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DisplayObject.js
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/**
* @author Mat Groves http://matgroves.com/ @Doormat23
*/
/**
* this is 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.worldVisible = false;
/**
* [read-only] The display object container that contains this display object.
* @property parent
* @type DisplayObjectContainer
*/
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
*/
this.stage = null;
/**
* 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
*/
this.hitArea = null;
this.worldAlpha = 1;
this.color = [];
this.worldTransform = PIXI.mat3.create()//mat3.identity();
this.localTransform = PIXI.mat3.create()//mat3.identity();
this.dynamic = true;
// chach that puppy!
this._sr = 0;
this._cr = 1;
this.childIndex = 0;
this.renderable = false;
// [readonly] best not to toggle directly! use setInteractive()
this.interactive = false;
/**
* This is used to indicate if the displayObject should display a mouse hand cursor on rollover
* @property buttonMode
* @type Boolean
*/
this.buttonMode = false;
/*
* 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 touch's 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.constructor = PIXI.DisplayObject;
//TODO make visible a getter setter
/*
Object.defineProperty(PIXI.DisplayObject.prototype, 'visible', {
get: function() {
return this._visible;
},
set: function(value) {
this._visible = value;
}
});*/
/**
* Indicates if the sprite will have touch and mouse interactivity. It is false by default
* @method setInteractive
* @param interactive {Boolean}
*/
PIXI.DisplayObject.prototype.setInteractive = function(interactive)
{
this.interactive = interactive;
// TODO more to be done here..
// need to sort out a re-crawl!
if(this.stage)this.stage.dirty = true;
}
/**
* @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;
var parentTransform = this.parent.worldTransform;
var worldTransform = this.worldTransform;
//console.log(localTransform)
localTransform[0] = this._cr * this.scale.x;
localTransform[1] = -this._sr * this.scale.y
localTransform[3] = this._sr * this.scale.x;
localTransform[4] = this._cr * this.scale.y;
///AAARR GETTER SETTTER!
//localTransform[2] = this.position.x;
//localTransform[5] = this.position.y;
var px = this.pivot.x;
var py = this.pivot.y;
///AAARR GETTER SETTTER!
localTransform[2] = this.position.x - localTransform[0] * px - py * localTransform[1];
localTransform[5] = this.position.y - localTransform[4] * py - px * localTransform[3];
// Cache the matrix values (makes for huge speed increases!)
var a00 = localTransform[0], a01 = localTransform[1], a02 = localTransform[2],
a10 = localTransform[3], a11 = localTransform[4], a12 = localTransform[5],
b00 = parentTransform[0], b01 = parentTransform[1], b02 = parentTransform[2],
b10 = parentTransform[3], b11 = parentTransform[4], b12 = parentTransform[5];
worldTransform[0] = b00 * a00 + b01 * a10;
worldTransform[1] = b00 * a01 + b01 * a11;
worldTransform[2] = b00 * a02 + b01 * a12 + b02;
worldTransform[3] = b10 * a00 + b11 * a10;
worldTransform[4] = b10 * a01 + b11 * a11;
worldTransform[5] = b10 * a02 + b11 * a12 + b12;
// because we are using affine transformation, we can optimise the matrix concatenation process.. wooo!
// mat3.multiply(this.localTransform, this.parent.worldTransform, this.worldTransform);
this.worldAlpha = this.alpha * this.parent.worldAlpha;
}