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>
@ -181,6 +187,8 @@
PIXI.TextureCache = {};
PIXI.FrameCache = {};
PIXI.TextureCacheIdGenerator = 0;
/**
* 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
@ -295,6 +303,8 @@ PIXI.Texture.prototype.setFrame = function(frame)
this.updateFrame = true;
PIXI.Texture.frameUpdates.push(this);
//this.dispatchEvent( { type: &#x27;update&#x27;, content: this } );
};
@ -354,7 +364,7 @@ PIXI.Texture.fromImage = function(imageUrl, crossorigin, scaleMode)
PIXI.Texture.fromFrame = function(frameId)
{
var texture = PIXI.TextureCache[frameId];
if(!texture) throw new Error(&#x27;The frameId &quot;&#x27; + frameId + &#x27;&quot; does not exist in the texture cache &#x27; + this);
if(!texture) throw new Error(&#x27;The frameId &quot;&#x27; + frameId + &#x27;&quot; does not exist in the texture cache &#x27;);
return texture;
};
@ -369,8 +379,10 @@ PIXI.Texture.fromFrame = function(frameId)
*/
PIXI.Texture.fromCanvas = function(canvas, scaleMode)
{
var baseTexture = new PIXI.BaseTexture(canvas, scaleMode);
return new PIXI.Texture(baseTexture);
var baseTexture = PIXI.BaseTexture.fromCanvas(canvas, scaleMode);
return new PIXI.Texture( baseTexture );
};
@ -405,8 +417,6 @@ PIXI.Texture.removeTextureFromCache = function(id)
// this is more for webGL.. it contains updated frames..
PIXI.Texture.frameUpdates = [];
PIXI.Texture.SCALE_MODE = PIXI.BaseTexture.SCALE_MODE;
</pre>
</div>