var Container = require('../display/Container'),
Texture = require('../textures/Texture'),
CanvasBuffer = require('../renderers/canvas/utils/CanvasBuffer'),
CanvasGraphics = require('../renderers/canvas/utils/CanvasGraphics'),
GraphicsData = require('./GraphicsData'),
math = require('../math'),
CONST = require('../const'),
tempPoint = new math.Point();
/**
* The Graphics class contains methods used to draw primitive shapes such as lines, circles and
* rectangles to the display, and to color and fill them.
*
* @class
* @extends PIXI.Container
* @memberof PIXI
*/
function Graphics()
{
Container.call(this);
/**
* The alpha value used when filling the Graphics object.
*
* @member {number}
* @default 1
*/
this.fillAlpha = 1;
/**
* The width (thickness) of any lines drawn.
*
* @member {number}
* @default 0
*/
this.lineWidth = 0;
/**
* The color of any lines drawn.
*
* @member {string}
* @default 0
*/
this.lineColor = 0;
/**
* Graphics data
*
* @member {PIXI.GraphicsData[]}
* @private
*/
this.graphicsData = [];
/**
* The tint applied to the graphic shape. This is a hex value. Apply a value of 0xFFFFFF to reset the tint.
*
* @member {number}
* @default 0xFFFFFF
*/
this.tint = 0xFFFFFF;
/**
* The previous tint applied to the graphic shape. Used to compare to the current tint and check if theres change.
*
* @member {number}
* @private
* @default 0xFFFFFF
*/
this._prevTint = 0xFFFFFF;
/**
* The blend mode to be applied to the graphic shape. Apply a value of `PIXI.BLEND_MODES.NORMAL` to reset the blend mode.
*
* @member {number}
* @default PIXI.BLEND_MODES.NORMAL;
* @see PIXI.BLEND_MODES
*/
this.blendMode = CONST.BLEND_MODES.NORMAL;
/**
* Current path
*
* @member {PIXI.GraphicsData}
* @private
*/
this.currentPath = null;
/**
* Array containing some WebGL-related properties used by the WebGL renderer.
*
* @member {object<number, object>}
* @private
*/
// TODO - _webgl should use a prototype object, not a random undocumented object...
this._webGL = {};
/**
* Whether this shape is being used as a mask.
*
* @member {boolean}
*/
this.isMask = false;
/**
* The bounds' padding used for bounds calculation.
*
* @member {number}
*/
this.boundsPadding = 0;
/**
* A cache of the local bounds to prevent recalculation.
*
* @member {PIXI.Rectangle}
* @private
*/
this._localBounds = new math.Rectangle(0,0,1,1);
/**
* Used to detect if the graphics object has changed. If this is set to true then the graphics
* object will be recalculated.
*
* @member {boolean}
* @private
*/
this.dirty = true;
/**
* Used to detect if the WebGL graphics object has changed. If this is set to true then the
* graphics object will be recalculated.
*
* @member {boolean}
* @private
*/
this.glDirty = false;
this.boundsDirty = true;
/**
* Used to detect if the cached sprite object needs to be updated.
*
* @member {boolean}
* @private
*/
this.cachedSpriteDirty = false;
/**
* When cacheAsBitmap is set to true the graphics object will be rendered as if it was a sprite.
* This is useful if your graphics element does not change often, as it will speed up the rendering
* of the object in exchange for taking up texture memory. It is also useful if you need the graphics
* object to be anti-aliased, because it will be rendered using canvas. This is not recommended if
* you are constantly redrawing the graphics element.
*
* @name cacheAsBitmap
* @member {boolean}
* @memberof PIXI.Graphics#
* @default false
*/
}
// constructor
Graphics.prototype = Object.create(Container.prototype);
Graphics.prototype.constructor = Graphics;
module.exports = Graphics;
/**
* Creates a new Graphics object with the same values as this one.
* Note that the only the properties of the object are cloned, not its transform (position,scale,etc)
*
* @return {PIXI.Graphics}
*/
Graphics.prototype.clone = function ()
{
var clone = new Graphics();
clone.renderable = this.renderable;
clone.fillAlpha = this.fillAlpha;
clone.lineWidth = this.lineWidth;
clone.lineColor = this.lineColor;
clone.tint = this.tint;
clone.blendMode = this.blendMode;
clone.isMask = this.isMask;
clone.boundsPadding = this.boundsPadding;
clone.dirty = true;
clone.glDirty = true;
clone.cachedSpriteDirty = this.cachedSpriteDirty;
// copy graphics data
for (var i = 0; i < this.graphicsData.length; ++i)
{
clone.graphicsData.push(this.graphicsData[i].clone());
}
clone.currentPath = clone.graphicsData[clone.graphicsData.length - 1];
clone.updateLocalBounds();
return clone;
};
/**
* Specifies the line style used for subsequent calls to Graphics methods such as the lineTo() method or the drawCircle() method.
*
* @param lineWidth {number} width of the line to draw, will update the objects stored style
* @param color {number} color of the line to draw, will update the objects stored style
* @param alpha {number} alpha of the line to draw, will update the objects stored style
* @return {PIXI.Graphics}
*/
Graphics.prototype.lineStyle = function (lineWidth, color, alpha)
{
this.lineWidth = lineWidth || 0;
this.lineColor = color || 0;
this.lineAlpha = (alpha === undefined) ? 1 : alpha;
if (this.currentPath)
{
if (this.currentPath.shape.points.length)
{
// halfway through a line? start a new one!
var shape = new math.Polygon(this.currentPath.shape.points.slice(-2));
shape.closed = false;
this.drawShape(shape);
}
else
{
// otherwise its empty so lets just set the line properties
this.currentPath.lineWidth = this.lineWidth;
this.currentPath.lineColor = this.lineColor;
this.currentPath.lineAlpha = this.lineAlpha;
}
}
return this;
};
/**
* Moves the current drawing position to x, y.
*
* @param x {number} the X coordinate to move to
* @param y {number} the Y coordinate to move to
* @return {PIXI.Graphics}
*/
Graphics.prototype.moveTo = function (x, y)
{
var shape = new math.Polygon([x,y]);
shape.closed = false;
this.drawShape(shape);
return this;
};
/**
* Draws a line using the current line style from the current drawing position to (x, y);
* The current drawing position is then set to (x, y).
*
* @param x {number} the X coordinate to draw to
* @param y {number} the Y coordinate to draw to
* @return {PIXI.Graphics}
*/
Graphics.prototype.lineTo = function (x, y)
{
this.currentPath.shape.points.push(x, y);
this.dirty = true;
return this;
};
/**
* Calculate the points for a quadratic bezier curve and then draws it.
* Based on: https://stackoverflow.com/questions/785097/how-do-i-implement-a-bezier-curve-in-c
*
* @param cpX {number} Control point x
* @param cpY {number} Control point y
* @param toX {number} Destination point x
* @param toY {number} Destination point y
* @return {PIXI.Graphics}
*/
Graphics.prototype.quadraticCurveTo = function (cpX, cpY, toX, toY)
{
if (this.currentPath)
{
if (this.currentPath.shape.points.length === 0)
{
this.currentPath.shape.points = [0, 0];
}
}
else
{
this.moveTo(0,0);
}
var xa,
ya,
n = 20,
points = this.currentPath.shape.points;
if (points.length === 0)
{
this.moveTo(0, 0);
}
var fromX = points[points.length-2];
var fromY = points[points.length-1];
var j = 0;
for (var i = 1; i <= n; ++i)
{
j = i / n;
xa = fromX + ( (cpX - fromX) * j );
ya = fromY + ( (cpY - fromY) * j );
points.push( xa + ( ((cpX + ( (toX - cpX) * j )) - xa) * j ),
ya + ( ((cpY + ( (toY - cpY) * j )) - ya) * j ) );
}
this.dirty = this.boundsDirty = true;
return this;
};
/**
* Calculate the points for a bezier curve and then draws it.
*
* @param cpX {number} Control point x
* @param cpY {number} Control point y
* @param cpX2 {number} Second Control point x
* @param cpY2 {number} Second Control point y
* @param toX {number} Destination point x
* @param toY {number} Destination point y
* @return {PIXI.Graphics}
*/
Graphics.prototype.bezierCurveTo = function (cpX, cpY, cpX2, cpY2, toX, toY)
{
if (this.currentPath)
{
if (this.currentPath.shape.points.length === 0)
{
this.currentPath.shape.points = [0, 0];
}
}
else
{
this.moveTo(0,0);
}
var n = 20,
dt,
dt2,
dt3,
t2,
t3,
points = this.currentPath.shape.points;
var fromX = points[points.length-2];
var fromY = points[points.length-1];
var j = 0;
for (var i = 1; i <= n; ++i)
{
j = i / n;
dt = (1 - j);
dt2 = dt * dt;
dt3 = dt2 * dt;
t2 = j * j;
t3 = t2 * j;
points.push( dt3 * fromX + 3 * dt2 * j * cpX + 3 * dt * t2 * cpX2 + t3 * toX,
dt3 * fromY + 3 * dt2 * j * cpY + 3 * dt * t2 * cpY2 + t3 * toY);
}
this.dirty = this.boundsDirty = true;
return this;
};
/**
* The arcTo() method creates an arc/curve between two tangents on the canvas.
*
* "borrowed" from https://code.google.com/p/fxcanvas/ - thanks google!
*
* @param x1 {number} The x-coordinate of the beginning of the arc
* @param y1 {number} The y-coordinate of the beginning of the arc
* @param x2 {number} The x-coordinate of the end of the arc
* @param y2 {number} The y-coordinate of the end of the arc
* @param radius {number} The radius of the arc
* @return {PIXI.Graphics}
*/
Graphics.prototype.arcTo = function (x1, y1, x2, y2, radius)
{
if (this.currentPath)
{
if (this.currentPath.shape.points.length === 0)
{
this.currentPath.shape.points.push(x1, y1);
}
}
else
{
this.moveTo(x1, y1);
}
var points = this.currentPath.shape.points,
fromX = points[points.length-2],
fromY = points[points.length-1],
a1 = fromY - y1,
b1 = fromX - x1,
a2 = y2 - y1,
b2 = x2 - x1,
mm = Math.abs(a1 * b2 - b1 * a2);
if (mm < 1.0e-8 || radius === 0)
{
if (points[points.length-2] !== x1 || points[points.length-1] !== y1)
{
points.push(x1, y1);
}
}
else
{
var dd = a1 * a1 + b1 * b1,
cc = a2 * a2 + b2 * b2,
tt = a1 * a2 + b1 * b2,
k1 = radius * Math.sqrt(dd) / mm,
k2 = radius * Math.sqrt(cc) / mm,
j1 = k1 * tt / dd,
j2 = k2 * tt / cc,
cx = k1 * b2 + k2 * b1,
cy = k1 * a2 + k2 * a1,
px = b1 * (k2 + j1),
py = a1 * (k2 + j1),
qx = b2 * (k1 + j2),
qy = a2 * (k1 + j2),
startAngle = Math.atan2(py - cy, px - cx),
endAngle = Math.atan2(qy - cy, qx - cx);
this.arc(cx + x1, cy + y1, radius, startAngle, endAngle, b1 * a2 > b2 * a1);
}
this.dirty = this.boundsDirty = true;
return this;
};
/**
* The arc method creates an arc/curve (used to create circles, or parts of circles).
*
* @param cx {number} The x-coordinate of the center of the circle
* @param cy {number} The y-coordinate of the center of the circle
* @param radius {number} The radius of the circle
* @param startAngle {number} The starting angle, in radians (0 is at the 3 o'clock position of the arc's circle)
* @param endAngle {number} The ending angle, in radians
* @param anticlockwise {boolean} Optional. Specifies whether the drawing should be counterclockwise or clockwise. False is default, and indicates clockwise, while true indicates counter-clockwise.
* @return {PIXI.Graphics}
*/
Graphics.prototype.arc = function(cx, cy, radius, startAngle, endAngle, anticlockwise)
{
anticlockwise = anticlockwise || false;
if (startAngle === endAngle)
{
return this;
}
if( !anticlockwise && endAngle <= startAngle )
{
endAngle += Math.PI * 2;
}
else if( anticlockwise && startAngle <= endAngle )
{
startAngle += Math.PI * 2;
}
var sweep = anticlockwise ? (startAngle - endAngle) * -1 : (endAngle - startAngle);
var segs = Math.ceil(Math.abs(sweep) / (Math.PI * 2)) * 40;
if(sweep === 0)
{
return this;
}
var startX = cx + Math.cos(startAngle) * radius;
var startY = cy + Math.sin(startAngle) * radius;
if (this.currentPath)
{
this.currentPath.shape.points.push(startX, startY);
}
else
{
this.moveTo(startX, startY);
}
var points = this.currentPath.shape.points;
var theta = sweep/(segs*2);
var theta2 = theta*2;
var cTheta = Math.cos(theta);
var sTheta = Math.sin(theta);
var segMinus = segs - 1;
var remainder = ( segMinus % 1 ) / segMinus;
for(var i=0; i<=segMinus; i++)
{
var real = i + remainder * i;
var angle = ((theta) + startAngle + (theta2 * real));
var c = Math.cos(angle);
var s = -Math.sin(angle);
points.push(( (cTheta * c) + (sTheta * s) ) * radius + cx,
( (cTheta * -s) + (sTheta * c) ) * radius + cy);
}
this.dirty = this.boundsDirty = true;
return this;
};
/**
* Specifies a simple one-color fill that subsequent calls to other Graphics methods
* (such as lineTo() or drawCircle()) use when drawing.
*
* @param color {number} the color of the fill
* @param alpha {number} the alpha of the fill
* @return {PIXI.Graphics}
*/
Graphics.prototype.beginFill = function (color, alpha)
{
this.filling = true;
this.fillColor = color || 0;
this.fillAlpha = (alpha === undefined) ? 1 : alpha;
if (this.currentPath)
{
if (this.currentPath.shape.points.length <= 2)
{
this.currentPath.fill = this.filling;
this.currentPath.fillColor = this.fillColor;
this.currentPath.fillAlpha = this.fillAlpha;
}
}
return this;
};
/**
* Applies a fill to the lines and shapes that were added since the last call to the beginFill() method.
*
* @return {Graphics}
*/
Graphics.prototype.endFill = function ()
{
this.filling = false;
this.fillColor = null;
this.fillAlpha = 1;
return this;
};
/**
*
* @param x {number} The X coord of the top-left of the rectangle
* @param y {number} The Y coord of the top-left of the rectangle
* @param width {number} The width of the rectangle
* @param height {number} The height of the rectangle
* @return {PIXI.Graphics}
*/
Graphics.prototype.drawRect = function ( x, y, width, height )
{
this.drawShape(new math.Rectangle(x,y, width, height));
return this;
};
/**
*
* @param x {number} The X coord of the top-left of the rectangle
* @param y {number} The Y coord of the top-left of the rectangle
* @param width {number} The width of the rectangle
* @param height {number} The height of the rectangle
* @param radius {number} Radius of the rectangle corners
* @return {PIXI.Graphics}
*/
Graphics.prototype.drawRoundedRect = function ( x, y, width, height, radius )
{
this.drawShape(new math.RoundedRectangle(x, y, width, height, radius));
return this;
};
/**
* Draws a circle.
*
* @param x {number} The X coordinate of the center of the circle
* @param y {number} The Y coordinate of the center of the circle
* @param radius {number} The radius of the circle
* @return {PIXI.Graphics}
*/
Graphics.prototype.drawCircle = function (x, y, radius)
{
this.drawShape(new math.Circle(x,y, radius));
return this;
};
/**
* Draws an ellipse.
*
* @param x {number} The X coordinate of the center of the ellipse
* @param y {number} The Y coordinate of the center of the ellipse
* @param width {number} The half width of the ellipse
* @param height {number} The half height of the ellipse
* @return {PIXI.Graphics}
*/
Graphics.prototype.drawEllipse = function (x, y, width, height)
{
this.drawShape(new math.Ellipse(x, y, width, height));
return this;
};
/**
* Draws a polygon using the given path.
*
* @param path {number[]|PIXI.Point[]} The path data used to construct the polygon.
* @return {PIXI.Graphics}
*/
Graphics.prototype.drawPolygon = function (path)
{
// prevents an argument assignment deopt
// see section 3.1: https://github.com/petkaantonov/bluebird/wiki/Optimization-killers#3-managing-arguments
var points = path;
var closed = true;
if (points instanceof math.Polygon)
{
closed = points.closed;
points = points.points;
}
if (!Array.isArray(points))
{
// prevents an argument leak deopt
// see section 3.2: https://github.com/petkaantonov/bluebird/wiki/Optimization-killers#3-managing-arguments
points = new Array(arguments.length);
for (var i = 0; i < points.length; ++i)
{
points[i] = arguments[i];
}
}
var shape = new math.Polygon(points);
shape.closed = closed;
this.drawShape(shape);
return this;
};
/**
* Clears the graphics that were drawn to this Graphics object, and resets fill and line style settings.
*
* @return {PIXI.Graphics}
*/
Graphics.prototype.clear = function ()
{
this.lineWidth = 0;
this.filling = false;
this.dirty = true;
this.clearDirty = true;
this.graphicsData = [];
return this;
};
/**
* Useful function that returns a texture of the graphics object that can then be used to create sprites
* This can be quite useful if your geometry is complicated and needs to be reused multiple times.
*
* @param resolution {number} The resolution of the texture being generated
* @param scaleMode {number} Should be one of the scaleMode consts
* @return {PIXI.Texture} a texture of the graphics object
*/
Graphics.prototype.generateTexture = function (renderer, resolution, scaleMode)
{
resolution = resolution || 1;
var bounds = this.getLocalBounds();
var canvasBuffer = new CanvasBuffer(bounds.width * resolution, bounds.height * resolution);
var texture = Texture.fromCanvas(canvasBuffer.canvas, scaleMode);
texture.baseTexture.resolution = resolution;
canvasBuffer.context.scale(resolution, resolution);
canvasBuffer.context.translate(-bounds.x,-bounds.y);
CanvasGraphics.renderGraphics(this, canvasBuffer.context);
return texture;
};
/**
* Renders the object using the WebGL renderer
*
* @param renderer {PIXI.WebGLRenderer}
* @private
*/
Graphics.prototype._renderWebGL = function (renderer)
{
// if the sprite is not visible or the alpha is 0 then no need to render this element
// this code may still be needed so leaving for now..
//
/*
if (this._cacheAsBitmap)
{
if (this.dirty || this.cachedSpriteDirty)
{
this._generateCachedSprite();
// we will also need to update the texture on the gpu too!
this.updateCachedSpriteTexture();
this.cachedSpriteDirty = false;
this.dirty = false;
}
this._cachedSprite.worldAlpha = this.worldAlpha;
Sprite.prototype.renderWebGL.call(this._cachedSprite, renderer);
return;
}
*/
if (this.glDirty)
{
this.dirty = true;
this.glDirty = false;
}
renderer.setObjectRenderer(renderer.plugins.graphics);
renderer.plugins.graphics.render(this);
};
/**
* Renders the object using the Canvas renderer
*
* @param renderer {PIXI.CanvasRenderer}
* @private
*/
Graphics.prototype._renderCanvas = function (renderer)
{
if (this.isMask === true)
{
return;
}
// if the tint has changed, set the graphics object to dirty.
if (this._prevTint !== this.tint) {
this.dirty = true;
}
// this code may still be needed so leaving for now..
//
/*
if (this._cacheAsBitmap)
{
if (this.dirty || this.cachedSpriteDirty)
{
this._generateCachedSprite();
// we will also need to update the texture
this.updateCachedSpriteTexture();
this.cachedSpriteDirty = false;
this.dirty = false;
}
this._cachedSprite.alpha = this.alpha;
Sprite.prototype._renderCanvas.call(this._cachedSprite, renderer);
return;
}
*/
var context = renderer.context;
var transform = this.worldTransform;
var compositeOperation = renderer.blendModes[this.blendMode];
if (compositeOperation !== context.globalCompositeOperation)
{
context.globalCompositeOperation = compositeOperation;
}
var resolution = renderer.resolution;
context.setTransform(
transform.a * resolution,
transform.b * resolution,
transform.c * resolution,
transform.d * resolution,
transform.tx * resolution,
transform.ty * resolution
);
CanvasGraphics.renderGraphics(this, context);
};
/**
* Retrieves the bounds of the graphic shape as a rectangle object
*
* @param [matrix] {PIXI.Matrix} The world transform matrix to use, defaults to this
* object's worldTransform.
* @return {PIXI.Rectangle} the rectangular bounding area
*/
Graphics.prototype.getBounds = function (matrix)
{
if(!this._currentBounds)
{
// return an empty object if the item is a mask!
if (!this.renderable)
{
return math.Rectangle.EMPTY;
}
if (this.boundsDirty)
{
this.updateLocalBounds();
this.glDirty = true;
this.cachedSpriteDirty = true;
this.boundsDirty = false;
}
var bounds = this._localBounds;
var w0 = bounds.x;
var w1 = bounds.width + bounds.x;
var h0 = bounds.y;
var h1 = bounds.height + bounds.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 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;
var maxX = x1;
var maxY = y1;
var minX = x1;
var minY = y1;
minX = x2 < minX ? x2 : minX;
minX = x3 < minX ? x3 : minX;
minX = x4 < minX ? x4 : minX;
minY = y2 < minY ? y2 : minY;
minY = y3 < minY ? y3 : minY;
minY = y4 < minY ? y4 : minY;
maxX = x2 > maxX ? x2 : maxX;
maxX = x3 > maxX ? x3 : maxX;
maxX = x4 > maxX ? x4 : maxX;
maxY = y2 > maxY ? y2 : maxY;
maxY = y3 > maxY ? y3 : maxY;
maxY = y4 > maxY ? y4 : maxY;
this._bounds.x = minX;
this._bounds.width = maxX - minX;
this._bounds.y = minY;
this._bounds.height = maxY - minY;
this._currentBounds = this._bounds;
}
return this._currentBounds;
};
/**
* Tests if a point is inside this graphics object
*
* @param point {PIXI.Point} the point to test
* @return {boolean} the result of the test
*/
Graphics.prototype.containsPoint = function( point )
{
this.worldTransform.applyInverse(point, tempPoint);
var graphicsData = this.graphicsData;
for (var i = 0; i < graphicsData.length; i++)
{
var data = graphicsData[i];
if (!data.fill)
{
continue;
}
// only deal with fills..
if (data.shape)
{
if ( data.shape.contains( tempPoint.x, tempPoint.y ) )
{
return true;
}
}
}
return false;
};
/**
* Update the bounds of the object
*
*/
Graphics.prototype.updateLocalBounds = function ()
{
var minX = Infinity;
var maxX = -Infinity;
var minY = Infinity;
var maxY = -Infinity;
if (this.graphicsData.length)
{
var shape, points, x, y, w, h;
for (var i = 0; i < this.graphicsData.length; i++)
{
var data = this.graphicsData[i];
var type = data.type;
var lineWidth = data.lineWidth;
shape = data.shape;
if (type === CONST.SHAPES.RECT || type === CONST.SHAPES.RREC)
{
x = shape.x - lineWidth/2;
y = shape.y - lineWidth/2;
w = shape.width + lineWidth;
h = shape.height + lineWidth;
minX = x < minX ? x : minX;
maxX = x + w > maxX ? x + w : maxX;
minY = y < minY ? y : minY;
maxY = y + h > maxY ? y + h : maxY;
}
else if (type === CONST.SHAPES.CIRC)
{
x = shape.x;
y = shape.y;
w = shape.radius + lineWidth/2;
h = shape.radius + lineWidth/2;
minX = x - w < minX ? x - w : minX;
maxX = x + w > maxX ? x + w : maxX;
minY = y - h < minY ? y - h : minY;
maxY = y + h > maxY ? y + h : maxY;
}
else if (type === CONST.SHAPES.ELIP)
{
x = shape.x;
y = shape.y;
w = shape.width + lineWidth/2;
h = shape.height + lineWidth/2;
minX = x - w < minX ? x - w : minX;
maxX = x + w > maxX ? x + w : maxX;
minY = y - h < minY ? y - h : minY;
maxY = y + h > maxY ? y + h : maxY;
}
else
{
// POLY
points = shape.points;
for (var j = 0; j < points.length; j += 2)
{
x = points[j];
y = points[j+1];
minX = x-lineWidth < minX ? x-lineWidth : minX;
maxX = x+lineWidth > maxX ? x+lineWidth : maxX;
minY = y-lineWidth < minY ? y-lineWidth : minY;
maxY = y+lineWidth > maxY ? y+lineWidth : maxY;
}
}
}
}
else
{
minX = 0;
maxX = 0;
minY = 0;
maxY = 0;
}
var padding = this.boundsPadding;
this._localBounds.x = minX - padding;
this._localBounds.width = (maxX - minX) + padding * 2;
this._localBounds.y = minY - padding;
this._localBounds.height = (maxY - minY) + padding * 2;
};
/**
* Generates the cached sprite when the sprite has cacheAsBitmap = true
*
* @private
*/
/*
Graphics.prototype._generateCachedSprite = function ()
{
var bounds = this.getLocalBounds();
if (!this._cachedSprite)
{
var canvasBuffer = new CanvasBuffer(bounds.width, bounds.height);
var texture = Texture.fromCanvas(canvasBuffer.canvas);
this._cachedSprite = new Sprite(texture);
this._cachedSprite.buffer = canvasBuffer;
this._cachedSprite.worldTransform = this.worldTransform;
}
else
{
this._cachedSprite.buffer.resize(bounds.width, bounds.height);
}
// leverage the anchor to account for the offset of the element
this._cachedSprite.anchor.x = -( bounds.x / bounds.width );
this._cachedSprite.anchor.y = -( bounds.y / bounds.height );
// this._cachedSprite.buffer.context.save();
this._cachedSprite.buffer.context.translate(-bounds.x,-bounds.y);
// make sure we set the alpha of the graphics to 1 for the render..
this.worldAlpha = 1;
// now render the graphic..
CanvasGraphics.renderGraphics(this, this._cachedSprite.buffer.context);
this._cachedSprite.alpha = this.alpha;
};
*/
/**
* Updates texture size based on canvas size
*
* @private
*/
/*
Graphics.prototype.updateCachedSpriteTexture = function ()
{
var cachedSprite = this._cachedSprite;
var texture = cachedSprite.texture;
var canvas = cachedSprite.buffer.canvas;
texture.baseTexture.width = canvas.width;
texture.baseTexture.height = canvas.height;
texture.crop.width = texture.frame.width = canvas.width;
texture.crop.height = texture.frame.height = canvas.height;
cachedSprite._width = canvas.width;
cachedSprite._height = canvas.height;
// update the dirty base textures
texture.baseTexture.dirty();
};*/
/**
* Destroys a previous cached sprite.
*
*/
/*
Graphics.prototype.destroyCachedSprite = function ()
{
this._cachedSprite.texture.destroy(true);
// let the gc collect the unused sprite
// TODO could be object pooled!
this._cachedSprite = null;
};*/
/**
* Draws the given shape to this Graphics object. Can be any of Circle, Rectangle, Ellipse, Line or Polygon.
*
* @param shape {PIXI.Circle|PIXI.Rectangle|PIXI.Ellipse|PIXI.Line|PIXI.Polygon} The shape object to draw.
* @return {PIXI.GraphicsData} The generated GraphicsData object.
*/
Graphics.prototype.drawShape = function (shape)
{
if (this.currentPath)
{
// check current path!
if (this.currentPath.shape.points.length <= 2)
{
this.graphicsData.pop();
}
}
this.currentPath = null;
var data = new GraphicsData(this.lineWidth, this.lineColor, this.lineAlpha, this.fillColor, this.fillAlpha, this.filling, shape);
this.graphicsData.push(data);
if (data.type === CONST.SHAPES.POLY)
{
data.shape.closed = data.shape.closed || this.filling;
this.currentPath = data;
}
this.dirty = this.boundsDirty = true;
return data;
};
/**
* Destroys the Graphics object.
*/
Graphics.prototype.destroy = function () {
Container.prototype.destroy.apply(this, arguments);
// destroy each of the GraphicsData objects
for (var i = 0; i < this.graphicsData.length; ++i) {
this.graphicsData[i].destroy();
}
// for each webgl data entry, destroy the WebGLGraphicsData
for (var id in this._webgl) {
for (var j = 0; j < this._webgl[id].data.length; ++j) {
this._webgl[id].data[j].destroy();
}
}
this.graphicsData = null;
this.currentPath = null;
this._webgl = null;
this._localBounds = null;
};