
Fixed issue where alpha not being set correctly in canvas spriteBatch Fixed issue where previous stage events did not get removed correctly
640 lines
20 KiB
HTML
640 lines
20 KiB
HTML
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<h1 class="file-heading">File: src/pixi/display/Sprite.js</h1>
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<div class="file">
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<pre class="code prettyprint linenums">
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/**
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* The Sprite object is the base for all textured objects that are rendered to the screen
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*
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* @class Sprite
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* @extends DisplayObjectContainer
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* @constructor
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* @param texture {Texture} The texture for this sprite
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* @type String
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*/
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PIXI.Sprite = function(texture)
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{
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PIXI.DisplayObjectContainer.call( this );
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/**
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* The anchor sets the origin point of the texture.
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* The default is 0,0 this means the textures origin is the top left
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* Setting than anchor to 0.5,0.5 means the textures origin is centered
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* Setting the anchor to 1,1 would mean the textures origin points will be the bottom right
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*
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* @property anchor
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* @type Point
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*/
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this.anchor = new PIXI.Point();
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/**
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* The texture that the sprite is using
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*
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* @property texture
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* @type Texture
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*/
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this.texture = texture;
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/**
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* The width of the sprite (this is initially set by the texture)
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*
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* @property _width
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* @type Number
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* @private
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*/
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this._width = 0;
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/**
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* The height of the sprite (this is initially set by the texture)
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*
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* @property _height
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* @type Number
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* @private
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*/
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this._height = 0;
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/**
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* The tint applied to the sprite. This is a hex value
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*
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* @property tint
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* @type Number
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* @default 0xFFFFFF
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*/
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this.tint = 0xFFFFFF;// * Math.random();
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/**
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* The blend mode to be applied to the sprite
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*
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* @property blendMode
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* @type Number
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* @default PIXI.blendModes.NORMAL;
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*/
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this.blendMode = PIXI.blendModes.NORMAL;
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if(texture.baseTexture.hasLoaded)
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{
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this.onTextureUpdate();
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}
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else
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{
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this.onTextureUpdateBind = this.onTextureUpdate.bind(this);
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this.texture.addEventListener( 'update', this.onTextureUpdateBind );
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}
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this.renderable = true;
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};
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// constructor
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PIXI.Sprite.prototype = Object.create( PIXI.DisplayObjectContainer.prototype );
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PIXI.Sprite.prototype.constructor = PIXI.Sprite;
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/**
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* The width of the sprite, setting this will actually modify the scale to achieve the value set
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*
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* @property width
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* @type Number
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*/
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Object.defineProperty(PIXI.Sprite.prototype, 'width', {
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get: function() {
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return this.scale.x * this.texture.frame.width;
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},
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set: function(value) {
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this.scale.x = value / this.texture.frame.width;
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this._width = value;
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}
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});
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/**
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* The height of the sprite, setting this will actually modify the scale to achieve the value set
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*
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* @property height
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* @type Number
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*/
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Object.defineProperty(PIXI.Sprite.prototype, 'height', {
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get: function() {
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return this.scale.y * this.texture.frame.height;
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},
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set: function(value) {
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this.scale.y = value / this.texture.frame.height;
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this._height = value;
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}
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});
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/**
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* Sets the texture of the sprite
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*
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* @method setTexture
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* @param texture {Texture} The PIXI texture that is displayed by the sprite
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*/
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PIXI.Sprite.prototype.setTexture = function(texture)
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{
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// stop current texture;
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if(this.texture.baseTexture !== texture.baseTexture)
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{
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this.textureChange = true;
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this.texture = texture;
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}
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else
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{
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this.texture = texture;
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}
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this.cachedTint = 0xFFFFFF;
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this.updateFrame = true;
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};
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/**
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* When the texture is updated, this event will fire to update the scale and frame
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*
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* @method onTextureUpdate
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* @param event
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* @private
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*/
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PIXI.Sprite.prototype.onTextureUpdate = function()
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{
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// so if _width is 0 then width was not set..
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if(this._width)this.scale.x = this._width / this.texture.frame.width;
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if(this._height)this.scale.y = this._height / this.texture.frame.height;
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this.updateFrame = true;
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};
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PIXI.Sprite.prototype.getBounds = function()
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{
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var width = this.texture.frame.width;
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var height = this.texture.frame.height;
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var w0 = width * (1-this.anchor.x);
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var w1 = width * -this.anchor.x;
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var h0 = height * (1-this.anchor.y);
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var h1 = height * -this.anchor.y;
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var worldTransform = this.worldTransform;
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var a = worldTransform[0];
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var b = worldTransform[3];
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var c = worldTransform[1];
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var d = worldTransform[4];
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var tx = worldTransform[2];
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var ty = worldTransform[5];
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var x1 = a * w1 + c * h1 + tx;
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var y1 = d * h1 + b * w1 + ty;
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var x2 = a * w0 + c * h1 + tx;
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var y2 = d * h1 + b * w0 + ty;
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var x3 = a * w0 + c * h0 + tx;
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var y3 = d * h0 + b * w0 + ty;
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var x4 = a * w1 + c * h0 + tx;
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var y4 = d * h0 + b * w1 + ty;
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var maxX = -Infinity;
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var maxY = -Infinity;
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var minX = Infinity;
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var minY = Infinity;
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minX = x1 < minX ? x1 : minX;
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minX = x2 < minX ? x2 : minX;
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minX = x3 < minX ? x3 : minX;
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minX = x4 < minX ? x4 : minX;
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minY = y1 < minY ? y1 : minY;
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minY = y2 < minY ? y2 : minY;
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minY = y3 < minY ? y3 : minY;
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minY = y4 < minY ? y4 : minY;
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maxX = x1 > maxX ? x1 : maxX;
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maxX = x2 > maxX ? x2 : maxX;
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maxX = x3 > maxX ? x3 : maxX;
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maxX = x4 > maxX ? x4 : maxX;
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maxY = y1 > maxY ? y1 : maxY;
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maxY = y2 > maxY ? y2 : maxY;
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maxY = y3 > maxY ? y3 : maxY;
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maxY = y4 > maxY ? y4 : maxY;
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var bounds = this._bounds;
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bounds.x = minX;
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bounds.width = maxX - minX;
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bounds.y = minY;
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bounds.height = maxY - minY;
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// store a reference so that if this function gets called again in the render cycle we do not have to recalculate
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this._currentBounds = bounds;
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return bounds;
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};
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PIXI.Sprite.prototype._renderWebGL = function(renderSession)
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{
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// if the sprite is not visible or the alpha is 0 then no need to render this element
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if(!this.visible || this.alpha <= 0)return;
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var i,j;
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// do a quick check to see if this element has a mask or a filter.
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if(this._mask || this._filters)
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{
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var spriteBatch = renderSession.spriteBatch;
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if(this._mask)
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{
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spriteBatch.stop();
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renderSession.maskManager.pushMask(this.mask, renderSession);
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spriteBatch.start();
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}
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if(this._filters)
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{
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spriteBatch.flush();
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renderSession.filterManager.pushFilter(this._filterBlock);
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}
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// add this sprite to the batch
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spriteBatch.render(this);
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// now loop through the children and make sure they get rendered
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for(i=0,j=this.children.length; i<j; i++)
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{
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this.children[i]._renderWebGL(renderSession);
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}
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// time to stop the sprite batch as either a mask element or a filter draw will happen next
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spriteBatch.stop();
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if(this._filters)renderSession.filterManager.popFilter();
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if(this._mask)renderSession.maskManager.popMask(renderSession);
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spriteBatch.start();
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}
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else
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{
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renderSession.spriteBatch.render(this);
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// simple render children!
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for(i=0,j=this.children.length; i<j; i++)
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{
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this.children[i]._renderWebGL(renderSession);
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}
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}
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//TODO check culling
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};
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PIXI.Sprite.prototype._renderCanvas = function(renderSession)
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{
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// if the sprite is not visible or the alpha is 0 then no need to render this element
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if(this.visible === false || this.alpha === 0)return;
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var frame = this.texture.frame;
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var context = renderSession.context;
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var texture = this.texture;
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if(this.blendMode !== renderSession.currentBlendMode)
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{
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renderSession.currentBlendMode = this.blendMode;
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context.globalCompositeOperation = PIXI.blendModesCanvas[renderSession.currentBlendMode];
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}
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if(this._mask)
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{
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renderSession.maskManager.pushMask(this._mask, renderSession.context);
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}
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//ignore null sources
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if(frame && frame.width && frame.height && texture.baseTexture.source)
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{
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context.globalAlpha = this.worldAlpha;
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var transform = this.worldTransform;
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// allow for trimming
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context.setTransform(transform[0], transform[3], transform[1], transform[4], transform[2], transform[5]);
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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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renderSession.scaleMode = this.texture.baseTexture.scaleMode;
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context[renderSession.smoothProperty] = (renderSession.scaleMode === PIXI.scaleModes.LINEAR);
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}
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if(this.tint !== 0xFFFFFF)
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{
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if(this.cachedTint !== this.tint)
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{
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// no point tinting an image that has not loaded yet!
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if(!texture.baseTexture.hasLoaded)return;
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this.cachedTint = this.tint;
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//TODO clean up caching - how to clean up the caches?
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this.tintedTexture = PIXI.CanvasTinter.getTintedTexture(this, this.tint);
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}
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context.drawImage(this.tintedTexture,
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0,
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0,
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frame.width,
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frame.height,
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(this.anchor.x) * -frame.width,
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(this.anchor.y) * -frame.height,
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frame.width,
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frame.height);
|
|
}
|
|
else
|
|
{
|
|
|
|
|
|
|
|
if(texture.trimmed)
|
|
{
|
|
var trim = texture.trim;
|
|
|
|
context.drawImage(this.texture.baseTexture.source,
|
|
frame.x,
|
|
frame.y,
|
|
frame.width,
|
|
frame.height,
|
|
trim.x - this.anchor.x * trim.realWidth,
|
|
trim.y - this.anchor.y * trim.realHeight,
|
|
frame.width,
|
|
frame.height);
|
|
}
|
|
else
|
|
{
|
|
|
|
context.drawImage(this.texture.baseTexture.source,
|
|
frame.x,
|
|
frame.y,
|
|
frame.width,
|
|
frame.height,
|
|
(this.anchor.x) * -frame.width,
|
|
(this.anchor.y) * -frame.height,
|
|
frame.width,
|
|
frame.height);
|
|
}
|
|
|
|
}
|
|
}
|
|
|
|
// OVERWRITE
|
|
for(var i=0,j=this.children.length; i<j; i++)
|
|
{
|
|
var child = this.children[i];
|
|
child._renderCanvas(renderSession);
|
|
}
|
|
|
|
if(this._mask)
|
|
{
|
|
renderSession.maskManager.popMask(renderSession.context);
|
|
}
|
|
};
|
|
|
|
// some helper functions..
|
|
|
|
/**
|
|
*
|
|
* 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
|
|
* @return {Sprite} A new Sprite using a texture from the texture cache matching the frameId
|
|
*/
|
|
PIXI.Sprite.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 new PIXI.Sprite(texture);
|
|
};
|
|
|
|
/**
|
|
*
|
|
* 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 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)
|
|
{
|
|
var texture = PIXI.Texture.fromImage(imageId);
|
|
return new PIXI.Sprite(texture);
|
|
};
|
|
|
|
</pre>
|
|
</div>
|
|
|
|
</div>
|
|
</div>
|
|
</div>
|
|
</div>
|
|
</div>
|
|
</div>
|
|
<script src="../assets/vendor/prettify/prettify-min.js"></script>
|
|
<script>prettyPrint();</script>
|
|
<script src="../assets/js/yui-prettify.js"></script>
|
|
<script src="../assets/../api.js"></script>
|
|
<script src="../assets/js/api-filter.js"></script>
|
|
<script src="../assets/js/api-list.js"></script>
|
|
<script src="../assets/js/api-search.js"></script>
|
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<script src="../assets/js/apidocs.js"></script>
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