/* eslint-disable max-len */
import EventEmitter from 'eventemitter3';
import { Color, type ColorSource } from '../../../color/Color';
import { Matrix } from '../../../maths/matrix/Matrix';
import { Point } from '../../../maths/point/Point';
import { Texture } from '../../../rendering/renderers/shared/texture/Texture';
import { uid } from '../../../utils/data/uid';
import { deprecation, v8_0_0 } from '../../../utils/logging/deprecation';
import { Bounds } from '../../container/bounds/Bounds';
import { GraphicsPath } from './path/GraphicsPath';
import { SVGParser } from './svg/SVGParser';
import { toFillStyle, toStrokeStyle } from './utils/convertFillInputToFillStyle';
import type { PointData } from '../../../maths/point/PointData';
import type { Shader } from '../../../rendering/renderers/shared/shader/Shader';
import type { TextureDestroyOptions, TypeOrBool } from '../../container/destroyTypes';
import type { ConvertedFillStyle, ConvertedStrokeStyle, FillInput, StrokeInput } from './FillTypes';
import type { RoundedPoint } from './path/roundShape';
const tmpPoint = new Point();
export type BatchMode = 'auto' | 'batch' | 'no-batch';
export interface FillInstruction
{
action: 'fill' | 'cut'
data: { style: ConvertedFillStyle, path: GraphicsPath, hole?: GraphicsPath }
}
export interface StrokeInstruction
{
action: 'stroke'
data: { style: ConvertedStrokeStyle, path: GraphicsPath, hole?: GraphicsPath }
}
export interface TextureInstruction
{
action: 'texture'
data: {
image: Texture,
dx: number
dy: number
dw: number
dh: number
transform: Matrix
alpha: number
style: number,
}
}
export type GraphicsInstructions = FillInstruction | StrokeInstruction | TextureInstruction;
const tempMatrix = new Matrix();
/**
* The GraphicsContext class allows for the creation of lightweight objects that contain instructions for drawing shapes and paths.
* It is used internally by the Graphics class to draw shapes and paths, and can be used directly and shared between Graphics objects,
*
* This sharing of a `GraphicsContext` means that the intensive task of converting graphics instructions into GPU-ready geometry is done once, and the results are reused,
* much like sprites reusing textures.
* @memberof scene
*/
export class GraphicsContext extends EventEmitter<{
update: GraphicsContext
destroy: GraphicsContext
}>
{
/** The default fill style to use when none is provided. */
public static defaultFillStyle: ConvertedFillStyle = {
/** The color to use for the fill. */
color: 0xffffff,
/** The alpha value to use for the fill. */
alpha: 1,
/** The texture to use for the fill. */
texture: Texture.WHITE,
/** The matrix to apply. */
matrix: null,
/** The fill pattern to use. */
fill: null,
};
/** The default stroke style to use when none is provided. */
public static defaultStrokeStyle: ConvertedStrokeStyle = {
/** The width of the stroke. */
width: 1,
/** The color to use for the stroke. */
color: 0xffffff,
/** The alpha value to use for the stroke. */
alpha: 1,
/** The alignment of the stroke. */
alignment: 0.5,
/** The miter limit to use. */
miterLimit: 10,
/** The line cap style to use. */
cap: 'butt',
/** The line join style to use. */
join: 'miter',
/** The texture to use for the fill. */
texture: Texture.WHITE,
/** The matrix to apply. */
matrix: null,
/** The fill pattern to use. */
fill: null,
};
public uid = uid('graphicsContext');
public dirty = true;
public batchMode: BatchMode = 'auto';
public instructions: GraphicsInstructions[] = [];
public customShader?: Shader;
private _activePath: GraphicsPath = new GraphicsPath();
private _transform: Matrix = new Matrix();
private _fillStyle: ConvertedFillStyle = { ...GraphicsContext.defaultFillStyle };
private _strokeStyle: ConvertedStrokeStyle = { ...GraphicsContext.defaultStrokeStyle };
private _stateStack: { fillStyle: ConvertedFillStyle; strokeStyle: ConvertedStrokeStyle, transform: Matrix }[] = [];
private _tick = 0;
private _bounds = new Bounds();
private _boundsDirty = true;
/**
* Creates a new GraphicsContext object that is a clone of this instance, copying all properties,
* including the current drawing state, transformations, styles, and instructions.
* @returns A new GraphicsContext instance with the same properties and state as this one.
*/
public clone(): GraphicsContext
{
const clone = new GraphicsContext();
clone.batchMode = this.batchMode;
clone.instructions = this.instructions.slice();
clone._activePath = this._activePath.clone();
clone._transform = this._transform.clone();
clone._fillStyle = { ...this._fillStyle };
clone._strokeStyle = { ...this._strokeStyle };
clone._stateStack = this._stateStack.slice();
clone._bounds = this._bounds.clone();
clone._boundsDirty = true;
return clone;
}
/**
* The current fill style of the graphics context. This can be a color, gradient, pattern, or a more complex style defined by a FillStyle object.
*/
get fillStyle(): ConvertedFillStyle
{
return this._fillStyle;
}
set fillStyle(value: FillInput)
{
this._fillStyle = toFillStyle(value, GraphicsContext.defaultFillStyle);
}
/**
* The current stroke style of the graphics context. Similar to fill styles, stroke styles can encompass colors, gradients, patterns, or more detailed configurations via a StrokeStyle object.
*/
get strokeStyle(): ConvertedStrokeStyle
{
return this._strokeStyle;
}
set strokeStyle(value: FillInput)
{
this._strokeStyle = toStrokeStyle(value, GraphicsContext.defaultStrokeStyle);
}
/**
* Sets the current fill style of the graphics context. The fill style can be a color, gradient,
* pattern, or a more complex style defined by a FillStyle object.
* @param style - The fill style to apply. This can be a simple color, a gradient or pattern object,
* or a FillStyle or ConvertedFillStyle object.
* @returns The instance of the current GraphicsContext for method chaining.
*/
public setFillStyle(style: FillInput): this
{
this._fillStyle = toFillStyle(style, GraphicsContext.defaultFillStyle);
return this;
}
/**
* Sets the current stroke style of the graphics context. Similar to fill styles, stroke styles can
* encompass colors, gradients, patterns, or more detailed configurations via a StrokeStyle object.
* @param style - The stroke style to apply. Can be defined as a color, a gradient or pattern,
* or a StrokeStyle or ConvertedStrokeStyle object.
* @returns The instance of the current GraphicsContext for method chaining.
*/
public setStrokeStyle(style: StrokeInput): this
{
this._strokeStyle = toFillStyle(style, GraphicsContext.defaultStrokeStyle) as ConvertedStrokeStyle;
return this;
}
/**
* Adds a texture to the graphics context. This method supports multiple overloads for specifying the texture, tint, and dimensions.
* If only a texture is provided, it uses the texture's width and height for drawing. Additional parameters allow for specifying
* a tint color, and custom dimensions for the texture drawing area.
* @param texture - The Texture object to use.
* @param tint - (Optional) A ColorSource to tint the texture. If not provided, defaults to white (0xFFFFFF).
* @param dx - (Optional) The x-coordinate in the destination canvas at which to place the top-left corner of the source image.
* @param dy - (Optional) The y-coordinate in the destination canvas at which to place the top-left corner of the source image.
* @param dw - (Optional) The width of the rectangle within the source image to draw onto the destination canvas. If not provided, uses the texture's frame width.
* @param dh - (Optional) The height of the rectangle within the source image to draw onto the destination canvas. If not provided, uses the texture's frame height.
* @returns The instance of the current GraphicsContext for method chaining.
*/
public texture(texture: Texture): this;
public texture(texture: Texture, tint: ColorSource): this;
public texture(texture: Texture, tint: ColorSource, dx: number, dy: number): this;
public texture(texture: Texture, tint: ColorSource, dx: number, dy: number, dw: number, dh: number): this;
public texture(texture: Texture, tint?: ColorSource, dx?: number, dy?: number, dw?: number, dh?: number): this
{
this.instructions.push({
action: 'texture',
data: {
image: texture,
dx: dx || 0,
dy: dy || 0,
dw: dw || texture.frame.width,
dh: dh || texture.frame.height,
transform: this._transform.clone(),
alpha: this._fillStyle.alpha,
style: tint ? Color.shared.setValue(tint).toNumber() : 0xFFFFFF,
}
});
this.onUpdate();
return this;
}
/**
* Resets the current path. Any previous path and its commands are discarded and a new path is
* started. This is typically called before beginning a new shape or series of drawing commands.
* @returns The instance of the current GraphicsContext for method chaining.
*/
public beginPath(): this
{
this._activePath = new GraphicsPath();
return this;
}
/**
* Fills the current or given path with the current fill style. This method can optionally take
* a color and alpha for a simple fill, or a more complex FillInput object for advanced fills.
* @param style - (Optional) The style to fill the path with. Can be a color, gradient, pattern, or a complex style object. If omitted, uses the current fill style.
* @returns The instance of the current GraphicsContext for method chaining.
*/
public fill(style?: FillInput): this;
/** @deprecated 8.0.0 */
public fill(color: ColorSource, alpha: number): this;
public fill(style?: FillInput, alpha?: number): this
{
let path: GraphicsPath;
const lastInstruction = this.instructions[this.instructions.length - 1];
if (this._tick === 0 && lastInstruction && lastInstruction.action === 'stroke')
{
path = lastInstruction.data.path;
}
else
{
path = this._activePath.clone();
}
if (!path) return this;
// eslint-disable-next-line no-eq-null, eqeqeq
if (style != null)
{
if (alpha !== undefined && typeof style === 'number')
{
// #if _DEBUG
deprecation(v8_0_0, 'GraphicsContext.fill(color, alpha) is deprecated, use GraphicsContext.fill({ color, alpha }) instead');
// #endif
style = { color: style, alpha };
}
this._fillStyle = toFillStyle(style, GraphicsContext.defaultFillStyle);
}
// TODO not a fan of the clone!!
this.instructions.push({
action: 'fill',
// TODO copy fill style!
data: { style: this.fillStyle, path }
});
this.onUpdate();
this._initNextPathLocation();
this._tick = 0;
return this;
}
private _initNextPathLocation()
{
// Reset the _activePath with the last point of the current path
const { x, y } = this._activePath.getLastPoint(Point.shared);
this._activePath.clear();
this._activePath.moveTo(x, y);
}
/**
* Strokes the current path with the current stroke style. This method can take an optional
* FillInput parameter to define the stroke's appearance, including its color, width, and other properties.
* @param style - (Optional) The stroke style to apply. Can be defined as a simple color or a more complex style object. If omitted, uses the current stroke style.
* @returns The instance of the current GraphicsContext for method chaining.
*/
public stroke(style?: StrokeInput): this
{
let path: GraphicsPath;
const lastInstruction = this.instructions[this.instructions.length - 1];
if (this._tick === 0 && lastInstruction && lastInstruction.action === 'fill')
{
path = lastInstruction.data.path;
}
else
{
path = this._activePath.clone();
}
if (!path) return this;
// eslint-disable-next-line no-eq-null, eqeqeq
if (style != null)
{
this._strokeStyle = toStrokeStyle(style, GraphicsContext.defaultStrokeStyle);
}
// TODO not a fan of the clone!!
this.instructions.push({
action: 'stroke',
// TODO copy fill style!
data: { style: this.strokeStyle, path }
});
this.onUpdate();
this._initNextPathLocation();
this._tick = 0;
return this;
}
/**
* Applies a cutout to the last drawn shape. This is used to create holes or complex shapes by
* subtracting a path from the previously drawn path. If a hole is not completely in a shape, it will
* fail to cut correctly!
* @returns The instance of the current GraphicsContext for method chaining.
*/
public cut(): this
{
for (let i = 0; i < 2; i++)
{
const lastInstruction = this.instructions[this.instructions.length - 1 - i];
const holePath = this._activePath.clone();
if (lastInstruction)
{
if (lastInstruction.action === 'stroke' || lastInstruction.action === 'fill')
{
if (lastInstruction.data.hole)
{
lastInstruction.data.hole.addPath(holePath);
}
else
{
lastInstruction.data.hole = holePath;
break;
}
}
}
}
this._initNextPathLocation();
return this;
}
/**
* Adds an arc to the current path, which is centered at (x, y) with the specified radius,
* starting and ending angles, and direction.
* @param x - The x-coordinate of the arc's center.
* @param y - The y-coordinate of the arc's center.
* @param radius - The arc's radius.
* @param startAngle - The starting angle, in radians.
* @param endAngle - The ending angle, in radians.
* @param counterclockwise - (Optional) Specifies whether the arc is drawn counterclockwise (true) or clockwise (false). Defaults to false.
* @returns The instance of the current GraphicsContext for method chaining.
*/
public arc(x: number, y: number, radius: number, startAngle: number, endAngle: number, counterclockwise?: boolean): this
{
this._tick++;
const t = this._transform;
this._activePath.arc(
(t.a * x) + (t.c * y) + t.tx,
(t.b * x) + (t.d * y) + t.ty,
radius,
startAngle,
endAngle,
counterclockwise,
);
return this;
}
/**
* Adds an arc to the current path with the given control points and radius, connected to the previous point
* by a straight line if necessary.
* @param x1 - The x-coordinate of the first control point.
* @param y1 - The y-coordinate of the first control point.
* @param x2 - The x-coordinate of the second control point.
* @param y2 - The y-coordinate of the second control point.
* @param radius - The arc's radius.
* @returns The instance of the current GraphicsContext for method chaining.
*/
public arcTo(x1: number, y1: number, x2: number, y2: number, radius: number): this
{
this._tick++;
const t = this._transform;
this._activePath.arcTo(
(t.a * x1) + (t.c * y1) + t.tx,
(t.b * x1) + (t.d * y1) + t.ty,
(t.a * x2) + (t.c * y2) + t.tx,
(t.b * x2) + (t.d * y2) + t.ty,
radius,
);
return this;
}
/**
* Adds an SVG-style arc to the path, allowing for elliptical arcs based on the SVG spec.
* @param rx - The x-radius of the ellipse.
* @param ry - The y-radius of the ellipse.
* @param xAxisRotation - The rotation of the ellipse's x-axis relative
* to the x-axis of the coordinate system, in degrees.
* @param largeArcFlag - Determines if the arc should be greater than or less than 180 degrees.
* @param sweepFlag - Determines if the arc should be swept in a positive angle direction.
* @param x - The x-coordinate of the arc's end point.
* @param y - The y-coordinate of the arc's end point.
* @returns The instance of the current object for chaining.
*/
public arcToSvg(
rx: number, ry: number,
xAxisRotation: number,
largeArcFlag: number,
sweepFlag: number,
x: number, y: number
): this
{
this._tick++;
const t = this._transform;
this._activePath.arcToSvg(
rx, ry,
xAxisRotation, // should we rotate this with transform??
largeArcFlag,
sweepFlag,
(t.a * x) + (t.c * y) + t.tx,
(t.b * x) + (t.d * y) + t.ty,
);
return this;
}
/**
* Adds a cubic Bezier curve to the path.
* It requires three points: the first two are control points and the third one is the end point.
* The starting point is the last point in the current path.
* @param cp1x - The x-coordinate of the first control point.
* @param cp1y - The y-coordinate of the first control point.
* @param cp2x - The x-coordinate of the second control point.
* @param cp2y - The y-coordinate of the second control point.
* @param x - The x-coordinate of the end point.
* @param y - The y-coordinate of the end point.
* @param smoothness - Optional parameter to adjust the smoothness of the curve.
* @returns The instance of the current object for chaining.
*/
public bezierCurveTo(cp1x: number, cp1y: number, cp2x: number, cp2y: number, x: number, y: number, smoothness?: number): this
{
this._tick++;
// TODO optimize for no transform
const t = this._transform;
this._activePath.bezierCurveTo(
(t.a * cp1x) + (t.c * cp1y) + t.tx,
(t.b * cp1x) + (t.d * cp1y) + t.ty,
(t.a * cp2x) + (t.c * cp2y) + t.tx,
(t.b * cp2x) + (t.d * cp2y) + t.ty,
(t.a * x) + (t.c * y) + t.tx,
(t.b * x) + (t.d * y) + t.ty,
smoothness,
);
return this;
}
/**
* Closes the current path by drawing a straight line back to the start.
* If the shape is already closed or there are no points in the path, this method does nothing.
* @returns The instance of the current object for chaining.
*/
public closePath(): this
{
this._tick++;
this._activePath?.closePath();
return this;
}
/**
* Draws an ellipse at the specified location and with the given x and y radii.
* An optional transformation can be applied, allowing for rotation, scaling, and translation.
* @param x - The x-coordinate of the center of the ellipse.
* @param y - The y-coordinate of the center of the ellipse.
* @param radiusX - The horizontal radius of the ellipse.
* @param radiusY - The vertical radius of the ellipse.
* @returns The instance of the current object for chaining.
*/
public ellipse(x: number, y: number, radiusX: number, radiusY: number): this
{
this._tick++;
this._activePath.ellipse(x, y, radiusX, radiusY, this._transform.clone());
return this;
}
/**
* Draws a circle shape. This method adds a new circle path to the current drawing.
* @param x - The x-coordinate of the center of the circle.
* @param y - The y-coordinate of the center of the circle.
* @param radius - The radius of the circle.
* @returns The instance of the current object for chaining.
*/
public circle(x: number, y: number, radius: number): this
{
this._tick++;
this._activePath.circle(x, y, radius, this._transform.clone());
return this;
}
/**
* Adds another `GraphicsPath` to this path, optionally applying a transformation.
* @param path - The `GraphicsPath` to add.
* @returns The instance of the current object for chaining.
*/
public path(path: GraphicsPath): this
{
this._tick++;
this._activePath.addPath(path, this._transform.clone());
return this;
}
/**
* Connects the current point to a new point with a straight line. This method updates the current path.
* @param x - The x-coordinate of the new point to connect to.
* @param y - The y-coordinate of the new point to connect to.
* @returns The instance of the current object for chaining.
*/
public lineTo(x: number, y: number): this
{
this._tick++;
const t = this._transform;
this._activePath.lineTo(
(t.a * x) + (t.c * y) + t.tx,
(t.b * x) + (t.d * y) + t.ty
);
return this;
}
/**
* Sets the starting point for a new sub-path. Any subsequent drawing commands are considered part of this path.
* @param x - The x-coordinate for the starting point.
* @param y - The y-coordinate for the starting point.
* @returns The instance of the current object for chaining.
*/
public moveTo(x: number, y: number): this
{
this._tick++;
const t = this._transform;
const instructions = this._activePath.instructions;
const transformedX = (t.a * x) + (t.c * y) + t.tx;
const transformedY = (t.b * x) + (t.d * y) + t.ty;
if (instructions.length === 1 && instructions[0].action === 'moveTo')
{
instructions[0].data[0] = transformedX;
instructions[0].data[1] = transformedY;
return this;
}
this._activePath.moveTo(
transformedX,
transformedY
);
return this;
}
/**
* Adds a quadratic curve to the path. It requires two points: the control point and the end point.
* The starting point is the last point in the current path.
* @param cpx - The x-coordinate of the control point.
* @param cpy - The y-coordinate of the control point.
* @param x - The x-coordinate of the end point.
* @param y - The y-coordinate of the end point.
* @param smoothness - Optional parameter to adjust the smoothness of the curve.
* @returns The instance of the current object for chaining.
*/
public quadraticCurveTo(cpx: number, cpy: number, x: number, y: number, smoothness?: number): this
{
this._tick++;
const t = this._transform;
this._activePath.quadraticCurveTo(
(t.a * cpx) + (t.c * cpy) + t.tx,
(t.b * cpx) + (t.d * cpy) + t.ty,
(t.a * x) + (t.c * y) + t.tx,
(t.b * x) + (t.d * y) + t.ty,
smoothness,
);
return this;
}
/**
* Draws a rectangle shape. This method adds a new rectangle path to the current drawing.
* @param x - The x-coordinate of the top-left corner of the rectangle.
* @param y - The y-coordinate of the top-left corner of the rectangle.
* @param w - The width of the rectangle.
* @param h - The height of the rectangle.
* @returns The instance of the current object for chaining.
*/
public rect(x: number, y: number, w: number, h: number): this
{
this._tick++;
this._activePath.rect(x, y, w, h, this._transform.clone());
return this;
}
/**
* Draws a rectangle with rounded corners.
* The corner radius can be specified to determine how rounded the corners should be.
* An optional transformation can be applied, which allows for rotation, scaling, and translation of the rectangle.
* @param x - The x-coordinate of the top-left corner of the rectangle.
* @param y - The y-coordinate of the top-left corner of the rectangle.
* @param w - The width of the rectangle.
* @param h - The height of the rectangle.
* @param radius - The radius of the rectangle's corners. If not specified, corners will be sharp.
* @returns The instance of the current object for chaining.
*/
public roundRect(x: number, y: number, w: number, h: number, radius?: number): this
{
this._tick++;
this._activePath.roundRect(x, y, w, h, radius, this._transform.clone());
return this;
}
/**
* Draws a polygon shape by specifying a sequence of points. This method allows for the creation of complex polygons,
* which can be both open and closed. An optional transformation can be applied, enabling the polygon to be scaled,
* rotated, or translated as needed.
* @param points - An array of numbers, or an array of PointData objects eg [{x,y}, {x,y}, {x,y}]
* representing the x and y coordinates, of the polygon's vertices, in sequence.
* @param close - A boolean indicating whether to close the polygon path. True by default.
*/
public poly(points: number[] | PointData[], close?: boolean): this
{
this._tick++;
this._activePath.poly(points, close, this._transform.clone());
return this;
}
/**
* Draws a regular polygon with a specified number of sides. All sides and angles are equal.
* @param x - The x-coordinate of the center of the polygon.
* @param y - The y-coordinate of the center of the polygon.
* @param radius - The radius of the circumscribed circle of the polygon.
* @param sides - The number of sides of the polygon. Must be 3 or more.
* @param rotation - The rotation angle of the polygon, in radians. Zero by default.
* @param transform - An optional `Matrix` object to apply a transformation to the polygon.
* @returns The instance of the current object for chaining.
*/
public regularPoly(x: number, y: number, radius: number, sides: number, rotation = 0, transform?: Matrix): this
{
this._tick++;
this._activePath.regularPoly(x, y, radius, sides, rotation, transform);
return this;
}
/**
* Draws a polygon with rounded corners.
* Similar to `regularPoly` but with the ability to round the corners of the polygon.
* @param x - The x-coordinate of the center of the polygon.
* @param y - The y-coordinate of the center of the polygon.
* @param radius - The radius of the circumscribed circle of the polygon.
* @param sides - The number of sides of the polygon. Must be 3 or more.
* @param corner - The radius of the rounding of the corners.
* @param rotation - The rotation angle of the polygon, in radians. Zero by default.
* @returns The instance of the current object for chaining.
*/
public roundPoly(x: number, y: number, radius: number, sides: number, corner: number, rotation?: number): this
{
this._tick++;
this._activePath.roundPoly(x, y, radius, sides, corner, rotation);
return this;
}
/**
* Draws a shape with rounded corners. This function supports custom radius for each corner of the shape.
* Optionally, corners can be rounded using a quadratic curve instead of an arc, providing a different aesthetic.
* @param points - An array of `RoundedPoint` representing the corners of the shape to draw.
* A minimum of 3 points is required.
* @param radius - The default radius for the corners.
* This radius is applied to all corners unless overridden in `points`.
* @param useQuadratic - If set to true, rounded corners are drawn using a quadraticCurve
* method instead of an arc method. Defaults to false.
* @param smoothness - Specifies the smoothness of the curve when `useQuadratic` is true.
* Higher values make the curve smoother.
* @returns The instance of the current object for chaining.
*/
public roundShape(points: RoundedPoint[], radius: number, useQuadratic?: boolean, smoothness?: number): this
{
this._tick++;
this._activePath.roundShape(points, radius, useQuadratic, smoothness);
return this;
}
/**
* Draw Rectangle with fillet corners. This is much like rounded rectangle
* however it support negative numbers as well for the corner radius.
* @param x - Upper left corner of rect
* @param y - Upper right corner of rect
* @param width - Width of rect
* @param height - Height of rect
* @param fillet - accept negative or positive values
*/
public filletRect(x: number, y: number, width: number, height: number, fillet: number): this
{
this._tick++;
this._activePath.filletRect(x, y, width, height, fillet);
return this;
}
/**
* Draw Rectangle with chamfer corners. These are angled corners.
* @param x - Upper left corner of rect
* @param y - Upper right corner of rect
* @param width - Width of rect
* @param height - Height of rect
* @param chamfer - non-zero real number, size of corner cutout
* @param transform
*/
public chamferRect(x: number, y: number, width: number, height: number, chamfer: number, transform?: Matrix): this
{
this._tick++;
this._activePath.chamferRect(x, y, width, height, chamfer, transform);
return this;
}
/**
* Draws a star shape centered at a specified location. This method allows for the creation
* of stars with a variable number of points, outer radius, optional inner radius, and rotation.
* The star is drawn as a closed polygon with alternating outer and inner vertices to create the star's points.
* An optional transformation can be applied to scale, rotate, or translate the star as needed.
* @param x - The x-coordinate of the center of the star.
* @param y - The y-coordinate of the center of the star.
* @param points - The number of points of the star.
* @param radius - The outer radius of the star (distance from the center to the outer points).
* @param innerRadius - Optional. The inner radius of the star
* (distance from the center to the inner points between the outer points).
* If not provided, defaults to half of the `radius`.
* @param rotation - Optional. The rotation of the star in radians, where 0 is aligned with the y-axis.
* Defaults to 0, meaning one point is directly upward.
* @returns The instance of the current object for chaining further drawing commands.
*/
public star(x: number, y: number, points: number, radius: number, innerRadius = 0, rotation = 0): this
{
this._tick++;
this._activePath.star(x, y, points, radius, innerRadius, rotation, this._transform.clone());
return this;
}
/**
* Parses and renders an SVG string into the graphics context. This allows for complex shapes and paths
* defined in SVG format to be drawn within the graphics context.
* @param svg - The SVG string to be parsed and rendered.
*/
public svg(svg: string): this
{
this._tick++;
SVGParser(svg, this);
return this;
}
/**
* Restores the most recently saved graphics state by popping the top of the graphics state stack.
* This includes transformations, fill styles, and stroke styles.
*/
public restore(): this
{
const state = this._stateStack.pop();
if (state)
{
this._transform = state.transform;
this._fillStyle = state.fillStyle;
this._strokeStyle = state.strokeStyle;
}
return this;
}
/** Saves the current graphics state, including transformations, fill styles, and stroke styles, onto a stack. */
public save(): this
{
this._stateStack.push({
transform: this._transform.clone(),
fillStyle: { ...this._fillStyle },
strokeStyle: { ...this._strokeStyle },
});
return this;
}
/**
* Returns the current transformation matrix of the graphics context.
* @returns The current transformation matrix.
*/
public getTransform(): Matrix
{
return this._transform;
}
/**
* Resets the current transformation matrix to the identity matrix, effectively removing any transformations (rotation, scaling, translation) previously applied.
* @returns The instance of the current GraphicsContext for method chaining.
*/
public resetTransform(): this
{
this._transform.identity();
return this;
}
/**
* Applies a rotation transformation to the graphics context around the current origin.
* @param angle - The angle of rotation in radians.
* @returns The instance of the current GraphicsContext for method chaining.
*/
public rotate(angle: number): this
{
this._transform.rotate(angle);
return this;
}
/**
* Applies a scaling transformation to the graphics context, scaling drawings by x horizontally and by y vertically.
* @param x - The scale factor in the horizontal direction.
* @param y - (Optional) The scale factor in the vertical direction. If not specified, the x value is used for both directions.
* @returns The instance of the current GraphicsContext for method chaining.
*/
public scale(x: number, y: number = x): this
{
this._transform.scale(x, y);
return this;
}
/**
* Sets the current transformation matrix of the graphics context to the specified matrix or values.
* This replaces the current transformation matrix.
* @param a - The value for the a property of the matrix, or a Matrix object to use directly.
* @param b - The value for the b property of the matrix.
* @param c - The value for the c property of the matrix.
* @param d - The value for the d property of the matrix.
* @param dx - The value for the tx (translate x) property of the matrix.
* @param dy - The value for the ty (translate y) property of the matrix.
* @returns The instance of the current GraphicsContext for method chaining.
*/
public setTransform(transform: Matrix): this;
public setTransform(a: number, b: number, c: number, d: number, dx: number, dy: number): this;
public setTransform(a: number | Matrix, b?: number, c?: number, d?: number, dx?: number, dy?: number): this
{
if (a instanceof Matrix)
{
this._transform.set(a.a, a.b, a.c, a.d, a.tx, a.ty);
return this;
}
this._transform.set(a, b, c, d, dx, dy);
return this;
}
/**
* Applies the specified transformation matrix to the current graphics context by multiplying the current matrix with the specified matrix.
* @param a - The value for the a property of the matrix, or a Matrix object to use directly.
* @param b - The value for the b property of the matrix.
* @param c - The value for the c property of the matrix.
* @param d - The value for the d property of the matrix.
* @param dx - The value for the tx (translate x) property of the matrix.
* @param dy - The value for the ty (translate y) property of the matrix.
* @returns The instance of the current GraphicsContext for method chaining.
*/
public transform(transform: Matrix): this;
public transform(a: number, b: number, c: number, d: number, dx: number, dy: number): this;
public transform(a: number | Matrix, b?: number, c?: number, d?: number, dx?: number, dy?: number): this
{
if (a instanceof Matrix)
{
this._transform.append(a);
return this;
}
tempMatrix.set(a, b, c, d, dx, dy);
this._transform.append(tempMatrix);
return this;
}
/**
* Applies a translation transformation to the graphics context, moving the origin by the specified amounts.
* @param x - The amount to translate in the horizontal direction.
* @param y - (Optional) The amount to translate in the vertical direction. If not specified, the x value is used for both directions.
* @returns The instance of the current GraphicsContext for method chaining.
*/
public translate(x: number, y: number = x): this
{
this._transform.translate(x, y);
return this;
}
/**
* Clears all drawing commands from the graphics context, effectively resetting it. This includes clearing the path,
* and optionally resetting transformations to the identity matrix.
* @returns The instance of the current GraphicsContext for method chaining.
*/
public clear(): this
{
this._activePath.clear();
this.instructions.length = 0;
this.resetTransform();
this.onUpdate();
return this;
}
protected onUpdate(): void
{
if (this.dirty) return;
this.emit('update', this, 0x10);
this.dirty = true;
this._boundsDirty = true;
}
/** The bounds of the graphic shape. */
get bounds(): Bounds
{
if (!this._boundsDirty) return this._bounds;
// TODO switch to idy dirty with tick..
const bounds = this._bounds;
bounds.clear();
for (let i = 0; i < this.instructions.length; i++)
{
const instruction = this.instructions[i];
const action = instruction.action;
if (action === 'fill')
{
const data = instruction.data as FillInstruction['data'];
bounds.addBounds(data.path.bounds);
}
else if (action === 'texture')
{
const data = instruction.data as TextureInstruction['data'];
bounds.addFrame(data.dx, data.dy, data.dx + data.dw, data.dy + data.dh, data.transform);
}
if (action === 'stroke')
{
const data = instruction.data as StrokeInstruction['data'];
const padding = data.style.width / 2;
const _bounds = data.path.bounds;
bounds.addFrame(
_bounds.minX - padding,
_bounds.minY - padding,
_bounds.maxX + padding,
_bounds.maxY + padding
);
}
}
return bounds;
}
/**
* Check to see if a point is contained within this geometry.
* @param point - Point to check if it's contained.
* @returns {boolean} `true` if the point is contained within geometry.
*/
public containsPoint(point: PointData): boolean
{
// early out if the bounding box is not hit
if (!this.bounds.containsPoint(point.x, point.y)) return false;
const instructions = this.instructions;
let hasHit = false;
for (let k = 0; k < instructions.length; k++)
{
const instruction = instructions[k];
const data = instruction.data as FillInstruction['data'];
const path = data.path;
if (!instruction.action || !path) continue;
const style = data.style;
const shapes = path.shapePath.shapePrimitives;
for (let i = 0; i < shapes.length; i++)
{
const shape = shapes[i].shape;
if (!style || !shape) continue;
const transform = shapes[i].transform;
const transformedPoint = transform ? transform.applyInverse(point, tmpPoint) : point;
if (instruction.action === 'fill')
{
hasHit = shape.contains(transformedPoint.x, transformedPoint.y);
}
else
{
hasHit = shape.strokeContains(transformedPoint.x, transformedPoint.y, (style as ConvertedStrokeStyle).width);
}
const holes = data.hole;
if (holes)
{
const holeShapes = holes.shapePath?.shapePrimitives;
if (holeShapes)
{
for (let j = 0; j < holeShapes.length; j++)
{
if (holeShapes[j].shape.contains(transformedPoint.x, transformedPoint.y))
{
hasHit = false;
}
}
}
}
if (hasHit)
{
return true;
}
}
}
return hasHit;
}
/**
* Destroys the GraphicsData object.
* @param options - Options parameter. A boolean will act as if all options
* have been set to that value
* @param {boolean} [options.texture=false] - Should it destroy the current texture of the fill/stroke style?
* @param {boolean} [options.textureSource=false] - Should it destroy the texture source of the fill/stroke style?
*/
public destroy(options: TypeOrBool<TextureDestroyOptions> = false): void
{
this._stateStack.length = 0;
this._transform = null;
this.emit('destroy', this);
this.removeAllListeners();
const destroyTexture = typeof options === 'boolean' ? options : options?.texture;
if (destroyTexture)
{
const destroyTextureSource = typeof options === 'boolean' ? options : options?.textureSource;
if (this._fillStyle.texture)
{
this._fillStyle.texture.destroy(destroyTextureSource);
}
if (this._strokeStyle.texture)
{
this._strokeStyle.texture.destroy(destroyTextureSource);
}
}
this._fillStyle = null;
this._strokeStyle = null;
this.instructions = null;
this._activePath = null;
this._bounds = null;
this._stateStack = null;
this.customShader = null;
this._transform = null;
}
}