import { Point, ObservablePoint, Rectangle } from '../math';
import { TextureCache } from '../utils';
import { BLEND_MODES } from '../const';
import Texture from '../textures/Texture';
import Container from '../display/Container';
const tempPoint = new Point();
/**
* The Sprite object is the base for all textured objects that are rendered to the screen
*
* A sprite can be created directly from an image like this:
*
* ```js
* let sprite = new Tiny.Sprite.fromImage('assets/image.png');
* ```
*
* @class
* @extends Tiny.Container
* @memberof Tiny
*/
export default class Sprite extends Container {
/**
* @param {Tiny.Texture} texture - The texture for this sprite
*/
constructor(texture) {
super();
/**
* The anchor sets the origin point of the texture.
* The default is 0,0 or taken from the {@link Tiny.Texture#defaultAnchor|Texture} passed to the constructor. A value of 0,0 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.
* Note: Updating the {@link Tiny.Texture#defaultAnchor} after a Texture is created does _not_ update the Sprite's anchor values.
*
* @member {Tiny.ObservablePoint}
* @private
*/
this._anchor = new ObservablePoint(
this._onAnchorUpdate,
this,
(texture ? texture.defaultAnchor.x : 0),
(texture ? texture.defaultAnchor.y : 0)
);
/**
* The texture that the sprite is using
*
* @private
* @member {Tiny.Texture}
*/
this._texture = null;
/**
* The width of the sprite (this is initially set by the texture)
*
* @private
* @member {number}
*/
this._width = 0;
/**
* The height of the sprite (this is initially set by the texture)
*
* @private
* @member {number}
*/
this._height = 0;
/**
* The tint applied to the sprite. This is a hex value. A value of 0xFFFFFF will remove any tint effect.
*
* @private
* @member {number}
* @default 0xFFFFFF
*/
this._tint = null;
this._tintRGB = null;
this.tint = 0xFFFFFF;
/**
* The blend mode to be applied to the sprite. Apply a value of `Tiny.BLEND_MODES.NORMAL` to reset the blend mode.
*
* @member {number}
* @default Tiny.BLEND_MODES.NORMAL
* @see Tiny.BLEND_MODES
*/
this.blendMode = BLEND_MODES.NORMAL;
/**
* The shader that will be used to render the sprite. Set to null to remove a current shader.
*
* @member {Tiny.Filter|Tiny.Shader}
*/
this.shader = null;
/**
* An internal cached value of the tint.
*
* @private
* @member {number}
* @default 0xFFFFFF
*/
this.cachedTint = 0xFFFFFF;
// call texture setter
this.texture = texture || Texture.EMPTY;
/**
* this is used to store the vertex data of the sprite (basically a quad)
*
* @private
* @member {Float32Array}
*/
this.vertexData = new Float32Array(8);
/**
* This is used to calculate the bounds of the object IF it is a trimmed sprite
*
* @private
* @member {Float32Array}
*/
this.vertexTrimmedData = null;
this._transformID = -1;
this._textureID = -1;
this._transformTrimmedID = -1;
this._textureTrimmedID = -1;
/**
* Plugin that is responsible for rendering this element.
* Allows to customize the rendering process without overriding '_renderWebGL' & '_renderCanvas' methods.
*
* @member {string}
* @default 'sprite'
*/
this.pluginName = 'sprite';
}
/**
* When the texture is updated, this event will fire to update the scale and frame
*
* @private
*/
_onTextureUpdate() {
this._textureID = -1;
this._textureTrimmedID = -1;
this.cachedTint = 0xFFFFFF;
// so if _width is 0 then width was not set..
if (this._width) {
this.scale.x = Math.sign(this.scale.x) * this._width / this._texture.orig.width;
}
if (this._height) {
this.scale.y = Math.sign(this.scale.y) * this._height / this._texture.orig.height;
}
}
/**
* Called when the anchor position updates.
*
* @private
*/
_onAnchorUpdate() {
this._transformID = -1;
this._transformTrimmedID = -1;
}
/**
* calculates worldTransform * vertices, store it in vertexData
*/
calculateVertices() {
if (this._transformID === this.transform._worldID && this._textureID === this._texture._updateID) {
return;
}
this._transformID = this.transform._worldID;
this._textureID = this._texture._updateID;
// set the vertex data
const texture = this._texture;
const wt = this.transform.worldTransform;
const a = wt.a;
const b = wt.b;
const c = wt.c;
const d = wt.d;
const tx = wt.tx;
const ty = wt.ty;
const vertexData = this.vertexData;
const trim = texture.trim;
const orig = texture.orig;
const anchor = this._anchor;
let w0 = 0;
let w1 = 0;
let h0 = 0;
let h1 = 0;
if (trim) {
// if the sprite is trimmed and is not a tilingsprite then we need to add the extra
// space before transforming the sprite coords.
w1 = trim.x - (anchor._x * orig.width);
w0 = w1 + trim.width;
h1 = trim.y - (anchor._y * orig.height);
h0 = h1 + trim.height;
} else {
w1 = -anchor._x * orig.width;
w0 = w1 + orig.width;
h1 = -anchor._y * orig.height;
h0 = h1 + orig.height;
}
// xy
vertexData[0] = (a * w1) + (c * h1) + tx;
vertexData[1] = (d * h1) + (b * w1) + ty;
// xy
vertexData[2] = (a * w0) + (c * h1) + tx;
vertexData[3] = (d * h1) + (b * w0) + ty;
// xy
vertexData[4] = (a * w0) + (c * h0) + tx;
vertexData[5] = (d * h0) + (b * w0) + ty;
// xy
vertexData[6] = (a * w1) + (c * h0) + tx;
vertexData[7] = (d * h0) + (b * w1) + ty;
}
/**
* calculates worldTransform * vertices for a non texture with a trim. store it in vertexTrimmedData
* This is used to ensure that the true width and height of a trimmed texture is respected
*/
calculateTrimmedVertices() {
if (!this.vertexTrimmedData) {
this.vertexTrimmedData = new Float32Array(8);
} else if (this._transformTrimmedID === this.transform._worldID && this._textureTrimmedID === this._texture._updateID) {
return;
}
this._transformTrimmedID = this.transform._worldID;
this._textureTrimmedID = this._texture._updateID;
// lets do some special trim code!
const texture = this._texture;
const vertexData = this.vertexTrimmedData;
const orig = texture.orig;
const anchor = this._anchor;
// lets calculate the new untrimmed bounds..
const wt = this.transform.worldTransform;
const a = wt.a;
const b = wt.b;
const c = wt.c;
const d = wt.d;
const tx = wt.tx;
const ty = wt.ty;
const w1 = -anchor._x * orig.width;
const w0 = w1 + orig.width;
const h1 = -anchor._y * orig.height;
const h0 = h1 + orig.height;
// xy
vertexData[0] = (a * w1) + (c * h1) + tx;
vertexData[1] = (d * h1) + (b * w1) + ty;
// xy
vertexData[2] = (a * w0) + (c * h1) + tx;
vertexData[3] = (d * h1) + (b * w0) + ty;
// xy
vertexData[4] = (a * w0) + (c * h0) + tx;
vertexData[5] = (d * h0) + (b * w0) + ty;
// xy
vertexData[6] = (a * w1) + (c * h0) + tx;
vertexData[7] = (d * h0) + (b * w1) + ty;
}
/**
*
* Renders the object using the WebGL renderer
*
* @private
* @param {Tiny.WebGLRenderer} renderer - The webgl renderer to use.
*/
_renderWebGL(renderer) {
this.calculateVertices();
renderer.setObjectRenderer(renderer.plugins[this.pluginName]);
renderer.plugins[this.pluginName].render(this);
}
/**
* Renders the object using the Canvas renderer
*
* @private
* @param {Tiny.CanvasRenderer} renderer - The renderer
*/
_renderCanvas(renderer) {
renderer.plugins[this.pluginName].render(this);
}
/**
* Updates the bounds of the sprite.
*
* @private
*/
_calculateBounds() {
const trim = this._texture.trim;
const orig = this._texture.orig;
// First lets check to see if the current texture has a trim..
if (!trim || (trim.width === orig.width && trim.height === orig.height)) {
// no trim! lets use the usual calculations..
this.calculateVertices();
this._bounds.addQuad(this.vertexData);
} else {
// lets calculate a special trimmed bounds...
this.calculateTrimmedVertices();
this._bounds.addQuad(this.vertexTrimmedData);
}
}
/**
* Gets the local bounds of the sprite object.
*
* @param {Tiny.Rectangle} rect - The output rectangle.
* @return {Tiny.Rectangle} The bounds.
*/
getLocalBounds(rect) {
// we can do a fast local bounds if the sprite has no children!
if (this.children.length === 0) {
this._bounds.minX = this._texture.orig.width * -this._anchor._x;
this._bounds.minY = this._texture.orig.height * -this._anchor._y;
this._bounds.maxX = this._texture.orig.width * (1 - this._anchor._x);
this._bounds.maxY = this._texture.orig.height * (1 - this._anchor._y);
if (!rect) {
if (!this._localBoundsRect) {
this._localBoundsRect = new Rectangle();
}
rect = this._localBoundsRect;
}
return this._bounds.getRectangle(rect);
}
return super.getLocalBounds.call(this, rect);
}
/**
* Tests if a point is inside this sprite
*
* @param {Tiny.Point} point - the point to test
* @return {boolean} the result of the test
*/
containsPoint(point) {
this.worldTransform.applyInverse(point, tempPoint);
const width = this._texture.orig.width;
const height = this._texture.orig.height;
const x1 = -width * this.anchor.x;
let y1 = 0;
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;
}
/**
* Destroys this sprite and optionally its texture and children
*
* @param {object|boolean} [options] - Options parameter. A boolean will act as if all options have been set to that value
* @param {boolean} [options.children=false] - If set to true, all the children will have their destroy method called as well. 'options' will be passed on to those calls.
* @param {boolean} [options.texture=false] - Should it destroy the current texture of the sprite as well
* @param {boolean} [options.baseTexture=false] - Should it destroy the base texture of the sprite as well
*/
destroy(options) {
super.destroy(options);
// @version 1.2.3 @2018-01-03 修复重复调用精灵对象的 destroy 方法导致找不到 this._texture 对象
this._texture && this._texture.off('update', this._onTextureUpdate, this);
this._anchor = null;
const destroyTexture = typeof options === 'boolean' ? options : options && options.texture;
if (destroyTexture && this._texture) {
const destroyBaseTexture = typeof options === 'boolean' ? options : options && options.baseTexture;
this._texture.destroy(!!destroyBaseTexture);
}
this._texture = null;
this.shader = null;
}
// some helper functions..
/**
* Helper function that creates a new sprite based on the source you provide.
* The source can be - frame id, image url, video url, canvas element, video element, base texture
*
* @static
* @param {number|string|Tiny.BaseTexture|HTMLCanvasElement|HTMLVideoElement} source - Source to create texture from
* @return {Tiny.Sprite} The newly created texture
*/
static from(source) {
return new Sprite(Texture.from(source));
}
/**
* Helper function that creates a sprite that will contain a texture from the TextureCache based on the frameId
* The frame ids are created when a Texture packer file has been loaded
*
* @static
* @param {string} frameId - The frame Id of the texture in the cache
* @return {Tiny.Sprite} A new Sprite using a texture from the texture cache matching the frameId
*/
static fromFrame(frameId) {
const texture = TextureCache[frameId];
if (!texture) {
throw new Error(`The frameId "${frameId}" does not exist in the texture cache`);
}
return new Sprite(texture);
}
/**
* Helper function that creates a sprite that will contain a texture based on an image url
* If the image is not in the texture cache it will be loaded
*
* @static
* @param {string} imageId - The image url of the texture
* @param {boolean} [crossorigin=(auto)] - if you want to specify the cross-origin parameter
* @param {number} [scaleMode=Tiny.settings.SCALE_MODE] - if you want to specify the scale mode,
* see {@link Tiny.SCALE_MODES} for possible values
* @return {Tiny.Sprite} A new Sprite using a texture from the texture cache matching the image id
*/
static fromImage(imageId, crossorigin, scaleMode) {
return new Sprite(Texture.fromImage(imageId, crossorigin, scaleMode));
}
/**
*
* @param x
* @param y
*/
setAnchor(x, y) {
this.anchor.set(x, y === void 0 ? x : y);
}
/**
*
* @return {object}
*/
getAnchor() {
return this.anchor;
}
/**
* The width of the sprite, setting this will actually modify the scale to achieve the value set
*
* @member {number}
*/
get width() {
return Math.abs(this.scale.x) * this._texture.orig.width;
}
set width(value) {
const s = Math.sign(this.scale.x) || 1;
this.scale.x = s * value / this._texture.orig.width;
this._width = value;
}
/**
* The height of the sprite, setting this will actually modify the scale to achieve the value set
*
* @member {number}
*/
get height() {
return Math.abs(this.scale.y) * this._texture.orig.height;
}
set height(value) {
const s = Math.sign(this.scale.y) || 1;
this.scale.y = s * value / this._texture.orig.height;
this._height = value;
}
/**
* The anchor sets the origin point of the texture.
* The default is 0,0 or taken from the {@link Tiny.Texture|Texture} passed to the constructor.
* Setting the texture at a later point of time does not change the anchor.
*
* 0,0 means the texture's origin is the top left, 0.5,0.5 is the center, 1,1 the bottom right corner.
*
* @member {Tiny.ObservablePoint}
*/
get anchor() {
return this._anchor;
}
set anchor(value) {
this._anchor.copy(value);
}
/**
* The tint applied to the sprite. This is a hex value.
* A value of 0xFFFFFF will remove any tint effect.
*
* @member {number}
* @default 0xFFFFFF
*/
get tint() {
return this._tint;
}
set tint(value) {
this._tint = value;
this._tintRGB = (value >> 16) + (value & 0xff00) + ((value & 0xff) << 16);
}
/**
* The texture that the sprite is using
*
* @member {Tiny.Texture}
*/
get texture() {
return this._texture;
}
set texture(value) {
if (this._texture === value) {
return;
}
this._texture = value || Texture.EMPTY;
this.cachedTint = 0xFFFFFF;
this._textureID = -1;
this._textureTrimmedID = -1;
if (value) {
// wait for the texture to load
if (value.baseTexture.hasLoaded) {
this._onTextureUpdate();
} else {
value.once('update', this._onTextureUpdate, this);
}
}
}
}