diff --git a/src/starling/display/Canvas.hx b/src/starling/display/Canvas.hx index 7171d44..fe369db 100644 --- a/src/starling/display/Canvas.hx +++ b/src/starling/display/Canvas.hx @@ -7,59 +7,60 @@ // in accordance with the terms of the accompanying license agreement. // // ================================================================================================= - package starling.display; import openfl.geom.Point; -import openfl.Vector; - +import openfl.Array; import starling.geom.Polygon; import starling.rendering.IndexData; import starling.rendering.VertexData; +import starling.utils.ArrayUtil; -/** A display object supporting basic vector drawing functionality. In its current state, +/** A display object supporting basic Array drawing functionality. In its current state, * the main use of this class is to provide a range of forms that can be used as masks. */ -class Canvas extends DisplayObjectContainer -{ - @:noCompletion private var __polygons:Vector; - @:noCompletion private var __fillColor:UInt; - @:noCompletion private var __fillAlpha:Float; - - /** Creates a new (empty) Canvas. Call one or more of the 'draw' methods to add content. */ - public function new() - { - super(); - - __polygons = new Vector(); - __fillColor = 0xffffff; - __fillAlpha = 1.0; - touchGroup = true; - } - - /** @inheritDoc */ - public override function dispose():Void - { - __polygons.length = 0; - super.dispose(); - } - - /** @inheritDoc */ - public override function hitTest(localPoint:Point):DisplayObject - { - if (!visible || !touchable || !hitTestMask(localPoint)) return null; - - // we could also use the standard hit test implementation, but the polygon class can - // do that much more efficiently (it contains custom implementations for circles, etc). - - var len:Int = __polygons.length; - for (i in 0...len) - if (__polygons[i].containsPoint(localPoint)) return this; - - return null; - } - - /** Draws a circle. +class Canvas extends DisplayObjectContainer { + @:noCompletion private var __polygons:Array; + @:noCompletion private var __fillColor:UInt; + @:noCompletion private var __fillAlpha:Float; + + /** Creates a new (empty) Canvas. Call one or more of the 'draw' methods to add content. */ + public function new() { + super(); + + __polygons = new Array(); + __fillColor = 0xffffff; + __fillAlpha = 1.0; + touchGroup = true; + } + + /** @inheritDoc */ + public override function dispose():Void { + #if (haxe_ver >= 4.0) + __polygons.resize(0); + #else + ArrayUtil.resize(__polygons, 0); + #end + super.dispose(); + } + + /** @inheritDoc */ + public override function hitTest(localPoint:Point):DisplayObject { + if (!visible || !touchable || !hitTestMask(localPoint)) + return null; + + // we could also use the standard hit test implementation, but the polygon class can + // do that much more efficiently (it contains custom implementations for circles, etc). + + var len:Int = __polygons.length; + for (i in 0...len) + if (__polygons[i].containsPoint(localPoint)) + return this; + + return null; + } + + /** Draws a circle. * * @param x x-coordinate of center point * @param y y-coordinate of center point @@ -67,12 +68,11 @@ class Canvas extends DisplayObjectContainer * @param numSides the number of lines used to draw the circle. * If you don't pass anything, Starling will pick a reasonable value. */ - public function drawCircle(x:Float, y:Float, radius:Float, numSides:Int = -1):Void - { - __appendPolygon(Polygon.createCircle(x, y, radius, numSides)); - } + public function drawCircle(x:Float, y:Float, radius:Float, numSides:Int = -1):Void { + __appendPolygon(Polygon.createCircle(x, y, radius, numSides)); + } - /** Draws an ellipse. + /** Draws an ellipse. * * @param x x-coordinate of bounding box * @param y y-coordinate of bounding box @@ -81,59 +81,57 @@ class Canvas extends DisplayObjectContainer * @param numSides the number of lines used to draw the ellipse. * If you don't pass anything, Starling will pick a reasonable value. */ - public function drawEllipse(x:Float, y:Float, width:Float, height:Float, numSides:Int = -1):Void - { - var radiusX:Float = width / 2.0; - var radiusY:Float = height / 2.0; - - __appendPolygon(Polygon.createEllipse(x + radiusX, y + radiusY, radiusX, radiusY, numSides)); - } - - /** Draws a rectangle. */ - public function drawRectangle(x:Float, y:Float, width:Float, height:Float):Void - { - __appendPolygon(Polygon.createRectangle(x, y, width, height)); - } - - /** Draws an arbitrary polygon. */ - public function drawPolygon(polygon:Polygon):Void - { - __appendPolygon(polygon); - } - - /** Specifies a simple one-color fill that subsequent calls to drawing methods - * (such as drawCircle()) will use. */ - public function beginFill(color:UInt=0xffffff, alpha:Float=1.0):Void - { - __fillColor = color; - __fillAlpha = alpha; - } - - /** Resets the color to 'white' and alpha to '1'. */ - public function endFill():Void - { - __fillColor = 0xffffff; - __fillAlpha = 1.0; - } - - /** Removes all existing vertices. */ - public function clear():Void - { - removeChildren(0, -1, true); - __polygons.length = 0; - } - - @:noCompletion private function __appendPolygon(polygon:Polygon):Void - { - var vertexData:VertexData = new VertexData(); - var indexData:IndexData = new IndexData(polygon.numTriangles * 3); - - polygon.triangulate(indexData); - polygon.copyToVertexData(vertexData); - - vertexData.colorize("color", __fillColor, __fillAlpha); - - addChild(new Mesh(vertexData, indexData)); - __polygons[__polygons.length] = polygon; - } -} \ No newline at end of file + public function drawEllipse(x:Float, y:Float, width:Float, height:Float, numSides:Int = -1):Void { + var radiusX:Float = width / 2.0; + var radiusY:Float = height / 2.0; + + __appendPolygon(Polygon.createEllipse(x + radiusX, y + radiusY, radiusX, radiusY, numSides)); + } + + /** Draws a rectangle. */ + public function drawRectangle(x:Float, y:Float, width:Float, height:Float):Void { + __appendPolygon(Polygon.createRectangle(x, y, width, height)); + } + + /** Draws an arbitrary polygon. */ + public function drawPolygon(polygon:Polygon):Void { + __appendPolygon(polygon); + } + + /** Specifies a simple one-color fill that subsequent calls to drawing methods + * (such as drawCircle()) will use. */ + public function beginFill(color:UInt = 0xffffff, alpha:Float = 1.0):Void { + __fillColor = color; + __fillAlpha = alpha; + } + + /** Resets the color to 'white' and alpha to '1'. */ + public function endFill():Void { + __fillColor = 0xffffff; + __fillAlpha = 1.0; + } + + /** Removes all existing vertices. */ + public function clear():Void { + removeChildren(0, -1, true); + + #if (haxe_ver >= 4.0) + __polygons.resize(0); + #else + ArrayUtil.resize(__polygons, 0); + #end + } + + @:noCompletion private function __appendPolygon(polygon:Polygon):Void { + var vertexData:VertexData = new VertexData(); + var indexData:IndexData = new IndexData(polygon.numTriangles * 3); + + polygon.triangulate(indexData); + polygon.copyToVertexData(vertexData); + + vertexData.colorize("color", __fillColor, __fillAlpha); + + addChild(new Mesh(vertexData, indexData)); + __polygons[__polygons.length] = polygon; + } +} diff --git a/src/starling/display/DisplayObject.hx b/src/starling/display/DisplayObject.hx index b2bcb5b..f0e9a26 100644 --- a/src/starling/display/DisplayObject.hx +++ b/src/starling/display/DisplayObject.hx @@ -7,14 +7,12 @@ // in accordance with the terms of the accompanying license agreement. // // ================================================================================================= - package starling.display; import starling.utils.Execute; import starling.utils.Pool; import haxe.Constraints.Function; import openfl.display.BitmapData; - import openfl.errors.ArgumentError; import openfl.errors.IllegalOperationError; import openfl.geom.Matrix; @@ -25,7 +23,6 @@ import openfl.geom.Vector3D; import openfl.system.Capabilities; import openfl.ui.Mouse; import openfl.ui.MouseCursor; - import starling.core.Starling; import starling.errors.AbstractMethodError; import starling.events.Event; @@ -42,29 +39,21 @@ import starling.utils.SystemUtil; import starling.utils.ArrayUtil; /** Dispatched when an object is added to a parent. */ -@:meta(Event(name="added", type="starling.events.Event")) - +@:meta(Event(name = "added", type = "starling.events.Event")) /** Dispatched when an object is connected to the stage (directly or indirectly). */ -@:meta(Event(name="addedToStage", type="starling.events.Event")) - +@:meta(Event(name = "addedToStage", type = "starling.events.Event")) /** Dispatched when an object is removed from its parent. */ -@:meta(Event(name="removed", type="starling.events.Event")) - -/** Dispatched when an object is removed from the stage and won't be rendered any longer. */ -@:meta(Event(name="removedFromStage", type="starling.events.Event")) - -/** Dispatched once every frame on every object that is connected to the stage. */ -@:meta(Event(name="enterFrame", type="starling.events.EnterFrameEvent")) - +@:meta(Event(name = "removed", type = "starling.events.Event")) +/** Dispatched when an object is removed from the stage and won't be rendered any longer. */ +@:meta(Event(name = "removedFromStage", type = "starling.events.Event")) +/** Dispatched once every frame on every object that is connected to the stage. */ +@:meta(Event(name = "enterFrame", type = "starling.events.EnterFrameEvent")) /** Dispatched when an object is touched. Bubbles. */ -@:meta(Event(name="touch", type="starling.events.TouchEvent")) - +@:meta(Event(name = "touch", type = "starling.events.TouchEvent")) /** Dispatched when a key on the keyboard is released. */ -@:meta(Event(name="keyUp", type="starling.events.KeyboardEvent")) - +@:meta(Event(name = "keyUp", type = "starling.events.KeyboardEvent")) /** Dispatched when a key on the keyboard is pressed. */ -@:meta(Event(name="keyDown", type="starling.events.KeyboardEvent")) - +@:meta(Event(name = "keyDown", type = "starling.events.KeyboardEvent")) /** * The DisplayObject class is the base class for all objects that are rendered on the * screen. @@ -119,313 +108,303 @@ import starling.utils.ArrayUtil; * @see starling.filters.FragmentFilter * @see starling.styles.MeshStyle */ -class DisplayObject extends EventDispatcher -{ - // private members - - @:noCompletion private var __x:Float; - @:noCompletion private var __y:Float; - @:noCompletion private var __pivotX:Float; - @:noCompletion private var __pivotY:Float; - @:noCompletion private var __scaleX:Float; - @:noCompletion private var __scaleY:Float; - @:noCompletion private var __skewX:Float; - @:noCompletion private var __skewY:Float; - @:noCompletion private var __rotation:Float; - @:noCompletion private var __alpha:Float; - @:noCompletion private var __visible:Bool; - @:noCompletion private var __touchable:Bool; - @:noCompletion private var __blendMode:String; - @:noCompletion private var __name:String; - @:noCompletion private var __useHandCursor:Bool; - @:noCompletion private var __transformationMatrix:Matrix; - @:noCompletion private var __transformationMatrix3D:Matrix3D; - @:noCompletion private var __transformationChanged:Bool; - @:noCompletion private var __is3D:Bool = false; - @:noCompletion private var __maskee:DisplayObject; - @:noCompletion private var __maskInverted:Bool = false; - - // internal members (for fast access on rendering) - - @:allow(starling) @:noCompletion private var __parent:DisplayObjectContainer; - @:allow(starling) @:noCompletion private var __lastParentOrSelfChangeFrameID:UInt; - @:allow(starling) @:noCompletion private var __lastChildChangeFrameID:UInt; - @:allow(starling) @:noCompletion private var __tokenFrameID:UInt; - @:allow(starling) @:noCompletion private var __pushToken:BatchToken = new BatchToken(); - @:allow(starling) @:noCompletion private var __popToken:BatchToken = new BatchToken(); - @:allow(starling) @:noCompletion private var __hasVisibleArea:Bool; - @:allow(starling) @:noCompletion private var __filter:FragmentFilter; - @:allow(starling) @:noCompletion private var __mask:DisplayObject; - - // helper objects - - private static var sAncestors:Array = new Array(); - private static var sHelperPoint:Point = new Point(); - private static var sHelperPoint3D:Vector3D = new Vector3D(); - private static var sHelperPointAlt3D:Vector3D = new Vector3D(); - private static var sHelperRect:Rectangle = new Rectangle(); - private static var sHelperMatrix:Matrix = new Matrix(); - private static var sHelperMatrixAlt:Matrix = new Matrix(); - private static var sHelperMatrix3D:Matrix3D = new Matrix3D(); - private static var sHelperMatrixAlt3D:Matrix3D = new Matrix3D(); - private static var sMaskWarningShown:Bool = false; - - #if commonjs - private static function __init__ () { - - untyped Object.defineProperties (DisplayObject.prototype, { - "isMask": { get: untyped __js__ ("function () { return this.get_isMask (); }") }, - "requiresRedraw": { get: untyped __js__ ("function () { return this.get_requiresRedraw (); }") }, - "transformationMatrix": { get: untyped __js__ ("function () { return this.get_transformationMatrix (); }"), set: untyped __js__ ("function (v) { return this.set_transformationMatrix (v); }") }, - "transformationMatrix3D": { get: untyped __js__ ("function () { return this.get_transformationMatrix3D (); }") }, - "is3D": { get: untyped __js__ ("function () { return this.get_is3D (); }") }, - "useHandCursor": { get: untyped __js__ ("function () { return this.get_useHandCursor (); }"), set: untyped __js__ ("function (v) { return this.set_useHandCursor (v); }") }, - "bounds": { get: untyped __js__ ("function () { return this.get_bounds (); }") }, - "width": { get: untyped __js__ ("function () { return this.get_width (); }"), set: untyped __js__ ("function (v) { return this.set_width (v); }") }, - "height": { get: untyped __js__ ("function () { return this.get_height (); }"), set: untyped __js__ ("function (v) { return this.set_height (v); }") }, - "x": { get: untyped __js__ ("function () { return this.get_x (); }"), set: untyped __js__ ("function (v) { return this.set_x (v); }") }, - "y": { get: untyped __js__ ("function () { return this.get_y (); }"), set: untyped __js__ ("function (v) { return this.set_y (v); }") }, - "pivotX": { get: untyped __js__ ("function () { return this.get_pivotX (); }"), set: untyped __js__ ("function (v) { return this.set_pivotX (v); }") }, - "pivotY": { get: untyped __js__ ("function () { return this.get_pivotY (); }"), set: untyped __js__ ("function (v) { return this.set_pivotY (v); }") }, - "scaleX": { get: untyped __js__ ("function () { return this.get_scaleX (); }"), set: untyped __js__ ("function (v) { return this.set_scaleX (v); }") }, - "scaleY": { get: untyped __js__ ("function () { return this.get_scaleY (); }"), set: untyped __js__ ("function (v) { return this.set_scaleY (v); }") }, - "scale": { get: untyped __js__ ("function () { return this.get_scale (); }"), set: untyped __js__ ("function (v) { return this.set_scale (v); }") }, - "skewX": { get: untyped __js__ ("function () { return this.get_skewX (); }"), set: untyped __js__ ("function (v) { return this.set_skewX (v); }") }, - "skewY": { get: untyped __js__ ("function () { return this.get_skewY (); }"), set: untyped __js__ ("function (v) { return this.set_skewY (v); }") }, - "rotation": { get: untyped __js__ ("function () { return this.get_rotation (); }"), set: untyped __js__ ("function (v) { return this.set_rotation (v); }") }, - "isRotated": { get: untyped __js__ ("function () { return this.get_isRotated (); }") }, - "alpha": { get: untyped __js__ ("function () { return this.get_alpha (); }"), set: untyped __js__ ("function (v) { return this.set_alpha (v); }") }, - "visible": { get: untyped __js__ ("function () { return this.get_visible (); }"), set: untyped __js__ ("function (v) { return this.set_visible (v); }") }, - "touchable": { get: untyped __js__ ("function () { return this.get_touchable (); }"), set: untyped __js__ ("function (v) { return this.set_touchable (v); }") }, - "blendMode": { get: untyped __js__ ("function () { return this.get_blendMode (); }"), set: untyped __js__ ("function (v) { return this.set_blendMode (v); }") }, - "name": { get: untyped __js__ ("function () { return this.get_name (); }"), set: untyped __js__ ("function (v) { return this.set_name (v); }") }, - "filter": { get: untyped __js__ ("function () { return this.get_filter (); }"), set: untyped __js__ ("function (v) { return this.set_filter (v); }") }, - "mask": { get: untyped __js__ ("function () { return this.get_mask (); }"), set: untyped __js__ ("function (v) { return this.set_mask (v); }") }, - "maskInverted": { get: untyped __js__ ("function () { return this.get_maskInverted (); }"), set: untyped __js__ ("function (v) { return this.set_maskInverted (v); }") }, - "parent": { get: untyped __js__ ("function () { return this.get_parent (); }") }, - "base": { get: untyped __js__ ("function () { return this.get_base (); }") }, - "root": { get: untyped __js__ ("function () { return this.get_root (); }") }, - "stage": { get: untyped __js__ ("function () { return this.get_stage (); }") }, - }); - - } - #end - - /** @private */ - private function new() - { - super(); - - __x = __y = __pivotX = __pivotY = __rotation = __skewX = __skewY = 0.0; - __scaleX = __scaleY = __alpha = 1.0; - __visible = __touchable = __hasVisibleArea = true; - __blendMode = BlendMode.AUTO; - __transformationMatrix = new Matrix(); - } - - /** Disposes all resources of the display object. - * GPU buffers are released, event listeners are removed, filters and masks are disposed. */ - public function dispose():Void - { - if (__filter != null) __filter.dispose(); - if (__mask != null) __mask.dispose(); - removeEventListeners(); - mask = null; // clear 'mask.__maskee', just to be sure. - } - - /** Removes the object from its parent, if it has one, and optionally disposes it. */ - public function removeFromParent(dispose:Bool=false):Void - { - if (__parent != null) __parent.removeChild(this, dispose); - else if (dispose) this.dispose(); - } - - /** Creates a matrix that represents the transformation from the local coordinate system - * to another. If you pass an out-matrix, the result will be stored in this matrix - * instead of creating a new object. */ - public function getTransformationMatrix(targetSpace:DisplayObject, - out:Matrix=null):Matrix - { - var commonParent:DisplayObject; - var currentObject:DisplayObject; - - if (out != null) out.identity(); - else out = new Matrix(); - - if (targetSpace == this) - { - return out; - } - else if (targetSpace == __parent || (targetSpace == null && __parent == null)) - { - out.copyFrom(transformationMatrix); - return out; - } - else if (targetSpace == null || targetSpace == base) - { - // targetCoordinateSpace 'null' represents the target space of the base object. - // -> move up from this to base - - currentObject = this; - while (currentObject != targetSpace) - { - out.concat(currentObject.transformationMatrix); - currentObject = currentObject.__parent; - } - - return out; - } - else if (targetSpace.__parent == this) // optimization - { - targetSpace.getTransformationMatrix(this, out); - out.invert(); - - return out; - } - - // 1. find a common parent of this and the target space - - commonParent = __findCommonParent(this, targetSpace); - - // 2. move up from this to common parent - - currentObject = this; - while (currentObject != commonParent) - { - out.concat(currentObject.transformationMatrix); - currentObject = currentObject.__parent; - } - - if (commonParent == targetSpace) - return out; - - // 3. now move up from target until we reach the common parent - - sHelperMatrix.identity(); - currentObject = targetSpace; - while (currentObject != commonParent) - { - sHelperMatrix.concat(currentObject.transformationMatrix); - currentObject = currentObject.__parent; - } - - // 4. now combine the two matrices - - sHelperMatrix.invert(); - out.concat(sHelperMatrix); - - return out; - } - - /** Returns a rectangle that completely encloses the object as it appears in another - * coordinate system. If you pass an out-rectangle, the result will be stored in this - * rectangle instead of creating a new object. */ - public function getBounds(targetSpace:DisplayObject, out:Rectangle=null):Rectangle - { - throw new AbstractMethodError(); - } - - /** Returns the object that is found topmost beneath a point in local coordinates, or nil - * if the test fails. Untouchable and invisible objects will cause the test to fail. */ - public function hitTest(localPoint:Point):DisplayObject - { - // on a touch test, invisible or untouchable objects cause the test to fail - if (!__visible || !__touchable) return null; - - // if we've got a mask and the hit occurs outside, fail - if (__mask != null && !hitTestMask(localPoint)) return null; - - // otherwise, check bounding box - if (getBounds(this, sHelperRect).containsPoint(localPoint)) return this; - else return null; - } - - /** Checks if a certain point is inside the display object's mask. If there is no mask, - * this method always returns true (because having no mask is equivalent - * to having one that's infinitely big). */ - public function hitTestMask(localPoint:Point):Bool - { - if (__mask != null) - { - if (__mask.stage != null) getTransformationMatrix(__mask, sHelperMatrixAlt); - else - { - sHelperMatrixAlt.copyFrom(__mask.transformationMatrix); - sHelperMatrixAlt.invert(); - } - - var helperPoint:Point = localPoint == sHelperPoint ? new Point() : sHelperPoint; - MatrixUtil.transformPoint(sHelperMatrixAlt, localPoint, helperPoint); - var isMaskHit:Bool = __mask.hitTest(helperPoint) != null; - return __maskInverted ? !isMaskHit : isMaskHit; - } - else return true; - } - - /** Transforms a point from the local coordinate system to global (stage) coordinates. - * If you pass an out-point, the result will be stored in this point instead of - * creating a new object. */ - public function localToGlobal(localPoint:Point, out:Point=null):Point - { - if (is3D) - { - sHelperPoint3D.setTo(localPoint.x, localPoint.y, 0); - return local3DToGlobal(sHelperPoint3D, out); - } - else - { - getTransformationMatrix(base, sHelperMatrixAlt); - return MatrixUtil.transformPoint(sHelperMatrixAlt, localPoint, out); - } - } - - /** Transforms a point from global (stage) coordinates to the local coordinate system. - * If you pass an out-point, the result will be stored in this point instead of - * creating a new object. */ - public function globalToLocal(globalPoint:Point, out:Point=null):Point - { - if (is3D) - { - globalToLocal3D(globalPoint, sHelperPoint3D); - stage.getCameraPosition(this, sHelperPointAlt3D); - return MathUtil.intersectLineWithXYPlane(sHelperPointAlt3D, sHelperPoint3D, out); - } - else - { - getTransformationMatrix(base, sHelperMatrixAlt); - sHelperMatrixAlt.invert(); - return MatrixUtil.transformPoint(sHelperMatrixAlt, globalPoint, out); - } - } - - /** Renders the display object with the help of a painter object. Never call this method - * directly, except from within another render method. - * - * @param painter Captures the current render state and provides utility functions - * for rendering. - */ - public function render(painter:Painter):Void - { - throw new AbstractMethodError(); - } - - /** Moves the pivot point to a certain position within the local coordinate system - * of the object. If you pass no arguments, it will be centered. */ - public function alignPivot(horizontalAlign:String="center", - verticalAlign:String="center"):Void - { - var bounds:Rectangle = getBounds(this, sHelperRect); - - if (horizontalAlign == Align.LEFT) pivotX = bounds.x; - else if (horizontalAlign == Align.CENTER) pivotX = bounds.x + bounds.width / 2.0; - else if (horizontalAlign == Align.RIGHT) pivotX = bounds.x + bounds.width; - else throw new ArgumentError("Invalid horizontal alignment: " + horizontalAlign); - - if (verticalAlign == Align.TOP) pivotY = bounds.y; - else if (verticalAlign == Align.CENTER) pivotY = bounds.y + bounds.height / 2.0; - else if (verticalAlign == Align.BOTTOM) pivotY = bounds.y + bounds.height; - else throw new ArgumentError("Invalid vertical alignment: " + verticalAlign); - } +class DisplayObject extends EventDispatcher { + // private members + @:noCompletion private var __x:Float; + @:noCompletion private var __y:Float; + @:noCompletion private var __pivotX:Float; + @:noCompletion private var __pivotY:Float; + @:noCompletion private var __scaleX:Float; + @:noCompletion private var __scaleY:Float; + @:noCompletion private var __skewX:Float; + @:noCompletion private var __skewY:Float; + @:noCompletion private var __rotation:Float; + @:noCompletion private var __alpha:Float; + @:noCompletion private var __visible:Bool; + @:noCompletion private var __touchable:Bool; + @:noCompletion private var __blendMode:String; + @:noCompletion private var __name:String; + @:noCompletion private var __useHandCursor:Bool; + @:noCompletion private var __transformationMatrix:Matrix; + @:noCompletion private var __transformationMatrix3D:Matrix3D; + @:noCompletion private var __transformationChanged:Bool; + @:noCompletion private var __is3D:Bool = false; + @:noCompletion private var __maskee:DisplayObject; + @:noCompletion private var __maskInverted:Bool = false; + + // internal members (for fast access on rendering) + @:allow(starling) @:noCompletion private var __parent:DisplayObjectContainer; + @:allow(starling) @:noCompletion private var __lastParentOrSelfChangeFrameID:UInt; + @:allow(starling) @:noCompletion private var __lastChildChangeFrameID:UInt; + @:allow(starling) @:noCompletion private var __tokenFrameID:UInt; + @:allow(starling) @:noCompletion private var __pushToken:BatchToken = new BatchToken(); + @:allow(starling) @:noCompletion private var __popToken:BatchToken = new BatchToken(); + @:allow(starling) @:noCompletion private var __hasVisibleArea:Bool; + @:allow(starling) @:noCompletion private var __filter:FragmentFilter; + @:allow(starling) @:noCompletion private var __mask:DisplayObject; + + // helper objects + private static var sAncestors:Array = new Array(); + private static var sHelperPoint:Point = new Point(); + private static var sHelperPoint3D:Vector3D = new Vector3D(); + private static var sHelperPointAlt3D:Vector3D = new Vector3D(); + private static var sHelperRect:Rectangle = new Rectangle(); + private static var sHelperMatrix:Matrix = new Matrix(); + private static var sHelperMatrixAlt:Matrix = new Matrix(); + private static var sHelperMatrix3D:Matrix3D = new Matrix3D(); + private static var sHelperMatrixAlt3D:Matrix3D = new Matrix3D(); + private static var sMaskWarningShown:Bool = false; + + #if commonjs + private static function __init__() { + untyped Object.defineProperties(DisplayObject.prototype, { + "isMask": {get: untyped __js__("function () { return this.get_isMask (); }")}, + "requiresRedraw": {get: untyped __js__("function () { return this.get_requiresRedraw (); }")}, + "transformationMatrix": {get: untyped __js__("function () { return this.get_transformationMatrix (); }"), + set: untyped __js__("function (v) { return this.set_transformationMatrix (v); }")}, + "transformationMatrix3D": {get: untyped __js__("function () { return this.get_transformationMatrix3D (); }")}, + "is3D": {get: untyped __js__("function () { return this.get_is3D (); }")}, + "useHandCursor": {get: untyped __js__("function () { return this.get_useHandCursor (); }"), + set: untyped __js__("function (v) { return this.set_useHandCursor (v); }")}, + "bounds": {get: untyped __js__("function () { return this.get_bounds (); }")}, + "width": {get: untyped __js__("function () { return this.get_width (); }"), set: untyped __js__("function (v) { return this.set_width (v); }")}, + "height": {get: untyped __js__("function () { return this.get_height (); }"), set: untyped __js__("function (v) { return this.set_height (v); }")}, + "x": {get: untyped __js__("function () { return this.get_x (); }"), set: untyped __js__("function (v) { return this.set_x (v); }")}, + "y": {get: untyped __js__("function () { return this.get_y (); }"), set: untyped __js__("function (v) { return this.set_y (v); }")}, + "pivotX": {get: untyped __js__("function () { return this.get_pivotX (); }"), set: untyped __js__("function (v) { return this.set_pivotX (v); }")}, + "pivotY": {get: untyped __js__("function () { return this.get_pivotY (); }"), set: untyped __js__("function (v) { return this.set_pivotY (v); }")}, + "scaleX": {get: untyped __js__("function () { return this.get_scaleX (); }"), set: untyped __js__("function (v) { return this.set_scaleX (v); }")}, + "scaleY": {get: untyped __js__("function () { return this.get_scaleY (); }"), set: untyped __js__("function (v) { return this.set_scaleY (v); }")}, + "scale": {get: untyped __js__("function () { return this.get_scale (); }"), set: untyped __js__("function (v) { return this.set_scale (v); }")}, + "skewX": {get: untyped __js__("function () { return this.get_skewX (); }"), set: untyped __js__("function (v) { return this.set_skewX (v); }")}, + "skewY": {get: untyped __js__("function () { return this.get_skewY (); }"), set: untyped __js__("function (v) { return this.set_skewY (v); }")}, + "rotation": {get: untyped __js__("function () { return this.get_rotation (); }"), + set: untyped __js__("function (v) { return this.set_rotation (v); }")}, + "isRotated": {get: untyped __js__("function () { return this.get_isRotated (); }")}, + "alpha": {get: untyped __js__("function () { return this.get_alpha (); }"), set: untyped __js__("function (v) { return this.set_alpha (v); }")}, + "visible": {get: untyped __js__("function () { return this.get_visible (); }"), + set: untyped __js__("function (v) { return this.set_visible (v); }")}, + "touchable": {get: untyped __js__("function () { return this.get_touchable (); }"), + set: untyped __js__("function (v) { return this.set_touchable (v); }")}, + "blendMode": {get: untyped __js__("function () { return this.get_blendMode (); }"), + set: untyped __js__("function (v) { return this.set_blendMode (v); }")}, + "name": {get: untyped __js__("function () { return this.get_name (); }"), set: untyped __js__("function (v) { return this.set_name (v); }")}, + "filter": {get: untyped __js__("function () { return this.get_filter (); }"), set: untyped __js__("function (v) { return this.set_filter (v); }")}, + "mask": {get: untyped __js__("function () { return this.get_mask (); }"), set: untyped __js__("function (v) { return this.set_mask (v); }")}, + "maskInverted": {get: untyped __js__("function () { return this.get_maskInverted (); }"), + set: untyped __js__("function (v) { return this.set_maskInverted (v); }")}, + "parent": {get: untyped __js__("function () { return this.get_parent (); }")}, + "base": {get: untyped __js__("function () { return this.get_base (); }")}, + "root": {get: untyped __js__("function () { return this.get_root (); }")}, + "stage": {get: untyped __js__("function () { return this.get_stage (); }")}, + }); + } + #end + + /** @private */ + private function new() { + super(); + + __x = __y = __pivotX = __pivotY = __rotation = __skewX = __skewY = 0.0; + __scaleX = __scaleY = __alpha = 1.0; + __visible = __touchable = __hasVisibleArea = true; + __blendMode = BlendMode.AUTO; + __transformationMatrix = new Matrix(); + } + + /** Disposes all resources of the display object. + * GPU buffers are released, event listeners are removed, filters and masks are disposed. */ + public function dispose():Void { + if (__filter != null) + __filter.dispose(); + if (__mask != null) + __mask.dispose(); + removeEventListeners(); + mask = null; // clear 'mask.__maskee', just to be sure. + } + + /** Removes the object from its parent, if it has one, and optionally disposes it. */ + public function removeFromParent(dispose:Bool = false):Void { + if (__parent != null) + __parent.removeChild(this, dispose); + else if (dispose) + this.dispose(); + } + + /** Creates a matrix that represents the transformation from the local coordinate system + * to another. If you pass an out-matrix, the result will be stored in this matrix + * instead of creating a new object. */ + public function getTransformationMatrix(targetSpace:DisplayObject, out:Matrix = null):Matrix { + var commonParent:DisplayObject; + var currentObject:DisplayObject; + + if (out != null) + out.identity(); + else + out = new Matrix(); + + if (targetSpace == this) { + return out; + } else if (targetSpace == __parent || (targetSpace == null && __parent == null)) { + out.copyFrom(transformationMatrix); + return out; + } else if (targetSpace == null || targetSpace == base) { + // targetCoordinateSpace 'null' represents the target space of the base object. + // -> move up from this to base + + currentObject = this; + while (currentObject != targetSpace) { + out.concat(currentObject.transformationMatrix); + currentObject = currentObject.__parent; + } + + return out; + } else if (targetSpace.__parent == this) // optimization + { + targetSpace.getTransformationMatrix(this, out); + out.invert(); + + return out; + } + + // 1. find a common parent of this and the target space + + commonParent = __findCommonParent(this, targetSpace); + + // 2. move up from this to common parent + + currentObject = this; + while (currentObject != commonParent) { + out.concat(currentObject.transformationMatrix); + currentObject = currentObject.__parent; + } + + if (commonParent == targetSpace) + return out; + + // 3. now move up from target until we reach the common parent + + sHelperMatrix.identity(); + currentObject = targetSpace; + while (currentObject != commonParent) { + sHelperMatrix.concat(currentObject.transformationMatrix); + currentObject = currentObject.__parent; + } + + // 4. now combine the two matrices + + sHelperMatrix.invert(); + out.concat(sHelperMatrix); + + return out; + } + + /** Returns a rectangle that completely encloses the object as it appears in another + * coordinate system. If you pass an out-rectangle, the result will be stored in this + * rectangle instead of creating a new object. */ + public function getBounds(targetSpace:DisplayObject, out:Rectangle = null):Rectangle { + throw new AbstractMethodError(); + } + + /** Returns the object that is found topmost beneath a point in local coordinates, or nil + * if the test fails. Untouchable and invisible objects will cause the test to fail. */ + public function hitTest(localPoint:Point):DisplayObject { + // on a touch test, invisible or untouchable objects cause the test to fail + if (!__visible || !__touchable) + return null; + + // if we've got a mask and the hit occurs outside, fail + if (__mask != null && !hitTestMask(localPoint)) + return null; + + // otherwise, check bounding box + if (getBounds(this, sHelperRect).containsPoint(localPoint)) + return this; + else + return null; + } + + /** Checks if a certain point is inside the display object's mask. If there is no mask, + * this method always returns true (because having no mask is equivalent + * to having one that's infinitely big). */ + public function hitTestMask(localPoint:Point):Bool { + if (__mask != null) { + if (__mask.stage != null) + getTransformationMatrix(__mask, sHelperMatrixAlt); + else { + sHelperMatrixAlt.copyFrom(__mask.transformationMatrix); + sHelperMatrixAlt.invert(); + } + + var helperPoint:Point = localPoint == sHelperPoint ? new Point() : sHelperPoint; + MatrixUtil.transformPoint(sHelperMatrixAlt, localPoint, helperPoint); + var isMaskHit:Bool = __mask.hitTest(helperPoint) != null; + return __maskInverted ? !isMaskHit : isMaskHit; + } else + return true; + } + + /** Transforms a point from the local coordinate system to global (stage) coordinates. + * If you pass an out-point, the result will be stored in this point instead of + * creating a new object. */ + public function localToGlobal(localPoint:Point, out:Point = null):Point { + if (is3D) { + sHelperPoint3D.setTo(localPoint.x, localPoint.y, 0); + return local3DToGlobal(sHelperPoint3D, out); + } else { + getTransformationMatrix(base, sHelperMatrixAlt); + return MatrixUtil.transformPoint(sHelperMatrixAlt, localPoint, out); + } + } + + /** Transforms a point from global (stage) coordinates to the local coordinate system. + * If you pass an out-point, the result will be stored in this point instead of + * creating a new object. */ + public function globalToLocal(globalPoint:Point, out:Point = null):Point { + if (is3D) { + globalToLocal3D(globalPoint, sHelperPoint3D); + stage.getCameraPosition(this, sHelperPointAlt3D); + return MathUtil.intersectLineWithXYPlane(sHelperPointAlt3D, sHelperPoint3D, out); + } else { + getTransformationMatrix(base, sHelperMatrixAlt); + sHelperMatrixAlt.invert(); + return MatrixUtil.transformPoint(sHelperMatrixAlt, globalPoint, out); + } + } + + /** Renders the display object with the help of a painter object. Never call this method + * directly, except from within another render method. + * + * @param painter Captures the current render state and provides utility functions + * for rendering. + */ + public function render(painter:Painter):Void { + throw new AbstractMethodError(); + } + + /** Moves the pivot point to a certain position within the local coordinate system + * of the object. If you pass no arguments, it will be centered. */ + public function alignPivot(horizontalAlign:String = "center", verticalAlign:String = "center"):Void { + var bounds:Rectangle = getBounds(this, sHelperRect); + + if (horizontalAlign == Align.LEFT) + pivotX = bounds.x; + else if (horizontalAlign == Align.CENTER) + pivotX = bounds.x + bounds.width / 2.0; + else if (horizontalAlign == Align.RIGHT) + pivotX = bounds.x + bounds.width; + else + throw new ArgumentError("Invalid horizontal alignment: " + horizontalAlign); + + if (verticalAlign == Align.TOP) + pivotY = bounds.y; + else if (verticalAlign == Align.CENTER) + pivotY = bounds.y + bounds.height / 2.0; + else if (verticalAlign == Align.BOTTOM) + pivotY = bounds.y + bounds.height; + else + throw new ArgumentError("Invalid vertical alignment: " + verticalAlign); + } /** Draws the object into a BitmapData object. * @@ -439,917 +418,945 @@ class DisplayObject extends EventDispatcher * @param color The RGB color value with which the bitmap will be initialized. * @param alpha The alpha value with which the bitmap will be initialized. */ - public function drawToBitmapData(out:BitmapData=null, - color:UInt=0x0, alpha:Float=0.0):BitmapData - { - var painter:Painter = Starling.current.painter; - var stage:Stage = Starling.current.stage; - var viewPort:Rectangle = Starling.current.viewPort; - var stageWidth:Float = stage.stageWidth; - var stageHeight:Float = stage.stageHeight; - var scaleX:Float = viewPort.width / stageWidth; - var scaleY:Float = viewPort.height / stageHeight; - var backBufferScale:Float = painter.backBufferScaleFactor; - var totalScaleX:Float = scaleX * backBufferScale; - var totalScaleY:Float = scaleY * backBufferScale; - var projectionX:Float, projectionY:Float; - var bounds:Rectangle; - - if (#if (haxe_ver < 4.2) Std.is #else Std.isOfType #end(this, Stage)) - { - projectionX = viewPort.x < 0 ? -viewPort.x / scaleX : 0.0; - projectionY = viewPort.y < 0 ? -viewPort.y / scaleY : 0.0; - - if (out == null) out = new BitmapData(Math.ceil(painter.backBufferWidth * backBufferScale), - Math.ceil(painter.backBufferHeight * backBufferScale)); - } - else - { - bounds = getBounds(__parent, sHelperRect); - projectionX = bounds.x; - projectionY = bounds.y; - - if (out == null) out = new BitmapData(Math.ceil(bounds.width * totalScaleX), - Math.ceil(bounds.height * totalScaleY)); - } - - color = Color.multiply(color, alpha); // premultiply alpha - - painter.pushState(); - painter.setupContextDefaults(); - painter.state.renderTarget = null; - painter.state.setModelviewMatricesToIdentity(); - painter.setStateTo(transformationMatrix); - - // Images that are bigger than the current back buffer are drawn in multiple steps. - - var stepX:Float; - var stepY:Float = projectionY; - var stepWidth:Float = painter.backBufferWidth / scaleX; - var stepHeight:Float = painter.backBufferHeight / scaleY; - var positionInBitmap:Point = Pool.getPoint(0, 0); - var boundsInBuffer:Rectangle = Pool.getRectangle(0, 0, - painter.backBufferWidth * backBufferScale, - painter.backBufferHeight * backBufferScale); - - if (__mask != null) painter.eraseMask(mask, this); - - while (positionInBitmap.y < out.height) - { - stepX = projectionX; - positionInBitmap.x = 0; - - while (positionInBitmap.x < out.width) - { - painter.clear(color, alpha); - painter.state.setProjectionMatrix(stepX, stepY, stepWidth, stepHeight, - stageWidth, stageHeight, stage.cameraPosition); - - if (__mask != null) painter.drawMask(mask, this); - - if (__filter != null) __filter.render(painter); - else render(painter); - - if (__mask != null) painter.eraseMask(mask, this); - - painter.finishMeshBatch(); - Execute.execute(painter.context.drawToBitmapData, [out, boundsInBuffer, positionInBitmap]); - - stepX += stepWidth; - positionInBitmap.x += stepWidth * totalScaleX; - } - - stepY += stepHeight; - positionInBitmap.y += stepHeight * totalScaleY; - } - - painter.popState(); - - Pool.putRectangle(boundsInBuffer); - Pool.putPoint(positionInBitmap); - - return out; - } - - // 3D transformation - - /** Creates a matrix that represents the transformation from the local coordinate system - * to another. This method supports three dimensional objects created via 'Sprite3D'. - * If you pass an out-matrix, the result will be stored in this matrix - * instead of creating a new object. */ - public function getTransformationMatrix3D(targetSpace:DisplayObject, - out:Matrix3D=null):Matrix3D - { - var commonParent:DisplayObject; - var currentObject:DisplayObject; - - if (out != null) out.identity(); - else out = new Matrix3D(); - - if (targetSpace == this) - { - return out; - } - else if (targetSpace == __parent || (targetSpace == null && __parent == null)) - { - out.copyFrom(transformationMatrix3D); - return out; - } - else if (targetSpace == null || targetSpace == base) - { - // targetCoordinateSpace 'null' represents the target space of the base object. - // -> move up from this to base - - currentObject = this; - while (currentObject != targetSpace) - { - out.append(currentObject.transformationMatrix3D); - currentObject = currentObject.__parent; - } - - return out; - } - else if (targetSpace.__parent == this) // optimization - { - targetSpace.getTransformationMatrix3D(this, out); - out.invert(); - - return out; - } - - // 1. find a common parent of this and the target space - - commonParent = __findCommonParent(this, targetSpace); - - // 2. move up from this to common parent - - currentObject = this; - while (currentObject != commonParent) - { - out.append(currentObject.transformationMatrix3D); - currentObject = currentObject.__parent; - } - - if (commonParent == targetSpace) - return out; - - // 3. now move up from target until we reach the common parent - - sHelperMatrix3D.identity(); - currentObject = targetSpace; - while (currentObject != commonParent) - { - sHelperMatrix3D.append(currentObject.transformationMatrix3D); - currentObject = currentObject.__parent; - } - - // 4. now combine the two matrices - - sHelperMatrix3D.invert(); - out.append(sHelperMatrix3D); - - return out; - } - - /** Transforms a 3D point from the local coordinate system to global (stage) coordinates. - * This is achieved by projecting the 3D point onto the (2D) view plane. - * - *

If you pass an out-point, the result will be stored in this point instead of - * creating a new object.

*/ - public function local3DToGlobal(localPoint:Vector3D, out:Point=null):Point - { - var stage:Stage = this.stage; - if (stage == null) throw new IllegalOperationError("Object not connected to stage"); - - getTransformationMatrix3D(stage, sHelperMatrixAlt3D); - MatrixUtil.transformPoint3D(sHelperMatrixAlt3D, localPoint, sHelperPoint3D); - return MathUtil.intersectLineWithXYPlane(stage.cameraPosition, sHelperPoint3D, out); - } - - /** Transforms a point from global (stage) coordinates to the 3D local coordinate system. - * If you pass an out-Array, the result will be stored in this point instead of - * creating a new object. */ - public function globalToLocal3D(globalPoint:Point, out:Vector3D=null):Vector3D - { - var stage:Stage = this.stage; - if (stage == null) throw new IllegalOperationError("Object not connected to stage"); - - getTransformationMatrix3D(stage, sHelperMatrixAlt3D); - sHelperMatrixAlt3D.invert(); - return MatrixUtil.transformCoords3D( - sHelperMatrixAlt3D, globalPoint.x, globalPoint.y, 0, out); - } - - // internal methods - - /** @private */ - @:noCompletion private function __setParent(value:DisplayObjectContainer):Void - { - // check for a recursion - var ancestor:DisplayObject = value; - while (ancestor != this && ancestor != null) - ancestor = ancestor.__parent; - - if (ancestor == this) - throw new ArgumentError("An object cannot be added as a child to itself or one " + - "of its children (or children's children, etc.)"); - else - __parent = value; - } - - /** @private */ - @:noCompletion private function __setIs3D(value:Bool):Void - { - __is3D = value; - } - - /** @private */ - private var isMask(get, never):Bool; - private function get_isMask():Bool - { - return __maskee != null; - } - - // render cache - - /** Forces the object to be redrawn in the next frame. - * This will prevent the object to be drawn from the render cache. - * - *

This method is called every time the object changes in any way. When creating - * custom mesh styles or any other custom rendering code, call this method if the object - * needs to be redrawn.

- * - *

If the object needs to be redrawn just because it does not support the render cache, - * call painter.excludeFromCache() in the object's render method instead. - * That way, Starling's skipUnchangedFrames policy won't be disrupted.

- */ - public function setRequiresRedraw():Void - { - var parent:DisplayObject = __parent != null ? __parent : __maskee; - var frameID:UInt = Starling.current != null ? Starling.current.frameID : 0; - - __lastParentOrSelfChangeFrameID = frameID; - __hasVisibleArea = __alpha != 0.0 && __visible && __maskee == null && - __scaleX != 0.0 && __scaleY != 0.0; - - while (parent != null && parent.__lastChildChangeFrameID != frameID) - { - parent.__lastChildChangeFrameID = frameID; - parent = parent.__parent != null ? parent.__parent : parent.__maskee; - } - } - - /** Indicates if the object needs to be redrawn in the upcoming frame, i.e. if it has - * changed its location relative to the stage or some other aspect of its appearance - * since it was last rendered. */ - public var requiresRedraw(get, never):Bool; - private function get_requiresRedraw():Bool - { - var frameID:UInt = Starling.current.frameID; - - return __lastParentOrSelfChangeFrameID == frameID || - __lastChildChangeFrameID == frameID; - } - - /** @private Makes sure the object is not drawn from cache in the next frame. - * This method is meant to be called only from Painter.finishFrame(), - * since it requires rendering to be concluded. */ - @:allow(starling) private function excludeFromCache():Void - { - var object:DisplayObject = this; - var max:UInt = 0xffffffff; - - while (object != null && object.__tokenFrameID != max) - { - object.__tokenFrameID = max; - object = object.__parent; - } - } - - // helpers - - /** @private */ - @:allow(starling) @:noCompletion private function __setTransformationChanged():Void - { - __transformationChanged = true; - setRequiresRedraw(); - } - - /** @private */ - @:allow(starling) @:noCompletion private function __updateTransformationMatrices( - x:Float, y:Float, pivotX:Float, pivotY:Float, scaleX:Float, scaleY:Float, - skewX:Float, skewY:Float, rotation:Float, out:Matrix, out3D:Matrix3D):Void - { - if (skewX == 0.0 && skewY == 0.0) - { - // optimization: no skewing / rotation simplifies the matrix math - - if (rotation == 0.0) - { - out.setTo(scaleX, 0.0, 0.0, scaleY, - x - pivotX * scaleX, y - pivotY * scaleY); - } - else - { - var cos:Float = Math.cos(rotation); - var sin:Float = Math.sin(rotation); - var a:Float = scaleX * cos; - var b:Float = scaleX * sin; - var c:Float = scaleY * -sin; - var d:Float = scaleY * cos; - var tx:Float = x - pivotX * a - pivotY * c; - var ty:Float = y - pivotX * b - pivotY * d; - - out.setTo(a, b, c, d, tx, ty); - } - } - else - { - out.identity(); - out.scale(scaleX, scaleY); - MatrixUtil.skew(out, skewX, skewY); - out.rotate(rotation); - out.translate(x, y); - - if (pivotX != 0.0 || pivotY != 0.0) - { - // prepend pivot transformation - out.tx = x - out.a * pivotX - out.c * pivotY; - out.ty = y - out.b * pivotX - out.d * pivotY; - } - } - - if (out3D != null) MatrixUtil.convertTo3D(out, out3D); - } - - private static function __findCommonParent(object1:DisplayObject, - object2:DisplayObject):DisplayObject - { - var currentObject:DisplayObject = object1; - - while (currentObject != null) - { - sAncestors[sAncestors.length] = currentObject; // avoiding 'push' - currentObject = currentObject.__parent; - } - - currentObject = object2; - while (currentObject != null && sAncestors.indexOf(currentObject) == -1) - currentObject = currentObject.__parent; - - #if (haxe_ver >= 4.0) - sAncestors.resize(0); - #else - ArrayUtil.resize(sAncestors, 0); - #end - - if (currentObject != null) return currentObject; - else throw new ArgumentError("Object not connected to target"); - } - - // stage event handling - - /** @private */ - public override function dispatchEvent(event:Event):Void - { - if (event.type == Event.REMOVED_FROM_STAGE && stage == null) - return; // special check to avoid double-dispatch of RfS-event. - else - super.dispatchEvent(event); - } - - // enter frame event optimization - - // To avoid looping through the complete display tree each frame to find out who's - // listening to ENTER_FRAME events, we manage a list of them manually in the Stage class. - // We need to take care that (a) it must be dispatched only when the object is - // part of the stage, (b) it must not cause memory leaks when the user forgets to call - // dispose and (c) there might be multiple listeners for this event. - - /** @inheritDoc */ - public override function addEventListener(type:String, listener:Function):Void - { - if (type == Event.ENTER_FRAME && !hasEventListener(type)) - { - addEventListener(Event.ADDED_TO_STAGE, __addEnterFrameListenerToStage); - addEventListener(Event.REMOVED_FROM_STAGE, __removeEnterFrameListenerFromStage); - if (this.stage != null) __addEnterFrameListenerToStage(); - } - - super.addEventListener(type, listener); - } - - /** @inheritDoc */ - public override function removeEventListener(type:String, listener:Function):Void - { - super.removeEventListener(type, listener); - - if (type == Event.ENTER_FRAME && !hasEventListener(type)) - { - removeEventListener(Event.ADDED_TO_STAGE, __addEnterFrameListenerToStage); - removeEventListener(Event.REMOVED_FROM_STAGE, __removeEnterFrameListenerFromStage); - __removeEnterFrameListenerFromStage(); - } - } - - /** @inheritDoc */ - public override function removeEventListeners(type:String=null):Void - { - if ((type == null || type == Event.ENTER_FRAME) && hasEventListener(Event.ENTER_FRAME)) - { - removeEventListener(Event.ADDED_TO_STAGE, __addEnterFrameListenerToStage); - removeEventListener(Event.REMOVED_FROM_STAGE, __removeEnterFrameListenerFromStage); - __removeEnterFrameListenerFromStage(); - } - - super.removeEventListeners(type); - } - - @:noCompletion private function __addEnterFrameListenerToStage(e:Event = null):Void - { - Starling.current.stage.addEnterFrameListener(this); - } - - @:noCompletion private function __removeEnterFrameListenerFromStage(e:Event = null):Void - { - Starling.current.stage.removeEnterFrameListener(this); - } - - // properties - - /** The transformation matrix of the object relative to its parent. - * - *

If you assign a custom transformation matrix, Starling will try to figure out - * suitable values for x, y, scaleX, scaleY, and rotation. - * However, if the matrix was created in a different way, this might not be possible. - * In that case, Starling will apply the matrix, but not update the corresponding - * properties.

- * - *

CAUTION: not a copy, but the actual object!

*/ - public var transformationMatrix(get, set):Matrix; - @:keep private function get_transformationMatrix():Matrix - { - if (__transformationChanged) - { - __transformationChanged = false; - - if (__transformationMatrix3D == null && __is3D) - __transformationMatrix3D = new Matrix3D(); - - __updateTransformationMatrices( - __x, __y, __pivotX, __pivotY, __scaleX, __scaleY, __skewX, __skewY, __rotation, - __transformationMatrix, __transformationMatrix3D); - } - - return __transformationMatrix; - } - - private function set_transformationMatrix(matrix:Matrix):Matrix - { - var PI_Q:Float = Math.PI / 4.0; - - setRequiresRedraw(); - __transformationChanged = false; - __transformationMatrix.copyFrom(matrix); - __pivotX = __pivotY = 0; - - __x = matrix.tx; - __y = matrix.ty; - - __skewX = Math.atan(-matrix.c / matrix.d); - __skewY = Math.atan( matrix.b / matrix.a); - - // NaN check ("isNaN" causes allocation) - if (__skewX != __skewX) __skewX = 0.0; - if (__skewY != __skewY) __skewY = 0.0; - - __scaleY = (__skewX > -PI_Q && __skewX < PI_Q) ? matrix.d / Math.cos(__skewX) - : -matrix.c / Math.sin(__skewX); - __scaleX = (__skewY > -PI_Q && __skewY < PI_Q) ? matrix.a / Math.cos(__skewY) - : matrix.b / Math.sin(__skewY); - - if (MathUtil.isEquivalent(__skewX, __skewY)) - { - __rotation = __skewX; - __skewX = __skewY = 0; - } - else - { - __rotation = 0; - } - - return __transformationMatrix; - } - - /** The 3D transformation matrix of the object relative to its parent. - * - *

For 2D objects, this property returns just a 3D version of the 2D transformation - * matrix. Only the 'Sprite3D' class supports real 3D transformations.

- * - *

CAUTION: not a copy, but the actual object!

*/ - public var transformationMatrix3D(get, never):Matrix3D; - private function get_transformationMatrix3D():Matrix3D - { - if (__transformationMatrix3D == null) - __transformationMatrix3D = MatrixUtil.convertTo3D(__transformationMatrix); - - if (__transformationChanged) - { - __transformationChanged = false; - __updateTransformationMatrices( - __x, __y, __pivotX, __pivotY, __scaleX, __scaleY, __skewX, __skewY, __rotation, - __transformationMatrix, __transformationMatrix3D); - } - - return __transformationMatrix3D; - } - - /** Indicates if this object or any of its parents is a 'Sprite3D' object. */ - public var is3D(get, never):Bool; - private function get_is3D():Bool { return __is3D; } - - /** Indicates if the mouse cursor should transform into a hand while it's over the sprite. - * @default false */ - public var useHandCursor(get, set):Bool; - private function get_useHandCursor():Bool { return __useHandCursor; } - private function set_useHandCursor(value:Bool):Bool - { - if (value == __useHandCursor) return value; - __useHandCursor = value; - - if (__useHandCursor) - addEventListener(TouchEvent.TOUCH, __onTouch); - else - removeEventListener(TouchEvent.TOUCH, __onTouch); - - return value; - } - - @:noCompletion private function __onTouch(event:TouchEvent):Void - { - Mouse.cursor = event.interactsWith(this) ? MouseCursor.BUTTON : MouseCursor.AUTO; - } - - /** The bounds of the object relative to the local coordinates of the parent. */ - public var bounds(get, never):Rectangle; - private function get_bounds():Rectangle - { - return getBounds(__parent); - } - - /** The width of the object in pixels. - * Note that for objects in a 3D space (connected to a Sprite3D), this value might not - * be accurate until the object is part of the display list. */ - public var width(get, set):Float; - @:keep private function get_width():Float { return getBounds(__parent, sHelperRect).width; } - @:keep private function set_width(value:Float):Float - { - // this method calls 'this.scaleX' instead of changing _scaleX directly. - // that way, subclasses reacting on size changes need to override only the scaleX method. - - var actualWidth:Float; - var scaleIsNaN:Bool = __scaleX != __scaleX; // avoid 'isNaN' call - var scaleIsZero:Bool = __scaleX < 1e-8 && __scaleX > -1e-8; - - if (scaleIsZero || scaleIsNaN) { scaleX = 1.0; actualWidth = width; } - else actualWidth = Math.abs(width / __scaleX); - - if (actualWidth != 0) scaleX = value / actualWidth; - - return value; - } - - /** The height of the object in pixels. - * Note that for objects in a 3D space (connected to a Sprite3D), this value might not - * be accurate until the object is part of the display list. */ - public var height(get, set):Float; - @:keep private function get_height():Float { return getBounds(__parent, sHelperRect).height; } - @:keep private function set_height(value:Float):Float - { - var actualHeight:Float; - var scaleIsNaN:Bool = __scaleY != __scaleY; // avoid 'isNaN' call - var scaleIsZero:Bool = __scaleY < 1e-8 && __scaleY > -1e-8; - - if (scaleIsZero || scaleIsNaN) { scaleY = 1.0; actualHeight = height; } - else actualHeight = Math.abs(height / __scaleY); - - if (actualHeight != 0) scaleY = value / actualHeight; - - return height; - } - - /** The x coordinate of the object relative to the local coordinates of the parent. */ - public var x(get, set):Float; - @:keep private function get_x():Float { return __x; } - @:keep private function set_x(value:Float):Float - { - if (__x != value) - { - __x = value; - __setTransformationChanged(); - } - return value; - } - - /** The y coordinate of the object relative to the local coordinates of the parent. */ - public var y(get, set):Float; - @:keep private function get_y():Float { return __y; } - @:keep private function set_y(value:Float):Float - { - if (__y != value) - { - __y = value; - __setTransformationChanged(); - } - return value; - } - - /** The x coordinate of the object's origin in its own coordinate space (default: 0). */ - public var pivotX(get, set):Float; - @:keep private function get_pivotX():Float { return __pivotX; } - @:keep private function set_pivotX(value:Float):Float - { - if (__pivotX != value) - { - __pivotX = value; - __setTransformationChanged(); - } - return value; - } - - /** The y coordinate of the object's origin in its own coordinate space (default: 0). */ - public var pivotY(get, set):Float; - @:keep private function get_pivotY():Float { return __pivotY; } - @:keep private function set_pivotY(value:Float):Float - { - if (__pivotY != value) - { - __pivotY = value; - __setTransformationChanged(); - } - return value; - } - - /** The horizontal scale factor. '1' means no scale, negative values flip the object. - * @default 1 */ - public var scaleX(get, set):Float; - @:keep private function get_scaleX():Float { return __scaleX; } - @:keep private function set_scaleX(value:Float):Float - { - if (__scaleX != value) - { - __scaleX = value; - __setTransformationChanged(); - } - return value; - } - - /** The vertical scale factor. '1' means no scale, negative values flip the object. - * @default 1 */ - public var scaleY(get, set):Float; - @:keep private function get_scaleY():Float { return __scaleY; } - @:keep private function set_scaleY(value:Float):Float - { - if (__scaleY != value) - { - __scaleY = value; - __setTransformationChanged(); - } - return value; - } - - /** Sets both 'scaleX' and 'scaleY' to the same value. The getter simply returns the - * value of 'scaleX' (even if the scaling values are different). @default 1 */ - public var scale(get, set):Float; - @:keep private function get_scale():Float { return scaleX; } - @:keep private function set_scale(value:Float):Float { return scaleX = scaleY = value; } - - /** The horizontal skew angle in radians. */ - public var skewX(get, set):Float; - @:keep private function get_skewX():Float { return __skewX; } - @:keep private function set_skewX(value:Float):Float - { - value = MathUtil.normalizeAngle(value); - - if (__skewX != value) - { - __skewX = value; - __setTransformationChanged(); - } - return value; - } - - /** The vertical skew angle in radians. */ - public var skewY(get, set):Float; - @:keep private function get_skewY():Float { return __skewY; } - @:keep private function set_skewY(value:Float):Float - { - value = MathUtil.normalizeAngle(value); - - if (__skewY != value) - { - __skewY = value; - __setTransformationChanged(); - } - return value; - } - - /** The rotation of the object in radians. (In Starling, all angles are measured - * in radians.) */ - public var rotation(get, set):Float; - @:keep private function get_rotation():Float { return __rotation; } - @:keep private function set_rotation(value:Float):Float - { - value = MathUtil.normalizeAngle(value); - - if (__rotation != value) - { - __rotation = value; - __setTransformationChanged(); - } - return value; - } - - /** @private Indicates if the object is rotated or skewed in any way. */ - @:allow(starling) private var isRotated(get, never):Bool; - private function get_isRotated():Bool - { - return __rotation != 0.0 || __skewX != 0.0 || __skewY != 0.0; - } - - /** The opacity of the object. 0 = transparent, 1 = opaque. @default 1 */ - public var alpha(get, set):Float; - private function get_alpha():Float { return __alpha; } - private function set_alpha(value:Float):Float - { - if (value != __alpha) - { - __alpha = value < 0.0 ? 0.0 : (value > 1.0 ? 1.0 : value); - setRequiresRedraw(); - } - return value; - } - - /** The visibility of the object. An invisible object will be untouchable. */ - public var visible(get, set):Bool; - private function get_visible():Bool { return __visible; } - private function set_visible(value:Bool):Bool - { - if (value != __visible) - { - __visible = value; - setRequiresRedraw(); - } - return value; - } - - /** Indicates if this object (and its children) will receive touch events. */ - public var touchable(get, set):Bool; - private function get_touchable():Bool { return __touchable; } - private function set_touchable(value:Bool):Bool { return __touchable = value; } - - /** The blend mode determines how the object is blended with the objects underneath. - * @default auto - * @see starling.display.BlendMode */ - public var blendMode(get, set):String; - private function get_blendMode():String { return __blendMode; } - private function set_blendMode(value:String):String - { - if (value != __blendMode) - { - __blendMode = value; - setRequiresRedraw(); - } - return value; - } - - /** The name of the display object (default: null). Used by 'getChildByName()' of - * display object containers. */ - public var name(get, set):String; - private function get_name():String { return __name; } - private function set_name(value:String):String { return __name = value; } - - /** The filter that is attached to the display object. The starling.filters - * package contains several classes that define specific filters you can use. To combine - * several filters, assign an instance of the FilterChain class; to remove - * all filters, assign null. - * - *

Beware that a filter instance may only be used on one object at a time! Furthermore, - * when you remove or replace a filter, it is NOT disposed automatically (since you might - * want to reuse it on a different object).

- * - * @default null - * @see starling.filters.FragmentFilter - * @see starling.filters.FilterChain - */ - public var filter(get, set):FragmentFilter; - private function get_filter():FragmentFilter { return __filter; } - private function set_filter(value:FragmentFilter):FragmentFilter - { - if (value != __filter) - { - if (__filter != null) __filter.setTarget(null); - if (value != null) value.setTarget(this); - - __filter = value; - setRequiresRedraw(); - } - return value; - } - - /** The display object that acts as a mask for the current object. - * Assign null to remove it. - * - *

A pixel of the masked display object will only be drawn if it is within one of the - * mask's polygons. Texture pixels and alpha values of the mask are not taken into - * account. The mask object itself is never visible.

- * - *

If the mask is part of the display list, masking will occur at exactly the - * location it occupies on the stage. If it is not, the mask will be placed in the local - * coordinate system of the target object (as if it was one of its children).

- * - *

For rectangular masks, you can use simple quads; for other forms (like circles - * or arbitrary shapes) it is recommended to use a 'Canvas' instance.

- * - *

Note: a mask will typically cause at least two additional draw - * calls: one to draw the mask to the stencil buffer and one to erase it. However, if the - * mask object is an instance of starling.display.Quad and is aligned - * parallel to the stage axes, rendering will be optimized: instead of using the - * stencil buffer, the object will be clipped using the scissor rectangle. That's - * faster and reduces the number of draw calls, so make use of this when possible.

- * - *

Note: AIR apps require the depthAndStencil node - * in the application descriptor XMLs to be enabled! Otherwise, stencil masking won't - * work.

- * - * @see Canvas - * @default null - */ - public var mask(get, set):DisplayObject; - private function get_mask():DisplayObject { return __mask; } - private function set_mask(value:DisplayObject):DisplayObject - { - if (__mask != value) - { - if (!sMaskWarningShown) - { - if (!SystemUtil.supportsDepthAndStencil) - trace("[Starling] Full mask support requires 'depthAndStencil'" + - " to be enabled in the application descriptor."); - - sMaskWarningShown = true; - } - - if (__mask != null) __mask.__maskee = null; - if (value != null) - { - value.__maskee = this; - value.__hasVisibleArea = false; - } - - __mask = value; - setRequiresRedraw(); - } - - return __mask; - } - - /** Indicates if the masked region of this object is set to be inverted.*/ - public var maskInverted(get, set):Bool; - private function get_maskInverted():Bool { return __maskInverted; } - private function set_maskInverted(value:Bool):Bool { return __maskInverted = value; } - - /** The display object container that contains this display object. */ - public var parent(get, never):DisplayObjectContainer; - private function get_parent():DisplayObjectContainer { return __parent; } - - /** The topmost object in the display tree the object is part of. */ - public var base(get, never):DisplayObject; - private function get_base():DisplayObject - { - var currentObject:DisplayObject = this; - while (currentObject.__parent != null) currentObject = currentObject.__parent; - return currentObject; - } - - /** The root object the display object is connected to (i.e. an instance of the class - * that was passed to the Starling constructor), or null if the object is not connected - * to the stage. */ - public var root(get, never):DisplayObject; - private function get_root():DisplayObject - { - var currentObject:DisplayObject = this; - while (currentObject.__parent != null) - { - if (#if (haxe_ver < 4.2) Std.is #else Std.isOfType #end(currentObject.__parent, Stage)) return currentObject; - else currentObject = currentObject.parent; - } - - return null; - } - - /** The stage the display object is connected to, or null if it is not connected - * to the stage. */ - public var stage(get, never):Stage; - private function get_stage():Stage { return #if (haxe_ver < 4.2) Std.is #else Std.isOfType #end(this.base, Stage) ? cast this.base : null; } -} \ No newline at end of file + public function drawToBitmapData(out:BitmapData = null, color:UInt = 0x0, alpha:Float = 0.0):BitmapData { + var painter:Painter = Starling.current.painter; + var stage:Stage = Starling.current.stage; + var viewPort:Rectangle = Starling.current.viewPort; + var stageWidth:Float = stage.stageWidth; + var stageHeight:Float = stage.stageHeight; + var scaleX:Float = viewPort.width / stageWidth; + var scaleY:Float = viewPort.height / stageHeight; + var backBufferScale:Float = painter.backBufferScaleFactor; + var totalScaleX:Float = scaleX * backBufferScale; + var totalScaleY:Float = scaleY * backBufferScale; + var projectionX:Float, projectionY:Float; + var bounds:Rectangle; + + if (#if (haxe_ver < 4.2) Std.is #else Std.isOfType #end (this, Stage)) { + projectionX = viewPort.x < 0 ? -viewPort.x / scaleX : 0.0; + projectionY = viewPort.y < 0 ? -viewPort.y / scaleY : 0.0; + + if (out == null) + out = new BitmapData(Math.ceil(painter.backBufferWidth * backBufferScale), Math.ceil(painter.backBufferHeight * backBufferScale)); + } else { + bounds = getBounds(__parent, sHelperRect); + projectionX = bounds.x; + projectionY = bounds.y; + + if (out == null) + out = new BitmapData(Math.ceil(bounds.width * totalScaleX), Math.ceil(bounds.height * totalScaleY)); + } + + color = Color.multiply(color, alpha); // premultiply alpha + + painter.pushState(); + painter.setupContextDefaults(); + painter.state.renderTarget = null; + painter.state.setModelviewMatricesToIdentity(); + painter.setStateTo(transformationMatrix); + + // Images that are bigger than the current back buffer are drawn in multiple steps. + + var stepX:Float; + var stepY:Float = projectionY; + var stepWidth:Float = painter.backBufferWidth / scaleX; + var stepHeight:Float = painter.backBufferHeight / scaleY; + var positionInBitmap:Point = Pool.getPoint(0, 0); + var boundsInBuffer:Rectangle = Pool.getRectangle(0, 0, painter.backBufferWidth * backBufferScale, painter.backBufferHeight * backBufferScale); + + if (__mask != null) + painter.eraseMask(mask, this); + + while (positionInBitmap.y < out.height) { + stepX = projectionX; + positionInBitmap.x = 0; + + while (positionInBitmap.x < out.width) { + painter.clear(color, alpha); + painter.state.setProjectionMatrix(stepX, stepY, stepWidth, stepHeight, stageWidth, stageHeight, stage.cameraPosition); + + if (__mask != null) + painter.drawMask(mask, this); + + if (__filter != null) + __filter.render(painter); + else + render(painter); + + if (__mask != null) + painter.eraseMask(mask, this); + + painter.finishMeshBatch(); + Execute.execute(painter.context.drawToBitmapData, [out, boundsInBuffer, positionInBitmap]); + + stepX += stepWidth; + positionInBitmap.x += stepWidth * totalScaleX; + } + + stepY += stepHeight; + positionInBitmap.y += stepHeight * totalScaleY; + } + + painter.popState(); + + Pool.putRectangle(boundsInBuffer); + Pool.putPoint(positionInBitmap); + + return out; + } + + // 3D transformation + + /** Creates a matrix that represents the transformation from the local coordinate system + * to another. This method supports three dimensional objects created via 'Sprite3D'. + * If you pass an out-matrix, the result will be stored in this matrix + * instead of creating a new object. */ + public function getTransformationMatrix3D(targetSpace:DisplayObject, out:Matrix3D = null):Matrix3D { + var commonParent:DisplayObject; + var currentObject:DisplayObject; + + if (out != null) + out.identity(); + else + out = new Matrix3D(); + + if (targetSpace == this) { + return out; + } else if (targetSpace == __parent || (targetSpace == null && __parent == null)) { + out.copyFrom(transformationMatrix3D); + return out; + } else if (targetSpace == null || targetSpace == base) { + // targetCoordinateSpace 'null' represents the target space of the base object. + // -> move up from this to base + + currentObject = this; + while (currentObject != targetSpace) { + out.append(currentObject.transformationMatrix3D); + currentObject = currentObject.__parent; + } + + return out; + } else if (targetSpace.__parent == this) // optimization + { + targetSpace.getTransformationMatrix3D(this, out); + out.invert(); + + return out; + } + + // 1. find a common parent of this and the target space + + commonParent = __findCommonParent(this, targetSpace); + + // 2. move up from this to common parent + + currentObject = this; + while (currentObject != commonParent) { + out.append(currentObject.transformationMatrix3D); + currentObject = currentObject.__parent; + } + + if (commonParent == targetSpace) + return out; + + // 3. now move up from target until we reach the common parent + + sHelperMatrix3D.identity(); + currentObject = targetSpace; + while (currentObject != commonParent) { + sHelperMatrix3D.append(currentObject.transformationMatrix3D); + currentObject = currentObject.__parent; + } + + // 4. now combine the two matrices + + sHelperMatrix3D.invert(); + out.append(sHelperMatrix3D); + + return out; + } + + /** Transforms a 3D point from the local coordinate system to global (stage) coordinates. + * This is achieved by projecting the 3D point onto the (2D) view plane. + * + *

If you pass an out-point, the result will be stored in this point instead of + * creating a new object.

*/ + public function local3DToGlobal(localPoint:Vector3D, out:Point = null):Point { + var stage:Stage = this.stage; + if (stage == null) + throw new IllegalOperationError("Object not connected to stage"); + + getTransformationMatrix3D(stage, sHelperMatrixAlt3D); + MatrixUtil.transformPoint3D(sHelperMatrixAlt3D, localPoint, sHelperPoint3D); + return MathUtil.intersectLineWithXYPlane(stage.cameraPosition, sHelperPoint3D, out); + } + + /** Transforms a point from global (stage) coordinates to the 3D local coordinate system. + * If you pass an out-Array, the result will be stored in this point instead of + * creating a new object. */ + public function globalToLocal3D(globalPoint:Point, out:Vector3D = null):Vector3D { + var stage:Stage = this.stage; + if (stage == null) + throw new IllegalOperationError("Object not connected to stage"); + + getTransformationMatrix3D(stage, sHelperMatrixAlt3D); + sHelperMatrixAlt3D.invert(); + return MatrixUtil.transformCoords3D(sHelperMatrixAlt3D, globalPoint.x, globalPoint.y, 0, out); + } + + // internal methods + + /** @private */ + @:noCompletion private function __setParent(value:DisplayObjectContainer):Void { + // check for a recursion + var ancestor:DisplayObject = value; + while (ancestor != this && ancestor != null) + ancestor = ancestor.__parent; + + if (ancestor == this) + throw new ArgumentError("An object cannot be added as a child to itself or one " + "of its children (or children's children, etc.)"); + else + __parent = value; + } + + /** @private */ + @:noCompletion private function __setIs3D(value:Bool):Void { + __is3D = value; + } + + /** @private */ + private var isMask(get, never):Bool; + + private function get_isMask():Bool { + return __maskee != null; + } + + // render cache + + /** Forces the object to be redrawn in the next frame. + * This will prevent the object to be drawn from the render cache. + * + *

This method is called every time the object changes in any way. When creating + * custom mesh styles or any other custom rendering code, call this method if the object + * needs to be redrawn.

+ * + *

If the object needs to be redrawn just because it does not support the render cache, + * call painter.excludeFromCache() in the object's render method instead. + * That way, Starling's skipUnchangedFrames policy won't be disrupted.

+ */ + public function setRequiresRedraw():Void { + var parent:DisplayObject = __parent != null ? __parent : __maskee; + var frameID:UInt = Starling.current != null ? Starling.current.frameID : 0; + + __lastParentOrSelfChangeFrameID = frameID; + __hasVisibleArea = __alpha != 0.0 && __visible && __maskee == null && __scaleX != 0.0 && __scaleY != 0.0; + + while (parent != null && parent.__lastChildChangeFrameID != frameID) { + parent.__lastChildChangeFrameID = frameID; + parent = parent.__parent != null ? parent.__parent : parent.__maskee; + } + } + + /** Indicates if the object needs to be redrawn in the upcoming frame, i.e. if it has + * changed its location relative to the stage or some other aspect of its appearance + * since it was last rendered. */ + public var requiresRedraw(get, never):Bool; + + private function get_requiresRedraw():Bool { + var frameID:UInt = Starling.current.frameID; + + return __lastParentOrSelfChangeFrameID == frameID || __lastChildChangeFrameID == frameID; + } + + /** @private Makes sure the object is not drawn from cache in the next frame. + * This method is meant to be called only from Painter.finishFrame(), + * since it requires rendering to be concluded. */ + @:allow(starling) private function excludeFromCache():Void { + var object:DisplayObject = this; + var max:UInt = 0xffffffff; + + while (object != null && object.__tokenFrameID != max) { + object.__tokenFrameID = max; + object = object.__parent; + } + } + + // helpers + + /** @private */ + @:allow(starling) @:noCompletion private function __setTransformationChanged():Void { + __transformationChanged = true; + setRequiresRedraw(); + } + + /** @private */ + @:allow(starling) @:noCompletion private function __updateTransformationMatrices(x:Float, y:Float, pivotX:Float, pivotY:Float, scaleX:Float, scaleY:Float, + skewX:Float, skewY:Float, rotation:Float, out:Matrix, out3D:Matrix3D):Void { + if (skewX == 0.0 && skewY == 0.0) { + // optimization: no skewing / rotation simplifies the matrix math + + if (rotation == 0.0) { + out.setTo(scaleX, 0.0, 0.0, scaleY, x - pivotX * scaleX, y - pivotY * scaleY); + } else { + var cos:Float = Math.cos(rotation); + var sin:Float = Math.sin(rotation); + var a:Float = scaleX * cos; + var b:Float = scaleX * sin; + var c:Float = scaleY * -sin; + var d:Float = scaleY * cos; + var tx:Float = x - pivotX * a - pivotY * c; + var ty:Float = y - pivotX * b - pivotY * d; + + out.setTo(a, b, c, d, tx, ty); + } + } else { + out.identity(); + out.scale(scaleX, scaleY); + MatrixUtil.skew(out, skewX, skewY); + out.rotate(rotation); + out.translate(x, y); + + if (pivotX != 0.0 || pivotY != 0.0) { + // prepend pivot transformation + out.tx = x - out.a * pivotX - out.c * pivotY; + out.ty = y - out.b * pivotX - out.d * pivotY; + } + } + + if (out3D != null) + MatrixUtil.convertTo3D(out, out3D); + } + + private static function __findCommonParent(object1:DisplayObject, object2:DisplayObject):DisplayObject { + var currentObject:DisplayObject = object1; + + while (currentObject != null) { + sAncestors[sAncestors.length] = currentObject; // avoiding 'push' + currentObject = currentObject.__parent; + } + + currentObject = object2; + while (currentObject != null && sAncestors.indexOf(currentObject) == -1) + currentObject = currentObject.__parent; + + #if (haxe_ver >= 4.0) + sAncestors.resize(0); + #else + ArrayUtil.resize(sAncestors, 0); + #end + + if (currentObject != null) + return currentObject; + else + throw new ArgumentError("Object not connected to target"); + } + + // stage event handling + + /** @private */ + public override function dispatchEvent(event:Event):Void { + if (event.type == Event.REMOVED_FROM_STAGE && stage == null) + return; // special check to avoid double-dispatch of RfS-event. + else + super.dispatchEvent(event); + } + + // enter frame event optimization + // To avoid looping through the complete display tree each frame to find out who's + // listening to ENTER_FRAME events, we manage a list of them manually in the Stage class. + // We need to take care that (a) it must be dispatched only when the object is + // part of the stage, (b) it must not cause memory leaks when the user forgets to call + // dispose and (c) there might be multiple listeners for this event. + + /** @inheritDoc */ + public override function addEventListener(type:String, listener:Function):Void { + if (type == Event.ENTER_FRAME && !hasEventListener(type)) { + addEventListener(Event.ADDED_TO_STAGE, __addEnterFrameListenerToStage); + addEventListener(Event.REMOVED_FROM_STAGE, __removeEnterFrameListenerFromStage); + if (this.stage != null) + __addEnterFrameListenerToStage(); + } + + super.addEventListener(type, listener); + } + + /** @inheritDoc */ + public override function removeEventListener(type:String, listener:Function):Void { + super.removeEventListener(type, listener); + + if (type == Event.ENTER_FRAME && !hasEventListener(type)) { + removeEventListener(Event.ADDED_TO_STAGE, __addEnterFrameListenerToStage); + removeEventListener(Event.REMOVED_FROM_STAGE, __removeEnterFrameListenerFromStage); + __removeEnterFrameListenerFromStage(); + } + } + + /** @inheritDoc */ + public override function removeEventListeners(type:String = null):Void { + if ((type == null || type == Event.ENTER_FRAME) && hasEventListener(Event.ENTER_FRAME)) { + removeEventListener(Event.ADDED_TO_STAGE, __addEnterFrameListenerToStage); + removeEventListener(Event.REMOVED_FROM_STAGE, __removeEnterFrameListenerFromStage); + __removeEnterFrameListenerFromStage(); + } + + super.removeEventListeners(type); + } + + @:noCompletion private function __addEnterFrameListenerToStage(e:Event = null):Void { + Starling.current.stage.addEnterFrameListener(this); + } + + @:noCompletion private function __removeEnterFrameListenerFromStage(e:Event = null):Void { + Starling.current.stage.removeEnterFrameListener(this); + } + + // properties + + /** The transformation matrix of the object relative to its parent. + * + *

If you assign a custom transformation matrix, Starling will try to figure out + * suitable values for x, y, scaleX, scaleY, and rotation. + * However, if the matrix was created in a different way, this might not be possible. + * In that case, Starling will apply the matrix, but not update the corresponding + * properties.

+ * + *

CAUTION: not a copy, but the actual object!

*/ + public var transformationMatrix(get, set):Matrix; + + @:keep private function get_transformationMatrix():Matrix { + if (__transformationChanged) { + __transformationChanged = false; + + if (__transformationMatrix3D == null && __is3D) + __transformationMatrix3D = new Matrix3D(); + + __updateTransformationMatrices(__x, __y, __pivotX, __pivotY, __scaleX, __scaleY, __skewX, __skewY, __rotation, __transformationMatrix, + __transformationMatrix3D); + } + + return __transformationMatrix; + } + + private function set_transformationMatrix(matrix:Matrix):Matrix { + var PI_Q:Float = Math.PI / 4.0; + + setRequiresRedraw(); + __transformationChanged = false; + __transformationMatrix.copyFrom(matrix); + __pivotX = __pivotY = 0; + + __x = matrix.tx; + __y = matrix.ty; + + __skewX = Math.atan(-matrix.c / matrix.d); + __skewY = Math.atan(matrix.b / matrix.a); + + // NaN check ("isNaN" causes allocation) + if (__skewX != __skewX) + __skewX = 0.0; + if (__skewY != __skewY) + __skewY = 0.0; + + __scaleY = (__skewX > -PI_Q && __skewX < PI_Q) ? matrix.d / Math.cos(__skewX) : -matrix.c / Math.sin(__skewX); + __scaleX = (__skewY > -PI_Q && __skewY < PI_Q) ? matrix.a / Math.cos(__skewY) : matrix.b / Math.sin(__skewY); + + if (MathUtil.isEquivalent(__skewX, __skewY)) { + __rotation = __skewX; + __skewX = __skewY = 0; + } else { + __rotation = 0; + } + + return __transformationMatrix; + } + + /** The 3D transformation matrix of the object relative to its parent. + * + *

For 2D objects, this property returns just a 3D version of the 2D transformation + * matrix. Only the 'Sprite3D' class supports real 3D transformations.

+ * + *

CAUTION: not a copy, but the actual object!

*/ + public var transformationMatrix3D(get, never):Matrix3D; + + private function get_transformationMatrix3D():Matrix3D { + if (__transformationMatrix3D == null) + __transformationMatrix3D = MatrixUtil.convertTo3D(__transformationMatrix); + + if (__transformationChanged) { + __transformationChanged = false; + __updateTransformationMatrices(__x, __y, __pivotX, __pivotY, __scaleX, __scaleY, __skewX, __skewY, __rotation, __transformationMatrix, + __transformationMatrix3D); + } + + return __transformationMatrix3D; + } + + /** Indicates if this object or any of its parents is a 'Sprite3D' object. */ + public var is3D(get, never):Bool; + + private function get_is3D():Bool { + return __is3D; + } + + /** Indicates if the mouse cursor should transform into a hand while it's over the sprite. + * @default false */ + public var useHandCursor(get, set):Bool; + + private function get_useHandCursor():Bool { + return __useHandCursor; + } + + private function set_useHandCursor(value:Bool):Bool { + if (value == __useHandCursor) + return value; + __useHandCursor = value; + + if (__useHandCursor) + addEventListener(TouchEvent.TOUCH, __onTouch); + else + removeEventListener(TouchEvent.TOUCH, __onTouch); + + return value; + } + + @:noCompletion private function __onTouch(event:TouchEvent):Void { + Mouse.cursor = event.interactsWith(this) ? MouseCursor.BUTTON : MouseCursor.AUTO; + } + + /** The bounds of the object relative to the local coordinates of the parent. */ + public var bounds(get, never):Rectangle; + + private function get_bounds():Rectangle { + return getBounds(__parent); + } + + /** The width of the object in pixels. + * Note that for objects in a 3D space (connected to a Sprite3D), this value might not + * be accurate until the object is part of the display list. */ + public var width(get, set):Float; + + @:keep private function get_width():Float { + return getBounds(__parent, sHelperRect).width; + } + + @:keep private function set_width(value:Float):Float { + // this method calls 'this.scaleX' instead of changing _scaleX directly. + // that way, subclasses reacting on size changes need to override only the scaleX method. + + var actualWidth:Float; + var scaleIsNaN:Bool = __scaleX != __scaleX; // avoid 'isNaN' call + var scaleIsZero:Bool = __scaleX < 1e-8 && __scaleX > -1e-8; + + if (scaleIsZero || scaleIsNaN) { + scaleX = 1.0; + actualWidth = width; + } else + actualWidth = Math.abs(width / __scaleX); + + if (actualWidth != 0) + scaleX = value / actualWidth; + + return value; + } + + /** The height of the object in pixels. + * Note that for objects in a 3D space (connected to a Sprite3D), this value might not + * be accurate until the object is part of the display list. */ + public var height(get, set):Float; + + @:keep private function get_height():Float { + return getBounds(__parent, sHelperRect).height; + } + + @:keep private function set_height(value:Float):Float { + var actualHeight:Float; + var scaleIsNaN:Bool = __scaleY != __scaleY; // avoid 'isNaN' call + var scaleIsZero:Bool = __scaleY < 1e-8 && __scaleY > -1e-8; + + if (scaleIsZero || scaleIsNaN) { + scaleY = 1.0; + actualHeight = height; + } else + actualHeight = Math.abs(height / __scaleY); + + if (actualHeight != 0) + scaleY = value / actualHeight; + + return height; + } + + /** The x coordinate of the object relative to the local coordinates of the parent. */ + public var x(get, set):Float; + + @:keep private function get_x():Float { + return __x; + } + + @:keep private function set_x(value:Float):Float { + if (__x != value) { + __x = value; + __setTransformationChanged(); + } + return value; + } + + /** The y coordinate of the object relative to the local coordinates of the parent. */ + public var y(get, set):Float; + + @:keep private function get_y():Float { + return __y; + } + + @:keep private function set_y(value:Float):Float { + if (__y != value) { + __y = value; + __setTransformationChanged(); + } + return value; + } + + /** The x coordinate of the object's origin in its own coordinate space (default: 0). */ + public var pivotX(get, set):Float; + + @:keep private function get_pivotX():Float { + return __pivotX; + } + + @:keep private function set_pivotX(value:Float):Float { + if (__pivotX != value) { + __pivotX = value; + __setTransformationChanged(); + } + return value; + } + + /** The y coordinate of the object's origin in its own coordinate space (default: 0). */ + public var pivotY(get, set):Float; + + @:keep private function get_pivotY():Float { + return __pivotY; + } + + @:keep private function set_pivotY(value:Float):Float { + if (__pivotY != value) { + __pivotY = value; + __setTransformationChanged(); + } + return value; + } + + /** The horizontal scale factor. '1' means no scale, negative values flip the object. + * @default 1 */ + public var scaleX(get, set):Float; + + @:keep private function get_scaleX():Float { + return __scaleX; + } + + @:keep private function set_scaleX(value:Float):Float { + if (__scaleX != value) { + __scaleX = value; + __setTransformationChanged(); + } + return value; + } + + /** The vertical scale factor. '1' means no scale, negative values flip the object. + * @default 1 */ + public var scaleY(get, set):Float; + + @:keep private function get_scaleY():Float { + return __scaleY; + } + + @:keep private function set_scaleY(value:Float):Float { + if (__scaleY != value) { + __scaleY = value; + __setTransformationChanged(); + } + return value; + } + + /** Sets both 'scaleX' and 'scaleY' to the same value. The getter simply returns the + * value of 'scaleX' (even if the scaling values are different). @default 1 */ + public var scale(get, set):Float; + + @:keep private function get_scale():Float { + return scaleX; + } + + @:keep private function set_scale(value:Float):Float { + return scaleX = scaleY = value; + } + + /** The horizontal skew angle in radians. */ + public var skewX(get, set):Float; + + @:keep private function get_skewX():Float { + return __skewX; + } + + @:keep private function set_skewX(value:Float):Float { + value = MathUtil.normalizeAngle(value); + + if (__skewX != value) { + __skewX = value; + __setTransformationChanged(); + } + return value; + } + + /** The vertical skew angle in radians. */ + public var skewY(get, set):Float; + + @:keep private function get_skewY():Float { + return __skewY; + } + + @:keep private function set_skewY(value:Float):Float { + value = MathUtil.normalizeAngle(value); + + if (__skewY != value) { + __skewY = value; + __setTransformationChanged(); + } + return value; + } + + /** The rotation of the object in radians. (In Starling, all angles are measured + * in radians.) */ + public var rotation(get, set):Float; + + @:keep private function get_rotation():Float { + return __rotation; + } + + @:keep private function set_rotation(value:Float):Float { + value = MathUtil.normalizeAngle(value); + + if (__rotation != value) { + __rotation = value; + __setTransformationChanged(); + } + return value; + } + + /** @private Indicates if the object is rotated or skewed in any way. */ + @:allow(starling) private var isRotated(get, never):Bool; + + private function get_isRotated():Bool { + return __rotation != 0.0 || __skewX != 0.0 || __skewY != 0.0; + } + + /** The opacity of the object. 0 = transparent, 1 = opaque. @default 1 */ + public var alpha(get, set):Float; + + private function get_alpha():Float { + return __alpha; + } + + private function set_alpha(value:Float):Float { + if (value != __alpha) { + __alpha = value < 0.0 ? 0.0 : (value > 1.0 ? 1.0 : value); + setRequiresRedraw(); + } + return value; + } + + /** The visibility of the object. An invisible object will be untouchable. */ + public var visible(get, set):Bool; + + private function get_visible():Bool { + return __visible; + } + + private function set_visible(value:Bool):Bool { + if (value != __visible) { + __visible = value; + setRequiresRedraw(); + } + return value; + } + + /** Indicates if this object (and its children) will receive touch events. */ + public var touchable(get, set):Bool; + + private function get_touchable():Bool { + return __touchable; + } + + private function set_touchable(value:Bool):Bool { + return __touchable = value; + } + + /** The blend mode determines how the object is blended with the objects underneath. + * @default auto + * @see starling.display.BlendMode */ + public var blendMode(get, set):String; + + private function get_blendMode():String { + return __blendMode; + } + + private function set_blendMode(value:String):String { + if (value != __blendMode) { + __blendMode = value; + setRequiresRedraw(); + } + return value; + } + + /** The name of the display object (default: null). Used by 'getChildByName()' of + * display object containers. */ + public var name(get, set):String; + + private function get_name():String { + return __name; + } + + private function set_name(value:String):String { + return __name = value; + } + + /** The filter that is attached to the display object. The starling.filters + * package contains several classes that define specific filters you can use. To combine + * several filters, assign an instance of the FilterChain class; to remove + * all filters, assign null. + * + *

Beware that a filter instance may only be used on one object at a time! Furthermore, + * when you remove or replace a filter, it is NOT disposed automatically (since you might + * want to reuse it on a different object).

+ * + * @default null + * @see starling.filters.FragmentFilter + * @see starling.filters.FilterChain + */ + public var filter(get, set):FragmentFilter; + + private function get_filter():FragmentFilter { + return __filter; + } + + private function set_filter(value:FragmentFilter):FragmentFilter { + if (value != __filter) { + if (__filter != null) + __filter.setTarget(null); + if (value != null) + value.setTarget(this); + + __filter = value; + setRequiresRedraw(); + } + return value; + } + + /** The display object that acts as a mask for the current object. + * Assign null to remove it. + * + *

A pixel of the masked display object will only be drawn if it is within one of the + * mask's polygons. Texture pixels and alpha values of the mask are not taken into + * account. The mask object itself is never visible.

+ * + *

If the mask is part of the display list, masking will occur at exactly the + * location it occupies on the stage. If it is not, the mask will be placed in the local + * coordinate system of the target object (as if it was one of its children).

+ * + *

For rectangular masks, you can use simple quads; for other forms (like circles + * or arbitrary shapes) it is recommended to use a 'Canvas' instance.

+ * + *

Note: a mask will typically cause at least two additional draw + * calls: one to draw the mask to the stencil buffer and one to erase it. However, if the + * mask object is an instance of starling.display.Quad and is aligned + * parallel to the stage axes, rendering will be optimized: instead of using the + * stencil buffer, the object will be clipped using the scissor rectangle. That's + * faster and reduces the number of draw calls, so make use of this when possible.

+ * + *

Note: AIR apps require the depthAndStencil node + * in the application descriptor XMLs to be enabled! Otherwise, stencil masking won't + * work.

+ * + * @see Canvas + * @default null + */ + public var mask(get, set):DisplayObject; + + private function get_mask():DisplayObject { + return __mask; + } + + private function set_mask(value:DisplayObject):DisplayObject { + if (__mask != value) { + if (!sMaskWarningShown) { + if (!SystemUtil.supportsDepthAndStencil) + trace("[Starling] Full mask support requires 'depthAndStencil'" + " to be enabled in the application descriptor."); + + sMaskWarningShown = true; + } + + if (__mask != null) + __mask.__maskee = null; + if (value != null) { + value.__maskee = this; + value.__hasVisibleArea = false; + } + + __mask = value; + setRequiresRedraw(); + } + + return __mask; + } + + /** Indicates if the masked region of this object is set to be inverted.*/ + public var maskInverted(get, set):Bool; + + private function get_maskInverted():Bool { + return __maskInverted; + } + + private function set_maskInverted(value:Bool):Bool { + return __maskInverted = value; + } + + /** The display object container that contains this display object. */ + public var parent(get, never):DisplayObjectContainer; + + private function get_parent():DisplayObjectContainer { + return __parent; + } + + /** The topmost object in the display tree the object is part of. */ + public var base(get, never):DisplayObject; + + private function get_base():DisplayObject { + var currentObject:DisplayObject = this; + while (currentObject.__parent != null) + currentObject = currentObject.__parent; + return currentObject; + } + + /** The root object the display object is connected to (i.e. an instance of the class + * that was passed to the Starling constructor), or null if the object is not connected + * to the stage. */ + public var root(get, never):DisplayObject; + + private function get_root():DisplayObject { + var currentObject:DisplayObject = this; + while (currentObject.__parent != null) { + if (#if (haxe_ver < 4.2) Std.is #else Std.isOfType #end (currentObject.__parent, Stage)) + return currentObject; + else + currentObject = currentObject.parent; + } + + return null; + } + + /** The stage the display object is connected to, or null if it is not connected + * to the stage. */ + public var stage(get, never):Stage; + + private function get_stage():Stage { + return #if (haxe_ver < 4.2) Std.is #else Std.isOfType #end (this.base, Stage) ? cast this.base : null; + } +}