pixi.js/docs/files/src_pixi_DisplayObject.js.html
Mat Groves 2a6169a952 Render Texture added
Render texture finished
custom render item added
pivot added to display object

grunt file updated
docs updated
2013-05-23 22:57:27 +01:00

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<h1 class="file-heading">File: src&#x2F;pixi&#x2F;DisplayObject.js</h1>
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&#x2F;**
* @author Mat Groves http:&#x2F;&#x2F;matgroves.com&#x2F; @Doormat23
*&#x2F;
&#x2F;**
* this is the base class for all objects that are rendered on the screen.
* @class DisplayObject
* @constructor
*&#x2F;
PIXI.DisplayObject = function()
{
&#x2F;**
* The coordinate of the object relative to the local coordinates of the parent.
* @property position
* @type Point
*&#x2F;
this.position = new PIXI.Point();
&#x2F;**
* The scale factor of the object.
* @property scale
* @type Point
*&#x2F;
this.scale = new PIXI.Point(1,1);&#x2F;&#x2F;{x:1, y:1};
&#x2F;**
* The pivot point of the displayObject that it rotates around
* @property pivot
* @type Point
*&#x2F;
this.pivot = new PIXI.Point(0,0);
&#x2F;**
* The rotation of the object in radians.
* @property rotation
* @type Number
*&#x2F;
this.rotation = 0;
&#x2F;**
* The opacity of the object.
* @property alpha
* @type Number
*&#x2F;
this.alpha = 1;
&#x2F;**
* The visibility of the object.
* @property visible
* @type Boolean
*&#x2F;
this.visible = true;
this.worldVisible = false;
&#x2F;**
* [read-only] The display object container that contains this display object.
* @property parent
* @type DisplayObjectContainer
*&#x2F;
this.parent = null;
&#x2F;**
* [read-only] The stage the display object is connected to, or undefined if it is not connected to the stage.
* @property stage
* @type Stage
*&#x2F;
this.stage = null;
&#x2F;**
* This is the defined area that will pick up mouse &#x2F; touch events. It is null by default.
* Setting it is a neat way of optimising the hitTest function that the interactionManager will use (as it will not need to hit test all the children)
* @property hitArea
* @type Rectangle
*&#x2F;
this.hitArea = null;
this.worldAlpha = 1;
this.color = [];
this.worldTransform = PIXI.mat3.create()&#x2F;&#x2F;mat3.identity();
this.localTransform = PIXI.mat3.create()&#x2F;&#x2F;mat3.identity();
this.dynamic = true;
&#x2F;&#x2F; chach that puppy!
this._sr = 0;
this._cr = 1;
this.childIndex = 0;
this.renderable = false;
&#x2F;&#x2F; [readonly] best not to toggle directly! use setInteractive()
this.interactive = false;
&#x2F;**
* This is used to indicate if the displayObject should display a mouse hand cursor on rollover
* @property buttonMode
* @type Boolean
*&#x2F;
this.buttonMode = false;
&#x2F;*
* MOUSE Callbacks
*&#x2F;
&#x2F;**
* A callback that is used when the users clicks on the displayObject with their mouse
* @method click
* @param interactionData {InteractionData}
*&#x2F;
&#x2F;**
* A callback that is used when the user clicks the mouse down over the sprite
* @method mousedown
* @param interactionData {InteractionData}
*&#x2F;
&#x2F;**
* A callback that is used when the user releases the mouse that was over the displayObject
* for this callback to be fired the mouse must have been pressed down over the displayObject
* @method mouseup
* @param interactionData {InteractionData}
*&#x2F;
&#x2F;**
* A callback that is used when the user releases the mouse that was over the displayObject but is no longer over the displayObject
* for this callback to be fired, The touch must have started over the displayObject
* @method mouseupoutside
* @param interactionData {InteractionData}
*&#x2F;
&#x2F;**
* A callback that is used when the users mouse rolls over the displayObject
* @method mouseover
* @param interactionData {InteractionData}
*&#x2F;
&#x2F;**
* A callback that is used when the users mouse leaves the displayObject
* @method mouseout
* @param interactionData {InteractionData}
*&#x2F;
&#x2F;*
* TOUCH Callbacks
*&#x2F;
&#x2F;**
* A callback that is used when the users taps on the sprite with their finger
* basically a touch version of click
* @method tap
* @param interactionData {InteractionData}
*&#x2F;
&#x2F;**
* A callback that is used when the user touch&#x27;s over the displayObject
* @method touchstart
* @param interactionData {InteractionData}
*&#x2F;
&#x2F;**
* A callback that is used when the user releases a touch over the displayObject
* @method touchend
* @param interactionData {InteractionData}
*&#x2F;
&#x2F;**
* A callback that is used when the user releases the touch that was over the displayObject
* for this callback to be fired, The touch must have started over the sprite
* @method touchendoutside
* @param interactionData {InteractionData}
*&#x2F;
}
&#x2F;&#x2F; constructor
PIXI.DisplayObject.constructor = PIXI.DisplayObject;
&#x2F;&#x2F;TODO make visible a getter setter
&#x2F;*
Object.defineProperty(PIXI.DisplayObject.prototype, &#x27;visible&#x27;, {
get: function() {
return this._visible;
},
set: function(value) {
this._visible = value;
}
});*&#x2F;
&#x2F;**
* Indicates if the sprite will have touch and mouse interactivity. It is false by default
* @method setInteractive
* @param interactive {Boolean}
*&#x2F;
PIXI.DisplayObject.prototype.setInteractive = function(interactive)
{
this.interactive = interactive;
&#x2F;&#x2F; TODO more to be done here..
&#x2F;&#x2F; need to sort out a re-crawl!
if(this.stage)this.stage.dirty = true;
}
&#x2F;**
* @private
*&#x2F;
PIXI.DisplayObject.prototype.updateTransform = function()
{
&#x2F;&#x2F; TODO OPTIMIZE THIS!! with dirty
if(this.rotation != this.rotationCache)
{
this.rotationCache = this.rotation;
this._sr = Math.sin(this.rotation);
this._cr = Math.cos(this.rotation);
}
var localTransform = this.localTransform;
var parentTransform = this.parent.worldTransform;
var worldTransform = this.worldTransform;
&#x2F;&#x2F;console.log(localTransform)
localTransform[0] = this._cr * this.scale.x;
localTransform[1] = -this._sr * this.scale.y
localTransform[3] = this._sr * this.scale.x;
localTransform[4] = this._cr * this.scale.y;
&#x2F;&#x2F;&#x2F;AAARR GETTER SETTTER!
&#x2F;&#x2F;localTransform[2] = this.position.x;
&#x2F;&#x2F;localTransform[5] = this.position.y;
var px = this.pivot.x;
var py = this.pivot.y;
&#x2F;&#x2F;&#x2F;AAARR GETTER SETTTER!
localTransform[2] = this.position.x - localTransform[0] * px - py * localTransform[1];
localTransform[5] = this.position.y - localTransform[4] * py - px * localTransform[3];
&#x2F;&#x2F; Cache the matrix values (makes for huge speed increases!)
var a00 = localTransform[0], a01 = localTransform[1], a02 = localTransform[2],
a10 = localTransform[3], a11 = localTransform[4], a12 = localTransform[5],
b00 = parentTransform[0], b01 = parentTransform[1], b02 = parentTransform[2],
b10 = parentTransform[3], b11 = parentTransform[4], b12 = parentTransform[5];
worldTransform[0] = b00 * a00 + b01 * a10;
worldTransform[1] = b00 * a01 + b01 * a11;
worldTransform[2] = b00 * a02 + b01 * a12 + b02;
worldTransform[3] = b10 * a00 + b11 * a10;
worldTransform[4] = b10 * a01 + b11 * a11;
worldTransform[5] = b10 * a02 + b11 * a12 + b12;
&#x2F;&#x2F; because we are using affine transformation, we can optimise the matrix concatenation process.. wooo!
&#x2F;&#x2F; mat3.multiply(this.localTransform, this.parent.worldTransform, this.worldTransform);
this.worldAlpha = this.alpha * this.parent.worldAlpha;
}
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