const math = require('../math');
const Texture = require('../textures/Texture');
const Node = require('../Node');
const CanvasTinter = require('../renderers/canvas/utils/CanvasTinter');
const utils = require('../utils');
const CONST = require('../../const');
const { textureFromData } = require('../../utils');
const tempPoint = new math.Point();
const GroupD8 = math.GroupD8;
const canvasRenderWorldTransform = new math.Matrix();
/**
* The Sprite object is the base for all textured objects that are rendered to the screen
*
* ```js
* // Load some textures
* loader.add('image.png');
*
* // Create a sprite with that texture
* var sprite = new Sprite('image.png');
*
* // Load sprite atlas
* loader.add('my_atlas.json');
*
* // Create a sprite with a texture(named 'my_image.png') inside the atlas
* var sprite2 = new Sprite(['my_atlas.json', 'my_image.png']);
* ```
*
* @class
* @extends Node
* @param texture {Texture|String|Array} The texture for this sprite
*/
class Sprite extends Node {
constructor(texture) {
super();
/**
* The anchor sets the origin point of the texture.
* The default is 0,0 this means the texture's origin is the top left
* Setting the anchor to 0.5,0.5 means the texture's origin is centered
* Setting the anchor to 1,1 would mean the texture's origin point will be the bottom right corner
*
* @member {Point}
*/
this.anchor = new math.Point();
/**
* The texture that the sprite is using
*
* @member {Texture}
* @private
*/
this._texture = null;
/**
* The width of the sprite (this is initially set by the texture)
*
* @member {number}
* @private
*/
this._width = 0;
/**
* The height of the sprite (this is initially set by the texture)
*
* @member {number}
* @private
*/
this._height = 0;
/**
* The tint applied to the sprite. This is a hex value. A value of 0xFFFFFF will remove any tint effect.
*
* @member {number}
* @default 0xFFFFFF
*/
this.tint = 0xFFFFFF;
/**
* The blend mode to be applied to the sprite. Apply a value of `BLEND_MODES.NORMAL` to reset the blend mode.
*
* @member {number}
* @default BLEND_MODES.NORMAL
* @see BLEND_MODES
*/
this.blendMode = CONST.BLEND_MODES.NORMAL;
/**
* The shader that will be used to render the sprite. Set to null to remove a current shader.
*
* @member {AbstractFilter|Shader}
*/
this.shader = null;
/**
* An internal cached value of the tint.
*
* @member {number}
* @default 0xFFFFFF
*/
this.cachedTint = 0xFFFFFF;
// call texture setter
this.texture = textureFromData(texture) || Texture.EMPTY;
}
/**
* When the texture is updated, this event will fire to update the scale and frame
*
* @private
*/
_onTextureUpdate() {
// so if _width is 0 then width was not set..
if (this._width) {
this.scale.x = utils.sign(this.scale.x) * this._width / this.texture.frame.width;
}
if (this._height) {
this.scale.y = utils.sign(this.scale.y) * this._height / this.texture.frame.height;
}
}
/**
*
* Renders the object using the WebGL renderer
*
* @param renderer {WebGLRenderer}
* @private
*/
_renderWebGL(renderer) {
renderer.setObjectRenderer(renderer.plugins.sprite);
renderer.plugins.sprite.render(this);
}
/**
* Returns the bounds of the Sprite as a rectangle. The bounds calculation takes the worldTransform into account.
*
* @param matrix {Matrix} the transformation matrix of the sprite
* @return {Rectangle} the framing rectangle
*/
getBounds(matrix) {
if (!this._currentBounds) {
var width = this._texture._frame.width;
var height = this._texture._frame.height;
var w0 = width * (1 - this.anchor.x);
var w1 = width * -this.anchor.x;
var h0 = height * (1 - this.anchor.y);
var h1 = height * -this.anchor.y;
var worldTransform = matrix || this.worldTransform;
var a = worldTransform.a;
var b = worldTransform.b;
var c = worldTransform.c;
var d = worldTransform.d;
var tx = worldTransform.tx;
var ty = worldTransform.ty;
var minX,
maxX,
minY,
maxY;
// TODO - I am SURE this can be optimised, but the below is not accurate enough..
/*
if (b === 0 && c === 0)
{
// scale may be negative!
if (a < 0)
{
a *= -1;
}
if (d < 0)
{
d *= -1;
}
// this means there is no rotation going on right? RIGHT?
// if thats the case then we can avoid checking the bound values! yay
minX = a * w1 + tx;
maxX = a * w0 + tx;
minY = d * h1 + ty;
maxY = d * h0 + ty;
}
else
{
*/
var x1 = a * w1 + c * h1 + tx;
var y1 = d * h1 + b * w1 + ty;
var x2 = a * w0 + c * h1 + tx;
var y2 = d * h1 + b * w0 + ty;
var x3 = a * w0 + c * h0 + tx;
var y3 = d * h0 + b * w0 + ty;
var x4 = a * w1 + c * h0 + tx;
var y4 = d * h0 + b * w1 + ty;
minX = x1;
minX = x2 < minX ? x2 : minX;
minX = x3 < minX ? x3 : minX;
minX = x4 < minX ? x4 : minX;
minY = y1;
minY = y2 < minY ? y2 : minY;
minY = y3 < minY ? y3 : minY;
minY = y4 < minY ? y4 : minY;
maxX = x1;
maxX = x2 > maxX ? x2 : maxX;
maxX = x3 > maxX ? x3 : maxX;
maxX = x4 > maxX ? x4 : maxX;
maxY = y1;
maxY = y2 > maxY ? y2 : maxY;
maxY = y3 > maxY ? y3 : maxY;
maxY = y4 > maxY ? y4 : maxY;
// }
// check for children
if (this.children.length) {
var childBounds = this.containerGetBounds();
w0 = childBounds.x;
w1 = childBounds.x + childBounds.width;
h0 = childBounds.y;
h1 = childBounds.y + childBounds.height;
minX = (minX < w0) ? minX : w0;
minY = (minY < h0) ? minY : h0;
maxX = (maxX > w1) ? maxX : w1;
maxY = (maxY > h1) ? maxY : h1;
}
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 this._currentBounds;
}
/**
* Gets the local bounds of the sprite object.
*
*/
getLocalBounds() {
this._bounds.x = -this._texture._frame.width * this.anchor.x;
this._bounds.y = -this._texture._frame.height * this.anchor.y;
this._bounds.width = this._texture._frame.width;
this._bounds.height = this._texture._frame.height;
return this._bounds;
}
/**
* Tests if a point is inside this sprite
*
* @param point {Point} the point to test
* @return {boolean} the result of the test
*/
containsPoint(point) {
this.worldTransform.applyInverse(point, tempPoint);
var width = this._texture._frame.width;
var height = this._texture._frame.height;
var x1 = -width * this.anchor.x;
var y1;
if (tempPoint.x > x1 && tempPoint.x < x1 + width) {
y1 = -height * this.anchor.y;
if (tempPoint.y > y1 && tempPoint.y < y1 + height) {
return true;
}
}
return false;
}
/**
* Renders the object using the Canvas renderer
*
* @param renderer {CanvasRenderer} The renderer
* @private
*/
_renderCanvas(renderer) {
if (this.texture.crop.width <= 0 || this.texture.crop.height <= 0) {
return;
}
var compositeOperation = renderer.blendModes[this.blendMode];
if (compositeOperation !== renderer.context.globalCompositeOperation) {
renderer.context.globalCompositeOperation = compositeOperation;
}
// Ignore null sources
if (this.texture.valid) {
var texture = this._texture,
wt = this.worldTransform,
dx,
dy,
width = texture.crop.width,
height = texture.crop.height;
renderer.context.globalAlpha = this.worldAlpha;
// If smoothingEnabled is supported and we need to change the smoothing property for this texture
var smoothingEnabled = texture.baseTexture.scaleMode === CONST.SCALE_MODES.LINEAR;
if (renderer.smoothProperty && renderer.context[renderer.smoothProperty] !== smoothingEnabled) {
renderer.context[renderer.smoothProperty] = smoothingEnabled;
}
// inline GroupD8.isSwapWidthHeight
if ((texture.rotate & 3) === 2) {
width = texture.crop.height;
height = texture.crop.width;
}
if (texture.trim) {
dx = texture.crop.width / 2 + texture.trim.x - this.anchor.x * texture.trim.width;
dy = texture.crop.height / 2 + texture.trim.y - this.anchor.y * texture.trim.height;
}
else {
dx = (0.5 - this.anchor.x) * texture._frame.width;
dy = (0.5 - this.anchor.y) * texture._frame.height;
}
if (texture.rotate) {
wt.copy(canvasRenderWorldTransform);
wt = canvasRenderWorldTransform;
GroupD8.matrixAppendRotationInv(wt, texture.rotate, dx, dy);
// the anchor has already been applied above, so lets set it to zero
dx = 0;
dy = 0;
}
dx -= width / 2;
dy -= height / 2;
// Allow for pixel rounding
if (renderer.roundPixels) {
renderer.context.setTransform(
wt.a,
wt.b,
wt.c,
wt.d,
(wt.tx * renderer.resolution) | 0,
(wt.ty * renderer.resolution) | 0
);
dx = dx | 0;
dy = dy | 0;
}
else {
renderer.context.setTransform(
wt.a,
wt.b,
wt.c,
wt.d,
wt.tx * renderer.resolution,
wt.ty * renderer.resolution
);
}
var resolution = texture.baseTexture.resolution;
if (this.tint !== 0xFFFFFF) {
if (this.cachedTint !== this.tint) {
this.cachedTint = this.tint;
// TODO clean up caching - how to clean up the caches?
this.tintedTexture = CanvasTinter.getTintedTexture(this, this.tint);
}
renderer.context.drawImage(
this.tintedTexture,
0,
0,
width * resolution,
height * resolution,
dx * renderer.resolution,
dy * renderer.resolution,
width * renderer.resolution,
height * renderer.resolution
);
}
else {
renderer.context.drawImage(
texture.baseTexture.source,
texture.crop.x * resolution,
texture.crop.y * resolution,
width * resolution,
height * resolution,
dx * renderer.resolution,
dy * renderer.resolution,
width * renderer.resolution,
height * renderer.resolution
);
}
}
}
/**
* Destroys this sprite and optionally its texture
*
* @param [destroyTexture=false] {boolean} Should it destroy the current texture of the sprite as well
* @param [destroyBaseTexture=false] {boolean} Should it destroy the base texture of the sprite as well
*/
destroy(destroyTexture, destroyBaseTexture) {
super.destroy();
this.anchor = null;
if (destroyTexture) {
this._texture.destroy(destroyBaseTexture);
}
this._texture = null;
this.shader = null;
}
}
Object.defineProperties(Sprite.prototype, {
/**
* The width of the sprite, setting this will actually modify the scale to achieve the value set
*
* @member {number}
* @memberof Sprite#
*/
width: {
get: function() {
return Math.abs(this.scale.x) * this.texture._frame.width;
},
set: function(value) {
var sign = utils.sign(this.scale.x) || 1;
this.scale.x = sign * value / this.texture._frame.width;
this._width = value;
},
},
/**
* The height of the sprite, setting this will actually modify the scale to achieve the value set
*
* @member {number}
* @memberof Sprite#
*/
height: {
get: function() {
return Math.abs(this.scale.y) * this.texture._frame.height;
},
set: function(value) {
var sign = utils.sign(this.scale.y) || 1;
this.scale.y = sign * value / this.texture._frame.height;
this._height = value;
},
},
/**
* The texture that the sprite is using
*
* @member {Texture}
* @memberof Sprite#
*/
texture: {
get: function() {
return this._texture;
},
set: function(t) {
var value = textureFromData(t);
if (this._texture === value) {
return;
}
this._texture = value;
this.cachedTint = 0xFFFFFF;
if (value) {
// wait for the texture to load
if (value.baseTexture.hasLoaded) {
this._onTextureUpdate();
}
else {
value.once('update', this._onTextureUpdate, this);
}
}
},
},
});
module.exports = Sprite;