import { EventEmitter } from '@pixi/utils';
import { Rectangle, Transform, RAD_TO_DEG, DEG_TO_RAD } from '@pixi/math';
import { Bounds } from './Bounds';
// _tempDisplayObjectParent = new DisplayObject();
/**
* The base class for all objects that are rendered on the screen.
*
* This is an abstract class and should not be used on its own; rather it should be extended.
*
* @class
* @extends PIXI.utils.EventEmitter
* @memberof PIXI
*/
export class DisplayObject extends EventEmitter
{
/**
* Mixes all enumerable properties and methods from a source object to DisplayObject.
*
* @param {object} source The source of properties and methods to mix in.
*/
static mixin(source)
{
// in ES8/ES2017, this would be really easy:
// Object.defineProperties(target, Object.getOwnPropertyDescriptors(source));
// get all the enumerable property keys
const keys = Object.keys(source);
// loop through properties
for (let i = 0; i < keys.length; ++i)
{
const propertyName = keys[i];
// Set the property using the property descriptor - this works for accessors and normal value properties
Object.defineProperty(DisplayObject.prototype, propertyName, Object.getOwnPropertyDescriptor(source, propertyName));
}
}
constructor()
{
super();
this.tempDisplayObjectParent = null;
// TODO: need to create Transform from factory
/**
* World transform and local transform of this object.
* This will become read-only later, please do not assign anything there unless you know what are you doing.
*
* @member {PIXI.Transform}
*/
this.transform = new Transform();
/**
* The opacity of the object.
*
* @member {number}
*/
this.alpha = 1;
/**
* The visibility of the object. If false the object will not be drawn, and
* the updateTransform function will not be called.
*
* Only affects recursive calls from parent. You can ask for bounds or call updateTransform manually.
*
* @member {boolean}
*/
this.visible = true;
/**
* Can this object be rendered, if false the object will not be drawn but the updateTransform
* methods will still be called.
*
* Only affects recursive calls from parent. You can ask for bounds manually.
*
* @member {boolean}
*/
this.renderable = true;
/**
* The display object container that contains this display object.
*
* @member {PIXI.Container}
* @readonly
*/
this.parent = null;
/**
* The multiplied alpha of the displayObject.
*
* @member {number}
* @readonly
*/
this.worldAlpha = 1;
/**
* Which index in the children array the display component was before the previous zIndex sort.
* Used by containers to help sort objects with the same zIndex, by using previous array index as the decider.
*
* @member {number}
* @protected
*/
this._lastSortedIndex = 0;
/**
* The zIndex of the displayObject.
* A higher value will mean it will be rendered on top of other displayObjects within the same container.
*
* @member {number}
* @protected
*/
this._zIndex = 0;
/**
* The area the filter is applied to. This is used as more of an optimization
* rather than figuring out the dimensions of the displayObject each frame you can set this rectangle.
*
* Also works as an interaction mask.
*
* @member {?PIXI.Rectangle}
*/
this.filterArea = null;
/**
* Sets the filters for the displayObject.
* * IMPORTANT: This is a WebGL only feature and will be ignored by the canvas renderer.
* To remove filters simply set this property to `'null'`.
*
* @member {?PIXI.Filter[]}
*/
this.filters = null;
this._enabledFilters = null;
/**
* The bounds object, this is used to calculate and store the bounds of the displayObject.
*
* @member {PIXI.Bounds}
* @protected
*/
this._bounds = new Bounds();
this._boundsID = 0;
this._lastBoundsID = -1;
this._boundsRect = null;
this._localBoundsRect = null;
/**
* The original, cached mask of the object.
*
* @member {PIXI.Graphics|PIXI.Sprite|null}
* @protected
*/
this._mask = null;
/**
* Fired when this DisplayObject is added to a Container.
*
* @event PIXI.DisplayObject#added
* @param {PIXI.Container} container - The container added to.
*/
/**
* Fired when this DisplayObject is removed from a Container.
*
* @event PIXI.DisplayObject#removed
* @param {PIXI.Container} container - The container removed from.
*/
/**
* If the object has been destroyed via destroy(). If true, it should not be used.
*
* @member {boolean}
* @protected
*/
this._destroyed = false;
/**
* used to fast check if a sprite is.. a sprite!
* @member {boolean}
*/
this.isSprite = false;
/**
* Does any other displayObject use this object as a mask?
* @member {boolean}
*/
this.isMask = false;
}
/**
* @protected
* @member {PIXI.DisplayObject}
*/
get _tempDisplayObjectParent()
{
if (this.tempDisplayObjectParent === null)
{
this.tempDisplayObjectParent = new DisplayObject();
}
return this.tempDisplayObjectParent;
}
/**
* Updates the object transform for rendering.
*
* TODO - Optimization pass!
*/
updateTransform()
{
this._boundsID++;
this.transform.updateTransform(this.parent.transform);
// multiply the alphas..
this.worldAlpha = this.alpha * this.parent.worldAlpha;
}
/**
* Recalculates the bounds of the display object.
*
* Does nothing by default and can be overwritten in a parent class.
*/
calculateBounds()
{
// OVERWRITE;
}
/**
* Recursively updates transform of all objects from the root to this one
* internal function for toLocal()
*/
_recursivePostUpdateTransform()
{
if (this.parent)
{
this.parent._recursivePostUpdateTransform();
this.transform.updateTransform(this.parent.transform);
}
else
{
this.transform.updateTransform(this._tempDisplayObjectParent.transform);
}
}
/**
* Retrieves the bounds of the displayObject as a rectangle object.
*
* @param {boolean} [skipUpdate] - Setting to `true` will stop the transforms of the scene graph from
* being updated. This means the calculation returned MAY be out of date BUT will give you a
* nice performance boost.
* @param {PIXI.Rectangle} [rect] - Optional rectangle to store the result of the bounds calculation.
* @return {PIXI.Rectangle} The rectangular bounding area.
*/
getBounds(skipUpdate, rect)
{
if (!skipUpdate)
{
if (!this.parent)
{
this.parent = this._tempDisplayObjectParent;
this.updateTransform();
this.parent = null;
}
else
{
this._recursivePostUpdateTransform();
this.updateTransform();
}
}
if (this._boundsID !== this._lastBoundsID)
{
this.calculateBounds();
this._lastBoundsID = this._boundsID;
}
if (!rect)
{
if (!this._boundsRect)
{
this._boundsRect = new Rectangle();
}
rect = this._boundsRect;
}
return this._bounds.getRectangle(rect);
}
/**
* Retrieves the local bounds of the displayObject as a rectangle object.
*
* @param {PIXI.Rectangle} [rect] - Optional rectangle to store the result of the bounds calculation.
* @return {PIXI.Rectangle} The rectangular bounding area.
*/
getLocalBounds(rect)
{
const transformRef = this.transform;
const parentRef = this.parent;
this.parent = null;
this.transform = this._tempDisplayObjectParent.transform;
if (!rect)
{
if (!this._localBoundsRect)
{
this._localBoundsRect = new Rectangle();
}
rect = this._localBoundsRect;
}
const bounds = this.getBounds(false, rect);
this.parent = parentRef;
this.transform = transformRef;
return bounds;
}
/**
* Calculates the global position of the display object.
*
* @param {PIXI.IPoint} position - The world origin to calculate from.
* @param {PIXI.IPoint} [point] - A Point object in which to store the value, optional
* (otherwise will create a new Point).
* @param {boolean} [skipUpdate=false] - Should we skip the update transform.
* @return {PIXI.IPoint} A point object representing the position of this object.
*/
toGlobal(position, point, skipUpdate = false)
{
if (!skipUpdate)
{
this._recursivePostUpdateTransform();
// this parent check is for just in case the item is a root object.
// If it is we need to give it a temporary parent so that displayObjectUpdateTransform works correctly
// this is mainly to avoid a parent check in the main loop. Every little helps for performance :)
if (!this.parent)
{
this.parent = this._tempDisplayObjectParent;
this.displayObjectUpdateTransform();
this.parent = null;
}
else
{
this.displayObjectUpdateTransform();
}
}
// don't need to update the lot
return this.worldTransform.apply(position, point);
}
/**
* Calculates the local position of the display object relative to another point.
*
* @param {PIXI.IPoint} position - The world origin to calculate from.
* @param {PIXI.DisplayObject} [from] - The DisplayObject to calculate the global position from.
* @param {PIXI.IPoint} [point] - A Point object in which to store the value, optional
* (otherwise will create a new Point).
* @param {boolean} [skipUpdate=false] - Should we skip the update transform
* @return {PIXI.IPoint} A point object representing the position of this object
*/
toLocal(position, from, point, skipUpdate)
{
if (from)
{
position = from.toGlobal(position, point, skipUpdate);
}
if (!skipUpdate)
{
this._recursivePostUpdateTransform();
// this parent check is for just in case the item is a root object.
// If it is we need to give it a temporary parent so that displayObjectUpdateTransform works correctly
// this is mainly to avoid a parent check in the main loop. Every little helps for performance :)
if (!this.parent)
{
this.parent = this._tempDisplayObjectParent;
this.displayObjectUpdateTransform();
this.parent = null;
}
else
{
this.displayObjectUpdateTransform();
}
}
// simply apply the matrix..
return this.worldTransform.applyInverse(position, point);
}
/**
* Renders the object using the WebGL renderer.
*
* @param {PIXI.Renderer} renderer - The renderer.
*/
render(renderer)
{
// OVERWRITE;
}
/**
* Set the parent Container of this DisplayObject.
*
* @param {PIXI.Container} container - The Container to add this DisplayObject to.
* @return {PIXI.Container} The Container that this DisplayObject was added to.
*/
setParent(container)
{
if (!container || !container.addChild)
{
throw new Error('setParent: Argument must be a Container');
}
container.addChild(this);
return container;
}
/**
* Convenience function to set the position, scale, skew and pivot at once.
*
* @param {number} [x=0] - The X position
* @param {number} [y=0] - The Y position
* @param {number} [scaleX=1] - The X scale value
* @param {number} [scaleY=1] - The Y scale value
* @param {number} [rotation=0] - The rotation
* @param {number} [skewX=0] - The X skew value
* @param {number} [skewY=0] - The Y skew value
* @param {number} [pivotX=0] - The X pivot value
* @param {number} [pivotY=0] - The Y pivot value
* @return {PIXI.DisplayObject} The DisplayObject instance
*/
setTransform(x = 0, y = 0, scaleX = 1, scaleY = 1, rotation = 0, skewX = 0, skewY = 0, pivotX = 0, pivotY = 0)
{
this.position.x = x;
this.position.y = y;
this.scale.x = !scaleX ? 1 : scaleX;
this.scale.y = !scaleY ? 1 : scaleY;
this.rotation = rotation;
this.skew.x = skewX;
this.skew.y = skewY;
this.pivot.x = pivotX;
this.pivot.y = pivotY;
return this;
}
/**
* Base destroy method for generic display objects. This will automatically
* remove the display object from its parent Container as well as remove
* all current event listeners and internal references. Do not use a DisplayObject
* after calling `destroy()`.
*
*/
destroy()
{
if (this.parent)
{
this.parent.removeChild(this);
}
this.removeAllListeners();
this.transform = null;
this.parent = null;
this._bounds = null;
this._currentBounds = null;
this._mask = null;
this.filters = null;
this.filterArea = null;
this.hitArea = null;
this.interactive = false;
this.interactiveChildren = false;
this._destroyed = true;
}
/**
* The position of the displayObject on the x axis relative to the local coordinates of the parent.
* An alias to position.x
*
* @member {number}
*/
get x()
{
return this.position.x;
}
set x(value)
{
this.transform.position.x = value;
}
/**
* The position of the displayObject on the y axis relative to the local coordinates of the parent.
* An alias to position.y
*
* @member {number}
*/
get y()
{
return this.position.y;
}
set y(value)
{
this.transform.position.y = value;
}
/**
* Current transform of the object based on world (parent) factors.
*
* @member {PIXI.Matrix}
* @readonly
*/
get worldTransform()
{
return this.transform.worldTransform;
}
/**
* Current transform of the object based on local factors: position, scale, other stuff.
*
* @member {PIXI.Matrix}
* @readonly
*/
get localTransform()
{
return this.transform.localTransform;
}
/**
* The coordinate of the object relative to the local coordinates of the parent.
* Assignment by value since pixi-v4.
*
* @member {PIXI.IPoint}
*/
get position()
{
return this.transform.position;
}
set position(value)
{
this.transform.position.copyFrom(value);
}
/**
* The scale factor of the object.
* Assignment by value since pixi-v4.
*
* @member {PIXI.IPoint}
*/
get scale()
{
return this.transform.scale;
}
set scale(value)
{
this.transform.scale.copyFrom(value);
}
/**
* The pivot point of the displayObject that it rotates around.
* Assignment by value since pixi-v4.
*
* @member {PIXI.IPoint}
*/
get pivot()
{
return this.transform.pivot;
}
set pivot(value)
{
this.transform.pivot.copyFrom(value);
}
/**
* The skew factor for the object in radians.
* Assignment by value since pixi-v4.
*
* @member {PIXI.ObservablePoint}
*/
get skew()
{
return this.transform.skew;
}
set skew(value)
{
this.transform.skew.copyFrom(value);
}
/**
* The rotation of the object in radians.
* 'rotation' and 'angle' have the same effect on a display object; rotation is in radians, angle is in degrees.
*
* @member {number}
*/
get rotation()
{
return this.transform.rotation;
}
set rotation(value)
{
this.transform.rotation = value;
}
/**
* The angle of the object in degrees.
* 'rotation' and 'angle' have the same effect on a display object; rotation is in radians, angle is in degrees.
*
* @member {number}
*/
get angle()
{
return this.transform.rotation * RAD_TO_DEG;
}
set angle(value)
{
this.transform.rotation = value * DEG_TO_RAD;
}
/**
* The zIndex of the displayObject.
* If a container has the sortableChildren property set to true, children will be automatically
* sorted by zIndex value; a higher value will mean it will be moved towards the end of the array,
* and thus rendered on top of other displayObjects within the same container.
*
* @member {number}
*/
get zIndex()
{
return this._zIndex;
}
set zIndex(value)
{
this._zIndex = value;
if (this.parent)
{
this.parent.sortDirty = true;
}
}
/**
* Indicates if the object is globally visible.
*
* @member {boolean}
* @readonly
*/
get worldVisible()
{
let item = this;
do
{
if (!item.visible)
{
return false;
}
item = item.parent;
} while (item);
return true;
}
/**
* Sets a mask for the displayObject. A mask is an object that limits the visibility of an
* object to the shape of the mask applied to it. In PixiJS a regular mask must be a
* {@link PIXI.Graphics} or a {@link PIXI.Sprite} object. This allows for much faster masking in canvas as it
* utilities shape clipping. To remove a mask, set this property to `null`.
*
* For sprite mask both alpha and red channel are used. Black mask is the same as transparent mask.
* @example
* const graphics = new PIXI.Graphics();
* graphics.beginFill(0xFF3300);
* graphics.drawRect(50, 250, 100, 100);
* graphics.endFill();
*
* const sprite = new PIXI.Sprite(texture);
* sprite.mask = graphics;
* @todo At the moment, PIXI.CanvasRenderer doesn't support PIXI.Sprite as mask.
*
* @member {PIXI.Container|PIXI.MaskData}
*/
get mask()
{
return this._mask;
}
set mask(value)
{
if (this._mask)
{
const maskObject = this._mask.maskObject || this._mask;
maskObject.renderable = true;
maskObject.isMask = false;
}
this._mask = value;
if (this._mask)
{
const maskObject = this._mask.maskObject || this._mask;
maskObject.renderable = false;
maskObject.isMask = true;
}
}
}
/**
* DisplayObject default updateTransform, does not update children of container.
* Will crash if there's no parent element.
*
* @memberof PIXI.DisplayObject#
* @function displayObjectUpdateTransform
*/
DisplayObject.prototype.displayObjectUpdateTransform = DisplayObject.prototype.updateTransform;