import { SHAPES } from '../../../const';
/**
* A set of functions used to handle masking.
*
* @class
* @memberof Tiny
*/
export default class CanvasMaskManager {
/**
* @param {Tiny.CanvasRenderer} renderer - The canvas renderer.
*/
constructor(renderer) {
this.renderer = renderer;
}
/**
* This method adds it to the current stack of masks.
*
* @param {object} maskData - the maskData that will be pushed
*/
pushMask(maskData) {
const renderer = this.renderer;
renderer.context.save();
const cacheAlpha = maskData.alpha;
const transform = maskData.transform.worldTransform;
const resolution = renderer.resolution;
renderer.context.setTransform(
transform.a * resolution,
transform.b * resolution,
transform.c * resolution,
transform.d * resolution,
transform.tx * resolution,
transform.ty * resolution
);
// TODO suport sprite alpha masks??
// lots of effort required. If demand is great enough..
if (!maskData._texture) {
this.renderGraphicsShape(maskData);
renderer.context.clip();
}
maskData.worldAlpha = cacheAlpha;
}
/**
* Renders a Tiny.Graphics shape.
*
* @param {Tiny.Graphics} graphics - The object to render.
*/
renderGraphicsShape(graphics) {
const context = this.renderer.context;
const len = graphics.graphicsData.length;
if (len === 0) {
return;
}
context.beginPath();
for (let i = 0; i < len; i++) {
const data = graphics.graphicsData[i];
const shape = data.shape;
if (data.type === SHAPES.POLY) {
let points = shape.points;
const holes = data.holes;
let outerArea;
let innerArea;
context.moveTo(points[0], points[1]);
for (let j = 2; j < points.length; j += 2) {
context.lineTo(points[j], points[j + 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 (holes.length > 0) {
outerArea = 0;
for (let j = 0; j < points.length; j += 2) {
outerArea += (points[j] * points[j + 3]) - (points[j + 1] * points[j + 2]);
}
for (let k = 0; k < holes.length; k++) {
points = holes[k].points;
innerArea = 0;
for (let j = 0; j < points.length; j += 2) {
innerArea += (points[j] * points[j + 3]) - (points[j + 1] * points[j + 2]);
}
context.moveTo(points[0], points[1]);
if (innerArea * outerArea < 0) {
for (let j = 2; j < points.length; j += 2) {
context.lineTo(points[j], points[j + 1]);
}
} else {
for (let j = points.length - 2; j >= 2; j -= 2) {
context.lineTo(points[j], points[j + 1]);
}
}
}
}
} else if (data.type === SHAPES.RECT) {
context.rect(shape.x, shape.y, shape.width, shape.height);
context.closePath();
} else if (data.type === SHAPES.CIRC) {
// TODO - need to be Undefined!
context.arc(shape.x, shape.y, shape.radius, 0, 2 * Math.PI);
context.closePath();
} else if (data.type === SHAPES.ELIP) {
// ellipse code taken from: http://stackoverflow.com/questions/2172798/how-to-draw-an-oval-in-html5-canvas
const w = shape.width * 2;
const h = shape.height * 2;
const x = shape.x - (w / 2);
const y = shape.y - (h / 2);
const kappa = 0.5522848;
const ox = (w / 2) * kappa; // control point offset horizontal
const oy = (h / 2) * kappa; // control point offset vertical
const xe = x + w; // x-end
const ye = y + h; // y-end
const xm = x + (w / 2); // x-middle
const 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();
} else if (data.type === SHAPES.RREC) {
const rx = shape.x;
const ry = shape.y;
const width = shape.width;
const height = shape.height;
let radius = shape.radius;
const maxRadius = Math.min(width, height) / 2 | 0;
radius = radius > maxRadius ? maxRadius : radius;
context.moveTo(rx, ry + radius);
context.lineTo(rx, ry + height - radius);
context.quadraticCurveTo(rx, ry + height, rx + radius, ry + height);
context.lineTo(rx + width - radius, ry + height);
context.quadraticCurveTo(rx + width, ry + height, rx + width, ry + height - radius);
context.lineTo(rx + width, ry + radius);
context.quadraticCurveTo(rx + width, ry, rx + width - radius, ry);
context.lineTo(rx + radius, ry);
context.quadraticCurveTo(rx, ry, rx, ry + radius);
context.closePath();
}
}
}
/**
* Restores the current drawing context to the state it was before the mask was applied.
*
* @param {Tiny.CanvasRenderer} renderer - The renderer context to use.
*/
popMask(renderer) {
renderer.context.restore();
renderer.invalidateBlendMode();
}
/**
* Destroys this canvas mask manager.
*
*/
destroy() {
/* empty */
}
}