Docs updated

Fixed issue where alpha not being set correctly in canvas spriteBatch
Fixed issue where previous stage events did not get removed correctly
This commit is contained in:
Mat Groves 2014-01-28 00:08:50 +00:00
parent 9dbf8b47c1
commit 847eb6c48e
140 changed files with 12651 additions and 2435 deletions

View file

@ -19,7 +19,7 @@
</div>
<div class="yui3-u-1-4 version">
<em>API Docs for: 1.4.0</em>
<em>API Docs for: 1.4.3</em>
</div>
</div>
<div id="bd" class="yui3-g">
@ -73,6 +73,8 @@
<li><a href="../classes/DisplayObjectContainer.html">DisplayObjectContainer</a></li>
<li><a href="../classes/DotScreenFilter.html">DotScreenFilter</a></li>
<li><a href="../classes/Ellipse.html">Ellipse</a></li>
<li><a href="../classes/EventTarget.html">EventTarget</a></li>
@ -91,6 +93,8 @@
<li><a href="../classes/PixelateFilter.html">PixelateFilter</a></li>
<li><a href="../classes/PIXI.PixiFastShader.html">PIXI.PixiFastShader</a></li>
<li><a href="../classes/PIXI.PixiShader.html">PIXI.PixiShader</a></li>
<li><a href="../classes/Point.html">Point</a></li>
@ -115,9 +119,9 @@
<li><a href="../classes/Spine.html">Spine</a></li>
<li><a href="../classes/SpriteSheetLoader.html">SpriteSheetLoader</a></li>
<li><a href="../classes/Sprite.html">Sprite</a></li>
<li><a href="../classes/Sprite™.html">Sprite™</a></li>
<li><a href="../classes/SpriteSheetLoader.html">SpriteSheetLoader</a></li>
<li><a href="../classes/Stage.html">Stage</a></li>
@ -127,6 +131,8 @@
<li><a href="../classes/TilingSprite.html">TilingSprite</a></li>
<li><a href="../classes/TwistFilter.html">TwistFilter</a></li>
<li><a href="../classes/WebGLRenderer.html">WebGLRenderer</a></li>
</ul>
@ -280,7 +286,7 @@ PIXI.DisplayObject = function()
this.stage = null;
/**
* [read-only] The multiplied alpha of the displayobject
* [read-only] The multiplied alpha of the displayObject
*
* @property worldAlpha
* @type Number
@ -299,7 +305,7 @@ PIXI.DisplayObject = function()
this._interactive = false;
/**
* This is the curser that will be used when the mouse is over this object. To enable this the element must have interaction = true and buttonMode = true
* This is the cursor that will be used when the mouse is over this object. To enable this the element must have interaction = true and buttonMode = true
*
* @property defaultCursor
* @type String
@ -328,7 +334,7 @@ PIXI.DisplayObject = function()
this.localTransform = PIXI.mat3.create(); //mat3.identity();
/**
* [NYI] Unkown
* [NYI] Unknown
*
* @property color
* @type Array&lt;&gt;
@ -345,7 +351,7 @@ PIXI.DisplayObject = function()
*/
this.dynamic = true;
// chach that puppy!
// cached sin rotation and cos rotation
this._sr = 0;
this._cr = 1;
@ -353,11 +359,6 @@ PIXI.DisplayObject = function()
this.filterArea = new PIXI.Rectangle(0,0,1,1);
/**
*
*
*
*/
this._bounds = new PIXI.Rectangle(0, 0, 1, 1);
this._currentBounds = null;
this._mask = null;
@ -417,7 +418,7 @@ PIXI.DisplayObject = function()
*/
/**
* A callback that is used when the user touch&#x27;s over the displayObject
* A callback that is used when the user touches over the displayObject
* @method touchstart
* @param interactionData {InteractionData}
*/
@ -487,7 +488,7 @@ Object.defineProperty(PIXI.DisplayObject.prototype, &#x27;worldVisible&#x27;, {
if(!item.visible)return false;
item = item.parent;
}
while(item &amp;&amp; item.parent);
while(item);
return true;
}
@ -495,7 +496,7 @@ Object.defineProperty(PIXI.DisplayObject.prototype, &#x27;worldVisible&#x27;, {
/**
* 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.
* In PIXI a regular mask must be a PIXI.Graphics 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
@ -598,8 +599,6 @@ 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.DisplayObject.prototype.getBounds = function()
@ -622,6 +621,11 @@ PIXI.DisplayObject.prototype.getLocalBounds = function()
return bounds;
};
PIXI.DisplayObject.prototype.setStageReference = function(stage)
{
this.stage = stage;
if(this._interactive)this.stage.dirty = true;
};
PIXI.DisplayObject.prototype._renderWebGL = function(renderSession)
{
@ -639,7 +643,6 @@ PIXI.DisplayObject.prototype._renderCanvas = function(renderSession)
PIXI.EmptyRectangle = new PIXI.Rectangle(0,0,0,0);
PIXI.visibleCount = 0;
</pre>
</div>