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- /*!
- * @pixi/sprite - v6.5.10
- * Compiled Thu, 06 Jul 2023 15:25:11 UTC
- *
- * @pixi/sprite is licensed under the MIT License.
- * http://www.opensource.org/licenses/mit-license
- */
- import { BLEND_MODES } from '@pixi/constants';
- import { Texture } from '@pixi/core';
- import { Bounds, Container } from '@pixi/display';
- import { Point, Rectangle, ObservablePoint } from '@pixi/math';
- import { settings } from '@pixi/settings';
- import { sign } from '@pixi/utils';
- /*! *****************************************************************************
- Copyright (c) Microsoft Corporation.
- Permission to use, copy, modify, and/or distribute this software for any
- purpose with or without fee is hereby granted.
- THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH
- REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY
- AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT,
- INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM
- LOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR
- OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR
- PERFORMANCE OF THIS SOFTWARE.
- ***************************************************************************** */
- /* global Reflect, Promise */
- var extendStatics = function(d, b) {
- extendStatics = Object.setPrototypeOf ||
- ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) ||
- function (d, b) { for (var p in b) { if (b.hasOwnProperty(p)) { d[p] = b[p]; } } };
- return extendStatics(d, b);
- };
- function __extends(d, b) {
- extendStatics(d, b);
- function __() { this.constructor = d; }
- d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __());
- }
- var tempPoint = new Point();
- var indices = new Uint16Array([0, 1, 2, 0, 2, 3]);
- /**
- * 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 = PIXI.Sprite.from('assets/image.png');
- * ```
- *
- * The more efficient way to create sprites is using a {@link PIXI.Spritesheet},
- * as swapping base textures when rendering to the screen is inefficient.
- *
- * ```js
- * PIXI.Loader.shared.add("assets/spritesheet.json").load(setup);
- *
- * function setup() {
- * let sheet = PIXI.Loader.shared.resources["assets/spritesheet.json"].spritesheet;
- * let sprite = new PIXI.Sprite(sheet.textures["image.png"]);
- * ...
- * }
- * ```
- * @memberof PIXI
- */
- var Sprite = /** @class */ (function (_super) {
- __extends(Sprite, _super);
- /** @param texture - The texture for this sprite. */
- function Sprite(texture) {
- var _this = _super.call(this) || this;
- _this._anchor = new ObservablePoint(_this._onAnchorUpdate, _this, (texture ? texture.defaultAnchor.x : 0), (texture ? texture.defaultAnchor.y : 0));
- _this._texture = null;
- _this._width = 0;
- _this._height = 0;
- _this._tint = null;
- _this._tintRGB = null;
- _this.tint = 0xFFFFFF;
- _this.blendMode = BLEND_MODES.NORMAL;
- _this._cachedTint = 0xFFFFFF;
- _this.uvs = null;
- // call texture setter
- _this.texture = texture || Texture.EMPTY;
- _this.vertexData = new Float32Array(8);
- _this.vertexTrimmedData = null;
- _this._transformID = -1;
- _this._textureID = -1;
- _this._transformTrimmedID = -1;
- _this._textureTrimmedID = -1;
- // Batchable stuff..
- // TODO could make this a mixin?
- _this.indices = indices;
- _this.pluginName = 'batch';
- /**
- * Used to fast check if a sprite is.. a sprite!
- * @member {boolean}
- */
- _this.isSprite = true;
- _this._roundPixels = settings.ROUND_PIXELS;
- return _this;
- }
- /** When the texture is updated, this event will fire to update the scale and frame. */
- Sprite.prototype._onTextureUpdate = function () {
- 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 = sign(this.scale.x) * this._width / this._texture.orig.width;
- }
- if (this._height) {
- this.scale.y = sign(this.scale.y) * this._height / this._texture.orig.height;
- }
- };
- /** Called when the anchor position updates. */
- Sprite.prototype._onAnchorUpdate = function () {
- this._transformID = -1;
- this._transformTrimmedID = -1;
- };
- /** Calculates worldTransform * vertices, store it in vertexData. */
- Sprite.prototype.calculateVertices = function () {
- var texture = this._texture;
- if (this._transformID === this.transform._worldID && this._textureID === texture._updateID) {
- return;
- }
- // update texture UV here, because base texture can be changed without calling `_onTextureUpdate`
- if (this._textureID !== texture._updateID) {
- this.uvs = this._texture._uvs.uvsFloat32;
- }
- this._transformID = this.transform._worldID;
- this._textureID = texture._updateID;
- // set the vertex data
- var wt = this.transform.worldTransform;
- var a = wt.a;
- var b = wt.b;
- var c = wt.c;
- var d = wt.d;
- var tx = wt.tx;
- var ty = wt.ty;
- var vertexData = this.vertexData;
- var trim = texture.trim;
- var orig = texture.orig;
- var anchor = this._anchor;
- var w0 = 0;
- var w1 = 0;
- var h0 = 0;
- var 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;
- if (this._roundPixels) {
- var resolution = settings.RESOLUTION;
- for (var i = 0; i < vertexData.length; ++i) {
- vertexData[i] = Math.round((vertexData[i] * resolution | 0) / resolution);
- }
- }
- };
- /**
- * 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.
- */
- Sprite.prototype.calculateTrimmedVertices = function () {
- 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!
- var texture = this._texture;
- var vertexData = this.vertexTrimmedData;
- var orig = texture.orig;
- var anchor = this._anchor;
- // lets calculate the new untrimmed bounds..
- var wt = this.transform.worldTransform;
- var a = wt.a;
- var b = wt.b;
- var c = wt.c;
- var d = wt.d;
- var tx = wt.tx;
- var ty = wt.ty;
- var w1 = -anchor._x * orig.width;
- var w0 = w1 + orig.width;
- var h1 = -anchor._y * orig.height;
- var 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
- * @param renderer - The webgl renderer to use.
- */
- Sprite.prototype._render = function (renderer) {
- this.calculateVertices();
- renderer.batch.setObjectRenderer(renderer.plugins[this.pluginName]);
- renderer.plugins[this.pluginName].render(this);
- };
- /** Updates the bounds of the sprite. */
- Sprite.prototype._calculateBounds = function () {
- var trim = this._texture.trim;
- var 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 rect - Optional output rectangle.
- * @returns The bounds.
- */
- Sprite.prototype.getLocalBounds = function (rect) {
- // we can do a fast local bounds if the sprite has no children!
- if (this.children.length === 0) {
- if (!this._localBounds) {
- this._localBounds = new Bounds();
- }
- this._localBounds.minX = this._texture.orig.width * -this._anchor._x;
- this._localBounds.minY = this._texture.orig.height * -this._anchor._y;
- this._localBounds.maxX = this._texture.orig.width * (1 - this._anchor._x);
- this._localBounds.maxY = this._texture.orig.height * (1 - this._anchor._y);
- if (!rect) {
- if (!this._localBoundsRect) {
- this._localBoundsRect = new Rectangle();
- }
- rect = this._localBoundsRect;
- }
- return this._localBounds.getRectangle(rect);
- }
- return _super.prototype.getLocalBounds.call(this, rect);
- };
- /**
- * Tests if a point is inside this sprite
- * @param point - the point to test
- * @returns The result of the test
- */
- Sprite.prototype.containsPoint = function (point) {
- this.worldTransform.applyInverse(point, tempPoint);
- var width = this._texture.orig.width;
- var height = this._texture.orig.height;
- var x1 = -width * this.anchor.x;
- var 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 options - Options parameter. A boolean will act as if all options
- * have been set to that value
- * @param [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 [options.texture=false] - Should it destroy the current texture of the sprite as well
- * @param [options.baseTexture=false] - Should it destroy the base texture of the sprite as well
- */
- Sprite.prototype.destroy = function (options) {
- _super.prototype.destroy.call(this, options);
- this._texture.off('update', this._onTextureUpdate, this);
- this._anchor = null;
- var destroyTexture = typeof options === 'boolean' ? options : options && options.texture;
- if (destroyTexture) {
- var destroyBaseTexture = typeof options === 'boolean' ? options : options && options.baseTexture;
- this._texture.destroy(!!destroyBaseTexture);
- }
- this._texture = 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
- * @param {string|PIXI.Texture|HTMLCanvasElement|HTMLVideoElement} source - Source to create texture from
- * @param {object} [options] - See {@link PIXI.BaseTexture}'s constructor for options.
- * @returns The newly created sprite
- */
- Sprite.from = function (source, options) {
- var texture = (source instanceof Texture)
- ? source
- : Texture.from(source, options);
- return new Sprite(texture);
- };
- Object.defineProperty(Sprite.prototype, "roundPixels", {
- get: function () {
- return this._roundPixels;
- },
- /**
- * If true PixiJS will Math.floor() x/y values when rendering, stopping pixel interpolation.
- *
- * Advantages can include sharper image quality (like text) and faster rendering on canvas.
- * The main disadvantage is movement of objects may appear less smooth.
- *
- * To set the global default, change {@link PIXI.settings.ROUND_PIXELS}.
- * @default false
- */
- set: function (value) {
- if (this._roundPixels !== value) {
- this._transformID = -1;
- }
- this._roundPixels = value;
- },
- enumerable: false,
- configurable: true
- });
- Object.defineProperty(Sprite.prototype, "width", {
- /** The width of the sprite, setting this will actually modify the scale to achieve the value set. */
- get: function () {
- return Math.abs(this.scale.x) * this._texture.orig.width;
- },
- set: function (value) {
- var s = sign(this.scale.x) || 1;
- this.scale.x = s * value / this._texture.orig.width;
- this._width = value;
- },
- enumerable: false,
- configurable: true
- });
- Object.defineProperty(Sprite.prototype, "height", {
- /** The height of the sprite, setting this will actually modify the scale to achieve the value set. */
- get: function () {
- return Math.abs(this.scale.y) * this._texture.orig.height;
- },
- set: function (value) {
- var s = sign(this.scale.y) || 1;
- this.scale.y = s * value / this._texture.orig.height;
- this._height = value;
- },
- enumerable: false,
- configurable: true
- });
- Object.defineProperty(Sprite.prototype, "anchor", {
- /**
- * The anchor sets the origin point of the sprite. The default value is taken from the {@link PIXI.Texture|Texture}
- * and passed to the constructor.
- *
- * The default is `(0,0)`, this means the sprite's origin is the top left.
- *
- * Setting the anchor to `(0.5,0.5)` means the sprite's origin is centered.
- *
- * Setting the anchor to `(1,1)` would mean the sprite's origin point will be the bottom right corner.
- *
- * If you pass only single parameter, it will set both x and y to the same value as shown in the example below.
- * @example
- * const sprite = new PIXI.Sprite(texture);
- * sprite.anchor.set(0.5); // This will set the origin to center. (0.5) is same as (0.5, 0.5).
- */
- get: function () {
- return this._anchor;
- },
- set: function (value) {
- this._anchor.copyFrom(value);
- },
- enumerable: false,
- configurable: true
- });
- Object.defineProperty(Sprite.prototype, "tint", {
- /**
- * The tint applied to the sprite. This is a hex value.
- *
- * A value of 0xFFFFFF will remove any tint effect.
- * @default 0xFFFFFF
- */
- get: function () {
- return this._tint;
- },
- set: function (value) {
- this._tint = value;
- this._tintRGB = (value >> 16) + (value & 0xff00) + ((value & 0xff) << 16);
- },
- enumerable: false,
- configurable: true
- });
- Object.defineProperty(Sprite.prototype, "texture", {
- /** The texture that the sprite is using. */
- get: function () {
- return this._texture;
- },
- set: function (value) {
- if (this._texture === value) {
- return;
- }
- if (this._texture) {
- this._texture.off('update', this._onTextureUpdate, this);
- }
- 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.valid) {
- this._onTextureUpdate();
- }
- else {
- value.once('update', this._onTextureUpdate, this);
- }
- }
- },
- enumerable: false,
- configurable: true
- });
- return Sprite;
- }(Container));
- export { Sprite };
- //# sourceMappingURL=sprite.mjs.map
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