Docs updated

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Mat Groves 2013-11-02 11:37:42 +00:00
parent a46b74f8ca
commit 6c762fb396
119 changed files with 38715 additions and 9039 deletions

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@ -2,12 +2,12 @@
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<h1 class="file-heading">File: src&#x2F;pixi&#x2F;display&#x2F;DisplayObject.js</h1>
<h1 class="file-heading">File: src/pixi/display/DisplayObject.js</h1>
<div class="file">
<pre class="code prettyprint linenums">
&#x2F;**
* @author Mat Groves http:&#x2F;&#x2F;matgroves.com&#x2F; @Doormat23
*&#x2F;
/**
* @author Mat Groves http://matgroves.com/ @Doormat23
*/
&#x2F;**
* 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
*&#x2F;
*/
PIXI.DisplayObject = function()
{
this.last = this;
this.first = this;
&#x2F;**
/**
* The coordinate of the object relative to the local coordinates of the parent.
*
* @property position
* @type Point
*&#x2F;
*/
this.position = new PIXI.Point();
&#x2F;**
/**
* The scale factor of the object.
*
* @property scale
* @type Point
*&#x2F;
this.scale = new PIXI.Point(1,1);&#x2F;&#x2F;{x:1, y:1};
&#x2F;**
*/
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
*&#x2F;
*/
this.pivot = new PIXI.Point(0,0);
&#x2F;**
/**
* The rotation of the object in radians.
*
* @property rotation
* @type Number
*&#x2F;
*/
this.rotation = 0;
&#x2F;**
/**
* The opacity of the object.
*
* @property alpha
* @type Number
*&#x2F;
*/
this.alpha = 1;
&#x2F;**
/**
* The visibility of the object.
*
* @property visible
* @type Boolean
*&#x2F;
*/
this.visible = true;
this.worldVisible = false;
&#x2F;**
* [read-only] The display object container that contains this display object.
* @property parent
* @type DisplayObjectContainer
*&#x2F;
this.parent = null;
&#x2F;**
* [read-only] The stage the display object is connected to, or undefined if it is not connected to the stage.
* @property stage
* @type Stage
*&#x2F;
this.stage = null;
&#x2F;**
* This is the defined area that will pick up mouse &#x2F; touch events. It is null by default.
/**
* 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
*&#x2F;
* @type Rectangle|Circle|Ellipse|Polygon
*/
this.hitArea = null;
this.worldAlpha = 1;
this.color = [];
this.worldTransform = PIXI.mat3.create()&#x2F;&#x2F;mat3.identity();
this.localTransform = PIXI.mat3.create()&#x2F;&#x2F;mat3.identity();
this.dynamic = true;
&#x2F;&#x2F; chach that puppy!
this._sr = 0;
this._cr = 1;
this.childIndex = 0;
this.renderable = false;
&#x2F;&#x2F; [readonly] best not to toggle directly! use setInteractive()
this._interactive = false;
&#x2F;**
/**
* This is used to indicate if the displayObject should display a mouse hand cursor on rollover
*
* @property buttonMode
* @type Boolean
*&#x2F;
*/
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 &#x60;interactive&#x60; 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&lt;&gt;
* @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;
this.filterArea = new PIXI.Rectangle(0,0,1,1);
&#x2F;*
/*
* MOUSE Callbacks
*&#x2F;
&#x2F;**
*/
/**
* A callback that is used when the users clicks on the displayObject with their mouse
* @method click
* @param interactionData {InteractionData}
*&#x2F;
&#x2F;**
*/
/**
* A callback that is used when the user clicks the mouse down over the sprite
* @method mousedown
* @param interactionData {InteractionData}
*&#x2F;
&#x2F;**
*/
/**
* 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}
*&#x2F;
&#x2F;**
*/
/**
* 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}
*&#x2F;
&#x2F;**
*/
/**
* A callback that is used when the users mouse rolls over the displayObject
* @method mouseover
* @param interactionData {InteractionData}
*&#x2F;
&#x2F;**
*/
/**
* A callback that is used when the users mouse leaves the displayObject
* @method mouseout
* @param interactionData {InteractionData}
*&#x2F;
&#x2F;*
*/
/*
* TOUCH Callbacks
*&#x2F;
&#x2F;**
*/
/**
* 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}
*&#x2F;
&#x2F;**
*/
/**
* A callback that is used when the user touch&#x27;s over the displayObject
* @method touchstart
* @param interactionData {InteractionData}
*&#x2F;
&#x2F;**
*/
/**
* A callback that is used when the user releases a touch over the displayObject
* @method touchend
* @param interactionData {InteractionData}
*&#x2F;
&#x2F;**
*/
/**
* 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}
*&#x2F;
*/
}
&#x2F;&#x2F; constructor
PIXI.DisplayObject.constructor = PIXI.DisplayObject;
// constructor
PIXI.DisplayObject.prototype.constructor = PIXI.DisplayObject;
&#x2F;&#x2F;TODO make visible a getter setter
&#x2F;*
Object.defineProperty(PIXI.DisplayObject.prototype, &#x27;visible&#x27;, {
get: function() {
return this._visible;
},
set: function(value) {
this._visible = value;
}
});*&#x2F;
&#x2F;**
/**
* [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}
*&#x2F;
* @deprecated Simply set the &#x60;interactive&#x60; property directly
*/
PIXI.DisplayObject.prototype.setInteractive = function(interactive)
{
this.interactive = interactive;
}
&#x2F;**
/**
* Indicates if the sprite will have touch and mouse interactivity. It is false by default
*
* @property interactive
* @type Boolean
*&#x2F;
* @default false
*/
Object.defineProperty(PIXI.DisplayObject.prototype, &#x27;interactive&#x27;, {
get: function() {
return this._interactive;
@ -361,65 +443,129 @@ Object.defineProperty(PIXI.DisplayObject.prototype, &#x27;interactive&#x27;, {
set: function(value) {
this._interactive = value;
&#x2F;&#x2F; TODO more to be done here..
&#x2F;&#x2F; need to sort out a re-crawl!
// TODO more to be done here..
// need to sort out a re-crawl!
if(this.stage)this.stage.dirty = true;
}
});
&#x2F;**
/**
* 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
*&#x2F;
* @type Graphics
*/
Object.defineProperty(PIXI.DisplayObject.prototype, &#x27;mask&#x27;, {
get: function() {
return this._mask;
},
set: function(value) {
this._mask = value;
if(value)
{
this.addFilter(value)
if(this._mask)
{
value.start = this._mask.start;
value.end = this._mask.end;
}
else
{
this.addFilter(value);
value.renderable = false;
}
}
else
{
this.removeFilter();
this.removeFilter(this._mask);
this._mask.renderable = true;
}
this._mask = value;
}
});
&#x2F;*
* private
*&#x2F;
PIXI.DisplayObject.prototype.addFilter = function(mask)
/**
* Sets the filters for the displayObject.
* * IMPORTANT: This is a webGL only feature and will be ignored by the canvas renderer.
* To remove filters simply set this property to &#x27;null&#x27;
* @property filters
* @type Array An array of filters
*/
Object.defineProperty(PIXI.DisplayObject.prototype, &#x27;filters&#x27;, {
get: function() {
return this._filters;
},
set: function(value) {
if(value)
{
if(this._filters)this.removeFilter(this._filters);
this.addFilter(value);
// now put all the passes in one place..
var passes = [];
for (var i = 0; i &lt; value.length; i++)
{
var filterPasses = value[i].passes;
for (var j = 0; j &lt; filterPasses.length; j++)
{
passes.push(filterPasses[j]);
};
};
value.start.filterPasses = passes;
}
else
{
if(this._filters)this.removeFilter(this._filters);
}
this._filters = value;
}
});
/*
* Adds a filter to this displayObject
*
* @method addFilter
* @param mask {Graphics} the graphics object to use as a filter
* @private
*/
PIXI.DisplayObject.prototype.addFilter = function(data)
{
if(this.filter)return;
this.filter = true;
//if(this.filter)return;
//this.filter = true;
// data[0].target = this;
&#x2F;&#x2F; insert a filter block..
// insert a filter block..
// TODO Onject pool thease bad boys..
var start = new PIXI.FilterBlock();
var end = new PIXI.FilterBlock();
data.start = start;
data.end = end;
start.mask = mask;
end.mask = mask;
start.data = data;
end.data = data;
start.first = start.last = this;
end.first = end.last = this;
start.open = true;
&#x2F;*
*
start.target = this;
/*
* insert start
*
*&#x2F;
*/
var childFirst = start
var childLast = start
@ -446,13 +592,11 @@ PIXI.DisplayObject.prototype.addFilter = function(mask)
}
&#x2F;&#x2F; now insert the end filter block..
// now insert the end filter block..
&#x2F;*
*
/*
* insert end filter
*
*&#x2F;
*/
var childFirst = end
var childLast = end
var nextObject = null;
@ -484,23 +628,28 @@ PIXI.DisplayObject.prototype.addFilter = function(mask)
this.first = start;
&#x2F;&#x2F; if webGL...
// if webGL...
if(this.__renderGroup)
{
this.__renderGroup.addFilterBlocks(start, end);
}
mask.renderable = false;
}
PIXI.DisplayObject.prototype.removeFilter = function()
/*
* Removes the filter to this displayObject
*
* @method removeFilter
* @private
*/
PIXI.DisplayObject.prototype.removeFilter = function(data)
{
if(!this.filter)return;
this.filter = false;
//if(!this.filter)return;
//this.filter = false;
console.log(&quot;YUOIO&quot;)
// modify the list..
var startBlock = data.start;
&#x2F;&#x2F; modify the list..
var startBlock = this.first;
var nextObject = startBlock._iNext;
var previousObject = startBlock._iPrev;
@ -510,9 +659,8 @@ PIXI.DisplayObject.prototype.removeFilter = function()
this.first = startBlock._iNext;
&#x2F;&#x2F; remove the end filter
var lastBlock = this.last;
// remove the end filter
var lastBlock = data.end;
var nextObject = lastBlock._iNext;
var previousObject = lastBlock._iPrev;
@ -520,11 +668,9 @@ PIXI.DisplayObject.prototype.removeFilter = function()
if(nextObject)nextObject._iPrev = previousObject;
previousObject._iNext = nextObject;
&#x2F;&#x2F; this is always true too!
&#x2F;&#x2F; if(this.last == lastBlock)
&#x2F;&#x2F;{
// this is always true too!
var tempLast = lastBlock._iPrev;
&#x2F;&#x2F; need to make sure the parents last is updated too
// need to make sure the parents last is updated too
var updateLast = this;
while(updateLast.last == lastBlock)
{
@ -533,24 +679,23 @@ PIXI.DisplayObject.prototype.removeFilter = function()
if(!updateLast)break;
}
var mask = startBlock.mask
mask.renderable = true;
&#x2F;&#x2F; if webGL...
// if webGL...
if(this.__renderGroup)
{
this.__renderGroup.removeFilterBlocks(startBlock, lastBlock);
}
&#x2F;&#x2F;}
}
&#x2F;**
/*
* Updates the object transform for rendering
*
* @method updateTransform
* @private
*&#x2F;
*/
PIXI.DisplayObject.prototype.updateTransform = function()
{
&#x2F;&#x2F; TODO OPTIMIZE THIS!! with dirty
if(this.rotation != this.rotationCache)
// TODO OPTIMIZE THIS!! with dirty
if(this.rotation !== this.rotationCache)
{
this.rotationCache = this.rotation;
this._sr = Math.sin(this.rotation);
@ -560,18 +705,18 @@ PIXI.DisplayObject.prototype.updateTransform = function()
var localTransform = this.localTransform;
var parentTransform = this.parent.worldTransform;
var worldTransform = this.worldTransform;
&#x2F;&#x2F;console.log(localTransform)
//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;
&#x2F;&#x2F; TODO --&gt; do we even need a local matrix???
// TODO --&gt; do we even need a local matrix???
var px = this.pivot.x;
var py = this.pivot.y;
&#x2F;&#x2F; Cache the matrix values (makes for huge speed increases!)
// 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],
@ -589,12 +734,15 @@ PIXI.DisplayObject.prototype.updateTransform = function()
worldTransform[4] = b10 * a01 + b11 * a11;
worldTransform[5] = b10 * a02 + b11 * a12 + b12;
&#x2F;&#x2F; because we are using affine transformation, we can optimise the matrix concatenation process.. wooo!
&#x2F;&#x2F; mat3.multiply(this.localTransform, this.parent.worldTransform, this.worldTransform);
// 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;
</pre>
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@ -604,13 +752,13 @@ PIXI.DisplayObject.prototype.updateTransform = function()
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