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<h1 class="file-heading">File: src/pixi/extras/TilingSprite.js</h1>
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<pre class="code prettyprint linenums">
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/**
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* @author Mat Groves http://matgroves.com/
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*/
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/**
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* A tiling sprite is a fast way of rendering a tiling image
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*
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* @class TilingSprite
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* @extends DisplayObjectContainer
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* @constructor
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* @param texture {Texture} the texture of the tiling sprite
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* @param width {Number} the width of the tiling sprite
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* @param height {Number} the height of the tiling sprite
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*/
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PIXI.TilingSprite = function(texture, width, height)
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{
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PIXI.Sprite.call( this, texture);
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this.width = width || 100;
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this.height = height || 100;
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texture.baseTexture._powerOf2 = true;
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/**
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* The scaling of the image that is being tiled
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*
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* @property tileScale
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* @type Point
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*/
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this.tileScale = new PIXI.Point(1,1);
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/**
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* The offset position of the image that is being tiled
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*
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* @property tilePosition
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* @type Point
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*/
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this.tilePosition = new PIXI.Point(0,0);
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this.renderable = true;
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this.tint = 0xFFFFFF;
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this.blendMode = PIXI.blendModes.NORMAL;
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};
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// constructor
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PIXI.TilingSprite.prototype = Object.create( PIXI.Sprite.prototype );
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PIXI.TilingSprite.prototype.constructor = PIXI.TilingSprite;
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/**
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* The width of the sprite, setting this will actually modify the scale to acheive 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.TilingSprite.prototype, 'width', {
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get: function() {
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return this._width;
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},
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set: function(value) {
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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 TilingSprite, setting this will actually modify the scale to acheive 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.TilingSprite.prototype, 'height', {
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get: function() {
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return this._height;
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},
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set: function(value) {
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this._height = value;
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}
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});
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PIXI.TilingSprite.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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// alert(this._width)
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this.updateFrame = true;
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};
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PIXI.TilingSprite.prototype._renderWebGL = function(renderSession)
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{
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if(this.visible === false || this.alpha === 0)return;
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var i,j;
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if(this.mask || this.filters)
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{
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if(this.mask)
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{
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renderSession.spriteBatch.stop();
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renderSession.maskManager.pushMask(this.mask, renderSession.projection);
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renderSession.spriteBatch.start();
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}
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if(this.filters)
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{
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renderSession.spriteBatch.flush();
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renderSession.filterManager.pushFilter(this._filterBlock);
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}
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renderSession.spriteBatch.renderTilingSprite(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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renderSession.spriteBatch.stop();
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if(this.filters)renderSession.filterManager.popFilter();
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if(this.mask)renderSession.maskManager.popMask(renderSession.projection);
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renderSession.spriteBatch.start();
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}
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else
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{
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renderSession.spriteBatch.renderTilingSprite(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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};
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PIXI.TilingSprite.prototype._renderCanvas = function(renderSession)
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{
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if(this.visible === false || this.alpha === 0)return;
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var context = renderSession.context;
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context.globalAlpha = this.worldAlpha;
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var transform = this.worldTransform;
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// alow 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(!this.__tilePattern)
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this.__tilePattern = context.createPattern(this.texture.baseTexture.source, 'repeat');
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// check blend mode
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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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context.beginPath();
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var tilePosition = this.tilePosition;
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var tileScale = this.tileScale;
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// offset
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context.scale(tileScale.x,tileScale.y);
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context.translate(tilePosition.x, tilePosition.y);
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context.fillStyle = this.__tilePattern;
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context.fillRect(-tilePosition.x,-tilePosition.y,this.width / tileScale.x, this.height / tileScale.y);
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context.scale(1/tileScale.x, 1/tileScale.y);
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context.translate(-tilePosition.x, -tilePosition.y);
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context.closePath();
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};
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PIXI.TilingSprite.prototype.getBounds = function()
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{
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var width = this._width;
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var height = this._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 refferance so that if this function gets called again in the render cycle we do not have to recacalculate
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this._currentBounds = bounds;
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return bounds;
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};
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</pre>
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