pixi.js/docs/files/src_pixi_renderers_canvas_CanvasRenderer.js.html
2013-07-02 10:48:05 +01:00

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<h1 class="file-heading">File: src&#x2F;pixi&#x2F;renderers&#x2F;canvas&#x2F;CanvasRenderer.js</h1>
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&#x2F;**
* @author Mat Groves http:&#x2F;&#x2F;matgroves.com&#x2F; @Doormat23
*&#x2F;
&#x2F;**
* the CanvasRenderer draws the stage and all its content onto a 2d canvas. This renderer should be used for browsers that do not support webGL.
* Dont forget to add the view to your DOM or you will not see anything :)
* @class CanvasRenderer
* @constructor
* @param width {Number} the width of the canvas view
* @default 0
* @param height {Number} the height of the canvas view
* @default 0
* @param view {Canvas} the canvas to use as a view, optional
* @param transparent {Boolean} the transparency of the render view, default false
* @default false
*
*&#x2F;
PIXI.CanvasRenderer = function(width, height, view, transparent)
{
this.transparent = transparent;
&#x2F;**
* The width of the canvas view
* @property width
* @type Number
* @default 800
*&#x2F;
this.width = width || 800;
&#x2F;**
* The height of the canvas view
* @property height
* @type Number
* @default 600
*&#x2F;
this.height = height || 600;
this.refresh = true;
&#x2F;**
* The canvas element that the everything is drawn to
* @property view
* @type Canvas
*&#x2F;
this.view = view || document.createElement( &#x27;canvas&#x27; );
&#x2F;&#x2F; hack to enable some hardware acceleration!
&#x2F;&#x2F;this.view.style[&quot;transform&quot;] = &quot;translatez(0)&quot;;
this.view.width = this.width;
this.view.height = this.height;
this.count = 0;
&#x2F;**
* The canvas context that the everything is drawn to
* @property context
* @type Canvas 2d Context
*&#x2F;
this.context = this.view.getContext(&quot;2d&quot;);
}
&#x2F;&#x2F; constructor
PIXI.CanvasRenderer.constructor = PIXI.CanvasRenderer;
&#x2F;**
* Renders the stage to its canvas view
* @method render
* @param stage {Stage} the Stage element to be rendered
*&#x2F;
PIXI.CanvasRenderer.prototype.render = function(stage)
{
&#x2F;&#x2F; update children if need be
&#x2F;&#x2F;stage.__childrenAdded = [];
&#x2F;&#x2F;stage.__childrenRemoved = [];
&#x2F;&#x2F; update textures if need be
PIXI.texturesToUpdate = [];
PIXI.texturesToDestroy = [];
stage.updateTransform();
&#x2F;&#x2F; update the background color
if(this.view.style.backgroundColor!=stage.backgroundColorString &amp;&amp; !this.transparent)this.view.style.backgroundColor = stage.backgroundColorString;
this.context.setTransform(1,0,0,1,0,0);
this.context.clearRect(0, 0, this.width, this.height)
this.renderDisplayObject(stage);
&#x2F;&#x2F;as
&#x2F;&#x2F; run interaction!
if(stage.interactive)
{
&#x2F;&#x2F;need to add some events!
if(!stage._interactiveEventsAdded)
{
stage._interactiveEventsAdded = true;
stage.interactionManager.setTarget(this);
}
}
&#x2F;&#x2F; remove frame updates..
if(PIXI.Texture.frameUpdates.length &gt; 0)
{
PIXI.Texture.frameUpdates = [];
}
}
&#x2F;**
* resizes the canvas view to the specified width and height
* @param the new width of the canvas view
* @param the new height of the canvas view
*&#x2F;
PIXI.CanvasRenderer.prototype.resize = function(width, height)
{
this.width = width;
this.height = height;
this.view.width = width;
this.view.height = height;
}
&#x2F;**
* @private
*&#x2F;
PIXI.CanvasRenderer.prototype.renderDisplayObject = function(displayObject)
{
&#x2F;&#x2F; no loger recurrsive!
var transform;
var context = this.context;
context.globalCompositeOperation = &#x27;source-over&#x27;;
&#x2F;&#x2F; one the display object hits this. we can break the loop
var testObject = displayObject.last._iNext;
displayObject = displayObject.first;
do
{
transform = displayObject.worldTransform;
if(!displayObject.visible)
{
displayObject = displayObject.last._iNext;
continue;
}
if(!displayObject.renderable)
{
displayObject = displayObject._iNext;
continue;
}
if(displayObject instanceof PIXI.Sprite)
{
var frame = displayObject.texture.frame;
if(frame)
{
context.globalAlpha = displayObject.worldAlpha;
context.setTransform(transform[0], transform[3], transform[1], transform[4], transform[2], transform[5]);
context.drawImage(displayObject.texture.baseTexture.source,
frame.x,
frame.y,
frame.width,
frame.height,
(displayObject.anchor.x) * -frame.width,
(displayObject.anchor.y) * -frame.height,
frame.width,
frame.height);
}
}
else if(displayObject instanceof PIXI.Strip)
{
context.setTransform(transform[0], transform[3], transform[1], transform[4], transform[2], transform[5])
this.renderStrip(displayObject);
}
else if(displayObject instanceof PIXI.TilingSprite)
{
context.setTransform(transform[0], transform[3], transform[1], transform[4], transform[2], transform[5])
this.renderTilingSprite(displayObject);
}
else if(displayObject instanceof PIXI.CustomRenderable)
{
displayObject.renderCanvas(this);
}
else if(displayObject instanceof PIXI.Graphics)
{
context.setTransform(transform[0], transform[3], transform[1], transform[4], transform[2], transform[5])
PIXI.CanvasGraphics.renderGraphics(displayObject, context);
}
else if(displayObject instanceof PIXI.FilterBlock)
{
if(displayObject.open)
{
context.save();
var cacheAlpha = displayObject.mask.alpha;
var maskTransform = displayObject.mask.worldTransform;
context.setTransform(maskTransform[0], maskTransform[3], maskTransform[1], maskTransform[4], maskTransform[2], maskTransform[5])
displayObject.mask.worldAlpha = 0.5;
context.worldAlpha = 0;
PIXI.CanvasGraphics.renderGraphicsMask(displayObject.mask, context);
&#x2F;&#x2F; context.fillStyle = 0xFF0000;
&#x2F;&#x2F; context.fillRect(0, 0, 200, 200);
context.clip();
displayObject.mask.worldAlpha = cacheAlpha;
&#x2F;&#x2F;context.globalCompositeOperation = &#x27;lighter&#x27;;
}
else
{
&#x2F;&#x2F;context.globalCompositeOperation = &#x27;source-over&#x27;;
context.restore();
}
}
&#x2F;&#x2F; count++
displayObject = displayObject._iNext;
}
while(displayObject != testObject)
}
&#x2F;**
* @private
*&#x2F;
PIXI.CanvasRenderer.prototype.renderStripFlat = function(strip)
{
var context = this.context;
var verticies = strip.verticies;
var uvs = strip.uvs;
var length = verticies.length&#x2F;2;
this.count++;
context.beginPath();
for (var i=1; i &lt; length-2; i++)
{
&#x2F;&#x2F; draw some triangles!
var index = i*2;
var x0 = verticies[index], x1 = verticies[index+2], x2 = verticies[index+4];
var y0 = verticies[index+1], y1 = verticies[index+3], y2 = verticies[index+5];
context.moveTo(x0, y0);
context.lineTo(x1, y1);
context.lineTo(x2, y2);
};
context.fillStyle = &quot;#FF0000&quot;;
context.fill();
context.closePath();
}
&#x2F;**
* @private
*&#x2F;
PIXI.CanvasRenderer.prototype.renderTilingSprite = function(sprite)
{
var context = this.context;
context.globalAlpha = sprite.worldAlpha;
if(!sprite.__tilePattern) sprite.__tilePattern = context.createPattern(sprite.texture.baseTexture.source, &quot;repeat&quot;);
context.beginPath();
var tilePosition = sprite.tilePosition;
var tileScale = sprite.tileScale;
&#x2F;&#x2F; offset
context.scale(tileScale.x,tileScale.y);
context.translate(tilePosition.x, tilePosition.y);
context.fillStyle = sprite.__tilePattern;
context.fillRect(-tilePosition.x,-tilePosition.y,sprite.width &#x2F; tileScale.x, sprite.height &#x2F; tileScale.y);
context.scale(1&#x2F;tileScale.x, 1&#x2F;tileScale.y);
context.translate(-tilePosition.x, -tilePosition.y);
context.closePath();
}
&#x2F;**
* @private
*&#x2F;
PIXI.CanvasRenderer.prototype.renderStrip = function(strip)
{
var context = this.context;
&#x2F;&#x2F;context.globalCompositeOperation = &#x27;lighter&#x27;;
&#x2F;&#x2F; draw triangles!!
var verticies = strip.verticies;
var uvs = strip.uvs;
var length = verticies.length&#x2F;2;
this.count++;
for (var i=1; i &lt; length-2; i++)
{
&#x2F;&#x2F; draw some triangles!
var index = i*2;
var x0 = verticies[index], x1 = verticies[index+2], x2 = verticies[index+4];
var y0 = verticies[index+1], y1 = verticies[index+3], y2 = verticies[index+5];
var u0 = uvs[index] * strip.texture.width, u1 = uvs[index+2] * strip.texture.width, u2 = uvs[index+4]* strip.texture.width;
var v0 = uvs[index+1]* strip.texture.height, v1 = uvs[index+3] * strip.texture.height, v2 = uvs[index+5]* strip.texture.height;
context.save();
context.beginPath();
context.moveTo(x0, y0);
context.lineTo(x1, y1);
context.lineTo(x2, y2);
context.closePath();
&#x2F;&#x2F; context.fillStyle = &quot;white&quot;&#x2F;&#x2F;rgb(1, 1, 1,1));
&#x2F;&#x2F; context.fill();
context.clip();
&#x2F;&#x2F; Compute matrix transform
var delta = u0*v1 + v0*u2 + u1*v2 - v1*u2 - v0*u1 - u0*v2;
var delta_a = x0*v1 + v0*x2 + x1*v2 - v1*x2 - v0*x1 - x0*v2;
var delta_b = u0*x1 + x0*u2 + u1*x2 - x1*u2 - x0*u1 - u0*x2;
var delta_c = u0*v1*x2 + v0*x1*u2 + x0*u1*v2 - x0*v1*u2 - v0*u1*x2 - u0*x1*v2;
var delta_d = y0*v1 + v0*y2 + y1*v2 - v1*y2 - v0*y1 - y0*v2;
var delta_e = u0*y1 + y0*u2 + u1*y2 - y1*u2 - y0*u1 - u0*y2;
var delta_f = u0*v1*y2 + v0*y1*u2 + y0*u1*v2 - y0*v1*u2 - v0*u1*y2 - u0*y1*v2;
context.transform(delta_a&#x2F;delta, delta_d&#x2F;delta,
delta_b&#x2F;delta, delta_e&#x2F;delta,
delta_c&#x2F;delta, delta_f&#x2F;delta);
context.drawImage(strip.texture.baseTexture.source, 0, 0);
context.restore();
};
&#x2F;&#x2F; context.globalCompositeOperation = &#x27;source-over&#x27;;
}
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