perpx *= width;
    +		perpy *= width;
    +
    +		perp2x = -(p2y - p3y);
    +		perp2y = p2x - p3x;
    +		
    +		dist = Math.sqrt(perp2x*perp2x + perp2y*perp2y);
    +		perp2x /= dist;
    +		perp2y /= dist;
    +		perp2x *= width;
    +		perp2y *= width;
    +		
    +		a1 = (-perpy + p1y) - (-perpy + p2y);
    +	    b1 = (-perpx + p2x) - (-perpx + p1x);
    +	    c1 = (-perpx + p1x) * (-perpy + p2y) - (-perpx + p2x) * (-perpy + p1y);
    +	    a2 = (-perp2y + p3y) - (-perp2y + p2y);
    +	    b2 = (-perp2x + p2x) - (-perp2x + p3x);
    +	    c2 = (-perp2x + p3x) * (-perp2y + p2y) - (-perp2x + p2x) * (-perp2y + p3y);
    +	 
    +	    denom = a1*b2 - a2*b1;
    +	    
    +	    if (denom == 0) {
    +	    	denom+=1;
    +	    }
    +	    
    +	    px = (b1*c2 - b2*c1)/denom;
    +	    py = (a2*c1 - a1*c2)/denom;
    +		
    +		pdist = (px -p2x) * (px -p2x) + (py -p2y) + (py -p2y);
    +		
    +		if(pdist > 140 * 140)
    +		{
    +			perp3x = perpx - perp2x;
    +			perp3y = perpy - perp2y;
    +			
    +			dist = Math.sqrt(perp3x*perp3x + perp3y*perp3y);
    +			perp3x /= dist;
    +			perp3y /= dist;
    +			perp3x *= width;
    +			perp3y *= width;
    +			
    +			verts.push(p2x - perp3x, p2y -perp3y);
    +			verts.push(r, g, b, alpha);
    +			
    +			verts.push(p2x + perp3x, p2y +perp3y);
    +			verts.push(r, g, b, alpha);
    +			
    +			verts.push(p2x - perp3x, p2y -perp3y);
    +			verts.push(r, g, b, alpha);
    +			
    +			indexCount++;
    +		}
    +		else
    +		{
    +			verts.push(px , py);
    +			verts.push(r, g, b, alpha);
    +			
    +			verts.push(p2x - (px-p2x), p2y - (py - p2y));//, 4);
    +			verts.push(r, g, b, alpha);
    +		}
    +	}
    +	
    +	p1x = points[(length-2)*2]
    +	p1y = points[(length-2)*2 + 1] 
    +	
    +	p2x = points[(length-1)*2]
    +	p2y = points[(length-1)*2 + 1]
    +	
    +	perpx = -(p1y - p2y)
    +	perpy = p1x - p2x;
    +	
    +	dist = Math.sqrt(perpx*perpx + perpy*perpy);
    +	perpx /= dist;
    +	perpy /= dist;
    +	perpx *= width;
    +	perpy *= width;
    +	
    +	verts.push(p2x - perpx , p2y - perpy)
    +	verts.push(r, g, b, alpha);
    +	
    +	verts.push(p2x + perpx , p2y + perpy)
    +	verts.push(r, g, b, alpha);
    +	
    +	indices.push(indexStart);
    +	
    +	for (var i=0; i < indexCount; i++) 
    +	{
    +		indices.push(indexStart++);
    +	};
    +	
    +	indices.push(indexStart-1);
    +}
    +
    +
    +PIXI.WebGLGraphics.buildPoly = function(graphicsData, webGLData)
    +{
    +	var points = graphicsData.points;
    +	if(points.length < 6)return;
    +	
    +	// get first and last point.. figure out the middle!
    +	var verts = webGLData.points;
    +	var indices = webGLData.indices;
    +	
    +	var length = points.length / 2;
    +	
    +	// sort color
    +	var color = HEXtoRGB(graphicsData.fillColor);
    +	var alpha = graphicsData.fillAlpha;
    +	var r = color[0] * alpha;
    +	var g = color[1] * alpha;
    +	var b = color[2] * alpha;
    +	
    +	var triangles = PIXI.PolyK.Triangulate(points);
    +	
    +	var vertPos = verts.length / 6;
    +	
    +	for (var i=0; i < triangles.length; i+=3) 
    +	{
    +		indices.push(triangles[i] + vertPos);
    +		indices.push(triangles[i] + vertPos);
    +		indices.push(triangles[i+1] + vertPos);
    +		indices.push(triangles[i+2] +vertPos);
    +		indices.push(triangles[i+2] + vertPos);
    +	};
    +	
    +	for (var i = 0; i < length; i++) 
    +	{
    +		verts.push(points[i * 2], points[i * 2 + 1],
    +				   r, g, b, alpha);
    +	};
    +}
    +
    +function HEXtoRGB(hex) {
    +	return [(hex >> 16 & 0xFF) / 255, ( hex >> 8 & 0xFF) / 255, (hex & 0xFF)/ 255];
    +}
    +
    +
    +
    +
    +
    +    
    +
    + +
    +
    +
    +
    +
    +
    + + + + + + + + + + diff --git a/docs/files/src_pixi_renderers_WebGLRenderGroup.js.html b/docs/files/src_pixi_renderers_webgl_WebGLRenderGroup.js.html similarity index 70% rename from docs/files/src_pixi_renderers_WebGLRenderGroup.js.html rename to docs/files/src_pixi_renderers_webgl_WebGLRenderGroup.js.html index 264cc48..d73c577 100644 --- a/docs/files/src_pixi_renderers_WebGLRenderGroup.js.html +++ b/docs/files/src_pixi_renderers_webgl_WebGLRenderGroup.js.html @@ -2,7 +2,7 @@ - src/pixi/renderers/WebGLRenderGroup.js - Pixi.JS + src/pixi/renderers/webgl/WebGLRenderGroup.js - Pixi.JS @@ -19,7 +19,7 @@
    - API Docs for: 1.0.0 + API Docs for: 1.3.0
    @@ -49,14 +49,22 @@
  • BitmapText
  • +
  • CanvasGraphics
  • +
  • CanvasRenderer
  • +
  • Circle
  • +
  • CustomRenderable
  • DisplayObject
  • DisplayObjectContainer
  • +
  • Ellipse
  • + +
  • Graphics
  • +
  • ImageLoader
  • InteractionData
  • @@ -134,7 +142,7 @@
    -

    File: src/pixi/renderers/WebGLRenderGroup.js

    +

    File: src/pixi/renderers/webgl/WebGLRenderGroup.js

    @@ -162,7 +170,6 @@ PIXI.WebGLRenderGroup = function(gl)
     	this.toRemove = [];
     }
     
    -
     // constructor
     PIXI.WebGLRenderGroup.constructor = PIXI.WebGLRenderGroup;
     
    @@ -178,20 +185,17 @@ PIXI.WebGLRenderGroup.prototype.setRenderable = function(displayObject)
     	
     	// 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.WebGLRenderGroup.prototype.render = function(projection)
     {
    -	
     	PIXI.WebGLRenderer.updateTextures();
     	
     	var gl = this.gl;
    -	
    -	// set the flipped matrix..
    -	gl.uniformMatrix4fv(PIXI.shaderProgram.mvMatrixUniform, false, projectionMatrix);
    +
    +	gl.uniform2f(PIXI.shaderProgram.projectionVector, projection.x, projection.y);
    +	gl.blendFunc(gl.ONE, gl.ONE_MINUS_SRC_ALPHA);
     	
     	// TODO remove this by replacing visible with getter setters..	
     	this.checkVisibility(this.root, this.root.visible);
    @@ -209,26 +213,59 @@ PIXI.WebGLRenderGroup.prototype.render = function(projectionMatrix)
     		}
     		else if(renderable instanceof PIXI.TilingSprite)
     		{
    -			if(renderable.visible)this.renderTilingSprite(renderable, projectionMatrix);
    +			if(renderable.visible)this.renderTilingSprite(renderable, projection);
     		}
     		else if(renderable instanceof PIXI.Strip)
     		{
    -			if(renderable.visible)this.renderStrip(renderable, projectionMatrix);
    +			if(renderable.visible)this.renderStrip(renderable, projection);
    +		}
    +		else if(renderable instanceof PIXI.Graphics)
    +		{
    +			if(renderable.visible && renderable.renderable) PIXI.WebGLGraphics.renderGraphics(renderable, projection);//, projectionMatrix);
    +		}
    +		else if(renderable instanceof PIXI.FilterBlock)
    +		{
    +			/*
    +			 * for now only masks are supported..
    +			 */
    +			if(renderable.open)
    +			{
    +    			gl.enable(gl.STENCIL_TEST);
    +					
    +				gl.colorMask(false, false, false, false);
    +				gl.stencilFunc(gl.ALWAYS,1,0xff);
    +				gl.stencilOp(gl.KEEP,gl.KEEP,gl.REPLACE);
    +  
    +				PIXI.WebGLGraphics.renderGraphics(renderable.mask, projection);
    +  					
    +				gl.colorMask(true, true, true, false);
    +				gl.stencilFunc(gl.NOTEQUAL,0,0xff);
    +				gl.stencilOp(gl.KEEP,gl.KEEP,gl.KEEP);
    +			}
    +			else
    +			{
    +				gl.disable(gl.STENCIL_TEST);
    +			}
     		}
     	}
     	
     }
     
    -PIXI.WebGLRenderGroup.prototype.renderSpecific = function(displayObject, projectionMatrix)
    +PIXI.WebGLRenderGroup.prototype.handleFilter = function(filter, projection)
    +{
    +	
    +}
    +
    +PIXI.WebGLRenderGroup.prototype.renderSpecific = function(displayObject, projection)
     {
     	PIXI.WebGLRenderer.updateTextures();
     	
     	var gl = this.gl;
     	this.checkVisibility(displayObject, displayObject.visible);
    -	gl.uniformMatrix4fv(PIXI.shaderProgram.mvMatrixUniform, false, projectionMatrix);
     	
    -	
    -	//console.log("SPECIFIC");
    +//	gl.uniformMatrix4fv(PIXI.shaderProgram.mvMatrixUniform, false, projectionMatrix);
    +	gl.uniform2f(PIXI.shaderProgram.projectionVector, projection.x, projection.y);
    +
     	// to do!
     	// render part of the scene...
     	
    @@ -238,8 +275,18 @@ PIXI.WebGLRenderGroup.prototype.renderSpecific = function(displayObject, project
     	var endIndex;
     	var endBatchIndex;
     	
    -	// get NEXT Renderable!
    -	var nextRenderable = displayObject.renderable ? displayObject : this.getNextRenderable(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
    +	 */
    +	var nextRenderable = displayObject.last;
    +	while(nextRenderable._iNext)
    +	{
    +		nextRenderable = nextRenderable._iNext;
    +		if(nextRenderable.renderable && nextRenderable.__renderGroup)break;
    +	}
     	var startBatch = nextRenderable.batch;
     	
     	if(nextRenderable instanceof PIXI.Sprite)
    @@ -308,26 +355,16 @@ PIXI.WebGLRenderGroup.prototype.renderSpecific = function(displayObject, project
     	
     	// 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)
    +		else
     		{
    -			if(startBatch.visible)this.renderTilingSprite(startBatch, projectionMatrix);
    +			this.renderSpecial(startBatch);
     		}
    -		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;
     	}
     	
    @@ -340,17 +377,9 @@ PIXI.WebGLRenderGroup.prototype.renderSpecific = function(displayObject, project
     	{
     		startBatch.render(startIndex);
     	}
    -	else if(startBatch instanceof PIXI.TilingSprite)
    +	else
     	{
    -		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);
    +		this.renderSpecial(startBatch);
     	}
     	
     	// DO the middle batchs..
    @@ -362,19 +391,10 @@ PIXI.WebGLRenderGroup.prototype.renderSpecific = function(displayObject, project
     		{
     			this.batchs[i].render();
     		}
    -		else if(renderable instanceof PIXI.TilingSprite)
    +		else
     		{
    -			if(renderable.visible)this.renderTilingSprite(renderable, projectionMatrix);
    +			this.renderSpecial(renderable);
     		}
    -		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..
    @@ -382,30 +402,66 @@ PIXI.WebGLRenderGroup.prototype.renderSpecific = function(displayObject, project
     	{
     		endBatch.render(0, endIndex+1);
     	}
    -	else if(endBatch instanceof PIXI.TilingSprite)
    +	else
     	{
    -		if(endBatch.visible)this.renderTilingSprite(endBatch);
    +		this.renderSpecial(endBatch);
     	}
    -	else if(endBatch instanceof PIXI.Strip)
    +}
    +
    +PIXI.WebGLRenderGroup.prototype.renderSpecial = function(renderable)
    +{
    +	if(renderable instanceof PIXI.TilingSprite)
     	{
    -		if(endBatch.visible)this.renderStrip(endBatch);
    +		if(renderable.visible)this.renderTilingSprite(renderable, projectionMatrix);
     	}
    -	else if(endBatch instanceof PIXI.CustomRenderable)
    +	else if(renderable instanceof PIXI.Strip)
     	{
    -		if(endBatch.visible) endBatch.renderWebGL(this, projectionMatrix);
    +		if(renderable.visible)this.renderStrip(renderable, projectionMatrix);
    +	}
    +	else if(renderable instanceof PIXI.CustomRenderable)
    +	{
    +		if(renderable.visible) renderable.renderWebGL(this, projectionMatrix);
    +	}
    +	else if(renderable instanceof PIXI.Graphics)
    +	{
    +		if(renderable.visible && renderable.renderable) PIXI.WebGLGraphics.renderGraphics(renderable);//, projectionMatrix);
    +	}
    +	else if(renderable instanceof PIXI.FilterBlock)
    +	{
    +		/*
    +		 * for now only masks are supported..
    +		 */
    +		if(renderable.open)
    +		{
    +			gl.enable(gl.STENCIL_TEST);
    +				
    +			gl.colorMask(false, false, false, false);
    +			gl.stencilFunc(gl.ALWAYS,1,0xff);
    +			gl.stencilOp(gl.KEEP,gl.KEEP,gl.REPLACE);
    +  
    +			PIXI.WebGLGraphics.renderGraphics(renderable.mask, projection);
    +				
    +			gl.colorMask(true, true, true, false);
    +			gl.stencilFunc(gl.NOTEQUAL,0,0xff);
    +			gl.stencilOp(gl.KEEP,gl.KEEP,gl.KEEP);
    +		}
    +		else
    +		{
    +			gl.disable(gl.STENCIL_TEST);
    +		}
     	}
     }
     
     PIXI.WebGLRenderGroup.prototype.checkVisibility = function(displayObject, globalVisible)
     {
    -	// give the dp a refference to its renderGroup...
    +	// give the dp a reference 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
    +		// TODO optimize... should'nt need to loop through everything all the time
     		child.worldVisible = child.visible && globalVisible;
     		
     		// everything should have a batch!
    @@ -413,12 +469,7 @@ PIXI.WebGLRenderGroup.prototype.checkVisibility = function(displayObject, global
     		if(child.textureChange)
     		{
     			child.textureChange = false;
    -			if(child.worldVisible)
    -			{
    -				this.removeDisplayObject(child);
    -				this.addDisplayObject(child);
    -				//this.updateTexture(child);
    -			}
    +			if(child.worldVisible)this.updateTexture(child);
     			// update texture!!
     		}
     		
    @@ -431,135 +482,159 @@ PIXI.WebGLRenderGroup.prototype.checkVisibility = function(displayObject, global
     
     PIXI.WebGLRenderGroup.prototype.updateTexture = function(displayObject)
     {
    -	// we know this exists..
    -	// is it in a batch..
    -	// check batch length
    -	if(displayObject.batch.length == 1)
    +	
    +	// TODO definitely can optimse this function..
    +	
    +	this.removeObject(displayObject);
    +	
    +	/*
    +	 *  LOOK FOR THE PREVIOUS RENDERABLE
    +	 *  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 previousRenderable = displayObject.first;
    +	while(previousRenderable != this.root)
     	{
    -		// just one! this guy! so simply swap the texture
    -		displayObject.batch.texture = displayObject.texture.baseTexture;
    -		return;
    +		previousRenderable = previousRenderable._iPrev;
    +		if(previousRenderable.renderable && previousRenderable.__renderGroup)break;
     	}
     	
    -	// early out!
    -	if(displayObject.batch.texture == displayObject.texture.baseTexture)return;
    +	/*
    +	 *  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
    +	 */
    +	var nextRenderable = displayObject.last;
    +	while(nextRenderable._iNext)
    +	{
    +		nextRenderable = nextRenderable._iNext;
    +		if(nextRenderable.renderable && nextRenderable.__renderGroup)break;
    +	}
     	
    -	
    -	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);
    -	}
    +	this.insertObject(displayObject, previousRenderable, nextRenderable);
     }
     
    -PIXI.WebGLRenderGroup.prototype.addDisplayObject = function(displayObject)
    +PIXI.WebGLRenderGroup.prototype.addFilterBlocks = function(start, end)
    +{
    +	start.__renderGroup = this;
    +	end.__renderGroup = this;
    +	/*
    +	 *  LOOK FOR THE PREVIOUS RENDERABLE
    +	 *  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 previousRenderable = start;
    +	while(previousRenderable != this.root)
    +	{
    +		previousRenderable = previousRenderable._iPrev;
    +		if(previousRenderable.renderable && previousRenderable.__renderGroup)break;
    +	}
    +	this.insertAfter(start, previousRenderable);
    +		
    +	/*
    +	 *  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
    +	 */
    +	var previousRenderable2 = end;
    +	while(previousRenderable2 != this.root)
    +	{
    +		previousRenderable2 = previousRenderable2._iPrev;
    +		if(previousRenderable2.renderable && previousRenderable2.__renderGroup)break;
    +	}
    +	this.insertAfter(end, previousRenderable2);
    +}
    +
    +PIXI.WebGLRenderGroup.prototype.removeFilterBlocks = function(start, end)
    +{
    +	this.removeObject(start);
    +	this.removeObject(end);
    +}
    +
    +PIXI.WebGLRenderGroup.prototype.addDisplayObjectAndChildren = 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;
    +	/*
    +	 *  LOOK FOR THE PREVIOUS RENDERABLE
    +	 *  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 previousRenderable = displayObject.first;
    +	while(previousRenderable != this.root)
    +	{
    +		previousRenderable = previousRenderable._iPrev;
    +		if(previousRenderable.renderable && previousRenderable.__renderGroup)break;
    +	}
    +	
    +	/*
    +	 *  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
    +	 */
    +	var nextRenderable = displayObject.last;
    +	while(nextRenderable._iNext)
    +	{
    +		nextRenderable = nextRenderable._iNext;
    +		if(nextRenderable.renderable && nextRenderable.__renderGroup)break;
    +	}
    +	
    +	// one the display object hits this. we can break the loop	
    +	
    +	var tempObject = displayObject.first;
    +	var testObject = displayObject.last._iNext;
    +	do	
    +	{
    +		tempObject.__renderGroup = this;
    +		
    +		if(tempObject.renderable)
    +		{
    +		
    +			this.insertObject(tempObject, previousRenderable, nextRenderable);
    +			previousRenderable = tempObject;
    +		}
    +		
    +		tempObject = tempObject._iNext;
    +	}
    +	while(tempObject != testObject)
    +}
     
    -	//displayObject.cacheVisible = true;
    -	if(!displayObject.renderable)return;
    +PIXI.WebGLRenderGroup.prototype.removeDisplayObjectAndChildren = function(displayObject)
    +{
    +	if(displayObject.__renderGroup != this)return;
    +	
    +//	var displayObject = displayObject.first;
    +	var lastObject = displayObject.last;
    +	do	
    +	{
    +		displayObject.__renderGroup = null;
    +		if(displayObject.renderable)this.removeObject(displayObject);
    +		displayObject = displayObject._iNext;
    +	}
    +	while(displayObject)
    +}
     
    +	
    +
    +PIXI.WebGLRenderGroup.prototype.insertObject = function(displayObject, previousObject, nextObject)
    +{
     	// while looping below THE OBJECT MAY NOT HAVE BEEN ADDED
    -	//displayObject.__inWebGL = true;
    +	var previousSprite = previousObject;
    +	var nextSprite = nextObject;
     	
    -	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;
    @@ -619,6 +694,7 @@ PIXI.WebGLRenderGroup.prototype.addDisplayObject = function(displayObject)
     			else
     			{
     				// TODO re-word!
    +				
     				nextBatch = nextSprite;
     			}
     		}
    @@ -641,40 +717,88 @@ PIXI.WebGLRenderGroup.prototype.addDisplayObject = function(displayObject)
     		{
     			this.batchs.push(batch);
     		}
    -	
    +		
    +		return;
     	}
     	else if(displayObject instanceof PIXI.TilingSprite)
     	{
    +		
     		// add to a batch!!
     		this.initTilingSprite(displayObject);
    -		this.batchs.push(displayObject);
    +	//	this.batchs.push(displayObject);
     		
     	}
     	else if(displayObject instanceof PIXI.Strip)
     	{
     		// add to a batch!!
     		this.initStrip(displayObject);
    -		this.batchs.push(displayObject);
    +	//	this.batchs.push(displayObject);
    +	}
    +	else if(displayObject)// instanceof PIXI.Graphics)
    +	{
    +		//displayObject.initWebGL(this);
    +		
    +		// add to a batch!!
    +		//this.initStrip(displayObject);
    +		//this.batchs.push(displayObject);
     	}
     	
    -	// if its somthing else... then custom codes!
    -	this.batchUpdate = true;
    +	this.insertAfter(displayObject, previousSprite);
    +			
    +	// insert and SPLIT!
    +
     }
     
    -PIXI.WebGLRenderGroup.prototype.addDisplayObjectAndChildren = function(displayObject)
    +				
    +			
    +PIXI.WebGLRenderGroup.prototype.insertAfter = function(item, 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++) 
    +	if(displayObject instanceof PIXI.Sprite)
     	{
    -	  	this.addDisplayObjectAndChildren(children[i]);
    -	};
    +		var previousBatch = displayObject.batch;
    +		
    +		if(previousBatch)
    +		{
    +			// so this object is in a batch!
    +			
    +			// is it not? need to split the batch
    +			if(previousBatch.tail == displayObject)
    +			{
    +				// is it tail? insert in to batchs	
    +				var index = this.batchs.indexOf( previousBatch );
    +				this.batchs.splice(index+1, 0, item);
    +			}
    +			else
    +			{
    +				// TODO MODIFY ADD / REMOVE CHILD TO ACCOUNT FOR FILTERS (also get prev and next) //
    +				
    +				// THERE IS A SPLIT IN THIS BATCH! //
    +				var splitBatch = previousBatch.split(displayObject.__next);
    +				
    +				// COOL!
    +				// add it back into the array	
    +				/*
    +				 * OOPS!
    +				 * seems the new sprite is in the middle of a batch
    +				 * lets split it.. 
    +				 */
    +				var index = this.batchs.indexOf( previousBatch );
    +				this.batchs.splice(index+1, 0, item, splitBatch);
    +			}
    +		}
    +		else
    +		{
    +			this.batchs.push(item);
    +		}
    +	}
    +	else
    +	{
    +		var index = this.batchs.indexOf( displayObject );
    +		this.batchs.splice(index+1, 0, item);
    +	}
     }
     
    -PIXI.WebGLRenderGroup.prototype.removeDisplayObject = function(displayObject)
    +PIXI.WebGLRenderGroup.prototype.removeObject = function(displayObject)
     {
     	// loop through children..
     	// display object //
    @@ -682,10 +806,7 @@ PIXI.WebGLRenderGroup.prototype.removeDisplayObject = function(displayObject)
     	// 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..
     	 * 
    @@ -743,111 +864,18 @@ PIXI.WebGLRenderGroup.prototype.removeDisplayObject = function(displayObject)
     			}
     		}
     		
    -		
     		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
    @@ -872,7 +900,6 @@ PIXI.WebGLRenderGroup.prototype.initTilingSprite = function(sprite)
     	
     	sprite.indices =  new Uint16Array([0, 1, 3,2])//, 2]);
     	
    -	
     	sprite._vertexBuffer = gl.createBuffer();
     	sprite._indexBuffer = gl.createBuffer();
     	sprite._uvBuffer = gl.createBuffer();
    @@ -908,17 +935,28 @@ PIXI.WebGLRenderGroup.prototype.initTilingSprite = function(sprite)
     /**
      * @private
      */
    -PIXI.WebGLRenderGroup.prototype.renderStrip = function(strip, projectionMatrix)
    +PIXI.WebGLRenderGroup.prototype.renderStrip = function(strip, projection)
     {
     	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 )
    +	//var mat4Real = PIXI.mat3.toMat4(strip.worldTransform);
    +	//PIXI.mat4.transpose(mat4Real);
    +	//PIXI.mat4.multiply(projectionMatrix, mat4Real, mat4Real )
     
    -	gl.uniformMatrix4fv(shaderProgram.mvMatrixUniform, false, mat4Real);
    -  
    +	
    +	gl.useProgram(PIXI.stripShaderProgram);
    +
    +	var m = PIXI.mat3.clone(strip.worldTransform);
    +	
    +	PIXI.mat3.transpose(m);
    +	
    +	// set the matrix transform for the 
    + 	gl.uniformMatrix3fv(PIXI.stripShaderProgram.translationMatrix, false, m);
    +	gl.uniform2f(PIXI.stripShaderProgram.projectionVector, projection.x, projection.y);
    +	gl.uniform1f(PIXI.stripShaderProgram.alpha, strip.worldAlpha);
    +
    +/*
     	if(strip.blendMode == PIXI.blendModes.NORMAL)
     	{
     		gl.blendFunc(gl.ONE, gl.ONE_MINUS_SRC_ALPHA);
    @@ -927,6 +965,8 @@ PIXI.WebGLRenderGroup.prototype.renderStrip = function(strip, projectionMatrix)
     	{
     		gl.blendFunc(gl.ONE, gl.ONE_MINUS_SRC_COLOR);
     	}
    +	*/
    +	
     	
     	if(!strip.dirty)
     	{
    @@ -947,8 +987,6 @@ PIXI.WebGLRenderGroup.prototype.renderStrip = function(strip, projectionMatrix)
     		
     		// dont need to upload!
     	    gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, strip._indexBuffer);
    -    
    -	
     	}
     	else
     	{
    @@ -974,11 +1012,11 @@ PIXI.WebGLRenderGroup.prototype.renderStrip = function(strip, projectionMatrix)
     	    gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, strip.indices, gl.STATIC_DRAW);
     	    
     	}
    -	//console.log(gl.TRIANGLE_STRIP)
    +	//console.log(gl.TRIANGLE_STRIP);
    +	
     	gl.drawElements(gl.TRIANGLE_STRIP, strip.indices.length, gl.UNSIGNED_SHORT, 0);
         
    -    gl.uniformMatrix4fv(shaderProgram.mvMatrixUniform, false, projectionMatrix);
    -  
    +  	gl.useProgram(PIXI.shaderProgram);
     }
     
     
    @@ -1022,7 +1060,7 @@ PIXI.WebGLRenderGroup.prototype.renderTilingSprite = function(sprite, projection
     /**
      * @private
      */
    -PIXI.WebGLRenderer.prototype.initStrip = function(strip)
    +PIXI.WebGLRenderGroup.prototype.initStrip = function(strip)
     {
     	// build the strip!
     	var gl = this.gl;
    diff --git a/docs/files/src_pixi_renderers_WebGLRenderer.js.html b/docs/files/src_pixi_renderers_webgl_WebGLRenderer.js.html
    similarity index 86%
    rename from docs/files/src_pixi_renderers_WebGLRenderer.js.html
    rename to docs/files/src_pixi_renderers_webgl_WebGLRenderer.js.html
    index 15ac256..eb6aae6 100644
    --- a/docs/files/src_pixi_renderers_WebGLRenderer.js.html
    +++ b/docs/files/src_pixi_renderers_webgl_WebGLRenderer.js.html
    @@ -2,7 +2,7 @@
     
     
         
    -    src/pixi/renderers/WebGLRenderer.js - Pixi.JS
    +    src/pixi/renderers/webgl/WebGLRenderer.js - Pixi.JS
         
         
         
    @@ -19,7 +19,7 @@
                 
             
    - API Docs for: 1.0.0 + API Docs for: 1.3.0
    @@ -49,14 +49,22 @@
  • BitmapText
  • +
  • CanvasGraphics
  • +
  • CanvasRenderer
  • +
  • Circle
  • +
  • CustomRenderable
  • DisplayObject
  • DisplayObjectContainer
  • +
  • Ellipse
  • + +
  • Graphics
  • +
  • ImageLoader
  • InteractionData
  • @@ -134,7 +142,7 @@
    -

    File: src/pixi/renderers/WebGLRenderer.js

    +

    File: src/pixi/renderers/webgl/WebGLRenderer.js

    @@ -174,7 +182,7 @@ PIXI.WebGLRenderer = function(width, height, view, transparent)
     	
     	this.view = view || document.createElement( 'canvas' ); 
         this.view.width = this.width;
    -	this.view.height = this.height;  
    +	this.view.height = this.height;
     	
     	// deal with losing context..	
         var scope = this;
    @@ -187,8 +195,9 @@ PIXI.WebGLRenderer = function(width, height, view, transparent)
      	{
             PIXI.gl = this.gl = this.view.getContext("experimental-webgl",  {  	
         		 alpha: this.transparent,
    -    		 antialias:false, // SPEED UP??
    -    		 premultipliedAlpha:false
    +    		 antialias:true, // SPEED UP??
    +    		 premultipliedAlpha:false,
    +    		 stencil:true
             });
         } 
         catch (e) 
    @@ -196,8 +205,11 @@ PIXI.WebGLRenderer = function(width, height, view, transparent)
         	throw new Error(" This browser does not support webGL. Try using the canvas renderer" + this);
         }
         
    -    this.initShaders();
    +    PIXI.initPrimitiveShader();
    +    PIXI.initDefaultShader();
    +    PIXI.initDefaultStripShader();
         
    +    PIXI.activateDefaultShader();
         
         var gl = this.gl;
         PIXI.WebGLRenderer.gl = gl;
    @@ -205,10 +217,15 @@ PIXI.WebGLRenderer = function(width, height, view, transparent)
         this.batch = new PIXI.WebGLBatch(gl);
        	gl.disable(gl.DEPTH_TEST);
        	gl.disable(gl.CULL_FACE);
    +   	
    +   	//
    +   	 
    +   	 
         gl.enable(gl.BLEND);
         gl.colorMask(true, true, true, this.transparent); 
         
    -    this.projectionMatrix =  PIXI.mat4.create();
    +    PIXI.projection = new PIXI.Point(400, 300);
    +    
         this.resize(this.width, this.height);
         this.contextLost = false;
         
    @@ -246,39 +263,7 @@ PIXI.WebGLRenderer.returnBatch = function(batch)
     /**
      * @private
      */
    -PIXI.WebGLRenderer.prototype.initShaders = function() 
    -{
    -	var gl = this.gl;
    -	var fragmentShader = PIXI.CompileFragmentShader(gl, PIXI.shaderFragmentSrc);
    -	var vertexShader = PIXI.CompileVertexShader(gl, PIXI.shaderVertexSrc);
    -	
    -	PIXI.shaderProgram = gl.createProgram();
    -	
    -	var shaderProgram = PIXI.shaderProgram;
    -	
    -    gl.attachShader(shaderProgram, vertexShader);
    -    gl.attachShader(shaderProgram, fragmentShader);
    -    gl.linkProgram(shaderProgram);
     
    -    if (!gl.getProgramParameter(shaderProgram, gl.LINK_STATUS)) {
    -        alert("Could not initialise shaders");
    -    }
    -
    -    gl.useProgram(shaderProgram);
    -
    -    shaderProgram.vertexPositionAttribute = gl.getAttribLocation(shaderProgram, "aVertexPosition");
    -    gl.enableVertexAttribArray(shaderProgram.vertexPositionAttribute);
    -
    -    shaderProgram.textureCoordAttribute = gl.getAttribLocation(shaderProgram, "aTextureCoord");
    -    gl.enableVertexAttribArray(shaderProgram.textureCoordAttribute);
    -	
    -	shaderProgram.colorAttribute = gl.getAttribLocation(shaderProgram, "aColor");
    -    gl.enableVertexAttribArray(shaderProgram.colorAttribute);
    -
    -
    -    shaderProgram.mvMatrixUniform = gl.getUniformLocation(shaderProgram, "uMVMatrix");
    -    shaderProgram.samplerUniform = gl.getUniformLocation(shaderProgram, "uSampler");
    -}
     
     
     /**
    @@ -327,16 +312,18 @@ PIXI.WebGLRenderer.prototype.render = function(stage)
     	gl.viewport(0, 0, this.width, this.height);	
     	
     	// set the correct matrix..	
    -   // gl.uniformMatrix4fv(this.shaderProgram.mvMatrixUniform, false, this.projectionMatrix);
    +   //	gl.uniformMatrix4fv(this.shaderProgram.mvMatrixUniform, false, this.projectionMatrix);
        
        	gl.bindFramebuffer(gl.FRAMEBUFFER, null);
     		
     	gl.clearColor(stage.backgroundColorSplit[0],stage.backgroundColorSplit[1],stage.backgroundColorSplit[2], !this.transparent);     
     	gl.clear(gl.COLOR_BUFFER_BIT);
     
    -
    +	// HACK TO TEST
    +	//PIXI.projectionMatrix = this.projectionMatrix;
    +	
     	this.stageRenderGroup.backgroundColor = stage.backgroundColorSplit;
    -	this.stageRenderGroup.render(this.projectionMatrix);
    +	this.stageRenderGroup.render(PIXI.projection);
     	
     	// interaction
     	// run interaction!
    @@ -437,12 +424,15 @@ PIXI.WebGLRenderer.prototype.resize = function(width, height)
     	
     	this.gl.viewport(0, 0, this.width, this.height);	
     	
    -	var projectionMatrix = this.projectionMatrix;
    +	//var projectionMatrix = this.projectionMatrix;
     	
    -	projectionMatrix[0] = 2/this.width;
    -	projectionMatrix[5] = -2/this.height;
    -	projectionMatrix[12] = -1;
    -	projectionMatrix[13] = 1;
    +	PIXI.projection.x =  this.width/2;
    +	PIXI.projection.y =  this.height/2;
    +	
    +//	projectionMatrix[0] = 2/this.width;
    +//	projectionMatrix[5] = -2/this.height;
    +//	projectionMatrix[12] = -1;
    +//	projectionMatrix[13] = 1;
     }
     
     /**
    @@ -465,9 +455,11 @@ PIXI.WebGLRenderer.prototype.handleContextRestored = function(event)
             
     	this.initShaders();	
     	
    -	for (var i=0; i < PIXI.TextureCache.length; i++) 
    +	for(var key in PIXI.TextureCache) 
     	{
    -		this.updateTexture(PIXI.TextureCache[i]);
    +        	var texture = PIXI.TextureCache[key].baseTexture;
    +        	texture._glTexture = null;
    +        	PIXI.WebGLRenderer.updateTexture(texture);
     	};
     	
     	for (var i=0; i <  this.batchs.length; i++) 
    diff --git a/docs/files/src_pixi_renderers_webgl_WebGLShaders.js.html b/docs/files/src_pixi_renderers_webgl_WebGLShaders.js.html
    new file mode 100644
    index 0000000..1dff6c3
    --- /dev/null
    +++ b/docs/files/src_pixi_renderers_webgl_WebGLShaders.js.html
    @@ -0,0 +1,399 @@
    +
    +
    +
    +    
    +    src/pixi/renderers/webgl/WebGLShaders.js - Pixi.JS
    +    
    +    
    +    
    +    
    +    
    +
    +
    +
    +
    +
    +
    + +

    + +
    +
    + API Docs for: 1.3.0 +
    +
    +
    + + +
    +
    + Show: + + + + + + + +
    + + +
    +
    +
    +

    File: src/pixi/renderers/webgl/WebGLShaders.js

    + +
    +
    +
    +/**
    + * @author Mat Groves http://matgroves.com/ @Doormat23
    + */
    +
    +
    +/*
    + * the default suoer fast shader!
    + */
    +
    +PIXI.shaderFragmentSrc = [
    +  "precision mediump float;",
    +  "varying vec2 vTextureCoord;",
    +  "varying float vColor;",
    +  "uniform sampler2D uSampler;",
    +  "void main(void) {",
    +    "gl_FragColor = texture2D(uSampler, vec2(vTextureCoord.x, vTextureCoord.y));",
    +    "gl_FragColor = gl_FragColor * vColor;",
    +  "}"
    +];
    +
    +PIXI.shaderVertexSrc = [
    +  "attribute vec2 aVertexPosition;",
    +  "attribute vec2 aTextureCoord;",
    +  "attribute float aColor;",
    +  //"uniform mat4 uMVMatrix;",
    +  
    +  "uniform vec2 projectionVector;",
    +  "varying vec2 vTextureCoord;",
    +  "varying float vColor;",
    +  "void main(void) {",
    +   // "gl_Position = uMVMatrix * vec4(aVertexPosition, 1.0, 1.0);",
    +    "gl_Position = vec4( aVertexPosition.x / projectionVector.x -1.0, aVertexPosition.y / -projectionVector.y + 1.0 , 0.0, 1.0);",
    +    "vTextureCoord = aTextureCoord;",
    +    "vColor = aColor;",
    +  "}"
    +];
    +
    +/*
    + * the triangle strip shader..
    + */
    +
    +PIXI.stripShaderFragmentSrc = [
    +  "precision mediump float;",
    +  "varying vec2 vTextureCoord;",
    +  "varying float vColor;",
    +  "uniform float alpha;",
    +  "uniform sampler2D uSampler;",
    +  "void main(void) {",
    +    "gl_FragColor = texture2D(uSampler, vec2(vTextureCoord.x, vTextureCoord.y));",
    +    "gl_FragColor = gl_FragColor * alpha;",
    +  "}"
    +];
    +
    +
    +PIXI.stripShaderVertexSrc = [
    +  "attribute vec2 aVertexPosition;",
    +  "attribute vec2 aTextureCoord;",
    +  "attribute float aColor;",
    +  "uniform mat3 translationMatrix;",
    +  "uniform vec2 projectionVector;",
    +  "varying vec2 vTextureCoord;",
    +  "varying float vColor;",
    +  "void main(void) {",
    +	"vec3 v = translationMatrix * vec3(aVertexPosition, 1.0);",
    +    "gl_Position = vec4( v.x / projectionVector.x -1.0, v.y / -projectionVector.y + 1.0 , 0.0, 1.0);",
    +    "vTextureCoord = aTextureCoord;",
    +    "vColor = aColor;",
    +  "}"
    +];
    +
    +
    +/*
    + * primitive shader..
    + */
    +
    +PIXI.primitiveShaderFragmentSrc = [
    +  "precision mediump float;",
    +  "varying vec4 vColor;",
    +  "void main(void) {",
    +    "gl_FragColor = vColor;",
    +  "}"
    +];
    +
    +PIXI.primitiveShaderVertexSrc = [
    +  "attribute vec2 aVertexPosition;",
    +  "attribute vec4 aColor;",
    +  "uniform mat3 translationMatrix;",
    +  "uniform vec2 projectionVector;",
    +  "uniform float alpha;",
    +  "varying vec4 vColor;",
    +  "void main(void) {",
    +  	"vec3 v = translationMatrix * vec3(aVertexPosition, 1.0);",
    +    "gl_Position = vec4( v.x / projectionVector.x -1.0, v.y / -projectionVector.y + 1.0 , 0.0, 1.0);",
    +    "vColor = aColor  * alpha;",
    +  "}"
    +];
    +
    +PIXI.initPrimitiveShader = function() 
    +{
    +	var gl = PIXI.gl;
    +
    +	var shaderProgram = PIXI.compileProgram(PIXI.primitiveShaderVertexSrc, PIXI.primitiveShaderFragmentSrc)
    +	
    +    gl.useProgram(shaderProgram);
    +
    +    shaderProgram.vertexPositionAttribute = gl.getAttribLocation(shaderProgram, "aVertexPosition");
    +    shaderProgram.colorAttribute = gl.getAttribLocation(shaderProgram, "aColor");
    +    
    +    shaderProgram.projectionVector = gl.getUniformLocation(shaderProgram, "projectionVector");
    +    shaderProgram.translationMatrix = gl.getUniformLocation(shaderProgram, "translationMatrix");
    +    
    +	shaderProgram.alpha = gl.getUniformLocation(shaderProgram, "alpha");
    +
    +	PIXI.primitiveProgram = shaderProgram;
    +}
    +
    +PIXI.initDefaultShader = function() 
    +{
    +	var gl = this.gl;
    +	var shaderProgram = PIXI.compileProgram(PIXI.shaderVertexSrc, PIXI.shaderFragmentSrc)
    +	
    +    gl.useProgram(shaderProgram);
    +
    +    shaderProgram.vertexPositionAttribute = gl.getAttribLocation(shaderProgram, "aVertexPosition");
    +    shaderProgram.projectionVector = gl.getUniformLocation(shaderProgram, "projectionVector");
    +    shaderProgram.textureCoordAttribute = gl.getAttribLocation(shaderProgram, "aTextureCoord");
    +	shaderProgram.colorAttribute = gl.getAttribLocation(shaderProgram, "aColor");
    +
    +   // shaderProgram.mvMatrixUniform = gl.getUniformLocation(shaderProgram, "uMVMatrix");
    +    shaderProgram.samplerUniform = gl.getUniformLocation(shaderProgram, "uSampler");
    +    
    +	PIXI.shaderProgram = shaderProgram;
    +}
    +
    +PIXI.initDefaultStripShader = function() 
    +{
    +	var gl = this.gl;
    +	var shaderProgram = PIXI.compileProgram(PIXI.stripShaderVertexSrc, PIXI.stripShaderFragmentSrc)
    +	
    +    gl.useProgram(shaderProgram);
    +
    +    shaderProgram.vertexPositionAttribute = gl.getAttribLocation(shaderProgram, "aVertexPosition");
    +    shaderProgram.projectionVector = gl.getUniformLocation(shaderProgram, "projectionVector");
    +    shaderProgram.textureCoordAttribute = gl.getAttribLocation(shaderProgram, "aTextureCoord");
    +	shaderProgram.translationMatrix = gl.getUniformLocation(shaderProgram, "translationMatrix");
    +	shaderProgram.alpha = gl.getUniformLocation(shaderProgram, "alpha");
    +
    +	shaderProgram.colorAttribute = gl.getAttribLocation(shaderProgram, "aColor");
    +
    +    shaderProgram.projectionVector = gl.getUniformLocation(shaderProgram, "projectionVector");
    +    
    +    shaderProgram.samplerUniform = gl.getUniformLocation(shaderProgram, "uSampler");
    +    
    +	PIXI.stripShaderProgram = shaderProgram;
    +}
    +
    +PIXI.CompileVertexShader = function(gl, shaderSrc)
    +{
    +  return PIXI._CompileShader(gl, shaderSrc, gl.VERTEX_SHADER);
    +}
    +
    +PIXI.CompileFragmentShader = function(gl, shaderSrc)
    +{
    +  return PIXI._CompileShader(gl, shaderSrc, gl.FRAGMENT_SHADER);
    +}
    +
    +PIXI._CompileShader = function(gl, shaderSrc, shaderType)
    +{
    +  var src = shaderSrc.join("\n");
    +  var shader = gl.createShader(shaderType);
    +  gl.shaderSource(shader, src);
    +  gl.compileShader(shader);
    +
    +  if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
    +    alert(gl.getShaderInfoLog(shader));
    +    return null;
    +  }
    +
    +  return shader;
    +}
    +
    +
    +PIXI.compileProgram = function(vertexSrc, fragmentSrc)
    +{
    +	var gl = PIXI.gl;
    +	var fragmentShader = PIXI.CompileFragmentShader(gl, fragmentSrc);
    +	var vertexShader = PIXI.CompileVertexShader(gl, vertexSrc);
    +	
    +	var shaderProgram = gl.createProgram();
    +	
    +    gl.attachShader(shaderProgram, vertexShader);
    +    gl.attachShader(shaderProgram, fragmentShader);
    +    gl.linkProgram(shaderProgram);
    +
    +    if (!gl.getProgramParameter(shaderProgram, gl.LINK_STATUS)) {
    +        alert("Could not initialise shaders");
    +    }
    +
    +	return shaderProgram;
    +} 
    +
    +
    +PIXI.activateDefaultShader = function()
    +{
    +	var gl = PIXI.gl;
    +	var shaderProgram = PIXI.shaderProgram;
    +	
    +	gl.useProgram(shaderProgram);
    +	
    +	
    +	gl.enableVertexAttribArray(shaderProgram.vertexPositionAttribute);
    +    gl.enableVertexAttribArray(shaderProgram.textureCoordAttribute);
    +    gl.enableVertexAttribArray(shaderProgram.colorAttribute);
    +}
    +
    +	
    +
    +PIXI.activatePrimitiveShader = function()
    +{
    +	var gl = PIXI.gl;
    +	
    +	gl.disableVertexAttribArray(PIXI.shaderProgram.textureCoordAttribute);
    +    gl.disableVertexAttribArray(PIXI.shaderProgram.colorAttribute);
    +    
    +	gl.useProgram(PIXI.primitiveProgram);
    +	
    +	gl.enableVertexAttribArray(PIXI.primitiveProgram.vertexPositionAttribute);
    +	gl.enableVertexAttribArray(PIXI.primitiveProgram.colorAttribute);
    +} 
    +
    +
    +    
    +
    + +
    +
    +
    +
    +
    +
    + + + + + + + + + + diff --git a/docs/files/src_pixi_text_BitmapText.js.html b/docs/files/src_pixi_text_BitmapText.js.html index c8f4d4c..5e9bbc2 100644 --- a/docs/files/src_pixi_text_BitmapText.js.html +++ b/docs/files/src_pixi_text_BitmapText.js.html @@ -19,7 +19,7 @@
    - API Docs for: 1.0.0 + API Docs for: 1.3.0
    @@ -49,14 +49,22 @@
  • BitmapText
  • +
  • CanvasGraphics
  • +
  • CanvasRenderer
  • +
  • Circle
  • +
  • CustomRenderable
  • DisplayObject
  • DisplayObjectContainer
  • +
  • Ellipse
  • + +
  • Graphics
  • +
  • ImageLoader
  • InteractionData
  • diff --git a/docs/files/src_pixi_text_Text.js.html b/docs/files/src_pixi_text_Text.js.html index 042193f..0ad9379 100644 --- a/docs/files/src_pixi_text_Text.js.html +++ b/docs/files/src_pixi_text_Text.js.html @@ -19,7 +19,7 @@
    - API Docs for: 1.0.0 + API Docs for: 1.3.0
    @@ -49,14 +49,22 @@
  • BitmapText
  • +
  • CanvasGraphics
  • +
  • CanvasRenderer
  • +
  • Circle
  • +
  • CustomRenderable
  • DisplayObject
  • DisplayObjectContainer
  • +
  • Ellipse
  • + +
  • Graphics
  • +
  • ImageLoader
  • InteractionData
  • diff --git a/docs/files/src_pixi_textures_BaseTexture.js.html b/docs/files/src_pixi_textures_BaseTexture.js.html index 2b12119..98f2ff6 100644 --- a/docs/files/src_pixi_textures_BaseTexture.js.html +++ b/docs/files/src_pixi_textures_BaseTexture.js.html @@ -19,7 +19,7 @@
    - API Docs for: 1.0.0 + API Docs for: 1.3.0
    @@ -49,14 +49,22 @@
  • BitmapText
  • +
  • CanvasGraphics
  • +
  • CanvasRenderer
  • +
  • Circle
  • +
  • CustomRenderable
  • DisplayObject
  • DisplayObjectContainer
  • +
  • Ellipse
  • + +
  • Graphics
  • +
  • ImageLoader
  • InteractionData
  • @@ -252,7 +260,9 @@ PIXI.BaseTexture.fromImage = function(imageUrl, crossorigin) var baseTexture = PIXI.BaseTextureCache[imageUrl]; if(!baseTexture) { - var image = new Image(); + // new Image() breaks tex loading in some versions of Chrome. + // See https://code.google.com/p/chromium/issues/detail?id=238071 + var image = new Image();//document.createElement('img'); if (crossorigin) { image.crossOrigin = ''; diff --git a/docs/files/src_pixi_textures_RenderTexture.js.html b/docs/files/src_pixi_textures_RenderTexture.js.html index b486c58..0c25c6d 100644 --- a/docs/files/src_pixi_textures_RenderTexture.js.html +++ b/docs/files/src_pixi_textures_RenderTexture.js.html @@ -19,7 +19,7 @@
    - API Docs for: 1.0.0 + API Docs for: 1.3.0
    @@ -49,14 +49,22 @@
  • BitmapText
  • +
  • CanvasGraphics
  • +
  • CanvasRenderer
  • +
  • Circle
  • +
  • CustomRenderable
  • DisplayObject
  • DisplayObjectContainer
  • +
  • Ellipse
  • + +
  • Graphics
  • +
  • ImageLoader
  • InteractionData
  • @@ -143,13 +151,33 @@ */ /** - * 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} - */ + A RenderTexture is a special texture that allows any pixi displayObject to be rendered to it. + + __Hint__: All DisplayObjects (exmpl. Sprites) that renders on RenderTexture should be preloaded. + Otherwise black rectangles will be drawn instead. + + RenderTexture takes snapshot of DisplayObject passed to render method. If DisplayObject is passed to render method, position and rotation of it will be ignored. For example: + + var renderTexture = new PIXI.RenderTexture(800, 600); + var sprite = PIXI.Sprite.fromImage("spinObj_01.png"); + sprite.position.x = 800/2; + sprite.position.y = 600/2; + sprite.anchor.x = 0.5; + sprite.anchor.y = 0.5; + renderTexture.render(sprite); + + Sprite in this case will be rendered to 0,0 position. To render this sprite at center DisplayObjectContainer should be used: + + var doc = new PIXI.DisplayObjectContainer(); + doc.addChild(sprite); + renderTexture.render(doc); // Renders to center of renderTexture + + @class RenderTexture + @extends Texture + @constructor + @param width {Number} + @param height {Number} + **/ PIXI.RenderTexture = function(width, height) { PIXI.EventTarget.call( this ); @@ -205,6 +233,8 @@ PIXI.RenderTexture.prototype.initWebGL = function() gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, this.baseTexture._glTexture, 0); // create a projection matrix.. + this.projection = new PIXI.Point(this.width/2 , this.height/2); + this.projectionMatrix = PIXI.mat4.create(); this.projectionMatrix[5] = 2/this.height// * 0.5; @@ -255,6 +285,9 @@ PIXI.RenderTexture.prototype.renderWebGL = function(displayObject, clear) //TODO -? create a new one??? dont think so! displayObject.worldTransform = PIXI.mat3.create();//sthis.indetityMatrix; + // modify to flip... + displayObject.worldTransform[4] = -1; + displayObject.worldTransform[5] = this.projection.y * 2; for(var i=0,j=children.length; i<j; i++) { @@ -267,18 +300,18 @@ PIXI.RenderTexture.prototype.renderWebGL = function(displayObject, clear) { if(displayObject == renderGroup.root) { - renderGroup.render(this.projectionMatrix); + renderGroup.render(this.projection); } else { - renderGroup.renderSpecific(displayObject, this.projectionMatrix); + renderGroup.renderSpecific(displayObject, this.projection); } } else { if(!this.renderGroup)this.renderGroup = new PIXI.WebGLRenderGroup(gl); this.renderGroup.setRenderable(displayObject); - this.renderGroup.render(this.projectionMatrix); + this.renderGroup.render(this.projection); } } diff --git a/docs/files/src_pixi_textures_Texture.js.html b/docs/files/src_pixi_textures_Texture.js.html index fb7afe4..ac3027a 100644 --- a/docs/files/src_pixi_textures_Texture.js.html +++ b/docs/files/src_pixi_textures_Texture.js.html @@ -19,7 +19,7 @@
    - API Docs for: 1.0.0 + API Docs for: 1.3.0
    @@ -49,14 +49,22 @@
  • BitmapText
  • +
  • CanvasGraphics
  • +
  • CanvasRenderer
  • +
  • Circle
  • +
  • CustomRenderable
  • DisplayObject
  • DisplayObjectContainer
  • +
  • Ellipse
  • + +
  • Graphics
  • +
  • ImageLoader
  • InteractionData
  • diff --git a/docs/files/src_pixi_utils_Detector.js.html b/docs/files/src_pixi_utils_Detector.js.html index 9aa0858..7dbe0d9 100644 --- a/docs/files/src_pixi_utils_Detector.js.html +++ b/docs/files/src_pixi_utils_Detector.js.html @@ -19,7 +19,7 @@
    - API Docs for: 1.0.0 + API Docs for: 1.3.0
    @@ -49,14 +49,22 @@
  • BitmapText
  • +
  • CanvasGraphics
  • +
  • CanvasRenderer
  • +
  • Circle
  • +
  • CustomRenderable
  • DisplayObject
  • DisplayObjectContainer
  • +
  • Ellipse
  • + +
  • Graphics
  • +
  • ImageLoader
  • InteractionData
  • diff --git a/docs/files/src_pixi_utils_EventTarget.js.html b/docs/files/src_pixi_utils_EventTarget.js.html index 56b926c..e49f174 100644 --- a/docs/files/src_pixi_utils_EventTarget.js.html +++ b/docs/files/src_pixi_utils_EventTarget.js.html @@ -19,7 +19,7 @@
    - API Docs for: 1.0.0 + API Docs for: 1.3.0
    @@ -49,14 +49,22 @@
  • BitmapText
  • +
  • CanvasGraphics
  • +
  • CanvasRenderer
  • +
  • Circle
  • +
  • CustomRenderable
  • DisplayObject
  • DisplayObjectContainer
  • +
  • Ellipse
  • + +
  • Graphics
  • +
  • ImageLoader
  • InteractionData
  • diff --git a/docs/files/src_pixi_utils_Utils.js.html b/docs/files/src_pixi_utils_Utils.js.html index 6f4410c..0e7d63a 100644 --- a/docs/files/src_pixi_utils_Utils.js.html +++ b/docs/files/src_pixi_utils_Utils.js.html @@ -19,7 +19,7 @@
    - API Docs for: 1.0.0 + API Docs for: 1.3.0
    @@ -49,14 +49,22 @@
  • BitmapText
  • +
  • CanvasGraphics
  • +
  • CanvasRenderer
  • +
  • Circle
  • +
  • CustomRenderable
  • DisplayObject
  • DisplayObjectContainer
  • +
  • Ellipse
  • + +
  • Graphics
  • +
  • ImageLoader
  • InteractionData
  • @@ -227,7 +235,32 @@ var AjaxRequest = PIXI.AjaxRequest = function() } } - +/* + * DEBUGGING ONLY + */ +PIXI.runList = function(item) +{ + console.log(">>>>>>>>>") + console.log("_") + var safe = 0; + var tmp = item.first; + console.log(tmp); + + while(tmp._iNext) + { + safe++; +// console.log(tmp.childIndex + tmp); + tmp = tmp._iNext; + console.log(tmp);//.childIndex); + // console.log(tmp); + + if(safe > 100) + { + console.log("BREAK") + break + } + } +} diff --git a/docs/index.html b/docs/index.html index 1c204a9..6de3004 100644 --- a/docs/index.html +++ b/docs/index.html @@ -19,7 +19,7 @@
    - API Docs for: 1.0.0 + API Docs for: 1.3.0
    @@ -49,14 +49,22 @@
  • BitmapText
  • +
  • CanvasGraphics
  • +
  • CanvasRenderer
  • +
  • Circle
  • +
  • CustomRenderable
  • DisplayObject
  • DisplayObjectContainer
  • +
  • Ellipse
  • + +
  • Graphics
  • +
  • ImageLoader
  • InteractionData
  • diff --git a/docs/modules/PIXI.html b/docs/modules/PIXI.html index 921b98e..52f88e4 100644 --- a/docs/modules/PIXI.html +++ b/docs/modules/PIXI.html @@ -19,7 +19,7 @@
    - API Docs for: 1.0.0 + API Docs for: 1.3.0
    @@ -49,14 +49,22 @@
  • BitmapText
  • +
  • CanvasGraphics
  • +
  • CanvasRenderer
  • +
  • Circle
  • +
  • CustomRenderable
  • DisplayObject
  • DisplayObjectContainer
  • +
  • Ellipse
  • + +
  • Graphics
  • +
  • ImageLoader
  • InteractionData
  • @@ -142,7 +150,7 @@ @@ -188,12 +196,24 @@ +
  • + + CanvasGraphics + +
  • +
  • CanvasRenderer
  • +
  • + + Circle + +
  • +
  • CustomRenderable @@ -212,6 +232,18 @@
  • +
  • + + Ellipse + +
  • + +
  • + + Graphics + +
  • +
  • ImageLoader diff --git a/examples/example 10 - Text/index.html b/examples/example 10 - Text/index.html index 652902c..32976f1 100644 --- a/examples/example 10 - Text/index.html +++ b/examples/example 10 - Text/index.html @@ -38,7 +38,29 @@ var s = document.getElementsByTagName('script')[0]; s.parentNode.insertBefore(wf, s); })(); - + + function runList(item) + { + console.log(">>>>>>>>>") + console.log("_") + var safe = 0; + var tmp = item; + while(tmp._iNext) + { + safe++; + // console.log(tmp.childIndex + tmp); + tmp = tmp._iNext; + console.log(tmp);//.childIndex); + // console.log(tmp); + + if(safe > 100) + { + console.log("BREAK") + break + } + } + } + function init() { var assetsToLoader = ["desyrel.fnt"]; @@ -50,18 +72,24 @@ loader.onComplete = onAssetsLoaded; //begin load + + // create an new instance of a pixi stage + var stage = new PIXI.Stage(0x66FF99); + loader.load(); function onAssetsLoaded() { var bitmapFontText = new PIXI.BitmapText("bitmap fonts are\n now supported!", {font: "35px Desyrel", align: "right"}); bitmapFontText.position.x = 620 - bitmapFontText.width - 20; bitmapFontText.position.y = 20; + + runList(bitmapFontText) + stage.addChild(bitmapFontText); + - stage.addChild(bitmapFontText); } - // create an new instance of a pixi stage - var stage = new PIXI.Stage(0x66FF99); + // add a shiney background.. var background = PIXI.Sprite.fromImage("textDemoBG.jpg"); @@ -73,7 +101,7 @@ document.body.appendChild(renderer.view); requestAnimFrame(animate); - + // create some white text using the Snippet webfont var textSample = new PIXI.Text("Pixi.js can has\nmultiline text!", {font: "35px Snippet", fill: "white", align: "left"}); textSample.position.x = 20; @@ -95,6 +123,7 @@ stage.addChild(textSample); stage.addChild(spinningText); stage.addChild(countingText); + var count = 0; var score = 0; diff --git a/examples/example 11 - RenderTexture/index.html b/examples/example 11 - RenderTexture/index.html index e4acf76..4020156 100644 --- a/examples/example 11 - RenderTexture/index.html +++ b/examples/example 11 - RenderTexture/index.html @@ -16,7 +16,6 @@ - - + + + + + + diff --git a/examples/example 13 - Graphics/index.html b/examples/example 13 - Graphics/index.html new file mode 100644 index 0000000..081f15d --- /dev/null +++ b/examples/example 13 - Graphics/index.html @@ -0,0 +1,126 @@ + + + + pixi.js example 13 - Graphics + + + + + + + + + + diff --git a/examples/example 13 - Graphics/pixi.js b/examples/example 13 - Graphics/pixi.js new file mode 100644 index 0000000..9068c9e --- /dev/null +++ b/examples/example 13 - Graphics/pixi.js @@ -0,0 +1,10349 @@ +/** + * @license + * Pixi.JS - v1.3.0 + * Copyright (c) 2012, Mat Groves + * http://goodboydigital.com/ + * + * Compiled: 2013-08-18 + * + * 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; +} + +/** + * Creates a clone of this point + * + * @method clone + * @return {Point} a copy of the point + */ +PIXI.Point.prototype.clone = function() +{ + return new PIXI.Point(this.x, this.y); +} + +// constructor +PIXI.Point.prototype.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} The X coord of the upper-left corner of the rectangle + * @param y {Number} The Y coord of the upper-left corner of the rectangle + * @param width {Number} The overall wisth of this rectangle + * @param height {Number} The overall height of this 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; +} + +/** + * Creates a clone of this Rectangle + * + * @method clone + * @return {Rectangle} a copy of the rectangle + */ +PIXI.Rectangle.prototype.clone = function() +{ + return new PIXI.Rectangle(this.x, this.y, this.width, this.height); +} + +/** + * Checks if the x, and y coords passed to this function are contained within this Rectangle + * + * @method contains + * @param x {Number} The X coord of the point to test + * @param y {Number} The Y coord of the point to test + * @return {Boolean} if the x/y coords are within this Rectangle + */ +PIXI.Rectangle.prototype.contains = function(x, y) +{ + if(this.width <= 0 || this.height <= 0) + return false; + + var x1 = this.x; + if(x >= x1 && x <= x1 + this.width) + { + var y1 = this.y; + + if(y >= y1 && y <= y1 + this.height) + { + return true; + } + } + + return false; +} + +// constructor +PIXI.Rectangle.prototype.constructor = PIXI.Rectangle; + + +/** + * @author Adrien Brault + */ + +/** + * @class Polygon + * @constructor + * @param points* {Array|Array|Point...|Number...} This can be an array of Points that form the polygon, + * a flat array of numbers that will be interpreted as [x,y, x,y, ...], or the arugments passed can be + * all the points of the polygon e.g. `new PIXI.Polygon(new PIXI.Point(), new PIXI.Point(), ...)`, or the + * arguments passed can be flat x,y values e.g. `new PIXI.Polygon(x,y, x,y, x,y, ...)` where `x` and `y` are + * Numbers. + */ +PIXI.Polygon = function(points) +{ + //if points isn't an array, use arguments as the array + if(!(points instanceof Array)) + points = Array.prototype.slice.call(arguments); + + //if this is a flat array of numbers, convert it to points + if(typeof points[0] === 'number') { + var p = []; + for(var i = 0, il = points.length; i < il; i+=2) { + p.push( + new PIXI.Point(points[i], points[i + 1]) + ); + } + + points = p; + } + + this.points = points; +} + +/** + * Creates a clone of this polygon + * + * @method clone + * @return {Polygon} a copy of the polygon + */ +PIXI.Polygon.prototype.clone = function() +{ + var points = []; + for (var i=0; i y) != (yj > y)) && (x < (xj - xi) * (y - yi) / (yj - yi) + xi); + + if(intersect) inside = !inside; + } + + return inside; +} + +PIXI.Polygon.prototype.constructor = PIXI.Polygon; + + +/** + * @author Chad Engler + */ + +/** + * The Circle object can be used to specify a hit area for displayobjects + * + * @class Circle + * @constructor + * @param x {Number} The X coord of the upper-left corner of the framing rectangle of this circle + * @param y {Number} The Y coord of the upper-left corner of the framing rectangle of this circle + * @param radius {Number} The radius of the circle + */ +PIXI.Circle = function(x, y, radius) +{ + /** + * @property x + * @type Number + * @default 0 + */ + this.x = x || 0; + + /** + * @property y + * @type Number + * @default 0 + */ + this.y = y || 0; + + /** + * @property radius + * @type Number + * @default 0 + */ + this.radius = radius || 0; +} + +/** + * Creates a clone of this Circle instance + * + * @method clone + * @return {Circle} a copy of the polygon + */ +PIXI.Circle.prototype.clone = function() +{ + return new PIXI.Circle(this.x, this.y, this.radius); +} + +/** + * Checks if the x, and y coords passed to this function are contained within this circle + * + * @method contains + * @param x {Number} The X coord of the point to test + * @param y {Number} The Y coord of the point to test + * @return {Boolean} if the x/y coords are within this polygon + */ +PIXI.Circle.prototype.contains = function(x, y) +{ + if(this.radius <= 0) + return false; + + var dx = (this.x - x), + dy = (this.y - y), + r2 = this.radius * this.radius; + + dx *= dx; + dy *= dy; + + return (dx + dy <= r2); +} + +PIXI.Circle.prototype.constructor = PIXI.Circle; + + +/** + * @author Chad Engler + */ + +/** + * The Ellipse object can be used to specify a hit area for displayobjects + * + * @class Ellipse + * @constructor + * @param x {Number} The X coord of the upper-left corner of the framing rectangle of this ellipse + * @param y {Number} The Y coord of the upper-left corner of the framing rectangle of this ellipse + * @param width {Number} The overall height of this ellipse + * @param height {Number} The overall width of this ellipse + */ +PIXI.Ellipse = 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; +} + +/** + * Creates a clone of this Ellipse instance + * + * @method clone + * @return {Ellipse} a copy of the ellipse + */ +PIXI.Ellipse.prototype.clone = function() +{ + return new PIXI.Ellipse(this.x, this.y, this.width, this.height); +} + +/** + * Checks if the x, and y coords passed to this function are contained within this ellipse + * + * @method contains + * @param x {Number} The X coord of the point to test + * @param y {Number} The Y coord of the point to test + * @return {Boolean} if the x/y coords are within this ellipse + */ +PIXI.Ellipse.prototype.contains = function(x, y) +{ + if(this.width <= 0 || this.height <= 0) + return false; + + //normalize the coords to an ellipse with center 0,0 + //and a radius of 0.5 + var normx = ((x - this.x) / this.width) - 0.5, + normy = ((y - this.y) / this.height) - 0.5; + + normx *= normx; + normy *= normy; + + return (normx + normy < 0.25); +} + +PIXI.Ellipse.getBounds = function() +{ + return new PIXI.Rectangle(this.x, this.y, this.width, this.height); +} + +PIXI.Ellipse.prototype.constructor = PIXI.Ellipse; + + + + +/* + * A lighter version of the rad gl-matrix created by Brandon Jones, Colin MacKenzie IV + * you both rock! + */ + +function determineMatrixArrayType() { + PIXI.Matrix = (typeof Float32Array !== 'undefined') ? Float32Array : Array; + return PIXI.Matrix; +} + +determineMatrixArrayType(); + +PIXI.mat3 = {}; + +PIXI.mat3.create = function() +{ + var matrix = new PIXI.Matrix(9); + + matrix[0] = 1; + matrix[1] = 0; + matrix[2] = 0; + matrix[3] = 0; + matrix[4] = 1; + matrix[5] = 0; + matrix[6] = 0; + matrix[7] = 0; + matrix[8] = 1; + + return matrix; +} + + +PIXI.mat3.identity = function(matrix) +{ + matrix[0] = 1; + matrix[1] = 0; + matrix[2] = 0; + matrix[3] = 0; + matrix[4] = 1; + matrix[5] = 0; + matrix[6] = 0; + matrix[7] = 0; + matrix[8] = 1; + + return matrix; +} + + +PIXI.mat4 = {}; + +PIXI.mat4.create = function() +{ + var matrix = new PIXI.Matrix(16); + + matrix[0] = 1; + matrix[1] = 0; + matrix[2] = 0; + matrix[3] = 0; + matrix[4] = 0; + matrix[5] = 1; + matrix[6] = 0; + matrix[7] = 0; + matrix[8] = 0; + matrix[9] = 0; + matrix[10] = 1; + matrix[11] = 0; + matrix[12] = 0; + matrix[13] = 0; + matrix[14] = 0; + matrix[15] = 1; + + return matrix; +} + +PIXI.mat3.multiply = function (mat, mat2, dest) +{ + if (!dest) { dest = mat; } + + // Cache the matrix values (makes for huge speed increases!) + var a00 = mat[0], a01 = mat[1], a02 = mat[2], + a10 = mat[3], a11 = mat[4], a12 = mat[5], + a20 = mat[6], a21 = mat[7], a22 = mat[8], + + b00 = mat2[0], b01 = mat2[1], b02 = mat2[2], + b10 = mat2[3], b11 = mat2[4], b12 = mat2[5], + b20 = mat2[6], b21 = mat2[7], b22 = mat2[8]; + + dest[0] = b00 * a00 + b01 * a10 + b02 * a20; + dest[1] = b00 * a01 + b01 * a11 + b02 * a21; + dest[2] = b00 * a02 + b01 * a12 + b02 * a22; + + dest[3] = b10 * a00 + b11 * a10 + b12 * a20; + dest[4] = b10 * a01 + b11 * a11 + b12 * a21; + dest[5] = b10 * a02 + b11 * a12 + b12 * a22; + + dest[6] = b20 * a00 + b21 * a10 + b22 * a20; + dest[7] = b20 * a01 + b21 * a11 + b22 * a21; + dest[8] = b20 * a02 + b21 * a12 + b22 * a22; + + return dest; +} + +PIXI.mat3.clone = function(mat) +{ + var matrix = new PIXI.Matrix(9); + + matrix[0] = mat[0]; + matrix[1] = mat[1]; + matrix[2] = mat[2]; + matrix[3] = mat[3]; + matrix[4] = mat[4]; + matrix[5] = mat[5]; + matrix[6] = mat[6]; + matrix[7] = mat[7]; + matrix[8] = mat[8]; + + return matrix; +} + +PIXI.mat3.transpose = function (mat, dest) +{ + // If we are transposing ourselves we can skip a few steps but have to cache some values + if (!dest || mat === dest) { + var a01 = mat[1], a02 = mat[2], + a12 = mat[5]; + + mat[1] = mat[3]; + mat[2] = mat[6]; + mat[3] = a01; + mat[5] = mat[7]; + mat[6] = a02; + mat[7] = a12; + return mat; + } + + dest[0] = mat[0]; + dest[1] = mat[3]; + dest[2] = mat[6]; + dest[3] = mat[1]; + dest[4] = mat[4]; + dest[5] = mat[7]; + dest[6] = mat[2]; + dest[7] = mat[5]; + dest[8] = mat[8]; + return dest; +} + +PIXI.mat3.toMat4 = function (mat, dest) +{ + if (!dest) { dest = PIXI.mat4.create(); } + + dest[15] = 1; + dest[14] = 0; + dest[13] = 0; + dest[12] = 0; + + dest[11] = 0; + dest[10] = mat[8]; + dest[9] = mat[7]; + dest[8] = mat[6]; + + dest[7] = 0; + dest[6] = mat[5]; + dest[5] = mat[4]; + dest[4] = mat[3]; + + dest[3] = 0; + dest[2] = mat[2]; + dest[1] = mat[1]; + dest[0] = mat[0]; + + return dest; +} + + +///// + + +PIXI.mat4.create = function() +{ + var matrix = new PIXI.Matrix(16); + + matrix[0] = 1; + matrix[1] = 0; + matrix[2] = 0; + matrix[3] = 0; + matrix[4] = 0; + matrix[5] = 1; + matrix[6] = 0; + matrix[7] = 0; + matrix[8] = 0; + matrix[9] = 0; + matrix[10] = 1; + matrix[11] = 0; + matrix[12] = 0; + matrix[13] = 0; + matrix[14] = 0; + matrix[15] = 1; + + return matrix; +} + +PIXI.mat4.transpose = function (mat, dest) +{ + // If we are transposing ourselves we can skip a few steps but have to cache some values + if (!dest || mat === dest) + { + var a01 = mat[1], a02 = mat[2], a03 = mat[3], + a12 = mat[6], a13 = mat[7], + a23 = mat[11]; + + mat[1] = mat[4]; + mat[2] = mat[8]; + mat[3] = mat[12]; + mat[4] = a01; + mat[6] = mat[9]; + mat[7] = mat[13]; + mat[8] = a02; + mat[9] = a12; + mat[11] = mat[14]; + mat[12] = a03; + mat[13] = a13; + mat[14] = a23; + return mat; + } + + dest[0] = mat[0]; + dest[1] = mat[4]; + dest[2] = mat[8]; + dest[3] = mat[12]; + dest[4] = mat[1]; + dest[5] = mat[5]; + dest[6] = mat[9]; + dest[7] = mat[13]; + dest[8] = mat[2]; + dest[9] = mat[6]; + dest[10] = mat[10]; + dest[11] = mat[14]; + dest[12] = mat[3]; + dest[13] = mat[7]; + dest[14] = mat[11]; + dest[15] = mat[15]; + return dest; +} + +PIXI.mat4.multiply = function (mat, mat2, dest) +{ + if (!dest) { dest = mat; } + + // Cache the matrix values (makes for huge speed increases!) + var a00 = mat[ 0], a01 = mat[ 1], a02 = mat[ 2], a03 = mat[3]; + var a10 = mat[ 4], a11 = mat[ 5], a12 = mat[ 6], a13 = mat[7]; + var a20 = mat[ 8], a21 = mat[ 9], a22 = mat[10], a23 = mat[11]; + var a30 = mat[12], a31 = mat[13], a32 = mat[14], a33 = mat[15]; + + // Cache only the current line of the second matrix + var b0 = mat2[0], b1 = mat2[1], b2 = mat2[2], b3 = mat2[3]; + dest[0] = b0*a00 + b1*a10 + b2*a20 + b3*a30; + dest[1] = b0*a01 + b1*a11 + b2*a21 + b3*a31; + dest[2] = b0*a02 + b1*a12 + b2*a22 + b3*a32; + dest[3] = b0*a03 + b1*a13 + b2*a23 + b3*a33; + + b0 = mat2[4]; + b1 = mat2[5]; + b2 = mat2[6]; + b3 = mat2[7]; + dest[4] = b0*a00 + b1*a10 + b2*a20 + b3*a30; + dest[5] = b0*a01 + b1*a11 + b2*a21 + b3*a31; + dest[6] = b0*a02 + b1*a12 + b2*a22 + b3*a32; + dest[7] = b0*a03 + b1*a13 + b2*a23 + b3*a33; + + b0 = mat2[8]; + b1 = mat2[9]; + b2 = mat2[10]; + b3 = mat2[11]; + dest[8] = b0*a00 + b1*a10 + b2*a20 + b3*a30; + dest[9] = b0*a01 + b1*a11 + b2*a21 + b3*a31; + dest[10] = b0*a02 + b1*a12 + b2*a22 + b3*a32; + dest[11] = b0*a03 + b1*a13 + b2*a23 + b3*a33; + + b0 = mat2[12]; + b1 = mat2[13]; + b2 = mat2[14]; + b3 = mat2[15]; + dest[12] = b0*a00 + b1*a10 + b2*a20 + b3*a30; + dest[13] = b0*a01 + b1*a11 + b2*a21 + b3*a31; + dest[14] = b0*a02 + b1*a12 + b2*a22 + b3*a32; + dest[15] = b0*a03 + b1*a13 + b2*a23 + b3*a33; + + return dest; +} + +/** + * @author Mat Groves http://matgroves.com/ @Doormat23 + */ + +/** + * The base class for all objects that are rendered on the screen. + * + * @class DisplayObject + * @constructor + */ +PIXI.DisplayObject = function() +{ + this.last = this; + this.first = this; + + /** + * The coordinate of the object relative to the local coordinates of the parent. + * + * @property position + * @type Point + */ + this.position = new PIXI.Point(); + + /** + * The scale factor of the object. + * + * @property scale + * @type Point + */ + this.scale = new PIXI.Point(1,1);//{x:1, y:1}; + + /** + * The pivot point of the displayObject that it rotates around + * + * @property pivot + * @type Point + */ + this.pivot = new PIXI.Point(0,0); + + /** + * The rotation of the object in radians. + * + * @property rotation + * @type Number + */ + this.rotation = 0; + + /** + * The opacity of the object. + * + * @property alpha + * @type Number + */ + this.alpha = 1; + + /** + * The visibility of the object. + * + * @property visible + * @type Boolean + */ + this.visible = true; + + /** + * This is the defined area that will pick up mouse / touch events. It is null by default. + * Setting it is a neat way of optimising the hitTest function that the interactionManager will use (as it will not need to hit test all the children) + * + * @property hitArea + * @type Rectangle|Circle|Ellipse|Polygon + */ + this.hitArea = null; + + /** + * This is used to indicate if the displayObject should display a mouse hand cursor on rollover + * + * @property buttonMode + * @type Boolean + */ + this.buttonMode = false; + + /** + * Can this object be rendered + * + * @property renderable + * @type Boolean + */ + this.renderable = false; + + /** + * [read-only] The display object container that contains this display object. + * + * @property parent + * @type DisplayObjectContainer + * @readOnly + */ + this.parent = null; + + /** + * [read-only] The stage the display object is connected to, or undefined if it is not connected to the stage. + * + * @property stage + * @type Stage + * @readOnly + */ + this.stage = null; + + /** + * [read-only] The multiplied alpha of the displayobject + * + * @property worldAlpha + * @type Number + * @readOnly + */ + this.worldAlpha = 1; + + /** + * [read-only] Whether or not the object is interactive, do not toggle directly! use the `interactive` property + * + * @property _interactive + * @type Boolean + * @readOnly + * @private + */ + this._interactive = false; + + /** + * [read-only] Current transform of the object based on world (parent) factors + * + * @property worldTransform + * @type Mat3 + * @readOnly + * @private + */ + this.worldTransform = PIXI.mat3.create()//mat3.identity(); + + /** + * [read-only] Current transform of the object locally + * + * @property localTransform + * @type Mat3 + * @readOnly + * @private + */ + this.localTransform = PIXI.mat3.create()//mat3.identity(); + + /** + * [NYI] Unkown + * + * @property color + * @type Array<> + * @private + */ + this.color = []; + + /** + * [NYI] Holds whether or not this object is dynamic, for rendering optimization + * + * @property dynamic + * @type Boolean + * @private + */ + this.dynamic = true; + + // chach that puppy! + this._sr = 0; + this._cr = 1; + + /* + * MOUSE Callbacks + */ + + /** + * A callback that is used when the users clicks on the displayObject with their mouse + * @method click + * @param interactionData {InteractionData} + */ + + /** + * A callback that is used when the user clicks the mouse down over the sprite + * @method mousedown + * @param interactionData {InteractionData} + */ + + /** + * A callback that is used when the user releases the mouse that was over the displayObject + * for this callback to be fired the mouse must have been pressed down over the displayObject + * @method mouseup + * @param interactionData {InteractionData} + */ + + /** + * A callback that is used when the user releases the mouse that was over the displayObject but is no longer over the displayObject + * for this callback to be fired, The touch must have started over the displayObject + * @method mouseupoutside + * @param interactionData {InteractionData} + */ + + /** + * A callback that is used when the users mouse rolls over the displayObject + * @method mouseover + * @param interactionData {InteractionData} + */ + + /** + * A callback that is used when the users mouse leaves the displayObject + * @method mouseout + * @param interactionData {InteractionData} + */ + + + /* + * TOUCH Callbacks + */ + + /** + * A callback that is used when the users taps on the sprite with their finger + * basically a touch version of click + * @method tap + * @param interactionData {InteractionData} + */ + + /** + * A callback that is used when the user touch's over the displayObject + * @method touchstart + * @param interactionData {InteractionData} + */ + + /** + * A callback that is used when the user releases a touch over the displayObject + * @method touchend + * @param interactionData {InteractionData} + */ + + /** + * A callback that is used when the user releases the touch that was over the displayObject + * for this callback to be fired, The touch must have started over the sprite + * @method touchendoutside + * @param interactionData {InteractionData} + */ +} + +// constructor +PIXI.DisplayObject.prototype.constructor = PIXI.DisplayObject; + +/** + * [Deprecated] Indicates if the sprite will have touch and mouse interactivity. It is false by default + * Instead of using this function you can now simply set the interactive property to true or false + * + * @method setInteractive + * @param interactive {Boolean} + * @deprecated Simply set the `interactive` property directly + */ +PIXI.DisplayObject.prototype.setInteractive = function(interactive) +{ + this.interactive = interactive; +} + +/** + * Indicates if the sprite will have touch and mouse interactivity. It is false by default + * + * @property interactive + * @type Boolean + * @default false + */ +Object.defineProperty(PIXI.DisplayObject.prototype, 'interactive', { + get: function() { + return this._interactive; + }, + set: function(value) { + this._interactive = value; + + // TODO more to be done here.. + // need to sort out a re-crawl! + if(this.stage)this.stage.dirty = true; + } +}); + +/** + * Sets a mask for the displayObject. A mask is an object that limits the visibility of an object to the shape of the mask applied to it. + * In PIXI a regular mask must be a PIXI.Ggraphics object. This allows for much faster masking in canvas as it utilises shape clipping. + * To remove a mask, set this property to null. + * + * @property mask + * @type Graphics + */ +Object.defineProperty(PIXI.DisplayObject.prototype, 'mask', { + get: function() { + return this._mask; + }, + set: function(value) { + + this._mask = value; + + if(value) + { + this.addFilter(value) + } + else + { + this.removeFilter(); + } + } +}); + +/* + * Adds a filter to this displayObject + * + * @method addFilter + * @param mask {Graphics} the graphics object to use as a filter + * @private + */ +PIXI.DisplayObject.prototype.addFilter = function(mask) +{ + if(this.filter)return; + this.filter = true; + + // insert a filter block.. + var start = new PIXI.FilterBlock(); + var end = new PIXI.FilterBlock(); + + start.mask = mask; + end.mask = mask; + + start.first = start.last = this; + end.first = end.last = this; + + start.open = true; + + /* + * insert start + */ + + var childFirst = start + var childLast = start + var nextObject; + var previousObject; + + previousObject = this.first._iPrev; + + if(previousObject) + { + nextObject = previousObject._iNext; + childFirst._iPrev = previousObject; + previousObject._iNext = childFirst; + } + else + { + nextObject = this; + } + + if(nextObject) + { + nextObject._iPrev = childLast; + childLast._iNext = nextObject; + } + + + // now insert the end filter block.. + + /* + * insert end filter + */ + var childFirst = end + var childLast = end + var nextObject = null; + var previousObject = null; + + previousObject = this.last; + nextObject = previousObject._iNext; + + if(nextObject) + { + nextObject._iPrev = childLast; + childLast._iNext = nextObject; + } + + childFirst._iPrev = previousObject; + previousObject._iNext = childFirst; + + var updateLast = this; + + var prevLast = this.last; + while(updateLast) + { + if(updateLast.last == prevLast) + { + updateLast.last = end; + } + updateLast = updateLast.parent; + } + + this.first = start; + + // if webGL... + if(this.__renderGroup) + { + this.__renderGroup.addFilterBlocks(start, end); + } + + mask.renderable = false; + +} + +/* + * Removes the filter to this displayObject + * + * @method removeFilter + * @private + */ +PIXI.DisplayObject.prototype.removeFilter = function() +{ + if(!this.filter)return; + this.filter = false; + + // modify the list.. + var startBlock = this.first; + + var nextObject = startBlock._iNext; + var previousObject = startBlock._iPrev; + + if(nextObject)nextObject._iPrev = previousObject; + if(previousObject)previousObject._iNext = nextObject; + + this.first = startBlock._iNext; + + + // remove the end filter + var lastBlock = this.last; + + var nextObject = lastBlock._iNext; + var previousObject = lastBlock._iPrev; + + if(nextObject)nextObject._iPrev = previousObject; + previousObject._iNext = nextObject; + + // this is always true too! + var tempLast = lastBlock._iPrev; + // need to make sure the parents last is updated too + var updateLast = this; + while(updateLast.last == lastBlock) + { + updateLast.last = tempLast; + updateLast = updateLast.parent; + if(!updateLast)break; + } + + var mask = startBlock.mask + mask.renderable = true; + + // if webGL... + if(this.__renderGroup) + { + this.__renderGroup.removeFilterBlocks(startBlock, lastBlock); + } +} + +/* + * Updates the object transform for rendering + * + * @method updateTransform + * @private + */ +PIXI.DisplayObject.prototype.updateTransform = function() +{ + // TODO OPTIMIZE THIS!! with dirty + if(this.rotation !== this.rotationCache) + { + this.rotationCache = this.rotation; + this._sr = Math.sin(this.rotation); + this._cr = Math.cos(this.rotation); + } + + var localTransform = this.localTransform; + var parentTransform = this.parent.worldTransform; + var worldTransform = this.worldTransform; + //console.log(localTransform) + localTransform[0] = this._cr * this.scale.x; + localTransform[1] = -this._sr * this.scale.y + localTransform[3] = this._sr * this.scale.x; + localTransform[4] = this._cr * this.scale.y; + + // TODO --> do we even need a local matrix??? + + var px = this.pivot.x; + var py = this.pivot.y; + + // Cache the matrix values (makes for huge speed increases!) + var a00 = localTransform[0], a01 = localTransform[1], a02 = this.position.x - localTransform[0] * px - py * localTransform[1], + a10 = localTransform[3], a11 = localTransform[4], a12 = this.position.y - localTransform[4] * py - px * localTransform[3], + + b00 = parentTransform[0], b01 = parentTransform[1], b02 = parentTransform[2], + b10 = parentTransform[3], b11 = parentTransform[4], b12 = parentTransform[5]; + + localTransform[2] = a02 + localTransform[5] = a12 + + worldTransform[0] = b00 * a00 + b01 * a10; + worldTransform[1] = b00 * a01 + b01 * a11; + worldTransform[2] = b00 * a02 + b01 * a12 + b02; + + worldTransform[3] = b10 * a00 + b11 * a10; + worldTransform[4] = b10 * a01 + b11 * a11; + worldTransform[5] = b10 * a02 + b11 * a12 + b12; + + // because we are using affine transformation, we can optimise the matrix concatenation process.. wooo! + // mat3.multiply(this.localTransform, this.parent.worldTransform, this.worldTransform); + this.worldAlpha = this.alpha * this.parent.worldAlpha; + + this.vcount = PIXI.visibleCount; + +} + +PIXI.visibleCount = 0; +/** + * @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 + * @type Array + * @readOnly + */ + this.children = []; +} + +// constructor +PIXI.DisplayObjectContainer.prototype = Object.create( PIXI.DisplayObject.prototype ); +PIXI.DisplayObjectContainer.prototype.constructor = PIXI.DisplayObjectContainer; + +//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 child {DisplayObject} The DisplayObject to add to the container + */ +PIXI.DisplayObjectContainer.prototype.addChild = function(child) +{ + if(child.parent != undefined) + { + + //// COULD BE THIS??? + child.parent.removeChild(child); + // return; + } + + child.parent = this; + + this.children.push(child); + + // update the stage refference.. + + if(this.stage) + { + var tmpChild = child; + do + { + if(tmpChild.interactive)this.stage.dirty = true; + tmpChild.stage = this.stage; + tmpChild = tmpChild._iNext; + } + while(tmpChild) + } + + // LINKED LIST // + + // modify the list.. + var childFirst = child.first + var childLast = child.last; + var nextObject; + var previousObject; + + // this could be wrong if there is a filter?? + if(this.filter) + { + previousObject = this.last._iPrev; + } + else + { + previousObject = this.last; + } + + nextObject = previousObject._iNext; + + // always true in this case + // need to make sure the parents last is updated too + var updateLast = this; + var prevLast = previousObject; + + while(updateLast) + { + if(updateLast.last == prevLast) + { + updateLast.last = child.last; + } + updateLast = updateLast.parent; + } + + if(nextObject) + { + nextObject._iPrev = childLast; + childLast._iNext = nextObject; + } + + childFirst._iPrev = previousObject; + previousObject._iNext = childFirst; + + // 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 child {DisplayObject} The child to add + * @param index {Number} The index to place the child in + */ +PIXI.DisplayObjectContainer.prototype.addChildAt = function(child, index) +{ + if(index >= 0 && index <= this.children.length) + { + if(child.parent != undefined) + { + child.parent.removeChild(child); + } + child.parent = this; + + if(this.stage) + { + var tmpChild = child; + do + { + if(tmpChild.interactive)this.stage.dirty = true; + tmpChild.stage = this.stage; + tmpChild = tmpChild._iNext; + } + while(tmpChild) + } + + // modify the list.. + var childFirst = child.first; + var childLast = child.last; + var nextObject; + var previousObject; + + if(index == this.children.length) + { + previousObject = this.last; + var updateLast = this; + var prevLast = this.last; + while(updateLast) + { + if(updateLast.last == prevLast) + { + updateLast.last = child.last; + } + updateLast = updateLast.parent; + } + } + else if(index == 0) + { + previousObject = this; + } + else + { + previousObject = this.children[index-1].last; + } + + nextObject = previousObject._iNext; + + // always true in this case + if(nextObject) + { + nextObject._iPrev = childLast; + childLast._iNext = nextObject; + } + + childFirst._iPrev = previousObject; + previousObject._iNext = childFirst; + + this.children.splice(index, 0, 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 + { + throw new Error(child + " The index "+ index +" supplied is out of bounds " + this.children.length); + } +} + +/** + * [NYI] Swaps the depth of 2 displayObjects + * + * @method swapChildren + * @param child {DisplayObject} + * @param child2 {DisplayObject} + * @private + */ +PIXI.DisplayObjectContainer.prototype.swapChildren = function(child, child2) +{ + /* + * this funtion needs to be recoded.. + * can be done a lot faster.. + */ + return; + + // need to fix this function :/ + /* + // 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 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} The index to get the child from + */ +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 child {DisplayObject} The DisplayObject to remove + */ +PIXI.DisplayObjectContainer.prototype.removeChild = function(child) +{ + var index = this.children.indexOf( child ); + if ( index !== -1 ) + { + // unlink // + // modify the list.. + var childFirst = child.first; + var childLast = child.last; + + var nextObject = childLast._iNext; + var previousObject = childFirst._iPrev; + + if(nextObject)nextObject._iPrev = previousObject; + previousObject._iNext = nextObject; + + if(this.last == childLast) + { + var tempLast = childFirst._iPrev; + // need to make sure the parents last is updated too + var updateLast = this; + while(updateLast.last == childLast.last) + { + updateLast.last = tempLast; + updateLast = updateLast.parent; + if(!updateLast)break; + } + } + + childLast._iNext = null; + childFirst._iPrev = null; + + // update the stage reference.. + if(this.stage) + { + var tmpChild = child; + do + { + if(tmpChild.interactive)this.stage.dirty = true; + tmpChild.stage = null; + tmpChild = tmpChild._iNext; + } + while(tmpChild) + } + + // webGL trim + if(child.__renderGroup) + { + child.__renderGroup.removeDisplayObjectAndChildren(child); + } + + child.parent = undefined; + this.children.splice( index, 1 ); + } + else + { + throw new Error(child + " The supplied DisplayObject must be a child of the caller " + this); + } +} + +/* + * Updates the container's children's transform for rendering + * + * @method updateTransform + * @private + */ +PIXI.DisplayObjectContainer.prototype.updateTransform = function() +{ + if(!this.visible)return; + + PIXI.DisplayObject.prototype.updateTransform.call( this ); + + for(var i=0,j=this.children.length; i} an array of {Texture} objects that make up the animation + */ +PIXI.MovieClip = function(textures) +{ + PIXI.Sprite.call(this, textures[0]); + + /** + * The array of textures that make up the animation + * + * @property textures + * @type Array + */ + this.textures = textures; + + /** + * The speed that the MovieClip will play at. Higher is faster, lower is slower + * + * @property animationSpeed + * @type Number + * @default 1 + */ + this.animationSpeed = 1; + + /** + * Whether or not the movie clip repeats after playing. + * + * @property loop + * @type Boolean + * @default true + */ + this.loop = true; + + /** + * Function to call when a MovieClip finishes playing + * + * @property onComplete + * @type Function + */ + this.onComplete = null; + + /** + * [read-only] The index MovieClips current frame (this may not have to be a whole number) + * + * @property currentFrame + * @type Number + * @default 0 + * @readOnly + */ + this.currentFrame = 0; + + /** + * [read-only] Indicates if the MovieClip is currently playing + * + * @property playing + * @type Boolean + * @readOnly + */ + this.playing = false; +} + +// constructor +PIXI.MovieClip.prototype = Object.create( PIXI.Sprite.prototype ); +PIXI.MovieClip.prototype.constructor = PIXI.MovieClip; + +/** + * Stops the MovieClip + * + * @method stop + */ +PIXI.MovieClip.prototype.stop = function() +{ + this.playing = false; +} + +/** + * Plays the MovieClip + * + * @method play + */ +PIXI.MovieClip.prototype.play = function() +{ + this.playing = true; +} + +/** + * Stops the MovieClip and goes to a specific frame + * + * @method gotoAndStop + * @param frameNumber {Number} frame index to stop at + */ +PIXI.MovieClip.prototype.gotoAndStop = function(frameNumber) +{ + this.playing = false; + this.currentFrame = frameNumber; + var round = (this.currentFrame + 0.5) | 0; + this.setTexture(this.textures[round % this.textures.length]); +} + +/** + * Goes to a specific frame and begins playing the MovieClip + * + * @method gotoAndPlay + * @param frameNumber {Number} frame index to start at + */ +PIXI.MovieClip.prototype.gotoAndPlay = function(frameNumber) +{ + this.currentFrame = frameNumber; + this.playing = true; +} + +/* + * Updates the object transform for rendering + * + * @method updateTransform + * @private + */ +PIXI.MovieClip.prototype.updateTransform = function() +{ + PIXI.Sprite.prototype.updateTransform.call(this); + + if(!this.playing)return; + + this.currentFrame += this.animationSpeed; + + var round = (this.currentFrame + 0.5) | 0; + + if(this.loop || round < this.textures.length) + { + this.setTexture(this.textures[round % this.textures.length]); + } + else if(round >= this.textures.length) + { + this.gotoAndStop(this.textures.length - 1); + if(this.onComplete) + { + this.onComplete(); + } + } +} +/** + * @author Mat Groves http://matgroves.com/ @Doormat23 + */ + + + +PIXI.FilterBlock = function(mask) +{ + this.graphics = mask + this.visible = true; + this.renderable = true; +} + + +/** + * @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 text {String} The copy that you would like the text to display + * @param [style] {Object} The style parameters + * @param [style.font] {String} default "bold 20pt Arial" The style and size of the font + * @param [style.fill="black"] {Object} A canvas fillstyle that will be used on the text eg "red", "#00FF00" + * @param [style.align="left"] {String} An alignment of the multiline text ("left", "center" or "right") + * @param [style.stroke] {String} A canvas fillstyle that will be used on the text stroke eg "blue", "#FCFF00" + * @param [style.strokeThickness=0] {Number} A number that represents the thickness of the stroke. Default is 0 (no stroke) + * @param [style.wordWrap=false] {Boolean} Indicates if word wrap should be used + * @param [style.wordWrapWidth=100] {Number} 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.prototype = Object.create(PIXI.Sprite.prototype); +PIXI.Text.prototype.constructor = PIXI.Text; + +/** + * Set the style of the text + * + * @method setStyle + * @param [style] {Object} The style parameters + * @param [style.font="bold 20pt Arial"] {String} The style and size of the font + * @param [style.fill="black"] {Object} A canvas fillstyle that will be used on the text eg "red", "#00FF00" + * @param [style.align="left"] {String} An alignment of the multiline text ("left", "center" or "right") + * @param [style.stroke="black"] {String} A canvas fillstyle that will be used on the text stroke eg "blue", "#FCFF00" + * @param [style.strokeThickness=0] {Number} A number that represents the thickness of the stroke. Default is 0 (no stroke) + * @param [style.wordWrap=false] {Boolean} Indicates if word wrap should be used + * @param [style.wordWrapWidth=100] {Number} 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.stroke = style.stroke || "black"; //provide a default, see: https://github.com/GoodBoyDigital/pixi.js/issues/136 + 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 + * + * @method updateText + * @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 + * + * @method updateTexture + * @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); +}; + +/** + * Updates the transfor of this object + * + * @method updateTransform + * @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! + * + * @method determineFontHeight + * @param fontStyle {Object} + * @private + */ +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 + ';position:absolute;top:0;left:0'); + body.appendChild(dummy); + + result = dummy.offsetHeight; + PIXI.Text.heightCache[fontStyle] = result; + + body.removeChild(dummy); + } + + return result; +}; + +/** + * A Text Object will apply wordwrap + * + * @method wordWrap + * @param text {String} + * @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; +}; + +/** + * Destroys this text object + * + * @method destroy + * @param destroyTexture {Boolean} + */ +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 text {String} The copy that you would like the text to display + * @param style {Object} The style parameters + * @param style.font {String} The size (optional) and bitmap font id (required) eq "Arial" or "20px Arial" (must have loaded previously) + * @param [style.align="left"] {String} 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.prototype = Object.create(PIXI.DisplayObjectContainer.prototype); +PIXI.BitmapText.prototype.constructor = PIXI.BitmapText; + +/** + * Set the copy for the text object + * + * @method setText + * @param text {String} 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 style {Object} The style parameters + * @param style.font {String} The size (optional) and bitmap font id (required) eq "Arial" or "20px Arial" (must have loaded previously) + * @param [style.align="left"] {String} 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 + * + * @method updateText + * @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 c = new PIXI.Sprite(chars[i].texture)//PIXI.Sprite.fromFrame(chars[i].charCode); + c.position.x = (chars[i].position.x + lineAlignOffsets[chars[i].line]) * scale; + c.position.y = chars[i].position.y * scale; + c.scale.x = c.scale.y = scale; + this.addChild(c); + } + + this.width = pos.x * scale; + this.height = (pos.y + data.lineHeight) * scale; +}; + +/** + * Updates the transfor of this object + * + * @method updateTransform + * @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} The stage to handle interactions + */ +PIXI.InteractionManager = function(stage) +{ + /** + * a refference to the stage + * + * @property stage + * @type Stage + */ + this.stage = stage; + + /** + * 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 = {}; + + + + // helpers + this.tempPoint = new PIXI.Point(); + //this.tempMatrix = mat3.create(); + + this.mouseoverEnabled = true; + + //tiny little interactiveData pool! + this.pool = []; + + this.interactiveItems = []; + + + this.last = 0; +} + +// constructor +PIXI.InteractionManager.prototype.constructor = PIXI.InteractionManager; + +/** + * Collects an interactive sprite recursively to have their interactions managed + * + * @method collectInteractiveSprite + * @param displayObject {DisplayObject} the displayObject to collect + * @param iParent {DisplayObject} + * @private + */ +PIXI.InteractionManager.prototype.collectInteractiveSprite = function(displayObject, iParent) +{ + var children = displayObject.children; + var length = children.length; + + /// make an interaction tree... {item.__interactiveParent} + for (var i = length-1; i >= 0; i--) + { + var child = children[i]; + +// if(child.visible) { + // 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); + } + } +// } + } +} + +/** + * Sets the target for event delegation + * + * @method setTarget + * @param target {WebGLRenderer|CanvasRenderer} the renderer to bind events to + * @private + */ +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.onMouseOut.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); +} + +/** + * updates the state of interactive objects + * + * @method update + * @private + */ +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 < len; 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); + this.mouse.target = item; + // 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; + } + } + } + + // ---> + } +} + +/** + * Is called when the mouse moves accross the renderer element + * + * @method onMouseMove + * @param event {Event} The DOM event of the mouse moving + * @private + */ +PIXI.InteractionManager.prototype.onMouseMove = function(event) +{ + this.mouse.originalEvent = event || window.event; //IE uses window.event + // 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); + } + } +} + +/** + * Is called when the mouse button is pressed down on the renderer element + * + * @method onMouseDown + * @param event {Event} The DOM event of a mouse button being pressed down + * @private + */ +PIXI.InteractionManager.prototype.onMouseDown = function(event) +{ + this.mouse.originalEvent = event || window.event; //IE uses window.event + + // 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.onMouseOut = function(event) +{ + 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.__isOver) + { + this.mouse.target = item; + if(item.mouseout)item.mouseout(this.mouse); + item.__isOver = false; + } + } +} + +/** + * Is called when the mouse button is released on the renderer element + * + * @method onMouseUp + * @param event {Event} The DOM event of a mouse button being released + * @private + */ +PIXI.InteractionManager.prototype.onMouseUp = function(event) +{ + this.mouse.originalEvent = event || window.event; //IE uses window.event + + 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; + } + } +} + +/** + * Tests if the current mouse coords hit a sprite + * + * @method hitTest + * @param item {DisplayObject} The displayObject to test for a hit + * @param interactionData {InteractionData} The interactiondata object to update in the case of a hit + * @private + */ +PIXI.InteractionManager.prototype.hitTest = function(item, interactionData) +{ + var global = interactionData.global; + + if(item.vcount !== PIXI.visibleCount)return false; + + var isSprite = (item instanceof PIXI.Sprite), + worldTransform = item.worldTransform, + a00 = worldTransform[0], a01 = worldTransform[1], a02 = worldTransform[2], + a10 = worldTransform[3], a11 = worldTransform[4], a12 = worldTransform[5], + id = 1 / (a00 * a11 + a01 * -a10), + x = a11 * id * global.x + -a01 * id * global.y + (a12 * a01 - a02 * a11) * id, + y = a00 * id * global.y + -a10 * id * global.x + (-a12 * a00 + a02 * a10) * id; + + interactionData.target = item; + + //a sprite or display object with a hit area defined + if(item.hitArea && item.hitArea.contains) { + if(item.hitArea.contains(x, y)) { + //if(isSprite) + interactionData.target = item; + + return true; + } + + return false; + } + // a sprite with no hitarea defined + else if(isSprite) + { + var width = item.texture.frame.width, + height = item.texture.frame.height, + x1 = -width * item.anchor.x, + y1; + + if(x > x1 && x < x1 + width) + { + 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; + } + } + } + + 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) + { + // hmm.. TODO SET CORRECT TARGET? + interactionData.target = item + return true; + } + } + + return false; +} + +/** + * Is called when a touch is moved accross the renderer element + * + * @method onTouchMove + * @param event {Event} The DOM event of a touch moving accross the renderer view + * @private + */ +PIXI.InteractionManager.prototype.onTouchMove = function(event) +{ + 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]; + touchData.originalEvent = event || window.event; + + // 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); + } +} + +/** + * Is called when a touch is started on the renderer element + * + * @method onTouchStart + * @param event {Event} The DOM event of a touch starting on the renderer view + * @private + */ +PIXI.InteractionManager.prototype.onTouchStart = function(event) +{ + 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(); + + touchData.originalEvent = event || window.event; + + 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; + } + } + } + } +} + +/** + * Is called when a touch is ended on the renderer element + * + * @method onTouchEnd + * @param event {Event} The DOM event of a touch ending on the renderer view + * @private + */ +PIXI.InteractionManager.prototype.onTouchEnd = function(event) +{ + //this.mouse.originalEvent = event || window.event; //IE uses window.event + 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... + touchData.originalEvent = event || window.event; + // 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; + } +} + +/** + * Holds all information related to an Interaction event + * + * @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; + + /** + * When passed to an event handler, this will be the original DOM Event that was captured + * + * @property originalEvent + * @type Event + */ + this.originalEvent; +} + +/** + * 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.prototype.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, easiest way to pass this in is in hex format + * like: 0xFFFFFF for white + * @param interactive {Boolean} enable / disable interaction (default is false) + */ +PIXI.Stage = function(backgroundColor, interactive) +{ + PIXI.DisplayObjectContainer.call( this ); + + /** + * [read-only] Current transform of the object based on world (parent) factors + * + * @property worldTransform + * @type Mat3 + * @readOnly + * @private + */ + this.worldTransform = PIXI.mat3.create(); + + /** + * Whether or not the stage is interactive + * + * @property interactive + * @type Boolean + */ + this.interactive = interactive; + + /** + * The interaction manage for this stage, manages all interactive activity on the stage + * + * @property interactive + * @type InteractionManager + */ + this.interactionManager = new PIXI.InteractionManager(this); + + /** + * Whether the stage is dirty and needs to have interactions updated + * + * @property dirty + * @type Boolean + * @private + */ + this.dirty = true; + + this.__childrenAdded = []; + this.__childrenRemoved = []; + + //the stage is it's own stage + this.stage = this; + + //optimize hit detection a bit + this.stage.hitArea = new PIXI.Rectangle(0,0,100000, 100000); + + this.setBackgroundColor(backgroundColor); + this.worldVisible = true; +} + +// constructor +PIXI.Stage.prototype = Object.create( PIXI.DisplayObjectContainer.prototype ); +PIXI.Stage.prototype.constructor = PIXI.Stage; + +/* + * Updates the object transform for rendering + * + * @method updateTransform + * @private + */ +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]; +} + +/** + * A polyfill for Function.prototype.bind + * + * @method bind + */ +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; + }; + })(); +} + +/** + * A wrapper for ajax requests to be handled cross browser + * + * @class AjaxRequest + * @constructor + */ +var AjaxRequest = PIXI.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>>>>>>>>") + console.log("_") + var safe = 0; + var tmp = item.first; + console.log(tmp); + + while(tmp._iNext) + { + safe++; + tmp = tmp._iNext; + console.log(tmp); + // console.log(tmp); + + if(safe > 100) + { + console.log("BREAK") + break + } + } +} + + + + + + +/** + * https://github.com/mrdoob/eventtarget.js/ + * THankS mr DOob! + */ + +/** + * Adds event emitter functionality to a class + * + * @class EventTarget + * @example + * function MyEmitter() { + * PIXI.EventTarget.call(this); //mixes in event target stuff + * } + * + * var em = new MyEmitter(); + * em.emit({ type: 'eventName', data: 'some data' }); + */ +PIXI.EventTarget = function () { + + var listeners = {}; + + this.addEventListener = this.on = function ( type, listener ) { + + + if ( listeners[ type ] === undefined ) { + + listeners[ type ] = []; + + } + + if ( listeners[ type ].indexOf( listener ) === - 1 ) { + + listeners[ type ].push( listener ); + } + + }; + + this.dispatchEvent = this.emit = function ( event ) { + + for ( var listener in listeners[ event.type ] ) { + + listeners[ event.type ][ listener ]( event ); + + } + + }; + + this.removeEventListener = this.off = function ( type, listener ) { + + var index = listeners[ type ].indexOf( listener ); + + if ( index !== - 1 ) { + + listeners[ type ].splice( index, 1 ); + + } + + }; + +}; + +/** + * @author Mat Groves http://matgroves.com/ @Doormat23 + */ + +/** + * This helper function will automatically detect which renderer you should be using. + * WebGL is the preferred renderer as it is a lot fastest. If webGL is not supported by + * the browser then this function will return a canvas renderer + * + * @method autoDetectRenderer + * @static + * @param width {Number} the width of the renderers view + * @param height {Number} the height of the renderers view + * @param view {Canvas} the canvas to use as a view, optional + * @param transparent=false {Boolean} the transparency of the render view, default false + * @param antialias=false {Boolean} sets antialias (only applicable in webGL chrome at the moment) + * + * antialias + */ +PIXI.autoDetectRenderer = function(width, height, view, transparent, antialias) +{ + if(!width)width = 800; + if(!height)height = 600; + + // BORROWED from Mr Doob (mrdoob.com) + var webgl = ( function () { try { return !! window.WebGLRenderingContext && !! document.createElement( 'canvas' ).getContext( 'experimental-webgl' ); } catch( e ) { return false; } } )(); + + //console.log(webgl); + if( webgl ) + { + return new PIXI.WebGLRenderer(width, height, view, transparent, antialias); + } + + return new PIXI.CanvasRenderer(width, height, view, transparent); +}; + + + +/* + PolyK library + url: http://polyk.ivank.net + Released under MIT licence. + + Copyright (c) 2012 Ivan Kuckir + + Permission is hereby granted, free of charge, to any person + obtaining a copy of this software and associated documentation + files (the "Software"), to deal in the Software without + restriction, including without limitation the rights to use, + copy, modify, merge, publish, distribute, sublicense, and/or sell + copies of the Software, and to permit persons to whom the + Software is furnished to do so, subject to the following + conditions: + + The above copyright notice and this permission notice shall be + included in all copies or substantial portions of the Software. + + THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, + EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES + OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND + NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT + HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, + WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING + FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR + OTHER DEALINGS IN THE SOFTWARE. + + This is an amazing lib! + + slightly modified by mat groves (matgroves.com); +*/ + +PIXI.PolyK = {}; + +/** + * Triangulates shapes for webGL graphic fills + * + * @method Triangulate + * @namespace PolyK + * @constructor + */ +PIXI.PolyK.Triangulate = function(p) +{ + var sign = true; + + var n = p.length>>1; + if(n<3) return []; + var tgs = []; + var avl = []; + for(var i=0; i 3) + { + var i0 = avl[(i+0)%al]; + var i1 = avl[(i+1)%al]; + var i2 = avl[(i+2)%al]; + + var ax = p[2*i0], ay = p[2*i0+1]; + var bx = p[2*i1], by = p[2*i1+1]; + var cx = p[2*i2], cy = p[2*i2+1]; + + var earFound = false; + if(PIXI.PolyK._convex(ax, ay, bx, by, cx, cy, sign)) + { + earFound = true; + for(var j=0; j 3*al) + { + // need to flip flip reverse it! + // reset! + if(sign) + { + var tgs = []; + avl = []; + for(var i=0; i= 0) && (v >= 0) && (u + v < 1); +} + +/** + * Checks if a shape is convex + * + * @class _convex + * @namespace PolyK + * @private + */ +PIXI.PolyK._convex = function(ax, ay, bx, by, cx, cy, sign) +{ + return ((ay-by)*(cx-bx) + (bx-ax)*(cy-by) >= 0) == sign; +} + + +/** + * @author Mat Groves http://matgroves.com/ @Doormat23 + */ + + +/* + * the default suoer fast shader! + */ + +PIXI.shaderFragmentSrc = [ + "precision mediump float;", + "varying vec2 vTextureCoord;", + "varying float vColor;", + "uniform sampler2D uSampler;", + "void main(void) {", + "gl_FragColor = texture2D(uSampler, vec2(vTextureCoord.x, vTextureCoord.y));", + "gl_FragColor = gl_FragColor * vColor;", + "}" +]; + +PIXI.shaderVertexSrc = [ + "attribute vec2 aVertexPosition;", + "attribute vec2 aTextureCoord;", + "attribute float aColor;", + //"uniform mat4 uMVMatrix;", + + "uniform vec2 projectionVector;", + "varying vec2 vTextureCoord;", + "varying float vColor;", + "void main(void) {", + // "gl_Position = uMVMatrix * vec4(aVertexPosition, 1.0, 1.0);", + "gl_Position = vec4( aVertexPosition.x / projectionVector.x -1.0, aVertexPosition.y / -projectionVector.y + 1.0 , 0.0, 1.0);", + "vTextureCoord = aTextureCoord;", + "vColor = aColor;", + "}" +]; + +/* + * the triangle strip shader.. + */ + +PIXI.stripShaderFragmentSrc = [ + "precision mediump float;", + "varying vec2 vTextureCoord;", + "varying float vColor;", + "uniform float alpha;", + "uniform sampler2D uSampler;", + "void main(void) {", + "gl_FragColor = texture2D(uSampler, vec2(vTextureCoord.x, vTextureCoord.y));", + "gl_FragColor = gl_FragColor * alpha;", + "}" +]; + + +PIXI.stripShaderVertexSrc = [ + "attribute vec2 aVertexPosition;", + "attribute vec2 aTextureCoord;", + "attribute float aColor;", + "uniform mat3 translationMatrix;", + "uniform vec2 projectionVector;", + "varying vec2 vTextureCoord;", + "varying float vColor;", + "void main(void) {", + "vec3 v = translationMatrix * vec3(aVertexPosition, 1.0);", + "gl_Position = vec4( v.x / projectionVector.x -1.0, v.y / -projectionVector.y + 1.0 , 0.0, 1.0);", + "vTextureCoord = aTextureCoord;", + "vColor = aColor;", + "}" +]; + + +/* + * primitive shader.. + */ + +PIXI.primitiveShaderFragmentSrc = [ + "precision mediump float;", + "varying vec4 vColor;", + "void main(void) {", + "gl_FragColor = vColor;", + "}" +]; + +PIXI.primitiveShaderVertexSrc = [ + "attribute vec2 aVertexPosition;", + "attribute vec4 aColor;", + "uniform mat3 translationMatrix;", + "uniform vec2 projectionVector;", + "uniform float alpha;", + "varying vec4 vColor;", + "void main(void) {", + "vec3 v = translationMatrix * vec3(aVertexPosition, 1.0);", + "gl_Position = vec4( v.x / projectionVector.x -1.0, v.y / -projectionVector.y + 1.0 , 0.0, 1.0);", + "vColor = aColor * alpha;", + "}" +]; + +PIXI.initPrimitiveShader = function() +{ + var gl = PIXI.gl; + + var shaderProgram = PIXI.compileProgram(PIXI.primitiveShaderVertexSrc, PIXI.primitiveShaderFragmentSrc) + + gl.useProgram(shaderProgram); + + shaderProgram.vertexPositionAttribute = gl.getAttribLocation(shaderProgram, "aVertexPosition"); + shaderProgram.colorAttribute = gl.getAttribLocation(shaderProgram, "aColor"); + + shaderProgram.projectionVector = gl.getUniformLocation(shaderProgram, "projectionVector"); + shaderProgram.translationMatrix = gl.getUniformLocation(shaderProgram, "translationMatrix"); + + shaderProgram.alpha = gl.getUniformLocation(shaderProgram, "alpha"); + + PIXI.primitiveProgram = shaderProgram; +} + +PIXI.initDefaultShader = function() +{ + var gl = this.gl; + var shaderProgram = PIXI.compileProgram(PIXI.shaderVertexSrc, PIXI.shaderFragmentSrc) + + gl.useProgram(shaderProgram); + + shaderProgram.vertexPositionAttribute = gl.getAttribLocation(shaderProgram, "aVertexPosition"); + shaderProgram.projectionVector = gl.getUniformLocation(shaderProgram, "projectionVector"); + shaderProgram.textureCoordAttribute = gl.getAttribLocation(shaderProgram, "aTextureCoord"); + shaderProgram.colorAttribute = gl.getAttribLocation(shaderProgram, "aColor"); + + // shaderProgram.mvMatrixUniform = gl.getUniformLocation(shaderProgram, "uMVMatrix"); + shaderProgram.samplerUniform = gl.getUniformLocation(shaderProgram, "uSampler"); + + PIXI.shaderProgram = shaderProgram; +} + +PIXI.initDefaultStripShader = function() +{ + var gl = this.gl; + var shaderProgram = PIXI.compileProgram(PIXI.stripShaderVertexSrc, PIXI.stripShaderFragmentSrc) + + gl.useProgram(shaderProgram); + + shaderProgram.vertexPositionAttribute = gl.getAttribLocation(shaderProgram, "aVertexPosition"); + shaderProgram.projectionVector = gl.getUniformLocation(shaderProgram, "projectionVector"); + shaderProgram.textureCoordAttribute = gl.getAttribLocation(shaderProgram, "aTextureCoord"); + shaderProgram.translationMatrix = gl.getUniformLocation(shaderProgram, "translationMatrix"); + shaderProgram.alpha = gl.getUniformLocation(shaderProgram, "alpha"); + + shaderProgram.colorAttribute = gl.getAttribLocation(shaderProgram, "aColor"); + + shaderProgram.projectionVector = gl.getUniformLocation(shaderProgram, "projectionVector"); + + shaderProgram.samplerUniform = gl.getUniformLocation(shaderProgram, "uSampler"); + + PIXI.stripShaderProgram = shaderProgram; +} + +PIXI.CompileVertexShader = function(gl, shaderSrc) +{ + return PIXI._CompileShader(gl, shaderSrc, gl.VERTEX_SHADER); +} + +PIXI.CompileFragmentShader = function(gl, shaderSrc) +{ + return PIXI._CompileShader(gl, shaderSrc, gl.FRAGMENT_SHADER); +} + +PIXI._CompileShader = function(gl, shaderSrc, shaderType) +{ + var src = shaderSrc.join("\n"); + var shader = gl.createShader(shaderType); + gl.shaderSource(shader, src); + gl.compileShader(shader); + + if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) { + alert(gl.getShaderInfoLog(shader)); + return null; + } + + return shader; +} + + +PIXI.compileProgram = function(vertexSrc, fragmentSrc) +{ + var gl = PIXI.gl; + var fragmentShader = PIXI.CompileFragmentShader(gl, fragmentSrc); + var vertexShader = PIXI.CompileVertexShader(gl, vertexSrc); + + var shaderProgram = gl.createProgram(); + + gl.attachShader(shaderProgram, vertexShader); + gl.attachShader(shaderProgram, fragmentShader); + gl.linkProgram(shaderProgram); + + if (!gl.getProgramParameter(shaderProgram, gl.LINK_STATUS)) { + alert("Could not initialise shaders"); + } + + return shaderProgram; +} + + +PIXI.activateDefaultShader = function() +{ + var gl = PIXI.gl; + var shaderProgram = PIXI.shaderProgram; + + gl.useProgram(shaderProgram); + + + gl.enableVertexAttribArray(shaderProgram.vertexPositionAttribute); + gl.enableVertexAttribArray(shaderProgram.textureCoordAttribute); + gl.enableVertexAttribArray(shaderProgram.colorAttribute); +} + + + +PIXI.activatePrimitiveShader = function() +{ + var gl = PIXI.gl; + + gl.disableVertexAttribArray(PIXI.shaderProgram.textureCoordAttribute); + gl.disableVertexAttribArray(PIXI.shaderProgram.colorAttribute); + + gl.useProgram(PIXI.primitiveProgram); + + gl.enableVertexAttribArray(PIXI.primitiveProgram.vertexPositionAttribute); + gl.enableVertexAttribArray(PIXI.primitiveProgram.colorAttribute); +} + + +/** + * @author Mat Groves http://matgroves.com/ @Doormat23 + */ + +/** + * A set of functions used by the webGL renderer to draw the primitive graphics data + * + * @class CanvasGraphics + */ +PIXI.WebGLGraphics = function() +{ + +} + +/** + * Renders the graphics object + * + * @static + * @private + * @method renderGraphics + * @param graphics {Graphics} + * @param projection {Object} + */ +PIXI.WebGLGraphics.renderGraphics = function(graphics, projection) +{ + var gl = PIXI.gl; + + if(!graphics._webGL)graphics._webGL = {points:[], indices:[], lastIndex:0, + buffer:gl.createBuffer(), + indexBuffer:gl.createBuffer()}; + + if(graphics.dirty) + { + graphics.dirty = false; + + if(graphics.clearDirty) + { + graphics.clearDirty = false; + + graphics._webGL.lastIndex = 0; + graphics._webGL.points = []; + graphics._webGL.indices = []; + + } + + PIXI.WebGLGraphics.updateGraphics(graphics); + } + + + PIXI.activatePrimitiveShader(); + + // This could be speeded up fo sure! + var m = PIXI.mat3.clone(graphics.worldTransform); + + PIXI.mat3.transpose(m); + + // set the matrix transform for the + gl.blendFunc(gl.ONE, gl.ONE_MINUS_SRC_ALPHA); + + gl.uniformMatrix3fv(PIXI.primitiveProgram.translationMatrix, false, m); + + gl.uniform2f(PIXI.primitiveProgram.projectionVector, projection.x, projection.y); + + gl.uniform1f(PIXI.primitiveProgram.alpha, graphics.worldAlpha); + + gl.bindBuffer(gl.ARRAY_BUFFER, graphics._webGL.buffer); + + // WHY DOES THIS LINE NEED TO BE THERE??? + gl.vertexAttribPointer(PIXI.shaderProgram.vertexPositionAttribute, 2, gl.FLOAT, false, 0, 0); + // its not even used.. but need to be set or it breaks? + // only on pc though.. + + gl.vertexAttribPointer(PIXI.primitiveProgram.vertexPositionAttribute, 2, gl.FLOAT, false, 4 * 6, 0); + gl.vertexAttribPointer(PIXI.primitiveProgram.colorAttribute, 4, gl.FLOAT, false,4 * 6, 2 * 4); + + // set the index buffer! + gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, graphics._webGL.indexBuffer); + + gl.drawElements(gl.TRIANGLE_STRIP, graphics._webGL.indices.length, gl.UNSIGNED_SHORT, 0 ); + + // return to default shader... + PIXI.activateDefaultShader(); +} + +/** + * Updates the graphics object + * + * @static + * @private + * @method updateGraphics + * @param graphics {Graphics} + */ +PIXI.WebGLGraphics.updateGraphics = function(graphics) +{ + for (var i=graphics._webGL.lastIndex; i < graphics.graphicsData.length; i++) + { + var data = graphics.graphicsData[i]; + + if(data.type == PIXI.Graphics.POLY) + { + if(data.fill) + { + if(data.points.length>3) + PIXI.WebGLGraphics.buildPoly(data, graphics._webGL); + } + + if(data.lineWidth > 0) + { + PIXI.WebGLGraphics.buildLine(data, graphics._webGL); + } + } + else if(data.type == PIXI.Graphics.RECT) + { + PIXI.WebGLGraphics.buildRectangle(data, graphics._webGL); + } + else if(data.type == PIXI.Graphics.CIRC || data.type == PIXI.Graphics.ELIP) + { + PIXI.WebGLGraphics.buildCircle(data, graphics._webGL); + } + }; + + graphics._webGL.lastIndex = graphics.graphicsData.length; + + var gl = PIXI.gl; + + graphics._webGL.glPoints = new Float32Array(graphics._webGL.points); + + gl.bindBuffer(gl.ARRAY_BUFFER, graphics._webGL.buffer); + gl.bufferData(gl.ARRAY_BUFFER, graphics._webGL.glPoints, gl.STATIC_DRAW); + + graphics._webGL.glIndicies = new Uint16Array(graphics._webGL.indices); + + gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, graphics._webGL.indexBuffer); + gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, graphics._webGL.glIndicies, gl.STATIC_DRAW); +} + +/** + * Builds a rectangle to draw + * + * @static + * @private + * @method buildRectangle + * @param graphics {Graphics} + * @param webGLData {Object} + */ +PIXI.WebGLGraphics.buildRectangle = function(graphicsData, webGLData) +{ + // --- // + // need to convert points to a nice regular data + // + var rectData = graphicsData.points; + var x = rectData[0]; + var y = rectData[1]; + var width = rectData[2]; + var height = rectData[3]; + + + if(graphicsData.fill) + { + var color = HEXtoRGB(graphicsData.fillColor); + var alpha = graphicsData.fillAlpha; + + var r = color[0] * alpha; + var g = color[1] * alpha; + var b = color[2] * alpha; + + var verts = webGLData.points; + var indices = webGLData.indices; + + var vertPos = verts.length/6; + + // start + verts.push(x, y); + verts.push(r, g, b, alpha); + + verts.push(x + width, y); + verts.push(r, g, b, alpha); + + verts.push(x , y + height); + verts.push(r, g, b, alpha); + + verts.push(x + width, y + height); + verts.push(r, g, b, alpha); + + // insert 2 dead triangles.. + indices.push(vertPos, vertPos, vertPos+1, vertPos+2, vertPos+3, vertPos+3) + } + + if(graphicsData.lineWidth) + { + graphicsData.points = [x, y, + x + width, y, + x + width, y + height, + x, y + height, + x, y]; + + PIXI.WebGLGraphics.buildLine(graphicsData, webGLData); + } + +} + +/** + * Builds a circle to draw + * + * @static + * @private + * @method buildCircle + * @param graphics {Graphics} + * @param webGLData {Object} + */ +PIXI.WebGLGraphics.buildCircle = function(graphicsData, webGLData) +{ + // --- // + // need to convert points to a nice regular data + // + var rectData = graphicsData.points; + var x = rectData[0]; + var y = rectData[1]; + var width = rectData[2]; + var height = rectData[3]; + + var totalSegs = 40; + var seg = (Math.PI * 2) / totalSegs ; + + if(graphicsData.fill) + { + var color = HEXtoRGB(graphicsData.fillColor); + var alpha = graphicsData.fillAlpha; + + var r = color[0] * alpha; + var g = color[1] * alpha; + var b = color[2] * alpha; + + var verts = webGLData.points; + var indices = webGLData.indices; + + var vecPos = verts.length/6; + + indices.push(vecPos); + + for (var i=0; i < totalSegs + 1 ; i++) + { + verts.push(x,y, r, g, b, alpha); + + verts.push(x + Math.sin(seg * i) * width, + y + Math.cos(seg * i) * height, + r, g, b, alpha); + + indices.push(vecPos++, vecPos++); + }; + + indices.push(vecPos-1); + } + + if(graphicsData.lineWidth) + { + graphicsData.points = []; + + for (var i=0; i < totalSegs + 1; i++) + { + graphicsData.points.push(x + Math.sin(seg * i) * width, + y + Math.cos(seg * i) * height) + }; + + PIXI.WebGLGraphics.buildLine(graphicsData, webGLData); + } + +} + +/** + * Builds a line to draw + * + * @static + * @private + * @method buildLine + * @param graphics {Graphics} + * @param webGLData {Object} + */ +PIXI.WebGLGraphics.buildLine = function(graphicsData, webGLData) +{ + // TODO OPTIMISE! + + var wrap = true; + var points = graphicsData.points; + if(points.length == 0)return; + + // get first and last point.. figure out the middle! + var firstPoint = new PIXI.Point( points[0], points[1] ); + var lastPoint = new PIXI.Point( points[points.length - 2], points[points.length - 1] ); + + // if the first point is the last point - goona have issues :) + if(firstPoint.x == lastPoint.x && firstPoint.y == lastPoint.y) + { + points.pop(); + points.pop(); + + lastPoint = new PIXI.Point( points[points.length - 2], points[points.length - 1] ); + + var midPointX = lastPoint.x + (firstPoint.x - lastPoint.x) *0.5; + var midPointY = lastPoint.y + (firstPoint.y - lastPoint.y) *0.5; + + points.unshift(midPointX, midPointY); + points.push(midPointX, midPointY) + } + + var verts = webGLData.points; + var indices = webGLData.indices; + var length = points.length / 2; + var indexCount = points.length; + var indexStart = verts.length/6; + + // DRAW the Line + var width = graphicsData.lineWidth / 2; + + // sort color + var color = HEXtoRGB(graphicsData.lineColor); + var alpha = graphicsData.lineAlpha; + var r = color[0] * alpha; + var g = color[1] * alpha; + var b = color[2] * alpha; + + var p1x, p1y, p2x, p2y, p3x, p3y; + var perpx, perpy, perp2x, perp2y, perp3x, perp3y; + var ipx, ipy; + var a1, b1, c1, a2, b2, c2; + var denom, pdist, dist; + + p1x = points[0]; + p1y = points[1]; + + p2x = points[2]; + p2y = points[3]; + + perpx = -(p1y - p2y); + perpy = p1x - p2x; + + dist = Math.sqrt(perpx*perpx + perpy*perpy); + + perpx /= dist; + perpy /= dist; + perpx *= width; + perpy *= width; + + // start + verts.push(p1x - perpx , p1y - perpy, + r, g, b, alpha); + + verts.push(p1x + perpx , p1y + perpy, + r, g, b, alpha); + + for (var i = 1; i < length-1; i++) + { + p1x = points[(i-1)*2]; + p1y = points[(i-1)*2 + 1]; + + p2x = points[(i)*2] + p2y = points[(i)*2 + 1] + + p3x = points[(i+1)*2]; + p3y = points[(i+1)*2 + 1]; + + perpx = -(p1y - p2y); + perpy = p1x - p2x; + + dist = Math.sqrt(perpx*perpx + perpy*perpy); + perpx /= dist; + perpy /= dist; + perpx *= width; + perpy *= width; + + perp2x = -(p2y - p3y); + perp2y = p2x - p3x; + + dist = Math.sqrt(perp2x*perp2x + perp2y*perp2y); + perp2x /= dist; + perp2y /= dist; + perp2x *= width; + perp2y *= width; + + a1 = (-perpy + p1y) - (-perpy + p2y); + b1 = (-perpx + p2x) - (-perpx + p1x); + c1 = (-perpx + p1x) * (-perpy + p2y) - (-perpx + p2x) * (-perpy + p1y); + a2 = (-perp2y + p3y) - (-perp2y + p2y); + b2 = (-perp2x + p2x) - (-perp2x + p3x); + c2 = (-perp2x + p3x) * (-perp2y + p2y) - (-perp2x + p2x) * (-perp2y + p3y); + + denom = a1*b2 - a2*b1; + + if (denom == 0) { + denom+=1; + } + + px = (b1*c2 - b2*c1)/denom; + py = (a2*c1 - a1*c2)/denom; + + pdist = (px -p2x) * (px -p2x) + (py -p2y) + (py -p2y); + + if(pdist > 140 * 140) + { + perp3x = perpx - perp2x; + perp3y = perpy - perp2y; + + dist = Math.sqrt(perp3x*perp3x + perp3y*perp3y); + perp3x /= dist; + perp3y /= dist; + perp3x *= width; + perp3y *= width; + + verts.push(p2x - perp3x, p2y -perp3y); + verts.push(r, g, b, alpha); + + verts.push(p2x + perp3x, p2y +perp3y); + verts.push(r, g, b, alpha); + + verts.push(p2x - perp3x, p2y -perp3y); + verts.push(r, g, b, alpha); + + indexCount++; + } + else + { + verts.push(px , py); + verts.push(r, g, b, alpha); + + verts.push(p2x - (px-p2x), p2y - (py - p2y)); + verts.push(r, g, b, alpha); + } + } + + p1x = points[(length-2)*2] + p1y = points[(length-2)*2 + 1] + + p2x = points[(length-1)*2] + p2y = points[(length-1)*2 + 1] + + perpx = -(p1y - p2y) + perpy = p1x - p2x; + + dist = Math.sqrt(perpx*perpx + perpy*perpy); + perpx /= dist; + perpy /= dist; + perpx *= width; + perpy *= width; + + verts.push(p2x - perpx , p2y - perpy) + verts.push(r, g, b, alpha); + + verts.push(p2x + perpx , p2y + perpy) + verts.push(r, g, b, alpha); + + indices.push(indexStart); + + for (var i=0; i < indexCount; i++) + { + indices.push(indexStart++); + }; + + indices.push(indexStart-1); +} + +/** + * Builds a polygon to draw + * + * @static + * @private + * @method buildPoly + * @param graphics {Graphics} + * @param webGLData {Object} + */ +PIXI.WebGLGraphics.buildPoly = function(graphicsData, webGLData) +{ + var points = graphicsData.points; + if(points.length < 6)return; + + // get first and last point.. figure out the middle! + var verts = webGLData.points; + var indices = webGLData.indices; + + var length = points.length / 2; + + // sort color + var color = HEXtoRGB(graphicsData.fillColor); + var alpha = graphicsData.fillAlpha; + var r = color[0] * alpha; + var g = color[1] * alpha; + var b = color[2] * alpha; + + var triangles = PIXI.PolyK.Triangulate(points); + + var vertPos = verts.length / 6; + + for (var i=0; i < triangles.length; i+=3) + { + indices.push(triangles[i] + vertPos); + indices.push(triangles[i] + vertPos); + indices.push(triangles[i+1] + vertPos); + indices.push(triangles[i+2] +vertPos); + indices.push(triangles[i+2] + vertPos); + }; + + for (var i = 0; i < length; i++) + { + verts.push(points[i * 2], points[i * 2 + 1], + r, g, b, alpha); + }; +} + +function HEXtoRGB(hex) { + return [(hex >> 16 & 0xFF) / 255, ( hex >> 8 & 0xFF) / 255, (hex & 0xFF)/ 255]; +} + + + + + +/** + * @author Mat Groves http://matgroves.com/ @Doormat23 + */ + +PIXI._defaultFrame = new PIXI.Rectangle(0,0,1,1); + +// an instance of the gl context.. +// only one at the moment :/ +PIXI.gl; + +/** + * the WebGLRenderer is draws the stage and all its content onto a webGL enabled canvas. This renderer + * should be used for browsers support webGL. This Render works by automatically managing webGLBatchs. + * So no need for Sprite Batch's or Sprite Cloud's + * Dont forget to add the view to your DOM or you will not see anything :) + * + * @class WebGLRenderer + * @constructor + * @param width=0 {Number} the width of the canvas view + * @param height=0 {Number} the height of the canvas view + * @param view {Canvas} the canvas to use as a view, optional + * @param transparent=false {Boolean} the transparency of the render view, default false + * @param antialias=false {Boolean} sets antialias (only applicable in chrome at the moment) + * + */ +PIXI.WebGLRenderer = function(width, height, view, transparent, antialias) +{ + // do a catch.. only 1 webGL renderer.. + + this.transparent = !!transparent; + + this.width = width || 800; + this.height = height || 600; + + this.view = view || document.createElement( 'canvas' ); + this.view.width = this.width; + this.view.height = this.height; + + // deal with losing context.. + var scope = this; + this.view.addEventListener('webglcontextlost', function(event) { scope.handleContextLost(event); }, false) + this.view.addEventListener('webglcontextrestored', function(event) { scope.handleContextRestored(event); }, false) + + this.batchs = []; + + try + { + PIXI.gl = this.gl = this.view.getContext("experimental-webgl", { + alpha: this.transparent, + antialias:!!antialias, // SPEED UP?? + premultipliedAlpha:false, + stencil:true + }); + } + catch (e) + { + throw new Error(" This browser does not support webGL. Try using the canvas renderer" + this); + } + + PIXI.initPrimitiveShader(); + PIXI.initDefaultShader(); + PIXI.initDefaultStripShader(); + + PIXI.activateDefaultShader(); + + var gl = this.gl; + PIXI.WebGLRenderer.gl = gl; + + this.batch = new PIXI.WebGLBatch(gl); + gl.disable(gl.DEPTH_TEST); + gl.disable(gl.CULL_FACE); + + gl.enable(gl.BLEND); + gl.colorMask(true, true, true, this.transparent); + + PIXI.projection = new PIXI.Point(400, 300); + + this.resize(this.width, this.height); + this.contextLost = false; + + this.stageRenderGroup = new PIXI.WebGLRenderGroup(this.gl); +} + +// constructor +PIXI.WebGLRenderer.prototype.constructor = PIXI.WebGLRenderer; + +/** + * Gets a new WebGLBatch from the pool + * + * @static + * @method getBatch + * @return {WebGLBatch} + * @private + */ +PIXI.WebGLRenderer.getBatch = function() +{ + if(PIXI._batchs.length == 0) + { + return new PIXI.WebGLBatch(PIXI.WebGLRenderer.gl); + } + else + { + return PIXI._batchs.pop(); + } +} + +/** + * Puts a batch back into the pool + * + * @static + * @method returnBatch + * @param batch {WebGLBatch} The batch to return + * @private + */ +PIXI.WebGLRenderer.returnBatch = function(batch) +{ + batch.clean(); + PIXI._batchs.push(batch); +} + +/** + * Renders the stage to its webGL view + * + * @method render + * @param stage {Stage} the Stage element to be rendered + */ +PIXI.WebGLRenderer.prototype.render = function(stage) +{ + if(this.contextLost)return; + + + // if rendering a new stage clear the batchs.. + if(this.__stage !== stage) + { + // TODO make this work + // dont think this is needed any more? + this.__stage = stage; + this.stageRenderGroup.setRenderable(stage); + } + + // TODO not needed now... + // update children if need be + // best to remove first! + /*for (var i=0; i < stage.__childrenRemoved.length; i++) + { + var group = stage.__childrenRemoved[i].__renderGroup + if(group)group.removeDisplayObject(stage.__childrenRemoved[i]); + }*/ + + // update any textures + PIXI.WebGLRenderer.updateTextures(); + + // update the scene graph + PIXI.visibleCount++; + stage.updateTransform(); + + var gl = this.gl; + + // -- Does this need to be set every frame? -- // + gl.colorMask(true, true, true, this.transparent); + gl.viewport(0, 0, this.width, this.height); + + gl.bindFramebuffer(gl.FRAMEBUFFER, null); + + gl.clearColor(stage.backgroundColorSplit[0],stage.backgroundColorSplit[1],stage.backgroundColorSplit[2], !this.transparent); + gl.clear(gl.COLOR_BUFFER_BIT); + + // HACK TO TEST + + this.stageRenderGroup.backgroundColor = stage.backgroundColorSplit; + this.stageRenderGroup.render(PIXI.projection); + + // interaction + // run interaction! + if(stage.interactive) + { + //need to add some events! + if(!stage._interactiveEventsAdded) + { + stage._interactiveEventsAdded = true; + stage.interactionManager.setTarget(this); + } + } + + // after rendering lets confirm all frames that have been uodated.. + if(PIXI.Texture.frameUpdates.length > 0) + { + for (var i=0; i < PIXI.Texture.frameUpdates.length; i++) + { + PIXI.Texture.frameUpdates[i].updateFrame = false; + }; + + PIXI.Texture.frameUpdates = []; + } +} + +/** + * Updates the textures loaded into this webgl renderer + * + * @static + * @method updateTextures + * @private + */ +PIXI.WebGLRenderer.updateTextures = function() +{ + //TODO break this out into a texture manager... + for (var i=0; i < PIXI.texturesToUpdate.length; i++) PIXI.WebGLRenderer.updateTexture(PIXI.texturesToUpdate[i]); + for (var i=0; i < PIXI.texturesToDestroy.length; i++) PIXI.WebGLRenderer.destroyTexture(PIXI.texturesToDestroy[i]); + PIXI.texturesToUpdate = []; + PIXI.texturesToDestroy = []; +} + +/** + * Updates a loaded webgl texture + * + * @static + * @method updateTexture + * @param texture {Texture} The texture to update + * @private + */ +PIXI.WebGLRenderer.updateTexture = function(texture) +{ + //TODO break this out into a texture manager... + 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); + } +} + +/** + * Destroys a loaded webgl texture + * + * @method destroyTexture + * @param texture {Texture} The texture to update + * @private + */ +PIXI.WebGLRenderer.destroyTexture = function(texture) +{ + //TODO break this out into a texture manager... + var gl = PIXI.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; + + PIXI.projection.x = this.width/2; + PIXI.projection.y = this.height/2; + +// projectionMatrix[0] = 2/this.width; +// projectionMatrix[5] = -2/this.height; +// projectionMatrix[12] = -1; +// projectionMatrix[13] = 1; +} + +/** + * Handles a lost webgl context + * + * @method handleContextLost + * @param event {Event} + * @private + */ +PIXI.WebGLRenderer.prototype.handleContextLost = function(event) +{ + event.preventDefault(); + this.contextLost = true; +} + +/** + * Handles a restored webgl context + * + * @method handleContextRestored + * @param event {Event} + * @private + */ +PIXI.WebGLRenderer.prototype.handleContextRestored = function(event) +{ + this.gl = this.view.getContext("experimental-webgl", { + alpha: true + }); + + this.initShaders(); + + for(var key in PIXI.TextureCache) + { + var texture = PIXI.TextureCache[key].baseTexture; + texture._glTexture = null; + PIXI.WebGLRenderer.updateTexture(texture); + }; + + 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 + * @constructor + * @param gl {WebGLContext} an instance of the webGL context + */ +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.prototype.constructor = PIXI.WebGLBatch; + +/** + * Cleans the batch so that is can be returned to an object pool and reused + * + * @method clean + */ +PIXI.WebGLBatch.prototype.clean = function() +{ + this.verticies = []; + this.uvs = []; + this.indices = []; + this.colors = []; + 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 + * + * @method restoreLostContext + * @param gl {WebGLContext} + */ +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.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; + } +} + +/** + * 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) +{ + this.dirty = true; + + var batch = new PIXI.WebGLBatch(this.gl); + batch.init(sprite); + batch.texture = this.texture; + batch.tail = this.tail; + + this.tail = sprite.__prev; + this.tail.__next = null; + + sprite.__prev = null; + // return a splite batch! + + // 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 + * + * @method 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.vcount === PIXI.visibleCount) + { + 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) +{ + start = start || 0; + + 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! + + 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 len = end - start; + + // 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 + * @contructor + * @param gl {WebGLContext} An instance of the webGL context + */ +PIXI.WebGLRenderGroup = function(gl) +{ + this.gl = gl; + this.root; + + this.backgroundColor; + this.batchs = []; + this.toRemove = []; +} + +// constructor +PIXI.WebGLRenderGroup.prototype.constructor = PIXI.WebGLRenderGroup; + +/** + * Add a display object to the webgl renderer + * + * @method setRenderable + * @param displayObject {DisplayObject} + * @private + */ +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; + this.addDisplayObjectAndChildren(displayObject); +} + +/** + * Renders the stage to its webgl view + * + * @method render + * @param projection {Object} + */ +PIXI.WebGLRenderGroup.prototype.render = function(projection) +{ + PIXI.WebGLRenderer.updateTextures(); + + var gl = this.gl; + + + gl.uniform2f(PIXI.shaderProgram.projectionVector, projection.x, projection.y); + gl.blendFunc(gl.ONE, gl.ONE_MINUS_SRC_ALPHA); + + // 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(); + continue; + } + + // non sprite batch.. + var worldVisible = renderable.vcount === PIXI.visibleCount; + + if(renderable instanceof PIXI.TilingSprite) + { + if(worldVisible)this.renderTilingSprite(renderable, projection); + } + else if(renderable instanceof PIXI.Strip) + { + if(worldVisible)this.renderStrip(renderable, projection); + } + else if(renderable instanceof PIXI.Graphics) + { + if(worldVisible && renderable.renderable) PIXI.WebGLGraphics.renderGraphics(renderable, projection);//, projectionMatrix); + } + else if(renderable instanceof PIXI.FilterBlock) + { + /* + * for now only masks are supported.. + */ + if(renderable.open) + { + gl.enable(gl.STENCIL_TEST); + + gl.colorMask(false, false, false, false); + gl.stencilFunc(gl.ALWAYS,1,0xff); + gl.stencilOp(gl.KEEP,gl.KEEP,gl.REPLACE); + + PIXI.WebGLGraphics.renderGraphics(renderable.mask, projection); + + gl.colorMask(true, true, true, false); + gl.stencilFunc(gl.NOTEQUAL,0,0xff); + gl.stencilOp(gl.KEEP,gl.KEEP,gl.KEEP); + } + else + { + gl.disable(gl.STENCIL_TEST); + } + } + } + +} + +/** + * Renders the stage to its webgl view + * + * @method handleFilter + * @param filter {FilterBlock} + * @private + */ +PIXI.WebGLRenderGroup.prototype.handleFilter = function(filter, projection) +{ + +} + +/** + * Renders a specific displayObject + * + * @method renderSpecific + * @param displayObject {DisplayObject} + * @param projection {Object} + * @private + */ +PIXI.WebGLRenderGroup.prototype.renderSpecific = function(displayObject, projection) +{ + PIXI.WebGLRenderer.updateTextures(); + + var gl = this.gl; + + gl.uniform2f(PIXI.shaderProgram.projectionVector, projection.x, projection.y); + + // to do! + // render part of the scene... + + var startIndex; + var startBatchIndex; + + var endIndex; + var endBatchIndex; + + /* + * 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 + */ + var nextRenderable = displayObject.first; + while(nextRenderable._iNext) + { + nextRenderable = nextRenderable._iNext; + if(nextRenderable.renderable && nextRenderable.__renderGroup)break; + } + 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 + { + this.renderSpecial(startBatch, projection); + } + 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 + { + this.renderSpecial(startBatch, projection); + } + + // 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 + { + this.renderSpecial(renderable, projection); + } + } + + // DO the last batch.. + if(endBatch instanceof PIXI.WebGLBatch) + { + endBatch.render(0, endIndex+1); + } + else + { + this.renderSpecial(endBatch, projection); + } +} + +/** + * Renders a specific renderable + * + * @method renderSpecial + * @param renderable {DisplayObject} + * @param projection {Object} + * @private + */ +PIXI.WebGLRenderGroup.prototype.renderSpecial = function(renderable, projection) +{ + var worldVisible = renderable.vcount === PIXI.visibleCount + + if(renderable instanceof PIXI.TilingSprite) + { + if(worldVisible)this.renderTilingSprite(renderable, projection); + } + else if(renderable instanceof PIXI.Strip) + { + if(worldVisible)this.renderStrip(renderable, projection); + } + else if(renderable instanceof PIXI.CustomRenderable) + { + if(worldVisible) renderable.renderWebGL(this, projection); + } + else if(renderable instanceof PIXI.Graphics) + { + if(worldVisible && renderable.renderable) PIXI.WebGLGraphics.renderGraphics(renderable, projection); + } + else if(renderable instanceof PIXI.FilterBlock) + { + /* + * for now only masks are supported.. + */ + + var gl = PIXI.gl; + + if(renderable.open) + { + gl.enable(gl.STENCIL_TEST); + + gl.colorMask(false, false, false, false); + gl.stencilFunc(gl.ALWAYS,1,0xff); + gl.stencilOp(gl.KEEP,gl.KEEP,gl.REPLACE); + + PIXI.WebGLGraphics.renderGraphics(renderable.mask, projection); + + // we know this is a render texture so enable alpha too.. + gl.colorMask(true, true, true, true); + gl.stencilFunc(gl.NOTEQUAL,0,0xff); + gl.stencilOp(gl.KEEP,gl.KEEP,gl.KEEP); + } + else + { + gl.disable(gl.STENCIL_TEST); + } + } +} + +/** + * Updates a webgl texture + * + * @method updateTexture + * @param displayObject {DisplayObject} + * @private + */ +PIXI.WebGLRenderGroup.prototype.updateTexture = function(displayObject) +{ + + // TODO definitely can optimse this function.. + + this.removeObject(displayObject); + + /* + * LOOK FOR THE PREVIOUS RENDERABLE + * 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 previousRenderable = displayObject.first; + while(previousRenderable != this.root) + { + previousRenderable = previousRenderable._iPrev; + if(previousRenderable.renderable && previousRenderable.__renderGroup)break; + } + + /* + * 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 + */ + var nextRenderable = displayObject.last; + while(nextRenderable._iNext) + { + nextRenderable = nextRenderable._iNext; + if(nextRenderable.renderable && nextRenderable.__renderGroup)break; + } + + this.insertObject(displayObject, previousRenderable, nextRenderable); +} + +/** + * Adds filter blocks + * + * @method addFilterBlocks + * @param start {FilterBlock} + * @param end {FilterBlock} + * @private + */ +PIXI.WebGLRenderGroup.prototype.addFilterBlocks = function(start, end) +{ + start.__renderGroup = this; + end.__renderGroup = this; + /* + * LOOK FOR THE PREVIOUS RENDERABLE + * 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 previousRenderable = start; + while(previousRenderable != this.root) + { + previousRenderable = previousRenderable._iPrev; + if(previousRenderable.renderable && previousRenderable.__renderGroup)break; + } + this.insertAfter(start, previousRenderable); + + /* + * 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 + */ + var previousRenderable2 = end; + while(previousRenderable2 != this.root) + { + previousRenderable2 = previousRenderable2._iPrev; + if(previousRenderable2.renderable && previousRenderable2.__renderGroup)break; + } + this.insertAfter(end, previousRenderable2); +} + +/** + * Remove filter blocks + * + * @method removeFilterBlocks + * @param start {FilterBlock} + * @param end {FilterBlock} + * @private + */ +PIXI.WebGLRenderGroup.prototype.removeFilterBlocks = function(start, end) +{ + this.removeObject(start); + this.removeObject(end); +} + +/** + * Adds a display object and children to the webgl context + * + * @method addDisplayObjectAndChildren + * @param displayObject {DisplayObject} + * @private + */ +PIXI.WebGLRenderGroup.prototype.addDisplayObjectAndChildren = function(displayObject) +{ + if(displayObject.__renderGroup)displayObject.__renderGroup.removeDisplayObjectAndChildren(displayObject); + + /* + * LOOK FOR THE PREVIOUS RENDERABLE + * 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 previousRenderable = displayObject.first; + while(previousRenderable != this.root.first) + { + previousRenderable = previousRenderable._iPrev; + if(previousRenderable.renderable && previousRenderable.__renderGroup)break; + } + + /* + * 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 + */ + var nextRenderable = displayObject.last; + while(nextRenderable._iNext) + { + nextRenderable = nextRenderable._iNext; + if(nextRenderable.renderable && nextRenderable.__renderGroup)break; + } + + // one the display object hits this. we can break the loop + + var tempObject = displayObject.first; + var testObject = displayObject.last._iNext; + do + { + tempObject.__renderGroup = this; + + if(tempObject.renderable) + { + + this.insertObject(tempObject, previousRenderable, nextRenderable); + previousRenderable = tempObject; + } + + tempObject = tempObject._iNext; + } + while(tempObject != testObject) +} + +/** + * Removes a display object and children to the webgl context + * + * @method removeDisplayObjectAndChildren + * @param displayObject {DisplayObject} + * @private + */ +PIXI.WebGLRenderGroup.prototype.removeDisplayObjectAndChildren = function(displayObject) +{ + if(displayObject.__renderGroup != this)return; + +// var displayObject = displayObject.first; + var lastObject = displayObject.last; + do + { + displayObject.__renderGroup = null; + if(displayObject.renderable)this.removeObject(displayObject); + displayObject = displayObject._iNext; + } + while(displayObject) +} + +/** + * Inserts a displayObject into the linked list + * + * @method insertObject + * @param displayObject {DisplayObject} + * @param previousObject {DisplayObject} + * @param nextObject {DisplayObject} + * @private + */ +PIXI.WebGLRenderGroup.prototype.insertObject = function(displayObject, previousObject, nextObject) +{ + // while looping below THE OBJECT MAY NOT HAVE BEEN ADDED + var previousSprite = previousObject; + var nextSprite = nextObject; + + /* + * so now we have the next renderable and the previous renderable + * + */ + if(displayObject instanceof PIXI.Sprite) + { + var previousBatch + var nextBatch + + 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); + } + + return; + } + 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); + } + else if(displayObject)// instanceof PIXI.Graphics) + { + //displayObject.initWebGL(this); + + // add to a batch!! + //this.initStrip(displayObject); + //this.batchs.push(displayObject); + } + + this.insertAfter(displayObject, previousSprite); + + // insert and SPLIT! + +} + +/** + * Inserts a displayObject into the linked list + * + * @method insertAfter + * @param item {DisplayObject} + * @param displayObject {DisplayObject} The object to insert + * @private + */ +PIXI.WebGLRenderGroup.prototype.insertAfter = function(item, displayObject) +{ + if(displayObject instanceof PIXI.Sprite) + { + var previousBatch = displayObject.batch; + + if(previousBatch) + { + // so this object is in a batch! + + // is it not? need to split the batch + if(previousBatch.tail == displayObject) + { + // is it tail? insert in to batchs + var index = this.batchs.indexOf( previousBatch ); + this.batchs.splice(index+1, 0, item); + } + else + { + // TODO MODIFY ADD / REMOVE CHILD TO ACCOUNT FOR FILTERS (also get prev and next) // + + // THERE IS A SPLIT IN THIS BATCH! // + var splitBatch = previousBatch.split(displayObject.__next); + + // COOL! + // add it back into the array + /* + * OOPS! + * seems the new sprite is in the middle of a batch + * lets split it.. + */ + var index = this.batchs.indexOf( previousBatch ); + this.batchs.splice(index+1, 0, item, splitBatch); + } + } + else + { + this.batchs.push(item); + } + } + else + { + var index = this.batchs.indexOf( displayObject ); + this.batchs.splice(index+1, 0, item); + } +} + +/** + * Removes a displayObject from the linked list + * + * @method removeObject + * @param displayObject {DisplayObject} The object to remove + * @private + */ +PIXI.WebGLRenderGroup.prototype.removeObject = 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; + + /* + * 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); + } +} + +/** + * Initializes a tiling sprite + * + * @method initTilingSprite + * @param sprite {TilingSprite} The tiling sprite to initialize + * @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; + } +} + +/** + * Renders a Strip + * + * @method renderStrip + * @param strip {Strip} The strip to render + * @param projection {Object} + * @private + */ +PIXI.WebGLRenderGroup.prototype.renderStrip = function(strip, projection) +{ + 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.useProgram(PIXI.stripShaderProgram); + + var m = PIXI.mat3.clone(strip.worldTransform); + + PIXI.mat3.transpose(m); + + // set the matrix transform for the + gl.uniformMatrix3fv(PIXI.stripShaderProgram.translationMatrix, false, m); + gl.uniform2f(PIXI.stripShaderProgram.projectionVector, projection.x, projection.y); + gl.uniform1f(PIXI.stripShaderProgram.alpha, strip.worldAlpha); + +/* + 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.useProgram(PIXI.shaderProgram); +} + +/** + * Renders a TilingSprite + * + * @method renderTilingSprite + * @param sprite {TilingSprite} The tiling sprite to render + * @param projectionMatrix {Object} + * @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); +} + +/** + * Initializes a strip to be rendered + * + * @method initStrip + * @param strip {Strip} The strip to initialize + * @private + */ +PIXI.WebGLRenderGroup.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=0 {Number} the width of the canvas view + * @param height=0 {Number} the height of the canvas view + * @param view {Canvas} the canvas to use as a view, optional + * @param transparent=false {Boolean} the transparency of the render view, 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; + + /** + * The canvas element that the everything is drawn to + * + * @property view + * @type Canvas + */ + this.view = view || document.createElement( 'canvas' ); + + /** + * The canvas context that the everything is drawn to + * @property context + * @type Canvas 2d Context + */ + this.context = this.view.getContext("2d"); + + this.refresh = true; + // 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; +} + +// constructor +PIXI.CanvasRenderer.prototype.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 + * + * @method resize + * @param width {Number} the new width of the canvas view + * @param height {Number} 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; +} + +/** + * Renders a display object + * + * @method renderDisplayObject + * @param displayObject {DisplayObject} The displayObject to render + * @private + */ +PIXI.CanvasRenderer.prototype.renderDisplayObject = function(displayObject) +{ + // no loger recurrsive! + var transform; + var context = this.context; + + context.globalCompositeOperation = 'source-over'; + + // one the display object hits this. we can break the loop + var testObject = displayObject.last._iNext; + displayObject = displayObject.first; + + do + { + transform = displayObject.worldTransform; + + if(!displayObject.visible) + { + displayObject = displayObject.last._iNext; + continue; + } + + if(!displayObject.renderable) + { + displayObject = displayObject._iNext; + continue; + } + + if(displayObject instanceof PIXI.Sprite) + { + + var frame = displayObject.texture.frame; + + if(frame) + { + context.globalAlpha = displayObject.worldAlpha; + + 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, + 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); + } + else if(displayObject instanceof PIXI.Graphics) + { + context.setTransform(transform[0], transform[3], transform[1], transform[4], transform[2], transform[5]) + PIXI.CanvasGraphics.renderGraphics(displayObject, context); + } + else if(displayObject instanceof PIXI.FilterBlock) + { + if(displayObject.open) + { + context.save(); + + var cacheAlpha = displayObject.mask.alpha; + var maskTransform = displayObject.mask.worldTransform; + + context.setTransform(maskTransform[0], maskTransform[3], maskTransform[1], maskTransform[4], maskTransform[2], maskTransform[5]) + + displayObject.mask.worldAlpha = 0.5; + + context.worldAlpha = 0; + + PIXI.CanvasGraphics.renderGraphicsMask(displayObject.mask, context); + context.clip(); + + displayObject.mask.worldAlpha = cacheAlpha; + } + else + { + context.restore(); + } + } + // count++ + displayObject = displayObject._iNext; + + + } + while(displayObject != testObject) + + +} + +/** + * Renders a flat strip + * + * @method renderStripFlat + * @param strip {Strip} The Strip to render + * @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.fillStyle = "#FF0000"; + context.fill(); + context.closePath(); +} + +/** + * Renders a tiling sprite + * + * @method renderTilingSprite + * @param sprite {TilingSprite} The tilingsprite to render + * @private + */ +PIXI.CanvasRenderer.prototype.renderTilingSprite = function(sprite) +{ + var context = this.context; + + context.globalAlpha = sprite.worldAlpha; + + 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(); +} + +/** + * Renders a strip + * + * @method renderStrip + * @param strip {Strip} The Strip to render + * @private + */ +PIXI.CanvasRenderer.prototype.renderStrip = function(strip) +{ + var context = this.context; + + // 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.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(); + }; + +} + +/** + * @author Mat Groves http://matgroves.com/ @Doormat23 + */ + + +/** + * A set of functions used by the canvas renderer to draw the primitive graphics data + * + * @class CanvasGraphics + */ +PIXI.CanvasGraphics = function() +{ + +} + + +/* + * Renders the graphics object + * + * @static + * @private + * @method renderGraphics + * @param graphics {Graphics} + * @param context {Context2D} + */ +PIXI.CanvasGraphics.renderGraphics = function(graphics, context) +{ + var worldAlpha = graphics.worldAlpha; + + for (var i=0; i < graphics.graphicsData.length; i++) + { + var data = graphics.graphicsData[i]; + var points = data.points; + + context.strokeStyle = color = '#' + ('00000' + ( data.lineColor | 0).toString(16)).substr(-6); + + context.lineWidth = data.lineWidth; + + if(data.type == PIXI.Graphics.POLY) + { + context.beginPath(); + + context.moveTo(points[0], points[1]); + + for (var j=1; j < points.length/2; j++) + { + context.lineTo(points[j * 2], points[j * 2 + 1]); + } + + // if the first and last point are the same close the path - much neater :) + if(points[0] == points[points.length-2] && points[1] == points[points.length-1]) + { + context.closePath(); + } + + if(data.fill) + { + context.globalAlpha = data.fillAlpha * worldAlpha; + context.fillStyle = color = '#' + ('00000' + ( data.fillColor | 0).toString(16)).substr(-6); + context.fill(); + } + if(data.lineWidth) + { + context.globalAlpha = data.lineAlpha * worldAlpha; + context.stroke(); + } + } + else if(data.type == PIXI.Graphics.RECT) + { + + // TODO - need to be Undefined! + if(data.fillColor) + { + context.globalAlpha = data.fillAlpha * worldAlpha; + context.fillStyle = color = '#' + ('00000' + ( data.fillColor | 0).toString(16)).substr(-6); + context.fillRect(points[0], points[1], points[2], points[3]); + + } + if(data.lineWidth) + { + context.globalAlpha = data.lineAlpha * worldAlpha; + context.strokeRect(points[0], points[1], points[2], points[3]); + } + + } + else if(data.type == PIXI.Graphics.CIRC) + { + // TODO - need to be Undefined! + context.beginPath(); + context.arc(points[0], points[1], points[2],0,2*Math.PI); + context.closePath(); + + if(data.fill) + { + context.globalAlpha = data.fillAlpha * worldAlpha; + context.fillStyle = color = '#' + ('00000' + ( data.fillColor | 0).toString(16)).substr(-6); + context.fill(); + } + if(data.lineWidth) + { + context.globalAlpha = data.lineAlpha * worldAlpha; + context.stroke(); + } + } + else if(data.type == PIXI.Graphics.ELIP) + { + + // elipse code taken from: http://stackoverflow.com/questions/2172798/how-to-draw-an-oval-in-html5-canvas + + var elipseData = data.points; + + var w = elipseData[2] * 2; + var h = elipseData[3] * 2; + + var x = elipseData[0] - w/2; + var y = elipseData[1] - h/2; + + context.beginPath(); + + var kappa = .5522848, + ox = (w / 2) * kappa, // control point offset horizontal + oy = (h / 2) * kappa, // control point offset vertical + xe = x + w, // x-end + ye = y + h, // y-end + xm = x + w / 2, // x-middle + ym = y + h / 2; // y-middle + + context.moveTo(x, ym); + context.bezierCurveTo(x, ym - oy, xm - ox, y, xm, y); + context.bezierCurveTo(xm + ox, y, xe, ym - oy, xe, ym); + context.bezierCurveTo(xe, ym + oy, xm + ox, ye, xm, ye); + context.bezierCurveTo(xm - ox, ye, x, ym + oy, x, ym); + + context.closePath(); + + if(data.fill) + { + context.globalAlpha = data.fillAlpha * worldAlpha; + context.fillStyle = color = '#' + ('00000' + ( data.fillColor | 0).toString(16)).substr(-6); + context.fill(); + } + if(data.lineWidth) + { + context.globalAlpha = data.lineAlpha * worldAlpha; + context.stroke(); + } + } + + }; +} + +/* + * Renders a graphics mask + * + * @static + * @private + * @method renderGraphicsMask + * @param graphics {Graphics} + * @param context {Context2D} + */ +PIXI.CanvasGraphics.renderGraphicsMask = function(graphics, context) +{ + var worldAlpha = graphics.worldAlpha; + + var len = graphics.graphicsData.length; + if(len > 1) + { + len = 1; + console.log("Pixi.js warning: masks in canvas can only mask using the first path in the graphics object") + } + + for (var i=0; i < 1; i++) + { + var data = graphics.graphicsData[i]; + var points = data.points; + + if(data.type == PIXI.Graphics.POLY) + { + context.beginPath(); + context.moveTo(points[0], points[1]); + + for (var j=1; j < points.length/2; j++) + { + context.lineTo(points[j * 2], points[j * 2 + 1]); + } + + // if the first and last point are the same close the path - much neater :) + if(points[0] == points[points.length-2] && points[1] == points[points.length-1]) + { + context.closePath(); + } + + } + else if(data.type == PIXI.Graphics.RECT) + { + context.beginPath(); + context.rect(points[0], points[1], points[2], points[3]); + context.closePath(); + } + else if(data.type == PIXI.Graphics.CIRC) + { + // TODO - need to be Undefined! + context.beginPath(); + context.arc(points[0], points[1], points[2],0,2*Math.PI); + context.closePath(); + } + else if(data.type == PIXI.Graphics.ELIP) + { + + // elipse code taken from: http://stackoverflow.com/questions/2172798/how-to-draw-an-oval-in-html5-canvas + var elipseData = data.points; + + var w = elipseData[2] * 2; + var h = elipseData[3] * 2; + + var x = elipseData[0] - w/2; + var y = elipseData[1] - h/2; + + context.beginPath(); + + var kappa = .5522848, + ox = (w / 2) * kappa, // control point offset horizontal + oy = (h / 2) * kappa, // control point offset vertical + xe = x + w, // x-end + ye = y + h, // y-end + xm = x + w / 2, // x-middle + ym = y + h / 2; // y-middle + + context.moveTo(x, ym); + context.bezierCurveTo(x, ym - oy, xm - ox, y, xm, y); + context.bezierCurveTo(xm + ox, y, xe, ym - oy, xe, ym); + context.bezierCurveTo(xe, ym + oy, xm + ox, ye, xm, ye); + context.bezierCurveTo(xm - ox, ye, x, ym + oy, x, ym); + context.closePath(); + } + + + }; +} + +/** + * @author Mat Groves http://matgroves.com/ @Doormat23 + */ + + +/** + * The Graphics class contains a set of methods that you can use to create primitive shapes and lines. + * It is important to know that with the webGL renderer only simple polys can be filled at this stage + * Complex polys will not be filled. Heres an example of a complex poly: http://www.goodboydigital.com/wp-content/uploads/2013/06/complexPolygon.png + * + * @class Graphics + * @extends DisplayObjectContainer + * @constructor + */ +PIXI.Graphics = function() +{ + PIXI.DisplayObjectContainer.call( this ); + + this.renderable = true; + + /** + * The alpha of the fill of this graphics object + * + * @property fillAlpha + * @type Number + */ + this.fillAlpha = 1; + + /** + * The width of any lines drawn + * + * @property lineWidth + * @type Number + */ + this.lineWidth = 0; + + /** + * The color of any lines drawn + * + * @property lineColor + * @type String + */ + this.lineColor = "black"; + + /** + * Graphics data + * + * @property graphicsData + * @type Array + * @private + */ + this.graphicsData = []; + + /** + * Current path + * + * @property currentPath + * @type Object + * @private + */ + this.currentPath = {points:[]}; +} + +// constructor +PIXI.Graphics.prototype = Object.create( PIXI.DisplayObjectContainer.prototype ); +PIXI.Graphics.prototype.constructor = PIXI.Graphics; + +/** + * Specifies a line style used for subsequent calls to Graphics methods such as the lineTo() method or the drawCircle() method. + * + * @method lineStyle + * @param lineWidth {Number} width of the line to draw, will update the object's stored style + * @param color {Number} color of the line to draw, will update the object's stored style + * @param alpha {Number} alpha of the line to draw, will update the object's stored style + */ +PIXI.Graphics.prototype.lineStyle = function(lineWidth, color, alpha) +{ + if(this.currentPath.points.length == 0)this.graphicsData.pop(); + + this.lineWidth = lineWidth || 0; + this.lineColor = color || 0; + this.lineAlpha = (alpha == undefined) ? 1 : alpha; + + this.currentPath = {lineWidth:this.lineWidth, lineColor:this.lineColor, lineAlpha:this.lineAlpha, + fillColor:this.fillColor, fillAlpha:this.fillAlpha, fill:this.filling, points:[], type:PIXI.Graphics.POLY}; + + this.graphicsData.push(this.currentPath); +} + +/** + * Moves the current drawing position to (x, y). + * + * @method moveTo + * @param x {Number} the X coord to move to + * @param y {Number} the Y coord to move to + */ +PIXI.Graphics.prototype.moveTo = function(x, y) +{ + if(this.currentPath.points.length == 0)this.graphicsData.pop(); + + this.currentPath = this.currentPath = {lineWidth:this.lineWidth, lineColor:this.lineColor, lineAlpha:this.lineAlpha, + fillColor:this.fillColor, fillAlpha:this.fillAlpha, fill:this.filling, points:[], type:PIXI.Graphics.POLY}; + + this.currentPath.points.push(x, y); + + this.graphicsData.push(this.currentPath); +} + +/** + * Draws a line using the current line style from the current drawing position to (x, y); + * the current drawing position is then set to (x, y). + * + * @method lineTo + * @param x {Number} the X coord to draw to + * @param y {Number} the Y coord to draw to + */ +PIXI.Graphics.prototype.lineTo = function(x, y) +{ + this.currentPath.points.push(x, y); + this.dirty = true; +} + +/** + * Specifies a simple one-color fill that subsequent calls to other Graphics methods + * (such as lineTo() or drawCircle()) use when drawing. + * + * @method beginFill + * @param color {uint} the color of the fill + * @param alpha {Number} the alpha + */ +PIXI.Graphics.prototype.beginFill = function(color, alpha) +{ + this.filling = true; + this.fillColor = color || 0; + this.fillAlpha = (alpha == undefined) ? 1 : alpha; +} + +/** + * Applies a fill to the lines and shapes that were added since the last call to the beginFill() method. + * + * @method endFill + */ +PIXI.Graphics.prototype.endFill = function() +{ + this.filling = false; + this.fillColor = null; + this.fillAlpha = 1; +} + +/** + * @method drawRect + * + * @param x {Number} The X coord of the top-left of the rectangle + * @param y {Number} The Y coord of the top-left of the rectangle + * @param width {Number} The width of the rectangle + * @param height {Number} The height of the rectangle + */ +PIXI.Graphics.prototype.drawRect = function( x, y, width, height ) +{ + if(this.currentPath.points.length == 0)this.graphicsData.pop(); + + this.currentPath = {lineWidth:this.lineWidth, lineColor:this.lineColor, lineAlpha:this.lineAlpha, + fillColor:this.fillColor, fillAlpha:this.fillAlpha, fill:this.filling, + points:[x, y, width, height], type:PIXI.Graphics.RECT}; + + this.graphicsData.push(this.currentPath); + this.dirty = true; +} + +/** + * Draws a circle. + * + * @method drawCircle + * @param x {Number} The X coord of the center of the circle + * @param y {Number} The Y coord of the center of the circle + * @param radius {Number} The radius of the circle + */ +PIXI.Graphics.prototype.drawCircle = function( x, y, radius) +{ + if(this.currentPath.points.length == 0)this.graphicsData.pop(); + + this.currentPath = {lineWidth:this.lineWidth, lineColor:this.lineColor, lineAlpha:this.lineAlpha, + fillColor:this.fillColor, fillAlpha:this.fillAlpha, fill:this.filling, + points:[x, y, radius, radius], type:PIXI.Graphics.CIRC}; + + this.graphicsData.push(this.currentPath); + this.dirty = true; +} + +/** + * Draws an elipse. + * + * @method drawElipse + * @param x {Number} + * @param y {Number} + * @param width {Number} + * @param height {Number} + */ +PIXI.Graphics.prototype.drawElipse = function( x, y, width, height) +{ + if(this.currentPath.points.length == 0)this.graphicsData.pop(); + + this.currentPath = {lineWidth:this.lineWidth, lineColor:this.lineColor, lineAlpha:this.lineAlpha, + fillColor:this.fillColor, fillAlpha:this.fillAlpha, fill:this.filling, + points:[x, y, width, height], type:PIXI.Graphics.ELIP}; + + this.graphicsData.push(this.currentPath); + this.dirty = true; +} + +/** + * Clears the graphics that were drawn to this Graphics object, and resets fill and line style settings. + * + * @method clear + */ +PIXI.Graphics.prototype.clear = function() +{ + this.lineWidth = 0; + this.filling = false; + + this.dirty = true; + this.clearDirty = true; + this.graphicsData = []; +} + +// SOME TYPES: +PIXI.Graphics.POLY = 0; +PIXI.Graphics.RECT = 1; +PIXI.Graphics.CIRC = 2; +PIXI.Graphics.ELIP = 3; + +/** + * @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.prototype = Object.create( PIXI.DisplayObjectContainer.prototype ); +PIXI.Strip.prototype.constructor = PIXI.Strip; + +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.prototype = Object.create( PIXI.Strip.prototype ); +PIXI.Rope.prototype.constructor = PIXI.Rope; + +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 ); + + /** + * The texture that the sprite is using + * + * @property texture + * @type Texture + */ + this.texture = texture; + + /** + * The width of the tiling sprite + * + * @property width + * @type Number + */ + this.width = width; + + /** + * The height of the tiling sprite + * + * @property height + * @type Number + */ + this.height = height; + + /** + * 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.renderable = true; + + this.blendMode = PIXI.blendModes.NORMAL +} + +// constructor +PIXI.TilingSprite.prototype = Object.create( PIXI.DisplayObjectContainer.prototype ); +PIXI.TilingSprite.prototype.constructor = PIXI.TilingSprite; + +/** + * Sets the texture of the tiling sprite + * + * @method setTexture + * @param texture {Texture} The PIXI texture that is displayed by the sprite + */ +PIXI.TilingSprite.prototype.setTexture = function(texture) +{ + //TODO SET THE TEXTURES + //TODO VISIBILITY + + // stop current texture + this.texture = texture; + this.updateFrame = true; +} + +/** + * When the texture is updated, this event will fire to update the frame + * + * @method onTextureUpdate + * @param event + * @private + */ +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 + * See example 12 (http://www.goodboydigital.com/pixijs/examples/12/) to see a working example and check out the source + * + * @class Spine + * @extends DisplayObjectContainer + * @constructor + * @param url {String} 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); + } + + this.skeleton = new spine.Skeleton(this.spineData); + this.skeleton.updateWorldTransform(); + + this.stateData = new spine.AnimationStateData(this.spineData); + this.state = new spine.AnimationState(this.stateData); + + this.slotContainers = []; + + for (var i = 0, n = this.skeleton.drawOrder.length; i < n; i++) { + var slot = this.skeleton.drawOrder[i]; + var attachment = slot.attachment; + var slotContainer = new PIXI.DisplayObjectContainer(); + this.slotContainers.push(slotContainer); + this.addChild(slotContainer); + if (!(attachment instanceof spine.RegionAttachment)) { + continue; + } + var spriteName = attachment.rendererObject.name; + var sprite = this.createSprite(slot, attachment.rendererObject); + slot.currentSprite = sprite; + slot.currentSpriteName = spriteName; + slotContainer.addChild(sprite); + } +}; + +PIXI.Spine.prototype = Object.create(PIXI.DisplayObjectContainer.prototype); +PIXI.Spine.prototype.constructor = PIXI.Spine; + +/* + * Updates the object transform for rendering + * + * @method updateTransform + * @private + */ +PIXI.Spine.prototype.updateTransform = function () { + this.lastTime = this.lastTime || Date.now(); + var timeDelta = (Date.now() - this.lastTime) * 0.001; + this.lastTime = Date.now(); + this.state.update(timeDelta); + this.state.apply(this.skeleton); + this.skeleton.updateWorldTransform(); + + var drawOrder = this.skeleton.drawOrder; + for (var i = 0, n = drawOrder.length; i < n; i++) { + var slot = drawOrder[i]; + var attachment = slot.attachment; + var slotContainer = this.slotContainers[i]; + if (!(attachment instanceof spine.RegionAttachment)) { + slotContainer.visible = false; + continue; + } + + if (attachment.rendererObject) { + if (!slot.currentSpriteName || slot.currentSpriteName != attachment.name) { + var spriteName = attachment.rendererObject.name; + if (slot.currentSprite !== undefined) { + slot.currentSprite.visible = false; + } + slot.sprites = slot.sprites || {}; + if (slot.sprites[spriteName] !== undefined) { + slot.sprites[spriteName].visible = true; + } else { + var sprite = this.createSprite(slot, attachment.rendererObject); + slotContainer.addChild(sprite); + } + slot.currentSprite = slot.sprites[spriteName]; + slot.currentSpriteName = spriteName; + } + } + slotContainer.visible = true; + + var bone = slot.bone; + + slotContainer.position.x = bone.worldX + attachment.x * bone.m00 + attachment.y * bone.m01; + slotContainer.position.y = bone.worldY + attachment.x * bone.m10 + attachment.y * bone.m11; + slotContainer.scale.x = bone.worldScaleX; + slotContainer.scale.y = bone.worldScaleY; + + slotContainer.rotation = -(slot.bone.worldRotation * Math.PI / 180); + } + + PIXI.DisplayObjectContainer.prototype.updateTransform.call(this); +}; + + +PIXI.Spine.prototype.createSprite = function (slot, descriptor) { + var name = PIXI.TextureCache[descriptor.name] ? descriptor.name : descriptor.name + ".png"; + var sprite = new PIXI.Sprite(PIXI.Texture.fromFrame(name)); + sprite.scale = descriptor.scale; + sprite.rotation = descriptor.rotation; + sprite.anchor.x = sprite.anchor.y = 0.5; + + slot.sprites = slot.sprites || {}; + slot.sprites[descriptor.name] = sprite; + return sprite; +}; + +/* + * 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; + }, + 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]; + 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 = { + defaultMix: 0, + 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 : this.defaultMix; + } +}; + +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"]; + + if (type == spine.AttachmentType.region) { + var attachment = new spine.RegionAttachment(); + 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(); + + attachment.rendererObject = {}; + attachment.rendererObject.name = name; + attachment.rendererObject.scale = {}; + attachment.rendererObject.scale.x = attachment.scaleX; + attachment.rendererObject.scale.y = attachment.scaleY; + attachment.rendererObject.rotation = -attachment.rotation * Math.PI / 180; + return attachment; + } + + throw "Unknown attachment type: " + type; + }, + + 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); + duration = Math.max(duration, timeline.frames[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 + */ + + +/** + * This object is one that will allow you to specify custom rendering functions based on render type + * + * @class CustomRenderable + * @extends DisplayObject + * @constructor + */ +PIXI.CustomRenderable = function() +{ + PIXI.DisplayObject.call( this ); + +} + +// constructor +PIXI.CustomRenderable.prototype = Object.create( PIXI.DisplayObject.prototype ); +PIXI.CustomRenderable.prototype.constructor = PIXI.CustomRenderable; + +/** + * If this object is being rendered by a CanvasRenderer it will call this callback + * + * @method renderCanvas + * @param renderer {CanvasRenderer} The renderer instance + */ +PIXI.CustomRenderable.prototype.renderCanvas = function(renderer) +{ + // override! +} + +/** + * If this object is being rendered by a WebGLRenderer it will call this callback to initialize + * + * @method initWebGL + * @param renderer {WebGLRenderer} The renderer instance + */ +PIXI.CustomRenderable.prototype.initWebGL = function(renderer) +{ + // override! +} + +/** + * If this object is being rendered by a WebGLRenderer it will call this callback + * + * @method renderWebGL + * @param renderer {WebGLRenderer} The renderer instance + */ +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 + * @uses EventTarget + * @constructor + * @param source {String} the source object (image or canvas) + */ +PIXI.BaseTexture = function(source) +{ + PIXI.EventTarget.call( this ); + + /** + * [read-only] The width of the base texture set when the image has loaded + * + * @property width + * @type Number + * @readOnly + */ + this.width = 100; + + /** + * [read-only] The height of the base texture set when the image has loaded + * + * @property height + * @type Number + * @readOnly + */ + this.height = 100; + + /** + * [read-only] Describes if the base texture has loaded or not + * + * @property hasLoaded + * @type Boolean + * @readOnly + */ + this.hasLoaded = false; + + /** + * The source that is loaded to create the texture + * + * @property source + * @type Image + */ + this.source = source; + + if(!source)return; + + if(this.source instanceof Image || this.source instanceof HTMLImageElement) + { + 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.prototype.constructor = PIXI.BaseTexture; + +/** + * Destroys this base texture + * + * @method destroy + */ +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) + { + // new Image() breaks tex loading in some versions of Chrome. + // See https://code.google.com/p/chromium/issues/detail?id=238071 + var image = new Image();//document.createElement('img'); + 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 + * @uses EventTarget + * @constructor + * @param baseTexture {BaseTexture} The base texture source to create the texture from + * @param frmae {Rectangle} The rectangle frame of the texture to show + */ +PIXI.Texture = function(baseTexture, frame) +{ + PIXI.EventTarget.call( this ); + + if(!frame) + { + this.noFrame = true; + frame = new PIXI.Rectangle(0,0,1,1); + } + + 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; + + /** + * The trim point + * + * @property trim + * @type Point + */ + this.trim = new PIXI.Point(); + + 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.prototype.constructor = PIXI.Texture; + +/** + * Called when the base texture is loaded + * + * @method onBaseTextureLoaded + * @param event + * @private + */ +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 } ); +} + +/** + * Destroys this texture + * + * @method destroy + * @param destroyBase {Boolean} Whether to destroy the base texture as well + */ +PIXI.Texture.prototype.destroy = function(destroyBase) +{ + if(destroyBase)this.baseTexture.destroy(); +} + +/** + * Specifies the rectangle region of the baseTexture + * + * @method setFrame + * @param frame {Rectangle} The frame of the texture to set it to + */ +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 + * @param crossorigin {Boolean} Whether requests should be treated as crossorigin + * @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 + * + * @static + * @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. + + __Hint__: All DisplayObjects (exmpl. Sprites) that renders on RenderTexture should be preloaded. + Otherwise black rectangles will be drawn instead. + + RenderTexture takes snapshot of DisplayObject passed to render method. If DisplayObject is passed to render method, position and rotation of it will be ignored. For example: + + var renderTexture = new PIXI.RenderTexture(800, 600); + var sprite = PIXI.Sprite.fromImage("spinObj_01.png"); + sprite.position.x = 800/2; + sprite.position.y = 600/2; + sprite.anchor.x = 0.5; + sprite.anchor.y = 0.5; + renderTexture.render(sprite); + + Sprite in this case will be rendered to 0,0 position. To render this sprite at center DisplayObjectContainer should be used: + + var doc = new PIXI.DisplayObjectContainer(); + doc.addChild(sprite); + renderTexture.render(doc); // Renders to center of renderTexture + + @class RenderTexture + @extends Texture + @constructor + @param width {Number} The width of the render texture + @param height {Number} The height of the render texture + */ +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.prototype = Object.create( PIXI.Texture.prototype ); +PIXI.RenderTexture.prototype.constructor = PIXI.RenderTexture; + +/** + * Initializes the webgl data for this texture + * + * @method initWebGL + * @private + */ +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.projection = new PIXI.Point(this.width/2 , this.height/2); + + // set the correct render function.. + this.render = this.renderWebGL; + + +} + + +PIXI.RenderTexture.prototype.resize = function(width, height) +{ + + this.width = width; + this.height = height; + + if(PIXI.gl) + { + this.projection.x = this.width/2 + this.projection.y = this.height/2; + + var gl = PIXI.gl; + 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); + } + else + { + + this.frame.width = this.width + this.frame.height = this.height; + this.renderer.resize(this.width, this.height); + } +} + +/** + * Initializes the canvas data for this texture + * + * @method initCanvas + * @private + */ +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 renderWebGL + * @param displayObject {DisplayObject} The display object to render this texture on + * @param clear {Boolean} If true the texture will be cleared before the displayObject is drawn + * @private + */ +PIXI.RenderTexture.prototype.renderWebGL = function(displayObject, position, 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! + var originalWorldTransform = displayObject.worldTransform; + displayObject.worldTransform = PIXI.mat3.create();//sthis.indetityMatrix; + // modify to flip... + displayObject.worldTransform[4] = -1; + displayObject.worldTransform[5] = this.projection.y * 2; + + + if(position) + { + displayObject.worldTransform[2] = position.x; + displayObject.worldTransform[5] -= position.y; + } + + PIXI.visibleCount++; + displayObject.vcount = PIXI.visibleCount; + + for(var i=0,j=children.length; i} assetURLs an array of image/sprite sheet urls that you would like loaded + * supported. Supported image formats include "jpeg", "jpg", "png", "gif". Supported + * sprite sheet data formats only include "JSON" at this time. Supported bitmap font + * data formats include "xml" and "fnt". + * @param crossorigin {Boolean} Whether requests should be treated as crossorigin + */ +PIXI.AssetLoader = function(assetURLs, crossorigin) +{ + PIXI.EventTarget.call(this); + + /** + * The array of asset URLs that are going to be loaded + * + * @property assetURLs + * @type Array + */ + this.assetURLs = assetURLs; + + /** + * Whether the requests should be treated as cross origin + * + * @property crossorigin + * @type Boolean + */ + this.crossorigin = crossorigin; + + /** + * Maps file extension to loader types + * + * @property loadersByType + * @type Object + */ + this.loadersByType = { + "jpg": PIXI.ImageLoader, + "jpeg": PIXI.ImageLoader, + "png": PIXI.ImageLoader, + "gif": PIXI.ImageLoader, + "json": PIXI.JsonLoader, + "anim": PIXI.SpineLoader, + "xml": PIXI.BitmapFontLoader, + "fnt": PIXI.BitmapFontLoader + }; + + +}; + +/** + * Fired when an item has loaded + * @event onProgress + */ + +/** + * Fired when all the assets have loaded + * @event onComplete + */ + +// constructor +PIXI.AssetLoader.prototype.constructor = PIXI.AssetLoader; + +/** + * Starts loading the assets sequentially + * + * @method load + */ +PIXI.AssetLoader.prototype.load = function() +{ + var scope = this; + + this.loadCount = this.assetURLs.length; + + for (var i=0; i < this.assetURLs.length; i++) + { + var fileName = this.assetURLs[i]; + var fileType = fileName.split(".").pop().toLowerCase(); + + var loaderClass = this.loadersByType[fileType]; + if(!loaderClass) + throw new Error(fileType + " is an unsupported file type"); + + var loader = new loaderClass(fileName, this.crossorigin); + + loader.addEventListener("loaded", function() + { + scope.onAssetLoaded(); + }); + loader.load(); + } +}; + +/** + * Invoked after each file is loaded + * + * @method onAssetLoaded + * @private + */ +PIXI.AssetLoader.prototype.onAssetLoaded = function() +{ + this.loadCount--; + this.dispatchEvent({type: "onProgress", content: this}); + if(this.onProgress) this.onProgress(); + + if(this.loadCount == 0) + { + this.dispatchEvent({type: "onComplete", content: this}); + if(this.onComplete) this.onComplete(); + } +}; + + +/** + * @author Mat Groves http://matgroves.com/ @Doormat23 + */ + +/** + * The json file loader is used to load in JSON data and parsing it + * When loaded this class will dispatch a "loaded" event + * If load failed this class will dispatch a "error" event + * + * @class JsonLoader + * @uses EventTarget + * @constructor + * @param url {String} The url of the JSON file + * @param crossorigin {Boolean} Whether requests should be treated as crossorigin + */ +PIXI.JsonLoader = function (url, crossorigin) { + PIXI.EventTarget.call(this); + + /** + * The url of the bitmap font data + * + * @property url + * @type String + */ + this.url = url; + + /** + * Whether the requests should be treated as cross origin + * + * @property crossorigin + * @type Boolean + */ + this.crossorigin = crossorigin; + + /** + * [read-only] The base url of the bitmap font data + * + * @property baseUrl + * @type String + * @readOnly + */ + this.baseUrl = url.replace(/[^\/]*$/, ""); + + /** + * [read-only] Whether the data has loaded yet + * + * @property loaded + * @type Boolean + * @readOnly + */ + this.loaded = false; + +}; + +// constructor +PIXI.JsonLoader.prototype.constructor = PIXI.JsonLoader; + +/** + * Loads the JSON data + * + * @method load + */ +PIXI.JsonLoader.prototype.load = function () { + this.ajaxRequest = new AjaxRequest(); + var scope = this; + this.ajaxRequest.onreadystatechange = function () { + scope.onJSONLoaded(); + }; + + this.ajaxRequest.open("GET", this.url, true); + if (this.ajaxRequest.overrideMimeType) this.ajaxRequest.overrideMimeType("application/json"); + this.ajaxRequest.send(null); +}; + +/** + * Invoke when JSON file is loaded + * + * @method onJSONLoaded + * @private + */ +PIXI.JsonLoader.prototype.onJSONLoaded = function () { + if (this.ajaxRequest.readyState == 4) { + if (this.ajaxRequest.status == 200 || window.location.href.indexOf("http") == -1) { + this.json = JSON.parse(this.ajaxRequest.responseText); + + if(this.json.frames) + { + // sprite sheet + var scope = this; + var textureUrl = this.baseUrl + this.json.meta.image; + var image = new PIXI.ImageLoader(textureUrl, this.crossorigin); + var frameData = this.json.frames; + + this.texture = image.texture.baseTexture; + image.addEventListener("loaded", function (event) { + scope.onLoaded(); + }); + + for (var i in frameData) { + var rect = frameData[i].frame; + if (rect) { + PIXI.TextureCache[i] = new PIXI.Texture(this.texture, { + x: rect.x, + y: rect.y, + width: rect.w, + height: rect.h + }); + if (frameData[i].trimmed) { + //var realSize = frameData[i].spriteSourceSize; + PIXI.TextureCache[i].realSize = frameData[i].spriteSourceSize; + PIXI.TextureCache[i].trim.x = 0; // (realSize.x / rect.w) + // calculate the offset! + } + } + } + + image.load(); + + } + else if(this.json.bones) + { + // spine animation + var spineJsonParser = new spine.SkeletonJson(); + var skeletonData = spineJsonParser.readSkeletonData(this.json); + PIXI.AnimCache[this.url] = skeletonData; + this.onLoaded(); + } + else + { + this.onLoaded(); + } + } + else + { + this.onError(); + } + } +}; + +/** + * Invoke when json file loaded + * + * @method onLoaded + * @private + */ +PIXI.JsonLoader.prototype.onLoaded = function () { + this.loaded = true; + this.dispatchEvent({ + type: "loaded", + content: this + }); +}; + +/** + * Invoke when error occured + * + * @method onError + * @private + */ +PIXI.JsonLoader.prototype.onError = function () { + this.dispatchEvent({ + type: "error", + content: this + }); +}; +/** + * @author Mat Groves http://matgroves.com/ @Doormat23 + */ + +/** + * The sprite sheet loader is used to load in JSON sprite sheet data + * To generate the data you can use http://www.codeandweb.com/texturepacker and publish the "JSON" format + * There is a free version so thats nice, although the paid version is great value for money. + * It is highly recommended to use Sprite sheets (also know as texture atlas") as it means sprite"s can be batched and drawn together for highly increased rendering speed. + * Once the data has been loaded the frames are stored in the PIXI texture cache and can be accessed though PIXI.Texture.fromFrameId() and PIXI.Sprite.fromFromeId() + * This loader will also load the image file that the Spritesheet points to as well as the data. + * When loaded this class will dispatch a "loaded" event + * + * @class SpriteSheetLoader + * @uses EventTarget + * @constructor + * @param url {String} The url of the sprite sheet JSON file + * @param crossorigin {Boolean} Whether requests should be treated as crossorigin + */ + +PIXI.SpriteSheetLoader = function (url, crossorigin) { + /* + * i use texture packer to load the assets.. + * http://www.codeandweb.com/texturepacker + * make sure to set the format as "JSON" + */ + PIXI.EventTarget.call(this); + + /** + * The url of the bitmap font data + * + * @property url + * @type String + */ + this.url = url; + + /** + * Whether the requests should be treated as cross origin + * + * @property crossorigin + * @type Boolean + */ + this.crossorigin = crossorigin; + + /** + * [read-only] The base url of the bitmap font data + * + * @property baseUrl + * @type String + * @readOnly + */ + this.baseUrl = url.replace(/[^\/]*$/, ""); + + /** + * The texture being loaded + * + * @property texture + * @type Texture + */ + this.texture = null; + + /** + * The frames of the sprite sheet + * + * @property frames + * @type Object + */ + this.frames = {}; +}; + +// constructor +PIXI.SpriteSheetLoader.prototype.constructor = PIXI.SpriteSheetLoader; + +/** + * This will begin loading the JSON file + * + * @method load + */ +PIXI.SpriteSheetLoader.prototype.load = function () { + var scope = this; + var jsonLoader = new PIXI.JsonLoader(this.url, this.crossorigin); + jsonLoader.addEventListener("loaded", function (event) { + scope.json = event.content.json; + scope.onJSONLoaded(); + }); + jsonLoader.load(); +}; + +/** + * Invoke when JSON file is loaded + * + * @method onJSONLoaded + * @private + */ +PIXI.SpriteSheetLoader.prototype.onJSONLoaded = function () { + var scope = this; + var textureUrl = this.baseUrl + this.json.meta.image; + var image = new PIXI.ImageLoader(textureUrl, this.crossorigin); + var frameData = this.json.frames; + + this.texture = image.texture.baseTexture; + image.addEventListener("loaded", function (event) { + scope.onLoaded(); + }); + + for (var i in frameData) { + var rect = frameData[i].frame; + if (rect) { + PIXI.TextureCache[i] = new PIXI.Texture(this.texture, { + x: rect.x, + y: rect.y, + width: rect.w, + height: rect.h + }); + if (frameData[i].trimmed) { + //var realSize = frameData[i].spriteSourceSize; + PIXI.TextureCache[i].realSize = frameData[i].spriteSourceSize; + PIXI.TextureCache[i].trim.x = 0; // (realSize.x / rect.w) + // calculate the offset! + } + } + } + + image.load(); +}; +/** + * Invoke when all files are loaded (json and texture) + * + * @method onLoaded + * @private + */ +PIXI.SpriteSheetLoader.prototype.onLoaded = function () { + this.dispatchEvent({ + type: "loaded", + content: this + }); +}; + +/** + * @author Mat Groves http://matgroves.com/ @Doormat23 + */ + +/** + * The image loader class is responsible for loading images file formats ("jpeg", "jpg", "png" and "gif") + * Once the image has been loaded it is stored in the PIXI texture cache and can be accessed though PIXI.Texture.fromFrameId() and PIXI.Sprite.fromFromeId() + * When loaded this class will dispatch a 'loaded' event + * + * @class ImageLoader + * @uses EventTarget + * @constructor + * @param url {String} The url of the image + * @param crossorigin {Boolean} Whether requests should be treated as crossorigin + */ +PIXI.ImageLoader = function(url, crossorigin) +{ + PIXI.EventTarget.call(this); + + /** + * The texture being loaded + * + * @property texture + * @type Texture + */ + this.texture = PIXI.Texture.fromImage(url, crossorigin); +}; + +// constructor +PIXI.ImageLoader.prototype.constructor = PIXI.ImageLoader; + +/** + * Loads image or takes it from cache + * + * @method load + */ +PIXI.ImageLoader.prototype.load = function() +{ + if(!this.texture.baseTexture.hasLoaded) + { + var scope = this; + this.texture.baseTexture.addEventListener("loaded", function() + { + scope.onLoaded(); + }); + } + else + { + this.onLoaded(); + } +}; + +/** + * Invoked when image file is loaded or it is already cached and ready to use + * + * @method onLoaded + * @private + */ +PIXI.ImageLoader.prototype.onLoaded = function() +{ + this.dispatchEvent({type: "loaded", content: this}); +}; + +/** + * @author Mat Groves http://matgroves.com/ @Doormat23 + */ + +/** + * The xml loader is used to load in XML bitmap font data ("xml" or "fnt") + * To generate the data you can use http://www.angelcode.com/products/bmfont/ + * This loader will also load the image file as the data. + * When loaded this class will dispatch a "loaded" event + * + * @class BitmapFontLoader + * @uses EventTarget + * @constructor + * @param url {String} The url of the sprite sheet JSON file + * @param crossorigin {Boolean} Whether requests should be treated as crossorigin + */ +PIXI.BitmapFontLoader = function(url, crossorigin) +{ + /* + * i use texture packer to load the assets.. + * http://www.codeandweb.com/texturepacker + * make sure to set the format as "JSON" + */ + PIXI.EventTarget.call(this); + + /** + * The url of the bitmap font data + * + * @property url + * @type String + */ + this.url = url; + + /** + * Whether the requests should be treated as cross origin + * + * @property crossorigin + * @type Boolean + */ + this.crossorigin = crossorigin; + + /** + * [read-only] The base url of the bitmap font data + * + * @property baseUrl + * @type String + * @readOnly + */ + this.baseUrl = url.replace(/[^\/]*$/, ""); + + /** + * [read-only] The texture of the bitmap font + * + * @property baseUrl + * @type String + */ + this.texture = null; +}; + +// constructor +PIXI.BitmapFontLoader.prototype.constructor = PIXI.BitmapFontLoader; + +/** + * Loads the XML font data + * + * @method load + */ +PIXI.BitmapFontLoader.prototype.load = function() +{ + this.ajaxRequest = new XMLHttpRequest(); + var scope = this; + this.ajaxRequest.onreadystatechange = function() + { + scope.onXMLLoaded(); + }; + + this.ajaxRequest.open("GET", this.url, true); + if (this.ajaxRequest.overrideMimeType) this.ajaxRequest.overrideMimeType("application/xml"); + this.ajaxRequest.send(null) +}; + +/** + * Invoked when XML file is loaded, parses the data + * + * @method onXMLLoaded + * @private + */ +PIXI.BitmapFontLoader.prototype.onXMLLoaded = function() +{ + if (this.ajaxRequest.readyState == 4) + { + if (this.ajaxRequest.status == 200 || window.location.href.indexOf("http") == -1) + { + var textureUrl = this.baseUrl + this.ajaxRequest.responseXML.getElementsByTagName("page")[0].attributes.getNamedItem("file").nodeValue; + var image = new PIXI.ImageLoader(textureUrl, this.crossorigin); + this.texture = image.texture.baseTexture; + + var data = {}; + var info = this.ajaxRequest.responseXML.getElementsByTagName("info")[0]; + var common = this.ajaxRequest.responseXML.getElementsByTagName("common")[0]; + data.font = info.attributes.getNamedItem("face").nodeValue; + data.size = parseInt(info.attributes.getNamedItem("size").nodeValue, 10); + data.lineHeight = parseInt(common.attributes.getNamedItem("lineHeight").nodeValue, 10); + data.chars = {}; + + //parse letters + var letters = this.ajaxRequest.responseXML.getElementsByTagName("char"); + + for (var i = 0; i < letters.length; i++) + { + var charCode = parseInt(letters[i].attributes.getNamedItem("id").nodeValue, 10); + + var textureRect = { + x: parseInt(letters[i].attributes.getNamedItem("x").nodeValue, 10), + y: parseInt(letters[i].attributes.getNamedItem("y").nodeValue, 10), + width: parseInt(letters[i].attributes.getNamedItem("width").nodeValue, 10), + height: parseInt(letters[i].attributes.getNamedItem("height").nodeValue, 10) + }; + PIXI.TextureCache[charCode] = new PIXI.Texture(this.texture, textureRect); + + data.chars[charCode] = { + xOffset: parseInt(letters[i].attributes.getNamedItem("xoffset").nodeValue, 10), + yOffset: parseInt(letters[i].attributes.getNamedItem("yoffset").nodeValue, 10), + xAdvance: parseInt(letters[i].attributes.getNamedItem("xadvance").nodeValue, 10), + kerning: {}, + texture:new PIXI.Texture(this.texture, textureRect) + + }; + } + + //parse kernings + var kernings = this.ajaxRequest.responseXML.getElementsByTagName("kerning"); + for (i = 0; i < kernings.length; i++) + { + var first = parseInt(kernings[i].attributes.getNamedItem("first").nodeValue, 10); + var second = parseInt(kernings[i].attributes.getNamedItem("second").nodeValue, 10); + var amount = parseInt(kernings[i].attributes.getNamedItem("amount").nodeValue, 10); + + data.chars[second].kerning[first] = amount; + + } + + PIXI.BitmapText.fonts[data.font] = data; + + var scope = this; + image.addEventListener("loaded", function() { + scope.onLoaded(); + }); + image.load(); + } + } +}; + +/** + * Invoked when all files are loaded (xml/fnt and texture) + * + * @method onLoaded + * @private + */ +PIXI.BitmapFontLoader.prototype.onLoaded = function() +{ + this.dispatchEvent({type: "loaded", content: this}); +}; + +/** + * @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 + * + */ + +/** + * The Spine loader is used to load in JSON spine data + * To generate the data you need to use http://esotericsoftware.com/ and export the "JSON" format + * 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 + * You will need to generate a sprite sheet to accompany the spine data + * When loaded this class will dispatch a "loaded" event + * + * @class Spine + * @uses EventTarget + * @constructor + * @param url {String} The url of the JSON file + * @param crossorigin {Boolean} Whether requests should be treated as crossorigin + */ +PIXI.SpineLoader = function(url, crossorigin) +{ + PIXI.EventTarget.call(this); + + /** + * The url of the bitmap font data + * + * @property url + * @type String + */ + this.url = url; + + /** + * Whether the requests should be treated as cross origin + * + * @property crossorigin + * @type Boolean + */ + this.crossorigin = crossorigin; + + /** + * [read-only] Whether the data has loaded yet + * + * @property loaded + * @type Boolean + * @readOnly + */ + this.loaded = false; +} + +PIXI.SpineLoader.prototype.constructor = PIXI.SpineLoader; + +/** + * Loads the JSON data + * + * @method load + */ +PIXI.SpineLoader.prototype.load = function () { + + var scope = this; + var jsonLoader = new PIXI.JsonLoader(this.url, this.crossorigin); + jsonLoader.addEventListener("loaded", function (event) { + scope.json = event.content.json; + scope.onJSONLoaded(); + }); + jsonLoader.load(); +}; + +/** + * Invoke when JSON file is loaded + * + * @method onJSONLoaded + * @private + */ +PIXI.SpineLoader.prototype.onJSONLoaded = function (event) { + var spineJsonParser = new spine.SkeletonJson(); + var skeletonData = spineJsonParser.readSkeletonData(this.json); + + PIXI.AnimCache[this.url] = skeletonData; + + this.onLoaded(); +}; + +/** + * Invoke when JSON file is loaded + * + * @method onLoaded + * @private + */ +PIXI.SpineLoader.prototype.onLoaded = function () { + this.loaded = true; + this.dispatchEvent({type: "loaded", content: this}); +}; + + +/** + * @author Mat Groves http://matgroves.com/ @Doormat23 + */ + + if (typeof exports !== 'undefined') { + if (typeof module !== 'undefined' && module.exports) { + exports = module.exports = PIXI; + } + exports.PIXI = PIXI; + } else { + root.PIXI = PIXI; + } + + +}).call(this); \ No newline at end of file diff --git a/examples/example 13 - Graphics/spinObj_01.png b/examples/example 13 - Graphics/spinObj_01.png new file mode 100644 index 0000000..8687366 Binary files /dev/null and b/examples/example 13 - Graphics/spinObj_01.png differ diff --git a/examples/example 13 - Graphics/spinObj_02.png b/examples/example 13 - Graphics/spinObj_02.png new file mode 100644 index 0000000..a140876 Binary files /dev/null and b/examples/example 13 - Graphics/spinObj_02.png differ diff --git a/examples/example 13 - Graphics/spinObj_03.png b/examples/example 13 - Graphics/spinObj_03.png new file mode 100644 index 0000000..82532c7 Binary files /dev/null and b/examples/example 13 - 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Graphics/spinObj_08.png b/examples/example 13 - Graphics/spinObj_08.png new file mode 100644 index 0000000..0197fef Binary files /dev/null and b/examples/example 13 - Graphics/spinObj_08.png differ diff --git a/examples/example 14 - Masking/BGrotate.jpg b/examples/example 14 - Masking/BGrotate.jpg new file mode 100644 index 0000000..f33f7d4 Binary files /dev/null and b/examples/example 14 - Masking/BGrotate.jpg differ diff --git a/examples/example 14 - Masking/Copy of index.html b/examples/example 14 - Masking/Copy of index.html new file mode 100644 index 0000000..e50c395 --- /dev/null +++ b/examples/example 14 - Masking/Copy of index.html @@ -0,0 +1,160 @@ + + + + pixi.js example 14 - Masking + + + + + + + + + diff --git a/examples/example 14 - Masking/LightRotate1.png b/examples/example 14 - Masking/LightRotate1.png new file mode 100644 index 0000000..44966cf Binary files /dev/null and b/examples/example 14 - Masking/LightRotate1.png differ diff --git a/examples/example 14 - Masking/LightRotate2.png b/examples/example 14 - Masking/LightRotate2.png new file mode 100644 index 0000000..a6e63c0 Binary files /dev/null and b/examples/example 14 - Masking/LightRotate2.png differ diff --git a/examples/example 14 - Masking/SceneRotate.jpg b/examples/example 14 - Masking/SceneRotate.jpg new file mode 100644 index 0000000..26fe78b Binary files /dev/null and b/examples/example 14 - Masking/SceneRotate.jpg differ diff --git a/examples/example 14 - Masking/index double mask.html b/examples/example 14 - Masking/index double mask.html new file mode 100644 index 0000000..f7ae8df --- /dev/null +++ b/examples/example 14 - Masking/index double mask.html @@ -0,0 +1,121 @@ + + + + pixi.js example 14 - Masking + + + + + + + + + diff --git a/examples/example 14 - Masking/index.html b/examples/example 14 - Masking/index.html new file mode 100644 index 0000000..6c0af87 --- /dev/null +++ b/examples/example 14 - Masking/index.html @@ -0,0 +1,152 @@ + + + + pixi.js example 14 - Masking + + + + + + + + + diff --git a/examples/example 14 - Masking/panda.png b/examples/example 14 - Masking/panda.png new file mode 100644 index 0000000..215a4a9 Binary files /dev/null and b/examples/example 14 - Masking/panda.png differ diff --git a/examples/example 14 - Masking/pixi.js b/examples/example 14 - Masking/pixi.js new file mode 100644 index 0000000..9068c9e --- /dev/null +++ b/examples/example 14 - Masking/pixi.js @@ -0,0 +1,10349 @@ +/** + * @license + * Pixi.JS - v1.3.0 + * Copyright (c) 2012, Mat Groves + * http://goodboydigital.com/ + * + * Compiled: 2013-08-18 + * + * 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; +} + +/** + * Creates a clone of this point + * + * @method clone + * @return {Point} a copy of the point + */ +PIXI.Point.prototype.clone = function() +{ + return new PIXI.Point(this.x, this.y); +} + +// constructor +PIXI.Point.prototype.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} The X coord of the upper-left corner of the rectangle + * @param y {Number} The Y coord of the upper-left corner of the rectangle + * @param width {Number} The overall wisth of this rectangle + * @param height {Number} The overall height of this 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; +} + +/** + * Creates a clone of this Rectangle + * + * @method clone + * @return {Rectangle} a copy of the rectangle + */ +PIXI.Rectangle.prototype.clone = function() +{ + return new PIXI.Rectangle(this.x, this.y, this.width, this.height); +} + +/** + * Checks if the x, and y coords passed to this function are contained within this Rectangle + * + * @method contains + * @param x {Number} The X coord of the point to test + * @param y {Number} The Y coord of the point to test + * @return {Boolean} if the x/y coords are within this Rectangle + */ +PIXI.Rectangle.prototype.contains = function(x, y) +{ + if(this.width <= 0 || this.height <= 0) + return false; + + var x1 = this.x; + if(x >= x1 && x <= x1 + this.width) + { + var y1 = this.y; + + if(y >= y1 && y <= y1 + this.height) + { + return true; + } + } + + return false; +} + +// constructor +PIXI.Rectangle.prototype.constructor = PIXI.Rectangle; + + +/** + * @author Adrien Brault + */ + +/** + * @class Polygon + * @constructor + * @param points* {Array|Array|Point...|Number...} This can be an array of Points that form the polygon, + * a flat array of numbers that will be interpreted as [x,y, x,y, ...], or the arugments passed can be + * all the points of the polygon e.g. `new PIXI.Polygon(new PIXI.Point(), new PIXI.Point(), ...)`, or the + * arguments passed can be flat x,y values e.g. `new PIXI.Polygon(x,y, x,y, x,y, ...)` where `x` and `y` are + * Numbers. + */ +PIXI.Polygon = function(points) +{ + //if points isn't an array, use arguments as the array + if(!(points instanceof Array)) + points = Array.prototype.slice.call(arguments); + + //if this is a flat array of numbers, convert it to points + if(typeof points[0] === 'number') { + var p = []; + for(var i = 0, il = points.length; i < il; i+=2) { + p.push( + new PIXI.Point(points[i], points[i + 1]) + ); + } + + points = p; + } + + this.points = points; +} + +/** + * Creates a clone of this polygon + * + * @method clone + * @return {Polygon} a copy of the polygon + */ +PIXI.Polygon.prototype.clone = function() +{ + var points = []; + for (var i=0; i y) != (yj > y)) && (x < (xj - xi) * (y - yi) / (yj - yi) + xi); + + if(intersect) inside = !inside; + } + + return inside; +} + +PIXI.Polygon.prototype.constructor = PIXI.Polygon; + + +/** + * @author Chad Engler + */ + +/** + * The Circle object can be used to specify a hit area for displayobjects + * + * @class Circle + * @constructor + * @param x {Number} The X coord of the upper-left corner of the framing rectangle of this circle + * @param y {Number} The Y coord of the upper-left corner of the framing rectangle of this circle + * @param radius {Number} The radius of the circle + */ +PIXI.Circle = function(x, y, radius) +{ + /** + * @property x + * @type Number + * @default 0 + */ + this.x = x || 0; + + /** + * @property y + * @type Number + * @default 0 + */ + this.y = y || 0; + + /** + * @property radius + * @type Number + * @default 0 + */ + this.radius = radius || 0; +} + +/** + * Creates a clone of this Circle instance + * + * @method clone + * @return {Circle} a copy of the polygon + */ +PIXI.Circle.prototype.clone = function() +{ + return new PIXI.Circle(this.x, this.y, this.radius); +} + +/** + * Checks if the x, and y coords passed to this function are contained within this circle + * + * @method contains + * @param x {Number} The X coord of the point to test + * @param y {Number} The Y coord of the point to test + * @return {Boolean} if the x/y coords are within this polygon + */ +PIXI.Circle.prototype.contains = function(x, y) +{ + if(this.radius <= 0) + return false; + + var dx = (this.x - x), + dy = (this.y - y), + r2 = this.radius * this.radius; + + dx *= dx; + dy *= dy; + + return (dx + dy <= r2); +} + +PIXI.Circle.prototype.constructor = PIXI.Circle; + + +/** + * @author Chad Engler + */ + +/** + * The Ellipse object can be used to specify a hit area for displayobjects + * + * @class Ellipse + * @constructor + * @param x {Number} The X coord of the upper-left corner of the framing rectangle of this ellipse + * @param y {Number} The Y coord of the upper-left corner of the framing rectangle of this ellipse + * @param width {Number} The overall height of this ellipse + * @param height {Number} The overall width of this ellipse + */ +PIXI.Ellipse = 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; +} + +/** + * Creates a clone of this Ellipse instance + * + * @method clone + * @return {Ellipse} a copy of the ellipse + */ +PIXI.Ellipse.prototype.clone = function() +{ + return new PIXI.Ellipse(this.x, this.y, this.width, this.height); +} + +/** + * Checks if the x, and y coords passed to this function are contained within this ellipse + * + * @method contains + * @param x {Number} The X coord of the point to test + * @param y {Number} The Y coord of the point to test + * @return {Boolean} if the x/y coords are within this ellipse + */ +PIXI.Ellipse.prototype.contains = function(x, y) +{ + if(this.width <= 0 || this.height <= 0) + return false; + + //normalize the coords to an ellipse with center 0,0 + //and a radius of 0.5 + var normx = ((x - this.x) / this.width) - 0.5, + normy = ((y - this.y) / this.height) - 0.5; + + normx *= normx; + normy *= normy; + + return (normx + normy < 0.25); +} + +PIXI.Ellipse.getBounds = function() +{ + return new PIXI.Rectangle(this.x, this.y, this.width, this.height); +} + +PIXI.Ellipse.prototype.constructor = PIXI.Ellipse; + + + + +/* + * A lighter version of the rad gl-matrix created by Brandon Jones, Colin MacKenzie IV + * you both rock! + */ + +function determineMatrixArrayType() { + PIXI.Matrix = (typeof Float32Array !== 'undefined') ? Float32Array : Array; + return PIXI.Matrix; +} + +determineMatrixArrayType(); + +PIXI.mat3 = {}; + +PIXI.mat3.create = function() +{ + var matrix = new PIXI.Matrix(9); + + matrix[0] = 1; + matrix[1] = 0; + matrix[2] = 0; + matrix[3] = 0; + matrix[4] = 1; + matrix[5] = 0; + matrix[6] = 0; + matrix[7] = 0; + matrix[8] = 1; + + return matrix; +} + + +PIXI.mat3.identity = function(matrix) +{ + matrix[0] = 1; + matrix[1] = 0; + matrix[2] = 0; + matrix[3] = 0; + matrix[4] = 1; + matrix[5] = 0; + matrix[6] = 0; + matrix[7] = 0; + matrix[8] = 1; + + return matrix; +} + + +PIXI.mat4 = {}; + +PIXI.mat4.create = function() +{ + var matrix = new PIXI.Matrix(16); + + matrix[0] = 1; + matrix[1] = 0; + matrix[2] = 0; + matrix[3] = 0; + matrix[4] = 0; + matrix[5] = 1; + matrix[6] = 0; + matrix[7] = 0; + matrix[8] = 0; + matrix[9] = 0; + matrix[10] = 1; + matrix[11] = 0; + matrix[12] = 0; + matrix[13] = 0; + matrix[14] = 0; + matrix[15] = 1; + + return matrix; +} + +PIXI.mat3.multiply = function (mat, mat2, dest) +{ + if (!dest) { dest = mat; } + + // Cache the matrix values (makes for huge speed increases!) + var a00 = mat[0], a01 = mat[1], a02 = mat[2], + a10 = mat[3], a11 = mat[4], a12 = mat[5], + a20 = mat[6], a21 = mat[7], a22 = mat[8], + + b00 = mat2[0], b01 = mat2[1], b02 = mat2[2], + b10 = mat2[3], b11 = mat2[4], b12 = mat2[5], + b20 = mat2[6], b21 = mat2[7], b22 = mat2[8]; + + dest[0] = b00 * a00 + b01 * a10 + b02 * a20; + dest[1] = b00 * a01 + b01 * a11 + b02 * a21; + dest[2] = b00 * a02 + b01 * a12 + b02 * a22; + + dest[3] = b10 * a00 + b11 * a10 + b12 * a20; + dest[4] = b10 * a01 + b11 * a11 + b12 * a21; + dest[5] = b10 * a02 + b11 * a12 + b12 * a22; + + dest[6] = b20 * a00 + b21 * a10 + b22 * a20; + dest[7] = b20 * a01 + b21 * a11 + b22 * a21; + dest[8] = b20 * a02 + b21 * a12 + b22 * a22; + + return dest; +} + +PIXI.mat3.clone = function(mat) +{ + var matrix = new PIXI.Matrix(9); + + matrix[0] = mat[0]; + matrix[1] = mat[1]; + matrix[2] = mat[2]; + matrix[3] = mat[3]; + matrix[4] = mat[4]; + matrix[5] = mat[5]; + matrix[6] = mat[6]; + matrix[7] = mat[7]; + matrix[8] = mat[8]; + + return matrix; +} + +PIXI.mat3.transpose = function (mat, dest) +{ + // If we are transposing ourselves we can skip a few steps but have to cache some values + if (!dest || mat === dest) { + var a01 = mat[1], a02 = mat[2], + a12 = mat[5]; + + mat[1] = mat[3]; + mat[2] = mat[6]; + mat[3] = a01; + mat[5] = mat[7]; + mat[6] = a02; + mat[7] = a12; + return mat; + } + + dest[0] = mat[0]; + dest[1] = mat[3]; + dest[2] = mat[6]; + dest[3] = mat[1]; + dest[4] = mat[4]; + dest[5] = mat[7]; + dest[6] = mat[2]; + dest[7] = mat[5]; + dest[8] = mat[8]; + return dest; +} + +PIXI.mat3.toMat4 = function (mat, dest) +{ + if (!dest) { dest = PIXI.mat4.create(); } + + dest[15] = 1; + dest[14] = 0; + dest[13] = 0; + dest[12] = 0; + + dest[11] = 0; + dest[10] = mat[8]; + dest[9] = mat[7]; + dest[8] = mat[6]; + + dest[7] = 0; + dest[6] = mat[5]; + dest[5] = mat[4]; + dest[4] = mat[3]; + + dest[3] = 0; + dest[2] = mat[2]; + dest[1] = mat[1]; + dest[0] = mat[0]; + + return dest; +} + + +///// + + +PIXI.mat4.create = function() +{ + var matrix = new PIXI.Matrix(16); + + matrix[0] = 1; + matrix[1] = 0; + matrix[2] = 0; + matrix[3] = 0; + matrix[4] = 0; + matrix[5] = 1; + matrix[6] = 0; + matrix[7] = 0; + matrix[8] = 0; + matrix[9] = 0; + matrix[10] = 1; + matrix[11] = 0; + matrix[12] = 0; + matrix[13] = 0; + matrix[14] = 0; + matrix[15] = 1; + + return matrix; +} + +PIXI.mat4.transpose = function (mat, dest) +{ + // If we are transposing ourselves we can skip a few steps but have to cache some values + if (!dest || mat === dest) + { + var a01 = mat[1], a02 = mat[2], a03 = mat[3], + a12 = mat[6], a13 = mat[7], + a23 = mat[11]; + + mat[1] = mat[4]; + mat[2] = mat[8]; + mat[3] = mat[12]; + mat[4] = a01; + mat[6] = mat[9]; + mat[7] = mat[13]; + mat[8] = a02; + mat[9] = a12; + mat[11] = mat[14]; + mat[12] = a03; + mat[13] = a13; + mat[14] = a23; + return mat; + } + + dest[0] = mat[0]; + dest[1] = mat[4]; + dest[2] = mat[8]; + dest[3] = mat[12]; + dest[4] = mat[1]; + dest[5] = mat[5]; + dest[6] = mat[9]; + dest[7] = mat[13]; + dest[8] = mat[2]; + dest[9] = mat[6]; + dest[10] = mat[10]; + dest[11] = mat[14]; + dest[12] = mat[3]; + dest[13] = mat[7]; + dest[14] = mat[11]; + dest[15] = mat[15]; + return dest; +} + +PIXI.mat4.multiply = function (mat, mat2, dest) +{ + if (!dest) { dest = mat; } + + // Cache the matrix values (makes for huge speed increases!) + var a00 = mat[ 0], a01 = mat[ 1], a02 = mat[ 2], a03 = mat[3]; + var a10 = mat[ 4], a11 = mat[ 5], a12 = mat[ 6], a13 = mat[7]; + var a20 = mat[ 8], a21 = mat[ 9], a22 = mat[10], a23 = mat[11]; + var a30 = mat[12], a31 = mat[13], a32 = mat[14], a33 = mat[15]; + + // Cache only the current line of the second matrix + var b0 = mat2[0], b1 = mat2[1], b2 = mat2[2], b3 = mat2[3]; + dest[0] = b0*a00 + b1*a10 + b2*a20 + b3*a30; + dest[1] = b0*a01 + b1*a11 + b2*a21 + b3*a31; + dest[2] = b0*a02 + b1*a12 + b2*a22 + b3*a32; + dest[3] = b0*a03 + b1*a13 + b2*a23 + b3*a33; + + b0 = mat2[4]; + b1 = mat2[5]; + b2 = mat2[6]; + b3 = mat2[7]; + dest[4] = b0*a00 + b1*a10 + b2*a20 + b3*a30; + dest[5] = b0*a01 + b1*a11 + b2*a21 + b3*a31; + dest[6] = b0*a02 + b1*a12 + b2*a22 + b3*a32; + dest[7] = b0*a03 + b1*a13 + b2*a23 + b3*a33; + + b0 = mat2[8]; + b1 = mat2[9]; + b2 = mat2[10]; + b3 = mat2[11]; + dest[8] = b0*a00 + b1*a10 + b2*a20 + b3*a30; + dest[9] = b0*a01 + b1*a11 + b2*a21 + b3*a31; + dest[10] = b0*a02 + b1*a12 + b2*a22 + b3*a32; + dest[11] = b0*a03 + b1*a13 + b2*a23 + b3*a33; + + b0 = mat2[12]; + b1 = mat2[13]; + b2 = mat2[14]; + b3 = mat2[15]; + dest[12] = b0*a00 + b1*a10 + b2*a20 + b3*a30; + dest[13] = b0*a01 + b1*a11 + b2*a21 + b3*a31; + dest[14] = b0*a02 + b1*a12 + b2*a22 + b3*a32; + dest[15] = b0*a03 + b1*a13 + b2*a23 + b3*a33; + + return dest; +} + +/** + * @author Mat Groves http://matgroves.com/ @Doormat23 + */ + +/** + * The base class for all objects that are rendered on the screen. + * + * @class DisplayObject + * @constructor + */ +PIXI.DisplayObject = function() +{ + this.last = this; + this.first = this; + + /** + * The coordinate of the object relative to the local coordinates of the parent. + * + * @property position + * @type Point + */ + this.position = new PIXI.Point(); + + /** + * The scale factor of the object. + * + * @property scale + * @type Point + */ + this.scale = new PIXI.Point(1,1);//{x:1, y:1}; + + /** + * The pivot point of the displayObject that it rotates around + * + * @property pivot + * @type Point + */ + this.pivot = new PIXI.Point(0,0); + + /** + * The rotation of the object in radians. + * + * @property rotation + * @type Number + */ + this.rotation = 0; + + /** + * The opacity of the object. + * + * @property alpha + * @type Number + */ + this.alpha = 1; + + /** + * The visibility of the object. + * + * @property visible + * @type Boolean + */ + this.visible = true; + + /** + * This is the defined area that will pick up mouse / touch events. It is null by default. + * Setting it is a neat way of optimising the hitTest function that the interactionManager will use (as it will not need to hit test all the children) + * + * @property hitArea + * @type Rectangle|Circle|Ellipse|Polygon + */ + this.hitArea = null; + + /** + * This is used to indicate if the displayObject should display a mouse hand cursor on rollover + * + * @property buttonMode + * @type Boolean + */ + this.buttonMode = false; + + /** + * Can this object be rendered + * + * @property renderable + * @type Boolean + */ + this.renderable = false; + + /** + * [read-only] The display object container that contains this display object. + * + * @property parent + * @type DisplayObjectContainer + * @readOnly + */ + this.parent = null; + + /** + * [read-only] The stage the display object is connected to, or undefined if it is not connected to the stage. + * + * @property stage + * @type Stage + * @readOnly + */ + this.stage = null; + + /** + * [read-only] The multiplied alpha of the displayobject + * + * @property worldAlpha + * @type Number + * @readOnly + */ + this.worldAlpha = 1; + + /** + * [read-only] Whether or not the object is interactive, do not toggle directly! use the `interactive` property + * + * @property _interactive + * @type Boolean + * @readOnly + * @private + */ + this._interactive = false; + + /** + * [read-only] Current transform of the object based on world (parent) factors + * + * @property worldTransform + * @type Mat3 + * @readOnly + * @private + */ + this.worldTransform = PIXI.mat3.create()//mat3.identity(); + + /** + * [read-only] Current transform of the object locally + * + * @property localTransform + * @type Mat3 + * @readOnly + * @private + */ + this.localTransform = PIXI.mat3.create()//mat3.identity(); + + /** + * [NYI] Unkown + * + * @property color + * @type Array<> + * @private + */ + this.color = []; + + /** + * [NYI] Holds whether or not this object is dynamic, for rendering optimization + * + * @property dynamic + * @type Boolean + * @private + */ + this.dynamic = true; + + // chach that puppy! + this._sr = 0; + this._cr = 1; + + /* + * MOUSE Callbacks + */ + + /** + * A callback that is used when the users clicks on the displayObject with their mouse + * @method click + * @param interactionData {InteractionData} + */ + + /** + * A callback that is used when the user clicks the mouse down over the sprite + * @method mousedown + * @param interactionData {InteractionData} + */ + + /** + * A callback that is used when the user releases the mouse that was over the displayObject + * for this callback to be fired the mouse must have been pressed down over the displayObject + * @method mouseup + * @param interactionData {InteractionData} + */ + + /** + * A callback that is used when the user releases the mouse that was over the displayObject but is no longer over the displayObject + * for this callback to be fired, The touch must have started over the displayObject + * @method mouseupoutside + * @param interactionData {InteractionData} + */ + + /** + * A callback that is used when the users mouse rolls over the displayObject + * @method mouseover + * @param interactionData {InteractionData} + */ + + /** + * A callback that is used when the users mouse leaves the displayObject + * @method mouseout + * @param interactionData {InteractionData} + */ + + + /* + * TOUCH Callbacks + */ + + /** + * A callback that is used when the users taps on the sprite with their finger + * basically a touch version of click + * @method tap + * @param interactionData {InteractionData} + */ + + /** + * A callback that is used when the user touch's over the displayObject + * @method touchstart + * @param interactionData {InteractionData} + */ + + /** + * A callback that is used when the user releases a touch over the displayObject + * @method touchend + * @param interactionData {InteractionData} + */ + + /** + * A callback that is used when the user releases the touch that was over the displayObject + * for this callback to be fired, The touch must have started over the sprite + * @method touchendoutside + * @param interactionData {InteractionData} + */ +} + +// constructor +PIXI.DisplayObject.prototype.constructor = PIXI.DisplayObject; + +/** + * [Deprecated] Indicates if the sprite will have touch and mouse interactivity. It is false by default + * Instead of using this function you can now simply set the interactive property to true or false + * + * @method setInteractive + * @param interactive {Boolean} + * @deprecated Simply set the `interactive` property directly + */ +PIXI.DisplayObject.prototype.setInteractive = function(interactive) +{ + this.interactive = interactive; +} + +/** + * Indicates if the sprite will have touch and mouse interactivity. It is false by default + * + * @property interactive + * @type Boolean + * @default false + */ +Object.defineProperty(PIXI.DisplayObject.prototype, 'interactive', { + get: function() { + return this._interactive; + }, + set: function(value) { + this._interactive = value; + + // TODO more to be done here.. + // need to sort out a re-crawl! + if(this.stage)this.stage.dirty = true; + } +}); + +/** + * Sets a mask for the displayObject. A mask is an object that limits the visibility of an object to the shape of the mask applied to it. + * In PIXI a regular mask must be a PIXI.Ggraphics object. This allows for much faster masking in canvas as it utilises shape clipping. + * To remove a mask, set this property to null. + * + * @property mask + * @type Graphics + */ +Object.defineProperty(PIXI.DisplayObject.prototype, 'mask', { + get: function() { + return this._mask; + }, + set: function(value) { + + this._mask = value; + + if(value) + { + this.addFilter(value) + } + else + { + this.removeFilter(); + } + } +}); + +/* + * Adds a filter to this displayObject + * + * @method addFilter + * @param mask {Graphics} the graphics object to use as a filter + * @private + */ +PIXI.DisplayObject.prototype.addFilter = function(mask) +{ + if(this.filter)return; + this.filter = true; + + // insert a filter block.. + var start = new PIXI.FilterBlock(); + var end = new PIXI.FilterBlock(); + + start.mask = mask; + end.mask = mask; + + start.first = start.last = this; + end.first = end.last = this; + + start.open = true; + + /* + * insert start + */ + + var childFirst = start + var childLast = start + var nextObject; + var previousObject; + + previousObject = this.first._iPrev; + + if(previousObject) + { + nextObject = previousObject._iNext; + childFirst._iPrev = previousObject; + previousObject._iNext = childFirst; + } + else + { + nextObject = this; + } + + if(nextObject) + { + nextObject._iPrev = childLast; + childLast._iNext = nextObject; + } + + + // now insert the end filter block.. + + /* + * insert end filter + */ + var childFirst = end + var childLast = end + var nextObject = null; + var previousObject = null; + + previousObject = this.last; + nextObject = previousObject._iNext; + + if(nextObject) + { + nextObject._iPrev = childLast; + childLast._iNext = nextObject; + } + + childFirst._iPrev = previousObject; + previousObject._iNext = childFirst; + + var updateLast = this; + + var prevLast = this.last; + while(updateLast) + { + if(updateLast.last == prevLast) + { + updateLast.last = end; + } + updateLast = updateLast.parent; + } + + this.first = start; + + // if webGL... + if(this.__renderGroup) + { + this.__renderGroup.addFilterBlocks(start, end); + } + + mask.renderable = false; + +} + +/* + * Removes the filter to this displayObject + * + * @method removeFilter + * @private + */ +PIXI.DisplayObject.prototype.removeFilter = function() +{ + if(!this.filter)return; + this.filter = false; + + // modify the list.. + var startBlock = this.first; + + var nextObject = startBlock._iNext; + var previousObject = startBlock._iPrev; + + if(nextObject)nextObject._iPrev = previousObject; + if(previousObject)previousObject._iNext = nextObject; + + this.first = startBlock._iNext; + + + // remove the end filter + var lastBlock = this.last; + + var nextObject = lastBlock._iNext; + var previousObject = lastBlock._iPrev; + + if(nextObject)nextObject._iPrev = previousObject; + previousObject._iNext = nextObject; + + // this is always true too! + var tempLast = lastBlock._iPrev; + // need to make sure the parents last is updated too + var updateLast = this; + while(updateLast.last == lastBlock) + { + updateLast.last = tempLast; + updateLast = updateLast.parent; + if(!updateLast)break; + } + + var mask = startBlock.mask + mask.renderable = true; + + // if webGL... + if(this.__renderGroup) + { + this.__renderGroup.removeFilterBlocks(startBlock, lastBlock); + } +} + +/* + * Updates the object transform for rendering + * + * @method updateTransform + * @private + */ +PIXI.DisplayObject.prototype.updateTransform = function() +{ + // TODO OPTIMIZE THIS!! with dirty + if(this.rotation !== this.rotationCache) + { + this.rotationCache = this.rotation; + this._sr = Math.sin(this.rotation); + this._cr = Math.cos(this.rotation); + } + + var localTransform = this.localTransform; + var parentTransform = this.parent.worldTransform; + var worldTransform = this.worldTransform; + //console.log(localTransform) + localTransform[0] = this._cr * this.scale.x; + localTransform[1] = -this._sr * this.scale.y + localTransform[3] = this._sr * this.scale.x; + localTransform[4] = this._cr * this.scale.y; + + // TODO --> do we even need a local matrix??? + + var px = this.pivot.x; + var py = this.pivot.y; + + // Cache the matrix values (makes for huge speed increases!) + var a00 = localTransform[0], a01 = localTransform[1], a02 = this.position.x - localTransform[0] * px - py * localTransform[1], + a10 = localTransform[3], a11 = localTransform[4], a12 = this.position.y - localTransform[4] * py - px * localTransform[3], + + b00 = parentTransform[0], b01 = parentTransform[1], b02 = parentTransform[2], + b10 = parentTransform[3], b11 = parentTransform[4], b12 = parentTransform[5]; + + localTransform[2] = a02 + localTransform[5] = a12 + + worldTransform[0] = b00 * a00 + b01 * a10; + worldTransform[1] = b00 * a01 + b01 * a11; + worldTransform[2] = b00 * a02 + b01 * a12 + b02; + + worldTransform[3] = b10 * a00 + b11 * a10; + worldTransform[4] = b10 * a01 + b11 * a11; + worldTransform[5] = b10 * a02 + b11 * a12 + b12; + + // because we are using affine transformation, we can optimise the matrix concatenation process.. wooo! + // mat3.multiply(this.localTransform, this.parent.worldTransform, this.worldTransform); + this.worldAlpha = this.alpha * this.parent.worldAlpha; + + this.vcount = PIXI.visibleCount; + +} + +PIXI.visibleCount = 0; +/** + * @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 + * @type Array + * @readOnly + */ + this.children = []; +} + +// constructor +PIXI.DisplayObjectContainer.prototype = Object.create( PIXI.DisplayObject.prototype ); +PIXI.DisplayObjectContainer.prototype.constructor = PIXI.DisplayObjectContainer; + +//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 child {DisplayObject} The DisplayObject to add to the container + */ +PIXI.DisplayObjectContainer.prototype.addChild = function(child) +{ + if(child.parent != undefined) + { + + //// COULD BE THIS??? + child.parent.removeChild(child); + // return; + } + + child.parent = this; + + this.children.push(child); + + // update the stage refference.. + + if(this.stage) + { + var tmpChild = child; + do + { + if(tmpChild.interactive)this.stage.dirty = true; + tmpChild.stage = this.stage; + tmpChild = tmpChild._iNext; + } + while(tmpChild) + } + + // LINKED LIST // + + // modify the list.. + var childFirst = child.first + var childLast = child.last; + var nextObject; + var previousObject; + + // this could be wrong if there is a filter?? + if(this.filter) + { + previousObject = this.last._iPrev; + } + else + { + previousObject = this.last; + } + + nextObject = previousObject._iNext; + + // always true in this case + // need to make sure the parents last is updated too + var updateLast = this; + var prevLast = previousObject; + + while(updateLast) + { + if(updateLast.last == prevLast) + { + updateLast.last = child.last; + } + updateLast = updateLast.parent; + } + + if(nextObject) + { + nextObject._iPrev = childLast; + childLast._iNext = nextObject; + } + + childFirst._iPrev = previousObject; + previousObject._iNext = childFirst; + + // 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 child {DisplayObject} The child to add + * @param index {Number} The index to place the child in + */ +PIXI.DisplayObjectContainer.prototype.addChildAt = function(child, index) +{ + if(index >= 0 && index <= this.children.length) + { + if(child.parent != undefined) + { + child.parent.removeChild(child); + } + child.parent = this; + + if(this.stage) + { + var tmpChild = child; + do + { + if(tmpChild.interactive)this.stage.dirty = true; + tmpChild.stage = this.stage; + tmpChild = tmpChild._iNext; + } + while(tmpChild) + } + + // modify the list.. + var childFirst = child.first; + var childLast = child.last; + var nextObject; + var previousObject; + + if(index == this.children.length) + { + previousObject = this.last; + var updateLast = this; + var prevLast = this.last; + while(updateLast) + { + if(updateLast.last == prevLast) + { + updateLast.last = child.last; + } + updateLast = updateLast.parent; + } + } + else if(index == 0) + { + previousObject = this; + } + else + { + previousObject = this.children[index-1].last; + } + + nextObject = previousObject._iNext; + + // always true in this case + if(nextObject) + { + nextObject._iPrev = childLast; + childLast._iNext = nextObject; + } + + childFirst._iPrev = previousObject; + previousObject._iNext = childFirst; + + this.children.splice(index, 0, 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 + { + throw new Error(child + " The index "+ index +" supplied is out of bounds " + this.children.length); + } +} + +/** + * [NYI] Swaps the depth of 2 displayObjects + * + * @method swapChildren + * @param child {DisplayObject} + * @param child2 {DisplayObject} + * @private + */ +PIXI.DisplayObjectContainer.prototype.swapChildren = function(child, child2) +{ + /* + * this funtion needs to be recoded.. + * can be done a lot faster.. + */ + return; + + // need to fix this function :/ + /* + // 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 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} The index to get the child from + */ +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 child {DisplayObject} The DisplayObject to remove + */ +PIXI.DisplayObjectContainer.prototype.removeChild = function(child) +{ + var index = this.children.indexOf( child ); + if ( index !== -1 ) + { + // unlink // + // modify the list.. + var childFirst = child.first; + var childLast = child.last; + + var nextObject = childLast._iNext; + var previousObject = childFirst._iPrev; + + if(nextObject)nextObject._iPrev = previousObject; + previousObject._iNext = nextObject; + + if(this.last == childLast) + { + var tempLast = childFirst._iPrev; + // need to make sure the parents last is updated too + var updateLast = this; + while(updateLast.last == childLast.last) + { + updateLast.last = tempLast; + updateLast = updateLast.parent; + if(!updateLast)break; + } + } + + childLast._iNext = null; + childFirst._iPrev = null; + + // update the stage reference.. + if(this.stage) + { + var tmpChild = child; + do + { + if(tmpChild.interactive)this.stage.dirty = true; + tmpChild.stage = null; + tmpChild = tmpChild._iNext; + } + while(tmpChild) + } + + // webGL trim + if(child.__renderGroup) + { + child.__renderGroup.removeDisplayObjectAndChildren(child); + } + + child.parent = undefined; + this.children.splice( index, 1 ); + } + else + { + throw new Error(child + " The supplied DisplayObject must be a child of the caller " + this); + } +} + +/* + * Updates the container's children's transform for rendering + * + * @method updateTransform + * @private + */ +PIXI.DisplayObjectContainer.prototype.updateTransform = function() +{ + if(!this.visible)return; + + PIXI.DisplayObject.prototype.updateTransform.call( this ); + + for(var i=0,j=this.children.length; i} an array of {Texture} objects that make up the animation + */ +PIXI.MovieClip = function(textures) +{ + PIXI.Sprite.call(this, textures[0]); + + /** + * The array of textures that make up the animation + * + * @property textures + * @type Array + */ + this.textures = textures; + + /** + * The speed that the MovieClip will play at. Higher is faster, lower is slower + * + * @property animationSpeed + * @type Number + * @default 1 + */ + this.animationSpeed = 1; + + /** + * Whether or not the movie clip repeats after playing. + * + * @property loop + * @type Boolean + * @default true + */ + this.loop = true; + + /** + * Function to call when a MovieClip finishes playing + * + * @property onComplete + * @type Function + */ + this.onComplete = null; + + /** + * [read-only] The index MovieClips current frame (this may not have to be a whole number) + * + * @property currentFrame + * @type Number + * @default 0 + * @readOnly + */ + this.currentFrame = 0; + + /** + * [read-only] Indicates if the MovieClip is currently playing + * + * @property playing + * @type Boolean + * @readOnly + */ + this.playing = false; +} + +// constructor +PIXI.MovieClip.prototype = Object.create( PIXI.Sprite.prototype ); +PIXI.MovieClip.prototype.constructor = PIXI.MovieClip; + +/** + * Stops the MovieClip + * + * @method stop + */ +PIXI.MovieClip.prototype.stop = function() +{ + this.playing = false; +} + +/** + * Plays the MovieClip + * + * @method play + */ +PIXI.MovieClip.prototype.play = function() +{ + this.playing = true; +} + +/** + * Stops the MovieClip and goes to a specific frame + * + * @method gotoAndStop + * @param frameNumber {Number} frame index to stop at + */ +PIXI.MovieClip.prototype.gotoAndStop = function(frameNumber) +{ + this.playing = false; + this.currentFrame = frameNumber; + var round = (this.currentFrame + 0.5) | 0; + this.setTexture(this.textures[round % this.textures.length]); +} + +/** + * Goes to a specific frame and begins playing the MovieClip + * + * @method gotoAndPlay + * @param frameNumber {Number} frame index to start at + */ +PIXI.MovieClip.prototype.gotoAndPlay = function(frameNumber) +{ + this.currentFrame = frameNumber; + this.playing = true; +} + +/* + * Updates the object transform for rendering + * + * @method updateTransform + * @private + */ +PIXI.MovieClip.prototype.updateTransform = function() +{ + PIXI.Sprite.prototype.updateTransform.call(this); + + if(!this.playing)return; + + this.currentFrame += this.animationSpeed; + + var round = (this.currentFrame + 0.5) | 0; + + if(this.loop || round < this.textures.length) + { + this.setTexture(this.textures[round % this.textures.length]); + } + else if(round >= this.textures.length) + { + this.gotoAndStop(this.textures.length - 1); + if(this.onComplete) + { + this.onComplete(); + } + } +} +/** + * @author Mat Groves http://matgroves.com/ @Doormat23 + */ + + + +PIXI.FilterBlock = function(mask) +{ + this.graphics = mask + this.visible = true; + this.renderable = true; +} + + +/** + * @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 text {String} The copy that you would like the text to display + * @param [style] {Object} The style parameters + * @param [style.font] {String} default "bold 20pt Arial" The style and size of the font + * @param [style.fill="black"] {Object} A canvas fillstyle that will be used on the text eg "red", "#00FF00" + * @param [style.align="left"] {String} An alignment of the multiline text ("left", "center" or "right") + * @param [style.stroke] {String} A canvas fillstyle that will be used on the text stroke eg "blue", "#FCFF00" + * @param [style.strokeThickness=0] {Number} A number that represents the thickness of the stroke. Default is 0 (no stroke) + * @param [style.wordWrap=false] {Boolean} Indicates if word wrap should be used + * @param [style.wordWrapWidth=100] {Number} 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.prototype = Object.create(PIXI.Sprite.prototype); +PIXI.Text.prototype.constructor = PIXI.Text; + +/** + * Set the style of the text + * + * @method setStyle + * @param [style] {Object} The style parameters + * @param [style.font="bold 20pt Arial"] {String} The style and size of the font + * @param [style.fill="black"] {Object} A canvas fillstyle that will be used on the text eg "red", "#00FF00" + * @param [style.align="left"] {String} An alignment of the multiline text ("left", "center" or "right") + * @param [style.stroke="black"] {String} A canvas fillstyle that will be used on the text stroke eg "blue", "#FCFF00" + * @param [style.strokeThickness=0] {Number} A number that represents the thickness of the stroke. Default is 0 (no stroke) + * @param [style.wordWrap=false] {Boolean} Indicates if word wrap should be used + * @param [style.wordWrapWidth=100] {Number} 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.stroke = style.stroke || "black"; //provide a default, see: https://github.com/GoodBoyDigital/pixi.js/issues/136 + 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 + * + * @method updateText + * @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 + * + * @method updateTexture + * @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); +}; + +/** + * Updates the transfor of this object + * + * @method updateTransform + * @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! + * + * @method determineFontHeight + * @param fontStyle {Object} + * @private + */ +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 + ';position:absolute;top:0;left:0'); + body.appendChild(dummy); + + result = dummy.offsetHeight; + PIXI.Text.heightCache[fontStyle] = result; + + body.removeChild(dummy); + } + + return result; +}; + +/** + * A Text Object will apply wordwrap + * + * @method wordWrap + * @param text {String} + * @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; +}; + +/** + * Destroys this text object + * + * @method destroy + * @param destroyTexture {Boolean} + */ +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 text {String} The copy that you would like the text to display + * @param style {Object} The style parameters + * @param style.font {String} The size (optional) and bitmap font id (required) eq "Arial" or "20px Arial" (must have loaded previously) + * @param [style.align="left"] {String} 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.prototype = Object.create(PIXI.DisplayObjectContainer.prototype); +PIXI.BitmapText.prototype.constructor = PIXI.BitmapText; + +/** + * Set the copy for the text object + * + * @method setText + * @param text {String} 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 style {Object} The style parameters + * @param style.font {String} The size (optional) and bitmap font id (required) eq "Arial" or "20px Arial" (must have loaded previously) + * @param [style.align="left"] {String} 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 + * + * @method updateText + * @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 c = new PIXI.Sprite(chars[i].texture)//PIXI.Sprite.fromFrame(chars[i].charCode); + c.position.x = (chars[i].position.x + lineAlignOffsets[chars[i].line]) * scale; + c.position.y = chars[i].position.y * scale; + c.scale.x = c.scale.y = scale; + this.addChild(c); + } + + this.width = pos.x * scale; + this.height = (pos.y + data.lineHeight) * scale; +}; + +/** + * Updates the transfor of this object + * + * @method updateTransform + * @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} The stage to handle interactions + */ +PIXI.InteractionManager = function(stage) +{ + /** + * a refference to the stage + * + * @property stage + * @type Stage + */ + this.stage = stage; + + /** + * 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 = {}; + + + + // helpers + this.tempPoint = new PIXI.Point(); + //this.tempMatrix = mat3.create(); + + this.mouseoverEnabled = true; + + //tiny little interactiveData pool! + this.pool = []; + + this.interactiveItems = []; + + + this.last = 0; +} + +// constructor +PIXI.InteractionManager.prototype.constructor = PIXI.InteractionManager; + +/** + * Collects an interactive sprite recursively to have their interactions managed + * + * @method collectInteractiveSprite + * @param displayObject {DisplayObject} the displayObject to collect + * @param iParent {DisplayObject} + * @private + */ +PIXI.InteractionManager.prototype.collectInteractiveSprite = function(displayObject, iParent) +{ + var children = displayObject.children; + var length = children.length; + + /// make an interaction tree... {item.__interactiveParent} + for (var i = length-1; i >= 0; i--) + { + var child = children[i]; + +// if(child.visible) { + // 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); + } + } +// } + } +} + +/** + * Sets the target for event delegation + * + * @method setTarget + * @param target {WebGLRenderer|CanvasRenderer} the renderer to bind events to + * @private + */ +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.onMouseOut.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); +} + +/** + * updates the state of interactive objects + * + * @method update + * @private + */ +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 < len; 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); + this.mouse.target = item; + // 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; + } + } + } + + // ---> + } +} + +/** + * Is called when the mouse moves accross the renderer element + * + * @method onMouseMove + * @param event {Event} The DOM event of the mouse moving + * @private + */ +PIXI.InteractionManager.prototype.onMouseMove = function(event) +{ + this.mouse.originalEvent = event || window.event; //IE uses window.event + // 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); + } + } +} + +/** + * Is called when the mouse button is pressed down on the renderer element + * + * @method onMouseDown + * @param event {Event} The DOM event of a mouse button being pressed down + * @private + */ +PIXI.InteractionManager.prototype.onMouseDown = function(event) +{ + this.mouse.originalEvent = event || window.event; //IE uses window.event + + // 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.onMouseOut = function(event) +{ + 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.__isOver) + { + this.mouse.target = item; + if(item.mouseout)item.mouseout(this.mouse); + item.__isOver = false; + } + } +} + +/** + * Is called when the mouse button is released on the renderer element + * + * @method onMouseUp + * @param event {Event} The DOM event of a mouse button being released + * @private + */ +PIXI.InteractionManager.prototype.onMouseUp = function(event) +{ + this.mouse.originalEvent = event || window.event; //IE uses window.event + + 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; + } + } +} + +/** + * Tests if the current mouse coords hit a sprite + * + * @method hitTest + * @param item {DisplayObject} The displayObject to test for a hit + * @param interactionData {InteractionData} The interactiondata object to update in the case of a hit + * @private + */ +PIXI.InteractionManager.prototype.hitTest = function(item, interactionData) +{ + var global = interactionData.global; + + if(item.vcount !== PIXI.visibleCount)return false; + + var isSprite = (item instanceof PIXI.Sprite), + worldTransform = item.worldTransform, + a00 = worldTransform[0], a01 = worldTransform[1], a02 = worldTransform[2], + a10 = worldTransform[3], a11 = worldTransform[4], a12 = worldTransform[5], + id = 1 / (a00 * a11 + a01 * -a10), + x = a11 * id * global.x + -a01 * id * global.y + (a12 * a01 - a02 * a11) * id, + y = a00 * id * global.y + -a10 * id * global.x + (-a12 * a00 + a02 * a10) * id; + + interactionData.target = item; + + //a sprite or display object with a hit area defined + if(item.hitArea && item.hitArea.contains) { + if(item.hitArea.contains(x, y)) { + //if(isSprite) + interactionData.target = item; + + return true; + } + + return false; + } + // a sprite with no hitarea defined + else if(isSprite) + { + var width = item.texture.frame.width, + height = item.texture.frame.height, + x1 = -width * item.anchor.x, + y1; + + if(x > x1 && x < x1 + width) + { + 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; + } + } + } + + 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) + { + // hmm.. TODO SET CORRECT TARGET? + interactionData.target = item + return true; + } + } + + return false; +} + +/** + * Is called when a touch is moved accross the renderer element + * + * @method onTouchMove + * @param event {Event} The DOM event of a touch moving accross the renderer view + * @private + */ +PIXI.InteractionManager.prototype.onTouchMove = function(event) +{ + 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]; + touchData.originalEvent = event || window.event; + + // 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); + } +} + +/** + * Is called when a touch is started on the renderer element + * + * @method onTouchStart + * @param event {Event} The DOM event of a touch starting on the renderer view + * @private + */ +PIXI.InteractionManager.prototype.onTouchStart = function(event) +{ + 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(); + + touchData.originalEvent = event || window.event; + + 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; + } + } + } + } +} + +/** + * Is called when a touch is ended on the renderer element + * + * @method onTouchEnd + * @param event {Event} The DOM event of a touch ending on the renderer view + * @private + */ +PIXI.InteractionManager.prototype.onTouchEnd = function(event) +{ + //this.mouse.originalEvent = event || window.event; //IE uses window.event + 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... + touchData.originalEvent = event || window.event; + // 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; + } +} + +/** + * Holds all information related to an Interaction event + * + * @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; + + /** + * When passed to an event handler, this will be the original DOM Event that was captured + * + * @property originalEvent + * @type Event + */ + this.originalEvent; +} + +/** + * 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.prototype.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, easiest way to pass this in is in hex format + * like: 0xFFFFFF for white + * @param interactive {Boolean} enable / disable interaction (default is false) + */ +PIXI.Stage = function(backgroundColor, interactive) +{ + PIXI.DisplayObjectContainer.call( this ); + + /** + * [read-only] Current transform of the object based on world (parent) factors + * + * @property worldTransform + * @type Mat3 + * @readOnly + * @private + */ + this.worldTransform = PIXI.mat3.create(); + + /** + * Whether or not the stage is interactive + * + * @property interactive + * @type Boolean + */ + this.interactive = interactive; + + /** + * The interaction manage for this stage, manages all interactive activity on the stage + * + * @property interactive + * @type InteractionManager + */ + this.interactionManager = new PIXI.InteractionManager(this); + + /** + * Whether the stage is dirty and needs to have interactions updated + * + * @property dirty + * @type Boolean + * @private + */ + this.dirty = true; + + this.__childrenAdded = []; + this.__childrenRemoved = []; + + //the stage is it's own stage + this.stage = this; + + //optimize hit detection a bit + this.stage.hitArea = new PIXI.Rectangle(0,0,100000, 100000); + + this.setBackgroundColor(backgroundColor); + this.worldVisible = true; +} + +// constructor +PIXI.Stage.prototype = Object.create( PIXI.DisplayObjectContainer.prototype ); +PIXI.Stage.prototype.constructor = PIXI.Stage; + +/* + * Updates the object transform for rendering + * + * @method updateTransform + * @private + */ +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]; +} + +/** + * A polyfill for Function.prototype.bind + * + * @method bind + */ +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; + }; + })(); +} + +/** + * A wrapper for ajax requests to be handled cross browser + * + * @class AjaxRequest + * @constructor + */ +var AjaxRequest = PIXI.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>>>>>>>>") + console.log("_") + var safe = 0; + var tmp = item.first; + console.log(tmp); + + while(tmp._iNext) + { + safe++; + tmp = tmp._iNext; + console.log(tmp); + // console.log(tmp); + + if(safe > 100) + { + console.log("BREAK") + break + } + } +} + + + + + + +/** + * https://github.com/mrdoob/eventtarget.js/ + * THankS mr DOob! + */ + +/** + * Adds event emitter functionality to a class + * + * @class EventTarget + * @example + * function MyEmitter() { + * PIXI.EventTarget.call(this); //mixes in event target stuff + * } + * + * var em = new MyEmitter(); + * em.emit({ type: 'eventName', data: 'some data' }); + */ +PIXI.EventTarget = function () { + + var listeners = {}; + + this.addEventListener = this.on = function ( type, listener ) { + + + if ( listeners[ type ] === undefined ) { + + listeners[ type ] = []; + + } + + if ( listeners[ type ].indexOf( listener ) === - 1 ) { + + listeners[ type ].push( listener ); + } + + }; + + this.dispatchEvent = this.emit = function ( event ) { + + for ( var listener in listeners[ event.type ] ) { + + listeners[ event.type ][ listener ]( event ); + + } + + }; + + this.removeEventListener = this.off = function ( type, listener ) { + + var index = listeners[ type ].indexOf( listener ); + + if ( index !== - 1 ) { + + listeners[ type ].splice( index, 1 ); + + } + + }; + +}; + +/** + * @author Mat Groves http://matgroves.com/ @Doormat23 + */ + +/** + * This helper function will automatically detect which renderer you should be using. + * WebGL is the preferred renderer as it is a lot fastest. If webGL is not supported by + * the browser then this function will return a canvas renderer + * + * @method autoDetectRenderer + * @static + * @param width {Number} the width of the renderers view + * @param height {Number} the height of the renderers view + * @param view {Canvas} the canvas to use as a view, optional + * @param transparent=false {Boolean} the transparency of the render view, default false + * @param antialias=false {Boolean} sets antialias (only applicable in webGL chrome at the moment) + * + * antialias + */ +PIXI.autoDetectRenderer = function(width, height, view, transparent, antialias) +{ + if(!width)width = 800; + if(!height)height = 600; + + // BORROWED from Mr Doob (mrdoob.com) + var webgl = ( function () { try { return !! window.WebGLRenderingContext && !! document.createElement( 'canvas' ).getContext( 'experimental-webgl' ); } catch( e ) { return false; } } )(); + + //console.log(webgl); + if( webgl ) + { + return new PIXI.WebGLRenderer(width, height, view, transparent, antialias); + } + + return new PIXI.CanvasRenderer(width, height, view, transparent); +}; + + + +/* + PolyK library + url: http://polyk.ivank.net + Released under MIT licence. + + Copyright (c) 2012 Ivan Kuckir + + Permission is hereby granted, free of charge, to any person + obtaining a copy of this software and associated documentation + files (the "Software"), to deal in the Software without + restriction, including without limitation the rights to use, + copy, modify, merge, publish, distribute, sublicense, and/or sell + copies of the Software, and to permit persons to whom the + Software is furnished to do so, subject to the following + conditions: + + The above copyright notice and this permission notice shall be + included in all copies or substantial portions of the Software. + + THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, + EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES + OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND + NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT + HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, + WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING + FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR + OTHER DEALINGS IN THE SOFTWARE. + + This is an amazing lib! + + slightly modified by mat groves (matgroves.com); +*/ + +PIXI.PolyK = {}; + +/** + * Triangulates shapes for webGL graphic fills + * + * @method Triangulate + * @namespace PolyK + * @constructor + */ +PIXI.PolyK.Triangulate = function(p) +{ + var sign = true; + + var n = p.length>>1; + if(n<3) return []; + var tgs = []; + var avl = []; + for(var i=0; i 3) + { + var i0 = avl[(i+0)%al]; + var i1 = avl[(i+1)%al]; + var i2 = avl[(i+2)%al]; + + var ax = p[2*i0], ay = p[2*i0+1]; + var bx = p[2*i1], by = p[2*i1+1]; + var cx = p[2*i2], cy = p[2*i2+1]; + + var earFound = false; + if(PIXI.PolyK._convex(ax, ay, bx, by, cx, cy, sign)) + { + earFound = true; + for(var j=0; j 3*al) + { + // need to flip flip reverse it! + // reset! + if(sign) + { + var tgs = []; + avl = []; + for(var i=0; i= 0) && (v >= 0) && (u + v < 1); +} + +/** + * Checks if a shape is convex + * + * @class _convex + * @namespace PolyK + * @private + */ +PIXI.PolyK._convex = function(ax, ay, bx, by, cx, cy, sign) +{ + return ((ay-by)*(cx-bx) + (bx-ax)*(cy-by) >= 0) == sign; +} + + +/** + * @author Mat Groves http://matgroves.com/ @Doormat23 + */ + + +/* + * the default suoer fast shader! + */ + +PIXI.shaderFragmentSrc = [ + "precision mediump float;", + "varying vec2 vTextureCoord;", + "varying float vColor;", + "uniform sampler2D uSampler;", + "void main(void) {", + "gl_FragColor = texture2D(uSampler, vec2(vTextureCoord.x, vTextureCoord.y));", + "gl_FragColor = gl_FragColor * vColor;", + "}" +]; + +PIXI.shaderVertexSrc = [ + "attribute vec2 aVertexPosition;", + "attribute vec2 aTextureCoord;", + "attribute float aColor;", + //"uniform mat4 uMVMatrix;", + + "uniform vec2 projectionVector;", + "varying vec2 vTextureCoord;", + "varying float vColor;", + "void main(void) {", + // "gl_Position = uMVMatrix * vec4(aVertexPosition, 1.0, 1.0);", + "gl_Position = vec4( aVertexPosition.x / projectionVector.x -1.0, aVertexPosition.y / -projectionVector.y + 1.0 , 0.0, 1.0);", + "vTextureCoord = aTextureCoord;", + "vColor = aColor;", + "}" +]; + +/* + * the triangle strip shader.. + */ + +PIXI.stripShaderFragmentSrc = [ + "precision mediump float;", + "varying vec2 vTextureCoord;", + "varying float vColor;", + "uniform float alpha;", + "uniform sampler2D uSampler;", + "void main(void) {", + "gl_FragColor = texture2D(uSampler, vec2(vTextureCoord.x, vTextureCoord.y));", + "gl_FragColor = gl_FragColor * alpha;", + "}" +]; + + +PIXI.stripShaderVertexSrc = [ + "attribute vec2 aVertexPosition;", + "attribute vec2 aTextureCoord;", + "attribute float aColor;", + "uniform mat3 translationMatrix;", + "uniform vec2 projectionVector;", + "varying vec2 vTextureCoord;", + "varying float vColor;", + "void main(void) {", + "vec3 v = translationMatrix * vec3(aVertexPosition, 1.0);", + "gl_Position = vec4( v.x / projectionVector.x -1.0, v.y / -projectionVector.y + 1.0 , 0.0, 1.0);", + "vTextureCoord = aTextureCoord;", + "vColor = aColor;", + "}" +]; + + +/* + * primitive shader.. + */ + +PIXI.primitiveShaderFragmentSrc = [ + "precision mediump float;", + "varying vec4 vColor;", + "void main(void) {", + "gl_FragColor = vColor;", + "}" +]; + +PIXI.primitiveShaderVertexSrc = [ + "attribute vec2 aVertexPosition;", + "attribute vec4 aColor;", + "uniform mat3 translationMatrix;", + "uniform vec2 projectionVector;", + "uniform float alpha;", + "varying vec4 vColor;", + "void main(void) {", + "vec3 v = translationMatrix * vec3(aVertexPosition, 1.0);", + "gl_Position = vec4( v.x / projectionVector.x -1.0, v.y / -projectionVector.y + 1.0 , 0.0, 1.0);", + "vColor = aColor * alpha;", + "}" +]; + +PIXI.initPrimitiveShader = function() +{ + var gl = PIXI.gl; + + var shaderProgram = PIXI.compileProgram(PIXI.primitiveShaderVertexSrc, PIXI.primitiveShaderFragmentSrc) + + gl.useProgram(shaderProgram); + + shaderProgram.vertexPositionAttribute = gl.getAttribLocation(shaderProgram, "aVertexPosition"); + shaderProgram.colorAttribute = gl.getAttribLocation(shaderProgram, "aColor"); + + shaderProgram.projectionVector = gl.getUniformLocation(shaderProgram, "projectionVector"); + shaderProgram.translationMatrix = gl.getUniformLocation(shaderProgram, "translationMatrix"); + + shaderProgram.alpha = gl.getUniformLocation(shaderProgram, "alpha"); + + PIXI.primitiveProgram = shaderProgram; +} + +PIXI.initDefaultShader = function() +{ + var gl = this.gl; + var shaderProgram = PIXI.compileProgram(PIXI.shaderVertexSrc, PIXI.shaderFragmentSrc) + + gl.useProgram(shaderProgram); + + shaderProgram.vertexPositionAttribute = gl.getAttribLocation(shaderProgram, "aVertexPosition"); + shaderProgram.projectionVector = gl.getUniformLocation(shaderProgram, "projectionVector"); + shaderProgram.textureCoordAttribute = gl.getAttribLocation(shaderProgram, "aTextureCoord"); + shaderProgram.colorAttribute = gl.getAttribLocation(shaderProgram, "aColor"); + + // shaderProgram.mvMatrixUniform = gl.getUniformLocation(shaderProgram, "uMVMatrix"); + shaderProgram.samplerUniform = gl.getUniformLocation(shaderProgram, "uSampler"); + + PIXI.shaderProgram = shaderProgram; +} + +PIXI.initDefaultStripShader = function() +{ + var gl = this.gl; + var shaderProgram = PIXI.compileProgram(PIXI.stripShaderVertexSrc, PIXI.stripShaderFragmentSrc) + + gl.useProgram(shaderProgram); + + shaderProgram.vertexPositionAttribute = gl.getAttribLocation(shaderProgram, "aVertexPosition"); + shaderProgram.projectionVector = gl.getUniformLocation(shaderProgram, "projectionVector"); + shaderProgram.textureCoordAttribute = gl.getAttribLocation(shaderProgram, "aTextureCoord"); + shaderProgram.translationMatrix = gl.getUniformLocation(shaderProgram, "translationMatrix"); + shaderProgram.alpha = gl.getUniformLocation(shaderProgram, "alpha"); + + shaderProgram.colorAttribute = gl.getAttribLocation(shaderProgram, "aColor"); + + shaderProgram.projectionVector = gl.getUniformLocation(shaderProgram, "projectionVector"); + + shaderProgram.samplerUniform = gl.getUniformLocation(shaderProgram, "uSampler"); + + PIXI.stripShaderProgram = shaderProgram; +} + +PIXI.CompileVertexShader = function(gl, shaderSrc) +{ + return PIXI._CompileShader(gl, shaderSrc, gl.VERTEX_SHADER); +} + +PIXI.CompileFragmentShader = function(gl, shaderSrc) +{ + return PIXI._CompileShader(gl, shaderSrc, gl.FRAGMENT_SHADER); +} + +PIXI._CompileShader = function(gl, shaderSrc, shaderType) +{ + var src = shaderSrc.join("\n"); + var shader = gl.createShader(shaderType); + gl.shaderSource(shader, src); + gl.compileShader(shader); + + if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) { + alert(gl.getShaderInfoLog(shader)); + return null; + } + + return shader; +} + + +PIXI.compileProgram = function(vertexSrc, fragmentSrc) +{ + var gl = PIXI.gl; + var fragmentShader = PIXI.CompileFragmentShader(gl, fragmentSrc); + var vertexShader = PIXI.CompileVertexShader(gl, vertexSrc); + + var shaderProgram = gl.createProgram(); + + gl.attachShader(shaderProgram, vertexShader); + gl.attachShader(shaderProgram, fragmentShader); + gl.linkProgram(shaderProgram); + + if (!gl.getProgramParameter(shaderProgram, gl.LINK_STATUS)) { + alert("Could not initialise shaders"); + } + + return shaderProgram; +} + + +PIXI.activateDefaultShader = function() +{ + var gl = PIXI.gl; + var shaderProgram = PIXI.shaderProgram; + + gl.useProgram(shaderProgram); + + + gl.enableVertexAttribArray(shaderProgram.vertexPositionAttribute); + gl.enableVertexAttribArray(shaderProgram.textureCoordAttribute); + gl.enableVertexAttribArray(shaderProgram.colorAttribute); +} + + + +PIXI.activatePrimitiveShader = function() +{ + var gl = PIXI.gl; + + gl.disableVertexAttribArray(PIXI.shaderProgram.textureCoordAttribute); + gl.disableVertexAttribArray(PIXI.shaderProgram.colorAttribute); + + gl.useProgram(PIXI.primitiveProgram); + + gl.enableVertexAttribArray(PIXI.primitiveProgram.vertexPositionAttribute); + gl.enableVertexAttribArray(PIXI.primitiveProgram.colorAttribute); +} + + +/** + * @author Mat Groves http://matgroves.com/ @Doormat23 + */ + +/** + * A set of functions used by the webGL renderer to draw the primitive graphics data + * + * @class CanvasGraphics + */ +PIXI.WebGLGraphics = function() +{ + +} + +/** + * Renders the graphics object + * + * @static + * @private + * @method renderGraphics + * @param graphics {Graphics} + * @param projection {Object} + */ +PIXI.WebGLGraphics.renderGraphics = function(graphics, projection) +{ + var gl = PIXI.gl; + + if(!graphics._webGL)graphics._webGL = {points:[], indices:[], lastIndex:0, + buffer:gl.createBuffer(), + indexBuffer:gl.createBuffer()}; + + if(graphics.dirty) + { + graphics.dirty = false; + + if(graphics.clearDirty) + { + graphics.clearDirty = false; + + graphics._webGL.lastIndex = 0; + graphics._webGL.points = []; + graphics._webGL.indices = []; + + } + + PIXI.WebGLGraphics.updateGraphics(graphics); + } + + + PIXI.activatePrimitiveShader(); + + // This could be speeded up fo sure! + var m = PIXI.mat3.clone(graphics.worldTransform); + + PIXI.mat3.transpose(m); + + // set the matrix transform for the + gl.blendFunc(gl.ONE, gl.ONE_MINUS_SRC_ALPHA); + + gl.uniformMatrix3fv(PIXI.primitiveProgram.translationMatrix, false, m); + + gl.uniform2f(PIXI.primitiveProgram.projectionVector, projection.x, projection.y); + + gl.uniform1f(PIXI.primitiveProgram.alpha, graphics.worldAlpha); + + gl.bindBuffer(gl.ARRAY_BUFFER, graphics._webGL.buffer); + + // WHY DOES THIS LINE NEED TO BE THERE??? + gl.vertexAttribPointer(PIXI.shaderProgram.vertexPositionAttribute, 2, gl.FLOAT, false, 0, 0); + // its not even used.. but need to be set or it breaks? + // only on pc though.. + + gl.vertexAttribPointer(PIXI.primitiveProgram.vertexPositionAttribute, 2, gl.FLOAT, false, 4 * 6, 0); + gl.vertexAttribPointer(PIXI.primitiveProgram.colorAttribute, 4, gl.FLOAT, false,4 * 6, 2 * 4); + + // set the index buffer! + gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, graphics._webGL.indexBuffer); + + gl.drawElements(gl.TRIANGLE_STRIP, graphics._webGL.indices.length, gl.UNSIGNED_SHORT, 0 ); + + // return to default shader... + PIXI.activateDefaultShader(); +} + +/** + * Updates the graphics object + * + * @static + * @private + * @method updateGraphics + * @param graphics {Graphics} + */ +PIXI.WebGLGraphics.updateGraphics = function(graphics) +{ + for (var i=graphics._webGL.lastIndex; i < graphics.graphicsData.length; i++) + { + var data = graphics.graphicsData[i]; + + if(data.type == PIXI.Graphics.POLY) + { + if(data.fill) + { + if(data.points.length>3) + PIXI.WebGLGraphics.buildPoly(data, graphics._webGL); + } + + if(data.lineWidth > 0) + { + PIXI.WebGLGraphics.buildLine(data, graphics._webGL); + } + } + else if(data.type == PIXI.Graphics.RECT) + { + PIXI.WebGLGraphics.buildRectangle(data, graphics._webGL); + } + else if(data.type == PIXI.Graphics.CIRC || data.type == PIXI.Graphics.ELIP) + { + PIXI.WebGLGraphics.buildCircle(data, graphics._webGL); + } + }; + + graphics._webGL.lastIndex = graphics.graphicsData.length; + + var gl = PIXI.gl; + + graphics._webGL.glPoints = new Float32Array(graphics._webGL.points); + + gl.bindBuffer(gl.ARRAY_BUFFER, graphics._webGL.buffer); + gl.bufferData(gl.ARRAY_BUFFER, graphics._webGL.glPoints, gl.STATIC_DRAW); + + graphics._webGL.glIndicies = new Uint16Array(graphics._webGL.indices); + + gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, graphics._webGL.indexBuffer); + gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, graphics._webGL.glIndicies, gl.STATIC_DRAW); +} + +/** + * Builds a rectangle to draw + * + * @static + * @private + * @method buildRectangle + * @param graphics {Graphics} + * @param webGLData {Object} + */ +PIXI.WebGLGraphics.buildRectangle = function(graphicsData, webGLData) +{ + // --- // + // need to convert points to a nice regular data + // + var rectData = graphicsData.points; + var x = rectData[0]; + var y = rectData[1]; + var width = rectData[2]; + var height = rectData[3]; + + + if(graphicsData.fill) + { + var color = HEXtoRGB(graphicsData.fillColor); + var alpha = graphicsData.fillAlpha; + + var r = color[0] * alpha; + var g = color[1] * alpha; + var b = color[2] * alpha; + + var verts = webGLData.points; + var indices = webGLData.indices; + + var vertPos = verts.length/6; + + // start + verts.push(x, y); + verts.push(r, g, b, alpha); + + verts.push(x + width, y); + verts.push(r, g, b, alpha); + + verts.push(x , y + height); + verts.push(r, g, b, alpha); + + verts.push(x + width, y + height); + verts.push(r, g, b, alpha); + + // insert 2 dead triangles.. + indices.push(vertPos, vertPos, vertPos+1, vertPos+2, vertPos+3, vertPos+3) + } + + if(graphicsData.lineWidth) + { + graphicsData.points = [x, y, + x + width, y, + x + width, y + height, + x, y + height, + x, y]; + + PIXI.WebGLGraphics.buildLine(graphicsData, webGLData); + } + +} + +/** + * Builds a circle to draw + * + * @static + * @private + * @method buildCircle + * @param graphics {Graphics} + * @param webGLData {Object} + */ +PIXI.WebGLGraphics.buildCircle = function(graphicsData, webGLData) +{ + // --- // + // need to convert points to a nice regular data + // + var rectData = graphicsData.points; + var x = rectData[0]; + var y = rectData[1]; + var width = rectData[2]; + var height = rectData[3]; + + var totalSegs = 40; + var seg = (Math.PI * 2) / totalSegs ; + + if(graphicsData.fill) + { + var color = HEXtoRGB(graphicsData.fillColor); + var alpha = graphicsData.fillAlpha; + + var r = color[0] * alpha; + var g = color[1] * alpha; + var b = color[2] * alpha; + + var verts = webGLData.points; + var indices = webGLData.indices; + + var vecPos = verts.length/6; + + indices.push(vecPos); + + for (var i=0; i < totalSegs + 1 ; i++) + { + verts.push(x,y, r, g, b, alpha); + + verts.push(x + Math.sin(seg * i) * width, + y + Math.cos(seg * i) * height, + r, g, b, alpha); + + indices.push(vecPos++, vecPos++); + }; + + indices.push(vecPos-1); + } + + if(graphicsData.lineWidth) + { + graphicsData.points = []; + + for (var i=0; i < totalSegs + 1; i++) + { + graphicsData.points.push(x + Math.sin(seg * i) * width, + y + Math.cos(seg * i) * height) + }; + + PIXI.WebGLGraphics.buildLine(graphicsData, webGLData); + } + +} + +/** + * Builds a line to draw + * + * @static + * @private + * @method buildLine + * @param graphics {Graphics} + * @param webGLData {Object} + */ +PIXI.WebGLGraphics.buildLine = function(graphicsData, webGLData) +{ + // TODO OPTIMISE! + + var wrap = true; + var points = graphicsData.points; + if(points.length == 0)return; + + // get first and last point.. figure out the middle! + var firstPoint = new PIXI.Point( points[0], points[1] ); + var lastPoint = new PIXI.Point( points[points.length - 2], points[points.length - 1] ); + + // if the first point is the last point - goona have issues :) + if(firstPoint.x == lastPoint.x && firstPoint.y == lastPoint.y) + { + points.pop(); + points.pop(); + + lastPoint = new PIXI.Point( points[points.length - 2], points[points.length - 1] ); + + var midPointX = lastPoint.x + (firstPoint.x - lastPoint.x) *0.5; + var midPointY = lastPoint.y + (firstPoint.y - lastPoint.y) *0.5; + + points.unshift(midPointX, midPointY); + points.push(midPointX, midPointY) + } + + var verts = webGLData.points; + var indices = webGLData.indices; + var length = points.length / 2; + var indexCount = points.length; + var indexStart = verts.length/6; + + // DRAW the Line + var width = graphicsData.lineWidth / 2; + + // sort color + var color = HEXtoRGB(graphicsData.lineColor); + var alpha = graphicsData.lineAlpha; + var r = color[0] * alpha; + var g = color[1] * alpha; + var b = color[2] * alpha; + + var p1x, p1y, p2x, p2y, p3x, p3y; + var perpx, perpy, perp2x, perp2y, perp3x, perp3y; + var ipx, ipy; + var a1, b1, c1, a2, b2, c2; + var denom, pdist, dist; + + p1x = points[0]; + p1y = points[1]; + + p2x = points[2]; + p2y = points[3]; + + perpx = -(p1y - p2y); + perpy = p1x - p2x; + + dist = Math.sqrt(perpx*perpx + perpy*perpy); + + perpx /= dist; + perpy /= dist; + perpx *= width; + perpy *= width; + + // start + verts.push(p1x - perpx , p1y - perpy, + r, g, b, alpha); + + verts.push(p1x + perpx , p1y + perpy, + r, g, b, alpha); + + for (var i = 1; i < length-1; i++) + { + p1x = points[(i-1)*2]; + p1y = points[(i-1)*2 + 1]; + + p2x = points[(i)*2] + p2y = points[(i)*2 + 1] + + p3x = points[(i+1)*2]; + p3y = points[(i+1)*2 + 1]; + + perpx = -(p1y - p2y); + perpy = p1x - p2x; + + dist = Math.sqrt(perpx*perpx + perpy*perpy); + perpx /= dist; + perpy /= dist; + perpx *= width; + perpy *= width; + + perp2x = -(p2y - p3y); + perp2y = p2x - p3x; + + dist = Math.sqrt(perp2x*perp2x + perp2y*perp2y); + perp2x /= dist; + perp2y /= dist; + perp2x *= width; + perp2y *= width; + + a1 = (-perpy + p1y) - (-perpy + p2y); + b1 = (-perpx + p2x) - (-perpx + p1x); + c1 = (-perpx + p1x) * (-perpy + p2y) - (-perpx + p2x) * (-perpy + p1y); + a2 = (-perp2y + p3y) - (-perp2y + p2y); + b2 = (-perp2x + p2x) - (-perp2x + p3x); + c2 = (-perp2x + p3x) * (-perp2y + p2y) - (-perp2x + p2x) * (-perp2y + p3y); + + denom = a1*b2 - a2*b1; + + if (denom == 0) { + denom+=1; + } + + px = (b1*c2 - b2*c1)/denom; + py = (a2*c1 - a1*c2)/denom; + + pdist = (px -p2x) * (px -p2x) + (py -p2y) + (py -p2y); + + if(pdist > 140 * 140) + { + perp3x = perpx - perp2x; + perp3y = perpy - perp2y; + + dist = Math.sqrt(perp3x*perp3x + perp3y*perp3y); + perp3x /= dist; + perp3y /= dist; + perp3x *= width; + perp3y *= width; + + verts.push(p2x - perp3x, p2y -perp3y); + verts.push(r, g, b, alpha); + + verts.push(p2x + perp3x, p2y +perp3y); + verts.push(r, g, b, alpha); + + verts.push(p2x - perp3x, p2y -perp3y); + verts.push(r, g, b, alpha); + + indexCount++; + } + else + { + verts.push(px , py); + verts.push(r, g, b, alpha); + + verts.push(p2x - (px-p2x), p2y - (py - p2y)); + verts.push(r, g, b, alpha); + } + } + + p1x = points[(length-2)*2] + p1y = points[(length-2)*2 + 1] + + p2x = points[(length-1)*2] + p2y = points[(length-1)*2 + 1] + + perpx = -(p1y - p2y) + perpy = p1x - p2x; + + dist = Math.sqrt(perpx*perpx + perpy*perpy); + perpx /= dist; + perpy /= dist; + perpx *= width; + perpy *= width; + + verts.push(p2x - perpx , p2y - perpy) + verts.push(r, g, b, alpha); + + verts.push(p2x + perpx , p2y + perpy) + verts.push(r, g, b, alpha); + + indices.push(indexStart); + + for (var i=0; i < indexCount; i++) + { + indices.push(indexStart++); + }; + + indices.push(indexStart-1); +} + +/** + * Builds a polygon to draw + * + * @static + * @private + * @method buildPoly + * @param graphics {Graphics} + * @param webGLData {Object} + */ +PIXI.WebGLGraphics.buildPoly = function(graphicsData, webGLData) +{ + var points = graphicsData.points; + if(points.length < 6)return; + + // get first and last point.. figure out the middle! + var verts = webGLData.points; + var indices = webGLData.indices; + + var length = points.length / 2; + + // sort color + var color = HEXtoRGB(graphicsData.fillColor); + var alpha = graphicsData.fillAlpha; + var r = color[0] * alpha; + var g = color[1] * alpha; + var b = color[2] * alpha; + + var triangles = PIXI.PolyK.Triangulate(points); + + var vertPos = verts.length / 6; + + for (var i=0; i < triangles.length; i+=3) + { + indices.push(triangles[i] + vertPos); + indices.push(triangles[i] + vertPos); + indices.push(triangles[i+1] + vertPos); + indices.push(triangles[i+2] +vertPos); + indices.push(triangles[i+2] + vertPos); + }; + + for (var i = 0; i < length; i++) + { + verts.push(points[i * 2], points[i * 2 + 1], + r, g, b, alpha); + }; +} + +function HEXtoRGB(hex) { + return [(hex >> 16 & 0xFF) / 255, ( hex >> 8 & 0xFF) / 255, (hex & 0xFF)/ 255]; +} + + + + + +/** + * @author Mat Groves http://matgroves.com/ @Doormat23 + */ + +PIXI._defaultFrame = new PIXI.Rectangle(0,0,1,1); + +// an instance of the gl context.. +// only one at the moment :/ +PIXI.gl; + +/** + * the WebGLRenderer is draws the stage and all its content onto a webGL enabled canvas. This renderer + * should be used for browsers support webGL. This Render works by automatically managing webGLBatchs. + * So no need for Sprite Batch's or Sprite Cloud's + * Dont forget to add the view to your DOM or you will not see anything :) + * + * @class WebGLRenderer + * @constructor + * @param width=0 {Number} the width of the canvas view + * @param height=0 {Number} the height of the canvas view + * @param view {Canvas} the canvas to use as a view, optional + * @param transparent=false {Boolean} the transparency of the render view, default false + * @param antialias=false {Boolean} sets antialias (only applicable in chrome at the moment) + * + */ +PIXI.WebGLRenderer = function(width, height, view, transparent, antialias) +{ + // do a catch.. only 1 webGL renderer.. + + this.transparent = !!transparent; + + this.width = width || 800; + this.height = height || 600; + + this.view = view || document.createElement( 'canvas' ); + this.view.width = this.width; + this.view.height = this.height; + + // deal with losing context.. + var scope = this; + this.view.addEventListener('webglcontextlost', function(event) { scope.handleContextLost(event); }, false) + this.view.addEventListener('webglcontextrestored', function(event) { scope.handleContextRestored(event); }, false) + + this.batchs = []; + + try + { + PIXI.gl = this.gl = this.view.getContext("experimental-webgl", { + alpha: this.transparent, + antialias:!!antialias, // SPEED UP?? + premultipliedAlpha:false, + stencil:true + }); + } + catch (e) + { + throw new Error(" This browser does not support webGL. Try using the canvas renderer" + this); + } + + PIXI.initPrimitiveShader(); + PIXI.initDefaultShader(); + PIXI.initDefaultStripShader(); + + PIXI.activateDefaultShader(); + + var gl = this.gl; + PIXI.WebGLRenderer.gl = gl; + + this.batch = new PIXI.WebGLBatch(gl); + gl.disable(gl.DEPTH_TEST); + gl.disable(gl.CULL_FACE); + + gl.enable(gl.BLEND); + gl.colorMask(true, true, true, this.transparent); + + PIXI.projection = new PIXI.Point(400, 300); + + this.resize(this.width, this.height); + this.contextLost = false; + + this.stageRenderGroup = new PIXI.WebGLRenderGroup(this.gl); +} + +// constructor +PIXI.WebGLRenderer.prototype.constructor = PIXI.WebGLRenderer; + +/** + * Gets a new WebGLBatch from the pool + * + * @static + * @method getBatch + * @return {WebGLBatch} + * @private + */ +PIXI.WebGLRenderer.getBatch = function() +{ + if(PIXI._batchs.length == 0) + { + return new PIXI.WebGLBatch(PIXI.WebGLRenderer.gl); + } + else + { + return PIXI._batchs.pop(); + } +} + +/** + * Puts a batch back into the pool + * + * @static + * @method returnBatch + * @param batch {WebGLBatch} The batch to return + * @private + */ +PIXI.WebGLRenderer.returnBatch = function(batch) +{ + batch.clean(); + PIXI._batchs.push(batch); +} + +/** + * Renders the stage to its webGL view + * + * @method render + * @param stage {Stage} the Stage element to be rendered + */ +PIXI.WebGLRenderer.prototype.render = function(stage) +{ + if(this.contextLost)return; + + + // if rendering a new stage clear the batchs.. + if(this.__stage !== stage) + { + // TODO make this work + // dont think this is needed any more? + this.__stage = stage; + this.stageRenderGroup.setRenderable(stage); + } + + // TODO not needed now... + // update children if need be + // best to remove first! + /*for (var i=0; i < stage.__childrenRemoved.length; i++) + { + var group = stage.__childrenRemoved[i].__renderGroup + if(group)group.removeDisplayObject(stage.__childrenRemoved[i]); + }*/ + + // update any textures + PIXI.WebGLRenderer.updateTextures(); + + // update the scene graph + PIXI.visibleCount++; + stage.updateTransform(); + + var gl = this.gl; + + // -- Does this need to be set every frame? -- // + gl.colorMask(true, true, true, this.transparent); + gl.viewport(0, 0, this.width, this.height); + + gl.bindFramebuffer(gl.FRAMEBUFFER, null); + + gl.clearColor(stage.backgroundColorSplit[0],stage.backgroundColorSplit[1],stage.backgroundColorSplit[2], !this.transparent); + gl.clear(gl.COLOR_BUFFER_BIT); + + // HACK TO TEST + + this.stageRenderGroup.backgroundColor = stage.backgroundColorSplit; + this.stageRenderGroup.render(PIXI.projection); + + // interaction + // run interaction! + if(stage.interactive) + { + //need to add some events! + if(!stage._interactiveEventsAdded) + { + stage._interactiveEventsAdded = true; + stage.interactionManager.setTarget(this); + } + } + + // after rendering lets confirm all frames that have been uodated.. + if(PIXI.Texture.frameUpdates.length > 0) + { + for (var i=0; i < PIXI.Texture.frameUpdates.length; i++) + { + PIXI.Texture.frameUpdates[i].updateFrame = false; + }; + + PIXI.Texture.frameUpdates = []; + } +} + +/** + * Updates the textures loaded into this webgl renderer + * + * @static + * @method updateTextures + * @private + */ +PIXI.WebGLRenderer.updateTextures = function() +{ + //TODO break this out into a texture manager... + for (var i=0; i < PIXI.texturesToUpdate.length; i++) PIXI.WebGLRenderer.updateTexture(PIXI.texturesToUpdate[i]); + for (var i=0; i < PIXI.texturesToDestroy.length; i++) PIXI.WebGLRenderer.destroyTexture(PIXI.texturesToDestroy[i]); + PIXI.texturesToUpdate = []; + PIXI.texturesToDestroy = []; +} + +/** + * Updates a loaded webgl texture + * + * @static + * @method updateTexture + * @param texture {Texture} The texture to update + * @private + */ +PIXI.WebGLRenderer.updateTexture = function(texture) +{ + //TODO break this out into a texture manager... + 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); + } +} + +/** + * Destroys a loaded webgl texture + * + * @method destroyTexture + * @param texture {Texture} The texture to update + * @private + */ +PIXI.WebGLRenderer.destroyTexture = function(texture) +{ + //TODO break this out into a texture manager... + var gl = PIXI.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; + + PIXI.projection.x = this.width/2; + PIXI.projection.y = this.height/2; + +// projectionMatrix[0] = 2/this.width; +// projectionMatrix[5] = -2/this.height; +// projectionMatrix[12] = -1; +// projectionMatrix[13] = 1; +} + +/** + * Handles a lost webgl context + * + * @method handleContextLost + * @param event {Event} + * @private + */ +PIXI.WebGLRenderer.prototype.handleContextLost = function(event) +{ + event.preventDefault(); + this.contextLost = true; +} + +/** + * Handles a restored webgl context + * + * @method handleContextRestored + * @param event {Event} + * @private + */ +PIXI.WebGLRenderer.prototype.handleContextRestored = function(event) +{ + this.gl = this.view.getContext("experimental-webgl", { + alpha: true + }); + + this.initShaders(); + + for(var key in PIXI.TextureCache) + { + var texture = PIXI.TextureCache[key].baseTexture; + texture._glTexture = null; + PIXI.WebGLRenderer.updateTexture(texture); + }; + + 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 + * @constructor + * @param gl {WebGLContext} an instance of the webGL context + */ +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.prototype.constructor = PIXI.WebGLBatch; + +/** + * Cleans the batch so that is can be returned to an object pool and reused + * + * @method clean + */ +PIXI.WebGLBatch.prototype.clean = function() +{ + this.verticies = []; + this.uvs = []; + this.indices = []; + this.colors = []; + 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 + * + * @method restoreLostContext + * @param gl {WebGLContext} + */ +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.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; + } +} + +/** + * 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) +{ + this.dirty = true; + + var batch = new PIXI.WebGLBatch(this.gl); + batch.init(sprite); + batch.texture = this.texture; + batch.tail = this.tail; + + this.tail = sprite.__prev; + this.tail.__next = null; + + sprite.__prev = null; + // return a splite batch! + + // 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 + * + * @method 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.vcount === PIXI.visibleCount) + { + 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) +{ + start = start || 0; + + 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! + + 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 len = end - start; + + // 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 + * @contructor + * @param gl {WebGLContext} An instance of the webGL context + */ +PIXI.WebGLRenderGroup = function(gl) +{ + this.gl = gl; + this.root; + + this.backgroundColor; + this.batchs = []; + this.toRemove = []; +} + +// constructor +PIXI.WebGLRenderGroup.prototype.constructor = PIXI.WebGLRenderGroup; + +/** + * Add a display object to the webgl renderer + * + * @method setRenderable + * @param displayObject {DisplayObject} + * @private + */ +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; + this.addDisplayObjectAndChildren(displayObject); +} + +/** + * Renders the stage to its webgl view + * + * @method render + * @param projection {Object} + */ +PIXI.WebGLRenderGroup.prototype.render = function(projection) +{ + PIXI.WebGLRenderer.updateTextures(); + + var gl = this.gl; + + + gl.uniform2f(PIXI.shaderProgram.projectionVector, projection.x, projection.y); + gl.blendFunc(gl.ONE, gl.ONE_MINUS_SRC_ALPHA); + + // 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(); + continue; + } + + // non sprite batch.. + var worldVisible = renderable.vcount === PIXI.visibleCount; + + if(renderable instanceof PIXI.TilingSprite) + { + if(worldVisible)this.renderTilingSprite(renderable, projection); + } + else if(renderable instanceof PIXI.Strip) + { + if(worldVisible)this.renderStrip(renderable, projection); + } + else if(renderable instanceof PIXI.Graphics) + { + if(worldVisible && renderable.renderable) PIXI.WebGLGraphics.renderGraphics(renderable, projection);//, projectionMatrix); + } + else if(renderable instanceof PIXI.FilterBlock) + { + /* + * for now only masks are supported.. + */ + if(renderable.open) + { + gl.enable(gl.STENCIL_TEST); + + gl.colorMask(false, false, false, false); + gl.stencilFunc(gl.ALWAYS,1,0xff); + gl.stencilOp(gl.KEEP,gl.KEEP,gl.REPLACE); + + PIXI.WebGLGraphics.renderGraphics(renderable.mask, projection); + + gl.colorMask(true, true, true, false); + gl.stencilFunc(gl.NOTEQUAL,0,0xff); + gl.stencilOp(gl.KEEP,gl.KEEP,gl.KEEP); + } + else + { + gl.disable(gl.STENCIL_TEST); + } + } + } + +} + +/** + * Renders the stage to its webgl view + * + * @method handleFilter + * @param filter {FilterBlock} + * @private + */ +PIXI.WebGLRenderGroup.prototype.handleFilter = function(filter, projection) +{ + +} + +/** + * Renders a specific displayObject + * + * @method renderSpecific + * @param displayObject {DisplayObject} + * @param projection {Object} + * @private + */ +PIXI.WebGLRenderGroup.prototype.renderSpecific = function(displayObject, projection) +{ + PIXI.WebGLRenderer.updateTextures(); + + var gl = this.gl; + + gl.uniform2f(PIXI.shaderProgram.projectionVector, projection.x, projection.y); + + // to do! + // render part of the scene... + + var startIndex; + var startBatchIndex; + + var endIndex; + var endBatchIndex; + + /* + * 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 + */ + var nextRenderable = displayObject.first; + while(nextRenderable._iNext) + { + nextRenderable = nextRenderable._iNext; + if(nextRenderable.renderable && nextRenderable.__renderGroup)break; + } + 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 + { + this.renderSpecial(startBatch, projection); + } + 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 + { + this.renderSpecial(startBatch, projection); + } + + // 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 + { + this.renderSpecial(renderable, projection); + } + } + + // DO the last batch.. + if(endBatch instanceof PIXI.WebGLBatch) + { + endBatch.render(0, endIndex+1); + } + else + { + this.renderSpecial(endBatch, projection); + } +} + +/** + * Renders a specific renderable + * + * @method renderSpecial + * @param renderable {DisplayObject} + * @param projection {Object} + * @private + */ +PIXI.WebGLRenderGroup.prototype.renderSpecial = function(renderable, projection) +{ + var worldVisible = renderable.vcount === PIXI.visibleCount + + if(renderable instanceof PIXI.TilingSprite) + { + if(worldVisible)this.renderTilingSprite(renderable, projection); + } + else if(renderable instanceof PIXI.Strip) + { + if(worldVisible)this.renderStrip(renderable, projection); + } + else if(renderable instanceof PIXI.CustomRenderable) + { + if(worldVisible) renderable.renderWebGL(this, projection); + } + else if(renderable instanceof PIXI.Graphics) + { + if(worldVisible && renderable.renderable) PIXI.WebGLGraphics.renderGraphics(renderable, projection); + } + else if(renderable instanceof PIXI.FilterBlock) + { + /* + * for now only masks are supported.. + */ + + var gl = PIXI.gl; + + if(renderable.open) + { + gl.enable(gl.STENCIL_TEST); + + gl.colorMask(false, false, false, false); + gl.stencilFunc(gl.ALWAYS,1,0xff); + gl.stencilOp(gl.KEEP,gl.KEEP,gl.REPLACE); + + PIXI.WebGLGraphics.renderGraphics(renderable.mask, projection); + + // we know this is a render texture so enable alpha too.. + gl.colorMask(true, true, true, true); + gl.stencilFunc(gl.NOTEQUAL,0,0xff); + gl.stencilOp(gl.KEEP,gl.KEEP,gl.KEEP); + } + else + { + gl.disable(gl.STENCIL_TEST); + } + } +} + +/** + * Updates a webgl texture + * + * @method updateTexture + * @param displayObject {DisplayObject} + * @private + */ +PIXI.WebGLRenderGroup.prototype.updateTexture = function(displayObject) +{ + + // TODO definitely can optimse this function.. + + this.removeObject(displayObject); + + /* + * LOOK FOR THE PREVIOUS RENDERABLE + * 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 previousRenderable = displayObject.first; + while(previousRenderable != this.root) + { + previousRenderable = previousRenderable._iPrev; + if(previousRenderable.renderable && previousRenderable.__renderGroup)break; + } + + /* + * 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 + */ + var nextRenderable = displayObject.last; + while(nextRenderable._iNext) + { + nextRenderable = nextRenderable._iNext; + if(nextRenderable.renderable && nextRenderable.__renderGroup)break; + } + + this.insertObject(displayObject, previousRenderable, nextRenderable); +} + +/** + * Adds filter blocks + * + * @method addFilterBlocks + * @param start {FilterBlock} + * @param end {FilterBlock} + * @private + */ +PIXI.WebGLRenderGroup.prototype.addFilterBlocks = function(start, end) +{ + start.__renderGroup = this; + end.__renderGroup = this; + /* + * LOOK FOR THE PREVIOUS RENDERABLE + * 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 previousRenderable = start; + while(previousRenderable != this.root) + { + previousRenderable = previousRenderable._iPrev; + if(previousRenderable.renderable && previousRenderable.__renderGroup)break; + } + this.insertAfter(start, previousRenderable); + + /* + * 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 + */ + var previousRenderable2 = end; + while(previousRenderable2 != this.root) + { + previousRenderable2 = previousRenderable2._iPrev; + if(previousRenderable2.renderable && previousRenderable2.__renderGroup)break; + } + this.insertAfter(end, previousRenderable2); +} + +/** + * Remove filter blocks + * + * @method removeFilterBlocks + * @param start {FilterBlock} + * @param end {FilterBlock} + * @private + */ +PIXI.WebGLRenderGroup.prototype.removeFilterBlocks = function(start, end) +{ + this.removeObject(start); + this.removeObject(end); +} + +/** + * Adds a display object and children to the webgl context + * + * @method addDisplayObjectAndChildren + * @param displayObject {DisplayObject} + * @private + */ +PIXI.WebGLRenderGroup.prototype.addDisplayObjectAndChildren = function(displayObject) +{ + if(displayObject.__renderGroup)displayObject.__renderGroup.removeDisplayObjectAndChildren(displayObject); + + /* + * LOOK FOR THE PREVIOUS RENDERABLE + * 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 previousRenderable = displayObject.first; + while(previousRenderable != this.root.first) + { + previousRenderable = previousRenderable._iPrev; + if(previousRenderable.renderable && previousRenderable.__renderGroup)break; + } + + /* + * 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 + */ + var nextRenderable = displayObject.last; + while(nextRenderable._iNext) + { + nextRenderable = nextRenderable._iNext; + if(nextRenderable.renderable && nextRenderable.__renderGroup)break; + } + + // one the display object hits this. we can break the loop + + var tempObject = displayObject.first; + var testObject = displayObject.last._iNext; + do + { + tempObject.__renderGroup = this; + + if(tempObject.renderable) + { + + this.insertObject(tempObject, previousRenderable, nextRenderable); + previousRenderable = tempObject; + } + + tempObject = tempObject._iNext; + } + while(tempObject != testObject) +} + +/** + * Removes a display object and children to the webgl context + * + * @method removeDisplayObjectAndChildren + * @param displayObject {DisplayObject} + * @private + */ +PIXI.WebGLRenderGroup.prototype.removeDisplayObjectAndChildren = function(displayObject) +{ + if(displayObject.__renderGroup != this)return; + +// var displayObject = displayObject.first; + var lastObject = displayObject.last; + do + { + displayObject.__renderGroup = null; + if(displayObject.renderable)this.removeObject(displayObject); + displayObject = displayObject._iNext; + } + while(displayObject) +} + +/** + * Inserts a displayObject into the linked list + * + * @method insertObject + * @param displayObject {DisplayObject} + * @param previousObject {DisplayObject} + * @param nextObject {DisplayObject} + * @private + */ +PIXI.WebGLRenderGroup.prototype.insertObject = function(displayObject, previousObject, nextObject) +{ + // while looping below THE OBJECT MAY NOT HAVE BEEN ADDED + var previousSprite = previousObject; + var nextSprite = nextObject; + + /* + * so now we have the next renderable and the previous renderable + * + */ + if(displayObject instanceof PIXI.Sprite) + { + var previousBatch + var nextBatch + + 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); + } + + return; + } + 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); + } + else if(displayObject)// instanceof PIXI.Graphics) + { + //displayObject.initWebGL(this); + + // add to a batch!! + //this.initStrip(displayObject); + //this.batchs.push(displayObject); + } + + this.insertAfter(displayObject, previousSprite); + + // insert and SPLIT! + +} + +/** + * Inserts a displayObject into the linked list + * + * @method insertAfter + * @param item {DisplayObject} + * @param displayObject {DisplayObject} The object to insert + * @private + */ +PIXI.WebGLRenderGroup.prototype.insertAfter = function(item, displayObject) +{ + if(displayObject instanceof PIXI.Sprite) + { + var previousBatch = displayObject.batch; + + if(previousBatch) + { + // so this object is in a batch! + + // is it not? need to split the batch + if(previousBatch.tail == displayObject) + { + // is it tail? insert in to batchs + var index = this.batchs.indexOf( previousBatch ); + this.batchs.splice(index+1, 0, item); + } + else + { + // TODO MODIFY ADD / REMOVE CHILD TO ACCOUNT FOR FILTERS (also get prev and next) // + + // THERE IS A SPLIT IN THIS BATCH! // + var splitBatch = previousBatch.split(displayObject.__next); + + // COOL! + // add it back into the array + /* + * OOPS! + * seems the new sprite is in the middle of a batch + * lets split it.. + */ + var index = this.batchs.indexOf( previousBatch ); + this.batchs.splice(index+1, 0, item, splitBatch); + } + } + else + { + this.batchs.push(item); + } + } + else + { + var index = this.batchs.indexOf( displayObject ); + this.batchs.splice(index+1, 0, item); + } +} + +/** + * Removes a displayObject from the linked list + * + * @method removeObject + * @param displayObject {DisplayObject} The object to remove + * @private + */ +PIXI.WebGLRenderGroup.prototype.removeObject = 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; + + /* + * 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); + } +} + +/** + * Initializes a tiling sprite + * + * @method initTilingSprite + * @param sprite {TilingSprite} The tiling sprite to initialize + * @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; + } +} + +/** + * Renders a Strip + * + * @method renderStrip + * @param strip {Strip} The strip to render + * @param projection {Object} + * @private + */ +PIXI.WebGLRenderGroup.prototype.renderStrip = function(strip, projection) +{ + 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.useProgram(PIXI.stripShaderProgram); + + var m = PIXI.mat3.clone(strip.worldTransform); + + PIXI.mat3.transpose(m); + + // set the matrix transform for the + gl.uniformMatrix3fv(PIXI.stripShaderProgram.translationMatrix, false, m); + gl.uniform2f(PIXI.stripShaderProgram.projectionVector, projection.x, projection.y); + gl.uniform1f(PIXI.stripShaderProgram.alpha, strip.worldAlpha); + +/* + 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.useProgram(PIXI.shaderProgram); +} + +/** + * Renders a TilingSprite + * + * @method renderTilingSprite + * @param sprite {TilingSprite} The tiling sprite to render + * @param projectionMatrix {Object} + * @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); +} + +/** + * Initializes a strip to be rendered + * + * @method initStrip + * @param strip {Strip} The strip to initialize + * @private + */ +PIXI.WebGLRenderGroup.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=0 {Number} the width of the canvas view + * @param height=0 {Number} the height of the canvas view + * @param view {Canvas} the canvas to use as a view, optional + * @param transparent=false {Boolean} the transparency of the render view, 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; + + /** + * The canvas element that the everything is drawn to + * + * @property view + * @type Canvas + */ + this.view = view || document.createElement( 'canvas' ); + + /** + * The canvas context that the everything is drawn to + * @property context + * @type Canvas 2d Context + */ + this.context = this.view.getContext("2d"); + + this.refresh = true; + // 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; +} + +// constructor +PIXI.CanvasRenderer.prototype.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 + * + * @method resize + * @param width {Number} the new width of the canvas view + * @param height {Number} 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; +} + +/** + * Renders a display object + * + * @method renderDisplayObject + * @param displayObject {DisplayObject} The displayObject to render + * @private + */ +PIXI.CanvasRenderer.prototype.renderDisplayObject = function(displayObject) +{ + // no loger recurrsive! + var transform; + var context = this.context; + + context.globalCompositeOperation = 'source-over'; + + // one the display object hits this. we can break the loop + var testObject = displayObject.last._iNext; + displayObject = displayObject.first; + + do + { + transform = displayObject.worldTransform; + + if(!displayObject.visible) + { + displayObject = displayObject.last._iNext; + continue; + } + + if(!displayObject.renderable) + { + displayObject = displayObject._iNext; + continue; + } + + if(displayObject instanceof PIXI.Sprite) + { + + var frame = displayObject.texture.frame; + + if(frame) + { + context.globalAlpha = displayObject.worldAlpha; + + 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, + 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); + } + else if(displayObject instanceof PIXI.Graphics) + { + context.setTransform(transform[0], transform[3], transform[1], transform[4], transform[2], transform[5]) + PIXI.CanvasGraphics.renderGraphics(displayObject, context); + } + else if(displayObject instanceof PIXI.FilterBlock) + { + if(displayObject.open) + { + context.save(); + + var cacheAlpha = displayObject.mask.alpha; + var maskTransform = displayObject.mask.worldTransform; + + context.setTransform(maskTransform[0], maskTransform[3], maskTransform[1], maskTransform[4], maskTransform[2], maskTransform[5]) + + displayObject.mask.worldAlpha = 0.5; + + context.worldAlpha = 0; + + PIXI.CanvasGraphics.renderGraphicsMask(displayObject.mask, context); + context.clip(); + + displayObject.mask.worldAlpha = cacheAlpha; + } + else + { + context.restore(); + } + } + // count++ + displayObject = displayObject._iNext; + + + } + while(displayObject != testObject) + + +} + +/** + * Renders a flat strip + * + * @method renderStripFlat + * @param strip {Strip} The Strip to render + * @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.fillStyle = "#FF0000"; + context.fill(); + context.closePath(); +} + +/** + * Renders a tiling sprite + * + * @method renderTilingSprite + * @param sprite {TilingSprite} The tilingsprite to render + * @private + */ +PIXI.CanvasRenderer.prototype.renderTilingSprite = function(sprite) +{ + var context = this.context; + + context.globalAlpha = sprite.worldAlpha; + + 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(); +} + +/** + * Renders a strip + * + * @method renderStrip + * @param strip {Strip} The Strip to render + * @private + */ +PIXI.CanvasRenderer.prototype.renderStrip = function(strip) +{ + var context = this.context; + + // 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.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(); + }; + +} + +/** + * @author Mat Groves http://matgroves.com/ @Doormat23 + */ + + +/** + * A set of functions used by the canvas renderer to draw the primitive graphics data + * + * @class CanvasGraphics + */ +PIXI.CanvasGraphics = function() +{ + +} + + +/* + * Renders the graphics object + * + * @static + * @private + * @method renderGraphics + * @param graphics {Graphics} + * @param context {Context2D} + */ +PIXI.CanvasGraphics.renderGraphics = function(graphics, context) +{ + var worldAlpha = graphics.worldAlpha; + + for (var i=0; i < graphics.graphicsData.length; i++) + { + var data = graphics.graphicsData[i]; + var points = data.points; + + context.strokeStyle = color = '#' + ('00000' + ( data.lineColor | 0).toString(16)).substr(-6); + + context.lineWidth = data.lineWidth; + + if(data.type == PIXI.Graphics.POLY) + { + context.beginPath(); + + context.moveTo(points[0], points[1]); + + for (var j=1; j < points.length/2; j++) + { + context.lineTo(points[j * 2], points[j * 2 + 1]); + } + + // if the first and last point are the same close the path - much neater :) + if(points[0] == points[points.length-2] && points[1] == points[points.length-1]) + { + context.closePath(); + } + + if(data.fill) + { + context.globalAlpha = data.fillAlpha * worldAlpha; + context.fillStyle = color = '#' + ('00000' + ( data.fillColor | 0).toString(16)).substr(-6); + context.fill(); + } + if(data.lineWidth) + { + context.globalAlpha = data.lineAlpha * worldAlpha; + context.stroke(); + } + } + else if(data.type == PIXI.Graphics.RECT) + { + + // TODO - need to be Undefined! + if(data.fillColor) + { + context.globalAlpha = data.fillAlpha * worldAlpha; + context.fillStyle = color = '#' + ('00000' + ( data.fillColor | 0).toString(16)).substr(-6); + context.fillRect(points[0], points[1], points[2], points[3]); + + } + if(data.lineWidth) + { + context.globalAlpha = data.lineAlpha * worldAlpha; + context.strokeRect(points[0], points[1], points[2], points[3]); + } + + } + else if(data.type == PIXI.Graphics.CIRC) + { + // TODO - need to be Undefined! + context.beginPath(); + context.arc(points[0], points[1], points[2],0,2*Math.PI); + context.closePath(); + + if(data.fill) + { + context.globalAlpha = data.fillAlpha * worldAlpha; + context.fillStyle = color = '#' + ('00000' + ( data.fillColor | 0).toString(16)).substr(-6); + context.fill(); + } + if(data.lineWidth) + { + context.globalAlpha = data.lineAlpha * worldAlpha; + context.stroke(); + } + } + else if(data.type == PIXI.Graphics.ELIP) + { + + // elipse code taken from: http://stackoverflow.com/questions/2172798/how-to-draw-an-oval-in-html5-canvas + + var elipseData = data.points; + + var w = elipseData[2] * 2; + var h = elipseData[3] * 2; + + var x = elipseData[0] - w/2; + var y = elipseData[1] - h/2; + + context.beginPath(); + + var kappa = .5522848, + ox = (w / 2) * kappa, // control point offset horizontal + oy = (h / 2) * kappa, // control point offset vertical + xe = x + w, // x-end + ye = y + h, // y-end + xm = x + w / 2, // x-middle + ym = y + h / 2; // y-middle + + context.moveTo(x, ym); + context.bezierCurveTo(x, ym - oy, xm - ox, y, xm, y); + context.bezierCurveTo(xm + ox, y, xe, ym - oy, xe, ym); + context.bezierCurveTo(xe, ym + oy, xm + ox, ye, xm, ye); + context.bezierCurveTo(xm - ox, ye, x, ym + oy, x, ym); + + context.closePath(); + + if(data.fill) + { + context.globalAlpha = data.fillAlpha * worldAlpha; + context.fillStyle = color = '#' + ('00000' + ( data.fillColor | 0).toString(16)).substr(-6); + context.fill(); + } + if(data.lineWidth) + { + context.globalAlpha = data.lineAlpha * worldAlpha; + context.stroke(); + } + } + + }; +} + +/* + * Renders a graphics mask + * + * @static + * @private + * @method renderGraphicsMask + * @param graphics {Graphics} + * @param context {Context2D} + */ +PIXI.CanvasGraphics.renderGraphicsMask = function(graphics, context) +{ + var worldAlpha = graphics.worldAlpha; + + var len = graphics.graphicsData.length; + if(len > 1) + { + len = 1; + console.log("Pixi.js warning: masks in canvas can only mask using the first path in the graphics object") + } + + for (var i=0; i < 1; i++) + { + var data = graphics.graphicsData[i]; + var points = data.points; + + if(data.type == PIXI.Graphics.POLY) + { + context.beginPath(); + context.moveTo(points[0], points[1]); + + for (var j=1; j < points.length/2; j++) + { + context.lineTo(points[j * 2], points[j * 2 + 1]); + } + + // if the first and last point are the same close the path - much neater :) + if(points[0] == points[points.length-2] && points[1] == points[points.length-1]) + { + context.closePath(); + } + + } + else if(data.type == PIXI.Graphics.RECT) + { + context.beginPath(); + context.rect(points[0], points[1], points[2], points[3]); + context.closePath(); + } + else if(data.type == PIXI.Graphics.CIRC) + { + // TODO - need to be Undefined! + context.beginPath(); + context.arc(points[0], points[1], points[2],0,2*Math.PI); + context.closePath(); + } + else if(data.type == PIXI.Graphics.ELIP) + { + + // elipse code taken from: http://stackoverflow.com/questions/2172798/how-to-draw-an-oval-in-html5-canvas + var elipseData = data.points; + + var w = elipseData[2] * 2; + var h = elipseData[3] * 2; + + var x = elipseData[0] - w/2; + var y = elipseData[1] - h/2; + + context.beginPath(); + + var kappa = .5522848, + ox = (w / 2) * kappa, // control point offset horizontal + oy = (h / 2) * kappa, // control point offset vertical + xe = x + w, // x-end + ye = y + h, // y-end + xm = x + w / 2, // x-middle + ym = y + h / 2; // y-middle + + context.moveTo(x, ym); + context.bezierCurveTo(x, ym - oy, xm - ox, y, xm, y); + context.bezierCurveTo(xm + ox, y, xe, ym - oy, xe, ym); + context.bezierCurveTo(xe, ym + oy, xm + ox, ye, xm, ye); + context.bezierCurveTo(xm - ox, ye, x, ym + oy, x, ym); + context.closePath(); + } + + + }; +} + +/** + * @author Mat Groves http://matgroves.com/ @Doormat23 + */ + + +/** + * The Graphics class contains a set of methods that you can use to create primitive shapes and lines. + * It is important to know that with the webGL renderer only simple polys can be filled at this stage + * Complex polys will not be filled. Heres an example of a complex poly: http://www.goodboydigital.com/wp-content/uploads/2013/06/complexPolygon.png + * + * @class Graphics + * @extends DisplayObjectContainer + * @constructor + */ +PIXI.Graphics = function() +{ + PIXI.DisplayObjectContainer.call( this ); + + this.renderable = true; + + /** + * The alpha of the fill of this graphics object + * + * @property fillAlpha + * @type Number + */ + this.fillAlpha = 1; + + /** + * The width of any lines drawn + * + * @property lineWidth + * @type Number + */ + this.lineWidth = 0; + + /** + * The color of any lines drawn + * + * @property lineColor + * @type String + */ + this.lineColor = "black"; + + /** + * Graphics data + * + * @property graphicsData + * @type Array + * @private + */ + this.graphicsData = []; + + /** + * Current path + * + * @property currentPath + * @type Object + * @private + */ + this.currentPath = {points:[]}; +} + +// constructor +PIXI.Graphics.prototype = Object.create( PIXI.DisplayObjectContainer.prototype ); +PIXI.Graphics.prototype.constructor = PIXI.Graphics; + +/** + * Specifies a line style used for subsequent calls to Graphics methods such as the lineTo() method or the drawCircle() method. + * + * @method lineStyle + * @param lineWidth {Number} width of the line to draw, will update the object's stored style + * @param color {Number} color of the line to draw, will update the object's stored style + * @param alpha {Number} alpha of the line to draw, will update the object's stored style + */ +PIXI.Graphics.prototype.lineStyle = function(lineWidth, color, alpha) +{ + if(this.currentPath.points.length == 0)this.graphicsData.pop(); + + this.lineWidth = lineWidth || 0; + this.lineColor = color || 0; + this.lineAlpha = (alpha == undefined) ? 1 : alpha; + + this.currentPath = {lineWidth:this.lineWidth, lineColor:this.lineColor, lineAlpha:this.lineAlpha, + fillColor:this.fillColor, fillAlpha:this.fillAlpha, fill:this.filling, points:[], type:PIXI.Graphics.POLY}; + + this.graphicsData.push(this.currentPath); +} + +/** + * Moves the current drawing position to (x, y). + * + * @method moveTo + * @param x {Number} the X coord to move to + * @param y {Number} the Y coord to move to + */ +PIXI.Graphics.prototype.moveTo = function(x, y) +{ + if(this.currentPath.points.length == 0)this.graphicsData.pop(); + + this.currentPath = this.currentPath = {lineWidth:this.lineWidth, lineColor:this.lineColor, lineAlpha:this.lineAlpha, + fillColor:this.fillColor, fillAlpha:this.fillAlpha, fill:this.filling, points:[], type:PIXI.Graphics.POLY}; + + this.currentPath.points.push(x, y); + + this.graphicsData.push(this.currentPath); +} + +/** + * Draws a line using the current line style from the current drawing position to (x, y); + * the current drawing position is then set to (x, y). + * + * @method lineTo + * @param x {Number} the X coord to draw to + * @param y {Number} the Y coord to draw to + */ +PIXI.Graphics.prototype.lineTo = function(x, y) +{ + this.currentPath.points.push(x, y); + this.dirty = true; +} + +/** + * Specifies a simple one-color fill that subsequent calls to other Graphics methods + * (such as lineTo() or drawCircle()) use when drawing. + * + * @method beginFill + * @param color {uint} the color of the fill + * @param alpha {Number} the alpha + */ +PIXI.Graphics.prototype.beginFill = function(color, alpha) +{ + this.filling = true; + this.fillColor = color || 0; + this.fillAlpha = (alpha == undefined) ? 1 : alpha; +} + +/** + * Applies a fill to the lines and shapes that were added since the last call to the beginFill() method. + * + * @method endFill + */ +PIXI.Graphics.prototype.endFill = function() +{ + this.filling = false; + this.fillColor = null; + this.fillAlpha = 1; +} + +/** + * @method drawRect + * + * @param x {Number} The X coord of the top-left of the rectangle + * @param y {Number} The Y coord of the top-left of the rectangle + * @param width {Number} The width of the rectangle + * @param height {Number} The height of the rectangle + */ +PIXI.Graphics.prototype.drawRect = function( x, y, width, height ) +{ + if(this.currentPath.points.length == 0)this.graphicsData.pop(); + + this.currentPath = {lineWidth:this.lineWidth, lineColor:this.lineColor, lineAlpha:this.lineAlpha, + fillColor:this.fillColor, fillAlpha:this.fillAlpha, fill:this.filling, + points:[x, y, width, height], type:PIXI.Graphics.RECT}; + + this.graphicsData.push(this.currentPath); + this.dirty = true; +} + +/** + * Draws a circle. + * + * @method drawCircle + * @param x {Number} The X coord of the center of the circle + * @param y {Number} The Y coord of the center of the circle + * @param radius {Number} The radius of the circle + */ +PIXI.Graphics.prototype.drawCircle = function( x, y, radius) +{ + if(this.currentPath.points.length == 0)this.graphicsData.pop(); + + this.currentPath = {lineWidth:this.lineWidth, lineColor:this.lineColor, lineAlpha:this.lineAlpha, + fillColor:this.fillColor, fillAlpha:this.fillAlpha, fill:this.filling, + points:[x, y, radius, radius], type:PIXI.Graphics.CIRC}; + + this.graphicsData.push(this.currentPath); + this.dirty = true; +} + +/** + * Draws an elipse. + * + * @method drawElipse + * @param x {Number} + * @param y {Number} + * @param width {Number} + * @param height {Number} + */ +PIXI.Graphics.prototype.drawElipse = function( x, y, width, height) +{ + if(this.currentPath.points.length == 0)this.graphicsData.pop(); + + this.currentPath = {lineWidth:this.lineWidth, lineColor:this.lineColor, lineAlpha:this.lineAlpha, + fillColor:this.fillColor, fillAlpha:this.fillAlpha, fill:this.filling, + points:[x, y, width, height], type:PIXI.Graphics.ELIP}; + + this.graphicsData.push(this.currentPath); + this.dirty = true; +} + +/** + * Clears the graphics that were drawn to this Graphics object, and resets fill and line style settings. + * + * @method clear + */ +PIXI.Graphics.prototype.clear = function() +{ + this.lineWidth = 0; + this.filling = false; + + this.dirty = true; + this.clearDirty = true; + this.graphicsData = []; +} + +// SOME TYPES: +PIXI.Graphics.POLY = 0; +PIXI.Graphics.RECT = 1; +PIXI.Graphics.CIRC = 2; +PIXI.Graphics.ELIP = 3; + +/** + * @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.prototype = Object.create( PIXI.DisplayObjectContainer.prototype ); +PIXI.Strip.prototype.constructor = PIXI.Strip; + +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.prototype = Object.create( PIXI.Strip.prototype ); +PIXI.Rope.prototype.constructor = PIXI.Rope; + +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 ); + + /** + * The texture that the sprite is using + * + * @property texture + * @type Texture + */ + this.texture = texture; + + /** + * The width of the tiling sprite + * + * @property width + * @type Number + */ + this.width = width; + + /** + * The height of the tiling sprite + * + * @property height + * @type Number + */ + this.height = height; + + /** + * 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.renderable = true; + + this.blendMode = PIXI.blendModes.NORMAL +} + +// constructor +PIXI.TilingSprite.prototype = Object.create( PIXI.DisplayObjectContainer.prototype ); +PIXI.TilingSprite.prototype.constructor = PIXI.TilingSprite; + +/** + * Sets the texture of the tiling sprite + * + * @method setTexture + * @param texture {Texture} The PIXI texture that is displayed by the sprite + */ +PIXI.TilingSprite.prototype.setTexture = function(texture) +{ + //TODO SET THE TEXTURES + //TODO VISIBILITY + + // stop current texture + this.texture = texture; + this.updateFrame = true; +} + +/** + * When the texture is updated, this event will fire to update the frame + * + * @method onTextureUpdate + * @param event + * @private + */ +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 + * See example 12 (http://www.goodboydigital.com/pixijs/examples/12/) to see a working example and check out the source + * + * @class Spine + * @extends DisplayObjectContainer + * @constructor + * @param url {String} 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); + } + + this.skeleton = new spine.Skeleton(this.spineData); + this.skeleton.updateWorldTransform(); + + this.stateData = new spine.AnimationStateData(this.spineData); + this.state = new spine.AnimationState(this.stateData); + + this.slotContainers = []; + + for (var i = 0, n = this.skeleton.drawOrder.length; i < n; i++) { + var slot = this.skeleton.drawOrder[i]; + var attachment = slot.attachment; + var slotContainer = new PIXI.DisplayObjectContainer(); + this.slotContainers.push(slotContainer); + this.addChild(slotContainer); + if (!(attachment instanceof spine.RegionAttachment)) { + continue; + } + var spriteName = attachment.rendererObject.name; + var sprite = this.createSprite(slot, attachment.rendererObject); + slot.currentSprite = sprite; + slot.currentSpriteName = spriteName; + slotContainer.addChild(sprite); + } +}; + +PIXI.Spine.prototype = Object.create(PIXI.DisplayObjectContainer.prototype); +PIXI.Spine.prototype.constructor = PIXI.Spine; + +/* + * Updates the object transform for rendering + * + * @method updateTransform + * @private + */ +PIXI.Spine.prototype.updateTransform = function () { + this.lastTime = this.lastTime || Date.now(); + var timeDelta = (Date.now() - this.lastTime) * 0.001; + this.lastTime = Date.now(); + this.state.update(timeDelta); + this.state.apply(this.skeleton); + this.skeleton.updateWorldTransform(); + + var drawOrder = this.skeleton.drawOrder; + for (var i = 0, n = drawOrder.length; i < n; i++) { + var slot = drawOrder[i]; + var attachment = slot.attachment; + var slotContainer = this.slotContainers[i]; + if (!(attachment instanceof spine.RegionAttachment)) { + slotContainer.visible = false; + continue; + } + + if (attachment.rendererObject) { + if (!slot.currentSpriteName || slot.currentSpriteName != attachment.name) { + var spriteName = attachment.rendererObject.name; + if (slot.currentSprite !== undefined) { + slot.currentSprite.visible = false; + } + slot.sprites = slot.sprites || {}; + if (slot.sprites[spriteName] !== undefined) { + slot.sprites[spriteName].visible = true; + } else { + var sprite = this.createSprite(slot, attachment.rendererObject); + slotContainer.addChild(sprite); + } + slot.currentSprite = slot.sprites[spriteName]; + slot.currentSpriteName = spriteName; + } + } + slotContainer.visible = true; + + var bone = slot.bone; + + slotContainer.position.x = bone.worldX + attachment.x * bone.m00 + attachment.y * bone.m01; + slotContainer.position.y = bone.worldY + attachment.x * bone.m10 + attachment.y * bone.m11; + slotContainer.scale.x = bone.worldScaleX; + slotContainer.scale.y = bone.worldScaleY; + + slotContainer.rotation = -(slot.bone.worldRotation * Math.PI / 180); + } + + PIXI.DisplayObjectContainer.prototype.updateTransform.call(this); +}; + + +PIXI.Spine.prototype.createSprite = function (slot, descriptor) { + var name = PIXI.TextureCache[descriptor.name] ? descriptor.name : descriptor.name + ".png"; + var sprite = new PIXI.Sprite(PIXI.Texture.fromFrame(name)); + sprite.scale = descriptor.scale; + sprite.rotation = descriptor.rotation; + sprite.anchor.x = sprite.anchor.y = 0.5; + + slot.sprites = slot.sprites || {}; + slot.sprites[descriptor.name] = sprite; + return sprite; +}; + +/* + * 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; + }, + 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]; + 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 = { + defaultMix: 0, + 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 : this.defaultMix; + } +}; + +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"]; + + if (type == spine.AttachmentType.region) { + var attachment = new spine.RegionAttachment(); + 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(); + + attachment.rendererObject = {}; + attachment.rendererObject.name = name; + attachment.rendererObject.scale = {}; + attachment.rendererObject.scale.x = attachment.scaleX; + attachment.rendererObject.scale.y = attachment.scaleY; + attachment.rendererObject.rotation = -attachment.rotation * Math.PI / 180; + return attachment; + } + + throw "Unknown attachment type: " + type; + }, + + 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); + duration = Math.max(duration, timeline.frames[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 + */ + + +/** + * This object is one that will allow you to specify custom rendering functions based on render type + * + * @class CustomRenderable + * @extends DisplayObject + * @constructor + */ +PIXI.CustomRenderable = function() +{ + PIXI.DisplayObject.call( this ); + +} + +// constructor +PIXI.CustomRenderable.prototype = Object.create( PIXI.DisplayObject.prototype ); +PIXI.CustomRenderable.prototype.constructor = PIXI.CustomRenderable; + +/** + * If this object is being rendered by a CanvasRenderer it will call this callback + * + * @method renderCanvas + * @param renderer {CanvasRenderer} The renderer instance + */ +PIXI.CustomRenderable.prototype.renderCanvas = function(renderer) +{ + // override! +} + +/** + * If this object is being rendered by a WebGLRenderer it will call this callback to initialize + * + * @method initWebGL + * @param renderer {WebGLRenderer} The renderer instance + */ +PIXI.CustomRenderable.prototype.initWebGL = function(renderer) +{ + // override! +} + +/** + * If this object is being rendered by a WebGLRenderer it will call this callback + * + * @method renderWebGL + * @param renderer {WebGLRenderer} The renderer instance + */ +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 + * @uses EventTarget + * @constructor + * @param source {String} the source object (image or canvas) + */ +PIXI.BaseTexture = function(source) +{ + PIXI.EventTarget.call( this ); + + /** + * [read-only] The width of the base texture set when the image has loaded + * + * @property width + * @type Number + * @readOnly + */ + this.width = 100; + + /** + * [read-only] The height of the base texture set when the image has loaded + * + * @property height + * @type Number + * @readOnly + */ + this.height = 100; + + /** + * [read-only] Describes if the base texture has loaded or not + * + * @property hasLoaded + * @type Boolean + * @readOnly + */ + this.hasLoaded = false; + + /** + * The source that is loaded to create the texture + * + * @property source + * @type Image + */ + this.source = source; + + if(!source)return; + + if(this.source instanceof Image || this.source instanceof HTMLImageElement) + { + 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.prototype.constructor = PIXI.BaseTexture; + +/** + * Destroys this base texture + * + * @method destroy + */ +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) + { + // new Image() breaks tex loading in some versions of Chrome. + // See https://code.google.com/p/chromium/issues/detail?id=238071 + var image = new Image();//document.createElement('img'); + 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 + * @uses EventTarget + * @constructor + * @param baseTexture {BaseTexture} The base texture source to create the texture from + * @param frmae {Rectangle} The rectangle frame of the texture to show + */ +PIXI.Texture = function(baseTexture, frame) +{ + PIXI.EventTarget.call( this ); + + if(!frame) + { + this.noFrame = true; + frame = new PIXI.Rectangle(0,0,1,1); + } + + 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; + + /** + * The trim point + * + * @property trim + * @type Point + */ + this.trim = new PIXI.Point(); + + 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.prototype.constructor = PIXI.Texture; + +/** + * Called when the base texture is loaded + * + * @method onBaseTextureLoaded + * @param event + * @private + */ +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 } ); +} + +/** + * Destroys this texture + * + * @method destroy + * @param destroyBase {Boolean} Whether to destroy the base texture as well + */ +PIXI.Texture.prototype.destroy = function(destroyBase) +{ + if(destroyBase)this.baseTexture.destroy(); +} + +/** + * Specifies the rectangle region of the baseTexture + * + * @method setFrame + * @param frame {Rectangle} The frame of the texture to set it to + */ +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 + * @param crossorigin {Boolean} Whether requests should be treated as crossorigin + * @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 + * + * @static + * @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. + + __Hint__: All DisplayObjects (exmpl. Sprites) that renders on RenderTexture should be preloaded. + Otherwise black rectangles will be drawn instead. + + RenderTexture takes snapshot of DisplayObject passed to render method. If DisplayObject is passed to render method, position and rotation of it will be ignored. For example: + + var renderTexture = new PIXI.RenderTexture(800, 600); + var sprite = PIXI.Sprite.fromImage("spinObj_01.png"); + sprite.position.x = 800/2; + sprite.position.y = 600/2; + sprite.anchor.x = 0.5; + sprite.anchor.y = 0.5; + renderTexture.render(sprite); + + Sprite in this case will be rendered to 0,0 position. To render this sprite at center DisplayObjectContainer should be used: + + var doc = new PIXI.DisplayObjectContainer(); + doc.addChild(sprite); + renderTexture.render(doc); // Renders to center of renderTexture + + @class RenderTexture + @extends Texture + @constructor + @param width {Number} The width of the render texture + @param height {Number} The height of the render texture + */ +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.prototype = Object.create( PIXI.Texture.prototype ); +PIXI.RenderTexture.prototype.constructor = PIXI.RenderTexture; + +/** + * Initializes the webgl data for this texture + * + * @method initWebGL + * @private + */ +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.projection = new PIXI.Point(this.width/2 , this.height/2); + + // set the correct render function.. + this.render = this.renderWebGL; + + +} + + +PIXI.RenderTexture.prototype.resize = function(width, height) +{ + + this.width = width; + this.height = height; + + if(PIXI.gl) + { + this.projection.x = this.width/2 + this.projection.y = this.height/2; + + var gl = PIXI.gl; + 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); + } + else + { + + this.frame.width = this.width + this.frame.height = this.height; + this.renderer.resize(this.width, this.height); + } +} + +/** + * Initializes the canvas data for this texture + * + * @method initCanvas + * @private + */ +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 renderWebGL + * @param displayObject {DisplayObject} The display object to render this texture on + * @param clear {Boolean} If true the texture will be cleared before the displayObject is drawn + * @private + */ +PIXI.RenderTexture.prototype.renderWebGL = function(displayObject, position, 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! + var originalWorldTransform = displayObject.worldTransform; + displayObject.worldTransform = PIXI.mat3.create();//sthis.indetityMatrix; + // modify to flip... + displayObject.worldTransform[4] = -1; + displayObject.worldTransform[5] = this.projection.y * 2; + + + if(position) + { + displayObject.worldTransform[2] = position.x; + displayObject.worldTransform[5] -= position.y; + } + + PIXI.visibleCount++; + displayObject.vcount = PIXI.visibleCount; + + for(var i=0,j=children.length; i} assetURLs an array of image/sprite sheet urls that you would like loaded + * supported. Supported image formats include "jpeg", "jpg", "png", "gif". Supported + * sprite sheet data formats only include "JSON" at this time. Supported bitmap font + * data formats include "xml" and "fnt". + * @param crossorigin {Boolean} Whether requests should be treated as crossorigin + */ +PIXI.AssetLoader = function(assetURLs, crossorigin) +{ + PIXI.EventTarget.call(this); + + /** + * The array of asset URLs that are going to be loaded + * + * @property assetURLs + * @type Array + */ + this.assetURLs = assetURLs; + + /** + * Whether the requests should be treated as cross origin + * + * @property crossorigin + * @type Boolean + */ + this.crossorigin = crossorigin; + + /** + * Maps file extension to loader types + * + * @property loadersByType + * @type Object + */ + this.loadersByType = { + "jpg": PIXI.ImageLoader, + "jpeg": PIXI.ImageLoader, + "png": PIXI.ImageLoader, + "gif": PIXI.ImageLoader, + "json": PIXI.JsonLoader, + "anim": PIXI.SpineLoader, + "xml": PIXI.BitmapFontLoader, + "fnt": PIXI.BitmapFontLoader + }; + + +}; + +/** + * Fired when an item has loaded + * @event onProgress + */ + +/** + * Fired when all the assets have loaded + * @event onComplete + */ + +// constructor +PIXI.AssetLoader.prototype.constructor = PIXI.AssetLoader; + +/** + * Starts loading the assets sequentially + * + * @method load + */ +PIXI.AssetLoader.prototype.load = function() +{ + var scope = this; + + this.loadCount = this.assetURLs.length; + + for (var i=0; i < this.assetURLs.length; i++) + { + var fileName = this.assetURLs[i]; + var fileType = fileName.split(".").pop().toLowerCase(); + + var loaderClass = this.loadersByType[fileType]; + if(!loaderClass) + throw new Error(fileType + " is an unsupported file type"); + + var loader = new loaderClass(fileName, this.crossorigin); + + loader.addEventListener("loaded", function() + { + scope.onAssetLoaded(); + }); + loader.load(); + } +}; + +/** + * Invoked after each file is loaded + * + * @method onAssetLoaded + * @private + */ +PIXI.AssetLoader.prototype.onAssetLoaded = function() +{ + this.loadCount--; + this.dispatchEvent({type: "onProgress", content: this}); + if(this.onProgress) this.onProgress(); + + if(this.loadCount == 0) + { + this.dispatchEvent({type: "onComplete", content: this}); + if(this.onComplete) this.onComplete(); + } +}; + + +/** + * @author Mat Groves http://matgroves.com/ @Doormat23 + */ + +/** + * The json file loader is used to load in JSON data and parsing it + * When loaded this class will dispatch a "loaded" event + * If load failed this class will dispatch a "error" event + * + * @class JsonLoader + * @uses EventTarget + * @constructor + * @param url {String} The url of the JSON file + * @param crossorigin {Boolean} Whether requests should be treated as crossorigin + */ +PIXI.JsonLoader = function (url, crossorigin) { + PIXI.EventTarget.call(this); + + /** + * The url of the bitmap font data + * + * @property url + * @type String + */ + this.url = url; + + /** + * Whether the requests should be treated as cross origin + * + * @property crossorigin + * @type Boolean + */ + this.crossorigin = crossorigin; + + /** + * [read-only] The base url of the bitmap font data + * + * @property baseUrl + * @type String + * @readOnly + */ + this.baseUrl = url.replace(/[^\/]*$/, ""); + + /** + * [read-only] Whether the data has loaded yet + * + * @property loaded + * @type Boolean + * @readOnly + */ + this.loaded = false; + +}; + +// constructor +PIXI.JsonLoader.prototype.constructor = PIXI.JsonLoader; + +/** + * Loads the JSON data + * + * @method load + */ +PIXI.JsonLoader.prototype.load = function () { + this.ajaxRequest = new AjaxRequest(); + var scope = this; + this.ajaxRequest.onreadystatechange = function () { + scope.onJSONLoaded(); + }; + + this.ajaxRequest.open("GET", this.url, true); + if (this.ajaxRequest.overrideMimeType) this.ajaxRequest.overrideMimeType("application/json"); + this.ajaxRequest.send(null); +}; + +/** + * Invoke when JSON file is loaded + * + * @method onJSONLoaded + * @private + */ +PIXI.JsonLoader.prototype.onJSONLoaded = function () { + if (this.ajaxRequest.readyState == 4) { + if (this.ajaxRequest.status == 200 || window.location.href.indexOf("http") == -1) { + this.json = JSON.parse(this.ajaxRequest.responseText); + + if(this.json.frames) + { + // sprite sheet + var scope = this; + var textureUrl = this.baseUrl + this.json.meta.image; + var image = new PIXI.ImageLoader(textureUrl, this.crossorigin); + var frameData = this.json.frames; + + this.texture = image.texture.baseTexture; + image.addEventListener("loaded", function (event) { + scope.onLoaded(); + }); + + for (var i in frameData) { + var rect = frameData[i].frame; + if (rect) { + PIXI.TextureCache[i] = new PIXI.Texture(this.texture, { + x: rect.x, + y: rect.y, + width: rect.w, + height: rect.h + }); + if (frameData[i].trimmed) { + //var realSize = frameData[i].spriteSourceSize; + PIXI.TextureCache[i].realSize = frameData[i].spriteSourceSize; + PIXI.TextureCache[i].trim.x = 0; // (realSize.x / rect.w) + // calculate the offset! + } + } + } + + image.load(); + + } + else if(this.json.bones) + { + // spine animation + var spineJsonParser = new spine.SkeletonJson(); + var skeletonData = spineJsonParser.readSkeletonData(this.json); + PIXI.AnimCache[this.url] = skeletonData; + this.onLoaded(); + } + else + { + this.onLoaded(); + } + } + else + { + this.onError(); + } + } +}; + +/** + * Invoke when json file loaded + * + * @method onLoaded + * @private + */ +PIXI.JsonLoader.prototype.onLoaded = function () { + this.loaded = true; + this.dispatchEvent({ + type: "loaded", + content: this + }); +}; + +/** + * Invoke when error occured + * + * @method onError + * @private + */ +PIXI.JsonLoader.prototype.onError = function () { + this.dispatchEvent({ + type: "error", + content: this + }); +}; +/** + * @author Mat Groves http://matgroves.com/ @Doormat23 + */ + +/** + * The sprite sheet loader is used to load in JSON sprite sheet data + * To generate the data you can use http://www.codeandweb.com/texturepacker and publish the "JSON" format + * There is a free version so thats nice, although the paid version is great value for money. + * It is highly recommended to use Sprite sheets (also know as texture atlas") as it means sprite"s can be batched and drawn together for highly increased rendering speed. + * Once the data has been loaded the frames are stored in the PIXI texture cache and can be accessed though PIXI.Texture.fromFrameId() and PIXI.Sprite.fromFromeId() + * This loader will also load the image file that the Spritesheet points to as well as the data. + * When loaded this class will dispatch a "loaded" event + * + * @class SpriteSheetLoader + * @uses EventTarget + * @constructor + * @param url {String} The url of the sprite sheet JSON file + * @param crossorigin {Boolean} Whether requests should be treated as crossorigin + */ + +PIXI.SpriteSheetLoader = function (url, crossorigin) { + /* + * i use texture packer to load the assets.. + * http://www.codeandweb.com/texturepacker + * make sure to set the format as "JSON" + */ + PIXI.EventTarget.call(this); + + /** + * The url of the bitmap font data + * + * @property url + * @type String + */ + this.url = url; + + /** + * Whether the requests should be treated as cross origin + * + * @property crossorigin + * @type Boolean + */ + this.crossorigin = crossorigin; + + /** + * [read-only] The base url of the bitmap font data + * + * @property baseUrl + * @type String + * @readOnly + */ + this.baseUrl = url.replace(/[^\/]*$/, ""); + + /** + * The texture being loaded + * + * @property texture + * @type Texture + */ + this.texture = null; + + /** + * The frames of the sprite sheet + * + * @property frames + * @type Object + */ + this.frames = {}; +}; + +// constructor +PIXI.SpriteSheetLoader.prototype.constructor = PIXI.SpriteSheetLoader; + +/** + * This will begin loading the JSON file + * + * @method load + */ +PIXI.SpriteSheetLoader.prototype.load = function () { + var scope = this; + var jsonLoader = new PIXI.JsonLoader(this.url, this.crossorigin); + jsonLoader.addEventListener("loaded", function (event) { + scope.json = event.content.json; + scope.onJSONLoaded(); + }); + jsonLoader.load(); +}; + +/** + * Invoke when JSON file is loaded + * + * @method onJSONLoaded + * @private + */ +PIXI.SpriteSheetLoader.prototype.onJSONLoaded = function () { + var scope = this; + var textureUrl = this.baseUrl + this.json.meta.image; + var image = new PIXI.ImageLoader(textureUrl, this.crossorigin); + var frameData = this.json.frames; + + this.texture = image.texture.baseTexture; + image.addEventListener("loaded", function (event) { + scope.onLoaded(); + }); + + for (var i in frameData) { + var rect = frameData[i].frame; + if (rect) { + PIXI.TextureCache[i] = new PIXI.Texture(this.texture, { + x: rect.x, + y: rect.y, + width: rect.w, + height: rect.h + }); + if (frameData[i].trimmed) { + //var realSize = frameData[i].spriteSourceSize; + PIXI.TextureCache[i].realSize = frameData[i].spriteSourceSize; + PIXI.TextureCache[i].trim.x = 0; // (realSize.x / rect.w) + // calculate the offset! + } + } + } + + image.load(); +}; +/** + * Invoke when all files are loaded (json and texture) + * + * @method onLoaded + * @private + */ +PIXI.SpriteSheetLoader.prototype.onLoaded = function () { + this.dispatchEvent({ + type: "loaded", + content: this + }); +}; + +/** + * @author Mat Groves http://matgroves.com/ @Doormat23 + */ + +/** + * The image loader class is responsible for loading images file formats ("jpeg", "jpg", "png" and "gif") + * Once the image has been loaded it is stored in the PIXI texture cache and can be accessed though PIXI.Texture.fromFrameId() and PIXI.Sprite.fromFromeId() + * When loaded this class will dispatch a 'loaded' event + * + * @class ImageLoader + * @uses EventTarget + * @constructor + * @param url {String} The url of the image + * @param crossorigin {Boolean} Whether requests should be treated as crossorigin + */ +PIXI.ImageLoader = function(url, crossorigin) +{ + PIXI.EventTarget.call(this); + + /** + * The texture being loaded + * + * @property texture + * @type Texture + */ + this.texture = PIXI.Texture.fromImage(url, crossorigin); +}; + +// constructor +PIXI.ImageLoader.prototype.constructor = PIXI.ImageLoader; + +/** + * Loads image or takes it from cache + * + * @method load + */ +PIXI.ImageLoader.prototype.load = function() +{ + if(!this.texture.baseTexture.hasLoaded) + { + var scope = this; + this.texture.baseTexture.addEventListener("loaded", function() + { + scope.onLoaded(); + }); + } + else + { + this.onLoaded(); + } +}; + +/** + * Invoked when image file is loaded or it is already cached and ready to use + * + * @method onLoaded + * @private + */ +PIXI.ImageLoader.prototype.onLoaded = function() +{ + this.dispatchEvent({type: "loaded", content: this}); +}; + +/** + * @author Mat Groves http://matgroves.com/ @Doormat23 + */ + +/** + * The xml loader is used to load in XML bitmap font data ("xml" or "fnt") + * To generate the data you can use http://www.angelcode.com/products/bmfont/ + * This loader will also load the image file as the data. + * When loaded this class will dispatch a "loaded" event + * + * @class BitmapFontLoader + * @uses EventTarget + * @constructor + * @param url {String} The url of the sprite sheet JSON file + * @param crossorigin {Boolean} Whether requests should be treated as crossorigin + */ +PIXI.BitmapFontLoader = function(url, crossorigin) +{ + /* + * i use texture packer to load the assets.. + * http://www.codeandweb.com/texturepacker + * make sure to set the format as "JSON" + */ + PIXI.EventTarget.call(this); + + /** + * The url of the bitmap font data + * + * @property url + * @type String + */ + this.url = url; + + /** + * Whether the requests should be treated as cross origin + * + * @property crossorigin + * @type Boolean + */ + this.crossorigin = crossorigin; + + /** + * [read-only] The base url of the bitmap font data + * + * @property baseUrl + * @type String + * @readOnly + */ + this.baseUrl = url.replace(/[^\/]*$/, ""); + + /** + * [read-only] The texture of the bitmap font + * + * @property baseUrl + * @type String + */ + this.texture = null; +}; + +// constructor +PIXI.BitmapFontLoader.prototype.constructor = PIXI.BitmapFontLoader; + +/** + * Loads the XML font data + * + * @method load + */ +PIXI.BitmapFontLoader.prototype.load = function() +{ + this.ajaxRequest = new XMLHttpRequest(); + var scope = this; + this.ajaxRequest.onreadystatechange = function() + { + scope.onXMLLoaded(); + }; + + this.ajaxRequest.open("GET", this.url, true); + if (this.ajaxRequest.overrideMimeType) this.ajaxRequest.overrideMimeType("application/xml"); + this.ajaxRequest.send(null) +}; + +/** + * Invoked when XML file is loaded, parses the data + * + * @method onXMLLoaded + * @private + */ +PIXI.BitmapFontLoader.prototype.onXMLLoaded = function() +{ + if (this.ajaxRequest.readyState == 4) + { + if (this.ajaxRequest.status == 200 || window.location.href.indexOf("http") == -1) + { + var textureUrl = this.baseUrl + this.ajaxRequest.responseXML.getElementsByTagName("page")[0].attributes.getNamedItem("file").nodeValue; + var image = new PIXI.ImageLoader(textureUrl, this.crossorigin); + this.texture = image.texture.baseTexture; + + var data = {}; + var info = this.ajaxRequest.responseXML.getElementsByTagName("info")[0]; + var common = this.ajaxRequest.responseXML.getElementsByTagName("common")[0]; + data.font = info.attributes.getNamedItem("face").nodeValue; + data.size = parseInt(info.attributes.getNamedItem("size").nodeValue, 10); + data.lineHeight = parseInt(common.attributes.getNamedItem("lineHeight").nodeValue, 10); + data.chars = {}; + + //parse letters + var letters = this.ajaxRequest.responseXML.getElementsByTagName("char"); + + for (var i = 0; i < letters.length; i++) + { + var charCode = parseInt(letters[i].attributes.getNamedItem("id").nodeValue, 10); + + var textureRect = { + x: parseInt(letters[i].attributes.getNamedItem("x").nodeValue, 10), + y: parseInt(letters[i].attributes.getNamedItem("y").nodeValue, 10), + width: parseInt(letters[i].attributes.getNamedItem("width").nodeValue, 10), + height: parseInt(letters[i].attributes.getNamedItem("height").nodeValue, 10) + }; + PIXI.TextureCache[charCode] = new PIXI.Texture(this.texture, textureRect); + + data.chars[charCode] = { + xOffset: parseInt(letters[i].attributes.getNamedItem("xoffset").nodeValue, 10), + yOffset: parseInt(letters[i].attributes.getNamedItem("yoffset").nodeValue, 10), + xAdvance: parseInt(letters[i].attributes.getNamedItem("xadvance").nodeValue, 10), + kerning: {}, + texture:new PIXI.Texture(this.texture, textureRect) + + }; + } + + //parse kernings + var kernings = this.ajaxRequest.responseXML.getElementsByTagName("kerning"); + for (i = 0; i < kernings.length; i++) + { + var first = parseInt(kernings[i].attributes.getNamedItem("first").nodeValue, 10); + var second = parseInt(kernings[i].attributes.getNamedItem("second").nodeValue, 10); + var amount = parseInt(kernings[i].attributes.getNamedItem("amount").nodeValue, 10); + + data.chars[second].kerning[first] = amount; + + } + + PIXI.BitmapText.fonts[data.font] = data; + + var scope = this; + image.addEventListener("loaded", function() { + scope.onLoaded(); + }); + image.load(); + } + } +}; + +/** + * Invoked when all files are loaded (xml/fnt and texture) + * + * @method onLoaded + * @private + */ +PIXI.BitmapFontLoader.prototype.onLoaded = function() +{ + this.dispatchEvent({type: "loaded", content: this}); +}; + +/** + * @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 + * + */ + +/** + * The Spine loader is used to load in JSON spine data + * To generate the data you need to use http://esotericsoftware.com/ and export the "JSON" format + * 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 + * You will need to generate a sprite sheet to accompany the spine data + * When loaded this class will dispatch a "loaded" event + * + * @class Spine + * @uses EventTarget + * @constructor + * @param url {String} The url of the JSON file + * @param crossorigin {Boolean} Whether requests should be treated as crossorigin + */ +PIXI.SpineLoader = function(url, crossorigin) +{ + PIXI.EventTarget.call(this); + + /** + * The url of the bitmap font data + * + * @property url + * @type String + */ + this.url = url; + + /** + * Whether the requests should be treated as cross origin + * + * @property crossorigin + * @type Boolean + */ + this.crossorigin = crossorigin; + + /** + * [read-only] Whether the data has loaded yet + * + * @property loaded + * @type Boolean + * @readOnly + */ + this.loaded = false; +} + +PIXI.SpineLoader.prototype.constructor = PIXI.SpineLoader; + +/** + * Loads the JSON data + * + * @method load + */ +PIXI.SpineLoader.prototype.load = function () { + + var scope = this; + var jsonLoader = new PIXI.JsonLoader(this.url, this.crossorigin); + jsonLoader.addEventListener("loaded", function (event) { + scope.json = event.content.json; + scope.onJSONLoaded(); + }); + jsonLoader.load(); +}; + +/** + * Invoke when JSON file is loaded + * + * @method onJSONLoaded + * @private + */ +PIXI.SpineLoader.prototype.onJSONLoaded = function (event) { + var spineJsonParser = new spine.SkeletonJson(); + var skeletonData = spineJsonParser.readSkeletonData(this.json); + + PIXI.AnimCache[this.url] = skeletonData; + + this.onLoaded(); +}; + +/** + * Invoke when JSON file is loaded + * + * @method onLoaded + * @private + */ +PIXI.SpineLoader.prototype.onLoaded = function () { + this.loaded = true; + this.dispatchEvent({type: "loaded", content: this}); +}; + + +/** + * @author Mat Groves http://matgroves.com/ @Doormat23 + */ + + if (typeof exports !== 'undefined') { + if (typeof module !== 'undefined' && module.exports) { + exports = module.exports = PIXI; + } + exports.PIXI = PIXI; + } else { + root.PIXI = PIXI; + } + + +}).call(this); \ No newline at end of file diff --git a/examples/example 2 - SpriteSheet/index.html b/examples/example 2 - SpriteSheet/index.html index 6acd2b6..5d7a32c 100644 --- a/examples/example 2 - SpriteSheet/index.html +++ b/examples/example 2 - SpriteSheet/index.html @@ -50,7 +50,6 @@ function onAssetsLoaded() { - // create a texture from an image path // add a bunch of aliens for (var i = 0; i < 100; i++) diff --git a/examples/example 6 - Interactivity/index.html b/examples/example 6 - Interactivity/index.html index f73cb91..d6ef03f 100644 --- a/examples/example 6 - Interactivity/index.html +++ b/examples/example 6 - Interactivity/index.html @@ -70,7 +70,7 @@ button.position.y = buttonPositions[i*2 + 1]; // make the button interactive.. - button.setInteractive(true); + button.interactive = true; // set the mousedown and touchstart callback.. button.mousedown = button.touchstart = function(data){ diff --git a/examples/example 8 - Dragging/index.html b/examples/example 8 - Dragging/index.html index 6544037..bc2c6ab 100644 --- a/examples/example 8 - Dragging/index.html +++ b/examples/example 8 - Dragging/index.html @@ -47,7 +47,7 @@ var bunny = new PIXI.Sprite(texture); // bunny.width = 300; // enable the bunny to be interactive.. this will allow it to respond to mouse and touch events - bunny.setInteractive(true); + bunny.interactive = true; // this button mode will mean the hand cursor appears when you rollover the bunny with your mouse bunny.buttonMode = true; @@ -61,6 +61,9 @@ // use the mousedown and touchstart bunny.mousedown = bunny.touchstart = function(data) { + // stop the default event... + data.originalEvent.preventDefault(); + // store a refference to the data // The reason for this is because of multitouch // we want to track the movement of this particular touch diff --git a/package.json b/package.json index f7b172c..1513724 100644 --- a/package.json +++ b/package.json @@ -1,6 +1,7 @@ { "name": "Pixi.JS", - "version": "1.2.0", + "version": "1.3.0", + "description": "Pixi.js is a fast lightweight 2D library that works across all devices.", "author": "Mat Groves", @@ -16,6 +17,8 @@ "url": "https://github.com/GoodBoyDigital/pixi.js.git" }, + "main": "bin/pixi.js", + "dependencies": {}, "devDependencies": { "grunt": "~0.4.x", diff --git a/src/pixi/InteractionManager.js b/src/pixi/InteractionManager.js index c475d95..bd80333 100644 --- a/src/pixi/InteractionManager.js +++ b/src/pixi/InteractionManager.js @@ -5,65 +5,78 @@ /** -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 -*/ + * 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} The stage to handle interactions + */ 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 + * the mouse data + * * @property mouse * @type InteractionData */ this.mouse = new PIXI.InteractionData(); - + /** - * an object that stores current touches (InteractionData) by id reference + * an object that stores current touches (InteractionData) by id reference + * * @property touchs * @type Object */ this.touchs = {}; + + + // helpers + this.tempPoint = new PIXI.Point(); + //this.tempMatrix = mat3.create(); + + this.mouseoverEnabled = true; + //tiny little interactiveData pool! this.pool = []; - - this.interactiveItems = []; + this.interactiveItems = []; + + this.last = 0; } // constructor -PIXI.InteractionManager.constructor = PIXI.InteractionManager; +PIXI.InteractionManager.prototype.constructor = PIXI.InteractionManager; +/** + * Collects an interactive sprite recursively to have their interactions managed + * + * @method collectInteractiveSprite + * @param displayObject {DisplayObject} the displayObject to collect + * @param iParent {DisplayObject} + * @private + */ 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]; - if(child.visible) { +// if(child.visible) { // push all interactive bits if(child.interactive) { @@ -85,10 +98,17 @@ PIXI.InteractionManager.prototype.collectInteractiveSprite = function(displayObj this.collectInteractiveSprite(child, iParent); } } - } +// } } } +/** + * Sets the target for event delegation + * + * @method setTarget + * @param target {WebGLRenderer|CanvasRenderer} the renderer to bind events to + * @private + */ PIXI.InteractionManager.prototype.setTarget = function(target) { if (window.navigator.msPointerEnabled) @@ -104,7 +124,7 @@ PIXI.InteractionManager.prototype.setTarget = function(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); + target.view.addEventListener('mouseout', this.onMouseOut.bind(this), true); // aint no multi touch just yet! target.view.addEventListener("touchstart", this.onTouchStart.bind(this), true); @@ -112,6 +132,12 @@ PIXI.InteractionManager.prototype.setTarget = function(target) target.view.addEventListener("touchmove", this.onTouchMove.bind(this), true); } +/** + * updates the state of interactive objects + * + * @method update + * @private + */ PIXI.InteractionManager.prototype.update = function() { if(!this.target)return; @@ -133,7 +159,7 @@ PIXI.InteractionManager.prototype.update = function() var len = this.interactiveItems.length; - for (var i=0; i < this.interactiveItems.length; i++) { + for (var i=0; i < len; i++) { this.interactiveItems[i].interactiveChildren = false; } @@ -152,7 +178,9 @@ PIXI.InteractionManager.prototype.update = function() for (var i = 0; i < length; i++) { var item = this.interactiveItems[i]; - if(!item.visible)continue; + + + //if(!item.visible)continue; // OPTIMISATION - only calculate every time if the mousemove function exists.. // OK so.. does the object have any other interactive functions? @@ -163,6 +191,7 @@ PIXI.InteractionManager.prototype.update = function() { // ok so there are some functions so lets hit test it.. item.__hit = this.hitTest(item, this.mouse); + this.mouse.target = item; // ok so deal with interactions.. // loks like there was a hit! if(item.__hit) @@ -191,8 +220,16 @@ PIXI.InteractionManager.prototype.update = function() } } +/** + * Is called when the mouse moves accross the renderer element + * + * @method onMouseMove + * @param event {Event} The DOM event of the mouse moving + * @private + */ PIXI.InteractionManager.prototype.onMouseMove = function(event) { + this.mouse.originalEvent = event || window.event; //IE uses window.event // TODO optimize by not check EVERY TIME! maybe half as often? // var rect = this.target.view.getBoundingClientRect(); @@ -215,9 +252,16 @@ PIXI.InteractionManager.prototype.onMouseMove = function(event) } } +/** + * Is called when the mouse button is pressed down on the renderer element + * + * @method onMouseDown + * @param event {Event} The DOM event of a mouse button being pressed down + * @private + */ PIXI.InteractionManager.prototype.onMouseDown = function(event) { - event.preventDefault(); + this.mouse.originalEvent = event || window.event; //IE uses window.event // loop through inteaction tree... // hit test each item! -> @@ -253,9 +297,36 @@ PIXI.InteractionManager.prototype.onMouseDown = function(event) } } + +PIXI.InteractionManager.prototype.onMouseOut = function(event) +{ + 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.__isOver) + { + this.mouse.target = item; + if(item.mouseout)item.mouseout(this.mouse); + item.__isOver = false; + } + } +} + +/** + * Is called when the mouse button is released on the renderer element + * + * @method onMouseUp + * @param event {Event} The DOM event of a mouse button being released + * @private + */ PIXI.InteractionManager.prototype.onMouseUp = function(event) { - + this.mouse.originalEvent = event || window.event; //IE uses window.event var global = this.mouse.global; @@ -298,11 +369,19 @@ PIXI.InteractionManager.prototype.onMouseUp = function(event) } } +/** + * Tests if the current mouse coords hit a sprite + * + * @method hitTest + * @param item {DisplayObject} The displayObject to test for a hit + * @param interactionData {InteractionData} The interactiondata object to update in the case of a hit + * @private + */ PIXI.InteractionManager.prototype.hitTest = function(item, interactionData) { var global = interactionData.global; - if(!item.visible)return false; + if(item.vcount !== PIXI.visibleCount)return false; var isSprite = (item instanceof PIXI.Sprite), worldTransform = item.worldTransform, @@ -312,44 +391,18 @@ PIXI.InteractionManager.prototype.hitTest = function(item, interactionData) x = a11 * id * global.x + -a01 * id * global.y + (a12 * a01 - a02 * a11) * id, y = a00 * id * global.y + -a10 * id * global.x + (-a12 * a00 + a02 * a10) * id; + interactionData.target = item; + //a sprite or display object with a hit area defined - if(item.hitArea) - { - var hitArea = item.hitArea; + if(item.hitArea && item.hitArea.contains) { + if(item.hitArea.contains(x, y)) { + //if(isSprite) + interactionData.target = item; - //Polygon hit area - if(item.hitArea instanceof PIXI.Polygon) { - var inside = false; - - // use some raycasting to test hits - // https://github.com/substack/point-in-polygon/blob/master/index.js - for(var i = 0, j = item.hitArea.points.length - 1; i < item.hitArea.points.length; j = i++) { - var xi = item.hitArea.points[i].x, yi = item.hitArea.points[i].y, - xj = item.hitArea.points[j].x, yj = item.hitArea.points[j].y, - intersect = ((yi > y) != (yj > y)) && (x < (xj - xi) * (y - yi) / (yj - yi) + xi); - - if(intersect) inside = !inside; - } - - if(inside) { - if(isSprite) interactionData.target = item; - return true; - } - } - //Rectangle hit area - else { - var x1 = hitArea.x; - if(x > x1 && x < x1 + hitArea.width) - { - var y1 = hitArea.y; - - if(y > y1 && y < y1 + hitArea.height) - { - if(isSprite) interactionData.target = item; - return true; - } - } + return true; } + + return false; } // a sprite with no hitarea defined else if(isSprite) @@ -378,14 +431,24 @@ PIXI.InteractionManager.prototype.hitTest = function(item, interactionData) { var tempItem = item.children[i]; var hit = this.hitTest(tempItem, interactionData); - if(hit)return true; + if(hit) + { + // hmm.. TODO SET CORRECT TARGET? + interactionData.target = item + return true; + } } return false; } - - +/** + * Is called when a touch is moved accross the renderer element + * + * @method onTouchMove + * @param event {Event} The DOM event of a touch moving accross the renderer view + * @private + */ PIXI.InteractionManager.prototype.onTouchMove = function(event) { var rect = this.target.view.getBoundingClientRect(); @@ -395,6 +458,7 @@ PIXI.InteractionManager.prototype.onTouchMove = function(event) { var touchEvent = changedTouches[i]; var touchData = this.touchs[touchEvent.identifier]; + touchData.originalEvent = event || window.event; // update the touch position touchData.global.x = (touchEvent.clientX - rect.left) * (this.target.width / rect.width); @@ -409,10 +473,15 @@ PIXI.InteractionManager.prototype.onTouchMove = function(event) } } +/** + * Is called when a touch is started on the renderer element + * + * @method onTouchStart + * @param event {Event} The DOM event of a touch starting on the renderer view + * @private + */ PIXI.InteractionManager.prototype.onTouchStart = function(event) { - event.preventDefault(); - var rect = this.target.view.getBoundingClientRect(); var changedTouches = event.changedTouches; @@ -423,6 +492,8 @@ PIXI.InteractionManager.prototype.onTouchStart = function(event) var touchData = this.pool.pop(); if(!touchData)touchData = new PIXI.InteractionData(); + touchData.originalEvent = event || window.event; + 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); @@ -449,17 +520,23 @@ PIXI.InteractionManager.prototype.onTouchStart = function(event) } } } - } +/** + * Is called when a touch is ended on the renderer element + * + * @method onTouchEnd + * @param event {Event} The DOM event of a touch ending on the renderer view + * @private + */ PIXI.InteractionManager.prototype.onTouchEnd = function(event) { + //this.mouse.originalEvent = event || window.event; //IE uses window.event 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; @@ -476,7 +553,7 @@ PIXI.InteractionManager.prototype.onTouchEnd = function(event) if(itemTouchData == touchData) { // so this one WAS down... - + touchData.originalEvent = event || window.event; // hitTest?? if(item.touchend || item.tap) @@ -517,13 +594,16 @@ PIXI.InteractionManager.prototype.onTouchEnd = function(event) } /** -@class InteractionData -@constructor -*/ + * Holds all information related to an Interaction event + * + * @class InteractionData + * @constructor + */ PIXI.InteractionData = function() { /** * This point stores the global coords of where the touch/mouse event happened + * * @property global * @type Point */ @@ -534,14 +614,24 @@ PIXI.InteractionData = function() /** * The target Sprite that was interacted with + * * @property target * @type Sprite */ this.target; + + /** + * When passed to an event handler, this will be the original DOM Event that was captured + * + * @property originalEvent + * @type Event + */ + this.originalEvent; } /** * 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 @@ -561,6 +651,4 @@ PIXI.InteractionData.prototype.getLocalPosition = function(displayObject) } // constructor -PIXI.InteractionData.constructor = PIXI.InteractionData; - - +PIXI.InteractionData.prototype.constructor = PIXI.InteractionData; diff --git a/src/pixi/Pixi.js b/src/pixi/Pixi.js index 328bf1e..bc71d47 100644 --- a/src/pixi/Pixi.js +++ b/src/pixi/Pixi.js @@ -3,6 +3,6 @@ */ /** -@module PIXI + * @module PIXI */ var PIXI = PIXI || {}; diff --git a/src/pixi/Polygon.js b/src/pixi/Polygon.js deleted file mode 100644 index d9f6ef0..0000000 --- a/src/pixi/Polygon.js +++ /dev/null @@ -1,30 +0,0 @@ -/** - * @author Adrien Brault - */ - -/** - * @class Polygon - * @constructor - * @param points {Array} - */ -PIXI.Polygon = function(points) -{ - this.points = points; -} - -/** - * @method clone - * @return a copy of the polygon - */ -PIXI.Polygon.clone = function() -{ - var points = []; - for (var i=0; i + */ + +/** + * The Circle object can be used to specify a hit area for displayobjects + * + * @class Circle + * @constructor + * @param x {Number} The X coord of the upper-left corner of the framing rectangle of this circle + * @param y {Number} The Y coord of the upper-left corner of the framing rectangle of this circle + * @param radius {Number} The radius of the circle + */ +PIXI.Circle = function(x, y, radius) +{ + /** + * @property x + * @type Number + * @default 0 + */ + this.x = x || 0; + + /** + * @property y + * @type Number + * @default 0 + */ + this.y = y || 0; + + /** + * @property radius + * @type Number + * @default 0 + */ + this.radius = radius || 0; +} + +/** + * Creates a clone of this Circle instance + * + * @method clone + * @return {Circle} a copy of the polygon + */ +PIXI.Circle.prototype.clone = function() +{ + return new PIXI.Circle(this.x, this.y, this.radius); +} + +/** + * Checks if the x, and y coords passed to this function are contained within this circle + * + * @method contains + * @param x {Number} The X coord of the point to test + * @param y {Number} The Y coord of the point to test + * @return {Boolean} if the x/y coords are within this polygon + */ +PIXI.Circle.prototype.contains = function(x, y) +{ + if(this.radius <= 0) + return false; + + var dx = (this.x - x), + dy = (this.y - y), + r2 = this.radius * this.radius; + + dx *= dx; + dy *= dy; + + return (dx + dy <= r2); +} + +PIXI.Circle.prototype.constructor = PIXI.Circle; + diff --git a/src/pixi/core/Ellipse.js b/src/pixi/core/Ellipse.js new file mode 100644 index 0000000..dd369da --- /dev/null +++ b/src/pixi/core/Ellipse.js @@ -0,0 +1,87 @@ +/** + * @author Chad Engler + */ + +/** + * The Ellipse object can be used to specify a hit area for displayobjects + * + * @class Ellipse + * @constructor + * @param x {Number} The X coord of the upper-left corner of the framing rectangle of this ellipse + * @param y {Number} The Y coord of the upper-left corner of the framing rectangle of this ellipse + * @param width {Number} The overall height of this ellipse + * @param height {Number} The overall width of this ellipse + */ +PIXI.Ellipse = 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; +} + +/** + * Creates a clone of this Ellipse instance + * + * @method clone + * @return {Ellipse} a copy of the ellipse + */ +PIXI.Ellipse.prototype.clone = function() +{ + return new PIXI.Ellipse(this.x, this.y, this.width, this.height); +} + +/** + * Checks if the x, and y coords passed to this function are contained within this ellipse + * + * @method contains + * @param x {Number} The X coord of the point to test + * @param y {Number} The Y coord of the point to test + * @return {Boolean} if the x/y coords are within this ellipse + */ +PIXI.Ellipse.prototype.contains = function(x, y) +{ + if(this.width <= 0 || this.height <= 0) + return false; + + //normalize the coords to an ellipse with center 0,0 + //and a radius of 0.5 + var normx = ((x - this.x) / this.width) - 0.5, + normy = ((y - this.y) / this.height) - 0.5; + + normx *= normx; + normy *= normy; + + return (normx + normy < 0.25); +} + +PIXI.Ellipse.getBounds = function() +{ + return new PIXI.Rectangle(this.x, this.y, this.width, this.height); +} + +PIXI.Ellipse.prototype.constructor = PIXI.Ellipse; + diff --git a/src/pixi/utils/Matrix.js b/src/pixi/core/Matrix.js similarity index 81% rename from src/pixi/utils/Matrix.js rename to src/pixi/core/Matrix.js index f869052..780fcd6 100644 --- a/src/pixi/utils/Matrix.js +++ b/src/pixi/core/Matrix.js @@ -31,6 +31,23 @@ PIXI.mat3.create = function() return matrix; } + +PIXI.mat3.identity = function(matrix) +{ + matrix[0] = 1; + matrix[1] = 0; + matrix[2] = 0; + matrix[3] = 0; + matrix[4] = 1; + matrix[5] = 0; + matrix[6] = 0; + matrix[7] = 0; + matrix[8] = 1; + + return matrix; +} + + PIXI.mat4 = {}; PIXI.mat4.create = function() @@ -85,6 +102,50 @@ PIXI.mat3.multiply = function (mat, mat2, dest) return dest; } +PIXI.mat3.clone = function(mat) +{ + var matrix = new PIXI.Matrix(9); + + matrix[0] = mat[0]; + matrix[1] = mat[1]; + matrix[2] = mat[2]; + matrix[3] = mat[3]; + matrix[4] = mat[4]; + matrix[5] = mat[5]; + matrix[6] = mat[6]; + matrix[7] = mat[7]; + matrix[8] = mat[8]; + + return matrix; +} + +PIXI.mat3.transpose = function (mat, dest) +{ + // If we are transposing ourselves we can skip a few steps but have to cache some values + if (!dest || mat === dest) { + var a01 = mat[1], a02 = mat[2], + a12 = mat[5]; + + mat[1] = mat[3]; + mat[2] = mat[6]; + mat[3] = a01; + mat[5] = mat[7]; + mat[6] = a02; + mat[7] = a12; + return mat; + } + + dest[0] = mat[0]; + dest[1] = mat[3]; + dest[2] = mat[6]; + dest[3] = mat[1]; + dest[4] = mat[4]; + dest[5] = mat[7]; + dest[6] = mat[2]; + dest[7] = mat[5]; + dest[8] = mat[8]; + return dest; +} PIXI.mat3.toMat4 = function (mat, dest) { diff --git a/src/pixi/Point.js b/src/pixi/core/Point.js similarity index 83% rename from src/pixi/Point.js rename to src/pixi/core/Point.js index 6fd5295..8520861 100644 --- a/src/pixi/Point.js +++ b/src/pixi/core/Point.js @@ -4,6 +4,7 @@ /** * 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 @@ -26,9 +27,11 @@ PIXI.Point = function(x, y) this.y = y || 0; } -/** +/** + * Creates a clone of this point + * * @method clone - * @return a copy of the point + * @return {Point} a copy of the point */ PIXI.Point.prototype.clone = function() { @@ -36,5 +39,5 @@ PIXI.Point.prototype.clone = function() } // constructor -PIXI.Point.constructor = PIXI.Point; +PIXI.Point.prototype.constructor = PIXI.Point; diff --git a/src/pixi/core/Polygon.js b/src/pixi/core/Polygon.js new file mode 100644 index 0000000..47cf17b --- /dev/null +++ b/src/pixi/core/Polygon.js @@ -0,0 +1,77 @@ +/** + * @author Adrien Brault + */ + +/** + * @class Polygon + * @constructor + * @param points* {Array|Array|Point...|Number...} This can be an array of Points that form the polygon, + * a flat array of numbers that will be interpreted as [x,y, x,y, ...], or the arugments passed can be + * all the points of the polygon e.g. `new PIXI.Polygon(new PIXI.Point(), new PIXI.Point(), ...)`, or the + * arguments passed can be flat x,y values e.g. `new PIXI.Polygon(x,y, x,y, x,y, ...)` where `x` and `y` are + * Numbers. + */ +PIXI.Polygon = function(points) +{ + //if points isn't an array, use arguments as the array + if(!(points instanceof Array)) + points = Array.prototype.slice.call(arguments); + + //if this is a flat array of numbers, convert it to points + if(typeof points[0] === 'number') { + var p = []; + for(var i = 0, il = points.length; i < il; i+=2) { + p.push( + new PIXI.Point(points[i], points[i + 1]) + ); + } + + points = p; + } + + this.points = points; +} + +/** + * Creates a clone of this polygon + * + * @method clone + * @return {Polygon} a copy of the polygon + */ +PIXI.Polygon.prototype.clone = function() +{ + var points = []; + for (var i=0; i y) != (yj > y)) && (x < (xj - xi) * (y - yi) / (yj - yi) + xi); + + if(intersect) inside = !inside; + } + + return inside; +} + +PIXI.Polygon.prototype.constructor = PIXI.Polygon; + diff --git a/src/pixi/core/Rectangle.js b/src/pixi/core/Rectangle.js new file mode 100644 index 0000000..5748417 --- /dev/null +++ b/src/pixi/core/Rectangle.js @@ -0,0 +1,86 @@ +/** + * @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} The X coord of the upper-left corner of the rectangle + * @param y {Number} The Y coord of the upper-left corner of the rectangle + * @param width {Number} The overall wisth of this rectangle + * @param height {Number} The overall height of this 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; +} + +/** + * Creates a clone of this Rectangle + * + * @method clone + * @return {Rectangle} a copy of the rectangle + */ +PIXI.Rectangle.prototype.clone = function() +{ + return new PIXI.Rectangle(this.x, this.y, this.width, this.height); +} + +/** + * Checks if the x, and y coords passed to this function are contained within this Rectangle + * + * @method contains + * @param x {Number} The X coord of the point to test + * @param y {Number} The Y coord of the point to test + * @return {Boolean} if the x/y coords are within this Rectangle + */ +PIXI.Rectangle.prototype.contains = function(x, y) +{ + if(this.width <= 0 || this.height <= 0) + return false; + + var x1 = this.x; + if(x >= x1 && x <= x1 + this.width) + { + var y1 = this.y; + + if(y >= y1 && y <= y1 + this.height) + { + return true; + } + } + + return false; +} + +// constructor +PIXI.Rectangle.prototype.constructor = PIXI.Rectangle; + diff --git a/src/pixi/DisplayObject.js b/src/pixi/display/DisplayObject.js similarity index 50% rename from src/pixi/DisplayObject.js rename to src/pixi/display/DisplayObject.js index 63b7480..82d5366 100644 --- a/src/pixi/DisplayObject.js +++ b/src/pixi/display/DisplayObject.js @@ -3,168 +3,234 @@ */ /** - * this is the base class for all objects that are rendered on the screen. + * The base class for all objects that are rendered on the screen. + * * @class DisplayObject * @constructor */ PIXI.DisplayObject = function() { + this.last = this; + this.first = this; + /** * The coordinate of the object relative to the local coordinates of the parent. + * * @property position * @type Point */ this.position = new PIXI.Point(); - + /** * The scale factor of the object. + * * @property scale * @type Point */ this.scale = new PIXI.Point(1,1);//{x:1, y:1}; - + /** * The pivot point of the displayObject that it rotates around + * * @property pivot * @type Point */ this.pivot = new PIXI.Point(0,0); - + /** * The rotation of the object in radians. + * * @property rotation * @type Number */ this.rotation = 0; - + /** * The opacity of the object. + * * @property alpha * @type Number */ this.alpha = 1; - + /** * The visibility of the object. + * * @property visible * @type Boolean */ this.visible = true; - this.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 + * @type Rectangle|Circle|Ellipse|Polygon */ 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; - + + /** + * Can this object be rendered + * + * @property renderable + * @type Boolean + */ + this.renderable = false; + + /** + * [read-only] The display object container that contains this display object. + * + * @property parent + * @type DisplayObjectContainer + * @readOnly + */ + this.parent = null; + + /** + * [read-only] The stage the display object is connected to, or undefined if it is not connected to the stage. + * + * @property stage + * @type Stage + * @readOnly + */ + this.stage = null; + + /** + * [read-only] The multiplied alpha of the displayobject + * + * @property worldAlpha + * @type Number + * @readOnly + */ + this.worldAlpha = 1; + + /** + * [read-only] Whether or not the object is interactive, do not toggle directly! use the `interactive` property + * + * @property _interactive + * @type Boolean + * @readOnly + * @private + */ + this._interactive = false; + + /** + * [read-only] Current transform of the object based on world (parent) factors + * + * @property worldTransform + * @type Mat3 + * @readOnly + * @private + */ + this.worldTransform = PIXI.mat3.create()//mat3.identity(); + + /** + * [read-only] Current transform of the object locally + * + * @property localTransform + * @type Mat3 + * @readOnly + * @private + */ + this.localTransform = PIXI.mat3.create()//mat3.identity(); + + /** + * [NYI] Unkown + * + * @property color + * @type Array<> + * @private + */ + this.color = []; + + /** + * [NYI] Holds whether or not this object is dynamic, for rendering optimization + * + * @property dynamic + * @type Boolean + * @private + */ + this.dynamic = true; + + // chach that puppy! + this._sr = 0; + this._cr = 1; + /* * MOUSE Callbacks */ - + /** * A callback that is used when the users clicks on the displayObject with their mouse * @method click * @param interactionData {InteractionData} */ - + /** * A callback that is used when the user clicks the mouse down over the sprite * @method mousedown * @param interactionData {InteractionData} */ - + /** * A callback that is used when the user releases the mouse that was over the displayObject * for this callback to be fired the mouse must have been pressed down over the displayObject * @method mouseup * @param interactionData {InteractionData} */ - + /** * A callback that is used when the user releases the mouse that was over the displayObject but is no longer over the displayObject * for this callback to be fired, The touch must have started over the displayObject * @method mouseupoutside * @param interactionData {InteractionData} */ - + /** * A callback that is used when the users mouse rolls over the displayObject * @method mouseover * @param interactionData {InteractionData} */ - + /** * A callback that is used when the users mouse leaves the displayObject * @method mouseout * @param interactionData {InteractionData} */ - - + + /* * TOUCH Callbacks */ - + /** * A callback that is used when the users taps on the sprite with their finger * basically a touch version of click * @method tap * @param interactionData {InteractionData} */ - + /** * A callback that is used when the user touch's over the displayObject * @method touchstart * @param interactionData {InteractionData} */ - + /** * A callback that is used when the user releases a touch over the displayObject * @method touchend * @param interactionData {InteractionData} */ - + /** * A callback that is used when the user releases the touch that was over the displayObject * for this callback to be fired, The touch must have started over the sprite @@ -174,40 +240,230 @@ PIXI.DisplayObject = function() } // 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; - } -});*/ +PIXI.DisplayObject.prototype.constructor = PIXI.DisplayObject; /** - * Indicates if the sprite will have touch and mouse interactivity. It is false by default + * [Deprecated] Indicates if the sprite will have touch and mouse interactivity. It is false by default + * Instead of using this function you can now simply set the interactive property to true or false + * * @method setInteractive * @param interactive {Boolean} + * @deprecated Simply set the `interactive` property directly */ PIXI.DisplayObject.prototype.setInteractive = function(interactive) { this.interactive = interactive; - // TODO more to be done here.. - // need to sort out a re-crawl! - if(this.stage)this.stage.dirty = true; } +/** + * Indicates if the sprite will have touch and mouse interactivity. It is false by default + * + * @property interactive + * @type Boolean + * @default false + */ +Object.defineProperty(PIXI.DisplayObject.prototype, 'interactive', { + get: function() { + return this._interactive; + }, + set: function(value) { + this._interactive = value; + + // TODO more to be done here.. + // need to sort out a re-crawl! + if(this.stage)this.stage.dirty = true; + } +}); /** + * Sets a mask for the displayObject. A mask is an object that limits the visibility of an object to the shape of the mask applied to it. + * In PIXI a regular mask must be a PIXI.Ggraphics object. This allows for much faster masking in canvas as it utilises shape clipping. + * To remove a mask, set this property to null. + * + * @property mask + * @type Graphics + */ +Object.defineProperty(PIXI.DisplayObject.prototype, 'mask', { + get: function() { + return this._mask; + }, + set: function(value) { + + this._mask = value; + + if(value) + { + this.addFilter(value) + } + else + { + this.removeFilter(); + } + } +}); + +/* + * Adds a filter to this displayObject + * + * @method addFilter + * @param mask {Graphics} the graphics object to use as a filter + * @private + */ +PIXI.DisplayObject.prototype.addFilter = function(mask) +{ + if(this.filter)return; + this.filter = true; + + // insert a filter block.. + var start = new PIXI.FilterBlock(); + var end = new PIXI.FilterBlock(); + + start.mask = mask; + end.mask = mask; + + start.first = start.last = this; + end.first = end.last = this; + + start.open = true; + + /* + * insert start + */ + + var childFirst = start + var childLast = start + var nextObject; + var previousObject; + + previousObject = this.first._iPrev; + + if(previousObject) + { + nextObject = previousObject._iNext; + childFirst._iPrev = previousObject; + previousObject._iNext = childFirst; + } + else + { + nextObject = this; + } + + if(nextObject) + { + nextObject._iPrev = childLast; + childLast._iNext = nextObject; + } + + + // now insert the end filter block.. + + /* + * insert end filter + */ + var childFirst = end + var childLast = end + var nextObject = null; + var previousObject = null; + + previousObject = this.last; + nextObject = previousObject._iNext; + + if(nextObject) + { + nextObject._iPrev = childLast; + childLast._iNext = nextObject; + } + + childFirst._iPrev = previousObject; + previousObject._iNext = childFirst; + + var updateLast = this; + + var prevLast = this.last; + while(updateLast) + { + if(updateLast.last == prevLast) + { + updateLast.last = end; + } + updateLast = updateLast.parent; + } + + this.first = start; + + // if webGL... + if(this.__renderGroup) + { + this.__renderGroup.addFilterBlocks(start, end); + } + + mask.renderable = false; + +} + +/* + * Removes the filter to this displayObject + * + * @method removeFilter + * @private + */ +PIXI.DisplayObject.prototype.removeFilter = function() +{ + if(!this.filter)return; + this.filter = false; + + // modify the list.. + var startBlock = this.first; + + var nextObject = startBlock._iNext; + var previousObject = startBlock._iPrev; + + if(nextObject)nextObject._iPrev = previousObject; + if(previousObject)previousObject._iNext = nextObject; + + this.first = startBlock._iNext; + + + // remove the end filter + var lastBlock = this.last; + + var nextObject = lastBlock._iNext; + var previousObject = lastBlock._iPrev; + + if(nextObject)nextObject._iPrev = previousObject; + previousObject._iNext = nextObject; + + // this is always true too! + var tempLast = lastBlock._iPrev; + // need to make sure the parents last is updated too + var updateLast = this; + while(updateLast.last == lastBlock) + { + updateLast.last = tempLast; + updateLast = updateLast.parent; + if(!updateLast)break; + } + + var mask = startBlock.mask + mask.renderable = true; + + // if webGL... + if(this.__renderGroup) + { + this.__renderGroup.removeFilterBlocks(startBlock, lastBlock); + } +} + +/* + * Updates the object transform for rendering + * + * @method updateTransform * @private */ PIXI.DisplayObject.prototype.updateTransform = function() { // TODO OPTIMIZE THIS!! with dirty - if(this.rotation != this.rotationCache) + if(this.rotation !== this.rotationCache) { this.rotationCache = this.rotation; this._sr = Math.sin(this.rotation); @@ -223,24 +479,21 @@ PIXI.DisplayObject.prototype.updateTransform = function() 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; + // TODO --> do we even need a local matrix??? 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], + var a00 = localTransform[0], a01 = localTransform[1], a02 = this.position.x - localTransform[0] * px - py * localTransform[1], + a10 = localTransform[3], a11 = localTransform[4], a12 = this.position.y - localTransform[4] * py - px * localTransform[3], b00 = parentTransform[0], b01 = parentTransform[1], b02 = parentTransform[2], b10 = parentTransform[3], b11 = parentTransform[4], b12 = parentTransform[5]; + localTransform[2] = a02 + localTransform[5] = a12 + worldTransform[0] = b00 * a00 + b01 * a10; worldTransform[1] = b00 * a01 + b01 * a11; worldTransform[2] = b00 * a02 + b01 * a12 + b02; @@ -252,6 +505,9 @@ PIXI.DisplayObject.prototype.updateTransform = function() // because we are using affine transformation, we can optimise the matrix concatenation process.. wooo! // mat3.multiply(this.localTransform, this.parent.worldTransform, this.worldTransform); this.worldAlpha = this.alpha * this.parent.worldAlpha; - + this.vcount = PIXI.visibleCount; + } + +PIXI.visibleCount = 0; \ No newline at end of file diff --git a/src/pixi/DisplayObjectContainer.js b/src/pixi/display/DisplayObjectContainer.js similarity index 52% rename from src/pixi/DisplayObjectContainer.js rename to src/pixi/display/DisplayObjectContainer.js index f37459f..01b566d 100644 --- a/src/pixi/DisplayObjectContainer.js +++ b/src/pixi/display/DisplayObjectContainer.js @@ -4,7 +4,9 @@ /** - * 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. + * 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 @@ -15,16 +17,17 @@ PIXI.DisplayObjectContainer = function() /** * [read-only] The of children of this container. - * @property children {Array} + * + * @property children + * @type Array + * @readOnly */ this.children = []; - //s - this.renderable = false; } // constructor -PIXI.DisplayObjectContainer.constructor = PIXI.DisplayObjectContainer; PIXI.DisplayObjectContainer.prototype = Object.create( PIXI.DisplayObject.prototype ); +PIXI.DisplayObjectContainer.prototype.constructor = PIXI.DisplayObjectContainer; //TODO make visible a getter setter /* @@ -40,26 +43,81 @@ Object.defineProperty(PIXI.DisplayObjectContainer.prototype, 'visible', { /** * Adds a child to the container. + * * @method addChild - * @param DisplayObject {DisplayObject} + * @param child {DisplayObject} The DisplayObject to add to the container */ PIXI.DisplayObjectContainer.prototype.addChild = function(child) { if(child.parent != undefined) { + + //// COULD BE THIS??? child.parent.removeChild(child); + // return; } - + child.parent = this; - child.childIndex = this.children.length; this.children.push(child); + // update the stage refference.. + if(this.stage) { - this.stage.__addChild(child); + var tmpChild = child; + do + { + if(tmpChild.interactive)this.stage.dirty = true; + tmpChild.stage = this.stage; + tmpChild = tmpChild._iNext; + } + while(tmpChild) } + // LINKED LIST // + + // modify the list.. + var childFirst = child.first + var childLast = child.last; + var nextObject; + var previousObject; + + // this could be wrong if there is a filter?? + if(this.filter) + { + previousObject = this.last._iPrev; + } + else + { + previousObject = this.last; + } + + nextObject = previousObject._iNext; + + // always true in this case + // need to make sure the parents last is updated too + var updateLast = this; + var prevLast = previousObject; + + while(updateLast) + { + if(updateLast.last == prevLast) + { + updateLast.last = child.last; + } + updateLast = updateLast.parent; + } + + if(nextObject) + { + nextObject._iPrev = childLast; + childLast._iNext = nextObject; + } + + childFirst._iPrev = previousObject; + previousObject._iNext = childFirst; + // need to remove any render groups.. if(this.__renderGroup) { @@ -68,13 +126,15 @@ PIXI.DisplayObjectContainer.prototype.addChild = function(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} + * @param child {DisplayObject} The child to add + * @param index {Number} The index to place the child in */ PIXI.DisplayObjectContainer.prototype.addChildAt = function(child, index) { @@ -84,30 +144,62 @@ PIXI.DisplayObjectContainer.prototype.addChildAt = function(child, index) { 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); + var tmpChild = child; + do + { + if(tmpChild.interactive)this.stage.dirty = true; + tmpChild.stage = this.stage; + tmpChild = tmpChild._iNext; + } + while(tmpChild) } + // modify the list.. + var childFirst = child.first; + var childLast = child.last; + var nextObject; + var previousObject; + + if(index == this.children.length) + { + previousObject = this.last; + var updateLast = this; + var prevLast = this.last; + while(updateLast) + { + if(updateLast.last == prevLast) + { + updateLast.last = child.last; + } + updateLast = updateLast.parent; + } + } + else if(index == 0) + { + previousObject = this; + } + else + { + previousObject = this.children[index-1].last; + } + + nextObject = previousObject._iNext; + + // always true in this case + if(nextObject) + { + nextObject._iPrev = childLast; + childLast._iNext = nextObject; + } + + childFirst._iPrev = previousObject; + previousObject._iNext = childFirst; + + this.children.splice(index, 0, child); // need to remove any render groups.. if(this.__renderGroup) { @@ -116,23 +208,32 @@ PIXI.DisplayObjectContainer.prototype.addChildAt = function(child, index) // 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 + * [NYI] Swaps the depth of 2 displayObjects + * * @method swapChildren - * @param DisplayObject {DisplayObject} - * @param DisplayObject2 {DisplayObject} + * @param child {DisplayObject} + * @param child2 {DisplayObject} + * @private */ PIXI.DisplayObjectContainer.prototype.swapChildren = function(child, child2) { + /* + * this funtion needs to be recoded.. + * can be done a lot faster.. + */ + return; + + // need to fix this function :/ + /* // TODO I already know this?? var index = this.children.indexOf( child ); var index2 = this.children.indexOf( child2 ); @@ -140,6 +241,8 @@ PIXI.DisplayObjectContainer.prototype.swapChildren = function(child, child2) if ( index !== -1 && index2 !== -1 ) { // cool + + /* if(this.stage) { // this is to satisfy the webGL batching.. @@ -151,9 +254,6 @@ PIXI.DisplayObjectContainer.prototype.swapChildren = function(child, child2) this.stage.__addChild(child2); } - // swap the indexes.. - child.childIndex = index2; - child2.childIndex = index; // swap the positions.. this.children[index] = child2; this.children[index2] = child; @@ -162,13 +262,14 @@ PIXI.DisplayObjectContainer.prototype.swapChildren = function(child, child2) 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} + * @param index {Number} The index to get the child from */ PIXI.DisplayObjectContainer.prototype.getChildAt = function(index) { @@ -179,42 +280,68 @@ PIXI.DisplayObjectContainer.prototype.getChildAt = function(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} + * @param child {DisplayObject} The DisplayObject to remove */ PIXI.DisplayObjectContainer.prototype.removeChild = function(child) { var index = this.children.indexOf( child ); - if ( index !== -1 ) { - if(this.stage) + // unlink // + // modify the list.. + var childFirst = child.first; + var childLast = child.last; + + var nextObject = childLast._iNext; + var previousObject = childFirst._iPrev; + + if(nextObject)nextObject._iPrev = previousObject; + previousObject._iNext = nextObject; + + if(this.last == childLast) { - this.stage.__removeChild(child); + var tempLast = childFirst._iPrev; + // need to make sure the parents last is updated too + var updateLast = this; + while(updateLast.last == childLast.last) + { + updateLast.last = tempLast; + updateLast = updateLast.parent; + if(!updateLast)break; + } } + childLast._iNext = null; + childFirst._iPrev = null; + + // update the stage reference.. + if(this.stage) + { + var tmpChild = child; + do + { + if(tmpChild.interactive)this.stage.dirty = true; + tmpChild.stage = null; + tmpChild = tmpChild._iNext; + } + while(tmpChild) + } + // 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} an array of {Texture} objects that make up the animation */ PIXI.MovieClip = function(textures) { - PIXI.Sprite.call( this, textures[0]); + PIXI.Sprite.call(this, textures[0]); /** * The array of textures that make up the animation + * * @property textures * @type Array */ this.textures = textures; - /** - * [read only] The index MovieClips current frame (this may not have to be a whole number) - * @property currentFrame - * @type Number - */ - this.currentFrame = 0; - /** * The speed that the MovieClip will play at. Higher is faster, lower is slower + * * @property animationSpeed * @type Number + * @default 1 */ this.animationSpeed = 1; /** * Whether or not the movie clip repeats after playing. + * * @property loop * @type Boolean + * @default true */ this.loop = true; /** * Function to call when a MovieClip finishes playing + * * @property onComplete * @type Function */ this.onComplete = null; /** - * [read only] indicates if the MovieClip is currently playing + * [read-only] The index MovieClips current frame (this may not have to be a whole number) + * + * @property currentFrame + * @type Number + * @default 0 + * @readOnly + */ + this.currentFrame = 0; + + /** + * [read-only] Indicates if the MovieClip is currently playing + * * @property playing * @type Boolean + * @readOnly */ - this.playing; + this.playing = false; } // constructor -PIXI.MovieClip.constructor = PIXI.MovieClip; PIXI.MovieClip.prototype = Object.create( PIXI.Sprite.prototype ); +PIXI.MovieClip.prototype.constructor = PIXI.MovieClip; /** * Stops the MovieClip + * * @method stop */ PIXI.MovieClip.prototype.stop = function() @@ -71,6 +84,7 @@ PIXI.MovieClip.prototype.stop = function() /** * Plays the MovieClip + * * @method play */ PIXI.MovieClip.prototype.play = function() @@ -80,6 +94,7 @@ PIXI.MovieClip.prototype.play = function() /** * Stops the MovieClip and goes to a specific frame + * * @method gotoAndStop * @param frameNumber {Number} frame index to stop at */ @@ -93,6 +108,7 @@ PIXI.MovieClip.prototype.gotoAndStop = function(frameNumber) /** * Goes to a specific frame and begins playing the MovieClip + * * @method gotoAndPlay * @param frameNumber {Number} frame index to start at */ @@ -102,6 +118,12 @@ PIXI.MovieClip.prototype.gotoAndPlay = function(frameNumber) this.playing = true; } +/* + * Updates the object transform for rendering + * + * @method updateTransform + * @private + */ PIXI.MovieClip.prototype.updateTransform = function() { PIXI.Sprite.prototype.updateTransform.call(this); @@ -109,7 +131,9 @@ PIXI.MovieClip.prototype.updateTransform = function() if(!this.playing)return; this.currentFrame += this.animationSpeed; + var round = (this.currentFrame + 0.5) | 0; + if(this.loop || round < this.textures.length) { this.setTexture(this.textures[round % this.textures.length]); diff --git a/src/pixi/Sprite.js b/src/pixi/display/Sprite.js similarity index 74% rename from src/pixi/Sprite.js rename to src/pixi/display/Sprite.js index e4c1404..45a98ba 100644 --- a/src/pixi/Sprite.js +++ b/src/pixi/display/Sprite.js @@ -8,55 +8,64 @@ PIXI.blendModes.SCREEN = 1; /** -@class Sprite -@extends DisplayObjectContainer -@constructor -@param texture {Texture} -@type String -*/ + * The SPrite object is the base for all textured objects that are rendered to the screen + * + * @class Sprite + * @extends DisplayObjectContainer + * @constructor + * @param texture {Texture} The texture for this sprite + * @type String + */ PIXI.Sprite = function(texture) { PIXI.DisplayObjectContainer.call( this ); - - /** + + /** * The anchor sets the origin point of the texture. * The default is 0,0 this means the textures origin is the top left * Setting than anchor to 0.5,0.5 means the textures origin is centered * Setting the anchor to 1,1 would mean the textures origin points will be the bottom right + * * @property anchor * @type Point */ this.anchor = new PIXI.Point(); - + /** * The texture that the sprite is using + * * @property texture * @type Texture */ this.texture = texture; - + /** * The blend mode of sprite. * currently supports PIXI.blendModes.NORMAL and PIXI.blendModes.SCREEN + * * @property blendMode - * @type uint + * @type Number */ this.blendMode = PIXI.blendModes.NORMAL; - + /** * The width of the sprite (this is initially set by the texture) - * @property width - * @type #Number + * + * @property _width + * @type Number + * @private */ this._width = 0; - + /** * The height of the sprite (this is initially set by the texture) - * @property height - * @type #Number + * + * @property _height + * @type Number + * @private */ this._height = 0; - + if(texture.baseTexture.hasLoaded) { this.updateFrame = true; @@ -66,20 +75,20 @@ PIXI.Sprite = function(texture) this.onTextureUpdateBind = this.onTextureUpdate.bind(this); this.texture.addEventListener( 'update', this.onTextureUpdateBind ); } - + this.renderable = true; - - // thi next bit is here for the docs... - - } // constructor -PIXI.Sprite.constructor = PIXI.Sprite; PIXI.Sprite.prototype = Object.create( PIXI.DisplayObjectContainer.prototype ); +PIXI.Sprite.prototype.constructor = PIXI.Sprite; -// OOH! shiney new getters and setters for width and height -// The width and height now modify the scale (this is what flash does, nice and tidy!) +/** + * The width of the sprite, setting this will actually modify the scale to acheive the value set + * + * @property width + * @type Number + */ Object.defineProperty(PIXI.Sprite.prototype, 'width', { get: function() { return this.scale.x * this.texture.frame.width; @@ -90,6 +99,12 @@ Object.defineProperty(PIXI.Sprite.prototype, 'width', { } }); +/** + * The height of the sprite, setting this will actually modify the scale to acheive the value set + * + * @property height + * @type Number + */ Object.defineProperty(PIXI.Sprite.prototype, 'height', { get: function() { return this.scale.y * this.texture.frame.height; @@ -99,24 +114,39 @@ Object.defineProperty(PIXI.Sprite.prototype, 'height', { this._height = value; } }); - + /** -@method setTexture -@param texture {Texture} The PIXI texture that is displayed by the sprite -*/ + * Sets the texture of the sprite + * + * @method setTexture + * @param texture {Texture} The PIXI texture that is displayed by the sprite + */ PIXI.Sprite.prototype.setTexture = function(texture) { // stop current texture; if(this.texture.baseTexture != texture.baseTexture) { this.textureChange = true; + + if(this.__renderGroup) + { + this.texture = texture; + this.__renderGroup.updateTexture(this); + } + } + else + { + this.texture = texture; } - this.texture = texture; this.updateFrame = true; } /** + * When the texture is updated, this event will fire to update the scale and frame + * + * @method onTextureUpdate + * @param event * @private */ PIXI.Sprite.prototype.onTextureUpdate = function(event) @@ -136,6 +166,7 @@ PIXI.Sprite.prototype.onTextureUpdate = function(event) * * Helper function that creates a sprite that will contain a texture from the TextureCache based on the frameId * The frame ids are created when a Texture packer file has been loaded + * * @method fromFrame * @static * @param frameId {String} The frame Id of the texture in the cache @@ -152,9 +183,10 @@ PIXI.Sprite.fromFrame = function(frameId) * * Helper function that creates a sprite that will contain a texture based on an image url * If the image is not in the texture cache it will be loaded + * * @method fromImage * @static - * @param The image url of the texture + * @param imageId {String} The image url of the texture * @return {Sprite} A new Sprite using a texture from the texture cache matching the image id */ PIXI.Sprite.fromImage = function(imageId) diff --git a/src/pixi/Stage.js b/src/pixi/display/Stage.js similarity index 50% rename from src/pixi/Stage.js rename to src/pixi/display/Stage.js index c80d47c..c70deff 100644 --- a/src/pixi/Stage.js +++ b/src/pixi/display/Stage.js @@ -3,44 +3,77 @@ */ /** -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) -*/ + * 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, easiest way to pass this in is in hex format + * like: 0xFFFFFF for white + * @param interactive {Boolean} enable / disable interaction (default is false) + */ PIXI.Stage = function(backgroundColor, interactive) { - PIXI.DisplayObjectContainer.call( this ); - this.worldTransform = PIXI.mat3.create() + + /** + * [read-only] Current transform of the object based on world (parent) factors + * + * @property worldTransform + * @type Mat3 + * @readOnly + * @private + */ + this.worldTransform = PIXI.mat3.create(); + + /** + * Whether or not the stage is interactive + * + * @property interactive + * @type Boolean + */ + this.interactive = interactive; + + /** + * The interaction manage for this stage, manages all interactive activity on the stage + * + * @property interactive + * @type InteractionManager + */ + this.interactionManager = new PIXI.InteractionManager(this); + + /** + * Whether the stage is dirty and needs to have interactions updated + * + * @property dirty + * @type Boolean + * @private + */ + this.dirty = true; + this.__childrenAdded = []; this.__childrenRemoved = []; - this.childIndex = 0; - this.stage= this; - + + //the stage is it's own stage + this.stage = this; + + //optimize hit detection a bit 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 ); +PIXI.Stage.prototype.constructor = PIXI.Stage; -/** -@method updateTransform -@internal -*/ +/* + * Updates the object transform for rendering + * + * @method updateTransform + * @private + */ PIXI.Stage.prototype.updateTransform = function() { this.worldAlpha = 1; @@ -61,8 +94,11 @@ PIXI.Stage.prototype.updateTransform = function() } /** + * Sets the background color for the stage + * * @method setBackgroundColor - * @param backgroundColor {Number} + * @param backgroundColor {Number} the color of the background, easiest way to pass this in is in hex format + * like: 0xFFFFFF for white */ PIXI.Stage.prototype.setBackgroundColor = function(backgroundColor) { @@ -75,6 +111,7 @@ PIXI.Stage.prototype.setBackgroundColor = function(backgroundColor) /** * This will return the point containing global coords of the mouse. + * * @method getMousePosition * @return {Point} The point containing the coords of the global InteractionData position. */ @@ -82,35 +119,3 @@ PIXI.Stage.prototype.getMousePosition = function() { return this.interactionManager.mouse.global; } - -PIXI.Stage.prototype.__addChild = function(child) -{ - if(child.interactive)this.dirty = true; - - child.stage = this; - - if(child.children) - { - for (var i=0; i < child.children.length; i++) - { - this.__addChild(child.children[i]); - }; - } - -} - - -PIXI.Stage.prototype.__removeChild = function(child) -{ - if(child.interactive)this.dirty = true; - - child.stage = undefined; - - if(child.children) - { - for(var i=0,j=child.children.length; i>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); - } - + } + slotContainer.visible = true; + + var bone = slot.bone; + + slotContainer.position.x = bone.worldX + attachment.x * bone.m00 + attachment.y * bone.m01; + slotContainer.position.y = bone.worldY + attachment.x * bone.m10 + attachment.y * bone.m11; + slotContainer.scale.x = bone.worldScaleX; + slotContainer.scale.y = bone.worldScaleY; + + slotContainer.rotation = -(slot.bone.worldRotation * Math.PI / 180); + } + PIXI.DisplayObjectContainer.prototype.updateTransform.call(this); -} +}; + + +PIXI.Spine.prototype.createSprite = function (slot, descriptor) { + var name = PIXI.TextureCache[descriptor.name] ? descriptor.name : descriptor.name + ".png"; + var sprite = new PIXI.Sprite(PIXI.Texture.fromFrame(name)); + sprite.scale = descriptor.scale; + sprite.rotation = descriptor.rotation; + sprite.anchor.x = sprite.anchor.y = 0.5; + + slot.sprites = slot.sprites || {}; + slot.sprites[descriptor.name] = sprite; + return sprite; +}; /* * Awesome JS run time provided by EsotericSoftware @@ -218,7 +237,7 @@ spine.Slot.prototype = { 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) { @@ -449,6 +468,7 @@ spine.TranslateTimeline.prototype = { 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; } @@ -473,14 +493,12 @@ spine.ScaleTimeline.prototype = { 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; } @@ -518,6 +536,7 @@ spine.ColorTimeline.prototype = { 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. @@ -567,7 +586,7 @@ spine.AttachmentTimeline = function (frameCount) { spine.AttachmentTimeline.prototype = { slotIndex: 0, getFrameCount: function () { - return this.frames.length / 2; + return this.frames.length; }, setFrame: function (frameIndex, time, attachmentName) { this.frames[frameIndex] = time; @@ -584,11 +603,6 @@ spine.AttachmentTimeline.prototype = { 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)); } }; @@ -760,11 +774,9 @@ spine.Skeleton.prototype = { 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; } @@ -846,7 +858,6 @@ spine.RegionAttachment.prototype = { offset[7/*Y4*/] = localYCos + localX2Sin; }, computeVertices: function (x, y, bone, vertices) { - x += bone.worldX; y += bone.worldY; var m00 = bone.m00; @@ -870,6 +881,7 @@ spine.AnimationStateData = function (skeletonData) { this.animationToMixTime = {}; }; spine.AnimationStateData.prototype = { + defaultMix: 0, setMixByName: function (fromName, toName, duration) { var from = this.skeletonData.findAnimation(fromName); if (!from) throw "Animation not found: " + fromName; @@ -882,7 +894,7 @@ spine.AnimationStateData.prototype = { }, getMix: function (from, to) { var time = this.animationToMixTime[from.name + ":" + to.name]; - return time ? time : 0; + return time ? time : this.defaultMix; } }; @@ -922,7 +934,7 @@ spine.AnimationState.prototype = { this.previous = null; } this.current.mix(skeleton, this.currentTime, this.currentLoop, alpha); - } else + } else this.current.apply(skeleton, this.currentTime, this.currentLoop); }, clearAnimation: function () { @@ -1068,16 +1080,9 @@ spine.SkeletonJson.prototype = { 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) { + var attachment = new spine.RegionAttachment(); attachment.x = (map["x"] || 0) * this.scale; attachment.y = (map["y"] || 0) * this.scale; attachment.scaleX = map["scaleX"] || 1; @@ -1086,10 +1091,19 @@ spine.SkeletonJson.prototype = { attachment.width = (map["width"] || 32) * this.scale; attachment.height = (map["height"] || 32) * this.scale; attachment.updateOffset(); + + attachment.rendererObject = {}; + attachment.rendererObject.name = name; + attachment.rendererObject.scale = {}; + attachment.rendererObject.scale.x = attachment.scaleX; + attachment.rendererObject.scale.y = attachment.scaleY; + attachment.rendererObject.rotation = -attachment.rotation * Math.PI / 180; + return attachment; } - return attachment; + throw "Unknown attachment type: " + type; }, + readAnimation: function (name, map, skeletonData) { var timelines = []; var duration = 0; @@ -1140,7 +1154,7 @@ spine.SkeletonJson.prototype = { } timelines.push(timeline); duration = Math.max(duration, timeline.frames[timeline.getFrameCount() * 3 - 3]); - + } else throw "Invalid timeline type for a bone: " + timelineName + " (" + boneName + ")"; } @@ -1183,8 +1197,8 @@ spine.SkeletonJson.prototype = { timeline.setFrame(frameIndex++, valueMap["time"], valueMap["name"]); } timelines.push(timeline); - // PIXI FIX - duration = Math.max(duration, timeline.frames[Math.floor(timeline.getFrameCount()) - 1]); + duration = Math.max(duration, timeline.frames[timeline.getFrameCount() - 1]); + } else throw "Invalid timeline type for a slot: " + timelineName + " (" + slotName + ")"; } diff --git a/src/pixi/extras/Strip.js b/src/pixi/extras/Strip.js index d2a6937..1e5ba3b 100644 --- a/src/pixi/extras/Strip.js +++ b/src/pixi/extras/Strip.js @@ -66,8 +66,8 @@ PIXI.Strip = function(texture, width, height) } // constructor -PIXI.Strip.constructor = PIXI.Strip; PIXI.Strip.prototype = Object.create( PIXI.DisplayObjectContainer.prototype ); +PIXI.Strip.prototype.constructor = PIXI.Strip; PIXI.Strip.prototype.setTexture = function(texture) { diff --git a/src/pixi/extras/TilingSprite.js b/src/pixi/extras/TilingSprite.js index 056a580..2cb17fa 100644 --- a/src/pixi/extras/TilingSprite.js +++ b/src/pixi/extras/TilingSprite.js @@ -4,6 +4,7 @@ /** * A tiling sprite is a fast way of rendering a tiling image + * * @class TilingSprite * @extends DisplayObjectContainer * @constructor @@ -14,32 +15,62 @@ PIXI.TilingSprite = function(texture, width, height) { PIXI.DisplayObjectContainer.call( this ); - + + /** + * The texture that the sprite is using + * + * @property texture + * @type Texture + */ this.texture = texture; + + /** + * The width of the tiling sprite + * + * @property width + * @type Number + */ this.width = width; + + /** + * The height of the tiling sprite + * + * @property height + * @type Number + */ 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.renderable = true; this.blendMode = PIXI.blendModes.NORMAL } // constructor -PIXI.TilingSprite.constructor = PIXI.TilingSprite; PIXI.TilingSprite.prototype = Object.create( PIXI.DisplayObjectContainer.prototype ); +PIXI.TilingSprite.prototype.constructor = PIXI.TilingSprite; +/** + * Sets the texture of the tiling sprite + * + * @method setTexture + * @param texture {Texture} The PIXI texture that is displayed by the sprite + */ PIXI.TilingSprite.prototype.setTexture = function(texture) { //TODO SET THE TEXTURES @@ -50,6 +81,13 @@ PIXI.TilingSprite.prototype.setTexture = function(texture) this.updateFrame = true; } +/** + * When the texture is updated, this event will fire to update the frame + * + * @method onTextureUpdate + * @param event + * @private + */ PIXI.TilingSprite.prototype.onTextureUpdate = function(event) { this.updateFrame = true; diff --git a/src/pixi/filters/FilterBlock.js b/src/pixi/filters/FilterBlock.js new file mode 100644 index 0000000..c473233 --- /dev/null +++ b/src/pixi/filters/FilterBlock.js @@ -0,0 +1,13 @@ +/** + * @author Mat Groves http://matgroves.com/ @Doormat23 + */ + + + +PIXI.FilterBlock = function(mask) +{ + this.graphics = mask + this.visible = true; + this.renderable = true; +} + diff --git a/src/pixi/filters/MaskFilter.js b/src/pixi/filters/MaskFilter.js new file mode 100644 index 0000000..1cf00eb --- /dev/null +++ b/src/pixi/filters/MaskFilter.js @@ -0,0 +1,12 @@ +/** + * @author Mat Groves http://matgroves.com/ @Doormat23 + */ + + + +PIXI.MaskFilter = function(graphics) +{ + // the graphics data that will be used for filtering + this.graphics; +} + diff --git a/src/pixi/loaders/AssetLoader.js b/src/pixi/loaders/AssetLoader.js index 17f93a5..168a5f8 100644 --- a/src/pixi/loaders/AssetLoader.js +++ b/src/pixi/loaders/AssetLoader.js @@ -3,27 +3,47 @@ */ /** - * A Class that loads a bunch of images / sprite sheet / bitmap font files. Once the assets have been loaded they are added to the PIXI Texture cache and can be accessed easily through PIXI.Texture.fromImage() and PIXI.Sprite.fromImage() + * A Class that loads a bunch of images / sprite sheet / bitmap font files. Once the + * assets have been loaded they are added to the PIXI Texture cache and can be accessed + * easily through PIXI.Texture.fromImage() and PIXI.Sprite.fromImage() * When all items have been loaded this class will dispatch a "onLoaded" event * As each individual item is loaded this class will dispatch a "onProgress" event + * * @class AssetLoader * @constructor - * @extends EventTarget - * @param {Array} assetURLs an array of image/sprite sheet urls that you would like loaded supported. Supported image formats include "jpeg", "jpg", "png", "gif". Supported sprite sheet data formats only include "JSON" at this time. Supported bitmap font data formats include "xml" and "fnt". + * @uses EventTarget + * @param {Array} assetURLs an array of image/sprite sheet urls that you would like loaded + * supported. Supported image formats include "jpeg", "jpg", "png", "gif". Supported + * sprite sheet data formats only include "JSON" at this time. Supported bitmap font + * data formats include "xml" and "fnt". + * @param crossorigin {Boolean} Whether requests should be treated as crossorigin */ -PIXI.AssetLoader = function(assetURLs) +PIXI.AssetLoader = function(assetURLs, crossorigin) { PIXI.EventTarget.call(this); - + /** * The array of asset URLs that are going to be loaded + * * @property assetURLs - * @type Array + * @type Array */ this.assetURLs = assetURLs; - this.crossorigin = false; + /** + * Whether the requests should be treated as cross origin + * + * @property crossorigin + * @type Boolean + */ + this.crossorigin = crossorigin; + /** + * Maps file extension to loader types + * + * @property loadersByType + * @type Object + */ this.loadersByType = { "jpg": PIXI.ImageLoader, "jpeg": PIXI.ImageLoader, @@ -39,20 +59,22 @@ PIXI.AssetLoader = function(assetURLs) }; /** -Fired when an item has loaded -@event onProgress -**/ + * Fired when an item has loaded + * @event onProgress + */ /** -Fired when all the assets have loaded -@event onComplete -**/ + * Fired when all the assets have loaded + * @event onComplete + */ // constructor -PIXI.AssetLoader.constructor = PIXI.AssetLoader; +PIXI.AssetLoader.prototype.constructor = PIXI.AssetLoader; /** - * This will begin loading the assets sequentially + * Starts loading the assets sequentially + * + * @method load */ PIXI.AssetLoader.prototype.load = function() { @@ -81,6 +103,8 @@ PIXI.AssetLoader.prototype.load = function() /** * Invoked after each file is loaded + * + * @method onAssetLoaded * @private */ PIXI.AssetLoader.prototype.onAssetLoaded = function() diff --git a/src/pixi/loaders/BitmapFontLoader.js b/src/pixi/loaders/BitmapFontLoader.js index ee7f511..4afd8aa 100644 --- a/src/pixi/loaders/BitmapFontLoader.js +++ b/src/pixi/loaders/BitmapFontLoader.js @@ -7,13 +7,13 @@ * To generate the data you can use http://www.angelcode.com/products/bmfont/ * This loader will also load the image file as the data. * When loaded this class will dispatch a "loaded" event + * * @class BitmapFontLoader - * @extends EventTarget + * @uses EventTarget * @constructor - * @param {String} url the url of the sprite sheet JSON file - * @param {Boolean} crossorigin + * @param url {String} The url of the sprite sheet JSON file + * @param crossorigin {Boolean} Whether requests should be treated as crossorigin */ - PIXI.BitmapFontLoader = function(url, crossorigin) { /* @@ -22,17 +22,48 @@ PIXI.BitmapFontLoader = function(url, crossorigin) * make sure to set the format as "JSON" */ PIXI.EventTarget.call(this); + + /** + * The url of the bitmap font data + * + * @property url + * @type String + */ this.url = url; - this.baseUrl = url.replace(/[^\/]*$/, ""); - this.texture = null; + + /** + * Whether the requests should be treated as cross origin + * + * @property crossorigin + * @type Boolean + */ this.crossorigin = crossorigin; + + /** + * [read-only] The base url of the bitmap font data + * + * @property baseUrl + * @type String + * @readOnly + */ + this.baseUrl = url.replace(/[^\/]*$/, ""); + + /** + * [read-only] The texture of the bitmap font + * + * @property baseUrl + * @type String + */ + this.texture = null; }; // constructor -PIXI.BitmapFontLoader.constructor = PIXI.BitmapFontLoader; +PIXI.BitmapFontLoader.prototype.constructor = PIXI.BitmapFontLoader; /** - * This will begin loading the JSON file + * Loads the XML font data + * + * @method load */ PIXI.BitmapFontLoader.prototype.load = function() { @@ -49,7 +80,9 @@ PIXI.BitmapFontLoader.prototype.load = function() }; /** - * Invoked when XML file is loaded + * Invoked when XML file is loaded, parses the data + * + * @method onXMLLoaded * @private */ PIXI.BitmapFontLoader.prototype.onXMLLoaded = function() @@ -120,6 +153,8 @@ PIXI.BitmapFontLoader.prototype.onXMLLoaded = function() /** * Invoked when all files are loaded (xml/fnt and texture) + * + * @method onLoaded * @private */ PIXI.BitmapFontLoader.prototype.onLoaded = function() diff --git a/src/pixi/loaders/ImageLoader.js b/src/pixi/loaders/ImageLoader.js index d157c16..971c012 100644 --- a/src/pixi/loaders/ImageLoader.js +++ b/src/pixi/loaders/ImageLoader.js @@ -6,23 +6,33 @@ * The image loader class is responsible for loading images file formats ("jpeg", "jpg", "png" and "gif") * Once the image has been loaded it is stored in the PIXI texture cache and can be accessed though PIXI.Texture.fromFrameId() and PIXI.Sprite.fromFromeId() * When loaded this class will dispatch a 'loaded' event + * * @class ImageLoader - * @extends EventTarget + * @uses EventTarget * @constructor - * @param {String} url The url of the image - * @param {Boolean} crossorigin + * @param url {String} The url of the image + * @param crossorigin {Boolean} Whether requests should be treated as crossorigin */ PIXI.ImageLoader = function(url, crossorigin) { PIXI.EventTarget.call(this); + + /** + * The texture being loaded + * + * @property texture + * @type Texture + */ this.texture = PIXI.Texture.fromImage(url, crossorigin); }; // constructor -PIXI.ImageLoader.constructor = PIXI.ImageLoader; +PIXI.ImageLoader.prototype.constructor = PIXI.ImageLoader; /** * Loads image or takes it from cache + * + * @method load */ PIXI.ImageLoader.prototype.load = function() { @@ -42,6 +52,8 @@ PIXI.ImageLoader.prototype.load = function() /** * Invoked when image file is loaded or it is already cached and ready to use + * + * @method onLoaded * @private */ PIXI.ImageLoader.prototype.onLoaded = function() diff --git a/src/pixi/loaders/JsonLoader.js b/src/pixi/loaders/JsonLoader.js index e7a57ca..1f4ecfe 100644 --- a/src/pixi/loaders/JsonLoader.js +++ b/src/pixi/loaders/JsonLoader.js @@ -6,27 +6,59 @@ * The json file loader is used to load in JSON data and parsing it * When loaded this class will dispatch a "loaded" event * If load failed this class will dispatch a "error" event + * * @class JsonLoader - * @extends EventTarget + * @uses EventTarget * @constructor - * @param {String} url the url of the JSON file - * @param {Boolean} crossorigin + * @param url {String} The url of the JSON file + * @param crossorigin {Boolean} Whether requests should be treated as crossorigin */ - PIXI.JsonLoader = function (url, crossorigin) { PIXI.EventTarget.call(this); + + /** + * The url of the bitmap font data + * + * @property url + * @type String + */ this.url = url; - this.baseUrl = url.replace(/[^\/]*$/, ""); + + /** + * Whether the requests should be treated as cross origin + * + * @property crossorigin + * @type Boolean + */ this.crossorigin = crossorigin; + + /** + * [read-only] The base url of the bitmap font data + * + * @property baseUrl + * @type String + * @readOnly + */ + this.baseUrl = url.replace(/[^\/]*$/, ""); + + /** + * [read-only] Whether the data has loaded yet + * + * @property loaded + * @type Boolean + * @readOnly + */ this.loaded = false; }; // constructor -PIXI.JsonLoader.constructor = PIXI.JsonLoader; +PIXI.JsonLoader.prototype.constructor = PIXI.JsonLoader; /** - * This will begin loading the JSON file + * Loads the JSON data + * + * @method load */ PIXI.JsonLoader.prototype.load = function () { this.ajaxRequest = new AjaxRequest(); @@ -42,6 +74,8 @@ PIXI.JsonLoader.prototype.load = function () { /** * Invoke when JSON file is loaded + * + * @method onJSONLoaded * @private */ PIXI.JsonLoader.prototype.onJSONLoaded = function () { @@ -95,11 +129,9 @@ PIXI.JsonLoader.prototype.onJSONLoaded = function () { { this.onLoaded(); } - - - - - } else { + } + else + { this.onError(); } } @@ -107,6 +139,8 @@ PIXI.JsonLoader.prototype.onJSONLoaded = function () { /** * Invoke when json file loaded + * + * @method onLoaded * @private */ PIXI.JsonLoader.prototype.onLoaded = function () { @@ -119,6 +153,8 @@ PIXI.JsonLoader.prototype.onLoaded = function () { /** * Invoke when error occured + * + * @method onError * @private */ PIXI.JsonLoader.prototype.onError = function () { diff --git a/src/pixi/loaders/SpineLoader.js b/src/pixi/loaders/SpineLoader.js index d09f1cb..f5e16b0 100644 --- a/src/pixi/loaders/SpineLoader.js +++ b/src/pixi/loaders/SpineLoader.js @@ -14,32 +14,50 @@ * See example 12 (http://www.goodboydigital.com/pixijs/examples/12/) to see a working example and check out the source * You will need to generate a sprite sheet to accompany the spine data * When loaded this class will dispatch a "loaded" event + * * @class Spine + * @uses EventTarget * @constructor - * @extends EventTarget - * @param {String} url the url of the sprite sheet JSON file - * @param {Boolean} crossorigin + * @param url {String} The url of the JSON file + * @param crossorigin {Boolean} Whether requests should be treated as crossorigin */ PIXI.SpineLoader = function(url, crossorigin) { PIXI.EventTarget.call(this); + + /** + * The url of the bitmap font data + * + * @property url + * @type String + */ this.url = url; + + /** + * Whether the requests should be treated as cross origin + * + * @property crossorigin + * @type Boolean + */ this.crossorigin = crossorigin; + + /** + * [read-only] Whether the data has loaded yet + * + * @property loaded + * @type Boolean + * @readOnly + */ this.loaded = false; } -PIXI.SpineLoader.constructor = PIXI.SpineLoader; - -PIXI.SpineLoader.prototype.load = function() -{ - new PIXI.JsonLoader(this.url, this.crossorigin); - jsonLoader.addEventListener("loaded", function (event) { - scope.json = event.content.json; - scope.onJSONLoaded(); - }); - jsonLoader.load(); -}; +PIXI.SpineLoader.prototype.constructor = PIXI.SpineLoader; +/** + * Loads the JSON data + * + * @method load + */ PIXI.SpineLoader.prototype.load = function () { var scope = this; @@ -53,12 +71,12 @@ PIXI.SpineLoader.prototype.load = function () { /** * Invoke when JSON file is loaded + * + * @method onJSONLoaded * @private */ PIXI.SpineLoader.prototype.onJSONLoaded = function (event) { - var spineJsonParser = new spine.SkeletonJson(); - var skeletonData = spineJsonParser.readSkeletonData(this.json); PIXI.AnimCache[this.url] = skeletonData; @@ -66,10 +84,13 @@ PIXI.SpineLoader.prototype.onJSONLoaded = function (event) { this.onLoaded(); }; - - -PIXI.SpineLoader.prototype.onLoaded = function() -{ +/** + * Invoke when JSON file is loaded + * + * @method onLoaded + * @private + */ +PIXI.SpineLoader.prototype.onLoaded = function () { this.loaded = true; this.dispatchEvent({type: "loaded", content: this}); }; diff --git a/src/pixi/loaders/SpriteSheetLoader.js b/src/pixi/loaders/SpriteSheetLoader.js index 5b49c62..169fb70 100644 --- a/src/pixi/loaders/SpriteSheetLoader.js +++ b/src/pixi/loaders/SpriteSheetLoader.js @@ -10,11 +10,12 @@ * Once the data has been loaded the frames are stored in the PIXI texture cache and can be accessed though PIXI.Texture.fromFrameId() and PIXI.Sprite.fromFromeId() * This loader will also load the image file that the Spritesheet points to as well as the data. * When loaded this class will dispatch a "loaded" event + * * @class SpriteSheetLoader - * @extends EventTarget + * @uses EventTarget * @constructor - * @param {String} url the url of the sprite sheet JSON file - * @param {Boolean} crossorigin + * @param url {String} The url of the sprite sheet JSON file + * @param crossorigin {Boolean} Whether requests should be treated as crossorigin */ PIXI.SpriteSheetLoader = function (url, crossorigin) { @@ -24,18 +25,56 @@ PIXI.SpriteSheetLoader = function (url, crossorigin) { * make sure to set the format as "JSON" */ PIXI.EventTarget.call(this); + + /** + * The url of the bitmap font data + * + * @property url + * @type String + */ this.url = url; - this.baseUrl = url.replace(/[^\/]*$/, ""); - this.texture = null; - this.frames = {}; + + /** + * Whether the requests should be treated as cross origin + * + * @property crossorigin + * @type Boolean + */ this.crossorigin = crossorigin; + + /** + * [read-only] The base url of the bitmap font data + * + * @property baseUrl + * @type String + * @readOnly + */ + this.baseUrl = url.replace(/[^\/]*$/, ""); + + /** + * The texture being loaded + * + * @property texture + * @type Texture + */ + this.texture = null; + + /** + * The frames of the sprite sheet + * + * @property frames + * @type Object + */ + this.frames = {}; }; // constructor -PIXI.SpriteSheetLoader.constructor = PIXI.SpriteSheetLoader; +PIXI.SpriteSheetLoader.prototype.constructor = PIXI.SpriteSheetLoader; /** * This will begin loading the JSON file + * + * @method load */ PIXI.SpriteSheetLoader.prototype.load = function () { var scope = this; @@ -49,6 +88,8 @@ PIXI.SpriteSheetLoader.prototype.load = function () { /** * Invoke when JSON file is loaded + * + * @method onJSONLoaded * @private */ PIXI.SpriteSheetLoader.prototype.onJSONLoaded = function () { @@ -84,6 +125,8 @@ PIXI.SpriteSheetLoader.prototype.onJSONLoaded = function () { }; /** * Invoke when all files are loaded (json and texture) + * + * @method onLoaded * @private */ PIXI.SpriteSheetLoader.prototype.onLoaded = function () { diff --git a/src/pixi/primitives/Graphics.js b/src/pixi/primitives/Graphics.js new file mode 100644 index 0000000..cd599fa --- /dev/null +++ b/src/pixi/primitives/Graphics.js @@ -0,0 +1,230 @@ +/** + * @author Mat Groves http://matgroves.com/ @Doormat23 + */ + + +/** + * The Graphics class contains a set of methods that you can use to create primitive shapes and lines. + * It is important to know that with the webGL renderer only simple polys can be filled at this stage + * Complex polys will not be filled. Heres an example of a complex poly: http://www.goodboydigital.com/wp-content/uploads/2013/06/complexPolygon.png + * + * @class Graphics + * @extends DisplayObjectContainer + * @constructor + */ +PIXI.Graphics = function() +{ + PIXI.DisplayObjectContainer.call( this ); + + this.renderable = true; + + /** + * The alpha of the fill of this graphics object + * + * @property fillAlpha + * @type Number + */ + this.fillAlpha = 1; + + /** + * The width of any lines drawn + * + * @property lineWidth + * @type Number + */ + this.lineWidth = 0; + + /** + * The color of any lines drawn + * + * @property lineColor + * @type String + */ + this.lineColor = "black"; + + /** + * Graphics data + * + * @property graphicsData + * @type Array + * @private + */ + this.graphicsData = []; + + /** + * Current path + * + * @property currentPath + * @type Object + * @private + */ + this.currentPath = {points:[]}; +} + +// constructor +PIXI.Graphics.prototype = Object.create( PIXI.DisplayObjectContainer.prototype ); +PIXI.Graphics.prototype.constructor = PIXI.Graphics; + +/** + * Specifies a line style used for subsequent calls to Graphics methods such as the lineTo() method or the drawCircle() method. + * + * @method lineStyle + * @param lineWidth {Number} width of the line to draw, will update the object's stored style + * @param color {Number} color of the line to draw, will update the object's stored style + * @param alpha {Number} alpha of the line to draw, will update the object's stored style + */ +PIXI.Graphics.prototype.lineStyle = function(lineWidth, color, alpha) +{ + if(this.currentPath.points.length == 0)this.graphicsData.pop(); + + this.lineWidth = lineWidth || 0; + this.lineColor = color || 0; + this.lineAlpha = (alpha == undefined) ? 1 : alpha; + + this.currentPath = {lineWidth:this.lineWidth, lineColor:this.lineColor, lineAlpha:this.lineAlpha, + fillColor:this.fillColor, fillAlpha:this.fillAlpha, fill:this.filling, points:[], type:PIXI.Graphics.POLY}; + + this.graphicsData.push(this.currentPath); +} + +/** + * Moves the current drawing position to (x, y). + * + * @method moveTo + * @param x {Number} the X coord to move to + * @param y {Number} the Y coord to move to + */ +PIXI.Graphics.prototype.moveTo = function(x, y) +{ + if(this.currentPath.points.length == 0)this.graphicsData.pop(); + + this.currentPath = this.currentPath = {lineWidth:this.lineWidth, lineColor:this.lineColor, lineAlpha:this.lineAlpha, + fillColor:this.fillColor, fillAlpha:this.fillAlpha, fill:this.filling, points:[], type:PIXI.Graphics.POLY}; + + this.currentPath.points.push(x, y); + + this.graphicsData.push(this.currentPath); +} + +/** + * Draws a line using the current line style from the current drawing position to (x, y); + * the current drawing position is then set to (x, y). + * + * @method lineTo + * @param x {Number} the X coord to draw to + * @param y {Number} the Y coord to draw to + */ +PIXI.Graphics.prototype.lineTo = function(x, y) +{ + this.currentPath.points.push(x, y); + this.dirty = true; +} + +/** + * Specifies a simple one-color fill that subsequent calls to other Graphics methods + * (such as lineTo() or drawCircle()) use when drawing. + * + * @method beginFill + * @param color {uint} the color of the fill + * @param alpha {Number} the alpha + */ +PIXI.Graphics.prototype.beginFill = function(color, alpha) +{ + this.filling = true; + this.fillColor = color || 0; + this.fillAlpha = (alpha == undefined) ? 1 : alpha; +} + +/** + * Applies a fill to the lines and shapes that were added since the last call to the beginFill() method. + * + * @method endFill + */ +PIXI.Graphics.prototype.endFill = function() +{ + this.filling = false; + this.fillColor = null; + this.fillAlpha = 1; +} + +/** + * @method drawRect + * + * @param x {Number} The X coord of the top-left of the rectangle + * @param y {Number} The Y coord of the top-left of the rectangle + * @param width {Number} The width of the rectangle + * @param height {Number} The height of the rectangle + */ +PIXI.Graphics.prototype.drawRect = function( x, y, width, height ) +{ + if(this.currentPath.points.length == 0)this.graphicsData.pop(); + + this.currentPath = {lineWidth:this.lineWidth, lineColor:this.lineColor, lineAlpha:this.lineAlpha, + fillColor:this.fillColor, fillAlpha:this.fillAlpha, fill:this.filling, + points:[x, y, width, height], type:PIXI.Graphics.RECT}; + + this.graphicsData.push(this.currentPath); + this.dirty = true; +} + +/** + * Draws a circle. + * + * @method drawCircle + * @param x {Number} The X coord of the center of the circle + * @param y {Number} The Y coord of the center of the circle + * @param radius {Number} The radius of the circle + */ +PIXI.Graphics.prototype.drawCircle = function( x, y, radius) +{ + if(this.currentPath.points.length == 0)this.graphicsData.pop(); + + this.currentPath = {lineWidth:this.lineWidth, lineColor:this.lineColor, lineAlpha:this.lineAlpha, + fillColor:this.fillColor, fillAlpha:this.fillAlpha, fill:this.filling, + points:[x, y, radius, radius], type:PIXI.Graphics.CIRC}; + + this.graphicsData.push(this.currentPath); + this.dirty = true; +} + +/** + * Draws an elipse. + * + * @method drawElipse + * @param x {Number} + * @param y {Number} + * @param width {Number} + * @param height {Number} + */ +PIXI.Graphics.prototype.drawElipse = function( x, y, width, height) +{ + if(this.currentPath.points.length == 0)this.graphicsData.pop(); + + this.currentPath = {lineWidth:this.lineWidth, lineColor:this.lineColor, lineAlpha:this.lineAlpha, + fillColor:this.fillColor, fillAlpha:this.fillAlpha, fill:this.filling, + points:[x, y, width, height], type:PIXI.Graphics.ELIP}; + + this.graphicsData.push(this.currentPath); + this.dirty = true; +} + +/** + * Clears the graphics that were drawn to this Graphics object, and resets fill and line style settings. + * + * @method clear + */ +PIXI.Graphics.prototype.clear = function() +{ + this.lineWidth = 0; + this.filling = false; + + this.dirty = true; + this.clearDirty = true; + this.graphicsData = []; +} + +// SOME TYPES: +PIXI.Graphics.POLY = 0; +PIXI.Graphics.RECT = 1; +PIXI.Graphics.CIRC = 2; +PIXI.Graphics.ELIP = 3; diff --git a/src/pixi/renderers/WebGLShaders.js b/src/pixi/renderers/WebGLShaders.js deleted file mode 100644 index 100c9aa..0000000 --- a/src/pixi/renderers/WebGLShaders.js +++ /dev/null @@ -1,54 +0,0 @@ - -/** - * @author Mat Groves http://matgroves.com/ @Doormat23 - */ - -PIXI.shaderFragmentSrc = [ - "precision mediump float;", - "varying vec2 vTextureCoord;", - "varying float vColor;", - "uniform sampler2D uSampler;", - "void main(void) {", - "gl_FragColor = texture2D(uSampler, vec2(vTextureCoord.x, vTextureCoord.y));", - "gl_FragColor = gl_FragColor * vColor;", - "}" -]; - -PIXI.shaderVertexSrc = [ - "attribute vec2 aVertexPosition;", - "attribute vec2 aTextureCoord;", - "attribute float aColor;", - "uniform mat4 uMVMatrix;", - "varying vec2 vTextureCoord;", - "varying float vColor;", - "void main(void) {", - "gl_Position = uMVMatrix * vec4(aVertexPosition, 1.0, 1.0);", - "vTextureCoord = aTextureCoord;", - "vColor = aColor;", - "}" -]; - -PIXI.CompileVertexShader = function(gl, shaderSrc) -{ - return PIXI._CompileShader(gl, shaderSrc, gl.VERTEX_SHADER); -} - -PIXI.CompileFragmentShader = function(gl, shaderSrc) -{ - return PIXI._CompileShader(gl, shaderSrc, gl.FRAGMENT_SHADER); -} - -PIXI._CompileShader = function(gl, shaderSrc, shaderType) -{ - var src = shaderSrc.join("\n"); - var shader = gl.createShader(shaderType); - gl.shaderSource(shader, src); - gl.compileShader(shader); - - if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) { - alert(gl.getShaderInfoLog(shader)); - return null; - } - - return shader; -} diff --git a/src/pixi/renderers/canvas/CanvasGraphics.js b/src/pixi/renderers/canvas/CanvasGraphics.js new file mode 100644 index 0000000..7f1093b --- /dev/null +++ b/src/pixi/renderers/canvas/CanvasGraphics.js @@ -0,0 +1,239 @@ +/** + * @author Mat Groves http://matgroves.com/ @Doormat23 + */ + + +/** + * A set of functions used by the canvas renderer to draw the primitive graphics data + * + * @class CanvasGraphics + */ +PIXI.CanvasGraphics = function() +{ + +} + + +/* + * Renders the graphics object + * + * @static + * @private + * @method renderGraphics + * @param graphics {Graphics} + * @param context {Context2D} + */ +PIXI.CanvasGraphics.renderGraphics = function(graphics, context) +{ + var worldAlpha = graphics.worldAlpha; + + for (var i=0; i < graphics.graphicsData.length; i++) + { + var data = graphics.graphicsData[i]; + var points = data.points; + + context.strokeStyle = color = '#' + ('00000' + ( data.lineColor | 0).toString(16)).substr(-6); + + context.lineWidth = data.lineWidth; + + if(data.type == PIXI.Graphics.POLY) + { + context.beginPath(); + + context.moveTo(points[0], points[1]); + + for (var j=1; j < points.length/2; j++) + { + context.lineTo(points[j * 2], points[j * 2 + 1]); + } + + // if the first and last point are the same close the path - much neater :) + if(points[0] == points[points.length-2] && points[1] == points[points.length-1]) + { + context.closePath(); + } + + if(data.fill) + { + context.globalAlpha = data.fillAlpha * worldAlpha; + context.fillStyle = color = '#' + ('00000' + ( data.fillColor | 0).toString(16)).substr(-6); + context.fill(); + } + if(data.lineWidth) + { + context.globalAlpha = data.lineAlpha * worldAlpha; + context.stroke(); + } + } + else if(data.type == PIXI.Graphics.RECT) + { + + // TODO - need to be Undefined! + if(data.fillColor) + { + context.globalAlpha = data.fillAlpha * worldAlpha; + context.fillStyle = color = '#' + ('00000' + ( data.fillColor | 0).toString(16)).substr(-6); + context.fillRect(points[0], points[1], points[2], points[3]); + + } + if(data.lineWidth) + { + context.globalAlpha = data.lineAlpha * worldAlpha; + context.strokeRect(points[0], points[1], points[2], points[3]); + } + + } + else if(data.type == PIXI.Graphics.CIRC) + { + // TODO - need to be Undefined! + context.beginPath(); + context.arc(points[0], points[1], points[2],0,2*Math.PI); + context.closePath(); + + if(data.fill) + { + context.globalAlpha = data.fillAlpha * worldAlpha; + context.fillStyle = color = '#' + ('00000' + ( data.fillColor | 0).toString(16)).substr(-6); + context.fill(); + } + if(data.lineWidth) + { + context.globalAlpha = data.lineAlpha * worldAlpha; + context.stroke(); + } + } + else if(data.type == PIXI.Graphics.ELIP) + { + + // elipse code taken from: http://stackoverflow.com/questions/2172798/how-to-draw-an-oval-in-html5-canvas + + var elipseData = data.points; + + var w = elipseData[2] * 2; + var h = elipseData[3] * 2; + + var x = elipseData[0] - w/2; + var y = elipseData[1] - h/2; + + context.beginPath(); + + var kappa = .5522848, + ox = (w / 2) * kappa, // control point offset horizontal + oy = (h / 2) * kappa, // control point offset vertical + xe = x + w, // x-end + ye = y + h, // y-end + xm = x + w / 2, // x-middle + ym = y + h / 2; // y-middle + + context.moveTo(x, ym); + context.bezierCurveTo(x, ym - oy, xm - ox, y, xm, y); + context.bezierCurveTo(xm + ox, y, xe, ym - oy, xe, ym); + context.bezierCurveTo(xe, ym + oy, xm + ox, ye, xm, ye); + context.bezierCurveTo(xm - ox, ye, x, ym + oy, x, ym); + + context.closePath(); + + if(data.fill) + { + context.globalAlpha = data.fillAlpha * worldAlpha; + context.fillStyle = color = '#' + ('00000' + ( data.fillColor | 0).toString(16)).substr(-6); + context.fill(); + } + if(data.lineWidth) + { + context.globalAlpha = data.lineAlpha * worldAlpha; + context.stroke(); + } + } + + }; +} + +/* + * Renders a graphics mask + * + * @static + * @private + * @method renderGraphicsMask + * @param graphics {Graphics} + * @param context {Context2D} + */ +PIXI.CanvasGraphics.renderGraphicsMask = function(graphics, context) +{ + var worldAlpha = graphics.worldAlpha; + + var len = graphics.graphicsData.length; + if(len > 1) + { + len = 1; + console.log("Pixi.js warning: masks in canvas can only mask using the first path in the graphics object") + } + + for (var i=0; i < 1; i++) + { + var data = graphics.graphicsData[i]; + var points = data.points; + + if(data.type == PIXI.Graphics.POLY) + { + context.beginPath(); + context.moveTo(points[0], points[1]); + + for (var j=1; j < points.length/2; j++) + { + context.lineTo(points[j * 2], points[j * 2 + 1]); + } + + // if the first and last point are the same close the path - much neater :) + if(points[0] == points[points.length-2] && points[1] == points[points.length-1]) + { + context.closePath(); + } + + } + else if(data.type == PIXI.Graphics.RECT) + { + context.beginPath(); + context.rect(points[0], points[1], points[2], points[3]); + context.closePath(); + } + else if(data.type == PIXI.Graphics.CIRC) + { + // TODO - need to be Undefined! + context.beginPath(); + context.arc(points[0], points[1], points[2],0,2*Math.PI); + context.closePath(); + } + else if(data.type == PIXI.Graphics.ELIP) + { + + // elipse code taken from: http://stackoverflow.com/questions/2172798/how-to-draw-an-oval-in-html5-canvas + var elipseData = data.points; + + var w = elipseData[2] * 2; + var h = elipseData[3] * 2; + + var x = elipseData[0] - w/2; + var y = elipseData[1] - h/2; + + context.beginPath(); + + var kappa = .5522848, + ox = (w / 2) * kappa, // control point offset horizontal + oy = (h / 2) * kappa, // control point offset vertical + xe = x + w, // x-end + ye = y + h, // y-end + xm = x + w / 2, // x-middle + ym = y + h / 2; // y-middle + + context.moveTo(x, ym); + context.bezierCurveTo(x, ym - oy, xm - ox, y, xm, y); + context.bezierCurveTo(xm + ox, y, xe, ym - oy, xe, ym); + context.bezierCurveTo(xe, ym + oy, xm + ox, ye, xm, ye); + context.bezierCurveTo(xm - ox, ye, x, ym + oy, x, ym); + context.closePath(); + } + + + }; +} diff --git a/src/pixi/renderers/CanvasRenderer.js b/src/pixi/renderers/canvas/CanvasRenderer.js similarity index 67% rename from src/pixi/renderers/CanvasRenderer.js rename to src/pixi/renderers/canvas/CanvasRenderer.js index a61a785..a1b70d3 100644 --- a/src/pixi/renderers/CanvasRenderer.js +++ b/src/pixi/renderers/canvas/CanvasRenderer.js @@ -6,65 +6,66 @@ /** * 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 width=0 {Number} the width of the canvas view + * @param height=0 {Number} the height of the canvas view * @param view {Canvas} the canvas to use as a view, optional - * @param transparent {Boolean} the transparency of the render view, default false - * @default false - * + * @param transparent=false {Boolean} the transparency of the render view, 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; - + this.view = view || document.createElement( 'canvas' ); + /** * The canvas context that the everything is drawn to * @property context * @type Canvas 2d Context */ this.context = this.view.getContext("2d"); + + this.refresh = true; + // 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; } // constructor -PIXI.CanvasRenderer.constructor = PIXI.CanvasRenderer; +PIXI.CanvasRenderer.prototype.constructor = PIXI.CanvasRenderer; /** * Renders the stage to its canvas view + * * @method render * @param stage {Stage} the Stage element to be rendered */ @@ -105,12 +106,16 @@ PIXI.CanvasRenderer.prototype.render = function(stage) { 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 + * + * @method resize + * @param width {Number} the new width of the canvas view + * @param height {Number} the new height of the canvas view */ PIXI.CanvasRenderer.prototype.resize = function(width, height) { @@ -122,52 +127,51 @@ PIXI.CanvasRenderer.prototype.resize = function(width, height) } /** + * Renders a display object + * + * @method renderDisplayObject + * @param displayObject {DisplayObject} The displayObject to render * @private */ - PIXI.CanvasRenderer.prototype.renderDisplayObject = function(displayObject) { - var transform = displayObject.worldTransform; + // no loger recurrsive! + var transform; var context = this.context; - //context.globalCompositeOperation = "source-over" - var blit = false; - if(!displayObject.visible)return; - - if(displayObject instanceof PIXI.Sprite) + context.globalCompositeOperation = 'source-over'; + + // one the display object hits this. we can break the loop + var testObject = displayObject.last._iNext; + displayObject = displayObject.first; + + do { - var frame = displayObject.texture.frame; + transform = displayObject.worldTransform; - if(frame) + if(!displayObject.visible) { - context.globalAlpha = displayObject.worldAlpha; + displayObject = displayObject.last._iNext; + continue; + } + + if(!displayObject.renderable) + { + displayObject = displayObject._iNext; + continue; + } + + if(displayObject instanceof PIXI.Sprite) + { + + var frame = displayObject.texture.frame; - // 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(frame) { - 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])); + context.globalAlpha = displayObject.worldAlpha; - } - 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, @@ -175,42 +179,69 @@ PIXI.CanvasRenderer.prototype.renderDisplayObject = function(displayObject) 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! - if(displayObject.children) - { - for (var i=0; i < displayObject.children.length; i++) + } + } + else if(displayObject instanceof PIXI.Strip) { - this.renderDisplayObject(displayObject.children[i]); + 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); + } + else if(displayObject instanceof PIXI.Graphics) + { + context.setTransform(transform[0], transform[3], transform[1], transform[4], transform[2], transform[5]) + PIXI.CanvasGraphics.renderGraphics(displayObject, context); + } + else if(displayObject instanceof PIXI.FilterBlock) + { + if(displayObject.open) + { + context.save(); + + var cacheAlpha = displayObject.mask.alpha; + var maskTransform = displayObject.mask.worldTransform; + + context.setTransform(maskTransform[0], maskTransform[3], maskTransform[1], maskTransform[4], maskTransform[2], maskTransform[5]) + + displayObject.mask.worldAlpha = 0.5; + + context.worldAlpha = 0; + + PIXI.CanvasGraphics.renderGraphicsMask(displayObject.mask, context); + context.clip(); + + displayObject.mask.worldAlpha = cacheAlpha; + } + else + { + context.restore(); + } + } + // count++ + displayObject = displayObject._iNext; + + } + while(displayObject != testObject) + - this.context.setTransform(1,0,0,1,0,0); } /** + * Renders a flat strip + * + * @method renderStripFlat + * @param strip {Strip} The Strip to render * @private */ PIXI.CanvasRenderer.prototype.renderStripFlat = function(strip) @@ -238,20 +269,24 @@ PIXI.CanvasRenderer.prototype.renderStripFlat = function(strip) }; -// context.globalCompositeOperation = 'lighter'; context.fillStyle = "#FF0000"; context.fill(); context.closePath(); - //context.globalCompositeOperation = 'source-over'; } /** + * Renders a tiling sprite + * + * @method renderTilingSprite + * @param sprite {TilingSprite} The tilingsprite to render * @private */ PIXI.CanvasRenderer.prototype.renderTilingSprite = function(sprite) { var context = this.context; + context.globalAlpha = sprite.worldAlpha; + if(!sprite.__tilePattern) sprite.__tilePattern = context.createPattern(sprite.texture.baseTexture.source, "repeat"); context.beginPath(); @@ -272,15 +307,17 @@ PIXI.CanvasRenderer.prototype.renderTilingSprite = function(sprite) context.closePath(); } - - /** + * Renders a strip + * + * @method renderStrip + * @param strip {Strip} The Strip to render * @private */ PIXI.CanvasRenderer.prototype.renderStrip = function(strip) { var context = this.context; - //context.globalCompositeOperation = 'lighter'; + // draw triangles!! var verticies = strip.verticies; var uvs = strip.uvs; @@ -307,8 +344,6 @@ PIXI.CanvasRenderer.prototype.renderStrip = function(strip) context.lineTo(x2, y2); context.closePath(); - // context.fillStyle = "white"//rgb(1, 1, 1,1)); - // context.fill(); context.clip(); @@ -332,13 +367,4 @@ PIXI.CanvasRenderer.prototype.renderStrip = function(strip) context.restore(); }; -// context.globalCompositeOperation = 'source-over'; } - - - - - - - - diff --git a/src/pixi/renderers/WebGLBatch.js b/src/pixi/renderers/webgl/WebGLBatch.js similarity index 85% rename from src/pixi/renderers/WebGLBatch.js rename to src/pixi/renderers/webgl/WebGLBatch.js index 3773286..410884b 100644 --- a/src/pixi/renderers/WebGLBatch.js +++ b/src/pixi/renderers/webgl/WebGLBatch.js @@ -41,10 +41,15 @@ PIXI._restoreBatchs = function(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. + * 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} + * @constructor + * @param gl {WebGLContext} an instance of the webGL context */ PIXI.WebGLBatch = function(gl) { @@ -60,12 +65,13 @@ PIXI.WebGLBatch = function(gl) this.dynamicSize = 1; } - // constructor -PIXI.WebGLBatch.constructor = PIXI.WebGLBatch; +PIXI.WebGLBatch.prototype.constructor = PIXI.WebGLBatch; /** * Cleans the batch so that is can be returned to an object pool and reused + * + * @method clean */ PIXI.WebGLBatch.prototype.clean = function() { @@ -73,18 +79,19 @@ PIXI.WebGLBatch.prototype.clean = function() 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 +/** + * Recreates the buffers in the event of a context loss + * + * @method restoreLostContext + * @param gl {WebGLContext} */ PIXI.WebGLBatch.prototype.restoreLostContext = function(gl) { @@ -97,8 +104,10 @@ PIXI.WebGLBatch.prototype.restoreLostContext = function(gl) /** * 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 + * @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) { @@ -106,16 +115,16 @@ PIXI.WebGLBatch.prototype.init = function(sprite) 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 @@ -123,13 +132,13 @@ PIXI.WebGLBatch.prototype.init = function(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; @@ -138,12 +147,12 @@ PIXI.WebGLBatch.prototype.insertBefore = function(sprite, nextSprite) 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 @@ -151,15 +160,14 @@ PIXI.WebGLBatch.prototype.insertBefore = function(sprite, nextSprite) 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; @@ -169,18 +177,18 @@ PIXI.WebGLBatch.prototype.insertAfter = function(sprite, previousSprite) { 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; @@ -188,7 +196,7 @@ PIXI.WebGLBatch.prototype.remove = function(sprite) sprite.__next = null; return; } - + if(sprite.__prev) { sprite.__prev.__next = sprite.__next; @@ -198,7 +206,7 @@ PIXI.WebGLBatch.prototype.remove = function(sprite) this.head = sprite.__next; this.head.__prev = null; } - + if(sprite.__next) { sprite.__next.__prev = sprite.__prev; @@ -208,7 +216,7 @@ PIXI.WebGLBatch.prototype.remove = function(sprite) this.tail = sprite.__prev; this.tail.__next = null } - + sprite.batch = null; sprite.__next = null; sprite.__prev = null; @@ -217,39 +225,30 @@ PIXI.WebGLBatch.prototype.remove = function(sprite) /** * 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); + + var batch = new PIXI.WebGLBatch(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) @@ -258,41 +257,44 @@ PIXI.WebGLBatch.prototype.split = function(sprite) 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 + * 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 + * + * @method growBatch */ PIXI.WebGLBatch.prototype.growBatch = function() { @@ -307,25 +309,25 @@ PIXI.WebGLBatch.prototype.growBatch = function() } // 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 ) + + 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 ) + + 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; @@ -337,152 +339,152 @@ PIXI.WebGLBatch.prototype.growBatch = function() 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 + 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) + if(displayObject.vcount === PIXI.visibleCount) { 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; @@ -491,20 +493,20 @@ PIXI.WebGLBatch.prototype.update = function() 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; } @@ -512,39 +514,36 @@ PIXI.WebGLBatch.prototype.update = function() /** * 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(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); @@ -553,12 +552,12 @@ PIXI.WebGLBatch.prototype.render = function(start, end) 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); @@ -567,17 +566,14 @@ PIXI.WebGLBatch.prototype.render = function(start, end) 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 ); } - diff --git a/src/pixi/renderers/webgl/WebGLGraphics.js b/src/pixi/renderers/webgl/WebGLGraphics.js new file mode 100644 index 0000000..bcddb14 --- /dev/null +++ b/src/pixi/renderers/webgl/WebGLGraphics.js @@ -0,0 +1,514 @@ +/** + * @author Mat Groves http://matgroves.com/ @Doormat23 + */ + +/** + * A set of functions used by the webGL renderer to draw the primitive graphics data + * + * @class CanvasGraphics + */ +PIXI.WebGLGraphics = function() +{ + +} + +/** + * Renders the graphics object + * + * @static + * @private + * @method renderGraphics + * @param graphics {Graphics} + * @param projection {Object} + */ +PIXI.WebGLGraphics.renderGraphics = function(graphics, projection) +{ + var gl = PIXI.gl; + + if(!graphics._webGL)graphics._webGL = {points:[], indices:[], lastIndex:0, + buffer:gl.createBuffer(), + indexBuffer:gl.createBuffer()}; + + if(graphics.dirty) + { + graphics.dirty = false; + + if(graphics.clearDirty) + { + graphics.clearDirty = false; + + graphics._webGL.lastIndex = 0; + graphics._webGL.points = []; + graphics._webGL.indices = []; + + } + + PIXI.WebGLGraphics.updateGraphics(graphics); + } + + + PIXI.activatePrimitiveShader(); + + // This could be speeded up fo sure! + var m = PIXI.mat3.clone(graphics.worldTransform); + + PIXI.mat3.transpose(m); + + // set the matrix transform for the + gl.blendFunc(gl.ONE, gl.ONE_MINUS_SRC_ALPHA); + + gl.uniformMatrix3fv(PIXI.primitiveProgram.translationMatrix, false, m); + + gl.uniform2f(PIXI.primitiveProgram.projectionVector, projection.x, projection.y); + + gl.uniform1f(PIXI.primitiveProgram.alpha, graphics.worldAlpha); + + gl.bindBuffer(gl.ARRAY_BUFFER, graphics._webGL.buffer); + + // WHY DOES THIS LINE NEED TO BE THERE??? + gl.vertexAttribPointer(PIXI.shaderProgram.vertexPositionAttribute, 2, gl.FLOAT, false, 0, 0); + // its not even used.. but need to be set or it breaks? + // only on pc though.. + + gl.vertexAttribPointer(PIXI.primitiveProgram.vertexPositionAttribute, 2, gl.FLOAT, false, 4 * 6, 0); + gl.vertexAttribPointer(PIXI.primitiveProgram.colorAttribute, 4, gl.FLOAT, false,4 * 6, 2 * 4); + + // set the index buffer! + gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, graphics._webGL.indexBuffer); + + gl.drawElements(gl.TRIANGLE_STRIP, graphics._webGL.indices.length, gl.UNSIGNED_SHORT, 0 ); + + // return to default shader... + PIXI.activateDefaultShader(); +} + +/** + * Updates the graphics object + * + * @static + * @private + * @method updateGraphics + * @param graphics {Graphics} + */ +PIXI.WebGLGraphics.updateGraphics = function(graphics) +{ + for (var i=graphics._webGL.lastIndex; i < graphics.graphicsData.length; i++) + { + var data = graphics.graphicsData[i]; + + if(data.type == PIXI.Graphics.POLY) + { + if(data.fill) + { + if(data.points.length>3) + PIXI.WebGLGraphics.buildPoly(data, graphics._webGL); + } + + if(data.lineWidth > 0) + { + PIXI.WebGLGraphics.buildLine(data, graphics._webGL); + } + } + else if(data.type == PIXI.Graphics.RECT) + { + PIXI.WebGLGraphics.buildRectangle(data, graphics._webGL); + } + else if(data.type == PIXI.Graphics.CIRC || data.type == PIXI.Graphics.ELIP) + { + PIXI.WebGLGraphics.buildCircle(data, graphics._webGL); + } + }; + + graphics._webGL.lastIndex = graphics.graphicsData.length; + + var gl = PIXI.gl; + + graphics._webGL.glPoints = new Float32Array(graphics._webGL.points); + + gl.bindBuffer(gl.ARRAY_BUFFER, graphics._webGL.buffer); + gl.bufferData(gl.ARRAY_BUFFER, graphics._webGL.glPoints, gl.STATIC_DRAW); + + graphics._webGL.glIndicies = new Uint16Array(graphics._webGL.indices); + + gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, graphics._webGL.indexBuffer); + gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, graphics._webGL.glIndicies, gl.STATIC_DRAW); +} + +/** + * Builds a rectangle to draw + * + * @static + * @private + * @method buildRectangle + * @param graphics {Graphics} + * @param webGLData {Object} + */ +PIXI.WebGLGraphics.buildRectangle = function(graphicsData, webGLData) +{ + // --- // + // need to convert points to a nice regular data + // + var rectData = graphicsData.points; + var x = rectData[0]; + var y = rectData[1]; + var width = rectData[2]; + var height = rectData[3]; + + + if(graphicsData.fill) + { + var color = HEXtoRGB(graphicsData.fillColor); + var alpha = graphicsData.fillAlpha; + + var r = color[0] * alpha; + var g = color[1] * alpha; + var b = color[2] * alpha; + + var verts = webGLData.points; + var indices = webGLData.indices; + + var vertPos = verts.length/6; + + // start + verts.push(x, y); + verts.push(r, g, b, alpha); + + verts.push(x + width, y); + verts.push(r, g, b, alpha); + + verts.push(x , y + height); + verts.push(r, g, b, alpha); + + verts.push(x + width, y + height); + verts.push(r, g, b, alpha); + + // insert 2 dead triangles.. + indices.push(vertPos, vertPos, vertPos+1, vertPos+2, vertPos+3, vertPos+3) + } + + if(graphicsData.lineWidth) + { + graphicsData.points = [x, y, + x + width, y, + x + width, y + height, + x, y + height, + x, y]; + + PIXI.WebGLGraphics.buildLine(graphicsData, webGLData); + } + +} + +/** + * Builds a circle to draw + * + * @static + * @private + * @method buildCircle + * @param graphics {Graphics} + * @param webGLData {Object} + */ +PIXI.WebGLGraphics.buildCircle = function(graphicsData, webGLData) +{ + // --- // + // need to convert points to a nice regular data + // + var rectData = graphicsData.points; + var x = rectData[0]; + var y = rectData[1]; + var width = rectData[2]; + var height = rectData[3]; + + var totalSegs = 40; + var seg = (Math.PI * 2) / totalSegs ; + + if(graphicsData.fill) + { + var color = HEXtoRGB(graphicsData.fillColor); + var alpha = graphicsData.fillAlpha; + + var r = color[0] * alpha; + var g = color[1] * alpha; + var b = color[2] * alpha; + + var verts = webGLData.points; + var indices = webGLData.indices; + + var vecPos = verts.length/6; + + indices.push(vecPos); + + for (var i=0; i < totalSegs + 1 ; i++) + { + verts.push(x,y, r, g, b, alpha); + + verts.push(x + Math.sin(seg * i) * width, + y + Math.cos(seg * i) * height, + r, g, b, alpha); + + indices.push(vecPos++, vecPos++); + }; + + indices.push(vecPos-1); + } + + if(graphicsData.lineWidth) + { + graphicsData.points = []; + + for (var i=0; i < totalSegs + 1; i++) + { + graphicsData.points.push(x + Math.sin(seg * i) * width, + y + Math.cos(seg * i) * height) + }; + + PIXI.WebGLGraphics.buildLine(graphicsData, webGLData); + } + +} + +/** + * Builds a line to draw + * + * @static + * @private + * @method buildLine + * @param graphics {Graphics} + * @param webGLData {Object} + */ +PIXI.WebGLGraphics.buildLine = function(graphicsData, webGLData) +{ + // TODO OPTIMISE! + + var wrap = true; + var points = graphicsData.points; + if(points.length == 0)return; + + // get first and last point.. figure out the middle! + var firstPoint = new PIXI.Point( points[0], points[1] ); + var lastPoint = new PIXI.Point( points[points.length - 2], points[points.length - 1] ); + + // if the first point is the last point - goona have issues :) + if(firstPoint.x == lastPoint.x && firstPoint.y == lastPoint.y) + { + points.pop(); + points.pop(); + + lastPoint = new PIXI.Point( points[points.length - 2], points[points.length - 1] ); + + var midPointX = lastPoint.x + (firstPoint.x - lastPoint.x) *0.5; + var midPointY = lastPoint.y + (firstPoint.y - lastPoint.y) *0.5; + + points.unshift(midPointX, midPointY); + points.push(midPointX, midPointY) + } + + var verts = webGLData.points; + var indices = webGLData.indices; + var length = points.length / 2; + var indexCount = points.length; + var indexStart = verts.length/6; + + // DRAW the Line + var width = graphicsData.lineWidth / 2; + + // sort color + var color = HEXtoRGB(graphicsData.lineColor); + var alpha = graphicsData.lineAlpha; + var r = color[0] * alpha; + var g = color[1] * alpha; + var b = color[2] * alpha; + + var p1x, p1y, p2x, p2y, p3x, p3y; + var perpx, perpy, perp2x, perp2y, perp3x, perp3y; + var ipx, ipy; + var a1, b1, c1, a2, b2, c2; + var denom, pdist, dist; + + p1x = points[0]; + p1y = points[1]; + + p2x = points[2]; + p2y = points[3]; + + perpx = -(p1y - p2y); + perpy = p1x - p2x; + + dist = Math.sqrt(perpx*perpx + perpy*perpy); + + perpx /= dist; + perpy /= dist; + perpx *= width; + perpy *= width; + + // start + verts.push(p1x - perpx , p1y - perpy, + r, g, b, alpha); + + verts.push(p1x + perpx , p1y + perpy, + r, g, b, alpha); + + for (var i = 1; i < length-1; i++) + { + p1x = points[(i-1)*2]; + p1y = points[(i-1)*2 + 1]; + + p2x = points[(i)*2] + p2y = points[(i)*2 + 1] + + p3x = points[(i+1)*2]; + p3y = points[(i+1)*2 + 1]; + + perpx = -(p1y - p2y); + perpy = p1x - p2x; + + dist = Math.sqrt(perpx*perpx + perpy*perpy); + perpx /= dist; + perpy /= dist; + perpx *= width; + perpy *= width; + + perp2x = -(p2y - p3y); + perp2y = p2x - p3x; + + dist = Math.sqrt(perp2x*perp2x + perp2y*perp2y); + perp2x /= dist; + perp2y /= dist; + perp2x *= width; + perp2y *= width; + + a1 = (-perpy + p1y) - (-perpy + p2y); + b1 = (-perpx + p2x) - (-perpx + p1x); + c1 = (-perpx + p1x) * (-perpy + p2y) - (-perpx + p2x) * (-perpy + p1y); + a2 = (-perp2y + p3y) - (-perp2y + p2y); + b2 = (-perp2x + p2x) - (-perp2x + p3x); + c2 = (-perp2x + p3x) * (-perp2y + p2y) - (-perp2x + p2x) * (-perp2y + p3y); + + denom = a1*b2 - a2*b1; + + if (denom == 0) { + denom+=1; + } + + px = (b1*c2 - b2*c1)/denom; + py = (a2*c1 - a1*c2)/denom; + + pdist = (px -p2x) * (px -p2x) + (py -p2y) + (py -p2y); + + if(pdist > 140 * 140) + { + perp3x = perpx - perp2x; + perp3y = perpy - perp2y; + + dist = Math.sqrt(perp3x*perp3x + perp3y*perp3y); + perp3x /= dist; + perp3y /= dist; + perp3x *= width; + perp3y *= width; + + verts.push(p2x - perp3x, p2y -perp3y); + verts.push(r, g, b, alpha); + + verts.push(p2x + perp3x, p2y +perp3y); + verts.push(r, g, b, alpha); + + verts.push(p2x - perp3x, p2y -perp3y); + verts.push(r, g, b, alpha); + + indexCount++; + } + else + { + verts.push(px , py); + verts.push(r, g, b, alpha); + + verts.push(p2x - (px-p2x), p2y - (py - p2y)); + verts.push(r, g, b, alpha); + } + } + + p1x = points[(length-2)*2] + p1y = points[(length-2)*2 + 1] + + p2x = points[(length-1)*2] + p2y = points[(length-1)*2 + 1] + + perpx = -(p1y - p2y) + perpy = p1x - p2x; + + dist = Math.sqrt(perpx*perpx + perpy*perpy); + perpx /= dist; + perpy /= dist; + perpx *= width; + perpy *= width; + + verts.push(p2x - perpx , p2y - perpy) + verts.push(r, g, b, alpha); + + verts.push(p2x + perpx , p2y + perpy) + verts.push(r, g, b, alpha); + + indices.push(indexStart); + + for (var i=0; i < indexCount; i++) + { + indices.push(indexStart++); + }; + + indices.push(indexStart-1); +} + +/** + * Builds a polygon to draw + * + * @static + * @private + * @method buildPoly + * @param graphics {Graphics} + * @param webGLData {Object} + */ +PIXI.WebGLGraphics.buildPoly = function(graphicsData, webGLData) +{ + var points = graphicsData.points; + if(points.length < 6)return; + + // get first and last point.. figure out the middle! + var verts = webGLData.points; + var indices = webGLData.indices; + + var length = points.length / 2; + + // sort color + var color = HEXtoRGB(graphicsData.fillColor); + var alpha = graphicsData.fillAlpha; + var r = color[0] * alpha; + var g = color[1] * alpha; + var b = color[2] * alpha; + + var triangles = PIXI.PolyK.Triangulate(points); + + var vertPos = verts.length / 6; + + for (var i=0; i < triangles.length; i+=3) + { + indices.push(triangles[i] + vertPos); + indices.push(triangles[i] + vertPos); + indices.push(triangles[i+1] + vertPos); + indices.push(triangles[i+2] +vertPos); + indices.push(triangles[i+2] + vertPos); + }; + + for (var i = 0; i < length; i++) + { + verts.push(points[i * 2], points[i * 2 + 1], + r, g, b, alpha); + }; +} + +function HEXtoRGB(hex) { + return [(hex >> 16 & 0xFF) / 255, ( hex >> 8 & 0xFF) / 255, (hex & 0xFF)/ 255]; +} + + + + diff --git a/src/pixi/renderers/WebGLRenderGroup.js b/src/pixi/renderers/webgl/WebGLRenderGroup.js similarity index 55% rename from src/pixi/renderers/WebGLRenderGroup.js rename to src/pixi/renderers/webgl/WebGLRenderGroup.js index 847051c..a66ce6b 100644 --- a/src/pixi/renderers/WebGLRenderGroup.js +++ b/src/pixi/renderers/webgl/WebGLRenderGroup.js @@ -2,15 +2,18 @@ * @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. + * 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} + * @contructor + * @param gl {WebGLContext} An instance of the webGL context */ PIXI.WebGLRenderGroup = function(gl) { @@ -22,10 +25,16 @@ PIXI.WebGLRenderGroup = function(gl) this.toRemove = []; } - // constructor -PIXI.WebGLRenderGroup.constructor = PIXI.WebGLRenderGroup; +PIXI.WebGLRenderGroup.prototype.constructor = PIXI.WebGLRenderGroup; +/** + * Add a display object to the webgl renderer + * + * @method setRenderable + * @param displayObject {DisplayObject} + * @private + */ PIXI.WebGLRenderGroup.prototype.setRenderable = function(displayObject) { // has this changed?? @@ -38,57 +47,109 @@ PIXI.WebGLRenderGroup.prototype.setRenderable = function(displayObject) // 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) +/** + * Renders the stage to its webgl view + * + * @method render + * @param projection {Object} + */ +PIXI.WebGLRenderGroup.prototype.render = function(projection) { - 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); + gl.uniform2f(PIXI.shaderProgram.projectionVector, projection.x, projection.y); + gl.blendFunc(gl.ONE, gl.ONE_MINUS_SRC_ALPHA); // 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(); + continue; } - else if(renderable instanceof PIXI.TilingSprite) + + // non sprite batch.. + var worldVisible = renderable.vcount === PIXI.visibleCount; + + if(renderable instanceof PIXI.TilingSprite) { - if(renderable.visible)this.renderTilingSprite(renderable, projectionMatrix); + if(worldVisible)this.renderTilingSprite(renderable, projection); } else if(renderable instanceof PIXI.Strip) { - if(renderable.visible)this.renderStrip(renderable, projectionMatrix); + if(worldVisible)this.renderStrip(renderable, projection); + } + else if(renderable instanceof PIXI.Graphics) + { + if(worldVisible && renderable.renderable) PIXI.WebGLGraphics.renderGraphics(renderable, projection);//, projectionMatrix); + } + else if(renderable instanceof PIXI.FilterBlock) + { + /* + * for now only masks are supported.. + */ + if(renderable.open) + { + gl.enable(gl.STENCIL_TEST); + + gl.colorMask(false, false, false, false); + gl.stencilFunc(gl.ALWAYS,1,0xff); + gl.stencilOp(gl.KEEP,gl.KEEP,gl.REPLACE); + + PIXI.WebGLGraphics.renderGraphics(renderable.mask, projection); + + gl.colorMask(true, true, true, false); + gl.stencilFunc(gl.NOTEQUAL,0,0xff); + gl.stencilOp(gl.KEEP,gl.KEEP,gl.KEEP); + } + else + { + gl.disable(gl.STENCIL_TEST); + } } } } -PIXI.WebGLRenderGroup.prototype.renderSpecific = function(displayObject, projectionMatrix) +/** + * Renders the stage to its webgl view + * + * @method handleFilter + * @param filter {FilterBlock} + * @private + */ +PIXI.WebGLRenderGroup.prototype.handleFilter = function(filter, projection) +{ + +} + +/** + * Renders a specific displayObject + * + * @method renderSpecific + * @param displayObject {DisplayObject} + * @param projection {Object} + * @private + */ +PIXI.WebGLRenderGroup.prototype.renderSpecific = function(displayObject, projection) { PIXI.WebGLRenderer.updateTextures(); var gl = this.gl; - this.checkVisibility(displayObject, displayObject.visible); - gl.uniformMatrix4fv(PIXI.shaderProgram.mvMatrixUniform, false, projectionMatrix); - - - //console.log("SPECIFIC"); + + gl.uniform2f(PIXI.shaderProgram.projectionVector, projection.x, projection.y); + // to do! // render part of the scene... @@ -98,8 +159,18 @@ PIXI.WebGLRenderGroup.prototype.renderSpecific = function(displayObject, project var endIndex; var endBatchIndex; - // get NEXT Renderable! - var nextRenderable = displayObject.renderable ? displayObject : this.getNextRenderable(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 + */ + var nextRenderable = displayObject.first; + while(nextRenderable._iNext) + { + nextRenderable = nextRenderable._iNext; + if(nextRenderable.renderable && nextRenderable.__renderGroup)break; + } var startBatch = nextRenderable.batch; if(nextRenderable instanceof PIXI.Sprite) @@ -168,26 +239,16 @@ PIXI.WebGLRenderGroup.prototype.renderSpecific = function(displayObject, project // 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) + else { - if(startBatch.visible)this.renderTilingSprite(startBatch, projectionMatrix); + this.renderSpecial(startBatch, projection); } - 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; } @@ -200,17 +261,9 @@ PIXI.WebGLRenderGroup.prototype.renderSpecific = function(displayObject, project { startBatch.render(startIndex); } - else if(startBatch instanceof PIXI.TilingSprite) + else { - 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); + this.renderSpecial(startBatch, projection); } // DO the middle batchs.. @@ -222,19 +275,10 @@ PIXI.WebGLRenderGroup.prototype.renderSpecific = function(displayObject, project { this.batchs[i].render(); } - else if(renderable instanceof PIXI.TilingSprite) + else { - if(renderable.visible)this.renderTilingSprite(renderable, projectionMatrix); + this.renderSpecial(renderable, projection); } - 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.. @@ -242,184 +286,269 @@ PIXI.WebGLRenderGroup.prototype.renderSpecific = function(displayObject, project { 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); + this.renderSpecial(endBatch, projection); } } -PIXI.WebGLRenderGroup.prototype.addDisplayObject = function(displayObject) +/** + * Renders a specific renderable + * + * @method renderSpecial + * @param renderable {DisplayObject} + * @param projection {Object} + * @private + */ +PIXI.WebGLRenderGroup.prototype.renderSpecial = function(renderable, projection) +{ + var worldVisible = renderable.vcount === PIXI.visibleCount + + if(renderable instanceof PIXI.TilingSprite) + { + if(worldVisible)this.renderTilingSprite(renderable, projection); + } + else if(renderable instanceof PIXI.Strip) + { + if(worldVisible)this.renderStrip(renderable, projection); + } + else if(renderable instanceof PIXI.CustomRenderable) + { + if(worldVisible) renderable.renderWebGL(this, projection); + } + else if(renderable instanceof PIXI.Graphics) + { + if(worldVisible && renderable.renderable) PIXI.WebGLGraphics.renderGraphics(renderable, projection); + } + else if(renderable instanceof PIXI.FilterBlock) + { + /* + * for now only masks are supported.. + */ + + var gl = PIXI.gl; + + if(renderable.open) + { + gl.enable(gl.STENCIL_TEST); + + gl.colorMask(false, false, false, false); + gl.stencilFunc(gl.ALWAYS,1,0xff); + gl.stencilOp(gl.KEEP,gl.KEEP,gl.REPLACE); + + PIXI.WebGLGraphics.renderGraphics(renderable.mask, projection); + + // we know this is a render texture so enable alpha too.. + gl.colorMask(true, true, true, true); + gl.stencilFunc(gl.NOTEQUAL,0,0xff); + gl.stencilOp(gl.KEEP,gl.KEEP,gl.KEEP); + } + else + { + gl.disable(gl.STENCIL_TEST); + } + } +} + +/** + * Updates a webgl texture + * + * @method updateTexture + * @param displayObject {DisplayObject} + * @private + */ +PIXI.WebGLRenderGroup.prototype.updateTexture = function(displayObject) +{ + + // TODO definitely can optimse this function.. + + this.removeObject(displayObject); + + /* + * LOOK FOR THE PREVIOUS RENDERABLE + * 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 previousRenderable = displayObject.first; + while(previousRenderable != this.root) + { + previousRenderable = previousRenderable._iPrev; + if(previousRenderable.renderable && previousRenderable.__renderGroup)break; + } + + /* + * 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 + */ + var nextRenderable = displayObject.last; + while(nextRenderable._iNext) + { + nextRenderable = nextRenderable._iNext; + if(nextRenderable.renderable && nextRenderable.__renderGroup)break; + } + + this.insertObject(displayObject, previousRenderable, nextRenderable); +} + +/** + * Adds filter blocks + * + * @method addFilterBlocks + * @param start {FilterBlock} + * @param end {FilterBlock} + * @private + */ +PIXI.WebGLRenderGroup.prototype.addFilterBlocks = function(start, end) +{ + start.__renderGroup = this; + end.__renderGroup = this; + /* + * LOOK FOR THE PREVIOUS RENDERABLE + * 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 previousRenderable = start; + while(previousRenderable != this.root) + { + previousRenderable = previousRenderable._iPrev; + if(previousRenderable.renderable && previousRenderable.__renderGroup)break; + } + this.insertAfter(start, previousRenderable); + + /* + * 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 + */ + var previousRenderable2 = end; + while(previousRenderable2 != this.root) + { + previousRenderable2 = previousRenderable2._iPrev; + if(previousRenderable2.renderable && previousRenderable2.__renderGroup)break; + } + this.insertAfter(end, previousRenderable2); +} + +/** + * Remove filter blocks + * + * @method removeFilterBlocks + * @param start {FilterBlock} + * @param end {FilterBlock} + * @private + */ +PIXI.WebGLRenderGroup.prototype.removeFilterBlocks = function(start, end) +{ + this.removeObject(start); + this.removeObject(end); +} + +/** + * Adds a display object and children to the webgl context + * + * @method addDisplayObjectAndChildren + * @param displayObject {DisplayObject} + * @private + */ +PIXI.WebGLRenderGroup.prototype.addDisplayObjectAndChildren = 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; + /* + * LOOK FOR THE PREVIOUS RENDERABLE + * 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 previousRenderable = displayObject.first; + while(previousRenderable != this.root.first) + { + previousRenderable = previousRenderable._iPrev; + if(previousRenderable.renderable && previousRenderable.__renderGroup)break; + } + + /* + * 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 + */ + var nextRenderable = displayObject.last; + while(nextRenderable._iNext) + { + nextRenderable = nextRenderable._iNext; + if(nextRenderable.renderable && nextRenderable.__renderGroup)break; + } + + // one the display object hits this. we can break the loop + + var tempObject = displayObject.first; + var testObject = displayObject.last._iNext; + do + { + tempObject.__renderGroup = this; + + if(tempObject.renderable) + { + + this.insertObject(tempObject, previousRenderable, nextRenderable); + previousRenderable = tempObject; + } + + tempObject = tempObject._iNext; + } + while(tempObject != testObject) +} - //displayObject.cacheVisible = true; - if(!displayObject.renderable)return; +/** + * Removes a display object and children to the webgl context + * + * @method removeDisplayObjectAndChildren + * @param displayObject {DisplayObject} + * @private + */ +PIXI.WebGLRenderGroup.prototype.removeDisplayObjectAndChildren = function(displayObject) +{ + if(displayObject.__renderGroup != this)return; + +// var displayObject = displayObject.first; + var lastObject = displayObject.last; + do + { + displayObject.__renderGroup = null; + if(displayObject.renderable)this.removeObject(displayObject); + displayObject = displayObject._iNext; + } + while(displayObject) +} +/** + * Inserts a displayObject into the linked list + * + * @method insertObject + * @param displayObject {DisplayObject} + * @param previousObject {DisplayObject} + * @param nextObject {DisplayObject} + * @private + */ +PIXI.WebGLRenderGroup.prototype.insertObject = function(displayObject, previousObject, nextObject) +{ // while looping below THE OBJECT MAY NOT HAVE BEEN ADDED - //displayObject.__inWebGL = true; + var previousSprite = previousObject; + var nextSprite = nextObject; - 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; @@ -479,6 +608,7 @@ PIXI.WebGLRenderGroup.prototype.addDisplayObject = function(displayObject) else { // TODO re-word! + nextBatch = nextSprite; } } @@ -501,40 +631,101 @@ PIXI.WebGLRenderGroup.prototype.addDisplayObject = function(displayObject) { this.batchs.push(batch); } - + + return; } else if(displayObject instanceof PIXI.TilingSprite) { + // add to a batch!! this.initTilingSprite(displayObject); - this.batchs.push(displayObject); + // this.batchs.push(displayObject); } else if(displayObject instanceof PIXI.Strip) { // add to a batch!! this.initStrip(displayObject); - this.batchs.push(displayObject); + // this.batchs.push(displayObject); + } + else if(displayObject)// instanceof PIXI.Graphics) + { + //displayObject.initWebGL(this); + + // add to a batch!! + //this.initStrip(displayObject); + //this.batchs.push(displayObject); } - // if its somthing else... then custom codes! - this.batchUpdate = true; + this.insertAfter(displayObject, previousSprite); + + // insert and SPLIT! + } -PIXI.WebGLRenderGroup.prototype.addDisplayObjectAndChildren = function(displayObject) +/** + * Inserts a displayObject into the linked list + * + * @method insertAfter + * @param item {DisplayObject} + * @param displayObject {DisplayObject} The object to insert + * @private + */ +PIXI.WebGLRenderGroup.prototype.insertAfter = function(item, 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++) + if(displayObject instanceof PIXI.Sprite) { - this.addDisplayObjectAndChildren(children[i]); - }; + var previousBatch = displayObject.batch; + + if(previousBatch) + { + // so this object is in a batch! + + // is it not? need to split the batch + if(previousBatch.tail == displayObject) + { + // is it tail? insert in to batchs + var index = this.batchs.indexOf( previousBatch ); + this.batchs.splice(index+1, 0, item); + } + else + { + // TODO MODIFY ADD / REMOVE CHILD TO ACCOUNT FOR FILTERS (also get prev and next) // + + // THERE IS A SPLIT IN THIS BATCH! // + var splitBatch = previousBatch.split(displayObject.__next); + + // COOL! + // add it back into the array + /* + * OOPS! + * seems the new sprite is in the middle of a batch + * lets split it.. + */ + var index = this.batchs.indexOf( previousBatch ); + this.batchs.splice(index+1, 0, item, splitBatch); + } + } + else + { + this.batchs.push(item); + } + } + else + { + var index = this.batchs.indexOf( displayObject ); + this.batchs.splice(index+1, 0, item); + } } -PIXI.WebGLRenderGroup.prototype.removeDisplayObject = function(displayObject) +/** + * Removes a displayObject from the linked list + * + * @method removeObject + * @param displayObject {DisplayObject} The object to remove + * @private + */ +PIXI.WebGLRenderGroup.prototype.removeObject = function(displayObject) { // loop through children.. // display object // @@ -542,10 +733,7 @@ PIXI.WebGLRenderGroup.prototype.removeDisplayObject = function(displayObject) // 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.. * @@ -603,113 +791,16 @@ PIXI.WebGLRenderGroup.prototype.removeDisplayObject = function(displayObject) } } - 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; -} - /** + * Initializes a tiling sprite + * + * @method initTilingSprite + * @param sprite {TilingSprite} The tiling sprite to initialize * @private */ PIXI.WebGLRenderGroup.prototype.initTilingSprite = function(sprite) @@ -732,7 +823,6 @@ PIXI.WebGLRenderGroup.prototype.initTilingSprite = function(sprite) sprite.indices = new Uint16Array([0, 1, 3,2])//, 2]); - sprite._vertexBuffer = gl.createBuffer(); sprite._indexBuffer = gl.createBuffer(); sprite._uvBuffer = gl.createBuffer(); @@ -766,19 +856,35 @@ PIXI.WebGLRenderGroup.prototype.initTilingSprite = function(sprite) } /** + * Renders a Strip + * + * @method renderStrip + * @param strip {Strip} The strip to render + * @param projection {Object} * @private */ -PIXI.WebGLRenderGroup.prototype.renderStrip = function(strip, projectionMatrix) +PIXI.WebGLRenderGroup.prototype.renderStrip = function(strip, projection) { 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 ) + //var mat4Real = PIXI.mat3.toMat4(strip.worldTransform); + //PIXI.mat4.transpose(mat4Real); + //PIXI.mat4.multiply(projectionMatrix, mat4Real, mat4Real ) - gl.uniformMatrix4fv(shaderProgram.mvMatrixUniform, false, mat4Real); - + + gl.useProgram(PIXI.stripShaderProgram); + + var m = PIXI.mat3.clone(strip.worldTransform); + + PIXI.mat3.transpose(m); + + // set the matrix transform for the + gl.uniformMatrix3fv(PIXI.stripShaderProgram.translationMatrix, false, m); + gl.uniform2f(PIXI.stripShaderProgram.projectionVector, projection.x, projection.y); + gl.uniform1f(PIXI.stripShaderProgram.alpha, strip.worldAlpha); + +/* if(strip.blendMode == PIXI.blendModes.NORMAL) { gl.blendFunc(gl.ONE, gl.ONE_MINUS_SRC_ALPHA); @@ -787,6 +893,8 @@ PIXI.WebGLRenderGroup.prototype.renderStrip = function(strip, projectionMatrix) { gl.blendFunc(gl.ONE, gl.ONE_MINUS_SRC_COLOR); } + */ + if(!strip.dirty) { @@ -807,8 +915,6 @@ PIXI.WebGLRenderGroup.prototype.renderStrip = function(strip, projectionMatrix) // dont need to upload! gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, strip._indexBuffer); - - } else { @@ -834,15 +940,19 @@ PIXI.WebGLRenderGroup.prototype.renderStrip = function(strip, projectionMatrix) gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, strip.indices, gl.STATIC_DRAW); } - //console.log(gl.TRIANGLE_STRIP) + //console.log(gl.TRIANGLE_STRIP); + gl.drawElements(gl.TRIANGLE_STRIP, strip.indices.length, gl.UNSIGNED_SHORT, 0); - gl.uniformMatrix4fv(shaderProgram.mvMatrixUniform, false, projectionMatrix); - + gl.useProgram(PIXI.shaderProgram); } - /** + * Renders a TilingSprite + * + * @method renderTilingSprite + * @param sprite {TilingSprite} The tiling sprite to render + * @param projectionMatrix {Object} * @private */ PIXI.WebGLRenderGroup.prototype.renderTilingSprite = function(sprite, projectionMatrix) @@ -877,9 +987,11 @@ PIXI.WebGLRenderGroup.prototype.renderTilingSprite = function(sprite, projection this.renderStrip(sprite, projectionMatrix); } - - /** + * Initializes a strip to be rendered + * + * @method initStrip + * @param strip {Strip} The strip to initialize * @private */ PIXI.WebGLRenderGroup.prototype.initStrip = function(strip) @@ -906,4 +1018,3 @@ PIXI.WebGLRenderGroup.prototype.initStrip = function(strip) gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, strip._indexBuffer); gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, strip.indices, gl.STATIC_DRAW); } - diff --git a/src/pixi/renderers/WebGLRenderer.js b/src/pixi/renderers/webgl/WebGLRenderer.js similarity index 67% rename from src/pixi/renderers/WebGLRenderer.js rename to src/pixi/renderers/webgl/WebGLRenderer.js index b5dcc9d..f05c162 100644 --- a/src/pixi/renderers/WebGLRenderer.js +++ b/src/pixi/renderers/webgl/WebGLRenderer.js @@ -9,76 +9,87 @@ PIXI._defaultFrame = new PIXI.Rectangle(0,0,1,1); PIXI.gl; /** - * the WebGLRenderer is draws the stage and all its content onto a webGL enabled canvas. This renderer should be used for browsers support webGL. This Render works by automatically managing webGLBatchs. So no need for Sprite Batch's or Sprite Cloud's + * the WebGLRenderer is draws the stage and all its content onto a webGL enabled canvas. This renderer + * should be used for browsers support webGL. This Render works by automatically managing webGLBatchs. + * So no need for Sprite Batch's or Sprite Cloud's * Dont forget to add the view to your DOM or you will not see anything :) + * * @class WebGLRenderer * @constructor - * @param width {Number} the width of the canvas view - * @default 0 - * @param height {Number} the height of the canvas view - * @default 0 + * @param width=0 {Number} the width of the canvas view + * @param height=0 {Number} the height of the canvas view * @param view {Canvas} the canvas to use as a view, optional - * @param transparent {Boolean} the transparency of the render view, default false - * @default false + * @param transparent=false {Boolean} the transparency of the render view, default false + * @param antialias=false {Boolean} sets antialias (only applicable in chrome at the moment) * */ -PIXI.WebGLRenderer = function(width, height, view, transparent) +PIXI.WebGLRenderer = function(width, height, view, transparent, antialias) { // do a catch.. only 1 webGL renderer.. - //console.log(transparent) this.transparent = !!transparent; - + this.width = width || 800; this.height = height || 600; - + this.view = view || document.createElement( 'canvas' ); this.view.width = this.width; - this.view.height = this.height; - + this.view.height = this.height; + // deal with losing context.. var scope = this; this.view.addEventListener('webglcontextlost', function(event) { scope.handleContextLost(event); }, false) this.view.addEventListener('webglcontextrestored', function(event) { scope.handleContextRestored(event); }, false) this.batchs = []; - + try { PIXI.gl = this.gl = this.view.getContext("experimental-webgl", { alpha: this.transparent, - antialias:false, // SPEED UP?? - premultipliedAlpha:false + antialias:!!antialias, // SPEED UP?? + premultipliedAlpha:false, + stencil:true }); } catch (e) { throw new Error(" This browser does not support webGL. Try using the canvas renderer" + this); } - - this.initShaders(); - - + + PIXI.initPrimitiveShader(); + PIXI.initDefaultShader(); + PIXI.initDefaultStripShader(); + + PIXI.activateDefaultShader(); + var gl = this.gl; PIXI.WebGLRenderer.gl = gl; - + this.batch = new PIXI.WebGLBatch(gl); gl.disable(gl.DEPTH_TEST); gl.disable(gl.CULL_FACE); + gl.enable(gl.BLEND); gl.colorMask(true, true, true, this.transparent); - - this.projectionMatrix = PIXI.mat4.create(); + + PIXI.projection = new PIXI.Point(400, 300); + this.resize(this.width, this.height); this.contextLost = false; - + this.stageRenderGroup = new PIXI.WebGLRenderGroup(this.gl); } // constructor -PIXI.WebGLRenderer.constructor = PIXI.WebGLRenderer; +PIXI.WebGLRenderer.prototype.constructor = PIXI.WebGLRenderer; /** + * Gets a new WebGLBatch from the pool + * + * @static + * @method getBatch + * @return {WebGLBatch} * @private */ PIXI.WebGLRenderer.getBatch = function() @@ -94,6 +105,11 @@ PIXI.WebGLRenderer.getBatch = function() } /** + * Puts a batch back into the pool + * + * @static + * @method returnBatch + * @param batch {WebGLBatch} The batch to return * @private */ PIXI.WebGLRenderer.returnBatch = function(batch) @@ -102,49 +118,11 @@ PIXI.WebGLRenderer.returnBatch = function(batch) PIXI._batchs.push(batch); } - -/** - * @private - */ -PIXI.WebGLRenderer.prototype.initShaders = function() -{ - var gl = this.gl; - var fragmentShader = PIXI.CompileFragmentShader(gl, PIXI.shaderFragmentSrc); - var vertexShader = PIXI.CompileVertexShader(gl, PIXI.shaderVertexSrc); - - PIXI.shaderProgram = gl.createProgram(); - - var shaderProgram = PIXI.shaderProgram; - - gl.attachShader(shaderProgram, vertexShader); - gl.attachShader(shaderProgram, fragmentShader); - gl.linkProgram(shaderProgram); - - if (!gl.getProgramParameter(shaderProgram, gl.LINK_STATUS)) { - alert("Could not initialise shaders"); - } - - gl.useProgram(shaderProgram); - - shaderProgram.vertexPositionAttribute = gl.getAttribLocation(shaderProgram, "aVertexPosition"); - gl.enableVertexAttribArray(shaderProgram.vertexPositionAttribute); - - shaderProgram.textureCoordAttribute = gl.getAttribLocation(shaderProgram, "aTextureCoord"); - gl.enableVertexAttribArray(shaderProgram.textureCoordAttribute); - - shaderProgram.colorAttribute = gl.getAttribLocation(shaderProgram, "aColor"); - gl.enableVertexAttribArray(shaderProgram.colorAttribute); - - - shaderProgram.mvMatrixUniform = gl.getUniformLocation(shaderProgram, "uMVMatrix"); - shaderProgram.samplerUniform = gl.getUniformLocation(shaderProgram, "uSampler"); -} - - /** * Renders the stage to its webGL view + * * @method render - * @param stage {Stage} the PIXI.Stage element to be rendered + * @param stage {Stage} the Stage element to be rendered */ PIXI.WebGLRenderer.prototype.render = function(stage) { @@ -156,8 +134,6 @@ PIXI.WebGLRenderer.prototype.render = function(stage) { // TODO make this work // dont think this is needed any more? - //if(this.__stage)this.checkVisibility(this.__stage, false) - this.__stage = stage; this.stageRenderGroup.setRenderable(stage); } @@ -174,10 +150,8 @@ PIXI.WebGLRenderer.prototype.render = function(stage) // update any textures PIXI.WebGLRenderer.updateTextures(); - // recursivly loop through all items! - //this.checkVisibility(stage, true); - // update the scene graph + PIXI.visibleCount++; stage.updateTransform(); var gl = this.gl; @@ -186,17 +160,15 @@ PIXI.WebGLRenderer.prototype.render = function(stage) gl.colorMask(true, true, true, this.transparent); gl.viewport(0, 0, this.width, this.height); - // set the correct matrix.. - // gl.uniformMatrix4fv(this.shaderProgram.mvMatrixUniform, false, this.projectionMatrix); - gl.bindFramebuffer(gl.FRAMEBUFFER, null); gl.clearColor(stage.backgroundColorSplit[0],stage.backgroundColorSplit[1],stage.backgroundColorSplit[2], !this.transparent); gl.clear(gl.COLOR_BUFFER_BIT); - + // HACK TO TEST + this.stageRenderGroup.backgroundColor = stage.backgroundColorSplit; - this.stageRenderGroup.render(this.projectionMatrix); + this.stageRenderGroup.render(PIXI.projection); // interaction // run interaction! @@ -223,37 +195,50 @@ PIXI.WebGLRenderer.prototype.render = function(stage) } /** + * Updates the textures loaded into this webgl renderer + * + * @static + * @method updateTextures * @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]); + //TODO break this out into a texture manager... + for (var i=0; i < PIXI.texturesToUpdate.length; i++) PIXI.WebGLRenderer.updateTexture(PIXI.texturesToUpdate[i]); + for (var i=0; i < PIXI.texturesToDestroy.length; i++) PIXI.WebGLRenderer.destroyTexture(PIXI.texturesToDestroy[i]); PIXI.texturesToUpdate = []; PIXI.texturesToDestroy = []; } +/** + * Updates a loaded webgl texture + * + * @static + * @method updateTexture + * @param texture {Texture} The texture to update + * @private + */ PIXI.WebGLRenderer.updateTexture = function(texture) { + //TODO break this out into a texture manager... 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); @@ -264,16 +249,23 @@ PIXI.WebGLRenderer.updateTexture = function(texture) 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) +/** + * Destroys a loaded webgl texture + * + * @method destroyTexture + * @param texture {Texture} The texture to update + * @private + */ +PIXI.WebGLRenderer.destroyTexture = function(texture) { - var gl = this.gl; - + //TODO break this out into a texture manager... + var gl = PIXI.gl; + if(texture._glTexture) { texture._glTexture = gl.createTexture(); @@ -283,6 +275,7 @@ PIXI.WebGLRenderer.prototype.destroyTexture = function(texture) /** * 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 @@ -291,21 +284,28 @@ 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; + + //var projectionMatrix = this.projectionMatrix; + + PIXI.projection.x = this.width/2; + PIXI.projection.y = this.height/2; + +// projectionMatrix[0] = 2/this.width; +// projectionMatrix[5] = -2/this.height; +// projectionMatrix[12] = -1; +// projectionMatrix[13] = 1; } /** + * Handles a lost webgl context + * + * @method handleContextLost + * @param event {Event} * @private */ PIXI.WebGLRenderer.prototype.handleContextLost = function(event) @@ -315,6 +315,10 @@ PIXI.WebGLRenderer.prototype.handleContextLost = function(event) } /** + * Handles a restored webgl context + * + * @method handleContextRestored + * @param event {Event} * @private */ PIXI.WebGLRenderer.prototype.handleContextRestored = function(event) @@ -322,24 +326,23 @@ PIXI.WebGLRenderer.prototype.handleContextRestored = function(event) this.gl = this.view.getContext("experimental-webgl", { alpha: true }); - + this.initShaders(); - + for(var key in PIXI.TextureCache) { var texture = PIXI.TextureCache[key].baseTexture; texture._glTexture = null; PIXI.WebGLRenderer.updateTexture(texture); }; - + 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; } - diff --git a/src/pixi/renderers/webgl/WebGLShaders.js b/src/pixi/renderers/webgl/WebGLShaders.js new file mode 100644 index 0000000..68e5b0b --- /dev/null +++ b/src/pixi/renderers/webgl/WebGLShaders.js @@ -0,0 +1,231 @@ + +/** + * @author Mat Groves http://matgroves.com/ @Doormat23 + */ + + +/* + * the default suoer fast shader! + */ + +PIXI.shaderFragmentSrc = [ + "precision mediump float;", + "varying vec2 vTextureCoord;", + "varying float vColor;", + "uniform sampler2D uSampler;", + "void main(void) {", + "gl_FragColor = texture2D(uSampler, vec2(vTextureCoord.x, vTextureCoord.y));", + "gl_FragColor = gl_FragColor * vColor;", + "}" +]; + +PIXI.shaderVertexSrc = [ + "attribute vec2 aVertexPosition;", + "attribute vec2 aTextureCoord;", + "attribute float aColor;", + //"uniform mat4 uMVMatrix;", + + "uniform vec2 projectionVector;", + "varying vec2 vTextureCoord;", + "varying float vColor;", + "void main(void) {", + // "gl_Position = uMVMatrix * vec4(aVertexPosition, 1.0, 1.0);", + "gl_Position = vec4( aVertexPosition.x / projectionVector.x -1.0, aVertexPosition.y / -projectionVector.y + 1.0 , 0.0, 1.0);", + "vTextureCoord = aTextureCoord;", + "vColor = aColor;", + "}" +]; + +/* + * the triangle strip shader.. + */ + +PIXI.stripShaderFragmentSrc = [ + "precision mediump float;", + "varying vec2 vTextureCoord;", + "varying float vColor;", + "uniform float alpha;", + "uniform sampler2D uSampler;", + "void main(void) {", + "gl_FragColor = texture2D(uSampler, vec2(vTextureCoord.x, vTextureCoord.y));", + "gl_FragColor = gl_FragColor * alpha;", + "}" +]; + + +PIXI.stripShaderVertexSrc = [ + "attribute vec2 aVertexPosition;", + "attribute vec2 aTextureCoord;", + "attribute float aColor;", + "uniform mat3 translationMatrix;", + "uniform vec2 projectionVector;", + "varying vec2 vTextureCoord;", + "varying float vColor;", + "void main(void) {", + "vec3 v = translationMatrix * vec3(aVertexPosition, 1.0);", + "gl_Position = vec4( v.x / projectionVector.x -1.0, v.y / -projectionVector.y + 1.0 , 0.0, 1.0);", + "vTextureCoord = aTextureCoord;", + "vColor = aColor;", + "}" +]; + + +/* + * primitive shader.. + */ + +PIXI.primitiveShaderFragmentSrc = [ + "precision mediump float;", + "varying vec4 vColor;", + "void main(void) {", + "gl_FragColor = vColor;", + "}" +]; + +PIXI.primitiveShaderVertexSrc = [ + "attribute vec2 aVertexPosition;", + "attribute vec4 aColor;", + "uniform mat3 translationMatrix;", + "uniform vec2 projectionVector;", + "uniform float alpha;", + "varying vec4 vColor;", + "void main(void) {", + "vec3 v = translationMatrix * vec3(aVertexPosition, 1.0);", + "gl_Position = vec4( v.x / projectionVector.x -1.0, v.y / -projectionVector.y + 1.0 , 0.0, 1.0);", + "vColor = aColor * alpha;", + "}" +]; + +PIXI.initPrimitiveShader = function() +{ + var gl = PIXI.gl; + + var shaderProgram = PIXI.compileProgram(PIXI.primitiveShaderVertexSrc, PIXI.primitiveShaderFragmentSrc) + + gl.useProgram(shaderProgram); + + shaderProgram.vertexPositionAttribute = gl.getAttribLocation(shaderProgram, "aVertexPosition"); + shaderProgram.colorAttribute = gl.getAttribLocation(shaderProgram, "aColor"); + + shaderProgram.projectionVector = gl.getUniformLocation(shaderProgram, "projectionVector"); + shaderProgram.translationMatrix = gl.getUniformLocation(shaderProgram, "translationMatrix"); + + shaderProgram.alpha = gl.getUniformLocation(shaderProgram, "alpha"); + + PIXI.primitiveProgram = shaderProgram; +} + +PIXI.initDefaultShader = function() +{ + var gl = this.gl; + var shaderProgram = PIXI.compileProgram(PIXI.shaderVertexSrc, PIXI.shaderFragmentSrc) + + gl.useProgram(shaderProgram); + + shaderProgram.vertexPositionAttribute = gl.getAttribLocation(shaderProgram, "aVertexPosition"); + shaderProgram.projectionVector = gl.getUniformLocation(shaderProgram, "projectionVector"); + shaderProgram.textureCoordAttribute = gl.getAttribLocation(shaderProgram, "aTextureCoord"); + shaderProgram.colorAttribute = gl.getAttribLocation(shaderProgram, "aColor"); + + // shaderProgram.mvMatrixUniform = gl.getUniformLocation(shaderProgram, "uMVMatrix"); + shaderProgram.samplerUniform = gl.getUniformLocation(shaderProgram, "uSampler"); + + PIXI.shaderProgram = shaderProgram; +} + +PIXI.initDefaultStripShader = function() +{ + var gl = this.gl; + var shaderProgram = PIXI.compileProgram(PIXI.stripShaderVertexSrc, PIXI.stripShaderFragmentSrc) + + gl.useProgram(shaderProgram); + + shaderProgram.vertexPositionAttribute = gl.getAttribLocation(shaderProgram, "aVertexPosition"); + shaderProgram.projectionVector = gl.getUniformLocation(shaderProgram, "projectionVector"); + shaderProgram.textureCoordAttribute = gl.getAttribLocation(shaderProgram, "aTextureCoord"); + shaderProgram.translationMatrix = gl.getUniformLocation(shaderProgram, "translationMatrix"); + shaderProgram.alpha = gl.getUniformLocation(shaderProgram, "alpha"); + + shaderProgram.colorAttribute = gl.getAttribLocation(shaderProgram, "aColor"); + + shaderProgram.projectionVector = gl.getUniformLocation(shaderProgram, "projectionVector"); + + shaderProgram.samplerUniform = gl.getUniformLocation(shaderProgram, "uSampler"); + + PIXI.stripShaderProgram = shaderProgram; +} + +PIXI.CompileVertexShader = function(gl, shaderSrc) +{ + return PIXI._CompileShader(gl, shaderSrc, gl.VERTEX_SHADER); +} + +PIXI.CompileFragmentShader = function(gl, shaderSrc) +{ + return PIXI._CompileShader(gl, shaderSrc, gl.FRAGMENT_SHADER); +} + +PIXI._CompileShader = function(gl, shaderSrc, shaderType) +{ + var src = shaderSrc.join("\n"); + var shader = gl.createShader(shaderType); + gl.shaderSource(shader, src); + gl.compileShader(shader); + + if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) { + alert(gl.getShaderInfoLog(shader)); + return null; + } + + return shader; +} + + +PIXI.compileProgram = function(vertexSrc, fragmentSrc) +{ + var gl = PIXI.gl; + var fragmentShader = PIXI.CompileFragmentShader(gl, fragmentSrc); + var vertexShader = PIXI.CompileVertexShader(gl, vertexSrc); + + var shaderProgram = gl.createProgram(); + + gl.attachShader(shaderProgram, vertexShader); + gl.attachShader(shaderProgram, fragmentShader); + gl.linkProgram(shaderProgram); + + if (!gl.getProgramParameter(shaderProgram, gl.LINK_STATUS)) { + alert("Could not initialise shaders"); + } + + return shaderProgram; +} + + +PIXI.activateDefaultShader = function() +{ + var gl = PIXI.gl; + var shaderProgram = PIXI.shaderProgram; + + gl.useProgram(shaderProgram); + + + gl.enableVertexAttribArray(shaderProgram.vertexPositionAttribute); + gl.enableVertexAttribArray(shaderProgram.textureCoordAttribute); + gl.enableVertexAttribArray(shaderProgram.colorAttribute); +} + + + +PIXI.activatePrimitiveShader = function() +{ + var gl = PIXI.gl; + + gl.disableVertexAttribArray(PIXI.shaderProgram.textureCoordAttribute); + gl.disableVertexAttribArray(PIXI.shaderProgram.colorAttribute); + + gl.useProgram(PIXI.primitiveProgram); + + gl.enableVertexAttribArray(PIXI.primitiveProgram.vertexPositionAttribute); + gl.enableVertexAttribArray(PIXI.primitiveProgram.colorAttribute); +} + diff --git a/src/pixi/text/BitmapText.js b/src/pixi/text/BitmapText.js index 0465af7..b667172 100644 --- a/src/pixi/text/BitmapText.js +++ b/src/pixi/text/BitmapText.js @@ -7,13 +7,14 @@ * 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") + * @param text {String} The copy that you would like the text to display + * @param style {Object} The style parameters + * @param style.font {String} The size (optional) and bitmap font id (required) eq "Arial" or "20px Arial" (must have loaded previously) + * @param [style.align="left"] {String} An alignment of the multiline text ("left", "center" or "right") */ PIXI.BitmapText = function(text, style) { @@ -27,13 +28,14 @@ PIXI.BitmapText = function(text, style) }; // constructor -PIXI.BitmapText.constructor = PIXI.BitmapText; PIXI.BitmapText.prototype = Object.create(PIXI.DisplayObjectContainer.prototype); +PIXI.BitmapText.prototype.constructor = PIXI.BitmapText; /** * Set the copy for the text object + * * @method setText - * @param {String} text The copy that you would like the text to display + * @param text {String} The copy that you would like the text to display */ PIXI.BitmapText.prototype.setText = function(text) { @@ -43,10 +45,11 @@ PIXI.BitmapText.prototype.setText = function(text) /** * 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") + * @param style {Object} The style parameters + * @param style.font {String} The size (optional) and bitmap font id (required) eq "Arial" or "20px Arial" (must have loaded previously) + * @param [style.align="left"] {String} An alignment of the multiline text ("left", "center" or "right") */ PIXI.BitmapText.prototype.setStyle = function(style) { @@ -63,6 +66,8 @@ PIXI.BitmapText.prototype.setStyle = function(style) /** * Renders text + * + * @method updateText * @private */ PIXI.BitmapText.prototype.updateText = function() @@ -135,6 +140,9 @@ PIXI.BitmapText.prototype.updateText = function() }; /** + * Updates the transfor of this object + * + * @method updateTransform * @private */ PIXI.BitmapText.prototype.updateTransform = function() @@ -153,4 +161,4 @@ PIXI.BitmapText.prototype.updateTransform = function() PIXI.DisplayObjectContainer.prototype.updateTransform.call(this); }; -PIXI.BitmapText.fonts = {}; \ No newline at end of file +PIXI.BitmapText.fonts = {}; diff --git a/src/pixi/text/Text.js b/src/pixi/text/Text.js index dc3dd8b..0b13621 100644 --- a/src/pixi/text/Text.js +++ b/src/pixi/text/Text.js @@ -4,18 +4,19 @@ /** * 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 + * @param text {String} The copy that you would like the text to display + * @param [style] {Object} The style parameters + * @param [style.font] {String} default "bold 20pt Arial" The style and size of the font + * @param [style.fill="black"] {Object} A canvas fillstyle that will be used on the text eg "red", "#00FF00" + * @param [style.align="left"] {String} An alignment of the multiline text ("left", "center" or "right") + * @param [style.stroke] {String} A canvas fillstyle that will be used on the text stroke eg "blue", "#FCFF00" + * @param [style.strokeThickness=0] {Number} A number that represents the thickness of the stroke. Default is 0 (no stroke) + * @param [style.wordWrap=false] {Boolean} Indicates if word wrap should be used + * @param [style.wordWrapWidth=100] {Number} The width at which text will wrap */ PIXI.Text = function(text, style) { @@ -26,25 +27,26 @@ PIXI.Text = function(text, style) this.setText(text); this.setStyle(style); - this.updateText(); + this.updateText(); this.dirty = false; }; // constructor -PIXI.Text.constructor = PIXI.Text; PIXI.Text.prototype = Object.create(PIXI.Sprite.prototype); +PIXI.Text.prototype.constructor = PIXI.Text; /** * 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="black"] 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 + * @param [style] {Object} The style parameters + * @param [style.font="bold 20pt Arial"] {String} The style and size of the font + * @param [style.fill="black"] {Object} A canvas fillstyle that will be used on the text eg "red", "#00FF00" + * @param [style.align="left"] {String} An alignment of the multiline text ("left", "center" or "right") + * @param [style.stroke="black"] {String} A canvas fillstyle that will be used on the text stroke eg "blue", "#FCFF00" + * @param [style.strokeThickness=0] {Number} A number that represents the thickness of the stroke. Default is 0 (no stroke) + * @param [style.wordWrap=false] {Boolean} Indicates if word wrap should be used + * @param [style.wordWrapWidth=100] {Number} The width at which text will wrap */ PIXI.Text.prototype.setStyle = function(style) { @@ -62,6 +64,7 @@ PIXI.Text.prototype.setStyle = function(style) /** * 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 */ @@ -73,6 +76,8 @@ PIXI.Sprite.prototype.setText = function(text) /** * Renders text + * + * @method updateText * @private */ PIXI.Text.prototype.updateText = function() @@ -142,11 +147,12 @@ PIXI.Text.prototype.updateText = function() /** * Updates texture size based on canvas size + * + * @method updateTexture * @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; @@ -159,6 +165,9 @@ PIXI.Text.prototype.updateTexture = function() }; /** + * Updates the transfor of this object + * + * @method updateTransform * @private */ PIXI.Text.prototype.updateTransform = function() @@ -175,6 +184,10 @@ PIXI.Text.prototype.updateTransform = function() /* * http://stackoverflow.com/users/34441/ellisbben * great solution to the problem! + * + * @method determineFontHeight + * @param fontStyle {Object} + * @private */ PIXI.Text.prototype.determineFontHeight = function(fontStyle) { @@ -202,6 +215,9 @@ PIXI.Text.prototype.determineFontHeight = function(fontStyle) /** * A Text Object will apply wordwrap + * + * @method wordWrap + * @param text {String} * @private */ PIXI.Text.prototype.wordWrap = function(text) @@ -251,6 +267,12 @@ PIXI.Text.prototype.wordWrap = function(text) return result; }; +/** + * Destroys this text object + * + * @method destroy + * @param destroyTexture {Boolean} + */ PIXI.Text.prototype.destroy = function(destroyTexture) { if(destroyTexture) diff --git a/src/pixi/textures/BaseTexture.js b/src/pixi/textures/BaseTexture.js index df782cf..4b7e7ac 100644 --- a/src/pixi/textures/BaseTexture.js +++ b/src/pixi/textures/BaseTexture.js @@ -8,45 +8,54 @@ PIXI.texturesToDestroy = []; /** * A texture stores the information that represents an image. All textures have a base texture + * * @class BaseTexture - * @extends EventTarget + * @uses 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 + * [read-only] The width of the base texture set when the image has loaded + * * @property width * @type Number + * @readOnly */ this.width = 100; + /** - * [read only] The height of the base texture set when the image has loaded + * [read-only] The height of the base texture set when the image has loaded + * * @property height * @type Number + * @readOnly */ this.height = 100; - + + /** + * [read-only] Describes if the base texture has loaded or not + * + * @property hasLoaded + * @type Boolean + * @readOnly + */ + this.hasLoaded = false; + /** * The source that is loaded to create the texture + * * @property source * @type Image */ - this.source = source//new Image(); - + this.source = source; + if(!source)return; - - if(this.source instanceof Image) + + if(this.source instanceof Image || this.source instanceof HTMLImageElement) { if(this.source.complete) { @@ -81,13 +90,17 @@ PIXI.BaseTexture = function(source) PIXI.texturesToUpdate.push(this); } - + this._powerOf2 = false; - } -PIXI.BaseTexture.constructor = PIXI.BaseTexture; +PIXI.BaseTexture.prototype.constructor = PIXI.BaseTexture; +/** + * Destroys this base texture + * + * @method destroy + */ PIXI.BaseTexture.prototype.destroy = function() { if(this.source instanceof Image) @@ -99,9 +112,9 @@ PIXI.BaseTexture.prototype.destroy = function() } /** - * * 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 diff --git a/src/pixi/textures/RenderTexture.js b/src/pixi/textures/RenderTexture.js index 8685c49..25b2cfe 100644 --- a/src/pixi/textures/RenderTexture.js +++ b/src/pixi/textures/RenderTexture.js @@ -27,20 +27,20 @@ @class RenderTexture @extends Texture @constructor - @param width {Number} - @param height {Number} - **/ + @param width {Number} The width of the render texture + @param height {Number} The height of the render texture + */ 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(); @@ -51,19 +51,25 @@ PIXI.RenderTexture = function(width, height) } } -PIXI.RenderTexture.constructor = PIXI.RenderTexture; PIXI.RenderTexture.prototype = Object.create( PIXI.Texture.prototype ); +PIXI.RenderTexture.prototype.constructor = PIXI.RenderTexture; +/** + * Initializes the webgl data for this texture + * + * @method initWebGL + * @private + */ 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; @@ -71,112 +77,176 @@ PIXI.RenderTexture.prototype.initWebGL = function() 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; + this.projection = new PIXI.Point(this.width/2 , this.height/2); // set the correct render function.. this.render = this.renderWebGL; + + } + +PIXI.RenderTexture.prototype.resize = function(width, height) +{ + + this.width = width; + this.height = height; + + if(PIXI.gl) + { + this.projection.x = this.width/2 + this.projection.y = this.height/2; + + var gl = PIXI.gl; + 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); + } + else + { + + this.frame.width = this.width + this.frame.height = this.height; + this.renderer.resize(this.width, this.height); + } +} + +/** + * Initializes the canvas data for this texture + * + * @method initCanvas + * @private + */ 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} + * + * @method renderWebGL + * @param displayObject {DisplayObject} The display object to render this texture on * @param clear {Boolean} If true the texture will be cleared before the displayObject is drawn + * @private */ -PIXI.RenderTexture.prototype.renderWebGL = function(displayObject, clear) +PIXI.RenderTexture.prototype.renderWebGL = function(displayObject, position, 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! + var originalWorldTransform = displayObject.worldTransform; displayObject.worldTransform = PIXI.mat3.create();//sthis.indetityMatrix; + // modify to flip... + displayObject.worldTransform[4] = -1; + displayObject.worldTransform[5] = this.projection.y * 2; + + + if(position) + { + displayObject.worldTransform[2] = position.x; + displayObject.worldTransform[5] -= position.y; + } + + PIXI.visibleCount++; + displayObject.vcount = PIXI.visibleCount; for(var i=0,j=children.length; i 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 + * @param crossorigin {Boolean} Whether requests should be treated as crossorigin * @return Texture */ PIXI.Texture.fromImage = function(imageUrl, crossorigin) @@ -125,9 +148,10 @@ PIXI.Texture.fromImage = function(imageUrl, crossorigin) } /** - * * 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 + * + * @static * @method fromFrame * @param frameId {String} The frame id of the texture * @return Texture @@ -140,9 +164,9 @@ PIXI.Texture.fromFrame = function(frameId) } /** - * * 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 @@ -156,8 +180,8 @@ PIXI.Texture.fromCanvas = function(canvas) /** - * - * Adds a texture to the textureCache. + * Adds a texture to the textureCache. + * * @static * @method addTextureToCache * @param texture {Texture} @@ -169,8 +193,8 @@ PIXI.Texture.addTextureToCache = function(texture, id) } /** - * * Remove a texture from the textureCache. + * * @static * @method removeTextureFromCache * @param id {String} the id of the texture to be removed diff --git a/src/pixi/utils/Detector.js b/src/pixi/utils/Detector.js index e5722b9..d04a568 100644 --- a/src/pixi/utils/Detector.js +++ b/src/pixi/utils/Detector.js @@ -4,16 +4,20 @@ /** * This helper function will automatically detect which renderer you should be using. - * WebGL is the preferred renderer as it is a lot fastest. If webGL is not supported by the browser then this function will return a canvas renderer + * WebGL is the preferred renderer as it is a lot fastest. If webGL is not supported by + * the browser then this function will return a canvas renderer + * * @method autoDetectRenderer * @static * @param width {Number} the width of the renderers view * @param height {Number} the height of the renderers view * @param view {Canvas} the canvas to use as a view, optional - * @param transparent {Boolean} the transparency of the render view, default false - * @default false + * @param transparent=false {Boolean} the transparency of the render view, default false + * @param antialias=false {Boolean} sets antialias (only applicable in webGL chrome at the moment) + * + * antialias */ -PIXI.autoDetectRenderer = function(width, height, view, transparent) +PIXI.autoDetectRenderer = function(width, height, view, transparent, antialias) { if(!width)width = 800; if(!height)height = 600; @@ -24,7 +28,7 @@ PIXI.autoDetectRenderer = function(width, height, view, transparent) //console.log(webgl); if( webgl ) { - return new PIXI.WebGLRenderer(width, height, view, transparent); + return new PIXI.WebGLRenderer(width, height, view, transparent, antialias); } return new PIXI.CanvasRenderer(width, height, view, transparent); diff --git a/src/pixi/utils/EventTarget.js b/src/pixi/utils/EventTarget.js index b0dc71f..8dc54a5 100644 --- a/src/pixi/utils/EventTarget.js +++ b/src/pixi/utils/EventTarget.js @@ -3,6 +3,18 @@ * THankS mr DOob! */ +/** + * Adds event emitter functionality to a class + * + * @class EventTarget + * @example + * function MyEmitter() { + * PIXI.EventTarget.call(this); //mixes in event target stuff + * } + * + * var em = new MyEmitter(); + * em.emit({ type: 'eventName', data: 'some data' }); + */ PIXI.EventTarget = function () { var listeners = {}; diff --git a/src/pixi/utils/Polyk.js b/src/pixi/utils/Polyk.js new file mode 100644 index 0000000..84d290f --- /dev/null +++ b/src/pixi/utils/Polyk.js @@ -0,0 +1,149 @@ +/* + PolyK library + url: http://polyk.ivank.net + Released under MIT licence. + + Copyright (c) 2012 Ivan Kuckir + + Permission is hereby granted, free of charge, to any person + obtaining a copy of this software and associated documentation + files (the "Software"), to deal in the Software without + restriction, including without limitation the rights to use, + copy, modify, merge, publish, distribute, sublicense, and/or sell + copies of the Software, and to permit persons to whom the + Software is furnished to do so, subject to the following + conditions: + + The above copyright notice and this permission notice shall be + included in all copies or substantial portions of the Software. + + THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, + EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES + OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND + NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT + HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, + WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING + FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR + OTHER DEALINGS IN THE SOFTWARE. + + This is an amazing lib! + + slightly modified by mat groves (matgroves.com); +*/ + +PIXI.PolyK = {}; + +/** + * Triangulates shapes for webGL graphic fills + * + * @method Triangulate + * @namespace PolyK + * @constructor + */ +PIXI.PolyK.Triangulate = function(p) +{ + var sign = true; + + var n = p.length>>1; + if(n<3) return []; + var tgs = []; + var avl = []; + for(var i=0; i 3) + { + var i0 = avl[(i+0)%al]; + var i1 = avl[(i+1)%al]; + var i2 = avl[(i+2)%al]; + + var ax = p[2*i0], ay = p[2*i0+1]; + var bx = p[2*i1], by = p[2*i1+1]; + var cx = p[2*i2], cy = p[2*i2+1]; + + var earFound = false; + if(PIXI.PolyK._convex(ax, ay, bx, by, cx, cy, sign)) + { + earFound = true; + for(var j=0; j 3*al) + { + // need to flip flip reverse it! + // reset! + if(sign) + { + var tgs = []; + avl = []; + for(var i=0; i= 0) && (v >= 0) && (u + v < 1); +} + +/** + * Checks if a shape is convex + * + * @class _convex + * @namespace PolyK + * @private + */ +PIXI.PolyK._convex = function(ax, ay, bx, by, cx, cy, sign) +{ + return ((ay-by)*(cx-bx) + (bx-ax)*(cy-by) >= 0) == sign; +} diff --git a/src/pixi/utils/Utils.js b/src/pixi/utils/Utils.js index 0740369..9534c83 100644 --- a/src/pixi/utils/Utils.js +++ b/src/pixi/utils/Utils.js @@ -5,38 +5,55 @@ // MIT license +/** + * A polyfill for requestAnimationFrame + * + * @method requestAnimationFrame + */ +/** + * A polyfill for cancelAnimationFrame + * + * @method cancelAnimationFrame + */ +var lastTime = 0; +var vendors = ['ms', 'moz', 'webkit', 'o']; +for(var x = 0; x < vendors.length && !window.requestAnimationFrame; ++x) { + window.requestAnimationFrame = window[vendors[x]+'RequestAnimationFrame']; + window.cancelAnimationFrame = window[vendors[x]+'CancelAnimationFrame'] + || window[vendors[x]+'CancelRequestAnimationFrame']; +} - var lastTime = 0; - var vendors = ['ms', 'moz', 'webkit', 'o']; - for(var x = 0; x < vendors.length && !window.requestAnimationFrame; ++x) { - window.requestAnimationFrame = window[vendors[x]+'RequestAnimationFrame']; - window.cancelAnimationFrame = window[vendors[x]+'CancelAnimationFrame'] - || window[vendors[x]+'CancelRequestAnimationFrame']; - } +if (!window.requestAnimationFrame) + window.requestAnimationFrame = function(callback, element) { + var currTime = new Date().getTime(); + var timeToCall = Math.max(0, 16 - (currTime - lastTime)); + var id = window.setTimeout(function() { callback(currTime + timeToCall); }, + timeToCall); + lastTime = currTime + timeToCall; + return id; + }; - if (!window.requestAnimationFrame) - window.requestAnimationFrame = function(callback, element) { - var currTime = new Date().getTime(); - var timeToCall = Math.max(0, 16 - (currTime - lastTime)); - var id = window.setTimeout(function() { callback(currTime + timeToCall); }, - timeToCall); - lastTime = currTime + timeToCall; - return id; - }; - - if (!window.cancelAnimationFrame) - window.cancelAnimationFrame = function(id) { - clearTimeout(id); - }; +if (!window.cancelAnimationFrame) + window.cancelAnimationFrame = function(id) { + clearTimeout(id); + }; window.requestAnimFrame = window.requestAnimationFrame; +/** + * Converts a hex color number to an [R, G, B] array + * + * @method HEXtoRGB + * @param hex {Number} + */ function HEXtoRGB(hex) { return [(hex >> 16 & 0xFF) / 255, ( hex >> 8 & 0xFF) / 255, (hex & 0xFF)/ 255]; } /** - * Provides bind in a cross browser way. + * A polyfill for Function.prototype.bind + * + * @method bind */ if (typeof Function.prototype.bind != 'function') { Function.prototype.bind = (function () { @@ -61,6 +78,12 @@ if (typeof Function.prototype.bind != 'function') { })(); } +/** + * A wrapper for ajax requests to be handled cross browser + * + * @class AjaxRequest + * @constructor + */ var AjaxRequest = PIXI.AjaxRequest = function() { var activexmodes = ["Msxml2.XMLHTTP", "Microsoft.XMLHTTP"] //activeX versions to check for in IE @@ -87,7 +110,31 @@ var AjaxRequest = PIXI.AjaxRequest = function() } } - +/* + * DEBUGGING ONLY + */ +PIXI.runList = function(item) +{ + console.log(">>>>>>>>>") + console.log("_") + var safe = 0; + var tmp = item.first; + console.log(tmp); + + while(tmp._iNext) + { + safe++; + tmp = tmp._iNext; + console.log(tmp); + // console.log(tmp); + + if(safe > 100) + { + console.log("BREAK") + break + } + } +}