/*! * pixi.js - v4.8.7 * Compiled Fri, 22 Mar 2019 16:20:35 UTC * * pixi.js is licensed under the MIT License. * http://www.opensource.org/licenses/mit-license */ (function(f){if(typeof exports==="object"&&typeof module!=="undefined"){module.exports=f()}else if(typeof define==="function"&&define.amd ){define([],f)}else{var g;if(typeof window!=="undefined"){g=window}else if(typeof global!=="undefined"){g=global}else if(typeof self!=="undefined"){g=self}else{g=this}g.PIXI = f()}})(function(){var define,module,exports;return (function(){function e(t,n,r){function s(o,u){if(!n[o]){if(!t[o]){var a=typeof require=="function"&&require;if(!u&&a )return a(o,!0);if(i)return i(o,!0);var f=new Error("Cannot find module '"+o+"'");throw f.code="MODULE_NOT_FOUND",f}var l=n[o]={exports:{}};t[o][0].call(l.exports,function(e){var n=t[o][1][e];return s(n?n:e)},l,l.exports,e,t,n,r)}return n[o].exports}var i=typeof require=="function"&&require;for(var o=0;o 0) - (v <0); } //Computes absolute value of integer exports.abs=function(v) { var mask=v> > (INT_BITS-1); return (v ^ mask) - mask; } //Computes minimum of integers x and y exports.min = function(x, y) { return y ^ ((x ^ y) &-(x 0xFFFF) << 4; v >>>= r; shift = (v > 0xFF ) << 3; v >>>= shift; r |= shift; shift = (v > 0xF ) << 2; v >>>= shift; r |= shift; shift = (v > 0x3 ) << 1; v >>>= shift; r |= shift; return r | (v >> 1); } //Computes log base 10 of v exports.log10 = function(v) { return (v >= 1000000000) ? 9 : (v >= 100000000) ? 8 : (v >= 10000000) ? 7 : (v >= 1000000) ? 6 : (v >= 100000) ? 5 : (v >= 10000) ? 4 : (v >= 1000) ? 3 : (v >= 100) ? 2 : (v >= 10) ? 1 : 0; } //Counts number of bits exports.popCount = function(v) { v = v - ((v >>> 1) &0x55555555); v = (v &0x33333333) + ((v >>> 2) &0x33333333); return ((v + (v >>> 4) &0xF0F0F0F) * 0x1010101) >>> 24; } //Counts number of trailing zeros function countTrailingZeros(v) { var c = 32; v &= -v; if (v) c--; if (v &0x0000FFFF) c -= 16; if (v &0x00FF00FF) c -= 8; if (v &0x0F0F0F0F) c -= 4; if (v &0x33333333) c -= 2; if (v &0x55555555) c -= 1; return c; } exports.countTrailingZeros = countTrailingZeros; //Rounds to next power of 2 exports.nextPow2 = function(v) { v += v === 0; --v; v |= v >>> 1; v |= v >>> 2; v |= v >>> 4; v |= v >>> 8; v |= v >>> 16; return v + 1; } //Rounds down to previous power of 2 exports.prevPow2 = function(v) { v |= v >>> 1; v |= v >>> 2; v |= v >>> 4; v |= v >>> 8; v |= v >>> 16; return v - (v>>>1); } //Computes parity of word exports.parity = function(v) { v ^= v >>> 16; v ^= v >>> 8; v ^= v >>> 4; v &= 0xf; return (0x6996 >>> v) &1; } var REVERSE_TABLE = new Array(256); (function(tab) { for(var i=0; i<256; ++i) { var v=i, r=i, s=7; for (v> >>= 1; v; v >>>= 1) { r <<= 1; r |= v &1; --s; } tab[i] = (r << s) &0xff; } })(REVERSE_TABLE); //Reverse bits in a 32 bit word exports.reverse = function(v) { return (REVERSE_TABLE[ v &0xff] << 24) | (REVERSE_TABLE[(v >>> 8) &0xff] << 16) | (REVERSE_TABLE[(v >>> 16) &0xff] << 8) | REVERSE_TABLE[(v >>> 24) &0xff]; } //Interleave bits of 2 coordinates with 16 bits. Useful for fast quadtree codes exports.interleave2 = function(x, y) { x &= 0xFFFF; x = (x | (x << 8)) &0x00FF00FF; x = (x | (x << 4)) &0x0F0F0F0F; x = (x | (x << 2)) &0x33333333; x = (x | (x << 1)) &0x55555555; y &= 0xFFFF; y = (y | (y << 8)) &0x00FF00FF; y = (y | (y << 4)) &0x0F0F0F0F; y = (y | (y << 2)) &0x33333333; y = (y | (y << 1)) &0x55555555; return x | (y << 1); } //Extracts the nth interleaved component exports.deinterleave2 = function(v, n) { v = (v >>> n) &0x55555555; v = (v | (v >>> 1)) &0x33333333; v = (v | (v >>> 2)) &0x0F0F0F0F; v = (v | (v >>> 4)) &0x00FF00FF; v = (v | (v >>> 16)) &0x000FFFF; return (v << 16) >> 16; } //Interleave bits of 3 coordinates, each with 10 bits. Useful for fast octree codes exports.interleave3 = function(x, y, z) { x &= 0x3FF; x = (x | (x<<16)) &4278190335; x = (x | (x<<8)) &251719695; x = (x | (x<<4)) &3272356035; x = (x | (x<<2)) &1227133513; y &= 0x3FF; y = (y | (y<<16)) &4278190335; y = (y | (y<<8)) &251719695; y = (y | (y<<4)) &3272356035; y = (y | (y<<2)) &1227133513; x |= (y << 1); z &= 0x3FF; z = (z | (z<<16)) &4278190335; z = (z | (z<<8)) &251719695; z = (z | (z<<4)) &3272356035; z = (z | (z<<2)) &1227133513; return x | (z << 2); } //Extracts nth interleaved component of a 3-tuple exports.deinterleave3 = function(v, n) { v = (v >>> n) &1227133513; v = (v | (v>>>2)) &3272356035; v = (v | (v>>>4)) &251719695; v = (v | (v>>>8)) &4278190335; v = (v | (v>>>16)) &0x3FF; return (v<<22)>>22; } //Computes next combination in colexicographic order (this is mistakenly called nextPermutation on the bit twiddling hacks page) exports.nextCombination = function(v) { var t = v | (v - 1); return (t + 1) | (((~t &-~t) - 1) >>> (countTrailingZeros(v) + 1)); } },{}],2:[function(require,module,exports){ 'use strict'; module.exports = earcut; module.exports.default = earcut; function earcut(data, holeIndices, dim) { dim = dim || 2; var hasHoles = holeIndices &&holeIndices.length, outerLen = hasHoles ? holeIndices[0] * dim : data.length, outerNode = linkedList(data, 0, outerLen, dim, true), triangles = []; if (!outerNode || outerNode.next === outerNode.prev) return triangles; var minX, minY, maxX, maxY, x, y, invSize; if (hasHoles) outerNode = eliminateHoles(data, holeIndices, outerNode, dim); // if the shape is not too simple, we'll use z-order curve hash later; calculate polygon bbox if (data.length > 80 * dim) { minX = maxX = data[0]; minY = maxY = data[1]; for (var i = dim; i maxX) maxX = x; if (y > maxY) maxY = y; } // minX, minY and invSize are later used to transform coords into integers for z-order calculation invSize = Math.max(maxX - minX, maxY - minY); invSize = invSize !== 0 ? 1 / invSize : 0; } earcutLinked(outerNode, triangles, dim, minX, minY, invSize); return triangles; } // create a circular doubly linked list from polygon points in the specified winding order function linkedList(data, start, end, dim, clockwise) { var i, last; if (clockwise === (signedArea(data, start, end, dim) > 0)) { for (i = start; i = start; i -= dim) last = insertNode(i, data[i], data[i + 1], last); } if (last &&equals(last, last.next)) { removeNode(last); last = last.next; } return last; } // eliminate colinear or duplicate points function filterPoints(start, end) { if (!start) return start; if (!end) end = start; var p = start, again; do { again = false; if (!p.steiner &&(equals(p, p.next) || area(p.prev, p, p.next) === 0)) { removeNode(p); p = end = p.prev; if (p === p.next) break; again = true; } else { p = p.next; } } while (again || p !== end); return end; } // main ear slicing loop which triangulates a polygon (given as a linked list) function earcutLinked(ear, triangles, dim, minX, minY, invSize, pass) { if (!ear) return; // interlink polygon nodes in z-order if (!pass &&invSize) indexCurve(ear, minX, minY, invSize); var stop = ear, prev, next; // iterate through ears, slicing them one by one while (ear.prev !== ear.next) { prev = ear.prev; next = ear.next; if (invSize ? isEarHashed(ear, minX, minY, invSize) : isEar(ear)) { // cut off the triangle triangles.push(prev.i / dim); triangles.push(ear.i / dim); triangles.push(next.i / dim); removeNode(ear); // skipping the next vertex leads to less sliver triangles ear = next.next; stop = next.next; continue; } ear = next; // if we looped through the whole remaining polygon and can't find any more ears if (ear === stop) { // try filtering points and slicing again if (!pass) { earcutLinked(filterPoints(ear), triangles, dim, minX, minY, invSize, 1); // if this didn't work, try curing all small self-intersections locally } else if (pass === 1) { ear = cureLocalIntersections(ear, triangles, dim); earcutLinked(ear, triangles, dim, minX, minY, invSize, 2); // as a last resort, try splitting the remaining polygon into two } else if (pass === 2) { splitEarcut(ear, triangles, dim, minX, minY, invSize); } break; } } } // check whether a polygon node forms a valid ear with adjacent nodes function isEar(ear) { var a = ear.prev, b = ear, c = ear.next; if (area(a, b, c) >= 0) return false; // reflex, can't be an ear // now make sure we don't have other points inside the potential ear var p = ear.next.next; while (p !== ear.prev) { if (pointInTriangle(a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y) &&area(p.prev, p, p.next) >= 0) return false; p = p.next; } return true; } function isEarHashed(ear, minX, minY, invSize) { var a = ear.prev, b = ear, c = ear.next; if (area(a, b, c) >= 0) return false; // reflex, can't be an ear // triangle bbox; min &max are calculated like this for speed var minTX = a.x b.x ? (a.x > c.x ? a.x : c.x) : (b.x > c.x ? b.x : c.x), maxTY = a.y > b.y ? (a.y > c.y ? a.y : c.y) : (b.y > c.y ? b.y : c.y); // z-order range for the current triangle bbox; var minZ = zOrder(minTX, minTY, minX, minY, invSize), maxZ = zOrder(maxTX, maxTY, minX, minY, invSize); var p = ear.prevZ, n = ear.nextZ; // look for points inside the triangle in both directions while (p &&p.z >= minZ &&n &&n.z <=maxZ) { if (p !== ear.prev && p !== ear.next && pointInTriangle(a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y) && area(p.prev, p, p.next)> = 0) return false; p = p.prevZ; if (n !== ear.prev &&n !== ear.next &&pointInTriangle(a.x, a.y, b.x, b.y, c.x, c.y, n.x, n.y) &&area(n.prev, n, n.next) >= 0) return false; n = n.nextZ; } // look for remaining points in decreasing z-order while (p &&p.z >= minZ) { if (p !== ear.prev &&p !== ear.next &&pointInTriangle(a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y) &&area(p.prev, p, p.next) >= 0) return false; p = p.prevZ; } // look for remaining points in increasing z-order while (n &&n.z <=maxZ) { if (n !== ear.prev && n !== ear.next && pointInTriangle(a.x, a.y, b.x, b.y, c.x, c.y, n.x, n.y) && area(n.prev, n, n.next)> = 0) return false; n = n.nextZ; } return true; } // go through all polygon nodes and cure small local self-intersections function cureLocalIntersections(start, triangles, dim) { var p = start; do { var a = p.prev, b = p.next.next; if (!equals(a, b) &&intersects(a, p, p.next, b) &&locallyInside(a, b) &&locallyInside(b, a)) { triangles.push(a.i / dim); triangles.push(p.i / dim); triangles.push(b.i / dim); // remove two nodes involved removeNode(p); removeNode(p.next); p = start = b; } p = p.next; } while (p !== start); return p; } // try splitting polygon into two and triangulate them independently function splitEarcut(start, triangles, dim, minX, minY, invSize) { // look for a valid diagonal that divides the polygon into two var a = start; do { var b = a.next.next; while (b !== a.prev) { if (a.i !== b.i &&isValidDiagonal(a, b)) { // split the polygon in two by the diagonal var c = splitPolygon(a, b); // filter colinear points around the cuts a = filterPoints(a, a.next); c = filterPoints(c, c.next); // run earcut on each half earcutLinked(a, triangles, dim, minX, minY, invSize); earcutLinked(c, triangles, dim, minX, minY, invSize); return; } b = b.next; } a = a.next; } while (a !== start); } // link every hole into the outer loop, producing a single-ring polygon without holes function eliminateHoles(data, holeIndices, outerNode, dim) { var queue = [], i, len, start, end, list; for (i = 0, len = holeIndices.length; i = p.next.y && p.next.y !== p.y) { var x = p.x + (hy - p.y) * (p.next.x - p.x) / (p.next.y - p.y); if (x <= hx && x > qx) { qx = x; if (x === hx) { if (hy === p.y) return p; if (hy === p.next.y) return p.next; } m = p.x < p.next.x ? p : p.next; } } p = p.next; } while (p !== outerNode); if (!m) return null; if (hx === qx) return m.prev; // hole touches outer segment; pick lower endpoint // look for points inside the triangle of hole point, segment intersection and endpoint; // if there are no points found, we have a valid connection; // otherwise choose the point of the minimum angle with the ray as connection point var stop = m, mx = m.x, my = m.y, tanMin = Infinity, tan; p = m.next; while (p !== stop) { if (hx >= p.x && p.x >= mx && hx !== p.x && pointInTriangle(hy < my ? hx : qx, hy, mx, my, hy < my ? qx : hx, hy, p.x, p.y)) { tan = Math.abs(hy - p.y) / (hx - p.x); // tangential if ((tan < tanMin || (tan === tanMin && p.x > m.x)) && locallyInside(p, hole)) { m = p; tanMin = tan; } } p = p.next; } return m; } // interlink polygon nodes in z-order function indexCurve(start, minX, minY, invSize) { var p = start; do { if (p.z === null) p.z = zOrder(p.x, p.y, minX, minY, invSize); p.prevZ = p.prev; p.nextZ = p.next; p = p.next; } while (p !== start); p.prevZ.nextZ = null; p.prevZ = null; sortLinked(p); } // Simon Tatham' s linked list merge sort algorithm / / http://www.chiark.greenend.org.uk/~sgtatham/algorithms/listsort.html function sortLinked(list) { var i, p, q, e, tail, numMerges, pSize, qSize, inSize=1; do { p=list; list=null; tail=null; numMerges=0; while (p) { numMerges++; q=p; pSize=0; for (i=0; i < inSize; i++) { pSize++; q = q.nextZ; if (!q) break; } qSize = inSize; while (pSize > 0 || (qSize > 0 &&q)) { if (pSize !== 0 &&(qSize === 0 || !q || p.z <=q.z)) { e=p; p=p.nextZ; pSize--; } else { e=q; q=q.nextZ; qSize--; } if (tail) tail.nextZ=e; else list=e; e.prevZ=tail; tail=e; } p=q; } tail.nextZ=null; inSize *=2; } while (numMerges> 1); return list; } // z-order of a point given coords and inverse of the longer side of data bbox function zOrder(x, y, minX, minY, invSize) { // coords are transformed into non-negative 15-bit integer range x = 32767 * (x - minX) * invSize; y = 32767 * (y - minY) * invSize; x = (x | (x << 8)) &0x00FF00FF; x = (x | (x << 4)) &0x0F0F0F0F; x = (x | (x << 2)) &0x33333333; x = (x | (x << 1)) &0x55555555; y = (y | (y << 8)) &0x00FF00FF; y = (y | (y << 4)) &0x0F0F0F0F; y = (y | (y << 2)) &0x33333333; y = (y | (y << 1)) &0x55555555; return x | (y << 1); } // find the leftmost node of a polygon ring function getLeftmost(start) { var p = start, leftmost = start; do { if (p.x = 0 &&(ax - px) * (by - py) - (bx - px) * (ay - py) >= 0 &&(bx - px) * (cy - py) - (cx - px) * (by - py) >= 0; } // check if a diagonal between two polygon nodes is valid (lies in polygon interior) function isValidDiagonal(a, b) { return a.next.i !== b.i &&a.prev.i !== b.i &&!intersectsPolygon(a, b) &&locallyInside(a, b) &&locallyInside(b, a) &&middleInside(a, b); } // signed area of a triangle function area(p, q, r) { return (q.y - p.y) * (r.x - q.x) - (q.x - p.x) * (r.y - q.y); } // check if two points are equal function equals(p1, p2) { return p1.x === p2.x &&p1.y === p2.y; } // check if two segments intersect function intersects(p1, q1, p2, q2) { if ((equals(p1, q1) &&equals(p2, q2)) || (equals(p1, q2) &&equals(p2, q1))) return true; return area(p1, q1, p2) > 0 !== area(p1, q1, q2) > 0 &&area(p2, q2, p1) > 0 !== area(p2, q2, q1) > 0; } // check if a polygon diagonal intersects any polygon segments function intersectsPolygon(a, b) { var p = a; do { if (p.i !== a.i &&p.next.i !== a.i &&p.i !== b.i &&p.next.i !== b.i &&intersects(p, p.next, a, b)) return true; p = p.next; } while (p !== a); return false; } // check if a polygon diagonal is locally inside the polygon function locallyInside(a, b) { return area(a.prev, a, a.next) <0 ? area(a, b, a.next)> = 0 &&area(a, a.prev, b) >= 0 : area(a, b, a.prev) <0 || area(a, a.next, b)< 0; } // check if the middle point of a polygon diagonal is inside the polygon function middleInside(a, b) { var p = a, inside = false, px = (a.x + b.x) / 2, py = (a.y + b.y) / 2; do { if (((p.y > py) !== (p.next.y > py)) &&p.next.y !== p.y &&(px <(p.next.x - p.x) * (py - p.y) / (p.next.y - p.y) + p.x)) inside=!inside; p=p.next; } while (p !== a); return inside; } / / link two polygon vertices with a bridge; if the vertices belong to the same ring, it splits polygon into two; / / if one belongs to the outer ring and another to a hole, it merges it into a single ring function splitPolygon(a, b) { var a2=new Node(a.i, a.x, a.y), b2=new Node(b.i, b.x, b.y), an=a.next, bp=b.prev; a.next=b; b.prev=a; a2.next=an; an.prev=a2; b2.next=a2; a2.prev=b2; bp.next=b2; b2.prev=bp; return b2; } / / create a node and optionally link it with previous one (in a circular doubly linked list) function insertNode(i, x, y, last) { var p=new Node(i, x, y); if (!last) { p.prev=p; p.next=p; } else { p.next=last.next; p.prev=last; last.next.prev=p; last.next=p; } return p; } function removeNode(p) { p.next.prev=p.prev; p.prev.next=p.next; if (p.prevZ) p.prevZ.nextZ=p.nextZ; if (p.nextZ) p.nextZ.prevZ=p.prevZ; } function Node(i, x, y) { / / vertex index in coordinates array this.i=i; / / vertex coordinates this.x=x; this.y=y; / / previous and next vertex nodes in a polygon ring this.prev=null; this.next=null; / / z-order curve value this.z=null; / / previous and next nodes in z-order this.prevZ=null; this.nextZ=null; / / indicates whether this is a steiner point this.steiner=false; } / / return a percentage difference between the polygon area and its triangulation area; / / used to verify correctness of triangulation earcut.deviation=function (data, holeIndices, dim, triangles) { var hasHoles=holeIndices && holeIndices.length; var outerLen=hasHoles ? holeIndices[0] * dim : data.length; var polygonArea=Math.abs(signedArea(data, 0, outerLen, dim)); if (hasHoles) { for (var i=0, len=holeIndices.length; i < len; i++) { var start = holeIndices[i] * dim; var end = i 0) { holeIndex += data[i - 1].length; result.holes.push(holeIndex); } } return result; }; },{}],3:[function(require,module,exports){ 'use strict'; var has = Object.prototype.hasOwnProperty , prefix = '~'; /** * Constructor to create a storage for our `EE` objects. * An `Events` instance is a plain object whose properties are event names. * * @constructor * @api private */ function Events() {} // // We try to not inherit from `Object.prototype`. In some engines creating an // instance in this way is faster than calling `Object.create(null)` directly. // If `Object.create(null)` is not supported we prefix the event names with a // character to make sure that the built-in object properties are not // overridden or used as an attack vector. // if (Object.create) { Events.prototype = Object.create(null); // // This hack is needed because the `__proto__` property is still inherited in // some old browsers like Android 4, iPhone 5.1, Opera 11 and Safari 5. // if (!new Events().__proto__) prefix = false; } /** * Representation of a single event listener. * * @param {Function} fn The listener function. * @param {Mixed} context The context to invoke the listener with. * @param {Boolean} [once=false] Specify if the listener is a one-time listener. * @constructor * @api private */ function EE(fn, context, once) { this.fn = fn; this.context = context; this.once = once || false; } /** * Minimal `EventEmitter` interface that is molded against the Node.js * `EventEmitter` interface. * * @constructor * @api public */ function EventEmitter() { this._events = new Events(); this._eventsCount = 0; } /** * Return an array listing the events for which the emitter has registered * listeners. * * @returns {Array} * @api public */ EventEmitter.prototype.eventNames = function eventNames() { var names = [] , events , name; if (this._eventsCount === 0) return names; for (name in (events = this._events)) { if (has.call(events, name)) names.push(prefix ? name.slice(1) : name); } if (Object.getOwnPropertySymbols) { return names.concat(Object.getOwnPropertySymbols(events)); } return names; }; /** * Return the listeners registered for a given event. * * @param {String|Symbol} event The event name. * @param {Boolean} exists Only check if there are listeners. * @returns {Array|Boolean} * @api public */ EventEmitter.prototype.listeners = function listeners(event, exists) { var evt = prefix ? prefix + event : event , available = this._events[evt]; if (exists) return !!available; if (!available) return []; if (available.fn) return [available.fn]; for (var i = 0, l = available.length, ee = new Array(l); i 0 var up = 0; for (var i = parts.length - 1; i >= 0; i--) { var last = parts[i]; if (last === '.') { parts.splice(i, 1); } else if (last === '..') { parts.splice(i, 1); up++; } else if (up) { parts.splice(i, 1); up--; } } // if the path is allowed to go above the root, restore leading ..s if (allowAboveRoot) { for (; up--; up) { parts.unshift('..'); } } return parts; } // Split a filename into [root, dir, basename, ext], unix version // 'root' is just a slash, or nothing. var splitPathRe = /^(\/?|)([\s\S]*?)((?:\.{1,2}|[^\/]+?|)(\.[^.\/]*|))(?:[\/]*)$/; var splitPath = function(filename) { return splitPathRe.exec(filename).slice(1); }; // path.resolve([from ...], to) // posix version exports.resolve = function() { var resolvedPath = '', resolvedAbsolute = false; for (var i = arguments.length - 1; i >= -1 &&!resolvedAbsolute; i--) { var path = (i >= 0) ? arguments[i] : process.cwd(); // Skip empty and invalid entries if (typeof path !== 'string') { throw new TypeError('Arguments to path.resolve must be strings'); } else if (!path) { continue; } resolvedPath = path + '/' + resolvedPath; resolvedAbsolute = path.charAt(0) === '/'; } // At this point the path should be resolved to a full absolute path, but // handle relative paths to be safe (might happen when process.cwd() fails) // Normalize the path resolvedPath = normalizeArray(filter(resolvedPath.split('/'), function(p) { return !!p; }), !resolvedAbsolute).join('/'); return ((resolvedAbsolute ? '/' : '') + resolvedPath) || '.'; }; // path.normalize(path) // posix version exports.normalize = function(path) { var isAbsolute = exports.isAbsolute(path), trailingSlash = substr(path, -1) === '/'; // Normalize the path path = normalizeArray(filter(path.split('/'), function(p) { return !!p; }), !isAbsolute).join('/'); if (!path &&!isAbsolute) { path = '.'; } if (path &&trailingSlash) { path += '/'; } return (isAbsolute ? '/' : '') + path; }; // posix version exports.isAbsolute = function(path) { return path.charAt(0) === '/'; }; // posix version exports.join = function() { var paths = Array.prototype.slice.call(arguments, 0); return exports.normalize(filter(paths, function(p, index) { if (typeof p !== 'string') { throw new TypeError('Arguments to path.join must be strings'); } return p; }).join('/')); }; // path.relative(from, to) // posix version exports.relative = function(from, to) { from = exports.resolve(from).substr(1); to = exports.resolve(to).substr(1); function trim(arr) { var start = 0; for (; start = 0; end--) { if (arr[end] !== '') break; } if (start > end) return []; return arr.slice(start, end - start + 1); } var fromParts = trim(from.split('/')); var toParts = trim(to.split('/')); var length = Math.min(fromParts.length, toParts.length); var samePartsLength = length; for (var i = 0; i = data.byteLength) { gl.bufferSubData(this.type, offset, data); } else { gl.bufferData(this.type, data, this.drawType); } this.data = data; }; /** * Binds the buffer * */ Buffer.prototype.bind = function() { var gl = this.gl; gl.bindBuffer(this.type, this.buffer); }; Buffer.createVertexBuffer = function(gl, data, drawType) { return new Buffer(gl, gl.ARRAY_BUFFER, data, drawType); }; Buffer.createIndexBuffer = function(gl, data, drawType) { return new Buffer(gl, gl.ELEMENT_ARRAY_BUFFER, data, drawType); }; Buffer.create = function(gl, type, data, drawType) { return new Buffer(gl, type, data, drawType); }; /** * Destroys the buffer * */ Buffer.prototype.destroy = function(){ this.gl.deleteBuffer(this.buffer); }; module.exports = Buffer; },{}],10:[function(require,module,exports){ var Texture = require(' ./GLTexture '); /** * Helper class to create a webGL Framebuffer * * @class * @memberof PIXI.glCore * @param gl {WebGLRenderingContext} The current WebGL rendering context * @param width {Number} the width of the drawing area of the frame buffer * @param height {Number} the height of the drawing area of the frame buffer */ var Framebuffer = function(gl, width, height) { /** * The current WebGL rendering context * * @member {WebGLRenderingContext} */ this.gl = gl; /** * The frame buffer * * @member {WebGLFramebuffer} */ this.framebuffer = gl.createFramebuffer(); /** * The stencil buffer * * @member {WebGLRenderbuffer} */ this.stencil = null; /** * The stencil buffer * * @member {PIXI.glCore.GLTexture} */ this.texture = null; /** * The width of the drawing area of the buffer * * @member {Number} */ this.width = width || 100; /** * The height of the drawing area of the buffer * * @member {Number} */ this.height = height || 100; }; /** * Adds a texture to the frame buffer * @param texture {PIXI.glCore.GLTexture} */ Framebuffer.prototype.enableTexture = function(texture) { var gl = this.gl; this.texture = texture || new Texture(gl); this.texture.bind(); //gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, this.width, this.height, 0, gl.RGBA, gl.UNSIGNED_BYTE, null); this.bind(); gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, this.texture.texture, 0); }; /** * Initialises the stencil buffer */ Framebuffer.prototype.enableStencil = function() { if(this.stencil)return; var gl = this.gl; this.stencil = gl.createRenderbuffer(); gl.bindRenderbuffer(gl.RENDERBUFFER, this.stencil); // TODO.. this is depth AND stencil? gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_STENCIL_ATTACHMENT, gl.RENDERBUFFER, this.stencil); gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_STENCIL, this.width , this.height ); }; /** * Erases the drawing area and fills it with a colour * @param r {Number} the red value of the clearing colour * @param g {Number} the green value of the clearing colour * @param b {Number} the blue value of the clearing colour * @param a {Number} the alpha value of the clearing colour */ Framebuffer.prototype.clear = function( r, g, b, a ) { this.bind(); var gl = this.gl; gl.clearColor(r, g, b, a); gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT); }; /** * Binds the frame buffer to the WebGL context */ Framebuffer.prototype.bind = function() { var gl = this.gl; gl.bindFramebuffer(gl.FRAMEBUFFER, this.framebuffer ); }; /** * Unbinds the frame buffer to the WebGL context */ Framebuffer.prototype.unbind = function() { var gl = this.gl; gl.bindFramebuffer(gl.FRAMEBUFFER, null ); }; /** * Resizes the drawing area of the buffer to the given width and height * @param width {Number} the new width * @param height {Number} the new height */ Framebuffer.prototype.resize = function(width, height) { var gl = this.gl; this.width = width; this.height = height; if ( this.texture ) { this.texture.uploadData(null, width, height); } if ( this.stencil ) { // update the stencil buffer width and height gl.bindRenderbuffer(gl.RENDERBUFFER, this.stencil); gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_STENCIL, width, height); } }; /** * Destroys this buffer */ Framebuffer.prototype.destroy = function() { var gl = this.gl; //TODO if(this.texture) { this.texture.destroy(); } gl.deleteFramebuffer(this.framebuffer); this.gl = null; this.stencil = null; this.texture = null; }; /** * Creates a frame buffer with a texture containing the given data * @static * @param gl {WebGLRenderingContext} The current WebGL rendering context * @param width {Number} the width of the drawing area of the frame buffer * @param height {Number} the height of the drawing area of the frame buffer * @param data {ArrayBuffer| SharedArrayBuffer|ArrayBufferView} an array of data */ Framebuffer.createRGBA = function(gl, width, height, data) { var texture = Texture.fromData(gl, null, width, height); texture.enableNearestScaling(); texture.enableWrapClamp(); //now create the framebuffer object and attach the texture to it. var fbo = new Framebuffer(gl, width, height); fbo.enableTexture(texture); //fbo.enableStencil(); // get this back on soon! //fbo.enableStencil(); // get this back on soon! fbo.unbind(); return fbo; }; /** * Creates a frame buffer with a texture containing the given data * @static * @param gl {WebGLRenderingContext} The current WebGL rendering context * @param width {Number} the width of the drawing area of the frame buffer * @param height {Number} the height of the drawing area of the frame buffer * @param data {ArrayBuffer| SharedArrayBuffer|ArrayBufferView} an array of data */ Framebuffer.createFloat32 = function(gl, width, height, data) { // create a new texture.. var texture = new Texture.fromData(gl, data, width, height); texture.enableNearestScaling(); texture.enableWrapClamp(); //now create the framebuffer object and attach the texture to it. var fbo = new Framebuffer(gl, width, height); fbo.enableTexture(texture); fbo.unbind(); return fbo; }; module.exports = Framebuffer; },{"./GLTexture":12}],11:[function(require,module,exports){ var compileProgram = require(' ./shader/compileProgram '), extractAttributes = require(' ./shader/extractAttributes '), extractUniforms = require(' ./shader/extractUniforms '), setPrecision = require(' ./shader/setPrecision '), generateUniformAccessObject = require(' ./shader/generateUniformAccessObject '); /** * Helper class to create a webGL Shader * * @class * @memberof PIXI.glCore * @param gl {WebGLRenderingContext} * @param vertexSrc {string|string[]} The vertex shader source as an array of strings. * @param fragmentSrc {string|string[]} The fragment shader source as an array of strings. * @param precision {string} The float precision of the shader. Options are ' lowp', ' mediump ' or ' highp '. * @param attributeLocations {object} A key value pair showing which location eact attribute should sit eg {position:0, uvs:1} */ var Shader = function(gl, vertexSrc, fragmentSrc, precision, attributeLocations) { /** * The current WebGL rendering context * * @member {WebGLRenderingContext} */ this.gl = gl; if(precision) { vertexSrc = setPrecision(vertexSrc, precision); fragmentSrc = setPrecision(fragmentSrc, precision); } /** * The shader program * * @member {WebGLProgram} */ // First compile the program.. this.program = compileProgram(gl, vertexSrc, fragmentSrc, attributeLocations); /** * The attributes of the shader as an object containing the following properties * { * type, * size, * location, * pointer * } * @member {Object} */ // next extract the attributes this.attributes = extractAttributes(gl, this.program); this.uniformData = extractUniforms(gl, this.program); /** * The uniforms of the shader as an object containing the following properties * { * gl, * data * } * @member {Object} */ this.uniforms = generateUniformAccessObject( gl, this.uniformData ); }; /** * Uses this shader * * @return {PIXI.glCore.GLShader} Returns itself. */ Shader.prototype.bind = function() { this.gl.useProgram(this.program); return this; }; /** * Destroys this shader * TODO */ Shader.prototype.destroy = function() { this.attributes = null; this.uniformData = null; this.uniforms = null; var gl = this.gl; gl.deleteProgram(this.program); }; module.exports = Shader; },{"./shader/compileProgram":17,"./shader/extractAttributes":19,"./shader/extractUniforms":20,"./shader/generateUniformAccessObject":21,"./shader/setPrecision":25}],12:[function(require,module,exports){ /** * Helper class to create a WebGL Texture * * @class * @memberof PIXI.glCore * @param gl {WebGLRenderingContext} The current WebGL context * @param width {number} the width of the texture * @param height {number} the height of the texture * @param format {number} the pixel format of the texture. defaults to gl.RGBA * @param type {number} the gl type of the texture. defaults to gl.UNSIGNED_BYTE */ var Texture = function(gl, width, height, format, type) { /** * The current WebGL rendering context * * @member {WebGLRenderingContext} */ this.gl = gl; /** * The WebGL texture * * @member {WebGLTexture} */ this.texture = gl.createTexture(); /** * If mipmapping was used for this texture, enable and disable with enableMipmap() * * @member {Boolean} */ // some settings.. this.mipmap = false; /** * Set to true to enable pre-multiplied alpha * * @member {Boolean} */ this.premultiplyAlpha = false; /** * The width of texture * * @member {Number} */ this.width = width || -1; /** * The height of texture * * @member {Number} */ this.height = height || -1; /** * The pixel format of the texture. defaults to gl.RGBA * * @member {Number} */ this.format = format || gl.RGBA; /** * The gl type of the texture. defaults to gl.UNSIGNED_BYTE * * @member {Number} */ this.type = type || gl.UNSIGNED_BYTE; }; /** * Uploads this texture to the GPU * @param source {HTMLImageElement|ImageData|HTMLVideoElement} the source image of the texture */ Texture.prototype.upload = function(source) { this.bind(); var gl = this.gl; gl.pixelStorei(gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, this.premultiplyAlpha); var newWidth = source.videoWidth || source.width; var newHeight = source.videoHeight || source.height; if(newHeight !== this.height || newWidth !== this.width) { gl.texImage2D(gl.TEXTURE_2D, 0, this.format, this.format, this.type, source); } else { gl.texSubImage2D(gl.TEXTURE_2D, 0, 0, 0, this.format, this.type, source); } // if the source is a video, we need to use the videoWidth / videoHeight properties as width / height will be incorrect. this.width = newWidth; this.height = newHeight; }; var FLOATING_POINT_AVAILABLE = false; /** * Use a data source and uploads this texture to the GPU * @param data {TypedArray} the data to upload to the texture * @param width {number} the new width of the texture * @param height {number} the new height of the texture */ Texture.prototype.uploadData = function(data, width, height) { this.bind(); var gl = this.gl; if(data instanceof Float32Array) { if(!FLOATING_POINT_AVAILABLE) { var ext = gl.getExtension("OES_texture_float"); if(ext) { FLOATING_POINT_AVAILABLE = true; } else { throw new Error(' floating point textures not available '); } } this.type = gl.FLOAT; } else { // TODO support for other types this.type = this.type || gl.UNSIGNED_BYTE; } // what type of data? gl.pixelStorei(gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, this.premultiplyAlpha); if(width !== this.width || height !== this.height) { gl.texImage2D(gl.TEXTURE_2D, 0, this.format, width, height, 0, this.format, this.type, data || null); } else { gl.texSubImage2D(gl.TEXTURE_2D, 0, 0, 0, width, height, this.format, this.type, data || null); } this.width = width; this.height = height; // texSubImage2D }; /** * Binds the texture * @param location */ Texture.prototype.bind = function(location) { var gl = this.gl; if(location !== undefined) { gl.activeTexture(gl.TEXTURE0 + location); } gl.bindTexture(gl.TEXTURE_2D, this.texture); }; /** * Unbinds the texture */ Texture.prototype.unbind = function() { var gl = this.gl; gl.bindTexture(gl.TEXTURE_2D, null); }; /** * @param linear {Boolean} if we want to use linear filtering or nearest neighbour interpolation */ Texture.prototype.minFilter = function( linear ) { var gl = this.gl; this.bind(); if(this.mipmap) { gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, linear ? gl.LINEAR_MIPMAP_LINEAR : gl.NEAREST_MIPMAP_NEAREST); } else { gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, linear ? gl.LINEAR : gl.NEAREST); } }; /** * @param linear {Boolean} if we want to use linear filtering or nearest neighbour interpolation */ Texture.prototype.magFilter = function( linear ) { var gl = this.gl; this.bind(); gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, linear ? gl.LINEAR : gl.NEAREST); }; /** * Enables mipmapping */ Texture.prototype.enableMipmap = function() { var gl = this.gl; this.bind(); this.mipmap = true; gl.generateMipmap(gl.TEXTURE_2D); }; /** * Enables linear filtering */ Texture.prototype.enableLinearScaling = function() { this.minFilter(true); this.magFilter(true); }; /** * Enables nearest neighbour interpolation */ Texture.prototype.enableNearestScaling = function() { this.minFilter(false); this.magFilter(false); }; /** * Enables clamping on the texture so WebGL will not repeat it */ Texture.prototype.enableWrapClamp = function() { var gl = this.gl; this.bind(); gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE); gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE); }; /** * Enable tiling on the texture */ Texture.prototype.enableWrapRepeat = function() { var gl = this.gl; this.bind(); gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.REPEAT); gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.REPEAT); }; Texture.prototype.enableWrapMirrorRepeat = function() { var gl = this.gl; this.bind(); gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.MIRRORED_REPEAT); gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.MIRRORED_REPEAT); }; /** * Destroys this texture */ Texture.prototype.destroy = function() { var gl = this.gl; //TODO gl.deleteTexture(this.texture); }; /** * @static * @param gl {WebGLRenderingContext} The current WebGL context * @param source {HTMLImageElement|ImageData} the source image of the texture * @param premultiplyAlpha {Boolean} If we want to use pre-multiplied alpha */ Texture.fromSource = function(gl, source, premultiplyAlpha) { var texture = new Texture(gl); texture.premultiplyAlpha = premultiplyAlpha || false; texture.upload(source); return texture; }; /** * @static * @param gl {WebGLRenderingContext} The current WebGL context * @param data {TypedArray} the data to upload to the texture * @param width {number} the new width of the texture * @param height {number} the new height of the texture */ Texture.fromData = function(gl, data, width, height) { //console.log(data, width, height); var texture = new Texture(gl); texture.uploadData(data, width, height); return texture; }; module.exports = Texture; },{}],13:[function(require,module,exports){ // state object// var setVertexAttribArrays = require( ' ./setVertexAttribArrays ' ); /** * Helper class to work with WebGL VertexArrayObjects (vaos) * Only works if WebGL extensions are enabled (they usually are) * * @class * @memberof PIXI.glCore * @param gl {WebGLRenderingContext} The current WebGL rendering context */ function VertexArrayObject(gl, state) { this.nativeVaoExtension = null; if(!VertexArrayObject.FORCE_NATIVE) { this.nativeVaoExtension = gl.getExtension(' OES_vertex_array_object ') || gl.getExtension(' MOZ_OES_vertex_array_object ') || gl.getExtension(' WEBKIT_OES_vertex_array_object '); } this.nativeState = state; if(this.nativeVaoExtension) { this.nativeVao = this.nativeVaoExtension.createVertexArrayOES(); var maxAttribs = gl.getParameter(gl.MAX_VERTEX_ATTRIBS); // VAO - overwrite the state.. this.nativeState = { tempAttribState: new Array(maxAttribs), attribState: new Array(maxAttribs) }; } /** * The current WebGL rendering context * * @member {WebGLRenderingContext} */ this.gl = gl; /** * An array of attributes * * @member {Array} */ this.attributes = []; /** * @member {PIXI.glCore.GLBuffer} */ this.indexBuffer = null; /** * A boolean flag * * @member {Boolean} */ this.dirty = false; } VertexArrayObject.prototype.constructor = VertexArrayObject; module.exports = VertexArrayObject; /** * Some devices behave a bit funny when using the newer extensions (im looking at you ipad 2!) * If you find on older devices that things have gone a bit weird then set this to true. */ /** * Lets the VAO know if you should use the WebGL extension or the native methods. * Some devices behave a bit funny when using the newer extensions (im looking at you ipad 2!) * If you find on older devices that things have gone a bit weird then set this to true. * @static * @property {Boolean} FORCE_NATIVE */ VertexArrayObject.FORCE_NATIVE = false; /** * Binds the buffer */ VertexArrayObject.prototype.bind = function() { if(this.nativeVao) { this.nativeVaoExtension.bindVertexArrayOES(this.nativeVao); if(this.dirty) { this.dirty = false; this.activate(); return this; } if (this.indexBuffer) { this.indexBuffer.bind(); } } else { this.activate(); } return this; }; /** * Unbinds the buffer */ VertexArrayObject.prototype.unbind = function() { if(this.nativeVao) { this.nativeVaoExtension.bindVertexArrayOES(null); } return this; }; /** * Uses this vao */ VertexArrayObject.prototype.activate = function() { var gl = this.gl; var lastBuffer = null; for (var i = 0; i < this.attributes.length; i++) { var attrib = this.attributes[i]; if(lastBuffer !== attrib.buffer) { attrib.buffer.bind(); lastBuffer = attrib.buffer; } gl.vertexAttribPointer(attrib.attribute.location, attrib.attribute.size, attrib.type || gl.FLOAT, attrib.normalized || false, attrib.stride || 0, attrib.start || 0); } setVertexAttribArrays(gl, this.attributes, this.nativeState); if(this.indexBuffer) { this.indexBuffer.bind(); } return this; }; /** * * @param buffer {PIXI.gl.GLBuffer} * @param attribute {*} * @param type {String} * @param normalized {Boolean} * @param stride {Number} * @param start {Number} */ VertexArrayObject.prototype.addAttribute = function(buffer, attribute, type, normalized, stride, start) { this.attributes.push({ buffer: buffer, attribute: attribute, location: attribute.location, type: type || this.gl.FLOAT, normalized: normalized || false, stride: stride || 0, start: start || 0 }); this.dirty = true; return this; }; /** * * @param buffer {PIXI.gl.GLBuffer} */ VertexArrayObject.prototype.addIndex = function(buffer/*, options*/) { this.indexBuffer = buffer; this.dirty = true; return this; }; /** * Unbinds this vao and disables it */ VertexArrayObject.prototype.clear = function() { // var gl = this.gl; // TODO - should this function unbind after clear? // for now, no but lets see what happens in the real world! if(this.nativeVao) { this.nativeVaoExtension.bindVertexArrayOES(this.nativeVao); } this.attributes.length = 0; this.indexBuffer = null; return this; }; /** * @param type {Number} * @param size {Number} * @param start {Number} */ VertexArrayObject.prototype.draw = function(type, size, start) { var gl = this.gl; if(this.indexBuffer) { gl.drawElements(type, size || this.indexBuffer.data.length, gl.UNSIGNED_SHORT, (start || 0) * 2 ); } else { // TODO need a better way to calculate size.. gl.drawArrays(type, start, size || this.getSize()); } return this; }; /** * Destroy this vao */ VertexArrayObject.prototype.destroy = function() { // lose references this.gl = null; this.indexBuffer = null; this.attributes = null; this.nativeState = null; if(this.nativeVao) { this.nativeVaoExtension.deleteVertexArrayOES(this.nativeVao); } this.nativeVaoExtension = null; this.nativeVao = null; }; VertexArrayObject.prototype.getSize = function() { var attrib = this.attributes[0]; return attrib.buffer.data.length / (( attrib.stride/4 ) || attrib.attribute.size); }; },{"./setVertexAttribArrays":16}],14:[function(require,module,exports){ /** * Helper class to create a webGL Context * * @class * @memberof PIXI.glCore * @param canvas {HTMLCanvasElement} the canvas element that we will get the context from * @param options {Object} An options object that gets passed in to the canvas element containing the context attributes, * see https://developer.mozilla.org/en/docs/Web/API/HTMLCanvasElement/getContext for the options available * @return {WebGLRenderingContext} the WebGL context */ var createContext = function(canvas, options) { var gl = canvas.getContext(' webgl ', options) || canvas.getContext(' experimental-webgl ', options); if (!gl) { // fail, not able to get a context throw new Error(' This browser does not support webGL. Try using the canvas renderer '); } return gl; }; module.exports = createContext; },{}],15:[function(require,module,exports){ var gl = { createContext: require(' ./createContext '), setVertexAttribArrays: require(' ./setVertexAttribArrays '), GLBuffer: require(' ./GLBuffer '), GLFramebuffer: require(' ./GLFramebuffer '), GLShader: require(' ./GLShader '), GLTexture: require(' ./GLTexture '), VertexArrayObject: require(' ./VertexArrayObject '), shader: require(' ./shader ') }; // Export for Node-compatible environments if (typeof module !== ' undefined ' && module.exports) { // Export the module module.exports = gl; } // Add to the browser window pixi.gl if (typeof window !== ' undefined ') { // add the window object window.PIXI = window.PIXI || {}; window.PIXI.glCore = gl; } },{"./GLBuffer":9,"./GLFramebuffer":10,"./GLShader":11,"./GLTexture":12,"./VertexArrayObject":13,"./createContext":14,"./setVertexAttribArrays":16,"./shader":22}],16:[function(require,module,exports){ // var GL_MAP = {}; /** * @param gl {WebGLRenderingContext} The current WebGL context * @param attribs {*} * @param state {*} */ var setVertexAttribArrays = function (gl, attribs, state) { var i; if(state) { var tempAttribState = state.tempAttribState, attribState = state.attribState; for (i = 0; i < tempAttribState.length; i++) { tempAttribState[i] = false; } // set the new attribs for (i = 0; i < attribs.length; i++) { tempAttribState[attribs[i].attribute.location] = true; } for (i = 0; i < attribState.length; i++) { if (attribState[i] !== tempAttribState[i]) { attribState[i] = tempAttribState[i]; if (state.attribState[i]) { gl.enableVertexAttribArray(i); } else { gl.disableVertexAttribArray(i); } } } } else { for (i = 0; i < attribs.length; i++) { var attrib = attribs[i]; gl.enableVertexAttribArray(attrib.attribute.location); } } }; module.exports = setVertexAttribArrays; },{}],17:[function(require,module,exports){ /** * @class * @memberof PIXI.glCore.shader * @param gl {WebGLRenderingContext} The current WebGL context {WebGLProgram} * @param vertexSrc {string|string[]} The vertex shader source as an array of strings. * @param fragmentSrc {string|string[]} The fragment shader source as an array of strings. * @param attributeLocations {Object} An attribute location map that lets you manually set the attribute locations * @return {WebGLProgram} the shader program */ var compileProgram = function(gl, vertexSrc, fragmentSrc, attributeLocations) { var glVertShader = compileShader(gl, gl.VERTEX_SHADER, vertexSrc); var glFragShader = compileShader(gl, gl.FRAGMENT_SHADER, fragmentSrc); var program = gl.createProgram(); gl.attachShader(program, glVertShader); gl.attachShader(program, glFragShader); // optionally, set the attributes manually for the program rather than letting WebGL decide.. if(attributeLocations) { for(var i in attributeLocations) { gl.bindAttribLocation(program, attributeLocations[i], i); } } gl.linkProgram(program); // if linking fails, then log and cleanup if (!gl.getProgramParameter(program, gl.LINK_STATUS)) { console.error(' Pixi.js Error: Could not initialize shader.'); console.error(' gl.VALIDATE_STATUS ', gl.getProgramParameter(program, gl.VALIDATE_STATUS)); console.error(' gl.getError()', gl.getError()); // if there is a program info log, log it if (gl.getProgramInfoLog(program) !== '') { console.warn(' Pixi.js Warning: gl.getProgramInfoLog()', gl.getProgramInfoLog(program)); } gl.deleteProgram(program); program = null; } // clean up some shaders gl.deleteShader(glVertShader); gl.deleteShader(glFragShader); return program; }; /** * @private * @param gl {WebGLRenderingContext} The current WebGL context {WebGLProgram} * @param type {Number} the type, can be either VERTEX_SHADER or FRAGMENT_SHADER * @param vertexSrc {string|string[]} The vertex shader source as an array of strings. * @return {WebGLShader} the shader */ var compileShader = function (gl, type, src) { var shader = gl.createShader(type); gl.shaderSource(shader, src); gl.compileShader(shader); if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) { console.log(gl.getShaderInfoLog(shader)); return null; } return shader; }; module.exports = compileProgram; },{}],18:[function(require,module,exports){ /** * @class * @memberof PIXI.glCore.shader * @param type {String} Type of value * @param size {Number} */ var defaultValue = function(type, size) { switch (type) { case ' float ': return 0; case ' vec2 ': return new Float32Array(2 * size); case ' vec3 ': return new Float32Array(3 * size); case ' vec4 ': return new Float32Array(4 * size); case ' int ': case ' sampler2D ': return 0; case ' ivec2 ': return new Int32Array(2 * size); case ' ivec3 ': return new Int32Array(3 * size); case ' ivec4 ': return new Int32Array(4 * size); case ' bool ': return false; case ' bvec2 ': return booleanArray( 2 * size); case ' bvec3 ': return booleanArray(3 * size); case ' bvec4 ': return booleanArray(4 * size); case ' mat2 ': return new Float32Array([1, 0, 0, 1]); case ' mat3 ': return new Float32Array([1, 0, 0, 0, 1, 0, 0, 0, 1]); case ' mat4 ': return new Float32Array([1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1]); } }; var booleanArray = function(size) { var array = new Array(size); for (var i = 0; i < array.length; i++) { array[i] = false; } return array; }; module.exports = defaultValue; },{}],19:[function(require,module,exports){ var mapType = require(' ./mapType '); var mapSize = require(' ./mapSize '); /** * Extracts the attributes * @class * @memberof PIXI.glCore.shader * @param gl {WebGLRenderingContext} The current WebGL rendering context * @param program {WebGLProgram} The shader program to get the attributes from * @return attributes {Object} */ var extractAttributes = function(gl, program) { var attributes = {}; var totalAttributes = gl.getProgramParameter(program, gl.ACTIVE_ATTRIBUTES); for (var i = 0; i < totalAttributes; i++) { var attribData = gl.getActiveAttrib(program, i); var type = mapType(gl, attribData.type); attributes[attribData.name] = { type:type, size:mapSize(type), location:gl.getAttribLocation(program, attribData.name), //TODO - make an attribute object pointer: pointer }; } return attributes; }; var pointer = function(type, normalized, stride, start){ // console.log(this.location) gl.vertexAttribPointer(this.location,this.size, type || gl.FLOAT, normalized || false, stride || 0, start || 0); }; module.exports = extractAttributes; },{"./mapSize":23,"./mapType":24}],20:[function(require,module,exports){ var mapType = require(' ./mapType '); var defaultValue = require(' ./defaultValue '); /** * Extracts the uniforms * @class * @memberof PIXI.glCore.shader * @param gl {WebGLRenderingContext} The current WebGL rendering context * @param program {WebGLProgram} The shader program to get the uniforms from * @return uniforms {Object} */ var extractUniforms = function(gl, program) { var uniforms = {}; var totalUniforms = gl.getProgramParameter(program, gl.ACTIVE_UNIFORMS); for (var i = 0; i < totalUniforms; i++) { var uniformData = gl.getActiveUniform(program, i); var name = uniformData.name.replace(/\[.*?\]/, ""); var type = mapType(gl, uniformData.type ); uniforms[name] = { type:type, size:uniformData.size, location:gl.getUniformLocation(program, name), value:defaultValue(type, uniformData.size) }; } return uniforms; }; module.exports = extractUniforms; },{"./defaultValue":18,"./mapType":24}],21:[function(require,module,exports){ /** * Extracts the attributes * @class * @memberof PIXI.glCore.shader * @param gl {WebGLRenderingContext} The current WebGL rendering context * @param uniforms {Array} @mat ? * @return attributes {Object} */ var generateUniformAccessObject = function(gl, uniformData) { // this is the object we will be sending back. // an object hierachy will be created for structs var uniforms = {data:{}}; uniforms.gl = gl; var uniformKeys= Object.keys(uniformData); for (var i = 0; i < uniformKeys.length; i++) { var fullName = uniformKeys[i]; var nameTokens = fullName.split(' .'); var name = nameTokens[nameTokens.length - 1]; var uniformGroup = getUniformGroup(nameTokens, uniforms); var uniform = uniformData[fullName]; uniformGroup.data[name] = uniform; uniformGroup.gl = gl; Object.defineProperty(uniformGroup, name, { get: generateGetter(name), set: generateSetter(name, uniform) }); } return uniforms; }; var generateGetter = function(name) { return function() { return this.data[name].value; }; }; var GLSL_SINGLE_SETTERS = { float: function setSingleFloat(gl, location, value) { gl.uniform1f(location, value); }, vec2: function setSingleVec2(gl, location, value) { gl.uniform2f(location, value[0], value[1]); }, vec3: function setSingleVec3(gl, location, value) { gl.uniform3f(location, value[0], value[1], value[2]); }, vec4: function setSingleVec4(gl, location, value) { gl.uniform4f(location, value[0], value[1], value[2], value[3]); }, int: function setSingleInt(gl, location, value) { gl.uniform1i(location, value); }, ivec2: function setSingleIvec2(gl, location, value) { gl.uniform2i(location, value[0], value[1]); }, ivec3: function setSingleIvec3(gl, location, value) { gl.uniform3i(location, value[0], value[1], value[2]); }, ivec4: function setSingleIvec4(gl, location, value) { gl.uniform4i(location, value[0], value[1], value[2], value[3]); }, bool: function setSingleBool(gl, location, value) { gl.uniform1i(location, value); }, bvec2: function setSingleBvec2(gl, location, value) { gl.uniform2i(location, value[0], value[1]); }, bvec3: function setSingleBvec3(gl, location, value) { gl.uniform3i(location, value[0], value[1], value[2]); }, bvec4: function setSingleBvec4(gl, location, value) { gl.uniform4i(location, value[0], value[1], value[2], value[3]); }, mat2: function setSingleMat2(gl, location, value) { gl.uniformMatrix2fv(location, false, value); }, mat3: function setSingleMat3(gl, location, value) { gl.uniformMatrix3fv(location, false, value); }, mat4: function setSingleMat4(gl, location, value) { gl.uniformMatrix4fv(location, false, value); }, sampler2D: function setSingleSampler2D(gl, location, value) { gl.uniform1i(location, value); }, }; var GLSL_ARRAY_SETTERS = { float: function setFloatArray(gl, location, value) { gl.uniform1fv(location, value); }, vec2: function setVec2Array(gl, location, value) { gl.uniform2fv(location, value); }, vec3: function setVec3Array(gl, location, value) { gl.uniform3fv(location, value); }, vec4: function setVec4Array(gl, location, value) { gl.uniform4fv(location, value); }, int: function setIntArray(gl, location, value) { gl.uniform1iv(location, value); }, ivec2: function setIvec2Array(gl, location, value) { gl.uniform2iv(location, value); }, ivec3: function setIvec3Array(gl, location, value) { gl.uniform3iv(location, value); }, ivec4: function setIvec4Array(gl, location, value) { gl.uniform4iv(location, value); }, bool: function setBoolArray(gl, location, value) { gl.uniform1iv(location, value); }, bvec2: function setBvec2Array(gl, location, value) { gl.uniform2iv(location, value); }, bvec3: function setBvec3Array(gl, location, value) { gl.uniform3iv(location, value); }, bvec4: function setBvec4Array(gl, location, value) { gl.uniform4iv(location, value); }, sampler2D: function setSampler2DArray(gl, location, value) { gl.uniform1iv(location, value); }, }; function generateSetter(name, uniform) { return function(value) { this.data[name].value = value; var location = this.data[name].location; if (uniform.size === 1) { GLSL_SINGLE_SETTERS[uniform.type](this.gl, location, value); } else { // glslSetArray(gl, location, type, value) { GLSL_ARRAY_SETTERS[uniform.type](this.gl, location, value); } }; } function getUniformGroup(nameTokens, uniform) { var cur = uniform; for (var i = 0; i < nameTokens.length - 1; i++) { var o = cur[nameTokens[i]] || {data:{}}; cur[nameTokens[i]] = o; cur = o; } return cur; } module.exports = generateUniformAccessObject; },{}],22:[function(require,module,exports){ module.exports = { compileProgram: require(' ./compileProgram '), defaultValue: require(' ./defaultValue '), extractAttributes: require(' ./extractAttributes '), extractUniforms: require(' ./extractUniforms '), generateUniformAccessObject: require(' ./generateUniformAccessObject '), setPrecision: require(' ./setPrecision '), mapSize: require(' ./mapSize '), mapType: require(' ./mapType ') }; },{"./compileProgram":17,"./defaultValue":18,"./extractAttributes":19,"./extractUniforms":20,"./generateUniformAccessObject":21,"./mapSize":23,"./mapType":24,"./setPrecision":25}],23:[function(require,module,exports){ /** * @class * @memberof PIXI.glCore.shader * @param type {String} * @return {Number} */ var mapSize = function(type) { return GLSL_TO_SIZE[type]; }; var GLSL_TO_SIZE = { ' float ': 1, ' vec2 ': 2, ' vec3 ': 3, ' vec4 ': 4, ' int ': 1, ' ivec2 ': 2, ' ivec3 ': 3, ' ivec4 ': 4, ' bool ': 1, ' bvec2 ': 2, ' bvec3 ': 3, ' bvec4 ': 4, ' mat2 ': 4, ' mat3 ': 9, ' mat4 ': 16, ' sampler2D ': 1 }; module.exports = mapSize; },{}],24:[function(require,module,exports){ var mapType = function(gl, type) { if(!GL_TABLE) { var typeNames = Object.keys(GL_TO_GLSL_TYPES); GL_TABLE = {}; for(var i = 0; i < typeNames.length; ++i) { var tn = typeNames[i]; GL_TABLE[ gl[tn] ] = GL_TO_GLSL_TYPES[tn]; } } return GL_TABLE[type]; }; var GL_TABLE = null; var GL_TO_GLSL_TYPES = { ' FLOAT': ' float', ' FLOAT_VEC2': ' vec2', ' FLOAT_VEC3': ' vec3', ' FLOAT_VEC4': ' vec4', ' INT': ' int', ' INT_VEC2': ' ivec2', ' INT_VEC3': ' ivec3', ' INT_VEC4': ' ivec4', ' BOOL': ' bool', ' BOOL_VEC2': ' bvec2', ' BOOL_VEC3': ' bvec3', ' BOOL_VEC4': ' bvec4', ' FLOAT_MAT2': ' mat2', ' FLOAT_MAT3': ' mat3', ' FLOAT_MAT4': ' mat4', ' SAMPLER_2D': ' sampler2D ' }; module.exports = mapType; },{}],25:[function(require,module,exports){ /** * Sets the float precision on the shader. If the precision is already present this function will do nothing * @param {string} src the shader source * @param {string} precision The float precision of the shader. Options are ' lowp', ' mediump ' or ' highp '. * * @return {string} modified shader source */ var setPrecision = function(src, precision) { if(src.substring(0, 9) !== ' precision ') { return ' precision ' + precision + ' float;\n ' + src; } return src; }; module.exports = setPrecision; },{}],26:[function(require,module,exports){ // shim for using process in browser var process = module.exports = {}; // cached from whatever global is present so that test runners that stub it // don' t break things. But we need to wrap it in a try catch in case it is / / wrapped in strict mode code which doesn 't define any globals. It' s inside a / / function because try/catches deoptimize in certain engines. var cachedSetTimeout; var cachedClearTimeout; function defaultSetTimout() { throw new Error('setTimeout has not been defined' ); } function defaultClearTimeout () { throw new Error('clearTimeout has not been defined' ); } (function () { try { if (typeof setTimeout==='function' ) { cachedSetTimeout=setTimeout; } else { cachedSetTimeout=defaultSetTimout; } } catch (e) { cachedSetTimeout=defaultSetTimout; } try { if (typeof clearTimeout==='function' ) { cachedClearTimeout=clearTimeout; } else { cachedClearTimeout=defaultClearTimeout; } } catch (e) { cachedClearTimeout=defaultClearTimeout; } } ()) function runTimeout(fun) { if (cachedSetTimeout=== setTimeout) { //normal enviroments in sane situations return setTimeout(fun, 0); } / / if setTimeout wasn 't available but was latter defined if ((cachedSetTimeout === defaultSetTimout || !cachedSetTimeout) && setTimeout) { cachedSetTimeout = setTimeout; return setTimeout(fun, 0); } try { // when when somebody has screwed with setTimeout but no I.E. maddness return cachedSetTimeout(fun, 0); } catch(e){ try { // When we are in I.E. but the script has been evaled so I.E. doesn' t trust the global object when called normally return cachedSetTimeout.call(null, fun, 0); } catch(e){ / / same as above but when it 's a version of I.E. that must have the global object for ' this ', hopfully our context correct otherwise it will throw a global error return cachedSetTimeout.call(this, fun, 0); } } } function runClearTimeout(marker) { if (cachedClearTimeout === clearTimeout) { //normal enviroments in sane situations return clearTimeout(marker); } // if clearTimeout wasn' t available but was latter defined if ((cachedClearTimeout=== defaultClearTimeout || !cachedClearTimeout) && clearTimeout) { cachedClearTimeout=clearTimeout; return clearTimeout(marker); } try { / / when when somebody has screwed with setTimeout but no I.E. maddness return cachedClearTimeout(marker); } catch (e){ try { / / When we are in I.E. but the script has been evaled so I.E. doesn 't trust the global object when called normally return cachedClearTimeout.call(null, marker); } catch (e){ // same as above but when it' s a version of I.E. that must have the global object for 'this' , hopfully our context correct otherwise it will throw a global error. / / Some versions of I.E. have different rules for clearTimeout vs setTimeout return cachedClearTimeout.call(this, marker); } } } var queue=[]; var draining=false; var currentQueue; var queueIndex=-1; function cleanUpNextTick() { if (!draining || !currentQueue) { return; } draining=false; if (currentQueue.length) { queue=currentQueue.concat(queue); } else { queueIndex=-1; } if (queue.length) { drainQueue(); } } function drainQueue() { if (draining) { return; } var timeout=runTimeout(cleanUpNextTick); draining=true; var len=queue.length; while(len) { currentQueue=queue; queue=[]; while (++queueIndex < len) { if (currentQueue) { currentQueue[queueIndex].run(); } } queueIndex = -1; len = queue.length; } currentQueue = null; draining = false; runClearTimeout(timeout); } process.nextTick = function (fun) { var args = new Array(arguments.length - 1); if (arguments.length > 1) { for (var i = 1; i = 0x80 (not a basic code point)' ,'invalid-input' :'Invalid input' }, /** Convenience shortcuts * / baseMinusTMin=base - tMin, floor=Math.floor, stringFromCharCode=String.fromCharCode, /** Temporary variable * / key; /*--------------------------------------------------------------------------* / /** * A generic error utility function. * @private * @param {String} type The error type. * @returns {Error} Throws a `RangeError` with the applicable error message. * / function error(type) { throw new RangeError(errors[type]); } /** * A generic `Array#map` utility function. * @private * @param {Array} array The array to iterate over. * @param {Function} callback The function that gets called for every array * item. * @returns {Array} A new array of values returned by the callback function. * / function map(array, fn) { var length=array.length; var result=[]; while (length--) { result[length]=fn(array[length]); } return result; } /** * A simple `Array#map`-like wrapper to work with domain name strings or email * addresses. * @private * @param {String} domain The domain name or email address. * @param {Function} callback The function that gets called for every * character. * @returns {Array} A new string of characters returned by the callback * function. * / function mapDomain(string, fn) { var parts=string.split('@' ); var result='' ; if (parts.length> 1) { // In email addresses, only the domain name should be punycoded. Leave // the local part (i.e. everything up to `@`) intact. result = parts[0] + '@'; string = parts[1]; } // Avoid `split(regex)` for IE8 compatibility. See #17. string = string.replace(regexSeparators, '\x2E'); var labels = string.split('.'); var encoded = map(labels, fn).join('.'); return result + encoded; } /** * Creates an array containing the numeric code points of each Unicode * character in the string. While JavaScript uses UCS-2 internally, * this function will convert a pair of surrogate halves (each of which * UCS-2 exposes as separate characters) into a single code point, * matching UTF-16. * @see `punycode.ucs2.encode` * @see * @memberOf punycode.ucs2 * @name decode * @param {String} string The Unicode input string (UCS-2). * @returns {Array} The new array of code points. */ function ucs2decode(string) { var output = [], counter = 0, length = string.length, value, extra; while (counter = 0xD800 &&value <=0xDBFF && counter < length) { // high surrogate, and there is a next character extra = string.charCodeAt(counter++); if ((extra &0xFC00) == 0xDC00) { // low surrogate output.push(((value &0x3FF) << 10) + (extra &0x3FF) + 0x10000); } else { // unmatched surrogate; only append this code unit, in case the next // code unit is the high surrogate of a surrogate pair output.push(value); counter--; } } else { output.push(value); } } return output; } /** * Creates a string based on an array of numeric code points. * @see `punycode.ucs2.decode` * @memberOf punycode.ucs2 * @name encode * @param {Array} codePoints The array of numeric code points. * @returns {String} The new Unicode string (UCS-2). */ function ucs2encode(array) { return map(array, function(value) { var output = ''; if (value > 0xFFFF) { value -= 0x10000; output += stringFromCharCode(value >>> 10 &0x3FF | 0xD800); value = 0xDC00 | value &0x3FF; } output += stringFromCharCode(value); return output; }).join(''); } /** * Converts a basic code point into a digit/integer. * @see `digitToBasic()` * @private * @param {Number} codePoint The basic numeric code point value. * @returns {Number} The numeric value of a basic code point (for use in * representing integers) in the range `0` to `base - 1`, or `base` if * the code point does not represent a value. */ function basicToDigit(codePoint) { if (codePoint - 48 <10) { return codePoint - 22; } if (codePoint - 65 < 26) { return codePoint - 65; } if (codePoint - 97 <26) { return codePoint - 97; } return base; } /** * Converts a digit/integer into a basic code point. * @see `basicToDigit()` * @private * @param {Number} digit The numeric value of a basic code point. * @returns {Number} The basic code point whose value (when used for * representing integers) is `digit`, which needs to be in the range * `0` to `base - 1`. If `flag` is non-zero, the uppercase form is * used; else, the lowercase form is used. The behavior is undefined * if `flag` is non-zero and `digit` has no uppercase form. * / function digitToBasic(digit, flag) { / / 0..25 map to ASCII a..z or A..Z / / 26..35 map to ASCII 0..9 return digit + 22 + 75 * (digit < 26) - ((flag != 0) << 5); } /** * Bias adaptation function as per section 3.4 of RFC 3492. * https://tools.ietf.org/html/rfc3492#section-3.4 * @private */ function adapt(delta, numPoints, firstTime) { var k = 0; delta = firstTime ? floor(delta / damp) : delta >> 1; delta += floor(delta / numPoints); for (/* no initialization */; delta > baseMinusTMin * tMax >> 1; k += base) { delta = floor(delta / baseMinusTMin); } return floor(k + (baseMinusTMin + 1) * delta / (delta + skew)); } /** * Converts a Punycode string of ASCII-only symbols to a string of Unicode * symbols. * @memberOf punycode * @param {String} input The Punycode string of ASCII-only symbols. * @returns {String} The resulting string of Unicode symbols. */ function decode(input) { // Don't use UCS-2 var output = [], inputLength = input.length, out, i = 0, n = initialN, bias = initialBias, basic, j, index, oldi, w, k, digit, t, /** Cached calculation results */ baseMinusT; // Handle the basic code points: let `basic` be the number of input code // points before the last delimiter, or `0` if there is none, then copy // the first basic code points to the output. basic = input.lastIndexOf(delimiter); if (basic <0) { basic=0; } for (j=0; j < basic; ++j) { // if it's not a basic code point if (input.charCodeAt(j) >= 0x80) { error('not-basic'); } output.push(input.charCodeAt(j)); } // Main decoding loop: start just after the last delimiter if any basic code // points were copied; start at the beginning otherwise. for (index = basic > 0 ? basic + 1 : 0; index = inputLength) { error('invalid-input'); } digit = basicToDigit(input.charCodeAt(index++)); if (digit >= base || digit > floor((maxInt - i) / w)) { error('overflow'); } i += digit * w; t = k <=bias ? tMin : (k> = bias + tMax ? tMax : k - bias); if (digit floor(maxInt / baseMinusT)) { error('overflow'); } w *= baseMinusT; } out = output.length + 1; bias = adapt(i - oldi, out, oldi == 0); // `i` was supposed to wrap around from `out` to `0`, // incrementing `n` each time, so we'll fix that now: if (floor(i / out) > maxInt - n) { error('overflow'); } n += floor(i / out); i %= out; // Insert `n` at position `i` of the output output.splice(i++, 0, n); } return ucs2encode(output); } /** * Converts a string of Unicode symbols (e.g. a domain name label) to a * Punycode string of ASCII-only symbols. * @memberOf punycode * @param {String} input The string of Unicode symbols. * @returns {String} The resulting Punycode string of ASCII-only symbols. */ function encode(input) { var n, delta, handledCPCount, basicLength, bias, j, m, q, k, t, currentValue, output = [], /** `inputLength` will hold the number of code points in `input`. */ inputLength, /** Cached calculation results */ handledCPCountPlusOne, baseMinusT, qMinusT; // Convert the input in UCS-2 to Unicode input = ucs2decode(input); // Cache the length inputLength = input.length; // Initialize the state n = initialN; delta = 0; bias = initialBias; // Handle the basic code points for (j = 0; j = n &¤tValue state to , // but guard against overflow handledCPCountPlusOne = handledCPCount + 1; if (m - n > floor((maxInt - delta) / handledCPCountPlusOne)) { error(' overflow '); } delta += (m - n) * handledCPCountPlusOne; n = m; for (j = 0; j < inputLength; ++j) { currentValue = input[j]; if (currentValue < n && ++delta > maxInt) { error(' overflow '); } if (currentValue == n) { // Represent delta as a generalized variable-length integer for (q = delta, k = base; /* no condition */; k += base) { t = k <= bias ? tMin : (k >= bias + tMax ? tMax : k - bias); if (q < t) { break; } qMinusT = q - t; baseMinusT = base - t; output.push( stringFromCharCode(digitToBasic(t + qMinusT % baseMinusT, 0)) ); q = floor(qMinusT / baseMinusT); } output.push(stringFromCharCode(digitToBasic(q, 0))); bias = adapt(delta, handledCPCountPlusOne, handledCPCount == basicLength); delta = 0; ++handledCPCount; } } ++delta; ++n; } return output.join(''); } /** * Converts a Punycode string representing a domain name or an email address * to Unicode. Only the Punycoded parts of the input will be converted, i.e. * it doesn' t matter if you call it on a string that has already been * converted to Unicode. * @memberOf punycode * @param {String} input The Punycoded domain name or email address to * convert to Unicode. * @returns {String} The Unicode representation of the given Punycode * string. * / function toUnicode(input) { return mapDomain(input, function(string) { return regexPunycode.test(string) ? decode(string.slice(4).toLowerCase()) : string; }); } /** * Converts a Unicode string representing a domain name or an email address to * Punycode. Only the non-ASCII parts of the domain name will be converted, * i.e. it doesn 't matter if you call it with a domain that' s already in * ASCII. * @memberOf punycode * @param {String} input The domain name or email address to convert, as a * Unicode string. * @returns {String} The Punycode representation of the given domain name or * email address. * / function toASCII(input) { return mapDomain(input, function(string) { return regexNonASCII.test(string) ?'xn--' + encode(string) : string; }); } /*--------------------------------------------------------------------------* / /** Define the public API * / punycode={ /** * A string representing the current Punycode.js version number. * @memberOf punycode * @type String * /'version' :'1.4.1' , /** * An object of methods to convert from JavaScript 's internal character * representation (UCS-2) to Unicode code points, and back. * @see * @memberOf punycode * @type Object */ ' ucs2': { ' decode ': ucs2decode, ' encode ': ucs2encode }, ' decode ': decode, ' encode ': encode, ' toASCII ': toASCII, ' toUnicode ': toUnicode }; /** Expose `punycode` */ // Some AMD build optimizers, like r.js, check for specific condition patterns // like the following: if ( typeof define == ' function ' && typeof define.amd == ' object ' && define.amd ) { define(' punycode ', function() { return punycode; }); } else if (freeExports && freeModule) { if (module.exports == freeExports) { // in Node.js, io.js, or RingoJS v0.8.0+ freeModule.exports = punycode; } else { // in Narwhal or RingoJS v0.7.0- for (key in punycode) { punycode.hasOwnProperty(key) && (freeExports[key] = punycode[key]); } } } else { // in Rhino or a web browser root.punycode = punycode; } }(this)); }).call(this,typeof global !== "undefined" ? global : typeof self !== "undefined" ? self : typeof window !== "undefined" ? window : {}) },{}],28:[function(require,module,exports){ // Copyright Joyent, Inc. and other Node contributors. // // Permission is hereby granted, free of charge, to any person obtaining a // copy of this software and associated documentation files (the // "Software"), to deal in the Software without restriction, including // without limitation the rights to use, copy, modify, merge, publish, // distribute, sublicense, and/or sell copies of the Software, and to permit // persons to whom the Software is furnished to do so, subject to the // following conditions: // // The above copyright notice and this permission notice shall be included // in all copies or substantial portions of the Software. // // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS // OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF // MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN // NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, // DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR // OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE // USE OR OTHER DEALINGS IN THE SOFTWARE. ' use strict '; // If obj.hasOwnProperty has been overridden, then calling // obj.hasOwnProperty(prop) will break. // See: https://github.com/joyent/node/issues/1707 function hasOwnProperty(obj, prop) { return Object.prototype.hasOwnProperty.call(obj, prop); } module.exports = function(qs, sep, eq, options) { sep = sep || ' &'; eq = eq || '='; var obj = {}; if (typeof qs !== ' string ' || qs.length === 0) { return obj; } var regexp = /\+/g; qs = qs.split(sep); var maxKeys = 1000; if (options && typeof options.maxKeys === ' number ') { maxKeys = options.maxKeys; } var len = qs.length; // maxKeys <= 0 means that we should not limit keys count if (maxKeys > 0 && len > maxKeys) { len = maxKeys; } for (var i = 0; i < len; ++i) { var x = qs[i].replace(regexp, ' %20 '), idx = x.indexOf(eq), kstr, vstr, k, v; if (idx >= 0) { kstr = x.substr(0, idx); vstr = x.substr(idx + 1); } else { kstr = x; vstr = ''; } k = decodeURIComponent(kstr); v = decodeURIComponent(vstr); if (!hasOwnProperty(obj, k)) { obj[k] = v; } else if (isArray(obj[k])) { obj[k].push(v); } else { obj[k] = [obj[k], v]; } } return obj; }; var isArray = Array.isArray || function (xs) { return Object.prototype.toString.call(xs) === ' [object Array]'; }; },{}],29:[function(require,module,exports){ // Copyright Joyent, Inc. and other Node contributors. // // Permission is hereby granted, free of charge, to any person obtaining a // copy of this software and associated documentation files (the // "Software"), to deal in the Software without restriction, including // without limitation the rights to use, copy, modify, merge, publish, // distribute, sublicense, and/or sell copies of the Software, and to permit // persons to whom the Software is furnished to do so, subject to the // following conditions: // // The above copyright notice and this permission notice shall be included // in all copies or substantial portions of the Software. // // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS // OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF // MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN // NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, // DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR // OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE // USE OR OTHER DEALINGS IN THE SOFTWARE. ' use strict '; var stringifyPrimitive = function(v) { switch (typeof v) { case ' string ': return v; case ' boolean ': return v ? ' true' : ' false '; case ' number ': return isFinite(v) ? v : ''; default: return ''; } }; module.exports = function(obj, sep, eq, name) { sep = sep || ' &'; eq = eq || '='; if (obj === null) { obj = undefined; } if (typeof obj === ' object ') { return map(objectKeys(obj), function(k) { var ks = encodeURIComponent(stringifyPrimitive(k)) + eq; if (isArray(obj[k])) { return map(obj[k], function(v) { return ks + encodeURIComponent(stringifyPrimitive(v)); }).join(sep); } else { return ks + encodeURIComponent(stringifyPrimitive(obj[k])); } }).join(sep); } if (!name) return ''; return encodeURIComponent(stringifyPrimitive(name)) + eq + encodeURIComponent(stringifyPrimitive(obj)); }; var isArray = Array.isArray || function (xs) { return Object.prototype.toString.call(xs) === ' [object Array]'; }; function map (xs, f) { if (xs.map) return xs.map(f); var res = []; for (var i = 0; i < xs.length; i++) { res.push(f(xs[i], i)); } return res; } var objectKeys = Object.keys || function (obj) { var res = []; for (var key in obj) { if (Object.prototype.hasOwnProperty.call(obj, key)) res.push(key); } return res; }; },{}],30:[function(require,module,exports){ ' use strict '; exports.decode = exports.parse = require(' ./decode '); exports.encode = exports.stringify = require(' ./encode '); },{"./decode":28,"./encode":29}],31:[function(require,module,exports){ ' use strict ' /** * Remove a range of items from an array * * @function removeItems * @param {Array<*>} arr The target array * @param {number} startIdx The index to begin removing from (inclusive) * @param {number} removeCount How many items to remove */ module.exports = function removeItems(arr, startIdx, removeCount) { var i, length = arr.length if (startIdx >= length || removeCount === 0) { return } removeCount = (startIdx + removeCount > length ? length - startIdx : removeCount) var len = length - removeCount for (i = startIdx; i < len; ++i) { arr[i] = arr[i + removeCount] } arr.length = len } },{}],32:[function(require,module,exports){ ' use strict '; exports.__esModule = true; exports.Loader = undefined; var _typeof = typeof Symbol === "function" && typeof Symbol.iterator === "symbol" ? function (obj) { return typeof obj; } : function (obj) { return obj && typeof Symbol === "function" && obj.constructor === Symbol && obj !== Symbol.prototype ? "symbol" : typeof obj; }; var _createClass = function () { function defineProperties(target, props) { for (var i = 0; i < props.length; i++) { var descriptor = props[i]; descriptor.enumerable = descriptor.enumerable || false; descriptor.configurable = true; if ("value" in descriptor) descriptor.writable = true; Object.defineProperty(target, descriptor.key, descriptor); } } return function (Constructor, protoProps, staticProps) { if (protoProps) defineProperties(Constructor.prototype, protoProps); if (staticProps) defineProperties(Constructor, staticProps); return Constructor; }; }(); var _miniSignals = require(' mini-signals '); var _miniSignals2 = _interopRequireDefault(_miniSignals); var _parseUri = require(' parse-uri '); var _parseUri2 = _interopRequireDefault(_parseUri); var _async = require(' ./async '); var async = _interopRequireWildcard(_async); var _Resource = require(' ./Resource '); function _interopRequireWildcard(obj) { if (obj && obj.__esModule) { return obj; } else { var newObj = {}; if (obj != null) { for (var key in obj) { if (Object.prototype.hasOwnProperty.call(obj, key)) newObj[key] = obj[key]; } } newObj.default = obj; return newObj; } } function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } // some constants var MAX_PROGRESS = 100; var rgxExtractUrlHash = /(#[\w-]+)?$/; /** * Manages the state and loading of multiple resources to load. * * @class */ var Loader = exports.Loader = function () { /** * @param {string} [baseUrl=''] - The base url for all resources loaded by this loader. * @param {number} [concurrency=10] - The number of resources to load concurrently. */ function Loader() { var _this = this; var baseUrl = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : ''; var concurrency = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : 10; _classCallCheck(this, Loader); /** * The base url for all resources loaded by this loader. * * @member {string} */ this.baseUrl = baseUrl; /** * The progress percent of the loader going through the queue. * * @member {number} */ this.progress = 0; /** * Loading state of the loader, true if it is currently loading resources. * * @member {boolean} */ this.loading = false; /** * A querystring to append to every URL added to the loader. * * This should be a valid query string *without* the question-mark (`?`). The loader will * also *not* escape values for you. Make sure to escape your parameters with * [`encodeURIComponent`](https://mdn.io/encodeURIComponent) before assigning this property. * * @example * const loader = new Loader(); * * loader.defaultQueryString = ' user=me&password= secret '; * * // This will request ' image.png?user=me&password= secret ' * loader.add(' image.png ').load(); * * loader.reset(); * * // This will request ' image.png?v=1&user= me&password=secret ' * loader.add(' iamge.png?v=1 ').load(); * * @member {string} */ this.defaultQueryString = ''; /** * The middleware to run before loading each resource. * * @private * @member {function[]} */ this._beforeMiddleware = []; /** * The middleware to run after loading each resource. * * @private * @member {function[]} */ this._afterMiddleware = []; /** * The tracks the resources we are currently completing parsing for. * * @private * @member {Resource[]} */ this._resourcesParsing = []; /** * The `_loadResource` function bound with this object context. * * @private * @member {function} * @param {Resource} r - The resource to load * @param {Function} d - The dequeue function * @return {undefined} */ this._boundLoadResource = function (r, d) { return _this._loadResource(r, d); }; /** * The resources waiting to be loaded. * * @private * @member {Resource[]} */ this._queue = async.queue(this._boundLoadResource, concurrency); this._queue.pause(); /** * All the resources for this loader keyed by name. * * @member {object} */ this.resources = {}; /** * Dispatched once per loaded or errored resource. * * The callback looks like {@link Loader.OnProgressSignal}. * * @member {Signal} */ this.onProgress = new _miniSignals2.default(); /** * Dispatched once per errored resource. * * The callback looks like {@link Loader.OnErrorSignal}. * * @member {Signal} */ this.onError = new _miniSignals2.default(); /** * Dispatched once per loaded resource. * * The callback looks like {@link Loader.OnLoadSignal}. * * @member {Signal} */ this.onLoad = new _miniSignals2.default(); /** * Dispatched when the loader begins to process the queue. * * The callback looks like {@link Loader.OnStartSignal}. * * @member {Signal} */ this.onStart = new _miniSignals2.default(); /** * Dispatched when the queued resources all load. * * The callback looks like {@link Loader.OnCompleteSignal}. * * @member {Signal} */ this.onComplete = new _miniSignals2.default(); // Add default before middleware for (var i = 0; i < Loader._defaultBeforeMiddleware.length; ++i) { this.pre(Loader._defaultBeforeMiddleware[i]); } // Add default after middleware for (var _i = 0; _i < Loader._defaultAfterMiddleware.length; ++_i) { this.use(Loader._defaultAfterMiddleware[_i]); } } /** * When the progress changes the loader and resource are disaptched. * * @memberof Loader * @callback OnProgressSignal * @param {Loader} loader - The loader the progress is advancing on. * @param {Resource} resource - The resource that has completed or failed to cause the progress to advance. */ /** * When an error occurrs the loader and resource are disaptched. * * @memberof Loader * @callback OnErrorSignal * @param {Loader} loader - The loader the error happened in. * @param {Resource} resource - The resource that caused the error. */ /** * When a load completes the loader and resource are disaptched. * * @memberof Loader * @callback OnLoadSignal * @param {Loader} loader - The loader that laoded the resource. * @param {Resource} resource - The resource that has completed loading. */ /** * When the loader starts loading resources it dispatches this callback. * * @memberof Loader * @callback OnStartSignal * @param {Loader} loader - The loader that has started loading resources. */ /** * When the loader completes loading resources it dispatches this callback. * * @memberof Loader * @callback OnCompleteSignal * @param {Loader} loader - The loader that has finished loading resources. */ /** * Options for a call to `.add()`. * * @see Loader#add * * @typedef {object} IAddOptions * @property {string} [name] - The name of the resource to load, if not passed the url is used. * @property {string} [key] - Alias for `name`. * @property {string} [url] - The url for this resource, relative to the baseUrl of this loader. * @property {string|boolean} [crossOrigin] - Is this request cross-origin? Default is to * determine automatically. * @property {number} [timeout=0] - A timeout in milliseconds for the load. If the load takes * longer than this time it is cancelled and the load is considered a failure. If this value is * set to `0` then there is no explicit timeout. * @property {Resource.LOAD_TYPE} [loadType=Resource.LOAD_TYPE.XHR] - How should this resource * be loaded? * @property {Resource.XHR_RESPONSE_TYPE} [xhrType=Resource.XHR_RESPONSE_TYPE.DEFAULT] - How * should the data being loaded be interpreted when using XHR? * @property {Loader.OnCompleteSignal} [onComplete] - Callback to add an an onComplete signal istener. * @property {Loader.OnCompleteSignal} [callback] - Alias for `onComplete`. * @property {Resource.IMetadata} [metadata] - Extra configuration for middleware and the Resource object. */ /** * Adds a resource (or multiple resources) to the loader queue. * * This function can take a wide variety of different parameters. The only thing that is always * required the url to load. All the following will work: * * ```js * loader * // normal param syntax * .add(' key', ' http://...', function () {}) * .add(' http://...', function () {}) * .add(' http://...') * * // object syntax * .add({ * name: ' key2 ', * url: ' http://...' * }, function () {}) * .add({ * url: ' http://...' * }, function () {}) * .add({ * name: ' key3 ', * url: ' http://...' * onComplete: function () {} * }) * .add({ * url: ' https://...', * onComplete: function () {}, * crossOrigin: true * }) * * // you can also pass an array of objects or urls or both * .add([ * { name: ' key4 ', url: ' http://...', onComplete: function () {} }, * { url: ' http://...', onComplete: function () {} }, * ' http://...' * ]) * * // and you can use both params and options * .add(' key', ' http://...', { crossOrigin: true }, function () {}) * .add(' http://...', { crossOrigin: true }, function () {}); * ``` * * @param {string|IAddOptions} [name] - The name of the resource to load, if not passed the url is used. * @param {string} [url] - The url for this resource, relative to the baseUrl of this loader. * @param {IAddOptions} [options] - The options for the load. * @param {Loader.OnCompleteSignal} [cb] - Function to call when this specific resource completes loading. * @return {this} Returns itself. */ Loader.prototype.add = function add(name, url, options, cb) { // special case of an array of objects or urls if (Array.isArray(name)) { for (var i = 0; i < name.length; ++i) { this.add(name[i]); } return this; } // if an object is passed instead of params if ((typeof name === ' undefined' ? ' undefined ' : _typeof(name)) === ' object ') { cb = url || name.callback || name.onComplete; options = name; url = name.url; name = name.name || name.key || name.url; } // case where no name is passed shift all args over by one. if (typeof url !== ' string ') { cb = options; options = url; url = name; } // now that we shifted make sure we have a proper url. if (typeof url !== ' string ') { throw new Error(' No url passed to add resource to loader.'); } // options are optional so people might pass a function and no options if (typeof options === ' function ') { cb = options; options = null; } // if loading already you can only add resources that have a parent. if (this.loading && (!options || !options.parentResource)) { throw new Error(' Cannot add resources while the loader is running.'); } // check if resource already exists. if (this.resources[name]) { throw new Error(' Resource named "' + name + '" already exists.'); } // add base url if this isn' t an absolute url url=this._prepareUrl(url); / / create the store the resource this.resources[name]=new _Resource.Resource(name, url, options); if (typeof cb==='function' ) { this.resources[name].onAfterMiddleware.once(cb); } / / if actively loading, make sure to adjust progress chunks for that parent and its children if (this.loading) { var parent=options.parentResource; var incompleteChildren=[]; for (var _i2=0; _i2 < parent.children.length; ++_i2) { if (!parent.children[_i2].isComplete) { incompleteChildren.push(parent.children[_i2]); } } var fullChunk = parent.progressChunk * (incompleteChildren.length + 1); // +1 for parent var eachChunk = fullChunk / (incompleteChildren.length + 2); // +2 for parent &new child parent.children.push(this.resources[name]); parent.progressChunk = eachChunk; for (var _i3 = 0; _i3 0 || xhr.responseType === Resource.XHR_RESPONSE_TYPE.BUFFER)) { status = STATUS_OK; } // handle IE9 bug: http://stackoverflow.com/questions/10046972/msie-returns-status-code-of-1223-for-ajax-request else if (status === STATUS_IE_BUG_EMPTY) { status = STATUS_EMPTY; } var statusType = status / 100 | 0; if (statusType === STATUS_TYPE_OK) { // if text, just return it if (this.xhrType === Resource.XHR_RESPONSE_TYPE.TEXT) { this.data = text; this.type = Resource.TYPE.TEXT; } // if json, parse into json object else if (this.xhrType === Resource.XHR_RESPONSE_TYPE.JSON) { try { this.data = JSON.parse(text); this.type = Resource.TYPE.JSON; } catch (e) { this.abort('Error trying to parse loaded json: ' + e); return; } } // if xml, parse into an xml document or div element else if (this.xhrType === Resource.XHR_RESPONSE_TYPE.DOCUMENT) { try { if (window.DOMParser) { var domparser = new DOMParser(); this.data = domparser.parseFromString(text, 'text/xml'); } else { var div = document.createElement('div'); div.innerHTML = text; this.data = div; } this.type = Resource.TYPE.XML; } catch (e) { this.abort('Error trying to parse loaded xml: ' + e); return; } } // other types just return the response else { this.data = xhr.response || text; } } else { this.abort('[' + xhr.status + '] ' + xhr.statusText + ': ' + xhr.responseURL); return; } this.complete(); }; /** * Sets the `crossOrigin` property for this resource based on if the url * for this resource is cross-origin. If crossOrigin was manually set, this * function does nothing. * * @private * @param {string} url - The url to test. * @param {object} [loc=window.location] - The location object to test against. * @return {string} The crossOrigin value to use (or empty string for none). */ Resource.prototype._determineCrossOrigin = function _determineCrossOrigin(url, loc) { // data: and javascript: urls are considered same-origin if (url.indexOf('data:') === 0) { return ''; } // A sandboxed iframe without the 'allow-same-origin' attribute will have a special // origin designed not to match window.location.origin, and will always require // crossOrigin requests regardless of whether the location matches. if (window.origin !== window.location.origin) { return 'anonymous'; } // default is window.location loc = loc || window.location; if (!tempAnchor) { tempAnchor = document.createElement('a'); } // let the browser determine the full href for the url of this resource and then // parse with the node url lib, we can't use the properties of the anchor element // because they don't work in IE9 :( tempAnchor.href = url; url = (0, _parseUri2.default)(tempAnchor.href, { strictMode: true }); var samePort = !url.port &&loc.port === '' || url.port === loc.port; var protocol = url.protocol ? url.protocol + ':' : ''; // if cross origin if (url.host !== loc.hostname || !samePort || protocol !== loc.protocol) { return 'anonymous'; } return ''; }; /** * Determines the responseType of an XHR request based on the extension of the * resource being loaded. * * @private * @return {Resource.XHR_RESPONSE_TYPE} The responseType to use. */ Resource.prototype._determineXhrType = function _determineXhrType() { return Resource._xhrTypeMap[this.extension] || Resource.XHR_RESPONSE_TYPE.TEXT; }; /** * Determines the loadType of a resource based on the extension of the * resource being loaded. * * @private * @return {Resource.LOAD_TYPE} The loadType to use. */ Resource.prototype._determineLoadType = function _determineLoadType() { return Resource._loadTypeMap[this.extension] || Resource.LOAD_TYPE.XHR; }; /** * Extracts the extension (sans '.') of the file being loaded by the resource. * * @private * @return {string} The extension. */ Resource.prototype._getExtension = function _getExtension() { var url = this.url; var ext = ''; if (this.isDataUrl) { var slashIndex = url.indexOf('/'); ext = url.substring(slashIndex + 1, url.indexOf(';', slashIndex)); } else { var queryStart = url.indexOf('?'); var hashStart = url.indexOf('#'); var index = Math.min(queryStart > -1 ? queryStart : url.length, hashStart > -1 ? hashStart : url.length); url = url.substring(0, index); ext = url.substring(url.lastIndexOf('.') + 1); } return ext.toLowerCase(); }; /** * Determines the mime type of an XHR request based on the responseType of * resource being loaded. * * @private * @param {Resource.XHR_RESPONSE_TYPE} type - The type to get a mime type for. * @return {string} The mime type to use. */ Resource.prototype._getMimeFromXhrType = function _getMimeFromXhrType(type) { switch (type) { case Resource.XHR_RESPONSE_TYPE.BUFFER: return 'application/octet-binary'; case Resource.XHR_RESPONSE_TYPE.BLOB: return 'application/blob'; case Resource.XHR_RESPONSE_TYPE.DOCUMENT: return 'application/xml'; case Resource.XHR_RESPONSE_TYPE.JSON: return 'application/json'; case Resource.XHR_RESPONSE_TYPE.DEFAULT: case Resource.XHR_RESPONSE_TYPE.TEXT: /* falls through */ default: return 'text/plain'; } }; _createClass(Resource, [{ key: 'isDataUrl', get: function get() { return this._hasFlag(Resource.STATUS_FLAGS.DATA_URL); } /** * Describes if this resource has finished loading. Is true when the resource has completely * loaded. * * @readonly * @member {boolean} */ }, { key: 'isComplete', get: function get() { return this._hasFlag(Resource.STATUS_FLAGS.COMPLETE); } /** * Describes if this resource is currently loading. Is true when the resource starts loading, * and is false again when complete. * * @readonly * @member {boolean} */ }, { key: 'isLoading', get: function get() { return this._hasFlag(Resource.STATUS_FLAGS.LOADING); } }]); return Resource; }(); /** * The types of resources a resource could represent. * * @static * @readonly * @enum {number} */ Resource.STATUS_FLAGS = { NONE: 0, DATA_URL: 1 << 0, COMPLETE: 1 << 1, LOADING: 1 << 2 }; /** * The types of resources a resource could represent. * * @static * @readonly * @enum {number} */ Resource.TYPE = { UNKNOWN: 0, JSON: 1, XML: 2, IMAGE: 3, AUDIO: 4, VIDEO: 5, TEXT: 6 }; /** * The types of loading a resource can use. * * @static * @readonly * @enum {number} */ Resource.LOAD_TYPE = { /** Uses XMLHttpRequest to load the resource. */ XHR: 1, /** Uses an `Image` object to load the resource. */ IMAGE: 2, /** Uses an `Audio` object to load the resource. */ AUDIO: 3, /** Uses a `Video` object to load the resource. */ VIDEO: 4 }; /** * The XHR ready states, used internally. * * @static * @readonly * @enum {string} */ Resource.XHR_RESPONSE_TYPE = { /** string */ DEFAULT: 'text', /** ArrayBuffer */ BUFFER: 'arraybuffer', /** Blob */ BLOB: 'blob', /** Document */ DOCUMENT: 'document', /** Object */ JSON: 'json', /** String */ TEXT: 'text' }; Resource._loadTypeMap = { // images gif: Resource.LOAD_TYPE.IMAGE, png: Resource.LOAD_TYPE.IMAGE, bmp: Resource.LOAD_TYPE.IMAGE, jpg: Resource.LOAD_TYPE.IMAGE, jpeg: Resource.LOAD_TYPE.IMAGE, tif: Resource.LOAD_TYPE.IMAGE, tiff: Resource.LOAD_TYPE.IMAGE, webp: Resource.LOAD_TYPE.IMAGE, tga: Resource.LOAD_TYPE.IMAGE, svg: Resource.LOAD_TYPE.IMAGE, 'svg+xml': Resource.LOAD_TYPE.IMAGE, // for SVG data urls // audio mp3: Resource.LOAD_TYPE.AUDIO, ogg: Resource.LOAD_TYPE.AUDIO, wav: Resource.LOAD_TYPE.AUDIO, // videos mp4: Resource.LOAD_TYPE.VIDEO, webm: Resource.LOAD_TYPE.VIDEO }; Resource._xhrTypeMap = { // xml xhtml: Resource.XHR_RESPONSE_TYPE.DOCUMENT, html: Resource.XHR_RESPONSE_TYPE.DOCUMENT, htm: Resource.XHR_RESPONSE_TYPE.DOCUMENT, xml: Resource.XHR_RESPONSE_TYPE.DOCUMENT, tmx: Resource.XHR_RESPONSE_TYPE.DOCUMENT, svg: Resource.XHR_RESPONSE_TYPE.DOCUMENT, // This was added to handle Tiled Tileset XML, but .tsx is also a TypeScript React Component. // Since it is way less likely for people to be loading TypeScript files instead of Tiled files, // this should probably be fine. tsx: Resource.XHR_RESPONSE_TYPE.DOCUMENT, // images gif: Resource.XHR_RESPONSE_TYPE.BLOB, png: Resource.XHR_RESPONSE_TYPE.BLOB, bmp: Resource.XHR_RESPONSE_TYPE.BLOB, jpg: Resource.XHR_RESPONSE_TYPE.BLOB, jpeg: Resource.XHR_RESPONSE_TYPE.BLOB, tif: Resource.XHR_RESPONSE_TYPE.BLOB, tiff: Resource.XHR_RESPONSE_TYPE.BLOB, webp: Resource.XHR_RESPONSE_TYPE.BLOB, tga: Resource.XHR_RESPONSE_TYPE.BLOB, // json json: Resource.XHR_RESPONSE_TYPE.JSON, // text text: Resource.XHR_RESPONSE_TYPE.TEXT, txt: Resource.XHR_RESPONSE_TYPE.TEXT, // fonts ttf: Resource.XHR_RESPONSE_TYPE.BUFFER, otf: Resource.XHR_RESPONSE_TYPE.BUFFER }; // We can't set the `src` attribute to empty string, so on abort we set it to this 1px transparent gif Resource.EMPTY_GIF = 'data:image/gif;base64,R0lGODlhAQABAIAAAP///wAAACH5BAEAAAAALAAAAAABAAEAAAICRAEAOw=='; /** * Quick helper to set a value on one of the extension maps. Ensures there is no * dot at the start of the extension. * * @ignore * @param {object} map - The map to set on. * @param {string} extname - The extension (or key) to set. * @param {number} val - The value to set. */ function setExtMap(map, extname, val) { if (extname &&extname.indexOf('.') === 0) { extname = extname.substring(1); } if (!extname) { return; } map[extname] = val; } /** * Quick helper to get string xhr type. * * @ignore * @param {XMLHttpRequest|XDomainRequest} xhr - The request to check. * @return {string} The type. */ function reqType(xhr) { return xhr.toString().replace('object ', ''); } // Backwards compat if (typeof module !== 'undefined') { module.exports.default = Resource; // eslint-disable-line no-undef } },{"mini-signals":5,"parse-uri":7}],34:[function(require,module,exports){ 'use strict'; exports.__esModule = true; exports.eachSeries = eachSeries; exports.queue = queue; /** * Smaller version of the async library constructs. * * @namespace async */ /** * Noop function * * @ignore * @function * @memberof async */ function _noop() {} /* empty */ /** * Iterates an array in series. * * @memberof async * @param {Array.<*> } array - Array to iterate. * @param {function} iterator - Function to call for each element. * @param {function} callback - Function to call when done, or on error. * @param {boolean} [deferNext=false] - Break synchronous each loop by calling next with a setTimeout of 1. */ function eachSeries(array, iterator, callback, deferNext) { var i = 0; var len = array.length; (function next(err) { if (err || i === len) { if (callback) { callback(err); } return; } if (deferNext) { setTimeout(function () { iterator(array[i++], next); }, 1); } else { iterator(array[i++], next); } })(); } /** * Ensures a function is only called once. * * @ignore * @memberof async * @param {function} fn - The function to wrap. * @return {function} The wrapping function. */ function onlyOnce(fn) { return function onceWrapper() { if (fn === null) { throw new Error('Callback was already called.'); } var callFn = fn; fn = null; callFn.apply(this, arguments); }; } /** * Async queue implementation, * * @memberof async * @param {function} worker - The worker function to call for each task. * @param {number} concurrency - How many workers to run in parrallel. * @return {*} The async queue object. */ function queue(worker, concurrency) { if (concurrency == null) { // eslint-disable-line no-eq-null,eqeqeq concurrency = 1; } else if (concurrency === 0) { throw new Error('Concurrency must not be zero'); } var workers = 0; var q = { _tasks: [], concurrency: concurrency, saturated: _noop, unsaturated: _noop, buffer: concurrency / 4, empty: _noop, drain: _noop, error: _noop, started: false, paused: false, push: function push(data, callback) { _insert(data, false, callback); }, kill: function kill() { workers = 0; q.drain = _noop; q.started = false; q._tasks = []; }, unshift: function unshift(data, callback) { _insert(data, true, callback); }, process: function process() { while (!q.paused &&workers > 2; // index 2: second 6 bits (2 least significant bits from input byte 1 + 4 most significant bits from byte 2) encodedCharIndexes[1] = (bytebuffer[0] &0x3) << 4 | bytebuffer[1] >> 4; // index 3: third 6 bits (4 least significant bits from input byte 2 + 2 most significant bits from byte 3) encodedCharIndexes[2] = (bytebuffer[1] &0x0f) << 2 | bytebuffer[2] >> 6; // index 3: forth 6 bits (6 least significant bits from input byte 3) encodedCharIndexes[3] = bytebuffer[2] &0x3f; // Determine whether padding happened, and adjust accordingly var paddingBytes = inx - (input.length - 1); switch (paddingBytes) { case 2: // Set last 2 characters to padding char encodedCharIndexes[3] = 64; encodedCharIndexes[2] = 64; break; case 1: // Set last character to padding char encodedCharIndexes[3] = 64; break; default: break; // No padding - proceed } // Now we will grab each appropriate character out of our keystring // based on our index array and append it to the output string for (var _jnx = 0; _jnx } */ Loader.Resource = Resource; /** * * @static * @memberof Loader * @member {Class } */ Loader.async = async; /** * * @static * @memberof Loader * @member {Class } */ Loader.encodeBinary = b64; /** * * @deprecated * @see Loader.encodeBinary * * @static * @memberof Loader * @member {Class } */ Loader.base64 = b64; // export manually, and also as default module.exports = Loader; // default &named export module.exports.Loader = Loader; module.exports.default = Loader; },{"./Loader":32,"./Resource":33,"./async":34,"./b64":35}],37:[function(require,module,exports){ 'use strict'; exports.__esModule = true; exports.blobMiddlewareFactory = blobMiddlewareFactory; var _Resource = require('../../Resource'); var _b = require('../../b64'); var Url = window.URL || window.webkitURL; // a middleware for transforming XHR loaded Blobs into more useful objects function blobMiddlewareFactory() { return function blobMiddleware(resource, next) { if (!resource.data) { next(); return; } // if this was an XHR load of a blob if (resource.xhr &&resource.xhrType === _Resource.Resource.XHR_RESPONSE_TYPE.BLOB) { // if there is no blob support we probably got a binary string back if (!window.Blob || typeof resource.data === 'string') { var type = resource.xhr.getResponseHeader('content-type'); // this is an image, convert the binary string into a data url if (type &&type.indexOf('image') === 0) { resource.data = new Image(); resource.data.src = 'data:' + type + ';base64,' + (0, _b.encodeBinary)(resource.xhr.responseText); resource.type = _Resource.Resource.TYPE.IMAGE; // wait until the image loads and then callback resource.data.onload = function () { resource.data.onload = null; next(); }; // next will be called on load return; } } // if content type says this is an image, then we should transform the blob into an Image object else if (resource.data.type.indexOf('image') === 0) { var src = Url.createObjectURL(resource.data); resource.blob = resource.data; resource.data = new Image(); resource.data.src = src; resource.type = _Resource.Resource.TYPE.IMAGE; // cleanup the no longer used blob after the image loads // TODO: Is this correct? Will the image be invalid after revoking? resource.data.onload = function () { Url.revokeObjectURL(src); resource.data.onload = null; next(); }; // next will be called on load. return; } } next(); }; } },{"../../Resource":33,"../../b64":35}],38:[function(require,module,exports){ // Copyright Joyent, Inc. and other Node contributors. // // Permission is hereby granted, free of charge, to any person obtaining a // copy of this software and associated documentation files (the // "Software"), to deal in the Software without restriction, including // without limitation the rights to use, copy, modify, merge, publish, // distribute, sublicense, and/or sell copies of the Software, and to permit // persons to whom the Software is furnished to do so, subject to the // following conditions: // // The above copyright notice and this permission notice shall be included // in all copies or substantial portions of the Software. // // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS // OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF // MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN // NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, // DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR // OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE // USE OR OTHER DEALINGS IN THE SOFTWARE. 'use strict'; var punycode = require('punycode'); var util = require('./util'); exports.parse = urlParse; exports.resolve = urlResolve; exports.resolveObject = urlResolveObject; exports.format = urlFormat; exports.Url = Url; function Url() { this.protocol = null; this.slashes = null; this.auth = null; this.host = null; this.port = null; this.hostname = null; this.hash = null; this.search = null; this.query = null; this.pathname = null; this.path = null; this.href = null; } // Reference: RFC 3986, RFC 1808, RFC 2396 // define these here so at least they only have to be // compiled once on the first module load. var protocolPattern = /^([a-z0-9.+-]+:)/i, portPattern = /:[0-9]*$/, // Special case for a simple path URL simplePathPattern = /^(\/\/?(?!\/)[^\?\s]*)(\?[^\s]*)?$/, // RFC 2396: characters reserved for delimiting URLs. // We actually just auto-escape these. delims = [' <', '> ', '"', '`', ' ', '\r', '\n', '\t'], // RFC 2396: characters not allowed for various reasons. unwise = ['{', '}', '|', '\\', '^', '`'].concat(delims), // Allowed by RFCs, but cause of XSS attacks. Always escape these. autoEscape = ['\''].concat(unwise), // Characters that are never ever allowed in a hostname. // Note that any invalid chars are also handled, but these // are the ones that are *expected* to be seen, so we fast-path // them. nonHostChars = ['%', '/', '?', ';', '#'].concat(autoEscape), hostEndingChars = ['/', '?', '#'], hostnameMaxLen = 255, hostnamePartPattern = /^[+a-z0-9A-Z_-]{0,63}$/, hostnamePartStart = /^([+a-z0-9A-Z_-]{0,63})(.*)$/, // protocols that can allow "unsafe" and "unwise" chars. unsafeProtocol = { 'javascript': true, 'javascript:': true }, // protocols that never have a hostname. hostlessProtocol = { 'javascript': true, 'javascript:': true }, // protocols that always contain a // bit. slashedProtocol = { 'http': true, 'https': true, 'ftp': true, 'gopher': true, 'file': true, 'http:': true, 'https:': true, 'ftp:': true, 'gopher:': true, 'file:': true }, querystring = require('querystring'); function urlParse(url, parseQueryString, slashesDenoteHost) { if (url &&util.isObject(url) &&url instanceof Url) return url; var u = new Url; u.parse(url, parseQueryString, slashesDenoteHost); return u; } Url.prototype.parse = function(url, parseQueryString, slashesDenoteHost) { if (!util.isString(url)) { throw new TypeError("Parameter 'url' must be a string, not " + typeof url); } // Copy chrome, IE, opera backslash-handling behavior. // Back slashes before the query string get converted to forward slashes // See: https://code.google.com/p/chromium/issues/detail?id=25916 var queryIndex = url.indexOf('?'), splitter = (queryIndex !== -1 &&queryIndex user:a@b host:c // http://a@b?@c => user:a host:c path:/?@c // v0.12 TODO(isaacs): This is not quite how Chrome does things. // Review our test case against browsers more comprehensively. // find the first instance of any hostEndingChars var hostEnd = -1; for (var i = 0; i < hostEndingChars.length; i++) { var hec = rest.indexOf(hostEndingChars[i]); if (hec !== -1 && (hostEnd === -1 || hec < hostEnd)) hostEnd = hec; } // at this point, either we have an explicit point where the // auth portion cannot go past, or the last @ char is the decider. var auth, atSign; if (hostEnd === -1) { // atSign can be anywhere. atSign = rest.lastIndexOf(' @'); } else { // atSign must be in auth portion. // http://a@b/c@d => host:b auth:a path:/c@d atSign = rest.lastIndexOf(' @', hostEnd); } // Now we have a portion which is definitely the auth. // Pull that off. if (atSign !== -1) { auth = rest.slice(0, atSign); rest = rest.slice(atSign + 1); this.auth = decodeURIComponent(auth); } // the host is the remaining to the left of the first non-host char hostEnd = -1; for (var i = 0; i < nonHostChars.length; i++) { var hec = rest.indexOf(nonHostChars[i]); if (hec !== -1 && (hostEnd === -1 || hec < hostEnd)) hostEnd = hec; } // if we still have not hit it, then the entire thing is a host. if (hostEnd === -1) hostEnd = rest.length; this.host = rest.slice(0, hostEnd); rest = rest.slice(hostEnd); // pull out port. this.parseHost(); // we' ve indicated that there is a hostname, / / so even if it 's empty, it has to be present. this.hostname = this.hostname || ''; // if hostname begins with [ and ends with ] // assume that it' s an IPv6 address. var ipv6Hostname=this.hostname[0]==='[' && this.hostname[this.hostname.length - 1]===']' ; / / validate a little. if (!ipv6Hostname) { var hostparts=this.hostname.split(/\./); for (var i=0, l=hostparts.length; i < l; i++) { var part = hostparts[i]; if (!part) continue; if (!part.match(hostnamePartPattern)) { var newpart = ''; for (var j = 0, k = part.length; j 127) { // we replace non-ASCII char with a temporary placeholder // we need this to make sure size of hostname is not // broken by replacing non-ASCII by nothing newpart += 'x'; } else { newpart += part[j]; } } // we test again with ASCII char only if (!newpart.match(hostnamePartPattern)) { var validParts = hostparts.slice(0, i); var notHost = hostparts.slice(i + 1); var bit = part.match(hostnamePartStart); if (bit) { validParts.push(bit[1]); notHost.unshift(bit[2]); } if (notHost.length) { rest = '/' + notHost.join('.') + rest; } this.hostname = validParts.join('.'); break; } } } } if (this.hostname.length > hostnameMaxLen) { this.hostname = ''; } else { // hostnames are always lower case. this.hostname = this.hostname.toLowerCase(); } if (!ipv6Hostname) { // IDNA Support: Returns a punycoded representation of "domain". // It only converts parts of the domain name that // have non-ASCII characters, i.e. it doesn't matter if // you call it with a domain that already is ASCII-only. this.hostname = punycode.toASCII(this.hostname); } var p = this.port ? ':' + this.port : ''; var h = this.hostname || ''; this.host = h + p; this.href += this.host; // strip [ and ] from the hostname // the host field still retains them, though if (ipv6Hostname) { this.hostname = this.hostname.substr(1, this.hostname.length - 2); if (rest[0] !== '/') { rest = '/' + rest; } } } // now rest is set to the post-host stuff. // chop off any delim chars. if (!unsafeProtocol[lowerProto]) { // First, make 100% sure that any "autoEscape" chars get // escaped, even if encodeURIComponent doesn't think they // need to be. for (var i = 0, l = autoEscape.length; i 0 ? result.host.split(' @') : false; if (authInHost) { result.auth = authInHost.shift(); result.host = result.hostname = authInHost.shift(); } } result.search = relative.search; result.query = relative.query; //to support http.request if (!util.isNull(result.pathname) || !util.isNull(result.search)) { result.path = (result.pathname ? result.pathname : '') + (result.search ? result.search : ''); } result.href = result.format(); return result; } if (!srcPath.length) { // no path at all. easy. // we' ve already handled the other stuff above. result.pathname=null; //to support http.request if (result.search) { result.path='/' + result.search; } else { result.path=null; } result.href=result.format(); return result; } / / if a url ENDs in . or .., then it must get a trailing slash. / / however, if it ends in anything else non-slashy, / / then it must NOT get a trailing slash. var last=srcPath.slice(-1)[0]; var hasTrailingSlash=( (result.host || relative.host || srcPath.length> 1) &&(last === '.' || last === '..') || last === ''); // strip single dots, resolve double dots to parent dir // if the path tries to go above the root, `up` ends up > 0 var up = 0; for (var i = srcPath.length; i >= 0; i--) { last = srcPath[i]; if (last === '.') { srcPath.splice(i, 1); } else if (last === '..') { srcPath.splice(i, 1); up++; } else if (up) { srcPath.splice(i, 1); up--; } } // if the path is allowed to go above the root, restore leading ..s if (!mustEndAbs &&!removeAllDots) { for (; up--; up) { srcPath.unshift('..'); } } if (mustEndAbs &&srcPath[0] !== '' &&(!srcPath[0] || srcPath[0].charAt(0) !== '/')) { srcPath.unshift(''); } if (hasTrailingSlash &&(srcPath.join('/').substr(-1) !== '/')) { srcPath.push(''); } var isAbsolute = srcPath[0] === '' || (srcPath[0] &&srcPath[0].charAt(0) === '/'); // put the host back if (psychotic) { result.hostname = result.host = isAbsolute ? '' : srcPath.length ? srcPath.shift() : ''; //occationaly the auth can get stuck only in host //this especially happens in cases like //url.resolveObject('mailto:local1@domain1', 'local2@domain2') var authInHost = result.host &&result.host.indexOf('@') > 0 ? result.host.split('@') : false; if (authInHost) { result.auth = authInHost.shift(); result.host = result.hostname = authInHost.shift(); } } mustEndAbs = mustEndAbs || (result.host &&srcPath.length); if (mustEndAbs &&!isAbsolute) { srcPath.unshift(''); } if (!srcPath.length) { result.pathname = null; result.path = null; } else { result.pathname = srcPath.join('/'); } //to support request.http if (!util.isNull(result.pathname) || !util.isNull(result.search)) { result.path = (result.pathname ? result.pathname : '') + (result.search ? result.search : ''); } result.auth = relative.auth || result.auth; result.slashes = result.slashes || relative.slashes; result.href = result.format(); return result; }; Url.prototype.parseHost = function() { var host = this.host; var port = portPattern.exec(host); if (port) { port = port[0]; if (port !== ':') { this.port = port.substr(1); } host = host.substr(0, host.length - port.length); } if (host) this.hostname = host; }; },{"./util":39,"punycode":27,"querystring":30}],39:[function(require,module,exports){ 'use strict'; module.exports = { isString: function(arg) { return typeof(arg) === 'string'; }, isObject: function(arg) { return typeof(arg) === 'object' &&arg !== null; }, isNull: function(arg) { return arg === null; }, isNullOrUndefined: function(arg) { return arg == null; } }; },{}],40:[function(require,module,exports){ 'use strict'; exports.__esModule = true; var _core = require('../core'); var core = _interopRequireWildcard(_core); var _ismobilejs = require('ismobilejs'); var _ismobilejs2 = _interopRequireDefault(_ismobilejs); var _accessibleTarget = require('./accessibleTarget'); var _accessibleTarget2 = _interopRequireDefault(_accessibleTarget); function _interopRequireDefault(obj) { return obj &&obj.__esModule ? obj : { default: obj }; } function _interopRequireWildcard(obj) { if (obj &&obj.__esModule) { return obj; } else { var newObj = {}; if (obj != null) { for (var key in obj) { if (Object.prototype.hasOwnProperty.call(obj, key)) newObj[key] = obj[key]; } } newObj.default = obj; return newObj; } } function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } // add some extra variables to the container.. core.utils.mixins.delayMixin(core.DisplayObject.prototype, _accessibleTarget2.default); var KEY_CODE_TAB = 9; var DIV_TOUCH_SIZE = 100; var DIV_TOUCH_POS_X = 0; var DIV_TOUCH_POS_Y = 0; var DIV_TOUCH_ZINDEX = 2; var DIV_HOOK_SIZE = 1; var DIV_HOOK_POS_X = -1000; var DIV_HOOK_POS_Y = -1000; var DIV_HOOK_ZINDEX = 2; /** * The Accessibility manager recreates the ability to tab and have content read by screen * readers. This is very important as it can possibly help people with disabilities access pixi * content. * * Much like interaction any DisplayObject can be made accessible. This manager will map the * events as if the mouse was being used, minimizing the effort required to implement. * * An instance of this class is automatically created by default, and can be found at renderer.plugins.accessibility * * @class * @memberof PIXI.accessibility */ var AccessibilityManager = function () { /** * @param {PIXI.CanvasRenderer|PIXI.WebGLRenderer} renderer - A reference to the current renderer */ function AccessibilityManager(renderer) { _classCallCheck(this, AccessibilityManager); if ((_ismobilejs2.default.tablet || _ismobilejs2.default.phone) &&!navigator.isCocoonJS) { this.createTouchHook(); } // first we create a div that will sit over the PixiJS element. This is where the div overlays will go. var div = document.createElement('div'); div.style.width = DIV_TOUCH_SIZE + 'px'; div.style.height = DIV_TOUCH_SIZE + 'px'; div.style.position = 'absolute'; div.style.top = DIV_TOUCH_POS_X + 'px'; div.style.left = DIV_TOUCH_POS_Y + 'px'; div.style.zIndex = DIV_TOUCH_ZINDEX; /** * This is the dom element that will sit over the PixiJS element. This is where the div overlays will go. * * @type {HTMLElement} * @private */ this.div = div; /** * A simple pool for storing divs. * * @type {*} * @private */ this.pool = []; /** * This is a tick used to check if an object is no longer being rendered. * * @type {Number} * @private */ this.renderId = 0; /** * Setting this to true will visually show the divs. * * @type {boolean} */ this.debug = false; /** * The renderer this accessibility manager works for. * * @member {PIXI.SystemRenderer} */ this.renderer = renderer; /** * The array of currently active accessible items. * * @member {Array <*> } * @private */ this.children = []; /** * pre-bind the functions * * @private */ this._onKeyDown = this._onKeyDown.bind(this); this._onMouseMove = this._onMouseMove.bind(this); /** * stores the state of the manager. If there are no accessible objects or the mouse is moving, this will be false. * * @member {Array <*> } * @private */ this.isActive = false; this.isMobileAccessabillity = false; // let listen for tab.. once pressed we can fire up and show the accessibility layer window.addEventListener('keydown', this._onKeyDown, false); } /** * Creates the touch hooks. * */ AccessibilityManager.prototype.createTouchHook = function createTouchHook() { var _this = this; var hookDiv = document.createElement('button'); hookDiv.style.width = DIV_HOOK_SIZE + 'px'; hookDiv.style.height = DIV_HOOK_SIZE + 'px'; hookDiv.style.position = 'absolute'; hookDiv.style.top = DIV_HOOK_POS_X + 'px'; hookDiv.style.left = DIV_HOOK_POS_Y + 'px'; hookDiv.style.zIndex = DIV_HOOK_ZINDEX; hookDiv.style.backgroundColor = '#FF0000'; hookDiv.title = 'HOOK DIV'; hookDiv.addEventListener('focus', function () { _this.isMobileAccessabillity = true; _this.activate(); document.body.removeChild(hookDiv); }); document.body.appendChild(hookDiv); }; /** * Activating will cause the Accessibility layer to be shown. This is called when a user * preses the tab key. * * @private */ AccessibilityManager.prototype.activate = function activate() { if (this.isActive) { return; } this.isActive = true; window.document.addEventListener('mousemove', this._onMouseMove, true); window.removeEventListener('keydown', this._onKeyDown, false); this.renderer.on('postrender', this.update, this); if (this.renderer.view.parentNode) { this.renderer.view.parentNode.appendChild(this.div); } }; /** * Deactivating will cause the Accessibility layer to be hidden. This is called when a user moves * the mouse. * * @private */ AccessibilityManager.prototype.deactivate = function deactivate() { if (!this.isActive || this.isMobileAccessabillity) { return; } this.isActive = false; window.document.removeEventListener('mousemove', this._onMouseMove, true); window.addEventListener('keydown', this._onKeyDown, false); this.renderer.off('postrender', this.update); if (this.div.parentNode) { this.div.parentNode.removeChild(this.div); } }; /** * This recursive function will run through the scene graph and add any new accessible objects to the DOM layer. * * @private * @param {PIXI.Container} displayObject - The DisplayObject to check. */ AccessibilityManager.prototype.updateAccessibleObjects = function updateAccessibleObjects(displayObject) { if (!displayObject.visible) { return; } if (displayObject.accessible &&displayObject.interactive) { if (!displayObject._accessibleActive) { this.addChild(displayObject); } displayObject.renderId = this.renderId; } var children = displayObject.children; for (var i = 0; i this.renderer.width) { hitArea.width = this.renderer.width - hitArea.x; } if (hitArea.y + hitArea.height > this.renderer.height) { hitArea.height = this.renderer.height - hitArea.y; } }; /** * Adds a DisplayObject to the accessibility manager * * @private * @param {DisplayObject} displayObject - The child to make accessible. */ AccessibilityManager.prototype.addChild = function addChild(displayObject) { // this.activate(); var div = this.pool.pop(); if (!div) { div = document.createElement('button'); div.style.width = DIV_TOUCH_SIZE + 'px'; div.style.height = DIV_TOUCH_SIZE + 'px'; div.style.backgroundColor = this.debug ? 'rgba(255,0,0,0.5)' : 'transparent'; div.style.position = 'absolute'; div.style.zIndex = DIV_TOUCH_ZINDEX; div.style.borderStyle = 'none'; // ARIA attributes ensure that button title and hint updates are announced properly if (navigator.userAgent.toLowerCase().indexOf('chrome') > -1) { // Chrome doesn't need aria-live to work as intended; in fact it just gets more confused. div.setAttribute('aria-live', 'off'); } else { div.setAttribute('aria-live', 'polite'); } if (navigator.userAgent.match(/rv:.*Gecko\//)) { // FireFox needs this to announce only the new button name div.setAttribute('aria-relevant', 'additions'); } else { // required by IE, other browsers don't much care div.setAttribute('aria-relevant', 'text'); } div.addEventListener('click', this._onClick.bind(this)); div.addEventListener('focus', this._onFocus.bind(this)); div.addEventListener('focusout', this._onFocusOut.bind(this)); } if (displayObject.accessibleTitle &&displayObject.accessibleTitle !== null) { div.title = displayObject.accessibleTitle; } else if (!displayObject.accessibleHint || displayObject.accessibleHint === null) { div.title = 'displayObject ' + displayObject.tabIndex; } if (displayObject.accessibleHint &&displayObject.accessibleHint !== null) { div.setAttribute('aria-label', displayObject.accessibleHint); } // displayObject._accessibleActive = true; displayObject._accessibleDiv = div; div.displayObject = displayObject; this.children.push(displayObject); this.div.appendChild(displayObject._accessibleDiv); displayObject._accessibleDiv.tabIndex = displayObject.tabIndex; }; /** * Maps the div button press to pixi's InteractionManager (click) * * @private * @param {MouseEvent} e - The click event. */ AccessibilityManager.prototype._onClick = function _onClick(e) { var interactionManager = this.renderer.plugins.interaction; interactionManager.dispatchEvent(e.target.displayObject, 'click', interactionManager.eventData); }; /** * Maps the div focus events to pixi's InteractionManager (mouseover) * * @private * @param {FocusEvent} e - The focus event. */ AccessibilityManager.prototype._onFocus = function _onFocus(e) { if (!e.target.getAttribute('aria-live', 'off')) { e.target.setAttribute('aria-live', 'assertive'); } var interactionManager = this.renderer.plugins.interaction; interactionManager.dispatchEvent(e.target.displayObject, 'mouseover', interactionManager.eventData); }; /** * Maps the div focus events to pixi's InteractionManager (mouseout) * * @private * @param {FocusEvent} e - The focusout event. */ AccessibilityManager.prototype._onFocusOut = function _onFocusOut(e) { if (!e.target.getAttribute('aria-live', 'off')) { e.target.setAttribute('aria-live', 'polite'); } var interactionManager = this.renderer.plugins.interaction; interactionManager.dispatchEvent(e.target.displayObject, 'mouseout', interactionManager.eventData); }; /** * Is called when a key is pressed * * @private * @param {KeyboardEvent} e - The keydown event. */ AccessibilityManager.prototype._onKeyDown = function _onKeyDown(e) { if (e.keyCode !== KEY_CODE_TAB) { return; } this.activate(); }; /** * Is called when the mouse moves across the renderer element * * @private * @param {MouseEvent} e - The mouse event. */ AccessibilityManager.prototype._onMouseMove = function _onMouseMove(e) { if (e.movementX === 0 &&e.movementY === 0) { return; } this.deactivate(); }; /** * Destroys the accessibility manager * */ AccessibilityManager.prototype.destroy = function destroy() { this.div = null; for (var i = 0; i ]*(?:\s(width|height)=('|")(\d*(?:\.\d+)?)(?:px)?('|"))[^>]*(?:\s(width|height)=('|")(\d*(?:\.\d+)?)(?:px)?('|"))[^>]*>/i; // eslint-disable-line max-len /** * Constants that identify shapes, mainly to prevent `instanceof` calls. * * @static * @constant * @name SHAPES * @memberof PIXI * @type {object} * @property {number} POLY Polygon * @property {number} RECT Rectangle * @property {number} CIRC Circle * @property {number} ELIP Ellipse * @property {number} RREC Rounded Rectangle */ var SHAPES = exports.SHAPES = { POLY: 0, RECT: 1, CIRC: 2, ELIP: 3, RREC: 4 }; /** * Constants that specify float precision in shaders. * * @static * @constant * @name PRECISION * @memberof PIXI * @type {object} * @property {string} LOW='lowp' * @property {string} MEDIUM='mediump' * @property {string} HIGH='highp' */ var PRECISION = exports.PRECISION = { LOW: 'lowp', MEDIUM: 'mediump', HIGH: 'highp' }; /** * Constants that specify the transform type. * * @static * @constant * @name TRANSFORM_MODE * @memberof PIXI * @type {object} * @property {number} STATIC * @property {number} DYNAMIC */ var TRANSFORM_MODE = exports.TRANSFORM_MODE = { STATIC: 0, DYNAMIC: 1 }; /** * Constants that define the type of gradient on text. * * @static * @constant * @name TEXT_GRADIENT * @memberof PIXI * @type {object} * @property {number} LINEAR_VERTICAL Vertical gradient * @property {number} LINEAR_HORIZONTAL Linear gradient */ var TEXT_GRADIENT = exports.TEXT_GRADIENT = { LINEAR_VERTICAL: 0, LINEAR_HORIZONTAL: 1 }; /** * Represents the update priorities used by internal PIXI classes when registered with * the {@link PIXI.ticker.Ticker} object. Higher priority items are updated first and lower * priority items, such as render, should go later. * * @static * @constant * @name UPDATE_PRIORITY * @memberof PIXI * @type {object} * @property {number} INTERACTION=50 Highest priority, used for {@link PIXI.interaction.InteractionManager} * @property {number} HIGH=25 High priority updating, {@link PIXI.VideoBaseTexture} and {@link PIXI.extras.AnimatedSprite} * @property {number} NORMAL=0 Default priority for ticker events, see {@link PIXI.ticker.Ticker#add}. * @property {number} LOW=-25 Low priority used for {@link PIXI.Application} rendering. * @property {number} UTILITY=-50 Lowest priority used for {@link PIXI.prepare.BasePrepare} utility. */ var UPDATE_PRIORITY = exports.UPDATE_PRIORITY = { INTERACTION: 50, HIGH: 25, NORMAL: 0, LOW: -25, UTILITY: -50 }; },{}],47:[function(require,module,exports){ 'use strict'; exports.__esModule = true; var _math = require('../math'); function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } /** * 'Builder' pattern for bounds rectangles * Axis-Aligned Bounding Box * It is not a shape! Its mutable thing, no 'EMPTY' or that kind of problems * * @class * @memberof PIXI */ var Bounds = function () { /** * */ function Bounds() { _classCallCheck(this, Bounds); /** * @member {number} * @default 0 */ this.minX = Infinity; /** * @member {number} * @default 0 */ this.minY = Infinity; /** * @member {number} * @default 0 */ this.maxX = -Infinity; /** * @member {number} * @default 0 */ this.maxY = -Infinity; this.rect = null; } /** * Checks if bounds are empty. * * @return {boolean} True if empty. */ Bounds.prototype.isEmpty = function isEmpty() { return this.minX > this.maxX || this.minY > this.maxY; }; /** * Clears the bounds and resets. * */ Bounds.prototype.clear = function clear() { this.updateID++; this.minX = Infinity; this.minY = Infinity; this.maxX = -Infinity; this.maxY = -Infinity; }; /** * Can return Rectangle.EMPTY constant, either construct new rectangle, either use your rectangle * It is not guaranteed that it will return tempRect * * @param {PIXI.Rectangle} rect - temporary object will be used if AABB is not empty * @returns {PIXI.Rectangle} A rectangle of the bounds */ Bounds.prototype.getRectangle = function getRectangle(rect) { if (this.minX > this.maxX || this.minY > this.maxY) { return _math.Rectangle.EMPTY; } rect = rect || new _math.Rectangle(0, 0, 1, 1); rect.x = this.minX; rect.y = this.minY; rect.width = this.maxX - this.minX; rect.height = this.maxY - this.minY; return rect; }; /** * This function should be inlined when its possible. * * @param {PIXI.Point} point - The point to add. */ Bounds.prototype.addPoint = function addPoint(point) { this.minX = Math.min(this.minX, point.x); this.maxX = Math.max(this.maxX, point.x); this.minY = Math.min(this.minY, point.y); this.maxY = Math.max(this.maxY, point.y); }; /** * Adds a quad, not transformed * * @param {Float32Array} vertices - The verts to add. */ Bounds.prototype.addQuad = function addQuad(vertices) { var minX = this.minX; var minY = this.minY; var maxX = this.maxX; var maxY = this.maxY; var x = vertices[0]; var y = vertices[1]; minX = x maxX ? x : maxX; maxY = y > maxY ? y : maxY; x = vertices[2]; y = vertices[3]; minX = x maxX ? x : maxX; maxY = y > maxY ? y : maxY; x = vertices[4]; y = vertices[5]; minX = x maxX ? x : maxX; maxY = y > maxY ? y : maxY; x = vertices[6]; y = vertices[7]; minX = x maxX ? x : maxX; maxY = y > maxY ? y : maxY; this.minX = minX; this.minY = minY; this.maxX = maxX; this.maxY = maxY; }; /** * Adds sprite frame, transformed. * * @param {PIXI.TransformBase} transform - TODO * @param {number} x0 - TODO * @param {number} y0 - TODO * @param {number} x1 - TODO * @param {number} y1 - TODO */ Bounds.prototype.addFrame = function addFrame(transform, x0, y0, x1, y1) { var matrix = transform.worldTransform; var a = matrix.a; var b = matrix.b; var c = matrix.c; var d = matrix.d; var tx = matrix.tx; var ty = matrix.ty; var minX = this.minX; var minY = this.minY; var maxX = this.maxX; var maxY = this.maxY; var x = a * x0 + c * y0 + tx; var y = b * x0 + d * y0 + ty; minX = x maxX ? x : maxX; maxY = y > maxY ? y : maxY; x = a * x1 + c * y0 + tx; y = b * x1 + d * y0 + ty; minX = x maxX ? x : maxX; maxY = y > maxY ? y : maxY; x = a * x0 + c * y1 + tx; y = b * x0 + d * y1 + ty; minX = x maxX ? x : maxX; maxY = y > maxY ? y : maxY; x = a * x1 + c * y1 + tx; y = b * x1 + d * y1 + ty; minX = x maxX ? x : maxX; maxY = y > maxY ? y : maxY; this.minX = minX; this.minY = minY; this.maxX = maxX; this.maxY = maxY; }; /** * Add an array of vertices * * @param {PIXI.TransformBase} transform - TODO * @param {Float32Array} vertices - TODO * @param {number} beginOffset - TODO * @param {number} endOffset - TODO */ Bounds.prototype.addVertices = function addVertices(transform, vertices, beginOffset, endOffset) { var matrix = transform.worldTransform; var a = matrix.a; var b = matrix.b; var c = matrix.c; var d = matrix.d; var tx = matrix.tx; var ty = matrix.ty; var minX = this.minX; var minY = this.minY; var maxX = this.maxX; var maxY = this.maxY; for (var i = beginOffset; i maxX ? x : maxX; maxY = y > maxY ? y : maxY; } this.minX = minX; this.minY = minY; this.maxX = maxX; this.maxY = maxY; }; /** * Adds other Bounds * * @param {PIXI.Bounds} bounds - TODO */ Bounds.prototype.addBounds = function addBounds(bounds) { var minX = this.minX; var minY = this.minY; var maxX = this.maxX; var maxY = this.maxY; this.minX = bounds.minX maxX ? bounds.maxX : maxX; this.maxY = bounds.maxY > maxY ? bounds.maxY : maxY; }; /** * Adds other Bounds, masked with Bounds * * @param {PIXI.Bounds} bounds - TODO * @param {PIXI.Bounds} mask - TODO */ Bounds.prototype.addBoundsMask = function addBoundsMask(bounds, mask) { var _minX = bounds.minX > mask.minX ? bounds.minX : mask.minX; var _minY = bounds.minY > mask.minY ? bounds.minY : mask.minY; var _maxX = bounds.maxX maxX ? _maxX : maxX; this.maxY = _maxY > maxY ? _maxY : maxY; } }; /** * Adds other Bounds, masked with Rectangle * * @param {PIXI.Bounds} bounds - TODO * @param {PIXI.Rectangle} area - TODO */ Bounds.prototype.addBoundsArea = function addBoundsArea(bounds, area) { var _minX = bounds.minX > area.x ? bounds.minX : area.x; var _minY = bounds.minY > area.y ? bounds.minY : area.y; var _maxX = bounds.maxX maxX ? _maxX : maxX; this.maxY = _maxY > maxY ? _maxY : maxY; } }; return Bounds; }(); exports.default = Bounds; },{"../math":70}],48:[function(require,module,exports){ 'use strict'; exports.__esModule = true; var _createClass = function () { function defineProperties(target, props) { for (var i = 0; i 1) { // loop through the arguments property and add all children // use it the right way (.length and [i]) so that this function can still be optimised by JS runtimes for (var i = 0; i this.children.length) { throw new Error(child + 'addChildAt: The index ' + index + ' supplied is out of bounds ' + this.children.length); } if (child.parent) { child.parent.removeChild(child); } child.parent = this; // ensure child transform will be recalculated child.transform._parentID = -1; this.children.splice(index, 0, child); // ensure bounds will be recalculated this._boundsID++; // TODO - lets either do all callbacks or all events.. not both! this.onChildrenChange(index); child.emit('added', this); return child; }; /** * Swaps the position of 2 Display Objects within this container. * * @param {PIXI.DisplayObject} child - First display object to swap * @param {PIXI.DisplayObject} child2 - Second display object to swap */ Container.prototype.swapChildren = function swapChildren(child, child2) { if (child === child2) { return; } var index1 = this.getChildIndex(child); var index2 = this.getChildIndex(child2); this.children[index1] = child2; this.children[index2] = child; this.onChildrenChange(index1 = this.children.length) { throw new Error('The index ' + index + ' supplied is out of bounds ' + this.children.length); } var currentIndex = this.getChildIndex(child); (0, _utils.removeItems)(this.children, currentIndex, 1); // remove from old position this.children.splice(index, 0, child); // add at new position this.onChildrenChange(index); }; /** * Returns the child at the specified index * * @param {number} index - The index to get the child at * @return {PIXI.DisplayObject} The child at the given index, if any. */ Container.prototype.getChildAt = function getChildAt(index) { if (index <0 || index> = this.children.length) { throw new Error('getChildAt: Index (' + index + ') does not exist.'); } return this.children[index]; }; /** * Removes one or more children from the container. * * @param {...PIXI.DisplayObject} child - The DisplayObject(s) to remove * @return {PIXI.DisplayObject} The first child that was removed. */ Container.prototype.removeChild = function removeChild(child) { var argumentsLength = arguments.length; // if there is only one argument we can bypass looping through the them if (argumentsLength > 1) { // loop through the arguments property and add all children // use it the right way (.length and [i]) so that this function can still be optimised by JS runtimes for (var i = 0; i 0 &&arguments[0] !== undefined ? arguments[0] : 0; var endIndex = arguments[1]; var begin = beginIndex; var end = typeof endIndex === 'number' ? endIndex : this.children.length; var range = end - begin; var removed = void 0; if (range > 0 &&range <=end) { removed=this.children.splice(begin, range); for (var i=0; i < removed.length; ++i) { removed[i].parent = null; if (removed[i].transform) { removed[i].transform._parentID = -1; } } this._boundsID++; this.onChildrenChange(beginIndex); for (var _i = 0; _i 2 &&arguments[2] !== undefined ? arguments[2] : 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.Point} position - The world origin to calculate from * @param {PIXI.DisplayObject} [from] - The DisplayObject to calculate the global position from * @param {PIXI.Point} [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.Point} A point object representing the position of this object */ DisplayObject.prototype.toLocal = function 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.WebGLRenderer} renderer - The renderer */ DisplayObject.prototype.renderWebGL = function renderWebGL(renderer) // eslint-disable-line no-unused-vars {} // OVERWRITE; /** * Renders the object using the Canvas renderer * * @param {PIXI.CanvasRenderer} renderer - The renderer */ ; DisplayObject.prototype.renderCanvas = function renderCanvas(renderer) // eslint-disable-line no-unused-vars {} // 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 */ ; DisplayObject.prototype.setParent = function 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 */ DisplayObject.prototype.setTransform = function setTransform() { var x = arguments.length > 0 &&arguments[0] !== undefined ? arguments[0] : 0; var y = arguments.length > 1 &&arguments[1] !== undefined ? arguments[1] : 0; var scaleX = arguments.length > 2 &&arguments[2] !== undefined ? arguments[2] : 1; var scaleY = arguments.length > 3 &&arguments[3] !== undefined ? arguments[3] : 1; var rotation = arguments.length > 4 &&arguments[4] !== undefined ? arguments[4] : 0; var skewX = arguments.length > 5 &&arguments[5] !== undefined ? arguments[5] : 0; var skewY = arguments.length > 6 &&arguments[6] !== undefined ? arguments[6] : 0; var pivotX = arguments.length > 7 &&arguments[7] !== undefined ? arguments[7] : 0; var pivotY = arguments.length > 8 &&arguments[8] !== undefined ? arguments[8] : 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`. * */ DisplayObject.prototype.destroy = function destroy() { this.removeAllListeners(); if (this.parent) { this.parent.removeChild(this); } this.transform = null; this.parent = null; this._bounds = null; this._currentBounds = null; this._mask = null; this.filterArea = 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} */ _createClass(DisplayObject, [{ key: '_tempDisplayObjectParent', get: function get() { if (this.tempDisplayObjectParent === null) { this.tempDisplayObjectParent = new DisplayObject(); } return this.tempDisplayObjectParent; } }, { key: 'x', get: function get() { return this.position.x; }, set: function set(value) // eslint-disable-line require-jsdoc { 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} */ }, { key: 'y', get: function get() { return this.position.y; }, set: function set(value) // eslint-disable-line require-jsdoc { this.transform.position.y = value; } /** * Current transform of the object based on world (parent) factors * * @member {PIXI.Matrix} * @readonly */ }, { key: 'worldTransform', get: function get() { return this.transform.worldTransform; } /** * Current transform of the object based on local factors: position, scale, other stuff * * @member {PIXI.Matrix} * @readonly */ }, { key: 'localTransform', get: function get() { 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.Point|PIXI.ObservablePoint} */ }, { key: 'position', get: function get() { return this.transform.position; }, set: function set(value) // eslint-disable-line require-jsdoc { this.transform.position.copy(value); } /** * The scale factor of the object. * Assignment by value since pixi-v4. * * @member {PIXI.Point|PIXI.ObservablePoint} */ }, { key: 'scale', get: function get() { return this.transform.scale; }, set: function set(value) // eslint-disable-line require-jsdoc { this.transform.scale.copy(value); } /** * The pivot point of the displayObject that it rotates around. * Assignment by value since pixi-v4. * * @member {PIXI.Point|PIXI.ObservablePoint} */ }, { key: 'pivot', get: function get() { return this.transform.pivot; }, set: function set(value) // eslint-disable-line require-jsdoc { this.transform.pivot.copy(value); } /** * The skew factor for the object in radians. * Assignment by value since pixi-v4. * * @member {PIXI.ObservablePoint} */ }, { key: 'skew', get: function get() { return this.transform.skew; }, set: function set(value) // eslint-disable-line require-jsdoc { this.transform.skew.copy(value); } /** * The rotation of the object in radians. * * @member {number} */ }, { key: 'rotation', get: function get() { return this.transform.rotation; }, set: function set(value) // eslint-disable-line require-jsdoc { this.transform.rotation = value; } /** * Indicates if the object is globally visible. * * @member {boolean} * @readonly */ }, { key: 'worldVisible', get: function get() { var 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 PIXI a regular mask must be a * PIXI.Graphics or a PIXI.Sprite object. This allows for much faster masking in canvas as it * utilises shape clipping. To remove a mask, set this property to null. * * @todo For the moment, PIXI.CanvasRenderer doesn't support PIXI.Sprite as mask. * * @member {PIXI.Graphics|PIXI.Sprite} */ }, { key: 'mask', get: function get() { return this._mask; }, set: function set(value) // eslint-disable-line require-jsdoc { if (this._mask) { this._mask.renderable = true; this._mask.isMask = false; } this._mask = value; if (this._mask) { this._mask.renderable = false; this._mask.isMask = true; } } /** * 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[]} */ }, { key: 'filters', get: function get() { return this._filters &&this._filters.slice(); }, set: function set(value) // eslint-disable-line require-jsdoc { this._filters = value &&value.slice(); } }]); return DisplayObject; }(_eventemitter2.default); // performance increase to avoid using call.. (10x faster) exports.default = DisplayObject; DisplayObject.prototype.displayObjectUpdateTransform = DisplayObject.prototype.updateTransform; },{"../const":46,"../math":70,"../settings":101,"./Bounds":47,"./Transform":50,"./TransformStatic":52,"eventemitter3":3}],50:[function(require,module,exports){ 'use strict'; exports.__esModule = true; var _createClass = function () { function defineProperties(target, props) { for (var i = 0; i 0 &&arguments[0] !== undefined ? arguments[0] : false; _classCallCheck(this, Graphics); /** * The alpha value used when filling the Graphics object. * * @member {number} * @default 1 */ var _this = _possibleConstructorReturn(this, _Container.call(this)); _this.fillAlpha = 1; /** * The width (thickness) of any lines drawn. * * @member {number} * @default 0 */ _this.lineWidth = 0; /** * If true the lines will be draw using LINES instead of TRIANGLE_STRIP * * @member {boolean} */ _this.nativeLines = nativeLines; /** * The color of any lines drawn. * * @member {string} * @default 0 */ _this.lineColor = 0; /** * The alignment of any lines drawn (0.5 = middle, 1 = outter, 0 = inner). * * @member {number} * @default 0.5 */ _this.lineAlignment = 0.5; /** * 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 } * @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 _Bounds2.default(); /** * 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 = 0; /** * Used to detect if we need to do a fast rect check using the id compare method * @type {Number} */ _this.fastRectDirty = -1; /** * Used to detect if we clear the graphics webGL data * @type {Number} */ _this.clearDirty = 0; /** * Used to detect if we we need to recalculate local bounds * @type {Number} */ _this.boundsDirty = -1; /** * Used to detect if the cached sprite object needs to be updated. * * @member {boolean} * @private */ _this.cachedSpriteDirty = false; _this._spriteRect = null; _this._fastRect = false; _this._prevRectTint = null; _this._prevRectFillColor = null; /** * 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 */ return _this; } /** * 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} A clone of the graphics object */ Graphics.prototype.clone = function clone() { var clone = new Graphics(); clone.renderable = this.renderable; clone.fillAlpha = this.fillAlpha; clone.lineWidth = this.lineWidth; clone.lineColor = this.lineColor; clone.lineAlignment = this.lineAlignment; clone.tint = this.tint; clone.blendMode = this.blendMode; clone.isMask = this.isMask; clone.boundsPadding = this.boundsPadding; clone.dirty = 0; clone.cachedSpriteDirty = this.cachedSpriteDirty; // copy graphics data for (var i = 0; i Graphics.CURVES.maxSegments) { result = Graphics.CURVES.maxSegments; } return result; }; /** * Specifies the line style used for subsequent calls to Graphics methods such as the lineTo() * method or the drawCircle() method. * * @param {number} [lineWidth=0] - width of the line to draw, will update the objects stored style * @param {number} [color=0] - color of the line to draw, will update the objects stored style * @param {number} [alpha=1] - alpha of the line to draw, will update the objects stored style * @param {number} [alignment=0.5] - alignment of the line to draw, (0 = inner, 0.5 = middle, 1 = outter) * @return {PIXI.Graphics} This Graphics object. Good for chaining method calls */ Graphics.prototype.lineStyle = function lineStyle() { var lineWidth = arguments.length > 0 &&arguments[0] !== undefined ? arguments[0] : 0; var color = arguments.length > 1 &&arguments[1] !== undefined ? arguments[1] : 0; var alpha = arguments.length > 2 &&arguments[2] !== undefined ? arguments[2] : 1; var alignment = arguments.length > 3 &&arguments[3] !== undefined ? arguments[3] : 0.5; this.lineWidth = lineWidth; this.lineColor = color; this.lineAlpha = alpha; this.lineAlignment = alignment; 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; this.currentPath.lineAlignment = this.lineAlignment; } } return this; }; /** * Moves the current drawing position to x, y. * * @param {number} x - the X coordinate to move to * @param {number} y - the Y coordinate to move to * @return {PIXI.Graphics} This Graphics object. Good for chaining method calls */ Graphics.prototype.moveTo = function moveTo(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 {number} x - the X coordinate to draw to * @param {number} y - the Y coordinate to draw to * @return {PIXI.Graphics} This Graphics object. Good for chaining method calls */ Graphics.prototype.lineTo = function lineTo(x, y) { var points = this.currentPath.shape.points; var fromX = points[points.length - 2]; var fromY = points[points.length - 1]; if (fromX !== x || fromY !== y) { points.push(x, y); this.dirty++; } 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 {number} cpX - Control point x * @param {number} cpY - Control point y * @param {number} toX - Destination point x * @param {number} toY - Destination point y * @return {PIXI.Graphics} This Graphics object. Good for chaining method calls */ Graphics.prototype.quadraticCurveTo = function quadraticCurveTo(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 points = this.currentPath.shape.points; var xa = 0; var ya = 0; if (points.length === 0) { this.moveTo(0, 0); } var fromX = points[points.length - 2]; var fromY = points[points.length - 1]; var n = Graphics.CURVES.adaptive ? this._segmentsCount(this._quadraticCurveLength(fromX, fromY, cpX, cpY, toX, toY)) : 20; for (var i = 1; i <=n; ++i) { var 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++; return this; }; /** * Calculate the points for a bezier curve and then draws it. * * @param {number} cpX - Control point x * @param {number} cpY - Control point y * @param {number} cpX2 - Second Control point x * @param {number} cpY2 - Second Control point y * @param {number} toX - Destination point x * @param {number} toY - Destination point y * @return {PIXI.Graphics} This Graphics object. Good for chaining method calls * / Graphics.prototype.bezierCurveTo=function bezierCurveTo(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 points=this.currentPath.shape.points; var fromX=points[points.length - 2]; var fromY=points[points.length - 1]; points.length -=2; var n=Graphics.CURVES.adaptive ? this._segmentsCount(this._bezierCurveLength(fromX, fromY, cpX, cpY, cpX2, cpY2, toX, toY)) : 20; (0, _bezierCurveTo3.default)(fromX, fromY, cpX, cpY, cpX2, cpY2, toX, toY, n, points); this.dirty++; 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 {number} x1 - The x-coordinate of the beginning of the arc * @param {number} y1 - The y-coordinate of the beginning of the arc * @param {number} x2 - The x-coordinate of the end of the arc * @param {number} y2 - The y-coordinate of the end of the arc * @param {number} radius - The radius of the arc * @return {PIXI.Graphics} This Graphics object. Good for chaining method calls * / Graphics.prototype.arcTo=function arcTo(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; var fromX=points[points.length - 2]; var fromY=points[points.length - 1]; var a1=fromY - y1; var b1=fromX - x1; var a2=y2 - y1; var b2=x2 - x1; var 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; var cc = a2 * a2 + b2 * b2; var tt = a1 * a2 + b1 * b2; var k1 = radius * Math.sqrt(dd) / mm; var k2 = radius * Math.sqrt(cc) / mm; var j1 = k1 * tt / dd; var j2 = k2 * tt / cc; var cx = k1 * b2 + k2 * b1; var cy = k1 * a2 + k2 * a1; var px = b1 * (k2 + j1); var py = a1 * (k2 + j1); var qx = b2 * (k1 + j2); var qy = a2 * (k1 + j2); var startAngle = Math.atan2(py - cy, px - cx); var endAngle = Math.atan2(qy - cy, qx - cx); this.arc(cx + x1, cy + y1, radius, startAngle, endAngle, b1 * a2 > b2 * a1); } this.dirty++; return this; }; /** * The arc method creates an arc/curve (used to create circles, or parts of circles). * * @param {number} cx - The x-coordinate of the center of the circle * @param {number} cy - The y-coordinate of the center of the circle * @param {number} radius - The radius of the circle * @param {number} startAngle - The starting angle, in radians (0 is at the 3 o'clock position * of the arc's circle) * @param {number} endAngle - The ending angle, in radians * @param {boolean} [anticlockwise=false] - Specifies whether the drawing should be * counter-clockwise or clockwise. False is default, and indicates clockwise, while true * indicates counter-clockwise. * @return {PIXI.Graphics} This Graphics object. Good for chaining method calls */ Graphics.prototype.arc = function arc(cx, cy, radius, startAngle, endAngle) { var anticlockwise = arguments.length > 5 &&arguments[5] !== undefined ? arguments[5] : false; if (startAngle === endAngle) { return this; } if (!anticlockwise &&endAngle <=startAngle) { endAngle +=_const.PI_2; } else if (anticlockwise && startAngle <= endAngle) { startAngle += _const.PI_2; } var sweep = endAngle - startAngle; var segs = Graphics.CURVES.adaptive ? this._segmentsCount(Math.abs(sweep) * radius) : Math.ceil(Math.abs(sweep) / _const.PI_2) * 40; if (sweep === 0) { return this; } var startX = cx + Math.cos(startAngle) * radius; var startY = cy + Math.sin(startAngle) * radius; // If the currentPath exists, take its points. Otherwise call `moveTo` to start a path. var points = this.currentPath ? this.currentPath.shape.points : null; if (points) { // We check how far our start is from the last existing point var xDiff = Math.abs(points[points.length - 2] - startX); var yDiff = Math.abs(points[points.length - 1] - startY); if (xDiff <0.001 && yDiff < 0.001) { // If the point is very close, we don't add it, since this would lead to artifacts // during tesselation due to floating point imprecision. } else { points.push(startX, startY); } } else { this.moveTo(startX, startY); 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++; return this; }; /** * Specifies a simple one-color fill that subsequent calls to other Graphics methods * (such as lineTo() or drawCircle()) use when drawing. * * @param {number} [color=0] - the color of the fill * @param {number} [alpha=1] - the alpha of the fill * @return {PIXI.Graphics} This Graphics object. Good for chaining method calls * / Graphics.prototype.beginFill=function beginFill() { var color=arguments.length> 0 &&arguments[0] !== undefined ? arguments[0] : 0; var alpha = arguments.length > 1 &&arguments[1] !== undefined ? arguments[1] : 1; this.filling = true; this.fillColor = color; this.fillAlpha = 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 {PIXI.Graphics} This Graphics object. Good for chaining method calls * / Graphics.prototype.endFill=function endFill() { this.filling=false; this.fillColor=null; this.fillAlpha=1; return this; }; /** * * @param {number} x - The X coord of the top-left of the rectangle * @param {number} y - The Y coord of the top-left of the rectangle * @param {number} width - The width of the rectangle * @param {number} height - The height of the rectangle * @return {PIXI.Graphics} This Graphics object. Good for chaining method calls * / Graphics.prototype.drawRect=function drawRect(x, y, width, height) { this.drawShape(new _math.Rectangle(x, y, width, height)); return this; }; /** * * @param {number} x - The X coord of the top-left of the rectangle * @param {number} y - The Y coord of the top-left of the rectangle * @param {number} width - The width of the rectangle * @param {number} height - The height of the rectangle * @param {number} radius - Radius of the rectangle corners * @return {PIXI.Graphics} This Graphics object. Good for chaining method calls * / Graphics.prototype.drawRoundedRect=function drawRoundedRect(x, y, width, height, radius) { this.drawShape(new _math.RoundedRectangle(x, y, width, height, radius)); return this; }; /** * Draws a circle. * * @param {number} x - The X coordinate of the center of the circle * @param {number} y - The Y coordinate of the center of the circle * @param {number} radius - The radius of the circle * @return {PIXI.Graphics} This Graphics object. Good for chaining method calls * / Graphics.prototype.drawCircle=function drawCircle(x, y, radius) { this.drawShape(new _math.Circle(x, y, radius)); return this; }; /** * Draws an ellipse. * * @param {number} x - The X coordinate of the center of the ellipse * @param {number} y - The Y coordinate of the center of the ellipse * @param {number} width - The half width of the ellipse * @param {number} height - The half height of the ellipse * @return {PIXI.Graphics} This Graphics object. Good for chaining method calls * / Graphics.prototype.drawEllipse=function drawEllipse(x, y, width, height) { this.drawShape(new _math.Ellipse(x, y, width, height)); return this; }; /** * Draws a polygon using the given path. * * @param {number[]|PIXI.Point[]|PIXI.Polygon} path - The path data used to construct the polygon. * @return {PIXI.Graphics} This Graphics object. Good for chaining method calls * / Graphics.prototype.drawPolygon=function drawPolygon(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]; // eslint-disable-line prefer-rest-params } } var shape = new _math.Polygon(points); shape.closed = closed; this.drawShape(shape); return this; }; /** * Draw a star shape with an abitrary number of points. * * @param {number} x - Center X position of the star * @param {number} y - Center Y position of the star * @param {number} points - The number of points of the star, must be > 1 * @param {number} radius - The outer radius of the star * @param {number} [innerRadius] - The inner radius between points, default half `radius` * @param {number} [rotation=0] - The rotation of the star in radians, where 0 is vertical * @return {PIXI.Graphics} This Graphics object. Good for chaining method calls */ Graphics.prototype.drawStar = function drawStar(x, y, points, radius, innerRadius) { var rotation = arguments.length > 5 &&arguments[5] !== undefined ? arguments[5] : 0; innerRadius = innerRadius || radius / 2; var startAngle = -1 * Math.PI / 2 + rotation; var len = points * 2; var delta = _const.PI_2 / len; var polygon = []; for (var i = 0; i 0) { this.lineWidth = 0; this.lineAlignment = 0.5; this.filling = false; this.boundsDirty = -1; this.canvasTintDirty = -1; this.dirty++; this.clearDirty++; this.graphicsData.length = 0; } this.currentPath = null; this._spriteRect = null; return this; }; /** * True if graphics consists of one rectangle, and thus, can be drawn like a Sprite and * masked with gl.scissor. * * @returns {boolean} True if only 1 rect. */ Graphics.prototype.isFastRect = function isFastRect() { return this.graphicsData.length === 1 &&this.graphicsData[0].shape.type === _const.SHAPES.RECT &&!this.graphicsData[0].lineWidth; }; /** * Renders the object using the WebGL renderer * * @private * @param {PIXI.WebGLRenderer} renderer - The renderer */ Graphics.prototype._renderWebGL = function _renderWebGL(renderer) { // if the sprite is not visible or the alpha is 0 then no need to render this element if (this.dirty !== this.fastRectDirty) { this.fastRectDirty = this.dirty; this._fastRect = this.isFastRect(); } // TODO this check can be moved to dirty? if (this._fastRect) { this._renderSpriteRect(renderer); } else { renderer.setObjectRenderer(renderer.plugins.graphics); renderer.plugins.graphics.render(this); } }; /** * Renders a sprite rectangle. * * @private * @param {PIXI.WebGLRenderer} renderer - The renderer */ Graphics.prototype._renderSpriteRect = function _renderSpriteRect(renderer) { var rect = this.graphicsData[0].shape; if (!this._spriteRect) { this._spriteRect = new _Sprite2.default(new _Texture2.default(_Texture2.default.WHITE)); } var sprite = this._spriteRect; var fillColor = this.graphicsData[0].fillColor; if (this.tint === 0xffffff) { sprite.tint = fillColor; } else if (this.tint !== this._prevRectTint || fillColor !== this._prevRectFillColor) { var t1 = tempColor1; var t2 = tempColor2; (0, _utils.hex2rgb)(fillColor, t1); (0, _utils.hex2rgb)(this.tint, t2); t1[0] *= t2[0]; t1[1] *= t2[1]; t1[2] *= t2[2]; sprite.tint = (0, _utils.rgb2hex)(t1); this._prevRectTint = this.tint; this._prevRectFillColor = fillColor; } sprite.alpha = this.graphicsData[0].fillAlpha; sprite.worldAlpha = this.worldAlpha * sprite.alpha; sprite.blendMode = this.blendMode; sprite._texture._frame.width = rect.width; sprite._texture._frame.height = rect.height; sprite.transform.worldTransform = this.transform.worldTransform; sprite.anchor.set(-rect.x / rect.width, -rect.y / rect.height); sprite._onAnchorUpdate(); sprite._renderWebGL(renderer); }; /** * Renders the object using the Canvas renderer * * @private * @param {PIXI.CanvasRenderer} renderer - The renderer */ Graphics.prototype._renderCanvas = function _renderCanvas(renderer) { if (this.isMask === true) { return; } renderer.plugins.graphics.render(this); }; /** * Retrieves the bounds of the graphic shape as a rectangle object * * @private */ Graphics.prototype._calculateBounds = function _calculateBounds() { if (this.boundsDirty !== this.dirty) { this.boundsDirty = this.dirty; this.updateLocalBounds(); this.cachedSpriteDirty = true; } var lb = this._localBounds; this._bounds.addFrame(this.transform, lb.minX, lb.minY, lb.maxX, lb.maxY); }; /** * Tests if a point is inside this graphics object * * @param {PIXI.Point} point - the point to test * @return {boolean} the result of the test */ Graphics.prototype.containsPoint = function containsPoint(point) { this.worldTransform.applyInverse(point, tempPoint); var graphicsData = this.graphicsData; for (var i = 0; i maxX ? x + w : maxX; minY = y maxY ? y + h : maxY; } else if (type === _const.SHAPES.CIRC) { x = shape.x; y = shape.y; w = shape.radius + lineOffset; h = shape.radius + lineOffset; minX = x - w maxX ? x + w : maxX; minY = y - h maxY ? y + h : maxY; } else if (type === _const.SHAPES.ELIP) { x = shape.x; y = shape.y; w = shape.width + lineOffset; h = shape.height + lineOffset; minX = x - w maxX ? x + w : maxX; minY = y - h maxY ? y + h : maxY; } else { // POLY var points = shape.points; var x2 = 0; var y2 = 0; var dx = 0; var dy = 0; var rw = 0; var rh = 0; var cx = 0; var cy = 0; for (var j = 0; j + 2 maxX ? cx + rw : maxX; minY = cy - rh maxY ? cy + rh : maxY; } } } } else { minX = 0; maxX = 0; minY = 0; maxY = 0; } var padding = this.boundsPadding; this._localBounds.minX = minX - padding; this._localBounds.maxX = maxX + padding; this._localBounds.minY = minY - padding; this._localBounds.maxY = maxY + padding; }; /** * Draws the given shape to this Graphics object. Can be any of Circle, Rectangle, Ellipse, Line or Polygon. * * @param {PIXI.Circle|PIXI.Ellipse|PIXI.Polygon|PIXI.Rectangle|PIXI.RoundedRectangle} shape - The shape object to draw. * @return {PIXI.GraphicsData} The generated GraphicsData object. */ Graphics.prototype.drawShape = function drawShape(shape) { if (this.currentPath) { // check current path! if (this.currentPath.shape.points.length <=2) { this.graphicsData.pop(); } } this.currentPath=null; var data=new _GraphicsData2.default(this.lineWidth, this.lineColor, this.lineAlpha, this.fillColor, this.fillAlpha, this.filling, this.nativeLines, shape, this.lineAlignment); this.graphicsData.push(data); if (data.type=== _const.SHAPES.POLY) { data.shape.closed=data.shape.closed; this.currentPath=data; } this.dirty++; return data; }; /** * Generates a canvas texture. * * @param {number} scaleMode - The scale mode of the texture. * @param {number} resolution - The resolution of the texture. * @return {PIXI.Texture} The new texture. * / Graphics.prototype.generateCanvasTexture=function generateCanvasTexture(scaleMode) { var resolution=arguments.length> 1 &&arguments[1] !== undefined ? arguments[1] : 1; var bounds = this.getLocalBounds(); var canvasBuffer = _RenderTexture2.default.create(bounds.width, bounds.height, scaleMode, resolution); if (!canvasRenderer) { canvasRenderer = new _CanvasRenderer2.default(); } this.transform.updateLocalTransform(); this.transform.localTransform.copy(tempMatrix); tempMatrix.invert(); tempMatrix.tx -= bounds.x; tempMatrix.ty -= bounds.y; canvasRenderer.render(this, canvasBuffer, true, tempMatrix); var texture = _Texture2.default.fromCanvas(canvasBuffer.baseTexture._canvasRenderTarget.canvas, scaleMode, 'graphics'); texture.baseTexture.resolution = resolution; texture.baseTexture.update(); return texture; }; /** * Closes the current path. * * @return {PIXI.Graphics} Returns itself. */ Graphics.prototype.closePath = function closePath() { // ok so close path assumes next one is a hole! var currentPath = this.currentPath; if (currentPath &¤tPath.shape) { currentPath.shape.close(); } return this; }; /** * Adds a hole in the current path. * * @return {PIXI.Graphics} Returns itself. */ Graphics.prototype.addHole = function addHole() { // this is a hole! var hole = this.graphicsData.pop(); this.currentPath = this.graphicsData[this.graphicsData.length - 1]; this.currentPath.addHole(hole.shape); this.currentPath = null; return this; }; /** * Destroys the Graphics object. * * @param {object|boolean} [options] - Options parameter. A boolean will act as if all * options have been set to that value * @param {boolean} [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 {boolean} [options.texture=false] - Only used for child Sprites if options.children is set to true * Should it destroy the texture of the child sprite * @param {boolean} [options.baseTexture=false] - Only used for child Sprites if options.children is set to true * Should it destroy the base texture of the child sprite */ Graphics.prototype.destroy = function destroy(options) { _Container.prototype.destroy.call(this, options); // destroy each of the GraphicsData objects for (var i = 0; i https://github.com/mattdesl/ * for creating the original PixiJS version! * Also a thanks to https://github.com/bchevalier for tweaking the tint and alpha so that they * now share 4 bytes on the vertex buffer * * Heavily inspired by LibGDX's CanvasGraphicsRenderer: * https://github.com/libgdx/libgdx/blob/1.0.0/gdx/src/com/badlogic/gdx/graphics/glutils/ShapeRenderer.java */ /** * Renderer dedicated to drawing and batching graphics objects. * * @class * @private * @memberof PIXI */ var CanvasGraphicsRenderer = function () { /** * @param {PIXI.CanvasRenderer} renderer - The current PIXI renderer. */ function CanvasGraphicsRenderer(renderer) { _classCallCheck(this, CanvasGraphicsRenderer); this.renderer = renderer; } /** * Renders a Graphics object to a canvas. * * @param {PIXI.Graphics} graphics - the actual graphics object to render */ CanvasGraphicsRenderer.prototype.render = function render(graphics) { var renderer = this.renderer; var context = renderer.context; var worldAlpha = graphics.worldAlpha; var transform = graphics.transform.worldTransform; var resolution = renderer.resolution; context.setTransform(transform.a * resolution, transform.b * resolution, transform.c * resolution, transform.d * resolution, transform.tx * resolution, transform.ty * resolution); // update tint if graphics was dirty if (graphics.canvasTintDirty !== graphics.dirty || graphics._prevTint !== graphics.tint) { this.updateGraphicsTint(graphics); } renderer.setBlendMode(graphics.blendMode); for (var i = 0; i 0) { outerArea = 0; for (var _j = 0; _j = 2; _j4 -= 2) { context.lineTo(points[_j4], points[_j4 + 1]); } } if (holes[k].closed) { context.closePath(); } } } if (data.fill) { context.globalAlpha = data.fillAlpha * worldAlpha; context.fillStyle = '#' + ('00000' + (fillColor | 0).toString(16)).substr(-6); context.fill(); } if (data.lineWidth) { context.globalAlpha = data.lineAlpha * worldAlpha; context.strokeStyle = '#' + ('00000' + (lineColor | 0).toString(16)).substr(-6); context.stroke(); } } else if (data.type === _const.SHAPES.RECT) { if (data.fillColor || data.fillColor === 0) { context.globalAlpha = data.fillAlpha * worldAlpha; context.fillStyle = '#' + ('00000' + (fillColor | 0).toString(16)).substr(-6); context.fillRect(shape.x, shape.y, shape.width, shape.height); } if (data.lineWidth) { context.globalAlpha = data.lineAlpha * worldAlpha; context.strokeStyle = '#' + ('00000' + (lineColor | 0).toString(16)).substr(-6); context.strokeRect(shape.x, shape.y, shape.width, shape.height); } } else if (data.type === _const.SHAPES.CIRC) { // TODO - need to be Undefined! context.beginPath(); context.arc(shape.x, shape.y, shape.radius, 0, 2 * Math.PI); context.closePath(); if (data.fill) { context.globalAlpha = data.fillAlpha * worldAlpha; context.fillStyle = '#' + ('00000' + (fillColor | 0).toString(16)).substr(-6); context.fill(); } if (data.lineWidth) { context.globalAlpha = data.lineAlpha * worldAlpha; context.strokeStyle = '#' + ('00000' + (lineColor | 0).toString(16)).substr(-6); context.stroke(); } } else if (data.type === _const.SHAPES.ELIP) { // ellipse code taken from: http://stackoverflow.com/questions/2172798/how-to-draw-an-oval-in-html5-canvas var w = shape.width * 2; var h = shape.height * 2; var x = shape.x - w / 2; var y = shape.y - h / 2; context.beginPath(); var kappa = 0.5522848; var ox = w / 2 * kappa; // control point offset horizontal var oy = h / 2 * kappa; // control point offset vertical var xe = x + w; // x-end var ye = y + h; // y-end var xm = x + w / 2; // x-middle var ym = y + h / 2; // y-middle context.moveTo(x, ym); context.bezierCurveTo(x, ym - oy, xm - ox, y, xm, y); context.bezierCurveTo(xm + ox, y, xe, ym - oy, xe, ym); context.bezierCurveTo(xe, ym + oy, xm + ox, ye, xm, ye); context.bezierCurveTo(xm - ox, ye, x, ym + oy, x, ym); context.closePath(); if (data.fill) { context.globalAlpha = data.fillAlpha * worldAlpha; context.fillStyle = '#' + ('00000' + (fillColor | 0).toString(16)).substr(-6); context.fill(); } if (data.lineWidth) { context.globalAlpha = data.lineAlpha * worldAlpha; context.strokeStyle = '#' + ('00000' + (lineColor | 0).toString(16)).substr(-6); context.stroke(); } } else if (data.type === _const.SHAPES.RREC) { var rx = shape.x; var ry = shape.y; var width = shape.width; var height = shape.height; var radius = shape.radius; var maxRadius = Math.min(width, height) / 2 | 0; radius = radius > maxRadius ? maxRadius : radius; context.beginPath(); context.moveTo(rx, ry + radius); context.lineTo(rx, ry + height - radius); context.quadraticCurveTo(rx, ry + height, rx + radius, ry + height); context.lineTo(rx + width - radius, ry + height); context.quadraticCurveTo(rx + width, ry + height, rx + width, ry + height - radius); context.lineTo(rx + width, ry + radius); context.quadraticCurveTo(rx + width, ry, rx + width - radius, ry); context.lineTo(rx + radius, ry); context.quadraticCurveTo(rx, ry, rx, ry + radius); context.closePath(); if (data.fillColor || data.fillColor === 0) { context.globalAlpha = data.fillAlpha * worldAlpha; context.fillStyle = '#' + ('00000' + (fillColor | 0).toString(16)).substr(-6); context.fill(); } if (data.lineWidth) { context.globalAlpha = data.lineAlpha * worldAlpha; context.strokeStyle = '#' + ('00000' + (lineColor | 0).toString(16)).substr(-6); context.stroke(); } } } }; /** * Updates the tint of a graphics object * * @private * @param {PIXI.Graphics} graphics - the graphics that will have its tint updated */ CanvasGraphicsRenderer.prototype.updateGraphicsTint = function updateGraphicsTint(graphics) { graphics._prevTint = graphics.tint; graphics.canvasTintDirty = graphics.dirty; var tintR = (graphics.tint >> 16 &0xFF) / 255; var tintG = (graphics.tint >> 8 &0xFF) / 255; var tintB = (graphics.tint &0xFF) / 255; for (var i = 0; i > 16 &0xFF) / 255 * tintR * 255 << 16) + ((fillColor >> 8 &0xFF) / 255 * tintG * 255 << 8) + (fillColor &0xFF) / 255 * tintB * 255; data._lineTint = ((lineColor >> 16 &0xFF) / 255 * tintR * 255 << 16) + ((lineColor >> 8 &0xFF) / 255 * tintG * 255 << 8) + (lineColor &0xFF) / 255 * tintB * 255; } }; /** * Renders a polygon. * * @param {PIXI.Point[]} points - The points to render * @param {boolean} close - Should the polygon be closed * @param {CanvasRenderingContext2D} context - The rendering context to use */ CanvasGraphicsRenderer.prototype.renderPolygon = function renderPolygon(points, close, context) { context.moveTo(points[0], points[1]); for (var j = 1; j 9 &&arguments[9] !== undefined ? arguments[9] : []; var dt = 0; var dt2 = 0; var dt3 = 0; var t2 = 0; var t3 = 0; path.push(fromX, fromY); for (var i = 1, j = 0; i <=n; ++i) { j=i / n; dt=1 - j; dt2=dt * dt; dt3=dt2 * dt; t2=j * j; t3=t2 * j; path.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); } return path; } },{}],57:[function(require,module,exports){'use strict' ; exports.__esModule=true; var _utils=require('../../utils' ); var _const=require('../../const' ); var _ObjectRenderer2=require('../../renderers/webgl/utils/ObjectRenderer' ); var _ObjectRenderer3=_interopRequireDefault(_ObjectRenderer2); var _WebGLRenderer=require('../../renderers/webgl/WebGLRenderer' ); var _WebGLRenderer2=_interopRequireDefault(_WebGLRenderer); var _WebGLGraphicsData=require('./WebGLGraphicsData' ); var _WebGLGraphicsData2=_interopRequireDefault(_WebGLGraphicsData); var _PrimitiveShader=require('./shaders/PrimitiveShader' ); var _PrimitiveShader2=_interopRequireDefault(_PrimitiveShader); var _buildPoly=require('./utils/buildPoly' ); var _buildPoly2=_interopRequireDefault(_buildPoly); var _buildRectangle=require('./utils/buildRectangle' ); var _buildRectangle2=_interopRequireDefault(_buildRectangle); var _buildRoundedRectangle=require('./utils/buildRoundedRectangle' ); var _buildRoundedRectangle2=_interopRequireDefault(_buildRoundedRectangle); var _buildCircle=require('./utils/buildCircle' ); var _buildCircle2=_interopRequireDefault(_buildCircle); function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function" ); } } function _possibleConstructorReturn(self, call) { if (!self) { throw new ReferenceError("this hasn't been initialised - super() hasn't been called" ); } return call && (typeof call==="object" || typeof call==="function" ) ? call : self; } function _inherits(subClass, superClass) { if (typeof superClass !=="function" && superClass !== null) { throw new TypeError("Super expression must either be null or a function, not " + typeof superClass); } subClass.prototype=Object.create(superClass && superClass.prototype, { constructor: { value: subClass, enumerable: false, writable: true, configurable: true } }); if (superClass) Object.setPrototypeOf ? Object.setPrototypeOf(subClass, superClass) : subClass.__proto__=superClass; } /** * Renders the graphics object. * * @class * @memberof PIXI * @extends PIXI.ObjectRenderer * / var GraphicsRenderer=function (_ObjectRenderer) { _inherits(GraphicsRenderer, _ObjectRenderer); /** * @param {PIXI.WebGLRenderer} renderer - The renderer this object renderer works for. * / function GraphicsRenderer(renderer) { _classCallCheck(this, GraphicsRenderer); var _this=_possibleConstructorReturn(this, _ObjectRenderer.call(this, renderer)); _this.graphicsDataPool=[]; _this.primitiveShader=null; _this.gl=renderer.gl; / / easy access! _this.CONTEXT_UID=0; return _this; } /** * Called when there is a WebGL context change * * @private * * / GraphicsRenderer.prototype.onContextChange=function onContextChange() { this.gl=this.renderer.gl; this.CONTEXT_UID=this.renderer.CONTEXT_UID; this.primitiveShader=new _PrimitiveShader2.default(this.gl); }; /** * Destroys this renderer. * * / GraphicsRenderer.prototype.destroy=function destroy() { _ObjectRenderer3.default.prototype.destroy.call(this); for (var i=0; i < this.graphicsDataPool.length; ++i) { this.graphicsDataPool[i].destroy(); } this.graphicsDataPool = null; }; /** * Renders a graphics object. * * @param {PIXI.Graphics} graphics - The graphics object to render. */ GraphicsRenderer.prototype.render = function render(graphics) { var renderer = this.renderer; var gl = renderer.gl; var webGLData = void 0; var webGL = graphics._webGL[this.CONTEXT_UID]; if (!webGL || graphics.dirty !== webGL.dirty) { this.updateGraphics(graphics); webGL = graphics._webGL[this.CONTEXT_UID]; } // This could be speeded up for sure! var shader = this.primitiveShader; renderer.bindShader(shader); renderer.state.setBlendMode(graphics.blendMode); for (var i = 0, n = webGL.data.length; i 320000) { webGLData = this.graphicsDataPool.pop() || new _WebGLGraphicsData2.default(this.renderer.gl, this.primitiveShader, this.renderer.state.attribsState); webGLData.nativeLines = nativeLines; webGLData.reset(type); gl.data.push(webGLData); } webGLData.dirty = true; return webGLData; }; return GraphicsRenderer; }(_ObjectRenderer3.default); exports.default = GraphicsRenderer; _WebGLRenderer2.default.registerPlugin('graphics', GraphicsRenderer); },{"../../const":46,"../../renderers/webgl/WebGLRenderer":84,"../../renderers/webgl/utils/ObjectRenderer":94,"../../utils":125,"./WebGLGraphicsData":58,"./shaders/PrimitiveShader":59,"./utils/buildCircle":60,"./utils/buildPoly":62,"./utils/buildRectangle":63,"./utils/buildRoundedRectangle":64}],58:[function(require,module,exports){ 'use strict'; exports.__esModule = true; var _pixiGlCore = require('pixi-gl-core'); var _pixiGlCore2 = _interopRequireDefault(_pixiGlCore); function _interopRequireDefault(obj) { return obj &&obj.__esModule ? obj : { default: obj }; } function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } /** * An object containing WebGL specific properties to be used by the WebGL renderer * * @class * @private * @memberof PIXI */ var WebGLGraphicsData = function () { /** * @param {WebGLRenderingContext} gl - The current WebGL drawing context * @param {PIXI.Shader} shader - The shader * @param {object} attribsState - The state for the VAO */ function WebGLGraphicsData(gl, shader, attribsState) { _classCallCheck(this, WebGLGraphicsData); /** * The current WebGL drawing context * * @member {WebGLRenderingContext} */ this.gl = gl; // TODO does this need to be split before uploading?? /** * An array of color components (r,g,b) * @member {number[]} */ this.color = [0, 0, 0]; // color split! /** * An array of points to draw * @member {PIXI.Point[]} */ this.points = []; /** * The indices of the vertices * @member {number[]} */ this.indices = []; /** * The main buffer * @member {WebGLBuffer} */ this.buffer = _pixiGlCore2.default.GLBuffer.createVertexBuffer(gl); /** * The index buffer * @member {WebGLBuffer} */ this.indexBuffer = _pixiGlCore2.default.GLBuffer.createIndexBuffer(gl); /** * Whether this graphics is dirty or not * @member {boolean} */ this.dirty = true; /** * Whether this graphics is nativeLines or not * @member {boolean} */ this.nativeLines = false; this.glPoints = null; this.glIndices = null; /** * * @member {PIXI.Shader} */ this.shader = shader; this.vao = new _pixiGlCore2.default.VertexArrayObject(gl, attribsState).addIndex(this.indexBuffer).addAttribute(this.buffer, shader.attributes.aVertexPosition, gl.FLOAT, false, 4 * 6, 0).addAttribute(this.buffer, shader.attributes.aColor, gl.FLOAT, false, 4 * 6, 2 * 4); } /** * Resets the vertices and the indices */ WebGLGraphicsData.prototype.reset = function reset() { this.points.length = 0; this.indices.length = 0; }; /** * Binds the buffers and uploads the data */ WebGLGraphicsData.prototype.upload = function upload() { this.glPoints = new Float32Array(this.points); this.buffer.upload(this.glPoints); this.glIndices = new Uint16Array(this.indices); this.indexBuffer.upload(this.glIndices); this.dirty = false; }; /** * Empties all the data */ WebGLGraphicsData.prototype.destroy = function destroy() { this.color = null; this.points = null; this.indices = null; this.vao.destroy(); this.buffer.destroy(); this.indexBuffer.destroy(); this.gl = null; this.buffer = null; this.indexBuffer = null; this.glPoints = null; this.glIndices = null; }; return WebGLGraphicsData; }(); exports.default = WebGLGraphicsData; },{"pixi-gl-core":15}],59:[function(require,module,exports){ 'use strict'; exports.__esModule = true; var _Shader2 = require('../../../Shader'); var _Shader3 = _interopRequireDefault(_Shader2); function _interopRequireDefault(obj) { return obj &&obj.__esModule ? obj : { default: obj }; } function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } function _possibleConstructorReturn(self, call) { if (!self) { throw new ReferenceError("this hasn't been initialised - super() hasn't been called"); } return call &&(typeof call === "object" || typeof call === "function") ? call : self; } function _inherits(subClass, superClass) { if (typeof superClass !== "function" &&superClass !== null) { throw new TypeError("Super expression must either be null or a function, not " + typeof superClass); } subClass.prototype = Object.create(superClass &&superClass.prototype, { constructor: { value: subClass, enumerable: false, writable: true, configurable: true } }); if (superClass) Object.setPrototypeOf ? Object.setPrototypeOf(subClass, superClass) : subClass.__proto__ = superClass; } /** * This shader is used to draw simple primitive shapes for {@link PIXI.Graphics}. * * @class * @memberof PIXI * @extends PIXI.Shader */ var PrimitiveShader = function (_Shader) { _inherits(PrimitiveShader, _Shader); /** * @param {WebGLRenderingContext} gl - The webgl shader manager this shader works for. */ function PrimitiveShader(gl) { _classCallCheck(this, PrimitiveShader); return _possibleConstructorReturn(this, _Shader.call(this, gl, // vertex shader ['attribute vec2 aVertexPosition;', 'attribute vec4 aColor;', 'uniform mat3 translationMatrix;', 'uniform mat3 projectionMatrix;', 'uniform float alpha;', 'uniform vec3 tint;', 'varying vec4 vColor;', 'void main(void){', ' gl_Position = vec4((projectionMatrix * translationMatrix * vec3(aVertexPosition, 1.0)).xy, 0.0, 1.0);', ' vColor = aColor * vec4(tint * alpha, alpha);', '}'].join('\n'), // fragment shader ['varying vec4 vColor;', 'void main(void){', ' gl_FragColor = vColor;', '}'].join('\n'))); } return PrimitiveShader; }(_Shader3.default); exports.default = PrimitiveShader; },{"../../../Shader":44}],60:[function(require,module,exports){ 'use strict'; exports.__esModule = true; exports.default = buildCircle; var _buildLine = require('./buildLine'); var _buildLine2 = _interopRequireDefault(_buildLine); var _const = require('../../../const'); var _utils = require('../../../utils'); function _interopRequireDefault(obj) { return obj &&obj.__esModule ? obj : { default: obj }; } /** * Builds a circle to draw * * Ignored from docs since it is not directly exposed. * * @ignore * @private * @param {PIXI.WebGLGraphicsData} graphicsData - The graphics object to draw * @param {object} webGLData - an object containing all the webGL-specific information to create this shape * @param {object} webGLDataNativeLines - an object containing all the webGL-specific information to create nativeLines */ function buildCircle(graphicsData, webGLData, webGLDataNativeLines) { // need to convert points to a nice regular data var circleData = graphicsData.shape; var x = circleData.x; var y = circleData.y; var width = void 0; var height = void 0; // TODO - bit hacky?? if (graphicsData.type === _const.SHAPES.CIRC) { width = circleData.radius; height = circleData.radius; } else { width = circleData.width; height = circleData.height; } if (width === 0 || height === 0) { return; } var totalSegs = Math.floor(30 * Math.sqrt(circleData.radius)) || Math.floor(15 * Math.sqrt(circleData.width + circleData.height)); var seg = Math.PI * 2 / totalSegs; if (graphicsData.fill) { var color = (0, _utils.hex2rgb)(graphicsData.fillColor); var alpha = graphicsData.fillAlpha; var r = color[0] * alpha; var g = color[1] * alpha; var b = color[2] * alpha; var verts = webGLData.points; var indices = webGLData.indices; var vecPos = verts.length / 6; indices.push(vecPos); for (var i = 0; i 196 * width * width) { perp3x = perpx - perp2x; perp3y = perpy - perp2y; dist = Math.sqrt(perp3x * perp3x + perp3y * perp3y); perp3x /= dist; perp3y /= dist; perp3x *= width; perp3y *= width; verts.push(p2x - perp3x * r1, p2y - perp3y * r1); verts.push(r, g, b, alpha); verts.push(p2x + perp3x * r2, p2y + perp3y * r2); verts.push(r, g, b, alpha); verts.push(p2x - perp3x * r2 * r1, p2y - perp3y * r1); verts.push(r, g, b, alpha); indexCount++; } else { verts.push(p2x + (px - p2x) * r1, p2y + (py - p2y) * r1); verts.push(r, g, b, alpha); verts.push(p2x - (px - p2x) * r2, p2y - (py - p2y) * r2); verts.push(r, g, b, alpha); } } p1x = points[(length - 2) * 2]; p1y = points[(length - 2) * 2 + 1]; p2x = points[(length - 1) * 2]; p2y = points[(length - 1) * 2 + 1]; perpx = -(p1y - p2y); perpy = p1x - p2x; dist = Math.sqrt(perpx * perpx + perpy * perpy); perpx /= dist; perpy /= dist; perpx *= width; perpy *= width; verts.push(p2x - perpx * r1, p2y - perpy * r1); verts.push(r, g, b, alpha); verts.push(p2x + perpx * r2, p2y + perpy * r2); verts.push(r, g, b, alpha); indices.push(indexStart); for (var _i = 0; _i = 6) { var holeArray = []; // Process holes.. var holes = graphicsData.holes; for (var i = 0; i 0) { (0, _buildLine2.default)(graphicsData, webGLData, webGLDataNativeLines); } } },{"../../../utils":125,"./buildLine":61,"earcut":2}],63:[function(require,module,exports){ 'use strict'; exports.__esModule = true; exports.default = buildRectangle; var _buildLine = require('./buildLine'); var _buildLine2 = _interopRequireDefault(_buildLine); var _utils = require('../../../utils'); function _interopRequireDefault(obj) { return obj &&obj.__esModule ? obj : { default: obj }; } /** * Builds a rectangle to draw * * Ignored from docs since it is not directly exposed. * * @ignore * @private * @param {PIXI.WebGLGraphicsData} graphicsData - The graphics object containing all the necessary properties * @param {object} webGLData - an object containing all the webGL-specific information to create this shape * @param {object} webGLDataNativeLines - an object containing all the webGL-specific information to create nativeLines */ function buildRectangle(graphicsData, webGLData, webGLDataNativeLines) { // --- // // need to convert points to a nice regular data // var rectData = graphicsData.shape; var x = rectData.x; var y = rectData.y; var width = rectData.width; var height = rectData.height; if (graphicsData.fill) { var color = (0, _utils.hex2rgb)(graphicsData.fillColor); var alpha = graphicsData.fillAlpha; var r = color[0] * alpha; var g = color[1] * alpha; var b = color[2] * alpha; var verts = webGLData.points; var indices = webGLData.indices; var vertPos = verts.length / 6; // start verts.push(x, y); verts.push(r, g, b, alpha); verts.push(x + width, y); verts.push(r, g, b, alpha); verts.push(x, y + height); verts.push(r, g, b, alpha); verts.push(x + width, y + height); verts.push(r, g, b, alpha); // insert 2 dead triangles.. indices.push(vertPos, vertPos, vertPos + 1, vertPos + 2, vertPos + 3, vertPos + 3); } if (graphicsData.lineWidth) { var tempPoints = graphicsData.points; graphicsData.points = [x, y, x + width, y, x + width, y + height, x, y + height, x, y]; (0, _buildLine2.default)(graphicsData, webGLData, webGLDataNativeLines); graphicsData.points = tempPoints; } } },{"../../../utils":125,"./buildLine":61}],64:[function(require,module,exports){ 'use strict'; exports.__esModule = true; exports.default = buildRoundedRectangle; var _earcut = require('earcut'); var _earcut2 = _interopRequireDefault(_earcut); var _buildLine = require('./buildLine'); var _buildLine2 = _interopRequireDefault(_buildLine); var _utils = require('../../../utils'); function _interopRequireDefault(obj) { return obj &&obj.__esModule ? obj : { default: obj }; } /** * Builds a rounded rectangle to draw * * Ignored from docs since it is not directly exposed. * * @ignore * @private * @param {PIXI.WebGLGraphicsData} graphicsData - The graphics object containing all the necessary properties * @param {object} webGLData - an object containing all the webGL-specific information to create this shape * @param {object} webGLDataNativeLines - an object containing all the webGL-specific information to create nativeLines */ function buildRoundedRectangle(graphicsData, webGLData, webGLDataNativeLines) { var rrectData = graphicsData.shape; var x = rrectData.x; var y = rrectData.y; var width = rrectData.width; var height = rrectData.height; var radius = rrectData.radius; var recPoints = []; recPoints.push(x + radius, y); quadraticBezierCurve(x + width - radius, y, x + width, y, x + width, y + radius, recPoints); quadraticBezierCurve(x + width, y + height - radius, x + width, y + height, x + width - radius, y + height, recPoints); quadraticBezierCurve(x + radius, y + height, x, y + height, x, y + height - radius, recPoints); quadraticBezierCurve(x, y + radius, x, y, x + radius + 0.0000000001, y, recPoints); // this tiny number deals with the issue that occurs when points overlap and earcut fails to triangulate the item. // TODO - fix this properly, this is not very elegant.. but it works for now. if (graphicsData.fill) { var color = (0, _utils.hex2rgb)(graphicsData.fillColor); var alpha = graphicsData.fillAlpha; var r = color[0] * alpha; var g = color[1] * alpha; var b = color[2] * alpha; var verts = webGLData.points; var indices = webGLData.indices; var vecPos = verts.length / 6; var triangles = (0, _earcut2.default)(recPoints, null, 2); for (var i = 0, j = triangles.length; i 6 &&arguments[6] !== undefined ? arguments[6] : []; var n = 20; var points = out; var xa = 0; var ya = 0; var xb = 0; var yb = 0; var x = 0; var y = 0; for (var i = 0, j = 0; i <=n; ++i) { j=i / n; / / The Green Line xa=getPt(fromX, cpX, j); ya=getPt(fromY, cpY, j); xb=getPt(cpX, toX, j); yb=getPt(cpY, toY, j); / / The Black Dot x=getPt(xa, xb, j); y=getPt(ya, yb, j); points.push(x, y); } return points; } },{"../../../utils" :125,"./buildLine" :61,"earcut" :2}],65:[function(require,module,exports){'use strict' ; exports.__esModule=true; exports.autoDetectRenderer=exports.Application= exports.Filter=exports.SpriteMaskFilter= exports.Quad=exports.RenderTarget= exports.ObjectRenderer=exports.WebGLManager= exports.Shader=exports.CanvasRenderTarget= exports.TextureUvs=exports.VideoBaseTexture= exports.BaseRenderTexture=exports.RenderTexture= exports.BaseTexture=exports.TextureMatrix= exports.Texture=exports.Spritesheet= exports.CanvasGraphicsRenderer=exports.GraphicsRenderer= exports.GraphicsData=exports.Graphics= exports.TextMetrics=exports.TextStyle= exports.Text=exports.SpriteRenderer= exports.CanvasTinter=exports.CanvasSpriteRenderer= exports.Sprite=exports.TransformBase= exports.TransformStatic=exports.Transform= exports.Container=exports.DisplayObject= exports.Bounds=exports.glCore= exports.WebGLRenderer=exports.CanvasRenderer= exports.ticker=exports.utils= exports.settings=undefined; var _const=require('./const' ); Object.keys(_const).forEach(function (key) { if (key==="default" || key==="__esModule" ) return; Object.defineProperty(exports, key, { enumerable: true, get: function get() { return _const[key]; } }); }); var _math=require('./math' ); Object.keys(_math).forEach(function (key) { if (key==="default" || key==="__esModule" ) return; Object.defineProperty(exports, key, { enumerable: true, get: function get() { return _math[key]; } }); }); var _pixiGlCore=require('pixi-gl-core' ); Object.defineProperty(exports,'glCore' , { enumerable: true, get: function get() { return _interopRequireDefault(_pixiGlCore).default; } }); var _Bounds=require('./display/Bounds' ); Object.defineProperty(exports,'Bounds' , { enumerable: true, get: function get() { return _interopRequireDefault(_Bounds).default; } }); var _DisplayObject=require('./display/DisplayObject' ); Object.defineProperty(exports,'DisplayObject' , { enumerable: true, get: function get() { return _interopRequireDefault(_DisplayObject).default; } }); var _Container=require('./display/Container' ); Object.defineProperty(exports,'Container' , { enumerable: true, get: function get() { return _interopRequireDefault(_Container).default; } }); var _Transform=require('./display/Transform' ); Object.defineProperty(exports,'Transform' , { enumerable: true, get: function get() { return _interopRequireDefault(_Transform).default; } }); var _TransformStatic=require('./display/TransformStatic' ); Object.defineProperty(exports,'TransformStatic' , { enumerable: true, get: function get() { return _interopRequireDefault(_TransformStatic).default; } }); var _TransformBase=require('./display/TransformBase' ); Object.defineProperty(exports,'TransformBase' , { enumerable: true, get: function get() { return _interopRequireDefault(_TransformBase).default; } }); var _Sprite=require('./sprites/Sprite' ); Object.defineProperty(exports,'Sprite' , { enumerable: true, get: function get() { return _interopRequireDefault(_Sprite).default; } }); var _CanvasSpriteRenderer=require('./sprites/canvas/CanvasSpriteRenderer' ); Object.defineProperty(exports,'CanvasSpriteRenderer' , { enumerable: true, get: function get() { return _interopRequireDefault(_CanvasSpriteRenderer).default; } }); var _CanvasTinter=require('./sprites/canvas/CanvasTinter' ); Object.defineProperty(exports,'CanvasTinter' , { enumerable: true, get: function get() { return _interopRequireDefault(_CanvasTinter).default; } }); var _SpriteRenderer=require('./sprites/webgl/SpriteRenderer' ); Object.defineProperty(exports,'SpriteRenderer' , { enumerable: true, get: function get() { return _interopRequireDefault(_SpriteRenderer).default; } }); var _Text=require('./text/Text' ); Object.defineProperty(exports,'Text' , { enumerable: true, get: function get() { return _interopRequireDefault(_Text).default; } }); var _TextStyle=require('./text/TextStyle' ); Object.defineProperty(exports,'TextStyle' , { enumerable: true, get: function get() { return _interopRequireDefault(_TextStyle).default; } }); var _TextMetrics=require('./text/TextMetrics' ); Object.defineProperty(exports,'TextMetrics' , { enumerable: true, get: function get() { return _interopRequireDefault(_TextMetrics).default; } }); var _Graphics=require('./graphics/Graphics' ); Object.defineProperty(exports,'Graphics' , { enumerable: true, get: function get() { return _interopRequireDefault(_Graphics).default; } }); var _GraphicsData=require('./graphics/GraphicsData' ); Object.defineProperty(exports,'GraphicsData' , { enumerable: true, get: function get() { return _interopRequireDefault(_GraphicsData).default; } }); var _GraphicsRenderer=require('./graphics/webgl/GraphicsRenderer' ); Object.defineProperty(exports,'GraphicsRenderer' , { enumerable: true, get: function get() { return _interopRequireDefault(_GraphicsRenderer).default; } }); var _CanvasGraphicsRenderer=require('./graphics/canvas/CanvasGraphicsRenderer' ); Object.defineProperty(exports,'CanvasGraphicsRenderer' , { enumerable: true, get: function get() { return _interopRequireDefault(_CanvasGraphicsRenderer).default; } }); var _Spritesheet=require('./textures/Spritesheet' ); Object.defineProperty(exports,'Spritesheet' , { enumerable: true, get: function get() { return _interopRequireDefault(_Spritesheet).default; } }); var _Texture=require('./textures/Texture' ); Object.defineProperty(exports,'Texture' , { enumerable: true, get: function get() { return _interopRequireDefault(_Texture).default; } }); var _TextureMatrix=require('./textures/TextureMatrix' ); Object.defineProperty(exports,'TextureMatrix' , { enumerable: true, get: function get() { return _interopRequireDefault(_TextureMatrix).default; } }); var _BaseTexture=require('./textures/BaseTexture' ); Object.defineProperty(exports,'BaseTexture' , { enumerable: true, get: function get() { return _interopRequireDefault(_BaseTexture).default; } }); var _RenderTexture=require('./textures/RenderTexture' ); Object.defineProperty(exports,'RenderTexture' , { enumerable: true, get: function get() { return _interopRequireDefault(_RenderTexture).default; } }); var _BaseRenderTexture=require('./textures/BaseRenderTexture' ); Object.defineProperty(exports,'BaseRenderTexture' , { enumerable: true, get: function get() { return _interopRequireDefault(_BaseRenderTexture).default; } }); var _VideoBaseTexture=require('./textures/VideoBaseTexture' ); Object.defineProperty(exports,'VideoBaseTexture' , { enumerable: true, get: function get() { return _interopRequireDefault(_VideoBaseTexture).default; } }); var _TextureUvs=require('./textures/TextureUvs' ); Object.defineProperty(exports,'TextureUvs' , { enumerable: true, get: function get() { return _interopRequireDefault(_TextureUvs).default; } }); var _CanvasRenderTarget=require('./renderers/canvas/utils/CanvasRenderTarget' ); Object.defineProperty(exports,'CanvasRenderTarget' , { enumerable: true, get: function get() { return _interopRequireDefault(_CanvasRenderTarget).default; } }); var _Shader=require('./Shader' ); Object.defineProperty(exports,'Shader' , { enumerable: true, get: function get() { return _interopRequireDefault(_Shader).default; } }); var _WebGLManager=require('./renderers/webgl/managers/WebGLManager' ); Object.defineProperty(exports,'WebGLManager' , { enumerable: true, get: function get() { return _interopRequireDefault(_WebGLManager).default; } }); var _ObjectRenderer=require('./renderers/webgl/utils/ObjectRenderer' ); Object.defineProperty(exports,'ObjectRenderer' , { enumerable: true, get: function get() { return _interopRequireDefault(_ObjectRenderer).default; } }); var _RenderTarget=require('./renderers/webgl/utils/RenderTarget' ); Object.defineProperty(exports,'RenderTarget' , { enumerable: true, get: function get() { return _interopRequireDefault(_RenderTarget).default; } }); var _Quad=require('./renderers/webgl/utils/Quad' ); Object.defineProperty(exports,'Quad' , { enumerable: true, get: function get() { return _interopRequireDefault(_Quad).default; } }); var _SpriteMaskFilter=require('./renderers/webgl/filters/spriteMask/SpriteMaskFilter' ); Object.defineProperty(exports,'SpriteMaskFilter' , { enumerable: true, get: function get() { return _interopRequireDefault(_SpriteMaskFilter).default; } }); var _Filter=require('./renderers/webgl/filters/Filter' ); Object.defineProperty(exports,'Filter' , { enumerable: true, get: function get() { return _interopRequireDefault(_Filter).default; } }); var _Application=require('./Application' ); Object.defineProperty(exports,'Application' , { enumerable: true, get: function get() { return _interopRequireDefault(_Application).default; } }); var _autoDetectRenderer=require('./autoDetectRenderer' ); Object.defineProperty(exports,'autoDetectRenderer' , { enumerable: true, get: function get() { return _autoDetectRenderer.autoDetectRenderer; } }); var _utils=require('./utils' ); var utils=_interopRequireWildcard(_utils); var _ticker=require('./ticker' ); var ticker=_interopRequireWildcard(_ticker); var _settings=require('./settings' ); var _settings2=_interopRequireDefault(_settings); var _CanvasRenderer=require('./renderers/canvas/CanvasRenderer' ); var _CanvasRenderer2=_interopRequireDefault(_CanvasRenderer); var _WebGLRenderer=require('./renderers/webgl/WebGLRenderer' ); var _WebGLRenderer2=_interopRequireDefault(_WebGLRenderer); function _interopRequireWildcard(obj) { if (obj && obj.__esModule) { return obj; } else { var newObj={}; if (obj !=null) { for (var key in obj) { if (Object.prototype.hasOwnProperty.call(obj, key)) newObj[key]=obj[key]; } } newObj.default=obj; return newObj; } } function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } exports.settings=_settings2.default; exports.utils=utils; exports.ticker=ticker; exports.CanvasRenderer=_CanvasRenderer2.default; exports.WebGLRenderer=_WebGLRenderer2.default; /** * @namespace PIXI * / },{"./Application" :43,"./Shader" :44,"./autoDetectRenderer" :45,"./const" :46,"./display/Bounds" :47,"./display/Container" :48,"./display/DisplayObject" :49,"./display/Transform" :50,"./display/TransformBase" :51,"./display/TransformStatic" :52,"./graphics/Graphics" :53,"./graphics/GraphicsData" :54,"./graphics/canvas/CanvasGraphicsRenderer" :55,"./graphics/webgl/GraphicsRenderer" :57,"./math" :70,"./renderers/canvas/CanvasRenderer" :77,"./renderers/canvas/utils/CanvasRenderTarget" :79,"./renderers/webgl/WebGLRenderer" :84,"./renderers/webgl/filters/Filter" :86,"./renderers/webgl/filters/spriteMask/SpriteMaskFilter" :89,"./renderers/webgl/managers/WebGLManager" :93,"./renderers/webgl/utils/ObjectRenderer" :94,"./renderers/webgl/utils/Quad" :95,"./renderers/webgl/utils/RenderTarget" :96,"./settings" :101,"./sprites/Sprite" :102,"./sprites/canvas/CanvasSpriteRenderer" :103,"./sprites/canvas/CanvasTinter" :104,"./sprites/webgl/SpriteRenderer" :106,"./text/Text" :108,"./text/TextMetrics" :109,"./text/TextStyle" :110,"./textures/BaseRenderTexture" :111,"./textures/BaseTexture" :112,"./textures/RenderTexture" :113,"./textures/Spritesheet" :114,"./textures/Texture" :115,"./textures/TextureMatrix" :116,"./textures/TextureUvs" :117,"./textures/VideoBaseTexture" :118,"./ticker" :121,"./utils" :125,"pixi-gl-core" :15}],66:[function(require,module,exports){'use strict' ; exports.__esModule=true; var _Matrix=require('./Matrix' ); var _Matrix2=_interopRequireDefault(_Matrix); function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } var ux=[1, 1, 0, -1, -1, -1, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1]; / / Your friendly neighbour https://en.wikipedia.org/wiki/Dihedral_group of order 16 var uy=[0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 1, 1, 0, -1, -1, -1]; var vx=[0, -1, -1, -1, 0, 1, 1, 1, 0, 1, 1, 1, 0, -1, -1, -1]; var vy=[1, 1, 0, -1, -1, -1, 0, 1, -1, -1, 0, 1, 1, 1, 0, -1]; var tempMatrices=[]; var mul=[]; function signum(x) { if (x < 0) { return -1; } if (x > 0) { return 1; } return 0; } function init() { for (var i = 0; i <16; i++) { var row=[]; mul.push(row); for (var j=0; j < 16; j++) { var _ux = signum(ux[i] * ux[j] + vx[i] * uy[j]); var _uy = signum(uy[i] * ux[j] + vy[i] * uy[j]); var _vx = signum(ux[i] * vx[j] + vx[i] * vy[j]); var _vy = signum(uy[i] * vx[j] + vy[i] * vy[j]); for (var k = 0; k <16; k++) { if (ux[k]=== _ux && uy[k]=== _uy && vx[k]=== _vx && vy[k]=== _vy) { row.push(k); break; } } } } for (var _i=0; _i < 16; _i++) { var mat = new _Matrix2.default(); mat.set(ux[_i], uy[_i], vx[_i], vy[_i], 0, 0); tempMatrices.push(mat); } } init(); /** * Implements Dihedral Group D_8, see [group D4]{@link http://mathworld.wolfram.com/DihedralGroupD4.html}, * D8 is the same but with diagonals. Used for texture rotations. * * Vector xX(i), xY(i) is U-axis of sprite with rotation i * Vector yY(i), yY(i) is V-axis of sprite with rotation i * Rotations: 0 grad (0), 90 grad (2), 180 grad (4), 270 grad (6) * Mirrors: vertical (8), main diagonal (10), horizontal (12), reverse diagonal (14) * This is the small part of gameofbombs.com portal system. It works. * * @author Ivan @ivanpopelyshev * @class * @memberof PIXI */ var GroupD8 = { E: 0, SE: 1, S: 2, SW: 3, W: 4, NW: 5, N: 6, NE: 7, MIRROR_VERTICAL: 8, MIRROR_HORIZONTAL: 12, uX: function uX(ind) { return ux[ind]; }, uY: function uY(ind) { return uy[ind]; }, vX: function vX(ind) { return vx[ind]; }, vY: function vY(ind) { return vy[ind]; }, inv: function inv(rotation) { if (rotation &8) { return rotation &15; } return -rotation &7; }, add: function add(rotationSecond, rotationFirst) { return mul[rotationSecond][rotationFirst]; }, sub: function sub(rotationSecond, rotationFirst) { return mul[rotationSecond][GroupD8.inv(rotationFirst)]; }, /** * Adds 180 degrees to rotation. Commutative operation. * * @memberof PIXI.GroupD8 * @param {number} rotation - The number to rotate. * @returns {number} rotated number */ rotate180: function rotate180(rotation) { return rotation ^ 4; }, /** * Direction of main vector can be horizontal, vertical or diagonal. * Some objects work with vertical directions different. * * @memberof PIXI.GroupD8 * @param {number} rotation - The number to check. * @returns {boolean} Whether or not the direction is vertical */ isVertical: function isVertical(rotation) { return (rotation &3) === 2; }, /** * @memberof PIXI.GroupD8 * @param {number} dx - TODO * @param {number} dy - TODO * * @return {number} TODO */ byDirection: function byDirection(dx, dy) { if (Math.abs(dx) * 2 <=Math.abs(dy)) { if (dy> = 0) { return GroupD8.S; } return GroupD8.N; } else if (Math.abs(dy) * 2 <=Math.abs(dx)) { if (dx> 0) { return GroupD8.E; } return GroupD8.W; } else if (dy > 0) { if (dx > 0) { return GroupD8.SE; } return GroupD8.SW; } else if (dx > 0) { return GroupD8.NE; } return GroupD8.NW; }, /** * Helps sprite to compensate texture packer rotation. * * @memberof PIXI.GroupD8 * @param {PIXI.Matrix} matrix - sprite world matrix * @param {number} rotation - The rotation factor to use. * @param {number} tx - sprite anchoring * @param {number} ty - sprite anchoring */ matrixAppendRotationInv: function matrixAppendRotationInv(matrix, rotation) { var tx = arguments.length > 2 &&arguments[2] !== undefined ? arguments[2] : 0; var ty = arguments.length > 3 &&arguments[3] !== undefined ? arguments[3] : 0; // Packer used "rotation", we use "inv(rotation)" var mat = tempMatrices[GroupD8.inv(rotation)]; mat.tx = tx; mat.ty = ty; matrix.append(mat); } }; exports.default = GroupD8; },{"./Matrix":67}],67:[function(require,module,exports){ 'use strict'; exports.__esModule = true; var _createClass = function () { function defineProperties(target, props) { for (var i = 0; i 0 &&arguments[0] !== undefined ? arguments[0] : 1; var b = arguments.length > 1 &&arguments[1] !== undefined ? arguments[1] : 0; var c = arguments.length > 2 &&arguments[2] !== undefined ? arguments[2] : 0; var d = arguments.length > 3 &&arguments[3] !== undefined ? arguments[3] : 1; var tx = arguments.length > 4 &&arguments[4] !== undefined ? arguments[4] : 0; var ty = arguments.length > 5 &&arguments[5] !== undefined ? arguments[5] : 0; _classCallCheck(this, Matrix); /** * @member {number} * @default 1 */ this.a = a; /** * @member {number} * @default 0 */ this.b = b; /** * @member {number} * @default 0 */ this.c = c; /** * @member {number} * @default 1 */ this.d = d; /** * @member {number} * @default 0 */ this.tx = tx; /** * @member {number} * @default 0 */ this.ty = ty; this.array = null; } /** * Creates a Matrix object based on the given array. The Element to Matrix mapping order is as follows: * * a = array[0] * b = array[1] * c = array[3] * d = array[4] * tx = array[2] * ty = array[5] * * @param {number[]} array - The array that the matrix will be populated from. */ Matrix.prototype.fromArray = function fromArray(array) { this.a = array[0]; this.b = array[1]; this.c = array[3]; this.d = array[4]; this.tx = array[2]; this.ty = array[5]; }; /** * sets the matrix properties * * @param {number} a - Matrix component * @param {number} b - Matrix component * @param {number} c - Matrix component * @param {number} d - Matrix component * @param {number} tx - Matrix component * @param {number} ty - Matrix component * * @return {PIXI.Matrix} This matrix. Good for chaining method calls. */ Matrix.prototype.set = function set(a, b, c, d, tx, ty) { this.a = a; this.b = b; this.c = c; this.d = d; this.tx = tx; this.ty = ty; return this; }; /** * Creates an array from the current Matrix object. * * @param {boolean} transpose - Whether we need to transpose the matrix or not * @param {Float32Array} [out=new Float32Array(9)] - If provided the array will be assigned to out * @return {number[]} the newly created array which contains the matrix */ Matrix.prototype.toArray = function toArray(transpose, out) { if (!this.array) { this.array = new Float32Array(9); } var array = out || this.array; if (transpose) { array[0] = this.a; array[1] = this.b; array[2] = 0; array[3] = this.c; array[4] = this.d; array[5] = 0; array[6] = this.tx; array[7] = this.ty; array[8] = 1; } else { array[0] = this.a; array[1] = this.c; array[2] = this.tx; array[3] = this.b; array[4] = this.d; array[5] = this.ty; array[6] = 0; array[7] = 0; array[8] = 1; } return array; }; /** * Get a new position with the current transformation applied. * Can be used to go from a child's coordinate space to the world coordinate space. (e.g. rendering) * * @param {PIXI.Point} pos - The origin * @param {PIXI.Point} [newPos] - The point that the new position is assigned to (allowed to be same as input) * @return {PIXI.Point} The new point, transformed through this matrix */ Matrix.prototype.apply = function apply(pos, newPos) { newPos = newPos || new _Point2.default(); var x = pos.x; var y = pos.y; newPos.x = this.a * x + this.c * y + this.tx; newPos.y = this.b * x + this.d * y + this.ty; return newPos; }; /** * Get a new position with the inverse of the current transformation applied. * Can be used to go from the world coordinate space to a child's coordinate space. (e.g. input) * * @param {PIXI.Point} pos - The origin * @param {PIXI.Point} [newPos] - The point that the new position is assigned to (allowed to be same as input) * @return {PIXI.Point} The new point, inverse-transformed through this matrix */ Matrix.prototype.applyInverse = function applyInverse(pos, newPos) { newPos = newPos || new _Point2.default(); var id = 1 / (this.a * this.d + this.c * -this.b); var x = pos.x; var y = pos.y; newPos.x = this.d * id * x + -this.c * id * y + (this.ty * this.c - this.tx * this.d) * id; newPos.y = this.a * id * y + -this.b * id * x + (-this.ty * this.a + this.tx * this.b) * id; return newPos; }; /** * Translates the matrix on the x and y. * * @param {number} x How much to translate x by * @param {number} y How much to translate y by * @return {PIXI.Matrix} This matrix. Good for chaining method calls. */ Matrix.prototype.translate = function translate(x, y) { this.tx += x; this.ty += y; return this; }; /** * Applies a scale transformation to the matrix. * * @param {number} x The amount to scale horizontally * @param {number} y The amount to scale vertically * @return {PIXI.Matrix} This matrix. Good for chaining method calls. */ Matrix.prototype.scale = function scale(x, y) { this.a *= x; this.d *= y; this.c *= x; this.b *= y; this.tx *= x; this.ty *= y; return this; }; /** * Applies a rotation transformation to the matrix. * * @param {number} angle - The angle in radians. * @return {PIXI.Matrix} This matrix. Good for chaining method calls. */ Matrix.prototype.rotate = function rotate(angle) { var cos = Math.cos(angle); var sin = Math.sin(angle); var a1 = this.a; var c1 = this.c; var tx1 = this.tx; this.a = a1 * cos - this.b * sin; this.b = a1 * sin + this.b * cos; this.c = c1 * cos - this.d * sin; this.d = c1 * sin + this.d * cos; this.tx = tx1 * cos - this.ty * sin; this.ty = tx1 * sin + this.ty * cos; return this; }; /** * Appends the given Matrix to this Matrix. * * @param {PIXI.Matrix} matrix - The matrix to append. * @return {PIXI.Matrix} This matrix. Good for chaining method calls. */ Matrix.prototype.append = function append(matrix) { var a1 = this.a; var b1 = this.b; var c1 = this.c; var d1 = this.d; this.a = matrix.a * a1 + matrix.b * c1; this.b = matrix.a * b1 + matrix.b * d1; this.c = matrix.c * a1 + matrix.d * c1; this.d = matrix.c * b1 + matrix.d * d1; this.tx = matrix.tx * a1 + matrix.ty * c1 + this.tx; this.ty = matrix.tx * b1 + matrix.ty * d1 + this.ty; return this; }; /** * Sets the matrix based on all the available properties * * @param {number} x - Position on the x axis * @param {number} y - Position on the y axis * @param {number} pivotX - Pivot on the x axis * @param {number} pivotY - Pivot on the y axis * @param {number} scaleX - Scale on the x axis * @param {number} scaleY - Scale on the y axis * @param {number} rotation - Rotation in radians * @param {number} skewX - Skew on the x axis * @param {number} skewY - Skew on the y axis * @return {PIXI.Matrix} This matrix. Good for chaining method calls. */ Matrix.prototype.setTransform = function setTransform(x, y, pivotX, pivotY, scaleX, scaleY, rotation, skewX, skewY) { this.a = Math.cos(rotation + skewY) * scaleX; this.b = Math.sin(rotation + skewY) * scaleX; this.c = -Math.sin(rotation - skewX) * scaleY; this.d = Math.cos(rotation - skewX) * scaleY; this.tx = x - (pivotX * this.a + pivotY * this.c); this.ty = y - (pivotX * this.b + pivotY * this.d); return this; }; /** * Prepends the given Matrix to this Matrix. * * @param {PIXI.Matrix} matrix - The matrix to prepend * @return {PIXI.Matrix} This matrix. Good for chaining method calls. */ Matrix.prototype.prepend = function prepend(matrix) { var tx1 = this.tx; if (matrix.a !== 1 || matrix.b !== 0 || matrix.c !== 0 || matrix.d !== 1) { var a1 = this.a; var c1 = this.c; this.a = a1 * matrix.a + this.b * matrix.c; this.b = a1 * matrix.b + this.b * matrix.d; this.c = c1 * matrix.a + this.d * matrix.c; this.d = c1 * matrix.b + this.d * matrix.d; } this.tx = tx1 * matrix.a + this.ty * matrix.c + matrix.tx; this.ty = tx1 * matrix.b + this.ty * matrix.d + matrix.ty; return this; }; /** * Decomposes the matrix (x, y, scaleX, scaleY, and rotation) and sets the properties on to a transform. * * @param {PIXI.Transform|PIXI.TransformStatic} transform - The transform to apply the properties to. * @return {PIXI.Transform|PIXI.TransformStatic} The transform with the newly applied properties */ Matrix.prototype.decompose = function decompose(transform) { // sort out rotation / skew.. var a = this.a; var b = this.b; var c = this.c; var d = this.d; var skewX = -Math.atan2(-c, d); var skewY = Math.atan2(b, a); var delta = Math.abs(skewX + skewY); if (delta <0.00001 || Math.abs(_const.PI_2 - delta)< 0.00001) { transform.rotation = skewY; transform.skew.x = transform.skew.y = 0; } else { transform.rotation = 0; transform.skew.x = skewX; transform.skew.y = skewY; } // next set scale transform.scale.x = Math.sqrt(a * a + b * b); transform.scale.y = Math.sqrt(c * c + d * d); // next set position transform.position.x = this.tx; transform.position.y = this.ty; return transform; }; /** * Inverts this matrix * * @return {PIXI.Matrix} This matrix. Good for chaining method calls. */ Matrix.prototype.invert = function invert() { var a1 = this.a; var b1 = this.b; var c1 = this.c; var d1 = this.d; var tx1 = this.tx; var n = a1 * d1 - b1 * c1; this.a = d1 / n; this.b = -b1 / n; this.c = -c1 / n; this.d = a1 / n; this.tx = (c1 * this.ty - d1 * tx1) / n; this.ty = -(a1 * this.ty - b1 * tx1) / n; return this; }; /** * Resets this Matix to an identity (default) matrix. * * @return {PIXI.Matrix} This matrix. Good for chaining method calls. */ Matrix.prototype.identity = function identity() { this.a = 1; this.b = 0; this.c = 0; this.d = 1; this.tx = 0; this.ty = 0; return this; }; /** * Creates a new Matrix object with the same values as this one. * * @return {PIXI.Matrix} A copy of this matrix. Good for chaining method calls. */ Matrix.prototype.clone = function clone() { var matrix = new Matrix(); matrix.a = this.a; matrix.b = this.b; matrix.c = this.c; matrix.d = this.d; matrix.tx = this.tx; matrix.ty = this.ty; return matrix; }; /** * Changes the values of the given matrix to be the same as the ones in this matrix * * @param {PIXI.Matrix} matrix - The matrix to copy from. * @return {PIXI.Matrix} The matrix given in parameter with its values updated. */ Matrix.prototype.copy = function copy(matrix) { matrix.a = this.a; matrix.b = this.b; matrix.c = this.c; matrix.d = this.d; matrix.tx = this.tx; matrix.ty = this.ty; return matrix; }; /** * A default (identity) matrix * * @static * @const */ _createClass(Matrix, null, [{ key: 'IDENTITY', get: function get() { return new Matrix(); } /** * A temp matrix * * @static * @const */ }, { key: 'TEMP_MATRIX', get: function get() { return new Matrix(); } }]); return Matrix; }(); exports.default = Matrix; },{"../const":46,"./Point":69}],68:[function(require,module,exports){ "use strict"; exports.__esModule = true; var _createClass = function () { function defineProperties(target, props) { for (var i = 0; i 2 && arguments[2] !== undefined ? arguments[2] : 0; var y = arguments.length > 3 && arguments[3] !== undefined ? arguments[3] : 0; _classCallCheck(this, ObservablePoint); this._x = x; this._y = y; this.cb = cb; this.scope = scope; } /** * Creates a clone of this point. * The callback and scope params can be overidden otherwise they will default * to the clone object' s values. * * @override * @param {Function} [cb=null] - callback when changed * @param {object} [scope=null] - owner of callback * @return {PIXI.ObservablePoint} a copy of the point * / ObservablePoint.prototype.clone=function clone() { var cb=arguments.length> 0 &&arguments[0] !== undefined ? arguments[0] : null; var scope = arguments.length > 1 &&arguments[1] !== undefined ? arguments[1] : null; var _cb = cb || this.cb; var _scope = scope || this.scope; return new ObservablePoint(_cb, _scope, this._x, this._y); }; /** * Sets the point to a new x and y position. * If y is omitted, both x and y will be set to x. * * @param {number} [x=0] - position of the point on the x axis * @param {number} [y=0] - position of the point on the y axis */ ObservablePoint.prototype.set = function set(x, y) { var _x = x || 0; var _y = y || (y !== 0 ? _x : 0); if (this._x !== _x || this._y !== _y) { this._x = _x; this._y = _y; this.cb.call(this.scope); } }; /** * Copies the data from another point * * @param {PIXI.Point|PIXI.ObservablePoint} point - point to copy from */ ObservablePoint.prototype.copy = function copy(point) { if (this._x !== point.x || this._y !== point.y) { this._x = point.x; this._y = point.y; this.cb.call(this.scope); } }; /** * Returns true if the given point is equal to this point * * @param {PIXI.Point|PIXI.ObservablePoint} p - The point to check * @returns {boolean} Whether the given point equal to this point */ ObservablePoint.prototype.equals = function equals(p) { return p.x === this._x &&p.y === this._y; }; /** * The position of the displayObject on the x axis relative to the local coordinates of the parent. * * @member {number} */ _createClass(ObservablePoint, [{ key: "x", get: function get() { return this._x; }, set: function set(value) // eslint-disable-line require-jsdoc { if (this._x !== value) { this._x = value; this.cb.call(this.scope); } } /** * The position of the displayObject on the x axis relative to the local coordinates of the parent. * * @member {number} */ }, { key: "y", get: function get() { return this._y; }, set: function set(value) // eslint-disable-line require-jsdoc { if (this._y !== value) { this._y = value; this.cb.call(this.scope); } } }]); return ObservablePoint; }(); exports.default = ObservablePoint; },{}],69:[function(require,module,exports){ "use strict"; exports.__esModule = true; function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } /** * The Point object represents a location in a two-dimensional coordinate system, where x represents * the horizontal axis and y represents the vertical axis. * * @class * @memberof PIXI */ var Point = function () { /** * @param {number} [x=0] - position of the point on the x axis * @param {number} [y=0] - position of the point on the y axis */ function Point() { var x = arguments.length > 0 &&arguments[0] !== undefined ? arguments[0] : 0; var y = arguments.length > 1 &&arguments[1] !== undefined ? arguments[1] : 0; _classCallCheck(this, Point); /** * @member {number} * @default 0 */ this.x = x; /** * @member {number} * @default 0 */ this.y = y; } /** * Creates a clone of this point * * @return {PIXI.Point} a copy of the point */ Point.prototype.clone = function clone() { return new Point(this.x, this.y); }; /** * Copies x and y from the given point * * @param {PIXI.Point} p - The point to copy. */ Point.prototype.copy = function copy(p) { this.set(p.x, p.y); }; /** * Returns true if the given point is equal to this point * * @param {PIXI.Point} p - The point to check * @returns {boolean} Whether the given point equal to this point */ Point.prototype.equals = function equals(p) { return p.x === this.x &&p.y === this.y; }; /** * Sets the point to a new x and y position. * If y is omitted, both x and y will be set to x. * * @param {number} [x=0] - position of the point on the x axis * @param {number} [y=0] - position of the point on the y axis */ Point.prototype.set = function set(x, y) { this.x = x || 0; this.y = y || (y !== 0 ? this.x : 0); }; return Point; }(); exports.default = Point; },{}],70:[function(require,module,exports){ 'use strict'; exports.__esModule = true; var _Point = require('./Point'); Object.defineProperty(exports, 'Point', { enumerable: true, get: function get() { return _interopRequireDefault(_Point).default; } }); var _ObservablePoint = require('./ObservablePoint'); Object.defineProperty(exports, 'ObservablePoint', { enumerable: true, get: function get() { return _interopRequireDefault(_ObservablePoint).default; } }); var _Matrix = require('./Matrix'); Object.defineProperty(exports, 'Matrix', { enumerable: true, get: function get() { return _interopRequireDefault(_Matrix).default; } }); var _GroupD = require('./GroupD8'); Object.defineProperty(exports, 'GroupD8', { enumerable: true, get: function get() { return _interopRequireDefault(_GroupD).default; } }); var _Circle = require('./shapes/Circle'); Object.defineProperty(exports, 'Circle', { enumerable: true, get: function get() { return _interopRequireDefault(_Circle).default; } }); var _Ellipse = require('./shapes/Ellipse'); Object.defineProperty(exports, 'Ellipse', { enumerable: true, get: function get() { return _interopRequireDefault(_Ellipse).default; } }); var _Polygon = require('./shapes/Polygon'); Object.defineProperty(exports, 'Polygon', { enumerable: true, get: function get() { return _interopRequireDefault(_Polygon).default; } }); var _Rectangle = require('./shapes/Rectangle'); Object.defineProperty(exports, 'Rectangle', { enumerable: true, get: function get() { return _interopRequireDefault(_Rectangle).default; } }); var _RoundedRectangle = require('./shapes/RoundedRectangle'); Object.defineProperty(exports, 'RoundedRectangle', { enumerable: true, get: function get() { return _interopRequireDefault(_RoundedRectangle).default; } }); function _interopRequireDefault(obj) { return obj &&obj.__esModule ? obj : { default: obj }; } },{"./GroupD8":66,"./Matrix":67,"./ObservablePoint":68,"./Point":69,"./shapes/Circle":71,"./shapes/Ellipse":72,"./shapes/Polygon":73,"./shapes/Rectangle":74,"./shapes/RoundedRectangle":75}],71:[function(require,module,exports){ 'use strict'; exports.__esModule = true; var _Rectangle = require('./Rectangle'); var _Rectangle2 = _interopRequireDefault(_Rectangle); var _const = require('../../const'); function _interopRequireDefault(obj) { return obj &&obj.__esModule ? obj : { default: obj }; } function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } /** * The Circle object can be used to specify a hit area for displayObjects * * @class * @memberof PIXI */ var Circle = function () { /** * @param {number} [x=0] - The X coordinate of the center of this circle * @param {number} [y=0] - The Y coordinate of the center of this circle * @param {number} [radius=0] - The radius of the circle */ function Circle() { var x = arguments.length > 0 &&arguments[0] !== undefined ? arguments[0] : 0; var y = arguments.length > 1 &&arguments[1] !== undefined ? arguments[1] : 0; var radius = arguments.length > 2 &&arguments[2] !== undefined ? arguments[2] : 0; _classCallCheck(this, Circle); /** * @member {number} * @default 0 */ this.x = x; /** * @member {number} * @default 0 */ this.y = y; /** * @member {number} * @default 0 */ this.radius = radius; /** * The type of the object, mainly used to avoid `instanceof` checks * * @member {number} * @readOnly * @default PIXI.SHAPES.CIRC * @see PIXI.SHAPES */ this.type = _const.SHAPES.CIRC; } /** * Creates a clone of this Circle instance * * @return {PIXI.Circle} a copy of the Circle */ Circle.prototype.clone = function clone() { return new Circle(this.x, this.y, this.radius); }; /** * Checks whether the x and y coordinates given are contained within this circle * * @param {number} x - The X coordinate of the point to test * @param {number} y - The Y coordinate of the point to test * @return {boolean} Whether the x/y coordinates are within this Circle */ Circle.prototype.contains = function contains(x, y) { if (this.radius <=0) { return false; } var r2=this.radius * this.radius; var dx=this.x - x; var dy=this.y - y; dx *=dx; dy *=dy; return dx + dy <= r2; }; /** * Returns the framing rectangle of the circle as a Rectangle object * * @return {PIXI.Rectangle} the framing rectangle */ Circle.prototype.getBounds = function getBounds() { return new _Rectangle2.default(this.x - this.radius, this.y - this.radius, this.radius * 2, this.radius * 2); }; return Circle; }(); exports.default = Circle; },{"../../const":46,"./Rectangle":74}],72:[function(require,module,exports){ 'use strict'; exports.__esModule = true; var _Rectangle = require('./Rectangle'); var _Rectangle2 = _interopRequireDefault(_Rectangle); var _const = require('../../const'); function _interopRequireDefault(obj) { return obj &&obj.__esModule ? obj : { default: obj }; } function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } /** * The Ellipse object can be used to specify a hit area for displayObjects * * @class * @memberof PIXI */ var Ellipse = function () { /** * @param {number} [x=0] - The X coordinate of the center of this ellipse * @param {number} [y=0] - The Y coordinate of the center of this ellipse * @param {number} [halfWidth=0] - The half width of this ellipse * @param {number} [halfHeight=0] - The half height of this ellipse */ function Ellipse() { var x = arguments.length > 0 &&arguments[0] !== undefined ? arguments[0] : 0; var y = arguments.length > 1 &&arguments[1] !== undefined ? arguments[1] : 0; var halfWidth = arguments.length > 2 &&arguments[2] !== undefined ? arguments[2] : 0; var halfHeight = arguments.length > 3 &&arguments[3] !== undefined ? arguments[3] : 0; _classCallCheck(this, Ellipse); /** * @member {number} * @default 0 */ this.x = x; /** * @member {number} * @default 0 */ this.y = y; /** * @member {number} * @default 0 */ this.width = halfWidth; /** * @member {number} * @default 0 */ this.height = halfHeight; /** * The type of the object, mainly used to avoid `instanceof` checks * * @member {number} * @readOnly * @default PIXI.SHAPES.ELIP * @see PIXI.SHAPES */ this.type = _const.SHAPES.ELIP; } /** * Creates a clone of this Ellipse instance * * @return {PIXI.Ellipse} a copy of the ellipse */ Ellipse.prototype.clone = function clone() { return new Ellipse(this.x, this.y, this.width, this.height); }; /** * Checks whether the x and y coordinates given are contained within this ellipse * * @param {number} x - The X coordinate of the point to test * @param {number} y - The Y coordinate of the point to test * @return {boolean} Whether the x/y coords are within this ellipse */ Ellipse.prototype.contains = function contains(x, y) { if (this.width <=0 || this.height <= 0) { return false; } // normalize the coords to an ellipse with center 0,0 var normx = (x - this.x) / this.width; var normy = (y - this.y) / this.height; normx *= normx; normy *= normy; return normx + normy <=1; }; /** * Returns the framing rectangle of the ellipse as a Rectangle object * * @return {PIXI.Rectangle} the framing rectangle * / Ellipse.prototype.getBounds=function getBounds() { return new _Rectangle2.default(this.x - this.width, this.y - this.height, this.width, this.height); }; return Ellipse; }(); exports.default=Ellipse; },{"../../const" :46,"./Rectangle" :74}],73:[function(require,module,exports){'use strict' ; exports.__esModule=true; var _Point=require('../Point' ); var _Point2=_interopRequireDefault(_Point); var _const=require('../../const' ); function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function" ); } } /** * @class * @memberof PIXI * / var Polygon=function () { /** * @param {PIXI.Point[]|number[]} points - This can be an array of Points * that form the polygon, a flat array of numbers that will be interpreted as [x,y, x,y, ...], or * the arguments passed can be all the points of the polygon e.g. * `new PIXI.Polygon(new PIXI.Point(), new PIXI.Point(), ...)`, or the arguments passed can be flat * x,y values e.g. `new Polygon(x,y, x,y, x,y, ...)` where `x` and `y` are Numbers. * / function Polygon() { for (var _len=arguments.length, points=Array(_len), _key=0; _key < _len; _key++) { points[_key] = arguments[_key]; } _classCallCheck(this, Polygon); if (Array.isArray(points[0])) { points = points[0]; } // if this is an array of points, convert it to a flat array of numbers if (points[0] instanceof _Point2.default) { var p = []; for (var i = 0, il = points.length; i y !== yj > y &&x <(xj - xi) * ((y - yi) / (yj - yi)) + xi; if (intersect) { inside=!inside; } } return inside; }; return Polygon; }(); exports.default=Polygon; },{"../../const" :46,"../Point" :69}],74:[function(require,module,exports){'use strict' ; exports.__esModule=true; var _createClass=function () { function defineProperties(target, props) { for (var i=0; i < props.length; i++) { var descriptor = props[i]; descriptor.enumerable = descriptor.enumerable || false; descriptor.configurable = true; if ("value" in descriptor) descriptor.writable = true; Object.defineProperty(target, descriptor.key, descriptor); } } return function (Constructor, protoProps, staticProps) { if (protoProps) defineProperties(Constructor.prototype, protoProps); if (staticProps) defineProperties(Constructor, staticProps); return Constructor; }; }(); var _const = require('../../const'); function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } /** * Rectangle object is an area defined by its position, as indicated by its top-left corner * point (x, y) and by its width and its height. * * @class * @memberof PIXI */ var Rectangle = function () { /** * @param {number} [x=0] - The X coordinate of the upper-left corner of the rectangle * @param {number} [y=0] - The Y coordinate of the upper-left corner of the rectangle * @param {number} [width=0] - The overall width of this rectangle * @param {number} [height=0] - The overall height of this rectangle */ function Rectangle() { var x = arguments.length > 0 &&arguments[0] !== undefined ? arguments[0] : 0; var y = arguments.length > 1 &&arguments[1] !== undefined ? arguments[1] : 0; var width = arguments.length > 2 &&arguments[2] !== undefined ? arguments[2] : 0; var height = arguments.length > 3 &&arguments[3] !== undefined ? arguments[3] : 0; _classCallCheck(this, Rectangle); /** * @member {number} * @default 0 */ this.x = Number(x); /** * @member {number} * @default 0 */ this.y = Number(y); /** * @member {number} * @default 0 */ this.width = Number(width); /** * @member {number} * @default 0 */ this.height = Number(height); /** * The type of the object, mainly used to avoid `instanceof` checks * * @member {number} * @readOnly * @default PIXI.SHAPES.RECT * @see PIXI.SHAPES */ this.type = _const.SHAPES.RECT; } /** * returns the left edge of the rectangle * * @member {number} */ /** * Creates a clone of this Rectangle * * @return {PIXI.Rectangle} a copy of the rectangle */ Rectangle.prototype.clone = function clone() { return new Rectangle(this.x, this.y, this.width, this.height); }; /** * Copies another rectangle to this one. * * @param {PIXI.Rectangle} rectangle - The rectangle to copy. * @return {PIXI.Rectangle} Returns itself. */ Rectangle.prototype.copy = function copy(rectangle) { this.x = rectangle.x; this.y = rectangle.y; this.width = rectangle.width; this.height = rectangle.height; return this; }; /** * Checks whether the x and y coordinates given are contained within this Rectangle * * @param {number} x - The X coordinate of the point to test * @param {number} y - The Y coordinate of the point to test * @return {boolean} Whether the x/y coordinates are within this Rectangle */ Rectangle.prototype.contains = function contains(x, y) { if (this.width <=0 || this.height <= 0) { return false; } if (x >= this.x &&x = this.y &&y 0 &&arguments[0] !== undefined ? arguments[0] : 1; var eps = arguments.length > 1 &&arguments[1] !== undefined ? arguments[1] : 0.001; var x2 = Math.ceil((this.x + this.width - eps) * resolution) / resolution; var y2 = Math.ceil((this.y + this.height - eps) * resolution) / resolution; this.x = Math.floor((this.x + eps) * resolution) / resolution; this.y = Math.floor((this.y + eps) * resolution) / resolution; this.width = x2 - this.x; this.height = y2 - this.y; }; _createClass(Rectangle, [{ key: 'left', get: function get() { return this.x; } /** * returns the right edge of the rectangle * * @member {number} */ }, { key: 'right', get: function get() { return this.x + this.width; } /** * returns the top edge of the rectangle * * @member {number} */ }, { key: 'top', get: function get() { return this.y; } /** * returns the bottom edge of the rectangle * * @member {number} */ }, { key: 'bottom', get: function get() { return this.y + this.height; } /** * A constant empty rectangle. * * @static * @constant */ }], [{ key: 'EMPTY', get: function get() { return new Rectangle(0, 0, 0, 0); } }]); return Rectangle; }(); exports.default = Rectangle; },{"../../const":46}],75:[function(require,module,exports){ 'use strict'; exports.__esModule = true; var _const = require('../../const'); function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } /** * The Rounded Rectangle object is an area that has nice rounded corners, as indicated by its * top-left corner point (x, y) and by its width and its height and its radius. * * @class * @memberof PIXI */ var RoundedRectangle = function () { /** * @param {number} [x=0] - The X coordinate of the upper-left corner of the rounded rectangle * @param {number} [y=0] - The Y coordinate of the upper-left corner of the rounded rectangle * @param {number} [width=0] - The overall width of this rounded rectangle * @param {number} [height=0] - The overall height of this rounded rectangle * @param {number} [radius=20] - Controls the radius of the rounded corners */ function RoundedRectangle() { var x = arguments.length > 0 &&arguments[0] !== undefined ? arguments[0] : 0; var y = arguments.length > 1 &&arguments[1] !== undefined ? arguments[1] : 0; var width = arguments.length > 2 &&arguments[2] !== undefined ? arguments[2] : 0; var height = arguments.length > 3 &&arguments[3] !== undefined ? arguments[3] : 0; var radius = arguments.length > 4 &&arguments[4] !== undefined ? arguments[4] : 20; _classCallCheck(this, RoundedRectangle); /** * @member {number} * @default 0 */ this.x = x; /** * @member {number} * @default 0 */ this.y = y; /** * @member {number} * @default 0 */ this.width = width; /** * @member {number} * @default 0 */ this.height = height; /** * @member {number} * @default 20 */ this.radius = radius; /** * The type of the object, mainly used to avoid `instanceof` checks * * @member {number} * @readonly * @default PIXI.SHAPES.RREC * @see PIXI.SHAPES */ this.type = _const.SHAPES.RREC; } /** * Creates a clone of this Rounded Rectangle * * @return {PIXI.RoundedRectangle} a copy of the rounded rectangle */ RoundedRectangle.prototype.clone = function clone() { return new RoundedRectangle(this.x, this.y, this.width, this.height, this.radius); }; /** * Checks whether the x and y coordinates given are contained within this Rounded Rectangle * * @param {number} x - The X coordinate of the point to test * @param {number} y - The Y coordinate of the point to test * @return {boolean} Whether the x/y coordinates are within this Rounded Rectangle */ RoundedRectangle.prototype.contains = function contains(x, y) { if (this.width <=0 || this.height <= 0) { return false; } if (x >= this.x &&x <=this.x + this.width) { if (y> = this.y &&y <=this.y + this.height) { if (y> = this.y + this.radius &&y <=this.y + this.height - this.radius || x> = this.x + this.radius &&x <=this.x + this.width - this.radius) { return true; } var dx=x - (this.x + this.radius); var dy=y - (this.y + this.radius); var radius2=this.radius * this.radius; if (dx * dx + dy * dy <= radius2) { return true; } dx = x - (this.x + this.width - this.radius); if (dx * dx + dy * dy <=radius2) { return true; } dy=y - (this.y + this.height - this.radius); if (dx * dx + dy * dy <= radius2) { return true; } dx = x - (this.x + this.radius); if (dx * dx + dy * dy <=radius2) { return true; } } } return false; }; return RoundedRectangle; }(); exports.default=RoundedRectangle; },{"../../const" :46}],76:[function(require,module,exports){'use strict' ; exports.__esModule=true; var _createClass=function () { function defineProperties(target, props) { for (var i=0; i < props.length; i++) { var descriptor = props[i]; descriptor.enumerable = descriptor.enumerable || false; descriptor.configurable = true; if ("value" in descriptor) descriptor.writable = true; Object.defineProperty(target, descriptor.key, descriptor); } } return function (Constructor, protoProps, staticProps) { if (protoProps) defineProperties(Constructor.prototype, protoProps); if (staticProps) defineProperties(Constructor, staticProps); return Constructor; }; }(); var _utils = require('../utils'); var _math = require('../math'); var _const = require('../const'); var _settings = require('../settings'); var _settings2 = _interopRequireDefault(_settings); var _Container = require('../display/Container'); var _Container2 = _interopRequireDefault(_Container); var _RenderTexture = require('../textures/RenderTexture'); var _RenderTexture2 = _interopRequireDefault(_RenderTexture); var _eventemitter = require('eventemitter3'); var _eventemitter2 = _interopRequireDefault(_eventemitter); function _interopRequireDefault(obj) { return obj &&obj.__esModule ? obj : { default: obj }; } function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } function _possibleConstructorReturn(self, call) { if (!self) { throw new ReferenceError("this hasn't been initialised - super() hasn't been called"); } return call &&(typeof call === "object" || typeof call === "function") ? call : self; } function _inherits(subClass, superClass) { if (typeof superClass !== "function" &&superClass !== null) { throw new TypeError("Super expression must either be null or a function, not " + typeof superClass); } subClass.prototype = Object.create(superClass &&superClass.prototype, { constructor: { value: subClass, enumerable: false, writable: true, configurable: true } }); if (superClass) Object.setPrototypeOf ? Object.setPrototypeOf(subClass, superClass) : subClass.__proto__ = superClass; } var tempMatrix = new _math.Matrix(); /** * The SystemRenderer is the base for a PixiJS Renderer. It is extended by the {@link PIXI.CanvasRenderer} * and {@link PIXI.WebGLRenderer} which can be used for rendering a PixiJS scene. * * @abstract * @class * @extends EventEmitter * @memberof PIXI */ var SystemRenderer = function (_EventEmitter) { _inherits(SystemRenderer, _EventEmitter); // eslint-disable-next-line valid-jsdoc /** * @param {string} system - The name of the system this renderer is for. * @param {object} [options] - The optional renderer parameters * @param {number} [options.width=800] - the width of the screen * @param {number} [options.height=600] - the height of the screen * @param {HTMLCanvasElement} [options.view] - the canvas to use as a view, optional * @param {boolean} [options.transparent=false] - If the render view is transparent, default false * @param {boolean} [options.autoResize=false] - If the render view is automatically resized, default false * @param {boolean} [options.antialias=false] - sets antialias (only applicable in chrome at the moment) * @param {number} [options.resolution=1] - The resolution / device pixel ratio of the renderer. The * resolution of the renderer retina would be 2. * @param {boolean} [options.preserveDrawingBuffer=false] - enables drawing buffer preservation, * enable this if you need to call toDataUrl on the webgl context. * @param {boolean} [options.clearBeforeRender=true] - This sets if the renderer will clear the canvas or * not before the new render pass. * @param {number} [options.backgroundColor=0x000000] - The background color of the rendered area * (shown if not transparent). * @param {boolean} [options.roundPixels=false] - If true PixiJS will Math.floor() x/y values when rendering, * stopping pixel interpolation. */ function SystemRenderer(system, options, arg2, arg3) { _classCallCheck(this, SystemRenderer); var _this = _possibleConstructorReturn(this, _EventEmitter.call(this)); (0, _utils.sayHello)(system); // Support for constructor(system, screenWidth, screenHeight, options) if (typeof options === 'number') { options = Object.assign({ width: options, height: arg2 || _settings2.default.RENDER_OPTIONS.height }, arg3); } // Add the default render options options = Object.assign({}, _settings2.default.RENDER_OPTIONS, options); /** * The supplied constructor options. * * @member {Object} * @readOnly */ _this.options = options; /** * The type of the renderer. * * @member {number} * @default PIXI.RENDERER_TYPE.UNKNOWN * @see PIXI.RENDERER_TYPE */ _this.type = _const.RENDERER_TYPE.UNKNOWN; /** * Measurements of the screen. (0, 0, screenWidth, screenHeight) * * Its safe to use as filterArea or hitArea for whole stage * * @member {PIXI.Rectangle} */ _this.screen = new _math.Rectangle(0, 0, options.width, options.height); /** * The canvas element that everything is drawn to * * @member {HTMLCanvasElement} */ _this.view = options.view || document.createElement('canvas'); /** * The resolution / device pixel ratio of the renderer * * @member {number} * @default 1 */ _this.resolution = options.resolution || _settings2.default.RESOLUTION; /** * Whether the render view is transparent * * @member {boolean} */ _this.transparent = options.transparent; /** * Whether css dimensions of canvas view should be resized to screen dimensions automatically * * @member {boolean} */ _this.autoResize = options.autoResize || false; /** * Tracks the blend modes useful for this renderer. * * @member {object } */ _this.blendModes = null; /** * The value of the preserveDrawingBuffer flag affects whether or not the contents of * the stencil buffer is retained after rendering. * * @member {boolean} */ _this.preserveDrawingBuffer = options.preserveDrawingBuffer; /** * This sets if the CanvasRenderer will clear the canvas or not before the new render pass. * If the scene is NOT transparent PixiJS will use a canvas sized fillRect operation every * frame to set the canvas background color. If the scene is transparent PixiJS will use clearRect * to clear the canvas every frame. Disable this by setting this to false. For example if * your game has a canvas filling background image you often don't need this set. * * @member {boolean} * @default */ _this.clearBeforeRender = options.clearBeforeRender; /** * If true PixiJS will Math.floor() x/y values when rendering, stopping pixel interpolation. * Handy for crisp pixel art and speed on legacy devices. * * @member {boolean} */ _this.roundPixels = options.roundPixels; /** * The background color as a number. * * @member {number} * @private */ _this._backgroundColor = 0x000000; /** * The background color as an [R, G, B] array. * * @member {number[]} * @private */ _this._backgroundColorRgba = [0, 0, 0, 0]; /** * The background color as a string. * * @member {string} * @private */ _this._backgroundColorString = '#000000'; _this.backgroundColor = options.backgroundColor || _this._backgroundColor; // run bg color setter /** * This temporary display object used as the parent of the currently being rendered item * * @member {PIXI.DisplayObject} * @private */ _this._tempDisplayObjectParent = new _Container2.default(); /** * The last root object that the renderer tried to render. * * @member {PIXI.DisplayObject} * @private */ _this._lastObjectRendered = _this._tempDisplayObjectParent; return _this; } /** * Same as view.width, actual number of pixels in the canvas by horizontal * * @member {number} * @readonly * @default 800 */ /** * Resizes the screen and canvas to the specified width and height * Canvas dimensions are multiplied by resolution * * @param {number} screenWidth - the new width of the screen * @param {number} screenHeight - the new height of the screen */ SystemRenderer.prototype.resize = function resize(screenWidth, screenHeight) { this.screen.width = screenWidth; this.screen.height = screenHeight; this.view.width = screenWidth * this.resolution; this.view.height = screenHeight * this.resolution; if (this.autoResize) { this.view.style.width = screenWidth + 'px'; this.view.style.height = screenHeight + 'px'; } }; /** * Useful function that returns a texture of the display object that can then be used to create sprites * This can be quite useful if your displayObject is complicated and needs to be reused multiple times. * * @param {PIXI.DisplayObject} displayObject - The displayObject the object will be generated from * @param {number} scaleMode - Should be one of the scaleMode consts * @param {number} resolution - The resolution / device pixel ratio of the texture being generated * @param {PIXI.Rectangle} [region] - The region of the displayObject, that shall be rendered, * if no region is specified, defaults to the local bounds of the displayObject. * @return {PIXI.Texture} a texture of the graphics object */ SystemRenderer.prototype.generateTexture = function generateTexture(displayObject, scaleMode, resolution, region) { region = region || displayObject.getLocalBounds(); var renderTexture = _RenderTexture2.default.create(region.width | 0, region.height | 0, scaleMode, resolution); tempMatrix.tx = -region.x; tempMatrix.ty = -region.y; this.render(displayObject, renderTexture, false, tempMatrix, !!displayObject.parent); return renderTexture; }; /** * Removes everything from the renderer and optionally removes the Canvas DOM element. * * @param {boolean} [removeView=false] - Removes the Canvas element from the DOM. */ SystemRenderer.prototype.destroy = function destroy(removeView) { if (removeView &&this.view.parentNode) { this.view.parentNode.removeChild(this.view); } this.type = _const.RENDERER_TYPE.UNKNOWN; this.view = null; this.screen = null; this.resolution = 0; this.transparent = false; this.autoResize = false; this.blendModes = null; this.options = null; this.preserveDrawingBuffer = false; this.clearBeforeRender = false; this.roundPixels = false; this._backgroundColor = 0; this._backgroundColorRgba = null; this._backgroundColorString = null; this._tempDisplayObjectParent = null; this._lastObjectRendered = null; }; /** * The background color to fill if not transparent * * @member {number} */ _createClass(SystemRenderer, [{ key: 'width', get: function get() { return this.view.width; } /** * Same as view.height, actual number of pixels in the canvas by vertical * * @member {number} * @readonly * @default 600 */ }, { key: 'height', get: function get() { return this.view.height; } }, { key: 'backgroundColor', get: function get() { return this._backgroundColor; }, set: function set(value) // eslint-disable-line require-jsdoc { this._backgroundColor = value; this._backgroundColorString = (0, _utils.hex2string)(value); (0, _utils.hex2rgb)(value, this._backgroundColorRgba); } }]); return SystemRenderer; }(_eventemitter2.default); exports.default = SystemRenderer; },{"../const":46,"../display/Container":48,"../math":70,"../settings":101,"../textures/RenderTexture":113,"../utils":125,"eventemitter3":3}],77:[function(require,module,exports){ 'use strict'; exports.__esModule = true; var _SystemRenderer2 = require('../SystemRenderer'); var _SystemRenderer3 = _interopRequireDefault(_SystemRenderer2); var _CanvasMaskManager = require('./utils/CanvasMaskManager'); var _CanvasMaskManager2 = _interopRequireDefault(_CanvasMaskManager); var _CanvasRenderTarget = require('./utils/CanvasRenderTarget'); var _CanvasRenderTarget2 = _interopRequireDefault(_CanvasRenderTarget); var _mapCanvasBlendModesToPixi = require('./utils/mapCanvasBlendModesToPixi'); var _mapCanvasBlendModesToPixi2 = _interopRequireDefault(_mapCanvasBlendModesToPixi); var _utils = require('../../utils'); var _const = require('../../const'); var _settings = require('../../settings'); var _settings2 = _interopRequireDefault(_settings); function _interopRequireDefault(obj) { return obj &&obj.__esModule ? obj : { default: obj }; } function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } function _possibleConstructorReturn(self, call) { if (!self) { throw new ReferenceError("this hasn't been initialised - super() hasn't been called"); } return call &&(typeof call === "object" || typeof call === "function") ? call : self; } function _inherits(subClass, superClass) { if (typeof superClass !== "function" &&superClass !== null) { throw new TypeError("Super expression must either be null or a function, not " + typeof superClass); } subClass.prototype = Object.create(superClass &&superClass.prototype, { constructor: { value: subClass, enumerable: false, writable: true, configurable: true } }); if (superClass) Object.setPrototypeOf ? Object.setPrototypeOf(subClass, superClass) : subClass.__proto__ = superClass; } /** * The CanvasRenderer draws the scene and all its content onto a 2d canvas. This renderer should * be used for browsers that do not support WebGL. Don't forget to add the CanvasRenderer.view to * your DOM or you will not see anything :) * * @class * @memberof PIXI * @extends PIXI.SystemRenderer */ var CanvasRenderer = function (_SystemRenderer) { _inherits(CanvasRenderer, _SystemRenderer); // eslint-disable-next-line valid-jsdoc /** * @param {object} [options] - The optional renderer parameters * @param {number} [options.width=800] - the width of the screen * @param {number} [options.height=600] - the height of the screen * @param {HTMLCanvasElement} [options.view] - the canvas to use as a view, optional * @param {boolean} [options.transparent=false] - If the render view is transparent, default false * @param {boolean} [options.autoResize=false] - If the render view is automatically resized, default false * @param {boolean} [options.antialias=false] - sets antialias (only applicable in chrome at the moment) * @param {number} [options.resolution=1] - The resolution / device pixel ratio of the renderer. The * resolution of the renderer retina would be 2. * @param {boolean} [options.preserveDrawingBuffer=false] - enables drawing buffer preservation, * enable this if you need to call toDataUrl on the webgl context. * @param {boolean} [options.clearBeforeRender=true] - This sets if the renderer will clear the canvas or * not before the new render pass. * @param {number} [options.backgroundColor=0x000000] - The background color of the rendered area * (shown if not transparent). * @param {boolean} [options.roundPixels=false] - If true PixiJS will Math.floor() x/y values when rendering, * stopping pixel interpolation. */ function CanvasRenderer(options, arg2, arg3) { _classCallCheck(this, CanvasRenderer); var _this = _possibleConstructorReturn(this, _SystemRenderer.call(this, 'Canvas', options, arg2, arg3)); _this.type = _const.RENDERER_TYPE.CANVAS; /** * The root canvas 2d context that everything is drawn with. * * @member {CanvasRenderingContext2D} */ _this.rootContext = _this.view.getContext('2d', { alpha: _this.transparent }); /** * The currently active canvas 2d context (could change with renderTextures) * * @member {CanvasRenderingContext2D} */ _this.context = _this.rootContext; /** * Boolean flag controlling canvas refresh. * * @member {boolean} */ _this.refresh = true; /** * Instance of a CanvasMaskManager, handles masking when using the canvas renderer. * * @member {PIXI.CanvasMaskManager} */ _this.maskManager = new _CanvasMaskManager2.default(_this); /** * The canvas property used to set the canvas smoothing property. * * @member {string} */ _this.smoothProperty = 'imageSmoothingEnabled'; if (!_this.rootContext.imageSmoothingEnabled) { if (_this.rootContext.webkitImageSmoothingEnabled) { _this.smoothProperty = 'webkitImageSmoothingEnabled'; } else if (_this.rootContext.mozImageSmoothingEnabled) { _this.smoothProperty = 'mozImageSmoothingEnabled'; } else if (_this.rootContext.oImageSmoothingEnabled) { _this.smoothProperty = 'oImageSmoothingEnabled'; } else if (_this.rootContext.msImageSmoothingEnabled) { _this.smoothProperty = 'msImageSmoothingEnabled'; } } _this.initPlugins(); _this.blendModes = (0, _mapCanvasBlendModesToPixi2.default)(); _this._activeBlendMode = null; _this.renderingToScreen = false; _this.resize(_this.options.width, _this.options.height); /** * Fired after rendering finishes. * * @event PIXI.CanvasRenderer#postrender */ /** * Fired before rendering starts. * * @event PIXI.CanvasRenderer#prerender */ return _this; } /** * Renders the object to this canvas view * * @param {PIXI.DisplayObject} displayObject - The object to be rendered * @param {PIXI.RenderTexture} [renderTexture] - A render texture to be rendered to. * If unset, it will render to the root context. * @param {boolean} [clear=false] - Whether to clear the canvas before drawing * @param {PIXI.Matrix} [transform] - A transformation to be applied * @param {boolean} [skipUpdateTransform=false] - Whether to skip the update transform */ CanvasRenderer.prototype.render = function render(displayObject, renderTexture, clear, transform, skipUpdateTransform) { if (!this.view) { return; } // can be handy to know! this.renderingToScreen = !renderTexture; this.emit('prerender'); var rootResolution = this.resolution; if (renderTexture) { renderTexture = renderTexture.baseTexture || renderTexture; if (!renderTexture._canvasRenderTarget) { renderTexture._canvasRenderTarget = new _CanvasRenderTarget2.default(renderTexture.width, renderTexture.height, renderTexture.resolution); renderTexture.source = renderTexture._canvasRenderTarget.canvas; renderTexture.valid = true; } this.context = renderTexture._canvasRenderTarget.context; this.resolution = renderTexture._canvasRenderTarget.resolution; } else { this.context = this.rootContext; } var context = this.context; if (!renderTexture) { this._lastObjectRendered = displayObject; } if (!skipUpdateTransform) { // update the scene graph var cacheParent = displayObject.parent; var tempWt = this._tempDisplayObjectParent.transform.worldTransform; if (transform) { transform.copy(tempWt); // lets not forget to flag the parent transform as dirty... this._tempDisplayObjectParent.transform._worldID = -1; } else { tempWt.identity(); } displayObject.parent = this._tempDisplayObjectParent; displayObject.updateTransform(); displayObject.parent = cacheParent; // displayObject.hitArea = //TODO add a temp hit area } context.save(); context.setTransform(1, 0, 0, 1, 0, 0); context.globalAlpha = 1; this._activeBlendMode = _const.BLEND_MODES.NORMAL; context.globalCompositeOperation = this.blendModes[_const.BLEND_MODES.NORMAL]; if (navigator.isCocoonJS &&this.view.screencanvas) { context.fillStyle = 'black'; context.clear(); } if (clear !== undefined ? clear : this.clearBeforeRender) { if (this.renderingToScreen) { if (this.transparent) { context.clearRect(0, 0, this.width, this.height); } else { context.fillStyle = this._backgroundColorString; context.fillRect(0, 0, this.width, this.height); } } // else { // TODO: implement background for CanvasRenderTarget or RenderTexture? // } } // TODO RENDER TARGET STUFF HERE.. var tempContext = this.context; this.context = context; displayObject.renderCanvas(this); this.context = tempContext; context.restore(); this.resolution = rootResolution; this.emit('postrender'); }; /** * Clear the canvas of renderer. * * @param {string} [clearColor] - Clear the canvas with this color, except the canvas is transparent. */ CanvasRenderer.prototype.clear = function clear(clearColor) { var context = this.context; clearColor = clearColor || this._backgroundColorString; if (!this.transparent &&clearColor) { context.fillStyle = clearColor; context.fillRect(0, 0, this.width, this.height); } else { context.clearRect(0, 0, this.width, this.height); } }; /** * Sets the blend mode of the renderer. * * @param {number} blendMode - See {@link PIXI.BLEND_MODES} for valid values. */ CanvasRenderer.prototype.setBlendMode = function setBlendMode(blendMode) { if (this._activeBlendMode === blendMode) { return; } this._activeBlendMode = blendMode; this.context.globalCompositeOperation = this.blendModes[blendMode]; }; /** * Removes everything from the renderer and optionally removes the Canvas DOM element. * * @param {boolean} [removeView=false] - Removes the Canvas element from the DOM. */ CanvasRenderer.prototype.destroy = function destroy(removeView) { this.destroyPlugins(); // call the base destroy _SystemRenderer.prototype.destroy.call(this, removeView); this.context = null; this.refresh = true; this.maskManager.destroy(); this.maskManager = null; this.smoothProperty = null; }; /** * Resizes the canvas view to the specified width and height. * * @extends PIXI.SystemRenderer#resize * * @param {number} screenWidth - the new width of the screen * @param {number} screenHeight - the new height of the screen */ CanvasRenderer.prototype.resize = function resize(screenWidth, screenHeight) { _SystemRenderer.prototype.resize.call(this, screenWidth, screenHeight); // reset the scale mode.. oddly this seems to be reset when the canvas is resized. // surely a browser bug?? Let PixiJS fix that for you.. if (this.smoothProperty) { this.rootContext[this.smoothProperty] = _settings2.default.SCALE_MODE === _const.SCALE_MODES.LINEAR; } }; /** * Checks if blend mode has changed. */ CanvasRenderer.prototype.invalidateBlendMode = function invalidateBlendMode() { this._activeBlendMode = this.blendModes.indexOf(this.context.globalCompositeOperation); }; return CanvasRenderer; }(_SystemRenderer3.default); /** * Collection of installed plugins. These are included by default in PIXI, but can be excluded * by creating a custom build. Consult the README for more information about creating custom * builds and excluding plugins. * @name PIXI.CanvasRenderer#plugins * @type {object} * @readonly * @property {PIXI.accessibility.AccessibilityManager} accessibility Support tabbing interactive elements. * @property {PIXI.extract.CanvasExtract} extract Extract image data from renderer. * @property {PIXI.interaction.InteractionManager} interaction Handles mouse, touch and pointer events. * @property {PIXI.prepare.CanvasPrepare} prepare Pre-render display objects. */ /** * Adds a plugin to the renderer. * * @method PIXI.CanvasRenderer#registerPlugin * @param {string} pluginName - The name of the plugin. * @param {Function} ctor - The constructor function or class for the plugin. */ exports.default = CanvasRenderer; _utils.pluginTarget.mixin(CanvasRenderer); },{"../../const":46,"../../settings":101,"../../utils":125,"../SystemRenderer":76,"./utils/CanvasMaskManager":78,"./utils/CanvasRenderTarget":79,"./utils/mapCanvasBlendModesToPixi":81}],78:[function(require,module,exports){ 'use strict'; exports.__esModule = true; var _const = require('../../../const'); function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } /** * A set of functions used to handle masking. * * @class * @memberof PIXI */ var CanvasMaskManager = function () { /** * @param {PIXI.CanvasRenderer} renderer - The canvas renderer. */ function CanvasMaskManager(renderer) { _classCallCheck(this, CanvasMaskManager); this.renderer = renderer; } /** * This method adds it to the current stack of masks. * * @param {object} maskData - the maskData that will be pushed */ CanvasMaskManager.prototype.pushMask = function pushMask(maskData) { var renderer = this.renderer; renderer.context.save(); var cacheAlpha = maskData.alpha; var transform = maskData.transform.worldTransform; var resolution = renderer.resolution; renderer.context.setTransform(transform.a * resolution, transform.b * resolution, transform.c * resolution, transform.d * resolution, transform.tx * resolution, transform.ty * resolution); // TODO suport sprite alpha masks?? // lots of effort required. If demand is great enough.. if (!maskData._texture) { this.renderGraphicsShape(maskData); renderer.context.clip(); } maskData.worldAlpha = cacheAlpha; }; /** * Renders a PIXI.Graphics shape. * * @param {PIXI.Graphics} graphics - The object to render. */ CanvasMaskManager.prototype.renderGraphicsShape = function renderGraphicsShape(graphics) { var context = this.renderer.context; var len = graphics.graphicsData.length; if (len === 0) { return; } context.beginPath(); for (var i = 0; i 0) { outerArea = 0; for (var _j = 0; _j = 2; _j4 -= 2) { context.lineTo(points[_j4], points[_j4 + 1]); } } } } } else if (data.type === _const.SHAPES.RECT) { context.rect(shape.x, shape.y, shape.width, shape.height); context.closePath(); } else if (data.type === _const.SHAPES.CIRC) { // TODO - need to be Undefined! context.arc(shape.x, shape.y, shape.radius, 0, 2 * Math.PI); context.closePath(); } else if (data.type === _const.SHAPES.ELIP) { // ellipse code taken from: http://stackoverflow.com/questions/2172798/how-to-draw-an-oval-in-html5-canvas var w = shape.width * 2; var h = shape.height * 2; var x = shape.x - w / 2; var y = shape.y - h / 2; var kappa = 0.5522848; var ox = w / 2 * kappa; // control point offset horizontal var oy = h / 2 * kappa; // control point offset vertical var xe = x + w; // x-end var ye = y + h; // y-end var xm = x + w / 2; // x-middle var ym = y + h / 2; // y-middle context.moveTo(x, ym); context.bezierCurveTo(x, ym - oy, xm - ox, y, xm, y); context.bezierCurveTo(xm + ox, y, xe, ym - oy, xe, ym); context.bezierCurveTo(xe, ym + oy, xm + ox, ye, xm, ye); context.bezierCurveTo(xm - ox, ye, x, ym + oy, x, ym); context.closePath(); } else if (data.type === _const.SHAPES.RREC) { var rx = shape.x; var ry = shape.y; var width = shape.width; var height = shape.height; var radius = shape.radius; var maxRadius = Math.min(width, height) / 2 | 0; radius = radius > maxRadius ? maxRadius : radius; context.moveTo(rx, ry + radius); context.lineTo(rx, ry + height - radius); context.quadraticCurveTo(rx, ry + height, rx + radius, ry + height); context.lineTo(rx + width - radius, ry + height); context.quadraticCurveTo(rx + width, ry + height, rx + width, ry + height - radius); context.lineTo(rx + width, ry + radius); context.quadraticCurveTo(rx + width, ry, rx + width - radius, ry); context.lineTo(rx + radius, ry); context.quadraticCurveTo(rx, ry, rx, ry + radius); context.closePath(); } } }; /** * Restores the current drawing context to the state it was before the mask was applied. * * @param {PIXI.CanvasRenderer} renderer - The renderer context to use. */ CanvasMaskManager.prototype.popMask = function popMask(renderer) { renderer.context.restore(); renderer.invalidateBlendMode(); }; /** * Destroys this canvas mask manager. * */ CanvasMaskManager.prototype.destroy = function destroy() { /* empty */ }; return CanvasMaskManager; }(); exports.default = CanvasMaskManager; },{"../../../const":46}],79:[function(require,module,exports){ 'use strict'; exports.__esModule = true; var _createClass = function () { function defineProperties(target, props) { for (var i = 0; i 0 &&arguments[0] !== undefined ? arguments[0] : []; if ((0, _canUseNewCanvasBlendModes2.default)()) { array[_const.BLEND_MODES.NORMAL] = 'source-over'; array[_const.BLEND_MODES.ADD] = 'lighter'; // IS THIS OK??? array[_const.BLEND_MODES.MULTIPLY] = 'multiply'; array[_const.BLEND_MODES.SCREEN] = 'screen'; array[_const.BLEND_MODES.OVERLAY] = 'overlay'; array[_const.BLEND_MODES.DARKEN] = 'darken'; array[_const.BLEND_MODES.LIGHTEN] = 'lighten'; array[_const.BLEND_MODES.COLOR_DODGE] = 'color-dodge'; array[_const.BLEND_MODES.COLOR_BURN] = 'color-burn'; array[_const.BLEND_MODES.HARD_LIGHT] = 'hard-light'; array[_const.BLEND_MODES.SOFT_LIGHT] = 'soft-light'; array[_const.BLEND_MODES.DIFFERENCE] = 'difference'; array[_const.BLEND_MODES.EXCLUSION] = 'exclusion'; array[_const.BLEND_MODES.HUE] = 'hue'; array[_const.BLEND_MODES.SATURATION] = 'saturate'; array[_const.BLEND_MODES.COLOR] = 'color'; array[_const.BLEND_MODES.LUMINOSITY] = 'luminosity'; } else { // this means that the browser does not support the cool new blend modes in canvas 'cough' ie 'cough' array[_const.BLEND_MODES.NORMAL] = 'source-over'; array[_const.BLEND_MODES.ADD] = 'lighter'; // IS THIS OK??? array[_const.BLEND_MODES.MULTIPLY] = 'source-over'; array[_const.BLEND_MODES.SCREEN] = 'source-over'; array[_const.BLEND_MODES.OVERLAY] = 'source-over'; array[_const.BLEND_MODES.DARKEN] = 'source-over'; array[_const.BLEND_MODES.LIGHTEN] = 'source-over'; array[_const.BLEND_MODES.COLOR_DODGE] = 'source-over'; array[_const.BLEND_MODES.COLOR_BURN] = 'source-over'; array[_const.BLEND_MODES.HARD_LIGHT] = 'source-over'; array[_const.BLEND_MODES.SOFT_LIGHT] = 'source-over'; array[_const.BLEND_MODES.DIFFERENCE] = 'source-over'; array[_const.BLEND_MODES.EXCLUSION] = 'source-over'; array[_const.BLEND_MODES.HUE] = 'source-over'; array[_const.BLEND_MODES.SATURATION] = 'source-over'; array[_const.BLEND_MODES.COLOR] = 'source-over'; array[_const.BLEND_MODES.LUMINOSITY] = 'source-over'; } // not-premultiplied, only for webgl array[_const.BLEND_MODES.NORMAL_NPM] = array[_const.BLEND_MODES.NORMAL]; array[_const.BLEND_MODES.ADD_NPM] = array[_const.BLEND_MODES.ADD]; array[_const.BLEND_MODES.SCREEN_NPM] = array[_const.BLEND_MODES.SCREEN]; return array; } },{"../../../const":46,"./canUseNewCanvasBlendModes":80}],82:[function(require,module,exports){ 'use strict'; exports.__esModule = true; var _const = require('../../const'); var _settings = require('../../settings'); var _settings2 = _interopRequireDefault(_settings); function _interopRequireDefault(obj) { return obj &&obj.__esModule ? obj : { default: obj }; } function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } /** * TextureGarbageCollector. This class manages the GPU and ensures that it does not get clogged * up with textures that are no longer being used. * * @class * @memberof PIXI */ var TextureGarbageCollector = function () { /** * @param {PIXI.WebGLRenderer} renderer - The renderer this manager works for. */ function TextureGarbageCollector(renderer) { _classCallCheck(this, TextureGarbageCollector); this.renderer = renderer; this.count = 0; this.checkCount = 0; this.maxIdle = _settings2.default.GC_MAX_IDLE; this.checkCountMax = _settings2.default.GC_MAX_CHECK_COUNT; this.mode = _settings2.default.GC_MODE; } /** * Checks to see when the last time a texture was used * if the texture has not been used for a specified amount of time it will be removed from the GPU */ TextureGarbageCollector.prototype.update = function update() { this.count++; if (this.mode === _const.GC_MODES.MANUAL) { return; } this.checkCount++; if (this.checkCount > this.checkCountMax) { this.checkCount = 0; this.run(); } }; /** * Checks to see when the last time a texture was used * if the texture has not been used for a specified amount of time it will be removed from the GPU */ TextureGarbageCollector.prototype.run = function run() { var tm = this.renderer.textureManager; var managedTextures = tm._managedTextures; var wasRemoved = false; for (var i = 0; i this.maxIdle) { tm.destroyTexture(texture, true); managedTextures[i] = null; wasRemoved = true; } } if (wasRemoved) { var j = 0; for (var _i = 0; _i = 0; i--) { this.unload(displayObject.children[i]); } }; return TextureGarbageCollector; }(); exports.default = TextureGarbageCollector; },{"../../const":46,"../../settings":101}],83:[function(require,module,exports){ 'use strict'; exports.__esModule = true; var _pixiGlCore = require('pixi-gl-core'); var _const = require('../../const'); var _RenderTarget = require('./utils/RenderTarget'); var _RenderTarget2 = _interopRequireDefault(_RenderTarget); var _utils = require('../../utils'); function _interopRequireDefault(obj) { return obj &&obj.__esModule ? obj : { default: obj }; } function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } /** * Helper class to create a webGL Texture * * @class * @memberof PIXI */ var TextureManager = function () { /** * @param {PIXI.WebGLRenderer} renderer - A reference to the current renderer */ function TextureManager(renderer) { _classCallCheck(this, TextureManager); /** * A reference to the current renderer * * @member {PIXI.WebGLRenderer} */ this.renderer = renderer; /** * The current WebGL rendering context * * @member {WebGLRenderingContext} */ this.gl = renderer.gl; /** * Track textures in the renderer so we can no longer listen to them on destruction. * * @member {Array <*> } * @private */ this._managedTextures = []; } /** * Binds a texture. * */ TextureManager.prototype.bindTexture = function bindTexture() {} // empty /** * Gets a texture. * */ ; TextureManager.prototype.getTexture = function getTexture() {} // empty /** * Updates and/or Creates a WebGL texture for the renderer's context. * * @param {PIXI.BaseTexture|PIXI.Texture} texture - the texture to update * @param {number} location - the location the texture will be bound to. * @return {GLTexture} The gl texture. */ ; TextureManager.prototype.updateTexture = function updateTexture(texture, location) { // assume it good! // texture = texture.baseTexture || texture; var gl = this.gl; var isRenderTexture = !!texture._glRenderTargets; if (!texture.hasLoaded) { return null; } var boundTextures = this.renderer.boundTextures; // if the location is undefined then this may have been called by n event. // this being the case the texture may already be bound to a slot. As a texture can only be bound once // we need to find its current location if it exists. if (location === undefined) { location = 0; // TODO maybe we can use texture bound ids later on... // check if texture is already bound.. for (var i = 0; i } * @private */ this.stack = []; /** * The current WebGL rendering context * * @member {WebGLRenderingContext} */ this.gl = gl; this.maxAttribs = gl.getParameter(gl.MAX_VERTEX_ATTRIBS); this.attribState = { tempAttribState: new Array(this.maxAttribs), attribState: new Array(this.maxAttribs) }; this.blendModes = (0, _mapWebGLBlendModesToPixi2.default)(gl); // check we have vao.. this.nativeVaoExtension = gl.getExtension(' OES_vertex_array_object ') || gl.getExtension(' MOZ_OES_vertex_array_object ') || gl.getExtension(' WEBKIT_OES_vertex_array_object '); } /** * Pushes a new active state */ WebGLState.prototype.push = function push() { // next state.. var state = this.stack[this.stackIndex]; if (!state) { state = this.stack[this.stackIndex] = new Uint8Array(16); } ++this.stackIndex; // copy state.. // set active state so we can force overrides of gl state for (var i = 0; i < this.activeState.length; i++) { state[i] = this.activeState[i]; } }; /** * Pops a state out */ WebGLState.prototype.pop = function pop() { var state = this.stack[--this.stackIndex]; this.setState(state); }; /** * Sets the current state * * @param {*} state - The state to set. */ WebGLState.prototype.setState = function setState(state) { this.setBlend(state[BLEND]); this.setDepthTest(state[DEPTH_TEST]); this.setFrontFace(state[FRONT_FACE]); this.setCullFace(state[CULL_FACE]); this.setBlendMode(state[BLEND_FUNC]); }; /** * Enables or disabled blending. * * @param {boolean} value - Turn on or off webgl blending. */ WebGLState.prototype.setBlend = function setBlend(value) { value = value ? 1 : 0; if (this.activeState[BLEND] === value) { return; } this.activeState[BLEND] = value; this.gl[value ? ' enable' : ' disable '](this.gl.BLEND); }; /** * Sets the blend mode. * * @param {number} value - The blend mode to set to. */ WebGLState.prototype.setBlendMode = function setBlendMode(value) { if (value === this.activeState[BLEND_FUNC]) { return; } this.activeState[BLEND_FUNC] = value; var mode = this.blendModes[value]; if (mode.length === 2) { this.gl.blendFunc(mode[0], mode[1]); } else { this.gl.blendFuncSeparate(mode[0], mode[1], mode[2], mode[3]); } }; /** * Sets whether to enable or disable depth test. * * @param {boolean} value - Turn on or off webgl depth testing. */ WebGLState.prototype.setDepthTest = function setDepthTest(value) { value = value ? 1 : 0; if (this.activeState[DEPTH_TEST] === value) { return; } this.activeState[DEPTH_TEST] = value; this.gl[value ? ' enable' : ' disable '](this.gl.DEPTH_TEST); }; /** * Sets whether to enable or disable cull face. * * @param {boolean} value - Turn on or off webgl cull face. */ WebGLState.prototype.setCullFace = function setCullFace(value) { value = value ? 1 : 0; if (this.activeState[CULL_FACE] === value) { return; } this.activeState[CULL_FACE] = value; this.gl[value ? ' enable' : ' disable '](this.gl.CULL_FACE); }; /** * Sets the gl front face. * * @param {boolean} value - true is clockwise and false is counter-clockwise */ WebGLState.prototype.setFrontFace = function setFrontFace(value) { value = value ? 1 : 0; if (this.activeState[FRONT_FACE] === value) { return; } this.activeState[FRONT_FACE] = value; this.gl.frontFace(this.gl[value ? ' CW' : ' CCW ']); }; /** * Disables all the vaos in use * */ WebGLState.prototype.resetAttributes = function resetAttributes() { for (var i = 0; i < this.attribState.tempAttribState.length; i++) { this.attribState.tempAttribState[i] = 0; } for (var _i = 0; _i < this.attribState.attribState.length; _i++) { this.attribState.attribState[_i] = 0; } // im going to assume one is always active for performance reasons. for (var _i2 = 1; _i2 < this.maxAttribs; _i2++) { this.gl.disableVertexAttribArray(_i2); } }; // used /** * Resets all the logic and disables the vaos */ WebGLState.prototype.resetToDefault = function resetToDefault() { // unbind any VAO if they exist.. if (this.nativeVaoExtension) { this.nativeVaoExtension.bindVertexArrayOES(null); } // reset all attributes.. this.resetAttributes(); // set active state so we can force overrides of gl state for (var i = 0; i < this.activeState.length; ++i) { this.activeState[i] = 32; } this.gl.pixelStorei(this.gl.UNPACK_FLIP_Y_WEBGL, false); this.setState(this.defaultState); }; return WebGLState; }(); exports.default = WebGLState; },{"./utils/mapWebGLBlendModesToPixi":98}],86:[function(require,module,exports){ ' use strict '; exports.__esModule = true; var _createClass = function () { function defineProperties(target, props) { for (var i = 0; i < props.length; i++) { var descriptor = props[i]; descriptor.enumerable = descriptor.enumerable || false; descriptor.configurable = true; if ("value" in descriptor) descriptor.writable = true; Object.defineProperty(target, descriptor.key, descriptor); } } return function (Constructor, protoProps, staticProps) { if (protoProps) defineProperties(Constructor.prototype, protoProps); if (staticProps) defineProperties(Constructor, staticProps); return Constructor; }; }(); var _extractUniformsFromSrc = require(' ./extractUniformsFromSrc '); var _extractUniformsFromSrc2 = _interopRequireDefault(_extractUniformsFromSrc); var _utils = require(' ../../../utils '); var _const = require(' ../../../const '); var _settings = require(' ../../../settings '); var _settings2 = _interopRequireDefault(_settings); function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } var SOURCE_KEY_MAP = {}; // let math = require(' ../../../math '); /** * @class * @memberof PIXI * @extends PIXI.Shader */ var Filter = function () { /** * @param {string} [vertexSrc] - The source of the vertex shader. * @param {string} [fragmentSrc] - The source of the fragment shader. * @param {object} [uniformData] - Custom uniforms to use to augment the built-in ones. */ function Filter(vertexSrc, fragmentSrc, uniformData) { _classCallCheck(this, Filter); /** * The vertex shader. * * @member {string} */ this.vertexSrc = vertexSrc || Filter.defaultVertexSrc; /** * The fragment shader. * * @member {string} */ this.fragmentSrc = fragmentSrc || Filter.defaultFragmentSrc; this._blendMode = _const.BLEND_MODES.NORMAL; this.uniformData = uniformData || (0, _extractUniformsFromSrc2.default)(this.vertexSrc, this.fragmentSrc, ' projectionMatrix|uSampler '); /** * An object containing the current values of custom uniforms. * @example Updating the value of a custom uniform * filter.uniforms.time = performance.now(); * * @member {object} */ this.uniforms = {}; for (var i in this.uniformData) { this.uniforms[i] = this.uniformData[i].value; if (this.uniformData[i].type) { this.uniformData[i].type = this.uniformData[i].type.toLowerCase(); } } // this is where we store shader references.. // TODO we could cache this! this.glShaders = {}; // used for caching.. sure there is a better way! if (!SOURCE_KEY_MAP[this.vertexSrc + this.fragmentSrc]) { SOURCE_KEY_MAP[this.vertexSrc + this.fragmentSrc] = (0, _utils.uid)(); } this.glShaderKey = SOURCE_KEY_MAP[this.vertexSrc + this.fragmentSrc]; /** * The padding of the filter. Some filters require extra space to breath such as a blur. * Increasing this will add extra width and height to the bounds of the object that the * filter is applied to. * * @member {number} */ this.padding = 4; /** * The resolution of the filter. Setting this to be lower will lower the quality but * increase the performance of the filter. * * @member {number} */ this.resolution = _settings2.default.FILTER_RESOLUTION; /** * If enabled is true the filter is applied, if false it will not. * * @member {boolean} */ this.enabled = true; /** * If enabled, PixiJS will fit the filter area into boundaries for better performance. * Switch it off if it does not work for specific shader. * * @member {boolean} */ this.autoFit = true; } /** * Applies the filter * * @param {PIXI.FilterManager} filterManager - The renderer to retrieve the filter from * @param {PIXI.RenderTarget} input - The input render target. * @param {PIXI.RenderTarget} output - The target to output to. * @param {boolean} clear - Should the output be cleared before rendering to it * @param {object} [currentState] - It' s current state of filter. * There are some useful properties in the currentState : * target, filters, sourceFrame, destinationFrame, renderTarget, resolution * / Filter.prototype.apply=function apply(filterManager, input, output, clear, currentState) / / eslint-disable-line no-unused-vars { / / --- / / / / this.uniforms.filterMatrix=filterManager.calculateSpriteMatrix(tempMatrix, window.panda ); / / do as you please! filterManager.applyFilter(this, input, output, clear); / / or just do a regular render.. }; /** * Sets the blendmode of the filter * * @member {number} * @default PIXI.BLEND_MODES.NORMAL * / _createClass(Filter, [{ key:'blendMode' , get: function get() { return this._blendMode; }, set: function set(value) / / eslint-disable-line require-jsdoc { this._blendMode=value; } /** * The default vertex shader source * * @static * @constant * / }], [{ key:'defaultVertexSrc' , get: function get() { return ['attribute vec2 aVertexPosition;' ,'attribute vec2 aTextureCoord;' ,'uniform mat3 projectionMatrix;' ,'uniform mat3 filterMatrix;' ,'varying vec2 vTextureCoord;' ,'varying vec2 vFilterCoord;' ,'void main(void){' ,' gl_Position = vec4((projectionMatrix * vec3(aVertexPosition, 1.0)).xy, 0.0, 1.0);' ,' vFilterCoord = ( filterMatrix * vec3( aTextureCoord, 1.0) ).xy;' ,' vTextureCoord = aTextureCoord ;' ,'}' ].join('\n' ); } /** * The default fragment shader source * * @static * @constant * / }, { key:'defaultFragmentSrc' , get: function get() { return ['varying vec2 vTextureCoord;' ,'varying vec2 vFilterCoord;' ,'uniform sampler2D uSampler;' ,'uniform sampler2D filterSampler;' ,'void main(void){' ,' vec4 masky = texture2D(filterSampler, vFilterCoord);' ,' vec4 sample = texture2D(uSampler, vTextureCoord);' ,' vec4 color;' ,' if(mod(vFilterCoord.x, 1.0) > 0.5)' ,' {' ,' color = vec4(1.0, 0.0, 0.0, 1.0);' ,' }' ,' else' ,' {' ,' color = vec4(0.0, 1.0, 0.0, 1.0);' ,' }' , / /' gl_FragColor = vec4(mod(vFilterCoord.x, 1.5), vFilterCoord.y,0.0,1.0);' ,' gl_FragColor = mix(sample, masky, 0.5);' ,' gl_FragColor *= sample.a;' ,'}' ].join('\n' ); } }]); return Filter; }(); exports.default=Filter; },{"../../../const" :46,"../../../settings" :101,"../../../utils" :125,"./extractUniformsFromSrc" :87}],87:[function(require,module,exports){'use strict' ; exports.__esModule=true; exports.default=extractUniformsFromSrc; var _pixiGlCore=require('pixi-gl-core' ); var _pixiGlCore2=_interopRequireDefault(_pixiGlCore); function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } var defaultValue=_pixiGlCore2.default.shader.defaultValue; function extractUniformsFromSrc(vertexSrc, fragmentSrc, mask) { var vertUniforms=extractUniformsFromString(vertexSrc, mask); var fragUniforms=extractUniformsFromString(fragmentSrc, mask); return Object.assign(vertUniforms, fragUniforms); } function extractUniformsFromString(string) { var maskRegex=new RegExp('^(projectionMatrix|uSampler|filterArea|filterClamp)$' ); var uniforms={}; var nameSplit=void 0; / / clean the lines a little - remove extra spaces / tabs etc / / then split along';' var lines=string.replace(/\s+/g,' ' ).split(/\s*;\s*/); / / loop through.. for (var i=0; i < lines.length; i++) { var line = lines[i].trim(); if (line.indexOf('uniform') > -1) { var splitLine = line.split(' '); var type = splitLine[1]; var name = splitLine[2]; var size = 1; if (name.indexOf('[') > -1) { // array! nameSplit = name.split(/\[|]/); name = nameSplit[0]; size *= Number(nameSplit[1]); } if (!name.match(maskRegex)) { uniforms[name] = { value: defaultValue(type, size), name: name, type: type }; } } } return uniforms; } },{"pixi-gl-core":15}],88:[function(require,module,exports){ 'use strict'; exports.__esModule = true; exports.calculateScreenSpaceMatrix = calculateScreenSpaceMatrix; exports.calculateNormalizedScreenSpaceMatrix = calculateNormalizedScreenSpaceMatrix; exports.calculateSpriteMatrix = calculateSpriteMatrix; var _math = require('../../../math'); /** * Calculates the mapped matrix * @param filterArea {Rectangle} The filter area * @param sprite {Sprite} the target sprite * @param outputMatrix {Matrix} @alvin * @private */ // TODO playing around here.. this is temporary - (will end up in the shader) // this returns a matrix that will normalise map filter cords in the filter to screen space function calculateScreenSpaceMatrix(outputMatrix, filterArea, textureSize) { // let worldTransform = sprite.worldTransform.copy(Matrix.TEMP_MATRIX), // let texture = {width:1136, height:700};//sprite._texture.baseTexture; // TODO unwrap? var mappedMatrix = outputMatrix.identity(); mappedMatrix.translate(filterArea.x / textureSize.width, filterArea.y / textureSize.height); mappedMatrix.scale(textureSize.width, textureSize.height); return mappedMatrix; } function calculateNormalizedScreenSpaceMatrix(outputMatrix, filterArea, textureSize) { var mappedMatrix = outputMatrix.identity(); mappedMatrix.translate(filterArea.x / textureSize.width, filterArea.y / textureSize.height); var translateScaleX = textureSize.width / filterArea.width; var translateScaleY = textureSize.height / filterArea.height; mappedMatrix.scale(translateScaleX, translateScaleY); return mappedMatrix; } // this will map the filter coord so that a texture can be used based on the transform of a sprite function calculateSpriteMatrix(outputMatrix, filterArea, textureSize, sprite) { var orig = sprite._texture.orig; var mappedMatrix = outputMatrix.set(textureSize.width, 0, 0, textureSize.height, filterArea.x, filterArea.y); var worldTransform = sprite.worldTransform.copy(_math.Matrix.TEMP_MATRIX); worldTransform.invert(); mappedMatrix.prepend(worldTransform); mappedMatrix.scale(1.0 / orig.width, 1.0 / orig.height); mappedMatrix.translate(sprite.anchor.x, sprite.anchor.y); return mappedMatrix; } },{"../../../math":70}],89:[function(require,module,exports){ 'use strict'; exports.__esModule = true; var _Filter2 = require('../Filter'); var _Filter3 = _interopRequireDefault(_Filter2); var _math = require('../../../../math'); var _path = require('path'); var _TextureMatrix = require('../../../../textures/TextureMatrix'); var _TextureMatrix2 = _interopRequireDefault(_TextureMatrix); function _interopRequireDefault(obj) { return obj &&obj.__esModule ? obj : { default: obj }; } function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } function _possibleConstructorReturn(self, call) { if (!self) { throw new ReferenceError("this hasn't been initialised - super() hasn't been called"); } return call &&(typeof call === "object" || typeof call === "function") ? call : self; } function _inherits(subClass, superClass) { if (typeof superClass !== "function" &&superClass !== null) { throw new TypeError("Super expression must either be null or a function, not " + typeof superClass); } subClass.prototype = Object.create(superClass &&superClass.prototype, { constructor: { value: subClass, enumerable: false, writable: true, configurable: true } }); if (superClass) Object.setPrototypeOf ? Object.setPrototypeOf(subClass, superClass) : subClass.__proto__ = superClass; } /** * The SpriteMaskFilter class * * @class * @extends PIXI.Filter * @memberof PIXI */ var SpriteMaskFilter = function (_Filter) { _inherits(SpriteMaskFilter, _Filter); /** * @param {PIXI.Sprite} sprite - the target sprite */ function SpriteMaskFilter(sprite) { _classCallCheck(this, SpriteMaskFilter); var maskMatrix = new _math.Matrix(); var _this = _possibleConstructorReturn(this, _Filter.call(this, 'attribute vec2 aVertexPosition;\nattribute vec2 aTextureCoord;\n\nuniform mat3 projectionMatrix;\nuniform mat3 otherMatrix;\n\nvarying vec2 vMaskCoord;\nvarying vec2 vTextureCoord;\n\nvoid main(void)\n{\n gl_Position = vec4((projectionMatrix * vec3(aVertexPosition, 1.0)).xy, 0.0, 1.0);\n\n vTextureCoord = aTextureCoord;\n vMaskCoord = ( otherMatrix * vec3( aTextureCoord, 1.0) ).xy;\n}\n', 'varying vec2 vMaskCoord;\nvarying vec2 vTextureCoord;\n\nuniform sampler2D uSampler;\nuniform sampler2D mask;\nuniform float alpha;\nuniform vec4 maskClamp;\n\nvoid main(void)\n{\n float clip = step(3.5,\n step(maskClamp.x, vMaskCoord.x) +\n step(maskClamp.y, vMaskCoord.y) +\n step(vMaskCoord.x, maskClamp.z) +\n step(vMaskCoord.y, maskClamp.w));\n\n vec4 original = texture2D(uSampler, vTextureCoord);\n vec4 masky = texture2D(mask, vMaskCoord);\n\n original *= (masky.r * masky.a * alpha * clip);\n\n gl_FragColor = original;\n}\n')); sprite.renderable = false; _this.maskSprite = sprite; _this.maskMatrix = maskMatrix; return _this; } /** * Applies the filter * * @param {PIXI.FilterManager} filterManager - The renderer to retrieve the filter from * @param {PIXI.RenderTarget} input - The input render target. * @param {PIXI.RenderTarget} output - The target to output to. * @param {boolean} clear - Should the output be cleared before rendering to it */ SpriteMaskFilter.prototype.apply = function apply(filterManager, input, output, clear) { var maskSprite = this.maskSprite; var tex = this.maskSprite.texture; if (!tex.valid) { return; } if (!tex.transform) { // margin = 0.0, let it bleed a bit, shader code becomes easier // assuming that atlas textures were made with 1-pixel padding tex.transform = new _TextureMatrix2.default(tex, 0.0); } tex.transform.update(); this.uniforms.mask = tex; this.uniforms.otherMatrix = filterManager.calculateSpriteMatrix(this.maskMatrix, maskSprite).prepend(tex.transform.mapCoord); this.uniforms.alpha = maskSprite.worldAlpha; this.uniforms.maskClamp = tex.transform.uClampFrame; filterManager.applyFilter(this, input, output, clear); }; return SpriteMaskFilter; }(_Filter3.default); exports.default = SpriteMaskFilter; },{"../../../../math":70,"../../../../textures/TextureMatrix":116,"../Filter":86,"path":8}],90:[function(require,module,exports){ 'use strict'; exports.__esModule = true; var _WebGLManager2 = require('./WebGLManager'); var _WebGLManager3 = _interopRequireDefault(_WebGLManager2); var _RenderTarget = require('../utils/RenderTarget'); var _RenderTarget2 = _interopRequireDefault(_RenderTarget); var _Quad = require('../utils/Quad'); var _Quad2 = _interopRequireDefault(_Quad); var _math = require('../../../math'); var _Shader = require('../../../Shader'); var _Shader2 = _interopRequireDefault(_Shader); var _filterTransforms = require('../filters/filterTransforms'); var filterTransforms = _interopRequireWildcard(_filterTransforms); var _bitTwiddle = require('bit-twiddle'); var _bitTwiddle2 = _interopRequireDefault(_bitTwiddle); function _interopRequireWildcard(obj) { if (obj &&obj.__esModule) { return obj; } else { var newObj = {}; if (obj != null) { for (var key in obj) { if (Object.prototype.hasOwnProperty.call(obj, key)) newObj[key] = obj[key]; } } newObj.default = obj; return newObj; } } function _interopRequireDefault(obj) { return obj &&obj.__esModule ? obj : { default: obj }; } function _possibleConstructorReturn(self, call) { if (!self) { throw new ReferenceError("this hasn't been initialised - super() hasn't been called"); } return call &&(typeof call === "object" || typeof call === "function") ? call : self; } function _inherits(subClass, superClass) { if (typeof superClass !== "function" &&superClass !== null) { throw new TypeError("Super expression must either be null or a function, not " + typeof superClass); } subClass.prototype = Object.create(superClass &&superClass.prototype, { constructor: { value: subClass, enumerable: false, writable: true, configurable: true } }); if (superClass) Object.setPrototypeOf ? Object.setPrototypeOf(subClass, superClass) : subClass.__proto__ = superClass; } function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } /** * @ignore * @class */ var FilterState = function () { /** * */ function FilterState() { _classCallCheck(this, FilterState); this.renderTarget = null; this.target = null; this.resolution = 1; // those three objects are used only for root // re-assigned for everything else this.sourceFrame = new _math.Rectangle(); this.destinationFrame = new _math.Rectangle(); this.filters = []; } /** * clears the state */ FilterState.prototype.clear = function clear() { this.filters = null; this.target = null; this.renderTarget = null; }; return FilterState; }(); var screenKey = 'screen'; /** * @class * @memberof PIXI * @extends PIXI.WebGLManager */ var FilterManager = function (_WebGLManager) { _inherits(FilterManager, _WebGLManager); /** * @param {PIXI.WebGLRenderer} renderer - The renderer this manager works for. */ function FilterManager(renderer) { _classCallCheck(this, FilterManager); var _this = _possibleConstructorReturn(this, _WebGLManager.call(this, renderer)); _this.gl = _this.renderer.gl; // know about sprites! _this.quad = new _Quad2.default(_this.gl, renderer.state.attribState); _this.shaderCache = {}; // todo add default! _this.pool = {}; _this.filterData = null; _this.managedFilters = []; _this.renderer.on('prerender', _this.onPrerender, _this); _this._screenWidth = renderer.view.width; _this._screenHeight = renderer.view.height; return _this; } /** * Adds a new filter to the manager. * * @param {PIXI.DisplayObject} target - The target of the filter to render. * @param {PIXI.Filter[]} filters - The filters to apply. */ FilterManager.prototype.pushFilter = function pushFilter(target, filters) { var renderer = this.renderer; var filterData = this.filterData; if (!filterData) { filterData = this.renderer._activeRenderTarget.filterStack; // add new stack var filterState = new FilterState(); filterState.sourceFrame = filterState.destinationFrame = this.renderer._activeRenderTarget.size; filterState.renderTarget = renderer._activeRenderTarget; this.renderer._activeRenderTarget.filterData = filterData = { index: 0, stack: [filterState] }; this.filterData = filterData; } // get the current filter state.. var currentState = filterData.stack[++filterData.index]; var renderTargetFrame = filterData.stack[0].destinationFrame; if (!currentState) { currentState = filterData.stack[filterData.index] = new FilterState(); } var fullScreen = target.filterArea &&target.filterArea.x === 0 &&target.filterArea.y === 0 &&target.filterArea.width === renderer.screen.width &&target.filterArea.height === renderer.screen.height; // for now we go off the filter of the first resolution.. var resolution = filters[0].resolution; var padding = filters[0].padding | 0; var targetBounds = fullScreen ? renderer.screen : target.filterArea || target.getBounds(true); var sourceFrame = currentState.sourceFrame; var destinationFrame = currentState.destinationFrame; sourceFrame.x = (targetBounds.x * resolution | 0) / resolution; sourceFrame.y = (targetBounds.y * resolution | 0) / resolution; sourceFrame.width = (targetBounds.width * resolution | 0) / resolution; sourceFrame.height = (targetBounds.height * resolution | 0) / resolution; if (!fullScreen) { if (filterData.stack[0].renderTarget.transform) {// // TODO we should fit the rect around the transform.. } else if (filters[0].autoFit) { sourceFrame.fit(renderTargetFrame); } // lets apply the padding After we fit the element to the screen. // this should stop the strange side effects that can occur when cropping to the edges sourceFrame.pad(padding); } destinationFrame.width = sourceFrame.width; destinationFrame.height = sourceFrame.height; // lets play the padding after we fit the element to the screen. // this should stop the strange side effects that can occur when cropping to the edges var renderTarget = this.getPotRenderTarget(renderer.gl, sourceFrame.width, sourceFrame.height, resolution); currentState.target = target; currentState.filters = filters; currentState.resolution = resolution; currentState.renderTarget = renderTarget; // bind the render target to draw the shape in the top corner.. renderTarget.setFrame(destinationFrame, sourceFrame); // bind the render target renderer.bindRenderTarget(renderTarget); renderTarget.clear(); }; /** * Pops off the filter and applies it. * */ FilterManager.prototype.popFilter = function popFilter() { var filterData = this.filterData; var lastState = filterData.stack[filterData.index - 1]; var currentState = filterData.stack[filterData.index]; this.quad.map(currentState.renderTarget.size, currentState.sourceFrame).upload(); var filters = currentState.filters; if (filters.length === 1) { filters[0].apply(this, currentState.renderTarget, lastState.renderTarget, false, currentState); this.freePotRenderTarget(currentState.renderTarget); } else { var flip = currentState.renderTarget; var flop = this.getPotRenderTarget(this.renderer.gl, currentState.sourceFrame.width, currentState.sourceFrame.height, currentState.resolution); flop.setFrame(currentState.destinationFrame, currentState.sourceFrame); // finally lets clear the render target before drawing to it.. flop.clear(); var i = 0; for (i = 0; i 0 && arguments[0] !== undefined ? arguments[0] : false; var renderer = this.renderer; var filters = this.managedFilters; renderer.off(' prerender ', this.onPrerender, this); for (var i = 0; i < filters.length; i++) { if (!contextLost) { filters[i].glShaders[renderer.CONTEXT_UID].destroy(); } delete filters[i].glShaders[renderer.CONTEXT_UID]; } this.shaderCache = {}; if (!contextLost) { this.emptyPool(); } else { this.pool = {}; } }; /** * Gets a Power-of-Two render texture. * * TODO move to a separate class could be on renderer? * also - could cause issue with multiple contexts? * * @private * @param {WebGLRenderingContext} gl - The webgl rendering context * @param {number} minWidth - The minimum width of the render target. * @param {number} minHeight - The minimum height of the render target. * @param {number} resolution - The resolution of the render target. * @return {PIXI.RenderTarget} The new render target. */ FilterManager.prototype.getPotRenderTarget = function getPotRenderTarget(gl, minWidth, minHeight, resolution) { var key = screenKey; minWidth *= resolution; minHeight *= resolution; if (minWidth !== this._screenWidth || minHeight !== this._screenHeight) { // TODO you could return a bigger texture if there is not one in the pool? minWidth = _bitTwiddle2.default.nextPow2(minWidth); minHeight = _bitTwiddle2.default.nextPow2(minHeight); key = (minWidth & 0xFFFF) << 16 | minHeight & 0xFFFF; } if (!this.pool[key]) { this.pool[key] = []; } var renderTarget = this.pool[key].pop(); // creating render target will cause texture to be bound! if (!renderTarget) { // temporary bypass cache.. var tex = this.renderer.boundTextures[0]; gl.activeTexture(gl.TEXTURE0); // internally - this will cause a texture to be bound.. renderTarget = new _RenderTarget2.default(gl, minWidth, minHeight, null, 1); // set the current one back gl.bindTexture(gl.TEXTURE_2D, tex._glTextures[this.renderer.CONTEXT_UID].texture); } // manually tweak the resolution... // this will not modify the size of the frame buffer, just its resolution. renderTarget.resolution = resolution; renderTarget.defaultFrame.width = renderTarget.size.width = minWidth / resolution; renderTarget.defaultFrame.height = renderTarget.size.height = minHeight / resolution; renderTarget.filterPoolKey = key; return renderTarget; }; /** * Empties the texture pool. * */ FilterManager.prototype.emptyPool = function emptyPool() { for (var i in this.pool) { var textures = this.pool[i]; if (textures) { for (var j = 0; j < textures.length; j++) { textures[j].destroy(true); } } } this.pool = {}; }; /** * Frees a render target back into the pool. * * @param {PIXI.RenderTarget} renderTarget - The renderTarget to free */ FilterManager.prototype.freePotRenderTarget = function freePotRenderTarget(renderTarget) { this.pool[renderTarget.filterPoolKey].push(renderTarget); }; /** * Called before the renderer starts rendering. * */ FilterManager.prototype.onPrerender = function onPrerender() { if (this._screenWidth !== this.renderer.view.width || this._screenHeight !== this.renderer.view.height) { this._screenWidth = this.renderer.view.width; this._screenHeight = this.renderer.view.height; var textures = this.pool[screenKey]; if (textures) { for (var j = 0; j < textures.length; j++) { textures[j].destroy(true); } } this.pool[screenKey] = []; } }; return FilterManager; }(_WebGLManager3.default); exports.default = FilterManager; },{"../../../Shader":44,"../../../math":70,"../filters/filterTransforms":88,"../utils/Quad":95,"../utils/RenderTarget":96,"./WebGLManager":93,"bit-twiddle":1}],91:[function(require,module,exports){ ' use strict '; exports.__esModule = true; var _WebGLManager2 = require(' ./WebGLManager '); var _WebGLManager3 = _interopRequireDefault(_WebGLManager2); var _SpriteMaskFilter = require(' ../filters/spriteMask/SpriteMaskFilter '); var _SpriteMaskFilter2 = _interopRequireDefault(_SpriteMaskFilter); function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } function _possibleConstructorReturn(self, call) { if (!self) { throw new ReferenceError("this hasn' t been initialised - super() hasn 't been called"); } return call && (typeof call === "object" || typeof call === "function") ? call : self; } function _inherits(subClass, superClass) { if (typeof superClass !== "function" && superClass !== null) { throw new TypeError("Super expression must either be null or a function, not " + typeof superClass); } subClass.prototype = Object.create(superClass && superClass.prototype, { constructor: { value: subClass, enumerable: false, writable: true, configurable: true } }); if (superClass) Object.setPrototypeOf ? Object.setPrototypeOf(subClass, superClass) : subClass.__proto__ = superClass; } /** * @class * @extends PIXI.WebGLManager * @memberof PIXI */ var MaskManager = function (_WebGLManager) { _inherits(MaskManager, _WebGLManager); /** * @param {PIXI.WebGLRenderer} renderer - The renderer this manager works for. */ function MaskManager(renderer) { _classCallCheck(this, MaskManager); // TODO - we don' t need both! var _this=_possibleConstructorReturn(this, _WebGLManager.call(this, renderer)); _this.scissor=false; _this.scissorData=null; _this.scissorRenderTarget=null; _this.enableScissor=true; _this.alphaMaskPool=[]; _this.alphaMaskIndex=0; return _this; } /** * Applies the Mask and adds it to the current filter stack. * * @param {PIXI.DisplayObject} target - Display Object to push the mask to * @param {PIXI.Sprite|PIXI.Graphics} maskData - The masking data. * / MaskManager.prototype.pushMask=function pushMask(target, maskData) { / / TODO the root check means scissor rect will not / / be used on render textures more info here: / / https://github.com/pixijs/pixi.js/pull/3545 if (maskData.texture) { this.pushSpriteMask(target, maskData); } else if (this.enableScissor && !this.scissor && this.renderer._activeRenderTarget.root && !this.renderer.stencilManager.stencilMaskStack.length && maskData.isFastRect()) { var matrix=maskData.worldTransform; var rot=Math.atan2(matrix.b, matrix.a); / / use the nearest degree! rot=Math.round(rot * (180 / Math.PI)); if (rot % 90) { this.pushStencilMask(maskData); } else { this.pushScissorMask(target, maskData); } } else { this.pushStencilMask(maskData); } }; /** * Removes the last mask from the mask stack and doesn 't return it. * * @param {PIXI.DisplayObject} target - Display Object to pop the mask from * @param {PIXI.Sprite|PIXI.Graphics} maskData - The masking data. */ MaskManager.prototype.popMask = function popMask(target, maskData) { if (maskData.texture) { this.popSpriteMask(target, maskData); } else if (this.enableScissor && !this.renderer.stencilManager.stencilMaskStack.length) { this.popScissorMask(target, maskData); } else { this.popStencilMask(target, maskData); } }; /** * Applies the Mask and adds it to the current filter stack. * * @param {PIXI.RenderTarget} target - Display Object to push the sprite mask to * @param {PIXI.Sprite} maskData - Sprite to be used as the mask */ MaskManager.prototype.pushSpriteMask = function pushSpriteMask(target, maskData) { var alphaMaskFilter = this.alphaMaskPool[this.alphaMaskIndex]; if (!alphaMaskFilter) { alphaMaskFilter = this.alphaMaskPool[this.alphaMaskIndex] = [new _SpriteMaskFilter2.default(maskData)]; } alphaMaskFilter[0].resolution = this.renderer.resolution; alphaMaskFilter[0].maskSprite = maskData; var stashFilterArea = target.filterArea; target.filterArea = maskData.getBounds(true); this.renderer.filterManager.pushFilter(target, alphaMaskFilter); target.filterArea = stashFilterArea; this.alphaMaskIndex++; }; /** * Removes the last filter from the filter stack and doesn' t return it. * * / MaskManager.prototype.popSpriteMask=function popSpriteMask() { this.renderer.filterManager.popFilter(); this.alphaMaskIndex--; }; /** * Applies the Mask and adds it to the current filter stack. * * @param {PIXI.Sprite|PIXI.Graphics} maskData - The masking data. * / MaskManager.prototype.pushStencilMask=function pushStencilMask(maskData) { this.renderer.currentRenderer.stop(); this.renderer.stencilManager.pushStencil(maskData); }; /** * Removes the last filter from the filter stack and doesn 't return it. * */ MaskManager.prototype.popStencilMask = function popStencilMask() { this.renderer.currentRenderer.stop(); this.renderer.stencilManager.popStencil(); }; /** * * @param {PIXI.DisplayObject} target - Display Object to push the mask to * @param {PIXI.Graphics} maskData - The masking data. */ MaskManager.prototype.pushScissorMask = function pushScissorMask(target, maskData) { maskData.renderable = true; var renderTarget = this.renderer._activeRenderTarget; var bounds = maskData.getBounds(); bounds.fit(renderTarget.size); maskData.renderable = false; this.renderer.gl.enable(this.renderer.gl.SCISSOR_TEST); var resolution = this.renderer.resolution; this.renderer.gl.scissor(bounds.x * resolution, (renderTarget.root ? renderTarget.size.height - bounds.y - bounds.height : bounds.y) * resolution, bounds.width * resolution, bounds.height * resolution); this.scissorRenderTarget = renderTarget; this.scissorData = maskData; this.scissor = true; }; /** * * */ MaskManager.prototype.popScissorMask = function popScissorMask() { this.scissorRenderTarget = null; this.scissorData = null; this.scissor = false; // must be scissor! var gl = this.renderer.gl; gl.disable(gl.SCISSOR_TEST); }; return MaskManager; }(_WebGLManager3.default); exports.default = MaskManager; },{"../filters/spriteMask/SpriteMaskFilter":89,"./WebGLManager":93}],92:[function(require,module,exports){ ' use strict '; exports.__esModule = true; var _WebGLManager2 = require(' ./WebGLManager '); var _WebGLManager3 = _interopRequireDefault(_WebGLManager2); function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } function _possibleConstructorReturn(self, call) { if (!self) { throw new ReferenceError("this hasn' t been initialised - super() hasn 't been called"); } return call && (typeof call === "object" || typeof call === "function") ? call : self; } function _inherits(subClass, superClass) { if (typeof superClass !== "function" && superClass !== null) { throw new TypeError("Super expression must either be null or a function, not " + typeof superClass); } subClass.prototype = Object.create(superClass && superClass.prototype, { constructor: { value: subClass, enumerable: false, writable: true, configurable: true } }); if (superClass) Object.setPrototypeOf ? Object.setPrototypeOf(subClass, superClass) : subClass.__proto__ = superClass; } /** * @class * @extends PIXI.WebGLManager * @memberof PIXI */ var StencilManager = function (_WebGLManager) { _inherits(StencilManager, _WebGLManager); /** * @param {PIXI.WebGLRenderer} renderer - The renderer this manager works for. */ function StencilManager(renderer) { _classCallCheck(this, StencilManager); var _this = _possibleConstructorReturn(this, _WebGLManager.call(this, renderer)); _this.stencilMaskStack = null; return _this; } /** * Changes the mask stack that is used by this manager. * * @param {PIXI.Graphics[]} stencilMaskStack - The mask stack */ StencilManager.prototype.setMaskStack = function setMaskStack(stencilMaskStack) { this.stencilMaskStack = stencilMaskStack; var gl = this.renderer.gl; if (stencilMaskStack.length === 0) { gl.disable(gl.STENCIL_TEST); } else { gl.enable(gl.STENCIL_TEST); } }; /** * Applies the Mask and adds it to the current stencil stack. @alvin * * @param {PIXI.Graphics} graphics - The mask */ StencilManager.prototype.pushStencil = function pushStencil(graphics) { this.renderer.setObjectRenderer(this.renderer.plugins.graphics); this.renderer._activeRenderTarget.attachStencilBuffer(); var gl = this.renderer.gl; var prevMaskCount = this.stencilMaskStack.length; if (prevMaskCount === 0) { gl.enable(gl.STENCIL_TEST); } this.stencilMaskStack.push(graphics); // Increment the reference stencil value where the new mask overlaps with the old ones. gl.colorMask(false, false, false, false); gl.stencilFunc(gl.EQUAL, prevMaskCount, this._getBitwiseMask()); gl.stencilOp(gl.KEEP, gl.KEEP, gl.INCR); this.renderer.plugins.graphics.render(graphics); this._useCurrent(); }; /** * Removes the last mask from the stencil stack. @alvin */ StencilManager.prototype.popStencil = function popStencil() { this.renderer.setObjectRenderer(this.renderer.plugins.graphics); var gl = this.renderer.gl; var graphics = this.stencilMaskStack.pop(); if (this.stencilMaskStack.length === 0) { // the stack is empty! gl.disable(gl.STENCIL_TEST); gl.clear(gl.STENCIL_BUFFER_BIT); gl.clearStencil(0); } else { // Decrement the reference stencil value where the popped mask overlaps with the other ones gl.colorMask(false, false, false, false); gl.stencilOp(gl.KEEP, gl.KEEP, gl.DECR); this.renderer.plugins.graphics.render(graphics); this._useCurrent(); } }; /** * Setup renderer to use the current stencil data. */ StencilManager.prototype._useCurrent = function _useCurrent() { var gl = this.renderer.gl; gl.colorMask(true, true, true, true); gl.stencilFunc(gl.EQUAL, this.stencilMaskStack.length, this._getBitwiseMask()); gl.stencilOp(gl.KEEP, gl.KEEP, gl.KEEP); }; /** * Fill 1s equal to the number of acitve stencil masks. * * @return {number} The bitwise mask. */ StencilManager.prototype._getBitwiseMask = function _getBitwiseMask() { return (1 << this.stencilMaskStack.length) - 1; }; /** * Destroys the mask stack. * */ StencilManager.prototype.destroy = function destroy() { _WebGLManager3.default.prototype.destroy.call(this); this.stencilMaskStack.stencilStack = null; }; return StencilManager; }(_WebGLManager3.default); exports.default = StencilManager; },{"./WebGLManager":93}],93:[function(require,module,exports){ ' use strict '; exports.__esModule = true; function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } /** * @class * @memberof PIXI */ var WebGLManager = function () { /** * @param {PIXI.WebGLRenderer} renderer - The renderer this manager works for. */ function WebGLManager(renderer) { _classCallCheck(this, WebGLManager); /** * The renderer this manager works for. * * @member {PIXI.WebGLRenderer} */ this.renderer = renderer; this.renderer.on(' context ', this.onContextChange, this); } /** * Generic method called when there is a WebGL context change. * */ WebGLManager.prototype.onContextChange = function onContextChange() {} // do some codes init! /** * Generic destroy methods to be overridden by the subclass * */ ; WebGLManager.prototype.destroy = function destroy() { this.renderer.off(' context ', this.onContextChange, this); this.renderer = null; }; return WebGLManager; }(); exports.default = WebGLManager; },{}],94:[function(require,module,exports){ ' use strict '; exports.__esModule = true; var _WebGLManager2 = require(' ../managers/WebGLManager '); var _WebGLManager3 = _interopRequireDefault(_WebGLManager2); function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } function _possibleConstructorReturn(self, call) { if (!self) { throw new ReferenceError("this hasn' t been initialised - super() hasn 't been called"); } return call && (typeof call === "object" || typeof call === "function") ? call : self; } function _inherits(subClass, superClass) { if (typeof superClass !== "function" && superClass !== null) { throw new TypeError("Super expression must either be null or a function, not " + typeof superClass); } subClass.prototype = Object.create(superClass && superClass.prototype, { constructor: { value: subClass, enumerable: false, writable: true, configurable: true } }); if (superClass) Object.setPrototypeOf ? Object.setPrototypeOf(subClass, superClass) : subClass.__proto__ = superClass; } /** * Base for a common object renderer that can be used as a system renderer plugin. * * @class * @extends PIXI.WebGLManager * @memberof PIXI */ var ObjectRenderer = function (_WebGLManager) { _inherits(ObjectRenderer, _WebGLManager); function ObjectRenderer() { _classCallCheck(this, ObjectRenderer); return _possibleConstructorReturn(this, _WebGLManager.apply(this, arguments)); } /** * Starts the renderer and sets the shader * */ ObjectRenderer.prototype.start = function start() {} // set the shader.. /** * Stops the renderer * */ ; ObjectRenderer.prototype.stop = function stop() { this.flush(); }; /** * Stub method for rendering content and emptying the current batch. * */ ObjectRenderer.prototype.flush = function flush() {} // flush! /** * Renders an object * * @param {PIXI.DisplayObject} object - The object to render. */ ; ObjectRenderer.prototype.render = function render(object) // eslint-disable-line no-unused-vars { // render the object }; return ObjectRenderer; }(_WebGLManager3.default); exports.default = ObjectRenderer; },{"../managers/WebGLManager":93}],95:[function(require,module,exports){ ' use strict '; exports.__esModule = true; var _pixiGlCore = require(' pixi-gl-core '); var _pixiGlCore2 = _interopRequireDefault(_pixiGlCore); var _createIndicesForQuads = require(' ../../../utils/createIndicesForQuads '); var _createIndicesForQuads2 = _interopRequireDefault(_createIndicesForQuads); function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } /** * Helper class to create a quad * * @class * @memberof PIXI */ var Quad = function () { /** * @param {WebGLRenderingContext} gl - The gl context for this quad to use. * @param {object} state - TODO: Description */ function Quad(gl, state) { _classCallCheck(this, Quad); /** * the current WebGL drawing context * * @member {WebGLRenderingContext} */ this.gl = gl; /** * An array of vertices * * @member {Float32Array} */ this.vertices = new Float32Array([-1, -1, 1, -1, 1, 1, -1, 1]); /** * The Uvs of the quad * * @member {Float32Array} */ this.uvs = new Float32Array([0, 0, 1, 0, 1, 1, 0, 1]); this.interleaved = new Float32Array(8 * 2); for (var i = 0; i < 4; i++) { this.interleaved[i * 4] = this.vertices[i * 2]; this.interleaved[i * 4 + 1] = this.vertices[i * 2 + 1]; this.interleaved[i * 4 + 2] = this.uvs[i * 2]; this.interleaved[i * 4 + 3] = this.uvs[i * 2 + 1]; } /** * An array containing the indices of the vertices * * @member {Uint16Array} */ this.indices = (0, _createIndicesForQuads2.default)(1); /** * The vertex buffer * * @member {glCore.GLBuffer} */ this.vertexBuffer = _pixiGlCore2.default.GLBuffer.createVertexBuffer(gl, this.interleaved, gl.STATIC_DRAW); /** * The index buffer * * @member {glCore.GLBuffer} */ this.indexBuffer = _pixiGlCore2.default.GLBuffer.createIndexBuffer(gl, this.indices, gl.STATIC_DRAW); /** * The vertex array object * * @member {glCore.VertexArrayObject} */ this.vao = new _pixiGlCore2.default.VertexArrayObject(gl, state); } /** * Initialises the vaos and uses the shader. * * @param {PIXI.Shader} shader - the shader to use */ Quad.prototype.initVao = function initVao(shader) { this.vao.clear().addIndex(this.indexBuffer).addAttribute(this.vertexBuffer, shader.attributes.aVertexPosition, this.gl.FLOAT, false, 4 * 4, 0).addAttribute(this.vertexBuffer, shader.attributes.aTextureCoord, this.gl.FLOAT, false, 4 * 4, 2 * 4); }; /** * Maps two Rectangle to the quad. * * @param {PIXI.Rectangle} targetTextureFrame - the first rectangle * @param {PIXI.Rectangle} destinationFrame - the second rectangle * @return {PIXI.Quad} Returns itself. */ Quad.prototype.map = function map(targetTextureFrame, destinationFrame) { var x = 0; // destinationFrame.x / targetTextureFrame.width; var y = 0; // destinationFrame.y / targetTextureFrame.height; this.uvs[0] = x; this.uvs[1] = y; this.uvs[2] = x + destinationFrame.width / targetTextureFrame.width; this.uvs[3] = y; this.uvs[4] = x + destinationFrame.width / targetTextureFrame.width; this.uvs[5] = y + destinationFrame.height / targetTextureFrame.height; this.uvs[6] = x; this.uvs[7] = y + destinationFrame.height / targetTextureFrame.height; x = destinationFrame.x; y = destinationFrame.y; this.vertices[0] = x; this.vertices[1] = y; this.vertices[2] = x + destinationFrame.width; this.vertices[3] = y; this.vertices[4] = x + destinationFrame.width; this.vertices[5] = y + destinationFrame.height; this.vertices[6] = x; this.vertices[7] = y + destinationFrame.height; return this; }; /** * Binds the buffer and uploads the data * * @return {PIXI.Quad} Returns itself. */ Quad.prototype.upload = function upload() { for (var i = 0; i < 4; i++) { this.interleaved[i * 4] = this.vertices[i * 2]; this.interleaved[i * 4 + 1] = this.vertices[i * 2 + 1]; this.interleaved[i * 4 + 2] = this.uvs[i * 2]; this.interleaved[i * 4 + 3] = this.uvs[i * 2 + 1]; } this.vertexBuffer.upload(this.interleaved); return this; }; /** * Removes this quad from WebGL */ Quad.prototype.destroy = function destroy() { var gl = this.gl; gl.deleteBuffer(this.vertexBuffer); gl.deleteBuffer(this.indexBuffer); }; return Quad; }(); exports.default = Quad; },{"../../../utils/createIndicesForQuads":123,"pixi-gl-core":15}],96:[function(require,module,exports){ ' use strict '; exports.__esModule = true; var _math = require(' ../../../math '); var _const = require(' ../../../const '); var _settings = require(' ../../../settings '); var _settings2 = _interopRequireDefault(_settings); var _pixiGlCore = require(' pixi-gl-core '); function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } /** * @class * @memberof PIXI */ var RenderTarget = function () { /** * @param {WebGLRenderingContext} gl - The current WebGL drawing context * @param {number} [width=0] - the horizontal range of the filter * @param {number} [height=0] - the vertical range of the filter * @param {number} [scaleMode=PIXI.settings.SCALE_MODE] - See {@link PIXI.SCALE_MODES} for possible values * @param {number} [resolution=1] - The current resolution / device pixel ratio * @param {boolean} [root=false] - Whether this object is the root element or not */ function RenderTarget(gl, width, height, scaleMode, resolution, root) { _classCallCheck(this, RenderTarget); // TODO Resolution could go here ( eg low res blurs ) /** * The current WebGL drawing context. * * @member {WebGLRenderingContext} */ this.gl = gl; // next time to create a frame buffer and texture /** * A frame buffer * * @member {PIXI.glCore.GLFramebuffer} */ this.frameBuffer = null; /** * The texture * * @member {PIXI.glCore.GLTexture} */ this.texture = null; /** * The background colour of this render target, as an array of [r,g,b,a] values * * @member {number[]} */ this.clearColor = [0, 0, 0, 0]; /** * The size of the object as a rectangle * * @member {PIXI.Rectangle} */ this.size = new _math.Rectangle(0, 0, 1, 1); /** * The current resolution / device pixel ratio * * @member {number} * @default 1 */ this.resolution = resolution || _settings2.default.RESOLUTION; /** * The projection matrix * * @member {PIXI.Matrix} */ this.projectionMatrix = new _math.Matrix(); /** * The object' s transform * * @member {PIXI.Matrix} * / this.transform=null; /** * The frame. * * @member {PIXI.Rectangle} * / this.frame=null; /** * The stencil buffer stores masking data for the render target * * @member {glCore.GLBuffer} * / this.defaultFrame=new _math.Rectangle(); this.destinationFrame=null; this.sourceFrame=null; /** * The stencil buffer stores masking data for the render target * * @member {glCore.GLBuffer} * / this.stencilBuffer=null; /** * The data structure for the stencil masks * * @member {PIXI.Graphics[]} * / this.stencilMaskStack=[]; /** * Stores filter data for the render target * * @member {object[]} * / this.filterData=null; /** * The key for pooled texture of FilterSystem * @private * @member {string} * / this.filterPoolKey='' ; /** * The scale mode. * * @member {number} * @default PIXI.settings.SCALE_MODE * @see PIXI.SCALE_MODES * / this.scaleMode=scaleMode !== undefined ? scaleMode : _settings2.default.SCALE_MODE; /** * Whether this object is the root element or not * * @member {boolean} * @default false * / this.root=root || false; if (!this.root) { this.frameBuffer=_pixiGlCore.GLFramebuffer.createRGBA(gl, 100, 100); if (this.scaleMode=== _const.SCALE_MODES.NEAREST) { this.frameBuffer.texture.enableNearestScaling(); } else { this.frameBuffer.texture.enableLinearScaling(); } /* A frame buffer needs a target to render to.. create a texture and bind it attach it to the framebuffer.. * / / / this is used by the base texture this.texture=this.frameBuffer.texture; } else { / / make it a null framebuffer.. this.frameBuffer=new _pixiGlCore.GLFramebuffer(gl, 100, 100); this.frameBuffer.framebuffer=null; } this.setFrame(); this.resize(width, height); } /** * Clears the filter texture. * * @param {number[]} [clearColor=this.clearColor] - Array of [r,g,b,a] to clear the framebuffer * / RenderTarget.prototype.clear=function clear(clearColor) { var cc=clearColor || this.clearColor; this.frameBuffer.clear(cc[0], cc[1], cc[2], cc[3]); / / r,g,b,a); }; /** * Binds the stencil buffer. * * / RenderTarget.prototype.attachStencilBuffer=function attachStencilBuffer() { / / TODO check if stencil is done? /** * The stencil buffer is used for masking in pixi * lets create one and then add attach it to the framebuffer.. * / if (!this.root) { this.frameBuffer.enableStencil(); } }; /** * Sets the frame of the render target. * * @param {Rectangle} destinationFrame - The destination frame. * @param {Rectangle} sourceFrame - The source frame. * / RenderTarget.prototype.setFrame=function setFrame(destinationFrame, sourceFrame) { this.destinationFrame=destinationFrame || this.destinationFrame || this.defaultFrame; this.sourceFrame=sourceFrame || this.sourceFrame || this.destinationFrame; }; /** * Binds the buffers and initialises the viewport. * * / RenderTarget.prototype.activate=function activate() { / / TODO refactor usage of frame.. var gl=this.gl; / / make sure the texture is unbound! this.frameBuffer.bind(); this.calculateProjection(this.destinationFrame, this.sourceFrame); if (this.transform) { this.projectionMatrix.append(this.transform); } / / TODO add a check as them may be the same! if (this.destinationFrame !== this.sourceFrame) { gl.enable(gl.SCISSOR_TEST); gl.scissor(this.destinationFrame.x | 0, this.destinationFrame.y | 0, this.destinationFrame.width * this.resolution | 0, this.destinationFrame.height * this.resolution | 0); } else { gl.disable(gl.SCISSOR_TEST); } / / TODO - does not need to be updated all the time?? gl.viewport(this.destinationFrame.x | 0, this.destinationFrame.y | 0, this.destinationFrame.width * this.resolution | 0, this.destinationFrame.height * this.resolution | 0); }; /** * Updates the projection matrix based on a projection frame (which is a rectangle) * * @param {Rectangle} destinationFrame - The destination frame. * @param {Rectangle} sourceFrame - The source frame. * / RenderTarget.prototype.calculateProjection=function calculateProjection(destinationFrame, sourceFrame) { var pm=this.projectionMatrix; sourceFrame=sourceFrame || destinationFrame; pm.identity(); / / TODO: make dest scale source if (!this.root) { pm.a=1 / destinationFrame.width * 2; pm.d=1 / destinationFrame.height * 2; pm.tx=-1 - sourceFrame.x * pm.a; pm.ty=-1 - sourceFrame.y * pm.d; } else { pm.a=1 / destinationFrame.width * 2; pm.d=-1 / destinationFrame.height * 2; pm.tx=-1 - sourceFrame.x * pm.a; pm.ty=1 - sourceFrame.y * pm.d; } }; /** * Resizes the texture to the specified width and height * * @param {number} width - the new width of the texture * @param {number} height - the new height of the texture * / RenderTarget.prototype.resize=function resize(width, height) { width=width | 0; height=height | 0; if (this.size.width=== width && this.size.height=== height) { return; } this.size.width=width; this.size.height=height; this.defaultFrame.width=width; this.defaultFrame.height=height; this.frameBuffer.resize(width * this.resolution, height * this.resolution); var projectionFrame=this.frame || this.size; this.calculateProjection(projectionFrame); }; /** * Destroys the render target. * * / RenderTarget.prototype.destroy=function destroy() { if (this.frameBuffer.stencil) { this.gl.deleteRenderbuffer(this.frameBuffer.stencil); } this.frameBuffer.destroy(); this.frameBuffer=null; this.texture=null; }; return RenderTarget; }(); exports.default=RenderTarget; },{"../../../const" :46,"../../../math" :70,"../../../settings" :101,"pixi-gl-core" :15}],97:[function(require,module,exports){'use strict' ; exports.__esModule=true; exports.default=checkMaxIfStatmentsInShader; var _pixiGlCore=require('pixi-gl-core' ); var _pixiGlCore2=_interopRequireDefault(_pixiGlCore); function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } var fragTemplate=['precision mediump float;' ,'void main(void){' ,'float test = 0.1;' ,'%forloop%' ,'gl_FragColor = vec4(0.0);' ,'}' ].join('\n' ); function checkMaxIfStatmentsInShader(maxIfs, gl) { var createTempContext=!gl; if (maxIfs=== 0) { throw new Error('Invalid value of `0` passed to `checkMaxIfStatementsInShader`' ); } if (createTempContext) { var tinyCanvas=document.createElement('canvas' ); tinyCanvas.width=1; tinyCanvas.height=1; gl=_pixiGlCore2.default.createContext(tinyCanvas); } var shader=gl.createShader(gl.FRAGMENT_SHADER); while (true) / / eslint-disable-line no-constant-condition { var fragmentSrc=fragTemplate.replace(/%forloop%/gi, generateIfTestSrc(maxIfs)); gl.shaderSource(shader, fragmentSrc); gl.compileShader(shader); if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) { maxIfs=maxIfs / 2 | 0; } else { / / valid! break; } } if (createTempContext) { / / get rid of context if (gl.getExtension('WEBGL_lose_context' )) { gl.getExtension('WEBGL_lose_context' ).loseContext(); } } return maxIfs; } function generateIfTestSrc(maxIfs) { var src='' ; for (var i=0; i < maxIfs; ++i) { if (i > 0) { src += '\nelse '; } if (i 1 &&arguments[1] !== undefined ? arguments[1] : []; // TODO - premultiply alpha would be different. // add a boolean for that! array[_const.BLEND_MODES.NORMAL] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; array[_const.BLEND_MODES.ADD] = [gl.ONE, gl.DST_ALPHA]; array[_const.BLEND_MODES.MULTIPLY] = [gl.DST_COLOR, gl.ONE_MINUS_SRC_ALPHA]; array[_const.BLEND_MODES.SCREEN] = [gl.ONE, gl.ONE_MINUS_SRC_COLOR]; array[_const.BLEND_MODES.OVERLAY] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; array[_const.BLEND_MODES.DARKEN] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; array[_const.BLEND_MODES.LIGHTEN] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; array[_const.BLEND_MODES.COLOR_DODGE] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; array[_const.BLEND_MODES.COLOR_BURN] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; array[_const.BLEND_MODES.HARD_LIGHT] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; array[_const.BLEND_MODES.SOFT_LIGHT] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; array[_const.BLEND_MODES.DIFFERENCE] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; array[_const.BLEND_MODES.EXCLUSION] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; array[_const.BLEND_MODES.HUE] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; array[_const.BLEND_MODES.SATURATION] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; array[_const.BLEND_MODES.COLOR] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; array[_const.BLEND_MODES.LUMINOSITY] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; // not-premultiplied blend modes array[_const.BLEND_MODES.NORMAL_NPM] = [gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA, gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; array[_const.BLEND_MODES.ADD_NPM] = [gl.SRC_ALPHA, gl.DST_ALPHA, gl.ONE, gl.DST_ALPHA]; array[_const.BLEND_MODES.SCREEN_NPM] = [gl.SRC_ALPHA, gl.ONE_MINUS_SRC_COLOR, gl.ONE, gl.ONE_MINUS_SRC_COLOR]; return array; } },{"../../../const":46}],99:[function(require,module,exports){ 'use strict'; exports.__esModule = true; exports.default = mapWebGLDrawModesToPixi; var _const = require('../../../const'); /** * Generic Mask Stack data structure. * * @memberof PIXI * @function mapWebGLDrawModesToPixi * @private * @param {WebGLRenderingContext} gl - The current WebGL drawing context * @param {object} [object={}] - The object to map into * @return {object} The mapped draw modes. */ function mapWebGLDrawModesToPixi(gl) { var object = arguments.length > 1 &&arguments[1] !== undefined ? arguments[1] : {}; object[_const.DRAW_MODES.POINTS] = gl.POINTS; object[_const.DRAW_MODES.LINES] = gl.LINES; object[_const.DRAW_MODES.LINE_LOOP] = gl.LINE_LOOP; object[_const.DRAW_MODES.LINE_STRIP] = gl.LINE_STRIP; object[_const.DRAW_MODES.TRIANGLES] = gl.TRIANGLES; object[_const.DRAW_MODES.TRIANGLE_STRIP] = gl.TRIANGLE_STRIP; object[_const.DRAW_MODES.TRIANGLE_FAN] = gl.TRIANGLE_FAN; return object; } },{"../../../const":46}],100:[function(require,module,exports){ 'use strict'; exports.__esModule = true; exports.default = validateContext; function validateContext(gl) { var attributes = gl.getContextAttributes(); // this is going to be fairly simple for now.. but at least we have room to grow! if (!attributes.stencil) { /* eslint-disable no-console */ console.warn('Provided WebGL context does not have a stencil buffer, masks may not render correctly'); /* eslint-enable no-console */ } } },{}],101:[function(require,module,exports){ 'use strict'; exports.__esModule = true; var _maxRecommendedTextures = require('./utils/maxRecommendedTextures'); var _maxRecommendedTextures2 = _interopRequireDefault(_maxRecommendedTextures); var _canUploadSameBuffer = require('./utils/canUploadSameBuffer'); var _canUploadSameBuffer2 = _interopRequireDefault(_canUploadSameBuffer); function _interopRequireDefault(obj) { return obj &&obj.__esModule ? obj : { default: obj }; } /** * User's customizable globals for overriding the default PIXI settings, such * as a renderer's default resolution, framerate, float percision, etc. * @example * // Use the native window resolution as the default resolution * // will support high-density displays when rendering * PIXI.settings.RESOLUTION = window.devicePixelRatio. * * // Disable interpolation when scaling, will make texture be pixelated * PIXI.settings.SCALE_MODE = PIXI.SCALE_MODES.NEAREST; * @namespace PIXI.settings */ exports.default = { /** * Target frames per millisecond. * * @static * @memberof PIXI.settings * @type {number} * @default 0.06 */ TARGET_FPMS: 0.06, /** * If set to true WebGL will attempt make textures mimpaped by default. * Mipmapping will only succeed if the base texture uploaded has power of two dimensions. * * @static * @memberof PIXI.settings * @type {boolean} * @default true */ MIPMAP_TEXTURES: true, /** * Default resolution / device pixel ratio of the renderer. * * @static * @memberof PIXI.settings * @type {number} * @default 1 */ RESOLUTION: 1, /** * Default filter resolution. * * @static * @memberof PIXI.settings * @type {number} * @default 1 */ FILTER_RESOLUTION: 1, /** * The maximum textures that this device supports. * * @static * @memberof PIXI.settings * @type {number} * @default 32 */ SPRITE_MAX_TEXTURES: (0, _maxRecommendedTextures2.default)(32), // TODO: maybe change to SPRITE.BATCH_SIZE: 2000 // TODO: maybe add PARTICLE.BATCH_SIZE: 15000 /** * The default sprite batch size. * * The default aims to balance desktop and mobile devices. * * @static * @memberof PIXI.settings * @type {number} * @default 4096 */ SPRITE_BATCH_SIZE: 4096, /** * The prefix that denotes a URL is for a retina asset. * * @static * @memberof PIXI.settings * @type {RegExp} * @example `@2x` * @default /@([0-9\.]+)x/ */ RETINA_PREFIX: /@([0-9\.]+)x/, /** * The default render options if none are supplied to {@link PIXI.WebGLRenderer} * or {@link PIXI.CanvasRenderer}. * * @static * @constant * @memberof PIXI.settings * @type {object} * @property {HTMLCanvasElement} view=null * @property {number} resolution=1 * @property {boolean} antialias=false * @property {boolean} forceFXAA=false * @property {boolean} autoResize=false * @property {boolean} transparent=false * @property {number} backgroundColor=0x000000 * @property {boolean} clearBeforeRender=true * @property {boolean} preserveDrawingBuffer=false * @property {boolean} roundPixels=false * @property {number} width=800 * @property {number} height=600 * @property {boolean} legacy=false */ RENDER_OPTIONS: { view: null, antialias: false, forceFXAA: false, autoResize: false, transparent: false, backgroundColor: 0x000000, clearBeforeRender: true, preserveDrawingBuffer: false, roundPixels: false, width: 800, height: 600, legacy: false }, /** * Default transform type. * * @static * @memberof PIXI.settings * @type {PIXI.TRANSFORM_MODE} * @default PIXI.TRANSFORM_MODE.STATIC */ TRANSFORM_MODE: 0, /** * Default Garbage Collection mode. * * @static * @memberof PIXI.settings * @type {PIXI.GC_MODES} * @default PIXI.GC_MODES.AUTO */ GC_MODE: 0, /** * Default Garbage Collection max idle. * * @static * @memberof PIXI.settings * @type {number} * @default 3600 */ GC_MAX_IDLE: 60 * 60, /** * Default Garbage Collection maximum check count. * * @static * @memberof PIXI.settings * @type {number} * @default 600 */ GC_MAX_CHECK_COUNT: 60 * 10, /** * Default wrap modes that are supported by pixi. * * @static * @memberof PIXI.settings * @type {PIXI.WRAP_MODES} * @default PIXI.WRAP_MODES.CLAMP */ WRAP_MODE: 0, /** * The scale modes that are supported by pixi. * * @static * @memberof PIXI.settings * @type {PIXI.SCALE_MODES} * @default PIXI.SCALE_MODES.LINEAR */ SCALE_MODE: 0, /** * Default specify float precision in vertex shader. * * @static * @memberof PIXI.settings * @type {PIXI.PRECISION} * @default PIXI.PRECISION.HIGH */ PRECISION_VERTEX: 'highp', /** * Default specify float precision in fragment shader. * * @static * @memberof PIXI.settings * @type {PIXI.PRECISION} * @default PIXI.PRECISION.MEDIUM */ PRECISION_FRAGMENT: 'mediump', /** * Can we upload the same buffer in a single frame? * * @static * @constant * @memberof PIXI.settings * @type {boolean} */ CAN_UPLOAD_SAME_BUFFER: (0, _canUploadSameBuffer2.default)(), /** * Default Mesh `canvasPadding`. * * @see PIXI.mesh.Mesh#canvasPadding * @static * @constant * @memberof PIXI.settings * @type {number} */ MESH_CANVAS_PADDING: 0 }; },{"./utils/canUploadSameBuffer":122,"./utils/maxRecommendedTextures":127}],102:[function(require,module,exports){ 'use strict'; exports.__esModule = true; var _createClass = function () { function defineProperties(target, props) { for (var i = 0; i = x1 &&tempPoint.x = y1 &&tempPoint.y > 16) + (value & 0xff00) + ((value & 0xff) << 16); } /** * The texture that the sprite is using * * @member {PIXI.Texture} */ }, { key: ' texture ', get: function get() { return this._texture; }, set: function set(value) // eslint-disable-line require-jsdoc { if (this._texture === value) { return; } this._texture = value || _Texture2.default.EMPTY; this.cachedTint = 0xFFFFFF; this._textureID = -1; this._textureTrimmedID = -1; if (value) { // wait for the texture to load if (value.baseTexture.hasLoaded) { this._onTextureUpdate(); } else { value.once(' update ', this._onTextureUpdate, this); } } } }]); return Sprite; }(_Container3.default); exports.default = Sprite; },{"../const":46,"../display/Container":48,"../math":70,"../textures/Texture":115,"../utils":125}],103:[function(require,module,exports){ ' use strict '; exports.__esModule = true; var _CanvasRenderer = require(' ../../renderers/canvas/CanvasRenderer '); var _CanvasRenderer2 = _interopRequireDefault(_CanvasRenderer); var _const = require(' ../../const '); var _math = require(' ../../math '); var _CanvasTinter = require(' ./CanvasTinter '); var _CanvasTinter2 = _interopRequireDefault(_CanvasTinter); function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } var canvasRenderWorldTransform = new _math.Matrix(); /** * @author Mat Groves * * Big thanks to the very clever Matt DesLauriers https://github.com/mattdesl/ * for creating the original PixiJS version! * Also a thanks to https://github.com/bchevalier for tweaking the tint and alpha so that they now * share 4 bytes on the vertex buffer * * Heavily inspired by LibGDX' s CanvasSpriteRenderer: * https://github.com/libgdx/libgdx/blob/master/gdx/src/com/badlogic/gdx/graphics/g2d/CanvasSpriteRenderer.java * / /** * Renderer dedicated to drawing and batching sprites. * * @class * @private * @memberof PIXI * / var CanvasSpriteRenderer=function () { /** * @param {PIXI.WebGLRenderer} renderer -The renderer sprite this batch works for. * / function CanvasSpriteRenderer(renderer) { _classCallCheck(this, CanvasSpriteRenderer); this.renderer=renderer; } /** * Renders the sprite object. * * @param {PIXI.Sprite} sprite - the sprite to render when using this spritebatch * / CanvasSpriteRenderer.prototype.render=function render(sprite) { var texture=sprite._texture; var renderer=this.renderer; var width=texture._frame.width; var height=texture._frame.height; var wt=sprite.transform.worldTransform; var dx=0; var dy=0; if (texture.orig.width <= 0 || texture.orig.height <=0 || !texture.baseTexture.source) { return; } renderer.setBlendMode(sprite.blendMode); / / Ignore null sources if (texture.valid) { renderer.context.globalAlpha=sprite.worldAlpha; / / If smoothingEnabled is supported and we need to change the smoothing property for sprite texture var smoothingEnabled=texture.baseTexture.scaleMode=== _const.SCALE_MODES.LINEAR; if (renderer.smoothProperty && renderer.context[renderer.smoothProperty] !== smoothingEnabled) { renderer.context[renderer.smoothProperty]=smoothingEnabled; } if (texture.trim) { dx=texture.trim.width / 2 + texture.trim.x - sprite.anchor.x * texture.orig.width; dy=texture.trim.height / 2 + texture.trim.y - sprite.anchor.y * texture.orig.height; } else { dx=(0.5 - sprite.anchor.x) * texture.orig.width; dy=(0.5 - sprite.anchor.y) * texture.orig.height; } if (texture.rotate) { wt.copy(canvasRenderWorldTransform); wt=canvasRenderWorldTransform; _math.GroupD8.matrixAppendRotationInv(wt, texture.rotate, dx, dy); / / the anchor has already been applied above, so lets set it to zero dx=0; dy=0; } dx -=width / 2; dy -=height / 2; / / Allow for pixel rounding if (renderer.roundPixels) { renderer.context.setTransform(wt.a, wt.b, wt.c, wt.d, wt.tx * renderer.resolution | 0, wt.ty * renderer.resolution | 0); dx=dx | 0; dy=dy | 0; } else { renderer.context.setTransform(wt.a, wt.b, wt.c, wt.d, wt.tx * renderer.resolution, wt.ty * renderer.resolution); } var resolution=texture.baseTexture.resolution; if (sprite.tint !== 0xFFFFFF) { if (sprite.cachedTint !== sprite.tint || sprite.tintedTexture.tintId !== sprite._texture._updateID) { sprite.cachedTint=sprite.tint; / / TODO clean up caching - how to clean up the caches? sprite.tintedTexture=_CanvasTinter2.default.getTintedTexture(sprite, sprite.tint); } renderer.context.drawImage(sprite.tintedTexture, 0, 0, width * resolution, height * resolution, dx * renderer.resolution, dy * renderer.resolution, width * renderer.resolution, height * renderer.resolution); } else { renderer.context.drawImage(texture.baseTexture.source, texture._frame.x * resolution, texture._frame.y * resolution, width * resolution, height * resolution, dx * renderer.resolution, dy * renderer.resolution, width * renderer.resolution, height * renderer.resolution); } } }; /** * destroy the sprite object. * * / CanvasSpriteRenderer.prototype.destroy=function destroy() { this.renderer=null; }; return CanvasSpriteRenderer; }(); exports.default=CanvasSpriteRenderer; _CanvasRenderer2.default.registerPlugin('sprite' , CanvasSpriteRenderer); },{"../../const" :46,"../../math" :70,"../../renderers/canvas/CanvasRenderer" :77,"./CanvasTinter" :104}],104:[function(require,module,exports){'use strict' ; exports.__esModule=true; var _utils=require('../../utils' ); var _canUseNewCanvasBlendModes=require('../../renderers/canvas/utils/canUseNewCanvasBlendModes' ); var _canUseNewCanvasBlendModes2=_interopRequireDefault(_canUseNewCanvasBlendModes); function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } /** * Utility methods for Sprite/Texture tinting. * * @class * @memberof PIXI * / var CanvasTinter={ /** * Basically this method just needs a sprite and a color and tints the sprite with the given color. * * @memberof PIXI.CanvasTinter * @param {PIXI.Sprite} sprite - the sprite to tint * @param {number} color - the color to use to tint the sprite with * @return {HTMLCanvasElement} The tinted canvas * / getTintedTexture: function getTintedTexture(sprite, color) { var texture=sprite._texture; color=CanvasTinter.roundColor(color); var stringColor='#' + ('00000' + (color | 0).toString(16)).substr(-6); texture.tintCache=texture.tintCache || {}; var cachedTexture=texture.tintCache[stringColor]; var canvas=void 0; if (cachedTexture) { if (cachedTexture.tintId=== texture._updateID) { return texture.tintCache[stringColor]; } canvas=texture.tintCache[stringColor]; } else { canvas=CanvasTinter.canvas || document.createElement('canvas' ); } CanvasTinter.tintMethod(texture, color, canvas); canvas.tintId=texture._updateID; if (CanvasTinter.convertTintToImage) { / / is this better? var tintImage=new Image(); tintImage.src=canvas.toDataURL(); texture.tintCache[stringColor]=tintImage; } else { texture.tintCache[stringColor]=canvas; / / if we are not converting the texture to an image then we need to lose the reference to the canvas CanvasTinter.canvas=null; } return canvas; }, /** * Tint a texture using the 'multiply' operation. * * @memberof PIXI.CanvasTinter * @param {PIXI.Texture} texture - the texture to tint * @param {number} color - the color to use to tint the sprite with * @param {HTMLCanvasElement} canvas - the current canvas * / tintWithMultiply: function tintWithMultiply(texture, color, canvas) { var context=canvas.getContext('2d' ); var crop=texture._frame.clone(); var resolution=texture.baseTexture.resolution; crop.x *=resolution; crop.y *=resolution; crop.width *=resolution; crop.height *=resolution; canvas.width=Math.ceil(crop.width); canvas.height=Math.ceil(crop.height); context.save(); context.fillStyle='#' + ('00000' + (color | 0).toString(16)).substr(-6); context.fillRect(0, 0, crop.width, crop.height); context.globalCompositeOperation='multiply' ; context.drawImage(texture.baseTexture.source, crop.x, crop.y, crop.width, crop.height, 0, 0, crop.width, crop.height); context.globalCompositeOperation='destination-atop' ; context.drawImage(texture.baseTexture.source, crop.x, crop.y, crop.width, crop.height, 0, 0, crop.width, crop.height); context.restore(); }, /** * Tint a texture using the 'overlay' operation. * * @memberof PIXI.CanvasTinter * @param {PIXI.Texture} texture - the texture to tint * @param {number} color - the color to use to tint the sprite with * @param {HTMLCanvasElement} canvas - the current canvas * / tintWithOverlay: function tintWithOverlay(texture, color, canvas) { var context=canvas.getContext('2d' ); var crop=texture._frame.clone(); var resolution=texture.baseTexture.resolution; crop.x *=resolution; crop.y *=resolution; crop.width *=resolution; crop.height *=resolution; canvas.width=Math.ceil(crop.width); canvas.height=Math.ceil(crop.height); context.save(); context.globalCompositeOperation='copy' ; context.fillStyle='#' + ('00000' + (color | 0).toString(16)).substr(-6); context.fillRect(0, 0, crop.width, crop.height); context.globalCompositeOperation='destination-atop' ; context.drawImage(texture.baseTexture.source, crop.x, crop.y, crop.width, crop.height, 0, 0, crop.width, crop.height); / / context.globalCompositeOperation='copy' ; context.restore(); }, /** * Tint a texture pixel per pixel. * * @memberof PIXI.CanvasTinter * @param {PIXI.Texture} texture - the texture to tint * @param {number} color - the color to use to tint the sprite with * @param {HTMLCanvasElement} canvas - the current canvas * / tintWithPerPixel: function tintWithPerPixel(texture, color, canvas) { var context=canvas.getContext('2d' ); var crop=texture._frame.clone(); var resolution=texture.baseTexture.resolution; crop.x *=resolution; crop.y *=resolution; crop.width *=resolution; crop.height *=resolution; canvas.width=Math.ceil(crop.width); canvas.height=Math.ceil(crop.height); context.save(); context.globalCompositeOperation='copy' ; context.drawImage(texture.baseTexture.source, crop.x, crop.y, crop.width, crop.height, 0, 0, crop.width, crop.height); context.restore(); var rgbValues=(0, _utils.hex2rgb)(color); var r=rgbValues[0]; var g=rgbValues[1]; var b=rgbValues[2]; var pixelData=context.getImageData(0, 0, crop.width, crop.height); var pixels=pixelData.data; for (var i=0; i < pixels.length; i += 4) { pixels[i + 0] *= r; pixels[i + 1] *= g; pixels[i + 2] *= b; } context.putImageData(pixelData, 0, 0); }, /** * Rounds the specified color according to the CanvasTinter.cacheStepsPerColorChannel. * * @memberof PIXI.CanvasTinter * @param {number} color - the color to round, should be a hex color * @return {number} The rounded color. */ roundColor: function roundColor(color) { var step = CanvasTinter.cacheStepsPerColorChannel; var rgbValues = (0, _utils.hex2rgb)(color); rgbValues[0] = Math.min(255, rgbValues[0] / step * step); rgbValues[1] = Math.min(255, rgbValues[1] / step * step); rgbValues[2] = Math.min(255, rgbValues[2] / step * step); return (0, _utils.rgb2hex)(rgbValues); }, /** * Number of steps which will be used as a cap when rounding colors. * * @memberof PIXI.CanvasTinter * @type {number} */ cacheStepsPerColorChannel: 8, /** * Tint cache boolean flag. * * @memberof PIXI.CanvasTinter * @type {boolean} */ convertTintToImage: false, /** * Whether or not the Canvas BlendModes are supported, consequently the ability to tint using the multiply method. * * @memberof PIXI.CanvasTinter * @type {boolean} */ canUseMultiply: (0, _canUseNewCanvasBlendModes2.default)(), /** * The tinting method that will be used. * * @memberof PIXI.CanvasTinter * @type {tintMethodFunctionType} */ tintMethod: 0 }; CanvasTinter.tintMethod = CanvasTinter.canUseMultiply ? CanvasTinter.tintWithMultiply : CanvasTinter.tintWithPerPixel; /** * The tintMethod type. * * @memberof PIXI.CanvasTinter * @callback tintMethodFunctionType * @param texture {PIXI.Texture} the texture to tint * @param color {number} the color to use to tint the sprite with * @param canvas {HTMLCanvasElement} the current canvas */ exports.default = CanvasTinter; },{"../../renderers/canvas/utils/canUseNewCanvasBlendModes":80,"../../utils":125}],105:[function(require,module,exports){ "use strict"; exports.__esModule = true; function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } /** * @class * @memberof PIXI */ var Buffer = function () { /** * @param {number} size - The size of the buffer in bytes. */ function Buffer(size) { _classCallCheck(this, Buffer); this.vertices = new ArrayBuffer(size); /** * View on the vertices as a Float32Array for positions * * @member {Float32Array} */ this.float32View = new Float32Array(this.vertices); /** * View on the vertices as a Uint32Array for uvs * * @member {Float32Array} */ this.uint32View = new Uint32Array(this.vertices); } /** * Destroys the buffer. * */ Buffer.prototype.destroy = function destroy() { this.vertices = null; this.positions = null; this.uvs = null; this.colors = null; }; return Buffer; }(); exports.default = Buffer; },{}],106:[function(require,module,exports){ 'use strict'; exports.__esModule = true; var _ObjectRenderer2 = require('../../renderers/webgl/utils/ObjectRenderer'); var _ObjectRenderer3 = _interopRequireDefault(_ObjectRenderer2); var _WebGLRenderer = require('../../renderers/webgl/WebGLRenderer'); var _WebGLRenderer2 = _interopRequireDefault(_WebGLRenderer); var _createIndicesForQuads = require('../../utils/createIndicesForQuads'); var _createIndicesForQuads2 = _interopRequireDefault(_createIndicesForQuads); var _generateMultiTextureShader = require('./generateMultiTextureShader'); var _generateMultiTextureShader2 = _interopRequireDefault(_generateMultiTextureShader); var _checkMaxIfStatmentsInShader = require('../../renderers/webgl/utils/checkMaxIfStatmentsInShader'); var _checkMaxIfStatmentsInShader2 = _interopRequireDefault(_checkMaxIfStatmentsInShader); var _BatchBuffer = require('./BatchBuffer'); var _BatchBuffer2 = _interopRequireDefault(_BatchBuffer); var _settings = require('../../settings'); var _settings2 = _interopRequireDefault(_settings); var _utils = require('../../utils'); var _pixiGlCore = require('pixi-gl-core'); var _pixiGlCore2 = _interopRequireDefault(_pixiGlCore); var _bitTwiddle = require('bit-twiddle'); var _bitTwiddle2 = _interopRequireDefault(_bitTwiddle); function _interopRequireDefault(obj) { return obj &&obj.__esModule ? obj : { default: obj }; } function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } function _possibleConstructorReturn(self, call) { if (!self) { throw new ReferenceError("this hasn't been initialised - super() hasn't been called"); } return call &&(typeof call === "object" || typeof call === "function") ? call : self; } function _inherits(subClass, superClass) { if (typeof superClass !== "function" &&superClass !== null) { throw new TypeError("Super expression must either be null or a function, not " + typeof superClass); } subClass.prototype = Object.create(superClass &&superClass.prototype, { constructor: { value: subClass, enumerable: false, writable: true, configurable: true } }); if (superClass) Object.setPrototypeOf ? Object.setPrototypeOf(subClass, superClass) : subClass.__proto__ = superClass; } var TICK = 0; var TEXTURE_TICK = 0; /** * Renderer dedicated to drawing and batching sprites. * * @class * @private * @memberof PIXI * @extends PIXI.ObjectRenderer */ var SpriteRenderer = function (_ObjectRenderer) { _inherits(SpriteRenderer, _ObjectRenderer); /** * @param {PIXI.WebGLRenderer} renderer - The renderer this sprite batch works for. */ function SpriteRenderer(renderer) { _classCallCheck(this, SpriteRenderer); /** * Number of values sent in the vertex buffer. * aVertexPosition(2), aTextureCoord(1), aColor(1), aTextureId(1) = 5 * * @member {number} */ var _this = _possibleConstructorReturn(this, _ObjectRenderer.call(this, renderer)); _this.vertSize = 5; /** * The size of the vertex information in bytes. * * @member {number} */ _this.vertByteSize = _this.vertSize * 4; /** * The number of images in the SpriteRenderer before it flushes. * * @member {number} */ _this.size = _settings2.default.SPRITE_BATCH_SIZE; // 2000 is a nice balance between mobile / desktop // the total number of bytes in our batch // let numVerts = this.size * 4 * this.vertByteSize; _this.buffers = []; for (var i = 1; i <=_bitTwiddle2.default.nextPow2(_this.size); i *=2) { _this.buffers.push(new _BatchBuffer2.default(i * 4 * _this.vertByteSize)); } /** * Holds the indices of the geometry (quads) to draw * * @member {Uint16Array} * / _this.indices=(0, _createIndicesForQuads2.default)(_this.size); /** * The default shaders that is used if a sprite doesn 't have a more specific one. * there is a shader for each number of textures that can be rendererd. * These shaders will also be generated on the fly as required. * @member {PIXI.Shader[]} */ _this.shader = null; _this.currentIndex = 0; _this.groups = []; for (var k = 0; k < _this.size; k++) { _this.groups[k] = { textures: [], textureCount: 0, ids: [], size: 0, start: 0, blend: 0 }; } _this.sprites = []; _this.vertexBuffers = []; _this.vaos = []; _this.vaoMax = 2; _this.vertexCount = 0; _this.renderer.on(' prerender ', _this.onPrerender, _this); return _this; } /** * Sets up the renderer context and necessary buffers. * * @private */ SpriteRenderer.prototype.onContextChange = function onContextChange() { var gl = this.renderer.gl; if (this.renderer.legacy) { this.MAX_TEXTURES = 1; } else { // step 1: first check max textures the GPU can handle. this.MAX_TEXTURES = Math.min(gl.getParameter(gl.MAX_TEXTURE_IMAGE_UNITS), _settings2.default.SPRITE_MAX_TEXTURES); // step 2: check the maximum number of if statements the shader can have too.. this.MAX_TEXTURES = (0, _checkMaxIfStatmentsInShader2.default)(this.MAX_TEXTURES, gl); } this.shader = (0, _generateMultiTextureShader2.default)(gl, this.MAX_TEXTURES); // create a couple of buffers this.indexBuffer = _pixiGlCore2.default.GLBuffer.createIndexBuffer(gl, this.indices, gl.STATIC_DRAW); // we use the second shader as the first one depending on your browser may omit aTextureId // as it is not used by the shader so is optimized out. this.renderer.bindVao(null); var attrs = this.shader.attributes; for (var i = 0; i < this.vaoMax; i++) { /* eslint-disable max-len */ var vertexBuffer = this.vertexBuffers[i] = _pixiGlCore2.default.GLBuffer.createVertexBuffer(gl, null, gl.STREAM_DRAW); /* eslint-enable max-len */ // build the vao object that will render.. var vao = this.renderer.createVao().addIndex(this.indexBuffer).addAttribute(vertexBuffer, attrs.aVertexPosition, gl.FLOAT, false, this.vertByteSize, 0).addAttribute(vertexBuffer, attrs.aTextureCoord, gl.UNSIGNED_SHORT, true, this.vertByteSize, 2 * 4).addAttribute(vertexBuffer, attrs.aColor, gl.UNSIGNED_BYTE, true, this.vertByteSize, 3 * 4); if (attrs.aTextureId) { vao.addAttribute(vertexBuffer, attrs.aTextureId, gl.FLOAT, false, this.vertByteSize, 4 * 4); } this.vaos[i] = vao; } this.vao = this.vaos[0]; this.currentBlendMode = 99999; this.boundTextures = new Array(this.MAX_TEXTURES); }; /** * Called before the renderer starts rendering. * */ SpriteRenderer.prototype.onPrerender = function onPrerender() { this.vertexCount = 0; }; /** * Renders the sprite object. * * @param {PIXI.Sprite} sprite - the sprite to render when using this spritebatch */ SpriteRenderer.prototype.render = function render(sprite) { // TODO set blend modes.. // check texture.. if (this.currentIndex >= this.size) { this.flush(); } // get the uvs for the texture // if the uvs have not updated then no point rendering just yet! if (!sprite._texture._uvs) { return; } // push a texture. // increment the batchsize this.sprites[this.currentIndex++] = sprite; }; /** * Renders the content and empties the current batch. * */ SpriteRenderer.prototype.flush = function flush() { if (this.currentIndex === 0) { return; } var gl = this.renderer.gl; var MAX_TEXTURES = this.MAX_TEXTURES; var np2 = _bitTwiddle2.default.nextPow2(this.currentIndex); var log2 = _bitTwiddle2.default.log2(np2); var buffer = this.buffers[log2]; var sprites = this.sprites; var groups = this.groups; var float32View = buffer.float32View; var uint32View = buffer.uint32View; var boundTextures = this.boundTextures; var rendererBoundTextures = this.renderer.boundTextures; var touch = this.renderer.textureGC.count; var index = 0; var nextTexture = void 0; var currentTexture = void 0; var groupCount = 1; var textureCount = 0; var currentGroup = groups[0]; var vertexData = void 0; var uvs = void 0; var blendMode = _utils.premultiplyBlendMode[sprites[0]._texture.baseTexture.premultipliedAlpha ? 1 : 0][sprites[0].blendMode]; currentGroup.textureCount = 0; currentGroup.start = 0; currentGroup.blend = blendMode; TICK++; var i = void 0; // copy textures.. for (i = 0; i < MAX_TEXTURES; ++i) { var bt = rendererBoundTextures[i]; if (bt._enabled === TICK) { boundTextures[i] = this.renderer.emptyTextures[i]; continue; } boundTextures[i] = bt; bt._virtalBoundId = i; bt._enabled = TICK; } TICK++; for (i = 0; i < this.currentIndex; ++i) { // upload the sprite elemetns... // they have all ready been calculated so we just need to push them into the buffer. var sprite = sprites[i]; sprites[i] = null; nextTexture = sprite._texture.baseTexture; var spriteBlendMode = _utils.premultiplyBlendMode[Number(nextTexture.premultipliedAlpha)][sprite.blendMode]; if (blendMode !== spriteBlendMode) { // finish a group.. blendMode = spriteBlendMode; // force the batch to break! currentTexture = null; textureCount = MAX_TEXTURES; TICK++; } if (currentTexture !== nextTexture) { currentTexture = nextTexture; if (nextTexture._enabled !== TICK) { if (textureCount === MAX_TEXTURES) { TICK++; currentGroup.size = i - currentGroup.start; textureCount = 0; currentGroup = groups[groupCount++]; currentGroup.blend = blendMode; currentGroup.textureCount = 0; currentGroup.start = i; } nextTexture.touched = touch; if (nextTexture._virtalBoundId === -1) { for (var j = 0; j < MAX_TEXTURES; ++j) { var tIndex = (j + TEXTURE_TICK) % MAX_TEXTURES; var t = boundTextures[tIndex]; if (t._enabled !== TICK) { TEXTURE_TICK++; t._virtalBoundId = -1; nextTexture._virtalBoundId = tIndex; boundTextures[tIndex] = nextTexture; break; } } } nextTexture._enabled = TICK; currentGroup.textureCount++; currentGroup.ids[textureCount] = nextTexture._virtalBoundId; currentGroup.textures[textureCount++] = nextTexture; } } vertexData = sprite.vertexData; // TODO this sum does not need to be set each frame.. uvs = sprite._texture._uvs.uvsUint32; if (this.renderer.roundPixels) { var resolution = this.renderer.resolution; // xy float32View[index] = (vertexData[0] * resolution | 0) / resolution; float32View[index + 1] = (vertexData[1] * resolution | 0) / resolution; // xy float32View[index + 5] = (vertexData[2] * resolution | 0) / resolution; float32View[index + 6] = (vertexData[3] * resolution | 0) / resolution; // xy float32View[index + 10] = (vertexData[4] * resolution | 0) / resolution; float32View[index + 11] = (vertexData[5] * resolution | 0) / resolution; // xy float32View[index + 15] = (vertexData[6] * resolution | 0) / resolution; float32View[index + 16] = (vertexData[7] * resolution | 0) / resolution; } else { // xy float32View[index] = vertexData[0]; float32View[index + 1] = vertexData[1]; // xy float32View[index + 5] = vertexData[2]; float32View[index + 6] = vertexData[3]; // xy float32View[index + 10] = vertexData[4]; float32View[index + 11] = vertexData[5]; // xy float32View[index + 15] = vertexData[6]; float32View[index + 16] = vertexData[7]; } uint32View[index + 2] = uvs[0]; uint32View[index + 7] = uvs[1]; uint32View[index + 12] = uvs[2]; uint32View[index + 17] = uvs[3]; /* eslint-disable max-len */ var alpha = Math.min(sprite.worldAlpha, 1.0); // we dont call extra function if alpha is 1.0, that' s faster var argb=alpha < 1.0 &&nextTexture.premultipliedAlpha ? (0, _utils.premultiplyTint)(sprite._tintRGB, alpha) : sprite._tintRGB + (alpha * 255 << 24); uint32View[index + 3] = uint32View[index + 8] = uint32View[index + 13] = uint32View[index + 18] = argb; float32View[index + 4] = float32View[index + 9] = float32View[index + 14] = float32View[index + 19] = nextTexture._virtalBoundId; /* eslint-enable max-len */ index += 20; } currentGroup.size = i - currentGroup.start; if (!_settings2.default.CAN_UPLOAD_SAME_BUFFER) { // this is still needed for IOS performance.. // it really does not like uploading to the same buffer in a single frame! if (this.vaoMax <=this.vertexCount) { this.vaoMax++; var attrs=this.shader.attributes; /* eslint-disable max-len * / var vertexBuffer=this.vertexBuffers[this.vertexCount]= _pixiGlCore2.default.GLBuffer.createVertexBuffer(gl, null, gl.STREAM_DRAW); /* eslint-enable max-len * / / / build the vao object that will render.. var vao=this.renderer.createVao().addIndex(this.indexBuffer).addAttribute(vertexBuffer, attrs.aVertexPosition, gl.FLOAT, false, this.vertByteSize, 0).addAttribute(vertexBuffer, attrs.aTextureCoord, gl.UNSIGNED_SHORT, true, this.vertByteSize, 2 * 4).addAttribute(vertexBuffer, attrs.aColor, gl.UNSIGNED_BYTE, true, this.vertByteSize, 3 * 4); if (attrs.aTextureId) { vao.addAttribute(vertexBuffer, attrs.aTextureId, gl.FLOAT, false, this.vertByteSize, 4 * 4); } this.vaos[this.vertexCount]=vao; } this.renderer.bindVao(this.vaos[this.vertexCount]); this.vertexBuffers[this.vertexCount].upload(buffer.vertices, 0, false); this.vertexCount++; } else { / / lets use the faster option, always use buffer number 0 this.vertexBuffers[this.vertexCount].upload(buffer.vertices, 0, true); } for (i=0; i < MAX_TEXTURES; ++i) { rendererBoundTextures[i]._virtalBoundId = -1; } // render the groups.. for (i = 0; i 0) { src += '\nelse '; } if (i 0) { context.shadowColor = style.dropShadowColor; } var xShadowOffset = Math.cos(style.dropShadowAngle) * style.dropShadowDistance; var yShadowOffset = Math.sin(style.dropShadowAngle) * style.dropShadowDistance; for (var i = 0; i 3 &&arguments[3] !== undefined ? arguments[3] : false; var style = this._style; // letterSpacing of 0 means normal var letterSpacing = style.letterSpacing; if (letterSpacing === 0) { if (isStroke) { this.context.strokeText(text, x, y); } else { this.context.fillText(text, x, y); } return; } var characters = String.prototype.split.call(text, ''); var currentPosition = x; var index = 0; var current = ''; while (index 3 &&arguments[3] !== undefined ? arguments[3] : TextMetrics._canvas; wordWrap = wordWrap === undefined || wordWrap === null ? style.wordWrap : wordWrap; var font = style.toFontString(); var fontProperties = TextMetrics.measureFont(font); var context = canvas.getContext('2d'); context.font = font; var outputText = wordWrap ? TextMetrics.wordWrap(text, style, canvas) : text; var lines = outputText.split(/(?:\r\n|\r|\n)/); var lineWidths = new Array(lines.length); var maxLineWidth = 0; for (var i = 0; i 2 && arguments[2] !== undefined ? arguments[2] : TextMetrics._canvas; var context = canvas.getContext(' 2d '); var width = 0; var line = ''; var lines = ''; var cache = {}; var letterSpacing = style.letterSpacing, whiteSpace = style.whiteSpace; // How to handle whitespaces var collapseSpaces = TextMetrics.collapseSpaces(whiteSpace); var collapseNewlines = TextMetrics.collapseNewlines(whiteSpace); // whether or not spaces may be added to the beginning of lines var canPrependSpaces = !collapseSpaces; // There is letterSpacing after every char except the last one // t_h_i_s_''_i_s_''_a_n_''_e_x_a_m_p_l_e_''_! // so for convenience the above needs to be compared to width + 1 extra letterSpace // t_h_i_s_''_i_s_''_a_n_''_e_x_a_m_p_l_e_''_!_ // ________________________________________________ // And then the final space is simply no appended to each line var wordWrapWidth = style.wordWrapWidth + letterSpacing; // break text into words, spaces and newline chars var tokens = TextMetrics.tokenize(text); for (var i = 0; i < tokens.length; i++) { // get the word, space or newlineChar var token = tokens[i]; // if word is a new line if (TextMetrics.isNewline(token)) { // keep the new line if (!collapseNewlines) { lines += TextMetrics.addLine(line); canPrependSpaces = !collapseSpaces; line = ''; width = 0; continue; } // if we should collapse new lines // we simply convert it into a space token = ''; } // if we should collapse repeated whitespaces if (collapseSpaces) { // check both this and the last tokens for spaces var currIsBreakingSpace = TextMetrics.isBreakingSpace(token); var lastIsBreakingSpace = TextMetrics.isBreakingSpace(line[line.length - 1]); if (currIsBreakingSpace && lastIsBreakingSpace) { continue; } } // get word width from cache if possible var tokenWidth = TextMetrics.getFromCache(token, letterSpacing, cache, context); // word is longer than desired bounds if (tokenWidth > wordWrapWidth) { // if we are not already at the beginning of a line if (line !== '') { // start newlines for overflow words lines += TextMetrics.addLine(line); line = ''; width = 0; } // break large word over multiple lines if (TextMetrics.canBreakWords(token, style.breakWords)) { // break word into characters var characters = token.split(''); // loop the characters for (var j = 0; j < characters.length; j++) { var char = characters[j]; var k = 1; // we are not at the end of the token while (characters[j + k]) { var nextChar = characters[j + k]; var lastChar = char[char.length - 1]; // should not split chars if (!TextMetrics.canBreakChars(lastChar, nextChar, token, j, style.breakWords)) { // combine chars & move forward one char += nextChar; } else { break; } k++; } j += char.length - 1; var characterWidth = TextMetrics.getFromCache(char, letterSpacing, cache, context); if (characterWidth + width > wordWrapWidth) { lines += TextMetrics.addLine(line); canPrependSpaces = false; line = ''; width = 0; } line += char; width += characterWidth; } } // run word out of the bounds else { // if there are words in this line already // finish that line and start a new one if (line.length > 0) { lines += TextMetrics.addLine(line); line = ''; width = 0; } var isLastToken = i === tokens.length - 1; // give it its own line if it' s not the end lines +=TextMetrics.addLine(token, !isLastToken); canPrependSpaces=false; line='' ; width=0; } } / / word could fit else { / / word won 't fit because of existing words // start a new line if (tokenWidth + width > wordWrapWidth) { // if its a space we don' t want it canPrependSpaces=false; / / add a new line lines +=TextMetrics.addLine(line); / / start a new line line='' ; width=0; } / / don 't add spaces to the beginning of lines if (line.length > 0 || !TextMetrics.isBreakingSpace(token) || canPrependSpaces) { // add the word to the current line line += token; // update width counter width += tokenWidth; } } } lines += TextMetrics.addLine(line, false); return lines; }; /** * Convienience function for logging each line added during the wordWrap * method * * @private * @param {string} line - The line of text to add * @param {boolean} newLine - Add new line character to end * @return {string} A formatted line */ TextMetrics.addLine = function addLine(line) { var newLine = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : true; line = TextMetrics.trimRight(line); line = newLine ? line + ' \n ' : line; return line; }; /** * Gets & sets the widths of calculated characters in a cache object * * @private * @param {string} key The key * @param {number} letterSpacing The letter spacing * @param {object} cache The cache * @param {CanvasRenderingContext2D} context The canvas context * @return {number} The from cache. */ TextMetrics.getFromCache = function getFromCache(key, letterSpacing, cache, context) { var width = cache[key]; if (width === undefined) { var spacing = key.length * letterSpacing; width = context.measureText(key).width + spacing; cache[key] = width; } return width; }; /** * Determines whether we should collapse breaking spaces * * @private * @param {string} whiteSpace The TextStyle property whiteSpace * @return {boolean} should collapse */ TextMetrics.collapseSpaces = function collapseSpaces(whiteSpace) { return whiteSpace === ' normal ' || whiteSpace === ' pre-line '; }; /** * Determines whether we should collapse newLine chars * * @private * @param {string} whiteSpace The white space * @return {boolean} should collapse */ TextMetrics.collapseNewlines = function collapseNewlines(whiteSpace) { return whiteSpace === ' normal '; }; /** * trims breaking whitespaces from string * * @private * @param {string} text The text * @return {string} trimmed string */ TextMetrics.trimRight = function trimRight(text) { if (typeof text !== ' string ') { return ''; } for (var i = text.length - 1; i >= 0; i--) { var char = text[i]; if (!TextMetrics.isBreakingSpace(char)) { break; } text = text.slice(0, -1); } return text; }; /** * Determines if char is a newline. * * @private * @param {string} char The character * @return {boolean} True if newline, False otherwise. */ TextMetrics.isNewline = function isNewline(char) { if (typeof char !== ' string ') { return false; } return TextMetrics._newlines.indexOf(char.charCodeAt(0)) >= 0; }; /** * Determines if char is a breaking whitespace. * * @private * @param {string} char The character * @return {boolean} True if whitespace, False otherwise. */ TextMetrics.isBreakingSpace = function isBreakingSpace(char) { if (typeof char !== ' string ') { return false; } return TextMetrics._breakingSpaces.indexOf(char.charCodeAt(0)) >= 0; }; /** * Splits a string into words, breaking-spaces and newLine characters * * @private * @param {string} text The text * @return {array} A tokenized array */ TextMetrics.tokenize = function tokenize(text) { var tokens = []; var token = ''; if (typeof text !== ' string ') { return tokens; } for (var i = 0; i < text.length; i++) { var char = text[i]; if (TextMetrics.isBreakingSpace(char) || TextMetrics.isNewline(char)) { if (token !== '') { tokens.push(token); token = ''; } tokens.push(char); continue; } token += char; } if (token !== '') { tokens.push(token); } return tokens; }; /** * This method exists to be easily overridden * It allows one to customise which words should break * Examples are if the token is CJK or numbers. * It must return a boolean. * * @private * @param {string} token The token * @param {boolean} breakWords The style attr break words * @return {boolean} whether to break word or not */ TextMetrics.canBreakWords = function canBreakWords(token, breakWords) { return breakWords; }; /** * This method exists to be easily overridden * It allows one to determine whether a pair of characters * should be broken by newlines * For example certain characters in CJK langs or numbers. * It must return a boolean. * * @private * @param {string} char The character * @param {string} nextChar The next character * @param {string} token The token/word the characters are from * @param {number} index The index in the token of the char * @param {boolean} breakWords The style attr break words * @return {boolean} whether to break word or not */ TextMetrics.canBreakChars = function canBreakChars(char, nextChar, token, index, breakWords) // eslint-disable-line no-unused-vars { return true; }; /** * Calculates the ascent, descent and fontSize of a given font-style * * @static * @param {string} font - String representing the style of the font * @return {PIXI.TextMetrics~FontMetrics} Font properties object */ TextMetrics.measureFont = function measureFont(font) { // as this method is used for preparing assets, don' t recalculate things if we don 't need to if (TextMetrics._fonts[font]) { return TextMetrics._fonts[font]; } var properties = {}; var canvas = TextMetrics._canvas; var context = TextMetrics._context; context.font = font; var metricsString = TextMetrics.METRICS_STRING + TextMetrics.BASELINE_SYMBOL; var width = Math.ceil(context.measureText(metricsString).width); var baseline = Math.ceil(context.measureText(TextMetrics.BASELINE_SYMBOL).width); var height = 2 * baseline; baseline = baseline * TextMetrics.BASELINE_MULTIPLIER | 0; canvas.width = width; canvas.height = height; context.fillStyle = ' #f00 '; context.fillRect(0, 0, width, height); context.font = font; context.textBaseline = ' alphabetic '; context.fillStyle = ' #000 '; context.fillText(metricsString, 0, baseline); var imagedata = context.getImageData(0, 0, width, height).data; var pixels = imagedata.length; var line = width * 4; var i = 0; var idx = 0; var stop = false; // ascent. scan from top to bottom until we find a non red pixel for (i = 0; i < baseline; ++i) { for (var j = 0; j < line; j += 4) { if (imagedata[idx + j] !== 255) { stop = true; break; } } if (!stop) { idx += line; } else { break; } } properties.ascent = baseline - i; idx = pixels - line; stop = false; // descent. scan from bottom to top until we find a non red pixel for (i = height; i > baseline; --i) { for (var _j = 0; _j < line; _j += 4) { if (imagedata[idx + _j] !== 255) { stop = true; break; } } if (!stop) { idx -= line; } else { break; } } properties.descent = i - baseline; properties.fontSize = properties.ascent + properties.descent; TextMetrics._fonts[font] = properties; return properties; }; /** * Clear font metrics in metrics cache. * * @static * @param {string} [font] - font name. If font name not set then clear cache for all fonts. */ TextMetrics.clearMetrics = function clearMetrics() { var font = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : ''; if (font) { delete TextMetrics._fonts[font]; } else { TextMetrics._fonts = {}; } }; return TextMetrics; }(); /** * Internal return object for {@link PIXI.TextMetrics.measureFont `TextMetrics.measureFont`}. * @class FontMetrics * @memberof PIXI.TextMetrics~ * @property {number} ascent - The ascent distance * @property {number} descent - The descent distance * @property {number} fontSize - Font size from ascent to descent */ exports.default = TextMetrics; var canvas = document.createElement(' canvas '); canvas.width = canvas.height = 10; /** * Cached canvas element for measuring text * @memberof PIXI.TextMetrics * @type {HTMLCanvasElement} * @private */ TextMetrics._canvas = canvas; /** * Cache for context to use. * @memberof PIXI.TextMetrics * @type {CanvasRenderingContext2D} * @private */ TextMetrics._context = canvas.getContext(' 2d '); /** * Cache of PIXI.TextMetrics~FontMetrics objects. * @memberof PIXI.TextMetrics * @type {Object} * @private */ TextMetrics._fonts = {}; /** * String used for calculate font metrics. * @static * @memberof PIXI.TextMetrics * @name METRICS_STRING * @type {string} * @default |Éq */ TextMetrics.METRICS_STRING = ' |Éq '; /** * Baseline symbol for calculate font metrics. * @static * @memberof PIXI.TextMetrics * @name BASELINE_SYMBOL * @type {string} * @default M */ TextMetrics.BASELINE_SYMBOL = ' M '; /** * Baseline multiplier for calculate font metrics. * @static * @memberof PIXI.TextMetrics * @name BASELINE_MULTIPLIER * @type {number} * @default 1.4 */ TextMetrics.BASELINE_MULTIPLIER = 1.4; /** * Cache of new line chars. * @memberof PIXI.TextMetrics * @type {number[]} * @private */ TextMetrics._newlines = [0x000A, // line feed 0x000D]; /** * Cache of breaking spaces. * @memberof PIXI.TextMetrics * @type {number[]} * @private */ TextMetrics._breakingSpaces = [0x0009, // character tabulation 0x0020, // space 0x2000, // en quad 0x2001, // em quad 0x2002, // en space 0x2003, // em space 0x2004, // three-per-em space 0x2005, // four-per-em space 0x2006, // six-per-em space 0x2008, // punctuation space 0x2009, // thin space 0x200A, // hair space 0x205F, // medium mathematical space 0x3000]; },{}],110:[function(require,module,exports){ ' use strict '; exports.__esModule = true; var _createClass = function () { function defineProperties(target, props) { for (var i = 0; i < props.length; i++) { var descriptor = props[i]; descriptor.enumerable = descriptor.enumerable || false; descriptor.configurable = true; if ("value" in descriptor) descriptor.writable = true; Object.defineProperty(target, descriptor.key, descriptor); } } return function (Constructor, protoProps, staticProps) { if (protoProps) defineProperties(Constructor.prototype, protoProps); if (staticProps) defineProperties(Constructor, staticProps); return Constructor; }; }(); // disabling eslint for now, going to rewrite this in v5 /* eslint-disable */ var _const = require(' ../const '); var _utils = require(' ../utils '); function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } var defaultStyle = { align: ' left ', breakWords: false, dropShadow: false, dropShadowAlpha: 1, dropShadowAngle: Math.PI / 6, dropShadowBlur: 0, dropShadowColor: ' black ', dropShadowDistance: 5, fill: ' black ', fillGradientType: _const.TEXT_GRADIENT.LINEAR_VERTICAL, fillGradientStops: [], fontFamily: ' Arial ', fontSize: 26, fontStyle: ' normal ', fontVariant: ' normal ', fontWeight: ' normal ', letterSpacing: 0, lineHeight: 0, lineJoin: ' miter ', miterLimit: 10, padding: 0, stroke: ' black ', strokeThickness: 0, textBaseline: ' alphabetic ', trim: false, whiteSpace: ' pre ', wordWrap: false, wordWrapWidth: 100, leading: 0 }; var genericFontFamilies = [' serif', ' sans-serif', ' monospace', ' cursive', ' fantasy', ' system-ui ']; /** * A TextStyle Object decorates a Text Object. It can be shared between * multiple Text objects. Changing the style will update all text objects using it. * It can be generated [here](https://pixijs.io/pixi-text-style). * * @class * @memberof PIXI */ var TextStyle = function () { /** * @param {object} [style] - The style parameters * @param {string} [style.align=' left '] - Alignment for multiline text (' left', ' center ' or ' right '), * does not affect single line text * @param {boolean} [style.breakWords=false] - Indicates if lines can be wrapped within words, it * needs wordWrap to be set to true * @param {boolean} [style.dropShadow=false] - Set a drop shadow for the text * @param {number} [style.dropShadowAlpha=1] - Set alpha for the drop shadow * @param {number} [style.dropShadowAngle=Math.PI/6] - Set a angle of the drop shadow * @param {number} [style.dropShadowBlur=0] - Set a shadow blur radius * @param {string|number} [style.dropShadowColor=' black '] - A fill style to be used on the dropshadow e.g ' red', ' #00FF00 ' * @param {number} [style.dropShadowDistance=5] - Set a distance of the drop shadow * @param {string|string[]|number|number[]|CanvasGradient|CanvasPattern} [style.fill=' black '] - A canvas * fillstyle that will be used on the text e.g ' red', ' #00FF00 '. Can be an array to create a gradient * eg [' #000000',' #FFFFFF '] * {@link https://developer.mozilla.org/en-US/docs/Web/API/CanvasRenderingContext2D/fillStyle|MDN} * @param {number} [style.fillGradientType=PIXI.TEXT_GRADIENT.LINEAR_VERTICAL] - If fill is an array of colours * to create a gradient, this can change the type/direction of the gradient. See {@link PIXI.TEXT_GRADIENT} * @param {number[]} [style.fillGradientStops] - If fill is an array of colours to create a gradient, this array can set * the stop points (numbers between 0 and 1) for the color, overriding the default behaviour of evenly spacing them. * @param {string|string[]} [style.fontFamily=' Arial '] - The font family * @param {number|string} [style.fontSize=26] - The font size (as a number it converts to px, but as a string, * equivalents are ' 26px',' 20pt',' 160%' or ' 1.6em ') * @param {string} [style.fontStyle=' normal '] - The font style (' normal', ' italic ' or ' oblique ') * @param {string} [style.fontVariant=' normal '] - The font variant (' normal ' or ' small-caps ') * @param {string} [style.fontWeight=' normal '] - The font weight (' normal', ' bold', ' bolder', ' lighter ' and ' 100', * ' 200', ' 300', ' 400', ' 500', ' 600', ' 700 ', 800' or '900' ) * @param {number} [style.leading=0] - The space between lines * @param {number} [style.letterSpacing=0] - The amount of spacing between letters, default is 0 * @param {number} [style.lineHeight] - The line height, a number that represents the vertical space that a letter uses * @param {string} [style.lineJoin='miter' ] - The lineJoin property sets the type of corner created, it can resolve * spiked text issues. Possible values "miter" (creates a sharp corner),"round" (creates a round corner) or "bevel" * (creates a squared corner). * @param {number} [style.miterLimit=10] - The miter limit to use when using the 'miter' lineJoin mode. This can reduce * or increase the spikiness of rendered text. * @param {number} [style.padding=0] - Occasionally some fonts are cropped. Adding some padding will prevent this from * happening by adding padding to all sides of the text. * @param {string|number} [style.stroke='black' ] - A canvas fillstyle that will be used on the text stroke * e.g 'blue' ,'#FCFF00' * @param {number} [style.strokeThickness=0] - A number that represents the thickness of the stroke. * Default is 0 (no stroke) * @param {boolean} [style.trim=false] - Trim transparent borders * @param {string} [style.textBaseline='alphabetic' ] - The baseline of the text that is rendered. * @param {boolean} [style.whiteSpace='pre' ] - Determines whether newlines & spaces are collapsed or preserved "normal" * (collapse, collapse),"pre" (preserve, preserve) |"pre-line" (preserve, collapse). It needs wordWrap to be set to true * @param {boolean} [style.wordWrap=false] - Indicates if word wrap should be used * @param {number} [style.wordWrapWidth=100] - The width at which text will wrap, it needs wordWrap to be set to true * / function TextStyle(style) { _classCallCheck(this, TextStyle); this.styleID=0; this.reset(); deepCopyProperties(this, style, style); } /** * Creates a new TextStyle object with the same values as this one. * Note that the only the properties of the object are cloned. * * @return {PIXI.TextStyle} New cloned TextStyle object * / TextStyle.prototype.clone=function clone() { var clonedProperties={}; deepCopyProperties(clonedProperties, this, defaultStyle); return new TextStyle(clonedProperties); }; /** * Resets all properties to the defaults specified in TextStyle.prototype._default * / TextStyle.prototype.reset=function reset() { deepCopyProperties(this, defaultStyle, defaultStyle); }; /** * Alignment for multiline text ('left' ,'center' or 'right' ), does not affect single line text * * @member {string} * / /** * Generates a font style string to use for `TextMetrics.measureFont()`. * * @return {string} Font style string, for passing to `TextMetrics.measureFont()` * / TextStyle.prototype.toFontString=function toFontString() { / / build canvas api font setting from individual components. Convert a numeric this.fontSize to px var fontSizeString=typeof this.fontSize==='number' ? this.fontSize +'px' : this.fontSize; / / Clean-up fontFamily property by quoting each font name / / this will support font names with spaces var fontFamilies=this.fontFamily; if (!Array.isArray(this.fontFamily)) { fontFamilies=this.fontFamily.split(',' ); } for (var i=fontFamilies.length - 1; i> = 0; i--) { // Trim any extra white-space var fontFamily = fontFamilies[i].trim(); // Check if font is already escaped in quotes except for CSS generic fonts if (!/([\"\'])[^\'\"]+\1/.test(fontFamily) &&genericFontFamilies.indexOf(fontFamily) <0) { fontFamily='"' + fontFamily +'"' ; } fontFamilies[i]=fontFamily; } return this.fontStyle +' ' + this.fontVariant +' ' + this.fontWeight +' ' + fontSizeString +' ' + fontFamilies.join(',' ); }; _createClass(TextStyle, [{ key:'align' , get: function get() { return this._align; }, set: function set(align) / / eslint-disable-line require-jsdoc { if (this._align !== align) { this._align=align; this.styleID++; } } /** * Indicates if lines can be wrapped within words, it needs wordWrap to be set to true * * @member {boolean} * / }, { key:'breakWords' , get: function get() { return this._breakWords; }, set: function set(breakWords) / / eslint-disable-line require-jsdoc { if (this._breakWords !== breakWords) { this._breakWords=breakWords; this.styleID++; } } /** * Set a drop shadow for the text * * @member {boolean} * / }, { key:'dropShadow' , get: function get() { return this._dropShadow; }, set: function set(dropShadow) / / eslint-disable-line require-jsdoc { if (this._dropShadow !== dropShadow) { this._dropShadow=dropShadow; this.styleID++; } } /** * Set alpha for the drop shadow * * @member {number} * / }, { key:'dropShadowAlpha' , get: function get() { return this._dropShadowAlpha; }, set: function set(dropShadowAlpha) / / eslint-disable-line require-jsdoc { if (this._dropShadowAlpha !== dropShadowAlpha) { this._dropShadowAlpha=dropShadowAlpha; this.styleID++; } } /** * Set a angle of the drop shadow * * @member {number} * / }, { key:'dropShadowAngle' , get: function get() { return this._dropShadowAngle; }, set: function set(dropShadowAngle) / / eslint-disable-line require-jsdoc { if (this._dropShadowAngle !== dropShadowAngle) { this._dropShadowAngle=dropShadowAngle; this.styleID++; } } /** * Set a shadow blur radius * * @member {number} * / }, { key:'dropShadowBlur' , get: function get() { return this._dropShadowBlur; }, set: function set(dropShadowBlur) / / eslint-disable-line require-jsdoc { if (this._dropShadowBlur !== dropShadowBlur) { this._dropShadowBlur=dropShadowBlur; this.styleID++; } } /** * A fill style to be used on the dropshadow e.g 'red' ,'#00FF00' * * @member {string|number} * / }, { key:'dropShadowColor' , get: function get() { return this._dropShadowColor; }, set: function set(dropShadowColor) / / eslint-disable-line require-jsdoc { var outputColor=getColor(dropShadowColor); if (this._dropShadowColor !== outputColor) { this._dropShadowColor=outputColor; this.styleID++; } } /** * Set a distance of the drop shadow * * @member {number} * / }, { key:'dropShadowDistance' , get: function get() { return this._dropShadowDistance; }, set: function set(dropShadowDistance) / / eslint-disable-line require-jsdoc { if (this._dropShadowDistance !== dropShadowDistance) { this._dropShadowDistance=dropShadowDistance; this.styleID++; } } /** * A canvas fillstyle that will be used on the text e.g 'red' ,'#00FF00' . * Can be an array to create a gradient eg ['#000000' ,'#FFFFFF' ] * {@link https://developer.mozilla.org/en-US/docs/Web/API/CanvasRenderingContext2D/fillStyle|MDN} * * @member {string|string[]|number|number[]|CanvasGradient|CanvasPattern} * / }, { key:'fill' , get: function get() { return this._fill; }, set: function set(fill) / / eslint-disable-line require-jsdoc { var outputColor=getColor(fill); if (this._fill !== outputColor) { this._fill=outputColor; this.styleID++; } } /** * If fill is an array of colours to create a gradient, this can change the type/direction of the gradient. * See {@link PIXI.TEXT_GRADIENT} * * @member {number} * / }, { key:'fillGradientType' , get: function get() { return this._fillGradientType; }, set: function set(fillGradientType) / / eslint-disable-line require-jsdoc { if (this._fillGradientType !== fillGradientType) { this._fillGradientType=fillGradientType; this.styleID++; } } /** * If fill is an array of colours to create a gradient, this array can set the stop points * (numbers between 0 and 1) for the color, overriding the default behaviour of evenly spacing them. * * @member {number[]} * / }, { key:'fillGradientStops' , get: function get() { return this._fillGradientStops; }, set: function set(fillGradientStops) / / eslint-disable-line require-jsdoc { if (!areArraysEqual(this._fillGradientStops, fillGradientStops)) { this._fillGradientStops=fillGradientStops; this.styleID++; } } /** * The font family * * @member {string|string[]} * / }, { key:'fontFamily' , get: function get() { return this._fontFamily; }, set: function set(fontFamily) / / eslint-disable-line require-jsdoc { if (this.fontFamily !== fontFamily) { this._fontFamily=fontFamily; this.styleID++; } } /** * The font size * (as a number it converts to px, but as a string, equivalents are '26px' ,'20pt' ,'160%' or '1.6em' ) * * @member {number|string} * / }, { key:'fontSize' , get: function get() { return this._fontSize; }, set: function set(fontSize) / / eslint-disable-line require-jsdoc { if (this._fontSize !== fontSize) { this._fontSize=fontSize; this.styleID++; } } /** * The font style * ('normal' ,'italic' or 'oblique' ) * * @member {string} * / }, { key:'fontStyle' , get: function get() { return this._fontStyle; }, set: function set(fontStyle) / / eslint-disable-line require-jsdoc { if (this._fontStyle !== fontStyle) { this._fontStyle=fontStyle; this.styleID++; } } /** * The font variant * ('normal' or 'small-caps' ) * * @member {string} * / }, { key:'fontVariant' , get: function get() { return this._fontVariant; }, set: function set(fontVariant) / / eslint-disable-line require-jsdoc { if (this._fontVariant !== fontVariant) { this._fontVariant=fontVariant; this.styleID++; } } /** * The font weight * ('normal' ,'bold' ,'bolder' ,'lighter' and '100' ,'200' ,'300' ,'400' ,'500' ,'600' ,'700' , 800 ' or ' 900 ') * * @member {string} */ }, { key: ' fontWeight ', get: function get() { return this._fontWeight; }, set: function set(fontWeight) // eslint-disable-line require-jsdoc { if (this._fontWeight !== fontWeight) { this._fontWeight = fontWeight; this.styleID++; } } /** * The amount of spacing between letters, default is 0 * * @member {number} */ }, { key: ' letterSpacing ', get: function get() { return this._letterSpacing; }, set: function set(letterSpacing) // eslint-disable-line require-jsdoc { if (this._letterSpacing !== letterSpacing) { this._letterSpacing = letterSpacing; this.styleID++; } } /** * The line height, a number that represents the vertical space that a letter uses * * @member {number} */ }, { key: ' lineHeight ', get: function get() { return this._lineHeight; }, set: function set(lineHeight) // eslint-disable-line require-jsdoc { if (this._lineHeight !== lineHeight) { this._lineHeight = lineHeight; this.styleID++; } } /** * The space between lines * * @member {number} */ }, { key: ' leading ', get: function get() { return this._leading; }, set: function set(leading) // eslint-disable-line require-jsdoc { if (this._leading !== leading) { this._leading = leading; this.styleID++; } } /** * The lineJoin property sets the type of corner created, it can resolve spiked text issues. * Default is ' miter ' (creates a sharp corner). * * @member {string} */ }, { key: ' lineJoin ', get: function get() { return this._lineJoin; }, set: function set(lineJoin) // eslint-disable-line require-jsdoc { if (this._lineJoin !== lineJoin) { this._lineJoin = lineJoin; this.styleID++; } } /** * The miter limit to use when using the ' miter ' lineJoin mode * This can reduce or increase the spikiness of rendered text. * * @member {number} */ }, { key: ' miterLimit ', get: function get() { return this._miterLimit; }, set: function set(miterLimit) // eslint-disable-line require-jsdoc { if (this._miterLimit !== miterLimit) { this._miterLimit = miterLimit; this.styleID++; } } /** * Occasionally some fonts are cropped. Adding some padding will prevent this from happening * by adding padding to all sides of the text. * * @member {number} */ }, { key: ' padding ', get: function get() { return this._padding; }, set: function set(padding) // eslint-disable-line require-jsdoc { if (this._padding !== padding) { this._padding = padding; this.styleID++; } } /** * A canvas fillstyle that will be used on the text stroke * e.g ' blue', ' #FCFF00 ' * * @member {string|number} */ }, { key: ' stroke ', get: function get() { return this._stroke; }, set: function set(stroke) // eslint-disable-line require-jsdoc { var outputColor = getColor(stroke); if (this._stroke !== outputColor) { this._stroke = outputColor; this.styleID++; } } /** * A number that represents the thickness of the stroke. * Default is 0 (no stroke) * * @member {number} */ }, { key: ' strokeThickness ', get: function get() { return this._strokeThickness; }, set: function set(strokeThickness) // eslint-disable-line require-jsdoc { if (this._strokeThickness !== strokeThickness) { this._strokeThickness = strokeThickness; this.styleID++; } } /** * The baseline of the text that is rendered. * * @member {string} */ }, { key: ' textBaseline ', get: function get() { return this._textBaseline; }, set: function set(textBaseline) // eslint-disable-line require-jsdoc { if (this._textBaseline !== textBaseline) { this._textBaseline = textBaseline; this.styleID++; } } /** * Trim transparent borders * * @member {boolean} */ }, { key: ' trim ', get: function get() { return this._trim; }, set: function set(trim) // eslint-disable-line require-jsdoc { if (this._trim !== trim) { this._trim = trim; this.styleID++; } } /** * How newlines and spaces should be handled. * Default is ' pre ' (preserve, preserve). * * value | New lines | Spaces * --- | --- | --- * ' normal ' | Collapse | Collapse * ' pre ' | Preserve | Preserve * ' pre-line ' | Preserve | Collapse * * @member {string} */ }, { key: ' whiteSpace ', get: function get() { return this._whiteSpace; }, set: function set(whiteSpace) // eslint-disable-line require-jsdoc { if (this._whiteSpace !== whiteSpace) { this._whiteSpace = whiteSpace; this.styleID++; } } /** * Indicates if word wrap should be used * * @member {boolean} */ }, { key: ' wordWrap ', get: function get() { return this._wordWrap; }, set: function set(wordWrap) // eslint-disable-line require-jsdoc { if (this._wordWrap !== wordWrap) { this._wordWrap = wordWrap; this.styleID++; } } /** * The width at which text will wrap, it needs wordWrap to be set to true * * @member {number} */ }, { key: ' wordWrapWidth ', get: function get() { return this._wordWrapWidth; }, set: function set(wordWrapWidth) // eslint-disable-line require-jsdoc { if (this._wordWrapWidth !== wordWrapWidth) { this._wordWrapWidth = wordWrapWidth; this.styleID++; } } }]); return TextStyle; }(); /** * Utility function to convert hexadecimal colors to strings, and simply return the color if it' s a string. * @private * @param {number|number[]} color * @return {string} The color as a string. * / exports.default=TextStyle; function getSingleColor(color) { if (typeof color==='number' ) { return (0, _utils.hex2string)(color); } else if (typeof color==='string' ) { if (color.indexOf('0x' )=== 0) { color=color.replace('0x' ,'#' ); } } return color; } /** * Utility function to convert hexadecimal colors to strings, and simply return the color if it 's a string. * This version can also convert array of colors * @private * @param {number|number[]} color * @return {string} The color as a string. */ function getColor(color) { if (!Array.isArray(color)) { return getSingleColor(color); } else { for (var i = 0; i < color.length; ++i) { color[i] = getSingleColor(color[i]); } return color; } } /** * Utility function to convert hexadecimal colors to strings, and simply return the color if it' s a string. * This version can also convert array of colors * @private * @param {Array} array1 First array to compare * @param {Array} array2 Second array to compare * @return {boolean} Do the arrays contain the same values in the same order * / function areArraysEqual(array1, array2) { if (!Array.isArray(array1) || !Array.isArray(array2)) { return false; } if (array1.length !== array2.length) { return false; } for (var i=0; i < array1.length; ++i) { if (array1[i] !== array2[i]) { return false; } } return true; } /** * Utility function to ensure that object properties are copied by value, and not by reference * @private * @param {Object} target Target object to copy properties into * @param {Object} source Source object for the proporties to copy * @param {string} propertyObj Object containing properties names we want to loop over */ function deepCopyProperties(target, source, propertyObj) { for (var prop in propertyObj) { if (Array.isArray(source[prop])) { target[prop] = source[prop].slice(); } else { target[prop] = source[prop]; } } } },{"../const":46,"../utils":125}],111:[function(require,module,exports){ 'use strict'; exports.__esModule = true; var _BaseTexture2 = require('./BaseTexture'); var _BaseTexture3 = _interopRequireDefault(_BaseTexture2); var _settings = require('../settings'); var _settings2 = _interopRequireDefault(_settings); function _interopRequireDefault(obj) { return obj &&obj.__esModule ? obj : { default: obj }; } function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } function _possibleConstructorReturn(self, call) { if (!self) { throw new ReferenceError("this hasn't been initialised - super() hasn't been called"); } return call &&(typeof call === "object" || typeof call === "function") ? call : self; } function _inherits(subClass, superClass) { if (typeof superClass !== "function" &&superClass !== null) { throw new TypeError("Super expression must either be null or a function, not " + typeof superClass); } subClass.prototype = Object.create(superClass &&superClass.prototype, { constructor: { value: subClass, enumerable: false, writable: true, configurable: true } }); if (superClass) Object.setPrototypeOf ? Object.setPrototypeOf(subClass, superClass) : subClass.__proto__ = superClass; } /** * A BaseRenderTexture is a special texture that allows any PixiJS display object to be rendered to it. * * __Hint__: All DisplayObjects (i.e. Sprites) that render to a BaseRenderTexture should be preloaded * otherwise black rectangles will be drawn instead. * * A BaseRenderTexture takes a snapshot of any Display Object given to its render method. The position * and rotation of the given Display Objects is ignored. For example: * * ```js * let renderer = PIXI.autoDetectRenderer(1024, 1024); * let baseRenderTexture = new PIXI.BaseRenderTexture(800, 600); * let renderTexture = new PIXI.RenderTexture(baseRenderTexture); * let sprite = PIXI.Sprite.fromImage("spinObj_01.png"); * * sprite.position.x = 800/2; * sprite.position.y = 600/2; * sprite.anchor.x = 0.5; * sprite.anchor.y = 0.5; * * renderer.render(sprite, renderTexture); * ``` * * The Sprite in this case will be rendered using its local transform. To render this sprite at 0,0 * you can clear the transform * * ```js * * sprite.setTransform() * * let baseRenderTexture = new PIXI.BaseRenderTexture(100, 100); * let renderTexture = new PIXI.RenderTexture(baseRenderTexture); * * renderer.render(sprite, renderTexture); // Renders to center of RenderTexture * ``` * * @class * @extends PIXI.BaseTexture * @memberof PIXI */ var BaseRenderTexture = function (_BaseTexture) { _inherits(BaseRenderTexture, _BaseTexture); /** * @param {number} [width=100] - The width of the base render texture * @param {number} [height=100] - The height of the base render texture * @param {number} [scaleMode=PIXI.settings.SCALE_MODE] - See {@link PIXI.SCALE_MODES} for possible values * @param {number} [resolution=1] - The resolution / device pixel ratio of the texture being generated */ function BaseRenderTexture() { var width = arguments.length > 0 &&arguments[0] !== undefined ? arguments[0] : 100; var height = arguments.length > 1 &&arguments[1] !== undefined ? arguments[1] : 100; var scaleMode = arguments[2]; var resolution = arguments[3]; _classCallCheck(this, BaseRenderTexture); var _this = _possibleConstructorReturn(this, _BaseTexture.call(this, null, scaleMode)); _this.resolution = resolution || _settings2.default.RESOLUTION; _this.width = Math.ceil(width); _this.height = Math.ceil(height); _this.realWidth = _this.width * _this.resolution; _this.realHeight = _this.height * _this.resolution; _this.scaleMode = scaleMode !== undefined ? scaleMode : _settings2.default.SCALE_MODE; _this.hasLoaded = true; /** * A map of renderer IDs to webgl renderTargets * * @private * @member {object } */ _this._glRenderTargets = {}; /** * A reference to the canvas render target (we only need one as this can be shared across renderers) * * @private * @member {object } */ _this._canvasRenderTarget = null; /** * This will let the renderer know if the texture is valid. If it's not then it cannot be rendered. * * @member {boolean} */ _this.valid = false; return _this; } /** * Resizes the BaseRenderTexture. * * @param {number} width - The width to resize to. * @param {number} height - The height to resize to. */ BaseRenderTexture.prototype.resize = function resize(width, height) { width = Math.ceil(width); height = Math.ceil(height); if (width === this.width &&height === this.height) { return; } this.valid = width > 0 &&height > 0; this.width = width; this.height = height; this.realWidth = this.width * this.resolution; this.realHeight = this.height * this.resolution; if (!this.valid) { return; } this.emit('update', this); }; /** * Destroys this texture * */ BaseRenderTexture.prototype.destroy = function destroy() { _BaseTexture.prototype.destroy.call(this, true); this.renderer = null; }; return BaseRenderTexture; }(_BaseTexture3.default); exports.default = BaseRenderTexture; },{"../settings":101,"./BaseTexture":112}],112:[function(require,module,exports){ 'use strict'; exports.__esModule = true; var _utils = require('../utils'); var _settings = require('../settings'); var _settings2 = _interopRequireDefault(_settings); var _eventemitter = require('eventemitter3'); var _eventemitter2 = _interopRequireDefault(_eventemitter); var _determineCrossOrigin = require('../utils/determineCrossOrigin'); var _determineCrossOrigin2 = _interopRequireDefault(_determineCrossOrigin); var _bitTwiddle = require('bit-twiddle'); var _bitTwiddle2 = _interopRequireDefault(_bitTwiddle); function _interopRequireDefault(obj) { return obj &&obj.__esModule ? obj : { default: obj }; } function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } function _possibleConstructorReturn(self, call) { if (!self) { throw new ReferenceError("this hasn't been initialised - super() hasn't been called"); } return call &&(typeof call === "object" || typeof call === "function") ? call : self; } function _inherits(subClass, superClass) { if (typeof superClass !== "function" &&superClass !== null) { throw new TypeError("Super expression must either be null or a function, not " + typeof superClass); } subClass.prototype = Object.create(superClass &&superClass.prototype, { constructor: { value: subClass, enumerable: false, writable: true, configurable: true } }); if (superClass) Object.setPrototypeOf ? Object.setPrototypeOf(subClass, superClass) : subClass.__proto__ = superClass; } /** * A texture stores the information that represents an image. All textures have a base texture. * * @class * @extends EventEmitter * @memberof PIXI */ var BaseTexture = function (_EventEmitter) { _inherits(BaseTexture, _EventEmitter); /** * @param {HTMLImageElement|HTMLCanvasElement} [source] - the source object of the texture. * @param {number} [scaleMode=PIXI.settings.SCALE_MODE] - See {@link PIXI.SCALE_MODES} for possible values * @param {number} [resolution=1] - The resolution / device pixel ratio of the texture */ function BaseTexture(source, scaleMode, resolution) { _classCallCheck(this, BaseTexture); var _this = _possibleConstructorReturn(this, _EventEmitter.call(this)); _this.uid = (0, _utils.uid)(); _this.touched = 0; /** * The resolution / device pixel ratio of the texture * * @member {number} * @default 1 */ _this.resolution = resolution || _settings2.default.RESOLUTION; /** * The width of the base texture set when the image has loaded * * @readonly * @member {number} */ _this.width = 100; /** * The height of the base texture set when the image has loaded * * @readonly * @member {number} */ _this.height = 100; // TODO docs // used to store the actual dimensions of the source /** * Used to store the actual width of the source of this texture * * @readonly * @member {number} */ _this.realWidth = 100; /** * Used to store the actual height of the source of this texture * * @readonly * @member {number} */ _this.realHeight = 100; /** * The scale mode to apply when scaling this texture * * @member {number} * @default PIXI.settings.SCALE_MODE * @see PIXI.SCALE_MODES */ _this.scaleMode = scaleMode !== undefined ? scaleMode : _settings2.default.SCALE_MODE; /** * Set to true once the base texture has successfully loaded. * * This is never true if the underlying source fails to load or has no texture data. * * @readonly * @member {boolean} */ _this.hasLoaded = false; /** * Set to true if the source is currently loading. * * If an Image source is loading the 'loaded' or 'error' event will be * dispatched when the operation ends. An underyling source that is * immediately-available bypasses loading entirely. * * @readonly * @member {boolean} */ _this.isLoading = false; /** * The image source that is used to create the texture. * * TODO: Make this a setter that calls loadSource(); * * @readonly * @member {HTMLImageElement|HTMLCanvasElement} */ _this.source = null; // set in loadSource, if at all /** * The image source that is used to create the texture. This is used to * store the original Svg source when it is replaced with a canvas element. * * TODO: Currently not in use but could be used when re-scaling svg. * * @readonly * @member {Image} */ _this.origSource = null; // set in loadSvg, if at all /** * Type of image defined in source, eg. `png` or `svg` * * @readonly * @member {string} */ _this.imageType = null; // set in updateImageType /** * Scale for source image. Used with Svg images to scale them before rasterization. * * @readonly * @member {number} */ _this.sourceScale = 1.0; /** * Controls if RGB channels should be pre-multiplied by Alpha (WebGL only) * All blend modes, and shaders written for default value. Change it on your own risk. * * @member {boolean} * @default true */ _this.premultipliedAlpha = true; /** * The image url of the texture * * @member {string} */ _this.imageUrl = null; /** * Whether or not the texture is a power of two, try to use power of two textures as much * as you can * * @private * @member {boolean} */ _this.isPowerOfTwo = false; // used for webGL /** * * Set this to true if a mipmap of this texture needs to be generated. This value needs * to be set before the texture is used * Also the texture must be a power of two size to work * * @member {boolean} * @see PIXI.MIPMAP_TEXTURES */ _this.mipmap = _settings2.default.MIPMAP_TEXTURES; /** * * WebGL Texture wrap mode * * @member {number} * @see PIXI.WRAP_MODES */ _this.wrapMode = _settings2.default.WRAP_MODE; /** * A map of renderer IDs to webgl textures * * @private * @member {object } */ _this._glTextures = {}; _this._enabled = 0; _this._virtalBoundId = -1; /** * If the object has been destroyed via destroy(). If true, it should not be used. * * @member {boolean} * @private * @readonly */ _this._destroyed = false; /** * The ids under which this BaseTexture has been added to the base texture cache. This is * automatically set as long as BaseTexture.addToCache is used, but may not be set if a * BaseTexture is added directly to the BaseTextureCache array. * * @member {string[]} */ _this.textureCacheIds = []; // if no source passed don't try to load if (source) { _this.loadSource(source); } /** * Fired when a not-immediately-available source finishes loading. * * @protected * @event PIXI.BaseTexture#loaded * @param {PIXI.BaseTexture} baseTexture - Resource loaded. */ /** * Fired when a not-immediately-available source fails to load. * * @protected * @event PIXI.BaseTexture#error * @param {PIXI.BaseTexture} baseTexture - Resource errored. */ /** * Fired when BaseTexture is updated. * * @protected * @event PIXI.BaseTexture#update * @param {PIXI.BaseTexture} baseTexture - Instance of texture being updated. */ /** * Fired when BaseTexture is destroyed. * * @protected * @event PIXI.BaseTexture#dispose * @param {PIXI.BaseTexture} baseTexture - Instance of texture being destroyed. */ return _this; } /** * Updates the texture on all the webgl renderers, this also assumes the src has changed. * * @fires PIXI.BaseTexture#update */ BaseTexture.prototype.update = function update() { // Svg size is handled during load if (this.imageType !== 'svg') { this.realWidth = this.source.naturalWidth || this.source.videoWidth || this.source.width; this.realHeight = this.source.naturalHeight || this.source.videoHeight || this.source.height; this._updateDimensions(); } this.emit('update', this); }; /** * Update dimensions from real values */ BaseTexture.prototype._updateDimensions = function _updateDimensions() { this.width = this.realWidth / this.resolution; this.height = this.realHeight / this.resolution; this.isPowerOfTwo = _bitTwiddle2.default.isPow2(this.realWidth) &&_bitTwiddle2.default.isPow2(this.realHeight); }; /** * Load a source. * * If the source is not-immediately-available, such as an image that needs to be * downloaded, then the 'loaded' or 'error' event will be dispatched in the future * and `hasLoaded` will remain false after this call. * * The logic state after calling `loadSource` directly or indirectly (eg. `fromImage`, `new BaseTexture`) is: * * if (texture.hasLoaded) { * // texture ready for use * } else if (texture.isLoading) { * // listen to 'loaded' and/or 'error' events on texture * } else { * // not loading, not going to load UNLESS the source is reloaded * // (it may still make sense to listen to the events) * } * * @protected * @param {HTMLImageElement|HTMLCanvasElement} source - the source object of the texture. */ BaseTexture.prototype.loadSource = function loadSource(source) { var wasLoading = this.isLoading; this.hasLoaded = false; this.isLoading = false; if (wasLoading &&this.source) { this.source.onload = null; this.source.onerror = null; } var firstSourceLoaded = !this.source; this.source = source; // Apply source if loaded. Otherwise setup appropriate loading monitors. if ((source.src &&source.complete || source.getContext) &&source.width &&source.height) { this._updateImageType(); if (this.imageType === 'svg') { this._loadSvgSource(); } else { this._sourceLoaded(); } if (firstSourceLoaded) { // send loaded event if previous source was null and we have been passed a pre-loaded IMG element this.emit('loaded', this); } } else if (!source.getContext) { // Image fail / not ready this.isLoading = true; var scope = this; source.onload = function () { scope._updateImageType(); source.onload = null; source.onerror = null; if (!scope.isLoading) { return; } scope.isLoading = false; scope._sourceLoaded(); if (scope.imageType === 'svg') { scope._loadSvgSource(); return; } scope.emit('loaded', scope); }; source.onerror = function () { source.onload = null; source.onerror = null; if (!scope.isLoading) { return; } scope.isLoading = false; scope.emit('error', scope); }; // Per http://www.w3.org/TR/html5/embedded-content-0.html#the-img-element // "The value of `complete` can thus change while a script is executing." // So complete needs to be re-checked after the callbacks have been added.. // NOTE: complete will be true if the image has no src so best to check if the src is set. if (source.complete &&source.src) { // ..and if we're complete now, no need for callbacks source.onload = null; source.onerror = null; if (scope.imageType === 'svg') { scope._loadSvgSource(); return; } this.isLoading = false; if (source.width &&source.height) { this._sourceLoaded(); // If any previous subscribers possible if (wasLoading) { this.emit('loaded', this); } } // If any previous subscribers possible else if (wasLoading) { this.emit('error', this); } } } }; /** * Updates type of the source image. */ BaseTexture.prototype._updateImageType = function _updateImageType() { if (!this.imageUrl) { return; } var dataUri = (0, _utils.decomposeDataUri)(this.imageUrl); var imageType = void 0; if (dataUri &&dataUri.mediaType === 'image') { // Check for subType validity var firstSubType = dataUri.subType.split('+')[0]; imageType = (0, _utils.getUrlFileExtension)('.' + firstSubType); if (!imageType) { throw new Error('Invalid image type in data URI.'); } } else { imageType = (0, _utils.getUrlFileExtension)(this.imageUrl); if (!imageType) { imageType = 'png'; } } this.imageType = imageType; }; /** * Checks if `source` is an SVG image and whether it's loaded via a URL or a data URI. Then calls * `_loadSvgSourceUsingDataUri` or `_loadSvgSourceUsingXhr`. */ BaseTexture.prototype._loadSvgSource = function _loadSvgSource() { if (this.imageType !== 'svg') { // Do nothing if source is not svg return; } var dataUri = (0, _utils.decomposeDataUri)(this.imageUrl); if (dataUri) { this._loadSvgSourceUsingDataUri(dataUri); } else { // We got an URL, so we need to do an XHR to check the svg size this._loadSvgSourceUsingXhr(); } }; /** * Reads an SVG string from data URI and then calls `_loadSvgSourceUsingString`. * * @param {string} dataUri - The data uri to load from. */ BaseTexture.prototype._loadSvgSourceUsingDataUri = function _loadSvgSourceUsingDataUri(dataUri) { var svgString = void 0; if (dataUri.encoding === 'base64') { if (!atob) { throw new Error('Your browser doesn\'t support base64 conversions.'); } svgString = atob(dataUri.data); } else { svgString = dataUri.data; } this._loadSvgSourceUsingString(svgString); }; /** * Loads an SVG string from `imageUrl` using XHR and then calls `_loadSvgSourceUsingString`. */ BaseTexture.prototype._loadSvgSourceUsingXhr = function _loadSvgSourceUsingXhr() { var _this2 = this; var svgXhr = new XMLHttpRequest(); // This throws error on IE, so SVG Document can't be used // svgXhr.responseType = 'document'; // This is not needed since we load the svg as string (breaks IE too) // but overrideMimeType() can be used to force the response to be parsed as XML // svgXhr.overrideMimeType('image/svg+xml'); svgXhr.onload = function () { if (svgXhr.readyState !== svgXhr.DONE || svgXhr.status !== 200) { throw new Error('Failed to load SVG using XHR.'); } _this2._loadSvgSourceUsingString(svgXhr.response); }; svgXhr.onerror = function () { return _this2.emit('error', _this2); }; svgXhr.open('GET', this.imageUrl, true); svgXhr.send(); }; /** * Loads texture using an SVG string. The original SVG Image is stored as `origSource` and the * created canvas is the new `source`. The SVG is scaled using `sourceScale`. Called by * `_loadSvgSourceUsingXhr` or `_loadSvgSourceUsingDataUri`. * * @param {string} svgString SVG source as string * * @fires PIXI.BaseTexture#loaded */ BaseTexture.prototype._loadSvgSourceUsingString = function _loadSvgSourceUsingString(svgString) { var svgSize = (0, _utils.getSvgSize)(svgString); var svgWidth = svgSize.width; var svgHeight = svgSize.height; if (!svgWidth || !svgHeight) { throw new Error('The SVG image must have width and height defined (in pixels), canvas API needs them.'); } // Scale realWidth and realHeight this.realWidth = Math.round(svgWidth * this.sourceScale); this.realHeight = Math.round(svgHeight * this.sourceScale); this._updateDimensions(); // Create a canvas element var canvas = document.createElement('canvas'); canvas.width = this.realWidth; canvas.height = this.realHeight; canvas._pixiId = 'canvas_' + (0, _utils.uid)(); // Draw the Svg to the canvas canvas.getContext('2d').drawImage(this.source, 0, 0, svgWidth, svgHeight, 0, 0, this.realWidth, this.realHeight); // Replace the original source image with the canvas this.origSource = this.source; this.source = canvas; // Add also the canvas in cache (destroy clears by `imageUrl` and `source._pixiId`) BaseTexture.addToCache(this, canvas._pixiId); this.isLoading = false; this._sourceLoaded(); this.emit('loaded', this); }; /** * Used internally to update the width, height, and some other tracking vars once * a source has successfully loaded. * * @private */ BaseTexture.prototype._sourceLoaded = function _sourceLoaded() { this.hasLoaded = true; this.update(); }; /** * Destroys this base texture * */ BaseTexture.prototype.destroy = function destroy() { if (this.imageUrl) { delete _utils.TextureCache[this.imageUrl]; this.imageUrl = null; if (!navigator.isCocoonJS) { this.source.src = ''; } } this.source = null; this.dispose(); BaseTexture.removeFromCache(this); this.textureCacheIds = null; this._destroyed = true; }; /** * Frees the texture from WebGL memory without destroying this texture object. * This means you can still use the texture later which will upload it to GPU * memory again. * * @fires PIXI.BaseTexture#dispose */ BaseTexture.prototype.dispose = function dispose() { this.emit('dispose', this); }; /** * Changes the source image of the texture. * The original source must be an Image element. * * @param {string} newSrc - the path of the image */ BaseTexture.prototype.updateSourceImage = function updateSourceImage(newSrc) { this.source.src = newSrc; this.loadSource(this.source); }; /** * Helper function that creates a base texture from the given image url. * If the image is not in the base texture cache it will be created and loaded. * * @static * @param {string} imageUrl - The image url of the texture * @param {boolean} [crossorigin=(auto)] - Should use anonymous CORS? Defaults to true if the URL is not a data-URI. * @param {number} [scaleMode=PIXI.settings.SCALE_MODE] - See {@link PIXI.SCALE_MODES} for possible values * @param {number} [sourceScale=(auto)] - Scale for the original image, used with Svg images. * @return {PIXI.BaseTexture} The new base texture. */ BaseTexture.fromImage = function fromImage(imageUrl, crossorigin, scaleMode, sourceScale) { var baseTexture = _utils.BaseTextureCache[imageUrl]; if (!baseTexture) { // new Image() breaks tex loading in some versions of Chrome. // See https://code.google.com/p/chromium/issues/detail?id=238071 var image = new Image(); // document.createElement('img'); if (crossorigin === undefined &&imageUrl.indexOf('data:') !== 0) { image.crossOrigin = (0, _determineCrossOrigin2.default)(imageUrl); } else if (crossorigin) { image.crossOrigin = typeof crossorigin === 'string' ? crossorigin : 'anonymous'; } baseTexture = new BaseTexture(image, scaleMode); baseTexture.imageUrl = imageUrl; if (sourceScale) { baseTexture.sourceScale = sourceScale; } // if there is an @2x at the end of the url we are going to assume its a highres image baseTexture.resolution = (0, _utils.getResolutionOfUrl)(imageUrl); image.src = imageUrl; // Setting this triggers load BaseTexture.addToCache(baseTexture, imageUrl); } return baseTexture; }; /** * Helper function that creates a base texture from the given canvas element. * * @static * @param {HTMLCanvasElement} canvas - The canvas element source of the texture * @param {number} scaleMode - See {@link PIXI.SCALE_MODES} for possible values * @param {string} [origin='canvas'] - A string origin of who created the base texture * @return {PIXI.BaseTexture} The new base texture. */ BaseTexture.fromCanvas = function fromCanvas(canvas, scaleMode) { var origin = arguments.length > 2 &&arguments[2] !== undefined ? arguments[2] : 'canvas'; if (!canvas._pixiId) { canvas._pixiId = origin + '_' + (0, _utils.uid)(); } var baseTexture = _utils.BaseTextureCache[canvas._pixiId]; if (!baseTexture) { baseTexture = new BaseTexture(canvas, scaleMode); BaseTexture.addToCache(baseTexture, canvas._pixiId); } return baseTexture; }; /** * Helper function that creates a base texture based on the source you provide. * The source can be - image url, image element, canvas element. If the * source is an image url or an image element and not in the base texture * cache, it will be created and loaded. * * @static * @param {string|HTMLImageElement|HTMLCanvasElement} source - The source to create base texture from. * @param {number} [scaleMode=PIXI.settings.SCALE_MODE] - See {@link PIXI.SCALE_MODES} for possible values * @param {number} [sourceScale=(auto)] - Scale for the original image, used with Svg images. * @return {PIXI.BaseTexture} The new base texture. */ BaseTexture.from = function from(source, scaleMode, sourceScale) { if (typeof source === 'string') { return BaseTexture.fromImage(source, undefined, scaleMode, sourceScale); } else if (source instanceof HTMLImageElement) { var imageUrl = source.src; var baseTexture = _utils.BaseTextureCache[imageUrl]; if (!baseTexture) { baseTexture = new BaseTexture(source, scaleMode); baseTexture.imageUrl = imageUrl; if (sourceScale) { baseTexture.sourceScale = sourceScale; } // if there is an @2x at the end of the url we are going to assume its a highres image baseTexture.resolution = (0, _utils.getResolutionOfUrl)(imageUrl); BaseTexture.addToCache(baseTexture, imageUrl); } return baseTexture; } else if (source instanceof HTMLCanvasElement) { return BaseTexture.fromCanvas(source, scaleMode); } // lets assume its a base texture! return source; }; /** * Adds a BaseTexture to the global BaseTextureCache. This cache is shared across the whole PIXI object. * * @static * @param {PIXI.BaseTexture} baseTexture - The BaseTexture to add to the cache. * @param {string} id - The id that the BaseTexture will be stored against. */ BaseTexture.addToCache = function addToCache(baseTexture, id) { if (id) { if (baseTexture.textureCacheIds.indexOf(id) === -1) { baseTexture.textureCacheIds.push(id); } /* eslint-disable no-console */ if (_utils.BaseTextureCache[id]) { console.warn('BaseTexture added to the cache with an id [' + id + '] that already had an entry'); } /* eslint-enable no-console */ _utils.BaseTextureCache[id] = baseTexture; } }; /** * Remove a BaseTexture from the global BaseTextureCache. * * @static * @param {string|PIXI.BaseTexture} baseTexture - id of a BaseTexture to be removed, or a BaseTexture instance itself. * @return {PIXI.BaseTexture|null} The BaseTexture that was removed. */ BaseTexture.removeFromCache = function removeFromCache(baseTexture) { if (typeof baseTexture === 'string') { var baseTextureFromCache = _utils.BaseTextureCache[baseTexture]; if (baseTextureFromCache) { var index = baseTextureFromCache.textureCacheIds.indexOf(baseTexture); if (index > -1) { baseTextureFromCache.textureCacheIds.splice(index, 1); } delete _utils.BaseTextureCache[baseTexture]; return baseTextureFromCache; } } else if (baseTexture &&baseTexture.textureCacheIds) { for (var i = 0; i 0 && height > 0; this._frame.width = this.orig.width = width; this._frame.height = this.orig.height = height; if (!doNotResizeBaseTexture) { this.baseTexture.resize(width, height); } this._updateUvs(); }; /** * A short hand way of creating a render texture. * * @param {number} [width=100] - The width of the render texture * @param {number} [height=100] - The height of the render texture * @param {number} [scaleMode=PIXI.settings.SCALE_MODE] - See {@link PIXI.SCALE_MODES} for possible values * @param {number} [resolution=1] - The resolution / device pixel ratio of the texture being generated * @return {PIXI.RenderTexture} The new render texture */ RenderTexture.create = function create(width, height, scaleMode, resolution) { return new RenderTexture(new _BaseRenderTexture2.default(width, height, scaleMode, resolution)); }; return RenderTexture; }(_Texture3.default); exports.default = RenderTexture; },{"./BaseRenderTexture":111,"./Texture":115}],114:[function(require,module,exports){ ' use strict '; exports.__esModule = true; var _createClass = function () { function defineProperties(target, props) { for (var i = 0; i < props.length; i++) { var descriptor = props[i]; descriptor.enumerable = descriptor.enumerable || false; descriptor.configurable = true; if ("value" in descriptor) descriptor.writable = true; Object.defineProperty(target, descriptor.key, descriptor); } } return function (Constructor, protoProps, staticProps) { if (protoProps) defineProperties(Constructor.prototype, protoProps); if (staticProps) defineProperties(Constructor, staticProps); return Constructor; }; }(); var _ = require(' .. /'); var _utils = require(' ../utils '); function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } /** * Utility class for maintaining reference to a collection * of Textures on a single Spritesheet. * * To access a sprite sheet from your code pass its JSON data file to Pixi' s loader: * * ```js * PIXI.loader.add("images/spritesheet.json" ).load(setup); * * function setup() { * let sheet=PIXI.loader.resources["images/spritesheet.json" ].spritesheet; * ... * } * ``` * With the `sheet.textures` you can create Sprite objects,`sheet.animations` can be used to create an AnimatedSprite. * * Sprite sheets can be packed using tools like {@link https://codeandweb.com/texturepacker|TexturePacker}, * {@link https://renderhjs.net/shoebox/|Shoebox} or {@link https://github.com/krzysztof-o/spritesheet.js|Spritesheet.js}. * Default anchor points (see {@link PIXI.Texture#defaultAnchor}) and grouping of animation sprites are currently only * supported by TexturePacker. * * @class * @memberof PIXI * / var Spritesheet=function () { _createClass(Spritesheet, null, [{ key:'BATCH_SIZE' , /** * The maximum number of Textures to build per process. * * @type {number} * @default 1000 * / get: function get() { return 1000; } /** * @param {PIXI.BaseTexture} baseTexture Reference to the source BaseTexture object. * @param {Object} data - Spritesheet image data. * @param {string} [resolutionFilename] - The filename to consider when determining * the resolution of the spritesheet. If not provided, the imageUrl will * be used on the BaseTexture. * / }]); function Spritesheet(baseTexture, data) { var resolutionFilename=arguments.length> 2 &&arguments[2] !== undefined ? arguments[2] : null; _classCallCheck(this, Spritesheet); /** * Reference to ths source texture * @type {PIXI.BaseTexture} */ this.baseTexture = baseTexture; /** * A map containing all textures of the sprite sheet. * Can be used to create a {@link PIXI.Sprite|Sprite}: * ```js * new PIXI.Sprite(sheet.textures["image.png"]); * ``` * @member {Object} */ this.textures = {}; /** * A map containing the textures for each animation. * Can be used to create an {@link PIXI.extras.AnimatedSprite|AnimatedSprite}: * ```js * new PIXI.extras.AnimatedSprite(sheet.animations["anim_name"]) * ``` * @member {Object} */ this.animations = {}; /** * Reference to the original JSON data. * @type {Object} */ this.data = data; /** * The resolution of the spritesheet. * @type {number} */ this.resolution = this._updateResolution(resolutionFilename || this.baseTexture.imageUrl); /** * Map of spritesheet frames. * @type {Object} * @private */ this._frames = this.data.frames; /** * Collection of frame names. * @type {string[]} * @private */ this._frameKeys = Object.keys(this._frames); /** * Current batch index being processed. * @type {number} * @private */ this._batchIndex = 0; /** * Callback when parse is completed. * @type {Function} * @private */ this._callback = null; } /** * Generate the resolution from the filename or fallback * to the meta.scale field of the JSON data. * * @private * @param {string} resolutionFilename - The filename to use for resolving * the default resolution. * @return {number} Resolution to use for spritesheet. */ Spritesheet.prototype._updateResolution = function _updateResolution(resolutionFilename) { var scale = this.data.meta.scale; // Use a defaultValue of `null` to check if a url-based resolution is set var resolution = (0, _utils.getResolutionOfUrl)(resolutionFilename, null); // No resolution found via URL if (resolution === null) { // Use the scale value or default to 1 resolution = scale !== undefined ? parseFloat(scale) : 1; } // For non-1 resolutions, update baseTexture if (resolution !== 1) { this.baseTexture.resolution = resolution; this.baseTexture.update(); } return resolution; }; /** * Parser spritesheet from loaded data. This is done asynchronously * to prevent creating too many Texture within a single process. * * @param {Function} callback - Callback when complete returns * a map of the Textures for this spritesheet. */ Spritesheet.prototype.parse = function parse(callback) { this._batchIndex = 0; this._callback = callback; if (this._frameKeys.length <=Spritesheet.BATCH_SIZE) { this._processFrames(0); this._processAnimations(); this._parseComplete(); } else { this._nextBatch(); } }; /** * Process a batch of frames * * @private * @param {number} initialFrameIndex - The index of frame to start. * / Spritesheet.prototype._processFrames=function _processFrames(initialFrameIndex) { var frameIndex=initialFrameIndex; var maxFrames=Spritesheet.BATCH_SIZE; var sourceScale=this.baseTexture.sourceScale; while (frameIndex - initialFrameIndex < maxFrames &&frameIndex = _iterator.length) break; _ref = _iterator[_i++]; } else { _i = _iterator.next(); if (_i.done) break; _ref = _i.value; } var frameName = _ref; this.animations[animName].push(this.textures[frameName]); } } }; /** * The parse has completed. * * @private */ Spritesheet.prototype._parseComplete = function _parseComplete() { var callback = this._callback; this._callback = null; this._batchIndex = 0; callback.call(this, this.textures); }; /** * Begin the next batch of textures. * * @private */ Spritesheet.prototype._nextBatch = function _nextBatch() { var _this = this; this._processFrames(this._batchIndex * Spritesheet.BATCH_SIZE); this._batchIndex++; setTimeout(function () { if (_this._batchIndex * Spritesheet.BATCH_SIZE < _this._frameKeys.length) { _this._nextBatch(); } else { _this._processAnimations(); _this._parseComplete(); } }, 0); }; /** * Destroy Spritesheet and don' t use after this. * * @param {boolean} [destroyBase=false] Whether to destroy the base texture as well * / Spritesheet.prototype.destroy=function destroy() { var destroyBase=arguments.length> 0 &&arguments[0] !== undefined ? arguments[0] : false; for (var i in this.textures) { this.textures[i].destroy(); } this._frames = null; this._frameKeys = null; this.data = null; this.textures = null; if (destroyBase) { this.baseTexture.destroy(); } this.baseTexture = null; }; return Spritesheet; }(); exports.default = Spritesheet; },{"../":65,"../utils":125}],115:[function(require,module,exports){ 'use strict'; exports.__esModule = true; var _createClass = function () { function defineProperties(target, props) { for (var i = 0; i 2 && arguments[2] !== undefined ? arguments[2] : ' canvas '; return new Texture(_BaseTexture2.default.fromCanvas(canvas, scaleMode, origin)); }; /** * Helper function that creates a new Texture based on the given video element. * * @static * @param {HTMLVideoElement|string} video - The URL or actual element of the video * @param {number} [scaleMode=PIXI.settings.SCALE_MODE] - See {@link PIXI.SCALE_MODES} for possible values * @param {boolean} [crossorigin=(auto)] - Should use anonymous CORS? Defaults to true if the URL is not a data-URI. * @param {boolean} [autoPlay=true] - Start playing video as soon as it is loaded * @return {PIXI.Texture} The newly created texture */ Texture.fromVideo = function fromVideo(video, scaleMode, crossorigin, autoPlay) { if (typeof video === ' string ') { return Texture.fromVideoUrl(video, scaleMode, crossorigin, autoPlay); } return new Texture(_VideoBaseTexture2.default.fromVideo(video, scaleMode, autoPlay)); }; /** * Helper function that creates a new Texture based on the video url. * * @static * @param {string} videoUrl - URL of the video * @param {number} [scaleMode=PIXI.settings.SCALE_MODE] - See {@link PIXI.SCALE_MODES} for possible values * @param {boolean} [crossorigin=(auto)] - Should use anonymous CORS? Defaults to true if the URL is not a data-URI. * @param {boolean} [autoPlay=true] - Start playing video as soon as it is loaded * @return {PIXI.Texture} The newly created texture */ Texture.fromVideoUrl = function fromVideoUrl(videoUrl, scaleMode, crossorigin, autoPlay) { return new Texture(_VideoBaseTexture2.default.fromUrl(videoUrl, scaleMode, crossorigin, autoPlay)); }; /** * Helper function that creates a new Texture based on the source you provide. * The source can be - frame id, image url, video url, canvas element, video element, base texture * * @static * @param {number|string|HTMLImageElement|HTMLCanvasElement|HTMLVideoElement|PIXI.BaseTexture} * source - Source to create texture from * @return {PIXI.Texture} The newly created texture */ Texture.from = function from(source) { // TODO auto detect cross origin.. // TODO pass in scale mode? if (typeof source === ' string ') { var texture = _utils.TextureCache[source]; if (!texture) { // check if its a video.. var isVideo = source.match(/\.(mp4|webm|ogg|h264|avi|mov)$/) !== null; if (isVideo) { return Texture.fromVideoUrl(source); } return Texture.fromImage(source); } return texture; } else if (source instanceof HTMLImageElement) { return new Texture(_BaseTexture2.default.from(source)); } else if (source instanceof HTMLCanvasElement) { return Texture.fromCanvas(source, _settings2.default.SCALE_MODE, ' HTMLCanvasElement '); } else if (source instanceof HTMLVideoElement) { return Texture.fromVideo(source); } else if (source instanceof _BaseTexture2.default) { return new Texture(source); } // lets assume its a texture! return source; }; /** * Create a texture from a source and add to the cache. * * @static * @param {HTMLImageElement|HTMLCanvasElement} source - The input source. * @param {String} imageUrl - File name of texture, for cache and resolving resolution. * @param {String} [name] - Human readible name for the texture cache. If no name is * specified, only `imageUrl` will be used as the cache ID. * @return {PIXI.Texture} Output texture */ Texture.fromLoader = function fromLoader(source, imageUrl, name) { var baseTexture = new _BaseTexture2.default(source, undefined, (0, _utils.getResolutionOfUrl)(imageUrl)); var texture = new Texture(baseTexture); baseTexture.imageUrl = imageUrl; // No name, use imageUrl instead if (!name) { name = imageUrl; } // lets also add the frame to pixi' s global cache for fromFrame and fromImage fucntions _BaseTexture2.default.addToCache(texture.baseTexture, name); Texture.addToCache(texture, name); / / also add references by url if they are different. if (name !== imageUrl) { _BaseTexture2.default.addToCache(texture.baseTexture, imageUrl); Texture.addToCache(texture, imageUrl); } return texture; }; /** * Adds a Texture to the global TextureCache. This cache is shared across the whole PIXI object. * * @static * @param {PIXI.Texture} texture - The Texture to add to the cache. * @param {string} id - The id that the Texture will be stored against. * / Texture.addToCache=function addToCache(texture, id) { if (id) { if (texture.textureCacheIds.indexOf(id)=== -1) { texture.textureCacheIds.push(id); } /* eslint-disable no-console * / if (_utils.TextureCache[id]) { console.warn('Texture added to the cache with an id [' + id +'] that already had an entry' ); } /* eslint-enable no-console * / _utils.TextureCache[id]=texture; } }; /** * Remove a Texture from the global TextureCache. * * @static * @param {string|PIXI.Texture} texture - id of a Texture to be removed, or a Texture instance itself * @return {PIXI.Texture|null} The Texture that was removed * / Texture.removeFromCache=function removeFromCache(texture) { if (typeof texture==='string' ) { var textureFromCache=_utils.TextureCache[texture]; if (textureFromCache) { var index=textureFromCache.textureCacheIds.indexOf(texture); if (index> -1) { textureFromCache.textureCacheIds.splice(index, 1); } delete _utils.TextureCache[texture]; return textureFromCache; } } else if (texture &&texture.textureCacheIds) { for (var i = 0; i this.baseTexture.width; var yNotFit = y + height > this.baseTexture.height; if (xNotFit || yNotFit) { var relationship = xNotFit &&yNotFit ? 'and' : 'or'; var errorX = 'X: ' + x + ' + ' + width + ' = ' + (x + width) + ' > ' + this.baseTexture.width; var errorY = 'Y: ' + y + ' + ' + height + ' = ' + (y + height) + ' > ' + this.baseTexture.height; throw new Error('Texture Error: frame does not fit inside the base Texture dimensions: ' + (errorX + ' ' + relationship + ' ' + errorY)); } // this.valid = width &&height &&this.baseTexture.source &&this.baseTexture.hasLoaded; this.valid = width &&height &&this.baseTexture.hasLoaded; if (!this.trim &&!this.rotate) { this.orig = frame; } if (this.valid) { this._updateUvs(); } } /** * Indicates whether the texture is rotated inside the atlas * set to 2 to compensate for texture packer rotation * set to 6 to compensate for spine packer rotation * can be used to rotate or mirror sprites * See {@link PIXI.GroupD8} for explanation * * @member {number} */ }, { key: 'rotate', get: function get() { return this._rotate; }, set: function set(rotate) // eslint-disable-line require-jsdoc { this._rotate = rotate; if (this.valid) { this._updateUvs(); } } /** * The width of the Texture in pixels. * * @member {number} */ }, { key: 'width', get: function get() { return this.orig.width; } /** * The height of the Texture in pixels. * * @member {number} */ }, { key: 'height', get: function get() { return this.orig.height; } }]); return Texture; }(_eventemitter2.default); exports.default = Texture; function createWhiteTexture() { var canvas = document.createElement('canvas'); canvas.width = 10; canvas.height = 10; var context = canvas.getContext('2d'); context.fillStyle = 'white'; context.fillRect(0, 0, 10, 10); return new Texture(new _BaseTexture2.default(canvas)); } function removeAllHandlers(tex) { tex.destroy = function _emptyDestroy() {/* empty */}; tex.on = function _emptyOn() {/* empty */}; tex.once = function _emptyOnce() {/* empty */}; tex.emit = function _emptyEmit() {/* empty */}; } /** * An empty texture, used often to not have to create multiple empty textures. * Can not be destroyed. * * @static * @constant */ Texture.EMPTY = new Texture(new _BaseTexture2.default()); removeAllHandlers(Texture.EMPTY); removeAllHandlers(Texture.EMPTY.baseTexture); /** * A white texture of 10x10 size, used for graphics and other things * Can not be destroyed. * * @static * @constant */ Texture.WHITE = createWhiteTexture(); removeAllHandlers(Texture.WHITE); removeAllHandlers(Texture.WHITE.baseTexture); },{"../math":70,"../settings":101,"../utils":125,"./BaseTexture":112,"./TextureUvs":117,"./VideoBaseTexture":118,"eventemitter3":3}],116:[function(require,module,exports){ 'use strict'; exports.__esModule = true; var _createClass = function () { function defineProperties(target, props) { for (var i = 0; i 2 &&arguments[2] !== undefined ? arguments[2] : true; _classCallCheck(this, VideoBaseTexture); if (!source) { throw new Error('No video source element specified.'); } // hook in here to check if video is already available. // BaseTexture looks for a source.complete boolean, plus width &height. if ((source.readyState === source.HAVE_ENOUGH_DATA || source.readyState === source.HAVE_FUTURE_DATA) &&source.width &&source.height) { source.complete = true; } var _this = _possibleConstructorReturn(this, _BaseTexture.call(this, source, scaleMode)); _this.width = source.videoWidth; _this.height = source.videoHeight; _this._autoUpdate = true; _this._isAutoUpdating = false; /** * When set to true will automatically play videos used by this texture once * they are loaded. If false, it will not modify the playing state. * * @member {boolean} * @default true */ _this.autoPlay = autoPlay; _this.update = _this.update.bind(_this); _this._onCanPlay = _this._onCanPlay.bind(_this); source.addEventListener('play', _this._onPlayStart.bind(_this)); source.addEventListener('pause', _this._onPlayStop.bind(_this)); _this.hasLoaded = false; _this.__loaded = false; if (!_this._isSourceReady()) { source.addEventListener('canplay', _this._onCanPlay); source.addEventListener('canplaythrough', _this._onCanPlay); } else { _this._onCanPlay(); } return _this; } /** * Returns true if the underlying source is playing. * * @private * @return {boolean} True if playing. */ VideoBaseTexture.prototype._isSourcePlaying = function _isSourcePlaying() { var source = this.source; return source.currentTime > 0 &&source.paused === false &&source.ended === false &&source.readyState > 2; }; /** * Returns true if the underlying source is ready for playing. * * @private * @return {boolean} True if ready. */ VideoBaseTexture.prototype._isSourceReady = function _isSourceReady() { return this.source.readyState === 3 || this.source.readyState === 4; }; /** * Runs the update loop when the video is ready to play * * @private */ VideoBaseTexture.prototype._onPlayStart = function _onPlayStart() { // Just in case the video has not received its can play even yet.. if (!this.hasLoaded) { this._onCanPlay(); } if (!this._isAutoUpdating &&this.autoUpdate) { _ticker.shared.add(this.update, this, _const.UPDATE_PRIORITY.HIGH); this._isAutoUpdating = true; } }; /** * Fired when a pause event is triggered, stops the update loop * * @private */ VideoBaseTexture.prototype._onPlayStop = function _onPlayStop() { if (this._isAutoUpdating) { _ticker.shared.remove(this.update, this); this._isAutoUpdating = false; } }; /** * Fired when the video is loaded and ready to play * * @private */ VideoBaseTexture.prototype._onCanPlay = function _onCanPlay() { this.hasLoaded = true; if (this.source) { this.source.removeEventListener('canplay', this._onCanPlay); this.source.removeEventListener('canplaythrough', this._onCanPlay); this.width = this.source.videoWidth; this.height = this.source.videoHeight; // prevent multiple loaded dispatches.. if (!this.__loaded) { this.__loaded = true; this.emit('loaded', this); } if (this._isSourcePlaying()) { this._onPlayStart(); } else if (this.autoPlay) { this.source.play(); } } }; /** * Destroys this texture * */ VideoBaseTexture.prototype.destroy = function destroy() { if (this._isAutoUpdating) { _ticker.shared.remove(this.update, this); } if (this.source &&this.source._pixiId) { _BaseTexture3.default.removeFromCache(this.source._pixiId); delete this.source._pixiId; this.source.pause(); this.source.src = ''; this.source.load(); } _BaseTexture.prototype.destroy.call(this); }; /** * Mimic PixiJS BaseTexture.from.... method. * * @static * @param {HTMLVideoElement} video - Video to create texture from * @param {number} [scaleMode=PIXI.settings.SCALE_MODE] - See {@link PIXI.SCALE_MODES} for possible values * @param {boolean} [autoPlay=true] - Start playing video as soon as it is loaded * @return {PIXI.VideoBaseTexture} Newly created VideoBaseTexture */ VideoBaseTexture.fromVideo = function fromVideo(video, scaleMode, autoPlay) { if (!video._pixiId) { video._pixiId = 'video_' + (0, _utils.uid)(); } var baseTexture = _utils.BaseTextureCache[video._pixiId]; if (!baseTexture) { baseTexture = new VideoBaseTexture(video, scaleMode, autoPlay); _BaseTexture3.default.addToCache(baseTexture, video._pixiId); } return baseTexture; }; /** * Helper function that creates a new BaseTexture based on the given video element. * This BaseTexture can then be used to create a texture * * @static * @param {string|object|string[]|object[]} videoSrc - The URL(s) for the video. * @param {string} [videoSrc.src] - One of the source urls for the video * @param {string} [videoSrc.mime] - The mimetype of the video (e.g. 'video/mp4'). If not specified * the url's extension will be used as the second part of the mime type. * @param {number} scaleMode - See {@link PIXI.SCALE_MODES} for possible values * @param {boolean} [crossorigin=(auto)] - Should use anonymous CORS? Defaults to true if the URL is not a data-URI. * @param {boolean} [autoPlay=true] - Start playing video as soon as it is loaded * @return {PIXI.VideoBaseTexture} Newly created VideoBaseTexture */ VideoBaseTexture.fromUrl = function fromUrl(videoSrc, scaleMode, crossorigin, autoPlay) { var video = document.createElement('video'); video.setAttribute('webkit-playsinline', ''); video.setAttribute('playsinline', ''); var url = Array.isArray(videoSrc) ? videoSrc[0].src || videoSrc[0] : videoSrc.src || videoSrc; if (crossorigin === undefined &&url.indexOf('data:') !== 0) { video.crossOrigin = (0, _determineCrossOrigin2.default)(url); } else if (crossorigin) { video.crossOrigin = typeof crossorigin === 'string' ? crossorigin : 'anonymous'; } // array of objects or strings if (Array.isArray(videoSrc)) { for (var i = 0; i 2 &&arguments[2] !== undefined ? arguments[2] : _const.UPDATE_PRIORITY.NORMAL; return this._addListener(new _TickerListener2.default(fn, context, priority)); }; /** * Add a handler for the tick event which is only execute once. * * @param {Function} fn - The listener function to be added for one update * @param {Function} [context] - The listener context * @param {number} [priority=PIXI.UPDATE_PRIORITY.NORMAL] - The priority for emitting * @returns {PIXI.ticker.Ticker} This instance of a ticker */ Ticker.prototype.addOnce = function addOnce(fn, context) { var priority = arguments.length > 2 &&arguments[2] !== undefined ? arguments[2] : _const.UPDATE_PRIORITY.NORMAL; return this._addListener(new _TickerListener2.default(fn, context, priority, true)); }; /** * Internally adds the event handler so that it can be sorted by priority. * Priority allows certain handler (user, AnimatedSprite, Interaction) to be run * before the rendering. * * @private * @param {TickerListener} listener - Current listener being added. * @returns {PIXI.ticker.Ticker} This instance of a ticker */ Ticker.prototype._addListener = function _addListener(listener) { // For attaching to head var current = this._head.next; var previous = this._head; // Add the first item if (!current) { listener.connect(previous); } else { // Go from highest to lowest priority while (current) { if (listener.priority > current.priority) { listener.connect(previous); break; } previous = current; current = current.next; } // Not yet connected if (!listener.previous) { listener.connect(previous); } } this._startIfPossible(); return this; }; /** * Removes any handlers matching the function and context parameters. * If no handlers are left after removing, then it cancels the animation frame. * * @param {Function} fn - The listener function to be removed * @param {Function} [context] - The listener context to be removed * @returns {PIXI.ticker.Ticker} This instance of a ticker */ Ticker.prototype.remove = function remove(fn, context) { var listener = this._head.next; while (listener) { // We found a match, lets remove it // no break to delete all possible matches // incase a listener was added 2+ times if (listener.match(fn, context)) { listener = listener.destroy(); } else { listener = listener.next; } } if (!this._head.next) { this._cancelIfNeeded(); } return this; }; /** * Starts the ticker. If the ticker has listeners * a new animation frame is requested at this point. */ Ticker.prototype.start = function start() { if (!this.started) { this.started = true; this._requestIfNeeded(); } }; /** * Stops the ticker. If the ticker has requested * an animation frame it is canceled at this point. */ Ticker.prototype.stop = function stop() { if (this.started) { this.started = false; this._cancelIfNeeded(); } }; /** * Destroy the ticker and don't use after this. Calling * this method removes all references to internal events. */ Ticker.prototype.destroy = function destroy() { this.stop(); var listener = this._head.next; while (listener) { listener = listener.destroy(true); } this._head.destroy(); this._head = null; }; /** * Triggers an update. An update entails setting the * current {@link PIXI.ticker.Ticker#elapsedMS}, * the current {@link PIXI.ticker.Ticker#deltaTime}, * invoking all listeners with current deltaTime, * and then finally setting {@link PIXI.ticker.Ticker#lastTime} * with the value of currentTime that was provided. * This method will be called automatically by animation * frame callbacks if the ticker instance has been started * and listeners are added. * * @param {number} [currentTime=performance.now()] - the current time of execution */ Ticker.prototype.update = function update() { var currentTime = arguments.length > 0 &&arguments[0] !== undefined ? arguments[0] : performance.now(); var elapsedMS = void 0; // If the difference in time is zero or negative, we ignore most of the work done here. // If there is no valid difference, then should be no reason to let anyone know about it. // A zero delta, is exactly that, nothing should update. // // The difference in time can be negative, and no this does not mean time traveling. // This can be the result of a race condition between when an animation frame is requested // on the current JavaScript engine event loop, and when the ticker's start method is invoked // (which invokes the internal _requestIfNeeded method). If a frame is requested before // _requestIfNeeded is invoked, then the callback for the animation frame the ticker requests, // can receive a time argument that can be less than the lastTime value that was set within // _requestIfNeeded. This difference is in microseconds, but this is enough to cause problems. // // This check covers this browser engine timing issue, as well as if consumers pass an invalid // currentTime value. This may happen if consumers opt-out of the autoStart, and update themselves. if (currentTime > this.lastTime) { // Save uncapped elapsedMS for measurement elapsedMS = this.elapsedMS = currentTime - this.lastTime; // cap the milliseconds elapsed used for deltaTime if (elapsedMS > this._maxElapsedMS) { elapsedMS = this._maxElapsedMS; } this.deltaTime = elapsedMS * _settings2.default.TARGET_FPMS * this.speed; // Cache a local reference, in-case ticker is destroyed // during the emit, we can still check for head.next var head = this._head; // Invoke listeners added to internal emitter var listener = head.next; while (listener) { listener = listener.emit(this.deltaTime); } if (!head.next) { this._cancelIfNeeded(); } } else { this.deltaTime = this.elapsedMS = 0; } this.lastTime = currentTime; }; /** * The frames per second at which this ticker is running. * The default is approximately 60 in most modern browsers. * **Note:** This does not factor in the value of * {@link PIXI.ticker.Ticker#speed}, which is specific * to scaling {@link PIXI.ticker.Ticker#deltaTime}. * * @member {number} * @readonly */ _createClass(Ticker, [{ key: 'FPS', get: function get() { return 1000 / this.elapsedMS; } /** * Manages the maximum amount of milliseconds allowed to * elapse between invoking {@link PIXI.ticker.Ticker#update}. * This value is used to cap {@link PIXI.ticker.Ticker#deltaTime}, * but does not effect the measured value of {@link PIXI.ticker.Ticker#FPS}. * When setting this property it is clamped to a value between * `0` and `PIXI.settings.TARGET_FPMS * 1000`. * * @member {number} * @default 10 */ }, { key: 'minFPS', get: function get() { return 1000 / this._maxElapsedMS; }, set: function set(fps) // eslint-disable-line require-jsdoc { // Clamp: 0 to TARGET_FPMS var minFPMS = Math.min(Math.max(0, fps) / 1000, _settings2.default.TARGET_FPMS); this._maxElapsedMS = 1 / minFPMS; } }]); return Ticker; }(); exports.default = Ticker; },{"../const":46,"../settings":101,"./TickerListener":120}],120:[function(require,module,exports){ "use strict"; exports.__esModule = true; function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } /** * Internal class for handling the priority sorting of ticker handlers. * * @private * @class * @memberof PIXI.ticker */ var TickerListener = function () { /** * Constructor * * @param {Function} fn - The listener function to be added for one update * @param {Function} [context=null] - The listener context * @param {number} [priority=0] - The priority for emitting * @param {boolean} [once=false] - If the handler should fire once */ function TickerListener(fn) { var context = arguments.length > 1 &&arguments[1] !== undefined ? arguments[1] : null; var priority = arguments.length > 2 &&arguments[2] !== undefined ? arguments[2] : 0; var once = arguments.length > 3 &&arguments[3] !== undefined ? arguments[3] : false; _classCallCheck(this, TickerListener); /** * The handler function to execute. * @member {Function} */ this.fn = fn; /** * The calling to execute. * @member {Function} */ this.context = context; /** * The current priority. * @member {number} */ this.priority = priority; /** * If this should only execute once. * @member {boolean} */ this.once = once; /** * The next item in chain. * @member {TickerListener} */ this.next = null; /** * The previous item in chain. * @member {TickerListener} */ this.previous = null; /** * `true` if this listener has been destroyed already. * @member {boolean} * @private */ this._destroyed = false; } /** * Simple compare function to figure out if a function and context match. * * @param {Function} fn - The listener function to be added for one update * @param {Function} context - The listener context * @return {boolean} `true` if the listener match the arguments */ TickerListener.prototype.match = function match(fn, context) { context = context || null; return this.fn === fn &&this.context === context; }; /** * Emit by calling the current function. * @param {number} deltaTime - time since the last emit. * @return {TickerListener} Next ticker */ TickerListener.prototype.emit = function emit(deltaTime) { if (this.fn) { if (this.context) { this.fn.call(this.context, deltaTime); } else { this.fn(deltaTime); } } var redirect = this.next; if (this.once) { this.destroy(true); } // Soft-destroying should remove // the next reference if (this._destroyed) { this.next = null; } return redirect; }; /** * Connect to the list. * @param {TickerListener} previous - Input node, previous listener */ TickerListener.prototype.connect = function connect(previous) { this.previous = previous; if (previous.next) { previous.next.previous = this; } this.next = previous.next; previous.next = this; }; /** * Destroy and don't use after this. * @param {boolean} [hard = false] `true` to remove the `next` reference, this * is considered a hard destroy. Soft destroy maintains the next reference. * @return {TickerListener} The listener to redirect while emitting or removing. */ TickerListener.prototype.destroy = function destroy() { var hard = arguments.length > 0 &&arguments[0] !== undefined ? arguments[0] : false; this._destroyed = true; this.fn = null; this.context = null; // Disconnect, hook up next and previous if (this.previous) { this.previous.next = this.next; } if (this.next) { this.next.previous = this.previous; } // Redirect to the next item var redirect = this.next; // Remove references this.next = hard ? null : redirect; this.previous = null; return redirect; }; return TickerListener; }(); exports.default = TickerListener; },{}],121:[function(require,module,exports){ 'use strict'; exports.__esModule = true; exports.Ticker = exports.shared = undefined; var _Ticker = require('./Ticker'); var _Ticker2 = _interopRequireDefault(_Ticker); function _interopRequireDefault(obj) { return obj &&obj.__esModule ? obj : { default: obj }; } /** * The shared ticker instance used by {@link PIXI.extras.AnimatedSprite}. * and by {@link PIXI.interaction.InteractionManager}. * The property {@link PIXI.ticker.Ticker#autoStart} is set to `true` * for this instance. Please follow the examples for usage, including * how to opt-out of auto-starting the shared ticker. * * @example * let ticker = PIXI.ticker.shared; * // Set this to prevent starting this ticker when listeners are added. * // By default this is true only for the PIXI.ticker.shared instance. * ticker.autoStart = false; * // FYI, call this to ensure the ticker is stopped. It should be stopped * // if you have not attempted to render anything yet. * ticker.stop(); * // Call this when you are ready for a running shared ticker. * ticker.start(); * * @example * // You may use the shared ticker to render... * let renderer = PIXI.autoDetectRenderer(800, 600); * let stage = new PIXI.Container(); * let interactionManager = PIXI.interaction.InteractionManager(renderer); * document.body.appendChild(renderer.view); * ticker.add(function (time) { * renderer.render(stage); * }); * * @example * // Or you can just update it manually. * ticker.autoStart = false; * ticker.stop(); * function animate(time) { * ticker.update(time); * renderer.render(stage); * requestAnimationFrame(animate); * } * animate(performance.now()); * * @type {PIXI.ticker.Ticker} * @memberof PIXI.ticker */ var shared = new _Ticker2.default(); shared.autoStart = true; shared.destroy = function () { // protect destroying shared ticker // this is used by other internal systems // like AnimatedSprite and InteractionManager }; /** * This namespace contains an API for interacting with PIXI's internal global update loop. * * This ticker is used for rendering, {@link PIXI.extras.AnimatedSprite AnimatedSprite}, * {@link PIXI.interaction.InteractionManager InteractionManager} and many other time-based PIXI systems. * @example * const ticker = new PIXI.ticker.Ticker(); * ticker.stop(); * ticker.add((deltaTime) => { * // do something every frame * }); * ticker.start(); * @namespace PIXI.ticker */ exports.shared = shared; exports.Ticker = _Ticker2.default; },{"./Ticker":119}],122:[function(require,module,exports){ "use strict"; exports.__esModule = true; exports.default = canUploadSameBuffer; function canUploadSameBuffer() { // Uploading the same buffer multiple times in a single frame can cause perf issues. // Apparent on IOS so only check for that at the moment // this check may become more complex if this issue pops up elsewhere. var ios = !!navigator.platform &&/iPad|iPhone|iPod/.test(navigator.platform); return !ios; } },{}],123:[function(require,module,exports){ "use strict"; exports.__esModule = true; exports.default = createIndicesForQuads; /** * Generic Mask Stack data structure * * @memberof PIXI * @function createIndicesForQuads * @private * @param {number} size - Number of quads * @return {Uint16Array} indices */ function createIndicesForQuads(size) { // the total number of indices in our array, there are 6 points per quad. var totalIndices = size * 6; var indices = new Uint16Array(totalIndices); // fill the indices with the quads to draw for (var i = 0, j = 0; i 1 &&arguments[1] !== undefined ? arguments[1] : window.location; // data: and javascript: urls are considered same-origin if (url.indexOf('data:') === 0) { return ''; } // default is window.location loc = loc || window.location; if (!tempAnchor) { tempAnchor = document.createElement('a'); } // let the browser determine the full href for the url of this resource and then // parse with the node url lib, we can't use the properties of the anchor element // because they don't work in IE9 :( tempAnchor.href = url; url = _url3.default.parse(tempAnchor.href); var samePort = !url.port &&loc.port === '' || url.port === loc.port; // if cross origin if (url.hostname !== loc.hostname || !samePort || url.protocol !== loc.protocol) { return 'anonymous'; } return ''; } },{"url":38}],125:[function(require,module,exports){ 'use strict'; exports.__esModule = true; exports.premultiplyBlendMode = exports.BaseTextureCache = exports.TextureCache = exports.earcut = exports.mixins = exports.pluginTarget = exports.EventEmitter = exports.removeItems = exports.isMobile = undefined; exports.uid = uid; exports.hex2rgb = hex2rgb; exports.hex2string = hex2string; exports.rgb2hex = rgb2hex; exports.getResolutionOfUrl = getResolutionOfUrl; exports.decomposeDataUri = decomposeDataUri; exports.getUrlFileExtension = getUrlFileExtension; exports.getSvgSize = getSvgSize; exports.skipHello = skipHello; exports.sayHello = sayHello; exports.isWebGLSupported = isWebGLSupported; exports.sign = sign; exports.destroyTextureCache = destroyTextureCache; exports.clearTextureCache = clearTextureCache; exports.correctBlendMode = correctBlendMode; exports.premultiplyTint = premultiplyTint; exports.premultiplyRgba = premultiplyRgba; exports.premultiplyTintToRgba = premultiplyTintToRgba; var _const = require('../const'); var _settings = require('../settings'); var _settings2 = _interopRequireDefault(_settings); var _eventemitter = require('eventemitter3'); var _eventemitter2 = _interopRequireDefault(_eventemitter); var _pluginTarget = require('./pluginTarget'); var _pluginTarget2 = _interopRequireDefault(_pluginTarget); var _mixin = require('./mixin'); var mixins = _interopRequireWildcard(_mixin); var _ismobilejs = require('ismobilejs'); var isMobile = _interopRequireWildcard(_ismobilejs); var _removeArrayItems = require('remove-array-items'); var _removeArrayItems2 = _interopRequireDefault(_removeArrayItems); var _mapPremultipliedBlendModes = require('./mapPremultipliedBlendModes'); var _mapPremultipliedBlendModes2 = _interopRequireDefault(_mapPremultipliedBlendModes); var _earcut = require('earcut'); var _earcut2 = _interopRequireDefault(_earcut); function _interopRequireWildcard(obj) { if (obj &&obj.__esModule) { return obj; } else { var newObj = {}; if (obj != null) { for (var key in obj) { if (Object.prototype.hasOwnProperty.call(obj, key)) newObj[key] = obj[key]; } } newObj.default = obj; return newObj; } } function _interopRequireDefault(obj) { return obj &&obj.__esModule ? obj : { default: obj }; } var nextUid = 0; var saidHello = false; /** * Generalized convenience utilities for PIXI. * @example * // Extend PIXI's internal Event Emitter. * class MyEmitter extends PIXI.utils.EventEmitter { * constructor() { * super(); * console.log("Emitter created!"); * } * } * * // Get info on current device * console.log(PIXI.utils.isMobile); * * // Convert hex color to string * console.log(PIXI.utils.hex2string(0xff00ff)); // returns: "#ff00ff" * @namespace PIXI.utils */ exports.isMobile = isMobile; exports.removeItems = _removeArrayItems2.default; exports.EventEmitter = _eventemitter2.default; exports.pluginTarget = _pluginTarget2.default; exports.mixins = mixins; exports.earcut = _earcut2.default; /** * Gets the next unique identifier * * @memberof PIXI.utils * @function uid * @return {number} The next unique identifier to use. */ function uid() { return ++nextUid; } /** * Converts a hex color number to an [R, G, B] array * * @memberof PIXI.utils * @function hex2rgb * @param {number} hex - The number to convert * @param {number[]} [out=[]] If supplied, this array will be used rather than returning a new one * @return {number[]} An array representing the [R, G, B] of the color. */ function hex2rgb(hex, out) { out = out || []; out[0] = (hex >> 16 &0xFF) / 255; out[1] = (hex >> 8 &0xFF) / 255; out[2] = (hex &0xFF) / 255; return out; } /** * Converts a hex color number to a string. * * @memberof PIXI.utils * @function hex2string * @param {number} hex - Number in hex * @return {string} The string color. */ function hex2string(hex) { hex = hex.toString(16); hex = '000000'.substr(0, 6 - hex.length) + hex; return '#' + hex; } /** * Converts a color as an [R, G, B] array to a hex number * * @memberof PIXI.utils * @function rgb2hex * @param {number[]} rgb - rgb array * @return {number} The color number */ function rgb2hex(rgb) { return (rgb[0] * 255 << 16) + (rgb[1] * 255 << 8) + (rgb[2] * 255 | 0); } /** * get the resolution / device pixel ratio of an asset by looking for the prefix * used by spritesheets and image urls * * @memberof PIXI.utils * @function getResolutionOfUrl * @param {string} url - the image path * @param {number} [defaultValue=1] - the defaultValue if no filename prefix is set. * @return {number} resolution / device pixel ratio of an asset */ function getResolutionOfUrl(url, defaultValue) { var resolution = _settings2.default.RETINA_PREFIX.exec(url); if (resolution) { return parseFloat(resolution[1]); } return defaultValue !== undefined ? defaultValue : 1; } /** * Typedef for decomposeDataUri return object. * * @typedef {object} PIXI.utils~DecomposedDataUri * @property {mediaType} Media type, eg. `image` * @property {subType} Sub type, eg. `png` * @property {encoding} Data encoding, eg. `base64` * @property {data} The actual data */ /** * Split a data URI into components. Returns undefined if * parameter `dataUri` is not a valid data URI. * * @memberof PIXI.utils * @function decomposeDataUri * @param {string} dataUri - the data URI to check * @return {PIXI.utils~DecomposedDataUri|undefined} The decomposed data uri or undefined */ function decomposeDataUri(dataUri) { var dataUriMatch = _const.DATA_URI.exec(dataUri); if (dataUriMatch) { return { mediaType: dataUriMatch[1] ? dataUriMatch[1].toLowerCase() : undefined, subType: dataUriMatch[2] ? dataUriMatch[2].toLowerCase() : undefined, charset: dataUriMatch[3] ? dataUriMatch[3].toLowerCase() : undefined, encoding: dataUriMatch[4] ? dataUriMatch[4].toLowerCase() : undefined, data: dataUriMatch[5] }; } return undefined; } /** * Get type of the image by regexp for extension. Returns undefined for unknown extensions. * * @memberof PIXI.utils * @function getUrlFileExtension * @param {string} url - the image path * @return {string|undefined} image extension */ function getUrlFileExtension(url) { var extension = _const.URL_FILE_EXTENSION.exec(url); if (extension) { return extension[1].toLowerCase(); } return undefined; } /** * Typedef for Size object. * * @typedef {object} PIXI.utils~Size * @property {width} Width component * @property {height} Height component */ /** * Get size from an svg string using regexp. * * @memberof PIXI.utils * @function getSvgSize * @param {string} svgString - a serialized svg element * @return {PIXI.utils~Size|undefined} image extension */ function getSvgSize(svgString) { var sizeMatch = _const.SVG_SIZE.exec(svgString); var size = {}; if (sizeMatch) { size[sizeMatch[1]] = Math.round(parseFloat(sizeMatch[3])); size[sizeMatch[5]] = Math.round(parseFloat(sizeMatch[7])); } return size; } /** * Skips the hello message of renderers that are created after this is run. * * @function skipHello * @memberof PIXI.utils */ function skipHello() { saidHello = true; } /** * Logs out the version and renderer information for this running instance of PIXI. * If you don't want to see this message you can run `PIXI.utils.skipHello()` before * creating your renderer. Keep in mind that doing that will forever makes you a jerk face. * * @static * @function sayHello * @memberof PIXI.utils * @param {string} type - The string renderer type to log. */ function sayHello(type) { if (saidHello) { return; } if (navigator.userAgent.toLowerCase().indexOf('chrome') > -1) { var args = ['\n %c %c %c PixiJS ' + _const.VERSION + ' - \u2730 ' + type + ' \u2730 %c %c http://www.pixijs.com/ %c %c \u2665%c\u2665%c\u2665 \n\n', 'background: #ff66a5; padding:5px 0;', 'background: #ff66a5; padding:5px 0;', 'color: #ff66a5; background: #030307; padding:5px 0;', 'background: #ff66a5; padding:5px 0;', 'background: #ffc3dc; padding:5px 0;', 'background: #ff66a5; padding:5px 0;', 'color: #ff2424; background: #fff; padding:5px 0;', 'color: #ff2424; background: #fff; padding:5px 0;', 'color: #ff2424; background: #fff; padding:5px 0;']; window.console.log.apply(console, args); } else if (window.console) { window.console.log('PixiJS ' + _const.VERSION + ' - ' + type + ' - http://www.pixijs.com/'); } saidHello = true; } /** * Helper for checking for webgl support * * @memberof PIXI.utils * @function isWebGLSupported * @return {boolean} is webgl supported */ function isWebGLSupported() { var contextOptions = { stencil: true, failIfMajorPerformanceCaveat: true }; try { if (!window.WebGLRenderingContext) { return false; } var canvas = document.createElement('canvas'); var gl = canvas.getContext('webgl', contextOptions) || canvas.getContext('experimental-webgl', contextOptions); var success = !!(gl &&gl.getContextAttributes().stencil); if (gl) { var loseContext = gl.getExtension('WEBGL_lose_context'); if (loseContext) { loseContext.loseContext(); } } gl = null; return success; } catch (e) { return false; } } /** * Returns sign of number * * @memberof PIXI.utils * @function sign * @param {number} n - the number to check the sign of * @returns {number} 0 if `n` is 0, -1 if `n` is negative, 1 if `n` is positive */ function sign(n) { if (n === 0) return 0; return n <0 ? -1 : 1; } /** * @todo Describe property usage * * @memberof PIXI.utils * @private * / var TextureCache=exports.TextureCache= Object.create(null); /** * @todo Describe property usage * * @memberof PIXI.utils * @private * / var BaseTextureCache=exports.BaseTextureCache= Object.create(null); /** * Destroys all texture in the cache * * @memberof PIXI.utils * @function destroyTextureCache * / function destroyTextureCache() { var key=void 0; for (key in TextureCache) { TextureCache[key].destroy(); } for (key in BaseTextureCache) { BaseTextureCache[key].destroy(); } } /** * Removes all textures from cache, but does not destroy them * * @memberof PIXI.utils * @function clearTextureCache * / function clearTextureCache() { var key=void 0; for (key in TextureCache) { delete TextureCache[key]; } for (key in BaseTextureCache) { delete BaseTextureCache[key]; } } /** * maps premultiply flag and blendMode to adjusted blendMode * @memberof PIXI.utils * @const premultiplyBlendMode * @type {Array } */ var premultiplyBlendMode = exports.premultiplyBlendMode = (0, _mapPremultipliedBlendModes2.default)(); /** * changes blendMode according to texture format * * @memberof PIXI.utils * @function correctBlendMode * @param {number} blendMode supposed blend mode * @param {boolean} premultiplied whether source is premultiplied * @returns {number} true blend mode for this texture */ function correctBlendMode(blendMode, premultiplied) { return premultiplyBlendMode[premultiplied ? 1 : 0][blendMode]; } /** * premultiplies tint * * @memberof PIXI.utils * @param {number} tint integet RGB * @param {number} alpha floating point alpha (0.0-1.0) * @returns {number} tint multiplied by alpha */ function premultiplyTint(tint, alpha) { if (alpha === 1.0) { return (alpha * 255 << 24) + tint; } if (alpha === 0.0) { return 0; } var R = tint >> 16 &0xFF; var G = tint >> 8 &0xFF; var B = tint &0xFF; R = R * alpha + 0.5 | 0; G = G * alpha + 0.5 | 0; B = B * alpha + 0.5 | 0; return (alpha * 255 << 24) + (R << 16) + (G << 8) + B; } /** * combines rgb and alpha to out array * * @memberof PIXI.utils * @param {Float32Array|number[]} rgb input rgb * @param {number} alpha alpha param * @param {Float32Array} [out] output * @param {boolean} [premultiply=true] do premultiply it * @returns {Float32Array} vec4 rgba */ function premultiplyRgba(rgb, alpha, out, premultiply) { out = out || new Float32Array(4); if (premultiply || premultiply === undefined) { out[0] = rgb[0] * alpha; out[1] = rgb[1] * alpha; out[2] = rgb[2] * alpha; } else { out[0] = rgb[0]; out[1] = rgb[1]; out[2] = rgb[2]; } out[3] = alpha; return out; } /** * converts integer tint and float alpha to vec4 form, premultiplies by default * * @memberof PIXI.utils * @param {number} tint input tint * @param {number} alpha alpha param * @param {Float32Array} [out] output * @param {boolean} [premultiply=true] do premultiply it * @returns {Float32Array} vec4 rgba */ function premultiplyTintToRgba(tint, alpha, out, premultiply) { out = out || new Float32Array(4); out[0] = (tint >> 16 &0xFF) / 255.0; out[1] = (tint >> 8 &0xFF) / 255.0; out[2] = (tint &0xFF) / 255.0; if (premultiply || premultiply === undefined) { out[0] *= alpha; out[1] *= alpha; out[2] *= alpha; } out[3] = alpha; return out; } },{"../const":46,"../settings":101,"./mapPremultipliedBlendModes":126,"./mixin":128,"./pluginTarget":129,"earcut":2,"eventemitter3":3,"ismobilejs":4,"remove-array-items":31}],126:[function(require,module,exports){ 'use strict'; exports.__esModule = true; exports.default = mapPremultipliedBlendModes; var _const = require('../const'); /** * Corrects PixiJS blend, takes premultiplied alpha into account * * @memberof PIXI * @function mapPremultipliedBlendModes * @private * @param {Array } [array] - The array to output into. * @return {Array } Mapped modes. */ function mapPremultipliedBlendModes() { var pm = []; var npm = []; for (var i = 0; i <32; i++) { pm[i]=i; npm[i]=i; } pm[_const.BLEND_MODES.NORMAL_NPM]=_const.BLEND_MODES.NORMAL; pm[_const.BLEND_MODES.ADD_NPM]=_const.BLEND_MODES.ADD; pm[_const.BLEND_MODES.SCREEN_NPM]=_const.BLEND_MODES.SCREEN; npm[_const.BLEND_MODES.NORMAL]=_const.BLEND_MODES.NORMAL_NPM; npm[_const.BLEND_MODES.ADD]=_const.BLEND_MODES.ADD_NPM; npm[_const.BLEND_MODES.SCREEN]=_const.BLEND_MODES.SCREEN_NPM; var array=[]; array.push(npm); array.push(pm); return array; } },{"../const" :46}],127:[function(require,module,exports){'use strict' ; exports.__esModule=true; exports.default=maxRecommendedTextures; var _ismobilejs=require('ismobilejs' ); var _ismobilejs2=_interopRequireDefault(_ismobilejs); function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } function maxRecommendedTextures(max) { if (_ismobilejs2.default.tablet || _ismobilejs2.default.phone) { / / check if the res is iphone 6 or higher.. return 4; } / / desktop should be ok return max; } },{"ismobilejs" :4}],128:[function(require,module,exports){"use strict" ; exports.__esModule=true; exports.mixin=mixin; exports.delayMixin=delayMixin; exports.performMixins=performMixins; /** * Mixes all enumerable properties and methods from a source object to a target object. * * @memberof PIXI.utils.mixins * @function mixin * @param {object} target The prototype or instance that properties and methods should be added to. * @param {object} source The source of properties and methods to mix in. * / function mixin(target, source) { if (!target || !source) return; / / in ES8/ES2017, this would be really easy: / / Object.defineProperties(target, Object.getOwnPropertyDescriptors(source)); / / get all the enumerable property keys var keys=Object.keys(source); / / loop through properties for (var i=0; i < keys.length; ++i) { var propertyName = keys[i]; // Set the property using the property descriptor - this works for accessors and normal value properties Object.defineProperty(target, propertyName, Object.getOwnPropertyDescriptor(source, propertyName)); } } var mixins = []; /** * Queues a mixin to be handled towards the end of the initialization of PIXI, so that deprecation * can take effect. * * @memberof PIXI.utils.mixins * @function delayMixin * @private * @param {object} target The prototype or instance that properties and methods should be added to. * @param {object} source The source of properties and methods to mix in. */ function delayMixin(target, source) { mixins.push(target, source); } /** * Handles all mixins queued via delayMixin(). * * @memberof PIXI.utils.mixins * @function performMixins * @private */ function performMixins() { for (var i = 0; i 1) { this._fontStyle = 'italic'; } else if (font.indexOf('oblique') > -1) { this._fontStyle = 'oblique'; } else { this._fontStyle = 'normal'; } // can work out fontVariant from search of whole string if (font.indexOf('small-caps') > -1) { this._fontVariant = 'small-caps'; } else { this._fontVariant = 'normal'; } // fontWeight and fontFamily are tricker to find, but it's easier to find the fontSize due to it's units var splits = font.split(' '); var fontSizeIndex = -1; this._fontSize = 26; for (var i = 0; i -1 &&fontSizeIndex = this._durations[this.currentFrame]) { lag -= this._durations[this.currentFrame] * sign; this._currentTime += sign; } this._currentTime += lag / this._durations[this.currentFrame]; } else { this._currentTime += elapsed; } if (this._currentTime <0 && !this.loop) { this.gotoAndStop(0); if (this.onComplete) { this.onComplete(); } } else if (this._currentTime> = this._textures.length &&!this.loop) { this.gotoAndStop(this._textures.length - 1); if (this.onComplete) { this.onComplete(); } } else if (previousFrame !== this.currentFrame) { if (this.loop &&this.onLoop) { if (this.animationSpeed > 0 &&this.currentFrame previousFrame) { this.onLoop(); } } this.updateTexture(); } }; /** * Updates the displayed texture to match the current frame index * * @private */ AnimatedSprite.prototype.updateTexture = function updateTexture() { this._texture = this._textures[this.currentFrame]; this._textureID = -1; this.cachedTint = 0xFFFFFF; if (this.updateAnchor) { this._anchor.copy(this._texture.defaultAnchor); } if (this.onFrameChange) { this.onFrameChange(this.currentFrame); } }; /** * Stops the AnimatedSprite and destroys it * * @param {object|boolean} [options] - Options parameter. A boolean will act as if all options * have been set to that value * @param {boolean} [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 {boolean} [options.texture=false] - Should it destroy the current texture of the sprite as well * @param {boolean} [options.baseTexture=false] - Should it destroy the base texture of the sprite as well */ AnimatedSprite.prototype.destroy = function destroy(options) { this.stop(); _core$Sprite.prototype.destroy.call(this, options); }; /** * A short hand way of creating a movieclip from an array of frame ids * * @static * @param {string[]} frames - The array of frames ids the movieclip will use as its texture frames * @return {AnimatedSprite} The new animated sprite with the specified frames. */ AnimatedSprite.fromFrames = function fromFrames(frames) { var textures = []; for (var i = 0; i 1 &&arguments[1] !== undefined ? arguments[1] : {}; _classCallCheck(this, BitmapText); /** * Private tracker for the width of the overall text * * @member {number} * @private */ var _this = _possibleConstructorReturn(this, _core$Container.call(this)); _this._textWidth = 0; /** * Private tracker for the height of the overall text * * @member {number} * @private */ _this._textHeight = 0; /** * Private tracker for the letter sprite pool. * * @member {PIXI.Sprite[]} * @private */ _this._glyphs = []; /** * Private tracker for the current style. * * @member {object} * @private */ _this._font = { tint: style.tint !== undefined ? style.tint : 0xFFFFFF, align: style.align || 'left', name: null, size: 0 }; /** * Private tracker for the current font. * * @member {object} * @private */ _this.font = style.font; // run font setter /** * Private tracker for the current text. * * @member {string} * @private */ _this._text = text; /** * The max width of this bitmap text in pixels. If the text provided is longer than the * value provided, line breaks will be automatically inserted in the last whitespace. * Disable by setting value to 0 * * @member {number} * @private */ _this._maxWidth = 0; /** * The max line height. This is useful when trying to use the total height of the Text, * ie: when trying to vertically align. * * @member {number} * @private */ _this._maxLineHeight = 0; /** * Letter spacing. This is useful for setting the space between characters. * @member {number} * @private */ _this._letterSpacing = 0; /** * Text anchor. read-only * * @member {PIXI.ObservablePoint} * @private */ _this._anchor = new _ObservablePoint2.default(function () { _this.dirty = true; }, _this, 0, 0); /** * The dirty state of this object. * * @member {boolean} */ _this.dirty = false; _this.updateText(); return _this; } /** * Renders text and updates it when needed * * @private */ BitmapText.prototype.updateText = function updateText() { var data = BitmapText.fonts[this._font.name]; var scale = this._font.size / data.size; var pos = new core.Point(); var chars = []; var lineWidths = []; var text = this.text.replace(/(?:\r\n|\r)/g, '\n'); var textLength = text.length; var maxWidth = this._maxWidth * data.size / this._font.size; var prevCharCode = null; var lastLineWidth = 0; var maxLineWidth = 0; var line = 0; var lastBreakPos = -1; var lastBreakWidth = 0; var spacesRemoved = 0; var maxLineHeight = 0; for (var i = 0; i 0 &&pos.x > maxWidth) { ++spacesRemoved; core.utils.removeItems(chars, 1 + lastBreakPos - spacesRemoved, 1 + i - lastBreakPos); i = lastBreakPos; lastBreakPos = -1; lineWidths.push(lastBreakWidth); maxLineWidth = Math.max(maxLineWidth, lastBreakWidth); line++; pos.x = 0; pos.y += data.lineHeight; prevCharCode = null; } } var lastChar = text.charAt(text.length - 1); if (lastChar !== '\r' &&lastChar !== '\n') { if (/(?:\s)/.test(lastChar)) { lastLineWidth = lastBreakWidth; } lineWidths.push(lastLineWidth); maxLineWidth = Math.max(maxLineWidth, lastLineWidth); } var lineAlignOffsets = []; for (var _i = 0; _i <=line; _i++) { var alignOffset=0; if (this._font.align==='right' ) { alignOffset=maxLineWidth - lineWidths[_i]; } else if (this._font.align==='center' ) { alignOffset=(maxLineWidth - lineWidths[_i]) / 2; } lineAlignOffsets.push(alignOffset); } var lenChars=chars.length; var tint=this.tint; for (var _i2=0; _i2 < lenChars; _i2++) { var c = this._glyphs[_i2]; // get the next glyph sprite if (c) { c.texture = chars[_i2].texture; } else { c = new core.Sprite(chars[_i2].texture); this._glyphs.push(c); } c.position.x = (chars[_i2].position.x + lineAlignOffsets[chars[_i2].line]) * scale; c.position.y = chars[_i2].position.y * scale; c.scale.x = c.scale.y = scale; c.tint = tint; if (!c.parent) { this.addChild(c); } } // remove unnecessary children. for (var _i3 = lenChars; _i3 |PIXI.Texture|PIXI.Texture[]} textures - List of textures for each page. * If providing an object, the key is the ` ` element's `file` attribute in the FNT file. * @return {Object} Result font object with font, size, lineHeight and char fields. */ BitmapText.registerFont = function registerFont(xml, textures) { var data = {}; var info = xml.getElementsByTagName('info')[0]; var common = xml.getElementsByTagName('common')[0]; var pages = xml.getElementsByTagName('page'); var res = (0, _utils.getResolutionOfUrl)(pages[0].getAttribute('file'), _settings2.default.RESOLUTION); var pagesTextures = {}; data.font = info.getAttribute('face'); data.size = parseInt(info.getAttribute('size'), 10); data.lineHeight = parseInt(common.getAttribute('lineHeight'), 10) / res; data.chars = {}; // Single texture, convert to list if (textures instanceof core.Texture) { textures = [textures]; } // Convert the input Texture, Textures or object // into a page Texture lookup by "id" for (var i = 0; i = 0 ? value : 0xFFFFFF; this.dirty = true; } /** * The alignment of the BitmapText object * * @member {string} * @default 'left' */ }, { key: 'align', get: function get() { return this._font.align; }, set: function set(value) // eslint-disable-line require-jsdoc { this._font.align = value || 'left'; this.dirty = true; } /** * The anchor sets the origin point of the text. * The default is 0,0 this means the text's origin is the top left * Setting the anchor to 0.5,0.5 means the text's origin is centered * Setting the anchor to 1,1 would mean the text's origin point will be the bottom right corner * * @member {PIXI.Point | number} */ }, { key: 'anchor', get: function get() { return this._anchor; }, set: function set(value) // eslint-disable-line require-jsdoc { if (typeof value === 'number') { this._anchor.set(value); } else { this._anchor.copy(value); } } /** * The font descriptor of the BitmapText object * * @member {string|object} */ }, { key: 'font', get: function get() { return this._font; }, set: function set(value) // eslint-disable-line require-jsdoc { if (!value) { return; } if (typeof value === 'string') { value = value.split(' '); this._font.name = value.length === 1 ? value[0] : value.slice(1).join(' '); this._font.size = value.length >= 2 ? parseInt(value[0], 10) : BitmapText.fonts[this._font.name].size; } else { this._font.name = value.name; this._font.size = typeof value.size === 'number' ? value.size : parseInt(value.size, 10); } this.dirty = true; } /** * The text of the BitmapText object * * @member {string} */ }, { key: 'text', get: function get() { return this._text; }, set: function set(value) // eslint-disable-line require-jsdoc { value = value.toString() || ' '; if (this._text === value) { return; } this._text = value; this.dirty = true; } /** * The max width of this bitmap text in pixels. If the text provided is longer than the * value provided, line breaks will be automatically inserted in the last whitespace. * Disable by setting value to 0 * * @member {number} */ }, { key: 'maxWidth', get: function get() { return this._maxWidth; }, set: function set(value) // eslint-disable-line require-jsdoc { if (this._maxWidth === value) { return; } this._maxWidth = value; this.dirty = true; } /** * The max line height. This is useful when trying to use the total height of the Text, * ie: when trying to vertically align. * * @member {number} * @readonly */ }, { key: 'maxLineHeight', get: function get() { this.validate(); return this._maxLineHeight; } /** * The width of the overall text, different from fontSize, * which is defined in the style object * * @member {number} * @readonly */ }, { key: 'textWidth', get: function get() { this.validate(); return this._textWidth; } /** * Additional space between characters. * * @member {number} */ }, { key: 'letterSpacing', get: function get() { return this._letterSpacing; }, set: function set(value) // eslint-disable-line require-jsdoc { if (this._letterSpacing !== value) { this._letterSpacing = value; this.dirty = true; } } /** * The height of the overall text, different from fontSize, * which is defined in the style object * * @member {number} * @readonly */ }, { key: 'textHeight', get: function get() { this.validate(); return this._textHeight; } }]); return BitmapText; }(core.Container); exports.default = BitmapText; BitmapText.fonts = {}; },{"../core":65,"../core/math/ObservablePoint":68,"../core/settings":101,"../core/utils":125}],137:[function(require,module,exports){ 'use strict'; exports.__esModule = true; var _createClass = function () { function defineProperties(target, props) { for (var i = 0; i 1 &&arguments[1] !== undefined ? arguments[1] : 100; var height = arguments.length > 2 &&arguments[2] !== undefined ? arguments[2] : 100; _classCallCheck(this, TilingSprite); /** * Tile transform * * @member {PIXI.TransformStatic} */ var _this = _possibleConstructorReturn(this, _core$Sprite.call(this, texture)); _this.tileTransform = new core.TransformStatic(); // /// private /** * The with of the tiling sprite * * @member {number} * @private */ _this._width = width; /** * The height of the tiling sprite * * @member {number} * @private */ _this._height = height; /** * Canvas pattern * * @type {CanvasPattern} * @private */ _this._canvasPattern = null; /** * transform that is applied to UV to get the texture coords * * @member {PIXI.TextureMatrix} */ _this.uvTransform = texture.transform || new core.TextureMatrix(texture); /** * Plugin that is responsible for rendering this element. * Allows to customize the rendering process without overriding '_renderWebGL' method. * * @member {string} * @default 'tilingSprite' */ _this.pluginName = 'tilingSprite'; /** * Whether or not anchor affects uvs * * @member {boolean} * @default false */ _this.uvRespectAnchor = false; return _this; } /** * Changes frame clamping in corresponding textureTransform, shortcut * Change to -0.5 to add a pixel to the edge, recommended for transparent trimmed textures in atlas * * @default 0.5 * @member {number} */ /** * @private */ TilingSprite.prototype._onTextureUpdate = function _onTextureUpdate() { if (this.uvTransform) { this.uvTransform.texture = this._texture; } this.cachedTint = 0xFFFFFF; }; /** * Renders the object using the WebGL renderer * * @private * @param {PIXI.WebGLRenderer} renderer - The renderer */ TilingSprite.prototype._renderWebGL = function _renderWebGL(renderer) { // tweak our texture temporarily.. var texture = this._texture; if (!texture || !texture.valid) { return; } this.tileTransform.updateLocalTransform(); this.uvTransform.update(); renderer.setObjectRenderer(renderer.plugins[this.pluginName]); renderer.plugins[this.pluginName].render(this); }; /** * Renders the object using the Canvas renderer * * @private * @param {PIXI.CanvasRenderer} renderer - a reference to the canvas renderer */ TilingSprite.prototype._renderCanvas = function _renderCanvas(renderer) { var texture = this._texture; if (!texture.baseTexture.hasLoaded) { return; } var context = renderer.context; var transform = this.worldTransform; var resolution = renderer.resolution; var isTextureRotated = texture.rotate === 2; var baseTexture = texture.baseTexture; var baseTextureResolution = baseTexture.resolution; var modX = this.tilePosition.x / this.tileScale.x % texture.orig.width * baseTextureResolution; var modY = this.tilePosition.y / this.tileScale.y % texture.orig.height * baseTextureResolution; // create a nice shiny pattern! if (this._textureID !== this._texture._updateID || this.cachedTint !== this.tint) { this._textureID = this._texture._updateID; // cut an object from a spritesheet.. var tempCanvas = new core.CanvasRenderTarget(texture.orig.width, texture.orig.height, baseTextureResolution); // Tint the tiling sprite if (this.tint !== 0xFFFFFF) { this.tintedTexture = _CanvasTinter2.default.getTintedTexture(this, this.tint); tempCanvas.context.drawImage(this.tintedTexture, 0, 0); } else { var sx = texture._frame.x * baseTextureResolution; var sy = texture._frame.y * baseTextureResolution; var sWidth = texture._frame.width * baseTextureResolution; var sHeight = texture._frame.height * baseTextureResolution; var dWidth = (texture.trim ? texture.trim.width : texture.orig.width) * baseTextureResolution; var dHeight = (texture.trim ? texture.trim.height : texture.orig.height) * baseTextureResolution; var dx = (texture.trim ? texture.trim.x : 0) * baseTextureResolution; var dy = (texture.trim ? texture.trim.y : 0) * baseTextureResolution; if (isTextureRotated) { // Apply rotation and transform tempCanvas.context.rotate(-Math.PI / 2); tempCanvas.context.translate(-dHeight, 0); tempCanvas.context.drawImage(baseTexture.source, sx, sy, sWidth, sHeight, -dy, dx, dHeight, dWidth); } else { tempCanvas.context.drawImage(baseTexture.source, sx, sy, sWidth, sHeight, dx, dy, dWidth, dHeight); } } this.cachedTint = this.tint; this._canvasPattern = tempCanvas.context.createPattern(tempCanvas.canvas, 'repeat'); } // set context state.. context.globalAlpha = this.worldAlpha; context.setTransform(transform.a * resolution, transform.b * resolution, transform.c * resolution, transform.d * resolution, transform.tx * resolution, transform.ty * resolution); renderer.setBlendMode(this.blendMode); // fill the pattern! context.fillStyle = this._canvasPattern; // TODO - this should be rolled into the setTransform above.. context.scale(this.tileScale.x / baseTextureResolution, this.tileScale.y / baseTextureResolution); var anchorX = this.anchor.x * -this._width * baseTextureResolution; var anchorY = this.anchor.y * -this._height * baseTextureResolution; if (this.uvRespectAnchor) { context.translate(modX, modY); context.fillRect(-modX + anchorX, -modY + anchorY, this._width / this.tileScale.x * baseTextureResolution, this._height / this.tileScale.y * baseTextureResolution); } else { context.translate(modX + anchorX, modY + anchorY); context.fillRect(-modX, -modY, this._width / this.tileScale.x * baseTextureResolution, this._height / this.tileScale.y * baseTextureResolution); } }; /** * Updates the bounds of the tiling sprite. * * @private */ TilingSprite.prototype._calculateBounds = function _calculateBounds() { var minX = this._width * -this._anchor._x; var minY = this._height * -this._anchor._y; var maxX = this._width * (1 - this._anchor._x); var maxY = this._height * (1 - this._anchor._y); this._bounds.addFrame(this.transform, minX, minY, maxX, maxY); }; /** * Gets the local bounds of the sprite object. * * @param {PIXI.Rectangle} rect - The output rectangle. * @return {PIXI.Rectangle} The bounds. */ TilingSprite.prototype.getLocalBounds = function getLocalBounds(rect) { // we can do a fast local bounds if the sprite has no children! if (this.children.length === 0) { this._bounds.minX = this._width * -this._anchor._x; this._bounds.minY = this._height * -this._anchor._y; this._bounds.maxX = this._width * (1 - this._anchor._x); this._bounds.maxY = this._height * (1 - this._anchor._y); if (!rect) { if (!this._localBoundsRect) { this._localBoundsRect = new core.Rectangle(); } rect = this._localBoundsRect; } return this._bounds.getRectangle(rect); } return _core$Sprite.prototype.getLocalBounds.call(this, rect); }; /** * Checks if a point is inside this tiling sprite. * * @param {PIXI.Point} point - the point to check * @return {boolean} Whether or not the sprite contains the point. */ TilingSprite.prototype.containsPoint = function containsPoint(point) { this.worldTransform.applyInverse(point, tempPoint); var width = this._width; var height = this._height; var x1 = -width * this.anchor._x; if (tempPoint.x >= x1 &&tempPoint.x = y1 &&tempPoint.y 0 &&arguments[0] !== undefined ? arguments[0] : new core.Point(); var skipUpdate = arguments.length > 1 &&arguments[1] !== undefined ? arguments[1] : false; if (this.parent) { this.parent.toGlobal(this.position, point, skipUpdate); } else { point.x = this.position.x; point.y = this.position.y; } return point; }; },{"../core":65}],141:[function(require,module,exports){ 'use strict'; exports.__esModule = true; exports.BitmapText = exports.TilingSpriteRenderer = exports.TilingSprite = exports.AnimatedSprite = undefined; var _AnimatedSprite = require('./AnimatedSprite'); Object.defineProperty(exports, 'AnimatedSprite', { enumerable: true, get: function get() { return _interopRequireDefault(_AnimatedSprite).default; } }); var _TilingSprite = require('./TilingSprite'); Object.defineProperty(exports, 'TilingSprite', { enumerable: true, get: function get() { return _interopRequireDefault(_TilingSprite).default; } }); var _TilingSpriteRenderer = require('./webgl/TilingSpriteRenderer'); Object.defineProperty(exports, 'TilingSpriteRenderer', { enumerable: true, get: function get() { return _interopRequireDefault(_TilingSpriteRenderer).default; } }); var _BitmapText = require('./BitmapText'); Object.defineProperty(exports, 'BitmapText', { enumerable: true, get: function get() { return _interopRequireDefault(_BitmapText).default; } }); require('./cacheAsBitmap'); require('./getChildByName'); require('./getGlobalPosition'); function _interopRequireDefault(obj) { return obj &&obj.__esModule ? obj : { default: obj }; } // imported for side effect of extending the prototype only, contains no exports },{"./AnimatedSprite":135,"./BitmapText":136,"./TilingSprite":137,"./cacheAsBitmap":138,"./getChildByName":139,"./getGlobalPosition":140,"./webgl/TilingSpriteRenderer":142}],142:[function(require,module,exports){ 'use strict'; exports.__esModule = true; var _core = require('../../core'); var core = _interopRequireWildcard(_core); var _const = require('../../core/const'); var _path = require('path'); function _interopRequireWildcard(obj) { if (obj &&obj.__esModule) { return obj; } else { var newObj = {}; if (obj != null) { for (var key in obj) { if (Object.prototype.hasOwnProperty.call(obj, key)) newObj[key] = obj[key]; } } newObj.default = obj; return newObj; } } function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } function _possibleConstructorReturn(self, call) { if (!self) { throw new ReferenceError("this hasn't been initialised - super() hasn't been called"); } return call &&(typeof call === "object" || typeof call === "function") ? call : self; } function _inherits(subClass, superClass) { if (typeof superClass !== "function" &&superClass !== null) { throw new TypeError("Super expression must either be null or a function, not " + typeof superClass); } subClass.prototype = Object.create(superClass &&superClass.prototype, { constructor: { value: subClass, enumerable: false, writable: true, configurable: true } }); if (superClass) Object.setPrototypeOf ? Object.setPrototypeOf(subClass, superClass) : subClass.__proto__ = superClass; } var tempMat = new core.Matrix(); /** * WebGL renderer plugin for tiling sprites * * @class * @memberof PIXI.extras * @extends PIXI.ObjectRenderer */ var TilingSpriteRenderer = function (_core$ObjectRenderer) { _inherits(TilingSpriteRenderer, _core$ObjectRenderer); /** * constructor for renderer * * @param {WebGLRenderer} renderer The renderer this tiling awesomeness works for. */ function TilingSpriteRenderer(renderer) { _classCallCheck(this, TilingSpriteRenderer); var _this = _possibleConstructorReturn(this, _core$ObjectRenderer.call(this, renderer)); _this.shader = null; _this.simpleShader = null; _this.quad = null; return _this; } /** * Sets up the renderer context and necessary buffers. * * @private */ TilingSpriteRenderer.prototype.onContextChange = function onContextChange() { var gl = this.renderer.gl; this.shader = new core.Shader(gl, 'attribute vec2 aVertexPosition;\nattribute vec2 aTextureCoord;\n\nuniform mat3 projectionMatrix;\nuniform mat3 translationMatrix;\nuniform mat3 uTransform;\n\nvarying vec2 vTextureCoord;\n\nvoid main(void)\n{\n gl_Position = vec4((projectionMatrix * translationMatrix * vec3(aVertexPosition, 1.0)).xy, 0.0, 1.0);\n\n vTextureCoord = (uTransform * vec3(aTextureCoord, 1.0)).xy;\n}\n', 'varying vec2 vTextureCoord;\n\nuniform sampler2D uSampler;\nuniform vec4 uColor;\nuniform mat3 uMapCoord;\nuniform vec4 uClampFrame;\nuniform vec2 uClampOffset;\n\nvoid main(void)\n{\n vec2 coord = mod(vTextureCoord - uClampOffset, vec2(1.0, 1.0)) + uClampOffset;\n coord = (uMapCoord * vec3(coord, 1.0)).xy;\n coord = clamp(coord, uClampFrame.xy, uClampFrame.zw);\n\n vec4 sample = texture2D(uSampler, coord);\n gl_FragColor = sample * uColor;\n}\n'); this.simpleShader = new core.Shader(gl, 'attribute vec2 aVertexPosition;\nattribute vec2 aTextureCoord;\n\nuniform mat3 projectionMatrix;\nuniform mat3 translationMatrix;\nuniform mat3 uTransform;\n\nvarying vec2 vTextureCoord;\n\nvoid main(void)\n{\n gl_Position = vec4((projectionMatrix * translationMatrix * vec3(aVertexPosition, 1.0)).xy, 0.0, 1.0);\n\n vTextureCoord = (uTransform * vec3(aTextureCoord, 1.0)).xy;\n}\n', 'varying vec2 vTextureCoord;\n\nuniform sampler2D uSampler;\nuniform vec4 uColor;\n\nvoid main(void)\n{\n vec4 sample = texture2D(uSampler, vTextureCoord);\n gl_FragColor = sample * uColor;\n}\n'); this.renderer.bindVao(null); this.quad = new core.Quad(gl, this.renderer.state.attribState); this.quad.initVao(this.shader); }; /** * * @param {PIXI.extras.TilingSprite} ts tilingSprite to be rendered */ TilingSpriteRenderer.prototype.render = function render(ts) { var renderer = this.renderer; var quad = this.quad; renderer.bindVao(quad.vao); var vertices = quad.vertices; vertices[0] = vertices[6] = ts._width * -ts.anchor.x; vertices[1] = vertices[3] = ts._height * -ts.anchor.y; vertices[2] = vertices[4] = ts._width * (1.0 - ts.anchor.x); vertices[5] = vertices[7] = ts._height * (1.0 - ts.anchor.y); if (ts.uvRespectAnchor) { vertices = quad.uvs; vertices[0] = vertices[6] = -ts.anchor.x; vertices[1] = vertices[3] = -ts.anchor.y; vertices[2] = vertices[4] = 1.0 - ts.anchor.x; vertices[5] = vertices[7] = 1.0 - ts.anchor.y; } quad.upload(); var tex = ts._texture; var baseTex = tex.baseTexture; var lt = ts.tileTransform.localTransform; var uv = ts.uvTransform; var isSimple = baseTex.isPowerOfTwo &&tex.frame.width === baseTex.width &&tex.frame.height === baseTex.height; // auto, force repeat wrapMode for big tiling textures if (isSimple) { if (!baseTex._glTextures[renderer.CONTEXT_UID]) { if (baseTex.wrapMode === _const.WRAP_MODES.CLAMP) { baseTex.wrapMode = _const.WRAP_MODES.REPEAT; } } else { isSimple = baseTex.wrapMode !== _const.WRAP_MODES.CLAMP; } } var shader = isSimple ? this.simpleShader : this.shader; renderer.bindShader(shader); var w = tex.width; var h = tex.height; var W = ts._width; var H = ts._height; tempMat.set(lt.a * w / W, lt.b * w / H, lt.c * h / W, lt.d * h / H, lt.tx / W, lt.ty / H); // that part is the same as above: // tempMat.identity(); // tempMat.scale(tex.width, tex.height); // tempMat.prepend(lt); // tempMat.scale(1.0 / ts._width, 1.0 / ts._height); tempMat.invert(); if (isSimple) { tempMat.prepend(uv.mapCoord); } else { shader.uniforms.uMapCoord = uv.mapCoord.toArray(true); shader.uniforms.uClampFrame = uv.uClampFrame; shader.uniforms.uClampOffset = uv.uClampOffset; } shader.uniforms.uTransform = tempMat.toArray(true); shader.uniforms.uColor = core.utils.premultiplyTintToRgba(ts.tint, ts.worldAlpha, shader.uniforms.uColor, baseTex.premultipliedAlpha); shader.uniforms.translationMatrix = ts.transform.worldTransform.toArray(true); shader.uniforms.uSampler = renderer.bindTexture(tex); renderer.setBlendMode(core.utils.correctBlendMode(ts.blendMode, baseTex.premultipliedAlpha)); quad.vao.draw(this.renderer.gl.TRIANGLES, 6, 0); }; return TilingSpriteRenderer; }(core.ObjectRenderer); exports.default = TilingSpriteRenderer; core.WebGLRenderer.registerPlugin('tilingSprite', TilingSpriteRenderer); },{"../../core":65,"../../core/const":46,"path":8}],143:[function(require,module,exports){ 'use strict'; exports.__esModule = true; var _createClass = function () { function defineProperties(target, props) { for (var i = 0; i 0 && arguments[0] !== undefined ? arguments[0] : 1.0; _classCallCheck(this, AlphaFilter); var _this = _possibleConstructorReturn(this, _core$Filter.call(this, // vertex shader ' attribute vec2 aVertexPosition;\nattribute vec2 aTextureCoord;\n\nuniform mat3 projectionMatrix;\n\nvarying vec2 vTextureCoord;\n\nvoid main(void)\n{\n gl_Position=vec4((projectionMatrix * vec3(aVertexPosition, 1.0)).xy, 0.0, 1.0);\n vTextureCoord=aTextureCoord;\n}', // fragment shader ' varying vec2 vTextureCoord;\n\nuniform sampler2D uSampler;\nuniform float uAlpha;\n\nvoid main(void)\n{\n gl_FragColor=texture2D(uSampler, vTextureCoord) * uAlpha;\n}\n ')); _this.alpha = alpha; _this.glShaderKey = ' alpha '; return _this; } /** * Coefficient for alpha multiplication * * @member {number} * @default 1 */ _createClass(AlphaFilter, [{ key: ' alpha ', get: function get() { return this.uniforms.uAlpha; }, set: function set(value) // eslint-disable-line require-jsdoc { this.uniforms.uAlpha = value; } }]); return AlphaFilter; }(core.Filter); exports.default = AlphaFilter; },{"../../core":65,"path":8}],144:[function(require,module,exports){ ' use strict '; exports.__esModule = true; var _createClass = function () { function defineProperties(target, props) { for (var i = 0; i < props.length; i++) { var descriptor = props[i]; descriptor.enumerable = descriptor.enumerable || false; descriptor.configurable = true; if ("value" in descriptor) descriptor.writable = true; Object.defineProperty(target, descriptor.key, descriptor); } } return function (Constructor, protoProps, staticProps) { if (protoProps) defineProperties(Constructor.prototype, protoProps); if (staticProps) defineProperties(Constructor, staticProps); return Constructor; }; }(); var _core = require(' ../../core '); var core = _interopRequireWildcard(_core); var _BlurXFilter = require(' ./BlurXFilter '); var _BlurXFilter2 = _interopRequireDefault(_BlurXFilter); var _BlurYFilter = require(' ./BlurYFilter '); var _BlurYFilter2 = _interopRequireDefault(_BlurYFilter); function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } function _interopRequireWildcard(obj) { if (obj && obj.__esModule) { return obj; } else { var newObj = {}; if (obj != null) { for (var key in obj) { if (Object.prototype.hasOwnProperty.call(obj, key)) newObj[key] = obj[key]; } } newObj.default = obj; return newObj; } } function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } function _possibleConstructorReturn(self, call) { if (!self) { throw new ReferenceError("this hasn' t been initialised - super() hasn 't been called"); } return call && (typeof call === "object" || typeof call === "function") ? call : self; } function _inherits(subClass, superClass) { if (typeof superClass !== "function" && superClass !== null) { throw new TypeError("Super expression must either be null or a function, not " + typeof superClass); } subClass.prototype = Object.create(superClass && superClass.prototype, { constructor: { value: subClass, enumerable: false, writable: true, configurable: true } }); if (superClass) Object.setPrototypeOf ? Object.setPrototypeOf(subClass, superClass) : subClass.__proto__ = superClass; } /** * The BlurFilter applies a Gaussian blur to an object. * The strength of the blur can be set for x- and y-axis separately. * * @class * @extends PIXI.Filter * @memberof PIXI.filters */ var BlurFilter = function (_core$Filter) { _inherits(BlurFilter, _core$Filter); /** * @param {number} strength - The strength of the blur filter. * @param {number} quality - The quality of the blur filter. * @param {number} resolution - The resolution of the blur filter. * @param {number} [kernelSize=5] - The kernelSize of the blur filter.Options: 5, 7, 9, 11, 13, 15. */ function BlurFilter(strength, quality, resolution, kernelSize) { _classCallCheck(this, BlurFilter); var _this = _possibleConstructorReturn(this, _core$Filter.call(this)); _this.blurXFilter = new _BlurXFilter2.default(strength, quality, resolution, kernelSize); _this.blurYFilter = new _BlurYFilter2.default(strength, quality, resolution, kernelSize); _this.padding = 0; _this.resolution = resolution || core.settings.RESOLUTION; _this.quality = quality || 4; _this.blur = strength || 8; return _this; } /** * Applies the filter. * * @param {PIXI.FilterManager} filterManager - The manager. * @param {PIXI.RenderTarget} input - The input target. * @param {PIXI.RenderTarget} output - The output target. */ BlurFilter.prototype.apply = function apply(filterManager, input, output) { var renderTarget = filterManager.getRenderTarget(true); this.blurXFilter.apply(filterManager, input, renderTarget, true); this.blurYFilter.apply(filterManager, renderTarget, output, false); filterManager.returnRenderTarget(renderTarget); }; /** * Sets the strength of both the blurX and blurY properties simultaneously * * @member {number} * @default 2 */ _createClass(BlurFilter, [{ key: ' blur ', get: function get() { return this.blurXFilter.blur; }, set: function set(value) // eslint-disable-line require-jsdoc { this.blurXFilter.blur = this.blurYFilter.blur = value; this.padding = Math.max(Math.abs(this.blurXFilter.strength), Math.abs(this.blurYFilter.strength)) * 2; } /** * Sets the number of passes for blur. More passes means higher quaility bluring. * * @member {number} * @default 1 */ }, { key: ' quality ', get: function get() { return this.blurXFilter.quality; }, set: function set(value) // eslint-disable-line require-jsdoc { this.blurXFilter.quality = this.blurYFilter.quality = value; } /** * Sets the strength of the blurX property * * @member {number} * @default 2 */ }, { key: ' blurX ', get: function get() { return this.blurXFilter.blur; }, set: function set(value) // eslint-disable-line require-jsdoc { this.blurXFilter.blur = value; this.padding = Math.max(Math.abs(this.blurXFilter.strength), Math.abs(this.blurYFilter.strength)) * 2; } /** * Sets the strength of the blurY property * * @member {number} * @default 2 */ }, { key: ' blurY ', get: function get() { return this.blurYFilter.blur; }, set: function set(value) // eslint-disable-line require-jsdoc { this.blurYFilter.blur = value; this.padding = Math.max(Math.abs(this.blurXFilter.strength), Math.abs(this.blurYFilter.strength)) * 2; } /** * Sets the blendmode of the filter * * @member {number} * @default PIXI.BLEND_MODES.NORMAL */ }, { key: ' blendMode ', get: function get() { return this.blurYFilter._blendMode; }, set: function set(value) // eslint-disable-line require-jsdoc { this.blurYFilter._blendMode = value; } }]); return BlurFilter; }(core.Filter); exports.default = BlurFilter; },{"../../core":65,"./BlurXFilter":145,"./BlurYFilter":146}],145:[function(require,module,exports){ ' use strict '; exports.__esModule = true; var _createClass = function () { function defineProperties(target, props) { for (var i = 0; i < props.length; i++) { var descriptor = props[i]; descriptor.enumerable = descriptor.enumerable || false; descriptor.configurable = true; if ("value" in descriptor) descriptor.writable = true; Object.defineProperty(target, descriptor.key, descriptor); } } return function (Constructor, protoProps, staticProps) { if (protoProps) defineProperties(Constructor.prototype, protoProps); if (staticProps) defineProperties(Constructor, staticProps); return Constructor; }; }(); var _core = require(' ../../core '); var core = _interopRequireWildcard(_core); var _generateBlurVertSource = require(' ./generateBlurVertSource '); var _generateBlurVertSource2 = _interopRequireDefault(_generateBlurVertSource); var _generateBlurFragSource = require(' ./generateBlurFragSource '); var _generateBlurFragSource2 = _interopRequireDefault(_generateBlurFragSource); var _getMaxBlurKernelSize = require(' ./getMaxBlurKernelSize '); var _getMaxBlurKernelSize2 = _interopRequireDefault(_getMaxBlurKernelSize); function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } function _interopRequireWildcard(obj) { if (obj && obj.__esModule) { return obj; } else { var newObj = {}; if (obj != null) { for (var key in obj) { if (Object.prototype.hasOwnProperty.call(obj, key)) newObj[key] = obj[key]; } } newObj.default = obj; return newObj; } } function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } function _possibleConstructorReturn(self, call) { if (!self) { throw new ReferenceError("this hasn' t been initialised - super() hasn 't been called"); } return call && (typeof call === "object" || typeof call === "function") ? call : self; } function _inherits(subClass, superClass) { if (typeof superClass !== "function" && superClass !== null) { throw new TypeError("Super expression must either be null or a function, not " + typeof superClass); } subClass.prototype = Object.create(superClass && superClass.prototype, { constructor: { value: subClass, enumerable: false, writable: true, configurable: true } }); if (superClass) Object.setPrototypeOf ? Object.setPrototypeOf(subClass, superClass) : subClass.__proto__ = superClass; } /** * The BlurXFilter applies a horizontal Gaussian blur to an object. * * @class * @extends PIXI.Filter * @memberof PIXI.filters */ var BlurXFilter = function (_core$Filter) { _inherits(BlurXFilter, _core$Filter); /** * @param {number} strength - The strength of the blur filter. * @param {number} quality - The quality of the blur filter. * @param {number} resolution - The resolution of the blur filter. * @param {number} [kernelSize=5] - The kernelSize of the blur filter.Options: 5, 7, 9, 11, 13, 15. */ function BlurXFilter(strength, quality, resolution, kernelSize) { _classCallCheck(this, BlurXFilter); kernelSize = kernelSize || 5; var vertSrc = (0, _generateBlurVertSource2.default)(kernelSize, true); var fragSrc = (0, _generateBlurFragSource2.default)(kernelSize); var _this = _possibleConstructorReturn(this, _core$Filter.call(this, // vertex shader vertSrc, // fragment shader fragSrc)); _this.resolution = resolution || core.settings.RESOLUTION; _this._quality = 0; _this.quality = quality || 4; _this.strength = strength || 8; _this.firstRun = true; return _this; } /** * Applies the filter. * * @param {PIXI.FilterManager} filterManager - The manager. * @param {PIXI.RenderTarget} input - The input target. * @param {PIXI.RenderTarget} output - The output target. * @param {boolean} clear - Should the output be cleared before rendering? */ BlurXFilter.prototype.apply = function apply(filterManager, input, output, clear) { if (this.firstRun) { var gl = filterManager.renderer.gl; var kernelSize = (0, _getMaxBlurKernelSize2.default)(gl); this.vertexSrc = (0, _generateBlurVertSource2.default)(kernelSize, true); this.fragmentSrc = (0, _generateBlurFragSource2.default)(kernelSize); this.firstRun = false; } this.uniforms.strength = 1 / output.size.width * (output.size.width / input.size.width); // screen space! this.uniforms.strength *= this.strength; this.uniforms.strength /= this.passes; // / this.passes//Math.pow(1, this.passes); if (this.passes === 1) { filterManager.applyFilter(this, input, output, clear); } else { var renderTarget = filterManager.getRenderTarget(true); var flip = input; var flop = renderTarget; for (var i = 0; i < this.passes - 1; i++) { filterManager.applyFilter(this, flip, flop, true); var temp = flop; flop = flip; flip = temp; } filterManager.applyFilter(this, flip, output, clear); filterManager.returnRenderTarget(renderTarget); } }; /** * Sets the strength of both the blur. * * @member {number} * @default 16 */ _createClass(BlurXFilter, [{ key: ' blur ', get: function get() { return this.strength; }, set: function set(value) // eslint-disable-line require-jsdoc { this.padding = Math.abs(value) * 2; this.strength = value; } /** * Sets the quality of the blur by modifying the number of passes. More passes means higher * quaility bluring but the lower the performance. * * @member {number} * @default 4 */ }, { key: ' quality ', get: function get() { return this._quality; }, set: function set(value) // eslint-disable-line require-jsdoc { this._quality = value; this.passes = value; } }]); return BlurXFilter; }(core.Filter); exports.default = BlurXFilter; },{"../../core":65,"./generateBlurFragSource":147,"./generateBlurVertSource":148,"./getMaxBlurKernelSize":149}],146:[function(require,module,exports){ ' use strict '; exports.__esModule = true; var _createClass = function () { function defineProperties(target, props) { for (var i = 0; i < props.length; i++) { var descriptor = props[i]; descriptor.enumerable = descriptor.enumerable || false; descriptor.configurable = true; if ("value" in descriptor) descriptor.writable = true; Object.defineProperty(target, descriptor.key, descriptor); } } return function (Constructor, protoProps, staticProps) { if (protoProps) defineProperties(Constructor.prototype, protoProps); if (staticProps) defineProperties(Constructor, staticProps); return Constructor; }; }(); var _core = require(' ../../core '); var core = _interopRequireWildcard(_core); var _generateBlurVertSource = require(' ./generateBlurVertSource '); var _generateBlurVertSource2 = _interopRequireDefault(_generateBlurVertSource); var _generateBlurFragSource = require(' ./generateBlurFragSource '); var _generateBlurFragSource2 = _interopRequireDefault(_generateBlurFragSource); var _getMaxBlurKernelSize = require(' ./getMaxBlurKernelSize '); var _getMaxBlurKernelSize2 = _interopRequireDefault(_getMaxBlurKernelSize); function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } function _interopRequireWildcard(obj) { if (obj && obj.__esModule) { return obj; } else { var newObj = {}; if (obj != null) { for (var key in obj) { if (Object.prototype.hasOwnProperty.call(obj, key)) newObj[key] = obj[key]; } } newObj.default = obj; return newObj; } } function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } function _possibleConstructorReturn(self, call) { if (!self) { throw new ReferenceError("this hasn' t been initialised - super() hasn 't been called"); } return call && (typeof call === "object" || typeof call === "function") ? call : self; } function _inherits(subClass, superClass) { if (typeof superClass !== "function" && superClass !== null) { throw new TypeError("Super expression must either be null or a function, not " + typeof superClass); } subClass.prototype = Object.create(superClass && superClass.prototype, { constructor: { value: subClass, enumerable: false, writable: true, configurable: true } }); if (superClass) Object.setPrototypeOf ? Object.setPrototypeOf(subClass, superClass) : subClass.__proto__ = superClass; } /** * The BlurYFilter applies a horizontal Gaussian blur to an object. * * @class * @extends PIXI.Filter * @memberof PIXI.filters */ var BlurYFilter = function (_core$Filter) { _inherits(BlurYFilter, _core$Filter); /** * @param {number} strength - The strength of the blur filter. * @param {number} quality - The quality of the blur filter. * @param {number} resolution - The resolution of the blur filter. * @param {number} [kernelSize=5] - The kernelSize of the blur filter.Options: 5, 7, 9, 11, 13, 15. */ function BlurYFilter(strength, quality, resolution, kernelSize) { _classCallCheck(this, BlurYFilter); kernelSize = kernelSize || 5; var vertSrc = (0, _generateBlurVertSource2.default)(kernelSize, false); var fragSrc = (0, _generateBlurFragSource2.default)(kernelSize); var _this = _possibleConstructorReturn(this, _core$Filter.call(this, // vertex shader vertSrc, // fragment shader fragSrc)); _this.resolution = resolution || core.settings.RESOLUTION; _this._quality = 0; _this.quality = quality || 4; _this.strength = strength || 8; _this.firstRun = true; return _this; } /** * Applies the filter. * * @param {PIXI.FilterManager} filterManager - The manager. * @param {PIXI.RenderTarget} input - The input target. * @param {PIXI.RenderTarget} output - The output target. * @param {boolean} clear - Should the output be cleared before rendering? */ BlurYFilter.prototype.apply = function apply(filterManager, input, output, clear) { if (this.firstRun) { var gl = filterManager.renderer.gl; var kernelSize = (0, _getMaxBlurKernelSize2.default)(gl); this.vertexSrc = (0, _generateBlurVertSource2.default)(kernelSize, false); this.fragmentSrc = (0, _generateBlurFragSource2.default)(kernelSize); this.firstRun = false; } this.uniforms.strength = 1 / output.size.height * (output.size.height / input.size.height); this.uniforms.strength *= this.strength; this.uniforms.strength /= this.passes; if (this.passes === 1) { filterManager.applyFilter(this, input, output, clear); } else { var renderTarget = filterManager.getRenderTarget(true); var flip = input; var flop = renderTarget; for (var i = 0; i < this.passes - 1; i++) { filterManager.applyFilter(this, flip, flop, true); var temp = flop; flop = flip; flip = temp; } filterManager.applyFilter(this, flip, output, clear); filterManager.returnRenderTarget(renderTarget); } }; /** * Sets the strength of both the blur. * * @member {number} * @default 2 */ _createClass(BlurYFilter, [{ key: ' blur ', get: function get() { return this.strength; }, set: function set(value) // eslint-disable-line require-jsdoc { this.padding = Math.abs(value) * 2; this.strength = value; } /** * Sets the quality of the blur by modifying the number of passes. More passes means higher * quaility bluring but the lower the performance. * * @member {number} * @default 4 */ }, { key: ' quality ', get: function get() { return this._quality; }, set: function set(value) // eslint-disable-line require-jsdoc { this._quality = value; this.passes = value; } }]); return BlurYFilter; }(core.Filter); exports.default = BlurYFilter; },{"../../core":65,"./generateBlurFragSource":147,"./generateBlurVertSource":148,"./getMaxBlurKernelSize":149}],147:[function(require,module,exports){ ' use strict '; exports.__esModule = true; exports.default = generateFragBlurSource; var GAUSSIAN_VALUES = { 5: [0.153388, 0.221461, 0.250301], 7: [0.071303, 0.131514, 0.189879, 0.214607], 9: [0.028532, 0.067234, 0.124009, 0.179044, 0.20236], 11: [0.0093, 0.028002, 0.065984, 0.121703, 0.175713, 0.198596], 13: [0.002406, 0.009255, 0.027867, 0.065666, 0.121117, 0.174868, 0.197641], 15: [0.000489, 0.002403, 0.009246, 0.02784, 0.065602, 0.120999, 0.174697, 0.197448] }; var fragTemplate = [' varying vec2 vBlurTexCoords[%size%];', ' uniform sampler2D uSampler;', ' void main(void)', ' {', ' gl_FragColor=vec4(0.0);', ' %blur%', ' }'].join(' \n '); function generateFragBlurSource(kernelSize) { var kernel = GAUSSIAN_VALUES[kernelSize]; var halfLength = kernel.length; var fragSource = fragTemplate; var blurLoop = ''; var template = ' gl_FragColor +=texture2D(uSampler, vBlurTexCoords[%index%]) * %value%;'; var value = void 0; for (var i = 0; i < kernelSize; i++) { var blur = template.replace(' %index%', i); value = i; if (i >= halfLength) { value = kernelSize - i - 1; } blur = blur.replace(' %value%', kernel[value]); blurLoop += blur; blurLoop += ' \n '; } fragSource = fragSource.replace(' %blur%', blurLoop); fragSource = fragSource.replace(' %size%', kernelSize); return fragSource; } },{}],148:[function(require,module,exports){ ' use strict '; exports.__esModule = true; exports.default = generateVertBlurSource; var vertTemplate = [' attribute vec2 aVertexPosition;', ' attribute vec2 aTextureCoord;', ' uniform float strength;', ' uniform mat3 projectionMatrix;', ' varying vec2 vBlurTexCoords[%size%];', ' void main(void)', ' {', ' gl_Position=vec4((projectionMatrix * vec3((aVertexPosition), 1.0)).xy, 0.0, 1.0);', ' %blur%', ' }'].join(' \n '); function generateVertBlurSource(kernelSize, x) { var halfLength = Math.ceil(kernelSize / 2); var vertSource = vertTemplate; var blurLoop = ''; var template = void 0; // let value; if (x) { template = ' vBlurTexCoords[%index%]=aTextureCoord + vec2(%sampleIndex% * strength, 0.0);'; } else { template = ' vBlurTexCoords[%index%]=aTextureCoord + vec2(0.0, %sampleIndex% * strength);'; } for (var i = 0; i < kernelSize; i++) { var blur = template.replace(' %index%', i); // value = i; // if(i >= halfLength) // { // value = kernelSize - i - 1; // } blur = blur.replace(' %sampleIndex%', i - (halfLength - 1) + ' .0 '); blurLoop += blur; blurLoop += ' \n '; } vertSource = vertSource.replace(' %blur%', blurLoop); vertSource = vertSource.replace(' %size%', kernelSize); return vertSource; } },{}],149:[function(require,module,exports){ "use strict"; exports.__esModule = true; exports.default = getMaxKernelSize; function getMaxKernelSize(gl) { var maxVaryings = gl.getParameter(gl.MAX_VARYING_VECTORS); var kernelSize = 15; while (kernelSize > maxVaryings) { kernelSize -= 2; } return kernelSize; } },{}],150:[function(require,module,exports){ ' use strict '; exports.__esModule = true; var _createClass = function () { function defineProperties(target, props) { for (var i = 0; i < props.length; i++) { var descriptor = props[i]; descriptor.enumerable = descriptor.enumerable || false; descriptor.configurable = true; if ("value" in descriptor) descriptor.writable = true; Object.defineProperty(target, descriptor.key, descriptor); } } return function (Constructor, protoProps, staticProps) { if (protoProps) defineProperties(Constructor.prototype, protoProps); if (staticProps) defineProperties(Constructor, staticProps); return Constructor; }; }(); var _core = require(' ../../core '); var core = _interopRequireWildcard(_core); var _path = require(' path '); function _interopRequireWildcard(obj) { if (obj && obj.__esModule) { return obj; } else { var newObj = {}; if (obj != null) { for (var key in obj) { if (Object.prototype.hasOwnProperty.call(obj, key)) newObj[key] = obj[key]; } } newObj.default = obj; return newObj; } } function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } function _possibleConstructorReturn(self, call) { if (!self) { throw new ReferenceError("this hasn' t been initialised - super() hasn 't been called"); } return call && (typeof call === "object" || typeof call === "function") ? call : self; } function _inherits(subClass, superClass) { if (typeof superClass !== "function" && superClass !== null) { throw new TypeError("Super expression must either be null or a function, not " + typeof superClass); } subClass.prototype = Object.create(superClass && superClass.prototype, { constructor: { value: subClass, enumerable: false, writable: true, configurable: true } }); if (superClass) Object.setPrototypeOf ? Object.setPrototypeOf(subClass, superClass) : subClass.__proto__ = superClass; } /** * The ColorMatrixFilter class lets you apply a 5x4 matrix transformation on the RGBA * color and alpha values of every pixel on your displayObject to produce a result * with a new set of RGBA color and alpha values. It' s pretty powerful! * * ```js * let colorMatrix=new PIXI.filters.ColorMatrixFilter(); * container.filters=[colorMatrix]; * colorMatrix.contrast(2); * ``` * @author Clément Chenebault * @class * @extends PIXI.Filter * @memberof PIXI.filters */ var ColorMatrixFilter = function (_core$Filter) { _inherits(ColorMatrixFilter, _core$Filter); /** * */ function ColorMatrixFilter() { _classCallCheck(this, ColorMatrixFilter); var _this = _possibleConstructorReturn(this, _core$Filter.call(this, // vertex shader 'attribute vec2 aVertexPosition;\nattribute vec2 aTextureCoord;\n\nuniform mat3 projectionMatrix;\n\nvarying vec2 vTextureCoord;\n\nvoid main(void)\n{\n gl_Position = vec4((projectionMatrix * vec3(aVertexPosition, 1.0)).xy, 0.0, 1.0);\n vTextureCoord = aTextureCoord;\n}', // fragment shader 'varying vec2 vTextureCoord;\nuniform sampler2D uSampler;\nuniform float m[20];\nuniform float uAlpha;\n\nvoid main(void)\n{\n vec4 c = texture2D(uSampler, vTextureCoord);\n\n if (uAlpha == 0.0) {\n gl_FragColor = c;\n return;\n }\n\n // Un-premultiply alpha before applying the color matrix. See issue #3539.\n if (c.a > 0.0) {\n c.rgb /= c.a;\n }\n\n vec4 result;\n\n result.r = (m[0] * c.r);\n result.r += (m[1] * c.g);\n result.r += (m[2] * c.b);\n result.r += (m[3] * c.a);\n result.r += m[4];\n\n result.g = (m[5] * c.r);\n result.g += (m[6] * c.g);\n result.g += (m[7] * c.b);\n result.g += (m[8] * c.a);\n result.g += m[9];\n\n result.b = (m[10] * c.r);\n result.b += (m[11] * c.g);\n result.b += (m[12] * c.b);\n result.b += (m[13] * c.a);\n result.b += m[14];\n\n result.a = (m[15] * c.r);\n result.a += (m[16] * c.g);\n result.a += (m[17] * c.b);\n result.a += (m[18] * c.a);\n result.a += m[19];\n\n vec3 rgb = mix(c.rgb, result.rgb, uAlpha);\n\n // Premultiply alpha again.\n rgb *= result.a;\n\n gl_FragColor = vec4(rgb, result.a);\n}\n')); _this.uniforms.m = [1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0]; _this.alpha = 1; return _this; } /** * Transforms current matrix and set the new one * * @param {number[]} matrix - 5x4 matrix * @param {boolean} multiply - if true, current matrix and matrix are multiplied. If false, * just set the current matrix with @param matrix */ ColorMatrixFilter.prototype._loadMatrix = function _loadMatrix(matrix) { var multiply = arguments.length > 1 &&arguments[1] !== undefined ? arguments[1] : false; var newMatrix = matrix; if (multiply) { this._multiply(newMatrix, this.uniforms.m, matrix); newMatrix = this._colorMatrix(newMatrix); } // set the new matrix this.uniforms.m = newMatrix; }; /** * Multiplies two mat5's * * @private * @param {number[]} out - 5x4 matrix the receiving matrix * @param {number[]} a - 5x4 matrix the first operand * @param {number[]} b - 5x4 matrix the second operand * @returns {number[]} 5x4 matrix */ ColorMatrixFilter.prototype._multiply = function _multiply(out, a, b) { // Red Channel out[0] = a[0] * b[0] + a[1] * b[5] + a[2] * b[10] + a[3] * b[15]; out[1] = a[0] * b[1] + a[1] * b[6] + a[2] * b[11] + a[3] * b[16]; out[2] = a[0] * b[2] + a[1] * b[7] + a[2] * b[12] + a[3] * b[17]; out[3] = a[0] * b[3] + a[1] * b[8] + a[2] * b[13] + a[3] * b[18]; out[4] = a[0] * b[4] + a[1] * b[9] + a[2] * b[14] + a[3] * b[19] + a[4]; // Green Channel out[5] = a[5] * b[0] + a[6] * b[5] + a[7] * b[10] + a[8] * b[15]; out[6] = a[5] * b[1] + a[6] * b[6] + a[7] * b[11] + a[8] * b[16]; out[7] = a[5] * b[2] + a[6] * b[7] + a[7] * b[12] + a[8] * b[17]; out[8] = a[5] * b[3] + a[6] * b[8] + a[7] * b[13] + a[8] * b[18]; out[9] = a[5] * b[4] + a[6] * b[9] + a[7] * b[14] + a[8] * b[19] + a[9]; // Blue Channel out[10] = a[10] * b[0] + a[11] * b[5] + a[12] * b[10] + a[13] * b[15]; out[11] = a[10] * b[1] + a[11] * b[6] + a[12] * b[11] + a[13] * b[16]; out[12] = a[10] * b[2] + a[11] * b[7] + a[12] * b[12] + a[13] * b[17]; out[13] = a[10] * b[3] + a[11] * b[8] + a[12] * b[13] + a[13] * b[18]; out[14] = a[10] * b[4] + a[11] * b[9] + a[12] * b[14] + a[13] * b[19] + a[14]; // Alpha Channel out[15] = a[15] * b[0] + a[16] * b[5] + a[17] * b[10] + a[18] * b[15]; out[16] = a[15] * b[1] + a[16] * b[6] + a[17] * b[11] + a[18] * b[16]; out[17] = a[15] * b[2] + a[16] * b[7] + a[17] * b[12] + a[18] * b[17]; out[18] = a[15] * b[3] + a[16] * b[8] + a[17] * b[13] + a[18] * b[18]; out[19] = a[15] * b[4] + a[16] * b[9] + a[17] * b[14] + a[18] * b[19] + a[19]; return out; }; /** * Create a Float32 Array and normalize the offset component to 0-1 * * @private * @param {number[]} matrix - 5x4 matrix * @return {number[]} 5x4 matrix with all values between 0-1 */ ColorMatrixFilter.prototype._colorMatrix = function _colorMatrix(matrix) { // Create a Float32 Array and normalize the offset component to 0-1 var m = new Float32Array(matrix); m[4] /= 255; m[9] /= 255; m[14] /= 255; m[19] /= 255; return m; }; /** * Adjusts brightness * * @param {number} b - value of the brigthness (0-1, where 0 is black) * @param {boolean} multiply - if true, current matrix and matrix are multiplied. If false, * just set the current matrix with @param matrix */ ColorMatrixFilter.prototype.brightness = function brightness(b, multiply) { var matrix = [b, 0, 0, 0, 0, 0, b, 0, 0, 0, 0, 0, b, 0, 0, 0, 0, 0, 1, 0]; this._loadMatrix(matrix, multiply); }; /** * Set the matrices in grey scales * * @param {number} scale - value of the grey (0-1, where 0 is black) * @param {boolean} multiply - if true, current matrix and matrix are multiplied. If false, * just set the current matrix with @param matrix */ ColorMatrixFilter.prototype.greyscale = function greyscale(scale, multiply) { var matrix = [scale, scale, scale, 0, 0, scale, scale, scale, 0, 0, scale, scale, scale, 0, 0, 0, 0, 0, 1, 0]; this._loadMatrix(matrix, multiply); }; /** * Set the black and white matrice. * * @param {boolean} multiply - if true, current matrix and matrix are multiplied. If false, * just set the current matrix with @param matrix */ ColorMatrixFilter.prototype.blackAndWhite = function blackAndWhite(multiply) { var matrix = [0.3, 0.6, 0.1, 0, 0, 0.3, 0.6, 0.1, 0, 0, 0.3, 0.6, 0.1, 0, 0, 0, 0, 0, 1, 0]; this._loadMatrix(matrix, multiply); }; /** * Set the hue property of the color * * @param {number} rotation - in degrees * @param {boolean} multiply - if true, current matrix and matrix are multiplied. If false, * just set the current matrix with @param matrix */ ColorMatrixFilter.prototype.hue = function hue(rotation, multiply) { rotation = (rotation || 0) / 180 * Math.PI; var cosR = Math.cos(rotation); var sinR = Math.sin(rotation); var sqrt = Math.sqrt; /* a good approximation for hue rotation This matrix is far better than the versions with magic luminance constants formerly used here, but also used in the starling framework (flash) and known from this old part of the internet: quasimondo.com/archives/000565.php This new matrix is based on rgb cube rotation in space. Look here for a more descriptive implementation as a shader not a general matrix: https://github.com/evanw/glfx.js/blob/58841c23919bd59787effc0333a4897b43835412/src/filters/adjust/huesaturation.js This is the source for the code: see http://stackoverflow.com/questions/8507885/shift-hue-of-an-rgb-color/8510751#8510751 */ var w = 1 / 3; var sqrW = sqrt(w); // weight is var a00 = cosR + (1.0 - cosR) * w; var a01 = w * (1.0 - cosR) - sqrW * sinR; var a02 = w * (1.0 - cosR) + sqrW * sinR; var a10 = w * (1.0 - cosR) + sqrW * sinR; var a11 = cosR + w * (1.0 - cosR); var a12 = w * (1.0 - cosR) - sqrW * sinR; var a20 = w * (1.0 - cosR) - sqrW * sinR; var a21 = w * (1.0 - cosR) + sqrW * sinR; var a22 = cosR + w * (1.0 - cosR); var matrix = [a00, a01, a02, 0, 0, a10, a11, a12, 0, 0, a20, a21, a22, 0, 0, 0, 0, 0, 1, 0]; this._loadMatrix(matrix, multiply); }; /** * Set the contrast matrix, increase the separation between dark and bright * Increase contrast : shadows darker and highlights brighter * Decrease contrast : bring the shadows up and the highlights down * * @param {number} amount - value of the contrast (0-1) * @param {boolean} multiply - if true, current matrix and matrix are multiplied. If false, * just set the current matrix with @param matrix */ ColorMatrixFilter.prototype.contrast = function contrast(amount, multiply) { var v = (amount || 0) + 1; var o = -0.5 * (v - 1); var matrix = [v, 0, 0, 0, o, 0, v, 0, 0, o, 0, 0, v, 0, o, 0, 0, 0, 1, 0]; this._loadMatrix(matrix, multiply); }; /** * Set the saturation matrix, increase the separation between colors * Increase saturation : increase contrast, brightness, and sharpness * * @param {number} amount - The saturation amount (0-1) * @param {boolean} multiply - if true, current matrix and matrix are multiplied. If false, * just set the current matrix with @param matrix */ ColorMatrixFilter.prototype.saturate = function saturate() { var amount = arguments.length > 0 &&arguments[0] !== undefined ? arguments[0] : 0; var multiply = arguments[1]; var x = amount * 2 / 3 + 1; var y = (x - 1) * -0.5; var matrix = [x, y, y, 0, 0, y, x, y, 0, 0, y, y, x, 0, 0, 0, 0, 0, 1, 0]; this._loadMatrix(matrix, multiply); }; /** * Desaturate image (remove color) * * Call the saturate function * */ ColorMatrixFilter.prototype.desaturate = function desaturate() // eslint-disable-line no-unused-vars { this.saturate(-1); }; /** * Negative image (inverse of classic rgb matrix) * * @param {boolean} multiply - if true, current matrix and matrix are multiplied. If false, * just set the current matrix with @param matrix */ ColorMatrixFilter.prototype.negative = function negative(multiply) { var matrix = [-1, 0, 0, 1, 0, 0, -1, 0, 1, 0, 0, 0, -1, 1, 0, 0, 0, 0, 1, 0]; this._loadMatrix(matrix, multiply); }; /** * Sepia image * * @param {boolean} multiply - if true, current matrix and matrix are multiplied. If false, * just set the current matrix with @param matrix */ ColorMatrixFilter.prototype.sepia = function sepia(multiply) { var matrix = [0.393, 0.7689999, 0.18899999, 0, 0, 0.349, 0.6859999, 0.16799999, 0, 0, 0.272, 0.5339999, 0.13099999, 0, 0, 0, 0, 0, 1, 0]; this._loadMatrix(matrix, multiply); }; /** * Color motion picture process invented in 1916 (thanks Dominic Szablewski) * * @param {boolean} multiply - if true, current matrix and matrix are multiplied. If false, * just set the current matrix with @param matrix */ ColorMatrixFilter.prototype.technicolor = function technicolor(multiply) { var matrix = [1.9125277891456083, -0.8545344976951645, -0.09155508482755585, 0, 11.793603434377337, -0.3087833385928097, 1.7658908555458428, -0.10601743074722245, 0, -70.35205161461398, -0.231103377548616, -0.7501899197440212, 1.847597816108189, 0, 30.950940869491138, 0, 0, 0, 1, 0]; this._loadMatrix(matrix, multiply); }; /** * Polaroid filter * * @param {boolean} multiply - if true, current matrix and matrix are multiplied. If false, * just set the current matrix with @param matrix */ ColorMatrixFilter.prototype.polaroid = function polaroid(multiply) { var matrix = [1.438, -0.062, -0.062, 0, 0, -0.122, 1.378, -0.122, 0, 0, -0.016, -0.016, 1.483, 0, 0, 0, 0, 0, 1, 0]; this._loadMatrix(matrix, multiply); }; /** * Filter who transforms : Red -> Blue and Blue -> Red * * @param {boolean} multiply - if true, current matrix and matrix are multiplied. If false, * just set the current matrix with @param matrix */ ColorMatrixFilter.prototype.toBGR = function toBGR(multiply) { var matrix = [0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 1, 0]; this._loadMatrix(matrix, multiply); }; /** * Color reversal film introduced by Eastman Kodak in 1935. (thanks Dominic Szablewski) * * @param {boolean} multiply - if true, current matrix and matrix are multiplied. If false, * just set the current matrix with @param matrix */ ColorMatrixFilter.prototype.kodachrome = function kodachrome(multiply) { var matrix = [1.1285582396593525, -0.3967382283601348, -0.03992559172921793, 0, 63.72958762196502, -0.16404339962244616, 1.0835251566291304, -0.05498805115633132, 0, 24.732407896706203, -0.16786010706155763, -0.5603416277695248, 1.6014850761964943, 0, 35.62982807460946, 0, 0, 0, 1, 0]; this._loadMatrix(matrix, multiply); }; /** * Brown delicious browni filter (thanks Dominic Szablewski) * * @param {boolean} multiply - if true, current matrix and matrix are multiplied. If false, * just set the current matrix with @param matrix */ ColorMatrixFilter.prototype.browni = function browni(multiply) { var matrix = [0.5997023498159715, 0.34553243048391263, -0.2708298674538042, 0, 47.43192855600873, -0.037703249837783157, 0.8609577587992641, 0.15059552388459913, 0, -36.96841498319127, 0.24113635128153335, -0.07441037908422492, 0.44972182064877153, 0, -7.562075277591283, 0, 0, 0, 1, 0]; this._loadMatrix(matrix, multiply); }; /** * Vintage filter (thanks Dominic Szablewski) * * @param {boolean} multiply - if true, current matrix and matrix are multiplied. If false, * just set the current matrix with @param matrix */ ColorMatrixFilter.prototype.vintage = function vintage(multiply) { var matrix = [0.6279345635605994, 0.3202183420819367, -0.03965408211312453, 0, 9.651285835294123, 0.02578397704808868, 0.6441188644374771, 0.03259127616149294, 0, 7.462829176470591, 0.0466055556782719, -0.0851232987247891, 0.5241648018700465, 0, 5.159190588235296, 0, 0, 0, 1, 0]; this._loadMatrix(matrix, multiply); }; /** * We don't know exactly what it does, kind of gradient map, but funny to play with! * * @param {number} desaturation - Tone values. * @param {number} toned - Tone values. * @param {string} lightColor - Tone values, example: `0xFFE580` * @param {string} darkColor - Tone values, example: `0xFFE580` * @param {boolean} multiply - if true, current matrix and matrix are multiplied. If false, * just set the current matrix with @param matrix */ ColorMatrixFilter.prototype.colorTone = function colorTone(desaturation, toned, lightColor, darkColor, multiply) { desaturation = desaturation || 0.2; toned = toned || 0.15; lightColor = lightColor || 0xFFE580; darkColor = darkColor || 0x338000; var lR = (lightColor >> 16 &0xFF) / 255; var lG = (lightColor >> 8 &0xFF) / 255; var lB = (lightColor &0xFF) / 255; var dR = (darkColor >> 16 &0xFF) / 255; var dG = (darkColor >> 8 &0xFF) / 255; var dB = (darkColor &0xFF) / 255; var matrix = [0.3, 0.59, 0.11, 0, 0, lR, lG, lB, desaturation, 0, dR, dG, dB, toned, 0, lR - dR, lG - dG, lB - dB, 0, 0]; this._loadMatrix(matrix, multiply); }; /** * Night effect * * @param {number} intensity - The intensity of the night effect. * @param {boolean} multiply - if true, current matrix and matrix are multiplied. If false, * just set the current matrix with @param matrix */ ColorMatrixFilter.prototype.night = function night(intensity, multiply) { intensity = intensity || 0.1; var matrix = [intensity * -2.0, -intensity, 0, 0, 0, -intensity, 0, intensity, 0, 0, 0, intensity, intensity * 2.0, 0, 0, 0, 0, 0, 1, 0]; this._loadMatrix(matrix, multiply); }; /** * Predator effect * * Erase the current matrix by setting a new indepent one * * @param {number} amount - how much the predator feels his future victim * @param {boolean} multiply - if true, current matrix and matrix are multiplied. If false, * just set the current matrix with @param matrix */ ColorMatrixFilter.prototype.predator = function predator(amount, multiply) { var matrix = [ // row 1 11.224130630493164 * amount, -4.794486999511719 * amount, -2.8746118545532227 * amount, 0 * amount, 0.40342438220977783 * amount, // row 2 -3.6330697536468506 * amount, 9.193157196044922 * amount, -2.951810836791992 * amount, 0 * amount, -1.316135048866272 * amount, // row 3 -3.2184197902679443 * amount, -4.2375030517578125 * amount, 7.476448059082031 * amount, 0 * amount, 0.8044459223747253 * amount, // row 4 0, 0, 0, 1, 0]; this._loadMatrix(matrix, multiply); }; /** * LSD effect * * Multiply the current matrix * * @param {boolean} multiply - if true, current matrix and matrix are multiplied. If false, * just set the current matrix with @param matrix */ ColorMatrixFilter.prototype.lsd = function lsd(multiply) { var matrix = [2, -0.4, 0.5, 0, 0, -0.5, 2, -0.4, 0, 0, -0.4, -0.5, 3, 0, 0, 0, 0, 0, 1, 0]; this._loadMatrix(matrix, multiply); }; /** * Erase the current matrix by setting the default one * */ ColorMatrixFilter.prototype.reset = function reset() { var matrix = [1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0]; this._loadMatrix(matrix, false); }; /** * The matrix of the color matrix filter * * @member {number[]} * @default [1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0] */ _createClass(ColorMatrixFilter, [{ key: 'matrix', get: function get() { return this.uniforms.m; }, set: function set(value) // eslint-disable-line require-jsdoc { this.uniforms.m = value; } /** * The opacity value to use when mixing the original and resultant colors. * * When the value is 0, the original color is used without modification. * When the value is 1, the result color is used. * When in the range (0, 1) the color is interpolated between the original and result by this amount. * * @member {number} * @default 1 */ }, { key: 'alpha', get: function get() { return this.uniforms.uAlpha; }, set: function set(value) // eslint-disable-line require-jsdoc { this.uniforms.uAlpha = value; } }]); return ColorMatrixFilter; }(core.Filter); // Americanized alias exports.default = ColorMatrixFilter; ColorMatrixFilter.prototype.grayscale = ColorMatrixFilter.prototype.greyscale; },{"../../core":65,"path":8}],151:[function(require,module,exports){ 'use strict'; exports.__esModule = true; var _createClass = function () { function defineProperties(target, props) { for (var i = 0; i lumaMax))\n color = vec4(rgbA, texColor.a);\n else\n color = vec4(rgbB, texColor.a);\n return color;\n}\n\nvoid main() {\n\n vec2 fragCoord = vTextureCoord * filterArea.xy;\n\n vec4 color;\n\n color = fxaa(uSampler, fragCoord, filterArea.xy, v_rgbNW, v_rgbNE, v_rgbSW, v_rgbSE, v_rgbM);\n\n gl_FragColor = color;\n}\n' )); } return FXAAFilter; }(core.Filter); exports.default=FXAAFilter; },{"../../core" :65,"path" :8}],153:[function(require,module,exports){'use strict' ; exports.__esModule=true; var _FXAAFilter=require('./fxaa/FXAAFilter' ); Object.defineProperty(exports,'FXAAFilter' , { enumerable: true, get: function get() { return _interopRequireDefault(_FXAAFilter).default; } }); var _NoiseFilter=require('./noise/NoiseFilter' ); Object.defineProperty(exports,'NoiseFilter' , { enumerable: true, get: function get() { return _interopRequireDefault(_NoiseFilter).default; } }); var _DisplacementFilter=require('./displacement/DisplacementFilter' ); Object.defineProperty(exports,'DisplacementFilter' , { enumerable: true, get: function get() { return _interopRequireDefault(_DisplacementFilter).default; } }); var _BlurFilter=require('./blur/BlurFilter' ); Object.defineProperty(exports,'BlurFilter' , { enumerable: true, get: function get() { return _interopRequireDefault(_BlurFilter).default; } }); var _BlurXFilter=require('./blur/BlurXFilter' ); Object.defineProperty(exports,'BlurXFilter' , { enumerable: true, get: function get() { return _interopRequireDefault(_BlurXFilter).default; } }); var _BlurYFilter=require('./blur/BlurYFilter' ); Object.defineProperty(exports,'BlurYFilter' , { enumerable: true, get: function get() { return _interopRequireDefault(_BlurYFilter).default; } }); var _ColorMatrixFilter=require('./colormatrix/ColorMatrixFilter' ); Object.defineProperty(exports,'ColorMatrixFilter' , { enumerable: true, get: function get() { return _interopRequireDefault(_ColorMatrixFilter).default; } }); var _AlphaFilter=require('./alpha/AlphaFilter' ); Object.defineProperty(exports,'AlphaFilter' , { enumerable: true, get: function get() { return _interopRequireDefault(_AlphaFilter).default; } }); function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } },{"./alpha/AlphaFilter" :143,"./blur/BlurFilter" :144,"./blur/BlurXFilter" :145,"./blur/BlurYFilter" :146,"./colormatrix/ColorMatrixFilter" :150,"./displacement/DisplacementFilter" :151,"./fxaa/FXAAFilter" :152,"./noise/NoiseFilter" :154}],154:[function(require,module,exports){'use strict' ; exports.__esModule=true; var _createClass=function () { function defineProperties(target, props) { for (var i=0; i < props.length; i++) { var descriptor = props[i]; descriptor.enumerable = descriptor.enumerable || false; descriptor.configurable = true; if ("value" in descriptor) descriptor.writable = true; Object.defineProperty(target, descriptor.key, descriptor); } } return function (Constructor, protoProps, staticProps) { if (protoProps) defineProperties(Constructor.prototype, protoProps); if (staticProps) defineProperties(Constructor, staticProps); return Constructor; }; }(); var _core = require('../../core'); var core = _interopRequireWildcard(_core); var _path = require('path'); function _interopRequireWildcard(obj) { if (obj &&obj.__esModule) { return obj; } else { var newObj = {}; if (obj != null) { for (var key in obj) { if (Object.prototype.hasOwnProperty.call(obj, key)) newObj[key] = obj[key]; } } newObj.default = obj; return newObj; } } function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } function _possibleConstructorReturn(self, call) { if (!self) { throw new ReferenceError("this hasn't been initialised - super() hasn't been called"); } return call &&(typeof call === "object" || typeof call === "function") ? call : self; } function _inherits(subClass, superClass) { if (typeof superClass !== "function" &&superClass !== null) { throw new TypeError("Super expression must either be null or a function, not " + typeof superClass); } subClass.prototype = Object.create(superClass &&superClass.prototype, { constructor: { value: subClass, enumerable: false, writable: true, configurable: true } }); if (superClass) Object.setPrototypeOf ? Object.setPrototypeOf(subClass, superClass) : subClass.__proto__ = superClass; } /** * @author Vico @vicocotea * original filter: https://github.com/evanw/glfx.js/blob/master/src/filters/adjust/noise.js */ /** * A Noise effect filter. * * @class * @extends PIXI.Filter * @memberof PIXI.filters */ var NoiseFilter = function (_core$Filter) { _inherits(NoiseFilter, _core$Filter); /** * @param {number} noise - The noise intensity, should be a normalized value in the range [0, 1]. * @param {number} seed - A random seed for the noise generation. Default is `Math.random()`. */ function NoiseFilter() { var noise = arguments.length > 0 &&arguments[0] !== undefined ? arguments[0] : 0.5; var seed = arguments.length > 1 &&arguments[1] !== undefined ? arguments[1] : Math.random(); _classCallCheck(this, NoiseFilter); var _this = _possibleConstructorReturn(this, _core$Filter.call(this, // vertex shader 'attribute vec2 aVertexPosition;\nattribute vec2 aTextureCoord;\n\nuniform mat3 projectionMatrix;\n\nvarying vec2 vTextureCoord;\n\nvoid main(void)\n{\n gl_Position = vec4((projectionMatrix * vec3(aVertexPosition, 1.0)).xy, 0.0, 1.0);\n vTextureCoord = aTextureCoord;\n}', // fragment shader 'precision highp float;\n\nvarying vec2 vTextureCoord;\nvarying vec4 vColor;\n\nuniform float uNoise;\nuniform float uSeed;\nuniform sampler2D uSampler;\n\nfloat rand(vec2 co)\n{\n return fract(sin(dot(co.xy, vec2(12.9898, 78.233))) * 43758.5453);\n}\n\nvoid main()\n{\n vec4 color = texture2D(uSampler, vTextureCoord);\n float randomValue = rand(gl_FragCoord.xy * uSeed);\n float diff = (randomValue - 0.5) * uNoise;\n\n // Un-premultiply alpha before applying the color matrix. See issue #3539.\n if (color.a > 0.0) {\n color.rgb /= color.a;\n }\n\n color.r += diff;\n color.g += diff;\n color.b += diff;\n\n // Premultiply alpha again.\n color.rgb *= color.a;\n\n gl_FragColor = color;\n}\n')); _this.noise = noise; _this.seed = seed; return _this; } /** * The amount of noise to apply, this value should be in the range (0, 1]. * * @member {number} * @default 0.5 */ _createClass(NoiseFilter, [{ key: 'noise', get: function get() { return this.uniforms.uNoise; }, set: function set(value) // eslint-disable-line require-jsdoc { this.uniforms.uNoise = value; } /** * A seed value to apply to the random noise generation. `Math.random()` is a good value to use. * * @member {number} */ }, { key: 'seed', get: function get() { return this.uniforms.uSeed; }, set: function set(value) // eslint-disable-line require-jsdoc { this.uniforms.uSeed = value; } }]); return NoiseFilter; }(core.Filter); exports.default = NoiseFilter; },{"../../core":65,"path":8}],155:[function(require,module,exports){ 'use strict'; exports.__esModule = true; var _createClass = function () { function defineProperties(target, props) { for (var i = 0; i } */ _this.activeInteractionData = {}; _this.activeInteractionData[MOUSE_POINTER_ID] = _this.mouse; /** * Pool of unused InteractionData * * @private * @member {PIXI.interation.InteractionData[]} */ _this.interactionDataPool = []; /** * An event data object to handle all the event tracking/dispatching * * @member {object} */ _this.eventData = new _InteractionEvent2.default(); /** * The DOM element to bind to. * * @private * @member {HTMLElement} */ _this.interactionDOMElement = null; /** * This property determines if mousemove and touchmove events are fired only when the cursor * is over the object. * Setting to true will make things work more in line with how the DOM verison works. * Setting to false can make things easier for things like dragging * It is currently set to false as this is how PixiJS used to work. This will be set to true in * future versions of pixi. * * @member {boolean} * @default false */ _this.moveWhenInside = false; /** * Have events been attached to the dom element? * * @private * @member {boolean} */ _this.eventsAdded = false; /** * Is the mouse hovering over the renderer? * * @private * @member {boolean} */ _this.mouseOverRenderer = false; /** * Does the device support touch events * https://www.w3.org/TR/touch-events/ * * @readonly * @member {boolean} */ _this.supportsTouchEvents = 'ontouchstart' in window; /** * Does the device support pointer events * https://www.w3.org/Submission/pointer-events/ * * @readonly * @member {boolean} */ _this.supportsPointerEvents = !!window.PointerEvent; // this will make it so that you don't have to call bind all the time /** * @private * @member {Function} */ _this.onPointerUp = _this.onPointerUp.bind(_this); _this.processPointerUp = _this.processPointerUp.bind(_this); /** * @private * @member {Function} */ _this.onPointerCancel = _this.onPointerCancel.bind(_this); _this.processPointerCancel = _this.processPointerCancel.bind(_this); /** * @private * @member {Function} */ _this.onPointerDown = _this.onPointerDown.bind(_this); _this.processPointerDown = _this.processPointerDown.bind(_this); /** * @private * @member {Function} */ _this.onPointerMove = _this.onPointerMove.bind(_this); _this.processPointerMove = _this.processPointerMove.bind(_this); /** * @private * @member {Function} */ _this.onPointerOut = _this.onPointerOut.bind(_this); _this.processPointerOverOut = _this.processPointerOverOut.bind(_this); /** * @private * @member {Function} */ _this.onPointerOver = _this.onPointerOver.bind(_this); /** * Dictionary of how different cursor modes are handled. Strings are handled as CSS cursor * values, objects are handled as dictionaries of CSS values for interactionDOMElement, * and functions are called instead of changing the CSS. * Default CSS cursor values are provided for 'default' and 'pointer' modes. * @member {Object.)>} */ _this.cursorStyles = { default: 'inherit', pointer: 'pointer' }; /** * The mode of the cursor that is being used. * The value of this is a key from the cursorStyles dictionary. * * @member {string} */ _this.currentCursorMode = null; /** * Internal cached let. * * @private * @member {string} */ _this.cursor = null; /** * Internal cached let. * * @private * @member {PIXI.Point} */ _this._tempPoint = new core.Point(); /** * The current resolution / device pixel ratio. * * @member {number} * @default 1 */ _this.resolution = 1; _this.setTargetElement(_this.renderer.view, _this.renderer.resolution); /** * Fired when a pointer device button (usually a mouse left-button) is pressed on the display * object. * * @event PIXI.interaction.InteractionManager#mousedown * @param {PIXI.interaction.InteractionEvent} event - Interaction event */ /** * Fired when a pointer device secondary button (usually a mouse right-button) is pressed * on the display object. * * @event PIXI.interaction.InteractionManager#rightdown * @param {PIXI.interaction.InteractionEvent} event - Interaction event */ /** * Fired when a pointer device button (usually a mouse left-button) is released over the display * object. * * @event PIXI.interaction.InteractionManager#mouseup * @param {PIXI.interaction.InteractionEvent} event - Interaction event */ /** * Fired when a pointer device secondary button (usually a mouse right-button) is released * over the display object. * * @event PIXI.interaction.InteractionManager#rightup * @param {PIXI.interaction.InteractionEvent} event - Interaction event */ /** * Fired when a pointer device button (usually a mouse left-button) is pressed and released on * the display object. * * @event PIXI.interaction.InteractionManager#click * @param {PIXI.interaction.InteractionEvent} event - Interaction event */ /** * Fired when a pointer device secondary button (usually a mouse right-button) is pressed * and released on the display object. * * @event PIXI.interaction.InteractionManager#rightclick * @param {PIXI.interaction.InteractionEvent} event - Interaction event */ /** * Fired when a pointer device button (usually a mouse left-button) is released outside the * display object that initially registered a * [mousedown]{@link PIXI.interaction.InteractionManager#event:mousedown}. * * @event PIXI.interaction.InteractionManager#mouseupoutside * @param {PIXI.interaction.InteractionEvent} event - Interaction event */ /** * Fired when a pointer device secondary button (usually a mouse right-button) is released * outside the display object that initially registered a * [rightdown]{@link PIXI.interaction.InteractionManager#event:rightdown}. * * @event PIXI.interaction.InteractionManager#rightupoutside * @param {PIXI.interaction.InteractionEvent} event - Interaction event */ /** * Fired when a pointer device (usually a mouse) is moved while over the display object * * @event PIXI.interaction.InteractionManager#mousemove * @param {PIXI.interaction.InteractionEvent} event - Interaction event */ /** * Fired when a pointer device (usually a mouse) is moved onto the display object * * @event PIXI.interaction.InteractionManager#mouseover * @param {PIXI.interaction.InteractionEvent} event - Interaction event */ /** * Fired when a pointer device (usually a mouse) is moved off the display object * * @event PIXI.interaction.InteractionManager#mouseout * @param {PIXI.interaction.InteractionEvent} event - Interaction event */ /** * Fired when a pointer device button is pressed on the display object. * * @event PIXI.interaction.InteractionManager#pointerdown * @param {PIXI.interaction.InteractionEvent} event - Interaction event */ /** * Fired when a pointer device button is released over the display object. * Not always fired when some buttons are held down while others are released. In those cases, * use [mousedown]{@link PIXI.interaction.InteractionManager#event:mousedown} and * [mouseup]{@link PIXI.interaction.InteractionManager#event:mouseup} instead. * * @event PIXI.interaction.InteractionManager#pointerup * @param {PIXI.interaction.InteractionEvent} event - Interaction event */ /** * Fired when the operating system cancels a pointer event * * @event PIXI.interaction.InteractionManager#pointercancel * @param {PIXI.interaction.InteractionEvent} event - Interaction event */ /** * Fired when a pointer device button is pressed and released on the display object. * * @event PIXI.interaction.InteractionManager#pointertap * @param {PIXI.interaction.InteractionEvent} event - Interaction event */ /** * Fired when a pointer device button is released outside the display object that initially * registered a [pointerdown]{@link PIXI.interaction.InteractionManager#event:pointerdown}. * * @event PIXI.interaction.InteractionManager#pointerupoutside * @param {PIXI.interaction.InteractionEvent} event - Interaction event */ /** * Fired when a pointer device is moved while over the display object * * @event PIXI.interaction.InteractionManager#pointermove * @param {PIXI.interaction.InteractionEvent} event - Interaction event */ /** * Fired when a pointer device is moved onto the display object * * @event PIXI.interaction.InteractionManager#pointerover * @param {PIXI.interaction.InteractionEvent} event - Interaction event */ /** * Fired when a pointer device is moved off the display object * * @event PIXI.interaction.InteractionManager#pointerout * @param {PIXI.interaction.InteractionEvent} event - Interaction event */ /** * Fired when a touch point is placed on the display object. * * @event PIXI.interaction.InteractionManager#touchstart * @param {PIXI.interaction.InteractionEvent} event - Interaction event */ /** * Fired when a touch point is removed from the display object. * * @event PIXI.interaction.InteractionManager#touchend * @param {PIXI.interaction.InteractionEvent} event - Interaction event */ /** * Fired when the operating system cancels a touch * * @event PIXI.interaction.InteractionManager#touchcancel * @param {PIXI.interaction.InteractionEvent} event - Interaction event */ /** * Fired when a touch point is placed and removed from the display object. * * @event PIXI.interaction.InteractionManager#tap * @param {PIXI.interaction.InteractionEvent} event - Interaction event */ /** * Fired when a touch point is removed outside of the display object that initially * registered a [touchstart]{@link PIXI.interaction.InteractionManager#event:touchstart}. * * @event PIXI.interaction.InteractionManager#touchendoutside * @param {PIXI.interaction.InteractionEvent} event - Interaction event */ /** * Fired when a touch point is moved along the display object. * * @event PIXI.interaction.InteractionManager#touchmove * @param {PIXI.interaction.InteractionEvent} event - Interaction event */ /** * Fired when a pointer device button (usually a mouse left-button) is pressed on the display. * object. DisplayObject's `interactive` property must be set to `true` to fire event. * * @event PIXI.DisplayObject#mousedown * @param {PIXI.interaction.InteractionEvent} event - Interaction event */ /** * Fired when a pointer device secondary button (usually a mouse right-button) is pressed * on the display object. DisplayObject's `interactive` property must be set to `true` to fire event. * * @event PIXI.DisplayObject#rightdown * @param {PIXI.interaction.InteractionEvent} event - Interaction event */ /** * Fired when a pointer device button (usually a mouse left-button) is released over the display * object. DisplayObject's `interactive` property must be set to `true` to fire event. * * @event PIXI.DisplayObject#mouseup * @param {PIXI.interaction.InteractionEvent} event - Interaction event */ /** * Fired when a pointer device secondary button (usually a mouse right-button) is released * over the display object. DisplayObject's `interactive` property must be set to `true` to fire event. * * @event PIXI.DisplayObject#rightup * @param {PIXI.interaction.InteractionEvent} event - Interaction event */ /** * Fired when a pointer device button (usually a mouse left-button) is pressed and released on * the display object. DisplayObject's `interactive` property must be set to `true` to fire event. * * @event PIXI.DisplayObject#click * @param {PIXI.interaction.InteractionEvent} event - Interaction event */ /** * Fired when a pointer device secondary button (usually a mouse right-button) is pressed * and released on the display object. DisplayObject's `interactive` property must be set to `true` to fire event. * * @event PIXI.DisplayObject#rightclick * @param {PIXI.interaction.InteractionEvent} event - Interaction event */ /** * Fired when a pointer device button (usually a mouse left-button) is released outside the * display object that initially registered a * [mousedown]{@link PIXI.DisplayObject#event:mousedown}. * DisplayObject's `interactive` property must be set to `true` to fire event. * * @event PIXI.DisplayObject#mouseupoutside * @param {PIXI.interaction.InteractionEvent} event - Interaction event */ /** * Fired when a pointer device secondary button (usually a mouse right-button) is released * outside the display object that initially registered a * [rightdown]{@link PIXI.DisplayObject#event:rightdown}. * DisplayObject's `interactive` property must be set to `true` to fire event. * * @event PIXI.DisplayObject#rightupoutside * @param {PIXI.interaction.InteractionEvent} event - Interaction event */ /** * Fired when a pointer device (usually a mouse) is moved while over the display object. * DisplayObject's `interactive` property must be set to `true` to fire event. * * @event PIXI.DisplayObject#mousemove * @param {PIXI.interaction.InteractionEvent} event - Interaction event */ /** * Fired when a pointer device (usually a mouse) is moved onto the display object. * DisplayObject's `interactive` property must be set to `true` to fire event. * * @event PIXI.DisplayObject#mouseover * @param {PIXI.interaction.InteractionEvent} event - Interaction event */ /** * Fired when a pointer device (usually a mouse) is moved off the display object. * DisplayObject's `interactive` property must be set to `true` to fire event. * * @event PIXI.DisplayObject#mouseout * @param {PIXI.interaction.InteractionEvent} event - Interaction event */ /** * Fired when a pointer device button is pressed on the display object. * DisplayObject's `interactive` property must be set to `true` to fire event. * * @event PIXI.DisplayObject#pointerdown * @param {PIXI.interaction.InteractionEvent} event - Interaction event */ /** * Fired when a pointer device button is released over the display object. * DisplayObject's `interactive` property must be set to `true` to fire event. * * @event PIXI.DisplayObject#pointerup * @param {PIXI.interaction.InteractionEvent} event - Interaction event */ /** * Fired when the operating system cancels a pointer event. * DisplayObject's `interactive` property must be set to `true` to fire event. * * @event PIXI.DisplayObject#pointercancel * @param {PIXI.interaction.InteractionEvent} event - Interaction event */ /** * Fired when a pointer device button is pressed and released on the display object. * DisplayObject's `interactive` property must be set to `true` to fire event. * * @event PIXI.DisplayObject#pointertap * @param {PIXI.interaction.InteractionEvent} event - Interaction event */ /** * Fired when a pointer device button is released outside the display object that initially * registered a [pointerdown]{@link PIXI.DisplayObject#event:pointerdown}. * DisplayObject's `interactive` property must be set to `true` to fire event. * * @event PIXI.DisplayObject#pointerupoutside * @param {PIXI.interaction.InteractionEvent} event - Interaction event */ /** * Fired when a pointer device is moved while over the display object. * DisplayObject's `interactive` property must be set to `true` to fire event. * * @event PIXI.DisplayObject#pointermove * @param {PIXI.interaction.InteractionEvent} event - Interaction event */ /** * Fired when a pointer device is moved onto the display object. * DisplayObject's `interactive` property must be set to `true` to fire event. * * @event PIXI.DisplayObject#pointerover * @param {PIXI.interaction.InteractionEvent} event - Interaction event */ /** * Fired when a pointer device is moved off the display object. * DisplayObject's `interactive` property must be set to `true` to fire event. * * @event PIXI.DisplayObject#pointerout * @param {PIXI.interaction.InteractionEvent} event - Interaction event */ /** * Fired when a touch point is placed on the display object. * DisplayObject's `interactive` property must be set to `true` to fire event. * * @event PIXI.DisplayObject#touchstart * @param {PIXI.interaction.InteractionEvent} event - Interaction event */ /** * Fired when a touch point is removed from the display object. * DisplayObject's `interactive` property must be set to `true` to fire event. * * @event PIXI.DisplayObject#touchend * @param {PIXI.interaction.InteractionEvent} event - Interaction event */ /** * Fired when the operating system cancels a touch. * DisplayObject's `interactive` property must be set to `true` to fire event. * * @event PIXI.DisplayObject#touchcancel * @param {PIXI.interaction.InteractionEvent} event - Interaction event */ /** * Fired when a touch point is placed and removed from the display object. * DisplayObject's `interactive` property must be set to `true` to fire event. * * @event PIXI.DisplayObject#tap * @param {PIXI.interaction.InteractionEvent} event - Interaction event */ /** * Fired when a touch point is removed outside of the display object that initially * registered a [touchstart]{@link PIXI.DisplayObject#event:touchstart}. * DisplayObject's `interactive` property must be set to `true` to fire event. * * @event PIXI.DisplayObject#touchendoutside * @param {PIXI.interaction.InteractionEvent} event - Interaction event */ /** * Fired when a touch point is moved along the display object. * DisplayObject's `interactive` property must be set to `true` to fire event. * * @event PIXI.DisplayObject#touchmove * @param {PIXI.interaction.InteractionEvent} event - Interaction event */ return _this; } /** * Hit tests a point against the display tree, returning the first interactive object that is hit. * * @param {PIXI.Point} globalPoint - A point to hit test with, in global space. * @param {PIXI.Container} [root] - The root display object to start from. If omitted, defaults * to the last rendered root of the associated renderer. * @return {PIXI.DisplayObject} The hit display object, if any. */ InteractionManager.prototype.hitTest = function hitTest(globalPoint, root) { // clear the target for our hit test hitTestEvent.target = null; // assign the global point hitTestEvent.data.global = globalPoint; // ensure safety of the root if (!root) { root = this.renderer._lastObjectRendered; } // run the hit test this.processInteractive(hitTestEvent, root, null, true); // return our found object - it'll be null if we didn't hit anything return hitTestEvent.target; }; /** * Sets the DOM element which will receive mouse/touch events. This is useful for when you have * other DOM elements on top of the renderers Canvas element. With this you'll be bale to deletegate * another DOM element to receive those events. * * @param {HTMLCanvasElement} element - the DOM element which will receive mouse and touch events. * @param {number} [resolution=1] - The resolution / device pixel ratio of the new element (relative to the canvas). */ InteractionManager.prototype.setTargetElement = function setTargetElement(element) { var resolution = arguments.length > 1 &&arguments[1] !== undefined ? arguments[1] : 1; this.removeEvents(); this.interactionDOMElement = element; this.resolution = resolution; this.addEvents(); }; /** * Registers all the DOM events * * @private */ InteractionManager.prototype.addEvents = function addEvents() { if (!this.interactionDOMElement) { return; } core.ticker.shared.add(this.update, this, core.UPDATE_PRIORITY.INTERACTION); if (window.navigator.msPointerEnabled) { this.interactionDOMElement.style['-ms-content-zooming'] = 'none'; this.interactionDOMElement.style['-ms-touch-action'] = 'none'; } else if (this.supportsPointerEvents) { this.interactionDOMElement.style['touch-action'] = 'none'; } /** * These events are added first, so that if pointer events are normalised, they are fired * in the same order as non-normalised events. ie. pointer event 1st, mouse / touch 2nd */ if (this.supportsPointerEvents) { window.document.addEventListener('pointermove', this.onPointerMove, true); this.interactionDOMElement.addEventListener('pointerdown', this.onPointerDown, true); // pointerout is fired in addition to pointerup (for touch events) and pointercancel // we already handle those, so for the purposes of what we do in onPointerOut, we only // care about the pointerleave event this.interactionDOMElement.addEventListener('pointerleave', this.onPointerOut, true); this.interactionDOMElement.addEventListener('pointerover', this.onPointerOver, true); window.addEventListener('pointercancel', this.onPointerCancel, true); window.addEventListener('pointerup', this.onPointerUp, true); } else { window.document.addEventListener('mousemove', this.onPointerMove, true); this.interactionDOMElement.addEventListener('mousedown', this.onPointerDown, true); this.interactionDOMElement.addEventListener('mouseout', this.onPointerOut, true); this.interactionDOMElement.addEventListener('mouseover', this.onPointerOver, true); window.addEventListener('mouseup', this.onPointerUp, true); } // always look directly for touch events so that we can provide original data // In a future version we should change this to being just a fallback and rely solely on // PointerEvents whenever available if (this.supportsTouchEvents) { this.interactionDOMElement.addEventListener('touchstart', this.onPointerDown, true); this.interactionDOMElement.addEventListener('touchcancel', this.onPointerCancel, true); this.interactionDOMElement.addEventListener('touchend', this.onPointerUp, true); this.interactionDOMElement.addEventListener('touchmove', this.onPointerMove, true); } this.eventsAdded = true; }; /** * Removes all the DOM events that were previously registered * * @private */ InteractionManager.prototype.removeEvents = function removeEvents() { if (!this.interactionDOMElement) { return; } core.ticker.shared.remove(this.update, this); if (window.navigator.msPointerEnabled) { this.interactionDOMElement.style['-ms-content-zooming'] = ''; this.interactionDOMElement.style['-ms-touch-action'] = ''; } else if (this.supportsPointerEvents) { this.interactionDOMElement.style['touch-action'] = ''; } if (this.supportsPointerEvents) { window.document.removeEventListener('pointermove', this.onPointerMove, true); this.interactionDOMElement.removeEventListener('pointerdown', this.onPointerDown, true); this.interactionDOMElement.removeEventListener('pointerleave', this.onPointerOut, true); this.interactionDOMElement.removeEventListener('pointerover', this.onPointerOver, true); window.removeEventListener('pointercancel', this.onPointerCancel, true); window.removeEventListener('pointerup', this.onPointerUp, true); } else { window.document.removeEventListener('mousemove', this.onPointerMove, true); this.interactionDOMElement.removeEventListener('mousedown', this.onPointerDown, true); this.interactionDOMElement.removeEventListener('mouseout', this.onPointerOut, true); this.interactionDOMElement.removeEventListener('mouseover', this.onPointerOver, true); window.removeEventListener('mouseup', this.onPointerUp, true); } if (this.supportsTouchEvents) { this.interactionDOMElement.removeEventListener('touchstart', this.onPointerDown, true); this.interactionDOMElement.removeEventListener('touchcancel', this.onPointerCancel, true); this.interactionDOMElement.removeEventListener('touchend', this.onPointerUp, true); this.interactionDOMElement.removeEventListener('touchmove', this.onPointerMove, true); } this.interactionDOMElement = null; this.eventsAdded = false; }; /** * Updates the state of interactive objects. * Invoked by a throttled ticker update from {@link PIXI.ticker.shared}. * * @param {number} deltaTime - time delta since last tick */ InteractionManager.prototype.update = function update(deltaTime) { this._deltaTime += deltaTime; if (this._deltaTime = 0; i--) { var child = children[i]; // time to get recursive.. if this function will return if something is hit.. var childHit = this.processInteractive(interactionEvent, child, func, hitTest, interactiveParent); if (childHit) { // its a good idea to check if a child has lost its parent. // this means it has been removed whilst looping so its best if (!child.parent) { continue; } // we no longer need to hit test any more objects in this container as we we // now know the parent has been hit interactiveParent = false; // If the child is interactive , that means that the object hit was actually // interactive and not just the child of an interactive object. // This means we no longer need to hit test anything else. We still need to run // through all objects, but we don't need to perform any hit tests. if (childHit) { if (interactionEvent.target) { hitTest = false; } hit = true; } } } } // no point running this if the item is not interactive or does not have an interactive parent. if (interactive) { // if we are hit testing (as in we have no hit any objects yet) // We also don't need to worry about hit testing if once of the displayObjects children // has already been hit - but only if it was interactive, otherwise we need to keep // looking for an interactive child, just in case we hit one if (hitTest &&!interactionEvent.target) { // already tested against hitArea if it is defined if (!displayObject.hitArea &&displayObject.containsPoint) { if (displayObject.containsPoint(point)) { hit = true; } } } if (displayObject.interactive) { if (hit &&!interactionEvent.target) { interactionEvent.target = displayObject; } if (func) { func(interactionEvent, displayObject, !!hit); } } } return hit; }; /** * Is called when the pointer button is pressed down on the renderer element * * @private * @param {PointerEvent} originalEvent - The DOM event of a pointer button being pressed down */ InteractionManager.prototype.onPointerDown = function onPointerDown(originalEvent) { // if we support touch events, then only use those for touch events, not pointer events if (this.supportsTouchEvents &&originalEvent.pointerType === 'touch') return; var events = this.normalizeToPointerData(originalEvent); /** * No need to prevent default on natural pointer events, as there are no side effects * Normalized events, however, may have the double mousedown/touchstart issue on the native android browser, * so still need to be prevented. */ // Guaranteed that there will be at least one event in events, and all events must have the same pointer type if (this.autoPreventDefault &&events[0].isNormalized) { originalEvent.preventDefault(); } var eventLen = events.length; for (var i = 0; i { * //handle event * }); * @member {boolean} * @memberof PIXI.DisplayObject# */ interactive: false, /** * Determines if the children to the displayObject can be clicked/touched * Setting this to false allows PixiJS to bypass a recursive `hitTest` function * * @member {boolean} * @memberof PIXI.Container# */ interactiveChildren: true, /** * Interaction shape. Children will be hit first, then this shape will be checked. * Setting this will cause this shape to be checked in hit tests rather than the displayObject' s bounds. * * @example * const sprite=new PIXI.Sprite(texture); * sprite.interactive=true; * sprite.hitArea=new PIXI.Rectangle(0, 0, 100, 100); * @member {PIXI.Rectangle|PIXI.Circle|PIXI.Ellipse|PIXI.Polygon|PIXI.RoundedRectangle} * @memberof PIXI.DisplayObject# * / hitArea: null, /** * If enabled, the mouse cursor use the pointer behavior when hovered over the displayObject if it is interactive * Setting this changes the 'cursor' property to `'pointer' `. * * @example * const sprite=new PIXI.Sprite(texture); * sprite.interactive=true; * sprite.buttonMode=true; * @member {boolean} * @memberof PIXI.DisplayObject# * / get buttonMode() { return this.cursor==='pointer' ; }, set buttonMode(value) { if (value) { this.cursor='pointer' ; } else if (this.cursor==='pointer' ) { this.cursor=null; } }, /** * This defines what cursor mode is used when the mouse cursor * is hovered over the displayObject. * * @example * const sprite=new PIXI.Sprite(texture); * sprite.interactive=true; * sprite.cursor='wait' ; * @see https://developer.mozilla.org/en/docs/Web/CSS/cursor * * @member {string} * @memberof PIXI.DisplayObject# * / cursor: null, /** * Internal set of all active pointers, by identifier * * @member {Map } * @memberof PIXI.DisplayObject# * @private */ get trackedPointers() { if (this._trackedPointers === undefined) this._trackedPointers = {}; return this._trackedPointers; }, /** * Map of all tracked pointers, by identifier. Use trackedPointers to access. * * @private * @type {Map } */ _trackedPointers: undefined }; },{}],161:[function(require,module,exports){ 'use strict'; exports.__esModule = true; exports.parse = parse; exports.default = function () { return function bitmapFontParser(resource, next) { // skip if no data or not xml data if (!resource.data || resource.type !== _resourceLoader.Resource.TYPE.XML) { next(); return; } // skip if not bitmap font data, using some silly duck-typing if (resource.data.getElementsByTagName('page').length === 0 || resource.data.getElementsByTagName('info').length === 0 || resource.data.getElementsByTagName('info')[0].getAttribute('face') === null) { next(); return; } var xmlUrl = !resource.isDataUrl ? path.dirname(resource.url) : ''; if (resource.isDataUrl) { if (xmlUrl === '.') { xmlUrl = ''; } if (this.baseUrl &&xmlUrl) { // if baseurl has a trailing slash then add one to xmlUrl so the replace works below if (this.baseUrl.charAt(this.baseUrl.length - 1) === '/') { xmlUrl += '/'; } } } // remove baseUrl from xmlUrl xmlUrl = xmlUrl.replace(this.baseUrl, ''); // if there is an xmlUrl now, it needs a trailing slash. Ensure that it does if the string isn't empty. if (xmlUrl &&xmlUrl.charAt(xmlUrl.length - 1) !== '/') { xmlUrl += '/'; } var pages = resource.data.getElementsByTagName('page'); var textures = {}; // Handle completed, when the number of textures // load is the same number as references in the fnt file var completed = function completed(page) { textures[page.metadata.pageFile] = page.texture; if (Object.keys(textures).length === pages.length) { parse(resource, textures); next(); } }; for (var i = 0; i { * // resources.bunny * // resources.spaceship * }); * @namespace PIXI.loaders */ exports.Loader = _loader2.default; /** * A premade instance of the loader that can be used to load resources. * @name shared * @memberof PIXI.loaders * @type {PIXI.loaders.Loader} */ var shared = new _loader2.default(); shared.destroy = function () { // protect destroying shared loader }; exports.shared = shared; // Mixin the loader construction var AppPrototype = _Application2.default.prototype; AppPrototype._loader = null; /** * Loader instance to help with asset loading. * @name PIXI.Application#loader * @type {PIXI.loaders.Loader} */ Object.defineProperty(AppPrototype, ' loader ', { get: function get() { if (!this._loader) { var sharedLoader = this._options.sharedLoader; this._loader = sharedLoader ? shared : new _loader2.default(); } return this._loader; } }); // Override the destroy function // making sure to destroy the current Loader AppPrototype._parentDestroy = AppPrototype.destroy; AppPrototype.destroy = function destroy(removeView, stageOptions) { if (this._loader) { this._loader.destroy(); this._loader = null; } this._parentDestroy(removeView, stageOptions); }; },{"../core/Application":43,"./bitmapFontParser":161,"./loader":163,"./spritesheetParser":164,"./textureParser":165,"resource-loader":36}],163:[function(require,module,exports){ ' use strict '; exports.__esModule = true; var _resourceLoader = require(' resource-loader '); var _resourceLoader2 = _interopRequireDefault(_resourceLoader); var _blob = require(' resource-loader/lib/middlewares/parsing/blob '); var _eventemitter = require(' eventemitter3 '); var _eventemitter2 = _interopRequireDefault(_eventemitter); var _textureParser = require(' ./textureParser '); var _textureParser2 = _interopRequireDefault(_textureParser); var _spritesheetParser = require(' ./spritesheetParser '); var _spritesheetParser2 = _interopRequireDefault(_spritesheetParser); var _bitmapFontParser = require(' ./bitmapFontParser '); var _bitmapFontParser2 = _interopRequireDefault(_bitmapFontParser); function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } function _possibleConstructorReturn(self, call) { if (!self) { throw new ReferenceError("this hasn' t been initialised - super() hasn 't been called"); } return call && (typeof call === "object" || typeof call === "function") ? call : self; } function _inherits(subClass, superClass) { if (typeof superClass !== "function" && superClass !== null) { throw new TypeError("Super expression must either be null or a function, not " + typeof superClass); } subClass.prototype = Object.create(superClass && superClass.prototype, { constructor: { value: subClass, enumerable: false, writable: true, configurable: true } }); if (superClass) Object.setPrototypeOf ? Object.setPrototypeOf(subClass, superClass) : subClass.__proto__ = superClass; } /** * * The new loader, extends Resource Loader by Chad Engler: https://github.com/englercj/resource-loader * * ```js * const loader = PIXI.loader; // PixiJS exposes a premade instance for you to use. * //or * const loader = new PIXI.loaders.Loader(); // you can also create your own if you want * * const sprites = {}; * * // Chainable `add` to enqueue a resource * loader.add(' bunny', ' data/bunny.png ') * .add(' spaceship', ' assets/spritesheet.json '); * loader.add(' scoreFont', ' assets/score.fnt '); * * // Chainable `pre` to add a middleware that runs for each resource, *before* loading that resource. * // This is useful to implement custom caching modules (using filesystem, indexeddb, memory, etc). * loader.pre(cachingMiddleware); * * // Chainable `use` to add a middleware that runs for each resource, *after* loading that resource. * // This is useful to implement custom parsing modules (like spritesheet parsers, spine parser, etc). * loader.use(parsingMiddleware); * * // The `load` method loads the queue of resources, and calls the passed in callback called once all * // resources have loaded. * loader.load((loader, resources) => { * // resources is an object where the key is the name of the resource loaded and the value is the resource object. * // They have a couple default properties: * // - `url`: The URL that the resource was loaded from * // - `error`: The error that happened when trying to load (if any) * // - `data`: The raw data that was loaded * // also may contain other properties based on the middleware that runs. * sprites.bunny = new PIXI.TilingSprite(resources.bunny.texture); * sprites.spaceship = new PIXI.TilingSprite(resources.spaceship.texture); * sprites.scoreFont = new PIXI.TilingSprite(resources.scoreFont.texture); * }); * * // throughout the process multiple signals can be dispatched. * loader.onProgress.add(() => {}); // called once per loaded/errored file * loader.onError.add(() => {}); // called once per errored file * loader.onLoad.add(() => {}); // called once per loaded file * loader.onComplete.add(() => {}); // called once when the queued resources all load. * ``` * * @see https://github.com/englercj/resource-loader * * @class * @extends module:resource-loader.ResourceLoader * @memberof PIXI.loaders */ var Loader = function (_ResourceLoader) { _inherits(Loader, _ResourceLoader); /** * @param {string} [baseUrl=''] - The base url for all resources loaded by this loader. * @param {number} [concurrency=10] - The number of resources to load concurrently. */ function Loader(baseUrl, concurrency) { _classCallCheck(this, Loader); var _this = _possibleConstructorReturn(this, _ResourceLoader.call(this, baseUrl, concurrency)); _eventemitter2.default.call(_this); for (var i = 0; i < Loader._pixiMiddleware.length; ++i) { _this.use(Loader._pixiMiddleware[i]()); } // Compat layer, translate the new v2 signals into old v1 events. _this.onStart.add(function (l) { return _this.emit(' start ', l); }); _this.onProgress.add(function (l, r) { return _this.emit(' progress ', l, r); }); _this.onError.add(function (e, l, r) { return _this.emit(' error ', e, l, r); }); _this.onLoad.add(function (l, r) { return _this.emit(' load ', l, r); }); _this.onComplete.add(function (l, r) { return _this.emit(' complete ', l, r); }); return _this; } /** * Adds a default middleware to the PixiJS loader. * * @static * @param {Function} fn - The middleware to add. */ Loader.addPixiMiddleware = function addPixiMiddleware(fn) { Loader._pixiMiddleware.push(fn); }; /** * Destroy the loader, removes references. */ Loader.prototype.destroy = function destroy() { this.removeAllListeners(); this.reset(); }; return Loader; }(_resourceLoader2.default); // Copy EE3 prototype (mixin) exports.default = Loader; for (var k in _eventemitter2.default.prototype) { Loader.prototype[k] = _eventemitter2.default.prototype[k]; } Loader._pixiMiddleware = [ // parse any blob into more usable objects (e.g. Image) _blob.blobMiddlewareFactory, // parse any Image objects into textures _textureParser2.default, // parse any spritesheet data into multiple textures _spritesheetParser2.default, // parse bitmap font data into multiple textures _bitmapFontParser2.default]; // Add custom extentions var Resource = _resourceLoader2.default.Resource; Resource.setExtensionXhrType(' fnt ', Resource.XHR_RESPONSE_TYPE.DOCUMENT); },{"./bitmapFontParser":161,"./spritesheetParser":164,"./textureParser":165,"eventemitter3":3,"resource-loader":36,"resource-loader/lib/middlewares/parsing/blob":37}],164:[function(require,module,exports){ ' use strict '; exports.__esModule = true; exports.default = function () { return function spritesheetParser(resource, next) { var imageResourceName = resource.name + ' _image '; // skip if no data, its not json, it isn' t spritesheet data, or the image resource already exists if (!resource.data || resource.type !== _resourceLoader.Resource.TYPE.JSON || !resource.data.frames || this.resources[imageResourceName]) { next(); return; } var loadOptions={ crossOrigin: resource.crossOrigin, metadata: resource.metadata.imageMetadata, parentResource: resource }; var resourcePath=getResourcePath(resource, this.baseUrl); / / load the image for this sheet this.add(imageResourceName, resourcePath, loadOptions, function onImageLoad(res) { if (res.error) { next(res.error); return; } var spritesheet=new _core.Spritesheet(res.texture.baseTexture, resource.data, resource.url); spritesheet.parse(function () { resource.spritesheet=spritesheet; resource.textures=spritesheet.textures; next(); }); }); }; }; exports.getResourcePath=getResourcePath; var _resourceLoader=require('resource-loader' ); var _url=require('url' ); var _url2=_interopRequireDefault(_url); var _core=require('../core' ); function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } function getResourcePath(resource, baseUrl) { / / Prepend url path unless the resource image is a data url if (resource.isDataUrl) { return resource.data.meta.image; } return _url2.default.resolve(resource.url.replace(baseUrl,'' ), resource.data.meta.image); } },{"../core" :65,"resource-loader" :36,"url" :38}],165:[function(require,module,exports){'use strict' ; exports.__esModule=true; exports.default=function () { return function textureParser(resource, next) { / / create a new texture if the data is an Image object if (resource.data && resource.type=== _resourceLoader.Resource.TYPE.IMAGE) { resource.texture=_Texture2.default.fromLoader(resource.data, resource.url, resource.name); } next(); }; }; var _resourceLoader=require('resource-loader' ); var _Texture=require('../core/textures/Texture' ); var _Texture2=_interopRequireDefault(_Texture); function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } },{"../core/textures/Texture" :115,"resource-loader" :36}],166:[function(require,module,exports){'use strict' ; exports.__esModule=true; var _createClass=function () { function defineProperties(target, props) { for (var i=0; i < props.length; i++) { var descriptor = props[i]; descriptor.enumerable = descriptor.enumerable || false; descriptor.configurable = true; if ("value" in descriptor) descriptor.writable = true; Object.defineProperty(target, descriptor.key, descriptor); } } return function (Constructor, protoProps, staticProps) { if (protoProps) defineProperties(Constructor.prototype, protoProps); if (staticProps) defineProperties(Constructor, staticProps); return Constructor; }; }(); var _core = require('../core'); var core = _interopRequireWildcard(_core); var _Texture = require('../core/textures/Texture'); var _Texture2 = _interopRequireDefault(_Texture); function _interopRequireDefault(obj) { return obj &&obj.__esModule ? obj : { default: obj }; } function _interopRequireWildcard(obj) { if (obj &&obj.__esModule) { return obj; } else { var newObj = {}; if (obj != null) { for (var key in obj) { if (Object.prototype.hasOwnProperty.call(obj, key)) newObj[key] = obj[key]; } } newObj.default = obj; return newObj; } } function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } function _possibleConstructorReturn(self, call) { if (!self) { throw new ReferenceError("this hasn't been initialised - super() hasn't been called"); } return call &&(typeof call === "object" || typeof call === "function") ? call : self; } function _inherits(subClass, superClass) { if (typeof superClass !== "function" &&superClass !== null) { throw new TypeError("Super expression must either be null or a function, not " + typeof superClass); } subClass.prototype = Object.create(superClass &&superClass.prototype, { constructor: { value: subClass, enumerable: false, writable: true, configurable: true } }); if (superClass) Object.setPrototypeOf ? Object.setPrototypeOf(subClass, superClass) : subClass.__proto__ = superClass; } var tempPoint = new core.Point(); var tempPolygon = new core.Polygon(); /** * Base mesh class * @class * @extends PIXI.Container * @memberof PIXI.mesh */ var Mesh = function (_core$Container) { _inherits(Mesh, _core$Container); /** * @param {PIXI.Texture} texture - The texture to use * @param {Float32Array} [vertices] - if you want to specify the vertices * @param {Float32Array} [uvs] - if you want to specify the uvs * @param {Uint16Array} [indices] - if you want to specify the indices * @param {number} [drawMode] - the drawMode, can be any of the Mesh.DRAW_MODES consts */ function Mesh(texture, vertices, uvs, indices, drawMode) { _classCallCheck(this, Mesh); /** * The texture of the Mesh * * @member {PIXI.Texture} * @default PIXI.Texture.EMPTY * @private */ var _this = _possibleConstructorReturn(this, _core$Container.call(this)); _this._texture = texture || _Texture2.default.EMPTY; /** * The Uvs of the Mesh * * @member {Float32Array} */ _this.uvs = uvs || new Float32Array([0, 0, 1, 0, 1, 1, 0, 1]); /** * An array of vertices * * @member {Float32Array} */ _this.vertices = vertices || new Float32Array([0, 0, 100, 0, 100, 100, 0, 100]); /** * An array containing the indices of the vertices * * @member {Uint16Array} */ // TODO auto generate this based on draw mode! _this.indices = indices || new Uint16Array([0, 1, 3, 2]); /** * Version of mesh uvs are dirty or not * * @member {number} */ _this.dirty = 0; /** * Version of mesh indices * * @member {number} */ _this.indexDirty = 0; /** * Version of mesh verticies array * * @member {number} */ _this.vertexDirty = 0; /** * For backwards compatibility the default is to re-upload verticies each render call. * Set this to `false` and increase `vertexDirty` to manually re-upload the buffer. * * @member {boolean} */ _this.autoUpdate = true; /** * The blend mode to be applied to the sprite. Set to `PIXI.BLEND_MODES.NORMAL` to remove * any blend mode. * * @member {number} * @default PIXI.BLEND_MODES.NORMAL * @see PIXI.BLEND_MODES */ _this.blendMode = core.BLEND_MODES.NORMAL; /** * Triangles in canvas mode are automatically antialiased, use this value to force triangles * to overlap a bit with each other. * * @member {number} */ _this.canvasPadding = core.settings.MESH_CANVAS_PADDING; /** * The way the Mesh should be drawn, can be any of the {@link PIXI.mesh.Mesh.DRAW_MODES} consts * * @member {number} * @see PIXI.mesh.Mesh.DRAW_MODES */ _this.drawMode = drawMode || Mesh.DRAW_MODES.TRIANGLE_MESH; /** * The default shader that is used if a mesh doesn't have a more specific one. * * @member {PIXI.Shader} */ _this.shader = null; /** * The tint applied to the mesh. This is a [r,g,b] value. A value of [1,1,1] will remove any * tint effect. * * @member {number} */ _this.tintRgb = new Float32Array([1, 1, 1]); /** * A map of renderer IDs to webgl render data * * @private * @member {object } */ _this._glDatas = {}; /** * transform that is applied to UV to get the texture coords * its updated independently from texture uvTransform * updates of uvs are tied to that thing * * @member {PIXI.TextureMatrix} * @private */ _this._uvTransform = new core.TextureMatrix(_this._texture); /** * whether or not upload uvTransform to shader * if its false, then uvs should be pre-multiplied * if you change it for generated mesh, please call 'refresh(true)' * @member {boolean} * @default false */ _this.uploadUvTransform = false; /** * Plugin that is responsible for rendering this element. * Allows to customize the rendering process without overriding '_renderWebGL' &'_renderCanvas' methods. * @member {string} * @default 'mesh' */ _this.pluginName = 'mesh'; return _this; } /** * Renders the object using the WebGL renderer * * @private * @param {PIXI.WebGLRenderer} renderer - a reference to the WebGL renderer */ Mesh.prototype._renderWebGL = function _renderWebGL(renderer) { this.refresh(); renderer.setObjectRenderer(renderer.plugins[this.pluginName]); renderer.plugins[this.pluginName].render(this); }; /** * Renders the object using the Canvas renderer * * @private * @param {PIXI.CanvasRenderer} renderer - The canvas renderer. */ Mesh.prototype._renderCanvas = function _renderCanvas(renderer) { this.refresh(); renderer.plugins[this.pluginName].render(this); }; /** * When the texture is updated, this event will fire to update the scale and frame * * @private */ Mesh.prototype._onTextureUpdate = function _onTextureUpdate() { this._uvTransform.texture = this._texture; this.refresh(); }; /** * multiplies uvs only if uploadUvTransform is false * call it after you change uvs manually * make sure that texture is valid */ Mesh.prototype.multiplyUvs = function multiplyUvs() { if (!this.uploadUvTransform) { this._uvTransform.multiplyUvs(this.uvs); } }; /** * Refreshes uvs for generated meshes (rope, plane) * sometimes refreshes vertices too * * @param {boolean} [forceUpdate=false] if true, matrices will be updated any case */ Mesh.prototype.refresh = function refresh(forceUpdate) { if (this.autoUpdate) { this.vertexDirty++; } if (this._uvTransform.update(forceUpdate)) { this._refresh(); } }; /** * re-calculates mesh coords * @protected */ Mesh.prototype._refresh = function _refresh() {} /* empty */ /** * Returns the bounds of the mesh as a rectangle. The bounds calculation takes the worldTransform into account. * */ ; Mesh.prototype._calculateBounds = function _calculateBounds() { // TODO - we can cache local bounds and use them if they are dirty (like graphics) this._bounds.addVertices(this.transform, this.vertices, 0, this.vertices.length); }; /** * Tests if a point is inside this mesh. Works only for TRIANGLE_MESH * * @param {PIXI.Point} point - the point to test * @return {boolean} the result of the test */ Mesh.prototype.containsPoint = function containsPoint(point) { if (!this.getBounds().contains(point.x, point.y)) { return false; } this.worldTransform.applyInverse(point, tempPoint); var vertices = this.vertices; var points = tempPolygon.points; var indices = this.indices; var len = this.indices.length; var step = this.drawMode === Mesh.DRAW_MODES.TRIANGLES ? 3 : 1; for (var i = 0; i + 2 * A B * +---+----------------------+---+ * C | 1 | 2 | 3 | * +---+----------------------+---+ * | | | | * | 4 | 5 | 6 | * | | | | * +---+----------------------+---+ * D | 7 | 8 | 9 | * +---+----------------------+---+ * When changing this objects width and/or height: * areas 1 3 7 and 9 will remain unscaled. * areas 2 and 8 will be stretched horizontally * areas 4 and 6 will be stretched vertically * area 5 will be stretched both horizontally and vertically * * * @class * @extends PIXI.mesh.Plane * @memberof PIXI.mesh * */ var NineSlicePlane = function (_Plane) { _inherits(NineSlicePlane, _Plane); /** * @param {PIXI.Texture} texture - The texture to use on the NineSlicePlane. * @param {int} [leftWidth=10] size of the left vertical bar (A) * @param {int} [topHeight=10] size of the top horizontal bar (C) * @param {int} [rightWidth=10] size of the right vertical bar (B) * @param {int} [bottomHeight=10] size of the bottom horizontal bar (D) */ function NineSlicePlane(texture, leftWidth, topHeight, rightWidth, bottomHeight) { _classCallCheck(this, NineSlicePlane); var _this = _possibleConstructorReturn(this, _Plane.call(this, texture, 4, 4)); _this._origWidth = texture.orig.width; _this._origHeight = texture.orig.height; /** * The width of the NineSlicePlane, setting this will actually modify the vertices and UV's of this plane * * @member {number} * @memberof PIXI.NineSlicePlane# * @override */ _this._width = _this._origWidth; /** * The height of the NineSlicePlane, setting this will actually modify the vertices and UV's of this plane * * @member {number} * @memberof PIXI.NineSlicePlane# * @override */ _this._height = _this._origHeight; /** * The width of the left column (a) * * @member {number} * @memberof PIXI.NineSlicePlane# * @override */ _this._leftWidth = typeof leftWidth !== 'undefined' ? leftWidth : DEFAULT_BORDER_SIZE; /** * The width of the right column (b) * * @member {number} * @memberof PIXI.NineSlicePlane# * @override */ _this._rightWidth = typeof rightWidth !== 'undefined' ? rightWidth : DEFAULT_BORDER_SIZE; /** * The height of the top row (c) * * @member {number} * @memberof PIXI.NineSlicePlane# * @override */ _this._topHeight = typeof topHeight !== 'undefined' ? topHeight : DEFAULT_BORDER_SIZE; /** * The height of the bottom row (d) * * @member {number} * @memberof PIXI.NineSlicePlane# * @override */ _this._bottomHeight = typeof bottomHeight !== 'undefined' ? bottomHeight : DEFAULT_BORDER_SIZE; /** * Cached tint value so we can tell when the tint is changed. * * @member {number} * @protected */ _this._cachedTint = 0xFFFFFF; /** * Cached tinted texture. * * @member {HTMLCanvasElement} * @protected */ _this._tintedTexture = null; /** * Temporary storage for canvas source coords * * @member {number[]} * @private */ _this._canvasUvs = null; _this.refresh(true); return _this; } /** * Updates the horizontal vertices. * */ NineSlicePlane.prototype.updateHorizontalVertices = function updateHorizontalVertices() { var vertices = this.vertices; var h = this._topHeight + this._bottomHeight; var scale = this._height > h ? 1.0 : this._height / h; vertices[9] = vertices[11] = vertices[13] = vertices[15] = this._topHeight * scale; vertices[17] = vertices[19] = vertices[21] = vertices[23] = this._height - this._bottomHeight * scale; vertices[25] = vertices[27] = vertices[29] = vertices[31] = this._height; }; /** * Updates the vertical vertices. * */ NineSlicePlane.prototype.updateVerticalVertices = function updateVerticalVertices() { var vertices = this.vertices; var w = this._leftWidth + this._rightWidth; var scale = this._width > w ? 1.0 : this._width / w; vertices[2] = vertices[10] = vertices[18] = vertices[26] = this._leftWidth * scale; vertices[4] = vertices[12] = vertices[20] = vertices[28] = this._width - this._rightWidth * scale; vertices[6] = vertices[14] = vertices[22] = vertices[30] = this._width; }; /** * Renders the object using the Canvas renderer * * @private * @param {PIXI.CanvasRenderer} renderer - The canvas renderer to render with. */ NineSlicePlane.prototype._renderCanvas = function _renderCanvas(renderer) { var context = renderer.context; var transform = this.worldTransform; var res = renderer.resolution; var isTinted = this.tint !== 0xFFFFFF; var texture = this._texture; // Work out tinting if (isTinted) { if (this._cachedTint !== this.tint) { // Tint has changed, need to update the tinted texture and use that instead this._cachedTint = this.tint; this._tintedTexture = _CanvasTinter2.default.getTintedTexture(this, this.tint); } } var textureSource = !isTinted ? texture.baseTexture.source : this._tintedTexture; if (!this._canvasUvs) { this._canvasUvs = [0, 0, 0, 0, 0, 0, 0, 0]; } var vertices = this.vertices; var uvs = this._canvasUvs; var u0 = isTinted ? 0 : texture.frame.x; var v0 = isTinted ? 0 : texture.frame.y; var u1 = u0 + texture.frame.width; var v1 = v0 + texture.frame.height; uvs[0] = u0; uvs[1] = u0 + this._leftWidth; uvs[2] = u1 - this._rightWidth; uvs[3] = u1; uvs[4] = v0; uvs[5] = v0 + this._topHeight; uvs[6] = v1 - this._bottomHeight; uvs[7] = v1; for (var i = 0; i <8; i++) { uvs[i] *=texture.baseTexture.resolution; } context.globalAlpha=this.worldAlpha; renderer.setBlendMode(this.blendMode); if (renderer.roundPixels) { context.setTransform(transform.a * res, transform.b * res, transform.c * res, transform.d * res, transform.tx * res | 0, transform.ty * res | 0); } else { context.setTransform(transform.a * res, transform.b * res, transform.c * res, transform.d * res, transform.tx * res, transform.ty * res); } for (var row=0; row < 3; row++) { for (var col = 0; col <3; col++) { var ind=col * 2 + row * 8; var sw=Math.max(1, uvs[col + 1] - uvs[col]); var sh=Math.max(1, uvs[row + 5] - uvs[row + 4]); var dw=Math.max(1, vertices[ind + 10] - vertices[ind]); var dh=Math.max(1, vertices[ind + 11] - vertices[ind + 1]); context.drawImage(textureSource, uvs[col], uvs[row + 4], sw, sh, vertices[ind], vertices[ind + 1], dw, dh); } } }; /** * The width of the NineSlicePlane, setting this will actually modify the vertices and UV 's of this plane * * @member {number} */ /** * Refreshes NineSlicePlane coords. All of them. */ NineSlicePlane.prototype._refresh = function _refresh() { _Plane.prototype._refresh.call(this); var uvs = this.uvs; var texture = this._texture; this._origWidth = texture.orig.width; this._origHeight = texture.orig.height; var _uvw = 1.0 / this._origWidth; var _uvh = 1.0 / this._origHeight; uvs[0] = uvs[8] = uvs[16] = uvs[24] = 0; uvs[1] = uvs[3] = uvs[5] = uvs[7] = 0; uvs[6] = uvs[14] = uvs[22] = uvs[30] = 1; uvs[25] = uvs[27] = uvs[29] = uvs[31] = 1; uvs[2] = uvs[10] = uvs[18] = uvs[26] = _uvw * this._leftWidth; uvs[4] = uvs[12] = uvs[20] = uvs[28] = 1 - _uvw * this._rightWidth; uvs[9] = uvs[11] = uvs[13] = uvs[15] = _uvh * this._topHeight; uvs[17] = uvs[19] = uvs[21] = uvs[23] = 1 - _uvh * this._bottomHeight; this.updateHorizontalVertices(); this.updateVerticalVertices(); this.dirty++; this.multiplyUvs(); }; _createClass(NineSlicePlane, [{ key: ' width ', get: function get() { return this._width; }, set: function set(value) // eslint-disable-line require-jsdoc { this._width = value; this._refresh(); } /** * The height of the NineSlicePlane, setting this will actually modify the vertices and UV' s of this plane * * @member {number} * / }, { key:'height' , get: function get() { return this._height; }, set: function set(value) / / eslint-disable-line require-jsdoc { this._height=value; this._refresh(); } /** * The width of the left column * * @member {number} * / }, { key:'leftWidth' , get: function get() { return this._leftWidth; }, set: function set(value) / / eslint-disable-line require-jsdoc { this._leftWidth=value; this._refresh(); } /** * The width of the right column * * @member {number} * / }, { key:'rightWidth' , get: function get() { return this._rightWidth; }, set: function set(value) / / eslint-disable-line require-jsdoc { this._rightWidth=value; this._refresh(); } /** * The height of the top row * * @member {number} * / }, { key:'topHeight' , get: function get() { return this._topHeight; }, set: function set(value) / / eslint-disable-line require-jsdoc { this._topHeight=value; this._refresh(); } /** * The height of the bottom row * * @member {number} * / }, { key:'bottomHeight' , get: function get() { return this._bottomHeight; }, set: function set(value) / / eslint-disable-line require-jsdoc { this._bottomHeight=value; this._refresh(); } }]); return NineSlicePlane; }(_Plane3.default); exports.default=NineSlicePlane; },{"../core/sprites/canvas/CanvasTinter" :104,"./Plane" :168}],168:[function(require,module,exports){'use strict' ; exports.__esModule=true; var _Mesh2=require('./Mesh' ); var _Mesh3=_interopRequireDefault(_Mesh2); function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function" ); } } function _possibleConstructorReturn(self, call) { if (!self) { throw new ReferenceError("this hasn't been initialised - super() hasn't been called" ); } return call && (typeof call==="object" || typeof call==="function" ) ? call : self; } function _inherits(subClass, superClass) { if (typeof superClass !=="function" && superClass !== null) { throw new TypeError("Super expression must either be null or a function, not " + typeof superClass); } subClass.prototype=Object.create(superClass && superClass.prototype, { constructor: { value: subClass, enumerable: false, writable: true, configurable: true } }); if (superClass) Object.setPrototypeOf ? Object.setPrototypeOf(subClass, superClass) : subClass.__proto__=superClass; } /** * The Plane allows you to draw a texture across several points and them manipulate these points * *```js * for (let i=0; i < 20; i++) { * points.push(new PIXI.Point(i * 50, 0)); * }; * let Plane = new PIXI.Plane(PIXI.Texture.fromImage("snake.png"), points); * ``` * * @class * @extends PIXI.mesh.Mesh * @memberof PIXI.mesh * */ var Plane = function (_Mesh) { _inherits(Plane, _Mesh); /** * @param {PIXI.Texture} texture - The texture to use on the Plane. * @param {number} [verticesX=10] - The number of vertices in the x-axis * @param {number} [verticesY=10] - The number of vertices in the y-axis */ function Plane(texture, verticesX, verticesY) { _classCallCheck(this, Plane); /** * Tracker for if the Plane is ready to be drawn. Needed because Mesh ctor can * call _onTextureUpdated which could call refresh too early. * * @member {boolean} * @private */ var _this = _possibleConstructorReturn(this, _Mesh.call(this, texture)); _this._ready = true; _this.verticesX = verticesX || 10; _this.verticesY = verticesY || 10; _this.drawMode = _Mesh3.default.DRAW_MODES.TRIANGLES; _this.refresh(); return _this; } /** * Refreshes plane coordinates * */ Plane.prototype._refresh = function _refresh() { var texture = this._texture; var total = this.verticesX * this.verticesY; var verts = []; var colors = []; var uvs = []; var indices = []; var segmentsX = this.verticesX - 1; var segmentsY = this.verticesY - 1; var sizeX = texture.width / segmentsX; var sizeY = texture.height / segmentsY; for (var i = 0; i 1) { ratio = 1; } var perpLength = Math.sqrt(perpX * perpX + perpY * perpY); var num = this._texture.height / 2; // (20 + Math.abs(Math.sin((i + this.count) * 0.3) * 50) )* ratio; perpX /= perpLength; perpY /= perpLength; perpX *= num; perpY *= num; vertices[index] = point.x + perpX; vertices[index + 1] = point.y + perpY; vertices[index + 2] = point.x - perpX; vertices[index + 3] = point.y - perpY; lastPoint = point; } }; /** * Updates the object transform for rendering * * @private */ Rope.prototype.updateTransform = function updateTransform() { if (this.autoUpdate) { this.refreshVertices(); } this.containerUpdateTransform(); }; return Rope; }(_Mesh3.default); exports.default = Rope; },{"./Mesh":166}],170:[function(require,module,exports){ ' use strict '; exports.__esModule = true; var _core = require(' ../../core '); var core = _interopRequireWildcard(_core); var _Mesh = require(' ../Mesh '); var _Mesh2 = _interopRequireDefault(_Mesh); function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } function _interopRequireWildcard(obj) { if (obj && obj.__esModule) { return obj; } else { var newObj = {}; if (obj != null) { for (var key in obj) { if (Object.prototype.hasOwnProperty.call(obj, key)) newObj[key] = obj[key]; } } newObj.default = obj; return newObj; } } function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } /** * Renderer dedicated to meshes. * * @class * @private * @memberof PIXI */ var MeshSpriteRenderer = function () { /** * @param {PIXI.CanvasRenderer} renderer - The renderer this downport works for */ function MeshSpriteRenderer(renderer) { _classCallCheck(this, MeshSpriteRenderer); this.renderer = renderer; } /** * Renders the Mesh * * @param {PIXI.mesh.Mesh} mesh - the Mesh to render */ MeshSpriteRenderer.prototype.render = function render(mesh) { var renderer = this.renderer; var context = renderer.context; var transform = mesh.worldTransform; var res = renderer.resolution; if (renderer.roundPixels) { context.setTransform(transform.a * res, transform.b * res, transform.c * res, transform.d * res, transform.tx * res | 0, transform.ty * res | 0); } else { context.setTransform(transform.a * res, transform.b * res, transform.c * res, transform.d * res, transform.tx * res, transform.ty * res); } renderer.context.globalAlpha = mesh.worldAlpha; renderer.setBlendMode(mesh.blendMode); if (mesh.drawMode === _Mesh2.default.DRAW_MODES.TRIANGLE_MESH) { this._renderTriangleMesh(mesh); } else { this._renderTriangles(mesh); } }; /** * Draws the object in Triangle Mesh mode * * @private * @param {PIXI.mesh.Mesh} mesh - the Mesh to render */ MeshSpriteRenderer.prototype._renderTriangleMesh = function _renderTriangleMesh(mesh) { // draw triangles!! var length = mesh.vertices.length / 2; for (var i = 0; i < length - 2; i++) { // draw some triangles! var index = i * 2; this._renderDrawTriangle(mesh, index, index + 2, index + 4); } }; /** * Draws the object in triangle mode using canvas * * @private * @param {PIXI.mesh.Mesh} mesh - the current mesh */ MeshSpriteRenderer.prototype._renderTriangles = function _renderTriangles(mesh) { // draw triangles!! var indices = mesh.indices; var length = indices.length; for (var i = 0; i < length; i += 3) { // draw some triangles! var index0 = indices[i] * 2; var index1 = indices[i + 1] * 2; var index2 = indices[i + 2] * 2; this._renderDrawTriangle(mesh, index0, index1, index2); } }; /** * Draws one of the triangles that from the Mesh * * @private * @param {PIXI.mesh.Mesh} mesh - the current mesh * @param {number} index0 - the index of the first vertex * @param {number} index1 - the index of the second vertex * @param {number} index2 - the index of the third vertex */ MeshSpriteRenderer.prototype._renderDrawTriangle = function _renderDrawTriangle(mesh, index0, index1, index2) { var context = this.renderer.context; var uvs = mesh.uvs; var vertices = mesh.vertices; var texture = mesh._texture; if (!texture.valid) { return; } var base = texture.baseTexture; var textureSource = base.source; var textureWidth = base.width; var textureHeight = base.height; var u0 = void 0; var u1 = void 0; var u2 = void 0; var v0 = void 0; var v1 = void 0; var v2 = void 0; if (mesh.uploadUvTransform) { var ut = mesh._uvTransform.mapCoord; u0 = (uvs[index0] * ut.a + uvs[index0 + 1] * ut.c + ut.tx) * base.width; u1 = (uvs[index1] * ut.a + uvs[index1 + 1] * ut.c + ut.tx) * base.width; u2 = (uvs[index2] * ut.a + uvs[index2 + 1] * ut.c + ut.tx) * base.width; v0 = (uvs[index0] * ut.b + uvs[index0 + 1] * ut.d + ut.ty) * base.height; v1 = (uvs[index1] * ut.b + uvs[index1 + 1] * ut.d + ut.ty) * base.height; v2 = (uvs[index2] * ut.b + uvs[index2 + 1] * ut.d + ut.ty) * base.height; } else { u0 = uvs[index0] * base.width; u1 = uvs[index1] * base.width; u2 = uvs[index2] * base.width; v0 = uvs[index0 + 1] * base.height; v1 = uvs[index1 + 1] * base.height; v2 = uvs[index2 + 1] * base.height; } var x0 = vertices[index0]; var x1 = vertices[index1]; var x2 = vertices[index2]; var y0 = vertices[index0 + 1]; var y1 = vertices[index1 + 1]; var y2 = vertices[index2 + 1]; var canvasPadding = mesh.canvasPadding / this.renderer.resolution; if (canvasPadding > 0) { var paddingX = canvasPadding / Math.abs(mesh.worldTransform.a); var paddingY = canvasPadding / Math.abs(mesh.worldTransform.d); var centerX = (x0 + x1 + x2) / 3; var centerY = (y0 + y1 + y2) / 3; var normX = x0 - centerX; var normY = y0 - centerY; var dist = Math.sqrt(normX * normX + normY * normY); x0 = centerX + normX / dist * (dist + paddingX); y0 = centerY + normY / dist * (dist + paddingY); // normX = x1 - centerX; normY = y1 - centerY; dist = Math.sqrt(normX * normX + normY * normY); x1 = centerX + normX / dist * (dist + paddingX); y1 = centerY + normY / dist * (dist + paddingY); normX = x2 - centerX; normY = y2 - centerY; dist = Math.sqrt(normX * normX + normY * normY); x2 = centerX + normX / dist * (dist + paddingX); y2 = centerY + normY / dist * (dist + paddingY); } context.save(); context.beginPath(); context.moveTo(x0, y0); context.lineTo(x1, y1); context.lineTo(x2, y2); context.closePath(); context.clip(); // Compute matrix transform var delta = u0 * v1 + v0 * u2 + u1 * v2 - v1 * u2 - v0 * u1 - u0 * v2; var deltaA = x0 * v1 + v0 * x2 + x1 * v2 - v1 * x2 - v0 * x1 - x0 * v2; var deltaB = u0 * x1 + x0 * u2 + u1 * x2 - x1 * u2 - x0 * u1 - u0 * x2; var deltaC = u0 * v1 * x2 + v0 * x1 * u2 + x0 * u1 * v2 - x0 * v1 * u2 - v0 * u1 * x2 - u0 * x1 * v2; var deltaD = y0 * v1 + v0 * y2 + y1 * v2 - v1 * y2 - v0 * y1 - y0 * v2; var deltaE = u0 * y1 + y0 * u2 + u1 * y2 - y1 * u2 - y0 * u1 - u0 * y2; var deltaF = u0 * v1 * y2 + v0 * y1 * u2 + y0 * u1 * v2 - y0 * v1 * u2 - v0 * u1 * y2 - u0 * y1 * v2; context.transform(deltaA / delta, deltaD / delta, deltaB / delta, deltaE / delta, deltaC / delta, deltaF / delta); context.drawImage(textureSource, 0, 0, textureWidth * base.resolution, textureHeight * base.resolution, 0, 0, textureWidth, textureHeight); context.restore(); this.renderer.invalidateBlendMode(); }; /** * Renders a flat Mesh * * @private * @param {PIXI.mesh.Mesh} mesh - The Mesh to render */ MeshSpriteRenderer.prototype.renderMeshFlat = function renderMeshFlat(mesh) { var context = this.renderer.context; var vertices = mesh.vertices; var length = vertices.length / 2; // this.count++; context.beginPath(); for (var i = 1; i < length - 2; ++i) { // draw some triangles! var index = i * 2; var x0 = vertices[index]; var y0 = vertices[index + 1]; var x1 = vertices[index + 2]; var y1 = vertices[index + 3]; var x2 = vertices[index + 4]; var y2 = vertices[index + 5]; context.moveTo(x0, y0); context.lineTo(x1, y1); context.lineTo(x2, y2); } context.fillStyle = ' #FF0000 '; context.fill(); context.closePath(); }; /** * destroy the the renderer. * */ MeshSpriteRenderer.prototype.destroy = function destroy() { this.renderer = null; }; return MeshSpriteRenderer; }(); exports.default = MeshSpriteRenderer; core.CanvasRenderer.registerPlugin(' mesh ', MeshSpriteRenderer); },{"../../core":65,"../Mesh":166}],171:[function(require,module,exports){ ' use strict '; exports.__esModule = true; var _Mesh = require(' ./Mesh '); Object.defineProperty(exports, ' Mesh ', { enumerable: true, get: function get() { return _interopRequireDefault(_Mesh).default; } }); var _MeshRenderer = require(' ./webgl/MeshRenderer '); Object.defineProperty(exports, ' MeshRenderer ', { enumerable: true, get: function get() { return _interopRequireDefault(_MeshRenderer).default; } }); var _CanvasMeshRenderer = require(' ./canvas/CanvasMeshRenderer '); Object.defineProperty(exports, ' CanvasMeshRenderer ', { enumerable: true, get: function get() { return _interopRequireDefault(_CanvasMeshRenderer).default; } }); var _Plane = require(' ./Plane '); Object.defineProperty(exports, ' Plane ', { enumerable: true, get: function get() { return _interopRequireDefault(_Plane).default; } }); var _NineSlicePlane = require(' ./NineSlicePlane '); Object.defineProperty(exports, ' NineSlicePlane ', { enumerable: true, get: function get() { return _interopRequireDefault(_NineSlicePlane).default; } }); var _Rope = require(' ./Rope '); Object.defineProperty(exports, ' Rope ', { enumerable: true, get: function get() { return _interopRequireDefault(_Rope).default; } }); function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } },{"./Mesh":166,"./NineSlicePlane":167,"./Plane":168,"./Rope":169,"./canvas/CanvasMeshRenderer":170,"./webgl/MeshRenderer":172}],172:[function(require,module,exports){ ' use strict '; exports.__esModule = true; var _core = require(' ../../core '); var core = _interopRequireWildcard(_core); var _pixiGlCore = require(' pixi-gl-core '); var _pixiGlCore2 = _interopRequireDefault(_pixiGlCore); var _Mesh = require(' ../Mesh '); var _Mesh2 = _interopRequireDefault(_Mesh); var _path = require(' path '); function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } function _interopRequireWildcard(obj) { if (obj && obj.__esModule) { return obj; } else { var newObj = {}; if (obj != null) { for (var key in obj) { if (Object.prototype.hasOwnProperty.call(obj, key)) newObj[key] = obj[key]; } } newObj.default = obj; return newObj; } } function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } function _possibleConstructorReturn(self, call) { if (!self) { throw new ReferenceError("this hasn' t been initialised - super() hasn 't been called"); } return call && (typeof call === "object" || typeof call === "function") ? call : self; } function _inherits(subClass, superClass) { if (typeof superClass !== "function" && superClass !== null) { throw new TypeError("Super expression must either be null or a function, not " + typeof superClass); } subClass.prototype = Object.create(superClass && superClass.prototype, { constructor: { value: subClass, enumerable: false, writable: true, configurable: true } }); if (superClass) Object.setPrototypeOf ? Object.setPrototypeOf(subClass, superClass) : subClass.__proto__ = superClass; } var matrixIdentity = core.Matrix.IDENTITY; /** * WebGL renderer plugin for tiling sprites * * @class * @memberof PIXI * @extends PIXI.ObjectRenderer */ var MeshRenderer = function (_core$ObjectRenderer) { _inherits(MeshRenderer, _core$ObjectRenderer); /** * constructor for renderer * * @param {WebGLRenderer} renderer The renderer this tiling awesomeness works for. */ function MeshRenderer(renderer) { _classCallCheck(this, MeshRenderer); var _this = _possibleConstructorReturn(this, _core$ObjectRenderer.call(this, renderer)); _this.shader = null; return _this; } /** * Sets up the renderer context and necessary buffers. * * @private */ MeshRenderer.prototype.onContextChange = function onContextChange() { var gl = this.renderer.gl; this.shader = new core.Shader(gl, ' attribute vec2 aVertexPosition;\nattribute vec2 aTextureCoord;\n\nuniform mat3 projectionMatrix;\nuniform mat3 translationMatrix;\nuniform mat3 uTransform;\n\nvarying vec2 vTextureCoord;\n\nvoid main(void)\n{\n gl_Position=vec4((projectionMatrix * translationMatrix * vec3(aVertexPosition, 1.0)).xy, 0.0, 1.0);\n\n vTextureCoord=(uTransform * vec3(aTextureCoord, 1.0)).xy;\n}\n', ' varying vec2 vTextureCoord;\nuniform vec4 uColor;\n\nuniform sampler2D uSampler;\n\nvoid main(void)\n{\n gl_FragColor=texture2D(uSampler, vTextureCoord) * uColor;\n}\n '); }; /** * renders mesh * * @param {PIXI.mesh.Mesh} mesh mesh instance */ MeshRenderer.prototype.render = function render(mesh) { var renderer = this.renderer; var gl = renderer.gl; var texture = mesh._texture; if (!texture.valid) { return; } var glData = mesh._glDatas[renderer.CONTEXT_UID]; if (!glData) { renderer.bindVao(null); glData = { shader: this.shader, vertexBuffer: _pixiGlCore2.default.GLBuffer.createVertexBuffer(gl, mesh.vertices, gl.STREAM_DRAW), uvBuffer: _pixiGlCore2.default.GLBuffer.createVertexBuffer(gl, mesh.uvs, gl.STREAM_DRAW), indexBuffer: _pixiGlCore2.default.GLBuffer.createIndexBuffer(gl, mesh.indices, gl.STATIC_DRAW), // build the vao object that will render.. vao: null, dirty: mesh.dirty, indexDirty: mesh.indexDirty, vertexDirty: mesh.vertexDirty }; // build the vao object that will render.. glData.vao = new _pixiGlCore2.default.VertexArrayObject(gl).addIndex(glData.indexBuffer).addAttribute(glData.vertexBuffer, glData.shader.attributes.aVertexPosition, gl.FLOAT, false, 2 * 4, 0).addAttribute(glData.uvBuffer, glData.shader.attributes.aTextureCoord, gl.FLOAT, false, 2 * 4, 0); mesh._glDatas[renderer.CONTEXT_UID] = glData; } renderer.bindVao(glData.vao); if (mesh.dirty !== glData.dirty) { glData.dirty = mesh.dirty; glData.uvBuffer.upload(mesh.uvs); } if (mesh.indexDirty !== glData.indexDirty) { glData.indexDirty = mesh.indexDirty; glData.indexBuffer.upload(mesh.indices); } if (mesh.vertexDirty !== glData.vertexDirty) { glData.vertexDirty = mesh.vertexDirty; glData.vertexBuffer.upload(mesh.vertices); } renderer.bindShader(glData.shader); glData.shader.uniforms.uSampler = renderer.bindTexture(texture); renderer.state.setBlendMode(core.utils.correctBlendMode(mesh.blendMode, texture.baseTexture.premultipliedAlpha)); if (glData.shader.uniforms.uTransform) { if (mesh.uploadUvTransform) { glData.shader.uniforms.uTransform = mesh._uvTransform.mapCoord.toArray(true); } else { glData.shader.uniforms.uTransform = matrixIdentity.toArray(true); } } glData.shader.uniforms.translationMatrix = mesh.worldTransform.toArray(true); glData.shader.uniforms.uColor = core.utils.premultiplyRgba(mesh.tintRgb, mesh.worldAlpha, glData.shader.uniforms.uColor, texture.baseTexture.premultipliedAlpha); var drawMode = mesh.drawMode === _Mesh2.default.DRAW_MODES.TRIANGLE_MESH ? gl.TRIANGLE_STRIP : gl.TRIANGLES; glData.vao.draw(drawMode, mesh.indices.length, 0); }; return MeshRenderer; }(core.ObjectRenderer); exports.default = MeshRenderer; core.WebGLRenderer.registerPlugin(' mesh ', MeshRenderer); },{"../../core":65,"../Mesh":166,"path":8,"pixi-gl-core":15}],173:[function(require,module,exports){ ' use strict '; exports.__esModule = true; var _createClass = function () { function defineProperties(target, props) { for (var i = 0; i < props.length; i++) { var descriptor = props[i]; descriptor.enumerable = descriptor.enumerable || false; descriptor.configurable = true; if ("value" in descriptor) descriptor.writable = true; Object.defineProperty(target, descriptor.key, descriptor); } } return function (Constructor, protoProps, staticProps) { if (protoProps) defineProperties(Constructor.prototype, protoProps); if (staticProps) defineProperties(Constructor, staticProps); return Constructor; }; }(); var _core = require(' ../core '); var core = _interopRequireWildcard(_core); var _utils = require(' ../core/utils '); function _interopRequireWildcard(obj) { if (obj && obj.__esModule) { return obj; } else { var newObj = {}; if (obj != null) { for (var key in obj) { if (Object.prototype.hasOwnProperty.call(obj, key)) newObj[key] = obj[key]; } } newObj.default = obj; return newObj; } } function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } function _possibleConstructorReturn(self, call) { if (!self) { throw new ReferenceError("this hasn' t been initialised - super() hasn 't been called"); } return call && (typeof call === "object" || typeof call === "function") ? call : self; } function _inherits(subClass, superClass) { if (typeof superClass !== "function" && superClass !== null) { throw new TypeError("Super expression must either be null or a function, not " + typeof superClass); } subClass.prototype = Object.create(superClass && superClass.prototype, { constructor: { value: subClass, enumerable: false, writable: true, configurable: true } }); if (superClass) Object.setPrototypeOf ? Object.setPrototypeOf(subClass, superClass) : subClass.__proto__ = superClass; } /** * The ParticleContainer class is a really fast version of the Container built solely for speed, * so use when you need a lot of sprites or particles. The tradeoff of the ParticleContainer is that most advanced * functionality will not work. ParticleContainer implements the basic object transform (position, scale, rotation) * and some advanced functionality like tint (as of v4.5.6). * Other more advanced functionality like masking, children, filters, etc will not work on sprites in this batch. * * It' s extremely easy to use : * * ```js * let container=new ParticleContainer(); * * for (let i=0; i < 100; ++i) * { * let sprite = new PIXI.Sprite.fromImage("myImage.png"); * container.addChild(sprite); * } * ``` * * And here you have a hundred sprites that will be rendered at the speed of light. * * @class * @extends PIXI.Container * @memberof PIXI.particles */ var ParticleContainer = function (_core$Container) { _inherits(ParticleContainer, _core$Container); /** * @param {number} [maxSize=1500] - The maximum number of particles that can be rendered by the container. * Affects size of allocated buffers. * @param {object} [properties] - The properties of children that should be uploaded to the gpu and applied. * @param {boolean} [properties.vertices=false] - When true, vertices be uploaded and applied. * if sprite's ` scale/anchor/trim/frame/orig` is dynamic, please set `true`. * @param {boolean} [properties.position=true] - When true, position be uploaded and applied. * @param {boolean} [properties.rotation=false] - When true, rotation be uploaded and applied. * @param {boolean} [properties.uvs=false] - When true, uvs be uploaded and applied. * @param {boolean} [properties.tint=false] - When true, alpha and tint be uploaded and applied. * @param {number} [batchSize=16384] - Number of particles per batch. If less than maxSize, it uses maxSize instead. * @param {boolean} [autoResize=false] If true, container allocates more batches in case * there are more than `maxSize` particles. */ function ParticleContainer() { var maxSize = arguments.length > 0 &&arguments[0] !== undefined ? arguments[0] : 1500; var properties = arguments[1]; var batchSize = arguments.length > 2 &&arguments[2] !== undefined ? arguments[2] : 16384; var autoResize = arguments.length > 3 &&arguments[3] !== undefined ? arguments[3] : false; _classCallCheck(this, ParticleContainer); // Making sure the batch size is valid // 65535 is max vertex index in the index buffer (see ParticleRenderer) // so max number of particles is 65536 / 4 = 16384 var _this = _possibleConstructorReturn(this, _core$Container.call(this)); var maxBatchSize = 16384; if (batchSize > maxBatchSize) { batchSize = maxBatchSize; } if (batchSize > maxSize) { batchSize = maxSize; } /** * Set properties to be dynamic (true) / static (false) * * @member {boolean[]} * @private */ _this._properties = [false, true, false, false, false]; /** * @member {number} * @private */ _this._maxSize = maxSize; /** * @member {number} * @private */ _this._batchSize = batchSize; /** * @member {object } * @private */ _this._glBuffers = {}; /** * for every batch stores _updateID corresponding to the last change in that batch * @member {number[]} * @private */ _this._bufferUpdateIDs = []; /** * when child inserted, removed or changes position this number goes up * @member {number[]} * @private */ _this._updateID = 0; /** * @member {boolean} * */ _this.interactiveChildren = false; /** * The blend mode to be applied to the sprite. 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 = core.BLEND_MODES.NORMAL; /** * If true, container allocates more batches in case there are more than `maxSize` particles. * @member {boolean} * @default false */ _this.autoResize = autoResize; /** * Used for canvas renderering. If true then the elements will be positioned at the * nearest pixel. This provides a nice speed boost. * * @member {boolean} * @default true; */ _this.roundPixels = true; /** * The texture used to render the children. * * @readonly * @member {BaseTexture} */ _this.baseTexture = null; _this.setProperties(properties); /** * The tint applied to the container. * This is a hex value. A value of 0xFFFFFF will remove any tint effect. * * @private * @member {number} * @default 0xFFFFFF */ _this._tint = 0; _this.tintRgb = new Float32Array(4); _this.tint = 0xFFFFFF; return _this; } /** * Sets the private properties array to dynamic / static based on the passed properties object * * @param {object} properties - The properties to be uploaded */ ParticleContainer.prototype.setProperties = function setProperties(properties) { if (properties) { this._properties[0] = 'vertices' in properties || 'scale' in properties ? !!properties.vertices || !!properties.scale : this._properties[0]; this._properties[1] = 'position' in properties ? !!properties.position : this._properties[1]; this._properties[2] = 'rotation' in properties ? !!properties.rotation : this._properties[2]; this._properties[3] = 'uvs' in properties ? !!properties.uvs : this._properties[3]; this._properties[4] = 'tint' in properties || 'alpha' in properties ? !!properties.tint || !!properties.alpha : this._properties[4]; } }; /** * Updates the object transform for rendering * * @private */ ParticleContainer.prototype.updateTransform = function updateTransform() { // TODO don't need to! this.displayObjectUpdateTransform(); // PIXI.Container.prototype.updateTransform.call( this ); }; /** * The tint applied to the container. This is a hex value. * A value of 0xFFFFFF will remove any tint effect. ** IMPORTANT: This is a webGL only feature and will be ignored by the canvas renderer. * @member {number} * @default 0xFFFFFF */ /** * Renders the container using the WebGL renderer * * @private * @param {PIXI.WebGLRenderer} renderer - The webgl renderer */ ParticleContainer.prototype.renderWebGL = function renderWebGL(renderer) { var _this2 = this; if (!this.visible || this.worldAlpha <=0 || !this.children.length || !this.renderable) { return; } if (!this.baseTexture) { this.baseTexture=this.children[0]._texture.baseTexture; if (!this.baseTexture.hasLoaded) { this.baseTexture.once('update' , function () { return _this2.onChildrenChange(0); }); } } renderer.setObjectRenderer(renderer.plugins.particle); renderer.plugins.particle.render(this); }; /** * Set the flag that static data should be updated to true * * @private * @param {number} smallestChildIndex - The smallest child index * / ParticleContainer.prototype.onChildrenChange=function onChildrenChange(smallestChildIndex) { var bufferIndex=Math.floor(smallestChildIndex / this._batchSize); while (this._bufferUpdateIDs.length < bufferIndex) { this._bufferUpdateIDs.push(0); } this._bufferUpdateIDs[bufferIndex] = ++this._updateID; }; /** * Renders the object using the Canvas renderer * * @private * @param {PIXI.CanvasRenderer} renderer - The canvas renderer */ ParticleContainer.prototype.renderCanvas = function renderCanvas(renderer) { if (!this.visible || this.worldAlpha <=0 || !this.children.length || !this.renderable) { return; } var context=renderer.context; var transform=this.worldTransform; var isRotated=true; var positionX=0; var positionY=0; var finalWidth=0; var finalHeight=0; renderer.setBlendMode(this.blendMode); context.globalAlpha=this.worldAlpha; this.displayObjectUpdateTransform(); for (var i=0; i < this.children.length; ++i) { var child = this.children[i]; if (!child.visible) { continue; } var frame = child._texture.frame; context.globalAlpha = this.worldAlpha * child.alpha; if (child.rotation % (Math.PI * 2) === 0) { // this is the fastest way to optimise! - if rotation is 0 then we can avoid any kind of setTransform call if (isRotated) { context.setTransform(transform.a, transform.b, transform.c, transform.d, transform.tx * renderer.resolution, transform.ty * renderer.resolution); isRotated = false; } positionX = child.anchor.x * (-frame.width * child.scale.x) + child.position.x + 0.5; positionY = child.anchor.y * (-frame.height * child.scale.y) + child.position.y + 0.5; finalWidth = frame.width * child.scale.x; finalHeight = frame.height * child.scale.y; } else { if (!isRotated) { isRotated = true; } child.displayObjectUpdateTransform(); var childTransform = child.worldTransform; if (renderer.roundPixels) { context.setTransform(childTransform.a, childTransform.b, childTransform.c, childTransform.d, childTransform.tx * renderer.resolution | 0, childTransform.ty * renderer.resolution | 0); } else { context.setTransform(childTransform.a, childTransform.b, childTransform.c, childTransform.d, childTransform.tx * renderer.resolution, childTransform.ty * renderer.resolution); } positionX = child.anchor.x * -frame.width + 0.5; positionY = child.anchor.y * -frame.height + 0.5; finalWidth = frame.width; finalHeight = frame.height; } var resolution = child._texture.baseTexture.resolution; context.drawImage(child._texture.baseTexture.source, frame.x * resolution, frame.y * resolution, frame.width * resolution, frame.height * resolution, positionX * renderer.resolution, positionY * renderer.resolution, finalWidth * renderer.resolution, finalHeight * renderer.resolution); } }; /** * Destroys the container * * @param {object|boolean} [options] - Options parameter. A boolean will act as if all options * have been set to that value * @param {boolean} [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 {boolean} [options.texture=false] - Only used for child Sprites if options.children is set to true * Should it destroy the texture of the child sprite * @param {boolean} [options.baseTexture=false] - Only used for child Sprites if options.children is set to true * Should it destroy the base texture of the child sprite */ ParticleContainer.prototype.destroy = function destroy(options) { _core$Container.prototype.destroy.call(this, options); if (this._buffers) { for (var i = 0; i https://github.com/mattdesl/ * for creating the original PixiJS version! * Also a thanks to https://github.com/bchevalier for tweaking the tint and alpha so that * they now share 4 bytes on the vertex buffer * * Heavily inspired by LibGDX's ParticleBuffer: * https://github.com/libgdx/libgdx/blob/master/gdx/src/com/badlogic/gdx/graphics/g2d/ParticleBuffer.java */ /** * The particle buffer manages the static and dynamic buffers for a particle container. * * @class * @private * @memberof PIXI */ var ParticleBuffer = function () { /** * @param {WebGLRenderingContext} gl - The rendering context. * @param {object} properties - The properties to upload. * @param {boolean[]} dynamicPropertyFlags - Flags for which properties are dynamic. * @param {number} size - The size of the batch. */ function ParticleBuffer(gl, properties, dynamicPropertyFlags, size) { _classCallCheck(this, ParticleBuffer); /** * The current WebGL drawing context. * * @member {WebGLRenderingContext} */ this.gl = gl; /** * The number of particles the buffer can hold * * @member {number} */ this.size = size; /** * A list of the properties that are dynamic. * * @member {object[]} */ this.dynamicProperties = []; /** * A list of the properties that are static. * * @member {object[]} */ this.staticProperties = []; for (var i = 0; i https://github.com/mattdesl/ * for creating the original PixiJS version! * Also a thanks to https://github.com/bchevalier for tweaking the tint and alpha so that they now * share 4 bytes on the vertex buffer * * Heavily inspired by LibGDX' s ParticleRenderer: * https://github.com/libgdx/libgdx/blob/master/gdx/src/com/badlogic/gdx/graphics/g2d/ParticleRenderer.java * / /** * * @class * @private * @memberof PIXI * / var ParticleRenderer=function (_core$ObjectRenderer) { _inherits(ParticleRenderer, _core$ObjectRenderer); /** * @param {PIXI.WebGLRenderer} renderer - The renderer this sprite batch works for. * / function ParticleRenderer(renderer) { _classCallCheck(this, ParticleRenderer); / / 65535 is max vertex index in the index buffer (see ParticleRenderer) / / so max number of particles is 65536 / 4=16384 / / and max number of element in the index buffer is 16384 * 6=98304 / / Creating a full index buffer, overhead is 98304 * 2=196Ko / / let numIndices=98304; /** * The default shader that is used if a sprite doesn 't have a more specific one. * * @member {PIXI.Shader} */ var _this = _possibleConstructorReturn(this, _core$ObjectRenderer.call(this, renderer)); _this.shader = null; _this.indexBuffer = null; _this.properties = null; _this.tempMatrix = new core.Matrix(); _this.CONTEXT_UID = 0; return _this; } /** * When there is a WebGL context change * * @private */ ParticleRenderer.prototype.onContextChange = function onContextChange() { var gl = this.renderer.gl; this.CONTEXT_UID = this.renderer.CONTEXT_UID; // setup default shader this.shader = new _ParticleShader2.default(gl); this.properties = [ // verticesData { attribute: this.shader.attributes.aVertexPosition, size: 2, uploadFunction: this.uploadVertices, offset: 0 }, // positionData { attribute: this.shader.attributes.aPositionCoord, size: 2, uploadFunction: this.uploadPosition, offset: 0 }, // rotationData { attribute: this.shader.attributes.aRotation, size: 1, uploadFunction: this.uploadRotation, offset: 0 }, // uvsData { attribute: this.shader.attributes.aTextureCoord, size: 2, uploadFunction: this.uploadUvs, offset: 0 }, // tintData { attribute: this.shader.attributes.aColor, size: 1, unsignedByte: true, uploadFunction: this.uploadTint, offset: 0 }]; }; /** * Starts a new particle batch. * */ ParticleRenderer.prototype.start = function start() { this.renderer.bindShader(this.shader); }; /** * Renders the particle container object. * * @param {PIXI.ParticleContainer} container - The container to render using this ParticleRenderer */ ParticleRenderer.prototype.render = function render(container) { var children = container.children; var maxSize = container._maxSize; var batchSize = container._batchSize; var renderer = this.renderer; var totalChildren = children.length; if (totalChildren === 0) { return; } else if (totalChildren > maxSize) { totalChildren = maxSize; } var buffers = container._glBuffers[renderer.CONTEXT_UID]; if (!buffers) { buffers = container._glBuffers[renderer.CONTEXT_UID] = this.generateBuffers(container); } var baseTexture = children[0]._texture.baseTexture; // if the uvs have not updated then no point rendering just yet! this.renderer.setBlendMode(core.utils.correctBlendMode(container.blendMode, baseTexture.premultipliedAlpha)); var gl = renderer.gl; var m = container.worldTransform.copy(this.tempMatrix); m.prepend(renderer._activeRenderTarget.projectionMatrix); this.shader.uniforms.projectionMatrix = m.toArray(true); this.shader.uniforms.uColor = core.utils.premultiplyRgba(container.tintRgb, container.worldAlpha, this.shader.uniforms.uColor, baseTexture.premultipliedAlpha); // make sure the texture is bound.. this.shader.uniforms.uSampler = renderer.bindTexture(baseTexture); var updateStatic = false; // now lets upload and render the buffers.. for (var i = 0, j = 0; i < totalChildren; i += batchSize, j += 1) { var amount = totalChildren - i; if (amount > batchSize) { amount = batchSize; } if (j >= buffers.length) { if (!container.autoResize) { break; } buffers.push(this._generateOneMoreBuffer(container)); } var buffer = buffers[j]; // we always upload the dynamic buffer.uploadDynamic(children, i, amount); var bid = container._bufferUpdateIDs[j] || 0; updateStatic = updateStatic || buffer._updateID < bid; // we only upload the static content when we have to! if (updateStatic) { buffer._updateID = container._updateID; buffer.uploadStatic(children, i, amount); } // bind the buffer renderer.bindVao(buffer.vao); buffer.vao.draw(gl.TRIANGLES, amount * 6); } }; /** * Creates one particle buffer for each child in the container we want to render and updates internal properties * * @param {PIXI.ParticleContainer} container - The container to render using this ParticleRenderer * @return {PIXI.ParticleBuffer[]} The buffers */ ParticleRenderer.prototype.generateBuffers = function generateBuffers(container) { var gl = this.renderer.gl; var buffers = []; var size = container._maxSize; var batchSize = container._batchSize; var dynamicPropertyFlags = container._properties; for (var i = 0; i < size; i += batchSize) { buffers.push(new _ParticleBuffer2.default(gl, this.properties, dynamicPropertyFlags, batchSize)); } return buffers; }; /** * Creates one more particle buffer, because container has autoResize feature * * @param {PIXI.ParticleContainer} container - The container to render using this ParticleRenderer * @return {PIXI.ParticleBuffer} generated buffer * @private */ ParticleRenderer.prototype._generateOneMoreBuffer = function _generateOneMoreBuffer(container) { var gl = this.renderer.gl; var batchSize = container._batchSize; var dynamicPropertyFlags = container._properties; return new _ParticleBuffer2.default(gl, this.properties, dynamicPropertyFlags, batchSize); }; /** * Uploads the verticies. * * @param {PIXI.DisplayObject[]} children - the array of display objects to render * @param {number} startIndex - the index to start from in the children array * @param {number} amount - the amount of children that will have their vertices uploaded * @param {number[]} array - The vertices to upload. * @param {number} stride - Stride to use for iteration. * @param {number} offset - Offset to start at. */ ParticleRenderer.prototype.uploadVertices = function uploadVertices(children, startIndex, amount, array, stride, offset) { var w0 = 0; var w1 = 0; var h0 = 0; var h1 = 0; for (var i = 0; i < amount; ++i) { var sprite = children[startIndex + i]; var texture = sprite._texture; var sx = sprite.scale.x; var sy = sprite.scale.y; var trim = texture.trim; var orig = texture.orig; 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 - sprite.anchor.x * orig.width; w0 = w1 + trim.width; h1 = trim.y - sprite.anchor.y * orig.height; h0 = h1 + trim.height; } else { w0 = orig.width * (1 - sprite.anchor.x); w1 = orig.width * -sprite.anchor.x; h0 = orig.height * (1 - sprite.anchor.y); h1 = orig.height * -sprite.anchor.y; } array[offset] = w1 * sx; array[offset + 1] = h1 * sy; array[offset + stride] = w0 * sx; array[offset + stride + 1] = h1 * sy; array[offset + stride * 2] = w0 * sx; array[offset + stride * 2 + 1] = h0 * sy; array[offset + stride * 3] = w1 * sx; array[offset + stride * 3 + 1] = h0 * sy; offset += stride * 4; } }; /** * * @param {PIXI.DisplayObject[]} children - the array of display objects to render * @param {number} startIndex - the index to start from in the children array * @param {number} amount - the amount of children that will have their positions uploaded * @param {number[]} array - The vertices to upload. * @param {number} stride - Stride to use for iteration. * @param {number} offset - Offset to start at. */ ParticleRenderer.prototype.uploadPosition = function uploadPosition(children, startIndex, amount, array, stride, offset) { for (var i = 0; i < amount; i++) { var spritePosition = children[startIndex + i].position; array[offset] = spritePosition.x; array[offset + 1] = spritePosition.y; array[offset + stride] = spritePosition.x; array[offset + stride + 1] = spritePosition.y; array[offset + stride * 2] = spritePosition.x; array[offset + stride * 2 + 1] = spritePosition.y; array[offset + stride * 3] = spritePosition.x; array[offset + stride * 3 + 1] = spritePosition.y; offset += stride * 4; } }; /** * * @param {PIXI.DisplayObject[]} children - the array of display objects to render * @param {number} startIndex - the index to start from in the children array * @param {number} amount - the amount of children that will have their rotation uploaded * @param {number[]} array - The vertices to upload. * @param {number} stride - Stride to use for iteration. * @param {number} offset - Offset to start at. */ ParticleRenderer.prototype.uploadRotation = function uploadRotation(children, startIndex, amount, array, stride, offset) { for (var i = 0; i < amount; i++) { var spriteRotation = children[startIndex + i].rotation; array[offset] = spriteRotation; array[offset + stride] = spriteRotation; array[offset + stride * 2] = spriteRotation; array[offset + stride * 3] = spriteRotation; offset += stride * 4; } }; /** * * @param {PIXI.DisplayObject[]} children - the array of display objects to render * @param {number} startIndex - the index to start from in the children array * @param {number} amount - the amount of children that will have their rotation uploaded * @param {number[]} array - The vertices to upload. * @param {number} stride - Stride to use for iteration. * @param {number} offset - Offset to start at. */ ParticleRenderer.prototype.uploadUvs = function uploadUvs(children, startIndex, amount, array, stride, offset) { for (var i = 0; i < amount; ++i) { var textureUvs = children[startIndex + i]._texture._uvs; if (textureUvs) { array[offset] = textureUvs.x0; array[offset + 1] = textureUvs.y0; array[offset + stride] = textureUvs.x1; array[offset + stride + 1] = textureUvs.y1; array[offset + stride * 2] = textureUvs.x2; array[offset + stride * 2 + 1] = textureUvs.y2; array[offset + stride * 3] = textureUvs.x3; array[offset + stride * 3 + 1] = textureUvs.y3; offset += stride * 4; } else { // TODO you know this can be easier! array[offset] = 0; array[offset + 1] = 0; array[offset + stride] = 0; array[offset + stride + 1] = 0; array[offset + stride * 2] = 0; array[offset + stride * 2 + 1] = 0; array[offset + stride * 3] = 0; array[offset + stride * 3 + 1] = 0; offset += stride * 4; } } }; /** * * @param {PIXI.DisplayObject[]} children - the array of display objects to render * @param {number} startIndex - the index to start from in the children array * @param {number} amount - the amount of children that will have their rotation uploaded * @param {number[]} array - The vertices to upload. * @param {number} stride - Stride to use for iteration. * @param {number} offset - Offset to start at. */ ParticleRenderer.prototype.uploadTint = function uploadTint(children, startIndex, amount, array, stride, offset) { for (var i = 0; i < amount; ++i) { var sprite = children[startIndex + i]; var premultiplied = sprite._texture.baseTexture.premultipliedAlpha; var alpha = sprite.alpha; // we dont call extra function if alpha is 1.0, that' s faster var argb=alpha < 1.0 &&premultiplied ? (0, _utils.premultiplyTint)(sprite._tintRGB, alpha) : sprite._tintRGB + (alpha * 255 << 24); array[offset] = argb; array[offset + stride] = argb; array[offset + stride * 2] = argb; array[offset + stride * 3] = argb; offset += stride * 4; } }; /** * Destroys the ParticleRenderer. * */ ParticleRenderer.prototype.destroy = function destroy() { if (this.renderer.gl) { this.renderer.gl.deleteBuffer(this.indexBuffer); } _core$ObjectRenderer.prototype.destroy.call(this); this.shader.destroy(); this.indices = null; this.tempMatrix = null; }; return ParticleRenderer; }(core.ObjectRenderer); exports.default = ParticleRenderer; core.WebGLRenderer.registerPlugin('particle', ParticleRenderer); },{"../../core":65,"../../core/utils":125,"./ParticleBuffer":175,"./ParticleShader":177}],177:[function(require,module,exports){ 'use strict'; exports.__esModule = true; var _Shader2 = require('../../core/Shader'); var _Shader3 = _interopRequireDefault(_Shader2); function _interopRequireDefault(obj) { return obj &&obj.__esModule ? obj : { default: obj }; } function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } function _possibleConstructorReturn(self, call) { if (!self) { throw new ReferenceError("this hasn't been initialised - super() hasn't been called"); } return call &&(typeof call === "object" || typeof call === "function") ? call : self; } function _inherits(subClass, superClass) { if (typeof superClass !== "function" &&superClass !== null) { throw new TypeError("Super expression must either be null or a function, not " + typeof superClass); } subClass.prototype = Object.create(superClass &&superClass.prototype, { constructor: { value: subClass, enumerable: false, writable: true, configurable: true } }); if (superClass) Object.setPrototypeOf ? Object.setPrototypeOf(subClass, superClass) : subClass.__proto__ = superClass; } /** * @class * @extends PIXI.Shader * @memberof PIXI */ var ParticleShader = function (_Shader) { _inherits(ParticleShader, _Shader); /** * @param {PIXI.Shader} gl - The webgl shader manager this shader works for. */ function ParticleShader(gl) { _classCallCheck(this, ParticleShader); return _possibleConstructorReturn(this, _Shader.call(this, gl, // vertex shader ['attribute vec2 aVertexPosition;', 'attribute vec2 aTextureCoord;', 'attribute vec4 aColor;', 'attribute vec2 aPositionCoord;', 'attribute float aRotation;', 'uniform mat3 projectionMatrix;', 'uniform vec4 uColor;', 'varying vec2 vTextureCoord;', 'varying vec4 vColor;', 'void main(void){', ' float x = (aVertexPosition.x) * cos(aRotation) - (aVertexPosition.y) * sin(aRotation);', ' float y = (aVertexPosition.x) * sin(aRotation) + (aVertexPosition.y) * cos(aRotation);', ' vec2 v = vec2(x, y);', ' v = v + aPositionCoord;', ' gl_Position = vec4((projectionMatrix * vec3(v, 1.0)).xy, 0.0, 1.0);', ' vTextureCoord = aTextureCoord;', ' vColor = aColor * uColor;', '}'].join('\n'), // hello ['varying vec2 vTextureCoord;', 'varying vec4 vColor;', 'uniform sampler2D uSampler;', 'void main(void){', ' vec4 color = texture2D(uSampler, vTextureCoord) * vColor;', ' gl_FragColor = color;', '}'].join('\n'))); } return ParticleShader; }(_Shader3.default); exports.default = ParticleShader; },{"../../core/Shader":44}],178:[function(require,module,exports){ "use strict"; // References: // https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Math/sign if (!Math.sign) { Math.sign = function mathSign(x) { x = Number(x); if (x === 0 || isNaN(x)) { return x; } return x > 0 ? 1 : -1; }; } },{}],179:[function(require,module,exports){ 'use strict'; // References: // https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Number/isInteger if (!Number.isInteger) { Number.isInteger = function numberIsInteger(value) { return typeof value === 'number' &&isFinite(value) &&Math.floor(value) === value; }; } },{}],180:[function(require,module,exports){ 'use strict'; var _objectAssign = require('object-assign'); var _objectAssign2 = _interopRequireDefault(_objectAssign); function _interopRequireDefault(obj) { return obj &&obj.__esModule ? obj : { default: obj }; } if (!Object.assign) { Object.assign = _objectAssign2.default; } // References: // https://github.com/sindresorhus/object-assign // https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Object/assign },{"object-assign":6}],181:[function(require,module,exports){ 'use strict'; require('./Object.assign'); require('./requestAnimationFrame'); require('./Math.sign'); require('./Number.isInteger'); if (!window.ArrayBuffer) { window.ArrayBuffer = Array; } if (!window.Float32Array) { window.Float32Array = Array; } if (!window.Uint32Array) { window.Uint32Array = Array; } if (!window.Uint16Array) { window.Uint16Array = Array; } },{"./Math.sign":178,"./Number.isInteger":179,"./Object.assign":180,"./requestAnimationFrame":182}],182:[function(require,module,exports){ (function (global){ 'use strict'; // References: // http://paulirish.com/2011/requestanimationframe-for-smart-animating/ // https://gist.github.com/1579671 // http://updates.html5rocks.com/2012/05/requestAnimationFrame-API-now-with-sub-millisecond-precision // https://gist.github.com/timhall/4078614 // https://github.com/Financial-Times/polyfill-service/tree/master/polyfills/requestAnimationFrame // Expected to be used with Browserfiy // Browserify automatically detects the use of `global` and passes the // correct reference of `global`, `self`, and finally `window` var ONE_FRAME_TIME = 16; // Date.now if (!(Date.now &&Date.prototype.getTime)) { Date.now = function now() { return new Date().getTime(); }; } // performance.now if (!(global.performance &&global.performance.now)) { var startTime = Date.now(); if (!global.performance) { global.performance = {}; } global.performance.now = function () { return Date.now() - startTime; }; } // requestAnimationFrame var lastTime = Date.now(); var vendors = ['ms', 'moz', 'webkit', 'o']; for (var x = 0; x { * * //Texture(s) has been uploaded to GPU * app.stage.addChild(sprite); * * }) * * @abstract * @class * @memberof PIXI.prepare */ var BasePrepare = function () { /** * @param {PIXI.SystemRenderer} renderer - A reference to the current renderer */ function BasePrepare(renderer) { var _this = this; _classCallCheck(this, BasePrepare); /** * The limiter to be used to control how quickly items are prepared. * @type {PIXI.prepare.CountLimiter|PIXI.prepare.TimeLimiter} */ this.limiter = new _CountLimiter2.default(core.settings.UPLOADS_PER_FRAME); /** * Reference to the renderer. * @type {PIXI.SystemRenderer} * @protected */ this.renderer = renderer; /** * The only real difference between CanvasPrepare and WebGLPrepare is what they pass * to upload hooks. That different parameter is stored here. * @type {PIXI.prepare.CanvasPrepare|PIXI.WebGLRenderer} * @protected */ this.uploadHookHelper = null; /** * Collection of items to uploads at once. * @type {Array<*> } * @private */ this.queue = []; /** * Collection of additional hooks for finding assets. * @type {Array } * @private */ this.addHooks = []; /** * Collection of additional hooks for processing assets. * @type {Array } * @private */ this.uploadHooks = []; /** * Callback to call after completed. * @type {Array } * @private */ this.completes = []; /** * If prepare is ticking (running). * @type {boolean} * @private */ this.ticking = false; /** * 'bound' call for prepareItems(). * @type {Function} * @private */ this.delayedTick = function () { // unlikely, but in case we were destroyed between tick() and delayedTick() if (!_this.queue) { return; } _this.prepareItems(); }; // hooks to find the correct texture this.registerFindHook(findText); this.registerFindHook(findTextStyle); this.registerFindHook(findMultipleBaseTextures); this.registerFindHook(findBaseTexture); this.registerFindHook(findTexture); // upload hooks this.registerUploadHook(drawText); this.registerUploadHook(calculateTextStyle); } /** * Upload all the textures and graphics to the GPU. * * @param {Function|PIXI.DisplayObject|PIXI.Container|PIXI.BaseTexture|PIXI.Texture|PIXI.Graphics|PIXI.Text} item - * Either the container or display object to search for items to upload, the items to upload themselves, * or the callback function, if items have been added using `prepare.add`. * @param {Function} [done] - Optional callback when all queued uploads have completed */ BasePrepare.prototype.upload = function upload(item, done) { if (typeof item === 'function') { done = item; item = null; } // If a display object, search for items // that we could upload if (item) { this.add(item); } // Get the items for upload from the display if (this.queue.length) { if (done) { this.completes.push(done); } if (!this.ticking) { this.ticking = true; SharedTicker.addOnce(this.tick, this, core.UPDATE_PRIORITY.UTILITY); } } else if (done) { done(); } }; /** * Handle tick update * * @private */ BasePrepare.prototype.tick = function tick() { setTimeout(this.delayedTick, 0); }; /** * Actually prepare items. This is handled outside of the tick because it will take a while * and we do NOT want to block the current animation frame from rendering. * * @private */ BasePrepare.prototype.prepareItems = function prepareItems() { this.limiter.beginFrame(); // Upload the graphics while (this.queue.length &&this.limiter.allowedToUpload()) { var item = this.queue[0]; var uploaded = false; if (item &&!item._destroyed) { for (var i = 0, len = this.uploadHooks.length; i = 0; _i2--) { this.add(item.children[_i2]); } } return this; }; /** * Destroys the plugin, don' t use after this. * * / BasePrepare.prototype.destroy=function destroy() { if (this.ticking) { SharedTicker.remove(this.tick, this); } this.ticking=false; this.addHooks=null; this.uploadHooks=null; this.renderer=null; this.completes=null; this.queue=null; this.limiter=null; this.uploadHookHelper=null; }; return BasePrepare; }(); /** * Built-in hook to find multiple textures from objects like AnimatedSprites. * * @private * @param {PIXI.DisplayObject} item - Display object to check * @param {Array <*>} queue - Collection of items to upload * @return {boolean} if a PIXI.Texture object was found. */ exports.default = BasePrepare; function findMultipleBaseTextures(item, queue) { var result = false; // Objects with mutliple textures if (item &&item._textures &&item._textures.length) { for (var i = 0; i } queue - Collection of items to upload * @return {boolean} if a PIXI.Texture object was found. */ function findBaseTexture(item, queue) { // Objects with textures, like Sprites/Text if (item instanceof core.BaseTexture) { if (queue.indexOf(item) === -1) { queue.push(item); } return true; } return false; } /** * Built-in hook to find textures from objects. * * @private * @param {PIXI.DisplayObject} item - Display object to check * @param {Array<*> } queue - Collection of items to upload * @return {boolean} if a PIXI.Texture object was found. */ function findTexture(item, queue) { if (item._texture &&item._texture instanceof core.Texture) { var texture = item._texture.baseTexture; if (queue.indexOf(texture) === -1) { queue.push(texture); } return true; } return false; } /** * Built-in hook to draw PIXI.Text to its texture. * * @private * @param {PIXI.WebGLRenderer|PIXI.CanvasPrepare} helper - Not used by this upload handler * @param {PIXI.DisplayObject} item - Item to check * @return {boolean} If item was uploaded. */ function drawText(helper, item) { if (item instanceof core.Text) { // updating text will return early if it is not dirty item.updateText(true); return true; } return false; } /** * Built-in hook to calculate a text style for a PIXI.Text object. * * @private * @param {PIXI.WebGLRenderer|PIXI.CanvasPrepare} helper - Not used by this upload handler * @param {PIXI.DisplayObject} item - Item to check * @return {boolean} If item was uploaded. */ function calculateTextStyle(helper, item) { if (item instanceof core.TextStyle) { var font = item.toFontString(); core.TextMetrics.measureFont(font); return true; } return false; } /** * Built-in hook to find Text objects. * * @private * @param {PIXI.DisplayObject} item - Display object to check * @param {Array <*> } queue - Collection of items to upload * @return {boolean} if a PIXI.Text object was found. */ function findText(item, queue) { if (item instanceof core.Text) { // push the text style to prepare it - this can be really expensive if (queue.indexOf(item.style) === -1) { queue.push(item.style); } // also push the text object so that we can render it (to canvas/texture) if needed if (queue.indexOf(item) === -1) { queue.push(item); } // also push the Text's texture for upload to GPU var texture = item._texture.baseTexture; if (queue.indexOf(texture) === -1) { queue.push(texture); } return true; } return false; } /** * Built-in hook to find TextStyle objects. * * @private * @param {PIXI.TextStyle} item - Display object to check * @param {Array<*>} queue - Collection of items to upload * @return {boolean} if a PIXI.TextStyle object was found. */ function findTextStyle(item, queue) { if (item instanceof core.TextStyle) { if (queue.indexOf(item) === -1) { queue.push(item); } return true; } return false; } },{"../core":65,"./limiters/CountLimiter":186}],184:[function(require,module,exports){ 'use strict'; exports.__esModule = true; var _core = require('../../core'); var core = _interopRequireWildcard(_core); var _BasePrepare2 = require('../BasePrepare'); var _BasePrepare3 = _interopRequireDefault(_BasePrepare2); function _interopRequireDefault(obj) { return obj &&obj.__esModule ? obj : { default: obj }; } function _interopRequireWildcard(obj) { if (obj &&obj.__esModule) { return obj; } else { var newObj = {}; if (obj != null) { for (var key in obj) { if (Object.prototype.hasOwnProperty.call(obj, key)) newObj[key] = obj[key]; } } newObj.default = obj; return newObj; } } function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } function _possibleConstructorReturn(self, call) { if (!self) { throw new ReferenceError("this hasn't been initialised - super() hasn't been called"); } return call &&(typeof call === "object" || typeof call === "function") ? call : self; } function _inherits(subClass, superClass) { if (typeof superClass !== "function" &&superClass !== null) { throw new TypeError("Super expression must either be null or a function, not " + typeof superClass); } subClass.prototype = Object.create(superClass &&superClass.prototype, { constructor: { value: subClass, enumerable: false, writable: true, configurable: true } }); if (superClass) Object.setPrototypeOf ? Object.setPrototypeOf(subClass, superClass) : subClass.__proto__ = superClass; } var CANVAS_START_SIZE = 16; /** * The prepare manager provides functionality to upload content to the GPU * This cannot be done directly for Canvas like in WebGL, but the effect can be achieved by drawing * textures to an offline canvas. * This draw call will force the texture to be moved onto the GPU. * * An instance of this class is automatically created by default, and can be found at renderer.plugins.prepare * * @class * @extends PIXI.prepare.BasePrepare * @memberof PIXI.prepare */ var CanvasPrepare = function (_BasePrepare) { _inherits(CanvasPrepare, _BasePrepare); /** * @param {PIXI.CanvasRenderer} renderer - A reference to the current renderer */ function CanvasPrepare(renderer) { _classCallCheck(this, CanvasPrepare); var _this = _possibleConstructorReturn(this, _BasePrepare.call(this, renderer)); _this.uploadHookHelper = _this; /** * An offline canvas to render textures to * @type {HTMLCanvasElement} * @private */ _this.canvas = document.createElement('canvas'); _this.canvas.width = CANVAS_START_SIZE; _this.canvas.height = CANVAS_START_SIZE; /** * The context to the canvas * @type {CanvasRenderingContext2D} * @private */ _this.ctx = _this.canvas.getContext('2d'); // Add textures to upload _this.registerUploadHook(uploadBaseTextures); return _this; } /** * Destroys the plugin, don't use after this. * */ CanvasPrepare.prototype.destroy = function destroy() { _BasePrepare.prototype.destroy.call(this); this.ctx = null; this.canvas = null; }; return CanvasPrepare; }(_BasePrepare3.default); /** * Built-in hook to upload PIXI.Texture objects to the GPU. * * @private * @param {*} prepare - Instance of CanvasPrepare * @param {*} item - Item to check * @return {boolean} If item was uploaded. */ exports.default = CanvasPrepare; function uploadBaseTextures(prepare, item) { if (item instanceof core.BaseTexture) { var image = item.source; // Sometimes images (like atlas images) report a size of zero, causing errors on windows phone. // So if the width or height is equal to zero then use the canvas size // Otherwise use whatever is smaller, the image dimensions or the canvas dimensions. var imageWidth = image.width === 0 ? prepare.canvas.width : Math.min(prepare.canvas.width, image.width); var imageHeight = image.height === 0 ? prepare.canvas.height : Math.min(prepare.canvas.height, image.height); // Only a small subsections is required to be drawn to have the whole texture uploaded to the GPU // A smaller draw can be faster. prepare.ctx.drawImage(image, 0, 0, imageWidth, imageHeight, 0, 0, prepare.canvas.width, prepare.canvas.height); return true; } return false; } core.CanvasRenderer.registerPlugin('prepare', CanvasPrepare); },{"../../core":65,"../BasePrepare":183}],185:[function(require,module,exports){ 'use strict'; exports.__esModule = true; var _WebGLPrepare = require('./webgl/WebGLPrepare'); Object.defineProperty(exports, 'webgl', { enumerable: true, get: function get() { return _interopRequireDefault(_WebGLPrepare).default; } }); var _CanvasPrepare = require('./canvas/CanvasPrepare'); Object.defineProperty(exports, 'canvas', { enumerable: true, get: function get() { return _interopRequireDefault(_CanvasPrepare).default; } }); var _BasePrepare = require('./BasePrepare'); Object.defineProperty(exports, 'BasePrepare', { enumerable: true, get: function get() { return _interopRequireDefault(_BasePrepare).default; } }); var _CountLimiter = require('./limiters/CountLimiter'); Object.defineProperty(exports, 'CountLimiter', { enumerable: true, get: function get() { return _interopRequireDefault(_CountLimiter).default; } }); var _TimeLimiter = require('./limiters/TimeLimiter'); Object.defineProperty(exports, 'TimeLimiter', { enumerable: true, get: function get() { return _interopRequireDefault(_TimeLimiter).default; } }); function _interopRequireDefault(obj) { return obj &&obj.__esModule ? obj : { default: obj }; } },{"./BasePrepare":183,"./canvas/CanvasPrepare":184,"./limiters/CountLimiter":186,"./limiters/TimeLimiter":187,"./webgl/WebGLPrepare":188}],186:[function(require,module,exports){ "use strict"; exports.__esModule = true; function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } /** * CountLimiter limits the number of items handled by a {@link PIXI.prepare.BasePrepare} to a specified * number of items per frame. * * @class * @memberof PIXI */ var CountLimiter = function () { /** * @param {number} maxItemsPerFrame - The maximum number of items that can be prepared each frame. */ function CountLimiter(maxItemsPerFrame) { _classCallCheck(this, CountLimiter); /** * The maximum number of items that can be prepared each frame. * @private */ this.maxItemsPerFrame = maxItemsPerFrame; /** * The number of items that can be prepared in the current frame. * @type {number} * @private */ this.itemsLeft = 0; } /** * Resets any counting properties to start fresh on a new frame. */ CountLimiter.prototype.beginFrame = function beginFrame() { this.itemsLeft = this.maxItemsPerFrame; }; /** * Checks to see if another item can be uploaded. This should only be called once per item. * @return {boolean} If the item is allowed to be uploaded. */ CountLimiter.prototype.allowedToUpload = function allowedToUpload() { return this.itemsLeft-- > 0; }; return CountLimiter; }(); exports.default = CountLimiter; },{}],187:[function(require,module,exports){ "use strict"; exports.__esModule = true; function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } /** * TimeLimiter limits the number of items handled by a {@link PIXI.BasePrepare} to a specified * number of milliseconds per frame. * * @class * @memberof PIXI */ var TimeLimiter = function () { /** * @param {number} maxMilliseconds - The maximum milliseconds that can be spent preparing items each frame. */ function TimeLimiter(maxMilliseconds) { _classCallCheck(this, TimeLimiter); /** * The maximum milliseconds that can be spent preparing items each frame. * @private */ this.maxMilliseconds = maxMilliseconds; /** * The start time of the current frame. * @type {number} * @private */ this.frameStart = 0; } /** * Resets any counting properties to start fresh on a new frame. */ TimeLimiter.prototype.beginFrame = function beginFrame() { this.frameStart = Date.now(); }; /** * Checks to see if another item can be uploaded. This should only be called once per item. * @return {boolean} If the item is allowed to be uploaded. */ TimeLimiter.prototype.allowedToUpload = function allowedToUpload() { return Date.now() - this.frameStart } queue - Collection of items to upload * @return {boolean} if a PIXI.Graphics object was found. */ function findGraphics(item, queue) { if (item instanceof core.Graphics) { queue.push(item); return true; } return false; } core.WebGLRenderer.registerPlugin('prepare ', WebGLPrepare); },{"../../core":65,"../BasePrepare":183}],189:[function(require,module,exports){ (function (global){ 'use strict '; exports.__esModule = true; exports.loader = exports.prepare = exports.particles = exports.mesh = exports.loaders = exports.interaction = exports.filters = exports.extras = exports.extract = exports.accessibility = undefined; var _polyfill = require('./polyfill '); Object.keys(_polyfill).forEach(function (key) { if (key === "default" || key === "__esModule") return; Object.defineProperty(exports, key, { enumerable: true, get: function get() { return _polyfill[key]; } }); }); var _core = require('./core '); Object.keys(_core).forEach(function (key) { if (key === "default" || key === "__esModule") return; Object.defineProperty(exports, key, { enumerable: true, get: function get() { return _core[key]; } }); }); var _deprecation = require('./deprecation '); var _deprecation2 = _interopRequireDefault(_deprecation); var _accessibility = require('./accessibility '); var accessibility = _interopRequireWildcard(_accessibility); var _extract = require('./extract '); var extract = _interopRequireWildcard(_extract); var _extras = require('./extras '); var extras = _interopRequireWildcard(_extras); var _filters = require('./filters '); var filters = _interopRequireWildcard(_filters); var _interaction = require('./interaction '); var interaction = _interopRequireWildcard(_interaction); var _loaders = require('./loaders '); var loaders = _interopRequireWildcard(_loaders); var _mesh = require('./mesh '); var mesh = _interopRequireWildcard(_mesh); var _particles = require('./particles '); var particles = _interopRequireWildcard(_particles); var _prepare = require('./prepare '); var prepare = _interopRequireWildcard(_prepare); function _interopRequireWildcard(obj) { if (obj && obj.__esModule) { return obj; } else { var newObj = {}; if (obj != null) { for (var key in obj) { if (Object.prototype.hasOwnProperty.call(obj, key)) newObj[key] = obj[key]; } } newObj.default = obj; return newObj; } } function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } // export core _core.utils.mixins.performMixins(); /** * Alias for {@link PIXI.loaders.shared}. * @name loader * @memberof PIXI * @type {PIXI.loader.Loader} */ // handle mixins now, after all code has been added, including deprecation // export libs // import polyfills. Done as an export to make sure polyfills are imported first var loader = loaders.shared || null; exports.accessibility = accessibility; exports.extract = extract; exports.extras = extras; exports.filters = filters; exports.interaction = interaction; exports.loaders = loaders; exports.mesh = mesh; exports.particles = particles; exports.prepare = prepare; exports.loader = loader; // Apply the deprecations if (typeof _deprecation2.default === 'function ') { (0, _deprecation2.default)(exports); } // Always export PixiJS globally. global.PIXI = exports; // eslint-disable-line }).call(this,typeof global !== "undefined" ? global : typeof self !== "undefined" ? self : typeof window !== "undefined" ? window : {}) },{"./accessibility":42,"./core":65,"./deprecation":131,"./extract":133,"./extras":141,"./filters":153,"./interaction":159,"./loaders":162,"./mesh":171,"./particles":174,"./polyfill":181,"./prepare":185}]},{},[189])(189) }); //# sourceMappingURL=pixi.js.map