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

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<h1 class="file-heading">File: src&#x2F;pixi&#x2F;display&#x2F;DisplayObjectContainer.js</h1>
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<pre class="code prettyprint linenums">
&#x2F;**
* @author Mat Groves http:&#x2F;&#x2F;matgroves.com&#x2F; @Doormat23
*&#x2F;
&#x2F;**
* A DisplayObjectContainer represents a collection of display objects. It is the base class of all display objects that act as a container for other objects.
* @class DisplayObjectContainer
* @extends DisplayObject
* @constructor
*&#x2F;
PIXI.DisplayObjectContainer = function()
{
PIXI.DisplayObject.call( this );
&#x2F;**
* [read-only] The of children of this container.
* @property children {Array}
*&#x2F;
this.children = [];
&#x2F;&#x2F;s
this.renderable = false;
}
&#x2F;&#x2F; constructor
PIXI.DisplayObjectContainer.constructor = PIXI.DisplayObjectContainer;
PIXI.DisplayObjectContainer.prototype = Object.create( PIXI.DisplayObject.prototype );
&#x2F;&#x2F;TODO make visible a getter setter
&#x2F;*
Object.defineProperty(PIXI.DisplayObjectContainer.prototype, &#x27;visible&#x27;, {
get: function() {
return this._visible;
},
set: function(value) {
this._visible = value;
}
});*&#x2F;
&#x2F;**
* Adds a child to the container.
* @method addChild
* @param DisplayObject {DisplayObject}
*&#x2F;
PIXI.DisplayObjectContainer.prototype.addChild = function(child)
{
&#x2F;&#x2F;this.addChildAt(child, this.children.length)
&#x2F;&#x2F;return;
if(child.parent != undefined)
{
&#x2F;&#x2F;&#x2F;&#x2F; COULD BE THIS???
child.parent.removeChild(child);
&#x2F;&#x2F; return;
}
child.parent = this;
&#x2F;&#x2F;child.childIndex = this.children.length;
this.children.push(child);
&#x2F;&#x2F; updae the stage refference..
if(this.stage)
{
var tmpChild = child;
do
{
if(tmpChild.interactive)this.stage.dirty = true;
tmpChild.stage = this.stage;
tmpChild = tmpChild._iNext;
}
while(tmpChild)
}
&#x2F;&#x2F; LINKED LIST &#x2F;&#x2F;
&#x2F;&#x2F; modify the list..
var childFirst = child.first
var childLast = child.last;
&#x2F;&#x2F; console.log(childFirst)
var nextObject;
var previousObject;
&#x2F;&#x2F; this could be wrong if there is a filter??
if(this.filter)
{
previousObject = this.last._iPrev;
}
else
{
previousObject = this.last;
}
&#x2F;&#x2F; if(this.last._iNext)
&#x2F;&#x2F;console.log( this.last._iNext);
nextObject = previousObject._iNext;
&#x2F;&#x2F; always true in this case
&#x2F;&#x2F;this.last = child.last;
&#x2F;&#x2F; need to make sure the parents last is updated too
var updateLast = this;
var prevLast = previousObject;
while(updateLast)
{
if(updateLast.last == prevLast)
{
updateLast.last = child.last;
}
updateLast = updateLast.parent;
}
if(nextObject)
{
nextObject._iPrev = childLast;
childLast._iNext = nextObject;
}
childFirst._iPrev = previousObject;
previousObject._iNext = childFirst;
&#x2F;&#x2F; console.log(childFirst);
&#x2F;&#x2F; need to remove any render groups..
if(this.__renderGroup)
{
&#x2F;&#x2F; being used by a renderTexture.. if it exists then it must be from a render texture;
if(child.__renderGroup)child.__renderGroup.removeDisplayObjectAndChildren(child);
&#x2F;&#x2F; add them to the new render group..
this.__renderGroup.addDisplayObjectAndChildren(child);
}
}
&#x2F;**
* Adds a child to the container at a specified index. If the index is out of bounds an error will be thrown
* @method addChildAt
* @param DisplayObject {DisplayObject}
* @param index {Number}
*&#x2F;
PIXI.DisplayObjectContainer.prototype.addChildAt = function(child, index)
{
if(index &gt;= 0 &amp;&amp; index &lt;= this.children.length)
{
if(child.parent != undefined)
{
child.parent.removeChild(child);
}
child.parent = this;
if(this.stage)
{
var tmpChild = child;
do
{
if(tmpChild.interactive)this.stage.dirty = true;
tmpChild.stage = this.stage;
tmpChild = tmpChild._iNext;
}
while(tmpChild)
}
&#x2F;&#x2F; modify the list..
var childFirst = child.first
var childLast = child.last;
var nextObject;
var previousObject;
if(index == this.children.length)
{
previousObject = this.last;
var updateLast = this;&#x2F;&#x2F;.parent;
var prevLast = this.last;
while(updateLast)
{
if(updateLast.last == prevLast)
{
updateLast.last = child.last;
}
updateLast = updateLast.parent;
}
}
else if(index == 0)
{
previousObject = this;
}
else
{
previousObject = this.children[index-1].last;
}
nextObject = previousObject._iNext;
&#x2F;&#x2F; always true in this case
if(nextObject)
{
nextObject._iPrev = childLast;
childLast._iNext = nextObject;
}
childFirst._iPrev = previousObject;
previousObject._iNext = childFirst;
this.children.splice(index, 0, child);
&#x2F;&#x2F; need to remove any render groups..
if(this.__renderGroup)
{
&#x2F;&#x2F; being used by a renderTexture.. if it exists then it must be from a render texture;
if(child.__renderGroup)child.__renderGroup.removeDisplayObjectAndChildren(child);
&#x2F;&#x2F; add them to the new render group..
this.__renderGroup.addDisplayObjectAndChildren(child);
}
console.log(this.children)
}
else
{
throw new Error(child + &quot; The index &quot;+ index +&quot; supplied is out of bounds &quot; + this.children.length);
}
}
&#x2F;**
* Swaps the depth of 2 displayObjects
* @method swapChildren
* @param DisplayObject {DisplayObject}
* @param DisplayObject2 {DisplayObject}
*&#x2F;
PIXI.DisplayObjectContainer.prototype.swapChildren = function(child, child2)
{
&#x2F;*
* this funtion needs to be recoded..
* can be done a lot faster..
*&#x2F;
return;
&#x2F;&#x2F; need to fix this function :&#x2F;
&#x2F;*
&#x2F;&#x2F; TODO I already know this??
var index = this.children.indexOf( child );
var index2 = this.children.indexOf( child2 );
if ( index !== -1 &amp;&amp; index2 !== -1 )
{
&#x2F;&#x2F; cool
&#x2F;*
if(this.stage)
{
&#x2F;&#x2F; this is to satisfy the webGL batching..
&#x2F;&#x2F; TODO sure there is a nicer way to achieve this!
this.stage.__removeChild(child);
this.stage.__removeChild(child2);
this.stage.__addChild(child);
this.stage.__addChild(child2);
}
&#x2F;&#x2F; swap the positions..
this.children[index] = child2;
this.children[index2] = child;
}
else
{
throw new Error(child + &quot; Both the supplied DisplayObjects must be a child of the caller &quot; + this);
}*&#x2F;
}
&#x2F;**
* Returns the Child at the specified index
* @method getChildAt
* @param index {Number}
*&#x2F;
PIXI.DisplayObjectContainer.prototype.getChildAt = function(index)
{
if(index &gt;= 0 &amp;&amp; index &lt; this.children.length)
{
return this.children[index];
}
else
{
throw new Error(child + &quot; Both the supplied DisplayObjects must be a child of the caller &quot; + this);
}
}
&#x2F;**
* Removes a child from the container.
* @method removeChild
* @param DisplayObject {DisplayObject}
*&#x2F;
PIXI.DisplayObjectContainer.prototype.removeChild = function(child)
{
var index = this.children.indexOf( child );
if ( index !== -1 )
{
&#x2F;&#x2F;console.log(&quot;&gt;&gt;&quot;)
&#x2F;&#x2F; unlink &#x2F;&#x2F;
&#x2F;&#x2F; modify the list..
var childFirst = child.first
var childLast = child.last;
var nextObject = childLast._iNext;
var previousObject = childFirst._iPrev;
if(nextObject)nextObject._iPrev = previousObject;
previousObject._iNext = nextObject;
if(this.last == childLast)
{
var tempLast = childFirst._iPrev;
&#x2F;&#x2F; need to make sure the parents last is updated too
var updateLast = this;
while(updateLast.last == childLast.last)
{
updateLast.last = tempLast;
updateLast = updateLast.parent;
if(!updateLast)break;
}
}
childLast._iNext = null;
childFirst._iPrev = null;
&#x2F;&#x2F; update the stage reference..
if(this.stage)
{
var tmpChild = child;
do
{
if(tmpChild.interactive)this.stage.dirty = true;
tmpChild.stage = null;
tmpChild = tmpChild._iNext;
}
while(tmpChild)
}
&#x2F;&#x2F; webGL trim
if(child.__renderGroup)
{
child.__renderGroup.removeDisplayObjectAndChildren(child);
}
child.parent = undefined;
this.children.splice( index, 1 );
}
else
{
throw new Error(child + &quot; The supplied DisplayObject must be a child of the caller &quot; + this);
}
}
&#x2F;**
* @private
*&#x2F;
PIXI.DisplayObjectContainer.prototype.updateTransform = function()
{
if(!this.visible)return;
PIXI.DisplayObject.prototype.updateTransform.call( this );
for(var i=0,j=this.children.length; i&lt;j; i++)
{
this.children[i].updateTransform();
}
}
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