import { System } from '../System';
import { MaskData } from './MaskData';
import { SpriteMaskFilter } from '../filters/spriteMask/SpriteMaskFilter';
import { MASK_TYPES } from '@pixi/constants';
/**
* System plugin to the renderer to manage masks.
*
* @class
* @extends PIXI.System
* @memberof PIXI.systems
*/
export class MaskSystem extends System {
/**
* @param {PIXI.Renderer} renderer - The renderer this System works for.
*/
constructor(renderer) {
super(renderer);
/**
* Enable scissor
* @member {boolean}
* @readonly
*/
this.enableScissor = false;
/**
* Pool of used sprite mask filters
* @member {PIXI.SpriteMaskFilter[]}
* @readonly
*/
this.alphaMaskPool = [];
/**
* Pool of mask data
* @member {PIXI.MaskData[]}
* @readonly
*/
this.maskDataPool = [];
this.maskStack = [];
/**
* Current index of alpha mask pool
* @member {number}
* @default 0
* @readonly
*/
this.alphaMaskIndex = 0;
}
/**
* Changes the mask stack that is used by this System.
*
* @param {PIXI.MaskData[]} maskStack - The mask stack
*/
setMaskStack(maskStack) {
this.maskStack = maskStack;
this.renderer.scissor.setMaskStack(maskStack);
this.renderer.stencil.setMaskStack(maskStack);
}
/**
* Applies the Mask and adds it to the current filter stack.
* Renderer batch must be flushed beforehand.
*
* @param {PIXI.DisplayObject} target - Display Object to push the mask to
* @param {PIXI.MaskData|PIXI.Sprite|PIXI.Graphics|PIXI.DisplayObject} maskData - The masking data.
*/
push(target, maskDataOrTarget) {
let maskData = maskDataOrTarget;
if (!maskData.isMaskData) {
const d = this.maskDataPool.pop() || new MaskData();
d.pooled = true;
d.maskObject = maskDataOrTarget;
maskData = d;
}
if (maskData.autoDetect) {
this.detect(maskData);
}
maskData.copyCountersOrReset(this.maskStack[this.maskStack.length - 1]);
maskData._target = target;
switch (maskData.type) {
case MASK_TYPES.SCISSOR:
this.maskStack.push(maskData);
this.renderer.scissor.push(maskData);
break;
case MASK_TYPES.STENCIL:
this.maskStack.push(maskData);
this.renderer.stencil.push(maskData);
break;
case MASK_TYPES.SPRITE:
maskData.copyCountersOrReset(null);
this.pushSpriteMask(maskData);
this.maskStack.push(maskData);
break;
default:
break;
}
}
/**
* Removes the last mask from the mask stack and doesn't return it.
* Renderer batch must be flushed beforehand.
*
* @param {PIXI.DisplayObject} target - Display Object to pop the mask from
*/
pop(target) {
const maskData = this.maskStack.pop();
if (!maskData || maskData._target !== target) {
// TODO: add an assert when we have it
return;
}
switch (maskData.type) {
case MASK_TYPES.SCISSOR:
this.renderer.scissor.pop();
break;
case MASK_TYPES.STENCIL:
this.renderer.stencil.pop(maskData.maskObject);
break;
case MASK_TYPES.SPRITE:
this.popSpriteMask();
break;
default:
break;
}
maskData.reset();
if (maskData.pooled) {
this.maskDataPool.push(maskData);
}
}
/**
* Sets type of MaskData based on its maskObject
* @param {PIXI.MaskData} maskData
*/
detect(maskData) {
const maskObject = maskData.maskObject;
if (maskObject.isSprite) {
maskData.type = MASK_TYPES.SPRITE;
return;
}
maskData.type = MASK_TYPES.STENCIL;
// detect scissor in graphics
if (this.enableScissor
&& maskObject.isFastRect
&& maskObject.isFastRect()) {
const matrix = maskObject.worldTransform;
// TODO: move the check to the matrix itself
// we are checking that its orthogonal and x rotation is 0 90 180 or 270
let rotX = Math.atan2(matrix.b, matrix.a);
let rotXY = Math.atan2(matrix.d, matrix.c);
// use the nearest degree to 0.01
rotX = Math.round(rotX * (180 / Math.PI) * 100);
rotXY = Math.round(rotXY * (180 / Math.PI) * 100) - rotX;
rotX = ((rotX % 9000) + 9000) % 9000;
rotXY = ((rotXY % 18000) + 18000) % 18000;
if (rotX === 0 && rotXY === 9000) {
maskData.type = MASK_TYPES.SCISSOR;
}
}
}
/**
* Applies the Mask and adds it to the current filter stack.
*
* @param {PIXI.MaskData} maskData - Sprite to be used as the mask
*/
pushSpriteMask(maskData) {
const { maskObject } = maskData;
const target = maskData._target;
let alphaMaskFilter = this.alphaMaskPool[this.alphaMaskIndex];
if (!alphaMaskFilter) {
alphaMaskFilter = this.alphaMaskPool[this.alphaMaskIndex] = [new SpriteMaskFilter(maskObject)];
}
alphaMaskFilter[0].resolution = this.renderer.resolution;
alphaMaskFilter[0].maskSprite = maskObject;
const stashFilterArea = target.filterArea;
target.filterArea = maskObject.getBounds(true);
this.renderer.filter.push(target, alphaMaskFilter);
target.filterArea = stashFilterArea;
this.alphaMaskIndex++;
}
/**
* Removes the last filter from the filter stack and doesn't return it.
*/
popSpriteMask() {
this.renderer.filter.pop();
this.alphaMaskIndex--;
}
}