diff --git a/demo/dev.html b/demo/dev.html index 54ac8da0..98267ad5 100644 --- a/demo/dev.html +++ b/demo/dev.html @@ -10,7 +10,7 @@ - + diff --git a/demo/index.html b/demo/index.html index 1801e91a..f3bb382d 100644 --- a/demo/index.html +++ b/demo/index.html @@ -7,7 +7,7 @@ - + diff --git a/demo/js/lib/pixi.dev.js b/demo/js/lib/pixi.dev.js deleted file mode 100644 index c7dd1268..00000000 --- a/demo/js/lib/pixi.dev.js +++ /dev/null @@ -1,14221 +0,0 @@ -/** - * @license - * pixi.js - v1.5.1 - * Copyright (c) 2012-2014, Mat Groves - * http://goodboydigital.com/ - * - * Compiled: 2014-02-13 - * - * pixi.js is licensed under the MIT License. - * http://www.opensource.org/licenses/mit-license.php - */ -/** - * @author Mat Groves http://matgroves.com/ @Doormat23 - */ - -(function(){ - - var root = this; - -/** - * @author Mat Groves http://matgroves.com/ @Doormat23 - */ - -/** - * @module PIXI - */ -var PIXI = PIXI || {}; - -/* -* -* This file contains a lot of pixi consts which are used across the rendering engine -* @class Consts -*/ -PIXI.WEBGL_RENDERER = 0; -PIXI.CANVAS_RENDERER = 1; - -// useful for testing against if your lib is using pixi. -PIXI.VERSION = "v1.5.1"; - -// the various blend modes supported by pixi -PIXI.blendModes = { - NORMAL:0, - ADD:1, - MULTIPLY:2, - SCREEN:3, - OVERLAY:4, - DARKEN:5, - LIGHTEN:6, - COLOR_DODGE:7, - COLOR_BURN:8, - HARD_LIGHT:9, - SOFT_LIGHT:10, - DIFFERENCE:11, - EXCLUSION:12, - HUE:13, - SATURATION:14, - COLOR:15, - LUMINOSITY:16 -}; - -// the scale modes -PIXI.scaleModes = { - DEFAULT:0, - LINEAR:0, - NEAREST:1 -}; - -// interaction frequency -PIXI.INTERACTION_FREQUENCY = 30; -PIXI.AUTO_PREVENT_DEFAULT = true; - -PIXI.RAD_TO_DEG = 180 / Math.PI; -PIXI.DEG_TO_RAD = Math.PI / 180; -/** - * @author Mat Groves http://matgroves.com/ @Doormat23 - */ - -/** - * The Point object represents a location in a two-dimensional coordinate system, where x represents the horizontal axis and y represents the vertical axis. - * - * @class Point - * @constructor - * @param x {Number} position of the point on the x axis - * @param y {Number} position of the point on the y axis - */ -PIXI.Point = function(x, y) -{ - /** - * @property x - * @type Number - * @default 0 - */ - this.x = x || 0; - - /** - * @property y - * @type Number - * @default 0 - */ - this.y = y || 0; -}; - -/** - * Creates a clone of this point - * - * @method clone - * @return {Point} a copy of the point - */ -PIXI.Point.prototype.clone = function() -{ - return new PIXI.Point(this.x, this.y); -}; - -// constructor -PIXI.Point.prototype.constructor = PIXI.Point; - -PIXI.Point.prototype.set = function(x, y) -{ - this.x = x || 0; - this.y = y || ( (y !== 0) ? this.x : 0 ) ; -}; - - -/** - * @author Mat Groves http://matgroves.com/ - */ - -/** - * the Rectangle object is an area defined by its position, as indicated by its top-left corner point (x, y) and by its width and its height. - * - * @class Rectangle - * @constructor - * @param x {Number} The X coord of the upper-left corner of the rectangle - * @param y {Number} The Y coord of the upper-left corner of the rectangle - * @param width {Number} The overall width of this rectangle - * @param height {Number} The overall height of this rectangle - */ -PIXI.Rectangle = function(x, y, width, height) -{ - /** - * @property x - * @type Number - * @default 0 - */ - this.x = x || 0; - - /** - * @property y - * @type Number - * @default 0 - */ - this.y = y || 0; - - /** - * @property width - * @type Number - * @default 0 - */ - this.width = width || 0; - - /** - * @property height - * @type Number - * @default 0 - */ - this.height = height || 0; -}; - -/** - * Creates a clone of this Rectangle - * - * @method clone - * @return {Rectangle} a copy of the rectangle - */ -PIXI.Rectangle.prototype.clone = function() -{ - return new PIXI.Rectangle(this.x, this.y, this.width, this.height); -}; - -/** - * Checks whether the x and y coordinates passed to this function are contained within this Rectangle - * - * @method contains - * @param x {Number} The X coordinate of the point to test - * @param y {Number} The Y coordinate of the point to test - * @return {Boolean} Whether the x/y coords are within this Rectangle - */ -PIXI.Rectangle.prototype.contains = function(x, y) -{ - if(this.width <= 0 || this.height <= 0) - return false; - - var x1 = this.x; - if(x >= x1 && x <= x1 + this.width) - { - var y1 = this.y; - - if(y >= y1 && y <= y1 + this.height) - { - return true; - } - } - - return false; -}; - -// constructor -PIXI.Rectangle.prototype.constructor = PIXI.Rectangle; - -PIXI.EmptyRectangle = new PIXI.Rectangle(0,0,0,0); -/** - * @author Adrien Brault - */ - -/** - * @class Polygon - * @constructor - * @param points* {Array|Array|Point...|Number...} This can be an array of Points that form the polygon, - * a flat array of numbers that will be interpreted as [x,y, x,y, ...], or the arguments passed can be - * all the points of the polygon e.g. `new PIXI.Polygon(new PIXI.Point(), new PIXI.Point(), ...)`, or the - * arguments passed can be flat x,y values e.g. `new PIXI.Polygon(x,y, x,y, x,y, ...)` where `x` and `y` are - * Numbers. - */ -PIXI.Polygon = function(points) -{ - //if points isn't an array, use arguments as the array - if(!(points instanceof Array)) - points = Array.prototype.slice.call(arguments); - - //if this is a flat array of numbers, convert it to points - if(typeof points[0] === 'number') { - var p = []; - for(var i = 0, il = points.length; i < il; i+=2) { - p.push( - new PIXI.Point(points[i], points[i + 1]) - ); - } - - points = p; - } - - this.points = points; -}; - -/** - * Creates a clone of this polygon - * - * @method clone - * @return {Polygon} a copy of the polygon - */ -PIXI.Polygon.prototype.clone = function() -{ - var points = []; - for (var i=0; i y) !== (yj > y)) && (x < (xj - xi) * (y - yi) / (yj - yi) + xi); - - if(intersect) inside = !inside; - } - - return inside; -}; - -// constructor -PIXI.Polygon.prototype.constructor = PIXI.Polygon; - -/** - * @author Chad Engler - */ - -/** - * The Circle object can be used to specify a hit area for displayObjects - * - * @class Circle - * @constructor - * @param x {Number} The X coordinate of the upper-left corner of the framing rectangle of this circle - * @param y {Number} The Y coordinate of the upper-left corner of the framing rectangle of this circle - * @param radius {Number} The radius of the circle - */ -PIXI.Circle = function(x, y, radius) -{ - /** - * @property x - * @type Number - * @default 0 - */ - this.x = x || 0; - - /** - * @property y - * @type Number - * @default 0 - */ - this.y = y || 0; - - /** - * @property radius - * @type Number - * @default 0 - */ - this.radius = radius || 0; -}; - -/** - * Creates a clone of this Circle instance - * - * @method clone - * @return {Circle} a copy of the polygon - */ -PIXI.Circle.prototype.clone = function() -{ - return new PIXI.Circle(this.x, this.y, this.radius); -}; - -/** - * Checks whether the x, and y coordinates passed to this function are contained within this circle - * - * @method contains - * @param x {Number} The X coordinate of the point to test - * @param y {Number} The Y coordinate of the point to test - * @return {Boolean} Whether the x/y coordinates are within this polygon - */ -PIXI.Circle.prototype.contains = function(x, y) -{ - if(this.radius <= 0) - return false; - - var dx = (this.x - x), - dy = (this.y - y), - r2 = this.radius * this.radius; - - dx *= dx; - dy *= dy; - - return (dx + dy <= r2); -}; - -// constructor -PIXI.Circle.prototype.constructor = PIXI.Circle; - - -/** - * @author Chad Engler - */ - -/** - * The Ellipse object can be used to specify a hit area for displayObjects - * - * @class Ellipse - * @constructor - * @param x {Number} The X coordinate of the upper-left corner of the framing rectangle of this ellipse - * @param y {Number} The Y coordinate of the upper-left corner of the framing rectangle of this ellipse - * @param width {Number} The overall width of this ellipse - * @param height {Number} The overall height of this ellipse - */ -PIXI.Ellipse = function(x, y, width, height) -{ - /** - * @property x - * @type Number - * @default 0 - */ - this.x = x || 0; - - /** - * @property y - * @type Number - * @default 0 - */ - this.y = y || 0; - - /** - * @property width - * @type Number - * @default 0 - */ - this.width = width || 0; - - /** - * @property height - * @type Number - * @default 0 - */ - this.height = height || 0; -}; - -/** - * Creates a clone of this Ellipse instance - * - * @method clone - * @return {Ellipse} a copy of the ellipse - */ -PIXI.Ellipse.prototype.clone = function() -{ - return new PIXI.Ellipse(this.x, this.y, this.width, this.height); -}; - -/** - * Checks whether the x and y coordinates passed to this function are contained within this ellipse - * - * @method contains - * @param x {Number} The X coordinate of the point to test - * @param y {Number} The Y coordinate of the point to test - * @return {Boolean} Whether the x/y coords are within this ellipse - */ -PIXI.Ellipse.prototype.contains = function(x, y) -{ - if(this.width <= 0 || this.height <= 0) - return false; - - //normalize the coords to an ellipse with center 0,0 - var normx = ((x - this.x) / this.width), - normy = ((y - this.y) / this.height); - - normx *= normx; - normy *= normy; - - return (normx + normy <= 1); -}; - -/** -* Returns the framing rectangle of the ellipse as a PIXI.Rectangle object -* -* @method getBounds -* @return {Rectangle} the framing rectangle -*/ -PIXI.Ellipse.prototype.getBounds = function() -{ - return new PIXI.Rectangle(this.x, this.y, this.width, this.height); -}; - -// constructor -PIXI.Ellipse.prototype.constructor = PIXI.Ellipse; - -/** - * @author Mat Groves http://matgroves.com/ @Doormat23 - */ - -PIXI.determineMatrixArrayType = function() { - return (typeof Float32Array !== 'undefined') ? Float32Array : Array; -}; - -/* -* @class Matrix2 -* The Matrix2 class will choose the best type of array to use between -* a regular javascript Array and a Float32Array if the latter is available -* -*/ -PIXI.Matrix2 = PIXI.determineMatrixArrayType(); - -/* -* @class Matrix -* The Matrix class is now an object, which makes it a lot faster, -* here is a representation of it : -* | a | b | tx| -* | c | c | ty| -* | 0 | 0 | 1 | -* -*/ -PIXI.Matrix = function() -{ - this.a = 1; - this.b = 0; - this.c = 0; - this.d = 1; - this.tx = 0; - this.ty = 0; -}; - -/** - * Creates a pixi matrix object based on the array given as a parameter - * - * @method fromArray - * @param array {Array} The array that the matrix will be filled with - */ -PIXI.Matrix.prototype.fromArray = function(array) -{ - this.a = array[0]; - this.b = array[1]; - this.c = array[3]; - this.d = array[4]; - this.tx = array[2]; - this.ty = array[5]; -}; - -/** - * Creates an array from the current Matrix object - * - * @method toArray - * @param transpose {Boolean} Whether we need to transpose the matrix or not - * @return array {Array} the newly created array which contains the matrix - */ -PIXI.Matrix.prototype.toArray = function(transpose) -{ - if(!this.array) this.array = new Float32Array(9); - var array = this.array; - - if(transpose) - { - this.array[0] = this.a; - this.array[1] = this.c; - this.array[2] = 0; - this.array[3] = this.b; - this.array[4] = this.d; - this.array[5] = 0; - this.array[6] = this.tx; - this.array[7] = this.ty; - this.array[8] = 1; - } - else - { - this.array[0] = this.a; - this.array[1] = this.b; - this.array[2] = this.tx; - this.array[3] = this.c; - this.array[4] = this.d; - this.array[5] = this.ty; - this.array[6] = 0; - this.array[7] = 0; - this.array[8] = 1; - } - - return array;//[this.a, this.b, this.tx, this.c, this.d, this.ty, 0, 0, 1]; -}; - -PIXI.identityMatrix = new PIXI.Matrix(); -/** - * @author Mat Groves http://matgroves.com/ @Doormat23 - */ - -/** - * The base class for all objects that are rendered on the screen. - * - * @class DisplayObject - * @constructor - */ -PIXI.DisplayObject = function() -{ - /** - * The coordinate of the object relative to the local coordinates of the parent. - * - * @property position - * @type Point - */ - this.position = new PIXI.Point(); - - /** - * The scale factor of the object. - * - * @property scale - * @type Point - */ - this.scale = new PIXI.Point(1,1);//{x:1, y:1}; - - /** - * The pivot point of the displayObject that it rotates around - * - * @property pivot - * @type Point - */ - this.pivot = new PIXI.Point(0,0); - - /** - * The rotation of the object in radians. - * - * @property rotation - * @type Number - */ - this.rotation = 0; - - /** - * The opacity of the object. - * - * @property alpha - * @type Number - */ - this.alpha = 1; - - /** - * The visibility of the object. - * - * @property visible - * @type Boolean - */ - this.visible = true; - - /** - * This is the defined area that will pick up mouse / 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|Circle|Ellipse|Polygon - */ - this.hitArea = null; - - /** - * This is used to indicate if the displayObject should display a mouse hand cursor on rollover - * - * @property buttonMode - * @type Boolean - */ - this.buttonMode = false; - - /** - * Can this object be rendered - * - * @property renderable - * @type Boolean - */ - this.renderable = false; - - /** - * [read-only] The display object container that contains this display object. - * - * @property parent - * @type DisplayObjectContainer - * @readOnly - */ - this.parent = null; - - /** - * [read-only] The stage the display object is connected to, or undefined if it is not connected to the stage. - * - * @property stage - * @type Stage - * @readOnly - */ - this.stage = null; - - /** - * [read-only] The multiplied alpha of the displayObject - * - * @property worldAlpha - * @type Number - * @readOnly - */ - this.worldAlpha = 1; - - /** - * [read-only] Whether or not the object is interactive, do not toggle directly! use the `interactive` property - * - * @property _interactive - * @type Boolean - * @readOnly - * @private - */ - this._interactive = false; - - /** - * This is the cursor that will be used when the mouse is over this object. To enable this the element must have interaction = true and buttonMode = true - * - * @property defaultCursor - * @type String - * - */ - this.defaultCursor = 'pointer'; - - /** - * [read-only] Current transform of the object based on world (parent) factors - * - * @property worldTransform - * @type Mat3 - * @readOnly - * @private - */ - this.worldTransform = new PIXI.Matrix(); - - /** - * [NYI] Unknown - * - * @property color - * @type Array<> - * @private - */ - this.color = []; - - /** - * [NYI] Holds whether or not this object is dynamic, for rendering optimization - * - * @property dynamic - * @type Boolean - * @private - */ - this.dynamic = true; - - // cached sin rotation and cos rotation - this._sr = 0; - this._cr = 1; - - /** - * The area the filter is applied to - * - * @property filterArea - * @type Rectangle - */ - this.filterArea = new PIXI.Rectangle(0,0,1,1); - - /** - * The original, cached bounds of the object - * - * @property _bounds - * @type Rectangle - * @private - */ - this._bounds = new PIXI.Rectangle(0, 0, 1, 1); - /** - * The most up-to-date bounds of the object - * - * @property _currentBounds - * @type Rectangle - * @private - */ - this._currentBounds = null; - /** - * The original, cached mask of the object - * - * @property _currentBounds - * @type Rectangle - * @private - */ - this._mask = null; - - /* - * MOUSE Callbacks - */ - - /** - * A callback that is used when the users clicks on the displayObject with their mouse - * @method click - * @param interactionData {InteractionData} - */ - - /** - * A callback that is used when the user clicks the mouse down over the sprite - * @method mousedown - * @param interactionData {InteractionData} - */ - - /** - * 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} - */ - - /** - * 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} - */ - - /** - * A callback that is used when the users mouse rolls over the displayObject - * @method mouseover - * @param interactionData {InteractionData} - */ - - /** - * A callback that is used when the users mouse leaves the displayObject - * @method mouseout - * @param interactionData {InteractionData} - */ - - - /* - * TOUCH Callbacks - */ - - /** - * 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} - */ - - /** - * A callback that is used when the user touches over the displayObject - * @method touchstart - * @param interactionData {InteractionData} - */ - - /** - * A callback that is used when the user releases a touch over the displayObject - * @method touchend - * @param interactionData {InteractionData} - */ - - /** - * 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} - */ -}; - -// constructor -PIXI.DisplayObject.prototype.constructor = PIXI.DisplayObject; - -/** - * [Deprecated] Indicates if the sprite will have touch and mouse interactivity. It is false by default - * Instead of using this function you can now simply set the interactive property to true or false - * - * @method setInteractive - * @param interactive {Boolean} - * @deprecated Simply set the `interactive` property directly - */ -PIXI.DisplayObject.prototype.setInteractive = function(interactive) -{ - this.interactive = interactive; -}; - -/** - * Indicates if the sprite will have touch and mouse interactivity. It is false by default - * - * @property interactive - * @type Boolean - * @default false - */ -Object.defineProperty(PIXI.DisplayObject.prototype, 'interactive', { - get: function() { - return this._interactive; - }, - set: function(value) { - this._interactive = value; - - // TODO more to be done here.. - // need to sort out a re-crawl! - if(this.stage)this.stage.dirty = true; - } -}); - -/** - * [read-only] Indicates if the sprite is globaly visible. - * - * @property worldVisible - * @type Boolean - */ -Object.defineProperty(PIXI.DisplayObject.prototype, 'worldVisible', { - get: function() { - var item = this; - - do - { - if(!item.visible)return false; - item = item.parent; - } - while(item); - - return true; - } -}); - -/** - * Sets a mask for the displayObject. A mask is an object that limits the visibility of an object to the shape of the mask applied to it. - * In PIXI a regular mask must be a PIXI.Graphics object. This allows for much faster masking in canvas as it utilises shape clipping. - * To remove a mask, set this property to null. - * - * @property mask - * @type Graphics - */ -Object.defineProperty(PIXI.DisplayObject.prototype, 'mask', { - get: function() { - return this._mask; - }, - set: function(value) { - - if(this._mask)this._mask.isMask = false; - this._mask = value; - if(this._mask)this._mask.isMask = true; - } -}); - -/** - * Sets the filters for the displayObject. - * * IMPORTANT: This is a webGL only feature and will be ignored by the canvas renderer. - * To remove filters simply set this property to 'null' - * @property filters - * @type Array An array of filters - */ -Object.defineProperty(PIXI.DisplayObject.prototype, 'filters', { - get: function() { - return this._filters; - }, - set: function(value) { - - if(value) - { - // now put all the passes in one place.. - var passes = []; - for (var i = 0; i < value.length; i++) - { - var filterPasses = value[i].passes; - for (var j = 0; j < filterPasses.length; j++) - { - passes.push(filterPasses[j]); - } - } - - // TODO change this as it is legacy - this._filterBlock = {target:this, filterPasses:passes}; - } - - this._filters = value; - } -}); - -/* - * Updates the object transform for rendering - * - * @method updateTransform - * @private - */ -PIXI.DisplayObject.prototype.updateTransform = function() -{ - // 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//.toArray(); - var parentTransform = this.parent.worldTransform;//.toArray(); - var worldTransform = this.worldTransform;//.toArray(); - var px = this.pivot.x; - var py = this.pivot.y; - - var a00 = this._cr * this.scale.x, - a01 = -this._sr * this.scale.y, - a10 = this._sr * this.scale.x, - a11 = this._cr * this.scale.y, - a02 = this.position.x - a00 * px - py * a01, - a12 = this.position.y - a11 * py - px * a10, - b00 = parentTransform.a, b01 = parentTransform.b, - b10 = parentTransform.c, b11 = parentTransform.d; - - worldTransform.a = b00 * a00 + b01 * a10; - worldTransform.b = b00 * a01 + b01 * a11; - worldTransform.tx = b00 * a02 + b01 * a12 + parentTransform.tx; - - worldTransform.c = b10 * a00 + b11 * a10; - worldTransform.d = b10 * a01 + b11 * a11; - worldTransform.ty = b10 * a02 + b11 * a12 + parentTransform.ty; - - this.worldAlpha = this.alpha * this.parent.worldAlpha; -}; - -/** - * Retrieves the bounds of the displayObject as a rectangle object - * - * @method getBounds - * @return {Rectangle} the rectangular bounding area - */ -PIXI.DisplayObject.prototype.getBounds = function( matrix ) -{ - matrix = matrix;//just to get passed js hinting (and preserve inheritance) - return PIXI.EmptyRectangle; -}; - -/** - * Retrieves the local bounds of the displayObject as a rectangle object - * - * @method getLocalBounds - * @return {Rectangle} the rectangular bounding area - */ -PIXI.DisplayObject.prototype.getLocalBounds = function() -{ - //var matrixCache = this.worldTransform; - - return this.getBounds(PIXI.identityMatrix);///PIXI.EmptyRectangle(); -}; - -/** - * Sets the object's stage reference, the stage this object is connected to - * - * @method setStageReference - * @param stage {Stage} the stage that the object will have as its current stage reference - */ -PIXI.DisplayObject.prototype.setStageReference = function(stage) -{ - this.stage = stage; - if(this._interactive)this.stage.dirty = true; -}; - -/** -* Renders the object using the WebGL renderer -* -* @method _renderWebGL -* @param renderSession {RenderSession} -* @private -*/ -PIXI.DisplayObject.prototype._renderWebGL = function(renderSession) -{ - // OVERWRITE; - // this line is just here to pass jshinting :) - renderSession = renderSession; -}; - -/** -* Renders the object using the Canvas renderer -* -* @method _renderCanvas -* @param renderSession {RenderSession} -* @private -*/ -PIXI.DisplayObject.prototype._renderCanvas = function(renderSession) -{ - // OVERWRITE; - // this line is just here to pass jshinting :) - renderSession = renderSession; -}; - -/** - * The position of the displayObject on the x axis relative to the local coordinates of the parent. - * - * @property x - * @type Number - */ -Object.defineProperty(PIXI.DisplayObject.prototype, 'x', { - get: function() { - return this.position.x; - }, - set: function(value) { - this.position.x = value; - } -}); - -/** - * The position of the displayObject on the y axis relative to the local coordinates of the parent. - * - * @property y - * @type Number - */ -Object.defineProperty(PIXI.DisplayObject.prototype, 'y', { - get: function() { - return this.position.y; - }, - set: function(value) { - this.position.y = value; - } -}); - -/** - * @author Mat Groves http://matgroves.com/ @Doormat23 - */ - - -/** - * 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 - */ -PIXI.DisplayObjectContainer = function() -{ - PIXI.DisplayObject.call( this ); - - /** - * [read-only] The array of children of this container. - * - * @property children - * @type Array - * @readOnly - */ - this.children = []; -}; - -// constructor -PIXI.DisplayObjectContainer.prototype = Object.create( PIXI.DisplayObject.prototype ); -PIXI.DisplayObjectContainer.prototype.constructor = PIXI.DisplayObjectContainer; - -/** - * The width of the displayObjectContainer, setting this will actually modify the scale to achieve the value set - * - * @property width - * @type Number - */ - - /* -Object.defineProperty(PIXI.DisplayObjectContainer.prototype, 'width', { - get: function() { - return this.scale.x * this.getLocalBounds().width; - }, - set: function(value) { - this.scale.x = value / (this.getLocalBounds().width/this.scale.x); - this._width = value; - } -}); -*/ - -/** - * The height of the displayObjectContainer, setting this will actually modify the scale to achieve the value set - * - * @property height - * @type Number - */ - -/* -Object.defineProperty(PIXI.DisplayObjectContainer.prototype, 'height', { - get: function() { - return this.scale.y * this.getLocalBounds().height; - }, - set: function(value) { - this.scale.y = value / (this.getLocalBounds().height/this.scale.y); - this._height = value; - } -}); -*/ - -/** - * Adds a child to the container. - * - * @method addChild - * @param child {DisplayObject} The DisplayObject to add to the container - */ -PIXI.DisplayObjectContainer.prototype.addChild = function(child) -{ - this.addChildAt(child, this.children.length); -}; - -/** - * 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 child {DisplayObject} The child to add - * @param index {Number} The index to place the child in - */ -PIXI.DisplayObjectContainer.prototype.addChildAt = function(child, index) -{ - if(index >= 0 && index <= this.children.length) - { - if(child.parent) - { - child.parent.removeChild(child); - } - - child.parent = this; - - this.children.splice(index, 0, child); - - if(this.stage)child.setStageReference(this.stage); - } - else - { - throw new Error(child + ' The index '+ index +' supplied is out of bounds ' + this.children.length); - } -}; - -/** - * [NYI] Swaps the depth of 2 displayObjects - * - * @method swapChildren - * @param child {DisplayObject} - * @param child2 {DisplayObject} - * @private - */ -PIXI.DisplayObjectContainer.prototype.swapChildren = function(child, child2) -{ - if(child === child2) { - return; - } - - var index1 = this.children.indexOf(child); - var index2 = this.children.indexOf(child2); - - if(index1 < 0 || index2 < 0) { - throw new Error('swapChildren: Both the supplied DisplayObjects must be a child of the caller.'); - } - - this.children[index1] = child2; - this.children[index2] = child; - -}; - -/** - * Returns the child at the specified index - * - * @method getChildAt - * @param index {Number} The index to get the child from - */ -PIXI.DisplayObjectContainer.prototype.getChildAt = function(index) -{ - if(index >= 0 && index < this.children.length) - { - return this.children[index]; - } - else - { - throw new Error('The supplied DisplayObjects must be a child of the caller ' + this); - } -}; - -/** - * Removes a child from the container. - * - * @method removeChild - * @param child {DisplayObject} The DisplayObject to remove - */ -PIXI.DisplayObjectContainer.prototype.removeChild = function(child) -{ - var index = this.children.indexOf( child ); - if ( index !== -1 ) - { - // update the stage reference.. - if(this.stage)child.removeStageReference(); - - child.parent = undefined; - this.children.splice( index, 1 ); - } - else - { - throw new Error(child + ' The supplied DisplayObject must be a child of the caller ' + this); - } -}; - - -/** -* Removes all the children -* -* @method removeAll -* NOT tested yet -*/ -/* PIXI.DisplayObjectContainer.prototype.removeAll = function() -{ - - - for(var i = 0 , j = this.children.length; i < j; i++) - { - this.removeChild(this.children[i]); - } - -}; -*/ -/* - * Updates the container's childrens transform for rendering - * - * @method updateTransform - * @private - */ -PIXI.DisplayObjectContainer.prototype.updateTransform = function() -{ - //this._currentBounds = null; - - if(!this.visible)return; - - PIXI.DisplayObject.prototype.updateTransform.call( this ); - - for(var i=0,j=this.children.length; i childMaxX ? maxX : childMaxX; - maxY = maxY > childMaxY ? maxY : childMaxY; - } - - if(!childVisible) - return PIXI.EmptyRectangle; - - var bounds = this._bounds; - - bounds.x = minX; - bounds.y = minY; - bounds.width = maxX - minX; - bounds.height = maxY - minY; - - // TODO: store a reference so that if this function gets called again in the render cycle we do not have to recalculate - //this._currentBounds = bounds; - - return bounds; -}; - -PIXI.DisplayObjectContainer.prototype.getLocalBounds = function() -{ - var matrixCache = this.worldTransform; - - this.worldTransform = PIXI.identityMatrix; - - for(var i=0,j=this.children.length; i maxX ? x1 : maxX; - maxX = x2 > maxX ? x2 : maxX; - maxX = x3 > maxX ? x3 : maxX; - maxX = x4 > maxX ? x4 : maxX; - - maxY = y1 > maxY ? y1 : maxY; - maxY = y2 > maxY ? y2 : maxY; - maxY = y3 > maxY ? y3 : maxY; - maxY = y4 > maxY ? y4 : maxY; - - var bounds = this._bounds; - - bounds.x = minX; - bounds.width = maxX - minX; - - bounds.y = minY; - bounds.height = maxY - minY; - - // store a reference so that if this function gets called again in the render cycle we do not have to recalculate - this._currentBounds = bounds; - - return bounds; -}; - -/** -* Renders the object using the WebGL renderer -* -* @method _renderWebGL -* @param renderSession {RenderSession} -* @private -*/ -PIXI.Sprite.prototype._renderWebGL = function(renderSession) -{ - // if the sprite is not visible or the alpha is 0 then no need to render this element - if(!this.visible || this.alpha <= 0)return; - - var i,j; - - // do a quick check to see if this element has a mask or a filter. - if(this._mask || this._filters) - { - var spriteBatch = renderSession.spriteBatch; - - if(this._mask) - { - spriteBatch.stop(); - renderSession.maskManager.pushMask(this.mask, renderSession); - spriteBatch.start(); - } - - if(this._filters) - { - spriteBatch.flush(); - renderSession.filterManager.pushFilter(this._filterBlock); - } - - // add this sprite to the batch - spriteBatch.render(this); - - // now loop through the children and make sure they get rendered - for(i=0,j=this.children.length; i} an array of {Texture} objects that make up the animation - */ -PIXI.MovieClip = function(textures) -{ - PIXI.Sprite.call(this, textures[0]); - - /** - * The array of textures that make up the animation - * - * @property textures - * @type Array - */ - this.textures = textures; - - /** - * The speed that the MovieClip will play at. Higher is faster, lower is slower - * - * @property animationSpeed - * @type Number - * @default 1 - */ - this.animationSpeed = 1; - - /** - * Whether or not the movie clip repeats after playing. - * - * @property loop - * @type Boolean - * @default true - */ - this.loop = true; - - /** - * Function to call when a MovieClip finishes playing - * - * @property onComplete - * @type Function - */ - this.onComplete = null; - - /** - * [read-only] The MovieClips current frame index (this may not have to be a whole number) - * - * @property currentFrame - * @type Number - * @default 0 - * @readOnly - */ - this.currentFrame = 0; - - /** - * [read-only] Indicates if the MovieClip is currently playing - * - * @property playing - * @type Boolean - * @readOnly - */ - this.playing = false; -}; - -// constructor -PIXI.MovieClip.prototype = Object.create( PIXI.Sprite.prototype ); -PIXI.MovieClip.prototype.constructor = PIXI.MovieClip; - -/** -* [read-only] totalFrames is the total number of frames in the MovieClip. This is the same as number of textures -* assigned to the MovieClip. -* -* @property totalFrames -* @type Number -* @default 0 -* @readOnly -*/ -Object.defineProperty( PIXI.MovieClip.prototype, 'totalFrames', { - get: function() { - - return this.textures.length; - } -}); - - -/** - * Stops the MovieClip - * - * @method stop - */ -PIXI.MovieClip.prototype.stop = function() -{ - this.playing = false; -}; - -/** - * Plays the MovieClip - * - * @method play - */ -PIXI.MovieClip.prototype.play = function() -{ - this.playing = true; -}; - -/** - * Stops the MovieClip and goes to a specific frame - * - * @method gotoAndStop - * @param frameNumber {Number} frame index to stop at - */ -PIXI.MovieClip.prototype.gotoAndStop = function(frameNumber) -{ - this.playing = false; - this.currentFrame = frameNumber; - var round = (this.currentFrame + 0.5) | 0; - this.setTexture(this.textures[round % this.textures.length]); -}; - -/** - * Goes to a specific frame and begins playing the MovieClip - * - * @method gotoAndPlay - * @param frameNumber {Number} frame index to start at - */ -PIXI.MovieClip.prototype.gotoAndPlay = function(frameNumber) -{ - this.currentFrame = frameNumber; - this.playing = true; -}; - -/* - * Updates the object transform for rendering - * - * @method updateTransform - * @private - */ -PIXI.MovieClip.prototype.updateTransform = function() -{ - PIXI.Sprite.prototype.updateTransform.call(this); - - if(!this.playing)return; - - this.currentFrame += this.animationSpeed; - - var round = (this.currentFrame + 0.5) | 0; - - if(this.loop || round < this.textures.length) - { - this.setTexture(this.textures[round % this.textures.length]); - } - else if(round >= this.textures.length) - { - this.gotoAndStop(this.textures.length - 1); - if(this.onComplete) - { - this.onComplete(); - } - } -}; - -/** - * @author Mat Groves http://matgroves.com/ @Doormat23 - */ - - -PIXI.FilterBlock = function() -{ - this.visible = true; - this.renderable = true; -}; - -/** - * @author Mat Groves http://matgroves.com/ @Doormat23 - */ - -/** - * A Text Object will create a line(s) of text. To split a line you can use '\n' - * or add a wordWrap property set to true and and wordWrapWidth property with a value - * in the style object - * - * @class Text - * @extends Sprite - * @constructor - * @param text {String} The copy that you would like the text to display - * @param [style] {Object} The style parameters - * @param [style.font] {String} default 'bold 20px Arial' The style and size of the font - * @param [style.fill='black'] {String|Number} A canvas fillstyle that will be used on the text e.g 'red', '#00FF00' - * @param [style.align='left'] {String} Alignment for multiline text ('left', 'center' or 'right'), does not affect single line text - * @param [style.stroke] {String|Number} A canvas fillstyle that will be used on the text stroke e.g 'blue', '#FCFF00' - * @param [style.strokeThickness=0] {Number} A number that represents the thickness of the stroke. Default is 0 (no stroke) - * @param [style.wordWrap=false] {Boolean} Indicates if word wrap should be used - * @param [style.wordWrapWidth=100] {Number} The width at which text will wrap, it needs wordWrap to be set to true - */ -PIXI.Text = function(text, style) -{ - /** - * The canvas element that everything is drawn to - * - * @property canvas - * @type HTMLCanvasElement - */ - this.canvas = document.createElement('canvas'); - - /** - * The canvas 2d context that everything is drawn with - * @property context - * @type HTMLCanvasElement 2d Context - */ - this.context = this.canvas.getContext('2d'); - - PIXI.Sprite.call(this, PIXI.Texture.fromCanvas(this.canvas)); - - this.setText(text); - this.setStyle(style); - - this.updateText(); - this.dirty = false; -}; - -// constructor -PIXI.Text.prototype = Object.create(PIXI.Sprite.prototype); -PIXI.Text.prototype.constructor = PIXI.Text; - -/** - * Set the style of the text - * - * @method setStyle - * @param [style] {Object} The style parameters - * @param [style.font='bold 20pt Arial'] {String} The style and size of the font - * @param [style.fill='black'] {Object} A canvas fillstyle that will be used on the text eg 'red', '#00FF00' - * @param [style.align='left'] {String} Alignment for multiline text ('left', 'center' or 'right'), does not affect single line text - * @param [style.stroke='black'] {String} A canvas fillstyle that will be used on the text stroke eg 'blue', '#FCFF00' - * @param [style.strokeThickness=0] {Number} A number that represents the thickness of the stroke. Default is 0 (no stroke) - * @param [style.wordWrap=false] {Boolean} Indicates if word wrap should be used - * @param [style.wordWrapWidth=100] {Number} The width at which text will wrap - */ -PIXI.Text.prototype.setStyle = function(style) -{ - style = style || {}; - style.font = style.font || 'bold 20pt Arial'; - style.fill = style.fill || 'black'; - style.align = style.align || 'left'; - style.stroke = style.stroke || 'black'; //provide a default, see: https://github.com/GoodBoyDigital/pixi.js/issues/136 - style.strokeThickness = style.strokeThickness || 0; - style.wordWrap = style.wordWrap || false; - style.wordWrapWidth = style.wordWrapWidth || 100; - this.style = style; - this.dirty = true; -}; - -/** - * Set the copy for the text object. To split a line you can use '\n' - * - * @method setText - * @param {String} text The copy that you would like the text to display - */ -PIXI.Text.prototype.setText = function(text) -{ - this.text = text.toString() || ' '; - this.dirty = true; - -}; - -/** - * Renders text and updates it when needed - * - * @method updateText - * @private - */ -PIXI.Text.prototype.updateText = function() -{ - this.context.font = this.style.font; - - var outputText = this.text; - - // word wrap - // preserve original text - if(this.style.wordWrap)outputText = this.wordWrap(this.text); - - //split text into lines - var lines = outputText.split(/(?:\r\n|\r|\n)/); - - //calculate text width - var lineWidths = []; - var maxLineWidth = 0; - for (var i = 0; i < lines.length; i++) - { - var lineWidth = this.context.measureText(lines[i]).width; - lineWidths[i] = lineWidth; - maxLineWidth = Math.max(maxLineWidth, lineWidth); - } - this.canvas.width = maxLineWidth + this.style.strokeThickness; - - //calculate text height - var lineHeight = this.determineFontHeight('font: ' + this.style.font + ';') + this.style.strokeThickness; - this.canvas.height = lineHeight * lines.length; - - if(navigator.isCocoonJS) this.context.clearRect(0,0,this.canvas.width,this.canvas.height); - - //set canvas text styles - this.context.fillStyle = this.style.fill; - this.context.font = this.style.font; - - this.context.strokeStyle = this.style.stroke; - this.context.lineWidth = this.style.strokeThickness; - - this.context.textBaseline = 'top'; - - //draw lines line by line - for (i = 0; i < lines.length; i++) - { - var linePosition = new PIXI.Point(this.style.strokeThickness / 2, this.style.strokeThickness / 2 + i * lineHeight); - - if(this.style.align === 'right') - { - linePosition.x += maxLineWidth - lineWidths[i]; - } - else if(this.style.align === 'center') - { - linePosition.x += (maxLineWidth - lineWidths[i]) / 2; - } - - if(this.style.stroke && this.style.strokeThickness) - { - this.context.strokeText(lines[i], linePosition.x, linePosition.y); - } - - if(this.style.fill) - { - this.context.fillText(lines[i], linePosition.x, linePosition.y); - } - } - - this.updateTexture(); -}; - -/** - * Updates texture size based on canvas size - * - * @method updateTexture - * @private - */ -PIXI.Text.prototype.updateTexture = function() -{ - this.texture.baseTexture.width = this.canvas.width; - this.texture.baseTexture.height = this.canvas.height; - this.texture.frame.width = this.canvas.width; - this.texture.frame.height = this.canvas.height; - - this._width = this.canvas.width; - this._height = this.canvas.height; - - this.requiresUpdate = true; -}; - -/** -* Renders the object using the WebGL renderer -* -* @method _renderWebGL -* @param renderSession {RenderSession} -* @private -*/ -PIXI.Text.prototype._renderWebGL = function(renderSession) -{ - if(this.requiresUpdate) - { - this.requiresUpdate = false; - PIXI.updateWebGLTexture(this.texture.baseTexture, renderSession.gl); - } - - PIXI.Sprite.prototype._renderWebGL.call(this, renderSession); -}; - -/** - * Updates the transform of this object - * - * @method updateTransform - * @private - */ -PIXI.Text.prototype.updateTransform = function() -{ - if(this.dirty) - { - this.updateText(); - this.dirty = false; - } - - PIXI.Sprite.prototype.updateTransform.call(this); -}; - -/* - * http://stackoverflow.com/users/34441/ellisbben - * great solution to the problem! - * returns the height of the given font - * - * @method determineFontHeight - * @param fontStyle {Object} - * @private - */ -PIXI.Text.prototype.determineFontHeight = function(fontStyle) -{ - // build a little reference dictionary so if the font style has been used return a - // cached version... - var result = PIXI.Text.heightCache[fontStyle]; - - if(!result) - { - var body = document.getElementsByTagName('body')[0]; - var dummy = document.createElement('div'); - var dummyText = document.createTextNode('M'); - dummy.appendChild(dummyText); - dummy.setAttribute('style', fontStyle + ';position:absolute;top:0;left:0'); - body.appendChild(dummy); - - result = dummy.offsetHeight; - PIXI.Text.heightCache[fontStyle] = result; - - body.removeChild(dummy); - } - - return result; -}; - -/** - * Applies newlines to a string to have it optimally fit into the horizontal - * bounds set by the Text object's wordWrapWidth property. - * - * @method wordWrap - * @param text {String} - * @private - */ -PIXI.Text.prototype.wordWrap = function(text) -{ - // Greedy wrapping algorithm that will wrap words as the line grows longer - // than its horizontal bounds. - var result = ''; - var lines = text.split('\n'); - for (var i = 0; i < lines.length; i++) - { - var spaceLeft = this.style.wordWrapWidth; - var words = lines[i].split(' '); - for (var j = 0; j < words.length; j++) - { - var wordWidth = this.context.measureText(words[j]).width; - var wordWidthWithSpace = wordWidth + this.context.measureText(' ').width; - if(wordWidthWithSpace > spaceLeft) - { - // Skip printing the newline if it's the first word of the line that is - // greater than the word wrap width. - if(j > 0) - { - result += '\n'; - } - result += words[j] + ' '; - spaceLeft = this.style.wordWrapWidth - wordWidth; - } - else - { - spaceLeft -= wordWidthWithSpace; - result += words[j] + ' '; - } - } - - if (i < lines.length-1) - { - result += '\n'; - } - } - return result; -}; - -/** - * Destroys this text object - * - * @method destroy - * @param destroyTexture {Boolean} - */ -PIXI.Text.prototype.destroy = function(destroyTexture) -{ - if(destroyTexture) - { - this.texture.destroy(); - } - -}; - -PIXI.Text.heightCache = {}; - -/** - * @author Mat Groves http://matgroves.com/ @Doormat23 - */ - -/** - * A Text Object will create a line(s) of text using bitmap font. To split a line you can use '\n', '\r' or '\r\n' - * You can generate the fnt files using - * http://www.angelcode.com/products/bmfont/ for windows or - * http://www.bmglyph.com/ for mac. - * - * @class BitmapText - * @extends DisplayObjectContainer - * @constructor - * @param text {String} The copy that you would like the text to display - * @param style {Object} The style parameters - * @param style.font {String} The size (optional) and bitmap font id (required) eq 'Arial' or '20px Arial' (must have loaded previously) - * @param [style.align='left'] {String} Alignment for multiline text ('left', 'center' or 'right'), does not affect single line text - */ -PIXI.BitmapText = function(text, style) -{ - PIXI.DisplayObjectContainer.call(this); - - this._pool = []; - - this.setText(text); - this.setStyle(style); - this.updateText(); - this.dirty = false; -}; - -// constructor -PIXI.BitmapText.prototype = Object.create(PIXI.DisplayObjectContainer.prototype); -PIXI.BitmapText.prototype.constructor = PIXI.BitmapText; - -/** - * Set the copy for the text object - * - * @method setText - * @param text {String} The copy that you would like the text to display - */ -PIXI.BitmapText.prototype.setText = function(text) -{ - this.text = text || ' '; - this.dirty = true; -}; - -/** - * Set the style of the text - * style.font {String} The size (optional) and bitmap font id (required) eq 'Arial' or '20px Arial' (must have loaded previously) - * [style.align='left'] {String} Alignment for multiline text ('left', 'center' or 'right'), does not affect single line text - * - * @method setStyle - * @param style {Object} The style parameters, contained as properties of an object - */ -PIXI.BitmapText.prototype.setStyle = function(style) -{ - style = style || {}; - style.align = style.align || 'left'; - this.style = style; - - var font = style.font.split(' '); - this.fontName = font[font.length - 1]; - this.fontSize = font.length >= 2 ? parseInt(font[font.length - 2], 10) : PIXI.BitmapText.fonts[this.fontName].size; - - this.dirty = true; - this.tint = style.tint; -}; - -/** - * Renders text and updates it when needed - * - * @method updateText - * @private - */ -PIXI.BitmapText.prototype.updateText = function() -{ - var data = PIXI.BitmapText.fonts[this.fontName]; - var pos = new PIXI.Point(); - var prevCharCode = null; - var chars = []; - var maxLineWidth = 0; - var lineWidths = []; - var line = 0; - var scale = this.fontSize / data.size; - - - for(var i = 0; i < this.text.length; i++) - { - var charCode = this.text.charCodeAt(i); - if(/(?:\r\n|\r|\n)/.test(this.text.charAt(i))) - { - lineWidths.push(pos.x); - maxLineWidth = Math.max(maxLineWidth, pos.x); - line++; - - pos.x = 0; - pos.y += data.lineHeight; - prevCharCode = null; - continue; - } - - var charData = data.chars[charCode]; - if(!charData) continue; - - if(prevCharCode && charData[prevCharCode]) - { - pos.x += charData.kerning[prevCharCode]; - } - chars.push({texture:charData.texture, line: line, charCode: charCode, position: new PIXI.Point(pos.x + charData.xOffset, pos.y + charData.yOffset)}); - pos.x += charData.xAdvance; - - prevCharCode = charCode; - } - - lineWidths.push(pos.x); - maxLineWidth = Math.max(maxLineWidth, pos.x); - - var lineAlignOffsets = []; - for(i = 0; i <= line; i++) - { - var alignOffset = 0; - if(this.style.align === 'right') - { - alignOffset = maxLineWidth - lineWidths[i]; - } - else if(this.style.align === 'center') - { - alignOffset = (maxLineWidth - lineWidths[i]) / 2; - } - lineAlignOffsets.push(alignOffset); - } - - var lenChildren = this.children.length; - var lenChars = chars.length; - var tint = this.tint || 0xFFFFFF; - for(i = 0; i < lenChars; i++) - { - var c = i < lenChildren ? this.children[i] : this._pool.pop(); // get old child if have. if not - take from pool. - - if (c) c.setTexture(chars[i].texture); // check if got one before. - else c = new PIXI.Sprite(chars[i].texture); // if no create new one. - - c.position.x = (chars[i].position.x + lineAlignOffsets[chars[i].line]) * scale; - c.position.y = chars[i].position.y * scale; - c.scale.x = c.scale.y = scale; - c.tint = tint; - if (!c.parent) this.addChild(c); - } - - // remove unnecessary children. - // and put their into the pool. - while(this.children.length > lenChars) - { - var child = this.getChildAt(this.children.length - 1); - this._pool.push(child); - this.removeChild(child); - } - - - /** - * [read-only] The width of the overall text, different from fontSize, - * which is defined in the style object - * - * @property textWidth - * @type Number - */ - this.textWidth = maxLineWidth * scale; - - /** - * [read-only] The height of the overall text, different from fontSize, - * which is defined in the style object - * - * @property textHeight - * @type Number - */ - this.textHeight = (pos.y + data.lineHeight) * scale; -}; - -/** - * Updates the transform of this object - * - * @method updateTransform - * @private - */ -PIXI.BitmapText.prototype.updateTransform = function() -{ - if(this.dirty) - { - this.updateText(); - this.dirty = false; - } - - PIXI.DisplayObjectContainer.prototype.updateTransform.call(this); -}; - -PIXI.BitmapText.fonts = {}; - -/** - * @author Mat Groves http://matgroves.com/ @Doormat23 - */ - -/** - * Holds all information related to an Interaction event - * - * @class InteractionData - * @constructor - */ -PIXI.InteractionData = function() -{ - /** - * This point stores the global coords of where the touch/mouse event happened - * - * @property global - * @type Point - */ - this.global = new PIXI.Point(); - - // this is here for legacy... but will remove - this.local = new PIXI.Point(); - - /** - * The target Sprite that was interacted with - * - * @property target - * @type Sprite - */ - this.target = null; - - /** - * When passed to an event handler, this will be the original DOM Event that was captured - * - * @property originalEvent - * @type Event - */ - this.originalEvent = null; -}; - -/** - * This will return the local coordinates of the specified displayObject for this InteractionData - * - * @method getLocalPosition - * @param displayObject {DisplayObject} The DisplayObject that you would like the local coords off - * @return {Point} A point containing the coordinates of the InteractionData position relative to the DisplayObject - */ -PIXI.InteractionData.prototype.getLocalPosition = function(displayObject) -{ - var worldTransform = displayObject.worldTransform; - var global = this.global; - - // do a cheeky transform to get the mouse coords; - var a00 = worldTransform.a, a01 = worldTransform.b, a02 = worldTransform.tx, - a10 = worldTransform.c, a11 = worldTransform.d, a12 = worldTransform.ty, - id = 1 / (a00 * a11 + a01 * -a10); - // set the mouse coords... - return new PIXI.Point(a11 * id * global.x + -a01 * id * global.y + (a12 * a01 - a02 * a11) * id, - a00 * id * global.y + -a10 * id * global.x + (-a12 * a00 + a02 * a10) * id); -}; - -// constructor -PIXI.InteractionData.prototype.constructor = PIXI.InteractionData; -/** - * @author Mat Groves http://matgroves.com/ @Doormat23 - */ - - /** - * The interaction manager deals with mouse and touch events. Any DisplayObject can be interactive - * if its interactive parameter is set to true - * This manager also supports multitouch. - * - * @class InteractionManager - * @constructor - * @param stage {Stage} The stage to handle interactions - */ -PIXI.InteractionManager = function(stage) -{ - /** - * a reference to the stage - * - * @property stage - * @type Stage - */ - this.stage = stage; - - /** - * the mouse data - * - * @property mouse - * @type InteractionData - */ - this.mouse = new PIXI.InteractionData(); - - /** - * an object that stores current touches (InteractionData) by id reference - * - * @property touchs - * @type Object - */ - this.touchs = {}; - - // helpers - this.tempPoint = new PIXI.Point(); - - /** - * - * @property mouseoverEnabled - * @type Boolean - * @default - */ - this.mouseoverEnabled = true; - - /** - * tiny little interactiveData pool ! - * - * @property pool - * @type Array - */ - this.pool = []; - - /** - * An array containing all the iterative items from the our interactive tree - * @property interactiveItems - * @type Array - * @private - * - */ - this.interactiveItems = []; - - /** - * Our canvas - * @property interactionDOMElement - * @type HTMLCanvasElement - * @private - */ - this.interactionDOMElement = null; - - //this will make it so that you dont have to call bind all the time - this.onMouseMove = this.onMouseMove.bind( this ); - this.onMouseDown = this.onMouseDown.bind(this); - this.onMouseOut = this.onMouseOut.bind(this); - this.onMouseUp = this.onMouseUp.bind(this); - - this.onTouchStart = this.onTouchStart.bind(this); - this.onTouchEnd = this.onTouchEnd.bind(this); - this.onTouchMove = this.onTouchMove.bind(this); - - this.last = 0; - - /** - * The css style of the cursor that is being used - * @property currentCursorStyle - * @type String - * - */ - this.currentCursorStyle = 'inherit'; - - /** - * Is set to true when the mouse is moved out of the canvas - * @property mouseOut - * @type Boolean - * - */ - this.mouseOut = false; -}; - -// constructor -PIXI.InteractionManager.prototype.constructor = PIXI.InteractionManager; - -/** - * Collects an interactive sprite recursively to have their interactions managed - * - * @method collectInteractiveSprite - * @param displayObject {DisplayObject} the displayObject to collect - * @param iParent {DisplayObject} the display object's parent - * @private - */ -PIXI.InteractionManager.prototype.collectInteractiveSprite = function(displayObject, iParent) -{ - var children = displayObject.children; - var length = children.length; - - // make an interaction tree... {item.__interactiveParent} - for (var i = length-1; i >= 0; i--) - { - var child = children[i]; - - // push all interactive bits - if(child.interactive) - { - iParent.interactiveChildren = true; - //child.__iParent = iParent; - this.interactiveItems.push(child); - - if(child.children.length > 0) - { - this.collectInteractiveSprite(child, child); - } - } - else - { - child.__iParent = null; - - if(child.children.length > 0) - { - this.collectInteractiveSprite(child, iParent); - } - } - - } -}; - -/** - * Sets the target for event delegation - * - * @method setTarget - * @param target {WebGLRenderer|CanvasRenderer} the renderer to bind events to - * @private - */ -PIXI.InteractionManager.prototype.setTarget = function(target) -{ - this.target = target; - - //check if the dom element has been set. If it has don't do anything - if( this.interactionDOMElement === null ) { - - this.setTargetDomElement( target.view ); - } - - -}; - - -/** - * Sets the DOM element which will receive mouse/touch events. This is useful for when you have other DOM - * elements on top of the renderers Canvas element. With this you'll be able to delegate another DOM element - * to receive those events - * - * @method setTargetDomElement - * @param domElement {DOMElement} the DOM element which will receive mouse and touch events - * @private - */ -PIXI.InteractionManager.prototype.setTargetDomElement = function(domElement) -{ - - this.removeEvents(); - - - if (window.navigator.msPointerEnabled) - { - // time to remove some of that zoom in ja.. - domElement.style['-ms-content-zooming'] = 'none'; - domElement.style['-ms-touch-action'] = 'none'; - - // DO some window specific touch! - } - - this.interactionDOMElement = domElement; - - domElement.addEventListener('mousemove', this.onMouseMove, true); - domElement.addEventListener('mousedown', this.onMouseDown, true); - domElement.addEventListener('mouseout', this.onMouseOut, true); - - // aint no multi touch just yet! - domElement.addEventListener('touchstart', this.onTouchStart, true); - domElement.addEventListener('touchend', this.onTouchEnd, true); - domElement.addEventListener('touchmove', this.onTouchMove, true); - - document.body.addEventListener('mouseup', this.onMouseUp, true); -}; - - -PIXI.InteractionManager.prototype.removeEvents = function() -{ - if(!this.interactionDOMElement)return; - - this.interactionDOMElement.style['-ms-content-zooming'] = ''; - this.interactionDOMElement.style['-ms-touch-action'] = ''; - - this.interactionDOMElement.removeEventListener('mousemove', this.onMouseMove, true); - this.interactionDOMElement.removeEventListener('mousedown', this.onMouseDown, true); - this.interactionDOMElement.removeEventListener('mouseout', this.onMouseOut, true); - - // aint no multi touch just yet! - this.interactionDOMElement.removeEventListener('touchstart', this.onTouchStart, true); - this.interactionDOMElement.removeEventListener('touchend', this.onTouchEnd, true); - this.interactionDOMElement.removeEventListener('touchmove', this.onTouchMove, true); - - this.interactionDOMElement = null; - - document.body.removeEventListener('mouseup', this.onMouseUp, true); -}; - -/** - * updates the state of interactive objects - * - * @method update - * @private - */ -PIXI.InteractionManager.prototype.update = function() -{ - if(!this.target)return; - - // frequency of 30fps?? - var now = Date.now(); - var diff = now - this.last; - diff = (diff * PIXI.INTERACTION_FREQUENCY ) / 1000; - if(diff < 1)return; - this.last = now; - - var i = 0; - - // ok.. so mouse events?? - // yes for now :) - // OPTIMISE - how often to check?? - if(this.dirty) - { - this.dirty = false; - - var len = this.interactiveItems.length; - - for (i = 0; i < len; i++) { - this.interactiveItems[i].interactiveChildren = false; - } - - this.interactiveItems = []; - - if(this.stage.interactive)this.interactiveItems.push(this.stage); - // go through and collect all the objects that are interactive.. - this.collectInteractiveSprite(this.stage, this.stage); - } - - // loop through interactive objects! - var length = this.interactiveItems.length; - var cursor = 'inherit'; - var over = false; - - for (i = 0; i < length; i++) - { - var item = this.interactiveItems[i]; - - // OPTIMISATION - only calculate every time if the mousemove function exists.. - // OK so.. does the object have any other interactive functions? - // hit-test the clip! - // if(item.mouseover || item.mouseout || item.buttonMode) - // { - // ok so there are some functions so lets hit test it.. - item.__hit = this.hitTest(item, this.mouse); - this.mouse.target = item; - // ok so deal with interactions.. - // looks like there was a hit! - if(item.__hit && !over) - { - if(item.buttonMode) cursor = item.defaultCursor; - - if(!item.interactiveChildren)over = true; - - if(!item.__isOver) - { - if(item.mouseover)item.mouseover(this.mouse); - item.__isOver = true; - } - } - else - { - if(item.__isOver) - { - // roll out! - if(item.mouseout)item.mouseout(this.mouse); - item.__isOver = false; - } - } - } - - if( this.currentCursorStyle !== cursor ) - { - this.currentCursorStyle = cursor; - this.interactionDOMElement.style.cursor = cursor; - } -}; - -/** - * Is called when the mouse moves across the renderer element - * - * @method onMouseMove - * @param event {Event} The DOM event of the mouse moving - * @private - */ -PIXI.InteractionManager.prototype.onMouseMove = function(event) -{ - this.mouse.originalEvent = event || window.event; //IE uses window.event - // TODO optimize by not check EVERY TIME! maybe half as often? // - var rect = this.interactionDOMElement.getBoundingClientRect(); - - this.mouse.global.x = (event.clientX - rect.left) * (this.target.width / rect.width); - this.mouse.global.y = (event.clientY - rect.top) * ( this.target.height / rect.height); - - var length = this.interactiveItems.length; - - for (var i = 0; i < length; i++) - { - var item = this.interactiveItems[i]; - - if(item.mousemove) - { - //call the function! - item.mousemove(this.mouse); - } - } -}; - -/** - * Is called when the mouse button is pressed down on the renderer element - * - * @method onMouseDown - * @param event {Event} The DOM event of a mouse button being pressed down - * @private - */ -PIXI.InteractionManager.prototype.onMouseDown = function(event) -{ - this.mouse.originalEvent = event || window.event; //IE uses window.event - - if(PIXI.AUTO_PREVENT_DEFAULT)this.mouse.originalEvent.preventDefault(); - - // loop through interaction tree... - // hit test each item! -> - // get interactive items under point?? - //stage.__i - var length = this.interactiveItems.length; - - // while - // hit test - for (var i = 0; i < length; i++) - { - var item = this.interactiveItems[i]; - - if(item.mousedown || item.click) - { - item.__mouseIsDown = true; - item.__hit = this.hitTest(item, this.mouse); - - if(item.__hit) - { - //call the function! - if(item.mousedown)item.mousedown(this.mouse); - item.__isDown = true; - - // just the one! - if(!item.interactiveChildren)break; - } - } - } -}; - -/** - * Is called when the mouse button is moved out of the renderer element - * - * @method onMouseOut - * @param event {Event} The DOM event of a mouse button being moved out - * @private - */ -PIXI.InteractionManager.prototype.onMouseOut = function() -{ - var length = this.interactiveItems.length; - - this.interactionDOMElement.style.cursor = 'inherit'; - - for (var i = 0; i < length; i++) - { - var item = this.interactiveItems[i]; - if(item.__isOver) - { - this.mouse.target = item; - if(item.mouseout)item.mouseout(this.mouse); - item.__isOver = false; - } - } - - this.mouseOut = true; - - // move the mouse to an impossible position - this.mouse.global.x = -10000; - this.mouse.global.y = -10000; -}; - -/** - * Is called when the mouse button is released on the renderer element - * - * @method onMouseUp - * @param event {Event} The DOM event of a mouse button being released - * @private - */ -PIXI.InteractionManager.prototype.onMouseUp = function(event) -{ - - this.mouse.originalEvent = event || window.event; //IE uses window.event - - var length = this.interactiveItems.length; - var up = false; - - for (var i = 0; i < length; i++) - { - var item = this.interactiveItems[i]; - - item.__hit = this.hitTest(item, this.mouse); - - if(item.__hit && !up) - { - //call the function! - if(item.mouseup) - { - item.mouseup(this.mouse); - } - if(item.__isDown) - { - if(item.click)item.click(this.mouse); - } - - if(!item.interactiveChildren)up = true; - } - else - { - if(item.__isDown) - { - if(item.mouseupoutside)item.mouseupoutside(this.mouse); - } - } - - item.__isDown = false; - //} - } -}; - -/** - * Tests if the current mouse coordinates hit a sprite - * - * @method hitTest - * @param item {DisplayObject} The displayObject to test for a hit - * @param interactionData {InteractionData} The interactionData object to update in the case there is a hit - * @private - */ -PIXI.InteractionManager.prototype.hitTest = function(item, interactionData) -{ - var global = interactionData.global; - - if( !item.worldVisible )return false; - - // temp fix for if the element is in a non visible - - var isSprite = (item instanceof PIXI.Sprite), - worldTransform = item.worldTransform, - a00 = worldTransform.a, a01 = worldTransform.b, a02 = worldTransform.tx, - a10 = worldTransform.c, a11 = worldTransform.d, a12 = worldTransform.ty, - id = 1 / (a00 * a11 + a01 * -a10), - x = a11 * id * global.x + -a01 * id * global.y + (a12 * a01 - a02 * a11) * id, - y = a00 * id * global.y + -a10 * id * global.x + (-a12 * a00 + a02 * a10) * id; - - interactionData.target = item; - - //a sprite or display object with a hit area defined - if(item.hitArea && item.hitArea.contains) { - if(item.hitArea.contains(x, y)) { - //if(isSprite) - interactionData.target = item; - - return true; - } - - return false; - } - // a sprite with no hitarea defined - else if(isSprite) - { - var width = item.texture.frame.width, - height = item.texture.frame.height, - x1 = -width * item.anchor.x, - y1; - - if(x > x1 && x < x1 + width) - { - y1 = -height * item.anchor.y; - - if(y > y1 && y < y1 + height) - { - // set the target property if a hit is true! - interactionData.target = item; - return true; - } - } - } - - var length = item.children.length; - - for (var i = 0; i < length; i++) - { - var tempItem = item.children[i]; - var hit = this.hitTest(tempItem, interactionData); - if(hit) - { - // hmm.. TODO SET CORRECT TARGET? - interactionData.target = item; - return true; - } - } - - return false; -}; - -/** - * Is called when a touch is moved across the renderer element - * - * @method onTouchMove - * @param event {Event} The DOM event of a touch moving across the renderer view - * @private - */ -PIXI.InteractionManager.prototype.onTouchMove = function(event) -{ - var rect = this.interactionDOMElement.getBoundingClientRect(); - var changedTouches = event.changedTouches; - var touchData; - var i = 0; - - for (i = 0; i < changedTouches.length; i++) - { - var touchEvent = changedTouches[i]; - touchData = this.touchs[touchEvent.identifier]; - touchData.originalEvent = event || window.event; - - // update the touch position - touchData.global.x = (touchEvent.clientX - rect.left) * (this.target.width / rect.width); - touchData.global.y = (touchEvent.clientY - rect.top) * (this.target.height / rect.height); - if(navigator.isCocoonJS) { - touchData.global.x = touchEvent.clientX; - touchData.global.y = touchEvent.clientY; - } - } - - var length = this.interactiveItems.length; - for (i = 0; i < length; i++) - { - var item = this.interactiveItems[i]; - if(item.touchmove) - item.touchmove(touchData); - } -}; - -/** - * Is called when a touch is started on the renderer element - * - * @method onTouchStart - * @param event {Event} The DOM event of a touch starting on the renderer view - * @private - */ -PIXI.InteractionManager.prototype.onTouchStart = function(event) -{ - var rect = this.interactionDOMElement.getBoundingClientRect(); - - if(PIXI.AUTO_PREVENT_DEFAULT)event.preventDefault(); - - var changedTouches = event.changedTouches; - for (var i=0; i < changedTouches.length; i++) - { - var touchEvent = changedTouches[i]; - - var touchData = this.pool.pop(); - if(!touchData)touchData = new PIXI.InteractionData(); - - touchData.originalEvent = event || window.event; - - this.touchs[touchEvent.identifier] = touchData; - touchData.global.x = (touchEvent.clientX - rect.left) * (this.target.width / rect.width); - touchData.global.y = (touchEvent.clientY - rect.top) * (this.target.height / rect.height); - if(navigator.isCocoonJS) { - touchData.global.x = touchEvent.clientX; - touchData.global.y = touchEvent.clientY; - } - - var length = this.interactiveItems.length; - - for (var j = 0; j < length; j++) - { - var item = this.interactiveItems[j]; - - if(item.touchstart || item.tap) - { - item.__hit = this.hitTest(item, touchData); - - if(item.__hit) - { - //call the function! - if(item.touchstart)item.touchstart(touchData); - item.__isDown = true; - item.__touchData = touchData; - - if(!item.interactiveChildren)break; - } - } - } - } -}; - -/** - * Is called when a touch is ended on the renderer element - * - * @method onTouchEnd - * @param event {Event} The DOM event of a touch ending on the renderer view - * @private - */ -PIXI.InteractionManager.prototype.onTouchEnd = function(event) -{ - //this.mouse.originalEvent = event || window.event; //IE uses window.event - var rect = this.interactionDOMElement.getBoundingClientRect(); - var changedTouches = event.changedTouches; - - for (var i=0; i < changedTouches.length; i++) - { - var touchEvent = changedTouches[i]; - var touchData = this.touchs[touchEvent.identifier]; - var up = false; - touchData.global.x = (touchEvent.clientX - rect.left) * (this.target.width / rect.width); - touchData.global.y = (touchEvent.clientY - rect.top) * (this.target.height / rect.height); - if(navigator.isCocoonJS) { - touchData.global.x = touchEvent.clientX; - touchData.global.y = touchEvent.clientY; - } - - var length = this.interactiveItems.length; - for (var j = 0; j < length; j++) - { - var item = this.interactiveItems[j]; - var itemTouchData = item.__touchData; // <-- Here! - item.__hit = this.hitTest(item, touchData); - - if(itemTouchData === touchData) - { - // so this one WAS down... - touchData.originalEvent = event || window.event; - // hitTest?? - - if(item.touchend || item.tap) - { - if(item.__hit && !up) - { - if(item.touchend)item.touchend(touchData); - if(item.__isDown) - { - if(item.tap)item.tap(touchData); - } - - if(!item.interactiveChildren)up = true; - } - else - { - if(item.__isDown) - { - if(item.touchendoutside)item.touchendoutside(touchData); - } - } - - item.__isDown = false; - } - - item.__touchData = null; - - } - /* - else - { - - } - */ - } - // remove the touch.. - this.pool.push(touchData); - this.touchs[touchEvent.identifier] = null; - } -}; - -/** - * @author Mat Groves http://matgroves.com/ @Doormat23 - */ - -/** - * A Stage represents the root of the display tree. Everything connected to the stage is rendered - * - * @class Stage - * @extends DisplayObjectContainer - * @constructor - * @param backgroundColor {Number} the background color of the stage, you have to pass this in is in hex format - * like: 0xFFFFFF for white - * - * Creating a stage is a mandatory process when you use Pixi, which is as simple as this : - * var stage = new PIXI.Stage(0xFFFFFF); - * where the parameter given is the background colour of the stage, in hex - * you will use this stage instance to add your sprites to it and therefore to the renderer - * Here is how to add a sprite to the stage : - * stage.addChild(sprite); - */ -PIXI.Stage = function(backgroundColor) -{ - PIXI.DisplayObjectContainer.call( this ); - - /** - * [read-only] Current transform of the object based on world (parent) factors - * - * @property worldTransform - * @type Mat3 - * @readOnly - * @private - */ - this.worldTransform = new PIXI.Matrix(); - - /** - * Whether or not the stage is interactive - * - * @property interactive - * @type Boolean - */ - this.interactive = true; - - /** - * The interaction manage for this stage, manages all interactive activity on the stage - * - * @property interactive - * @type InteractionManager - */ - this.interactionManager = new PIXI.InteractionManager(this); - - /** - * Whether the stage is dirty and needs to have interactions updated - * - * @property dirty - * @type Boolean - * @private - */ - this.dirty = true; - - //the stage is its own stage - this.stage = this; - - //optimize hit detection a bit - this.stage.hitArea = new PIXI.Rectangle(0,0,100000, 100000); - - this.setBackgroundColor(backgroundColor); -}; - -// constructor -PIXI.Stage.prototype = Object.create( PIXI.DisplayObjectContainer.prototype ); -PIXI.Stage.prototype.constructor = PIXI.Stage; - -/** - * Sets another DOM element which can receive mouse/touch interactions instead of the default Canvas element. - * This is useful for when you have other DOM elements on top of the Canvas element. - * - * @method setInteractionDelegate - * @param domElement {DOMElement} This new domElement which will receive mouse/touch events - */ -PIXI.Stage.prototype.setInteractionDelegate = function(domElement) -{ - this.interactionManager.setTargetDomElement( domElement ); -}; - -/* - * Updates the object transform for rendering - * - * @method updateTransform - * @private - */ -PIXI.Stage.prototype.updateTransform = function() -{ - this.worldAlpha = 1; - - for(var i=0,j=this.children.length; i> 16 & 0xFF) / 255, ( hex >> 8 & 0xFF) / 255, (hex & 0xFF)/ 255]; -}; - -/** - * Converts a color as an [R, G, B] array to a hex number - * - * @method rgb2hex - * @param rgb {Array} - */ -PIXI.rgb2hex = function(rgb) { - return ((rgb[0]*255 << 16) + (rgb[1]*255 << 8) + rgb[2]*255); -}; - -/** - * A polyfill for Function.prototype.bind - * - * @method bind - */ -if (typeof Function.prototype.bind !== 'function') { - Function.prototype.bind = (function () { - var slice = Array.prototype.slice; - return function (thisArg) { - var target = this, boundArgs = slice.call(arguments, 1); - - if (typeof target !== 'function') throw new TypeError(); - - function bound() { - var args = boundArgs.concat(slice.call(arguments)); - target.apply(this instanceof bound ? this : thisArg, args); - } - - bound.prototype = (function F(proto) { - if (proto) F.prototype = proto; - if (!(this instanceof F)) return new F(); - })(target.prototype); - - return bound; - }; - })(); -} - -/** - * A wrapper for ajax requests to be handled cross browser - * - * @class AjaxRequest - * @constructor - */ -PIXI.AjaxRequest = function() -{ - var activexmodes = ['Msxml2.XMLHTTP.6.0', 'Msxml2.XMLHTTP.3.0', 'Microsoft.XMLHTTP']; //activeX versions to check for in IE - - if (window.ActiveXObject) - { //Test for support for ActiveXObject in IE first (as XMLHttpRequest in IE7 is broken) - for (var i=0; i 0 && (number & (number - 1)) === 0) // see: http://goo.gl/D9kPj - return number; - else - { - var result = 1; - while (result < number) result <<= 1; - return result; - } -}; - -/** - * @author Mat Groves http://matgroves.com/ @Doormat23 - */ - -/** - * https://github.com/mrdoob/eventtarget.js/ - * THankS mr DOob! - */ - -/** - * Adds event emitter functionality to a class - * - * @class EventTarget - * @example - * function MyEmitter() { - * PIXI.EventTarget.call(this); //mixes in event target stuff - * } - * - * var em = new MyEmitter(); - * em.emit({ type: 'eventName', data: 'some data' }); - */ -PIXI.EventTarget = function () { - - /** - * Holds all the listeners - * - * @property listeneners - * @type Object - */ - var listeners = {}; - - /** - * Adds a listener for a specific event - * - * @method addEventListener - * @param type {string} A string representing the event type to listen for. - * @param listener {function} The callback function that will be fired when the event occurs - */ - this.addEventListener = this.on = function ( type, listener ) { - - - if ( listeners[ type ] === undefined ) { - - listeners[ type ] = []; - - } - - if ( listeners[ type ].indexOf( listener ) === - 1 ) { - - listeners[ type ].push( listener ); - } - - }; - - /** - * Fires the event, ie pretends that the event has happened - * - * @method dispatchEvent - * @param event {Event} the event object - */ - this.dispatchEvent = this.emit = function ( event ) { - - if ( !listeners[ event.type ] || !listeners[ event.type ].length ) { - - return; - - } - - for(var i = 0, l = listeners[ event.type ].length; i < l; i++) { - - listeners[ event.type ][ i ]( event ); - - } - - }; - - /** - * Removes the specified listener that was assigned to the specified event type - * - * @method removeEventListener - * @param type {string} A string representing the event type which will have its listener removed - * @param listener {function} The callback function that was be fired when the event occured - */ - this.removeEventListener = this.off = function ( type, listener ) { - - var index = listeners[ type ].indexOf( listener ); - - if ( index !== - 1 ) { - - listeners[ type ].splice( index, 1 ); - - } - - }; - - /** - * Removes all the listeners that were active for the specified event type - * - * @method removeAllEventListeners - * @param type {string} A string representing the event type which will have all its listeners removed - */ - this.removeAllEventListeners = function( type ) { - var a = listeners[type]; - if (a) - a.length = 0; - }; -}; - -/** - * @author Mat Groves http://matgroves.com/ @Doormat23 - */ - -/** - * This helper function will automatically detect which renderer you should be using. - * WebGL is the preferred renderer as it is a lot faster. If webGL is not supported by - * the browser then this function will return a canvas renderer - * @class autoDetectRenderer - * @static - * @param width=800 {Number} the width of the renderers view - * @param height=600 {Number} the height of the renderers view - * @param [view] {Canvas} the canvas to use as a view, optional - * @param [transparent=false] {Boolean} the transparency of the render view, default false - * @param [antialias=false] {Boolean} sets antialias (only applicable in webGL chrome at the moment) - * - */ -PIXI.autoDetectRenderer = function(width, height, view, transparent, antialias) -{ - if(!width)width = 800; - if(!height)height = 600; - - // BORROWED from Mr Doob (mrdoob.com) - var webgl = ( function () { try { - var canvas = document.createElement( 'canvas' ); - return !! window.WebGLRenderingContext && ( canvas.getContext( 'webgl' ) || canvas.getContext( 'experimental-webgl' ) ); - } catch( e ) { - return false; - } - } )(); - - - if( webgl ) - { - return new PIXI.WebGLRenderer(width, height, view, transparent, antialias); - } - - return new PIXI.CanvasRenderer(width, height, view, transparent); -}; - -/* - PolyK library - url: http://polyk.ivank.net - Released under MIT licence. - - Copyright (c) 2012 Ivan Kuckir - - Permission is hereby granted, free of charge, to any person - obtaining a copy of this software and associated documentation - files (the "Software"), to deal in the Software without - restriction, including without limitation the rights to use, - copy, modify, merge, publish, distribute, sublicense, and/or sell - copies of the Software, and to permit persons to whom the - Software is furnished to do so, subject to the following - conditions: - - The above copyright notice and this permission notice shall be - included in all copies or substantial portions of the Software. - - THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, - EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES - OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND - NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT - HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, - WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING - FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR - OTHER DEALINGS IN THE SOFTWARE. - - This is an amazing lib! - - slightly modified by Mat Groves (matgroves.com); -*/ - -/** - * Based on the Polyk library http://polyk.ivank.net released under MIT licence. - * This is an amazing lib! - * slightly modified by Mat Groves (matgroves.com); - * @class PolyK - * - */ -PIXI.PolyK = {}; - -/** - * Triangulates shapes for webGL graphic fills - * - * @method Triangulate - * - */ -PIXI.PolyK.Triangulate = function(p) -{ - var sign = true; - - var n = p.length >> 1; - if(n < 3) return []; - - var tgs = []; - var avl = []; - for(var i = 0; i < n; i++) avl.push(i); - - i = 0; - var al = n; - while(al > 3) - { - var i0 = avl[(i+0)%al]; - var i1 = avl[(i+1)%al]; - var i2 = avl[(i+2)%al]; - - var ax = p[2*i0], ay = p[2*i0+1]; - var bx = p[2*i1], by = p[2*i1+1]; - var cx = p[2*i2], cy = p[2*i2+1]; - - var earFound = false; - if(PIXI.PolyK._convex(ax, ay, bx, by, cx, cy, sign)) - { - earFound = true; - for(var j = 0; j < al; j++) - { - var vi = avl[j]; - if(vi === i0 || vi === i1 || vi === i2) continue; - - if(PIXI.PolyK._PointInTriangle(p[2*vi], p[2*vi+1], ax, ay, bx, by, cx, cy)) { - earFound = false; - break; - } - } - } - - if(earFound) - { - tgs.push(i0, i1, i2); - avl.splice((i+1)%al, 1); - al--; - i = 0; - } - else if(i++ > 3*al) - { - // need to flip flip reverse it! - // reset! - if(sign) - { - tgs = []; - avl = []; - for(i = 0; i < n; i++) avl.push(i); - - i = 0; - al = n; - - sign = false; - } - else - { - window.console.log("PIXI Warning: shape too complex to fill"); - return []; - } - } - } - - tgs.push(avl[0], avl[1], avl[2]); - return tgs; -}; - -/** - * Checks whether a point is within a triangle - * - * @method _PointInTriangle - * @param px {Number} x coordinate of the point to test - * @param py {Number} y coordinate of the point to test - * @param ax {Number} x coordinate of the a point of the triangle - * @param ay {Number} y coordinate of the a point of the triangle - * @param bx {Number} x coordinate of the b point of the triangle - * @param by {Number} y coordinate of the b point of the triangle - * @param cx {Number} x coordinate of the c point of the triangle - * @param cy {Number} y coordinate of the c point of the triangle - * @private - */ -PIXI.PolyK._PointInTriangle = function(px, py, ax, ay, bx, by, cx, cy) -{ - var v0x = cx-ax; - var v0y = cy-ay; - var v1x = bx-ax; - var v1y = by-ay; - var v2x = px-ax; - var v2y = py-ay; - - var dot00 = v0x*v0x+v0y*v0y; - var dot01 = v0x*v1x+v0y*v1y; - var dot02 = v0x*v2x+v0y*v2y; - var dot11 = v1x*v1x+v1y*v1y; - var dot12 = v1x*v2x+v1y*v2y; - - var invDenom = 1 / (dot00 * dot11 - dot01 * dot01); - var u = (dot11 * dot02 - dot01 * dot12) * invDenom; - var v = (dot00 * dot12 - dot01 * dot02) * invDenom; - - // Check if point is in triangle - return (u >= 0) && (v >= 0) && (u + v < 1); -}; - -/** - * Checks whether a shape is convex - * - * @method _convex - * - * @private - */ -PIXI.PolyK._convex = function(ax, ay, bx, by, cx, cy, sign) -{ - return ((ay-by)*(cx-bx) + (bx-ax)*(cy-by) >= 0) === sign; -}; - -/** - * @author Mat Groves http://matgroves.com/ @Doormat23 - */ - -// TODO Alvin and Mat -// Should we eventually create a Utils class ? -// Or just move this file to the pixi.js file ? -PIXI.initDefaultShaders = function() -{ - - // PIXI.stripShader = new PIXI.StripShader(); -// PIXI.stripShader.init(); - -}; - -PIXI.CompileVertexShader = function(gl, shaderSrc) -{ - return PIXI._CompileShader(gl, shaderSrc, gl.VERTEX_SHADER); -}; - -PIXI.CompileFragmentShader = function(gl, shaderSrc) -{ - return PIXI._CompileShader(gl, shaderSrc, gl.FRAGMENT_SHADER); -}; - -PIXI._CompileShader = function(gl, shaderSrc, shaderType) -{ - var src = shaderSrc.join("\n"); - var shader = gl.createShader(shaderType); - gl.shaderSource(shader, src); - gl.compileShader(shader); - - if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) { - window.console.log(gl.getShaderInfoLog(shader)); - return null; - } - - return shader; -}; - -PIXI.compileProgram = function(gl, vertexSrc, fragmentSrc) -{ - var fragmentShader = PIXI.CompileFragmentShader(gl, fragmentSrc); - var vertexShader = PIXI.CompileVertexShader(gl, vertexSrc); - - var shaderProgram = gl.createProgram(); - - gl.attachShader(shaderProgram, vertexShader); - gl.attachShader(shaderProgram, fragmentShader); - gl.linkProgram(shaderProgram); - - if (!gl.getProgramParameter(shaderProgram, gl.LINK_STATUS)) { - window.console.log("Could not initialise shaders"); - } - - return shaderProgram; -}; - -/** - * @author Mat Groves http://matgroves.com/ @Doormat23 - * @author Richard Davey http://www.photonstorm.com @photonstorm - */ - -/** -* @class PixiShader -* @constructor -*/ -PIXI.PixiShader = function(gl) -{ - /** - * @property gl - * @type WebGLContext - */ - this.gl = gl; - - /** - * @property {any} program - The WebGL program. - */ - this.program = null; - - /** - * @property {array} fragmentSrc - The fragment shader. - */ - this.fragmentSrc = [ - 'precision lowp float;', - 'varying vec2 vTextureCoord;', - 'varying vec4 vColor;', - 'uniform sampler2D uSampler;', - 'void main(void) {', - ' gl_FragColor = texture2D(uSampler, vTextureCoord) * vColor ;', - '}' - ]; - - - /** - * @property {number} textureCount - A local texture counter for multi-texture shaders. - */ - this.textureCount = 0; - - this.attributes = []; - - this.init(); -}; - -/** -* Initialises the shader -* @method init -* -*/ -PIXI.PixiShader.prototype.init = function() -{ - - var gl = this.gl; - - var program = PIXI.compileProgram(gl, this.vertexSrc || PIXI.PixiShader.defaultVertexSrc, this.fragmentSrc); - - gl.useProgram(program); - - // get and store the uniforms for the shader - this.uSampler = gl.getUniformLocation(program, 'uSampler'); - this.projectionVector = gl.getUniformLocation(program, 'projectionVector'); - this.offsetVector = gl.getUniformLocation(program, 'offsetVector'); - this.dimensions = gl.getUniformLocation(program, 'dimensions'); - - // get and store the attributes - this.aVertexPosition = gl.getAttribLocation(program, 'aVertexPosition'); - this.aTextureCoord = gl.getAttribLocation(program, 'aTextureCoord'); - this.colorAttribute = gl.getAttribLocation(program, 'aColor'); - - - // Begin worst hack eva // - - // WHY??? ONLY on my chrome pixel the line above returns -1 when using filters? - // maybe its something to do with the current state of the gl context. - // Im convinced this is a bug in the chrome browser as there is NO reason why this should be returning -1 especially as it only manifests on my chrome pixel - // If theres any webGL people that know why could happen please help :) - if(this.colorAttribute === -1) - { - this.colorAttribute = 2; - } - - this.attributes = [this.aVertexPosition, this.aTextureCoord, this.colorAttribute]; - - // End worst hack eva // - - // add those custom shaders! - for (var key in this.uniforms) - { - // get the uniform locations.. - this.uniforms[key].uniformLocation = gl.getUniformLocation(program, key); - } - - this.initUniforms(); - - this.program = program; -}; - -/** -* Initialises the shader uniform values. -* Uniforms are specified in the GLSL_ES Specification: http://www.khronos.org/registry/webgl/specs/latest/1.0/ -* http://www.khronos.org/registry/gles/specs/2.0/GLSL_ES_Specification_1.0.17.pdf -* -* @method initUniforms -*/ -PIXI.PixiShader.prototype.initUniforms = function() -{ - this.textureCount = 1; - var gl = this.gl; - var uniform; - - for (var key in this.uniforms) - { - uniform = this.uniforms[key]; - - var type = uniform.type; - - if (type === 'sampler2D') - { - uniform._init = false; - - if (uniform.value !== null) - { - this.initSampler2D(uniform); - } - } - else if (type === 'mat2' || type === 'mat3' || type === 'mat4') - { - // These require special handling - uniform.glMatrix = true; - uniform.glValueLength = 1; - - if (type === 'mat2') - { - uniform.glFunc = gl.uniformMatrix2fv; - } - else if (type === 'mat3') - { - uniform.glFunc = gl.uniformMatrix3fv; - } - else if (type === 'mat4') - { - uniform.glFunc = gl.uniformMatrix4fv; - } - } - else - { - // GL function reference - uniform.glFunc = gl['uniform' + type]; - - if (type === '2f' || type === '2i') - { - uniform.glValueLength = 2; - } - else if (type === '3f' || type === '3i') - { - uniform.glValueLength = 3; - } - else if (type === '4f' || type === '4i') - { - uniform.glValueLength = 4; - } - else - { - uniform.glValueLength = 1; - } - } - } - -}; - -/** -* Initialises a Sampler2D uniform (which may only be available later on after initUniforms once the texture has loaded) -* -* @method initSampler2D -*/ -PIXI.PixiShader.prototype.initSampler2D = function(uniform) -{ - if (!uniform.value || !uniform.value.baseTexture || !uniform.value.baseTexture.hasLoaded) - { - return; - } - - var gl = this.gl; - - gl.activeTexture(gl['TEXTURE' + this.textureCount]); - gl.bindTexture(gl.TEXTURE_2D, uniform.value.baseTexture._glTexture); - - // Extended texture data - if (uniform.textureData) - { - var data = uniform.textureData; - - // GLTexture = mag linear, min linear_mipmap_linear, wrap repeat + gl.generateMipmap(gl.TEXTURE_2D); - // GLTextureLinear = mag/min linear, wrap clamp - // GLTextureNearestRepeat = mag/min NEAREST, wrap repeat - // GLTextureNearest = mag/min nearest, wrap clamp - // AudioTexture = whatever + luminance + width 512, height 2, border 0 - // KeyTexture = whatever + luminance + width 256, height 2, border 0 - - // magFilter can be: gl.LINEAR, gl.LINEAR_MIPMAP_LINEAR or gl.NEAREST - // wrapS/T can be: gl.CLAMP_TO_EDGE or gl.REPEAT - - var magFilter = (data.magFilter) ? data.magFilter : gl.LINEAR; - var minFilter = (data.minFilter) ? data.minFilter : gl.LINEAR; - var wrapS = (data.wrapS) ? data.wrapS : gl.CLAMP_TO_EDGE; - var wrapT = (data.wrapT) ? data.wrapT : gl.CLAMP_TO_EDGE; - var format = (data.luminance) ? gl.LUMINANCE : gl.RGBA; - - if (data.repeat) - { - wrapS = gl.REPEAT; - wrapT = gl.REPEAT; - } - - gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, !!data.flipY); - - if (data.width) - { - var width = (data.width) ? data.width : 512; - var height = (data.height) ? data.height : 2; - var border = (data.border) ? data.border : 0; - - // void texImage2D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, ArrayBufferView? pixels); - gl.texImage2D(gl.TEXTURE_2D, 0, format, width, height, border, format, gl.UNSIGNED_BYTE, null); - } - else - { - // void texImage2D(GLenum target, GLint level, GLenum internalformat, GLenum format, GLenum type, ImageData? pixels); - gl.texImage2D(gl.TEXTURE_2D, 0, format, gl.RGBA, gl.UNSIGNED_BYTE, uniform.value.baseTexture.source); - } - - gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, magFilter); - gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, minFilter); - gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, wrapS); - gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, wrapT); - } - - gl.uniform1i(uniform.uniformLocation, this.textureCount); - - uniform._init = true; - - this.textureCount++; - -}; - -/** -* Updates the shader uniform values. -* -* @method syncUniforms -*/ -PIXI.PixiShader.prototype.syncUniforms = function() -{ - this.textureCount = 1; - var uniform; - var gl = this.gl; - - // This would probably be faster in an array and it would guarantee key order - for (var key in this.uniforms) - { - - uniform = this.uniforms[key]; - - if (uniform.glValueLength === 1) - { - if (uniform.glMatrix === true) - { - uniform.glFunc.call(gl, uniform.uniformLocation, uniform.transpose, uniform.value); - } - else - { - uniform.glFunc.call(gl, uniform.uniformLocation, uniform.value); - } - } - else if (uniform.glValueLength === 2) - { - uniform.glFunc.call(gl, uniform.uniformLocation, uniform.value.x, uniform.value.y); - } - else if (uniform.glValueLength === 3) - { - uniform.glFunc.call(gl, uniform.uniformLocation, uniform.value.x, uniform.value.y, uniform.value.z); - } - else if (uniform.glValueLength === 4) - { - uniform.glFunc.call(gl, uniform.uniformLocation, uniform.value.x, uniform.value.y, uniform.value.z, uniform.value.w); - } - else if (uniform.type === 'sampler2D') - { - if (uniform._init) - { - gl.activeTexture(gl['TEXTURE' + this.textureCount]); - gl.bindTexture(gl.TEXTURE_2D, uniform.value.baseTexture._glTextures[gl.id] || PIXI.createWebGLTexture( uniform.value.baseTexture, gl)); - gl.uniform1i(uniform.uniformLocation, this.textureCount); - this.textureCount++; - } - else - { - this.initSampler2D(uniform); - } - } - } - -}; - -/** -* Destroys the shader -* @method destroy -* -*/ -PIXI.PixiShader.prototype.destroy = function() -{ - this.gl.deleteProgram( this.program ); - this.uniforms = null; - this.gl = null; - - this.attributes = null; -}; - -/** -* -* @property defaultVertexSrc -* @type String -*/ -PIXI.PixiShader.defaultVertexSrc = [ - 'attribute vec2 aVertexPosition;', - 'attribute vec2 aTextureCoord;', - 'attribute vec2 aColor;', - - 'uniform vec2 projectionVector;', - 'uniform vec2 offsetVector;', - - 'varying vec2 vTextureCoord;', - 'varying vec4 vColor;', - - 'const vec2 center = vec2(-1.0, 1.0);', - - 'void main(void) {', - ' gl_Position = vec4( ((aVertexPosition + offsetVector) / projectionVector) + center , 0.0, 1.0);', - ' vTextureCoord = aTextureCoord;', - ' vec3 color = mod(vec3(aColor.y/65536.0, aColor.y/256.0, aColor.y), 256.0) / 256.0;', - ' vColor = vec4(color * aColor.x, aColor.x);', - '}' -]; - - - - - -/** - * @author Mat Groves http://matgroves.com/ @Doormat23 - * @author Richard Davey http://www.photonstorm.com @photonstorm - */ - -/** -* @class PixiFastShader -* @constructor -* @param gl {WebGLContext} the current WebGL drawing context -*/ -PIXI.PixiFastShader = function(gl) -{ - - /** - * @property gl - * @type WebGLContext - */ - this.gl = gl; - - /** - * @property {any} program - The WebGL program. - */ - this.program = null; - - /** - * @property {array} fragmentSrc - The fragment shader. - */ - this.fragmentSrc = [ - 'precision lowp float;', - 'varying vec2 vTextureCoord;', - 'varying float vColor;', - 'uniform sampler2D uSampler;', - 'void main(void) {', - ' gl_FragColor = texture2D(uSampler, vTextureCoord) * vColor ;', - '}' - ]; - - /** - * @property {array} vertexSrc - The vertex shader - */ - this.vertexSrc = [ - 'attribute vec2 aVertexPosition;', - 'attribute vec2 aPositionCoord;', - 'attribute vec2 aScale;', - 'attribute float aRotation;', - 'attribute vec2 aTextureCoord;', - 'attribute float aColor;', - - 'uniform vec2 projectionVector;', - 'uniform vec2 offsetVector;', - 'uniform mat3 uMatrix;', - - 'varying vec2 vTextureCoord;', - 'varying float vColor;', - - 'const vec2 center = vec2(-1.0, 1.0);', - - 'void main(void) {', - ' vec2 v;', - ' vec2 sv = aVertexPosition * aScale;', - ' v.x = (sv.x) * cos(aRotation) - (sv.y) * sin(aRotation);', - ' v.y = (sv.x) * sin(aRotation) + (sv.y) * cos(aRotation);', - ' v = ( uMatrix * vec3(v + aPositionCoord , 1.0) ).xy ;', - ' gl_Position = vec4( ( v / projectionVector) + center , 0.0, 1.0);', - ' vTextureCoord = aTextureCoord;', - // ' vec3 color = mod(vec3(aColor.y/65536.0, aColor.y/256.0, aColor.y), 256.0) / 256.0;', - ' vColor = aColor;', - '}' - ]; - - - /** - * @property {number} textureCount - A local texture counter for multi-texture shaders. - */ - this.textureCount = 0; - - - this.init(); -}; - -/** -* Initialises the shader -* @method init -* -*/ -PIXI.PixiFastShader.prototype.init = function() -{ - - var gl = this.gl; - - var program = PIXI.compileProgram(gl, this.vertexSrc, this.fragmentSrc); - - gl.useProgram(program); - - // get and store the uniforms for the shader - this.uSampler = gl.getUniformLocation(program, 'uSampler'); - - this.projectionVector = gl.getUniformLocation(program, 'projectionVector'); - this.offsetVector = gl.getUniformLocation(program, 'offsetVector'); - this.dimensions = gl.getUniformLocation(program, 'dimensions'); - this.uMatrix = gl.getUniformLocation(program, 'uMatrix'); - - // get and store the attributes - this.aVertexPosition = gl.getAttribLocation(program, 'aVertexPosition'); - this.aPositionCoord = gl.getAttribLocation(program, 'aPositionCoord'); - - this.aScale = gl.getAttribLocation(program, 'aScale'); - this.aRotation = gl.getAttribLocation(program, 'aRotation'); - - this.aTextureCoord = gl.getAttribLocation(program, 'aTextureCoord'); - this.colorAttribute = gl.getAttribLocation(program, 'aColor'); - - - - // Begin worst hack eva // - - // WHY??? ONLY on my chrome pixel the line above returns -1 when using filters? - // maybe its somthing to do with the current state of the gl context. - // Im convinced this is a bug in the chrome browser as there is NO reason why this should be returning -1 especially as it only manifests on my chrome pixel - // If theres any webGL people that know why could happen please help :) - if(this.colorAttribute === -1) - { - this.colorAttribute = 2; - } - - this.attributes = [this.aVertexPosition, this.aPositionCoord, this.aScale, this.aRotation, this.aTextureCoord, this.colorAttribute]; - - // End worst hack eva // - - - this.program = program; -}; - -/** -* Destroys the shader -* @method destroy -* -*/ -PIXI.PixiFastShader.prototype.destroy = function() -{ - this.gl.deleteProgram( this.program ); - this.uniforms = null; - this.gl = null; - - this.attributes = null; -}; - -/** - * @author Mat Groves http://matgroves.com/ @Doormat23 - */ - - -PIXI.StripShader = function() -{ - /** - * @property {any} program - The WebGL program. - */ - this.program = null; - - /** - * @property {array} fragmentSrc - The fragment shader. - */ - this.fragmentSrc = [ - 'precision mediump float;', - 'varying vec2 vTextureCoord;', - 'varying float vColor;', - 'uniform float alpha;', - 'uniform sampler2D uSampler;', - - 'void main(void) {', - ' gl_FragColor = texture2D(uSampler, vec2(vTextureCoord.x, vTextureCoord.y));', - ' gl_FragColor = gl_FragColor * alpha;', - '}' - ]; - - /** - * @property {array} fragmentSrc - The fragment shader. - */ - this.vertexSrc = [ - 'attribute vec2 aVertexPosition;', - 'attribute vec2 aTextureCoord;', - 'attribute float aColor;', - 'uniform mat3 translationMatrix;', - 'uniform vec2 projectionVector;', - 'varying vec2 vTextureCoord;', - 'uniform vec2 offsetVector;', - 'varying float vColor;', - - 'void main(void) {', - ' vec3 v = translationMatrix * vec3(aVertexPosition, 1.0);', - ' v -= offsetVector.xyx;', - ' gl_Position = vec4( v.x / projectionVector.x -1.0, v.y / projectionVector.y + 1.0 , 0.0, 1.0);', - ' vTextureCoord = aTextureCoord;', - ' vColor = aColor;', - '}' - ]; -}; - -/** -* Initialises the shader -* @method init -* -*/ -PIXI.StripShader.prototype.init = function() -{ - - var gl = PIXI.gl; - - var program = PIXI.compileProgram(gl, this.vertexSrc, this.fragmentSrc); - gl.useProgram(program); - - // get and store the uniforms for the shader - this.uSampler = gl.getUniformLocation(program, 'uSampler'); - this.projectionVector = gl.getUniformLocation(program, 'projectionVector'); - this.offsetVector = gl.getUniformLocation(program, 'offsetVector'); - this.colorAttribute = gl.getAttribLocation(program, 'aColor'); - //this.dimensions = gl.getUniformLocation(this.program, 'dimensions'); - - // get and store the attributes - this.aVertexPosition = gl.getAttribLocation(program, 'aVertexPosition'); - this.aTextureCoord = gl.getAttribLocation(program, 'aTextureCoord'); - - this.translationMatrix = gl.getUniformLocation(program, 'translationMatrix'); - this.alpha = gl.getUniformLocation(program, 'alpha'); - - this.program = program; -}; - -/** - * @author Mat Groves http://matgroves.com/ @Doormat23 - */ - -/** -* @class PrimitiveShader -* @constructor -* @param gl {WebGLContext} the current WebGL drawing context -*/ -PIXI.PrimitiveShader = function(gl) -{ - /** - * @property gl - * @type WebGLContext - */ - this.gl = gl; - - /** - * @property {any} program - The WebGL program. - */ - this.program = null; - - /** - * @property fragmentSrc - * @type Array - */ - this.fragmentSrc = [ - 'precision mediump float;', - 'varying vec4 vColor;', - - 'void main(void) {', - ' gl_FragColor = vColor;', - '}' - ]; - - /** - * @property vertexSrc - * @type Array - */ - this.vertexSrc = [ - 'attribute vec2 aVertexPosition;', - 'attribute vec4 aColor;', - 'uniform mat3 translationMatrix;', - 'uniform vec2 projectionVector;', - 'uniform vec2 offsetVector;', - 'uniform float alpha;', - 'uniform vec3 tint;', - 'varying vec4 vColor;', - - 'void main(void) {', - ' vec3 v = translationMatrix * vec3(aVertexPosition , 1.0);', - ' v -= offsetVector.xyx;', - ' gl_Position = vec4( v.x / projectionVector.x -1.0, v.y / -projectionVector.y + 1.0 , 0.0, 1.0);', - ' vColor = aColor * vec4(tint * alpha, alpha);', - '}' - ]; - - this.init(); -}; - -/** -* Initialises the shader -* @method init -* -*/ -PIXI.PrimitiveShader.prototype.init = function() -{ - - var gl = this.gl; - - var program = PIXI.compileProgram(gl, this.vertexSrc, this.fragmentSrc); - gl.useProgram(program); - - // get and store the uniforms for the shader - this.projectionVector = gl.getUniformLocation(program, 'projectionVector'); - this.offsetVector = gl.getUniformLocation(program, 'offsetVector'); - this.tintColor = gl.getUniformLocation(program, 'tint'); - - - // get and store the attributes - this.aVertexPosition = gl.getAttribLocation(program, 'aVertexPosition'); - this.colorAttribute = gl.getAttribLocation(program, 'aColor'); - - this.attributes = [this.aVertexPosition, this.colorAttribute]; - - this.translationMatrix = gl.getUniformLocation(program, 'translationMatrix'); - this.alpha = gl.getUniformLocation(program, 'alpha'); - - this.program = program; -}; - -/** -* Destroys the shader -* @method destroy -* -*/ -PIXI.PrimitiveShader.prototype.destroy = function() -{ - this.gl.deleteProgram( this.program ); - this.uniforms = null; - this.gl = null; - - this.attribute = null; -}; - -/** - * @author Mat Groves http://matgroves.com/ @Doormat23 - */ - -/** - * A set of functions used by the webGL renderer to draw the primitive graphics data - * - * @class WebGLGraphics - * @private - * @static - */ -PIXI.WebGLGraphics = function() -{ - -}; - -/** - * Renders the graphics object - * - * @static - * @private - * @method renderGraphics - * @param graphics {Graphics} - * @param renderSession {Object} - */ -PIXI.WebGLGraphics.renderGraphics = function(graphics, renderSession)//projection, offset) -{ - var gl = renderSession.gl; - var projection = renderSession.projection, - offset = renderSession.offset, - shader = renderSession.shaderManager.primitiveShader; - - if(!graphics._webGL[gl.id])graphics._webGL[gl.id] = {points:[], indices:[], lastIndex:0, - buffer:gl.createBuffer(), - indexBuffer:gl.createBuffer()}; - - var webGL = graphics._webGL[gl.id]; - - if(graphics.dirty) - { - graphics.dirty = false; - - if(graphics.clearDirty) - { - graphics.clearDirty = false; - - webGL.lastIndex = 0; - webGL.points = []; - webGL.indices = []; - - } - - PIXI.WebGLGraphics.updateGraphics(graphics, gl); - } - - renderSession.shaderManager.activatePrimitiveShader(); - - // This could be speeded up for sure! - - // set the matrix transform - gl.blendFunc(gl.ONE, gl.ONE_MINUS_SRC_ALPHA); - - gl.uniformMatrix3fv(shader.translationMatrix, false, graphics.worldTransform.toArray(true)); - - gl.uniform2f(shader.projectionVector, projection.x, -projection.y); - gl.uniform2f(shader.offsetVector, -offset.x, -offset.y); - - gl.uniform3fv(shader.tintColor, PIXI.hex2rgb(graphics.tint)); - - gl.uniform1f(shader.alpha, graphics.worldAlpha); - gl.bindBuffer(gl.ARRAY_BUFFER, webGL.buffer); - - gl.vertexAttribPointer(shader.aVertexPosition, 2, gl.FLOAT, false, 4 * 6, 0); - gl.vertexAttribPointer(shader.colorAttribute, 4, gl.FLOAT, false,4 * 6, 2 * 4); - - // set the index buffer! - gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, webGL.indexBuffer); - - gl.drawElements(gl.TRIANGLE_STRIP, webGL.indices.length, gl.UNSIGNED_SHORT, 0 ); - - renderSession.shaderManager.deactivatePrimitiveShader(); - - // return to default shader... -// PIXI.activateShader(PIXI.defaultShader); -}; - -/** - * Updates the graphics object - * - * @static - * @private - * @method updateGraphics - * @param graphicsData {Graphics} The graphics object to update - * @param gl {WebGLContext} the current WebGL drawing context - */ -PIXI.WebGLGraphics.updateGraphics = function(graphics, gl) -{ - var webGL = graphics._webGL[gl.id]; - - for (var i = webGL.lastIndex; i < graphics.graphicsData.length; i++) - { - var data = graphics.graphicsData[i]; - - if(data.type === PIXI.Graphics.POLY) - { - if(data.fill) - { - if(data.points.length>3) - PIXI.WebGLGraphics.buildPoly(data, webGL); - } - - if(data.lineWidth > 0) - { - PIXI.WebGLGraphics.buildLine(data, webGL); - } - } - else if(data.type === PIXI.Graphics.RECT) - { - PIXI.WebGLGraphics.buildRectangle(data, webGL); - } - else if(data.type === PIXI.Graphics.CIRC || data.type === PIXI.Graphics.ELIP) - { - PIXI.WebGLGraphics.buildCircle(data, webGL); - } - } - - webGL.lastIndex = graphics.graphicsData.length; - - - - webGL.glPoints = new Float32Array(webGL.points); - - gl.bindBuffer(gl.ARRAY_BUFFER, webGL.buffer); - gl.bufferData(gl.ARRAY_BUFFER, webGL.glPoints, gl.STATIC_DRAW); - - webGL.glIndicies = new Uint16Array(webGL.indices); - - gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, webGL.indexBuffer); - gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, webGL.glIndicies, gl.STATIC_DRAW); -}; - -/** - * Builds a rectangle to draw - * - * @static - * @private - * @method buildRectangle - * @param graphicsData {Graphics} The graphics object containing all the necessary properties - * @param webGLData {Object} - */ -PIXI.WebGLGraphics.buildRectangle = function(graphicsData, webGLData) -{ - // --- // - // need to convert points to a nice regular data - // - var rectData = graphicsData.points; - var x = rectData[0]; - var y = rectData[1]; - var width = rectData[2]; - var height = rectData[3]; - - - if(graphicsData.fill) - { - var color = PIXI.hex2rgb(graphicsData.fillColor); - var alpha = graphicsData.fillAlpha; - - var r = color[0] * alpha; - var g = color[1] * alpha; - var b = color[2] * alpha; - - var verts = webGLData.points; - var indices = webGLData.indices; - - var vertPos = verts.length/6; - - // start - verts.push(x, y); - verts.push(r, g, b, alpha); - - verts.push(x + width, y); - verts.push(r, g, b, alpha); - - verts.push(x , y + height); - verts.push(r, g, b, alpha); - - verts.push(x + width, y + height); - verts.push(r, g, b, alpha); - - // insert 2 dead triangles.. - indices.push(vertPos, vertPos, vertPos+1, vertPos+2, vertPos+3, vertPos+3); - } - - if(graphicsData.lineWidth) - { - var tempPoints = graphicsData.points; - - graphicsData.points = [x, y, - x + width, y, - x + width, y + height, - x, y + height, - x, y]; - - - PIXI.WebGLGraphics.buildLine(graphicsData, webGLData); - - graphicsData.points = tempPoints; - } -}; - -/** - * Builds a circle to draw - * - * @static - * @private - * @method buildCircle - * @param graphicsData {Graphics} The graphics object to draw - * @param webGLData {Object} - */ -PIXI.WebGLGraphics.buildCircle = function(graphicsData, webGLData) -{ - - // need to convert points to a nice regular data - var rectData = graphicsData.points; - var x = rectData[0]; - var y = rectData[1]; - var width = rectData[2]; - var height = rectData[3]; - - var totalSegs = 40; - var seg = (Math.PI * 2) / totalSegs ; - - var i = 0; - - if(graphicsData.fill) - { - var color = PIXI.hex2rgb(graphicsData.fillColor); - var alpha = graphicsData.fillAlpha; - - var r = color[0] * alpha; - var g = color[1] * alpha; - var b = color[2] * alpha; - - var verts = webGLData.points; - var indices = webGLData.indices; - - var vecPos = verts.length/6; - - indices.push(vecPos); - - for (i = 0; i < totalSegs + 1 ; i++) - { - verts.push(x,y, r, g, b, alpha); - - verts.push(x + Math.sin(seg * i) * width, - y + Math.cos(seg * i) * height, - r, g, b, alpha); - - indices.push(vecPos++, vecPos++); - } - - indices.push(vecPos-1); - } - - if(graphicsData.lineWidth) - { - var tempPoints = graphicsData.points; - - graphicsData.points = []; - - for (i = 0; i < totalSegs + 1; i++) - { - graphicsData.points.push(x + Math.sin(seg * i) * width, - y + Math.cos(seg * i) * height); - } - - PIXI.WebGLGraphics.buildLine(graphicsData, webGLData); - - graphicsData.points = tempPoints; - } -}; - -/** - * Builds a line to draw - * - * @static - * @private - * @method buildLine - * @param graphicsData {Graphics} The graphics object containing all the necessary properties - * @param webGLData {Object} - */ -PIXI.WebGLGraphics.buildLine = function(graphicsData, webGLData) -{ - // TODO OPTIMISE! - var i = 0; - - var points = graphicsData.points; - if(points.length === 0)return; - - // if the line width is an odd number add 0.5 to align to a whole pixel - if(graphicsData.lineWidth%2) - { - for (i = 0; i < points.length; i++) { - points[i] += 0.5; - } - } - - // get first and last point.. figure out the middle! - var firstPoint = new PIXI.Point( points[0], points[1] ); - var lastPoint = new PIXI.Point( points[points.length - 2], points[points.length - 1] ); - - // if the first point is the last point - gonna have issues :) - if(firstPoint.x === lastPoint.x && firstPoint.y === lastPoint.y) - { - points.pop(); - points.pop(); - - lastPoint = new PIXI.Point( points[points.length - 2], points[points.length - 1] ); - - var midPointX = lastPoint.x + (firstPoint.x - lastPoint.x) *0.5; - var midPointY = lastPoint.y + (firstPoint.y - lastPoint.y) *0.5; - - points.unshift(midPointX, midPointY); - points.push(midPointX, midPointY); - } - - var verts = webGLData.points; - var indices = webGLData.indices; - var length = points.length / 2; - var indexCount = points.length; - var indexStart = verts.length/6; - - // DRAW the Line - var width = graphicsData.lineWidth / 2; - - // sort color - var color = PIXI.hex2rgb(graphicsData.lineColor); - var alpha = graphicsData.lineAlpha; - var r = color[0] * alpha; - var g = color[1] * alpha; - var b = color[2] * alpha; - - var px, py, p1x, p1y, p2x, p2y, p3x, p3y; - var perpx, perpy, perp2x, perp2y, perp3x, perp3y; - var a1, b1, c1, a2, b2, c2; - var denom, pdist, dist; - - p1x = points[0]; - p1y = points[1]; - - p2x = points[2]; - p2y = points[3]; - - perpx = -(p1y - p2y); - perpy = p1x - p2x; - - dist = Math.sqrt(perpx*perpx + perpy*perpy); - - perpx /= dist; - perpy /= dist; - perpx *= width; - perpy *= width; - - // start - verts.push(p1x - perpx , p1y - perpy, - r, g, b, alpha); - - verts.push(p1x + perpx , p1y + perpy, - r, g, b, alpha); - - for (i = 1; i < length-1; i++) - { - p1x = points[(i-1)*2]; - p1y = points[(i-1)*2 + 1]; - - p2x = points[(i)*2]; - p2y = points[(i)*2 + 1]; - - p3x = points[(i+1)*2]; - p3y = points[(i+1)*2 + 1]; - - perpx = -(p1y - p2y); - perpy = p1x - p2x; - - dist = Math.sqrt(perpx*perpx + perpy*perpy); - perpx /= dist; - perpy /= dist; - perpx *= width; - perpy *= width; - - perp2x = -(p2y - p3y); - perp2y = p2x - p3x; - - dist = Math.sqrt(perp2x*perp2x + perp2y*perp2y); - perp2x /= dist; - perp2y /= dist; - perp2x *= width; - perp2y *= width; - - a1 = (-perpy + p1y) - (-perpy + p2y); - b1 = (-perpx + p2x) - (-perpx + p1x); - c1 = (-perpx + p1x) * (-perpy + p2y) - (-perpx + p2x) * (-perpy + p1y); - a2 = (-perp2y + p3y) - (-perp2y + p2y); - b2 = (-perp2x + p2x) - (-perp2x + p3x); - c2 = (-perp2x + p3x) * (-perp2y + p2y) - (-perp2x + p2x) * (-perp2y + p3y); - - denom = a1*b2 - a2*b1; - - if(Math.abs(denom) < 0.1 ) - { - - denom+=10.1; - verts.push(p2x - perpx , p2y - perpy, - r, g, b, alpha); - - verts.push(p2x + perpx , p2y + perpy, - r, g, b, alpha); - - continue; - } - - px = (b1*c2 - b2*c1)/denom; - py = (a2*c1 - a1*c2)/denom; - - - pdist = (px -p2x) * (px -p2x) + (py -p2y) + (py -p2y); - - - if(pdist > 140 * 140) - { - perp3x = perpx - perp2x; - perp3y = perpy - perp2y; - - dist = Math.sqrt(perp3x*perp3x + perp3y*perp3y); - perp3x /= dist; - perp3y /= dist; - perp3x *= width; - perp3y *= width; - - verts.push(p2x - perp3x, p2y -perp3y); - verts.push(r, g, b, alpha); - - verts.push(p2x + perp3x, p2y +perp3y); - verts.push(r, g, b, alpha); - - verts.push(p2x - perp3x, p2y -perp3y); - verts.push(r, g, b, alpha); - - indexCount++; - } - else - { - - verts.push(px , py); - verts.push(r, g, b, alpha); - - verts.push(p2x - (px-p2x), p2y - (py - p2y)); - verts.push(r, g, b, alpha); - } - } - - p1x = points[(length-2)*2]; - p1y = points[(length-2)*2 + 1]; - - p2x = points[(length-1)*2]; - p2y = points[(length-1)*2 + 1]; - - perpx = -(p1y - p2y); - perpy = p1x - p2x; - - dist = Math.sqrt(perpx*perpx + perpy*perpy); - perpx /= dist; - perpy /= dist; - perpx *= width; - perpy *= width; - - verts.push(p2x - perpx , p2y - perpy); - verts.push(r, g, b, alpha); - - verts.push(p2x + perpx , p2y + perpy); - verts.push(r, g, b, alpha); - - indices.push(indexStart); - - for (i = 0; i < indexCount; i++) - { - indices.push(indexStart++); - } - - indices.push(indexStart-1); -}; - -/** - * Builds a polygon to draw - * - * @static - * @private - * @method buildPoly - * @param graphicsData {Graphics} The graphics object containing all the necessary properties - * @param webGLData {Object} - */ -PIXI.WebGLGraphics.buildPoly = function(graphicsData, webGLData) -{ - var points = graphicsData.points; - if(points.length < 6)return; - - // get first and last point.. figure out the middle! - var verts = webGLData.points; - var indices = webGLData.indices; - - var length = points.length / 2; - - // sort color - var color = PIXI.hex2rgb(graphicsData.fillColor); - var alpha = graphicsData.fillAlpha; - var r = color[0] * alpha; - var g = color[1] * alpha; - var b = color[2] * alpha; - - var triangles = PIXI.PolyK.Triangulate(points); - - var vertPos = verts.length / 6; - - var i = 0; - - for (i = 0; i < triangles.length; i+=3) - { - indices.push(triangles[i] + vertPos); - indices.push(triangles[i] + vertPos); - indices.push(triangles[i+1] + vertPos); - indices.push(triangles[i+2] +vertPos); - indices.push(triangles[i+2] + vertPos); - } - - for (i = 0; i < length; i++) - { - verts.push(points[i * 2], points[i * 2 + 1], - r, g, b, alpha); - } -}; - -/** - * @author Mat Groves http://matgroves.com/ @Doormat23 - */ - -PIXI.glContexts = []; // this is where we store the webGL contexts for easy access. - -/** - * the WebGLRenderer draws the stage and all its content onto a webGL enabled canvas. This renderer - * should be used for browsers that support webGL. This Render works by automatically managing webGLBatch's. - * So no need for Sprite Batch's or Sprite Cloud's - * Dont forget to add the view to your DOM or you will not see anything :) - * - * @class WebGLRenderer - * @constructor - * @param width=0 {Number} the width of the canvas view - * @param height=0 {Number} the height of the canvas view - * @param view {HTMLCanvasElement} the canvas to use as a view, optional - * @param transparent=false {Boolean} If the render view is transparent, default false - * @param antialias=false {Boolean} sets antialias (only applicable in chrome at the moment) - * - */ -PIXI.WebGLRenderer = function(width, height, view, transparent, antialias) -{ - if(!PIXI.defaultRenderer)PIXI.defaultRenderer = this; - - this.type = PIXI.WEBGL_RENDERER; - - // do a catch.. only 1 webGL renderer.. - /** - * Whether the render view is transparent - * - * @property transparent - * @type Boolean - */ - this.transparent = !!transparent; - - /** - * The width of the canvas view - * - * @property width - * @type Number - * @default 800 - */ - this.width = width || 800; - - /** - * The height of the canvas view - * - * @property height - * @type Number - * @default 600 - */ - this.height = height || 600; - - /** - * The canvas element that everything is drawn to - * - * @property view - * @type HTMLCanvasElement - */ - this.view = view || document.createElement( 'canvas' ); - this.view.width = this.width; - this.view.height = this.height; - - // deal with losing context.. - this.contextLost = this.handleContextLost.bind(this); - this.contextRestoredLost = this.handleContextRestored.bind(this); - - this.view.addEventListener('webglcontextlost', this.contextLost, false); - this.view.addEventListener('webglcontextrestored', this.contextRestoredLost, false); - - this.options = { - alpha: this.transparent, - antialias:!!antialias, // SPEED UP?? - premultipliedAlpha:!!transparent, - stencil:true - }; - - //try 'experimental-webgl' - try { - this.gl = this.view.getContext('experimental-webgl', this.options); - } catch (e) { - //try 'webgl' - try { - this.gl = this.view.getContext('webgl', this.options); - } catch (e2) { - // fail, not able to get a context - throw new Error(' This browser does not support webGL. Try using the canvas renderer' + this); - } - } - - var gl = this.gl; - this.glContextId = gl.id = PIXI.WebGLRenderer.glContextId ++; - - PIXI.glContexts[this.glContextId] = gl; - - if(!PIXI.blendModesWebGL) - { - PIXI.blendModesWebGL = []; - - PIXI.blendModesWebGL[PIXI.blendModes.NORMAL] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; - PIXI.blendModesWebGL[PIXI.blendModes.ADD] = [gl.SRC_ALPHA, gl.DST_ALPHA]; - PIXI.blendModesWebGL[PIXI.blendModes.MULTIPLY] = [gl.DST_COLOR, gl.ONE_MINUS_SRC_ALPHA]; - PIXI.blendModesWebGL[PIXI.blendModes.SCREEN] = [gl.SRC_ALPHA, gl.ONE]; - PIXI.blendModesWebGL[PIXI.blendModes.OVERLAY] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; - PIXI.blendModesWebGL[PIXI.blendModes.DARKEN] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; - PIXI.blendModesWebGL[PIXI.blendModes.LIGHTEN] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; - PIXI.blendModesWebGL[PIXI.blendModes.COLOR_DODGE] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; - PIXI.blendModesWebGL[PIXI.blendModes.COLOR_BURN] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; - PIXI.blendModesWebGL[PIXI.blendModes.HARD_LIGHT] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; - PIXI.blendModesWebGL[PIXI.blendModes.SOFT_LIGHT] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; - PIXI.blendModesWebGL[PIXI.blendModes.DIFFERENCE] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; - PIXI.blendModesWebGL[PIXI.blendModes.EXCLUSION] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; - PIXI.blendModesWebGL[PIXI.blendModes.HUE] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; - PIXI.blendModesWebGL[PIXI.blendModes.SATURATION] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; - PIXI.blendModesWebGL[PIXI.blendModes.COLOR] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; - PIXI.blendModesWebGL[PIXI.blendModes.LUMINOSITY] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; - } - - - - - this.projection = new PIXI.Point(); - this.projection.x = this.width/2; - this.projection.y = -this.height/2; - - this.offset = new PIXI.Point(0, 0); - - this.resize(this.width, this.height); - this.contextLost = false; - - // time to create the render managers! each one focuses on managine a state in webGL - this.shaderManager = new PIXI.WebGLShaderManager(gl); // deals with managing the shader programs and their attribs - this.spriteBatch = new PIXI.WebGLSpriteBatch(gl); // manages the rendering of sprites - this.maskManager = new PIXI.WebGLMaskManager(gl); // manages the masks using the stencil buffer - this.filterManager = new PIXI.WebGLFilterManager(gl, this.transparent); // manages the filters - - this.renderSession = {}; - this.renderSession.gl = this.gl; - this.renderSession.drawCount = 0; - this.renderSession.shaderManager = this.shaderManager; - this.renderSession.maskManager = this.maskManager; - this.renderSession.filterManager = this.filterManager; - this.renderSession.spriteBatch = this.spriteBatch; - - - gl.useProgram(this.shaderManager.defaultShader.program); - - gl.disable(gl.DEPTH_TEST); - gl.disable(gl.CULL_FACE); - - gl.enable(gl.BLEND); - gl.colorMask(true, true, true, this.transparent); -}; - -// constructor -PIXI.WebGLRenderer.prototype.constructor = PIXI.WebGLRenderer; - -/** - * Renders the stage to its webGL view - * - * @method render - * @param stage {Stage} the Stage element to be rendered - */ -PIXI.WebGLRenderer.prototype.render = function(stage) -{ - if(this.contextLost)return; - - - // if rendering a new stage clear the batches.. - if(this.__stage !== stage) - { - if(stage.interactive)stage.interactionManager.removeEvents(); - - // TODO make this work - // dont think this is needed any more? - this.__stage = stage; - } - - // update any textures this includes uvs and uploading them to the gpu - PIXI.WebGLRenderer.updateTextures(); - - // update the scene graph - stage.updateTransform(); - - var gl = this.gl; - - // -- Does this need to be set every frame? -- // - //gl.colorMask(true, true, true, this.transparent); - gl.viewport(0, 0, this.width, this.height); - - // make sure we are bound to the main frame buffer - gl.bindFramebuffer(gl.FRAMEBUFFER, null); - - if(this.transparent) - { - gl.clearColor(0, 0, 0, 0); - } - else - { - gl.clearColor(stage.backgroundColorSplit[0],stage.backgroundColorSplit[1],stage.backgroundColorSplit[2], 1); - } - - - gl.clear(gl.COLOR_BUFFER_BIT); - - this.renderDisplayObject( stage, this.projection ); - - // interaction - if(stage.interactive) - { - //need to add some events! - if(!stage._interactiveEventsAdded) - { - stage._interactiveEventsAdded = true; - stage.interactionManager.setTarget(this); - } - } - else - { - if(stage._interactiveEventsAdded) - { - stage._interactiveEventsAdded = false; - stage.interactionManager.setTarget(this); - } - } - - /* - //can simulate context loss in Chrome like so: - this.view.onmousedown = function(ev) { - console.dir(this.gl.getSupportedExtensions()); - var ext = ( - gl.getExtension("WEBGL_scompressed_texture_s3tc") - // gl.getExtension("WEBGL_compressed_texture_s3tc") || - // gl.getExtension("MOZ_WEBGL_compressed_texture_s3tc") || - // gl.getExtension("WEBKIT_WEBGL_compressed_texture_s3tc") - ); - console.dir(ext); - var loseCtx = this.gl.getExtension("WEBGL_lose_context"); - console.log("killing context"); - loseCtx.loseContext(); - setTimeout(function() { - console.log("restoring context..."); - loseCtx.restoreContext(); - }.bind(this), 1000); - }.bind(this); - */ -}; - -/** - * Renders a display Object - * - * @method renderDIsplayObject - * @param displayObject {DisplayObject} The DisplayObject to render - * @param projection {Point} The projection - * @param buffer {Array} a standard WebGL buffer - */ -PIXI.WebGLRenderer.prototype.renderDisplayObject = function(displayObject, projection, buffer) -{ - // reset the render session data.. - this.renderSession.drawCount = 0; - this.renderSession.currentBlendMode = 9999; - - this.renderSession.projection = projection; - this.renderSession.offset = this.offset; - - // start the sprite batch - this.spriteBatch.begin(this.renderSession); - - // start the filter manager - this.filterManager.begin(this.renderSession, buffer); - - // render the scene! - displayObject._renderWebGL(this.renderSession); - - // finish the sprite batch - this.spriteBatch.end(); -}; - -/** - * Updates the textures loaded into this webgl renderer - * - * @static - * @method updateTextures - * @private - */ -PIXI.WebGLRenderer.updateTextures = function() -{ - var i = 0; - - //TODO break this out into a texture manager... - //for (i = 0; i < PIXI.texturesToUpdate.length; i++) - // PIXI.WebGLRenderer.updateTexture(PIXI.texturesToUpdate[i]); - - - for (i=0; i < PIXI.Texture.frameUpdates.length; i++) - PIXI.WebGLRenderer.updateTextureFrame(PIXI.Texture.frameUpdates[i]); - - for (i = 0; i < PIXI.texturesToDestroy.length; i++) - PIXI.WebGLRenderer.destroyTexture(PIXI.texturesToDestroy[i]); - - PIXI.texturesToUpdate.length = 0; - PIXI.texturesToDestroy.length = 0; - PIXI.Texture.frameUpdates.length = 0; -}; - -/** - * Destroys a loaded webgl texture - * - * @method destroyTexture - * @param texture {Texture} The texture to update - * @private - */ -PIXI.WebGLRenderer.destroyTexture = function(texture) -{ - //TODO break this out into a texture manager... - - for (var i = texture._glTextures.length - 1; i >= 0; i--) - { - var glTexture = texture._glTextures[i]; - var gl = PIXI.glContexts[i]; - - if(gl && glTexture) - { - gl.deleteTexture(glTexture); - } - } - - texture._glTextures.length = 0; -}; - -/** - * - * @method updateTextureFrame - * @param texture {Texture} The texture to update the frame from - * @private - */ -PIXI.WebGLRenderer.updateTextureFrame = function(texture) -{ - texture.updateFrame = false; - - // now set the uvs. Figured that the uv data sits with a texture rather than a sprite. - // so uv data is stored on the texture itself - texture._updateWebGLuvs(); -}; - -/** - * resizes the webGL view to the specified width and height - * - * @method resize - * @param width {Number} the new width of the webGL view - * @param height {Number} the new height of the webGL view - */ -PIXI.WebGLRenderer.prototype.resize = function(width, height) -{ - this.width = width; - this.height = height; - - this.view.width = width; - this.view.height = height; - - this.gl.viewport(0, 0, this.width, this.height); - - this.projection.x = this.width/2; - this.projection.y = -this.height/2; -}; - -/** - * Creates a WebGL texture - * - * @method createWebGLTexture - * @param texture {Texture} the texture to render - * @param gl {webglContext} the WebGL context - * @static - */ -PIXI.createWebGLTexture = function(texture, gl) -{ - - - if(texture.hasLoaded) - { - texture._glTextures[gl.id] = gl.createTexture(); - - gl.bindTexture(gl.TEXTURE_2D, texture._glTextures[gl.id]); - gl.pixelStorei(gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, true); - - gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, texture.source); - gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, texture.scaleMode === PIXI.scaleModes.LINEAR ? gl.LINEAR : gl.NEAREST); - gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, texture.scaleMode === PIXI.scaleModes.LINEAR ? gl.LINEAR : gl.NEAREST); - - // reguler... - - if(!texture._powerOf2) - { - gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE); - gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE); - } - else - { - gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.REPEAT); - gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.REPEAT); - } - - gl.bindTexture(gl.TEXTURE_2D, null); - } - - return texture._glTextures[gl.id]; -}; - -/** - * Updates a WebGL texture - * - * @method updateWebGLTexture - * @param texture {Texture} the texture to update - * @param gl {webglContext} the WebGL context - * @private - */ -PIXI.updateWebGLTexture = function(texture, gl) -{ - if( texture._glTextures[gl.id] ) - { - gl.bindTexture(gl.TEXTURE_2D, texture._glTextures[gl.id]); - gl.pixelStorei(gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, true); - - gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, texture.source); - gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, texture.scaleMode === PIXI.scaleModes.LINEAR ? gl.LINEAR : gl.NEAREST); - gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, texture.scaleMode === PIXI.scaleModes.LINEAR ? gl.LINEAR : gl.NEAREST); - - // reguler... - - if(!texture._powerOf2) - { - gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE); - gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE); - } - else - { - gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.REPEAT); - gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.REPEAT); - } - - gl.bindTexture(gl.TEXTURE_2D, null); - } - -}; - -/** - * Handles a lost webgl context - * - * @method handleContextLost - * @param event {Event} - * @private - */ -PIXI.WebGLRenderer.prototype.handleContextLost = function(event) -{ - event.preventDefault(); - this.contextLost = true; -}; - -/** - * Handles a restored webgl context - * - * @method handleContextRestored - * @param event {Event} - * @private - */ -PIXI.WebGLRenderer.prototype.handleContextRestored = function() -{ - - //try 'experimental-webgl' - try { - this.gl = this.view.getContext('experimental-webgl', this.options); - } catch (e) { - //try 'webgl' - try { - this.gl = this.view.getContext('webgl', this.options); - } catch (e2) { - // fail, not able to get a context - throw new Error(' This browser does not support webGL. Try using the canvas renderer' + this); - } - } - - var gl = this.gl; - gl.id = PIXI.WebGLRenderer.glContextId ++; - - - - // need to set the context... - this.shaderManager.setContext(gl); - this.spriteBatch.setContext(gl); - this.maskManager.setContext(gl); - this.filterManager.setContext(gl); - - - this.renderSession.gl = this.gl; - - gl.disable(gl.DEPTH_TEST); - gl.disable(gl.CULL_FACE); - - gl.enable(gl.BLEND); - gl.colorMask(true, true, true, this.transparent); - - this.gl.viewport(0, 0, this.width, this.height); - - for(var key in PIXI.TextureCache) - { - var texture = PIXI.TextureCache[key].baseTexture; - texture._glTextures = []; - } - - /** - * Whether the context was lost - * @property contextLost - * @type Boolean - */ - this.contextLost = false; - -}; - -/** - * Removes everything from the renderer (event listeners, spritebatch, etc...) - * - * @method destroy - */ -PIXI.WebGLRenderer.prototype.destroy = function() -{ - - // deal with losing context.. - - // remove listeners - this.view.removeEventListener('webglcontextlost', this.contextLost); - this.view.removeEventListener('webglcontextrestored', this.contextRestoredLost); - - PIXI.glContexts[this.glContextId] = null; - - this.projection = null; - this.offset = null; - - // time to create the render managers! each one focuses on managine a state in webGL - this.shaderManager.destroy(); - this.spriteBatch.destroy(); - this.maskManager.destroy(); - this.filterManager.destroy(); - - this.shaderManager = null; - this.spriteBatch = null; - this.maskManager = null; - this.filterManager = null; - - this.gl = null; - // - this.renderSession = null; -}; - - -PIXI.WebGLRenderer.glContextId = 0; - -/** - * @author Mat Groves http://matgroves.com/ @Doormat23 - */ - - -/** -* @class WebGLMaskManager -* @constructor -* @param gl {WebGLContext} the current WebGL drawing context -* @private -*/ -PIXI.WebGLMaskManager = function(gl) -{ - this.maskStack = []; - this.maskPosition = 0; - - this.setContext(gl); -}; - -/** -* Sets the drawing context to the one given in parameter -* @method setContext -* @param gl {WebGLContext} the current WebGL drawing context -*/ -PIXI.WebGLMaskManager.prototype.setContext = function(gl) -{ - this.gl = gl; -}; - -/** -* Applies the Mask and adds it to the current filter stack -* @method pushMask -* @param maskData {Array} -* @param renderSession {RenderSession} -*/ -PIXI.WebGLMaskManager.prototype.pushMask = function(maskData, renderSession) -{ - var gl = this.gl; - - if(this.maskStack.length === 0) - { - gl.enable(gl.STENCIL_TEST); - gl.stencilFunc(gl.ALWAYS,1,1); - } - - // maskData.visible = false; - - this.maskStack.push(maskData); - - gl.colorMask(false, false, false, true); - gl.stencilOp(gl.KEEP,gl.KEEP,gl.INCR); - - PIXI.WebGLGraphics.renderGraphics(maskData, renderSession); - - gl.colorMask(true, true, true, true); - gl.stencilFunc(gl.NOTEQUAL,0, this.maskStack.length); - gl.stencilOp(gl.KEEP,gl.KEEP,gl.KEEP); -}; - -/** -* Removes the last filter from the filter stack and doesn't return it -* @method popMask -* -* @param renderSession {RenderSession} an object containing all the useful parameters -*/ -PIXI.WebGLMaskManager.prototype.popMask = function(renderSession) -{ - var gl = this.gl; - - var maskData = this.maskStack.pop(); - - if(maskData) - { - gl.colorMask(false, false, false, false); - - //gl.stencilFunc(gl.ALWAYS,1,1); - gl.stencilOp(gl.KEEP,gl.KEEP,gl.DECR); - - PIXI.WebGLGraphics.renderGraphics(maskData, renderSession); - - gl.colorMask(true, true, true, true); - gl.stencilFunc(gl.NOTEQUAL,0,this.maskStack.length); - gl.stencilOp(gl.KEEP,gl.KEEP,gl.KEEP); - } - - if(this.maskStack.length === 0)gl.disable(gl.STENCIL_TEST); -}; - -/** -* Destroys the mask stack -* @method destroy -*/ -PIXI.WebGLMaskManager.prototype.destroy = function() -{ - this.maskStack = null; - this.gl = null; -}; -/** - * @author Mat Groves http://matgroves.com/ @Doormat23 - */ - -/** -* @class WebGLShaderManager -* @constructor -* @param gl {WebGLContext} the current WebGL drawing context -* @private -*/ -PIXI.WebGLShaderManager = function(gl) -{ - - this.maxAttibs = 10; - this.attribState = []; - this.tempAttribState = []; - - for (var i = 0; i < this.maxAttibs; i++) { - this.attribState[i] = false; - } - - this.setContext(gl); - // the final one is used for the rendering strips - //this.stripShader = new PIXI.StripShader(gl); -}; - - -/** -* Initialises the context and the properties -* @method setContext -* @param gl {WebGLContext} the current WebGL drawing context -* @param transparent {Boolean} Whether or not the drawing context should be transparent -*/ -PIXI.WebGLShaderManager.prototype.setContext = function(gl) -{ - this.gl = gl; - - // the next one is used for rendering primatives - this.primitiveShader = new PIXI.PrimitiveShader(gl); - - // this shader is used for the default sprite rendering - this.defaultShader = new PIXI.PixiShader(gl); - - // this shader is used for the fast sprite rendering - this.fastShader = new PIXI.PixiFastShader(gl); - - - this.activateShader(this.defaultShader); -}; - - -/** -* Takes the attributes given in parameters -* @method setAttribs -* @param attribs {Array} attribs -*/ -PIXI.WebGLShaderManager.prototype.setAttribs = function(attribs) -{ - // reset temp state - - var i; - - for (i = 0; i < this.tempAttribState.length; i++) - { - this.tempAttribState[i] = false; - } - - // set the new attribs - for (i = 0; i < attribs.length; i++) - { - var attribId = attribs[i]; - this.tempAttribState[attribId] = true; - } - - var gl = this.gl; - - for (i = 0; i < this.attribState.length; i++) - { - - if(this.attribState[i] !== this.tempAttribState[i]) - { - this.attribState[i] = this.tempAttribState[i]; - - if(this.tempAttribState[i]) - { - gl.enableVertexAttribArray(i); - } - else - { - gl.disableVertexAttribArray(i); - } - } - } -}; - -/** -* Sets-up the given shader -* -* @method activateShader -* @param shader {Object} the shader that is going to be activated -*/ -PIXI.WebGLShaderManager.prototype.activateShader = function(shader) -{ - //if(this.currentShader == shader)return; - - this.currentShader = shader; - - this.gl.useProgram(shader.program); - this.setAttribs(shader.attributes); - -}; - -/** -* Triggers the primitive shader -* @method activatePrimitiveShader -*/ -PIXI.WebGLShaderManager.prototype.activatePrimitiveShader = function() -{ - var gl = this.gl; - - gl.useProgram(this.primitiveShader.program); - - this.setAttribs(this.primitiveShader.attributes); - -}; - -/** -* Disable the primitive shader -* @method deactivatePrimitiveShader -*/ -PIXI.WebGLShaderManager.prototype.deactivatePrimitiveShader = function() -{ - var gl = this.gl; - - gl.useProgram(this.defaultShader.program); - - this.setAttribs(this.defaultShader.attributes); -}; - -/** -* Destroys -* @method destroy -*/ -PIXI.WebGLShaderManager.prototype.destroy = function() -{ - this.attribState = null; - - this.tempAttribState = null; - - this.primitiveShader.destroy(); - - this.defaultShader.destroy(); - - this.fastShader.destroy(); - - this.gl = null; -}; - - -/** - * @author Mat Groves - * - * Big thanks to the very clever Matt DesLauriers https://github.com/mattdesl/ - * for creating the original pixi version! - * - * Heavily inspired by LibGDX's WebGLSpriteBatch: - * https://github.com/libgdx/libgdx/blob/master/gdx/src/com/badlogic/gdx/graphics/g2d/WebGLSpriteBatch.java - */ - - /** - * - * @class WebGLSpriteBatch - * @private - * @constructor - * @param gl {WebGLContext} the current WebGL drawing context - * - */ -PIXI.WebGLSpriteBatch = function(gl) -{ - - /** - * - * - * @property vertSize - * @type Number - */ - this.vertSize = 6; - - /** - * The number of images in the SpriteBatch before it flushes - * @property size - * @type Number - */ - this.size = 10000;//Math.pow(2, 16) / this.vertSize; - - //the total number of floats in our batch - var numVerts = this.size * 4 * this.vertSize; - //the total number of indices in our batch - var numIndices = this.size * 6; - - //vertex data - - /** - * Holds the vertices - * - * @property vertices - * @type Float32Array - */ - this.vertices = new Float32Array(numVerts); - - //index data - /** - * Holds the indices - * - * @property indices - * @type Uint16Array - */ - this.indices = new Uint16Array(numIndices); - - this.lastIndexCount = 0; - - for (var i=0, j=0; i < numIndices; i += 6, j += 4) - { - this.indices[i + 0] = j + 0; - this.indices[i + 1] = j + 1; - this.indices[i + 2] = j + 2; - this.indices[i + 3] = j + 0; - this.indices[i + 4] = j + 2; - this.indices[i + 5] = j + 3; - } - - - this.drawing = false; - this.currentBatchSize = 0; - this.currentBaseTexture = null; - - this.setContext(gl); -}; - -/** -* -* @method setContext -* -* @param gl {WebGLContext} the current WebGL drawing context -*/ -PIXI.WebGLSpriteBatch.prototype.setContext = function(gl) -{ - this.gl = gl; - - // create a couple of buffers - this.vertexBuffer = gl.createBuffer(); - this.indexBuffer = gl.createBuffer(); - - // 65535 is max index, so 65535 / 6 = 10922. - - - //upload the index data - gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this.indexBuffer); - gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, this.indices, gl.STATIC_DRAW); - - gl.bindBuffer(gl.ARRAY_BUFFER, this.vertexBuffer); - gl.bufferData(gl.ARRAY_BUFFER, this.vertices, gl.DYNAMIC_DRAW); - - this.currentBlendMode = 99999; -}; - -/** -* -* @method begin -* -* @param renderSession {RenderSession} the RenderSession -*/ -PIXI.WebGLSpriteBatch.prototype.begin = function(renderSession) -{ - this.renderSession = renderSession; - this.shader = this.renderSession.shaderManager.defaultShader; - - this.start(); -}; - -/** -* -* @method end -* -*/ -PIXI.WebGLSpriteBatch.prototype.end = function() -{ - this.flush(); -}; - -/** -* -* @method render -* -* @param sprite {Sprite} the sprite to render when using this spritebatch -*/ -PIXI.WebGLSpriteBatch.prototype.render = function(sprite) -{ - // check texture.. - if(sprite.texture.baseTexture !== this.currentBaseTexture || this.currentBatchSize >= this.size) - { - this.flush(); - this.currentBaseTexture = sprite.texture.baseTexture; - } - - - // check blend mode - if(sprite.blendMode !== this.currentBlendMode) - { - this.setBlendMode(sprite.blendMode); - } - - // get the uvs for the texture - var uvs = sprite._uvs || sprite.texture._uvs; - // if the uvs have not updated then no point rendering just yet! - if(!uvs)return; - - // get the sprites current alpha - var alpha = sprite.worldAlpha; - var tint = sprite.tint; - - var verticies = this.vertices; - - var width = sprite.texture.frame.width; - var height = sprite.texture.frame.height; - - // TODO trim?? - var aX = sprite.anchor.x; - var aY = sprite.anchor.y; - - var w0, w1, h0, h1; - - if (sprite.texture.trim) - { - // if the sprite is trimmed then we need to add the extra space before transforming the sprite coords.. - var trim = sprite.texture.trim; - - w1 = trim.x - aX * trim.width; - w0 = w1 + width; - - h1 = trim.y - aY * trim.height; - h0 = h1 + height; - } - else - { - w0 = (width ) * (1-aX); - w1 = (width ) * -aX; - - h0 = height * (1-aY); - h1 = height * -aY; - } - - var index = this.currentBatchSize * 4 * this.vertSize; - - var worldTransform = sprite.worldTransform;//.toArray(); - - var a = worldTransform.a;//[0]; - var b = worldTransform.c;//[3]; - var c = worldTransform.b;//[1]; - var d = worldTransform.d;//[4]; - var tx = worldTransform.tx;//[2]; - var ty = worldTransform.ty;///[5]; - - // xy - verticies[index++] = a * w1 + c * h1 + tx; - verticies[index++] = d * h1 + b * w1 + ty; - // uv - verticies[index++] = uvs.x0; - verticies[index++] = uvs.y0; - // color - verticies[index++] = alpha; - verticies[index++] = tint; - - // xy - verticies[index++] = a * w0 + c * h1 + tx; - verticies[index++] = d * h1 + b * w0 + ty; - // uv - verticies[index++] = uvs.x1; - verticies[index++] = uvs.y1; - // color - verticies[index++] = alpha; - verticies[index++] = tint; - - // xy - verticies[index++] = a * w0 + c * h0 + tx; - verticies[index++] = d * h0 + b * w0 + ty; - // uv - verticies[index++] = uvs.x2; - verticies[index++] = uvs.y2; - // color - verticies[index++] = alpha; - verticies[index++] = tint; - - // xy - verticies[index++] = a * w1 + c * h0 + tx; - verticies[index++] = d * h0 + b * w1 + ty; - // uv - verticies[index++] = uvs.x3; - verticies[index++] = uvs.y3; - // color - verticies[index++] = alpha; - verticies[index++] = tint; - - // increment the batchsize - this.currentBatchSize++; - - -}; - -/** -* Renders a tilingSprite using the spriteBatch -* @method renderTilingSprite -* -* @param sprite {TilingSprite} the tilingSprite to render -*/ -PIXI.WebGLSpriteBatch.prototype.renderTilingSprite = function(tilingSprite) -{ - var texture = tilingSprite.tilingTexture; - - if(texture.baseTexture !== this.currentBaseTexture || this.currentBatchSize >= this.size) - { - this.flush(); - this.currentBaseTexture = texture.baseTexture; - } - - // check blend mode - if(tilingSprite.blendMode !== this.currentBlendMode) - { - this.setBlendMode(tilingSprite.blendMode); - } - - // set the textures uvs temporarily - // TODO create a separate texture so that we can tile part of a texture - - if(!tilingSprite._uvs)tilingSprite._uvs = new PIXI.TextureUvs(); - - var uvs = tilingSprite._uvs; - - tilingSprite.tilePosition.x %= texture.baseTexture.width; - tilingSprite.tilePosition.y %= texture.baseTexture.height; - - var offsetX = tilingSprite.tilePosition.x/texture.baseTexture.width; - var offsetY = tilingSprite.tilePosition.y/texture.baseTexture.height; - - var scaleX = (tilingSprite.width / texture.baseTexture.width) / (tilingSprite.tileScale.x * tilingSprite.tileScaleOffset.x); - var scaleY = (tilingSprite.height / texture.baseTexture.height) / (tilingSprite.tileScale.y * tilingSprite.tileScaleOffset.y); - - uvs.x0 = 0 - offsetX; - uvs.y0 = 0 - offsetY; - - uvs.x1 = (1 * scaleX) - offsetX; - uvs.y1 = 0 - offsetY; - - uvs.x2 = (1 * scaleX) - offsetX; - uvs.y2 = (1 * scaleY) - offsetY; - - uvs.x3 = 0 - offsetX; - uvs.y3 = (1 *scaleY) - offsetY; - - // get the tilingSprites current alpha - var alpha = tilingSprite.worldAlpha; - var tint = tilingSprite.tint; - - var verticies = this.vertices; - - var width = tilingSprite.width; - var height = tilingSprite.height; - - // TODO trim?? - var aX = tilingSprite.anchor.x; // - tilingSprite.texture.trim.x - var aY = tilingSprite.anchor.y; //- tilingSprite.texture.trim.y - var w0 = width * (1-aX); - var w1 = width * -aX; - - var h0 = height * (1-aY); - var h1 = height * -aY; - - var index = this.currentBatchSize * 4 * this.vertSize; - - var worldTransform = tilingSprite.worldTransform; - - var a = worldTransform.a;//[0]; - var b = worldTransform.c;//[3]; - var c = worldTransform.b;//[1]; - var d = worldTransform.d;//[4]; - var tx = worldTransform.tx;//[2]; - var ty = worldTransform.ty;///[5]; - - // xy - verticies[index++] = a * w1 + c * h1 + tx; - verticies[index++] = d * h1 + b * w1 + ty; - // uv - verticies[index++] = uvs.x0; - verticies[index++] = uvs.y0; - // color - verticies[index++] = alpha; - verticies[index++] = tint; - - // xy - verticies[index++] = a * w0 + c * h1 + tx; - verticies[index++] = d * h1 + b * w0 + ty; - // uv - verticies[index++] = uvs.x1; - verticies[index++] = uvs.y1; - // color - verticies[index++] = alpha; - verticies[index++] = tint; - - // xy - verticies[index++] = a * w0 + c * h0 + tx; - verticies[index++] = d * h0 + b * w0 + ty; - // uv - verticies[index++] = uvs.x2; - verticies[index++] = uvs.y2; - // color - verticies[index++] = alpha; - verticies[index++] = tint; - - // xy - verticies[index++] = a * w1 + c * h0 + tx; - verticies[index++] = d * h0 + b * w1 + ty; - // uv - verticies[index++] = uvs.x3; - verticies[index++] = uvs.y3; - // color - verticies[index++] = alpha; - verticies[index++] = tint; - - // increment the batchs - this.currentBatchSize++; -}; - - -/** -* Renders the content and empties the current batch -* -* @method flush -* -*/ -PIXI.WebGLSpriteBatch.prototype.flush = function() -{ - // If the batch is length 0 then return as there is nothing to draw - if (this.currentBatchSize===0)return; - - var gl = this.gl; - - // bind the current texture - gl.bindTexture(gl.TEXTURE_2D, this.currentBaseTexture._glTextures[gl.id] || PIXI.createWebGLTexture(this.currentBaseTexture, gl)); - - // upload the verts to the buffer - - if(this.currentBatchSize > ( this.size * 0.5 ) ) - { - gl.bufferSubData(gl.ARRAY_BUFFER, 0, this.vertices); - } - else - { - var view = this.vertices.subarray(0, this.currentBatchSize * 4 * this.vertSize); - - gl.bufferSubData(gl.ARRAY_BUFFER, 0, view); - } - - // var view = this.vertices.subarray(0, this.currentBatchSize * 4 * this.vertSize); - //gl.bufferSubData(gl.ARRAY_BUFFER, 0, view); - - // now draw those suckas! - gl.drawElements(gl.TRIANGLES, this.currentBatchSize * 6, gl.UNSIGNED_SHORT, 0); - - // then reset the batch! - this.currentBatchSize = 0; - - // increment the draw count - this.renderSession.drawCount++; -}; - -/** -* -* @method stop -* -*/ -PIXI.WebGLSpriteBatch.prototype.stop = function() -{ - this.flush(); -}; - -/** -* -* @method start -* -*/ -PIXI.WebGLSpriteBatch.prototype.start = function() -{ - var gl = this.gl; - - // bind the main texture - gl.activeTexture(gl.TEXTURE0); - - // bind the buffers - gl.bindBuffer(gl.ARRAY_BUFFER, this.vertexBuffer); - gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this.indexBuffer); - - // set the projection - var projection = this.renderSession.projection; - gl.uniform2f(this.shader.projectionVector, projection.x, projection.y); - - // set the pointers - var stride = this.vertSize * 4; - gl.vertexAttribPointer(this.shader.aVertexPosition, 2, gl.FLOAT, false, stride, 0); - gl.vertexAttribPointer(this.shader.aTextureCoord, 2, gl.FLOAT, false, stride, 2 * 4); - gl.vertexAttribPointer(this.shader.colorAttribute, 2, gl.FLOAT, false, stride, 4 * 4); - - // set the blend mode.. - if(this.currentBlendMode !== PIXI.blendModes.NORMAL) - { - this.setBlendMode(PIXI.blendModes.NORMAL); - } -}; - -/** -* Sets-up the given blendMode from WebGL's point of view -* @method setBlendMode -* -* @param blendMode {Number} the blendMode, should be a Pixi const, such as PIXI.BlendModes.ADD -*/ -PIXI.WebGLSpriteBatch.prototype.setBlendMode = function(blendMode) -{ - this.flush(); - - this.currentBlendMode = blendMode; - - var blendModeWebGL = PIXI.blendModesWebGL[this.currentBlendMode]; - this.gl.blendFunc(blendModeWebGL[0], blendModeWebGL[1]); -}; - -/** -* Destroys the SpriteBatch -* @method destroy -*/ -PIXI.WebGLSpriteBatch.prototype.destroy = function() -{ - - this.vertices = null; - this.indices = null; - - this.gl.deleteBuffer( this.vertexBuffer ); - this.gl.deleteBuffer( this.indexBuffer ); - - this.currentBaseTexture = null; - - this.gl = null; -}; - - -/** - * @author Mat Groves - * - * Big thanks to the very clever Matt DesLauriers https://github.com/mattdesl/ - * for creating the original pixi version! - * - * Heavily inspired by LibGDX's WebGLSpriteBatch: - * https://github.com/libgdx/libgdx/blob/master/gdx/src/com/badlogic/gdx/graphics/g2d/WebGLSpriteBatch.java - */ - -PIXI.WebGLFastSpriteBatch = function(gl) -{ - - - this.vertSize = 10; - this.maxSize = 6000;//Math.pow(2, 16) / this.vertSize; - this.size = this.maxSize; - - //the total number of floats in our batch - var numVerts = this.size * 4 * this.vertSize; - //the total number of indices in our batch - var numIndices = this.maxSize * 6; - - //vertex data - this.vertices = new Float32Array(numVerts); - //index data - this.indices = new Uint16Array(numIndices); - - this.vertexBuffer = null; - this.indexBuffer = null; - - this.lastIndexCount = 0; - - for (var i=0, j=0; i < numIndices; i += 6, j += 4) - { - this.indices[i + 0] = j + 0; - this.indices[i + 1] = j + 1; - this.indices[i + 2] = j + 2; - this.indices[i + 3] = j + 0; - this.indices[i + 4] = j + 2; - this.indices[i + 5] = j + 3; - } - - this.drawing = false; - this.currentBatchSize = 0; - this.currentBaseTexture = null; - - this.currentBlendMode = 0; - this.renderSession = null; - - - this.shader = null; - - this.matrix = null; - - this.setContext(gl); -}; - -PIXI.WebGLFastSpriteBatch.prototype.setContext = function(gl) -{ - this.gl = gl; - - // create a couple of buffers - this.vertexBuffer = gl.createBuffer(); - this.indexBuffer = gl.createBuffer(); - - // 65535 is max index, so 65535 / 6 = 10922. - - - //upload the index data - gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this.indexBuffer); - gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, this.indices, gl.STATIC_DRAW); - - gl.bindBuffer(gl.ARRAY_BUFFER, this.vertexBuffer); - gl.bufferData(gl.ARRAY_BUFFER, this.vertices, gl.DYNAMIC_DRAW); - - this.currentBlendMode = 99999; -}; - -PIXI.WebGLFastSpriteBatch.prototype.begin = function(spriteBatch, renderSession) -{ - this.renderSession = renderSession; - this.shader = this.renderSession.shaderManager.fastShader; - - this.matrix = spriteBatch.worldTransform.toArray(true); - - this.start(); -}; - -PIXI.WebGLFastSpriteBatch.prototype.end = function() -{ - this.flush(); -}; - - -PIXI.WebGLFastSpriteBatch.prototype.render = function(spriteBatch) -{ - - var children = spriteBatch.children; - var sprite = children[0]; - - // if the uvs have not updated then no point rendering just yet! - - // check texture. - if(!sprite.texture._uvs)return; - - this.currentBaseTexture = sprite.texture.baseTexture; - // check blend mode - if(sprite.blendMode !== this.currentBlendMode) - { - this.setBlendMode(sprite.blendMode); - } - - for(var i=0,j= children.length; i= this.size) - { - this.flush(); - } -}; - -PIXI.WebGLFastSpriteBatch.prototype.flush = function() -{ - - // If the batch is length 0 then return as there is nothing to draw - if (this.currentBatchSize===0)return; - - var gl = this.gl; - - // bind the current texture - - if(!this.currentBaseTexture._glTextures[gl.id])PIXI.createWebGLTexture(this.currentBaseTexture, gl); - - gl.bindTexture(gl.TEXTURE_2D, this.currentBaseTexture._glTextures[gl.id]);// || PIXI.createWebGLTexture(this.currentBaseTexture, gl)); - - // upload the verts to the buffer - - - if(this.currentBatchSize > ( this.size * 0.5 ) ) - { - gl.bufferSubData(gl.ARRAY_BUFFER, 0, this.vertices); - } - else - { - var view = this.vertices.subarray(0, this.currentBatchSize * 4 * this.vertSize); - - gl.bufferSubData(gl.ARRAY_BUFFER, 0, view); - } - - - // now draw those suckas! - gl.drawElements(gl.TRIANGLES, this.currentBatchSize * 6, gl.UNSIGNED_SHORT, 0); - - // then reset the batch! - this.currentBatchSize = 0; - - // increment the draw count - this.renderSession.drawCount++; -}; - - -PIXI.WebGLFastSpriteBatch.prototype.stop = function() -{ - this.flush(); -}; - -PIXI.WebGLFastSpriteBatch.prototype.start = function() -{ - var gl = this.gl; - - // bind the main texture - gl.activeTexture(gl.TEXTURE0); - - // bind the buffers - gl.bindBuffer(gl.ARRAY_BUFFER, this.vertexBuffer); - gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this.indexBuffer); - - // set the projection - var projection = this.renderSession.projection; - gl.uniform2f(this.shader.projectionVector, projection.x, projection.y); - - // set the matrix - gl.uniformMatrix3fv(this.shader.uMatrix, false, this.matrix); - - // set the pointers - var stride = this.vertSize * 4; - - gl.vertexAttribPointer(this.shader.aVertexPosition, 2, gl.FLOAT, false, stride, 0); - gl.vertexAttribPointer(this.shader.aPositionCoord, 2, gl.FLOAT, false, stride, 2 * 4); - gl.vertexAttribPointer(this.shader.aScale, 2, gl.FLOAT, false, stride, 4 * 4); - gl.vertexAttribPointer(this.shader.aRotation, 1, gl.FLOAT, false, stride, 6 * 4); - gl.vertexAttribPointer(this.shader.aTextureCoord, 2, gl.FLOAT, false, stride, 7 * 4); - gl.vertexAttribPointer(this.shader.colorAttribute, 1, gl.FLOAT, false, stride, 9 * 4); - - // set the blend mode.. - if(this.currentBlendMode !== PIXI.blendModes.NORMAL) - { - this.setBlendMode(PIXI.blendModes.NORMAL); - } -}; - -PIXI.WebGLFastSpriteBatch.prototype.setBlendMode = function(blendMode) -{ - this.flush(); - - this.currentBlendMode = blendMode; - - var blendModeWebGL = PIXI.blendModesWebGL[this.currentBlendMode]; - this.gl.blendFunc(blendModeWebGL[0], blendModeWebGL[1]); -}; - - - -/** - * @author Mat Groves http://matgroves.com/ @Doormat23 - */ - -/** -* @class WebGLFilterManager -* @constructor -* @param gl {WebGLContext} the current WebGL drawing context -* @param transparent {Boolean} Whether or not the drawing context should be transparent -* @private -*/ -PIXI.WebGLFilterManager = function(gl, transparent) -{ - this.transparent = transparent; - - this.filterStack = []; - - this.offsetX = 0; - this.offsetY = 0; - - this.setContext(gl); -}; - -// API -/** -* Initialises the context and the properties -* @method setContext -* @param gl {WebGLContext} the current WebGL drawing context -*/ -PIXI.WebGLFilterManager.prototype.setContext = function(gl) -{ - this.gl = gl; - this.texturePool = []; - - this.initShaderBuffers(); -}; - -/** -* -* @method begin -* @param renderSession {RenderSession} -* @param buffer {ArrayBuffer} -*/ -PIXI.WebGLFilterManager.prototype.begin = function(renderSession, buffer) -{ - this.renderSession = renderSession; - this.defaultShader = renderSession.shaderManager.defaultShader; - - var projection = this.renderSession.projection; - - this.width = projection.x * 2; - this.height = -projection.y * 2; - this.buffer = buffer; -}; - -/** -* Applies the filter and adds it to the current filter stack -* @method pushFilter -* @param filterBlock {Object} the filter that will be pushed to the current filter stack -*/ -PIXI.WebGLFilterManager.prototype.pushFilter = function(filterBlock) -{ - var gl = this.gl; - - var projection = this.renderSession.projection; - var offset = this.renderSession.offset; - - - // filter program - // OPTIMISATION - the first filter is free if its a simple color change? - this.filterStack.push(filterBlock); - - var filter = filterBlock.filterPasses[0]; - - this.offsetX += filterBlock.target.filterArea.x; - this.offsetY += filterBlock.target.filterArea.y; - - var texture = this.texturePool.pop(); - if(!texture) - { - texture = new PIXI.FilterTexture(this.gl, this.width, this.height); - } - else - { - texture.resize(this.width, this.height); - } - - gl.bindTexture(gl.TEXTURE_2D, texture.texture); - - filterBlock.target.filterArea = filterBlock.target.getBounds(); - - var filterArea = filterBlock.target.filterArea; - - var padidng = filter.padding; - filterArea.x -= padidng; - filterArea.y -= padidng; - filterArea.width += padidng * 2; - filterArea.height += padidng * 2; - - // cap filter to screen size.. - if(filterArea.x < 0)filterArea.x = 0; - if(filterArea.width > this.width)filterArea.width = this.width; - if(filterArea.y < 0)filterArea.y = 0; - if(filterArea.height > this.height)filterArea.height = this.height; - - //gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, filterArea.width, filterArea.height, 0, gl.RGBA, gl.UNSIGNED_BYTE, null); - gl.bindFramebuffer(gl.FRAMEBUFFER, texture.frameBuffer); - - // set view port - gl.viewport(0, 0, filterArea.width, filterArea.height); - - projection.x = filterArea.width/2; - projection.y = -filterArea.height/2; - - offset.x = -filterArea.x; - offset.y = -filterArea.y; - - // update projection - gl.uniform2f(this.defaultShader.projectionVector, filterArea.width/2, -filterArea.height/2); - gl.uniform2f(this.defaultShader.offsetVector, -filterArea.x, -filterArea.y); - - gl.colorMask(true, true, true, true); - gl.clearColor(0,0,0, 0); - gl.clear(gl.COLOR_BUFFER_BIT); - - filterBlock._glFilterTexture = texture; - -}; - - -/** -* Removes the last filter from the filter stack and doesn't return it -* @method popFilter -*/ -PIXI.WebGLFilterManager.prototype.popFilter = function() -{ - var gl = this.gl; - var filterBlock = this.filterStack.pop(); - var filterArea = filterBlock.target.filterArea; - var texture = filterBlock._glFilterTexture; - var projection = this.renderSession.projection; - var offset = this.renderSession.offset; - - if(filterBlock.filterPasses.length > 1) - { - gl.viewport(0, 0, filterArea.width, filterArea.height); - - gl.bindBuffer(gl.ARRAY_BUFFER, this.vertexBuffer); - - this.vertexArray[0] = 0; - this.vertexArray[1] = filterArea.height; - - this.vertexArray[2] = filterArea.width; - this.vertexArray[3] = filterArea.height; - - this.vertexArray[4] = 0; - this.vertexArray[5] = 0; - - this.vertexArray[6] = filterArea.width; - this.vertexArray[7] = 0; - - gl.bufferSubData(gl.ARRAY_BUFFER, 0, this.vertexArray); - - gl.bindBuffer(gl.ARRAY_BUFFER, this.uvBuffer); - // now set the uvs.. - this.uvArray[2] = filterArea.width/this.width; - this.uvArray[5] = filterArea.height/this.height; - this.uvArray[6] = filterArea.width/this.width; - this.uvArray[7] = filterArea.height/this.height; - - gl.bufferSubData(gl.ARRAY_BUFFER, 0, this.uvArray); - - var inputTexture = texture; - var outputTexture = this.texturePool.pop(); - if(!outputTexture)outputTexture = new PIXI.FilterTexture(this.gl, this.width, this.height); - - // need to clear this FBO as it may have some left over elements from a previous filter. - gl.bindFramebuffer(gl.FRAMEBUFFER, outputTexture.frameBuffer ); - gl.clear(gl.COLOR_BUFFER_BIT); - - gl.disable(gl.BLEND); - - for (var i = 0; i < filterBlock.filterPasses.length-1; i++) - { - var filterPass = filterBlock.filterPasses[i]; - - gl.bindFramebuffer(gl.FRAMEBUFFER, outputTexture.frameBuffer ); - - // set texture - gl.activeTexture(gl.TEXTURE0); - gl.bindTexture(gl.TEXTURE_2D, inputTexture.texture); - - // draw texture.. - //filterPass.applyFilterPass(filterArea.width, filterArea.height); - this.applyFilterPass(filterPass, filterArea, filterArea.width, filterArea.height); - - // swap the textures.. - var temp = inputTexture; - inputTexture = outputTexture; - outputTexture = temp; - } - - gl.enable(gl.BLEND); - - texture = inputTexture; - this.texturePool.push(outputTexture); - } - - var filter = filterBlock.filterPasses[filterBlock.filterPasses.length-1]; - - this.offsetX -= filterArea.x; - this.offsetY -= filterArea.y; - - - var sizeX = this.width; - var sizeY = this.height; - - var offsetX = 0; - var offsetY = 0; - - var buffer = this.buffer; - - // time to render the filters texture to the previous scene - if(this.filterStack.length === 0) - { - gl.colorMask(true, true, true, this.transparent); - } - else - { - var currentFilter = this.filterStack[this.filterStack.length-1]; - filterArea = currentFilter.target.filterArea; - - sizeX = filterArea.width; - sizeY = filterArea.height; - - offsetX = filterArea.x; - offsetY = filterArea.y; - - buffer = currentFilter._glFilterTexture.frameBuffer; - } - - - - // TODO need toremove thease global elements.. - projection.x = sizeX/2; - projection.y = -sizeY/2; - - offset.x = offsetX; - offset.y = offsetY; - - filterArea = filterBlock.target.filterArea; - - var x = filterArea.x-offsetX; - var y = filterArea.y-offsetY; - - // update the buffers.. - // make sure to flip the y! - gl.bindBuffer(gl.ARRAY_BUFFER, this.vertexBuffer); - - this.vertexArray[0] = x; - this.vertexArray[1] = y + filterArea.height; - - this.vertexArray[2] = x + filterArea.width; - this.vertexArray[3] = y + filterArea.height; - - this.vertexArray[4] = x; - this.vertexArray[5] = y; - - this.vertexArray[6] = x + filterArea.width; - this.vertexArray[7] = y; - - gl.bufferSubData(gl.ARRAY_BUFFER, 0, this.vertexArray); - - gl.bindBuffer(gl.ARRAY_BUFFER, this.uvBuffer); - - this.uvArray[2] = filterArea.width/this.width; - this.uvArray[5] = filterArea.height/this.height; - this.uvArray[6] = filterArea.width/this.width; - this.uvArray[7] = filterArea.height/this.height; - - gl.bufferSubData(gl.ARRAY_BUFFER, 0, this.uvArray); - - gl.viewport(0, 0, sizeX, sizeY); - // bind the buffer - gl.bindFramebuffer(gl.FRAMEBUFFER, buffer ); - - // set the blend mode! - //gl.blendFunc(gl.ONE, gl.ONE_MINUS_SRC_ALPHA) - - // set texture - gl.activeTexture(gl.TEXTURE0); - gl.bindTexture(gl.TEXTURE_2D, texture.texture); - - // apply! - this.applyFilterPass(filter, filterArea, sizeX, sizeY); - - // now restore the regular shader.. - gl.useProgram(this.defaultShader.program); - gl.uniform2f(this.defaultShader.projectionVector, sizeX/2, -sizeY/2); - gl.uniform2f(this.defaultShader.offsetVector, -offsetX, -offsetY); - - // return the texture to the pool - this.texturePool.push(texture); - filterBlock._glFilterTexture = null; -}; - - -/** -* Applies the filter to the specified area -* @method applyFilterPass -* @param filter {AbstractFilter} the filter that needs to be applied -* @param filterArea {texture} TODO - might need an update -* @param width {Number} the horizontal range of the filter -* @param height {Number} the vertical range of the filter -*/ -PIXI.WebGLFilterManager.prototype.applyFilterPass = function(filter, filterArea, width, height) -{ - // use program - var gl = this.gl; - var shader = filter.shaders[gl.id]; - - if(!shader) - { - shader = new PIXI.PixiShader(gl); - - shader.fragmentSrc = filter.fragmentSrc; - shader.uniforms = filter.uniforms; - shader.init(); - - filter.shaders[gl.id] = shader; - } - - // set the shader - gl.useProgram(shader.program); - - gl.uniform2f(shader.projectionVector, width/2, -height/2); - gl.uniform2f(shader.offsetVector, 0,0); - - if(filter.uniforms.dimensions) - { - filter.uniforms.dimensions.value[0] = this.width;//width; - filter.uniforms.dimensions.value[1] = this.height;//height; - filter.uniforms.dimensions.value[2] = this.vertexArray[0]; - filter.uniforms.dimensions.value[3] = this.vertexArray[5];//filterArea.height; - } - - shader.syncUniforms(); - - gl.bindBuffer(gl.ARRAY_BUFFER, this.vertexBuffer); - gl.vertexAttribPointer(shader.aVertexPosition, 2, gl.FLOAT, false, 0, 0); - - gl.bindBuffer(gl.ARRAY_BUFFER, this.uvBuffer); - gl.vertexAttribPointer(shader.aTextureCoord, 2, gl.FLOAT, false, 0, 0); - - gl.bindBuffer(gl.ARRAY_BUFFER, this.colorBuffer); - gl.vertexAttribPointer(shader.colorAttribute, 2, gl.FLOAT, false, 0, 0); - - gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this.indexBuffer); - - // draw the filter... - gl.drawElements(gl.TRIANGLES, 6, gl.UNSIGNED_SHORT, 0 ); - - this.renderSession.drawCount++; -}; - -/** -* Initialises the shader buffers -* @method initShaderBuffers -*/ -PIXI.WebGLFilterManager.prototype.initShaderBuffers = function() -{ - var gl = this.gl; - - // create some buffers - this.vertexBuffer = gl.createBuffer(); - this.uvBuffer = gl.createBuffer(); - this.colorBuffer = gl.createBuffer(); - this.indexBuffer = gl.createBuffer(); - - - // bind and upload the vertexs.. - // keep a reference to the vertexFloatData.. - this.vertexArray = new Float32Array([0.0, 0.0, - 1.0, 0.0, - 0.0, 1.0, - 1.0, 1.0]); - - gl.bindBuffer(gl.ARRAY_BUFFER, this.vertexBuffer); - gl.bufferData( - gl.ARRAY_BUFFER, - this.vertexArray, - gl.STATIC_DRAW); - - - // bind and upload the uv buffer - this.uvArray = new Float32Array([0.0, 0.0, - 1.0, 0.0, - 0.0, 1.0, - 1.0, 1.0]); - - gl.bindBuffer(gl.ARRAY_BUFFER, this.uvBuffer); - gl.bufferData( - gl.ARRAY_BUFFER, - this.uvArray, - gl.STATIC_DRAW); - - this.colorArray = new Float32Array([1.0, 0xFFFFFF, - 1.0, 0xFFFFFF, - 1.0, 0xFFFFFF, - 1.0, 0xFFFFFF]); - - gl.bindBuffer(gl.ARRAY_BUFFER, this.colorBuffer); - gl.bufferData( - gl.ARRAY_BUFFER, - this.colorArray, - gl.STATIC_DRAW); - - // bind and upload the index - gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this.indexBuffer); - gl.bufferData( - gl.ELEMENT_ARRAY_BUFFER, - new Uint16Array([0, 1, 2, 1, 3, 2]), - gl.STATIC_DRAW); -}; - -/** -* Destroys the filter and removes it from the filter stack -* @method destroy -*/ -PIXI.WebGLFilterManager.prototype.destroy = function() -{ - var gl = this.gl; - - this.filterStack = null; - - this.offsetX = 0; - this.offsetY = 0; - - // destroy textures - for (var i = 0; i < this.texturePool.length; i++) { - this.texturePool.destroy(); - } - - this.texturePool = null; - - //destroy buffers.. - gl.deleteBuffer(this.vertexBuffer); - gl.deleteBuffer(this.uvBuffer); - gl.deleteBuffer(this.colorBuffer); - gl.deleteBuffer(this.indexBuffer); -}; -/** - * @author Mat Groves http://matgroves.com/ @Doormat23 - */ - -/** -* @class FilterTexture -* @constructor -* @param gl {WebGLContext} the current WebGL drawing context -* @param width {Number} the horizontal range of the filter -* @param height {Number} the vertical range of the filter -* @private -*/ -PIXI.FilterTexture = function(gl, width, height) -{ - /** - * @property gl - * @type WebGLContext - */ - this.gl = gl; - - // next time to create a frame buffer and texture - this.frameBuffer = gl.createFramebuffer(); - this.texture = gl.createTexture(); - - gl.bindTexture(gl.TEXTURE_2D, this.texture); - gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR); - gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR); - gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE); - gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE); - gl.bindFramebuffer(gl.FRAMEBUFFER, this.framebuffer ); - - gl.bindFramebuffer(gl.FRAMEBUFFER, this.frameBuffer ); - gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, this.texture, 0); - - this.resize(width, height); -}; - - -/** -* Clears the filter texture -* @method clear -*/ -PIXI.FilterTexture.prototype.clear = function() -{ - var gl = this.gl; - - gl.clearColor(0,0,0, 0); - gl.clear(gl.COLOR_BUFFER_BIT); -}; - -/** - * Resizes the texture to the specified width and height - * - * @method resize - * @param width {Number} the new width of the texture - * @param height {Number} the new height of the texture - */ -PIXI.FilterTexture.prototype.resize = function(width, height) -{ - if(this.width === width && this.height === height) return; - - this.width = width; - this.height = height; - - var gl = this.gl; - - gl.bindTexture(gl.TEXTURE_2D, this.texture); - gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, width, height, 0, gl.RGBA, gl.UNSIGNED_BYTE, null); - -}; - -/** -* Destroys the filter texture -* @method destroy -*/ -PIXI.FilterTexture.prototype.destroy = function() -{ - var gl = this.gl; - gl.deleteFramebuffer( this.frameBuffer ); - gl.deleteTexture( this.texture ); - - this.frameBuffer = null; - this.texture = null; -}; - -/** - * @author Mat Groves - * - * - */ -/** - * A set of functions used to handle masking - * - * @class CanvasMaskManager - */ -PIXI.CanvasMaskManager = function() -{ - -}; - -/** - * This method adds it to the current stack of masks - * - * @method pushMask - * @param maskData the maskData that will be pushed - * @param context {Context2D} the 2d drawing method of the canvas - */ -PIXI.CanvasMaskManager.prototype.pushMask = function(maskData, context) -{ - context.save(); - - var cacheAlpha = maskData.alpha; - var transform = maskData.worldTransform; - - context.setTransform(transform.a, transform.c, transform.b, transform.d, transform.tx, transform.ty); - - PIXI.CanvasGraphics.renderGraphicsMask(maskData, context); - - context.clip(); - - maskData.worldAlpha = cacheAlpha; -}; - -/** - * Restores the current drawing context to the state it was before the mask was applied - * - * @method popMask - * @param context {Context2D} the 2d drawing method of the canvas - */ -PIXI.CanvasMaskManager.prototype.popMask = function(context) -{ - context.restore(); -}; - -/** - * @author Mat Groves - * - * - */ - -/** - * @class CanvasTinter - * @constructor - * @static - */ -PIXI.CanvasTinter = function() -{ - /// this.textureCach -}; - -//PIXI.CanvasTinter.cachTint = true; - - -/** - * Basically this method just needs a sprite and a color and tints the sprite - * with the given color - * - * @method getTintedTexture - * @param sprite {Sprite} the sprite to tint - * @param color {Number} the color to use to tint the sprite with - */ -PIXI.CanvasTinter.getTintedTexture = function(sprite, color) -{ - - var texture = sprite.texture; - - color = PIXI.CanvasTinter.roundColor(color); - - var stringColor = "#" + ("00000" + ( color | 0).toString(16)).substr(-6); - - texture.tintCache = texture.tintCache || {}; - - if(texture.tintCache[stringColor]) return texture.tintCache[stringColor]; - - // clone texture.. - var canvas = PIXI.CanvasTinter.canvas || document.createElement("canvas"); - - //PIXI.CanvasTinter.tintWithPerPixel(texture, stringColor, canvas); - - - PIXI.CanvasTinter.tintMethod(texture, color, canvas); - - if(PIXI.CanvasTinter.convertTintToImage) - { - // is this better? - var tintImage = new Image(); - tintImage.src = canvas.toDataURL(); - - texture.tintCache[stringColor] = tintImage; - } - else - { - - texture.tintCache[stringColor] = canvas; - // if we are not converting the texture to an image then we need to lose the reference to the canvas - PIXI.CanvasTinter.canvas = null; - - } - - return canvas; -}; - -/** - * Tint a texture using the "multiply" operation - * @method tintWithMultiply - * @param texture {texture} the texture to tint - * @param color {Number} the color to use to tint the sprite with - * @param canvas {HTMLCanvasElement} the current canvas - */ -PIXI.CanvasTinter.tintWithMultiply = function(texture, color, canvas) -{ - var context = canvas.getContext( "2d" ); - - var frame = texture.frame; - - canvas.width = frame.width; - canvas.height = frame.height; - - context.fillStyle = "#" + ("00000" + ( color | 0).toString(16)).substr(-6); - - context.fillRect(0, 0, frame.width, frame.height); - - context.globalCompositeOperation = "multiply"; - - context.drawImage(texture.baseTexture.source, - frame.x, - frame.y, - frame.width, - frame.height, - 0, - 0, - frame.width, - frame.height); - - context.globalCompositeOperation = "destination-atop"; - - context.drawImage(texture.baseTexture.source, - frame.x, - frame.y, - frame.width, - frame.height, - 0, - 0, - frame.width, - frame.height); -}; - -/** - * Tint a texture using the "overlay" operation - * @method tintWithOverlay - * @param texture {texture} the texture to tint - * @param color {Number} the color to use to tint the sprite with - * @param canvas {HTMLCanvasElement} the current canvas - */ -PIXI.CanvasTinter.tintWithOverlay = function(texture, color, canvas) -{ - var context = canvas.getContext( "2d" ); - - var frame = texture.frame; - - canvas.width = frame.width; - canvas.height = frame.height; - - - - context.globalCompositeOperation = "copy"; - context.fillStyle = "#" + ("00000" + ( color | 0).toString(16)).substr(-6); - context.fillRect(0, 0, frame.width, frame.height); - - context.globalCompositeOperation = "destination-atop"; - context.drawImage(texture.baseTexture.source, - frame.x, - frame.y, - frame.width, - frame.height, - 0, - 0, - frame.width, - frame.height); - - - //context.globalCompositeOperation = "copy"; - -}; - -/** - * Tint a texture pixel per pixel - * @method tintPerPixel - * @param texture {texture} the texture to tint - * @param color {Number} the color to use to tint the sprite with - * @param canvas {HTMLCanvasElement} the current canvas - */ -PIXI.CanvasTinter.tintWithPerPixel = function(texture, color, canvas) -{ - var context = canvas.getContext( "2d" ); - - var frame = texture.frame; - - canvas.width = frame.width; - canvas.height = frame.height; - - context.globalCompositeOperation = "copy"; - context.drawImage(texture.baseTexture.source, - frame.x, - frame.y, - frame.width, - frame.height, - 0, - 0, - frame.width, - frame.height); - - var rgbValues = PIXI.hex2rgb(color); - var r = rgbValues[0], g = rgbValues[1], b = rgbValues[2]; - - var pixelData = context.getImageData(0, 0, frame.width, frame.height); - - var pixels = pixelData.data; - - for (var i = 0; i < pixels.length; i += 4) - { - pixels[i+0] *= r; - pixels[i+1] *= g; - pixels[i+2] *= b; - } - - context.putImageData(pixelData, 0, 0); -}; - -/** - * Rounds the specified color according to the PIXI.CanvasTinter.cacheStepsPerColorChannel - * @method roundColor - * @param color {number} the color to round, should be a hex color - */ -PIXI.CanvasTinter.roundColor = function(color) -{ - var step = PIXI.CanvasTinter.cacheStepsPerColorChannel; - - var rgbValues = PIXI.hex2rgb(color); - - rgbValues[0] = Math.min(255, (rgbValues[0] / step) * step); - rgbValues[1] = Math.min(255, (rgbValues[1] / step) * step); - rgbValues[2] = Math.min(255, (rgbValues[2] / step) * step); - - return PIXI.rgb2hex(rgbValues); -}; - -/** - * - * Number of steps which will be used as a cap when rounding colors - * - * @property cacheStepsPerColorChannel - * @type Number - */ -PIXI.CanvasTinter.cacheStepsPerColorChannel = 8; -/** - * - * Number of steps which will be used as a cap when rounding colors - * - * @property convertTintToImage - * @type Boolean - */ -PIXI.CanvasTinter.convertTintToImage = false; - -/** - * Whether or not the Canvas BlendModes are supported, consequently the ability to tint using the multiply method - * - * @property canUseMultiply - * @type Boolean - */ -PIXI.CanvasTinter.canUseMultiply = PIXI.canUseNewCanvasBlendModes(); - -PIXI.CanvasTinter.tintMethod = PIXI.CanvasTinter.canUseMultiply ? PIXI.CanvasTinter.tintWithMultiply : PIXI.CanvasTinter.tintWithPerPixel; - - -/** - * @author Mat Groves http://matgroves.com/ @Doormat23 - */ - -/** - * 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=800 {Number} the width of the canvas view - * @param height=600 {Number} the height of the canvas view - * @param [view] {HTMLCanvasElement} the canvas to use as a view, optional - * @param [transparent=false] {Boolean} the transparency of the render view, default false - */ -PIXI.CanvasRenderer = function(width, height, view, transparent) -{ - PIXI.defaultRenderer = PIXI.defaultRenderer || this; - - this.type = PIXI.CANVAS_RENDERER; - - /** - * This sets if the CanvasRenderer will clear the canvas or not before the new render pass. - * If the Stage is NOT transparent Pixi will use a canvas sized fillRect operation every frame to set the canvas background color. - * If the Stage is transparent Pixi will use clearRect to clear the canvas every frame. - * Disable this by setting this to false. For example if your game has a canvas filling background image you often don't need this set. - * - * @property clearBeforeRender - * @type Boolean - * @default - */ - this.clearBeforeRender = true; - - /** - * If true Pixi will Math.floor() x/y values when rendering, stopping pixel interpolation. - * Handy for crisp pixel art and speed on legacy devices. - * - * @property roundPixels - * @type Boolean - * @default - */ - this.roundPixels = false; - - /** - * Whether the render view is transparent - * - * @property transparent - * @type Boolean - */ - this.transparent = !!transparent; - - if(!PIXI.blendModesCanvas) - { - PIXI.blendModesCanvas = []; - - if(PIXI.canUseNewCanvasBlendModes()) - { - PIXI.blendModesCanvas[PIXI.blendModes.NORMAL] = "source-over"; - PIXI.blendModesCanvas[PIXI.blendModes.ADD] = "lighter"; //IS THIS OK??? - PIXI.blendModesCanvas[PIXI.blendModes.MULTIPLY] = "multiply"; - PIXI.blendModesCanvas[PIXI.blendModes.SCREEN] = "screen"; - PIXI.blendModesCanvas[PIXI.blendModes.OVERLAY] = "overlay"; - PIXI.blendModesCanvas[PIXI.blendModes.DARKEN] = "darken"; - PIXI.blendModesCanvas[PIXI.blendModes.LIGHTEN] = "lighten"; - PIXI.blendModesCanvas[PIXI.blendModes.COLOR_DODGE] = "color-dodge"; - PIXI.blendModesCanvas[PIXI.blendModes.COLOR_BURN] = "color-burn"; - PIXI.blendModesCanvas[PIXI.blendModes.HARD_LIGHT] = "hard-light"; - PIXI.blendModesCanvas[PIXI.blendModes.SOFT_LIGHT] = "soft-light"; - PIXI.blendModesCanvas[PIXI.blendModes.DIFFERENCE] = "difference"; - PIXI.blendModesCanvas[PIXI.blendModes.EXCLUSION] = "exclusion"; - PIXI.blendModesCanvas[PIXI.blendModes.HUE] = "hue"; - PIXI.blendModesCanvas[PIXI.blendModes.SATURATION] = "saturation"; - PIXI.blendModesCanvas[PIXI.blendModes.COLOR] = "color"; - PIXI.blendModesCanvas[PIXI.blendModes.LUMINOSITY] = "luminosity"; - } - else - { - // this means that the browser does not support the cool new blend modes in canvas "cough" ie "cough" - PIXI.blendModesCanvas[PIXI.blendModes.NORMAL] = "source-over"; - PIXI.blendModesCanvas[PIXI.blendModes.ADD] = "lighter"; //IS THIS OK??? - PIXI.blendModesCanvas[PIXI.blendModes.MULTIPLY] = "source-over"; - PIXI.blendModesCanvas[PIXI.blendModes.SCREEN] = "source-over"; - PIXI.blendModesCanvas[PIXI.blendModes.OVERLAY] = "source-over"; - PIXI.blendModesCanvas[PIXI.blendModes.DARKEN] = "source-over"; - PIXI.blendModesCanvas[PIXI.blendModes.LIGHTEN] = "source-over"; - PIXI.blendModesCanvas[PIXI.blendModes.COLOR_DODGE] = "source-over"; - PIXI.blendModesCanvas[PIXI.blendModes.COLOR_BURN] = "source-over"; - PIXI.blendModesCanvas[PIXI.blendModes.HARD_LIGHT] = "source-over"; - PIXI.blendModesCanvas[PIXI.blendModes.SOFT_LIGHT] = "source-over"; - PIXI.blendModesCanvas[PIXI.blendModes.DIFFERENCE] = "source-over"; - PIXI.blendModesCanvas[PIXI.blendModes.EXCLUSION] = "source-over"; - PIXI.blendModesCanvas[PIXI.blendModes.HUE] = "source-over"; - PIXI.blendModesCanvas[PIXI.blendModes.SATURATION] = "source-over"; - PIXI.blendModesCanvas[PIXI.blendModes.COLOR] = "source-over"; - PIXI.blendModesCanvas[PIXI.blendModes.LUMINOSITY] = "source-over"; - } - } - - /** - * The width of the canvas view - * - * @property width - * @type Number - * @default 800 - */ - this.width = width || 800; - - /** - * The height of the canvas view - * - * @property height - * @type Number - * @default 600 - */ - this.height = height || 600; - - /** - * The canvas element that everything is drawn to - * - * @property view - * @type HTMLCanvasElement - */ - this.view = view || document.createElement( "canvas" ); - - /** - * The canvas 2d context that everything is drawn with - * @property context - * @type HTMLCanvasElement 2d Context - */ - this.context = this.view.getContext( "2d", { alpha: this.transparent } ); - - this.refresh = true; - // hack to enable some hardware acceleration! - //this.view.style["transform"] = "translatez(0)"; - - this.view.width = this.width; - this.view.height = this.height; - this.count = 0; - - /** - * Instance of a PIXI.CanvasMaskManager, handles masking when using the canvas renderer - * @property CanvasMaskManager - * @type CanvasMaskManager - */ - this.maskManager = new PIXI.CanvasMaskManager(); - - /** - * The render session is just a bunch of parameter used for rendering - * @property renderSession - * @type Object - */ - this.renderSession = { - context: this.context, - maskManager: this.maskManager, - scaleMode: null, - smoothProperty: null - }; - - if("imageSmoothingEnabled" in this.context) - this.renderSession.smoothProperty = "imageSmoothingEnabled"; - else if("webkitImageSmoothingEnabled" in this.context) - this.renderSession.smoothProperty = "webkitImageSmoothingEnabled"; - else if("mozImageSmoothingEnabled" in this.context) - this.renderSession.smoothProperty = "mozImageSmoothingEnabled"; - else if("oImageSmoothingEnabled" in this.context) - this.renderSession.smoothProperty = "oImageSmoothingEnabled"; -}; - -// constructor -PIXI.CanvasRenderer.prototype.constructor = PIXI.CanvasRenderer; - -/** - * Renders the stage to its canvas view - * - * @method render - * @param stage {Stage} the Stage element to be rendered - */ -PIXI.CanvasRenderer.prototype.render = function(stage) -{ - // update textures if need be - PIXI.texturesToUpdate.length = 0; - PIXI.texturesToDestroy.length = 0; - - stage.updateTransform(); - - this.context.setTransform(1,0,0,1,0,0); - this.context.globalAlpha = 1; - - if (!this.transparent && this.clearBeforeRender) - { - this.context.fillStyle = stage.backgroundColorString; - this.context.fillRect(0, 0, this.width, this.height); - } - else if (this.transparent && this.clearBeforeRender) - { - this.context.clearRect(0, 0, this.width, this.height); - } - - this.renderDisplayObject(stage); - - // run interaction! - if(stage.interactive) - { - //need to add some events! - if(!stage._interactiveEventsAdded) - { - stage._interactiveEventsAdded = true; - stage.interactionManager.setTarget(this); - } - } - - // remove frame updates.. - if(PIXI.Texture.frameUpdates.length > 0) - { - PIXI.Texture.frameUpdates.length = 0; - } -}; - -/** - * Resizes the canvas view to the specified width and height - * - * @method resize - * @param width {Number} the new width of the canvas view - * @param height {Number} the new height of the canvas view - */ -PIXI.CanvasRenderer.prototype.resize = function(width, height) -{ - this.width = width; - this.height = height; - - this.view.width = width; - this.view.height = height; -}; - -/** - * Renders a display object - * - * @method renderDisplayObject - * @param displayObject {DisplayObject} The displayObject to render - * @param context {Context2D} the context 2d method of the canvas - * @private - */ -PIXI.CanvasRenderer.prototype.renderDisplayObject = function(displayObject, context) -{ - // no longer recursive! - //var transform; - //var context = this.context; - - this.renderSession.context = context || this.context; - displayObject._renderCanvas(this.renderSession); -}; - -/** - * Renders a flat strip - * - * @method renderStripFlat - * @param strip {Strip} The Strip to render - * @private - */ -PIXI.CanvasRenderer.prototype.renderStripFlat = function(strip) -{ - var context = this.context; - var verticies = strip.verticies; - - var length = verticies.length/2; - this.count++; - - context.beginPath(); - for (var i=1; i < length-2; i++) - { - // 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 = "#FF0000"; - context.fill(); - context.closePath(); -}; - -/** - * Renders a strip - * - * @method renderStrip - * @param strip {Strip} The Strip to render - * @private - */ -PIXI.CanvasRenderer.prototype.renderStrip = function(strip) -{ - var context = this.context; - - // draw triangles!! - var verticies = strip.verticies; - var uvs = strip.uvs; - - var length = verticies.length/2; - this.count++; - - for (var i = 1; i < length-2; i++) - { - // 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(); - - context.clip(); - - // Compute matrix transform - var delta = u0*v1 + v0*u2 + u1*v2 - v1*u2 - v0*u1 - u0*v2; - var deltaA = x0*v1 + v0*x2 + x1*v2 - v1*x2 - v0*x1 - x0*v2; - var deltaB = u0*x1 + x0*u2 + u1*x2 - x1*u2 - x0*u1 - u0*x2; - var deltaC = u0*v1*x2 + v0*x1*u2 + x0*u1*v2 - x0*v1*u2 - v0*u1*x2 - u0*x1*v2; - var deltaD = y0*v1 + v0*y2 + y1*v2 - v1*y2 - v0*y1 - y0*v2; - var deltaE = u0*y1 + y0*u2 + u1*y2 - y1*u2 - y0*u1 - u0*y2; - var deltaF = u0*v1*y2 + v0*y1*u2 + y0*u1*v2 - y0*v1*u2 - v0*u1*y2 - u0*y1*v2; - - context.transform(deltaA / delta, deltaD / delta, - deltaB / delta, deltaE / delta, - deltaC / delta, deltaF / delta); - - context.drawImage(strip.texture.baseTexture.source, 0, 0); - context.restore(); - } -}; - -/** - * Creates a Canvas element of the given size - * - * @method CanvasBuffer - * @param width {Number} the width for the newly created canvas - * @param height {Number} the height for the newly created canvas - * @static - * @private - */ -PIXI.CanvasBuffer = function(width, height) -{ - this.width = width; - this.height = height; - - this.canvas = document.createElement( "canvas" ); - this.context = this.canvas.getContext( "2d" ); - - this.canvas.width = width; - this.canvas.height = height; -}; - -/** - * Clears the canvas that was created by the CanvasBuffer class - * - * @method clear - * @private - */ -PIXI.CanvasBuffer.prototype.clear = function() -{ - this.context.clearRect(0,0, this.width, this.height); -}; - -/** - * Resizes the canvas that was created by the CanvasBuffer class to the specified width and height - * - * @method resize - * @param width {Number} the new width of the canvas - * @param height {Number} the new height of the canvas - * @private - */ - -PIXI.CanvasBuffer.prototype.resize = function(width, height) -{ - this.width = this.canvas.width = width; - this.height = this.canvas.height = height; -}; - - -/** - * @author Mat Groves http://matgroves.com/ @Doormat23 - */ - - -/** - * A set of functions used by the canvas renderer to draw the primitive graphics data - * - * @class CanvasGraphics - */ -PIXI.CanvasGraphics = function() -{ - -}; - - -/* - * Renders the graphics object - * - * @static - * @private - * @method renderGraphics - * @param graphics {Graphics} the actual graphics object to render - * @param context {Context2D} the 2d drawing method of the canvas - */ -PIXI.CanvasGraphics.renderGraphics = function(graphics, context) -{ - var worldAlpha = graphics.worldAlpha; - var color = ''; - - for (var i = 0; i < graphics.graphicsData.length; i++) - { - var data = graphics.graphicsData[i]; - var points = data.points; - - context.strokeStyle = color = '#' + ('00000' + ( data.lineColor | 0).toString(16)).substr(-6); - - context.lineWidth = data.lineWidth; - - if(data.type === PIXI.Graphics.POLY) - { - context.beginPath(); - - context.moveTo(points[0], points[1]); - - for (var j=1; j < points.length/2; j++) - { - context.lineTo(points[j * 2], points[j * 2 + 1]); - } - - // if the first and last point are the same close the path - much neater :) - if(points[0] === points[points.length-2] && points[1] === points[points.length-1]) - { - context.closePath(); - } - - if(data.fill) - { - context.globalAlpha = data.fillAlpha * worldAlpha; - context.fillStyle = color = '#' + ('00000' + ( data.fillColor | 0).toString(16)).substr(-6); - context.fill(); - } - if(data.lineWidth) - { - context.globalAlpha = data.lineAlpha * worldAlpha; - context.stroke(); - } - } - else if(data.type === PIXI.Graphics.RECT) - { - - if(data.fillColor || data.fillColor === 0) - { - context.globalAlpha = data.fillAlpha * worldAlpha; - context.fillStyle = color = '#' + ('00000' + ( data.fillColor | 0).toString(16)).substr(-6); - context.fillRect(points[0], points[1], points[2], points[3]); - - } - if(data.lineWidth) - { - context.globalAlpha = data.lineAlpha * worldAlpha; - context.strokeRect(points[0], points[1], points[2], points[3]); - } - - } - else if(data.type === PIXI.Graphics.CIRC) - { - // TODO - need to be Undefined! - context.beginPath(); - context.arc(points[0], points[1], points[2],0,2*Math.PI); - context.closePath(); - - if(data.fill) - { - context.globalAlpha = data.fillAlpha * worldAlpha; - context.fillStyle = color = '#' + ('00000' + ( data.fillColor | 0).toString(16)).substr(-6); - context.fill(); - } - if(data.lineWidth) - { - context.globalAlpha = data.lineAlpha * worldAlpha; - context.stroke(); - } - } - else if(data.type === PIXI.Graphics.ELIP) - { - - // ellipse code taken from: http://stackoverflow.com/questions/2172798/how-to-draw-an-oval-in-html5-canvas - - var ellipseData = data.points; - - var w = ellipseData[2] * 2; - var h = ellipseData[3] * 2; - - var x = ellipseData[0] - w/2; - var y = ellipseData[1] - h/2; - - context.beginPath(); - - var kappa = 0.5522848, - ox = (w / 2) * kappa, // control point offset horizontal - oy = (h / 2) * kappa, // control point offset vertical - xe = x + w, // x-end - ye = y + h, // y-end - xm = x + w / 2, // x-middle - ym = y + h / 2; // y-middle - - context.moveTo(x, ym); - context.bezierCurveTo(x, ym - oy, xm - ox, y, xm, y); - context.bezierCurveTo(xm + ox, y, xe, ym - oy, xe, ym); - context.bezierCurveTo(xe, ym + oy, xm + ox, ye, xm, ye); - context.bezierCurveTo(xm - ox, ye, x, ym + oy, x, ym); - - context.closePath(); - - if(data.fill) - { - context.globalAlpha = data.fillAlpha * worldAlpha; - context.fillStyle = color = '#' + ('00000' + ( data.fillColor | 0).toString(16)).substr(-6); - context.fill(); - } - if(data.lineWidth) - { - context.globalAlpha = data.lineAlpha * worldAlpha; - context.stroke(); - } - } - } -}; - -/* - * Renders a graphics mask - * - * @static - * @private - * @method renderGraphicsMask - * @param graphics {Graphics} the graphics which will be used as a mask - * @param context {Context2D} the context 2d method of the canvas - */ -PIXI.CanvasGraphics.renderGraphicsMask = function(graphics, context) -{ - var len = graphics.graphicsData.length; - - if(len === 0) return; - - if(len > 1) - { - len = 1; - window.console.log('Pixi.js warning: masks in canvas can only mask using the first path in the graphics object'); - } - - for (var i = 0; i < 1; i++) - { - var data = graphics.graphicsData[i]; - var points = data.points; - - if(data.type === PIXI.Graphics.POLY) - { - context.beginPath(); - context.moveTo(points[0], points[1]); - - for (var j=1; j < points.length/2; j++) - { - context.lineTo(points[j * 2], points[j * 2 + 1]); - } - - // if the first and last point are the same close the path - much neater :) - if(points[0] === points[points.length-2] && points[1] === points[points.length-1]) - { - context.closePath(); - } - - } - else if(data.type === PIXI.Graphics.RECT) - { - context.beginPath(); - context.rect(points[0], points[1], points[2], points[3]); - context.closePath(); - } - else if(data.type === PIXI.Graphics.CIRC) - { - // TODO - need to be Undefined! - context.beginPath(); - context.arc(points[0], points[1], points[2],0,2*Math.PI); - context.closePath(); - } - else if(data.type === PIXI.Graphics.ELIP) - { - - // ellipse code taken from: http://stackoverflow.com/questions/2172798/how-to-draw-an-oval-in-html5-canvas - var ellipseData = data.points; - - var w = ellipseData[2] * 2; - var h = ellipseData[3] * 2; - - var x = ellipseData[0] - w/2; - var y = ellipseData[1] - h/2; - - context.beginPath(); - - var kappa = 0.5522848, - ox = (w / 2) * kappa, // control point offset horizontal - oy = (h / 2) * kappa, // control point offset vertical - xe = x + w, // x-end - ye = y + h, // y-end - xm = x + w / 2, // x-middle - ym = y + h / 2; // y-middle - - context.moveTo(x, ym); - context.bezierCurveTo(x, ym - oy, xm - ox, y, xm, y); - context.bezierCurveTo(xm + ox, y, xe, ym - oy, xe, ym); - context.bezierCurveTo(xe, ym + oy, xm + ox, ye, xm, ye); - context.bezierCurveTo(xm - ox, ye, x, ym + oy, x, ym); - context.closePath(); - } - } -}; - -/** - * @author Mat Groves http://matgroves.com/ @Doormat23 - */ - - -/** - * The Graphics class contains a set of methods that you can use to create primitive shapes and lines. - * It is important to know that with the webGL renderer only simple polygons can be filled at this stage - * Complex polygons will not be filled. Heres an example of a complex polygon: http://www.goodboydigital.com/wp-content/uploads/2013/06/complexPolygon.png - * - * @class Graphics - * @extends DisplayObjectContainer - * @constructor - */ -PIXI.Graphics = function() -{ - PIXI.DisplayObjectContainer.call( this ); - - this.renderable = true; - - /** - * The alpha of the fill of this graphics object - * - * @property fillAlpha - * @type Number - */ - this.fillAlpha = 1; - - /** - * The width of any lines drawn - * - * @property lineWidth - * @type Number - */ - this.lineWidth = 0; - - /** - * The color of any lines drawn - * - * @property lineColor - * @type String - */ - this.lineColor = "black"; - - /** - * Graphics data - * - * @property graphicsData - * @type Array - * @private - */ - this.graphicsData = []; - - - /** - * The tint applied to the graphic shape. This is a hex value - * - * @property tint - * @type Number - * @default 0xFFFFFF - */ - this.tint = 0xFFFFFF;// * Math.random(); - - /** - * The blend mode to be applied to the graphic shape - * - * @property blendMode - * @type Number - * @default PIXI.blendModes.NORMAL; - */ - this.blendMode = PIXI.blendModes.NORMAL; - - /** - * Current path - * - * @property currentPath - * @type Object - * @private - */ - this.currentPath = {points:[]}; - - /** - * Array containing some WebGL-related properties used by the WebGL renderer - * - * @property _webGL - * @type Array - * @private - */ - this._webGL = []; - - /** - * Whether this shape is being used as a mask - * - * @property isMask - * @type isMask - */ - this.isMask = false; - - /** - * The bounds of the graphic shape as rectangle object - * - * @property bounds - * @type Rectangle - */ - this.bounds = null; - - /** - * the bounds' padding used for bounds calculation - * - * @property bounds - * @type Number - */ - this.boundsPadding = 10; -}; - -// constructor -PIXI.Graphics.prototype = Object.create( PIXI.DisplayObjectContainer.prototype ); -PIXI.Graphics.prototype.constructor = PIXI.Graphics; - -/** - * If cacheAsBitmap is true the graphics object will then be rendered as if it was a sprite. - * This is useful if your graphics element does not change often as it will speed up the rendering of the object - * It is also usful as the graphics object will always be antialiased because it will be rendered using canvas - * Not recommended if you are constanly redrawing the graphics element. - * - * @property cacheAsBitmap - * @default false - * @type Boolean - * @private - */ -Object.defineProperty(PIXI.Graphics.prototype, "cacheAsBitmap", { - get: function() { - return this._cacheAsBitmap; - }, - set: function(value) { - this._cacheAsBitmap = value; - - if(this._cacheAsBitmap) - { - this._generateCachedSprite(); - } - else - { - this.destroyCachedSprite(); - this.dirty = true; - } - - } -}); - - -/** - * Specifies the line style used for subsequent calls to Graphics methods such as the lineTo() method or the drawCircle() method. - * - * @method lineStyle - * @param lineWidth {Number} width of the line to draw, will update the object's stored style - * @param color {Number} color of the line to draw, will update the object's stored style - * @param alpha {Number} alpha of the line to draw, will update the object's stored style - */ -PIXI.Graphics.prototype.lineStyle = function(lineWidth, color, alpha) -{ - if (!this.currentPath.points.length) this.graphicsData.pop(); - - this.lineWidth = lineWidth || 0; - this.lineColor = color || 0; - this.lineAlpha = (arguments.length < 3) ? 1 : alpha; - - this.currentPath = {lineWidth:this.lineWidth, lineColor:this.lineColor, lineAlpha:this.lineAlpha, - fillColor:this.fillColor, fillAlpha:this.fillAlpha, fill:this.filling, points:[], type:PIXI.Graphics.POLY}; - - this.graphicsData.push(this.currentPath); - - return this; -}; - -/** - * Moves the current drawing position to (x, y). - * - * @method moveTo - * @param x {Number} the X coordinate to move to - * @param y {Number} the Y coordinate to move to - */ -PIXI.Graphics.prototype.moveTo = function(x, y) -{ - if (!this.currentPath.points.length) this.graphicsData.pop(); - - this.currentPath = this.currentPath = {lineWidth:this.lineWidth, lineColor:this.lineColor, lineAlpha:this.lineAlpha, - fillColor:this.fillColor, fillAlpha:this.fillAlpha, fill:this.filling, points:[], type:PIXI.Graphics.POLY}; - - this.currentPath.points.push(x, y); - - this.graphicsData.push(this.currentPath); - - return this; -}; - -/** - * Draws a line using the current line style from the current drawing position to (x, y); - * the current drawing position is then set to (x, y). - * - * @method lineTo - * @param x {Number} the X coordinate to draw to - * @param y {Number} the Y coordinate to draw to - */ -PIXI.Graphics.prototype.lineTo = function(x, y) -{ - this.currentPath.points.push(x, y); - this.dirty = true; - - return this; -}; - -/** - * Specifies a simple one-color fill that subsequent calls to other Graphics methods - * (such as lineTo() or drawCircle()) use when drawing. - * - * @method beginFill - * @param color {Number} the color of the fill - * @param alpha {Number} the alpha of the fill - */ -PIXI.Graphics.prototype.beginFill = function(color, alpha) -{ - - this.filling = true; - this.fillColor = color || 0; - this.fillAlpha = (arguments.length < 2) ? 1 : alpha; - - return this; -}; - -/** - * Applies a fill to the lines and shapes that were added since the last call to the beginFill() method. - * - * @method endFill - */ -PIXI.Graphics.prototype.endFill = function() -{ - this.filling = false; - this.fillColor = null; - this.fillAlpha = 1; - - return this; -}; - -/** - * @method drawRect - * - * @param x {Number} The X coord of the top-left of the rectangle - * @param y {Number} The Y coord of the top-left of the rectangle - * @param width {Number} The width of the rectangle - * @param height {Number} The height of the rectangle - */ -PIXI.Graphics.prototype.drawRect = function( x, y, width, height ) -{ - if (!this.currentPath.points.length) this.graphicsData.pop(); - - this.currentPath = {lineWidth:this.lineWidth, lineColor:this.lineColor, lineAlpha:this.lineAlpha, - fillColor:this.fillColor, fillAlpha:this.fillAlpha, fill:this.filling, - points:[x, y, width, height], type:PIXI.Graphics.RECT}; - - this.graphicsData.push(this.currentPath); - this.dirty = true; - - return this; -}; - -/** - * Draws a circle. - * - * @method drawCircle - * @param x {Number} The X coordinate of the center of the circle - * @param y {Number} The Y coordinate of the center of the circle - * @param radius {Number} The radius of the circle - */ -PIXI.Graphics.prototype.drawCircle = function( x, y, radius) -{ - - if (!this.currentPath.points.length) this.graphicsData.pop(); - - this.currentPath = {lineWidth:this.lineWidth, lineColor:this.lineColor, lineAlpha:this.lineAlpha, - fillColor:this.fillColor, fillAlpha:this.fillAlpha, fill:this.filling, - points:[x, y, radius, radius], type:PIXI.Graphics.CIRC}; - - this.graphicsData.push(this.currentPath); - this.dirty = true; - - return this; -}; - -/** - * Draws an ellipse. - * - * @method drawEllipse - * @param x {Number} The X coordinate of the upper-left corner of the framing rectangle of this ellipse - * @param y {Number} The Y coordinate of the upper-left corner of the framing rectangle of this ellipse - * @param width {Number} The width of the ellipse - * @param height {Number} The height of the ellipse - */ -PIXI.Graphics.prototype.drawEllipse = function( x, y, width, height) -{ - - if (!this.currentPath.points.length) this.graphicsData.pop(); - - this.currentPath = {lineWidth:this.lineWidth, lineColor:this.lineColor, lineAlpha:this.lineAlpha, - fillColor:this.fillColor, fillAlpha:this.fillAlpha, fill:this.filling, - points:[x, y, width, height], type:PIXI.Graphics.ELIP}; - - this.graphicsData.push(this.currentPath); - this.dirty = true; - - return this; -}; - -/** - * Clears the graphics that were drawn to this Graphics object, and resets fill and line style settings. - * - * @method clear - */ -PIXI.Graphics.prototype.clear = function() -{ - this.lineWidth = 0; - this.filling = false; - - this.dirty = true; - this.clearDirty = true; - this.graphicsData = []; - - this.bounds = null; //new PIXI.Rectangle(); - - return this; -}; - -/** - * Useful function that returns a texture of the graphics object that can then be used to create sprites - * This can be quite useful if your geometry is complicated and needs to be reused multiple times. - * - * @method generateTexture - * @return {Texture} a texture of the graphics object - */ -PIXI.Graphics.prototype.generateTexture = function() -{ - var bounds = this.getBounds(); - - var canvasBuffer = new PIXI.CanvasBuffer(bounds.width, bounds.height); - var texture = PIXI.Texture.fromCanvas(canvasBuffer.canvas); - - canvasBuffer.context.translate(-bounds.x,-bounds.y); - - PIXI.CanvasGraphics.renderGraphics(this, canvasBuffer.context); - - return texture; -}; - -/** -* Renders the object using the WebGL renderer -* -* @method _renderWebGL -* @param renderSession {RenderSession} -* @private -*/ -PIXI.Graphics.prototype._renderWebGL = function(renderSession) -{ - // if the sprite is not visible or the alpha is 0 then no need to render this element - if(this.visible === false || this.alpha === 0 || this.isMask === true)return; - - if(this._cacheAsBitmap) - { - - if(this.dirty) - { - this._generateCachedSprite(); - // we will also need to update the texture on the gpu too! - PIXI.updateWebGLTexture(this._cachedSprite.texture.baseTexture, renderSession.gl); - - this.dirty = false; - } - - PIXI.Sprite.prototype._renderWebGL.call(this._cachedSprite, renderSession); - - return; - } - else - { - renderSession.spriteBatch.stop(); - - if(this._mask)renderSession.maskManager.pushMask(this.mask, renderSession); - if(this._filters)renderSession.filterManager.pushFilter(this._filterBlock); - - // check blend mode - if(this.blendMode !== renderSession.spriteBatch.currentBlendMode) - { - renderSession.spriteBatch.currentBlendMode = this.blendMode; - var blendModeWebGL = PIXI.blendModesWebGL[renderSession.spriteBatch.currentBlendMode]; - renderSession.spriteBatch.gl.blendFunc(blendModeWebGL[0], blendModeWebGL[1]); - } - - PIXI.WebGLGraphics.renderGraphics(this, renderSession); - - // only render if it has children! - if(this.children.length) - { - renderSession.spriteBatch.start(); - - // simple render children! - for(var i=0, j=this.children.length; i maxX ? x1 : maxX; - maxX = x2 > maxX ? x2 : maxX; - maxX = x3 > maxX ? x3 : maxX; - maxX = x4 > maxX ? x4 : maxX; - - maxY = y1 > maxY ? y1 : maxY; - maxY = y2 > maxY ? y2 : maxY; - maxY = y3 > maxY ? y3 : maxY; - maxY = y4 > maxY ? y4 : maxY; - - var bounds = this._bounds; - - bounds.x = minX; - bounds.width = maxX - minX; - - bounds.y = minY; - bounds.height = maxY - minY; - - return bounds; -}; - -/** - * Update the bounds of the object - * - * @method updateBounds - */ -PIXI.Graphics.prototype.updateBounds = function() -{ - - var minX = Infinity; - var maxX = -Infinity; - - var minY = Infinity; - var maxY = -Infinity; - - var points, x, y, w, h; - - for (var i = 0; i < this.graphicsData.length; i++) { - var data = this.graphicsData[i]; - var type = data.type; - var lineWidth = data.lineWidth; - - points = data.points; - - if(type === PIXI.Graphics.RECT) - { - x = points[0] - lineWidth/2; - y = points[1] - lineWidth/2; - w = points[2] + lineWidth; - h = points[3] + lineWidth; - - minX = x < minX ? x : minX; - maxX = x + w > maxX ? x + w : maxX; - - minY = y < minY ? x : minY; - maxY = y + h > maxY ? y + h : maxY; - } - else if(type === PIXI.Graphics.CIRC || type === PIXI.Graphics.ELIP) - { - x = points[0]; - y = points[1]; - w = points[2] + lineWidth/2; - h = points[3] + lineWidth/2; - - minX = x - w < minX ? x - w : minX; - maxX = x + w > maxX ? x + w : maxX; - - minY = y - h < minY ? y - h : minY; - maxY = y + h > maxY ? y + h : maxY; - } - else - { - // POLY - for (var j = 0; j < points.length; j+=2) - { - - x = points[j]; - y = points[j+1]; - minX = x-lineWidth < minX ? x-lineWidth : minX; - maxX = x+lineWidth > maxX ? x+lineWidth : maxX; - - minY = y-lineWidth < minY ? y-lineWidth : minY; - maxY = y+lineWidth > maxY ? y+lineWidth : maxY; - } - } - } - - var padding = this.boundsPadding; - this.bounds = new PIXI.Rectangle(minX - padding, minY - padding, (maxX - minX) + padding * 2, (maxY - minY) + padding * 2); -}; - - -/** - * Generates the cached sprite when the sprite has cacheAsBitmap = true - * - * @method _generateCachedSprite - * @private - */ -PIXI.Graphics.prototype._generateCachedSprite = function() -{ - var bounds = this.getLocalBounds(); - - if(!this._cachedSprite) - { - var canvasBuffer = new PIXI.CanvasBuffer(bounds.width, bounds.height); - var texture = PIXI.Texture.fromCanvas(canvasBuffer.canvas); - - this._cachedSprite = new PIXI.Sprite(texture); - this._cachedSprite.buffer = canvasBuffer; - - this._cachedSprite.worldTransform = this.worldTransform; - } - else - { - this._cachedSprite.buffer.resize(bounds.width, bounds.height); - } - - // leverage the anchor to account for the offset of the element - this._cachedSprite.anchor.x = -( bounds.x / bounds.width ); - this._cachedSprite.anchor.y = -( bounds.y / bounds.height ); - - // this._cachedSprite.buffer.context.save(); - this._cachedSprite.buffer.context.translate(-bounds.x,-bounds.y); - - PIXI.CanvasGraphics.renderGraphics(this, this._cachedSprite.buffer.context); - // this._cachedSprite.buffer.context.restore(); -}; - -PIXI.Graphics.prototype.destroyCachedSprite = function() -{ - this._cachedSprite.texture.destroy(true); - - // let the gc collect the unused sprite - // TODO could be object pooled! - this._cachedSprite = null; -}; - - -// SOME TYPES: -PIXI.Graphics.POLY = 0; -PIXI.Graphics.RECT = 1; -PIXI.Graphics.CIRC = 2; -PIXI.Graphics.ELIP = 3; - -/** - * @author Mat Groves http://matgroves.com/ - */ - - /** - * - * @class Strip - * @extends DisplayObjectContainer - * @constructor - * @param texture {Texture} The texture to use - * @param width {Number} the width - * @param height {Number} the height - * - */ -PIXI.Strip = function(texture, width, height) -{ - PIXI.DisplayObjectContainer.call( this ); - this.texture = texture; - this.blendMode = PIXI.blendModes.NORMAL; - - try - { - this.uvs = new Float32Array([0, 1, - 1, 1, - 1, 0, 0,1]); - - this.verticies = new Float32Array([0, 0, - 0,0, - 0,0, 0, - 0, 0]); - - this.colors = new Float32Array([1, 1, 1, 1]); - - this.indices = new Uint16Array([0, 1, 2, 3]); - } - catch(error) - { - this.uvs = [0, 1, - 1, 1, - 1, 0, 0,1]; - - this.verticies = [0, 0, - 0,0, - 0,0, 0, - 0, 0]; - - this.colors = [1, 1, 1, 1]; - - this.indices = [0, 1, 2, 3]; - } - - - /* - this.uvs = new Float32Array() - this.verticies = new Float32Array() - this.colors = new Float32Array() - this.indices = new Uint16Array() - */ - - this.width = width; - this.height = height; - - // load the texture! - if(texture.baseTexture.hasLoaded) - { - this.width = this.texture.frame.width; - this.height = this.texture.frame.height; - this.updateFrame = true; - } - else - { - this.onTextureUpdateBind = this.onTextureUpdate.bind(this); - this.texture.addEventListener( 'update', this.onTextureUpdateBind ); - } - - this.renderable = true; -}; - -// constructor -PIXI.Strip.prototype = Object.create(PIXI.DisplayObjectContainer.prototype); -PIXI.Strip.prototype.constructor = PIXI.Strip; - -/* - * Sets the texture that the Strip will use - * - * @method setTexture - * @param texture {Texture} the texture that will be used - * @private - */ -PIXI.Strip.prototype.setTexture = function(texture) -{ - //TODO SET THE TEXTURES - //TODO VISIBILITY - - // stop current texture - this.texture = texture; - this.width = texture.frame.width; - this.height = texture.frame.height; - this.updateFrame = true; -}; - -/** - * When the texture is updated, this event will fire to update the scale and frame - * - * @method onTextureUpdate - * @param event - * @private - */ -PIXI.Strip.prototype.onTextureUpdate = function() -{ - this.updateFrame = true; -}; -/* @author Mat Groves http://matgroves.com/ @Doormat23 - */ - -/** - * - * @class Rope - * @constructor - * @param texture {Texture} The texture to use - * @param points {Array} - * - */ -PIXI.Rope = function(texture, points) -{ - PIXI.Strip.call( this, texture ); - this.points = points; - - try - { - this.verticies = new Float32Array(points.length * 4); - this.uvs = new Float32Array(points.length * 4); - this.colors = new Float32Array(points.length * 2); - this.indices = new Uint16Array(points.length * 2); - } - catch(error) - { - this.verticies = new Array(points.length * 4); - this.uvs = new Array(points.length * 4); - this.colors = new Array(points.length * 2); - this.indices = new Array(points.length * 2); - } - - this.refresh(); -}; - - -// constructor -PIXI.Rope.prototype = Object.create( PIXI.Strip.prototype ); -PIXI.Rope.prototype.constructor = PIXI.Rope; - -/* - * Refreshes - * - * @method refresh - */ -PIXI.Rope.prototype.refresh = function() -{ - var points = this.points; - if(points.length < 1) return; - - var uvs = this.uvs; - - var lastPoint = points[0]; - var indices = this.indices; - var colors = this.colors; - - this.count-=0.2; - - - uvs[0] = 0; - uvs[1] = 1; - uvs[2] = 0; - uvs[3] = 1; - - colors[0] = 1; - colors[1] = 1; - - indices[0] = 0; - indices[1] = 1; - - var total = points.length, - point, index, amount; - - for (var i = 1; i < total; i++) - { - - point = points[i]; - index = i * 4; - // time to do some smart drawing! - amount = i / (total-1); - - if(i%2) - { - uvs[index] = amount; - uvs[index+1] = 0; - - uvs[index+2] = amount; - uvs[index+3] = 1; - - } - else - { - uvs[index] = amount; - uvs[index+1] = 0; - - uvs[index+2] = amount; - uvs[index+3] = 1; - } - - index = i * 2; - colors[index] = 1; - colors[index+1] = 1; - - index = i * 2; - indices[index] = index; - indices[index + 1] = index + 1; - - lastPoint = point; - } -}; - -/* - * Updates the object transform for rendering - * - * @method updateTransform - * @private - */ -PIXI.Rope.prototype.updateTransform = function() -{ - - var points = this.points; - if(points.length < 1)return; - - var lastPoint = points[0]; - var nextPoint; - var perp = {x:0, y:0}; - - this.count-=0.2; - - var verticies = this.verticies; - verticies[0] = lastPoint.x + perp.x; - verticies[1] = lastPoint.y + perp.y; //+ 200 - verticies[2] = lastPoint.x - perp.x; - verticies[3] = lastPoint.y - perp.y;//+200 - // time to do some smart drawing! - - var total = points.length, - point, index, ratio, perpLength, num; - - for (var i = 1; i < total; i++) - { - point = points[i]; - index = i * 4; - - if(i < points.length-1) - { - nextPoint = points[i+1]; - } - else - { - nextPoint = point; - } - - perp.y = -(nextPoint.x - lastPoint.x); - perp.x = nextPoint.y - lastPoint.y; - - ratio = (1 - (i / (total-1))) * 10; - - if(ratio > 1) ratio = 1; - - perpLength = Math.sqrt(perp.x * perp.x + perp.y * perp.y); - num = this.texture.height / 2; //(20 + Math.abs(Math.sin((i + this.count) * 0.3) * 50) )* ratio; - perp.x /= perpLength; - perp.y /= perpLength; - - perp.x *= num; - perp.y *= num; - - verticies[index] = point.x + perp.x; - verticies[index+1] = point.y + perp.y; - verticies[index+2] = point.x - perp.x; - verticies[index+3] = point.y - perp.y; - - lastPoint = point; - } - - PIXI.DisplayObjectContainer.prototype.updateTransform.call( this ); -}; -/* - * Sets the texture that the Rope will use - * - * @method setTexture - * @param texture {Texture} the texture that will be used - */ -PIXI.Rope.prototype.setTexture = function(texture) -{ - // stop current texture - this.texture = texture; - this.updateFrame = true; -}; - -/** - * @author Mat Groves http://matgroves.com/ - */ - -/** - * A tiling sprite is a fast way of rendering a tiling image - * - * @class TilingSprite - * @extends DisplayObjectContainer - * @constructor - * @param texture {Texture} the texture of the tiling sprite - * @param width {Number} the width of the tiling sprite - * @param height {Number} the height of the tiling sprite - */ -PIXI.TilingSprite = function(texture, width, height) -{ - PIXI.Sprite.call( this, texture); - - /** - * The with of the tiling sprite - * - * @property width - * @type Number - */ - this.width = width || 100; - /** - * The height of the tiling sprite - * - * @property height - * @type Number - */ - this.height = height || 100; - - /** - * The scaling of the image that is being tiled - * - * @property tileScale - * @type Point - */ - this.tileScale = new PIXI.Point(1,1); - - /** - * A point that represents the scale of the texture object - * - * @property tileScaleOffset - * @type Point - */ - this.tileScaleOffset = new PIXI.Point(1,1); - - /** - * The offset position of the image that is being tiled - * - * @property tilePosition - * @type Point - */ - this.tilePosition = new PIXI.Point(0,0); - - - /** - * Whether this sprite is renderable or not - * - * @property renderable - * @type Boolean - * @default true - */ - this.renderable = true; - - /** - * The tint applied to the sprite. This is a hex value - * - * @property tint - * @type Number - * @default 0xFFFFFF - */ - this.tint = 0xFFFFFF; - - /** - * The blend mode to be applied to the sprite - * - * @property blendMode - * @type Number - * @default PIXI.blendModes.NORMAL; - */ - this.blendMode = PIXI.blendModes.NORMAL; -}; - -// constructor -PIXI.TilingSprite.prototype = Object.create(PIXI.Sprite.prototype); -PIXI.TilingSprite.prototype.constructor = PIXI.TilingSprite; - - -/** - * The width of the sprite, setting this will actually modify the scale to achieve the value set - * - * @property width - * @type Number - */ -Object.defineProperty(PIXI.TilingSprite.prototype, 'width', { - get: function() { - return this._width; - }, - set: function(value) { - - this._width = value; - } -}); - -/** - * The height of the TilingSprite, setting this will actually modify the scale to achieve the value set - * - * @property height - * @type Number - */ -Object.defineProperty(PIXI.TilingSprite.prototype, 'height', { - get: function() { - return this._height; - }, - set: function(value) { - this._height = value; - } -}); - -/** - * When the texture is updated, this event will be fired to update the scale and frame - * - * @method onTextureUpdate - * @param event - * @private - */ -PIXI.TilingSprite.prototype.onTextureUpdate = function() -{ - this.updateFrame = true; -}; - -/** -* Renders the object using the WebGL renderer -* -* @method _renderWebGL -* @param renderSession {RenderSession} -* @private -*/ -PIXI.TilingSprite.prototype._renderWebGL = function(renderSession) -{ - - if(this.visible === false || this.alpha === 0)return; - - var i,j; - - if(this.mask || this.filters) - { - if(this.mask) - { - renderSession.spriteBatch.stop(); - renderSession.maskManager.pushMask(this.mask, renderSession); - renderSession.spriteBatch.start(); - } - - if(this.filters) - { - renderSession.spriteBatch.flush(); - renderSession.filterManager.pushFilter(this._filterBlock); - } - - if(!this.tilingTexture)this.generateTilingTexture(true); - else renderSession.spriteBatch.renderTilingSprite(this); - - // simple render children! - for(i=0,j=this.children.length; i maxX ? x1 : maxX; - maxX = x2 > maxX ? x2 : maxX; - maxX = x3 > maxX ? x3 : maxX; - maxX = x4 > maxX ? x4 : maxX; - - maxY = y1 > maxY ? y1 : maxY; - maxY = y2 > maxY ? y2 : maxY; - maxY = y3 > maxY ? y3 : maxY; - maxY = y4 > maxY ? y4 : maxY; - - var bounds = this._bounds; - - bounds.x = minX; - bounds.width = maxX - minX; - - bounds.y = minY; - bounds.height = maxY - minY; - - // store a reference so that if this function gets called again in the render cycle we do not have to recalculate - this._currentBounds = bounds; - - return bounds; -}; - -/** -* -* @method generateTilingTexture -* -* @param forcePowerOfTwo {Boolean} Whether we want to force the texture to be a power of two -*/ -PIXI.TilingSprite.prototype.generateTilingTexture = function(forcePowerOfTwo) -{ - var texture = this.texture; - - if(!texture.baseTexture.hasLoaded)return; - - var baseTexture = texture.baseTexture; - var frame = texture.frame; - - var targetWidth, targetHeight; - - // check that the frame is the same size as the base texture. - - var isFrame = frame.width !== baseTexture.width || frame.height !== baseTexture.height; - - this.tilingTexture = texture; - - var newTextureRequired = false; - - if(!forcePowerOfTwo) - { - if(isFrame) - { - targetWidth = frame.width; - targetHeight = frame.height; - - newTextureRequired = true; - } - } - else - { - targetWidth = PIXI.getNextPowerOfTwo(texture.frame.width); - targetHeight = PIXI.getNextPowerOfTwo(texture.frame.height); - - if(frame.width !== targetWidth && frame.height !== targetHeight)newTextureRequired = true; - } - - if(newTextureRequired) - { - var canvasBuffer = new PIXI.CanvasBuffer(targetWidth, targetHeight); - - canvasBuffer.context.drawImage(texture.baseTexture.source, - frame.x, - frame.y, - frame.width, - frame.height, - 0, - 0, - targetWidth, - targetHeight); - - this.tilingTexture = PIXI.Texture.fromCanvas(canvasBuffer.canvas); - - this.tileScaleOffset.x = frame.width / targetWidth; - this.tileScaleOffset.y = frame.height / targetHeight; - } - - - this.tilingTexture.baseTexture._powerOf2 = true; -}; -/** - * @author Mat Groves http://matgroves.com/ @Doormat23 - * based on pixi impact spine implementation made by Eemeli Kelokorpi (@ekelokorpi) https://github.com/ekelokorpi - * - * Awesome JS run time provided by EsotericSoftware - * https://github.com/EsotericSoftware/spine-runtimes - * - */ - -/* - * Awesome JS run time provided by EsotericSoftware - * - * https://github.com/EsotericSoftware/spine-runtimes - * - */ - - - -var spine = {}; - -spine.BoneData = function (name, parent) { - this.name = name; - this.parent = parent; -}; -spine.BoneData.prototype = { - length: 0, - x: 0, y: 0, - rotation: 0, - scaleX: 1, scaleY: 1 -}; - -spine.SlotData = function (name, boneData) { - this.name = name; - this.boneData = boneData; -}; -spine.SlotData.prototype = { - r: 1, g: 1, b: 1, a: 1, - attachmentName: null -}; - -spine.Bone = function (boneData, parent) { - this.data = boneData; - this.parent = parent; - this.setToSetupPose(); -}; -spine.Bone.yDown = false; -spine.Bone.prototype = { - x: 0, y: 0, - rotation: 0, - scaleX: 1, scaleY: 1, - m00: 0, m01: 0, worldX: 0, // a b x - m10: 0, m11: 0, worldY: 0, // c d y - worldRotation: 0, - worldScaleX: 1, worldScaleY: 1, - updateWorldTransform: function (flipX, flipY) { - var parent = this.parent; - if (parent != null) { - this.worldX = this.x * parent.m00 + this.y * parent.m01 + parent.worldX; - this.worldY = this.x * parent.m10 + this.y * parent.m11 + parent.worldY; - this.worldScaleX = parent.worldScaleX * this.scaleX; - this.worldScaleY = parent.worldScaleY * this.scaleY; - this.worldRotation = parent.worldRotation + this.rotation; - } else { - this.worldX = this.x; - this.worldY = this.y; - this.worldScaleX = this.scaleX; - this.worldScaleY = this.scaleY; - this.worldRotation = this.rotation; - } - var radians = this.worldRotation * Math.PI / 180; - var cos = Math.cos(radians); - var sin = Math.sin(radians); - this.m00 = cos * this.worldScaleX; - this.m10 = sin * this.worldScaleX; - this.m01 = -sin * this.worldScaleY; - this.m11 = cos * this.worldScaleY; - if (flipX) { - this.m00 = -this.m00; - this.m01 = -this.m01; - } - if (flipY) { - this.m10 = -this.m10; - this.m11 = -this.m11; - } - if (spine.Bone.yDown) { - this.m10 = -this.m10; - this.m11 = -this.m11; - } - }, - setToSetupPose: function () { - var data = this.data; - this.x = data.x; - this.y = data.y; - this.rotation = data.rotation; - this.scaleX = data.scaleX; - this.scaleY = data.scaleY; - } -}; - -spine.Slot = function (slotData, skeleton, bone) { - this.data = slotData; - this.skeleton = skeleton; - this.bone = bone; - this.setToSetupPose(); -}; -spine.Slot.prototype = { - r: 1, g: 1, b: 1, a: 1, - _attachmentTime: 0, - attachment: null, - setAttachment: function (attachment) { - this.attachment = attachment; - this._attachmentTime = this.skeleton.time; - }, - setAttachmentTime: function (time) { - this._attachmentTime = this.skeleton.time - time; - }, - getAttachmentTime: function () { - return this.skeleton.time - this._attachmentTime; - }, - setToSetupPose: function () { - var data = this.data; - this.r = data.r; - this.g = data.g; - this.b = data.b; - this.a = data.a; - - var slotDatas = this.skeleton.data.slots; - for (var i = 0, n = slotDatas.length; i < n; i++) { - if (slotDatas[i] == data) { - this.setAttachment(!data.attachmentName ? null : this.skeleton.getAttachmentBySlotIndex(i, data.attachmentName)); - break; - } - } - } -}; - -spine.Skin = function (name) { - this.name = name; - this.attachments = {}; -}; -spine.Skin.prototype = { - addAttachment: function (slotIndex, name, attachment) { - this.attachments[slotIndex + ":" + name] = attachment; - }, - getAttachment: function (slotIndex, name) { - return this.attachments[slotIndex + ":" + name]; - }, - _attachAll: function (skeleton, oldSkin) { - for (var key in oldSkin.attachments) { - var colon = key.indexOf(":"); - var slotIndex = parseInt(key.substring(0, colon), 10); - var name = key.substring(colon + 1); - var slot = skeleton.slots[slotIndex]; - if (slot.attachment && slot.attachment.name == name) { - var attachment = this.getAttachment(slotIndex, name); - if (attachment) slot.setAttachment(attachment); - } - } - } -}; - -spine.Animation = function (name, timelines, duration) { - this.name = name; - this.timelines = timelines; - this.duration = duration; -}; -spine.Animation.prototype = { - apply: function (skeleton, time, loop) { - if (loop && this.duration) time %= this.duration; - var timelines = this.timelines; - for (var i = 0, n = timelines.length; i < n; i++) - timelines[i].apply(skeleton, time, 1); - }, - mix: function (skeleton, time, loop, alpha) { - if (loop && this.duration) time %= this.duration; - var timelines = this.timelines; - for (var i = 0, n = timelines.length; i < n; i++) - timelines[i].apply(skeleton, time, alpha); - } -}; - -spine.binarySearch = function (values, target, step) { - var low = 0; - var high = Math.floor(values.length / step) - 2; - if (!high) return step; - var current = high >>> 1; - while (true) { - if (values[(current + 1) * step] <= target) - low = current + 1; - else - high = current; - if (low == high) return (low + 1) * step; - current = (low + high) >>> 1; - } -}; -spine.linearSearch = function (values, target, step) { - for (var i = 0, last = values.length - step; i <= last; i += step) - if (values[i] > target) return i; - return -1; -}; - -spine.Curves = function (frameCount) { - this.curves = []; // dfx, dfy, ddfx, ddfy, dddfx, dddfy, ... - this.curves.length = (frameCount - 1) * 6; -}; -spine.Curves.prototype = { - setLinear: function (frameIndex) { - this.curves[frameIndex * 6] = 0/*LINEAR*/; - }, - setStepped: function (frameIndex) { - this.curves[frameIndex * 6] = -1/*STEPPED*/; - }, - /** Sets the control handle positions for an interpolation bezier curve used to transition from this keyframe to the next. - * cx1 and cx2 are from 0 to 1, representing the percent of time between the two keyframes. cy1 and cy2 are the percent of - * the difference between the keyframe's values. */ - setCurve: function (frameIndex, cx1, cy1, cx2, cy2) { - var subdiv_step = 1 / 10/*BEZIER_SEGMENTS*/; - var subdiv_step2 = subdiv_step * subdiv_step; - var subdiv_step3 = subdiv_step2 * subdiv_step; - var pre1 = 3 * subdiv_step; - var pre2 = 3 * subdiv_step2; - var pre4 = 6 * subdiv_step2; - var pre5 = 6 * subdiv_step3; - var tmp1x = -cx1 * 2 + cx2; - var tmp1y = -cy1 * 2 + cy2; - var tmp2x = (cx1 - cx2) * 3 + 1; - var tmp2y = (cy1 - cy2) * 3 + 1; - var i = frameIndex * 6; - var curves = this.curves; - curves[i] = cx1 * pre1 + tmp1x * pre2 + tmp2x * subdiv_step3; - curves[i + 1] = cy1 * pre1 + tmp1y * pre2 + tmp2y * subdiv_step3; - curves[i + 2] = tmp1x * pre4 + tmp2x * pre5; - curves[i + 3] = tmp1y * pre4 + tmp2y * pre5; - curves[i + 4] = tmp2x * pre5; - curves[i + 5] = tmp2y * pre5; - }, - getCurvePercent: function (frameIndex, percent) { - percent = percent < 0 ? 0 : (percent > 1 ? 1 : percent); - var curveIndex = frameIndex * 6; - var curves = this.curves; - var dfx = curves[curveIndex]; - if (!dfx/*LINEAR*/) return percent; - if (dfx == -1/*STEPPED*/) return 0; - var dfy = curves[curveIndex + 1]; - var ddfx = curves[curveIndex + 2]; - var ddfy = curves[curveIndex + 3]; - var dddfx = curves[curveIndex + 4]; - var dddfy = curves[curveIndex + 5]; - var x = dfx, y = dfy; - var i = 10/*BEZIER_SEGMENTS*/ - 2; - while (true) { - if (x >= percent) { - var lastX = x - dfx; - var lastY = y - dfy; - return lastY + (y - lastY) * (percent - lastX) / (x - lastX); - } - if (!i) break; - i--; - dfx += ddfx; - dfy += ddfy; - ddfx += dddfx; - ddfy += dddfy; - x += dfx; - y += dfy; - } - return y + (1 - y) * (percent - x) / (1 - x); // Last point is 1,1. - } -}; - -spine.RotateTimeline = function (frameCount) { - this.curves = new spine.Curves(frameCount); - this.frames = []; // time, angle, ... - this.frames.length = frameCount * 2; -}; -spine.RotateTimeline.prototype = { - boneIndex: 0, - getFrameCount: function () { - return this.frames.length / 2; - }, - setFrame: function (frameIndex, time, angle) { - frameIndex *= 2; - this.frames[frameIndex] = time; - this.frames[frameIndex + 1] = angle; - }, - apply: function (skeleton, time, alpha) { - var frames = this.frames, - amount; - - if (time < frames[0]) return; // Time is before first frame. - - var bone = skeleton.bones[this.boneIndex]; - - if (time >= frames[frames.length - 2]) { // Time is after last frame. - amount = bone.data.rotation + frames[frames.length - 1] - bone.rotation; - while (amount > 180) - amount -= 360; - while (amount < -180) - amount += 360; - bone.rotation += amount * alpha; - return; - } - - // Interpolate between the last frame and the current frame. - var frameIndex = spine.binarySearch(frames, time, 2); - var lastFrameValue = frames[frameIndex - 1]; - var frameTime = frames[frameIndex]; - var percent = 1 - (time - frameTime) / (frames[frameIndex - 2/*LAST_FRAME_TIME*/] - frameTime); - percent = this.curves.getCurvePercent(frameIndex / 2 - 1, percent); - - amount = frames[frameIndex + 1/*FRAME_VALUE*/] - lastFrameValue; - while (amount > 180) - amount -= 360; - while (amount < -180) - amount += 360; - amount = bone.data.rotation + (lastFrameValue + amount * percent) - bone.rotation; - while (amount > 180) - amount -= 360; - while (amount < -180) - amount += 360; - bone.rotation += amount * alpha; - } -}; - -spine.TranslateTimeline = function (frameCount) { - this.curves = new spine.Curves(frameCount); - this.frames = []; // time, x, y, ... - this.frames.length = frameCount * 3; -}; -spine.TranslateTimeline.prototype = { - boneIndex: 0, - getFrameCount: function () { - return this.frames.length / 3; - }, - setFrame: function (frameIndex, time, x, y) { - frameIndex *= 3; - this.frames[frameIndex] = time; - this.frames[frameIndex + 1] = x; - this.frames[frameIndex + 2] = y; - }, - apply: function (skeleton, time, alpha) { - var frames = this.frames; - if (time < frames[0]) return; // Time is before first frame. - - var bone = skeleton.bones[this.boneIndex]; - - if (time >= frames[frames.length - 3]) { // Time is after last frame. - bone.x += (bone.data.x + frames[frames.length - 2] - bone.x) * alpha; - bone.y += (bone.data.y + frames[frames.length - 1] - bone.y) * alpha; - return; - } - - // Interpolate between the last frame and the current frame. - var frameIndex = spine.binarySearch(frames, time, 3); - var lastFrameX = frames[frameIndex - 2]; - var lastFrameY = frames[frameIndex - 1]; - var frameTime = frames[frameIndex]; - var percent = 1 - (time - frameTime) / (frames[frameIndex + -3/*LAST_FRAME_TIME*/] - frameTime); - percent = this.curves.getCurvePercent(frameIndex / 3 - 1, percent); - - bone.x += (bone.data.x + lastFrameX + (frames[frameIndex + 1/*FRAME_X*/] - lastFrameX) * percent - bone.x) * alpha; - bone.y += (bone.data.y + lastFrameY + (frames[frameIndex + 2/*FRAME_Y*/] - lastFrameY) * percent - bone.y) * alpha; - } -}; - -spine.ScaleTimeline = function (frameCount) { - this.curves = new spine.Curves(frameCount); - this.frames = []; // time, x, y, ... - this.frames.length = frameCount * 3; -}; -spine.ScaleTimeline.prototype = { - boneIndex: 0, - getFrameCount: function () { - return this.frames.length / 3; - }, - setFrame: function (frameIndex, time, x, y) { - frameIndex *= 3; - this.frames[frameIndex] = time; - this.frames[frameIndex + 1] = x; - this.frames[frameIndex + 2] = y; - }, - apply: function (skeleton, time, alpha) { - var frames = this.frames; - if (time < frames[0]) return; // Time is before first frame. - - var bone = skeleton.bones[this.boneIndex]; - - if (time >= frames[frames.length - 3]) { // Time is after last frame. - bone.scaleX += (bone.data.scaleX - 1 + frames[frames.length - 2] - bone.scaleX) * alpha; - bone.scaleY += (bone.data.scaleY - 1 + frames[frames.length - 1] - bone.scaleY) * alpha; - return; - } - - // Interpolate between the last frame and the current frame. - var frameIndex = spine.binarySearch(frames, time, 3); - var lastFrameX = frames[frameIndex - 2]; - var lastFrameY = frames[frameIndex - 1]; - var frameTime = frames[frameIndex]; - var percent = 1 - (time - frameTime) / (frames[frameIndex + -3/*LAST_FRAME_TIME*/] - frameTime); - percent = this.curves.getCurvePercent(frameIndex / 3 - 1, percent); - - bone.scaleX += (bone.data.scaleX - 1 + lastFrameX + (frames[frameIndex + 1/*FRAME_X*/] - lastFrameX) * percent - bone.scaleX) * alpha; - bone.scaleY += (bone.data.scaleY - 1 + lastFrameY + (frames[frameIndex + 2/*FRAME_Y*/] - lastFrameY) * percent - bone.scaleY) * alpha; - } -}; - -spine.ColorTimeline = function (frameCount) { - this.curves = new spine.Curves(frameCount); - this.frames = []; // time, r, g, b, a, ... - this.frames.length = frameCount * 5; -}; -spine.ColorTimeline.prototype = { - slotIndex: 0, - getFrameCount: function () { - return this.frames.length / 2; - }, - setFrame: function (frameIndex, time, x, y) { - frameIndex *= 5; - this.frames[frameIndex] = time; - this.frames[frameIndex + 1] = r; - this.frames[frameIndex + 2] = g; - this.frames[frameIndex + 3] = b; - this.frames[frameIndex + 4] = a; - }, - apply: function (skeleton, time, alpha) { - var frames = this.frames; - if (time < frames[0]) return; // Time is before first frame. - - var slot = skeleton.slots[this.slotIndex]; - - if (time >= frames[frames.length - 5]) { // Time is after last frame. - var i = frames.length - 1; - slot.r = frames[i - 3]; - slot.g = frames[i - 2]; - slot.b = frames[i - 1]; - slot.a = frames[i]; - return; - } - - // Interpolate between the last frame and the current frame. - var frameIndex = spine.binarySearch(frames, time, 5); - var lastFrameR = frames[frameIndex - 4]; - var lastFrameG = frames[frameIndex - 3]; - var lastFrameB = frames[frameIndex - 2]; - var lastFrameA = frames[frameIndex - 1]; - var frameTime = frames[frameIndex]; - var percent = 1 - (time - frameTime) / (frames[frameIndex - 5/*LAST_FRAME_TIME*/] - frameTime); - percent = this.curves.getCurvePercent(frameIndex / 5 - 1, percent); - - var r = lastFrameR + (frames[frameIndex + 1/*FRAME_R*/] - lastFrameR) * percent; - var g = lastFrameG + (frames[frameIndex + 2/*FRAME_G*/] - lastFrameG) * percent; - var b = lastFrameB + (frames[frameIndex + 3/*FRAME_B*/] - lastFrameB) * percent; - var a = lastFrameA + (frames[frameIndex + 4/*FRAME_A*/] - lastFrameA) * percent; - if (alpha < 1) { - slot.r += (r - slot.r) * alpha; - slot.g += (g - slot.g) * alpha; - slot.b += (b - slot.b) * alpha; - slot.a += (a - slot.a) * alpha; - } else { - slot.r = r; - slot.g = g; - slot.b = b; - slot.a = a; - } - } -}; - -spine.AttachmentTimeline = function (frameCount) { - this.curves = new spine.Curves(frameCount); - this.frames = []; // time, ... - this.frames.length = frameCount; - this.attachmentNames = []; // time, ... - this.attachmentNames.length = frameCount; -}; -spine.AttachmentTimeline.prototype = { - slotIndex: 0, - getFrameCount: function () { - return this.frames.length; - }, - setFrame: function (frameIndex, time, attachmentName) { - this.frames[frameIndex] = time; - this.attachmentNames[frameIndex] = attachmentName; - }, - apply: function (skeleton, time, alpha) { - var frames = this.frames; - if (time < frames[0]) return; // Time is before first frame. - - var frameIndex; - if (time >= frames[frames.length - 1]) // Time is after last frame. - frameIndex = frames.length - 1; - else - frameIndex = spine.binarySearch(frames, time, 1) - 1; - - var attachmentName = this.attachmentNames[frameIndex]; - skeleton.slots[this.slotIndex].setAttachment(!attachmentName ? null : skeleton.getAttachmentBySlotIndex(this.slotIndex, attachmentName)); - } -}; - -spine.SkeletonData = function () { - this.bones = []; - this.slots = []; - this.skins = []; - this.animations = []; -}; -spine.SkeletonData.prototype = { - defaultSkin: null, - /** @return May be null. */ - findBone: function (boneName) { - var bones = this.bones; - for (var i = 0, n = bones.length; i < n; i++) - if (bones[i].name == boneName) return bones[i]; - return null; - }, - /** @return -1 if the bone was not found. */ - findBoneIndex: function (boneName) { - var bones = this.bones; - for (var i = 0, n = bones.length; i < n; i++) - if (bones[i].name == boneName) return i; - return -1; - }, - /** @return May be null. */ - findSlot: function (slotName) { - var slots = this.slots; - for (var i = 0, n = slots.length; i < n; i++) { - if (slots[i].name == slotName) return slot[i]; - } - return null; - }, - /** @return -1 if the bone was not found. */ - findSlotIndex: function (slotName) { - var slots = this.slots; - for (var i = 0, n = slots.length; i < n; i++) - if (slots[i].name == slotName) return i; - return -1; - }, - /** @return May be null. */ - findSkin: function (skinName) { - var skins = this.skins; - for (var i = 0, n = skins.length; i < n; i++) - if (skins[i].name == skinName) return skins[i]; - return null; - }, - /** @return May be null. */ - findAnimation: function (animationName) { - var animations = this.animations; - for (var i = 0, n = animations.length; i < n; i++) - if (animations[i].name == animationName) return animations[i]; - return null; - } -}; - -spine.Skeleton = function (skeletonData) { - this.data = skeletonData; - - this.bones = []; - for (var i = 0, n = skeletonData.bones.length; i < n; i++) { - var boneData = skeletonData.bones[i]; - var parent = !boneData.parent ? null : this.bones[skeletonData.bones.indexOf(boneData.parent)]; - this.bones.push(new spine.Bone(boneData, parent)); - } - - this.slots = []; - this.drawOrder = []; - for (i = 0, n = skeletonData.slots.length; i < n; i++) { - var slotData = skeletonData.slots[i]; - var bone = this.bones[skeletonData.bones.indexOf(slotData.boneData)]; - var slot = new spine.Slot(slotData, this, bone); - this.slots.push(slot); - this.drawOrder.push(slot); - } -}; -spine.Skeleton.prototype = { - x: 0, y: 0, - skin: null, - r: 1, g: 1, b: 1, a: 1, - time: 0, - flipX: false, flipY: false, - /** Updates the world transform for each bone. */ - updateWorldTransform: function () { - var flipX = this.flipX; - var flipY = this.flipY; - var bones = this.bones; - for (var i = 0, n = bones.length; i < n; i++) - bones[i].updateWorldTransform(flipX, flipY); - }, - /** Sets the bones and slots to their setup pose values. */ - setToSetupPose: function () { - this.setBonesToSetupPose(); - this.setSlotsToSetupPose(); - }, - setBonesToSetupPose: function () { - var bones = this.bones; - for (var i = 0, n = bones.length; i < n; i++) - bones[i].setToSetupPose(); - }, - setSlotsToSetupPose: function () { - var slots = this.slots; - for (var i = 0, n = slots.length; i < n; i++) - slots[i].setToSetupPose(i); - }, - /** @return May return null. */ - getRootBone: function () { - return this.bones.length ? this.bones[0] : null; - }, - /** @return May be null. */ - findBone: function (boneName) { - var bones = this.bones; - for (var i = 0, n = bones.length; i < n; i++) - if (bones[i].data.name == boneName) return bones[i]; - return null; - }, - /** @return -1 if the bone was not found. */ - findBoneIndex: function (boneName) { - var bones = this.bones; - for (var i = 0, n = bones.length; i < n; i++) - if (bones[i].data.name == boneName) return i; - return -1; - }, - /** @return May be null. */ - findSlot: function (slotName) { - var slots = this.slots; - for (var i = 0, n = slots.length; i < n; i++) - if (slots[i].data.name == slotName) return slots[i]; - return null; - }, - /** @return -1 if the bone was not found. */ - findSlotIndex: function (slotName) { - var slots = this.slots; - for (var i = 0, n = slots.length; i < n; i++) - if (slots[i].data.name == slotName) return i; - return -1; - }, - setSkinByName: function (skinName) { - var skin = this.data.findSkin(skinName); - if (!skin) throw "Skin not found: " + skinName; - this.setSkin(skin); - }, - /** Sets the skin used to look up attachments not found in the {@link SkeletonData#getDefaultSkin() default skin}. Attachments - * from the new skin are attached if the corresponding attachment from the old skin was attached. - * @param newSkin May be null. */ - setSkin: function (newSkin) { - if (this.skin && newSkin) newSkin._attachAll(this, this.skin); - this.skin = newSkin; - }, - /** @return May be null. */ - getAttachmentBySlotName: function (slotName, attachmentName) { - return this.getAttachmentBySlotIndex(this.data.findSlotIndex(slotName), attachmentName); - }, - /** @return May be null. */ - getAttachmentBySlotIndex: function (slotIndex, attachmentName) { - if (this.skin) { - var attachment = this.skin.getAttachment(slotIndex, attachmentName); - if (attachment) return attachment; - } - if (this.data.defaultSkin) return this.data.defaultSkin.getAttachment(slotIndex, attachmentName); - return null; - }, - /** @param attachmentName May be null. */ - setAttachment: function (slotName, attachmentName) { - var slots = this.slots; - for (var i = 0, n = slots.size; i < n; i++) { - var slot = slots[i]; - if (slot.data.name == slotName) { - var attachment = null; - if (attachmentName) { - attachment = this.getAttachment(i, attachmentName); - if (attachment == null) throw "Attachment not found: " + attachmentName + ", for slot: " + slotName; - } - slot.setAttachment(attachment); - return; - } - } - throw "Slot not found: " + slotName; - }, - update: function (delta) { - time += delta; - } -}; - -spine.AttachmentType = { - region: 0 -}; - -spine.RegionAttachment = function () { - this.offset = []; - this.offset.length = 8; - this.uvs = []; - this.uvs.length = 8; -}; -spine.RegionAttachment.prototype = { - x: 0, y: 0, - rotation: 0, - scaleX: 1, scaleY: 1, - width: 0, height: 0, - rendererObject: null, - regionOffsetX: 0, regionOffsetY: 0, - regionWidth: 0, regionHeight: 0, - regionOriginalWidth: 0, regionOriginalHeight: 0, - setUVs: function (u, v, u2, v2, rotate) { - var uvs = this.uvs; - if (rotate) { - uvs[2/*X2*/] = u; - uvs[3/*Y2*/] = v2; - uvs[4/*X3*/] = u; - uvs[5/*Y3*/] = v; - uvs[6/*X4*/] = u2; - uvs[7/*Y4*/] = v; - uvs[0/*X1*/] = u2; - uvs[1/*Y1*/] = v2; - } else { - uvs[0/*X1*/] = u; - uvs[1/*Y1*/] = v2; - uvs[2/*X2*/] = u; - uvs[3/*Y2*/] = v; - uvs[4/*X3*/] = u2; - uvs[5/*Y3*/] = v; - uvs[6/*X4*/] = u2; - uvs[7/*Y4*/] = v2; - } - }, - updateOffset: function () { - var regionScaleX = this.width / this.regionOriginalWidth * this.scaleX; - var regionScaleY = this.height / this.regionOriginalHeight * this.scaleY; - var localX = -this.width / 2 * this.scaleX + this.regionOffsetX * regionScaleX; - var localY = -this.height / 2 * this.scaleY + this.regionOffsetY * regionScaleY; - var localX2 = localX + this.regionWidth * regionScaleX; - var localY2 = localY + this.regionHeight * regionScaleY; - var radians = this.rotation * Math.PI / 180; - var cos = Math.cos(radians); - var sin = Math.sin(radians); - var localXCos = localX * cos + this.x; - var localXSin = localX * sin; - var localYCos = localY * cos + this.y; - var localYSin = localY * sin; - var localX2Cos = localX2 * cos + this.x; - var localX2Sin = localX2 * sin; - var localY2Cos = localY2 * cos + this.y; - var localY2Sin = localY2 * sin; - var offset = this.offset; - offset[0/*X1*/] = localXCos - localYSin; - offset[1/*Y1*/] = localYCos + localXSin; - offset[2/*X2*/] = localXCos - localY2Sin; - offset[3/*Y2*/] = localY2Cos + localXSin; - offset[4/*X3*/] = localX2Cos - localY2Sin; - offset[5/*Y3*/] = localY2Cos + localX2Sin; - offset[6/*X4*/] = localX2Cos - localYSin; - offset[7/*Y4*/] = localYCos + localX2Sin; - }, - computeVertices: function (x, y, bone, vertices) { - x += bone.worldX; - y += bone.worldY; - var m00 = bone.m00; - var m01 = bone.m01; - var m10 = bone.m10; - var m11 = bone.m11; - var offset = this.offset; - vertices[0/*X1*/] = offset[0/*X1*/] * m00 + offset[1/*Y1*/] * m01 + x; - vertices[1/*Y1*/] = offset[0/*X1*/] * m10 + offset[1/*Y1*/] * m11 + y; - vertices[2/*X2*/] = offset[2/*X2*/] * m00 + offset[3/*Y2*/] * m01 + x; - vertices[3/*Y2*/] = offset[2/*X2*/] * m10 + offset[3/*Y2*/] * m11 + y; - vertices[4/*X3*/] = offset[4/*X3*/] * m00 + offset[5/*X3*/] * m01 + x; - vertices[5/*X3*/] = offset[4/*X3*/] * m10 + offset[5/*X3*/] * m11 + y; - vertices[6/*X4*/] = offset[6/*X4*/] * m00 + offset[7/*Y4*/] * m01 + x; - vertices[7/*Y4*/] = offset[6/*X4*/] * m10 + offset[7/*Y4*/] * m11 + y; - } -} - -spine.AnimationStateData = function (skeletonData) { - this.skeletonData = skeletonData; - this.animationToMixTime = {}; -}; -spine.AnimationStateData.prototype = { - defaultMix: 0, - setMixByName: function (fromName, toName, duration) { - var from = this.skeletonData.findAnimation(fromName); - if (!from) throw "Animation not found: " + fromName; - var to = this.skeletonData.findAnimation(toName); - if (!to) throw "Animation not found: " + toName; - this.setMix(from, to, duration); - }, - setMix: function (from, to, duration) { - this.animationToMixTime[from.name + ":" + to.name] = duration; - }, - getMix: function (from, to) { - var time = this.animationToMixTime[from.name + ":" + to.name]; - return time ? time : this.defaultMix; - } -}; - -spine.AnimationState = function (stateData) { - this.data = stateData; - this.queue = []; -}; -spine.AnimationState.prototype = { - current: null, - previous: null, - currentTime: 0, - previousTime: 0, - currentLoop: false, - previousLoop: false, - mixTime: 0, - mixDuration: 0, - update: function (delta) { - this.currentTime += delta; - this.previousTime += delta; - this.mixTime += delta; - - if (this.queue.length > 0) { - var entry = this.queue[0]; - if (this.currentTime >= entry.delay) { - this._setAnimation(entry.animation, entry.loop); - this.queue.shift(); - } - } - }, - apply: function (skeleton) { - if (!this.current) return; - if (this.previous) { - this.previous.apply(skeleton, this.previousTime, this.previousLoop); - var alpha = this.mixTime / this.mixDuration; - if (alpha >= 1) { - alpha = 1; - this.previous = null; - } - this.current.mix(skeleton, this.currentTime, this.currentLoop, alpha); - } else - this.current.apply(skeleton, this.currentTime, this.currentLoop); - }, - clearAnimation: function () { - this.previous = null; - this.current = null; - this.queue.length = 0; - }, - _setAnimation: function (animation, loop) { - this.previous = null; - if (animation && this.current) { - this.mixDuration = this.data.getMix(this.current, animation); - if (this.mixDuration > 0) { - this.mixTime = 0; - this.previous = this.current; - this.previousTime = this.currentTime; - this.previousLoop = this.currentLoop; - } - } - this.current = animation; - this.currentLoop = loop; - this.currentTime = 0; - }, - /** @see #setAnimation(Animation, Boolean) */ - setAnimationByName: function (animationName, loop) { - var animation = this.data.skeletonData.findAnimation(animationName); - if (!animation) throw "Animation not found: " + animationName; - this.setAnimation(animation, loop); - }, - /** Set the current animation. Any queued animations are cleared and the current animation time is set to 0. - * @param animation May be null. */ - setAnimation: function (animation, loop) { - this.queue.length = 0; - this._setAnimation(animation, loop); - }, - /** @see #addAnimation(Animation, Boolean, Number) */ - addAnimationByName: function (animationName, loop, delay) { - var animation = this.data.skeletonData.findAnimation(animationName); - if (!animation) throw "Animation not found: " + animationName; - this.addAnimation(animation, loop, delay); - }, - /** Adds an animation to be played delay seconds after the current or last queued animation. - * @param delay May be <= 0 to use duration of previous animation minus any mix duration plus the negative delay. */ - addAnimation: function (animation, loop, delay) { - var entry = {}; - entry.animation = animation; - entry.loop = loop; - - if (!delay || delay <= 0) { - var previousAnimation = this.queue.length ? this.queue[this.queue.length - 1].animation : this.current; - if (previousAnimation != null) - delay = previousAnimation.duration - this.data.getMix(previousAnimation, animation) + (delay || 0); - else - delay = 0; - } - entry.delay = delay; - - this.queue.push(entry); - }, - /** Returns true if no animation is set or if the current time is greater than the animation duration, regardless of looping. */ - isComplete: function () { - return !this.current || this.currentTime >= this.current.duration; - } -}; - -spine.SkeletonJson = function (attachmentLoader) { - this.attachmentLoader = attachmentLoader; -}; -spine.SkeletonJson.prototype = { - scale: 1, - readSkeletonData: function (root) { - /*jshint -W069*/ - var skeletonData = new spine.SkeletonData(), - boneData; - - // Bones. - var bones = root["bones"]; - for (var i = 0, n = bones.length; i < n; i++) { - var boneMap = bones[i]; - var parent = null; - if (boneMap["parent"]) { - parent = skeletonData.findBone(boneMap["parent"]); - if (!parent) throw "Parent bone not found: " + boneMap["parent"]; - } - boneData = new spine.BoneData(boneMap["name"], parent); - boneData.length = (boneMap["length"] || 0) * this.scale; - boneData.x = (boneMap["x"] || 0) * this.scale; - boneData.y = (boneMap["y"] || 0) * this.scale; - boneData.rotation = (boneMap["rotation"] || 0); - boneData.scaleX = boneMap["scaleX"] || 1; - boneData.scaleY = boneMap["scaleY"] || 1; - skeletonData.bones.push(boneData); - } - - // Slots. - var slots = root["slots"]; - for (i = 0, n = slots.length; i < n; i++) { - var slotMap = slots[i]; - boneData = skeletonData.findBone(slotMap["bone"]); - if (!boneData) throw "Slot bone not found: " + slotMap["bone"]; - var slotData = new spine.SlotData(slotMap["name"], boneData); - - var color = slotMap["color"]; - if (color) { - slotData.r = spine.SkeletonJson.toColor(color, 0); - slotData.g = spine.SkeletonJson.toColor(color, 1); - slotData.b = spine.SkeletonJson.toColor(color, 2); - slotData.a = spine.SkeletonJson.toColor(color, 3); - } - - slotData.attachmentName = slotMap["attachment"]; - - skeletonData.slots.push(slotData); - } - - // Skins. - var skins = root["skins"]; - for (var skinName in skins) { - if (!skins.hasOwnProperty(skinName)) continue; - var skinMap = skins[skinName]; - var skin = new spine.Skin(skinName); - for (var slotName in skinMap) { - if (!skinMap.hasOwnProperty(slotName)) continue; - var slotIndex = skeletonData.findSlotIndex(slotName); - var slotEntry = skinMap[slotName]; - for (var attachmentName in slotEntry) { - if (!slotEntry.hasOwnProperty(attachmentName)) continue; - var attachment = this.readAttachment(skin, attachmentName, slotEntry[attachmentName]); - if (attachment != null) skin.addAttachment(slotIndex, attachmentName, attachment); - } - } - skeletonData.skins.push(skin); - if (skin.name == "default") skeletonData.defaultSkin = skin; - } - - // Animations. - var animations = root["animations"]; - for (var animationName in animations) { - if (!animations.hasOwnProperty(animationName)) continue; - this.readAnimation(animationName, animations[animationName], skeletonData); - } - - return skeletonData; - }, - readAttachment: function (skin, name, map) { - /*jshint -W069*/ - name = map["name"] || name; - - var type = spine.AttachmentType[map["type"] || "region"]; - - if (type == spine.AttachmentType.region) { - var attachment = new spine.RegionAttachment(); - attachment.x = (map["x"] || 0) * this.scale; - attachment.y = (map["y"] || 0) * this.scale; - attachment.scaleX = map["scaleX"] || 1; - attachment.scaleY = map["scaleY"] || 1; - attachment.rotation = map["rotation"] || 0; - attachment.width = (map["width"] || 32) * this.scale; - attachment.height = (map["height"] || 32) * this.scale; - attachment.updateOffset(); - - attachment.rendererObject = {}; - attachment.rendererObject.name = name; - attachment.rendererObject.scale = {}; - attachment.rendererObject.scale.x = attachment.scaleX; - attachment.rendererObject.scale.y = attachment.scaleY; - attachment.rendererObject.rotation = -attachment.rotation * Math.PI / 180; - return attachment; - } - - throw "Unknown attachment type: " + type; - }, - - readAnimation: function (name, map, skeletonData) { - /*jshint -W069*/ - var timelines = []; - var duration = 0; - var frameIndex, timeline, timelineName, valueMap, values, - i, n; - - var bones = map["bones"]; - for (var boneName in bones) { - if (!bones.hasOwnProperty(boneName)) continue; - var boneIndex = skeletonData.findBoneIndex(boneName); - if (boneIndex == -1) throw "Bone not found: " + boneName; - var boneMap = bones[boneName]; - - for (timelineName in boneMap) { - if (!boneMap.hasOwnProperty(timelineName)) continue; - values = boneMap[timelineName]; - if (timelineName == "rotate") { - timeline = new spine.RotateTimeline(values.length); - timeline.boneIndex = boneIndex; - - frameIndex = 0; - for (i = 0, n = values.length; i < n; i++) { - valueMap = values[i]; - timeline.setFrame(frameIndex, valueMap["time"], valueMap["angle"]); - spine.SkeletonJson.readCurve(timeline, frameIndex, valueMap); - frameIndex++; - } - timelines.push(timeline); - duration = Math.max(duration, timeline.frames[timeline.getFrameCount() * 2 - 2]); - - } else if (timelineName == "translate" || timelineName == "scale") { - var timelineScale = 1; - if (timelineName == "scale") - timeline = new spine.ScaleTimeline(values.length); - else { - timeline = new spine.TranslateTimeline(values.length); - timelineScale = this.scale; - } - timeline.boneIndex = boneIndex; - - frameIndex = 0; - for (i = 0, n = values.length; i < n; i++) { - valueMap = values[i]; - var x = (valueMap["x"] || 0) * timelineScale; - var y = (valueMap["y"] || 0) * timelineScale; - timeline.setFrame(frameIndex, valueMap["time"], x, y); - spine.SkeletonJson.readCurve(timeline, frameIndex, valueMap); - frameIndex++; - } - timelines.push(timeline); - duration = Math.max(duration, timeline.frames[timeline.getFrameCount() * 3 - 3]); - - } else - throw "Invalid timeline type for a bone: " + timelineName + " (" + boneName + ")"; - } - } - var slots = map["slots"]; - for (var slotName in slots) { - if (!slots.hasOwnProperty(slotName)) continue; - var slotMap = slots[slotName]; - var slotIndex = skeletonData.findSlotIndex(slotName); - - for (timelineName in slotMap) { - if (!slotMap.hasOwnProperty(timelineName)) continue; - values = slotMap[timelineName]; - if (timelineName == "color") { - timeline = new spine.ColorTimeline(values.length); - timeline.slotIndex = slotIndex; - - frameIndex = 0; - for (i = 0, n = values.length; i < n; i++) { - valueMap = values[i]; - var color = valueMap["color"]; - var r = spine.SkeletonJson.toColor(color, 0); - var g = spine.SkeletonJson.toColor(color, 1); - var b = spine.SkeletonJson.toColor(color, 2); - var a = spine.SkeletonJson.toColor(color, 3); - timeline.setFrame(frameIndex, valueMap["time"], r, g, b, a); - spine.SkeletonJson.readCurve(timeline, frameIndex, valueMap); - frameIndex++; - } - timelines.push(timeline); - duration = Math.max(duration, timeline.frames[timeline.getFrameCount() * 5 - 5]); - - } else if (timelineName == "attachment") { - timeline = new spine.AttachmentTimeline(values.length); - timeline.slotIndex = slotIndex; - - frameIndex = 0; - for (i = 0, n = values.length; i < n; i++) { - valueMap = values[i]; - timeline.setFrame(frameIndex++, valueMap["time"], valueMap["name"]); - } - timelines.push(timeline); - duration = Math.max(duration, timeline.frames[timeline.getFrameCount() - 1]); - - } else - throw "Invalid timeline type for a slot: " + timelineName + " (" + slotName + ")"; - } - } - skeletonData.animations.push(new spine.Animation(name, timelines, duration)); - } -}; -spine.SkeletonJson.readCurve = function (timeline, frameIndex, valueMap) { - /*jshint -W069*/ - var curve = valueMap["curve"]; - if (!curve) return; - if (curve == "stepped") - timeline.curves.setStepped(frameIndex); - else if (curve instanceof Array) - timeline.curves.setCurve(frameIndex, curve[0], curve[1], curve[2], curve[3]); -}; -spine.SkeletonJson.toColor = function (hexString, colorIndex) { - if (hexString.length != 8) throw "Color hexidecimal length must be 8, recieved: " + hexString; - return parseInt(hexString.substring(colorIndex * 2, 2), 16) / 255; -}; - -spine.Atlas = function (atlasText, textureLoader) { - this.textureLoader = textureLoader; - this.pages = []; - this.regions = []; - - var reader = new spine.AtlasReader(atlasText); - var tuple = []; - tuple.length = 4; - var page = null; - while (true) { - var line = reader.readLine(); - if (line == null) break; - line = reader.trim(line); - if (!line.length) - page = null; - else if (!page) { - page = new spine.AtlasPage(); - page.name = line; - - page.format = spine.Atlas.Format[reader.readValue()]; - - reader.readTuple(tuple); - page.minFilter = spine.Atlas.TextureFilter[tuple[0]]; - page.magFilter = spine.Atlas.TextureFilter[tuple[1]]; - - var direction = reader.readValue(); - page.uWrap = spine.Atlas.TextureWrap.clampToEdge; - page.vWrap = spine.Atlas.TextureWrap.clampToEdge; - if (direction == "x") - page.uWrap = spine.Atlas.TextureWrap.repeat; - else if (direction == "y") - page.vWrap = spine.Atlas.TextureWrap.repeat; - else if (direction == "xy") - page.uWrap = page.vWrap = spine.Atlas.TextureWrap.repeat; - - textureLoader.load(page, line); - - this.pages.push(page); - - } else { - var region = new spine.AtlasRegion(); - region.name = line; - region.page = page; - - region.rotate = reader.readValue() == "true"; - - reader.readTuple(tuple); - var x = parseInt(tuple[0], 10); - var y = parseInt(tuple[1], 10); - - reader.readTuple(tuple); - var width = parseInt(tuple[0], 10); - var height = parseInt(tuple[1], 10); - - region.u = x / page.width; - region.v = y / page.height; - if (region.rotate) { - region.u2 = (x + height) / page.width; - region.v2 = (y + width) / page.height; - } else { - region.u2 = (x + width) / page.width; - region.v2 = (y + height) / page.height; - } - region.x = x; - region.y = y; - region.width = Math.abs(width); - region.height = Math.abs(height); - - if (reader.readTuple(tuple) == 4) { // split is optional - region.splits = [parseInt(tuple[0], 10), parseInt(tuple[1], 10), parseInt(tuple[2], 10), parseInt(tuple[3], 10)]; - - if (reader.readTuple(tuple) == 4) { // pad is optional, but only present with splits - region.pads = [parseInt(tuple[0], 10), parseInt(tuple[1], 10), parseInt(tuple[2], 10), parseInt(tuple[3], 10)]; - - reader.readTuple(tuple); - } - } - - region.originalWidth = parseInt(tuple[0], 10); - region.originalHeight = parseInt(tuple[1], 10); - - reader.readTuple(tuple); - region.offsetX = parseInt(tuple[0], 10); - region.offsetY = parseInt(tuple[1], 10); - - region.index = parseInt(reader.readValue(), 10); - - this.regions.push(region); - } - } -}; -spine.Atlas.prototype = { - findRegion: function (name) { - var regions = this.regions; - for (var i = 0, n = regions.length; i < n; i++) - if (regions[i].name == name) return regions[i]; - return null; - }, - dispose: function () { - var pages = this.pages; - for (var i = 0, n = pages.length; i < n; i++) - this.textureLoader.unload(pages[i].rendererObject); - }, - updateUVs: function (page) { - var regions = this.regions; - for (var i = 0, n = regions.length; i < n; i++) { - var region = regions[i]; - if (region.page != page) continue; - region.u = region.x / page.width; - region.v = region.y / page.height; - if (region.rotate) { - region.u2 = (region.x + region.height) / page.width; - region.v2 = (region.y + region.width) / page.height; - } else { - region.u2 = (region.x + region.width) / page.width; - region.v2 = (region.y + region.height) / page.height; - } - } - } -}; - -spine.Atlas.Format = { - alpha: 0, - intensity: 1, - luminanceAlpha: 2, - rgb565: 3, - rgba4444: 4, - rgb888: 5, - rgba8888: 6 -}; - -spine.Atlas.TextureFilter = { - nearest: 0, - linear: 1, - mipMap: 2, - mipMapNearestNearest: 3, - mipMapLinearNearest: 4, - mipMapNearestLinear: 5, - mipMapLinearLinear: 6 -}; - -spine.Atlas.TextureWrap = { - mirroredRepeat: 0, - clampToEdge: 1, - repeat: 2 -}; - -spine.AtlasPage = function () {}; -spine.AtlasPage.prototype = { - name: null, - format: null, - minFilter: null, - magFilter: null, - uWrap: null, - vWrap: null, - rendererObject: null, - width: 0, - height: 0 -}; - -spine.AtlasRegion = function () {}; -spine.AtlasRegion.prototype = { - page: null, - name: null, - x: 0, y: 0, - width: 0, height: 0, - u: 0, v: 0, u2: 0, v2: 0, - offsetX: 0, offsetY: 0, - originalWidth: 0, originalHeight: 0, - index: 0, - rotate: false, - splits: null, - pads: null, -}; - -spine.AtlasReader = function (text) { - this.lines = text.split(/\r\n|\r|\n/); -}; -spine.AtlasReader.prototype = { - index: 0, - trim: function (value) { - return value.replace(/^\s+|\s+$/g, ""); - }, - readLine: function () { - if (this.index >= this.lines.length) return null; - return this.lines[this.index++]; - }, - readValue: function () { - var line = this.readLine(); - var colon = line.indexOf(":"); - if (colon == -1) throw "Invalid line: " + line; - return this.trim(line.substring(colon + 1)); - }, - /** Returns the number of tuple values read (2 or 4). */ - readTuple: function (tuple) { - var line = this.readLine(); - var colon = line.indexOf(":"); - if (colon == -1) throw "Invalid line: " + line; - var i = 0, lastMatch= colon + 1; - for (; i < 3; i++) { - var comma = line.indexOf(",", lastMatch); - if (comma == -1) { - if (!i) throw "Invalid line: " + line; - break; - } - tuple[i] = this.trim(line.substr(lastMatch, comma - lastMatch)); - lastMatch = comma + 1; - } - tuple[i] = this.trim(line.substring(lastMatch)); - return i + 1; - } -} - -spine.AtlasAttachmentLoader = function (atlas) { - this.atlas = atlas; -} -spine.AtlasAttachmentLoader.prototype = { - newAttachment: function (skin, type, name) { - switch (type) { - case spine.AttachmentType.region: - var region = this.atlas.findRegion(name); - if (!region) throw "Region not found in atlas: " + name + " (" + type + ")"; - var attachment = new spine.RegionAttachment(name); - attachment.rendererObject = region; - attachment.setUVs(region.u, region.v, region.u2, region.v2, region.rotate); - attachment.regionOffsetX = region.offsetX; - attachment.regionOffsetY = region.offsetY; - attachment.regionWidth = region.width; - attachment.regionHeight = region.height; - attachment.regionOriginalWidth = region.originalWidth; - attachment.regionOriginalHeight = region.originalHeight; - return attachment; - } - throw "Unknown attachment type: " + type; - } -} - -spine.Bone.yDown = true; -PIXI.AnimCache = {}; - -/** - * A class that enables the you to import and run your spine animations in pixi. - * Spine animation data needs to be loaded using the PIXI.AssetLoader or PIXI.SpineLoader before it can be used by this class - * See example 12 (http://www.goodboydigital.com/pixijs/examples/12/) to see a working example and check out the source - * - * @class Spine - * @extends DisplayObjectContainer - * @constructor - * @param url {String} The url of the spine anim file to be used - */ -PIXI.Spine = function (url) { - PIXI.DisplayObjectContainer.call(this); - - this.spineData = PIXI.AnimCache[url]; - - if (!this.spineData) { - throw new Error("Spine data must be preloaded using PIXI.SpineLoader or PIXI.AssetLoader: " + url); - } - - this.skeleton = new spine.Skeleton(this.spineData); - this.skeleton.updateWorldTransform(); - - this.stateData = new spine.AnimationStateData(this.spineData); - this.state = new spine.AnimationState(this.stateData); - - this.slotContainers = []; - - for (var i = 0, n = this.skeleton.drawOrder.length; i < n; i++) { - var slot = this.skeleton.drawOrder[i]; - var attachment = slot.attachment; - var slotContainer = new PIXI.DisplayObjectContainer(); - this.slotContainers.push(slotContainer); - this.addChild(slotContainer); - if (!(attachment instanceof spine.RegionAttachment)) { - continue; - } - var spriteName = attachment.rendererObject.name; - var sprite = this.createSprite(slot, attachment.rendererObject); - slot.currentSprite = sprite; - slot.currentSpriteName = spriteName; - slotContainer.addChild(sprite); - } -}; - -PIXI.Spine.prototype = Object.create(PIXI.DisplayObjectContainer.prototype); -PIXI.Spine.prototype.constructor = PIXI.Spine; - -/* - * Updates the object transform for rendering - * - * @method updateTransform - * @private - */ -PIXI.Spine.prototype.updateTransform = function () { - this.lastTime = this.lastTime || Date.now(); - var timeDelta = (Date.now() - this.lastTime) * 0.001; - this.lastTime = Date.now(); - this.state.update(timeDelta); - this.state.apply(this.skeleton); - this.skeleton.updateWorldTransform(); - - var drawOrder = this.skeleton.drawOrder; - for (var i = 0, n = drawOrder.length; i < n; i++) { - var slot = drawOrder[i]; - var attachment = slot.attachment; - var slotContainer = this.slotContainers[i]; - if (!(attachment instanceof spine.RegionAttachment)) { - slotContainer.visible = false; - continue; - } - - if (attachment.rendererObject) { - if (!slot.currentSpriteName || slot.currentSpriteName != attachment.name) { - var spriteName = attachment.rendererObject.name; - if (slot.currentSprite !== undefined) { - slot.currentSprite.visible = false; - } - slot.sprites = slot.sprites || {}; - if (slot.sprites[spriteName] !== undefined) { - slot.sprites[spriteName].visible = true; - } else { - var sprite = this.createSprite(slot, attachment.rendererObject); - slotContainer.addChild(sprite); - } - slot.currentSprite = slot.sprites[spriteName]; - slot.currentSpriteName = spriteName; - } - } - slotContainer.visible = true; - - var bone = slot.bone; - - slotContainer.position.x = bone.worldX + attachment.x * bone.m00 + attachment.y * bone.m01; - slotContainer.position.y = bone.worldY + attachment.x * bone.m10 + attachment.y * bone.m11; - slotContainer.scale.x = bone.worldScaleX; - slotContainer.scale.y = bone.worldScaleY; - - slotContainer.rotation = -(slot.bone.worldRotation * Math.PI / 180); - } - - PIXI.DisplayObjectContainer.prototype.updateTransform.call(this); -}; - - -PIXI.Spine.prototype.createSprite = function (slot, descriptor) { - var name = PIXI.TextureCache[descriptor.name] ? descriptor.name : descriptor.name + ".png"; - var sprite = new PIXI.Sprite(PIXI.Texture.fromFrame(name)); - sprite.scale = descriptor.scale; - sprite.rotation = descriptor.rotation; - sprite.anchor.x = sprite.anchor.y = 0.5; - - slot.sprites = slot.sprites || {}; - slot.sprites[descriptor.name] = sprite; - return sprite; -}; - -/** - * @author Mat Groves http://matgroves.com/ @Doormat23 - */ - -PIXI.BaseTextureCache = {}; -PIXI.texturesToUpdate = []; -PIXI.texturesToDestroy = []; - -PIXI.BaseTextureCacheIdGenerator = 0; - -/** - * A texture stores the information that represents an image. All textures have a base texture - * - * @class BaseTexture - * @uses EventTarget - * @constructor - * @param source {String} the source object (image or canvas) - * @param scaleMode {Number} Should be one of the PIXI.scaleMode consts - */ -PIXI.BaseTexture = function(source, scaleMode) -{ - PIXI.EventTarget.call( this ); - - /** - * [read-only] The width of the base texture set when the image has loaded - * - * @property width - * @type Number - * @readOnly - */ - this.width = 100; - - /** - * [read-only] The height of the base texture set when the image has loaded - * - * @property height - * @type Number - * @readOnly - */ - this.height = 100; - - /** - * The scale mode to apply when scaling this texture - * @property scaleMode - * @type PIXI.scaleModes - * @default PIXI.scaleModes.LINEAR - */ - this.scaleMode = scaleMode || PIXI.scaleModes.DEFAULT; - - /** - * [read-only] Describes if the base texture has loaded or not - * - * @property hasLoaded - * @type Boolean - * @readOnly - */ - this.hasLoaded = false; - - /** - * The source that is loaded to create the texture - * - * @property source - * @type Image - */ - this.source = source; - - if(!source)return; - - if(this.source.complete || this.source.getContext) - { - this.hasLoaded = true; - this.width = this.source.width; - this.height = this.source.height; - - PIXI.texturesToUpdate.push(this); - } - else - { - - var scope = this; - this.source.onload = function() { - - scope.hasLoaded = true; - scope.width = scope.source.width; - scope.height = scope.source.height; - - // add it to somewhere... - PIXI.texturesToUpdate.push(scope); - scope.dispatchEvent( { type: 'loaded', content: scope } ); - }; - } - - this.imageUrl = null; - this._powerOf2 = false; - - //TODO will be used for futer pixi 1.5... - this.id = PIXI.BaseTextureCacheIdGenerator++; - - // used for webGL - this._glTextures = []; - -}; - -PIXI.BaseTexture.prototype.constructor = PIXI.BaseTexture; - -/** - * Destroys this base texture - * - * @method destroy - */ -PIXI.BaseTexture.prototype.destroy = function() -{ - if(this.imageUrl) - { - delete PIXI.BaseTextureCache[this.imageUrl]; - this.imageUrl = null; - this.source.src = null; - } - this.source = null; - PIXI.texturesToDestroy.push(this); -}; - -/** - * Changes the source image of the texture - * - * @method updateSourceImage - * @param newSrc {String} the path of the image - */ -PIXI.BaseTexture.prototype.updateSourceImage = function(newSrc) -{ - this.hasLoaded = false; - this.source.src = null; - this.source.src = newSrc; -}; - -/** - * Helper function that returns a base texture based on an image url - * If the image is not in the base texture cache it will be created and loaded - * - * @static - * @method fromImage - * @param imageUrl {String} The image url of the texture - * @param crossorigin {Boolean} - * @param scaleMode {Number} Should be one of the PIXI.scaleMode consts - * @return BaseTexture - */ -PIXI.BaseTexture.fromImage = function(imageUrl, crossorigin, scaleMode) -{ - var baseTexture = PIXI.BaseTextureCache[imageUrl]; - crossorigin = !crossorigin; - - if(!baseTexture) - { - // new Image() breaks tex loading in some versions of Chrome. - // See https://code.google.com/p/chromium/issues/detail?id=238071 - var image = new Image();//document.createElement('img'); - if (crossorigin) - { - image.crossOrigin = ''; - } - image.src = imageUrl; - baseTexture = new PIXI.BaseTexture(image, scaleMode); - baseTexture.imageUrl = imageUrl; - PIXI.BaseTextureCache[imageUrl] = baseTexture; - } - - return baseTexture; -}; - -PIXI.BaseTexture.fromCanvas = function(canvas, scaleMode) -{ - if(!canvas._pixiId) - { - canvas._pixiId = 'canvas_' + PIXI.TextureCacheIdGenerator++; - } - - var baseTexture = PIXI.BaseTextureCache[canvas._pixiId]; - - if(!baseTexture) - { - baseTexture = new PIXI.BaseTexture(canvas, scaleMode); - PIXI.BaseTextureCache[canvas._pixiId] = baseTexture; - } - - return baseTexture; -}; - - - -/** - * @author Mat Groves http://matgroves.com/ @Doormat23 - */ - -PIXI.TextureCache = {}; -PIXI.FrameCache = {}; - -PIXI.TextureCacheIdGenerator = 0; - -/** - * A texture stores the information that represents an image or part of an image. It cannot be added - * to the display list directly. To do this use PIXI.Sprite. If no frame is provided then the whole image is used - * - * @class Texture - * @uses EventTarget - * @constructor - * @param baseTexture {BaseTexture} The base texture source to create the texture from - * @param frame {Rectangle} The rectangle frame of the texture to show - */ -PIXI.Texture = function(baseTexture, frame) -{ - PIXI.EventTarget.call( this ); - - if(!frame) - { - this.noFrame = true; - frame = new PIXI.Rectangle(0,0,1,1); - } - - if(baseTexture instanceof PIXI.Texture) - baseTexture = baseTexture.baseTexture; - - /** - * The base texture of that this texture uses - * - * @property baseTexture - * @type BaseTexture - */ - this.baseTexture = baseTexture; - - /** - * The frame specifies the region of the base texture that this texture uses - * - * @property frame - * @type Rectangle - */ - this.frame = frame; - - /** - * The trim point - * - * @property trim - * @type Rectangle - */ - this.trim = null; - - this.scope = this; - - if(baseTexture.hasLoaded) - { - if(this.noFrame)frame = new PIXI.Rectangle(0,0, baseTexture.width, baseTexture.height); - - this.setFrame(frame); - } - else - { - var scope = this; - baseTexture.addEventListener('loaded', function(){ scope.onBaseTextureLoaded(); }); - } -}; - -PIXI.Texture.prototype.constructor = PIXI.Texture; - -/** - * Called when the base texture is loaded - * - * @method onBaseTextureLoaded - * @param event - * @private - */ -PIXI.Texture.prototype.onBaseTextureLoaded = function() -{ - var baseTexture = this.baseTexture; - baseTexture.removeEventListener( 'loaded', this.onLoaded ); - - if(this.noFrame)this.frame = new PIXI.Rectangle(0,0, baseTexture.width, baseTexture.height); - - this.setFrame(this.frame); - - this.scope.dispatchEvent( { type: 'update', content: this } ); -}; - -/** - * Destroys this texture - * - * @method destroy - * @param destroyBase {Boolean} Whether to destroy the base texture as well - */ -PIXI.Texture.prototype.destroy = function(destroyBase) -{ - if(destroyBase) this.baseTexture.destroy(); -}; - -/** - * Specifies the rectangle region of the baseTexture - * - * @method setFrame - * @param frame {Rectangle} The frame of the texture to set it to - */ -PIXI.Texture.prototype.setFrame = function(frame) -{ - this.frame = frame; - this.width = frame.width; - this.height = frame.height; - - if(frame.x + frame.width > this.baseTexture.width || frame.y + frame.height > this.baseTexture.height) - { - throw new Error('Texture Error: frame does not fit inside the base Texture dimensions ' + this); - } - - this.updateFrame = true; - - PIXI.Texture.frameUpdates.push(this); - - - //this.dispatchEvent( { type: 'update', content: this } ); -}; - -PIXI.Texture.prototype._updateWebGLuvs = function() -{ - if(!this._uvs)this._uvs = new PIXI.TextureUvs(); - - var frame = this.frame; - var tw = this.baseTexture.width; - var th = this.baseTexture.height; - - this._uvs.x0 = frame.x / tw; - this._uvs.y0 = frame.y / th; - - this._uvs.x1 = (frame.x + frame.width) / tw; - this._uvs.y1 = frame.y / th; - - this._uvs.x2 = (frame.x + frame.width) / tw; - this._uvs.y2 = (frame.y + frame.height) / th; - - this._uvs.x3 = frame.x / tw; - this._uvs.y3 = (frame.y + frame.height) / th; -}; - -/** - * Helper function that returns a texture based on an image url - * If the image is not in the texture cache it will be created and loaded - * - * @static - * @method fromImage - * @param imageUrl {String} The image url of the texture - * @param crossorigin {Boolean} Whether requests should be treated as crossorigin - * @return Texture - */ -PIXI.Texture.fromImage = function(imageUrl, crossorigin, scaleMode) -{ - var texture = PIXI.TextureCache[imageUrl]; - - if(!texture) - { - texture = new PIXI.Texture(PIXI.BaseTexture.fromImage(imageUrl, crossorigin, scaleMode)); - PIXI.TextureCache[imageUrl] = texture; - } - - return texture; -}; - -/** - * Helper function that returns a texture based on a frame id - * If the frame id is not in the texture cache an error will be thrown - * - * @static - * @method fromFrame - * @param frameId {String} The frame id of the texture - * @return Texture - */ -PIXI.Texture.fromFrame = function(frameId) -{ - var texture = PIXI.TextureCache[frameId]; - if(!texture) throw new Error('The frameId "' + frameId + '" does not exist in the texture cache '); - return texture; -}; - -/** - * Helper function that returns a texture based on a canvas element - * If the canvas is not in the texture cache it will be created and loaded - * - * @static - * @method fromCanvas - * @param canvas {Canvas} The canvas element source of the texture - * @return Texture - */ -PIXI.Texture.fromCanvas = function(canvas, scaleMode) -{ - var baseTexture = PIXI.BaseTexture.fromCanvas(canvas, scaleMode); - - return new PIXI.Texture( baseTexture ); - -}; - - -/** - * Adds a texture to the textureCache. - * - * @static - * @method addTextureToCache - * @param texture {Texture} - * @param id {String} the id that the texture will be stored against. - */ -PIXI.Texture.addTextureToCache = function(texture, id) -{ - PIXI.TextureCache[id] = texture; -}; - -/** - * Remove a texture from the textureCache. - * - * @static - * @method removeTextureFromCache - * @param id {String} the id of the texture to be removed - * @return {Texture} the texture that was removed - */ -PIXI.Texture.removeTextureFromCache = function(id) -{ - var texture = PIXI.TextureCache[id]; - PIXI.TextureCache[id] = null; - return texture; -}; - -// this is more for webGL.. it contains updated frames.. -PIXI.Texture.frameUpdates = []; - -PIXI.TextureUvs = function() -{ - this.x0 = 0; - this.y0 = 0; - - this.x1 = 0; - this.y1 = 0; - - this.x2 = 0; - this.y2 = 0; - - this.x3 = 0; - this.y4 = 0; - - -}; - - -/** - * @author Mat Groves http://matgroves.com/ @Doormat23 - */ - -/** - A RenderTexture is a special texture that allows any pixi displayObject to be rendered to it. - - __Hint__: All DisplayObjects (exmpl. Sprites) that render on RenderTexture should be preloaded. - Otherwise black rectangles will be drawn instead. - - RenderTexture takes snapshot of DisplayObject passed to render method. If DisplayObject is passed to render method, position and rotation of it will be ignored. For example: - - var renderTexture = new PIXI.RenderTexture(800, 600); - var sprite = PIXI.Sprite.fromImage("spinObj_01.png"); - sprite.position.x = 800/2; - sprite.position.y = 600/2; - sprite.anchor.x = 0.5; - sprite.anchor.y = 0.5; - renderTexture.render(sprite); - - Sprite in this case will be rendered to 0,0 position. To render this sprite at center DisplayObjectContainer should be used: - - var doc = new PIXI.DisplayObjectContainer(); - doc.addChild(sprite); - renderTexture.render(doc); // Renders to center of renderTexture - - * @class RenderTexture - * @extends Texture - * @constructor - * @param width {Number} The width of the render texture - * @param height {Number} The height of the render texture - */ -PIXI.RenderTexture = function(width, height, renderer) -{ - PIXI.EventTarget.call( this ); - - /** - * The with of the render texture - * - * @property width - * @type Number - */ - this.width = width || 100; - /** - * The height of the render texture - * - * @property height - * @type Number - */ - this.height = height || 100; - - /** - * The framing rectangle of the render texture - * - * @property frame - * @type Rectangle - */ - this.frame = new PIXI.Rectangle(0, 0, this.width, this.height); - - /** - * The base texture object that this texture uses - * - * @property baseTexture - * @type BaseTexture - */ - this.baseTexture = new PIXI.BaseTexture(); - this.baseTexture.width = this.width; - this.baseTexture.height = this.height; - this.baseTexture._glTextures = []; - - this.baseTexture.hasLoaded = true; - - // each render texture can only belong to one renderer at the moment if its webGL - this.renderer = renderer || PIXI.defaultRenderer; - - if(this.renderer.type === PIXI.WEBGL_RENDERER) - { - var gl = this.renderer.gl; - - this.textureBuffer = new PIXI.FilterTexture(gl, this.width, this.height); - this.baseTexture._glTextures[gl.id] = this.textureBuffer.texture; - - this.render = this.renderWebGL; - this.projection = new PIXI.Point(this.width/2 , -this.height/2); - } - else - { - this.render = this.renderCanvas; - this.textureBuffer = new PIXI.CanvasBuffer(this.width, this.height); - this.baseTexture.source = this.textureBuffer.canvas; - } - - PIXI.Texture.frameUpdates.push(this); - - -}; - -PIXI.RenderTexture.prototype = Object.create(PIXI.Texture.prototype); -PIXI.RenderTexture.prototype.constructor = PIXI.RenderTexture; - -PIXI.RenderTexture.prototype.resize = function(width, height) -{ - this.width = width; - this.height = height; - - this.frame.width = this.width; - this.frame.height = this.height; - - if(this.renderer.type === PIXI.WEBGL_RENDERER) - { - this.projection.x = this.width / 2; - this.projection.y = -this.height / 2; - - var gl = this.renderer.gl; - gl.bindTexture(gl.TEXTURE_2D, this.baseTexture._glTextures[gl.id]); - gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, this.width, this.height, 0, gl.RGBA, gl.UNSIGNED_BYTE, null); - } - else - { - this.textureBuffer.resize(this.width, this.height); - } - - PIXI.Texture.frameUpdates.push(this); -}; - -/** - * This function will draw the display object to the texture. - * - * @method renderWebGL - * @param displayObject {DisplayObject} The display object to render this texture on - * @param clear {Boolean} If true the texture will be cleared before the displayObject is drawn - * @private - */ -PIXI.RenderTexture.prototype.renderWebGL = function(displayObject, position, clear) -{ - //TOOD replace position with matrix.. - var gl = this.renderer.gl; - - gl.colorMask(true, true, true, true); - - gl.viewport(0, 0, this.width, this.height); - - gl.bindFramebuffer(gl.FRAMEBUFFER, this.textureBuffer.frameBuffer ); - - if(clear)this.textureBuffer.clear(); - - // THIS WILL MESS WITH HIT TESTING! - var children = displayObject.children; - - //TODO -? create a new one??? dont think so! - var originalWorldTransform = displayObject.worldTransform; - displayObject.worldTransform = PIXI.RenderTexture.tempMatrix; - // modify to flip... - displayObject.worldTransform.d = -1; - displayObject.worldTransform.ty = this.projection.y * -2; - - if(position) - { - displayObject.worldTransform.tx = position.x; - displayObject.worldTransform.ty -= position.y; - } - - for(var i=0,j=children.length; i} assetURLs an array of image/sprite sheet urls that you would like loaded - * supported. Supported image formats include 'jpeg', 'jpg', 'png', 'gif'. Supported - * sprite sheet data formats only include 'JSON' at this time. Supported bitmap font - * data formats include 'xml' and 'fnt'. - * @param crossorigin {Boolean} Whether requests should be treated as crossorigin - */ -PIXI.AssetLoader = function(assetURLs, crossorigin) -{ - PIXI.EventTarget.call(this); - - /** - * The array of asset URLs that are going to be loaded - * - * @property assetURLs - * @type Array - */ - this.assetURLs = assetURLs; - - /** - * Whether the requests should be treated as cross origin - * - * @property crossorigin - * @type Boolean - */ - this.crossorigin = crossorigin; - - /** - * Maps file extension to loader types - * - * @property loadersByType - * @type Object - */ - this.loadersByType = { - 'jpg': PIXI.ImageLoader, - 'jpeg': PIXI.ImageLoader, - 'png': PIXI.ImageLoader, - 'gif': PIXI.ImageLoader, - 'json': PIXI.JsonLoader, - 'atlas': PIXI.AtlasLoader, - 'anim': PIXI.SpineLoader, - 'xml': PIXI.BitmapFontLoader, - 'fnt': PIXI.BitmapFontLoader - }; -}; - -/** - * Fired when an item has loaded - * @event onProgress - */ - -/** - * Fired when all the assets have loaded - * @event onComplete - */ - -// constructor -PIXI.AssetLoader.prototype.constructor = PIXI.AssetLoader; - -/** - * Given a filename, returns its extension, wil - * - * @method _getDataType - * @param str {String} the name of the asset - */ -PIXI.AssetLoader.prototype._getDataType = function(str) -{ - var test = 'data:'; - //starts with 'data:' - var start = str.slice(0, test.length).toLowerCase(); - if (start === test) { - var data = str.slice(test.length); - - var sepIdx = data.indexOf(','); - if (sepIdx === -1) //malformed data URI scheme - return null; - - //e.g. 'image/gif;base64' => 'image/gif' - var info = data.slice(0, sepIdx).split(';')[0]; - - //We might need to handle some special cases here... - //standardize text/plain to 'txt' file extension - if (!info || info.toLowerCase() === 'text/plain') - return 'txt'; - - //User specified mime type, try splitting it by '/' - return info.split('/').pop().toLowerCase(); - } - - return null; -}; - -/** - * Starts loading the assets sequentially - * - * @method load - */ -PIXI.AssetLoader.prototype.load = function() -{ - var scope = this; - - function onLoad(evt) { - scope.onAssetLoaded(evt.loader); - } - - this.loadCount = this.assetURLs.length; - - for (var i=0; i < this.assetURLs.length; i++) - { - var fileName = this.assetURLs[i]; - //first see if we have a data URI scheme.. - var fileType = this._getDataType(fileName); - - //if not, assume it's a file URI - if (!fileType) - fileType = fileName.split('?').shift().split('.').pop().toLowerCase(); - - var Constructor = this.loadersByType[fileType]; - if(!Constructor) - throw new Error(fileType + ' is an unsupported file type'); - - var loader = new Constructor(fileName, this.crossorigin); - - loader.addEventListener('loaded', onLoad); - loader.load(); - } -}; - -/** - * Invoked after each file is loaded - * - * @method onAssetLoaded - * @private - */ -PIXI.AssetLoader.prototype.onAssetLoaded = function(loader) -{ - this.loadCount--; - this.dispatchEvent({ type: 'onProgress', content: this, loader: loader }); - if (this.onProgress) this.onProgress(loader); - - if (!this.loadCount) - { - this.dispatchEvent({type: 'onComplete', content: this}); - if(this.onComplete) this.onComplete(); - } -}; - -/** - * @author Mat Groves http://matgroves.com/ @Doormat23 - */ - -/** - * The json file loader is used to load in JSON data and parse it - * When loaded this class will dispatch a 'loaded' event - * If loading fails this class will dispatch an 'error' event - * - * @class JsonLoader - * @uses EventTarget - * @constructor - * @param url {String} The url of the JSON file - * @param crossorigin {Boolean} Whether requests should be treated as crossorigin - */ -PIXI.JsonLoader = function (url, crossorigin) { - PIXI.EventTarget.call(this); - - /** - * The url of the bitmap font data - * - * @property url - * @type String - */ - this.url = url; - - /** - * Whether the requests should be treated as cross origin - * - * @property crossorigin - * @type Boolean - */ - this.crossorigin = crossorigin; - - /** - * [read-only] The base url of the bitmap font data - * - * @property baseUrl - * @type String - * @readOnly - */ - this.baseUrl = url.replace(/[^\/]*$/, ''); - - /** - * [read-only] Whether the data has loaded yet - * - * @property loaded - * @type Boolean - * @readOnly - */ - this.loaded = false; - -}; - -// constructor -PIXI.JsonLoader.prototype.constructor = PIXI.JsonLoader; - -/** - * Loads the JSON data - * - * @method load - */ -PIXI.JsonLoader.prototype.load = function () { - this.ajaxRequest = new PIXI.AjaxRequest(this.crossorigin); - var scope = this; - this.ajaxRequest.onreadystatechange = function () { - scope.onJSONLoaded(); - }; - - this.ajaxRequest.open('GET', this.url, true); - if (this.ajaxRequest.overrideMimeType) this.ajaxRequest.overrideMimeType('application/json'); - this.ajaxRequest.send(null); -}; - -/** - * Invoke when JSON file is loaded - * - * @method onJSONLoaded - * @private - */ -PIXI.JsonLoader.prototype.onJSONLoaded = function () { - if (this.ajaxRequest.readyState === 4) { - if (this.ajaxRequest.status === 200 || window.location.protocol.indexOf('http') === -1) { - this.json = JSON.parse(this.ajaxRequest.responseText); - - if(this.json.frames) - { - // sprite sheet - var scope = this; - var textureUrl = this.baseUrl + this.json.meta.image; - var image = new PIXI.ImageLoader(textureUrl, this.crossorigin); - var frameData = this.json.frames; - - this.texture = image.texture.baseTexture; - image.addEventListener('loaded', function() { - scope.onLoaded(); - }); - - for (var i in frameData) { - var rect = frameData[i].frame; - if (rect) { - PIXI.TextureCache[i] = new PIXI.Texture(this.texture, { - x: rect.x, - y: rect.y, - width: rect.w, - height: rect.h - }); - - // check to see ifthe sprite ha been trimmed.. - if (frameData[i].trimmed) { - - var texture = PIXI.TextureCache[i]; - - var actualSize = frameData[i].sourceSize; - var realSize = frameData[i].spriteSourceSize; - - texture.trim = new PIXI.Rectangle(realSize.x, realSize.y, actualSize.w, actualSize.h); - } - } - } - - image.load(); - - } - else if(this.json.bones) - { - // spine animation - var spineJsonParser = new spine.SkeletonJson(); - var skeletonData = spineJsonParser.readSkeletonData(this.json); - PIXI.AnimCache[this.url] = skeletonData; - this.onLoaded(); - } - else - { - this.onLoaded(); - } - } - else - { - this.onError(); - } - } -}; - -/** - * Invoke when json file loaded - * - * @method onLoaded - * @private - */ -PIXI.JsonLoader.prototype.onLoaded = function () { - this.loaded = true; - this.dispatchEvent({ - type: 'loaded', - content: this - }); -}; - -/** - * Invoke when error occured - * - * @method onError - * @private - */ -PIXI.JsonLoader.prototype.onError = function () { - this.dispatchEvent({ - type: 'error', - content: this - }); -}; -/** - * @author Martin Kelm http://mkelm.github.com - */ - -/** - * The atlas file loader is used to load in Atlas data and parse it - * When loaded this class will dispatch a 'loaded' event - * If loading fails this class will dispatch an 'error' event - * @class AtlasLoader - * @extends EventTarget - * @constructor - * @param {String} url the url of the JSON file - * @param {Boolean} crossorigin - */ - -PIXI.AtlasLoader = function (url, crossorigin) { - PIXI.EventTarget.call(this); - this.url = url; - this.baseUrl = url.replace(/[^\/]*$/, ''); - this.crossorigin = crossorigin; - this.loaded = false; - -}; - -// constructor -PIXI.AtlasLoader.constructor = PIXI.AtlasLoader; - - - /** - * Starts loading the JSON file - * - * @method load - */ -PIXI.AtlasLoader.prototype.load = function () { - this.ajaxRequest = new PIXI.AjaxRequest(); - this.ajaxRequest.onreadystatechange = this.onAtlasLoaded.bind(this); - - this.ajaxRequest.open('GET', this.url, true); - if (this.ajaxRequest.overrideMimeType) this.ajaxRequest.overrideMimeType('application/json'); - this.ajaxRequest.send(null); -}; - -/** - * Invoke when JSON file is loaded - * @method onAtlasLoaded - * @private - */ -PIXI.AtlasLoader.prototype.onAtlasLoaded = function () { - if (this.ajaxRequest.readyState === 4) { - if (this.ajaxRequest.status === 200 || window.location.href.indexOf('http') === -1) { - this.atlas = { - meta : { - image : [] - }, - frames : [] - }; - var result = this.ajaxRequest.responseText.split(/\r?\n/); - var lineCount = -3; - - var currentImageId = 0; - var currentFrame = null; - var nameInNextLine = false; - - var i = 0, - j = 0, - selfOnLoaded = this.onLoaded.bind(this); - - // parser without rotation support yet! - for (i = 0; i < result.length; i++) { - result[i] = result[i].replace(/^\s+|\s+$/g, ''); - if (result[i] === '') { - nameInNextLine = i+1; - } - if (result[i].length > 0) { - if (nameInNextLine === i) { - this.atlas.meta.image.push(result[i]); - currentImageId = this.atlas.meta.image.length - 1; - this.atlas.frames.push({}); - lineCount = -3; - } else if (lineCount > 0) { - if (lineCount % 7 === 1) { // frame name - if (currentFrame != null) { //jshint ignore:line - this.atlas.frames[currentImageId][currentFrame.name] = currentFrame; - } - currentFrame = { name: result[i], frame : {} }; - } else { - var text = result[i].split(' '); - if (lineCount % 7 === 3) { // position - currentFrame.frame.x = Number(text[1].replace(',', '')); - currentFrame.frame.y = Number(text[2]); - } else if (lineCount % 7 === 4) { // size - currentFrame.frame.w = Number(text[1].replace(',', '')); - currentFrame.frame.h = Number(text[2]); - } else if (lineCount % 7 === 5) { // real size - var realSize = { - x : 0, - y : 0, - w : Number(text[1].replace(',', '')), - h : Number(text[2]) - }; - - if (realSize.w > currentFrame.frame.w || realSize.h > currentFrame.frame.h) { - currentFrame.trimmed = true; - currentFrame.realSize = realSize; - } else { - currentFrame.trimmed = false; - } - } - } - } - lineCount++; - } - } - - if (currentFrame != null) { //jshint ignore:line - this.atlas.frames[currentImageId][currentFrame.name] = currentFrame; - } - - if (this.atlas.meta.image.length > 0) { - this.images = []; - for (j = 0; j < this.atlas.meta.image.length; j++) { - // sprite sheet - var textureUrl = this.baseUrl + this.atlas.meta.image[j]; - var frameData = this.atlas.frames[j]; - this.images.push(new PIXI.ImageLoader(textureUrl, this.crossorigin)); - - for (i in frameData) { - var rect = frameData[i].frame; - if (rect) { - PIXI.TextureCache[i] = new PIXI.Texture(this.images[j].texture.baseTexture, { - x: rect.x, - y: rect.y, - width: rect.w, - height: rect.h - }); - if (frameData[i].trimmed) { - PIXI.TextureCache[i].realSize = frameData[i].realSize; - // trim in pixi not supported yet, todo update trim properties if it is done ... - PIXI.TextureCache[i].trim.x = 0; - PIXI.TextureCache[i].trim.y = 0; - } - } - } - } - - this.currentImageId = 0; - for (j = 0; j < this.images.length; j++) { - this.images[j].addEventListener('loaded', selfOnLoaded); - } - this.images[this.currentImageId].load(); - - } else { - this.onLoaded(); - } - - } else { - this.onError(); - } - } -}; - -/** - * Invoke when json file has loaded - * @method onLoaded - * @private - */ -PIXI.AtlasLoader.prototype.onLoaded = function () { - if (this.images.length - 1 > this.currentImageId) { - this.currentImageId++; - this.images[this.currentImageId].load(); - } else { - this.loaded = true; - this.dispatchEvent({ - type: 'loaded', - content: this - }); - } -}; - -/** - * Invoke when error occured - * @method onError - * @private - */ -PIXI.AtlasLoader.prototype.onError = function () { - this.dispatchEvent({ - type: 'error', - content: this - }); -}; - -/** - * @author Mat Groves http://matgroves.com/ @Doormat23 - */ - -/** - * The sprite sheet loader is used to load in JSON sprite sheet data - * To generate the data you can use http://www.codeandweb.com/texturepacker and publish in the 'JSON' format - * There is a free version so thats nice, although the paid version is great value for money. - * It is highly recommended to use Sprite sheets (also know as a 'texture atlas') as it means sprites can be batched and drawn together for highly increased rendering speed. - * Once the data has been loaded the frames are stored in the PIXI texture cache and can be accessed though PIXI.Texture.fromFrameId() and PIXI.Sprite.fromFrameId() - * This loader will load the image file that the Spritesheet points to as well as the data. - * When loaded this class will dispatch a 'loaded' event - * - * @class SpriteSheetLoader - * @uses EventTarget - * @constructor - * @param url {String} The url of the sprite sheet JSON file - * @param crossorigin {Boolean} Whether requests should be treated as crossorigin - */ -PIXI.SpriteSheetLoader = function (url, crossorigin) { - /* - * i use texture packer to load the assets.. - * http://www.codeandweb.com/texturepacker - * make sure to set the format as 'JSON' - */ - PIXI.EventTarget.call(this); - - /** - * The url of the bitmap font data - * - * @property url - * @type String - */ - this.url = url; - - /** - * Whether the requests should be treated as cross origin - * - * @property crossorigin - * @type Boolean - */ - this.crossorigin = crossorigin; - - /** - * [read-only] The base url of the bitmap font data - * - * @property baseUrl - * @type String - * @readOnly - */ - this.baseUrl = url.replace(/[^\/]*$/, ''); - - /** - * The texture being loaded - * - * @property texture - * @type Texture - */ - this.texture = null; - - /** - * The frames of the sprite sheet - * - * @property frames - * @type Object - */ - this.frames = {}; -}; - -// constructor -PIXI.SpriteSheetLoader.prototype.constructor = PIXI.SpriteSheetLoader; - -/** - * This will begin loading the JSON file - * - * @method load - */ -PIXI.SpriteSheetLoader.prototype.load = function () { - var scope = this; - var jsonLoader = new PIXI.JsonLoader(this.url, this.crossorigin); - jsonLoader.addEventListener('loaded', function (event) { - scope.json = event.content.json; - scope.onLoaded(); - }); - jsonLoader.load(); -}; - -/** - * Invoke when all files are loaded (json and texture) - * - * @method onLoaded - * @private - */ -PIXI.SpriteSheetLoader.prototype.onLoaded = function () { - this.dispatchEvent({ - type: 'loaded', - content: this - }); -}; - -/** - * @author Mat Groves http://matgroves.com/ @Doormat23 - */ - -/** - * The image loader class is responsible for loading images file formats ('jpeg', 'jpg', 'png' and 'gif') - * Once the image has been loaded it is stored in the PIXI texture cache and can be accessed though PIXI.Texture.fromFrameId() and PIXI.Sprite.fromFrameId() - * When loaded this class will dispatch a 'loaded' event - * - * @class ImageLoader - * @uses EventTarget - * @constructor - * @param url {String} The url of the image - * @param crossorigin {Boolean} Whether requests should be treated as crossorigin - */ -PIXI.ImageLoader = function(url, crossorigin) -{ - PIXI.EventTarget.call(this); - - /** - * The texture being loaded - * - * @property texture - * @type Texture - */ - this.texture = PIXI.Texture.fromImage(url, crossorigin); - - /** - * if the image is loaded with loadFramedSpriteSheet - * frames will contain the sprite sheet frames - * - */ - this.frames = []; -}; - -// constructor -PIXI.ImageLoader.prototype.constructor = PIXI.ImageLoader; - -/** - * Loads image or takes it from cache - * - * @method load - */ -PIXI.ImageLoader.prototype.load = function() -{ - if(!this.texture.baseTexture.hasLoaded) - { - var scope = this; - this.texture.baseTexture.addEventListener('loaded', function() - { - scope.onLoaded(); - }); - } - else - { - this.onLoaded(); - } -}; - -/** - * Invoked when image file is loaded or it is already cached and ready to use - * - * @method onLoaded - * @private - */ -PIXI.ImageLoader.prototype.onLoaded = function() -{ - this.dispatchEvent({type: 'loaded', content: this}); -}; - -/** - * Loads image and split it to uniform sized frames - * - * - * @method loadFramedSpriteSheet - * @param frameWidth {Number} width of each frame - * @param frameHeight {Number} height of each frame - * @param textureName {String} if given, the frames will be cached in - format - */ -PIXI.ImageLoader.prototype.loadFramedSpriteSheet = function(frameWidth, frameHeight, textureName) -{ - this.frames = []; - var cols = Math.floor(this.texture.width / frameWidth); - var rows = Math.floor(this.texture.height / frameHeight); - - var i=0; - for (var y=0; y= arr.length) { + callback(); + } + } + } + }; + async.forEach = async.each; + + async.eachSeries = function (arr, iterator, callback) { + callback = callback || function () {}; + if (!arr.length) { + return callback(); + } + var completed = 0; + var iterate = function () { + iterator(arr[completed], function (err) { + if (err) { + callback(err); + callback = function () {}; + } + else { + completed += 1; + if (completed >= arr.length) { + callback(); + } + else { + iterate(); + } + } + }); + }; + iterate(); + }; + async.forEachSeries = async.eachSeries; + + async.eachLimit = function (arr, limit, iterator, callback) { + var fn = _eachLimit(limit); + fn.apply(null, [arr, iterator, callback]); + }; + async.forEachLimit = async.eachLimit; + + var _eachLimit = function (limit) { + + return function (arr, iterator, callback) { + callback = callback || function () {}; + if (!arr.length || limit <= 0) { + return callback(); + } + var completed = 0; + var started = 0; + var running = 0; + + (function replenish () { + if (completed >= arr.length) { + return callback(); + } + + while (running < limit && started < arr.length) { + started += 1; + running += 1; + iterator(arr[started - 1], function (err) { + if (err) { + callback(err); + callback = function () {}; + } + else { + completed += 1; + running -= 1; + if (completed >= arr.length) { + callback(); + } + else { + replenish(); + } + } + }); + } + })(); + }; + }; + + + var doParallel = function (fn) { + return function () { + var args = Array.prototype.slice.call(arguments); + return fn.apply(null, [async.each].concat(args)); + }; + }; + var doParallelLimit = function(limit, fn) { + return function () { + var args = Array.prototype.slice.call(arguments); + return fn.apply(null, [_eachLimit(limit)].concat(args)); + }; + }; + var doSeries = function (fn) { + return function () { + var args = Array.prototype.slice.call(arguments); + return fn.apply(null, [async.eachSeries].concat(args)); + }; + }; + + + var _asyncMap = function (eachfn, arr, iterator, callback) { + arr = _map(arr, function (x, i) { + return {index: i, value: x}; + }); + if (!callback) { + eachfn(arr, function (x, callback) { + iterator(x.value, function (err) { + callback(err); + }); + }); + } else { + var results = []; + eachfn(arr, function (x, callback) { + iterator(x.value, function (err, v) { + results[x.index] = v; + callback(err); + }); + }, function (err) { + callback(err, results); + }); + } + }; + async.map = doParallel(_asyncMap); + async.mapSeries = doSeries(_asyncMap); + async.mapLimit = function (arr, limit, iterator, callback) { + return _mapLimit(limit)(arr, iterator, callback); + }; + + var _mapLimit = function(limit) { + return doParallelLimit(limit, _asyncMap); + }; + + // reduce only has a series version, as doing reduce in parallel won't + // work in many situations. + async.reduce = function (arr, memo, iterator, callback) { + async.eachSeries(arr, function (x, callback) { + iterator(memo, x, function (err, v) { + memo = v; + callback(err); + }); + }, function (err) { + callback(err, memo); + }); + }; + // inject alias + async.inject = async.reduce; + // foldl alias + async.foldl = async.reduce; + + async.reduceRight = function (arr, memo, iterator, callback) { + var reversed = _map(arr, function (x) { + return x; + }).reverse(); + async.reduce(reversed, memo, iterator, callback); + }; + // foldr alias + async.foldr = async.reduceRight; + + var _filter = function (eachfn, arr, iterator, callback) { + var results = []; + arr = _map(arr, function (x, i) { + return {index: i, value: x}; + }); + eachfn(arr, function (x, callback) { + iterator(x.value, function (v) { + if (v) { + results.push(x); + } + callback(); + }); + }, function (err) { + callback(_map(results.sort(function (a, b) { + return a.index - b.index; + }), function (x) { + return x.value; + })); + }); + }; + async.filter = doParallel(_filter); + async.filterSeries = doSeries(_filter); + // select alias + async.select = async.filter; + async.selectSeries = async.filterSeries; + + var _reject = function (eachfn, arr, iterator, callback) { + var results = []; + arr = _map(arr, function (x, i) { + return {index: i, value: x}; + }); + eachfn(arr, function (x, callback) { + iterator(x.value, function (v) { + if (!v) { + results.push(x); + } + callback(); + }); + }, function (err) { + callback(_map(results.sort(function (a, b) { + return a.index - b.index; + }), function (x) { + return x.value; + })); + }); + }; + async.reject = doParallel(_reject); + async.rejectSeries = doSeries(_reject); + + var _detect = function (eachfn, arr, iterator, main_callback) { + eachfn(arr, function (x, callback) { + iterator(x, function (result) { + if (result) { + main_callback(x); + main_callback = function () {}; + } + else { + callback(); + } + }); + }, function (err) { + main_callback(); + }); + }; + async.detect = doParallel(_detect); + async.detectSeries = doSeries(_detect); + + async.some = function (arr, iterator, main_callback) { + async.each(arr, function (x, callback) { + iterator(x, function (v) { + if (v) { + main_callback(true); + main_callback = function () {}; + } + callback(); + }); + }, function (err) { + main_callback(false); + }); + }; + // any alias + async.any = async.some; + + async.every = function (arr, iterator, main_callback) { + async.each(arr, function (x, callback) { + iterator(x, function (v) { + if (!v) { + main_callback(false); + main_callback = function () {}; + } + callback(); + }); + }, function (err) { + main_callback(true); + }); + }; + // all alias + async.all = async.every; + + async.sortBy = function (arr, iterator, callback) { + async.map(arr, function (x, callback) { + iterator(x, function (err, criteria) { + if (err) { + callback(err); + } + else { + callback(null, {value: x, criteria: criteria}); + } + }); + }, function (err, results) { + if (err) { + return callback(err); + } + else { + var fn = function (left, right) { + var a = left.criteria, b = right.criteria; + return a < b ? -1 : a > b ? 1 : 0; + }; + callback(null, _map(results.sort(fn), function (x) { + return x.value; + })); + } + }); + }; + + async.auto = function (tasks, callback) { + callback = callback || function () {}; + var keys = _keys(tasks); + var remainingTasks = keys.length + if (!remainingTasks) { + return callback(); + } + + var results = {}; + + var listeners = []; + var addListener = function (fn) { + listeners.unshift(fn); + }; + var removeListener = function (fn) { + for (var i = 0; i < listeners.length; i += 1) { + if (listeners[i] === fn) { + listeners.splice(i, 1); + return; + } + } + }; + var taskComplete = function () { + remainingTasks-- + _each(listeners.slice(0), function (fn) { + fn(); + }); + }; + + addListener(function () { + if (!remainingTasks) { + var theCallback = callback; + // prevent final callback from calling itself if it errors + callback = function () {}; + + theCallback(null, results); + } + }); + + _each(keys, function (k) { + var task = _isArray(tasks[k]) ? tasks[k]: [tasks[k]]; + var taskCallback = function (err) { + var args = Array.prototype.slice.call(arguments, 1); + if (args.length <= 1) { + args = args[0]; + } + if (err) { + var safeResults = {}; + _each(_keys(results), function(rkey) { + safeResults[rkey] = results[rkey]; + }); + safeResults[k] = args; + callback(err, safeResults); + // stop subsequent errors hitting callback multiple times + callback = function () {}; + } + else { + results[k] = args; + async.setImmediate(taskComplete); + } + }; + var requires = task.slice(0, Math.abs(task.length - 1)) || []; + var ready = function () { + return _reduce(requires, function (a, x) { + return (a && results.hasOwnProperty(x)); + }, true) && !results.hasOwnProperty(k); + }; + if (ready()) { + task[task.length - 1](taskCallback, results); + } + else { + var listener = function () { + if (ready()) { + removeListener(listener); + task[task.length - 1](taskCallback, results); + } + }; + addListener(listener); + } + }); + }; + + async.retry = function(times, task, callback) { + var DEFAULT_TIMES = 5; + var attempts = []; + // Use defaults if times not passed + if (typeof times === 'function') { + callback = task; + task = times; + times = DEFAULT_TIMES; + } + // Make sure times is a number + times = parseInt(times, 10) || DEFAULT_TIMES; + var wrappedTask = function(wrappedCallback, wrappedResults) { + var retryAttempt = function(task, finalAttempt) { + return function(seriesCallback) { + task(function(err, result){ + seriesCallback(!err || finalAttempt, {err: err, result: result}); + }, wrappedResults); + }; + }; + while (times) { + attempts.push(retryAttempt(task, !(times-=1))); + } + async.series(attempts, function(done, data){ + data = data[data.length - 1]; + (wrappedCallback || callback)(data.err, data.result); + }); + } + // If a callback is passed, run this as a controll flow + return callback ? wrappedTask() : wrappedTask + }; + + async.waterfall = function (tasks, callback) { + callback = callback || function () {}; + if (!_isArray(tasks)) { + var err = new Error('First argument to waterfall must be an array of functions'); + return callback(err); + } + if (!tasks.length) { + return callback(); + } + var wrapIterator = function (iterator) { + return function (err) { + if (err) { + callback.apply(null, arguments); + callback = function () {}; + } + else { + var args = Array.prototype.slice.call(arguments, 1); + var next = iterator.next(); + if (next) { + args.push(wrapIterator(next)); + } + else { + args.push(callback); + } + async.setImmediate(function () { + iterator.apply(null, args); + }); + } + }; + }; + wrapIterator(async.iterator(tasks))(); + }; + + var _parallel = function(eachfn, tasks, callback) { + callback = callback || function () {}; + if (_isArray(tasks)) { + eachfn.map(tasks, function (fn, callback) { + if (fn) { + fn(function (err) { + var args = Array.prototype.slice.call(arguments, 1); + if (args.length <= 1) { + args = args[0]; + } + callback.call(null, err, args); + }); + } + }, callback); + } + else { + var results = {}; + eachfn.each(_keys(tasks), function (k, callback) { + tasks[k](function (err) { + var args = Array.prototype.slice.call(arguments, 1); + if (args.length <= 1) { + args = args[0]; + } + results[k] = args; + callback(err); + }); + }, function (err) { + callback(err, results); + }); + } + }; + + async.parallel = function (tasks, callback) { + _parallel({ map: async.map, each: async.each }, tasks, callback); + }; + + async.parallelLimit = function(tasks, limit, callback) { + _parallel({ map: _mapLimit(limit), each: _eachLimit(limit) }, tasks, callback); + }; + + async.series = function (tasks, callback) { + callback = callback || function () {}; + if (_isArray(tasks)) { + async.mapSeries(tasks, function (fn, callback) { + if (fn) { + fn(function (err) { + var args = Array.prototype.slice.call(arguments, 1); + if (args.length <= 1) { + args = args[0]; + } + callback.call(null, err, args); + }); + } + }, callback); + } + else { + var results = {}; + async.eachSeries(_keys(tasks), function (k, callback) { + tasks[k](function (err) { + var args = Array.prototype.slice.call(arguments, 1); + if (args.length <= 1) { + args = args[0]; + } + results[k] = args; + callback(err); + }); + }, function (err) { + callback(err, results); + }); + } + }; + + async.iterator = function (tasks) { + var makeCallback = function (index) { + var fn = function () { + if (tasks.length) { + tasks[index].apply(null, arguments); + } + return fn.next(); + }; + fn.next = function () { + return (index < tasks.length - 1) ? makeCallback(index + 1): null; + }; + return fn; + }; + return makeCallback(0); + }; + + async.apply = function (fn) { + var args = Array.prototype.slice.call(arguments, 1); + return function () { + return fn.apply( + null, args.concat(Array.prototype.slice.call(arguments)) + ); + }; + }; + + var _concat = function (eachfn, arr, fn, callback) { + var r = []; + eachfn(arr, function (x, cb) { + fn(x, function (err, y) { + r = r.concat(y || []); + cb(err); + }); + }, function (err) { + callback(err, r); + }); + }; + async.concat = doParallel(_concat); + async.concatSeries = doSeries(_concat); + + async.whilst = function (test, iterator, callback) { + if (test()) { + iterator(function (err) { + if (err) { + return callback(err); + } + async.whilst(test, iterator, callback); + }); + } + else { + callback(); + } + }; + + async.doWhilst = function (iterator, test, callback) { + iterator(function (err) { + if (err) { + return callback(err); + } + var args = Array.prototype.slice.call(arguments, 1); + if (test.apply(null, args)) { + async.doWhilst(iterator, test, callback); + } + else { + callback(); + } + }); + }; + + async.until = function (test, iterator, callback) { + if (!test()) { + iterator(function (err) { + if (err) { + return callback(err); + } + async.until(test, iterator, callback); + }); + } + else { + callback(); + } + }; + + async.doUntil = function (iterator, test, callback) { + iterator(function (err) { + if (err) { + return callback(err); + } + var args = Array.prototype.slice.call(arguments, 1); + if (!test.apply(null, args)) { + async.doUntil(iterator, test, callback); + } + else { + callback(); + } + }); + }; + + async.queue = function (worker, concurrency) { + if (concurrency === undefined) { + concurrency = 1; + } + function _insert(q, data, pos, callback) { + if (!q.started){ + q.started = true; + } + if (!_isArray(data)) { + data = [data]; + } + if(data.length == 0) { + // call drain immediately if there are no tasks + return async.setImmediate(function() { + if (q.drain) { + q.drain(); + } + }); + } + _each(data, function(task) { + var item = { + data: task, + callback: typeof callback === 'function' ? callback : null + }; + + if (pos) { + q.tasks.unshift(item); + } else { + q.tasks.push(item); + } + + if (q.saturated && q.tasks.length === q.concurrency) { + q.saturated(); + } + async.setImmediate(q.process); + }); + } + + var workers = 0; + var q = { + tasks: [], + concurrency: concurrency, + saturated: null, + empty: null, + drain: null, + started: false, + paused: false, + push: function (data, callback) { + _insert(q, data, false, callback); + }, + kill: function () { + q.drain = null; + q.tasks = []; + }, + unshift: function (data, callback) { + _insert(q, data, true, callback); + }, + process: function () { + if (!q.paused && workers < q.concurrency && q.tasks.length) { + var task = q.tasks.shift(); + if (q.empty && q.tasks.length === 0) { + q.empty(); + } + workers += 1; + var next = function () { + workers -= 1; + if (task.callback) { + task.callback.apply(task, arguments); + } + if (q.drain && q.tasks.length + workers === 0) { + q.drain(); + } + q.process(); + }; + var cb = only_once(next); + worker(task.data, cb); + } + }, + length: function () { + return q.tasks.length; + }, + running: function () { + return workers; + }, + idle: function() { + return q.tasks.length + workers === 0; + }, + pause: function () { + if (q.paused === true) { return; } + q.paused = true; + q.process(); + }, + resume: function () { + if (q.paused === false) { return; } + q.paused = false; + q.process(); + } + }; + return q; + }; + + async.priorityQueue = function (worker, concurrency) { + + function _compareTasks(a, b){ + return a.priority - b.priority; + }; + + function _binarySearch(sequence, item, compare) { + var beg = -1, + end = sequence.length - 1; + while (beg < end) { + var mid = beg + ((end - beg + 1) >>> 1); + if (compare(item, sequence[mid]) >= 0) { + beg = mid; + } else { + end = mid - 1; + } + } + return beg; + } + + function _insert(q, data, priority, callback) { + if (!q.started){ + q.started = true; + } + if (!_isArray(data)) { + data = [data]; + } + if(data.length == 0) { + // call drain immediately if there are no tasks + return async.setImmediate(function() { + if (q.drain) { + q.drain(); + } + }); + } + _each(data, function(task) { + var item = { + data: task, + priority: priority, + callback: typeof callback === 'function' ? callback : null + }; + + q.tasks.splice(_binarySearch(q.tasks, item, _compareTasks) + 1, 0, item); + + if (q.saturated && q.tasks.length === q.concurrency) { + q.saturated(); + } + async.setImmediate(q.process); + }); + } + + // Start with a normal queue + var q = async.queue(worker, concurrency); + + // Override push to accept second parameter representing priority + q.push = function (data, priority, callback) { + _insert(q, data, priority, callback); + }; + + // Remove unshift function + delete q.unshift; + + return q; + }; + + async.cargo = function (worker, payload) { + var working = false, + tasks = []; + + var cargo = { + tasks: tasks, + payload: payload, + saturated: null, + empty: null, + drain: null, + drained: true, + push: function (data, callback) { + if (!_isArray(data)) { + data = [data]; + } + _each(data, function(task) { + tasks.push({ + data: task, + callback: typeof callback === 'function' ? callback : null + }); + cargo.drained = false; + if (cargo.saturated && tasks.length === payload) { + cargo.saturated(); + } + }); + async.setImmediate(cargo.process); + }, + process: function process() { + if (working) return; + if (tasks.length === 0) { + if(cargo.drain && !cargo.drained) cargo.drain(); + cargo.drained = true; + return; + } + + var ts = typeof payload === 'number' + ? tasks.splice(0, payload) + : tasks.splice(0, tasks.length); + + var ds = _map(ts, function (task) { + return task.data; + }); + + if(cargo.empty) cargo.empty(); + working = true; + worker(ds, function () { + working = false; + + var args = arguments; + _each(ts, function (data) { + if (data.callback) { + data.callback.apply(null, args); + } + }); + + process(); + }); + }, + length: function () { + return tasks.length; + }, + running: function () { + return working; + } + }; + return cargo; + }; + + var _console_fn = function (name) { + return function (fn) { + var args = Array.prototype.slice.call(arguments, 1); + fn.apply(null, args.concat([function (err) { + var args = Array.prototype.slice.call(arguments, 1); + if (typeof console !== 'undefined') { + if (err) { + if (console.error) { + console.error(err); + } + } + else if (console[name]) { + _each(args, function (x) { + console[name](x); + }); + } + } + }])); + }; + }; + async.log = _console_fn('log'); + async.dir = _console_fn('dir'); + /*async.info = _console_fn('info'); + async.warn = _console_fn('warn'); + async.error = _console_fn('error');*/ + + async.memoize = function (fn, hasher) { + var memo = {}; + var queues = {}; + hasher = hasher || function (x) { + return x; + }; + var memoized = function () { + var args = Array.prototype.slice.call(arguments); + var callback = args.pop(); + var key = hasher.apply(null, args); + if (key in memo) { + async.nextTick(function () { + callback.apply(null, memo[key]); + }); + } + else if (key in queues) { + queues[key].push(callback); + } + else { + queues[key] = [callback]; + fn.apply(null, args.concat([function () { + memo[key] = arguments; + var q = queues[key]; + delete queues[key]; + for (var i = 0, l = q.length; i < l; i++) { + q[i].apply(null, arguments); + } + }])); + } + }; + memoized.memo = memo; + memoized.unmemoized = fn; + return memoized; + }; + + async.unmemoize = function (fn) { + return function () { + return (fn.unmemoized || fn).apply(null, arguments); + }; + }; + + async.times = function (count, iterator, callback) { + var counter = []; + for (var i = 0; i < count; i++) { + counter.push(i); + } + return async.map(counter, iterator, callback); + }; + + async.timesSeries = function (count, iterator, callback) { + var counter = []; + for (var i = 0; i < count; i++) { + counter.push(i); + } + return async.mapSeries(counter, iterator, callback); + }; + + async.seq = function (/* functions... */) { + var fns = arguments; + return function () { + var that = this; + var args = Array.prototype.slice.call(arguments); + var callback = args.pop(); + async.reduce(fns, args, function (newargs, fn, cb) { + fn.apply(that, newargs.concat([function () { + var err = arguments[0]; + var nextargs = Array.prototype.slice.call(arguments, 1); + cb(err, nextargs); + }])) + }, + function (err, results) { + callback.apply(that, [err].concat(results)); + }); + }; + }; + + async.compose = function (/* functions... */) { + return async.seq.apply(null, Array.prototype.reverse.call(arguments)); + }; + + var _applyEach = function (eachfn, fns /*args...*/) { + var go = function () { + var that = this; + var args = Array.prototype.slice.call(arguments); + var callback = args.pop(); + return eachfn(fns, function (fn, cb) { + fn.apply(that, args.concat([cb])); + }, + callback); + }; + if (arguments.length > 2) { + var args = Array.prototype.slice.call(arguments, 2); + return go.apply(this, args); + } + else { + return go; + } + }; + async.applyEach = doParallel(_applyEach); + async.applyEachSeries = doSeries(_applyEach); + + async.forever = function (fn, callback) { + function next(err) { + if (err) { + if (callback) { + return callback(err); + } + throw err; + } + fn(next); + } + next(); + }; + + // Node.js + if (typeof module !== 'undefined' && module.exports) { + module.exports = async; + } + // AMD / RequireJS + else if (typeof define !== 'undefined' && define.amd) { + define([], function () { + return async; + }); + } + // included directly via