Merge pull request #555 from photonstorm/dev
Added PIXI.canvas global object for fill/clear/px rounding
This commit is contained in:
commit
f29d51b43d
3 changed files with 47 additions and 22 deletions
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@ -345,7 +345,15 @@ PIXI.Sprite.prototype._renderCanvas = function(renderSession)
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// allow for trimming
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// allow for trimming
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context.setTransform(transform.a, transform.c, transform.b, transform.d, transform.tx, transform.ty);
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if (renderSession.roundPixels)
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{
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context.setTransform(transform.a, transform.c, transform.b, transform.d, Math.floor(transform.tx), Math.floor(transform.ty));
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}
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else
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{
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context.setTransform(transform.a, transform.c, transform.b, transform.d, transform.tx, transform.ty);
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}
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//if smoothingEnabled is supported and we need to change the smoothing property for this texture
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//if smoothingEnabled is supported and we need to change the smoothing property for this texture
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if(renderSession.smoothProperty && renderSession.scaleMode !== this.texture.baseTexture.scaleMode) {
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if(renderSession.smoothProperty && renderSession.scaleMode !== this.texture.baseTexture.scaleMode) {
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@ -91,7 +91,15 @@ PIXI.SpriteBatch.prototype._renderCanvas = function(renderSession)
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// alow for trimming
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// alow for trimming
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context.setTransform(transform.a, transform.c, transform.b, transform.d, transform.tx, transform.ty);
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if (renderSession.roundPixels)
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{
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context.setTransform(transform.a, transform.c, transform.b, transform.d, Math.floor(transform.tx), Math.floor(transform.ty));
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}
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else
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{
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context.setTransform(transform.a, transform.c, transform.b, transform.d, transform.tx, transform.ty);
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}
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context.save();
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context.save();
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for (var i = 0; i < this.children.length; i++) {
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for (var i = 0; i < this.children.length; i++) {
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@ -19,6 +19,27 @@ PIXI.CanvasRenderer = function(width, height, view, transparent)
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this.type = PIXI.CANVAS_RENDERER;
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this.type = PIXI.CANVAS_RENDERER;
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/**
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* This sets if the CanvasRenderer will clear the canvas or not before the new render pass.
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* If the Stage is NOT transparent Pixi will use a canvas sized fillRect operation every frame to set the canvas background color.
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* If the Stage is transparent Pixi will use clearRect to clear the canvas every frame.
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* Disable this by setting this to false. For example if your game has a canvas filling background image you often don't need this set.
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*
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* @property clearBeforeRender
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* @type Boolean
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* @default
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*/
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this.clearBeforeRender = true;
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/**
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* If true Pixi will Math.floor() x/y values when rendering, stopping pixel interpolation.
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* Handy for crisp pixel art and speed on legacy devices.
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*
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* @property roundPixels
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* @type Boolean
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* @default
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*/
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this.roundPixels = false;
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/**
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/**
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* Whether the render view is transparent
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* Whether the render view is transparent
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@ -156,37 +177,25 @@ PIXI.CanvasRenderer.prototype.constructor = PIXI.CanvasRenderer;
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*/
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*/
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PIXI.CanvasRenderer.prototype.render = function(stage)
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PIXI.CanvasRenderer.prototype.render = function(stage)
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{
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{
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//stage.__childrenAdded = [];
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//stage.__childrenRemoved = [];
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// update textures if need be
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// update textures if need be
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PIXI.texturesToUpdate.length = 0;
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PIXI.texturesToUpdate.length = 0;
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PIXI.texturesToDestroy.length = 0;
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PIXI.texturesToDestroy.length = 0;
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stage.updateTransform();
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stage.updateTransform();
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// update the background color
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/* if(this.view.style.backgroundColor !== stage.backgroundColorString && !this.transparent)
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this.view.style.backgroundColor = stage.backgroundColorString; */
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this.context.setTransform(1,0,0,1,0,0);
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this.context.setTransform(1,0,0,1,0,0);
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this.context.globalAlpha = 1;
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if(this.view.style.backgroundColor !== stage.backgroundColorString )
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if (!this.transparent && this.clearBeforeRender)
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{
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{
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if(!this.transparent)
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this.context.fillStyle = stage.backgroundColorString;
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{
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this.context.fillRect(0, 0, this.width, this.height);
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this.context.globalAlpha = 1;
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}
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this.context.fillStyle = stage.backgroundColorString;
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else if (this.transparent && this.clearBeforeRender)
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this.context.fillRect(0, 0, this.width, this.height);
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{
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}
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this.context.clearRect(0, 0, this.width, this.height);
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else
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{
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this.context.clearRect(0, 0, this.width, this.height);
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}
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}
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}
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//console.log(this.view.style.backgroundColor)
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this.renderDisplayObject(stage);
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this.renderDisplayObject(stage);
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// run interaction!
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// run interaction!
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