diff --git a/Pixi/4.x/out/dragonBones.js b/Pixi/4.x/out/dragonBones.js index 08764887..59875113 100644 --- a/Pixi/4.x/out/dragonBones.js +++ b/Pixi/4.x/out/dragonBones.js @@ -58,7 +58,7 @@ var dragonBones; for (var i = 0; i < this._events.length; ++i) { var eventObject = this._events[i]; var armature = eventObject.armature; - if (armature._armatureData !== null) { + if (armature._armatureData !== null) { // May be armature disposed before advanceTime. armature.eventDispatcher.dispatchDBEvent(eventObject.type, eventObject); if (eventObject.type === dragonBones.EventObject.SOUND_EVENT) { this._eventManager.dispatchDBEvent(eventObject.type, eventObject); @@ -227,7 +227,7 @@ var dragonBones; * @language zh_CN */ BaseObject.setMaxCount = function (objectConstructor, maxCount) { - if (maxCount < 0 || maxCount !== maxCount) { + if (maxCount < 0 || maxCount !== maxCount) { // isNaN maxCount = 0; } if (objectConstructor !== null) { @@ -1474,7 +1474,7 @@ var dragonBones; continue; } var flag = false; - for (var k in this.constraints) { + for (var k in this.constraints) { // Wait constraint. var constraint = this.constraints[k]; if (constraint.root === bone && this.sortedBones.indexOf(constraint.target) < 0) { flag = true; @@ -1484,7 +1484,7 @@ var dragonBones; if (flag) { continue; } - if (bone.parent !== null && this.sortedBones.indexOf(bone.parent) < 0) { + if (bone.parent !== null && this.sortedBones.indexOf(bone.parent) < 0) { // Wait parent. continue; } this.sortedBones.push(bone); @@ -1495,7 +1495,7 @@ var dragonBones; * @internal */ ArmatureData.prototype.cacheFrames = function (frameRate) { - if (this.cacheFrameRate > 0) { + if (this.cacheFrameRate > 0) { // TODO clear cache. return; } this.cacheFrameRate = frameRate; @@ -2376,16 +2376,16 @@ var dragonBones; */ RectangleBoundingBoxData._computeOutCode = function (x, y, xMin, yMin, xMax, yMax) { var code = 0 /* InSide */; // initialised as being inside of [[clip window]] - if (x < xMin) { + if (x < xMin) { // to the left of clip window code |= 1 /* Left */; } - else if (x > xMax) { + else if (x > xMax) { // to the right of clip window code |= 2 /* Right */; } - if (y < yMin) { + if (y < yMin) { // below the clip window code |= 4 /* Top */; } - else if (y > yMax) { + else if (y > yMax) { // above the clip window code |= 8 /* Bottom */; } return code; @@ -2406,11 +2406,11 @@ var dragonBones; var outcode0 = RectangleBoundingBoxData._computeOutCode(xA, yA, xMin, yMin, xMax, yMax); var outcode1 = RectangleBoundingBoxData._computeOutCode(xB, yB, xMin, yMin, xMax, yMax); while (true) { - if ((outcode0 | outcode1) === 0) { + if ((outcode0 | outcode1) === 0) { // Bitwise OR is 0. Trivially accept and get out of loop intersectionCount = 2; break; } - else if ((outcode0 & outcode1) !== 0) { + else if ((outcode0 & outcode1) !== 0) { // Bitwise AND is not 0. Trivially reject and get out of loop break; } // failed both tests, so calculate the line segment to clip @@ -2421,28 +2421,28 @@ var dragonBones; // At least one endpoint is outside the clip rectangle; pick it. var outcodeOut = outcode0 !== 0 ? outcode0 : outcode1; // Now find the intersection point; - if ((outcodeOut & 4 /* Top */) !== 0) { + if ((outcodeOut & 4 /* Top */) !== 0) { // point is above the clip rectangle x = xA + (xB - xA) * (yMin - yA) / (yB - yA); y = yMin; if (normalRadians !== null) { normalRadian = -Math.PI * 0.5; } } - else if ((outcodeOut & 8 /* Bottom */) !== 0) { + else if ((outcodeOut & 8 /* Bottom */) !== 0) { // point is below the clip rectangle x = xA + (xB - xA) * (yMax - yA) / (yB - yA); y = yMax; if (normalRadians !== null) { normalRadian = Math.PI * 0.5; } } - else if ((outcodeOut & 2 /* Right */) !== 0) { + else if ((outcodeOut & 2 /* Right */) !== 0) { // point is to the right of clip rectangle y = yA + (yB - yA) * (xMax - xA) / (xB - xA); x = xMax; if (normalRadians !== null) { normalRadian = 0; } } - else if ((outcodeOut & 1 /* Left */) !== 0) { + else if ((outcodeOut & 1 /* Left */) !== 0) { // point is to the left of clip rectangle y = yA + (yB - yA) * (xMin - xA) / (xB - xA); x = xMin; if (normalRadians !== null) { @@ -3024,7 +3024,7 @@ var dragonBones; * @internal */ AnimationData.prototype.cacheFrames = function (frameRate) { - if (this.cacheFrameRate > 0.0) { + if (this.cacheFrameRate > 0.0) { // TODO clear cache. return; } this.cacheFrameRate = Math.max(Math.ceil(frameRate * this.scale), 1.0); @@ -3488,7 +3488,7 @@ var dragonBones; return a._zIndex * 1000 + a._zOrder > b._zIndex * 1000 + b._zOrder ? 1 : -1; }; Armature.prototype._onClear = function () { - if (this._clock !== null) { + if (this._clock !== null) { // Remove clock first. this._clock.remove(this); } for (var _i = 0, _a = this._bones; _i < _a.length; _i++) { @@ -4551,14 +4551,27 @@ var dragonBones; if (origin !== null) { // global.copyFrom(this.origin).add(this.offset).add(this.animationPose); global.x = origin.x + offset.x + animationPose.x; - global.y = origin.y + offset.y + animationPose.y; - global.skew = origin.skew + offset.skew + animationPose.skew; - global.rotation = origin.rotation + offset.rotation + animationPose.rotation; global.scaleX = origin.scaleX * offset.scaleX * animationPose.scaleX; global.scaleY = origin.scaleY * offset.scaleY * animationPose.scaleY; + if (dragonBones.DragonBones.yDown) { + global.y = origin.y + offset.y + animationPose.y; + global.skew = origin.skew + offset.skew + animationPose.skew; + global.rotation = origin.rotation + offset.rotation + animationPose.rotation; + } + else { + global.y = origin.y - offset.y + animationPose.y; + global.skew = origin.skew - offset.skew + animationPose.skew; + global.rotation = origin.rotation - offset.rotation + animationPose.rotation; + } } else { - global.copyFrom(offset).add(animationPose); + global.copyFrom(offset); + if (!dragonBones.DragonBones.yDown) { + global.y = -global.y; + global.skew = -global.skew; + global.rotation = -global.rotation; + } + global.add(animationPose); } } else if (this.offsetMode === 0 /* None */) { @@ -4572,6 +4585,11 @@ var dragonBones; else { inherit = false; global.copyFrom(offset); + if (!dragonBones.DragonBones.yDown) { + global.y = -global.y; + global.skew = -global.skew; + global.rotation = -global.rotation; + } } if (inherit) { var isSurface = parent._boneData.type === 1 /* Surface */; @@ -4659,6 +4677,9 @@ var dragonBones; if (flipX !== flipY || boneData.inheritReflection) { global.skew += Math.PI; } + if (!dragonBones.DragonBones.yDown) { + global.skew = -global.skew; + } } global.rotation = rotation; } @@ -4739,15 +4760,15 @@ var dragonBones; Bone.prototype.update = function (cacheFrameIndex) { if (cacheFrameIndex >= 0 && this._cachedFrameIndices !== null) { var cachedFrameIndex = this._cachedFrameIndices[cacheFrameIndex]; - if (cachedFrameIndex >= 0 && this._cachedFrameIndex === cachedFrameIndex) { + if (cachedFrameIndex >= 0 && this._cachedFrameIndex === cachedFrameIndex) { // Same cache. this._transformDirty = false; } - else if (cachedFrameIndex >= 0) { + else if (cachedFrameIndex >= 0) { // Has been Cached. this._transformDirty = true; this._cachedFrameIndex = cachedFrameIndex; } else { - if (this._hasConstraint) { + if (this._hasConstraint) { // Update constraints. for (var _i = 0, _a = this._armature._constraints; _i < _a.length; _i++) { var constraint = _a[_i]; if (constraint._root === this) { @@ -4756,22 +4777,22 @@ var dragonBones; } } if (this._transformDirty || - (this._parent !== null && this._parent._childrenTransformDirty)) { + (this._parent !== null && this._parent._childrenTransformDirty)) { // Dirty. this._transformDirty = true; this._cachedFrameIndex = -1; } - else if (this._cachedFrameIndex >= 0) { + else if (this._cachedFrameIndex >= 0) { // Same cache, but not set index yet. this._transformDirty = false; this._cachedFrameIndices[cacheFrameIndex] = this._cachedFrameIndex; } - else { + else { // Dirty. this._transformDirty = true; this._cachedFrameIndex = -1; } } } else { - if (this._hasConstraint) { + if (this._hasConstraint) { // Update constraints. for (var _b = 0, _c = this._armature._constraints; _b < _c.length; _b++) { var constraint = _c[_b]; if (constraint._root === this) { @@ -4779,7 +4800,7 @@ var dragonBones; } } } - if (this._transformDirty || (this._parent !== null && this._parent._childrenTransformDirty)) { + if (this._transformDirty || (this._parent !== null && this._parent._childrenTransformDirty)) { // Dirty. cacheFrameIndex = -1; this._transformDirty = true; this._cachedFrameIndex = -1; @@ -5126,7 +5147,7 @@ var dragonBones; var matrices = this._matrixCahce; var helpMatrix = Surface._helpMatrix; if (x < -lA) { - if (y < -lA || y >= lA) { + if (y < -lA || y >= lA) { // Out. return this.globalTransformMatrix; } // Left. @@ -5158,7 +5179,7 @@ var dragonBones; } } else if (x >= lA) { - if (y < -lA || y >= lA) { + if (y < -lA || y >= lA) { // Out. return this.globalTransformMatrix; } // Right. @@ -5190,7 +5211,7 @@ var dragonBones; } } else if (y < -lA) { - if (x < -lA || x >= lA) { + if (x < -lA || x >= lA) { // Out. return this.globalTransformMatrix; } // Up. @@ -5222,7 +5243,7 @@ var dragonBones; } } else if (y >= lA) { - if (x < -lA || x >= lA) { + if (x < -lA || x >= lA) { // Out. return this.globalTransformMatrix; } // Down @@ -5253,7 +5274,7 @@ var dragonBones; matrices[matrixIndex + 6] = helpMatrix.ty; } } - else { + else { // Center. isDown = y > this._k * (x - pX - dX) + pY; matrixIndex = ((segmentX * indexY + indexX) * 2 + (isDown ? 1 : 0)) * 7; if (matrices[matrixIndex] > 0.0) { @@ -5321,15 +5342,15 @@ var dragonBones; Surface.prototype.update = function (cacheFrameIndex) { if (cacheFrameIndex >= 0 && this._cachedFrameIndices !== null) { var cachedFrameIndex = this._cachedFrameIndices[cacheFrameIndex]; - if (cachedFrameIndex >= 0 && this._cachedFrameIndex === cachedFrameIndex) { + if (cachedFrameIndex >= 0 && this._cachedFrameIndex === cachedFrameIndex) { // Same cache. this._transformDirty = false; } - else if (cachedFrameIndex >= 0) { + else if (cachedFrameIndex >= 0) { // Has been Cached. this._transformDirty = true; this._cachedFrameIndex = cachedFrameIndex; } else { - if (this._hasConstraint) { + if (this._hasConstraint) { // Update constraints. for (var _i = 0, _a = this._armature._constraints; _i < _a.length; _i++) { var constraint = _a[_i]; if (constraint._root === this) { @@ -5338,22 +5359,22 @@ var dragonBones; } } if (this._transformDirty || - (this._parent !== null && this._parent._childrenTransformDirty)) { + (this._parent !== null && this._parent._childrenTransformDirty)) { // Dirty. this._transformDirty = true; this._cachedFrameIndex = -1; } - else if (this._cachedFrameIndex >= 0) { + else if (this._cachedFrameIndex >= 0) { // Same cache, but not set index yet. this._transformDirty = false; this._cachedFrameIndices[cacheFrameIndex] = this._cachedFrameIndex; } - else { + else { // Dirty. this._transformDirty = true; this._cachedFrameIndex = -1; } } } else { - if (this._hasConstraint) { + if (this._hasConstraint) { // Update constraints. for (var _b = 0, _c = this._armature._constraints; _b < _c.length; _b++) { var constraint = _c[_b]; if (constraint._root === this) { @@ -5361,7 +5382,7 @@ var dragonBones; } } } - if (this._transformDirty || (this._parent !== null && this._parent._childrenTransformDirty)) { + if (this._transformDirty || (this._parent !== null && this._parent._childrenTransformDirty)) { // Dirty. cacheFrameIndex = -1; this._transformDirty = true; this._cachedFrameIndex = -1; @@ -5613,7 +5634,7 @@ var dragonBones; this._disposeDisplay(eachDisplay, true); } } - if (this._meshDisplay !== null && this._meshDisplay !== this._rawDisplay) { + if (this._meshDisplay !== null && this._meshDisplay !== this._rawDisplay) { // May be _meshDisplay and _rawDisplay is the same one. this._disposeDisplay(this._meshDisplay, false); } if (this._rawDisplay !== null) { @@ -5748,10 +5769,10 @@ var dragonBones; this._pivotY = 0.0; } // Update original transform. - if (rawDisplayData !== null) { + if (rawDisplayData !== null) { // Compatible. this.origin = rawDisplayData.transform; } - else if (displayData !== null) { + else if (displayData !== null) { // Compatible. this.origin = displayData.transform; } else { @@ -5828,7 +5849,7 @@ var dragonBones; if (this._childArmature !== null) { this._childArmature._parent = this; // Update child armature parent. this._childArmature.clock = this._armature.clock; - if (this._childArmature.inheritAnimation) { + if (this._childArmature.inheritAnimation) { // Set child armature cache frameRate. if (this._childArmature.cacheFrameRate === 0) { var cacheFrameRate = this._armature.cacheFrameRate; if (cacheFrameRate !== 0) { @@ -5985,36 +6006,36 @@ var dragonBones; if (this._verticesDirty || (isSkinned && this._isBonesUpdate()) || (isSurface && this._parent._childrenTransformDirty)) { + this._verticesDirty = false; // Allow update mesh to reset the dirty value. this._updateMesh(); - this._verticesDirty = false; } - if (isSkinned || isSurface) { + if (isSkinned || isSurface) { // Compatible. return; } } if (cacheFrameIndex >= 0 && this._cachedFrameIndices !== null) { var cachedFrameIndex = this._cachedFrameIndices[cacheFrameIndex]; - if (cachedFrameIndex >= 0 && this._cachedFrameIndex === cachedFrameIndex) { + if (cachedFrameIndex >= 0 && this._cachedFrameIndex === cachedFrameIndex) { // Same cache. this._transformDirty = false; } - else if (cachedFrameIndex >= 0) { + else if (cachedFrameIndex >= 0) { // Has been Cached. this._transformDirty = true; this._cachedFrameIndex = cachedFrameIndex; } - else if (this._transformDirty || this._parent._childrenTransformDirty) { + else if (this._transformDirty || this._parent._childrenTransformDirty) { // Dirty. this._transformDirty = true; this._cachedFrameIndex = -1; } - else if (this._cachedFrameIndex >= 0) { + else if (this._cachedFrameIndex >= 0) { // Same cache, but not set index yet. this._transformDirty = false; this._cachedFrameIndices[cacheFrameIndex] = this._cachedFrameIndex; } - else { + else { // Dirty. this._transformDirty = true; this._cachedFrameIndex = -1; } } - else if (this._transformDirty || this._parent._childrenTransformDirty) { + else if (this._transformDirty || this._parent._childrenTransformDirty) { // Dirty. cacheFrameIndex = -1; this._transformDirty = true; this._cachedFrameIndex = -1; @@ -7687,10 +7708,10 @@ var dragonBones; * @internal */ Animation.prototype.advanceTime = function (passedTime) { - if (passedTime < 0.0) { + if (passedTime < 0.0) { // Only animationState can reverse play. passedTime = -passedTime; } - if (this._armature.inheritAnimation && this._armature._parent !== null) { + if (this._armature.inheritAnimation && this._armature._parent !== null) { // Inherit parent animation timeScale. this._inheritTimeScale = this._armature._parent._armature.animation._inheritTimeScale * this.timeScale; } else { @@ -7716,7 +7737,7 @@ var dragonBones; else { var animationData = animationState.animationData; var cacheFrameRate = animationData.cacheFrameRate; - if (this._animationDirty && cacheFrameRate > 0.0) { + if (this._animationDirty && cacheFrameRate > 0.0) { // Update cachedFrameIndices. this._animationDirty = false; for (var _i = 0, _a = this._armature.getBones(); _i < _a.length; _i++) { var bone = _a[_i]; @@ -7745,7 +7766,7 @@ var dragonBones; r++; this._armature._dragonBones.bufferObject(animationState); this._animationDirty = true; - if (this._lastAnimationState === animationState) { + if (this._lastAnimationState === animationState) { // Update last animation state. this._lastAnimationState = null; } } @@ -7755,7 +7776,7 @@ var dragonBones; } animationState.advanceTime(passedTime, 0.0); } - if (i === animationStateCount - 1 && r > 0) { + if (i === animationStateCount - 1 && r > 0) { // Modify animation states size. this._animationStates.length -= r; if (this._lastAnimationState === null && this._animationStates.length > 0) { this._lastAnimationState = this._animationStates[this._animationStates.length - 1]; @@ -7902,7 +7923,7 @@ var dragonBones; animationState.init(this._armature, animationData, animationConfig); this._animationDirty = true; this._armature._cacheFrameIndex = -1; - if (this._animationStates.length > 0) { + if (this._animationStates.length > 0) { // Sort animation state. var added = false; for (var i = 0, l = this._animationStates.length; i < l; ++i) { if (animationState.layer > this._animationStates[i].layer) { @@ -7923,7 +7944,7 @@ var dragonBones; else { this._animationStates.push(animationState); } - for (var _b = 0, _c = this._armature.getSlots(); _b < _c.length; _b++) { + for (var _b = 0, _c = this._armature.getSlots(); _b < _c.length; _b++) { // Child armature play same name animation. var slot = _c[_b]; var childArmature = slot.childArmature; if (childArmature !== null && childArmature.inheritAnimation && @@ -7932,7 +7953,7 @@ var dragonBones; childArmature.animation.fadeIn(animationName); // } } - for (var k in animationData.animationTimelines) { + for (var k in animationData.animationTimelines) { // Blend animation node. var childAnimationState = this.fadeIn(k, 0.0, 1, animationState.layer, "", 5 /* Single */); if (childAnimationState === null) { continue; @@ -8603,7 +8624,7 @@ var dragonBones; this._parent = null; }; AnimationState.prototype._updateTimelines = function () { - { + { // Update constraint timelines. for (var _i = 0, _a = this._armature._constraints; _i < _a.length; _i++) { var constraint = _a[_i]; var timelineDatas = this._animationData.getConstraintTimelines(constraint.name); @@ -8623,7 +8644,7 @@ var dragonBones; } } } - else if (this.resetToPose) { + else if (this.resetToPose) { // Pose timeline. var timeline = dragonBones.BaseObject.borrowObject(dragonBones.IKConstraintTimelineState); timeline.target = constraint; timeline.init(this._armature, this, null); @@ -8634,7 +8655,7 @@ var dragonBones; } }; AnimationState.prototype._updateBoneAndSlotTimelines = function () { - { + { // Update bone and surface timelines. var boneTimelines = {}; // Create bone timelines map. for (var _i = 0, _a = this._boneTimelines; _i < _a.length; _i++) { @@ -8660,10 +8681,10 @@ var dragonBones; if (!this.containsBoneMask(timelineName)) { continue; } - if (timelineName in boneTimelines) { + if (timelineName in boneTimelines) { // Remove bone timeline from map. delete boneTimelines[timelineName]; } - else { + else { // Create new bone timeline. var timelineDatas = this._animationData.getBoneTimelines(timelineName); var blendState = this._armature.animation.getBlendState(BlendState.BONE_TRANSFORM, bone.name, bone); if (timelineDatas !== null) { @@ -8717,7 +8738,7 @@ var dragonBones; } } } - else if (this.resetToPose) { + else if (this.resetToPose) { // Pose timeline. if (bone._boneData.type === 0 /* Bone */) { var timeline = dragonBones.BaseObject.borrowObject(dragonBones.BoneAllTimelineState); timeline.target = blendState; @@ -8735,7 +8756,7 @@ var dragonBones; } } } - for (var k in boneTimelines) { + for (var k in boneTimelines) { // Remove bone timelines. for (var _g = 0, _h = boneTimelines[k]; _g < _h.length; _g++) { var timeline = _h[_g]; var index = this._boneTimelines.indexOf(timeline); @@ -8751,7 +8772,7 @@ var dragonBones; } } } - { + { // Update slot timelines. var slotTimelines = {}; var ffdFlags = []; // Create slot timelines map. @@ -8779,10 +8800,10 @@ var dragonBones; continue; } var timelineName = slot.name; - if (timelineName in slotTimelines) { + if (timelineName in slotTimelines) { // Remove slot timeline from map. delete slotTimelines[timelineName]; } - else { + else { // Create new slot timeline. var displayIndexFlag = false; var colorFlag = false; ffdFlags.length = 0; @@ -8792,7 +8813,7 @@ var dragonBones; var timelineData = timelineDatas_3[_q]; switch (timelineData.type) { case 20 /* SlotDisplay */: { - var timeline = dragonBones.BaseObject.borrowObject(dragonBones.SlotDislayTimelineState); + var timeline = dragonBones.BaseObject.borrowObject(dragonBones.SlotDisplayTimelineState); timeline.target = slot; timeline.init(this._armature, this, timelineData); this._slotTimelines.push(timeline); @@ -8839,9 +8860,9 @@ var dragonBones; } } } - if (this.resetToPose) { + if (this.resetToPose) { // Pose timeline. if (!displayIndexFlag) { - var timeline = dragonBones.BaseObject.borrowObject(dragonBones.SlotDislayTimelineState); + var timeline = dragonBones.BaseObject.borrowObject(dragonBones.SlotDisplayTimelineState); timeline.target = slot; timeline.init(this._armature, this, null); this._slotTimelines.push(timeline); @@ -8873,7 +8894,7 @@ var dragonBones; } } } - for (var k in slotTimelines) { + for (var k in slotTimelines) { // Remove slot timelines. for (var _r = 0, _s = slotTimelines[k]; _r < _s.length; _r++) { var timeline = _s[_r]; var index = this._slotTimelines.indexOf(timeline); @@ -8892,7 +8913,7 @@ var dragonBones; }; AnimationState.prototype._advanceFadeTime = function (passedTime) { var isFadeOut = this._fadeState > 0; - if (this._subFadeState < 0) { + if (this._subFadeState < 0) { // Fade start event. this._subFadeState = 0; var eventActive = this._parent === null && this.actionEnabled; if (eventActive) { @@ -8910,17 +8931,17 @@ var dragonBones; passedTime = -passedTime; } this._fadeTime += passedTime; - if (this._fadeTime >= this.fadeTotalTime) { + if (this._fadeTime >= this.fadeTotalTime) { // Fade complete. this._subFadeState = 1; this._fadeProgress = isFadeOut ? 0.0 : 1.0; } - else if (this._fadeTime > 0.0) { + else if (this._fadeTime > 0.0) { // Fading. this._fadeProgress = isFadeOut ? (1.0 - this._fadeTime / this.fadeTotalTime) : (this._fadeTime / this.fadeTotalTime); } - else { + else { // Before fade. this._fadeProgress = isFadeOut ? 1.0 : 0.0; } - if (this._subFadeState > 0) { + if (this._subFadeState > 0) { // Fade complete event. if (!isFadeOut) { this._playheadState |= 1; // x1 this._fadeState = 0; @@ -9020,7 +9041,7 @@ var dragonBones; this._advanceFadeTime(passedTime); } // Update time. - if (this._playheadState === 3) { + if (this._playheadState === 3) { // 11 if (this.timeScale !== 1.0) { passedTime *= this.timeScale; } @@ -9043,31 +9064,31 @@ var dragonBones; if (this._parent !== null) { this._weightResult *= this._parent._weightResult; } - if (this._actionTimeline.playState <= 0) { + if (this._actionTimeline.playState <= 0) { // Update main timeline. this._actionTimeline.update(time); } if (this._weight === 0.0) { return; } - if (isCacheEnabled) { + if (isCacheEnabled) { // Cache time internval. var internval = cacheFrameRate * 2.0; this._actionTimeline.currentTime = Math.floor(this._actionTimeline.currentTime * internval) / internval; } - if (this._zOrderTimeline !== null && this._zOrderTimeline.playState <= 0) { + if (this._zOrderTimeline !== null && this._zOrderTimeline.playState <= 0) { // Update zOrder timeline. this._zOrderTimeline.update(time); } - if (isCacheEnabled) { + if (isCacheEnabled) { // Update cache. var cacheFrameIndex = Math.floor(this._actionTimeline.currentTime * cacheFrameRate); // uint - if (this._armature._cacheFrameIndex === cacheFrameIndex) { + if (this._armature._cacheFrameIndex === cacheFrameIndex) { // Same cache. isUpdateTimeline = false; isUpdateBoneTimeline = false; } else { this._armature._cacheFrameIndex = cacheFrameIndex; - if (this._animationData.cachedFrames[cacheFrameIndex]) { + if (this._animationData.cachedFrames[cacheFrameIndex]) { // Cached. isUpdateBoneTimeline = false; } - else { + else { // Cache. this._animationData.cachedFrames[cacheFrameIndex] = true; } } @@ -9149,7 +9170,7 @@ var dragonBones; if (timeline.playState <= 0) { timeline.update(time); } - if (this.blendType === 1 /* E1D */) { + if (this.blendType === 1 /* E1D */) { // TODO var animationState = timeline.target; var d = this.parameterX - animationState.positionX; if (d >= 0.0) { @@ -9190,7 +9211,7 @@ var dragonBones; if (this._fadeState === 0) { if (this._subFadeState > 0) { this._subFadeState = 0; - if (this._poseTimelines.length > 0) { + if (this._poseTimelines.length > 0) { // Remove pose timelines. for (var _i = 0, _a = this._poseTimelines; _i < _a.length; _i++) { var timeline = _a[_i]; var index = this._boneTimelines.indexOf(timeline); @@ -9228,7 +9249,7 @@ var dragonBones; } } if (this._actionTimeline.playState > 0) { - if (this.autoFadeOutTime >= 0.0) { + if (this.autoFadeOutTime >= 0.0) { // Auto fade out. this.fadeOut(this.autoFadeOutTime); } } @@ -9283,7 +9304,7 @@ var dragonBones; this._playheadState &= 2; // x0 } if (this._fadeState > 0) { - if (fadeOutTime > this.fadeTotalTime - this._fadeTime) { + if (fadeOutTime > this.fadeTotalTime - this._fadeTime) { // If the animation is already in fade out, the new fade out will be ignored. return; } } @@ -9360,10 +9381,10 @@ var dragonBones; if (currentBone === null) { return; } - if (this._boneMask.indexOf(boneName) < 0) { + if (this._boneMask.indexOf(boneName) < 0) { // Add mixing this._boneMask.push(boneName); } - if (recursive) { + if (recursive) { // Add recursive mixing. for (var _i = 0, _a = this._armature.getBones(); _i < _a.length; _i++) { var bone = _a[_i]; if (this._boneMask.indexOf(bone.name) < 0 && currentBone.contains(bone)) { @@ -9390,14 +9411,14 @@ var dragonBones; AnimationState.prototype.removeBoneMask = function (boneName, recursive) { if (recursive === void 0) { recursive = true; } var index = this._boneMask.indexOf(boneName); - if (index >= 0) { + if (index >= 0) { // Remove mixing. this._boneMask.splice(index, 1); } if (recursive) { var currentBone = this._armature.getBone(boneName); if (currentBone !== null) { var bones = this._armature.getBones(); - if (this._boneMask.length > 0) { + if (this._boneMask.length > 0) { // Remove recursive mixing. for (var _i = 0, bones_1 = bones; _i < bones_1.length; _i++) { var bone = bones_1[_i]; var index_1 = this._boneMask.indexOf(bone.name); @@ -9406,7 +9427,7 @@ var dragonBones; } } } - else { + else { // Add unrecursive mixing. for (var _a = 0, bones_2 = bones; _a < bones_2.length; _a++) { var bone = bones_2[_a]; if (bone === currentBone) { @@ -9815,7 +9836,7 @@ var dragonBones; TimelineState.prototype._onClear = function () { this.dirty = false; this.playState = -1; - this.currentPlayTimes = -1; + this.currentPlayTimes = 0; this.currentTime = -1.0; this.target = null; this._isTween = false; @@ -9844,12 +9865,12 @@ var dragonBones; var prevState = this.playState; var prevPlayTimes = this.currentPlayTimes; var prevTime = this.currentTime; - if (this._actionTimeline !== null && this._frameCount <= 1) { + if (this._actionTimeline !== null && this._frameCount <= 1) { // No frame or only one frame. this.playState = this._actionTimeline.playState >= 0 ? 1 : -1; this.currentPlayTimes = 1; this.currentTime = this._actionTimeline.currentTime; } - else if (this._actionTimeline === null || this._timeScale !== 1.0 || this._timeOffset !== 0.0) { + else if (this._actionTimeline === null || this._timeScale !== 1.0 || this._timeOffset !== 0.0) { // Action timeline or has scale and offset. var playTimes = this._animationState.playTimes; var totalTime = playTimes * this._duration; passedTime *= this._timeScale; @@ -9865,7 +9886,7 @@ var dragonBones; this.currentTime = 0.0; } else { - this.currentTime = this._duration + 0.000001; // Precision problem + this.currentTime = this.playState === 1 ? this._duration + 0.000001 : this._duration; // Precision problem } } else { @@ -9884,7 +9905,7 @@ var dragonBones; } this.currentTime += this._position; } - else { + else { // Multi frames. this.playState = this._actionTimeline.playState; this.currentPlayTimes = this._actionTimeline.currentPlayTimes; this.currentTime = this._actionTimeline.currentTime; @@ -9941,7 +9962,7 @@ var dragonBones; } else if (this._frameIndex < 0) { this._frameIndex = 0; - if (this._timelineData !== null) { + if (this._timelineData !== null) { // May be pose timeline. this._frameOffset = this._animationData.frameOffset + this._timelineArray[this._timelineData.offset + 5 /* TimelineFrameOffset */]; } this._onArriveAtFrame(); @@ -10335,10 +10356,10 @@ var dragonBones; var eventDispatcher = this._armature.eventDispatcher; if (prevState < 0) { if (this.playState !== prevState) { - if (this._animationState.displayControl && this._animationState.resetToPose) { + if (this._animationState.displayControl && this._animationState.resetToPose) { // Reset zorder to pose. this._armature._sortZOrder(null, 0); } - prevPlayTimes = this.currentPlayTimes; + // prevPlayTimes = this.currentPlayTimes; // TODO if (eventActive && eventDispatcher.hasDBEventListener(dragonBones.EventObject.START)) { var eventObject = dragonBones.BaseObject.borrowObject(dragonBones.EventObject); eventObject.type = dragonBones.EventObject.START; @@ -10374,7 +10395,7 @@ var dragonBones; var timelineData = this._timelineData; var timelineFrameIndex = Math.floor(this.currentTime * this._frameRate); // uint var frameIndex = this._frameIndices[timelineData.frameIndicesOffset + timelineFrameIndex]; - if (this._frameIndex !== frameIndex) { + if (this._frameIndex !== frameIndex) { // Arrive at frame. var crossedFrameIndex = this._frameIndex; this._frameIndex = frameIndex; if (this._timelineArray !== null) { @@ -10383,8 +10404,8 @@ var dragonBones; if (crossedFrameIndex < 0) { var prevFrameIndex = Math.floor(prevTime * this._frameRate); crossedFrameIndex = this._frameIndices[timelineData.frameIndicesOffset + prevFrameIndex]; - if (this.currentPlayTimes === prevPlayTimes) { - if (crossedFrameIndex === frameIndex) { + if (this.currentPlayTimes === prevPlayTimes) { // Start. + if (crossedFrameIndex === frameIndex) { // Uncrossed. crossedFrameIndex = -1; } } @@ -10394,10 +10415,10 @@ var dragonBones; // const framePosition = this._frameArray[frameOffset] * this._frameRateR; // Precision problem var framePosition = this._frameArray[frameOffset] / this._frameRate; if (this._position <= framePosition && - framePosition <= this._position + this._duration) { + framePosition <= this._position + this._duration) { // Support interval play. this._onCrossFrame(crossedFrameIndex); } - if (loopCompleteEvent !== null && crossedFrameIndex === 0) { + if (loopCompleteEvent !== null && crossedFrameIndex === 0) { // Add loop complete event after first frame. this._armature._dragonBones.bufferEvent(loopCompleteEvent); loopCompleteEvent = null; } @@ -10419,8 +10440,8 @@ var dragonBones; var frameOffset = this._animationData.frameOffset + this._timelineArray[timelineData.offset + 5 /* TimelineFrameOffset */ + crossedFrameIndex]; // const framePosition = this._frameArray[frameOffset] * this._frameRateR; // Precision problem var framePosition = this._frameArray[frameOffset] / this._frameRate; - if (this.currentPlayTimes === prevPlayTimes) { - if (prevTime <= framePosition) { + if (this.currentPlayTimes === prevPlayTimes) { // Start. + if (prevTime <= framePosition) { // Crossed. if (crossedFrameIndex > 0) { crossedFrameIndex--; } @@ -10428,7 +10449,7 @@ var dragonBones; crossedFrameIndex = this._frameCount - 1; } } - else if (crossedFrameIndex === frameIndex) { + else if (crossedFrameIndex === frameIndex) { // Uncrossed. crossedFrameIndex = -1; } } @@ -10445,10 +10466,10 @@ var dragonBones; var framePosition = this._frameArray[frameOffset] / this._frameRate; if (this._position <= framePosition && framePosition <= this._position + this._duration // - ) { + ) { // Support interval play. this._onCrossFrame(crossedFrameIndex); } - if (loopCompleteEvent !== null && crossedFrameIndex === 0) { + if (loopCompleteEvent !== null && crossedFrameIndex === 0) { // Add loop complete event before first frame. this._armature._dragonBones.bufferEvent(loopCompleteEvent); loopCompleteEvent = null; } @@ -10466,13 +10487,13 @@ var dragonBones; this._frameOffset = this._animationData.frameOffset + this._timelineArray[this._timelineData.offset + 5 /* TimelineFrameOffset */]; // Arrive at frame. var framePosition = this._frameArray[this._frameOffset] / this._frameRate; - if (this.currentPlayTimes === prevPlayTimes) { + if (this.currentPlayTimes === prevPlayTimes) { // Start. if (prevTime <= framePosition) { this._onCrossFrame(this._frameIndex); } } - else if (this._position <= framePosition) { - if (!isReverse && loopCompleteEvent !== null) { + else if (this._position <= framePosition) { // Loop complete. + if (!isReverse && loopCompleteEvent !== null) { // Add loop complete event before first frame. this._armature._dragonBones.bufferEvent(loopCompleteEvent); loopCompleteEvent = null; } @@ -10538,7 +10559,7 @@ var dragonBones; this._rd[2] = dragonBones.Transform.normalizeRadian(this._rd[2]); this._rd[3] = dragonBones.Transform.normalizeRadian(this._rd[3]); } - if (this._timelineData === null) { + if (this._timelineData === null) { // Pose. this._rd[4] = 1.0; this._rd[5] = 1.0; } @@ -10694,7 +10715,7 @@ var dragonBones; }; BoneScaleTimelineState.prototype._onArriveAtFrame = function () { _super.prototype._onArriveAtFrame.call(this); - if (this._timelineData === null) { + if (this._timelineData === null) { // Pose. this._resultA = 1.0; this._resultB = 1.0; } @@ -10821,7 +10842,7 @@ var dragonBones; }; AlphaTimelineState.prototype._onArriveAtFrame = function () { _super.prototype._onArriveAtFrame.call(this); - if (this._timelineData === null) { + if (this._timelineData === null) { // Pose. this._result = 1.0; } }; @@ -10855,15 +10876,15 @@ var dragonBones; /** * @internal */ - var SlotDislayTimelineState = /** @class */ (function (_super) { - __extends(SlotDislayTimelineState, _super); - function SlotDislayTimelineState() { + var SlotDisplayTimelineState = /** @class */ (function (_super) { + __extends(SlotDisplayTimelineState, _super); + function SlotDisplayTimelineState() { return _super !== null && _super.apply(this, arguments) || this; } - SlotDislayTimelineState.toString = function () { - return "[class dragonBones.SlotDislayTimelineState]"; + SlotDisplayTimelineState.toString = function () { + return "[class dragonBones.SlotDisplayTimelineState]"; }; - SlotDislayTimelineState.prototype._onArriveAtFrame = function () { + SlotDisplayTimelineState.prototype._onArriveAtFrame = function () { if (this.playState >= 0) { var slot = this.target; var displayIndex = this._timelineData !== null ? this._frameArray[this._frameOffset + 1] : slot._slotData.displayIndex; @@ -10872,11 +10893,11 @@ var dragonBones; } } }; - SlotDislayTimelineState.prototype._onUpdateFrame = function () { + SlotDisplayTimelineState.prototype._onUpdateFrame = function () { }; - return SlotDislayTimelineState; + return SlotDisplayTimelineState; }(dragonBones.TimelineState)); - dragonBones.SlotDislayTimelineState = SlotDislayTimelineState; + dragonBones.SlotDisplayTimelineState = SlotDisplayTimelineState; /** * @internal */ @@ -10941,7 +10962,7 @@ var dragonBones; this._result[7] = colorArray[colorOffset++]; } } - else { + else { // Pose. var slot = this.target; var color = slot.slotData.color; this._result[0] = color.alphaMultiplier; @@ -11036,7 +11057,7 @@ var dragonBones; }; SlotZIndexTimelineState.prototype._onArriveAtFrame = function () { _super.prototype._onArriveAtFrame.call(this); - if (this._timelineData === null) { + if (this._timelineData === null) { // Pose. var blendState = this.target; var slot = blendState.target; this._result = slot.slotData.zIndex; @@ -11916,7 +11937,7 @@ var dragonBones; var stepIndex = -2; for (var i = 0, l = samples.length; i < l; ++i) { var t = (i + 1) / (l + 1); // float - while ((stepIndex + 6 < curveCount ? curve[stepIndex + 6] : 1) < t) { + while ((stepIndex + 6 < curveCount ? curve[stepIndex + 6] : 1) < t) { // stepIndex + 3 * 2 stepIndex += 6; } var isInCurve = stepIndex >= 0 && stepIndex + 6 < curveCount; @@ -11948,7 +11969,7 @@ var dragonBones; var stepIndex = 0; for (var i = 0, l = samples.length; i < l; ++i) { var t = (i + 1) / (l + 1); // float - while (curve[stepIndex + 6] < t) { + while (curve[stepIndex + 6] < t) { // stepIndex + 3 * 2 stepIndex += 6; } var x1 = curve[stepIndex]; @@ -12002,13 +12023,13 @@ var dragonBones; var action = actions_2[_i]; this._armature.addAction(action, false); } - if (this._actionFrames.length === 0) { + if (this._actionFrames.length === 0) { // First frame. frame = new ActionFrame(); frame.frameStart = 0; this._actionFrames.push(frame); frame = null; } - for (var _a = 0, _b = this._actionFrames; _a < _b.length; _a++) { + for (var _a = 0, _b = this._actionFrames; _a < _b.length; _a++) { // Get same frame. var eachFrame = _b[_a]; if (eachFrame.frameStart === frameStart) { frame = eachFrame; @@ -12019,12 +12040,12 @@ var dragonBones; } frameIndex++; } - if (frame === null) { + if (frame === null) { // Create and cache frame. frame = new ActionFrame(); frame.frameStart = frameStart; this._actionFrames.splice(frameIndex, 0, frame); } - for (var i = 0; i < actions.length; ++i) { + for (var i = 0; i < actions.length; ++i) { // Cache action offsets. frame.actions.push(actionOffset + i); } }; @@ -12039,7 +12060,7 @@ var dragonBones; else { armature.type = ObjectDataParser._getNumber(rawData, dragonBones.DataParser.TYPE, 0 /* Armature */); } - if (armature.frameRate === 0) { + if (armature.frameRate === 0) { // Data error. armature.frameRate = 24; } this._armature = armature; @@ -12072,12 +12093,12 @@ var dragonBones; var rawBone = rawBones_1[_i]; var parentName = ObjectDataParser._getString(rawBone, dragonBones.DataParser.PARENT, ""); var bone = this._parseBone(rawBone); - if (parentName.length > 0) { + if (parentName.length > 0) { // Get bone parent. var parent_1 = armature.getBone(parentName); if (parent_1 !== null) { bone.parent = parent_1; } - else { + else { // Cache. if (!(parentName in this._cacheBones)) { this._cacheBones[parentName] = []; } @@ -12131,14 +12152,14 @@ var dragonBones; } } } - for (var i = 0, l = this._cacheRawMeshes.length; i < l; ++i) { + for (var i = 0, l = this._cacheRawMeshes.length; i < l; ++i) { // Link mesh. var rawData_1 = this._cacheRawMeshes[i]; var shareName = ObjectDataParser._getString(rawData_1, dragonBones.DataParser.SHARE, ""); if (shareName.length === 0) { continue; } var skinName = ObjectDataParser._getString(rawData_1, dragonBones.DataParser.SKIN, dragonBones.DataParser.DEFAULT_NAME); - if (skinName.length === 0) { + if (skinName.length === 0) { // skinName = dragonBones.DataParser.DEFAULT_NAME; } var shareMesh = armature.getMesh(skinName, "", shareName); // TODO slot; @@ -12161,7 +12182,7 @@ var dragonBones; for (var _h = 0, actions_3 = actions; _h < actions_3.length; _h++) { var action = actions_3[_h]; armature.addAction(action, true); - if (action.type === 0 /* Play */) { + if (action.type === 0 /* Play */) { // Set default animation from default action. var animation = armature.getAnimation(action.name); if (animation !== null) { armature.defaultAnimation = animation; @@ -12462,7 +12483,7 @@ var dragonBones; }; ObjectDataParser.prototype._parseMesh = function (rawData, mesh) { this._parseGeometry(rawData, mesh.geometry); - if (dragonBones.DataParser.WEIGHTS in rawData) { + if (dragonBones.DataParser.WEIGHTS in rawData) { // Cache pose data. var rawSlotPose = rawData[dragonBones.DataParser.SLOT_POSE]; var rawBonePoses = rawData[dragonBones.DataParser.BONE_POSE]; var meshName = this._skin.name + "_" + this._slot.name + "_" + mesh.name; @@ -12592,7 +12613,7 @@ var dragonBones; var skinName = ObjectDataParser._getString(rawTimeline, dragonBones.DataParser.SKIN, dragonBones.DataParser.DEFAULT_NAME); var slotName = ObjectDataParser._getString(rawTimeline, dragonBones.DataParser.SLOT, ""); var displayName = ObjectDataParser._getString(rawTimeline, dragonBones.DataParser.NAME, ""); - if (skinName.length === 0) { + if (skinName.length === 0) { // skinName = dragonBones.DataParser.DEFAULT_NAME; } this._slot = this._armature.getSlot(slotName); @@ -12830,7 +12851,7 @@ var dragonBones; this._timelineArray[timelineOffset + 4 /* TimelineFrameValueOffset */] = frameFloatArrayLength - this._animation.frameFloatOffset; break; } - if (keyFrameCount === 1) { + if (keyFrameCount === 1) { // Only one frame. timeline.frameIndicesOffset = -1; this._timelineArray[timelineOffset + 5 /* TimelineFrameOffset */ + 0] = frameParser.call(this, rawFrames[0], 0, 0) - this._animation.frameOffset; } @@ -13056,7 +13077,7 @@ var dragonBones; this._frameArray.length += 1 + 1 + actionCount; this._frameArray[frameOffset + 0 /* FramePosition */] = frameStart; this._frameArray[frameOffset + 0 /* FramePosition */ + 1] = actionCount; // Action count. - for (var i = 0; i < actionCount; ++i) { + for (var i = 0; i < actionCount; ++i) { // Action offsets. this._frameArray[frameOffset + 0 /* FramePosition */ + 2 + i] = frame.actions[i]; } return frameOffset; @@ -13197,7 +13218,7 @@ var dragonBones; var colorOffset = -1; if (dragonBones.DataParser.VALUE in rawData || dragonBones.DataParser.COLOR in rawData) { var rawColor = dragonBones.DataParser.VALUE in rawData ? rawData[dragonBones.DataParser.VALUE] : rawData[dragonBones.DataParser.COLOR]; - for (var k in rawColor) { + for (var k in rawColor) { // Detects the presence of color. // tslint:disable-next-line:no-unused-expression k; this._parseColorTransform(rawColor, this._helpColorTransform); @@ -13257,7 +13278,7 @@ var dragonBones; this._frameFloatArray.length += vertexCount * 2; } for (var i = 0; i < vertexCount * 2; i += 2) { - if (rawVertices === null) { + if (rawVertices === null) { // Fill 0. x = 0.0; y = 0.0; } @@ -13275,7 +13296,7 @@ var dragonBones; y = rawVertices[i + 1 - offset]; } } - if (weight !== null) { + if (weight !== null) { // If mesh is skinned, transform point by bone bind pose. var rawBonePoses = this._weightBonePoses[meshName]; var vertexBoneCount = this._intArray[iB++]; this._helpMatrixA.transformPoint(x, y, this._helpPoint, true); @@ -13620,13 +13641,13 @@ var dragonBones; var lTotal = l1 + l2 + l3 + l4 + l5 + l6 + l7; // var binary = new ArrayBuffer(lTotal); - var intArray = new Int16Array(binary, 0, this._intArray.length); + var intArray = new Uint16Array(binary, 0, this._intArray.length); var floatArray = new Float32Array(binary, l1, this._floatArray.length); var frameIntArray = new Int16Array(binary, l1 + l2, this._frameIntArray.length); var frameFloatArray = new Float32Array(binary, l1 + l2 + l3, this._frameFloatArray.length); var frameArray = new Int16Array(binary, l1 + l2 + l3 + l4, this._frameArray.length); var timelineArray = new Uint16Array(binary, l1 + l2 + l3 + l4 + l5, this._timelineArray.length); - var colorArray = new Int16Array(binary, l1 + l2 + l3 + l4 + l5 + l6, this._colorArray.length); + var colorArray = new Uint16Array(binary, l1 + l2 + l3 + l4 + l5 + l6, this._colorArray.length); for (var i = 0, l = this._intArray.length; i < l; ++i) { intArray[i] = this._intArray[i]; } @@ -13669,7 +13690,7 @@ var dragonBones; data.version = version; data.name = ObjectDataParser._getString(rawData, dragonBones.DataParser.NAME, ""); data.frameRate = ObjectDataParser._getNumber(rawData, dragonBones.DataParser.FRAME_RATE, 24); - if (data.frameRate === 0) { + if (data.frameRate === 0) { // Data error. data.frameRate = 24; } if (dragonBones.DataParser.ARMATURE in rawData) { @@ -13680,7 +13701,7 @@ var dragonBones; var rawArmature = rawArmatures_1[_i]; data.addArmature(this._parseArmature(rawArmature, scale)); } - if (!this._data.binary) { + if (!this._data.binary) { // DragonBones.webAssembly ? 0 : null; this._modifyArray(); } if (dragonBones.DataParser.STAGE in rawData) { @@ -14100,13 +14121,13 @@ var dragonBones; var l5 = offsets[9]; var l6 = offsets[11]; var l7 = offsets.length > 12 ? offsets[13] : 0; // Color. - var intArray = new Int16Array(this._binary, this._binaryOffset + offsets[0], l1 / Int16Array.BYTES_PER_ELEMENT); + var intArray = new Uint16Array(this._binary, this._binaryOffset + offsets[0], l1 / Uint16Array.BYTES_PER_ELEMENT); var floatArray = new Float32Array(this._binary, this._binaryOffset + offsets[2], l2 / Float32Array.BYTES_PER_ELEMENT); var frameIntArray = new Int16Array(this._binary, this._binaryOffset + offsets[4], l3 / Int16Array.BYTES_PER_ELEMENT); var frameFloatArray = new Float32Array(this._binary, this._binaryOffset + offsets[6], l4 / Float32Array.BYTES_PER_ELEMENT); var frameArray = new Int16Array(this._binary, this._binaryOffset + offsets[8], l5 / Int16Array.BYTES_PER_ELEMENT); var timelineArray = new Uint16Array(this._binary, this._binaryOffset + offsets[10], l6 / Uint16Array.BYTES_PER_ELEMENT); - var colorArray = l7 > 0 ? new Int16Array(this._binary, this._binaryOffset + offsets[12], l7 / Int16Array.BYTES_PER_ELEMENT) : intArray; // Color. + var colorArray = l7 > 0 ? new Uint16Array(this._binary, this._binaryOffset + offsets[12], l7 / Uint16Array.BYTES_PER_ELEMENT) : intArray; // Color. this._data.binary = this._binary; this._data.intArray = this._intArrayBuffer = intArray; this._data.floatArray = floatArray; @@ -14245,7 +14266,7 @@ var dragonBones; } } } - if (this.autoSearch) { + if (this.autoSearch) { // Will be search all data, if the autoSearch is true. for (var k in this._textureAtlasDataMap) { for (var _b = 0, _c = this._textureAtlasDataMap[k]; _b < _c.length; _b++) { var textureAtlasData = _c[_b]; @@ -14269,7 +14290,7 @@ var dragonBones; armatureData = dragonBonesData.getArmature(armatureName); } } - if (armatureData === null && (dragonBonesName.length === 0 || this.autoSearch)) { + if (armatureData === null && (dragonBonesName.length === 0 || this.autoSearch)) { // Will be search all data, if do not give a data name or the autoSearch is true. for (var k in this._dragonBonesDataMap) { dragonBonesData = this._dragonBonesDataMap[k]; if (dragonBonesName.length === 0 || dragonBonesData.autoSearch) { @@ -15610,7 +15631,7 @@ var dragonBones; var currentTextureData = this._textureData; if (this._displayIndex >= 0 && this._display !== null && currentTextureData !== null) { var currentTextureAtlasData = currentTextureData.parent; - if (this._armature.replacedTexture !== null) { + if (this._armature.replacedTexture !== null) { // Update replaced texture atlas. if (this._armature._replaceTextureAtlasData === null) { currentTextureAtlasData = dragonBones.BaseObject.borrowObject(dragonBones.PixiTextureAtlasData); currentTextureAtlasData.copyFrom(currentTextureData.parent); @@ -15624,7 +15645,7 @@ var dragonBones; } var renderTexture = currentTextureData.renderTexture; if (renderTexture !== null) { - if (this._geometryData !== null) { + if (this._geometryData !== null) { // Mesh. var data = this._geometryData.data; var intArray = data.intArray; var floatArray = data.floatArray; @@ -15671,7 +15692,7 @@ var dragonBones; this._identityTransform(); } } - else { + else { // Normal texture. this._textureScale = currentTextureData.parent.scale * this._armature._armatureData.scale; var normalDisplay = this._renderDisplay; normalDisplay.texture = renderTexture; diff --git a/Pixi/4.x/out/dragonBones.min.js b/Pixi/4.x/out/dragonBones.min.js index 83d4dd82..9d726d47 100644 --- a/Pixi/4.x/out/dragonBones.min.js +++ b/Pixi/4.x/out/dragonBones.min.js @@ -1 +1 @@ -"use strict";var __extends=this&&this.__extends||function(){var t=Object.setPrototypeOf||{__proto__:[]}instanceof Array&&function(t,e){t.__proto__=e}||function(t,e){for(var a in e)if(e.hasOwnProperty(a))t[a]=e[a]};return function(e,a){t(e,a);function r(){this.constructor=e}e.prototype=a===null?Object.create(a):(r.prototype=a.prototype,new r)}}();var dragonBones;(function(t){var e=function(){function e(a){this._clock=new t.WorldClock;this._events=[];this._objects=[];this._eventManager=null;this._eventManager=a;console.info("DragonBones: "+e.VERSION+"\nWebsite: http://dragonbones.com/\nSource and Demo: https://github.com/DragonBones/")}e.prototype.advanceTime=function(e){if(this._objects.length>0){for(var a=0,r=this._objects;a0){for(var n=0;na){i.length=a}t._maxCountMap[r]=a}else{t._defaultMaxCount=a;for(var r in t._poolsMap){var i=t._poolsMap[r];if(i.length>a){i.length=a}if(r in t._maxCountMap){t._maxCountMap[r]=a}}}};t.clearPool=function(e){if(e===void 0){e=null}if(e!==null){var a=String(e);var r=a in t._poolsMap?t._poolsMap[a]:null;if(r!==null&&r.length>0){r.length=0}}else{for(var i in t._poolsMap){var r=t._poolsMap[i];r.length=0}}};t.borrowObject=function(e){var a=String(e);var r=a in t._poolsMap?t._poolsMap[a]:null;if(r!==null&&r.length>0){var i=r.pop();i._isInPool=false;return i}var n=new e;n._onClear();return n};t.prototype.returnToPool=function(){this._onClear();t._returnObject(this)};t._hashCode=0;t._defaultMaxCount=3e3;t._maxCountMap={};t._poolsMap={};return t}();t.BaseObject=e})(dragonBones||(dragonBones={}));var dragonBones;(function(t){var e=function(){function t(t,e,a,r,i,n){if(t===void 0){t=1}if(e===void 0){e=0}if(a===void 0){a=0}if(r===void 0){r=1}if(i===void 0){i=0}if(n===void 0){n=0}this.a=t;this.b=e;this.c=a;this.d=r;this.tx=i;this.ty=n}t.prototype.toString=function(){return"[object dragonBones.Matrix] a:"+this.a+" b:"+this.b+" c:"+this.c+" d:"+this.d+" tx:"+this.tx+" ty:"+this.ty};t.prototype.copyFrom=function(t){this.a=t.a;this.b=t.b;this.c=t.c;this.d=t.d;this.tx=t.tx;this.ty=t.ty;return this};t.prototype.copyFromArray=function(t,e){if(e===void 0){e=0}this.a=t[e];this.b=t[e+1];this.c=t[e+2];this.d=t[e+3];this.tx=t[e+4];this.ty=t[e+5];return this};t.prototype.identity=function(){this.a=this.d=1;this.b=this.c=0;this.tx=this.ty=0;return this};t.prototype.concat=function(t){var e=this.a*t.a;var a=0;var r=0;var i=this.d*t.d;var n=this.tx*t.a+t.tx;var s=this.ty*t.d+t.ty;if(this.b!==0||this.c!==0){e+=this.b*t.c;a+=this.b*t.d;r+=this.c*t.a;i+=this.c*t.b}if(t.b!==0||t.c!==0){a+=this.a*t.b;r+=this.d*t.c;n+=this.ty*t.c;s+=this.tx*t.b}this.a=e;this.b=a;this.c=r;this.d=i;this.tx=n;this.ty=s;return this};t.prototype.invert=function(){var t=this.a;var e=this.b;var a=this.c;var r=this.d;var i=this.tx;var n=this.ty;if(e===0&&a===0){this.b=this.c=0;if(t===0||r===0){this.a=this.b=this.tx=this.ty=0}else{t=this.a=1/t;r=this.d=1/r;this.tx=-t*i;this.ty=-r*n}return this}var s=t*r-e*a;if(s===0){this.a=this.d=1;this.b=this.c=0;this.tx=this.ty=0;return this}s=1/s;var o=this.a=r*s;e=this.b=-e*s;a=this.c=-a*s;r=this.d=t*s;this.tx=-(o*i+a*n);this.ty=-(e*i+r*n);return this};t.prototype.transformPoint=function(t,e,a,r){if(r===void 0){r=false}a.x=this.a*t+this.c*e;a.y=this.b*t+this.d*e;if(!r){a.x+=this.tx;a.y+=this.ty}};t.prototype.transformRectangle=function(t,e){if(e===void 0){e=false}var a=this.a;var r=this.b;var i=this.c;var n=this.d;var s=e?0:this.tx;var o=e?0:this.ty;var l=t.x;var h=t.y;var u=l+t.width;var f=h+t.height;var _=a*l+i*h+s;var m=r*l+n*h+o;var p=a*u+i*h+s;var c=r*u+n*h+o;var d=a*u+i*f+s;var y=r*u+n*f+o;var v=a*l+i*f+s;var g=r*l+n*f+o;var D=0;if(_>p){D=_;_=p;p=D}if(d>v){D=d;d=v;v=D}t.x=Math.floor(_v?p:v)-t.x);if(m>c){D=m;m=c;c=D}if(y>g){D=y;y=g;g=D}t.y=Math.floor(mg?c:g)-t.y)};return t}();t.Matrix=e})(dragonBones||(dragonBones={}));var dragonBones;(function(t){var e=function(){function t(t,e,a,r,i,n){if(t===void 0){t=0}if(e===void 0){e=0}if(a===void 0){a=0}if(r===void 0){r=0}if(i===void 0){i=1}if(n===void 0){n=1}this.x=t;this.y=e;this.skew=a;this.rotation=r;this.scaleX=i;this.scaleY=n}t.normalizeRadian=function(t){t=(t+Math.PI)%(Math.PI*2);t+=t>0?-Math.PI:Math.PI;return t};t.prototype.toString=function(){return"[object dragonBones.Transform] x:"+this.x+" y:"+this.y+" skewX:"+this.skew*180/Math.PI+" skewY:"+this.rotation*180/Math.PI+" scaleX:"+this.scaleX+" scaleY:"+this.scaleY};t.prototype.copyFrom=function(t){this.x=t.x;this.y=t.y;this.skew=t.skew;this.rotation=t.rotation;this.scaleX=t.scaleX;this.scaleY=t.scaleY;return this};t.prototype.identity=function(){this.x=this.y=0;this.skew=this.rotation=0;this.scaleX=this.scaleY=1;return this};t.prototype.add=function(t){this.x+=t.x;this.y+=t.y;this.skew+=t.skew;this.rotation+=t.rotation;this.scaleX*=t.scaleX;this.scaleY*=t.scaleY;return this};t.prototype.minus=function(t){this.x-=t.x;this.y-=t.y;this.skew-=t.skew;this.rotation-=t.rotation;this.scaleX/=t.scaleX;this.scaleY/=t.scaleY;return this};t.prototype.fromMatrix=function(e){var a=this.scaleX,r=this.scaleY;var i=t.PI_Q;this.x=e.tx;this.y=e.ty;this.rotation=Math.atan(e.b/e.a);var n=Math.atan(-e.c/e.d);this.scaleX=this.rotation>-i&&this.rotation-i&&n=0&&this.scaleX<0){this.scaleX=-this.scaleX;this.rotation=this.rotation-Math.PI}if(r>=0&&this.scaleY<0){this.scaleY=-this.scaleY;n=n-Math.PI}this.skew=n-this.rotation;return this};t.prototype.toMatrix=function(t){if(this.rotation===0){t.a=1;t.b=0}else{t.a=Math.cos(this.rotation);t.b=Math.sin(this.rotation)}if(this.skew===0){t.c=-t.b;t.d=t.a}else{t.c=-Math.sin(this.skew+this.rotation);t.d=Math.cos(this.skew+this.rotation)}if(this.scaleX!==1){t.a*=this.scaleX;t.b*=this.scaleX}if(this.scaleY!==1){t.c*=this.scaleY;t.d*=this.scaleY}t.tx=this.x;t.ty=this.y;return this};t.PI=Math.PI;t.PI_D=Math.PI*2;t.PI_H=Math.PI/2;t.PI_Q=Math.PI/4;t.RAD_DEG=180/Math.PI;t.DEG_RAD=Math.PI/180;return t}();t.Transform=e})(dragonBones||(dragonBones={}));var dragonBones;(function(t){var e=function(){function t(t,e,a,r,i,n,s,o){if(t===void 0){t=1}if(e===void 0){e=1}if(a===void 0){a=1}if(r===void 0){r=1}if(i===void 0){i=0}if(n===void 0){n=0}if(s===void 0){s=0}if(o===void 0){o=0}this.alphaMultiplier=t;this.redMultiplier=e;this.greenMultiplier=a;this.blueMultiplier=r;this.alphaOffset=i;this.redOffset=n;this.greenOffset=s;this.blueOffset=o}t.prototype.copyFrom=function(t){this.alphaMultiplier=t.alphaMultiplier;this.redMultiplier=t.redMultiplier;this.greenMultiplier=t.greenMultiplier;this.blueMultiplier=t.blueMultiplier;this.alphaOffset=t.alphaOffset;this.redOffset=t.redOffset;this.greenOffset=t.greenOffset;this.blueOffset=t.blueOffset};t.prototype.identity=function(){this.alphaMultiplier=this.redMultiplier=this.greenMultiplier=this.blueMultiplier=1;this.alphaOffset=this.redOffset=this.greenOffset=this.blueOffset=0};return t}();t.ColorTransform=e})(dragonBones||(dragonBones={}));var dragonBones;(function(t){var e=function(){function t(t,e){if(t===void 0){t=0}if(e===void 0){e=0}this.x=t;this.y=e}t.prototype.copyFrom=function(t){this.x=t.x;this.y=t.y};t.prototype.clear=function(){this.x=this.y=0};return t}();t.Point=e})(dragonBones||(dragonBones={}));var dragonBones;(function(t){var e=function(){function t(t,e,a,r){if(t===void 0){t=0}if(e===void 0){e=0}if(a===void 0){a=0}if(r===void 0){r=0}this.x=t;this.y=e;this.width=a;this.height=r}t.prototype.copyFrom=function(t){this.x=t.x;this.y=t.y;this.width=t.width;this.height=t.height};t.prototype.clear=function(){this.x=this.y=0;this.width=this.height=0};return t}();t.Rectangle=e})(dragonBones||(dragonBones={}));var dragonBones;(function(t){var e=function(t){__extends(e,t);function e(){var e=t!==null&&t.apply(this,arguments)||this;e.ints=[];e.floats=[];e.strings=[];return e}e.toString=function(){return"[class dragonBones.UserData]"};e.prototype._onClear=function(){this.ints.length=0;this.floats.length=0;this.strings.length=0};e.prototype.addInt=function(t){this.ints.push(t)};e.prototype.addFloat=function(t){this.floats.push(t)};e.prototype.addString=function(t){this.strings.push(t)};e.prototype.getInt=function(t){if(t===void 0){t=0}return t>=0&&t=0&&t=0&&t=t){a=0}if(this.sortedBones.indexOf(i)>=0){continue}var n=false;for(var s in this.constraints){var o=this.constraints[s];if(o.root===i&&this.sortedBones.indexOf(o.target)<0){n=true;break}}if(n){continue}if(i.parent!==null&&this.sortedBones.indexOf(i.parent)<0){continue}this.sortedBones.push(i);r++}};a.prototype.cacheFrames=function(t){if(this.cacheFrameRate>0){return}this.cacheFrameRate=t;for(var e in this.animations){this.animations[e].cacheFrames(this.cacheFrameRate)}};a.prototype.setCacheFrame=function(t,e){var a=this.parent.cachedFrames;var r=a.length;a.length+=10;a[r]=t.a;a[r+1]=t.b;a[r+2]=t.c;a[r+3]=t.d;a[r+4]=t.tx;a[r+5]=t.ty;a[r+6]=e.rotation;a[r+7]=e.skew;a[r+8]=e.scaleX;a[r+9]=e.scaleY;return r};a.prototype.getCacheFrame=function(t,e,a){var r=this.parent.cachedFrames;t.a=r[a];t.b=r[a+1];t.c=r[a+2];t.d=r[a+3];t.tx=r[a+4];t.ty=r[a+5];e.rotation=r[a+6];e.skew=r[a+7];e.scaleX=r[a+8];e.scaleY=r[a+9];e.x=t.tx;e.y=t.ty};a.prototype.addBone=function(t){if(t.name in this.bones){console.warn("Same bone: "+t.name);return}this.bones[t.name]=t;this.sortedBones.push(t)};a.prototype.addSlot=function(t){if(t.name in this.slots){console.warn("Same slot: "+t.name);return}this.slots[t.name]=t;this.sortedSlots.push(t)};a.prototype.addConstraint=function(t){if(t.name in this.constraints){console.warn("Same constraint: "+t.name);return}this.constraints[t.name]=t};a.prototype.addSkin=function(t){if(t.name in this.skins){console.warn("Same skin: "+t.name);return}t.parent=this;this.skins[t.name]=t;if(this.defaultSkin===null){this.defaultSkin=t}if(t.name==="default"){this.defaultSkin=t}};a.prototype.addAnimation=function(t){if(t.name in this.animations){console.warn("Same animation: "+t.name);return}t.parent=this;this.animations[t.name]=t;this.animationNames.push(t.name);if(this.defaultAnimation===null){this.defaultAnimation=t}};a.prototype.addAction=function(t,e){if(e){this.defaultActions.push(t)}else{this.actions.push(t)}};a.prototype.getBone=function(t){return t in this.bones?this.bones[t]:null};a.prototype.getSlot=function(t){return t in this.slots?this.slots[t]:null};a.prototype.getConstraint=function(t){return t in this.constraints?this.constraints[t]:null};a.prototype.getSkin=function(t){return t in this.skins?this.skins[t]:null};a.prototype.getMesh=function(t,e,a){var r=this.getSkin(t);if(r===null){return null}return r.getDisplay(e,a)};a.prototype.getAnimation=function(t){return t in this.animations?this.animations[t]:null};return a}(t.BaseObject);t.ArmatureData=e;var a=function(e){__extends(a,e);function a(){var a=e!==null&&e.apply(this,arguments)||this;a.transform=new t.Transform;a.userData=null;return a}a.toString=function(){return"[class dragonBones.BoneData]"};a.prototype._onClear=function(){if(this.userData!==null){this.userData.returnToPool()}this.inheritTranslation=false;this.inheritRotation=false;this.inheritScale=false;this.inheritReflection=false;this.type=0;this.length=0;this.alpha=1;this.name="";this.transform.identity();this.userData=null;this.parent=null};return a}(t.BaseObject);t.BoneData=a;var r=function(e){__extends(a,e);function a(){var a=e!==null&&e.apply(this,arguments)||this;a.geometry=new t.GeometryData;return a}a.toString=function(){return"[class dragonBones.SurfaceData]"};a.prototype._onClear=function(){e.prototype._onClear.call(this);this.type=1;this.segmentX=0;this.segmentY=0;this.geometry.clear()};return a}(a);t.SurfaceData=r;var i=function(e){__extends(a,e);function a(){var t=e!==null&&e.apply(this,arguments)||this;t.color=null;t.userData=null;return t}a.createColor=function(){return new t.ColorTransform};a.toString=function(){return"[class dragonBones.SlotData]"};a.prototype._onClear=function(){if(this.userData!==null){this.userData.returnToPool()}this.blendMode=0;this.displayIndex=0;this.zOrder=0;this.zIndex=0;this.alpha=1;this.name="";this.color=null;this.userData=null;this.parent=null};a.DEFAULT_COLOR=new t.ColorTransform;return a}(t.BaseObject);t.SlotData=i})(dragonBones||(dragonBones={}));var dragonBones;(function(t){var e=function(t){__extends(e,t);function e(){return t!==null&&t.apply(this,arguments)||this}e.prototype._onClear=function(){this.order=0;this.name="";this.type=0;this.target=null;this.root=null;this.bone=null};return e}(t.BaseObject);t.ConstraintData=e;var a=function(t){__extends(e,t);function e(){return t!==null&&t.apply(this,arguments)||this}e.toString=function(){return"[class dragonBones.IKConstraintData]"};e.prototype._onClear=function(){t.prototype._onClear.call(this);this.scaleEnabled=false;this.bendPositive=false;this.weight=1};return e}(e);t.IKConstraintData=a;var r=function(t){__extends(e,t);function e(){var e=t!==null&&t.apply(this,arguments)||this;e.bones=[];return e}e.toString=function(){return"[class dragonBones.PathConstraintData]"};e.prototype._onClear=function(){t.prototype._onClear.call(this);this.pathSlot=null;this.pathDisplayData=null;this.bones.length=0;this.positionMode=0;this.spacingMode=1;this.rotateMode=1;this.position=0;this.spacing=0;this.rotateOffset=0;this.rotateMix=0;this.translateMix=0};e.prototype.AddBone=function(t){this.bones.push(t)};return e}(e);t.PathConstraintData=r})(dragonBones||(dragonBones={}));var dragonBones;(function(t){var e=function(t){__extends(e,t);function e(){return t!==null&&t.apply(this,arguments)||this}e.toString=function(){return"[class dragonBones.CanvasData]"};e.prototype._onClear=function(){this.hasBackground=false;this.color=0;this.x=0;this.y=0;this.width=0;this.height=0};return e}(t.BaseObject);t.CanvasData=e})(dragonBones||(dragonBones={}));var dragonBones;(function(t){var e=function(t){__extends(e,t);function e(){var e=t!==null&&t.apply(this,arguments)||this;e.displays={};return e}e.toString=function(){return"[class dragonBones.SkinData]"};e.prototype._onClear=function(){for(var t in this.displays){var e=this.displays[t];for(var a=0,r=e;ai){s|=2}if(en){s|=8}return s};e.rectangleIntersectsSegment=function(t,a,r,i,n,s,o,l,h,u,f){if(h===void 0){h=null}if(u===void 0){u=null}if(f===void 0){f=null}var _=t>n&&ts&&an&&rs&&i=-a&&t<=a){var r=this.height*.5;if(e>=-r&&e<=r){return true}}return false};e.prototype.intersectsSegment=function(t,a,r,i,n,s,o){if(n===void 0){n=null}if(s===void 0){s=null}if(o===void 0){o=null}var l=this.width*.5;var h=this.height*.5;var u=e.rectangleIntersectsSegment(t,a,r,i,-l,-h,l,h,n,s,o);return u};return e}(e);t.RectangleBoundingBoxData=a;var r=function(t){__extends(e,t);function e(){return t!==null&&t.apply(this,arguments)||this}e.toString=function(){return"[class dragonBones.EllipseData]"};e.ellipseIntersectsSegment=function(t,e,a,r,i,n,s,o,l,h,u){if(l===void 0){l=null}if(h===void 0){h=null}if(u===void 0){u=null}var f=s/o;var _=f*f;e*=f;r*=f;var m=a-t;var p=r-e;var c=Math.sqrt(m*m+p*p);var d=m/c;var y=p/c;var v=(i-t)*d+(n-e)*y;var g=v*v;var D=t*t+e*e;var T=s*s;var b=T-D+g;var A=0;if(b>=0){var P=Math.sqrt(b);var S=v-P;var O=v+P;var x=S<0?-1:S<=c?0:1;var B=O<0?-1:O<=c?0:1;var E=x*B;if(E<0){return-1}else if(E===0){if(x===-1){A=2;a=t+O*d;r=(e+O*y)/f;if(l!==null){l.x=a;l.y=r}if(h!==null){h.x=a;h.y=r}if(u!==null){u.x=Math.atan2(r/T*_,a/T);u.y=u.x+Math.PI}}else if(B===1){A=1;t=t+S*d;e=(e+S*y)/f;if(l!==null){l.x=t;l.y=e}if(h!==null){h.x=t;h.y=e}if(u!==null){u.x=Math.atan2(e/T*_,t/T);u.y=u.x+Math.PI}}else{A=3;if(l!==null){l.x=t+S*d;l.y=(e+S*y)/f;if(u!==null){u.x=Math.atan2(l.y/T*_,l.x/T)}}if(h!==null){h.x=t+O*d;h.y=(e+O*y)/f;if(u!==null){u.y=Math.atan2(h.y/T*_,h.x/T)}}}}}return A};e.prototype._onClear=function(){t.prototype._onClear.call(this);this.type=1};e.prototype.containsPoint=function(t,e){var a=this.width*.5;if(t>=-a&&t<=a){var r=this.height*.5;if(e>=-r&&e<=r){e*=a/r;return Math.sqrt(t*t+e*e)<=a}}return false};e.prototype.intersectsSegment=function(t,a,r,i,n,s,o){if(n===void 0){n=null}if(s===void 0){s=null}if(o===void 0){o=null}var l=e.ellipseIntersectsSegment(t,a,r,i,0,0,this.width*.5,this.height*.5,n,s,o);return l};return e}(e);t.EllipseBoundingBoxData=r;var i=function(t){__extends(e,t);function e(){var e=t!==null&&t.apply(this,arguments)||this;e.vertices=[];return e}e.toString=function(){return"[class dragonBones.PolygonBoundingBoxData]"};e.polygonIntersectsSegment=function(t,e,a,r,i,n,s,o){if(n===void 0){n=null}if(s===void 0){s=null}if(o===void 0){o=null}if(t===a){t=a+1e-6}if(e===r){e=r+1e-6}var l=i.length;var h=t-a;var u=e-r;var f=t*r-e*a;var _=0;var m=i[l-2];var p=i[l-1];var c=0;var d=0;var y=0;var v=0;var g=0;var D=0;for(var T=0;T=m&&B<=b||B>=b&&B<=m)&&(h===0||B>=t&&B<=a||B>=a&&B<=t)){var E=(f*S-u*O)/x;if((E>=p&&E<=A||E>=A&&E<=p)&&(u===0||E>=e&&E<=r||E>=r&&E<=e)){if(s!==null){var M=B-t;if(M<0){M=-M}if(_===0){c=M;d=M;y=B;v=E;g=B;D=E;if(o!==null){o.x=Math.atan2(A-p,b-m)-Math.PI*.5;o.y=o.x}}else{if(Md){d=M;g=B;D=E;if(o!==null){o.y=Math.atan2(A-p,b-m)-Math.PI*.5}}}_++}else{y=B;v=E;g=B;D=E;_++;if(o!==null){o.x=Math.atan2(A-p,b-m)-Math.PI*.5;o.y=o.x}break}}}m=b;p=A}if(_===1){if(n!==null){n.x=y;n.y=v}if(s!==null){s.x=y;s.y=v}if(o!==null){o.y=o.x+Math.PI}}else if(_>1){_++;if(n!==null){n.x=y;n.y=v}if(s!==null){s.x=g;s.y=D}}return _};e.prototype._onClear=function(){t.prototype._onClear.call(this);this.type=2;this.x=0;this.y=0;this.vertices.length=0};e.prototype.containsPoint=function(t,e){var a=false;if(t>=this.x&&t<=this.width&&e>=this.y&&e<=this.height){for(var r=0,i=this.vertices.length,n=i-2;r=e||s=e){var l=this.vertices[n];var h=this.vertices[r];if((e-o)*(l-h)/(s-o)+h0){return}this.cacheFrameRate=Math.max(Math.ceil(t*this.scale),1);var e=Math.ceil(this.cacheFrameRate*this.duration)+1;this.cachedFrames.length=e;for(var a=0,r=this.cacheFrames.length;ae._zIndex*1e3+e._zOrder?1:-1};a.prototype._onClear=function(){if(this._clock!==null){this._clock.remove(this)}for(var t=0,e=this._bones;t=n){continue}var o=a[s];var l=this.getSlot(o.name);if(l!==null){l._setZOrder(i)}}this._slotsDirty=true;this._zOrderDirty=!r}};a.prototype._addBone=function(t){if(this._bones.indexOf(t)<0){this._bones.push(t)}};a.prototype._addSlot=function(t){if(this._slots.indexOf(t)<0){this._slots.push(t)}};a.prototype._addConstraint=function(t){if(this._constraints.indexOf(t)<0){this._constraints.push(t)}};a.prototype._bufferAction=function(t,e){if(this._actions.indexOf(t)<0){if(e){this._actions.push(t)}else{this._actions.unshift(t)}}};a.prototype.dispose=function(){if(this._armatureData!==null){this._lockUpdate=true;this._dragonBones.bufferObject(this)}};a.prototype.init=function(e,a,r,i){if(this._armatureData!==null){return}this._armatureData=e;this._animation=t.BaseObject.borrowObject(t.Animation);this._proxy=a;this._display=r;this._dragonBones=i;this._proxy.dbInit(this);this._animation.init(this);this._animation.animations=this._armatureData.animations};a.prototype.advanceTime=function(t){if(this._lockUpdate){return}this._lockUpdate=true;if(this._armatureData===null){console.warn("The armature has been disposed.");return}else if(this._armatureData.parent===null){console.warn("The armature data has been disposed.\nPlease make sure dispose armature before call factory.clear().");return}var e=this._cacheFrameIndex;this._animation.advanceTime(t);if(this._slotsDirty||this._zIndexDirty){this._slots.sort(a._onSortSlots);if(this._zIndexDirty){for(var r=0,i=this._slots.length;r0){for(var f=0,_=this._actions;f<_.length;f++){var m=_[f];var p=m.actionData;if(p!==null){if(p.type===0){if(m.slot!==null){var c=m.slot.childArmature;if(c!==null){c.animation.fadeIn(p.name)}}else if(m.bone!==null){for(var d=0,y=this.getSlots();d0){var a=this.getBone(t);if(a!==null){a.invalidUpdate();if(e){for(var r=0,i=this._slots;r0){if(i!==null||n!==null){if(i!==null){var b=o?i.y-e:i.x-t;if(b<0){b=-b}if(d===null||bh){h=b;_=n.x;m=n.y;y=D;if(s!==null){c=s.y}}}}else{d=D;break}}}if(d!==null&&i!==null){i.x=u;i.y=f;if(s!==null){s.x=p}}if(y!==null&&n!==null){n.x=_;n.y=m;if(s!==null){s.y=c}}return d};a.prototype.getBone=function(t){for(var e=0,a=this._bones;e=0&&this._cachedFrameIndices!==null){var e=this._cachedFrameIndices[t];if(e>=0&&this._cachedFrameIndex===e){this._transformDirty=false}else if(e>=0){this._transformDirty=true;this._cachedFrameIndex=e}else{if(this._hasConstraint){for(var a=0,r=this._armature._constraints;a=0){this._transformDirty=false;this._cachedFrameIndices[t]=this._cachedFrameIndex}else{this._transformDirty=true;this._cachedFrameIndex=-1}}}else{if(this._hasConstraint){for(var n=0,s=this._armature._constraints;n=0;if(this._localDirty){this._updateGlobalTransformMatrix(o)}if(o&&this._cachedFrameIndices!==null){this._cachedFrameIndex=this._cachedFrameIndices[t]=this._armature._armatureData.setCacheFrame(this.globalTransformMatrix,this.global)}}else{this._armature._armatureData.getCacheFrame(this.globalTransformMatrix,this.global,this._cachedFrameIndex)}}else if(this._childrenTransformDirty){this._childrenTransformDirty=false}this._localDirty=true};a.prototype.updateByConstraint=function(){if(this._localDirty){this._localDirty=false;if(this._transformDirty||this._parent!==null&&this._parent._childrenTransformDirty){this._updateGlobalTransformMatrix(true)}this._transformDirty=true}};a.prototype.invalidUpdate=function(){this._transformDirty=true};a.prototype.contains=function(t){if(t===this){return false}var e=t;while(e!==this&&e!==null){e=e.parent}return e===this};Object.defineProperty(a.prototype,"boneData",{get:function(){return this._boneData},enumerable:true,configurable:true});Object.defineProperty(a.prototype,"visible",{get:function(){return this._visible},set:function(t){if(this._visible===t){return}this._visible=t;for(var e=0,a=this._armature.getSlots();e=r){return this.globalTransformMatrix}n=a>this._kX*(t+r)+d;p=((o*l+o+l+l+m)*2+(n?1:0))*7;if(y[p]>0){v.copyFromArray(y,p+1)}else{var g=m*(h+2);var D=this._hullCache[4];var T=this._hullCache[5];var b=this._hullCache[2]-(l-m)*D;var A=this._hullCache[3]-(l-m)*T;var P=this._vertices;if(n){this._getAffineTransform(-r,d+f,i-r,f,P[g+h+2],P[g+h+3],b+D,A+T,P[g],P[g+1],e._helpTransform,v,true)}else{this._getAffineTransform(-i,d,i-r,f,b,A,P[g],P[g+1],b+D,A+T,e._helpTransform,v,false)}y[p]=1;y[p+1]=v.a;y[p+2]=v.b;y[p+3]=v.c;y[p+4]=v.d;y[p+5]=v.tx;y[p+6]=v.ty}}else if(t>=r){if(a<-r||a>=r){return this.globalTransformMatrix}n=a>this._kX*(t-i)+d;p=((o*l+o+m)*2+(n?1:0))*7;if(y[p]>0){v.copyFromArray(y,p+1)}else{var g=(m+1)*(h+2)-2;var D=this._hullCache[4];var T=this._hullCache[5];var b=this._hullCache[0]+m*D;var A=this._hullCache[1]+m*T;var P=this._vertices;if(n){this._getAffineTransform(i,d+f,i-r,f,b+D,A+T,P[g+h+2],P[g+h+3],b,A,e._helpTransform,v,true)}else{this._getAffineTransform(r,d,i-r,f,P[g],P[g+1],b,A,P[g+h+2],P[g+h+3],e._helpTransform,v,false)}y[p]=1;y[p+1]=v.a;y[p+2]=v.b;y[p+3]=v.c;y[p+4]=v.d;y[p+5]=v.tx;y[p+6]=v.ty}}else if(a<-r){if(t<-r||t>=r){return this.globalTransformMatrix}n=a>this._kY*(t-c-u)-i;p=((o*l+_)*2+(n?1:0))*7;if(y[p]>0){v.copyFromArray(y,p+1)}else{var g=_*2;var D=this._hullCache[10];var T=this._hullCache[11];var b=this._hullCache[8]+_*D;var A=this._hullCache[9]+_*T;var P=this._vertices;if(n){this._getAffineTransform(c+u,-r,u,i-r,P[g+2],P[g+3],P[g],P[g+1],b+D,A+T,e._helpTransform,v,true)}else{this._getAffineTransform(c,-i,u,i-r,b,A,b+D,A+T,P[g],P[g+1],e._helpTransform,v,false)}y[p]=1;y[p+1]=v.a;y[p+2]=v.b;y[p+3]=v.c;y[p+4]=v.d;y[p+5]=v.tx;y[p+6]=v.ty}}else if(a>=r){if(t<-r||t>=r){return this.globalTransformMatrix}n=a>this._kY*(t-c-u)+r;p=((o*l+o+l+_)*2+(n?1:0))*7;if(y[p]>0){v.copyFromArray(y,p+1)}else{var g=l*(h+2)+_*2;var D=this._hullCache[10];var T=this._hullCache[11];var b=this._hullCache[6]-(o-_)*D;var A=this._hullCache[7]-(o-_)*T;var P=this._vertices;if(n){this._getAffineTransform(c+u,i,u,i-r,b+D,A+T,b,A,P[g+2],P[g+3],e._helpTransform,v,true)}else{this._getAffineTransform(c,r,u,i-r,P[g],P[g+1],P[g+2],P[g+3],b,A,e._helpTransform,v,false)}y[p]=1;y[p+1]=v.a;y[p+2]=v.b;y[p+3]=v.c;y[p+4]=v.d;y[p+5]=v.tx;y[p+6]=v.ty}}else{n=a>this._k*(t-c-u)+d;p=((o*m+_)*2+(n?1:0))*7;if(y[p]>0){v.copyFromArray(y,p+1)}else{var g=_*2+m*(h+2);var P=this._vertices;if(n){this._getAffineTransform(c+u,d+f,u,f,P[g+h+4],P[g+h+5],P[g+h+2],P[g+h+3],P[g+2],P[g+3],e._helpTransform,v,true)}else{this._getAffineTransform(c,d,u,f,P[g],P[g+1],P[g+2],P[g+3],P[g+h+2],P[g+h+3],e._helpTransform,v,false)}y[p]=1;y[p+1]=v.a;y[p+2]=v.b;y[p+3]=v.c;y[p+4]=v.d;y[p+5]=v.tx;y[p+6]=v.ty}}return v};e.prototype.init=function(e,a){if(this._boneData!==null){return}t.prototype.init.call(this,e,a);var r=e.segmentX;var i=e.segmentY;var n=this._armature.armatureData.parent.intArray[e.geometry.offset+0];var s=1e3;var o=200;this._dX=o*2/r;this._dY=o*2/i;this._k=-this._dY/this._dX;this._kX=-this._dY/(s-o);this._kY=-(s-o)/this._dX;this._vertices.length=n*2;this._deformVertices.length=n*2;this._matrixCahce.length=(r*i+r*2+i*2)*2*7;this._hullCache.length=10;for(var l=0;l=0&&this._cachedFrameIndices!==null){var a=this._cachedFrameIndices[t];if(a>=0&&this._cachedFrameIndex===a){this._transformDirty=false}else if(a>=0){this._transformDirty=true;this._cachedFrameIndex=a}else{if(this._hasConstraint){for(var r=0,i=this._armature._constraints;r=0){this._transformDirty=false;this._cachedFrameIndices[t]=this._cachedFrameIndex}else{this._transformDirty=true;this._cachedFrameIndex=-1}}}else{if(this._hasConstraint){for(var s=0,o=this._armature._constraints;s=0;if(this._localDirty){this._updateGlobalTransformMatrix(u)}if(u&&this._cachedFrameIndices!==null){this._cachedFrameIndex=this._cachedFrameIndices[t]=this._armature._armatureData.setCacheFrame(this.globalTransformMatrix,this.global)}}else{this._armature._armatureData.getCacheFrame(this.globalTransformMatrix,this.global,this._cachedFrameIndex)}var f=1e3;var _=200;var m=2*this.global.x;var p=2*this.global.y;var c=e._helpPoint;this.globalTransformMatrix.transformPoint(f,-_,c);this._hullCache[0]=c.x;this._hullCache[1]=c.y;this._hullCache[2]=m-c.x;this._hullCache[3]=p-c.y;this.globalTransformMatrix.transformPoint(0,this._dY,c,true);this._hullCache[4]=c.x;this._hullCache[5]=c.y;this.globalTransformMatrix.transformPoint(_,f,c);this._hullCache[6]=c.x;this._hullCache[7]=c.y;this._hullCache[8]=m-c.x;this._hullCache[9]=p-c.y;this.globalTransformMatrix.transformPoint(this._dX,0,c,true);this._hullCache[10]=c.x;this._hullCache[11]=c.y}else if(this._childrenTransformDirty){this._childrenTransformDirty=false}this._localDirty=true};return e}(t.Bone);t.Surface=e})(dragonBones||(dragonBones={}));var dragonBones;(function(t){var e=function(t){__extends(e,t);function e(){var e=t!==null&&t.apply(this,arguments)||this;e.deformVertices=[];return e}e.toString=function(){return"[class dragonBones.DisplayFrame]"};e.prototype._onClear=function(){this.rawDisplayData=null;this.displayData=null;this.textureData=null;this.display=null;this.deformVertices.length=0};e.prototype.updateDeformVertices=function(){if(this.rawDisplayData===null||this.deformVertices.length!==0){return}var t;if(this.rawDisplayData.type===2){t=this.rawDisplayData.geometry}else if(this.rawDisplayData.type===4){t=this.rawDisplayData.geometry}else{return}var e=0;if(t.weight!==null){e=t.weight.count*2}else{e=t.data.intArray[t.offset+0]*2}this.deformVertices.length=e;for(var a=0,r=this.deformVertices.length;a=0&&this._displayIndex0){for(var o=0,l=n;o=0&&this._cachedFrameIndices!==null){var r=this._cachedFrameIndices[t];if(r>=0&&this._cachedFrameIndex===r){this._transformDirty=false}else if(r>=0){this._transformDirty=true;this._cachedFrameIndex=r}else if(this._transformDirty||this._parent._childrenTransformDirty){this._transformDirty=true;this._cachedFrameIndex=-1}else if(this._cachedFrameIndex>=0){this._transformDirty=false;this._cachedFrameIndices[t]=this._cachedFrameIndex}else{this._transformDirty=true;this._cachedFrameIndex=-1}}else if(this._transformDirty||this._parent._childrenTransformDirty){t=-1;this._transformDirty=true;this._cachedFrameIndex=-1}if(this._transformDirty){if(this._cachedFrameIndex<0){var i=t>=0;this._updateGlobalTransformMatrix(i);if(i&&this._cachedFrameIndices!==null){this._cachedFrameIndex=this._cachedFrameIndices[t]=this._armature._armatureData.setCacheFrame(this.globalTransformMatrix,this.global)}}else{this._armature._armatureData.getCacheFrame(this.globalTransformMatrix,this.global,this._cachedFrameIndex)}this._updateTransform();this._transformDirty=false}};r.prototype.invalidUpdate=function(){this._displayDataDirty=true;this._displayDirty=true;this._transformDirty=true};r.prototype.updateTransformAndMatrix=function(){if(this._transformDirty){this._updateGlobalTransformMatrix(false);this._transformDirty=false}};r.prototype.replaceRawDisplayData=function(t,e){if(e===void 0){e=-1}if(e<0){e=this._displayIndex<0?0:this._displayIndex}else if(e>=this._displayFrames.length){return}var a=this._displayFrames[e];if(a.rawDisplayData!==t){a.deformVertices.length=0;a.rawDisplayData=t;if(a.rawDisplayData===null){var r=this._armature._armatureData.defaultSkin;if(r!==null){var i=r.getDisplays(this._slotData.name);if(i!==null&&e=this._displayFrames.length){return}var a=this._displayFrames[e];if(a.displayData!==t&&a.rawDisplayData!==t){a.displayData=t;if(e===this._displayIndex){this._displayDataDirty=true}}};r.prototype.replaceTextureData=function(t,e){if(e===void 0){e=-1}if(e<0){e=this._displayIndex<0?0:this._displayIndex}else if(e>=this._displayFrames.length){return}var a=this._displayFrames[e];if(a.textureData!==t){a.textureData=t;if(e===this._displayIndex){this._displayDataDirty=true}}};r.prototype.replaceDisplay=function(e,a){if(a===void 0){a=-1}if(a<0){a=this._displayIndex<0?0:this._displayIndex}else if(a>=this._displayFrames.length){return}var r=this._displayFrames[a];if(r.display!==e){var i=r.display;r.display=e;if(i!==null&&i!==this._rawDisplay&&i!==this._meshDisplay&&!this._hasDisplay(i)){if(i instanceof t.Armature){}else{this._disposeDisplay(i,true)}}if(e!==null&&e!==this._rawDisplay&&e!==this._meshDisplay&&!this._hasDisplay(i)&&!(e instanceof t.Armature)){this._initDisplay(e,true)}if(a===this._displayIndex){this._displayDirty=true}}};r.prototype.containsPoint=function(t,e){if(this._boundingBoxData===null){return false}this.updateTransformAndMatrix();r._helpMatrix.copyFrom(this.globalTransformMatrix);r._helpMatrix.invert();r._helpMatrix.transformPoint(t,e,r._helpPoint);return this._boundingBoxData.containsPoint(r._helpPoint.x,r._helpPoint.y)};r.prototype.intersectsSegment=function(t,e,a,i,n,s,o){if(n===void 0){n=null}if(s===void 0){s=null}if(o===void 0){o=null}if(this._boundingBoxData===null){return 0}this.updateTransformAndMatrix();r._helpMatrix.copyFrom(this.globalTransformMatrix);r._helpMatrix.invert();r._helpMatrix.transformPoint(t,e,r._helpPoint);t=r._helpPoint.x;e=r._helpPoint.y;r._helpMatrix.transformPoint(a,i,r._helpPoint);a=r._helpPoint.x;i=r._helpPoint.y;var l=this._boundingBoxData.intersectsSegment(t,e,a,i,n,s,o);if(l>0){if(l===1||l===2){if(n!==null){this.globalTransformMatrix.transformPoint(n.x,n.y,n);if(s!==null){s.x=n.x;s.y=n.y}}else if(s!==null){this.globalTransformMatrix.transformPoint(s.x,s.y,s)}}else{if(n!==null){this.globalTransformMatrix.transformPoint(n.x,n.y,n)}if(s!==null){this.globalTransformMatrix.transformPoint(s.x,s.y,s)}}if(o!==null){this.globalTransformMatrix.transformPoint(Math.cos(o.x),Math.sin(o.x),r._helpPoint,true);o.x=Math.atan2(r._helpPoint.y,r._helpPoint.x);this.globalTransformMatrix.transformPoint(Math.cos(o.y),Math.sin(o.y),r._helpPoint,true);o.y=Math.atan2(r._helpPoint.y,r._helpPoint.x)}}return l};r.prototype.getDisplayFrameAt=function(t){return this._displayFrames[t]};Object.defineProperty(r.prototype,"visible",{get:function(){return this._visible},set:function(t){if(this._visible===t){return}this._visible=t;this._updateVisible()},enumerable:true,configurable:true});Object.defineProperty(r.prototype,"displayFrameCount",{get:function(){return this._displayFrames.length},set:function(a){var r=this._displayFrames.length;if(ra){for(var i=r-1;id){continue}var b=0;for(;;D++){var A=y[D];if(c>A){continue}if(D===0){b=c/A}else{var P=y[D-1];b=(c-P)/(A-P)}break}if(D!==p){p=D;if(u&&D===m){this._computeVertices(_-4,4,0,f);this._computeVertices(0,4,4,f)}else{this._computeVertices(D*6+2,8,0,f)}}this.addCurvePosition(b,f[0],f[1],f[2],f[3],f[4],f[5],f[6],f[7],l,g,a)}return}if(u){_+=2;f.length=o;this._computeVertices(2,_-4,0,f);this._computeVertices(0,2,_-4,f);f[_-2]=f[0];f[_-1]=f[1]}else{m--;_-=4;f.length=_;this._computeVertices(2,_,0,f)}var S=new Array(m);d=0;var O=f[0],x=f[1],B=0,E=0,M=0,I=0,F=0,C=0;var w,N,R,k,j,L,V,Y;for(var v=0,X=2;vd){continue}for(;;D++){var W=S[D];if(z>W)continue;if(D===0)z/=W;else{var K=S[D-1];z=(z-K)/(W-K)}break}if(D!==p){p=D;var Z=D*6;O=f[Z];x=f[Z+1];B=f[Z+2];E=f[Z+3];M=f[Z+4];I=f[Z+5];F=f[Z+6];C=f[Z+7];w=(O-B*2+M)*.03;N=(x-E*2+I)*.03;R=((B-M)*3-O+F)*.006;k=((E-I)*3-x+C)*.006;j=w*2+R;L=N*2+k;V=(B-O)*.3+w+R*.16666667;Y=(E-x)*.3+N+k*.16666667;G=Math.sqrt(V*V+Y*Y);U[0]=G;for(Z=1;Z<8;Z++){V+=j;Y+=L;j+=R;L+=k;G+=Math.sqrt(V*V+Y*Y);U[Z]=G}V+=j;Y+=L;G+=Math.sqrt(V*V+Y*Y);U[8]=G;V+=j+R;Y+=L+k;G+=Math.sqrt(V*V+Y*Y);U[9]=G;H=0}z*=G;for(;;H++){var q=U[H];if(z>q)continue;if(H===0)z/=q;else{var K=U[H-1];z=H+(z-K)/(q-K)}break}this.addCurvePosition(z*.1,O,x,B,E,M,I,F,C,l,g,a)}};a.prototype.addCurvePosition=function(t,e,a,r,i,n,s,o,l,h,u,f){if(t===0){h[u]=e;h[u+1]=a;h[u+2]=0;return}if(t===1){h[u]=o;h[u+1]=l;h[u+2]=0;return}var _=1-t;var m=_*_;var p=t*t;var c=m*_;var d=m*t*3;var y=_*p*3;var v=t*p;var g=c*e+d*r+y*n+v*o;var D=c*a+d*i+y*s+v*l;h[u]=g;h[u+1]=D;if(f){h[u+2]=Math.atan2(D-(c*a+d*i+y*s),g-(c*e+d*r+y*n))}else{h[u+2]=0}};a.prototype.init=function(t,e){this._constraintData=t;this._armature=e;var a=t;this.pathOffset=a.pathDisplayData.geometry.offset;this.position=a.position;this.spacing=a.spacing;this.rotateOffset=a.rotateOffset;this.rotateMix=a.rotateMix;this.translateMix=a.translateMix;this._root=this._armature.getBone(a.root.name);this._target=this._armature.getBone(a.target.name);this._pathSlot=this._armature.getSlot(a.pathSlot.name);for(var r=0,i=a.bones.length;r0?t.Transform.DEG_RAD:-t.Transform.DEG_RAD}}var B=this.rotateMix;var E=this.translateMix;for(var c=0,M=3;c0){var N=g.a,R=g.b,k=g.c,j=g.d,L=void 0,V=void 0,Y=void 0;if(u){L=A[M-1]}else{L=Math.atan2(F,I)}L-=Math.atan2(R,N);if(x){V=Math.cos(L);Y=Math.sin(L);var X=y._boneData.length;S+=(X*(V*N-Y*R)-I)*B;O+=(X*(Y*N+V*R)-F)*B}else{L+=P}if(L>t.Transform.PI){L-=t.Transform.PI_D}else if(L<-t.Transform.PI){L+=t.Transform.PI_D}L*=B;V=Math.cos(L);Y=Math.sin(L);g.a=V*N-Y*R;g.b=Y*N+V*R;g.c=V*k-Y*j;g.d=Y*k+V*j}y.global.fromMatrix(g)}this.dirty=false};a.prototype.invalidUpdate=function(){};return a}(e);t.PathConstraint=r})(dragonBones||(dragonBones={}));var dragonBones;(function(t){var e=function(){function t(t){if(t===void 0){t=0}this.time=0;this.timeScale=1;this._systemTime=0;this._animatebles=[];this._clock=null;this.time=t;this._systemTime=(new Date).getTime()*.001}t.prototype.advanceTime=function(t){if(t!==t){t=0}var e=Date.now()*.001;if(t<0){t=e-this._systemTime}this._systemTime=e;if(this.timeScale!==1){t*=this.timeScale}if(t===0){return}if(t<0){this.time-=t}else{this.time+=t}var a=0,r=0,i=this._animatebles.length;for(;a0){this._animatebles[a-r]=n;this._animatebles[a]=null}n.advanceTime(t)}else{r++}}if(r>0){i=this._animatebles.length;for(;a=0){this._animatebles[e]=null;t.clock=null}};t.prototype.clear=function(){for(var t=0,e=this._animatebles;t0&&n._subFadeState>0){this._armature._dragonBones.bufferObject(n);this._animationStates.length=0;this._lastAnimationState=null}else{var s=n.animationData;var o=s.cacheFrameRate;if(this._animationDirty&&o>0){this._animationDirty=false;for(var l=0,h=this._armature.getBones();l0){var p=m.getDisplayFrameAt(0).rawDisplayData;if(p!==null&&p.parent===this._armature.armatureData.defaultSkin){m._cachedFrameIndices=s.getSlotCachedFrameIndices(m.name);continue}}m._cachedFrameIndices=null}}n.advanceTime(t,o)}}else if(i>1){for(var c=0,d=0;c0&&n._subFadeState>0){d++;this._armature._dragonBones.bufferObject(n);this._animationDirty=true;if(this._lastAnimationState===n){this._lastAnimationState=null}}else{if(d>0){this._animationStates[c-d]=n}n.advanceTime(t,0)}if(c===i-1&&d>0){this._animationStates.length-=d;if(this._lastAnimationState===null&&this._animationStates.length>0){this._lastAnimationState=this._animationStates[this._animationStates.length-1]}}}this._armature._cacheFrameIndex=-1}else{this._armature._cacheFrameIndex=-1}};a.prototype.reset=function(){for(var t=0,e=this._animationStates;t0){if(e.position<0){e.position%=r.duration;e.position=r.duration-e.position}else if(e.position===r.duration){e.position-=1e-6}else if(e.position>r.duration){e.position%=r.duration}if(e.duration>0&&e.position+e.duration>r.duration){e.duration=r.duration-e.position}if(e.playTimes<0){e.playTimes=r.playTimes}}else{e.playTimes=1;e.position=0;if(e.duration>0){e.duration=0}}if(e.duration===0){e.duration=-1}this._fadeOut(e);var o=t.BaseObject.borrowObject(t.AnimationState);o.init(this._armature,r,e);this._animationDirty=true;this._armature._cacheFrameIndex=-1;if(this._animationStates.length>0){var l=false;for(var h=0,u=this._animationStates.length;hthis._animationStates[h].layer){l=true;this._animationStates.splice(h,0,o);break}else if(h!==u-1&&o.layer>this._animationStates[h+1].layer){l=true;this._animationStates.splice(h+1,0,o);break}}if(!l){this._animationStates.push(o)}}else{this._animationStates.push(o)}for(var f=0,_=this._armature.getSlots();f<_.length;f++){var m=_[f];var p=m.childArmature;if(p!==null&&p.inheritAnimation&&p.animation.hasAnimation(a)&&p.animation.getState(a)===null){p.animation.fadeIn(a)}}for(var c in r.animationTimelines){var d=this.fadeIn(c,0,1,o.layer,"",5);if(d===null){continue}var y=r.animationTimelines[c];d.actionEnabled=false;d.resetToPose=false;d.stop();o.addState(d,y);var v=this._animationStates.indexOf(o);var g=this._animationStates.indexOf(d);if(g0){this.playConfig(this._animationConfig)}else if(this._lastAnimationState===null){var a=this._armature.armatureData.defaultAnimation;if(a!==null){this._animationConfig.animation=a.name;this.playConfig(this._animationConfig)}}else if(!this._lastAnimationState.isPlaying&&!this._lastAnimationState.isCompleted){this._lastAnimationState.play()}else{this._animationConfig.animation=this._lastAnimationState.name;this.playConfig(this._animationConfig)}return this._lastAnimationState};a.prototype.fadeIn=function(t,e,a,r,i,n){if(e===void 0){e=-1}if(a===void 0){a=-1}if(r===void 0){r=0}if(i===void 0){i=null}if(n===void 0){n=3}this._animationConfig.clear();this._animationConfig.fadeOutMode=n;this._animationConfig.playTimes=a;this._animationConfig.layer=r;this._animationConfig.fadeInTime=e;this._animationConfig.animation=t;this._animationConfig.group=i!==null?i:"";return this.playConfig(this._animationConfig)};a.prototype.gotoAndPlayByTime=function(t,e,a){if(e===void 0){e=0}if(a===void 0){a=-1}this._animationConfig.clear();this._animationConfig.resetToPose=true;this._animationConfig.playTimes=a;this._animationConfig.position=e;this._animationConfig.fadeInTime=0;this._animationConfig.animation=t;return this.playConfig(this._animationConfig)};a.prototype.gotoAndPlayByFrame=function(t,e,a){if(e===void 0){e=0}if(a===void 0){a=-1}this._animationConfig.clear();this._animationConfig.resetToPose=true;this._animationConfig.playTimes=a;this._animationConfig.fadeInTime=0;this._animationConfig.animation=t;var r=t in this._animations?this._animations[t]:null;if(r!==null){this._animationConfig.position=r.frameCount>0?r.duration*e/r.frameCount:0}return this.playConfig(this._animationConfig)};a.prototype.gotoAndPlayByProgress=function(t,e,a){if(e===void 0){e=0}if(a===void 0){a=-1}this._animationConfig.clear();this._animationConfig.resetToPose=true;this._animationConfig.playTimes=a;this._animationConfig.fadeInTime=0;this._animationConfig.animation=t;var r=t in this._animations?this._animations[t]:null;if(r!==null){this._animationConfig.position=r.duration*(e>0?e:0)}return this.playConfig(this._animationConfig)};a.prototype.gotoAndStopByTime=function(t,e){if(e===void 0){e=0}var a=this.gotoAndPlayByTime(t,e,1);if(a!==null){a.stop()}return a};a.prototype.gotoAndStopByFrame=function(t,e){if(e===void 0){e=0}var a=this.gotoAndPlayByFrame(t,e,1);if(a!==null){a.stop()}return a};a.prototype.gotoAndStopByProgress=function(t,e){if(e===void 0){e=0}var a=this.gotoAndPlayByProgress(t,e,1);if(a!==null){a.stop()}return a};a.prototype.getBlendState=function(e,a,r){if(!(e in this._blendStates)){this._blendStates[e]={}}var i=this._blendStates[e];if(!(a in i)){var n=i[a]=t.BaseObject.borrowObject(t.BlendState);n.target=r}return i[a]};a.prototype.getState=function(t,e){if(e===void 0){e=-1}var a=this._animationStates.length;while(a--){var r=this._animationStates[a];if(r.name===t&&(e<0||r.layer===e)){return r}}return null};a.prototype.hasAnimation=function(t){return t in this._animations};a.prototype.getStates=function(){return this._animationStates};Object.defineProperty(a.prototype,"isPlaying",{get:function(){for(var t=0,e=this._animationStates;t0},enumerable:true,configurable:true});Object.defineProperty(a.prototype,"lastAnimationName",{get:function(){return this._lastAnimationState!==null?this._lastAnimationState.name:""},enumerable:true,configurable:true});Object.defineProperty(a.prototype,"animationNames",{get:function(){return this._animationNames},enumerable:true,configurable:true});Object.defineProperty(a.prototype,"animations",{get:function(){return this._animations},set:function(t){if(this._animations===t){return}this._animationNames.length=0;for(var e in this._animations){delete this._animations[e]}for(var e in t){this._animationNames.push(e);this._animations[e]=t[e]}},enumerable:true,configurable:true});Object.defineProperty(a.prototype,"animationConfig",{get:function(){this._animationConfig.clear();return this._animationConfig},enumerable:true,configurable:true});Object.defineProperty(a.prototype,"lastAnimationState",{get:function(){return this._lastAnimationState},enumerable:true,configurable:true});return a}(t.BaseObject);t.Animation=e})(dragonBones||(dragonBones={}));var dragonBones;(function(t){var e=function(e){__extends(r,e);function r(){var t=e!==null&&e.apply(this,arguments)||this;t._boneMask=[];t._boneTimelines=[];t._boneBlendTimelines=[];t._slotTimelines=[];t._slotBlendTimelines=[];t._constraintTimelines=[];t._animationTimelines=[];t._poseTimelines=[];t._actionTimeline=null;t._zOrderTimeline=null;return t}r.toString=function(){return"[class dragonBones.AnimationState]"};r.prototype._onClear=function(){for(var t=0,e=this._boneTimelines;t=0){this._boneTimelines.splice(D,1);n.returnToPool()}D=this._boneBlendTimelines.indexOf(n);if(D>=0){this._boneBlendTimelines.splice(D,1);n.returnToPool()}}}}{var T={};var b=[];for(var A=0,P=this._slotTimelines;A=0){this._slotTimelines.splice(D,1);n.returnToPool()}D=this._slotBlendTimelines.indexOf(n);if(D>=0){this._slotBlendTimelines.splice(D,1);n.returnToPool()}}}}};r.prototype._advanceFadeTime=function(e){var a=this._fadeState>0;if(this._subFadeState<0){this._subFadeState=0;var r=this._parent===null&&this.actionEnabled;if(r){var i=a?t.EventObject.FADE_OUT:t.EventObject.FADE_IN;if(this._armature.eventDispatcher.hasDBEventListener(i)){var n=t.BaseObject.borrowObject(t.EventObject);n.type=i;n.armature=this._armature;n.animationState=this;this._armature._dragonBones.bufferEvent(n)}}}if(e<0){e=-e}this._fadeTime+=e;if(this._fadeTime>=this.fadeTotalTime){this._subFadeState=1;this._fadeProgress=a?0:1}else if(this._fadeTime>0){this._fadeProgress=a?1-this._fadeTime/this.fadeTotalTime:this._fadeTime/this.fadeTotalTime}else{this._fadeProgress=a?1:0}if(this._subFadeState>0){if(!a){this._playheadState|=1;this._fadeState=0}var r=this._parent===null&&this.actionEnabled;if(r){var i=a?t.EventObject.FADE_OUT_COMPLETE:t.EventObject.FADE_IN_COMPLETE;if(this._armature.eventDispatcher.hasDBEventListener(i)){var n=t.BaseObject.borrowObject(t.EventObject);n.type=i;n.armature=this._armature;n.animationState=this;this._armature._dragonBones.bufferEvent(n)}}}};r.prototype.init=function(e,a,r){if(this._armature!==null){return}this._armature=e;this._animationData=a;this.resetToPose=r.resetToPose;this.additive=r.additive;this.displayControl=r.displayControl;this.actionEnabled=r.actionEnabled;this.blendType=a.blendType;this.layer=r.layer;this.playTimes=r.playTimes;this.timeScale=r.timeScale;this.fadeTotalTime=r.fadeInTime;this.autoFadeOutTime=r.autoFadeOutTime;this.name=r.name.length>0?r.name:r.animation;this.group=r.group;this._weight=r.weight;if(r.pauseFadeIn){this._playheadState=2}else{this._playheadState=3}if(r.duration<0){this._position=0;this._duration=this._animationData.duration;if(r.position!==0){if(this.timeScale>=0){this._time=r.position}else{this._time=r.position-this._duration}}else{this._time=0}}else{this._position=r.position;this._duration=r.duration;this._time=0}if(this.timeScale<0&&this._time===0){this._time=-1e-6}if(this.fadeTotalTime<=0){this._fadeProgress=.999999}if(r.boneMask.length>0){this._boneMask.length=r.boneMask.length;for(var i=0,n=this._boneMask.length;i0;var i=true;var n=true;var s=this._time;this._weightResult=this._weight*this._fadeProgress;if(this._parent!==null){this._weightResult*=this._parent._weightResult}if(this._actionTimeline.playState<=0){this._actionTimeline.update(s)}if(this._weight===0){return}if(r){var o=e*2;this._actionTimeline.currentTime=Math.floor(this._actionTimeline.currentTime*o)/o}if(this._zOrderTimeline!==null&&this._zOrderTimeline.playState<=0){this._zOrderTimeline.update(s)}if(r){var l=Math.floor(this._actionTimeline.currentTime*e);if(this._armature._cacheFrameIndex===l){i=false;n=false}else{this._armature._cacheFrameIndex=l;if(this._animationData.cachedFrames[l]){n=false}else{this._animationData.cachedFrames[l]=true}}}if(i){var h=false;var u=null;if(n){for(var f=0,_=this._boneTimelines.length;f<_;++f){var m=this._boneTimelines[f];if(m.playState<=0){m.update(s)}if(m.target!==u){var p=m.target;h=p.update(this);u=p;if(p.dirty===1){var c=p.target.animationPose;c.x=0;c.y=0;c.rotation=0;c.skew=0;c.scaleX=1;c.scaleY=1}}if(h){m.blend(a)}}}for(var f=0,_=this._boneBlendTimelines.length;f<_;++f){var m=this._boneBlendTimelines[f];if(m.playState<=0){m.update(s)}if(m.target.update(this)){m.blend(a)}}if(this.displayControl){for(var f=0,_=this._slotTimelines.length;f<_;++f){var m=this._slotTimelines[f];if(m.playState<=0){var d=m.target;var y=d.displayController;if(y===null||y===this.name||y===this.group){m.update(s)}}}}for(var f=0,_=this._slotBlendTimelines.length;f<_;++f){var m=this._slotBlendTimelines[f];if(m.playState<=0){var p=m.target;m.update(s);if(p.update(this)){m.blend(a)}}}for(var f=0,_=this._constraintTimelines.length;f<_;++f){var m=this._constraintTimelines[f];if(m.playState<=0){m.update(s)}}if(this._animationTimelines.length>0){var v=100;var g=100;var D=null;var T=null;for(var f=0,_=this._animationTimelines.length;f<_;++f){var m=this._animationTimelines[f];if(m.playState<=0){m.update(s)}if(this.blendType===1){var b=m.target;var A=this.parameterX-b.positionX;if(A>=0){if(A0){this._subFadeState=0;if(this._poseTimelines.length>0){for(var P=0,S=this._poseTimelines;P=0){this._boneTimelines.splice(O,1);m.returnToPool();continue}O=this._boneBlendTimelines.indexOf(m);if(O>=0){this._boneBlendTimelines.splice(O,1);m.returnToPool();continue}O=this._slotTimelines.indexOf(m);if(O>=0){this._slotTimelines.splice(O,1);m.returnToPool();continue}O=this._slotBlendTimelines.indexOf(m);if(O>=0){this._slotBlendTimelines.splice(O,1);m.returnToPool();continue}O=this._constraintTimelines.indexOf(m);if(O>=0){this._constraintTimelines.splice(O,1);m.returnToPool();continue}}this._poseTimelines.length=0}}if(this._actionTimeline.playState>0){if(this.autoFadeOutTime>=0){this.fadeOut(this.autoFadeOutTime)}}}};r.prototype.play=function(){this._playheadState=3};r.prototype.stop=function(){this._playheadState&=1};r.prototype.fadeOut=function(t,e){if(e===void 0){e=true}if(t<0){t=0}if(e){this._playheadState&=2}if(this._fadeState>0){if(t>this.fadeTotalTime-this._fadeTime){return}}else{this._fadeState=1;this._subFadeState=-1;if(t<=0||this._fadeProgress<=0){this._fadeProgress=1e-6}for(var a=0,r=this._boneTimelines;a1e-6?t/this._fadeProgress:0;this._fadeTime=this.fadeTotalTime*(1-this._fadeProgress)};r.prototype.containsBoneMask=function(t){return this._boneMask.length===0||this._boneMask.indexOf(t)>=0};r.prototype.addBoneMask=function(t,e){if(e===void 0){e=true}var a=this._armature.getBone(t);if(a===null){return}if(this._boneMask.indexOf(t)<0){this._boneMask.push(t)}if(e){for(var r=0,i=this._armature.getBones();r=0){this._boneMask.splice(a,1)}if(e){var r=this._armature.getBone(t);if(r!==null){var i=this._armature.getBones();if(this._boneMask.length>0){for(var n=0,s=i;n=0&&r.contains(o)){this._boneMask.splice(l,1)}}}else{for(var h=0,u=i;h0},enumerable:true,configurable:true});Object.defineProperty(r.prototype,"isFadeComplete",{get:function(){return this._fadeState===0},enumerable:true,configurable:true});Object.defineProperty(r.prototype,"isPlaying",{get:function(){return(this._playheadState&2)!==0&&this._actionTimeline.playState<=0},enumerable:true,configurable:true});Object.defineProperty(r.prototype,"isCompleted",{get:function(){return this._actionTimeline.playState>0},enumerable:true,configurable:true});Object.defineProperty(r.prototype,"currentPlayTimes",{get:function(){return this._actionTimeline.currentPlayTimes},enumerable:true,configurable:true});Object.defineProperty(r.prototype,"totalTime",{get:function(){return this._duration},enumerable:true,configurable:true});Object.defineProperty(r.prototype,"currentTime",{get:function(){return this._actionTimeline.currentTime},set:function(t){var e=this._actionTimeline.currentPlayTimes-(this._actionTimeline.playState>0?1:0);if(t<0||this._duration0&&e===this.playTimes-1&&t===this._duration&&this._parent===null){t=this._duration-1e-6}if(this._time===t){return}this._time=t;this._actionTimeline.setCurrentTime(this._time);if(this._zOrderTimeline!==null){this._zOrderTimeline.playState=-1}for(var a=0,r=this._boneTimelines;a0){if(this.leftWeight>0){if(this.layer!==e){if(this.layerWeight>=this.leftWeight){this.dirty++;this.layer=e;this.leftWeight=0;this.blendWeight=0;return false}this.layer=e;this.leftWeight-=this.layerWeight;this.layerWeight=0}a*=this.leftWeight;this.dirty++;this.blendWeight=a;this.layerWeight+=this.blendWeight;return true}return false}this.dirty++;this.layer=e;this.leftWeight=1;this.blendWeight=a;this.layerWeight=a;return true};e.prototype.reset=function(){this.dirty=0;this.layer=0;this.leftWeight=0;this.layerWeight=0;this.blendWeight=0};e.BONE_TRANSFORM="boneTransform";e.BONE_ALPHA="boneAlpha";e.SURFACE="surface";e.SLOT_DEFORM="slotDeform";e.SLOT_ALPHA="slotAlpha";e.SLOT_Z_INDEX="slotZIndex";return e}(t.BaseObject);t.BlendState=a})(dragonBones||(dragonBones={}));var dragonBones;(function(t){var e=function(t){__extends(e,t);function e(){return t!==null&&t.apply(this,arguments)||this}e.prototype._onClear=function(){this.dirty=false;this.playState=-1;this.currentPlayTimes=-1;this.currentTime=-1;this.target=null;this._isTween=false;this._valueOffset=0;this._frameValueOffset=0;this._frameOffset=0;this._frameRate=0;this._frameCount=0;this._frameIndex=-1;this._frameRateR=0;this._position=0;this._duration=0;this._timeScale=1;this._timeOffset=0;this._animationData=null;this._timelineData=null;this._armature=null;this._animationState=null;this._actionTimeline=null;this._frameArray=null;this._valueArray=null;this._timelineArray=null;this._frameIndices=null};e.prototype._setCurrentTime=function(t){var e=this.playState;var a=this.currentPlayTimes;var r=this.currentTime;if(this._actionTimeline!==null&&this._frameCount<=1){this.playState=this._actionTimeline.playState>=0?1:-1;this.currentPlayTimes=1;this.currentTime=this._actionTimeline.currentTime}else if(this._actionTimeline===null||this._timeScale!==1||this._timeOffset!==0){var i=this._animationState.playTimes;var n=i*this._duration;t*=this._timeScale;if(this._timeOffset!==0){t+=this._timeOffset*this._animationData.duration}if(i>0&&(t>=n||t<=-n)){if(this.playState<=0&&this._animationState._playheadState===3){this.playState=1}this.currentPlayTimes=i;if(t<0){this.currentTime=0}else{this.currentTime=this._duration+1e-6}}else{if(this.playState!==0&&this._animationState._playheadState===3){this.playState=0}if(t<0){t=-t;this.currentPlayTimes=Math.floor(t/this._duration);this.currentTime=this._duration-t%this._duration}else{this.currentPlayTimes=Math.floor(t/this._duration);this.currentTime=t%this._duration}}this.currentTime+=this._position}else{this.playState=this._actionTimeline.playState;this.currentPlayTimes=this._actionTimeline.currentPlayTimes;this.currentTime=this._actionTimeline.currentTime}if(this.currentPlayTimes===a&&this.currentTime===r){return false}if(e<0&&this.playState!==e||this.playState<=0&&this.currentPlayTimes!==a){this._frameIndex=-1}return true};e.prototype.init=function(t,e,a){this._armature=t;this._animationState=e;this._timelineData=a;this._actionTimeline=this._animationState._actionTimeline;if(this===this._actionTimeline){this._actionTimeline=null}this._animationData=this._animationState.animationData;this._frameRate=this._animationData.parent.frameRate;this._frameRateR=1/this._frameRate;this._position=this._animationState._position;this._duration=this._animationState._duration;if(this._timelineData!==null){var r=this._animationData.parent.parent;this._frameArray=r.frameArray;this._timelineArray=r.timelineArray;this._frameIndices=r.frameIndices;this._frameCount=this._timelineArray[this._timelineData.offset+2];this._frameValueOffset=this._timelineArray[this._timelineData.offset+4];this._timeScale=100/this._timelineArray[this._timelineData.offset+0];this._timeOffset=this._timelineArray[this._timelineData.offset+1]*.01}};e.prototype.fadeOut=function(){this.dirty=false};e.prototype.update=function(t){if(this._setCurrentTime(t)){if(this._frameCount>1){var e=Math.floor(this.currentTime*this._frameRate);var a=this._frameIndices[this._timelineData.frameIndicesOffset+e];if(this._frameIndex!==a){this._frameIndex=a;this._frameOffset=this._animationData.frameOffset+this._timelineArray[this._timelineData.offset+5+this._frameIndex];this._onArriveAtFrame()}}else if(this._frameIndex<0){this._frameIndex=0;if(this._timelineData!==null){this._frameOffset=this._animationData.frameOffset+this._timelineArray[this._timelineData.offset+5]}this._onArriveAtFrame()}if(this._isTween||this.dirty){this._onUpdateFrame()}}};e.prototype.blend=function(t){};return e}(t.BaseObject);t.TimelineState=e;var a=function(t){__extends(e,t);function e(){return t!==null&&t.apply(this,arguments)||this}e._getEasingValue=function(t,e,a){var r=e;switch(t){case 3:r=Math.pow(e,2);break;case 4:r=1-Math.pow(1-e,2);break;case 5:r=.5*(1-Math.cos(e*Math.PI));break}return(r-e)*a+e};e._getEasingCurveValue=function(t,e,a,r){if(t<=0){return 0}else if(t>=1){return 1}var i=a>0;var n=a+1;var s=Math.floor(t*n);var o=0;var l=0;if(i){o=s===0?0:e[r+s-1];l=s===n-1?1e4:e[r+s]}else{o=e[r+s-1];l=e[r+s]}return(o+(l-o)*(t*n-s))*1e-4};e.prototype._onClear=function(){t.prototype._onClear.call(this);this._tweenType=0;this._curveCount=0;this._framePosition=0;this._frameDurationR=0;this._tweenEasing=0;this._tweenProgress=0;this._valueScale=1};e.prototype._onArriveAtFrame=function(){if(this._frameCount>1&&(this._frameIndex!==this._frameCount-1||this._animationState.playTimes===0||this._animationState.currentPlayTimes0){this._frameDurationR=1/e}else{this._frameDurationR=0}}}else{this.dirty=true;this._isTween=false}};e.prototype._onUpdateFrame=function(){if(this._isTween){this.dirty=true;this._tweenProgress=(this.currentTime-this._framePosition)*this._frameDurationR;if(this._tweenType===2){this._tweenProgress=e._getEasingCurveValue(this._tweenProgress,this._frameArray,this._curveCount,this._frameOffset+3)}else if(this._tweenType!==1){this._tweenProgress=e._getEasingValue(this._tweenType,this._tweenProgress,this._tweenEasing)}}};return e}(e);t.TweenTimelineState=a;var r=function(t){__extends(e,t);function e(){return t!==null&&t.apply(this,arguments)||this}e.prototype._onClear=function(){t.prototype._onClear.call(this);this._current=0;this._difference=0;this._result=0};e.prototype._onArriveAtFrame=function(){t.prototype._onArriveAtFrame.call(this);if(this._timelineData!==null){var e=this._valueScale;var a=this._valueArray;var r=this._valueOffset+this._frameValueOffset+this._frameIndex;if(this._isTween){var i=this._frameIndex===this._frameCount-1?this._valueOffset+this._frameValueOffset:r+1;if(e===1){this._current=a[r];this._difference=a[i]-this._current}else{this._current=a[r]*e;this._difference=a[i]*e-this._current}}else{this._result=a[r]*e}}else{this._result=0}};e.prototype._onUpdateFrame=function(){t.prototype._onUpdateFrame.call(this);if(this._isTween){this._result=this._current+this._difference*this._tweenProgress}};return e}(a);t.SingleValueTimelineState=r;var i=function(t){__extends(e,t);function e(){return t!==null&&t.apply(this,arguments)||this}e.prototype._onClear=function(){t.prototype._onClear.call(this);this._currentA=0;this._currentB=0;this._differenceA=0;this._differenceB=0;this._resultA=0;this._resultB=0};e.prototype._onArriveAtFrame=function(){t.prototype._onArriveAtFrame.call(this);if(this._timelineData!==null){var e=this._valueScale;var a=this._valueArray;var r=this._valueOffset+this._frameValueOffset+this._frameIndex*2;if(this._isTween){var i=this._frameIndex===this._frameCount-1?this._valueOffset+this._frameValueOffset:r+2;if(e===1){this._currentA=a[r];this._currentB=a[r+1];this._differenceA=a[i]-this._currentA;this._differenceB=a[i+1]-this._currentB}else{this._currentA=a[r]*e;this._currentB=a[r+1]*e;this._differenceA=a[i]*e-this._currentA;this._differenceB=a[i+1]*e-this._currentB}}else{this._resultA=a[r]*e;this._resultB=a[r+1]*e}}else{this._resultA=0;this._resultB=0}};e.prototype._onUpdateFrame=function(){t.prototype._onUpdateFrame.call(this);if(this._isTween){this._resultA=this._currentA+this._differenceA*this._tweenProgress;this._resultB=this._currentB+this._differenceB*this._tweenProgress}};return e}(a);t.DoubleValueTimelineState=i;var n=function(t){__extends(e,t);function e(){var e=t!==null&&t.apply(this,arguments)||this;e._rd=[];return e}e.prototype._onClear=function(){t.prototype._onClear.call(this);this._valueCount=0;this._rd.length=0};e.prototype._onArriveAtFrame=function(){t.prototype._onArriveAtFrame.call(this);var e=this._valueCount;var a=this._rd;if(this._timelineData!==null){var r=this._valueScale;var i=this._valueArray;var n=this._valueOffset+this._frameValueOffset+this._frameIndex*e;if(this._isTween){var s=this._frameIndex===this._frameCount-1?this._valueOffset+this._frameValueOffset:n+e;if(r===1){for(var o=0;o0){if(s.hasDBEventListener(t.EventObject.COMPLETE)){u=t.BaseObject.borrowObject(t.EventObject);u.type=t.EventObject.COMPLETE;u.armature=this._armature;u.animationState=this._animationState}}}if(this._frameCount>1){var f=this._timelineData;var _=Math.floor(this.currentTime*this._frameRate);var m=this._frameIndices[f.frameIndicesOffset+_];if(this._frameIndex!==m){var p=this._frameIndex;this._frameIndex=m;if(this._timelineArray!==null){this._frameOffset=this._animationData.frameOffset+this._timelineArray[f.offset+5+this._frameIndex];if(l){if(p<0){var c=Math.floor(i*this._frameRate);p=this._frameIndices[f.frameIndicesOffset+c];if(this.currentPlayTimes===r){if(p===m){p=-1}}}while(p>=0){var d=this._animationData.frameOffset+this._timelineArray[f.offset+5+p];var y=this._frameArray[d]/this._frameRate;if(this._position<=y&&y<=this._position+this._duration){this._onCrossFrame(p)}if(h!==null&&p===0){this._armature._dragonBones.bufferEvent(h);h=null}if(p>0){p--}else{p=this._frameCount-1}if(p===m){break}}}else{if(p<0){var c=Math.floor(i*this._frameRate);p=this._frameIndices[f.frameIndicesOffset+c];var d=this._animationData.frameOffset+this._timelineArray[f.offset+5+p];var y=this._frameArray[d]/this._frameRate;if(this.currentPlayTimes===r){if(i<=y){if(p>0){p--}else{p=this._frameCount-1}}else if(p===m){p=-1}}}while(p>=0){if(p=0){var t=this._frameArray[this._frameOffset+1];if(t>0){this._armature._sortZOrder(this._frameArray,this._frameOffset+2)}else{this._armature._sortZOrder(null,0)}}};e.prototype._onUpdateFrame=function(){};return e}(t.TimelineState);t.ZOrderTimelineState=a;var r=function(e){__extends(a,e);function a(){return e!==null&&e.apply(this,arguments)||this}a.toString=function(){return"[class dragonBones.BoneAllTimelineState]"};a.prototype._onArriveAtFrame=function(){e.prototype._onArriveAtFrame.call(this);if(this._isTween&&this._frameIndex===this._frameCount-1){this._rd[2]=t.Transform.normalizeRadian(this._rd[2]);this._rd[3]=t.Transform.normalizeRadian(this._rd[3])}if(this._timelineData===null){this._rd[4]=1;this._rd[5]=1}};a.prototype.init=function(t,a,r){e.prototype.init.call(this,t,a,r);this._valueOffset=this._animationData.frameFloatOffset;this._valueCount=6;this._valueArray=this._animationData.parent.parent.frameFloatArray};a.prototype.fadeOut=function(){this.dirty=false;this._rd[2]=t.Transform.normalizeRadian(this._rd[2]);this._rd[3]=t.Transform.normalizeRadian(this._rd[3])};a.prototype.blend=function(t){var e=this._armature.armatureData.scale;var a=this._rd;var r=this.target;var i=r.target;var n=r.blendWeight;var s=i.animationPose;if(r.dirty>1){s.x+=a[0]*n*e;s.y+=a[1]*n*e;s.rotation+=a[2]*n;s.skew+=a[3]*n;s.scaleX+=(a[4]-1)*n;s.scaleY+=(a[5]-1)*n}else{s.x=a[0]*n*e;s.y=a[1]*n*e;s.rotation=a[2]*n;s.skew=a[3]*n;s.scaleX=(a[4]-1)*n+1;s.scaleY=(a[5]-1)*n+1}if(t||this.dirty){this.dirty=false;i._transformDirty=true}};return a}(t.MutilpleValueTimelineState);t.BoneAllTimelineState=r;var i=function(t){__extends(e,t);function e(){return t!==null&&t.apply(this,arguments)||this}e.toString=function(){return"[class dragonBones.BoneTranslateTimelineState]"};e.prototype.init=function(e,a,r){t.prototype.init.call(this,e,a,r);this._valueOffset=this._animationData.frameFloatOffset;this._valueScale=this._armature.armatureData.scale;this._valueArray=this._animationData.parent.parent.frameFloatArray};e.prototype.blend=function(t){var e=this.target;var a=e.target;var r=e.blendWeight;var i=a.animationPose;if(e.dirty>1){i.x+=this._resultA*r;i.y+=this._resultB*r}else if(r!==1){i.x=this._resultA*r;i.y=this._resultB*r}else{i.x=this._resultA;i.y=this._resultB}if(t||this.dirty){this.dirty=false;a._transformDirty=true}};return e}(t.DoubleValueTimelineState);t.BoneTranslateTimelineState=i;var n=function(e){__extends(a,e);function a(){return e!==null&&e.apply(this,arguments)||this}a.toString=function(){return"[class dragonBones.BoneRotateTimelineState]"};a.prototype._onArriveAtFrame=function(){e.prototype._onArriveAtFrame.call(this);if(this._isTween&&this._frameIndex===this._frameCount-1){this._differenceA=t.Transform.normalizeRadian(this._differenceA);this._differenceB=t.Transform.normalizeRadian(this._differenceB)}};a.prototype.init=function(t,a,r){e.prototype.init.call(this,t,a,r);this._valueOffset=this._animationData.frameFloatOffset;this._valueArray=this._animationData.parent.parent.frameFloatArray};a.prototype.fadeOut=function(){this.dirty=false;this._resultA=t.Transform.normalizeRadian(this._resultA);this._resultB=t.Transform.normalizeRadian(this._resultB)};a.prototype.blend=function(t){var e=this.target;var a=e.target;var r=e.blendWeight;var i=a.animationPose;if(e.dirty>1){i.rotation+=this._resultA*r;i.skew+=this._resultB*r}else if(r!==1){i.rotation=this._resultA*r;i.skew=this._resultB*r}else{i.rotation=this._resultA;i.skew=this._resultB}if(t||this.dirty){this.dirty=false;a._transformDirty=true}};return a}(t.DoubleValueTimelineState);t.BoneRotateTimelineState=n;var s=function(t){__extends(e,t);function e(){return t!==null&&t.apply(this,arguments)||this}e.toString=function(){return"[class dragonBones.BoneScaleTimelineState]"};e.prototype._onArriveAtFrame=function(){t.prototype._onArriveAtFrame.call(this);if(this._timelineData===null){this._resultA=1;this._resultB=1}};e.prototype.init=function(e,a,r){t.prototype.init.call(this,e,a,r);this._valueOffset=this._animationData.frameFloatOffset;this._valueArray=this._animationData.parent.parent.frameFloatArray};e.prototype.blend=function(t){var e=this.target;var a=e.target;var r=e.blendWeight;var i=a.animationPose;if(e.dirty>1){i.scaleX+=(this._resultA-1)*r;i.scaleY+=(this._resultB-1)*r}else if(r!==1){i.scaleX=(this._resultA-1)*r+1;i.scaleY=(this._resultB-1)*r+1}else{i.scaleX=this._resultA;i.scaleY=this._resultB}if(t||this.dirty){this.dirty=false;a._transformDirty=true}};return e}(t.DoubleValueTimelineState);t.BoneScaleTimelineState=s;var o=function(t){__extends(e,t);function e(){return t!==null&&t.apply(this,arguments)||this}e.toString=function(){return"[class dragonBones.SurfaceTimelineState]"};e.prototype._onClear=function(){t.prototype._onClear.call(this);this._deformCount=0;this._deformOffset=0;this._sameValueOffset=0};e.prototype.init=function(e,a,r){t.prototype.init.call(this,e,a,r);if(this._timelineData!==null){var i=this._animationData.parent.parent;var n=i.frameIntArray;var s=this._animationData.frameIntOffset+this._timelineArray[this._timelineData.offset+3];this._valueOffset=this._animationData.frameFloatOffset;this._valueCount=n[s+2];this._deformCount=n[s+1];this._deformOffset=n[s+3];this._sameValueOffset=n[s+4]+this._animationData.frameFloatOffset;this._valueScale=this._armature.armatureData.scale;this._valueArray=i.frameFloatArray;this._rd.length=this._valueCount*2}else{this._deformCount=this.target.target._deformVertices.length}};e.prototype.blend=function(t){var e=this.target;var a=e.target;var r=e.blendWeight;var i=a._deformVertices;var n=this._valueArray;if(n!==null){var s=this._valueCount;var o=this._deformOffset;var l=this._sameValueOffset;var h=this._rd;for(var u=0;u1){i[u]+=f*r}else{i[u]=f*r}}}else if(e.dirty===1){for(var u=0;u1){a._alpha+=this._result*r;if(a._alpha>1){a._alpha=1}}else{a._alpha=this._result*r}if(t||this.dirty){this.dirty=false;this._armature._alphaDirty=true}};return e}(t.SingleValueTimelineState);t.AlphaTimelineState=l;var h=function(t){__extends(e,t);function e(){return t!==null&&t.apply(this,arguments)||this}e.toString=function(){return"[class dragonBones.SlotDislayTimelineState]"};e.prototype._onArriveAtFrame=function(){if(this.playState>=0){var t=this.target;var e=this._timelineData!==null?this._frameArray[this._frameOffset+1]:t._slotData.displayIndex;if(t.displayIndex!==e){t._setDisplayIndex(e,true)}}};e.prototype._onUpdateFrame=function(){};return e}(t.TimelineState);t.SlotDislayTimelineState=h;var u=function(t){__extends(e,t);function e(){var e=t!==null&&t.apply(this,arguments)||this;e._current=[0,0,0,0,0,0,0,0];e._difference=[0,0,0,0,0,0,0,0];e._result=[0,0,0,0,0,0,0,0];return e}e.toString=function(){return"[class dragonBones.SlotColorTimelineState]"};e.prototype._onArriveAtFrame=function(){t.prototype._onArriveAtFrame.call(this);if(this._timelineData!==null){var e=this._animationData.parent.parent;var a=e.colorArray;var r=e.frameIntArray;var i=this._animationData.frameIntOffset+this._frameValueOffset+this._frameIndex;var n=r[i];if(n<0){n+=65536}if(this._isTween){this._current[0]=a[n++];this._current[1]=a[n++];this._current[2]=a[n++];this._current[3]=a[n++];this._current[4]=a[n++];this._current[5]=a[n++];this._current[6]=a[n++];this._current[7]=a[n++];if(this._frameIndex===this._frameCount-1){n=r[this._animationData.frameIntOffset+this._frameValueOffset]}else{n=r[i+1]}if(n<0){n+=65536}this._difference[0]=a[n++]-this._current[0];this._difference[1]=a[n++]-this._current[1];this._difference[2]=a[n++]-this._current[2];this._difference[3]=a[n++]-this._current[3];this._difference[4]=a[n++]-this._current[4];this._difference[5]=a[n++]-this._current[5];this._difference[6]=a[n++]-this._current[6];this._difference[7]=a[n++]-this._current[7]}else{this._result[0]=a[n++]*.01;this._result[1]=a[n++]*.01;this._result[2]=a[n++]*.01;this._result[3]=a[n++]*.01;this._result[4]=a[n++];this._result[5]=a[n++];this._result[6]=a[n++];this._result[7]=a[n++]}}else{var s=this.target;var o=s.slotData.color;this._result[0]=o.alphaMultiplier;this._result[1]=o.redMultiplier;this._result[2]=o.greenMultiplier;this._result[3]=o.blueMultiplier;this._result[4]=o.alphaOffset;this._result[5]=o.redOffset;this._result[6]=o.greenOffset;this._result[7]=o.blueOffset}};e.prototype._onUpdateFrame=function(){t.prototype._onUpdateFrame.call(this);if(this._isTween){this._result[0]=(this._current[0]+this._difference[0]*this._tweenProgress)*.01;this._result[1]=(this._current[1]+this._difference[1]*this._tweenProgress)*.01;this._result[2]=(this._current[2]+this._difference[2]*this._tweenProgress)*.01;this._result[3]=(this._current[3]+this._difference[3]*this._tweenProgress)*.01;this._result[4]=this._current[4]+this._difference[4]*this._tweenProgress;this._result[5]=this._current[5]+this._difference[5]*this._tweenProgress;this._result[6]=this._current[6]+this._difference[6]*this._tweenProgress;this._result[7]=this._current[7]+this._difference[7]*this._tweenProgress}};e.prototype.fadeOut=function(){this._isTween=false};e.prototype.update=function(e){t.prototype.update.call(this,e);if(this._isTween||this.dirty){var a=this.target;var r=a._colorTransform;if(this._animationState._fadeState!==0||this._animationState._subFadeState!==0){if(r.alphaMultiplier!==this._result[0]||r.redMultiplier!==this._result[1]||r.greenMultiplier!==this._result[2]||r.blueMultiplier!==this._result[3]||r.alphaOffset!==this._result[4]||r.redOffset!==this._result[5]||r.greenOffset!==this._result[6]||r.blueOffset!==this._result[7]){var i=Math.pow(this._animationState._fadeProgress,4);r.alphaMultiplier+=(this._result[0]-r.alphaMultiplier)*i;r.redMultiplier+=(this._result[1]-r.redMultiplier)*i;r.greenMultiplier+=(this._result[2]-r.greenMultiplier)*i;r.blueMultiplier+=(this._result[3]-r.blueMultiplier)*i;r.alphaOffset+=(this._result[4]-r.alphaOffset)*i;r.redOffset+=(this._result[5]-r.redOffset)*i;r.greenOffset+=(this._result[6]-r.greenOffset)*i;r.blueOffset+=(this._result[7]-r.blueOffset)*i;a._colorDirty=true}}else if(this.dirty){this.dirty=false;if(r.alphaMultiplier!==this._result[0]||r.redMultiplier!==this._result[1]||r.greenMultiplier!==this._result[2]||r.blueMultiplier!==this._result[3]||r.alphaOffset!==this._result[4]||r.redOffset!==this._result[5]||r.greenOffset!==this._result[6]||r.blueOffset!==this._result[7]){r.alphaMultiplier=this._result[0];r.redMultiplier=this._result[1];r.greenMultiplier=this._result[2];r.blueMultiplier=this._result[3];r.alphaOffset=this._result[4];r.redOffset=this._result[5];r.greenOffset=this._result[6];r.blueOffset=this._result[7];a._colorDirty=true}}}};return e}(t.TweenTimelineState);t.SlotColorTimelineState=u;var f=function(t){__extends(e,t);function e(){return t!==null&&t.apply(this,arguments)||this}e.toString=function(){return"[class dragonBones.SlotZIndexTimelineState]"};e.prototype._onArriveAtFrame=function(){t.prototype._onArriveAtFrame.call(this);if(this._timelineData===null){var e=this.target;var a=e.target;this._result=a.slotData.zIndex}};e.prototype.init=function(e,a,r){t.prototype.init.call(this,e,a,r);this._valueOffset=this._animationData.frameIntOffset;this._valueArray=this._animationData.parent.parent.frameIntArray};e.prototype.blend=function(t){var e=this.target;var a=e.target;var r=e.blendWeight;if(e.dirty>1){a._zIndex+=this._result*r}else{a._zIndex=this._result*r}if(t||this.dirty){this.dirty=false;this._armature._zIndexDirty=true}};return e}(t.SingleValueTimelineState);t.SlotZIndexTimelineState=f;var _=function(t){__extends(e,t);function e(){return t!==null&&t.apply(this,arguments)||this}e.toString=function(){return"[class dragonBones.DeformTimelineState]"};e.prototype._onClear=function(){t.prototype._onClear.call(this);this.geometryOffset=0;this.displayFrame=null;this._deformCount=0;this._deformOffset=0;this._sameValueOffset=0};e.prototype.init=function(e,a,r){t.prototype.init.call(this,e,a,r);if(this._timelineData!==null){var i=this._animationData.frameIntOffset+this._timelineArray[this._timelineData.offset+3];var n=this._animationData.parent.parent;var s=n.frameIntArray;var o=this.target.target;this.geometryOffset=s[i+0];if(this.geometryOffset<0){this.geometryOffset+=65536}for(var l=0,h=o.displayFrameCount;l1){i[u]+=f*r}else{i[u]=f*r}}}else if(e.dirty===1){for(var u=0;u0;e._weight=this._currentB}else{var a=e._constraintData;e._bendPositive=a.bendPositive;e._weight=a.weight}e.invalidUpdate();this.dirty=false};e.prototype.init=function(e,a,r){t.prototype.init.call(this,e,a,r);this._valueOffset=this._animationData.frameIntOffset;this._valueScale=.01;this._valueArray=this._animationData.parent.parent.frameIntArray};return e}(t.DoubleValueTimelineState);t.IKConstraintTimelineState=m;var p=function(t){__extends(e,t);function e(){return t!==null&&t.apply(this,arguments)||this}e.toString=function(){return"[class dragonBones.AnimationProgressTimelineState]"};e.prototype._onUpdateFrame=function(){t.prototype._onUpdateFrame.call(this);var e=this.target;if(e._parent!==null){e.currentTime=this._result*e.totalTime}this.dirty=false};e.prototype.init=function(e,a,r){t.prototype.init.call(this,e,a,r);this._valueOffset=this._animationData.frameIntOffset;this._valueScale=1e-4;this._valueArray=this._animationData.parent.parent.frameIntArray};return e}(t.SingleValueTimelineState);t.AnimationProgressTimelineState=p;var c=function(t){__extends(e,t);function e(){return t!==null&&t.apply(this,arguments)||this}e.toString=function(){return"[class dragonBones.AnimationWeightTimelineState]"};e.prototype._onUpdateFrame=function(){t.prototype._onUpdateFrame.call(this);var e=this.target;if(e._parent!==null){e.weight=this._result}this.dirty=false};e.prototype.init=function(e,a,r){t.prototype.init.call(this,e,a,r);this._valueOffset=this._animationData.frameIntOffset;this._valueScale=1e-4;this._valueArray=this._animationData.parent.parent.frameIntArray};return e}(t.SingleValueTimelineState);t.AnimationWeightTimelineState=c;var d=function(t){__extends(e,t);function e(){return t!==null&&t.apply(this,arguments)||this}e.toString=function(){return"[class dragonBones.AnimationParametersTimelineState]"};e.prototype._onUpdateFrame=function(){t.prototype._onUpdateFrame.call(this);var e=this.target;if(e._parent!==null){e.parameterX=this._resultA;e.parameterY=this._resultB}this.dirty=false};e.prototype.init=function(e,a,r){t.prototype.init.call(this,e,a,r);this._valueOffset=this._animationData.frameIntOffset;this._valueScale=1e-4;this._valueArray=this._animationData.parent.parent.frameIntArray};return e}(t.DoubleValueTimelineState);t.AnimationParametersTimelineState=d})(dragonBones||(dragonBones={}));var dragonBones;(function(t){var e=function(t){__extends(e,t);function e(){return t!==null&&t.apply(this,arguments)||this}e.actionDataToInstance=function(t,a,r){if(t.type===0){a.type=e.FRAME_EVENT}else{a.type=t.type===10?e.FRAME_EVENT:e.SOUND_EVENT}a.name=t.name;a.armature=r;a.actionData=t;a.data=t.data;if(t.bone!==null){a.bone=r.getBone(t.bone.name)}if(t.slot!==null){a.slot=r.getSlot(t.slot.name)}};e.toString=function(){return"[class dragonBones.EventObject]"};e.prototype._onClear=function(){this.time=0;this.type="";this.name="";this.armature=null;this.bone=null;this.slot=null;this.animationState=null;this.actionData=null;this.data=null};e.START="start";e.LOOP_COMPLETE="loopComplete";e.COMPLETE="complete";e.FADE_IN="fadeIn";e.FADE_IN_COMPLETE="fadeInComplete";e.FADE_OUT="fadeOut";e.FADE_OUT_COMPLETE="fadeOutComplete";e.FRAME_EVENT="frameEvent";e.SOUND_EVENT="soundEvent";return e}(t.BaseObject);t.EventObject=e})(dragonBones||(dragonBones={}));var dragonBones;(function(t){var e=function(){function t(){}t._getArmatureType=function(t){switch(t.toLowerCase()){case"stage":return 2;case"armature":return 0;case"movieclip":return 1;default:return 0}};t._getBoneType=function(t){switch(t.toLowerCase()){case"bone":return 0;case"surface":return 1;default:return 0}};t._getPositionMode=function(t){switch(t.toLocaleLowerCase()){case"percent":return 1;case"fixed":return 0;default:return 1}};t._getSpacingMode=function(t){switch(t.toLocaleLowerCase()){case"length":return 0;case"percent":return 2;case"fixed":return 1;default:return 0}};t._getRotateMode=function(t){switch(t.toLocaleLowerCase()){case"tangent":return 0;case"chain":return 1;case"chainscale":return 2;default:return 0}};t._getDisplayType=function(t){switch(t.toLowerCase()){case"image":return 0;case"mesh":return 2;case"armature":return 1;case"boundingbox":return 3;case"path":return 4;default:return 0}};t._getBoundingBoxType=function(t){switch(t.toLowerCase()){case"rectangle":return 0;case"ellipse":return 1;case"polygon":return 2;default:return 0}};t._getBlendMode=function(t){switch(t.toLowerCase()){case"normal":return 0;case"add":return 1;case"alpha":return 2;case"darken":return 3;case"difference":return 4;case"erase":return 5;case"hardlight":return 6;case"invert":return 7;case"layer":return 8;case"lighten":return 9;case"multiply":return 10;case"overlay":return 11;case"screen":return 12;case"subtract":return 13;default:return 0}};t._getAnimationBlendType=function(t){switch(t.toLowerCase()){case"none":return 0;case"1d":return 1;default:return 0}};t._getActionType=function(t){switch(t.toLowerCase()){case"play":return 0;case"frame":return 10;case"sound":return 11;default:return 0}};t.DATA_VERSION_2_3="2.3";t.DATA_VERSION_3_0="3.0";t.DATA_VERSION_4_0="4.0";t.DATA_VERSION_4_5="4.5";t.DATA_VERSION_5_0="5.0";t.DATA_VERSION_5_5="5.5";t.DATA_VERSION_5_6="5.6";t.DATA_VERSION=t.DATA_VERSION_5_6;t.DATA_VERSIONS=[t.DATA_VERSION_4_0,t.DATA_VERSION_4_5,t.DATA_VERSION_5_0,t.DATA_VERSION_5_5,t.DATA_VERSION_5_6];t.TEXTURE_ATLAS="textureAtlas";t.SUB_TEXTURE="SubTexture";t.FORMAT="format";t.IMAGE_PATH="imagePath";t.WIDTH="width";t.HEIGHT="height";t.ROTATED="rotated";t.FRAME_X="frameX";t.FRAME_Y="frameY";t.FRAME_WIDTH="frameWidth";t.FRAME_HEIGHT="frameHeight";t.DRADON_BONES="dragonBones";t.USER_DATA="userData";t.ARMATURE="armature";t.CANVAS="canvas";t.BONE="bone";t.SURFACE="surface";t.SLOT="slot";t.CONSTRAINT="constraint";t.SKIN="skin";t.DISPLAY="display";t.FRAME="frame";t.IK="ik";t.PATH_CONSTRAINT="path";t.ANIMATION="animation";t.TIMELINE="timeline";t.FFD="ffd";t.TRANSLATE_FRAME="translateFrame";t.ROTATE_FRAME="rotateFrame";t.SCALE_FRAME="scaleFrame";t.DISPLAY_FRAME="displayFrame";t.COLOR_FRAME="colorFrame";t.DEFAULT_ACTIONS="defaultActions";t.ACTIONS="actions";t.EVENTS="events";t.INTS="ints";t.FLOATS="floats";t.STRINGS="strings";t.TRANSFORM="transform";t.PIVOT="pivot";t.AABB="aabb";t.COLOR="color";t.VERSION="version";t.COMPATIBLE_VERSION="compatibleVersion";t.FRAME_RATE="frameRate";t.TYPE="type";t.SUB_TYPE="subType";t.NAME="name";t.PARENT="parent";t.TARGET="target";t.STAGE="stage";t.SHARE="share";t.PATH="path";t.LENGTH="length";t.DISPLAY_INDEX="displayIndex";t.Z_ORDER="zOrder";t.Z_INDEX="zIndex";t.BLEND_MODE="blendMode";t.INHERIT_TRANSLATION="inheritTranslation";t.INHERIT_ROTATION="inheritRotation";t.INHERIT_SCALE="inheritScale";t.INHERIT_REFLECTION="inheritReflection";t.INHERIT_ANIMATION="inheritAnimation";t.INHERIT_DEFORM="inheritDeform";t.SEGMENT_X="segmentX";t.SEGMENT_Y="segmentY";t.BEND_POSITIVE="bendPositive";t.CHAIN="chain";t.WEIGHT="weight";t.BLEND_TYPE="blendType";t.FADE_IN_TIME="fadeInTime";t.PLAY_TIMES="playTimes";t.SCALE="scale";t.OFFSET="offset";t.POSITION="position";t.DURATION="duration";t.TWEEN_EASING="tweenEasing";t.TWEEN_ROTATE="tweenRotate";t.TWEEN_SCALE="tweenScale";t.CLOCK_WISE="clockwise";t.CURVE="curve";t.SOUND="sound";t.EVENT="event";t.ACTION="action";t.X="x";t.Y="y";t.SKEW_X="skX";t.SKEW_Y="skY";t.SCALE_X="scX";t.SCALE_Y="scY";t.VALUE="value";t.ROTATE="rotate";t.SKEW="skew";t.ALPHA="alpha";t.ALPHA_OFFSET="aO";t.RED_OFFSET="rO";t.GREEN_OFFSET="gO";t.BLUE_OFFSET="bO";t.ALPHA_MULTIPLIER="aM";t.RED_MULTIPLIER="rM";t.GREEN_MULTIPLIER="gM";t.BLUE_MULTIPLIER="bM";t.UVS="uvs";t.VERTICES="vertices";t.TRIANGLES="triangles";t.WEIGHTS="weights";t.SLOT_POSE="slotPose";t.BONE_POSE="bonePose";t.BONES="bones";t.POSITION_MODE="positionMode";t.SPACING_MODE="spacingMode";t.ROTATE_MODE="rotateMode";t.SPACING="spacing";t.ROTATE_OFFSET="rotateOffset";t.ROTATE_MIX="rotateMix";t.TRANSLATE_MIX="translateMix";t.TARGET_DISPLAY="targetDisplay";t.CLOSED="closed";t.CONSTANT_SPEED="constantSpeed";t.VERTEX_COUNT="vertexCount";t.LENGTHS="lengths";t.GOTO_AND_PLAY="gotoAndPlay";t.DEFAULT_NAME="default";return t}();t.DataParser=e})(dragonBones||(dragonBones={}));var dragonBones;(function(t){var e=function(e){__extends(r,e);function r(){var a=e!==null&&e.apply(this,arguments)||this;a._rawTextureAtlasIndex=0;a._rawBones=[];a._data=null;a._armature=null;a._bone=null;a._geometry=null;a._slot=null;a._skin=null;a._mesh=null;a._animation=null;a._timeline=null;a._rawTextureAtlases=null;a._frameValueType=0;a._defaultColorOffset=-1;a._prevClockwise=0;a._prevRotation=0;a._frameDefaultValue=0;a._frameValueScale=1;a._helpMatrixA=new t.Matrix;a._helpMatrixB=new t.Matrix;a._helpTransform=new t.Transform;a._helpColorTransform=new t.ColorTransform;a._helpPoint=new t.Point;a._helpArray=[];a._intArray=[];a._floatArray=[];a._frameIntArray=[];a._frameFloatArray=[];a._frameArray=[];a._timelineArray=[];a._colorArray=[];a._cacheRawMeshes=[];a._cacheMeshes=[];a._actionFrames=[];a._weightSlotPose={};a._weightBonePoses={};a._cacheBones={};a._slotChildActions={};return a}r._getBoolean=function(t,e,a){if(e in t){var r=t[e];var i=typeof r;if(i==="boolean"){return r}else if(i==="string"){switch(r){case"0":case"NaN":case"":case"false":case"null":case"undefined":return false;default:return true}}else{return!!r}}return a};r._getNumber=function(t,e,a){if(e in t){var r=t[e];if(r===null||r==="NaN"){return a}return+r||0}return a};r._getString=function(t,e,a){if(e in t){var r=t[e];var i=typeof r;if(i==="string"){return r}return String(r)}return a};r.prototype._getCurvePoint=function(t,e,a,r,i,n,s,o,l,h){var u=1-l;var f=u*u;var _=l*l;var m=u*f;var p=3*l*f;var c=3*u*_;var d=l*_;h.x=m*t+p*a+c*i+d*s;h.y=m*e+p*r+c*n+d*o};r.prototype._samplingEasingCurve=function(t,e){var a=t.length;if(a%3===1){var r=-2;for(var i=0,n=e.length;i=0&&r+61e-4){var v=(y+d)*.5;this._getCurvePoint(l,h,u,f,_,m,p,c,v,this._helpPoint);if(s-this._helpPoint.x>0){d=v}else{y=v}}e[i]=this._helpPoint.y}return true}else{var r=0;for(var i=0,n=e.length;i1e-4){var v=(y+d)*.5;this._getCurvePoint(l,h,u,f,_,m,p,c,v,this._helpPoint);if(s-this._helpPoint.x>0){d=v}else{y=v}}e[i]=this._helpPoint.y}return false}};r.prototype._parseActionDataInFrame=function(e,a,r,i){if(t.DataParser.EVENT in e){this._mergeActionFrame(e[t.DataParser.EVENT],a,10,r,i)}if(t.DataParser.SOUND in e){this._mergeActionFrame(e[t.DataParser.SOUND],a,11,r,i)}if(t.DataParser.ACTION in e){this._mergeActionFrame(e[t.DataParser.ACTION],a,0,r,i)}if(t.DataParser.EVENTS in e){this._mergeActionFrame(e[t.DataParser.EVENTS],a,10,r,i)}if(t.DataParser.ACTIONS in e){this._mergeActionFrame(e[t.DataParser.ACTIONS],a,0,r,i)}};r.prototype._mergeActionFrame=function(t,e,r,i,n){var s=this._armature.actions.length;var o=this._parseActionData(t,r,i,n);var l=0;var h=null;for(var u=0,f=o;ue){break}l++}if(h===null){h=new a;h.frameStart=e;this._actionFrames.splice(l,0,h)}for(var d=0;d0){var p=i.getBone(_);if(p!==null){m.parent=p}else{if(!(_ in this._cacheBones)){this._cacheBones[_]=[]}this._cacheBones[_].push(m)}}if(m.name in this._cacheBones){for(var c=0,d=this._cacheBones[m.name];c0&&a.parent!==null){s.root=a.parent;s.bone=a}else{s.root=a;s.bone=null}return s};r.prototype._parsePathConstraint=function(e){var a=this._armature.getSlot(r._getString(e,t.DataParser.TARGET,""));if(a===null){return null}var i=this._armature.defaultSkin;if(i===null){return null}var n=i.getDisplay(a.name,r._getString(e,t.DataParser.TARGET_DISPLAY,a.name));if(n===null||!(n instanceof t.PathDisplayData)){return null}var s=e[t.DataParser.BONES];if(s===null||s.length===0){return null}var o=t.BaseObject.borrowObject(t.PathConstraintData);o.name=r._getString(e,t.DataParser.NAME,"");o.type=1;o.pathSlot=a;o.pathDisplayData=n;o.target=a.parent;o.positionMode=t.DataParser._getPositionMode(r._getString(e,t.DataParser.POSITION_MODE,""));o.spacingMode=t.DataParser._getSpacingMode(r._getString(e,t.DataParser.SPACING_MODE,""));o.rotateMode=t.DataParser._getRotateMode(r._getString(e,t.DataParser.ROTATE_MODE,""));o.position=r._getNumber(e,t.DataParser.POSITION,0);o.spacing=r._getNumber(e,t.DataParser.SPACING,0);o.rotateOffset=r._getNumber(e,t.DataParser.ROTATE_OFFSET,0);o.rotateMix=r._getNumber(e,t.DataParser.ROTATE_MIX,1);o.translateMix=r._getNumber(e,t.DataParser.TRANSLATE_MIX,1);for(var l=0,h=s;l0?i:a;this._parsePivot(e,o);break}case 1:{var l=s=t.BaseObject.borrowObject(t.ArmatureDisplayData);l.name=a;l.path=i.length>0?i:a;l.inheritAnimation=true;if(t.DataParser.ACTIONS in e){var h=this._parseActionData(e[t.DataParser.ACTIONS],0,null,null);for(var u=0,f=h;u0?i:a;if(t.DataParser.SHARE in e){d.geometry.data=this._data;this._cacheRawMeshes.push(e);this._cacheMeshes.push(d)}else{this._parseMesh(e,d)}break}case 3:{var y=this._parseBoundingBox(e);if(y!==null){var v=s=t.BaseObject.borrowObject(t.BoundingBoxDisplayData);v.name=a;v.path=i.length>0?i:a;v.boundingBox=y}break}case 4:{var g=e[t.DataParser.LENGTHS];var D=s=t.BaseObject.borrowObject(t.PathDisplayData);D.closed=r._getBoolean(e,t.DataParser.CLOSED,false);D.constantSpeed=r._getBoolean(e,t.DataParser.CONSTANT_SPEED,false);D.name=a;D.path=i.length>0?i:a;D.curveLengths.length=g.length;for(var T=0,b=g.length;Ta.width){a.width=l}if(ha.height){a.height=h}}}a.width-=a.x;a.height-=a.y}else{console.warn("Data error.\n Please reexport DragonBones Data to fixed the bug.")}return a};r.prototype._parseAnimation=function(e){var a=t.BaseObject.borrowObject(t.AnimationData);a.blendType=t.DataParser._getAnimationBlendType(r._getString(e,t.DataParser.BLEND_TYPE,""));a.frameCount=r._getNumber(e,t.DataParser.DURATION,0);a.playTimes=r._getNumber(e,t.DataParser.PLAY_TIMES,1);a.duration=a.frameCount/this._armature.frameRate;a.fadeInTime=r._getNumber(e,t.DataParser.FADE_IN_TIME,0);a.scale=r._getNumber(e,t.DataParser.SCALE,1);a.name=r._getString(e,t.DataParser.NAME,t.DataParser.DEFAULT_NAME);if(a.name.length===0){a.name=t.DataParser.DEFAULT_NAME}a.frameIntOffset=this._frameIntArray.length;a.frameFloatOffset=this._frameFloatArray.length;a.frameOffset=this._frameArray.length;this._animation=a;if(t.DataParser.FRAME in e){var i=e[t.DataParser.FRAME];var n=i.length;if(n>0){for(var s=0,o=0;s0){this._animation.actionTimeline=this._parseTimeline(null,this._actionFrames,"",0,0,0,this._parseActionFrame);this._actionFrames.length=0}if(t.DataParser.TIMELINE in e){var h=e[t.DataParser.TIMELINE];for(var S=0,O=h;S0&&n in e){i=e[n]}if(i===null){return null}var f=i.length;if(f===0){return null}var _=this._frameIntArray.length;var m=this._frameFloatArray.length;var p=this._timelineArray.length;if(u===null){u=t.BaseObject.borrowObject(t.TimelineData)}u.type=s;u.offset=p;this._frameValueType=o;this._timeline=u;this._timelineArray.length+=1+1+1+1+1+f;if(e!==null){this._timelineArray[p+0]=Math.round(r._getNumber(e,t.DataParser.SCALE,1)*100);this._timelineArray[p+1]=Math.round(r._getNumber(e,t.DataParser.OFFSET,0)*100)}else{this._timelineArray[p+0]=100;this._timelineArray[p+1]=0}this._timelineArray[p+2]=f;this._timelineArray[p+3]=l;switch(this._frameValueType){case 0:this._timelineArray[p+4]=0;break;case 1:this._timelineArray[p+4]=_-this._animation.frameIntOffset;break;case 2:this._timelineArray[p+4]=m-this._animation.frameFloatOffset;break}if(f===1){u.frameIndicesOffset=-1;this._timelineArray[p+5+0]=h.call(this,i[0],0,0)-this._animation.frameOffset}else{var c=this._animation.frameCount+1;var d=this._data.frameIndices;var y=d.length;d.length+=c;u.frameIndicesOffset=y;for(var v=0,g=0,D=0,T=0;v0){if(t.DataParser.CURVE in e){var s=i+1;this._helpArray.length=s;var o=this._samplingEasingCurve(e[t.DataParser.CURVE],this._helpArray);this._frameArray.length+=1+1+this._helpArray.length;this._frameArray[n+1]=2;this._frameArray[n+2]=o?s:-s;for(var l=0;l0){var s=this._armature.sortedSlots.length;var o=new Array(s-n.length/2);var l=new Array(s);for(var h=0;h0?n>=this._prevRotation:n<=this._prevRotation){this._prevClockwise=this._prevClockwise>0?this._prevClockwise-1:this._prevClockwise+1}n=this._prevRotation+n-this._prevRotation+t.Transform.PI_D*this._prevClockwise}}this._prevClockwise=r._getNumber(e,t.DataParser.TWEEN_ROTATE,0);this._prevRotation=n;var s=this._parseTweenFrame(e,a,i);var o=this._frameFloatArray.length;this._frameFloatArray.length+=6;this._frameFloatArray[o++]=this._helpTransform.x;this._frameFloatArray[o++]=this._helpTransform.y;this._frameFloatArray[o++]=n;this._frameFloatArray[o++]=this._helpTransform.skew;this._frameFloatArray[o++]=this._helpTransform.scaleX;this._frameFloatArray[o++]=this._helpTransform.scaleY;this._parseActionDataInFrame(e,a,this._bone,this._slot);return s};r.prototype._parseBoneTranslateFrame=function(e,a,i){var n=this._parseTweenFrame(e,a,i);var s=this._frameFloatArray.length;this._frameFloatArray.length+=2;this._frameFloatArray[s++]=r._getNumber(e,t.DataParser.X,0);this._frameFloatArray[s++]=r._getNumber(e,t.DataParser.Y,0);return n};r.prototype._parseBoneRotateFrame=function(e,a,i){var n=r._getNumber(e,t.DataParser.ROTATE,0)*t.Transform.DEG_RAD;if(a!==0){if(this._prevClockwise===0){n=this._prevRotation+t.Transform.normalizeRadian(n-this._prevRotation)}else{if(this._prevClockwise>0?n>=this._prevRotation:n<=this._prevRotation){this._prevClockwise=this._prevClockwise>0?this._prevClockwise-1:this._prevClockwise+1}n=this._prevRotation+n-this._prevRotation+t.Transform.PI_D*this._prevClockwise}}this._prevClockwise=r._getNumber(e,t.DataParser.CLOCK_WISE,0);this._prevRotation=n;var s=this._parseTweenFrame(e,a,i);var o=this._frameFloatArray.length;this._frameFloatArray.length+=2;this._frameFloatArray[o++]=n;this._frameFloatArray[o++]=r._getNumber(e,t.DataParser.SKEW,0)*t.Transform.DEG_RAD;return s};r.prototype._parseBoneScaleFrame=function(e,a,i){var n=this._parseTweenFrame(e,a,i);var s=this._frameFloatArray.length;this._frameFloatArray.length+=2;this._frameFloatArray[s++]=r._getNumber(e,t.DataParser.X,1);this._frameFloatArray[s++]=r._getNumber(e,t.DataParser.Y,1);return n};r.prototype._parseSlotDisplayFrame=function(e,a,i){var n=this._parseFrame(e,a,i);this._frameArray.length+=1;if(t.DataParser.VALUE in e){this._frameArray[n+1]=r._getNumber(e,t.DataParser.VALUE,0)}else{this._frameArray[n+1]=r._getNumber(e,t.DataParser.DISPLAY_INDEX,0)}this._parseActionDataInFrame(e,a,this._slot.parent,this._slot);return n};r.prototype._parseSlotColorFrame=function(e,a,r){var i=this._parseTweenFrame(e,a,r);var n=-1;if(t.DataParser.VALUE in e||t.DataParser.COLOR in e){var s=t.DataParser.VALUE in e?e[t.DataParser.VALUE]:e[t.DataParser.COLOR];for(var o in s){o;this._parseColorTransform(s,this._helpColorTransform);n=this._colorArray.length;this._colorArray.length+=8;this._colorArray[n++]=Math.round(this._helpColorTransform.alphaMultiplier*100);this._colorArray[n++]=Math.round(this._helpColorTransform.redMultiplier*100);this._colorArray[n++]=Math.round(this._helpColorTransform.greenMultiplier*100);this._colorArray[n++]=Math.round(this._helpColorTransform.blueMultiplier*100);this._colorArray[n++]=Math.round(this._helpColorTransform.alphaOffset);this._colorArray[n++]=Math.round(this._helpColorTransform.redOffset);this._colorArray[n++]=Math.round(this._helpColorTransform.greenOffset);this._colorArray[n++]=Math.round(this._helpColorTransform.blueOffset);n-=8;break}}if(n<0){if(this._defaultColorOffset<0){this._defaultColorOffset=n=this._colorArray.length;this._colorArray.length+=8;this._colorArray[n++]=100;this._colorArray[n++]=100;this._colorArray[n++]=100;this._colorArray[n++]=100;this._colorArray[n++]=0;this._colorArray[n++]=0;this._colorArray[n++]=0;this._colorArray[n++]=0}n=this._defaultColorOffset}var l=this._frameIntArray.length;this._frameIntArray.length+=1;this._frameIntArray[l]=n;return i};r.prototype._parseSlotDeformFrame=function(e,a,i){var n=this._frameFloatArray.length;var s=this._parseTweenFrame(e,a,i);var o=t.DataParser.VERTICES in e?e[t.DataParser.VERTICES]:null;var l=r._getNumber(e,t.DataParser.OFFSET,0);var h=this._intArray[this._mesh.geometry.offset+0];var u=this._mesh.parent.name+"_"+this._slot.name+"_"+this._mesh.name;var f=this._mesh.geometry.weight;var _=0;var m=0;var p=0;var c=0;if(f!==null){var d=this._weightSlotPose[u];this._helpMatrixA.copyFromArray(d,0);this._frameFloatArray.length+=f.count*2;p=f.offset+2+f.bones.length}else{this._frameFloatArray.length+=h*2}for(var y=0;y=o.length){_=0}else{_=o[y-l]}if(y+1=o.length){m=0}else{m=o[y+1-l]}}if(f!==null){var v=this._weightBonePoses[u];var g=this._intArray[p++];this._helpMatrixA.transformPoint(_,m,this._helpPoint,true);_=this._helpPoint.x;m=this._helpPoint.y;for(var D=0;D=o.length){f=0}else{f=o[m-l]}if(m+1=o.length){_=0}else{_=o[m+1-l]}}else{f=0;_=0}this._frameFloatArray[n+m]=f;this._frameFloatArray[n+m+1]=_}}if(a===0){var p=this._frameIntArray.length;this._frameIntArray.length+=1+1+1+1+1;this._frameIntArray[p+0]=this._geometry.offset;this._frameIntArray[p+1]=this._frameFloatArray.length-n;this._frameIntArray[p+2]=this._frameFloatArray.length-n;this._frameIntArray[p+3]=0;this._frameIntArray[p+4]=n-this._animation.frameFloatOffset;this._timelineArray[this._timeline.offset+3]=p-this._animation.frameIntOffset}return s};r.prototype._parseTransform=function(e,a,i){a.x=r._getNumber(e,t.DataParser.X,0)*i;a.y=r._getNumber(e,t.DataParser.Y,0)*i;if(t.DataParser.ROTATE in e||t.DataParser.SKEW in e){a.rotation=t.Transform.normalizeRadian(r._getNumber(e,t.DataParser.ROTATE,0)*t.Transform.DEG_RAD);a.skew=t.Transform.normalizeRadian(r._getNumber(e,t.DataParser.SKEW,0)*t.Transform.DEG_RAD)}else if(t.DataParser.SKEW_X in e||t.DataParser.SKEW_Y in e){a.rotation=t.Transform.normalizeRadian(r._getNumber(e,t.DataParser.SKEW_Y,0)*t.Transform.DEG_RAD);a.skew=t.Transform.normalizeRadian(r._getNumber(e,t.DataParser.SKEW_X,0)*t.Transform.DEG_RAD)-a.rotation}a.scaleX=r._getNumber(e,t.DataParser.SCALE_X,1);a.scaleY=r._getNumber(e,t.DataParser.SCALE_Y,1)};r.prototype._parseColorTransform=function(e,a){a.alphaMultiplier=r._getNumber(e,t.DataParser.ALPHA_MULTIPLIER,100)*.01;a.redMultiplier=r._getNumber(e,t.DataParser.RED_MULTIPLIER,100)*.01;a.greenMultiplier=r._getNumber(e,t.DataParser.GREEN_MULTIPLIER,100)*.01;a.blueMultiplier=r._getNumber(e,t.DataParser.BLUE_MULTIPLIER,100)*.01;a.alphaOffset=r._getNumber(e,t.DataParser.ALPHA_OFFSET,0);a.redOffset=r._getNumber(e,t.DataParser.RED_OFFSET,0);a.greenOffset=r._getNumber(e,t.DataParser.GREEN_OFFSET,0);a.blueOffset=r._getNumber(e,t.DataParser.BLUE_OFFSET,0)};r.prototype._parseGeometry=function(e,a){var r=e[t.DataParser.VERTICES];var i=Math.floor(r.length/2);var n=0;var s=this._intArray.length;var o=this._floatArray.length;a.offset=s;a.data=this._data;this._intArray.length+=1+1+1+1;this._intArray[s+0]=i;this._intArray[s+2]=o;this._intArray[s+3]=-1;this._floatArray.length+=i*2;for(var l=0,h=i*2;l=0||t.DataParser.DATA_VERSIONS.indexOf(n)>=0){var s=t.BaseObject.borrowObject(t.DragonBonesData);s.version=i;s.name=r._getString(e,t.DataParser.NAME,"");s.frameRate=r._getNumber(e,t.DataParser.FRAME_RATE,24);if(s.frameRate===0){s.frameRate=24}if(t.DataParser.ARMATURE in e){this._data=s;this._parseArray(e);var o=e[t.DataParser.ARMATURE];for(var l=0,h=o;l0){s.stage=s.getArmature(s.armatureNames[0])}this._data=null}if(t.DataParser.TEXTURE_ATLAS in e){this._rawTextureAtlases=e[t.DataParser.TEXTURE_ATLAS]}return s}else{console.assert(false,"Nonsupport data version: "+i+"\n"+"Please convert DragonBones data to support version.\n"+"Read more: https://github.com/DragonBones/Tools/")}return null};r.prototype.parseTextureAtlasData=function(e,a,i){if(i===void 0){i=1}console.assert(e!==undefined);if(e===null){if(this._rawTextureAtlases===null||this._rawTextureAtlases.length===0){return false}var n=this._rawTextureAtlases[this._rawTextureAtlasIndex++];this.parseTextureAtlasData(n,a,i);if(this._rawTextureAtlasIndex>=this._rawTextureAtlases.length){this._rawTextureAtlasIndex=0;this._rawTextureAtlases=null}return true}a.width=r._getNumber(e,t.DataParser.WIDTH,0);a.height=r._getNumber(e,t.DataParser.HEIGHT,0);a.scale=i===1?1/r._getNumber(e,t.DataParser.SCALE,1):i;a.name=r._getString(e,t.DataParser.NAME,"");a.imagePath=r._getString(e,t.DataParser.IMAGE_PATH,"");if(t.DataParser.SUB_TEXTURE in e){var s=e[t.DataParser.SUB_TEXTURE];for(var o=0,l=s.length;o0&&f>0){_.frame=t.TextureData.createRectangle();_.frame.x=r._getNumber(h,t.DataParser.FRAME_X,0);_.frame.y=r._getNumber(h,t.DataParser.FRAME_Y,0);_.frame.width=u;_.frame.height=f}a.addTexture(_)}}return true};r.getInstance=function(){if(r._objectDataParserInstance===null){r._objectDataParserInstance=new r}return r._objectDataParserInstance};r._objectDataParserInstance=null;return r}(t.DataParser);t.ObjectDataParser=e;var a=function(){function t(){this.frameStart=0;this.actions=[]}return t}();t.ActionFrame=a})(dragonBones||(dragonBones={}));var dragonBones;(function(t){var e=function(e){__extends(a,e);function a(){return e!==null&&e.apply(this,arguments)||this}a.prototype._inRange=function(t,e,a){return e<=t&&t<=a};a.prototype._decodeUTF8=function(t){var e=-1;var a=-1;var r=65533;var i=0;var n="";var s;var o=0;var l=0;var h=0;var u=0;while(t.length>i){var f=t[i++];if(f===e){if(l!==0){s=r}else{s=a}}else{if(l===0){if(this._inRange(f,0,127)){s=f}else{if(this._inRange(f,194,223)){l=1;u=128;o=f-192}else if(this._inRange(f,224,239)){l=2;u=2048;o=f-224}else if(this._inRange(f,240,244)){l=3;u=65536;o=f-240}else{}o=o*Math.pow(64,l);s=null}}else if(!this._inRange(f,128,191)){o=0;l=0;h=0;u=0;i--;s=f}else{h+=1;o=o+(f-128)*Math.pow(64,l-h);if(h!==l){s=null}else{var _=o;var m=u;o=0;l=0;h=0;u=0;if(this._inRange(_,m,1114111)&&!this._inRange(_,55296,57343)){s=_}else{s=f}}}}if(s!==null&&s!==a){if(s<=65535){if(s>0)n+=String.fromCharCode(s)}else{s-=65536;n+=String.fromCharCode(55296+(s>>10&1023));n+=String.fromCharCode(56320+(s&1023))}}}return n};a.prototype._parseBinaryTimeline=function(e,a,r){if(r===void 0){r=null}var i=r!==null?r:t.BaseObject.borrowObject(t.TimelineData);i.type=e;i.offset=a;this._timeline=i;var n=this._timelineArrayBuffer[i.offset+2];if(n===1){i.frameIndicesOffset=-1}else{var s=0;var o=this._animation.frameCount+1;var l=this._data.frameIndices;s=l.length;l.length+=o;i.frameIndicesOffset=s;for(var h=0,u=0,f=0,_=0;h=0){var u=t.ObjectDataParser._getNumber(y,t.DataParser.TYPE,0);var v=t.ObjectDataParser._getString(y,t.DataParser.NAME,"");var _=null;if(u===40&&a.blendType!==0){_=t.BaseObject.borrowObject(t.AnimationTimelineData);var g=_;g.x=t.ObjectDataParser._getNumber(y,t.DataParser.X,0);g.y=t.ObjectDataParser._getNumber(y,t.DataParser.Y,0)}_=this._parseBinaryTimeline(u,f,_);switch(u){case 0:break;case 1:break;case 11:case 12:case 13:case 50:case 60:this._animation.addBoneTimeline(v,_);break;case 20:case 21:case 22:case 23:case 24:this._animation.addSlotTimeline(v,_);break;case 30:this._animation.addConstraintTimeline(v,_);break;case 40:case 41:case 42:this._animation.addAnimationTimeline(v,_);break}}}}this._animation=null;return a};a.prototype._parseGeometry=function(e,a){a.offset=e[t.DataParser.OFFSET];a.data=this._data;var r=this._intArrayBuffer[a.offset+3];if(r>=0){var i=t.BaseObject.borrowObject(t.WeightData);var n=this._intArrayBuffer[a.offset+0];var s=this._intArrayBuffer[r+0];i.offset=r;for(var o=0;o12?a[13]:0;var u=new Int16Array(this._binary,this._binaryOffset+a[0],r/Int16Array.BYTES_PER_ELEMENT);var f=new Float32Array(this._binary,this._binaryOffset+a[2],i/Float32Array.BYTES_PER_ELEMENT);var _=new Int16Array(this._binary,this._binaryOffset+a[4],n/Int16Array.BYTES_PER_ELEMENT);var m=new Float32Array(this._binary,this._binaryOffset+a[6],s/Float32Array.BYTES_PER_ELEMENT);var p=new Int16Array(this._binary,this._binaryOffset+a[8],o/Int16Array.BYTES_PER_ELEMENT);var c=new Uint16Array(this._binary,this._binaryOffset+a[10],l/Uint16Array.BYTES_PER_ELEMENT);var d=h>0?new Int16Array(this._binary,this._binaryOffset+a[12],h/Int16Array.BYTES_PER_ELEMENT):u;this._data.binary=this._binary;this._data.intArray=this._intArrayBuffer=u;this._data.floatArray=f;this._data.frameIntArray=_;this._data.frameFloatArray=m;this._data.frameArray=this._frameArrayBuffer=p;this._data.timelineArray=this._timelineArrayBuffer=c;this._data.colorArray=d};a.prototype.parseDragonBonesData=function(t,a){if(a===void 0){a=1}console.assert(t!==null&&t!==undefined&&t instanceof ArrayBuffer,"Data error.");var r=new Uint8Array(t,0,8);if(r[0]!=="D".charCodeAt(0)||r[1]!=="B".charCodeAt(0)||r[2]!=="D".charCodeAt(0)||r[3]!=="T".charCodeAt(0)){console.assert(false,"Nonsupport data.");return null}var i=new Uint32Array(t,8,1)[0];var n=new Uint8Array(t,8+4,i);var s=this._decodeUTF8(n);var o=JSON.parse(s);this._binaryOffset=8+4+i;this._binary=t;return e.prototype.parseDragonBonesData.call(this,o,a)};a.getInstance=function(){if(a._binaryDataParserInstance===null){a._binaryDataParserInstance=new a}return a._binaryDataParserInstance};a._binaryDataParserInstance=null;return a}(t.ObjectDataParser);t.BinaryDataParser=e})(dragonBones||(dragonBones={}));var dragonBones;(function(t){var e=function(){function e(a){if(a===void 0){a=null}this.autoSearch=false;this._dragonBonesDataMap={};this._textureAtlasDataMap={};this._dragonBones=null;this._dataParser=null;if(e._objectParser===null){e._objectParser=new t.ObjectDataParser}if(e._binaryParser===null){e._binaryParser=new t.BinaryDataParser}this._dataParser=a!==null?a:e._objectParser}e.prototype._isSupportMesh=function(){return true};e.prototype._getTextureData=function(t,e){if(t in this._textureAtlasDataMap){for(var a=0,r=this._textureAtlasDataMap[t];a0){if(e in this._dragonBonesDataMap){n=this._dragonBonesDataMap[e];s=n.getArmature(a)}}if(s===null&&(e.length===0||this.autoSearch)){for(var o in this._dragonBonesDataMap){n=this._dragonBonesDataMap[o];if(e.length===0||n.autoSearch){s=n.getArmature(a);if(s!==null){e=o;break}}}}if(s!==null){t.dataName=e;t.textureAtlasName=i;t.data=n;t.armature=s;t.skin=null;if(r.length>0){t.skin=s.getSkin(r);if(t.skin===null&&this.autoSearch){for(var o in this._dragonBonesDataMap){var l=this._dragonBonesDataMap[o];var h=l.getArmature(r);if(h!==null){t.skin=h.defaultSkin;break}}}}if(t.skin===null){t.skin=s.defaultSkin}return true}return false};e.prototype._buildBones=function(e,a){for(var r=0,i=e.armature.sortedBones;r0){var c=this._getTextureData(t.textureAtlasName,p.path);f.replaceTextureData(c,_)}var d=this._getSlotDisplay(t,p,f);f.replaceDisplay(d,_)}else{f.replaceDisplay(null)}}}f._setDisplayIndex(h.displayIndex,true)}};e.prototype._buildConstraints=function(e,a){var r=e.armature.constraints;for(var i in r){var n=r[i];switch(n.type){case 0:var s=t.BaseObject.borrowObject(t.IKConstraint);s.init(n,a);a._addConstraint(s);break;case 1:var o=t.BaseObject.borrowObject(t.PathConstraint);o.init(n,a);a._addConstraint(o);break;default:var l=t.BaseObject.borrowObject(t.IKConstraint);l.init(n,a);a._addConstraint(l);break}}};e.prototype._buildChildArmature=function(t,e,a){return this.buildArmature(a.path,t!==null?t.dataName:"","",t!==null?t.textureAtlasName:"")};e.prototype._getSlotDisplay=function(e,a,r){var i=e!==null?e.dataName:a.parent.parent.parent.name;var n=null;switch(a.type){case 0:{var s=a;if(s.texture===null){s.texture=this._getTextureData(i,a.path)}n=r.rawDisplay;break}case 2:{var o=a;if(o.texture===null){o.texture=this._getTextureData(i,o.path)}if(this._isSupportMesh()){n=r.meshDisplay}else{n=r.rawDisplay}break}case 1:{var l=a;var h=this._buildChildArmature(e,r,l);if(h!==null){h.inheritAnimation=l.inheritAnimation;if(!h.inheritAnimation){var u=l.actions.length>0?l.actions:h.armatureData.defaultActions;if(u.length>0){for(var f=0,_=u;f<_.length;f++){var m=_[f];var p=t.BaseObject.borrowObject(t.EventObject);t.EventObject.actionDataToInstance(m,p,r.armature);p.slot=r;r.armature._bufferAction(p,false)}}else{h.animation.play()}}l.armature=h.armatureData}n=h;break}case 3:break;default:break}return n};e.prototype.parseDragonBonesData=function(t,a,r){if(a===void 0){a=null}if(r===void 0){r=1}var i=t instanceof ArrayBuffer?e._binaryParser:this._dataParser;var n=i.parseDragonBonesData(t,r);while(true){var s=this._buildTextureAtlasData(null,null);if(i.parseTextureAtlasData(null,s,r)){this.addTextureAtlasData(s,a)}else{s.returnToPool();break}}if(n!==null){this.addDragonBonesData(n,a)}return n};e.prototype.parseTextureAtlasData=function(t,e,a,r){if(a===void 0){a=null}if(r===void 0){r=1}var i=this._buildTextureAtlasData(null,null);this._dataParser.parseTextureAtlasData(t,i,r);this._buildTextureAtlasData(i,e||null);this.addTextureAtlasData(i,a);return i};e.prototype.updateTextureAtlases=function(t,e){var a=this.getTextureAtlasData(e);if(a!==null){for(var r=0,i=a.length;r=0){continue}var h=e.getDisplays(l.name);if(h===null){if(n!==null&&e!==n){h=n.getDisplays(l.name)}if(h===null){if(a){l.displayFrameCount=0}continue}}l.displayFrameCount=h.length;for(var u=0,f=l.displayFrameCount;u=0&&this._display!==null&&e!==null){var a=e.parent;if(this._armature.replacedTexture!==null){if(this._armature._replaceTextureAtlasData===null){a=t.BaseObject.borrowObject(t.PixiTextureAtlasData);a.copyFrom(e.parent);a.renderTexture=this._armature.replacedTexture;this._armature._replaceTextureAtlasData=a}else{a=this._armature._replaceTextureAtlasData}e=a.getTexture(e.name)}var r=e.renderTexture;if(r!==null){if(this._geometryData!==null){var i=this._geometryData.data;var n=i.intArray;var s=i.floatArray;var o=n[this._geometryData.offset+0];var l=n[this._geometryData.offset+1];var h=n[this._geometryData.offset+2];if(h<0){h+=65536}var u=h+o*2;var f=this._armature._armatureData.scale;var _=this._renderDisplay;var m=a.width>0?a.width:r.baseTexture.width;var p=a.height>0?a.height:r.baseTexture.height;var c=e.region;_.vertices=new Float32Array(o*2);_.uvs=new Float32Array(o*2);_.indices=new Uint16Array(l*3);for(var d=0,y=o*2;d0&&r.inheritDeform;var s=this._renderDisplay;if(i!==null){var o=r.data;var l=o.intArray;var h=o.floatArray;var u=l[r.offset+0];var f=l[i.offset+1];if(f<0){f+=65536}for(var _=0,m=0,p=i.offset+2+a.length,c=f,d=0;_0){for(var e=0,a=this._objects;e0){for(var i=0;ie){r.length=e}n._maxCountMap[a]=e}else{n._defaultMaxCount=e;for(var a in n._poolsMap){var r=n._poolsMap[a];if(r.length>e){r.length=e}if(a in n._maxCountMap){n._maxCountMap[a]=e}}}};n.clearPool=function(t){if(t===void 0){t=null}if(t!==null){var e=String(t);var a=e in n._poolsMap?n._poolsMap[e]:null;if(a!==null&&a.length>0){a.length=0}}else{for(var r in n._poolsMap){var a=n._poolsMap[r];a.length=0}}};n.borrowObject=function(t){var e=String(t);var a=e in n._poolsMap?n._poolsMap[e]:null;if(a!==null&&a.length>0){var r=a.pop();r._isInPool=false;return r}var i=new t;i._onClear();return i};n.prototype.returnToPool=function(){this._onClear();n._returnObject(this)};n._hashCode=0;n._defaultMaxCount=3e3;n._maxCountMap={};n._poolsMap={};return n}();t.BaseObject=e})(dragonBones||(dragonBones={}));var dragonBones;(function(t){var e=function(){function t(t,e,a,r,i,n){if(t===void 0){t=1}if(e===void 0){e=0}if(a===void 0){a=0}if(r===void 0){r=1}if(i===void 0){i=0}if(n===void 0){n=0}this.a=t;this.b=e;this.c=a;this.d=r;this.tx=i;this.ty=n}t.prototype.toString=function(){return"[object dragonBones.Matrix] a:"+this.a+" b:"+this.b+" c:"+this.c+" d:"+this.d+" tx:"+this.tx+" ty:"+this.ty};t.prototype.copyFrom=function(t){this.a=t.a;this.b=t.b;this.c=t.c;this.d=t.d;this.tx=t.tx;this.ty=t.ty;return this};t.prototype.copyFromArray=function(t,e){if(e===void 0){e=0}this.a=t[e];this.b=t[e+1];this.c=t[e+2];this.d=t[e+3];this.tx=t[e+4];this.ty=t[e+5];return this};t.prototype.identity=function(){this.a=this.d=1;this.b=this.c=0;this.tx=this.ty=0;return this};t.prototype.concat=function(t){var e=this.a*t.a;var a=0;var r=0;var i=this.d*t.d;var n=this.tx*t.a+t.tx;var s=this.ty*t.d+t.ty;if(this.b!==0||this.c!==0){e+=this.b*t.c;a+=this.b*t.d;r+=this.c*t.a;i+=this.c*t.b}if(t.b!==0||t.c!==0){a+=this.a*t.b;r+=this.d*t.c;n+=this.ty*t.c;s+=this.tx*t.b}this.a=e;this.b=a;this.c=r;this.d=i;this.tx=n;this.ty=s;return this};t.prototype.invert=function(){var t=this.a;var e=this.b;var a=this.c;var r=this.d;var i=this.tx;var n=this.ty;if(e===0&&a===0){this.b=this.c=0;if(t===0||r===0){this.a=this.b=this.tx=this.ty=0}else{t=this.a=1/t;r=this.d=1/r;this.tx=-t*i;this.ty=-r*n}return this}var s=t*r-e*a;if(s===0){this.a=this.d=1;this.b=this.c=0;this.tx=this.ty=0;return this}s=1/s;var o=this.a=r*s;e=this.b=-e*s;a=this.c=-a*s;r=this.d=t*s;this.tx=-(o*i+a*n);this.ty=-(e*i+r*n);return this};t.prototype.transformPoint=function(t,e,a,r){if(r===void 0){r=false}a.x=this.a*t+this.c*e;a.y=this.b*t+this.d*e;if(!r){a.x+=this.tx;a.y+=this.ty}};t.prototype.transformRectangle=function(t,e){if(e===void 0){e=false}var a=this.a;var r=this.b;var i=this.c;var n=this.d;var s=e?0:this.tx;var o=e?0:this.ty;var l=t.x;var h=t.y;var u=l+t.width;var f=h+t.height;var _=a*l+i*h+s;var m=r*l+n*h+o;var p=a*u+i*h+s;var c=r*u+n*h+o;var d=a*u+i*f+s;var y=r*u+n*f+o;var v=a*l+i*f+s;var g=r*l+n*f+o;var D=0;if(_>p){D=_;_=p;p=D}if(d>v){D=d;d=v;v=D}t.x=Math.floor(_v?p:v)-t.x);if(m>c){D=m;m=c;c=D}if(y>g){D=y;y=g;g=D}t.y=Math.floor(mg?c:g)-t.y)};return t}();t.Matrix=e})(dragonBones||(dragonBones={}));var dragonBones;(function(t){var e=function(){function n(t,e,a,r,i,n){if(t===void 0){t=0}if(e===void 0){e=0}if(a===void 0){a=0}if(r===void 0){r=0}if(i===void 0){i=1}if(n===void 0){n=1}this.x=t;this.y=e;this.skew=a;this.rotation=r;this.scaleX=i;this.scaleY=n}n.normalizeRadian=function(t){t=(t+Math.PI)%(Math.PI*2);t+=t>0?-Math.PI:Math.PI;return t};n.prototype.toString=function(){return"[object dragonBones.Transform] x:"+this.x+" y:"+this.y+" skewX:"+this.skew*180/Math.PI+" skewY:"+this.rotation*180/Math.PI+" scaleX:"+this.scaleX+" scaleY:"+this.scaleY};n.prototype.copyFrom=function(t){this.x=t.x;this.y=t.y;this.skew=t.skew;this.rotation=t.rotation;this.scaleX=t.scaleX;this.scaleY=t.scaleY;return this};n.prototype.identity=function(){this.x=this.y=0;this.skew=this.rotation=0;this.scaleX=this.scaleY=1;return this};n.prototype.add=function(t){this.x+=t.x;this.y+=t.y;this.skew+=t.skew;this.rotation+=t.rotation;this.scaleX*=t.scaleX;this.scaleY*=t.scaleY;return this};n.prototype.minus=function(t){this.x-=t.x;this.y-=t.y;this.skew-=t.skew;this.rotation-=t.rotation;this.scaleX/=t.scaleX;this.scaleY/=t.scaleY;return this};n.prototype.fromMatrix=function(t){var e=this.scaleX,a=this.scaleY;var r=n.PI_Q;this.x=t.tx;this.y=t.ty;this.rotation=Math.atan(t.b/t.a);var i=Math.atan(-t.c/t.d);this.scaleX=this.rotation>-r&&this.rotation-r&&i=0&&this.scaleX<0){this.scaleX=-this.scaleX;this.rotation=this.rotation-Math.PI}if(a>=0&&this.scaleY<0){this.scaleY=-this.scaleY;i=i-Math.PI}this.skew=i-this.rotation;return this};n.prototype.toMatrix=function(t){if(this.rotation===0){t.a=1;t.b=0}else{t.a=Math.cos(this.rotation);t.b=Math.sin(this.rotation)}if(this.skew===0){t.c=-t.b;t.d=t.a}else{t.c=-Math.sin(this.skew+this.rotation);t.d=Math.cos(this.skew+this.rotation)}if(this.scaleX!==1){t.a*=this.scaleX;t.b*=this.scaleX}if(this.scaleY!==1){t.c*=this.scaleY;t.d*=this.scaleY}t.tx=this.x;t.ty=this.y;return this};n.PI=Math.PI;n.PI_D=Math.PI*2;n.PI_H=Math.PI/2;n.PI_Q=Math.PI/4;n.RAD_DEG=180/Math.PI;n.DEG_RAD=Math.PI/180;return n}();t.Transform=e})(dragonBones||(dragonBones={}));var dragonBones;(function(t){var e=function(){function t(t,e,a,r,i,n,s,o){if(t===void 0){t=1}if(e===void 0){e=1}if(a===void 0){a=1}if(r===void 0){r=1}if(i===void 0){i=0}if(n===void 0){n=0}if(s===void 0){s=0}if(o===void 0){o=0}this.alphaMultiplier=t;this.redMultiplier=e;this.greenMultiplier=a;this.blueMultiplier=r;this.alphaOffset=i;this.redOffset=n;this.greenOffset=s;this.blueOffset=o}t.prototype.copyFrom=function(t){this.alphaMultiplier=t.alphaMultiplier;this.redMultiplier=t.redMultiplier;this.greenMultiplier=t.greenMultiplier;this.blueMultiplier=t.blueMultiplier;this.alphaOffset=t.alphaOffset;this.redOffset=t.redOffset;this.greenOffset=t.greenOffset;this.blueOffset=t.blueOffset};t.prototype.identity=function(){this.alphaMultiplier=this.redMultiplier=this.greenMultiplier=this.blueMultiplier=1;this.alphaOffset=this.redOffset=this.greenOffset=this.blueOffset=0};return t}();t.ColorTransform=e})(dragonBones||(dragonBones={}));var dragonBones;(function(t){var e=function(){function t(t,e){if(t===void 0){t=0}if(e===void 0){e=0}this.x=t;this.y=e}t.prototype.copyFrom=function(t){this.x=t.x;this.y=t.y};t.prototype.clear=function(){this.x=this.y=0};return t}();t.Point=e})(dragonBones||(dragonBones={}));var dragonBones;(function(t){var e=function(){function t(t,e,a,r){if(t===void 0){t=0}if(e===void 0){e=0}if(a===void 0){a=0}if(r===void 0){r=0}this.x=t;this.y=e;this.width=a;this.height=r}t.prototype.copyFrom=function(t){this.x=t.x;this.y=t.y;this.width=t.width;this.height=t.height};t.prototype.clear=function(){this.x=this.y=0;this.width=this.height=0};return t}();t.Rectangle=e})(dragonBones||(dragonBones={}));var dragonBones;(function(t){var e=function(e){__extends(t,e);function t(){var t=e!==null&&e.apply(this,arguments)||this;t.ints=[];t.floats=[];t.strings=[];return t}t.toString=function(){return"[class dragonBones.UserData]"};t.prototype._onClear=function(){this.ints.length=0;this.floats.length=0;this.strings.length=0};t.prototype.addInt=function(t){this.ints.push(t)};t.prototype.addFloat=function(t){this.floats.push(t)};t.prototype.addString=function(t){this.strings.push(t)};t.prototype.getInt=function(t){if(t===void 0){t=0}return t>=0&&t=0&&t=0&&t=t){a=0}if(this.sortedBones.indexOf(i)>=0){continue}var n=false;for(var s in this.constraints){var o=this.constraints[s];if(o.root===i&&this.sortedBones.indexOf(o.target)<0){n=true;break}}if(n){continue}if(i.parent!==null&&this.sortedBones.indexOf(i.parent)<0){continue}this.sortedBones.push(i);r++}};t.prototype.cacheFrames=function(t){if(this.cacheFrameRate>0){return}this.cacheFrameRate=t;for(var e in this.animations){this.animations[e].cacheFrames(this.cacheFrameRate)}};t.prototype.setCacheFrame=function(t,e){var a=this.parent.cachedFrames;var r=a.length;a.length+=10;a[r]=t.a;a[r+1]=t.b;a[r+2]=t.c;a[r+3]=t.d;a[r+4]=t.tx;a[r+5]=t.ty;a[r+6]=e.rotation;a[r+7]=e.skew;a[r+8]=e.scaleX;a[r+9]=e.scaleY;return r};t.prototype.getCacheFrame=function(t,e,a){var r=this.parent.cachedFrames;t.a=r[a];t.b=r[a+1];t.c=r[a+2];t.d=r[a+3];t.tx=r[a+4];t.ty=r[a+5];e.rotation=r[a+6];e.skew=r[a+7];e.scaleX=r[a+8];e.scaleY=r[a+9];e.x=t.tx;e.y=t.ty};t.prototype.addBone=function(t){if(t.name in this.bones){console.warn("Same bone: "+t.name);return}this.bones[t.name]=t;this.sortedBones.push(t)};t.prototype.addSlot=function(t){if(t.name in this.slots){console.warn("Same slot: "+t.name);return}this.slots[t.name]=t;this.sortedSlots.push(t)};t.prototype.addConstraint=function(t){if(t.name in this.constraints){console.warn("Same constraint: "+t.name);return}this.constraints[t.name]=t};t.prototype.addSkin=function(t){if(t.name in this.skins){console.warn("Same skin: "+t.name);return}t.parent=this;this.skins[t.name]=t;if(this.defaultSkin===null){this.defaultSkin=t}if(t.name==="default"){this.defaultSkin=t}};t.prototype.addAnimation=function(t){if(t.name in this.animations){console.warn("Same animation: "+t.name);return}t.parent=this;this.animations[t.name]=t;this.animationNames.push(t.name);if(this.defaultAnimation===null){this.defaultAnimation=t}};t.prototype.addAction=function(t,e){if(e){this.defaultActions.push(t)}else{this.actions.push(t)}};t.prototype.getBone=function(t){return t in this.bones?this.bones[t]:null};t.prototype.getSlot=function(t){return t in this.slots?this.slots[t]:null};t.prototype.getConstraint=function(t){return t in this.constraints?this.constraints[t]:null};t.prototype.getSkin=function(t){return t in this.skins?this.skins[t]:null};t.prototype.getMesh=function(t,e,a){var r=this.getSkin(t);if(r===null){return null}return r.getDisplay(e,a)};t.prototype.getAnimation=function(t){return t in this.animations?this.animations[t]:null};return t}(a.BaseObject);a.ArmatureData=t;var e=function(e){__extends(t,e);function t(){var t=e!==null&&e.apply(this,arguments)||this;t.transform=new a.Transform;t.userData=null;return t}t.toString=function(){return"[class dragonBones.BoneData]"};t.prototype._onClear=function(){if(this.userData!==null){this.userData.returnToPool()}this.inheritTranslation=false;this.inheritRotation=false;this.inheritScale=false;this.inheritReflection=false;this.type=0;this.length=0;this.alpha=1;this.name="";this.transform.identity();this.userData=null;this.parent=null};return t}(a.BaseObject);a.BoneData=e;var r=function(e){__extends(t,e);function t(){var t=e!==null&&e.apply(this,arguments)||this;t.geometry=new a.GeometryData;return t}t.toString=function(){return"[class dragonBones.SurfaceData]"};t.prototype._onClear=function(){e.prototype._onClear.call(this);this.type=1;this.segmentX=0;this.segmentY=0;this.geometry.clear()};return t}(e);a.SurfaceData=r;var i=function(e){__extends(t,e);function t(){var t=e!==null&&e.apply(this,arguments)||this;t.color=null;t.userData=null;return t}t.createColor=function(){return new a.ColorTransform};t.toString=function(){return"[class dragonBones.SlotData]"};t.prototype._onClear=function(){if(this.userData!==null){this.userData.returnToPool()}this.blendMode=0;this.displayIndex=0;this.zOrder=0;this.zIndex=0;this.alpha=1;this.name="";this.color=null;this.userData=null;this.parent=null};t.DEFAULT_COLOR=new a.ColorTransform;return t}(a.BaseObject);a.SlotData=i})(dragonBones||(dragonBones={}));var dragonBones;(function(t){var e=function(t){__extends(e,t);function e(){return t!==null&&t.apply(this,arguments)||this}e.prototype._onClear=function(){this.order=0;this.name="";this.type=0;this.target=null;this.root=null;this.bone=null};return e}(t.BaseObject);t.ConstraintData=e;var a=function(t){__extends(e,t);function e(){return t!==null&&t.apply(this,arguments)||this}e.toString=function(){return"[class dragonBones.IKConstraintData]"};e.prototype._onClear=function(){t.prototype._onClear.call(this);this.scaleEnabled=false;this.bendPositive=false;this.weight=1};return e}(e);t.IKConstraintData=a;var r=function(e){__extends(t,e);function t(){var t=e!==null&&e.apply(this,arguments)||this;t.bones=[];return t}t.toString=function(){return"[class dragonBones.PathConstraintData]"};t.prototype._onClear=function(){e.prototype._onClear.call(this);this.pathSlot=null;this.pathDisplayData=null;this.bones.length=0;this.positionMode=0;this.spacingMode=1;this.rotateMode=1;this.position=0;this.spacing=0;this.rotateOffset=0;this.rotateMix=0;this.translateMix=0};t.prototype.AddBone=function(t){this.bones.push(t)};return t}(e);t.PathConstraintData=r})(dragonBones||(dragonBones={}));var dragonBones;(function(t){var e=function(t){__extends(e,t);function e(){return t!==null&&t.apply(this,arguments)||this}e.toString=function(){return"[class dragonBones.CanvasData]"};e.prototype._onClear=function(){this.hasBackground=false;this.color=0;this.x=0;this.y=0;this.width=0;this.height=0};return e}(t.BaseObject);t.CanvasData=e})(dragonBones||(dragonBones={}));var dragonBones;(function(t){var e=function(e){__extends(t,e);function t(){var t=e!==null&&e.apply(this,arguments)||this;t.displays={};return t}t.toString=function(){return"[class dragonBones.SkinData]"};t.prototype._onClear=function(){for(var t in this.displays){var e=this.displays[t];for(var a=0,r=e;ai){s|=2}if(en){s|=8}return s};D.rectangleIntersectsSegment=function(t,e,a,r,i,n,s,o,l,h,u){if(l===void 0){l=null}if(h===void 0){h=null}if(u===void 0){u=null}var f=t>i&&tn&&ei&&an&&r=-a&&t<=a){var r=this.height*.5;if(e>=-r&&e<=r){return true}}return false};D.prototype.intersectsSegment=function(t,e,a,r,i,n,s){if(i===void 0){i=null}if(n===void 0){n=null}if(s===void 0){s=null}var o=this.width*.5;var l=this.height*.5;var h=D.rectangleIntersectsSegment(t,e,a,r,-o,-l,o,l,i,n,s);return h};return D}(e);t.RectangleBoundingBoxData=h;var a=function(t){__extends(l,t);function l(){return t!==null&&t.apply(this,arguments)||this}l.toString=function(){return"[class dragonBones.EllipseData]"};l.ellipseIntersectsSegment=function(t,e,a,r,i,n,s,o,l,h,u){if(l===void 0){l=null}if(h===void 0){h=null}if(u===void 0){u=null}var f=s/o;var _=f*f;e*=f;r*=f;var m=a-t;var p=r-e;var c=Math.sqrt(m*m+p*p);var d=m/c;var y=p/c;var v=(i-t)*d+(n-e)*y;var g=v*v;var D=t*t+e*e;var T=s*s;var b=T-D+g;var A=0;if(b>=0){var P=Math.sqrt(b);var S=v-P;var O=v+P;var x=S<0?-1:S<=c?0:1;var B=O<0?-1:O<=c?0:1;var E=x*B;if(E<0){return-1}else if(E===0){if(x===-1){A=2;a=t+O*d;r=(e+O*y)/f;if(l!==null){l.x=a;l.y=r}if(h!==null){h.x=a;h.y=r}if(u!==null){u.x=Math.atan2(r/T*_,a/T);u.y=u.x+Math.PI}}else if(B===1){A=1;t=t+S*d;e=(e+S*y)/f;if(l!==null){l.x=t;l.y=e}if(h!==null){h.x=t;h.y=e}if(u!==null){u.x=Math.atan2(e/T*_,t/T);u.y=u.x+Math.PI}}else{A=3;if(l!==null){l.x=t+S*d;l.y=(e+S*y)/f;if(u!==null){u.x=Math.atan2(l.y/T*_,l.x/T)}}if(h!==null){h.x=t+O*d;h.y=(e+O*y)/f;if(u!==null){u.y=Math.atan2(h.y/T*_,h.x/T)}}}}}return A};l.prototype._onClear=function(){t.prototype._onClear.call(this);this.type=1};l.prototype.containsPoint=function(t,e){var a=this.width*.5;if(t>=-a&&t<=a){var r=this.height*.5;if(e>=-r&&e<=r){e*=a/r;return Math.sqrt(t*t+e*e)<=a}}return false};l.prototype.intersectsSegment=function(t,e,a,r,i,n,s){if(i===void 0){i=null}if(n===void 0){n=null}if(s===void 0){s=null}var o=l.ellipseIntersectsSegment(t,e,a,r,0,0,this.width*.5,this.height*.5,i,n,s);return o};return l}(e);t.EllipseBoundingBoxData=a;var r=function(e){__extends(l,e);function l(){var t=e!==null&&e.apply(this,arguments)||this;t.vertices=[];return t}l.toString=function(){return"[class dragonBones.PolygonBoundingBoxData]"};l.polygonIntersectsSegment=function(t,e,a,r,i,n,s,o){if(n===void 0){n=null}if(s===void 0){s=null}if(o===void 0){o=null}if(t===a){t=a+1e-6}if(e===r){e=r+1e-6}var l=i.length;var h=t-a;var u=e-r;var f=t*r-e*a;var _=0;var m=i[l-2];var p=i[l-1];var c=0;var d=0;var y=0;var v=0;var g=0;var D=0;for(var T=0;T=m&&B<=b||B>=b&&B<=m)&&(h===0||B>=t&&B<=a||B>=a&&B<=t)){var E=(f*S-u*O)/x;if((E>=p&&E<=A||E>=A&&E<=p)&&(u===0||E>=e&&E<=r||E>=r&&E<=e)){if(s!==null){var M=B-t;if(M<0){M=-M}if(_===0){c=M;d=M;y=B;v=E;g=B;D=E;if(o!==null){o.x=Math.atan2(A-p,b-m)-Math.PI*.5;o.y=o.x}}else{if(Md){d=M;g=B;D=E;if(o!==null){o.y=Math.atan2(A-p,b-m)-Math.PI*.5}}}_++}else{y=B;v=E;g=B;D=E;_++;if(o!==null){o.x=Math.atan2(A-p,b-m)-Math.PI*.5;o.y=o.x}break}}}m=b;p=A}if(_===1){if(n!==null){n.x=y;n.y=v}if(s!==null){s.x=y;s.y=v}if(o!==null){o.y=o.x+Math.PI}}else if(_>1){_++;if(n!==null){n.x=y;n.y=v}if(s!==null){s.x=g;s.y=D}}return _};l.prototype._onClear=function(){e.prototype._onClear.call(this);this.type=2;this.x=0;this.y=0;this.vertices.length=0};l.prototype.containsPoint=function(t,e){var a=false;if(t>=this.x&&t<=this.width&&e>=this.y&&e<=this.height){for(var r=0,i=this.vertices.length,n=i-2;r=e||s=e){var l=this.vertices[n];var h=this.vertices[r];if((e-o)*(l-h)/(s-o)+h0){return}this.cacheFrameRate=Math.max(Math.ceil(t*this.scale),1);var e=Math.ceil(this.cacheFrameRate*this.duration)+1;this.cachedFrames.length=e;for(var a=0,r=this.cacheFrames.length;ae._zIndex*1e3+e._zOrder?1:-1};y.prototype._onClear=function(){if(this._clock!==null){this._clock.remove(this)}for(var t=0,e=this._bones;t=n){continue}var o=a[s];var l=this.getSlot(o.name);if(l!==null){l._setZOrder(i)}}this._slotsDirty=true;this._zOrderDirty=!r}};y.prototype._addBone=function(t){if(this._bones.indexOf(t)<0){this._bones.push(t)}};y.prototype._addSlot=function(t){if(this._slots.indexOf(t)<0){this._slots.push(t)}};y.prototype._addConstraint=function(t){if(this._constraints.indexOf(t)<0){this._constraints.push(t)}};y.prototype._bufferAction=function(t,e){if(this._actions.indexOf(t)<0){if(e){this._actions.push(t)}else{this._actions.unshift(t)}}};y.prototype.dispose=function(){if(this._armatureData!==null){this._lockUpdate=true;this._dragonBones.bufferObject(this)}};y.prototype.init=function(t,e,a,r){if(this._armatureData!==null){return}this._armatureData=t;this._animation=i.BaseObject.borrowObject(i.Animation);this._proxy=e;this._display=a;this._dragonBones=r;this._proxy.dbInit(this);this._animation.init(this);this._animation.animations=this._armatureData.animations};y.prototype.advanceTime=function(t){if(this._lockUpdate){return}this._lockUpdate=true;if(this._armatureData===null){console.warn("The armature has been disposed.");return}else if(this._armatureData.parent===null){console.warn("The armature data has been disposed.\nPlease make sure dispose armature before call factory.clear().");return}var e=this._cacheFrameIndex;this._animation.advanceTime(t);if(this._slotsDirty||this._zIndexDirty){this._slots.sort(y._onSortSlots);if(this._zIndexDirty){for(var a=0,r=this._slots.length;a0){for(var u=0,f=this._actions;u0){var a=this.getBone(t);if(a!==null){a.invalidUpdate();if(e){for(var r=0,i=this._slots;r0){if(i!==null||n!==null){if(i!==null){var b=o?i.y-e:i.x-t;if(b<0){b=-b}if(d===null||bh){h=b;_=n.x;m=n.y;y=D;if(s!==null){c=s.y}}}}else{d=D;break}}}if(d!==null&&i!==null){i.x=u;i.y=f;if(s!==null){s.x=p}}if(y!==null&&n!==null){n.x=_;n.y=m;if(s!==null){s.y=c}}return d};y.prototype.getBone=function(t){for(var e=0,a=this._bones;e=0&&this._cachedFrameIndices!==null){var e=this._cachedFrameIndices[t];if(e>=0&&this._cachedFrameIndex===e){this._transformDirty=false}else if(e>=0){this._transformDirty=true;this._cachedFrameIndex=e}else{if(this._hasConstraint){for(var a=0,r=this._armature._constraints;a=0){this._transformDirty=false;this._cachedFrameIndices[t]=this._cachedFrameIndex}else{this._transformDirty=true;this._cachedFrameIndex=-1}}}else{if(this._hasConstraint){for(var n=0,s=this._armature._constraints;n=0;if(this._localDirty){this._updateGlobalTransformMatrix(o)}if(o&&this._cachedFrameIndices!==null){this._cachedFrameIndex=this._cachedFrameIndices[t]=this._armature._armatureData.setCacheFrame(this.globalTransformMatrix,this.global)}}else{this._armature._armatureData.getCacheFrame(this.globalTransformMatrix,this.global,this._cachedFrameIndex)}}else if(this._childrenTransformDirty){this._childrenTransformDirty=false}this._localDirty=true};t.prototype.updateByConstraint=function(){if(this._localDirty){this._localDirty=false;if(this._transformDirty||this._parent!==null&&this._parent._childrenTransformDirty){this._updateGlobalTransformMatrix(true)}this._transformDirty=true}};t.prototype.invalidUpdate=function(){this._transformDirty=true};t.prototype.contains=function(t){if(t===this){return false}var e=t;while(e!==this&&e!==null){e=e.parent}return e===this};Object.defineProperty(t.prototype,"boneData",{get:function(){return this._boneData},enumerable:true,configurable:true});Object.defineProperty(t.prototype,"visible",{get:function(){return this._visible},set:function(t){if(this._visible===t){return}this._visible=t;for(var e=0,a=this._armature.getSlots();e=a){return this.globalTransformMatrix}i=e>this._kX*(t+a)+c;m=((s*o+s+o+o+_)*2+(i?1:0))*7;if(d[m]>0){y.copyFromArray(d,m+1)}else{var v=_*(l+2);var g=this._hullCache[4];var D=this._hullCache[5];var T=this._hullCache[2]-(o-_)*g;var b=this._hullCache[3]-(o-_)*D;var A=this._vertices;if(i){this._getAffineTransform(-a,c+u,r-a,u,A[v+l+2],A[v+l+3],T+g,b+D,A[v],A[v+1],P._helpTransform,y,true)}else{this._getAffineTransform(-r,c,r-a,u,T,b,A[v],A[v+1],T+g,b+D,P._helpTransform,y,false)}d[m]=1;d[m+1]=y.a;d[m+2]=y.b;d[m+3]=y.c;d[m+4]=y.d;d[m+5]=y.tx;d[m+6]=y.ty}}else if(t>=a){if(e<-a||e>=a){return this.globalTransformMatrix}i=e>this._kX*(t-r)+c;m=((s*o+s+_)*2+(i?1:0))*7;if(d[m]>0){y.copyFromArray(d,m+1)}else{var v=(_+1)*(l+2)-2;var g=this._hullCache[4];var D=this._hullCache[5];var T=this._hullCache[0]+_*g;var b=this._hullCache[1]+_*D;var A=this._vertices;if(i){this._getAffineTransform(r,c+u,r-a,u,T+g,b+D,A[v+l+2],A[v+l+3],T,b,P._helpTransform,y,true)}else{this._getAffineTransform(a,c,r-a,u,A[v],A[v+1],T,b,A[v+l+2],A[v+l+3],P._helpTransform,y,false)}d[m]=1;d[m+1]=y.a;d[m+2]=y.b;d[m+3]=y.c;d[m+4]=y.d;d[m+5]=y.tx;d[m+6]=y.ty}}else if(e<-a){if(t<-a||t>=a){return this.globalTransformMatrix}i=e>this._kY*(t-p-h)-r;m=((s*o+f)*2+(i?1:0))*7;if(d[m]>0){y.copyFromArray(d,m+1)}else{var v=f*2;var g=this._hullCache[10];var D=this._hullCache[11];var T=this._hullCache[8]+f*g;var b=this._hullCache[9]+f*D;var A=this._vertices;if(i){this._getAffineTransform(p+h,-a,h,r-a,A[v+2],A[v+3],A[v],A[v+1],T+g,b+D,P._helpTransform,y,true)}else{this._getAffineTransform(p,-r,h,r-a,T,b,T+g,b+D,A[v],A[v+1],P._helpTransform,y,false)}d[m]=1;d[m+1]=y.a;d[m+2]=y.b;d[m+3]=y.c;d[m+4]=y.d;d[m+5]=y.tx;d[m+6]=y.ty}}else if(e>=a){if(t<-a||t>=a){return this.globalTransformMatrix}i=e>this._kY*(t-p-h)+a;m=((s*o+s+o+f)*2+(i?1:0))*7;if(d[m]>0){y.copyFromArray(d,m+1)}else{var v=o*(l+2)+f*2;var g=this._hullCache[10];var D=this._hullCache[11];var T=this._hullCache[6]-(s-f)*g;var b=this._hullCache[7]-(s-f)*D;var A=this._vertices;if(i){this._getAffineTransform(p+h,r,h,r-a,T+g,b+D,T,b,A[v+2],A[v+3],P._helpTransform,y,true)}else{this._getAffineTransform(p,a,h,r-a,A[v],A[v+1],A[v+2],A[v+3],T,b,P._helpTransform,y,false)}d[m]=1;d[m+1]=y.a;d[m+2]=y.b;d[m+3]=y.c;d[m+4]=y.d;d[m+5]=y.tx;d[m+6]=y.ty}}else{i=e>this._k*(t-p-h)+c;m=((s*_+f)*2+(i?1:0))*7;if(d[m]>0){y.copyFromArray(d,m+1)}else{var v=f*2+_*(l+2);var A=this._vertices;if(i){this._getAffineTransform(p+h,c+u,h,u,A[v+l+4],A[v+l+5],A[v+l+2],A[v+l+3],A[v+2],A[v+3],P._helpTransform,y,true)}else{this._getAffineTransform(p,c,h,u,A[v],A[v+1],A[v+2],A[v+3],A[v+l+2],A[v+l+3],P._helpTransform,y,false)}d[m]=1;d[m+1]=y.a;d[m+2]=y.b;d[m+3]=y.c;d[m+4]=y.d;d[m+5]=y.tx;d[m+6]=y.ty}}return y};P.prototype.init=function(t,e){if(this._boneData!==null){return}l.prototype.init.call(this,t,e);var a=t.segmentX;var r=t.segmentY;var i=this._armature.armatureData.parent.intArray[t.geometry.offset+0];var n=1e3;var s=200;this._dX=s*2/a;this._dY=s*2/r;this._k=-this._dY/this._dX;this._kX=-this._dY/(n-s);this._kY=-(n-s)/this._dX;this._vertices.length=i*2;this._deformVertices.length=i*2;this._matrixCahce.length=(a*r+a*2+r*2)*2*7;this._hullCache.length=10;for(var o=0;o=0&&this._cachedFrameIndices!==null){var e=this._cachedFrameIndices[t];if(e>=0&&this._cachedFrameIndex===e){this._transformDirty=false}else if(e>=0){this._transformDirty=true;this._cachedFrameIndex=e}else{if(this._hasConstraint){for(var a=0,r=this._armature._constraints;a=0){this._transformDirty=false;this._cachedFrameIndices[t]=this._cachedFrameIndex}else{this._transformDirty=true;this._cachedFrameIndex=-1}}}else{if(this._hasConstraint){for(var n=0,s=this._armature._constraints;n=0;if(this._localDirty){this._updateGlobalTransformMatrix(h)}if(h&&this._cachedFrameIndices!==null){this._cachedFrameIndex=this._cachedFrameIndices[t]=this._armature._armatureData.setCacheFrame(this.globalTransformMatrix,this.global)}}else{this._armature._armatureData.getCacheFrame(this.globalTransformMatrix,this.global,this._cachedFrameIndex)}var u=1e3;var f=200;var _=2*this.global.x;var m=2*this.global.y;var p=P._helpPoint;this.globalTransformMatrix.transformPoint(u,-f,p);this._hullCache[0]=p.x;this._hullCache[1]=p.y;this._hullCache[2]=_-p.x;this._hullCache[3]=m-p.y;this.globalTransformMatrix.transformPoint(0,this._dY,p,true);this._hullCache[4]=p.x;this._hullCache[5]=p.y;this.globalTransformMatrix.transformPoint(f,u,p);this._hullCache[6]=p.x;this._hullCache[7]=p.y;this._hullCache[8]=_-p.x;this._hullCache[9]=m-p.y;this.globalTransformMatrix.transformPoint(this._dX,0,p,true);this._hullCache[10]=p.x;this._hullCache[11]=p.y}else if(this._childrenTransformDirty){this._childrenTransformDirty=false}this._localDirty=true};return P}(t.Bone);t.Surface=e})(dragonBones||(dragonBones={}));var dragonBones;(function(c){var r=function(e){__extends(t,e);function t(){var t=e!==null&&e.apply(this,arguments)||this;t.deformVertices=[];return t}t.toString=function(){return"[class dragonBones.DisplayFrame]"};t.prototype._onClear=function(){this.rawDisplayData=null;this.displayData=null;this.textureData=null;this.display=null;this.deformVertices.length=0};t.prototype.updateDeformVertices=function(){if(this.rawDisplayData===null||this.deformVertices.length!==0){return}var t;if(this.rawDisplayData.type===2){t=this.rawDisplayData.geometry}else if(this.rawDisplayData.type===4){t=this.rawDisplayData.geometry}else{return}var e=0;if(t.weight!==null){e=t.weight.count*2}else{e=t.data.intArray[t.offset+0]*2}this.deformVertices.length=e;for(var a=0,r=this.deformVertices.length;a=0&&this._displayIndex0){for(var s=0,o=i;s=0&&this._cachedFrameIndices!==null){var r=this._cachedFrameIndices[t];if(r>=0&&this._cachedFrameIndex===r){this._transformDirty=false}else if(r>=0){this._transformDirty=true;this._cachedFrameIndex=r}else if(this._transformDirty||this._parent._childrenTransformDirty){this._transformDirty=true;this._cachedFrameIndex=-1}else if(this._cachedFrameIndex>=0){this._transformDirty=false;this._cachedFrameIndices[t]=this._cachedFrameIndex}else{this._transformDirty=true;this._cachedFrameIndex=-1}}else if(this._transformDirty||this._parent._childrenTransformDirty){t=-1;this._transformDirty=true;this._cachedFrameIndex=-1}if(this._transformDirty){if(this._cachedFrameIndex<0){var i=t>=0;this._updateGlobalTransformMatrix(i);if(i&&this._cachedFrameIndices!==null){this._cachedFrameIndex=this._cachedFrameIndices[t]=this._armature._armatureData.setCacheFrame(this.globalTransformMatrix,this.global)}}else{this._armature._armatureData.getCacheFrame(this.globalTransformMatrix,this.global,this._cachedFrameIndex)}this._updateTransform();this._transformDirty=false}};p.prototype.invalidUpdate=function(){this._displayDataDirty=true;this._displayDirty=true;this._transformDirty=true};p.prototype.updateTransformAndMatrix=function(){if(this._transformDirty){this._updateGlobalTransformMatrix(false);this._transformDirty=false}};p.prototype.replaceRawDisplayData=function(t,e){if(e===void 0){e=-1}if(e<0){e=this._displayIndex<0?0:this._displayIndex}else if(e>=this._displayFrames.length){return}var a=this._displayFrames[e];if(a.rawDisplayData!==t){a.deformVertices.length=0;a.rawDisplayData=t;if(a.rawDisplayData===null){var r=this._armature._armatureData.defaultSkin;if(r!==null){var i=r.getDisplays(this._slotData.name);if(i!==null&&e=this._displayFrames.length){return}var a=this._displayFrames[e];if(a.displayData!==t&&a.rawDisplayData!==t){a.displayData=t;if(e===this._displayIndex){this._displayDataDirty=true}}};p.prototype.replaceTextureData=function(t,e){if(e===void 0){e=-1}if(e<0){e=this._displayIndex<0?0:this._displayIndex}else if(e>=this._displayFrames.length){return}var a=this._displayFrames[e];if(a.textureData!==t){a.textureData=t;if(e===this._displayIndex){this._displayDataDirty=true}}};p.prototype.replaceDisplay=function(t,e){if(e===void 0){e=-1}if(e<0){e=this._displayIndex<0?0:this._displayIndex}else if(e>=this._displayFrames.length){return}var a=this._displayFrames[e];if(a.display!==t){var r=a.display;a.display=t;if(r!==null&&r!==this._rawDisplay&&r!==this._meshDisplay&&!this._hasDisplay(r)){if(r instanceof c.Armature){}else{this._disposeDisplay(r,true)}}if(t!==null&&t!==this._rawDisplay&&t!==this._meshDisplay&&!this._hasDisplay(r)&&!(t instanceof c.Armature)){this._initDisplay(t,true)}if(e===this._displayIndex){this._displayDirty=true}}};p.prototype.containsPoint=function(t,e){if(this._boundingBoxData===null){return false}this.updateTransformAndMatrix();p._helpMatrix.copyFrom(this.globalTransformMatrix);p._helpMatrix.invert();p._helpMatrix.transformPoint(t,e,p._helpPoint);return this._boundingBoxData.containsPoint(p._helpPoint.x,p._helpPoint.y)};p.prototype.intersectsSegment=function(t,e,a,r,i,n,s){if(i===void 0){i=null}if(n===void 0){n=null}if(s===void 0){s=null}if(this._boundingBoxData===null){return 0}this.updateTransformAndMatrix();p._helpMatrix.copyFrom(this.globalTransformMatrix);p._helpMatrix.invert();p._helpMatrix.transformPoint(t,e,p._helpPoint);t=p._helpPoint.x;e=p._helpPoint.y;p._helpMatrix.transformPoint(a,r,p._helpPoint);a=p._helpPoint.x;r=p._helpPoint.y;var o=this._boundingBoxData.intersectsSegment(t,e,a,r,i,n,s);if(o>0){if(o===1||o===2){if(i!==null){this.globalTransformMatrix.transformPoint(i.x,i.y,i);if(n!==null){n.x=i.x;n.y=i.y}}else if(n!==null){this.globalTransformMatrix.transformPoint(n.x,n.y,n)}}else{if(i!==null){this.globalTransformMatrix.transformPoint(i.x,i.y,i)}if(n!==null){this.globalTransformMatrix.transformPoint(n.x,n.y,n)}}if(s!==null){this.globalTransformMatrix.transformPoint(Math.cos(s.x),Math.sin(s.x),p._helpPoint,true);s.x=Math.atan2(p._helpPoint.y,p._helpPoint.x);this.globalTransformMatrix.transformPoint(Math.cos(s.y),Math.sin(s.y),p._helpPoint,true);s.y=Math.atan2(p._helpPoint.y,p._helpPoint.x)}}return o};p.prototype.getDisplayFrameAt=function(t){return this._displayFrames[t]};Object.defineProperty(p.prototype,"visible",{get:function(){return this._visible},set:function(t){if(this._visible===t){return}this._visible=t;this._updateVisible()},enumerable:true,configurable:true});Object.defineProperty(p.prototype,"displayFrameCount",{get:function(){return this._displayFrames.length},set:function(t){var e=this._displayFrames.length;if(et){for(var a=e-1;ad){continue}var b=0;for(;;D++){var A=y[D];if(c>A){continue}if(D===0){b=c/A}else{var P=y[D-1];b=(c-P)/(A-P)}break}if(D!==p){p=D;if(u&&D===m){this._computeVertices(_-4,4,0,f);this._computeVertices(0,4,4,f)}else{this._computeVertices(D*6+2,8,0,f)}}this.addCurvePosition(b,f[0],f[1],f[2],f[3],f[4],f[5],f[6],f[7],l,g,a)}return}if(u){_+=2;f.length=o;this._computeVertices(2,_-4,0,f);this._computeVertices(0,2,_-4,f);f[_-2]=f[0];f[_-1]=f[1]}else{m--;_-=4;f.length=_;this._computeVertices(2,_,0,f)}var S=new Array(m);d=0;var O=f[0],x=f[1],B=0,E=0,M=0,I=0,F=0,w=0;var C,N,R,k,j,L,V,Y;for(var v=0,U=2;vd){continue}for(;;D++){var W=S[D];if(z>W)continue;if(D===0)z/=W;else{var K=S[D-1];z=(z-K)/(W-K)}break}if(D!==p){p=D;var Z=D*6;O=f[Z];x=f[Z+1];B=f[Z+2];E=f[Z+3];M=f[Z+4];I=f[Z+5];F=f[Z+6];w=f[Z+7];C=(O-B*2+M)*.03;N=(x-E*2+I)*.03;R=((B-M)*3-O+F)*.006;k=((E-I)*3-x+w)*.006;j=C*2+R;L=N*2+k;V=(B-O)*.3+C+R*.16666667;Y=(E-x)*.3+N+k*.16666667;G=Math.sqrt(V*V+Y*Y);X[0]=G;for(Z=1;Z<8;Z++){V+=j;Y+=L;j+=R;L+=k;G+=Math.sqrt(V*V+Y*Y);X[Z]=G}V+=j;Y+=L;G+=Math.sqrt(V*V+Y*Y);X[8]=G;V+=j+R;Y+=L+k;G+=Math.sqrt(V*V+Y*Y);X[9]=G;H=0}z*=G;for(;;H++){var q=X[H];if(z>q)continue;if(H===0)z/=q;else{var K=X[H-1];z=H+(z-K)/(q-K)}break}this.addCurvePosition(z*.1,O,x,B,E,M,I,F,w,l,g,a)}};t.prototype.addCurvePosition=function(t,e,a,r,i,n,s,o,l,h,u,f){if(t===0){h[u]=e;h[u+1]=a;h[u+2]=0;return}if(t===1){h[u]=o;h[u+1]=l;h[u+2]=0;return}var _=1-t;var m=_*_;var p=t*t;var c=m*_;var d=m*t*3;var y=_*p*3;var v=t*p;var g=c*e+d*r+y*n+v*o;var D=c*a+d*i+y*s+v*l;h[u]=g;h[u+1]=D;if(f){h[u+2]=Math.atan2(D-(c*a+d*i+y*s),g-(c*e+d*r+y*n))}else{h[u+2]=0}};t.prototype.init=function(t,e){this._constraintData=t;this._armature=e;var a=t;this.pathOffset=a.pathDisplayData.geometry.offset;this.position=a.position;this.spacing=a.spacing;this.rotateOffset=a.rotateOffset;this.rotateMix=a.rotateMix;this.translateMix=a.translateMix;this._root=this._armature.getBone(a.root.name);this._target=this._armature.getBone(a.target.name);this._pathSlot=this._armature.getSlot(a.pathSlot.name);for(var r=0,i=a.bones.length;r0?U.Transform.DEG_RAD:-U.Transform.DEG_RAD}}var x=this.rotateMix;var B=this.translateMix;for(var p=0,E=3;p0){var C=v.a,N=v.b,R=v.c,k=v.d,j=void 0,L=void 0,V=void 0;if(h){j=b[E-1]}else{j=Math.atan2(I,M)}j-=Math.atan2(N,C);if(O){L=Math.cos(j);V=Math.sin(j);var Y=d._boneData.length;P+=(Y*(L*C-V*N)-M)*x;S+=(Y*(V*C+L*N)-I)*x}else{j+=A}if(j>U.Transform.PI){j-=U.Transform.PI_D}else if(j<-U.Transform.PI){j+=U.Transform.PI_D}j*=x;L=Math.cos(j);V=Math.sin(j);v.a=L*C-V*N;v.b=V*C+L*N;v.c=L*R-V*k;v.d=V*R+L*k}d.global.fromMatrix(v)}this.dirty=false};t.prototype.invalidUpdate=function(){};return t}(t);U.PathConstraint=a})(dragonBones||(dragonBones={}));var dragonBones;(function(t){var e=function(){function t(t){if(t===void 0){t=0}this.time=0;this.timeScale=1;this._systemTime=0;this._animatebles=[];this._clock=null;this.time=t;this._systemTime=(new Date).getTime()*.001}t.prototype.advanceTime=function(t){if(t!==t){t=0}var e=Date.now()*.001;if(t<0){t=e-this._systemTime}this._systemTime=e;if(this.timeScale!==1){t*=this.timeScale}if(t===0){return}if(t<0){this.time-=t}else{this.time+=t}var a=0,r=0,i=this._animatebles.length;for(;a0){this._animatebles[a-r]=n;this._animatebles[a]=null}n.advanceTime(t)}else{r++}}if(r>0){i=this._animatebles.length;for(;a=0){this._animatebles[e]=null;t.clock=null}};t.prototype.clear=function(){for(var t=0,e=this._animatebles;t0&&n._subFadeState>0){this._armature._dragonBones.bufferObject(n);this._animationStates.length=0;this._lastAnimationState=null}else{var s=n.animationData;var o=s.cacheFrameRate;if(this._animationDirty&&o>0){this._animationDirty=false;for(var l=0,h=this._armature.getBones();l0){var p=m.getDisplayFrameAt(0).rawDisplayData;if(p!==null&&p.parent===this._armature.armatureData.defaultSkin){m._cachedFrameIndices=s.getSlotCachedFrameIndices(m.name);continue}}m._cachedFrameIndices=null}}n.advanceTime(t,o)}}else if(i>1){for(var c=0,d=0;c0&&n._subFadeState>0){d++;this._armature._dragonBones.bufferObject(n);this._animationDirty=true;if(this._lastAnimationState===n){this._lastAnimationState=null}}else{if(d>0){this._animationStates[c-d]=n}n.advanceTime(t,0)}if(c===i-1&&d>0){this._animationStates.length-=d;if(this._lastAnimationState===null&&this._animationStates.length>0){this._lastAnimationState=this._animationStates[this._animationStates.length-1]}}}this._armature._cacheFrameIndex=-1}else{this._armature._cacheFrameIndex=-1}};t.prototype.reset=function(){for(var t=0,e=this._animationStates;t0){if(t.position<0){t.position%=a.duration;t.position=a.duration-t.position}else if(t.position===a.duration){t.position-=1e-6}else if(t.position>a.duration){t.position%=a.duration}if(t.duration>0&&t.position+t.duration>a.duration){t.duration=a.duration-t.position}if(t.playTimes<0){t.playTimes=a.playTimes}}else{t.playTimes=1;t.position=0;if(t.duration>0){t.duration=0}}if(t.duration===0){t.duration=-1}this._fadeOut(t);var s=g.BaseObject.borrowObject(g.AnimationState);s.init(this._armature,a,t);this._animationDirty=true;this._armature._cacheFrameIndex=-1;if(this._animationStates.length>0){var o=false;for(var l=0,h=this._animationStates.length;lthis._animationStates[l].layer){o=true;this._animationStates.splice(l,0,s);break}else if(l!==h-1&&s.layer>this._animationStates[l+1].layer){o=true;this._animationStates.splice(l+1,0,s);break}}if(!o){this._animationStates.push(s)}}else{this._animationStates.push(s)}for(var u=0,f=this._armature.getSlots();u0){this.playConfig(this._animationConfig)}else if(this._lastAnimationState===null){var a=this._armature.armatureData.defaultAnimation;if(a!==null){this._animationConfig.animation=a.name;this.playConfig(this._animationConfig)}}else if(!this._lastAnimationState.isPlaying&&!this._lastAnimationState.isCompleted){this._lastAnimationState.play()}else{this._animationConfig.animation=this._lastAnimationState.name;this.playConfig(this._animationConfig)}return this._lastAnimationState};t.prototype.fadeIn=function(t,e,a,r,i,n){if(e===void 0){e=-1}if(a===void 0){a=-1}if(r===void 0){r=0}if(i===void 0){i=null}if(n===void 0){n=3}this._animationConfig.clear();this._animationConfig.fadeOutMode=n;this._animationConfig.playTimes=a;this._animationConfig.layer=r;this._animationConfig.fadeInTime=e;this._animationConfig.animation=t;this._animationConfig.group=i!==null?i:"";return this.playConfig(this._animationConfig)};t.prototype.gotoAndPlayByTime=function(t,e,a){if(e===void 0){e=0}if(a===void 0){a=-1}this._animationConfig.clear();this._animationConfig.resetToPose=true;this._animationConfig.playTimes=a;this._animationConfig.position=e;this._animationConfig.fadeInTime=0;this._animationConfig.animation=t;return this.playConfig(this._animationConfig)};t.prototype.gotoAndPlayByFrame=function(t,e,a){if(e===void 0){e=0}if(a===void 0){a=-1}this._animationConfig.clear();this._animationConfig.resetToPose=true;this._animationConfig.playTimes=a;this._animationConfig.fadeInTime=0;this._animationConfig.animation=t;var r=t in this._animations?this._animations[t]:null;if(r!==null){this._animationConfig.position=r.frameCount>0?r.duration*e/r.frameCount:0}return this.playConfig(this._animationConfig)};t.prototype.gotoAndPlayByProgress=function(t,e,a){if(e===void 0){e=0}if(a===void 0){a=-1}this._animationConfig.clear();this._animationConfig.resetToPose=true;this._animationConfig.playTimes=a;this._animationConfig.fadeInTime=0;this._animationConfig.animation=t;var r=t in this._animations?this._animations[t]:null;if(r!==null){this._animationConfig.position=r.duration*(e>0?e:0)}return this.playConfig(this._animationConfig)};t.prototype.gotoAndStopByTime=function(t,e){if(e===void 0){e=0}var a=this.gotoAndPlayByTime(t,e,1);if(a!==null){a.stop()}return a};t.prototype.gotoAndStopByFrame=function(t,e){if(e===void 0){e=0}var a=this.gotoAndPlayByFrame(t,e,1);if(a!==null){a.stop()}return a};t.prototype.gotoAndStopByProgress=function(t,e){if(e===void 0){e=0}var a=this.gotoAndPlayByProgress(t,e,1);if(a!==null){a.stop()}return a};t.prototype.getBlendState=function(t,e,a){if(!(t in this._blendStates)){this._blendStates[t]={}}var r=this._blendStates[t];if(!(e in r)){var i=r[e]=g.BaseObject.borrowObject(g.BlendState);i.target=a}return r[e]};t.prototype.getState=function(t,e){if(e===void 0){e=-1}var a=this._animationStates.length;while(a--){var r=this._animationStates[a];if(r.name===t&&(e<0||r.layer===e)){return r}}return null};t.prototype.hasAnimation=function(t){return t in this._animations};t.prototype.getStates=function(){return this._animationStates};Object.defineProperty(t.prototype,"isPlaying",{get:function(){for(var t=0,e=this._animationStates;t0},enumerable:true,configurable:true});Object.defineProperty(t.prototype,"lastAnimationName",{get:function(){return this._lastAnimationState!==null?this._lastAnimationState.name:""},enumerable:true,configurable:true});Object.defineProperty(t.prototype,"animationNames",{get:function(){return this._animationNames},enumerable:true,configurable:true});Object.defineProperty(t.prototype,"animations",{get:function(){return this._animations},set:function(t){if(this._animations===t){return}this._animationNames.length=0;for(var e in this._animations){delete this._animations[e]}for(var e in t){this._animationNames.push(e);this._animations[e]=t[e]}},enumerable:true,configurable:true});Object.defineProperty(t.prototype,"animationConfig",{get:function(){this._animationConfig.clear();return this._animationConfig},enumerable:true,configurable:true});Object.defineProperty(t.prototype,"lastAnimationState",{get:function(){return this._lastAnimationState},enumerable:true,configurable:true});return t}(g.BaseObject);g.Animation=t})(dragonBones||(dragonBones={}));var dragonBones;(function(L){var t=function(e){__extends(t,e);function t(){var t=e!==null&&e.apply(this,arguments)||this;t._boneMask=[];t._boneTimelines=[];t._boneBlendTimelines=[];t._slotTimelines=[];t._slotBlendTimelines=[];t._constraintTimelines=[];t._animationTimelines=[];t._poseTimelines=[];t._actionTimeline=null;t._zOrderTimeline=null;return t}t.toString=function(){return"[class dragonBones.AnimationState]"};t.prototype._onClear=function(){for(var t=0,e=this._boneTimelines;t=0){this._boneTimelines.splice(v,1);r.returnToPool()}v=this._boneBlendTimelines.indexOf(r);if(v>=0){this._boneBlendTimelines.splice(v,1);r.returnToPool()}}}}{var g={};var D=[];for(var T=0,b=this._slotTimelines;T=0){this._slotTimelines.splice(v,1);r.returnToPool()}v=this._slotBlendTimelines.indexOf(r);if(v>=0){this._slotBlendTimelines.splice(v,1);r.returnToPool()}}}}};t.prototype._advanceFadeTime=function(t){var e=this._fadeState>0;if(this._subFadeState<0){this._subFadeState=0;var a=this._parent===null&&this.actionEnabled;if(a){var r=e?L.EventObject.FADE_OUT:L.EventObject.FADE_IN;if(this._armature.eventDispatcher.hasDBEventListener(r)){var i=L.BaseObject.borrowObject(L.EventObject);i.type=r;i.armature=this._armature;i.animationState=this;this._armature._dragonBones.bufferEvent(i)}}}if(t<0){t=-t}this._fadeTime+=t;if(this._fadeTime>=this.fadeTotalTime){this._subFadeState=1;this._fadeProgress=e?0:1}else if(this._fadeTime>0){this._fadeProgress=e?1-this._fadeTime/this.fadeTotalTime:this._fadeTime/this.fadeTotalTime}else{this._fadeProgress=e?1:0}if(this._subFadeState>0){if(!e){this._playheadState|=1;this._fadeState=0}var a=this._parent===null&&this.actionEnabled;if(a){var r=e?L.EventObject.FADE_OUT_COMPLETE:L.EventObject.FADE_IN_COMPLETE;if(this._armature.eventDispatcher.hasDBEventListener(r)){var i=L.BaseObject.borrowObject(L.EventObject);i.type=r;i.armature=this._armature;i.animationState=this;this._armature._dragonBones.bufferEvent(i)}}}};t.prototype.init=function(t,e,a){if(this._armature!==null){return}this._armature=t;this._animationData=e;this.resetToPose=a.resetToPose;this.additive=a.additive;this.displayControl=a.displayControl;this.actionEnabled=a.actionEnabled;this.blendType=e.blendType;this.layer=a.layer;this.playTimes=a.playTimes;this.timeScale=a.timeScale;this.fadeTotalTime=a.fadeInTime;this.autoFadeOutTime=a.autoFadeOutTime;this.name=a.name.length>0?a.name:a.animation;this.group=a.group;this._weight=a.weight;if(a.pauseFadeIn){this._playheadState=2}else{this._playheadState=3}if(a.duration<0){this._position=0;this._duration=this._animationData.duration;if(a.position!==0){if(this.timeScale>=0){this._time=a.position}else{this._time=a.position-this._duration}}else{this._time=0}}else{this._position=a.position;this._duration=a.duration;this._time=0}if(this.timeScale<0&&this._time===0){this._time=-1e-6}if(this.fadeTotalTime<=0){this._fadeProgress=.999999}if(a.boneMask.length>0){this._boneMask.length=a.boneMask.length;for(var r=0,i=this._boneMask.length;r0;var i=true;var n=true;var s=this._time;this._weightResult=this._weight*this._fadeProgress;if(this._parent!==null){this._weightResult*=this._parent._weightResult}if(this._actionTimeline.playState<=0){this._actionTimeline.update(s)}if(this._weight===0){return}if(r){var o=e*2;this._actionTimeline.currentTime=Math.floor(this._actionTimeline.currentTime*o)/o}if(this._zOrderTimeline!==null&&this._zOrderTimeline.playState<=0){this._zOrderTimeline.update(s)}if(r){var l=Math.floor(this._actionTimeline.currentTime*e);if(this._armature._cacheFrameIndex===l){i=false;n=false}else{this._armature._cacheFrameIndex=l;if(this._animationData.cachedFrames[l]){n=false}else{this._animationData.cachedFrames[l]=true}}}if(i){var h=false;var u=null;if(n){for(var f=0,_=this._boneTimelines.length;f<_;++f){var m=this._boneTimelines[f];if(m.playState<=0){m.update(s)}if(m.target!==u){var p=m.target;h=p.update(this);u=p;if(p.dirty===1){var c=p.target.animationPose;c.x=0;c.y=0;c.rotation=0;c.skew=0;c.scaleX=1;c.scaleY=1}}if(h){m.blend(a)}}}for(var f=0,_=this._boneBlendTimelines.length;f<_;++f){var m=this._boneBlendTimelines[f];if(m.playState<=0){m.update(s)}if(m.target.update(this)){m.blend(a)}}if(this.displayControl){for(var f=0,_=this._slotTimelines.length;f<_;++f){var m=this._slotTimelines[f];if(m.playState<=0){var d=m.target;var y=d.displayController;if(y===null||y===this.name||y===this.group){m.update(s)}}}}for(var f=0,_=this._slotBlendTimelines.length;f<_;++f){var m=this._slotBlendTimelines[f];if(m.playState<=0){var p=m.target;m.update(s);if(p.update(this)){m.blend(a)}}}for(var f=0,_=this._constraintTimelines.length;f<_;++f){var m=this._constraintTimelines[f];if(m.playState<=0){m.update(s)}}if(this._animationTimelines.length>0){var v=100;var g=100;var D=null;var T=null;for(var f=0,_=this._animationTimelines.length;f<_;++f){var m=this._animationTimelines[f];if(m.playState<=0){m.update(s)}if(this.blendType===1){var b=m.target;var A=this.parameterX-b.positionX;if(A>=0){if(A0){this._subFadeState=0;if(this._poseTimelines.length>0){for(var P=0,S=this._poseTimelines;P=0){this._boneTimelines.splice(O,1);m.returnToPool();continue}O=this._boneBlendTimelines.indexOf(m);if(O>=0){this._boneBlendTimelines.splice(O,1);m.returnToPool();continue}O=this._slotTimelines.indexOf(m);if(O>=0){this._slotTimelines.splice(O,1);m.returnToPool();continue}O=this._slotBlendTimelines.indexOf(m);if(O>=0){this._slotBlendTimelines.splice(O,1);m.returnToPool();continue}O=this._constraintTimelines.indexOf(m);if(O>=0){this._constraintTimelines.splice(O,1);m.returnToPool();continue}}this._poseTimelines.length=0}}if(this._actionTimeline.playState>0){if(this.autoFadeOutTime>=0){this.fadeOut(this.autoFadeOutTime)}}}};t.prototype.play=function(){this._playheadState=3};t.prototype.stop=function(){this._playheadState&=1};t.prototype.fadeOut=function(t,e){if(e===void 0){e=true}if(t<0){t=0}if(e){this._playheadState&=2}if(this._fadeState>0){if(t>this.fadeTotalTime-this._fadeTime){return}}else{this._fadeState=1;this._subFadeState=-1;if(t<=0||this._fadeProgress<=0){this._fadeProgress=1e-6}for(var a=0,r=this._boneTimelines;a1e-6?t/this._fadeProgress:0;this._fadeTime=this.fadeTotalTime*(1-this._fadeProgress)};t.prototype.containsBoneMask=function(t){return this._boneMask.length===0||this._boneMask.indexOf(t)>=0};t.prototype.addBoneMask=function(t,e){if(e===void 0){e=true}var a=this._armature.getBone(t);if(a===null){return}if(this._boneMask.indexOf(t)<0){this._boneMask.push(t)}if(e){for(var r=0,i=this._armature.getBones();r=0){this._boneMask.splice(a,1)}if(e){var r=this._armature.getBone(t);if(r!==null){var i=this._armature.getBones();if(this._boneMask.length>0){for(var n=0,s=i;n=0&&r.contains(o)){this._boneMask.splice(l,1)}}}else{for(var h=0,u=i;h0},enumerable:true,configurable:true});Object.defineProperty(t.prototype,"isFadeComplete",{get:function(){return this._fadeState===0},enumerable:true,configurable:true});Object.defineProperty(t.prototype,"isPlaying",{get:function(){return(this._playheadState&2)!==0&&this._actionTimeline.playState<=0},enumerable:true,configurable:true});Object.defineProperty(t.prototype,"isCompleted",{get:function(){return this._actionTimeline.playState>0},enumerable:true,configurable:true});Object.defineProperty(t.prototype,"currentPlayTimes",{get:function(){return this._actionTimeline.currentPlayTimes},enumerable:true,configurable:true});Object.defineProperty(t.prototype,"totalTime",{get:function(){return this._duration},enumerable:true,configurable:true});Object.defineProperty(t.prototype,"currentTime",{get:function(){return this._actionTimeline.currentTime},set:function(t){var e=this._actionTimeline.currentPlayTimes-(this._actionTimeline.playState>0?1:0);if(t<0||this._duration0&&e===this.playTimes-1&&t===this._duration&&this._parent===null){t=this._duration-1e-6}if(this._time===t){return}this._time=t;this._actionTimeline.setCurrentTime(this._time);if(this._zOrderTimeline!==null){this._zOrderTimeline.playState=-1}for(var a=0,r=this._boneTimelines;a0){if(this.leftWeight>0){if(this.layer!==e){if(this.layerWeight>=this.leftWeight){this.dirty++;this.layer=e;this.leftWeight=0;this.blendWeight=0;return false}this.layer=e;this.leftWeight-=this.layerWeight;this.layerWeight=0}a*=this.leftWeight;this.dirty++;this.blendWeight=a;this.layerWeight+=this.blendWeight;return true}return false}this.dirty++;this.layer=e;this.leftWeight=1;this.blendWeight=a;this.layerWeight=a;return true};e.prototype.reset=function(){this.dirty=0;this.layer=0;this.leftWeight=0;this.layerWeight=0;this.blendWeight=0};e.BONE_TRANSFORM="boneTransform";e.BONE_ALPHA="boneAlpha";e.SURFACE="surface";e.SLOT_DEFORM="slotDeform";e.SLOT_ALPHA="slotAlpha";e.SLOT_Z_INDEX="slotZIndex";return e}(L.BaseObject);L.BlendState=V})(dragonBones||(dragonBones={}));var dragonBones;(function(t){var e=function(t){__extends(e,t);function e(){return t!==null&&t.apply(this,arguments)||this}e.prototype._onClear=function(){this.dirty=false;this.playState=-1;this.currentPlayTimes=0;this.currentTime=-1;this.target=null;this._isTween=false;this._valueOffset=0;this._frameValueOffset=0;this._frameOffset=0;this._frameRate=0;this._frameCount=0;this._frameIndex=-1;this._frameRateR=0;this._position=0;this._duration=0;this._timeScale=1;this._timeOffset=0;this._animationData=null;this._timelineData=null;this._armature=null;this._animationState=null;this._actionTimeline=null;this._frameArray=null;this._valueArray=null;this._timelineArray=null;this._frameIndices=null};e.prototype._setCurrentTime=function(t){var e=this.playState;var a=this.currentPlayTimes;var r=this.currentTime;if(this._actionTimeline!==null&&this._frameCount<=1){this.playState=this._actionTimeline.playState>=0?1:-1;this.currentPlayTimes=1;this.currentTime=this._actionTimeline.currentTime}else if(this._actionTimeline===null||this._timeScale!==1||this._timeOffset!==0){var i=this._animationState.playTimes;var n=i*this._duration;t*=this._timeScale;if(this._timeOffset!==0){t+=this._timeOffset*this._animationData.duration}if(i>0&&(t>=n||t<=-n)){if(this.playState<=0&&this._animationState._playheadState===3){this.playState=1}this.currentPlayTimes=i;if(t<0){this.currentTime=0}else{this.currentTime=this.playState===1?this._duration+1e-6:this._duration}}else{if(this.playState!==0&&this._animationState._playheadState===3){this.playState=0}if(t<0){t=-t;this.currentPlayTimes=Math.floor(t/this._duration);this.currentTime=this._duration-t%this._duration}else{this.currentPlayTimes=Math.floor(t/this._duration);this.currentTime=t%this._duration}}this.currentTime+=this._position}else{this.playState=this._actionTimeline.playState;this.currentPlayTimes=this._actionTimeline.currentPlayTimes;this.currentTime=this._actionTimeline.currentTime}if(this.currentPlayTimes===a&&this.currentTime===r){return false}if(e<0&&this.playState!==e||this.playState<=0&&this.currentPlayTimes!==a){this._frameIndex=-1}return true};e.prototype.init=function(t,e,a){this._armature=t;this._animationState=e;this._timelineData=a;this._actionTimeline=this._animationState._actionTimeline;if(this===this._actionTimeline){this._actionTimeline=null}this._animationData=this._animationState.animationData;this._frameRate=this._animationData.parent.frameRate;this._frameRateR=1/this._frameRate;this._position=this._animationState._position;this._duration=this._animationState._duration;if(this._timelineData!==null){var r=this._animationData.parent.parent;this._frameArray=r.frameArray;this._timelineArray=r.timelineArray;this._frameIndices=r.frameIndices;this._frameCount=this._timelineArray[this._timelineData.offset+2];this._frameValueOffset=this._timelineArray[this._timelineData.offset+4];this._timeScale=100/this._timelineArray[this._timelineData.offset+0];this._timeOffset=this._timelineArray[this._timelineData.offset+1]*.01}};e.prototype.fadeOut=function(){this.dirty=false};e.prototype.update=function(t){if(this._setCurrentTime(t)){if(this._frameCount>1){var e=Math.floor(this.currentTime*this._frameRate);var a=this._frameIndices[this._timelineData.frameIndicesOffset+e];if(this._frameIndex!==a){this._frameIndex=a;this._frameOffset=this._animationData.frameOffset+this._timelineArray[this._timelineData.offset+5+this._frameIndex];this._onArriveAtFrame()}}else if(this._frameIndex<0){this._frameIndex=0;if(this._timelineData!==null){this._frameOffset=this._animationData.frameOffset+this._timelineArray[this._timelineData.offset+5]}this._onArriveAtFrame()}if(this._isTween||this.dirty){this._onUpdateFrame()}}};e.prototype.blend=function(t){};return e}(t.BaseObject);t.TimelineState=e;var a=function(t){__extends(e,t);function e(){return t!==null&&t.apply(this,arguments)||this}e._getEasingValue=function(t,e,a){var r=e;switch(t){case 3:r=Math.pow(e,2);break;case 4:r=1-Math.pow(1-e,2);break;case 5:r=.5*(1-Math.cos(e*Math.PI));break}return(r-e)*a+e};e._getEasingCurveValue=function(t,e,a,r){if(t<=0){return 0}else if(t>=1){return 1}var i=a>0;var n=a+1;var s=Math.floor(t*n);var o=0;var l=0;if(i){o=s===0?0:e[r+s-1];l=s===n-1?1e4:e[r+s]}else{o=e[r+s-1];l=e[r+s]}return(o+(l-o)*(t*n-s))*1e-4};e.prototype._onClear=function(){t.prototype._onClear.call(this);this._tweenType=0;this._curveCount=0;this._framePosition=0;this._frameDurationR=0;this._tweenEasing=0;this._tweenProgress=0;this._valueScale=1};e.prototype._onArriveAtFrame=function(){if(this._frameCount>1&&(this._frameIndex!==this._frameCount-1||this._animationState.playTimes===0||this._animationState.currentPlayTimes0){this._frameDurationR=1/e}else{this._frameDurationR=0}}}else{this.dirty=true;this._isTween=false}};e.prototype._onUpdateFrame=function(){if(this._isTween){this.dirty=true;this._tweenProgress=(this.currentTime-this._framePosition)*this._frameDurationR;if(this._tweenType===2){this._tweenProgress=e._getEasingCurveValue(this._tweenProgress,this._frameArray,this._curveCount,this._frameOffset+3)}else if(this._tweenType!==1){this._tweenProgress=e._getEasingValue(this._tweenType,this._tweenProgress,this._tweenEasing)}}};return e}(e);t.TweenTimelineState=a;var r=function(i){__extends(t,i);function t(){return i!==null&&i.apply(this,arguments)||this}t.prototype._onClear=function(){i.prototype._onClear.call(this);this._current=0;this._difference=0;this._result=0};t.prototype._onArriveAtFrame=function(){i.prototype._onArriveAtFrame.call(this);if(this._timelineData!==null){var t=this._valueScale;var e=this._valueArray;var a=this._valueOffset+this._frameValueOffset+this._frameIndex;if(this._isTween){var r=this._frameIndex===this._frameCount-1?this._valueOffset+this._frameValueOffset:a+1;if(t===1){this._current=e[a];this._difference=e[r]-this._current}else{this._current=e[a]*t;this._difference=e[r]*t-this._current}}else{this._result=e[a]*t}}else{this._result=0}};t.prototype._onUpdateFrame=function(){i.prototype._onUpdateFrame.call(this);if(this._isTween){this._result=this._current+this._difference*this._tweenProgress}};return t}(a);t.SingleValueTimelineState=r;var i=function(i){__extends(t,i);function t(){return i!==null&&i.apply(this,arguments)||this}t.prototype._onClear=function(){i.prototype._onClear.call(this);this._currentA=0;this._currentB=0;this._differenceA=0;this._differenceB=0;this._resultA=0;this._resultB=0};t.prototype._onArriveAtFrame=function(){i.prototype._onArriveAtFrame.call(this);if(this._timelineData!==null){var t=this._valueScale;var e=this._valueArray;var a=this._valueOffset+this._frameValueOffset+this._frameIndex*2;if(this._isTween){var r=this._frameIndex===this._frameCount-1?this._valueOffset+this._frameValueOffset:a+2;if(t===1){this._currentA=e[a];this._currentB=e[a+1];this._differenceA=e[r]-this._currentA;this._differenceB=e[r+1]-this._currentB}else{this._currentA=e[a]*t;this._currentB=e[a+1]*t;this._differenceA=e[r]*t-this._currentA;this._differenceB=e[r+1]*t-this._currentB}}else{this._resultA=e[a]*t;this._resultB=e[a+1]*t}}else{this._resultA=0;this._resultB=0}};t.prototype._onUpdateFrame=function(){i.prototype._onUpdateFrame.call(this);if(this._isTween){this._resultA=this._currentA+this._differenceA*this._tweenProgress;this._resultB=this._currentB+this._differenceB*this._tweenProgress}};return t}(a);t.DoubleValueTimelineState=i;var n=function(o){__extends(t,o);function t(){var t=o!==null&&o.apply(this,arguments)||this;t._rd=[];return t}t.prototype._onClear=function(){o.prototype._onClear.call(this);this._valueCount=0;this._rd.length=0};t.prototype._onArriveAtFrame=function(){o.prototype._onArriveAtFrame.call(this);var t=this._valueCount;var e=this._rd;if(this._timelineData!==null){var a=this._valueScale;var r=this._valueArray;var i=this._valueOffset+this._frameValueOffset+this._frameIndex*t;if(this._isTween){var n=this._frameIndex===this._frameCount-1?this._valueOffset+this._frameValueOffset:i+t;if(a===1){for(var s=0;s0){if(n.hasDBEventListener(y.EventObject.COMPLETE)){h=y.BaseObject.borrowObject(y.EventObject);h.type=y.EventObject.COMPLETE;h.armature=this._armature;h.animationState=this._animationState}}}if(this._frameCount>1){var u=this._timelineData;var f=Math.floor(this.currentTime*this._frameRate);var _=this._frameIndices[u.frameIndicesOffset+f];if(this._frameIndex!==_){var m=this._frameIndex;this._frameIndex=_;if(this._timelineArray!==null){this._frameOffset=this._animationData.frameOffset+this._timelineArray[u.offset+5+this._frameIndex];if(o){if(m<0){var p=Math.floor(r*this._frameRate);m=this._frameIndices[u.frameIndicesOffset+p];if(this.currentPlayTimes===a){if(m===_){m=-1}}}while(m>=0){var c=this._animationData.frameOffset+this._timelineArray[u.offset+5+m];var d=this._frameArray[c]/this._frameRate;if(this._position<=d&&d<=this._position+this._duration){this._onCrossFrame(m)}if(l!==null&&m===0){this._armature._dragonBones.bufferEvent(l);l=null}if(m>0){m--}else{m=this._frameCount-1}if(m===_){break}}}else{if(m<0){var p=Math.floor(r*this._frameRate);m=this._frameIndices[u.frameIndicesOffset+p];var c=this._animationData.frameOffset+this._timelineArray[u.offset+5+m];var d=this._frameArray[c]/this._frameRate;if(this.currentPlayTimes===a){if(r<=d){if(m>0){m--}else{m=this._frameCount-1}}else if(m===_){m=-1}}}while(m>=0){if(m=0){var t=this._frameArray[this._frameOffset+1];if(t>0){this._armature._sortZOrder(this._frameArray,this._frameOffset+2)}else{this._armature._sortZOrder(null,0)}}};e.prototype._onUpdateFrame=function(){};return e}(y.TimelineState);y.ZOrderTimelineState=e;var a=function(r){__extends(t,r);function t(){return r!==null&&r.apply(this,arguments)||this}t.toString=function(){return"[class dragonBones.BoneAllTimelineState]"};t.prototype._onArriveAtFrame=function(){r.prototype._onArriveAtFrame.call(this);if(this._isTween&&this._frameIndex===this._frameCount-1){this._rd[2]=y.Transform.normalizeRadian(this._rd[2]);this._rd[3]=y.Transform.normalizeRadian(this._rd[3])}if(this._timelineData===null){this._rd[4]=1;this._rd[5]=1}};t.prototype.init=function(t,e,a){r.prototype.init.call(this,t,e,a);this._valueOffset=this._animationData.frameFloatOffset;this._valueCount=6;this._valueArray=this._animationData.parent.parent.frameFloatArray};t.prototype.fadeOut=function(){this.dirty=false;this._rd[2]=y.Transform.normalizeRadian(this._rd[2]);this._rd[3]=y.Transform.normalizeRadian(this._rd[3])};t.prototype.blend=function(t){var e=this._armature.armatureData.scale;var a=this._rd;var r=this.target;var i=r.target;var n=r.blendWeight;var s=i.animationPose;if(r.dirty>1){s.x+=a[0]*n*e;s.y+=a[1]*n*e;s.rotation+=a[2]*n;s.skew+=a[3]*n;s.scaleX+=(a[4]-1)*n;s.scaleY+=(a[5]-1)*n}else{s.x=a[0]*n*e;s.y=a[1]*n*e;s.rotation=a[2]*n;s.skew=a[3]*n;s.scaleX=(a[4]-1)*n+1;s.scaleY=(a[5]-1)*n+1}if(t||this.dirty){this.dirty=false;i._transformDirty=true}};return t}(y.MutilpleValueTimelineState);y.BoneAllTimelineState=a;var r=function(r){__extends(t,r);function t(){return r!==null&&r.apply(this,arguments)||this}t.toString=function(){return"[class dragonBones.BoneTranslateTimelineState]"};t.prototype.init=function(t,e,a){r.prototype.init.call(this,t,e,a);this._valueOffset=this._animationData.frameFloatOffset;this._valueScale=this._armature.armatureData.scale;this._valueArray=this._animationData.parent.parent.frameFloatArray};t.prototype.blend=function(t){var e=this.target;var a=e.target;var r=e.blendWeight;var i=a.animationPose;if(e.dirty>1){i.x+=this._resultA*r;i.y+=this._resultB*r}else if(r!==1){i.x=this._resultA*r;i.y=this._resultB*r}else{i.x=this._resultA;i.y=this._resultB}if(t||this.dirty){this.dirty=false;a._transformDirty=true}};return t}(y.DoubleValueTimelineState);y.BoneTranslateTimelineState=r;var i=function(r){__extends(t,r);function t(){return r!==null&&r.apply(this,arguments)||this}t.toString=function(){return"[class dragonBones.BoneRotateTimelineState]"};t.prototype._onArriveAtFrame=function(){r.prototype._onArriveAtFrame.call(this);if(this._isTween&&this._frameIndex===this._frameCount-1){this._differenceA=y.Transform.normalizeRadian(this._differenceA);this._differenceB=y.Transform.normalizeRadian(this._differenceB)}};t.prototype.init=function(t,e,a){r.prototype.init.call(this,t,e,a);this._valueOffset=this._animationData.frameFloatOffset;this._valueArray=this._animationData.parent.parent.frameFloatArray};t.prototype.fadeOut=function(){this.dirty=false;this._resultA=y.Transform.normalizeRadian(this._resultA);this._resultB=y.Transform.normalizeRadian(this._resultB)};t.prototype.blend=function(t){var e=this.target;var a=e.target;var r=e.blendWeight;var i=a.animationPose;if(e.dirty>1){i.rotation+=this._resultA*r;i.skew+=this._resultB*r}else if(r!==1){i.rotation=this._resultA*r;i.skew=this._resultB*r}else{i.rotation=this._resultA;i.skew=this._resultB}if(t||this.dirty){this.dirty=false;a._transformDirty=true}};return t}(y.DoubleValueTimelineState);y.BoneRotateTimelineState=i;var n=function(r){__extends(t,r);function t(){return r!==null&&r.apply(this,arguments)||this}t.toString=function(){return"[class dragonBones.BoneScaleTimelineState]"};t.prototype._onArriveAtFrame=function(){r.prototype._onArriveAtFrame.call(this);if(this._timelineData===null){this._resultA=1;this._resultB=1}};t.prototype.init=function(t,e,a){r.prototype.init.call(this,t,e,a);this._valueOffset=this._animationData.frameFloatOffset;this._valueArray=this._animationData.parent.parent.frameFloatArray};t.prototype.blend=function(t){var e=this.target;var a=e.target;var r=e.blendWeight;var i=a.animationPose;if(e.dirty>1){i.scaleX+=(this._resultA-1)*r;i.scaleY+=(this._resultB-1)*r}else if(r!==1){i.scaleX=(this._resultA-1)*r+1;i.scaleY=(this._resultB-1)*r+1}else{i.scaleX=this._resultA;i.scaleY=this._resultB}if(t||this.dirty){this.dirty=false;a._transformDirty=true}};return t}(y.DoubleValueTimelineState);y.BoneScaleTimelineState=n;var s=function(s){__extends(t,s);function t(){return s!==null&&s.apply(this,arguments)||this}t.toString=function(){return"[class dragonBones.SurfaceTimelineState]"};t.prototype._onClear=function(){s.prototype._onClear.call(this);this._deformCount=0;this._deformOffset=0;this._sameValueOffset=0};t.prototype.init=function(t,e,a){s.prototype.init.call(this,t,e,a);if(this._timelineData!==null){var r=this._animationData.parent.parent;var i=r.frameIntArray;var n=this._animationData.frameIntOffset+this._timelineArray[this._timelineData.offset+3];this._valueOffset=this._animationData.frameFloatOffset;this._valueCount=i[n+2];this._deformCount=i[n+1];this._deformOffset=i[n+3];this._sameValueOffset=i[n+4]+this._animationData.frameFloatOffset;this._valueScale=this._armature.armatureData.scale;this._valueArray=r.frameFloatArray;this._rd.length=this._valueCount*2}else{this._deformCount=this.target.target._deformVertices.length}};t.prototype.blend=function(t){var e=this.target;var a=e.target;var r=e.blendWeight;var i=a._deformVertices;var n=this._valueArray;if(n!==null){var s=this._valueCount;var o=this._deformOffset;var l=this._sameValueOffset;var h=this._rd;for(var u=0;u1){i[u]+=f*r}else{i[u]=f*r}}}else if(e.dirty===1){for(var u=0;u1){a._alpha+=this._result*r;if(a._alpha>1){a._alpha=1}}else{a._alpha=this._result*r}if(t||this.dirty){this.dirty=false;this._armature._alphaDirty=true}};return t}(y.SingleValueTimelineState);y.AlphaTimelineState=o;var l=function(t){__extends(e,t);function e(){return t!==null&&t.apply(this,arguments)||this}e.toString=function(){return"[class dragonBones.SlotDisplayTimelineState]"};e.prototype._onArriveAtFrame=function(){if(this.playState>=0){var t=this.target;var e=this._timelineData!==null?this._frameArray[this._frameOffset+1]:t._slotData.displayIndex;if(t.displayIndex!==e){t._setDisplayIndex(e,true)}}};e.prototype._onUpdateFrame=function(){};return e}(y.TimelineState);y.SlotDisplayTimelineState=l;var h=function(o){__extends(t,o);function t(){var t=o!==null&&o.apply(this,arguments)||this;t._current=[0,0,0,0,0,0,0,0];t._difference=[0,0,0,0,0,0,0,0];t._result=[0,0,0,0,0,0,0,0];return t}t.toString=function(){return"[class dragonBones.SlotColorTimelineState]"};t.prototype._onArriveAtFrame=function(){o.prototype._onArriveAtFrame.call(this);if(this._timelineData!==null){var t=this._animationData.parent.parent;var e=t.colorArray;var a=t.frameIntArray;var r=this._animationData.frameIntOffset+this._frameValueOffset+this._frameIndex;var i=a[r];if(i<0){i+=65536}if(this._isTween){this._current[0]=e[i++];this._current[1]=e[i++];this._current[2]=e[i++];this._current[3]=e[i++];this._current[4]=e[i++];this._current[5]=e[i++];this._current[6]=e[i++];this._current[7]=e[i++];if(this._frameIndex===this._frameCount-1){i=a[this._animationData.frameIntOffset+this._frameValueOffset]}else{i=a[r+1]}if(i<0){i+=65536}this._difference[0]=e[i++]-this._current[0];this._difference[1]=e[i++]-this._current[1];this._difference[2]=e[i++]-this._current[2];this._difference[3]=e[i++]-this._current[3];this._difference[4]=e[i++]-this._current[4];this._difference[5]=e[i++]-this._current[5];this._difference[6]=e[i++]-this._current[6];this._difference[7]=e[i++]-this._current[7]}else{this._result[0]=e[i++]*.01;this._result[1]=e[i++]*.01;this._result[2]=e[i++]*.01;this._result[3]=e[i++]*.01;this._result[4]=e[i++];this._result[5]=e[i++];this._result[6]=e[i++];this._result[7]=e[i++]}}else{var n=this.target;var s=n.slotData.color;this._result[0]=s.alphaMultiplier;this._result[1]=s.redMultiplier;this._result[2]=s.greenMultiplier;this._result[3]=s.blueMultiplier;this._result[4]=s.alphaOffset;this._result[5]=s.redOffset;this._result[6]=s.greenOffset;this._result[7]=s.blueOffset}};t.prototype._onUpdateFrame=function(){o.prototype._onUpdateFrame.call(this);if(this._isTween){this._result[0]=(this._current[0]+this._difference[0]*this._tweenProgress)*.01;this._result[1]=(this._current[1]+this._difference[1]*this._tweenProgress)*.01;this._result[2]=(this._current[2]+this._difference[2]*this._tweenProgress)*.01;this._result[3]=(this._current[3]+this._difference[3]*this._tweenProgress)*.01;this._result[4]=this._current[4]+this._difference[4]*this._tweenProgress;this._result[5]=this._current[5]+this._difference[5]*this._tweenProgress;this._result[6]=this._current[6]+this._difference[6]*this._tweenProgress;this._result[7]=this._current[7]+this._difference[7]*this._tweenProgress}};t.prototype.fadeOut=function(){this._isTween=false};t.prototype.update=function(t){o.prototype.update.call(this,t);if(this._isTween||this.dirty){var e=this.target;var a=e._colorTransform;if(this._animationState._fadeState!==0||this._animationState._subFadeState!==0){if(a.alphaMultiplier!==this._result[0]||a.redMultiplier!==this._result[1]||a.greenMultiplier!==this._result[2]||a.blueMultiplier!==this._result[3]||a.alphaOffset!==this._result[4]||a.redOffset!==this._result[5]||a.greenOffset!==this._result[6]||a.blueOffset!==this._result[7]){var r=Math.pow(this._animationState._fadeProgress,4);a.alphaMultiplier+=(this._result[0]-a.alphaMultiplier)*r;a.redMultiplier+=(this._result[1]-a.redMultiplier)*r;a.greenMultiplier+=(this._result[2]-a.greenMultiplier)*r;a.blueMultiplier+=(this._result[3]-a.blueMultiplier)*r;a.alphaOffset+=(this._result[4]-a.alphaOffset)*r;a.redOffset+=(this._result[5]-a.redOffset)*r;a.greenOffset+=(this._result[6]-a.greenOffset)*r;a.blueOffset+=(this._result[7]-a.blueOffset)*r;e._colorDirty=true}}else if(this.dirty){this.dirty=false;if(a.alphaMultiplier!==this._result[0]||a.redMultiplier!==this._result[1]||a.greenMultiplier!==this._result[2]||a.blueMultiplier!==this._result[3]||a.alphaOffset!==this._result[4]||a.redOffset!==this._result[5]||a.greenOffset!==this._result[6]||a.blueOffset!==this._result[7]){a.alphaMultiplier=this._result[0];a.redMultiplier=this._result[1];a.greenMultiplier=this._result[2];a.blueMultiplier=this._result[3];a.alphaOffset=this._result[4];a.redOffset=this._result[5];a.greenOffset=this._result[6];a.blueOffset=this._result[7];e._colorDirty=true}}}};return t}(y.TweenTimelineState);y.SlotColorTimelineState=h;var u=function(r){__extends(t,r);function t(){return r!==null&&r.apply(this,arguments)||this}t.toString=function(){return"[class dragonBones.SlotZIndexTimelineState]"};t.prototype._onArriveAtFrame=function(){r.prototype._onArriveAtFrame.call(this);if(this._timelineData===null){var t=this.target;var e=t.target;this._result=e.slotData.zIndex}};t.prototype.init=function(t,e,a){r.prototype.init.call(this,t,e,a);this._valueOffset=this._animationData.frameIntOffset;this._valueArray=this._animationData.parent.parent.frameIntArray};t.prototype.blend=function(t){var e=this.target;var a=e.target;var r=e.blendWeight;if(e.dirty>1){a._zIndex+=this._result*r}else{a._zIndex=this._result*r}if(t||this.dirty){this.dirty=false;this._armature._zIndexDirty=true}};return t}(y.SingleValueTimelineState);y.SlotZIndexTimelineState=u;var f=function(f){__extends(t,f);function t(){return f!==null&&f.apply(this,arguments)||this}t.toString=function(){return"[class dragonBones.DeformTimelineState]"};t.prototype._onClear=function(){f.prototype._onClear.call(this);this.geometryOffset=0;this.displayFrame=null;this._deformCount=0;this._deformOffset=0;this._sameValueOffset=0};t.prototype.init=function(t,e,a){f.prototype.init.call(this,t,e,a);if(this._timelineData!==null){var r=this._animationData.frameIntOffset+this._timelineArray[this._timelineData.offset+3];var i=this._animationData.parent.parent;var n=i.frameIntArray;var s=this.target.target;this.geometryOffset=n[r+0];if(this.geometryOffset<0){this.geometryOffset+=65536}for(var o=0,l=s.displayFrameCount;o1){i[u]+=f*r}else{i[u]=f*r}}}else if(e.dirty===1){for(var u=0;u0;t._weight=this._currentB}else{var e=t._constraintData;t._bendPositive=e.bendPositive;t._weight=e.weight}t.invalidUpdate();this.dirty=false};t.prototype.init=function(t,e,a){r.prototype.init.call(this,t,e,a);this._valueOffset=this._animationData.frameIntOffset;this._valueScale=.01;this._valueArray=this._animationData.parent.parent.frameIntArray};return t}(y.DoubleValueTimelineState);y.IKConstraintTimelineState=_;var m=function(r){__extends(t,r);function t(){return r!==null&&r.apply(this,arguments)||this}t.toString=function(){return"[class dragonBones.AnimationProgressTimelineState]"};t.prototype._onUpdateFrame=function(){r.prototype._onUpdateFrame.call(this);var t=this.target;if(t._parent!==null){t.currentTime=this._result*t.totalTime}this.dirty=false};t.prototype.init=function(t,e,a){r.prototype.init.call(this,t,e,a);this._valueOffset=this._animationData.frameIntOffset;this._valueScale=1e-4;this._valueArray=this._animationData.parent.parent.frameIntArray};return t}(y.SingleValueTimelineState);y.AnimationProgressTimelineState=m;var p=function(r){__extends(t,r);function t(){return r!==null&&r.apply(this,arguments)||this}t.toString=function(){return"[class dragonBones.AnimationWeightTimelineState]"};t.prototype._onUpdateFrame=function(){r.prototype._onUpdateFrame.call(this);var t=this.target;if(t._parent!==null){t.weight=this._result}this.dirty=false};t.prototype.init=function(t,e,a){r.prototype.init.call(this,t,e,a);this._valueOffset=this._animationData.frameIntOffset;this._valueScale=1e-4;this._valueArray=this._animationData.parent.parent.frameIntArray};return t}(y.SingleValueTimelineState);y.AnimationWeightTimelineState=p;var c=function(r){__extends(t,r);function t(){return r!==null&&r.apply(this,arguments)||this}t.toString=function(){return"[class dragonBones.AnimationParametersTimelineState]"};t.prototype._onUpdateFrame=function(){r.prototype._onUpdateFrame.call(this);var t=this.target;if(t._parent!==null){t.parameterX=this._resultA;t.parameterY=this._resultB}this.dirty=false};t.prototype.init=function(t,e,a){r.prototype.init.call(this,t,e,a);this._valueOffset=this._animationData.frameIntOffset;this._valueScale=1e-4;this._valueArray=this._animationData.parent.parent.frameIntArray};return t}(y.DoubleValueTimelineState);y.AnimationParametersTimelineState=c})(dragonBones||(dragonBones={}));var dragonBones;(function(t){var e=function(t){__extends(r,t);function r(){return t!==null&&t.apply(this,arguments)||this}r.actionDataToInstance=function(t,e,a){if(t.type===0){e.type=r.FRAME_EVENT}else{e.type=t.type===10?r.FRAME_EVENT:r.SOUND_EVENT}e.name=t.name;e.armature=a;e.actionData=t;e.data=t.data;if(t.bone!==null){e.bone=a.getBone(t.bone.name)}if(t.slot!==null){e.slot=a.getSlot(t.slot.name)}};r.toString=function(){return"[class dragonBones.EventObject]"};r.prototype._onClear=function(){this.time=0;this.type="";this.name="";this.armature=null;this.bone=null;this.slot=null;this.animationState=null;this.actionData=null;this.data=null};r.START="start";r.LOOP_COMPLETE="loopComplete";r.COMPLETE="complete";r.FADE_IN="fadeIn";r.FADE_IN_COMPLETE="fadeInComplete";r.FADE_OUT="fadeOut";r.FADE_OUT_COMPLETE="fadeOutComplete";r.FRAME_EVENT="frameEvent";r.SOUND_EVENT="soundEvent";return r}(t.BaseObject);t.EventObject=e})(dragonBones||(dragonBones={}));var dragonBones;(function(t){var e=function(){function t(){}t._getArmatureType=function(t){switch(t.toLowerCase()){case"stage":return 2;case"armature":return 0;case"movieclip":return 1;default:return 0}};t._getBoneType=function(t){switch(t.toLowerCase()){case"bone":return 0;case"surface":return 1;default:return 0}};t._getPositionMode=function(t){switch(t.toLocaleLowerCase()){case"percent":return 1;case"fixed":return 0;default:return 1}};t._getSpacingMode=function(t){switch(t.toLocaleLowerCase()){case"length":return 0;case"percent":return 2;case"fixed":return 1;default:return 0}};t._getRotateMode=function(t){switch(t.toLocaleLowerCase()){case"tangent":return 0;case"chain":return 1;case"chainscale":return 2;default:return 0}};t._getDisplayType=function(t){switch(t.toLowerCase()){case"image":return 0;case"mesh":return 2;case"armature":return 1;case"boundingbox":return 3;case"path":return 4;default:return 0}};t._getBoundingBoxType=function(t){switch(t.toLowerCase()){case"rectangle":return 0;case"ellipse":return 1;case"polygon":return 2;default:return 0}};t._getBlendMode=function(t){switch(t.toLowerCase()){case"normal":return 0;case"add":return 1;case"alpha":return 2;case"darken":return 3;case"difference":return 4;case"erase":return 5;case"hardlight":return 6;case"invert":return 7;case"layer":return 8;case"lighten":return 9;case"multiply":return 10;case"overlay":return 11;case"screen":return 12;case"subtract":return 13;default:return 0}};t._getAnimationBlendType=function(t){switch(t.toLowerCase()){case"none":return 0;case"1d":return 1;default:return 0}};t._getActionType=function(t){switch(t.toLowerCase()){case"play":return 0;case"frame":return 10;case"sound":return 11;default:return 0}};t.DATA_VERSION_2_3="2.3";t.DATA_VERSION_3_0="3.0";t.DATA_VERSION_4_0="4.0";t.DATA_VERSION_4_5="4.5";t.DATA_VERSION_5_0="5.0";t.DATA_VERSION_5_5="5.5";t.DATA_VERSION_5_6="5.6";t.DATA_VERSION=t.DATA_VERSION_5_6;t.DATA_VERSIONS=[t.DATA_VERSION_4_0,t.DATA_VERSION_4_5,t.DATA_VERSION_5_0,t.DATA_VERSION_5_5,t.DATA_VERSION_5_6];t.TEXTURE_ATLAS="textureAtlas";t.SUB_TEXTURE="SubTexture";t.FORMAT="format";t.IMAGE_PATH="imagePath";t.WIDTH="width";t.HEIGHT="height";t.ROTATED="rotated";t.FRAME_X="frameX";t.FRAME_Y="frameY";t.FRAME_WIDTH="frameWidth";t.FRAME_HEIGHT="frameHeight";t.DRADON_BONES="dragonBones";t.USER_DATA="userData";t.ARMATURE="armature";t.CANVAS="canvas";t.BONE="bone";t.SURFACE="surface";t.SLOT="slot";t.CONSTRAINT="constraint";t.SKIN="skin";t.DISPLAY="display";t.FRAME="frame";t.IK="ik";t.PATH_CONSTRAINT="path";t.ANIMATION="animation";t.TIMELINE="timeline";t.FFD="ffd";t.TRANSLATE_FRAME="translateFrame";t.ROTATE_FRAME="rotateFrame";t.SCALE_FRAME="scaleFrame";t.DISPLAY_FRAME="displayFrame";t.COLOR_FRAME="colorFrame";t.DEFAULT_ACTIONS="defaultActions";t.ACTIONS="actions";t.EVENTS="events";t.INTS="ints";t.FLOATS="floats";t.STRINGS="strings";t.TRANSFORM="transform";t.PIVOT="pivot";t.AABB="aabb";t.COLOR="color";t.VERSION="version";t.COMPATIBLE_VERSION="compatibleVersion";t.FRAME_RATE="frameRate";t.TYPE="type";t.SUB_TYPE="subType";t.NAME="name";t.PARENT="parent";t.TARGET="target";t.STAGE="stage";t.SHARE="share";t.PATH="path";t.LENGTH="length";t.DISPLAY_INDEX="displayIndex";t.Z_ORDER="zOrder";t.Z_INDEX="zIndex";t.BLEND_MODE="blendMode";t.INHERIT_TRANSLATION="inheritTranslation";t.INHERIT_ROTATION="inheritRotation";t.INHERIT_SCALE="inheritScale";t.INHERIT_REFLECTION="inheritReflection";t.INHERIT_ANIMATION="inheritAnimation";t.INHERIT_DEFORM="inheritDeform";t.SEGMENT_X="segmentX";t.SEGMENT_Y="segmentY";t.BEND_POSITIVE="bendPositive";t.CHAIN="chain";t.WEIGHT="weight";t.BLEND_TYPE="blendType";t.FADE_IN_TIME="fadeInTime";t.PLAY_TIMES="playTimes";t.SCALE="scale";t.OFFSET="offset";t.POSITION="position";t.DURATION="duration";t.TWEEN_EASING="tweenEasing";t.TWEEN_ROTATE="tweenRotate";t.TWEEN_SCALE="tweenScale";t.CLOCK_WISE="clockwise";t.CURVE="curve";t.SOUND="sound";t.EVENT="event";t.ACTION="action";t.X="x";t.Y="y";t.SKEW_X="skX";t.SKEW_Y="skY";t.SCALE_X="scX";t.SCALE_Y="scY";t.VALUE="value";t.ROTATE="rotate";t.SKEW="skew";t.ALPHA="alpha";t.ALPHA_OFFSET="aO";t.RED_OFFSET="rO";t.GREEN_OFFSET="gO";t.BLUE_OFFSET="bO";t.ALPHA_MULTIPLIER="aM";t.RED_MULTIPLIER="rM";t.GREEN_MULTIPLIER="gM";t.BLUE_MULTIPLIER="bM";t.UVS="uvs";t.VERTICES="vertices";t.TRIANGLES="triangles";t.WEIGHTS="weights";t.SLOT_POSE="slotPose";t.BONE_POSE="bonePose";t.BONES="bones";t.POSITION_MODE="positionMode";t.SPACING_MODE="spacingMode";t.ROTATE_MODE="rotateMode";t.SPACING="spacing";t.ROTATE_OFFSET="rotateOffset";t.ROTATE_MIX="rotateMix";t.TRANSLATE_MIX="translateMix";t.TARGET_DISPLAY="targetDisplay";t.CLOSED="closed";t.CONSTANT_SPEED="constantSpeed";t.VERTEX_COUNT="vertexCount";t.LENGTHS="lengths";t.GOTO_AND_PLAY="gotoAndPlay";t.DEFAULT_NAME="default";return t}();t.DataParser=e})(dragonBones||(dragonBones={}));var dragonBones;(function(tt){var t=function(e){__extends($,e);function $(){var t=e!==null&&e.apply(this,arguments)||this;t._rawTextureAtlasIndex=0;t._rawBones=[];t._data=null;t._armature=null;t._bone=null;t._geometry=null;t._slot=null;t._skin=null;t._mesh=null;t._animation=null;t._timeline=null;t._rawTextureAtlases=null;t._frameValueType=0;t._defaultColorOffset=-1;t._prevClockwise=0;t._prevRotation=0;t._frameDefaultValue=0;t._frameValueScale=1;t._helpMatrixA=new tt.Matrix;t._helpMatrixB=new tt.Matrix;t._helpTransform=new tt.Transform;t._helpColorTransform=new tt.ColorTransform;t._helpPoint=new tt.Point;t._helpArray=[];t._intArray=[];t._floatArray=[];t._frameIntArray=[];t._frameFloatArray=[];t._frameArray=[];t._timelineArray=[];t._colorArray=[];t._cacheRawMeshes=[];t._cacheMeshes=[];t._actionFrames=[];t._weightSlotPose={};t._weightBonePoses={};t._cacheBones={};t._slotChildActions={};return t}$._getBoolean=function(t,e,a){if(e in t){var r=t[e];var i=typeof r;if(i==="boolean"){return r}else if(i==="string"){switch(r){case"0":case"NaN":case"":case"false":case"null":case"undefined":return false;default:return true}}else{return!!r}}return a};$._getNumber=function(t,e,a){if(e in t){var r=t[e];if(r===null||r==="NaN"){return a}return+r||0}return a};$._getString=function(t,e,a){if(e in t){var r=t[e];var i=typeof r;if(i==="string"){return r}return String(r)}return a};$.prototype._getCurvePoint=function(t,e,a,r,i,n,s,o,l,h){var u=1-l;var f=u*u;var _=l*l;var m=u*f;var p=3*l*f;var c=3*u*_;var d=l*_;h.x=m*t+p*a+c*i+d*s;h.y=m*e+p*r+c*n+d*o};$.prototype._samplingEasingCurve=function(t,e){var a=t.length;if(a%3===1){var r=-2;for(var i=0,n=e.length;i=0&&r+61e-4){var v=(y+d)*.5;this._getCurvePoint(l,h,u,f,_,m,p,c,v,this._helpPoint);if(s-this._helpPoint.x>0){d=v}else{y=v}}e[i]=this._helpPoint.y}return true}else{var r=0;for(var i=0,n=e.length;i1e-4){var v=(y+d)*.5;this._getCurvePoint(l,h,u,f,_,m,p,c,v,this._helpPoint);if(s-this._helpPoint.x>0){d=v}else{y=v}}e[i]=this._helpPoint.y}return false}};$.prototype._parseActionDataInFrame=function(t,e,a,r){if(tt.DataParser.EVENT in t){this._mergeActionFrame(t[tt.DataParser.EVENT],e,10,a,r)}if(tt.DataParser.SOUND in t){this._mergeActionFrame(t[tt.DataParser.SOUND],e,11,a,r)}if(tt.DataParser.ACTION in t){this._mergeActionFrame(t[tt.DataParser.ACTION],e,0,a,r)}if(tt.DataParser.EVENTS in t){this._mergeActionFrame(t[tt.DataParser.EVENTS],e,10,a,r)}if(tt.DataParser.ACTIONS in t){this._mergeActionFrame(t[tt.DataParser.ACTIONS],e,0,a,r)}};$.prototype._mergeActionFrame=function(t,e,a,r,i){var n=this._armature.actions.length;var s=this._parseActionData(t,a,r,i);var o=0;var l=null;for(var h=0,u=s;he){break}o++}if(l===null){l=new D;l.frameStart=e;this._actionFrames.splice(o,0,l)}for(var c=0;c0){var _=a.getBone(u);if(_!==null){f.parent=_}else{if(!(u in this._cacheBones)){this._cacheBones[u]=[]}this._cacheBones[u].push(f)}}if(f.name in this._cacheBones){for(var m=0,p=this._cacheBones[f.name];m0&&e.parent!==null){i.root=e.parent;i.bone=e}else{i.root=e;i.bone=null}return i};$.prototype._parsePathConstraint=function(t){var e=this._armature.getSlot($._getString(t,tt.DataParser.TARGET,""));if(e===null){return null}var a=this._armature.defaultSkin;if(a===null){return null}var r=a.getDisplay(e.name,$._getString(t,tt.DataParser.TARGET_DISPLAY,e.name));if(r===null||!(r instanceof tt.PathDisplayData)){return null}var i=t[tt.DataParser.BONES];if(i===null||i.length===0){return null}var n=tt.BaseObject.borrowObject(tt.PathConstraintData);n.name=$._getString(t,tt.DataParser.NAME,"");n.type=1;n.pathSlot=e;n.pathDisplayData=r;n.target=e.parent;n.positionMode=tt.DataParser._getPositionMode($._getString(t,tt.DataParser.POSITION_MODE,""));n.spacingMode=tt.DataParser._getSpacingMode($._getString(t,tt.DataParser.SPACING_MODE,""));n.rotateMode=tt.DataParser._getRotateMode($._getString(t,tt.DataParser.ROTATE_MODE,""));n.position=$._getNumber(t,tt.DataParser.POSITION,0);n.spacing=$._getNumber(t,tt.DataParser.SPACING,0);n.rotateOffset=$._getNumber(t,tt.DataParser.ROTATE_OFFSET,0);n.rotateMix=$._getNumber(t,tt.DataParser.ROTATE_MIX,1);n.translateMix=$._getNumber(t,tt.DataParser.TRANSLATE_MIX,1);for(var s=0,o=i;s0?a:e;this._parsePivot(t,n);break}case 1:{var s=i=tt.BaseObject.borrowObject(tt.ArmatureDisplayData);s.name=e;s.path=a.length>0?a:e;s.inheritAnimation=true;if(tt.DataParser.ACTIONS in t){var o=this._parseActionData(t[tt.DataParser.ACTIONS],0,null,null);for(var l=0,h=o;l0?a:e;if(tt.DataParser.SHARE in t){p.geometry.data=this._data;this._cacheRawMeshes.push(t);this._cacheMeshes.push(p)}else{this._parseMesh(t,p)}break}case 3:{var c=this._parseBoundingBox(t);if(c!==null){var d=i=tt.BaseObject.borrowObject(tt.BoundingBoxDisplayData);d.name=e;d.path=a.length>0?a:e;d.boundingBox=c}break}case 4:{var y=t[tt.DataParser.LENGTHS];var v=i=tt.BaseObject.borrowObject(tt.PathDisplayData);v.closed=$._getBoolean(t,tt.DataParser.CLOSED,false);v.constantSpeed=$._getBoolean(t,tt.DataParser.CONSTANT_SPEED,false);v.name=e;v.path=a.length>0?a:e;v.curveLengths.length=y.length;for(var g=0,D=y.length;ge.width){e.width=o}if(le.height){e.height=l}}}e.width-=e.x;e.height-=e.y}else{console.warn("Data error.\n Please reexport DragonBones Data to fixed the bug.")}return e};$.prototype._parseAnimation=function(t){var e=tt.BaseObject.borrowObject(tt.AnimationData);e.blendType=tt.DataParser._getAnimationBlendType($._getString(t,tt.DataParser.BLEND_TYPE,""));e.frameCount=$._getNumber(t,tt.DataParser.DURATION,0);e.playTimes=$._getNumber(t,tt.DataParser.PLAY_TIMES,1);e.duration=e.frameCount/this._armature.frameRate;e.fadeInTime=$._getNumber(t,tt.DataParser.FADE_IN_TIME,0);e.scale=$._getNumber(t,tt.DataParser.SCALE,1);e.name=$._getString(t,tt.DataParser.NAME,tt.DataParser.DEFAULT_NAME);if(e.name.length===0){e.name=tt.DataParser.DEFAULT_NAME}e.frameIntOffset=this._frameIntArray.length;e.frameFloatOffset=this._frameFloatArray.length;e.frameOffset=this._frameArray.length;this._animation=e;if(tt.DataParser.FRAME in t){var a=t[tt.DataParser.FRAME];var r=a.length;if(r>0){for(var i=0,n=0;i0){this._animation.actionTimeline=this._parseTimeline(null,this._actionFrames,"",0,0,0,this._parseActionFrame);this._actionFrames.length=0}if(tt.DataParser.TIMELINE in t){var o=t[tt.DataParser.TIMELINE];for(var A=0,P=o;A0&&a in t){e=t[a]}if(e===null){return null}var l=e.length;if(l===0){return null}var h=this._frameIntArray.length;var u=this._frameFloatArray.length;var f=this._timelineArray.length;if(o===null){o=tt.BaseObject.borrowObject(tt.TimelineData)}o.type=r;o.offset=f;this._frameValueType=i;this._timeline=o;this._timelineArray.length+=1+1+1+1+1+l;if(t!==null){this._timelineArray[f+0]=Math.round($._getNumber(t,tt.DataParser.SCALE,1)*100);this._timelineArray[f+1]=Math.round($._getNumber(t,tt.DataParser.OFFSET,0)*100)}else{this._timelineArray[f+0]=100;this._timelineArray[f+1]=0}this._timelineArray[f+2]=l;this._timelineArray[f+3]=n;switch(this._frameValueType){case 0:this._timelineArray[f+4]=0;break;case 1:this._timelineArray[f+4]=h-this._animation.frameIntOffset;break;case 2:this._timelineArray[f+4]=u-this._animation.frameFloatOffset;break}if(l===1){o.frameIndicesOffset=-1;this._timelineArray[f+5+0]=s.call(this,e[0],0,0)-this._animation.frameOffset}else{var _=this._animation.frameCount+1;var m=this._data.frameIndices;var p=m.length;m.length+=_;o.frameIndicesOffset=p;for(var c=0,d=0,y=0,v=0;c<_;++c){if(y+v<=c&&d0){if(tt.DataParser.CURVE in t){var i=a+1;this._helpArray.length=i;var n=this._samplingEasingCurve(t[tt.DataParser.CURVE],this._helpArray);this._frameArray.length+=1+1+this._helpArray.length;this._frameArray[r+1]=2;this._frameArray[r+2]=n?i:-i;for(var s=0;s0){var n=this._armature.sortedSlots.length;var s=new Array(n-i.length/2);var o=new Array(n);for(var l=0;l0?r>=this._prevRotation:r<=this._prevRotation){this._prevClockwise=this._prevClockwise>0?this._prevClockwise-1:this._prevClockwise+1}r=this._prevRotation+r-this._prevRotation+tt.Transform.PI_D*this._prevClockwise}}this._prevClockwise=$._getNumber(t,tt.DataParser.TWEEN_ROTATE,0);this._prevRotation=r;var i=this._parseTweenFrame(t,e,a);var n=this._frameFloatArray.length;this._frameFloatArray.length+=6;this._frameFloatArray[n++]=this._helpTransform.x;this._frameFloatArray[n++]=this._helpTransform.y;this._frameFloatArray[n++]=r;this._frameFloatArray[n++]=this._helpTransform.skew;this._frameFloatArray[n++]=this._helpTransform.scaleX;this._frameFloatArray[n++]=this._helpTransform.scaleY;this._parseActionDataInFrame(t,e,this._bone,this._slot);return i};$.prototype._parseBoneTranslateFrame=function(t,e,a){var r=this._parseTweenFrame(t,e,a);var i=this._frameFloatArray.length;this._frameFloatArray.length+=2;this._frameFloatArray[i++]=$._getNumber(t,tt.DataParser.X,0);this._frameFloatArray[i++]=$._getNumber(t,tt.DataParser.Y,0);return r};$.prototype._parseBoneRotateFrame=function(t,e,a){var r=$._getNumber(t,tt.DataParser.ROTATE,0)*tt.Transform.DEG_RAD;if(e!==0){if(this._prevClockwise===0){r=this._prevRotation+tt.Transform.normalizeRadian(r-this._prevRotation)}else{if(this._prevClockwise>0?r>=this._prevRotation:r<=this._prevRotation){this._prevClockwise=this._prevClockwise>0?this._prevClockwise-1:this._prevClockwise+1}r=this._prevRotation+r-this._prevRotation+tt.Transform.PI_D*this._prevClockwise}}this._prevClockwise=$._getNumber(t,tt.DataParser.CLOCK_WISE,0);this._prevRotation=r;var i=this._parseTweenFrame(t,e,a);var n=this._frameFloatArray.length;this._frameFloatArray.length+=2;this._frameFloatArray[n++]=r;this._frameFloatArray[n++]=$._getNumber(t,tt.DataParser.SKEW,0)*tt.Transform.DEG_RAD;return i};$.prototype._parseBoneScaleFrame=function(t,e,a){var r=this._parseTweenFrame(t,e,a);var i=this._frameFloatArray.length;this._frameFloatArray.length+=2;this._frameFloatArray[i++]=$._getNumber(t,tt.DataParser.X,1);this._frameFloatArray[i++]=$._getNumber(t,tt.DataParser.Y,1);return r};$.prototype._parseSlotDisplayFrame=function(t,e,a){var r=this._parseFrame(t,e,a);this._frameArray.length+=1;if(tt.DataParser.VALUE in t){this._frameArray[r+1]=$._getNumber(t,tt.DataParser.VALUE,0)}else{this._frameArray[r+1]=$._getNumber(t,tt.DataParser.DISPLAY_INDEX,0)}this._parseActionDataInFrame(t,e,this._slot.parent,this._slot);return r};$.prototype._parseSlotColorFrame=function(t,e,a){var r=this._parseTweenFrame(t,e,a);var i=-1;if(tt.DataParser.VALUE in t||tt.DataParser.COLOR in t){var n=tt.DataParser.VALUE in t?t[tt.DataParser.VALUE]:t[tt.DataParser.COLOR];for(var s in n){s;this._parseColorTransform(n,this._helpColorTransform);i=this._colorArray.length;this._colorArray.length+=8;this._colorArray[i++]=Math.round(this._helpColorTransform.alphaMultiplier*100);this._colorArray[i++]=Math.round(this._helpColorTransform.redMultiplier*100);this._colorArray[i++]=Math.round(this._helpColorTransform.greenMultiplier*100);this._colorArray[i++]=Math.round(this._helpColorTransform.blueMultiplier*100);this._colorArray[i++]=Math.round(this._helpColorTransform.alphaOffset);this._colorArray[i++]=Math.round(this._helpColorTransform.redOffset);this._colorArray[i++]=Math.round(this._helpColorTransform.greenOffset);this._colorArray[i++]=Math.round(this._helpColorTransform.blueOffset);i-=8;break}}if(i<0){if(this._defaultColorOffset<0){this._defaultColorOffset=i=this._colorArray.length;this._colorArray.length+=8;this._colorArray[i++]=100;this._colorArray[i++]=100;this._colorArray[i++]=100;this._colorArray[i++]=100;this._colorArray[i++]=0;this._colorArray[i++]=0;this._colorArray[i++]=0;this._colorArray[i++]=0}i=this._defaultColorOffset}var o=this._frameIntArray.length;this._frameIntArray.length+=1;this._frameIntArray[o]=i;return r};$.prototype._parseSlotDeformFrame=function(t,e,a){var r=this._frameFloatArray.length;var i=this._parseTweenFrame(t,e,a);var n=tt.DataParser.VERTICES in t?t[tt.DataParser.VERTICES]:null;var s=$._getNumber(t,tt.DataParser.OFFSET,0);var o=this._intArray[this._mesh.geometry.offset+0];var l=this._mesh.parent.name+"_"+this._slot.name+"_"+this._mesh.name;var h=this._mesh.geometry.weight;var u=0;var f=0;var _=0;var m=0;if(h!==null){var p=this._weightSlotPose[l];this._helpMatrixA.copyFromArray(p,0);this._frameFloatArray.length+=h.count*2;_=h.offset+2+h.bones.length}else{this._frameFloatArray.length+=o*2}for(var c=0;c=n.length){u=0}else{u=n[c-s]}if(c+1=n.length){f=0}else{f=n[c+1-s]}}if(h!==null){var d=this._weightBonePoses[l];var y=this._intArray[_++];this._helpMatrixA.transformPoint(u,f,this._helpPoint,true);u=this._helpPoint.x;f=this._helpPoint.y;for(var v=0;v=n.length){h=0}else{h=n[f-s]}if(f+1=n.length){u=0}else{u=n[f+1-s]}}else{h=0;u=0}this._frameFloatArray[r+f]=h;this._frameFloatArray[r+f+1]=u}}if(e===0){var _=this._frameIntArray.length;this._frameIntArray.length+=1+1+1+1+1;this._frameIntArray[_+0]=this._geometry.offset;this._frameIntArray[_+1]=this._frameFloatArray.length-r;this._frameIntArray[_+2]=this._frameFloatArray.length-r;this._frameIntArray[_+3]=0;this._frameIntArray[_+4]=r-this._animation.frameFloatOffset;this._timelineArray[this._timeline.offset+3]=_-this._animation.frameIntOffset}return i};$.prototype._parseTransform=function(t,e,a){e.x=$._getNumber(t,tt.DataParser.X,0)*a;e.y=$._getNumber(t,tt.DataParser.Y,0)*a;if(tt.DataParser.ROTATE in t||tt.DataParser.SKEW in t){e.rotation=tt.Transform.normalizeRadian($._getNumber(t,tt.DataParser.ROTATE,0)*tt.Transform.DEG_RAD);e.skew=tt.Transform.normalizeRadian($._getNumber(t,tt.DataParser.SKEW,0)*tt.Transform.DEG_RAD)}else if(tt.DataParser.SKEW_X in t||tt.DataParser.SKEW_Y in t){e.rotation=tt.Transform.normalizeRadian($._getNumber(t,tt.DataParser.SKEW_Y,0)*tt.Transform.DEG_RAD);e.skew=tt.Transform.normalizeRadian($._getNumber(t,tt.DataParser.SKEW_X,0)*tt.Transform.DEG_RAD)-e.rotation}e.scaleX=$._getNumber(t,tt.DataParser.SCALE_X,1);e.scaleY=$._getNumber(t,tt.DataParser.SCALE_Y,1)};$.prototype._parseColorTransform=function(t,e){e.alphaMultiplier=$._getNumber(t,tt.DataParser.ALPHA_MULTIPLIER,100)*.01;e.redMultiplier=$._getNumber(t,tt.DataParser.RED_MULTIPLIER,100)*.01;e.greenMultiplier=$._getNumber(t,tt.DataParser.GREEN_MULTIPLIER,100)*.01;e.blueMultiplier=$._getNumber(t,tt.DataParser.BLUE_MULTIPLIER,100)*.01;e.alphaOffset=$._getNumber(t,tt.DataParser.ALPHA_OFFSET,0);e.redOffset=$._getNumber(t,tt.DataParser.RED_OFFSET,0);e.greenOffset=$._getNumber(t,tt.DataParser.GREEN_OFFSET,0);e.blueOffset=$._getNumber(t,tt.DataParser.BLUE_OFFSET,0)};$.prototype._parseGeometry=function(t,e){var a=t[tt.DataParser.VERTICES];var r=Math.floor(a.length/2);var i=0;var n=this._intArray.length;var s=this._floatArray.length;e.offset=n;e.data=this._data;this._intArray.length+=1+1+1+1;this._intArray[n+0]=r;this._intArray[n+2]=s;this._intArray[n+3]=-1;this._floatArray.length+=r*2;for(var o=0,l=r*2;o=0||tt.DataParser.DATA_VERSIONS.indexOf(r)>=0){var i=tt.BaseObject.borrowObject(tt.DragonBonesData);i.version=a;i.name=$._getString(t,tt.DataParser.NAME,"");i.frameRate=$._getNumber(t,tt.DataParser.FRAME_RATE,24);if(i.frameRate===0){i.frameRate=24}if(tt.DataParser.ARMATURE in t){this._data=i;this._parseArray(t);var n=t[tt.DataParser.ARMATURE];for(var s=0,o=n;s0){i.stage=i.getArmature(i.armatureNames[0])}this._data=null}if(tt.DataParser.TEXTURE_ATLAS in t){this._rawTextureAtlases=t[tt.DataParser.TEXTURE_ATLAS]}return i}else{console.assert(false,"Nonsupport data version: "+a+"\n"+"Please convert DragonBones data to support version.\n"+"Read more: https://github.com/DragonBones/Tools/")}return null};$.prototype.parseTextureAtlasData=function(t,e,a){if(a===void 0){a=1}console.assert(t!==undefined);if(t===null){if(this._rawTextureAtlases===null||this._rawTextureAtlases.length===0){return false}var r=this._rawTextureAtlases[this._rawTextureAtlasIndex++];this.parseTextureAtlasData(r,e,a);if(this._rawTextureAtlasIndex>=this._rawTextureAtlases.length){this._rawTextureAtlasIndex=0;this._rawTextureAtlases=null}return true}e.width=$._getNumber(t,tt.DataParser.WIDTH,0);e.height=$._getNumber(t,tt.DataParser.HEIGHT,0);e.scale=a===1?1/$._getNumber(t,tt.DataParser.SCALE,1):a;e.name=$._getString(t,tt.DataParser.NAME,"");e.imagePath=$._getString(t,tt.DataParser.IMAGE_PATH,"");if(tt.DataParser.SUB_TEXTURE in t){var i=t[tt.DataParser.SUB_TEXTURE];for(var n=0,s=i.length;n0&&h>0){u.frame=tt.TextureData.createRectangle();u.frame.x=$._getNumber(o,tt.DataParser.FRAME_X,0);u.frame.y=$._getNumber(o,tt.DataParser.FRAME_Y,0);u.frame.width=l;u.frame.height=h}e.addTexture(u)}}return true};$.getInstance=function(){if($._objectDataParserInstance===null){$._objectDataParserInstance=new $}return $._objectDataParserInstance};$._objectDataParserInstance=null;return $}(tt.DataParser);tt.ObjectDataParser=t;var D=function(){function t(){this.frameStart=0;this.actions=[]}return t}();tt.ActionFrame=D})(dragonBones||(dragonBones={}));var dragonBones;(function(g){var t=function(o){__extends(t,o);function t(){return o!==null&&o.apply(this,arguments)||this}t.prototype._inRange=function(t,e,a){return e<=t&&t<=a};t.prototype._decodeUTF8=function(t){var e=-1;var a=-1;var r=65533;var i=0;var n="";var s;var o=0;var l=0;var h=0;var u=0;while(t.length>i){var f=t[i++];if(f===e){if(l!==0){s=r}else{s=a}}else{if(l===0){if(this._inRange(f,0,127)){s=f}else{if(this._inRange(f,194,223)){l=1;u=128;o=f-192}else if(this._inRange(f,224,239)){l=2;u=2048;o=f-224}else if(this._inRange(f,240,244)){l=3;u=65536;o=f-240}else{}o=o*Math.pow(64,l);s=null}}else if(!this._inRange(f,128,191)){o=0;l=0;h=0;u=0;i--;s=f}else{h+=1;o=o+(f-128)*Math.pow(64,l-h);if(h!==l){s=null}else{var _=o;var m=u;o=0;l=0;h=0;u=0;if(this._inRange(_,m,1114111)&&!this._inRange(_,55296,57343)){s=_}else{s=f}}}}if(s!==null&&s!==a){if(s<=65535){if(s>0)n+=String.fromCharCode(s)}else{s-=65536;n+=String.fromCharCode(55296+(s>>10&1023));n+=String.fromCharCode(56320+(s&1023))}}}return n};t.prototype._parseBinaryTimeline=function(t,e,a){if(a===void 0){a=null}var r=a!==null?a:g.BaseObject.borrowObject(g.TimelineData);r.type=t;r.offset=e;this._timeline=r;var i=this._timelineArrayBuffer[r.offset+2];if(i===1){r.frameIndicesOffset=-1}else{var n=0;var s=this._animation.frameCount+1;var o=this._data.frameIndices;n=o.length;o.length+=s;r.frameIndicesOffset=n;for(var l=0,h=0,u=0,f=0;l=0){var h=g.ObjectDataParser._getNumber(d,g.DataParser.TYPE,0);var y=g.ObjectDataParser._getString(d,g.DataParser.NAME,"");var f=null;if(h===40&&e.blendType!==0){f=g.BaseObject.borrowObject(g.AnimationTimelineData);var v=f;v.x=g.ObjectDataParser._getNumber(d,g.DataParser.X,0);v.y=g.ObjectDataParser._getNumber(d,g.DataParser.Y,0)}f=this._parseBinaryTimeline(h,u,f);switch(h){case 0:break;case 1:break;case 11:case 12:case 13:case 50:case 60:this._animation.addBoneTimeline(y,f);break;case 20:case 21:case 22:case 23:case 24:this._animation.addSlotTimeline(y,f);break;case 30:this._animation.addConstraintTimeline(y,f);break;case 40:case 41:case 42:this._animation.addAnimationTimeline(y,f);break}}}}this._animation=null;return e};t.prototype._parseGeometry=function(t,e){e.offset=t[g.DataParser.OFFSET];e.data=this._data;var a=this._intArrayBuffer[e.offset+3];if(a>=0){var r=g.BaseObject.borrowObject(g.WeightData);var i=this._intArrayBuffer[e.offset+0];var n=this._intArrayBuffer[a+0];r.offset=a;for(var s=0;s12?e[13]:0;var h=new Uint16Array(this._binary,this._binaryOffset+e[0],a/Uint16Array.BYTES_PER_ELEMENT);var u=new Float32Array(this._binary,this._binaryOffset+e[2],r/Float32Array.BYTES_PER_ELEMENT);var f=new Int16Array(this._binary,this._binaryOffset+e[4],i/Int16Array.BYTES_PER_ELEMENT);var _=new Float32Array(this._binary,this._binaryOffset+e[6],n/Float32Array.BYTES_PER_ELEMENT);var m=new Int16Array(this._binary,this._binaryOffset+e[8],s/Int16Array.BYTES_PER_ELEMENT);var p=new Uint16Array(this._binary,this._binaryOffset+e[10],o/Uint16Array.BYTES_PER_ELEMENT);var c=l>0?new Uint16Array(this._binary,this._binaryOffset+e[12],l/Uint16Array.BYTES_PER_ELEMENT):h;this._data.binary=this._binary;this._data.intArray=this._intArrayBuffer=h;this._data.floatArray=u;this._data.frameIntArray=f;this._data.frameFloatArray=_;this._data.frameArray=this._frameArrayBuffer=m;this._data.timelineArray=this._timelineArrayBuffer=p;this._data.colorArray=c};t.prototype.parseDragonBonesData=function(t,e){if(e===void 0){e=1}console.assert(t!==null&&t!==undefined&&t instanceof ArrayBuffer,"Data error.");var a=new Uint8Array(t,0,8);if(a[0]!=="D".charCodeAt(0)||a[1]!=="B".charCodeAt(0)||a[2]!=="D".charCodeAt(0)||a[3]!=="T".charCodeAt(0)){console.assert(false,"Nonsupport data.");return null}var r=new Uint32Array(t,8,1)[0];var i=new Uint8Array(t,8+4,r);var n=this._decodeUTF8(i);var s=JSON.parse(n);this._binaryOffset=8+4+r;this._binary=t;return o.prototype.parseDragonBonesData.call(this,s,e)};t.getInstance=function(){if(t._binaryDataParserInstance===null){t._binaryDataParserInstance=new t}return t._binaryDataParserInstance};t._binaryDataParserInstance=null;return t}(g.ObjectDataParser);g.BinaryDataParser=t})(dragonBones||(dragonBones={}));var dragonBones;(function(y){var t=function(){function s(t){if(t===void 0){t=null}this.autoSearch=false;this._dragonBonesDataMap={};this._textureAtlasDataMap={};this._dragonBones=null;this._dataParser=null;if(s._objectParser===null){s._objectParser=new y.ObjectDataParser}if(s._binaryParser===null){s._binaryParser=new y.BinaryDataParser}this._dataParser=t!==null?t:s._objectParser}s.prototype._isSupportMesh=function(){return true};s.prototype._getTextureData=function(t,e){if(t in this._textureAtlasDataMap){for(var a=0,r=this._textureAtlasDataMap[t];a0){if(e in this._dragonBonesDataMap){n=this._dragonBonesDataMap[e];s=n.getArmature(a)}}if(s===null&&(e.length===0||this.autoSearch)){for(var o in this._dragonBonesDataMap){n=this._dragonBonesDataMap[o];if(e.length===0||n.autoSearch){s=n.getArmature(a);if(s!==null){e=o;break}}}}if(s!==null){t.dataName=e;t.textureAtlasName=i;t.data=n;t.armature=s;t.skin=null;if(r.length>0){t.skin=s.getSkin(r);if(t.skin===null&&this.autoSearch){for(var o in this._dragonBonesDataMap){var l=this._dragonBonesDataMap[o];var h=l.getArmature(r);if(h!==null){t.skin=h.defaultSkin;break}}}}if(t.skin===null){t.skin=s.defaultSkin}return true}return false};s.prototype._buildBones=function(t,e){for(var a=0,r=t.armature.sortedBones;a0){var c=this._getTextureData(t.textureAtlasName,p.path);f.replaceTextureData(c,_)}var d=this._getSlotDisplay(t,p,f);f.replaceDisplay(d,_)}else{f.replaceDisplay(null)}}}f._setDisplayIndex(h.displayIndex,true)}};s.prototype._buildConstraints=function(t,e){var a=t.armature.constraints;for(var r in a){var i=a[r];switch(i.type){case 0:var n=y.BaseObject.borrowObject(y.IKConstraint);n.init(i,e);e._addConstraint(n);break;case 1:var s=y.BaseObject.borrowObject(y.PathConstraint);s.init(i,e);e._addConstraint(s);break;default:var o=y.BaseObject.borrowObject(y.IKConstraint);o.init(i,e);e._addConstraint(o);break}}};s.prototype._buildChildArmature=function(t,e,a){return this.buildArmature(a.path,t!==null?t.dataName:"","",t!==null?t.textureAtlasName:"")};s.prototype._getSlotDisplay=function(t,e,a){var r=t!==null?t.dataName:e.parent.parent.parent.name;var i=null;switch(e.type){case 0:{var n=e;if(n.texture===null){n.texture=this._getTextureData(r,e.path)}i=a.rawDisplay;break}case 2:{var s=e;if(s.texture===null){s.texture=this._getTextureData(r,s.path)}if(this._isSupportMesh()){i=a.meshDisplay}else{i=a.rawDisplay}break}case 1:{var o=e;var l=this._buildChildArmature(t,a,o);if(l!==null){l.inheritAnimation=o.inheritAnimation;if(!l.inheritAnimation){var h=o.actions.length>0?o.actions:l.armatureData.defaultActions;if(h.length>0){for(var u=0,f=h;u=0){continue}var h=e.getDisplays(l.name);if(h===null){if(n!==null&&e!==n){h=n.getDisplays(l.name)}if(h===null){if(a){l.displayFrameCount=0}continue}}l.displayFrameCount=h.length;for(var u=0,f=l.displayFrameCount;u=0&&this._display!==null&&t!==null){var e=t.parent;if(this._armature.replacedTexture!==null){if(this._armature._replaceTextureAtlasData===null){e=b.BaseObject.borrowObject(b.PixiTextureAtlasData);e.copyFrom(t.parent);e.renderTexture=this._armature.replacedTexture;this._armature._replaceTextureAtlasData=e}else{e=this._armature._replaceTextureAtlasData}t=e.getTexture(t.name)}var a=t.renderTexture;if(a!==null){if(this._geometryData!==null){var r=this._geometryData.data;var i=r.intArray;var n=r.floatArray;var s=i[this._geometryData.offset+0];var o=i[this._geometryData.offset+1];var l=i[this._geometryData.offset+2];if(l<0){l+=65536}var h=l+s*2;var u=this._armature._armatureData.scale;var f=this._renderDisplay;var _=e.width>0?e.width:a.baseTexture.width;var m=e.height>0?e.height:a.baseTexture.height;var p=t.region;f.vertices=new Float32Array(s*2);f.uvs=new Float32Array(s*2);f.indices=new Uint16Array(o*3);for(var c=0,d=s*2;c0&&r.inheritDeform;var s=this._renderDisplay;if(i!==null){var o=r.data;var l=o.intArray;var h=o.floatArray;var u=l[r.offset+0];var f=l[i.offset+1];if(f<0){f+=65536}for(var _=0,m=0,p=i.offset+2+a.length,c=f,d=0;_ { + [key: string]: T; + } + /** + * @private + */ + class DragonBones { + static readonly VERSION: string; + static yDown: boolean; + static debug: boolean; + static debugDraw: boolean; + private readonly _clock; + private readonly _events; + private readonly _objects; + private _eventManager; + constructor(eventManager: IEventDispatcher); + advanceTime(passedTime: number): void; + bufferEvent(value: EventObject): void; + bufferObject(object: BaseObject): void; + readonly clock: WorldClock; + readonly eventManager: IEventDispatcher; + } +} +declare var __extends: any; +declare var exports: any; +declare var module: any; +declare var define: any; +/** + * The MIT License (MIT) + * + * Copyright (c) 2012-2018 DragonBones team and other contributors + * + * Permission is hereby granted, free of charge, to any person obtaining a copy of + * this software and associated documentation files (the "Software"), to deal in + * the Software without restriction, including without limitation the rights to + * use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of + * the Software, and to permit persons to whom the Software is furnished to do so, + * subject to the following conditions: + * + * The above copyright notice and this permission notice shall be included in all + * copies or substantial portions of the Software. + * + * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR + * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS + * FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR + * COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER + * IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN + * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. + */ +declare namespace dragonBones { + /** + * - The BaseObject is the base class for all objects in the DragonBones framework. + * All BaseObject instances are cached to the object pool to reduce the performance consumption of frequent requests for memory or memory recovery. + * @version DragonBones 4.5 + * @language en_US + */ + /** + * - 基础对象,通常 DragonBones 的对象都继承自该类。 + * 所有基础对象的实例都会缓存到对象池,以减少频繁申请内存或内存回收的性能消耗。 + * @version DragonBones 4.5 + * @language zh_CN + */ + abstract class BaseObject { + private static _hashCode; + private static _defaultMaxCount; + private static readonly _maxCountMap; + private static readonly _poolsMap; + private static _returnObject(object); + static toString(): string; + /** + * - Set the maximum cache count of the specify object pool. + * @param objectConstructor - The specify class. (Set all object pools max cache count if not set) + * @param maxCount - Max count. + * @version DragonBones 4.5 + * @language en_US + */ + /** + * - 设置特定对象池的最大缓存数量。 + * @param objectConstructor - 特定的类。 (不设置则设置所有对象池的最大缓存数量) + * @param maxCount - 最大缓存数量。 + * @version DragonBones 4.5 + * @language zh_CN + */ + static setMaxCount(objectConstructor: (typeof BaseObject) | null, maxCount: number): void; + /** + * - Clear the cached instances of a specify object pool. + * @param objectConstructor - Specify class. (Clear all cached instances if not set) + * @version DragonBones 4.5 + * @language en_US + */ + /** + * - 清除特定对象池的缓存实例。 + * @param objectConstructor - 特定的类。 (不设置则清除所有缓存的实例) + * @version DragonBones 4.5 + * @language zh_CN + */ + static clearPool(objectConstructor?: (typeof BaseObject) | null): void; + /** + * - Get an instance of the specify class from object pool. + * @param objectConstructor - The specify class. + * @version DragonBones 4.5 + * @language en_US + */ + /** + * - 从对象池中获取特定类的实例。 + * @param objectConstructor - 特定的类。 + * @version DragonBones 4.5 + * @language zh_CN + */ + static borrowObject(objectConstructor: { + new (): T; + }): T; + /** + * - A unique identification number assigned to the object. + * @version DragonBones 4.5 + * @language en_US + */ + /** + * - 分配给此实例的唯一标识号。 + * @version DragonBones 4.5 + * @language zh_CN + */ + readonly hashCode: number; + private _isInPool; + protected abstract _onClear(): void; + /** + * - Clear the object and return it back to object pool。 + * @version DragonBones 4.5 + * @language en_US + */ + /** + * - 清除该实例的所有数据并将其返还对象池。 + * @version DragonBones 4.5 + * @language zh_CN + */ + returnToPool(): void; + } +} +/** + * The MIT License (MIT) + * + * Copyright (c) 2012-2018 DragonBones team and other contributors + * + * Permission is hereby granted, free of charge, to any person obtaining a copy of + * this software and associated documentation files (the "Software"), to deal in + * the Software without restriction, including without limitation the rights to + * use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of + * the Software, and to permit persons to whom the Software is furnished to do so, + * subject to the following conditions: + * + * The above copyright notice and this permission notice shall be included in all + * copies or substantial portions of the Software. + * + * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR + * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS + * FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR + * COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER + * IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN + * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. + */ +declare namespace dragonBones { + /** + * - 2D Transform matrix. + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 2D 转换矩阵。 + * @version DragonBones 3.0 + * @language zh_CN + */ + class Matrix { + /** + * - The value that affects the positioning of pixels along the x axis when scaling or rotating an image. + * @default 1.0 + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 缩放或旋转图像时影响像素沿 x 轴定位的值。 + * @default 1.0 + * @version DragonBones 3.0 + * @language zh_CN + */ + a: number; + /** + * - The value that affects the positioning of pixels along the y axis when rotating or skewing an image. + * @default 0.0 + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 旋转或倾斜图像时影响像素沿 y 轴定位的值。 + * @default 0.0 + * @version DragonBones 3.0 + * @language zh_CN + */ + b: number; + /** + * - The value that affects the positioning of pixels along the x axis when rotating or skewing an image. + * @default 0.0 + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 旋转或倾斜图像时影响像素沿 x 轴定位的值。 + * @default 0.0 + * @version DragonBones 3.0 + * @language zh_CN + */ + c: number; + /** + * - The value that affects the positioning of pixels along the y axis when scaling or rotating an image. + * @default 1.0 + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 缩放或旋转图像时影响像素沿 y 轴定位的值。 + * @default 1.0 + * @version DragonBones 3.0 + * @language zh_CN + */ + d: number; + /** + * - The distance by which to translate each point along the x axis. + * @default 0.0 + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 沿 x 轴平移每个点的距离。 + * @default 0.0 + * @version DragonBones 3.0 + * @language zh_CN + */ + tx: number; + /** + * - The distance by which to translate each point along the y axis. + * @default 0.0 + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 沿 y 轴平移每个点的距离。 + * @default 0.0 + * @version DragonBones 3.0 + * @language zh_CN + */ + ty: number; + /** + * @private + */ + constructor(a?: number, b?: number, c?: number, d?: number, tx?: number, ty?: number); + toString(): string; + /** + * @private + */ + copyFrom(value: Matrix): Matrix; + /** + * @private + */ + copyFromArray(value: Array, offset?: number): Matrix; + /** + * - Convert to unit matrix. + * The resulting matrix has the following properties: a=1, b=0, c=0, d=1, tx=0, ty=0. + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 转换为单位矩阵。 + * 该矩阵具有以下属性:a=1、b=0、c=0、d=1、tx=0、ty=0。 + * @version DragonBones 3.0 + * @language zh_CN + */ + identity(): Matrix; + /** + * - Multiplies the current matrix with another matrix. + * @param value - The matrix that needs to be multiplied. + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 将当前矩阵与另一个矩阵相乘。 + * @param value - 需要相乘的矩阵。 + * @version DragonBones 3.0 + * @language zh_CN + */ + concat(value: Matrix): Matrix; + /** + * - Convert to inverse matrix. + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 转换为逆矩阵。 + * @version DragonBones 3.0 + * @language zh_CN + */ + invert(): Matrix; + /** + * - Apply a matrix transformation to a specific point. + * @param x - X coordinate. + * @param y - Y coordinate. + * @param result - The point after the transformation is applied. + * @param delta - Whether to ignore tx, ty's conversion to point. + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 将矩阵转换应用于特定点。 + * @param x - 横坐标。 + * @param y - 纵坐标。 + * @param result - 应用转换之后的点。 + * @param delta - 是否忽略 tx,ty 对点的转换。 + * @version DragonBones 3.0 + * @language zh_CN + */ + transformPoint(x: number, y: number, result: { + x: number; + y: number; + }, delta?: boolean): void; + /** + * @private + */ + transformRectangle(rectangle: { + x: number; + y: number; + width: number; + height: number; + }, delta?: boolean): void; + } +} +/** + * The MIT License (MIT) + * + * Copyright (c) 2012-2018 DragonBones team and other contributors + * + * Permission is hereby granted, free of charge, to any person obtaining a copy of + * this software and associated documentation files (the "Software"), to deal in + * the Software without restriction, including without limitation the rights to + * use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of + * the Software, and to permit persons to whom the Software is furnished to do so, + * subject to the following conditions: + * + * The above copyright notice and this permission notice shall be included in all + * copies or substantial portions of the Software. + * + * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR + * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS + * FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR + * COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER + * IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN + * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. + */ +declare namespace dragonBones { + /** + * - 2D Transform. + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 2D 变换。 + * @version DragonBones 3.0 + * @language zh_CN + */ + class Transform { + /** + * @private + */ + static readonly PI: number; + /** + * @private + */ + static readonly PI_D: number; + /** + * @private + */ + static readonly PI_H: number; + /** + * @private + */ + static readonly PI_Q: number; + /** + * @private + */ + static readonly RAD_DEG: number; + /** + * @private + */ + static readonly DEG_RAD: number; + /** + * @private + */ + static normalizeRadian(value: number): number; + /** + * - Horizontal translate. + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 水平位移。 + * @version DragonBones 3.0 + * @language zh_CN + */ + x: number; + /** + * - Vertical translate. + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 垂直位移。 + * @version DragonBones 3.0 + * @language zh_CN + */ + y: number; + /** + * - Skew. (In radians) + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 倾斜。 (以弧度为单位) + * @version DragonBones 3.0 + * @language zh_CN + */ + skew: number; + /** + * - rotation. (In radians) + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 旋转。 (以弧度为单位) + * @version DragonBones 3.0 + * @language zh_CN + */ + rotation: number; + /** + * - Horizontal Scaling. + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 水平缩放。 + * @version DragonBones 3.0 + * @language zh_CN + */ + scaleX: number; + /** + * - Vertical scaling. + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 垂直缩放。 + * @version DragonBones 3.0 + * @language zh_CN + */ + scaleY: number; + /** + * @private + */ + constructor(x?: number, y?: number, skew?: number, rotation?: number, scaleX?: number, scaleY?: number); + toString(): string; + /** + * @private + */ + copyFrom(value: Transform): Transform; + /** + * @private + */ + identity(): Transform; + /** + * @private + */ + add(value: Transform): Transform; + /** + * @private + */ + minus(value: Transform): Transform; + /** + * @private + */ + fromMatrix(matrix: Matrix): Transform; + /** + * @private + */ + toMatrix(matrix: Matrix): Transform; + } +} +/** + * The MIT License (MIT) + * + * Copyright (c) 2012-2018 DragonBones team and other contributors + * + * Permission is hereby granted, free of charge, to any person obtaining a copy of + * this software and associated documentation files (the "Software"), to deal in + * the Software without restriction, including without limitation the rights to + * use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of + * the Software, and to permit persons to whom the Software is furnished to do so, + * subject to the following conditions: + * + * The above copyright notice and this permission notice shall be included in all + * copies or substantial portions of the Software. + * + * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR + * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS + * FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR + * COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER + * IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN + * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. + */ +declare namespace dragonBones { + /** + * @private + */ + class ColorTransform { + alphaMultiplier: number; + redMultiplier: number; + greenMultiplier: number; + blueMultiplier: number; + alphaOffset: number; + redOffset: number; + greenOffset: number; + blueOffset: number; + constructor(alphaMultiplier?: number, redMultiplier?: number, greenMultiplier?: number, blueMultiplier?: number, alphaOffset?: number, redOffset?: number, greenOffset?: number, blueOffset?: number); + copyFrom(value: ColorTransform): void; + identity(): void; + } +} +/** + * The MIT License (MIT) + * + * Copyright (c) 2012-2018 DragonBones team and other contributors + * + * Permission is hereby granted, free of charge, to any person obtaining a copy of + * this software and associated documentation files (the "Software"), to deal in + * the Software without restriction, including without limitation the rights to + * use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of + * the Software, and to permit persons to whom the Software is furnished to do so, + * subject to the following conditions: + * + * The above copyright notice and this permission notice shall be included in all + * copies or substantial portions of the Software. + * + * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR + * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS + * FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR + * COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER + * IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN + * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. + */ +declare namespace dragonBones { + /** + * - The Point object represents a location in a two-dimensional coordinate system. + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - Point 对象表示二维坐标系统中的某个位置。 + * @version DragonBones 3.0 + * @language zh_CN + */ + class Point { + /** + * - The horizontal coordinate. + * @default 0.0 + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 该点的水平坐标。 + * @default 0.0 + * @version DragonBones 3.0 + * @language zh_CN + */ + x: number; + /** + * - The vertical coordinate. + * @default 0.0 + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 该点的垂直坐标。 + * @default 0.0 + * @version DragonBones 3.0 + * @language zh_CN + */ + y: number; + /** + * - Creates a new point. If you pass no parameters to this method, a point is created at (0,0). + * @param x - The horizontal coordinate. + * @param y - The vertical coordinate. + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 创建一个 egret.Point 对象.若不传入任何参数,将会创建一个位于(0,0)位置的点。 + * @param x - 该对象的x属性值,默认为 0.0。 + * @param y - 该对象的y属性值,默认为 0.0。 + * @version DragonBones 3.0 + * @language zh_CN + */ + constructor(x?: number, y?: number); + /** + * @private + */ + copyFrom(value: Point): void; + /** + * @private + */ + clear(): void; + } +} +/** + * The MIT License (MIT) + * + * Copyright (c) 2012-2018 DragonBones team and other contributors + * + * Permission is hereby granted, free of charge, to any person obtaining a copy of + * this software and associated documentation files (the "Software"), to deal in + * the Software without restriction, including without limitation the rights to + * use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of + * the Software, and to permit persons to whom the Software is furnished to do so, + * subject to the following conditions: + * + * The above copyright notice and this permission notice shall be included in all + * copies or substantial portions of the Software. + * + * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR + * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS + * FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR + * COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER + * IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN + * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. + */ +declare namespace dragonBones { + /** + * - A Rectangle object is an area defined by its position, as indicated by its top-left corner point (x, y) and by its + * width and its height.
+ * The x, y, width, and height properties of the Rectangle class are independent of each other; changing the value of + * one property has no effect on the others. However, the right and bottom properties are integrally related to those + * four properties. For example, if you change the value of the right property, the value of the width property changes; + * if you change the bottom property, the value of the height property changes. + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - Rectangle 对象是按其位置(由它左上角的点 (x, y) 确定)以及宽度和高度定义的区域。
+ * Rectangle 类的 x、y、width 和 height 属性相互独立;更改一个属性的值不会影响其他属性。 + * 但是,right 和 bottom 属性与这四个属性是整体相关的。例如,如果更改 right 属性的值,则 width + * 属性的值将发生变化;如果更改 bottom 属性,则 height 属性的值将发生变化。 + * @version DragonBones 3.0 + * @language zh_CN + */ + class Rectangle { + /** + * - The x coordinate of the top-left corner of the rectangle. + * @default 0.0 + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 矩形左上角的 x 坐标。 + * @default 0.0 + * @version DragonBones 3.0 + * @language zh_CN + */ + x: number; + /** + * - The y coordinate of the top-left corner of the rectangle. + * @default 0.0 + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 矩形左上角的 y 坐标。 + * @default 0.0 + * @version DragonBones 3.0 + * @language zh_CN + */ + y: number; + /** + * - The width of the rectangle, in pixels. + * @default 0.0 + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 矩形的宽度(以像素为单位)。 + * @default 0.0 + * @version DragonBones 3.0 + * @language zh_CN + */ + width: number; + /** + * - 矩形的高度(以像素为单位)。 + * @default 0.0 + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - The height of the rectangle, in pixels. + * @default 0.0 + * @version DragonBones 3.0 + * @language zh_CN + */ + height: number; + /** + * @private + */ + constructor(x?: number, y?: number, width?: number, height?: number); + /** + * @private + */ + copyFrom(value: Rectangle): void; + /** + * @private + */ + clear(): void; + } +} +/** + * The MIT License (MIT) + * + * Copyright (c) 2012-2018 DragonBones team and other contributors + * + * Permission is hereby granted, free of charge, to any person obtaining a copy of + * this software and associated documentation files (the "Software"), to deal in + * the Software without restriction, including without limitation the rights to + * use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of + * the Software, and to permit persons to whom the Software is furnished to do so, + * subject to the following conditions: + * + * The above copyright notice and this permission notice shall be included in all + * copies or substantial portions of the Software. + * + * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR + * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS + * FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR + * COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER + * IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN + * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. + */ +declare namespace dragonBones { + /** + * - The user custom data. + * @version DragonBones 5.0 + * @language en_US + */ + /** + * - 用户自定义数据。 + * @version DragonBones 5.0 + * @language zh_CN + */ + class UserData extends BaseObject { + static toString(): string; + /** + * - The custom int numbers. + * @version DragonBones 5.0 + * @language en_US + */ + /** + * - 自定义整数。 + * @version DragonBones 5.0 + * @language zh_CN + */ + readonly ints: Array; + /** + * - The custom float numbers. + * @version DragonBones 5.0 + * @language en_US + */ + /** + * - 自定义浮点数。 + * @version DragonBones 5.0 + * @language zh_CN + */ + readonly floats: Array; + /** + * - The custom strings. + * @version DragonBones 5.0 + * @language en_US + */ + /** + * - 自定义字符串。 + * @version DragonBones 5.0 + * @language zh_CN + */ + readonly strings: Array; + protected _onClear(): void; + /** + * - Get the custom int number. + * @version DragonBones 5.0 + * @language en_US + */ + /** + * - 获取自定义整数。 + * @version DragonBones 5.0 + * @language zh_CN + */ + getInt(index?: number): number; + /** + * - Get the custom float number. + * @version DragonBones 5.0 + * @language en_US + */ + /** + * - 获取自定义浮点数。 + * @version DragonBones 5.0 + * @language zh_CN + */ + getFloat(index?: number): number; + /** + * - Get the custom string. + * @version DragonBones 5.0 + * @language en_US + */ + /** + * - 获取自定义字符串。 + * @version DragonBones 5.0 + * @language zh_CN + */ + getString(index?: number): string; + } + /** + * @private + */ + class ActionData extends BaseObject { + static toString(): string; + type: ActionType; + name: string; + bone: BoneData | null; + slot: SlotData | null; + data: UserData | null; + protected _onClear(): void; + } +} +/** + * The MIT License (MIT) + * + * Copyright (c) 2012-2018 DragonBones team and other contributors + * + * Permission is hereby granted, free of charge, to any person obtaining a copy of + * this software and associated documentation files (the "Software"), to deal in + * the Software without restriction, including without limitation the rights to + * use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of + * the Software, and to permit persons to whom the Software is furnished to do so, + * subject to the following conditions: + * + * The above copyright notice and this permission notice shall be included in all + * copies or substantial portions of the Software. + * + * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR + * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS + * FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR + * COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER + * IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN + * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. + */ +declare namespace dragonBones { + /** + * - The DragonBones data. + * A DragonBones data contains multiple armature data. + * @see dragonBones.ArmatureData + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 龙骨数据。 + * 一个龙骨数据包含多个骨架数据。 + * @see dragonBones.ArmatureData + * @version DragonBones 3.0 + * @language zh_CN + */ + class DragonBonesData extends BaseObject { + static toString(): string; + /** + * @private + */ + autoSearch: boolean; + /** + * - The animation frame rate. + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 动画帧频。 + * @version DragonBones 3.0 + * @language zh_CN + */ + frameRate: number; + /** + * - The data version. + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 数据版本。 + * @version DragonBones 3.0 + * @language zh_CN + */ + version: string; + /** + * - The DragonBones data name. + * The name is consistent with the DragonBones project name. + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 龙骨数据名称。 + * 该名称与龙骨项目名保持一致。 + * @version DragonBones 3.0 + * @language zh_CN + */ + name: string; + /** + * @private + */ + stage: ArmatureData | null; + /** + * - All armature data names. + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 所有的骨架数据名称。 + * @version DragonBones 3.0 + * @language zh_CN + */ + readonly armatureNames: Array; + /** + * @private + */ + readonly armatures: Map; + /** + * @private + */ + userData: UserData | null; + protected _onClear(): void; + /** + * - Get a specific armature data. + * @param armatureName - The armature data name. + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 获取特定的骨架数据。 + * @param armatureName - 骨架数据名称。 + * @version DragonBones 3.0 + * @language zh_CN + */ + getArmature(armatureName: string): ArmatureData | null; + } +} +/** + * The MIT License (MIT) + * + * Copyright (c) 2012-2018 DragonBones team and other contributors + * + * Permission is hereby granted, free of charge, to any person obtaining a copy of + * this software and associated documentation files (the "Software"), to deal in + * the Software without restriction, including without limitation the rights to + * use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of + * the Software, and to permit persons to whom the Software is furnished to do so, + * subject to the following conditions: + * + * The above copyright notice and this permission notice shall be included in all + * copies or substantial portions of the Software. + * + * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR + * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS + * FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR + * COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER + * IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN + * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. + */ +declare namespace dragonBones { + /** + * - The armature data. + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 骨架数据。 + * @version DragonBones 3.0 + * @language zh_CN + */ + class ArmatureData extends BaseObject { + static toString(): string; + /** + * @private + */ + type: ArmatureType; + /** + * - The animation frame rate. + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 动画帧率。 + * @version DragonBones 3.0 + * @language zh_CN + */ + frameRate: number; + /** + * @private + */ + cacheFrameRate: number; + /** + * @private + */ + scale: number; + /** + * - The armature name. + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 骨架名称。 + * @version DragonBones 3.0 + * @language zh_CN + */ + name: string; + /** + * @private + */ + readonly aabb: Rectangle; + /** + * - The names of all the animation data. + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 所有的动画数据名称。 + * @version DragonBones 3.0 + * @language zh_CN + */ + readonly animationNames: Array; + /** + * @private + */ + readonly sortedBones: Array; + /** + * @private + */ + readonly sortedSlots: Array; + /** + * @private + */ + readonly defaultActions: Array; + /** + * @private + */ + readonly actions: Array; + /** + * @private + */ + readonly bones: Map; + /** + * @private + */ + readonly slots: Map; + /** + * @private + */ + readonly constraints: Map; + /** + * @private + */ + readonly skins: Map; + /** + * @private + */ + readonly animations: Map; + /** + * - The default skin data. + * @version DragonBones 4.5 + * @language en_US + */ + /** + * - 默认插槽数据。 + * @version DragonBones 4.5 + * @language zh_CN + */ + defaultSkin: SkinData | null; + /** + * - The default animation data. + * @version DragonBones 4.5 + * @language en_US + */ + /** + * - 默认动画数据。 + * @version DragonBones 4.5 + * @language zh_CN + */ + defaultAnimation: AnimationData | null; + /** + * @private + */ + canvas: CanvasData | null; + /** + * @private + */ + userData: UserData | null; + /** + * @private + */ + parent: DragonBonesData; + protected _onClear(): void; + /** + * - Get a specific done data. + * @param boneName - The bone name. + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 获取特定的骨骼数据。 + * @param boneName - 骨骼名称。 + * @version DragonBones 3.0 + * @language zh_CN + */ + getBone(boneName: string): BoneData | null; + /** + * - Get a specific slot data. + * @param slotName - The slot name. + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 获取特定的插槽数据。 + * @param slotName - 插槽名称。 + * @version DragonBones 3.0 + * @language zh_CN + */ + getSlot(slotName: string): SlotData | null; + /** + * @private + */ + getConstraint(constraintName: string): ConstraintData | null; + /** + * - Get a specific skin data. + * @param skinName - The skin name. + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 获取特定皮肤数据。 + * @param skinName - 皮肤名称。 + * @version DragonBones 3.0 + * @language zh_CN + */ + getSkin(skinName: string): SkinData | null; + /** + * @private + */ + getMesh(skinName: string, slotName: string, meshName: string): MeshDisplayData | null; + /** + * - Get a specific animation data. + * @param animationName - The animation animationName. + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 获取特定的动画数据。 + * @param animationName - 动画名称。 + * @version DragonBones 3.0 + * @language zh_CN + */ + getAnimation(animationName: string): AnimationData | null; + } + /** + * - The bone data. + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 骨骼数据。 + * @version DragonBones 3.0 + * @language zh_CN + */ + class BoneData extends BaseObject { + static toString(): string; + /** + * @private + */ + inheritTranslation: boolean; + /** + * @private + */ + inheritRotation: boolean; + /** + * @private + */ + inheritScale: boolean; + /** + * @private + */ + inheritReflection: boolean; + /** + * @private + */ + type: BoneType; + /** + * - The bone length. + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 骨骼长度。 + * @version DragonBones 3.0 + * @language zh_CN + */ + length: number; + /** + * @private + */ + alpha: number; + /** + * - The bone name. + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 骨骼名称。 + * @version DragonBones 3.0 + * @language zh_CN + */ + name: string; + /** + * @private + */ + readonly transform: Transform; + /** + * @private + */ + userData: UserData | null; + /** + * - The parent bone data. + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 父骨骼数据。 + * @version DragonBones 3.0 + * @language zh_CN + */ + parent: BoneData | null; + protected _onClear(): void; + } + /** + * - The slot data. + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 插槽数据。 + * @version DragonBones 3.0 + * @language zh_CN + */ + class SlotData extends BaseObject { + static toString(): string; + /** + * @private + */ + blendMode: BlendMode; + /** + * @private + */ + displayIndex: number; + /** + * @private + */ + zOrder: number; + /** + * @private + */ + zIndex: number; + /** + * @private + */ + alpha: number; + /** + * - The slot name. + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 插槽名称。 + * @version DragonBones 3.0 + * @language zh_CN + */ + name: string; + /** + * @private + */ + color: ColorTransform; + /** + * @private + */ + userData: UserData | null; + /** + * - The parent bone data. + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 父骨骼数据。 + * @version DragonBones 3.0 + * @language zh_CN + */ + parent: BoneData; + protected _onClear(): void; + } +} +/** + * The MIT License (MIT) + * + * Copyright (c) 2012-2018 DragonBones team and other contributors + * + * Permission is hereby granted, free of charge, to any person obtaining a copy of + * this software and associated documentation files (the "Software"), to deal in + * the Software without restriction, including without limitation the rights to + * use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of + * the Software, and to permit persons to whom the Software is furnished to do so, + * subject to the following conditions: + * + * The above copyright notice and this permission notice shall be included in all + * copies or substantial portions of the Software. + * + * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR + * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS + * FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR + * COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER + * IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN + * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. + */ +declare namespace dragonBones { + /** + * @private + */ + abstract class ConstraintData extends BaseObject { + order: number; + name: string; + type: ConstraintType; + target: BoneData; + root: BoneData; + bone: BoneData | null; + protected _onClear(): void; + } +} +/** + * The MIT License (MIT) + * + * Copyright (c) 2012-2018 DragonBones team and other contributors + * + * Permission is hereby granted, free of charge, to any person obtaining a copy of + * this software and associated documentation files (the "Software"), to deal in + * the Software without restriction, including without limitation the rights to + * use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of + * the Software, and to permit persons to whom the Software is furnished to do so, + * subject to the following conditions: + * + * The above copyright notice and this permission notice shall be included in all + * copies or substantial portions of the Software. + * + * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR + * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS + * FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR + * COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER + * IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN + * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. + */ +declare namespace dragonBones { + /** + * @private + */ + class CanvasData extends BaseObject { + static toString(): string; + hasBackground: boolean; + color: number; + x: number; + y: number; + width: number; + height: number; + protected _onClear(): void; + } +} +/** + * The MIT License (MIT) + * + * Copyright (c) 2012-2018 DragonBones team and other contributors + * + * Permission is hereby granted, free of charge, to any person obtaining a copy of + * this software and associated documentation files (the "Software"), to deal in + * the Software without restriction, including without limitation the rights to + * use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of + * the Software, and to permit persons to whom the Software is furnished to do so, + * subject to the following conditions: + * + * The above copyright notice and this permission notice shall be included in all + * copies or substantial portions of the Software. + * + * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR + * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS + * FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR + * COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER + * IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN + * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. + */ +declare namespace dragonBones { + /** + * - The skin data, typically a armature data instance contains at least one skinData. + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 皮肤数据,通常一个骨架数据至少包含一个皮肤数据。 + * @version DragonBones 3.0 + * @language zh_CN + */ + class SkinData extends BaseObject { + static toString(): string; + /** + * - The skin name. + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 皮肤名称。 + * @version DragonBones 3.0 + * @language zh_CN + */ + name: string; + /** + * @private + */ + readonly displays: Map>; + /** + * @private + */ + parent: ArmatureData; + protected _onClear(): void; + /** + * @private + */ + getDisplay(slotName: string, displayName: string): DisplayData | null; + /** + * @private + */ + getDisplays(slotName: string): Array | null; + } +} +/** + * The MIT License (MIT) + * + * Copyright (c) 2012-2018 DragonBones team and other contributors + * + * Permission is hereby granted, free of charge, to any person obtaining a copy of + * this software and associated documentation files (the "Software"), to deal in + * the Software without restriction, including without limitation the rights to + * use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of + * the Software, and to permit persons to whom the Software is furnished to do so, + * subject to the following conditions: + * + * The above copyright notice and this permission notice shall be included in all + * copies or substantial portions of the Software. + * + * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR + * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS + * FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR + * COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER + * IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN + * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. + */ +declare namespace dragonBones { + /** + * @private + */ + class GeometryData { + isShared: boolean; + inheritDeform: boolean; + offset: number; + data: DragonBonesData; + weight: WeightData | null; + clear(): void; + shareFrom(value: GeometryData): void; + readonly vertexCount: number; + readonly triangleCount: number; + } + /** + * @private + */ + abstract class DisplayData extends BaseObject { + type: DisplayType; + name: string; + path: string; + readonly transform: Transform; + parent: SkinData; + protected _onClear(): void; + } + /** + * @private + */ + class ImageDisplayData extends DisplayData { + static toString(): string; + readonly pivot: Point; + texture: TextureData | null; + protected _onClear(): void; + } + /** + * @private + */ + class ArmatureDisplayData extends DisplayData { + static toString(): string; + inheritAnimation: boolean; + readonly actions: Array; + armature: ArmatureData | null; + protected _onClear(): void; + /** + * @private + */ + addAction(value: ActionData): void; + } + /** + * @private + */ + class MeshDisplayData extends DisplayData { + static toString(): string; + readonly geometry: GeometryData; + texture: TextureData | null; + protected _onClear(): void; + } + /** + * @private + */ + class BoundingBoxDisplayData extends DisplayData { + static toString(): string; + boundingBox: BoundingBoxData | null; + protected _onClear(): void; + } + /** + * @private + */ + class PathDisplayData extends DisplayData { + static toString(): string; + closed: boolean; + constantSpeed: boolean; + readonly geometry: GeometryData; + readonly curveLengths: Array; + protected _onClear(): void; + } + /** + * @private + */ + class WeightData extends BaseObject { + static toString(): string; + count: number; + offset: number; + readonly bones: Array; + protected _onClear(): void; + addBone(value: BoneData): void; + } +} +/** + * The MIT License (MIT) + * + * Copyright (c) 2012-2018 DragonBones team and other contributors + * + * Permission is hereby granted, free of charge, to any person obtaining a copy of + * this software and associated documentation files (the "Software"), to deal in + * the Software without restriction, including without limitation the rights to + * use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of + * the Software, and to permit persons to whom the Software is furnished to do so, + * subject to the following conditions: + * + * The above copyright notice and this permission notice shall be included in all + * copies or substantial portions of the Software. + * + * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR + * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS + * FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR + * COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER + * IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN + * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. + */ +declare namespace dragonBones { + /** + * - The base class of bounding box data. + * @see dragonBones.RectangleData + * @see dragonBones.EllipseData + * @see dragonBones.PolygonData + * @version DragonBones 5.0 + * @language en_US + */ + /** + * - 边界框数据基类。 + * @see dragonBones.RectangleData + * @see dragonBones.EllipseData + * @see dragonBones.PolygonData + * @version DragonBones 5.0 + * @language zh_CN + */ + abstract class BoundingBoxData extends BaseObject { + /** + * - The bounding box type. + * @version DragonBones 5.0 + * @language en_US + */ + /** + * - 边界框类型。 + * @version DragonBones 5.0 + * @language zh_CN + */ + type: BoundingBoxType; + /** + * @private + */ + color: number; + /** + * @private + */ + width: number; + /** + * @private + */ + height: number; + protected _onClear(): void; + /** + * - Check whether the bounding box contains a specific point. (Local coordinate system) + * @version DragonBones 5.0 + * @language en_US + */ + /** + * - 检查边界框是否包含特定点。(本地坐标系) + * @version DragonBones 5.0 + * @language zh_CN + */ + abstract containsPoint(pX: number, pY: number): boolean; + /** + * - Check whether the bounding box intersects a specific segment. (Local coordinate system) + * @version DragonBones 5.0 + * @language en_US + */ + /** + * - 检查边界框是否与特定线段相交。(本地坐标系) + * @version DragonBones 5.0 + * @language zh_CN + */ + abstract intersectsSegment(xA: number, yA: number, xB: number, yB: number, intersectionPointA: { + x: number; + y: number; + } | null, intersectionPointB: { + x: number; + y: number; + } | null, normalRadians: { + x: number; + y: number; + } | null): number; + } + /** + * - The rectangle bounding box data. + * @version DragonBones 5.1 + * @language en_US + */ + /** + * - 矩形边界框数据。 + * @version DragonBones 5.1 + * @language zh_CN + */ + class RectangleBoundingBoxData extends BoundingBoxData { + static toString(): string; + /** + * - Compute the bit code for a point (x, y) using the clip rectangle + */ + private static _computeOutCode(x, y, xMin, yMin, xMax, yMax); + /** + * @private + */ + static rectangleIntersectsSegment(xA: number, yA: number, xB: number, yB: number, xMin: number, yMin: number, xMax: number, yMax: number, intersectionPointA?: { + x: number; + y: number; + } | null, intersectionPointB?: { + x: number; + y: number; + } | null, normalRadians?: { + x: number; + y: number; + } | null): number; + protected _onClear(): void; + /** + * @inheritDoc + */ + containsPoint(pX: number, pY: number): boolean; + /** + * @inheritDoc + */ + intersectsSegment(xA: number, yA: number, xB: number, yB: number, intersectionPointA?: { + x: number; + y: number; + } | null, intersectionPointB?: { + x: number; + y: number; + } | null, normalRadians?: { + x: number; + y: number; + } | null): number; + } + /** + * - The ellipse bounding box data. + * @version DragonBones 5.1 + * @language en_US + */ + /** + * - 椭圆边界框数据。 + * @version DragonBones 5.1 + * @language zh_CN + */ + class EllipseBoundingBoxData extends BoundingBoxData { + static toString(): string; + /** + * @private + */ + static ellipseIntersectsSegment(xA: number, yA: number, xB: number, yB: number, xC: number, yC: number, widthH: number, heightH: number, intersectionPointA?: { + x: number; + y: number; + } | null, intersectionPointB?: { + x: number; + y: number; + } | null, normalRadians?: { + x: number; + y: number; + } | null): number; + protected _onClear(): void; + /** + * @inheritDoc + */ + containsPoint(pX: number, pY: number): boolean; + /** + * @inheritDoc + */ + intersectsSegment(xA: number, yA: number, xB: number, yB: number, intersectionPointA?: { + x: number; + y: number; + } | null, intersectionPointB?: { + x: number; + y: number; + } | null, normalRadians?: { + x: number; + y: number; + } | null): number; + } + /** + * - The polygon bounding box data. + * @version DragonBones 5.1 + * @language en_US + */ + /** + * - 多边形边界框数据。 + * @version DragonBones 5.1 + * @language zh_CN + */ + class PolygonBoundingBoxData extends BoundingBoxData { + static toString(): string; + /** + * @private + */ + static polygonIntersectsSegment(xA: number, yA: number, xB: number, yB: number, vertices: Array, intersectionPointA?: { + x: number; + y: number; + } | null, intersectionPointB?: { + x: number; + y: number; + } | null, normalRadians?: { + x: number; + y: number; + } | null): number; + /** + * @private + */ + x: number; + /** + * @private + */ + y: number; + /** + * - The polygon vertices. + * @version DragonBones 5.1 + * @language en_US + */ + /** + * - 多边形顶点。 + * @version DragonBones 5.1 + * @language zh_CN + */ + readonly vertices: Array; + protected _onClear(): void; + /** + * @inheritDoc + */ + containsPoint(pX: number, pY: number): boolean; + /** + * @inheritDoc + */ + intersectsSegment(xA: number, yA: number, xB: number, yB: number, intersectionPointA?: { + x: number; + y: number; + } | null, intersectionPointB?: { + x: number; + y: number; + } | null, normalRadians?: { + x: number; + y: number; + } | null): number; + } +} +/** + * The MIT License (MIT) + * + * Copyright (c) 2012-2018 DragonBones team and other contributors + * + * Permission is hereby granted, free of charge, to any person obtaining a copy of + * this software and associated documentation files (the "Software"), to deal in + * the Software without restriction, including without limitation the rights to + * use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of + * the Software, and to permit persons to whom the Software is furnished to do so, + * subject to the following conditions: + * + * The above copyright notice and this permission notice shall be included in all + * copies or substantial portions of the Software. + * + * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR + * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS + * FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR + * COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER + * IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN + * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. + */ +declare namespace dragonBones { + /** + * - The animation data. + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 动画数据。 + * @version DragonBones 3.0 + * @language zh_CN + */ + class AnimationData extends BaseObject { + static toString(): string; + /** + * @private + */ + blendType: AnimationBlendType; + /** + * - The frame count of the animation. + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 动画的帧数。 + * @version DragonBones 3.0 + * @language zh_CN + */ + frameCount: number; + /** + * - The play times of the animation. [0: Loop play, [1~N]: Play N times] + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 动画的播放次数。 [0: 无限循环播放, [1~N]: 循环播放 N 次] + * @version DragonBones 3.0 + * @language zh_CN + */ + playTimes: number; + /** + * - The duration of the animation. (In seconds) + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 动画的持续时间。 (以秒为单位) + * @version DragonBones 3.0 + * @language zh_CN + */ + duration: number; + /** + * @private + */ + scale: number; + /** + * - The fade in time of the animation. (In seconds) + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 动画的淡入时间。 (以秒为单位) + * @version DragonBones 3.0 + * @language zh_CN + */ + fadeInTime: number; + /** + * @private + */ + cacheFrameRate: number; + /** + * - The animation name. + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 动画名称。 + * @version DragonBones 3.0 + * @language zh_CN + */ + name: string; + /** + * @private + */ + readonly cachedFrames: Array; + /** + * @private + */ + readonly boneTimelines: Map>; + /** + * @private + */ + readonly slotTimelines: Map>; + /** + * @private + */ + readonly constraintTimelines: Map>; + /** + * @private + */ + readonly animationTimelines: Map>; + /** + * @private + */ + readonly boneCachedFrameIndices: Map>; + /** + * @private + */ + readonly slotCachedFrameIndices: Map>; + /** + * @private + */ + actionTimeline: TimelineData | null; + /** + * @private + */ + zOrderTimeline: TimelineData | null; + /** + * @private + */ + parent: ArmatureData; + protected _onClear(): void; + /** + * @private + */ + addBoneTimeline(timelineName: string, timeline: TimelineData): void; + /** + * @private + */ + addSlotTimeline(timelineName: string, timeline: TimelineData): void; + /** + * @private + */ + addConstraintTimeline(timelineName: string, timeline: TimelineData): void; + /** + * @private + */ + addAnimationTimeline(timelineName: string, timeline: TimelineData): void; + /** + * @private + */ + getBoneTimelines(timelineName: string): Array | null; + /** + * @private + */ + getSlotTimelines(timelineName: string): Array | null; + /** + * @private + */ + getConstraintTimelines(timelineName: string): Array | null; + /** + * @private + */ + getAnimationTimelines(timelineName: string): Array | null; + /** + * @private + */ + getBoneCachedFrameIndices(boneName: string): Array | null; + /** + * @private + */ + getSlotCachedFrameIndices(slotName: string): Array | null; + } + /** + * @private + */ + class TimelineData extends BaseObject { + static toString(): string; + type: TimelineType; + offset: number; + frameIndicesOffset: number; + protected _onClear(): void; + } +} +/** + * The MIT License (MIT) + * + * Copyright (c) 2012-2018 DragonBones team and other contributors + * + * Permission is hereby granted, free of charge, to any person obtaining a copy of + * this software and associated documentation files (the "Software"), to deal in + * the Software without restriction, including without limitation the rights to + * use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of + * the Software, and to permit persons to whom the Software is furnished to do so, + * subject to the following conditions: + * + * The above copyright notice and this permission notice shall be included in all + * copies or substantial portions of the Software. + * + * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR + * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS + * FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR + * COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER + * IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN + * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. + */ +declare namespace dragonBones { + /** + * - The animation config is used to describe all the information needed to play an animation state. + * The API is still in the experimental phase and may encounter bugs or stability or compatibility issues when used. + * @see dragonBones.AnimationState + * @beta + * @version DragonBones 5.0 + * @language en_US + */ + /** + * - 动画配置用来描述播放一个动画状态所需要的全部信息。 + * 该 API 仍在实验阶段,使用时可能遭遇 bug 或稳定性或兼容性问题。 + * @see dragonBones.AnimationState + * @beta + * @version DragonBones 5.0 + * @language zh_CN + */ + class AnimationConfig extends BaseObject { + static toString(): string; + /** + * @private + */ + pauseFadeOut: boolean; + /** + * - Fade out the pattern of other animation states when the animation state is fade in. + * This property is typically used to specify the substitution of multiple animation states blend. + * @default dragonBones.AnimationFadeOutMode.All + * @version DragonBones 5.0 + * @language en_US + */ + /** + * - 淡入动画状态时淡出其他动画状态的模式。 + * 该属性通常用来指定多个动画状态混合时的相互替换关系。 + * @default dragonBones.AnimationFadeOutMode.All + * @version DragonBones 5.0 + * @language zh_CN + */ + fadeOutMode: AnimationFadeOutMode; + /** + * @private + */ + fadeOutTweenType: TweenType; + /** + * @private + */ + fadeOutTime: number; + /** + * @private + */ + pauseFadeIn: boolean; + /** + * @private + */ + actionEnabled: boolean; + /** + * @private + */ + additive: boolean; + /** + * - Whether the animation state has control over the display property of the slots. + * Sometimes blend a animation state does not want it to control the display properties of the slots, + * especially if other animation state are controlling the display properties of the slots. + * @default true + * @version DragonBones 5.0 + * @language en_US + */ + /** + * - 动画状态是否对插槽的显示对象属性有控制权。 + * 有时混合一个动画状态并不希望其控制插槽的显示对象属性, + * 尤其是其他动画状态正在控制这些插槽的显示对象属性时。 + * @default true + * @version DragonBones 5.0 + * @language zh_CN + */ + displayControl: boolean; + /** + * - Whether to reset the objects without animation to the armature pose when the animation state is start to play. + * This property should usually be set to false when blend multiple animation states. + * @default true + * @version DragonBones 5.1 + * @language en_US + */ + /** + * - 开始播放动画状态时是否将没有动画的对象重置为骨架初始值。 + * 通常在混合多个动画状态时应该将该属性设置为 false。 + * @default true + * @version DragonBones 5.1 + * @language zh_CN + */ + resetToPose: boolean; + /** + * @private + */ + fadeInTweenType: TweenType; + /** + * - The play times. [0: Loop play, [1~N]: Play N times] + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 播放次数。 [0: 无限循环播放, [1~N]: 循环播放 N 次] + * @version DragonBones 3.0 + * @language zh_CN + */ + playTimes: number; + /** + * - The blend layer. + * High layer animation state will get the blend weight first. + * When the blend weight is assigned more than 1, the remaining animation states will no longer get the weight assigned. + * @readonly + * @version DragonBones 5.0 + * @language en_US + */ + /** + * - 混合图层。 + * 图层高的动画状态会优先获取混合权重。 + * 当混合权重分配超过 1 时,剩余的动画状态将不再获得权重分配。 + * @readonly + * @version DragonBones 5.0 + * @language zh_CN + */ + layer: number; + /** + * - The start time of play. (In seconds) + * @default 0.0 + * @version DragonBones 5.0 + * @language en_US + */ + /** + * - 播放的开始时间。 (以秒为单位) + * @default 0.0 + * @version DragonBones 5.0 + * @language zh_CN + */ + position: number; + /** + * - The duration of play. + * [-1: Use the default value of the animation data, 0: Stop play, (0~N]: The duration] (In seconds) + * @default -1.0 + * @version DragonBones 5.0 + * @language en_US + */ + /** + * - 播放的持续时间。 + * [-1: 使用动画数据默认值, 0: 动画停止, (0~N]: 持续时间] (以秒为单位) + * @default -1.0 + * @version DragonBones 5.0 + * @language zh_CN + */ + duration: number; + /** + * - The play speed. + * The value is an overlay relationship with {@link dragonBones.Animation#timeScale}. + * [(-N~0): Reverse play, 0: Stop play, (0~1): Slow play, 1: Normal play, (1~N): Fast play] + * @default 1.0 + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 播放速度。 + * 该值与 {@link dragonBones.Animation#timeScale} 是叠加关系。 + * [(-N~0): 倒转播放, 0: 停止播放, (0~1): 慢速播放, 1: 正常播放, (1~N): 快速播放] + * @default 1.0 + * @version DragonBones 3.0 + * @language zh_CN + */ + timeScale: number; + /** + * - The blend weight. + * @default 1.0 + * @version DragonBones 5.0 + * @language en_US + */ + /** + * - 混合权重。 + * @default 1.0 + * @version DragonBones 5.0 + * @language zh_CN + */ + weight: number; + /** + * - The fade in time. + * [-1: Use the default value of the animation data, [0~N]: The fade in time] (In seconds) + * @default -1.0 + * @version DragonBones 5.0 + * @language en_US + */ + /** + * - 淡入时间。 + * [-1: 使用动画数据默认值, [0~N]: 淡入时间] (以秒为单位) + * @default -1.0 + * @version DragonBones 5.0 + * @language zh_CN + */ + fadeInTime: number; + /** + * - The auto fade out time when the animation state play completed. + * [-1: Do not fade out automatically, [0~N]: The fade out time] (In seconds) + * @default -1.0 + * @version DragonBones 5.0 + * @language en_US + */ + /** + * - 动画状态播放完成后的自动淡出时间。 + * [-1: 不自动淡出, [0~N]: 淡出时间] (以秒为单位) + * @default -1.0 + * @version DragonBones 5.0 + * @language zh_CN + */ + autoFadeOutTime: number; + /** + * - The name of the animation state. (Can be different from the name of the animation data) + * @version DragonBones 5.0 + * @language en_US + */ + /** + * - 动画状态名称。 (可以不同于动画数据) + * @version DragonBones 5.0 + * @language zh_CN + */ + name: string; + /** + * - The animation data name. + * @version DragonBones 5.0 + * @language en_US + */ + /** + * - 动画数据名称。 + * @version DragonBones 5.0 + * @language zh_CN + */ + animation: string; + /** + * - The blend group name of the animation state. + * This property is typically used to specify the substitution of multiple animation states blend. + * @readonly + * @version DragonBones 5.0 + * @language en_US + */ + /** + * - 混合组名称。 + * 该属性通常用来指定多个动画状态混合时的相互替换关系。 + * @readonly + * @version DragonBones 5.0 + * @language zh_CN + */ + group: string; + /** + * @private + */ + readonly boneMask: Array; + protected _onClear(): void; + /** + * @private + */ + clear(): void; + /** + * @private + */ + copyFrom(value: AnimationConfig): void; + } +} +/** + * The MIT License (MIT) + * + * Copyright (c) 2012-2018 DragonBones team and other contributors + * + * Permission is hereby granted, free of charge, to any person obtaining a copy of + * this software and associated documentation files (the "Software"), to deal in + * the Software without restriction, including without limitation the rights to + * use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of + * the Software, and to permit persons to whom the Software is furnished to do so, + * subject to the following conditions: + * + * The above copyright notice and this permission notice shall be included in all + * copies or substantial portions of the Software. + * + * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR + * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS + * FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR + * COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER + * IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN + * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. + */ +declare namespace dragonBones { + /** + * - The texture atlas data. + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 贴图集数据。 + * @version DragonBones 3.0 + * @language zh_CN + */ + abstract class TextureAtlasData extends BaseObject { + /** + * @private + */ + autoSearch: boolean; + /** + * @private + */ + width: number; + /** + * @private + */ + height: number; + /** + * @private + */ + scale: number; + /** + * - The texture atlas name. + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 贴图集名称。 + * @version DragonBones 3.0 + * @language zh_CN + */ + name: string; + /** + * - The image path of the texture atlas. + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 贴图集图片路径。 + * @version DragonBones 3.0 + * @language zh_CN + */ + imagePath: string; + /** + * @private + */ + readonly textures: Map; + protected _onClear(): void; + /** + * @private + */ + copyFrom(value: TextureAtlasData): void; + /** + * @private + */ + getTexture(textureName: string): TextureData | null; + } + /** + * @private + */ + abstract class TextureData extends BaseObject { + static createRectangle(): Rectangle; + rotated: boolean; + name: string; + readonly region: Rectangle; + parent: TextureAtlasData; + frame: Rectangle | null; + protected _onClear(): void; + copyFrom(value: TextureData): void; + } +} +/** + * The MIT License (MIT) + * + * Copyright (c) 2012-2018 DragonBones team and other contributors + * + * Permission is hereby granted, free of charge, to any person obtaining a copy of + * this software and associated documentation files (the "Software"), to deal in + * the Software without restriction, including without limitation the rights to + * use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of + * the Software, and to permit persons to whom the Software is furnished to do so, + * subject to the following conditions: + * + * The above copyright notice and this permission notice shall be included in all + * copies or substantial portions of the Software. + * + * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR + * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS + * FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR + * COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER + * IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN + * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. + */ +declare namespace dragonBones { + /** + * - The armature proxy interface, the docking engine needs to implement it concretely. + * @see dragonBones.Armature + * @version DragonBones 5.0 + * @language en_US + */ + /** + * - 骨架代理接口,对接的引擎需要对其进行具体实现。 + * @see dragonBones.Armature + * @version DragonBones 5.0 + * @language zh_CN + */ + interface IArmatureProxy extends IEventDispatcher { + /** + * - Dispose the instance and the Armature instance. (The Armature instance will return to the object pool) + * @example + *
+         *     removeChild(armatureDisplay);
+         *     armatureDisplay.dispose();
+         * 
+ * @version DragonBones 4.5 + * @language en_US + */ + /** + * - 释放该实例和骨架。 (骨架会回收到对象池) + * @example + *
+         *     removeChild(armatureDisplay);
+         *     armatureDisplay.dispose();
+         * 
+ * @version DragonBones 4.5 + * @language zh_CN + */ + dispose(disposeProxy: boolean): void; + /** + * - The armature. + * @version DragonBones 4.5 + * @language en_US + */ + /** + * - 骨架。 + * @version DragonBones 4.5 + * @language zh_CN + */ + readonly armature: Armature; + /** + * - The animation player. + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 动画播放器。 + * @version DragonBones 3.0 + * @language zh_CN + */ + readonly animation: Animation; + } +} +/** + * The MIT License (MIT) + * + * Copyright (c) 2012-2018 DragonBones team and other contributors + * + * Permission is hereby granted, free of charge, to any person obtaining a copy of + * this software and associated documentation files (the "Software"), to deal in + * the Software without restriction, including without limitation the rights to + * use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of + * the Software, and to permit persons to whom the Software is furnished to do so, + * subject to the following conditions: + * + * The above copyright notice and this permission notice shall be included in all + * copies or substantial portions of the Software. + * + * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR + * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS + * FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR + * COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER + * IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN + * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. + */ +declare namespace dragonBones { + /** + * - Armature is the core of the skeleton animation system. + * @see dragonBones.ArmatureData + * @see dragonBones.Bone + * @see dragonBones.Slot + * @see dragonBones.Animation + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 骨架是骨骼动画系统的核心。 + * @see dragonBones.ArmatureData + * @see dragonBones.Bone + * @see dragonBones.Slot + * @see dragonBones.Animation + * @version DragonBones 3.0 + * @language zh_CN + */ + class Armature extends BaseObject implements IAnimatable { + static toString(): string; + private static _onSortSlots(a, b); + /** + * - Whether to inherit the animation control of the parent armature. + * True to try to have the child armature play an animation with the same name when the parent armature play the animation. + * @default true + * @version DragonBones 4.5 + * @language en_US + */ + /** + * - 是否继承父骨架的动画控制。 + * 如果该值为 true,当父骨架播放动画时,会尝试让子骨架播放同名动画。 + * @default true + * @version DragonBones 4.5 + * @language zh_CN + */ + inheritAnimation: boolean; + /** + * @private + */ + userData: any; + private _slotsDirty; + private _zOrderDirty; + private _flipX; + private _flipY; + private _alpha; + private readonly _bones; + private readonly _slots; + private readonly _actions; + private _animation; + private _proxy; + private _display; + private _replacedTexture; + private _clock; + protected _onClear(): void; + /** + * - Dispose the armature. (Return to the object pool) + * @example + *
+         *     removeChild(armature.display);
+         *     armature.dispose();
+         * 
+ * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 释放骨架。 (回收到对象池) + * @example + *
+         *     removeChild(armature.display);
+         *     armature.dispose();
+         * 
+ * @version DragonBones 3.0 + * @language zh_CN + */ + dispose(): void; + /** + * @inheritDoc + */ + advanceTime(passedTime: number): void; + /** + * - Forces a specific bone or its owning slot to update the transform or display property in the next frame. + * @param boneName - The bone name. (If not set, all bones will be update) + * @param updateSlot - Whether to update the bone's slots. (Default: false) + * @see dragonBones.Bone#invalidUpdate() + * @see dragonBones.Slot#invalidUpdate() + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 强制特定骨骼或其拥有的插槽在下一帧更新变换或显示属性。 + * @param boneName - 骨骼名称。 (如果未设置,将更新所有骨骼) + * @param updateSlot - 是否更新骨骼的插槽。 (默认: false) + * @see dragonBones.Bone#invalidUpdate() + * @see dragonBones.Slot#invalidUpdate() + * @version DragonBones 3.0 + * @language zh_CN + */ + invalidUpdate(boneName?: string | null, updateSlot?: boolean): void; + /** + * - Check whether a specific point is inside a custom bounding box in a slot. + * The coordinate system of the point is the inner coordinate system of the armature. + * Custom bounding boxes need to be customized in Dragonbones Pro. + * @param x - The horizontal coordinate of the point. + * @param y - The vertical coordinate of the point. + * @version DragonBones 5.0 + * @language en_US + */ + /** + * - 检查特定点是否在某个插槽的自定义边界框内。 + * 点的坐标系为骨架内坐标系。 + * 自定义边界框需要在 DragonBones Pro 中自定义。 + * @param x - 点的水平坐标。 + * @param y - 点的垂直坐标。 + * @version DragonBones 5.0 + * @language zh_CN + */ + containsPoint(x: number, y: number): Slot | null; + /** + * - Check whether a specific segment intersects a custom bounding box for a slot in the armature. + * The coordinate system of the segment and intersection is the inner coordinate system of the armature. + * Custom bounding boxes need to be customized in Dragonbones Pro. + * @param xA - The horizontal coordinate of the beginning of the segment. + * @param yA - The vertical coordinate of the beginning of the segment. + * @param xB - The horizontal coordinate of the end point of the segment. + * @param yB - The vertical coordinate of the end point of the segment. + * @param intersectionPointA - The first intersection at which a line segment intersects the bounding box from the beginning to the end. (If not set, the intersection point will not calculated) + * @param intersectionPointB - The first intersection at which a line segment intersects the bounding box from the end to the beginning. (If not set, the intersection point will not calculated) + * @param normalRadians - The normal radians of the tangent of the intersection boundary box. [x: Normal radian of the first intersection tangent, y: Normal radian of the second intersection tangent] (If not set, the normal will not calculated) + * @returns The slot of the first custom bounding box where the segment intersects from the start point to the end point. + * @version DragonBones 5.0 + * @language en_US + */ + /** + * - 检查特定线段是否与骨架的某个插槽的自定义边界框相交。 + * 线段和交点的坐标系均为骨架内坐标系。 + * 自定义边界框需要在 DragonBones Pro 中自定义。 + * @param xA - 线段起点的水平坐标。 + * @param yA - 线段起点的垂直坐标。 + * @param xB - 线段终点的水平坐标。 + * @param yB - 线段终点的垂直坐标。 + * @param intersectionPointA - 线段从起点到终点与边界框相交的第一个交点。 (如果未设置,则不计算交点) + * @param intersectionPointB - 线段从终点到起点与边界框相交的第一个交点。 (如果未设置,则不计算交点) + * @param normalRadians - 交点边界框切线的法线弧度。 [x: 第一个交点切线的法线弧度, y: 第二个交点切线的法线弧度] (如果未设置,则不计算法线) + * @returns 线段从起点到终点相交的第一个自定义边界框的插槽。 + * @version DragonBones 5.0 + * @language zh_CN + */ + intersectsSegment(xA: number, yA: number, xB: number, yB: number, intersectionPointA?: { + x: number; + y: number; + } | null, intersectionPointB?: { + x: number; + y: number; + } | null, normalRadians?: { + x: number; + y: number; + } | null): Slot | null; + /** + * - Get a specific bone. + * @param name - The bone name. + * @see dragonBones.Bone + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 获取特定的骨骼。 + * @param name - 骨骼名称。 + * @see dragonBones.Bone + * @version DragonBones 3.0 + * @language zh_CN + */ + getBone(name: string): Bone | null; + /** + * - Get a specific bone by the display. + * @param display - The display object. + * @see dragonBones.Bone + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 通过显示对象获取特定的骨骼。 + * @param display - 显示对象。 + * @see dragonBones.Bone + * @version DragonBones 3.0 + * @language zh_CN + */ + getBoneByDisplay(display: any): Bone | null; + /** + * - Get a specific slot. + * @param name - The slot name. + * @see dragonBones.Slot + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 获取特定的插槽。 + * @param name - 插槽名称。 + * @see dragonBones.Slot + * @version DragonBones 3.0 + * @language zh_CN + */ + getSlot(name: string): Slot | null; + /** + * - Get a specific slot by the display. + * @param display - The display object. + * @see dragonBones.Slot + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 通过显示对象获取特定的插槽。 + * @param display - 显示对象。 + * @see dragonBones.Slot + * @version DragonBones 3.0 + * @language zh_CN + */ + getSlotByDisplay(display: any): Slot | null; + /** + * - Get all bones. + * @see dragonBones.Bone + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 获取所有的骨骼。 + * @see dragonBones.Bone + * @version DragonBones 3.0 + * @language zh_CN + */ + getBones(): Array; + /** + * - Get all slots. + * @see dragonBones.Slot + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 获取所有的插槽。 + * @see dragonBones.Slot + * @version DragonBones 3.0 + * @language zh_CN + */ + getSlots(): Array; + /** + * - Whether to flip the armature horizontally. + * @version DragonBones 5.5 + * @language en_US + */ + /** + * - 是否将骨架水平翻转。 + * @version DragonBones 5.5 + * @language zh_CN + */ + flipX: boolean; + /** + * - Whether to flip the armature vertically. + * @version DragonBones 5.5 + * @language en_US + */ + /** + * - 是否将骨架垂直翻转。 + * @version DragonBones 5.5 + * @language zh_CN + */ + flipY: boolean; + /** + * - The animation cache frame rate, which turns on the animation cache when the set value is greater than 0. + * There is a certain amount of memory overhead to improve performance by caching animation data in memory. + * The frame rate should not be set too high, usually with the frame rate of the animation is similar and lower than the program running frame rate. + * When the animation cache is turned on, some features will fail, such as the offset property of bone. + * @example + *
+         *     armature.cacheFrameRate = 24;
+         * 
+ * @see dragonBones.DragonBonesData#frameRate + * @see dragonBones.ArmatureData#frameRate + * @version DragonBones 4.5 + * @language en_US + */ + /** + * - 动画缓存帧率,当设置的值大于 0 的时,将会开启动画缓存。 + * 通过将动画数据缓存在内存中来提高运行性能,会有一定的内存开销。 + * 帧率不宜设置的过高,通常跟动画的帧率相当且低于程序运行的帧率。 + * 开启动画缓存后,某些功能将会失效,比如骨骼的 offset 属性等。 + * @example + *
+         *     armature.cacheFrameRate = 24;
+         * 
+ * @see dragonBones.DragonBonesData#frameRate + * @see dragonBones.ArmatureData#frameRate + * @version DragonBones 4.5 + * @language zh_CN + */ + cacheFrameRate: number; + /** + * - The armature name. + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 骨架名称。 + * @version DragonBones 3.0 + * @language zh_CN + */ + readonly name: string; + /** + * - The armature data. + * @see dragonBones.ArmatureData + * @version DragonBones 4.5 + * @language en_US + */ + /** + * - 骨架数据。 + * @see dragonBones.ArmatureData + * @version DragonBones 4.5 + * @language zh_CN + */ + readonly armatureData: ArmatureData; + /** + * - The animation player. + * @see dragonBones.Animation + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 动画播放器。 + * @see dragonBones.Animation + * @version DragonBones 3.0 + * @language zh_CN + */ + readonly animation: Animation; + /** + * @pivate + */ + readonly proxy: IArmatureProxy; + /** + * - The EventDispatcher instance of the armature. + * @version DragonBones 4.5 + * @language en_US + */ + /** + * - 该骨架的 EventDispatcher 实例。 + * @version DragonBones 4.5 + * @language zh_CN + */ + readonly eventDispatcher: IEventDispatcher; + /** + * - The display container. + * The display of the slot is displayed as the parent. + * Depending on the rendering engine, the type will be different, usually the DisplayObjectContainer type. + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 显示容器实例。 + * 插槽的显示对象都会以此显示容器为父级。 + * 根据渲染引擎的不同,类型会不同,通常是 DisplayObjectContainer 类型。 + * @version DragonBones 3.0 + * @language zh_CN + */ + readonly display: any; + /** + * @private + */ + replacedTexture: any; + /** + * @inheritDoc + */ + clock: WorldClock | null; + /** + * - Get the parent slot which the armature belongs to. + * @see dragonBones.Slot + * @version DragonBones 4.5 + * @language en_US + */ + /** + * - 该骨架所属的父插槽。 + * @see dragonBones.Slot + * @version DragonBones 4.5 + * @language zh_CN + */ + readonly parent: Slot | null; + /** + * - Deprecated, please refer to {@link #display}. + * @deprecated + * @language en_US + */ + /** + * - 已废弃,请参考 {@link #display}。 + * @deprecated + * @language zh_CN + */ + getDisplay(): any; + } +} +/** + * The MIT License (MIT) + * + * Copyright (c) 2012-2018 DragonBones team and other contributors + * + * Permission is hereby granted, free of charge, to any person obtaining a copy of + * this software and associated documentation files (the "Software"), to deal in + * the Software without restriction, including without limitation the rights to + * use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of + * the Software, and to permit persons to whom the Software is furnished to do so, + * subject to the following conditions: + * + * The above copyright notice and this permission notice shall be included in all + * copies or substantial portions of the Software. + * + * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR + * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS + * FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR + * COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER + * IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN + * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. + */ +declare namespace dragonBones { + /** + * - The base class of the transform object. + * @see dragonBones.Transform + * @version DragonBones 4.5 + * @language en_US + */ + /** + * - 变换对象的基类。 + * @see dragonBones.Transform + * @version DragonBones 4.5 + * @language zh_CN + */ + abstract class TransformObject extends BaseObject { + protected static readonly _helpMatrix: Matrix; + protected static readonly _helpTransform: Transform; + protected static readonly _helpPoint: Point; + /** + * - A matrix relative to the armature coordinate system. + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 相对于骨架坐标系的矩阵。 + * @version DragonBones 3.0 + * @language zh_CN + */ + readonly globalTransformMatrix: Matrix; + /** + * - A transform relative to the armature coordinate system. + * @see #updateGlobalTransform() + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 相对于骨架坐标系的变换。 + * @see #updateGlobalTransform() + * @version DragonBones 3.0 + * @language zh_CN + */ + readonly global: Transform; + /** + * - The offset transform relative to the armature or the parent bone coordinate system. + * @see #dragonBones.Bone#invalidUpdate() + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 相对于骨架或父骨骼坐标系的偏移变换。 + * @see #dragonBones.Bone#invalidUpdate() + * @version DragonBones 3.0 + * @language zh_CN + */ + readonly offset: Transform; + /** + * @private + */ + origin: Transform | null; + /** + * @private + */ + userData: any; + protected _globalDirty: boolean; + /** + */ + protected _onClear(): void; + /** + * - For performance considerations, rotation or scale in the {@link #global} attribute of the bone or slot is not always properly accessible, + * some engines do not rely on these attributes to update rendering, such as Egret. + * The use of this method ensures that the access to the {@link #global} property is correctly rotation or scale. + * @example + *
+         *     bone.updateGlobalTransform();
+         *     let rotation = bone.global.rotation;
+         * 
+ * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 出于性能的考虑,骨骼或插槽的 {@link #global} 属性中的旋转或缩放并不总是正确可访问的,有些引擎并不依赖这些属性更新渲染,比如 Egret。 + * 使用此方法可以保证访问到 {@link #global} 属性中正确的旋转或缩放。 + * @example + *
+         *     bone.updateGlobalTransform();
+         *     let rotation = bone.global.rotation;
+         * 
+ * @version DragonBones 3.0 + * @language zh_CN + */ + updateGlobalTransform(): void; + /** + * - The armature to which it belongs. + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 所属的骨架。 + * @version DragonBones 3.0 + * @language zh_CN + */ + readonly armature: Armature; + } +} +/** + * The MIT License (MIT) + * + * Copyright (c) 2012-2018 DragonBones team and other contributors + * + * Permission is hereby granted, free of charge, to any person obtaining a copy of + * this software and associated documentation files (the "Software"), to deal in + * the Software without restriction, including without limitation the rights to + * use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of + * the Software, and to permit persons to whom the Software is furnished to do so, + * subject to the following conditions: + * + * The above copyright notice and this permission notice shall be included in all + * copies or substantial portions of the Software. + * + * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR + * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS + * FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR + * COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER + * IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN + * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. + */ +declare namespace dragonBones { + /** + * - Bone is one of the most important logical units in the armature animation system, + * and is responsible for the realization of translate, rotation, scaling in the animations. + * A armature can contain multiple bones. + * @see dragonBones.BoneData + * @see dragonBones.Armature + * @see dragonBones.Slot + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 骨骼在骨骼动画体系中是最重要的逻辑单元之一,负责动画中的平移、旋转、缩放的实现。 + * 一个骨架中可以包含多个骨骼。 + * @see dragonBones.BoneData + * @see dragonBones.Armature + * @see dragonBones.Slot + * @version DragonBones 3.0 + * @language zh_CN + */ + class Bone extends TransformObject { + static toString(): string; + /** + * - The offset mode. + * @see #offset + * @version DragonBones 5.5 + * @language en_US + */ + /** + * - 偏移模式。 + * @see #offset + * @version DragonBones 5.5 + * @language zh_CN + */ + offsetMode: OffsetMode; + protected _localDirty: boolean; + protected _visible: boolean; + protected _cachedFrameIndex: number; + /** + * @private + */ + protected _parent: Bone | null; + protected _onClear(): void; + protected _updateGlobalTransformMatrix(isCache: boolean): void; + /** + * - Forces the bone to update the transform in the next frame. + * When the bone is not animated or its animation state is finished, the bone will not continue to update, + * and when the skeleton must be updated for some reason, the method needs to be called explicitly. + * @example + *
+         *     let bone = armature.getBone("arm");
+         *     bone.offset.scaleX = 2.0;
+         *     bone.invalidUpdate();
+         * 
+ * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 强制骨骼在下一帧更新变换。 + * 当该骨骼没有动画状态或其动画状态播放完成时,骨骼将不在继续更新,而此时由于某些原因必须更新骨骼时,则需要显式调用该方法。 + * @example + *
+         *     let bone = armature.getBone("arm");
+         *     bone.offset.scaleX = 2.0;
+         *     bone.invalidUpdate();
+         * 
+ * @version DragonBones 3.0 + * @language zh_CN + */ + invalidUpdate(): void; + /** + * - Check whether the bone contains a specific bone. + * @see dragonBones.Bone + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 检查该骨骼是否包含特定的骨骼。 + * @see dragonBones.Bone + * @version DragonBones 3.0 + * @language zh_CN + */ + contains(value: Bone): boolean; + /** + * - The bone data. + * @version DragonBones 4.5 + * @language en_US + */ + /** + * - 骨骼数据。 + * @version DragonBones 4.5 + * @language zh_CN + */ + readonly boneData: BoneData; + /** + * - The visible of all slots in the bone. + * @default true + * @see dragonBones.Slot#visible + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 此骨骼所有插槽的可见。 + * @default true + * @see dragonBones.Slot#visible + * @version DragonBones 3.0 + * @language zh_CN + */ + visible: boolean; + /** + * - The bone name. + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 骨骼名称。 + * @version DragonBones 3.0 + * @language zh_CN + */ + readonly name: string; + /** + * - The parent bone to which it belongs. + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 所属的父骨骼。 + * @version DragonBones 3.0 + * @language zh_CN + */ + readonly parent: Bone | null; + } +} +/** + * The MIT License (MIT) + * + * Copyright (c) 2012-2018 DragonBones team and other contributors + * + * Permission is hereby granted, free of charge, to any person obtaining a copy of + * this software and associated documentation files (the "Software"), to deal in + * the Software without restriction, including without limitation the rights to + * use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of + * the Software, and to permit persons to whom the Software is furnished to do so, + * subject to the following conditions: + * + * The above copyright notice and this permission notice shall be included in all + * copies or substantial portions of the Software. + * + * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR + * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS + * FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR + * COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER + * IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN + * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. + */ +declare namespace dragonBones { +} +/** + * The MIT License (MIT) + * + * Copyright (c) 2012-2018 DragonBones team and other contributors + * + * Permission is hereby granted, free of charge, to any person obtaining a copy of + * this software and associated documentation files (the "Software"), to deal in + * the Software without restriction, including without limitation the rights to + * use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of + * the Software, and to permit persons to whom the Software is furnished to do so, + * subject to the following conditions: + * + * The above copyright notice and this permission notice shall be included in all + * copies or substantial portions of the Software. + * + * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR + * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS + * FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR + * COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER + * IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN + * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. + */ +declare namespace dragonBones { + /** + * @private + */ + class DisplayFrame extends BaseObject { + static toString(): string; + rawDisplayData: DisplayData | null; + displayData: DisplayData | null; + textureData: TextureData | null; + display: any | Armature | null; + readonly deformVertices: Array; + protected _onClear(): void; + updateDeformVertices(): void; + getGeometryData(): GeometryData | null; + getBoundingBox(): BoundingBoxData | null; + getTextureData(): TextureData | null; + } + /** + * - The slot attached to the armature, controls the display status and properties of the display object. + * A bone can contain multiple slots. + * A slot can contain multiple display objects, displaying only one of the display objects at a time, + * but you can toggle the display object into frame animation while the animation is playing. + * The display object can be a normal texture, or it can be a display of a child armature, a grid display object, + * and a custom other display object. + * @see dragonBones.Armature + * @see dragonBones.Bone + * @see dragonBones.SlotData + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 插槽附着在骨骼上,控制显示对象的显示状态和属性。 + * 一个骨骼上可以包含多个插槽。 + * 一个插槽中可以包含多个显示对象,同一时间只能显示其中的一个显示对象,但可以在动画播放的过程中切换显示对象实现帧动画。 + * 显示对象可以是普通的图片纹理,也可以是子骨架的显示容器,网格显示对象,还可以是自定义的其他显示对象。 + * @see dragonBones.Armature + * @see dragonBones.Bone + * @see dragonBones.SlotData + * @version DragonBones 3.0 + * @language zh_CN + */ + abstract class Slot extends TransformObject { + /** + * - Displays the animated state or mixed group name controlled by the object, set to null to be controlled by all animation states. + * @default null + * @see dragonBones.AnimationState#displayControl + * @see dragonBones.AnimationState#name + * @see dragonBones.AnimationState#group + * @version DragonBones 4.5 + * @language en_US + */ + /** + * - 显示对象受到控制的动画状态或混合组名称,设置为 null 则表示受所有的动画状态控制。 + * @default null + * @see dragonBones.AnimationState#displayControl + * @see dragonBones.AnimationState#name + * @see dragonBones.AnimationState#group + * @version DragonBones 4.5 + * @language zh_CN + */ + displayController: string | null; + protected _displayDataDirty: boolean; + protected _displayDirty: boolean; + protected _geometryDirty: boolean; + protected _textureDirty: boolean; + protected _visibleDirty: boolean; + protected _blendModeDirty: boolean; + protected _zOrderDirty: boolean; + protected _transformDirty: boolean; + protected _visible: boolean; + protected _blendMode: BlendMode; + protected _displayIndex: number; + protected _animationDisplayIndex: number; + protected _cachedFrameIndex: number; + protected readonly _localMatrix: Matrix; + protected _boundingBoxData: BoundingBoxData | null; + protected _textureData: TextureData | null; + protected _rawDisplay: any; + protected _meshDisplay: any; + protected _display: any | null; + protected _childArmature: Armature | null; + /** + * @private + */ + protected _parent: Bone; + protected _onClear(): void; + protected abstract _initDisplay(value: any, isRetain: boolean): void; + protected abstract _disposeDisplay(value: any, isRelease: boolean): void; + protected abstract _onUpdateDisplay(): void; + protected abstract _addDisplay(): void; + protected abstract _replaceDisplay(value: any): void; + protected abstract _removeDisplay(): void; + protected abstract _updateZOrder(): void; + protected abstract _updateBlendMode(): void; + protected abstract _updateColor(): void; + protected abstract _updateFrame(): void; + protected abstract _updateMesh(): void; + protected abstract _updateTransform(): void; + protected abstract _identityTransform(): void; + protected _hasDisplay(display: any): boolean; + protected _updateDisplayData(): void; + protected _updateDisplay(): void; + protected _updateGlobalTransformMatrix(isCache: boolean): void; + /** + * - Forces the slot to update the state of the display object in the next frame. + * @version DragonBones 4.5 + * @language en_US + */ + /** + * - 强制插槽在下一帧更新显示对象的状态。 + * @version DragonBones 4.5 + * @language zh_CN + */ + invalidUpdate(): void; + /** + * @private + */ + updateTransformAndMatrix(): void; + /** + * @private + */ + replaceRawDisplayData(displayData: DisplayData | null, index?: number): void; + /** + * @private + */ + replaceDisplayData(displayData: DisplayData | null, index?: number): void; + /** + * @private + */ + replaceTextureData(textureData: TextureData | null, index?: number): void; + /** + * @private + */ + replaceDisplay(value: any | Armature | null, index?: number): void; + /** + * - Check whether a specific point is inside a custom bounding box in the slot. + * The coordinate system of the point is the inner coordinate system of the armature. + * Custom bounding boxes need to be customized in Dragonbones Pro. + * @param x - The horizontal coordinate of the point. + * @param y - The vertical coordinate of the point. + * @version DragonBones 5.0 + * @language en_US + */ + /** + * - 检查特定点是否在插槽的自定义边界框内。 + * 点的坐标系为骨架内坐标系。 + * 自定义边界框需要在 DragonBones Pro 中自定义。 + * @param x - 点的水平坐标。 + * @param y - 点的垂直坐标。 + * @version DragonBones 5.0 + * @language zh_CN + */ + containsPoint(x: number, y: number): boolean; + /** + * - Check whether a specific segment intersects a custom bounding box for the slot. + * The coordinate system of the segment and intersection is the inner coordinate system of the armature. + * Custom bounding boxes need to be customized in Dragonbones Pro. + * @param xA - The horizontal coordinate of the beginning of the segment. + * @param yA - The vertical coordinate of the beginning of the segment. + * @param xB - The horizontal coordinate of the end point of the segment. + * @param yB - The vertical coordinate of the end point of the segment. + * @param intersectionPointA - The first intersection at which a line segment intersects the bounding box from the beginning to the end. (If not set, the intersection point will not calculated) + * @param intersectionPointB - The first intersection at which a line segment intersects the bounding box from the end to the beginning. (If not set, the intersection point will not calculated) + * @param normalRadians - The normal radians of the tangent of the intersection boundary box. [x: Normal radian of the first intersection tangent, y: Normal radian of the second intersection tangent] (If not set, the normal will not calculated) + * @returns Intersection situation. [1: Disjoint and segments within the bounding box, 0: Disjoint, 1: Intersecting and having a nodal point and ending in the bounding box, 2: Intersecting and having a nodal point and starting at the bounding box, 3: Intersecting and having two intersections, N: Intersecting and having N intersections] + * @version DragonBones 5.0 + * @language en_US + */ + /** + * - 检查特定线段是否与插槽的自定义边界框相交。 + * 线段和交点的坐标系均为骨架内坐标系。 + * 自定义边界框需要在 DragonBones Pro 中自定义。 + * @param xA - 线段起点的水平坐标。 + * @param yA - 线段起点的垂直坐标。 + * @param xB - 线段终点的水平坐标。 + * @param yB - 线段终点的垂直坐标。 + * @param intersectionPointA - 线段从起点到终点与边界框相交的第一个交点。 (如果未设置,则不计算交点) + * @param intersectionPointB - 线段从终点到起点与边界框相交的第一个交点。 (如果未设置,则不计算交点) + * @param normalRadians - 交点边界框切线的法线弧度。 [x: 第一个交点切线的法线弧度, y: 第二个交点切线的法线弧度] (如果未设置,则不计算法线) + * @returns 相交的情况。 [-1: 不相交且线段在包围盒内, 0: 不相交, 1: 相交且有一个交点且终点在包围盒内, 2: 相交且有一个交点且起点在包围盒内, 3: 相交且有两个交点, N: 相交且有 N 个交点] + * @version DragonBones 5.0 + * @language zh_CN + */ + intersectsSegment(xA: number, yA: number, xB: number, yB: number, intersectionPointA?: { + x: number; + y: number; + } | null, intersectionPointB?: { + x: number; + y: number; + } | null, normalRadians?: { + x: number; + y: number; + } | null): number; + /** + * @private + */ + getDisplayFrameAt(index: number): DisplayFrame; + /** + * - The visible of slot's display object. + * @default true + * @version DragonBones 5.6 + * @language en_US + */ + /** + * - 插槽的显示对象的可见。 + * @default true + * @version DragonBones 5.6 + * @language zh_CN + */ + visible: boolean; + /** + * @private + */ + displayFrameCount: number; + /** + * - The index of the display object displayed in the display list. + * @example + *
+         *     let slot = armature.getSlot("weapon");
+         *     slot.displayIndex = 3;
+         *     slot.displayController = "none";
+         * 
+ * @version DragonBones 4.5 + * @language en_US + */ + /** + * - 此时显示的显示对象在显示列表中的索引。 + * @example + *
+         *     let slot = armature.getSlot("weapon");
+         *     slot.displayIndex = 3;
+         *     slot.displayController = "none";
+         * 
+ * @version DragonBones 4.5 + * @language zh_CN + */ + displayIndex: number; + /** + * - The slot name. + * @see dragonBones.SlotData#name + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 插槽名称。 + * @see dragonBones.SlotData#name + * @version DragonBones 3.0 + * @language zh_CN + */ + readonly name: string; + /** + * - Contains a display list of display objects or child armatures. + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 包含显示对象或子骨架的显示列表。 + * @version DragonBones 3.0 + * @language zh_CN + */ + displayList: Array; + /** + * - The slot data. + * @see dragonBones.SlotData + * @version DragonBones 4.5 + * @language en_US + */ + /** + * - 插槽数据。 + * @see dragonBones.SlotData + * @version DragonBones 4.5 + * @language zh_CN + */ + readonly slotData: SlotData; + /** + * - The custom bounding box data for the slot at current time. + * @version DragonBones 5.0 + * @language en_US + */ + /** + * - 插槽此时的自定义包围盒数据。 + * @version DragonBones 5.0 + * @language zh_CN + */ + readonly boundingBoxData: BoundingBoxData | null; + /** + * @private + */ + readonly rawDisplay: any; + /** + * @private + */ + readonly meshDisplay: any; + /** + * - The display object that the slot displays at this time. + * @example + *
+         *     let slot = armature.getSlot("text");
+         *     slot.display = new yourEngine.TextField();
+         * 
+ * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 插槽此时显示的显示对象。 + * @example + *
+         *     let slot = armature.getSlot("text");
+         *     slot.display = new yourEngine.TextField();
+         * 
+ * @version DragonBones 3.0 + * @language zh_CN + */ + display: any; + /** + * - The child armature that the slot displayed at current time. + * @example + *
+         *     let slot = armature.getSlot("weapon");
+         *     let prevChildArmature = slot.childArmature;
+         *     if (prevChildArmature) {
+         *         prevChildArmature.dispose();
+         *     }
+         *     slot.childArmature = factory.buildArmature("weapon_blabla", "weapon_blabla_project");
+         * 
+ * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 插槽此时显示的子骨架。 + * 注意,被替换的对象或子骨架并不会被回收,根据语言和引擎的不同,需要额外处理。 + * @example + *
+         *     let slot = armature.getSlot("weapon");
+         *     let prevChildArmature = slot.childArmature;
+         *     if (prevChildArmature) {
+         *         prevChildArmature.dispose();
+         *     }
+         *     slot.childArmature = factory.buildArmature("weapon_blabla", "weapon_blabla_project");
+         * 
+ * @version DragonBones 3.0 + * @language zh_CN + */ + childArmature: Armature | null; + /** + * - The parent bone to which it belongs. + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 所属的父骨骼。 + * @version DragonBones 3.0 + * @language zh_CN + */ + readonly parent: Bone; + /** + * - Deprecated, please refer to {@link #display}. + * @deprecated + * @language en_US + */ + /** + * - 已废弃,请参考 {@link #display}。 + * @deprecated + * @language zh_CN + */ + getDisplay(): any; + /** + * - Deprecated, please refer to {@link #display}. + * @deprecated + * @language en_US + */ + /** + * - 已废弃,请参考 {@link #display}。 + * @deprecated + * @language zh_CN + */ + setDisplay(value: any): void; + } +} +/** + * The MIT License (MIT) + * + * Copyright (c) 2012-2018 DragonBones team and other contributors + * + * Permission is hereby granted, free of charge, to any person obtaining a copy of + * this software and associated documentation files (the "Software"), to deal in + * the Software without restriction, including without limitation the rights to + * use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of + * the Software, and to permit persons to whom the Software is furnished to do so, + * subject to the following conditions: + * + * The above copyright notice and this permission notice shall be included in all + * copies or substantial portions of the Software. + * + * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR + * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS + * FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR + * COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER + * IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN + * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. + */ +declare namespace dragonBones { +} +/** + * The MIT License (MIT) + * + * Copyright (c) 2012-2018 DragonBones team and other contributors + * + * Permission is hereby granted, free of charge, to any person obtaining a copy of + * this software and associated documentation files (the "Software"), to deal in + * the Software without restriction, including without limitation the rights to + * use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of + * the Software, and to permit persons to whom the Software is furnished to do so, + * subject to the following conditions: + * + * The above copyright notice and this permission notice shall be included in all + * copies or substantial portions of the Software. + * + * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR + * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS + * FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR + * COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER + * IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN + * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. + */ +declare namespace dragonBones { + /** + * - Play animation interface. (Both Armature and Wordclock implement the interface) + * Any instance that implements the interface can be added to the Worldclock instance and advance time by Worldclock instance uniformly. + * @see dragonBones.WorldClock + * @see dragonBones.Armature + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 播放动画接口。 (Armature 和 WordClock 都实现了该接口) + * 任何实现了此接口的实例都可以添加到 WorldClock 实例中,由 WorldClock 实例统一更新时间。 + * @see dragonBones.WorldClock + * @see dragonBones.Armature + * @version DragonBones 3.0 + * @language zh_CN + */ + interface IAnimatable { + /** + * - Advance time. + * @param passedTime - Passed time. (In seconds) + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 更新时间。 + * @param passedTime - 前进的时间。 (以秒为单位) + * @version DragonBones 3.0 + * @language zh_CN + */ + advanceTime(passedTime: number): void; + /** + * - The Wordclock instance to which the current belongs. + * @example + *
+         *     armature.clock = factory.clock; // Add armature to clock.
+         *     armature.clock = null; // Remove armature from clock.
+         * 
+ * @version DragonBones 5.0 + * @language en_US + */ + /** + * - 当前所属的 WordClock 实例。 + * @example + *
+         *     armature.clock = factory.clock; // 将骨架添加到时钟。
+         *     armature.clock = null; // 将骨架从时钟移除。
+         * 
+ * @version DragonBones 5.0 + * @language zh_CN + */ + clock: WorldClock | null; + } +} +/** + * The MIT License (MIT) + * + * Copyright (c) 2012-2018 DragonBones team and other contributors + * + * Permission is hereby granted, free of charge, to any person obtaining a copy of + * this software and associated documentation files (the "Software"), to deal in + * the Software without restriction, including without limitation the rights to + * use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of + * the Software, and to permit persons to whom the Software is furnished to do so, + * subject to the following conditions: + * + * The above copyright notice and this permission notice shall be included in all + * copies or substantial portions of the Software. + * + * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR + * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS + * FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR + * COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER + * IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN + * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. + */ +declare namespace dragonBones { + /** + * - Worldclock provides clock support for animations, advance time for each IAnimatable object added to the instance. + * @see dragonBones.IAnimateble + * @see dragonBones.Armature + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - WorldClock 对动画提供时钟支持,为每个加入到该实例的 IAnimatable 对象更新时间。 + * @see dragonBones.IAnimateble + * @see dragonBones.Armature + * @version DragonBones 3.0 + * @language zh_CN + */ + class WorldClock implements IAnimatable { + /** + * - Current time. (In seconds) + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 当前的时间。 (以秒为单位) + * @version DragonBones 3.0 + * @language zh_CN + */ + time: number; + /** + * - The play speed, used to control animation speed-shift play. + * [0: Stop play, (0~1): Slow play, 1: Normal play, (1~N): Fast play] + * @default 1.0 + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 播放速度,用于控制动画变速播放。 + * [0: 停止播放, (0~1): 慢速播放, 1: 正常播放, (1~N): 快速播放] + * @default 1.0 + * @version DragonBones 3.0 + * @language zh_CN + */ + timeScale: number; + private _systemTime; + private readonly _animatebles; + private _clock; + /** + * - Creating a Worldclock instance. Typically, you do not need to create Worldclock instance. + * When multiple Worldclock instances are running at different speeds, can achieving some specific animation effects, such as bullet time. + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 创建一个 WorldClock 实例。通常并不需要创建 WorldClock 实例。 + * 当多个 WorldClock 实例使用不同的速度运行时,可以实现一些特殊的动画效果,比如子弹时间等。 + * @version DragonBones 3.0 + * @language zh_CN + */ + constructor(time?: number); + /** + * - Advance time for all IAnimatable instances. + * @param passedTime - Passed time. [-1: Automatically calculates the time difference between the current frame and the previous frame, [0~N): Passed time] (In seconds) + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 为所有的 IAnimatable 实例更新时间。 + * @param passedTime - 前进的时间。 [-1: 自动计算当前帧与上一帧的时间差, [0~N): 前进的时间] (以秒为单位) + * @version DragonBones 3.0 + * @language zh_CN + */ + advanceTime(passedTime: number): void; + /** + * - Check whether contains a specific instance of IAnimatable. + * @param value - The IAnimatable instance. + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 检查是否包含特定的 IAnimatable 实例。 + * @param value - IAnimatable 实例。 + * @version DragonBones 3.0 + * @language zh_CN + */ + contains(value: IAnimatable): boolean; + /** + * - Add IAnimatable instance. + * @param value - The IAnimatable instance. + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 添加 IAnimatable 实例。 + * @param value - IAnimatable 实例。 + * @version DragonBones 3.0 + * @language zh_CN + */ + add(value: IAnimatable): void; + /** + * - Removes a specified IAnimatable instance. + * @param value - The IAnimatable instance. + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 移除特定的 IAnimatable 实例。 + * @param value - IAnimatable 实例。 + * @version DragonBones 3.0 + * @language zh_CN + */ + remove(value: IAnimatable): void; + /** + * - Clear all IAnimatable instances. + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 清除所有的 IAnimatable 实例。 + * @version DragonBones 3.0 + * @language zh_CN + */ + clear(): void; + /** + * @inheritDoc + */ + clock: WorldClock | null; + } +} +/** + * The MIT License (MIT) + * + * Copyright (c) 2012-2018 DragonBones team and other contributors + * + * Permission is hereby granted, free of charge, to any person obtaining a copy of + * this software and associated documentation files (the "Software"), to deal in + * the Software without restriction, including without limitation the rights to + * use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of + * the Software, and to permit persons to whom the Software is furnished to do so, + * subject to the following conditions: + * + * The above copyright notice and this permission notice shall be included in all + * copies or substantial portions of the Software. + * + * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR + * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS + * FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR + * COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER + * IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN + * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. + */ +declare namespace dragonBones { + /** + * - The animation player is used to play the animation data and manage the animation states. + * @see dragonBones.AnimationData + * @see dragonBones.AnimationState + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 动画播放器用来播放动画数据和管理动画状态。 + * @see dragonBones.AnimationData + * @see dragonBones.AnimationState + * @version DragonBones 3.0 + * @language zh_CN + */ + class Animation extends BaseObject { + static toString(): string; + /** + * - The play speed of all animations. [0: Stop, (0~1): Slow, 1: Normal, (1~N): Fast] + * @default 1.0 + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 所有动画的播放速度。 [0: 停止播放, (0~1): 慢速播放, 1: 正常播放, (1~N): 快速播放] + * @default 1.0 + * @version DragonBones 3.0 + * @language zh_CN + */ + timeScale: number; + /** + * Update bones and slots cachedFrameIndices. + */ + private _animationDirty; + private _inheritTimeScale; + private readonly _animationNames; + private readonly _animationStates; + private readonly _animations; + private readonly _blendStates; + private _armature; + private _animationConfig; + private _lastAnimationState; + protected _onClear(): void; + private _fadeOut(animationConfig); + /** + * - Clear all animations states. + * @see dragonBones.AnimationState + * @version DragonBones 4.5 + * @language en_US + */ + /** + * - 清除所有的动画状态。 + * @see dragonBones.AnimationState + * @version DragonBones 4.5 + * @language zh_CN + */ + reset(): void; + /** + * - Pause a specific animation state. + * @param animationName - The name of animation state. (If not set, it will pause all animations) + * @see dragonBones.AnimationState + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 暂停指定动画状态的播放。 + * @param animationName - 动画状态名称。 (如果未设置,则暂停所有动画) + * @see dragonBones.AnimationState + * @version DragonBones 3.0 + * @language zh_CN + */ + stop(animationName?: string | null): void; + /** + * - Play animation with a specific animation config. + * The API is still in the experimental phase and may encounter bugs or stability or compatibility issues when used. + * @param animationConfig - The animation config. + * @returns The playing animation state. + * @see dragonBones.AnimationConfig + * @beta + * @version DragonBones 5.0 + * @language en_US + */ + /** + * - 通过指定的动画配置来播放动画。 + * 该 API 仍在实验阶段,使用时可能遭遇 bug 或稳定性或兼容性问题。 + * @param animationConfig - 动画配置。 + * @returns 播放的动画状态。 + * @see dragonBones.AnimationConfig + * @beta + * @version DragonBones 5.0 + * @language zh_CN + */ + playConfig(animationConfig: AnimationConfig): AnimationState | null; + /** + * - Play a specific animation. + * @param animationName - The name of animation data. (If not set, The default animation will be played, or resume the animation playing from pause status, or replay the last playing animation) + * @param playTimes - Playing repeat times. [-1: Use default value of the animation data, 0: No end loop playing, [1~N]: Repeat N times] (default: -1) + * @returns The playing animation state. + * @example + *
+         *     armature.animation.play("walk");
+         * 
+ * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 播放指定动画。 + * @param animationName - 动画数据名称。 (如果未设置,则播放默认动画,或将暂停状态切换为播放状态,或重新播放之前播放的动画) + * @param playTimes - 循环播放次数。 [-1: 使用动画数据默认值, 0: 无限循环播放, [1~N]: 循环播放 N 次] (默认: -1) + * @returns 播放的动画状态。 + * @example + *
+         *     armature.animation.play("walk");
+         * 
+ * @version DragonBones 3.0 + * @language zh_CN + */ + play(animationName?: string | null, playTimes?: number): AnimationState | null; + /** + * - Fade in a specific animation. + * @param animationName - The name of animation data. + * @param fadeInTime - The fade in time. [-1: Use the default value of animation data, [0~N]: The fade in time (In seconds)] (Default: -1) + * @param playTimes - playing repeat times. [-1: Use the default value of animation data, 0: No end loop playing, [1~N]: Repeat N times] (Default: -1) + * @param layer - The blending layer, the animation states in high level layer will get the blending weights with high priority, when the total blending weights are more than 1.0, there will be no more weights can be allocated to the other animation states. (Default: 0) + * @param group - The blending group name, it is typically used to specify the substitution of multiple animation states blending. (Default: null) + * @param fadeOutMode - The fade out mode, which is typically used to specify alternate mode of multiple animation states blending. (Default: AnimationFadeOutMode.SameLayerAndGroup) + * @returns The playing animation state. + * @example + *
+         *     armature.animation.fadeIn("walk", 0.3, 0, 0, "normalGroup").resetToPose = false;
+         *     armature.animation.fadeIn("attack", 0.3, 1, 0, "attackGroup").resetToPose = false;
+         * 
+ * @version DragonBones 4.5 + * @language en_US + */ + /** + * - 淡入播放指定的动画。 + * @param animationName - 动画数据名称。 + * @param fadeInTime - 淡入时间。 [-1: 使用动画数据默认值, [0~N]: 淡入时间 (以秒为单位)] (默认: -1) + * @param playTimes - 播放次数。 [-1: 使用动画数据默认值, 0: 无限循环播放, [1~N]: 循环播放 N 次] (默认: -1) + * @param layer - 混合图层,图层高的动画状态会优先获取混合权重,当混合权重分配总和超过 1.0 时,剩余的动画状态将不能再获得权重分配。 (默认: 0) + * @param group - 混合组名称,该属性通常用来指定多个动画状态混合时的相互替换关系。 (默认: null) + * @param fadeOutMode - 淡出模式,该属性通常用来指定多个动画状态混合时的相互替换模式。 (默认: AnimationFadeOutMode.SameLayerAndGroup) + * @returns 播放的动画状态。 + * @example + *
+         *     armature.animation.fadeIn("walk", 0.3, 0, 0, "normalGroup").resetToPose = false;
+         *     armature.animation.fadeIn("attack", 0.3, 1, 0, "attackGroup").resetToPose = false;
+         * 
+ * @version DragonBones 4.5 + * @language zh_CN + */ + fadeIn(animationName: string, fadeInTime?: number, playTimes?: number, layer?: number, group?: string | null, fadeOutMode?: AnimationFadeOutMode): AnimationState | null; + /** + * - Play a specific animation from the specific time. + * @param animationName - The name of animation data. + * @param time - The start time point of playing. (In seconds) + * @param playTimes - Playing repeat times. [-1: Use the default value of animation data, 0: No end loop playing, [1~N]: Repeat N times] (Default: -1) + * @returns The played animation state. + * @version DragonBones 4.5 + * @language en_US + */ + /** + * - 从指定时间开始播放指定的动画。 + * @param animationName - 动画数据名称。 + * @param time - 播放开始的时间。 (以秒为单位) + * @param playTimes - 循环播放次数。 [-1: 使用动画数据默认值, 0: 无限循环播放, [1~N]: 循环播放 N 次] (默认: -1) + * @returns 播放的动画状态。 + * @version DragonBones 4.5 + * @language zh_CN + */ + gotoAndPlayByTime(animationName: string, time?: number, playTimes?: number): AnimationState | null; + /** + * - Play a specific animation from the specific frame. + * @param animationName - The name of animation data. + * @param frame - The start frame of playing. + * @param playTimes - Playing repeat times. [-1: Use the default value of animation data, 0: No end loop playing, [1~N]: Repeat N times] (Default: -1) + * @returns The played animation state. + * @version DragonBones 4.5 + * @language en_US + */ + /** + * - 从指定帧开始播放指定的动画。 + * @param animationName - 动画数据名称。 + * @param frame - 播放开始的帧数。 + * @param playTimes - 播放次数。 [-1: 使用动画数据默认值, 0: 无限循环播放, [1~N]: 循环播放 N 次] (默认: -1) + * @returns 播放的动画状态。 + * @version DragonBones 4.5 + * @language zh_CN + */ + gotoAndPlayByFrame(animationName: string, frame?: number, playTimes?: number): AnimationState | null; + /** + * - Play a specific animation from the specific progress. + * @param animationName - The name of animation data. + * @param progress - The start progress value of playing. + * @param playTimes - Playing repeat times. [-1: Use the default value of animation data, 0: No end loop playing, [1~N]: Repeat N times] (Default: -1) + * @returns The played animation state. + * @version DragonBones 4.5 + * @language en_US + */ + /** + * - 从指定进度开始播放指定的动画。 + * @param animationName - 动画数据名称。 + * @param progress - 开始播放的进度。 + * @param playTimes - 播放次数。 [-1: 使用动画数据默认值, 0: 无限循环播放, [1~N]: 循环播放 N 次] (默认: -1) + * @returns 播放的动画状态。 + * @version DragonBones 4.5 + * @language zh_CN + */ + gotoAndPlayByProgress(animationName: string, progress?: number, playTimes?: number): AnimationState | null; + /** + * - Stop a specific animation at the specific time. + * @param animationName - The name of animation data. + * @param time - The stop time. (In seconds) + * @returns The played animation state. + * @version DragonBones 4.5 + * @language en_US + */ + /** + * - 在指定时间停止指定动画播放 + * @param animationName - 动画数据名称。 + * @param time - 停止的时间。 (以秒为单位) + * @returns 播放的动画状态。 + * @version DragonBones 4.5 + * @language zh_CN + */ + gotoAndStopByTime(animationName: string, time?: number): AnimationState | null; + /** + * - Stop a specific animation at the specific frame. + * @param animationName - The name of animation data. + * @param frame - The stop frame. + * @returns The played animation state. + * @version DragonBones 4.5 + * @language en_US + */ + /** + * - 在指定帧停止指定动画的播放 + * @param animationName - 动画数据名称。 + * @param frame - 停止的帧数。 + * @returns 播放的动画状态。 + * @version DragonBones 4.5 + * @language zh_CN + */ + gotoAndStopByFrame(animationName: string, frame?: number): AnimationState | null; + /** + * - Stop a specific animation at the specific progress. + * @param animationName - The name of animation data. + * @param progress - The stop progress value. + * @returns The played animation state. + * @version DragonBones 4.5 + * @language en_US + */ + /** + * - 在指定的进度停止指定的动画播放。 + * @param animationName - 动画数据名称。 + * @param progress - 停止进度。 + * @returns 播放的动画状态。 + * @version DragonBones 4.5 + * @language zh_CN + */ + gotoAndStopByProgress(animationName: string, progress?: number): AnimationState | null; + /** + * - Get a specific animation state. + * @param animationName - The name of animation state. + * @param layer - The layer of find animation states. [-1: Find all layers, [0~N]: Specified layer] (default: -1) + * @example + *
+         *     armature.animation.play("walk");
+         *     let walkState = armature.animation.getState("walk");
+         *     walkState.timeScale = 0.5;
+         * 
+ * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 获取指定的动画状态。 + * @param animationName - 动画状态名称。 + * @param layer - 查找动画状态的层级。 [-1: 查找所有层级, [0~N]: 指定层级] (默认: -1) + * @example + *
+         *     armature.animation.play("walk");
+         *     let walkState = armature.animation.getState("walk");
+         *     walkState.timeScale = 0.5;
+         * 
+ * @version DragonBones 3.0 + * @language zh_CN + */ + getState(animationName: string, layer?: number): AnimationState | null; + /** + * - Check whether a specific animation data is included. + * @param animationName - The name of animation data. + * @see dragonBones.AnimationData + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 检查是否包含指定的动画数据 + * @param animationName - 动画数据名称。 + * @see dragonBones.AnimationData + * @version DragonBones 3.0 + * @language zh_CN + */ + hasAnimation(animationName: string): boolean; + /** + * - Get all the animation states. + * @version DragonBones 5.1 + * @language en_US + */ + /** + * - 获取所有的动画状态 + * @version DragonBones 5.1 + * @language zh_CN + */ + getStates(): ReadonlyArray; + /** + * - Check whether there is an animation state is playing + * @see dragonBones.AnimationState + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 检查是否有动画状态正在播放 + * @see dragonBones.AnimationState + * @version DragonBones 3.0 + * @language zh_CN + */ + readonly isPlaying: boolean; + /** + * - Check whether all the animation states' playing were finished. + * @see dragonBones.AnimationState + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 检查是否所有的动画状态均已播放完毕。 + * @see dragonBones.AnimationState + * @version DragonBones 3.0 + * @language zh_CN + */ + readonly isCompleted: boolean; + /** + * - The name of the last playing animation state. + * @see #lastAnimationState + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 上一个播放的动画状态名称 + * @see #lastAnimationState + * @version DragonBones 3.0 + * @language zh_CN + */ + readonly lastAnimationName: string; + /** + * - The name of all animation data + * @version DragonBones 4.5 + * @language en_US + */ + /** + * - 所有动画数据的名称 + * @version DragonBones 4.5 + * @language zh_CN + */ + readonly animationNames: ReadonlyArray; + /** + * - All animation data. + * @version DragonBones 4.5 + * @language en_US + */ + /** + * - 所有的动画数据。 + * @version DragonBones 4.5 + * @language zh_CN + */ + animations: Map; + /** + * - An AnimationConfig instance that can be used quickly. + * @see dragonBones.AnimationConfig + * @version DragonBones 5.0 + * @language en_US + */ + /** + * - 一个可以快速使用的动画配置实例。 + * @see dragonBones.AnimationConfig + * @version DragonBones 5.0 + * @language zh_CN + */ + readonly animationConfig: AnimationConfig; + /** + * - The last playing animation state + * @see dragonBones.AnimationState + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 上一个播放的动画状态 + * @see dragonBones.AnimationState + * @version DragonBones 3.0 + * @language zh_CN + */ + readonly lastAnimationState: AnimationState | null; + } +} +/** + * The MIT License (MIT) + * + * Copyright (c) 2012-2018 DragonBones team and other contributors + * + * Permission is hereby granted, free of charge, to any person obtaining a copy of + * this software and associated documentation files (the "Software"), to deal in + * the Software without restriction, including without limitation the rights to + * use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of + * the Software, and to permit persons to whom the Software is furnished to do so, + * subject to the following conditions: + * + * The above copyright notice and this permission notice shall be included in all + * copies or substantial portions of the Software. + * + * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR + * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS + * FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR + * COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER + * IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN + * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. + */ +declare namespace dragonBones { + /** + * - The animation state is generated when the animation data is played. + * @see dragonBones.Animation + * @see dragonBones.AnimationData + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 动画状态由播放动画数据时产生。 + * @see dragonBones.Animation + * @see dragonBones.AnimationData + * @version DragonBones 3.0 + * @language zh_CN + */ + class AnimationState extends BaseObject { + static toString(): string; + /** + * @private + */ + actionEnabled: boolean; + /** + * @private + */ + additive: boolean; + /** + * - Whether the animation state has control over the display object properties of the slots. + * Sometimes blend a animation state does not want it to control the display object properties of the slots, + * especially if other animation state are controlling the display object properties of the slots. + * @default true + * @version DragonBones 5.0 + * @language en_US + */ + /** + * - 动画状态是否对插槽的显示对象属性有控制权。 + * 有时混合一个动画状态并不希望其控制插槽的显示对象属性, + * 尤其是其他动画状态正在控制这些插槽的显示对象属性时。 + * @default true + * @version DragonBones 5.0 + * @language zh_CN + */ + displayControl: boolean; + /** + * - Whether to reset the objects without animation to the armature pose when the animation state is start to play. + * This property should usually be set to false when blend multiple animation states. + * @default true + * @version DragonBones 5.1 + * @language en_US + */ + /** + * - 开始播放动画状态时是否将没有动画的对象重置为骨架初始值。 + * 通常在混合多个动画状态时应该将该属性设置为 false。 + * @default true + * @version DragonBones 5.1 + * @language zh_CN + */ + resetToPose: boolean; + /** + * @private + */ + blendType: AnimationBlendType; + /** + * - The play times. [0: Loop play, [1~N]: Play N times] + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 播放次数。 [0: 无限循环播放, [1~N]: 循环播放 N 次] + * @version DragonBones 3.0 + * @language zh_CN + */ + playTimes: number; + /** + * - The blend layer. + * High layer animation state will get the blend weight first. + * When the blend weight is assigned more than 1, the remaining animation states will no longer get the weight assigned. + * @readonly + * @version DragonBones 5.0 + * @language en_US + */ + /** + * - 混合图层。 + * 图层高的动画状态会优先获取混合权重。 + * 当混合权重分配超过 1 时,剩余的动画状态将不再获得权重分配。 + * @readonly + * @version DragonBones 5.0 + * @language zh_CN + */ + layer: number; + /** + * - The play speed. + * The value is an overlay relationship with {@link dragonBones.Animation#timeScale}. + * [(-N~0): Reverse play, 0: Stop play, (0~1): Slow play, 1: Normal play, (1~N): Fast play] + * @default 1.0 + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 播放速度。 + * 该值与 {@link dragonBones.Animation#timeScale} 是叠加关系。 + * [(-N~0): 倒转播放, 0: 停止播放, (0~1): 慢速播放, 1: 正常播放, (1~N): 快速播放] + * @default 1.0 + * @version DragonBones 3.0 + * @language zh_CN + */ + timeScale: number; + /** + * @private + */ + parameterX: number; + /** + * @private + */ + parameterY: number; + /** + * @private + */ + positionX: number; + /** + * @private + */ + positionY: number; + /** + * - The auto fade out time when the animation state play completed. + * [-1: Do not fade out automatically, [0~N]: The fade out time] (In seconds) + * @default -1.0 + * @version DragonBones 5.0 + * @language en_US + */ + /** + * - 动画状态播放完成后的自动淡出时间。 + * [-1: 不自动淡出, [0~N]: 淡出时间] (以秒为单位) + * @default -1.0 + * @version DragonBones 5.0 + * @language zh_CN + */ + autoFadeOutTime: number; + /** + * @private + */ + fadeTotalTime: number; + /** + * - The name of the animation state. (Can be different from the name of the animation data) + * @readonly + * @version DragonBones 5.0 + * @language en_US + */ + /** + * - 动画状态名称。 (可以不同于动画数据) + * @readonly + * @version DragonBones 5.0 + * @language zh_CN + */ + name: string; + /** + * - The blend group name of the animation state. + * This property is typically used to specify the substitution of multiple animation states blend. + * @readonly + * @version DragonBones 5.0 + * @language en_US + */ + /** + * - 混合组名称。 + * 该属性通常用来指定多个动画状态混合时的相互替换关系。 + * @readonly + * @version DragonBones 5.0 + * @language zh_CN + */ + group: string; + private _timelineDirty; + private _weight; + private _fadeTime; + private _time; + private readonly _boneMask; + private readonly _boneTimelines; + private readonly _boneBlendTimelines; + private readonly _slotTimelines; + private readonly _slotBlendTimelines; + private readonly _constraintTimelines; + private readonly _animationTimelines; + private readonly _poseTimelines; + private _animationData; + private _armature; + private _zOrderTimeline; + private _activeChildA; + private _activeChildB; + protected _onClear(): void; + private _updateTimelines(); + private _updateBoneAndSlotTimelines(); + private _advanceFadeTime(passedTime); + /** + * - Continue play. + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 继续播放。 + * @version DragonBones 3.0 + * @language zh_CN + */ + play(): void; + /** + * - Stop play. + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 暂停播放。 + * @version DragonBones 3.0 + * @language zh_CN + */ + stop(): void; + /** + * - Fade out the animation state. + * @param fadeOutTime - The fade out time. (In seconds) + * @param pausePlayhead - Whether to pause the animation playing when fade out. + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 淡出动画状态。 + * @param fadeOutTime - 淡出时间。 (以秒为单位) + * @param pausePlayhead - 淡出时是否暂停播放。 + * @version DragonBones 3.0 + * @language zh_CN + */ + fadeOut(fadeOutTime: number, pausePlayhead?: boolean): void; + /** + * - Check if a specific bone mask is included. + * @param boneName - The bone name. + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 检查是否包含特定骨骼遮罩。 + * @param boneName - 骨骼名称。 + * @version DragonBones 3.0 + * @language zh_CN + */ + containsBoneMask(boneName: string): boolean; + /** + * - Add a specific bone mask. + * @param boneName - The bone name. + * @param recursive - Whether or not to add a mask to the bone's sub-bone. + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 添加特定的骨骼遮罩。 + * @param boneName - 骨骼名称。 + * @param recursive - 是否为该骨骼的子骨骼添加遮罩。 + * @version DragonBones 3.0 + * @language zh_CN + */ + addBoneMask(boneName: string, recursive?: boolean): void; + /** + * - Remove the mask of a specific bone. + * @param boneName - The bone name. + * @param recursive - Whether to remove the bone's sub-bone mask. + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 删除特定骨骼的遮罩。 + * @param boneName - 骨骼名称。 + * @param recursive - 是否删除该骨骼的子骨骼遮罩。 + * @version DragonBones 3.0 + * @language zh_CN + */ + removeBoneMask(boneName: string, recursive?: boolean): void; + /** + * - Remove all bone masks. + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 删除所有骨骼遮罩。 + * @version DragonBones 3.0 + * @language zh_CN + */ + removeAllBoneMask(): void; + /** + * @private + */ + addState(animationState: AnimationState, timelineDatas?: TimelineData[] | null): void; + /** + * - Whether the animation state is fading in. + * @version DragonBones 5.1 + * @language en_US + */ + /** + * - 是否正在淡入。 + * @version DragonBones 5.1 + * @language zh_CN + */ + readonly isFadeIn: boolean; + /** + * - Whether the animation state is fading out. + * @version DragonBones 5.1 + * @language en_US + */ + /** + * - 是否正在淡出。 + * @version DragonBones 5.1 + * @language zh_CN + */ + readonly isFadeOut: boolean; + /** + * - Whether the animation state is fade completed. + * @version DragonBones 5.1 + * @language en_US + */ + /** + * - 是否淡入或淡出完毕。 + * @version DragonBones 5.1 + * @language zh_CN + */ + readonly isFadeComplete: boolean; + /** + * - Whether the animation state is playing. + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 是否正在播放。 + * @version DragonBones 3.0 + * @language zh_CN + */ + readonly isPlaying: boolean; + /** + * - Whether the animation state is play completed. + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 是否播放完毕。 + * @version DragonBones 3.0 + * @language zh_CN + */ + readonly isCompleted: boolean; + /** + * - The times has been played. + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 已经循环播放的次数。 + * @version DragonBones 3.0 + * @language zh_CN + */ + readonly currentPlayTimes: number; + /** + * - The total time. (In seconds) + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 总播放时间。 (以秒为单位) + * @version DragonBones 3.0 + * @language zh_CN + */ + readonly totalTime: number; + /** + * - The time is currently playing. (In seconds) + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 当前播放的时间。 (以秒为单位) + * @version DragonBones 3.0 + * @language zh_CN + */ + currentTime: number; + /** + * - The blend weight. + * @default 1.0 + * @version DragonBones 5.0 + * @language en_US + */ + /** + * - 混合权重。 + * @default 1.0 + * @version DragonBones 5.0 + * @language zh_CN + */ + /** + * - The animation data. + * @see dragonBones.AnimationData + * @version DragonBones 3.0 + * @language en_US + */ + weight: number; + /** + * - 动画数据。 + * @see dragonBones.AnimationData + * @version DragonBones 3.0 + * @language zh_CN + */ + readonly animationData: AnimationData; + } +} +/** + * The MIT License (MIT) + * + * Copyright (c) 2012-2018 DragonBones team and other contributors + * + * Permission is hereby granted, free of charge, to any person obtaining a copy of + * this software and associated documentation files (the "Software"), to deal in + * the Software without restriction, including without limitation the rights to + * use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of + * the Software, and to permit persons to whom the Software is furnished to do so, + * subject to the following conditions: + * + * The above copyright notice and this permission notice shall be included in all + * copies or substantial portions of the Software. + * + * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR + * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS + * FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR + * COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER + * IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN + * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. + */ +declare namespace dragonBones { +} +/** + * The MIT License (MIT) + * + * Copyright (c) 2012-2018 DragonBones team and other contributors + * + * Permission is hereby granted, free of charge, to any person obtaining a copy of + * this software and associated documentation files (the "Software"), to deal in + * the Software without restriction, including without limitation the rights to + * use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of + * the Software, and to permit persons to whom the Software is furnished to do so, + * subject to the following conditions: + * + * The above copyright notice and this permission notice shall be included in all + * copies or substantial portions of the Software. + * + * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR + * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS + * FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR + * COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER + * IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN + * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. + */ +declare namespace dragonBones { +} +/** + * The MIT License (MIT) + * + * Copyright (c) 2012-2018 DragonBones team and other contributors + * + * Permission is hereby granted, free of charge, to any person obtaining a copy of + * this software and associated documentation files (the "Software"), to deal in + * the Software without restriction, including without limitation the rights to + * use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of + * the Software, and to permit persons to whom the Software is furnished to do so, + * subject to the following conditions: + * + * The above copyright notice and this permission notice shall be included in all + * copies or substantial portions of the Software. + * + * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR + * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS + * FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR + * COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER + * IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN + * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. + */ +declare namespace dragonBones { + /** + * - The properties of the object carry basic information about an event, + * which are passed as parameter or parameter's parameter to event listeners when an event occurs. + * @version DragonBones 4.5 + * @language en_US + */ + /** + * - 事件对象,包含有关事件的基本信息,当发生事件时,该实例将作为参数或参数的参数传递给事件侦听器。 + * @version DragonBones 4.5 + * @language zh_CN + */ + class EventObject extends BaseObject { + /** + * - Animation start play. + * @version DragonBones 4.5 + * @language en_US + */ + /** + * - 动画开始播放。 + * @version DragonBones 4.5 + * @language zh_CN + */ + static readonly START: string; + /** + * - Animation loop play complete once. + * @version DragonBones 4.5 + * @language en_US + */ + /** + * - 动画循环播放完成一次。 + * @version DragonBones 4.5 + * @language zh_CN + */ + static readonly LOOP_COMPLETE: string; + /** + * - Animation play complete. + * @version DragonBones 4.5 + * @language en_US + */ + /** + * - 动画播放完成。 + * @version DragonBones 4.5 + * @language zh_CN + */ + static readonly COMPLETE: string; + /** + * - Animation fade in start. + * @version DragonBones 4.5 + * @language en_US + */ + /** + * - 动画淡入开始。 + * @version DragonBones 4.5 + * @language zh_CN + */ + static readonly FADE_IN: string; + /** + * - Animation fade in complete. + * @version DragonBones 4.5 + * @language en_US + */ + /** + * - 动画淡入完成。 + * @version DragonBones 4.5 + * @language zh_CN + */ + static readonly FADE_IN_COMPLETE: string; + /** + * - Animation fade out start. + * @version DragonBones 4.5 + * @language en_US + */ + /** + * - 动画淡出开始。 + * @version DragonBones 4.5 + * @language zh_CN + */ + static readonly FADE_OUT: string; + /** + * - Animation fade out complete. + * @version DragonBones 4.5 + * @language en_US + */ + /** + * - 动画淡出完成。 + * @version DragonBones 4.5 + * @language zh_CN + */ + static readonly FADE_OUT_COMPLETE: string; + /** + * - Animation frame event. + * @version DragonBones 4.5 + * @language en_US + */ + /** + * - 动画帧事件。 + * @version DragonBones 4.5 + * @language zh_CN + */ + static readonly FRAME_EVENT: string; + /** + * - Animation frame sound event. + * @version DragonBones 4.5 + * @language en_US + */ + /** + * - 动画帧声音事件。 + * @version DragonBones 4.5 + * @language zh_CN + */ + static readonly SOUND_EVENT: string; + static toString(): string; + /** + * - If is a frame event, the value is used to describe the time that the event was in the animation timeline. (In seconds) + * @version DragonBones 4.5 + * @language en_US + */ + /** + * - 如果是帧事件,此值用来描述该事件在动画时间轴中所处的时间。(以秒为单位) + * @version DragonBones 4.5 + * @language zh_CN + */ + time: number; + /** + * - The event type。 + * @version DragonBones 4.5 + * @language en_US + */ + /** + * - 事件类型。 + * @version DragonBones 4.5 + * @language zh_CN + */ + type: EventStringType; + /** + * - The event name. (The frame event name or the frame sound name) + * @version DragonBones 4.5 + * @language en_US + */ + /** + * - 事件名称。 (帧事件的名称或帧声音的名称) + * @version DragonBones 4.5 + * @language zh_CN + */ + name: string; + /** + * - The armature that dispatch the event. + * @see dragonBones.Armature + * @version DragonBones 4.5 + * @language en_US + */ + /** + * - 发出该事件的骨架。 + * @see dragonBones.Armature + * @version DragonBones 4.5 + * @language zh_CN + */ + armature: Armature; + /** + * - The bone that dispatch the event. + * @see dragonBones.Bone + * @version DragonBones 4.5 + * @language en_US + */ + /** + * - 发出该事件的骨骼。 + * @see dragonBones.Bone + * @version DragonBones 4.5 + * @language zh_CN + */ + bone: Bone | null; + /** + * - The slot that dispatch the event. + * @see dragonBones.Slot + * @version DragonBones 4.5 + * @language en_US + */ + /** + * - 发出该事件的插槽。 + * @see dragonBones.Slot + * @version DragonBones 4.5 + * @language zh_CN + */ + slot: Slot | null; + /** + * - The animation state that dispatch the event. + * @see dragonBones.AnimationState + * @version DragonBones 4.5 + * @language en_US + */ + /** + * - 发出该事件的动画状态。 + * @see dragonBones.AnimationState + * @version DragonBones 4.5 + * @language zh_CN + */ + animationState: AnimationState; + /** + * @private + */ + actionData: ActionData | null; + /** + * @private + */ + /** + * - The custom data. + * @see dragonBones.CustomData + * @version DragonBones 5.0 + * @language en_US + */ + /** + * - 自定义数据。 + * @see dragonBones.CustomData + * @version DragonBones 5.0 + * @language zh_CN + */ + data: UserData | null; + protected _onClear(): void; + } +} +/** + * The MIT License (MIT) + * + * Copyright (c) 2012-2018 DragonBones team and other contributors + * + * Permission is hereby granted, free of charge, to any person obtaining a copy of + * this software and associated documentation files (the "Software"), to deal in + * the Software without restriction, including without limitation the rights to + * use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of + * the Software, and to permit persons to whom the Software is furnished to do so, + * subject to the following conditions: + * + * The above copyright notice and this permission notice shall be included in all + * copies or substantial portions of the Software. + * + * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR + * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS + * FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR + * COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER + * IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN + * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. + */ +declare namespace dragonBones { + /** + * @private + */ + type EventStringType = string | "start" | "loopComplete" | "complete" | "fadeIn" | "fadeInComplete" | "fadeOut" | "fadeOutComplete" | "frameEvent" | "soundEvent"; + /** + * - The event dispatcher interface. + * Dragonbones event dispatch usually relies on docking engine to implement, which defines the event method to be implemented when docking the engine. + * @version DragonBones 4.5 + * @language en_US + */ + /** + * - 事件派发接口。 + * DragonBones 的事件派发通常依赖于对接的引擎来实现,该接口定义了对接引擎时需要实现的事件方法。 + * @version DragonBones 4.5 + * @language zh_CN + */ + interface IEventDispatcher { + /** + * - Checks whether the object has any listeners registered for a specific type of event。 + * @param type - Event type. + * @version DragonBones 4.5 + * @language en_US + */ + /** + * - 检查是否为特定的事件类型注册了任何侦听器。 + * @param type - 事件类型。 + * @version DragonBones 4.5 + * @language zh_CN + */ + hasDBEventListener(type: EventStringType): boolean; + /** + * - Dispatches an event into the event flow. + * @param type - Event type. + * @param eventObject - Event object. + * @see dragonBones.EventObject + * @version DragonBones 4.5 + * @language en_US + */ + /** + * - 分派特定的事件到事件流中。 + * @param type - 事件类型。 + * @param eventObject - 事件数据。 + * @see dragonBones.EventObject + * @version DragonBones 4.5 + * @language zh_CN + */ + dispatchDBEvent(type: EventStringType, eventObject: EventObject): void; + /** + * - Add an event listener object so that the listener receives notification of an event. + * @param type - Event type. + * @param listener - Event listener. + * @param thisObject - The listener function's "this". + * @version DragonBones 4.5 + * @language en_US + */ + /** + * - 添加特定事件类型的事件侦听器,以使侦听器能够接收事件通知。 + * @param type - 事件类型。 + * @param listener - 事件侦听器。 + * @param thisObject - 侦听函数绑定的 this 对象。 + * @version DragonBones 4.5 + * @language zh_CN + */ + addDBEventListener(type: EventStringType, listener: Function, thisObject: any): void; + /** + * - Removes a listener from the object. + * @param type - Event type. + * @param listener - Event listener. + * @param thisObject - The listener function's "this". + * @version DragonBones 4.5 + * @language en_US + */ + /** + * - 删除特定事件类型的侦听器。 + * @param type - 事件类型。 + * @param listener - 事件侦听器。 + * @param thisObject - 侦听函数绑定的 this 对象。 + * @version DragonBones 4.5 + * @language zh_CN + */ + removeDBEventListener(type: EventStringType, listener: Function, thisObject: any): void; + } +} +/** + * The MIT License (MIT) + * + * Copyright (c) 2012-2018 DragonBones team and other contributors + * + * Permission is hereby granted, free of charge, to any person obtaining a copy of + * this software and associated documentation files (the "Software"), to deal in + * the Software without restriction, including without limitation the rights to + * use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of + * the Software, and to permit persons to whom the Software is furnished to do so, + * subject to the following conditions: + * + * The above copyright notice and this permission notice shall be included in all + * copies or substantial portions of the Software. + * + * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR + * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS + * FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR + * COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER + * IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN + * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. + */ +declare namespace dragonBones { + /** + * @private + */ + abstract class DataParser { + protected static readonly DATA_VERSION_2_3: string; + protected static readonly DATA_VERSION_3_0: string; + protected static readonly DATA_VERSION_4_0: string; + protected static readonly DATA_VERSION_4_5: string; + protected static readonly DATA_VERSION_5_0: string; + protected static readonly DATA_VERSION_5_5: string; + protected static readonly DATA_VERSION_5_6: string; + protected static readonly DATA_VERSION: string; + protected static readonly DATA_VERSIONS: Array; + protected static readonly TEXTURE_ATLAS: string; + protected static readonly SUB_TEXTURE: string; + protected static readonly FORMAT: string; + protected static readonly IMAGE_PATH: string; + protected static readonly WIDTH: string; + protected static readonly HEIGHT: string; + protected static readonly ROTATED: string; + protected static readonly FRAME_X: string; + protected static readonly FRAME_Y: string; + protected static readonly FRAME_WIDTH: string; + protected static readonly FRAME_HEIGHT: string; + protected static readonly DRADON_BONES: string; + protected static readonly USER_DATA: string; + protected static readonly ARMATURE: string; + protected static readonly CANVAS: string; + protected static readonly BONE: string; + protected static readonly SURFACE: string; + protected static readonly SLOT: string; + protected static readonly CONSTRAINT: string; + protected static readonly SKIN: string; + protected static readonly DISPLAY: string; + protected static readonly FRAME: string; + protected static readonly IK: string; + protected static readonly PATH_CONSTRAINT: string; + protected static readonly ANIMATION: string; + protected static readonly TIMELINE: string; + protected static readonly FFD: string; + protected static readonly TRANSLATE_FRAME: string; + protected static readonly ROTATE_FRAME: string; + protected static readonly SCALE_FRAME: string; + protected static readonly DISPLAY_FRAME: string; + protected static readonly COLOR_FRAME: string; + protected static readonly DEFAULT_ACTIONS: string; + protected static readonly ACTIONS: string; + protected static readonly EVENTS: string; + protected static readonly INTS: string; + protected static readonly FLOATS: string; + protected static readonly STRINGS: string; + protected static readonly TRANSFORM: string; + protected static readonly PIVOT: string; + protected static readonly AABB: string; + protected static readonly COLOR: string; + protected static readonly VERSION: string; + protected static readonly COMPATIBLE_VERSION: string; + protected static readonly FRAME_RATE: string; + protected static readonly TYPE: string; + protected static readonly SUB_TYPE: string; + protected static readonly NAME: string; + protected static readonly PARENT: string; + protected static readonly TARGET: string; + protected static readonly STAGE: string; + protected static readonly SHARE: string; + protected static readonly PATH: string; + protected static readonly LENGTH: string; + protected static readonly DISPLAY_INDEX: string; + protected static readonly Z_ORDER: string; + protected static readonly Z_INDEX: string; + protected static readonly BLEND_MODE: string; + protected static readonly INHERIT_TRANSLATION: string; + protected static readonly INHERIT_ROTATION: string; + protected static readonly INHERIT_SCALE: string; + protected static readonly INHERIT_REFLECTION: string; + protected static readonly INHERIT_ANIMATION: string; + protected static readonly INHERIT_DEFORM: string; + protected static readonly SEGMENT_X: string; + protected static readonly SEGMENT_Y: string; + protected static readonly BEND_POSITIVE: string; + protected static readonly CHAIN: string; + protected static readonly WEIGHT: string; + protected static readonly BLEND_TYPE: string; + protected static readonly FADE_IN_TIME: string; + protected static readonly PLAY_TIMES: string; + protected static readonly SCALE: string; + protected static readonly OFFSET: string; + protected static readonly POSITION: string; + protected static readonly DURATION: string; + protected static readonly TWEEN_EASING: string; + protected static readonly TWEEN_ROTATE: string; + protected static readonly TWEEN_SCALE: string; + protected static readonly CLOCK_WISE: string; + protected static readonly CURVE: string; + protected static readonly SOUND: string; + protected static readonly EVENT: string; + protected static readonly ACTION: string; + protected static readonly X: string; + protected static readonly Y: string; + protected static readonly SKEW_X: string; + protected static readonly SKEW_Y: string; + protected static readonly SCALE_X: string; + protected static readonly SCALE_Y: string; + protected static readonly VALUE: string; + protected static readonly ROTATE: string; + protected static readonly SKEW: string; + protected static readonly ALPHA: string; + protected static readonly ALPHA_OFFSET: string; + protected static readonly RED_OFFSET: string; + protected static readonly GREEN_OFFSET: string; + protected static readonly BLUE_OFFSET: string; + protected static readonly ALPHA_MULTIPLIER: string; + protected static readonly RED_MULTIPLIER: string; + protected static readonly GREEN_MULTIPLIER: string; + protected static readonly BLUE_MULTIPLIER: string; + protected static readonly UVS: string; + protected static readonly VERTICES: string; + protected static readonly TRIANGLES: string; + protected static readonly WEIGHTS: string; + protected static readonly SLOT_POSE: string; + protected static readonly BONE_POSE: string; + protected static readonly BONES: string; + protected static readonly POSITION_MODE: string; + protected static readonly SPACING_MODE: string; + protected static readonly ROTATE_MODE: string; + protected static readonly SPACING: string; + protected static readonly ROTATE_OFFSET: string; + protected static readonly ROTATE_MIX: string; + protected static readonly TRANSLATE_MIX: string; + protected static readonly TARGET_DISPLAY: string; + protected static readonly CLOSED: string; + protected static readonly CONSTANT_SPEED: string; + protected static readonly VERTEX_COUNT: string; + protected static readonly LENGTHS: string; + protected static readonly GOTO_AND_PLAY: string; + protected static readonly DEFAULT_NAME: string; + protected static _getArmatureType(value: string): ArmatureType; + protected static _getBoneType(value: string): BoneType; + protected static _getPositionMode(value: string): PositionMode; + protected static _getSpacingMode(value: string): SpacingMode; + protected static _getRotateMode(value: string): RotateMode; + protected static _getDisplayType(value: string): DisplayType; + protected static _getBoundingBoxType(value: string): BoundingBoxType; + protected static _getBlendMode(value: string): BlendMode; + protected static _getAnimationBlendType(value: string): AnimationBlendType; + protected static _getActionType(value: string): ActionType; + abstract parseDragonBonesData(rawData: any, scale: number): DragonBonesData | null; + abstract parseTextureAtlasData(rawData: any, textureAtlasData: TextureAtlasData, scale: number): boolean; + } +} +/** + * The MIT License (MIT) + * + * Copyright (c) 2012-2018 DragonBones team and other contributors + * + * Permission is hereby granted, free of charge, to any person obtaining a copy of + * this software and associated documentation files (the "Software"), to deal in + * the Software without restriction, including without limitation the rights to + * use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of + * the Software, and to permit persons to whom the Software is furnished to do so, + * subject to the following conditions: + * + * The above copyright notice and this permission notice shall be included in all + * copies or substantial portions of the Software. + * + * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR + * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS + * FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR + * COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER + * IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN + * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. + */ +declare namespace dragonBones { + /** + * @private + */ + const enum FrameValueType { + Step = 0, + Int = 1, + Float = 2, + } + /** + * @private + */ + class ObjectDataParser extends DataParser { + protected static _getBoolean(rawData: any, key: string, defaultValue: boolean): boolean; + protected static _getNumber(rawData: any, key: string, defaultValue: number): number; + protected static _getString(rawData: any, key: string, defaultValue: string): string; + protected _rawTextureAtlasIndex: number; + protected readonly _rawBones: Array; + protected _data: DragonBonesData; + protected _armature: ArmatureData; + protected _bone: BoneData; + protected _geometry: GeometryData; + protected _slot: SlotData; + protected _skin: SkinData; + protected _mesh: MeshDisplayData; + protected _animation: AnimationData; + protected _timeline: TimelineData; + protected _rawTextureAtlases: Array | null; + private _frameValueType; + private _defaultColorOffset; + private _prevClockwise; + private _prevRotation; + private _frameDefaultValue; + private _frameValueScale; + private readonly _helpMatrixA; + private readonly _helpMatrixB; + private readonly _helpTransform; + private readonly _helpColorTransform; + private readonly _helpPoint; + private readonly _helpArray; + private readonly _intArray; + private readonly _floatArray; + private readonly _frameIntArray; + private readonly _frameFloatArray; + private readonly _frameArray; + private readonly _timelineArray; + private readonly _colorArray; + private readonly _cacheRawMeshes; + private readonly _cacheMeshes; + private readonly _actionFrames; + private readonly _weightSlotPose; + private readonly _weightBonePoses; + private readonly _cacheBones; + private readonly _slotChildActions; + private _getCurvePoint(x1, y1, x2, y2, x3, y3, x4, y4, t, result); + private _samplingEasingCurve(curve, samples); + private _parseActionDataInFrame(rawData, frameStart, bone, slot); + private _mergeActionFrame(rawData, frameStart, type, bone, slot); + protected _parseArmature(rawData: any, scale: number): ArmatureData; + protected _parseBone(rawData: any): BoneData; + protected _parseIKConstraint(rawData: any): ConstraintData | null; + protected _parsePathConstraint(rawData: any): ConstraintData | null; + protected _parseSlot(rawData: any, zOrder: number): SlotData; + protected _parseSkin(rawData: any): SkinData; + protected _parseDisplay(rawData: any): DisplayData | null; + protected _parsePath(rawData: any, display: PathDisplayData): void; + protected _parsePivot(rawData: any, display: ImageDisplayData): void; + protected _parseMesh(rawData: any, mesh: MeshDisplayData): void; + protected _parseBoundingBox(rawData: any): BoundingBoxData | null; + protected _parsePolygonBoundingBox(rawData: any): PolygonBoundingBoxData; + protected _parseAnimation(rawData: any): AnimationData; + protected _parseTimeline(rawData: any, rawFrames: Array | null, framesKey: string, timelineType: TimelineType, frameValueType: FrameValueType, frameValueCount: number, frameParser: (rawData: any, frameStart: number, frameCount: number) => number, timeline?: TimelineData | null): TimelineData | null; + protected _parseBoneTimeline(rawData: any): void; + protected _parseSlotTimeline(rawData: any): void; + protected _parseFrame(rawData: any, frameStart: number, frameCount: number): number; + protected _parseTweenFrame(rawData: any, frameStart: number, frameCount: number): number; + protected _parseSingleValueFrame(rawData: any, frameStart: number, frameCount: number): number; + protected _parseDoubleValueFrame(rawData: any, frameStart: number, frameCount: number): number; + protected _parseActionFrame(frame: ActionFrame, frameStart: number, frameCount: number): number; + protected _parseZOrderFrame(rawData: any, frameStart: number, frameCount: number): number; + protected _parseBoneAllFrame(rawData: any, frameStart: number, frameCount: number): number; + protected _parseBoneTranslateFrame(rawData: any, frameStart: number, frameCount: number): number; + protected _parseBoneRotateFrame(rawData: any, frameStart: number, frameCount: number): number; + protected _parseBoneScaleFrame(rawData: any, frameStart: number, frameCount: number): number; + protected _parseSlotDisplayFrame(rawData: any, frameStart: number, frameCount: number): number; + protected _parseSlotColorFrame(rawData: any, frameStart: number, frameCount: number): number; + protected _parseSlotDeformFrame(rawData: any, frameStart: number, frameCount: number): number; + protected _parseIKConstraintFrame(rawData: any, frameStart: number, frameCount: number): number; + protected _parseActionData(rawData: any, type: ActionType, bone: BoneData | null, slot: SlotData | null): Array; + protected _parseDeformFrame(rawData: any, frameStart: number, frameCount: number): number; + protected _parseTransform(rawData: any, transform: Transform, scale: number): void; + protected _parseColorTransform(rawData: any, color: ColorTransform): void; + protected _parseGeometry(rawData: any, geometry: GeometryData): void; + protected _parseArray(rawData: any): void; + protected _modifyArray(): void; + parseDragonBonesData(rawData: any, scale?: number): DragonBonesData | null; + parseTextureAtlasData(rawData: any, textureAtlasData: TextureAtlasData, scale?: number): boolean; + private static _objectDataParserInstance; + /** + * - Deprecated, please refer to {@link dragonBones.BaseFactory#parseDragonBonesData()}. + * @deprecated + * @language en_US + */ + /** + * - 已废弃,请参考 {@link dragonBones.BaseFactory#parseDragonBonesData()}。 + * @deprecated + * @language zh_CN + */ + static getInstance(): ObjectDataParser; + } + /** + * @private + */ + class ActionFrame { + frameStart: number; + readonly actions: Array; + } +} +/** + * The MIT License (MIT) + * + * Copyright (c) 2012-2018 DragonBones team and other contributors + * + * Permission is hereby granted, free of charge, to any person obtaining a copy of + * this software and associated documentation files (the "Software"), to deal in + * the Software without restriction, including without limitation the rights to + * use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of + * the Software, and to permit persons to whom the Software is furnished to do so, + * subject to the following conditions: + * + * The above copyright notice and this permission notice shall be included in all + * copies or substantial portions of the Software. + * + * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR + * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS + * FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR + * COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER + * IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN + * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. + */ +declare namespace dragonBones { + /** + * @private + */ + class BinaryDataParser extends ObjectDataParser { + private _binaryOffset; + private _binary; + private _intArrayBuffer; + private _frameArrayBuffer; + private _timelineArrayBuffer; + private _inRange(a, min, max); + private _decodeUTF8(data); + private _parseBinaryTimeline(type, offset, timelineData?); + protected _parseAnimation(rawData: any): AnimationData; + protected _parseGeometry(rawData: any, geometry: GeometryData): void; + protected _parseArray(rawData: any): void; + parseDragonBonesData(rawData: any, scale?: number): DragonBonesData | null; + private static _binaryDataParserInstance; + /** + * - Deprecated, please refer to {@link dragonBones.BaseFactory#parseDragonBonesData()}. + * @deprecated + * @language en_US + */ + /** + * - 已废弃,请参考 {@link dragonBones.BaseFactory#parseDragonBonesData()}。 + * @deprecated + * @language zh_CN + */ + static getInstance(): BinaryDataParser; + } +} +/** + * The MIT License (MIT) + * + * Copyright (c) 2012-2018 DragonBones team and other contributors + * + * Permission is hereby granted, free of charge, to any person obtaining a copy of + * this software and associated documentation files (the "Software"), to deal in + * the Software without restriction, including without limitation the rights to + * use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of + * the Software, and to permit persons to whom the Software is furnished to do so, + * subject to the following conditions: + * + * The above copyright notice and this permission notice shall be included in all + * copies or substantial portions of the Software. + * + * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR + * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS + * FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR + * COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER + * IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN + * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. + */ +declare namespace dragonBones { + /** + * - Base class for the factory that create the armatures. (Typically only one global factory instance is required) + * The factory instance create armatures by parsed and added DragonBonesData instances and TextureAtlasData instances. + * Once the data has been parsed, it has been cached in the factory instance and does not need to be parsed again until it is cleared by the factory instance. + * @see dragonBones.DragonBonesData + * @see dragonBones.TextureAtlasData + * @see dragonBones.ArmatureData + * @see dragonBones.Armature + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 创建骨架的工厂基类。 (通常只需要一个全局工厂实例) + * 工厂通过解析并添加的 DragonBonesData 实例和 TextureAtlasData 实例来创建骨架。 + * 当数据被解析过之后,已经添加到工厂中,在没有被工厂清理之前,不需要再次解析。 + * @see dragonBones.DragonBonesData + * @see dragonBones.TextureAtlasData + * @see dragonBones.ArmatureData + * @see dragonBones.Armature + * @version DragonBones 3.0 + * @language zh_CN + */ + abstract class BaseFactory { + protected static _objectParser: ObjectDataParser; + protected static _binaryParser: BinaryDataParser; + /** + * @private + */ + autoSearch: boolean; + protected readonly _dragonBonesDataMap: Map; + protected readonly _textureAtlasDataMap: Map>; + protected _dragonBones: DragonBones; + protected _dataParser: DataParser; + /** + * - Create a factory instance. (typically only one global factory instance is required) + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 创建一个工厂实例。 (通常只需要一个全局工厂实例) + * @version DragonBones 3.0 + * @language zh_CN + */ + constructor(dataParser?: DataParser | null); + protected _isSupportMesh(): boolean; + protected _getTextureData(textureAtlasName: string, textureName: string): TextureData | null; + protected _fillBuildArmaturePackage(dataPackage: BuildArmaturePackage, dragonBonesName: string, armatureName: string, skinName: string, textureAtlasName: string): boolean; + protected _buildBones(dataPackage: BuildArmaturePackage, armature: Armature): void; + /** + * @private + */ + protected _buildSlots(dataPackage: BuildArmaturePackage, armature: Armature): void; + protected _buildConstraints(dataPackage: BuildArmaturePackage, armature: Armature): void; + protected _buildChildArmature(dataPackage: BuildArmaturePackage | null, _slot: Slot, displayData: ArmatureDisplayData): Armature | null; + protected _getSlotDisplay(dataPackage: BuildArmaturePackage | null, displayData: DisplayData, slot: Slot): any; + protected abstract _buildTextureAtlasData(textureAtlasData: TextureAtlasData | null, textureAtlas: any): TextureAtlasData; + protected abstract _buildArmature(dataPackage: BuildArmaturePackage): Armature; + protected abstract _buildSlot(dataPackage: BuildArmaturePackage, slotData: SlotData, armature: Armature): Slot; + /** + * - Parse the raw data to a DragonBonesData instance and cache it to the factory. + * @param rawData - The raw data. + * @param name - Specify a cache name for the instance so that the instance can be obtained through this name. (If not set, use the instance name instead) + * @param scale - Specify a scaling value for all armatures. (Default: 1.0) + * @returns DragonBonesData instance + * @see #getDragonBonesData() + * @see #addDragonBonesData() + * @see #removeDragonBonesData() + * @see dragonBones.DragonBonesData + * @version DragonBones 4.5 + * @language en_US + */ + /** + * - 将原始数据解析为 DragonBonesData 实例,并缓存到工厂中。 + * @param rawData - 原始数据。 + * @param name - 为该实例指定一个缓存名称,以便可以通过此名称获取该实例。 (如果未设置,则使用该实例中的名称) + * @param scale - 为所有的骨架指定一个缩放值。 (默认: 1.0) + * @returns DragonBonesData 实例 + * @see #getDragonBonesData() + * @see #addDragonBonesData() + * @see #removeDragonBonesData() + * @see dragonBones.DragonBonesData + * @version DragonBones 4.5 + * @language zh_CN + */ + parseDragonBonesData(rawData: any, name?: string | null, scale?: number): DragonBonesData | null; + /** + * - Parse the raw texture atlas data and the texture atlas object to a TextureAtlasData instance and cache it to the factory. + * @param rawData - The raw texture atlas data. + * @param textureAtlas - The texture atlas object. + * @param name - Specify a cache name for the instance so that the instance can be obtained through this name. (If not set, use the instance name instead) + * @param scale - Specify a scaling value for the map set. (Default: 1.0) + * @returns TextureAtlasData instance + * @see #getTextureAtlasData() + * @see #addTextureAtlasData() + * @see #removeTextureAtlasData() + * @see dragonBones.TextureAtlasData + * @version DragonBones 4.5 + * @language en_US + */ + /** + * - 将原始贴图集数据和贴图集对象解析为 TextureAtlasData 实例,并缓存到工厂中。 + * @param rawData - 原始贴图集数据。 + * @param textureAtlas - 贴图集对象。 + * @param name - 为该实例指定一个缓存名称,以便可以通过此名称获取该实例。 (如果未设置,则使用该实例中的名称) + * @param scale - 为贴图集指定一个缩放值。 (默认: 1.0) + * @returns TextureAtlasData 实例 + * @see #getTextureAtlasData() + * @see #addTextureAtlasData() + * @see #removeTextureAtlasData() + * @see dragonBones.TextureAtlasData + * @version DragonBones 4.5 + * @language zh_CN + */ + parseTextureAtlasData(rawData: any, textureAtlas: any, name?: string | null, scale?: number): TextureAtlasData; + /** + * - Update texture atlases. + * @param textureAtlases - The texture atlas objects. + * @param name - The texture atlas name. + * @version DragonBones 5.7 + * @language en_US + */ + /** + * - 更新贴图集对象。 + * @param textureAtlases - 多个贴图集对象。 + * @param name - 贴图集名称。 + * @version DragonBones 5.7 + * @language zh_CN + */ + updateTextureAtlases(textureAtlases: Array, name: string): void; + /** + * - Get a specific DragonBonesData instance. + * @param name - The DragonBonesData instance cache name. + * @returns DragonBonesData instance + * @see #parseDragonBonesData() + * @see #addDragonBonesData() + * @see #removeDragonBonesData() + * @see dragonBones.DragonBonesData + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 获取特定的 DragonBonesData 实例。 + * @param name - DragonBonesData 实例的缓存名称。 + * @returns DragonBonesData 实例 + * @see #parseDragonBonesData() + * @see #addDragonBonesData() + * @see #removeDragonBonesData() + * @see dragonBones.DragonBonesData + * @version DragonBones 3.0 + * @language zh_CN + */ + getDragonBonesData(name: string): DragonBonesData | null; + /** + * - Cache a DragonBonesData instance to the factory. + * @param data - The DragonBonesData instance. + * @param name - Specify a cache name for the instance so that the instance can be obtained through this name. (if not set, use the instance name instead) + * @see #parseDragonBonesData() + * @see #getDragonBonesData() + * @see #removeDragonBonesData() + * @see dragonBones.DragonBonesData + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 将 DragonBonesData 实例缓存到工厂中。 + * @param data - DragonBonesData 实例。 + * @param name - 为该实例指定一个缓存名称,以便可以通过此名称获取该实例。 (如果未设置,则使用该实例中的名称) + * @see #parseDragonBonesData() + * @see #getDragonBonesData() + * @see #removeDragonBonesData() + * @see dragonBones.DragonBonesData + * @version DragonBones 3.0 + * @language zh_CN + */ + addDragonBonesData(data: DragonBonesData, name?: string | null): void; + /** + * - Remove a DragonBonesData instance. + * @param name - The DragonBonesData instance cache name. + * @param disposeData - Whether to dispose data. (Default: true) + * @see #parseDragonBonesData() + * @see #getDragonBonesData() + * @see #addDragonBonesData() + * @see dragonBones.DragonBonesData + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 移除 DragonBonesData 实例。 + * @param name - DragonBonesData 实例缓存名称。 + * @param disposeData - 是否释放数据。 (默认: true) + * @see #parseDragonBonesData() + * @see #getDragonBonesData() + * @see #addDragonBonesData() + * @see dragonBones.DragonBonesData + * @version DragonBones 3.0 + * @language zh_CN + */ + removeDragonBonesData(name: string, disposeData?: boolean): void; + /** + * - Get a list of specific TextureAtlasData instances. + * @param name - The TextureAtlasData cahce name. + * @see #parseTextureAtlasData() + * @see #addTextureAtlasData() + * @see #removeTextureAtlasData() + * @see dragonBones.TextureAtlasData + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 获取特定的 TextureAtlasData 实例列表。 + * @param name - TextureAtlasData 实例缓存名称。 + * @see #parseTextureAtlasData() + * @see #addTextureAtlasData() + * @see #removeTextureAtlasData() + * @see dragonBones.TextureAtlasData + * @version DragonBones 3.0 + * @language zh_CN + */ + getTextureAtlasData(name: string): Array | null; + /** + * - Cache a TextureAtlasData instance to the factory. + * @param data - The TextureAtlasData instance. + * @param name - Specify a cache name for the instance so that the instance can be obtained through this name. (if not set, use the instance name instead) + * @see #parseTextureAtlasData() + * @see #getTextureAtlasData() + * @see #removeTextureAtlasData() + * @see dragonBones.TextureAtlasData + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 将 TextureAtlasData 实例缓存到工厂中。 + * @param data - TextureAtlasData 实例。 + * @param name - 为该实例指定一个缓存名称,以便可以通过此名称获取该实例。 (如果未设置,则使用该实例中的名称) + * @see #parseTextureAtlasData() + * @see #getTextureAtlasData() + * @see #removeTextureAtlasData() + * @see dragonBones.TextureAtlasData + * @version DragonBones 3.0 + * @language zh_CN + */ + addTextureAtlasData(data: TextureAtlasData, name?: string | null): void; + /** + * - Remove a TextureAtlasData instance. + * @param name - The TextureAtlasData instance cache name. + * @param disposeData - Whether to dispose data. + * @see #parseTextureAtlasData() + * @see #getTextureAtlasData() + * @see #addTextureAtlasData() + * @see dragonBones.TextureAtlasData + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 移除 TextureAtlasData 实例。 + * @param name - TextureAtlasData 实例的缓存名称。 + * @param disposeData - 是否释放数据。 + * @see #parseTextureAtlasData() + * @see #getTextureAtlasData() + * @see #addTextureAtlasData() + * @see dragonBones.TextureAtlasData + * @version DragonBones 3.0 + * @language zh_CN + */ + removeTextureAtlasData(name: string, disposeData?: boolean): void; + /** + * - Get a specific armature data. + * @param name - The armature data name. + * @param dragonBonesName - The cached name for DragonbonesData instance. + * @see dragonBones.ArmatureData + * @version DragonBones 5.1 + * @language en_US + */ + /** + * - 获取特定的骨架数据。 + * @param name - 骨架数据名称。 + * @param dragonBonesName - DragonBonesData 实例的缓存名称。 + * @see dragonBones.ArmatureData + * @version DragonBones 5.1 + * @language zh_CN + */ + getArmatureData(name: string, dragonBonesName?: string): ArmatureData | null; + /** + * - Clear all cached DragonBonesData instances and TextureAtlasData instances. + * @param disposeData - Whether to dispose data. + * @version DragonBones 4.5 + * @language en_US + */ + /** + * - 清除缓存的所有 DragonBonesData 实例和 TextureAtlasData 实例。 + * @param disposeData - 是否释放数据。 + * @version DragonBones 4.5 + * @language zh_CN + */ + clear(disposeData?: boolean): void; + /** + * - Create a armature from cached DragonBonesData instances and TextureAtlasData instances. + * Note that when the created armature that is no longer in use, you need to explicitly dispose {@link #dragonBones.Armature#dispose()}. + * @param armatureName - The armature data name. + * @param dragonBonesName - The cached name of the DragonBonesData instance. (If not set, all DragonBonesData instances are retrieved, and when multiple DragonBonesData instances contain a the same name armature data, it may not be possible to accurately create a specific armature) + * @param skinName - The skin name, you can set a different ArmatureData name to share it's skin data. (If not set, use the default skin data) + * @returns The armature. + * @example + *
+         *     let armature = factory.buildArmature("armatureName", "dragonBonesName");
+         *     armature.clock = factory.clock;
+         * 
+ * @see dragonBones.DragonBonesData + * @see dragonBones.ArmatureData + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 通过缓存的 DragonBonesData 实例和 TextureAtlasData 实例创建一个骨架。 + * 注意,创建的骨架不再使用时,需要显式释放 {@link #dragonBones.Armature#dispose()}。 + * @param armatureName - 骨架数据名称。 + * @param dragonBonesName - DragonBonesData 实例的缓存名称。 (如果未设置,将检索所有的 DragonBonesData 实例,当多个 DragonBonesData 实例中包含同名的骨架数据时,可能无法准确的创建出特定的骨架) + * @param skinName - 皮肤名称,可以设置一个其他骨架数据名称来共享其皮肤数据。(如果未设置,则使用默认的皮肤数据) + * @returns 骨架。 + * @example + *
+         *     let armature = factory.buildArmature("armatureName", "dragonBonesName");
+         *     armature.clock = factory.clock;
+         * 
+ * @see dragonBones.DragonBonesData + * @see dragonBones.ArmatureData + * @version DragonBones 3.0 + * @language zh_CN + */ + buildArmature(armatureName: string, dragonBonesName?: string, skinName?: string, textureAtlasName?: string): Armature | null; + /** + * @private + */ + replaceDisplay(slot: Slot, displayData: DisplayData | null, displayIndex?: number): void; + /** + * - Replaces the current display data for a particular slot with a specific display data. + * Specify display data with "dragonBonesName/armatureName/slotName/displayName". + * @param dragonBonesName - The DragonBonesData instance cache name. + * @param armatureName - The armature data name. + * @param slotName - The slot data name. + * @param displayName - The display data name. + * @param slot - The slot. + * @param displayIndex - The index of the display data that is replaced. (If it is not set, replaces the current display data) + * @example + *
+         *     let slot = armature.getSlot("weapon");
+         *     factory.replaceSlotDisplay("dragonBonesName", "armatureName", "slotName", "displayName", slot);
+         * 
+ * @version DragonBones 4.5 + * @language en_US + */ + /** + * - 用特定的显示对象数据替换特定插槽当前的显示对象数据。 + * 用 "dragonBonesName/armatureName/slotName/displayName" 指定显示对象数据。 + * @param dragonBonesName - DragonBonesData 实例的缓存名称。 + * @param armatureName - 骨架数据名称。 + * @param slotName - 插槽数据名称。 + * @param displayName - 显示对象数据名称。 + * @param slot - 插槽。 + * @param displayIndex - 被替换的显示对象数据的索引。 (如果未设置,则替换当前的显示对象数据) + * @example + *
+         *     let slot = armature.getSlot("weapon");
+         *     factory.replaceSlotDisplay("dragonBonesName", "armatureName", "slotName", "displayName", slot);
+         * 
+ * @version DragonBones 4.5 + * @language zh_CN + */ + replaceSlotDisplay(dragonBonesName: string, armatureName: string, slotName: string, displayName: string, slot: Slot, displayIndex?: number): boolean; + /** + * @private + */ + replaceSlotDisplayList(dragonBonesName: string | null, armatureName: string, slotName: string, slot: Slot): boolean; + /** + * - Share specific skin data with specific armature. + * @param armature - The armature. + * @param skin - The skin data. + * @param isOverride - Whether it completely override the original skin. (Default: false) + * @param exclude - A list of slot names that do not need to be replace. + * @example + *
+         *     let armatureA = factory.buildArmature("armatureA", "dragonBonesA");
+         *     let armatureDataB = factory.getArmatureData("armatureB", "dragonBonesB");
+         *     if (armatureDataB && armatureDataB.defaultSkin) {
+         *     factory.replaceSkin(armatureA, armatureDataB.defaultSkin, false, ["arm_l", "weapon_l"]);
+         *     }
+         * 
+ * @see dragonBones.Armature + * @see dragonBones.SkinData + * @version DragonBones 5.6 + * @language en_US + */ + /** + * - 将特定的皮肤数据共享给特定的骨架使用。 + * @param armature - 骨架。 + * @param skin - 皮肤数据。 + * @param isOverride - 是否完全覆盖原来的皮肤。 (默认: false) + * @param exclude - 不需要被替换的插槽名称列表。 + * @example + *
+         *     let armatureA = factory.buildArmature("armatureA", "dragonBonesA");
+         *     let armatureDataB = factory.getArmatureData("armatureB", "dragonBonesB");
+         *     if (armatureDataB && armatureDataB.defaultSkin) {
+         *     factory.replaceSkin(armatureA, armatureDataB.defaultSkin, false, ["arm_l", "weapon_l"]);
+         *     }
+         * 
+ * @see dragonBones.Armature + * @see dragonBones.SkinData + * @version DragonBones 5.6 + * @language zh_CN + */ + replaceSkin(armature: Armature, skin: SkinData, isOverride?: boolean, exclude?: Array | null): boolean; + /** + * - Replaces the existing animation data for a specific armature with the animation data for the specific armature data. + * This enables you to make a armature template so that other armature without animations can share it's animations. + * @param armature - The armtaure. + * @param armatureData - The armature data. + * @param isOverride - Whether to completely overwrite the original animation. (Default: false) + * @example + *
+         *     let armatureA = factory.buildArmature("armatureA", "dragonBonesA");
+         *     let armatureDataB = factory.getArmatureData("armatureB", "dragonBonesB");
+         *     if (armatureDataB) {
+         *     factory.replaceAnimation(armatureA, armatureDataB);
+         *     }
+         * 
+ * @see dragonBones.Armature + * @see dragonBones.ArmatureData + * @version DragonBones 5.6 + * @language en_US + */ + /** + * - 用特定骨架数据的动画数据替换特定骨架现有的动画数据。 + * 这样就能实现制作一个骨架动画模板,让其他没有制作动画的骨架共享该动画。 + * @param armature - 骨架。 + * @param armatureData - 骨架数据。 + * @param isOverride - 是否完全覆盖原来的动画。(默认: false) + * @example + *
+         *     let armatureA = factory.buildArmature("armatureA", "dragonBonesA");
+         *     let armatureDataB = factory.getArmatureData("armatureB", "dragonBonesB");
+         *     if (armatureDataB) {
+         *     factory.replaceAnimation(armatureA, armatureDataB);
+         *     }
+         * 
+ * @see dragonBones.Armature + * @see dragonBones.ArmatureData + * @version DragonBones 5.6 + * @language zh_CN + */ + replaceAnimation(armature: Armature, armatureData: ArmatureData, isOverride?: boolean): boolean; + /** + * @private + */ + getAllDragonBonesData(): Map; + /** + * @private + */ + getAllTextureAtlasData(): Map>; + /** + * - An Worldclock instance updated by engine. + * @version DragonBones 5.7 + * @language en_US + */ + /** + * - 由引擎驱动的 WorldClock 实例。 + * @version DragonBones 5.7 + * @language zh_CN + */ + readonly clock: WorldClock; + /** + * @private + */ + readonly dragonBones: DragonBones; + } + /** + * @private + */ + class BuildArmaturePackage { + dataName: string; + textureAtlasName: string; + data: DragonBonesData; + armature: ArmatureData; + skin: SkinData | null; + } +} +/** + * The MIT License (MIT) + * + * Copyright (c) 2012-2018 DragonBones team and other contributors + * + * Permission is hereby granted, free of charge, to any person obtaining a copy of + * this software and associated documentation files (the "Software"), to deal in + * the Software without restriction, including without limitation the rights to + * use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of + * the Software, and to permit persons to whom the Software is furnished to do so, + * subject to the following conditions: + * + * The above copyright notice and this permission notice shall be included in all + * copies or substantial portions of the Software. + * + * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR + * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS + * FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR + * COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER + * IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN + * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. + */ +declare namespace dragonBones { + /** + * - The PixiJS texture atlas data. + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - PixiJS 贴图集数据。 + * @version DragonBones 3.0 + * @language zh_CN + */ + class PixiTextureAtlasData extends TextureAtlasData { + static toString(): string; + private _renderTexture; + protected _onClear(): void; + /** + * @inheritDoc + */ + createTexture(): TextureData; + /** + * - The PixiJS texture. + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - PixiJS 贴图。 + * @version DragonBones 3.0 + * @language zh_CN + */ + renderTexture: PIXI.BaseTexture | null; + } +} +/** + * The MIT License (MIT) + * + * Copyright (c) 2012-2018 DragonBones team and other contributors + * + * Permission is hereby granted, free of charge, to any person obtaining a copy of + * this software and associated documentation files (the "Software"), to deal in + * the Software without restriction, including without limitation the rights to + * use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of + * the Software, and to permit persons to whom the Software is furnished to do so, + * subject to the following conditions: + * + * The above copyright notice and this permission notice shall be included in all + * copies or substantial portions of the Software. + * + * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR + * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS + * FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR + * COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER + * IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN + * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. + */ +declare namespace dragonBones { + /** + * @inheritDoc + */ + class PixiArmatureDisplay extends PIXI.Sprite implements IArmatureProxy { + /** + * @private + */ + debugDraw: boolean; + private _debugDraw; + private _armature; + private _debugDrawer; + /** + * @inheritDoc + */ + dbInit(armature: Armature): void; + /** + * @inheritDoc + */ + dbClear(): void; + /** + * @inheritDoc + */ + dbUpdate(): void; + /** + * @inheritDoc + */ + dispose(disposeProxy?: boolean): void; + /** + * @inheritDoc + */ + destroy(): void; + /** + * @private + */ + dispatchDBEvent(type: EventStringType, eventObject: EventObject): void; + /** + * @inheritDoc + */ + hasDBEventListener(type: EventStringType): boolean; + /** + * @inheritDoc + */ + addDBEventListener(type: EventStringType, listener: (event: EventObject) => void, target: any): void; + /** + * @inheritDoc + */ + removeDBEventListener(type: EventStringType, listener: (event: EventObject) => void, target: any): void; + /** + * @inheritDoc + */ + readonly armature: Armature; + /** + * @inheritDoc + */ + readonly animation: Animation; + } +} +/** + * The MIT License (MIT) + * + * Copyright (c) 2012-2018 DragonBones team and other contributors + * + * Permission is hereby granted, free of charge, to any person obtaining a copy of + * this software and associated documentation files (the "Software"), to deal in + * the Software without restriction, including without limitation the rights to + * use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of + * the Software, and to permit persons to whom the Software is furnished to do so, + * subject to the following conditions: + * + * The above copyright notice and this permission notice shall be included in all + * copies or substantial portions of the Software. + * + * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR + * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS + * FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR + * COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER + * IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN + * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. + */ +declare namespace dragonBones { + /** + * - The PixiJS slot. + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - PixiJS 插槽。 + * @version DragonBones 3.0 + * @language zh_CN + */ + class PixiSlot extends Slot { + static toString(): string; + private _textureScale; + private _renderDisplay; + protected _onClear(): void; + protected _initDisplay(value: any, isRetain: boolean): void; + protected _disposeDisplay(value: any, isRelease: boolean): void; + protected _onUpdateDisplay(): void; + protected _addDisplay(): void; + protected _replaceDisplay(value: any): void; + protected _removeDisplay(): void; + protected _updateZOrder(): void; + protected _updateBlendMode(): void; + protected _updateColor(): void; + protected _updateFrame(): void; + protected _updateMesh(): void; + protected _updateTransform(): void; + protected _updateTransformV3(): void; + protected _updateTransformV4(): void; + protected _identityTransform(): void; + } +} +/** + * The MIT License (MIT) + * + * Copyright (c) 2012-2018 DragonBones team and other contributors + * + * Permission is hereby granted, free of charge, to any person obtaining a copy of + * this software and associated documentation files (the "Software"), to deal in + * the Software without restriction, including without limitation the rights to + * use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of + * the Software, and to permit persons to whom the Software is furnished to do so, + * subject to the following conditions: + * + * The above copyright notice and this permission notice shall be included in all + * copies or substantial portions of the Software. + * + * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR + * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS + * FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR + * COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER + * IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN + * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. + */ +declare namespace dragonBones { + /** + * - The PixiJS factory. + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - PixiJS 工厂。 + * @version DragonBones 3.0 + * @language zh_CN + */ + class PixiFactory extends BaseFactory { + private static _dragonBonesInstance; + private static _factory; + private static _clockHandler(passedTime); + /** + * - A global factory instance that can be used directly. + * @version DragonBones 4.7 + * @language en_US + */ + /** + * - 一个可以直接使用的全局工厂实例。 + * @version DragonBones 4.7 + * @language zh_CN + */ + static readonly factory: PixiFactory; + /** + * @inheritDoc + */ + constructor(dataParser?: DataParser | null); + protected _buildTextureAtlasData(textureAtlasData: PixiTextureAtlasData | null, textureAtlas: PIXI.BaseTexture | null): PixiTextureAtlasData; + protected _buildArmature(dataPackage: BuildArmaturePackage): Armature; + protected _buildSlot(_dataPackage: BuildArmaturePackage, slotData: SlotData, armature: Armature): Slot; + /** + * - Create a armature from cached DragonBonesData instances and TextureAtlasData instances, then use the {@link #clock} to update it. + * The difference is that the armature created by {@link #buildArmature} is not WorldClock instance update. + * @param armatureName - The armature data name. + * @param dragonBonesName - The cached name of the DragonBonesData instance. (If not set, all DragonBonesData instances are retrieved, and when multiple DragonBonesData instances contain a the same name armature data, it may not be possible to accurately create a specific armature) + * @param skinName - The skin name, you can set a different ArmatureData name to share it's skin data. (If not set, use the default skin data) + * @returns The armature display container. + * @see dragonBones.IArmatureProxy + * @see dragonBones.BaseFactory#buildArmature + * @version DragonBones 4.5 + * @example + *
+         *     let armatureDisplay = factory.buildArmatureDisplay("armatureName", "dragonBonesName");
+         * 
+ * @language en_US + */ + /** + * - 通过缓存的 DragonBonesData 实例和 TextureAtlasData 实例创建一个骨架,并用 {@link #clock} 更新该骨架。 + * 区别在于由 {@link #buildArmature} 创建的骨架没有 WorldClock 实例驱动。 + * @param armatureName - 骨架数据名称。 + * @param dragonBonesName - DragonBonesData 实例的缓存名称。 (如果未设置,将检索所有的 DragonBonesData 实例,当多个 DragonBonesData 实例中包含同名的骨架数据时,可能无法准确的创建出特定的骨架) + * @param skinName - 皮肤名称,可以设置一个其他骨架数据名称来共享其皮肤数据。 (如果未设置,则使用默认的皮肤数据) + * @returns 骨架的显示容器。 + * @see dragonBones.IArmatureProxy + * @see dragonBones.BaseFactory#buildArmature + * @version DragonBones 4.5 + * @example + *
+         *     let armatureDisplay = factory.buildArmatureDisplay("armatureName", "dragonBonesName");
+         * 
+ * @language zh_CN + */ + buildArmatureDisplay(armatureName: string, dragonBonesName?: string, skinName?: string, textureAtlasName?: string): PixiArmatureDisplay | null; + /** + * - Create the display object with the specified texture. + * @param textureName - The texture data name. + * @param textureAtlasName - The texture atlas data name (Of not set, all texture atlas data will be searched) + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 创建带有指定贴图的显示对象。 + * @param textureName - 贴图数据名称。 + * @param textureAtlasName - 贴图集数据名称。 (如果未设置,将检索所有的贴图集数据) + * @version DragonBones 3.0 + * @language zh_CN + */ + getTextureDisplay(textureName: string, textureAtlasName?: string | null): PIXI.Sprite | null; + /** + * - A global sound event manager. + * Sound events can be listened to uniformly from the manager. + * @version DragonBones 4.5 + * @language en_US + */ + /** + * - 全局声音事件管理器。 + * 声音事件可以从该管理器统一侦听。 + * @version DragonBones 4.5 + * @language zh_CN + */ + readonly soundEventManager: PixiArmatureDisplay; + } +} diff --git a/Pixi/Demos/libs/dragonBones/dragonBones.js b/Pixi/Demos/libs/dragonBones/dragonBones.js new file mode 100644 index 00000000..08764887 --- /dev/null +++ b/Pixi/Demos/libs/dragonBones/dragonBones.js @@ -0,0 +1,15989 @@ +"use strict"; +var __extends = (this && this.__extends) || (function () { + var extendStatics = Object.setPrototypeOf || + ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) || + function (d, b) { for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p]; }; + return function (d, b) { + extendStatics(d, b); + function __() { this.constructor = d; } + d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __()); + }; +})(); +/** + * The MIT License (MIT) + * + * Copyright (c) 2012-2018 DragonBones team and other contributors + * + * Permission is hereby granted, free of charge, to any person obtaining a copy of + * this software and associated documentation files (the "Software"), to deal in + * the Software without restriction, including without limitation the rights to + * use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of + * the Software, and to permit persons to whom the Software is furnished to do so, + * subject to the following conditions: + * + * The above copyright notice and this permission notice shall be included in all + * copies or substantial portions of the Software. + * + * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR + * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS + * FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR + * COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER + * IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN + * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. + */ +var dragonBones; +(function (dragonBones) { + /** + * @private + */ + var DragonBones = /** @class */ (function () { + function DragonBones(eventManager) { + this._clock = new dragonBones.WorldClock(); + this._events = []; + this._objects = []; + this._eventManager = null; + this._eventManager = eventManager; + console.info("DragonBones: " + DragonBones.VERSION + "\nWebsite: http://dragonbones.com/\nSource and Demo: https://github.com/DragonBones/"); + } + DragonBones.prototype.advanceTime = function (passedTime) { + if (this._objects.length > 0) { + for (var _i = 0, _a = this._objects; _i < _a.length; _i++) { + var object = _a[_i]; + object.returnToPool(); + } + this._objects.length = 0; + } + this._clock.advanceTime(passedTime); + if (this._events.length > 0) { + for (var i = 0; i < this._events.length; ++i) { + var eventObject = this._events[i]; + var armature = eventObject.armature; + if (armature._armatureData !== null) { + armature.eventDispatcher.dispatchDBEvent(eventObject.type, eventObject); + if (eventObject.type === dragonBones.EventObject.SOUND_EVENT) { + this._eventManager.dispatchDBEvent(eventObject.type, eventObject); + } + } + this.bufferObject(eventObject); + } + this._events.length = 0; + } + }; + DragonBones.prototype.bufferEvent = function (value) { + if (this._events.indexOf(value) < 0) { + this._events.push(value); + } + }; + DragonBones.prototype.bufferObject = function (object) { + if (this._objects.indexOf(object) < 0) { + this._objects.push(object); + } + }; + Object.defineProperty(DragonBones.prototype, "clock", { + get: function () { + return this._clock; + }, + enumerable: true, + configurable: true + }); + Object.defineProperty(DragonBones.prototype, "eventManager", { + get: function () { + return this._eventManager; + }, + enumerable: true, + configurable: true + }); + DragonBones.VERSION = "5.7.000"; + DragonBones.yDown = true; + DragonBones.debug = false; + DragonBones.debugDraw = false; + return DragonBones; + }()); + dragonBones.DragonBones = DragonBones; +})(dragonBones || (dragonBones = {})); +// +if (!console.warn) { + console.warn = function () { }; +} +if (!console.assert) { + console.assert = function () { }; +} +// +if (!Date.now) { + Date.now = function now() { + return new Date().getTime(); + }; +} +// Weixin can not support typescript extends. +var __extends = function (t, e) { + function r() { + this.constructor = t; + } + for (var i in e) { + if (e.hasOwnProperty(i)) { + t[i] = e[i]; + } + } + r.prototype = e.prototype, t.prototype = new r(); +}; +// +if (typeof global === "undefined" && typeof window !== "undefined") { + var global = window; +} +if (typeof exports === "object" && typeof module === "object") { + module.exports = dragonBones; +} +else if (typeof define === "function" && define["amd"]) { + define(["dragonBones"], function () { return dragonBones; }); +} +else if (typeof exports === "object") { + exports = dragonBones; +} +else if (typeof global !== "undefined") { + global.dragonBones = dragonBones; +} +/** + * The MIT License (MIT) + * + * Copyright (c) 2012-2018 DragonBones team and other contributors + * + * Permission is hereby granted, free of charge, to any person obtaining a copy of + * this software and associated documentation files (the "Software"), to deal in + * the Software without restriction, including without limitation the rights to + * use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of + * the Software, and to permit persons to whom the Software is furnished to do so, + * subject to the following conditions: + * + * The above copyright notice and this permission notice shall be included in all + * copies or substantial portions of the Software. + * + * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR + * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS + * FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR + * COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER + * IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN + * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. + */ +var dragonBones; +(function (dragonBones) { + /** + * - The BaseObject is the base class for all objects in the DragonBones framework. + * All BaseObject instances are cached to the object pool to reduce the performance consumption of frequent requests for memory or memory recovery. + * @version DragonBones 4.5 + * @language en_US + */ + /** + * - 基础对象,通常 DragonBones 的对象都继承自该类。 + * 所有基础对象的实例都会缓存到对象池,以减少频繁申请内存或内存回收的性能消耗。 + * @version DragonBones 4.5 + * @language zh_CN + */ + var BaseObject = /** @class */ (function () { + function BaseObject() { + /** + * - A unique identification number assigned to the object. + * @version DragonBones 4.5 + * @language en_US + */ + /** + * - 分配给此实例的唯一标识号。 + * @version DragonBones 4.5 + * @language zh_CN + */ + this.hashCode = BaseObject._hashCode++; + this._isInPool = false; + } + BaseObject._returnObject = function (object) { + var classType = String(object.constructor); + var maxCount = classType in BaseObject._maxCountMap ? BaseObject._maxCountMap[classType] : BaseObject._defaultMaxCount; + var pool = BaseObject._poolsMap[classType] = BaseObject._poolsMap[classType] || []; + if (pool.length < maxCount) { + if (!object._isInPool) { + object._isInPool = true; + pool.push(object); + } + else { + console.warn("The object is already in the pool."); + } + } + else { + } + }; + BaseObject.toString = function () { + throw new Error(); + }; + /** + * - Set the maximum cache count of the specify object pool. + * @param objectConstructor - The specify class. (Set all object pools max cache count if not set) + * @param maxCount - Max count. + * @version DragonBones 4.5 + * @language en_US + */ + /** + * - 设置特定对象池的最大缓存数量。 + * @param objectConstructor - 特定的类。 (不设置则设置所有对象池的最大缓存数量) + * @param maxCount - 最大缓存数量。 + * @version DragonBones 4.5 + * @language zh_CN + */ + BaseObject.setMaxCount = function (objectConstructor, maxCount) { + if (maxCount < 0 || maxCount !== maxCount) { + maxCount = 0; + } + if (objectConstructor !== null) { + var classType = String(objectConstructor); + var pool = classType in BaseObject._poolsMap ? BaseObject._poolsMap[classType] : null; + if (pool !== null && pool.length > maxCount) { + pool.length = maxCount; + } + BaseObject._maxCountMap[classType] = maxCount; + } + else { + BaseObject._defaultMaxCount = maxCount; + for (var classType in BaseObject._poolsMap) { + var pool = BaseObject._poolsMap[classType]; + if (pool.length > maxCount) { + pool.length = maxCount; + } + if (classType in BaseObject._maxCountMap) { + BaseObject._maxCountMap[classType] = maxCount; + } + } + } + }; + /** + * - Clear the cached instances of a specify object pool. + * @param objectConstructor - Specify class. (Clear all cached instances if not set) + * @version DragonBones 4.5 + * @language en_US + */ + /** + * - 清除特定对象池的缓存实例。 + * @param objectConstructor - 特定的类。 (不设置则清除所有缓存的实例) + * @version DragonBones 4.5 + * @language zh_CN + */ + BaseObject.clearPool = function (objectConstructor) { + if (objectConstructor === void 0) { objectConstructor = null; } + if (objectConstructor !== null) { + var classType = String(objectConstructor); + var pool = classType in BaseObject._poolsMap ? BaseObject._poolsMap[classType] : null; + if (pool !== null && pool.length > 0) { + pool.length = 0; + } + } + else { + for (var k in BaseObject._poolsMap) { + var pool = BaseObject._poolsMap[k]; + pool.length = 0; + } + } + }; + /** + * - Get an instance of the specify class from object pool. + * @param objectConstructor - The specify class. + * @version DragonBones 4.5 + * @language en_US + */ + /** + * - 从对象池中获取特定类的实例。 + * @param objectConstructor - 特定的类。 + * @version DragonBones 4.5 + * @language zh_CN + */ + BaseObject.borrowObject = function (objectConstructor) { + var classType = String(objectConstructor); + var pool = classType in BaseObject._poolsMap ? BaseObject._poolsMap[classType] : null; + if (pool !== null && pool.length > 0) { + var object_1 = pool.pop(); + object_1._isInPool = false; + return object_1; + } + var object = new objectConstructor(); + object._onClear(); + return object; + }; + /** + * - Clear the object and return it back to object pool。 + * @version DragonBones 4.5 + * @language en_US + */ + /** + * - 清除该实例的所有数据并将其返还对象池。 + * @version DragonBones 4.5 + * @language zh_CN + */ + BaseObject.prototype.returnToPool = function () { + this._onClear(); + BaseObject._returnObject(this); + }; + BaseObject._hashCode = 0; + BaseObject._defaultMaxCount = 3000; + BaseObject._maxCountMap = {}; + BaseObject._poolsMap = {}; + return BaseObject; + }()); + dragonBones.BaseObject = BaseObject; +})(dragonBones || (dragonBones = {})); +/** + * The MIT License (MIT) + * + * Copyright (c) 2012-2018 DragonBones team and other contributors + * + * Permission is hereby granted, free of charge, to any person obtaining a copy of + * this software and associated documentation files (the "Software"), to deal in + * the Software without restriction, including without limitation the rights to + * use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of + * the Software, and to permit persons to whom the Software is furnished to do so, + * subject to the following conditions: + * + * The above copyright notice and this permission notice shall be included in all + * copies or substantial portions of the Software. + * + * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR + * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS + * FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR + * COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER + * IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN + * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. + */ +var dragonBones; +(function (dragonBones) { + /** + * - 2D Transform matrix. + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 2D 转换矩阵。 + * @version DragonBones 3.0 + * @language zh_CN + */ + var Matrix = /** @class */ (function () { + /** + * @private + */ + function Matrix(a, b, c, d, tx, ty) { + if (a === void 0) { a = 1.0; } + if (b === void 0) { b = 0.0; } + if (c === void 0) { c = 0.0; } + if (d === void 0) { d = 1.0; } + if (tx === void 0) { tx = 0.0; } + if (ty === void 0) { ty = 0.0; } + this.a = a; + this.b = b; + this.c = c; + this.d = d; + this.tx = tx; + this.ty = ty; + } + Matrix.prototype.toString = function () { + return "[object dragonBones.Matrix] a:" + this.a + " b:" + this.b + " c:" + this.c + " d:" + this.d + " tx:" + this.tx + " ty:" + this.ty; + }; + /** + * @private + */ + Matrix.prototype.copyFrom = function (value) { + this.a = value.a; + this.b = value.b; + this.c = value.c; + this.d = value.d; + this.tx = value.tx; + this.ty = value.ty; + return this; + }; + /** + * @private + */ + Matrix.prototype.copyFromArray = function (value, offset) { + if (offset === void 0) { offset = 0; } + this.a = value[offset]; + this.b = value[offset + 1]; + this.c = value[offset + 2]; + this.d = value[offset + 3]; + this.tx = value[offset + 4]; + this.ty = value[offset + 5]; + return this; + }; + /** + * - Convert to unit matrix. + * The resulting matrix has the following properties: a=1, b=0, c=0, d=1, tx=0, ty=0. + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 转换为单位矩阵。 + * 该矩阵具有以下属性:a=1、b=0、c=0、d=1、tx=0、ty=0。 + * @version DragonBones 3.0 + * @language zh_CN + */ + Matrix.prototype.identity = function () { + this.a = this.d = 1.0; + this.b = this.c = 0.0; + this.tx = this.ty = 0.0; + return this; + }; + /** + * - Multiplies the current matrix with another matrix. + * @param value - The matrix that needs to be multiplied. + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 将当前矩阵与另一个矩阵相乘。 + * @param value - 需要相乘的矩阵。 + * @version DragonBones 3.0 + * @language zh_CN + */ + Matrix.prototype.concat = function (value) { + var aA = this.a * value.a; + var bA = 0.0; + var cA = 0.0; + var dA = this.d * value.d; + var txA = this.tx * value.a + value.tx; + var tyA = this.ty * value.d + value.ty; + if (this.b !== 0.0 || this.c !== 0.0) { + aA += this.b * value.c; + bA += this.b * value.d; + cA += this.c * value.a; + dA += this.c * value.b; + } + if (value.b !== 0.0 || value.c !== 0.0) { + bA += this.a * value.b; + cA += this.d * value.c; + txA += this.ty * value.c; + tyA += this.tx * value.b; + } + this.a = aA; + this.b = bA; + this.c = cA; + this.d = dA; + this.tx = txA; + this.ty = tyA; + return this; + }; + /** + * - Convert to inverse matrix. + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 转换为逆矩阵。 + * @version DragonBones 3.0 + * @language zh_CN + */ + Matrix.prototype.invert = function () { + var aA = this.a; + var bA = this.b; + var cA = this.c; + var dA = this.d; + var txA = this.tx; + var tyA = this.ty; + if (bA === 0.0 && cA === 0.0) { + this.b = this.c = 0.0; + if (aA === 0.0 || dA === 0.0) { + this.a = this.b = this.tx = this.ty = 0.0; + } + else { + aA = this.a = 1.0 / aA; + dA = this.d = 1.0 / dA; + this.tx = -aA * txA; + this.ty = -dA * tyA; + } + return this; + } + var determinant = aA * dA - bA * cA; + if (determinant === 0.0) { + this.a = this.d = 1.0; + this.b = this.c = 0.0; + this.tx = this.ty = 0.0; + return this; + } + determinant = 1.0 / determinant; + var k = this.a = dA * determinant; + bA = this.b = -bA * determinant; + cA = this.c = -cA * determinant; + dA = this.d = aA * determinant; + this.tx = -(k * txA + cA * tyA); + this.ty = -(bA * txA + dA * tyA); + return this; + }; + /** + * - Apply a matrix transformation to a specific point. + * @param x - X coordinate. + * @param y - Y coordinate. + * @param result - The point after the transformation is applied. + * @param delta - Whether to ignore tx, ty's conversion to point. + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 将矩阵转换应用于特定点。 + * @param x - 横坐标。 + * @param y - 纵坐标。 + * @param result - 应用转换之后的点。 + * @param delta - 是否忽略 tx,ty 对点的转换。 + * @version DragonBones 3.0 + * @language zh_CN + */ + Matrix.prototype.transformPoint = function (x, y, result, delta) { + if (delta === void 0) { delta = false; } + result.x = this.a * x + this.c * y; + result.y = this.b * x + this.d * y; + if (!delta) { + result.x += this.tx; + result.y += this.ty; + } + }; + /** + * @private + */ + Matrix.prototype.transformRectangle = function (rectangle, delta) { + if (delta === void 0) { delta = false; } + var a = this.a; + var b = this.b; + var c = this.c; + var d = this.d; + var tx = delta ? 0.0 : this.tx; + var ty = delta ? 0.0 : this.ty; + var x = rectangle.x; + var y = rectangle.y; + var xMax = x + rectangle.width; + var yMax = y + rectangle.height; + var x0 = a * x + c * y + tx; + var y0 = b * x + d * y + ty; + var x1 = a * xMax + c * y + tx; + var y1 = b * xMax + d * y + ty; + var x2 = a * xMax + c * yMax + tx; + var y2 = b * xMax + d * yMax + ty; + var x3 = a * x + c * yMax + tx; + var y3 = b * x + d * yMax + ty; + var tmp = 0.0; + if (x0 > x1) { + tmp = x0; + x0 = x1; + x1 = tmp; + } + if (x2 > x3) { + tmp = x2; + x2 = x3; + x3 = tmp; + } + rectangle.x = Math.floor(x0 < x2 ? x0 : x2); + rectangle.width = Math.ceil((x1 > x3 ? x1 : x3) - rectangle.x); + if (y0 > y1) { + tmp = y0; + y0 = y1; + y1 = tmp; + } + if (y2 > y3) { + tmp = y2; + y2 = y3; + y3 = tmp; + } + rectangle.y = Math.floor(y0 < y2 ? y0 : y2); + rectangle.height = Math.ceil((y1 > y3 ? y1 : y3) - rectangle.y); + }; + return Matrix; + }()); + dragonBones.Matrix = Matrix; +})(dragonBones || (dragonBones = {})); +/** + * The MIT License (MIT) + * + * Copyright (c) 2012-2018 DragonBones team and other contributors + * + * Permission is hereby granted, free of charge, to any person obtaining a copy of + * this software and associated documentation files (the "Software"), to deal in + * the Software without restriction, including without limitation the rights to + * use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of + * the Software, and to permit persons to whom the Software is furnished to do so, + * subject to the following conditions: + * + * The above copyright notice and this permission notice shall be included in all + * copies or substantial portions of the Software. + * + * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR + * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS + * FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR + * COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER + * IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN + * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. + */ +var dragonBones; +(function (dragonBones) { + /** + * - 2D Transform. + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 2D 变换。 + * @version DragonBones 3.0 + * @language zh_CN + */ + var Transform = /** @class */ (function () { + /** + * @private + */ + function Transform(x, y, skew, rotation, scaleX, scaleY) { + if (x === void 0) { x = 0.0; } + if (y === void 0) { y = 0.0; } + if (skew === void 0) { skew = 0.0; } + if (rotation === void 0) { rotation = 0.0; } + if (scaleX === void 0) { scaleX = 1.0; } + if (scaleY === void 0) { scaleY = 1.0; } + this.x = x; + this.y = y; + this.skew = skew; + this.rotation = rotation; + this.scaleX = scaleX; + this.scaleY = scaleY; + } + /** + * @private + */ + Transform.normalizeRadian = function (value) { + value = (value + Math.PI) % (Math.PI * 2.0); + value += value > 0.0 ? -Math.PI : Math.PI; + return value; + }; + Transform.prototype.toString = function () { + return "[object dragonBones.Transform] x:" + this.x + " y:" + this.y + " skewX:" + this.skew * 180.0 / Math.PI + " skewY:" + this.rotation * 180.0 / Math.PI + " scaleX:" + this.scaleX + " scaleY:" + this.scaleY; + }; + /** + * @private + */ + Transform.prototype.copyFrom = function (value) { + this.x = value.x; + this.y = value.y; + this.skew = value.skew; + this.rotation = value.rotation; + this.scaleX = value.scaleX; + this.scaleY = value.scaleY; + return this; + }; + /** + * @private + */ + Transform.prototype.identity = function () { + this.x = this.y = 0.0; + this.skew = this.rotation = 0.0; + this.scaleX = this.scaleY = 1.0; + return this; + }; + /** + * @private + */ + Transform.prototype.add = function (value) { + this.x += value.x; + this.y += value.y; + this.skew += value.skew; + this.rotation += value.rotation; + this.scaleX *= value.scaleX; + this.scaleY *= value.scaleY; + return this; + }; + /** + * @private + */ + Transform.prototype.minus = function (value) { + this.x -= value.x; + this.y -= value.y; + this.skew -= value.skew; + this.rotation -= value.rotation; + this.scaleX /= value.scaleX; + this.scaleY /= value.scaleY; + return this; + }; + /** + * @private + */ + Transform.prototype.fromMatrix = function (matrix) { + var backupScaleX = this.scaleX, backupScaleY = this.scaleY; + var PI_Q = Transform.PI_Q; + this.x = matrix.tx; + this.y = matrix.ty; + this.rotation = Math.atan(matrix.b / matrix.a); + var skewX = Math.atan(-matrix.c / matrix.d); + this.scaleX = (this.rotation > -PI_Q && this.rotation < PI_Q) ? matrix.a / Math.cos(this.rotation) : matrix.b / Math.sin(this.rotation); + this.scaleY = (skewX > -PI_Q && skewX < PI_Q) ? matrix.d / Math.cos(skewX) : -matrix.c / Math.sin(skewX); + if (backupScaleX >= 0.0 && this.scaleX < 0.0) { + this.scaleX = -this.scaleX; + this.rotation = this.rotation - Math.PI; + } + if (backupScaleY >= 0.0 && this.scaleY < 0.0) { + this.scaleY = -this.scaleY; + skewX = skewX - Math.PI; + } + this.skew = skewX - this.rotation; + return this; + }; + /** + * @private + */ + Transform.prototype.toMatrix = function (matrix) { + if (this.rotation === 0.0) { + matrix.a = 1.0; + matrix.b = 0.0; + } + else { + matrix.a = Math.cos(this.rotation); + matrix.b = Math.sin(this.rotation); + } + if (this.skew === 0.0) { + matrix.c = -matrix.b; + matrix.d = matrix.a; + } + else { + matrix.c = -Math.sin(this.skew + this.rotation); + matrix.d = Math.cos(this.skew + this.rotation); + } + if (this.scaleX !== 1.0) { + matrix.a *= this.scaleX; + matrix.b *= this.scaleX; + } + if (this.scaleY !== 1.0) { + matrix.c *= this.scaleY; + matrix.d *= this.scaleY; + } + matrix.tx = this.x; + matrix.ty = this.y; + return this; + }; + /** + * @private + */ + Transform.PI = Math.PI; + /** + * @private + */ + Transform.PI_D = Math.PI * 2.0; + /** + * @private + */ + Transform.PI_H = Math.PI / 2.0; + /** + * @private + */ + Transform.PI_Q = Math.PI / 4.0; + /** + * @private + */ + Transform.RAD_DEG = 180.0 / Math.PI; + /** + * @private + */ + Transform.DEG_RAD = Math.PI / 180.0; + return Transform; + }()); + dragonBones.Transform = Transform; +})(dragonBones || (dragonBones = {})); +/** + * The MIT License (MIT) + * + * Copyright (c) 2012-2018 DragonBones team and other contributors + * + * Permission is hereby granted, free of charge, to any person obtaining a copy of + * this software and associated documentation files (the "Software"), to deal in + * the Software without restriction, including without limitation the rights to + * use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of + * the Software, and to permit persons to whom the Software is furnished to do so, + * subject to the following conditions: + * + * The above copyright notice and this permission notice shall be included in all + * copies or substantial portions of the Software. + * + * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR + * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS + * FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR + * COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER + * IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN + * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. + */ +var dragonBones; +(function (dragonBones) { + /** + * @private + */ + var ColorTransform = /** @class */ (function () { + function ColorTransform(alphaMultiplier, redMultiplier, greenMultiplier, blueMultiplier, alphaOffset, redOffset, greenOffset, blueOffset) { + if (alphaMultiplier === void 0) { alphaMultiplier = 1.0; } + if (redMultiplier === void 0) { redMultiplier = 1.0; } + if (greenMultiplier === void 0) { greenMultiplier = 1.0; } + if (blueMultiplier === void 0) { blueMultiplier = 1.0; } + if (alphaOffset === void 0) { alphaOffset = 0; } + if (redOffset === void 0) { redOffset = 0; } + if (greenOffset === void 0) { greenOffset = 0; } + if (blueOffset === void 0) { blueOffset = 0; } + this.alphaMultiplier = alphaMultiplier; + this.redMultiplier = redMultiplier; + this.greenMultiplier = greenMultiplier; + this.blueMultiplier = blueMultiplier; + this.alphaOffset = alphaOffset; + this.redOffset = redOffset; + this.greenOffset = greenOffset; + this.blueOffset = blueOffset; + } + ColorTransform.prototype.copyFrom = function (value) { + this.alphaMultiplier = value.alphaMultiplier; + this.redMultiplier = value.redMultiplier; + this.greenMultiplier = value.greenMultiplier; + this.blueMultiplier = value.blueMultiplier; + this.alphaOffset = value.alphaOffset; + this.redOffset = value.redOffset; + this.greenOffset = value.greenOffset; + this.blueOffset = value.blueOffset; + }; + ColorTransform.prototype.identity = function () { + this.alphaMultiplier = this.redMultiplier = this.greenMultiplier = this.blueMultiplier = 1.0; + this.alphaOffset = this.redOffset = this.greenOffset = this.blueOffset = 0; + }; + return ColorTransform; + }()); + dragonBones.ColorTransform = ColorTransform; +})(dragonBones || (dragonBones = {})); +/** + * The MIT License (MIT) + * + * Copyright (c) 2012-2018 DragonBones team and other contributors + * + * Permission is hereby granted, free of charge, to any person obtaining a copy of + * this software and associated documentation files (the "Software"), to deal in + * the Software without restriction, including without limitation the rights to + * use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of + * the Software, and to permit persons to whom the Software is furnished to do so, + * subject to the following conditions: + * + * The above copyright notice and this permission notice shall be included in all + * copies or substantial portions of the Software. + * + * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR + * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS + * FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR + * COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER + * IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN + * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. + */ +var dragonBones; +(function (dragonBones) { + /** + * - The Point object represents a location in a two-dimensional coordinate system. + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - Point 对象表示二维坐标系统中的某个位置。 + * @version DragonBones 3.0 + * @language zh_CN + */ + var Point = /** @class */ (function () { + /** + * - Creates a new point. If you pass no parameters to this method, a point is created at (0,0). + * @param x - The horizontal coordinate. + * @param y - The vertical coordinate. + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 创建一个 egret.Point 对象.若不传入任何参数,将会创建一个位于(0,0)位置的点。 + * @param x - 该对象的x属性值,默认为 0.0。 + * @param y - 该对象的y属性值,默认为 0.0。 + * @version DragonBones 3.0 + * @language zh_CN + */ + function Point(x, y) { + if (x === void 0) { x = 0.0; } + if (y === void 0) { y = 0.0; } + this.x = x; + this.y = y; + } + /** + * @private + */ + Point.prototype.copyFrom = function (value) { + this.x = value.x; + this.y = value.y; + }; + /** + * @private + */ + Point.prototype.clear = function () { + this.x = this.y = 0.0; + }; + return Point; + }()); + dragonBones.Point = Point; +})(dragonBones || (dragonBones = {})); +/** + * The MIT License (MIT) + * + * Copyright (c) 2012-2018 DragonBones team and other contributors + * + * Permission is hereby granted, free of charge, to any person obtaining a copy of + * this software and associated documentation files (the "Software"), to deal in + * the Software without restriction, including without limitation the rights to + * use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of + * the Software, and to permit persons to whom the Software is furnished to do so, + * subject to the following conditions: + * + * The above copyright notice and this permission notice shall be included in all + * copies or substantial portions of the Software. + * + * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR + * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS + * FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR + * COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER + * IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN + * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. + */ +var dragonBones; +(function (dragonBones) { + /** + * - A Rectangle object is an area defined by its position, as indicated by its top-left corner point (x, y) and by its + * width and its height.
+ * The x, y, width, and height properties of the Rectangle class are independent of each other; changing the value of + * one property has no effect on the others. However, the right and bottom properties are integrally related to those + * four properties. For example, if you change the value of the right property, the value of the width property changes; + * if you change the bottom property, the value of the height property changes. + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - Rectangle 对象是按其位置(由它左上角的点 (x, y) 确定)以及宽度和高度定义的区域。
+ * Rectangle 类的 x、y、width 和 height 属性相互独立;更改一个属性的值不会影响其他属性。 + * 但是,right 和 bottom 属性与这四个属性是整体相关的。例如,如果更改 right 属性的值,则 width + * 属性的值将发生变化;如果更改 bottom 属性,则 height 属性的值将发生变化。 + * @version DragonBones 3.0 + * @language zh_CN + */ + var Rectangle = /** @class */ (function () { + /** + * @private + */ + function Rectangle(x, y, width, height) { + if (x === void 0) { x = 0.0; } + if (y === void 0) { y = 0.0; } + if (width === void 0) { width = 0.0; } + if (height === void 0) { height = 0.0; } + this.x = x; + this.y = y; + this.width = width; + this.height = height; + } + /** + * @private + */ + Rectangle.prototype.copyFrom = function (value) { + this.x = value.x; + this.y = value.y; + this.width = value.width; + this.height = value.height; + }; + /** + * @private + */ + Rectangle.prototype.clear = function () { + this.x = this.y = 0.0; + this.width = this.height = 0.0; + }; + return Rectangle; + }()); + dragonBones.Rectangle = Rectangle; +})(dragonBones || (dragonBones = {})); +/** + * The MIT License (MIT) + * + * Copyright (c) 2012-2018 DragonBones team and other contributors + * + * Permission is hereby granted, free of charge, to any person obtaining a copy of + * this software and associated documentation files (the "Software"), to deal in + * the Software without restriction, including without limitation the rights to + * use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of + * the Software, and to permit persons to whom the Software is furnished to do so, + * subject to the following conditions: + * + * The above copyright notice and this permission notice shall be included in all + * copies or substantial portions of the Software. + * + * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR + * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS + * FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR + * COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER + * IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN + * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. + */ +var dragonBones; +(function (dragonBones) { + /** + * - The user custom data. + * @version DragonBones 5.0 + * @language en_US + */ + /** + * - 用户自定义数据。 + * @version DragonBones 5.0 + * @language zh_CN + */ + var UserData = /** @class */ (function (_super) { + __extends(UserData, _super); + function UserData() { + var _this = _super !== null && _super.apply(this, arguments) || this; + /** + * - The custom int numbers. + * @version DragonBones 5.0 + * @language en_US + */ + /** + * - 自定义整数。 + * @version DragonBones 5.0 + * @language zh_CN + */ + _this.ints = []; + /** + * - The custom float numbers. + * @version DragonBones 5.0 + * @language en_US + */ + /** + * - 自定义浮点数。 + * @version DragonBones 5.0 + * @language zh_CN + */ + _this.floats = []; + /** + * - The custom strings. + * @version DragonBones 5.0 + * @language en_US + */ + /** + * - 自定义字符串。 + * @version DragonBones 5.0 + * @language zh_CN + */ + _this.strings = []; + return _this; + } + UserData.toString = function () { + return "[class dragonBones.UserData]"; + }; + UserData.prototype._onClear = function () { + this.ints.length = 0; + this.floats.length = 0; + this.strings.length = 0; + }; + /** + * @internal + */ + UserData.prototype.addInt = function (value) { + this.ints.push(value); + }; + /** + * @internal + */ + UserData.prototype.addFloat = function (value) { + this.floats.push(value); + }; + /** + * @internal + */ + UserData.prototype.addString = function (value) { + this.strings.push(value); + }; + /** + * - Get the custom int number. + * @version DragonBones 5.0 + * @language en_US + */ + /** + * - 获取自定义整数。 + * @version DragonBones 5.0 + * @language zh_CN + */ + UserData.prototype.getInt = function (index) { + if (index === void 0) { index = 0; } + return index >= 0 && index < this.ints.length ? this.ints[index] : 0; + }; + /** + * - Get the custom float number. + * @version DragonBones 5.0 + * @language en_US + */ + /** + * - 获取自定义浮点数。 + * @version DragonBones 5.0 + * @language zh_CN + */ + UserData.prototype.getFloat = function (index) { + if (index === void 0) { index = 0; } + return index >= 0 && index < this.floats.length ? this.floats[index] : 0.0; + }; + /** + * - Get the custom string. + * @version DragonBones 5.0 + * @language en_US + */ + /** + * - 获取自定义字符串。 + * @version DragonBones 5.0 + * @language zh_CN + */ + UserData.prototype.getString = function (index) { + if (index === void 0) { index = 0; } + return index >= 0 && index < this.strings.length ? this.strings[index] : ""; + }; + return UserData; + }(dragonBones.BaseObject)); + dragonBones.UserData = UserData; + /** + * @private + */ + var ActionData = /** @class */ (function (_super) { + __extends(ActionData, _super); + function ActionData() { + var _this = _super !== null && _super.apply(this, arguments) || this; + _this.data = null; // + return _this; + } + ActionData.toString = function () { + return "[class dragonBones.ActionData]"; + }; + ActionData.prototype._onClear = function () { + if (this.data !== null) { + this.data.returnToPool(); + } + this.type = 0 /* Play */; + this.name = ""; + this.bone = null; + this.slot = null; + this.data = null; + }; + return ActionData; + }(dragonBones.BaseObject)); + dragonBones.ActionData = ActionData; +})(dragonBones || (dragonBones = {})); +/** + * The MIT License (MIT) + * + * Copyright (c) 2012-2018 DragonBones team and other contributors + * + * Permission is hereby granted, free of charge, to any person obtaining a copy of + * this software and associated documentation files (the "Software"), to deal in + * the Software without restriction, including without limitation the rights to + * use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of + * the Software, and to permit persons to whom the Software is furnished to do so, + * subject to the following conditions: + * + * The above copyright notice and this permission notice shall be included in all + * copies or substantial portions of the Software. + * + * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR + * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS + * FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR + * COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER + * IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN + * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. + */ +var dragonBones; +(function (dragonBones) { + /** + * - The DragonBones data. + * A DragonBones data contains multiple armature data. + * @see dragonBones.ArmatureData + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 龙骨数据。 + * 一个龙骨数据包含多个骨架数据。 + * @see dragonBones.ArmatureData + * @version DragonBones 3.0 + * @language zh_CN + */ + var DragonBonesData = /** @class */ (function (_super) { + __extends(DragonBonesData, _super); + function DragonBonesData() { + var _this = _super !== null && _super.apply(this, arguments) || this; + /** + * @internal + */ + _this.frameIndices = []; + /** + * @internal + */ + _this.cachedFrames = []; + /** + * - All armature data names. + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 所有的骨架数据名称。 + * @version DragonBones 3.0 + * @language zh_CN + */ + _this.armatureNames = []; + /** + * @private + */ + _this.armatures = {}; + /** + * @private + */ + _this.userData = null; // Initial value. + return _this; + } + DragonBonesData.toString = function () { + return "[class dragonBones.DragonBonesData]"; + }; + DragonBonesData.prototype._onClear = function () { + for (var k in this.armatures) { + this.armatures[k].returnToPool(); + delete this.armatures[k]; + } + if (this.userData !== null) { + this.userData.returnToPool(); + } + this.autoSearch = false; + this.frameRate = 0; + this.version = ""; + this.name = ""; + this.stage = null; + this.frameIndices.length = 0; + this.cachedFrames.length = 0; + this.armatureNames.length = 0; + //this.armatures.clear(); + this.binary = null; // + this.intArray = null; // + this.floatArray = null; // + this.frameIntArray = null; // + this.frameFloatArray = null; // + this.frameArray = null; // + this.timelineArray = null; // + this.colorArray = null; // + this.userData = null; + }; + /** + * @internal + */ + DragonBonesData.prototype.addArmature = function (value) { + if (value.name in this.armatures) { + console.warn("Same armature: " + value.name); + return; + } + value.parent = this; + this.armatures[value.name] = value; + this.armatureNames.push(value.name); + }; + /** + * - Get a specific armature data. + * @param armatureName - The armature data name. + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 获取特定的骨架数据。 + * @param armatureName - 骨架数据名称。 + * @version DragonBones 3.0 + * @language zh_CN + */ + DragonBonesData.prototype.getArmature = function (armatureName) { + return armatureName in this.armatures ? this.armatures[armatureName] : null; + }; + return DragonBonesData; + }(dragonBones.BaseObject)); + dragonBones.DragonBonesData = DragonBonesData; +})(dragonBones || (dragonBones = {})); +/** + * The MIT License (MIT) + * + * Copyright (c) 2012-2018 DragonBones team and other contributors + * + * Permission is hereby granted, free of charge, to any person obtaining a copy of + * this software and associated documentation files (the "Software"), to deal in + * the Software without restriction, including without limitation the rights to + * use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of + * the Software, and to permit persons to whom the Software is furnished to do so, + * subject to the following conditions: + * + * The above copyright notice and this permission notice shall be included in all + * copies or substantial portions of the Software. + * + * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR + * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS + * FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR + * COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER + * IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN + * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. + */ +var dragonBones; +(function (dragonBones) { + /** + * - The armature data. + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 骨架数据。 + * @version DragonBones 3.0 + * @language zh_CN + */ + var ArmatureData = /** @class */ (function (_super) { + __extends(ArmatureData, _super); + function ArmatureData() { + var _this = _super !== null && _super.apply(this, arguments) || this; + /** + * @private + */ + _this.aabb = new dragonBones.Rectangle(); + /** + * - The names of all the animation data. + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 所有的动画数据名称。 + * @version DragonBones 3.0 + * @language zh_CN + */ + _this.animationNames = []; + /** + * @private + */ + _this.sortedBones = []; + /** + * @private + */ + _this.sortedSlots = []; + /** + * @private + */ + _this.defaultActions = []; + /** + * @private + */ + _this.actions = []; + /** + * @private + */ + _this.bones = {}; + /** + * @private + */ + _this.slots = {}; + /** + * @private + */ + _this.constraints = {}; + /** + * @private + */ + _this.skins = {}; + /** + * @private + */ + _this.animations = {}; + /** + * @private + */ + _this.canvas = null; // Initial value. + /** + * @private + */ + _this.userData = null; // Initial value. + return _this; + } + ArmatureData.toString = function () { + return "[class dragonBones.ArmatureData]"; + }; + ArmatureData.prototype._onClear = function () { + for (var _i = 0, _a = this.defaultActions; _i < _a.length; _i++) { + var action = _a[_i]; + action.returnToPool(); + } + for (var _b = 0, _c = this.actions; _b < _c.length; _b++) { + var action = _c[_b]; + action.returnToPool(); + } + for (var k in this.bones) { + this.bones[k].returnToPool(); + delete this.bones[k]; + } + for (var k in this.slots) { + this.slots[k].returnToPool(); + delete this.slots[k]; + } + for (var k in this.constraints) { + this.constraints[k].returnToPool(); + delete this.constraints[k]; + } + for (var k in this.skins) { + this.skins[k].returnToPool(); + delete this.skins[k]; + } + for (var k in this.animations) { + this.animations[k].returnToPool(); + delete this.animations[k]; + } + if (this.canvas !== null) { + this.canvas.returnToPool(); + } + if (this.userData !== null) { + this.userData.returnToPool(); + } + this.type = 0 /* Armature */; + this.frameRate = 0; + this.cacheFrameRate = 0; + this.scale = 1.0; + this.name = ""; + this.aabb.clear(); + this.animationNames.length = 0; + this.sortedBones.length = 0; + this.sortedSlots.length = 0; + this.defaultActions.length = 0; + this.actions.length = 0; + // this.bones.clear(); + // this.slots.clear(); + // this.constraints.clear(); + // this.skins.clear(); + // this.animations.clear(); + this.defaultSkin = null; + this.defaultAnimation = null; + this.canvas = null; + this.userData = null; + this.parent = null; // + }; + /** + * @internal + */ + ArmatureData.prototype.sortBones = function () { + var total = this.sortedBones.length; + if (total <= 0) { + return; + } + var sortHelper = this.sortedBones.concat(); + var index = 0; + var count = 0; + this.sortedBones.length = 0; + while (count < total) { + var bone = sortHelper[index++]; + if (index >= total) { + index = 0; + } + if (this.sortedBones.indexOf(bone) >= 0) { + continue; + } + var flag = false; + for (var k in this.constraints) { + var constraint = this.constraints[k]; + if (constraint.root === bone && this.sortedBones.indexOf(constraint.target) < 0) { + flag = true; + break; + } + } + if (flag) { + continue; + } + if (bone.parent !== null && this.sortedBones.indexOf(bone.parent) < 0) { + continue; + } + this.sortedBones.push(bone); + count++; + } + }; + /** + * @internal + */ + ArmatureData.prototype.cacheFrames = function (frameRate) { + if (this.cacheFrameRate > 0) { + return; + } + this.cacheFrameRate = frameRate; + for (var k in this.animations) { + this.animations[k].cacheFrames(this.cacheFrameRate); + } + }; + /** + * @internal + */ + ArmatureData.prototype.setCacheFrame = function (globalTransformMatrix, transform) { + var dataArray = this.parent.cachedFrames; + var arrayOffset = dataArray.length; + dataArray.length += 10; + dataArray[arrayOffset] = globalTransformMatrix.a; + dataArray[arrayOffset + 1] = globalTransformMatrix.b; + dataArray[arrayOffset + 2] = globalTransformMatrix.c; + dataArray[arrayOffset + 3] = globalTransformMatrix.d; + dataArray[arrayOffset + 4] = globalTransformMatrix.tx; + dataArray[arrayOffset + 5] = globalTransformMatrix.ty; + dataArray[arrayOffset + 6] = transform.rotation; + dataArray[arrayOffset + 7] = transform.skew; + dataArray[arrayOffset + 8] = transform.scaleX; + dataArray[arrayOffset + 9] = transform.scaleY; + return arrayOffset; + }; + /** + * @internal + */ + ArmatureData.prototype.getCacheFrame = function (globalTransformMatrix, transform, arrayOffset) { + var dataArray = this.parent.cachedFrames; + globalTransformMatrix.a = dataArray[arrayOffset]; + globalTransformMatrix.b = dataArray[arrayOffset + 1]; + globalTransformMatrix.c = dataArray[arrayOffset + 2]; + globalTransformMatrix.d = dataArray[arrayOffset + 3]; + globalTransformMatrix.tx = dataArray[arrayOffset + 4]; + globalTransformMatrix.ty = dataArray[arrayOffset + 5]; + transform.rotation = dataArray[arrayOffset + 6]; + transform.skew = dataArray[arrayOffset + 7]; + transform.scaleX = dataArray[arrayOffset + 8]; + transform.scaleY = dataArray[arrayOffset + 9]; + transform.x = globalTransformMatrix.tx; + transform.y = globalTransformMatrix.ty; + }; + /** + * @internal + */ + ArmatureData.prototype.addBone = function (value) { + if (value.name in this.bones) { + console.warn("Same bone: " + value.name); + return; + } + this.bones[value.name] = value; + this.sortedBones.push(value); + }; + /** + * @internal + */ + ArmatureData.prototype.addSlot = function (value) { + if (value.name in this.slots) { + console.warn("Same slot: " + value.name); + return; + } + this.slots[value.name] = value; + this.sortedSlots.push(value); + }; + /** + * @internal + */ + ArmatureData.prototype.addConstraint = function (value) { + if (value.name in this.constraints) { + console.warn("Same constraint: " + value.name); + return; + } + this.constraints[value.name] = value; + }; + /** + * @internal + */ + ArmatureData.prototype.addSkin = function (value) { + if (value.name in this.skins) { + console.warn("Same skin: " + value.name); + return; + } + value.parent = this; + this.skins[value.name] = value; + if (this.defaultSkin === null) { + this.defaultSkin = value; + } + if (value.name === "default") { + this.defaultSkin = value; + } + }; + /** + * @internal + */ + ArmatureData.prototype.addAnimation = function (value) { + if (value.name in this.animations) { + console.warn("Same animation: " + value.name); + return; + } + value.parent = this; + this.animations[value.name] = value; + this.animationNames.push(value.name); + if (this.defaultAnimation === null) { + this.defaultAnimation = value; + } + }; + /** + * @internal + */ + ArmatureData.prototype.addAction = function (value, isDefault) { + if (isDefault) { + this.defaultActions.push(value); + } + else { + this.actions.push(value); + } + }; + /** + * - Get a specific done data. + * @param boneName - The bone name. + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 获取特定的骨骼数据。 + * @param boneName - 骨骼名称。 + * @version DragonBones 3.0 + * @language zh_CN + */ + ArmatureData.prototype.getBone = function (boneName) { + return boneName in this.bones ? this.bones[boneName] : null; + }; + /** + * - Get a specific slot data. + * @param slotName - The slot name. + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 获取特定的插槽数据。 + * @param slotName - 插槽名称。 + * @version DragonBones 3.0 + * @language zh_CN + */ + ArmatureData.prototype.getSlot = function (slotName) { + return slotName in this.slots ? this.slots[slotName] : null; + }; + /** + * @private + */ + ArmatureData.prototype.getConstraint = function (constraintName) { + return constraintName in this.constraints ? this.constraints[constraintName] : null; + }; + /** + * - Get a specific skin data. + * @param skinName - The skin name. + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 获取特定皮肤数据。 + * @param skinName - 皮肤名称。 + * @version DragonBones 3.0 + * @language zh_CN + */ + ArmatureData.prototype.getSkin = function (skinName) { + return skinName in this.skins ? this.skins[skinName] : null; + }; + /** + * @private + */ + ArmatureData.prototype.getMesh = function (skinName, slotName, meshName) { + var skin = this.getSkin(skinName); + if (skin === null) { + return null; + } + return skin.getDisplay(slotName, meshName); + }; + /** + * - Get a specific animation data. + * @param animationName - The animation animationName. + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 获取特定的动画数据。 + * @param animationName - 动画名称。 + * @version DragonBones 3.0 + * @language zh_CN + */ + ArmatureData.prototype.getAnimation = function (animationName) { + return animationName in this.animations ? this.animations[animationName] : null; + }; + return ArmatureData; + }(dragonBones.BaseObject)); + dragonBones.ArmatureData = ArmatureData; + /** + * - The bone data. + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 骨骼数据。 + * @version DragonBones 3.0 + * @language zh_CN + */ + var BoneData = /** @class */ (function (_super) { + __extends(BoneData, _super); + function BoneData() { + var _this = _super !== null && _super.apply(this, arguments) || this; + /** + * @private + */ + _this.transform = new dragonBones.Transform(); + /** + * @private + */ + _this.userData = null; // Initial value. + return _this; + } + BoneData.toString = function () { + return "[class dragonBones.BoneData]"; + }; + BoneData.prototype._onClear = function () { + if (this.userData !== null) { + this.userData.returnToPool(); + } + this.inheritTranslation = false; + this.inheritRotation = false; + this.inheritScale = false; + this.inheritReflection = false; + this.type = 0 /* Bone */; + this.length = 0.0; + this.alpha = 1.0; + this.name = ""; + this.transform.identity(); + this.userData = null; + this.parent = null; + }; + return BoneData; + }(dragonBones.BaseObject)); + dragonBones.BoneData = BoneData; + /** + * @internal + */ + var SurfaceData = /** @class */ (function (_super) { + __extends(SurfaceData, _super); + function SurfaceData() { + var _this = _super !== null && _super.apply(this, arguments) || this; + _this.geometry = new dragonBones.GeometryData(); + return _this; + } + SurfaceData.toString = function () { + return "[class dragonBones.SurfaceData]"; + }; + SurfaceData.prototype._onClear = function () { + _super.prototype._onClear.call(this); + this.type = 1 /* Surface */; + this.segmentX = 0; + this.segmentY = 0; + this.geometry.clear(); + }; + return SurfaceData; + }(BoneData)); + dragonBones.SurfaceData = SurfaceData; + /** + * - The slot data. + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 插槽数据。 + * @version DragonBones 3.0 + * @language zh_CN + */ + var SlotData = /** @class */ (function (_super) { + __extends(SlotData, _super); + function SlotData() { + var _this = _super !== null && _super.apply(this, arguments) || this; + /** + * @private + */ + _this.color = null; // Initial value. + /** + * @private + */ + _this.userData = null; // Initial value. + return _this; + } + /** + * @internal + */ + SlotData.createColor = function () { + return new dragonBones.ColorTransform(); + }; + SlotData.toString = function () { + return "[class dragonBones.SlotData]"; + }; + SlotData.prototype._onClear = function () { + if (this.userData !== null) { + this.userData.returnToPool(); + } + this.blendMode = 0 /* Normal */; + this.displayIndex = 0; + this.zOrder = 0; + this.zIndex = 0; + this.alpha = 1.0; + this.name = ""; + this.color = null; // + this.userData = null; + this.parent = null; // + }; + /** + * @internal + */ + SlotData.DEFAULT_COLOR = new dragonBones.ColorTransform(); + return SlotData; + }(dragonBones.BaseObject)); + dragonBones.SlotData = SlotData; +})(dragonBones || (dragonBones = {})); +/** + * The MIT License (MIT) + * + * Copyright (c) 2012-2018 DragonBones team and other contributors + * + * Permission is hereby granted, free of charge, to any person obtaining a copy of + * this software and associated documentation files (the "Software"), to deal in + * the Software without restriction, including without limitation the rights to + * use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of + * the Software, and to permit persons to whom the Software is furnished to do so, + * subject to the following conditions: + * + * The above copyright notice and this permission notice shall be included in all + * copies or substantial portions of the Software. + * + * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR + * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS + * FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR + * COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER + * IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN + * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. + */ +var dragonBones; +(function (dragonBones) { + /** + * @private + */ + var ConstraintData = /** @class */ (function (_super) { + __extends(ConstraintData, _super); + function ConstraintData() { + return _super !== null && _super.apply(this, arguments) || this; + } + ConstraintData.prototype._onClear = function () { + this.order = 0; + this.name = ""; + this.type = 0 /* IK */; + this.target = null; // + this.root = null; // + this.bone = null; + }; + return ConstraintData; + }(dragonBones.BaseObject)); + dragonBones.ConstraintData = ConstraintData; + /** + * @internal + */ + var IKConstraintData = /** @class */ (function (_super) { + __extends(IKConstraintData, _super); + function IKConstraintData() { + return _super !== null && _super.apply(this, arguments) || this; + } + IKConstraintData.toString = function () { + return "[class dragonBones.IKConstraintData]"; + }; + IKConstraintData.prototype._onClear = function () { + _super.prototype._onClear.call(this); + this.scaleEnabled = false; + this.bendPositive = false; + this.weight = 1.0; + }; + return IKConstraintData; + }(ConstraintData)); + dragonBones.IKConstraintData = IKConstraintData; + /** + * @internal + */ + var PathConstraintData = /** @class */ (function (_super) { + __extends(PathConstraintData, _super); + function PathConstraintData() { + var _this = _super !== null && _super.apply(this, arguments) || this; + _this.bones = []; + return _this; + } + PathConstraintData.toString = function () { + return "[class dragonBones.PathConstraintData]"; + }; + PathConstraintData.prototype._onClear = function () { + _super.prototype._onClear.call(this); + this.pathSlot = null; + this.pathDisplayData = null; + this.bones.length = 0; + this.positionMode = 0 /* Fixed */; + this.spacingMode = 1 /* Fixed */; + this.rotateMode = 1 /* Chain */; + this.position = 0.0; + this.spacing = 0.0; + this.rotateOffset = 0.0; + this.rotateMix = 0.0; + this.translateMix = 0.0; + }; + PathConstraintData.prototype.AddBone = function (value) { + this.bones.push(value); + }; + return PathConstraintData; + }(ConstraintData)); + dragonBones.PathConstraintData = PathConstraintData; +})(dragonBones || (dragonBones = {})); +/** + * The MIT License (MIT) + * + * Copyright (c) 2012-2018 DragonBones team and other contributors + * + * Permission is hereby granted, free of charge, to any person obtaining a copy of + * this software and associated documentation files (the "Software"), to deal in + * the Software without restriction, including without limitation the rights to + * use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of + * the Software, and to permit persons to whom the Software is furnished to do so, + * subject to the following conditions: + * + * The above copyright notice and this permission notice shall be included in all + * copies or substantial portions of the Software. + * + * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR + * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS + * FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR + * COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER + * IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN + * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. + */ +var dragonBones; +(function (dragonBones) { + /** + * @private + */ + var CanvasData = /** @class */ (function (_super) { + __extends(CanvasData, _super); + function CanvasData() { + return _super !== null && _super.apply(this, arguments) || this; + } + CanvasData.toString = function () { + return "[class dragonBones.CanvasData]"; + }; + CanvasData.prototype._onClear = function () { + this.hasBackground = false; + this.color = 0x000000; + this.x = 0; + this.y = 0; + this.width = 0; + this.height = 0; + }; + return CanvasData; + }(dragonBones.BaseObject)); + dragonBones.CanvasData = CanvasData; +})(dragonBones || (dragonBones = {})); +/** + * The MIT License (MIT) + * + * Copyright (c) 2012-2018 DragonBones team and other contributors + * + * Permission is hereby granted, free of charge, to any person obtaining a copy of + * this software and associated documentation files (the "Software"), to deal in + * the Software without restriction, including without limitation the rights to + * use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of + * the Software, and to permit persons to whom the Software is furnished to do so, + * subject to the following conditions: + * + * The above copyright notice and this permission notice shall be included in all + * copies or substantial portions of the Software. + * + * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR + * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS + * FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR + * COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER + * IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN + * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. + */ +var dragonBones; +(function (dragonBones) { + /** + * - The skin data, typically a armature data instance contains at least one skinData. + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 皮肤数据,通常一个骨架数据至少包含一个皮肤数据。 + * @version DragonBones 3.0 + * @language zh_CN + */ + var SkinData = /** @class */ (function (_super) { + __extends(SkinData, _super); + function SkinData() { + var _this = _super !== null && _super.apply(this, arguments) || this; + /** + * @private + */ + _this.displays = {}; + return _this; + } + SkinData.toString = function () { + return "[class dragonBones.SkinData]"; + }; + SkinData.prototype._onClear = function () { + for (var k in this.displays) { + var slotDisplays = this.displays[k]; + for (var _i = 0, slotDisplays_1 = slotDisplays; _i < slotDisplays_1.length; _i++) { + var display = slotDisplays_1[_i]; + if (display !== null) { + display.returnToPool(); + } + } + delete this.displays[k]; + } + this.name = ""; + // this.displays.clear(); + this.parent = null; // + }; + /** + * @internal + */ + SkinData.prototype.addDisplay = function (slotName, value) { + if (!(slotName in this.displays)) { + this.displays[slotName] = []; + } + if (value !== null) { + value.parent = this; + } + var slotDisplays = this.displays[slotName]; // TODO clear prev + slotDisplays.push(value); + }; + /** + * @private + */ + SkinData.prototype.getDisplay = function (slotName, displayName) { + var slotDisplays = this.getDisplays(slotName); + if (slotDisplays !== null) { + for (var _i = 0, slotDisplays_2 = slotDisplays; _i < slotDisplays_2.length; _i++) { + var display = slotDisplays_2[_i]; + if (display !== null && display.name === displayName) { + return display; + } + } + } + return null; + }; + /** + * @private + */ + SkinData.prototype.getDisplays = function (slotName) { + if (!(slotName in this.displays)) { + return null; + } + return this.displays[slotName]; + }; + return SkinData; + }(dragonBones.BaseObject)); + dragonBones.SkinData = SkinData; +})(dragonBones || (dragonBones = {})); +/** + * The MIT License (MIT) + * + * Copyright (c) 2012-2018 DragonBones team and other contributors + * + * Permission is hereby granted, free of charge, to any person obtaining a copy of + * this software and associated documentation files (the "Software"), to deal in + * the Software without restriction, including without limitation the rights to + * use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of + * the Software, and to permit persons to whom the Software is furnished to do so, + * subject to the following conditions: + * + * The above copyright notice and this permission notice shall be included in all + * copies or substantial portions of the Software. + * + * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR + * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS + * FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR + * COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER + * IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN + * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. + */ +var dragonBones; +(function (dragonBones) { + /** + * @private + */ + var GeometryData = /** @class */ (function () { + function GeometryData() { + this.weight = null; // Initial value. + } + GeometryData.prototype.clear = function () { + if (!this.isShared && this.weight !== null) { + this.weight.returnToPool(); + } + this.isShared = false; + this.inheritDeform = false; + this.offset = 0; + this.data = null; + this.weight = null; + }; + GeometryData.prototype.shareFrom = function (value) { + this.isShared = true; + this.offset = value.offset; + this.weight = value.weight; + }; + Object.defineProperty(GeometryData.prototype, "vertexCount", { + get: function () { + var intArray = this.data.intArray; + return intArray[this.offset + 0 /* GeometryVertexCount */]; + }, + enumerable: true, + configurable: true + }); + Object.defineProperty(GeometryData.prototype, "triangleCount", { + get: function () { + var intArray = this.data.intArray; + return intArray[this.offset + 1 /* GeometryTriangleCount */]; + }, + enumerable: true, + configurable: true + }); + return GeometryData; + }()); + dragonBones.GeometryData = GeometryData; + /** + * @private + */ + var DisplayData = /** @class */ (function (_super) { + __extends(DisplayData, _super); + function DisplayData() { + var _this = _super !== null && _super.apply(this, arguments) || this; + _this.transform = new dragonBones.Transform(); + return _this; + } + DisplayData.prototype._onClear = function () { + this.name = ""; + this.path = ""; + this.transform.identity(); + this.parent = null; // + }; + return DisplayData; + }(dragonBones.BaseObject)); + dragonBones.DisplayData = DisplayData; + /** + * @private + */ + var ImageDisplayData = /** @class */ (function (_super) { + __extends(ImageDisplayData, _super); + function ImageDisplayData() { + var _this = _super !== null && _super.apply(this, arguments) || this; + _this.pivot = new dragonBones.Point(); + return _this; + } + ImageDisplayData.toString = function () { + return "[class dragonBones.ImageDisplayData]"; + }; + ImageDisplayData.prototype._onClear = function () { + _super.prototype._onClear.call(this); + this.type = 0 /* Image */; + this.pivot.clear(); + this.texture = null; + }; + return ImageDisplayData; + }(DisplayData)); + dragonBones.ImageDisplayData = ImageDisplayData; + /** + * @private + */ + var ArmatureDisplayData = /** @class */ (function (_super) { + __extends(ArmatureDisplayData, _super); + function ArmatureDisplayData() { + var _this = _super !== null && _super.apply(this, arguments) || this; + _this.actions = []; + return _this; + } + ArmatureDisplayData.toString = function () { + return "[class dragonBones.ArmatureDisplayData]"; + }; + ArmatureDisplayData.prototype._onClear = function () { + _super.prototype._onClear.call(this); + for (var _i = 0, _a = this.actions; _i < _a.length; _i++) { + var action = _a[_i]; + action.returnToPool(); + } + this.type = 1 /* Armature */; + this.inheritAnimation = false; + this.actions.length = 0; + this.armature = null; + }; + /** + * @private + */ + ArmatureDisplayData.prototype.addAction = function (value) { + this.actions.push(value); + }; + return ArmatureDisplayData; + }(DisplayData)); + dragonBones.ArmatureDisplayData = ArmatureDisplayData; + /** + * @private + */ + var MeshDisplayData = /** @class */ (function (_super) { + __extends(MeshDisplayData, _super); + function MeshDisplayData() { + var _this = _super !== null && _super.apply(this, arguments) || this; + _this.geometry = new GeometryData(); + return _this; + } + MeshDisplayData.toString = function () { + return "[class dragonBones.MeshDisplayData]"; + }; + MeshDisplayData.prototype._onClear = function () { + _super.prototype._onClear.call(this); + this.type = 2 /* Mesh */; + this.geometry.clear(); + this.texture = null; + }; + return MeshDisplayData; + }(DisplayData)); + dragonBones.MeshDisplayData = MeshDisplayData; + /** + * @private + */ + var BoundingBoxDisplayData = /** @class */ (function (_super) { + __extends(BoundingBoxDisplayData, _super); + function BoundingBoxDisplayData() { + var _this = _super !== null && _super.apply(this, arguments) || this; + _this.boundingBox = null; // Initial value. + return _this; + } + BoundingBoxDisplayData.toString = function () { + return "[class dragonBones.BoundingBoxDisplayData]"; + }; + BoundingBoxDisplayData.prototype._onClear = function () { + _super.prototype._onClear.call(this); + if (this.boundingBox !== null) { + this.boundingBox.returnToPool(); + } + this.type = 3 /* BoundingBox */; + this.boundingBox = null; + }; + return BoundingBoxDisplayData; + }(DisplayData)); + dragonBones.BoundingBoxDisplayData = BoundingBoxDisplayData; + /** + * @private + */ + var PathDisplayData = /** @class */ (function (_super) { + __extends(PathDisplayData, _super); + function PathDisplayData() { + var _this = _super !== null && _super.apply(this, arguments) || this; + _this.geometry = new GeometryData(); + _this.curveLengths = []; + return _this; + } + PathDisplayData.toString = function () { + return "[class dragonBones.PathDisplayData]"; + }; + PathDisplayData.prototype._onClear = function () { + _super.prototype._onClear.call(this); + this.type = 4 /* Path */; + this.closed = false; + this.constantSpeed = false; + this.geometry.clear(); + this.curveLengths.length = 0; + }; + return PathDisplayData; + }(DisplayData)); + dragonBones.PathDisplayData = PathDisplayData; + /** + * @private + */ + var WeightData = /** @class */ (function (_super) { + __extends(WeightData, _super); + function WeightData() { + var _this = _super !== null && _super.apply(this, arguments) || this; + _this.bones = []; + return _this; + } + WeightData.toString = function () { + return "[class dragonBones.WeightData]"; + }; + WeightData.prototype._onClear = function () { + this.count = 0; + this.offset = 0; + this.bones.length = 0; + }; + WeightData.prototype.addBone = function (value) { + this.bones.push(value); + }; + return WeightData; + }(dragonBones.BaseObject)); + dragonBones.WeightData = WeightData; +})(dragonBones || (dragonBones = {})); +/** + * The MIT License (MIT) + * + * Copyright (c) 2012-2018 DragonBones team and other contributors + * + * Permission is hereby granted, free of charge, to any person obtaining a copy of + * this software and associated documentation files (the "Software"), to deal in + * the Software without restriction, including without limitation the rights to + * use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of + * the Software, and to permit persons to whom the Software is furnished to do so, + * subject to the following conditions: + * + * The above copyright notice and this permission notice shall be included in all + * copies or substantial portions of the Software. + * + * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR + * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS + * FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR + * COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER + * IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN + * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. + */ +var dragonBones; +(function (dragonBones) { + /** + * - The base class of bounding box data. + * @see dragonBones.RectangleData + * @see dragonBones.EllipseData + * @see dragonBones.PolygonData + * @version DragonBones 5.0 + * @language en_US + */ + /** + * - 边界框数据基类。 + * @see dragonBones.RectangleData + * @see dragonBones.EllipseData + * @see dragonBones.PolygonData + * @version DragonBones 5.0 + * @language zh_CN + */ + var BoundingBoxData = /** @class */ (function (_super) { + __extends(BoundingBoxData, _super); + function BoundingBoxData() { + return _super !== null && _super.apply(this, arguments) || this; + } + BoundingBoxData.prototype._onClear = function () { + this.color = 0x000000; + this.width = 0.0; + this.height = 0.0; + }; + return BoundingBoxData; + }(dragonBones.BaseObject)); + dragonBones.BoundingBoxData = BoundingBoxData; + /** + * - The rectangle bounding box data. + * @version DragonBones 5.1 + * @language en_US + */ + /** + * - 矩形边界框数据。 + * @version DragonBones 5.1 + * @language zh_CN + */ + var RectangleBoundingBoxData = /** @class */ (function (_super) { + __extends(RectangleBoundingBoxData, _super); + function RectangleBoundingBoxData() { + return _super !== null && _super.apply(this, arguments) || this; + } + RectangleBoundingBoxData.toString = function () { + return "[class dragonBones.RectangleBoundingBoxData]"; + }; + /** + * - Compute the bit code for a point (x, y) using the clip rectangle + */ + RectangleBoundingBoxData._computeOutCode = function (x, y, xMin, yMin, xMax, yMax) { + var code = 0 /* InSide */; // initialised as being inside of [[clip window]] + if (x < xMin) { + code |= 1 /* Left */; + } + else if (x > xMax) { + code |= 2 /* Right */; + } + if (y < yMin) { + code |= 4 /* Top */; + } + else if (y > yMax) { + code |= 8 /* Bottom */; + } + return code; + }; + /** + * @private + */ + RectangleBoundingBoxData.rectangleIntersectsSegment = function (xA, yA, xB, yB, xMin, yMin, xMax, yMax, intersectionPointA, intersectionPointB, normalRadians) { + if (intersectionPointA === void 0) { intersectionPointA = null; } + if (intersectionPointB === void 0) { intersectionPointB = null; } + if (normalRadians === void 0) { normalRadians = null; } + var inSideA = xA > xMin && xA < xMax && yA > yMin && yA < yMax; + var inSideB = xB > xMin && xB < xMax && yB > yMin && yB < yMax; + if (inSideA && inSideB) { + return -1; + } + var intersectionCount = 0; + var outcode0 = RectangleBoundingBoxData._computeOutCode(xA, yA, xMin, yMin, xMax, yMax); + var outcode1 = RectangleBoundingBoxData._computeOutCode(xB, yB, xMin, yMin, xMax, yMax); + while (true) { + if ((outcode0 | outcode1) === 0) { + intersectionCount = 2; + break; + } + else if ((outcode0 & outcode1) !== 0) { + break; + } + // failed both tests, so calculate the line segment to clip + // from an outside point to an intersection with clip edge + var x = 0.0; + var y = 0.0; + var normalRadian = 0.0; + // At least one endpoint is outside the clip rectangle; pick it. + var outcodeOut = outcode0 !== 0 ? outcode0 : outcode1; + // Now find the intersection point; + if ((outcodeOut & 4 /* Top */) !== 0) { + x = xA + (xB - xA) * (yMin - yA) / (yB - yA); + y = yMin; + if (normalRadians !== null) { + normalRadian = -Math.PI * 0.5; + } + } + else if ((outcodeOut & 8 /* Bottom */) !== 0) { + x = xA + (xB - xA) * (yMax - yA) / (yB - yA); + y = yMax; + if (normalRadians !== null) { + normalRadian = Math.PI * 0.5; + } + } + else if ((outcodeOut & 2 /* Right */) !== 0) { + y = yA + (yB - yA) * (xMax - xA) / (xB - xA); + x = xMax; + if (normalRadians !== null) { + normalRadian = 0; + } + } + else if ((outcodeOut & 1 /* Left */) !== 0) { + y = yA + (yB - yA) * (xMin - xA) / (xB - xA); + x = xMin; + if (normalRadians !== null) { + normalRadian = Math.PI; + } + } + // Now we move outside point to intersection point to clip + // and get ready for next pass. + if (outcodeOut === outcode0) { + xA = x; + yA = y; + outcode0 = RectangleBoundingBoxData._computeOutCode(xA, yA, xMin, yMin, xMax, yMax); + if (normalRadians !== null) { + normalRadians.x = normalRadian; + } + } + else { + xB = x; + yB = y; + outcode1 = RectangleBoundingBoxData._computeOutCode(xB, yB, xMin, yMin, xMax, yMax); + if (normalRadians !== null) { + normalRadians.y = normalRadian; + } + } + } + if (intersectionCount) { + if (inSideA) { + intersectionCount = 2; // 10 + if (intersectionPointA !== null) { + intersectionPointA.x = xB; + intersectionPointA.y = yB; + } + if (intersectionPointB !== null) { + intersectionPointB.x = xB; + intersectionPointB.y = xB; + } + if (normalRadians !== null) { + normalRadians.x = normalRadians.y + Math.PI; + } + } + else if (inSideB) { + intersectionCount = 1; // 01 + if (intersectionPointA !== null) { + intersectionPointA.x = xA; + intersectionPointA.y = yA; + } + if (intersectionPointB !== null) { + intersectionPointB.x = xA; + intersectionPointB.y = yA; + } + if (normalRadians !== null) { + normalRadians.y = normalRadians.x + Math.PI; + } + } + else { + intersectionCount = 3; // 11 + if (intersectionPointA !== null) { + intersectionPointA.x = xA; + intersectionPointA.y = yA; + } + if (intersectionPointB !== null) { + intersectionPointB.x = xB; + intersectionPointB.y = yB; + } + } + } + return intersectionCount; + }; + RectangleBoundingBoxData.prototype._onClear = function () { + _super.prototype._onClear.call(this); + this.type = 0 /* Rectangle */; + }; + /** + * @inheritDoc + */ + RectangleBoundingBoxData.prototype.containsPoint = function (pX, pY) { + var widthH = this.width * 0.5; + if (pX >= -widthH && pX <= widthH) { + var heightH = this.height * 0.5; + if (pY >= -heightH && pY <= heightH) { + return true; + } + } + return false; + }; + /** + * @inheritDoc + */ + RectangleBoundingBoxData.prototype.intersectsSegment = function (xA, yA, xB, yB, intersectionPointA, intersectionPointB, normalRadians) { + if (intersectionPointA === void 0) { intersectionPointA = null; } + if (intersectionPointB === void 0) { intersectionPointB = null; } + if (normalRadians === void 0) { normalRadians = null; } + var widthH = this.width * 0.5; + var heightH = this.height * 0.5; + var intersectionCount = RectangleBoundingBoxData.rectangleIntersectsSegment(xA, yA, xB, yB, -widthH, -heightH, widthH, heightH, intersectionPointA, intersectionPointB, normalRadians); + return intersectionCount; + }; + return RectangleBoundingBoxData; + }(BoundingBoxData)); + dragonBones.RectangleBoundingBoxData = RectangleBoundingBoxData; + /** + * - The ellipse bounding box data. + * @version DragonBones 5.1 + * @language en_US + */ + /** + * - 椭圆边界框数据。 + * @version DragonBones 5.1 + * @language zh_CN + */ + var EllipseBoundingBoxData = /** @class */ (function (_super) { + __extends(EllipseBoundingBoxData, _super); + function EllipseBoundingBoxData() { + return _super !== null && _super.apply(this, arguments) || this; + } + EllipseBoundingBoxData.toString = function () { + return "[class dragonBones.EllipseData]"; + }; + /** + * @private + */ + EllipseBoundingBoxData.ellipseIntersectsSegment = function (xA, yA, xB, yB, xC, yC, widthH, heightH, intersectionPointA, intersectionPointB, normalRadians) { + if (intersectionPointA === void 0) { intersectionPointA = null; } + if (intersectionPointB === void 0) { intersectionPointB = null; } + if (normalRadians === void 0) { normalRadians = null; } + var d = widthH / heightH; + var dd = d * d; + yA *= d; + yB *= d; + var dX = xB - xA; + var dY = yB - yA; + var lAB = Math.sqrt(dX * dX + dY * dY); + var xD = dX / lAB; + var yD = dY / lAB; + var a = (xC - xA) * xD + (yC - yA) * yD; + var aa = a * a; + var ee = xA * xA + yA * yA; + var rr = widthH * widthH; + var dR = rr - ee + aa; + var intersectionCount = 0; + if (dR >= 0.0) { + var dT = Math.sqrt(dR); + var sA = a - dT; + var sB = a + dT; + var inSideA = sA < 0.0 ? -1 : (sA <= lAB ? 0 : 1); + var inSideB = sB < 0.0 ? -1 : (sB <= lAB ? 0 : 1); + var sideAB = inSideA * inSideB; + if (sideAB < 0) { + return -1; + } + else if (sideAB === 0) { + if (inSideA === -1) { + intersectionCount = 2; // 10 + xB = xA + sB * xD; + yB = (yA + sB * yD) / d; + if (intersectionPointA !== null) { + intersectionPointA.x = xB; + intersectionPointA.y = yB; + } + if (intersectionPointB !== null) { + intersectionPointB.x = xB; + intersectionPointB.y = yB; + } + if (normalRadians !== null) { + normalRadians.x = Math.atan2(yB / rr * dd, xB / rr); + normalRadians.y = normalRadians.x + Math.PI; + } + } + else if (inSideB === 1) { + intersectionCount = 1; // 01 + xA = xA + sA * xD; + yA = (yA + sA * yD) / d; + if (intersectionPointA !== null) { + intersectionPointA.x = xA; + intersectionPointA.y = yA; + } + if (intersectionPointB !== null) { + intersectionPointB.x = xA; + intersectionPointB.y = yA; + } + if (normalRadians !== null) { + normalRadians.x = Math.atan2(yA / rr * dd, xA / rr); + normalRadians.y = normalRadians.x + Math.PI; + } + } + else { + intersectionCount = 3; // 11 + if (intersectionPointA !== null) { + intersectionPointA.x = xA + sA * xD; + intersectionPointA.y = (yA + sA * yD) / d; + if (normalRadians !== null) { + normalRadians.x = Math.atan2(intersectionPointA.y / rr * dd, intersectionPointA.x / rr); + } + } + if (intersectionPointB !== null) { + intersectionPointB.x = xA + sB * xD; + intersectionPointB.y = (yA + sB * yD) / d; + if (normalRadians !== null) { + normalRadians.y = Math.atan2(intersectionPointB.y / rr * dd, intersectionPointB.x / rr); + } + } + } + } + } + return intersectionCount; + }; + EllipseBoundingBoxData.prototype._onClear = function () { + _super.prototype._onClear.call(this); + this.type = 1 /* Ellipse */; + }; + /** + * @inheritDoc + */ + EllipseBoundingBoxData.prototype.containsPoint = function (pX, pY) { + var widthH = this.width * 0.5; + if (pX >= -widthH && pX <= widthH) { + var heightH = this.height * 0.5; + if (pY >= -heightH && pY <= heightH) { + pY *= widthH / heightH; + return Math.sqrt(pX * pX + pY * pY) <= widthH; + } + } + return false; + }; + /** + * @inheritDoc + */ + EllipseBoundingBoxData.prototype.intersectsSegment = function (xA, yA, xB, yB, intersectionPointA, intersectionPointB, normalRadians) { + if (intersectionPointA === void 0) { intersectionPointA = null; } + if (intersectionPointB === void 0) { intersectionPointB = null; } + if (normalRadians === void 0) { normalRadians = null; } + var intersectionCount = EllipseBoundingBoxData.ellipseIntersectsSegment(xA, yA, xB, yB, 0.0, 0.0, this.width * 0.5, this.height * 0.5, intersectionPointA, intersectionPointB, normalRadians); + return intersectionCount; + }; + return EllipseBoundingBoxData; + }(BoundingBoxData)); + dragonBones.EllipseBoundingBoxData = EllipseBoundingBoxData; + /** + * - The polygon bounding box data. + * @version DragonBones 5.1 + * @language en_US + */ + /** + * - 多边形边界框数据。 + * @version DragonBones 5.1 + * @language zh_CN + */ + var PolygonBoundingBoxData = /** @class */ (function (_super) { + __extends(PolygonBoundingBoxData, _super); + function PolygonBoundingBoxData() { + var _this = _super !== null && _super.apply(this, arguments) || this; + /** + * - The polygon vertices. + * @version DragonBones 5.1 + * @language en_US + */ + /** + * - 多边形顶点。 + * @version DragonBones 5.1 + * @language zh_CN + */ + _this.vertices = []; + return _this; + } + PolygonBoundingBoxData.toString = function () { + return "[class dragonBones.PolygonBoundingBoxData]"; + }; + /** + * @private + */ + PolygonBoundingBoxData.polygonIntersectsSegment = function (xA, yA, xB, yB, vertices, intersectionPointA, intersectionPointB, normalRadians) { + if (intersectionPointA === void 0) { intersectionPointA = null; } + if (intersectionPointB === void 0) { intersectionPointB = null; } + if (normalRadians === void 0) { normalRadians = null; } + if (xA === xB) { + xA = xB + 0.000001; + } + if (yA === yB) { + yA = yB + 0.000001; + } + var count = vertices.length; + var dXAB = xA - xB; + var dYAB = yA - yB; + var llAB = xA * yB - yA * xB; + var intersectionCount = 0; + var xC = vertices[count - 2]; + var yC = vertices[count - 1]; + var dMin = 0.0; + var dMax = 0.0; + var xMin = 0.0; + var yMin = 0.0; + var xMax = 0.0; + var yMax = 0.0; + for (var i = 0; i < count; i += 2) { + var xD = vertices[i]; + var yD = vertices[i + 1]; + if (xC === xD) { + xC = xD + 0.0001; + } + if (yC === yD) { + yC = yD + 0.0001; + } + var dXCD = xC - xD; + var dYCD = yC - yD; + var llCD = xC * yD - yC * xD; + var ll = dXAB * dYCD - dYAB * dXCD; + var x = (llAB * dXCD - dXAB * llCD) / ll; + if (((x >= xC && x <= xD) || (x >= xD && x <= xC)) && (dXAB === 0.0 || (x >= xA && x <= xB) || (x >= xB && x <= xA))) { + var y = (llAB * dYCD - dYAB * llCD) / ll; + if (((y >= yC && y <= yD) || (y >= yD && y <= yC)) && (dYAB === 0.0 || (y >= yA && y <= yB) || (y >= yB && y <= yA))) { + if (intersectionPointB !== null) { + var d = x - xA; + if (d < 0.0) { + d = -d; + } + if (intersectionCount === 0) { + dMin = d; + dMax = d; + xMin = x; + yMin = y; + xMax = x; + yMax = y; + if (normalRadians !== null) { + normalRadians.x = Math.atan2(yD - yC, xD - xC) - Math.PI * 0.5; + normalRadians.y = normalRadians.x; + } + } + else { + if (d < dMin) { + dMin = d; + xMin = x; + yMin = y; + if (normalRadians !== null) { + normalRadians.x = Math.atan2(yD - yC, xD - xC) - Math.PI * 0.5; + } + } + if (d > dMax) { + dMax = d; + xMax = x; + yMax = y; + if (normalRadians !== null) { + normalRadians.y = Math.atan2(yD - yC, xD - xC) - Math.PI * 0.5; + } + } + } + intersectionCount++; + } + else { + xMin = x; + yMin = y; + xMax = x; + yMax = y; + intersectionCount++; + if (normalRadians !== null) { + normalRadians.x = Math.atan2(yD - yC, xD - xC) - Math.PI * 0.5; + normalRadians.y = normalRadians.x; + } + break; + } + } + } + xC = xD; + yC = yD; + } + if (intersectionCount === 1) { + if (intersectionPointA !== null) { + intersectionPointA.x = xMin; + intersectionPointA.y = yMin; + } + if (intersectionPointB !== null) { + intersectionPointB.x = xMin; + intersectionPointB.y = yMin; + } + if (normalRadians !== null) { + normalRadians.y = normalRadians.x + Math.PI; + } + } + else if (intersectionCount > 1) { + intersectionCount++; + if (intersectionPointA !== null) { + intersectionPointA.x = xMin; + intersectionPointA.y = yMin; + } + if (intersectionPointB !== null) { + intersectionPointB.x = xMax; + intersectionPointB.y = yMax; + } + } + return intersectionCount; + }; + PolygonBoundingBoxData.prototype._onClear = function () { + _super.prototype._onClear.call(this); + this.type = 2 /* Polygon */; + this.x = 0.0; + this.y = 0.0; + this.vertices.length = 0; + }; + /** + * @inheritDoc + */ + PolygonBoundingBoxData.prototype.containsPoint = function (pX, pY) { + var isInSide = false; + if (pX >= this.x && pX <= this.width && pY >= this.y && pY <= this.height) { + for (var i = 0, l = this.vertices.length, iP = l - 2; i < l; i += 2) { + var yA = this.vertices[iP + 1]; + var yB = this.vertices[i + 1]; + if ((yB < pY && yA >= pY) || (yA < pY && yB >= pY)) { + var xA = this.vertices[iP]; + var xB = this.vertices[i]; + if ((pY - yB) * (xA - xB) / (yA - yB) + xB < pX) { + isInSide = !isInSide; + } + } + iP = i; + } + } + return isInSide; + }; + /** + * @inheritDoc + */ + PolygonBoundingBoxData.prototype.intersectsSegment = function (xA, yA, xB, yB, intersectionPointA, intersectionPointB, normalRadians) { + if (intersectionPointA === void 0) { intersectionPointA = null; } + if (intersectionPointB === void 0) { intersectionPointB = null; } + if (normalRadians === void 0) { normalRadians = null; } + var intersectionCount = 0; + if (RectangleBoundingBoxData.rectangleIntersectsSegment(xA, yA, xB, yB, this.x, this.y, this.x + this.width, this.y + this.height, null, null, null) !== 0) { + intersectionCount = PolygonBoundingBoxData.polygonIntersectsSegment(xA, yA, xB, yB, this.vertices, intersectionPointA, intersectionPointB, normalRadians); + } + return intersectionCount; + }; + return PolygonBoundingBoxData; + }(BoundingBoxData)); + dragonBones.PolygonBoundingBoxData = PolygonBoundingBoxData; +})(dragonBones || (dragonBones = {})); +/** + * The MIT License (MIT) + * + * Copyright (c) 2012-2018 DragonBones team and other contributors + * + * Permission is hereby granted, free of charge, to any person obtaining a copy of + * this software and associated documentation files (the "Software"), to deal in + * the Software without restriction, including without limitation the rights to + * use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of + * the Software, and to permit persons to whom the Software is furnished to do so, + * subject to the following conditions: + * + * The above copyright notice and this permission notice shall be included in all + * copies or substantial portions of the Software. + * + * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR + * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS + * FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR + * COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER + * IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN + * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. + */ +var dragonBones; +(function (dragonBones) { + /** + * - The animation data. + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 动画数据。 + * @version DragonBones 3.0 + * @language zh_CN + */ + var AnimationData = /** @class */ (function (_super) { + __extends(AnimationData, _super); + function AnimationData() { + var _this = _super !== null && _super.apply(this, arguments) || this; + /** + * @private + */ + _this.cachedFrames = []; + /** + * @private + */ + _this.boneTimelines = {}; + /** + * @private + */ + _this.slotTimelines = {}; + /** + * @private + */ + _this.constraintTimelines = {}; + /** + * @private + */ + _this.animationTimelines = {}; + /** + * @private + */ + _this.boneCachedFrameIndices = {}; + /** + * @private + */ + _this.slotCachedFrameIndices = {}; + /** + * @private + */ + _this.actionTimeline = null; // Initial value. + /** + * @private + */ + _this.zOrderTimeline = null; // Initial value. + return _this; + } + AnimationData.toString = function () { + return "[class dragonBones.AnimationData]"; + }; + AnimationData.prototype._onClear = function () { + for (var k in this.boneTimelines) { + for (var _i = 0, _a = this.boneTimelines[k]; _i < _a.length; _i++) { + var timeline = _a[_i]; + timeline.returnToPool(); + } + delete this.boneTimelines[k]; + } + for (var k in this.slotTimelines) { + for (var _b = 0, _c = this.slotTimelines[k]; _b < _c.length; _b++) { + var timeline = _c[_b]; + timeline.returnToPool(); + } + delete this.slotTimelines[k]; + } + for (var k in this.constraintTimelines) { + for (var _d = 0, _e = this.constraintTimelines[k]; _d < _e.length; _d++) { + var timeline = _e[_d]; + timeline.returnToPool(); + } + delete this.constraintTimelines[k]; + } + for (var k in this.animationTimelines) { + for (var _f = 0, _g = this.animationTimelines[k]; _f < _g.length; _f++) { + var timeline = _g[_f]; + timeline.returnToPool(); + } + delete this.animationTimelines[k]; + } + for (var k in this.boneCachedFrameIndices) { + delete this.boneCachedFrameIndices[k]; + } + for (var k in this.slotCachedFrameIndices) { + delete this.slotCachedFrameIndices[k]; + } + if (this.actionTimeline !== null) { + this.actionTimeline.returnToPool(); + } + if (this.zOrderTimeline !== null) { + this.zOrderTimeline.returnToPool(); + } + this.frameIntOffset = 0; + this.frameFloatOffset = 0; + this.frameOffset = 0; + this.blendType = 0 /* None */; + this.frameCount = 0; + this.playTimes = 0; + this.duration = 0.0; + this.scale = 1.0; + this.fadeInTime = 0.0; + this.cacheFrameRate = 0.0; + this.name = ""; + this.cachedFrames.length = 0; + // this.boneTimelines.clear(); + // this.slotTimelines.clear(); + // this.constraintTimelines.clear(); + // this.animationTimelines.clear(); + // this.boneCachedFrameIndices.clear(); + // this.slotCachedFrameIndices.clear(); + this.actionTimeline = null; + this.zOrderTimeline = null; + this.parent = null; // + }; + /** + * @internal + */ + AnimationData.prototype.cacheFrames = function (frameRate) { + if (this.cacheFrameRate > 0.0) { + return; + } + this.cacheFrameRate = Math.max(Math.ceil(frameRate * this.scale), 1.0); + var cacheFrameCount = Math.ceil(this.cacheFrameRate * this.duration) + 1; // Cache one more frame. + this.cachedFrames.length = cacheFrameCount; + for (var i = 0, l = this.cacheFrames.length; i < l; ++i) { + this.cachedFrames[i] = false; + } + for (var _i = 0, _a = this.parent.sortedBones; _i < _a.length; _i++) { + var bone = _a[_i]; + var indices = new Array(cacheFrameCount); + for (var i = 0, l = indices.length; i < l; ++i) { + indices[i] = -1; + } + this.boneCachedFrameIndices[bone.name] = indices; + } + for (var _b = 0, _c = this.parent.sortedSlots; _b < _c.length; _b++) { + var slot = _c[_b]; + var indices = new Array(cacheFrameCount); + for (var i = 0, l = indices.length; i < l; ++i) { + indices[i] = -1; + } + this.slotCachedFrameIndices[slot.name] = indices; + } + }; + /** + * @private + */ + AnimationData.prototype.addBoneTimeline = function (timelineName, timeline) { + var timelines = timelineName in this.boneTimelines ? this.boneTimelines[timelineName] : (this.boneTimelines[timelineName] = []); + if (timelines.indexOf(timeline) < 0) { + timelines.push(timeline); + } + }; + /** + * @private + */ + AnimationData.prototype.addSlotTimeline = function (timelineName, timeline) { + var timelines = timelineName in this.slotTimelines ? this.slotTimelines[timelineName] : (this.slotTimelines[timelineName] = []); + if (timelines.indexOf(timeline) < 0) { + timelines.push(timeline); + } + }; + /** + * @private + */ + AnimationData.prototype.addConstraintTimeline = function (timelineName, timeline) { + var timelines = timelineName in this.constraintTimelines ? this.constraintTimelines[timelineName] : (this.constraintTimelines[timelineName] = []); + if (timelines.indexOf(timeline) < 0) { + timelines.push(timeline); + } + }; + /** + * @private + */ + AnimationData.prototype.addAnimationTimeline = function (timelineName, timeline) { + var timelines = timelineName in this.animationTimelines ? this.animationTimelines[timelineName] : (this.animationTimelines[timelineName] = []); + if (timelines.indexOf(timeline) < 0) { + timelines.push(timeline); + } + }; + /** + * @private + */ + AnimationData.prototype.getBoneTimelines = function (timelineName) { + return timelineName in this.boneTimelines ? this.boneTimelines[timelineName] : null; + }; + /** + * @private + */ + AnimationData.prototype.getSlotTimelines = function (timelineName) { + return timelineName in this.slotTimelines ? this.slotTimelines[timelineName] : null; + }; + /** + * @private + */ + AnimationData.prototype.getConstraintTimelines = function (timelineName) { + return timelineName in this.constraintTimelines ? this.constraintTimelines[timelineName] : null; + }; + /** + * @private + */ + AnimationData.prototype.getAnimationTimelines = function (timelineName) { + return timelineName in this.animationTimelines ? this.animationTimelines[timelineName] : null; + }; + /** + * @private + */ + AnimationData.prototype.getBoneCachedFrameIndices = function (boneName) { + return boneName in this.boneCachedFrameIndices ? this.boneCachedFrameIndices[boneName] : null; + }; + /** + * @private + */ + AnimationData.prototype.getSlotCachedFrameIndices = function (slotName) { + return slotName in this.slotCachedFrameIndices ? this.slotCachedFrameIndices[slotName] : null; + }; + return AnimationData; + }(dragonBones.BaseObject)); + dragonBones.AnimationData = AnimationData; + /** + * @private + */ + var TimelineData = /** @class */ (function (_super) { + __extends(TimelineData, _super); + function TimelineData() { + return _super !== null && _super.apply(this, arguments) || this; + } + TimelineData.toString = function () { + return "[class dragonBones.TimelineData]"; + }; + TimelineData.prototype._onClear = function () { + this.type = 10 /* BoneAll */; + this.offset = 0; + this.frameIndicesOffset = -1; + }; + return TimelineData; + }(dragonBones.BaseObject)); + dragonBones.TimelineData = TimelineData; + /** + * @internal + */ + var AnimationTimelineData = /** @class */ (function (_super) { + __extends(AnimationTimelineData, _super); + function AnimationTimelineData() { + return _super !== null && _super.apply(this, arguments) || this; + } + AnimationTimelineData.toString = function () { + return "[class dragonBones.AnimationTimelineData]"; + }; + AnimationTimelineData.prototype._onClear = function () { + _super.prototype._onClear.call(this); + this.x = 0.0; + this.y = 0.0; + }; + return AnimationTimelineData; + }(TimelineData)); + dragonBones.AnimationTimelineData = AnimationTimelineData; +})(dragonBones || (dragonBones = {})); +/** + * The MIT License (MIT) + * + * Copyright (c) 2012-2018 DragonBones team and other contributors + * + * Permission is hereby granted, free of charge, to any person obtaining a copy of + * this software and associated documentation files (the "Software"), to deal in + * the Software without restriction, including without limitation the rights to + * use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of + * the Software, and to permit persons to whom the Software is furnished to do so, + * subject to the following conditions: + * + * The above copyright notice and this permission notice shall be included in all + * copies or substantial portions of the Software. + * + * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR + * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS + * FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR + * COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER + * IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN + * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. + */ +var dragonBones; +(function (dragonBones) { + /** + * - The animation config is used to describe all the information needed to play an animation state. + * The API is still in the experimental phase and may encounter bugs or stability or compatibility issues when used. + * @see dragonBones.AnimationState + * @beta + * @version DragonBones 5.0 + * @language en_US + */ + /** + * - 动画配置用来描述播放一个动画状态所需要的全部信息。 + * 该 API 仍在实验阶段,使用时可能遭遇 bug 或稳定性或兼容性问题。 + * @see dragonBones.AnimationState + * @beta + * @version DragonBones 5.0 + * @language zh_CN + */ + var AnimationConfig = /** @class */ (function (_super) { + __extends(AnimationConfig, _super); + function AnimationConfig() { + var _this = _super !== null && _super.apply(this, arguments) || this; + /** + * @private + */ + _this.boneMask = []; + return _this; + } + AnimationConfig.toString = function () { + return "[class dragonBones.AnimationConfig]"; + }; + AnimationConfig.prototype._onClear = function () { + this.pauseFadeOut = true; + this.fadeOutMode = 4 /* All */; + this.fadeOutTweenType = 1 /* Line */; + this.fadeOutTime = -1.0; + this.actionEnabled = true; + this.additive = false; + this.displayControl = true; + this.pauseFadeIn = true; + this.resetToPose = true; + this.fadeInTweenType = 1 /* Line */; + this.playTimes = -1; + this.layer = 0; + this.position = 0.0; + this.duration = -1.0; + this.timeScale = -100.0; + this.weight = 1.0; + this.fadeInTime = -1.0; + this.autoFadeOutTime = -1.0; + this.name = ""; + this.animation = ""; + this.group = ""; + this.boneMask.length = 0; + }; + /** + * @private + */ + AnimationConfig.prototype.clear = function () { + this._onClear(); + }; + /** + * @private + */ + AnimationConfig.prototype.copyFrom = function (value) { + this.pauseFadeOut = value.pauseFadeOut; + this.fadeOutMode = value.fadeOutMode; + this.autoFadeOutTime = value.autoFadeOutTime; + this.fadeOutTweenType = value.fadeOutTweenType; + this.actionEnabled = value.actionEnabled; + this.additive = value.additive; + this.displayControl = value.displayControl; + this.pauseFadeIn = value.pauseFadeIn; + this.resetToPose = value.resetToPose; + this.playTimes = value.playTimes; + this.layer = value.layer; + this.position = value.position; + this.duration = value.duration; + this.timeScale = value.timeScale; + this.fadeInTime = value.fadeInTime; + this.fadeOutTime = value.fadeOutTime; + this.fadeInTweenType = value.fadeInTweenType; + this.weight = value.weight; + this.name = value.name; + this.animation = value.animation; + this.group = value.group; + this.boneMask.length = value.boneMask.length; + for (var i = 0, l = this.boneMask.length; i < l; ++i) { + this.boneMask[i] = value.boneMask[i]; + } + }; + return AnimationConfig; + }(dragonBones.BaseObject)); + dragonBones.AnimationConfig = AnimationConfig; +})(dragonBones || (dragonBones = {})); +/** + * The MIT License (MIT) + * + * Copyright (c) 2012-2018 DragonBones team and other contributors + * + * Permission is hereby granted, free of charge, to any person obtaining a copy of + * this software and associated documentation files (the "Software"), to deal in + * the Software without restriction, including without limitation the rights to + * use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of + * the Software, and to permit persons to whom the Software is furnished to do so, + * subject to the following conditions: + * + * The above copyright notice and this permission notice shall be included in all + * copies or substantial portions of the Software. + * + * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR + * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS + * FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR + * COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER + * IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN + * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. + */ +var dragonBones; +(function (dragonBones) { + /** + * - The texture atlas data. + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 贴图集数据。 + * @version DragonBones 3.0 + * @language zh_CN + */ + var TextureAtlasData = /** @class */ (function (_super) { + __extends(TextureAtlasData, _super); + function TextureAtlasData() { + var _this = _super !== null && _super.apply(this, arguments) || this; + /** + * @private + */ + _this.textures = {}; + return _this; + } + TextureAtlasData.prototype._onClear = function () { + for (var k in this.textures) { + this.textures[k].returnToPool(); + delete this.textures[k]; + } + this.autoSearch = false; + this.width = 0; + this.height = 0; + this.scale = 1.0; + // this.textures.clear(); + this.name = ""; + this.imagePath = ""; + }; + /** + * @private + */ + TextureAtlasData.prototype.copyFrom = function (value) { + this.autoSearch = value.autoSearch; + this.scale = value.scale; + this.width = value.width; + this.height = value.height; + this.name = value.name; + this.imagePath = value.imagePath; + for (var k in this.textures) { + this.textures[k].returnToPool(); + delete this.textures[k]; + } + // this.textures.clear(); + for (var k in value.textures) { + var texture = this.createTexture(); + texture.copyFrom(value.textures[k]); + this.textures[k] = texture; + } + }; + /** + * @internal + */ + TextureAtlasData.prototype.addTexture = function (value) { + if (value.name in this.textures) { + console.warn("Same texture: " + value.name); + return; + } + value.parent = this; + this.textures[value.name] = value; + }; + /** + * @private + */ + TextureAtlasData.prototype.getTexture = function (textureName) { + return textureName in this.textures ? this.textures[textureName] : null; + }; + return TextureAtlasData; + }(dragonBones.BaseObject)); + dragonBones.TextureAtlasData = TextureAtlasData; + /** + * @private + */ + var TextureData = /** @class */ (function (_super) { + __extends(TextureData, _super); + function TextureData() { + var _this = _super !== null && _super.apply(this, arguments) || this; + _this.region = new dragonBones.Rectangle(); + _this.frame = null; // Initial value. + return _this; + } + TextureData.createRectangle = function () { + return new dragonBones.Rectangle(); + }; + TextureData.prototype._onClear = function () { + this.rotated = false; + this.name = ""; + this.region.clear(); + this.parent = null; // + this.frame = null; + }; + TextureData.prototype.copyFrom = function (value) { + this.rotated = value.rotated; + this.name = value.name; + this.region.copyFrom(value.region); + this.parent = value.parent; + if (this.frame === null && value.frame !== null) { + this.frame = TextureData.createRectangle(); + } + else if (this.frame !== null && value.frame === null) { + this.frame = null; + } + if (this.frame !== null && value.frame !== null) { + this.frame.copyFrom(value.frame); + } + }; + return TextureData; + }(dragonBones.BaseObject)); + dragonBones.TextureData = TextureData; +})(dragonBones || (dragonBones = {})); +/** + * The MIT License (MIT) + * + * Copyright (c) 2012-2018 DragonBones team and other contributors + * + * Permission is hereby granted, free of charge, to any person obtaining a copy of + * this software and associated documentation files (the "Software"), to deal in + * the Software without restriction, including without limitation the rights to + * use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of + * the Software, and to permit persons to whom the Software is furnished to do so, + * subject to the following conditions: + * + * The above copyright notice and this permission notice shall be included in all + * copies or substantial portions of the Software. + * + * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR + * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS + * FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR + * COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER + * IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN + * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. + */ +var dragonBones; +(function (dragonBones_1) { + /** + * - Armature is the core of the skeleton animation system. + * @see dragonBones.ArmatureData + * @see dragonBones.Bone + * @see dragonBones.Slot + * @see dragonBones.Animation + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 骨架是骨骼动画系统的核心。 + * @see dragonBones.ArmatureData + * @see dragonBones.Bone + * @see dragonBones.Slot + * @see dragonBones.Animation + * @version DragonBones 3.0 + * @language zh_CN + */ + var Armature = /** @class */ (function (_super) { + __extends(Armature, _super); + function Armature() { + var _this = _super !== null && _super.apply(this, arguments) || this; + _this._bones = []; + _this._slots = []; + /** + * @internal + */ + _this._constraints = []; + _this._actions = []; + _this._animation = null; // Initial value. + _this._proxy = null; // Initial value. + /** + * @internal + */ + _this._replaceTextureAtlasData = null; // Initial value. + _this._clock = null; // Initial value. + return _this; + } + Armature.toString = function () { + return "[class dragonBones.Armature]"; + }; + Armature._onSortSlots = function (a, b) { + return a._zIndex * 1000 + a._zOrder > b._zIndex * 1000 + b._zOrder ? 1 : -1; + }; + Armature.prototype._onClear = function () { + if (this._clock !== null) { + this._clock.remove(this); + } + for (var _i = 0, _a = this._bones; _i < _a.length; _i++) { + var bone = _a[_i]; + bone.returnToPool(); + } + for (var _b = 0, _c = this._slots; _b < _c.length; _b++) { + var slot = _c[_b]; + slot.returnToPool(); + } + for (var _d = 0, _e = this._constraints; _d < _e.length; _d++) { + var constraint = _e[_d]; + constraint.returnToPool(); + } + for (var _f = 0, _g = this._actions; _f < _g.length; _f++) { + var action = _g[_f]; + action.returnToPool(); + } + if (this._animation !== null) { + this._animation.returnToPool(); + } + if (this._proxy !== null) { + this._proxy.dbClear(); + } + if (this._replaceTextureAtlasData !== null) { + this._replaceTextureAtlasData.returnToPool(); + } + this.inheritAnimation = true; + this.userData = null; + this._lockUpdate = false; + this._slotsDirty = true; + this._zOrderDirty = false; + this._zIndexDirty = false; + this._alphaDirty = true; + this._flipX = false; + this._flipY = false; + this._cacheFrameIndex = -1; + this._alpha = 1.0; + this._globalAlpha = 1.0; + this._bones.length = 0; + this._slots.length = 0; + this._constraints.length = 0; + this._actions.length = 0; + this._armatureData = null; // + this._animation = null; // + this._proxy = null; // + this._display = null; + this._replaceTextureAtlasData = null; + this._replacedTexture = null; + this._dragonBones = null; // + this._clock = null; + this._parent = null; + }; + /** + * @internal + */ + Armature.prototype._sortZOrder = function (slotIndices, offset) { + var slotDatas = this._armatureData.sortedSlots; + var isOriginal = slotIndices === null; + if (this._zOrderDirty || !isOriginal) { + for (var i = 0, l = slotDatas.length; i < l; ++i) { + var slotIndex = isOriginal ? i : slotIndices[offset + i]; + if (slotIndex < 0 || slotIndex >= l) { + continue; + } + var slotData = slotDatas[slotIndex]; + var slot = this.getSlot(slotData.name); + if (slot !== null) { + slot._setZOrder(i); + } + } + this._slotsDirty = true; + this._zOrderDirty = !isOriginal; + } + }; + /** + * @internal + */ + Armature.prototype._addBone = function (value) { + if (this._bones.indexOf(value) < 0) { + this._bones.push(value); + } + }; + /** + * @internal + */ + Armature.prototype._addSlot = function (value) { + if (this._slots.indexOf(value) < 0) { + this._slots.push(value); + } + }; + /** + * @internal + */ + Armature.prototype._addConstraint = function (value) { + if (this._constraints.indexOf(value) < 0) { + this._constraints.push(value); + } + }; + /** + * @internal + */ + Armature.prototype._bufferAction = function (action, append) { + if (this._actions.indexOf(action) < 0) { + if (append) { + this._actions.push(action); + } + else { + this._actions.unshift(action); + } + } + }; + /** + * - Dispose the armature. (Return to the object pool) + * @example + *
+         *     removeChild(armature.display);
+         *     armature.dispose();
+         * 
+ * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 释放骨架。 (回收到对象池) + * @example + *
+         *     removeChild(armature.display);
+         *     armature.dispose();
+         * 
+ * @version DragonBones 3.0 + * @language zh_CN + */ + Armature.prototype.dispose = function () { + if (this._armatureData !== null) { + this._lockUpdate = true; + this._dragonBones.bufferObject(this); + } + }; + /** + * @internal + */ + Armature.prototype.init = function (armatureData, proxy, display, dragonBones) { + if (this._armatureData !== null) { + return; + } + this._armatureData = armatureData; + this._animation = dragonBones_1.BaseObject.borrowObject(dragonBones_1.Animation); + this._proxy = proxy; + this._display = display; + this._dragonBones = dragonBones; + this._proxy.dbInit(this); + this._animation.init(this); + this._animation.animations = this._armatureData.animations; + }; + /** + * @inheritDoc + */ + Armature.prototype.advanceTime = function (passedTime) { + if (this._lockUpdate) { + return; + } + this._lockUpdate = true; + if (this._armatureData === null) { + console.warn("The armature has been disposed."); + return; + } + else if (this._armatureData.parent === null) { + console.warn("The armature data has been disposed.\nPlease make sure dispose armature before call factory.clear()."); + return; + } + var prevCacheFrameIndex = this._cacheFrameIndex; + // Update animation. + this._animation.advanceTime(passedTime); + // Sort slots. + if (this._slotsDirty || this._zIndexDirty) { + this._slots.sort(Armature._onSortSlots); + if (this._zIndexDirty) { + for (var i = 0, l = this._slots.length; i < l; ++i) { + this._slots[i]._setZOrder(i); // + } + } + this._slotsDirty = false; + this._zIndexDirty = false; + } + // Update alpha. + if (this._alphaDirty) { + this._alphaDirty = false; + this._globalAlpha = this._alpha * (this._parent !== null ? this._parent._globalAlpha : 1.0); + for (var _i = 0, _a = this._bones; _i < _a.length; _i++) { + var bone = _a[_i]; + bone._updateAlpha(); + } + for (var _b = 0, _c = this._slots; _b < _c.length; _b++) { + var slot = _c[_b]; + slot._updateAlpha(); + } + } + // Update bones and slots. + if (this._cacheFrameIndex < 0 || this._cacheFrameIndex !== prevCacheFrameIndex) { + var i = 0, l = 0; + for (i = 0, l = this._bones.length; i < l; ++i) { + this._bones[i].update(this._cacheFrameIndex); + } + for (i = 0, l = this._slots.length; i < l; ++i) { + this._slots[i].update(this._cacheFrameIndex); + } + } + // Do actions. + if (this._actions.length > 0) { + for (var _d = 0, _e = this._actions; _d < _e.length; _d++) { + var action = _e[_d]; + var actionData = action.actionData; + if (actionData !== null) { + if (actionData.type === 0 /* Play */) { + if (action.slot !== null) { + var childArmature = action.slot.childArmature; + if (childArmature !== null) { + childArmature.animation.fadeIn(actionData.name); + } + } + else if (action.bone !== null) { + for (var _f = 0, _g = this.getSlots(); _f < _g.length; _f++) { + var slot = _g[_f]; + if (slot.parent === action.bone) { + var childArmature = slot.childArmature; + if (childArmature !== null) { + childArmature.animation.fadeIn(actionData.name); + } + } + } + } + else { + this._animation.fadeIn(actionData.name); + } + } + } + action.returnToPool(); + } + this._actions.length = 0; + } + this._lockUpdate = false; + this._proxy.dbUpdate(); + }; + /** + * - Forces a specific bone or its owning slot to update the transform or display property in the next frame. + * @param boneName - The bone name. (If not set, all bones will be update) + * @param updateSlot - Whether to update the bone's slots. (Default: false) + * @see dragonBones.Bone#invalidUpdate() + * @see dragonBones.Slot#invalidUpdate() + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 强制特定骨骼或其拥有的插槽在下一帧更新变换或显示属性。 + * @param boneName - 骨骼名称。 (如果未设置,将更新所有骨骼) + * @param updateSlot - 是否更新骨骼的插槽。 (默认: false) + * @see dragonBones.Bone#invalidUpdate() + * @see dragonBones.Slot#invalidUpdate() + * @version DragonBones 3.0 + * @language zh_CN + */ + Armature.prototype.invalidUpdate = function (boneName, updateSlot) { + if (boneName === void 0) { boneName = null; } + if (updateSlot === void 0) { updateSlot = false; } + if (boneName !== null && boneName.length > 0) { + var bone = this.getBone(boneName); + if (bone !== null) { + bone.invalidUpdate(); + if (updateSlot) { + for (var _i = 0, _a = this._slots; _i < _a.length; _i++) { + var slot = _a[_i]; + if (slot.parent === bone) { + slot.invalidUpdate(); + } + } + } + } + } + else { + for (var _b = 0, _c = this._bones; _b < _c.length; _b++) { + var bone = _c[_b]; + bone.invalidUpdate(); + } + if (updateSlot) { + for (var _d = 0, _e = this._slots; _d < _e.length; _d++) { + var slot = _e[_d]; + slot.invalidUpdate(); + } + } + } + }; + /** + * - Check whether a specific point is inside a custom bounding box in a slot. + * The coordinate system of the point is the inner coordinate system of the armature. + * Custom bounding boxes need to be customized in Dragonbones Pro. + * @param x - The horizontal coordinate of the point. + * @param y - The vertical coordinate of the point. + * @version DragonBones 5.0 + * @language en_US + */ + /** + * - 检查特定点是否在某个插槽的自定义边界框内。 + * 点的坐标系为骨架内坐标系。 + * 自定义边界框需要在 DragonBones Pro 中自定义。 + * @param x - 点的水平坐标。 + * @param y - 点的垂直坐标。 + * @version DragonBones 5.0 + * @language zh_CN + */ + Armature.prototype.containsPoint = function (x, y) { + for (var _i = 0, _a = this._slots; _i < _a.length; _i++) { + var slot = _a[_i]; + if (slot.containsPoint(x, y)) { + return slot; + } + } + return null; + }; + /** + * - Check whether a specific segment intersects a custom bounding box for a slot in the armature. + * The coordinate system of the segment and intersection is the inner coordinate system of the armature. + * Custom bounding boxes need to be customized in Dragonbones Pro. + * @param xA - The horizontal coordinate of the beginning of the segment. + * @param yA - The vertical coordinate of the beginning of the segment. + * @param xB - The horizontal coordinate of the end point of the segment. + * @param yB - The vertical coordinate of the end point of the segment. + * @param intersectionPointA - The first intersection at which a line segment intersects the bounding box from the beginning to the end. (If not set, the intersection point will not calculated) + * @param intersectionPointB - The first intersection at which a line segment intersects the bounding box from the end to the beginning. (If not set, the intersection point will not calculated) + * @param normalRadians - The normal radians of the tangent of the intersection boundary box. [x: Normal radian of the first intersection tangent, y: Normal radian of the second intersection tangent] (If not set, the normal will not calculated) + * @returns The slot of the first custom bounding box where the segment intersects from the start point to the end point. + * @version DragonBones 5.0 + * @language en_US + */ + /** + * - 检查特定线段是否与骨架的某个插槽的自定义边界框相交。 + * 线段和交点的坐标系均为骨架内坐标系。 + * 自定义边界框需要在 DragonBones Pro 中自定义。 + * @param xA - 线段起点的水平坐标。 + * @param yA - 线段起点的垂直坐标。 + * @param xB - 线段终点的水平坐标。 + * @param yB - 线段终点的垂直坐标。 + * @param intersectionPointA - 线段从起点到终点与边界框相交的第一个交点。 (如果未设置,则不计算交点) + * @param intersectionPointB - 线段从终点到起点与边界框相交的第一个交点。 (如果未设置,则不计算交点) + * @param normalRadians - 交点边界框切线的法线弧度。 [x: 第一个交点切线的法线弧度, y: 第二个交点切线的法线弧度] (如果未设置,则不计算法线) + * @returns 线段从起点到终点相交的第一个自定义边界框的插槽。 + * @version DragonBones 5.0 + * @language zh_CN + */ + Armature.prototype.intersectsSegment = function (xA, yA, xB, yB, intersectionPointA, intersectionPointB, normalRadians) { + if (intersectionPointA === void 0) { intersectionPointA = null; } + if (intersectionPointB === void 0) { intersectionPointB = null; } + if (normalRadians === void 0) { normalRadians = null; } + var isV = xA === xB; + var dMin = 0.0; + var dMax = 0.0; + var intXA = 0.0; + var intYA = 0.0; + var intXB = 0.0; + var intYB = 0.0; + var intAN = 0.0; + var intBN = 0.0; + var intSlotA = null; + var intSlotB = null; + for (var _i = 0, _a = this._slots; _i < _a.length; _i++) { + var slot = _a[_i]; + var intersectionCount = slot.intersectsSegment(xA, yA, xB, yB, intersectionPointA, intersectionPointB, normalRadians); + if (intersectionCount > 0) { + if (intersectionPointA !== null || intersectionPointB !== null) { + if (intersectionPointA !== null) { + var d = isV ? intersectionPointA.y - yA : intersectionPointA.x - xA; + if (d < 0.0) { + d = -d; + } + if (intSlotA === null || d < dMin) { + dMin = d; + intXA = intersectionPointA.x; + intYA = intersectionPointA.y; + intSlotA = slot; + if (normalRadians) { + intAN = normalRadians.x; + } + } + } + if (intersectionPointB !== null) { + var d = intersectionPointB.x - xA; + if (d < 0.0) { + d = -d; + } + if (intSlotB === null || d > dMax) { + dMax = d; + intXB = intersectionPointB.x; + intYB = intersectionPointB.y; + intSlotB = slot; + if (normalRadians !== null) { + intBN = normalRadians.y; + } + } + } + } + else { + intSlotA = slot; + break; + } + } + } + if (intSlotA !== null && intersectionPointA !== null) { + intersectionPointA.x = intXA; + intersectionPointA.y = intYA; + if (normalRadians !== null) { + normalRadians.x = intAN; + } + } + if (intSlotB !== null && intersectionPointB !== null) { + intersectionPointB.x = intXB; + intersectionPointB.y = intYB; + if (normalRadians !== null) { + normalRadians.y = intBN; + } + } + return intSlotA; + }; + /** + * - Get a specific bone. + * @param name - The bone name. + * @see dragonBones.Bone + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 获取特定的骨骼。 + * @param name - 骨骼名称。 + * @see dragonBones.Bone + * @version DragonBones 3.0 + * @language zh_CN + */ + Armature.prototype.getBone = function (name) { + for (var _i = 0, _a = this._bones; _i < _a.length; _i++) { + var bone = _a[_i]; + if (bone.name === name) { + return bone; + } + } + return null; + }; + /** + * - Get a specific bone by the display. + * @param display - The display object. + * @see dragonBones.Bone + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 通过显示对象获取特定的骨骼。 + * @param display - 显示对象。 + * @see dragonBones.Bone + * @version DragonBones 3.0 + * @language zh_CN + */ + Armature.prototype.getBoneByDisplay = function (display) { + var slot = this.getSlotByDisplay(display); + return slot !== null ? slot.parent : null; + }; + /** + * - Get a specific slot. + * @param name - The slot name. + * @see dragonBones.Slot + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 获取特定的插槽。 + * @param name - 插槽名称。 + * @see dragonBones.Slot + * @version DragonBones 3.0 + * @language zh_CN + */ + Armature.prototype.getSlot = function (name) { + for (var _i = 0, _a = this._slots; _i < _a.length; _i++) { + var slot = _a[_i]; + if (slot.name === name) { + return slot; + } + } + return null; + }; + /** + * - Get a specific slot by the display. + * @param display - The display object. + * @see dragonBones.Slot + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 通过显示对象获取特定的插槽。 + * @param display - 显示对象。 + * @see dragonBones.Slot + * @version DragonBones 3.0 + * @language zh_CN + */ + Armature.prototype.getSlotByDisplay = function (display) { + if (display !== null) { + for (var _i = 0, _a = this._slots; _i < _a.length; _i++) { + var slot = _a[_i]; + if (slot.display === display) { + return slot; + } + } + } + return null; + }; + /** + * - Get all bones. + * @see dragonBones.Bone + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 获取所有的骨骼。 + * @see dragonBones.Bone + * @version DragonBones 3.0 + * @language zh_CN + */ + Armature.prototype.getBones = function () { + return this._bones; + }; + /** + * - Get all slots. + * @see dragonBones.Slot + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 获取所有的插槽。 + * @see dragonBones.Slot + * @version DragonBones 3.0 + * @language zh_CN + */ + Armature.prototype.getSlots = function () { + return this._slots; + }; + Object.defineProperty(Armature.prototype, "flipX", { + /** + * - Whether to flip the armature horizontally. + * @version DragonBones 5.5 + * @language en_US + */ + /** + * - 是否将骨架水平翻转。 + * @version DragonBones 5.5 + * @language zh_CN + */ + get: function () { + return this._flipX; + }, + set: function (value) { + if (this._flipX === value) { + return; + } + this._flipX = value; + this.invalidUpdate(); + }, + enumerable: true, + configurable: true + }); + Object.defineProperty(Armature.prototype, "flipY", { + /** + * - Whether to flip the armature vertically. + * @version DragonBones 5.5 + * @language en_US + */ + /** + * - 是否将骨架垂直翻转。 + * @version DragonBones 5.5 + * @language zh_CN + */ + get: function () { + return this._flipY; + }, + set: function (value) { + if (this._flipY === value) { + return; + } + this._flipY = value; + this.invalidUpdate(); + }, + enumerable: true, + configurable: true + }); + Object.defineProperty(Armature.prototype, "cacheFrameRate", { + /** + * - The animation cache frame rate, which turns on the animation cache when the set value is greater than 0. + * There is a certain amount of memory overhead to improve performance by caching animation data in memory. + * The frame rate should not be set too high, usually with the frame rate of the animation is similar and lower than the program running frame rate. + * When the animation cache is turned on, some features will fail, such as the offset property of bone. + * @example + *
+             *     armature.cacheFrameRate = 24;
+             * 
+ * @see dragonBones.DragonBonesData#frameRate + * @see dragonBones.ArmatureData#frameRate + * @version DragonBones 4.5 + * @language en_US + */ + /** + * - 动画缓存帧率,当设置的值大于 0 的时,将会开启动画缓存。 + * 通过将动画数据缓存在内存中来提高运行性能,会有一定的内存开销。 + * 帧率不宜设置的过高,通常跟动画的帧率相当且低于程序运行的帧率。 + * 开启动画缓存后,某些功能将会失效,比如骨骼的 offset 属性等。 + * @example + *
+             *     armature.cacheFrameRate = 24;
+             * 
+ * @see dragonBones.DragonBonesData#frameRate + * @see dragonBones.ArmatureData#frameRate + * @version DragonBones 4.5 + * @language zh_CN + */ + get: function () { + return this._armatureData.cacheFrameRate; + }, + set: function (value) { + if (this._armatureData.cacheFrameRate !== value) { + this._armatureData.cacheFrames(value); + // Set child armature frameRate. + for (var _i = 0, _a = this._slots; _i < _a.length; _i++) { + var slot = _a[_i]; + var childArmature = slot.childArmature; + if (childArmature !== null) { + childArmature.cacheFrameRate = value; + } + } + } + }, + enumerable: true, + configurable: true + }); + Object.defineProperty(Armature.prototype, "name", { + /** + * - The armature name. + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 骨架名称。 + * @version DragonBones 3.0 + * @language zh_CN + */ + get: function () { + return this._armatureData.name; + }, + enumerable: true, + configurable: true + }); + Object.defineProperty(Armature.prototype, "armatureData", { + /** + * - The armature data. + * @see dragonBones.ArmatureData + * @version DragonBones 4.5 + * @language en_US + */ + /** + * - 骨架数据。 + * @see dragonBones.ArmatureData + * @version DragonBones 4.5 + * @language zh_CN + */ + get: function () { + return this._armatureData; + }, + enumerable: true, + configurable: true + }); + Object.defineProperty(Armature.prototype, "animation", { + /** + * - The animation player. + * @see dragonBones.Animation + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 动画播放器。 + * @see dragonBones.Animation + * @version DragonBones 3.0 + * @language zh_CN + */ + get: function () { + return this._animation; + }, + enumerable: true, + configurable: true + }); + Object.defineProperty(Armature.prototype, "proxy", { + /** + * @pivate + */ + get: function () { + return this._proxy; + }, + enumerable: true, + configurable: true + }); + Object.defineProperty(Armature.prototype, "eventDispatcher", { + /** + * - The EventDispatcher instance of the armature. + * @version DragonBones 4.5 + * @language en_US + */ + /** + * - 该骨架的 EventDispatcher 实例。 + * @version DragonBones 4.5 + * @language zh_CN + */ + get: function () { + return this._proxy; + }, + enumerable: true, + configurable: true + }); + Object.defineProperty(Armature.prototype, "display", { + /** + * - The display container. + * The display of the slot is displayed as the parent. + * Depending on the rendering engine, the type will be different, usually the DisplayObjectContainer type. + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 显示容器实例。 + * 插槽的显示对象都会以此显示容器为父级。 + * 根据渲染引擎的不同,类型会不同,通常是 DisplayObjectContainer 类型。 + * @version DragonBones 3.0 + * @language zh_CN + */ + get: function () { + return this._display; + }, + enumerable: true, + configurable: true + }); + Object.defineProperty(Armature.prototype, "replacedTexture", { + /** + * @private + */ + get: function () { + return this._replacedTexture; + }, + set: function (value) { + if (this._replacedTexture === value) { + return; + } + if (this._replaceTextureAtlasData !== null) { + this._replaceTextureAtlasData.returnToPool(); + this._replaceTextureAtlasData = null; + } + this._replacedTexture = value; + for (var _i = 0, _a = this._slots; _i < _a.length; _i++) { + var slot = _a[_i]; + slot.invalidUpdate(); + slot.update(-1); + } + }, + enumerable: true, + configurable: true + }); + Object.defineProperty(Armature.prototype, "clock", { + /** + * @inheritDoc + */ + get: function () { + return this._clock; + }, + set: function (value) { + if (this._clock === value) { + return; + } + if (this._clock !== null) { + this._clock.remove(this); + } + this._clock = value; + if (this._clock) { + this._clock.add(this); + } + // Update childArmature clock. + for (var _i = 0, _a = this._slots; _i < _a.length; _i++) { + var slot = _a[_i]; + var childArmature = slot.childArmature; + if (childArmature !== null) { + childArmature.clock = this._clock; + } + } + }, + enumerable: true, + configurable: true + }); + Object.defineProperty(Armature.prototype, "parent", { + /** + * - Get the parent slot which the armature belongs to. + * @see dragonBones.Slot + * @version DragonBones 4.5 + * @language en_US + */ + /** + * - 该骨架所属的父插槽。 + * @see dragonBones.Slot + * @version DragonBones 4.5 + * @language zh_CN + */ + get: function () { + return this._parent; + }, + enumerable: true, + configurable: true + }); + /** + * - Deprecated, please refer to {@link #display}. + * @deprecated + * @language en_US + */ + /** + * - 已废弃,请参考 {@link #display}。 + * @deprecated + * @language zh_CN + */ + Armature.prototype.getDisplay = function () { + return this._display; + }; + return Armature; + }(dragonBones_1.BaseObject)); + dragonBones_1.Armature = Armature; +})(dragonBones || (dragonBones = {})); +/** + * The MIT License (MIT) + * + * Copyright (c) 2012-2018 DragonBones team and other contributors + * + * Permission is hereby granted, free of charge, to any person obtaining a copy of + * this software and associated documentation files (the "Software"), to deal in + * the Software without restriction, including without limitation the rights to + * use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of + * the Software, and to permit persons to whom the Software is furnished to do so, + * subject to the following conditions: + * + * The above copyright notice and this permission notice shall be included in all + * copies or substantial portions of the Software. + * + * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR + * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS + * FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR + * COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER + * IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN + * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. + */ +var dragonBones; +(function (dragonBones) { + /** + * - The base class of the transform object. + * @see dragonBones.Transform + * @version DragonBones 4.5 + * @language en_US + */ + /** + * - 变换对象的基类。 + * @see dragonBones.Transform + * @version DragonBones 4.5 + * @language zh_CN + */ + var TransformObject = /** @class */ (function (_super) { + __extends(TransformObject, _super); + function TransformObject() { + var _this = _super !== null && _super.apply(this, arguments) || this; + /** + * - A matrix relative to the armature coordinate system. + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 相对于骨架坐标系的矩阵。 + * @version DragonBones 3.0 + * @language zh_CN + */ + _this.globalTransformMatrix = new dragonBones.Matrix(); + /** + * - A transform relative to the armature coordinate system. + * @see #updateGlobalTransform() + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 相对于骨架坐标系的变换。 + * @see #updateGlobalTransform() + * @version DragonBones 3.0 + * @language zh_CN + */ + _this.global = new dragonBones.Transform(); + /** + * - The offset transform relative to the armature or the parent bone coordinate system. + * @see #dragonBones.Bone#invalidUpdate() + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 相对于骨架或父骨骼坐标系的偏移变换。 + * @see #dragonBones.Bone#invalidUpdate() + * @version DragonBones 3.0 + * @language zh_CN + */ + _this.offset = new dragonBones.Transform(); + return _this; + } + /** + */ + TransformObject.prototype._onClear = function () { + this.globalTransformMatrix.identity(); + this.global.identity(); + this.offset.identity(); + this.origin = null; + this.userData = null; + this._globalDirty = false; + this._alpha = 1.0; + this._globalAlpha = 1.0; + this._armature = null; // + }; + /** + * - For performance considerations, rotation or scale in the {@link #global} attribute of the bone or slot is not always properly accessible, + * some engines do not rely on these attributes to update rendering, such as Egret. + * The use of this method ensures that the access to the {@link #global} property is correctly rotation or scale. + * @example + *
+         *     bone.updateGlobalTransform();
+         *     let rotation = bone.global.rotation;
+         * 
+ * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 出于性能的考虑,骨骼或插槽的 {@link #global} 属性中的旋转或缩放并不总是正确可访问的,有些引擎并不依赖这些属性更新渲染,比如 Egret。 + * 使用此方法可以保证访问到 {@link #global} 属性中正确的旋转或缩放。 + * @example + *
+         *     bone.updateGlobalTransform();
+         *     let rotation = bone.global.rotation;
+         * 
+ * @version DragonBones 3.0 + * @language zh_CN + */ + TransformObject.prototype.updateGlobalTransform = function () { + if (this._globalDirty) { + this._globalDirty = false; + this.global.fromMatrix(this.globalTransformMatrix); + } + }; + Object.defineProperty(TransformObject.prototype, "armature", { + /** + * - The armature to which it belongs. + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 所属的骨架。 + * @version DragonBones 3.0 + * @language zh_CN + */ + get: function () { + return this._armature; + }, + enumerable: true, + configurable: true + }); + TransformObject._helpMatrix = new dragonBones.Matrix(); + TransformObject._helpTransform = new dragonBones.Transform(); + TransformObject._helpPoint = new dragonBones.Point(); + return TransformObject; + }(dragonBones.BaseObject)); + dragonBones.TransformObject = TransformObject; +})(dragonBones || (dragonBones = {})); +/** + * The MIT License (MIT) + * + * Copyright (c) 2012-2018 DragonBones team and other contributors + * + * Permission is hereby granted, free of charge, to any person obtaining a copy of + * this software and associated documentation files (the "Software"), to deal in + * the Software without restriction, including without limitation the rights to + * use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of + * the Software, and to permit persons to whom the Software is furnished to do so, + * subject to the following conditions: + * + * The above copyright notice and this permission notice shall be included in all + * copies or substantial portions of the Software. + * + * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR + * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS + * FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR + * COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER + * IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN + * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. + */ +var dragonBones; +(function (dragonBones) { + /** + * - Bone is one of the most important logical units in the armature animation system, + * and is responsible for the realization of translate, rotation, scaling in the animations. + * A armature can contain multiple bones. + * @see dragonBones.BoneData + * @see dragonBones.Armature + * @see dragonBones.Slot + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 骨骼在骨骼动画体系中是最重要的逻辑单元之一,负责动画中的平移、旋转、缩放的实现。 + * 一个骨架中可以包含多个骨骼。 + * @see dragonBones.BoneData + * @see dragonBones.Armature + * @see dragonBones.Slot + * @version DragonBones 3.0 + * @language zh_CN + */ + var Bone = /** @class */ (function (_super) { + __extends(Bone, _super); + function Bone() { + var _this = _super !== null && _super.apply(this, arguments) || this; + /** + * @internal + */ + _this.animationPose = new dragonBones.Transform(); + return _this; + } + Bone.toString = function () { + return "[class dragonBones.Bone]"; + }; + Bone.prototype._onClear = function () { + _super.prototype._onClear.call(this); + this.offsetMode = 1 /* Additive */; + this.animationPose.identity(); + this._transformDirty = false; + this._childrenTransformDirty = false; + this._localDirty = true; + this._hasConstraint = false; + this._visible = true; + this._cachedFrameIndex = -1; + this._boneData = null; // + this._parent = null; // + this._cachedFrameIndices = null; + }; + Bone.prototype._updateGlobalTransformMatrix = function (isCache) { + // For typescript. + var boneData = this._boneData; + var global = this.global; + var globalTransformMatrix = this.globalTransformMatrix; + var origin = this.origin; + var offset = this.offset; + var animationPose = this.animationPose; + var parent = this._parent; // + var flipX = this._armature.flipX; + var flipY = this._armature.flipY === dragonBones.DragonBones.yDown; + var inherit = parent !== null; + var rotation = 0.0; + if (this.offsetMode === 1 /* Additive */) { + if (origin !== null) { + // global.copyFrom(this.origin).add(this.offset).add(this.animationPose); + global.x = origin.x + offset.x + animationPose.x; + global.y = origin.y + offset.y + animationPose.y; + global.skew = origin.skew + offset.skew + animationPose.skew; + global.rotation = origin.rotation + offset.rotation + animationPose.rotation; + global.scaleX = origin.scaleX * offset.scaleX * animationPose.scaleX; + global.scaleY = origin.scaleY * offset.scaleY * animationPose.scaleY; + } + else { + global.copyFrom(offset).add(animationPose); + } + } + else if (this.offsetMode === 0 /* None */) { + if (origin !== null) { + global.copyFrom(origin).add(animationPose); + } + else { + global.copyFrom(animationPose); + } + } + else { + inherit = false; + global.copyFrom(offset); + } + if (inherit) { + var isSurface = parent._boneData.type === 1 /* Surface */; + var surfaceBone = isSurface ? parent._bone : null; + var parentMatrix = isSurface ? parent._getGlobalTransformMatrix(global.x, global.y) : parent.globalTransformMatrix; + if (boneData.inheritScale && (!isSurface || surfaceBone !== null)) { + if (isSurface) { + if (boneData.inheritRotation) { + global.rotation += parent.global.rotation; + } + surfaceBone.updateGlobalTransform(); + global.scaleX *= surfaceBone.global.scaleX; + global.scaleY *= surfaceBone.global.scaleY; + parentMatrix.transformPoint(global.x, global.y, global); + global.toMatrix(globalTransformMatrix); + if (boneData.inheritTranslation) { + global.x = globalTransformMatrix.tx; + global.y = globalTransformMatrix.ty; + } + else { + globalTransformMatrix.tx = global.x; + globalTransformMatrix.ty = global.y; + } + } + else { + if (!boneData.inheritRotation) { + parent.updateGlobalTransform(); + if (flipX && flipY) { + rotation = global.rotation - (parent.global.rotation + Math.PI); + } + else if (flipX) { + rotation = global.rotation + parent.global.rotation + Math.PI; + } + else if (flipY) { + rotation = global.rotation + parent.global.rotation; + } + else { + rotation = global.rotation - parent.global.rotation; + } + global.rotation = rotation; + } + global.toMatrix(globalTransformMatrix); + globalTransformMatrix.concat(parentMatrix); + if (boneData.inheritTranslation) { + global.x = globalTransformMatrix.tx; + global.y = globalTransformMatrix.ty; + } + else { + globalTransformMatrix.tx = global.x; + globalTransformMatrix.ty = global.y; + } + if (isCache) { + global.fromMatrix(globalTransformMatrix); + } + else { + this._globalDirty = true; + } + } + } + else { + if (boneData.inheritTranslation) { + var x = global.x; + var y = global.y; + global.x = parentMatrix.a * x + parentMatrix.c * y + parentMatrix.tx; + global.y = parentMatrix.b * x + parentMatrix.d * y + parentMatrix.ty; + } + else { + if (flipX) { + global.x = -global.x; + } + if (flipY) { + global.y = -global.y; + } + } + if (boneData.inheritRotation) { + parent.updateGlobalTransform(); + if (parent.global.scaleX < 0.0) { + rotation = global.rotation + parent.global.rotation + Math.PI; + } + else { + rotation = global.rotation + parent.global.rotation; + } + if (parentMatrix.a * parentMatrix.d - parentMatrix.b * parentMatrix.c < 0.0) { + rotation -= global.rotation * 2.0; + if (flipX !== flipY || boneData.inheritReflection) { + global.skew += Math.PI; + } + } + global.rotation = rotation; + } + else if (flipX || flipY) { + if (flipX && flipY) { + rotation = global.rotation + Math.PI; + } + else { + if (flipX) { + rotation = Math.PI - global.rotation; + } + else { + rotation = -global.rotation; + } + global.skew += Math.PI; + } + global.rotation = rotation; + } + global.toMatrix(globalTransformMatrix); + } + } + else { + if (flipX || flipY) { + if (flipX) { + global.x = -global.x; + } + if (flipY) { + global.y = -global.y; + } + if (flipX && flipY) { + rotation = global.rotation + Math.PI; + } + else { + if (flipX) { + rotation = Math.PI - global.rotation; + } + else { + rotation = -global.rotation; + } + global.skew += Math.PI; + } + global.rotation = rotation; + } + global.toMatrix(globalTransformMatrix); + } + }; + /** + * @internal + */ + Bone.prototype._updateAlpha = function () { + if (this._parent !== null) { + this._globalAlpha = this._alpha * this._parent._globalAlpha; + } + else { + this._globalAlpha = this._alpha * this._armature._globalAlpha; + } + }; + /** + * @internal + */ + Bone.prototype.init = function (boneData, armatureValue) { + if (this._boneData !== null) { + return; + } + this._boneData = boneData; + this._armature = armatureValue; + this._alpha = this._boneData.alpha; + if (this._boneData.parent !== null) { + this._parent = this._armature.getBone(this._boneData.parent.name); + } + this._armature._addBone(this); + // + this.origin = this._boneData.transform; + }; + /** + * @internal + */ + Bone.prototype.update = function (cacheFrameIndex) { + if (cacheFrameIndex >= 0 && this._cachedFrameIndices !== null) { + var cachedFrameIndex = this._cachedFrameIndices[cacheFrameIndex]; + if (cachedFrameIndex >= 0 && this._cachedFrameIndex === cachedFrameIndex) { + this._transformDirty = false; + } + else if (cachedFrameIndex >= 0) { + this._transformDirty = true; + this._cachedFrameIndex = cachedFrameIndex; + } + else { + if (this._hasConstraint) { + for (var _i = 0, _a = this._armature._constraints; _i < _a.length; _i++) { + var constraint = _a[_i]; + if (constraint._root === this) { + constraint.update(); + } + } + } + if (this._transformDirty || + (this._parent !== null && this._parent._childrenTransformDirty)) { + this._transformDirty = true; + this._cachedFrameIndex = -1; + } + else if (this._cachedFrameIndex >= 0) { + this._transformDirty = false; + this._cachedFrameIndices[cacheFrameIndex] = this._cachedFrameIndex; + } + else { + this._transformDirty = true; + this._cachedFrameIndex = -1; + } + } + } + else { + if (this._hasConstraint) { + for (var _b = 0, _c = this._armature._constraints; _b < _c.length; _b++) { + var constraint = _c[_b]; + if (constraint._root === this) { + constraint.update(); + } + } + } + if (this._transformDirty || (this._parent !== null && this._parent._childrenTransformDirty)) { + cacheFrameIndex = -1; + this._transformDirty = true; + this._cachedFrameIndex = -1; + } + } + if (this._transformDirty) { + this._transformDirty = false; + this._childrenTransformDirty = true; + // + if (this._cachedFrameIndex < 0) { + var isCache = cacheFrameIndex >= 0; + if (this._localDirty) { + this._updateGlobalTransformMatrix(isCache); + } + if (isCache && this._cachedFrameIndices !== null) { + this._cachedFrameIndex = this._cachedFrameIndices[cacheFrameIndex] = this._armature._armatureData.setCacheFrame(this.globalTransformMatrix, this.global); + } + } + else { + this._armature._armatureData.getCacheFrame(this.globalTransformMatrix, this.global, this._cachedFrameIndex); + } + // + } + else if (this._childrenTransformDirty) { + this._childrenTransformDirty = false; + } + this._localDirty = true; + }; + /** + * @internal + */ + Bone.prototype.updateByConstraint = function () { + if (this._localDirty) { + this._localDirty = false; + if (this._transformDirty || (this._parent !== null && this._parent._childrenTransformDirty)) { + this._updateGlobalTransformMatrix(true); + } + this._transformDirty = true; + } + }; + /** + * - Forces the bone to update the transform in the next frame. + * When the bone is not animated or its animation state is finished, the bone will not continue to update, + * and when the skeleton must be updated for some reason, the method needs to be called explicitly. + * @example + *
+         *     let bone = armature.getBone("arm");
+         *     bone.offset.scaleX = 2.0;
+         *     bone.invalidUpdate();
+         * 
+ * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 强制骨骼在下一帧更新变换。 + * 当该骨骼没有动画状态或其动画状态播放完成时,骨骼将不在继续更新,而此时由于某些原因必须更新骨骼时,则需要显式调用该方法。 + * @example + *
+         *     let bone = armature.getBone("arm");
+         *     bone.offset.scaleX = 2.0;
+         *     bone.invalidUpdate();
+         * 
+ * @version DragonBones 3.0 + * @language zh_CN + */ + Bone.prototype.invalidUpdate = function () { + this._transformDirty = true; + }; + /** + * - Check whether the bone contains a specific bone. + * @see dragonBones.Bone + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 检查该骨骼是否包含特定的骨骼。 + * @see dragonBones.Bone + * @version DragonBones 3.0 + * @language zh_CN + */ + Bone.prototype.contains = function (value) { + if (value === this) { + return false; + } + var ancestor = value; + while (ancestor !== this && ancestor !== null) { + ancestor = ancestor.parent; + } + return ancestor === this; + }; + Object.defineProperty(Bone.prototype, "boneData", { + /** + * - The bone data. + * @version DragonBones 4.5 + * @language en_US + */ + /** + * - 骨骼数据。 + * @version DragonBones 4.5 + * @language zh_CN + */ + get: function () { + return this._boneData; + }, + enumerable: true, + configurable: true + }); + Object.defineProperty(Bone.prototype, "visible", { + /** + * - The visible of all slots in the bone. + * @default true + * @see dragonBones.Slot#visible + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 此骨骼所有插槽的可见。 + * @default true + * @see dragonBones.Slot#visible + * @version DragonBones 3.0 + * @language zh_CN + */ + get: function () { + return this._visible; + }, + set: function (value) { + if (this._visible === value) { + return; + } + this._visible = value; + for (var _i = 0, _a = this._armature.getSlots(); _i < _a.length; _i++) { + var slot = _a[_i]; + if (slot.parent === this) { + slot._updateVisible(); + } + } + }, + enumerable: true, + configurable: true + }); + Object.defineProperty(Bone.prototype, "name", { + /** + * - The bone name. + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 骨骼名称。 + * @version DragonBones 3.0 + * @language zh_CN + */ + get: function () { + return this._boneData.name; + }, + enumerable: true, + configurable: true + }); + Object.defineProperty(Bone.prototype, "parent", { + /** + * - The parent bone to which it belongs. + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 所属的父骨骼。 + * @version DragonBones 3.0 + * @language zh_CN + */ + get: function () { + return this._parent; + }, + enumerable: true, + configurable: true + }); + return Bone; + }(dragonBones.TransformObject)); + dragonBones.Bone = Bone; +})(dragonBones || (dragonBones = {})); +/** + * The MIT License (MIT) + * + * Copyright (c) 2012-2018 DragonBones team and other contributors + * + * Permission is hereby granted, free of charge, to any person obtaining a copy of + * this software and associated documentation files (the "Software"), to deal in + * the Software without restriction, including without limitation the rights to + * use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of + * the Software, and to permit persons to whom the Software is furnished to do so, + * subject to the following conditions: + * + * The above copyright notice and this permission notice shall be included in all + * copies or substantial portions of the Software. + * + * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR + * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS + * FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR + * COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER + * IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN + * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. + */ +var dragonBones; +(function (dragonBones) { + /** + * @internal + */ + var Surface = /** @class */ (function (_super) { + __extends(Surface, _super); + function Surface() { + var _this = _super !== null && _super.apply(this, arguments) || this; + _this._vertices = []; + _this._deformVertices = []; + /** + * - x1, y1, x2, y2, x3, y3, x4, y4, d1X, d1Y, d2X, d2Y + */ + _this._hullCache = []; + /** + * - Inside [flag, a, b, c, d, tx, ty], Outside [flag, a, b, c, d, tx, ty] + */ + _this._matrixCahce = []; + return _this; + } + Surface.toString = function () { + return "[class dragonBones.Surface]"; + }; + Surface.prototype._onClear = function () { + _super.prototype._onClear.call(this); + this._dX = 0.0; + this._dY = 0.0; + this._k = 0.0; + this._kX = 0.0; + this._kY = 0.0; + this._vertices.length = 0; + this._deformVertices.length = 0; + this._matrixCahce.length = 0; + this._hullCache.length = 0; + this._bone = null; + }; + Surface.prototype._getAffineTransform = function (x, y, lX, lY, aX, aY, bX, bY, cX, cY, transform, matrix, isDown) { + var dabX = bX - aX; + var dabY = bY - aY; + var dacX = cX - aX; + var dacY = cY - aY; + transform.rotation = Math.atan2(dabY, dabX); + transform.skew = Math.atan2(dacY, dacX) - Math.PI * 0.5 - transform.rotation; + if (isDown) { + transform.rotation += Math.PI; + } + transform.scaleX = Math.sqrt(dabX * dabX + dabY * dabY) / lX; + transform.scaleY = Math.sqrt(dacX * dacX + dacY * dacY) / lY; + transform.toMatrix(matrix); + transform.x = matrix.tx = aX - (matrix.a * x + matrix.c * y); + transform.y = matrix.ty = aY - (matrix.b * x + matrix.d * y); + }; + Surface.prototype._updateVertices = function () { + var data = this._armature.armatureData.parent; + var geometry = this._boneData.geometry; + var intArray = data.intArray; + var floatArray = data.floatArray; + var vertexCount = intArray[geometry.offset + 0 /* GeometryVertexCount */]; + var verticesOffset = intArray[geometry.offset + 2 /* GeometryFloatOffset */]; + var vertices = this._vertices; + var animationVertices = this._deformVertices; + if (this._parent !== null) { + if (this._parent._boneData.type === 1 /* Surface */) { + for (var i = 0, l = vertexCount; i < l; ++i) { + var iD = i * 2; + var x = floatArray[verticesOffset + iD] + animationVertices[iD]; + var y = floatArray[verticesOffset + iD + 1] + animationVertices[iD + 1]; + var matrix = this._parent._getGlobalTransformMatrix(x, y); + // + vertices[iD] = matrix.a * x + matrix.c * y + matrix.tx; + vertices[iD + 1] = matrix.b * x + matrix.d * y + matrix.ty; + } + } + else { + var parentMatrix = this._parent.globalTransformMatrix; + for (var i = 0, l = vertexCount; i < l; ++i) { + var iD = i * 2; + var x = floatArray[verticesOffset + iD] + animationVertices[iD]; + var y = floatArray[verticesOffset + iD + 1] + animationVertices[iD + 1]; + // + vertices[iD] = parentMatrix.a * x + parentMatrix.c * y + parentMatrix.tx; + vertices[iD + 1] = parentMatrix.b * x + parentMatrix.d * y + parentMatrix.ty; + } + } + } + else { + for (var i = 0, l = vertexCount; i < l; ++i) { + var iD = i * 2; + vertices[iD] = floatArray[verticesOffset + iD] + animationVertices[iD]; + vertices[iD + 1] = floatArray[verticesOffset + iD + 1] + animationVertices[iD + 1]; + } + } + }; + Surface.prototype._updateGlobalTransformMatrix = function (isCache) { + // tslint:disable-next-line:no-unused-expression + isCache; + var segmentXD = this._boneData.segmentX * 2; + var lastIndex = this._vertices.length - 2; + var lA = 200.0; + // + var raX = this._vertices[0]; + var raY = this._vertices[1]; + var rbX = this._vertices[segmentXD]; + var rbY = this._vertices[segmentXD + 1]; + var rcX = this._vertices[lastIndex]; + var rcY = this._vertices[lastIndex + 1]; + var rdX = this._vertices[lastIndex - segmentXD]; + var rdY = this._vertices[lastIndex - segmentXD + 1]; + // + var dacX = raX + (rcX - raX) * 0.5; + var dacY = raY + (rcY - raY) * 0.5; + var dbdX = rbX + (rdX - rbX) * 0.5; + var dbdY = rbY + (rdY - rbY) * 0.5; + var aX = dacX + (dbdX - dacX) * 0.5; + var aY = dacY + (dbdY - dacY) * 0.5; + var bX = rbX + (rcX - rbX) * 0.5; + var bY = rbY + (rcY - rbY) * 0.5; + var cX = rdX + (rcX - rdX) * 0.5; + var cY = rdY + (rcY - rdY) * 0.5; + // TODO interpolation + this._getAffineTransform(0.0, 0.0, lA, lA, aX, aY, bX, bY, cX, cY, this.global, this.globalTransformMatrix, false); + this._globalDirty = false; + }; + Surface.prototype._getGlobalTransformMatrix = function (x, y) { + var lA = 200.0; + var lB = 1000.0; + if (x < -lB || lB < x || y < -lB || lB < y) { + return this.globalTransformMatrix; + } + var isDown = false; + var surfaceData = this._boneData; + var segmentX = surfaceData.segmentX; + var segmentY = surfaceData.segmentY; + var segmentXD = surfaceData.segmentX * 2; + var dX = this._dX; + var dY = this._dY; + var indexX = Math.floor((x + lA) / dX); // -1 ~ segmentX - 1 + var indexY = Math.floor((y + lA) / dY); // -1 ~ segmentY - 1 + var matrixIndex = 0; + var pX = indexX * dX - lA; + var pY = indexY * dY - lA; + // + var matrices = this._matrixCahce; + var helpMatrix = Surface._helpMatrix; + if (x < -lA) { + if (y < -lA || y >= lA) { + return this.globalTransformMatrix; + } + // Left. + isDown = y > this._kX * (x + lA) + pY; + matrixIndex = ((segmentX * segmentY + segmentX + segmentY + segmentY + indexY) * 2 + (isDown ? 1 : 0)) * 7; + if (matrices[matrixIndex] > 0.0) { + helpMatrix.copyFromArray(matrices, matrixIndex + 1); + } + else { + var vertexIndex = indexY * (segmentXD + 2); + var ddX = this._hullCache[4]; + var ddY = this._hullCache[5]; + var sX = this._hullCache[2] - (segmentY - indexY) * ddX; + var sY = this._hullCache[3] - (segmentY - indexY) * ddY; + var vertices = this._vertices; + if (isDown) { + this._getAffineTransform(-lA, pY + dY, lB - lA, dY, vertices[vertexIndex + segmentXD + 2], vertices[vertexIndex + segmentXD + 3], sX + ddX, sY + ddY, vertices[vertexIndex], vertices[vertexIndex + 1], Surface._helpTransform, helpMatrix, true); + } + else { + this._getAffineTransform(-lB, pY, lB - lA, dY, sX, sY, vertices[vertexIndex], vertices[vertexIndex + 1], sX + ddX, sY + ddY, Surface._helpTransform, helpMatrix, false); + } + matrices[matrixIndex] = 1.0; + matrices[matrixIndex + 1] = helpMatrix.a; + matrices[matrixIndex + 2] = helpMatrix.b; + matrices[matrixIndex + 3] = helpMatrix.c; + matrices[matrixIndex + 4] = helpMatrix.d; + matrices[matrixIndex + 5] = helpMatrix.tx; + matrices[matrixIndex + 6] = helpMatrix.ty; + } + } + else if (x >= lA) { + if (y < -lA || y >= lA) { + return this.globalTransformMatrix; + } + // Right. + isDown = y > this._kX * (x - lB) + pY; + matrixIndex = ((segmentX * segmentY + segmentX + indexY) * 2 + (isDown ? 1 : 0)) * 7; + if (matrices[matrixIndex] > 0.0) { + helpMatrix.copyFromArray(matrices, matrixIndex + 1); + } + else { + var vertexIndex = (indexY + 1) * (segmentXD + 2) - 2; + var ddX = this._hullCache[4]; + var ddY = this._hullCache[5]; + var sX = this._hullCache[0] + indexY * ddX; + var sY = this._hullCache[1] + indexY * ddY; + var vertices = this._vertices; + if (isDown) { + this._getAffineTransform(lB, pY + dY, lB - lA, dY, sX + ddX, sY + ddY, vertices[vertexIndex + segmentXD + 2], vertices[vertexIndex + segmentXD + 3], sX, sY, Surface._helpTransform, helpMatrix, true); + } + else { + this._getAffineTransform(lA, pY, lB - lA, dY, vertices[vertexIndex], vertices[vertexIndex + 1], sX, sY, vertices[vertexIndex + segmentXD + 2], vertices[vertexIndex + segmentXD + 3], Surface._helpTransform, helpMatrix, false); + } + matrices[matrixIndex] = 1.0; + matrices[matrixIndex + 1] = helpMatrix.a; + matrices[matrixIndex + 2] = helpMatrix.b; + matrices[matrixIndex + 3] = helpMatrix.c; + matrices[matrixIndex + 4] = helpMatrix.d; + matrices[matrixIndex + 5] = helpMatrix.tx; + matrices[matrixIndex + 6] = helpMatrix.ty; + } + } + else if (y < -lA) { + if (x < -lA || x >= lA) { + return this.globalTransformMatrix; + } + // Up. + isDown = y > this._kY * (x - pX - dX) - lB; + matrixIndex = ((segmentX * segmentY + indexX) * 2 + (isDown ? 1 : 0)) * 7; + if (matrices[matrixIndex] > 0.0) { + helpMatrix.copyFromArray(matrices, matrixIndex + 1); + } + else { + var vertexIndex = indexX * 2; + var ddX = this._hullCache[10]; + var ddY = this._hullCache[11]; + var sX = this._hullCache[8] + indexX * ddX; + var sY = this._hullCache[9] + indexX * ddY; + var vertices = this._vertices; + if (isDown) { + this._getAffineTransform(pX + dX, -lA, dX, lB - lA, vertices[vertexIndex + 2], vertices[vertexIndex + 3], vertices[vertexIndex], vertices[vertexIndex + 1], sX + ddX, sY + ddY, Surface._helpTransform, helpMatrix, true); + } + else { + this._getAffineTransform(pX, -lB, dX, lB - lA, sX, sY, sX + ddX, sY + ddY, vertices[vertexIndex], vertices[vertexIndex + 1], Surface._helpTransform, helpMatrix, false); + } + matrices[matrixIndex] = 1.0; + matrices[matrixIndex + 1] = helpMatrix.a; + matrices[matrixIndex + 2] = helpMatrix.b; + matrices[matrixIndex + 3] = helpMatrix.c; + matrices[matrixIndex + 4] = helpMatrix.d; + matrices[matrixIndex + 5] = helpMatrix.tx; + matrices[matrixIndex + 6] = helpMatrix.ty; + } + } + else if (y >= lA) { + if (x < -lA || x >= lA) { + return this.globalTransformMatrix; + } + // Down + isDown = y > this._kY * (x - pX - dX) + lA; + matrixIndex = ((segmentX * segmentY + segmentX + segmentY + indexX) * 2 + (isDown ? 1 : 0)) * 7; + if (matrices[matrixIndex] > 0.0) { + helpMatrix.copyFromArray(matrices, matrixIndex + 1); + } + else { + var vertexIndex = segmentY * (segmentXD + 2) + indexX * 2; + var ddX = this._hullCache[10]; + var ddY = this._hullCache[11]; + var sX = this._hullCache[6] - (segmentX - indexX) * ddX; + var sY = this._hullCache[7] - (segmentX - indexX) * ddY; + var vertices = this._vertices; + if (isDown) { + this._getAffineTransform(pX + dX, lB, dX, lB - lA, sX + ddX, sY + ddY, sX, sY, vertices[vertexIndex + 2], vertices[vertexIndex + 3], Surface._helpTransform, helpMatrix, true); + } + else { + this._getAffineTransform(pX, lA, dX, lB - lA, vertices[vertexIndex], vertices[vertexIndex + 1], vertices[vertexIndex + 2], vertices[vertexIndex + 3], sX, sY, Surface._helpTransform, helpMatrix, false); + } + matrices[matrixIndex] = 1.0; + matrices[matrixIndex + 1] = helpMatrix.a; + matrices[matrixIndex + 2] = helpMatrix.b; + matrices[matrixIndex + 3] = helpMatrix.c; + matrices[matrixIndex + 4] = helpMatrix.d; + matrices[matrixIndex + 5] = helpMatrix.tx; + matrices[matrixIndex + 6] = helpMatrix.ty; + } + } + else { + isDown = y > this._k * (x - pX - dX) + pY; + matrixIndex = ((segmentX * indexY + indexX) * 2 + (isDown ? 1 : 0)) * 7; + if (matrices[matrixIndex] > 0.0) { + helpMatrix.copyFromArray(matrices, matrixIndex + 1); + } + else { + var vertexIndex = indexX * 2 + indexY * (segmentXD + 2); + var vertices = this._vertices; + if (isDown) { + this._getAffineTransform(pX + dX, pY + dY, dX, dY, vertices[vertexIndex + segmentXD + 4], vertices[vertexIndex + segmentXD + 5], vertices[vertexIndex + segmentXD + 2], vertices[vertexIndex + segmentXD + 3], vertices[vertexIndex + 2], vertices[vertexIndex + 3], Surface._helpTransform, helpMatrix, true); + } + else { + this._getAffineTransform(pX, pY, dX, dY, vertices[vertexIndex], vertices[vertexIndex + 1], vertices[vertexIndex + 2], vertices[vertexIndex + 3], vertices[vertexIndex + segmentXD + 2], vertices[vertexIndex + segmentXD + 3], Surface._helpTransform, helpMatrix, false); + } + matrices[matrixIndex] = 1.0; + matrices[matrixIndex + 1] = helpMatrix.a; + matrices[matrixIndex + 2] = helpMatrix.b; + matrices[matrixIndex + 3] = helpMatrix.c; + matrices[matrixIndex + 4] = helpMatrix.d; + matrices[matrixIndex + 5] = helpMatrix.tx; + matrices[matrixIndex + 6] = helpMatrix.ty; + } + } + return helpMatrix; + }; + /** + * @internal + * @private + */ + Surface.prototype.init = function (surfaceData, armatureValue) { + if (this._boneData !== null) { + return; + } + _super.prototype.init.call(this, surfaceData, armatureValue); + var segmentX = surfaceData.segmentX; + var segmentY = surfaceData.segmentY; + var vertexCount = this._armature.armatureData.parent.intArray[surfaceData.geometry.offset + 0 /* GeometryVertexCount */]; + var lB = 1000.0; + var lA = 200.0; + // + this._dX = lA * 2.0 / segmentX; + this._dY = lA * 2.0 / segmentY; + this._k = -this._dY / this._dX; + this._kX = -this._dY / (lB - lA); + this._kY = -(lB - lA) / this._dX; + this._vertices.length = vertexCount * 2; + this._deformVertices.length = vertexCount * 2; + this._matrixCahce.length = (segmentX * segmentY + segmentX * 2 + segmentY * 2) * 2 * 7; + this._hullCache.length = 10; + for (var i = 0; i < vertexCount * 2; ++i) { + this._deformVertices[i] = 0.0; + } + if (this._parent !== null) { + if (this._parent.boneData.type === 0 /* Bone */) { + this._bone = this._parent; + } + else { + this._bone = this._parent._bone; + } + } + }; + /** + * @internal + */ + Surface.prototype.update = function (cacheFrameIndex) { + if (cacheFrameIndex >= 0 && this._cachedFrameIndices !== null) { + var cachedFrameIndex = this._cachedFrameIndices[cacheFrameIndex]; + if (cachedFrameIndex >= 0 && this._cachedFrameIndex === cachedFrameIndex) { + this._transformDirty = false; + } + else if (cachedFrameIndex >= 0) { + this._transformDirty = true; + this._cachedFrameIndex = cachedFrameIndex; + } + else { + if (this._hasConstraint) { + for (var _i = 0, _a = this._armature._constraints; _i < _a.length; _i++) { + var constraint = _a[_i]; + if (constraint._root === this) { + constraint.update(); + } + } + } + if (this._transformDirty || + (this._parent !== null && this._parent._childrenTransformDirty)) { + this._transformDirty = true; + this._cachedFrameIndex = -1; + } + else if (this._cachedFrameIndex >= 0) { + this._transformDirty = false; + this._cachedFrameIndices[cacheFrameIndex] = this._cachedFrameIndex; + } + else { + this._transformDirty = true; + this._cachedFrameIndex = -1; + } + } + } + else { + if (this._hasConstraint) { + for (var _b = 0, _c = this._armature._constraints; _b < _c.length; _b++) { + var constraint = _c[_b]; + if (constraint._root === this) { + constraint.update(); + } + } + } + if (this._transformDirty || (this._parent !== null && this._parent._childrenTransformDirty)) { + cacheFrameIndex = -1; + this._transformDirty = true; + this._cachedFrameIndex = -1; + } + } + if (this._transformDirty) { + this._transformDirty = false; + this._childrenTransformDirty = true; + // + for (var i = 0, l = this._matrixCahce.length; i < l; i += 7) { + this._matrixCahce[i] = -1.0; + } + // + this._updateVertices(); + // + if (this._cachedFrameIndex < 0) { + var isCache = cacheFrameIndex >= 0; + if (this._localDirty) { + this._updateGlobalTransformMatrix(isCache); + } + if (isCache && this._cachedFrameIndices !== null) { + this._cachedFrameIndex = this._cachedFrameIndices[cacheFrameIndex] = this._armature._armatureData.setCacheFrame(this.globalTransformMatrix, this.global); + } + } + else { + this._armature._armatureData.getCacheFrame(this.globalTransformMatrix, this.global, this._cachedFrameIndex); + } + // Update hull vertices. + var lB = 1000.0; + var lA = 200.0; + var ddX = 2 * this.global.x; + var ddY = 2 * this.global.y; + // + var helpPoint = Surface._helpPoint; + this.globalTransformMatrix.transformPoint(lB, -lA, helpPoint); + this._hullCache[0] = helpPoint.x; + this._hullCache[1] = helpPoint.y; + this._hullCache[2] = ddX - helpPoint.x; + this._hullCache[3] = ddY - helpPoint.y; + this.globalTransformMatrix.transformPoint(0.0, this._dY, helpPoint, true); + this._hullCache[4] = helpPoint.x; + this._hullCache[5] = helpPoint.y; + // + this.globalTransformMatrix.transformPoint(lA, lB, helpPoint); + this._hullCache[6] = helpPoint.x; + this._hullCache[7] = helpPoint.y; + this._hullCache[8] = ddX - helpPoint.x; + this._hullCache[9] = ddY - helpPoint.y; + this.globalTransformMatrix.transformPoint(this._dX, 0.0, helpPoint, true); + this._hullCache[10] = helpPoint.x; + this._hullCache[11] = helpPoint.y; + } + else if (this._childrenTransformDirty) { + this._childrenTransformDirty = false; + } + this._localDirty = true; + }; + return Surface; + }(dragonBones.Bone)); + dragonBones.Surface = Surface; +})(dragonBones || (dragonBones = {})); +/** + * The MIT License (MIT) + * + * Copyright (c) 2012-2018 DragonBones team and other contributors + * + * Permission is hereby granted, free of charge, to any person obtaining a copy of + * this software and associated documentation files (the "Software"), to deal in + * the Software without restriction, including without limitation the rights to + * use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of + * the Software, and to permit persons to whom the Software is furnished to do so, + * subject to the following conditions: + * + * The above copyright notice and this permission notice shall be included in all + * copies or substantial portions of the Software. + * + * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR + * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS + * FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR + * COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER + * IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN + * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. + */ +var dragonBones; +(function (dragonBones) { + /** + * @private + */ + var DisplayFrame = /** @class */ (function (_super) { + __extends(DisplayFrame, _super); + function DisplayFrame() { + var _this = _super !== null && _super.apply(this, arguments) || this; + _this.deformVertices = []; + return _this; + } + DisplayFrame.toString = function () { + return "[class dragonBones.DisplayFrame]"; + }; + DisplayFrame.prototype._onClear = function () { + this.rawDisplayData = null; + this.displayData = null; + this.textureData = null; + this.display = null; + this.deformVertices.length = 0; + }; + DisplayFrame.prototype.updateDeformVertices = function () { + if (this.rawDisplayData === null || this.deformVertices.length !== 0) { + return; + } + var rawGeometryData; + if (this.rawDisplayData.type === 2 /* Mesh */) { + rawGeometryData = this.rawDisplayData.geometry; + } + else if (this.rawDisplayData.type === 4 /* Path */) { + rawGeometryData = this.rawDisplayData.geometry; + } + else { + return; + } + var vertexCount = 0; + if (rawGeometryData.weight !== null) { + vertexCount = rawGeometryData.weight.count * 2; + } + else { + vertexCount = rawGeometryData.data.intArray[rawGeometryData.offset + 0 /* GeometryVertexCount */] * 2; + } + this.deformVertices.length = vertexCount; + for (var i = 0, l = this.deformVertices.length; i < l; ++i) { + this.deformVertices[i] = 0.0; + } + }; + DisplayFrame.prototype.getGeometryData = function () { + if (this.displayData !== null) { + if (this.displayData.type === 2 /* Mesh */) { + return this.displayData.geometry; + } + if (this.displayData.type === 4 /* Path */) { + return this.displayData.geometry; + } + } + if (this.rawDisplayData !== null) { + if (this.rawDisplayData.type === 2 /* Mesh */) { + return this.rawDisplayData.geometry; + } + if (this.rawDisplayData.type === 4 /* Path */) { + return this.rawDisplayData.geometry; + } + } + return null; + }; + DisplayFrame.prototype.getBoundingBox = function () { + if (this.displayData !== null && this.displayData.type === 3 /* BoundingBox */) { + return this.displayData.boundingBox; + } + if (this.rawDisplayData !== null && this.rawDisplayData.type === 3 /* BoundingBox */) { + return this.rawDisplayData.boundingBox; + } + return null; + }; + DisplayFrame.prototype.getTextureData = function () { + if (this.displayData !== null) { + if (this.displayData.type === 0 /* Image */) { + return this.displayData.texture; + } + if (this.displayData.type === 2 /* Mesh */) { + return this.displayData.texture; + } + } + if (this.textureData !== null) { + return this.textureData; + } + if (this.rawDisplayData !== null) { + if (this.rawDisplayData.type === 0 /* Image */) { + return this.rawDisplayData.texture; + } + if (this.rawDisplayData.type === 2 /* Mesh */) { + return this.rawDisplayData.texture; + } + } + return null; + }; + return DisplayFrame; + }(dragonBones.BaseObject)); + dragonBones.DisplayFrame = DisplayFrame; + /** + * - The slot attached to the armature, controls the display status and properties of the display object. + * A bone can contain multiple slots. + * A slot can contain multiple display objects, displaying only one of the display objects at a time, + * but you can toggle the display object into frame animation while the animation is playing. + * The display object can be a normal texture, or it can be a display of a child armature, a grid display object, + * and a custom other display object. + * @see dragonBones.Armature + * @see dragonBones.Bone + * @see dragonBones.SlotData + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 插槽附着在骨骼上,控制显示对象的显示状态和属性。 + * 一个骨骼上可以包含多个插槽。 + * 一个插槽中可以包含多个显示对象,同一时间只能显示其中的一个显示对象,但可以在动画播放的过程中切换显示对象实现帧动画。 + * 显示对象可以是普通的图片纹理,也可以是子骨架的显示容器,网格显示对象,还可以是自定义的其他显示对象。 + * @see dragonBones.Armature + * @see dragonBones.Bone + * @see dragonBones.SlotData + * @version DragonBones 3.0 + * @language zh_CN + */ + var Slot = /** @class */ (function (_super) { + __extends(Slot, _super); + function Slot() { + var _this = _super !== null && _super.apply(this, arguments) || this; + _this._localMatrix = new dragonBones.Matrix(); + /** + * @internal + */ + _this._colorTransform = new dragonBones.ColorTransform(); + /** + * @internal + */ + _this._displayFrames = []; + /** + * @internal + */ + _this._geometryBones = []; + _this._rawDisplay = null; // Initial value. + _this._meshDisplay = null; // Initial value. + _this._display = null; + return _this; + } + Slot.prototype._onClear = function () { + _super.prototype._onClear.call(this); + var disposeDisplayList = []; + for (var _i = 0, _a = this._displayFrames; _i < _a.length; _i++) { + var dispayFrame = _a[_i]; + var display = dispayFrame.display; + if (display !== this._rawDisplay && display !== this._meshDisplay && + disposeDisplayList.indexOf(display) < 0) { + disposeDisplayList.push(display); + } + dispayFrame.returnToPool(); + } + for (var _b = 0, disposeDisplayList_1 = disposeDisplayList; _b < disposeDisplayList_1.length; _b++) { + var eachDisplay = disposeDisplayList_1[_b]; + if (eachDisplay instanceof dragonBones.Armature) { + eachDisplay.dispose(); + } + else { + this._disposeDisplay(eachDisplay, true); + } + } + if (this._meshDisplay !== null && this._meshDisplay !== this._rawDisplay) { + this._disposeDisplay(this._meshDisplay, false); + } + if (this._rawDisplay !== null) { + this._disposeDisplay(this._rawDisplay, false); + } + this.displayController = null; + this._displayDataDirty = false; + this._displayDirty = false; + this._geometryDirty = false; + this._textureDirty = false; + this._visibleDirty = false; + this._blendModeDirty = false; + this._zOrderDirty = false; + this._colorDirty = false; + this._verticesDirty = false; + this._transformDirty = false; + this._visible = true; + this._blendMode = 0 /* Normal */; + this._displayIndex = -1; + this._animationDisplayIndex = -1; + this._zOrder = 0; + this._zIndex = 0; + this._cachedFrameIndex = -1; + this._pivotX = 0.0; + this._pivotY = 0.0; + this._localMatrix.identity(); + this._colorTransform.identity(); + this._displayFrames.length = 0; + this._geometryBones.length = 0; + this._slotData = null; // + this._displayFrame = null; + this._geometryData = null; + this._boundingBoxData = null; + this._textureData = null; + this._rawDisplay = null; + this._meshDisplay = null; + this._display = null; + this._childArmature = null; + this._parent = null; // + this._cachedFrameIndices = null; + }; + Slot.prototype._hasDisplay = function (display) { + for (var _i = 0, _a = this._displayFrames; _i < _a.length; _i++) { + var displayFrame = _a[_i]; + if (displayFrame.display === display) { + return true; + } + } + return false; + }; + /** + * @internal + */ + Slot.prototype._isBonesUpdate = function () { + for (var _i = 0, _a = this._geometryBones; _i < _a.length; _i++) { + var bone = _a[_i]; + if (bone !== null && bone._childrenTransformDirty) { + return true; + } + } + return false; + }; + /** + * @internal + */ + Slot.prototype._updateAlpha = function () { + var globalAlpha = this._alpha * this._parent._globalAlpha; + if (this._globalAlpha !== globalAlpha) { + this._globalAlpha = globalAlpha; + this._colorDirty = true; + } + }; + Slot.prototype._updateDisplayData = function () { + var prevDisplayFrame = this._displayFrame; + var prevGeometryData = this._geometryData; + var prevTextureData = this._textureData; + var rawDisplayData = null; + var displayData = null; + this._displayFrame = null; + this._geometryData = null; + this._boundingBoxData = null; + this._textureData = null; + if (this._displayIndex >= 0 && this._displayIndex < this._displayFrames.length) { + this._displayFrame = this._displayFrames[this._displayIndex]; + rawDisplayData = this._displayFrame.rawDisplayData; + displayData = this._displayFrame.displayData; + this._geometryData = this._displayFrame.getGeometryData(); + this._boundingBoxData = this._displayFrame.getBoundingBox(); + this._textureData = this._displayFrame.getTextureData(); + } + if (this._displayFrame !== prevDisplayFrame || + this._geometryData !== prevGeometryData || this._textureData !== prevTextureData) { + // Update pivot offset. + if (this._geometryData === null && this._textureData !== null) { + var imageDisplayData = ((displayData !== null && displayData.type === 0 /* Image */) ? displayData : rawDisplayData); // + var scale = this._textureData.parent.scale * this._armature._armatureData.scale; + var frame = this._textureData.frame; + this._pivotX = imageDisplayData.pivot.x; + this._pivotY = imageDisplayData.pivot.y; + var rect = frame !== null ? frame : this._textureData.region; + var width = rect.width; + var height = rect.height; + if (this._textureData.rotated && frame === null) { + width = rect.height; + height = rect.width; + } + this._pivotX *= width * scale; + this._pivotY *= height * scale; + if (frame !== null) { + this._pivotX += frame.x * scale; + this._pivotY += frame.y * scale; + } + // Update replace pivot. TODO + if (rawDisplayData !== null && imageDisplayData !== rawDisplayData) { + rawDisplayData.transform.toMatrix(Slot._helpMatrix); + Slot._helpMatrix.invert(); + Slot._helpMatrix.transformPoint(0.0, 0.0, Slot._helpPoint); + this._pivotX -= Slot._helpPoint.x; + this._pivotY -= Slot._helpPoint.y; + imageDisplayData.transform.toMatrix(Slot._helpMatrix); + Slot._helpMatrix.invert(); + Slot._helpMatrix.transformPoint(0.0, 0.0, Slot._helpPoint); + this._pivotX += Slot._helpPoint.x; + this._pivotY += Slot._helpPoint.y; + } + if (!dragonBones.DragonBones.yDown) { + this._pivotY = (this._textureData.rotated ? this._textureData.region.width : this._textureData.region.height) * scale - this._pivotY; + } + } + else { + this._pivotX = 0.0; + this._pivotY = 0.0; + } + // Update original transform. + if (rawDisplayData !== null) { + this.origin = rawDisplayData.transform; + } + else if (displayData !== null) { + this.origin = displayData.transform; + } + else { + this.origin = null; + } + // TODO remove slot offset. + if (this.origin !== null) { + this.global.copyFrom(this.origin).add(this.offset).toMatrix(this._localMatrix); + } + else { + this.global.copyFrom(this.offset).toMatrix(this._localMatrix); + } + // Update geometry. + if (this._geometryData !== prevGeometryData) { + this._geometryDirty = true; + this._verticesDirty = true; + if (this._geometryData !== null) { + this._geometryBones.length = 0; + if (this._geometryData.weight !== null) { + for (var i = 0, l = this._geometryData.weight.bones.length; i < l; ++i) { + var bone = this._armature.getBone(this._geometryData.weight.bones[i].name); + this._geometryBones.push(bone); + } + } + } + else { + this._geometryBones.length = 0; + this._geometryData = null; + } + } + this._textureDirty = this._textureData !== prevTextureData; + this._transformDirty = true; + } + }; + Slot.prototype._updateDisplay = function () { + var prevDisplay = this._display !== null ? this._display : this._rawDisplay; + var prevChildArmature = this._childArmature; + // Update display and child armature. + if (this._displayFrame !== null) { + this._display = this._displayFrame.display; + if (this._display !== null && this._display instanceof dragonBones.Armature) { + this._childArmature = this._display; + this._display = this._childArmature.display; + } + else { + this._childArmature = null; + } + } + else { + this._display = null; + this._childArmature = null; + } + // Update display. + var currentDisplay = this._display !== null ? this._display : this._rawDisplay; + if (currentDisplay !== prevDisplay) { + this._textureDirty = true; + this._visibleDirty = true; + this._blendModeDirty = true; + // this._zOrderDirty = true; + this._colorDirty = true; + this._transformDirty = true; + this._onUpdateDisplay(); + this._replaceDisplay(prevDisplay); + } + // Update child armature. + if (this._childArmature !== prevChildArmature) { + if (prevChildArmature !== null) { + prevChildArmature._parent = null; // Update child armature parent. + prevChildArmature.clock = null; + if (prevChildArmature.inheritAnimation) { + prevChildArmature.animation.reset(); + } + } + if (this._childArmature !== null) { + this._childArmature._parent = this; // Update child armature parent. + this._childArmature.clock = this._armature.clock; + if (this._childArmature.inheritAnimation) { + if (this._childArmature.cacheFrameRate === 0) { + var cacheFrameRate = this._armature.cacheFrameRate; + if (cacheFrameRate !== 0) { + this._childArmature.cacheFrameRate = cacheFrameRate; + } + } + // Child armature action. + if (this._displayFrame !== null) { + var actions = null; + var displayData = this._displayFrame.displayData !== null ? this._displayFrame.displayData : this._displayFrame.rawDisplayData; + if (displayData !== null && displayData.type === 1 /* Armature */) { + actions = displayData.actions; + } + if (actions !== null && actions.length > 0) { + for (var _i = 0, actions_1 = actions; _i < actions_1.length; _i++) { + var action = actions_1[_i]; + var eventObject = dragonBones.BaseObject.borrowObject(dragonBones.EventObject); + dragonBones.EventObject.actionDataToInstance(action, eventObject, this._armature); + eventObject.slot = this; + this._armature._bufferAction(eventObject, false); + } + } + else { + this._childArmature.animation.play(); + } + } + } + } + } + }; + Slot.prototype._updateGlobalTransformMatrix = function (isCache) { + var parentMatrix = this._parent._boneData.type === 0 /* Bone */ ? this._parent.globalTransformMatrix : this._parent._getGlobalTransformMatrix(this.global.x, this.global.y); + this.globalTransformMatrix.copyFrom(this._localMatrix); + this.globalTransformMatrix.concat(parentMatrix); + if (isCache) { + this.global.fromMatrix(this.globalTransformMatrix); + } + else { + this._globalDirty = true; + } + }; + /** + * @internal + */ + Slot.prototype._setDisplayIndex = function (value, isAnimation) { + if (isAnimation === void 0) { isAnimation = false; } + if (isAnimation) { + if (this._animationDisplayIndex === value) { + return; + } + this._animationDisplayIndex = value; + } + if (this._displayIndex === value) { + return; + } + this._displayIndex = value < this._displayFrames.length ? value : this._displayFrames.length - 1; + this._displayDataDirty = true; + this._displayDirty = this._displayIndex < 0 || this._display !== this._displayFrames[this._displayIndex].display; + }; + /** + * @internal + */ + Slot.prototype._setZOrder = function (value) { + if (this._zOrder === value) { + // return false; + } + this._zOrder = value; + this._zOrderDirty = true; + return this._zOrderDirty; + }; + /** + * @internal + */ + Slot.prototype._setColor = function (value) { + this._colorTransform.copyFrom(value); + return this._colorDirty = true; + }; + /** + * @internal + */ + Slot.prototype.init = function (slotData, armatureValue, rawDisplay, meshDisplay) { + if (this._slotData !== null) { + return; + } + this._slotData = slotData; + this._colorDirty = true; // + this._blendModeDirty = true; // + this._blendMode = this._slotData.blendMode; + this._zOrder = this._slotData.zOrder; + this._zIndex = this._slotData.zIndex; + this._alpha = this._slotData.alpha; + this._colorTransform.copyFrom(this._slotData.color); + this._rawDisplay = rawDisplay; + this._meshDisplay = meshDisplay; + // + this._armature = armatureValue; + var slotParent = this._armature.getBone(this._slotData.parent.name); + if (slotParent !== null) { + this._parent = slotParent; + } + else { + // Never; + } + this._armature._addSlot(this); + // + this._initDisplay(this._rawDisplay, false); + if (this._rawDisplay !== this._meshDisplay) { + this._initDisplay(this._meshDisplay, false); + } + this._onUpdateDisplay(); + this._addDisplay(); + }; + /** + * @internal + */ + Slot.prototype.update = function (cacheFrameIndex) { + if (this._displayDataDirty) { + this._updateDisplayData(); + this._displayDataDirty = false; + } + if (this._displayDirty) { + this._updateDisplay(); + this._displayDirty = false; + } + if (this._geometryDirty || this._textureDirty) { + if (this._display === null || this._display === this._rawDisplay || this._display === this._meshDisplay) { + this._updateFrame(); + } + this._geometryDirty = false; + this._textureDirty = false; + } + if (this._display === null) { + return; + } + if (this._visibleDirty) { + this._updateVisible(); + this._visibleDirty = false; + } + if (this._blendModeDirty) { + this._updateBlendMode(); + this._blendModeDirty = false; + } + if (this._colorDirty) { + this._updateColor(); + this._colorDirty = false; + } + if (this._zOrderDirty) { + this._updateZOrder(); + this._zOrderDirty = false; + } + if (this._geometryData !== null && this._display === this._meshDisplay) { + var isSkinned = this._geometryData.weight !== null; + var isSurface = this._parent._boneData.type !== 0 /* Bone */; + if (this._verticesDirty || + (isSkinned && this._isBonesUpdate()) || + (isSurface && this._parent._childrenTransformDirty)) { + this._updateMesh(); + this._verticesDirty = false; + } + if (isSkinned || isSurface) { + return; + } + } + if (cacheFrameIndex >= 0 && this._cachedFrameIndices !== null) { + var cachedFrameIndex = this._cachedFrameIndices[cacheFrameIndex]; + if (cachedFrameIndex >= 0 && this._cachedFrameIndex === cachedFrameIndex) { + this._transformDirty = false; + } + else if (cachedFrameIndex >= 0) { + this._transformDirty = true; + this._cachedFrameIndex = cachedFrameIndex; + } + else if (this._transformDirty || this._parent._childrenTransformDirty) { + this._transformDirty = true; + this._cachedFrameIndex = -1; + } + else if (this._cachedFrameIndex >= 0) { + this._transformDirty = false; + this._cachedFrameIndices[cacheFrameIndex] = this._cachedFrameIndex; + } + else { + this._transformDirty = true; + this._cachedFrameIndex = -1; + } + } + else if (this._transformDirty || this._parent._childrenTransformDirty) { + cacheFrameIndex = -1; + this._transformDirty = true; + this._cachedFrameIndex = -1; + } + if (this._transformDirty) { + if (this._cachedFrameIndex < 0) { + var isCache = cacheFrameIndex >= 0; + this._updateGlobalTransformMatrix(isCache); + if (isCache && this._cachedFrameIndices !== null) { + this._cachedFrameIndex = this._cachedFrameIndices[cacheFrameIndex] = this._armature._armatureData.setCacheFrame(this.globalTransformMatrix, this.global); + } + } + else { + this._armature._armatureData.getCacheFrame(this.globalTransformMatrix, this.global, this._cachedFrameIndex); + } + this._updateTransform(); + this._transformDirty = false; + } + }; + /** + * - Forces the slot to update the state of the display object in the next frame. + * @version DragonBones 4.5 + * @language en_US + */ + /** + * - 强制插槽在下一帧更新显示对象的状态。 + * @version DragonBones 4.5 + * @language zh_CN + */ + Slot.prototype.invalidUpdate = function () { + this._displayDataDirty = true; + this._displayDirty = true; + // + this._transformDirty = true; + }; + /** + * @private + */ + Slot.prototype.updateTransformAndMatrix = function () { + if (this._transformDirty) { + this._updateGlobalTransformMatrix(false); + this._transformDirty = false; + } + }; + /** + * @private + */ + Slot.prototype.replaceRawDisplayData = function (displayData, index) { + if (index === void 0) { index = -1; } + if (index < 0) { + index = this._displayIndex < 0 ? 0 : this._displayIndex; + } + else if (index >= this._displayFrames.length) { + return; + } + var displayFrame = this._displayFrames[index]; + if (displayFrame.rawDisplayData !== displayData) { + displayFrame.deformVertices.length = 0; + displayFrame.rawDisplayData = displayData; + if (displayFrame.rawDisplayData === null) { + var defaultSkin = this._armature._armatureData.defaultSkin; + if (defaultSkin !== null) { + var defaultRawDisplayDatas = defaultSkin.getDisplays(this._slotData.name); + if (defaultRawDisplayDatas !== null && index < defaultRawDisplayDatas.length) { + displayFrame.rawDisplayData = defaultRawDisplayDatas[index]; + } + } + } + if (index === this._displayIndex) { + this._displayDataDirty = true; + } + } + }; + /** + * @private + */ + Slot.prototype.replaceDisplayData = function (displayData, index) { + if (index === void 0) { index = -1; } + if (index < 0) { + index = this._displayIndex < 0 ? 0 : this._displayIndex; + } + else if (index >= this._displayFrames.length) { + return; + } + var displayFrame = this._displayFrames[index]; + if (displayFrame.displayData !== displayData && displayFrame.rawDisplayData !== displayData) { + displayFrame.displayData = displayData; + if (index === this._displayIndex) { + this._displayDataDirty = true; + } + } + }; + /** + * @private + */ + Slot.prototype.replaceTextureData = function (textureData, index) { + if (index === void 0) { index = -1; } + if (index < 0) { + index = this._displayIndex < 0 ? 0 : this._displayIndex; + } + else if (index >= this._displayFrames.length) { + return; + } + var displayFrame = this._displayFrames[index]; + if (displayFrame.textureData !== textureData) { + displayFrame.textureData = textureData; + if (index === this._displayIndex) { + this._displayDataDirty = true; + } + } + }; + /** + * @private + */ + Slot.prototype.replaceDisplay = function (value, index) { + if (index === void 0) { index = -1; } + if (index < 0) { + index = this._displayIndex < 0 ? 0 : this._displayIndex; + } + else if (index >= this._displayFrames.length) { + return; + } + var displayFrame = this._displayFrames[index]; + if (displayFrame.display !== value) { + var prevDisplay = displayFrame.display; + displayFrame.display = value; + if (prevDisplay !== null && + prevDisplay !== this._rawDisplay && prevDisplay !== this._meshDisplay && + !this._hasDisplay(prevDisplay)) { + if (prevDisplay instanceof dragonBones.Armature) { + // (eachDisplay as Armature).dispose(); + } + else { + this._disposeDisplay(prevDisplay, true); + } + } + if (value !== null && + value !== this._rawDisplay && value !== this._meshDisplay && + !this._hasDisplay(prevDisplay) && + !(value instanceof dragonBones.Armature)) { + this._initDisplay(value, true); + } + if (index === this._displayIndex) { + this._displayDirty = true; + } + } + }; + /** + * - Check whether a specific point is inside a custom bounding box in the slot. + * The coordinate system of the point is the inner coordinate system of the armature. + * Custom bounding boxes need to be customized in Dragonbones Pro. + * @param x - The horizontal coordinate of the point. + * @param y - The vertical coordinate of the point. + * @version DragonBones 5.0 + * @language en_US + */ + /** + * - 检查特定点是否在插槽的自定义边界框内。 + * 点的坐标系为骨架内坐标系。 + * 自定义边界框需要在 DragonBones Pro 中自定义。 + * @param x - 点的水平坐标。 + * @param y - 点的垂直坐标。 + * @version DragonBones 5.0 + * @language zh_CN + */ + Slot.prototype.containsPoint = function (x, y) { + if (this._boundingBoxData === null) { + return false; + } + this.updateTransformAndMatrix(); + Slot._helpMatrix.copyFrom(this.globalTransformMatrix); + Slot._helpMatrix.invert(); + Slot._helpMatrix.transformPoint(x, y, Slot._helpPoint); + return this._boundingBoxData.containsPoint(Slot._helpPoint.x, Slot._helpPoint.y); + }; + /** + * - Check whether a specific segment intersects a custom bounding box for the slot. + * The coordinate system of the segment and intersection is the inner coordinate system of the armature. + * Custom bounding boxes need to be customized in Dragonbones Pro. + * @param xA - The horizontal coordinate of the beginning of the segment. + * @param yA - The vertical coordinate of the beginning of the segment. + * @param xB - The horizontal coordinate of the end point of the segment. + * @param yB - The vertical coordinate of the end point of the segment. + * @param intersectionPointA - The first intersection at which a line segment intersects the bounding box from the beginning to the end. (If not set, the intersection point will not calculated) + * @param intersectionPointB - The first intersection at which a line segment intersects the bounding box from the end to the beginning. (If not set, the intersection point will not calculated) + * @param normalRadians - The normal radians of the tangent of the intersection boundary box. [x: Normal radian of the first intersection tangent, y: Normal radian of the second intersection tangent] (If not set, the normal will not calculated) + * @returns Intersection situation. [1: Disjoint and segments within the bounding box, 0: Disjoint, 1: Intersecting and having a nodal point and ending in the bounding box, 2: Intersecting and having a nodal point and starting at the bounding box, 3: Intersecting and having two intersections, N: Intersecting and having N intersections] + * @version DragonBones 5.0 + * @language en_US + */ + /** + * - 检查特定线段是否与插槽的自定义边界框相交。 + * 线段和交点的坐标系均为骨架内坐标系。 + * 自定义边界框需要在 DragonBones Pro 中自定义。 + * @param xA - 线段起点的水平坐标。 + * @param yA - 线段起点的垂直坐标。 + * @param xB - 线段终点的水平坐标。 + * @param yB - 线段终点的垂直坐标。 + * @param intersectionPointA - 线段从起点到终点与边界框相交的第一个交点。 (如果未设置,则不计算交点) + * @param intersectionPointB - 线段从终点到起点与边界框相交的第一个交点。 (如果未设置,则不计算交点) + * @param normalRadians - 交点边界框切线的法线弧度。 [x: 第一个交点切线的法线弧度, y: 第二个交点切线的法线弧度] (如果未设置,则不计算法线) + * @returns 相交的情况。 [-1: 不相交且线段在包围盒内, 0: 不相交, 1: 相交且有一个交点且终点在包围盒内, 2: 相交且有一个交点且起点在包围盒内, 3: 相交且有两个交点, N: 相交且有 N 个交点] + * @version DragonBones 5.0 + * @language zh_CN + */ + Slot.prototype.intersectsSegment = function (xA, yA, xB, yB, intersectionPointA, intersectionPointB, normalRadians) { + if (intersectionPointA === void 0) { intersectionPointA = null; } + if (intersectionPointB === void 0) { intersectionPointB = null; } + if (normalRadians === void 0) { normalRadians = null; } + if (this._boundingBoxData === null) { + return 0; + } + this.updateTransformAndMatrix(); + Slot._helpMatrix.copyFrom(this.globalTransformMatrix); + Slot._helpMatrix.invert(); + Slot._helpMatrix.transformPoint(xA, yA, Slot._helpPoint); + xA = Slot._helpPoint.x; + yA = Slot._helpPoint.y; + Slot._helpMatrix.transformPoint(xB, yB, Slot._helpPoint); + xB = Slot._helpPoint.x; + yB = Slot._helpPoint.y; + var intersectionCount = this._boundingBoxData.intersectsSegment(xA, yA, xB, yB, intersectionPointA, intersectionPointB, normalRadians); + if (intersectionCount > 0) { + if (intersectionCount === 1 || intersectionCount === 2) { + if (intersectionPointA !== null) { + this.globalTransformMatrix.transformPoint(intersectionPointA.x, intersectionPointA.y, intersectionPointA); + if (intersectionPointB !== null) { + intersectionPointB.x = intersectionPointA.x; + intersectionPointB.y = intersectionPointA.y; + } + } + else if (intersectionPointB !== null) { + this.globalTransformMatrix.transformPoint(intersectionPointB.x, intersectionPointB.y, intersectionPointB); + } + } + else { + if (intersectionPointA !== null) { + this.globalTransformMatrix.transformPoint(intersectionPointA.x, intersectionPointA.y, intersectionPointA); + } + if (intersectionPointB !== null) { + this.globalTransformMatrix.transformPoint(intersectionPointB.x, intersectionPointB.y, intersectionPointB); + } + } + if (normalRadians !== null) { + this.globalTransformMatrix.transformPoint(Math.cos(normalRadians.x), Math.sin(normalRadians.x), Slot._helpPoint, true); + normalRadians.x = Math.atan2(Slot._helpPoint.y, Slot._helpPoint.x); + this.globalTransformMatrix.transformPoint(Math.cos(normalRadians.y), Math.sin(normalRadians.y), Slot._helpPoint, true); + normalRadians.y = Math.atan2(Slot._helpPoint.y, Slot._helpPoint.x); + } + } + return intersectionCount; + }; + /** + * @private + */ + Slot.prototype.getDisplayFrameAt = function (index) { + return this._displayFrames[index]; + }; + Object.defineProperty(Slot.prototype, "visible", { + /** + * - The visible of slot's display object. + * @default true + * @version DragonBones 5.6 + * @language en_US + */ + /** + * - 插槽的显示对象的可见。 + * @default true + * @version DragonBones 5.6 + * @language zh_CN + */ + get: function () { + return this._visible; + }, + set: function (value) { + if (this._visible === value) { + return; + } + this._visible = value; + this._updateVisible(); + }, + enumerable: true, + configurable: true + }); + Object.defineProperty(Slot.prototype, "displayFrameCount", { + /** + * @private + */ + get: function () { + return this._displayFrames.length; + }, + set: function (value) { + var prevCount = this._displayFrames.length; + if (prevCount < value) { + this._displayFrames.length = value; + for (var i = prevCount; i < value; ++i) { + this._displayFrames[i] = dragonBones.BaseObject.borrowObject(DisplayFrame); + } + } + else if (prevCount > value) { + for (var i = prevCount - 1; i < value; --i) { + this.replaceDisplay(null, i); + this._displayFrames[i].returnToPool(); + } + this._displayFrames.length = value; + } + }, + enumerable: true, + configurable: true + }); + Object.defineProperty(Slot.prototype, "displayIndex", { + /** + * - The index of the display object displayed in the display list. + * @example + *
+             *     let slot = armature.getSlot("weapon");
+             *     slot.displayIndex = 3;
+             *     slot.displayController = "none";
+             * 
+ * @version DragonBones 4.5 + * @language en_US + */ + /** + * - 此时显示的显示对象在显示列表中的索引。 + * @example + *
+             *     let slot = armature.getSlot("weapon");
+             *     slot.displayIndex = 3;
+             *     slot.displayController = "none";
+             * 
+ * @version DragonBones 4.5 + * @language zh_CN + */ + get: function () { + return this._displayIndex; + }, + set: function (value) { + this._setDisplayIndex(value); + this.update(-1); + }, + enumerable: true, + configurable: true + }); + Object.defineProperty(Slot.prototype, "name", { + /** + * - The slot name. + * @see dragonBones.SlotData#name + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 插槽名称。 + * @see dragonBones.SlotData#name + * @version DragonBones 3.0 + * @language zh_CN + */ + get: function () { + return this._slotData.name; + }, + enumerable: true, + configurable: true + }); + Object.defineProperty(Slot.prototype, "displayList", { + /** + * - Contains a display list of display objects or child armatures. + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 包含显示对象或子骨架的显示列表。 + * @version DragonBones 3.0 + * @language zh_CN + */ + get: function () { + var displays = new Array(); + for (var _i = 0, _a = this._displayFrames; _i < _a.length; _i++) { + var displayFrame = _a[_i]; + displays.push(displayFrame.display); + } + return displays; + }, + set: function (value) { + this.displayFrameCount = value.length; + var index = 0; + for (var _i = 0, value_1 = value; _i < value_1.length; _i++) { + var eachDisplay = value_1[_i]; + this.replaceDisplay(eachDisplay, index++); + } + }, + enumerable: true, + configurable: true + }); + Object.defineProperty(Slot.prototype, "slotData", { + /** + * - The slot data. + * @see dragonBones.SlotData + * @version DragonBones 4.5 + * @language en_US + */ + /** + * - 插槽数据。 + * @see dragonBones.SlotData + * @version DragonBones 4.5 + * @language zh_CN + */ + get: function () { + return this._slotData; + }, + enumerable: true, + configurable: true + }); + Object.defineProperty(Slot.prototype, "boundingBoxData", { + /** + * - The custom bounding box data for the slot at current time. + * @version DragonBones 5.0 + * @language en_US + */ + /** + * - 插槽此时的自定义包围盒数据。 + * @version DragonBones 5.0 + * @language zh_CN + */ + get: function () { + return this._boundingBoxData; + }, + enumerable: true, + configurable: true + }); + Object.defineProperty(Slot.prototype, "rawDisplay", { + /** + * @private + */ + get: function () { + return this._rawDisplay; + }, + enumerable: true, + configurable: true + }); + Object.defineProperty(Slot.prototype, "meshDisplay", { + /** + * @private + */ + get: function () { + return this._meshDisplay; + }, + enumerable: true, + configurable: true + }); + Object.defineProperty(Slot.prototype, "display", { + /** + * - The display object that the slot displays at this time. + * @example + *
+             *     let slot = armature.getSlot("text");
+             *     slot.display = new yourEngine.TextField();
+             * 
+ * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 插槽此时显示的显示对象。 + * @example + *
+             *     let slot = armature.getSlot("text");
+             *     slot.display = new yourEngine.TextField();
+             * 
+ * @version DragonBones 3.0 + * @language zh_CN + */ + get: function () { + return this._display; + }, + set: function (value) { + if (this._display === value) { + return; + } + if (this._displayFrames.length === 0) { + this.displayFrameCount = 1; + this._displayIndex = 0; + } + this.replaceDisplay(value, this._displayIndex); + }, + enumerable: true, + configurable: true + }); + Object.defineProperty(Slot.prototype, "childArmature", { + /** + * - The child armature that the slot displayed at current time. + * @example + *
+             *     let slot = armature.getSlot("weapon");
+             *     let prevChildArmature = slot.childArmature;
+             *     if (prevChildArmature) {
+             *         prevChildArmature.dispose();
+             *     }
+             *     slot.childArmature = factory.buildArmature("weapon_blabla", "weapon_blabla_project");
+             * 
+ * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 插槽此时显示的子骨架。 + * 注意,被替换的对象或子骨架并不会被回收,根据语言和引擎的不同,需要额外处理。 + * @example + *
+             *     let slot = armature.getSlot("weapon");
+             *     let prevChildArmature = slot.childArmature;
+             *     if (prevChildArmature) {
+             *         prevChildArmature.dispose();
+             *     }
+             *     slot.childArmature = factory.buildArmature("weapon_blabla", "weapon_blabla_project");
+             * 
+ * @version DragonBones 3.0 + * @language zh_CN + */ + get: function () { + return this._childArmature; + }, + set: function (value) { + if (this._childArmature === value) { + return; + } + this.display = value; + }, + enumerable: true, + configurable: true + }); + Object.defineProperty(Slot.prototype, "parent", { + /** + * - The parent bone to which it belongs. + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 所属的父骨骼。 + * @version DragonBones 3.0 + * @language zh_CN + */ + get: function () { + return this._parent; + }, + enumerable: true, + configurable: true + }); + /** + * - Deprecated, please refer to {@link #display}. + * @deprecated + * @language en_US + */ + /** + * - 已废弃,请参考 {@link #display}。 + * @deprecated + * @language zh_CN + */ + Slot.prototype.getDisplay = function () { + return this._display; + }; + /** + * - Deprecated, please refer to {@link #display}. + * @deprecated + * @language en_US + */ + /** + * - 已废弃,请参考 {@link #display}。 + * @deprecated + * @language zh_CN + */ + Slot.prototype.setDisplay = function (value) { + this.display = value; + }; + return Slot; + }(dragonBones.TransformObject)); + dragonBones.Slot = Slot; +})(dragonBones || (dragonBones = {})); +/** + * The MIT License (MIT) + * + * Copyright (c) 2012-2018 DragonBones team and other contributors + * + * Permission is hereby granted, free of charge, to any person obtaining a copy of + * this software and associated documentation files (the "Software"), to deal in + * the Software without restriction, including without limitation the rights to + * use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of + * the Software, and to permit persons to whom the Software is furnished to do so, + * subject to the following conditions: + * + * The above copyright notice and this permission notice shall be included in all + * copies or substantial portions of the Software. + * + * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR + * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS + * FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR + * COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER + * IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN + * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. + */ +var dragonBones; +(function (dragonBones) { + /** + * @internal + */ + var Constraint = /** @class */ (function (_super) { + __extends(Constraint, _super); + function Constraint() { + return _super !== null && _super.apply(this, arguments) || this; + } + Constraint.prototype._onClear = function () { + this._armature = null; // + this._target = null; // + this._root = null; // + this._bone = null; + }; + Object.defineProperty(Constraint.prototype, "name", { + get: function () { + return this._constraintData.name; + }, + enumerable: true, + configurable: true + }); + Constraint._helpMatrix = new dragonBones.Matrix(); + Constraint._helpTransform = new dragonBones.Transform(); + Constraint._helpPoint = new dragonBones.Point(); + return Constraint; + }(dragonBones.BaseObject)); + dragonBones.Constraint = Constraint; + /** + * @internal + */ + var IKConstraint = /** @class */ (function (_super) { + __extends(IKConstraint, _super); + function IKConstraint() { + return _super !== null && _super.apply(this, arguments) || this; + } + IKConstraint.toString = function () { + return "[class dragonBones.IKConstraint]"; + }; + IKConstraint.prototype._onClear = function () { + _super.prototype._onClear.call(this); + this._scaleEnabled = false; + this._bendPositive = false; + this._weight = 1.0; + this._constraintData = null; + }; + IKConstraint.prototype._computeA = function () { + var ikGlobal = this._target.global; + var global = this._root.global; + var globalTransformMatrix = this._root.globalTransformMatrix; + var radian = Math.atan2(ikGlobal.y - global.y, ikGlobal.x - global.x); + if (global.scaleX < 0.0) { + radian += Math.PI; + } + global.rotation += dragonBones.Transform.normalizeRadian(radian - global.rotation) * this._weight; + global.toMatrix(globalTransformMatrix); + }; + IKConstraint.prototype._computeB = function () { + var boneLength = this._bone._boneData.length; + var parent = this._root; + var ikGlobal = this._target.global; + var parentGlobal = parent.global; + var global = this._bone.global; + var globalTransformMatrix = this._bone.globalTransformMatrix; + var x = globalTransformMatrix.a * boneLength; + var y = globalTransformMatrix.b * boneLength; + var lLL = x * x + y * y; + var lL = Math.sqrt(lLL); + var dX = global.x - parentGlobal.x; + var dY = global.y - parentGlobal.y; + var lPP = dX * dX + dY * dY; + var lP = Math.sqrt(lPP); + var rawRadian = global.rotation; + var rawParentRadian = parentGlobal.rotation; + var rawRadianA = Math.atan2(dY, dX); + dX = ikGlobal.x - parentGlobal.x; + dY = ikGlobal.y - parentGlobal.y; + var lTT = dX * dX + dY * dY; + var lT = Math.sqrt(lTT); + var radianA = 0.0; + if (lL + lP <= lT || lT + lL <= lP || lT + lP <= lL) { + radianA = Math.atan2(ikGlobal.y - parentGlobal.y, ikGlobal.x - parentGlobal.x); + if (lL + lP <= lT) { + } + else if (lP < lL) { + radianA += Math.PI; + } + } + else { + var h = (lPP - lLL + lTT) / (2.0 * lTT); + var r = Math.sqrt(lPP - h * h * lTT) / lT; + var hX = parentGlobal.x + (dX * h); + var hY = parentGlobal.y + (dY * h); + var rX = -dY * r; + var rY = dX * r; + var isPPR = false; + var parentParent = parent.parent; + if (parentParent !== null) { + var parentParentMatrix = parentParent.globalTransformMatrix; + isPPR = parentParentMatrix.a * parentParentMatrix.d - parentParentMatrix.b * parentParentMatrix.c < 0.0; + } + if (isPPR !== this._bendPositive) { + global.x = hX - rX; + global.y = hY - rY; + } + else { + global.x = hX + rX; + global.y = hY + rY; + } + radianA = Math.atan2(global.y - parentGlobal.y, global.x - parentGlobal.x); + } + var dR = dragonBones.Transform.normalizeRadian(radianA - rawRadianA); + parentGlobal.rotation = rawParentRadian + dR * this._weight; + parentGlobal.toMatrix(parent.globalTransformMatrix); + // + var currentRadianA = rawRadianA + dR * this._weight; + global.x = parentGlobal.x + Math.cos(currentRadianA) * lP; + global.y = parentGlobal.y + Math.sin(currentRadianA) * lP; + // + var radianB = Math.atan2(ikGlobal.y - global.y, ikGlobal.x - global.x); + if (global.scaleX < 0.0) { + radianB += Math.PI; + } + global.rotation = parentGlobal.rotation + rawRadian - rawParentRadian + dragonBones.Transform.normalizeRadian(radianB - dR - rawRadian) * this._weight; + global.toMatrix(globalTransformMatrix); + }; + IKConstraint.prototype.init = function (constraintData, armature) { + if (this._constraintData !== null) { + return; + } + this._constraintData = constraintData; + this._armature = armature; + this._target = this._armature.getBone(this._constraintData.target.name); + this._root = this._armature.getBone(this._constraintData.root.name); + this._bone = this._constraintData.bone !== null ? this._armature.getBone(this._constraintData.bone.name) : null; + { + var ikConstraintData = this._constraintData; + this._scaleEnabled = ikConstraintData.scaleEnabled; + this._bendPositive = ikConstraintData.bendPositive; + this._weight = ikConstraintData.weight; + } + this._root._hasConstraint = true; + }; + IKConstraint.prototype.update = function () { + this._root.updateByConstraint(); + if (this._bone !== null) { + this._bone.updateByConstraint(); + this._computeB(); + } + else { + this._computeA(); + } + }; + IKConstraint.prototype.invalidUpdate = function () { + this._root.invalidUpdate(); + if (this._bone !== null) { + this._bone.invalidUpdate(); + } + }; + return IKConstraint; + }(Constraint)); + dragonBones.IKConstraint = IKConstraint; + /** + * @internal + */ + var PathConstraint = /** @class */ (function (_super) { + __extends(PathConstraint, _super); + function PathConstraint() { + var _this = _super !== null && _super.apply(this, arguments) || this; + _this._bones = []; + _this._spaces = []; + _this._positions = []; + _this._curves = []; + _this._boneLengths = []; + _this._pathGlobalVertices = []; + _this._segments = [10]; + return _this; + } + PathConstraint.toString = function () { + return "[class dragonBones.PathConstraint]"; + }; + PathConstraint.prototype._onClear = function () { + _super.prototype._onClear.call(this); + this.dirty = false; + this.pathOffset = 0; + this.position = 0.0; + this.spacing = 0.0; + this.rotateOffset = 0.0; + this.rotateMix = 1.0; + this.translateMix = 1.0; + this._pathSlot = null; + this._bones.length = 0; + this._spaces.length = 0; + this._positions.length = 0; + this._curves.length = 0; + this._boneLengths.length = 0; + this._pathGlobalVertices.length = 0; + }; + PathConstraint.prototype._updatePathVertices = function (verticesData) { + //计算曲线的节点数据 + var armature = this._armature; + var dragonBonesData = armature.armatureData.parent; + var scale = armature.armatureData.scale; + var intArray = dragonBonesData.intArray; + var floatArray = dragonBonesData.floatArray; + var pathOffset = verticesData.offset; + var pathVertexCount = intArray[pathOffset + 0 /* GeometryVertexCount */]; + var pathVertexOffset = intArray[pathOffset + 2 /* GeometryFloatOffset */]; + this._pathGlobalVertices.length = pathVertexCount * 2; + var weightData = verticesData.weight; + //没有骨骼约束我,那节点只受自己的Bone控制 + if (weightData === null) { + var parentBone = this._pathSlot.parent; + parentBone.updateByConstraint(); + var matrix = parentBone.globalTransformMatrix; + for (var i = 0, iV_1 = pathVertexOffset; i < pathVertexCount; i += 2) { + var vx = floatArray[iV_1++] * scale; + var vy = floatArray[iV_1++] * scale; + var x = matrix.a * vx + matrix.c * vy + matrix.tx; + var y = matrix.b * vx + matrix.d * vy + matrix.ty; + // + this._pathGlobalVertices[i] = x; + this._pathGlobalVertices[i + 1] = y; + } + return; + } + //有骨骼约束我,那我的节点受骨骼权重控制 + var bones = this._pathSlot._geometryBones; + var weightBoneCount = weightData.bones.length; + var weightOffset = weightData.offset; + var floatOffset = intArray[weightOffset + 1 /* WeigthFloatOffset */]; + var iV = floatOffset; + var iB = weightOffset + 2 /* WeigthBoneIndices */ + weightBoneCount; + for (var i = 0, iW = 0; i < pathVertexCount; i++) { + var vertexBoneCount = intArray[iB++]; // + var xG = 0.0, yG = 0.0; + for (var ii = 0, ll = vertexBoneCount; ii < ll; ii++) { + var boneIndex = intArray[iB++]; + var bone = bones[boneIndex]; + if (bone === null) { + continue; + } + bone.updateByConstraint(); + var matrix = bone.globalTransformMatrix; + var weight = floatArray[iV++]; + var vx = floatArray[iV++] * scale; + var vy = floatArray[iV++] * scale; + xG += (matrix.a * vx + matrix.c * vy + matrix.tx) * weight; + yG += (matrix.b * vx + matrix.d * vy + matrix.ty) * weight; + } + this._pathGlobalVertices[iW++] = xG; + this._pathGlobalVertices[iW++] = yG; + } + }; + PathConstraint.prototype._computeVertices = function (start, count, offset, out) { + //TODO优化 + for (var i = offset, iW = start; i < count; i += 2) { + out[i] = this._pathGlobalVertices[iW++]; + out[i + 1] = this._pathGlobalVertices[iW++]; + } + }; + PathConstraint.prototype._computeBezierCurve = function (pathDisplayDta, spaceCount, tangents, percentPosition, percentSpacing) { + //计算当前的骨骼在曲线上的位置 + var armature = this._armature; + var intArray = armature.armatureData.parent.intArray; + var vertexCount = intArray[pathDisplayDta.geometry.offset + 0 /* GeometryVertexCount */]; + var positions = this._positions; + var spaces = this._spaces; + var isClosed = pathDisplayDta.closed; + var curveVertices = Array(); + var verticesLength = vertexCount * 2; + var curveCount = verticesLength / 6; + var preCurve = -1; + var position = this.position; + positions.length = spaceCount * 3 + 2; + var pathLength = 0.0; + //不需要匀速运动,效率高些 + if (!pathDisplayDta.constantSpeed) { + var lenghts = pathDisplayDta.curveLengths; + curveCount -= isClosed ? 1 : 2; + pathLength = lenghts[curveCount]; + if (percentPosition) { + position *= pathLength; + } + if (percentSpacing) { + for (var i = 0; i < spaceCount; i++) { + spaces[i] *= pathLength; + } + } + curveVertices.length = 8; + for (var i = 0, o = 0, curve = 0; i < spaceCount; i++, o += 3) { + var space = spaces[i]; + position += space; + if (isClosed) { + position %= pathLength; + if (position < 0) { + position += pathLength; + } + curve = 0; + } + else if (position < 0) { + //TODO + continue; + } + else if (position > pathLength) { + //TODO + continue; + } + var percent = 0.0; + for (;; curve++) { + var len = lenghts[curve]; + if (position > len) { + continue; + } + if (curve === 0) { + percent = position / len; + } + else { + var preLen = lenghts[curve - 1]; + percent = (position - preLen) / (len - preLen); + } + break; + } + if (curve !== preCurve) { + preCurve = curve; + if (isClosed && curve === curveCount) { + //计算曲线 + this._computeVertices(verticesLength - 4, 4, 0, curveVertices); + this._computeVertices(0, 4, 4, curveVertices); + } + else { + this._computeVertices(curve * 6 + 2, 8, 0, curveVertices); + } + } + // + this.addCurvePosition(percent, curveVertices[0], curveVertices[1], curveVertices[2], curveVertices[3], curveVertices[4], curveVertices[5], curveVertices[6], curveVertices[7], positions, o, tangents); + } + return; + } + //匀速的 + if (isClosed) { + verticesLength += 2; + curveVertices.length = vertexCount; + this._computeVertices(2, verticesLength - 4, 0, curveVertices); + this._computeVertices(0, 2, verticesLength - 4, curveVertices); + curveVertices[verticesLength - 2] = curveVertices[0]; + curveVertices[verticesLength - 1] = curveVertices[1]; + } + else { + curveCount--; + verticesLength -= 4; + curveVertices.length = verticesLength; + this._computeVertices(2, verticesLength, 0, curveVertices); + } + // + var curves = new Array(curveCount); + pathLength = 0; + var x1 = curveVertices[0], y1 = curveVertices[1], cx1 = 0, cy1 = 0, cx2 = 0, cy2 = 0, x2 = 0, y2 = 0; + var tmpx, tmpy, dddfx, dddfy, ddfx, ddfy, dfx, dfy; + for (var i = 0, w = 2; i < curveCount; i++, w += 6) { + cx1 = curveVertices[w]; + cy1 = curveVertices[w + 1]; + cx2 = curveVertices[w + 2]; + cy2 = curveVertices[w + 3]; + x2 = curveVertices[w + 4]; + y2 = curveVertices[w + 5]; + tmpx = (x1 - cx1 * 2 + cx2) * 0.1875; + tmpy = (y1 - cy1 * 2 + cy2) * 0.1875; + dddfx = ((cx1 - cx2) * 3 - x1 + x2) * 0.09375; + dddfy = ((cy1 - cy2) * 3 - y1 + y2) * 0.09375; + ddfx = tmpx * 2 + dddfx; + ddfy = tmpy * 2 + dddfy; + dfx = (cx1 - x1) * 0.75 + tmpx + dddfx * 0.16666667; + dfy = (cy1 - y1) * 0.75 + tmpy + dddfy * 0.16666667; + pathLength += Math.sqrt(dfx * dfx + dfy * dfy); + dfx += ddfx; + dfy += ddfy; + ddfx += dddfx; + ddfy += dddfy; + pathLength += Math.sqrt(dfx * dfx + dfy * dfy); + dfx += ddfx; + dfy += ddfy; + pathLength += Math.sqrt(dfx * dfx + dfy * dfy); + dfx += ddfx + dddfx; + dfy += ddfy + dddfy; + pathLength += Math.sqrt(dfx * dfx + dfy * dfy); + curves[i] = pathLength; + x1 = x2; + y1 = y2; + } + if (percentPosition) { + position *= pathLength; + } + if (percentSpacing) { + for (var i = 0; i < spaceCount; i++) { + spaces[i] *= pathLength; + } + } + var segments = this._segments; + var curveLength = 0; + for (var i = 0, o = 0, curve = 0, segment = 0; i < spaceCount; i++, o += 3) { + var space = spaces[i]; + position += space; + var p = position; + if (isClosed) { + p %= pathLength; + if (p < 0) + p += pathLength; + curve = 0; + } + else if (p < 0) { + continue; + } + else if (p > pathLength) { + continue; + } + // Determine curve containing position. + for (;; curve++) { + var length_1 = curves[curve]; + if (p > length_1) + continue; + if (curve === 0) + p /= length_1; + else { + var prev = curves[curve - 1]; + p = (p - prev) / (length_1 - prev); + } + break; + } + if (curve !== preCurve) { + preCurve = curve; + var ii = curve * 6; + x1 = curveVertices[ii]; + y1 = curveVertices[ii + 1]; + cx1 = curveVertices[ii + 2]; + cy1 = curveVertices[ii + 3]; + cx2 = curveVertices[ii + 4]; + cy2 = curveVertices[ii + 5]; + x2 = curveVertices[ii + 6]; + y2 = curveVertices[ii + 7]; + tmpx = (x1 - cx1 * 2 + cx2) * 0.03; + tmpy = (y1 - cy1 * 2 + cy2) * 0.03; + dddfx = ((cx1 - cx2) * 3 - x1 + x2) * 0.006; + dddfy = ((cy1 - cy2) * 3 - y1 + y2) * 0.006; + ddfx = tmpx * 2 + dddfx; + ddfy = tmpy * 2 + dddfy; + dfx = (cx1 - x1) * 0.3 + tmpx + dddfx * 0.16666667; + dfy = (cy1 - y1) * 0.3 + tmpy + dddfy * 0.16666667; + curveLength = Math.sqrt(dfx * dfx + dfy * dfy); + segments[0] = curveLength; + for (ii = 1; ii < 8; ii++) { + dfx += ddfx; + dfy += ddfy; + ddfx += dddfx; + ddfy += dddfy; + curveLength += Math.sqrt(dfx * dfx + dfy * dfy); + segments[ii] = curveLength; + } + dfx += ddfx; + dfy += ddfy; + curveLength += Math.sqrt(dfx * dfx + dfy * dfy); + segments[8] = curveLength; + dfx += ddfx + dddfx; + dfy += ddfy + dddfy; + curveLength += Math.sqrt(dfx * dfx + dfy * dfy); + segments[9] = curveLength; + segment = 0; + } + // Weight by segment length. + p *= curveLength; + for (;; segment++) { + var length_2 = segments[segment]; + if (p > length_2) + continue; + if (segment === 0) + p /= length_2; + else { + var prev = segments[segment - 1]; + p = segment + (p - prev) / (length_2 - prev); + } + break; + } + this.addCurvePosition(p * 0.1, x1, y1, cx1, cy1, cx2, cy2, x2, y2, positions, o, tangents); + } + }; + //Calculates a point on the curve, for a given t value between 0 and 1. + PathConstraint.prototype.addCurvePosition = function (t, x1, y1, cx1, cy1, cx2, cy2, x2, y2, out, offset, tangents) { + if (t === 0) { + out[offset] = x1; + out[offset + 1] = y1; + out[offset + 2] = 0; + return; + } + if (t === 1) { + out[offset] = x2; + out[offset + 1] = y2; + out[offset + 2] = 0; + return; + } + var mt = 1 - t; + var mt2 = mt * mt; + var t2 = t * t; + var a = mt2 * mt; + var b = mt2 * t * 3; + var c = mt * t2 * 3; + var d = t * t2; + var x = a * x1 + b * cx1 + c * cx2 + d * x2; + var y = a * y1 + b * cy1 + c * cy2 + d * y2; + out[offset] = x; + out[offset + 1] = y; + if (tangents) { + //Calculates the curve tangent at the specified t value + out[offset + 2] = Math.atan2(y - (a * y1 + b * cy1 + c * cy2), x - (a * x1 + b * cx1 + c * cx2)); + } + else { + out[offset + 2] = 0; + } + }; + PathConstraint.prototype.init = function (constraintData, armature) { + this._constraintData = constraintData; + this._armature = armature; + var data = constraintData; + this.pathOffset = data.pathDisplayData.geometry.offset; + // + this.position = data.position; + this.spacing = data.spacing; + this.rotateOffset = data.rotateOffset; + this.rotateMix = data.rotateMix; + this.translateMix = data.translateMix; + // + this._root = this._armature.getBone(data.root.name); + this._target = this._armature.getBone(data.target.name); + this._pathSlot = this._armature.getSlot(data.pathSlot.name); + for (var i = 0, l = data.bones.length; i < l; i++) { + var bone = this._armature.getBone(data.bones[i].name); + if (bone !== null) { + this._bones.push(bone); + } + } + if (data.rotateMode === 2 /* ChainScale */) { + this._boneLengths.length = this._bones.length; + } + this._root._hasConstraint = true; + }; + PathConstraint.prototype.update = function () { + var pathSlot = this._pathSlot; + if (pathSlot._geometryData === null || + pathSlot._geometryData.offset !== this.pathOffset) { + return; + } + var constraintData = this._constraintData; + // + //曲线节点数据改变:父亲bone改变,权重bones改变,变形顶点改变 + var isPathVerticeDirty = false; + if (this._root._childrenTransformDirty) { + this._updatePathVertices(pathSlot._geometryData); + isPathVerticeDirty = true; + } + else if (pathSlot._verticesDirty || pathSlot._isBonesUpdate()) { + this._updatePathVertices(pathSlot._geometryData); + pathSlot._verticesDirty = false; + isPathVerticeDirty = true; + } + if (!isPathVerticeDirty && !this.dirty) { + return; + } + // + var positionMode = constraintData.positionMode; + var spacingMode = constraintData.spacingMode; + var rotateMode = constraintData.rotateMode; + var bones = this._bones; + var isLengthMode = spacingMode === 0 /* Length */; + var isChainScaleMode = rotateMode === 2 /* ChainScale */; + var isTangentMode = rotateMode === 0 /* Tangent */; + var boneCount = bones.length; + var spacesCount = isTangentMode ? boneCount : boneCount + 1; + var spacing = this.spacing; + var spaces = this._spaces; + spaces.length = spacesCount; + //计曲线间隔和长度 + if (isChainScaleMode || isLengthMode) { + //Bone改变和spacing改变触发 + spaces[0] = 0; + for (var i = 0, l = spacesCount - 1; i < l; i++) { + var bone = bones[i]; + bone.updateByConstraint(); + var boneLength = bone._boneData.length; + var matrix = bone.globalTransformMatrix; + var x = boneLength * matrix.a; + var y = boneLength * matrix.b; + var len = Math.sqrt(x * x + y * y); + if (isChainScaleMode) { + this._boneLengths[i] = len; + } + spaces[i + 1] = (boneLength + spacing) * len / boneLength; + } + } + else { + for (var i = 0; i < spacesCount; i++) { + spaces[i] = spacing; + } + } + // + this._computeBezierCurve(pathSlot._displayFrame.rawDisplayData, spacesCount, isTangentMode, positionMode === 1 /* Percent */, spacingMode === 2 /* Percent */); + //根据新的节点数据重新采样 + var positions = this._positions; + var rotateOffset = this.rotateOffset; + var boneX = positions[0], boneY = positions[1]; + var tip; + if (rotateOffset === 0) { + tip = rotateMode === 1 /* Chain */; + } + else { + tip = false; + var bone = pathSlot.parent; + if (bone !== null) { + var matrix = bone.globalTransformMatrix; + rotateOffset *= matrix.a * matrix.d - matrix.b * matrix.c > 0 ? dragonBones.Transform.DEG_RAD : -dragonBones.Transform.DEG_RAD; + } + } + // + var rotateMix = this.rotateMix; + var translateMix = this.translateMix; + for (var i = 0, p = 3; i < boneCount; i++, p += 3) { + var bone = bones[i]; + bone.updateByConstraint(); + var matrix = bone.globalTransformMatrix; + matrix.tx += (boneX - matrix.tx) * translateMix; + matrix.ty += (boneY - matrix.ty) * translateMix; + var x = positions[p], y = positions[p + 1]; + var dx = x - boneX, dy = y - boneY; + if (isChainScaleMode) { + var lenght = this._boneLengths[i]; + var s = (Math.sqrt(dx * dx + dy * dy) / lenght - 1) * rotateMix + 1; + matrix.a *= s; + matrix.b *= s; + } + boneX = x; + boneY = y; + if (rotateMix > 0) { + var a = matrix.a, b = matrix.b, c = matrix.c, d = matrix.d, r = void 0, cos = void 0, sin = void 0; + if (isTangentMode) { + r = positions[p - 1]; + } + else { + r = Math.atan2(dy, dx); + } + r -= Math.atan2(b, a); + if (tip) { + cos = Math.cos(r); + sin = Math.sin(r); + var length_3 = bone._boneData.length; + boneX += (length_3 * (cos * a - sin * b) - dx) * rotateMix; + boneY += (length_3 * (sin * a + cos * b) - dy) * rotateMix; + } + else { + r += rotateOffset; + } + if (r > dragonBones.Transform.PI) { + r -= dragonBones.Transform.PI_D; + } + else if (r < -dragonBones.Transform.PI) { + r += dragonBones.Transform.PI_D; + } + r *= rotateMix; + cos = Math.cos(r); + sin = Math.sin(r); + matrix.a = cos * a - sin * b; + matrix.b = sin * a + cos * b; + matrix.c = cos * c - sin * d; + matrix.d = sin * c + cos * d; + } + bone.global.fromMatrix(matrix); + } + this.dirty = false; + }; + PathConstraint.prototype.invalidUpdate = function () { + }; + return PathConstraint; + }(Constraint)); + dragonBones.PathConstraint = PathConstraint; +})(dragonBones || (dragonBones = {})); +/** + * The MIT License (MIT) + * + * Copyright (c) 2012-2018 DragonBones team and other contributors + * + * Permission is hereby granted, free of charge, to any person obtaining a copy of + * this software and associated documentation files (the "Software"), to deal in + * the Software without restriction, including without limitation the rights to + * use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of + * the Software, and to permit persons to whom the Software is furnished to do so, + * subject to the following conditions: + * + * The above copyright notice and this permission notice shall be included in all + * copies or substantial portions of the Software. + * + * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR + * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS + * FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR + * COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER + * IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN + * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. + */ +var dragonBones; +(function (dragonBones) { + /** + * - Worldclock provides clock support for animations, advance time for each IAnimatable object added to the instance. + * @see dragonBones.IAnimateble + * @see dragonBones.Armature + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - WorldClock 对动画提供时钟支持,为每个加入到该实例的 IAnimatable 对象更新时间。 + * @see dragonBones.IAnimateble + * @see dragonBones.Armature + * @version DragonBones 3.0 + * @language zh_CN + */ + var WorldClock = /** @class */ (function () { + /** + * - Creating a Worldclock instance. Typically, you do not need to create Worldclock instance. + * When multiple Worldclock instances are running at different speeds, can achieving some specific animation effects, such as bullet time. + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 创建一个 WorldClock 实例。通常并不需要创建 WorldClock 实例。 + * 当多个 WorldClock 实例使用不同的速度运行时,可以实现一些特殊的动画效果,比如子弹时间等。 + * @version DragonBones 3.0 + * @language zh_CN + */ + function WorldClock(time) { + if (time === void 0) { time = 0.0; } + /** + * - Current time. (In seconds) + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 当前的时间。 (以秒为单位) + * @version DragonBones 3.0 + * @language zh_CN + */ + this.time = 0.0; + /** + * - The play speed, used to control animation speed-shift play. + * [0: Stop play, (0~1): Slow play, 1: Normal play, (1~N): Fast play] + * @default 1.0 + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 播放速度,用于控制动画变速播放。 + * [0: 停止播放, (0~1): 慢速播放, 1: 正常播放, (1~N): 快速播放] + * @default 1.0 + * @version DragonBones 3.0 + * @language zh_CN + */ + this.timeScale = 1.0; + this._systemTime = 0.0; + this._animatebles = []; + this._clock = null; + this.time = time; + this._systemTime = new Date().getTime() * 0.001; + } + /** + * - Advance time for all IAnimatable instances. + * @param passedTime - Passed time. [-1: Automatically calculates the time difference between the current frame and the previous frame, [0~N): Passed time] (In seconds) + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 为所有的 IAnimatable 实例更新时间。 + * @param passedTime - 前进的时间。 [-1: 自动计算当前帧与上一帧的时间差, [0~N): 前进的时间] (以秒为单位) + * @version DragonBones 3.0 + * @language zh_CN + */ + WorldClock.prototype.advanceTime = function (passedTime) { + if (passedTime !== passedTime) { + passedTime = 0.0; + } + var currentTime = Date.now() * 0.001; + if (passedTime < 0.0) { + passedTime = currentTime - this._systemTime; + } + this._systemTime = currentTime; + if (this.timeScale !== 1.0) { + passedTime *= this.timeScale; + } + if (passedTime === 0.0) { + return; + } + if (passedTime < 0.0) { + this.time -= passedTime; + } + else { + this.time += passedTime; + } + var i = 0, r = 0, l = this._animatebles.length; + for (; i < l; ++i) { + var animatable = this._animatebles[i]; + if (animatable !== null) { + if (r > 0) { + this._animatebles[i - r] = animatable; + this._animatebles[i] = null; + } + animatable.advanceTime(passedTime); + } + else { + r++; + } + } + if (r > 0) { + l = this._animatebles.length; + for (; i < l; ++i) { + var animateble = this._animatebles[i]; + if (animateble !== null) { + this._animatebles[i - r] = animateble; + } + else { + r++; + } + } + this._animatebles.length -= r; + } + }; + /** + * - Check whether contains a specific instance of IAnimatable. + * @param value - The IAnimatable instance. + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 检查是否包含特定的 IAnimatable 实例。 + * @param value - IAnimatable 实例。 + * @version DragonBones 3.0 + * @language zh_CN + */ + WorldClock.prototype.contains = function (value) { + if (value === this) { + return false; + } + var ancestor = value; + while (ancestor !== this && ancestor !== null) { + ancestor = ancestor.clock; + } + return ancestor === this; + }; + /** + * - Add IAnimatable instance. + * @param value - The IAnimatable instance. + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 添加 IAnimatable 实例。 + * @param value - IAnimatable 实例。 + * @version DragonBones 3.0 + * @language zh_CN + */ + WorldClock.prototype.add = function (value) { + if (this._animatebles.indexOf(value) < 0) { + this._animatebles.push(value); + value.clock = this; + } + }; + /** + * - Removes a specified IAnimatable instance. + * @param value - The IAnimatable instance. + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 移除特定的 IAnimatable 实例。 + * @param value - IAnimatable 实例。 + * @version DragonBones 3.0 + * @language zh_CN + */ + WorldClock.prototype.remove = function (value) { + var index = this._animatebles.indexOf(value); + if (index >= 0) { + this._animatebles[index] = null; + value.clock = null; + } + }; + /** + * - Clear all IAnimatable instances. + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 清除所有的 IAnimatable 实例。 + * @version DragonBones 3.0 + * @language zh_CN + */ + WorldClock.prototype.clear = function () { + for (var _i = 0, _a = this._animatebles; _i < _a.length; _i++) { + var animatable = _a[_i]; + if (animatable !== null) { + animatable.clock = null; + } + } + }; + Object.defineProperty(WorldClock.prototype, "clock", { + /** + * @inheritDoc + */ + get: function () { + return this._clock; + }, + set: function (value) { + if (this._clock === value) { + return; + } + if (this._clock !== null) { + this._clock.remove(this); + } + this._clock = value; + if (this._clock !== null) { + this._clock.add(this); + } + }, + enumerable: true, + configurable: true + }); + return WorldClock; + }()); + dragonBones.WorldClock = WorldClock; +})(dragonBones || (dragonBones = {})); +/** + * The MIT License (MIT) + * + * Copyright (c) 2012-2018 DragonBones team and other contributors + * + * Permission is hereby granted, free of charge, to any person obtaining a copy of + * this software and associated documentation files (the "Software"), to deal in + * the Software without restriction, including without limitation the rights to + * use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of + * the Software, and to permit persons to whom the Software is furnished to do so, + * subject to the following conditions: + * + * The above copyright notice and this permission notice shall be included in all + * copies or substantial portions of the Software. + * + * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR + * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS + * FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR + * COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER + * IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN + * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. + */ +var dragonBones; +(function (dragonBones) { + /** + * - The animation player is used to play the animation data and manage the animation states. + * @see dragonBones.AnimationData + * @see dragonBones.AnimationState + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 动画播放器用来播放动画数据和管理动画状态。 + * @see dragonBones.AnimationData + * @see dragonBones.AnimationState + * @version DragonBones 3.0 + * @language zh_CN + */ + var Animation = /** @class */ (function (_super) { + __extends(Animation, _super); + function Animation() { + var _this = _super !== null && _super.apply(this, arguments) || this; + _this._animationNames = []; + _this._animationStates = []; + _this._animations = {}; + _this._blendStates = {}; + _this._animationConfig = null; // Initial value. + return _this; + } + Animation.toString = function () { + return "[class dragonBones.Animation]"; + }; + Animation.prototype._onClear = function () { + for (var _i = 0, _a = this._animationStates; _i < _a.length; _i++) { + var animationState = _a[_i]; + animationState.returnToPool(); + } + for (var k in this._animations) { + delete this._animations[k]; + } + for (var k in this._blendStates) { + var blendStates = this._blendStates[k]; + for (var kB in blendStates) { + blendStates[kB].returnToPool(); + } + delete this._blendStates[k]; + } + if (this._animationConfig !== null) { + this._animationConfig.returnToPool(); + } + this.timeScale = 1.0; + this._animationDirty = false; + this._inheritTimeScale = 1.0; + this._animationNames.length = 0; + this._animationStates.length = 0; + //this._animations.clear(); + this._armature = null; // + this._animationConfig = null; // + this._lastAnimationState = null; + }; + Animation.prototype._fadeOut = function (animationConfig) { + switch (animationConfig.fadeOutMode) { + case 1 /* SameLayer */: + for (var _i = 0, _a = this._animationStates; _i < _a.length; _i++) { + var animationState = _a[_i]; + if (animationState._parent !== null) { + continue; + } + if (animationState.layer === animationConfig.layer) { + animationState.fadeOut(animationConfig.fadeOutTime, animationConfig.pauseFadeOut); + } + } + break; + case 2 /* SameGroup */: + for (var _b = 0, _c = this._animationStates; _b < _c.length; _b++) { + var animationState = _c[_b]; + if (animationState._parent !== null) { + continue; + } + if (animationState.group === animationConfig.group) { + animationState.fadeOut(animationConfig.fadeOutTime, animationConfig.pauseFadeOut); + } + } + break; + case 3 /* SameLayerAndGroup */: + for (var _d = 0, _e = this._animationStates; _d < _e.length; _d++) { + var animationState = _e[_d]; + if (animationState._parent !== null) { + continue; + } + if (animationState.layer === animationConfig.layer && + animationState.group === animationConfig.group) { + animationState.fadeOut(animationConfig.fadeOutTime, animationConfig.pauseFadeOut); + } + } + break; + case 4 /* All */: + for (var _f = 0, _g = this._animationStates; _f < _g.length; _f++) { + var animationState = _g[_f]; + if (animationState._parent !== null) { + continue; + } + animationState.fadeOut(animationConfig.fadeOutTime, animationConfig.pauseFadeOut); + } + break; + case 5 /* Single */: // TODO + default: + break; + } + }; + /** + * @internal + */ + Animation.prototype.init = function (armature) { + if (this._armature !== null) { + return; + } + this._armature = armature; + this._animationConfig = dragonBones.BaseObject.borrowObject(dragonBones.AnimationConfig); + }; + /** + * @internal + */ + Animation.prototype.advanceTime = function (passedTime) { + if (passedTime < 0.0) { + passedTime = -passedTime; + } + if (this._armature.inheritAnimation && this._armature._parent !== null) { + this._inheritTimeScale = this._armature._parent._armature.animation._inheritTimeScale * this.timeScale; + } + else { + this._inheritTimeScale = this.timeScale; + } + if (this._inheritTimeScale !== 1.0) { + passedTime *= this._inheritTimeScale; + } + for (var k in this._blendStates) { + var blendStates = this._blendStates[k]; + for (var kB in blendStates) { + blendStates[kB].reset(); + } + } + var animationStateCount = this._animationStates.length; + if (animationStateCount === 1) { + var animationState = this._animationStates[0]; + if (animationState._fadeState > 0 && animationState._subFadeState > 0) { + this._armature._dragonBones.bufferObject(animationState); + this._animationStates.length = 0; + this._lastAnimationState = null; + } + else { + var animationData = animationState.animationData; + var cacheFrameRate = animationData.cacheFrameRate; + if (this._animationDirty && cacheFrameRate > 0.0) { + this._animationDirty = false; + for (var _i = 0, _a = this._armature.getBones(); _i < _a.length; _i++) { + var bone = _a[_i]; + bone._cachedFrameIndices = animationData.getBoneCachedFrameIndices(bone.name); + } + for (var _b = 0, _c = this._armature.getSlots(); _b < _c.length; _b++) { + var slot = _c[_b]; + if (slot.displayFrameCount > 0) { + var rawDisplayData = slot.getDisplayFrameAt(0).rawDisplayData; + if (rawDisplayData !== null && + rawDisplayData.parent === this._armature.armatureData.defaultSkin) { + slot._cachedFrameIndices = animationData.getSlotCachedFrameIndices(slot.name); + continue; + } + } + slot._cachedFrameIndices = null; + } + } + animationState.advanceTime(passedTime, cacheFrameRate); + } + } + else if (animationStateCount > 1) { + for (var i = 0, r = 0; i < animationStateCount; ++i) { + var animationState = this._animationStates[i]; + if (animationState._fadeState > 0 && animationState._subFadeState > 0) { + r++; + this._armature._dragonBones.bufferObject(animationState); + this._animationDirty = true; + if (this._lastAnimationState === animationState) { + this._lastAnimationState = null; + } + } + else { + if (r > 0) { + this._animationStates[i - r] = animationState; + } + animationState.advanceTime(passedTime, 0.0); + } + if (i === animationStateCount - 1 && r > 0) { + this._animationStates.length -= r; + if (this._lastAnimationState === null && this._animationStates.length > 0) { + this._lastAnimationState = this._animationStates[this._animationStates.length - 1]; + } + } + } + this._armature._cacheFrameIndex = -1; + } + else { + this._armature._cacheFrameIndex = -1; + } + }; + /** + * - Clear all animations states. + * @see dragonBones.AnimationState + * @version DragonBones 4.5 + * @language en_US + */ + /** + * - 清除所有的动画状态。 + * @see dragonBones.AnimationState + * @version DragonBones 4.5 + * @language zh_CN + */ + Animation.prototype.reset = function () { + for (var _i = 0, _a = this._animationStates; _i < _a.length; _i++) { + var animationState = _a[_i]; + animationState.returnToPool(); + } + this._animationDirty = false; + this._animationConfig.clear(); + this._animationStates.length = 0; + this._lastAnimationState = null; + }; + /** + * - Pause a specific animation state. + * @param animationName - The name of animation state. (If not set, it will pause all animations) + * @see dragonBones.AnimationState + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 暂停指定动画状态的播放。 + * @param animationName - 动画状态名称。 (如果未设置,则暂停所有动画) + * @see dragonBones.AnimationState + * @version DragonBones 3.0 + * @language zh_CN + */ + Animation.prototype.stop = function (animationName) { + if (animationName === void 0) { animationName = null; } + if (animationName !== null) { + var animationState = this.getState(animationName); + if (animationState !== null) { + animationState.stop(); + } + } + else { + for (var _i = 0, _a = this._animationStates; _i < _a.length; _i++) { + var animationState = _a[_i]; + animationState.stop(); + } + } + }; + /** + * - Play animation with a specific animation config. + * The API is still in the experimental phase and may encounter bugs or stability or compatibility issues when used. + * @param animationConfig - The animation config. + * @returns The playing animation state. + * @see dragonBones.AnimationConfig + * @beta + * @version DragonBones 5.0 + * @language en_US + */ + /** + * - 通过指定的动画配置来播放动画。 + * 该 API 仍在实验阶段,使用时可能遭遇 bug 或稳定性或兼容性问题。 + * @param animationConfig - 动画配置。 + * @returns 播放的动画状态。 + * @see dragonBones.AnimationConfig + * @beta + * @version DragonBones 5.0 + * @language zh_CN + */ + Animation.prototype.playConfig = function (animationConfig) { + var animationName = animationConfig.animation; + if (!(animationName in this._animations)) { + console.warn("Non-existent animation.\n", "DragonBones name: " + this._armature.armatureData.parent.name, "Armature name: " + this._armature.name, "Animation name: " + animationName); + return null; + } + var animationData = this._animations[animationName]; + if (animationConfig.fadeOutMode === 5 /* Single */) { + for (var _i = 0, _a = this._animationStates; _i < _a.length; _i++) { + var animationState_1 = _a[_i]; + if (animationState_1._fadeState < 1 && + animationState_1.layer === animationConfig.layer && + animationState_1.animationData === animationData) { + return animationState_1; + } + } + } + if (this._animationStates.length === 0) { + animationConfig.fadeInTime = 0.0; + } + else if (animationConfig.fadeInTime < 0.0) { + animationConfig.fadeInTime = animationData.fadeInTime; + } + if (animationConfig.fadeOutTime < 0.0) { + animationConfig.fadeOutTime = animationConfig.fadeInTime; + } + if (animationConfig.timeScale <= -100.0) { + animationConfig.timeScale = 1.0 / animationData.scale; + } + if (animationData.frameCount > 0) { + if (animationConfig.position < 0.0) { + animationConfig.position %= animationData.duration; + animationConfig.position = animationData.duration - animationConfig.position; + } + else if (animationConfig.position === animationData.duration) { + animationConfig.position -= 0.000001; // Play a little time before end. + } + else if (animationConfig.position > animationData.duration) { + animationConfig.position %= animationData.duration; + } + if (animationConfig.duration > 0.0 && animationConfig.position + animationConfig.duration > animationData.duration) { + animationConfig.duration = animationData.duration - animationConfig.position; + } + if (animationConfig.playTimes < 0) { + animationConfig.playTimes = animationData.playTimes; + } + } + else { + animationConfig.playTimes = 1; + animationConfig.position = 0.0; + if (animationConfig.duration > 0.0) { + animationConfig.duration = 0.0; + } + } + if (animationConfig.duration === 0.0) { + animationConfig.duration = -1.0; + } + this._fadeOut(animationConfig); + // + var animationState = dragonBones.BaseObject.borrowObject(dragonBones.AnimationState); + animationState.init(this._armature, animationData, animationConfig); + this._animationDirty = true; + this._armature._cacheFrameIndex = -1; + if (this._animationStates.length > 0) { + var added = false; + for (var i = 0, l = this._animationStates.length; i < l; ++i) { + if (animationState.layer > this._animationStates[i].layer) { + added = true; + this._animationStates.splice(i, 0, animationState); + break; + } + else if (i !== l - 1 && animationState.layer > this._animationStates[i + 1].layer) { + added = true; + this._animationStates.splice(i + 1, 0, animationState); + break; + } + } + if (!added) { + this._animationStates.push(animationState); + } + } + else { + this._animationStates.push(animationState); + } + for (var _b = 0, _c = this._armature.getSlots(); _b < _c.length; _b++) { + var slot = _c[_b]; + var childArmature = slot.childArmature; + if (childArmature !== null && childArmature.inheritAnimation && + childArmature.animation.hasAnimation(animationName) && + childArmature.animation.getState(animationName) === null) { + childArmature.animation.fadeIn(animationName); // + } + } + for (var k in animationData.animationTimelines) { + var childAnimationState = this.fadeIn(k, 0.0, 1, animationState.layer, "", 5 /* Single */); + if (childAnimationState === null) { + continue; + } + var timelines = animationData.animationTimelines[k]; + childAnimationState.actionEnabled = false; + childAnimationState.resetToPose = false; + childAnimationState.stop(); + animationState.addState(childAnimationState, timelines); + // + var index = this._animationStates.indexOf(animationState); + var childIndex = this._animationStates.indexOf(childAnimationState); + if (childIndex < index) { + this._animationStates.splice(index, 1); + this._animationStates.splice(childIndex, 0, animationState); + } + } + // if (!this._armature._lockUpdate && animationConfig.fadeInTime <= 0.0) { // Blend animation state, update armature. + // this._armature.advanceTime(0.0); + // } + this._lastAnimationState = animationState; + return animationState; + }; + /** + * - Play a specific animation. + * @param animationName - The name of animation data. (If not set, The default animation will be played, or resume the animation playing from pause status, or replay the last playing animation) + * @param playTimes - Playing repeat times. [-1: Use default value of the animation data, 0: No end loop playing, [1~N]: Repeat N times] (default: -1) + * @returns The playing animation state. + * @example + *
+         *     armature.animation.play("walk");
+         * 
+ * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 播放指定动画。 + * @param animationName - 动画数据名称。 (如果未设置,则播放默认动画,或将暂停状态切换为播放状态,或重新播放之前播放的动画) + * @param playTimes - 循环播放次数。 [-1: 使用动画数据默认值, 0: 无限循环播放, [1~N]: 循环播放 N 次] (默认: -1) + * @returns 播放的动画状态。 + * @example + *
+         *     armature.animation.play("walk");
+         * 
+ * @version DragonBones 3.0 + * @language zh_CN + */ + Animation.prototype.play = function (animationName, playTimes) { + if (animationName === void 0) { animationName = null; } + if (playTimes === void 0) { playTimes = -1; } + this._animationConfig.clear(); + this._animationConfig.resetToPose = true; + this._animationConfig.playTimes = playTimes; + this._animationConfig.fadeInTime = 0.0; + this._animationConfig.animation = animationName !== null ? animationName : ""; + if (animationName !== null && animationName.length > 0) { + this.playConfig(this._animationConfig); + } + else if (this._lastAnimationState === null) { + var defaultAnimation = this._armature.armatureData.defaultAnimation; + if (defaultAnimation !== null) { + this._animationConfig.animation = defaultAnimation.name; + this.playConfig(this._animationConfig); + } + } + else if (!this._lastAnimationState.isPlaying && !this._lastAnimationState.isCompleted) { + this._lastAnimationState.play(); + } + else { + this._animationConfig.animation = this._lastAnimationState.name; + this.playConfig(this._animationConfig); + } + return this._lastAnimationState; + }; + /** + * - Fade in a specific animation. + * @param animationName - The name of animation data. + * @param fadeInTime - The fade in time. [-1: Use the default value of animation data, [0~N]: The fade in time (In seconds)] (Default: -1) + * @param playTimes - playing repeat times. [-1: Use the default value of animation data, 0: No end loop playing, [1~N]: Repeat N times] (Default: -1) + * @param layer - The blending layer, the animation states in high level layer will get the blending weights with high priority, when the total blending weights are more than 1.0, there will be no more weights can be allocated to the other animation states. (Default: 0) + * @param group - The blending group name, it is typically used to specify the substitution of multiple animation states blending. (Default: null) + * @param fadeOutMode - The fade out mode, which is typically used to specify alternate mode of multiple animation states blending. (Default: AnimationFadeOutMode.SameLayerAndGroup) + * @returns The playing animation state. + * @example + *
+         *     armature.animation.fadeIn("walk", 0.3, 0, 0, "normalGroup").resetToPose = false;
+         *     armature.animation.fadeIn("attack", 0.3, 1, 0, "attackGroup").resetToPose = false;
+         * 
+ * @version DragonBones 4.5 + * @language en_US + */ + /** + * - 淡入播放指定的动画。 + * @param animationName - 动画数据名称。 + * @param fadeInTime - 淡入时间。 [-1: 使用动画数据默认值, [0~N]: 淡入时间 (以秒为单位)] (默认: -1) + * @param playTimes - 播放次数。 [-1: 使用动画数据默认值, 0: 无限循环播放, [1~N]: 循环播放 N 次] (默认: -1) + * @param layer - 混合图层,图层高的动画状态会优先获取混合权重,当混合权重分配总和超过 1.0 时,剩余的动画状态将不能再获得权重分配。 (默认: 0) + * @param group - 混合组名称,该属性通常用来指定多个动画状态混合时的相互替换关系。 (默认: null) + * @param fadeOutMode - 淡出模式,该属性通常用来指定多个动画状态混合时的相互替换模式。 (默认: AnimationFadeOutMode.SameLayerAndGroup) + * @returns 播放的动画状态。 + * @example + *
+         *     armature.animation.fadeIn("walk", 0.3, 0, 0, "normalGroup").resetToPose = false;
+         *     armature.animation.fadeIn("attack", 0.3, 1, 0, "attackGroup").resetToPose = false;
+         * 
+ * @version DragonBones 4.5 + * @language zh_CN + */ + Animation.prototype.fadeIn = function (animationName, fadeInTime, playTimes, layer, group, fadeOutMode) { + if (fadeInTime === void 0) { fadeInTime = -1.0; } + if (playTimes === void 0) { playTimes = -1; } + if (layer === void 0) { layer = 0; } + if (group === void 0) { group = null; } + if (fadeOutMode === void 0) { fadeOutMode = 3 /* SameLayerAndGroup */; } + this._animationConfig.clear(); + this._animationConfig.fadeOutMode = fadeOutMode; + this._animationConfig.playTimes = playTimes; + this._animationConfig.layer = layer; + this._animationConfig.fadeInTime = fadeInTime; + this._animationConfig.animation = animationName; + this._animationConfig.group = group !== null ? group : ""; + return this.playConfig(this._animationConfig); + }; + /** + * - Play a specific animation from the specific time. + * @param animationName - The name of animation data. + * @param time - The start time point of playing. (In seconds) + * @param playTimes - Playing repeat times. [-1: Use the default value of animation data, 0: No end loop playing, [1~N]: Repeat N times] (Default: -1) + * @returns The played animation state. + * @version DragonBones 4.5 + * @language en_US + */ + /** + * - 从指定时间开始播放指定的动画。 + * @param animationName - 动画数据名称。 + * @param time - 播放开始的时间。 (以秒为单位) + * @param playTimes - 循环播放次数。 [-1: 使用动画数据默认值, 0: 无限循环播放, [1~N]: 循环播放 N 次] (默认: -1) + * @returns 播放的动画状态。 + * @version DragonBones 4.5 + * @language zh_CN + */ + Animation.prototype.gotoAndPlayByTime = function (animationName, time, playTimes) { + if (time === void 0) { time = 0.0; } + if (playTimes === void 0) { playTimes = -1; } + this._animationConfig.clear(); + this._animationConfig.resetToPose = true; + this._animationConfig.playTimes = playTimes; + this._animationConfig.position = time; + this._animationConfig.fadeInTime = 0.0; + this._animationConfig.animation = animationName; + return this.playConfig(this._animationConfig); + }; + /** + * - Play a specific animation from the specific frame. + * @param animationName - The name of animation data. + * @param frame - The start frame of playing. + * @param playTimes - Playing repeat times. [-1: Use the default value of animation data, 0: No end loop playing, [1~N]: Repeat N times] (Default: -1) + * @returns The played animation state. + * @version DragonBones 4.5 + * @language en_US + */ + /** + * - 从指定帧开始播放指定的动画。 + * @param animationName - 动画数据名称。 + * @param frame - 播放开始的帧数。 + * @param playTimes - 播放次数。 [-1: 使用动画数据默认值, 0: 无限循环播放, [1~N]: 循环播放 N 次] (默认: -1) + * @returns 播放的动画状态。 + * @version DragonBones 4.5 + * @language zh_CN + */ + Animation.prototype.gotoAndPlayByFrame = function (animationName, frame, playTimes) { + if (frame === void 0) { frame = 0; } + if (playTimes === void 0) { playTimes = -1; } + this._animationConfig.clear(); + this._animationConfig.resetToPose = true; + this._animationConfig.playTimes = playTimes; + this._animationConfig.fadeInTime = 0.0; + this._animationConfig.animation = animationName; + var animationData = animationName in this._animations ? this._animations[animationName] : null; + if (animationData !== null) { + this._animationConfig.position = animationData.frameCount > 0 ? animationData.duration * frame / animationData.frameCount : 0.0; + } + return this.playConfig(this._animationConfig); + }; + /** + * - Play a specific animation from the specific progress. + * @param animationName - The name of animation data. + * @param progress - The start progress value of playing. + * @param playTimes - Playing repeat times. [-1: Use the default value of animation data, 0: No end loop playing, [1~N]: Repeat N times] (Default: -1) + * @returns The played animation state. + * @version DragonBones 4.5 + * @language en_US + */ + /** + * - 从指定进度开始播放指定的动画。 + * @param animationName - 动画数据名称。 + * @param progress - 开始播放的进度。 + * @param playTimes - 播放次数。 [-1: 使用动画数据默认值, 0: 无限循环播放, [1~N]: 循环播放 N 次] (默认: -1) + * @returns 播放的动画状态。 + * @version DragonBones 4.5 + * @language zh_CN + */ + Animation.prototype.gotoAndPlayByProgress = function (animationName, progress, playTimes) { + if (progress === void 0) { progress = 0.0; } + if (playTimes === void 0) { playTimes = -1; } + this._animationConfig.clear(); + this._animationConfig.resetToPose = true; + this._animationConfig.playTimes = playTimes; + this._animationConfig.fadeInTime = 0.0; + this._animationConfig.animation = animationName; + var animationData = animationName in this._animations ? this._animations[animationName] : null; + if (animationData !== null) { + this._animationConfig.position = animationData.duration * (progress > 0.0 ? progress : 0.0); + } + return this.playConfig(this._animationConfig); + }; + /** + * - Stop a specific animation at the specific time. + * @param animationName - The name of animation data. + * @param time - The stop time. (In seconds) + * @returns The played animation state. + * @version DragonBones 4.5 + * @language en_US + */ + /** + * - 在指定时间停止指定动画播放 + * @param animationName - 动画数据名称。 + * @param time - 停止的时间。 (以秒为单位) + * @returns 播放的动画状态。 + * @version DragonBones 4.5 + * @language zh_CN + */ + Animation.prototype.gotoAndStopByTime = function (animationName, time) { + if (time === void 0) { time = 0.0; } + var animationState = this.gotoAndPlayByTime(animationName, time, 1); + if (animationState !== null) { + animationState.stop(); + } + return animationState; + }; + /** + * - Stop a specific animation at the specific frame. + * @param animationName - The name of animation data. + * @param frame - The stop frame. + * @returns The played animation state. + * @version DragonBones 4.5 + * @language en_US + */ + /** + * - 在指定帧停止指定动画的播放 + * @param animationName - 动画数据名称。 + * @param frame - 停止的帧数。 + * @returns 播放的动画状态。 + * @version DragonBones 4.5 + * @language zh_CN + */ + Animation.prototype.gotoAndStopByFrame = function (animationName, frame) { + if (frame === void 0) { frame = 0; } + var animationState = this.gotoAndPlayByFrame(animationName, frame, 1); + if (animationState !== null) { + animationState.stop(); + } + return animationState; + }; + /** + * - Stop a specific animation at the specific progress. + * @param animationName - The name of animation data. + * @param progress - The stop progress value. + * @returns The played animation state. + * @version DragonBones 4.5 + * @language en_US + */ + /** + * - 在指定的进度停止指定的动画播放。 + * @param animationName - 动画数据名称。 + * @param progress - 停止进度。 + * @returns 播放的动画状态。 + * @version DragonBones 4.5 + * @language zh_CN + */ + Animation.prototype.gotoAndStopByProgress = function (animationName, progress) { + if (progress === void 0) { progress = 0.0; } + var animationState = this.gotoAndPlayByProgress(animationName, progress, 1); + if (animationState !== null) { + animationState.stop(); + } + return animationState; + }; + /** + * @internal + */ + Animation.prototype.getBlendState = function (type, name, target) { + if (!(type in this._blendStates)) { + this._blendStates[type] = {}; + } + var blendStates = this._blendStates[type]; + if (!(name in blendStates)) { + var blendState = blendStates[name] = dragonBones.BaseObject.borrowObject(dragonBones.BlendState); + blendState.target = target; + } + return blendStates[name]; + }; + /** + * - Get a specific animation state. + * @param animationName - The name of animation state. + * @param layer - The layer of find animation states. [-1: Find all layers, [0~N]: Specified layer] (default: -1) + * @example + *
+         *     armature.animation.play("walk");
+         *     let walkState = armature.animation.getState("walk");
+         *     walkState.timeScale = 0.5;
+         * 
+ * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 获取指定的动画状态。 + * @param animationName - 动画状态名称。 + * @param layer - 查找动画状态的层级。 [-1: 查找所有层级, [0~N]: 指定层级] (默认: -1) + * @example + *
+         *     armature.animation.play("walk");
+         *     let walkState = armature.animation.getState("walk");
+         *     walkState.timeScale = 0.5;
+         * 
+ * @version DragonBones 3.0 + * @language zh_CN + */ + Animation.prototype.getState = function (animationName, layer) { + if (layer === void 0) { layer = -1; } + var i = this._animationStates.length; + while (i--) { + var animationState = this._animationStates[i]; + if (animationState.name === animationName && (layer < 0 || animationState.layer === layer)) { + return animationState; + } + } + return null; + }; + /** + * - Check whether a specific animation data is included. + * @param animationName - The name of animation data. + * @see dragonBones.AnimationData + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 检查是否包含指定的动画数据 + * @param animationName - 动画数据名称。 + * @see dragonBones.AnimationData + * @version DragonBones 3.0 + * @language zh_CN + */ + Animation.prototype.hasAnimation = function (animationName) { + return animationName in this._animations; + }; + /** + * - Get all the animation states. + * @version DragonBones 5.1 + * @language en_US + */ + /** + * - 获取所有的动画状态 + * @version DragonBones 5.1 + * @language zh_CN + */ + Animation.prototype.getStates = function () { + return this._animationStates; + }; + Object.defineProperty(Animation.prototype, "isPlaying", { + /** + * - Check whether there is an animation state is playing + * @see dragonBones.AnimationState + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 检查是否有动画状态正在播放 + * @see dragonBones.AnimationState + * @version DragonBones 3.0 + * @language zh_CN + */ + get: function () { + for (var _i = 0, _a = this._animationStates; _i < _a.length; _i++) { + var animationState = _a[_i]; + if (animationState.isPlaying) { + return true; + } + } + return false; + }, + enumerable: true, + configurable: true + }); + Object.defineProperty(Animation.prototype, "isCompleted", { + /** + * - Check whether all the animation states' playing were finished. + * @see dragonBones.AnimationState + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 检查是否所有的动画状态均已播放完毕。 + * @see dragonBones.AnimationState + * @version DragonBones 3.0 + * @language zh_CN + */ + get: function () { + for (var _i = 0, _a = this._animationStates; _i < _a.length; _i++) { + var animationState = _a[_i]; + if (!animationState.isCompleted) { + return false; + } + } + return this._animationStates.length > 0; + }, + enumerable: true, + configurable: true + }); + Object.defineProperty(Animation.prototype, "lastAnimationName", { + /** + * - The name of the last playing animation state. + * @see #lastAnimationState + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 上一个播放的动画状态名称 + * @see #lastAnimationState + * @version DragonBones 3.0 + * @language zh_CN + */ + get: function () { + return this._lastAnimationState !== null ? this._lastAnimationState.name : ""; + }, + enumerable: true, + configurable: true + }); + Object.defineProperty(Animation.prototype, "animationNames", { + /** + * - The name of all animation data + * @version DragonBones 4.5 + * @language en_US + */ + /** + * - 所有动画数据的名称 + * @version DragonBones 4.5 + * @language zh_CN + */ + get: function () { + return this._animationNames; + }, + enumerable: true, + configurable: true + }); + Object.defineProperty(Animation.prototype, "animations", { + /** + * - All animation data. + * @version DragonBones 4.5 + * @language en_US + */ + /** + * - 所有的动画数据。 + * @version DragonBones 4.5 + * @language zh_CN + */ + get: function () { + return this._animations; + }, + set: function (value) { + if (this._animations === value) { + return; + } + this._animationNames.length = 0; + for (var k in this._animations) { + delete this._animations[k]; + } + for (var k in value) { + this._animationNames.push(k); + this._animations[k] = value[k]; + } + }, + enumerable: true, + configurable: true + }); + Object.defineProperty(Animation.prototype, "animationConfig", { + /** + * - An AnimationConfig instance that can be used quickly. + * @see dragonBones.AnimationConfig + * @version DragonBones 5.0 + * @language en_US + */ + /** + * - 一个可以快速使用的动画配置实例。 + * @see dragonBones.AnimationConfig + * @version DragonBones 5.0 + * @language zh_CN + */ + get: function () { + this._animationConfig.clear(); + return this._animationConfig; + }, + enumerable: true, + configurable: true + }); + Object.defineProperty(Animation.prototype, "lastAnimationState", { + /** + * - The last playing animation state + * @see dragonBones.AnimationState + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 上一个播放的动画状态 + * @see dragonBones.AnimationState + * @version DragonBones 3.0 + * @language zh_CN + */ + get: function () { + return this._lastAnimationState; + }, + enumerable: true, + configurable: true + }); + return Animation; + }(dragonBones.BaseObject)); + dragonBones.Animation = Animation; +})(dragonBones || (dragonBones = {})); +/** + * The MIT License (MIT) + * + * Copyright (c) 2012-2018 DragonBones team and other contributors + * + * Permission is hereby granted, free of charge, to any person obtaining a copy of + * this software and associated documentation files (the "Software"), to deal in + * the Software without restriction, including without limitation the rights to + * use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of + * the Software, and to permit persons to whom the Software is furnished to do so, + * subject to the following conditions: + * + * The above copyright notice and this permission notice shall be included in all + * copies or substantial portions of the Software. + * + * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR + * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS + * FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR + * COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER + * IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN + * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. + */ +var dragonBones; +(function (dragonBones) { + /** + * - The animation state is generated when the animation data is played. + * @see dragonBones.Animation + * @see dragonBones.AnimationData + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 动画状态由播放动画数据时产生。 + * @see dragonBones.Animation + * @see dragonBones.AnimationData + * @version DragonBones 3.0 + * @language zh_CN + */ + var AnimationState = /** @class */ (function (_super) { + __extends(AnimationState, _super); + function AnimationState() { + var _this = _super !== null && _super.apply(this, arguments) || this; + _this._boneMask = []; + _this._boneTimelines = []; + _this._boneBlendTimelines = []; + _this._slotTimelines = []; + _this._slotBlendTimelines = []; + _this._constraintTimelines = []; + _this._animationTimelines = []; + _this._poseTimelines = []; + /** + * @internal + */ + _this._actionTimeline = null; // Initial value. + _this._zOrderTimeline = null; // Initial value. + return _this; + } + AnimationState.toString = function () { + return "[class dragonBones.AnimationState]"; + }; + AnimationState.prototype._onClear = function () { + for (var _i = 0, _a = this._boneTimelines; _i < _a.length; _i++) { + var timeline = _a[_i]; + timeline.returnToPool(); + } + for (var _b = 0, _c = this._boneBlendTimelines; _b < _c.length; _b++) { + var timeline = _c[_b]; + timeline.returnToPool(); + } + for (var _d = 0, _e = this._slotTimelines; _d < _e.length; _d++) { + var timeline = _e[_d]; + timeline.returnToPool(); + } + for (var _f = 0, _g = this._slotBlendTimelines; _f < _g.length; _f++) { + var timeline = _g[_f]; + timeline.returnToPool(); + } + for (var _h = 0, _j = this._constraintTimelines; _h < _j.length; _h++) { + var timeline = _j[_h]; + timeline.returnToPool(); + } + for (var _k = 0, _l = this._animationTimelines; _k < _l.length; _k++) { + var timeline = _l[_k]; + var animationState = timeline.target; + if (animationState._parent === this) { + animationState._fadeState = 1; + animationState._subFadeState = 1; + animationState._parent = null; + } + timeline.returnToPool(); + } + if (this._actionTimeline !== null) { + this._actionTimeline.returnToPool(); + } + if (this._zOrderTimeline !== null) { + this._zOrderTimeline.returnToPool(); + } + this.actionEnabled = false; + this.additive = false; + this.displayControl = false; + this.resetToPose = false; + this.blendType = 0 /* None */; + this.playTimes = 1; + this.layer = 0; + this.timeScale = 1.0; + this._weight = 1.0; + this.parameterX = 0.0; + this.parameterY = 0.0; + this.positionX = 0.0; + this.positionY = 0.0; + this.autoFadeOutTime = 0.0; + this.fadeTotalTime = 0.0; + this.name = ""; + this.group = ""; + this._timelineDirty = 2; + this._playheadState = 0; + this._fadeState = -1; + this._subFadeState = -1; + this._position = 0.0; + this._duration = 0.0; + this._fadeTime = 0.0; + this._time = 0.0; + this._fadeProgress = 0.0; + this._weightResult = 0.0; + this._boneMask.length = 0; + this._boneTimelines.length = 0; + this._boneBlendTimelines.length = 0; + this._slotTimelines.length = 0; + this._slotBlendTimelines.length = 0; + this._constraintTimelines.length = 0; + this._animationTimelines.length = 0; + this._poseTimelines.length = 0; + // this._bonePoses.clear(); + this._animationData = null; // + this._armature = null; // + this._actionTimeline = null; // + this._zOrderTimeline = null; + this._activeChildA = null; + this._activeChildB = null; + this._parent = null; + }; + AnimationState.prototype._updateTimelines = function () { + { + for (var _i = 0, _a = this._armature._constraints; _i < _a.length; _i++) { + var constraint = _a[_i]; + var timelineDatas = this._animationData.getConstraintTimelines(constraint.name); + if (timelineDatas !== null) { + for (var _b = 0, timelineDatas_1 = timelineDatas; _b < timelineDatas_1.length; _b++) { + var timelineData = timelineDatas_1[_b]; + switch (timelineData.type) { + case 30 /* IKConstraint */: { + var timeline = dragonBones.BaseObject.borrowObject(dragonBones.IKConstraintTimelineState); + timeline.target = constraint; + timeline.init(this._armature, this, timelineData); + this._constraintTimelines.push(timeline); + break; + } + default: + break; + } + } + } + else if (this.resetToPose) { + var timeline = dragonBones.BaseObject.borrowObject(dragonBones.IKConstraintTimelineState); + timeline.target = constraint; + timeline.init(this._armature, this, null); + this._constraintTimelines.push(timeline); + this._poseTimelines.push(timeline); + } + } + } + }; + AnimationState.prototype._updateBoneAndSlotTimelines = function () { + { + var boneTimelines = {}; + // Create bone timelines map. + for (var _i = 0, _a = this._boneTimelines; _i < _a.length; _i++) { + var timeline = _a[_i]; + var timelineName = timeline.target.target.name; + if (!(timelineName in boneTimelines)) { + boneTimelines[timelineName] = []; + } + boneTimelines[timelineName].push(timeline); + } + for (var _b = 0, _c = this._boneBlendTimelines; _b < _c.length; _b++) { + var timeline = _c[_b]; + var timelineName = timeline.target.target.name; + if (!(timelineName in boneTimelines)) { + boneTimelines[timelineName] = []; + } + boneTimelines[timelineName].push(timeline); + } + // + for (var _d = 0, _e = this._armature.getBones(); _d < _e.length; _d++) { + var bone = _e[_d]; + var timelineName = bone.name; + if (!this.containsBoneMask(timelineName)) { + continue; + } + if (timelineName in boneTimelines) { + delete boneTimelines[timelineName]; + } + else { + var timelineDatas = this._animationData.getBoneTimelines(timelineName); + var blendState = this._armature.animation.getBlendState(BlendState.BONE_TRANSFORM, bone.name, bone); + if (timelineDatas !== null) { + for (var _f = 0, timelineDatas_2 = timelineDatas; _f < timelineDatas_2.length; _f++) { + var timelineData = timelineDatas_2[_f]; + switch (timelineData.type) { + case 10 /* BoneAll */: { + var timeline = dragonBones.BaseObject.borrowObject(dragonBones.BoneAllTimelineState); + timeline.target = blendState; + timeline.init(this._armature, this, timelineData); + this._boneTimelines.push(timeline); + break; + } + case 11 /* BoneTranslate */: { + var timeline = dragonBones.BaseObject.borrowObject(dragonBones.BoneTranslateTimelineState); + timeline.target = blendState; + timeline.init(this._armature, this, timelineData); + this._boneTimelines.push(timeline); + break; + } + case 12 /* BoneRotate */: { + var timeline = dragonBones.BaseObject.borrowObject(dragonBones.BoneRotateTimelineState); + timeline.target = blendState; + timeline.init(this._armature, this, timelineData); + this._boneTimelines.push(timeline); + break; + } + case 13 /* BoneScale */: { + var timeline = dragonBones.BaseObject.borrowObject(dragonBones.BoneScaleTimelineState); + timeline.target = blendState; + timeline.init(this._armature, this, timelineData); + this._boneTimelines.push(timeline); + break; + } + case 60 /* BoneAlpha */: { + var timeline = dragonBones.BaseObject.borrowObject(dragonBones.AlphaTimelineState); + timeline.target = this._armature.animation.getBlendState(BlendState.BONE_ALPHA, bone.name, bone); + timeline.init(this._armature, this, timelineData); + this._boneBlendTimelines.push(timeline); + break; + } + case 50 /* Surface */: { + var timeline = dragonBones.BaseObject.borrowObject(dragonBones.SurfaceTimelineState); + timeline.target = this._armature.animation.getBlendState(BlendState.SURFACE, bone.name, bone); + timeline.init(this._armature, this, timelineData); + this._boneBlendTimelines.push(timeline); + break; + } + default: + break; + } + } + } + else if (this.resetToPose) { + if (bone._boneData.type === 0 /* Bone */) { + var timeline = dragonBones.BaseObject.borrowObject(dragonBones.BoneAllTimelineState); + timeline.target = blendState; + timeline.init(this._armature, this, null); + this._boneTimelines.push(timeline); + this._poseTimelines.push(timeline); + } + else { + var timeline = dragonBones.BaseObject.borrowObject(dragonBones.SurfaceTimelineState); + timeline.target = this._armature.animation.getBlendState(BlendState.SURFACE, bone.name, bone); + timeline.init(this._armature, this, null); + this._boneBlendTimelines.push(timeline); + this._poseTimelines.push(timeline); + } + } + } + } + for (var k in boneTimelines) { + for (var _g = 0, _h = boneTimelines[k]; _g < _h.length; _g++) { + var timeline = _h[_g]; + var index = this._boneTimelines.indexOf(timeline); + if (index >= 0) { + this._boneTimelines.splice(index, 1); + timeline.returnToPool(); + } + index = this._boneBlendTimelines.indexOf(timeline); + if (index >= 0) { + this._boneBlendTimelines.splice(index, 1); + timeline.returnToPool(); + } + } + } + } + { + var slotTimelines = {}; + var ffdFlags = []; + // Create slot timelines map. + for (var _j = 0, _k = this._slotTimelines; _j < _k.length; _j++) { + var timeline = _k[_j]; + var timelineName = timeline.target.name; + if (!(timelineName in slotTimelines)) { + slotTimelines[timelineName] = []; + } + slotTimelines[timelineName].push(timeline); + } + for (var _l = 0, _m = this._slotBlendTimelines; _l < _m.length; _l++) { + var timeline = _m[_l]; + var timelineName = timeline.target.target.name; + if (!(timelineName in slotTimelines)) { + slotTimelines[timelineName] = []; + } + slotTimelines[timelineName].push(timeline); + } + // + for (var _o = 0, _p = this._armature.getSlots(); _o < _p.length; _o++) { + var slot = _p[_o]; + var boneName = slot.parent.name; + if (!this.containsBoneMask(boneName)) { + continue; + } + var timelineName = slot.name; + if (timelineName in slotTimelines) { + delete slotTimelines[timelineName]; + } + else { + var displayIndexFlag = false; + var colorFlag = false; + ffdFlags.length = 0; + var timelineDatas = this._animationData.getSlotTimelines(timelineName); + if (timelineDatas !== null) { + for (var _q = 0, timelineDatas_3 = timelineDatas; _q < timelineDatas_3.length; _q++) { + var timelineData = timelineDatas_3[_q]; + switch (timelineData.type) { + case 20 /* SlotDisplay */: { + var timeline = dragonBones.BaseObject.borrowObject(dragonBones.SlotDislayTimelineState); + timeline.target = slot; + timeline.init(this._armature, this, timelineData); + this._slotTimelines.push(timeline); + displayIndexFlag = true; + break; + } + case 23 /* SlotZIndex */: { + var timeline = dragonBones.BaseObject.borrowObject(dragonBones.SlotZIndexTimelineState); + timeline.target = this._armature.animation.getBlendState(BlendState.SLOT_Z_INDEX, slot.name, slot); + timeline.init(this._armature, this, timelineData); + this._slotBlendTimelines.push(timeline); + break; + } + case 21 /* SlotColor */: { + var timeline = dragonBones.BaseObject.borrowObject(dragonBones.SlotColorTimelineState); + timeline.target = slot; + timeline.init(this._armature, this, timelineData); + this._slotTimelines.push(timeline); + colorFlag = true; + break; + } + case 22 /* SlotDeform */: { + var timeline = dragonBones.BaseObject.borrowObject(dragonBones.DeformTimelineState); + timeline.target = this._armature.animation.getBlendState(BlendState.SLOT_DEFORM, slot.name, slot); + timeline.init(this._armature, this, timelineData); + if (timeline.target !== null) { + this._slotBlendTimelines.push(timeline); + ffdFlags.push(timeline.geometryOffset); + } + else { + timeline.returnToPool(); + } + break; + } + case 24 /* SlotAlpha */: { + var timeline = dragonBones.BaseObject.borrowObject(dragonBones.AlphaTimelineState); + timeline.target = this._armature.animation.getBlendState(BlendState.SLOT_ALPHA, slot.name, slot); + timeline.init(this._armature, this, timelineData); + this._slotBlendTimelines.push(timeline); + break; + } + default: + break; + } + } + } + if (this.resetToPose) { + if (!displayIndexFlag) { + var timeline = dragonBones.BaseObject.borrowObject(dragonBones.SlotDislayTimelineState); + timeline.target = slot; + timeline.init(this._armature, this, null); + this._slotTimelines.push(timeline); + this._poseTimelines.push(timeline); + } + if (!colorFlag) { + var timeline = dragonBones.BaseObject.borrowObject(dragonBones.SlotColorTimelineState); + timeline.target = slot; + timeline.init(this._armature, this, null); + this._slotTimelines.push(timeline); + this._poseTimelines.push(timeline); + } + for (var i = 0, l = slot.displayFrameCount; i < l; ++i) { + var displayFrame = slot.getDisplayFrameAt(i); + if (displayFrame.deformVertices.length === 0) { + continue; + } + var geometryData = displayFrame.getGeometryData(); + if (geometryData !== null && ffdFlags.indexOf(geometryData.offset) < 0) { + var timeline = dragonBones.BaseObject.borrowObject(dragonBones.DeformTimelineState); + timeline.geometryOffset = geometryData.offset; // + timeline.displayFrame = displayFrame; // + timeline.target = this._armature.animation.getBlendState(BlendState.SLOT_DEFORM, slot.name, slot); + timeline.init(this._armature, this, null); + this._slotBlendTimelines.push(timeline); + this._poseTimelines.push(timeline); + } + } + } + } + } + for (var k in slotTimelines) { + for (var _r = 0, _s = slotTimelines[k]; _r < _s.length; _r++) { + var timeline = _s[_r]; + var index = this._slotTimelines.indexOf(timeline); + if (index >= 0) { + this._slotTimelines.splice(index, 1); + timeline.returnToPool(); + } + index = this._slotBlendTimelines.indexOf(timeline); + if (index >= 0) { + this._slotBlendTimelines.splice(index, 1); + timeline.returnToPool(); + } + } + } + } + }; + AnimationState.prototype._advanceFadeTime = function (passedTime) { + var isFadeOut = this._fadeState > 0; + if (this._subFadeState < 0) { + this._subFadeState = 0; + var eventActive = this._parent === null && this.actionEnabled; + if (eventActive) { + var eventType = isFadeOut ? dragonBones.EventObject.FADE_OUT : dragonBones.EventObject.FADE_IN; + if (this._armature.eventDispatcher.hasDBEventListener(eventType)) { + var eventObject = dragonBones.BaseObject.borrowObject(dragonBones.EventObject); + eventObject.type = eventType; + eventObject.armature = this._armature; + eventObject.animationState = this; + this._armature._dragonBones.bufferEvent(eventObject); + } + } + } + if (passedTime < 0.0) { + passedTime = -passedTime; + } + this._fadeTime += passedTime; + if (this._fadeTime >= this.fadeTotalTime) { + this._subFadeState = 1; + this._fadeProgress = isFadeOut ? 0.0 : 1.0; + } + else if (this._fadeTime > 0.0) { + this._fadeProgress = isFadeOut ? (1.0 - this._fadeTime / this.fadeTotalTime) : (this._fadeTime / this.fadeTotalTime); + } + else { + this._fadeProgress = isFadeOut ? 1.0 : 0.0; + } + if (this._subFadeState > 0) { + if (!isFadeOut) { + this._playheadState |= 1; // x1 + this._fadeState = 0; + } + var eventActive = this._parent === null && this.actionEnabled; + if (eventActive) { + var eventType = isFadeOut ? dragonBones.EventObject.FADE_OUT_COMPLETE : dragonBones.EventObject.FADE_IN_COMPLETE; + if (this._armature.eventDispatcher.hasDBEventListener(eventType)) { + var eventObject = dragonBones.BaseObject.borrowObject(dragonBones.EventObject); + eventObject.type = eventType; + eventObject.armature = this._armature; + eventObject.animationState = this; + this._armature._dragonBones.bufferEvent(eventObject); + } + } + } + }; + /** + * @internal + */ + AnimationState.prototype.init = function (armature, animationData, animationConfig) { + if (this._armature !== null) { + return; + } + this._armature = armature; + this._animationData = animationData; + // + this.resetToPose = animationConfig.resetToPose; + this.additive = animationConfig.additive; + this.displayControl = animationConfig.displayControl; + this.actionEnabled = animationConfig.actionEnabled; + this.blendType = animationData.blendType; + this.layer = animationConfig.layer; + this.playTimes = animationConfig.playTimes; + this.timeScale = animationConfig.timeScale; + this.fadeTotalTime = animationConfig.fadeInTime; + this.autoFadeOutTime = animationConfig.autoFadeOutTime; + this.name = animationConfig.name.length > 0 ? animationConfig.name : animationConfig.animation; + this.group = animationConfig.group; + // + this._weight = animationConfig.weight; + if (animationConfig.pauseFadeIn) { + this._playheadState = 2; // 10 + } + else { + this._playheadState = 3; // 11 + } + if (animationConfig.duration < 0.0) { + this._position = 0.0; + this._duration = this._animationData.duration; + if (animationConfig.position !== 0.0) { + if (this.timeScale >= 0.0) { + this._time = animationConfig.position; + } + else { + this._time = animationConfig.position - this._duration; + } + } + else { + this._time = 0.0; + } + } + else { + this._position = animationConfig.position; + this._duration = animationConfig.duration; + this._time = 0.0; + } + if (this.timeScale < 0.0 && this._time === 0.0) { + this._time = -0.000001; // Turn to end. + } + if (this.fadeTotalTime <= 0.0) { + this._fadeProgress = 0.999999; // Make different. + } + if (animationConfig.boneMask.length > 0) { + this._boneMask.length = animationConfig.boneMask.length; + for (var i = 0, l = this._boneMask.length; i < l; ++i) { + this._boneMask[i] = animationConfig.boneMask[i]; + } + } + this._actionTimeline = dragonBones.BaseObject.borrowObject(dragonBones.ActionTimelineState); + this._actionTimeline.init(this._armature, this, this._animationData.actionTimeline); + this._actionTimeline.currentTime = this._time; + if (this._actionTimeline.currentTime < 0.0) { + this._actionTimeline.currentTime = this._duration - this._actionTimeline.currentTime; + } + if (this._animationData.zOrderTimeline !== null) { + this._zOrderTimeline = dragonBones.BaseObject.borrowObject(dragonBones.ZOrderTimelineState); + this._zOrderTimeline.init(this._armature, this, this._animationData.zOrderTimeline); + } + }; + /** + * @internal + */ + AnimationState.prototype.advanceTime = function (passedTime, cacheFrameRate) { + // Update fade time. + if (this._fadeState !== 0 || this._subFadeState !== 0) { + this._advanceFadeTime(passedTime); + } + // Update time. + if (this._playheadState === 3) { + if (this.timeScale !== 1.0) { + passedTime *= this.timeScale; + } + this._time += passedTime; + } + // Update timeline. + if (this._timelineDirty !== 0) { + if (this._timelineDirty === 2) { + this._updateTimelines(); + } + this._timelineDirty = 0; + this._updateBoneAndSlotTimelines(); + } + var isBlendDirty = this._fadeState !== 0 || this._subFadeState === 0; + var isCacheEnabled = this._fadeState === 0 && cacheFrameRate > 0.0; + var isUpdateTimeline = true; + var isUpdateBoneTimeline = true; + var time = this._time; + this._weightResult = this._weight * this._fadeProgress; + if (this._parent !== null) { + this._weightResult *= this._parent._weightResult; + } + if (this._actionTimeline.playState <= 0) { + this._actionTimeline.update(time); + } + if (this._weight === 0.0) { + return; + } + if (isCacheEnabled) { + var internval = cacheFrameRate * 2.0; + this._actionTimeline.currentTime = Math.floor(this._actionTimeline.currentTime * internval) / internval; + } + if (this._zOrderTimeline !== null && this._zOrderTimeline.playState <= 0) { + this._zOrderTimeline.update(time); + } + if (isCacheEnabled) { + var cacheFrameIndex = Math.floor(this._actionTimeline.currentTime * cacheFrameRate); // uint + if (this._armature._cacheFrameIndex === cacheFrameIndex) { + isUpdateTimeline = false; + isUpdateBoneTimeline = false; + } + else { + this._armature._cacheFrameIndex = cacheFrameIndex; + if (this._animationData.cachedFrames[cacheFrameIndex]) { + isUpdateBoneTimeline = false; + } + else { + this._animationData.cachedFrames[cacheFrameIndex] = true; + } + } + } + if (isUpdateTimeline) { + var isBlend = false; + var prevTarget = null; // + if (isUpdateBoneTimeline) { + for (var i = 0, l = this._boneTimelines.length; i < l; ++i) { + var timeline = this._boneTimelines[i]; + if (timeline.playState <= 0) { + timeline.update(time); + } + if (timeline.target !== prevTarget) { + var blendState = timeline.target; + isBlend = blendState.update(this); + prevTarget = blendState; + if (blendState.dirty === 1) { + var pose = blendState.target.animationPose; + pose.x = 0.0; + pose.y = 0.0; + pose.rotation = 0.0; + pose.skew = 0.0; + pose.scaleX = 1.0; + pose.scaleY = 1.0; + } + } + if (isBlend) { + timeline.blend(isBlendDirty); + } + } + } + for (var i = 0, l = this._boneBlendTimelines.length; i < l; ++i) { + var timeline = this._boneBlendTimelines[i]; + if (timeline.playState <= 0) { + timeline.update(time); + } + if (timeline.target.update(this)) { + timeline.blend(isBlendDirty); + } + } + if (this.displayControl) { + for (var i = 0, l = this._slotTimelines.length; i < l; ++i) { + var timeline = this._slotTimelines[i]; + if (timeline.playState <= 0) { + var slot = timeline.target; + var displayController = slot.displayController; + if (displayController === null || + displayController === this.name || + displayController === this.group) { + timeline.update(time); + } + } + } + } + for (var i = 0, l = this._slotBlendTimelines.length; i < l; ++i) { + var timeline = this._slotBlendTimelines[i]; + if (timeline.playState <= 0) { + var blendState = timeline.target; + timeline.update(time); + if (blendState.update(this)) { + timeline.blend(isBlendDirty); + } + } + } + for (var i = 0, l = this._constraintTimelines.length; i < l; ++i) { + var timeline = this._constraintTimelines[i]; + if (timeline.playState <= 0) { + timeline.update(time); + } + } + if (this._animationTimelines.length > 0) { + var dL = 100.0; + var dR = 100.0; + var leftState = null; + var rightState = null; + for (var i = 0, l = this._animationTimelines.length; i < l; ++i) { + var timeline = this._animationTimelines[i]; + if (timeline.playState <= 0) { + timeline.update(time); + } + if (this.blendType === 1 /* E1D */) { + var animationState = timeline.target; + var d = this.parameterX - animationState.positionX; + if (d >= 0.0) { + if (d < dL) { + dL = d; + leftState = animationState; + } + } + else { + if (-d < dR) { + dR = -d; + rightState = animationState; + } + } + } + } + if (leftState !== null) { + if (this._activeChildA !== leftState) { + if (this._activeChildA !== null) { + this._activeChildA.weight = 0.0; + } + this._activeChildA = leftState; + this._activeChildA.activeTimeline(); + } + if (this._activeChildB !== rightState) { + if (this._activeChildB !== null) { + this._activeChildB.weight = 0.0; + } + this._activeChildB = rightState; + } + leftState.weight = dR / (dL + dR); + if (rightState) { + rightState.weight = 1.0 - leftState.weight; + } + } + } + } + if (this._fadeState === 0) { + if (this._subFadeState > 0) { + this._subFadeState = 0; + if (this._poseTimelines.length > 0) { + for (var _i = 0, _a = this._poseTimelines; _i < _a.length; _i++) { + var timeline = _a[_i]; + var index = this._boneTimelines.indexOf(timeline); + if (index >= 0) { + this._boneTimelines.splice(index, 1); + timeline.returnToPool(); + continue; + } + index = this._boneBlendTimelines.indexOf(timeline); + if (index >= 0) { + this._boneBlendTimelines.splice(index, 1); + timeline.returnToPool(); + continue; + } + index = this._slotTimelines.indexOf(timeline); + if (index >= 0) { + this._slotTimelines.splice(index, 1); + timeline.returnToPool(); + continue; + } + index = this._slotBlendTimelines.indexOf(timeline); + if (index >= 0) { + this._slotBlendTimelines.splice(index, 1); + timeline.returnToPool(); + continue; + } + index = this._constraintTimelines.indexOf(timeline); + if (index >= 0) { + this._constraintTimelines.splice(index, 1); + timeline.returnToPool(); + continue; + } + } + this._poseTimelines.length = 0; + } + } + if (this._actionTimeline.playState > 0) { + if (this.autoFadeOutTime >= 0.0) { + this.fadeOut(this.autoFadeOutTime); + } + } + } + }; + /** + * - Continue play. + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 继续播放。 + * @version DragonBones 3.0 + * @language zh_CN + */ + AnimationState.prototype.play = function () { + this._playheadState = 3; // 11 + }; + /** + * - Stop play. + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 暂停播放。 + * @version DragonBones 3.0 + * @language zh_CN + */ + AnimationState.prototype.stop = function () { + this._playheadState &= 1; // 0x + }; + /** + * - Fade out the animation state. + * @param fadeOutTime - The fade out time. (In seconds) + * @param pausePlayhead - Whether to pause the animation playing when fade out. + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 淡出动画状态。 + * @param fadeOutTime - 淡出时间。 (以秒为单位) + * @param pausePlayhead - 淡出时是否暂停播放。 + * @version DragonBones 3.0 + * @language zh_CN + */ + AnimationState.prototype.fadeOut = function (fadeOutTime, pausePlayhead) { + if (pausePlayhead === void 0) { pausePlayhead = true; } + if (fadeOutTime < 0.0) { + fadeOutTime = 0.0; + } + if (pausePlayhead) { + this._playheadState &= 2; // x0 + } + if (this._fadeState > 0) { + if (fadeOutTime > this.fadeTotalTime - this._fadeTime) { + return; + } + } + else { + this._fadeState = 1; + this._subFadeState = -1; + if (fadeOutTime <= 0.0 || this._fadeProgress <= 0.0) { + this._fadeProgress = 0.000001; // Modify fade progress to different value. + } + for (var _i = 0, _a = this._boneTimelines; _i < _a.length; _i++) { + var timeline = _a[_i]; + timeline.fadeOut(); + } + for (var _b = 0, _c = this._boneBlendTimelines; _b < _c.length; _b++) { + var timeline = _c[_b]; + timeline.fadeOut(); + } + for (var _d = 0, _e = this._slotTimelines; _d < _e.length; _d++) { + var timeline = _e[_d]; + timeline.fadeOut(); + } + for (var _f = 0, _g = this._slotBlendTimelines; _f < _g.length; _f++) { + var timeline = _g[_f]; + timeline.fadeOut(); + } + for (var _h = 0, _j = this._constraintTimelines; _h < _j.length; _h++) { + var timeline = _j[_h]; + timeline.fadeOut(); + } + for (var _k = 0, _l = this._animationTimelines; _k < _l.length; _k++) { + var timeline = _l[_k]; + timeline.fadeOut(); + // + var animaitonState = timeline.target; + animaitonState.fadeOut(999999.0, true); + } + } + this.displayControl = false; // + this.fadeTotalTime = this._fadeProgress > 0.000001 ? fadeOutTime / this._fadeProgress : 0.0; + this._fadeTime = this.fadeTotalTime * (1.0 - this._fadeProgress); + }; + /** + * - Check if a specific bone mask is included. + * @param boneName - The bone name. + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 检查是否包含特定骨骼遮罩。 + * @param boneName - 骨骼名称。 + * @version DragonBones 3.0 + * @language zh_CN + */ + AnimationState.prototype.containsBoneMask = function (boneName) { + return this._boneMask.length === 0 || this._boneMask.indexOf(boneName) >= 0; + }; + /** + * - Add a specific bone mask. + * @param boneName - The bone name. + * @param recursive - Whether or not to add a mask to the bone's sub-bone. + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 添加特定的骨骼遮罩。 + * @param boneName - 骨骼名称。 + * @param recursive - 是否为该骨骼的子骨骼添加遮罩。 + * @version DragonBones 3.0 + * @language zh_CN + */ + AnimationState.prototype.addBoneMask = function (boneName, recursive) { + if (recursive === void 0) { recursive = true; } + var currentBone = this._armature.getBone(boneName); + if (currentBone === null) { + return; + } + if (this._boneMask.indexOf(boneName) < 0) { + this._boneMask.push(boneName); + } + if (recursive) { + for (var _i = 0, _a = this._armature.getBones(); _i < _a.length; _i++) { + var bone = _a[_i]; + if (this._boneMask.indexOf(bone.name) < 0 && currentBone.contains(bone)) { + this._boneMask.push(bone.name); + } + } + } + this._timelineDirty = 1; + }; + /** + * - Remove the mask of a specific bone. + * @param boneName - The bone name. + * @param recursive - Whether to remove the bone's sub-bone mask. + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 删除特定骨骼的遮罩。 + * @param boneName - 骨骼名称。 + * @param recursive - 是否删除该骨骼的子骨骼遮罩。 + * @version DragonBones 3.0 + * @language zh_CN + */ + AnimationState.prototype.removeBoneMask = function (boneName, recursive) { + if (recursive === void 0) { recursive = true; } + var index = this._boneMask.indexOf(boneName); + if (index >= 0) { + this._boneMask.splice(index, 1); + } + if (recursive) { + var currentBone = this._armature.getBone(boneName); + if (currentBone !== null) { + var bones = this._armature.getBones(); + if (this._boneMask.length > 0) { + for (var _i = 0, bones_1 = bones; _i < bones_1.length; _i++) { + var bone = bones_1[_i]; + var index_1 = this._boneMask.indexOf(bone.name); + if (index_1 >= 0 && currentBone.contains(bone)) { + this._boneMask.splice(index_1, 1); + } + } + } + else { + for (var _a = 0, bones_2 = bones; _a < bones_2.length; _a++) { + var bone = bones_2[_a]; + if (bone === currentBone) { + continue; + } + if (!currentBone.contains(bone)) { + this._boneMask.push(bone.name); + } + } + } + } + } + this._timelineDirty = 1; + }; + /** + * - Remove all bone masks. + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 删除所有骨骼遮罩。 + * @version DragonBones 3.0 + * @language zh_CN + */ + AnimationState.prototype.removeAllBoneMask = function () { + this._boneMask.length = 0; + this._timelineDirty = 1; + }; + /** + * @private + */ + AnimationState.prototype.addState = function (animationState, timelineDatas) { + if (timelineDatas === void 0) { timelineDatas = null; } + if (timelineDatas !== null) { + for (var _i = 0, timelineDatas_4 = timelineDatas; _i < timelineDatas_4.length; _i++) { + var timelineData = timelineDatas_4[_i]; + switch (timelineData.type) { + case 40 /* AnimationProgress */: { + var timeline = dragonBones.BaseObject.borrowObject(dragonBones.AnimationProgressTimelineState); + timeline.target = animationState; + timeline.init(this._armature, this, timelineData); + this._animationTimelines.push(timeline); + if (this.blendType !== 0 /* None */) { + var animaitonTimelineData = timelineData; + animationState.positionX = animaitonTimelineData.x; + animationState.positionY = animaitonTimelineData.y; + animationState.weight = 0.0; + } + animationState._parent = this; + this.resetToPose = false; + break; + } + case 41 /* AnimationWeight */: { + var timeline = dragonBones.BaseObject.borrowObject(dragonBones.AnimationWeightTimelineState); + timeline.target = animationState; + timeline.init(this._armature, this, timelineData); + this._animationTimelines.push(timeline); + break; + } + case 42 /* AnimationParameter */: { + var timeline = dragonBones.BaseObject.borrowObject(dragonBones.AnimationParametersTimelineState); + timeline.target = animationState; + timeline.init(this._armature, this, timelineData); + this._animationTimelines.push(timeline); + break; + } + default: + break; + } + } + } + if (animationState._parent === null) { + animationState._parent = this; + } + }; + /** + * @internal + */ + AnimationState.prototype.activeTimeline = function () { + for (var _i = 0, _a = this._slotTimelines; _i < _a.length; _i++) { + var timeline = _a[_i]; + timeline.dirty = true; + timeline.currentTime = -1.0; + } + }; + Object.defineProperty(AnimationState.prototype, "isFadeIn", { + /** + * - Whether the animation state is fading in. + * @version DragonBones 5.1 + * @language en_US + */ + /** + * - 是否正在淡入。 + * @version DragonBones 5.1 + * @language zh_CN + */ + get: function () { + return this._fadeState < 0; + }, + enumerable: true, + configurable: true + }); + Object.defineProperty(AnimationState.prototype, "isFadeOut", { + /** + * - Whether the animation state is fading out. + * @version DragonBones 5.1 + * @language en_US + */ + /** + * - 是否正在淡出。 + * @version DragonBones 5.1 + * @language zh_CN + */ + get: function () { + return this._fadeState > 0; + }, + enumerable: true, + configurable: true + }); + Object.defineProperty(AnimationState.prototype, "isFadeComplete", { + /** + * - Whether the animation state is fade completed. + * @version DragonBones 5.1 + * @language en_US + */ + /** + * - 是否淡入或淡出完毕。 + * @version DragonBones 5.1 + * @language zh_CN + */ + get: function () { + return this._fadeState === 0; + }, + enumerable: true, + configurable: true + }); + Object.defineProperty(AnimationState.prototype, "isPlaying", { + /** + * - Whether the animation state is playing. + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 是否正在播放。 + * @version DragonBones 3.0 + * @language zh_CN + */ + get: function () { + return (this._playheadState & 2) !== 0 && this._actionTimeline.playState <= 0; + }, + enumerable: true, + configurable: true + }); + Object.defineProperty(AnimationState.prototype, "isCompleted", { + /** + * - Whether the animation state is play completed. + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 是否播放完毕。 + * @version DragonBones 3.0 + * @language zh_CN + */ + get: function () { + return this._actionTimeline.playState > 0; + }, + enumerable: true, + configurable: true + }); + Object.defineProperty(AnimationState.prototype, "currentPlayTimes", { + /** + * - The times has been played. + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 已经循环播放的次数。 + * @version DragonBones 3.0 + * @language zh_CN + */ + get: function () { + return this._actionTimeline.currentPlayTimes; + }, + enumerable: true, + configurable: true + }); + Object.defineProperty(AnimationState.prototype, "totalTime", { + /** + * - The total time. (In seconds) + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 总播放时间。 (以秒为单位) + * @version DragonBones 3.0 + * @language zh_CN + */ + get: function () { + return this._duration; + }, + enumerable: true, + configurable: true + }); + Object.defineProperty(AnimationState.prototype, "currentTime", { + /** + * - The time is currently playing. (In seconds) + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 当前播放的时间。 (以秒为单位) + * @version DragonBones 3.0 + * @language zh_CN + */ + get: function () { + return this._actionTimeline.currentTime; + }, + set: function (value) { + var currentPlayTimes = this._actionTimeline.currentPlayTimes - (this._actionTimeline.playState > 0 ? 1 : 0); + if (value < 0 || this._duration < value) { + value = (value % this._duration) + currentPlayTimes * this._duration; + if (value < 0) { + value += this._duration; + } + } + if (this.playTimes > 0 && currentPlayTimes === this.playTimes - 1 && + value === this._duration && this._parent === null) { + value = this._duration - 0.000001; // + } + if (this._time === value) { + return; + } + this._time = value; + this._actionTimeline.setCurrentTime(this._time); + if (this._zOrderTimeline !== null) { + this._zOrderTimeline.playState = -1; + } + for (var _i = 0, _a = this._boneTimelines; _i < _a.length; _i++) { + var timeline = _a[_i]; + timeline.playState = -1; + } + for (var _b = 0, _c = this._slotTimelines; _b < _c.length; _b++) { + var timeline = _c[_b]; + timeline.playState = -1; + } + }, + enumerable: true, + configurable: true + }); + Object.defineProperty(AnimationState.prototype, "weight", { + /** + * - The blend weight. + * @default 1.0 + * @version DragonBones 5.0 + * @language en_US + */ + /** + * - 混合权重。 + * @default 1.0 + * @version DragonBones 5.0 + * @language zh_CN + */ + /** + * - The animation data. + * @see dragonBones.AnimationData + * @version DragonBones 3.0 + * @language en_US + */ + get: function () { + return this._weight; + }, + set: function (value) { + if (this._weight === value) { + return; + } + this._weight = value; + for (var _i = 0, _a = this._boneTimelines; _i < _a.length; _i++) { + var timeline = _a[_i]; + timeline.dirty = true; + } + for (var _b = 0, _c = this._boneBlendTimelines; _b < _c.length; _b++) { + var timeline = _c[_b]; + timeline.dirty = true; + } + for (var _d = 0, _e = this._slotBlendTimelines; _d < _e.length; _d++) { + var timeline = _e[_d]; + timeline.dirty = true; + } + }, + enumerable: true, + configurable: true + }); + Object.defineProperty(AnimationState.prototype, "animationData", { + /** + * - 动画数据。 + * @see dragonBones.AnimationData + * @version DragonBones 3.0 + * @language zh_CN + */ + get: function () { + return this._animationData; + }, + enumerable: true, + configurable: true + }); + return AnimationState; + }(dragonBones.BaseObject)); + dragonBones.AnimationState = AnimationState; + /** + * @internal + */ + var BlendState = /** @class */ (function (_super) { + __extends(BlendState, _super); + function BlendState() { + return _super !== null && _super.apply(this, arguments) || this; + } + BlendState.toString = function () { + return "[class dragonBones.BlendState]"; + }; + BlendState.prototype._onClear = function () { + this.reset(); + this.target = null; + }; + BlendState.prototype.update = function (animationState) { + var animationLayer = animationState.layer; + var animationWeight = animationState._weightResult; + if (this.dirty > 0) { + if (this.leftWeight > 0.0) { + if (this.layer !== animationLayer) { + if (this.layerWeight >= this.leftWeight) { + this.dirty++; + this.layer = animationLayer; + this.leftWeight = 0.0; + this.blendWeight = 0.0; + return false; + } + this.layer = animationLayer; + this.leftWeight -= this.layerWeight; + this.layerWeight = 0.0; + } + animationWeight *= this.leftWeight; + this.dirty++; + this.blendWeight = animationWeight; + this.layerWeight += this.blendWeight; + return true; + } + return false; + } + this.dirty++; + this.layer = animationLayer; + this.leftWeight = 1.0; + this.blendWeight = animationWeight; + this.layerWeight = animationWeight; + return true; + }; + BlendState.prototype.reset = function () { + this.dirty = 0; + this.layer = 0; + this.leftWeight = 0.0; + this.layerWeight = 0.0; + this.blendWeight = 0.0; + }; + BlendState.BONE_TRANSFORM = "boneTransform"; + BlendState.BONE_ALPHA = "boneAlpha"; + BlendState.SURFACE = "surface"; + BlendState.SLOT_DEFORM = "slotDeform"; + BlendState.SLOT_ALPHA = "slotAlpha"; + BlendState.SLOT_Z_INDEX = "slotZIndex"; + return BlendState; + }(dragonBones.BaseObject)); + dragonBones.BlendState = BlendState; +})(dragonBones || (dragonBones = {})); +/** + * The MIT License (MIT) + * + * Copyright (c) 2012-2018 DragonBones team and other contributors + * + * Permission is hereby granted, free of charge, to any person obtaining a copy of + * this software and associated documentation files (the "Software"), to deal in + * the Software without restriction, including without limitation the rights to + * use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of + * the Software, and to permit persons to whom the Software is furnished to do so, + * subject to the following conditions: + * + * The above copyright notice and this permission notice shall be included in all + * copies or substantial portions of the Software. + * + * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR + * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS + * FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR + * COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER + * IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN + * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. + */ +var dragonBones; +(function (dragonBones) { + /** + * @internal + */ + var TimelineState = /** @class */ (function (_super) { + __extends(TimelineState, _super); + function TimelineState() { + return _super !== null && _super.apply(this, arguments) || this; + } + TimelineState.prototype._onClear = function () { + this.dirty = false; + this.playState = -1; + this.currentPlayTimes = -1; + this.currentTime = -1.0; + this.target = null; + this._isTween = false; + this._valueOffset = 0; + this._frameValueOffset = 0; + this._frameOffset = 0; + this._frameRate = 0; + this._frameCount = 0; + this._frameIndex = -1; + this._frameRateR = 0.0; + this._position = 0.0; + this._duration = 0.0; + this._timeScale = 1.0; + this._timeOffset = 0.0; + this._animationData = null; // + this._timelineData = null; // + this._armature = null; // + this._animationState = null; // + this._actionTimeline = null; // + this._frameArray = null; // + this._valueArray = null; // + this._timelineArray = null; // + this._frameIndices = null; // + }; + TimelineState.prototype._setCurrentTime = function (passedTime) { + var prevState = this.playState; + var prevPlayTimes = this.currentPlayTimes; + var prevTime = this.currentTime; + if (this._actionTimeline !== null && this._frameCount <= 1) { + this.playState = this._actionTimeline.playState >= 0 ? 1 : -1; + this.currentPlayTimes = 1; + this.currentTime = this._actionTimeline.currentTime; + } + else if (this._actionTimeline === null || this._timeScale !== 1.0 || this._timeOffset !== 0.0) { + var playTimes = this._animationState.playTimes; + var totalTime = playTimes * this._duration; + passedTime *= this._timeScale; + if (this._timeOffset !== 0.0) { + passedTime += this._timeOffset * this._animationData.duration; + } + if (playTimes > 0 && (passedTime >= totalTime || passedTime <= -totalTime)) { + if (this.playState <= 0 && this._animationState._playheadState === 3) { + this.playState = 1; + } + this.currentPlayTimes = playTimes; + if (passedTime < 0.0) { + this.currentTime = 0.0; + } + else { + this.currentTime = this._duration + 0.000001; // Precision problem + } + } + else { + if (this.playState !== 0 && this._animationState._playheadState === 3) { + this.playState = 0; + } + if (passedTime < 0.0) { + passedTime = -passedTime; + this.currentPlayTimes = Math.floor(passedTime / this._duration); + this.currentTime = this._duration - (passedTime % this._duration); + } + else { + this.currentPlayTimes = Math.floor(passedTime / this._duration); + this.currentTime = passedTime % this._duration; + } + } + this.currentTime += this._position; + } + else { + this.playState = this._actionTimeline.playState; + this.currentPlayTimes = this._actionTimeline.currentPlayTimes; + this.currentTime = this._actionTimeline.currentTime; + } + if (this.currentPlayTimes === prevPlayTimes && this.currentTime === prevTime) { + return false; + } + // Clear frame flag when timeline start or loopComplete. + if ((prevState < 0 && this.playState !== prevState) || + (this.playState <= 0 && this.currentPlayTimes !== prevPlayTimes)) { + this._frameIndex = -1; + } + return true; + }; + TimelineState.prototype.init = function (armature, animationState, timelineData) { + this._armature = armature; + this._animationState = animationState; + this._timelineData = timelineData; + this._actionTimeline = this._animationState._actionTimeline; + if (this === this._actionTimeline) { + this._actionTimeline = null; // + } + this._animationData = this._animationState.animationData; + // + this._frameRate = this._animationData.parent.frameRate; + this._frameRateR = 1.0 / this._frameRate; + this._position = this._animationState._position; + this._duration = this._animationState._duration; + if (this._timelineData !== null) { + var dragonBonesData = this._animationData.parent.parent; // May by the animation data is not belone to this armature data. + this._frameArray = dragonBonesData.frameArray; + this._timelineArray = dragonBonesData.timelineArray; + this._frameIndices = dragonBonesData.frameIndices; + // + this._frameCount = this._timelineArray[this._timelineData.offset + 2 /* TimelineKeyFrameCount */]; + this._frameValueOffset = this._timelineArray[this._timelineData.offset + 4 /* TimelineFrameValueOffset */]; + this._timeScale = 100.0 / this._timelineArray[this._timelineData.offset + 0 /* TimelineScale */]; + this._timeOffset = this._timelineArray[this._timelineData.offset + 1 /* TimelineOffset */] * 0.01; + } + }; + TimelineState.prototype.fadeOut = function () { + this.dirty = false; + }; + TimelineState.prototype.update = function (passedTime) { + if (this._setCurrentTime(passedTime)) { + if (this._frameCount > 1) { + var timelineFrameIndex = Math.floor(this.currentTime * this._frameRate); // uint + var frameIndex = this._frameIndices[this._timelineData.frameIndicesOffset + timelineFrameIndex]; + if (this._frameIndex !== frameIndex) { + this._frameIndex = frameIndex; + this._frameOffset = this._animationData.frameOffset + this._timelineArray[this._timelineData.offset + 5 /* TimelineFrameOffset */ + this._frameIndex]; + this._onArriveAtFrame(); + } + } + else if (this._frameIndex < 0) { + this._frameIndex = 0; + if (this._timelineData !== null) { + this._frameOffset = this._animationData.frameOffset + this._timelineArray[this._timelineData.offset + 5 /* TimelineFrameOffset */]; + } + this._onArriveAtFrame(); + } + if (this._isTween || this.dirty) { + this._onUpdateFrame(); + } + } + }; + TimelineState.prototype.blend = function (_isDirty) { + }; + return TimelineState; + }(dragonBones.BaseObject)); + dragonBones.TimelineState = TimelineState; + /** + * @internal + */ + var TweenTimelineState = /** @class */ (function (_super) { + __extends(TweenTimelineState, _super); + function TweenTimelineState() { + return _super !== null && _super.apply(this, arguments) || this; + } + TweenTimelineState._getEasingValue = function (tweenType, progress, easing) { + var value = progress; + switch (tweenType) { + case 3 /* QuadIn */: + value = Math.pow(progress, 2.0); + break; + case 4 /* QuadOut */: + value = 1.0 - Math.pow(1.0 - progress, 2.0); + break; + case 5 /* QuadInOut */: + value = 0.5 * (1.0 - Math.cos(progress * Math.PI)); + break; + } + return (value - progress) * easing + progress; + }; + TweenTimelineState._getEasingCurveValue = function (progress, samples, count, offset) { + if (progress <= 0.0) { + return 0.0; + } + else if (progress >= 1.0) { + return 1.0; + } + var isOmited = count > 0; + var segmentCount = count + 1; // + 2 - 1 + var valueIndex = Math.floor(progress * segmentCount); + var fromValue = 0.0; + var toValue = 0.0; + if (isOmited) { + fromValue = valueIndex === 0 ? 0.0 : samples[offset + valueIndex - 1]; + toValue = (valueIndex === segmentCount - 1) ? 10000.0 : samples[offset + valueIndex]; + } + else { + fromValue = samples[offset + valueIndex - 1]; + toValue = samples[offset + valueIndex]; + } + return (fromValue + (toValue - fromValue) * (progress * segmentCount - valueIndex)) * 0.0001; + }; + TweenTimelineState.prototype._onClear = function () { + _super.prototype._onClear.call(this); + this._tweenType = 0 /* None */; + this._curveCount = 0; + this._framePosition = 0.0; + this._frameDurationR = 0.0; + this._tweenEasing = 0.0; + this._tweenProgress = 0.0; + this._valueScale = 1.0; + }; + TweenTimelineState.prototype._onArriveAtFrame = function () { + if (this._frameCount > 1 && + (this._frameIndex !== this._frameCount - 1 || + this._animationState.playTimes === 0 || + this._animationState.currentPlayTimes < this._animationState.playTimes - 1)) { + this._tweenType = this._frameArray[this._frameOffset + 1 /* FrameTweenType */]; + this._isTween = this._tweenType !== 0 /* None */; + if (this._isTween) { + if (this._tweenType === 2 /* Curve */) { + this._curveCount = this._frameArray[this._frameOffset + 2 /* FrameTweenEasingOrCurveSampleCount */]; + } + else if (this._tweenType !== 0 /* None */ && this._tweenType !== 1 /* Line */) { + this._tweenEasing = this._frameArray[this._frameOffset + 2 /* FrameTweenEasingOrCurveSampleCount */] * 0.01; + } + } + else { + this.dirty = true; + } + this._framePosition = this._frameArray[this._frameOffset] * this._frameRateR; + if (this._frameIndex === this._frameCount - 1) { + this._frameDurationR = 1.0 / (this._animationData.duration - this._framePosition); + } + else { + var nextFrameOffset = this._animationData.frameOffset + this._timelineArray[this._timelineData.offset + 5 /* TimelineFrameOffset */ + this._frameIndex + 1]; + var frameDuration = this._frameArray[nextFrameOffset] * this._frameRateR - this._framePosition; + if (frameDuration > 0) { + this._frameDurationR = 1.0 / frameDuration; + } + else { + this._frameDurationR = 0.0; + } + } + } + else { + this.dirty = true; + this._isTween = false; + } + }; + TweenTimelineState.prototype._onUpdateFrame = function () { + if (this._isTween) { + this.dirty = true; + this._tweenProgress = (this.currentTime - this._framePosition) * this._frameDurationR; + if (this._tweenType === 2 /* Curve */) { + this._tweenProgress = TweenTimelineState._getEasingCurveValue(this._tweenProgress, this._frameArray, this._curveCount, this._frameOffset + 3 /* FrameCurveSamples */); + } + else if (this._tweenType !== 1 /* Line */) { + this._tweenProgress = TweenTimelineState._getEasingValue(this._tweenType, this._tweenProgress, this._tweenEasing); + } + } + }; + return TweenTimelineState; + }(TimelineState)); + dragonBones.TweenTimelineState = TweenTimelineState; + /** + * @internal + */ + var SingleValueTimelineState = /** @class */ (function (_super) { + __extends(SingleValueTimelineState, _super); + function SingleValueTimelineState() { + return _super !== null && _super.apply(this, arguments) || this; + } + SingleValueTimelineState.prototype._onClear = function () { + _super.prototype._onClear.call(this); + this._current = 0.0; + this._difference = 0.0; + this._result = 0.0; + }; + SingleValueTimelineState.prototype._onArriveAtFrame = function () { + _super.prototype._onArriveAtFrame.call(this); + if (this._timelineData !== null) { + var valueScale = this._valueScale; + var valueArray = this._valueArray; + // + var valueOffset = this._valueOffset + this._frameValueOffset + this._frameIndex; + if (this._isTween) { + var nextValueOffset = this._frameIndex === this._frameCount - 1 ? + this._valueOffset + this._frameValueOffset : + valueOffset + 1; + if (valueScale === 1.0) { + this._current = valueArray[valueOffset]; + this._difference = valueArray[nextValueOffset] - this._current; + } + else { + this._current = valueArray[valueOffset] * valueScale; + this._difference = valueArray[nextValueOffset] * valueScale - this._current; + } + } + else { + this._result = valueArray[valueOffset] * valueScale; + } + } + else { + this._result = 0.0; + } + }; + SingleValueTimelineState.prototype._onUpdateFrame = function () { + _super.prototype._onUpdateFrame.call(this); + if (this._isTween) { + this._result = this._current + this._difference * this._tweenProgress; + } + }; + return SingleValueTimelineState; + }(TweenTimelineState)); + dragonBones.SingleValueTimelineState = SingleValueTimelineState; + /** + * @internal + */ + var DoubleValueTimelineState = /** @class */ (function (_super) { + __extends(DoubleValueTimelineState, _super); + function DoubleValueTimelineState() { + return _super !== null && _super.apply(this, arguments) || this; + } + DoubleValueTimelineState.prototype._onClear = function () { + _super.prototype._onClear.call(this); + this._currentA = 0.0; + this._currentB = 0.0; + this._differenceA = 0.0; + this._differenceB = 0.0; + this._resultA = 0.0; + this._resultB = 0.0; + }; + DoubleValueTimelineState.prototype._onArriveAtFrame = function () { + _super.prototype._onArriveAtFrame.call(this); + if (this._timelineData !== null) { + var valueScale = this._valueScale; + var valueArray = this._valueArray; + // + var valueOffset = this._valueOffset + this._frameValueOffset + this._frameIndex * 2; + if (this._isTween) { + var nextValueOffset = this._frameIndex === this._frameCount - 1 ? + this._valueOffset + this._frameValueOffset : + valueOffset + 2; + if (valueScale === 1.0) { + this._currentA = valueArray[valueOffset]; + this._currentB = valueArray[valueOffset + 1]; + this._differenceA = valueArray[nextValueOffset] - this._currentA; + this._differenceB = valueArray[nextValueOffset + 1] - this._currentB; + } + else { + this._currentA = valueArray[valueOffset] * valueScale; + this._currentB = valueArray[valueOffset + 1] * valueScale; + this._differenceA = valueArray[nextValueOffset] * valueScale - this._currentA; + this._differenceB = valueArray[nextValueOffset + 1] * valueScale - this._currentB; + } + } + else { + this._resultA = valueArray[valueOffset] * valueScale; + this._resultB = valueArray[valueOffset + 1] * valueScale; + } + } + else { + this._resultA = 0.0; + this._resultB = 0.0; + } + }; + DoubleValueTimelineState.prototype._onUpdateFrame = function () { + _super.prototype._onUpdateFrame.call(this); + if (this._isTween) { + this._resultA = this._currentA + this._differenceA * this._tweenProgress; + this._resultB = this._currentB + this._differenceB * this._tweenProgress; + } + }; + return DoubleValueTimelineState; + }(TweenTimelineState)); + dragonBones.DoubleValueTimelineState = DoubleValueTimelineState; + /** + * @internal + */ + var MutilpleValueTimelineState = /** @class */ (function (_super) { + __extends(MutilpleValueTimelineState, _super); + function MutilpleValueTimelineState() { + var _this = _super !== null && _super.apply(this, arguments) || this; + _this._rd = []; + return _this; + } + MutilpleValueTimelineState.prototype._onClear = function () { + _super.prototype._onClear.call(this); + this._valueCount = 0; + this._rd.length = 0; + }; + MutilpleValueTimelineState.prototype._onArriveAtFrame = function () { + _super.prototype._onArriveAtFrame.call(this); + var valueCount = this._valueCount; + var rd = this._rd; + if (this._timelineData !== null) { + var valueScale = this._valueScale; + var valueArray = this._valueArray; + // + var valueOffset = this._valueOffset + this._frameValueOffset + this._frameIndex * valueCount; + if (this._isTween) { + var nextValueOffset = this._frameIndex === this._frameCount - 1 ? + this._valueOffset + this._frameValueOffset : + valueOffset + valueCount; + if (valueScale === 1.0) { + for (var i = 0; i < valueCount; ++i) { + rd[valueCount + i] = valueArray[nextValueOffset + i] - valueArray[valueOffset + i]; + } + } + else { + for (var i = 0; i < valueCount; ++i) { + rd[valueCount + i] = (valueArray[nextValueOffset + i] - valueArray[valueOffset + i]) * valueScale; + } + } + } + else if (valueScale === 1.0) { + for (var i = 0; i < valueCount; ++i) { + rd[i] = valueArray[valueOffset + i]; + } + } + else { + for (var i = 0; i < valueCount; ++i) { + rd[i] = valueArray[valueOffset + i] * valueScale; + } + } + } + else { + for (var i = 0; i < valueCount; ++i) { + rd[i] = 0.0; + } + } + }; + MutilpleValueTimelineState.prototype._onUpdateFrame = function () { + _super.prototype._onUpdateFrame.call(this); + if (this._isTween) { + var valueCount = this._valueCount; + var valueScale = this._valueScale; + var tweenProgress = this._tweenProgress; + var valueArray = this._valueArray; + var rd = this._rd; + // + var valueOffset = this._valueOffset + this._frameValueOffset + this._frameIndex * valueCount; + if (valueScale === 1.0) { + for (var i = 0; i < valueCount; ++i) { + rd[i] = valueArray[valueOffset + i] + rd[valueCount + i] * tweenProgress; + } + } + else { + for (var i = 0; i < valueCount; ++i) { + rd[i] = valueArray[valueOffset + i] * valueScale + rd[valueCount + i] * tweenProgress; + } + } + } + }; + return MutilpleValueTimelineState; + }(TweenTimelineState)); + dragonBones.MutilpleValueTimelineState = MutilpleValueTimelineState; +})(dragonBones || (dragonBones = {})); +/** + * The MIT License (MIT) + * + * Copyright (c) 2012-2018 DragonBones team and other contributors + * + * Permission is hereby granted, free of charge, to any person obtaining a copy of + * this software and associated documentation files (the "Software"), to deal in + * the Software without restriction, including without limitation the rights to + * use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of + * the Software, and to permit persons to whom the Software is furnished to do so, + * subject to the following conditions: + * + * The above copyright notice and this permission notice shall be included in all + * copies or substantial portions of the Software. + * + * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR + * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS + * FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR + * COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER + * IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN + * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. + */ +var dragonBones; +(function (dragonBones) { + /** + * @internal + */ + var ActionTimelineState = /** @class */ (function (_super) { + __extends(ActionTimelineState, _super); + function ActionTimelineState() { + return _super !== null && _super.apply(this, arguments) || this; + } + ActionTimelineState.toString = function () { + return "[class dragonBones.ActionTimelineState]"; + }; + ActionTimelineState.prototype._onCrossFrame = function (frameIndex) { + var eventDispatcher = this._armature.eventDispatcher; + if (this._animationState.actionEnabled) { + var frameOffset = this._animationData.frameOffset + this._timelineArray[this._timelineData.offset + 5 /* TimelineFrameOffset */ + frameIndex]; + var actionCount = this._frameArray[frameOffset + 1]; + var actions = this._animationData.parent.actions; // May be the animaton data not belong to this armature data. + for (var i = 0; i < actionCount; ++i) { + var actionIndex = this._frameArray[frameOffset + 2 + i]; + var action = actions[actionIndex]; + if (action.type === 0 /* Play */) { + var eventObject = dragonBones.BaseObject.borrowObject(dragonBones.EventObject); + // eventObject.time = this._frameArray[frameOffset] * this._frameRateR; // Precision problem + eventObject.time = this._frameArray[frameOffset] / this._frameRate; + eventObject.animationState = this._animationState; + dragonBones.EventObject.actionDataToInstance(action, eventObject, this._armature); + this._armature._bufferAction(eventObject, true); + } + else { + var eventType = action.type === 10 /* Frame */ ? dragonBones.EventObject.FRAME_EVENT : dragonBones.EventObject.SOUND_EVENT; + if (action.type === 11 /* Sound */ || eventDispatcher.hasDBEventListener(eventType)) { + var eventObject = dragonBones.BaseObject.borrowObject(dragonBones.EventObject); + // eventObject.time = this._frameArray[frameOffset] * this._frameRateR; // Precision problem + eventObject.time = this._frameArray[frameOffset] / this._frameRate; + eventObject.animationState = this._animationState; + dragonBones.EventObject.actionDataToInstance(action, eventObject, this._armature); + this._armature._dragonBones.bufferEvent(eventObject); + } + } + } + } + }; + ActionTimelineState.prototype._onArriveAtFrame = function () { }; + ActionTimelineState.prototype._onUpdateFrame = function () { }; + ActionTimelineState.prototype.update = function (passedTime) { + var prevState = this.playState; + var prevPlayTimes = this.currentPlayTimes; + var prevTime = this.currentTime; + if (this._setCurrentTime(passedTime)) { + var eventActive = this._animationState._parent === null && this._animationState.actionEnabled; + var eventDispatcher = this._armature.eventDispatcher; + if (prevState < 0) { + if (this.playState !== prevState) { + if (this._animationState.displayControl && this._animationState.resetToPose) { + this._armature._sortZOrder(null, 0); + } + prevPlayTimes = this.currentPlayTimes; + if (eventActive && eventDispatcher.hasDBEventListener(dragonBones.EventObject.START)) { + var eventObject = dragonBones.BaseObject.borrowObject(dragonBones.EventObject); + eventObject.type = dragonBones.EventObject.START; + eventObject.armature = this._armature; + eventObject.animationState = this._animationState; + this._armature._dragonBones.bufferEvent(eventObject); + } + } + else { + return; + } + } + var isReverse = this._animationState.timeScale < 0.0; + var loopCompleteEvent = null; + var completeEvent = null; + if (eventActive && this.currentPlayTimes !== prevPlayTimes) { + if (eventDispatcher.hasDBEventListener(dragonBones.EventObject.LOOP_COMPLETE)) { + loopCompleteEvent = dragonBones.BaseObject.borrowObject(dragonBones.EventObject); + loopCompleteEvent.type = dragonBones.EventObject.LOOP_COMPLETE; + loopCompleteEvent.armature = this._armature; + loopCompleteEvent.animationState = this._animationState; + } + if (this.playState > 0) { + if (eventDispatcher.hasDBEventListener(dragonBones.EventObject.COMPLETE)) { + completeEvent = dragonBones.BaseObject.borrowObject(dragonBones.EventObject); + completeEvent.type = dragonBones.EventObject.COMPLETE; + completeEvent.armature = this._armature; + completeEvent.animationState = this._animationState; + } + } + } + if (this._frameCount > 1) { + var timelineData = this._timelineData; + var timelineFrameIndex = Math.floor(this.currentTime * this._frameRate); // uint + var frameIndex = this._frameIndices[timelineData.frameIndicesOffset + timelineFrameIndex]; + if (this._frameIndex !== frameIndex) { + var crossedFrameIndex = this._frameIndex; + this._frameIndex = frameIndex; + if (this._timelineArray !== null) { + this._frameOffset = this._animationData.frameOffset + this._timelineArray[timelineData.offset + 5 /* TimelineFrameOffset */ + this._frameIndex]; + if (isReverse) { + if (crossedFrameIndex < 0) { + var prevFrameIndex = Math.floor(prevTime * this._frameRate); + crossedFrameIndex = this._frameIndices[timelineData.frameIndicesOffset + prevFrameIndex]; + if (this.currentPlayTimes === prevPlayTimes) { + if (crossedFrameIndex === frameIndex) { + crossedFrameIndex = -1; + } + } + } + while (crossedFrameIndex >= 0) { + var frameOffset = this._animationData.frameOffset + this._timelineArray[timelineData.offset + 5 /* TimelineFrameOffset */ + crossedFrameIndex]; + // const framePosition = this._frameArray[frameOffset] * this._frameRateR; // Precision problem + var framePosition = this._frameArray[frameOffset] / this._frameRate; + if (this._position <= framePosition && + framePosition <= this._position + this._duration) { + this._onCrossFrame(crossedFrameIndex); + } + if (loopCompleteEvent !== null && crossedFrameIndex === 0) { + this._armature._dragonBones.bufferEvent(loopCompleteEvent); + loopCompleteEvent = null; + } + if (crossedFrameIndex > 0) { + crossedFrameIndex--; + } + else { + crossedFrameIndex = this._frameCount - 1; + } + if (crossedFrameIndex === frameIndex) { + break; + } + } + } + else { + if (crossedFrameIndex < 0) { + var prevFrameIndex = Math.floor(prevTime * this._frameRate); + crossedFrameIndex = this._frameIndices[timelineData.frameIndicesOffset + prevFrameIndex]; + var frameOffset = this._animationData.frameOffset + this._timelineArray[timelineData.offset + 5 /* TimelineFrameOffset */ + crossedFrameIndex]; + // const framePosition = this._frameArray[frameOffset] * this._frameRateR; // Precision problem + var framePosition = this._frameArray[frameOffset] / this._frameRate; + if (this.currentPlayTimes === prevPlayTimes) { + if (prevTime <= framePosition) { + if (crossedFrameIndex > 0) { + crossedFrameIndex--; + } + else { + crossedFrameIndex = this._frameCount - 1; + } + } + else if (crossedFrameIndex === frameIndex) { + crossedFrameIndex = -1; + } + } + } + while (crossedFrameIndex >= 0) { + if (crossedFrameIndex < this._frameCount - 1) { + crossedFrameIndex++; + } + else { + crossedFrameIndex = 0; + } + var frameOffset = this._animationData.frameOffset + this._timelineArray[timelineData.offset + 5 /* TimelineFrameOffset */ + crossedFrameIndex]; + // const framePosition = this._frameArray[frameOffset] * this._frameRateR; // Precision problem + var framePosition = this._frameArray[frameOffset] / this._frameRate; + if (this._position <= framePosition && + framePosition <= this._position + this._duration // + ) { + this._onCrossFrame(crossedFrameIndex); + } + if (loopCompleteEvent !== null && crossedFrameIndex === 0) { + this._armature._dragonBones.bufferEvent(loopCompleteEvent); + loopCompleteEvent = null; + } + if (crossedFrameIndex === frameIndex) { + break; + } + } + } + } + } + } + else if (this._frameIndex < 0) { + this._frameIndex = 0; + if (this._timelineData !== null) { + this._frameOffset = this._animationData.frameOffset + this._timelineArray[this._timelineData.offset + 5 /* TimelineFrameOffset */]; + // Arrive at frame. + var framePosition = this._frameArray[this._frameOffset] / this._frameRate; + if (this.currentPlayTimes === prevPlayTimes) { + if (prevTime <= framePosition) { + this._onCrossFrame(this._frameIndex); + } + } + else if (this._position <= framePosition) { + if (!isReverse && loopCompleteEvent !== null) { + this._armature._dragonBones.bufferEvent(loopCompleteEvent); + loopCompleteEvent = null; + } + this._onCrossFrame(this._frameIndex); + } + } + } + if (loopCompleteEvent !== null) { + this._armature._dragonBones.bufferEvent(loopCompleteEvent); + } + if (completeEvent !== null) { + this._armature._dragonBones.bufferEvent(completeEvent); + } + } + }; + ActionTimelineState.prototype.setCurrentTime = function (value) { + this._setCurrentTime(value); + this._frameIndex = -1; + }; + return ActionTimelineState; + }(dragonBones.TimelineState)); + dragonBones.ActionTimelineState = ActionTimelineState; + /** + * @internal + */ + var ZOrderTimelineState = /** @class */ (function (_super) { + __extends(ZOrderTimelineState, _super); + function ZOrderTimelineState() { + return _super !== null && _super.apply(this, arguments) || this; + } + ZOrderTimelineState.toString = function () { + return "[class dragonBones.ZOrderTimelineState]"; + }; + ZOrderTimelineState.prototype._onArriveAtFrame = function () { + if (this.playState >= 0) { + var count = this._frameArray[this._frameOffset + 1]; + if (count > 0) { + this._armature._sortZOrder(this._frameArray, this._frameOffset + 2); + } + else { + this._armature._sortZOrder(null, 0); + } + } + }; + ZOrderTimelineState.prototype._onUpdateFrame = function () { }; + return ZOrderTimelineState; + }(dragonBones.TimelineState)); + dragonBones.ZOrderTimelineState = ZOrderTimelineState; + /** + * @internal + */ + var BoneAllTimelineState = /** @class */ (function (_super) { + __extends(BoneAllTimelineState, _super); + function BoneAllTimelineState() { + return _super !== null && _super.apply(this, arguments) || this; + } + BoneAllTimelineState.toString = function () { + return "[class dragonBones.BoneAllTimelineState]"; + }; + BoneAllTimelineState.prototype._onArriveAtFrame = function () { + _super.prototype._onArriveAtFrame.call(this); + if (this._isTween && this._frameIndex === this._frameCount - 1) { + this._rd[2] = dragonBones.Transform.normalizeRadian(this._rd[2]); + this._rd[3] = dragonBones.Transform.normalizeRadian(this._rd[3]); + } + if (this._timelineData === null) { + this._rd[4] = 1.0; + this._rd[5] = 1.0; + } + }; + BoneAllTimelineState.prototype.init = function (armature, animationState, timelineData) { + _super.prototype.init.call(this, armature, animationState, timelineData); + this._valueOffset = this._animationData.frameFloatOffset; + this._valueCount = 6; + this._valueArray = this._animationData.parent.parent.frameFloatArray; + }; + BoneAllTimelineState.prototype.fadeOut = function () { + this.dirty = false; + this._rd[2] = dragonBones.Transform.normalizeRadian(this._rd[2]); + this._rd[3] = dragonBones.Transform.normalizeRadian(this._rd[3]); + }; + BoneAllTimelineState.prototype.blend = function (isDirty) { + var valueScale = this._armature.armatureData.scale; + var rd = this._rd; + // + var blendState = this.target; + var bone = blendState.target; + var blendWeight = blendState.blendWeight; + var result = bone.animationPose; + if (blendState.dirty > 1) { + result.x += rd[0] * blendWeight * valueScale; + result.y += rd[1] * blendWeight * valueScale; + result.rotation += rd[2] * blendWeight; + result.skew += rd[3] * blendWeight; + result.scaleX += (rd[4] - 1.0) * blendWeight; + result.scaleY += (rd[5] - 1.0) * blendWeight; + } + else { + result.x = rd[0] * blendWeight * valueScale; + result.y = rd[1] * blendWeight * valueScale; + result.rotation = rd[2] * blendWeight; + result.skew = rd[3] * blendWeight; + result.scaleX = (rd[4] - 1.0) * blendWeight + 1.0; // + result.scaleY = (rd[5] - 1.0) * blendWeight + 1.0; // + } + if (isDirty || this.dirty) { + this.dirty = false; + bone._transformDirty = true; + } + }; + return BoneAllTimelineState; + }(dragonBones.MutilpleValueTimelineState)); + dragonBones.BoneAllTimelineState = BoneAllTimelineState; + /** + * @internal + */ + var BoneTranslateTimelineState = /** @class */ (function (_super) { + __extends(BoneTranslateTimelineState, _super); + function BoneTranslateTimelineState() { + return _super !== null && _super.apply(this, arguments) || this; + } + BoneTranslateTimelineState.toString = function () { + return "[class dragonBones.BoneTranslateTimelineState]"; + }; + BoneTranslateTimelineState.prototype.init = function (armature, animationState, timelineData) { + _super.prototype.init.call(this, armature, animationState, timelineData); + this._valueOffset = this._animationData.frameFloatOffset; + this._valueScale = this._armature.armatureData.scale; + this._valueArray = this._animationData.parent.parent.frameFloatArray; + }; + BoneTranslateTimelineState.prototype.blend = function (isDirty) { + var blendState = this.target; + var bone = blendState.target; + var blendWeight = blendState.blendWeight; + var result = bone.animationPose; + if (blendState.dirty > 1) { + result.x += this._resultA * blendWeight; + result.y += this._resultB * blendWeight; + } + else if (blendWeight !== 1.0) { + result.x = this._resultA * blendWeight; + result.y = this._resultB * blendWeight; + } + else { + result.x = this._resultA; + result.y = this._resultB; + } + if (isDirty || this.dirty) { + this.dirty = false; + bone._transformDirty = true; + } + }; + return BoneTranslateTimelineState; + }(dragonBones.DoubleValueTimelineState)); + dragonBones.BoneTranslateTimelineState = BoneTranslateTimelineState; + /** + * @internal + */ + var BoneRotateTimelineState = /** @class */ (function (_super) { + __extends(BoneRotateTimelineState, _super); + function BoneRotateTimelineState() { + return _super !== null && _super.apply(this, arguments) || this; + } + BoneRotateTimelineState.toString = function () { + return "[class dragonBones.BoneRotateTimelineState]"; + }; + BoneRotateTimelineState.prototype._onArriveAtFrame = function () { + _super.prototype._onArriveAtFrame.call(this); + if (this._isTween && this._frameIndex === this._frameCount - 1) { + this._differenceA = dragonBones.Transform.normalizeRadian(this._differenceA); + this._differenceB = dragonBones.Transform.normalizeRadian(this._differenceB); + } + }; + BoneRotateTimelineState.prototype.init = function (armature, animationState, timelineData) { + _super.prototype.init.call(this, armature, animationState, timelineData); + this._valueOffset = this._animationData.frameFloatOffset; + this._valueArray = this._animationData.parent.parent.frameFloatArray; + }; + BoneRotateTimelineState.prototype.fadeOut = function () { + this.dirty = false; + this._resultA = dragonBones.Transform.normalizeRadian(this._resultA); + this._resultB = dragonBones.Transform.normalizeRadian(this._resultB); + }; + BoneRotateTimelineState.prototype.blend = function (isDirty) { + var blendState = this.target; + var bone = blendState.target; + var blendWeight = blendState.blendWeight; + var result = bone.animationPose; + if (blendState.dirty > 1) { + result.rotation += this._resultA * blendWeight; + result.skew += this._resultB * blendWeight; + } + else if (blendWeight !== 1.0) { + result.rotation = this._resultA * blendWeight; + result.skew = this._resultB * blendWeight; + } + else { + result.rotation = this._resultA; + result.skew = this._resultB; + } + if (isDirty || this.dirty) { + this.dirty = false; + bone._transformDirty = true; + } + }; + return BoneRotateTimelineState; + }(dragonBones.DoubleValueTimelineState)); + dragonBones.BoneRotateTimelineState = BoneRotateTimelineState; + /** + * @internal + */ + var BoneScaleTimelineState = /** @class */ (function (_super) { + __extends(BoneScaleTimelineState, _super); + function BoneScaleTimelineState() { + return _super !== null && _super.apply(this, arguments) || this; + } + BoneScaleTimelineState.toString = function () { + return "[class dragonBones.BoneScaleTimelineState]"; + }; + BoneScaleTimelineState.prototype._onArriveAtFrame = function () { + _super.prototype._onArriveAtFrame.call(this); + if (this._timelineData === null) { + this._resultA = 1.0; + this._resultB = 1.0; + } + }; + BoneScaleTimelineState.prototype.init = function (armature, animationState, timelineData) { + _super.prototype.init.call(this, armature, animationState, timelineData); + this._valueOffset = this._animationData.frameFloatOffset; + this._valueArray = this._animationData.parent.parent.frameFloatArray; + }; + BoneScaleTimelineState.prototype.blend = function (isDirty) { + var blendState = this.target; + var bone = blendState.target; + var blendWeight = blendState.blendWeight; + var result = bone.animationPose; + if (blendState.dirty > 1) { + result.scaleX += (this._resultA - 1.0) * blendWeight; + result.scaleY += (this._resultB - 1.0) * blendWeight; + } + else if (blendWeight !== 1.0) { + result.scaleX = (this._resultA - 1.0) * blendWeight + 1.0; + result.scaleY = (this._resultB - 1.0) * blendWeight + 1.0; + } + else { + result.scaleX = this._resultA; + result.scaleY = this._resultB; + } + if (isDirty || this.dirty) { + this.dirty = false; + bone._transformDirty = true; + } + }; + return BoneScaleTimelineState; + }(dragonBones.DoubleValueTimelineState)); + dragonBones.BoneScaleTimelineState = BoneScaleTimelineState; + /** + * @internal + */ + var SurfaceTimelineState = /** @class */ (function (_super) { + __extends(SurfaceTimelineState, _super); + function SurfaceTimelineState() { + return _super !== null && _super.apply(this, arguments) || this; + } + SurfaceTimelineState.toString = function () { + return "[class dragonBones.SurfaceTimelineState]"; + }; + SurfaceTimelineState.prototype._onClear = function () { + _super.prototype._onClear.call(this); + this._deformCount = 0; + this._deformOffset = 0; + this._sameValueOffset = 0; + }; + SurfaceTimelineState.prototype.init = function (armature, animationState, timelineData) { + _super.prototype.init.call(this, armature, animationState, timelineData); + if (this._timelineData !== null) { + var dragonBonesData = this._animationData.parent.parent; + var frameIntArray = dragonBonesData.frameIntArray; + var frameIntOffset = this._animationData.frameIntOffset + this._timelineArray[this._timelineData.offset + 3 /* TimelineFrameValueCount */]; + this._valueOffset = this._animationData.frameFloatOffset; + this._valueCount = frameIntArray[frameIntOffset + 2 /* DeformValueCount */]; + this._deformCount = frameIntArray[frameIntOffset + 1 /* DeformCount */]; + this._deformOffset = frameIntArray[frameIntOffset + 3 /* DeformValueOffset */]; + this._sameValueOffset = frameIntArray[frameIntOffset + 4 /* DeformFloatOffset */] + this._animationData.frameFloatOffset; + this._valueScale = this._armature.armatureData.scale; + this._valueArray = dragonBonesData.frameFloatArray; + this._rd.length = this._valueCount * 2; + } + else { + this._deformCount = this.target.target._deformVertices.length; + } + }; + SurfaceTimelineState.prototype.blend = function (isDirty) { + var blendState = this.target; + var surface = blendState.target; + var blendWeight = blendState.blendWeight; + var result = surface._deformVertices; + var valueArray = this._valueArray; + if (valueArray !== null) { + var valueCount = this._valueCount; + var deformOffset = this._deformOffset; + var sameValueOffset = this._sameValueOffset; + var rd = this._rd; + for (var i = 0; i < this._deformCount; ++i) { + var value = 0.0; + if (i < deformOffset) { + value = valueArray[sameValueOffset + i]; + } + else if (i < deformOffset + valueCount) { + value = rd[i - deformOffset]; + } + else { + value = valueArray[sameValueOffset + i - valueCount]; + } + if (blendState.dirty > 1) { + result[i] += value * blendWeight; + } + else { + result[i] = value * blendWeight; + } + } + } + else if (blendState.dirty === 1) { + for (var i = 0; i < this._deformCount; ++i) { + result[i] = 0.0; + } + } + if (isDirty || this.dirty) { + this.dirty = false; + surface._transformDirty = true; + } + }; + return SurfaceTimelineState; + }(dragonBones.MutilpleValueTimelineState)); + dragonBones.SurfaceTimelineState = SurfaceTimelineState; + /** + * @internal + */ + var AlphaTimelineState = /** @class */ (function (_super) { + __extends(AlphaTimelineState, _super); + function AlphaTimelineState() { + return _super !== null && _super.apply(this, arguments) || this; + } + AlphaTimelineState.toString = function () { + return "[class dragonBones.AlphaTimelineState]"; + }; + AlphaTimelineState.prototype._onArriveAtFrame = function () { + _super.prototype._onArriveAtFrame.call(this); + if (this._timelineData === null) { + this._result = 1.0; + } + }; + AlphaTimelineState.prototype.init = function (armature, animationState, timelineData) { + _super.prototype.init.call(this, armature, animationState, timelineData); + this._valueOffset = this._animationData.frameIntOffset; + this._valueScale = 0.01; + this._valueArray = this._animationData.parent.parent.frameIntArray; + }; + AlphaTimelineState.prototype.blend = function (isDirty) { + var blendState = this.target; + var alphaTarget = blendState.target; + var blendWeight = blendState.blendWeight; + if (blendState.dirty > 1) { + alphaTarget._alpha += this._result * blendWeight; + if (alphaTarget._alpha > 1.0) { + alphaTarget._alpha = 1.0; + } + } + else { + alphaTarget._alpha = this._result * blendWeight; + } + if (isDirty || this.dirty) { + this.dirty = false; + this._armature._alphaDirty = true; + } + }; + return AlphaTimelineState; + }(dragonBones.SingleValueTimelineState)); + dragonBones.AlphaTimelineState = AlphaTimelineState; + /** + * @internal + */ + var SlotDislayTimelineState = /** @class */ (function (_super) { + __extends(SlotDislayTimelineState, _super); + function SlotDislayTimelineState() { + return _super !== null && _super.apply(this, arguments) || this; + } + SlotDislayTimelineState.toString = function () { + return "[class dragonBones.SlotDislayTimelineState]"; + }; + SlotDislayTimelineState.prototype._onArriveAtFrame = function () { + if (this.playState >= 0) { + var slot = this.target; + var displayIndex = this._timelineData !== null ? this._frameArray[this._frameOffset + 1] : slot._slotData.displayIndex; + if (slot.displayIndex !== displayIndex) { + slot._setDisplayIndex(displayIndex, true); + } + } + }; + SlotDislayTimelineState.prototype._onUpdateFrame = function () { + }; + return SlotDislayTimelineState; + }(dragonBones.TimelineState)); + dragonBones.SlotDislayTimelineState = SlotDislayTimelineState; + /** + * @internal + */ + var SlotColorTimelineState = /** @class */ (function (_super) { + __extends(SlotColorTimelineState, _super); + function SlotColorTimelineState() { + var _this = _super !== null && _super.apply(this, arguments) || this; + _this._current = [0, 0, 0, 0, 0, 0, 0, 0]; + _this._difference = [0, 0, 0, 0, 0, 0, 0, 0]; + _this._result = [0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0]; + return _this; + } + SlotColorTimelineState.toString = function () { + return "[class dragonBones.SlotColorTimelineState]"; + }; + SlotColorTimelineState.prototype._onArriveAtFrame = function () { + _super.prototype._onArriveAtFrame.call(this); + if (this._timelineData !== null) { + var dragonBonesData = this._animationData.parent.parent; + var colorArray = dragonBonesData.colorArray; + var frameIntArray = dragonBonesData.frameIntArray; + var valueOffset = this._animationData.frameIntOffset + this._frameValueOffset + this._frameIndex; + var colorOffset = frameIntArray[valueOffset]; + if (colorOffset < 0) { + colorOffset += 65536; // Fixed out of bounds bug. + } + if (this._isTween) { + this._current[0] = colorArray[colorOffset++]; + this._current[1] = colorArray[colorOffset++]; + this._current[2] = colorArray[colorOffset++]; + this._current[3] = colorArray[colorOffset++]; + this._current[4] = colorArray[colorOffset++]; + this._current[5] = colorArray[colorOffset++]; + this._current[6] = colorArray[colorOffset++]; + this._current[7] = colorArray[colorOffset++]; + if (this._frameIndex === this._frameCount - 1) { + colorOffset = frameIntArray[this._animationData.frameIntOffset + this._frameValueOffset]; + } + else { + colorOffset = frameIntArray[valueOffset + 1]; + } + if (colorOffset < 0) { + colorOffset += 65536; // Fixed out of bounds bug. + } + this._difference[0] = colorArray[colorOffset++] - this._current[0]; + this._difference[1] = colorArray[colorOffset++] - this._current[1]; + this._difference[2] = colorArray[colorOffset++] - this._current[2]; + this._difference[3] = colorArray[colorOffset++] - this._current[3]; + this._difference[4] = colorArray[colorOffset++] - this._current[4]; + this._difference[5] = colorArray[colorOffset++] - this._current[5]; + this._difference[6] = colorArray[colorOffset++] - this._current[6]; + this._difference[7] = colorArray[colorOffset++] - this._current[7]; + } + else { + this._result[0] = colorArray[colorOffset++] * 0.01; + this._result[1] = colorArray[colorOffset++] * 0.01; + this._result[2] = colorArray[colorOffset++] * 0.01; + this._result[3] = colorArray[colorOffset++] * 0.01; + this._result[4] = colorArray[colorOffset++]; + this._result[5] = colorArray[colorOffset++]; + this._result[6] = colorArray[colorOffset++]; + this._result[7] = colorArray[colorOffset++]; + } + } + else { + var slot = this.target; + var color = slot.slotData.color; + this._result[0] = color.alphaMultiplier; + this._result[1] = color.redMultiplier; + this._result[2] = color.greenMultiplier; + this._result[3] = color.blueMultiplier; + this._result[4] = color.alphaOffset; + this._result[5] = color.redOffset; + this._result[6] = color.greenOffset; + this._result[7] = color.blueOffset; + } + }; + SlotColorTimelineState.prototype._onUpdateFrame = function () { + _super.prototype._onUpdateFrame.call(this); + if (this._isTween) { + this._result[0] = (this._current[0] + this._difference[0] * this._tweenProgress) * 0.01; + this._result[1] = (this._current[1] + this._difference[1] * this._tweenProgress) * 0.01; + this._result[2] = (this._current[2] + this._difference[2] * this._tweenProgress) * 0.01; + this._result[3] = (this._current[3] + this._difference[3] * this._tweenProgress) * 0.01; + this._result[4] = this._current[4] + this._difference[4] * this._tweenProgress; + this._result[5] = this._current[5] + this._difference[5] * this._tweenProgress; + this._result[6] = this._current[6] + this._difference[6] * this._tweenProgress; + this._result[7] = this._current[7] + this._difference[7] * this._tweenProgress; + } + }; + SlotColorTimelineState.prototype.fadeOut = function () { + this._isTween = false; + }; + SlotColorTimelineState.prototype.update = function (passedTime) { + _super.prototype.update.call(this, passedTime); + // Fade animation. + if (this._isTween || this.dirty) { + var slot = this.target; + var result = slot._colorTransform; + if (this._animationState._fadeState !== 0 || this._animationState._subFadeState !== 0) { + if (result.alphaMultiplier !== this._result[0] || + result.redMultiplier !== this._result[1] || + result.greenMultiplier !== this._result[2] || + result.blueMultiplier !== this._result[3] || + result.alphaOffset !== this._result[4] || + result.redOffset !== this._result[5] || + result.greenOffset !== this._result[6] || + result.blueOffset !== this._result[7]) { + var fadeProgress = Math.pow(this._animationState._fadeProgress, 4); + result.alphaMultiplier += (this._result[0] - result.alphaMultiplier) * fadeProgress; + result.redMultiplier += (this._result[1] - result.redMultiplier) * fadeProgress; + result.greenMultiplier += (this._result[2] - result.greenMultiplier) * fadeProgress; + result.blueMultiplier += (this._result[3] - result.blueMultiplier) * fadeProgress; + result.alphaOffset += (this._result[4] - result.alphaOffset) * fadeProgress; + result.redOffset += (this._result[5] - result.redOffset) * fadeProgress; + result.greenOffset += (this._result[6] - result.greenOffset) * fadeProgress; + result.blueOffset += (this._result[7] - result.blueOffset) * fadeProgress; + slot._colorDirty = true; + } + } + else if (this.dirty) { + this.dirty = false; + if (result.alphaMultiplier !== this._result[0] || + result.redMultiplier !== this._result[1] || + result.greenMultiplier !== this._result[2] || + result.blueMultiplier !== this._result[3] || + result.alphaOffset !== this._result[4] || + result.redOffset !== this._result[5] || + result.greenOffset !== this._result[6] || + result.blueOffset !== this._result[7]) { + result.alphaMultiplier = this._result[0]; + result.redMultiplier = this._result[1]; + result.greenMultiplier = this._result[2]; + result.blueMultiplier = this._result[3]; + result.alphaOffset = this._result[4]; + result.redOffset = this._result[5]; + result.greenOffset = this._result[6]; + result.blueOffset = this._result[7]; + slot._colorDirty = true; + } + } + } + }; + return SlotColorTimelineState; + }(dragonBones.TweenTimelineState)); + dragonBones.SlotColorTimelineState = SlotColorTimelineState; + /** + * @internal + */ + var SlotZIndexTimelineState = /** @class */ (function (_super) { + __extends(SlotZIndexTimelineState, _super); + function SlotZIndexTimelineState() { + return _super !== null && _super.apply(this, arguments) || this; + } + SlotZIndexTimelineState.toString = function () { + return "[class dragonBones.SlotZIndexTimelineState]"; + }; + SlotZIndexTimelineState.prototype._onArriveAtFrame = function () { + _super.prototype._onArriveAtFrame.call(this); + if (this._timelineData === null) { + var blendState = this.target; + var slot = blendState.target; + this._result = slot.slotData.zIndex; + } + }; + SlotZIndexTimelineState.prototype.init = function (armature, animationState, timelineData) { + _super.prototype.init.call(this, armature, animationState, timelineData); + this._valueOffset = this._animationData.frameIntOffset; + this._valueArray = this._animationData.parent.parent.frameIntArray; + }; + SlotZIndexTimelineState.prototype.blend = function (isDirty) { + var blendState = this.target; + var slot = blendState.target; + var blendWeight = blendState.blendWeight; + if (blendState.dirty > 1) { + slot._zIndex += this._result * blendWeight; + } + else { + slot._zIndex = this._result * blendWeight; + } + if (isDirty || this.dirty) { + this.dirty = false; + this._armature._zIndexDirty = true; + } + }; + return SlotZIndexTimelineState; + }(dragonBones.SingleValueTimelineState)); + dragonBones.SlotZIndexTimelineState = SlotZIndexTimelineState; + /** + * @internal + */ + var DeformTimelineState = /** @class */ (function (_super) { + __extends(DeformTimelineState, _super); + function DeformTimelineState() { + return _super !== null && _super.apply(this, arguments) || this; + } + DeformTimelineState.toString = function () { + return "[class dragonBones.DeformTimelineState]"; + }; + DeformTimelineState.prototype._onClear = function () { + _super.prototype._onClear.call(this); + this.geometryOffset = 0; + this.displayFrame = null; + this._deformCount = 0; + this._deformOffset = 0; + this._sameValueOffset = 0; + }; + DeformTimelineState.prototype.init = function (armature, animationState, timelineData) { + _super.prototype.init.call(this, armature, animationState, timelineData); + if (this._timelineData !== null) { + var frameIntOffset = this._animationData.frameIntOffset + this._timelineArray[this._timelineData.offset + 3 /* TimelineFrameValueCount */]; + var dragonBonesData = this._animationData.parent.parent; + var frameIntArray = dragonBonesData.frameIntArray; + var slot = this.target.target; + this.geometryOffset = frameIntArray[frameIntOffset + 0 /* DeformVertexOffset */]; + if (this.geometryOffset < 0) { + this.geometryOffset += 65536; // Fixed out of bounds bug. + } + for (var i = 0, l = slot.displayFrameCount; i < l; ++i) { + var displayFrame = slot.getDisplayFrameAt(i); + var geometryData = displayFrame.getGeometryData(); + if (geometryData === null) { + continue; + } + if (geometryData.offset === this.geometryOffset) { + this.displayFrame = displayFrame; + this.displayFrame.updateDeformVertices(); + break; + } + } + if (this.displayFrame === null) { + this.returnToPool(); // + return; + } + this._valueOffset = this._animationData.frameFloatOffset; + this._valueCount = frameIntArray[frameIntOffset + 2 /* DeformValueCount */]; + this._deformCount = frameIntArray[frameIntOffset + 1 /* DeformCount */]; + this._deformOffset = frameIntArray[frameIntOffset + 3 /* DeformValueOffset */]; + this._sameValueOffset = frameIntArray[frameIntOffset + 4 /* DeformFloatOffset */] + this._animationData.frameFloatOffset; + this._valueScale = this._armature.armatureData.scale; + this._valueArray = dragonBonesData.frameFloatArray; + this._rd.length = this._valueCount * 2; + } + else { + this._deformCount = this.displayFrame.deformVertices.length; + } + }; + DeformTimelineState.prototype.blend = function (isDirty) { + var blendState = this.target; + var slot = blendState.target; + var blendWeight = blendState.blendWeight; + var result = this.displayFrame.deformVertices; + var valueArray = this._valueArray; + if (valueArray !== null) { + var valueCount = this._valueCount; + var deformOffset = this._deformOffset; + var sameValueOffset = this._sameValueOffset; + var rd = this._rd; + for (var i = 0; i < this._deformCount; ++i) { + var value = 0.0; + if (i < deformOffset) { + value = valueArray[sameValueOffset + i]; + } + else if (i < deformOffset + valueCount) { + value = rd[i - deformOffset]; + } + else { + value = valueArray[sameValueOffset + i - valueCount]; + } + if (blendState.dirty > 1) { + result[i] += value * blendWeight; + } + else { + result[i] = value * blendWeight; + } + } + } + else if (blendState.dirty === 1) { + for (var i = 0; i < this._deformCount; ++i) { + result[i] = 0.0; + } + } + if (isDirty || this.dirty) { + this.dirty = false; + if (slot._geometryData === this.displayFrame.getGeometryData()) { + slot._verticesDirty = true; + } + } + }; + return DeformTimelineState; + }(dragonBones.MutilpleValueTimelineState)); + dragonBones.DeformTimelineState = DeformTimelineState; + /** + * @internal + */ + var IKConstraintTimelineState = /** @class */ (function (_super) { + __extends(IKConstraintTimelineState, _super); + function IKConstraintTimelineState() { + return _super !== null && _super.apply(this, arguments) || this; + } + IKConstraintTimelineState.toString = function () { + return "[class dragonBones.IKConstraintTimelineState]"; + }; + IKConstraintTimelineState.prototype._onUpdateFrame = function () { + _super.prototype._onUpdateFrame.call(this); + var ikConstraint = this.target; + if (this._timelineData !== null) { + ikConstraint._bendPositive = this._currentA > 0.0; + ikConstraint._weight = this._currentB; + } + else { + var ikConstraintData = ikConstraint._constraintData; + ikConstraint._bendPositive = ikConstraintData.bendPositive; + ikConstraint._weight = ikConstraintData.weight; + } + ikConstraint.invalidUpdate(); + this.dirty = false; + }; + IKConstraintTimelineState.prototype.init = function (armature, animationState, timelineData) { + _super.prototype.init.call(this, armature, animationState, timelineData); + this._valueOffset = this._animationData.frameIntOffset; + this._valueScale = 0.01; + this._valueArray = this._animationData.parent.parent.frameIntArray; + }; + return IKConstraintTimelineState; + }(dragonBones.DoubleValueTimelineState)); + dragonBones.IKConstraintTimelineState = IKConstraintTimelineState; + /** + * @internal + */ + var AnimationProgressTimelineState = /** @class */ (function (_super) { + __extends(AnimationProgressTimelineState, _super); + function AnimationProgressTimelineState() { + return _super !== null && _super.apply(this, arguments) || this; + } + AnimationProgressTimelineState.toString = function () { + return "[class dragonBones.AnimationProgressTimelineState]"; + }; + AnimationProgressTimelineState.prototype._onUpdateFrame = function () { + _super.prototype._onUpdateFrame.call(this); + var animationState = this.target; + if (animationState._parent !== null) { + animationState.currentTime = this._result * animationState.totalTime; + } + this.dirty = false; + }; + AnimationProgressTimelineState.prototype.init = function (armature, animationState, timelineData) { + _super.prototype.init.call(this, armature, animationState, timelineData); + this._valueOffset = this._animationData.frameIntOffset; + this._valueScale = 0.0001; + this._valueArray = this._animationData.parent.parent.frameIntArray; + }; + return AnimationProgressTimelineState; + }(dragonBones.SingleValueTimelineState)); + dragonBones.AnimationProgressTimelineState = AnimationProgressTimelineState; + /** + * @internal + */ + var AnimationWeightTimelineState = /** @class */ (function (_super) { + __extends(AnimationWeightTimelineState, _super); + function AnimationWeightTimelineState() { + return _super !== null && _super.apply(this, arguments) || this; + } + AnimationWeightTimelineState.toString = function () { + return "[class dragonBones.AnimationWeightTimelineState]"; + }; + AnimationWeightTimelineState.prototype._onUpdateFrame = function () { + _super.prototype._onUpdateFrame.call(this); + var animationState = this.target; + if (animationState._parent !== null) { + animationState.weight = this._result; + } + this.dirty = false; + }; + AnimationWeightTimelineState.prototype.init = function (armature, animationState, timelineData) { + _super.prototype.init.call(this, armature, animationState, timelineData); + this._valueOffset = this._animationData.frameIntOffset; + this._valueScale = 0.0001; + this._valueArray = this._animationData.parent.parent.frameIntArray; + }; + return AnimationWeightTimelineState; + }(dragonBones.SingleValueTimelineState)); + dragonBones.AnimationWeightTimelineState = AnimationWeightTimelineState; + /** + * @internal + */ + var AnimationParametersTimelineState = /** @class */ (function (_super) { + __extends(AnimationParametersTimelineState, _super); + function AnimationParametersTimelineState() { + return _super !== null && _super.apply(this, arguments) || this; + } + AnimationParametersTimelineState.toString = function () { + return "[class dragonBones.AnimationParametersTimelineState]"; + }; + AnimationParametersTimelineState.prototype._onUpdateFrame = function () { + _super.prototype._onUpdateFrame.call(this); + var animationState = this.target; + if (animationState._parent !== null) { + animationState.parameterX = this._resultA; + animationState.parameterY = this._resultB; + } + this.dirty = false; + }; + AnimationParametersTimelineState.prototype.init = function (armature, animationState, timelineData) { + _super.prototype.init.call(this, armature, animationState, timelineData); + this._valueOffset = this._animationData.frameIntOffset; + this._valueScale = 0.0001; + this._valueArray = this._animationData.parent.parent.frameIntArray; + }; + return AnimationParametersTimelineState; + }(dragonBones.DoubleValueTimelineState)); + dragonBones.AnimationParametersTimelineState = AnimationParametersTimelineState; +})(dragonBones || (dragonBones = {})); +/** + * The MIT License (MIT) + * + * Copyright (c) 2012-2018 DragonBones team and other contributors + * + * Permission is hereby granted, free of charge, to any person obtaining a copy of + * this software and associated documentation files (the "Software"), to deal in + * the Software without restriction, including without limitation the rights to + * use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of + * the Software, and to permit persons to whom the Software is furnished to do so, + * subject to the following conditions: + * + * The above copyright notice and this permission notice shall be included in all + * copies or substantial portions of the Software. + * + * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR + * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS + * FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR + * COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER + * IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN + * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. + */ +var dragonBones; +(function (dragonBones) { + /** + * - The properties of the object carry basic information about an event, + * which are passed as parameter or parameter's parameter to event listeners when an event occurs. + * @version DragonBones 4.5 + * @language en_US + */ + /** + * - 事件对象,包含有关事件的基本信息,当发生事件时,该实例将作为参数或参数的参数传递给事件侦听器。 + * @version DragonBones 4.5 + * @language zh_CN + */ + var EventObject = /** @class */ (function (_super) { + __extends(EventObject, _super); + function EventObject() { + return _super !== null && _super.apply(this, arguments) || this; + } + /** + * @internal + * @private + */ + EventObject.actionDataToInstance = function (data, instance, armature) { + if (data.type === 0 /* Play */) { + instance.type = EventObject.FRAME_EVENT; + } + else { + instance.type = data.type === 10 /* Frame */ ? EventObject.FRAME_EVENT : EventObject.SOUND_EVENT; + } + instance.name = data.name; + instance.armature = armature; + instance.actionData = data; + instance.data = data.data; + if (data.bone !== null) { + instance.bone = armature.getBone(data.bone.name); + } + if (data.slot !== null) { + instance.slot = armature.getSlot(data.slot.name); + } + }; + EventObject.toString = function () { + return "[class dragonBones.EventObject]"; + }; + EventObject.prototype._onClear = function () { + this.time = 0.0; + this.type = ""; + this.name = ""; + this.armature = null; + this.bone = null; + this.slot = null; + this.animationState = null; + this.actionData = null; + this.data = null; + }; + /** + * - Animation start play. + * @version DragonBones 4.5 + * @language en_US + */ + /** + * - 动画开始播放。 + * @version DragonBones 4.5 + * @language zh_CN + */ + EventObject.START = "start"; + /** + * - Animation loop play complete once. + * @version DragonBones 4.5 + * @language en_US + */ + /** + * - 动画循环播放完成一次。 + * @version DragonBones 4.5 + * @language zh_CN + */ + EventObject.LOOP_COMPLETE = "loopComplete"; + /** + * - Animation play complete. + * @version DragonBones 4.5 + * @language en_US + */ + /** + * - 动画播放完成。 + * @version DragonBones 4.5 + * @language zh_CN + */ + EventObject.COMPLETE = "complete"; + /** + * - Animation fade in start. + * @version DragonBones 4.5 + * @language en_US + */ + /** + * - 动画淡入开始。 + * @version DragonBones 4.5 + * @language zh_CN + */ + EventObject.FADE_IN = "fadeIn"; + /** + * - Animation fade in complete. + * @version DragonBones 4.5 + * @language en_US + */ + /** + * - 动画淡入完成。 + * @version DragonBones 4.5 + * @language zh_CN + */ + EventObject.FADE_IN_COMPLETE = "fadeInComplete"; + /** + * - Animation fade out start. + * @version DragonBones 4.5 + * @language en_US + */ + /** + * - 动画淡出开始。 + * @version DragonBones 4.5 + * @language zh_CN + */ + EventObject.FADE_OUT = "fadeOut"; + /** + * - Animation fade out complete. + * @version DragonBones 4.5 + * @language en_US + */ + /** + * - 动画淡出完成。 + * @version DragonBones 4.5 + * @language zh_CN + */ + EventObject.FADE_OUT_COMPLETE = "fadeOutComplete"; + /** + * - Animation frame event. + * @version DragonBones 4.5 + * @language en_US + */ + /** + * - 动画帧事件。 + * @version DragonBones 4.5 + * @language zh_CN + */ + EventObject.FRAME_EVENT = "frameEvent"; + /** + * - Animation frame sound event. + * @version DragonBones 4.5 + * @language en_US + */ + /** + * - 动画帧声音事件。 + * @version DragonBones 4.5 + * @language zh_CN + */ + EventObject.SOUND_EVENT = "soundEvent"; + return EventObject; + }(dragonBones.BaseObject)); + dragonBones.EventObject = EventObject; +})(dragonBones || (dragonBones = {})); +/** + * The MIT License (MIT) + * + * Copyright (c) 2012-2018 DragonBones team and other contributors + * + * Permission is hereby granted, free of charge, to any person obtaining a copy of + * this software and associated documentation files (the "Software"), to deal in + * the Software without restriction, including without limitation the rights to + * use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of + * the Software, and to permit persons to whom the Software is furnished to do so, + * subject to the following conditions: + * + * The above copyright notice and this permission notice shall be included in all + * copies or substantial portions of the Software. + * + * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR + * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS + * FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR + * COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER + * IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN + * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. + */ +var dragonBones; +(function (dragonBones) { + /** + * @private + */ + var DataParser = /** @class */ (function () { + function DataParser() { + } + DataParser._getArmatureType = function (value) { + switch (value.toLowerCase()) { + case "stage": + return 2 /* Stage */; + case "armature": + return 0 /* Armature */; + case "movieclip": + return 1 /* MovieClip */; + default: + return 0 /* Armature */; + } + }; + DataParser._getBoneType = function (value) { + switch (value.toLowerCase()) { + case "bone": + return 0 /* Bone */; + case "surface": + return 1 /* Surface */; + default: + return 0 /* Bone */; + } + }; + DataParser._getPositionMode = function (value) { + switch (value.toLocaleLowerCase()) { + case "percent": + return 1 /* Percent */; + case "fixed": + return 0 /* Fixed */; + default: + return 1 /* Percent */; + } + }; + DataParser._getSpacingMode = function (value) { + switch (value.toLocaleLowerCase()) { + case "length": + return 0 /* Length */; + case "percent": + return 2 /* Percent */; + case "fixed": + return 1 /* Fixed */; + default: + return 0 /* Length */; + } + }; + DataParser._getRotateMode = function (value) { + switch (value.toLocaleLowerCase()) { + case "tangent": + return 0 /* Tangent */; + case "chain": + return 1 /* Chain */; + case "chainscale": + return 2 /* ChainScale */; + default: + return 0 /* Tangent */; + } + }; + DataParser._getDisplayType = function (value) { + switch (value.toLowerCase()) { + case "image": + return 0 /* Image */; + case "mesh": + return 2 /* Mesh */; + case "armature": + return 1 /* Armature */; + case "boundingbox": + return 3 /* BoundingBox */; + case "path": + return 4 /* Path */; + default: + return 0 /* Image */; + } + }; + DataParser._getBoundingBoxType = function (value) { + switch (value.toLowerCase()) { + case "rectangle": + return 0 /* Rectangle */; + case "ellipse": + return 1 /* Ellipse */; + case "polygon": + return 2 /* Polygon */; + default: + return 0 /* Rectangle */; + } + }; + DataParser._getBlendMode = function (value) { + switch (value.toLowerCase()) { + case "normal": + return 0 /* Normal */; + case "add": + return 1 /* Add */; + case "alpha": + return 2 /* Alpha */; + case "darken": + return 3 /* Darken */; + case "difference": + return 4 /* Difference */; + case "erase": + return 5 /* Erase */; + case "hardlight": + return 6 /* HardLight */; + case "invert": + return 7 /* Invert */; + case "layer": + return 8 /* Layer */; + case "lighten": + return 9 /* Lighten */; + case "multiply": + return 10 /* Multiply */; + case "overlay": + return 11 /* Overlay */; + case "screen": + return 12 /* Screen */; + case "subtract": + return 13 /* Subtract */; + default: + return 0 /* Normal */; + } + }; + DataParser._getAnimationBlendType = function (value) { + switch (value.toLowerCase()) { + case "none": + return 0 /* None */; + case "1d": + return 1 /* E1D */; + default: + return 0 /* None */; + } + }; + DataParser._getActionType = function (value) { + switch (value.toLowerCase()) { + case "play": + return 0 /* Play */; + case "frame": + return 10 /* Frame */; + case "sound": + return 11 /* Sound */; + default: + return 0 /* Play */; + } + }; + DataParser.DATA_VERSION_2_3 = "2.3"; + DataParser.DATA_VERSION_3_0 = "3.0"; + DataParser.DATA_VERSION_4_0 = "4.0"; + DataParser.DATA_VERSION_4_5 = "4.5"; + DataParser.DATA_VERSION_5_0 = "5.0"; + DataParser.DATA_VERSION_5_5 = "5.5"; + DataParser.DATA_VERSION_5_6 = "5.6"; + DataParser.DATA_VERSION = DataParser.DATA_VERSION_5_6; + DataParser.DATA_VERSIONS = [ + DataParser.DATA_VERSION_4_0, + DataParser.DATA_VERSION_4_5, + DataParser.DATA_VERSION_5_0, + DataParser.DATA_VERSION_5_5, + DataParser.DATA_VERSION_5_6 + ]; + DataParser.TEXTURE_ATLAS = "textureAtlas"; + DataParser.SUB_TEXTURE = "SubTexture"; + DataParser.FORMAT = "format"; + DataParser.IMAGE_PATH = "imagePath"; + DataParser.WIDTH = "width"; + DataParser.HEIGHT = "height"; + DataParser.ROTATED = "rotated"; + DataParser.FRAME_X = "frameX"; + DataParser.FRAME_Y = "frameY"; + DataParser.FRAME_WIDTH = "frameWidth"; + DataParser.FRAME_HEIGHT = "frameHeight"; + DataParser.DRADON_BONES = "dragonBones"; + DataParser.USER_DATA = "userData"; + DataParser.ARMATURE = "armature"; + DataParser.CANVAS = "canvas"; + DataParser.BONE = "bone"; + DataParser.SURFACE = "surface"; + DataParser.SLOT = "slot"; + DataParser.CONSTRAINT = "constraint"; + DataParser.SKIN = "skin"; + DataParser.DISPLAY = "display"; + DataParser.FRAME = "frame"; + DataParser.IK = "ik"; + DataParser.PATH_CONSTRAINT = "path"; + DataParser.ANIMATION = "animation"; + DataParser.TIMELINE = "timeline"; + DataParser.FFD = "ffd"; + DataParser.TRANSLATE_FRAME = "translateFrame"; + DataParser.ROTATE_FRAME = "rotateFrame"; + DataParser.SCALE_FRAME = "scaleFrame"; + DataParser.DISPLAY_FRAME = "displayFrame"; + DataParser.COLOR_FRAME = "colorFrame"; + DataParser.DEFAULT_ACTIONS = "defaultActions"; + DataParser.ACTIONS = "actions"; + DataParser.EVENTS = "events"; + DataParser.INTS = "ints"; + DataParser.FLOATS = "floats"; + DataParser.STRINGS = "strings"; + DataParser.TRANSFORM = "transform"; + DataParser.PIVOT = "pivot"; + DataParser.AABB = "aabb"; + DataParser.COLOR = "color"; + DataParser.VERSION = "version"; + DataParser.COMPATIBLE_VERSION = "compatibleVersion"; + DataParser.FRAME_RATE = "frameRate"; + DataParser.TYPE = "type"; + DataParser.SUB_TYPE = "subType"; + DataParser.NAME = "name"; + DataParser.PARENT = "parent"; + DataParser.TARGET = "target"; + DataParser.STAGE = "stage"; + DataParser.SHARE = "share"; + DataParser.PATH = "path"; + DataParser.LENGTH = "length"; + DataParser.DISPLAY_INDEX = "displayIndex"; + DataParser.Z_ORDER = "zOrder"; + DataParser.Z_INDEX = "zIndex"; + DataParser.BLEND_MODE = "blendMode"; + DataParser.INHERIT_TRANSLATION = "inheritTranslation"; + DataParser.INHERIT_ROTATION = "inheritRotation"; + DataParser.INHERIT_SCALE = "inheritScale"; + DataParser.INHERIT_REFLECTION = "inheritReflection"; + DataParser.INHERIT_ANIMATION = "inheritAnimation"; + DataParser.INHERIT_DEFORM = "inheritDeform"; + DataParser.SEGMENT_X = "segmentX"; + DataParser.SEGMENT_Y = "segmentY"; + DataParser.BEND_POSITIVE = "bendPositive"; + DataParser.CHAIN = "chain"; + DataParser.WEIGHT = "weight"; + DataParser.BLEND_TYPE = "blendType"; + DataParser.FADE_IN_TIME = "fadeInTime"; + DataParser.PLAY_TIMES = "playTimes"; + DataParser.SCALE = "scale"; + DataParser.OFFSET = "offset"; + DataParser.POSITION = "position"; + DataParser.DURATION = "duration"; + DataParser.TWEEN_EASING = "tweenEasing"; + DataParser.TWEEN_ROTATE = "tweenRotate"; + DataParser.TWEEN_SCALE = "tweenScale"; + DataParser.CLOCK_WISE = "clockwise"; + DataParser.CURVE = "curve"; + DataParser.SOUND = "sound"; + DataParser.EVENT = "event"; + DataParser.ACTION = "action"; + DataParser.X = "x"; + DataParser.Y = "y"; + DataParser.SKEW_X = "skX"; + DataParser.SKEW_Y = "skY"; + DataParser.SCALE_X = "scX"; + DataParser.SCALE_Y = "scY"; + DataParser.VALUE = "value"; + DataParser.ROTATE = "rotate"; + DataParser.SKEW = "skew"; + DataParser.ALPHA = "alpha"; + DataParser.ALPHA_OFFSET = "aO"; + DataParser.RED_OFFSET = "rO"; + DataParser.GREEN_OFFSET = "gO"; + DataParser.BLUE_OFFSET = "bO"; + DataParser.ALPHA_MULTIPLIER = "aM"; + DataParser.RED_MULTIPLIER = "rM"; + DataParser.GREEN_MULTIPLIER = "gM"; + DataParser.BLUE_MULTIPLIER = "bM"; + DataParser.UVS = "uvs"; + DataParser.VERTICES = "vertices"; + DataParser.TRIANGLES = "triangles"; + DataParser.WEIGHTS = "weights"; + DataParser.SLOT_POSE = "slotPose"; + DataParser.BONE_POSE = "bonePose"; + DataParser.BONES = "bones"; + DataParser.POSITION_MODE = "positionMode"; + DataParser.SPACING_MODE = "spacingMode"; + DataParser.ROTATE_MODE = "rotateMode"; + DataParser.SPACING = "spacing"; + DataParser.ROTATE_OFFSET = "rotateOffset"; + DataParser.ROTATE_MIX = "rotateMix"; + DataParser.TRANSLATE_MIX = "translateMix"; + DataParser.TARGET_DISPLAY = "targetDisplay"; + DataParser.CLOSED = "closed"; + DataParser.CONSTANT_SPEED = "constantSpeed"; + DataParser.VERTEX_COUNT = "vertexCount"; + DataParser.LENGTHS = "lengths"; + DataParser.GOTO_AND_PLAY = "gotoAndPlay"; + DataParser.DEFAULT_NAME = "default"; + return DataParser; + }()); + dragonBones.DataParser = DataParser; +})(dragonBones || (dragonBones = {})); +/** + * The MIT License (MIT) + * + * Copyright (c) 2012-2018 DragonBones team and other contributors + * + * Permission is hereby granted, free of charge, to any person obtaining a copy of + * this software and associated documentation files (the "Software"), to deal in + * the Software without restriction, including without limitation the rights to + * use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of + * the Software, and to permit persons to whom the Software is furnished to do so, + * subject to the following conditions: + * + * The above copyright notice and this permission notice shall be included in all + * copies or substantial portions of the Software. + * + * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR + * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS + * FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR + * COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER + * IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN + * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. + */ +var dragonBones; +(function (dragonBones) { + /** + * @private + */ + var ObjectDataParser = /** @class */ (function (_super) { + __extends(ObjectDataParser, _super); + function ObjectDataParser() { + var _this = _super !== null && _super.apply(this, arguments) || this; + _this._rawTextureAtlasIndex = 0; + _this._rawBones = []; + _this._data = null; // + _this._armature = null; // + _this._bone = null; // + _this._geometry = null; // + _this._slot = null; // + _this._skin = null; // + _this._mesh = null; // + _this._animation = null; // + _this._timeline = null; // + _this._rawTextureAtlases = null; + _this._frameValueType = 0 /* Step */; + _this._defaultColorOffset = -1; + _this._prevClockwise = 0; + _this._prevRotation = 0.0; + _this._frameDefaultValue = 0.0; + _this._frameValueScale = 1.0; + _this._helpMatrixA = new dragonBones.Matrix(); + _this._helpMatrixB = new dragonBones.Matrix(); + _this._helpTransform = new dragonBones.Transform(); + _this._helpColorTransform = new dragonBones.ColorTransform(); + _this._helpPoint = new dragonBones.Point(); + _this._helpArray = []; + _this._intArray = []; + _this._floatArray = []; + _this._frameIntArray = []; + _this._frameFloatArray = []; + _this._frameArray = []; + _this._timelineArray = []; + _this._colorArray = []; + _this._cacheRawMeshes = []; + _this._cacheMeshes = []; + _this._actionFrames = []; + _this._weightSlotPose = {}; + _this._weightBonePoses = {}; + _this._cacheBones = {}; + _this._slotChildActions = {}; + return _this; + } + ObjectDataParser._getBoolean = function (rawData, key, defaultValue) { + if (key in rawData) { + var value = rawData[key]; + var type = typeof value; + if (type === "boolean") { + return value; + } + else if (type === "string") { + switch (value) { + case "0": + case "NaN": + case "": + case "false": + case "null": + case "undefined": + return false; + default: + return true; + } + } + else { + return !!value; + } + } + return defaultValue; + }; + ObjectDataParser._getNumber = function (rawData, key, defaultValue) { + if (key in rawData) { + var value = rawData[key]; + if (value === null || value === "NaN") { + return defaultValue; + } + return +value || 0; + } + return defaultValue; + }; + ObjectDataParser._getString = function (rawData, key, defaultValue) { + if (key in rawData) { + var value = rawData[key]; + var type = typeof value; + if (type === "string") { + return value; + } + return String(value); + } + return defaultValue; + }; + ObjectDataParser.prototype._getCurvePoint = function (x1, y1, x2, y2, x3, y3, x4, y4, t, result) { + var l_t = 1.0 - t; + var powA = l_t * l_t; + var powB = t * t; + var kA = l_t * powA; + var kB = 3.0 * t * powA; + var kC = 3.0 * l_t * powB; + var kD = t * powB; + result.x = kA * x1 + kB * x2 + kC * x3 + kD * x4; + result.y = kA * y1 + kB * y2 + kC * y3 + kD * y4; + }; + ObjectDataParser.prototype._samplingEasingCurve = function (curve, samples) { + var curveCount = curve.length; + if (curveCount % 3 === 1) { + var stepIndex = -2; + for (var i = 0, l = samples.length; i < l; ++i) { + var t = (i + 1) / (l + 1); // float + while ((stepIndex + 6 < curveCount ? curve[stepIndex + 6] : 1) < t) { + stepIndex += 6; + } + var isInCurve = stepIndex >= 0 && stepIndex + 6 < curveCount; + var x1 = isInCurve ? curve[stepIndex] : 0.0; + var y1 = isInCurve ? curve[stepIndex + 1] : 0.0; + var x2 = curve[stepIndex + 2]; + var y2 = curve[stepIndex + 3]; + var x3 = curve[stepIndex + 4]; + var y3 = curve[stepIndex + 5]; + var x4 = isInCurve ? curve[stepIndex + 6] : 1.0; + var y4 = isInCurve ? curve[stepIndex + 7] : 1.0; + var lower = 0.0; + var higher = 1.0; + while (higher - lower > 0.0001) { + var percentage = (higher + lower) * 0.5; + this._getCurvePoint(x1, y1, x2, y2, x3, y3, x4, y4, percentage, this._helpPoint); + if (t - this._helpPoint.x > 0.0) { + lower = percentage; + } + else { + higher = percentage; + } + } + samples[i] = this._helpPoint.y; + } + return true; + } + else { + var stepIndex = 0; + for (var i = 0, l = samples.length; i < l; ++i) { + var t = (i + 1) / (l + 1); // float + while (curve[stepIndex + 6] < t) { + stepIndex += 6; + } + var x1 = curve[stepIndex]; + var y1 = curve[stepIndex + 1]; + var x2 = curve[stepIndex + 2]; + var y2 = curve[stepIndex + 3]; + var x3 = curve[stepIndex + 4]; + var y3 = curve[stepIndex + 5]; + var x4 = curve[stepIndex + 6]; + var y4 = curve[stepIndex + 7]; + var lower = 0.0; + var higher = 1.0; + while (higher - lower > 0.0001) { + var percentage = (higher + lower) * 0.5; + this._getCurvePoint(x1, y1, x2, y2, x3, y3, x4, y4, percentage, this._helpPoint); + if (t - this._helpPoint.x > 0.0) { + lower = percentage; + } + else { + higher = percentage; + } + } + samples[i] = this._helpPoint.y; + } + return false; + } + }; + ObjectDataParser.prototype._parseActionDataInFrame = function (rawData, frameStart, bone, slot) { + if (dragonBones.DataParser.EVENT in rawData) { + this._mergeActionFrame(rawData[dragonBones.DataParser.EVENT], frameStart, 10 /* Frame */, bone, slot); + } + if (dragonBones.DataParser.SOUND in rawData) { + this._mergeActionFrame(rawData[dragonBones.DataParser.SOUND], frameStart, 11 /* Sound */, bone, slot); + } + if (dragonBones.DataParser.ACTION in rawData) { + this._mergeActionFrame(rawData[dragonBones.DataParser.ACTION], frameStart, 0 /* Play */, bone, slot); + } + if (dragonBones.DataParser.EVENTS in rawData) { + this._mergeActionFrame(rawData[dragonBones.DataParser.EVENTS], frameStart, 10 /* Frame */, bone, slot); + } + if (dragonBones.DataParser.ACTIONS in rawData) { + this._mergeActionFrame(rawData[dragonBones.DataParser.ACTIONS], frameStart, 0 /* Play */, bone, slot); + } + }; + ObjectDataParser.prototype._mergeActionFrame = function (rawData, frameStart, type, bone, slot) { + var actionOffset = this._armature.actions.length; + var actions = this._parseActionData(rawData, type, bone, slot); + var frameIndex = 0; + var frame = null; + for (var _i = 0, actions_2 = actions; _i < actions_2.length; _i++) { + var action = actions_2[_i]; + this._armature.addAction(action, false); + } + if (this._actionFrames.length === 0) { + frame = new ActionFrame(); + frame.frameStart = 0; + this._actionFrames.push(frame); + frame = null; + } + for (var _a = 0, _b = this._actionFrames; _a < _b.length; _a++) { + var eachFrame = _b[_a]; + if (eachFrame.frameStart === frameStart) { + frame = eachFrame; + break; + } + else if (eachFrame.frameStart > frameStart) { + break; + } + frameIndex++; + } + if (frame === null) { + frame = new ActionFrame(); + frame.frameStart = frameStart; + this._actionFrames.splice(frameIndex, 0, frame); + } + for (var i = 0; i < actions.length; ++i) { + frame.actions.push(actionOffset + i); + } + }; + ObjectDataParser.prototype._parseArmature = function (rawData, scale) { + var armature = dragonBones.BaseObject.borrowObject(dragonBones.ArmatureData); + armature.name = ObjectDataParser._getString(rawData, dragonBones.DataParser.NAME, ""); + armature.frameRate = ObjectDataParser._getNumber(rawData, dragonBones.DataParser.FRAME_RATE, this._data.frameRate); + armature.scale = scale; + if (dragonBones.DataParser.TYPE in rawData && typeof rawData[dragonBones.DataParser.TYPE] === "string") { + armature.type = dragonBones.DataParser._getArmatureType(rawData[dragonBones.DataParser.TYPE]); + } + else { + armature.type = ObjectDataParser._getNumber(rawData, dragonBones.DataParser.TYPE, 0 /* Armature */); + } + if (armature.frameRate === 0) { + armature.frameRate = 24; + } + this._armature = armature; + if (dragonBones.DataParser.CANVAS in rawData) { + var rawCanvas = rawData[dragonBones.DataParser.CANVAS]; + var canvas = dragonBones.BaseObject.borrowObject(dragonBones.CanvasData); + if (dragonBones.DataParser.COLOR in rawCanvas) { + canvas.hasBackground = true; + } + else { + canvas.hasBackground = false; + } + canvas.color = ObjectDataParser._getNumber(rawCanvas, dragonBones.DataParser.COLOR, 0); + canvas.x = ObjectDataParser._getNumber(rawCanvas, dragonBones.DataParser.X, 0) * armature.scale; + canvas.y = ObjectDataParser._getNumber(rawCanvas, dragonBones.DataParser.Y, 0) * armature.scale; + canvas.width = ObjectDataParser._getNumber(rawCanvas, dragonBones.DataParser.WIDTH, 0) * armature.scale; + canvas.height = ObjectDataParser._getNumber(rawCanvas, dragonBones.DataParser.HEIGHT, 0) * armature.scale; + armature.canvas = canvas; + } + if (dragonBones.DataParser.AABB in rawData) { + var rawAABB = rawData[dragonBones.DataParser.AABB]; + armature.aabb.x = ObjectDataParser._getNumber(rawAABB, dragonBones.DataParser.X, 0.0) * armature.scale; + armature.aabb.y = ObjectDataParser._getNumber(rawAABB, dragonBones.DataParser.Y, 0.0) * armature.scale; + armature.aabb.width = ObjectDataParser._getNumber(rawAABB, dragonBones.DataParser.WIDTH, 0.0) * armature.scale; + armature.aabb.height = ObjectDataParser._getNumber(rawAABB, dragonBones.DataParser.HEIGHT, 0.0) * armature.scale; + } + if (dragonBones.DataParser.BONE in rawData) { + var rawBones = rawData[dragonBones.DataParser.BONE]; + for (var _i = 0, rawBones_1 = rawBones; _i < rawBones_1.length; _i++) { + var rawBone = rawBones_1[_i]; + var parentName = ObjectDataParser._getString(rawBone, dragonBones.DataParser.PARENT, ""); + var bone = this._parseBone(rawBone); + if (parentName.length > 0) { + var parent_1 = armature.getBone(parentName); + if (parent_1 !== null) { + bone.parent = parent_1; + } + else { + if (!(parentName in this._cacheBones)) { + this._cacheBones[parentName] = []; + } + this._cacheBones[parentName].push(bone); + } + } + if (bone.name in this._cacheBones) { + for (var _a = 0, _b = this._cacheBones[bone.name]; _a < _b.length; _a++) { + var child = _b[_a]; + child.parent = bone; + } + delete this._cacheBones[bone.name]; + } + armature.addBone(bone); + this._rawBones.push(bone); // Cache raw bones sort. + } + } + if (dragonBones.DataParser.IK in rawData) { + var rawIKS = rawData[dragonBones.DataParser.IK]; + for (var _c = 0, rawIKS_1 = rawIKS; _c < rawIKS_1.length; _c++) { + var rawIK = rawIKS_1[_c]; + var constraint = this._parseIKConstraint(rawIK); + if (constraint) { + armature.addConstraint(constraint); + } + } + } + armature.sortBones(); + if (dragonBones.DataParser.SLOT in rawData) { + var zOrder = 0; + var rawSlots = rawData[dragonBones.DataParser.SLOT]; + for (var _d = 0, rawSlots_1 = rawSlots; _d < rawSlots_1.length; _d++) { + var rawSlot = rawSlots_1[_d]; + armature.addSlot(this._parseSlot(rawSlot, zOrder++)); + } + } + if (dragonBones.DataParser.SKIN in rawData) { + var rawSkins = rawData[dragonBones.DataParser.SKIN]; + for (var _e = 0, rawSkins_1 = rawSkins; _e < rawSkins_1.length; _e++) { + var rawSkin = rawSkins_1[_e]; + armature.addSkin(this._parseSkin(rawSkin)); + } + } + if (dragonBones.DataParser.PATH_CONSTRAINT in rawData) { + var rawPaths = rawData[dragonBones.DataParser.PATH_CONSTRAINT]; + for (var _f = 0, rawPaths_1 = rawPaths; _f < rawPaths_1.length; _f++) { + var rawPath = rawPaths_1[_f]; + var constraint = this._parsePathConstraint(rawPath); + if (constraint) { + armature.addConstraint(constraint); + } + } + } + for (var i = 0, l = this._cacheRawMeshes.length; i < l; ++i) { + var rawData_1 = this._cacheRawMeshes[i]; + var shareName = ObjectDataParser._getString(rawData_1, dragonBones.DataParser.SHARE, ""); + if (shareName.length === 0) { + continue; + } + var skinName = ObjectDataParser._getString(rawData_1, dragonBones.DataParser.SKIN, dragonBones.DataParser.DEFAULT_NAME); + if (skinName.length === 0) { + skinName = dragonBones.DataParser.DEFAULT_NAME; + } + var shareMesh = armature.getMesh(skinName, "", shareName); // TODO slot; + if (shareMesh === null) { + continue; // Error. + } + var mesh = this._cacheMeshes[i]; + mesh.geometry.shareFrom(shareMesh.geometry); + } + if (dragonBones.DataParser.ANIMATION in rawData) { + var rawAnimations = rawData[dragonBones.DataParser.ANIMATION]; + for (var _g = 0, rawAnimations_1 = rawAnimations; _g < rawAnimations_1.length; _g++) { + var rawAnimation = rawAnimations_1[_g]; + var animation = this._parseAnimation(rawAnimation); + armature.addAnimation(animation); + } + } + if (dragonBones.DataParser.DEFAULT_ACTIONS in rawData) { + var actions = this._parseActionData(rawData[dragonBones.DataParser.DEFAULT_ACTIONS], 0 /* Play */, null, null); + for (var _h = 0, actions_3 = actions; _h < actions_3.length; _h++) { + var action = actions_3[_h]; + armature.addAction(action, true); + if (action.type === 0 /* Play */) { + var animation = armature.getAnimation(action.name); + if (animation !== null) { + armature.defaultAnimation = animation; + } + } + } + } + if (dragonBones.DataParser.ACTIONS in rawData) { + var actions = this._parseActionData(rawData[dragonBones.DataParser.ACTIONS], 0 /* Play */, null, null); + for (var _j = 0, actions_4 = actions; _j < actions_4.length; _j++) { + var action = actions_4[_j]; + armature.addAction(action, false); + } + } + // Clear helper. + this._rawBones.length = 0; + this._cacheRawMeshes.length = 0; + this._cacheMeshes.length = 0; + this._armature = null; + for (var k in this._weightSlotPose) { + delete this._weightSlotPose[k]; + } + for (var k in this._weightBonePoses) { + delete this._weightBonePoses[k]; + } + for (var k in this._cacheBones) { + delete this._cacheBones[k]; + } + for (var k in this._slotChildActions) { + delete this._slotChildActions[k]; + } + return armature; + }; + ObjectDataParser.prototype._parseBone = function (rawData) { + var type = 0 /* Bone */; + if (dragonBones.DataParser.TYPE in rawData && typeof rawData[dragonBones.DataParser.TYPE] === "string") { + type = dragonBones.DataParser._getBoneType(rawData[dragonBones.DataParser.TYPE]); + } + else { + type = ObjectDataParser._getNumber(rawData, dragonBones.DataParser.TYPE, 0 /* Bone */); + } + if (type === 0 /* Bone */) { + var scale = this._armature.scale; + var bone = dragonBones.BaseObject.borrowObject(dragonBones.BoneData); + bone.inheritTranslation = ObjectDataParser._getBoolean(rawData, dragonBones.DataParser.INHERIT_TRANSLATION, true); + bone.inheritRotation = ObjectDataParser._getBoolean(rawData, dragonBones.DataParser.INHERIT_ROTATION, true); + bone.inheritScale = ObjectDataParser._getBoolean(rawData, dragonBones.DataParser.INHERIT_SCALE, true); + bone.inheritReflection = ObjectDataParser._getBoolean(rawData, dragonBones.DataParser.INHERIT_REFLECTION, true); + bone.length = ObjectDataParser._getNumber(rawData, dragonBones.DataParser.LENGTH, 0) * scale; + bone.alpha = ObjectDataParser._getNumber(rawData, dragonBones.DataParser.ALPHA, 1.0); + bone.name = ObjectDataParser._getString(rawData, dragonBones.DataParser.NAME, ""); + if (dragonBones.DataParser.TRANSFORM in rawData) { + this._parseTransform(rawData[dragonBones.DataParser.TRANSFORM], bone.transform, scale); + } + return bone; + } + var surface = dragonBones.BaseObject.borrowObject(dragonBones.SurfaceData); + surface.alpha = ObjectDataParser._getNumber(rawData, dragonBones.DataParser.ALPHA, 1.0); + surface.name = ObjectDataParser._getString(rawData, dragonBones.DataParser.NAME, ""); + surface.segmentX = ObjectDataParser._getNumber(rawData, dragonBones.DataParser.SEGMENT_X, 0); + surface.segmentY = ObjectDataParser._getNumber(rawData, dragonBones.DataParser.SEGMENT_Y, 0); + this._parseGeometry(rawData, surface.geometry); + return surface; + }; + ObjectDataParser.prototype._parseIKConstraint = function (rawData) { + var bone = this._armature.getBone(ObjectDataParser._getString(rawData, dragonBones.DataParser.BONE, "")); + if (bone === null) { + return null; + } + var target = this._armature.getBone(ObjectDataParser._getString(rawData, dragonBones.DataParser.TARGET, "")); + if (target === null) { + return null; + } + var chain = ObjectDataParser._getNumber(rawData, dragonBones.DataParser.CHAIN, 0); + var constraint = dragonBones.BaseObject.borrowObject(dragonBones.IKConstraintData); + constraint.scaleEnabled = ObjectDataParser._getBoolean(rawData, dragonBones.DataParser.SCALE, false); + constraint.bendPositive = ObjectDataParser._getBoolean(rawData, dragonBones.DataParser.BEND_POSITIVE, true); + constraint.weight = ObjectDataParser._getNumber(rawData, dragonBones.DataParser.WEIGHT, 1.0); + constraint.name = ObjectDataParser._getString(rawData, dragonBones.DataParser.NAME, ""); + constraint.type = 0 /* IK */; + constraint.target = target; + if (chain > 0 && bone.parent !== null) { + constraint.root = bone.parent; + constraint.bone = bone; + } + else { + constraint.root = bone; + constraint.bone = null; + } + return constraint; + }; + ObjectDataParser.prototype._parsePathConstraint = function (rawData) { + var target = this._armature.getSlot(ObjectDataParser._getString(rawData, dragonBones.DataParser.TARGET, "")); + if (target === null) { + return null; + } + var defaultSkin = this._armature.defaultSkin; + if (defaultSkin === null) { + return null; + } + //TODO + var targetDisplay = defaultSkin.getDisplay(target.name, ObjectDataParser._getString(rawData, dragonBones.DataParser.TARGET_DISPLAY, target.name)); + if (targetDisplay === null || !(targetDisplay instanceof dragonBones.PathDisplayData)) { + return null; + } + var bones = rawData[dragonBones.DataParser.BONES]; + if (bones === null || bones.length === 0) { + return null; + } + var constraint = dragonBones.BaseObject.borrowObject(dragonBones.PathConstraintData); + constraint.name = ObjectDataParser._getString(rawData, dragonBones.DataParser.NAME, ""); + constraint.type = 1 /* Path */; + constraint.pathSlot = target; + constraint.pathDisplayData = targetDisplay; + constraint.target = target.parent; + constraint.positionMode = dragonBones.DataParser._getPositionMode(ObjectDataParser._getString(rawData, dragonBones.DataParser.POSITION_MODE, "")); + constraint.spacingMode = dragonBones.DataParser._getSpacingMode(ObjectDataParser._getString(rawData, dragonBones.DataParser.SPACING_MODE, "")); + constraint.rotateMode = dragonBones.DataParser._getRotateMode(ObjectDataParser._getString(rawData, dragonBones.DataParser.ROTATE_MODE, "")); + constraint.position = ObjectDataParser._getNumber(rawData, dragonBones.DataParser.POSITION, 0); + constraint.spacing = ObjectDataParser._getNumber(rawData, dragonBones.DataParser.SPACING, 0); + constraint.rotateOffset = ObjectDataParser._getNumber(rawData, dragonBones.DataParser.ROTATE_OFFSET, 0); + constraint.rotateMix = ObjectDataParser._getNumber(rawData, dragonBones.DataParser.ROTATE_MIX, 1); + constraint.translateMix = ObjectDataParser._getNumber(rawData, dragonBones.DataParser.TRANSLATE_MIX, 1); + // + for (var _i = 0, bones_3 = bones; _i < bones_3.length; _i++) { + var boneName = bones_3[_i]; + var bone = this._armature.getBone(boneName); + if (bone !== null) { + constraint.AddBone(bone); + if (constraint.root === null) { + constraint.root = bone; + } + } + } + return constraint; + }; + ObjectDataParser.prototype._parseSlot = function (rawData, zOrder) { + var slot = dragonBones.BaseObject.borrowObject(dragonBones.SlotData); + slot.displayIndex = ObjectDataParser._getNumber(rawData, dragonBones.DataParser.DISPLAY_INDEX, 0); + slot.zOrder = zOrder; + slot.zIndex = ObjectDataParser._getNumber(rawData, dragonBones.DataParser.Z_INDEX, 0); + slot.alpha = ObjectDataParser._getNumber(rawData, dragonBones.DataParser.ALPHA, 1.0); + slot.name = ObjectDataParser._getString(rawData, dragonBones.DataParser.NAME, ""); + slot.parent = this._armature.getBone(ObjectDataParser._getString(rawData, dragonBones.DataParser.PARENT, "")); // + if (dragonBones.DataParser.BLEND_MODE in rawData && typeof rawData[dragonBones.DataParser.BLEND_MODE] === "string") { + slot.blendMode = dragonBones.DataParser._getBlendMode(rawData[dragonBones.DataParser.BLEND_MODE]); + } + else { + slot.blendMode = ObjectDataParser._getNumber(rawData, dragonBones.DataParser.BLEND_MODE, 0 /* Normal */); + } + if (dragonBones.DataParser.COLOR in rawData) { + slot.color = dragonBones.SlotData.createColor(); + this._parseColorTransform(rawData[dragonBones.DataParser.COLOR], slot.color); + } + else { + slot.color = dragonBones.SlotData.DEFAULT_COLOR; + } + if (dragonBones.DataParser.ACTIONS in rawData) { + this._slotChildActions[slot.name] = this._parseActionData(rawData[dragonBones.DataParser.ACTIONS], 0 /* Play */, null, null); + } + return slot; + }; + ObjectDataParser.prototype._parseSkin = function (rawData) { + var skin = dragonBones.BaseObject.borrowObject(dragonBones.SkinData); + skin.name = ObjectDataParser._getString(rawData, dragonBones.DataParser.NAME, dragonBones.DataParser.DEFAULT_NAME); + if (skin.name.length === 0) { + skin.name = dragonBones.DataParser.DEFAULT_NAME; + } + if (dragonBones.DataParser.SLOT in rawData) { + var rawSlots = rawData[dragonBones.DataParser.SLOT]; + this._skin = skin; + for (var _i = 0, rawSlots_2 = rawSlots; _i < rawSlots_2.length; _i++) { + var rawSlot = rawSlots_2[_i]; + var slotName = ObjectDataParser._getString(rawSlot, dragonBones.DataParser.NAME, ""); + var slot = this._armature.getSlot(slotName); + if (slot !== null) { + this._slot = slot; + if (dragonBones.DataParser.DISPLAY in rawSlot) { + var rawDisplays = rawSlot[dragonBones.DataParser.DISPLAY]; + for (var _a = 0, rawDisplays_1 = rawDisplays; _a < rawDisplays_1.length; _a++) { + var rawDisplay = rawDisplays_1[_a]; + if (rawDisplay) { + skin.addDisplay(slotName, this._parseDisplay(rawDisplay)); + } + else { + skin.addDisplay(slotName, null); + } + } + } + this._slot = null; // + } + } + this._skin = null; // + } + return skin; + }; + ObjectDataParser.prototype._parseDisplay = function (rawData) { + var name = ObjectDataParser._getString(rawData, dragonBones.DataParser.NAME, ""); + var path = ObjectDataParser._getString(rawData, dragonBones.DataParser.PATH, ""); + var type = 0 /* Image */; + var display = null; + if (dragonBones.DataParser.TYPE in rawData && typeof rawData[dragonBones.DataParser.TYPE] === "string") { + type = dragonBones.DataParser._getDisplayType(rawData[dragonBones.DataParser.TYPE]); + } + else { + type = ObjectDataParser._getNumber(rawData, dragonBones.DataParser.TYPE, type); + } + switch (type) { + case 0 /* Image */: { + var imageDisplay = display = dragonBones.BaseObject.borrowObject(dragonBones.ImageDisplayData); + imageDisplay.name = name; + imageDisplay.path = path.length > 0 ? path : name; + this._parsePivot(rawData, imageDisplay); + break; + } + case 1 /* Armature */: { + var armatureDisplay = display = dragonBones.BaseObject.borrowObject(dragonBones.ArmatureDisplayData); + armatureDisplay.name = name; + armatureDisplay.path = path.length > 0 ? path : name; + armatureDisplay.inheritAnimation = true; + if (dragonBones.DataParser.ACTIONS in rawData) { + var actions = this._parseActionData(rawData[dragonBones.DataParser.ACTIONS], 0 /* Play */, null, null); + for (var _i = 0, actions_5 = actions; _i < actions_5.length; _i++) { + var action = actions_5[_i]; + armatureDisplay.addAction(action); + } + } + else if (this._slot.name in this._slotChildActions) { + var displays = this._skin.getDisplays(this._slot.name); + if (displays === null ? this._slot.displayIndex === 0 : this._slot.displayIndex === displays.length) { + for (var _a = 0, _b = this._slotChildActions[this._slot.name]; _a < _b.length; _a++) { + var action = _b[_a]; + armatureDisplay.addAction(action); + } + delete this._slotChildActions[this._slot.name]; + } + } + break; + } + case 2 /* Mesh */: { + var meshDisplay = display = dragonBones.BaseObject.borrowObject(dragonBones.MeshDisplayData); + meshDisplay.geometry.inheritDeform = ObjectDataParser._getBoolean(rawData, dragonBones.DataParser.INHERIT_DEFORM, true); + meshDisplay.name = name; + meshDisplay.path = path.length > 0 ? path : name; + if (dragonBones.DataParser.SHARE in rawData) { + meshDisplay.geometry.data = this._data; + this._cacheRawMeshes.push(rawData); + this._cacheMeshes.push(meshDisplay); + } + else { + this._parseMesh(rawData, meshDisplay); + } + break; + } + case 3 /* BoundingBox */: { + var boundingBox = this._parseBoundingBox(rawData); + if (boundingBox !== null) { + var boundingBoxDisplay = display = dragonBones.BaseObject.borrowObject(dragonBones.BoundingBoxDisplayData); + boundingBoxDisplay.name = name; + boundingBoxDisplay.path = path.length > 0 ? path : name; + boundingBoxDisplay.boundingBox = boundingBox; + } + break; + } + case 4 /* Path */: { + var rawCurveLengths = rawData[dragonBones.DataParser.LENGTHS]; + var pathDisplay = display = dragonBones.BaseObject.borrowObject(dragonBones.PathDisplayData); + pathDisplay.closed = ObjectDataParser._getBoolean(rawData, dragonBones.DataParser.CLOSED, false); + pathDisplay.constantSpeed = ObjectDataParser._getBoolean(rawData, dragonBones.DataParser.CONSTANT_SPEED, false); + pathDisplay.name = name; + pathDisplay.path = path.length > 0 ? path : name; + pathDisplay.curveLengths.length = rawCurveLengths.length; + for (var i = 0, l = rawCurveLengths.length; i < l; ++i) { + pathDisplay.curveLengths[i] = rawCurveLengths[i]; + } + this._parsePath(rawData, pathDisplay); + break; + } + } + if (display !== null && dragonBones.DataParser.TRANSFORM in rawData) { + this._parseTransform(rawData[dragonBones.DataParser.TRANSFORM], display.transform, this._armature.scale); + } + return display; + }; + ObjectDataParser.prototype._parsePath = function (rawData, display) { + this._parseGeometry(rawData, display.geometry); + }; + ObjectDataParser.prototype._parsePivot = function (rawData, display) { + if (dragonBones.DataParser.PIVOT in rawData) { + var rawPivot = rawData[dragonBones.DataParser.PIVOT]; + display.pivot.x = ObjectDataParser._getNumber(rawPivot, dragonBones.DataParser.X, 0.0); + display.pivot.y = ObjectDataParser._getNumber(rawPivot, dragonBones.DataParser.Y, 0.0); + } + else { + display.pivot.x = 0.5; + display.pivot.y = 0.5; + } + }; + ObjectDataParser.prototype._parseMesh = function (rawData, mesh) { + this._parseGeometry(rawData, mesh.geometry); + if (dragonBones.DataParser.WEIGHTS in rawData) { + var rawSlotPose = rawData[dragonBones.DataParser.SLOT_POSE]; + var rawBonePoses = rawData[dragonBones.DataParser.BONE_POSE]; + var meshName = this._skin.name + "_" + this._slot.name + "_" + mesh.name; + this._weightSlotPose[meshName] = rawSlotPose; + this._weightBonePoses[meshName] = rawBonePoses; + } + }; + ObjectDataParser.prototype._parseBoundingBox = function (rawData) { + var boundingBox = null; + var type = 0 /* Rectangle */; + if (dragonBones.DataParser.SUB_TYPE in rawData && typeof rawData[dragonBones.DataParser.SUB_TYPE] === "string") { + type = dragonBones.DataParser._getBoundingBoxType(rawData[dragonBones.DataParser.SUB_TYPE]); + } + else { + type = ObjectDataParser._getNumber(rawData, dragonBones.DataParser.SUB_TYPE, type); + } + switch (type) { + case 0 /* Rectangle */: + boundingBox = dragonBones.BaseObject.borrowObject(dragonBones.RectangleBoundingBoxData); + break; + case 1 /* Ellipse */: + boundingBox = dragonBones.BaseObject.borrowObject(dragonBones.EllipseBoundingBoxData); + break; + case 2 /* Polygon */: + boundingBox = this._parsePolygonBoundingBox(rawData); + break; + } + if (boundingBox !== null) { + boundingBox.color = ObjectDataParser._getNumber(rawData, dragonBones.DataParser.COLOR, 0x000000); + if (boundingBox.type === 0 /* Rectangle */ || boundingBox.type === 1 /* Ellipse */) { + boundingBox.width = ObjectDataParser._getNumber(rawData, dragonBones.DataParser.WIDTH, 0.0); + boundingBox.height = ObjectDataParser._getNumber(rawData, dragonBones.DataParser.HEIGHT, 0.0); + } + } + return boundingBox; + }; + ObjectDataParser.prototype._parsePolygonBoundingBox = function (rawData) { + var polygonBoundingBox = dragonBones.BaseObject.borrowObject(dragonBones.PolygonBoundingBoxData); + if (dragonBones.DataParser.VERTICES in rawData) { + var scale = this._armature.scale; + var rawVertices = rawData[dragonBones.DataParser.VERTICES]; + var vertices = polygonBoundingBox.vertices; + vertices.length = rawVertices.length; + for (var i = 0, l = rawVertices.length; i < l; i += 2) { + var x = rawVertices[i] * scale; + var y = rawVertices[i + 1] * scale; + vertices[i] = x; + vertices[i + 1] = y; + // AABB. + if (i === 0) { + polygonBoundingBox.x = x; + polygonBoundingBox.y = y; + polygonBoundingBox.width = x; + polygonBoundingBox.height = y; + } + else { + if (x < polygonBoundingBox.x) { + polygonBoundingBox.x = x; + } + else if (x > polygonBoundingBox.width) { + polygonBoundingBox.width = x; + } + if (y < polygonBoundingBox.y) { + polygonBoundingBox.y = y; + } + else if (y > polygonBoundingBox.height) { + polygonBoundingBox.height = y; + } + } + } + polygonBoundingBox.width -= polygonBoundingBox.x; + polygonBoundingBox.height -= polygonBoundingBox.y; + } + else { + console.warn("Data error.\n Please reexport DragonBones Data to fixed the bug."); + } + return polygonBoundingBox; + }; + ObjectDataParser.prototype._parseAnimation = function (rawData) { + var animation = dragonBones.BaseObject.borrowObject(dragonBones.AnimationData); + animation.blendType = dragonBones.DataParser._getAnimationBlendType(ObjectDataParser._getString(rawData, dragonBones.DataParser.BLEND_TYPE, "")); + animation.frameCount = ObjectDataParser._getNumber(rawData, dragonBones.DataParser.DURATION, 0); + animation.playTimes = ObjectDataParser._getNumber(rawData, dragonBones.DataParser.PLAY_TIMES, 1); + animation.duration = animation.frameCount / this._armature.frameRate; // float + animation.fadeInTime = ObjectDataParser._getNumber(rawData, dragonBones.DataParser.FADE_IN_TIME, 0.0); + animation.scale = ObjectDataParser._getNumber(rawData, dragonBones.DataParser.SCALE, 1.0); + animation.name = ObjectDataParser._getString(rawData, dragonBones.DataParser.NAME, dragonBones.DataParser.DEFAULT_NAME); + if (animation.name.length === 0) { + animation.name = dragonBones.DataParser.DEFAULT_NAME; + } + animation.frameIntOffset = this._frameIntArray.length; + animation.frameFloatOffset = this._frameFloatArray.length; + animation.frameOffset = this._frameArray.length; + this._animation = animation; + if (dragonBones.DataParser.FRAME in rawData) { + var rawFrames = rawData[dragonBones.DataParser.FRAME]; + var keyFrameCount = rawFrames.length; + if (keyFrameCount > 0) { + for (var i = 0, frameStart = 0; i < keyFrameCount; ++i) { + var rawFrame = rawFrames[i]; + this._parseActionDataInFrame(rawFrame, frameStart, null, null); + frameStart += ObjectDataParser._getNumber(rawFrame, dragonBones.DataParser.DURATION, 1); + } + } + } + if (dragonBones.DataParser.Z_ORDER in rawData) { + this._animation.zOrderTimeline = this._parseTimeline(rawData[dragonBones.DataParser.Z_ORDER], null, dragonBones.DataParser.FRAME, 1 /* ZOrder */, 0 /* Step */, 0, this._parseZOrderFrame); + } + if (dragonBones.DataParser.BONE in rawData) { + var rawTimelines = rawData[dragonBones.DataParser.BONE]; + for (var _i = 0, rawTimelines_1 = rawTimelines; _i < rawTimelines_1.length; _i++) { + var rawTimeline = rawTimelines_1[_i]; + this._parseBoneTimeline(rawTimeline); + } + } + if (dragonBones.DataParser.SLOT in rawData) { + var rawTimelines = rawData[dragonBones.DataParser.SLOT]; + for (var _a = 0, rawTimelines_2 = rawTimelines; _a < rawTimelines_2.length; _a++) { + var rawTimeline = rawTimelines_2[_a]; + this._parseSlotTimeline(rawTimeline); + } + } + if (dragonBones.DataParser.FFD in rawData) { + var rawTimelines = rawData[dragonBones.DataParser.FFD]; + for (var _b = 0, rawTimelines_3 = rawTimelines; _b < rawTimelines_3.length; _b++) { + var rawTimeline = rawTimelines_3[_b]; + var skinName = ObjectDataParser._getString(rawTimeline, dragonBones.DataParser.SKIN, dragonBones.DataParser.DEFAULT_NAME); + var slotName = ObjectDataParser._getString(rawTimeline, dragonBones.DataParser.SLOT, ""); + var displayName = ObjectDataParser._getString(rawTimeline, dragonBones.DataParser.NAME, ""); + if (skinName.length === 0) { + skinName = dragonBones.DataParser.DEFAULT_NAME; + } + this._slot = this._armature.getSlot(slotName); + this._mesh = this._armature.getMesh(skinName, slotName, displayName); + if (this._slot === null || this._mesh === null) { + continue; + } + var timeline = this._parseTimeline(rawTimeline, null, dragonBones.DataParser.FRAME, 22 /* SlotDeform */, 2 /* Float */, 0, this._parseSlotDeformFrame); + if (timeline !== null) { + this._animation.addSlotTimeline(slotName, timeline); + } + this._slot = null; // + this._mesh = null; // + } + } + if (dragonBones.DataParser.IK in rawData) { + var rawTimelines = rawData[dragonBones.DataParser.IK]; + for (var _c = 0, rawTimelines_4 = rawTimelines; _c < rawTimelines_4.length; _c++) { + var rawTimeline = rawTimelines_4[_c]; + var constraintName = ObjectDataParser._getString(rawTimeline, dragonBones.DataParser.NAME, ""); + var constraint = this._armature.getConstraint(constraintName); + if (constraint === null) { + continue; + } + var timeline = this._parseTimeline(rawTimeline, null, dragonBones.DataParser.FRAME, 30 /* IKConstraint */, 1 /* Int */, 2, this._parseIKConstraintFrame); + if (timeline !== null) { + this._animation.addConstraintTimeline(constraintName, timeline); + } + } + } + if (this._actionFrames.length > 0) { + this._animation.actionTimeline = this._parseTimeline(null, this._actionFrames, "", 0 /* Action */, 0 /* Step */, 0, this._parseActionFrame); + this._actionFrames.length = 0; + } + if (dragonBones.DataParser.TIMELINE in rawData) { + var rawTimelines = rawData[dragonBones.DataParser.TIMELINE]; + for (var _d = 0, rawTimelines_5 = rawTimelines; _d < rawTimelines_5.length; _d++) { + var rawTimeline = rawTimelines_5[_d]; + var timelineType = ObjectDataParser._getNumber(rawTimeline, dragonBones.DataParser.TYPE, 0 /* Action */); + var timelineName = ObjectDataParser._getString(rawTimeline, dragonBones.DataParser.NAME, ""); + var timeline = null; + switch (timelineType) { + case 0 /* Action */: + // TODO + break; + case 20 /* SlotDisplay */: // TODO + case 23 /* SlotZIndex */: + case 60 /* BoneAlpha */: + case 24 /* SlotAlpha */: + case 40 /* AnimationProgress */: + case 41 /* AnimationWeight */: + if (timelineType === 20 /* SlotDisplay */) { + this._frameValueType = 0 /* Step */; + this._frameValueScale = 1.0; + } + else { + this._frameValueType = 1 /* Int */; + if (timelineType === 23 /* SlotZIndex */) { + this._frameValueScale = 1.0; + } + else if (timelineType === 40 /* AnimationProgress */ || + timelineType === 41 /* AnimationWeight */) { + this._frameValueScale = 10000.0; + } + else { + this._frameValueScale = 100.0; + } + } + if (timelineType === 60 /* BoneAlpha */ || + timelineType === 24 /* SlotAlpha */ || + timelineType === 41 /* AnimationWeight */) { + this._frameDefaultValue = 1.0; + } + else { + this._frameDefaultValue = 0.0; + } + if (timelineType === 40 /* AnimationProgress */ && animation.blendType !== 0 /* None */) { + timeline = dragonBones.BaseObject.borrowObject(dragonBones.AnimationTimelineData); + var animaitonTimeline = timeline; + animaitonTimeline.x = ObjectDataParser._getNumber(rawTimeline, dragonBones.DataParser.X, 0.0); + animaitonTimeline.y = ObjectDataParser._getNumber(rawTimeline, dragonBones.DataParser.Y, 0.0); + } + timeline = this._parseTimeline(rawTimeline, null, dragonBones.DataParser.FRAME, timelineType, this._frameValueType, 1, this._parseSingleValueFrame, timeline); + break; + case 11 /* BoneTranslate */: + case 12 /* BoneRotate */: + case 13 /* BoneScale */: + case 30 /* IKConstraint */: + case 42 /* AnimationParameter */: + if (timelineType === 30 /* IKConstraint */ || + timelineType === 42 /* AnimationParameter */) { + this._frameValueType = 1 /* Int */; + if (timelineType === 42 /* AnimationParameter */) { + this._frameValueScale = 10000.0; + } + else { + this._frameValueScale = 100.0; + } + } + else { + if (timelineType === 12 /* BoneRotate */) { + this._frameValueScale = dragonBones.Transform.DEG_RAD; + } + else { + this._frameValueScale = 1.0; + } + this._frameValueType = 2 /* Float */; + } + if (timelineType === 13 /* BoneScale */ || + timelineType === 30 /* IKConstraint */) { + this._frameDefaultValue = 1.0; + } + else { + this._frameDefaultValue = 0.0; + } + timeline = this._parseTimeline(rawTimeline, null, dragonBones.DataParser.FRAME, timelineType, this._frameValueType, 2, this._parseDoubleValueFrame); + break; + case 1 /* ZOrder */: + // TODO + break; + case 50 /* Surface */: { + var surface = this._armature.getBone(timelineName); + if (surface === null) { + continue; + } + this._geometry = surface.geometry; + timeline = this._parseTimeline(rawTimeline, null, dragonBones.DataParser.FRAME, timelineType, 2 /* Float */, 0, this._parseDeformFrame); + this._geometry = null; // + break; + } + case 22 /* SlotDeform */: { + this._geometry = null; // + for (var skinName in this._armature.skins) { + var skin = this._armature.skins[skinName]; + for (var slontName in skin.displays) { + var displays = skin.displays[slontName]; + for (var _e = 0, displays_1 = displays; _e < displays_1.length; _e++) { + var display = displays_1[_e]; + if (display !== null && display.name === timelineName) { + this._geometry = display.geometry; + break; + } + } + } + } + if (this._geometry === null) { + continue; + } + timeline = this._parseTimeline(rawTimeline, null, dragonBones.DataParser.FRAME, timelineType, 2 /* Float */, 0, this._parseDeformFrame); + this._geometry = null; // + break; + } + case 21 /* SlotColor */: + timeline = this._parseTimeline(rawTimeline, null, dragonBones.DataParser.FRAME, timelineType, 1 /* Int */, 1, this._parseSlotColorFrame); + break; + } + if (timeline !== null) { + switch (timelineType) { + case 0 /* Action */: + // TODO + break; + case 1 /* ZOrder */: + // TODO + break; + case 11 /* BoneTranslate */: + case 12 /* BoneRotate */: + case 13 /* BoneScale */: + case 50 /* Surface */: + case 60 /* BoneAlpha */: + this._animation.addBoneTimeline(timelineName, timeline); + break; + case 20 /* SlotDisplay */: + case 21 /* SlotColor */: + case 22 /* SlotDeform */: + case 23 /* SlotZIndex */: + case 24 /* SlotAlpha */: + this._animation.addSlotTimeline(timelineName, timeline); + break; + case 30 /* IKConstraint */: + this._animation.addConstraintTimeline(timelineName, timeline); + break; + case 40 /* AnimationProgress */: + case 41 /* AnimationWeight */: + case 42 /* AnimationParameter */: + this._animation.addAnimationTimeline(timelineName, timeline); + break; + } + } + } + } + this._animation = null; // + return animation; + }; + ObjectDataParser.prototype._parseTimeline = function (rawData, rawFrames, framesKey, timelineType, frameValueType, frameValueCount, frameParser, timeline) { + if (timeline === void 0) { timeline = null; } + if (rawData !== null && framesKey.length > 0 && framesKey in rawData) { + rawFrames = rawData[framesKey]; + } + if (rawFrames === null) { + return null; + } + var keyFrameCount = rawFrames.length; + if (keyFrameCount === 0) { + return null; + } + var frameIntArrayLength = this._frameIntArray.length; + var frameFloatArrayLength = this._frameFloatArray.length; + var timelineOffset = this._timelineArray.length; + if (timeline === null) { + timeline = dragonBones.BaseObject.borrowObject(dragonBones.TimelineData); + } + timeline.type = timelineType; + timeline.offset = timelineOffset; + this._frameValueType = frameValueType; + this._timeline = timeline; + this._timelineArray.length += 1 + 1 + 1 + 1 + 1 + keyFrameCount; + if (rawData !== null) { + this._timelineArray[timelineOffset + 0 /* TimelineScale */] = Math.round(ObjectDataParser._getNumber(rawData, dragonBones.DataParser.SCALE, 1.0) * 100); + this._timelineArray[timelineOffset + 1 /* TimelineOffset */] = Math.round(ObjectDataParser._getNumber(rawData, dragonBones.DataParser.OFFSET, 0.0) * 100); + } + else { + this._timelineArray[timelineOffset + 0 /* TimelineScale */] = 100; + this._timelineArray[timelineOffset + 1 /* TimelineOffset */] = 0; + } + this._timelineArray[timelineOffset + 2 /* TimelineKeyFrameCount */] = keyFrameCount; + this._timelineArray[timelineOffset + 3 /* TimelineFrameValueCount */] = frameValueCount; + switch (this._frameValueType) { + case 0 /* Step */: + this._timelineArray[timelineOffset + 4 /* TimelineFrameValueOffset */] = 0; + break; + case 1 /* Int */: + this._timelineArray[timelineOffset + 4 /* TimelineFrameValueOffset */] = frameIntArrayLength - this._animation.frameIntOffset; + break; + case 2 /* Float */: + this._timelineArray[timelineOffset + 4 /* TimelineFrameValueOffset */] = frameFloatArrayLength - this._animation.frameFloatOffset; + break; + } + if (keyFrameCount === 1) { + timeline.frameIndicesOffset = -1; + this._timelineArray[timelineOffset + 5 /* TimelineFrameOffset */ + 0] = frameParser.call(this, rawFrames[0], 0, 0) - this._animation.frameOffset; + } + else { + var totalFrameCount = this._animation.frameCount + 1; // One more frame than animation. + var frameIndices = this._data.frameIndices; + var frameIndicesOffset = frameIndices.length; + frameIndices.length += totalFrameCount; + timeline.frameIndicesOffset = frameIndicesOffset; + for (var i = 0, iK = 0, frameStart = 0, frameCount = 0; i < totalFrameCount; ++i) { + if (frameStart + frameCount <= i && iK < keyFrameCount) { + var rawFrame = rawFrames[iK]; + frameStart = i; // frame.frameStart; + if (iK === keyFrameCount - 1) { + frameCount = this._animation.frameCount - frameStart; + } + else { + if (rawFrame instanceof ActionFrame) { + frameCount = this._actionFrames[iK + 1].frameStart - frameStart; + } + else { + frameCount = ObjectDataParser._getNumber(rawFrame, dragonBones.DataParser.DURATION, 1); + } + } + this._timelineArray[timelineOffset + 5 /* TimelineFrameOffset */ + iK] = frameParser.call(this, rawFrame, frameStart, frameCount) - this._animation.frameOffset; + iK++; + } + frameIndices[frameIndicesOffset + i] = iK - 1; + } + } + this._timeline = null; // + return timeline; + }; + ObjectDataParser.prototype._parseBoneTimeline = function (rawData) { + var bone = this._armature.getBone(ObjectDataParser._getString(rawData, dragonBones.DataParser.NAME, "")); + if (bone === null) { + return; + } + this._bone = bone; + this._slot = this._armature.getSlot(this._bone.name); + if (dragonBones.DataParser.TRANSLATE_FRAME in rawData) { + this._frameDefaultValue = 0.0; + this._frameValueScale = 1.0; + var timeline = this._parseTimeline(rawData, null, dragonBones.DataParser.TRANSLATE_FRAME, 11 /* BoneTranslate */, 2 /* Float */, 2, this._parseDoubleValueFrame); + if (timeline !== null) { + this._animation.addBoneTimeline(bone.name, timeline); + } + } + if (dragonBones.DataParser.ROTATE_FRAME in rawData) { + this._frameDefaultValue = 0.0; + this._frameValueScale = 1.0; + var timeline = this._parseTimeline(rawData, null, dragonBones.DataParser.ROTATE_FRAME, 12 /* BoneRotate */, 2 /* Float */, 2, this._parseBoneRotateFrame); + if (timeline !== null) { + this._animation.addBoneTimeline(bone.name, timeline); + } + } + if (dragonBones.DataParser.SCALE_FRAME in rawData) { + this._frameDefaultValue = 1.0; + this._frameValueScale = 1.0; + var timeline = this._parseTimeline(rawData, null, dragonBones.DataParser.SCALE_FRAME, 13 /* BoneScale */, 2 /* Float */, 2, this._parseBoneScaleFrame); + if (timeline !== null) { + this._animation.addBoneTimeline(bone.name, timeline); + } + } + if (dragonBones.DataParser.FRAME in rawData) { + var timeline = this._parseTimeline(rawData, null, dragonBones.DataParser.FRAME, 10 /* BoneAll */, 2 /* Float */, 6, this._parseBoneAllFrame); + if (timeline !== null) { + this._animation.addBoneTimeline(bone.name, timeline); + } + } + this._bone = null; // + this._slot = null; // + }; + ObjectDataParser.prototype._parseSlotTimeline = function (rawData) { + var slot = this._armature.getSlot(ObjectDataParser._getString(rawData, dragonBones.DataParser.NAME, "")); + if (slot === null) { + return; + } + var displayTimeline = null; + var colorTimeline = null; + this._slot = slot; + if (dragonBones.DataParser.DISPLAY_FRAME in rawData) { + displayTimeline = this._parseTimeline(rawData, null, dragonBones.DataParser.DISPLAY_FRAME, 20 /* SlotDisplay */, 0 /* Step */, 0, this._parseSlotDisplayFrame); + } + else { + displayTimeline = this._parseTimeline(rawData, null, dragonBones.DataParser.FRAME, 20 /* SlotDisplay */, 0 /* Step */, 0, this._parseSlotDisplayFrame); + } + if (dragonBones.DataParser.COLOR_FRAME in rawData) { + colorTimeline = this._parseTimeline(rawData, null, dragonBones.DataParser.COLOR_FRAME, 21 /* SlotColor */, 1 /* Int */, 1, this._parseSlotColorFrame); + } + else { + colorTimeline = this._parseTimeline(rawData, null, dragonBones.DataParser.FRAME, 21 /* SlotColor */, 1 /* Int */, 1, this._parseSlotColorFrame); + } + if (displayTimeline !== null) { + this._animation.addSlotTimeline(slot.name, displayTimeline); + } + if (colorTimeline !== null) { + this._animation.addSlotTimeline(slot.name, colorTimeline); + } + this._slot = null; // + }; + ObjectDataParser.prototype._parseFrame = function (rawData, frameStart, frameCount) { + // tslint:disable-next-line:no-unused-expression + rawData; + // tslint:disable-next-line:no-unused-expression + frameCount; + var frameOffset = this._frameArray.length; + this._frameArray.length += 1; + this._frameArray[frameOffset + 0 /* FramePosition */] = frameStart; + return frameOffset; + }; + ObjectDataParser.prototype._parseTweenFrame = function (rawData, frameStart, frameCount) { + var frameOffset = this._parseFrame(rawData, frameStart, frameCount); + if (frameCount > 0) { + if (dragonBones.DataParser.CURVE in rawData) { + var sampleCount = frameCount + 1; + this._helpArray.length = sampleCount; + var isOmited = this._samplingEasingCurve(rawData[dragonBones.DataParser.CURVE], this._helpArray); + this._frameArray.length += 1 + 1 + this._helpArray.length; + this._frameArray[frameOffset + 1 /* FrameTweenType */] = 2 /* Curve */; + this._frameArray[frameOffset + 2 /* FrameTweenEasingOrCurveSampleCount */] = isOmited ? sampleCount : -sampleCount; + for (var i = 0; i < sampleCount; ++i) { + this._frameArray[frameOffset + 3 /* FrameCurveSamples */ + i] = Math.round(this._helpArray[i] * 10000.0); + } + } + else { + var noTween = -2.0; + var tweenEasing = noTween; + if (dragonBones.DataParser.TWEEN_EASING in rawData) { + tweenEasing = ObjectDataParser._getNumber(rawData, dragonBones.DataParser.TWEEN_EASING, noTween); + } + if (tweenEasing === noTween) { + this._frameArray.length += 1; + this._frameArray[frameOffset + 1 /* FrameTweenType */] = 0 /* None */; + } + else if (tweenEasing === 0.0) { + this._frameArray.length += 1; + this._frameArray[frameOffset + 1 /* FrameTweenType */] = 1 /* Line */; + } + else if (tweenEasing < 0.0) { + this._frameArray.length += 1 + 1; + this._frameArray[frameOffset + 1 /* FrameTweenType */] = 3 /* QuadIn */; + this._frameArray[frameOffset + 2 /* FrameTweenEasingOrCurveSampleCount */] = Math.round(-tweenEasing * 100.0); + } + else if (tweenEasing <= 1.0) { + this._frameArray.length += 1 + 1; + this._frameArray[frameOffset + 1 /* FrameTweenType */] = 4 /* QuadOut */; + this._frameArray[frameOffset + 2 /* FrameTweenEasingOrCurveSampleCount */] = Math.round(tweenEasing * 100.0); + } + else { + this._frameArray.length += 1 + 1; + this._frameArray[frameOffset + 1 /* FrameTweenType */] = 5 /* QuadInOut */; + this._frameArray[frameOffset + 2 /* FrameTweenEasingOrCurveSampleCount */] = Math.round(tweenEasing * 100.0 - 100.0); + } + } + } + else { + this._frameArray.length += 1; + this._frameArray[frameOffset + 1 /* FrameTweenType */] = 0 /* None */; + } + return frameOffset; + }; + ObjectDataParser.prototype._parseSingleValueFrame = function (rawData, frameStart, frameCount) { + var frameOffset = 0; + switch (this._frameValueType) { + case 0: { + frameOffset = this._parseFrame(rawData, frameStart, frameCount); + this._frameArray.length += 1; + this._frameArray[frameOffset + 1] = ObjectDataParser._getNumber(rawData, dragonBones.DataParser.VALUE, this._frameDefaultValue); + break; + } + case 1: { + frameOffset = this._parseTweenFrame(rawData, frameStart, frameCount); + var frameValueOffset = this._frameIntArray.length; + this._frameIntArray.length += 1; + this._frameIntArray[frameValueOffset] = Math.round(ObjectDataParser._getNumber(rawData, dragonBones.DataParser.VALUE, this._frameDefaultValue) * this._frameValueScale); + break; + } + case 2: { + frameOffset = this._parseTweenFrame(rawData, frameStart, frameCount); + var frameValueOffset = this._frameFloatArray.length; + this._frameFloatArray.length += 1; + this._frameFloatArray[frameValueOffset] = ObjectDataParser._getNumber(rawData, dragonBones.DataParser.VALUE, this._frameDefaultValue) * this._frameValueScale; + break; + } + } + return frameOffset; + }; + ObjectDataParser.prototype._parseDoubleValueFrame = function (rawData, frameStart, frameCount) { + var frameOffset = 0; + switch (this._frameValueType) { + case 0: { + frameOffset = this._parseFrame(rawData, frameStart, frameCount); + this._frameArray.length += 2; + this._frameArray[frameOffset + 1] = ObjectDataParser._getNumber(rawData, dragonBones.DataParser.X, this._frameDefaultValue); + this._frameArray[frameOffset + 2] = ObjectDataParser._getNumber(rawData, dragonBones.DataParser.Y, this._frameDefaultValue); + break; + } + case 1: { + frameOffset = this._parseTweenFrame(rawData, frameStart, frameCount); + var frameValueOffset = this._frameIntArray.length; + this._frameIntArray.length += 2; + this._frameIntArray[frameValueOffset] = Math.round(ObjectDataParser._getNumber(rawData, dragonBones.DataParser.X, this._frameDefaultValue) * this._frameValueScale); + this._frameIntArray[frameValueOffset + 1] = Math.round(ObjectDataParser._getNumber(rawData, dragonBones.DataParser.Y, this._frameDefaultValue) * this._frameValueScale); + break; + } + case 2: { + frameOffset = this._parseTweenFrame(rawData, frameStart, frameCount); + var frameValueOffset = this._frameFloatArray.length; + this._frameFloatArray.length += 2; + this._frameFloatArray[frameValueOffset] = ObjectDataParser._getNumber(rawData, dragonBones.DataParser.X, this._frameDefaultValue) * this._frameValueScale; + this._frameFloatArray[frameValueOffset + 1] = ObjectDataParser._getNumber(rawData, dragonBones.DataParser.Y, this._frameDefaultValue) * this._frameValueScale; + break; + } + } + return frameOffset; + }; + ObjectDataParser.prototype._parseActionFrame = function (frame, frameStart, frameCount) { + // tslint:disable-next-line:no-unused-expression + frameCount; + var frameOffset = this._frameArray.length; + var actionCount = frame.actions.length; + this._frameArray.length += 1 + 1 + actionCount; + this._frameArray[frameOffset + 0 /* FramePosition */] = frameStart; + this._frameArray[frameOffset + 0 /* FramePosition */ + 1] = actionCount; // Action count. + for (var i = 0; i < actionCount; ++i) { + this._frameArray[frameOffset + 0 /* FramePosition */ + 2 + i] = frame.actions[i]; + } + return frameOffset; + }; + ObjectDataParser.prototype._parseZOrderFrame = function (rawData, frameStart, frameCount) { + var frameOffset = this._parseFrame(rawData, frameStart, frameCount); + if (dragonBones.DataParser.Z_ORDER in rawData) { + var rawZOrder = rawData[dragonBones.DataParser.Z_ORDER]; + if (rawZOrder.length > 0) { + var slotCount = this._armature.sortedSlots.length; + var unchanged = new Array(slotCount - rawZOrder.length / 2); + var zOrders = new Array(slotCount); + for (var i_1 = 0; i_1 < unchanged.length; ++i_1) { + unchanged[i_1] = 0; + } + for (var i_2 = 0; i_2 < slotCount; ++i_2) { + zOrders[i_2] = -1; + } + var originalIndex = 0; + var unchangedIndex = 0; + for (var i_3 = 0, l = rawZOrder.length; i_3 < l; i_3 += 2) { + var slotIndex = rawZOrder[i_3]; + var zOrderOffset = rawZOrder[i_3 + 1]; + while (originalIndex !== slotIndex) { + unchanged[unchangedIndex++] = originalIndex++; + } + var index = originalIndex + zOrderOffset; + zOrders[index] = originalIndex++; + } + while (originalIndex < slotCount) { + unchanged[unchangedIndex++] = originalIndex++; + } + this._frameArray.length += 1 + slotCount; + this._frameArray[frameOffset + 1] = slotCount; + var i = slotCount; + while (i--) { + if (zOrders[i] === -1) { + this._frameArray[frameOffset + 2 + i] = unchanged[--unchangedIndex] || 0; + } + else { + this._frameArray[frameOffset + 2 + i] = zOrders[i] || 0; + } + } + return frameOffset; + } + } + this._frameArray.length += 1; + this._frameArray[frameOffset + 1] = 0; + return frameOffset; + }; + ObjectDataParser.prototype._parseBoneAllFrame = function (rawData, frameStart, frameCount) { + this._helpTransform.identity(); + if (dragonBones.DataParser.TRANSFORM in rawData) { + this._parseTransform(rawData[dragonBones.DataParser.TRANSFORM], this._helpTransform, 1.0); + } + // Modify rotation. + var rotation = this._helpTransform.rotation; + if (frameStart !== 0) { + if (this._prevClockwise === 0) { + rotation = this._prevRotation + dragonBones.Transform.normalizeRadian(rotation - this._prevRotation); + } + else { + if (this._prevClockwise > 0 ? rotation >= this._prevRotation : rotation <= this._prevRotation) { + this._prevClockwise = this._prevClockwise > 0 ? this._prevClockwise - 1 : this._prevClockwise + 1; + } + rotation = this._prevRotation + rotation - this._prevRotation + dragonBones.Transform.PI_D * this._prevClockwise; + } + } + this._prevClockwise = ObjectDataParser._getNumber(rawData, dragonBones.DataParser.TWEEN_ROTATE, 0.0); + this._prevRotation = rotation; + // + var frameOffset = this._parseTweenFrame(rawData, frameStart, frameCount); + var frameFloatOffset = this._frameFloatArray.length; + this._frameFloatArray.length += 6; + this._frameFloatArray[frameFloatOffset++] = this._helpTransform.x; + this._frameFloatArray[frameFloatOffset++] = this._helpTransform.y; + this._frameFloatArray[frameFloatOffset++] = rotation; + this._frameFloatArray[frameFloatOffset++] = this._helpTransform.skew; + this._frameFloatArray[frameFloatOffset++] = this._helpTransform.scaleX; + this._frameFloatArray[frameFloatOffset++] = this._helpTransform.scaleY; + this._parseActionDataInFrame(rawData, frameStart, this._bone, this._slot); + return frameOffset; + }; + ObjectDataParser.prototype._parseBoneTranslateFrame = function (rawData, frameStart, frameCount) { + var frameOffset = this._parseTweenFrame(rawData, frameStart, frameCount); + var frameFloatOffset = this._frameFloatArray.length; + this._frameFloatArray.length += 2; + this._frameFloatArray[frameFloatOffset++] = ObjectDataParser._getNumber(rawData, dragonBones.DataParser.X, 0.0); + this._frameFloatArray[frameFloatOffset++] = ObjectDataParser._getNumber(rawData, dragonBones.DataParser.Y, 0.0); + return frameOffset; + }; + ObjectDataParser.prototype._parseBoneRotateFrame = function (rawData, frameStart, frameCount) { + // Modify rotation. + var rotation = ObjectDataParser._getNumber(rawData, dragonBones.DataParser.ROTATE, 0.0) * dragonBones.Transform.DEG_RAD; + if (frameStart !== 0) { + if (this._prevClockwise === 0) { + rotation = this._prevRotation + dragonBones.Transform.normalizeRadian(rotation - this._prevRotation); + } + else { + if (this._prevClockwise > 0 ? rotation >= this._prevRotation : rotation <= this._prevRotation) { + this._prevClockwise = this._prevClockwise > 0 ? this._prevClockwise - 1 : this._prevClockwise + 1; + } + rotation = this._prevRotation + rotation - this._prevRotation + dragonBones.Transform.PI_D * this._prevClockwise; + } + } + this._prevClockwise = ObjectDataParser._getNumber(rawData, dragonBones.DataParser.CLOCK_WISE, 0); + this._prevRotation = rotation; + // + var frameOffset = this._parseTweenFrame(rawData, frameStart, frameCount); + var frameFloatOffset = this._frameFloatArray.length; + this._frameFloatArray.length += 2; + this._frameFloatArray[frameFloatOffset++] = rotation; + this._frameFloatArray[frameFloatOffset++] = ObjectDataParser._getNumber(rawData, dragonBones.DataParser.SKEW, 0.0) * dragonBones.Transform.DEG_RAD; + return frameOffset; + }; + ObjectDataParser.prototype._parseBoneScaleFrame = function (rawData, frameStart, frameCount) { + var frameOffset = this._parseTweenFrame(rawData, frameStart, frameCount); + var frameFloatOffset = this._frameFloatArray.length; + this._frameFloatArray.length += 2; + this._frameFloatArray[frameFloatOffset++] = ObjectDataParser._getNumber(rawData, dragonBones.DataParser.X, 1.0); + this._frameFloatArray[frameFloatOffset++] = ObjectDataParser._getNumber(rawData, dragonBones.DataParser.Y, 1.0); + return frameOffset; + }; + ObjectDataParser.prototype._parseSlotDisplayFrame = function (rawData, frameStart, frameCount) { + var frameOffset = this._parseFrame(rawData, frameStart, frameCount); + this._frameArray.length += 1; + if (dragonBones.DataParser.VALUE in rawData) { + this._frameArray[frameOffset + 1] = ObjectDataParser._getNumber(rawData, dragonBones.DataParser.VALUE, 0); + } + else { + this._frameArray[frameOffset + 1] = ObjectDataParser._getNumber(rawData, dragonBones.DataParser.DISPLAY_INDEX, 0); + } + this._parseActionDataInFrame(rawData, frameStart, this._slot.parent, this._slot); + return frameOffset; + }; + ObjectDataParser.prototype._parseSlotColorFrame = function (rawData, frameStart, frameCount) { + var frameOffset = this._parseTweenFrame(rawData, frameStart, frameCount); + var colorOffset = -1; + if (dragonBones.DataParser.VALUE in rawData || dragonBones.DataParser.COLOR in rawData) { + var rawColor = dragonBones.DataParser.VALUE in rawData ? rawData[dragonBones.DataParser.VALUE] : rawData[dragonBones.DataParser.COLOR]; + for (var k in rawColor) { + // tslint:disable-next-line:no-unused-expression + k; + this._parseColorTransform(rawColor, this._helpColorTransform); + colorOffset = this._colorArray.length; + this._colorArray.length += 8; + this._colorArray[colorOffset++] = Math.round(this._helpColorTransform.alphaMultiplier * 100); + this._colorArray[colorOffset++] = Math.round(this._helpColorTransform.redMultiplier * 100); + this._colorArray[colorOffset++] = Math.round(this._helpColorTransform.greenMultiplier * 100); + this._colorArray[colorOffset++] = Math.round(this._helpColorTransform.blueMultiplier * 100); + this._colorArray[colorOffset++] = Math.round(this._helpColorTransform.alphaOffset); + this._colorArray[colorOffset++] = Math.round(this._helpColorTransform.redOffset); + this._colorArray[colorOffset++] = Math.round(this._helpColorTransform.greenOffset); + this._colorArray[colorOffset++] = Math.round(this._helpColorTransform.blueOffset); + colorOffset -= 8; + break; + } + } + if (colorOffset < 0) { + if (this._defaultColorOffset < 0) { + this._defaultColorOffset = colorOffset = this._colorArray.length; + this._colorArray.length += 8; + this._colorArray[colorOffset++] = 100; + this._colorArray[colorOffset++] = 100; + this._colorArray[colorOffset++] = 100; + this._colorArray[colorOffset++] = 100; + this._colorArray[colorOffset++] = 0; + this._colorArray[colorOffset++] = 0; + this._colorArray[colorOffset++] = 0; + this._colorArray[colorOffset++] = 0; + } + colorOffset = this._defaultColorOffset; + } + var frameIntOffset = this._frameIntArray.length; + this._frameIntArray.length += 1; + this._frameIntArray[frameIntOffset] = colorOffset; + return frameOffset; + }; + ObjectDataParser.prototype._parseSlotDeformFrame = function (rawData, frameStart, frameCount) { + var frameFloatOffset = this._frameFloatArray.length; + var frameOffset = this._parseTweenFrame(rawData, frameStart, frameCount); + var rawVertices = dragonBones.DataParser.VERTICES in rawData ? rawData[dragonBones.DataParser.VERTICES] : null; + var offset = ObjectDataParser._getNumber(rawData, dragonBones.DataParser.OFFSET, 0); // uint + var vertexCount = this._intArray[this._mesh.geometry.offset + 0 /* GeometryVertexCount */]; + var meshName = this._mesh.parent.name + "_" + this._slot.name + "_" + this._mesh.name; + var weight = this._mesh.geometry.weight; + var x = 0.0; + var y = 0.0; + var iB = 0; + var iV = 0; + if (weight !== null) { + var rawSlotPose = this._weightSlotPose[meshName]; + this._helpMatrixA.copyFromArray(rawSlotPose, 0); + this._frameFloatArray.length += weight.count * 2; + iB = weight.offset + 2 /* WeigthBoneIndices */ + weight.bones.length; + } + else { + this._frameFloatArray.length += vertexCount * 2; + } + for (var i = 0; i < vertexCount * 2; i += 2) { + if (rawVertices === null) { + x = 0.0; + y = 0.0; + } + else { + if (i < offset || i - offset >= rawVertices.length) { + x = 0.0; + } + else { + x = rawVertices[i - offset]; + } + if (i + 1 < offset || i + 1 - offset >= rawVertices.length) { + y = 0.0; + } + else { + y = rawVertices[i + 1 - offset]; + } + } + if (weight !== null) { + var rawBonePoses = this._weightBonePoses[meshName]; + var vertexBoneCount = this._intArray[iB++]; + this._helpMatrixA.transformPoint(x, y, this._helpPoint, true); + x = this._helpPoint.x; + y = this._helpPoint.y; + for (var j = 0; j < vertexBoneCount; ++j) { + var boneIndex = this._intArray[iB++]; + this._helpMatrixB.copyFromArray(rawBonePoses, boneIndex * 7 + 1); + this._helpMatrixB.invert(); + this._helpMatrixB.transformPoint(x, y, this._helpPoint, true); + this._frameFloatArray[frameFloatOffset + iV++] = this._helpPoint.x; + this._frameFloatArray[frameFloatOffset + iV++] = this._helpPoint.y; + } + } + else { + this._frameFloatArray[frameFloatOffset + i] = x; + this._frameFloatArray[frameFloatOffset + i + 1] = y; + } + } + if (frameStart === 0) { + var frameIntOffset = this._frameIntArray.length; + this._frameIntArray.length += 1 + 1 + 1 + 1 + 1; + this._frameIntArray[frameIntOffset + 0 /* DeformVertexOffset */] = this._mesh.geometry.offset; + this._frameIntArray[frameIntOffset + 1 /* DeformCount */] = this._frameFloatArray.length - frameFloatOffset; + this._frameIntArray[frameIntOffset + 2 /* DeformValueCount */] = this._frameFloatArray.length - frameFloatOffset; + this._frameIntArray[frameIntOffset + 3 /* DeformValueOffset */] = 0; + this._frameIntArray[frameIntOffset + 4 /* DeformFloatOffset */] = frameFloatOffset - this._animation.frameFloatOffset; + this._timelineArray[this._timeline.offset + 3 /* TimelineFrameValueCount */] = frameIntOffset - this._animation.frameIntOffset; + } + return frameOffset; + }; + ObjectDataParser.prototype._parseIKConstraintFrame = function (rawData, frameStart, frameCount) { + var frameOffset = this._parseTweenFrame(rawData, frameStart, frameCount); + var frameIntOffset = this._frameIntArray.length; + this._frameIntArray.length += 2; + this._frameIntArray[frameIntOffset++] = ObjectDataParser._getBoolean(rawData, dragonBones.DataParser.BEND_POSITIVE, true) ? 1 : 0; + this._frameIntArray[frameIntOffset++] = Math.round(ObjectDataParser._getNumber(rawData, dragonBones.DataParser.WEIGHT, 1.0) * 100.0); + return frameOffset; + }; + ObjectDataParser.prototype._parseActionData = function (rawData, type, bone, slot) { + var actions = new Array(); + if (typeof rawData === "string") { + var action = dragonBones.BaseObject.borrowObject(dragonBones.ActionData); + action.type = type; + action.name = rawData; + action.bone = bone; + action.slot = slot; + actions.push(action); + } + else if (rawData instanceof Array) { + for (var _i = 0, rawData_2 = rawData; _i < rawData_2.length; _i++) { + var rawAction = rawData_2[_i]; + var action = dragonBones.BaseObject.borrowObject(dragonBones.ActionData); + if (dragonBones.DataParser.GOTO_AND_PLAY in rawAction) { + action.type = 0 /* Play */; + action.name = ObjectDataParser._getString(rawAction, dragonBones.DataParser.GOTO_AND_PLAY, ""); + } + else { + if (dragonBones.DataParser.TYPE in rawAction && typeof rawAction[dragonBones.DataParser.TYPE] === "string") { + action.type = dragonBones.DataParser._getActionType(rawAction[dragonBones.DataParser.TYPE]); + } + else { + action.type = ObjectDataParser._getNumber(rawAction, dragonBones.DataParser.TYPE, type); + } + action.name = ObjectDataParser._getString(rawAction, dragonBones.DataParser.NAME, ""); + } + if (dragonBones.DataParser.BONE in rawAction) { + var boneName = ObjectDataParser._getString(rawAction, dragonBones.DataParser.BONE, ""); + action.bone = this._armature.getBone(boneName); + } + else { + action.bone = bone; + } + if (dragonBones.DataParser.SLOT in rawAction) { + var slotName = ObjectDataParser._getString(rawAction, dragonBones.DataParser.SLOT, ""); + action.slot = this._armature.getSlot(slotName); + } + else { + action.slot = slot; + } + var userData = null; + if (dragonBones.DataParser.INTS in rawAction) { + if (userData === null) { + userData = dragonBones.BaseObject.borrowObject(dragonBones.UserData); + } + var rawInts = rawAction[dragonBones.DataParser.INTS]; + for (var _a = 0, rawInts_1 = rawInts; _a < rawInts_1.length; _a++) { + var rawValue = rawInts_1[_a]; + userData.addInt(rawValue); + } + } + if (dragonBones.DataParser.FLOATS in rawAction) { + if (userData === null) { + userData = dragonBones.BaseObject.borrowObject(dragonBones.UserData); + } + var rawFloats = rawAction[dragonBones.DataParser.FLOATS]; + for (var _b = 0, rawFloats_1 = rawFloats; _b < rawFloats_1.length; _b++) { + var rawValue = rawFloats_1[_b]; + userData.addFloat(rawValue); + } + } + if (dragonBones.DataParser.STRINGS in rawAction) { + if (userData === null) { + userData = dragonBones.BaseObject.borrowObject(dragonBones.UserData); + } + var rawStrings = rawAction[dragonBones.DataParser.STRINGS]; + for (var _c = 0, rawStrings_1 = rawStrings; _c < rawStrings_1.length; _c++) { + var rawValue = rawStrings_1[_c]; + userData.addString(rawValue); + } + } + action.data = userData; + actions.push(action); + } + } + return actions; + }; + ObjectDataParser.prototype._parseDeformFrame = function (rawData, frameStart, frameCount) { + var frameFloatOffset = this._frameFloatArray.length; + var frameOffset = this._parseTweenFrame(rawData, frameStart, frameCount); + var rawVertices = dragonBones.DataParser.VERTICES in rawData ? + rawData[dragonBones.DataParser.VERTICES] : + (dragonBones.DataParser.VALUE in rawData ? rawData[dragonBones.DataParser.VALUE] : null); + var offset = ObjectDataParser._getNumber(rawData, dragonBones.DataParser.OFFSET, 0); // uint + var vertexCount = this._intArray[this._geometry.offset + 0 /* GeometryVertexCount */]; + var weight = this._geometry.weight; + var x = 0.0; + var y = 0.0; + if (weight !== null) { + // TODO + } + else { + this._frameFloatArray.length += vertexCount * 2; + for (var i = 0; i < vertexCount * 2; i += 2) { + if (rawVertices !== null) { + if (i < offset || i - offset >= rawVertices.length) { + x = 0.0; + } + else { + x = rawVertices[i - offset]; + } + if (i + 1 < offset || i + 1 - offset >= rawVertices.length) { + y = 0.0; + } + else { + y = rawVertices[i + 1 - offset]; + } + } + else { + x = 0.0; + y = 0.0; + } + this._frameFloatArray[frameFloatOffset + i] = x; + this._frameFloatArray[frameFloatOffset + i + 1] = y; + } + } + if (frameStart === 0) { + var frameIntOffset = this._frameIntArray.length; + this._frameIntArray.length += 1 + 1 + 1 + 1 + 1; + this._frameIntArray[frameIntOffset + 0 /* DeformVertexOffset */] = this._geometry.offset; + this._frameIntArray[frameIntOffset + 1 /* DeformCount */] = this._frameFloatArray.length - frameFloatOffset; + this._frameIntArray[frameIntOffset + 2 /* DeformValueCount */] = this._frameFloatArray.length - frameFloatOffset; + this._frameIntArray[frameIntOffset + 3 /* DeformValueOffset */] = 0; + this._frameIntArray[frameIntOffset + 4 /* DeformFloatOffset */] = frameFloatOffset - this._animation.frameFloatOffset; + this._timelineArray[this._timeline.offset + 3 /* TimelineFrameValueCount */] = frameIntOffset - this._animation.frameIntOffset; + } + return frameOffset; + }; + ObjectDataParser.prototype._parseTransform = function (rawData, transform, scale) { + transform.x = ObjectDataParser._getNumber(rawData, dragonBones.DataParser.X, 0.0) * scale; + transform.y = ObjectDataParser._getNumber(rawData, dragonBones.DataParser.Y, 0.0) * scale; + if (dragonBones.DataParser.ROTATE in rawData || dragonBones.DataParser.SKEW in rawData) { + transform.rotation = dragonBones.Transform.normalizeRadian(ObjectDataParser._getNumber(rawData, dragonBones.DataParser.ROTATE, 0.0) * dragonBones.Transform.DEG_RAD); + transform.skew = dragonBones.Transform.normalizeRadian(ObjectDataParser._getNumber(rawData, dragonBones.DataParser.SKEW, 0.0) * dragonBones.Transform.DEG_RAD); + } + else if (dragonBones.DataParser.SKEW_X in rawData || dragonBones.DataParser.SKEW_Y in rawData) { + transform.rotation = dragonBones.Transform.normalizeRadian(ObjectDataParser._getNumber(rawData, dragonBones.DataParser.SKEW_Y, 0.0) * dragonBones.Transform.DEG_RAD); + transform.skew = dragonBones.Transform.normalizeRadian(ObjectDataParser._getNumber(rawData, dragonBones.DataParser.SKEW_X, 0.0) * dragonBones.Transform.DEG_RAD) - transform.rotation; + } + transform.scaleX = ObjectDataParser._getNumber(rawData, dragonBones.DataParser.SCALE_X, 1.0); + transform.scaleY = ObjectDataParser._getNumber(rawData, dragonBones.DataParser.SCALE_Y, 1.0); + }; + ObjectDataParser.prototype._parseColorTransform = function (rawData, color) { + color.alphaMultiplier = ObjectDataParser._getNumber(rawData, dragonBones.DataParser.ALPHA_MULTIPLIER, 100) * 0.01; + color.redMultiplier = ObjectDataParser._getNumber(rawData, dragonBones.DataParser.RED_MULTIPLIER, 100) * 0.01; + color.greenMultiplier = ObjectDataParser._getNumber(rawData, dragonBones.DataParser.GREEN_MULTIPLIER, 100) * 0.01; + color.blueMultiplier = ObjectDataParser._getNumber(rawData, dragonBones.DataParser.BLUE_MULTIPLIER, 100) * 0.01; + color.alphaOffset = ObjectDataParser._getNumber(rawData, dragonBones.DataParser.ALPHA_OFFSET, 0); + color.redOffset = ObjectDataParser._getNumber(rawData, dragonBones.DataParser.RED_OFFSET, 0); + color.greenOffset = ObjectDataParser._getNumber(rawData, dragonBones.DataParser.GREEN_OFFSET, 0); + color.blueOffset = ObjectDataParser._getNumber(rawData, dragonBones.DataParser.BLUE_OFFSET, 0); + }; + ObjectDataParser.prototype._parseGeometry = function (rawData, geometry) { + var rawVertices = rawData[dragonBones.DataParser.VERTICES]; + var vertexCount = Math.floor(rawVertices.length / 2); // uint + var triangleCount = 0; + var geometryOffset = this._intArray.length; + var verticesOffset = this._floatArray.length; + // + geometry.offset = geometryOffset; + geometry.data = this._data; + // + this._intArray.length += 1 + 1 + 1 + 1; + this._intArray[geometryOffset + 0 /* GeometryVertexCount */] = vertexCount; + this._intArray[geometryOffset + 2 /* GeometryFloatOffset */] = verticesOffset; + this._intArray[geometryOffset + 3 /* GeometryWeightOffset */] = -1; // + // + this._floatArray.length += vertexCount * 2; + for (var i = 0, l = vertexCount * 2; i < l; ++i) { + this._floatArray[verticesOffset + i] = rawVertices[i]; + } + if (dragonBones.DataParser.TRIANGLES in rawData) { + var rawTriangles = rawData[dragonBones.DataParser.TRIANGLES]; + triangleCount = Math.floor(rawTriangles.length / 3); // uint + // + this._intArray.length += triangleCount * 3; + for (var i = 0, l = triangleCount * 3; i < l; ++i) { + this._intArray[geometryOffset + 4 /* GeometryVertexIndices */ + i] = rawTriangles[i]; + } + } + // Fill triangle count. + this._intArray[geometryOffset + 1 /* GeometryTriangleCount */] = triangleCount; + if (dragonBones.DataParser.UVS in rawData) { + var rawUVs = rawData[dragonBones.DataParser.UVS]; + var uvOffset = verticesOffset + vertexCount * 2; + this._floatArray.length += vertexCount * 2; + for (var i = 0, l = vertexCount * 2; i < l; ++i) { + this._floatArray[uvOffset + i] = rawUVs[i]; + } + } + if (dragonBones.DataParser.WEIGHTS in rawData) { + var rawWeights = rawData[dragonBones.DataParser.WEIGHTS]; + var weightCount = Math.floor(rawWeights.length - vertexCount) / 2; // uint + var weightOffset = this._intArray.length; + var floatOffset = this._floatArray.length; + var weightBoneCount = 0; + var sortedBones = this._armature.sortedBones; + var weight = dragonBones.BaseObject.borrowObject(dragonBones.WeightData); + weight.count = weightCount; + weight.offset = weightOffset; + this._intArray.length += 1 + 1 + weightBoneCount + vertexCount + weightCount; + this._intArray[weightOffset + 1 /* WeigthFloatOffset */] = floatOffset; + if (dragonBones.DataParser.BONE_POSE in rawData) { + var rawSlotPose = rawData[dragonBones.DataParser.SLOT_POSE]; + var rawBonePoses = rawData[dragonBones.DataParser.BONE_POSE]; + var weightBoneIndices = new Array(); + weightBoneCount = Math.floor(rawBonePoses.length / 7); // uint + weightBoneIndices.length = weightBoneCount; + for (var i = 0; i < weightBoneCount; ++i) { + var rawBoneIndex = rawBonePoses[i * 7]; // uint + var bone = this._rawBones[rawBoneIndex]; + weight.addBone(bone); + weightBoneIndices[i] = rawBoneIndex; + this._intArray[weightOffset + 2 /* WeigthBoneIndices */ + i] = sortedBones.indexOf(bone); + } + this._floatArray.length += weightCount * 3; + this._helpMatrixA.copyFromArray(rawSlotPose, 0); + for (var i = 0, iW = 0, iB = weightOffset + 2 /* WeigthBoneIndices */ + weightBoneCount, iV = floatOffset; i < vertexCount; ++i) { + var iD = i * 2; + var vertexBoneCount = this._intArray[iB++] = rawWeights[iW++]; // uint + var x = this._floatArray[verticesOffset + iD]; + var y = this._floatArray[verticesOffset + iD + 1]; + this._helpMatrixA.transformPoint(x, y, this._helpPoint); + x = this._helpPoint.x; + y = this._helpPoint.y; + for (var j = 0; j < vertexBoneCount; ++j) { + var rawBoneIndex = rawWeights[iW++]; // uint + var boneIndex = weightBoneIndices.indexOf(rawBoneIndex); + this._helpMatrixB.copyFromArray(rawBonePoses, boneIndex * 7 + 1); + this._helpMatrixB.invert(); + this._helpMatrixB.transformPoint(x, y, this._helpPoint); + this._intArray[iB++] = boneIndex; + this._floatArray[iV++] = rawWeights[iW++]; + this._floatArray[iV++] = this._helpPoint.x; + this._floatArray[iV++] = this._helpPoint.y; + } + } + } + else { + var rawBones = rawData[dragonBones.DataParser.BONES]; + weightBoneCount = rawBones.length; + for (var i = 0; i < weightBoneCount; i++) { + var rawBoneIndex = rawBones[i]; + var bone = this._rawBones[rawBoneIndex]; + weight.addBone(bone); + this._intArray[weightOffset + 2 /* WeigthBoneIndices */ + i] = sortedBones.indexOf(bone); + } + this._floatArray.length += weightCount * 3; + for (var i = 0, iW = 0, iV = 0, iB = weightOffset + 2 /* WeigthBoneIndices */ + weightBoneCount, iF = floatOffset; i < weightCount; i++) { + var vertexBoneCount = rawWeights[iW++]; + this._intArray[iB++] = vertexBoneCount; + for (var j = 0; j < vertexBoneCount; j++) { + var boneIndex = rawWeights[iW++]; + var boneWeight = rawWeights[iW++]; + var x = rawVertices[iV++]; + var y = rawVertices[iV++]; + this._intArray[iB++] = rawBones.indexOf(boneIndex); + this._floatArray[iF++] = boneWeight; + this._floatArray[iF++] = x; + this._floatArray[iF++] = y; + } + } + } + geometry.weight = weight; + } + }; + ObjectDataParser.prototype._parseArray = function (rawData) { + // tslint:disable-next-line:no-unused-expression + rawData; + this._intArray.length = 0; + this._floatArray.length = 0; + this._frameIntArray.length = 0; + this._frameFloatArray.length = 0; + this._frameArray.length = 0; + this._timelineArray.length = 0; + this._colorArray.length = 0; + }; + ObjectDataParser.prototype._modifyArray = function () { + // Align. + if ((this._intArray.length % Int16Array.BYTES_PER_ELEMENT) !== 0) { + this._intArray.push(0); + } + if ((this._frameIntArray.length % Int16Array.BYTES_PER_ELEMENT) !== 0) { + this._frameIntArray.push(0); + } + if ((this._frameArray.length % Int16Array.BYTES_PER_ELEMENT) !== 0) { + this._frameArray.push(0); + } + if ((this._timelineArray.length % Uint16Array.BYTES_PER_ELEMENT) !== 0) { + this._timelineArray.push(0); + } + if ((this._timelineArray.length % Int16Array.BYTES_PER_ELEMENT) !== 0) { + this._colorArray.push(0); + } + var l1 = this._intArray.length * Int16Array.BYTES_PER_ELEMENT; + var l2 = this._floatArray.length * Float32Array.BYTES_PER_ELEMENT; + var l3 = this._frameIntArray.length * Int16Array.BYTES_PER_ELEMENT; + var l4 = this._frameFloatArray.length * Float32Array.BYTES_PER_ELEMENT; + var l5 = this._frameArray.length * Int16Array.BYTES_PER_ELEMENT; + var l6 = this._timelineArray.length * Uint16Array.BYTES_PER_ELEMENT; + var l7 = this._colorArray.length * Int16Array.BYTES_PER_ELEMENT; + var lTotal = l1 + l2 + l3 + l4 + l5 + l6 + l7; + // + var binary = new ArrayBuffer(lTotal); + var intArray = new Int16Array(binary, 0, this._intArray.length); + var floatArray = new Float32Array(binary, l1, this._floatArray.length); + var frameIntArray = new Int16Array(binary, l1 + l2, this._frameIntArray.length); + var frameFloatArray = new Float32Array(binary, l1 + l2 + l3, this._frameFloatArray.length); + var frameArray = new Int16Array(binary, l1 + l2 + l3 + l4, this._frameArray.length); + var timelineArray = new Uint16Array(binary, l1 + l2 + l3 + l4 + l5, this._timelineArray.length); + var colorArray = new Int16Array(binary, l1 + l2 + l3 + l4 + l5 + l6, this._colorArray.length); + for (var i = 0, l = this._intArray.length; i < l; ++i) { + intArray[i] = this._intArray[i]; + } + for (var i = 0, l = this._floatArray.length; i < l; ++i) { + floatArray[i] = this._floatArray[i]; + } + for (var i = 0, l = this._frameIntArray.length; i < l; ++i) { + frameIntArray[i] = this._frameIntArray[i]; + } + for (var i = 0, l = this._frameFloatArray.length; i < l; ++i) { + frameFloatArray[i] = this._frameFloatArray[i]; + } + for (var i = 0, l = this._frameArray.length; i < l; ++i) { + frameArray[i] = this._frameArray[i]; + } + for (var i = 0, l = this._timelineArray.length; i < l; ++i) { + timelineArray[i] = this._timelineArray[i]; + } + for (var i = 0, l = this._colorArray.length; i < l; ++i) { + colorArray[i] = this._colorArray[i]; + } + this._data.binary = binary; + this._data.intArray = intArray; + this._data.floatArray = floatArray; + this._data.frameIntArray = frameIntArray; + this._data.frameFloatArray = frameFloatArray; + this._data.frameArray = frameArray; + this._data.timelineArray = timelineArray; + this._data.colorArray = colorArray; + this._defaultColorOffset = -1; + }; + ObjectDataParser.prototype.parseDragonBonesData = function (rawData, scale) { + if (scale === void 0) { scale = 1; } + console.assert(rawData !== null && rawData !== undefined, "Data error."); + var version = ObjectDataParser._getString(rawData, dragonBones.DataParser.VERSION, ""); + var compatibleVersion = ObjectDataParser._getString(rawData, dragonBones.DataParser.COMPATIBLE_VERSION, ""); + if (dragonBones.DataParser.DATA_VERSIONS.indexOf(version) >= 0 || + dragonBones.DataParser.DATA_VERSIONS.indexOf(compatibleVersion) >= 0) { + var data = dragonBones.BaseObject.borrowObject(dragonBones.DragonBonesData); + data.version = version; + data.name = ObjectDataParser._getString(rawData, dragonBones.DataParser.NAME, ""); + data.frameRate = ObjectDataParser._getNumber(rawData, dragonBones.DataParser.FRAME_RATE, 24); + if (data.frameRate === 0) { + data.frameRate = 24; + } + if (dragonBones.DataParser.ARMATURE in rawData) { + this._data = data; + this._parseArray(rawData); + var rawArmatures = rawData[dragonBones.DataParser.ARMATURE]; + for (var _i = 0, rawArmatures_1 = rawArmatures; _i < rawArmatures_1.length; _i++) { + var rawArmature = rawArmatures_1[_i]; + data.addArmature(this._parseArmature(rawArmature, scale)); + } + if (!this._data.binary) { + this._modifyArray(); + } + if (dragonBones.DataParser.STAGE in rawData) { + data.stage = data.getArmature(ObjectDataParser._getString(rawData, dragonBones.DataParser.STAGE, "")); + } + else if (data.armatureNames.length > 0) { + data.stage = data.getArmature(data.armatureNames[0]); + } + this._data = null; + } + if (dragonBones.DataParser.TEXTURE_ATLAS in rawData) { + this._rawTextureAtlases = rawData[dragonBones.DataParser.TEXTURE_ATLAS]; + } + return data; + } + else { + console.assert(false, "Nonsupport data version: " + version + "\n" + + "Please convert DragonBones data to support version.\n" + + "Read more: https://github.com/DragonBones/Tools/"); + } + return null; + }; + ObjectDataParser.prototype.parseTextureAtlasData = function (rawData, textureAtlasData, scale) { + if (scale === void 0) { scale = 1.0; } + console.assert(rawData !== undefined); + if (rawData === null) { + if (this._rawTextureAtlases === null || this._rawTextureAtlases.length === 0) { + return false; + } + var rawTextureAtlas = this._rawTextureAtlases[this._rawTextureAtlasIndex++]; + this.parseTextureAtlasData(rawTextureAtlas, textureAtlasData, scale); + if (this._rawTextureAtlasIndex >= this._rawTextureAtlases.length) { + this._rawTextureAtlasIndex = 0; + this._rawTextureAtlases = null; + } + return true; + } + // Texture format. + textureAtlasData.width = ObjectDataParser._getNumber(rawData, dragonBones.DataParser.WIDTH, 0); + textureAtlasData.height = ObjectDataParser._getNumber(rawData, dragonBones.DataParser.HEIGHT, 0); + textureAtlasData.scale = scale === 1.0 ? (1.0 / ObjectDataParser._getNumber(rawData, dragonBones.DataParser.SCALE, 1.0)) : scale; + textureAtlasData.name = ObjectDataParser._getString(rawData, dragonBones.DataParser.NAME, ""); + textureAtlasData.imagePath = ObjectDataParser._getString(rawData, dragonBones.DataParser.IMAGE_PATH, ""); + if (dragonBones.DataParser.SUB_TEXTURE in rawData) { + var rawTextures = rawData[dragonBones.DataParser.SUB_TEXTURE]; + for (var i = 0, l = rawTextures.length; i < l; ++i) { + var rawTexture = rawTextures[i]; + var frameWidth = ObjectDataParser._getNumber(rawTexture, dragonBones.DataParser.FRAME_WIDTH, -1.0); + var frameHeight = ObjectDataParser._getNumber(rawTexture, dragonBones.DataParser.FRAME_HEIGHT, -1.0); + var textureData = textureAtlasData.createTexture(); + textureData.rotated = ObjectDataParser._getBoolean(rawTexture, dragonBones.DataParser.ROTATED, false); + textureData.name = ObjectDataParser._getString(rawTexture, dragonBones.DataParser.NAME, ""); + textureData.region.x = ObjectDataParser._getNumber(rawTexture, dragonBones.DataParser.X, 0.0); + textureData.region.y = ObjectDataParser._getNumber(rawTexture, dragonBones.DataParser.Y, 0.0); + textureData.region.width = ObjectDataParser._getNumber(rawTexture, dragonBones.DataParser.WIDTH, 0.0); + textureData.region.height = ObjectDataParser._getNumber(rawTexture, dragonBones.DataParser.HEIGHT, 0.0); + if (frameWidth > 0.0 && frameHeight > 0.0) { + textureData.frame = dragonBones.TextureData.createRectangle(); + textureData.frame.x = ObjectDataParser._getNumber(rawTexture, dragonBones.DataParser.FRAME_X, 0.0); + textureData.frame.y = ObjectDataParser._getNumber(rawTexture, dragonBones.DataParser.FRAME_Y, 0.0); + textureData.frame.width = frameWidth; + textureData.frame.height = frameHeight; + } + textureAtlasData.addTexture(textureData); + } + } + return true; + }; + /** + * - Deprecated, please refer to {@link dragonBones.BaseFactory#parseDragonBonesData()}. + * @deprecated + * @language en_US + */ + /** + * - 已废弃,请参考 {@link dragonBones.BaseFactory#parseDragonBonesData()}。 + * @deprecated + * @language zh_CN + */ + ObjectDataParser.getInstance = function () { + if (ObjectDataParser._objectDataParserInstance === null) { + ObjectDataParser._objectDataParserInstance = new ObjectDataParser(); + } + return ObjectDataParser._objectDataParserInstance; + }; + ObjectDataParser._objectDataParserInstance = null; + return ObjectDataParser; + }(dragonBones.DataParser)); + dragonBones.ObjectDataParser = ObjectDataParser; + /** + * @private + */ + var ActionFrame = /** @class */ (function () { + function ActionFrame() { + this.frameStart = 0; + this.actions = []; + } + return ActionFrame; + }()); + dragonBones.ActionFrame = ActionFrame; +})(dragonBones || (dragonBones = {})); +/** + * The MIT License (MIT) + * + * Copyright (c) 2012-2018 DragonBones team and other contributors + * + * Permission is hereby granted, free of charge, to any person obtaining a copy of + * this software and associated documentation files (the "Software"), to deal in + * the Software without restriction, including without limitation the rights to + * use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of + * the Software, and to permit persons to whom the Software is furnished to do so, + * subject to the following conditions: + * + * The above copyright notice and this permission notice shall be included in all + * copies or substantial portions of the Software. + * + * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR + * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS + * FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR + * COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER + * IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN + * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. + */ +var dragonBones; +(function (dragonBones) { + /** + * @private + */ + var BinaryDataParser = /** @class */ (function (_super) { + __extends(BinaryDataParser, _super); + function BinaryDataParser() { + return _super !== null && _super.apply(this, arguments) || this; + } + BinaryDataParser.prototype._inRange = function (a, min, max) { + return min <= a && a <= max; + }; + BinaryDataParser.prototype._decodeUTF8 = function (data) { + var EOF_byte = -1; + var EOF_code_point = -1; + var FATAL_POINT = 0xFFFD; + var pos = 0; + var result = ""; + var code_point; + var utf8_code_point = 0; + var utf8_bytes_needed = 0; + var utf8_bytes_seen = 0; + var utf8_lower_boundary = 0; + while (data.length > pos) { + var _byte = data[pos++]; + if (_byte === EOF_byte) { + if (utf8_bytes_needed !== 0) { + code_point = FATAL_POINT; + } + else { + code_point = EOF_code_point; + } + } + else { + if (utf8_bytes_needed === 0) { + if (this._inRange(_byte, 0x00, 0x7F)) { + code_point = _byte; + } + else { + if (this._inRange(_byte, 0xC2, 0xDF)) { + utf8_bytes_needed = 1; + utf8_lower_boundary = 0x80; + utf8_code_point = _byte - 0xC0; + } + else if (this._inRange(_byte, 0xE0, 0xEF)) { + utf8_bytes_needed = 2; + utf8_lower_boundary = 0x800; + utf8_code_point = _byte - 0xE0; + } + else if (this._inRange(_byte, 0xF0, 0xF4)) { + utf8_bytes_needed = 3; + utf8_lower_boundary = 0x10000; + utf8_code_point = _byte - 0xF0; + } + else { + } + utf8_code_point = utf8_code_point * Math.pow(64, utf8_bytes_needed); + code_point = null; + } + } + else if (!this._inRange(_byte, 0x80, 0xBF)) { + utf8_code_point = 0; + utf8_bytes_needed = 0; + utf8_bytes_seen = 0; + utf8_lower_boundary = 0; + pos--; + code_point = _byte; + } + else { + utf8_bytes_seen += 1; + utf8_code_point = utf8_code_point + (_byte - 0x80) * Math.pow(64, utf8_bytes_needed - utf8_bytes_seen); + if (utf8_bytes_seen !== utf8_bytes_needed) { + code_point = null; + } + else { + var cp = utf8_code_point; + var lower_boundary = utf8_lower_boundary; + utf8_code_point = 0; + utf8_bytes_needed = 0; + utf8_bytes_seen = 0; + utf8_lower_boundary = 0; + if (this._inRange(cp, lower_boundary, 0x10FFFF) && !this._inRange(cp, 0xD800, 0xDFFF)) { + code_point = cp; + } + else { + code_point = _byte; + } + } + } + } + //Decode string + if (code_point !== null && code_point !== EOF_code_point) { + if (code_point <= 0xFFFF) { + if (code_point > 0) + result += String.fromCharCode(code_point); + } + else { + code_point -= 0x10000; + result += String.fromCharCode(0xD800 + ((code_point >> 10) & 0x3ff)); + result += String.fromCharCode(0xDC00 + (code_point & 0x3ff)); + } + } + } + return result; + }; + BinaryDataParser.prototype._parseBinaryTimeline = function (type, offset, timelineData) { + if (timelineData === void 0) { timelineData = null; } + var timeline = timelineData !== null ? timelineData : dragonBones.BaseObject.borrowObject(dragonBones.TimelineData); + timeline.type = type; + timeline.offset = offset; + this._timeline = timeline; + var keyFrameCount = this._timelineArrayBuffer[timeline.offset + 2 /* TimelineKeyFrameCount */]; + if (keyFrameCount === 1) { + timeline.frameIndicesOffset = -1; + } + else { + var frameIndicesOffset = 0; + var totalFrameCount = this._animation.frameCount + 1; // One more frame than animation. + var frameIndices = this._data.frameIndices; + frameIndicesOffset = frameIndices.length; + frameIndices.length += totalFrameCount; + timeline.frameIndicesOffset = frameIndicesOffset; + for (var i = 0, iK = 0, frameStart = 0, frameCount = 0; i < totalFrameCount; ++i) { + if (frameStart + frameCount <= i && iK < keyFrameCount) { + frameStart = this._frameArrayBuffer[this._animation.frameOffset + this._timelineArrayBuffer[timeline.offset + 5 /* TimelineFrameOffset */ + iK]]; + if (iK === keyFrameCount - 1) { + frameCount = this._animation.frameCount - frameStart; + } + else { + frameCount = this._frameArrayBuffer[this._animation.frameOffset + this._timelineArrayBuffer[timeline.offset + 5 /* TimelineFrameOffset */ + iK + 1]] - frameStart; + } + iK++; + } + frameIndices[frameIndicesOffset + i] = iK - 1; + } + } + this._timeline = null; // + return timeline; + }; + BinaryDataParser.prototype._parseAnimation = function (rawData) { + var animation = dragonBones.BaseObject.borrowObject(dragonBones.AnimationData); + animation.blendType = dragonBones.DataParser._getAnimationBlendType(dragonBones.ObjectDataParser._getString(rawData, dragonBones.DataParser.BLEND_TYPE, "")); + animation.frameCount = dragonBones.ObjectDataParser._getNumber(rawData, dragonBones.DataParser.DURATION, 0); + animation.playTimes = dragonBones.ObjectDataParser._getNumber(rawData, dragonBones.DataParser.PLAY_TIMES, 1); + animation.duration = animation.frameCount / this._armature.frameRate; // float + animation.fadeInTime = dragonBones.ObjectDataParser._getNumber(rawData, dragonBones.DataParser.FADE_IN_TIME, 0.0); + animation.scale = dragonBones.ObjectDataParser._getNumber(rawData, dragonBones.DataParser.SCALE, 1.0); + animation.name = dragonBones.ObjectDataParser._getString(rawData, dragonBones.DataParser.NAME, dragonBones.DataParser.DEFAULT_NAME); + if (animation.name.length === 0) { + animation.name = dragonBones.DataParser.DEFAULT_NAME; + } + // Offsets. + var offsets = rawData[dragonBones.DataParser.OFFSET]; + animation.frameIntOffset = offsets[0]; + animation.frameFloatOffset = offsets[1]; + animation.frameOffset = offsets[2]; + this._animation = animation; + if (dragonBones.DataParser.ACTION in rawData) { + animation.actionTimeline = this._parseBinaryTimeline(0 /* Action */, rawData[dragonBones.DataParser.ACTION]); + } + if (dragonBones.DataParser.Z_ORDER in rawData) { + animation.zOrderTimeline = this._parseBinaryTimeline(1 /* ZOrder */, rawData[dragonBones.DataParser.Z_ORDER]); + } + if (dragonBones.DataParser.BONE in rawData) { + var rawTimeliness = rawData[dragonBones.DataParser.BONE]; + for (var k in rawTimeliness) { + var rawTimelines = rawTimeliness[k]; + var bone = this._armature.getBone(k); + if (bone === null) { + continue; + } + for (var i = 0, l = rawTimelines.length; i < l; i += 2) { + var timelineType = rawTimelines[i]; + var timelineOffset = rawTimelines[i + 1]; + var timeline = this._parseBinaryTimeline(timelineType, timelineOffset); + this._animation.addBoneTimeline(bone.name, timeline); + } + } + } + if (dragonBones.DataParser.SLOT in rawData) { + var rawTimeliness = rawData[dragonBones.DataParser.SLOT]; + for (var k in rawTimeliness) { + var rawTimelines = rawTimeliness[k]; + var slot = this._armature.getSlot(k); + if (slot === null) { + continue; + } + for (var i = 0, l = rawTimelines.length; i < l; i += 2) { + var timelineType = rawTimelines[i]; + var timelineOffset = rawTimelines[i + 1]; + var timeline = this._parseBinaryTimeline(timelineType, timelineOffset); + this._animation.addSlotTimeline(slot.name, timeline); + } + } + } + if (dragonBones.DataParser.CONSTRAINT in rawData) { + var rawTimeliness = rawData[dragonBones.DataParser.CONSTRAINT]; + for (var k in rawTimeliness) { + var rawTimelines = rawTimeliness[k]; + var constraint = this._armature.getConstraint(k); + if (constraint === null) { + continue; + } + for (var i = 0, l = rawTimelines.length; i < l; i += 2) { + var timelineType = rawTimelines[i]; + var timelineOffset = rawTimelines[i + 1]; + var timeline = this._parseBinaryTimeline(timelineType, timelineOffset); + this._animation.addConstraintTimeline(constraint.name, timeline); + } + } + } + if (dragonBones.DataParser.TIMELINE in rawData) { + var rawTimelines = rawData[dragonBones.DataParser.TIMELINE]; + for (var _i = 0, rawTimelines_6 = rawTimelines; _i < rawTimelines_6.length; _i++) { + var rawTimeline = rawTimelines_6[_i]; + var timelineOffset = dragonBones.ObjectDataParser._getNumber(rawTimeline, dragonBones.DataParser.OFFSET, 0); + if (timelineOffset >= 0) { + var timelineType = dragonBones.ObjectDataParser._getNumber(rawTimeline, dragonBones.DataParser.TYPE, 0 /* Action */); + var timelineName = dragonBones.ObjectDataParser._getString(rawTimeline, dragonBones.DataParser.NAME, ""); + var timeline = null; + if (timelineType === 40 /* AnimationProgress */ && animation.blendType !== 0 /* None */) { + timeline = dragonBones.BaseObject.borrowObject(dragonBones.AnimationTimelineData); + var animaitonTimeline = timeline; + animaitonTimeline.x = dragonBones.ObjectDataParser._getNumber(rawTimeline, dragonBones.DataParser.X, 0.0); + animaitonTimeline.y = dragonBones.ObjectDataParser._getNumber(rawTimeline, dragonBones.DataParser.Y, 0.0); + } + timeline = this._parseBinaryTimeline(timelineType, timelineOffset, timeline); + switch (timelineType) { + case 0 /* Action */: + // TODO + break; + case 1 /* ZOrder */: + // TODO + break; + case 11 /* BoneTranslate */: + case 12 /* BoneRotate */: + case 13 /* BoneScale */: + case 50 /* Surface */: + case 60 /* BoneAlpha */: + this._animation.addBoneTimeline(timelineName, timeline); + break; + case 20 /* SlotDisplay */: + case 21 /* SlotColor */: + case 22 /* SlotDeform */: + case 23 /* SlotZIndex */: + case 24 /* SlotAlpha */: + this._animation.addSlotTimeline(timelineName, timeline); + break; + case 30 /* IKConstraint */: + this._animation.addConstraintTimeline(timelineName, timeline); + break; + case 40 /* AnimationProgress */: + case 41 /* AnimationWeight */: + case 42 /* AnimationParameter */: + this._animation.addAnimationTimeline(timelineName, timeline); + break; + } + } + } + } + this._animation = null; + return animation; + }; + BinaryDataParser.prototype._parseGeometry = function (rawData, geometry) { + geometry.offset = rawData[dragonBones.DataParser.OFFSET]; + geometry.data = this._data; + var weightOffset = this._intArrayBuffer[geometry.offset + 3 /* GeometryWeightOffset */]; + if (weightOffset >= 0) { + var weight = dragonBones.BaseObject.borrowObject(dragonBones.WeightData); + var vertexCount = this._intArrayBuffer[geometry.offset + 0 /* GeometryVertexCount */]; + var boneCount = this._intArrayBuffer[weightOffset + 0 /* WeigthBoneCount */]; + weight.offset = weightOffset; + for (var i = 0; i < boneCount; ++i) { + var boneIndex = this._intArrayBuffer[weightOffset + 2 /* WeigthBoneIndices */ + i]; + weight.addBone(this._rawBones[boneIndex]); + } + var boneIndicesOffset = weightOffset + 2 /* WeigthBoneIndices */ + boneCount; + var weightCount = 0; + for (var i = 0, l = vertexCount; i < l; ++i) { + var vertexBoneCount = this._intArrayBuffer[boneIndicesOffset++]; + weightCount += vertexBoneCount; + boneIndicesOffset += vertexBoneCount; + } + weight.count = weightCount; + geometry.weight = weight; + } + }; + BinaryDataParser.prototype._parseArray = function (rawData) { + var offsets = rawData[dragonBones.DataParser.OFFSET]; + var l1 = offsets[1]; + var l2 = offsets[3]; + var l3 = offsets[5]; + var l4 = offsets[7]; + var l5 = offsets[9]; + var l6 = offsets[11]; + var l7 = offsets.length > 12 ? offsets[13] : 0; // Color. + var intArray = new Int16Array(this._binary, this._binaryOffset + offsets[0], l1 / Int16Array.BYTES_PER_ELEMENT); + var floatArray = new Float32Array(this._binary, this._binaryOffset + offsets[2], l2 / Float32Array.BYTES_PER_ELEMENT); + var frameIntArray = new Int16Array(this._binary, this._binaryOffset + offsets[4], l3 / Int16Array.BYTES_PER_ELEMENT); + var frameFloatArray = new Float32Array(this._binary, this._binaryOffset + offsets[6], l4 / Float32Array.BYTES_PER_ELEMENT); + var frameArray = new Int16Array(this._binary, this._binaryOffset + offsets[8], l5 / Int16Array.BYTES_PER_ELEMENT); + var timelineArray = new Uint16Array(this._binary, this._binaryOffset + offsets[10], l6 / Uint16Array.BYTES_PER_ELEMENT); + var colorArray = l7 > 0 ? new Int16Array(this._binary, this._binaryOffset + offsets[12], l7 / Int16Array.BYTES_PER_ELEMENT) : intArray; // Color. + this._data.binary = this._binary; + this._data.intArray = this._intArrayBuffer = intArray; + this._data.floatArray = floatArray; + this._data.frameIntArray = frameIntArray; + this._data.frameFloatArray = frameFloatArray; + this._data.frameArray = this._frameArrayBuffer = frameArray; + this._data.timelineArray = this._timelineArrayBuffer = timelineArray; + this._data.colorArray = colorArray; + }; + BinaryDataParser.prototype.parseDragonBonesData = function (rawData, scale) { + if (scale === void 0) { scale = 1; } + console.assert(rawData !== null && rawData !== undefined && rawData instanceof ArrayBuffer, "Data error."); + var tag = new Uint8Array(rawData, 0, 8); + if (tag[0] !== "D".charCodeAt(0) || + tag[1] !== "B".charCodeAt(0) || + tag[2] !== "D".charCodeAt(0) || + tag[3] !== "T".charCodeAt(0)) { + console.assert(false, "Nonsupport data."); + return null; + } + var headerLength = new Uint32Array(rawData, 8, 1)[0]; + var headerBytes = new Uint8Array(rawData, 8 + 4, headerLength); + var headerString = this._decodeUTF8(headerBytes); + var header = JSON.parse(headerString); + // + this._binaryOffset = 8 + 4 + headerLength; + this._binary = rawData; + return _super.prototype.parseDragonBonesData.call(this, header, scale); + }; + /** + * - Deprecated, please refer to {@link dragonBones.BaseFactory#parseDragonBonesData()}. + * @deprecated + * @language en_US + */ + /** + * - 已废弃,请参考 {@link dragonBones.BaseFactory#parseDragonBonesData()}。 + * @deprecated + * @language zh_CN + */ + BinaryDataParser.getInstance = function () { + if (BinaryDataParser._binaryDataParserInstance === null) { + BinaryDataParser._binaryDataParserInstance = new BinaryDataParser(); + } + return BinaryDataParser._binaryDataParserInstance; + }; + BinaryDataParser._binaryDataParserInstance = null; + return BinaryDataParser; + }(dragonBones.ObjectDataParser)); + dragonBones.BinaryDataParser = BinaryDataParser; +})(dragonBones || (dragonBones = {})); +/** + * The MIT License (MIT) + * + * Copyright (c) 2012-2018 DragonBones team and other contributors + * + * Permission is hereby granted, free of charge, to any person obtaining a copy of + * this software and associated documentation files (the "Software"), to deal in + * the Software without restriction, including without limitation the rights to + * use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of + * the Software, and to permit persons to whom the Software is furnished to do so, + * subject to the following conditions: + * + * The above copyright notice and this permission notice shall be included in all + * copies or substantial portions of the Software. + * + * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR + * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS + * FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR + * COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER + * IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN + * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. + */ +var dragonBones; +(function (dragonBones) { + /** + * - Base class for the factory that create the armatures. (Typically only one global factory instance is required) + * The factory instance create armatures by parsed and added DragonBonesData instances and TextureAtlasData instances. + * Once the data has been parsed, it has been cached in the factory instance and does not need to be parsed again until it is cleared by the factory instance. + * @see dragonBones.DragonBonesData + * @see dragonBones.TextureAtlasData + * @see dragonBones.ArmatureData + * @see dragonBones.Armature + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 创建骨架的工厂基类。 (通常只需要一个全局工厂实例) + * 工厂通过解析并添加的 DragonBonesData 实例和 TextureAtlasData 实例来创建骨架。 + * 当数据被解析过之后,已经添加到工厂中,在没有被工厂清理之前,不需要再次解析。 + * @see dragonBones.DragonBonesData + * @see dragonBones.TextureAtlasData + * @see dragonBones.ArmatureData + * @see dragonBones.Armature + * @version DragonBones 3.0 + * @language zh_CN + */ + var BaseFactory = /** @class */ (function () { + /** + * - Create a factory instance. (typically only one global factory instance is required) + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 创建一个工厂实例。 (通常只需要一个全局工厂实例) + * @version DragonBones 3.0 + * @language zh_CN + */ + function BaseFactory(dataParser) { + if (dataParser === void 0) { dataParser = null; } + /** + * @private + */ + this.autoSearch = false; + this._dragonBonesDataMap = {}; + this._textureAtlasDataMap = {}; + this._dragonBones = null; + this._dataParser = null; + if (BaseFactory._objectParser === null) { + BaseFactory._objectParser = new dragonBones.ObjectDataParser(); + } + if (BaseFactory._binaryParser === null) { + BaseFactory._binaryParser = new dragonBones.BinaryDataParser(); + } + this._dataParser = dataParser !== null ? dataParser : BaseFactory._objectParser; + } + BaseFactory.prototype._isSupportMesh = function () { + return true; + }; + BaseFactory.prototype._getTextureData = function (textureAtlasName, textureName) { + if (textureAtlasName in this._textureAtlasDataMap) { + for (var _i = 0, _a = this._textureAtlasDataMap[textureAtlasName]; _i < _a.length; _i++) { + var textureAtlasData = _a[_i]; + var textureData = textureAtlasData.getTexture(textureName); + if (textureData !== null) { + return textureData; + } + } + } + if (this.autoSearch) { + for (var k in this._textureAtlasDataMap) { + for (var _b = 0, _c = this._textureAtlasDataMap[k]; _b < _c.length; _b++) { + var textureAtlasData = _c[_b]; + if (textureAtlasData.autoSearch) { + var textureData = textureAtlasData.getTexture(textureName); + if (textureData !== null) { + return textureData; + } + } + } + } + } + return null; + }; + BaseFactory.prototype._fillBuildArmaturePackage = function (dataPackage, dragonBonesName, armatureName, skinName, textureAtlasName) { + var dragonBonesData = null; + var armatureData = null; + if (dragonBonesName.length > 0) { + if (dragonBonesName in this._dragonBonesDataMap) { + dragonBonesData = this._dragonBonesDataMap[dragonBonesName]; + armatureData = dragonBonesData.getArmature(armatureName); + } + } + if (armatureData === null && (dragonBonesName.length === 0 || this.autoSearch)) { + for (var k in this._dragonBonesDataMap) { + dragonBonesData = this._dragonBonesDataMap[k]; + if (dragonBonesName.length === 0 || dragonBonesData.autoSearch) { + armatureData = dragonBonesData.getArmature(armatureName); + if (armatureData !== null) { + dragonBonesName = k; + break; + } + } + } + } + if (armatureData !== null) { + dataPackage.dataName = dragonBonesName; + dataPackage.textureAtlasName = textureAtlasName; + dataPackage.data = dragonBonesData; + dataPackage.armature = armatureData; + dataPackage.skin = null; + if (skinName.length > 0) { + dataPackage.skin = armatureData.getSkin(skinName); + if (dataPackage.skin === null && this.autoSearch) { + for (var k in this._dragonBonesDataMap) { + var skinDragonBonesData = this._dragonBonesDataMap[k]; + var skinArmatureData = skinDragonBonesData.getArmature(skinName); + if (skinArmatureData !== null) { + dataPackage.skin = skinArmatureData.defaultSkin; + break; + } + } + } + } + if (dataPackage.skin === null) { + dataPackage.skin = armatureData.defaultSkin; + } + return true; + } + return false; + }; + BaseFactory.prototype._buildBones = function (dataPackage, armature) { + for (var _i = 0, _a = dataPackage.armature.sortedBones; _i < _a.length; _i++) { + var boneData = _a[_i]; + var bone = dragonBones.BaseObject.borrowObject(boneData.type === 0 /* Bone */ ? dragonBones.Bone : dragonBones.Surface); + bone.init(boneData, armature); + } + }; + /** + * @private + */ + BaseFactory.prototype._buildSlots = function (dataPackage, armature) { + var currentSkin = dataPackage.skin; + var defaultSkin = dataPackage.armature.defaultSkin; + if (currentSkin === null || defaultSkin === null) { + return; + } + var skinSlots = {}; + for (var k in defaultSkin.displays) { + var displays = defaultSkin.getDisplays(k); + skinSlots[k] = displays; + } + if (currentSkin !== defaultSkin) { + for (var k in currentSkin.displays) { + var displays = currentSkin.getDisplays(k); + skinSlots[k] = displays; + } + } + for (var _i = 0, _a = dataPackage.armature.sortedSlots; _i < _a.length; _i++) { + var slotData = _a[_i]; + var displayDatas = slotData.name in skinSlots ? skinSlots[slotData.name] : null; + var slot = this._buildSlot(dataPackage, slotData, armature); + if (displayDatas !== null) { + slot.displayFrameCount = displayDatas.length; + for (var i = 0, l = slot.displayFrameCount; i < l; ++i) { + var displayData = displayDatas[i]; + slot.replaceRawDisplayData(displayData, i); + if (displayData !== null) { + if (dataPackage.textureAtlasName.length > 0) { + var textureData = this._getTextureData(dataPackage.textureAtlasName, displayData.path); + slot.replaceTextureData(textureData, i); + } + var display = this._getSlotDisplay(dataPackage, displayData, slot); + slot.replaceDisplay(display, i); + } + else { + slot.replaceDisplay(null); + } + } + } + slot._setDisplayIndex(slotData.displayIndex, true); + } + }; + BaseFactory.prototype._buildConstraints = function (dataPackage, armature) { + var constraints = dataPackage.armature.constraints; + for (var k in constraints) { + var constraintData = constraints[k]; + // TODO more constraint type. + switch (constraintData.type) { + case 0 /* IK */: + var ikConstraint = dragonBones.BaseObject.borrowObject(dragonBones.IKConstraint); + ikConstraint.init(constraintData, armature); + armature._addConstraint(ikConstraint); + break; + case 1 /* Path */: + var pathConstraint = dragonBones.BaseObject.borrowObject(dragonBones.PathConstraint); + pathConstraint.init(constraintData, armature); + armature._addConstraint(pathConstraint); + break; + default: + var constraint = dragonBones.BaseObject.borrowObject(dragonBones.IKConstraint); + constraint.init(constraintData, armature); + armature._addConstraint(constraint); + break; + } + } + }; + BaseFactory.prototype._buildChildArmature = function (dataPackage, _slot, displayData) { + return this.buildArmature(displayData.path, dataPackage !== null ? dataPackage.dataName : "", "", dataPackage !== null ? dataPackage.textureAtlasName : ""); + }; + BaseFactory.prototype._getSlotDisplay = function (dataPackage, displayData, slot) { + var dataName = dataPackage !== null ? dataPackage.dataName : displayData.parent.parent.parent.name; + var display = null; + switch (displayData.type) { + case 0 /* Image */: { + var imageDisplayData = displayData; + if (imageDisplayData.texture === null) { + imageDisplayData.texture = this._getTextureData(dataName, displayData.path); + } + display = slot.rawDisplay; + break; + } + case 2 /* Mesh */: { + var meshDisplayData = displayData; + if (meshDisplayData.texture === null) { + meshDisplayData.texture = this._getTextureData(dataName, meshDisplayData.path); + } + if (this._isSupportMesh()) { + display = slot.meshDisplay; + } + else { + display = slot.rawDisplay; + } + break; + } + case 1 /* Armature */: { + var armatureDisplayData = displayData; + var childArmature = this._buildChildArmature(dataPackage, slot, armatureDisplayData); + if (childArmature !== null) { + childArmature.inheritAnimation = armatureDisplayData.inheritAnimation; + if (!childArmature.inheritAnimation) { + var actions = armatureDisplayData.actions.length > 0 ? armatureDisplayData.actions : childArmature.armatureData.defaultActions; + if (actions.length > 0) { + for (var _i = 0, actions_6 = actions; _i < actions_6.length; _i++) { + var action = actions_6[_i]; + var eventObject = dragonBones.BaseObject.borrowObject(dragonBones.EventObject); + dragonBones.EventObject.actionDataToInstance(action, eventObject, slot.armature); + eventObject.slot = slot; + slot.armature._bufferAction(eventObject, false); + } + } + else { + childArmature.animation.play(); + } + } + armatureDisplayData.armature = childArmature.armatureData; // + } + display = childArmature; + break; + } + case 3 /* BoundingBox */: + break; + default: + break; + } + return display; + }; + /** + * - Parse the raw data to a DragonBonesData instance and cache it to the factory. + * @param rawData - The raw data. + * @param name - Specify a cache name for the instance so that the instance can be obtained through this name. (If not set, use the instance name instead) + * @param scale - Specify a scaling value for all armatures. (Default: 1.0) + * @returns DragonBonesData instance + * @see #getDragonBonesData() + * @see #addDragonBonesData() + * @see #removeDragonBonesData() + * @see dragonBones.DragonBonesData + * @version DragonBones 4.5 + * @language en_US + */ + /** + * - 将原始数据解析为 DragonBonesData 实例,并缓存到工厂中。 + * @param rawData - 原始数据。 + * @param name - 为该实例指定一个缓存名称,以便可以通过此名称获取该实例。 (如果未设置,则使用该实例中的名称) + * @param scale - 为所有的骨架指定一个缩放值。 (默认: 1.0) + * @returns DragonBonesData 实例 + * @see #getDragonBonesData() + * @see #addDragonBonesData() + * @see #removeDragonBonesData() + * @see dragonBones.DragonBonesData + * @version DragonBones 4.5 + * @language zh_CN + */ + BaseFactory.prototype.parseDragonBonesData = function (rawData, name, scale) { + if (name === void 0) { name = null; } + if (scale === void 0) { scale = 1.0; } + var dataParser = rawData instanceof ArrayBuffer ? BaseFactory._binaryParser : this._dataParser; + var dragonBonesData = dataParser.parseDragonBonesData(rawData, scale); + while (true) { + var textureAtlasData = this._buildTextureAtlasData(null, null); + if (dataParser.parseTextureAtlasData(null, textureAtlasData, scale)) { + this.addTextureAtlasData(textureAtlasData, name); + } + else { + textureAtlasData.returnToPool(); + break; + } + } + if (dragonBonesData !== null) { + this.addDragonBonesData(dragonBonesData, name); + } + return dragonBonesData; + }; + /** + * - Parse the raw texture atlas data and the texture atlas object to a TextureAtlasData instance and cache it to the factory. + * @param rawData - The raw texture atlas data. + * @param textureAtlas - The texture atlas object. + * @param name - Specify a cache name for the instance so that the instance can be obtained through this name. (If not set, use the instance name instead) + * @param scale - Specify a scaling value for the map set. (Default: 1.0) + * @returns TextureAtlasData instance + * @see #getTextureAtlasData() + * @see #addTextureAtlasData() + * @see #removeTextureAtlasData() + * @see dragonBones.TextureAtlasData + * @version DragonBones 4.5 + * @language en_US + */ + /** + * - 将原始贴图集数据和贴图集对象解析为 TextureAtlasData 实例,并缓存到工厂中。 + * @param rawData - 原始贴图集数据。 + * @param textureAtlas - 贴图集对象。 + * @param name - 为该实例指定一个缓存名称,以便可以通过此名称获取该实例。 (如果未设置,则使用该实例中的名称) + * @param scale - 为贴图集指定一个缩放值。 (默认: 1.0) + * @returns TextureAtlasData 实例 + * @see #getTextureAtlasData() + * @see #addTextureAtlasData() + * @see #removeTextureAtlasData() + * @see dragonBones.TextureAtlasData + * @version DragonBones 4.5 + * @language zh_CN + */ + BaseFactory.prototype.parseTextureAtlasData = function (rawData, textureAtlas, name, scale) { + if (name === void 0) { name = null; } + if (scale === void 0) { scale = 1.0; } + var textureAtlasData = this._buildTextureAtlasData(null, null); + this._dataParser.parseTextureAtlasData(rawData, textureAtlasData, scale); + this._buildTextureAtlasData(textureAtlasData, textureAtlas || null); + this.addTextureAtlasData(textureAtlasData, name); + return textureAtlasData; + }; + /** + * - Update texture atlases. + * @param textureAtlases - The texture atlas objects. + * @param name - The texture atlas name. + * @version DragonBones 5.7 + * @language en_US + */ + /** + * - 更新贴图集对象。 + * @param textureAtlases - 多个贴图集对象。 + * @param name - 贴图集名称。 + * @version DragonBones 5.7 + * @language zh_CN + */ + BaseFactory.prototype.updateTextureAtlases = function (textureAtlases, name) { + var textureAtlasDatas = this.getTextureAtlasData(name); + if (textureAtlasDatas !== null) { + for (var i = 0, l = textureAtlasDatas.length; i < l; ++i) { + if (i < textureAtlases.length) { + this._buildTextureAtlasData(textureAtlasDatas[i], textureAtlases[i]); + } + } + } + }; + /** + * - Get a specific DragonBonesData instance. + * @param name - The DragonBonesData instance cache name. + * @returns DragonBonesData instance + * @see #parseDragonBonesData() + * @see #addDragonBonesData() + * @see #removeDragonBonesData() + * @see dragonBones.DragonBonesData + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 获取特定的 DragonBonesData 实例。 + * @param name - DragonBonesData 实例的缓存名称。 + * @returns DragonBonesData 实例 + * @see #parseDragonBonesData() + * @see #addDragonBonesData() + * @see #removeDragonBonesData() + * @see dragonBones.DragonBonesData + * @version DragonBones 3.0 + * @language zh_CN + */ + BaseFactory.prototype.getDragonBonesData = function (name) { + return (name in this._dragonBonesDataMap) ? this._dragonBonesDataMap[name] : null; + }; + /** + * - Cache a DragonBonesData instance to the factory. + * @param data - The DragonBonesData instance. + * @param name - Specify a cache name for the instance so that the instance can be obtained through this name. (if not set, use the instance name instead) + * @see #parseDragonBonesData() + * @see #getDragonBonesData() + * @see #removeDragonBonesData() + * @see dragonBones.DragonBonesData + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 将 DragonBonesData 实例缓存到工厂中。 + * @param data - DragonBonesData 实例。 + * @param name - 为该实例指定一个缓存名称,以便可以通过此名称获取该实例。 (如果未设置,则使用该实例中的名称) + * @see #parseDragonBonesData() + * @see #getDragonBonesData() + * @see #removeDragonBonesData() + * @see dragonBones.DragonBonesData + * @version DragonBones 3.0 + * @language zh_CN + */ + BaseFactory.prototype.addDragonBonesData = function (data, name) { + if (name === void 0) { name = null; } + name = name !== null ? name : data.name; + if (name in this._dragonBonesDataMap) { + if (this._dragonBonesDataMap[name] === data) { + return; + } + console.warn("Can not add same name data: " + name); + return; + } + this._dragonBonesDataMap[name] = data; + }; + /** + * - Remove a DragonBonesData instance. + * @param name - The DragonBonesData instance cache name. + * @param disposeData - Whether to dispose data. (Default: true) + * @see #parseDragonBonesData() + * @see #getDragonBonesData() + * @see #addDragonBonesData() + * @see dragonBones.DragonBonesData + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 移除 DragonBonesData 实例。 + * @param name - DragonBonesData 实例缓存名称。 + * @param disposeData - 是否释放数据。 (默认: true) + * @see #parseDragonBonesData() + * @see #getDragonBonesData() + * @see #addDragonBonesData() + * @see dragonBones.DragonBonesData + * @version DragonBones 3.0 + * @language zh_CN + */ + BaseFactory.prototype.removeDragonBonesData = function (name, disposeData) { + if (disposeData === void 0) { disposeData = true; } + if (name in this._dragonBonesDataMap) { + if (disposeData) { + this._dragonBones.bufferObject(this._dragonBonesDataMap[name]); + } + delete this._dragonBonesDataMap[name]; + } + }; + /** + * - Get a list of specific TextureAtlasData instances. + * @param name - The TextureAtlasData cahce name. + * @see #parseTextureAtlasData() + * @see #addTextureAtlasData() + * @see #removeTextureAtlasData() + * @see dragonBones.TextureAtlasData + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 获取特定的 TextureAtlasData 实例列表。 + * @param name - TextureAtlasData 实例缓存名称。 + * @see #parseTextureAtlasData() + * @see #addTextureAtlasData() + * @see #removeTextureAtlasData() + * @see dragonBones.TextureAtlasData + * @version DragonBones 3.0 + * @language zh_CN + */ + BaseFactory.prototype.getTextureAtlasData = function (name) { + return (name in this._textureAtlasDataMap) ? this._textureAtlasDataMap[name] : null; + }; + /** + * - Cache a TextureAtlasData instance to the factory. + * @param data - The TextureAtlasData instance. + * @param name - Specify a cache name for the instance so that the instance can be obtained through this name. (if not set, use the instance name instead) + * @see #parseTextureAtlasData() + * @see #getTextureAtlasData() + * @see #removeTextureAtlasData() + * @see dragonBones.TextureAtlasData + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 将 TextureAtlasData 实例缓存到工厂中。 + * @param data - TextureAtlasData 实例。 + * @param name - 为该实例指定一个缓存名称,以便可以通过此名称获取该实例。 (如果未设置,则使用该实例中的名称) + * @see #parseTextureAtlasData() + * @see #getTextureAtlasData() + * @see #removeTextureAtlasData() + * @see dragonBones.TextureAtlasData + * @version DragonBones 3.0 + * @language zh_CN + */ + BaseFactory.prototype.addTextureAtlasData = function (data, name) { + if (name === void 0) { name = null; } + name = name !== null ? name : data.name; + var textureAtlasList = (name in this._textureAtlasDataMap) ? this._textureAtlasDataMap[name] : (this._textureAtlasDataMap[name] = []); + if (textureAtlasList.indexOf(data) < 0) { + textureAtlasList.push(data); + } + }; + /** + * - Remove a TextureAtlasData instance. + * @param name - The TextureAtlasData instance cache name. + * @param disposeData - Whether to dispose data. + * @see #parseTextureAtlasData() + * @see #getTextureAtlasData() + * @see #addTextureAtlasData() + * @see dragonBones.TextureAtlasData + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 移除 TextureAtlasData 实例。 + * @param name - TextureAtlasData 实例的缓存名称。 + * @param disposeData - 是否释放数据。 + * @see #parseTextureAtlasData() + * @see #getTextureAtlasData() + * @see #addTextureAtlasData() + * @see dragonBones.TextureAtlasData + * @version DragonBones 3.0 + * @language zh_CN + */ + BaseFactory.prototype.removeTextureAtlasData = function (name, disposeData) { + if (disposeData === void 0) { disposeData = true; } + if (name in this._textureAtlasDataMap) { + var textureAtlasDataList = this._textureAtlasDataMap[name]; + if (disposeData) { + for (var _i = 0, textureAtlasDataList_1 = textureAtlasDataList; _i < textureAtlasDataList_1.length; _i++) { + var textureAtlasData = textureAtlasDataList_1[_i]; + this._dragonBones.bufferObject(textureAtlasData); + } + } + delete this._textureAtlasDataMap[name]; + } + }; + /** + * - Get a specific armature data. + * @param name - The armature data name. + * @param dragonBonesName - The cached name for DragonbonesData instance. + * @see dragonBones.ArmatureData + * @version DragonBones 5.1 + * @language en_US + */ + /** + * - 获取特定的骨架数据。 + * @param name - 骨架数据名称。 + * @param dragonBonesName - DragonBonesData 实例的缓存名称。 + * @see dragonBones.ArmatureData + * @version DragonBones 5.1 + * @language zh_CN + */ + BaseFactory.prototype.getArmatureData = function (name, dragonBonesName) { + if (dragonBonesName === void 0) { dragonBonesName = ""; } + var dataPackage = new BuildArmaturePackage(); + if (!this._fillBuildArmaturePackage(dataPackage, dragonBonesName, name, "", "")) { + return null; + } + return dataPackage.armature; + }; + /** + * - Clear all cached DragonBonesData instances and TextureAtlasData instances. + * @param disposeData - Whether to dispose data. + * @version DragonBones 4.5 + * @language en_US + */ + /** + * - 清除缓存的所有 DragonBonesData 实例和 TextureAtlasData 实例。 + * @param disposeData - 是否释放数据。 + * @version DragonBones 4.5 + * @language zh_CN + */ + BaseFactory.prototype.clear = function (disposeData) { + if (disposeData === void 0) { disposeData = true; } + for (var k in this._dragonBonesDataMap) { + if (disposeData) { + this._dragonBones.bufferObject(this._dragonBonesDataMap[k]); + } + delete this._dragonBonesDataMap[k]; + } + for (var k in this._textureAtlasDataMap) { + if (disposeData) { + var textureAtlasDataList = this._textureAtlasDataMap[k]; + for (var _i = 0, textureAtlasDataList_2 = textureAtlasDataList; _i < textureAtlasDataList_2.length; _i++) { + var textureAtlasData = textureAtlasDataList_2[_i]; + this._dragonBones.bufferObject(textureAtlasData); + } + } + delete this._textureAtlasDataMap[k]; + } + }; + /** + * - Create a armature from cached DragonBonesData instances and TextureAtlasData instances. + * Note that when the created armature that is no longer in use, you need to explicitly dispose {@link #dragonBones.Armature#dispose()}. + * @param armatureName - The armature data name. + * @param dragonBonesName - The cached name of the DragonBonesData instance. (If not set, all DragonBonesData instances are retrieved, and when multiple DragonBonesData instances contain a the same name armature data, it may not be possible to accurately create a specific armature) + * @param skinName - The skin name, you can set a different ArmatureData name to share it's skin data. (If not set, use the default skin data) + * @returns The armature. + * @example + *
+         *     let armature = factory.buildArmature("armatureName", "dragonBonesName");
+         *     armature.clock = factory.clock;
+         * 
+ * @see dragonBones.DragonBonesData + * @see dragonBones.ArmatureData + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 通过缓存的 DragonBonesData 实例和 TextureAtlasData 实例创建一个骨架。 + * 注意,创建的骨架不再使用时,需要显式释放 {@link #dragonBones.Armature#dispose()}。 + * @param armatureName - 骨架数据名称。 + * @param dragonBonesName - DragonBonesData 实例的缓存名称。 (如果未设置,将检索所有的 DragonBonesData 实例,当多个 DragonBonesData 实例中包含同名的骨架数据时,可能无法准确的创建出特定的骨架) + * @param skinName - 皮肤名称,可以设置一个其他骨架数据名称来共享其皮肤数据。(如果未设置,则使用默认的皮肤数据) + * @returns 骨架。 + * @example + *
+         *     let armature = factory.buildArmature("armatureName", "dragonBonesName");
+         *     armature.clock = factory.clock;
+         * 
+ * @see dragonBones.DragonBonesData + * @see dragonBones.ArmatureData + * @version DragonBones 3.0 + * @language zh_CN + */ + BaseFactory.prototype.buildArmature = function (armatureName, dragonBonesName, skinName, textureAtlasName) { + if (dragonBonesName === void 0) { dragonBonesName = ""; } + if (skinName === void 0) { skinName = ""; } + if (textureAtlasName === void 0) { textureAtlasName = ""; } + var dataPackage = new BuildArmaturePackage(); + if (!this._fillBuildArmaturePackage(dataPackage, dragonBonesName || "", armatureName, skinName || "", textureAtlasName || "")) { + console.warn("No armature data: " + armatureName + ", " + (dragonBonesName !== null ? dragonBonesName : "")); + return null; + } + var armature = this._buildArmature(dataPackage); + this._buildBones(dataPackage, armature); + this._buildSlots(dataPackage, armature); + this._buildConstraints(dataPackage, armature); + armature.invalidUpdate(null, true); + armature.advanceTime(0.0); // Update armature pose. + return armature; + }; + /** + * @private + */ + BaseFactory.prototype.replaceDisplay = function (slot, displayData, displayIndex) { + if (displayIndex === void 0) { displayIndex = -1; } + if (displayIndex < 0) { + displayIndex = slot.displayIndex; + } + if (displayIndex < 0) { + displayIndex = 0; + } + slot.replaceDisplayData(displayData, displayIndex); + if (displayData !== null) { + var display = this._getSlotDisplay(null, displayData, slot); + if (displayData.type === 0 /* Image */) { + var rawDisplayData = slot.getDisplayFrameAt(displayIndex).rawDisplayData; + if (rawDisplayData !== null && + rawDisplayData.type === 2 /* Mesh */) { + display = slot.meshDisplay; + } + } + slot.replaceDisplay(display, displayIndex); + } + else { + slot.replaceDisplay(null, displayIndex); + } + }; + /** + * - Replaces the current display data for a particular slot with a specific display data. + * Specify display data with "dragonBonesName/armatureName/slotName/displayName". + * @param dragonBonesName - The DragonBonesData instance cache name. + * @param armatureName - The armature data name. + * @param slotName - The slot data name. + * @param displayName - The display data name. + * @param slot - The slot. + * @param displayIndex - The index of the display data that is replaced. (If it is not set, replaces the current display data) + * @example + *
+         *     let slot = armature.getSlot("weapon");
+         *     factory.replaceSlotDisplay("dragonBonesName", "armatureName", "slotName", "displayName", slot);
+         * 
+ * @version DragonBones 4.5 + * @language en_US + */ + /** + * - 用特定的显示对象数据替换特定插槽当前的显示对象数据。 + * 用 "dragonBonesName/armatureName/slotName/displayName" 指定显示对象数据。 + * @param dragonBonesName - DragonBonesData 实例的缓存名称。 + * @param armatureName - 骨架数据名称。 + * @param slotName - 插槽数据名称。 + * @param displayName - 显示对象数据名称。 + * @param slot - 插槽。 + * @param displayIndex - 被替换的显示对象数据的索引。 (如果未设置,则替换当前的显示对象数据) + * @example + *
+         *     let slot = armature.getSlot("weapon");
+         *     factory.replaceSlotDisplay("dragonBonesName", "armatureName", "slotName", "displayName", slot);
+         * 
+ * @version DragonBones 4.5 + * @language zh_CN + */ + BaseFactory.prototype.replaceSlotDisplay = function (dragonBonesName, armatureName, slotName, displayName, slot, displayIndex) { + if (displayIndex === void 0) { displayIndex = -1; } + var armatureData = this.getArmatureData(armatureName, dragonBonesName || ""); + if (armatureData === null || armatureData.defaultSkin === null) { + return false; + } + var displayData = armatureData.defaultSkin.getDisplay(slotName, displayName); + this.replaceDisplay(slot, displayData, displayIndex); + return true; + }; + /** + * @private + */ + BaseFactory.prototype.replaceSlotDisplayList = function (dragonBonesName, armatureName, slotName, slot) { + var armatureData = this.getArmatureData(armatureName, dragonBonesName || ""); + if (!armatureData || !armatureData.defaultSkin) { + return false; + } + var displayDatas = armatureData.defaultSkin.getDisplays(slotName); + if (!displayDatas) { + return false; + } + slot.displayFrameCount = displayDatas.length; + for (var i = 0, l = slot.displayFrameCount; i < l; ++i) { + var displayData = displayDatas[i]; + this.replaceDisplay(slot, displayData, i); + } + return true; + }; + /** + * - Share specific skin data with specific armature. + * @param armature - The armature. + * @param skin - The skin data. + * @param isOverride - Whether it completely override the original skin. (Default: false) + * @param exclude - A list of slot names that do not need to be replace. + * @example + *
+         *     let armatureA = factory.buildArmature("armatureA", "dragonBonesA");
+         *     let armatureDataB = factory.getArmatureData("armatureB", "dragonBonesB");
+         *     if (armatureDataB && armatureDataB.defaultSkin) {
+         *     factory.replaceSkin(armatureA, armatureDataB.defaultSkin, false, ["arm_l", "weapon_l"]);
+         *     }
+         * 
+ * @see dragonBones.Armature + * @see dragonBones.SkinData + * @version DragonBones 5.6 + * @language en_US + */ + /** + * - 将特定的皮肤数据共享给特定的骨架使用。 + * @param armature - 骨架。 + * @param skin - 皮肤数据。 + * @param isOverride - 是否完全覆盖原来的皮肤。 (默认: false) + * @param exclude - 不需要被替换的插槽名称列表。 + * @example + *
+         *     let armatureA = factory.buildArmature("armatureA", "dragonBonesA");
+         *     let armatureDataB = factory.getArmatureData("armatureB", "dragonBonesB");
+         *     if (armatureDataB && armatureDataB.defaultSkin) {
+         *     factory.replaceSkin(armatureA, armatureDataB.defaultSkin, false, ["arm_l", "weapon_l"]);
+         *     }
+         * 
+ * @see dragonBones.Armature + * @see dragonBones.SkinData + * @version DragonBones 5.6 + * @language zh_CN + */ + BaseFactory.prototype.replaceSkin = function (armature, skin, isOverride, exclude) { + if (isOverride === void 0) { isOverride = false; } + if (exclude === void 0) { exclude = null; } + var success = false; + var defaultSkin = skin.parent.defaultSkin; + for (var _i = 0, _a = armature.getSlots(); _i < _a.length; _i++) { + var slot = _a[_i]; + if (exclude !== null && exclude.indexOf(slot.name) >= 0) { + continue; + } + var displayDatas = skin.getDisplays(slot.name); + if (displayDatas === null) { + if (defaultSkin !== null && skin !== defaultSkin) { + displayDatas = defaultSkin.getDisplays(slot.name); + } + if (displayDatas === null) { + if (isOverride) { + slot.displayFrameCount = 0; + } + continue; + } + } + slot.displayFrameCount = displayDatas.length; + for (var i = 0, l = slot.displayFrameCount; i < l; ++i) { + var displayData = displayDatas[i]; + slot.replaceRawDisplayData(displayData, i); + if (displayData !== null) { + slot.replaceDisplay(this._getSlotDisplay(null, displayData, slot), i); + } + else { + slot.replaceDisplay(null, i); + } + } + success = true; + } + return success; + }; + /** + * - Replaces the existing animation data for a specific armature with the animation data for the specific armature data. + * This enables you to make a armature template so that other armature without animations can share it's animations. + * @param armature - The armtaure. + * @param armatureData - The armature data. + * @param isOverride - Whether to completely overwrite the original animation. (Default: false) + * @example + *
+         *     let armatureA = factory.buildArmature("armatureA", "dragonBonesA");
+         *     let armatureDataB = factory.getArmatureData("armatureB", "dragonBonesB");
+         *     if (armatureDataB) {
+         *     factory.replaceAnimation(armatureA, armatureDataB);
+         *     }
+         * 
+ * @see dragonBones.Armature + * @see dragonBones.ArmatureData + * @version DragonBones 5.6 + * @language en_US + */ + /** + * - 用特定骨架数据的动画数据替换特定骨架现有的动画数据。 + * 这样就能实现制作一个骨架动画模板,让其他没有制作动画的骨架共享该动画。 + * @param armature - 骨架。 + * @param armatureData - 骨架数据。 + * @param isOverride - 是否完全覆盖原来的动画。(默认: false) + * @example + *
+         *     let armatureA = factory.buildArmature("armatureA", "dragonBonesA");
+         *     let armatureDataB = factory.getArmatureData("armatureB", "dragonBonesB");
+         *     if (armatureDataB) {
+         *     factory.replaceAnimation(armatureA, armatureDataB);
+         *     }
+         * 
+ * @see dragonBones.Armature + * @see dragonBones.ArmatureData + * @version DragonBones 5.6 + * @language zh_CN + */ + BaseFactory.prototype.replaceAnimation = function (armature, armatureData, isOverride) { + if (isOverride === void 0) { isOverride = true; } + var skinData = armatureData.defaultSkin; + if (skinData === null) { + return false; + } + if (isOverride) { + armature.animation.animations = armatureData.animations; + } + else { + var rawAnimations = armature.animation.animations; + var animations = {}; + for (var k in rawAnimations) { + animations[k] = rawAnimations[k]; + } + for (var k in armatureData.animations) { + animations[k] = armatureData.animations[k]; + } + armature.animation.animations = animations; + } + for (var _i = 0, _a = armature.getSlots(); _i < _a.length; _i++) { + var slot = _a[_i]; + var index = 0; + for (var _b = 0, _c = slot.displayList; _b < _c.length; _b++) { + var display = _c[_b]; + if (display instanceof dragonBones.Armature) { + var displayDatas = skinData.getDisplays(slot.name); + if (displayDatas !== null && index < displayDatas.length) { + var displayData = displayDatas[index]; + if (displayData !== null && displayData.type === 1 /* Armature */) { + var childArmatureData = this.getArmatureData(displayData.path, displayData.parent.parent.parent.name); + if (childArmatureData) { + this.replaceAnimation(display, childArmatureData, isOverride); + } + } + } + } + index++; + } + } + return true; + }; + /** + * @private + */ + BaseFactory.prototype.getAllDragonBonesData = function () { + return this._dragonBonesDataMap; + }; + /** + * @private + */ + BaseFactory.prototype.getAllTextureAtlasData = function () { + return this._textureAtlasDataMap; + }; + Object.defineProperty(BaseFactory.prototype, "clock", { + /** + * - An Worldclock instance updated by engine. + * @version DragonBones 5.7 + * @language en_US + */ + /** + * - 由引擎驱动的 WorldClock 实例。 + * @version DragonBones 5.7 + * @language zh_CN + */ + get: function () { + return this._dragonBones.clock; + }, + enumerable: true, + configurable: true + }); + Object.defineProperty(BaseFactory.prototype, "dragonBones", { + /** + * @private + */ + get: function () { + return this._dragonBones; + }, + enumerable: true, + configurable: true + }); + BaseFactory._objectParser = null; + BaseFactory._binaryParser = null; + return BaseFactory; + }()); + dragonBones.BaseFactory = BaseFactory; + /** + * @private + */ + var BuildArmaturePackage = /** @class */ (function () { + function BuildArmaturePackage() { + this.dataName = ""; + this.textureAtlasName = ""; + this.skin = null; + } + return BuildArmaturePackage; + }()); + dragonBones.BuildArmaturePackage = BuildArmaturePackage; +})(dragonBones || (dragonBones = {})); +/** + * The MIT License (MIT) + * + * Copyright (c) 2012-2018 DragonBones team and other contributors + * + * Permission is hereby granted, free of charge, to any person obtaining a copy of + * this software and associated documentation files (the "Software"), to deal in + * the Software without restriction, including without limitation the rights to + * use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of + * the Software, and to permit persons to whom the Software is furnished to do so, + * subject to the following conditions: + * + * The above copyright notice and this permission notice shall be included in all + * copies or substantial portions of the Software. + * + * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR + * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS + * FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR + * COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER + * IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN + * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. + */ +var dragonBones; +(function (dragonBones) { + /** + * - The PixiJS texture atlas data. + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - PixiJS 贴图集数据。 + * @version DragonBones 3.0 + * @language zh_CN + */ + var PixiTextureAtlasData = /** @class */ (function (_super) { + __extends(PixiTextureAtlasData, _super); + function PixiTextureAtlasData() { + var _this = _super !== null && _super.apply(this, arguments) || this; + _this._renderTexture = null; // Initial value. + return _this; + } + PixiTextureAtlasData.toString = function () { + return "[class dragonBones.PixiTextureAtlasData]"; + }; + PixiTextureAtlasData.prototype._onClear = function () { + _super.prototype._onClear.call(this); + if (this._renderTexture !== null) { + // this._renderTexture.dispose(); + } + this._renderTexture = null; + }; + /** + * @inheritDoc + */ + PixiTextureAtlasData.prototype.createTexture = function () { + return dragonBones.BaseObject.borrowObject(PixiTextureData); + }; + Object.defineProperty(PixiTextureAtlasData.prototype, "renderTexture", { + /** + * - The PixiJS texture. + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - PixiJS 贴图。 + * @version DragonBones 3.0 + * @language zh_CN + */ + get: function () { + return this._renderTexture; + }, + set: function (value) { + if (this._renderTexture === value) { + return; + } + this._renderTexture = value; + if (this._renderTexture !== null) { + for (var k in this.textures) { + var textureData = this.textures[k]; + textureData.renderTexture = new PIXI.Texture(this._renderTexture, new PIXI.Rectangle(textureData.region.x, textureData.region.y, textureData.region.width, textureData.region.height), new PIXI.Rectangle(textureData.region.x, textureData.region.y, textureData.region.width, textureData.region.height), new PIXI.Rectangle(0, 0, textureData.region.width, textureData.region.height), textureData.rotated // .d.ts bug + ); + } + } + else { + for (var k in this.textures) { + var textureData = this.textures[k]; + textureData.renderTexture = null; + } + } + }, + enumerable: true, + configurable: true + }); + return PixiTextureAtlasData; + }(dragonBones.TextureAtlasData)); + dragonBones.PixiTextureAtlasData = PixiTextureAtlasData; + /** + * @internal + */ + var PixiTextureData = /** @class */ (function (_super) { + __extends(PixiTextureData, _super); + function PixiTextureData() { + var _this = _super !== null && _super.apply(this, arguments) || this; + _this.renderTexture = null; // Initial value. + return _this; + } + PixiTextureData.toString = function () { + return "[class dragonBones.PixiTextureData]"; + }; + PixiTextureData.prototype._onClear = function () { + _super.prototype._onClear.call(this); + if (this.renderTexture !== null) { + this.renderTexture.destroy(false); + } + this.renderTexture = null; + }; + return PixiTextureData; + }(dragonBones.TextureData)); + dragonBones.PixiTextureData = PixiTextureData; +})(dragonBones || (dragonBones = {})); +/** + * The MIT License (MIT) + * + * Copyright (c) 2012-2018 DragonBones team and other contributors + * + * Permission is hereby granted, free of charge, to any person obtaining a copy of + * this software and associated documentation files (the "Software"), to deal in + * the Software without restriction, including without limitation the rights to + * use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of + * the Software, and to permit persons to whom the Software is furnished to do so, + * subject to the following conditions: + * + * The above copyright notice and this permission notice shall be included in all + * copies or substantial portions of the Software. + * + * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR + * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS + * FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR + * COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER + * IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN + * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. + */ +var dragonBones; +(function (dragonBones) { + /** + * @inheritDoc + */ + var PixiArmatureDisplay = /** @class */ (function (_super) { + __extends(PixiArmatureDisplay, _super); + function PixiArmatureDisplay() { + var _this = _super !== null && _super.apply(this, arguments) || this; + /** + * @private + */ + _this.debugDraw = false; + _this._debugDraw = false; + // private _disposeProxy: boolean = false; + _this._armature = null; + _this._debugDrawer = null; + return _this; + } + /** + * @inheritDoc + */ + PixiArmatureDisplay.prototype.dbInit = function (armature) { + this._armature = armature; + }; + /** + * @inheritDoc + */ + PixiArmatureDisplay.prototype.dbClear = function () { + if (this._debugDrawer !== null) { + this._debugDrawer.destroy(true); + } + this._armature = null; + this._debugDrawer = null; + _super.prototype.destroy.call(this); + }; + /** + * @inheritDoc + */ + PixiArmatureDisplay.prototype.dbUpdate = function () { + var drawed = dragonBones.DragonBones.debugDraw || this.debugDraw; + if (drawed || this._debugDraw) { + this._debugDraw = drawed; + if (this._debugDraw) { + if (this._debugDrawer === null) { + this._debugDrawer = new PIXI.Sprite(); + var boneDrawer_1 = new PIXI.Graphics(); + this._debugDrawer.addChild(boneDrawer_1); + } + this.addChild(this._debugDrawer); + var boneDrawer = this._debugDrawer.getChildAt(0); + boneDrawer.clear(); + var bones = this._armature.getBones(); + for (var i = 0, l = bones.length; i < l; ++i) { + var bone = bones[i]; + var boneLength = bone.boneData.length; + var startX = bone.globalTransformMatrix.tx; + var startY = bone.globalTransformMatrix.ty; + var endX = startX + bone.globalTransformMatrix.a * boneLength; + var endY = startY + bone.globalTransformMatrix.b * boneLength; + boneDrawer.lineStyle(2.0, 0x00FFFF, 0.7); + boneDrawer.moveTo(startX, startY); + boneDrawer.lineTo(endX, endY); + boneDrawer.lineStyle(0.0, 0, 0.0); + boneDrawer.beginFill(0x00FFFF, 0.7); + boneDrawer.drawCircle(startX, startY, 3.0); + boneDrawer.endFill(); + } + var slots = this._armature.getSlots(); + for (var i = 0, l = slots.length; i < l; ++i) { + var slot = slots[i]; + var boundingBoxData = slot.boundingBoxData; + if (boundingBoxData) { + var child = this._debugDrawer.getChildByName(slot.name); + if (!child) { + child = new PIXI.Graphics(); + child.name = slot.name; + this._debugDrawer.addChild(child); + } + child.clear(); + child.lineStyle(2.0, 0xFF00FF, 0.7); + switch (boundingBoxData.type) { + case 0 /* Rectangle */: + child.drawRect(-boundingBoxData.width * 0.5, -boundingBoxData.height * 0.5, boundingBoxData.width, boundingBoxData.height); + break; + case 1 /* Ellipse */: + child.drawEllipse(-boundingBoxData.width * 0.5, -boundingBoxData.height * 0.5, boundingBoxData.width, boundingBoxData.height); + break; + case 2 /* Polygon */: + var vertices = boundingBoxData.vertices; + for (var i_4 = 0, l_1 = vertices.length; i_4 < l_1; i_4 += 2) { + var x = vertices[i_4]; + var y = vertices[i_4 + 1]; + if (i_4 === 0) { + child.moveTo(x, y); + } + else { + child.lineTo(x, y); + } + } + child.lineTo(vertices[0], vertices[1]); + break; + default: + break; + } + child.endFill(); + slot.updateTransformAndMatrix(); + slot.updateGlobalTransform(); + var transform = slot.global; + child.setTransform(transform.x, transform.y, transform.scaleX, transform.scaleY, transform.rotation, transform.skew, 0.0, slot._pivotX, slot._pivotY); + } + else { + var child = this._debugDrawer.getChildByName(slot.name); + if (child) { + this._debugDrawer.removeChild(child); + } + } + } + } + else if (this._debugDrawer !== null && this._debugDrawer.parent === this) { + this.removeChild(this._debugDrawer); + } + } + }; + /** + * @inheritDoc + */ + PixiArmatureDisplay.prototype.dispose = function (disposeProxy) { + if (disposeProxy === void 0) { disposeProxy = true; } + // tslint:disable-next-line:no-unused-expression + disposeProxy; + if (this._armature !== null) { + this._armature.dispose(); + this._armature = null; + } + }; + /** + * @inheritDoc + */ + PixiArmatureDisplay.prototype.destroy = function () { + this.dispose(); + }; + /** + * @private + */ + PixiArmatureDisplay.prototype.dispatchDBEvent = function (type, eventObject) { + this.emit(type, eventObject); + }; + /** + * @inheritDoc + */ + PixiArmatureDisplay.prototype.hasDBEventListener = function (type) { + return this.listeners(type, true); // .d.ts bug + }; + /** + * @inheritDoc + */ + PixiArmatureDisplay.prototype.addDBEventListener = function (type, listener, target) { + this.addListener(type, listener, target); + }; + /** + * @inheritDoc + */ + PixiArmatureDisplay.prototype.removeDBEventListener = function (type, listener, target) { + this.removeListener(type, listener, target); + }; + Object.defineProperty(PixiArmatureDisplay.prototype, "armature", { + /** + * @inheritDoc + */ + get: function () { + return this._armature; + }, + enumerable: true, + configurable: true + }); + Object.defineProperty(PixiArmatureDisplay.prototype, "animation", { + /** + * @inheritDoc + */ + get: function () { + return this._armature.animation; + }, + enumerable: true, + configurable: true + }); + return PixiArmatureDisplay; + }(PIXI.Sprite)); + dragonBones.PixiArmatureDisplay = PixiArmatureDisplay; +})(dragonBones || (dragonBones = {})); +/** + * The MIT License (MIT) + * + * Copyright (c) 2012-2018 DragonBones team and other contributors + * + * Permission is hereby granted, free of charge, to any person obtaining a copy of + * this software and associated documentation files (the "Software"), to deal in + * the Software without restriction, including without limitation the rights to + * use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of + * the Software, and to permit persons to whom the Software is furnished to do so, + * subject to the following conditions: + * + * The above copyright notice and this permission notice shall be included in all + * copies or substantial portions of the Software. + * + * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR + * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS + * FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR + * COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER + * IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN + * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. + */ +var dragonBones; +(function (dragonBones) { + /** + * - The PixiJS slot. + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - PixiJS 插槽。 + * @version DragonBones 3.0 + * @language zh_CN + */ + var PixiSlot = /** @class */ (function (_super) { + __extends(PixiSlot, _super); + function PixiSlot() { + return _super !== null && _super.apply(this, arguments) || this; + } + PixiSlot.toString = function () { + return "[class dragonBones.PixiSlot]"; + }; + PixiSlot.prototype._onClear = function () { + _super.prototype._onClear.call(this); + this._textureScale = 1.0; + this._renderDisplay = null; + this._updateTransform = PIXI.VERSION[0] === "3" ? this._updateTransformV3 : this._updateTransformV4; + }; + PixiSlot.prototype._initDisplay = function (value, isRetain) { + // tslint:disable-next-line:no-unused-expression + value; + // tslint:disable-next-line:no-unused-expression + isRetain; + }; + PixiSlot.prototype._disposeDisplay = function (value, isRelease) { + // tslint:disable-next-line:no-unused-expression + value; + if (!isRelease) { + value.destroy(); + } + }; + PixiSlot.prototype._onUpdateDisplay = function () { + this._renderDisplay = (this._display ? this._display : this._rawDisplay); + }; + PixiSlot.prototype._addDisplay = function () { + var container = this._armature.display; + container.addChild(this._renderDisplay); + }; + PixiSlot.prototype._replaceDisplay = function (value) { + var container = this._armature.display; + var prevDisplay = value; + container.addChild(this._renderDisplay); + container.swapChildren(this._renderDisplay, prevDisplay); + container.removeChild(prevDisplay); + this._textureScale = 1.0; + }; + PixiSlot.prototype._removeDisplay = function () { + this._renderDisplay.parent.removeChild(this._renderDisplay); + }; + PixiSlot.prototype._updateZOrder = function () { + var container = this._armature.display; + var index = container.getChildIndex(this._renderDisplay); + if (index === this._zOrder) { + return; + } + container.addChildAt(this._renderDisplay, this._zOrder); + }; + /** + * @internal + */ + PixiSlot.prototype._updateVisible = function () { + this._renderDisplay.visible = this._parent.visible && this._visible; + }; + PixiSlot.prototype._updateBlendMode = function () { + if (this._renderDisplay instanceof PIXI.Sprite) { + switch (this._blendMode) { + case 0 /* Normal */: + this._renderDisplay.blendMode = PIXI.BLEND_MODES.NORMAL; + break; + case 1 /* Add */: + this._renderDisplay.blendMode = PIXI.BLEND_MODES.ADD; + break; + case 3 /* Darken */: + this._renderDisplay.blendMode = PIXI.BLEND_MODES.DARKEN; + break; + case 4 /* Difference */: + this._renderDisplay.blendMode = PIXI.BLEND_MODES.DIFFERENCE; + break; + case 6 /* HardLight */: + this._renderDisplay.blendMode = PIXI.BLEND_MODES.HARD_LIGHT; + break; + case 9 /* Lighten */: + this._renderDisplay.blendMode = PIXI.BLEND_MODES.LIGHTEN; + break; + case 10 /* Multiply */: + this._renderDisplay.blendMode = PIXI.BLEND_MODES.MULTIPLY; + break; + case 11 /* Overlay */: + this._renderDisplay.blendMode = PIXI.BLEND_MODES.OVERLAY; + break; + case 12 /* Screen */: + this._renderDisplay.blendMode = PIXI.BLEND_MODES.SCREEN; + break; + default: + break; + } + } + // TODO child armature. + }; + PixiSlot.prototype._updateColor = function () { + var alpha = this._colorTransform.alphaMultiplier * this._globalAlpha; + this._renderDisplay.alpha = alpha; + if (this._renderDisplay instanceof PIXI.Sprite || this._renderDisplay instanceof PIXI.mesh.Mesh) { + var color = (Math.round(this._colorTransform.redMultiplier * 0xFF) << 16) + (Math.round(this._colorTransform.greenMultiplier * 0xFF) << 8) + Math.round(this._colorTransform.blueMultiplier * 0xFF); + this._renderDisplay.tint = color; + } + // TODO child armature. + }; + PixiSlot.prototype._updateFrame = function () { + var currentTextureData = this._textureData; + if (this._displayIndex >= 0 && this._display !== null && currentTextureData !== null) { + var currentTextureAtlasData = currentTextureData.parent; + if (this._armature.replacedTexture !== null) { + if (this._armature._replaceTextureAtlasData === null) { + currentTextureAtlasData = dragonBones.BaseObject.borrowObject(dragonBones.PixiTextureAtlasData); + currentTextureAtlasData.copyFrom(currentTextureData.parent); + currentTextureAtlasData.renderTexture = this._armature.replacedTexture; + this._armature._replaceTextureAtlasData = currentTextureAtlasData; + } + else { + currentTextureAtlasData = this._armature._replaceTextureAtlasData; + } + currentTextureData = currentTextureAtlasData.getTexture(currentTextureData.name); + } + var renderTexture = currentTextureData.renderTexture; + if (renderTexture !== null) { + if (this._geometryData !== null) { + var data = this._geometryData.data; + var intArray = data.intArray; + var floatArray = data.floatArray; + var vertexCount = intArray[this._geometryData.offset + 0 /* GeometryVertexCount */]; + var triangleCount = intArray[this._geometryData.offset + 1 /* GeometryTriangleCount */]; + var vertexOffset = intArray[this._geometryData.offset + 2 /* GeometryFloatOffset */]; + if (vertexOffset < 0) { + vertexOffset += 65536; // Fixed out of bouds bug. + } + var uvOffset = vertexOffset + vertexCount * 2; + var scale = this._armature._armatureData.scale; + var meshDisplay = this._renderDisplay; + var textureAtlasWidth = currentTextureAtlasData.width > 0.0 ? currentTextureAtlasData.width : renderTexture.baseTexture.width; + var textureAtlasHeight = currentTextureAtlasData.height > 0.0 ? currentTextureAtlasData.height : renderTexture.baseTexture.height; + var region = currentTextureData.region; + meshDisplay.vertices = new Float32Array(vertexCount * 2); + meshDisplay.uvs = new Float32Array(vertexCount * 2); + meshDisplay.indices = new Uint16Array(triangleCount * 3); + for (var i = 0, l = vertexCount * 2; i < l; ++i) { + meshDisplay.vertices[i] = floatArray[vertexOffset + i] * scale; + } + for (var i = 0; i < triangleCount * 3; ++i) { + meshDisplay.indices[i] = intArray[this._geometryData.offset + 4 /* GeometryVertexIndices */ + i]; + } + for (var i = 0, l = vertexCount * 2; i < l; i += 2) { + var u = floatArray[uvOffset + i]; + var v = floatArray[uvOffset + i + 1]; + if (currentTextureData.rotated) { + meshDisplay.uvs[i] = (region.x + (1.0 - v) * region.width) / textureAtlasWidth; + meshDisplay.uvs[i + 1] = (region.y + u * region.height) / textureAtlasHeight; + } + else { + meshDisplay.uvs[i] = (region.x + u * region.width) / textureAtlasWidth; + meshDisplay.uvs[i + 1] = (region.y + v * region.height) / textureAtlasHeight; + } + } + this._textureScale = 1.0; + meshDisplay.texture = renderTexture; + meshDisplay.dirty++; + meshDisplay.indexDirty++; + var isSkinned = this._geometryData.weight !== null; + var isSurface = this._parent._boneData.type !== 0 /* Bone */; + if (isSkinned || isSurface) { + this._identityTransform(); + } + } + else { + this._textureScale = currentTextureData.parent.scale * this._armature._armatureData.scale; + var normalDisplay = this._renderDisplay; + normalDisplay.texture = renderTexture; + } + this._visibleDirty = true; + return; + } + } + if (this._geometryData !== null) { + var meshDisplay = this._renderDisplay; + meshDisplay.texture = null; + meshDisplay.x = 0.0; + meshDisplay.y = 0.0; + meshDisplay.visible = false; + } + else { + var normalDisplay = this._renderDisplay; + normalDisplay.texture = null; + normalDisplay.x = 0.0; + normalDisplay.y = 0.0; + normalDisplay.visible = false; + } + }; + PixiSlot.prototype._updateMesh = function () { + var scale = this._armature._armatureData.scale; + var deformVertices = this._displayFrame.deformVertices; + var bones = this._geometryBones; + var geometryData = this._geometryData; + var weightData = geometryData.weight; + var hasDeform = deformVertices.length > 0 && geometryData.inheritDeform; + var meshDisplay = this._renderDisplay; + if (weightData !== null) { + var data = geometryData.data; + var intArray = data.intArray; + var floatArray = data.floatArray; + var vertexCount = intArray[geometryData.offset + 0 /* GeometryVertexCount */]; + var weightFloatOffset = intArray[weightData.offset + 1 /* WeigthFloatOffset */]; + if (weightFloatOffset < 0) { + weightFloatOffset += 65536; // Fixed out of bouds bug. + } + for (var i = 0, iD = 0, iB = weightData.offset + 2 /* WeigthBoneIndices */ + bones.length, iV = weightFloatOffset, iF = 0; i < vertexCount; ++i) { + var boneCount = intArray[iB++]; + var xG = 0.0, yG = 0.0; + for (var j = 0; j < boneCount; ++j) { + var boneIndex = intArray[iB++]; + var bone = bones[boneIndex]; + if (bone !== null) { + var matrix = bone.globalTransformMatrix; + var weight = floatArray[iV++]; + var xL = floatArray[iV++] * scale; + var yL = floatArray[iV++] * scale; + if (hasDeform) { + xL += deformVertices[iF++]; + yL += deformVertices[iF++]; + } + xG += (matrix.a * xL + matrix.c * yL + matrix.tx) * weight; + yG += (matrix.b * xL + matrix.d * yL + matrix.ty) * weight; + } + } + meshDisplay.vertices[iD++] = xG; + meshDisplay.vertices[iD++] = yG; + } + } + else { + var isSurface = this._parent._boneData.type !== 0 /* Bone */; + var data = geometryData.data; + var intArray = data.intArray; + var floatArray = data.floatArray; + var vertexCount = intArray[geometryData.offset + 0 /* GeometryVertexCount */]; + var vertexOffset = intArray[geometryData.offset + 2 /* GeometryFloatOffset */]; + if (vertexOffset < 0) { + vertexOffset += 65536; // Fixed out of bouds bug. + } + for (var i = 0, l = vertexCount * 2; i < l; i += 2) { + var x = floatArray[vertexOffset + i] * scale; + var y = floatArray[vertexOffset + i + 1] * scale; + if (hasDeform) { + x += deformVertices[i]; + y += deformVertices[i + 1]; + } + if (isSurface) { + var matrix = this._parent._getGlobalTransformMatrix(x, y); + meshDisplay.vertices[i] = matrix.a * x + matrix.c * y + matrix.tx; + meshDisplay.vertices[i + 1] = matrix.b * x + matrix.d * y + matrix.ty; + } + else { + meshDisplay.vertices[i] = x; + meshDisplay.vertices[i + 1] = y; + } + } + } + }; + PixiSlot.prototype._updateTransform = function () { + throw new Error(); + }; + PixiSlot.prototype._updateTransformV3 = function () { + this.updateGlobalTransform(); // Update transform. + var transform = this.global; + if (this._renderDisplay === this._rawDisplay || this._renderDisplay === this._meshDisplay) { + var x = transform.x - (this.globalTransformMatrix.a * this._pivotX + this.globalTransformMatrix.c * this._pivotY); + var y = transform.y - (this.globalTransformMatrix.b * this._pivotX + this.globalTransformMatrix.d * this._pivotY); + this._renderDisplay.setTransform(x, y, transform.scaleX * this._textureScale, transform.scaleY * this._textureScale, transform.rotation, transform.skew, 0.0); + } + else { + this._renderDisplay.position.set(transform.x, transform.y); + this._renderDisplay.rotation = transform.rotation; + this._renderDisplay.skew.set(transform.skew, 0.0); + this._renderDisplay.scale.set(transform.scaleX, transform.scaleY); + } + }; + PixiSlot.prototype._updateTransformV4 = function () { + this.updateGlobalTransform(); // Update transform. + var transform = this.global; + if (this._renderDisplay === this._rawDisplay || this._renderDisplay === this._meshDisplay) { + var x = transform.x - (this.globalTransformMatrix.a * this._pivotX + this.globalTransformMatrix.c * this._pivotY); + var y = transform.y - (this.globalTransformMatrix.b * this._pivotX + this.globalTransformMatrix.d * this._pivotY); + this._renderDisplay.setTransform(x, y, transform.scaleX * this._textureScale, transform.scaleY * this._textureScale, transform.rotation, -transform.skew, 0.0); + } + else { + this._renderDisplay.position.set(transform.x, transform.y); + this._renderDisplay.rotation = transform.rotation; + this._renderDisplay.skew.set(-transform.skew, 0.0); + this._renderDisplay.scale.set(transform.scaleX, transform.scaleY); + } + }; + PixiSlot.prototype._identityTransform = function () { + this._renderDisplay.setTransform(0.0, 0.0, 1.0, 1.0, 0.0, 0.0, 0.0); + }; + return PixiSlot; + }(dragonBones.Slot)); + dragonBones.PixiSlot = PixiSlot; +})(dragonBones || (dragonBones = {})); +/** + * The MIT License (MIT) + * + * Copyright (c) 2012-2018 DragonBones team and other contributors + * + * Permission is hereby granted, free of charge, to any person obtaining a copy of + * this software and associated documentation files (the "Software"), to deal in + * the Software without restriction, including without limitation the rights to + * use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of + * the Software, and to permit persons to whom the Software is furnished to do so, + * subject to the following conditions: + * + * The above copyright notice and this permission notice shall be included in all + * copies or substantial portions of the Software. + * + * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR + * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS + * FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR + * COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER + * IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN + * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. + */ +var dragonBones; +(function (dragonBones) { + /** + * - The PixiJS factory. + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - PixiJS 工厂。 + * @version DragonBones 3.0 + * @language zh_CN + */ + var PixiFactory = /** @class */ (function (_super) { + __extends(PixiFactory, _super); + /** + * @inheritDoc + */ + function PixiFactory(dataParser) { + if (dataParser === void 0) { dataParser = null; } + var _this = _super.call(this, dataParser) || this; + if (PixiFactory._dragonBonesInstance === null) { + var eventManager = new dragonBones.PixiArmatureDisplay(); + PixiFactory._dragonBonesInstance = new dragonBones.DragonBones(eventManager); + PIXI.ticker.shared.add(PixiFactory._clockHandler, PixiFactory); + } + _this._dragonBones = PixiFactory._dragonBonesInstance; + return _this; + } + PixiFactory._clockHandler = function (passedTime) { + this._dragonBonesInstance.advanceTime(PIXI.ticker.shared.elapsedMS * passedTime * 0.001); + }; + Object.defineProperty(PixiFactory, "factory", { + /** + * - A global factory instance that can be used directly. + * @version DragonBones 4.7 + * @language en_US + */ + /** + * - 一个可以直接使用的全局工厂实例。 + * @version DragonBones 4.7 + * @language zh_CN + */ + get: function () { + if (PixiFactory._factory === null) { + PixiFactory._factory = new PixiFactory(); + } + return PixiFactory._factory; + }, + enumerable: true, + configurable: true + }); + PixiFactory.prototype._buildTextureAtlasData = function (textureAtlasData, textureAtlas) { + if (textureAtlasData) { + textureAtlasData.renderTexture = textureAtlas; + } + else { + textureAtlasData = dragonBones.BaseObject.borrowObject(dragonBones.PixiTextureAtlasData); + } + return textureAtlasData; + }; + PixiFactory.prototype._buildArmature = function (dataPackage) { + var armature = dragonBones.BaseObject.borrowObject(dragonBones.Armature); + var armatureDisplay = new dragonBones.PixiArmatureDisplay(); + armature.init(dataPackage.armature, armatureDisplay, armatureDisplay, this._dragonBones); + return armature; + }; + PixiFactory.prototype._buildSlot = function (_dataPackage, slotData, armature) { + var slot = dragonBones.BaseObject.borrowObject(dragonBones.PixiSlot); + slot.init(slotData, armature, new PIXI.Sprite(), new PIXI.mesh.Mesh(null, null, null, null, PIXI.mesh.Mesh.DRAW_MODES.TRIANGLES)); + return slot; + }; + /** + * - Create a armature from cached DragonBonesData instances and TextureAtlasData instances, then use the {@link #clock} to update it. + * The difference is that the armature created by {@link #buildArmature} is not WorldClock instance update. + * @param armatureName - The armature data name. + * @param dragonBonesName - The cached name of the DragonBonesData instance. (If not set, all DragonBonesData instances are retrieved, and when multiple DragonBonesData instances contain a the same name armature data, it may not be possible to accurately create a specific armature) + * @param skinName - The skin name, you can set a different ArmatureData name to share it's skin data. (If not set, use the default skin data) + * @returns The armature display container. + * @see dragonBones.IArmatureProxy + * @see dragonBones.BaseFactory#buildArmature + * @version DragonBones 4.5 + * @example + *
+         *     let armatureDisplay = factory.buildArmatureDisplay("armatureName", "dragonBonesName");
+         * 
+ * @language en_US + */ + /** + * - 通过缓存的 DragonBonesData 实例和 TextureAtlasData 实例创建一个骨架,并用 {@link #clock} 更新该骨架。 + * 区别在于由 {@link #buildArmature} 创建的骨架没有 WorldClock 实例驱动。 + * @param armatureName - 骨架数据名称。 + * @param dragonBonesName - DragonBonesData 实例的缓存名称。 (如果未设置,将检索所有的 DragonBonesData 实例,当多个 DragonBonesData 实例中包含同名的骨架数据时,可能无法准确的创建出特定的骨架) + * @param skinName - 皮肤名称,可以设置一个其他骨架数据名称来共享其皮肤数据。 (如果未设置,则使用默认的皮肤数据) + * @returns 骨架的显示容器。 + * @see dragonBones.IArmatureProxy + * @see dragonBones.BaseFactory#buildArmature + * @version DragonBones 4.5 + * @example + *
+         *     let armatureDisplay = factory.buildArmatureDisplay("armatureName", "dragonBonesName");
+         * 
+ * @language zh_CN + */ + PixiFactory.prototype.buildArmatureDisplay = function (armatureName, dragonBonesName, skinName, textureAtlasName) { + if (dragonBonesName === void 0) { dragonBonesName = ""; } + if (skinName === void 0) { skinName = ""; } + if (textureAtlasName === void 0) { textureAtlasName = ""; } + var armature = this.buildArmature(armatureName, dragonBonesName || "", skinName || "", textureAtlasName || ""); + if (armature !== null) { + this._dragonBones.clock.add(armature); + return armature.display; + } + return null; + }; + /** + * - Create the display object with the specified texture. + * @param textureName - The texture data name. + * @param textureAtlasName - The texture atlas data name (Of not set, all texture atlas data will be searched) + * @version DragonBones 3.0 + * @language en_US + */ + /** + * - 创建带有指定贴图的显示对象。 + * @param textureName - 贴图数据名称。 + * @param textureAtlasName - 贴图集数据名称。 (如果未设置,将检索所有的贴图集数据) + * @version DragonBones 3.0 + * @language zh_CN + */ + PixiFactory.prototype.getTextureDisplay = function (textureName, textureAtlasName) { + if (textureAtlasName === void 0) { textureAtlasName = null; } + var textureData = this._getTextureData(textureAtlasName !== null ? textureAtlasName : "", textureName); + if (textureData !== null && textureData.renderTexture !== null) { + return new PIXI.Sprite(textureData.renderTexture); + } + return null; + }; + Object.defineProperty(PixiFactory.prototype, "soundEventManager", { + /** + * - A global sound event manager. + * Sound events can be listened to uniformly from the manager. + * @version DragonBones 4.5 + * @language en_US + */ + /** + * - 全局声音事件管理器。 + * 声音事件可以从该管理器统一侦听。 + * @version DragonBones 4.5 + * @language zh_CN + */ + get: function () { + return this._dragonBones.eventManager; + }, + enumerable: true, + configurable: true + }); + PixiFactory._dragonBonesInstance = null; + PixiFactory._factory = null; + return PixiFactory; + }(dragonBones.BaseFactory)); + dragonBones.PixiFactory = PixiFactory; +})(dragonBones || (dragonBones = {})); diff --git a/Pixi/Demos/libs/dragonBones/dragonBones.min.js b/Pixi/Demos/libs/dragonBones/dragonBones.min.js new file mode 100644 index 00000000..83d4dd82 --- /dev/null +++ b/Pixi/Demos/libs/dragonBones/dragonBones.min.js @@ -0,0 +1 @@ +"use strict";var __extends=this&&this.__extends||function(){var t=Object.setPrototypeOf||{__proto__:[]}instanceof Array&&function(t,e){t.__proto__=e}||function(t,e){for(var a in e)if(e.hasOwnProperty(a))t[a]=e[a]};return function(e,a){t(e,a);function r(){this.constructor=e}e.prototype=a===null?Object.create(a):(r.prototype=a.prototype,new r)}}();var dragonBones;(function(t){var e=function(){function e(a){this._clock=new t.WorldClock;this._events=[];this._objects=[];this._eventManager=null;this._eventManager=a;console.info("DragonBones: "+e.VERSION+"\nWebsite: http://dragonbones.com/\nSource and Demo: https://github.com/DragonBones/")}e.prototype.advanceTime=function(e){if(this._objects.length>0){for(var a=0,r=this._objects;a0){for(var n=0;na){i.length=a}t._maxCountMap[r]=a}else{t._defaultMaxCount=a;for(var r in t._poolsMap){var i=t._poolsMap[r];if(i.length>a){i.length=a}if(r in t._maxCountMap){t._maxCountMap[r]=a}}}};t.clearPool=function(e){if(e===void 0){e=null}if(e!==null){var a=String(e);var r=a in t._poolsMap?t._poolsMap[a]:null;if(r!==null&&r.length>0){r.length=0}}else{for(var i in t._poolsMap){var r=t._poolsMap[i];r.length=0}}};t.borrowObject=function(e){var a=String(e);var r=a in t._poolsMap?t._poolsMap[a]:null;if(r!==null&&r.length>0){var i=r.pop();i._isInPool=false;return i}var n=new e;n._onClear();return n};t.prototype.returnToPool=function(){this._onClear();t._returnObject(this)};t._hashCode=0;t._defaultMaxCount=3e3;t._maxCountMap={};t._poolsMap={};return t}();t.BaseObject=e})(dragonBones||(dragonBones={}));var dragonBones;(function(t){var e=function(){function t(t,e,a,r,i,n){if(t===void 0){t=1}if(e===void 0){e=0}if(a===void 0){a=0}if(r===void 0){r=1}if(i===void 0){i=0}if(n===void 0){n=0}this.a=t;this.b=e;this.c=a;this.d=r;this.tx=i;this.ty=n}t.prototype.toString=function(){return"[object dragonBones.Matrix] a:"+this.a+" b:"+this.b+" c:"+this.c+" d:"+this.d+" tx:"+this.tx+" ty:"+this.ty};t.prototype.copyFrom=function(t){this.a=t.a;this.b=t.b;this.c=t.c;this.d=t.d;this.tx=t.tx;this.ty=t.ty;return this};t.prototype.copyFromArray=function(t,e){if(e===void 0){e=0}this.a=t[e];this.b=t[e+1];this.c=t[e+2];this.d=t[e+3];this.tx=t[e+4];this.ty=t[e+5];return this};t.prototype.identity=function(){this.a=this.d=1;this.b=this.c=0;this.tx=this.ty=0;return this};t.prototype.concat=function(t){var e=this.a*t.a;var a=0;var r=0;var i=this.d*t.d;var n=this.tx*t.a+t.tx;var s=this.ty*t.d+t.ty;if(this.b!==0||this.c!==0){e+=this.b*t.c;a+=this.b*t.d;r+=this.c*t.a;i+=this.c*t.b}if(t.b!==0||t.c!==0){a+=this.a*t.b;r+=this.d*t.c;n+=this.ty*t.c;s+=this.tx*t.b}this.a=e;this.b=a;this.c=r;this.d=i;this.tx=n;this.ty=s;return this};t.prototype.invert=function(){var t=this.a;var e=this.b;var a=this.c;var r=this.d;var i=this.tx;var n=this.ty;if(e===0&&a===0){this.b=this.c=0;if(t===0||r===0){this.a=this.b=this.tx=this.ty=0}else{t=this.a=1/t;r=this.d=1/r;this.tx=-t*i;this.ty=-r*n}return this}var s=t*r-e*a;if(s===0){this.a=this.d=1;this.b=this.c=0;this.tx=this.ty=0;return this}s=1/s;var o=this.a=r*s;e=this.b=-e*s;a=this.c=-a*s;r=this.d=t*s;this.tx=-(o*i+a*n);this.ty=-(e*i+r*n);return this};t.prototype.transformPoint=function(t,e,a,r){if(r===void 0){r=false}a.x=this.a*t+this.c*e;a.y=this.b*t+this.d*e;if(!r){a.x+=this.tx;a.y+=this.ty}};t.prototype.transformRectangle=function(t,e){if(e===void 0){e=false}var a=this.a;var r=this.b;var i=this.c;var n=this.d;var s=e?0:this.tx;var o=e?0:this.ty;var l=t.x;var h=t.y;var u=l+t.width;var f=h+t.height;var _=a*l+i*h+s;var m=r*l+n*h+o;var p=a*u+i*h+s;var c=r*u+n*h+o;var d=a*u+i*f+s;var y=r*u+n*f+o;var v=a*l+i*f+s;var g=r*l+n*f+o;var D=0;if(_>p){D=_;_=p;p=D}if(d>v){D=d;d=v;v=D}t.x=Math.floor(_v?p:v)-t.x);if(m>c){D=m;m=c;c=D}if(y>g){D=y;y=g;g=D}t.y=Math.floor(mg?c:g)-t.y)};return t}();t.Matrix=e})(dragonBones||(dragonBones={}));var dragonBones;(function(t){var e=function(){function t(t,e,a,r,i,n){if(t===void 0){t=0}if(e===void 0){e=0}if(a===void 0){a=0}if(r===void 0){r=0}if(i===void 0){i=1}if(n===void 0){n=1}this.x=t;this.y=e;this.skew=a;this.rotation=r;this.scaleX=i;this.scaleY=n}t.normalizeRadian=function(t){t=(t+Math.PI)%(Math.PI*2);t+=t>0?-Math.PI:Math.PI;return t};t.prototype.toString=function(){return"[object dragonBones.Transform] x:"+this.x+" y:"+this.y+" skewX:"+this.skew*180/Math.PI+" skewY:"+this.rotation*180/Math.PI+" scaleX:"+this.scaleX+" scaleY:"+this.scaleY};t.prototype.copyFrom=function(t){this.x=t.x;this.y=t.y;this.skew=t.skew;this.rotation=t.rotation;this.scaleX=t.scaleX;this.scaleY=t.scaleY;return this};t.prototype.identity=function(){this.x=this.y=0;this.skew=this.rotation=0;this.scaleX=this.scaleY=1;return this};t.prototype.add=function(t){this.x+=t.x;this.y+=t.y;this.skew+=t.skew;this.rotation+=t.rotation;this.scaleX*=t.scaleX;this.scaleY*=t.scaleY;return this};t.prototype.minus=function(t){this.x-=t.x;this.y-=t.y;this.skew-=t.skew;this.rotation-=t.rotation;this.scaleX/=t.scaleX;this.scaleY/=t.scaleY;return this};t.prototype.fromMatrix=function(e){var a=this.scaleX,r=this.scaleY;var i=t.PI_Q;this.x=e.tx;this.y=e.ty;this.rotation=Math.atan(e.b/e.a);var n=Math.atan(-e.c/e.d);this.scaleX=this.rotation>-i&&this.rotation-i&&n=0&&this.scaleX<0){this.scaleX=-this.scaleX;this.rotation=this.rotation-Math.PI}if(r>=0&&this.scaleY<0){this.scaleY=-this.scaleY;n=n-Math.PI}this.skew=n-this.rotation;return this};t.prototype.toMatrix=function(t){if(this.rotation===0){t.a=1;t.b=0}else{t.a=Math.cos(this.rotation);t.b=Math.sin(this.rotation)}if(this.skew===0){t.c=-t.b;t.d=t.a}else{t.c=-Math.sin(this.skew+this.rotation);t.d=Math.cos(this.skew+this.rotation)}if(this.scaleX!==1){t.a*=this.scaleX;t.b*=this.scaleX}if(this.scaleY!==1){t.c*=this.scaleY;t.d*=this.scaleY}t.tx=this.x;t.ty=this.y;return this};t.PI=Math.PI;t.PI_D=Math.PI*2;t.PI_H=Math.PI/2;t.PI_Q=Math.PI/4;t.RAD_DEG=180/Math.PI;t.DEG_RAD=Math.PI/180;return t}();t.Transform=e})(dragonBones||(dragonBones={}));var dragonBones;(function(t){var e=function(){function t(t,e,a,r,i,n,s,o){if(t===void 0){t=1}if(e===void 0){e=1}if(a===void 0){a=1}if(r===void 0){r=1}if(i===void 0){i=0}if(n===void 0){n=0}if(s===void 0){s=0}if(o===void 0){o=0}this.alphaMultiplier=t;this.redMultiplier=e;this.greenMultiplier=a;this.blueMultiplier=r;this.alphaOffset=i;this.redOffset=n;this.greenOffset=s;this.blueOffset=o}t.prototype.copyFrom=function(t){this.alphaMultiplier=t.alphaMultiplier;this.redMultiplier=t.redMultiplier;this.greenMultiplier=t.greenMultiplier;this.blueMultiplier=t.blueMultiplier;this.alphaOffset=t.alphaOffset;this.redOffset=t.redOffset;this.greenOffset=t.greenOffset;this.blueOffset=t.blueOffset};t.prototype.identity=function(){this.alphaMultiplier=this.redMultiplier=this.greenMultiplier=this.blueMultiplier=1;this.alphaOffset=this.redOffset=this.greenOffset=this.blueOffset=0};return t}();t.ColorTransform=e})(dragonBones||(dragonBones={}));var dragonBones;(function(t){var e=function(){function t(t,e){if(t===void 0){t=0}if(e===void 0){e=0}this.x=t;this.y=e}t.prototype.copyFrom=function(t){this.x=t.x;this.y=t.y};t.prototype.clear=function(){this.x=this.y=0};return t}();t.Point=e})(dragonBones||(dragonBones={}));var dragonBones;(function(t){var e=function(){function t(t,e,a,r){if(t===void 0){t=0}if(e===void 0){e=0}if(a===void 0){a=0}if(r===void 0){r=0}this.x=t;this.y=e;this.width=a;this.height=r}t.prototype.copyFrom=function(t){this.x=t.x;this.y=t.y;this.width=t.width;this.height=t.height};t.prototype.clear=function(){this.x=this.y=0;this.width=this.height=0};return t}();t.Rectangle=e})(dragonBones||(dragonBones={}));var dragonBones;(function(t){var e=function(t){__extends(e,t);function e(){var e=t!==null&&t.apply(this,arguments)||this;e.ints=[];e.floats=[];e.strings=[];return e}e.toString=function(){return"[class dragonBones.UserData]"};e.prototype._onClear=function(){this.ints.length=0;this.floats.length=0;this.strings.length=0};e.prototype.addInt=function(t){this.ints.push(t)};e.prototype.addFloat=function(t){this.floats.push(t)};e.prototype.addString=function(t){this.strings.push(t)};e.prototype.getInt=function(t){if(t===void 0){t=0}return t>=0&&t=0&&t=0&&t=t){a=0}if(this.sortedBones.indexOf(i)>=0){continue}var n=false;for(var s in this.constraints){var o=this.constraints[s];if(o.root===i&&this.sortedBones.indexOf(o.target)<0){n=true;break}}if(n){continue}if(i.parent!==null&&this.sortedBones.indexOf(i.parent)<0){continue}this.sortedBones.push(i);r++}};a.prototype.cacheFrames=function(t){if(this.cacheFrameRate>0){return}this.cacheFrameRate=t;for(var e in this.animations){this.animations[e].cacheFrames(this.cacheFrameRate)}};a.prototype.setCacheFrame=function(t,e){var a=this.parent.cachedFrames;var r=a.length;a.length+=10;a[r]=t.a;a[r+1]=t.b;a[r+2]=t.c;a[r+3]=t.d;a[r+4]=t.tx;a[r+5]=t.ty;a[r+6]=e.rotation;a[r+7]=e.skew;a[r+8]=e.scaleX;a[r+9]=e.scaleY;return r};a.prototype.getCacheFrame=function(t,e,a){var r=this.parent.cachedFrames;t.a=r[a];t.b=r[a+1];t.c=r[a+2];t.d=r[a+3];t.tx=r[a+4];t.ty=r[a+5];e.rotation=r[a+6];e.skew=r[a+7];e.scaleX=r[a+8];e.scaleY=r[a+9];e.x=t.tx;e.y=t.ty};a.prototype.addBone=function(t){if(t.name in this.bones){console.warn("Same bone: "+t.name);return}this.bones[t.name]=t;this.sortedBones.push(t)};a.prototype.addSlot=function(t){if(t.name in this.slots){console.warn("Same slot: "+t.name);return}this.slots[t.name]=t;this.sortedSlots.push(t)};a.prototype.addConstraint=function(t){if(t.name in this.constraints){console.warn("Same constraint: "+t.name);return}this.constraints[t.name]=t};a.prototype.addSkin=function(t){if(t.name in this.skins){console.warn("Same skin: "+t.name);return}t.parent=this;this.skins[t.name]=t;if(this.defaultSkin===null){this.defaultSkin=t}if(t.name==="default"){this.defaultSkin=t}};a.prototype.addAnimation=function(t){if(t.name in this.animations){console.warn("Same animation: "+t.name);return}t.parent=this;this.animations[t.name]=t;this.animationNames.push(t.name);if(this.defaultAnimation===null){this.defaultAnimation=t}};a.prototype.addAction=function(t,e){if(e){this.defaultActions.push(t)}else{this.actions.push(t)}};a.prototype.getBone=function(t){return t in this.bones?this.bones[t]:null};a.prototype.getSlot=function(t){return t in this.slots?this.slots[t]:null};a.prototype.getConstraint=function(t){return t in this.constraints?this.constraints[t]:null};a.prototype.getSkin=function(t){return t in this.skins?this.skins[t]:null};a.prototype.getMesh=function(t,e,a){var r=this.getSkin(t);if(r===null){return null}return r.getDisplay(e,a)};a.prototype.getAnimation=function(t){return t in this.animations?this.animations[t]:null};return a}(t.BaseObject);t.ArmatureData=e;var a=function(e){__extends(a,e);function a(){var a=e!==null&&e.apply(this,arguments)||this;a.transform=new t.Transform;a.userData=null;return a}a.toString=function(){return"[class dragonBones.BoneData]"};a.prototype._onClear=function(){if(this.userData!==null){this.userData.returnToPool()}this.inheritTranslation=false;this.inheritRotation=false;this.inheritScale=false;this.inheritReflection=false;this.type=0;this.length=0;this.alpha=1;this.name="";this.transform.identity();this.userData=null;this.parent=null};return a}(t.BaseObject);t.BoneData=a;var r=function(e){__extends(a,e);function a(){var a=e!==null&&e.apply(this,arguments)||this;a.geometry=new t.GeometryData;return a}a.toString=function(){return"[class dragonBones.SurfaceData]"};a.prototype._onClear=function(){e.prototype._onClear.call(this);this.type=1;this.segmentX=0;this.segmentY=0;this.geometry.clear()};return a}(a);t.SurfaceData=r;var i=function(e){__extends(a,e);function a(){var t=e!==null&&e.apply(this,arguments)||this;t.color=null;t.userData=null;return t}a.createColor=function(){return new t.ColorTransform};a.toString=function(){return"[class dragonBones.SlotData]"};a.prototype._onClear=function(){if(this.userData!==null){this.userData.returnToPool()}this.blendMode=0;this.displayIndex=0;this.zOrder=0;this.zIndex=0;this.alpha=1;this.name="";this.color=null;this.userData=null;this.parent=null};a.DEFAULT_COLOR=new t.ColorTransform;return a}(t.BaseObject);t.SlotData=i})(dragonBones||(dragonBones={}));var dragonBones;(function(t){var e=function(t){__extends(e,t);function e(){return t!==null&&t.apply(this,arguments)||this}e.prototype._onClear=function(){this.order=0;this.name="";this.type=0;this.target=null;this.root=null;this.bone=null};return e}(t.BaseObject);t.ConstraintData=e;var a=function(t){__extends(e,t);function e(){return t!==null&&t.apply(this,arguments)||this}e.toString=function(){return"[class dragonBones.IKConstraintData]"};e.prototype._onClear=function(){t.prototype._onClear.call(this);this.scaleEnabled=false;this.bendPositive=false;this.weight=1};return e}(e);t.IKConstraintData=a;var r=function(t){__extends(e,t);function e(){var e=t!==null&&t.apply(this,arguments)||this;e.bones=[];return e}e.toString=function(){return"[class dragonBones.PathConstraintData]"};e.prototype._onClear=function(){t.prototype._onClear.call(this);this.pathSlot=null;this.pathDisplayData=null;this.bones.length=0;this.positionMode=0;this.spacingMode=1;this.rotateMode=1;this.position=0;this.spacing=0;this.rotateOffset=0;this.rotateMix=0;this.translateMix=0};e.prototype.AddBone=function(t){this.bones.push(t)};return e}(e);t.PathConstraintData=r})(dragonBones||(dragonBones={}));var dragonBones;(function(t){var e=function(t){__extends(e,t);function e(){return t!==null&&t.apply(this,arguments)||this}e.toString=function(){return"[class dragonBones.CanvasData]"};e.prototype._onClear=function(){this.hasBackground=false;this.color=0;this.x=0;this.y=0;this.width=0;this.height=0};return e}(t.BaseObject);t.CanvasData=e})(dragonBones||(dragonBones={}));var dragonBones;(function(t){var e=function(t){__extends(e,t);function e(){var e=t!==null&&t.apply(this,arguments)||this;e.displays={};return e}e.toString=function(){return"[class dragonBones.SkinData]"};e.prototype._onClear=function(){for(var t in this.displays){var e=this.displays[t];for(var a=0,r=e;ai){s|=2}if(en){s|=8}return s};e.rectangleIntersectsSegment=function(t,a,r,i,n,s,o,l,h,u,f){if(h===void 0){h=null}if(u===void 0){u=null}if(f===void 0){f=null}var _=t>n&&ts&&an&&rs&&i=-a&&t<=a){var r=this.height*.5;if(e>=-r&&e<=r){return true}}return false};e.prototype.intersectsSegment=function(t,a,r,i,n,s,o){if(n===void 0){n=null}if(s===void 0){s=null}if(o===void 0){o=null}var l=this.width*.5;var h=this.height*.5;var u=e.rectangleIntersectsSegment(t,a,r,i,-l,-h,l,h,n,s,o);return u};return e}(e);t.RectangleBoundingBoxData=a;var r=function(t){__extends(e,t);function e(){return t!==null&&t.apply(this,arguments)||this}e.toString=function(){return"[class dragonBones.EllipseData]"};e.ellipseIntersectsSegment=function(t,e,a,r,i,n,s,o,l,h,u){if(l===void 0){l=null}if(h===void 0){h=null}if(u===void 0){u=null}var f=s/o;var _=f*f;e*=f;r*=f;var m=a-t;var p=r-e;var c=Math.sqrt(m*m+p*p);var d=m/c;var y=p/c;var v=(i-t)*d+(n-e)*y;var g=v*v;var D=t*t+e*e;var T=s*s;var b=T-D+g;var A=0;if(b>=0){var P=Math.sqrt(b);var S=v-P;var O=v+P;var x=S<0?-1:S<=c?0:1;var B=O<0?-1:O<=c?0:1;var E=x*B;if(E<0){return-1}else if(E===0){if(x===-1){A=2;a=t+O*d;r=(e+O*y)/f;if(l!==null){l.x=a;l.y=r}if(h!==null){h.x=a;h.y=r}if(u!==null){u.x=Math.atan2(r/T*_,a/T);u.y=u.x+Math.PI}}else if(B===1){A=1;t=t+S*d;e=(e+S*y)/f;if(l!==null){l.x=t;l.y=e}if(h!==null){h.x=t;h.y=e}if(u!==null){u.x=Math.atan2(e/T*_,t/T);u.y=u.x+Math.PI}}else{A=3;if(l!==null){l.x=t+S*d;l.y=(e+S*y)/f;if(u!==null){u.x=Math.atan2(l.y/T*_,l.x/T)}}if(h!==null){h.x=t+O*d;h.y=(e+O*y)/f;if(u!==null){u.y=Math.atan2(h.y/T*_,h.x/T)}}}}}return A};e.prototype._onClear=function(){t.prototype._onClear.call(this);this.type=1};e.prototype.containsPoint=function(t,e){var a=this.width*.5;if(t>=-a&&t<=a){var r=this.height*.5;if(e>=-r&&e<=r){e*=a/r;return Math.sqrt(t*t+e*e)<=a}}return false};e.prototype.intersectsSegment=function(t,a,r,i,n,s,o){if(n===void 0){n=null}if(s===void 0){s=null}if(o===void 0){o=null}var l=e.ellipseIntersectsSegment(t,a,r,i,0,0,this.width*.5,this.height*.5,n,s,o);return l};return e}(e);t.EllipseBoundingBoxData=r;var i=function(t){__extends(e,t);function e(){var e=t!==null&&t.apply(this,arguments)||this;e.vertices=[];return e}e.toString=function(){return"[class dragonBones.PolygonBoundingBoxData]"};e.polygonIntersectsSegment=function(t,e,a,r,i,n,s,o){if(n===void 0){n=null}if(s===void 0){s=null}if(o===void 0){o=null}if(t===a){t=a+1e-6}if(e===r){e=r+1e-6}var l=i.length;var h=t-a;var u=e-r;var f=t*r-e*a;var _=0;var m=i[l-2];var p=i[l-1];var c=0;var d=0;var y=0;var v=0;var g=0;var D=0;for(var T=0;T=m&&B<=b||B>=b&&B<=m)&&(h===0||B>=t&&B<=a||B>=a&&B<=t)){var E=(f*S-u*O)/x;if((E>=p&&E<=A||E>=A&&E<=p)&&(u===0||E>=e&&E<=r||E>=r&&E<=e)){if(s!==null){var M=B-t;if(M<0){M=-M}if(_===0){c=M;d=M;y=B;v=E;g=B;D=E;if(o!==null){o.x=Math.atan2(A-p,b-m)-Math.PI*.5;o.y=o.x}}else{if(Md){d=M;g=B;D=E;if(o!==null){o.y=Math.atan2(A-p,b-m)-Math.PI*.5}}}_++}else{y=B;v=E;g=B;D=E;_++;if(o!==null){o.x=Math.atan2(A-p,b-m)-Math.PI*.5;o.y=o.x}break}}}m=b;p=A}if(_===1){if(n!==null){n.x=y;n.y=v}if(s!==null){s.x=y;s.y=v}if(o!==null){o.y=o.x+Math.PI}}else if(_>1){_++;if(n!==null){n.x=y;n.y=v}if(s!==null){s.x=g;s.y=D}}return _};e.prototype._onClear=function(){t.prototype._onClear.call(this);this.type=2;this.x=0;this.y=0;this.vertices.length=0};e.prototype.containsPoint=function(t,e){var a=false;if(t>=this.x&&t<=this.width&&e>=this.y&&e<=this.height){for(var r=0,i=this.vertices.length,n=i-2;r=e||s=e){var l=this.vertices[n];var h=this.vertices[r];if((e-o)*(l-h)/(s-o)+h0){return}this.cacheFrameRate=Math.max(Math.ceil(t*this.scale),1);var e=Math.ceil(this.cacheFrameRate*this.duration)+1;this.cachedFrames.length=e;for(var a=0,r=this.cacheFrames.length;ae._zIndex*1e3+e._zOrder?1:-1};a.prototype._onClear=function(){if(this._clock!==null){this._clock.remove(this)}for(var t=0,e=this._bones;t=n){continue}var o=a[s];var l=this.getSlot(o.name);if(l!==null){l._setZOrder(i)}}this._slotsDirty=true;this._zOrderDirty=!r}};a.prototype._addBone=function(t){if(this._bones.indexOf(t)<0){this._bones.push(t)}};a.prototype._addSlot=function(t){if(this._slots.indexOf(t)<0){this._slots.push(t)}};a.prototype._addConstraint=function(t){if(this._constraints.indexOf(t)<0){this._constraints.push(t)}};a.prototype._bufferAction=function(t,e){if(this._actions.indexOf(t)<0){if(e){this._actions.push(t)}else{this._actions.unshift(t)}}};a.prototype.dispose=function(){if(this._armatureData!==null){this._lockUpdate=true;this._dragonBones.bufferObject(this)}};a.prototype.init=function(e,a,r,i){if(this._armatureData!==null){return}this._armatureData=e;this._animation=t.BaseObject.borrowObject(t.Animation);this._proxy=a;this._display=r;this._dragonBones=i;this._proxy.dbInit(this);this._animation.init(this);this._animation.animations=this._armatureData.animations};a.prototype.advanceTime=function(t){if(this._lockUpdate){return}this._lockUpdate=true;if(this._armatureData===null){console.warn("The armature has been disposed.");return}else if(this._armatureData.parent===null){console.warn("The armature data has been disposed.\nPlease make sure dispose armature before call factory.clear().");return}var e=this._cacheFrameIndex;this._animation.advanceTime(t);if(this._slotsDirty||this._zIndexDirty){this._slots.sort(a._onSortSlots);if(this._zIndexDirty){for(var r=0,i=this._slots.length;r0){for(var f=0,_=this._actions;f<_.length;f++){var m=_[f];var p=m.actionData;if(p!==null){if(p.type===0){if(m.slot!==null){var c=m.slot.childArmature;if(c!==null){c.animation.fadeIn(p.name)}}else if(m.bone!==null){for(var d=0,y=this.getSlots();d0){var a=this.getBone(t);if(a!==null){a.invalidUpdate();if(e){for(var r=0,i=this._slots;r0){if(i!==null||n!==null){if(i!==null){var b=o?i.y-e:i.x-t;if(b<0){b=-b}if(d===null||bh){h=b;_=n.x;m=n.y;y=D;if(s!==null){c=s.y}}}}else{d=D;break}}}if(d!==null&&i!==null){i.x=u;i.y=f;if(s!==null){s.x=p}}if(y!==null&&n!==null){n.x=_;n.y=m;if(s!==null){s.y=c}}return d};a.prototype.getBone=function(t){for(var e=0,a=this._bones;e=0&&this._cachedFrameIndices!==null){var e=this._cachedFrameIndices[t];if(e>=0&&this._cachedFrameIndex===e){this._transformDirty=false}else if(e>=0){this._transformDirty=true;this._cachedFrameIndex=e}else{if(this._hasConstraint){for(var a=0,r=this._armature._constraints;a=0){this._transformDirty=false;this._cachedFrameIndices[t]=this._cachedFrameIndex}else{this._transformDirty=true;this._cachedFrameIndex=-1}}}else{if(this._hasConstraint){for(var n=0,s=this._armature._constraints;n=0;if(this._localDirty){this._updateGlobalTransformMatrix(o)}if(o&&this._cachedFrameIndices!==null){this._cachedFrameIndex=this._cachedFrameIndices[t]=this._armature._armatureData.setCacheFrame(this.globalTransformMatrix,this.global)}}else{this._armature._armatureData.getCacheFrame(this.globalTransformMatrix,this.global,this._cachedFrameIndex)}}else if(this._childrenTransformDirty){this._childrenTransformDirty=false}this._localDirty=true};a.prototype.updateByConstraint=function(){if(this._localDirty){this._localDirty=false;if(this._transformDirty||this._parent!==null&&this._parent._childrenTransformDirty){this._updateGlobalTransformMatrix(true)}this._transformDirty=true}};a.prototype.invalidUpdate=function(){this._transformDirty=true};a.prototype.contains=function(t){if(t===this){return false}var e=t;while(e!==this&&e!==null){e=e.parent}return e===this};Object.defineProperty(a.prototype,"boneData",{get:function(){return this._boneData},enumerable:true,configurable:true});Object.defineProperty(a.prototype,"visible",{get:function(){return this._visible},set:function(t){if(this._visible===t){return}this._visible=t;for(var e=0,a=this._armature.getSlots();e=r){return this.globalTransformMatrix}n=a>this._kX*(t+r)+d;p=((o*l+o+l+l+m)*2+(n?1:0))*7;if(y[p]>0){v.copyFromArray(y,p+1)}else{var g=m*(h+2);var D=this._hullCache[4];var T=this._hullCache[5];var b=this._hullCache[2]-(l-m)*D;var A=this._hullCache[3]-(l-m)*T;var P=this._vertices;if(n){this._getAffineTransform(-r,d+f,i-r,f,P[g+h+2],P[g+h+3],b+D,A+T,P[g],P[g+1],e._helpTransform,v,true)}else{this._getAffineTransform(-i,d,i-r,f,b,A,P[g],P[g+1],b+D,A+T,e._helpTransform,v,false)}y[p]=1;y[p+1]=v.a;y[p+2]=v.b;y[p+3]=v.c;y[p+4]=v.d;y[p+5]=v.tx;y[p+6]=v.ty}}else if(t>=r){if(a<-r||a>=r){return this.globalTransformMatrix}n=a>this._kX*(t-i)+d;p=((o*l+o+m)*2+(n?1:0))*7;if(y[p]>0){v.copyFromArray(y,p+1)}else{var g=(m+1)*(h+2)-2;var D=this._hullCache[4];var T=this._hullCache[5];var b=this._hullCache[0]+m*D;var A=this._hullCache[1]+m*T;var P=this._vertices;if(n){this._getAffineTransform(i,d+f,i-r,f,b+D,A+T,P[g+h+2],P[g+h+3],b,A,e._helpTransform,v,true)}else{this._getAffineTransform(r,d,i-r,f,P[g],P[g+1],b,A,P[g+h+2],P[g+h+3],e._helpTransform,v,false)}y[p]=1;y[p+1]=v.a;y[p+2]=v.b;y[p+3]=v.c;y[p+4]=v.d;y[p+5]=v.tx;y[p+6]=v.ty}}else if(a<-r){if(t<-r||t>=r){return this.globalTransformMatrix}n=a>this._kY*(t-c-u)-i;p=((o*l+_)*2+(n?1:0))*7;if(y[p]>0){v.copyFromArray(y,p+1)}else{var g=_*2;var D=this._hullCache[10];var T=this._hullCache[11];var b=this._hullCache[8]+_*D;var A=this._hullCache[9]+_*T;var P=this._vertices;if(n){this._getAffineTransform(c+u,-r,u,i-r,P[g+2],P[g+3],P[g],P[g+1],b+D,A+T,e._helpTransform,v,true)}else{this._getAffineTransform(c,-i,u,i-r,b,A,b+D,A+T,P[g],P[g+1],e._helpTransform,v,false)}y[p]=1;y[p+1]=v.a;y[p+2]=v.b;y[p+3]=v.c;y[p+4]=v.d;y[p+5]=v.tx;y[p+6]=v.ty}}else if(a>=r){if(t<-r||t>=r){return this.globalTransformMatrix}n=a>this._kY*(t-c-u)+r;p=((o*l+o+l+_)*2+(n?1:0))*7;if(y[p]>0){v.copyFromArray(y,p+1)}else{var g=l*(h+2)+_*2;var D=this._hullCache[10];var T=this._hullCache[11];var b=this._hullCache[6]-(o-_)*D;var A=this._hullCache[7]-(o-_)*T;var P=this._vertices;if(n){this._getAffineTransform(c+u,i,u,i-r,b+D,A+T,b,A,P[g+2],P[g+3],e._helpTransform,v,true)}else{this._getAffineTransform(c,r,u,i-r,P[g],P[g+1],P[g+2],P[g+3],b,A,e._helpTransform,v,false)}y[p]=1;y[p+1]=v.a;y[p+2]=v.b;y[p+3]=v.c;y[p+4]=v.d;y[p+5]=v.tx;y[p+6]=v.ty}}else{n=a>this._k*(t-c-u)+d;p=((o*m+_)*2+(n?1:0))*7;if(y[p]>0){v.copyFromArray(y,p+1)}else{var g=_*2+m*(h+2);var P=this._vertices;if(n){this._getAffineTransform(c+u,d+f,u,f,P[g+h+4],P[g+h+5],P[g+h+2],P[g+h+3],P[g+2],P[g+3],e._helpTransform,v,true)}else{this._getAffineTransform(c,d,u,f,P[g],P[g+1],P[g+2],P[g+3],P[g+h+2],P[g+h+3],e._helpTransform,v,false)}y[p]=1;y[p+1]=v.a;y[p+2]=v.b;y[p+3]=v.c;y[p+4]=v.d;y[p+5]=v.tx;y[p+6]=v.ty}}return v};e.prototype.init=function(e,a){if(this._boneData!==null){return}t.prototype.init.call(this,e,a);var r=e.segmentX;var i=e.segmentY;var n=this._armature.armatureData.parent.intArray[e.geometry.offset+0];var s=1e3;var o=200;this._dX=o*2/r;this._dY=o*2/i;this._k=-this._dY/this._dX;this._kX=-this._dY/(s-o);this._kY=-(s-o)/this._dX;this._vertices.length=n*2;this._deformVertices.length=n*2;this._matrixCahce.length=(r*i+r*2+i*2)*2*7;this._hullCache.length=10;for(var l=0;l=0&&this._cachedFrameIndices!==null){var a=this._cachedFrameIndices[t];if(a>=0&&this._cachedFrameIndex===a){this._transformDirty=false}else if(a>=0){this._transformDirty=true;this._cachedFrameIndex=a}else{if(this._hasConstraint){for(var r=0,i=this._armature._constraints;r=0){this._transformDirty=false;this._cachedFrameIndices[t]=this._cachedFrameIndex}else{this._transformDirty=true;this._cachedFrameIndex=-1}}}else{if(this._hasConstraint){for(var s=0,o=this._armature._constraints;s=0;if(this._localDirty){this._updateGlobalTransformMatrix(u)}if(u&&this._cachedFrameIndices!==null){this._cachedFrameIndex=this._cachedFrameIndices[t]=this._armature._armatureData.setCacheFrame(this.globalTransformMatrix,this.global)}}else{this._armature._armatureData.getCacheFrame(this.globalTransformMatrix,this.global,this._cachedFrameIndex)}var f=1e3;var _=200;var m=2*this.global.x;var p=2*this.global.y;var c=e._helpPoint;this.globalTransformMatrix.transformPoint(f,-_,c);this._hullCache[0]=c.x;this._hullCache[1]=c.y;this._hullCache[2]=m-c.x;this._hullCache[3]=p-c.y;this.globalTransformMatrix.transformPoint(0,this._dY,c,true);this._hullCache[4]=c.x;this._hullCache[5]=c.y;this.globalTransformMatrix.transformPoint(_,f,c);this._hullCache[6]=c.x;this._hullCache[7]=c.y;this._hullCache[8]=m-c.x;this._hullCache[9]=p-c.y;this.globalTransformMatrix.transformPoint(this._dX,0,c,true);this._hullCache[10]=c.x;this._hullCache[11]=c.y}else if(this._childrenTransformDirty){this._childrenTransformDirty=false}this._localDirty=true};return e}(t.Bone);t.Surface=e})(dragonBones||(dragonBones={}));var dragonBones;(function(t){var e=function(t){__extends(e,t);function e(){var e=t!==null&&t.apply(this,arguments)||this;e.deformVertices=[];return e}e.toString=function(){return"[class dragonBones.DisplayFrame]"};e.prototype._onClear=function(){this.rawDisplayData=null;this.displayData=null;this.textureData=null;this.display=null;this.deformVertices.length=0};e.prototype.updateDeformVertices=function(){if(this.rawDisplayData===null||this.deformVertices.length!==0){return}var t;if(this.rawDisplayData.type===2){t=this.rawDisplayData.geometry}else if(this.rawDisplayData.type===4){t=this.rawDisplayData.geometry}else{return}var e=0;if(t.weight!==null){e=t.weight.count*2}else{e=t.data.intArray[t.offset+0]*2}this.deformVertices.length=e;for(var a=0,r=this.deformVertices.length;a=0&&this._displayIndex0){for(var o=0,l=n;o=0&&this._cachedFrameIndices!==null){var r=this._cachedFrameIndices[t];if(r>=0&&this._cachedFrameIndex===r){this._transformDirty=false}else if(r>=0){this._transformDirty=true;this._cachedFrameIndex=r}else if(this._transformDirty||this._parent._childrenTransformDirty){this._transformDirty=true;this._cachedFrameIndex=-1}else if(this._cachedFrameIndex>=0){this._transformDirty=false;this._cachedFrameIndices[t]=this._cachedFrameIndex}else{this._transformDirty=true;this._cachedFrameIndex=-1}}else if(this._transformDirty||this._parent._childrenTransformDirty){t=-1;this._transformDirty=true;this._cachedFrameIndex=-1}if(this._transformDirty){if(this._cachedFrameIndex<0){var i=t>=0;this._updateGlobalTransformMatrix(i);if(i&&this._cachedFrameIndices!==null){this._cachedFrameIndex=this._cachedFrameIndices[t]=this._armature._armatureData.setCacheFrame(this.globalTransformMatrix,this.global)}}else{this._armature._armatureData.getCacheFrame(this.globalTransformMatrix,this.global,this._cachedFrameIndex)}this._updateTransform();this._transformDirty=false}};r.prototype.invalidUpdate=function(){this._displayDataDirty=true;this._displayDirty=true;this._transformDirty=true};r.prototype.updateTransformAndMatrix=function(){if(this._transformDirty){this._updateGlobalTransformMatrix(false);this._transformDirty=false}};r.prototype.replaceRawDisplayData=function(t,e){if(e===void 0){e=-1}if(e<0){e=this._displayIndex<0?0:this._displayIndex}else if(e>=this._displayFrames.length){return}var a=this._displayFrames[e];if(a.rawDisplayData!==t){a.deformVertices.length=0;a.rawDisplayData=t;if(a.rawDisplayData===null){var r=this._armature._armatureData.defaultSkin;if(r!==null){var i=r.getDisplays(this._slotData.name);if(i!==null&&e=this._displayFrames.length){return}var a=this._displayFrames[e];if(a.displayData!==t&&a.rawDisplayData!==t){a.displayData=t;if(e===this._displayIndex){this._displayDataDirty=true}}};r.prototype.replaceTextureData=function(t,e){if(e===void 0){e=-1}if(e<0){e=this._displayIndex<0?0:this._displayIndex}else if(e>=this._displayFrames.length){return}var a=this._displayFrames[e];if(a.textureData!==t){a.textureData=t;if(e===this._displayIndex){this._displayDataDirty=true}}};r.prototype.replaceDisplay=function(e,a){if(a===void 0){a=-1}if(a<0){a=this._displayIndex<0?0:this._displayIndex}else if(a>=this._displayFrames.length){return}var r=this._displayFrames[a];if(r.display!==e){var i=r.display;r.display=e;if(i!==null&&i!==this._rawDisplay&&i!==this._meshDisplay&&!this._hasDisplay(i)){if(i instanceof t.Armature){}else{this._disposeDisplay(i,true)}}if(e!==null&&e!==this._rawDisplay&&e!==this._meshDisplay&&!this._hasDisplay(i)&&!(e instanceof t.Armature)){this._initDisplay(e,true)}if(a===this._displayIndex){this._displayDirty=true}}};r.prototype.containsPoint=function(t,e){if(this._boundingBoxData===null){return false}this.updateTransformAndMatrix();r._helpMatrix.copyFrom(this.globalTransformMatrix);r._helpMatrix.invert();r._helpMatrix.transformPoint(t,e,r._helpPoint);return this._boundingBoxData.containsPoint(r._helpPoint.x,r._helpPoint.y)};r.prototype.intersectsSegment=function(t,e,a,i,n,s,o){if(n===void 0){n=null}if(s===void 0){s=null}if(o===void 0){o=null}if(this._boundingBoxData===null){return 0}this.updateTransformAndMatrix();r._helpMatrix.copyFrom(this.globalTransformMatrix);r._helpMatrix.invert();r._helpMatrix.transformPoint(t,e,r._helpPoint);t=r._helpPoint.x;e=r._helpPoint.y;r._helpMatrix.transformPoint(a,i,r._helpPoint);a=r._helpPoint.x;i=r._helpPoint.y;var l=this._boundingBoxData.intersectsSegment(t,e,a,i,n,s,o);if(l>0){if(l===1||l===2){if(n!==null){this.globalTransformMatrix.transformPoint(n.x,n.y,n);if(s!==null){s.x=n.x;s.y=n.y}}else if(s!==null){this.globalTransformMatrix.transformPoint(s.x,s.y,s)}}else{if(n!==null){this.globalTransformMatrix.transformPoint(n.x,n.y,n)}if(s!==null){this.globalTransformMatrix.transformPoint(s.x,s.y,s)}}if(o!==null){this.globalTransformMatrix.transformPoint(Math.cos(o.x),Math.sin(o.x),r._helpPoint,true);o.x=Math.atan2(r._helpPoint.y,r._helpPoint.x);this.globalTransformMatrix.transformPoint(Math.cos(o.y),Math.sin(o.y),r._helpPoint,true);o.y=Math.atan2(r._helpPoint.y,r._helpPoint.x)}}return l};r.prototype.getDisplayFrameAt=function(t){return this._displayFrames[t]};Object.defineProperty(r.prototype,"visible",{get:function(){return this._visible},set:function(t){if(this._visible===t){return}this._visible=t;this._updateVisible()},enumerable:true,configurable:true});Object.defineProperty(r.prototype,"displayFrameCount",{get:function(){return this._displayFrames.length},set:function(a){var r=this._displayFrames.length;if(ra){for(var i=r-1;id){continue}var b=0;for(;;D++){var A=y[D];if(c>A){continue}if(D===0){b=c/A}else{var P=y[D-1];b=(c-P)/(A-P)}break}if(D!==p){p=D;if(u&&D===m){this._computeVertices(_-4,4,0,f);this._computeVertices(0,4,4,f)}else{this._computeVertices(D*6+2,8,0,f)}}this.addCurvePosition(b,f[0],f[1],f[2],f[3],f[4],f[5],f[6],f[7],l,g,a)}return}if(u){_+=2;f.length=o;this._computeVertices(2,_-4,0,f);this._computeVertices(0,2,_-4,f);f[_-2]=f[0];f[_-1]=f[1]}else{m--;_-=4;f.length=_;this._computeVertices(2,_,0,f)}var S=new Array(m);d=0;var O=f[0],x=f[1],B=0,E=0,M=0,I=0,F=0,C=0;var w,N,R,k,j,L,V,Y;for(var v=0,X=2;vd){continue}for(;;D++){var W=S[D];if(z>W)continue;if(D===0)z/=W;else{var K=S[D-1];z=(z-K)/(W-K)}break}if(D!==p){p=D;var Z=D*6;O=f[Z];x=f[Z+1];B=f[Z+2];E=f[Z+3];M=f[Z+4];I=f[Z+5];F=f[Z+6];C=f[Z+7];w=(O-B*2+M)*.03;N=(x-E*2+I)*.03;R=((B-M)*3-O+F)*.006;k=((E-I)*3-x+C)*.006;j=w*2+R;L=N*2+k;V=(B-O)*.3+w+R*.16666667;Y=(E-x)*.3+N+k*.16666667;G=Math.sqrt(V*V+Y*Y);U[0]=G;for(Z=1;Z<8;Z++){V+=j;Y+=L;j+=R;L+=k;G+=Math.sqrt(V*V+Y*Y);U[Z]=G}V+=j;Y+=L;G+=Math.sqrt(V*V+Y*Y);U[8]=G;V+=j+R;Y+=L+k;G+=Math.sqrt(V*V+Y*Y);U[9]=G;H=0}z*=G;for(;;H++){var q=U[H];if(z>q)continue;if(H===0)z/=q;else{var K=U[H-1];z=H+(z-K)/(q-K)}break}this.addCurvePosition(z*.1,O,x,B,E,M,I,F,C,l,g,a)}};a.prototype.addCurvePosition=function(t,e,a,r,i,n,s,o,l,h,u,f){if(t===0){h[u]=e;h[u+1]=a;h[u+2]=0;return}if(t===1){h[u]=o;h[u+1]=l;h[u+2]=0;return}var _=1-t;var m=_*_;var p=t*t;var c=m*_;var d=m*t*3;var y=_*p*3;var v=t*p;var g=c*e+d*r+y*n+v*o;var D=c*a+d*i+y*s+v*l;h[u]=g;h[u+1]=D;if(f){h[u+2]=Math.atan2(D-(c*a+d*i+y*s),g-(c*e+d*r+y*n))}else{h[u+2]=0}};a.prototype.init=function(t,e){this._constraintData=t;this._armature=e;var a=t;this.pathOffset=a.pathDisplayData.geometry.offset;this.position=a.position;this.spacing=a.spacing;this.rotateOffset=a.rotateOffset;this.rotateMix=a.rotateMix;this.translateMix=a.translateMix;this._root=this._armature.getBone(a.root.name);this._target=this._armature.getBone(a.target.name);this._pathSlot=this._armature.getSlot(a.pathSlot.name);for(var r=0,i=a.bones.length;r0?t.Transform.DEG_RAD:-t.Transform.DEG_RAD}}var B=this.rotateMix;var E=this.translateMix;for(var c=0,M=3;c0){var N=g.a,R=g.b,k=g.c,j=g.d,L=void 0,V=void 0,Y=void 0;if(u){L=A[M-1]}else{L=Math.atan2(F,I)}L-=Math.atan2(R,N);if(x){V=Math.cos(L);Y=Math.sin(L);var X=y._boneData.length;S+=(X*(V*N-Y*R)-I)*B;O+=(X*(Y*N+V*R)-F)*B}else{L+=P}if(L>t.Transform.PI){L-=t.Transform.PI_D}else if(L<-t.Transform.PI){L+=t.Transform.PI_D}L*=B;V=Math.cos(L);Y=Math.sin(L);g.a=V*N-Y*R;g.b=Y*N+V*R;g.c=V*k-Y*j;g.d=Y*k+V*j}y.global.fromMatrix(g)}this.dirty=false};a.prototype.invalidUpdate=function(){};return a}(e);t.PathConstraint=r})(dragonBones||(dragonBones={}));var dragonBones;(function(t){var e=function(){function t(t){if(t===void 0){t=0}this.time=0;this.timeScale=1;this._systemTime=0;this._animatebles=[];this._clock=null;this.time=t;this._systemTime=(new Date).getTime()*.001}t.prototype.advanceTime=function(t){if(t!==t){t=0}var e=Date.now()*.001;if(t<0){t=e-this._systemTime}this._systemTime=e;if(this.timeScale!==1){t*=this.timeScale}if(t===0){return}if(t<0){this.time-=t}else{this.time+=t}var a=0,r=0,i=this._animatebles.length;for(;a0){this._animatebles[a-r]=n;this._animatebles[a]=null}n.advanceTime(t)}else{r++}}if(r>0){i=this._animatebles.length;for(;a=0){this._animatebles[e]=null;t.clock=null}};t.prototype.clear=function(){for(var t=0,e=this._animatebles;t0&&n._subFadeState>0){this._armature._dragonBones.bufferObject(n);this._animationStates.length=0;this._lastAnimationState=null}else{var s=n.animationData;var o=s.cacheFrameRate;if(this._animationDirty&&o>0){this._animationDirty=false;for(var l=0,h=this._armature.getBones();l0){var p=m.getDisplayFrameAt(0).rawDisplayData;if(p!==null&&p.parent===this._armature.armatureData.defaultSkin){m._cachedFrameIndices=s.getSlotCachedFrameIndices(m.name);continue}}m._cachedFrameIndices=null}}n.advanceTime(t,o)}}else if(i>1){for(var c=0,d=0;c0&&n._subFadeState>0){d++;this._armature._dragonBones.bufferObject(n);this._animationDirty=true;if(this._lastAnimationState===n){this._lastAnimationState=null}}else{if(d>0){this._animationStates[c-d]=n}n.advanceTime(t,0)}if(c===i-1&&d>0){this._animationStates.length-=d;if(this._lastAnimationState===null&&this._animationStates.length>0){this._lastAnimationState=this._animationStates[this._animationStates.length-1]}}}this._armature._cacheFrameIndex=-1}else{this._armature._cacheFrameIndex=-1}};a.prototype.reset=function(){for(var t=0,e=this._animationStates;t0){if(e.position<0){e.position%=r.duration;e.position=r.duration-e.position}else if(e.position===r.duration){e.position-=1e-6}else if(e.position>r.duration){e.position%=r.duration}if(e.duration>0&&e.position+e.duration>r.duration){e.duration=r.duration-e.position}if(e.playTimes<0){e.playTimes=r.playTimes}}else{e.playTimes=1;e.position=0;if(e.duration>0){e.duration=0}}if(e.duration===0){e.duration=-1}this._fadeOut(e);var o=t.BaseObject.borrowObject(t.AnimationState);o.init(this._armature,r,e);this._animationDirty=true;this._armature._cacheFrameIndex=-1;if(this._animationStates.length>0){var l=false;for(var h=0,u=this._animationStates.length;hthis._animationStates[h].layer){l=true;this._animationStates.splice(h,0,o);break}else if(h!==u-1&&o.layer>this._animationStates[h+1].layer){l=true;this._animationStates.splice(h+1,0,o);break}}if(!l){this._animationStates.push(o)}}else{this._animationStates.push(o)}for(var f=0,_=this._armature.getSlots();f<_.length;f++){var m=_[f];var p=m.childArmature;if(p!==null&&p.inheritAnimation&&p.animation.hasAnimation(a)&&p.animation.getState(a)===null){p.animation.fadeIn(a)}}for(var c in r.animationTimelines){var d=this.fadeIn(c,0,1,o.layer,"",5);if(d===null){continue}var y=r.animationTimelines[c];d.actionEnabled=false;d.resetToPose=false;d.stop();o.addState(d,y);var v=this._animationStates.indexOf(o);var g=this._animationStates.indexOf(d);if(g0){this.playConfig(this._animationConfig)}else if(this._lastAnimationState===null){var a=this._armature.armatureData.defaultAnimation;if(a!==null){this._animationConfig.animation=a.name;this.playConfig(this._animationConfig)}}else if(!this._lastAnimationState.isPlaying&&!this._lastAnimationState.isCompleted){this._lastAnimationState.play()}else{this._animationConfig.animation=this._lastAnimationState.name;this.playConfig(this._animationConfig)}return this._lastAnimationState};a.prototype.fadeIn=function(t,e,a,r,i,n){if(e===void 0){e=-1}if(a===void 0){a=-1}if(r===void 0){r=0}if(i===void 0){i=null}if(n===void 0){n=3}this._animationConfig.clear();this._animationConfig.fadeOutMode=n;this._animationConfig.playTimes=a;this._animationConfig.layer=r;this._animationConfig.fadeInTime=e;this._animationConfig.animation=t;this._animationConfig.group=i!==null?i:"";return this.playConfig(this._animationConfig)};a.prototype.gotoAndPlayByTime=function(t,e,a){if(e===void 0){e=0}if(a===void 0){a=-1}this._animationConfig.clear();this._animationConfig.resetToPose=true;this._animationConfig.playTimes=a;this._animationConfig.position=e;this._animationConfig.fadeInTime=0;this._animationConfig.animation=t;return this.playConfig(this._animationConfig)};a.prototype.gotoAndPlayByFrame=function(t,e,a){if(e===void 0){e=0}if(a===void 0){a=-1}this._animationConfig.clear();this._animationConfig.resetToPose=true;this._animationConfig.playTimes=a;this._animationConfig.fadeInTime=0;this._animationConfig.animation=t;var r=t in this._animations?this._animations[t]:null;if(r!==null){this._animationConfig.position=r.frameCount>0?r.duration*e/r.frameCount:0}return this.playConfig(this._animationConfig)};a.prototype.gotoAndPlayByProgress=function(t,e,a){if(e===void 0){e=0}if(a===void 0){a=-1}this._animationConfig.clear();this._animationConfig.resetToPose=true;this._animationConfig.playTimes=a;this._animationConfig.fadeInTime=0;this._animationConfig.animation=t;var r=t in this._animations?this._animations[t]:null;if(r!==null){this._animationConfig.position=r.duration*(e>0?e:0)}return this.playConfig(this._animationConfig)};a.prototype.gotoAndStopByTime=function(t,e){if(e===void 0){e=0}var a=this.gotoAndPlayByTime(t,e,1);if(a!==null){a.stop()}return a};a.prototype.gotoAndStopByFrame=function(t,e){if(e===void 0){e=0}var a=this.gotoAndPlayByFrame(t,e,1);if(a!==null){a.stop()}return a};a.prototype.gotoAndStopByProgress=function(t,e){if(e===void 0){e=0}var a=this.gotoAndPlayByProgress(t,e,1);if(a!==null){a.stop()}return a};a.prototype.getBlendState=function(e,a,r){if(!(e in this._blendStates)){this._blendStates[e]={}}var i=this._blendStates[e];if(!(a in i)){var n=i[a]=t.BaseObject.borrowObject(t.BlendState);n.target=r}return i[a]};a.prototype.getState=function(t,e){if(e===void 0){e=-1}var a=this._animationStates.length;while(a--){var r=this._animationStates[a];if(r.name===t&&(e<0||r.layer===e)){return r}}return null};a.prototype.hasAnimation=function(t){return t in this._animations};a.prototype.getStates=function(){return this._animationStates};Object.defineProperty(a.prototype,"isPlaying",{get:function(){for(var t=0,e=this._animationStates;t0},enumerable:true,configurable:true});Object.defineProperty(a.prototype,"lastAnimationName",{get:function(){return this._lastAnimationState!==null?this._lastAnimationState.name:""},enumerable:true,configurable:true});Object.defineProperty(a.prototype,"animationNames",{get:function(){return this._animationNames},enumerable:true,configurable:true});Object.defineProperty(a.prototype,"animations",{get:function(){return this._animations},set:function(t){if(this._animations===t){return}this._animationNames.length=0;for(var e in this._animations){delete this._animations[e]}for(var e in t){this._animationNames.push(e);this._animations[e]=t[e]}},enumerable:true,configurable:true});Object.defineProperty(a.prototype,"animationConfig",{get:function(){this._animationConfig.clear();return this._animationConfig},enumerable:true,configurable:true});Object.defineProperty(a.prototype,"lastAnimationState",{get:function(){return this._lastAnimationState},enumerable:true,configurable:true});return a}(t.BaseObject);t.Animation=e})(dragonBones||(dragonBones={}));var dragonBones;(function(t){var e=function(e){__extends(r,e);function r(){var t=e!==null&&e.apply(this,arguments)||this;t._boneMask=[];t._boneTimelines=[];t._boneBlendTimelines=[];t._slotTimelines=[];t._slotBlendTimelines=[];t._constraintTimelines=[];t._animationTimelines=[];t._poseTimelines=[];t._actionTimeline=null;t._zOrderTimeline=null;return t}r.toString=function(){return"[class dragonBones.AnimationState]"};r.prototype._onClear=function(){for(var t=0,e=this._boneTimelines;t=0){this._boneTimelines.splice(D,1);n.returnToPool()}D=this._boneBlendTimelines.indexOf(n);if(D>=0){this._boneBlendTimelines.splice(D,1);n.returnToPool()}}}}{var T={};var b=[];for(var A=0,P=this._slotTimelines;A=0){this._slotTimelines.splice(D,1);n.returnToPool()}D=this._slotBlendTimelines.indexOf(n);if(D>=0){this._slotBlendTimelines.splice(D,1);n.returnToPool()}}}}};r.prototype._advanceFadeTime=function(e){var a=this._fadeState>0;if(this._subFadeState<0){this._subFadeState=0;var r=this._parent===null&&this.actionEnabled;if(r){var i=a?t.EventObject.FADE_OUT:t.EventObject.FADE_IN;if(this._armature.eventDispatcher.hasDBEventListener(i)){var n=t.BaseObject.borrowObject(t.EventObject);n.type=i;n.armature=this._armature;n.animationState=this;this._armature._dragonBones.bufferEvent(n)}}}if(e<0){e=-e}this._fadeTime+=e;if(this._fadeTime>=this.fadeTotalTime){this._subFadeState=1;this._fadeProgress=a?0:1}else if(this._fadeTime>0){this._fadeProgress=a?1-this._fadeTime/this.fadeTotalTime:this._fadeTime/this.fadeTotalTime}else{this._fadeProgress=a?1:0}if(this._subFadeState>0){if(!a){this._playheadState|=1;this._fadeState=0}var r=this._parent===null&&this.actionEnabled;if(r){var i=a?t.EventObject.FADE_OUT_COMPLETE:t.EventObject.FADE_IN_COMPLETE;if(this._armature.eventDispatcher.hasDBEventListener(i)){var n=t.BaseObject.borrowObject(t.EventObject);n.type=i;n.armature=this._armature;n.animationState=this;this._armature._dragonBones.bufferEvent(n)}}}};r.prototype.init=function(e,a,r){if(this._armature!==null){return}this._armature=e;this._animationData=a;this.resetToPose=r.resetToPose;this.additive=r.additive;this.displayControl=r.displayControl;this.actionEnabled=r.actionEnabled;this.blendType=a.blendType;this.layer=r.layer;this.playTimes=r.playTimes;this.timeScale=r.timeScale;this.fadeTotalTime=r.fadeInTime;this.autoFadeOutTime=r.autoFadeOutTime;this.name=r.name.length>0?r.name:r.animation;this.group=r.group;this._weight=r.weight;if(r.pauseFadeIn){this._playheadState=2}else{this._playheadState=3}if(r.duration<0){this._position=0;this._duration=this._animationData.duration;if(r.position!==0){if(this.timeScale>=0){this._time=r.position}else{this._time=r.position-this._duration}}else{this._time=0}}else{this._position=r.position;this._duration=r.duration;this._time=0}if(this.timeScale<0&&this._time===0){this._time=-1e-6}if(this.fadeTotalTime<=0){this._fadeProgress=.999999}if(r.boneMask.length>0){this._boneMask.length=r.boneMask.length;for(var i=0,n=this._boneMask.length;i0;var i=true;var n=true;var s=this._time;this._weightResult=this._weight*this._fadeProgress;if(this._parent!==null){this._weightResult*=this._parent._weightResult}if(this._actionTimeline.playState<=0){this._actionTimeline.update(s)}if(this._weight===0){return}if(r){var o=e*2;this._actionTimeline.currentTime=Math.floor(this._actionTimeline.currentTime*o)/o}if(this._zOrderTimeline!==null&&this._zOrderTimeline.playState<=0){this._zOrderTimeline.update(s)}if(r){var l=Math.floor(this._actionTimeline.currentTime*e);if(this._armature._cacheFrameIndex===l){i=false;n=false}else{this._armature._cacheFrameIndex=l;if(this._animationData.cachedFrames[l]){n=false}else{this._animationData.cachedFrames[l]=true}}}if(i){var h=false;var u=null;if(n){for(var f=0,_=this._boneTimelines.length;f<_;++f){var m=this._boneTimelines[f];if(m.playState<=0){m.update(s)}if(m.target!==u){var p=m.target;h=p.update(this);u=p;if(p.dirty===1){var c=p.target.animationPose;c.x=0;c.y=0;c.rotation=0;c.skew=0;c.scaleX=1;c.scaleY=1}}if(h){m.blend(a)}}}for(var f=0,_=this._boneBlendTimelines.length;f<_;++f){var m=this._boneBlendTimelines[f];if(m.playState<=0){m.update(s)}if(m.target.update(this)){m.blend(a)}}if(this.displayControl){for(var f=0,_=this._slotTimelines.length;f<_;++f){var m=this._slotTimelines[f];if(m.playState<=0){var d=m.target;var y=d.displayController;if(y===null||y===this.name||y===this.group){m.update(s)}}}}for(var f=0,_=this._slotBlendTimelines.length;f<_;++f){var m=this._slotBlendTimelines[f];if(m.playState<=0){var p=m.target;m.update(s);if(p.update(this)){m.blend(a)}}}for(var f=0,_=this._constraintTimelines.length;f<_;++f){var m=this._constraintTimelines[f];if(m.playState<=0){m.update(s)}}if(this._animationTimelines.length>0){var v=100;var g=100;var D=null;var T=null;for(var f=0,_=this._animationTimelines.length;f<_;++f){var m=this._animationTimelines[f];if(m.playState<=0){m.update(s)}if(this.blendType===1){var b=m.target;var A=this.parameterX-b.positionX;if(A>=0){if(A0){this._subFadeState=0;if(this._poseTimelines.length>0){for(var P=0,S=this._poseTimelines;P=0){this._boneTimelines.splice(O,1);m.returnToPool();continue}O=this._boneBlendTimelines.indexOf(m);if(O>=0){this._boneBlendTimelines.splice(O,1);m.returnToPool();continue}O=this._slotTimelines.indexOf(m);if(O>=0){this._slotTimelines.splice(O,1);m.returnToPool();continue}O=this._slotBlendTimelines.indexOf(m);if(O>=0){this._slotBlendTimelines.splice(O,1);m.returnToPool();continue}O=this._constraintTimelines.indexOf(m);if(O>=0){this._constraintTimelines.splice(O,1);m.returnToPool();continue}}this._poseTimelines.length=0}}if(this._actionTimeline.playState>0){if(this.autoFadeOutTime>=0){this.fadeOut(this.autoFadeOutTime)}}}};r.prototype.play=function(){this._playheadState=3};r.prototype.stop=function(){this._playheadState&=1};r.prototype.fadeOut=function(t,e){if(e===void 0){e=true}if(t<0){t=0}if(e){this._playheadState&=2}if(this._fadeState>0){if(t>this.fadeTotalTime-this._fadeTime){return}}else{this._fadeState=1;this._subFadeState=-1;if(t<=0||this._fadeProgress<=0){this._fadeProgress=1e-6}for(var a=0,r=this._boneTimelines;a1e-6?t/this._fadeProgress:0;this._fadeTime=this.fadeTotalTime*(1-this._fadeProgress)};r.prototype.containsBoneMask=function(t){return this._boneMask.length===0||this._boneMask.indexOf(t)>=0};r.prototype.addBoneMask=function(t,e){if(e===void 0){e=true}var a=this._armature.getBone(t);if(a===null){return}if(this._boneMask.indexOf(t)<0){this._boneMask.push(t)}if(e){for(var r=0,i=this._armature.getBones();r=0){this._boneMask.splice(a,1)}if(e){var r=this._armature.getBone(t);if(r!==null){var i=this._armature.getBones();if(this._boneMask.length>0){for(var n=0,s=i;n=0&&r.contains(o)){this._boneMask.splice(l,1)}}}else{for(var h=0,u=i;h0},enumerable:true,configurable:true});Object.defineProperty(r.prototype,"isFadeComplete",{get:function(){return this._fadeState===0},enumerable:true,configurable:true});Object.defineProperty(r.prototype,"isPlaying",{get:function(){return(this._playheadState&2)!==0&&this._actionTimeline.playState<=0},enumerable:true,configurable:true});Object.defineProperty(r.prototype,"isCompleted",{get:function(){return this._actionTimeline.playState>0},enumerable:true,configurable:true});Object.defineProperty(r.prototype,"currentPlayTimes",{get:function(){return this._actionTimeline.currentPlayTimes},enumerable:true,configurable:true});Object.defineProperty(r.prototype,"totalTime",{get:function(){return this._duration},enumerable:true,configurable:true});Object.defineProperty(r.prototype,"currentTime",{get:function(){return this._actionTimeline.currentTime},set:function(t){var e=this._actionTimeline.currentPlayTimes-(this._actionTimeline.playState>0?1:0);if(t<0||this._duration0&&e===this.playTimes-1&&t===this._duration&&this._parent===null){t=this._duration-1e-6}if(this._time===t){return}this._time=t;this._actionTimeline.setCurrentTime(this._time);if(this._zOrderTimeline!==null){this._zOrderTimeline.playState=-1}for(var a=0,r=this._boneTimelines;a0){if(this.leftWeight>0){if(this.layer!==e){if(this.layerWeight>=this.leftWeight){this.dirty++;this.layer=e;this.leftWeight=0;this.blendWeight=0;return false}this.layer=e;this.leftWeight-=this.layerWeight;this.layerWeight=0}a*=this.leftWeight;this.dirty++;this.blendWeight=a;this.layerWeight+=this.blendWeight;return true}return false}this.dirty++;this.layer=e;this.leftWeight=1;this.blendWeight=a;this.layerWeight=a;return true};e.prototype.reset=function(){this.dirty=0;this.layer=0;this.leftWeight=0;this.layerWeight=0;this.blendWeight=0};e.BONE_TRANSFORM="boneTransform";e.BONE_ALPHA="boneAlpha";e.SURFACE="surface";e.SLOT_DEFORM="slotDeform";e.SLOT_ALPHA="slotAlpha";e.SLOT_Z_INDEX="slotZIndex";return e}(t.BaseObject);t.BlendState=a})(dragonBones||(dragonBones={}));var dragonBones;(function(t){var e=function(t){__extends(e,t);function e(){return t!==null&&t.apply(this,arguments)||this}e.prototype._onClear=function(){this.dirty=false;this.playState=-1;this.currentPlayTimes=-1;this.currentTime=-1;this.target=null;this._isTween=false;this._valueOffset=0;this._frameValueOffset=0;this._frameOffset=0;this._frameRate=0;this._frameCount=0;this._frameIndex=-1;this._frameRateR=0;this._position=0;this._duration=0;this._timeScale=1;this._timeOffset=0;this._animationData=null;this._timelineData=null;this._armature=null;this._animationState=null;this._actionTimeline=null;this._frameArray=null;this._valueArray=null;this._timelineArray=null;this._frameIndices=null};e.prototype._setCurrentTime=function(t){var e=this.playState;var a=this.currentPlayTimes;var r=this.currentTime;if(this._actionTimeline!==null&&this._frameCount<=1){this.playState=this._actionTimeline.playState>=0?1:-1;this.currentPlayTimes=1;this.currentTime=this._actionTimeline.currentTime}else if(this._actionTimeline===null||this._timeScale!==1||this._timeOffset!==0){var i=this._animationState.playTimes;var n=i*this._duration;t*=this._timeScale;if(this._timeOffset!==0){t+=this._timeOffset*this._animationData.duration}if(i>0&&(t>=n||t<=-n)){if(this.playState<=0&&this._animationState._playheadState===3){this.playState=1}this.currentPlayTimes=i;if(t<0){this.currentTime=0}else{this.currentTime=this._duration+1e-6}}else{if(this.playState!==0&&this._animationState._playheadState===3){this.playState=0}if(t<0){t=-t;this.currentPlayTimes=Math.floor(t/this._duration);this.currentTime=this._duration-t%this._duration}else{this.currentPlayTimes=Math.floor(t/this._duration);this.currentTime=t%this._duration}}this.currentTime+=this._position}else{this.playState=this._actionTimeline.playState;this.currentPlayTimes=this._actionTimeline.currentPlayTimes;this.currentTime=this._actionTimeline.currentTime}if(this.currentPlayTimes===a&&this.currentTime===r){return false}if(e<0&&this.playState!==e||this.playState<=0&&this.currentPlayTimes!==a){this._frameIndex=-1}return true};e.prototype.init=function(t,e,a){this._armature=t;this._animationState=e;this._timelineData=a;this._actionTimeline=this._animationState._actionTimeline;if(this===this._actionTimeline){this._actionTimeline=null}this._animationData=this._animationState.animationData;this._frameRate=this._animationData.parent.frameRate;this._frameRateR=1/this._frameRate;this._position=this._animationState._position;this._duration=this._animationState._duration;if(this._timelineData!==null){var r=this._animationData.parent.parent;this._frameArray=r.frameArray;this._timelineArray=r.timelineArray;this._frameIndices=r.frameIndices;this._frameCount=this._timelineArray[this._timelineData.offset+2];this._frameValueOffset=this._timelineArray[this._timelineData.offset+4];this._timeScale=100/this._timelineArray[this._timelineData.offset+0];this._timeOffset=this._timelineArray[this._timelineData.offset+1]*.01}};e.prototype.fadeOut=function(){this.dirty=false};e.prototype.update=function(t){if(this._setCurrentTime(t)){if(this._frameCount>1){var e=Math.floor(this.currentTime*this._frameRate);var a=this._frameIndices[this._timelineData.frameIndicesOffset+e];if(this._frameIndex!==a){this._frameIndex=a;this._frameOffset=this._animationData.frameOffset+this._timelineArray[this._timelineData.offset+5+this._frameIndex];this._onArriveAtFrame()}}else if(this._frameIndex<0){this._frameIndex=0;if(this._timelineData!==null){this._frameOffset=this._animationData.frameOffset+this._timelineArray[this._timelineData.offset+5]}this._onArriveAtFrame()}if(this._isTween||this.dirty){this._onUpdateFrame()}}};e.prototype.blend=function(t){};return e}(t.BaseObject);t.TimelineState=e;var a=function(t){__extends(e,t);function e(){return t!==null&&t.apply(this,arguments)||this}e._getEasingValue=function(t,e,a){var r=e;switch(t){case 3:r=Math.pow(e,2);break;case 4:r=1-Math.pow(1-e,2);break;case 5:r=.5*(1-Math.cos(e*Math.PI));break}return(r-e)*a+e};e._getEasingCurveValue=function(t,e,a,r){if(t<=0){return 0}else if(t>=1){return 1}var i=a>0;var n=a+1;var s=Math.floor(t*n);var o=0;var l=0;if(i){o=s===0?0:e[r+s-1];l=s===n-1?1e4:e[r+s]}else{o=e[r+s-1];l=e[r+s]}return(o+(l-o)*(t*n-s))*1e-4};e.prototype._onClear=function(){t.prototype._onClear.call(this);this._tweenType=0;this._curveCount=0;this._framePosition=0;this._frameDurationR=0;this._tweenEasing=0;this._tweenProgress=0;this._valueScale=1};e.prototype._onArriveAtFrame=function(){if(this._frameCount>1&&(this._frameIndex!==this._frameCount-1||this._animationState.playTimes===0||this._animationState.currentPlayTimes0){this._frameDurationR=1/e}else{this._frameDurationR=0}}}else{this.dirty=true;this._isTween=false}};e.prototype._onUpdateFrame=function(){if(this._isTween){this.dirty=true;this._tweenProgress=(this.currentTime-this._framePosition)*this._frameDurationR;if(this._tweenType===2){this._tweenProgress=e._getEasingCurveValue(this._tweenProgress,this._frameArray,this._curveCount,this._frameOffset+3)}else if(this._tweenType!==1){this._tweenProgress=e._getEasingValue(this._tweenType,this._tweenProgress,this._tweenEasing)}}};return e}(e);t.TweenTimelineState=a;var r=function(t){__extends(e,t);function e(){return t!==null&&t.apply(this,arguments)||this}e.prototype._onClear=function(){t.prototype._onClear.call(this);this._current=0;this._difference=0;this._result=0};e.prototype._onArriveAtFrame=function(){t.prototype._onArriveAtFrame.call(this);if(this._timelineData!==null){var e=this._valueScale;var a=this._valueArray;var r=this._valueOffset+this._frameValueOffset+this._frameIndex;if(this._isTween){var i=this._frameIndex===this._frameCount-1?this._valueOffset+this._frameValueOffset:r+1;if(e===1){this._current=a[r];this._difference=a[i]-this._current}else{this._current=a[r]*e;this._difference=a[i]*e-this._current}}else{this._result=a[r]*e}}else{this._result=0}};e.prototype._onUpdateFrame=function(){t.prototype._onUpdateFrame.call(this);if(this._isTween){this._result=this._current+this._difference*this._tweenProgress}};return e}(a);t.SingleValueTimelineState=r;var i=function(t){__extends(e,t);function e(){return t!==null&&t.apply(this,arguments)||this}e.prototype._onClear=function(){t.prototype._onClear.call(this);this._currentA=0;this._currentB=0;this._differenceA=0;this._differenceB=0;this._resultA=0;this._resultB=0};e.prototype._onArriveAtFrame=function(){t.prototype._onArriveAtFrame.call(this);if(this._timelineData!==null){var e=this._valueScale;var a=this._valueArray;var r=this._valueOffset+this._frameValueOffset+this._frameIndex*2;if(this._isTween){var i=this._frameIndex===this._frameCount-1?this._valueOffset+this._frameValueOffset:r+2;if(e===1){this._currentA=a[r];this._currentB=a[r+1];this._differenceA=a[i]-this._currentA;this._differenceB=a[i+1]-this._currentB}else{this._currentA=a[r]*e;this._currentB=a[r+1]*e;this._differenceA=a[i]*e-this._currentA;this._differenceB=a[i+1]*e-this._currentB}}else{this._resultA=a[r]*e;this._resultB=a[r+1]*e}}else{this._resultA=0;this._resultB=0}};e.prototype._onUpdateFrame=function(){t.prototype._onUpdateFrame.call(this);if(this._isTween){this._resultA=this._currentA+this._differenceA*this._tweenProgress;this._resultB=this._currentB+this._differenceB*this._tweenProgress}};return e}(a);t.DoubleValueTimelineState=i;var n=function(t){__extends(e,t);function e(){var e=t!==null&&t.apply(this,arguments)||this;e._rd=[];return e}e.prototype._onClear=function(){t.prototype._onClear.call(this);this._valueCount=0;this._rd.length=0};e.prototype._onArriveAtFrame=function(){t.prototype._onArriveAtFrame.call(this);var e=this._valueCount;var a=this._rd;if(this._timelineData!==null){var r=this._valueScale;var i=this._valueArray;var n=this._valueOffset+this._frameValueOffset+this._frameIndex*e;if(this._isTween){var s=this._frameIndex===this._frameCount-1?this._valueOffset+this._frameValueOffset:n+e;if(r===1){for(var o=0;o0){if(s.hasDBEventListener(t.EventObject.COMPLETE)){u=t.BaseObject.borrowObject(t.EventObject);u.type=t.EventObject.COMPLETE;u.armature=this._armature;u.animationState=this._animationState}}}if(this._frameCount>1){var f=this._timelineData;var _=Math.floor(this.currentTime*this._frameRate);var m=this._frameIndices[f.frameIndicesOffset+_];if(this._frameIndex!==m){var p=this._frameIndex;this._frameIndex=m;if(this._timelineArray!==null){this._frameOffset=this._animationData.frameOffset+this._timelineArray[f.offset+5+this._frameIndex];if(l){if(p<0){var c=Math.floor(i*this._frameRate);p=this._frameIndices[f.frameIndicesOffset+c];if(this.currentPlayTimes===r){if(p===m){p=-1}}}while(p>=0){var d=this._animationData.frameOffset+this._timelineArray[f.offset+5+p];var y=this._frameArray[d]/this._frameRate;if(this._position<=y&&y<=this._position+this._duration){this._onCrossFrame(p)}if(h!==null&&p===0){this._armature._dragonBones.bufferEvent(h);h=null}if(p>0){p--}else{p=this._frameCount-1}if(p===m){break}}}else{if(p<0){var c=Math.floor(i*this._frameRate);p=this._frameIndices[f.frameIndicesOffset+c];var d=this._animationData.frameOffset+this._timelineArray[f.offset+5+p];var y=this._frameArray[d]/this._frameRate;if(this.currentPlayTimes===r){if(i<=y){if(p>0){p--}else{p=this._frameCount-1}}else if(p===m){p=-1}}}while(p>=0){if(p=0){var t=this._frameArray[this._frameOffset+1];if(t>0){this._armature._sortZOrder(this._frameArray,this._frameOffset+2)}else{this._armature._sortZOrder(null,0)}}};e.prototype._onUpdateFrame=function(){};return e}(t.TimelineState);t.ZOrderTimelineState=a;var r=function(e){__extends(a,e);function a(){return e!==null&&e.apply(this,arguments)||this}a.toString=function(){return"[class dragonBones.BoneAllTimelineState]"};a.prototype._onArriveAtFrame=function(){e.prototype._onArriveAtFrame.call(this);if(this._isTween&&this._frameIndex===this._frameCount-1){this._rd[2]=t.Transform.normalizeRadian(this._rd[2]);this._rd[3]=t.Transform.normalizeRadian(this._rd[3])}if(this._timelineData===null){this._rd[4]=1;this._rd[5]=1}};a.prototype.init=function(t,a,r){e.prototype.init.call(this,t,a,r);this._valueOffset=this._animationData.frameFloatOffset;this._valueCount=6;this._valueArray=this._animationData.parent.parent.frameFloatArray};a.prototype.fadeOut=function(){this.dirty=false;this._rd[2]=t.Transform.normalizeRadian(this._rd[2]);this._rd[3]=t.Transform.normalizeRadian(this._rd[3])};a.prototype.blend=function(t){var e=this._armature.armatureData.scale;var a=this._rd;var r=this.target;var i=r.target;var n=r.blendWeight;var s=i.animationPose;if(r.dirty>1){s.x+=a[0]*n*e;s.y+=a[1]*n*e;s.rotation+=a[2]*n;s.skew+=a[3]*n;s.scaleX+=(a[4]-1)*n;s.scaleY+=(a[5]-1)*n}else{s.x=a[0]*n*e;s.y=a[1]*n*e;s.rotation=a[2]*n;s.skew=a[3]*n;s.scaleX=(a[4]-1)*n+1;s.scaleY=(a[5]-1)*n+1}if(t||this.dirty){this.dirty=false;i._transformDirty=true}};return a}(t.MutilpleValueTimelineState);t.BoneAllTimelineState=r;var i=function(t){__extends(e,t);function e(){return t!==null&&t.apply(this,arguments)||this}e.toString=function(){return"[class dragonBones.BoneTranslateTimelineState]"};e.prototype.init=function(e,a,r){t.prototype.init.call(this,e,a,r);this._valueOffset=this._animationData.frameFloatOffset;this._valueScale=this._armature.armatureData.scale;this._valueArray=this._animationData.parent.parent.frameFloatArray};e.prototype.blend=function(t){var e=this.target;var a=e.target;var r=e.blendWeight;var i=a.animationPose;if(e.dirty>1){i.x+=this._resultA*r;i.y+=this._resultB*r}else if(r!==1){i.x=this._resultA*r;i.y=this._resultB*r}else{i.x=this._resultA;i.y=this._resultB}if(t||this.dirty){this.dirty=false;a._transformDirty=true}};return e}(t.DoubleValueTimelineState);t.BoneTranslateTimelineState=i;var n=function(e){__extends(a,e);function a(){return e!==null&&e.apply(this,arguments)||this}a.toString=function(){return"[class dragonBones.BoneRotateTimelineState]"};a.prototype._onArriveAtFrame=function(){e.prototype._onArriveAtFrame.call(this);if(this._isTween&&this._frameIndex===this._frameCount-1){this._differenceA=t.Transform.normalizeRadian(this._differenceA);this._differenceB=t.Transform.normalizeRadian(this._differenceB)}};a.prototype.init=function(t,a,r){e.prototype.init.call(this,t,a,r);this._valueOffset=this._animationData.frameFloatOffset;this._valueArray=this._animationData.parent.parent.frameFloatArray};a.prototype.fadeOut=function(){this.dirty=false;this._resultA=t.Transform.normalizeRadian(this._resultA);this._resultB=t.Transform.normalizeRadian(this._resultB)};a.prototype.blend=function(t){var e=this.target;var a=e.target;var r=e.blendWeight;var i=a.animationPose;if(e.dirty>1){i.rotation+=this._resultA*r;i.skew+=this._resultB*r}else if(r!==1){i.rotation=this._resultA*r;i.skew=this._resultB*r}else{i.rotation=this._resultA;i.skew=this._resultB}if(t||this.dirty){this.dirty=false;a._transformDirty=true}};return a}(t.DoubleValueTimelineState);t.BoneRotateTimelineState=n;var s=function(t){__extends(e,t);function e(){return t!==null&&t.apply(this,arguments)||this}e.toString=function(){return"[class dragonBones.BoneScaleTimelineState]"};e.prototype._onArriveAtFrame=function(){t.prototype._onArriveAtFrame.call(this);if(this._timelineData===null){this._resultA=1;this._resultB=1}};e.prototype.init=function(e,a,r){t.prototype.init.call(this,e,a,r);this._valueOffset=this._animationData.frameFloatOffset;this._valueArray=this._animationData.parent.parent.frameFloatArray};e.prototype.blend=function(t){var e=this.target;var a=e.target;var r=e.blendWeight;var i=a.animationPose;if(e.dirty>1){i.scaleX+=(this._resultA-1)*r;i.scaleY+=(this._resultB-1)*r}else if(r!==1){i.scaleX=(this._resultA-1)*r+1;i.scaleY=(this._resultB-1)*r+1}else{i.scaleX=this._resultA;i.scaleY=this._resultB}if(t||this.dirty){this.dirty=false;a._transformDirty=true}};return e}(t.DoubleValueTimelineState);t.BoneScaleTimelineState=s;var o=function(t){__extends(e,t);function e(){return t!==null&&t.apply(this,arguments)||this}e.toString=function(){return"[class dragonBones.SurfaceTimelineState]"};e.prototype._onClear=function(){t.prototype._onClear.call(this);this._deformCount=0;this._deformOffset=0;this._sameValueOffset=0};e.prototype.init=function(e,a,r){t.prototype.init.call(this,e,a,r);if(this._timelineData!==null){var i=this._animationData.parent.parent;var n=i.frameIntArray;var s=this._animationData.frameIntOffset+this._timelineArray[this._timelineData.offset+3];this._valueOffset=this._animationData.frameFloatOffset;this._valueCount=n[s+2];this._deformCount=n[s+1];this._deformOffset=n[s+3];this._sameValueOffset=n[s+4]+this._animationData.frameFloatOffset;this._valueScale=this._armature.armatureData.scale;this._valueArray=i.frameFloatArray;this._rd.length=this._valueCount*2}else{this._deformCount=this.target.target._deformVertices.length}};e.prototype.blend=function(t){var e=this.target;var a=e.target;var r=e.blendWeight;var i=a._deformVertices;var n=this._valueArray;if(n!==null){var s=this._valueCount;var o=this._deformOffset;var l=this._sameValueOffset;var h=this._rd;for(var u=0;u1){i[u]+=f*r}else{i[u]=f*r}}}else if(e.dirty===1){for(var u=0;u1){a._alpha+=this._result*r;if(a._alpha>1){a._alpha=1}}else{a._alpha=this._result*r}if(t||this.dirty){this.dirty=false;this._armature._alphaDirty=true}};return e}(t.SingleValueTimelineState);t.AlphaTimelineState=l;var h=function(t){__extends(e,t);function e(){return t!==null&&t.apply(this,arguments)||this}e.toString=function(){return"[class dragonBones.SlotDislayTimelineState]"};e.prototype._onArriveAtFrame=function(){if(this.playState>=0){var t=this.target;var e=this._timelineData!==null?this._frameArray[this._frameOffset+1]:t._slotData.displayIndex;if(t.displayIndex!==e){t._setDisplayIndex(e,true)}}};e.prototype._onUpdateFrame=function(){};return e}(t.TimelineState);t.SlotDislayTimelineState=h;var u=function(t){__extends(e,t);function e(){var e=t!==null&&t.apply(this,arguments)||this;e._current=[0,0,0,0,0,0,0,0];e._difference=[0,0,0,0,0,0,0,0];e._result=[0,0,0,0,0,0,0,0];return e}e.toString=function(){return"[class dragonBones.SlotColorTimelineState]"};e.prototype._onArriveAtFrame=function(){t.prototype._onArriveAtFrame.call(this);if(this._timelineData!==null){var e=this._animationData.parent.parent;var a=e.colorArray;var r=e.frameIntArray;var i=this._animationData.frameIntOffset+this._frameValueOffset+this._frameIndex;var n=r[i];if(n<0){n+=65536}if(this._isTween){this._current[0]=a[n++];this._current[1]=a[n++];this._current[2]=a[n++];this._current[3]=a[n++];this._current[4]=a[n++];this._current[5]=a[n++];this._current[6]=a[n++];this._current[7]=a[n++];if(this._frameIndex===this._frameCount-1){n=r[this._animationData.frameIntOffset+this._frameValueOffset]}else{n=r[i+1]}if(n<0){n+=65536}this._difference[0]=a[n++]-this._current[0];this._difference[1]=a[n++]-this._current[1];this._difference[2]=a[n++]-this._current[2];this._difference[3]=a[n++]-this._current[3];this._difference[4]=a[n++]-this._current[4];this._difference[5]=a[n++]-this._current[5];this._difference[6]=a[n++]-this._current[6];this._difference[7]=a[n++]-this._current[7]}else{this._result[0]=a[n++]*.01;this._result[1]=a[n++]*.01;this._result[2]=a[n++]*.01;this._result[3]=a[n++]*.01;this._result[4]=a[n++];this._result[5]=a[n++];this._result[6]=a[n++];this._result[7]=a[n++]}}else{var s=this.target;var o=s.slotData.color;this._result[0]=o.alphaMultiplier;this._result[1]=o.redMultiplier;this._result[2]=o.greenMultiplier;this._result[3]=o.blueMultiplier;this._result[4]=o.alphaOffset;this._result[5]=o.redOffset;this._result[6]=o.greenOffset;this._result[7]=o.blueOffset}};e.prototype._onUpdateFrame=function(){t.prototype._onUpdateFrame.call(this);if(this._isTween){this._result[0]=(this._current[0]+this._difference[0]*this._tweenProgress)*.01;this._result[1]=(this._current[1]+this._difference[1]*this._tweenProgress)*.01;this._result[2]=(this._current[2]+this._difference[2]*this._tweenProgress)*.01;this._result[3]=(this._current[3]+this._difference[3]*this._tweenProgress)*.01;this._result[4]=this._current[4]+this._difference[4]*this._tweenProgress;this._result[5]=this._current[5]+this._difference[5]*this._tweenProgress;this._result[6]=this._current[6]+this._difference[6]*this._tweenProgress;this._result[7]=this._current[7]+this._difference[7]*this._tweenProgress}};e.prototype.fadeOut=function(){this._isTween=false};e.prototype.update=function(e){t.prototype.update.call(this,e);if(this._isTween||this.dirty){var a=this.target;var r=a._colorTransform;if(this._animationState._fadeState!==0||this._animationState._subFadeState!==0){if(r.alphaMultiplier!==this._result[0]||r.redMultiplier!==this._result[1]||r.greenMultiplier!==this._result[2]||r.blueMultiplier!==this._result[3]||r.alphaOffset!==this._result[4]||r.redOffset!==this._result[5]||r.greenOffset!==this._result[6]||r.blueOffset!==this._result[7]){var i=Math.pow(this._animationState._fadeProgress,4);r.alphaMultiplier+=(this._result[0]-r.alphaMultiplier)*i;r.redMultiplier+=(this._result[1]-r.redMultiplier)*i;r.greenMultiplier+=(this._result[2]-r.greenMultiplier)*i;r.blueMultiplier+=(this._result[3]-r.blueMultiplier)*i;r.alphaOffset+=(this._result[4]-r.alphaOffset)*i;r.redOffset+=(this._result[5]-r.redOffset)*i;r.greenOffset+=(this._result[6]-r.greenOffset)*i;r.blueOffset+=(this._result[7]-r.blueOffset)*i;a._colorDirty=true}}else if(this.dirty){this.dirty=false;if(r.alphaMultiplier!==this._result[0]||r.redMultiplier!==this._result[1]||r.greenMultiplier!==this._result[2]||r.blueMultiplier!==this._result[3]||r.alphaOffset!==this._result[4]||r.redOffset!==this._result[5]||r.greenOffset!==this._result[6]||r.blueOffset!==this._result[7]){r.alphaMultiplier=this._result[0];r.redMultiplier=this._result[1];r.greenMultiplier=this._result[2];r.blueMultiplier=this._result[3];r.alphaOffset=this._result[4];r.redOffset=this._result[5];r.greenOffset=this._result[6];r.blueOffset=this._result[7];a._colorDirty=true}}}};return e}(t.TweenTimelineState);t.SlotColorTimelineState=u;var f=function(t){__extends(e,t);function e(){return t!==null&&t.apply(this,arguments)||this}e.toString=function(){return"[class dragonBones.SlotZIndexTimelineState]"};e.prototype._onArriveAtFrame=function(){t.prototype._onArriveAtFrame.call(this);if(this._timelineData===null){var e=this.target;var a=e.target;this._result=a.slotData.zIndex}};e.prototype.init=function(e,a,r){t.prototype.init.call(this,e,a,r);this._valueOffset=this._animationData.frameIntOffset;this._valueArray=this._animationData.parent.parent.frameIntArray};e.prototype.blend=function(t){var e=this.target;var a=e.target;var r=e.blendWeight;if(e.dirty>1){a._zIndex+=this._result*r}else{a._zIndex=this._result*r}if(t||this.dirty){this.dirty=false;this._armature._zIndexDirty=true}};return e}(t.SingleValueTimelineState);t.SlotZIndexTimelineState=f;var _=function(t){__extends(e,t);function e(){return t!==null&&t.apply(this,arguments)||this}e.toString=function(){return"[class dragonBones.DeformTimelineState]"};e.prototype._onClear=function(){t.prototype._onClear.call(this);this.geometryOffset=0;this.displayFrame=null;this._deformCount=0;this._deformOffset=0;this._sameValueOffset=0};e.prototype.init=function(e,a,r){t.prototype.init.call(this,e,a,r);if(this._timelineData!==null){var i=this._animationData.frameIntOffset+this._timelineArray[this._timelineData.offset+3];var n=this._animationData.parent.parent;var s=n.frameIntArray;var o=this.target.target;this.geometryOffset=s[i+0];if(this.geometryOffset<0){this.geometryOffset+=65536}for(var l=0,h=o.displayFrameCount;l1){i[u]+=f*r}else{i[u]=f*r}}}else if(e.dirty===1){for(var u=0;u0;e._weight=this._currentB}else{var a=e._constraintData;e._bendPositive=a.bendPositive;e._weight=a.weight}e.invalidUpdate();this.dirty=false};e.prototype.init=function(e,a,r){t.prototype.init.call(this,e,a,r);this._valueOffset=this._animationData.frameIntOffset;this._valueScale=.01;this._valueArray=this._animationData.parent.parent.frameIntArray};return e}(t.DoubleValueTimelineState);t.IKConstraintTimelineState=m;var p=function(t){__extends(e,t);function e(){return t!==null&&t.apply(this,arguments)||this}e.toString=function(){return"[class dragonBones.AnimationProgressTimelineState]"};e.prototype._onUpdateFrame=function(){t.prototype._onUpdateFrame.call(this);var e=this.target;if(e._parent!==null){e.currentTime=this._result*e.totalTime}this.dirty=false};e.prototype.init=function(e,a,r){t.prototype.init.call(this,e,a,r);this._valueOffset=this._animationData.frameIntOffset;this._valueScale=1e-4;this._valueArray=this._animationData.parent.parent.frameIntArray};return e}(t.SingleValueTimelineState);t.AnimationProgressTimelineState=p;var c=function(t){__extends(e,t);function e(){return t!==null&&t.apply(this,arguments)||this}e.toString=function(){return"[class dragonBones.AnimationWeightTimelineState]"};e.prototype._onUpdateFrame=function(){t.prototype._onUpdateFrame.call(this);var e=this.target;if(e._parent!==null){e.weight=this._result}this.dirty=false};e.prototype.init=function(e,a,r){t.prototype.init.call(this,e,a,r);this._valueOffset=this._animationData.frameIntOffset;this._valueScale=1e-4;this._valueArray=this._animationData.parent.parent.frameIntArray};return e}(t.SingleValueTimelineState);t.AnimationWeightTimelineState=c;var d=function(t){__extends(e,t);function e(){return t!==null&&t.apply(this,arguments)||this}e.toString=function(){return"[class dragonBones.AnimationParametersTimelineState]"};e.prototype._onUpdateFrame=function(){t.prototype._onUpdateFrame.call(this);var e=this.target;if(e._parent!==null){e.parameterX=this._resultA;e.parameterY=this._resultB}this.dirty=false};e.prototype.init=function(e,a,r){t.prototype.init.call(this,e,a,r);this._valueOffset=this._animationData.frameIntOffset;this._valueScale=1e-4;this._valueArray=this._animationData.parent.parent.frameIntArray};return e}(t.DoubleValueTimelineState);t.AnimationParametersTimelineState=d})(dragonBones||(dragonBones={}));var dragonBones;(function(t){var e=function(t){__extends(e,t);function e(){return t!==null&&t.apply(this,arguments)||this}e.actionDataToInstance=function(t,a,r){if(t.type===0){a.type=e.FRAME_EVENT}else{a.type=t.type===10?e.FRAME_EVENT:e.SOUND_EVENT}a.name=t.name;a.armature=r;a.actionData=t;a.data=t.data;if(t.bone!==null){a.bone=r.getBone(t.bone.name)}if(t.slot!==null){a.slot=r.getSlot(t.slot.name)}};e.toString=function(){return"[class dragonBones.EventObject]"};e.prototype._onClear=function(){this.time=0;this.type="";this.name="";this.armature=null;this.bone=null;this.slot=null;this.animationState=null;this.actionData=null;this.data=null};e.START="start";e.LOOP_COMPLETE="loopComplete";e.COMPLETE="complete";e.FADE_IN="fadeIn";e.FADE_IN_COMPLETE="fadeInComplete";e.FADE_OUT="fadeOut";e.FADE_OUT_COMPLETE="fadeOutComplete";e.FRAME_EVENT="frameEvent";e.SOUND_EVENT="soundEvent";return e}(t.BaseObject);t.EventObject=e})(dragonBones||(dragonBones={}));var dragonBones;(function(t){var e=function(){function t(){}t._getArmatureType=function(t){switch(t.toLowerCase()){case"stage":return 2;case"armature":return 0;case"movieclip":return 1;default:return 0}};t._getBoneType=function(t){switch(t.toLowerCase()){case"bone":return 0;case"surface":return 1;default:return 0}};t._getPositionMode=function(t){switch(t.toLocaleLowerCase()){case"percent":return 1;case"fixed":return 0;default:return 1}};t._getSpacingMode=function(t){switch(t.toLocaleLowerCase()){case"length":return 0;case"percent":return 2;case"fixed":return 1;default:return 0}};t._getRotateMode=function(t){switch(t.toLocaleLowerCase()){case"tangent":return 0;case"chain":return 1;case"chainscale":return 2;default:return 0}};t._getDisplayType=function(t){switch(t.toLowerCase()){case"image":return 0;case"mesh":return 2;case"armature":return 1;case"boundingbox":return 3;case"path":return 4;default:return 0}};t._getBoundingBoxType=function(t){switch(t.toLowerCase()){case"rectangle":return 0;case"ellipse":return 1;case"polygon":return 2;default:return 0}};t._getBlendMode=function(t){switch(t.toLowerCase()){case"normal":return 0;case"add":return 1;case"alpha":return 2;case"darken":return 3;case"difference":return 4;case"erase":return 5;case"hardlight":return 6;case"invert":return 7;case"layer":return 8;case"lighten":return 9;case"multiply":return 10;case"overlay":return 11;case"screen":return 12;case"subtract":return 13;default:return 0}};t._getAnimationBlendType=function(t){switch(t.toLowerCase()){case"none":return 0;case"1d":return 1;default:return 0}};t._getActionType=function(t){switch(t.toLowerCase()){case"play":return 0;case"frame":return 10;case"sound":return 11;default:return 0}};t.DATA_VERSION_2_3="2.3";t.DATA_VERSION_3_0="3.0";t.DATA_VERSION_4_0="4.0";t.DATA_VERSION_4_5="4.5";t.DATA_VERSION_5_0="5.0";t.DATA_VERSION_5_5="5.5";t.DATA_VERSION_5_6="5.6";t.DATA_VERSION=t.DATA_VERSION_5_6;t.DATA_VERSIONS=[t.DATA_VERSION_4_0,t.DATA_VERSION_4_5,t.DATA_VERSION_5_0,t.DATA_VERSION_5_5,t.DATA_VERSION_5_6];t.TEXTURE_ATLAS="textureAtlas";t.SUB_TEXTURE="SubTexture";t.FORMAT="format";t.IMAGE_PATH="imagePath";t.WIDTH="width";t.HEIGHT="height";t.ROTATED="rotated";t.FRAME_X="frameX";t.FRAME_Y="frameY";t.FRAME_WIDTH="frameWidth";t.FRAME_HEIGHT="frameHeight";t.DRADON_BONES="dragonBones";t.USER_DATA="userData";t.ARMATURE="armature";t.CANVAS="canvas";t.BONE="bone";t.SURFACE="surface";t.SLOT="slot";t.CONSTRAINT="constraint";t.SKIN="skin";t.DISPLAY="display";t.FRAME="frame";t.IK="ik";t.PATH_CONSTRAINT="path";t.ANIMATION="animation";t.TIMELINE="timeline";t.FFD="ffd";t.TRANSLATE_FRAME="translateFrame";t.ROTATE_FRAME="rotateFrame";t.SCALE_FRAME="scaleFrame";t.DISPLAY_FRAME="displayFrame";t.COLOR_FRAME="colorFrame";t.DEFAULT_ACTIONS="defaultActions";t.ACTIONS="actions";t.EVENTS="events";t.INTS="ints";t.FLOATS="floats";t.STRINGS="strings";t.TRANSFORM="transform";t.PIVOT="pivot";t.AABB="aabb";t.COLOR="color";t.VERSION="version";t.COMPATIBLE_VERSION="compatibleVersion";t.FRAME_RATE="frameRate";t.TYPE="type";t.SUB_TYPE="subType";t.NAME="name";t.PARENT="parent";t.TARGET="target";t.STAGE="stage";t.SHARE="share";t.PATH="path";t.LENGTH="length";t.DISPLAY_INDEX="displayIndex";t.Z_ORDER="zOrder";t.Z_INDEX="zIndex";t.BLEND_MODE="blendMode";t.INHERIT_TRANSLATION="inheritTranslation";t.INHERIT_ROTATION="inheritRotation";t.INHERIT_SCALE="inheritScale";t.INHERIT_REFLECTION="inheritReflection";t.INHERIT_ANIMATION="inheritAnimation";t.INHERIT_DEFORM="inheritDeform";t.SEGMENT_X="segmentX";t.SEGMENT_Y="segmentY";t.BEND_POSITIVE="bendPositive";t.CHAIN="chain";t.WEIGHT="weight";t.BLEND_TYPE="blendType";t.FADE_IN_TIME="fadeInTime";t.PLAY_TIMES="playTimes";t.SCALE="scale";t.OFFSET="offset";t.POSITION="position";t.DURATION="duration";t.TWEEN_EASING="tweenEasing";t.TWEEN_ROTATE="tweenRotate";t.TWEEN_SCALE="tweenScale";t.CLOCK_WISE="clockwise";t.CURVE="curve";t.SOUND="sound";t.EVENT="event";t.ACTION="action";t.X="x";t.Y="y";t.SKEW_X="skX";t.SKEW_Y="skY";t.SCALE_X="scX";t.SCALE_Y="scY";t.VALUE="value";t.ROTATE="rotate";t.SKEW="skew";t.ALPHA="alpha";t.ALPHA_OFFSET="aO";t.RED_OFFSET="rO";t.GREEN_OFFSET="gO";t.BLUE_OFFSET="bO";t.ALPHA_MULTIPLIER="aM";t.RED_MULTIPLIER="rM";t.GREEN_MULTIPLIER="gM";t.BLUE_MULTIPLIER="bM";t.UVS="uvs";t.VERTICES="vertices";t.TRIANGLES="triangles";t.WEIGHTS="weights";t.SLOT_POSE="slotPose";t.BONE_POSE="bonePose";t.BONES="bones";t.POSITION_MODE="positionMode";t.SPACING_MODE="spacingMode";t.ROTATE_MODE="rotateMode";t.SPACING="spacing";t.ROTATE_OFFSET="rotateOffset";t.ROTATE_MIX="rotateMix";t.TRANSLATE_MIX="translateMix";t.TARGET_DISPLAY="targetDisplay";t.CLOSED="closed";t.CONSTANT_SPEED="constantSpeed";t.VERTEX_COUNT="vertexCount";t.LENGTHS="lengths";t.GOTO_AND_PLAY="gotoAndPlay";t.DEFAULT_NAME="default";return t}();t.DataParser=e})(dragonBones||(dragonBones={}));var dragonBones;(function(t){var e=function(e){__extends(r,e);function r(){var a=e!==null&&e.apply(this,arguments)||this;a._rawTextureAtlasIndex=0;a._rawBones=[];a._data=null;a._armature=null;a._bone=null;a._geometry=null;a._slot=null;a._skin=null;a._mesh=null;a._animation=null;a._timeline=null;a._rawTextureAtlases=null;a._frameValueType=0;a._defaultColorOffset=-1;a._prevClockwise=0;a._prevRotation=0;a._frameDefaultValue=0;a._frameValueScale=1;a._helpMatrixA=new t.Matrix;a._helpMatrixB=new t.Matrix;a._helpTransform=new t.Transform;a._helpColorTransform=new t.ColorTransform;a._helpPoint=new t.Point;a._helpArray=[];a._intArray=[];a._floatArray=[];a._frameIntArray=[];a._frameFloatArray=[];a._frameArray=[];a._timelineArray=[];a._colorArray=[];a._cacheRawMeshes=[];a._cacheMeshes=[];a._actionFrames=[];a._weightSlotPose={};a._weightBonePoses={};a._cacheBones={};a._slotChildActions={};return a}r._getBoolean=function(t,e,a){if(e in t){var r=t[e];var i=typeof r;if(i==="boolean"){return r}else if(i==="string"){switch(r){case"0":case"NaN":case"":case"false":case"null":case"undefined":return false;default:return true}}else{return!!r}}return a};r._getNumber=function(t,e,a){if(e in t){var r=t[e];if(r===null||r==="NaN"){return a}return+r||0}return a};r._getString=function(t,e,a){if(e in t){var r=t[e];var i=typeof r;if(i==="string"){return r}return String(r)}return a};r.prototype._getCurvePoint=function(t,e,a,r,i,n,s,o,l,h){var u=1-l;var f=u*u;var _=l*l;var m=u*f;var p=3*l*f;var c=3*u*_;var d=l*_;h.x=m*t+p*a+c*i+d*s;h.y=m*e+p*r+c*n+d*o};r.prototype._samplingEasingCurve=function(t,e){var a=t.length;if(a%3===1){var r=-2;for(var i=0,n=e.length;i=0&&r+61e-4){var v=(y+d)*.5;this._getCurvePoint(l,h,u,f,_,m,p,c,v,this._helpPoint);if(s-this._helpPoint.x>0){d=v}else{y=v}}e[i]=this._helpPoint.y}return true}else{var r=0;for(var i=0,n=e.length;i1e-4){var v=(y+d)*.5;this._getCurvePoint(l,h,u,f,_,m,p,c,v,this._helpPoint);if(s-this._helpPoint.x>0){d=v}else{y=v}}e[i]=this._helpPoint.y}return false}};r.prototype._parseActionDataInFrame=function(e,a,r,i){if(t.DataParser.EVENT in e){this._mergeActionFrame(e[t.DataParser.EVENT],a,10,r,i)}if(t.DataParser.SOUND in e){this._mergeActionFrame(e[t.DataParser.SOUND],a,11,r,i)}if(t.DataParser.ACTION in e){this._mergeActionFrame(e[t.DataParser.ACTION],a,0,r,i)}if(t.DataParser.EVENTS in e){this._mergeActionFrame(e[t.DataParser.EVENTS],a,10,r,i)}if(t.DataParser.ACTIONS in e){this._mergeActionFrame(e[t.DataParser.ACTIONS],a,0,r,i)}};r.prototype._mergeActionFrame=function(t,e,r,i,n){var s=this._armature.actions.length;var o=this._parseActionData(t,r,i,n);var l=0;var h=null;for(var u=0,f=o;ue){break}l++}if(h===null){h=new a;h.frameStart=e;this._actionFrames.splice(l,0,h)}for(var d=0;d0){var p=i.getBone(_);if(p!==null){m.parent=p}else{if(!(_ in this._cacheBones)){this._cacheBones[_]=[]}this._cacheBones[_].push(m)}}if(m.name in this._cacheBones){for(var c=0,d=this._cacheBones[m.name];c0&&a.parent!==null){s.root=a.parent;s.bone=a}else{s.root=a;s.bone=null}return s};r.prototype._parsePathConstraint=function(e){var a=this._armature.getSlot(r._getString(e,t.DataParser.TARGET,""));if(a===null){return null}var i=this._armature.defaultSkin;if(i===null){return null}var n=i.getDisplay(a.name,r._getString(e,t.DataParser.TARGET_DISPLAY,a.name));if(n===null||!(n instanceof t.PathDisplayData)){return null}var s=e[t.DataParser.BONES];if(s===null||s.length===0){return null}var o=t.BaseObject.borrowObject(t.PathConstraintData);o.name=r._getString(e,t.DataParser.NAME,"");o.type=1;o.pathSlot=a;o.pathDisplayData=n;o.target=a.parent;o.positionMode=t.DataParser._getPositionMode(r._getString(e,t.DataParser.POSITION_MODE,""));o.spacingMode=t.DataParser._getSpacingMode(r._getString(e,t.DataParser.SPACING_MODE,""));o.rotateMode=t.DataParser._getRotateMode(r._getString(e,t.DataParser.ROTATE_MODE,""));o.position=r._getNumber(e,t.DataParser.POSITION,0);o.spacing=r._getNumber(e,t.DataParser.SPACING,0);o.rotateOffset=r._getNumber(e,t.DataParser.ROTATE_OFFSET,0);o.rotateMix=r._getNumber(e,t.DataParser.ROTATE_MIX,1);o.translateMix=r._getNumber(e,t.DataParser.TRANSLATE_MIX,1);for(var l=0,h=s;l0?i:a;this._parsePivot(e,o);break}case 1:{var l=s=t.BaseObject.borrowObject(t.ArmatureDisplayData);l.name=a;l.path=i.length>0?i:a;l.inheritAnimation=true;if(t.DataParser.ACTIONS in e){var h=this._parseActionData(e[t.DataParser.ACTIONS],0,null,null);for(var u=0,f=h;u0?i:a;if(t.DataParser.SHARE in e){d.geometry.data=this._data;this._cacheRawMeshes.push(e);this._cacheMeshes.push(d)}else{this._parseMesh(e,d)}break}case 3:{var y=this._parseBoundingBox(e);if(y!==null){var v=s=t.BaseObject.borrowObject(t.BoundingBoxDisplayData);v.name=a;v.path=i.length>0?i:a;v.boundingBox=y}break}case 4:{var g=e[t.DataParser.LENGTHS];var D=s=t.BaseObject.borrowObject(t.PathDisplayData);D.closed=r._getBoolean(e,t.DataParser.CLOSED,false);D.constantSpeed=r._getBoolean(e,t.DataParser.CONSTANT_SPEED,false);D.name=a;D.path=i.length>0?i:a;D.curveLengths.length=g.length;for(var T=0,b=g.length;Ta.width){a.width=l}if(ha.height){a.height=h}}}a.width-=a.x;a.height-=a.y}else{console.warn("Data error.\n Please reexport DragonBones Data to fixed the bug.")}return a};r.prototype._parseAnimation=function(e){var a=t.BaseObject.borrowObject(t.AnimationData);a.blendType=t.DataParser._getAnimationBlendType(r._getString(e,t.DataParser.BLEND_TYPE,""));a.frameCount=r._getNumber(e,t.DataParser.DURATION,0);a.playTimes=r._getNumber(e,t.DataParser.PLAY_TIMES,1);a.duration=a.frameCount/this._armature.frameRate;a.fadeInTime=r._getNumber(e,t.DataParser.FADE_IN_TIME,0);a.scale=r._getNumber(e,t.DataParser.SCALE,1);a.name=r._getString(e,t.DataParser.NAME,t.DataParser.DEFAULT_NAME);if(a.name.length===0){a.name=t.DataParser.DEFAULT_NAME}a.frameIntOffset=this._frameIntArray.length;a.frameFloatOffset=this._frameFloatArray.length;a.frameOffset=this._frameArray.length;this._animation=a;if(t.DataParser.FRAME in e){var i=e[t.DataParser.FRAME];var n=i.length;if(n>0){for(var s=0,o=0;s0){this._animation.actionTimeline=this._parseTimeline(null,this._actionFrames,"",0,0,0,this._parseActionFrame);this._actionFrames.length=0}if(t.DataParser.TIMELINE in e){var h=e[t.DataParser.TIMELINE];for(var S=0,O=h;S0&&n in e){i=e[n]}if(i===null){return null}var f=i.length;if(f===0){return null}var _=this._frameIntArray.length;var m=this._frameFloatArray.length;var p=this._timelineArray.length;if(u===null){u=t.BaseObject.borrowObject(t.TimelineData)}u.type=s;u.offset=p;this._frameValueType=o;this._timeline=u;this._timelineArray.length+=1+1+1+1+1+f;if(e!==null){this._timelineArray[p+0]=Math.round(r._getNumber(e,t.DataParser.SCALE,1)*100);this._timelineArray[p+1]=Math.round(r._getNumber(e,t.DataParser.OFFSET,0)*100)}else{this._timelineArray[p+0]=100;this._timelineArray[p+1]=0}this._timelineArray[p+2]=f;this._timelineArray[p+3]=l;switch(this._frameValueType){case 0:this._timelineArray[p+4]=0;break;case 1:this._timelineArray[p+4]=_-this._animation.frameIntOffset;break;case 2:this._timelineArray[p+4]=m-this._animation.frameFloatOffset;break}if(f===1){u.frameIndicesOffset=-1;this._timelineArray[p+5+0]=h.call(this,i[0],0,0)-this._animation.frameOffset}else{var c=this._animation.frameCount+1;var d=this._data.frameIndices;var y=d.length;d.length+=c;u.frameIndicesOffset=y;for(var v=0,g=0,D=0,T=0;v0){if(t.DataParser.CURVE in e){var s=i+1;this._helpArray.length=s;var o=this._samplingEasingCurve(e[t.DataParser.CURVE],this._helpArray);this._frameArray.length+=1+1+this._helpArray.length;this._frameArray[n+1]=2;this._frameArray[n+2]=o?s:-s;for(var l=0;l0){var s=this._armature.sortedSlots.length;var o=new Array(s-n.length/2);var l=new Array(s);for(var h=0;h0?n>=this._prevRotation:n<=this._prevRotation){this._prevClockwise=this._prevClockwise>0?this._prevClockwise-1:this._prevClockwise+1}n=this._prevRotation+n-this._prevRotation+t.Transform.PI_D*this._prevClockwise}}this._prevClockwise=r._getNumber(e,t.DataParser.TWEEN_ROTATE,0);this._prevRotation=n;var s=this._parseTweenFrame(e,a,i);var o=this._frameFloatArray.length;this._frameFloatArray.length+=6;this._frameFloatArray[o++]=this._helpTransform.x;this._frameFloatArray[o++]=this._helpTransform.y;this._frameFloatArray[o++]=n;this._frameFloatArray[o++]=this._helpTransform.skew;this._frameFloatArray[o++]=this._helpTransform.scaleX;this._frameFloatArray[o++]=this._helpTransform.scaleY;this._parseActionDataInFrame(e,a,this._bone,this._slot);return s};r.prototype._parseBoneTranslateFrame=function(e,a,i){var n=this._parseTweenFrame(e,a,i);var s=this._frameFloatArray.length;this._frameFloatArray.length+=2;this._frameFloatArray[s++]=r._getNumber(e,t.DataParser.X,0);this._frameFloatArray[s++]=r._getNumber(e,t.DataParser.Y,0);return n};r.prototype._parseBoneRotateFrame=function(e,a,i){var n=r._getNumber(e,t.DataParser.ROTATE,0)*t.Transform.DEG_RAD;if(a!==0){if(this._prevClockwise===0){n=this._prevRotation+t.Transform.normalizeRadian(n-this._prevRotation)}else{if(this._prevClockwise>0?n>=this._prevRotation:n<=this._prevRotation){this._prevClockwise=this._prevClockwise>0?this._prevClockwise-1:this._prevClockwise+1}n=this._prevRotation+n-this._prevRotation+t.Transform.PI_D*this._prevClockwise}}this._prevClockwise=r._getNumber(e,t.DataParser.CLOCK_WISE,0);this._prevRotation=n;var s=this._parseTweenFrame(e,a,i);var o=this._frameFloatArray.length;this._frameFloatArray.length+=2;this._frameFloatArray[o++]=n;this._frameFloatArray[o++]=r._getNumber(e,t.DataParser.SKEW,0)*t.Transform.DEG_RAD;return s};r.prototype._parseBoneScaleFrame=function(e,a,i){var n=this._parseTweenFrame(e,a,i);var s=this._frameFloatArray.length;this._frameFloatArray.length+=2;this._frameFloatArray[s++]=r._getNumber(e,t.DataParser.X,1);this._frameFloatArray[s++]=r._getNumber(e,t.DataParser.Y,1);return n};r.prototype._parseSlotDisplayFrame=function(e,a,i){var n=this._parseFrame(e,a,i);this._frameArray.length+=1;if(t.DataParser.VALUE in e){this._frameArray[n+1]=r._getNumber(e,t.DataParser.VALUE,0)}else{this._frameArray[n+1]=r._getNumber(e,t.DataParser.DISPLAY_INDEX,0)}this._parseActionDataInFrame(e,a,this._slot.parent,this._slot);return n};r.prototype._parseSlotColorFrame=function(e,a,r){var i=this._parseTweenFrame(e,a,r);var n=-1;if(t.DataParser.VALUE in e||t.DataParser.COLOR in e){var s=t.DataParser.VALUE in e?e[t.DataParser.VALUE]:e[t.DataParser.COLOR];for(var o in s){o;this._parseColorTransform(s,this._helpColorTransform);n=this._colorArray.length;this._colorArray.length+=8;this._colorArray[n++]=Math.round(this._helpColorTransform.alphaMultiplier*100);this._colorArray[n++]=Math.round(this._helpColorTransform.redMultiplier*100);this._colorArray[n++]=Math.round(this._helpColorTransform.greenMultiplier*100);this._colorArray[n++]=Math.round(this._helpColorTransform.blueMultiplier*100);this._colorArray[n++]=Math.round(this._helpColorTransform.alphaOffset);this._colorArray[n++]=Math.round(this._helpColorTransform.redOffset);this._colorArray[n++]=Math.round(this._helpColorTransform.greenOffset);this._colorArray[n++]=Math.round(this._helpColorTransform.blueOffset);n-=8;break}}if(n<0){if(this._defaultColorOffset<0){this._defaultColorOffset=n=this._colorArray.length;this._colorArray.length+=8;this._colorArray[n++]=100;this._colorArray[n++]=100;this._colorArray[n++]=100;this._colorArray[n++]=100;this._colorArray[n++]=0;this._colorArray[n++]=0;this._colorArray[n++]=0;this._colorArray[n++]=0}n=this._defaultColorOffset}var l=this._frameIntArray.length;this._frameIntArray.length+=1;this._frameIntArray[l]=n;return i};r.prototype._parseSlotDeformFrame=function(e,a,i){var n=this._frameFloatArray.length;var s=this._parseTweenFrame(e,a,i);var o=t.DataParser.VERTICES in e?e[t.DataParser.VERTICES]:null;var l=r._getNumber(e,t.DataParser.OFFSET,0);var h=this._intArray[this._mesh.geometry.offset+0];var u=this._mesh.parent.name+"_"+this._slot.name+"_"+this._mesh.name;var f=this._mesh.geometry.weight;var _=0;var m=0;var p=0;var c=0;if(f!==null){var d=this._weightSlotPose[u];this._helpMatrixA.copyFromArray(d,0);this._frameFloatArray.length+=f.count*2;p=f.offset+2+f.bones.length}else{this._frameFloatArray.length+=h*2}for(var y=0;y=o.length){_=0}else{_=o[y-l]}if(y+1=o.length){m=0}else{m=o[y+1-l]}}if(f!==null){var v=this._weightBonePoses[u];var g=this._intArray[p++];this._helpMatrixA.transformPoint(_,m,this._helpPoint,true);_=this._helpPoint.x;m=this._helpPoint.y;for(var D=0;D=o.length){f=0}else{f=o[m-l]}if(m+1=o.length){_=0}else{_=o[m+1-l]}}else{f=0;_=0}this._frameFloatArray[n+m]=f;this._frameFloatArray[n+m+1]=_}}if(a===0){var p=this._frameIntArray.length;this._frameIntArray.length+=1+1+1+1+1;this._frameIntArray[p+0]=this._geometry.offset;this._frameIntArray[p+1]=this._frameFloatArray.length-n;this._frameIntArray[p+2]=this._frameFloatArray.length-n;this._frameIntArray[p+3]=0;this._frameIntArray[p+4]=n-this._animation.frameFloatOffset;this._timelineArray[this._timeline.offset+3]=p-this._animation.frameIntOffset}return s};r.prototype._parseTransform=function(e,a,i){a.x=r._getNumber(e,t.DataParser.X,0)*i;a.y=r._getNumber(e,t.DataParser.Y,0)*i;if(t.DataParser.ROTATE in e||t.DataParser.SKEW in e){a.rotation=t.Transform.normalizeRadian(r._getNumber(e,t.DataParser.ROTATE,0)*t.Transform.DEG_RAD);a.skew=t.Transform.normalizeRadian(r._getNumber(e,t.DataParser.SKEW,0)*t.Transform.DEG_RAD)}else if(t.DataParser.SKEW_X in e||t.DataParser.SKEW_Y in e){a.rotation=t.Transform.normalizeRadian(r._getNumber(e,t.DataParser.SKEW_Y,0)*t.Transform.DEG_RAD);a.skew=t.Transform.normalizeRadian(r._getNumber(e,t.DataParser.SKEW_X,0)*t.Transform.DEG_RAD)-a.rotation}a.scaleX=r._getNumber(e,t.DataParser.SCALE_X,1);a.scaleY=r._getNumber(e,t.DataParser.SCALE_Y,1)};r.prototype._parseColorTransform=function(e,a){a.alphaMultiplier=r._getNumber(e,t.DataParser.ALPHA_MULTIPLIER,100)*.01;a.redMultiplier=r._getNumber(e,t.DataParser.RED_MULTIPLIER,100)*.01;a.greenMultiplier=r._getNumber(e,t.DataParser.GREEN_MULTIPLIER,100)*.01;a.blueMultiplier=r._getNumber(e,t.DataParser.BLUE_MULTIPLIER,100)*.01;a.alphaOffset=r._getNumber(e,t.DataParser.ALPHA_OFFSET,0);a.redOffset=r._getNumber(e,t.DataParser.RED_OFFSET,0);a.greenOffset=r._getNumber(e,t.DataParser.GREEN_OFFSET,0);a.blueOffset=r._getNumber(e,t.DataParser.BLUE_OFFSET,0)};r.prototype._parseGeometry=function(e,a){var r=e[t.DataParser.VERTICES];var i=Math.floor(r.length/2);var n=0;var s=this._intArray.length;var o=this._floatArray.length;a.offset=s;a.data=this._data;this._intArray.length+=1+1+1+1;this._intArray[s+0]=i;this._intArray[s+2]=o;this._intArray[s+3]=-1;this._floatArray.length+=i*2;for(var l=0,h=i*2;l=0||t.DataParser.DATA_VERSIONS.indexOf(n)>=0){var s=t.BaseObject.borrowObject(t.DragonBonesData);s.version=i;s.name=r._getString(e,t.DataParser.NAME,"");s.frameRate=r._getNumber(e,t.DataParser.FRAME_RATE,24);if(s.frameRate===0){s.frameRate=24}if(t.DataParser.ARMATURE in e){this._data=s;this._parseArray(e);var o=e[t.DataParser.ARMATURE];for(var l=0,h=o;l0){s.stage=s.getArmature(s.armatureNames[0])}this._data=null}if(t.DataParser.TEXTURE_ATLAS in e){this._rawTextureAtlases=e[t.DataParser.TEXTURE_ATLAS]}return s}else{console.assert(false,"Nonsupport data version: "+i+"\n"+"Please convert DragonBones data to support version.\n"+"Read more: https://github.com/DragonBones/Tools/")}return null};r.prototype.parseTextureAtlasData=function(e,a,i){if(i===void 0){i=1}console.assert(e!==undefined);if(e===null){if(this._rawTextureAtlases===null||this._rawTextureAtlases.length===0){return false}var n=this._rawTextureAtlases[this._rawTextureAtlasIndex++];this.parseTextureAtlasData(n,a,i);if(this._rawTextureAtlasIndex>=this._rawTextureAtlases.length){this._rawTextureAtlasIndex=0;this._rawTextureAtlases=null}return true}a.width=r._getNumber(e,t.DataParser.WIDTH,0);a.height=r._getNumber(e,t.DataParser.HEIGHT,0);a.scale=i===1?1/r._getNumber(e,t.DataParser.SCALE,1):i;a.name=r._getString(e,t.DataParser.NAME,"");a.imagePath=r._getString(e,t.DataParser.IMAGE_PATH,"");if(t.DataParser.SUB_TEXTURE in e){var s=e[t.DataParser.SUB_TEXTURE];for(var o=0,l=s.length;o0&&f>0){_.frame=t.TextureData.createRectangle();_.frame.x=r._getNumber(h,t.DataParser.FRAME_X,0);_.frame.y=r._getNumber(h,t.DataParser.FRAME_Y,0);_.frame.width=u;_.frame.height=f}a.addTexture(_)}}return true};r.getInstance=function(){if(r._objectDataParserInstance===null){r._objectDataParserInstance=new r}return r._objectDataParserInstance};r._objectDataParserInstance=null;return r}(t.DataParser);t.ObjectDataParser=e;var a=function(){function t(){this.frameStart=0;this.actions=[]}return t}();t.ActionFrame=a})(dragonBones||(dragonBones={}));var dragonBones;(function(t){var e=function(e){__extends(a,e);function a(){return e!==null&&e.apply(this,arguments)||this}a.prototype._inRange=function(t,e,a){return e<=t&&t<=a};a.prototype._decodeUTF8=function(t){var e=-1;var a=-1;var r=65533;var i=0;var n="";var s;var o=0;var l=0;var h=0;var u=0;while(t.length>i){var f=t[i++];if(f===e){if(l!==0){s=r}else{s=a}}else{if(l===0){if(this._inRange(f,0,127)){s=f}else{if(this._inRange(f,194,223)){l=1;u=128;o=f-192}else if(this._inRange(f,224,239)){l=2;u=2048;o=f-224}else if(this._inRange(f,240,244)){l=3;u=65536;o=f-240}else{}o=o*Math.pow(64,l);s=null}}else if(!this._inRange(f,128,191)){o=0;l=0;h=0;u=0;i--;s=f}else{h+=1;o=o+(f-128)*Math.pow(64,l-h);if(h!==l){s=null}else{var _=o;var m=u;o=0;l=0;h=0;u=0;if(this._inRange(_,m,1114111)&&!this._inRange(_,55296,57343)){s=_}else{s=f}}}}if(s!==null&&s!==a){if(s<=65535){if(s>0)n+=String.fromCharCode(s)}else{s-=65536;n+=String.fromCharCode(55296+(s>>10&1023));n+=String.fromCharCode(56320+(s&1023))}}}return n};a.prototype._parseBinaryTimeline=function(e,a,r){if(r===void 0){r=null}var i=r!==null?r:t.BaseObject.borrowObject(t.TimelineData);i.type=e;i.offset=a;this._timeline=i;var n=this._timelineArrayBuffer[i.offset+2];if(n===1){i.frameIndicesOffset=-1}else{var s=0;var o=this._animation.frameCount+1;var l=this._data.frameIndices;s=l.length;l.length+=o;i.frameIndicesOffset=s;for(var h=0,u=0,f=0,_=0;h=0){var u=t.ObjectDataParser._getNumber(y,t.DataParser.TYPE,0);var v=t.ObjectDataParser._getString(y,t.DataParser.NAME,"");var _=null;if(u===40&&a.blendType!==0){_=t.BaseObject.borrowObject(t.AnimationTimelineData);var g=_;g.x=t.ObjectDataParser._getNumber(y,t.DataParser.X,0);g.y=t.ObjectDataParser._getNumber(y,t.DataParser.Y,0)}_=this._parseBinaryTimeline(u,f,_);switch(u){case 0:break;case 1:break;case 11:case 12:case 13:case 50:case 60:this._animation.addBoneTimeline(v,_);break;case 20:case 21:case 22:case 23:case 24:this._animation.addSlotTimeline(v,_);break;case 30:this._animation.addConstraintTimeline(v,_);break;case 40:case 41:case 42:this._animation.addAnimationTimeline(v,_);break}}}}this._animation=null;return a};a.prototype._parseGeometry=function(e,a){a.offset=e[t.DataParser.OFFSET];a.data=this._data;var r=this._intArrayBuffer[a.offset+3];if(r>=0){var i=t.BaseObject.borrowObject(t.WeightData);var n=this._intArrayBuffer[a.offset+0];var s=this._intArrayBuffer[r+0];i.offset=r;for(var o=0;o12?a[13]:0;var u=new Int16Array(this._binary,this._binaryOffset+a[0],r/Int16Array.BYTES_PER_ELEMENT);var f=new Float32Array(this._binary,this._binaryOffset+a[2],i/Float32Array.BYTES_PER_ELEMENT);var _=new Int16Array(this._binary,this._binaryOffset+a[4],n/Int16Array.BYTES_PER_ELEMENT);var m=new Float32Array(this._binary,this._binaryOffset+a[6],s/Float32Array.BYTES_PER_ELEMENT);var p=new Int16Array(this._binary,this._binaryOffset+a[8],o/Int16Array.BYTES_PER_ELEMENT);var c=new Uint16Array(this._binary,this._binaryOffset+a[10],l/Uint16Array.BYTES_PER_ELEMENT);var d=h>0?new Int16Array(this._binary,this._binaryOffset+a[12],h/Int16Array.BYTES_PER_ELEMENT):u;this._data.binary=this._binary;this._data.intArray=this._intArrayBuffer=u;this._data.floatArray=f;this._data.frameIntArray=_;this._data.frameFloatArray=m;this._data.frameArray=this._frameArrayBuffer=p;this._data.timelineArray=this._timelineArrayBuffer=c;this._data.colorArray=d};a.prototype.parseDragonBonesData=function(t,a){if(a===void 0){a=1}console.assert(t!==null&&t!==undefined&&t instanceof ArrayBuffer,"Data error.");var r=new Uint8Array(t,0,8);if(r[0]!=="D".charCodeAt(0)||r[1]!=="B".charCodeAt(0)||r[2]!=="D".charCodeAt(0)||r[3]!=="T".charCodeAt(0)){console.assert(false,"Nonsupport data.");return null}var i=new Uint32Array(t,8,1)[0];var n=new Uint8Array(t,8+4,i);var s=this._decodeUTF8(n);var o=JSON.parse(s);this._binaryOffset=8+4+i;this._binary=t;return e.prototype.parseDragonBonesData.call(this,o,a)};a.getInstance=function(){if(a._binaryDataParserInstance===null){a._binaryDataParserInstance=new a}return a._binaryDataParserInstance};a._binaryDataParserInstance=null;return a}(t.ObjectDataParser);t.BinaryDataParser=e})(dragonBones||(dragonBones={}));var dragonBones;(function(t){var e=function(){function e(a){if(a===void 0){a=null}this.autoSearch=false;this._dragonBonesDataMap={};this._textureAtlasDataMap={};this._dragonBones=null;this._dataParser=null;if(e._objectParser===null){e._objectParser=new t.ObjectDataParser}if(e._binaryParser===null){e._binaryParser=new t.BinaryDataParser}this._dataParser=a!==null?a:e._objectParser}e.prototype._isSupportMesh=function(){return true};e.prototype._getTextureData=function(t,e){if(t in this._textureAtlasDataMap){for(var a=0,r=this._textureAtlasDataMap[t];a0){if(e in this._dragonBonesDataMap){n=this._dragonBonesDataMap[e];s=n.getArmature(a)}}if(s===null&&(e.length===0||this.autoSearch)){for(var o in this._dragonBonesDataMap){n=this._dragonBonesDataMap[o];if(e.length===0||n.autoSearch){s=n.getArmature(a);if(s!==null){e=o;break}}}}if(s!==null){t.dataName=e;t.textureAtlasName=i;t.data=n;t.armature=s;t.skin=null;if(r.length>0){t.skin=s.getSkin(r);if(t.skin===null&&this.autoSearch){for(var o in this._dragonBonesDataMap){var l=this._dragonBonesDataMap[o];var h=l.getArmature(r);if(h!==null){t.skin=h.defaultSkin;break}}}}if(t.skin===null){t.skin=s.defaultSkin}return true}return false};e.prototype._buildBones=function(e,a){for(var r=0,i=e.armature.sortedBones;r0){var c=this._getTextureData(t.textureAtlasName,p.path);f.replaceTextureData(c,_)}var d=this._getSlotDisplay(t,p,f);f.replaceDisplay(d,_)}else{f.replaceDisplay(null)}}}f._setDisplayIndex(h.displayIndex,true)}};e.prototype._buildConstraints=function(e,a){var r=e.armature.constraints;for(var i in r){var n=r[i];switch(n.type){case 0:var s=t.BaseObject.borrowObject(t.IKConstraint);s.init(n,a);a._addConstraint(s);break;case 1:var o=t.BaseObject.borrowObject(t.PathConstraint);o.init(n,a);a._addConstraint(o);break;default:var l=t.BaseObject.borrowObject(t.IKConstraint);l.init(n,a);a._addConstraint(l);break}}};e.prototype._buildChildArmature=function(t,e,a){return this.buildArmature(a.path,t!==null?t.dataName:"","",t!==null?t.textureAtlasName:"")};e.prototype._getSlotDisplay=function(e,a,r){var i=e!==null?e.dataName:a.parent.parent.parent.name;var n=null;switch(a.type){case 0:{var s=a;if(s.texture===null){s.texture=this._getTextureData(i,a.path)}n=r.rawDisplay;break}case 2:{var o=a;if(o.texture===null){o.texture=this._getTextureData(i,o.path)}if(this._isSupportMesh()){n=r.meshDisplay}else{n=r.rawDisplay}break}case 1:{var l=a;var h=this._buildChildArmature(e,r,l);if(h!==null){h.inheritAnimation=l.inheritAnimation;if(!h.inheritAnimation){var u=l.actions.length>0?l.actions:h.armatureData.defaultActions;if(u.length>0){for(var f=0,_=u;f<_.length;f++){var m=_[f];var p=t.BaseObject.borrowObject(t.EventObject);t.EventObject.actionDataToInstance(m,p,r.armature);p.slot=r;r.armature._bufferAction(p,false)}}else{h.animation.play()}}l.armature=h.armatureData}n=h;break}case 3:break;default:break}return n};e.prototype.parseDragonBonesData=function(t,a,r){if(a===void 0){a=null}if(r===void 0){r=1}var i=t instanceof ArrayBuffer?e._binaryParser:this._dataParser;var n=i.parseDragonBonesData(t,r);while(true){var s=this._buildTextureAtlasData(null,null);if(i.parseTextureAtlasData(null,s,r)){this.addTextureAtlasData(s,a)}else{s.returnToPool();break}}if(n!==null){this.addDragonBonesData(n,a)}return n};e.prototype.parseTextureAtlasData=function(t,e,a,r){if(a===void 0){a=null}if(r===void 0){r=1}var i=this._buildTextureAtlasData(null,null);this._dataParser.parseTextureAtlasData(t,i,r);this._buildTextureAtlasData(i,e||null);this.addTextureAtlasData(i,a);return i};e.prototype.updateTextureAtlases=function(t,e){var a=this.getTextureAtlasData(e);if(a!==null){for(var r=0,i=a.length;r=0){continue}var h=e.getDisplays(l.name);if(h===null){if(n!==null&&e!==n){h=n.getDisplays(l.name)}if(h===null){if(a){l.displayFrameCount=0}continue}}l.displayFrameCount=h.length;for(var u=0,f=l.displayFrameCount;u=0&&this._display!==null&&e!==null){var a=e.parent;if(this._armature.replacedTexture!==null){if(this._armature._replaceTextureAtlasData===null){a=t.BaseObject.borrowObject(t.PixiTextureAtlasData);a.copyFrom(e.parent);a.renderTexture=this._armature.replacedTexture;this._armature._replaceTextureAtlasData=a}else{a=this._armature._replaceTextureAtlasData}e=a.getTexture(e.name)}var r=e.renderTexture;if(r!==null){if(this._geometryData!==null){var i=this._geometryData.data;var n=i.intArray;var s=i.floatArray;var o=n[this._geometryData.offset+0];var l=n[this._geometryData.offset+1];var h=n[this._geometryData.offset+2];if(h<0){h+=65536}var u=h+o*2;var f=this._armature._armatureData.scale;var _=this._renderDisplay;var m=a.width>0?a.width:r.baseTexture.width;var p=a.height>0?a.height:r.baseTexture.height;var c=e.region;_.vertices=new Float32Array(o*2);_.uvs=new Float32Array(o*2);_.indices=new Uint16Array(l*3);for(var d=0,y=o*2;d0&&r.inheritDeform;var s=this._renderDisplay;if(i!==null){var o=r.data;var l=o.intArray;var h=o.floatArray;var u=l[r.offset+0];var f=l[i.offset+1];if(f<0){f+=65536}for(var _=0,m=0,p=i.offset+2+a.length,c=f,d=0;_ 0) - (v < 0); +} + +//Computes absolute value of integer +exports.abs = function(v) { + var mask = v >> (INT_BITS-1); + return (v ^ mask) - mask; +} + +//Computes minimum of integers x and y +exports.min = function(x, y) { + return y ^ ((x ^ y) & -(x < y)); +} + +//Computes maximum of integers x and y +exports.max = function(x, y) { + return x ^ ((x ^ y) & -(x < y)); +} + +//Checks if a number is a power of two +exports.isPow2 = function(v) { + return !(v & (v-1)) && (!!v); +} + +//Computes log base 2 of v +exports.log2 = function(v) { + var r, shift; + r = (v > 0xFFFF) << 4; v >>>= r; + shift = (v > 0xFF ) << 3; v >>>= shift; r |= shift; + shift = (v > 0xF ) << 2; v >>>= shift; r |= shift; + shift = (v > 0x3 ) << 1; v >>>= shift; r |= shift; + return r | (v >> 1); +} + +//Computes log base 10 of v +exports.log10 = function(v) { + return (v >= 1000000000) ? 9 : (v >= 100000000) ? 8 : (v >= 10000000) ? 7 : + (v >= 1000000) ? 6 : (v >= 100000) ? 5 : (v >= 10000) ? 4 : + (v >= 1000) ? 3 : (v >= 100) ? 2 : (v >= 10) ? 1 : 0; +} + +//Counts number of bits +exports.popCount = function(v) { + v = v - ((v >>> 1) & 0x55555555); + v = (v & 0x33333333) + ((v >>> 2) & 0x33333333); + return ((v + (v >>> 4) & 0xF0F0F0F) * 0x1010101) >>> 24; +} + +//Counts number of trailing zeros +function countTrailingZeros(v) { + var c = 32; + v &= -v; + if (v) c--; + if (v & 0x0000FFFF) c -= 16; + if (v & 0x00FF00FF) c -= 8; + if (v & 0x0F0F0F0F) c -= 4; + if (v & 0x33333333) c -= 2; + if (v & 0x55555555) c -= 1; + return c; +} +exports.countTrailingZeros = countTrailingZeros; + +//Rounds to next power of 2 +exports.nextPow2 = function(v) { + v += v === 0; + --v; + v |= v >>> 1; + v |= v >>> 2; + v |= v >>> 4; + v |= v >>> 8; + v |= v >>> 16; + return v + 1; +} + +//Rounds down to previous power of 2 +exports.prevPow2 = function(v) { + v |= v >>> 1; + v |= v >>> 2; + v |= v >>> 4; + v |= v >>> 8; + v |= v >>> 16; + return v - (v>>>1); +} + +//Computes parity of word +exports.parity = function(v) { + v ^= v >>> 16; + v ^= v >>> 8; + v ^= v >>> 4; + v &= 0xf; + return (0x6996 >>> v) & 1; +} + +var REVERSE_TABLE = new Array(256); + +(function(tab) { + for(var i=0; i<256; ++i) { + var v = i, r = i, s = 7; + for (v >>>= 1; v; v >>>= 1) { + r <<= 1; + r |= v & 1; + --s; + } + tab[i] = (r << s) & 0xff; + } +})(REVERSE_TABLE); + +//Reverse bits in a 32 bit word +exports.reverse = function(v) { + return (REVERSE_TABLE[ v & 0xff] << 24) | + (REVERSE_TABLE[(v >>> 8) & 0xff] << 16) | + (REVERSE_TABLE[(v >>> 16) & 0xff] << 8) | + REVERSE_TABLE[(v >>> 24) & 0xff]; +} + +//Interleave bits of 2 coordinates with 16 bits. Useful for fast quadtree codes +exports.interleave2 = function(x, y) { + x &= 0xFFFF; + x = (x | (x << 8)) & 0x00FF00FF; + x = (x | (x << 4)) & 0x0F0F0F0F; + x = (x | (x << 2)) & 0x33333333; + x = (x | (x << 1)) & 0x55555555; + + y &= 0xFFFF; + y = (y | (y << 8)) & 0x00FF00FF; + y = (y | (y << 4)) & 0x0F0F0F0F; + y = (y | (y << 2)) & 0x33333333; + y = (y | (y << 1)) & 0x55555555; + + return x | (y << 1); +} + +//Extracts the nth interleaved component +exports.deinterleave2 = function(v, n) { + v = (v >>> n) & 0x55555555; + v = (v | (v >>> 1)) & 0x33333333; + v = (v | (v >>> 2)) & 0x0F0F0F0F; + v = (v | (v >>> 4)) & 0x00FF00FF; + v = (v | (v >>> 16)) & 0x000FFFF; + return (v << 16) >> 16; +} + + +//Interleave bits of 3 coordinates, each with 10 bits. Useful for fast octree codes +exports.interleave3 = function(x, y, z) { + x &= 0x3FF; + x = (x | (x<<16)) & 4278190335; + x = (x | (x<<8)) & 251719695; + x = (x | (x<<4)) & 3272356035; + x = (x | (x<<2)) & 1227133513; + + y &= 0x3FF; + y = (y | (y<<16)) & 4278190335; + y = (y | (y<<8)) & 251719695; + y = (y | (y<<4)) & 3272356035; + y = (y | (y<<2)) & 1227133513; + x |= (y << 1); + + z &= 0x3FF; + z = (z | (z<<16)) & 4278190335; + z = (z | (z<<8)) & 251719695; + z = (z | (z<<4)) & 3272356035; + z = (z | (z<<2)) & 1227133513; + + return x | (z << 2); +} + +//Extracts nth interleaved component of a 3-tuple +exports.deinterleave3 = function(v, n) { + v = (v >>> n) & 1227133513; + v = (v | (v>>>2)) & 3272356035; + v = (v | (v>>>4)) & 251719695; + v = (v | (v>>>8)) & 4278190335; + v = (v | (v>>>16)) & 0x3FF; + return (v<<22)>>22; +} + +//Computes next combination in colexicographic order (this is mistakenly called nextPermutation on the bit twiddling hacks page) +exports.nextCombination = function(v) { + var t = v | (v - 1); + return (t + 1) | (((~t & -~t) - 1) >>> (countTrailingZeros(v) + 1)); +} + + +},{}],2:[function(require,module,exports){ +'use strict'; + +module.exports = earcut; +module.exports.default = earcut; + +function earcut(data, holeIndices, dim) { + + dim = dim || 2; + + var hasHoles = holeIndices && holeIndices.length, + outerLen = hasHoles ? holeIndices[0] * dim : data.length, + outerNode = linkedList(data, 0, outerLen, dim, true), + triangles = []; + + if (!outerNode || outerNode.next === outerNode.prev) return triangles; + + var minX, minY, maxX, maxY, x, y, invSize; + + if (hasHoles) outerNode = eliminateHoles(data, holeIndices, outerNode, dim); + + // if the shape is not too simple, we'll use z-order curve hash later; calculate polygon bbox + if (data.length > 80 * dim) { + minX = maxX = data[0]; + minY = maxY = data[1]; + + for (var i = dim; i < outerLen; i += dim) { + x = data[i]; + y = data[i + 1]; + if (x < minX) minX = x; + if (y < minY) minY = y; + if (x > maxX) maxX = x; + if (y > maxY) maxY = y; + } + + // minX, minY and invSize are later used to transform coords into integers for z-order calculation + invSize = Math.max(maxX - minX, maxY - minY); + invSize = invSize !== 0 ? 1 / invSize : 0; + } + + earcutLinked(outerNode, triangles, dim, minX, minY, invSize); + + return triangles; +} + +// create a circular doubly linked list from polygon points in the specified winding order +function linkedList(data, start, end, dim, clockwise) { + var i, last; + + if (clockwise === (signedArea(data, start, end, dim) > 0)) { + for (i = start; i < end; i += dim) last = insertNode(i, data[i], data[i + 1], last); + } else { + for (i = end - dim; i >= start; i -= dim) last = insertNode(i, data[i], data[i + 1], last); + } + + if (last && equals(last, last.next)) { + removeNode(last); + last = last.next; + } + + return last; +} + +// eliminate colinear or duplicate points +function filterPoints(start, end) { + if (!start) return start; + if (!end) end = start; + + var p = start, + again; + do { + again = false; + + if (!p.steiner && (equals(p, p.next) || area(p.prev, p, p.next) === 0)) { + removeNode(p); + p = end = p.prev; + if (p === p.next) break; + again = true; + + } else { + p = p.next; + } + } while (again || p !== end); + + return end; +} + +// main ear slicing loop which triangulates a polygon (given as a linked list) +function earcutLinked(ear, triangles, dim, minX, minY, invSize, pass) { + if (!ear) return; + + // interlink polygon nodes in z-order + if (!pass && invSize) indexCurve(ear, minX, minY, invSize); + + var stop = ear, + prev, next; + + // iterate through ears, slicing them one by one + while (ear.prev !== ear.next) { + prev = ear.prev; + next = ear.next; + + if (invSize ? isEarHashed(ear, minX, minY, invSize) : isEar(ear)) { + // cut off the triangle + triangles.push(prev.i / dim); + triangles.push(ear.i / dim); + triangles.push(next.i / dim); + + removeNode(ear); + + // skipping the next vertex leads to less sliver triangles + ear = next.next; + stop = next.next; + + continue; + } + + ear = next; + + // if we looped through the whole remaining polygon and can't find any more ears + if (ear === stop) { + // try filtering points and slicing again + if (!pass) { + earcutLinked(filterPoints(ear), triangles, dim, minX, minY, invSize, 1); + + // if this didn't work, try curing all small self-intersections locally + } else if (pass === 1) { + ear = cureLocalIntersections(ear, triangles, dim); + earcutLinked(ear, triangles, dim, minX, minY, invSize, 2); + + // as a last resort, try splitting the remaining polygon into two + } else if (pass === 2) { + splitEarcut(ear, triangles, dim, minX, minY, invSize); + } + + break; + } + } +} + +// check whether a polygon node forms a valid ear with adjacent nodes +function isEar(ear) { + var a = ear.prev, + b = ear, + c = ear.next; + + if (area(a, b, c) >= 0) return false; // reflex, can't be an ear + + // now make sure we don't have other points inside the potential ear + var p = ear.next.next; + + while (p !== ear.prev) { + if (pointInTriangle(a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y) && + area(p.prev, p, p.next) >= 0) return false; + p = p.next; + } + + return true; +} + +function isEarHashed(ear, minX, minY, invSize) { + var a = ear.prev, + b = ear, + c = ear.next; + + if (area(a, b, c) >= 0) return false; // reflex, can't be an ear + + // triangle bbox; min & max are calculated like this for speed + var minTX = a.x < b.x ? (a.x < c.x ? a.x : c.x) : (b.x < c.x ? b.x : c.x), + minTY = a.y < b.y ? (a.y < c.y ? a.y : c.y) : (b.y < c.y ? b.y : c.y), + maxTX = a.x > b.x ? (a.x > c.x ? a.x : c.x) : (b.x > c.x ? b.x : c.x), + maxTY = a.y > b.y ? (a.y > c.y ? a.y : c.y) : (b.y > c.y ? b.y : c.y); + + // z-order range for the current triangle bbox; + var minZ = zOrder(minTX, minTY, minX, minY, invSize), + maxZ = zOrder(maxTX, maxTY, minX, minY, invSize); + + var p = ear.prevZ, + n = ear.nextZ; + + // look for points inside the triangle in both directions + while (p && p.z >= minZ && n && n.z <= maxZ) { + if (p !== ear.prev && p !== ear.next && + pointInTriangle(a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y) && + area(p.prev, p, p.next) >= 0) return false; + p = p.prevZ; + + if (n !== ear.prev && n !== ear.next && + pointInTriangle(a.x, a.y, b.x, b.y, c.x, c.y, n.x, n.y) && + area(n.prev, n, n.next) >= 0) return false; + n = n.nextZ; + } + + // look for remaining points in decreasing z-order + while (p && p.z >= minZ) { + if (p !== ear.prev && p !== ear.next && + pointInTriangle(a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y) && + area(p.prev, p, p.next) >= 0) return false; + p = p.prevZ; + } + + // look for remaining points in increasing z-order + while (n && n.z <= maxZ) { + if (n !== ear.prev && n !== ear.next && + pointInTriangle(a.x, a.y, b.x, b.y, c.x, c.y, n.x, n.y) && + area(n.prev, n, n.next) >= 0) return false; + n = n.nextZ; + } + + return true; +} + +// go through all polygon nodes and cure small local self-intersections +function cureLocalIntersections(start, triangles, dim) { + var p = start; + do { + var a = p.prev, + b = p.next.next; + + if (!equals(a, b) && intersects(a, p, p.next, b) && locallyInside(a, b) && locallyInside(b, a)) { + + triangles.push(a.i / dim); + triangles.push(p.i / dim); + triangles.push(b.i / dim); + + // remove two nodes involved + removeNode(p); + removeNode(p.next); + + p = start = b; + } + p = p.next; + } while (p !== start); + + return p; +} + +// try splitting polygon into two and triangulate them independently +function splitEarcut(start, triangles, dim, minX, minY, invSize) { + // look for a valid diagonal that divides the polygon into two + var a = start; + do { + var b = a.next.next; + while (b !== a.prev) { + if (a.i !== b.i && isValidDiagonal(a, b)) { + // split the polygon in two by the diagonal + var c = splitPolygon(a, b); + + // filter colinear points around the cuts + a = filterPoints(a, a.next); + c = filterPoints(c, c.next); + + // run earcut on each half + earcutLinked(a, triangles, dim, minX, minY, invSize); + earcutLinked(c, triangles, dim, minX, minY, invSize); + return; + } + b = b.next; + } + a = a.next; + } while (a !== start); +} + +// link every hole into the outer loop, producing a single-ring polygon without holes +function eliminateHoles(data, holeIndices, outerNode, dim) { + var queue = [], + i, len, start, end, list; + + for (i = 0, len = holeIndices.length; i < len; i++) { + start = holeIndices[i] * dim; + end = i < len - 1 ? holeIndices[i + 1] * dim : data.length; + list = linkedList(data, start, end, dim, false); + if (list === list.next) list.steiner = true; + queue.push(getLeftmost(list)); + } + + queue.sort(compareX); + + // process holes from left to right + for (i = 0; i < queue.length; i++) { + eliminateHole(queue[i], outerNode); + outerNode = filterPoints(outerNode, outerNode.next); + } + + return outerNode; +} + +function compareX(a, b) { + return a.x - b.x; +} + +// find a bridge between vertices that connects hole with an outer ring and and link it +function eliminateHole(hole, outerNode) { + outerNode = findHoleBridge(hole, outerNode); + if (outerNode) { + var b = splitPolygon(outerNode, hole); + filterPoints(b, b.next); + } +} + +// David Eberly's algorithm for finding a bridge between hole and outer polygon +function findHoleBridge(hole, outerNode) { + var p = outerNode, + hx = hole.x, + hy = hole.y, + qx = -Infinity, + m; + + // find a segment intersected by a ray from the hole's leftmost point to the left; + // segment's endpoint with lesser x will be potential connection point + do { + if (hy <= p.y && hy >= p.next.y && p.next.y !== p.y) { + var x = p.x + (hy - p.y) * (p.next.x - p.x) / (p.next.y - p.y); + if (x <= hx && x > qx) { + qx = x; + if (x === hx) { + if (hy === p.y) return p; + if (hy === p.next.y) return p.next; + } + m = p.x < p.next.x ? p : p.next; + } + } + p = p.next; + } while (p !== outerNode); + + if (!m) return null; + + if (hx === qx) return m.prev; // hole touches outer segment; pick lower endpoint + + // look for points inside the triangle of hole point, segment intersection and endpoint; + // if there are no points found, we have a valid connection; + // otherwise choose the point of the minimum angle with the ray as connection point + + var stop = m, + mx = m.x, + my = m.y, + tanMin = Infinity, + tan; + + p = m.next; + + while (p !== stop) { + if (hx >= p.x && p.x >= mx && hx !== p.x && + pointInTriangle(hy < my ? hx : qx, hy, mx, my, hy < my ? qx : hx, hy, p.x, p.y)) { + + tan = Math.abs(hy - p.y) / (hx - p.x); // tangential + + if ((tan < tanMin || (tan === tanMin && p.x > m.x)) && locallyInside(p, hole)) { + m = p; + tanMin = tan; + } + } + + p = p.next; + } + + return m; +} + +// interlink polygon nodes in z-order +function indexCurve(start, minX, minY, invSize) { + var p = start; + do { + if (p.z === null) p.z = zOrder(p.x, p.y, minX, minY, invSize); + p.prevZ = p.prev; + p.nextZ = p.next; + p = p.next; + } while (p !== start); + + p.prevZ.nextZ = null; + p.prevZ = null; + + sortLinked(p); +} + +// Simon Tatham's linked list merge sort algorithm +// http://www.chiark.greenend.org.uk/~sgtatham/algorithms/listsort.html +function sortLinked(list) { + var i, p, q, e, tail, numMerges, pSize, qSize, + inSize = 1; + + do { + p = list; + list = null; + tail = null; + numMerges = 0; + + while (p) { + numMerges++; + q = p; + pSize = 0; + for (i = 0; i < inSize; i++) { + pSize++; + q = q.nextZ; + if (!q) break; + } + qSize = inSize; + + while (pSize > 0 || (qSize > 0 && q)) { + + if (pSize !== 0 && (qSize === 0 || !q || p.z <= q.z)) { + e = p; + p = p.nextZ; + pSize--; + } else { + e = q; + q = q.nextZ; + qSize--; + } + + if (tail) tail.nextZ = e; + else list = e; + + e.prevZ = tail; + tail = e; + } + + p = q; + } + + tail.nextZ = null; + inSize *= 2; + + } while (numMerges > 1); + + return list; +} + +// z-order of a point given coords and inverse of the longer side of data bbox +function zOrder(x, y, minX, minY, invSize) { + // coords are transformed into non-negative 15-bit integer range + x = 32767 * (x - minX) * invSize; + y = 32767 * (y - minY) * invSize; + + x = (x | (x << 8)) & 0x00FF00FF; + x = (x | (x << 4)) & 0x0F0F0F0F; + x = (x | (x << 2)) & 0x33333333; + x = (x | (x << 1)) & 0x55555555; + + y = (y | (y << 8)) & 0x00FF00FF; + y = (y | (y << 4)) & 0x0F0F0F0F; + y = (y | (y << 2)) & 0x33333333; + y = (y | (y << 1)) & 0x55555555; + + return x | (y << 1); +} + +// find the leftmost node of a polygon ring +function getLeftmost(start) { + var p = start, + leftmost = start; + do { + if (p.x < leftmost.x) leftmost = p; + p = p.next; + } while (p !== start); + + return leftmost; +} + +// check if a point lies within a convex triangle +function pointInTriangle(ax, ay, bx, by, cx, cy, px, py) { + return (cx - px) * (ay - py) - (ax - px) * (cy - py) >= 0 && + (ax - px) * (by - py) - (bx - px) * (ay - py) >= 0 && + (bx - px) * (cy - py) - (cx - px) * (by - py) >= 0; +} + +// check if a diagonal between two polygon nodes is valid (lies in polygon interior) +function isValidDiagonal(a, b) { + return a.next.i !== b.i && a.prev.i !== b.i && !intersectsPolygon(a, b) && + locallyInside(a, b) && locallyInside(b, a) && middleInside(a, b); +} + +// signed area of a triangle +function area(p, q, r) { + return (q.y - p.y) * (r.x - q.x) - (q.x - p.x) * (r.y - q.y); +} + +// check if two points are equal +function equals(p1, p2) { + return p1.x === p2.x && p1.y === p2.y; +} + +// check if two segments intersect +function intersects(p1, q1, p2, q2) { + if ((equals(p1, q1) && equals(p2, q2)) || + (equals(p1, q2) && equals(p2, q1))) return true; + return area(p1, q1, p2) > 0 !== area(p1, q1, q2) > 0 && + area(p2, q2, p1) > 0 !== area(p2, q2, q1) > 0; +} + +// check if a polygon diagonal intersects any polygon segments +function intersectsPolygon(a, b) { + var p = a; + do { + if (p.i !== a.i && p.next.i !== a.i && p.i !== b.i && p.next.i !== b.i && + intersects(p, p.next, a, b)) return true; + p = p.next; + } while (p !== a); + + return false; +} + +// check if a polygon diagonal is locally inside the polygon +function locallyInside(a, b) { + return area(a.prev, a, a.next) < 0 ? + area(a, b, a.next) >= 0 && area(a, a.prev, b) >= 0 : + area(a, b, a.prev) < 0 || area(a, a.next, b) < 0; +} + +// check if the middle point of a polygon diagonal is inside the polygon +function middleInside(a, b) { + var p = a, + inside = false, + px = (a.x + b.x) / 2, + py = (a.y + b.y) / 2; + do { + if (((p.y > py) !== (p.next.y > py)) && p.next.y !== p.y && + (px < (p.next.x - p.x) * (py - p.y) / (p.next.y - p.y) + p.x)) + inside = !inside; + p = p.next; + } while (p !== a); + + return inside; +} + +// link two polygon vertices with a bridge; if the vertices belong to the same ring, it splits polygon into two; +// if one belongs to the outer ring and another to a hole, it merges it into a single ring +function splitPolygon(a, b) { + var a2 = new Node(a.i, a.x, a.y), + b2 = new Node(b.i, b.x, b.y), + an = a.next, + bp = b.prev; + + a.next = b; + b.prev = a; + + a2.next = an; + an.prev = a2; + + b2.next = a2; + a2.prev = b2; + + bp.next = b2; + b2.prev = bp; + + return b2; +} + +// create a node and optionally link it with previous one (in a circular doubly linked list) +function insertNode(i, x, y, last) { + var p = new Node(i, x, y); + + if (!last) { + p.prev = p; + p.next = p; + + } else { + p.next = last.next; + p.prev = last; + last.next.prev = p; + last.next = p; + } + return p; +} + +function removeNode(p) { + p.next.prev = p.prev; + p.prev.next = p.next; + + if (p.prevZ) p.prevZ.nextZ = p.nextZ; + if (p.nextZ) p.nextZ.prevZ = p.prevZ; +} + +function Node(i, x, y) { + // vertex index in coordinates array + this.i = i; + + // vertex coordinates + this.x = x; + this.y = y; + + // previous and next vertex nodes in a polygon ring + this.prev = null; + this.next = null; + + // z-order curve value + this.z = null; + + // previous and next nodes in z-order + this.prevZ = null; + this.nextZ = null; + + // indicates whether this is a steiner point + this.steiner = false; +} + +// return a percentage difference between the polygon area and its triangulation area; +// used to verify correctness of triangulation +earcut.deviation = function (data, holeIndices, dim, triangles) { + var hasHoles = holeIndices && holeIndices.length; + var outerLen = hasHoles ? holeIndices[0] * dim : data.length; + + var polygonArea = Math.abs(signedArea(data, 0, outerLen, dim)); + if (hasHoles) { + for (var i = 0, len = holeIndices.length; i < len; i++) { + var start = holeIndices[i] * dim; + var end = i < len - 1 ? holeIndices[i + 1] * dim : data.length; + polygonArea -= Math.abs(signedArea(data, start, end, dim)); + } + } + + var trianglesArea = 0; + for (i = 0; i < triangles.length; i += 3) { + var a = triangles[i] * dim; + var b = triangles[i + 1] * dim; + var c = triangles[i + 2] * dim; + trianglesArea += Math.abs( + (data[a] - data[c]) * (data[b + 1] - data[a + 1]) - + (data[a] - data[b]) * (data[c + 1] - data[a + 1])); + } + + return polygonArea === 0 && trianglesArea === 0 ? 0 : + Math.abs((trianglesArea - polygonArea) / polygonArea); +}; + +function signedArea(data, start, end, dim) { + var sum = 0; + for (var i = start, j = end - dim; i < end; i += dim) { + sum += (data[j] - data[i]) * (data[i + 1] + data[j + 1]); + j = i; + } + return sum; +} + +// turn a polygon in a multi-dimensional array form (e.g. as in GeoJSON) into a form Earcut accepts +earcut.flatten = function (data) { + var dim = data[0][0].length, + result = {vertices: [], holes: [], dimensions: dim}, + holeIndex = 0; + + for (var i = 0; i < data.length; i++) { + for (var j = 0; j < data[i].length; j++) { + for (var d = 0; d < dim; d++) result.vertices.push(data[i][j][d]); + } + if (i > 0) { + holeIndex += data[i - 1].length; + result.holes.push(holeIndex); + } + } + return result; +}; + +},{}],3:[function(require,module,exports){ +'use strict'; + +var has = Object.prototype.hasOwnProperty + , prefix = '~'; + +/** + * Constructor to create a storage for our `EE` objects. + * An `Events` instance is a plain object whose properties are event names. + * + * @constructor + * @api private + */ +function Events() {} + +// +// We try to not inherit from `Object.prototype`. In some engines creating an +// instance in this way is faster than calling `Object.create(null)` directly. +// If `Object.create(null)` is not supported we prefix the event names with a +// character to make sure that the built-in object properties are not +// overridden or used as an attack vector. +// +if (Object.create) { + Events.prototype = Object.create(null); + + // + // This hack is needed because the `__proto__` property is still inherited in + // some old browsers like Android 4, iPhone 5.1, Opera 11 and Safari 5. + // + if (!new Events().__proto__) prefix = false; +} + +/** + * Representation of a single event listener. + * + * @param {Function} fn The listener function. + * @param {Mixed} context The context to invoke the listener with. + * @param {Boolean} [once=false] Specify if the listener is a one-time listener. + * @constructor + * @api private + */ +function EE(fn, context, once) { + this.fn = fn; + this.context = context; + this.once = once || false; +} + +/** + * Minimal `EventEmitter` interface that is molded against the Node.js + * `EventEmitter` interface. + * + * @constructor + * @api public + */ +function EventEmitter() { + this._events = new Events(); + this._eventsCount = 0; +} + +/** + * Return an array listing the events for which the emitter has registered + * listeners. + * + * @returns {Array} + * @api public + */ +EventEmitter.prototype.eventNames = function eventNames() { + var names = [] + , events + , name; + + if (this._eventsCount === 0) return names; + + for (name in (events = this._events)) { + if (has.call(events, name)) names.push(prefix ? name.slice(1) : name); + } + + if (Object.getOwnPropertySymbols) { + return names.concat(Object.getOwnPropertySymbols(events)); + } + + return names; +}; + +/** + * Return the listeners registered for a given event. + * + * @param {String|Symbol} event The event name. + * @param {Boolean} exists Only check if there are listeners. + * @returns {Array|Boolean} + * @api public + */ +EventEmitter.prototype.listeners = function listeners(event, exists) { + var evt = prefix ? prefix + event : event + , available = this._events[evt]; + + if (exists) return !!available; + if (!available) return []; + if (available.fn) return [available.fn]; + + for (var i = 0, l = available.length, ee = new Array(l); i < l; i++) { + ee[i] = available[i].fn; + } + + return ee; +}; + +/** + * Calls each of the listeners registered for a given event. + * + * @param {String|Symbol} event The event name. + * @returns {Boolean} `true` if the event had listeners, else `false`. + * @api public + */ +EventEmitter.prototype.emit = function emit(event, a1, a2, a3, a4, a5) { + var evt = prefix ? prefix + event : event; + + if (!this._events[evt]) return false; + + var listeners = this._events[evt] + , len = arguments.length + , args + , i; + + if (listeners.fn) { + if (listeners.once) this.removeListener(event, listeners.fn, undefined, true); + + switch (len) { + case 1: return listeners.fn.call(listeners.context), true; + case 2: return listeners.fn.call(listeners.context, a1), true; + case 3: return listeners.fn.call(listeners.context, a1, a2), true; + case 4: return listeners.fn.call(listeners.context, a1, a2, a3), true; + case 5: return listeners.fn.call(listeners.context, a1, a2, a3, a4), true; + case 6: return listeners.fn.call(listeners.context, a1, a2, a3, a4, a5), true; + } + + for (i = 1, args = new Array(len -1); i < len; i++) { + args[i - 1] = arguments[i]; + } + + listeners.fn.apply(listeners.context, args); + } else { + var length = listeners.length + , j; + + for (i = 0; i < length; i++) { + if (listeners[i].once) this.removeListener(event, listeners[i].fn, undefined, true); + + switch (len) { + case 1: listeners[i].fn.call(listeners[i].context); break; + case 2: listeners[i].fn.call(listeners[i].context, a1); break; + case 3: listeners[i].fn.call(listeners[i].context, a1, a2); break; + case 4: listeners[i].fn.call(listeners[i].context, a1, a2, a3); break; + default: + if (!args) for (j = 1, args = new Array(len -1); j < len; j++) { + args[j - 1] = arguments[j]; + } + + listeners[i].fn.apply(listeners[i].context, args); + } + } + } + + return true; +}; + +/** + * Add a listener for a given event. + * + * @param {String|Symbol} event The event name. + * @param {Function} fn The listener function. + * @param {Mixed} [context=this] The context to invoke the listener with. + * @returns {EventEmitter} `this`. + * @api public + */ +EventEmitter.prototype.on = function on(event, fn, context) { + var listener = new EE(fn, context || this) + , evt = prefix ? prefix + event : event; + + if (!this._events[evt]) this._events[evt] = listener, this._eventsCount++; + else if (!this._events[evt].fn) this._events[evt].push(listener); + else this._events[evt] = [this._events[evt], listener]; + + return this; +}; + +/** + * Add a one-time listener for a given event. + * + * @param {String|Symbol} event The event name. + * @param {Function} fn The listener function. + * @param {Mixed} [context=this] The context to invoke the listener with. + * @returns {EventEmitter} `this`. + * @api public + */ +EventEmitter.prototype.once = function once(event, fn, context) { + var listener = new EE(fn, context || this, true) + , evt = prefix ? prefix + event : event; + + if (!this._events[evt]) this._events[evt] = listener, this._eventsCount++; + else if (!this._events[evt].fn) this._events[evt].push(listener); + else this._events[evt] = [this._events[evt], listener]; + + return this; +}; + +/** + * Remove the listeners of a given event. + * + * @param {String|Symbol} event The event name. + * @param {Function} fn Only remove the listeners that match this function. + * @param {Mixed} context Only remove the listeners that have this context. + * @param {Boolean} once Only remove one-time listeners. + * @returns {EventEmitter} `this`. + * @api public + */ +EventEmitter.prototype.removeListener = function removeListener(event, fn, context, once) { + var evt = prefix ? prefix + event : event; + + if (!this._events[evt]) return this; + if (!fn) { + if (--this._eventsCount === 0) this._events = new Events(); + else delete this._events[evt]; + return this; + } + + var listeners = this._events[evt]; + + if (listeners.fn) { + if ( + listeners.fn === fn + && (!once || listeners.once) + && (!context || listeners.context === context) + ) { + if (--this._eventsCount === 0) this._events = new Events(); + else delete this._events[evt]; + } + } else { + for (var i = 0, events = [], length = listeners.length; i < length; i++) { + if ( + listeners[i].fn !== fn + || (once && !listeners[i].once) + || (context && listeners[i].context !== context) + ) { + events.push(listeners[i]); + } + } + + // + // Reset the array, or remove it completely if we have no more listeners. + // + if (events.length) this._events[evt] = events.length === 1 ? events[0] : events; + else if (--this._eventsCount === 0) this._events = new Events(); + else delete this._events[evt]; + } + + return this; +}; + +/** + * Remove all listeners, or those of the specified event. + * + * @param {String|Symbol} [event] The event name. + * @returns {EventEmitter} `this`. + * @api public + */ +EventEmitter.prototype.removeAllListeners = function removeAllListeners(event) { + var evt; + + if (event) { + evt = prefix ? prefix + event : event; + if (this._events[evt]) { + if (--this._eventsCount === 0) this._events = new Events(); + else delete this._events[evt]; + } + } else { + this._events = new Events(); + this._eventsCount = 0; + } + + return this; +}; + +// +// Alias methods names because people roll like that. +// +EventEmitter.prototype.off = EventEmitter.prototype.removeListener; +EventEmitter.prototype.addListener = EventEmitter.prototype.on; + +// +// This function doesn't apply anymore. +// +EventEmitter.prototype.setMaxListeners = function setMaxListeners() { + return this; +}; + +// +// Expose the prefix. +// +EventEmitter.prefixed = prefix; + +// +// Allow `EventEmitter` to be imported as module namespace. +// +EventEmitter.EventEmitter = EventEmitter; + +// +// Expose the module. +// +if ('undefined' !== typeof module) { + module.exports = EventEmitter; +} + +},{}],4:[function(require,module,exports){ +!function(e){var n=/iPhone/i,t=/iPod/i,r=/iPad/i,a=/\bAndroid(?:.+)Mobile\b/i,p=/Android/i,l=/\bAndroid(?:.+)SD4930UR\b/i,b=/\bAndroid(?:.+)(?:KF[A-Z]{2,4})\b/i,f=/Windows Phone/i,u=/\bWindows(?:.+)ARM\b/i,c=/BlackBerry/i,s=/BB10/i,v=/Opera Mini/i,h=/\b(CriOS|Chrome)(?:.+)Mobile/i,w=/\Mobile(?:.+)Firefox\b/i;function m(e,i){return e.test(i)}function i(e){var i=e||("undefined"!=typeof navigator?navigator.userAgent:""),o=i.split("[FBAN");void 0!==o[1]&&(i=o[0]),void 0!==(o=i.split("Twitter"))[1]&&(i=o[0]);var d={apple:{phone:m(n,i)&&!m(f,i),ipod:m(t,i),tablet:!m(n,i)&&m(r,i)&&!m(f,i),device:(m(n,i)||m(t,i)||m(r,i))&&!m(f,i)},amazon:{phone:m(l,i),tablet:!m(l,i)&&m(b,i),device:m(l,i)||m(b,i)},android:{phone:!m(f,i)&&m(l,i)||!m(f,i)&&m(a,i),tablet:!m(f,i)&&!m(l,i)&&!m(a,i)&&(m(b,i)||m(p,i)),device:!m(f,i)&&(m(l,i)||m(b,i)||m(a,i)||m(p,i))},windows:{phone:m(f,i),tablet:m(u,i),device:m(f,i)||m(u,i)},other:{blackberry:m(c,i),blackberry10:m(s,i),opera:m(v,i),firefox:m(w,i),chrome:m(h,i),device:m(c,i)||m(s,i)||m(v,i)||m(w,i)||m(h,i)}};return d.any=d.apple.device||d.android.device||d.windows.device||d.other.device,d.phone=d.apple.phone||d.android.phone||d.windows.phone,d.tablet=d.apple.tablet||d.android.tablet||d.windows.tablet,d}"undefined"!=typeof module&&module.exports&&"undefined"==typeof window?module.exports=i:"undefined"!=typeof module&&module.exports&&"undefined"!=typeof window?module.exports=i():"function"==typeof define&&define.amd?define([],e.isMobile=i()):e.isMobile=i()}(this); +},{}],5:[function(require,module,exports){ +'use strict'; + +Object.defineProperty(exports, '__esModule', { + value: true +}); + +var _createClass = (function () { function defineProperties(target, props) { for (var i = 0; i < props.length; i++) { var descriptor = props[i]; descriptor.enumerable = descriptor.enumerable || false; descriptor.configurable = true; if ('value' in descriptor) descriptor.writable = true; Object.defineProperty(target, descriptor.key, descriptor); } } return function (Constructor, protoProps, staticProps) { if (protoProps) defineProperties(Constructor.prototype, protoProps); if (staticProps) defineProperties(Constructor, staticProps); return Constructor; }; })(); + +function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError('Cannot call a class as a function'); } } + +var MiniSignalBinding = (function () { + function MiniSignalBinding(fn, once, thisArg) { + if (once === undefined) once = false; + + _classCallCheck(this, MiniSignalBinding); + + this._fn = fn; + this._once = once; + this._thisArg = thisArg; + this._next = this._prev = this._owner = null; + } + + _createClass(MiniSignalBinding, [{ + key: 'detach', + value: function detach() { + if (this._owner === null) return false; + this._owner.detach(this); + return true; + } + }]); + + return MiniSignalBinding; +})(); + +function _addMiniSignalBinding(self, node) { + if (!self._head) { + self._head = node; + self._tail = node; + } else { + self._tail._next = node; + node._prev = self._tail; + self._tail = node; + } + + node._owner = self; + + return node; +} + +var MiniSignal = (function () { + function MiniSignal() { + _classCallCheck(this, MiniSignal); + + this._head = this._tail = undefined; + } + + _createClass(MiniSignal, [{ + key: 'handlers', + value: function handlers() { + var exists = arguments.length <= 0 || arguments[0] === undefined ? false : arguments[0]; + + var node = this._head; + + if (exists) return !!node; + + var ee = []; + + while (node) { + ee.push(node); + node = node._next; + } + + return ee; + } + }, { + key: 'has', + value: function has(node) { + if (!(node instanceof MiniSignalBinding)) { + throw new Error('MiniSignal#has(): First arg must be a MiniSignalBinding object.'); + } + + return node._owner === this; + } + }, { + key: 'dispatch', + value: function dispatch() { + var node = this._head; + + if (!node) return false; + + while (node) { + if (node._once) this.detach(node); + node._fn.apply(node._thisArg, arguments); + node = node._next; + } + + return true; + } + }, { + key: 'add', + value: function add(fn) { + var thisArg = arguments.length <= 1 || arguments[1] === undefined ? null : arguments[1]; + + if (typeof fn !== 'function') { + throw new Error('MiniSignal#add(): First arg must be a Function.'); + } + return _addMiniSignalBinding(this, new MiniSignalBinding(fn, false, thisArg)); + } + }, { + key: 'once', + value: function once(fn) { + var thisArg = arguments.length <= 1 || arguments[1] === undefined ? null : arguments[1]; + + if (typeof fn !== 'function') { + throw new Error('MiniSignal#once(): First arg must be a Function.'); + } + return _addMiniSignalBinding(this, new MiniSignalBinding(fn, true, thisArg)); + } + }, { + key: 'detach', + value: function detach(node) { + if (!(node instanceof MiniSignalBinding)) { + throw new Error('MiniSignal#detach(): First arg must be a MiniSignalBinding object.'); + } + if (node._owner !== this) return this; + + if (node._prev) node._prev._next = node._next; + if (node._next) node._next._prev = node._prev; + + if (node === this._head) { + this._head = node._next; + if (node._next === null) { + this._tail = null; + } + } else if (node === this._tail) { + this._tail = node._prev; + this._tail._next = null; + } + + node._owner = null; + return this; + } + }, { + key: 'detachAll', + value: function detachAll() { + var node = this._head; + if (!node) return this; + + this._head = this._tail = null; + + while (node) { + node._owner = null; + node = node._next; + } + return this; + } + }]); + + return MiniSignal; +})(); + +MiniSignal.MiniSignalBinding = MiniSignalBinding; + +exports['default'] = MiniSignal; +module.exports = exports['default']; + +},{}],6:[function(require,module,exports){ +/* +object-assign +(c) Sindre Sorhus +@license MIT +*/ + +'use strict'; +/* eslint-disable no-unused-vars */ +var getOwnPropertySymbols = Object.getOwnPropertySymbols; +var hasOwnProperty = Object.prototype.hasOwnProperty; +var propIsEnumerable = Object.prototype.propertyIsEnumerable; + +function toObject(val) { + if (val === null || val === undefined) { + throw new TypeError('Object.assign cannot be called with null or undefined'); + } + + return Object(val); +} + +function shouldUseNative() { + try { + if (!Object.assign) { + return false; + } + + // Detect buggy property enumeration order in older V8 versions. + + // https://bugs.chromium.org/p/v8/issues/detail?id=4118 + var test1 = new String('abc'); // eslint-disable-line no-new-wrappers + test1[5] = 'de'; + if (Object.getOwnPropertyNames(test1)[0] === '5') { + return false; + } + + // https://bugs.chromium.org/p/v8/issues/detail?id=3056 + var test2 = {}; + for (var i = 0; i < 10; i++) { + test2['_' + String.fromCharCode(i)] = i; + } + var order2 = Object.getOwnPropertyNames(test2).map(function (n) { + return test2[n]; + }); + if (order2.join('') !== '0123456789') { + return false; + } + + // https://bugs.chromium.org/p/v8/issues/detail?id=3056 + var test3 = {}; + 'abcdefghijklmnopqrst'.split('').forEach(function (letter) { + test3[letter] = letter; + }); + if (Object.keys(Object.assign({}, test3)).join('') !== + 'abcdefghijklmnopqrst') { + return false; + } + + return true; + } catch (err) { + // We don't expect any of the above to throw, but better to be safe. + return false; + } +} + +module.exports = shouldUseNative() ? Object.assign : function (target, source) { + var from; + var to = toObject(target); + var symbols; + + for (var s = 1; s < arguments.length; s++) { + from = Object(arguments[s]); + + for (var key in from) { + if (hasOwnProperty.call(from, key)) { + to[key] = from[key]; + } + } + + if (getOwnPropertySymbols) { + symbols = getOwnPropertySymbols(from); + for (var i = 0; i < symbols.length; i++) { + if (propIsEnumerable.call(from, symbols[i])) { + to[symbols[i]] = from[symbols[i]]; + } + } + } + } + + return to; +}; + +},{}],7:[function(require,module,exports){ +'use strict' + +module.exports = function parseURI (str, opts) { + opts = opts || {} + + var o = { + key: ['source', 'protocol', 'authority', 'userInfo', 'user', 'password', 'host', 'port', 'relative', 'path', 'directory', 'file', 'query', 'anchor'], + q: { + name: 'queryKey', + parser: /(?:^|&)([^&=]*)=?([^&]*)/g + }, + parser: { + strict: /^(?:([^:\/?#]+):)?(?:\/\/((?:(([^:@]*)(?::([^:@]*))?)?@)?([^:\/?#]*)(?::(\d*))?))?((((?:[^?#\/]*\/)*)([^?#]*))(?:\?([^#]*))?(?:#(.*))?)/, + loose: /^(?:(?![^:@]+:[^:@\/]*@)([^:\/?#.]+):)?(?:\/\/)?((?:(([^:@]*)(?::([^:@]*))?)?@)?([^:\/?#]*)(?::(\d*))?)(((\/(?:[^?#](?![^?#\/]*\.[^?#\/.]+(?:[?#]|$)))*\/?)?([^?#\/]*))(?:\?([^#]*))?(?:#(.*))?)/ + } + } + + var m = o.parser[opts.strictMode ? 'strict' : 'loose'].exec(str) + var uri = {} + var i = 14 + + while (i--) uri[o.key[i]] = m[i] || '' + + uri[o.q.name] = {} + uri[o.key[12]].replace(o.q.parser, function ($0, $1, $2) { + if ($1) uri[o.q.name][$1] = $2 + }) + + return uri +} + +},{}],8:[function(require,module,exports){ +(function (process){ +// Copyright Joyent, Inc. and other Node contributors. +// +// Permission is hereby granted, free of charge, to any person obtaining a +// copy of this software and associated documentation files (the +// "Software"), to deal in the Software without restriction, including +// without limitation the rights to use, copy, modify, merge, publish, +// distribute, sublicense, and/or sell copies of the Software, and to permit +// persons to whom the Software is furnished to do so, subject to the +// following conditions: +// +// The above copyright notice and this permission notice shall be included +// in all copies or substantial portions of the Software. +// +// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS +// OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF +// MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN +// NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, +// DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR +// OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE +// USE OR OTHER DEALINGS IN THE SOFTWARE. + +// resolves . and .. elements in a path array with directory names there +// must be no slashes, empty elements, or device names (c:\) in the array +// (so also no leading and trailing slashes - it does not distinguish +// relative and absolute paths) +function normalizeArray(parts, allowAboveRoot) { + // if the path tries to go above the root, `up` ends up > 0 + var up = 0; + for (var i = parts.length - 1; i >= 0; i--) { + var last = parts[i]; + if (last === '.') { + parts.splice(i, 1); + } else if (last === '..') { + parts.splice(i, 1); + up++; + } else if (up) { + parts.splice(i, 1); + up--; + } + } + + // if the path is allowed to go above the root, restore leading ..s + if (allowAboveRoot) { + for (; up--; up) { + parts.unshift('..'); + } + } + + return parts; +} + +// Split a filename into [root, dir, basename, ext], unix version +// 'root' is just a slash, or nothing. +var splitPathRe = + /^(\/?|)([\s\S]*?)((?:\.{1,2}|[^\/]+?|)(\.[^.\/]*|))(?:[\/]*)$/; +var splitPath = function(filename) { + return splitPathRe.exec(filename).slice(1); +}; + +// path.resolve([from ...], to) +// posix version +exports.resolve = function() { + var resolvedPath = '', + resolvedAbsolute = false; + + for (var i = arguments.length - 1; i >= -1 && !resolvedAbsolute; i--) { + var path = (i >= 0) ? arguments[i] : process.cwd(); + + // Skip empty and invalid entries + if (typeof path !== 'string') { + throw new TypeError('Arguments to path.resolve must be strings'); + } else if (!path) { + continue; + } + + resolvedPath = path + '/' + resolvedPath; + resolvedAbsolute = path.charAt(0) === '/'; + } + + // At this point the path should be resolved to a full absolute path, but + // handle relative paths to be safe (might happen when process.cwd() fails) + + // Normalize the path + resolvedPath = normalizeArray(filter(resolvedPath.split('/'), function(p) { + return !!p; + }), !resolvedAbsolute).join('/'); + + return ((resolvedAbsolute ? '/' : '') + resolvedPath) || '.'; +}; + +// path.normalize(path) +// posix version +exports.normalize = function(path) { + var isAbsolute = exports.isAbsolute(path), + trailingSlash = substr(path, -1) === '/'; + + // Normalize the path + path = normalizeArray(filter(path.split('/'), function(p) { + return !!p; + }), !isAbsolute).join('/'); + + if (!path && !isAbsolute) { + path = '.'; + } + if (path && trailingSlash) { + path += '/'; + } + + return (isAbsolute ? '/' : '') + path; +}; + +// posix version +exports.isAbsolute = function(path) { + return path.charAt(0) === '/'; +}; + +// posix version +exports.join = function() { + var paths = Array.prototype.slice.call(arguments, 0); + return exports.normalize(filter(paths, function(p, index) { + if (typeof p !== 'string') { + throw new TypeError('Arguments to path.join must be strings'); + } + return p; + }).join('/')); +}; + + +// path.relative(from, to) +// posix version +exports.relative = function(from, to) { + from = exports.resolve(from).substr(1); + to = exports.resolve(to).substr(1); + + function trim(arr) { + var start = 0; + for (; start < arr.length; start++) { + if (arr[start] !== '') break; + } + + var end = arr.length - 1; + for (; end >= 0; end--) { + if (arr[end] !== '') break; + } + + if (start > end) return []; + return arr.slice(start, end - start + 1); + } + + var fromParts = trim(from.split('/')); + var toParts = trim(to.split('/')); + + var length = Math.min(fromParts.length, toParts.length); + var samePartsLength = length; + for (var i = 0; i < length; i++) { + if (fromParts[i] !== toParts[i]) { + samePartsLength = i; + break; + } + } + + var outputParts = []; + for (var i = samePartsLength; i < fromParts.length; i++) { + outputParts.push('..'); + } + + outputParts = outputParts.concat(toParts.slice(samePartsLength)); + + return outputParts.join('/'); +}; + +exports.sep = '/'; +exports.delimiter = ':'; + +exports.dirname = function(path) { + var result = splitPath(path), + root = result[0], + dir = result[1]; + + if (!root && !dir) { + // No dirname whatsoever + return '.'; + } + + if (dir) { + // It has a dirname, strip trailing slash + dir = dir.substr(0, dir.length - 1); + } + + return root + dir; +}; + + +exports.basename = function(path, ext) { + var f = splitPath(path)[2]; + // TODO: make this comparison case-insensitive on windows? + if (ext && f.substr(-1 * ext.length) === ext) { + f = f.substr(0, f.length - ext.length); + } + return f; +}; + + +exports.extname = function(path) { + return splitPath(path)[3]; +}; + +function filter (xs, f) { + if (xs.filter) return xs.filter(f); + var res = []; + for (var i = 0; i < xs.length; i++) { + if (f(xs[i], i, xs)) res.push(xs[i]); + } + return res; +} + +// String.prototype.substr - negative index don't work in IE8 +var substr = 'ab'.substr(-1) === 'b' + ? function (str, start, len) { return str.substr(start, len) } + : function (str, start, len) { + if (start < 0) start = str.length + start; + return str.substr(start, len); + } +; + +}).call(this,require('_process')) + +},{"_process":26}],9:[function(require,module,exports){ +var EMPTY_ARRAY_BUFFER = new ArrayBuffer(0); + +/** + * Helper class to create a webGL buffer + * + * @class + * @memberof PIXI.glCore + * @param gl {WebGLRenderingContext} The current WebGL rendering context + * @param type {gl.ARRAY_BUFFER | gl.ELEMENT_ARRAY_BUFFER} @mat + * @param data {ArrayBuffer| SharedArrayBuffer|ArrayBufferView} an array of data + * @param drawType {gl.STATIC_DRAW|gl.DYNAMIC_DRAW|gl.STREAM_DRAW} + */ +var Buffer = function(gl, type, data, drawType) +{ + + /** + * The current WebGL rendering context + * + * @member {WebGLRenderingContext} + */ + this.gl = gl; + + /** + * The WebGL buffer, created upon instantiation + * + * @member {WebGLBuffer} + */ + this.buffer = gl.createBuffer(); + + /** + * The type of the buffer + * + * @member {gl.ARRAY_BUFFER|gl.ELEMENT_ARRAY_BUFFER} + */ + this.type = type || gl.ARRAY_BUFFER; + + /** + * The draw type of the buffer + * + * @member {gl.STATIC_DRAW|gl.DYNAMIC_DRAW|gl.STREAM_DRAW} + */ + this.drawType = drawType || gl.STATIC_DRAW; + + /** + * The data in the buffer, as a typed array + * + * @member {ArrayBuffer| SharedArrayBuffer|ArrayBufferView} + */ + this.data = EMPTY_ARRAY_BUFFER; + + if(data) + { + this.upload(data); + } + + this._updateID = 0; +}; + +/** + * Uploads the buffer to the GPU + * @param data {ArrayBuffer| SharedArrayBuffer|ArrayBufferView} an array of data to upload + * @param offset {Number} if only a subset of the data should be uploaded, this is the amount of data to subtract + * @param dontBind {Boolean} whether to bind the buffer before uploading it + */ +Buffer.prototype.upload = function(data, offset, dontBind) +{ + // todo - needed? + if(!dontBind) this.bind(); + + var gl = this.gl; + + data = data || this.data; + offset = offset || 0; + + if(this.data.byteLength >= data.byteLength) + { + gl.bufferSubData(this.type, offset, data); + } + else + { + gl.bufferData(this.type, data, this.drawType); + } + + this.data = data; +}; +/** + * Binds the buffer + * + */ +Buffer.prototype.bind = function() +{ + var gl = this.gl; + gl.bindBuffer(this.type, this.buffer); +}; + +Buffer.createVertexBuffer = function(gl, data, drawType) +{ + return new Buffer(gl, gl.ARRAY_BUFFER, data, drawType); +}; + +Buffer.createIndexBuffer = function(gl, data, drawType) +{ + return new Buffer(gl, gl.ELEMENT_ARRAY_BUFFER, data, drawType); +}; + +Buffer.create = function(gl, type, data, drawType) +{ + return new Buffer(gl, type, data, drawType); +}; + +/** + * Destroys the buffer + * + */ +Buffer.prototype.destroy = function(){ + this.gl.deleteBuffer(this.buffer); +}; + +module.exports = Buffer; + +},{}],10:[function(require,module,exports){ + +var Texture = require('./GLTexture'); + +/** + * Helper class to create a webGL Framebuffer + * + * @class + * @memberof PIXI.glCore + * @param gl {WebGLRenderingContext} The current WebGL rendering context + * @param width {Number} the width of the drawing area of the frame buffer + * @param height {Number} the height of the drawing area of the frame buffer + */ +var Framebuffer = function(gl, width, height) +{ + /** + * The current WebGL rendering context + * + * @member {WebGLRenderingContext} + */ + this.gl = gl; + + /** + * The frame buffer + * + * @member {WebGLFramebuffer} + */ + this.framebuffer = gl.createFramebuffer(); + + /** + * The stencil buffer + * + * @member {WebGLRenderbuffer} + */ + this.stencil = null; + + /** + * The stencil buffer + * + * @member {PIXI.glCore.GLTexture} + */ + this.texture = null; + + /** + * The width of the drawing area of the buffer + * + * @member {Number} + */ + this.width = width || 100; + /** + * The height of the drawing area of the buffer + * + * @member {Number} + */ + this.height = height || 100; +}; + +/** + * Adds a texture to the frame buffer + * @param texture {PIXI.glCore.GLTexture} + */ +Framebuffer.prototype.enableTexture = function(texture) +{ + var gl = this.gl; + + this.texture = texture || new Texture(gl); + + this.texture.bind(); + + //gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, this.width, this.height, 0, gl.RGBA, gl.UNSIGNED_BYTE, null); + + this.bind(); + + gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, this.texture.texture, 0); +}; + +/** + * Initialises the stencil buffer + */ +Framebuffer.prototype.enableStencil = function() +{ + if(this.stencil)return; + + var gl = this.gl; + + this.stencil = gl.createRenderbuffer(); + + gl.bindRenderbuffer(gl.RENDERBUFFER, this.stencil); + + // TODO.. this is depth AND stencil? + gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_STENCIL_ATTACHMENT, gl.RENDERBUFFER, this.stencil); + gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_STENCIL, this.width , this.height ); + + +}; + +/** + * Erases the drawing area and fills it with a colour + * @param r {Number} the red value of the clearing colour + * @param g {Number} the green value of the clearing colour + * @param b {Number} the blue value of the clearing colour + * @param a {Number} the alpha value of the clearing colour + */ +Framebuffer.prototype.clear = function( r, g, b, a ) +{ + this.bind(); + + var gl = this.gl; + + gl.clearColor(r, g, b, a); + gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT); +}; + +/** + * Binds the frame buffer to the WebGL context + */ +Framebuffer.prototype.bind = function() +{ + var gl = this.gl; + gl.bindFramebuffer(gl.FRAMEBUFFER, this.framebuffer ); +}; + +/** + * Unbinds the frame buffer to the WebGL context + */ +Framebuffer.prototype.unbind = function() +{ + var gl = this.gl; + gl.bindFramebuffer(gl.FRAMEBUFFER, null ); +}; +/** + * Resizes the drawing area of the buffer to the given width and height + * @param width {Number} the new width + * @param height {Number} the new height + */ +Framebuffer.prototype.resize = function(width, height) +{ + var gl = this.gl; + + this.width = width; + this.height = height; + + if ( this.texture ) + { + this.texture.uploadData(null, width, height); + } + + if ( this.stencil ) + { + // update the stencil buffer width and height + gl.bindRenderbuffer(gl.RENDERBUFFER, this.stencil); + gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_STENCIL, width, height); + } +}; + +/** + * Destroys this buffer + */ +Framebuffer.prototype.destroy = function() +{ + var gl = this.gl; + + //TODO + if(this.texture) + { + this.texture.destroy(); + } + + gl.deleteFramebuffer(this.framebuffer); + + this.gl = null; + + this.stencil = null; + this.texture = null; +}; + +/** + * Creates a frame buffer with a texture containing the given data + * @static + * @param gl {WebGLRenderingContext} The current WebGL rendering context + * @param width {Number} the width of the drawing area of the frame buffer + * @param height {Number} the height of the drawing area of the frame buffer + * @param data {ArrayBuffer| SharedArrayBuffer|ArrayBufferView} an array of data + */ +Framebuffer.createRGBA = function(gl, width, height, data) +{ + var texture = Texture.fromData(gl, null, width, height); + texture.enableNearestScaling(); + texture.enableWrapClamp(); + + //now create the framebuffer object and attach the texture to it. + var fbo = new Framebuffer(gl, width, height); + fbo.enableTexture(texture); + //fbo.enableStencil(); // get this back on soon! + + //fbo.enableStencil(); // get this back on soon! + + fbo.unbind(); + + return fbo; +}; + +/** + * Creates a frame buffer with a texture containing the given data + * @static + * @param gl {WebGLRenderingContext} The current WebGL rendering context + * @param width {Number} the width of the drawing area of the frame buffer + * @param height {Number} the height of the drawing area of the frame buffer + * @param data {ArrayBuffer| SharedArrayBuffer|ArrayBufferView} an array of data + */ +Framebuffer.createFloat32 = function(gl, width, height, data) +{ + // create a new texture.. + var texture = new Texture.fromData(gl, data, width, height); + texture.enableNearestScaling(); + texture.enableWrapClamp(); + + //now create the framebuffer object and attach the texture to it. + var fbo = new Framebuffer(gl, width, height); + fbo.enableTexture(texture); + + fbo.unbind(); + + return fbo; +}; + +module.exports = Framebuffer; + +},{"./GLTexture":12}],11:[function(require,module,exports){ + +var compileProgram = require('./shader/compileProgram'), + extractAttributes = require('./shader/extractAttributes'), + extractUniforms = require('./shader/extractUniforms'), + setPrecision = require('./shader/setPrecision'), + generateUniformAccessObject = require('./shader/generateUniformAccessObject'); + +/** + * Helper class to create a webGL Shader + * + * @class + * @memberof PIXI.glCore + * @param gl {WebGLRenderingContext} + * @param vertexSrc {string|string[]} The vertex shader source as an array of strings. + * @param fragmentSrc {string|string[]} The fragment shader source as an array of strings. + * @param precision {string} The float precision of the shader. Options are 'lowp', 'mediump' or 'highp'. + * @param attributeLocations {object} A key value pair showing which location eact attribute should sit eg {position:0, uvs:1} + */ +var Shader = function(gl, vertexSrc, fragmentSrc, precision, attributeLocations) +{ + /** + * The current WebGL rendering context + * + * @member {WebGLRenderingContext} + */ + this.gl = gl; + + if(precision) + { + vertexSrc = setPrecision(vertexSrc, precision); + fragmentSrc = setPrecision(fragmentSrc, precision); + } + + /** + * The shader program + * + * @member {WebGLProgram} + */ + // First compile the program.. + this.program = compileProgram(gl, vertexSrc, fragmentSrc, attributeLocations); + + /** + * The attributes of the shader as an object containing the following properties + * { + * type, + * size, + * location, + * pointer + * } + * @member {Object} + */ + // next extract the attributes + this.attributes = extractAttributes(gl, this.program); + + this.uniformData = extractUniforms(gl, this.program); + + /** + * The uniforms of the shader as an object containing the following properties + * { + * gl, + * data + * } + * @member {Object} + */ + this.uniforms = generateUniformAccessObject( gl, this.uniformData ); + +}; +/** + * Uses this shader + * + * @return {PIXI.glCore.GLShader} Returns itself. + */ +Shader.prototype.bind = function() +{ + this.gl.useProgram(this.program); + return this; +}; + +/** + * Destroys this shader + * TODO + */ +Shader.prototype.destroy = function() +{ + this.attributes = null; + this.uniformData = null; + this.uniforms = null; + + var gl = this.gl; + gl.deleteProgram(this.program); +}; + + +module.exports = Shader; + +},{"./shader/compileProgram":17,"./shader/extractAttributes":19,"./shader/extractUniforms":20,"./shader/generateUniformAccessObject":21,"./shader/setPrecision":25}],12:[function(require,module,exports){ + +/** + * Helper class to create a WebGL Texture + * + * @class + * @memberof PIXI.glCore + * @param gl {WebGLRenderingContext} The current WebGL context + * @param width {number} the width of the texture + * @param height {number} the height of the texture + * @param format {number} the pixel format of the texture. defaults to gl.RGBA + * @param type {number} the gl type of the texture. defaults to gl.UNSIGNED_BYTE + */ +var Texture = function(gl, width, height, format, type) +{ + /** + * The current WebGL rendering context + * + * @member {WebGLRenderingContext} + */ + this.gl = gl; + + + /** + * The WebGL texture + * + * @member {WebGLTexture} + */ + this.texture = gl.createTexture(); + + /** + * If mipmapping was used for this texture, enable and disable with enableMipmap() + * + * @member {Boolean} + */ + // some settings.. + this.mipmap = false; + + + /** + * Set to true to enable pre-multiplied alpha + * + * @member {Boolean} + */ + this.premultiplyAlpha = false; + + /** + * The width of texture + * + * @member {Number} + */ + this.width = width || -1; + /** + * The height of texture + * + * @member {Number} + */ + this.height = height || -1; + + /** + * The pixel format of the texture. defaults to gl.RGBA + * + * @member {Number} + */ + this.format = format || gl.RGBA; + + /** + * The gl type of the texture. defaults to gl.UNSIGNED_BYTE + * + * @member {Number} + */ + this.type = type || gl.UNSIGNED_BYTE; + + +}; + +/** + * Uploads this texture to the GPU + * @param source {HTMLImageElement|ImageData|HTMLVideoElement} the source image of the texture + */ +Texture.prototype.upload = function(source) +{ + this.bind(); + + var gl = this.gl; + + + gl.pixelStorei(gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, this.premultiplyAlpha); + + var newWidth = source.videoWidth || source.width; + var newHeight = source.videoHeight || source.height; + + if(newHeight !== this.height || newWidth !== this.width) + { + gl.texImage2D(gl.TEXTURE_2D, 0, this.format, this.format, this.type, source); + } + else + { + gl.texSubImage2D(gl.TEXTURE_2D, 0, 0, 0, this.format, this.type, source); + } + + // if the source is a video, we need to use the videoWidth / videoHeight properties as width / height will be incorrect. + this.width = newWidth; + this.height = newHeight; + +}; + +var FLOATING_POINT_AVAILABLE = false; + +/** + * Use a data source and uploads this texture to the GPU + * @param data {TypedArray} the data to upload to the texture + * @param width {number} the new width of the texture + * @param height {number} the new height of the texture + */ +Texture.prototype.uploadData = function(data, width, height) +{ + this.bind(); + + var gl = this.gl; + + + if(data instanceof Float32Array) + { + if(!FLOATING_POINT_AVAILABLE) + { + var ext = gl.getExtension("OES_texture_float"); + + if(ext) + { + FLOATING_POINT_AVAILABLE = true; + } + else + { + throw new Error('floating point textures not available'); + } + } + + this.type = gl.FLOAT; + } + else + { + // TODO support for other types + this.type = this.type || gl.UNSIGNED_BYTE; + } + + // what type of data? + gl.pixelStorei(gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, this.premultiplyAlpha); + + + if(width !== this.width || height !== this.height) + { + gl.texImage2D(gl.TEXTURE_2D, 0, this.format, width, height, 0, this.format, this.type, data || null); + } + else + { + gl.texSubImage2D(gl.TEXTURE_2D, 0, 0, 0, width, height, this.format, this.type, data || null); + } + + this.width = width; + this.height = height; + + +// texSubImage2D +}; + +/** + * Binds the texture + * @param location + */ +Texture.prototype.bind = function(location) +{ + var gl = this.gl; + + if(location !== undefined) + { + gl.activeTexture(gl.TEXTURE0 + location); + } + + gl.bindTexture(gl.TEXTURE_2D, this.texture); +}; + +/** + * Unbinds the texture + */ +Texture.prototype.unbind = function() +{ + var gl = this.gl; + gl.bindTexture(gl.TEXTURE_2D, null); +}; + +/** + * @param linear {Boolean} if we want to use linear filtering or nearest neighbour interpolation + */ +Texture.prototype.minFilter = function( linear ) +{ + var gl = this.gl; + + this.bind(); + + if(this.mipmap) + { + gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, linear ? gl.LINEAR_MIPMAP_LINEAR : gl.NEAREST_MIPMAP_NEAREST); + } + else + { + gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, linear ? gl.LINEAR : gl.NEAREST); + } +}; + +/** + * @param linear {Boolean} if we want to use linear filtering or nearest neighbour interpolation + */ +Texture.prototype.magFilter = function( linear ) +{ + var gl = this.gl; + + this.bind(); + + gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, linear ? gl.LINEAR : gl.NEAREST); +}; + +/** + * Enables mipmapping + */ +Texture.prototype.enableMipmap = function() +{ + var gl = this.gl; + + this.bind(); + + this.mipmap = true; + + gl.generateMipmap(gl.TEXTURE_2D); +}; + +/** + * Enables linear filtering + */ +Texture.prototype.enableLinearScaling = function() +{ + this.minFilter(true); + this.magFilter(true); +}; + +/** + * Enables nearest neighbour interpolation + */ +Texture.prototype.enableNearestScaling = function() +{ + this.minFilter(false); + this.magFilter(false); +}; + +/** + * Enables clamping on the texture so WebGL will not repeat it + */ +Texture.prototype.enableWrapClamp = function() +{ + var gl = this.gl; + + this.bind(); + + gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE); + gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE); +}; + +/** + * Enable tiling on the texture + */ +Texture.prototype.enableWrapRepeat = function() +{ + var gl = this.gl; + + this.bind(); + + gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.REPEAT); + gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.REPEAT); +}; + +Texture.prototype.enableWrapMirrorRepeat = function() +{ + var gl = this.gl; + + this.bind(); + + gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.MIRRORED_REPEAT); + gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.MIRRORED_REPEAT); +}; + + +/** + * Destroys this texture + */ +Texture.prototype.destroy = function() +{ + var gl = this.gl; + //TODO + gl.deleteTexture(this.texture); +}; + +/** + * @static + * @param gl {WebGLRenderingContext} The current WebGL context + * @param source {HTMLImageElement|ImageData} the source image of the texture + * @param premultiplyAlpha {Boolean} If we want to use pre-multiplied alpha + */ +Texture.fromSource = function(gl, source, premultiplyAlpha) +{ + var texture = new Texture(gl); + texture.premultiplyAlpha = premultiplyAlpha || false; + texture.upload(source); + + return texture; +}; + +/** + * @static + * @param gl {WebGLRenderingContext} The current WebGL context + * @param data {TypedArray} the data to upload to the texture + * @param width {number} the new width of the texture + * @param height {number} the new height of the texture + */ +Texture.fromData = function(gl, data, width, height) +{ + //console.log(data, width, height); + var texture = new Texture(gl); + texture.uploadData(data, width, height); + + return texture; +}; + + +module.exports = Texture; + +},{}],13:[function(require,module,exports){ + +// state object// +var setVertexAttribArrays = require( './setVertexAttribArrays' ); + +/** + * Helper class to work with WebGL VertexArrayObjects (vaos) + * Only works if WebGL extensions are enabled (they usually are) + * + * @class + * @memberof PIXI.glCore + * @param gl {WebGLRenderingContext} The current WebGL rendering context + */ +function VertexArrayObject(gl, state) +{ + this.nativeVaoExtension = null; + + if(!VertexArrayObject.FORCE_NATIVE) + { + this.nativeVaoExtension = gl.getExtension('OES_vertex_array_object') || + gl.getExtension('MOZ_OES_vertex_array_object') || + gl.getExtension('WEBKIT_OES_vertex_array_object'); + } + + this.nativeState = state; + + if(this.nativeVaoExtension) + { + this.nativeVao = this.nativeVaoExtension.createVertexArrayOES(); + + var maxAttribs = gl.getParameter(gl.MAX_VERTEX_ATTRIBS); + + // VAO - overwrite the state.. + this.nativeState = { + tempAttribState: new Array(maxAttribs), + attribState: new Array(maxAttribs) + }; + } + + /** + * The current WebGL rendering context + * + * @member {WebGLRenderingContext} + */ + this.gl = gl; + + /** + * An array of attributes + * + * @member {Array} + */ + this.attributes = []; + + /** + * @member {PIXI.glCore.GLBuffer} + */ + this.indexBuffer = null; + + /** + * A boolean flag + * + * @member {Boolean} + */ + this.dirty = false; +} + +VertexArrayObject.prototype.constructor = VertexArrayObject; +module.exports = VertexArrayObject; + +/** +* Some devices behave a bit funny when using the newer extensions (im looking at you ipad 2!) +* If you find on older devices that things have gone a bit weird then set this to true. +*/ +/** + * Lets the VAO know if you should use the WebGL extension or the native methods. + * Some devices behave a bit funny when using the newer extensions (im looking at you ipad 2!) + * If you find on older devices that things have gone a bit weird then set this to true. + * @static + * @property {Boolean} FORCE_NATIVE + */ +VertexArrayObject.FORCE_NATIVE = false; + +/** + * Binds the buffer + */ +VertexArrayObject.prototype.bind = function() +{ + if(this.nativeVao) + { + this.nativeVaoExtension.bindVertexArrayOES(this.nativeVao); + + if(this.dirty) + { + this.dirty = false; + this.activate(); + return this; + } + if (this.indexBuffer) + { + this.indexBuffer.bind(); + } + } + else + { + this.activate(); + } + + return this; +}; + +/** + * Unbinds the buffer + */ +VertexArrayObject.prototype.unbind = function() +{ + if(this.nativeVao) + { + this.nativeVaoExtension.bindVertexArrayOES(null); + } + + return this; +}; + +/** + * Uses this vao + */ +VertexArrayObject.prototype.activate = function() +{ + + var gl = this.gl; + var lastBuffer = null; + + for (var i = 0; i < this.attributes.length; i++) + { + var attrib = this.attributes[i]; + + if(lastBuffer !== attrib.buffer) + { + attrib.buffer.bind(); + lastBuffer = attrib.buffer; + } + + gl.vertexAttribPointer(attrib.attribute.location, + attrib.attribute.size, + attrib.type || gl.FLOAT, + attrib.normalized || false, + attrib.stride || 0, + attrib.start || 0); + } + + setVertexAttribArrays(gl, this.attributes, this.nativeState); + + if(this.indexBuffer) + { + this.indexBuffer.bind(); + } + + return this; +}; + +/** + * + * @param buffer {PIXI.gl.GLBuffer} + * @param attribute {*} + * @param type {String} + * @param normalized {Boolean} + * @param stride {Number} + * @param start {Number} + */ +VertexArrayObject.prototype.addAttribute = function(buffer, attribute, type, normalized, stride, start) +{ + this.attributes.push({ + buffer: buffer, + attribute: attribute, + + location: attribute.location, + type: type || this.gl.FLOAT, + normalized: normalized || false, + stride: stride || 0, + start: start || 0 + }); + + this.dirty = true; + + return this; +}; + +/** + * + * @param buffer {PIXI.gl.GLBuffer} + */ +VertexArrayObject.prototype.addIndex = function(buffer/*, options*/) +{ + this.indexBuffer = buffer; + + this.dirty = true; + + return this; +}; + +/** + * Unbinds this vao and disables it + */ +VertexArrayObject.prototype.clear = function() +{ + // var gl = this.gl; + + // TODO - should this function unbind after clear? + // for now, no but lets see what happens in the real world! + if(this.nativeVao) + { + this.nativeVaoExtension.bindVertexArrayOES(this.nativeVao); + } + + this.attributes.length = 0; + this.indexBuffer = null; + + return this; +}; + +/** + * @param type {Number} + * @param size {Number} + * @param start {Number} + */ +VertexArrayObject.prototype.draw = function(type, size, start) +{ + var gl = this.gl; + + if(this.indexBuffer) + { + gl.drawElements(type, size || this.indexBuffer.data.length, gl.UNSIGNED_SHORT, (start || 0) * 2 ); + } + else + { + // TODO need a better way to calculate size.. + gl.drawArrays(type, start, size || this.getSize()); + } + + return this; +}; + +/** + * Destroy this vao + */ +VertexArrayObject.prototype.destroy = function() +{ + // lose references + this.gl = null; + this.indexBuffer = null; + this.attributes = null; + this.nativeState = null; + + if(this.nativeVao) + { + this.nativeVaoExtension.deleteVertexArrayOES(this.nativeVao); + } + + this.nativeVaoExtension = null; + this.nativeVao = null; +}; + +VertexArrayObject.prototype.getSize = function() +{ + var attrib = this.attributes[0]; + return attrib.buffer.data.length / (( attrib.stride/4 ) || attrib.attribute.size); +}; + +},{"./setVertexAttribArrays":16}],14:[function(require,module,exports){ + +/** + * Helper class to create a webGL Context + * + * @class + * @memberof PIXI.glCore + * @param canvas {HTMLCanvasElement} the canvas element that we will get the context from + * @param options {Object} An options object that gets passed in to the canvas element containing the context attributes, + * see https://developer.mozilla.org/en/docs/Web/API/HTMLCanvasElement/getContext for the options available + * @return {WebGLRenderingContext} the WebGL context + */ +var createContext = function(canvas, options) +{ + var gl = canvas.getContext('webgl', options) || + canvas.getContext('experimental-webgl', options); + + if (!gl) + { + // fail, not able to get a context + throw new Error('This browser does not support webGL. Try using the canvas renderer'); + } + + return gl; +}; + +module.exports = createContext; + +},{}],15:[function(require,module,exports){ +var gl = { + createContext: require('./createContext'), + setVertexAttribArrays: require('./setVertexAttribArrays'), + GLBuffer: require('./GLBuffer'), + GLFramebuffer: require('./GLFramebuffer'), + GLShader: require('./GLShader'), + GLTexture: require('./GLTexture'), + VertexArrayObject: require('./VertexArrayObject'), + shader: require('./shader') +}; + +// Export for Node-compatible environments +if (typeof module !== 'undefined' && module.exports) +{ + // Export the module + module.exports = gl; +} + +// Add to the browser window pixi.gl +if (typeof window !== 'undefined') +{ + // add the window object + window.PIXI = window.PIXI || {}; + window.PIXI.glCore = gl; +} + +},{"./GLBuffer":9,"./GLFramebuffer":10,"./GLShader":11,"./GLTexture":12,"./VertexArrayObject":13,"./createContext":14,"./setVertexAttribArrays":16,"./shader":22}],16:[function(require,module,exports){ +// var GL_MAP = {}; + +/** + * @param gl {WebGLRenderingContext} The current WebGL context + * @param attribs {*} + * @param state {*} + */ +var setVertexAttribArrays = function (gl, attribs, state) +{ + var i; + if(state) + { + var tempAttribState = state.tempAttribState, + attribState = state.attribState; + + for (i = 0; i < tempAttribState.length; i++) + { + tempAttribState[i] = false; + } + + // set the new attribs + for (i = 0; i < attribs.length; i++) + { + tempAttribState[attribs[i].attribute.location] = true; + } + + for (i = 0; i < attribState.length; i++) + { + if (attribState[i] !== tempAttribState[i]) + { + attribState[i] = tempAttribState[i]; + + if (state.attribState[i]) + { + gl.enableVertexAttribArray(i); + } + else + { + gl.disableVertexAttribArray(i); + } + } + } + + } + else + { + for (i = 0; i < attribs.length; i++) + { + var attrib = attribs[i]; + gl.enableVertexAttribArray(attrib.attribute.location); + } + } +}; + +module.exports = setVertexAttribArrays; + +},{}],17:[function(require,module,exports){ + +/** + * @class + * @memberof PIXI.glCore.shader + * @param gl {WebGLRenderingContext} The current WebGL context {WebGLProgram} + * @param vertexSrc {string|string[]} The vertex shader source as an array of strings. + * @param fragmentSrc {string|string[]} The fragment shader source as an array of strings. + * @param attributeLocations {Object} An attribute location map that lets you manually set the attribute locations + * @return {WebGLProgram} the shader program + */ +var compileProgram = function(gl, vertexSrc, fragmentSrc, attributeLocations) +{ + var glVertShader = compileShader(gl, gl.VERTEX_SHADER, vertexSrc); + var glFragShader = compileShader(gl, gl.FRAGMENT_SHADER, fragmentSrc); + + var program = gl.createProgram(); + + gl.attachShader(program, glVertShader); + gl.attachShader(program, glFragShader); + + // optionally, set the attributes manually for the program rather than letting WebGL decide.. + if(attributeLocations) + { + for(var i in attributeLocations) + { + gl.bindAttribLocation(program, attributeLocations[i], i); + } + } + + + gl.linkProgram(program); + + // if linking fails, then log and cleanup + if (!gl.getProgramParameter(program, gl.LINK_STATUS)) + { + console.error('Pixi.js Error: Could not initialize shader.'); + console.error('gl.VALIDATE_STATUS', gl.getProgramParameter(program, gl.VALIDATE_STATUS)); + console.error('gl.getError()', gl.getError()); + + // if there is a program info log, log it + if (gl.getProgramInfoLog(program) !== '') + { + console.warn('Pixi.js Warning: gl.getProgramInfoLog()', gl.getProgramInfoLog(program)); + } + + gl.deleteProgram(program); + program = null; + } + + // clean up some shaders + gl.deleteShader(glVertShader); + gl.deleteShader(glFragShader); + + return program; +}; + +/** + * @private + * @param gl {WebGLRenderingContext} The current WebGL context {WebGLProgram} + * @param type {Number} the type, can be either VERTEX_SHADER or FRAGMENT_SHADER + * @param vertexSrc {string|string[]} The vertex shader source as an array of strings. + * @return {WebGLShader} the shader + */ +var compileShader = function (gl, type, src) +{ + var shader = gl.createShader(type); + + gl.shaderSource(shader, src); + gl.compileShader(shader); + + if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) + { + console.log(gl.getShaderInfoLog(shader)); + return null; + } + + return shader; +}; + +module.exports = compileProgram; + +},{}],18:[function(require,module,exports){ +/** + * @class + * @memberof PIXI.glCore.shader + * @param type {String} Type of value + * @param size {Number} + */ +var defaultValue = function(type, size) +{ + switch (type) + { + case 'float': + return 0; + + case 'vec2': + return new Float32Array(2 * size); + + case 'vec3': + return new Float32Array(3 * size); + + case 'vec4': + return new Float32Array(4 * size); + + case 'int': + case 'sampler2D': + return 0; + + case 'ivec2': + return new Int32Array(2 * size); + + case 'ivec3': + return new Int32Array(3 * size); + + case 'ivec4': + return new Int32Array(4 * size); + + case 'bool': + return false; + + case 'bvec2': + + return booleanArray( 2 * size); + + case 'bvec3': + return booleanArray(3 * size); + + case 'bvec4': + return booleanArray(4 * size); + + case 'mat2': + return new Float32Array([1, 0, + 0, 1]); + + case 'mat3': + return new Float32Array([1, 0, 0, + 0, 1, 0, + 0, 0, 1]); + + case 'mat4': + return new Float32Array([1, 0, 0, 0, + 0, 1, 0, 0, + 0, 0, 1, 0, + 0, 0, 0, 1]); + } +}; + +var booleanArray = function(size) +{ + var array = new Array(size); + + for (var i = 0; i < array.length; i++) + { + array[i] = false; + } + + return array; +}; + +module.exports = defaultValue; + +},{}],19:[function(require,module,exports){ + +var mapType = require('./mapType'); +var mapSize = require('./mapSize'); + +/** + * Extracts the attributes + * @class + * @memberof PIXI.glCore.shader + * @param gl {WebGLRenderingContext} The current WebGL rendering context + * @param program {WebGLProgram} The shader program to get the attributes from + * @return attributes {Object} + */ +var extractAttributes = function(gl, program) +{ + var attributes = {}; + + var totalAttributes = gl.getProgramParameter(program, gl.ACTIVE_ATTRIBUTES); + + for (var i = 0; i < totalAttributes; i++) + { + var attribData = gl.getActiveAttrib(program, i); + var type = mapType(gl, attribData.type); + + attributes[attribData.name] = { + type:type, + size:mapSize(type), + location:gl.getAttribLocation(program, attribData.name), + //TODO - make an attribute object + pointer: pointer + }; + } + + return attributes; +}; + +var pointer = function(type, normalized, stride, start){ + // console.log(this.location) + gl.vertexAttribPointer(this.location,this.size, type || gl.FLOAT, normalized || false, stride || 0, start || 0); +}; + +module.exports = extractAttributes; + +},{"./mapSize":23,"./mapType":24}],20:[function(require,module,exports){ +var mapType = require('./mapType'); +var defaultValue = require('./defaultValue'); + +/** + * Extracts the uniforms + * @class + * @memberof PIXI.glCore.shader + * @param gl {WebGLRenderingContext} The current WebGL rendering context + * @param program {WebGLProgram} The shader program to get the uniforms from + * @return uniforms {Object} + */ +var extractUniforms = function(gl, program) +{ + var uniforms = {}; + + var totalUniforms = gl.getProgramParameter(program, gl.ACTIVE_UNIFORMS); + + for (var i = 0; i < totalUniforms; i++) + { + var uniformData = gl.getActiveUniform(program, i); + var name = uniformData.name.replace(/\[.*?\]/, ""); + var type = mapType(gl, uniformData.type ); + + uniforms[name] = { + type:type, + size:uniformData.size, + location:gl.getUniformLocation(program, name), + value:defaultValue(type, uniformData.size) + }; + } + + return uniforms; +}; + +module.exports = extractUniforms; + +},{"./defaultValue":18,"./mapType":24}],21:[function(require,module,exports){ +/** + * Extracts the attributes + * @class + * @memberof PIXI.glCore.shader + * @param gl {WebGLRenderingContext} The current WebGL rendering context + * @param uniforms {Array} @mat ? + * @return attributes {Object} + */ +var generateUniformAccessObject = function(gl, uniformData) +{ + // this is the object we will be sending back. + // an object hierachy will be created for structs + var uniforms = {data:{}}; + + uniforms.gl = gl; + + var uniformKeys= Object.keys(uniformData); + + for (var i = 0; i < uniformKeys.length; i++) + { + var fullName = uniformKeys[i]; + + var nameTokens = fullName.split('.'); + var name = nameTokens[nameTokens.length - 1]; + + + var uniformGroup = getUniformGroup(nameTokens, uniforms); + + var uniform = uniformData[fullName]; + uniformGroup.data[name] = uniform; + + uniformGroup.gl = gl; + + Object.defineProperty(uniformGroup, name, { + get: generateGetter(name), + set: generateSetter(name, uniform) + }); + } + + return uniforms; +}; + +var generateGetter = function(name) +{ + return function() { + return this.data[name].value; + }; +}; + +var GLSL_SINGLE_SETTERS = { + float: function setSingleFloat(gl, location, value) { gl.uniform1f(location, value); }, + vec2: function setSingleVec2(gl, location, value) { gl.uniform2f(location, value[0], value[1]); }, + vec3: function setSingleVec3(gl, location, value) { gl.uniform3f(location, value[0], value[1], value[2]); }, + vec4: function setSingleVec4(gl, location, value) { gl.uniform4f(location, value[0], value[1], value[2], value[3]); }, + + int: function setSingleInt(gl, location, value) { gl.uniform1i(location, value); }, + ivec2: function setSingleIvec2(gl, location, value) { gl.uniform2i(location, value[0], value[1]); }, + ivec3: function setSingleIvec3(gl, location, value) { gl.uniform3i(location, value[0], value[1], value[2]); }, + ivec4: function setSingleIvec4(gl, location, value) { gl.uniform4i(location, value[0], value[1], value[2], value[3]); }, + + bool: function setSingleBool(gl, location, value) { gl.uniform1i(location, value); }, + bvec2: function setSingleBvec2(gl, location, value) { gl.uniform2i(location, value[0], value[1]); }, + bvec3: function setSingleBvec3(gl, location, value) { gl.uniform3i(location, value[0], value[1], value[2]); }, + bvec4: function setSingleBvec4(gl, location, value) { gl.uniform4i(location, value[0], value[1], value[2], value[3]); }, + + mat2: function setSingleMat2(gl, location, value) { gl.uniformMatrix2fv(location, false, value); }, + mat3: function setSingleMat3(gl, location, value) { gl.uniformMatrix3fv(location, false, value); }, + mat4: function setSingleMat4(gl, location, value) { gl.uniformMatrix4fv(location, false, value); }, + + sampler2D: function setSingleSampler2D(gl, location, value) { gl.uniform1i(location, value); }, +}; + +var GLSL_ARRAY_SETTERS = { + float: function setFloatArray(gl, location, value) { gl.uniform1fv(location, value); }, + vec2: function setVec2Array(gl, location, value) { gl.uniform2fv(location, value); }, + vec3: function setVec3Array(gl, location, value) { gl.uniform3fv(location, value); }, + vec4: function setVec4Array(gl, location, value) { gl.uniform4fv(location, value); }, + int: function setIntArray(gl, location, value) { gl.uniform1iv(location, value); }, + ivec2: function setIvec2Array(gl, location, value) { gl.uniform2iv(location, value); }, + ivec3: function setIvec3Array(gl, location, value) { gl.uniform3iv(location, value); }, + ivec4: function setIvec4Array(gl, location, value) { gl.uniform4iv(location, value); }, + bool: function setBoolArray(gl, location, value) { gl.uniform1iv(location, value); }, + bvec2: function setBvec2Array(gl, location, value) { gl.uniform2iv(location, value); }, + bvec3: function setBvec3Array(gl, location, value) { gl.uniform3iv(location, value); }, + bvec4: function setBvec4Array(gl, location, value) { gl.uniform4iv(location, value); }, + sampler2D: function setSampler2DArray(gl, location, value) { gl.uniform1iv(location, value); }, +}; + +function generateSetter(name, uniform) +{ + return function(value) { + this.data[name].value = value; + var location = this.data[name].location; + if (uniform.size === 1) + { + GLSL_SINGLE_SETTERS[uniform.type](this.gl, location, value); + } + else + { + // glslSetArray(gl, location, type, value) { + GLSL_ARRAY_SETTERS[uniform.type](this.gl, location, value); + } + }; +} + +function getUniformGroup(nameTokens, uniform) +{ + var cur = uniform; + + for (var i = 0; i < nameTokens.length - 1; i++) + { + var o = cur[nameTokens[i]] || {data:{}}; + cur[nameTokens[i]] = o; + cur = o; + } + + return cur; +} + + +module.exports = generateUniformAccessObject; + +},{}],22:[function(require,module,exports){ +module.exports = { + compileProgram: require('./compileProgram'), + defaultValue: require('./defaultValue'), + extractAttributes: require('./extractAttributes'), + extractUniforms: require('./extractUniforms'), + generateUniformAccessObject: require('./generateUniformAccessObject'), + setPrecision: require('./setPrecision'), + mapSize: require('./mapSize'), + mapType: require('./mapType') +}; +},{"./compileProgram":17,"./defaultValue":18,"./extractAttributes":19,"./extractUniforms":20,"./generateUniformAccessObject":21,"./mapSize":23,"./mapType":24,"./setPrecision":25}],23:[function(require,module,exports){ +/** + * @class + * @memberof PIXI.glCore.shader + * @param type {String} + * @return {Number} + */ +var mapSize = function(type) +{ + return GLSL_TO_SIZE[type]; +}; + + +var GLSL_TO_SIZE = { + 'float': 1, + 'vec2': 2, + 'vec3': 3, + 'vec4': 4, + + 'int': 1, + 'ivec2': 2, + 'ivec3': 3, + 'ivec4': 4, + + 'bool': 1, + 'bvec2': 2, + 'bvec3': 3, + 'bvec4': 4, + + 'mat2': 4, + 'mat3': 9, + 'mat4': 16, + + 'sampler2D': 1 +}; + +module.exports = mapSize; + +},{}],24:[function(require,module,exports){ + + +var mapType = function(gl, type) +{ + if(!GL_TABLE) + { + var typeNames = Object.keys(GL_TO_GLSL_TYPES); + + GL_TABLE = {}; + + for(var i = 0; i < typeNames.length; ++i) + { + var tn = typeNames[i]; + GL_TABLE[ gl[tn] ] = GL_TO_GLSL_TYPES[tn]; + } + } + + return GL_TABLE[type]; +}; + +var GL_TABLE = null; + +var GL_TO_GLSL_TYPES = { + 'FLOAT': 'float', + 'FLOAT_VEC2': 'vec2', + 'FLOAT_VEC3': 'vec3', + 'FLOAT_VEC4': 'vec4', + + 'INT': 'int', + 'INT_VEC2': 'ivec2', + 'INT_VEC3': 'ivec3', + 'INT_VEC4': 'ivec4', + + 'BOOL': 'bool', + 'BOOL_VEC2': 'bvec2', + 'BOOL_VEC3': 'bvec3', + 'BOOL_VEC4': 'bvec4', + + 'FLOAT_MAT2': 'mat2', + 'FLOAT_MAT3': 'mat3', + 'FLOAT_MAT4': 'mat4', + + 'SAMPLER_2D': 'sampler2D' +}; + +module.exports = mapType; + +},{}],25:[function(require,module,exports){ +/** + * Sets the float precision on the shader. If the precision is already present this function will do nothing + * @param {string} src the shader source + * @param {string} precision The float precision of the shader. Options are 'lowp', 'mediump' or 'highp'. + * + * @return {string} modified shader source + */ +var setPrecision = function(src, precision) +{ + if(src.substring(0, 9) !== 'precision') + { + return 'precision ' + precision + ' float;\n' + src; + } + + return src; +}; + +module.exports = setPrecision; + +},{}],26:[function(require,module,exports){ +// shim for using process in browser +var process = module.exports = {}; + +// cached from whatever global is present so that test runners that stub it +// don't break things. But we need to wrap it in a try catch in case it is +// wrapped in strict mode code which doesn't define any globals. It's inside a +// function because try/catches deoptimize in certain engines. + +var cachedSetTimeout; +var cachedClearTimeout; + +function defaultSetTimout() { + throw new Error('setTimeout has not been defined'); +} +function defaultClearTimeout () { + throw new Error('clearTimeout has not been defined'); +} +(function () { + try { + if (typeof setTimeout === 'function') { + cachedSetTimeout = setTimeout; + } else { + cachedSetTimeout = defaultSetTimout; + } + } catch (e) { + cachedSetTimeout = defaultSetTimout; + } + try { + if (typeof clearTimeout === 'function') { + cachedClearTimeout = clearTimeout; + } else { + cachedClearTimeout = defaultClearTimeout; + } + } catch (e) { + cachedClearTimeout = defaultClearTimeout; + } +} ()) +function runTimeout(fun) { + if (cachedSetTimeout === setTimeout) { + //normal enviroments in sane situations + return setTimeout(fun, 0); + } + // if setTimeout wasn't available but was latter defined + if ((cachedSetTimeout === defaultSetTimout || !cachedSetTimeout) && setTimeout) { + cachedSetTimeout = setTimeout; + return setTimeout(fun, 0); + } + try { + // when when somebody has screwed with setTimeout but no I.E. maddness + return cachedSetTimeout(fun, 0); + } catch(e){ + try { + // When we are in I.E. but the script has been evaled so I.E. doesn't trust the global object when called normally + return cachedSetTimeout.call(null, fun, 0); + } catch(e){ + // same as above but when it's a version of I.E. that must have the global object for 'this', hopfully our context correct otherwise it will throw a global error + return cachedSetTimeout.call(this, fun, 0); + } + } + + +} +function runClearTimeout(marker) { + if (cachedClearTimeout === clearTimeout) { + //normal enviroments in sane situations + return clearTimeout(marker); + } + // if clearTimeout wasn't available but was latter defined + if ((cachedClearTimeout === defaultClearTimeout || !cachedClearTimeout) && clearTimeout) { + cachedClearTimeout = clearTimeout; + return clearTimeout(marker); + } + try { + // when when somebody has screwed with setTimeout but no I.E. maddness + return cachedClearTimeout(marker); + } catch (e){ + try { + // When we are in I.E. but the script has been evaled so I.E. doesn't trust the global object when called normally + return cachedClearTimeout.call(null, marker); + } catch (e){ + // same as above but when it's a version of I.E. that must have the global object for 'this', hopfully our context correct otherwise it will throw a global error. + // Some versions of I.E. have different rules for clearTimeout vs setTimeout + return cachedClearTimeout.call(this, marker); + } + } + + + +} +var queue = []; +var draining = false; +var currentQueue; +var queueIndex = -1; + +function cleanUpNextTick() { + if (!draining || !currentQueue) { + return; + } + draining = false; + if (currentQueue.length) { + queue = currentQueue.concat(queue); + } else { + queueIndex = -1; + } + if (queue.length) { + drainQueue(); + } +} + +function drainQueue() { + if (draining) { + return; + } + var timeout = runTimeout(cleanUpNextTick); + draining = true; + + var len = queue.length; + while(len) { + currentQueue = queue; + queue = []; + while (++queueIndex < len) { + if (currentQueue) { + currentQueue[queueIndex].run(); + } + } + queueIndex = -1; + len = queue.length; + } + currentQueue = null; + draining = false; + runClearTimeout(timeout); +} + +process.nextTick = function (fun) { + var args = new Array(arguments.length - 1); + if (arguments.length > 1) { + for (var i = 1; i < arguments.length; i++) { + args[i - 1] = arguments[i]; + } + } + queue.push(new Item(fun, args)); + if (queue.length === 1 && !draining) { + runTimeout(drainQueue); + } +}; + +// v8 likes predictible objects +function Item(fun, array) { + this.fun = fun; + this.array = array; +} +Item.prototype.run = function () { + this.fun.apply(null, this.array); +}; +process.title = 'browser'; +process.browser = true; +process.env = {}; +process.argv = []; +process.version = ''; // empty string to avoid regexp issues +process.versions = {}; + +function noop() {} + +process.on = noop; +process.addListener = noop; +process.once = noop; +process.off = noop; +process.removeListener = noop; +process.removeAllListeners = noop; +process.emit = noop; +process.prependListener = noop; +process.prependOnceListener = noop; + +process.listeners = function (name) { return [] } + +process.binding = function (name) { + throw new Error('process.binding is not supported'); +}; + +process.cwd = function () { return '/' }; +process.chdir = function (dir) { + throw new Error('process.chdir is not supported'); +}; +process.umask = function() { return 0; }; + +},{}],27:[function(require,module,exports){ +(function (global){ +/*! https://mths.be/punycode v1.4.1 by @mathias */ +;(function(root) { + + /** Detect free variables */ + var freeExports = typeof exports == 'object' && exports && + !exports.nodeType && exports; + var freeModule = typeof module == 'object' && module && + !module.nodeType && module; + var freeGlobal = typeof global == 'object' && global; + if ( + freeGlobal.global === freeGlobal || + freeGlobal.window === freeGlobal || + freeGlobal.self === freeGlobal + ) { + root = freeGlobal; + } + + /** + * The `punycode` object. + * @name punycode + * @type Object + */ + var punycode, + + /** Highest positive signed 32-bit float value */ + maxInt = 2147483647, // aka. 0x7FFFFFFF or 2^31-1 + + /** Bootstring parameters */ + base = 36, + tMin = 1, + tMax = 26, + skew = 38, + damp = 700, + initialBias = 72, + initialN = 128, // 0x80 + delimiter = '-', // '\x2D' + + /** Regular expressions */ + regexPunycode = /^xn--/, + regexNonASCII = /[^\x20-\x7E]/, // unprintable ASCII chars + non-ASCII chars + regexSeparators = /[\x2E\u3002\uFF0E\uFF61]/g, // RFC 3490 separators + + /** Error messages */ + errors = { + 'overflow': 'Overflow: input needs wider integers to process', + 'not-basic': 'Illegal input >= 0x80 (not a basic code point)', + 'invalid-input': 'Invalid input' + }, + + /** Convenience shortcuts */ + baseMinusTMin = base - tMin, + floor = Math.floor, + stringFromCharCode = String.fromCharCode, + + /** Temporary variable */ + key; + + /*--------------------------------------------------------------------------*/ + + /** + * A generic error utility function. + * @private + * @param {String} type The error type. + * @returns {Error} Throws a `RangeError` with the applicable error message. + */ + function error(type) { + throw new RangeError(errors[type]); + } + + /** + * A generic `Array#map` utility function. + * @private + * @param {Array} array The array to iterate over. + * @param {Function} callback The function that gets called for every array + * item. + * @returns {Array} A new array of values returned by the callback function. + */ + function map(array, fn) { + var length = array.length; + var result = []; + while (length--) { + result[length] = fn(array[length]); + } + return result; + } + + /** + * A simple `Array#map`-like wrapper to work with domain name strings or email + * addresses. + * @private + * @param {String} domain The domain name or email address. + * @param {Function} callback The function that gets called for every + * character. + * @returns {Array} A new string of characters returned by the callback + * function. + */ + function mapDomain(string, fn) { + var parts = string.split('@'); + var result = ''; + if (parts.length > 1) { + // In email addresses, only the domain name should be punycoded. Leave + // the local part (i.e. everything up to `@`) intact. + result = parts[0] + '@'; + string = parts[1]; + } + // Avoid `split(regex)` for IE8 compatibility. See #17. + string = string.replace(regexSeparators, '\x2E'); + var labels = string.split('.'); + var encoded = map(labels, fn).join('.'); + return result + encoded; + } + + /** + * Creates an array containing the numeric code points of each Unicode + * character in the string. While JavaScript uses UCS-2 internally, + * this function will convert a pair of surrogate halves (each of which + * UCS-2 exposes as separate characters) into a single code point, + * matching UTF-16. + * @see `punycode.ucs2.encode` + * @see + * @memberOf punycode.ucs2 + * @name decode + * @param {String} string The Unicode input string (UCS-2). + * @returns {Array} The new array of code points. + */ + function ucs2decode(string) { + var output = [], + counter = 0, + length = string.length, + value, + extra; + while (counter < length) { + value = string.charCodeAt(counter++); + if (value >= 0xD800 && value <= 0xDBFF && counter < length) { + // high surrogate, and there is a next character + extra = string.charCodeAt(counter++); + if ((extra & 0xFC00) == 0xDC00) { // low surrogate + output.push(((value & 0x3FF) << 10) + (extra & 0x3FF) + 0x10000); + } else { + // unmatched surrogate; only append this code unit, in case the next + // code unit is the high surrogate of a surrogate pair + output.push(value); + counter--; + } + } else { + output.push(value); + } + } + return output; + } + + /** + * Creates a string based on an array of numeric code points. + * @see `punycode.ucs2.decode` + * @memberOf punycode.ucs2 + * @name encode + * @param {Array} codePoints The array of numeric code points. + * @returns {String} The new Unicode string (UCS-2). + */ + function ucs2encode(array) { + return map(array, function(value) { + var output = ''; + if (value > 0xFFFF) { + value -= 0x10000; + output += stringFromCharCode(value >>> 10 & 0x3FF | 0xD800); + value = 0xDC00 | value & 0x3FF; + } + output += stringFromCharCode(value); + return output; + }).join(''); + } + + /** + * Converts a basic code point into a digit/integer. + * @see `digitToBasic()` + * @private + * @param {Number} codePoint The basic numeric code point value. + * @returns {Number} The numeric value of a basic code point (for use in + * representing integers) in the range `0` to `base - 1`, or `base` if + * the code point does not represent a value. + */ + function basicToDigit(codePoint) { + if (codePoint - 48 < 10) { + return codePoint - 22; + } + if (codePoint - 65 < 26) { + return codePoint - 65; + } + if (codePoint - 97 < 26) { + return codePoint - 97; + } + return base; + } + + /** + * Converts a digit/integer into a basic code point. + * @see `basicToDigit()` + * @private + * @param {Number} digit The numeric value of a basic code point. + * @returns {Number} The basic code point whose value (when used for + * representing integers) is `digit`, which needs to be in the range + * `0` to `base - 1`. If `flag` is non-zero, the uppercase form is + * used; else, the lowercase form is used. The behavior is undefined + * if `flag` is non-zero and `digit` has no uppercase form. + */ + function digitToBasic(digit, flag) { + // 0..25 map to ASCII a..z or A..Z + // 26..35 map to ASCII 0..9 + return digit + 22 + 75 * (digit < 26) - ((flag != 0) << 5); + } + + /** + * Bias adaptation function as per section 3.4 of RFC 3492. + * https://tools.ietf.org/html/rfc3492#section-3.4 + * @private + */ + function adapt(delta, numPoints, firstTime) { + var k = 0; + delta = firstTime ? floor(delta / damp) : delta >> 1; + delta += floor(delta / numPoints); + for (/* no initialization */; delta > baseMinusTMin * tMax >> 1; k += base) { + delta = floor(delta / baseMinusTMin); + } + return floor(k + (baseMinusTMin + 1) * delta / (delta + skew)); + } + + /** + * Converts a Punycode string of ASCII-only symbols to a string of Unicode + * symbols. + * @memberOf punycode + * @param {String} input The Punycode string of ASCII-only symbols. + * @returns {String} The resulting string of Unicode symbols. + */ + function decode(input) { + // Don't use UCS-2 + var output = [], + inputLength = input.length, + out, + i = 0, + n = initialN, + bias = initialBias, + basic, + j, + index, + oldi, + w, + k, + digit, + t, + /** Cached calculation results */ + baseMinusT; + + // Handle the basic code points: let `basic` be the number of input code + // points before the last delimiter, or `0` if there is none, then copy + // the first basic code points to the output. + + basic = input.lastIndexOf(delimiter); + if (basic < 0) { + basic = 0; + } + + for (j = 0; j < basic; ++j) { + // if it's not a basic code point + if (input.charCodeAt(j) >= 0x80) { + error('not-basic'); + } + output.push(input.charCodeAt(j)); + } + + // Main decoding loop: start just after the last delimiter if any basic code + // points were copied; start at the beginning otherwise. + + for (index = basic > 0 ? basic + 1 : 0; index < inputLength; /* no final expression */) { + + // `index` is the index of the next character to be consumed. + // Decode a generalized variable-length integer into `delta`, + // which gets added to `i`. The overflow checking is easier + // if we increase `i` as we go, then subtract off its starting + // value at the end to obtain `delta`. + for (oldi = i, w = 1, k = base; /* no condition */; k += base) { + + if (index >= inputLength) { + error('invalid-input'); + } + + digit = basicToDigit(input.charCodeAt(index++)); + + if (digit >= base || digit > floor((maxInt - i) / w)) { + error('overflow'); + } + + i += digit * w; + t = k <= bias ? tMin : (k >= bias + tMax ? tMax : k - bias); + + if (digit < t) { + break; + } + + baseMinusT = base - t; + if (w > floor(maxInt / baseMinusT)) { + error('overflow'); + } + + w *= baseMinusT; + + } + + out = output.length + 1; + bias = adapt(i - oldi, out, oldi == 0); + + // `i` was supposed to wrap around from `out` to `0`, + // incrementing `n` each time, so we'll fix that now: + if (floor(i / out) > maxInt - n) { + error('overflow'); + } + + n += floor(i / out); + i %= out; + + // Insert `n` at position `i` of the output + output.splice(i++, 0, n); + + } + + return ucs2encode(output); + } + + /** + * Converts a string of Unicode symbols (e.g. a domain name label) to a + * Punycode string of ASCII-only symbols. + * @memberOf punycode + * @param {String} input The string of Unicode symbols. + * @returns {String} The resulting Punycode string of ASCII-only symbols. + */ + function encode(input) { + var n, + delta, + handledCPCount, + basicLength, + bias, + j, + m, + q, + k, + t, + currentValue, + output = [], + /** `inputLength` will hold the number of code points in `input`. */ + inputLength, + /** Cached calculation results */ + handledCPCountPlusOne, + baseMinusT, + qMinusT; + + // Convert the input in UCS-2 to Unicode + input = ucs2decode(input); + + // Cache the length + inputLength = input.length; + + // Initialize the state + n = initialN; + delta = 0; + bias = initialBias; + + // Handle the basic code points + for (j = 0; j < inputLength; ++j) { + currentValue = input[j]; + if (currentValue < 0x80) { + output.push(stringFromCharCode(currentValue)); + } + } + + handledCPCount = basicLength = output.length; + + // `handledCPCount` is the number of code points that have been handled; + // `basicLength` is the number of basic code points. + + // Finish the basic string - if it is not empty - with a delimiter + if (basicLength) { + output.push(delimiter); + } + + // Main encoding loop: + while (handledCPCount < inputLength) { + + // All non-basic code points < n have been handled already. Find the next + // larger one: + for (m = maxInt, j = 0; j < inputLength; ++j) { + currentValue = input[j]; + if (currentValue >= n && currentValue < m) { + m = currentValue; + } + } + + // Increase `delta` enough to advance the decoder's state to , + // but guard against overflow + handledCPCountPlusOne = handledCPCount + 1; + if (m - n > floor((maxInt - delta) / handledCPCountPlusOne)) { + error('overflow'); + } + + delta += (m - n) * handledCPCountPlusOne; + n = m; + + for (j = 0; j < inputLength; ++j) { + currentValue = input[j]; + + if (currentValue < n && ++delta > maxInt) { + error('overflow'); + } + + if (currentValue == n) { + // Represent delta as a generalized variable-length integer + for (q = delta, k = base; /* no condition */; k += base) { + t = k <= bias ? tMin : (k >= bias + tMax ? tMax : k - bias); + if (q < t) { + break; + } + qMinusT = q - t; + baseMinusT = base - t; + output.push( + stringFromCharCode(digitToBasic(t + qMinusT % baseMinusT, 0)) + ); + q = floor(qMinusT / baseMinusT); + } + + output.push(stringFromCharCode(digitToBasic(q, 0))); + bias = adapt(delta, handledCPCountPlusOne, handledCPCount == basicLength); + delta = 0; + ++handledCPCount; + } + } + + ++delta; + ++n; + + } + return output.join(''); + } + + /** + * Converts a Punycode string representing a domain name or an email address + * to Unicode. Only the Punycoded parts of the input will be converted, i.e. + * it doesn't matter if you call it on a string that has already been + * converted to Unicode. + * @memberOf punycode + * @param {String} input The Punycoded domain name or email address to + * convert to Unicode. + * @returns {String} The Unicode representation of the given Punycode + * string. + */ + function toUnicode(input) { + return mapDomain(input, function(string) { + return regexPunycode.test(string) + ? decode(string.slice(4).toLowerCase()) + : string; + }); + } + + /** + * Converts a Unicode string representing a domain name or an email address to + * Punycode. Only the non-ASCII parts of the domain name will be converted, + * i.e. it doesn't matter if you call it with a domain that's already in + * ASCII. + * @memberOf punycode + * @param {String} input The domain name or email address to convert, as a + * Unicode string. + * @returns {String} The Punycode representation of the given domain name or + * email address. + */ + function toASCII(input) { + return mapDomain(input, function(string) { + return regexNonASCII.test(string) + ? 'xn--' + encode(string) + : string; + }); + } + + /*--------------------------------------------------------------------------*/ + + /** Define the public API */ + punycode = { + /** + * A string representing the current Punycode.js version number. + * @memberOf punycode + * @type String + */ + 'version': '1.4.1', + /** + * An object of methods to convert from JavaScript's internal character + * representation (UCS-2) to Unicode code points, and back. + * @see + * @memberOf punycode + * @type Object + */ + 'ucs2': { + 'decode': ucs2decode, + 'encode': ucs2encode + }, + 'decode': decode, + 'encode': encode, + 'toASCII': toASCII, + 'toUnicode': toUnicode + }; + + /** Expose `punycode` */ + // Some AMD build optimizers, like r.js, check for specific condition patterns + // like the following: + if ( + typeof define == 'function' && + typeof define.amd == 'object' && + define.amd + ) { + define('punycode', function() { + return punycode; + }); + } else if (freeExports && freeModule) { + if (module.exports == freeExports) { + // in Node.js, io.js, or RingoJS v0.8.0+ + freeModule.exports = punycode; + } else { + // in Narwhal or RingoJS v0.7.0- + for (key in punycode) { + punycode.hasOwnProperty(key) && (freeExports[key] = punycode[key]); + } + } + } else { + // in Rhino or a web browser + root.punycode = punycode; + } + +}(this)); + +}).call(this,typeof global !== "undefined" ? global : typeof self !== "undefined" ? self : typeof window !== "undefined" ? window : {}) + +},{}],28:[function(require,module,exports){ +// Copyright Joyent, Inc. and other Node contributors. +// +// Permission is hereby granted, free of charge, to any person obtaining a +// copy of this software and associated documentation files (the +// "Software"), to deal in the Software without restriction, including +// without limitation the rights to use, copy, modify, merge, publish, +// distribute, sublicense, and/or sell copies of the Software, and to permit +// persons to whom the Software is furnished to do so, subject to the +// following conditions: +// +// The above copyright notice and this permission notice shall be included +// in all copies or substantial portions of the Software. +// +// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS +// OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF +// MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN +// NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, +// DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR +// OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE +// USE OR OTHER DEALINGS IN THE SOFTWARE. + +'use strict'; + +// If obj.hasOwnProperty has been overridden, then calling +// obj.hasOwnProperty(prop) will break. +// See: https://github.com/joyent/node/issues/1707 +function hasOwnProperty(obj, prop) { + return Object.prototype.hasOwnProperty.call(obj, prop); +} + +module.exports = function(qs, sep, eq, options) { + sep = sep || '&'; + eq = eq || '='; + var obj = {}; + + if (typeof qs !== 'string' || qs.length === 0) { + return obj; + } + + var regexp = /\+/g; + qs = qs.split(sep); + + var maxKeys = 1000; + if (options && typeof options.maxKeys === 'number') { + maxKeys = options.maxKeys; + } + + var len = qs.length; + // maxKeys <= 0 means that we should not limit keys count + if (maxKeys > 0 && len > maxKeys) { + len = maxKeys; + } + + for (var i = 0; i < len; ++i) { + var x = qs[i].replace(regexp, '%20'), + idx = x.indexOf(eq), + kstr, vstr, k, v; + + if (idx >= 0) { + kstr = x.substr(0, idx); + vstr = x.substr(idx + 1); + } else { + kstr = x; + vstr = ''; + } + + k = decodeURIComponent(kstr); + v = decodeURIComponent(vstr); + + if (!hasOwnProperty(obj, k)) { + obj[k] = v; + } else if (isArray(obj[k])) { + obj[k].push(v); + } else { + obj[k] = [obj[k], v]; + } + } + + return obj; +}; + +var isArray = Array.isArray || function (xs) { + return Object.prototype.toString.call(xs) === '[object Array]'; +}; + +},{}],29:[function(require,module,exports){ +// Copyright Joyent, Inc. and other Node contributors. +// +// Permission is hereby granted, free of charge, to any person obtaining a +// copy of this software and associated documentation files (the +// "Software"), to deal in the Software without restriction, including +// without limitation the rights to use, copy, modify, merge, publish, +// distribute, sublicense, and/or sell copies of the Software, and to permit +// persons to whom the Software is furnished to do so, subject to the +// following conditions: +// +// The above copyright notice and this permission notice shall be included +// in all copies or substantial portions of the Software. +// +// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS +// OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF +// MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN +// NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, +// DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR +// OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE +// USE OR OTHER DEALINGS IN THE SOFTWARE. + +'use strict'; + +var stringifyPrimitive = function(v) { + switch (typeof v) { + case 'string': + return v; + + case 'boolean': + return v ? 'true' : 'false'; + + case 'number': + return isFinite(v) ? v : ''; + + default: + return ''; + } +}; + +module.exports = function(obj, sep, eq, name) { + sep = sep || '&'; + eq = eq || '='; + if (obj === null) { + obj = undefined; + } + + if (typeof obj === 'object') { + return map(objectKeys(obj), function(k) { + var ks = encodeURIComponent(stringifyPrimitive(k)) + eq; + if (isArray(obj[k])) { + return map(obj[k], function(v) { + return ks + encodeURIComponent(stringifyPrimitive(v)); + }).join(sep); + } else { + return ks + encodeURIComponent(stringifyPrimitive(obj[k])); + } + }).join(sep); + + } + + if (!name) return ''; + return encodeURIComponent(stringifyPrimitive(name)) + eq + + encodeURIComponent(stringifyPrimitive(obj)); +}; + +var isArray = Array.isArray || function (xs) { + return Object.prototype.toString.call(xs) === '[object Array]'; +}; + +function map (xs, f) { + if (xs.map) return xs.map(f); + var res = []; + for (var i = 0; i < xs.length; i++) { + res.push(f(xs[i], i)); + } + return res; +} + +var objectKeys = Object.keys || function (obj) { + var res = []; + for (var key in obj) { + if (Object.prototype.hasOwnProperty.call(obj, key)) res.push(key); + } + return res; +}; + +},{}],30:[function(require,module,exports){ +'use strict'; + +exports.decode = exports.parse = require('./decode'); +exports.encode = exports.stringify = require('./encode'); + +},{"./decode":28,"./encode":29}],31:[function(require,module,exports){ +'use strict' + +/** + * Remove a range of items from an array + * + * @function removeItems + * @param {Array<*>} arr The target array + * @param {number} startIdx The index to begin removing from (inclusive) + * @param {number} removeCount How many items to remove + */ +module.exports = function removeItems(arr, startIdx, removeCount) +{ + var i, length = arr.length + + if (startIdx >= length || removeCount === 0) { + return + } + + removeCount = (startIdx + removeCount > length ? length - startIdx : removeCount) + + var len = length - removeCount + + for (i = startIdx; i < len; ++i) { + arr[i] = arr[i + removeCount] + } + + arr.length = len +} + +},{}],32:[function(require,module,exports){ +'use strict'; + +exports.__esModule = true; +exports.Loader = undefined; + +var _typeof = typeof Symbol === "function" && typeof Symbol.iterator === "symbol" ? function (obj) { return typeof obj; } : function (obj) { return obj && typeof Symbol === "function" && obj.constructor === Symbol && obj !== Symbol.prototype ? "symbol" : typeof obj; }; + +var _createClass = function () { function defineProperties(target, props) { for (var i = 0; i < props.length; i++) { var descriptor = props[i]; descriptor.enumerable = descriptor.enumerable || false; descriptor.configurable = true; if ("value" in descriptor) descriptor.writable = true; Object.defineProperty(target, descriptor.key, descriptor); } } return function (Constructor, protoProps, staticProps) { if (protoProps) defineProperties(Constructor.prototype, protoProps); if (staticProps) defineProperties(Constructor, staticProps); return Constructor; }; }(); + +var _miniSignals = require('mini-signals'); + +var _miniSignals2 = _interopRequireDefault(_miniSignals); + +var _parseUri = require('parse-uri'); + +var _parseUri2 = _interopRequireDefault(_parseUri); + +var _async = require('./async'); + +var async = _interopRequireWildcard(_async); + +var _Resource = require('./Resource'); + +function _interopRequireWildcard(obj) { if (obj && obj.__esModule) { return obj; } else { var newObj = {}; if (obj != null) { for (var key in obj) { if (Object.prototype.hasOwnProperty.call(obj, key)) newObj[key] = obj[key]; } } newObj.default = obj; return newObj; } } + +function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } + +function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } + +// some constants +var MAX_PROGRESS = 100; +var rgxExtractUrlHash = /(#[\w-]+)?$/; + +/** + * Manages the state and loading of multiple resources to load. + * + * @class + */ + +var Loader = exports.Loader = function () { + /** + * @param {string} [baseUrl=''] - The base url for all resources loaded by this loader. + * @param {number} [concurrency=10] - The number of resources to load concurrently. + */ + function Loader() { + var _this = this; + + var baseUrl = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : ''; + var concurrency = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : 10; + + _classCallCheck(this, Loader); + + /** + * The base url for all resources loaded by this loader. + * + * @member {string} + */ + this.baseUrl = baseUrl; + + /** + * The progress percent of the loader going through the queue. + * + * @member {number} + */ + this.progress = 0; + + /** + * Loading state of the loader, true if it is currently loading resources. + * + * @member {boolean} + */ + this.loading = false; + + /** + * A querystring to append to every URL added to the loader. + * + * This should be a valid query string *without* the question-mark (`?`). The loader will + * also *not* escape values for you. Make sure to escape your parameters with + * [`encodeURIComponent`](https://mdn.io/encodeURIComponent) before assigning this property. + * + * @example + * const loader = new Loader(); + * + * loader.defaultQueryString = 'user=me&password=secret'; + * + * // This will request 'image.png?user=me&password=secret' + * loader.add('image.png').load(); + * + * loader.reset(); + * + * // This will request 'image.png?v=1&user=me&password=secret' + * loader.add('iamge.png?v=1').load(); + * + * @member {string} + */ + this.defaultQueryString = ''; + + /** + * The middleware to run before loading each resource. + * + * @private + * @member {function[]} + */ + this._beforeMiddleware = []; + + /** + * The middleware to run after loading each resource. + * + * @private + * @member {function[]} + */ + this._afterMiddleware = []; + + /** + * The tracks the resources we are currently completing parsing for. + * + * @private + * @member {Resource[]} + */ + this._resourcesParsing = []; + + /** + * The `_loadResource` function bound with this object context. + * + * @private + * @member {function} + * @param {Resource} r - The resource to load + * @param {Function} d - The dequeue function + * @return {undefined} + */ + this._boundLoadResource = function (r, d) { + return _this._loadResource(r, d); + }; + + /** + * The resources waiting to be loaded. + * + * @private + * @member {Resource[]} + */ + this._queue = async.queue(this._boundLoadResource, concurrency); + + this._queue.pause(); + + /** + * All the resources for this loader keyed by name. + * + * @member {object} + */ + this.resources = {}; + + /** + * Dispatched once per loaded or errored resource. + * + * The callback looks like {@link Loader.OnProgressSignal}. + * + * @member {Signal} + */ + this.onProgress = new _miniSignals2.default(); + + /** + * Dispatched once per errored resource. + * + * The callback looks like {@link Loader.OnErrorSignal}. + * + * @member {Signal} + */ + this.onError = new _miniSignals2.default(); + + /** + * Dispatched once per loaded resource. + * + * The callback looks like {@link Loader.OnLoadSignal}. + * + * @member {Signal} + */ + this.onLoad = new _miniSignals2.default(); + + /** + * Dispatched when the loader begins to process the queue. + * + * The callback looks like {@link Loader.OnStartSignal}. + * + * @member {Signal} + */ + this.onStart = new _miniSignals2.default(); + + /** + * Dispatched when the queued resources all load. + * + * The callback looks like {@link Loader.OnCompleteSignal}. + * + * @member {Signal} + */ + this.onComplete = new _miniSignals2.default(); + + // Add default before middleware + for (var i = 0; i < Loader._defaultBeforeMiddleware.length; ++i) { + this.pre(Loader._defaultBeforeMiddleware[i]); + } + + // Add default after middleware + for (var _i = 0; _i < Loader._defaultAfterMiddleware.length; ++_i) { + this.use(Loader._defaultAfterMiddleware[_i]); + } + } + + /** + * When the progress changes the loader and resource are disaptched. + * + * @memberof Loader + * @callback OnProgressSignal + * @param {Loader} loader - The loader the progress is advancing on. + * @param {Resource} resource - The resource that has completed or failed to cause the progress to advance. + */ + + /** + * When an error occurrs the loader and resource are disaptched. + * + * @memberof Loader + * @callback OnErrorSignal + * @param {Loader} loader - The loader the error happened in. + * @param {Resource} resource - The resource that caused the error. + */ + + /** + * When a load completes the loader and resource are disaptched. + * + * @memberof Loader + * @callback OnLoadSignal + * @param {Loader} loader - The loader that laoded the resource. + * @param {Resource} resource - The resource that has completed loading. + */ + + /** + * When the loader starts loading resources it dispatches this callback. + * + * @memberof Loader + * @callback OnStartSignal + * @param {Loader} loader - The loader that has started loading resources. + */ + + /** + * When the loader completes loading resources it dispatches this callback. + * + * @memberof Loader + * @callback OnCompleteSignal + * @param {Loader} loader - The loader that has finished loading resources. + */ + + /** + * Options for a call to `.add()`. + * + * @see Loader#add + * + * @typedef {object} IAddOptions + * @property {string} [name] - The name of the resource to load, if not passed the url is used. + * @property {string} [key] - Alias for `name`. + * @property {string} [url] - The url for this resource, relative to the baseUrl of this loader. + * @property {string|boolean} [crossOrigin] - Is this request cross-origin? Default is to + * determine automatically. + * @property {number} [timeout=0] - A timeout in milliseconds for the load. If the load takes + * longer than this time it is cancelled and the load is considered a failure. If this value is + * set to `0` then there is no explicit timeout. + * @property {Resource.LOAD_TYPE} [loadType=Resource.LOAD_TYPE.XHR] - How should this resource + * be loaded? + * @property {Resource.XHR_RESPONSE_TYPE} [xhrType=Resource.XHR_RESPONSE_TYPE.DEFAULT] - How + * should the data being loaded be interpreted when using XHR? + * @property {Loader.OnCompleteSignal} [onComplete] - Callback to add an an onComplete signal istener. + * @property {Loader.OnCompleteSignal} [callback] - Alias for `onComplete`. + * @property {Resource.IMetadata} [metadata] - Extra configuration for middleware and the Resource object. + */ + + /** + * Adds a resource (or multiple resources) to the loader queue. + * + * This function can take a wide variety of different parameters. The only thing that is always + * required the url to load. All the following will work: + * + * ```js + * loader + * // normal param syntax + * .add('key', 'http://...', function () {}) + * .add('http://...', function () {}) + * .add('http://...') + * + * // object syntax + * .add({ + * name: 'key2', + * url: 'http://...' + * }, function () {}) + * .add({ + * url: 'http://...' + * }, function () {}) + * .add({ + * name: 'key3', + * url: 'http://...' + * onComplete: function () {} + * }) + * .add({ + * url: 'https://...', + * onComplete: function () {}, + * crossOrigin: true + * }) + * + * // you can also pass an array of objects or urls or both + * .add([ + * { name: 'key4', url: 'http://...', onComplete: function () {} }, + * { url: 'http://...', onComplete: function () {} }, + * 'http://...' + * ]) + * + * // and you can use both params and options + * .add('key', 'http://...', { crossOrigin: true }, function () {}) + * .add('http://...', { crossOrigin: true }, function () {}); + * ``` + * + * @param {string|IAddOptions} [name] - The name of the resource to load, if not passed the url is used. + * @param {string} [url] - The url for this resource, relative to the baseUrl of this loader. + * @param {IAddOptions} [options] - The options for the load. + * @param {Loader.OnCompleteSignal} [cb] - Function to call when this specific resource completes loading. + * @return {this} Returns itself. + */ + + + Loader.prototype.add = function add(name, url, options, cb) { + // special case of an array of objects or urls + if (Array.isArray(name)) { + for (var i = 0; i < name.length; ++i) { + this.add(name[i]); + } + + return this; + } + + // if an object is passed instead of params + if ((typeof name === 'undefined' ? 'undefined' : _typeof(name)) === 'object') { + cb = url || name.callback || name.onComplete; + options = name; + url = name.url; + name = name.name || name.key || name.url; + } + + // case where no name is passed shift all args over by one. + if (typeof url !== 'string') { + cb = options; + options = url; + url = name; + } + + // now that we shifted make sure we have a proper url. + if (typeof url !== 'string') { + throw new Error('No url passed to add resource to loader.'); + } + + // options are optional so people might pass a function and no options + if (typeof options === 'function') { + cb = options; + options = null; + } + + // if loading already you can only add resources that have a parent. + if (this.loading && (!options || !options.parentResource)) { + throw new Error('Cannot add resources while the loader is running.'); + } + + // check if resource already exists. + if (this.resources[name]) { + throw new Error('Resource named "' + name + '" already exists.'); + } + + // add base url if this isn't an absolute url + url = this._prepareUrl(url); + + // create the store the resource + this.resources[name] = new _Resource.Resource(name, url, options); + + if (typeof cb === 'function') { + this.resources[name].onAfterMiddleware.once(cb); + } + + // if actively loading, make sure to adjust progress chunks for that parent and its children + if (this.loading) { + var parent = options.parentResource; + var incompleteChildren = []; + + for (var _i2 = 0; _i2 < parent.children.length; ++_i2) { + if (!parent.children[_i2].isComplete) { + incompleteChildren.push(parent.children[_i2]); + } + } + + var fullChunk = parent.progressChunk * (incompleteChildren.length + 1); // +1 for parent + var eachChunk = fullChunk / (incompleteChildren.length + 2); // +2 for parent & new child + + parent.children.push(this.resources[name]); + parent.progressChunk = eachChunk; + + for (var _i3 = 0; _i3 < incompleteChildren.length; ++_i3) { + incompleteChildren[_i3].progressChunk = eachChunk; + } + + this.resources[name].progressChunk = eachChunk; + } + + // add the resource to the queue + this._queue.push(this.resources[name]); + + return this; + }; + + /** + * Sets up a middleware function that will run *before* the + * resource is loaded. + * + * @param {function} fn - The middleware function to register. + * @return {this} Returns itself. + */ + + + Loader.prototype.pre = function pre(fn) { + this._beforeMiddleware.push(fn); + + return this; + }; + + /** + * Sets up a middleware function that will run *after* the + * resource is loaded. + * + * @param {function} fn - The middleware function to register. + * @return {this} Returns itself. + */ + + + Loader.prototype.use = function use(fn) { + this._afterMiddleware.push(fn); + + return this; + }; + + /** + * Resets the queue of the loader to prepare for a new load. + * + * @return {this} Returns itself. + */ + + + Loader.prototype.reset = function reset() { + this.progress = 0; + this.loading = false; + + this._queue.kill(); + this._queue.pause(); + + // abort all resource loads + for (var k in this.resources) { + var res = this.resources[k]; + + if (res._onLoadBinding) { + res._onLoadBinding.detach(); + } + + if (res.isLoading) { + res.abort(); + } + } + + this.resources = {}; + + return this; + }; + + /** + * Starts loading the queued resources. + * + * @param {function} [cb] - Optional callback that will be bound to the `complete` event. + * @return {this} Returns itself. + */ + + + Loader.prototype.load = function load(cb) { + // register complete callback if they pass one + if (typeof cb === 'function') { + this.onComplete.once(cb); + } + + // if the queue has already started we are done here + if (this.loading) { + return this; + } + + if (this._queue.idle()) { + this._onStart(); + this._onComplete(); + } else { + // distribute progress chunks + var numTasks = this._queue._tasks.length; + var chunk = MAX_PROGRESS / numTasks; + + for (var i = 0; i < this._queue._tasks.length; ++i) { + this._queue._tasks[i].data.progressChunk = chunk; + } + + // notify we are starting + this._onStart(); + + // start loading + this._queue.resume(); + } + + return this; + }; + + /** + * The number of resources to load concurrently. + * + * @member {number} + * @default 10 + */ + + + /** + * Prepares a url for usage based on the configuration of this object + * + * @private + * @param {string} url - The url to prepare. + * @return {string} The prepared url. + */ + Loader.prototype._prepareUrl = function _prepareUrl(url) { + var parsedUrl = (0, _parseUri2.default)(url, { strictMode: true }); + var result = void 0; + + // absolute url, just use it as is. + if (parsedUrl.protocol || !parsedUrl.path || url.indexOf('//') === 0) { + result = url; + } + // if baseUrl doesn't end in slash and url doesn't start with slash, then add a slash inbetween + else if (this.baseUrl.length && this.baseUrl.lastIndexOf('/') !== this.baseUrl.length - 1 && url.charAt(0) !== '/') { + result = this.baseUrl + '/' + url; + } else { + result = this.baseUrl + url; + } + + // if we need to add a default querystring, there is a bit more work + if (this.defaultQueryString) { + var hash = rgxExtractUrlHash.exec(result)[0]; + + result = result.substr(0, result.length - hash.length); + + if (result.indexOf('?') !== -1) { + result += '&' + this.defaultQueryString; + } else { + result += '?' + this.defaultQueryString; + } + + result += hash; + } + + return result; + }; + + /** + * Loads a single resource. + * + * @private + * @param {Resource} resource - The resource to load. + * @param {function} dequeue - The function to call when we need to dequeue this item. + */ + + + Loader.prototype._loadResource = function _loadResource(resource, dequeue) { + var _this2 = this; + + resource._dequeue = dequeue; + + // run before middleware + async.eachSeries(this._beforeMiddleware, function (fn, next) { + fn.call(_this2, resource, function () { + // if the before middleware marks the resource as complete, + // break and don't process any more before middleware + next(resource.isComplete ? {} : null); + }); + }, function () { + if (resource.isComplete) { + _this2._onLoad(resource); + } else { + resource._onLoadBinding = resource.onComplete.once(_this2._onLoad, _this2); + resource.load(); + } + }, true); + }; + + /** + * Called once loading has started. + * + * @private + */ + + + Loader.prototype._onStart = function _onStart() { + this.progress = 0; + this.loading = true; + this.onStart.dispatch(this); + }; + + /** + * Called once each resource has loaded. + * + * @private + */ + + + Loader.prototype._onComplete = function _onComplete() { + this.progress = MAX_PROGRESS; + this.loading = false; + this.onComplete.dispatch(this, this.resources); + }; + + /** + * Called each time a resources is loaded. + * + * @private + * @param {Resource} resource - The resource that was loaded + */ + + + Loader.prototype._onLoad = function _onLoad(resource) { + var _this3 = this; + + resource._onLoadBinding = null; + + // remove this resource from the async queue, and add it to our list of resources that are being parsed + this._resourcesParsing.push(resource); + resource._dequeue(); + + // run all the after middleware for this resource + async.eachSeries(this._afterMiddleware, function (fn, next) { + fn.call(_this3, resource, next); + }, function () { + resource.onAfterMiddleware.dispatch(resource); + + _this3.progress = Math.min(MAX_PROGRESS, _this3.progress + resource.progressChunk); + _this3.onProgress.dispatch(_this3, resource); + + if (resource.error) { + _this3.onError.dispatch(resource.error, _this3, resource); + } else { + _this3.onLoad.dispatch(_this3, resource); + } + + _this3._resourcesParsing.splice(_this3._resourcesParsing.indexOf(resource), 1); + + // do completion check + if (_this3._queue.idle() && _this3._resourcesParsing.length === 0) { + _this3._onComplete(); + } + }, true); + }; + + _createClass(Loader, [{ + key: 'concurrency', + get: function get() { + return this._queue.concurrency; + } + // eslint-disable-next-line require-jsdoc + , + set: function set(concurrency) { + this._queue.concurrency = concurrency; + } + }]); + + return Loader; +}(); + +/** + * A default array of middleware to run before loading each resource. + * Each of these middlewares are added to any new Loader instances when they are created. + * + * @private + * @member {function[]} + */ + + +Loader._defaultBeforeMiddleware = []; + +/** + * A default array of middleware to run after loading each resource. + * Each of these middlewares are added to any new Loader instances when they are created. + * + * @private + * @member {function[]} + */ +Loader._defaultAfterMiddleware = []; + +/** + * Sets up a middleware function that will run *before* the + * resource is loaded. + * + * @static + * @param {function} fn - The middleware function to register. + * @return {Loader} Returns itself. + */ +Loader.pre = function LoaderPreStatic(fn) { + Loader._defaultBeforeMiddleware.push(fn); + + return Loader; +}; + +/** + * Sets up a middleware function that will run *after* the + * resource is loaded. + * + * @static + * @param {function} fn - The middleware function to register. + * @return {Loader} Returns itself. + */ +Loader.use = function LoaderUseStatic(fn) { + Loader._defaultAfterMiddleware.push(fn); + + return Loader; +}; + +},{"./Resource":33,"./async":34,"mini-signals":5,"parse-uri":7}],33:[function(require,module,exports){ +'use strict'; + +exports.__esModule = true; +exports.Resource = undefined; + +var _createClass = function () { function defineProperties(target, props) { for (var i = 0; i < props.length; i++) { var descriptor = props[i]; descriptor.enumerable = descriptor.enumerable || false; descriptor.configurable = true; if ("value" in descriptor) descriptor.writable = true; Object.defineProperty(target, descriptor.key, descriptor); } } return function (Constructor, protoProps, staticProps) { if (protoProps) defineProperties(Constructor.prototype, protoProps); if (staticProps) defineProperties(Constructor, staticProps); return Constructor; }; }(); + +var _parseUri = require('parse-uri'); + +var _parseUri2 = _interopRequireDefault(_parseUri); + +var _miniSignals = require('mini-signals'); + +var _miniSignals2 = _interopRequireDefault(_miniSignals); + +function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } + +function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } + +// tests if CORS is supported in XHR, if not we need to use XDR +var useXdr = !!(window.XDomainRequest && !('withCredentials' in new XMLHttpRequest())); +var tempAnchor = null; + +// some status constants +var STATUS_NONE = 0; +var STATUS_OK = 200; +var STATUS_EMPTY = 204; +var STATUS_IE_BUG_EMPTY = 1223; +var STATUS_TYPE_OK = 2; + +// noop +function _noop() {} /* empty */ + +/** + * Manages the state and loading of a resource and all child resources. + * + * @class + */ + +var Resource = exports.Resource = function () { + /** + * Sets the load type to be used for a specific extension. + * + * @static + * @param {string} extname - The extension to set the type for, e.g. "png" or "fnt" + * @param {Resource.LOAD_TYPE} loadType - The load type to set it to. + */ + Resource.setExtensionLoadType = function setExtensionLoadType(extname, loadType) { + setExtMap(Resource._loadTypeMap, extname, loadType); + }; + + /** + * Sets the load type to be used for a specific extension. + * + * @static + * @param {string} extname - The extension to set the type for, e.g. "png" or "fnt" + * @param {Resource.XHR_RESPONSE_TYPE} xhrType - The xhr type to set it to. + */ + + + Resource.setExtensionXhrType = function setExtensionXhrType(extname, xhrType) { + setExtMap(Resource._xhrTypeMap, extname, xhrType); + }; + + /** + * @param {string} name - The name of the resource to load. + * @param {string|string[]} url - The url for this resource, for audio/video loads you can pass + * an array of sources. + * @param {object} [options] - The options for the load. + * @param {string|boolean} [options.crossOrigin] - Is this request cross-origin? Default is to + * determine automatically. + * @param {number} [options.timeout=0] - A timeout in milliseconds for the load. If the load takes + * longer than this time it is cancelled and the load is considered a failure. If this value is + * set to `0` then there is no explicit timeout. + * @param {Resource.LOAD_TYPE} [options.loadType=Resource.LOAD_TYPE.XHR] - How should this resource + * be loaded? + * @param {Resource.XHR_RESPONSE_TYPE} [options.xhrType=Resource.XHR_RESPONSE_TYPE.DEFAULT] - How + * should the data being loaded be interpreted when using XHR? + * @param {Resource.IMetadata} [options.metadata] - Extra configuration for middleware and the Resource object. + */ + + + function Resource(name, url, options) { + _classCallCheck(this, Resource); + + if (typeof name !== 'string' || typeof url !== 'string') { + throw new Error('Both name and url are required for constructing a resource.'); + } + + options = options || {}; + + /** + * The state flags of this resource. + * + * @private + * @member {number} + */ + this._flags = 0; + + // set data url flag, needs to be set early for some _determineX checks to work. + this._setFlag(Resource.STATUS_FLAGS.DATA_URL, url.indexOf('data:') === 0); + + /** + * The name of this resource. + * + * @readonly + * @member {string} + */ + this.name = name; + + /** + * The url used to load this resource. + * + * @readonly + * @member {string} + */ + this.url = url; + + /** + * The extension used to load this resource. + * + * @readonly + * @member {string} + */ + this.extension = this._getExtension(); + + /** + * The data that was loaded by the resource. + * + * @member {any} + */ + this.data = null; + + /** + * Is this request cross-origin? If unset, determined automatically. + * + * @member {string} + */ + this.crossOrigin = options.crossOrigin === true ? 'anonymous' : options.crossOrigin; + + /** + * A timeout in milliseconds for the load. If the load takes longer than this time + * it is cancelled and the load is considered a failure. If this value is set to `0` + * then there is no explicit timeout. + * + * @member {number} + */ + this.timeout = options.timeout || 0; + + /** + * The method of loading to use for this resource. + * + * @member {Resource.LOAD_TYPE} + */ + this.loadType = options.loadType || this._determineLoadType(); + + /** + * The type used to load the resource via XHR. If unset, determined automatically. + * + * @member {string} + */ + this.xhrType = options.xhrType; + + /** + * Extra info for middleware, and controlling specifics about how the resource loads. + * + * Note that if you pass in a `loadElement`, the Resource class takes ownership of it. + * Meaning it will modify it as it sees fit. + * + * @member {Resource.IMetadata} + */ + this.metadata = options.metadata || {}; + + /** + * The error that occurred while loading (if any). + * + * @readonly + * @member {Error} + */ + this.error = null; + + /** + * The XHR object that was used to load this resource. This is only set + * when `loadType` is `Resource.LOAD_TYPE.XHR`. + * + * @readonly + * @member {XMLHttpRequest} + */ + this.xhr = null; + + /** + * The child resources this resource owns. + * + * @readonly + * @member {Resource[]} + */ + this.children = []; + + /** + * The resource type. + * + * @readonly + * @member {Resource.TYPE} + */ + this.type = Resource.TYPE.UNKNOWN; + + /** + * The progress chunk owned by this resource. + * + * @readonly + * @member {number} + */ + this.progressChunk = 0; + + /** + * The `dequeue` method that will be used a storage place for the async queue dequeue method + * used privately by the loader. + * + * @private + * @member {function} + */ + this._dequeue = _noop; + + /** + * Used a storage place for the on load binding used privately by the loader. + * + * @private + * @member {function} + */ + this._onLoadBinding = null; + + /** + * The timer for element loads to check if they timeout. + * + * @private + * @member {number} + */ + this._elementTimer = 0; + + /** + * The `complete` function bound to this resource's context. + * + * @private + * @member {function} + */ + this._boundComplete = this.complete.bind(this); + + /** + * The `_onError` function bound to this resource's context. + * + * @private + * @member {function} + */ + this._boundOnError = this._onError.bind(this); + + /** + * The `_onProgress` function bound to this resource's context. + * + * @private + * @member {function} + */ + this._boundOnProgress = this._onProgress.bind(this); + + /** + * The `_onTimeout` function bound to this resource's context. + * + * @private + * @member {function} + */ + this._boundOnTimeout = this._onTimeout.bind(this); + + // xhr callbacks + this._boundXhrOnError = this._xhrOnError.bind(this); + this._boundXhrOnTimeout = this._xhrOnTimeout.bind(this); + this._boundXhrOnAbort = this._xhrOnAbort.bind(this); + this._boundXhrOnLoad = this._xhrOnLoad.bind(this); + + /** + * Dispatched when the resource beings to load. + * + * The callback looks like {@link Resource.OnStartSignal}. + * + * @member {Signal} + */ + this.onStart = new _miniSignals2.default(); + + /** + * Dispatched each time progress of this resource load updates. + * Not all resources types and loader systems can support this event + * so sometimes it may not be available. If the resource + * is being loaded on a modern browser, using XHR, and the remote server + * properly sets Content-Length headers, then this will be available. + * + * The callback looks like {@link Resource.OnProgressSignal}. + * + * @member {Signal} + */ + this.onProgress = new _miniSignals2.default(); + + /** + * Dispatched once this resource has loaded, if there was an error it will + * be in the `error` property. + * + * The callback looks like {@link Resource.OnCompleteSignal}. + * + * @member {Signal} + */ + this.onComplete = new _miniSignals2.default(); + + /** + * Dispatched after this resource has had all the *after* middleware run on it. + * + * The callback looks like {@link Resource.OnCompleteSignal}. + * + * @member {Signal} + */ + this.onAfterMiddleware = new _miniSignals2.default(); + } + + /** + * When the resource starts to load. + * + * @memberof Resource + * @callback OnStartSignal + * @param {Resource} resource - The resource that the event happened on. + */ + + /** + * When the resource reports loading progress. + * + * @memberof Resource + * @callback OnProgressSignal + * @param {Resource} resource - The resource that the event happened on. + * @param {number} percentage - The progress of the load in the range [0, 1]. + */ + + /** + * When the resource finishes loading. + * + * @memberof Resource + * @callback OnCompleteSignal + * @param {Resource} resource - The resource that the event happened on. + */ + + /** + * @memberof Resource + * @typedef {object} IMetadata + * @property {HTMLImageElement|HTMLAudioElement|HTMLVideoElement} [loadElement=null] - The + * element to use for loading, instead of creating one. + * @property {boolean} [skipSource=false] - Skips adding source(s) to the load element. This + * is useful if you want to pass in a `loadElement` that you already added load sources to. + * @property {string|string[]} [mimeType] - The mime type to use for the source element + * of a video/audio elment. If the urls are an array, you can pass this as an array as well + * where each index is the mime type to use for the corresponding url index. + */ + + /** + * Stores whether or not this url is a data url. + * + * @readonly + * @member {boolean} + */ + + + /** + * Marks the resource as complete. + * + */ + Resource.prototype.complete = function complete() { + this._clearEvents(); + this._finish(); + }; + + /** + * Aborts the loading of this resource, with an optional message. + * + * @param {string} message - The message to use for the error + */ + + + Resource.prototype.abort = function abort(message) { + // abort can be called multiple times, ignore subsequent calls. + if (this.error) { + return; + } + + // store error + this.error = new Error(message); + + // clear events before calling aborts + this._clearEvents(); + + // abort the actual loading + if (this.xhr) { + this.xhr.abort(); + } else if (this.xdr) { + this.xdr.abort(); + } else if (this.data) { + // single source + if (this.data.src) { + this.data.src = Resource.EMPTY_GIF; + } + // multi-source + else { + while (this.data.firstChild) { + this.data.removeChild(this.data.firstChild); + } + } + } + + // done now. + this._finish(); + }; + + /** + * Kicks off loading of this resource. This method is asynchronous. + * + * @param {Resource.OnCompleteSignal} [cb] - Optional callback to call once the resource is loaded. + */ + + + Resource.prototype.load = function load(cb) { + var _this = this; + + if (this.isLoading) { + return; + } + + if (this.isComplete) { + if (cb) { + setTimeout(function () { + return cb(_this); + }, 1); + } + + return; + } else if (cb) { + this.onComplete.once(cb); + } + + this._setFlag(Resource.STATUS_FLAGS.LOADING, true); + + this.onStart.dispatch(this); + + // if unset, determine the value + if (this.crossOrigin === false || typeof this.crossOrigin !== 'string') { + this.crossOrigin = this._determineCrossOrigin(this.url); + } + + switch (this.loadType) { + case Resource.LOAD_TYPE.IMAGE: + this.type = Resource.TYPE.IMAGE; + this._loadElement('image'); + break; + + case Resource.LOAD_TYPE.AUDIO: + this.type = Resource.TYPE.AUDIO; + this._loadSourceElement('audio'); + break; + + case Resource.LOAD_TYPE.VIDEO: + this.type = Resource.TYPE.VIDEO; + this._loadSourceElement('video'); + break; + + case Resource.LOAD_TYPE.XHR: + /* falls through */ + default: + if (useXdr && this.crossOrigin) { + this._loadXdr(); + } else { + this._loadXhr(); + } + break; + } + }; + + /** + * Checks if the flag is set. + * + * @private + * @param {number} flag - The flag to check. + * @return {boolean} True if the flag is set. + */ + + + Resource.prototype._hasFlag = function _hasFlag(flag) { + return (this._flags & flag) !== 0; + }; + + /** + * (Un)Sets the flag. + * + * @private + * @param {number} flag - The flag to (un)set. + * @param {boolean} value - Whether to set or (un)set the flag. + */ + + + Resource.prototype._setFlag = function _setFlag(flag, value) { + this._flags = value ? this._flags | flag : this._flags & ~flag; + }; + + /** + * Clears all the events from the underlying loading source. + * + * @private + */ + + + Resource.prototype._clearEvents = function _clearEvents() { + clearTimeout(this._elementTimer); + + if (this.data && this.data.removeEventListener) { + this.data.removeEventListener('error', this._boundOnError, false); + this.data.removeEventListener('load', this._boundComplete, false); + this.data.removeEventListener('progress', this._boundOnProgress, false); + this.data.removeEventListener('canplaythrough', this._boundComplete, false); + } + + if (this.xhr) { + if (this.xhr.removeEventListener) { + this.xhr.removeEventListener('error', this._boundXhrOnError, false); + this.xhr.removeEventListener('timeout', this._boundXhrOnTimeout, false); + this.xhr.removeEventListener('abort', this._boundXhrOnAbort, false); + this.xhr.removeEventListener('progress', this._boundOnProgress, false); + this.xhr.removeEventListener('load', this._boundXhrOnLoad, false); + } else { + this.xhr.onerror = null; + this.xhr.ontimeout = null; + this.xhr.onprogress = null; + this.xhr.onload = null; + } + } + }; + + /** + * Finalizes the load. + * + * @private + */ + + + Resource.prototype._finish = function _finish() { + if (this.isComplete) { + throw new Error('Complete called again for an already completed resource.'); + } + + this._setFlag(Resource.STATUS_FLAGS.COMPLETE, true); + this._setFlag(Resource.STATUS_FLAGS.LOADING, false); + + this.onComplete.dispatch(this); + }; + + /** + * Loads this resources using an element that has a single source, + * like an HTMLImageElement. + * + * @private + * @param {string} type - The type of element to use. + */ + + + Resource.prototype._loadElement = function _loadElement(type) { + if (this.metadata.loadElement) { + this.data = this.metadata.loadElement; + } else if (type === 'image' && typeof window.Image !== 'undefined') { + this.data = new Image(); + } else { + this.data = document.createElement(type); + } + + if (this.crossOrigin) { + this.data.crossOrigin = this.crossOrigin; + } + + if (!this.metadata.skipSource) { + this.data.src = this.url; + } + + this.data.addEventListener('error', this._boundOnError, false); + this.data.addEventListener('load', this._boundComplete, false); + this.data.addEventListener('progress', this._boundOnProgress, false); + + if (this.timeout) { + this._elementTimer = setTimeout(this._boundOnTimeout, this.timeout); + } + }; + + /** + * Loads this resources using an element that has multiple sources, + * like an HTMLAudioElement or HTMLVideoElement. + * + * @private + * @param {string} type - The type of element to use. + */ + + + Resource.prototype._loadSourceElement = function _loadSourceElement(type) { + if (this.metadata.loadElement) { + this.data = this.metadata.loadElement; + } else if (type === 'audio' && typeof window.Audio !== 'undefined') { + this.data = new Audio(); + } else { + this.data = document.createElement(type); + } + + if (this.data === null) { + this.abort('Unsupported element: ' + type); + + return; + } + + if (this.crossOrigin) { + this.data.crossOrigin = this.crossOrigin; + } + + if (!this.metadata.skipSource) { + // support for CocoonJS Canvas+ runtime, lacks document.createElement('source') + if (navigator.isCocoonJS) { + this.data.src = Array.isArray(this.url) ? this.url[0] : this.url; + } else if (Array.isArray(this.url)) { + var mimeTypes = this.metadata.mimeType; + + for (var i = 0; i < this.url.length; ++i) { + this.data.appendChild(this._createSource(type, this.url[i], Array.isArray(mimeTypes) ? mimeTypes[i] : mimeTypes)); + } + } else { + var _mimeTypes = this.metadata.mimeType; + + this.data.appendChild(this._createSource(type, this.url, Array.isArray(_mimeTypes) ? _mimeTypes[0] : _mimeTypes)); + } + } + + this.data.addEventListener('error', this._boundOnError, false); + this.data.addEventListener('load', this._boundComplete, false); + this.data.addEventListener('progress', this._boundOnProgress, false); + this.data.addEventListener('canplaythrough', this._boundComplete, false); + + this.data.load(); + + if (this.timeout) { + this._elementTimer = setTimeout(this._boundOnTimeout, this.timeout); + } + }; + + /** + * Loads this resources using an XMLHttpRequest. + * + * @private + */ + + + Resource.prototype._loadXhr = function _loadXhr() { + // if unset, determine the value + if (typeof this.xhrType !== 'string') { + this.xhrType = this._determineXhrType(); + } + + var xhr = this.xhr = new XMLHttpRequest(); + + // set the request type and url + xhr.open('GET', this.url, true); + + xhr.timeout = this.timeout; + + // load json as text and parse it ourselves. We do this because some browsers + // *cough* safari *cough* can't deal with it. + if (this.xhrType === Resource.XHR_RESPONSE_TYPE.JSON || this.xhrType === Resource.XHR_RESPONSE_TYPE.DOCUMENT) { + xhr.responseType = Resource.XHR_RESPONSE_TYPE.TEXT; + } else { + xhr.responseType = this.xhrType; + } + + xhr.addEventListener('error', this._boundXhrOnError, false); + xhr.addEventListener('timeout', this._boundXhrOnTimeout, false); + xhr.addEventListener('abort', this._boundXhrOnAbort, false); + xhr.addEventListener('progress', this._boundOnProgress, false); + xhr.addEventListener('load', this._boundXhrOnLoad, false); + + xhr.send(); + }; + + /** + * Loads this resources using an XDomainRequest. This is here because we need to support IE9 (gross). + * + * @private + */ + + + Resource.prototype._loadXdr = function _loadXdr() { + // if unset, determine the value + if (typeof this.xhrType !== 'string') { + this.xhrType = this._determineXhrType(); + } + + var xdr = this.xhr = new XDomainRequest(); // eslint-disable-line no-undef + + // XDomainRequest has a few quirks. Occasionally it will abort requests + // A way to avoid this is to make sure ALL callbacks are set even if not used + // More info here: http://stackoverflow.com/questions/15786966/xdomainrequest-aborts-post-on-ie-9 + xdr.timeout = this.timeout || 5000; // XDR needs a timeout value or it breaks in IE9 + + xdr.onerror = this._boundXhrOnError; + xdr.ontimeout = this._boundXhrOnTimeout; + xdr.onprogress = this._boundOnProgress; + xdr.onload = this._boundXhrOnLoad; + + xdr.open('GET', this.url, true); + + // Note: The xdr.send() call is wrapped in a timeout to prevent an + // issue with the interface where some requests are lost if multiple + // XDomainRequests are being sent at the same time. + // Some info here: https://github.com/photonstorm/phaser/issues/1248 + setTimeout(function () { + return xdr.send(); + }, 1); + }; + + /** + * Creates a source used in loading via an element. + * + * @private + * @param {string} type - The element type (video or audio). + * @param {string} url - The source URL to load from. + * @param {string} [mime] - The mime type of the video + * @return {HTMLSourceElement} The source element. + */ + + + Resource.prototype._createSource = function _createSource(type, url, mime) { + if (!mime) { + mime = type + '/' + this._getExtension(url); + } + + var source = document.createElement('source'); + + source.src = url; + source.type = mime; + + return source; + }; + + /** + * Called if a load errors out. + * + * @param {Event} event - The error event from the element that emits it. + * @private + */ + + + Resource.prototype._onError = function _onError(event) { + this.abort('Failed to load element using: ' + event.target.nodeName); + }; + + /** + * Called if a load progress event fires for an element or xhr/xdr. + * + * @private + * @param {XMLHttpRequestProgressEvent|Event} event - Progress event. + */ + + + Resource.prototype._onProgress = function _onProgress(event) { + if (event && event.lengthComputable) { + this.onProgress.dispatch(this, event.loaded / event.total); + } + }; + + /** + * Called if a timeout event fires for an element. + * + * @private + */ + + + Resource.prototype._onTimeout = function _onTimeout() { + this.abort('Load timed out.'); + }; + + /** + * Called if an error event fires for xhr/xdr. + * + * @private + */ + + + Resource.prototype._xhrOnError = function _xhrOnError() { + var xhr = this.xhr; + + this.abort(reqType(xhr) + ' Request failed. Status: ' + xhr.status + ', text: "' + xhr.statusText + '"'); + }; + + /** + * Called if an error event fires for xhr/xdr. + * + * @private + */ + + + Resource.prototype._xhrOnTimeout = function _xhrOnTimeout() { + var xhr = this.xhr; + + this.abort(reqType(xhr) + ' Request timed out.'); + }; + + /** + * Called if an abort event fires for xhr/xdr. + * + * @private + */ + + + Resource.prototype._xhrOnAbort = function _xhrOnAbort() { + var xhr = this.xhr; + + this.abort(reqType(xhr) + ' Request was aborted by the user.'); + }; + + /** + * Called when data successfully loads from an xhr/xdr request. + * + * @private + * @param {XMLHttpRequestLoadEvent|Event} event - Load event + */ + + + Resource.prototype._xhrOnLoad = function _xhrOnLoad() { + var xhr = this.xhr; + var text = ''; + var status = typeof xhr.status === 'undefined' ? STATUS_OK : xhr.status; // XDR has no `.status`, assume 200. + + // responseText is accessible only if responseType is '' or 'text' and on older browsers + if (xhr.responseType === '' || xhr.responseType === 'text' || typeof xhr.responseType === 'undefined') { + text = xhr.responseText; + } + + // status can be 0 when using the `file://` protocol so we also check if a response is set. + // If it has a response, we assume 200; otherwise a 0 status code with no contents is an aborted request. + if (status === STATUS_NONE && (text.length > 0 || xhr.responseType === Resource.XHR_RESPONSE_TYPE.BUFFER)) { + status = STATUS_OK; + } + // handle IE9 bug: http://stackoverflow.com/questions/10046972/msie-returns-status-code-of-1223-for-ajax-request + else if (status === STATUS_IE_BUG_EMPTY) { + status = STATUS_EMPTY; + } + + var statusType = status / 100 | 0; + + if (statusType === STATUS_TYPE_OK) { + // if text, just return it + if (this.xhrType === Resource.XHR_RESPONSE_TYPE.TEXT) { + this.data = text; + this.type = Resource.TYPE.TEXT; + } + // if json, parse into json object + else if (this.xhrType === Resource.XHR_RESPONSE_TYPE.JSON) { + try { + this.data = JSON.parse(text); + this.type = Resource.TYPE.JSON; + } catch (e) { + this.abort('Error trying to parse loaded json: ' + e); + + return; + } + } + // if xml, parse into an xml document or div element + else if (this.xhrType === Resource.XHR_RESPONSE_TYPE.DOCUMENT) { + try { + if (window.DOMParser) { + var domparser = new DOMParser(); + + this.data = domparser.parseFromString(text, 'text/xml'); + } else { + var div = document.createElement('div'); + + div.innerHTML = text; + + this.data = div; + } + + this.type = Resource.TYPE.XML; + } catch (e) { + this.abort('Error trying to parse loaded xml: ' + e); + + return; + } + } + // other types just return the response + else { + this.data = xhr.response || text; + } + } else { + this.abort('[' + xhr.status + '] ' + xhr.statusText + ': ' + xhr.responseURL); + + return; + } + + this.complete(); + }; + + /** + * Sets the `crossOrigin` property for this resource based on if the url + * for this resource is cross-origin. If crossOrigin was manually set, this + * function does nothing. + * + * @private + * @param {string} url - The url to test. + * @param {object} [loc=window.location] - The location object to test against. + * @return {string} The crossOrigin value to use (or empty string for none). + */ + + + Resource.prototype._determineCrossOrigin = function _determineCrossOrigin(url, loc) { + // data: and javascript: urls are considered same-origin + if (url.indexOf('data:') === 0) { + return ''; + } + + // A sandboxed iframe without the 'allow-same-origin' attribute will have a special + // origin designed not to match window.location.origin, and will always require + // crossOrigin requests regardless of whether the location matches. + if (window.origin !== window.location.origin) { + return 'anonymous'; + } + + // default is window.location + loc = loc || window.location; + + if (!tempAnchor) { + tempAnchor = document.createElement('a'); + } + + // let the browser determine the full href for the url of this resource and then + // parse with the node url lib, we can't use the properties of the anchor element + // because they don't work in IE9 :( + tempAnchor.href = url; + url = (0, _parseUri2.default)(tempAnchor.href, { strictMode: true }); + + var samePort = !url.port && loc.port === '' || url.port === loc.port; + var protocol = url.protocol ? url.protocol + ':' : ''; + + // if cross origin + if (url.host !== loc.hostname || !samePort || protocol !== loc.protocol) { + return 'anonymous'; + } + + return ''; + }; + + /** + * Determines the responseType of an XHR request based on the extension of the + * resource being loaded. + * + * @private + * @return {Resource.XHR_RESPONSE_TYPE} The responseType to use. + */ + + + Resource.prototype._determineXhrType = function _determineXhrType() { + return Resource._xhrTypeMap[this.extension] || Resource.XHR_RESPONSE_TYPE.TEXT; + }; + + /** + * Determines the loadType of a resource based on the extension of the + * resource being loaded. + * + * @private + * @return {Resource.LOAD_TYPE} The loadType to use. + */ + + + Resource.prototype._determineLoadType = function _determineLoadType() { + return Resource._loadTypeMap[this.extension] || Resource.LOAD_TYPE.XHR; + }; + + /** + * Extracts the extension (sans '.') of the file being loaded by the resource. + * + * @private + * @return {string} The extension. + */ + + + Resource.prototype._getExtension = function _getExtension() { + var url = this.url; + var ext = ''; + + if (this.isDataUrl) { + var slashIndex = url.indexOf('/'); + + ext = url.substring(slashIndex + 1, url.indexOf(';', slashIndex)); + } else { + var queryStart = url.indexOf('?'); + var hashStart = url.indexOf('#'); + var index = Math.min(queryStart > -1 ? queryStart : url.length, hashStart > -1 ? hashStart : url.length); + + url = url.substring(0, index); + ext = url.substring(url.lastIndexOf('.') + 1); + } + + return ext.toLowerCase(); + }; + + /** + * Determines the mime type of an XHR request based on the responseType of + * resource being loaded. + * + * @private + * @param {Resource.XHR_RESPONSE_TYPE} type - The type to get a mime type for. + * @return {string} The mime type to use. + */ + + + Resource.prototype._getMimeFromXhrType = function _getMimeFromXhrType(type) { + switch (type) { + case Resource.XHR_RESPONSE_TYPE.BUFFER: + return 'application/octet-binary'; + + case Resource.XHR_RESPONSE_TYPE.BLOB: + return 'application/blob'; + + case Resource.XHR_RESPONSE_TYPE.DOCUMENT: + return 'application/xml'; + + case Resource.XHR_RESPONSE_TYPE.JSON: + return 'application/json'; + + case Resource.XHR_RESPONSE_TYPE.DEFAULT: + case Resource.XHR_RESPONSE_TYPE.TEXT: + /* falls through */ + default: + return 'text/plain'; + } + }; + + _createClass(Resource, [{ + key: 'isDataUrl', + get: function get() { + return this._hasFlag(Resource.STATUS_FLAGS.DATA_URL); + } + + /** + * Describes if this resource has finished loading. Is true when the resource has completely + * loaded. + * + * @readonly + * @member {boolean} + */ + + }, { + key: 'isComplete', + get: function get() { + return this._hasFlag(Resource.STATUS_FLAGS.COMPLETE); + } + + /** + * Describes if this resource is currently loading. Is true when the resource starts loading, + * and is false again when complete. + * + * @readonly + * @member {boolean} + */ + + }, { + key: 'isLoading', + get: function get() { + return this._hasFlag(Resource.STATUS_FLAGS.LOADING); + } + }]); + + return Resource; +}(); + +/** + * The types of resources a resource could represent. + * + * @static + * @readonly + * @enum {number} + */ + + +Resource.STATUS_FLAGS = { + NONE: 0, + DATA_URL: 1 << 0, + COMPLETE: 1 << 1, + LOADING: 1 << 2 +}; + +/** + * The types of resources a resource could represent. + * + * @static + * @readonly + * @enum {number} + */ +Resource.TYPE = { + UNKNOWN: 0, + JSON: 1, + XML: 2, + IMAGE: 3, + AUDIO: 4, + VIDEO: 5, + TEXT: 6 +}; + +/** + * The types of loading a resource can use. + * + * @static + * @readonly + * @enum {number} + */ +Resource.LOAD_TYPE = { + /** Uses XMLHttpRequest to load the resource. */ + XHR: 1, + /** Uses an `Image` object to load the resource. */ + IMAGE: 2, + /** Uses an `Audio` object to load the resource. */ + AUDIO: 3, + /** Uses a `Video` object to load the resource. */ + VIDEO: 4 +}; + +/** + * The XHR ready states, used internally. + * + * @static + * @readonly + * @enum {string} + */ +Resource.XHR_RESPONSE_TYPE = { + /** string */ + DEFAULT: 'text', + /** ArrayBuffer */ + BUFFER: 'arraybuffer', + /** Blob */ + BLOB: 'blob', + /** Document */ + DOCUMENT: 'document', + /** Object */ + JSON: 'json', + /** String */ + TEXT: 'text' +}; + +Resource._loadTypeMap = { + // images + gif: Resource.LOAD_TYPE.IMAGE, + png: Resource.LOAD_TYPE.IMAGE, + bmp: Resource.LOAD_TYPE.IMAGE, + jpg: Resource.LOAD_TYPE.IMAGE, + jpeg: Resource.LOAD_TYPE.IMAGE, + tif: Resource.LOAD_TYPE.IMAGE, + tiff: Resource.LOAD_TYPE.IMAGE, + webp: Resource.LOAD_TYPE.IMAGE, + tga: Resource.LOAD_TYPE.IMAGE, + svg: Resource.LOAD_TYPE.IMAGE, + 'svg+xml': Resource.LOAD_TYPE.IMAGE, // for SVG data urls + + // audio + mp3: Resource.LOAD_TYPE.AUDIO, + ogg: Resource.LOAD_TYPE.AUDIO, + wav: Resource.LOAD_TYPE.AUDIO, + + // videos + mp4: Resource.LOAD_TYPE.VIDEO, + webm: Resource.LOAD_TYPE.VIDEO +}; + +Resource._xhrTypeMap = { + // xml + xhtml: Resource.XHR_RESPONSE_TYPE.DOCUMENT, + html: Resource.XHR_RESPONSE_TYPE.DOCUMENT, + htm: Resource.XHR_RESPONSE_TYPE.DOCUMENT, + xml: Resource.XHR_RESPONSE_TYPE.DOCUMENT, + tmx: Resource.XHR_RESPONSE_TYPE.DOCUMENT, + svg: Resource.XHR_RESPONSE_TYPE.DOCUMENT, + + // This was added to handle Tiled Tileset XML, but .tsx is also a TypeScript React Component. + // Since it is way less likely for people to be loading TypeScript files instead of Tiled files, + // this should probably be fine. + tsx: Resource.XHR_RESPONSE_TYPE.DOCUMENT, + + // images + gif: Resource.XHR_RESPONSE_TYPE.BLOB, + png: Resource.XHR_RESPONSE_TYPE.BLOB, + bmp: Resource.XHR_RESPONSE_TYPE.BLOB, + jpg: Resource.XHR_RESPONSE_TYPE.BLOB, + jpeg: Resource.XHR_RESPONSE_TYPE.BLOB, + tif: Resource.XHR_RESPONSE_TYPE.BLOB, + tiff: Resource.XHR_RESPONSE_TYPE.BLOB, + webp: Resource.XHR_RESPONSE_TYPE.BLOB, + tga: Resource.XHR_RESPONSE_TYPE.BLOB, + + // json + json: Resource.XHR_RESPONSE_TYPE.JSON, + + // text + text: Resource.XHR_RESPONSE_TYPE.TEXT, + txt: Resource.XHR_RESPONSE_TYPE.TEXT, + + // fonts + ttf: Resource.XHR_RESPONSE_TYPE.BUFFER, + otf: Resource.XHR_RESPONSE_TYPE.BUFFER +}; + +// We can't set the `src` attribute to empty string, so on abort we set it to this 1px transparent gif +Resource.EMPTY_GIF = 'data:image/gif;base64,R0lGODlhAQABAIAAAP///wAAACH5BAEAAAAALAAAAAABAAEAAAICRAEAOw=='; + +/** + * Quick helper to set a value on one of the extension maps. Ensures there is no + * dot at the start of the extension. + * + * @ignore + * @param {object} map - The map to set on. + * @param {string} extname - The extension (or key) to set. + * @param {number} val - The value to set. + */ +function setExtMap(map, extname, val) { + if (extname && extname.indexOf('.') === 0) { + extname = extname.substring(1); + } + + if (!extname) { + return; + } + + map[extname] = val; +} + +/** + * Quick helper to get string xhr type. + * + * @ignore + * @param {XMLHttpRequest|XDomainRequest} xhr - The request to check. + * @return {string} The type. + */ +function reqType(xhr) { + return xhr.toString().replace('object ', ''); +} + +// Backwards compat +if (typeof module !== 'undefined') { + module.exports.default = Resource; // eslint-disable-line no-undef +} + +},{"mini-signals":5,"parse-uri":7}],34:[function(require,module,exports){ +'use strict'; + +exports.__esModule = true; +exports.eachSeries = eachSeries; +exports.queue = queue; +/** + * Smaller version of the async library constructs. + * + * @namespace async + */ + +/** + * Noop function + * + * @ignore + * @function + * @memberof async + */ +function _noop() {} /* empty */ + +/** + * Iterates an array in series. + * + * @memberof async + * @param {Array.<*>} array - Array to iterate. + * @param {function} iterator - Function to call for each element. + * @param {function} callback - Function to call when done, or on error. + * @param {boolean} [deferNext=false] - Break synchronous each loop by calling next with a setTimeout of 1. + */ +function eachSeries(array, iterator, callback, deferNext) { + var i = 0; + var len = array.length; + + (function next(err) { + if (err || i === len) { + if (callback) { + callback(err); + } + + return; + } + + if (deferNext) { + setTimeout(function () { + iterator(array[i++], next); + }, 1); + } else { + iterator(array[i++], next); + } + })(); +} + +/** + * Ensures a function is only called once. + * + * @ignore + * @memberof async + * @param {function} fn - The function to wrap. + * @return {function} The wrapping function. + */ +function onlyOnce(fn) { + return function onceWrapper() { + if (fn === null) { + throw new Error('Callback was already called.'); + } + + var callFn = fn; + + fn = null; + callFn.apply(this, arguments); + }; +} + +/** + * Async queue implementation, + * + * @memberof async + * @param {function} worker - The worker function to call for each task. + * @param {number} concurrency - How many workers to run in parrallel. + * @return {*} The async queue object. + */ +function queue(worker, concurrency) { + if (concurrency == null) { + // eslint-disable-line no-eq-null,eqeqeq + concurrency = 1; + } else if (concurrency === 0) { + throw new Error('Concurrency must not be zero'); + } + + var workers = 0; + var q = { + _tasks: [], + concurrency: concurrency, + saturated: _noop, + unsaturated: _noop, + buffer: concurrency / 4, + empty: _noop, + drain: _noop, + error: _noop, + started: false, + paused: false, + push: function push(data, callback) { + _insert(data, false, callback); + }, + kill: function kill() { + workers = 0; + q.drain = _noop; + q.started = false; + q._tasks = []; + }, + unshift: function unshift(data, callback) { + _insert(data, true, callback); + }, + process: function process() { + while (!q.paused && workers < q.concurrency && q._tasks.length) { + var task = q._tasks.shift(); + + if (q._tasks.length === 0) { + q.empty(); + } + + workers += 1; + + if (workers === q.concurrency) { + q.saturated(); + } + + worker(task.data, onlyOnce(_next(task))); + } + }, + length: function length() { + return q._tasks.length; + }, + running: function running() { + return workers; + }, + idle: function idle() { + return q._tasks.length + workers === 0; + }, + pause: function pause() { + if (q.paused === true) { + return; + } + + q.paused = true; + }, + resume: function resume() { + if (q.paused === false) { + return; + } + + q.paused = false; + + // Need to call q.process once per concurrent + // worker to preserve full concurrency after pause + for (var w = 1; w <= q.concurrency; w++) { + q.process(); + } + } + }; + + function _insert(data, insertAtFront, callback) { + if (callback != null && typeof callback !== 'function') { + // eslint-disable-line no-eq-null,eqeqeq + throw new Error('task callback must be a function'); + } + + q.started = true; + + if (data == null && q.idle()) { + // eslint-disable-line no-eq-null,eqeqeq + // call drain immediately if there are no tasks + setTimeout(function () { + return q.drain(); + }, 1); + + return; + } + + var item = { + data: data, + callback: typeof callback === 'function' ? callback : _noop + }; + + if (insertAtFront) { + q._tasks.unshift(item); + } else { + q._tasks.push(item); + } + + setTimeout(function () { + return q.process(); + }, 1); + } + + function _next(task) { + return function next() { + workers -= 1; + + task.callback.apply(task, arguments); + + if (arguments[0] != null) { + // eslint-disable-line no-eq-null,eqeqeq + q.error(arguments[0], task.data); + } + + if (workers <= q.concurrency - q.buffer) { + q.unsaturated(); + } + + if (q.idle()) { + q.drain(); + } + + q.process(); + }; + } + + return q; +} + +},{}],35:[function(require,module,exports){ +'use strict'; + +exports.__esModule = true; +exports.encodeBinary = encodeBinary; +var _keyStr = 'ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz0123456789+/='; + +/** + * Encodes binary into base64. + * + * @param {string} input The input data to encode. + * @returns {string} The encoded base64 string + */ +function encodeBinary(input) { + var output = ''; + var inx = 0; + + while (inx < input.length) { + // Fill byte buffer array + var bytebuffer = [0, 0, 0]; + var encodedCharIndexes = [0, 0, 0, 0]; + + for (var jnx = 0; jnx < bytebuffer.length; ++jnx) { + if (inx < input.length) { + // throw away high-order byte, as documented at: + // https://developer.mozilla.org/En/Using_XMLHttpRequest#Handling_binary_data + bytebuffer[jnx] = input.charCodeAt(inx++) & 0xff; + } else { + bytebuffer[jnx] = 0; + } + } + + // Get each encoded character, 6 bits at a time + // index 1: first 6 bits + encodedCharIndexes[0] = bytebuffer[0] >> 2; + + // index 2: second 6 bits (2 least significant bits from input byte 1 + 4 most significant bits from byte 2) + encodedCharIndexes[1] = (bytebuffer[0] & 0x3) << 4 | bytebuffer[1] >> 4; + + // index 3: third 6 bits (4 least significant bits from input byte 2 + 2 most significant bits from byte 3) + encodedCharIndexes[2] = (bytebuffer[1] & 0x0f) << 2 | bytebuffer[2] >> 6; + + // index 3: forth 6 bits (6 least significant bits from input byte 3) + encodedCharIndexes[3] = bytebuffer[2] & 0x3f; + + // Determine whether padding happened, and adjust accordingly + var paddingBytes = inx - (input.length - 1); + + switch (paddingBytes) { + case 2: + // Set last 2 characters to padding char + encodedCharIndexes[3] = 64; + encodedCharIndexes[2] = 64; + break; + + case 1: + // Set last character to padding char + encodedCharIndexes[3] = 64; + break; + + default: + break; // No padding - proceed + } + + // Now we will grab each appropriate character out of our keystring + // based on our index array and append it to the output string + for (var _jnx = 0; _jnx < encodedCharIndexes.length; ++_jnx) { + output += _keyStr.charAt(encodedCharIndexes[_jnx]); + } + } + + return output; +} + +// Backwards compat +if (typeof module !== 'undefined') { + module.exports.default = encodeBinary; // eslint-disable-line no-undef +} + +},{}],36:[function(require,module,exports){ +'use strict'; + +// import Loader from './Loader'; +// import Resource from './Resource'; +// import * as async from './async'; +// import * as b64 from './b64'; + +/* eslint-disable no-undef */ + +var Loader = require('./Loader').Loader; +var Resource = require('./Resource').Resource; +var async = require('./async'); +var b64 = require('./b64'); + +/** + * + * @static + * @memberof Loader + * @member {Class} + */ +Loader.Resource = Resource; + +/** + * + * @static + * @memberof Loader + * @member {Class} + */ +Loader.async = async; + +/** + * + * @static + * @memberof Loader + * @member {Class} + */ +Loader.encodeBinary = b64; + +/** + * + * @deprecated + * @see Loader.encodeBinary + * + * @static + * @memberof Loader + * @member {Class} + */ +Loader.base64 = b64; + +// export manually, and also as default +module.exports = Loader; + +// default & named export +module.exports.Loader = Loader; +module.exports.default = Loader; + +},{"./Loader":32,"./Resource":33,"./async":34,"./b64":35}],37:[function(require,module,exports){ +'use strict'; + +exports.__esModule = true; +exports.blobMiddlewareFactory = blobMiddlewareFactory; + +var _Resource = require('../../Resource'); + +var _b = require('../../b64'); + +var Url = window.URL || window.webkitURL; + +// a middleware for transforming XHR loaded Blobs into more useful objects +function blobMiddlewareFactory() { + return function blobMiddleware(resource, next) { + if (!resource.data) { + next(); + + return; + } + + // if this was an XHR load of a blob + if (resource.xhr && resource.xhrType === _Resource.Resource.XHR_RESPONSE_TYPE.BLOB) { + // if there is no blob support we probably got a binary string back + if (!window.Blob || typeof resource.data === 'string') { + var type = resource.xhr.getResponseHeader('content-type'); + + // this is an image, convert the binary string into a data url + if (type && type.indexOf('image') === 0) { + resource.data = new Image(); + resource.data.src = 'data:' + type + ';base64,' + (0, _b.encodeBinary)(resource.xhr.responseText); + + resource.type = _Resource.Resource.TYPE.IMAGE; + + // wait until the image loads and then callback + resource.data.onload = function () { + resource.data.onload = null; + + next(); + }; + + // next will be called on load + return; + } + } + // if content type says this is an image, then we should transform the blob into an Image object + else if (resource.data.type.indexOf('image') === 0) { + var src = Url.createObjectURL(resource.data); + + resource.blob = resource.data; + resource.data = new Image(); + resource.data.src = src; + + resource.type = _Resource.Resource.TYPE.IMAGE; + + // cleanup the no longer used blob after the image loads + // TODO: Is this correct? Will the image be invalid after revoking? + resource.data.onload = function () { + Url.revokeObjectURL(src); + resource.data.onload = null; + + next(); + }; + + // next will be called on load. + return; + } + } + + next(); + }; +} + +},{"../../Resource":33,"../../b64":35}],38:[function(require,module,exports){ +// Copyright Joyent, Inc. and other Node contributors. +// +// Permission is hereby granted, free of charge, to any person obtaining a +// copy of this software and associated documentation files (the +// "Software"), to deal in the Software without restriction, including +// without limitation the rights to use, copy, modify, merge, publish, +// distribute, sublicense, and/or sell copies of the Software, and to permit +// persons to whom the Software is furnished to do so, subject to the +// following conditions: +// +// The above copyright notice and this permission notice shall be included +// in all copies or substantial portions of the Software. +// +// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS +// OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF +// MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN +// NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, +// DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR +// OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE +// USE OR OTHER DEALINGS IN THE SOFTWARE. + +'use strict'; + +var punycode = require('punycode'); +var util = require('./util'); + +exports.parse = urlParse; +exports.resolve = urlResolve; +exports.resolveObject = urlResolveObject; +exports.format = urlFormat; + +exports.Url = Url; + +function Url() { + this.protocol = null; + this.slashes = null; + this.auth = null; + this.host = null; + this.port = null; + this.hostname = null; + this.hash = null; + this.search = null; + this.query = null; + this.pathname = null; + this.path = null; + this.href = null; +} + +// Reference: RFC 3986, RFC 1808, RFC 2396 + +// define these here so at least they only have to be +// compiled once on the first module load. +var protocolPattern = /^([a-z0-9.+-]+:)/i, + portPattern = /:[0-9]*$/, + + // Special case for a simple path URL + simplePathPattern = /^(\/\/?(?!\/)[^\?\s]*)(\?[^\s]*)?$/, + + // RFC 2396: characters reserved for delimiting URLs. + // We actually just auto-escape these. + delims = ['<', '>', '"', '`', ' ', '\r', '\n', '\t'], + + // RFC 2396: characters not allowed for various reasons. + unwise = ['{', '}', '|', '\\', '^', '`'].concat(delims), + + // Allowed by RFCs, but cause of XSS attacks. Always escape these. + autoEscape = ['\''].concat(unwise), + // Characters that are never ever allowed in a hostname. + // Note that any invalid chars are also handled, but these + // are the ones that are *expected* to be seen, so we fast-path + // them. + nonHostChars = ['%', '/', '?', ';', '#'].concat(autoEscape), + hostEndingChars = ['/', '?', '#'], + hostnameMaxLen = 255, + hostnamePartPattern = /^[+a-z0-9A-Z_-]{0,63}$/, + hostnamePartStart = /^([+a-z0-9A-Z_-]{0,63})(.*)$/, + // protocols that can allow "unsafe" and "unwise" chars. + unsafeProtocol = { + 'javascript': true, + 'javascript:': true + }, + // protocols that never have a hostname. + hostlessProtocol = { + 'javascript': true, + 'javascript:': true + }, + // protocols that always contain a // bit. + slashedProtocol = { + 'http': true, + 'https': true, + 'ftp': true, + 'gopher': true, + 'file': true, + 'http:': true, + 'https:': true, + 'ftp:': true, + 'gopher:': true, + 'file:': true + }, + querystring = require('querystring'); + +function urlParse(url, parseQueryString, slashesDenoteHost) { + if (url && util.isObject(url) && url instanceof Url) return url; + + var u = new Url; + u.parse(url, parseQueryString, slashesDenoteHost); + return u; +} + +Url.prototype.parse = function(url, parseQueryString, slashesDenoteHost) { + if (!util.isString(url)) { + throw new TypeError("Parameter 'url' must be a string, not " + typeof url); + } + + // Copy chrome, IE, opera backslash-handling behavior. + // Back slashes before the query string get converted to forward slashes + // See: https://code.google.com/p/chromium/issues/detail?id=25916 + var queryIndex = url.indexOf('?'), + splitter = + (queryIndex !== -1 && queryIndex < url.indexOf('#')) ? '?' : '#', + uSplit = url.split(splitter), + slashRegex = /\\/g; + uSplit[0] = uSplit[0].replace(slashRegex, '/'); + url = uSplit.join(splitter); + + var rest = url; + + // trim before proceeding. + // This is to support parse stuff like " http://foo.com \n" + rest = rest.trim(); + + if (!slashesDenoteHost && url.split('#').length === 1) { + // Try fast path regexp + var simplePath = simplePathPattern.exec(rest); + if (simplePath) { + this.path = rest; + this.href = rest; + this.pathname = simplePath[1]; + if (simplePath[2]) { + this.search = simplePath[2]; + if (parseQueryString) { + this.query = querystring.parse(this.search.substr(1)); + } else { + this.query = this.search.substr(1); + } + } else if (parseQueryString) { + this.search = ''; + this.query = {}; + } + return this; + } + } + + var proto = protocolPattern.exec(rest); + if (proto) { + proto = proto[0]; + var lowerProto = proto.toLowerCase(); + this.protocol = lowerProto; + rest = rest.substr(proto.length); + } + + // figure out if it's got a host + // user@server is *always* interpreted as a hostname, and url + // resolution will treat //foo/bar as host=foo,path=bar because that's + // how the browser resolves relative URLs. + if (slashesDenoteHost || proto || rest.match(/^\/\/[^@\/]+@[^@\/]+/)) { + var slashes = rest.substr(0, 2) === '//'; + if (slashes && !(proto && hostlessProtocol[proto])) { + rest = rest.substr(2); + this.slashes = true; + } + } + + if (!hostlessProtocol[proto] && + (slashes || (proto && !slashedProtocol[proto]))) { + + // there's a hostname. + // the first instance of /, ?, ;, or # ends the host. + // + // If there is an @ in the hostname, then non-host chars *are* allowed + // to the left of the last @ sign, unless some host-ending character + // comes *before* the @-sign. + // URLs are obnoxious. + // + // ex: + // http://a@b@c/ => user:a@b host:c + // http://a@b?@c => user:a host:c path:/?@c + + // v0.12 TODO(isaacs): This is not quite how Chrome does things. + // Review our test case against browsers more comprehensively. + + // find the first instance of any hostEndingChars + var hostEnd = -1; + for (var i = 0; i < hostEndingChars.length; i++) { + var hec = rest.indexOf(hostEndingChars[i]); + if (hec !== -1 && (hostEnd === -1 || hec < hostEnd)) + hostEnd = hec; + } + + // at this point, either we have an explicit point where the + // auth portion cannot go past, or the last @ char is the decider. + var auth, atSign; + if (hostEnd === -1) { + // atSign can be anywhere. + atSign = rest.lastIndexOf('@'); + } else { + // atSign must be in auth portion. + // http://a@b/c@d => host:b auth:a path:/c@d + atSign = rest.lastIndexOf('@', hostEnd); + } + + // Now we have a portion which is definitely the auth. + // Pull that off. + if (atSign !== -1) { + auth = rest.slice(0, atSign); + rest = rest.slice(atSign + 1); + this.auth = decodeURIComponent(auth); + } + + // the host is the remaining to the left of the first non-host char + hostEnd = -1; + for (var i = 0; i < nonHostChars.length; i++) { + var hec = rest.indexOf(nonHostChars[i]); + if (hec !== -1 && (hostEnd === -1 || hec < hostEnd)) + hostEnd = hec; + } + // if we still have not hit it, then the entire thing is a host. + if (hostEnd === -1) + hostEnd = rest.length; + + this.host = rest.slice(0, hostEnd); + rest = rest.slice(hostEnd); + + // pull out port. + this.parseHost(); + + // we've indicated that there is a hostname, + // so even if it's empty, it has to be present. + this.hostname = this.hostname || ''; + + // if hostname begins with [ and ends with ] + // assume that it's an IPv6 address. + var ipv6Hostname = this.hostname[0] === '[' && + this.hostname[this.hostname.length - 1] === ']'; + + // validate a little. + if (!ipv6Hostname) { + var hostparts = this.hostname.split(/\./); + for (var i = 0, l = hostparts.length; i < l; i++) { + var part = hostparts[i]; + if (!part) continue; + if (!part.match(hostnamePartPattern)) { + var newpart = ''; + for (var j = 0, k = part.length; j < k; j++) { + if (part.charCodeAt(j) > 127) { + // we replace non-ASCII char with a temporary placeholder + // we need this to make sure size of hostname is not + // broken by replacing non-ASCII by nothing + newpart += 'x'; + } else { + newpart += part[j]; + } + } + // we test again with ASCII char only + if (!newpart.match(hostnamePartPattern)) { + var validParts = hostparts.slice(0, i); + var notHost = hostparts.slice(i + 1); + var bit = part.match(hostnamePartStart); + if (bit) { + validParts.push(bit[1]); + notHost.unshift(bit[2]); + } + if (notHost.length) { + rest = '/' + notHost.join('.') + rest; + } + this.hostname = validParts.join('.'); + break; + } + } + } + } + + if (this.hostname.length > hostnameMaxLen) { + this.hostname = ''; + } else { + // hostnames are always lower case. + this.hostname = this.hostname.toLowerCase(); + } + + if (!ipv6Hostname) { + // IDNA Support: Returns a punycoded representation of "domain". + // It only converts parts of the domain name that + // have non-ASCII characters, i.e. it doesn't matter if + // you call it with a domain that already is ASCII-only. + this.hostname = punycode.toASCII(this.hostname); + } + + var p = this.port ? ':' + this.port : ''; + var h = this.hostname || ''; + this.host = h + p; + this.href += this.host; + + // strip [ and ] from the hostname + // the host field still retains them, though + if (ipv6Hostname) { + this.hostname = this.hostname.substr(1, this.hostname.length - 2); + if (rest[0] !== '/') { + rest = '/' + rest; + } + } + } + + // now rest is set to the post-host stuff. + // chop off any delim chars. + if (!unsafeProtocol[lowerProto]) { + + // First, make 100% sure that any "autoEscape" chars get + // escaped, even if encodeURIComponent doesn't think they + // need to be. + for (var i = 0, l = autoEscape.length; i < l; i++) { + var ae = autoEscape[i]; + if (rest.indexOf(ae) === -1) + continue; + var esc = encodeURIComponent(ae); + if (esc === ae) { + esc = escape(ae); + } + rest = rest.split(ae).join(esc); + } + } + + + // chop off from the tail first. + var hash = rest.indexOf('#'); + if (hash !== -1) { + // got a fragment string. + this.hash = rest.substr(hash); + rest = rest.slice(0, hash); + } + var qm = rest.indexOf('?'); + if (qm !== -1) { + this.search = rest.substr(qm); + this.query = rest.substr(qm + 1); + if (parseQueryString) { + this.query = querystring.parse(this.query); + } + rest = rest.slice(0, qm); + } else if (parseQueryString) { + // no query string, but parseQueryString still requested + this.search = ''; + this.query = {}; + } + if (rest) this.pathname = rest; + if (slashedProtocol[lowerProto] && + this.hostname && !this.pathname) { + this.pathname = '/'; + } + + //to support http.request + if (this.pathname || this.search) { + var p = this.pathname || ''; + var s = this.search || ''; + this.path = p + s; + } + + // finally, reconstruct the href based on what has been validated. + this.href = this.format(); + return this; +}; + +// format a parsed object into a url string +function urlFormat(obj) { + // ensure it's an object, and not a string url. + // If it's an obj, this is a no-op. + // this way, you can call url_format() on strings + // to clean up potentially wonky urls. + if (util.isString(obj)) obj = urlParse(obj); + if (!(obj instanceof Url)) return Url.prototype.format.call(obj); + return obj.format(); +} + +Url.prototype.format = function() { + var auth = this.auth || ''; + if (auth) { + auth = encodeURIComponent(auth); + auth = auth.replace(/%3A/i, ':'); + auth += '@'; + } + + var protocol = this.protocol || '', + pathname = this.pathname || '', + hash = this.hash || '', + host = false, + query = ''; + + if (this.host) { + host = auth + this.host; + } else if (this.hostname) { + host = auth + (this.hostname.indexOf(':') === -1 ? + this.hostname : + '[' + this.hostname + ']'); + if (this.port) { + host += ':' + this.port; + } + } + + if (this.query && + util.isObject(this.query) && + Object.keys(this.query).length) { + query = querystring.stringify(this.query); + } + + var search = this.search || (query && ('?' + query)) || ''; + + if (protocol && protocol.substr(-1) !== ':') protocol += ':'; + + // only the slashedProtocols get the //. Not mailto:, xmpp:, etc. + // unless they had them to begin with. + if (this.slashes || + (!protocol || slashedProtocol[protocol]) && host !== false) { + host = '//' + (host || ''); + if (pathname && pathname.charAt(0) !== '/') pathname = '/' + pathname; + } else if (!host) { + host = ''; + } + + if (hash && hash.charAt(0) !== '#') hash = '#' + hash; + if (search && search.charAt(0) !== '?') search = '?' + search; + + pathname = pathname.replace(/[?#]/g, function(match) { + return encodeURIComponent(match); + }); + search = search.replace('#', '%23'); + + return protocol + host + pathname + search + hash; +}; + +function urlResolve(source, relative) { + return urlParse(source, false, true).resolve(relative); +} + +Url.prototype.resolve = function(relative) { + return this.resolveObject(urlParse(relative, false, true)).format(); +}; + +function urlResolveObject(source, relative) { + if (!source) return relative; + return urlParse(source, false, true).resolveObject(relative); +} + +Url.prototype.resolveObject = function(relative) { + if (util.isString(relative)) { + var rel = new Url(); + rel.parse(relative, false, true); + relative = rel; + } + + var result = new Url(); + var tkeys = Object.keys(this); + for (var tk = 0; tk < tkeys.length; tk++) { + var tkey = tkeys[tk]; + result[tkey] = this[tkey]; + } + + // hash is always overridden, no matter what. + // even href="" will remove it. + result.hash = relative.hash; + + // if the relative url is empty, then there's nothing left to do here. + if (relative.href === '') { + result.href = result.format(); + return result; + } + + // hrefs like //foo/bar always cut to the protocol. + if (relative.slashes && !relative.protocol) { + // take everything except the protocol from relative + var rkeys = Object.keys(relative); + for (var rk = 0; rk < rkeys.length; rk++) { + var rkey = rkeys[rk]; + if (rkey !== 'protocol') + result[rkey] = relative[rkey]; + } + + //urlParse appends trailing / to urls like http://www.example.com + if (slashedProtocol[result.protocol] && + result.hostname && !result.pathname) { + result.path = result.pathname = '/'; + } + + result.href = result.format(); + return result; + } + + if (relative.protocol && relative.protocol !== result.protocol) { + // if it's a known url protocol, then changing + // the protocol does weird things + // first, if it's not file:, then we MUST have a host, + // and if there was a path + // to begin with, then we MUST have a path. + // if it is file:, then the host is dropped, + // because that's known to be hostless. + // anything else is assumed to be absolute. + if (!slashedProtocol[relative.protocol]) { + var keys = Object.keys(relative); + for (var v = 0; v < keys.length; v++) { + var k = keys[v]; + result[k] = relative[k]; + } + result.href = result.format(); + return result; + } + + result.protocol = relative.protocol; + if (!relative.host && !hostlessProtocol[relative.protocol]) { + var relPath = (relative.pathname || '').split('/'); + while (relPath.length && !(relative.host = relPath.shift())); + if (!relative.host) relative.host = ''; + if (!relative.hostname) relative.hostname = ''; + if (relPath[0] !== '') relPath.unshift(''); + if (relPath.length < 2) relPath.unshift(''); + result.pathname = relPath.join('/'); + } else { + result.pathname = relative.pathname; + } + result.search = relative.search; + result.query = relative.query; + result.host = relative.host || ''; + result.auth = relative.auth; + result.hostname = relative.hostname || relative.host; + result.port = relative.port; + // to support http.request + if (result.pathname || result.search) { + var p = result.pathname || ''; + var s = result.search || ''; + result.path = p + s; + } + result.slashes = result.slashes || relative.slashes; + result.href = result.format(); + return result; + } + + var isSourceAbs = (result.pathname && result.pathname.charAt(0) === '/'), + isRelAbs = ( + relative.host || + relative.pathname && relative.pathname.charAt(0) === '/' + ), + mustEndAbs = (isRelAbs || isSourceAbs || + (result.host && relative.pathname)), + removeAllDots = mustEndAbs, + srcPath = result.pathname && result.pathname.split('/') || [], + relPath = relative.pathname && relative.pathname.split('/') || [], + psychotic = result.protocol && !slashedProtocol[result.protocol]; + + // if the url is a non-slashed url, then relative + // links like ../.. should be able + // to crawl up to the hostname, as well. This is strange. + // result.protocol has already been set by now. + // Later on, put the first path part into the host field. + if (psychotic) { + result.hostname = ''; + result.port = null; + if (result.host) { + if (srcPath[0] === '') srcPath[0] = result.host; + else srcPath.unshift(result.host); + } + result.host = ''; + if (relative.protocol) { + relative.hostname = null; + relative.port = null; + if (relative.host) { + if (relPath[0] === '') relPath[0] = relative.host; + else relPath.unshift(relative.host); + } + relative.host = null; + } + mustEndAbs = mustEndAbs && (relPath[0] === '' || srcPath[0] === ''); + } + + if (isRelAbs) { + // it's absolute. + result.host = (relative.host || relative.host === '') ? + relative.host : result.host; + result.hostname = (relative.hostname || relative.hostname === '') ? + relative.hostname : result.hostname; + result.search = relative.search; + result.query = relative.query; + srcPath = relPath; + // fall through to the dot-handling below. + } else if (relPath.length) { + // it's relative + // throw away the existing file, and take the new path instead. + if (!srcPath) srcPath = []; + srcPath.pop(); + srcPath = srcPath.concat(relPath); + result.search = relative.search; + result.query = relative.query; + } else if (!util.isNullOrUndefined(relative.search)) { + // just pull out the search. + // like href='?foo'. + // Put this after the other two cases because it simplifies the booleans + if (psychotic) { + result.hostname = result.host = srcPath.shift(); + //occationaly the auth can get stuck only in host + //this especially happens in cases like + //url.resolveObject('mailto:local1@domain1', 'local2@domain2') + var authInHost = result.host && result.host.indexOf('@') > 0 ? + result.host.split('@') : false; + if (authInHost) { + result.auth = authInHost.shift(); + result.host = result.hostname = authInHost.shift(); + } + } + result.search = relative.search; + result.query = relative.query; + //to support http.request + if (!util.isNull(result.pathname) || !util.isNull(result.search)) { + result.path = (result.pathname ? result.pathname : '') + + (result.search ? result.search : ''); + } + result.href = result.format(); + return result; + } + + if (!srcPath.length) { + // no path at all. easy. + // we've already handled the other stuff above. + result.pathname = null; + //to support http.request + if (result.search) { + result.path = '/' + result.search; + } else { + result.path = null; + } + result.href = result.format(); + return result; + } + + // if a url ENDs in . or .., then it must get a trailing slash. + // however, if it ends in anything else non-slashy, + // then it must NOT get a trailing slash. + var last = srcPath.slice(-1)[0]; + var hasTrailingSlash = ( + (result.host || relative.host || srcPath.length > 1) && + (last === '.' || last === '..') || last === ''); + + // strip single dots, resolve double dots to parent dir + // if the path tries to go above the root, `up` ends up > 0 + var up = 0; + for (var i = srcPath.length; i >= 0; i--) { + last = srcPath[i]; + if (last === '.') { + srcPath.splice(i, 1); + } else if (last === '..') { + srcPath.splice(i, 1); + up++; + } else if (up) { + srcPath.splice(i, 1); + up--; + } + } + + // if the path is allowed to go above the root, restore leading ..s + if (!mustEndAbs && !removeAllDots) { + for (; up--; up) { + srcPath.unshift('..'); + } + } + + if (mustEndAbs && srcPath[0] !== '' && + (!srcPath[0] || srcPath[0].charAt(0) !== '/')) { + srcPath.unshift(''); + } + + if (hasTrailingSlash && (srcPath.join('/').substr(-1) !== '/')) { + srcPath.push(''); + } + + var isAbsolute = srcPath[0] === '' || + (srcPath[0] && srcPath[0].charAt(0) === '/'); + + // put the host back + if (psychotic) { + result.hostname = result.host = isAbsolute ? '' : + srcPath.length ? srcPath.shift() : ''; + //occationaly the auth can get stuck only in host + //this especially happens in cases like + //url.resolveObject('mailto:local1@domain1', 'local2@domain2') + var authInHost = result.host && result.host.indexOf('@') > 0 ? + result.host.split('@') : false; + if (authInHost) { + result.auth = authInHost.shift(); + result.host = result.hostname = authInHost.shift(); + } + } + + mustEndAbs = mustEndAbs || (result.host && srcPath.length); + + if (mustEndAbs && !isAbsolute) { + srcPath.unshift(''); + } + + if (!srcPath.length) { + result.pathname = null; + result.path = null; + } else { + result.pathname = srcPath.join('/'); + } + + //to support request.http + if (!util.isNull(result.pathname) || !util.isNull(result.search)) { + result.path = (result.pathname ? result.pathname : '') + + (result.search ? result.search : ''); + } + result.auth = relative.auth || result.auth; + result.slashes = result.slashes || relative.slashes; + result.href = result.format(); + return result; +}; + +Url.prototype.parseHost = function() { + var host = this.host; + var port = portPattern.exec(host); + if (port) { + port = port[0]; + if (port !== ':') { + this.port = port.substr(1); + } + host = host.substr(0, host.length - port.length); + } + if (host) this.hostname = host; +}; + +},{"./util":39,"punycode":27,"querystring":30}],39:[function(require,module,exports){ +'use strict'; + +module.exports = { + isString: function(arg) { + return typeof(arg) === 'string'; + }, + isObject: function(arg) { + return typeof(arg) === 'object' && arg !== null; + }, + isNull: function(arg) { + return arg === null; + }, + isNullOrUndefined: function(arg) { + return arg == null; + } +}; + +},{}],40:[function(require,module,exports){ +'use strict'; + +exports.__esModule = true; + +var _core = require('../core'); + +var core = _interopRequireWildcard(_core); + +var _ismobilejs = require('ismobilejs'); + +var _ismobilejs2 = _interopRequireDefault(_ismobilejs); + +var _accessibleTarget = require('./accessibleTarget'); + +var _accessibleTarget2 = _interopRequireDefault(_accessibleTarget); + +function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } + +function _interopRequireWildcard(obj) { if (obj && obj.__esModule) { return obj; } else { var newObj = {}; if (obj != null) { for (var key in obj) { if (Object.prototype.hasOwnProperty.call(obj, key)) newObj[key] = obj[key]; } } newObj.default = obj; return newObj; } } + +function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } + +// add some extra variables to the container.. +core.utils.mixins.delayMixin(core.DisplayObject.prototype, _accessibleTarget2.default); + +var KEY_CODE_TAB = 9; + +var DIV_TOUCH_SIZE = 100; +var DIV_TOUCH_POS_X = 0; +var DIV_TOUCH_POS_Y = 0; +var DIV_TOUCH_ZINDEX = 2; + +var DIV_HOOK_SIZE = 1; +var DIV_HOOK_POS_X = -1000; +var DIV_HOOK_POS_Y = -1000; +var DIV_HOOK_ZINDEX = 2; + +/** + * The Accessibility manager recreates the ability to tab and have content read by screen + * readers. This is very important as it can possibly help people with disabilities access pixi + * content. + * + * Much like interaction any DisplayObject can be made accessible. This manager will map the + * events as if the mouse was being used, minimizing the effort required to implement. + * + * An instance of this class is automatically created by default, and can be found at renderer.plugins.accessibility + * + * @class + * @memberof PIXI.accessibility + */ + +var AccessibilityManager = function () { + /** + * @param {PIXI.CanvasRenderer|PIXI.WebGLRenderer} renderer - A reference to the current renderer + */ + function AccessibilityManager(renderer) { + _classCallCheck(this, AccessibilityManager); + + if ((_ismobilejs2.default.tablet || _ismobilejs2.default.phone) && !navigator.isCocoonJS) { + this.createTouchHook(); + } + + // first we create a div that will sit over the PixiJS element. This is where the div overlays will go. + var div = document.createElement('div'); + + div.style.width = DIV_TOUCH_SIZE + 'px'; + div.style.height = DIV_TOUCH_SIZE + 'px'; + div.style.position = 'absolute'; + div.style.top = DIV_TOUCH_POS_X + 'px'; + div.style.left = DIV_TOUCH_POS_Y + 'px'; + div.style.zIndex = DIV_TOUCH_ZINDEX; + + /** + * This is the dom element that will sit over the PixiJS element. This is where the div overlays will go. + * + * @type {HTMLElement} + * @private + */ + this.div = div; + + /** + * A simple pool for storing divs. + * + * @type {*} + * @private + */ + this.pool = []; + + /** + * This is a tick used to check if an object is no longer being rendered. + * + * @type {Number} + * @private + */ + this.renderId = 0; + + /** + * Setting this to true will visually show the divs. + * + * @type {boolean} + */ + this.debug = false; + + /** + * The renderer this accessibility manager works for. + * + * @member {PIXI.SystemRenderer} + */ + this.renderer = renderer; + + /** + * The array of currently active accessible items. + * + * @member {Array<*>} + * @private + */ + this.children = []; + + /** + * pre-bind the functions + * + * @private + */ + this._onKeyDown = this._onKeyDown.bind(this); + this._onMouseMove = this._onMouseMove.bind(this); + + /** + * stores the state of the manager. If there are no accessible objects or the mouse is moving, this will be false. + * + * @member {Array<*>} + * @private + */ + this.isActive = false; + this.isMobileAccessabillity = false; + + // let listen for tab.. once pressed we can fire up and show the accessibility layer + window.addEventListener('keydown', this._onKeyDown, false); + } + + /** + * Creates the touch hooks. + * + */ + + + AccessibilityManager.prototype.createTouchHook = function createTouchHook() { + var _this = this; + + var hookDiv = document.createElement('button'); + + hookDiv.style.width = DIV_HOOK_SIZE + 'px'; + hookDiv.style.height = DIV_HOOK_SIZE + 'px'; + hookDiv.style.position = 'absolute'; + hookDiv.style.top = DIV_HOOK_POS_X + 'px'; + hookDiv.style.left = DIV_HOOK_POS_Y + 'px'; + hookDiv.style.zIndex = DIV_HOOK_ZINDEX; + hookDiv.style.backgroundColor = '#FF0000'; + hookDiv.title = 'HOOK DIV'; + + hookDiv.addEventListener('focus', function () { + _this.isMobileAccessabillity = true; + _this.activate(); + document.body.removeChild(hookDiv); + }); + + document.body.appendChild(hookDiv); + }; + + /** + * Activating will cause the Accessibility layer to be shown. This is called when a user + * preses the tab key. + * + * @private + */ + + + AccessibilityManager.prototype.activate = function activate() { + if (this.isActive) { + return; + } + + this.isActive = true; + + window.document.addEventListener('mousemove', this._onMouseMove, true); + window.removeEventListener('keydown', this._onKeyDown, false); + + this.renderer.on('postrender', this.update, this); + + if (this.renderer.view.parentNode) { + this.renderer.view.parentNode.appendChild(this.div); + } + }; + + /** + * Deactivating will cause the Accessibility layer to be hidden. This is called when a user moves + * the mouse. + * + * @private + */ + + + AccessibilityManager.prototype.deactivate = function deactivate() { + if (!this.isActive || this.isMobileAccessabillity) { + return; + } + + this.isActive = false; + + window.document.removeEventListener('mousemove', this._onMouseMove, true); + window.addEventListener('keydown', this._onKeyDown, false); + + this.renderer.off('postrender', this.update); + + if (this.div.parentNode) { + this.div.parentNode.removeChild(this.div); + } + }; + + /** + * This recursive function will run through the scene graph and add any new accessible objects to the DOM layer. + * + * @private + * @param {PIXI.Container} displayObject - The DisplayObject to check. + */ + + + AccessibilityManager.prototype.updateAccessibleObjects = function updateAccessibleObjects(displayObject) { + if (!displayObject.visible) { + return; + } + + if (displayObject.accessible && displayObject.interactive) { + if (!displayObject._accessibleActive) { + this.addChild(displayObject); + } + + displayObject.renderId = this.renderId; + } + + var children = displayObject.children; + + for (var i = 0; i < children.length; i++) { + this.updateAccessibleObjects(children[i]); + } + }; + + /** + * Before each render this function will ensure that all divs are mapped correctly to their DisplayObjects. + * + * @private + */ + + + AccessibilityManager.prototype.update = function update() { + if (!this.renderer.renderingToScreen) { + return; + } + + // update children... + this.updateAccessibleObjects(this.renderer._lastObjectRendered); + + var rect = this.renderer.view.getBoundingClientRect(); + var sx = rect.width / this.renderer.width; + var sy = rect.height / this.renderer.height; + + var div = this.div; + + div.style.left = rect.left + 'px'; + div.style.top = rect.top + 'px'; + div.style.width = this.renderer.width + 'px'; + div.style.height = this.renderer.height + 'px'; + + for (var i = 0; i < this.children.length; i++) { + var child = this.children[i]; + + if (child.renderId !== this.renderId) { + child._accessibleActive = false; + + core.utils.removeItems(this.children, i, 1); + this.div.removeChild(child._accessibleDiv); + this.pool.push(child._accessibleDiv); + child._accessibleDiv = null; + + i--; + + if (this.children.length === 0) { + this.deactivate(); + } + } else { + // map div to display.. + div = child._accessibleDiv; + var hitArea = child.hitArea; + var wt = child.worldTransform; + + if (child.hitArea) { + div.style.left = (wt.tx + hitArea.x * wt.a) * sx + 'px'; + div.style.top = (wt.ty + hitArea.y * wt.d) * sy + 'px'; + + div.style.width = hitArea.width * wt.a * sx + 'px'; + div.style.height = hitArea.height * wt.d * sy + 'px'; + } else { + hitArea = child.getBounds(); + + this.capHitArea(hitArea); + + div.style.left = hitArea.x * sx + 'px'; + div.style.top = hitArea.y * sy + 'px'; + + div.style.width = hitArea.width * sx + 'px'; + div.style.height = hitArea.height * sy + 'px'; + + // update button titles and hints if they exist and they've changed + if (div.title !== child.accessibleTitle && child.accessibleTitle !== null) { + div.title = child.accessibleTitle; + } + if (div.getAttribute('aria-label') !== child.accessibleHint && child.accessibleHint !== null) { + div.setAttribute('aria-label', child.accessibleHint); + } + } + } + } + + // increment the render id.. + this.renderId++; + }; + + /** + * TODO: docs. + * + * @param {Rectangle} hitArea - TODO docs + */ + + + AccessibilityManager.prototype.capHitArea = function capHitArea(hitArea) { + if (hitArea.x < 0) { + hitArea.width += hitArea.x; + hitArea.x = 0; + } + + if (hitArea.y < 0) { + hitArea.height += hitArea.y; + hitArea.y = 0; + } + + if (hitArea.x + hitArea.width > this.renderer.width) { + hitArea.width = this.renderer.width - hitArea.x; + } + + if (hitArea.y + hitArea.height > this.renderer.height) { + hitArea.height = this.renderer.height - hitArea.y; + } + }; + + /** + * Adds a DisplayObject to the accessibility manager + * + * @private + * @param {DisplayObject} displayObject - The child to make accessible. + */ + + + AccessibilityManager.prototype.addChild = function addChild(displayObject) { + // this.activate(); + + var div = this.pool.pop(); + + if (!div) { + div = document.createElement('button'); + + div.style.width = DIV_TOUCH_SIZE + 'px'; + div.style.height = DIV_TOUCH_SIZE + 'px'; + div.style.backgroundColor = this.debug ? 'rgba(255,0,0,0.5)' : 'transparent'; + div.style.position = 'absolute'; + div.style.zIndex = DIV_TOUCH_ZINDEX; + div.style.borderStyle = 'none'; + + // ARIA attributes ensure that button title and hint updates are announced properly + if (navigator.userAgent.toLowerCase().indexOf('chrome') > -1) { + // Chrome doesn't need aria-live to work as intended; in fact it just gets more confused. + div.setAttribute('aria-live', 'off'); + } else { + div.setAttribute('aria-live', 'polite'); + } + + if (navigator.userAgent.match(/rv:.*Gecko\//)) { + // FireFox needs this to announce only the new button name + div.setAttribute('aria-relevant', 'additions'); + } else { + // required by IE, other browsers don't much care + div.setAttribute('aria-relevant', 'text'); + } + + div.addEventListener('click', this._onClick.bind(this)); + div.addEventListener('focus', this._onFocus.bind(this)); + div.addEventListener('focusout', this._onFocusOut.bind(this)); + } + + if (displayObject.accessibleTitle && displayObject.accessibleTitle !== null) { + div.title = displayObject.accessibleTitle; + } else if (!displayObject.accessibleHint || displayObject.accessibleHint === null) { + div.title = 'displayObject ' + displayObject.tabIndex; + } + + if (displayObject.accessibleHint && displayObject.accessibleHint !== null) { + div.setAttribute('aria-label', displayObject.accessibleHint); + } + + // + + displayObject._accessibleActive = true; + displayObject._accessibleDiv = div; + div.displayObject = displayObject; + + this.children.push(displayObject); + this.div.appendChild(displayObject._accessibleDiv); + displayObject._accessibleDiv.tabIndex = displayObject.tabIndex; + }; + + /** + * Maps the div button press to pixi's InteractionManager (click) + * + * @private + * @param {MouseEvent} e - The click event. + */ + + + AccessibilityManager.prototype._onClick = function _onClick(e) { + var interactionManager = this.renderer.plugins.interaction; + + interactionManager.dispatchEvent(e.target.displayObject, 'click', interactionManager.eventData); + }; + + /** + * Maps the div focus events to pixi's InteractionManager (mouseover) + * + * @private + * @param {FocusEvent} e - The focus event. + */ + + + AccessibilityManager.prototype._onFocus = function _onFocus(e) { + if (!e.target.getAttribute('aria-live', 'off')) { + e.target.setAttribute('aria-live', 'assertive'); + } + var interactionManager = this.renderer.plugins.interaction; + + interactionManager.dispatchEvent(e.target.displayObject, 'mouseover', interactionManager.eventData); + }; + + /** + * Maps the div focus events to pixi's InteractionManager (mouseout) + * + * @private + * @param {FocusEvent} e - The focusout event. + */ + + + AccessibilityManager.prototype._onFocusOut = function _onFocusOut(e) { + if (!e.target.getAttribute('aria-live', 'off')) { + e.target.setAttribute('aria-live', 'polite'); + } + var interactionManager = this.renderer.plugins.interaction; + + interactionManager.dispatchEvent(e.target.displayObject, 'mouseout', interactionManager.eventData); + }; + + /** + * Is called when a key is pressed + * + * @private + * @param {KeyboardEvent} e - The keydown event. + */ + + + AccessibilityManager.prototype._onKeyDown = function _onKeyDown(e) { + if (e.keyCode !== KEY_CODE_TAB) { + return; + } + + this.activate(); + }; + + /** + * Is called when the mouse moves across the renderer element + * + * @private + * @param {MouseEvent} e - The mouse event. + */ + + + AccessibilityManager.prototype._onMouseMove = function _onMouseMove(e) { + if (e.movementX === 0 && e.movementY === 0) { + return; + } + + this.deactivate(); + }; + + /** + * Destroys the accessibility manager + * + */ + + + AccessibilityManager.prototype.destroy = function destroy() { + this.div = null; + + for (var i = 0; i < this.children.length; i++) { + this.children[i].div = null; + } + + window.document.removeEventListener('mousemove', this._onMouseMove, true); + window.removeEventListener('keydown', this._onKeyDown); + + this.pool = null; + this.children = null; + this.renderer = null; + }; + + return AccessibilityManager; +}(); + +exports.default = AccessibilityManager; + + +core.WebGLRenderer.registerPlugin('accessibility', AccessibilityManager); +core.CanvasRenderer.registerPlugin('accessibility', AccessibilityManager); + +},{"../core":65,"./accessibleTarget":41,"ismobilejs":4}],41:[function(require,module,exports){ +"use strict"; + +exports.__esModule = true; +/** + * Default property values of accessible objects + * used by {@link PIXI.accessibility.AccessibilityManager}. + * + * @function accessibleTarget + * @memberof PIXI.accessibility + * @example + * function MyObject() {} + * + * Object.assign( + * MyObject.prototype, + * PIXI.accessibility.accessibleTarget + * ); + */ +exports.default = { + /** + * Flag for if the object is accessible. If true AccessibilityManager will overlay a + * shadow div with attributes set + * + * @member {boolean} + */ + accessible: false, + + /** + * Sets the title attribute of the shadow div + * If accessibleTitle AND accessibleHint has not been this will default to 'displayObject [tabIndex]' + * + * @member {string} + */ + accessibleTitle: null, + + /** + * Sets the aria-label attribute of the shadow div + * + * @member {string} + */ + accessibleHint: null, + + /** + * @todo Needs docs. + */ + tabIndex: 0, + + /** + * @todo Needs docs. + */ + _accessibleActive: false, + + /** + * @todo Needs docs. + */ + _accessibleDiv: false +}; + +},{}],42:[function(require,module,exports){ +'use strict'; + +exports.__esModule = true; + +var _accessibleTarget = require('./accessibleTarget'); + +Object.defineProperty(exports, 'accessibleTarget', { + enumerable: true, + get: function get() { + return _interopRequireDefault(_accessibleTarget).default; + } +}); + +var _AccessibilityManager = require('./AccessibilityManager'); + +Object.defineProperty(exports, 'AccessibilityManager', { + enumerable: true, + get: function get() { + return _interopRequireDefault(_AccessibilityManager).default; + } +}); + +function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } + +},{"./AccessibilityManager":40,"./accessibleTarget":41}],43:[function(require,module,exports){ +'use strict'; + +exports.__esModule = true; + +var _createClass = function () { function defineProperties(target, props) { for (var i = 0; i < props.length; i++) { var descriptor = props[i]; descriptor.enumerable = descriptor.enumerable || false; descriptor.configurable = true; if ("value" in descriptor) descriptor.writable = true; Object.defineProperty(target, descriptor.key, descriptor); } } return function (Constructor, protoProps, staticProps) { if (protoProps) defineProperties(Constructor.prototype, protoProps); if (staticProps) defineProperties(Constructor, staticProps); return Constructor; }; }(); + +var _autoDetectRenderer = require('./autoDetectRenderer'); + +var _Container = require('./display/Container'); + +var _Container2 = _interopRequireDefault(_Container); + +var _ticker = require('./ticker'); + +var _settings = require('./settings'); + +var _settings2 = _interopRequireDefault(_settings); + +var _const = require('./const'); + +function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } + +function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } + +/** + * Convenience class to create a new PIXI application. + * This class automatically creates the renderer, ticker + * and root container. + * + * @example + * // Create the application + * const app = new PIXI.Application(); + * + * // Add the view to the DOM + * document.body.appendChild(app.view); + * + * // ex, add display objects + * app.stage.addChild(PIXI.Sprite.fromImage('something.png')); + * + * @class + * @memberof PIXI + */ +var Application = function () { + // eslint-disable-next-line valid-jsdoc + /** + * @param {object} [options] - The optional renderer parameters + * @param {boolean} [options.autoStart=true] - automatically starts the rendering after the construction. + * Note that setting this parameter to false does NOT stop the shared ticker even if you set + * options.sharedTicker to true in case that it is already started. Stop it by your own. + * @param {number} [options.width=800] - the width of the renderers view + * @param {number} [options.height=600] - the height of the renderers view + * @param {HTMLCanvasElement} [options.view] - the canvas to use as a view, optional + * @param {boolean} [options.transparent=false] - If the render view is transparent, default false + * @param {boolean} [options.antialias=false] - sets antialias (only applicable in chrome at the moment) + * @param {boolean} [options.preserveDrawingBuffer=false] - enables drawing buffer preservation, enable this if you + * need to call toDataUrl on the webgl context + * @param {number} [options.resolution=1] - The resolution / device pixel ratio of the renderer, retina would be 2 + * @param {boolean} [options.forceCanvas=false] - prevents selection of WebGL renderer, even if such is present + * @param {number} [options.backgroundColor=0x000000] - The background color of the rendered area + * (shown if not transparent). + * @param {boolean} [options.clearBeforeRender=true] - This sets if the renderer will clear the canvas or + * not before the new render pass. + * @param {boolean} [options.roundPixels=false] - If true PixiJS will Math.floor() x/y values when rendering, + * stopping pixel interpolation. + * @param {boolean} [options.forceFXAA=false] - forces FXAA antialiasing to be used over native. + * FXAA is faster, but may not always look as great **webgl only** + * @param {boolean} [options.legacy=false] - `true` to ensure compatibility with older / less advanced devices. + * If you experience unexplained flickering try setting this to true. **webgl only** + * @param {string} [options.powerPreference] - Parameter passed to webgl context, set to "high-performance" + * for devices with dual graphics card **webgl only** + * @param {boolean} [options.sharedTicker=false] - `true` to use PIXI.ticker.shared, `false` to create new ticker. + * @param {boolean} [options.sharedLoader=false] - `true` to use PIXI.loaders.shared, `false` to create new Loader. + */ + function Application(options, arg2, arg3, arg4, arg5) { + _classCallCheck(this, Application); + + // Support for constructor(width, height, options, noWebGL, useSharedTicker) + if (typeof options === 'number') { + options = Object.assign({ + width: options, + height: arg2 || _settings2.default.RENDER_OPTIONS.height, + forceCanvas: !!arg4, + sharedTicker: !!arg5 + }, arg3); + } + + /** + * The default options, so we mixin functionality later. + * @member {object} + * @protected + */ + this._options = options = Object.assign({ + autoStart: true, + sharedTicker: false, + forceCanvas: false, + sharedLoader: false + }, options); + + /** + * WebGL renderer if available, otherwise CanvasRenderer + * @member {PIXI.WebGLRenderer|PIXI.CanvasRenderer} + */ + this.renderer = (0, _autoDetectRenderer.autoDetectRenderer)(options); + + /** + * The root display container that's rendered. + * @member {PIXI.Container} + */ + this.stage = new _Container2.default(); + + /** + * Internal reference to the ticker + * @member {PIXI.ticker.Ticker} + * @private + */ + this._ticker = null; + + /** + * Ticker for doing render updates. + * @member {PIXI.ticker.Ticker} + * @default PIXI.ticker.shared + */ + this.ticker = options.sharedTicker ? _ticker.shared : new _ticker.Ticker(); + + // Start the rendering + if (options.autoStart) { + this.start(); + } + } + + /** + * Render the current stage. + */ + Application.prototype.render = function render() { + this.renderer.render(this.stage); + }; + + /** + * Convenience method for stopping the render. + */ + + + Application.prototype.stop = function stop() { + this._ticker.stop(); + }; + + /** + * Convenience method for starting the render. + */ + + + Application.prototype.start = function start() { + this._ticker.start(); + }; + + /** + * Reference to the renderer's canvas element. + * @member {HTMLCanvasElement} + * @readonly + */ + + + /** + * Destroy and don't use after this. + * @param {Boolean} [removeView=false] Automatically remove canvas from DOM. + * @param {object|boolean} [stageOptions] - Options parameter. A boolean will act as if all options + * have been set to that value + * @param {boolean} [stageOptions.children=false] - if set to true, all the children will have their destroy + * method called as well. 'stageOptions' will be passed on to those calls. + * @param {boolean} [stageOptions.texture=false] - Only used for child Sprites if stageOptions.children is set + * to true. Should it destroy the texture of the child sprite + * @param {boolean} [stageOptions.baseTexture=false] - Only used for child Sprites if stageOptions.children is set + * to true. Should it destroy the base texture of the child sprite + */ + Application.prototype.destroy = function destroy(removeView, stageOptions) { + if (this._ticker) { + var oldTicker = this._ticker; + + this.ticker = null; + oldTicker.destroy(); + } + + this.stage.destroy(stageOptions); + this.stage = null; + + this.renderer.destroy(removeView); + this.renderer = null; + + this._options = null; + }; + + _createClass(Application, [{ + key: 'ticker', + set: function set(ticker) // eslint-disable-line require-jsdoc + { + if (this._ticker) { + this._ticker.remove(this.render, this); + } + this._ticker = ticker; + if (ticker) { + ticker.add(this.render, this, _const.UPDATE_PRIORITY.LOW); + } + }, + get: function get() // eslint-disable-line require-jsdoc + { + return this._ticker; + } + }, { + key: 'view', + get: function get() { + return this.renderer.view; + } + + /** + * Reference to the renderer's screen rectangle. Its safe to use as filterArea or hitArea for whole screen + * @member {PIXI.Rectangle} + * @readonly + */ + + }, { + key: 'screen', + get: function get() { + return this.renderer.screen; + } + }]); + + return Application; +}(); + +exports.default = Application; + +},{"./autoDetectRenderer":45,"./const":46,"./display/Container":48,"./settings":101,"./ticker":121}],44:[function(require,module,exports){ +'use strict'; + +exports.__esModule = true; + +var _pixiGlCore = require('pixi-gl-core'); + +var _settings = require('./settings'); + +var _settings2 = _interopRequireDefault(_settings); + +function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } + +function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } + +function _possibleConstructorReturn(self, call) { if (!self) { throw new ReferenceError("this hasn't been initialised - super() hasn't been called"); } return call && (typeof call === "object" || typeof call === "function") ? call : self; } + +function _inherits(subClass, superClass) { if (typeof superClass !== "function" && superClass !== null) { throw new TypeError("Super expression must either be null or a function, not " + typeof superClass); } subClass.prototype = Object.create(superClass && superClass.prototype, { constructor: { value: subClass, enumerable: false, writable: true, configurable: true } }); if (superClass) Object.setPrototypeOf ? Object.setPrototypeOf(subClass, superClass) : subClass.__proto__ = superClass; } + +function checkPrecision(src, def) { + if (src instanceof Array) { + if (src[0].substring(0, 9) !== 'precision') { + var copy = src.slice(0); + + copy.unshift('precision ' + def + ' float;'); + + return copy; + } + } else if (src.trim().substring(0, 9) !== 'precision') { + return 'precision ' + def + ' float;\n' + src; + } + + return src; +} + +/** + * Wrapper class, webGL Shader for Pixi. + * Adds precision string if vertexSrc or fragmentSrc have no mention of it. + * + * @class + * @extends GLShader + * @memberof PIXI + */ + +var Shader = function (_GLShader) { + _inherits(Shader, _GLShader); + + /** + * + * @param {WebGLRenderingContext} gl - The current WebGL rendering context + * @param {string|string[]} vertexSrc - The vertex shader source as an array of strings. + * @param {string|string[]} fragmentSrc - The fragment shader source as an array of strings. + * @param {object} [attributeLocations] - A key value pair showing which location eact attribute should sit. + e.g. {position:0, uvs:1}. + * @param {string} [precision] - The float precision of the shader. Options are 'lowp', 'mediump' or 'highp'. + */ + function Shader(gl, vertexSrc, fragmentSrc, attributeLocations, precision) { + _classCallCheck(this, Shader); + + return _possibleConstructorReturn(this, _GLShader.call(this, gl, checkPrecision(vertexSrc, precision || _settings2.default.PRECISION_VERTEX), checkPrecision(fragmentSrc, precision || _settings2.default.PRECISION_FRAGMENT), undefined, attributeLocations)); + } + + return Shader; +}(_pixiGlCore.GLShader); + +exports.default = Shader; + +},{"./settings":101,"pixi-gl-core":15}],45:[function(require,module,exports){ +'use strict'; + +exports.__esModule = true; +exports.autoDetectRenderer = autoDetectRenderer; + +var _utils = require('./utils'); + +var utils = _interopRequireWildcard(_utils); + +var _CanvasRenderer = require('./renderers/canvas/CanvasRenderer'); + +var _CanvasRenderer2 = _interopRequireDefault(_CanvasRenderer); + +var _WebGLRenderer = require('./renderers/webgl/WebGLRenderer'); + +var _WebGLRenderer2 = _interopRequireDefault(_WebGLRenderer); + +function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } + +function _interopRequireWildcard(obj) { if (obj && obj.__esModule) { return obj; } else { var newObj = {}; if (obj != null) { for (var key in obj) { if (Object.prototype.hasOwnProperty.call(obj, key)) newObj[key] = obj[key]; } } newObj.default = obj; return newObj; } } + +// eslint-disable-next-line valid-jsdoc +/** + * This helper function will automatically detect which renderer you should be using. + * WebGL is the preferred renderer as it is a lot faster. If webGL is not supported by + * the browser then this function will return a canvas renderer + * + * @memberof PIXI + * @function autoDetectRenderer + * @param {object} [options] - The optional renderer parameters + * @param {number} [options.width=800] - the width of the renderers view + * @param {number} [options.height=600] - the height of the renderers view + * @param {HTMLCanvasElement} [options.view] - the canvas to use as a view, optional + * @param {boolean} [options.transparent=false] - If the render view is transparent, default false + * @param {boolean} [options.antialias=false] - sets antialias (only applicable in chrome at the moment) + * @param {boolean} [options.preserveDrawingBuffer=false] - enables drawing buffer preservation, enable this if you + * need to call toDataUrl on the webgl context + * @param {number} [options.backgroundColor=0x000000] - The background color of the rendered area + * (shown if not transparent). + * @param {boolean} [options.clearBeforeRender=true] - This sets if the renderer will clear the canvas or + * not before the new render pass. + * @param {number} [options.resolution=1] - The resolution / device pixel ratio of the renderer, retina would be 2 + * @param {boolean} [options.forceCanvas=false] - prevents selection of WebGL renderer, even if such is present + * @param {boolean} [options.roundPixels=false] - If true PixiJS will Math.floor() x/y values when rendering, + * stopping pixel interpolation. + * @param {boolean} [options.forceFXAA=false] - forces FXAA antialiasing to be used over native. + * FXAA is faster, but may not always look as great **webgl only** + * @param {boolean} [options.legacy=false] - `true` to ensure compatibility with older / less advanced devices. + * If you experience unexplained flickering try setting this to true. **webgl only** + * @param {string} [options.powerPreference] - Parameter passed to webgl context, set to "high-performance" + * for devices with dual graphics card **webgl only** + * @return {PIXI.WebGLRenderer|PIXI.CanvasRenderer} Returns WebGL renderer if available, otherwise CanvasRenderer + */ +function autoDetectRenderer(options, arg1, arg2, arg3) { + // Backward-compatible support for noWebGL option + var forceCanvas = options && options.forceCanvas; + + if (arg3 !== undefined) { + forceCanvas = arg3; + } + + if (!forceCanvas && utils.isWebGLSupported()) { + return new _WebGLRenderer2.default(options, arg1, arg2); + } + + return new _CanvasRenderer2.default(options, arg1, arg2); +} + +},{"./renderers/canvas/CanvasRenderer":77,"./renderers/webgl/WebGLRenderer":84,"./utils":125}],46:[function(require,module,exports){ +'use strict'; + +exports.__esModule = true; +/** + * String of the current PIXI version. + * + * @static + * @constant + * @memberof PIXI + * @name VERSION + * @type {string} + */ +var VERSION = exports.VERSION = '4.8.7'; + +/** + * Two Pi. + * + * @static + * @constant + * @memberof PIXI + * @type {number} + */ +var PI_2 = exports.PI_2 = Math.PI * 2; + +/** + * Conversion factor for converting radians to degrees. + * + * @static + * @constant + * @memberof PIXI + * @type {number} + */ +var RAD_TO_DEG = exports.RAD_TO_DEG = 180 / Math.PI; + +/** + * Conversion factor for converting degrees to radians. + * + * @static + * @constant + * @memberof PIXI + * @type {number} + */ +var DEG_TO_RAD = exports.DEG_TO_RAD = Math.PI / 180; + +/** + * Constant to identify the Renderer Type. + * + * @static + * @constant + * @memberof PIXI + * @name RENDERER_TYPE + * @type {object} + * @property {number} UNKNOWN - Unknown render type. + * @property {number} WEBGL - WebGL render type. + * @property {number} CANVAS - Canvas render type. + */ +var RENDERER_TYPE = exports.RENDERER_TYPE = { + UNKNOWN: 0, + WEBGL: 1, + CANVAS: 2 +}; + +/** + * Various blend modes supported by PIXI. + * + * IMPORTANT - The WebGL renderer only supports the NORMAL, ADD, MULTIPLY and SCREEN blend modes. + * Anything else will silently act like NORMAL. + * + * @static + * @constant + * @memberof PIXI + * @name BLEND_MODES + * @type {object} + * @property {number} NORMAL + * @property {number} ADD + * @property {number} MULTIPLY + * @property {number} SCREEN + * @property {number} OVERLAY + * @property {number} DARKEN + * @property {number} LIGHTEN + * @property {number} COLOR_DODGE + * @property {number} COLOR_BURN + * @property {number} HARD_LIGHT + * @property {number} SOFT_LIGHT + * @property {number} DIFFERENCE + * @property {number} EXCLUSION + * @property {number} HUE + * @property {number} SATURATION + * @property {number} COLOR + * @property {number} LUMINOSITY + */ +var BLEND_MODES = exports.BLEND_MODES = { + NORMAL: 0, + ADD: 1, + MULTIPLY: 2, + SCREEN: 3, + OVERLAY: 4, + DARKEN: 5, + LIGHTEN: 6, + COLOR_DODGE: 7, + COLOR_BURN: 8, + HARD_LIGHT: 9, + SOFT_LIGHT: 10, + DIFFERENCE: 11, + EXCLUSION: 12, + HUE: 13, + SATURATION: 14, + COLOR: 15, + LUMINOSITY: 16, + NORMAL_NPM: 17, + ADD_NPM: 18, + SCREEN_NPM: 19 +}; + +/** + * Various webgl draw modes. These can be used to specify which GL drawMode to use + * under certain situations and renderers. + * + * @static + * @constant + * @memberof PIXI + * @name DRAW_MODES + * @type {object} + * @property {number} POINTS + * @property {number} LINES + * @property {number} LINE_LOOP + * @property {number} LINE_STRIP + * @property {number} TRIANGLES + * @property {number} TRIANGLE_STRIP + * @property {number} TRIANGLE_FAN + */ +var DRAW_MODES = exports.DRAW_MODES = { + POINTS: 0, + LINES: 1, + LINE_LOOP: 2, + LINE_STRIP: 3, + TRIANGLES: 4, + TRIANGLE_STRIP: 5, + TRIANGLE_FAN: 6 +}; + +/** + * The scale modes that are supported by pixi. + * + * The {@link PIXI.settings.SCALE_MODE} scale mode affects the default scaling mode of future operations. + * It can be re-assigned to either LINEAR or NEAREST, depending upon suitability. + * + * @static + * @constant + * @memberof PIXI + * @name SCALE_MODES + * @type {object} + * @property {number} LINEAR Smooth scaling + * @property {number} NEAREST Pixelating scaling + */ +var SCALE_MODES = exports.SCALE_MODES = { + LINEAR: 0, + NEAREST: 1 +}; + +/** + * The wrap modes that are supported by pixi. + * + * The {@link PIXI.settings.WRAP_MODE} wrap mode affects the default wrapping mode of future operations. + * It can be re-assigned to either CLAMP or REPEAT, depending upon suitability. + * If the texture is non power of two then clamp will be used regardless as webGL can + * only use REPEAT if the texture is po2. + * + * This property only affects WebGL. + * + * @static + * @constant + * @name WRAP_MODES + * @memberof PIXI + * @type {object} + * @property {number} CLAMP - The textures uvs are clamped + * @property {number} REPEAT - The texture uvs tile and repeat + * @property {number} MIRRORED_REPEAT - The texture uvs tile and repeat with mirroring + */ +var WRAP_MODES = exports.WRAP_MODES = { + CLAMP: 0, + REPEAT: 1, + MIRRORED_REPEAT: 2 +}; + +/** + * The gc modes that are supported by pixi. + * + * The {@link PIXI.settings.GC_MODE} Garbage Collection mode for PixiJS textures is AUTO + * If set to GC_MODE, the renderer will occasionally check textures usage. If they are not + * used for a specified period of time they will be removed from the GPU. They will of course + * be uploaded again when they are required. This is a silent behind the scenes process that + * should ensure that the GPU does not get filled up. + * + * Handy for mobile devices! + * This property only affects WebGL. + * + * @static + * @constant + * @name GC_MODES + * @memberof PIXI + * @type {object} + * @property {number} AUTO - Garbage collection will happen periodically automatically + * @property {number} MANUAL - Garbage collection will need to be called manually + */ +var GC_MODES = exports.GC_MODES = { + AUTO: 0, + MANUAL: 1 +}; + +/** + * Regexp for image type by extension. + * + * @static + * @constant + * @memberof PIXI + * @type {RegExp|string} + * @example `image.png` + */ +var URL_FILE_EXTENSION = exports.URL_FILE_EXTENSION = /\.(\w{3,4})(?:$|\?|#)/i; + +/** + * Regexp for data URI. + * Based on: {@link https://github.com/ragingwind/data-uri-regex} + * + * @static + * @constant + * @name DATA_URI + * @memberof PIXI + * @type {RegExp|string} + * @example data:image/png;base64 + */ +var DATA_URI = exports.DATA_URI = /^\s*data:(?:([\w-]+)\/([\w+.-]+))?(?:;charset=([\w-]+))?(?:;(base64))?,(.*)/i; + +/** + * Regexp for SVG size. + * + * @static + * @constant + * @name SVG_SIZE + * @memberof PIXI + * @type {RegExp|string} + * @example <svg width="100" height="100"></svg> + */ +var SVG_SIZE = exports.SVG_SIZE = /]*(?:\s(width|height)=('|")(\d*(?:\.\d+)?)(?:px)?('|"))[^>]*(?:\s(width|height)=('|")(\d*(?:\.\d+)?)(?:px)?('|"))[^>]*>/i; // eslint-disable-line max-len + +/** + * Constants that identify shapes, mainly to prevent `instanceof` calls. + * + * @static + * @constant + * @name SHAPES + * @memberof PIXI + * @type {object} + * @property {number} POLY Polygon + * @property {number} RECT Rectangle + * @property {number} CIRC Circle + * @property {number} ELIP Ellipse + * @property {number} RREC Rounded Rectangle + */ +var SHAPES = exports.SHAPES = { + POLY: 0, + RECT: 1, + CIRC: 2, + ELIP: 3, + RREC: 4 +}; + +/** + * Constants that specify float precision in shaders. + * + * @static + * @constant + * @name PRECISION + * @memberof PIXI + * @type {object} + * @property {string} LOW='lowp' + * @property {string} MEDIUM='mediump' + * @property {string} HIGH='highp' + */ +var PRECISION = exports.PRECISION = { + LOW: 'lowp', + MEDIUM: 'mediump', + HIGH: 'highp' +}; + +/** + * Constants that specify the transform type. + * + * @static + * @constant + * @name TRANSFORM_MODE + * @memberof PIXI + * @type {object} + * @property {number} STATIC + * @property {number} DYNAMIC + */ +var TRANSFORM_MODE = exports.TRANSFORM_MODE = { + STATIC: 0, + DYNAMIC: 1 +}; + +/** + * Constants that define the type of gradient on text. + * + * @static + * @constant + * @name TEXT_GRADIENT + * @memberof PIXI + * @type {object} + * @property {number} LINEAR_VERTICAL Vertical gradient + * @property {number} LINEAR_HORIZONTAL Linear gradient + */ +var TEXT_GRADIENT = exports.TEXT_GRADIENT = { + LINEAR_VERTICAL: 0, + LINEAR_HORIZONTAL: 1 +}; + +/** + * Represents the update priorities used by internal PIXI classes when registered with + * the {@link PIXI.ticker.Ticker} object. Higher priority items are updated first and lower + * priority items, such as render, should go later. + * + * @static + * @constant + * @name UPDATE_PRIORITY + * @memberof PIXI + * @type {object} + * @property {number} INTERACTION=50 Highest priority, used for {@link PIXI.interaction.InteractionManager} + * @property {number} HIGH=25 High priority updating, {@link PIXI.VideoBaseTexture} and {@link PIXI.extras.AnimatedSprite} + * @property {number} NORMAL=0 Default priority for ticker events, see {@link PIXI.ticker.Ticker#add}. + * @property {number} LOW=-25 Low priority used for {@link PIXI.Application} rendering. + * @property {number} UTILITY=-50 Lowest priority used for {@link PIXI.prepare.BasePrepare} utility. + */ +var UPDATE_PRIORITY = exports.UPDATE_PRIORITY = { + INTERACTION: 50, + HIGH: 25, + NORMAL: 0, + LOW: -25, + UTILITY: -50 +}; + +},{}],47:[function(require,module,exports){ +'use strict'; + +exports.__esModule = true; + +var _math = require('../math'); + +function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } + +/** + * 'Builder' pattern for bounds rectangles + * Axis-Aligned Bounding Box + * It is not a shape! Its mutable thing, no 'EMPTY' or that kind of problems + * + * @class + * @memberof PIXI + */ +var Bounds = function () { + /** + * + */ + function Bounds() { + _classCallCheck(this, Bounds); + + /** + * @member {number} + * @default 0 + */ + this.minX = Infinity; + + /** + * @member {number} + * @default 0 + */ + this.minY = Infinity; + + /** + * @member {number} + * @default 0 + */ + this.maxX = -Infinity; + + /** + * @member {number} + * @default 0 + */ + this.maxY = -Infinity; + + this.rect = null; + } + + /** + * Checks if bounds are empty. + * + * @return {boolean} True if empty. + */ + + + Bounds.prototype.isEmpty = function isEmpty() { + return this.minX > this.maxX || this.minY > this.maxY; + }; + + /** + * Clears the bounds and resets. + * + */ + + + Bounds.prototype.clear = function clear() { + this.updateID++; + + this.minX = Infinity; + this.minY = Infinity; + this.maxX = -Infinity; + this.maxY = -Infinity; + }; + + /** + * Can return Rectangle.EMPTY constant, either construct new rectangle, either use your rectangle + * It is not guaranteed that it will return tempRect + * + * @param {PIXI.Rectangle} rect - temporary object will be used if AABB is not empty + * @returns {PIXI.Rectangle} A rectangle of the bounds + */ + + + Bounds.prototype.getRectangle = function getRectangle(rect) { + if (this.minX > this.maxX || this.minY > this.maxY) { + return _math.Rectangle.EMPTY; + } + + rect = rect || new _math.Rectangle(0, 0, 1, 1); + + rect.x = this.minX; + rect.y = this.minY; + rect.width = this.maxX - this.minX; + rect.height = this.maxY - this.minY; + + return rect; + }; + + /** + * This function should be inlined when its possible. + * + * @param {PIXI.Point} point - The point to add. + */ + + + Bounds.prototype.addPoint = function addPoint(point) { + this.minX = Math.min(this.minX, point.x); + this.maxX = Math.max(this.maxX, point.x); + this.minY = Math.min(this.minY, point.y); + this.maxY = Math.max(this.maxY, point.y); + }; + + /** + * Adds a quad, not transformed + * + * @param {Float32Array} vertices - The verts to add. + */ + + + Bounds.prototype.addQuad = function addQuad(vertices) { + var minX = this.minX; + var minY = this.minY; + var maxX = this.maxX; + var maxY = this.maxY; + + var x = vertices[0]; + var y = vertices[1]; + + minX = x < minX ? x : minX; + minY = y < minY ? y : minY; + maxX = x > maxX ? x : maxX; + maxY = y > maxY ? y : maxY; + + x = vertices[2]; + y = vertices[3]; + minX = x < minX ? x : minX; + minY = y < minY ? y : minY; + maxX = x > maxX ? x : maxX; + maxY = y > maxY ? y : maxY; + + x = vertices[4]; + y = vertices[5]; + minX = x < minX ? x : minX; + minY = y < minY ? y : minY; + maxX = x > maxX ? x : maxX; + maxY = y > maxY ? y : maxY; + + x = vertices[6]; + y = vertices[7]; + minX = x < minX ? x : minX; + minY = y < minY ? y : minY; + maxX = x > maxX ? x : maxX; + maxY = y > maxY ? y : maxY; + + this.minX = minX; + this.minY = minY; + this.maxX = maxX; + this.maxY = maxY; + }; + + /** + * Adds sprite frame, transformed. + * + * @param {PIXI.TransformBase} transform - TODO + * @param {number} x0 - TODO + * @param {number} y0 - TODO + * @param {number} x1 - TODO + * @param {number} y1 - TODO + */ + + + Bounds.prototype.addFrame = function addFrame(transform, x0, y0, x1, y1) { + var matrix = transform.worldTransform; + var a = matrix.a; + var b = matrix.b; + var c = matrix.c; + var d = matrix.d; + var tx = matrix.tx; + var ty = matrix.ty; + + var minX = this.minX; + var minY = this.minY; + var maxX = this.maxX; + var maxY = this.maxY; + + var x = a * x0 + c * y0 + tx; + var y = b * x0 + d * y0 + ty; + + minX = x < minX ? x : minX; + minY = y < minY ? y : minY; + maxX = x > maxX ? x : maxX; + maxY = y > maxY ? y : maxY; + + x = a * x1 + c * y0 + tx; + y = b * x1 + d * y0 + ty; + minX = x < minX ? x : minX; + minY = y < minY ? y : minY; + maxX = x > maxX ? x : maxX; + maxY = y > maxY ? y : maxY; + + x = a * x0 + c * y1 + tx; + y = b * x0 + d * y1 + ty; + minX = x < minX ? x : minX; + minY = y < minY ? y : minY; + maxX = x > maxX ? x : maxX; + maxY = y > maxY ? y : maxY; + + x = a * x1 + c * y1 + tx; + y = b * x1 + d * y1 + ty; + minX = x < minX ? x : minX; + minY = y < minY ? y : minY; + maxX = x > maxX ? x : maxX; + maxY = y > maxY ? y : maxY; + + this.minX = minX; + this.minY = minY; + this.maxX = maxX; + this.maxY = maxY; + }; + + /** + * Add an array of vertices + * + * @param {PIXI.TransformBase} transform - TODO + * @param {Float32Array} vertices - TODO + * @param {number} beginOffset - TODO + * @param {number} endOffset - TODO + */ + + + Bounds.prototype.addVertices = function addVertices(transform, vertices, beginOffset, endOffset) { + var matrix = transform.worldTransform; + var a = matrix.a; + var b = matrix.b; + var c = matrix.c; + var d = matrix.d; + var tx = matrix.tx; + var ty = matrix.ty; + + var minX = this.minX; + var minY = this.minY; + var maxX = this.maxX; + var maxY = this.maxY; + + for (var i = beginOffset; i < endOffset; i += 2) { + var rawX = vertices[i]; + var rawY = vertices[i + 1]; + var x = a * rawX + c * rawY + tx; + var y = d * rawY + b * rawX + ty; + + minX = x < minX ? x : minX; + minY = y < minY ? y : minY; + maxX = x > maxX ? x : maxX; + maxY = y > maxY ? y : maxY; + } + + this.minX = minX; + this.minY = minY; + this.maxX = maxX; + this.maxY = maxY; + }; + + /** + * Adds other Bounds + * + * @param {PIXI.Bounds} bounds - TODO + */ + + + Bounds.prototype.addBounds = function addBounds(bounds) { + var minX = this.minX; + var minY = this.minY; + var maxX = this.maxX; + var maxY = this.maxY; + + this.minX = bounds.minX < minX ? bounds.minX : minX; + this.minY = bounds.minY < minY ? bounds.minY : minY; + this.maxX = bounds.maxX > maxX ? bounds.maxX : maxX; + this.maxY = bounds.maxY > maxY ? bounds.maxY : maxY; + }; + + /** + * Adds other Bounds, masked with Bounds + * + * @param {PIXI.Bounds} bounds - TODO + * @param {PIXI.Bounds} mask - TODO + */ + + + Bounds.prototype.addBoundsMask = function addBoundsMask(bounds, mask) { + var _minX = bounds.minX > mask.minX ? bounds.minX : mask.minX; + var _minY = bounds.minY > mask.minY ? bounds.minY : mask.minY; + var _maxX = bounds.maxX < mask.maxX ? bounds.maxX : mask.maxX; + var _maxY = bounds.maxY < mask.maxY ? bounds.maxY : mask.maxY; + + if (_minX <= _maxX && _minY <= _maxY) { + var minX = this.minX; + var minY = this.minY; + var maxX = this.maxX; + var maxY = this.maxY; + + this.minX = _minX < minX ? _minX : minX; + this.minY = _minY < minY ? _minY : minY; + this.maxX = _maxX > maxX ? _maxX : maxX; + this.maxY = _maxY > maxY ? _maxY : maxY; + } + }; + + /** + * Adds other Bounds, masked with Rectangle + * + * @param {PIXI.Bounds} bounds - TODO + * @param {PIXI.Rectangle} area - TODO + */ + + + Bounds.prototype.addBoundsArea = function addBoundsArea(bounds, area) { + var _minX = bounds.minX > area.x ? bounds.minX : area.x; + var _minY = bounds.minY > area.y ? bounds.minY : area.y; + var _maxX = bounds.maxX < area.x + area.width ? bounds.maxX : area.x + area.width; + var _maxY = bounds.maxY < area.y + area.height ? bounds.maxY : area.y + area.height; + + if (_minX <= _maxX && _minY <= _maxY) { + var minX = this.minX; + var minY = this.minY; + var maxX = this.maxX; + var maxY = this.maxY; + + this.minX = _minX < minX ? _minX : minX; + this.minY = _minY < minY ? _minY : minY; + this.maxX = _maxX > maxX ? _maxX : maxX; + this.maxY = _maxY > maxY ? _maxY : maxY; + } + }; + + return Bounds; +}(); + +exports.default = Bounds; + +},{"../math":70}],48:[function(require,module,exports){ +'use strict'; + +exports.__esModule = true; + +var _createClass = function () { function defineProperties(target, props) { for (var i = 0; i < props.length; i++) { var descriptor = props[i]; descriptor.enumerable = descriptor.enumerable || false; descriptor.configurable = true; if ("value" in descriptor) descriptor.writable = true; Object.defineProperty(target, descriptor.key, descriptor); } } return function (Constructor, protoProps, staticProps) { if (protoProps) defineProperties(Constructor.prototype, protoProps); if (staticProps) defineProperties(Constructor, staticProps); return Constructor; }; }(); + +var _utils = require('../utils'); + +var _DisplayObject2 = require('./DisplayObject'); + +var _DisplayObject3 = _interopRequireDefault(_DisplayObject2); + +function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } + +function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } + +function _possibleConstructorReturn(self, call) { if (!self) { throw new ReferenceError("this hasn't been initialised - super() hasn't been called"); } return call && (typeof call === "object" || typeof call === "function") ? call : self; } + +function _inherits(subClass, superClass) { if (typeof superClass !== "function" && superClass !== null) { throw new TypeError("Super expression must either be null or a function, not " + typeof superClass); } subClass.prototype = Object.create(superClass && superClass.prototype, { constructor: { value: subClass, enumerable: false, writable: true, configurable: true } }); if (superClass) Object.setPrototypeOf ? Object.setPrototypeOf(subClass, superClass) : subClass.__proto__ = superClass; } + +/** + * A Container represents a collection of display objects. + * It is the base class of all display objects that act as a container for other objects. + * + *```js + * let container = new PIXI.Container(); + * container.addChild(sprite); + * ``` + * + * @class + * @extends PIXI.DisplayObject + * @memberof PIXI + */ +var Container = function (_DisplayObject) { + _inherits(Container, _DisplayObject); + + /** + * + */ + function Container() { + _classCallCheck(this, Container); + + /** + * The array of children of this container. + * + * @member {PIXI.DisplayObject[]} + * @readonly + */ + var _this = _possibleConstructorReturn(this, _DisplayObject.call(this)); + + _this.children = []; + return _this; + } + + /** + * Overridable method that can be used by Container subclasses whenever the children array is modified + * + * @private + */ + + + Container.prototype.onChildrenChange = function onChildrenChange() {} + /* empty */ + + + /** + * Adds one or more children to the container. + * + * Multiple items can be added like so: `myContainer.addChild(thingOne, thingTwo, thingThree)` + * + * @param {...PIXI.DisplayObject} child - The DisplayObject(s) to add to the container + * @return {PIXI.DisplayObject} The first child that was added. + */ + ; + + Container.prototype.addChild = function addChild(child) { + var argumentsLength = arguments.length; + + // if there is only one argument we can bypass looping through the them + if (argumentsLength > 1) { + // loop through the arguments property and add all children + // use it the right way (.length and [i]) so that this function can still be optimised by JS runtimes + for (var i = 0; i < argumentsLength; i++) { + this.addChild(arguments[i]); + } + } else { + // if the child has a parent then lets remove it as PixiJS objects can only exist in one place + if (child.parent) { + child.parent.removeChild(child); + } + + child.parent = this; + // ensure child transform will be recalculated + child.transform._parentID = -1; + + this.children.push(child); + + // ensure bounds will be recalculated + this._boundsID++; + + // TODO - lets either do all callbacks or all events.. not both! + this.onChildrenChange(this.children.length - 1); + child.emit('added', this); + } + + return child; + }; + + /** + * Adds a child to the container at a specified index. If the index is out of bounds an error will be thrown + * + * @param {PIXI.DisplayObject} child - The child to add + * @param {number} index - The index to place the child in + * @return {PIXI.DisplayObject} The child that was added. + */ + + + Container.prototype.addChildAt = function addChildAt(child, index) { + if (index < 0 || index > this.children.length) { + throw new Error(child + 'addChildAt: The index ' + index + ' supplied is out of bounds ' + this.children.length); + } + + if (child.parent) { + child.parent.removeChild(child); + } + + child.parent = this; + // ensure child transform will be recalculated + child.transform._parentID = -1; + + this.children.splice(index, 0, child); + + // ensure bounds will be recalculated + this._boundsID++; + + // TODO - lets either do all callbacks or all events.. not both! + this.onChildrenChange(index); + child.emit('added', this); + + return child; + }; + + /** + * Swaps the position of 2 Display Objects within this container. + * + * @param {PIXI.DisplayObject} child - First display object to swap + * @param {PIXI.DisplayObject} child2 - Second display object to swap + */ + + + Container.prototype.swapChildren = function swapChildren(child, child2) { + if (child === child2) { + return; + } + + var index1 = this.getChildIndex(child); + var index2 = this.getChildIndex(child2); + + this.children[index1] = child2; + this.children[index2] = child; + this.onChildrenChange(index1 < index2 ? index1 : index2); + }; + + /** + * Returns the index position of a child DisplayObject instance + * + * @param {PIXI.DisplayObject} child - The DisplayObject instance to identify + * @return {number} The index position of the child display object to identify + */ + + + Container.prototype.getChildIndex = function getChildIndex(child) { + var index = this.children.indexOf(child); + + if (index === -1) { + throw new Error('The supplied DisplayObject must be a child of the caller'); + } + + return index; + }; + + /** + * Changes the position of an existing child in the display object container + * + * @param {PIXI.DisplayObject} child - The child DisplayObject instance for which you want to change the index number + * @param {number} index - The resulting index number for the child display object + */ + + + Container.prototype.setChildIndex = function setChildIndex(child, index) { + if (index < 0 || index >= this.children.length) { + throw new Error('The index ' + index + ' supplied is out of bounds ' + this.children.length); + } + + var currentIndex = this.getChildIndex(child); + + (0, _utils.removeItems)(this.children, currentIndex, 1); // remove from old position + this.children.splice(index, 0, child); // add at new position + + this.onChildrenChange(index); + }; + + /** + * Returns the child at the specified index + * + * @param {number} index - The index to get the child at + * @return {PIXI.DisplayObject} The child at the given index, if any. + */ + + + Container.prototype.getChildAt = function getChildAt(index) { + if (index < 0 || index >= this.children.length) { + throw new Error('getChildAt: Index (' + index + ') does not exist.'); + } + + return this.children[index]; + }; + + /** + * Removes one or more children from the container. + * + * @param {...PIXI.DisplayObject} child - The DisplayObject(s) to remove + * @return {PIXI.DisplayObject} The first child that was removed. + */ + + + Container.prototype.removeChild = function removeChild(child) { + var argumentsLength = arguments.length; + + // if there is only one argument we can bypass looping through the them + if (argumentsLength > 1) { + // loop through the arguments property and add all children + // use it the right way (.length and [i]) so that this function can still be optimised by JS runtimes + for (var i = 0; i < argumentsLength; i++) { + this.removeChild(arguments[i]); + } + } else { + var index = this.children.indexOf(child); + + if (index === -1) return null; + + child.parent = null; + // ensure child transform will be recalculated + child.transform._parentID = -1; + (0, _utils.removeItems)(this.children, index, 1); + + // ensure bounds will be recalculated + this._boundsID++; + + // TODO - lets either do all callbacks or all events.. not both! + this.onChildrenChange(index); + child.emit('removed', this); + } + + return child; + }; + + /** + * Removes a child from the specified index position. + * + * @param {number} index - The index to get the child from + * @return {PIXI.DisplayObject} The child that was removed. + */ + + + Container.prototype.removeChildAt = function removeChildAt(index) { + var child = this.getChildAt(index); + + // ensure child transform will be recalculated.. + child.parent = null; + child.transform._parentID = -1; + (0, _utils.removeItems)(this.children, index, 1); + + // ensure bounds will be recalculated + this._boundsID++; + + // TODO - lets either do all callbacks or all events.. not both! + this.onChildrenChange(index); + child.emit('removed', this); + + return child; + }; + + /** + * Removes all children from this container that are within the begin and end indexes. + * + * @param {number} [beginIndex=0] - The beginning position. + * @param {number} [endIndex=this.children.length] - The ending position. Default value is size of the container. + * @returns {DisplayObject[]} List of removed children + */ + + + Container.prototype.removeChildren = function removeChildren() { + var beginIndex = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : 0; + var endIndex = arguments[1]; + + var begin = beginIndex; + var end = typeof endIndex === 'number' ? endIndex : this.children.length; + var range = end - begin; + var removed = void 0; + + if (range > 0 && range <= end) { + removed = this.children.splice(begin, range); + + for (var i = 0; i < removed.length; ++i) { + removed[i].parent = null; + if (removed[i].transform) { + removed[i].transform._parentID = -1; + } + } + + this._boundsID++; + + this.onChildrenChange(beginIndex); + + for (var _i = 0; _i < removed.length; ++_i) { + removed[_i].emit('removed', this); + } + + return removed; + } else if (range === 0 && this.children.length === 0) { + return []; + } + + throw new RangeError('removeChildren: numeric values are outside the acceptable range.'); + }; + + /** + * Updates the transform on all children of this container for rendering + */ + + + Container.prototype.updateTransform = function updateTransform() { + this._boundsID++; + + this.transform.updateTransform(this.parent.transform); + + // TODO: check render flags, how to process stuff here + this.worldAlpha = this.alpha * this.parent.worldAlpha; + + for (var i = 0, j = this.children.length; i < j; ++i) { + var child = this.children[i]; + + if (child.visible) { + child.updateTransform(); + } + } + }; + + /** + * Recalculates the bounds of the container. + * + */ + + + Container.prototype.calculateBounds = function calculateBounds() { + this._bounds.clear(); + + this._calculateBounds(); + + for (var i = 0; i < this.children.length; i++) { + var child = this.children[i]; + + if (!child.visible || !child.renderable) { + continue; + } + + child.calculateBounds(); + + // TODO: filter+mask, need to mask both somehow + if (child._mask) { + child._mask.calculateBounds(); + this._bounds.addBoundsMask(child._bounds, child._mask._bounds); + } else if (child.filterArea) { + this._bounds.addBoundsArea(child._bounds, child.filterArea); + } else { + this._bounds.addBounds(child._bounds); + } + } + + this._lastBoundsID = this._boundsID; + }; + + /** + * Recalculates the bounds of the object. Override this to + * calculate the bounds of the specific object (not including children). + * + */ + + + Container.prototype._calculateBounds = function _calculateBounds() {} + // FILL IN// + + + /** + * Renders the object using the WebGL renderer + * + * @param {PIXI.WebGLRenderer} renderer - The renderer + */ + ; + + Container.prototype.renderWebGL = function renderWebGL(renderer) { + // if the object is not visible or the alpha is 0 then no need to render this element + if (!this.visible || this.worldAlpha <= 0 || !this.renderable) { + return; + } + + // do a quick check to see if this element has a mask or a filter. + if (this._mask || this._filters) { + this.renderAdvancedWebGL(renderer); + } else { + this._renderWebGL(renderer); + + // simple render children! + for (var i = 0, j = this.children.length; i < j; ++i) { + this.children[i].renderWebGL(renderer); + } + } + }; + + /** + * Render the object using the WebGL renderer and advanced features. + * + * @private + * @param {PIXI.WebGLRenderer} renderer - The renderer + */ + + + Container.prototype.renderAdvancedWebGL = function renderAdvancedWebGL(renderer) { + renderer.flush(); + + var filters = this._filters; + var mask = this._mask; + + // push filter first as we need to ensure the stencil buffer is correct for any masking + if (filters) { + if (!this._enabledFilters) { + this._enabledFilters = []; + } + + this._enabledFilters.length = 0; + + for (var i = 0; i < filters.length; i++) { + if (filters[i].enabled) { + this._enabledFilters.push(filters[i]); + } + } + + if (this._enabledFilters.length) { + renderer.filterManager.pushFilter(this, this._enabledFilters); + } + } + + if (mask) { + renderer.maskManager.pushMask(this, this._mask); + } + + // add this object to the batch, only rendered if it has a texture. + this._renderWebGL(renderer); + + // now loop through the children and make sure they get rendered + for (var _i2 = 0, j = this.children.length; _i2 < j; _i2++) { + this.children[_i2].renderWebGL(renderer); + } + + renderer.flush(); + + if (mask) { + renderer.maskManager.popMask(this, this._mask); + } + + if (filters && this._enabledFilters && this._enabledFilters.length) { + renderer.filterManager.popFilter(); + } + }; + + /** + * To be overridden by the subclasses. + * + * @private + * @param {PIXI.WebGLRenderer} renderer - The renderer + */ + + + Container.prototype._renderWebGL = function _renderWebGL(renderer) // eslint-disable-line no-unused-vars + {} + // this is where content itself gets rendered... + + + /** + * To be overridden by the subclass + * + * @private + * @param {PIXI.CanvasRenderer} renderer - The renderer + */ + ; + + Container.prototype._renderCanvas = function _renderCanvas(renderer) // eslint-disable-line no-unused-vars + {} + // this is where content itself gets rendered... + + + /** + * Renders the object using the Canvas renderer + * + * @param {PIXI.CanvasRenderer} renderer - The renderer + */ + ; + + Container.prototype.renderCanvas = function renderCanvas(renderer) { + // if not visible or the alpha is 0 then no need to render this + if (!this.visible || this.worldAlpha <= 0 || !this.renderable) { + return; + } + + if (this._mask) { + renderer.maskManager.pushMask(this._mask); + } + + this._renderCanvas(renderer); + for (var i = 0, j = this.children.length; i < j; ++i) { + this.children[i].renderCanvas(renderer); + } + + if (this._mask) { + renderer.maskManager.popMask(renderer); + } + }; + + /** + * Removes all internal references and listeners as well as removes children from the display list. + * Do not use a Container after calling `destroy`. + * + * @param {object|boolean} [options] - Options parameter. A boolean will act as if all options + * have been set to that value + * @param {boolean} [options.children=false] - if set to true, all the children will have their destroy + * method called as well. 'options' will be passed on to those calls. + * @param {boolean} [options.texture=false] - Only used for child Sprites if options.children is set to true + * Should it destroy the texture of the child sprite + * @param {boolean} [options.baseTexture=false] - Only used for child Sprites if options.children is set to true + * Should it destroy the base texture of the child sprite + */ + + + Container.prototype.destroy = function destroy(options) { + _DisplayObject.prototype.destroy.call(this); + + var destroyChildren = typeof options === 'boolean' ? options : options && options.children; + + var oldChildren = this.removeChildren(0, this.children.length); + + if (destroyChildren) { + for (var i = 0; i < oldChildren.length; ++i) { + oldChildren[i].destroy(options); + } + } + }; + + /** + * The width of the Container, setting this will actually modify the scale to achieve the value set + * + * @member {number} + */ + + + _createClass(Container, [{ + key: 'width', + get: function get() { + return this.scale.x * this.getLocalBounds().width; + }, + set: function set(value) // eslint-disable-line require-jsdoc + { + var width = this.getLocalBounds().width; + + if (width !== 0) { + this.scale.x = value / width; + } else { + this.scale.x = 1; + } + + this._width = value; + } + + /** + * The height of the Container, setting this will actually modify the scale to achieve the value set + * + * @member {number} + */ + + }, { + key: 'height', + get: function get() { + return this.scale.y * this.getLocalBounds().height; + }, + set: function set(value) // eslint-disable-line require-jsdoc + { + var height = this.getLocalBounds().height; + + if (height !== 0) { + this.scale.y = value / height; + } else { + this.scale.y = 1; + } + + this._height = value; + } + }]); + + return Container; +}(_DisplayObject3.default); + +// performance increase to avoid using call.. (10x faster) + + +exports.default = Container; +Container.prototype.containerUpdateTransform = Container.prototype.updateTransform; + +},{"../utils":125,"./DisplayObject":49}],49:[function(require,module,exports){ +'use strict'; + +exports.__esModule = true; + +var _createClass = function () { function defineProperties(target, props) { for (var i = 0; i < props.length; i++) { var descriptor = props[i]; descriptor.enumerable = descriptor.enumerable || false; descriptor.configurable = true; if ("value" in descriptor) descriptor.writable = true; Object.defineProperty(target, descriptor.key, descriptor); } } return function (Constructor, protoProps, staticProps) { if (protoProps) defineProperties(Constructor.prototype, protoProps); if (staticProps) defineProperties(Constructor, staticProps); return Constructor; }; }(); + +var _eventemitter = require('eventemitter3'); + +var _eventemitter2 = _interopRequireDefault(_eventemitter); + +var _const = require('../const'); + +var _settings = require('../settings'); + +var _settings2 = _interopRequireDefault(_settings); + +var _TransformStatic = require('./TransformStatic'); + +var _TransformStatic2 = _interopRequireDefault(_TransformStatic); + +var _Transform = require('./Transform'); + +var _Transform2 = _interopRequireDefault(_Transform); + +var _Bounds = require('./Bounds'); + +var _Bounds2 = _interopRequireDefault(_Bounds); + +var _math = require('../math'); + +function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } + +function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } + +function _possibleConstructorReturn(self, call) { if (!self) { throw new ReferenceError("this hasn't been initialised - super() hasn't been called"); } return call && (typeof call === "object" || typeof call === "function") ? call : self; } + +function _inherits(subClass, superClass) { if (typeof superClass !== "function" && superClass !== null) { throw new TypeError("Super expression must either be null or a function, not " + typeof superClass); } subClass.prototype = Object.create(superClass && superClass.prototype, { constructor: { value: subClass, enumerable: false, writable: true, configurable: true } }); if (superClass) Object.setPrototypeOf ? Object.setPrototypeOf(subClass, superClass) : subClass.__proto__ = superClass; } + +// _tempDisplayObjectParent = new DisplayObject(); + +/** + * The base class for all objects that are rendered on the screen. + * This is an abstract class and should not be used on its own rather it should be extended. + * + * @class + * @extends EventEmitter + * @memberof PIXI + */ +var DisplayObject = function (_EventEmitter) { + _inherits(DisplayObject, _EventEmitter); + + /** + * + */ + function DisplayObject() { + _classCallCheck(this, DisplayObject); + + var _this = _possibleConstructorReturn(this, _EventEmitter.call(this)); + + var TransformClass = _settings2.default.TRANSFORM_MODE === _const.TRANSFORM_MODE.STATIC ? _TransformStatic2.default : _Transform2.default; + + _this.tempDisplayObjectParent = null; + + // TODO: need to create Transform from factory + /** + * World transform and local transform of this object. + * This will become read-only later, please do not assign anything there unless you know what are you doing + * + * @member {PIXI.TransformBase} + */ + _this.transform = new TransformClass(); + + /** + * The opacity of the object. + * + * @member {number} + */ + _this.alpha = 1; + + /** + * The visibility of the object. If false the object will not be drawn, and + * the updateTransform function will not be called. + * + * Only affects recursive calls from parent. You can ask for bounds or call updateTransform manually + * + * @member {boolean} + */ + _this.visible = true; + + /** + * Can this object be rendered, if false the object will not be drawn but the updateTransform + * methods will still be called. + * + * Only affects recursive calls from parent. You can ask for bounds manually + * + * @member {boolean} + */ + _this.renderable = true; + + /** + * The display object container that contains this display object. + * + * @member {PIXI.Container} + * @readonly + */ + _this.parent = null; + + /** + * The multiplied alpha of the displayObject + * + * @member {number} + * @readonly + */ + _this.worldAlpha = 1; + + /** + * The area the filter is applied to. This is used as more of an optimisation + * rather than figuring out the dimensions of the displayObject each frame you can set this rectangle + * + * Also works as an interaction mask + * + * @member {PIXI.Rectangle} + */ + _this.filterArea = null; + + _this._filters = null; + _this._enabledFilters = null; + + /** + * The bounds object, this is used to calculate and store the bounds of the displayObject + * + * @member {PIXI.Rectangle} + * @private + */ + _this._bounds = new _Bounds2.default(); + _this._boundsID = 0; + _this._lastBoundsID = -1; + _this._boundsRect = null; + _this._localBoundsRect = null; + + /** + * The original, cached mask of the object + * + * @member {PIXI.Graphics|PIXI.Sprite} + * @private + */ + _this._mask = null; + + /** + * If the object has been destroyed via destroy(). If true, it should not be used. + * + * @member {boolean} + * @private + * @readonly + */ + _this._destroyed = false; + + /** + * Fired when this DisplayObject is added to a Container. + * + * @event PIXI.DisplayObject#added + * @param {PIXI.Container} container - The container added to. + */ + + /** + * Fired when this DisplayObject is removed from a Container. + * + * @event PIXI.DisplayObject#removed + * @param {PIXI.Container} container - The container removed from. + */ + return _this; + } + + /** + * @private + * @member {PIXI.DisplayObject} + */ + + + /** + * Updates the object transform for rendering + * + * TODO - Optimization pass! + */ + DisplayObject.prototype.updateTransform = function updateTransform() { + this.transform.updateTransform(this.parent.transform); + // multiply the alphas.. + this.worldAlpha = this.alpha * this.parent.worldAlpha; + + this._bounds.updateID++; + }; + + /** + * recursively updates transform of all objects from the root to this one + * internal function for toLocal() + */ + + + DisplayObject.prototype._recursivePostUpdateTransform = function _recursivePostUpdateTransform() { + if (this.parent) { + this.parent._recursivePostUpdateTransform(); + this.transform.updateTransform(this.parent.transform); + } else { + this.transform.updateTransform(this._tempDisplayObjectParent.transform); + } + }; + + /** + * Retrieves the bounds of the displayObject as a rectangle object. + * + * @param {boolean} skipUpdate - setting to true will stop the transforms of the scene graph from + * being updated. This means the calculation returned MAY be out of date BUT will give you a + * nice performance boost + * @param {PIXI.Rectangle} rect - Optional rectangle to store the result of the bounds calculation + * @return {PIXI.Rectangle} the rectangular bounding area + */ + + + DisplayObject.prototype.getBounds = function getBounds(skipUpdate, rect) { + if (!skipUpdate) { + if (!this.parent) { + this.parent = this._tempDisplayObjectParent; + this.updateTransform(); + this.parent = null; + } else { + this._recursivePostUpdateTransform(); + this.updateTransform(); + } + } + + if (this._boundsID !== this._lastBoundsID) { + this.calculateBounds(); + } + + if (!rect) { + if (!this._boundsRect) { + this._boundsRect = new _math.Rectangle(); + } + + rect = this._boundsRect; + } + + return this._bounds.getRectangle(rect); + }; + + /** + * Retrieves the local bounds of the displayObject as a rectangle object + * + * @param {PIXI.Rectangle} [rect] - Optional rectangle to store the result of the bounds calculation + * @return {PIXI.Rectangle} the rectangular bounding area + */ + + + DisplayObject.prototype.getLocalBounds = function getLocalBounds(rect) { + var transformRef = this.transform; + var parentRef = this.parent; + + this.parent = null; + this.transform = this._tempDisplayObjectParent.transform; + + if (!rect) { + if (!this._localBoundsRect) { + this._localBoundsRect = new _math.Rectangle(); + } + + rect = this._localBoundsRect; + } + + var bounds = this.getBounds(false, rect); + + this.parent = parentRef; + this.transform = transformRef; + + return bounds; + }; + + /** + * Calculates the global position of the display object + * + * @param {PIXI.Point} position - The world origin to calculate from + * @param {PIXI.Point} [point] - A Point object in which to store the value, optional + * (otherwise will create a new Point) + * @param {boolean} [skipUpdate=false] - Should we skip the update transform. + * @return {PIXI.Point} A point object representing the position of this object + */ + + + DisplayObject.prototype.toGlobal = function toGlobal(position, point) { + var skipUpdate = arguments.length > 2 && arguments[2] !== undefined ? arguments[2] : false; + + if (!skipUpdate) { + this._recursivePostUpdateTransform(); + + // this parent check is for just in case the item is a root object. + // If it is we need to give it a temporary parent so that displayObjectUpdateTransform works correctly + // this is mainly to avoid a parent check in the main loop. Every little helps for performance :) + if (!this.parent) { + this.parent = this._tempDisplayObjectParent; + this.displayObjectUpdateTransform(); + this.parent = null; + } else { + this.displayObjectUpdateTransform(); + } + } + + // don't need to update the lot + return this.worldTransform.apply(position, point); + }; + + /** + * Calculates the local position of the display object relative to another point + * + * @param {PIXI.Point} position - The world origin to calculate from + * @param {PIXI.DisplayObject} [from] - The DisplayObject to calculate the global position from + * @param {PIXI.Point} [point] - A Point object in which to store the value, optional + * (otherwise will create a new Point) + * @param {boolean} [skipUpdate=false] - Should we skip the update transform + * @return {PIXI.Point} A point object representing the position of this object + */ + + + DisplayObject.prototype.toLocal = function toLocal(position, from, point, skipUpdate) { + if (from) { + position = from.toGlobal(position, point, skipUpdate); + } + + if (!skipUpdate) { + this._recursivePostUpdateTransform(); + + // this parent check is for just in case the item is a root object. + // If it is we need to give it a temporary parent so that displayObjectUpdateTransform works correctly + // this is mainly to avoid a parent check in the main loop. Every little helps for performance :) + if (!this.parent) { + this.parent = this._tempDisplayObjectParent; + this.displayObjectUpdateTransform(); + this.parent = null; + } else { + this.displayObjectUpdateTransform(); + } + } + + // simply apply the matrix.. + return this.worldTransform.applyInverse(position, point); + }; + + /** + * Renders the object using the WebGL renderer + * + * @param {PIXI.WebGLRenderer} renderer - The renderer + */ + + + DisplayObject.prototype.renderWebGL = function renderWebGL(renderer) // eslint-disable-line no-unused-vars + {} + // OVERWRITE; + + + /** + * Renders the object using the Canvas renderer + * + * @param {PIXI.CanvasRenderer} renderer - The renderer + */ + ; + + DisplayObject.prototype.renderCanvas = function renderCanvas(renderer) // eslint-disable-line no-unused-vars + {} + // OVERWRITE; + + + /** + * Set the parent Container of this DisplayObject + * + * @param {PIXI.Container} container - The Container to add this DisplayObject to + * @return {PIXI.Container} The Container that this DisplayObject was added to + */ + ; + + DisplayObject.prototype.setParent = function setParent(container) { + if (!container || !container.addChild) { + throw new Error('setParent: Argument must be a Container'); + } + + container.addChild(this); + + return container; + }; + + /** + * Convenience function to set the position, scale, skew and pivot at once. + * + * @param {number} [x=0] - The X position + * @param {number} [y=0] - The Y position + * @param {number} [scaleX=1] - The X scale value + * @param {number} [scaleY=1] - The Y scale value + * @param {number} [rotation=0] - The rotation + * @param {number} [skewX=0] - The X skew value + * @param {number} [skewY=0] - The Y skew value + * @param {number} [pivotX=0] - The X pivot value + * @param {number} [pivotY=0] - The Y pivot value + * @return {PIXI.DisplayObject} The DisplayObject instance + */ + + + DisplayObject.prototype.setTransform = function setTransform() { + var x = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : 0; + var y = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : 0; + var scaleX = arguments.length > 2 && arguments[2] !== undefined ? arguments[2] : 1; + var scaleY = arguments.length > 3 && arguments[3] !== undefined ? arguments[3] : 1; + var rotation = arguments.length > 4 && arguments[4] !== undefined ? arguments[4] : 0; + var skewX = arguments.length > 5 && arguments[5] !== undefined ? arguments[5] : 0; + var skewY = arguments.length > 6 && arguments[6] !== undefined ? arguments[6] : 0; + var pivotX = arguments.length > 7 && arguments[7] !== undefined ? arguments[7] : 0; + var pivotY = arguments.length > 8 && arguments[8] !== undefined ? arguments[8] : 0; + + this.position.x = x; + this.position.y = y; + this.scale.x = !scaleX ? 1 : scaleX; + this.scale.y = !scaleY ? 1 : scaleY; + this.rotation = rotation; + this.skew.x = skewX; + this.skew.y = skewY; + this.pivot.x = pivotX; + this.pivot.y = pivotY; + + return this; + }; + + /** + * Base destroy method for generic display objects. This will automatically + * remove the display object from its parent Container as well as remove + * all current event listeners and internal references. Do not use a DisplayObject + * after calling `destroy`. + * + */ + + + DisplayObject.prototype.destroy = function destroy() { + this.removeAllListeners(); + if (this.parent) { + this.parent.removeChild(this); + } + this.transform = null; + + this.parent = null; + + this._bounds = null; + this._currentBounds = null; + this._mask = null; + + this.filterArea = null; + + this.interactive = false; + this.interactiveChildren = false; + + this._destroyed = true; + }; + + /** + * The position of the displayObject on the x axis relative to the local coordinates of the parent. + * An alias to position.x + * + * @member {number} + */ + + + _createClass(DisplayObject, [{ + key: '_tempDisplayObjectParent', + get: function get() { + if (this.tempDisplayObjectParent === null) { + this.tempDisplayObjectParent = new DisplayObject(); + } + + return this.tempDisplayObjectParent; + } + }, { + key: 'x', + get: function get() { + return this.position.x; + }, + set: function set(value) // eslint-disable-line require-jsdoc + { + this.transform.position.x = value; + } + + /** + * The position of the displayObject on the y axis relative to the local coordinates of the parent. + * An alias to position.y + * + * @member {number} + */ + + }, { + key: 'y', + get: function get() { + return this.position.y; + }, + set: function set(value) // eslint-disable-line require-jsdoc + { + this.transform.position.y = value; + } + + /** + * Current transform of the object based on world (parent) factors + * + * @member {PIXI.Matrix} + * @readonly + */ + + }, { + key: 'worldTransform', + get: function get() { + return this.transform.worldTransform; + } + + /** + * Current transform of the object based on local factors: position, scale, other stuff + * + * @member {PIXI.Matrix} + * @readonly + */ + + }, { + key: 'localTransform', + get: function get() { + return this.transform.localTransform; + } + + /** + * The coordinate of the object relative to the local coordinates of the parent. + * Assignment by value since pixi-v4. + * + * @member {PIXI.Point|PIXI.ObservablePoint} + */ + + }, { + key: 'position', + get: function get() { + return this.transform.position; + }, + set: function set(value) // eslint-disable-line require-jsdoc + { + this.transform.position.copy(value); + } + + /** + * The scale factor of the object. + * Assignment by value since pixi-v4. + * + * @member {PIXI.Point|PIXI.ObservablePoint} + */ + + }, { + key: 'scale', + get: function get() { + return this.transform.scale; + }, + set: function set(value) // eslint-disable-line require-jsdoc + { + this.transform.scale.copy(value); + } + + /** + * The pivot point of the displayObject that it rotates around. + * Assignment by value since pixi-v4. + * + * @member {PIXI.Point|PIXI.ObservablePoint} + */ + + }, { + key: 'pivot', + get: function get() { + return this.transform.pivot; + }, + set: function set(value) // eslint-disable-line require-jsdoc + { + this.transform.pivot.copy(value); + } + + /** + * The skew factor for the object in radians. + * Assignment by value since pixi-v4. + * + * @member {PIXI.ObservablePoint} + */ + + }, { + key: 'skew', + get: function get() { + return this.transform.skew; + }, + set: function set(value) // eslint-disable-line require-jsdoc + { + this.transform.skew.copy(value); + } + + /** + * The rotation of the object in radians. + * + * @member {number} + */ + + }, { + key: 'rotation', + get: function get() { + return this.transform.rotation; + }, + set: function set(value) // eslint-disable-line require-jsdoc + { + this.transform.rotation = value; + } + + /** + * Indicates if the object is globally visible. + * + * @member {boolean} + * @readonly + */ + + }, { + key: 'worldVisible', + get: function get() { + var item = this; + + do { + if (!item.visible) { + return false; + } + + item = item.parent; + } while (item); + + return true; + } + + /** + * Sets a mask for the displayObject. A mask is an object that limits the visibility of an + * object to the shape of the mask applied to it. In PIXI a regular mask must be a + * PIXI.Graphics or a PIXI.Sprite object. This allows for much faster masking in canvas as it + * utilises shape clipping. To remove a mask, set this property to null. + * + * @todo For the moment, PIXI.CanvasRenderer doesn't support PIXI.Sprite as mask. + * + * @member {PIXI.Graphics|PIXI.Sprite} + */ + + }, { + key: 'mask', + get: function get() { + return this._mask; + }, + set: function set(value) // eslint-disable-line require-jsdoc + { + if (this._mask) { + this._mask.renderable = true; + this._mask.isMask = false; + } + + this._mask = value; + + if (this._mask) { + this._mask.renderable = false; + this._mask.isMask = true; + } + } + + /** + * Sets the filters for the displayObject. + * * IMPORTANT: This is a webGL only feature and will be ignored by the canvas renderer. + * To remove filters simply set this property to 'null' + * + * @member {PIXI.Filter[]} + */ + + }, { + key: 'filters', + get: function get() { + return this._filters && this._filters.slice(); + }, + set: function set(value) // eslint-disable-line require-jsdoc + { + this._filters = value && value.slice(); + } + }]); + + return DisplayObject; +}(_eventemitter2.default); + +// performance increase to avoid using call.. (10x faster) + + +exports.default = DisplayObject; +DisplayObject.prototype.displayObjectUpdateTransform = DisplayObject.prototype.updateTransform; + +},{"../const":46,"../math":70,"../settings":101,"./Bounds":47,"./Transform":50,"./TransformStatic":52,"eventemitter3":3}],50:[function(require,module,exports){ +'use strict'; + +exports.__esModule = true; + +var _createClass = function () { function defineProperties(target, props) { for (var i = 0; i < props.length; i++) { var descriptor = props[i]; descriptor.enumerable = descriptor.enumerable || false; descriptor.configurable = true; if ("value" in descriptor) descriptor.writable = true; Object.defineProperty(target, descriptor.key, descriptor); } } return function (Constructor, protoProps, staticProps) { if (protoProps) defineProperties(Constructor.prototype, protoProps); if (staticProps) defineProperties(Constructor, staticProps); return Constructor; }; }(); + +var _math = require('../math'); + +var _TransformBase2 = require('./TransformBase'); + +var _TransformBase3 = _interopRequireDefault(_TransformBase2); + +function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } + +function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } + +function _possibleConstructorReturn(self, call) { if (!self) { throw new ReferenceError("this hasn't been initialised - super() hasn't been called"); } return call && (typeof call === "object" || typeof call === "function") ? call : self; } + +function _inherits(subClass, superClass) { if (typeof superClass !== "function" && superClass !== null) { throw new TypeError("Super expression must either be null or a function, not " + typeof superClass); } subClass.prototype = Object.create(superClass && superClass.prototype, { constructor: { value: subClass, enumerable: false, writable: true, configurable: true } }); if (superClass) Object.setPrototypeOf ? Object.setPrototypeOf(subClass, superClass) : subClass.__proto__ = superClass; } + +/** + * Generic class to deal with traditional 2D matrix transforms + * local transformation is calculated from position,scale,skew and rotation + * + * @class + * @extends PIXI.TransformBase + * @memberof PIXI + */ +var Transform = function (_TransformBase) { + _inherits(Transform, _TransformBase); + + /** + * + */ + function Transform() { + _classCallCheck(this, Transform); + + /** + * The coordinate of the object relative to the local coordinates of the parent. + * + * @member {PIXI.Point} + */ + var _this = _possibleConstructorReturn(this, _TransformBase.call(this)); + + _this.position = new _math.Point(0, 0); + + /** + * The scale factor of the object. + * + * @member {PIXI.Point} + */ + _this.scale = new _math.Point(1, 1); + + /** + * The skew amount, on the x and y axis. + * + * @member {PIXI.ObservablePoint} + */ + _this.skew = new _math.ObservablePoint(_this.updateSkew, _this, 0, 0); + + /** + * The pivot point of the displayObject that it rotates around. + * + * @member {PIXI.Point} + */ + _this.pivot = new _math.Point(0, 0); + + /** + * The rotation value of the object, in radians + * + * @member {Number} + * @private + */ + _this._rotation = 0; + + _this._cx = 1; // cos rotation + skewY; + _this._sx = 0; // sin rotation + skewY; + _this._cy = 0; // cos rotation + Math.PI/2 - skewX; + _this._sy = 1; // sin rotation + Math.PI/2 - skewX; + return _this; + } + + /** + * Updates the skew values when the skew or rotation changes. + * + * @private + */ + + + Transform.prototype.updateSkew = function updateSkew() { + this._cx = Math.cos(this._rotation + this.skew._y); + this._sx = Math.sin(this._rotation + this.skew._y); + this._cy = -Math.sin(this._rotation - this.skew._x); // cos, added PI/2 + this._sy = Math.cos(this._rotation - this.skew._x); // sin, added PI/2 + }; + + /** + * Updates only local matrix + */ + + + Transform.prototype.updateLocalTransform = function updateLocalTransform() { + var lt = this.localTransform; + + lt.a = this._cx * this.scale.x; + lt.b = this._sx * this.scale.x; + lt.c = this._cy * this.scale.y; + lt.d = this._sy * this.scale.y; + + lt.tx = this.position.x - (this.pivot.x * lt.a + this.pivot.y * lt.c); + lt.ty = this.position.y - (this.pivot.x * lt.b + this.pivot.y * lt.d); + }; + + /** + * Updates the values of the object and applies the parent's transform. + * + * @param {PIXI.Transform} parentTransform - The transform of the parent of this object + */ + + + Transform.prototype.updateTransform = function updateTransform(parentTransform) { + var lt = this.localTransform; + + lt.a = this._cx * this.scale.x; + lt.b = this._sx * this.scale.x; + lt.c = this._cy * this.scale.y; + lt.d = this._sy * this.scale.y; + + lt.tx = this.position.x - (this.pivot.x * lt.a + this.pivot.y * lt.c); + lt.ty = this.position.y - (this.pivot.x * lt.b + this.pivot.y * lt.d); + + // concat the parent matrix with the objects transform. + var pt = parentTransform.worldTransform; + var wt = this.worldTransform; + + wt.a = lt.a * pt.a + lt.b * pt.c; + wt.b = lt.a * pt.b + lt.b * pt.d; + wt.c = lt.c * pt.a + lt.d * pt.c; + wt.d = lt.c * pt.b + lt.d * pt.d; + wt.tx = lt.tx * pt.a + lt.ty * pt.c + pt.tx; + wt.ty = lt.tx * pt.b + lt.ty * pt.d + pt.ty; + + this._worldID++; + }; + + /** + * Decomposes a matrix and sets the transforms properties based on it. + * + * @param {PIXI.Matrix} matrix - The matrix to decompose + */ + + + Transform.prototype.setFromMatrix = function setFromMatrix(matrix) { + matrix.decompose(this); + }; + + /** + * The rotation of the object in radians. + * + * @member {number} + */ + + + _createClass(Transform, [{ + key: 'rotation', + get: function get() { + return this._rotation; + }, + set: function set(value) // eslint-disable-line require-jsdoc + { + this._rotation = value; + this.updateSkew(); + } + }]); + + return Transform; +}(_TransformBase3.default); + +exports.default = Transform; + +},{"../math":70,"./TransformBase":51}],51:[function(require,module,exports){ +'use strict'; + +exports.__esModule = true; + +var _math = require('../math'); + +function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } + +/** + * Generic class to deal with traditional 2D matrix transforms + * + * @class + * @memberof PIXI + */ +var TransformBase = function () { + /** + * + */ + function TransformBase() { + _classCallCheck(this, TransformBase); + + /** + * The global matrix transform. It can be swapped temporarily by some functions like getLocalBounds() + * + * @member {PIXI.Matrix} + */ + this.worldTransform = new _math.Matrix(); + + /** + * The local matrix transform + * + * @member {PIXI.Matrix} + */ + this.localTransform = new _math.Matrix(); + + this._worldID = 0; + this._parentID = 0; + } + + /** + * TransformBase does not have decomposition, so this function wont do anything + */ + + + TransformBase.prototype.updateLocalTransform = function updateLocalTransform() {} + // empty + + + /** + * Updates the values of the object and applies the parent's transform. + * + * @param {PIXI.TransformBase} parentTransform - The transform of the parent of this object + */ + ; + + TransformBase.prototype.updateTransform = function updateTransform(parentTransform) { + var pt = parentTransform.worldTransform; + var wt = this.worldTransform; + var lt = this.localTransform; + + // concat the parent matrix with the objects transform. + wt.a = lt.a * pt.a + lt.b * pt.c; + wt.b = lt.a * pt.b + lt.b * pt.d; + wt.c = lt.c * pt.a + lt.d * pt.c; + wt.d = lt.c * pt.b + lt.d * pt.d; + wt.tx = lt.tx * pt.a + lt.ty * pt.c + pt.tx; + wt.ty = lt.tx * pt.b + lt.ty * pt.d + pt.ty; + + this._worldID++; + }; + + return TransformBase; +}(); + +/** + * Updates the values of the object and applies the parent's transform. + * @param parentTransform {PIXI.Transform} The transform of the parent of this object + * + */ + + +exports.default = TransformBase; +TransformBase.prototype.updateWorldTransform = TransformBase.prototype.updateTransform; + +TransformBase.IDENTITY = new TransformBase(); + +},{"../math":70}],52:[function(require,module,exports){ +'use strict'; + +exports.__esModule = true; + +var _createClass = function () { function defineProperties(target, props) { for (var i = 0; i < props.length; i++) { var descriptor = props[i]; descriptor.enumerable = descriptor.enumerable || false; descriptor.configurable = true; if ("value" in descriptor) descriptor.writable = true; Object.defineProperty(target, descriptor.key, descriptor); } } return function (Constructor, protoProps, staticProps) { if (protoProps) defineProperties(Constructor.prototype, protoProps); if (staticProps) defineProperties(Constructor, staticProps); return Constructor; }; }(); + +var _math = require('../math'); + +var _TransformBase2 = require('./TransformBase'); + +var _TransformBase3 = _interopRequireDefault(_TransformBase2); + +function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } + +function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } + +function _possibleConstructorReturn(self, call) { if (!self) { throw new ReferenceError("this hasn't been initialised - super() hasn't been called"); } return call && (typeof call === "object" || typeof call === "function") ? call : self; } + +function _inherits(subClass, superClass) { if (typeof superClass !== "function" && superClass !== null) { throw new TypeError("Super expression must either be null or a function, not " + typeof superClass); } subClass.prototype = Object.create(superClass && superClass.prototype, { constructor: { value: subClass, enumerable: false, writable: true, configurable: true } }); if (superClass) Object.setPrototypeOf ? Object.setPrototypeOf(subClass, superClass) : subClass.__proto__ = superClass; } + +/** + * Transform that takes care about its versions + * + * @class + * @extends PIXI.TransformBase + * @memberof PIXI + */ +var TransformStatic = function (_TransformBase) { + _inherits(TransformStatic, _TransformBase); + + /** + * + */ + function TransformStatic() { + _classCallCheck(this, TransformStatic); + + /** + * The coordinate of the object relative to the local coordinates of the parent. + * + * @member {PIXI.ObservablePoint} + */ + var _this = _possibleConstructorReturn(this, _TransformBase.call(this)); + + _this.position = new _math.ObservablePoint(_this.onChange, _this, 0, 0); + + /** + * The scale factor of the object. + * + * @member {PIXI.ObservablePoint} + */ + _this.scale = new _math.ObservablePoint(_this.onChange, _this, 1, 1); + + /** + * The pivot point of the displayObject that it rotates around. + * + * @member {PIXI.ObservablePoint} + */ + _this.pivot = new _math.ObservablePoint(_this.onChange, _this, 0, 0); + + /** + * The skew amount, on the x and y axis. + * + * @member {PIXI.ObservablePoint} + */ + _this.skew = new _math.ObservablePoint(_this.updateSkew, _this, 0, 0); + + _this._rotation = 0; + + _this._cx = 1; // cos rotation + skewY; + _this._sx = 0; // sin rotation + skewY; + _this._cy = 0; // cos rotation + Math.PI/2 - skewX; + _this._sy = 1; // sin rotation + Math.PI/2 - skewX; + + _this._localID = 0; + _this._currentLocalID = 0; + return _this; + } + + /** + * Called when a value changes. + * + * @private + */ + + + TransformStatic.prototype.onChange = function onChange() { + this._localID++; + }; + + /** + * Called when skew or rotation changes + * + * @private + */ + + + TransformStatic.prototype.updateSkew = function updateSkew() { + this._cx = Math.cos(this._rotation + this.skew._y); + this._sx = Math.sin(this._rotation + this.skew._y); + this._cy = -Math.sin(this._rotation - this.skew._x); // cos, added PI/2 + this._sy = Math.cos(this._rotation - this.skew._x); // sin, added PI/2 + + this._localID++; + }; + + /** + * Updates only local matrix + */ + + + TransformStatic.prototype.updateLocalTransform = function updateLocalTransform() { + var lt = this.localTransform; + + if (this._localID !== this._currentLocalID) { + // get the matrix values of the displayobject based on its transform properties.. + lt.a = this._cx * this.scale._x; + lt.b = this._sx * this.scale._x; + lt.c = this._cy * this.scale._y; + lt.d = this._sy * this.scale._y; + + lt.tx = this.position._x - (this.pivot._x * lt.a + this.pivot._y * lt.c); + lt.ty = this.position._y - (this.pivot._x * lt.b + this.pivot._y * lt.d); + this._currentLocalID = this._localID; + + // force an update.. + this._parentID = -1; + } + }; + + /** + * Updates the values of the object and applies the parent's transform. + * + * @param {PIXI.Transform} parentTransform - The transform of the parent of this object + */ + + + TransformStatic.prototype.updateTransform = function updateTransform(parentTransform) { + var lt = this.localTransform; + + if (this._localID !== this._currentLocalID) { + // get the matrix values of the displayobject based on its transform properties.. + lt.a = this._cx * this.scale._x; + lt.b = this._sx * this.scale._x; + lt.c = this._cy * this.scale._y; + lt.d = this._sy * this.scale._y; + + lt.tx = this.position._x - (this.pivot._x * lt.a + this.pivot._y * lt.c); + lt.ty = this.position._y - (this.pivot._x * lt.b + this.pivot._y * lt.d); + this._currentLocalID = this._localID; + + // force an update.. + this._parentID = -1; + } + + if (this._parentID !== parentTransform._worldID) { + // concat the parent matrix with the objects transform. + var pt = parentTransform.worldTransform; + var wt = this.worldTransform; + + wt.a = lt.a * pt.a + lt.b * pt.c; + wt.b = lt.a * pt.b + lt.b * pt.d; + wt.c = lt.c * pt.a + lt.d * pt.c; + wt.d = lt.c * pt.b + lt.d * pt.d; + wt.tx = lt.tx * pt.a + lt.ty * pt.c + pt.tx; + wt.ty = lt.tx * pt.b + lt.ty * pt.d + pt.ty; + + this._parentID = parentTransform._worldID; + + // update the id of the transform.. + this._worldID++; + } + }; + + /** + * Decomposes a matrix and sets the transforms properties based on it. + * + * @param {PIXI.Matrix} matrix - The matrix to decompose + */ + + + TransformStatic.prototype.setFromMatrix = function setFromMatrix(matrix) { + matrix.decompose(this); + this._localID++; + }; + + /** + * The rotation of the object in radians. + * + * @member {number} + */ + + + _createClass(TransformStatic, [{ + key: 'rotation', + get: function get() { + return this._rotation; + }, + set: function set(value) // eslint-disable-line require-jsdoc + { + if (this._rotation !== value) { + this._rotation = value; + this.updateSkew(); + } + } + }]); + + return TransformStatic; +}(_TransformBase3.default); + +exports.default = TransformStatic; + +},{"../math":70,"./TransformBase":51}],53:[function(require,module,exports){ +'use strict'; + +exports.__esModule = true; + +var _Container2 = require('../display/Container'); + +var _Container3 = _interopRequireDefault(_Container2); + +var _RenderTexture = require('../textures/RenderTexture'); + +var _RenderTexture2 = _interopRequireDefault(_RenderTexture); + +var _Texture = require('../textures/Texture'); + +var _Texture2 = _interopRequireDefault(_Texture); + +var _GraphicsData = require('./GraphicsData'); + +var _GraphicsData2 = _interopRequireDefault(_GraphicsData); + +var _Sprite = require('../sprites/Sprite'); + +var _Sprite2 = _interopRequireDefault(_Sprite); + +var _math = require('../math'); + +var _utils = require('../utils'); + +var _const = require('../const'); + +var _Bounds = require('../display/Bounds'); + +var _Bounds2 = _interopRequireDefault(_Bounds); + +var _bezierCurveTo2 = require('./utils/bezierCurveTo'); + +var _bezierCurveTo3 = _interopRequireDefault(_bezierCurveTo2); + +var _CanvasRenderer = require('../renderers/canvas/CanvasRenderer'); + +var _CanvasRenderer2 = _interopRequireDefault(_CanvasRenderer); + +function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } + +function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } + +function _possibleConstructorReturn(self, call) { if (!self) { throw new ReferenceError("this hasn't been initialised - super() hasn't been called"); } return call && (typeof call === "object" || typeof call === "function") ? call : self; } + +function _inherits(subClass, superClass) { if (typeof superClass !== "function" && superClass !== null) { throw new TypeError("Super expression must either be null or a function, not " + typeof superClass); } subClass.prototype = Object.create(superClass && superClass.prototype, { constructor: { value: subClass, enumerable: false, writable: true, configurable: true } }); if (superClass) Object.setPrototypeOf ? Object.setPrototypeOf(subClass, superClass) : subClass.__proto__ = superClass; } + +var canvasRenderer = void 0; +var tempMatrix = new _math.Matrix(); +var tempPoint = new _math.Point(); +var tempColor1 = new Float32Array(4); +var tempColor2 = new Float32Array(4); + +/** + * The Graphics class contains methods used to draw primitive shapes such as lines, circles and + * rectangles to the display, and to color and fill them. + * + * @class + * @extends PIXI.Container + * @memberof PIXI + */ + +var Graphics = function (_Container) { + _inherits(Graphics, _Container); + + /** + * + * @param {boolean} [nativeLines=false] - If true the lines will be draw using LINES instead of TRIANGLE_STRIP + */ + function Graphics() { + var nativeLines = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : false; + + _classCallCheck(this, Graphics); + + /** + * The alpha value used when filling the Graphics object. + * + * @member {number} + * @default 1 + */ + var _this = _possibleConstructorReturn(this, _Container.call(this)); + + _this.fillAlpha = 1; + + /** + * The width (thickness) of any lines drawn. + * + * @member {number} + * @default 0 + */ + _this.lineWidth = 0; + + /** + * If true the lines will be draw using LINES instead of TRIANGLE_STRIP + * + * @member {boolean} + */ + _this.nativeLines = nativeLines; + + /** + * The color of any lines drawn. + * + * @member {string} + * @default 0 + */ + _this.lineColor = 0; + + /** + * The alignment of any lines drawn (0.5 = middle, 1 = outter, 0 = inner). + * + * @member {number} + * @default 0.5 + */ + _this.lineAlignment = 0.5; + + /** + * Graphics data + * + * @member {PIXI.GraphicsData[]} + * @private + */ + _this.graphicsData = []; + + /** + * The tint applied to the graphic shape. This is a hex value. Apply a value of 0xFFFFFF to + * reset the tint. + * + * @member {number} + * @default 0xFFFFFF + */ + _this.tint = 0xFFFFFF; + + /** + * The previous tint applied to the graphic shape. Used to compare to the current tint and + * check if theres change. + * + * @member {number} + * @private + * @default 0xFFFFFF + */ + _this._prevTint = 0xFFFFFF; + + /** + * The blend mode to be applied to the graphic shape. Apply a value of + * `PIXI.BLEND_MODES.NORMAL` to reset the blend mode. + * + * @member {number} + * @default PIXI.BLEND_MODES.NORMAL; + * @see PIXI.BLEND_MODES + */ + _this.blendMode = _const.BLEND_MODES.NORMAL; + + /** + * Current path + * + * @member {PIXI.GraphicsData} + * @private + */ + _this.currentPath = null; + + /** + * Array containing some WebGL-related properties used by the WebGL renderer. + * + * @member {object} + * @private + */ + // TODO - _webgl should use a prototype object, not a random undocumented object... + _this._webGL = {}; + + /** + * Whether this shape is being used as a mask. + * + * @member {boolean} + */ + _this.isMask = false; + + /** + * The bounds' padding used for bounds calculation. + * + * @member {number} + */ + _this.boundsPadding = 0; + + /** + * A cache of the local bounds to prevent recalculation. + * + * @member {PIXI.Rectangle} + * @private + */ + _this._localBounds = new _Bounds2.default(); + + /** + * Used to detect if the graphics object has changed. If this is set to true then the graphics + * object will be recalculated. + * + * @member {boolean} + * @private + */ + _this.dirty = 0; + + /** + * Used to detect if we need to do a fast rect check using the id compare method + * @type {Number} + */ + _this.fastRectDirty = -1; + + /** + * Used to detect if we clear the graphics webGL data + * @type {Number} + */ + _this.clearDirty = 0; + + /** + * Used to detect if we we need to recalculate local bounds + * @type {Number} + */ + _this.boundsDirty = -1; + + /** + * Used to detect if the cached sprite object needs to be updated. + * + * @member {boolean} + * @private + */ + _this.cachedSpriteDirty = false; + + _this._spriteRect = null; + _this._fastRect = false; + + _this._prevRectTint = null; + _this._prevRectFillColor = null; + + /** + * When cacheAsBitmap is set to true the graphics object will be rendered as if it was a sprite. + * This is useful if your graphics element does not change often, as it will speed up the rendering + * of the object in exchange for taking up texture memory. It is also useful if you need the graphics + * object to be anti-aliased, because it will be rendered using canvas. This is not recommended if + * you are constantly redrawing the graphics element. + * + * @name cacheAsBitmap + * @member {boolean} + * @memberof PIXI.Graphics# + * @default false + */ + return _this; + } + + /** + * Creates a new Graphics object with the same values as this one. + * Note that the only the properties of the object are cloned, not its transform (position,scale,etc) + * + * @return {PIXI.Graphics} A clone of the graphics object + */ + + + Graphics.prototype.clone = function clone() { + var clone = new Graphics(); + + clone.renderable = this.renderable; + clone.fillAlpha = this.fillAlpha; + clone.lineWidth = this.lineWidth; + clone.lineColor = this.lineColor; + clone.lineAlignment = this.lineAlignment; + clone.tint = this.tint; + clone.blendMode = this.blendMode; + clone.isMask = this.isMask; + clone.boundsPadding = this.boundsPadding; + clone.dirty = 0; + clone.cachedSpriteDirty = this.cachedSpriteDirty; + + // copy graphics data + for (var i = 0; i < this.graphicsData.length; ++i) { + clone.graphicsData.push(this.graphicsData[i].clone()); + } + + clone.currentPath = clone.graphicsData[clone.graphicsData.length - 1]; + + clone.updateLocalBounds(); + + return clone; + }; + + /** + * Calculate length of quadratic curve + * @see {@link http://www.malczak.linuxpl.com/blog/quadratic-bezier-curve-length/} + * for the detailed explanation of math behind this. + * + * @private + * @param {number} fromX - x-coordinate of curve start point + * @param {number} fromY - y-coordinate of curve start point + * @param {number} cpX - x-coordinate of curve control point + * @param {number} cpY - y-coordinate of curve control point + * @param {number} toX - x-coordinate of curve end point + * @param {number} toY - y-coordinate of curve end point + * @return {number} Length of quadratic curve + */ + + + Graphics.prototype._quadraticCurveLength = function _quadraticCurveLength(fromX, fromY, cpX, cpY, toX, toY) { + var ax = fromX - 2.0 * cpX + toX; + var ay = fromY - 2.0 * cpY + toY; + var bx = 2.0 * cpX - 2.0 * fromX; + var by = 2.0 * cpY - 2.0 * fromY; + var a = 4.0 * (ax * ax + ay * ay); + var b = 4.0 * (ax * bx + ay * by); + var c = bx * bx + by * by; + + var s = 2.0 * Math.sqrt(a + b + c); + var a2 = Math.sqrt(a); + var a32 = 2.0 * a * a2; + var c2 = 2.0 * Math.sqrt(c); + var ba = b / a2; + + return (a32 * s + a2 * b * (s - c2) + (4.0 * c * a - b * b) * Math.log((2.0 * a2 + ba + s) / (ba + c2))) / (4.0 * a32); + }; + + /** + * Calculate length of bezier curve. + * Analytical solution is impossible, since it involves an integral that does not integrate in general. + * Therefore numerical solution is used. + * + * @private + * @param {number} fromX - Starting point x + * @param {number} fromY - Starting point y + * @param {number} cpX - Control point x + * @param {number} cpY - Control point y + * @param {number} cpX2 - Second Control point x + * @param {number} cpY2 - Second Control point y + * @param {number} toX - Destination point x + * @param {number} toY - Destination point y + * @return {number} Length of bezier curve + */ + + + Graphics.prototype._bezierCurveLength = function _bezierCurveLength(fromX, fromY, cpX, cpY, cpX2, cpY2, toX, toY) { + var n = 10; + var result = 0.0; + var t = 0.0; + var t2 = 0.0; + var t3 = 0.0; + var nt = 0.0; + var nt2 = 0.0; + var nt3 = 0.0; + var x = 0.0; + var y = 0.0; + var dx = 0.0; + var dy = 0.0; + var prevX = fromX; + var prevY = fromY; + + for (var i = 1; i <= n; ++i) { + t = i / n; + t2 = t * t; + t3 = t2 * t; + nt = 1.0 - t; + nt2 = nt * nt; + nt3 = nt2 * nt; + + x = nt3 * fromX + 3.0 * nt2 * t * cpX + 3.0 * nt * t2 * cpX2 + t3 * toX; + y = nt3 * fromY + 3.0 * nt2 * t * cpY + 3 * nt * t2 * cpY2 + t3 * toY; + dx = prevX - x; + dy = prevY - y; + prevX = x; + prevY = y; + + result += Math.sqrt(dx * dx + dy * dy); + } + + return result; + }; + + /** + * Calculate number of segments for the curve based on its length to ensure its smoothness. + * + * @private + * @param {number} length - length of curve + * @return {number} Number of segments + */ + + + Graphics.prototype._segmentsCount = function _segmentsCount(length) { + var result = Math.ceil(length / Graphics.CURVES.maxLength); + + if (result < Graphics.CURVES.minSegments) { + result = Graphics.CURVES.minSegments; + } else if (result > Graphics.CURVES.maxSegments) { + result = Graphics.CURVES.maxSegments; + } + + return result; + }; + + /** + * Specifies the line style used for subsequent calls to Graphics methods such as the lineTo() + * method or the drawCircle() method. + * + * @param {number} [lineWidth=0] - width of the line to draw, will update the objects stored style + * @param {number} [color=0] - color of the line to draw, will update the objects stored style + * @param {number} [alpha=1] - alpha of the line to draw, will update the objects stored style + * @param {number} [alignment=0.5] - alignment of the line to draw, (0 = inner, 0.5 = middle, 1 = outter) + * @return {PIXI.Graphics} This Graphics object. Good for chaining method calls + */ + + + Graphics.prototype.lineStyle = function lineStyle() { + var lineWidth = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : 0; + var color = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : 0; + var alpha = arguments.length > 2 && arguments[2] !== undefined ? arguments[2] : 1; + var alignment = arguments.length > 3 && arguments[3] !== undefined ? arguments[3] : 0.5; + + this.lineWidth = lineWidth; + this.lineColor = color; + this.lineAlpha = alpha; + this.lineAlignment = alignment; + + if (this.currentPath) { + if (this.currentPath.shape.points.length) { + // halfway through a line? start a new one! + var shape = new _math.Polygon(this.currentPath.shape.points.slice(-2)); + + shape.closed = false; + + this.drawShape(shape); + } else { + // otherwise its empty so lets just set the line properties + this.currentPath.lineWidth = this.lineWidth; + this.currentPath.lineColor = this.lineColor; + this.currentPath.lineAlpha = this.lineAlpha; + this.currentPath.lineAlignment = this.lineAlignment; + } + } + + return this; + }; + + /** + * Moves the current drawing position to x, y. + * + * @param {number} x - the X coordinate to move to + * @param {number} y - the Y coordinate to move to + * @return {PIXI.Graphics} This Graphics object. Good for chaining method calls + */ + + + Graphics.prototype.moveTo = function moveTo(x, y) { + var shape = new _math.Polygon([x, y]); + + shape.closed = false; + this.drawShape(shape); + + return this; + }; + + /** + * Draws a line using the current line style from the current drawing position to (x, y); + * The current drawing position is then set to (x, y). + * + * @param {number} x - the X coordinate to draw to + * @param {number} y - the Y coordinate to draw to + * @return {PIXI.Graphics} This Graphics object. Good for chaining method calls + */ + + + Graphics.prototype.lineTo = function lineTo(x, y) { + var points = this.currentPath.shape.points; + + var fromX = points[points.length - 2]; + var fromY = points[points.length - 1]; + + if (fromX !== x || fromY !== y) { + points.push(x, y); + this.dirty++; + } + + return this; + }; + + /** + * Calculate the points for a quadratic bezier curve and then draws it. + * Based on: https://stackoverflow.com/questions/785097/how-do-i-implement-a-bezier-curve-in-c + * + * @param {number} cpX - Control point x + * @param {number} cpY - Control point y + * @param {number} toX - Destination point x + * @param {number} toY - Destination point y + * @return {PIXI.Graphics} This Graphics object. Good for chaining method calls + */ + + + Graphics.prototype.quadraticCurveTo = function quadraticCurveTo(cpX, cpY, toX, toY) { + if (this.currentPath) { + if (this.currentPath.shape.points.length === 0) { + this.currentPath.shape.points = [0, 0]; + } + } else { + this.moveTo(0, 0); + } + + var points = this.currentPath.shape.points; + var xa = 0; + var ya = 0; + + if (points.length === 0) { + this.moveTo(0, 0); + } + + var fromX = points[points.length - 2]; + var fromY = points[points.length - 1]; + var n = Graphics.CURVES.adaptive ? this._segmentsCount(this._quadraticCurveLength(fromX, fromY, cpX, cpY, toX, toY)) : 20; + + for (var i = 1; i <= n; ++i) { + var j = i / n; + + xa = fromX + (cpX - fromX) * j; + ya = fromY + (cpY - fromY) * j; + + points.push(xa + (cpX + (toX - cpX) * j - xa) * j, ya + (cpY + (toY - cpY) * j - ya) * j); + } + + this.dirty++; + + return this; + }; + + /** + * Calculate the points for a bezier curve and then draws it. + * + * @param {number} cpX - Control point x + * @param {number} cpY - Control point y + * @param {number} cpX2 - Second Control point x + * @param {number} cpY2 - Second Control point y + * @param {number} toX - Destination point x + * @param {number} toY - Destination point y + * @return {PIXI.Graphics} This Graphics object. Good for chaining method calls + */ + + + Graphics.prototype.bezierCurveTo = function bezierCurveTo(cpX, cpY, cpX2, cpY2, toX, toY) { + if (this.currentPath) { + if (this.currentPath.shape.points.length === 0) { + this.currentPath.shape.points = [0, 0]; + } + } else { + this.moveTo(0, 0); + } + + var points = this.currentPath.shape.points; + + var fromX = points[points.length - 2]; + var fromY = points[points.length - 1]; + + points.length -= 2; + + var n = Graphics.CURVES.adaptive ? this._segmentsCount(this._bezierCurveLength(fromX, fromY, cpX, cpY, cpX2, cpY2, toX, toY)) : 20; + + (0, _bezierCurveTo3.default)(fromX, fromY, cpX, cpY, cpX2, cpY2, toX, toY, n, points); + + this.dirty++; + + return this; + }; + + /** + * The arcTo() method creates an arc/curve between two tangents on the canvas. + * + * "borrowed" from https://code.google.com/p/fxcanvas/ - thanks google! + * + * @param {number} x1 - The x-coordinate of the beginning of the arc + * @param {number} y1 - The y-coordinate of the beginning of the arc + * @param {number} x2 - The x-coordinate of the end of the arc + * @param {number} y2 - The y-coordinate of the end of the arc + * @param {number} radius - The radius of the arc + * @return {PIXI.Graphics} This Graphics object. Good for chaining method calls + */ + + + Graphics.prototype.arcTo = function arcTo(x1, y1, x2, y2, radius) { + if (this.currentPath) { + if (this.currentPath.shape.points.length === 0) { + this.currentPath.shape.points.push(x1, y1); + } + } else { + this.moveTo(x1, y1); + } + + var points = this.currentPath.shape.points; + var fromX = points[points.length - 2]; + var fromY = points[points.length - 1]; + var a1 = fromY - y1; + var b1 = fromX - x1; + var a2 = y2 - y1; + var b2 = x2 - x1; + var mm = Math.abs(a1 * b2 - b1 * a2); + + if (mm < 1.0e-8 || radius === 0) { + if (points[points.length - 2] !== x1 || points[points.length - 1] !== y1) { + points.push(x1, y1); + } + } else { + var dd = a1 * a1 + b1 * b1; + var cc = a2 * a2 + b2 * b2; + var tt = a1 * a2 + b1 * b2; + var k1 = radius * Math.sqrt(dd) / mm; + var k2 = radius * Math.sqrt(cc) / mm; + var j1 = k1 * tt / dd; + var j2 = k2 * tt / cc; + var cx = k1 * b2 + k2 * b1; + var cy = k1 * a2 + k2 * a1; + var px = b1 * (k2 + j1); + var py = a1 * (k2 + j1); + var qx = b2 * (k1 + j2); + var qy = a2 * (k1 + j2); + var startAngle = Math.atan2(py - cy, px - cx); + var endAngle = Math.atan2(qy - cy, qx - cx); + + this.arc(cx + x1, cy + y1, radius, startAngle, endAngle, b1 * a2 > b2 * a1); + } + + this.dirty++; + + return this; + }; + + /** + * The arc method creates an arc/curve (used to create circles, or parts of circles). + * + * @param {number} cx - The x-coordinate of the center of the circle + * @param {number} cy - The y-coordinate of the center of the circle + * @param {number} radius - The radius of the circle + * @param {number} startAngle - The starting angle, in radians (0 is at the 3 o'clock position + * of the arc's circle) + * @param {number} endAngle - The ending angle, in radians + * @param {boolean} [anticlockwise=false] - Specifies whether the drawing should be + * counter-clockwise or clockwise. False is default, and indicates clockwise, while true + * indicates counter-clockwise. + * @return {PIXI.Graphics} This Graphics object. Good for chaining method calls + */ + + + Graphics.prototype.arc = function arc(cx, cy, radius, startAngle, endAngle) { + var anticlockwise = arguments.length > 5 && arguments[5] !== undefined ? arguments[5] : false; + + if (startAngle === endAngle) { + return this; + } + + if (!anticlockwise && endAngle <= startAngle) { + endAngle += _const.PI_2; + } else if (anticlockwise && startAngle <= endAngle) { + startAngle += _const.PI_2; + } + + var sweep = endAngle - startAngle; + var segs = Graphics.CURVES.adaptive ? this._segmentsCount(Math.abs(sweep) * radius) : Math.ceil(Math.abs(sweep) / _const.PI_2) * 40; + + if (sweep === 0) { + return this; + } + + var startX = cx + Math.cos(startAngle) * radius; + var startY = cy + Math.sin(startAngle) * radius; + + // If the currentPath exists, take its points. Otherwise call `moveTo` to start a path. + var points = this.currentPath ? this.currentPath.shape.points : null; + + if (points) { + // We check how far our start is from the last existing point + var xDiff = Math.abs(points[points.length - 2] - startX); + var yDiff = Math.abs(points[points.length - 1] - startY); + + if (xDiff < 0.001 && yDiff < 0.001) { + // If the point is very close, we don't add it, since this would lead to artifacts + // during tesselation due to floating point imprecision. + } else { + points.push(startX, startY); + } + } else { + this.moveTo(startX, startY); + points = this.currentPath.shape.points; + } + + var theta = sweep / (segs * 2); + var theta2 = theta * 2; + + var cTheta = Math.cos(theta); + var sTheta = Math.sin(theta); + + var segMinus = segs - 1; + + var remainder = segMinus % 1 / segMinus; + + for (var i = 0; i <= segMinus; ++i) { + var real = i + remainder * i; + + var angle = theta + startAngle + theta2 * real; + + var c = Math.cos(angle); + var s = -Math.sin(angle); + + points.push((cTheta * c + sTheta * s) * radius + cx, (cTheta * -s + sTheta * c) * radius + cy); + } + + this.dirty++; + + return this; + }; + + /** + * Specifies a simple one-color fill that subsequent calls to other Graphics methods + * (such as lineTo() or drawCircle()) use when drawing. + * + * @param {number} [color=0] - the color of the fill + * @param {number} [alpha=1] - the alpha of the fill + * @return {PIXI.Graphics} This Graphics object. Good for chaining method calls + */ + + + Graphics.prototype.beginFill = function beginFill() { + var color = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : 0; + var alpha = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : 1; + + this.filling = true; + this.fillColor = color; + this.fillAlpha = alpha; + + if (this.currentPath) { + if (this.currentPath.shape.points.length <= 2) { + this.currentPath.fill = this.filling; + this.currentPath.fillColor = this.fillColor; + this.currentPath.fillAlpha = this.fillAlpha; + } + } + + return this; + }; + + /** + * Applies a fill to the lines and shapes that were added since the last call to the beginFill() method. + * + * @return {PIXI.Graphics} This Graphics object. Good for chaining method calls + */ + + + Graphics.prototype.endFill = function endFill() { + this.filling = false; + this.fillColor = null; + this.fillAlpha = 1; + + return this; + }; + + /** + * + * @param {number} x - The X coord of the top-left of the rectangle + * @param {number} y - The Y coord of the top-left of the rectangle + * @param {number} width - The width of the rectangle + * @param {number} height - The height of the rectangle + * @return {PIXI.Graphics} This Graphics object. Good for chaining method calls + */ + + + Graphics.prototype.drawRect = function drawRect(x, y, width, height) { + this.drawShape(new _math.Rectangle(x, y, width, height)); + + return this; + }; + + /** + * + * @param {number} x - The X coord of the top-left of the rectangle + * @param {number} y - The Y coord of the top-left of the rectangle + * @param {number} width - The width of the rectangle + * @param {number} height - The height of the rectangle + * @param {number} radius - Radius of the rectangle corners + * @return {PIXI.Graphics} This Graphics object. Good for chaining method calls + */ + + + Graphics.prototype.drawRoundedRect = function drawRoundedRect(x, y, width, height, radius) { + this.drawShape(new _math.RoundedRectangle(x, y, width, height, radius)); + + return this; + }; + + /** + * Draws a circle. + * + * @param {number} x - The X coordinate of the center of the circle + * @param {number} y - The Y coordinate of the center of the circle + * @param {number} radius - The radius of the circle + * @return {PIXI.Graphics} This Graphics object. Good for chaining method calls + */ + + + Graphics.prototype.drawCircle = function drawCircle(x, y, radius) { + this.drawShape(new _math.Circle(x, y, radius)); + + return this; + }; + + /** + * Draws an ellipse. + * + * @param {number} x - The X coordinate of the center of the ellipse + * @param {number} y - The Y coordinate of the center of the ellipse + * @param {number} width - The half width of the ellipse + * @param {number} height - The half height of the ellipse + * @return {PIXI.Graphics} This Graphics object. Good for chaining method calls + */ + + + Graphics.prototype.drawEllipse = function drawEllipse(x, y, width, height) { + this.drawShape(new _math.Ellipse(x, y, width, height)); + + return this; + }; + + /** + * Draws a polygon using the given path. + * + * @param {number[]|PIXI.Point[]|PIXI.Polygon} path - The path data used to construct the polygon. + * @return {PIXI.Graphics} This Graphics object. Good for chaining method calls + */ + + + Graphics.prototype.drawPolygon = function drawPolygon(path) { + // prevents an argument assignment deopt + // see section 3.1: https://github.com/petkaantonov/bluebird/wiki/Optimization-killers#3-managing-arguments + var points = path; + + var closed = true; + + if (points instanceof _math.Polygon) { + closed = points.closed; + points = points.points; + } + + if (!Array.isArray(points)) { + // prevents an argument leak deopt + // see section 3.2: https://github.com/petkaantonov/bluebird/wiki/Optimization-killers#3-managing-arguments + points = new Array(arguments.length); + + for (var i = 0; i < points.length; ++i) { + points[i] = arguments[i]; // eslint-disable-line prefer-rest-params + } + } + + var shape = new _math.Polygon(points); + + shape.closed = closed; + + this.drawShape(shape); + + return this; + }; + + /** + * Draw a star shape with an abitrary number of points. + * + * @param {number} x - Center X position of the star + * @param {number} y - Center Y position of the star + * @param {number} points - The number of points of the star, must be > 1 + * @param {number} radius - The outer radius of the star + * @param {number} [innerRadius] - The inner radius between points, default half `radius` + * @param {number} [rotation=0] - The rotation of the star in radians, where 0 is vertical + * @return {PIXI.Graphics} This Graphics object. Good for chaining method calls + */ + + + Graphics.prototype.drawStar = function drawStar(x, y, points, radius, innerRadius) { + var rotation = arguments.length > 5 && arguments[5] !== undefined ? arguments[5] : 0; + + innerRadius = innerRadius || radius / 2; + + var startAngle = -1 * Math.PI / 2 + rotation; + var len = points * 2; + var delta = _const.PI_2 / len; + var polygon = []; + + for (var i = 0; i < len; i++) { + var r = i % 2 ? innerRadius : radius; + var angle = i * delta + startAngle; + + polygon.push(x + r * Math.cos(angle), y + r * Math.sin(angle)); + } + + return this.drawPolygon(polygon); + }; + + /** + * Clears the graphics that were drawn to this Graphics object, and resets fill and line style settings. + * + * @return {PIXI.Graphics} This Graphics object. Good for chaining method calls + */ + + + Graphics.prototype.clear = function clear() { + if (this.lineWidth || this.filling || this.graphicsData.length > 0) { + this.lineWidth = 0; + this.lineAlignment = 0.5; + + this.filling = false; + + this.boundsDirty = -1; + this.canvasTintDirty = -1; + this.dirty++; + this.clearDirty++; + this.graphicsData.length = 0; + } + + this.currentPath = null; + this._spriteRect = null; + + return this; + }; + + /** + * True if graphics consists of one rectangle, and thus, can be drawn like a Sprite and + * masked with gl.scissor. + * + * @returns {boolean} True if only 1 rect. + */ + + + Graphics.prototype.isFastRect = function isFastRect() { + return this.graphicsData.length === 1 && this.graphicsData[0].shape.type === _const.SHAPES.RECT && !this.graphicsData[0].lineWidth; + }; + + /** + * Renders the object using the WebGL renderer + * + * @private + * @param {PIXI.WebGLRenderer} renderer - The renderer + */ + + + Graphics.prototype._renderWebGL = function _renderWebGL(renderer) { + // if the sprite is not visible or the alpha is 0 then no need to render this element + if (this.dirty !== this.fastRectDirty) { + this.fastRectDirty = this.dirty; + this._fastRect = this.isFastRect(); + } + + // TODO this check can be moved to dirty? + if (this._fastRect) { + this._renderSpriteRect(renderer); + } else { + renderer.setObjectRenderer(renderer.plugins.graphics); + renderer.plugins.graphics.render(this); + } + }; + + /** + * Renders a sprite rectangle. + * + * @private + * @param {PIXI.WebGLRenderer} renderer - The renderer + */ + + + Graphics.prototype._renderSpriteRect = function _renderSpriteRect(renderer) { + var rect = this.graphicsData[0].shape; + + if (!this._spriteRect) { + this._spriteRect = new _Sprite2.default(new _Texture2.default(_Texture2.default.WHITE)); + } + + var sprite = this._spriteRect; + var fillColor = this.graphicsData[0].fillColor; + + if (this.tint === 0xffffff) { + sprite.tint = fillColor; + } else if (this.tint !== this._prevRectTint || fillColor !== this._prevRectFillColor) { + var t1 = tempColor1; + var t2 = tempColor2; + + (0, _utils.hex2rgb)(fillColor, t1); + (0, _utils.hex2rgb)(this.tint, t2); + + t1[0] *= t2[0]; + t1[1] *= t2[1]; + t1[2] *= t2[2]; + + sprite.tint = (0, _utils.rgb2hex)(t1); + + this._prevRectTint = this.tint; + this._prevRectFillColor = fillColor; + } + + sprite.alpha = this.graphicsData[0].fillAlpha; + sprite.worldAlpha = this.worldAlpha * sprite.alpha; + sprite.blendMode = this.blendMode; + + sprite._texture._frame.width = rect.width; + sprite._texture._frame.height = rect.height; + + sprite.transform.worldTransform = this.transform.worldTransform; + + sprite.anchor.set(-rect.x / rect.width, -rect.y / rect.height); + sprite._onAnchorUpdate(); + + sprite._renderWebGL(renderer); + }; + + /** + * Renders the object using the Canvas renderer + * + * @private + * @param {PIXI.CanvasRenderer} renderer - The renderer + */ + + + Graphics.prototype._renderCanvas = function _renderCanvas(renderer) { + if (this.isMask === true) { + return; + } + + renderer.plugins.graphics.render(this); + }; + + /** + * Retrieves the bounds of the graphic shape as a rectangle object + * + * @private + */ + + + Graphics.prototype._calculateBounds = function _calculateBounds() { + if (this.boundsDirty !== this.dirty) { + this.boundsDirty = this.dirty; + this.updateLocalBounds(); + + this.cachedSpriteDirty = true; + } + + var lb = this._localBounds; + + this._bounds.addFrame(this.transform, lb.minX, lb.minY, lb.maxX, lb.maxY); + }; + + /** + * Tests if a point is inside this graphics object + * + * @param {PIXI.Point} point - the point to test + * @return {boolean} the result of the test + */ + + + Graphics.prototype.containsPoint = function containsPoint(point) { + this.worldTransform.applyInverse(point, tempPoint); + + var graphicsData = this.graphicsData; + + for (var i = 0; i < graphicsData.length; ++i) { + var data = graphicsData[i]; + + if (!data.fill) { + continue; + } + + // only deal with fills.. + if (data.shape) { + if (data.shape.contains(tempPoint.x, tempPoint.y)) { + if (data.holes) { + for (var _i = 0; _i < data.holes.length; _i++) { + var hole = data.holes[_i]; + + if (hole.contains(tempPoint.x, tempPoint.y)) { + return false; + } + } + } + + return true; + } + } + } + + return false; + }; + + /** + * Update the bounds of the object + * + */ + + + Graphics.prototype.updateLocalBounds = function updateLocalBounds() { + var minX = Infinity; + var maxX = -Infinity; + + var minY = Infinity; + var maxY = -Infinity; + + if (this.graphicsData.length) { + var shape = 0; + var x = 0; + var y = 0; + var w = 0; + var h = 0; + + for (var i = 0; i < this.graphicsData.length; i++) { + var data = this.graphicsData[i]; + var type = data.type; + var lineWidth = data.lineWidth; + var lineAlignment = data.lineAlignment; + + var lineOffset = lineWidth * lineAlignment; + + shape = data.shape; + + if (type === _const.SHAPES.RECT || type === _const.SHAPES.RREC) { + x = shape.x - lineOffset; + y = shape.y - lineOffset; + w = shape.width + lineOffset * 2; + h = shape.height + lineOffset * 2; + + minX = x < minX ? x : minX; + maxX = x + w > maxX ? x + w : maxX; + + minY = y < minY ? y : minY; + maxY = y + h > maxY ? y + h : maxY; + } else if (type === _const.SHAPES.CIRC) { + x = shape.x; + y = shape.y; + w = shape.radius + lineOffset; + h = shape.radius + lineOffset; + + minX = x - w < minX ? x - w : minX; + maxX = x + w > maxX ? x + w : maxX; + + minY = y - h < minY ? y - h : minY; + maxY = y + h > maxY ? y + h : maxY; + } else if (type === _const.SHAPES.ELIP) { + x = shape.x; + y = shape.y; + w = shape.width + lineOffset; + h = shape.height + lineOffset; + + minX = x - w < minX ? x - w : minX; + maxX = x + w > maxX ? x + w : maxX; + + minY = y - h < minY ? y - h : minY; + maxY = y + h > maxY ? y + h : maxY; + } else { + // POLY + var points = shape.points; + var x2 = 0; + var y2 = 0; + var dx = 0; + var dy = 0; + var rw = 0; + var rh = 0; + var cx = 0; + var cy = 0; + + for (var j = 0; j + 2 < points.length; j += 2) { + x = points[j]; + y = points[j + 1]; + x2 = points[j + 2]; + y2 = points[j + 3]; + dx = Math.abs(x2 - x); + dy = Math.abs(y2 - y); + h = lineOffset * 2; + w = Math.sqrt(dx * dx + dy * dy); + + if (w < 1e-9) { + continue; + } + + rw = (h / w * dy + dx) / 2; + rh = (h / w * dx + dy) / 2; + cx = (x2 + x) / 2; + cy = (y2 + y) / 2; + + minX = cx - rw < minX ? cx - rw : minX; + maxX = cx + rw > maxX ? cx + rw : maxX; + + minY = cy - rh < minY ? cy - rh : minY; + maxY = cy + rh > maxY ? cy + rh : maxY; + } + } + } + } else { + minX = 0; + maxX = 0; + minY = 0; + maxY = 0; + } + + var padding = this.boundsPadding; + + this._localBounds.minX = minX - padding; + this._localBounds.maxX = maxX + padding; + + this._localBounds.minY = minY - padding; + this._localBounds.maxY = maxY + padding; + }; + + /** + * Draws the given shape to this Graphics object. Can be any of Circle, Rectangle, Ellipse, Line or Polygon. + * + * @param {PIXI.Circle|PIXI.Ellipse|PIXI.Polygon|PIXI.Rectangle|PIXI.RoundedRectangle} shape - The shape object to draw. + * @return {PIXI.GraphicsData} The generated GraphicsData object. + */ + + + Graphics.prototype.drawShape = function drawShape(shape) { + if (this.currentPath) { + // check current path! + if (this.currentPath.shape.points.length <= 2) { + this.graphicsData.pop(); + } + } + + this.currentPath = null; + + var data = new _GraphicsData2.default(this.lineWidth, this.lineColor, this.lineAlpha, this.fillColor, this.fillAlpha, this.filling, this.nativeLines, shape, this.lineAlignment); + + this.graphicsData.push(data); + + if (data.type === _const.SHAPES.POLY) { + data.shape.closed = data.shape.closed; + this.currentPath = data; + } + + this.dirty++; + + return data; + }; + + /** + * Generates a canvas texture. + * + * @param {number} scaleMode - The scale mode of the texture. + * @param {number} resolution - The resolution of the texture. + * @return {PIXI.Texture} The new texture. + */ + + + Graphics.prototype.generateCanvasTexture = function generateCanvasTexture(scaleMode) { + var resolution = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : 1; + + var bounds = this.getLocalBounds(); + + var canvasBuffer = _RenderTexture2.default.create(bounds.width, bounds.height, scaleMode, resolution); + + if (!canvasRenderer) { + canvasRenderer = new _CanvasRenderer2.default(); + } + + this.transform.updateLocalTransform(); + this.transform.localTransform.copy(tempMatrix); + + tempMatrix.invert(); + + tempMatrix.tx -= bounds.x; + tempMatrix.ty -= bounds.y; + + canvasRenderer.render(this, canvasBuffer, true, tempMatrix); + + var texture = _Texture2.default.fromCanvas(canvasBuffer.baseTexture._canvasRenderTarget.canvas, scaleMode, 'graphics'); + + texture.baseTexture.resolution = resolution; + texture.baseTexture.update(); + + return texture; + }; + + /** + * Closes the current path. + * + * @return {PIXI.Graphics} Returns itself. + */ + + + Graphics.prototype.closePath = function closePath() { + // ok so close path assumes next one is a hole! + var currentPath = this.currentPath; + + if (currentPath && currentPath.shape) { + currentPath.shape.close(); + } + + return this; + }; + + /** + * Adds a hole in the current path. + * + * @return {PIXI.Graphics} Returns itself. + */ + + + Graphics.prototype.addHole = function addHole() { + // this is a hole! + var hole = this.graphicsData.pop(); + + this.currentPath = this.graphicsData[this.graphicsData.length - 1]; + + this.currentPath.addHole(hole.shape); + this.currentPath = null; + + return this; + }; + + /** + * Destroys the Graphics object. + * + * @param {object|boolean} [options] - Options parameter. A boolean will act as if all + * options have been set to that value + * @param {boolean} [options.children=false] - if set to true, all the children will have + * their destroy method called as well. 'options' will be passed on to those calls. + * @param {boolean} [options.texture=false] - Only used for child Sprites if options.children is set to true + * Should it destroy the texture of the child sprite + * @param {boolean} [options.baseTexture=false] - Only used for child Sprites if options.children is set to true + * Should it destroy the base texture of the child sprite + */ + + + Graphics.prototype.destroy = function destroy(options) { + _Container.prototype.destroy.call(this, options); + + // destroy each of the GraphicsData objects + for (var i = 0; i < this.graphicsData.length; ++i) { + this.graphicsData[i].destroy(); + } + + // for each webgl data entry, destroy the WebGLGraphicsData + for (var id in this._webGL) { + for (var j = 0; j < this._webGL[id].data.length; ++j) { + this._webGL[id].data[j].destroy(); + } + } + + if (this._spriteRect) { + this._spriteRect.destroy(); + } + + this.graphicsData = null; + + this.currentPath = null; + this._webGL = null; + this._localBounds = null; + }; + + return Graphics; +}(_Container3.default); + +exports.default = Graphics; + + +Graphics._SPRITE_TEXTURE = null; + +/** + * Graphics curves resolution settings. If `adaptive` flag is set to `true`, + * the resolution is calculated based on the curve's length to ensure better visual quality. + * Adaptive draw works with `bezierCurveTo` and `quadraticCurveTo`. + * + * @static + * @constant + * @memberof PIXI.Graphics + * @name CURVES + * @type {object} + * @property {boolean} adaptive=false - flag indicating if the resolution should be adaptive + * @property {number} maxLength=10 - maximal length of a single segment of the curve (if adaptive = false, ignored) + * @property {number} minSegments=8 - minimal number of segments in the curve (if adaptive = false, ignored) + * @property {number} maxSegments=2048 - maximal number of segments in the curve (if adaptive = false, ignored) + */ +Graphics.CURVES = { + adaptive: false, + maxLength: 10, + minSegments: 8, + maxSegments: 2048 +}; + +},{"../const":46,"../display/Bounds":47,"../display/Container":48,"../math":70,"../renderers/canvas/CanvasRenderer":77,"../sprites/Sprite":102,"../textures/RenderTexture":113,"../textures/Texture":115,"../utils":125,"./GraphicsData":54,"./utils/bezierCurveTo":56}],54:[function(require,module,exports){ +"use strict"; + +exports.__esModule = true; + +function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } + +/** + * A GraphicsData object. + * + * @class + * @memberof PIXI + */ +var GraphicsData = function () { + /** + * + * @param {number} lineWidth - the width of the line to draw + * @param {number} lineColor - the color of the line to draw + * @param {number} lineAlpha - the alpha of the line to draw + * @param {number} fillColor - the color of the fill + * @param {number} fillAlpha - the alpha of the fill + * @param {boolean} fill - whether or not the shape is filled with a colour + * @param {boolean} nativeLines - the method for drawing lines + * @param {PIXI.Circle|PIXI.Rectangle|PIXI.Ellipse|PIXI.Polygon} shape - The shape object to draw. + * @param {number} lineAlignment - the alignment of the line. + */ + function GraphicsData(lineWidth, lineColor, lineAlpha, fillColor, fillAlpha, fill, nativeLines, shape, lineAlignment) { + _classCallCheck(this, GraphicsData); + + /** + * the width of the line to draw + * @member {number} + */ + this.lineWidth = lineWidth; + + /** + * The alignment of any lines drawn (0.5 = middle, 1 = outter, 0 = inner). + * + * @member {number} + * @default 0 + */ + this.lineAlignment = lineAlignment; + + /** + * if true the liens will be draw using LINES instead of TRIANGLE_STRIP + * @member {boolean} + */ + this.nativeLines = nativeLines; + + /** + * the color of the line to draw + * @member {number} + */ + this.lineColor = lineColor; + + /** + * the alpha of the line to draw + * @member {number} + */ + this.lineAlpha = lineAlpha; + + /** + * cached tint of the line to draw + * @member {number} + * @private + */ + this._lineTint = lineColor; + + /** + * the color of the fill + * @member {number} + */ + this.fillColor = fillColor; + + /** + * the alpha of the fill + * @member {number} + */ + this.fillAlpha = fillAlpha; + + /** + * cached tint of the fill + * @member {number} + * @private + */ + this._fillTint = fillColor; + + /** + * whether or not the shape is filled with a colour + * @member {boolean} + */ + this.fill = fill; + + this.holes = []; + + /** + * The shape object to draw. + * @member {PIXI.Circle|PIXI.Ellipse|PIXI.Polygon|PIXI.Rectangle|PIXI.RoundedRectangle} + */ + this.shape = shape; + + /** + * The type of the shape, see the Const.Shapes file for all the existing types, + * @member {number} + */ + this.type = shape.type; + } + + /** + * Creates a new GraphicsData object with the same values as this one. + * + * @return {PIXI.GraphicsData} Cloned GraphicsData object + */ + + + GraphicsData.prototype.clone = function clone() { + return new GraphicsData(this.lineWidth, this.lineColor, this.lineAlpha, this.fillColor, this.fillAlpha, this.fill, this.nativeLines, this.shape, this.lineAlignment); + }; + + /** + * Adds a hole to the shape. + * + * @param {PIXI.Rectangle|PIXI.Circle} shape - The shape of the hole. + */ + + + GraphicsData.prototype.addHole = function addHole(shape) { + this.holes.push(shape); + }; + + /** + * Destroys the Graphics data. + */ + + + GraphicsData.prototype.destroy = function destroy() { + this.shape = null; + this.holes = null; + }; + + return GraphicsData; +}(); + +exports.default = GraphicsData; + +},{}],55:[function(require,module,exports){ +'use strict'; + +exports.__esModule = true; + +var _CanvasRenderer = require('../../renderers/canvas/CanvasRenderer'); + +var _CanvasRenderer2 = _interopRequireDefault(_CanvasRenderer); + +var _const = require('../../const'); + +function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } + +function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } + +/** + * @author Mat Groves + * + * Big thanks to the very clever Matt DesLauriers https://github.com/mattdesl/ + * for creating the original PixiJS version! + * Also a thanks to https://github.com/bchevalier for tweaking the tint and alpha so that they + * now share 4 bytes on the vertex buffer + * + * Heavily inspired by LibGDX's CanvasGraphicsRenderer: + * https://github.com/libgdx/libgdx/blob/1.0.0/gdx/src/com/badlogic/gdx/graphics/glutils/ShapeRenderer.java + */ + +/** + * Renderer dedicated to drawing and batching graphics objects. + * + * @class + * @private + * @memberof PIXI + */ +var CanvasGraphicsRenderer = function () { + /** + * @param {PIXI.CanvasRenderer} renderer - The current PIXI renderer. + */ + function CanvasGraphicsRenderer(renderer) { + _classCallCheck(this, CanvasGraphicsRenderer); + + this.renderer = renderer; + } + + /** + * Renders a Graphics object to a canvas. + * + * @param {PIXI.Graphics} graphics - the actual graphics object to render + */ + + + CanvasGraphicsRenderer.prototype.render = function render(graphics) { + var renderer = this.renderer; + var context = renderer.context; + var worldAlpha = graphics.worldAlpha; + var transform = graphics.transform.worldTransform; + var resolution = renderer.resolution; + + context.setTransform(transform.a * resolution, transform.b * resolution, transform.c * resolution, transform.d * resolution, transform.tx * resolution, transform.ty * resolution); + + // update tint if graphics was dirty + if (graphics.canvasTintDirty !== graphics.dirty || graphics._prevTint !== graphics.tint) { + this.updateGraphicsTint(graphics); + } + + renderer.setBlendMode(graphics.blendMode); + + for (var i = 0; i < graphics.graphicsData.length; i++) { + var data = graphics.graphicsData[i]; + var shape = data.shape; + + var fillColor = data._fillTint; + var lineColor = data._lineTint; + + context.lineWidth = data.lineWidth; + + if (data.type === _const.SHAPES.POLY) { + context.beginPath(); + + var points = shape.points; + var holes = data.holes; + var outerArea = void 0; + var innerArea = void 0; + + context.moveTo(points[0], points[1]); + + for (var j = 2; j < points.length; j += 2) { + context.lineTo(points[j], points[j + 1]); + } + + // if the first and last point are the same close the path - much neater :) + if (shape.closed) { + context.closePath(); + } + + if (holes.length > 0) { + outerArea = 0; + for (var _j = 0; _j < points.length; _j += 2) { + outerArea += points[_j] * points[_j + 3] - points[_j + 1] * points[_j + 2]; + } + + for (var k = 0; k < holes.length; k++) { + points = holes[k].points; + + innerArea = 0; + for (var _j2 = 0; _j2 < points.length; _j2 += 2) { + innerArea += points[_j2] * points[_j2 + 3] - points[_j2 + 1] * points[_j2 + 2]; + } + + context.moveTo(points[0], points[1]); + + if (innerArea * outerArea < 0) { + for (var _j3 = 2; _j3 < points.length; _j3 += 2) { + context.lineTo(points[_j3], points[_j3 + 1]); + } + } else { + for (var _j4 = points.length - 2; _j4 >= 2; _j4 -= 2) { + context.lineTo(points[_j4], points[_j4 + 1]); + } + } + + if (holes[k].closed) { + context.closePath(); + } + } + } + + if (data.fill) { + context.globalAlpha = data.fillAlpha * worldAlpha; + context.fillStyle = '#' + ('00000' + (fillColor | 0).toString(16)).substr(-6); + context.fill(); + } + if (data.lineWidth) { + context.globalAlpha = data.lineAlpha * worldAlpha; + context.strokeStyle = '#' + ('00000' + (lineColor | 0).toString(16)).substr(-6); + context.stroke(); + } + } else if (data.type === _const.SHAPES.RECT) { + if (data.fillColor || data.fillColor === 0) { + context.globalAlpha = data.fillAlpha * worldAlpha; + context.fillStyle = '#' + ('00000' + (fillColor | 0).toString(16)).substr(-6); + context.fillRect(shape.x, shape.y, shape.width, shape.height); + } + if (data.lineWidth) { + context.globalAlpha = data.lineAlpha * worldAlpha; + context.strokeStyle = '#' + ('00000' + (lineColor | 0).toString(16)).substr(-6); + context.strokeRect(shape.x, shape.y, shape.width, shape.height); + } + } else if (data.type === _const.SHAPES.CIRC) { + // TODO - need to be Undefined! + context.beginPath(); + context.arc(shape.x, shape.y, shape.radius, 0, 2 * Math.PI); + context.closePath(); + + if (data.fill) { + context.globalAlpha = data.fillAlpha * worldAlpha; + context.fillStyle = '#' + ('00000' + (fillColor | 0).toString(16)).substr(-6); + context.fill(); + } + if (data.lineWidth) { + context.globalAlpha = data.lineAlpha * worldAlpha; + context.strokeStyle = '#' + ('00000' + (lineColor | 0).toString(16)).substr(-6); + context.stroke(); + } + } else if (data.type === _const.SHAPES.ELIP) { + // ellipse code taken from: http://stackoverflow.com/questions/2172798/how-to-draw-an-oval-in-html5-canvas + + var w = shape.width * 2; + var h = shape.height * 2; + + var x = shape.x - w / 2; + var y = shape.y - h / 2; + + context.beginPath(); + + var kappa = 0.5522848; + var ox = w / 2 * kappa; // control point offset horizontal + var oy = h / 2 * kappa; // control point offset vertical + var xe = x + w; // x-end + var ye = y + h; // y-end + var xm = x + w / 2; // x-middle + var ym = y + h / 2; // y-middle + + context.moveTo(x, ym); + context.bezierCurveTo(x, ym - oy, xm - ox, y, xm, y); + context.bezierCurveTo(xm + ox, y, xe, ym - oy, xe, ym); + context.bezierCurveTo(xe, ym + oy, xm + ox, ye, xm, ye); + context.bezierCurveTo(xm - ox, ye, x, ym + oy, x, ym); + + context.closePath(); + + if (data.fill) { + context.globalAlpha = data.fillAlpha * worldAlpha; + context.fillStyle = '#' + ('00000' + (fillColor | 0).toString(16)).substr(-6); + context.fill(); + } + if (data.lineWidth) { + context.globalAlpha = data.lineAlpha * worldAlpha; + context.strokeStyle = '#' + ('00000' + (lineColor | 0).toString(16)).substr(-6); + context.stroke(); + } + } else if (data.type === _const.SHAPES.RREC) { + var rx = shape.x; + var ry = shape.y; + var width = shape.width; + var height = shape.height; + var radius = shape.radius; + + var maxRadius = Math.min(width, height) / 2 | 0; + + radius = radius > maxRadius ? maxRadius : radius; + + context.beginPath(); + context.moveTo(rx, ry + radius); + context.lineTo(rx, ry + height - radius); + context.quadraticCurveTo(rx, ry + height, rx + radius, ry + height); + context.lineTo(rx + width - radius, ry + height); + context.quadraticCurveTo(rx + width, ry + height, rx + width, ry + height - radius); + context.lineTo(rx + width, ry + radius); + context.quadraticCurveTo(rx + width, ry, rx + width - radius, ry); + context.lineTo(rx + radius, ry); + context.quadraticCurveTo(rx, ry, rx, ry + radius); + context.closePath(); + + if (data.fillColor || data.fillColor === 0) { + context.globalAlpha = data.fillAlpha * worldAlpha; + context.fillStyle = '#' + ('00000' + (fillColor | 0).toString(16)).substr(-6); + context.fill(); + } + + if (data.lineWidth) { + context.globalAlpha = data.lineAlpha * worldAlpha; + context.strokeStyle = '#' + ('00000' + (lineColor | 0).toString(16)).substr(-6); + context.stroke(); + } + } + } + }; + + /** + * Updates the tint of a graphics object + * + * @private + * @param {PIXI.Graphics} graphics - the graphics that will have its tint updated + */ + + + CanvasGraphicsRenderer.prototype.updateGraphicsTint = function updateGraphicsTint(graphics) { + graphics._prevTint = graphics.tint; + graphics.canvasTintDirty = graphics.dirty; + + var tintR = (graphics.tint >> 16 & 0xFF) / 255; + var tintG = (graphics.tint >> 8 & 0xFF) / 255; + var tintB = (graphics.tint & 0xFF) / 255; + + for (var i = 0; i < graphics.graphicsData.length; ++i) { + var data = graphics.graphicsData[i]; + + var fillColor = data.fillColor | 0; + var lineColor = data.lineColor | 0; + + // super inline, cos optimization :) + data._fillTint = ((fillColor >> 16 & 0xFF) / 255 * tintR * 255 << 16) + ((fillColor >> 8 & 0xFF) / 255 * tintG * 255 << 8) + (fillColor & 0xFF) / 255 * tintB * 255; + + data._lineTint = ((lineColor >> 16 & 0xFF) / 255 * tintR * 255 << 16) + ((lineColor >> 8 & 0xFF) / 255 * tintG * 255 << 8) + (lineColor & 0xFF) / 255 * tintB * 255; + } + }; + + /** + * Renders a polygon. + * + * @param {PIXI.Point[]} points - The points to render + * @param {boolean} close - Should the polygon be closed + * @param {CanvasRenderingContext2D} context - The rendering context to use + */ + + + CanvasGraphicsRenderer.prototype.renderPolygon = function renderPolygon(points, close, context) { + context.moveTo(points[0], points[1]); + + for (var j = 1; j < points.length / 2; ++j) { + context.lineTo(points[j * 2], points[j * 2 + 1]); + } + + if (close) { + context.closePath(); + } + }; + + /** + * destroy graphics object + * + */ + + + CanvasGraphicsRenderer.prototype.destroy = function destroy() { + this.renderer = null; + }; + + return CanvasGraphicsRenderer; +}(); + +exports.default = CanvasGraphicsRenderer; + + +_CanvasRenderer2.default.registerPlugin('graphics', CanvasGraphicsRenderer); + +},{"../../const":46,"../../renderers/canvas/CanvasRenderer":77}],56:[function(require,module,exports){ +"use strict"; + +exports.__esModule = true; +exports.default = bezierCurveTo; +/** + * Calculate the points for a bezier curve and then draws it. + * + * Ignored from docs since it is not directly exposed. + * + * @ignore + * @param {number} fromX - Starting point x + * @param {number} fromY - Starting point y + * @param {number} cpX - Control point x + * @param {number} cpY - Control point y + * @param {number} cpX2 - Second Control point x + * @param {number} cpY2 - Second Control point y + * @param {number} toX - Destination point x + * @param {number} toY - Destination point y + * @param {number} n - Number of segments approximating the bezier curve + * @param {number[]} [path=[]] - Path array to push points into + * @return {number[]} Array of points of the curve + */ +function bezierCurveTo(fromX, fromY, cpX, cpY, cpX2, cpY2, toX, toY, n) { + var path = arguments.length > 9 && arguments[9] !== undefined ? arguments[9] : []; + + var dt = 0; + var dt2 = 0; + var dt3 = 0; + var t2 = 0; + var t3 = 0; + + path.push(fromX, fromY); + + for (var i = 1, j = 0; i <= n; ++i) { + j = i / n; + + dt = 1 - j; + dt2 = dt * dt; + dt3 = dt2 * dt; + + t2 = j * j; + t3 = t2 * j; + + path.push(dt3 * fromX + 3 * dt2 * j * cpX + 3 * dt * t2 * cpX2 + t3 * toX, dt3 * fromY + 3 * dt2 * j * cpY + 3 * dt * t2 * cpY2 + t3 * toY); + } + + return path; +} + +},{}],57:[function(require,module,exports){ +'use strict'; + +exports.__esModule = true; + +var _utils = require('../../utils'); + +var _const = require('../../const'); + +var _ObjectRenderer2 = require('../../renderers/webgl/utils/ObjectRenderer'); + +var _ObjectRenderer3 = _interopRequireDefault(_ObjectRenderer2); + +var _WebGLRenderer = require('../../renderers/webgl/WebGLRenderer'); + +var _WebGLRenderer2 = _interopRequireDefault(_WebGLRenderer); + +var _WebGLGraphicsData = require('./WebGLGraphicsData'); + +var _WebGLGraphicsData2 = _interopRequireDefault(_WebGLGraphicsData); + +var _PrimitiveShader = require('./shaders/PrimitiveShader'); + +var _PrimitiveShader2 = _interopRequireDefault(_PrimitiveShader); + +var _buildPoly = require('./utils/buildPoly'); + +var _buildPoly2 = _interopRequireDefault(_buildPoly); + +var _buildRectangle = require('./utils/buildRectangle'); + +var _buildRectangle2 = _interopRequireDefault(_buildRectangle); + +var _buildRoundedRectangle = require('./utils/buildRoundedRectangle'); + +var _buildRoundedRectangle2 = _interopRequireDefault(_buildRoundedRectangle); + +var _buildCircle = require('./utils/buildCircle'); + +var _buildCircle2 = _interopRequireDefault(_buildCircle); + +function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } + +function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } + +function _possibleConstructorReturn(self, call) { if (!self) { throw new ReferenceError("this hasn't been initialised - super() hasn't been called"); } return call && (typeof call === "object" || typeof call === "function") ? call : self; } + +function _inherits(subClass, superClass) { if (typeof superClass !== "function" && superClass !== null) { throw new TypeError("Super expression must either be null or a function, not " + typeof superClass); } subClass.prototype = Object.create(superClass && superClass.prototype, { constructor: { value: subClass, enumerable: false, writable: true, configurable: true } }); if (superClass) Object.setPrototypeOf ? Object.setPrototypeOf(subClass, superClass) : subClass.__proto__ = superClass; } + +/** + * Renders the graphics object. + * + * @class + * @memberof PIXI + * @extends PIXI.ObjectRenderer + */ +var GraphicsRenderer = function (_ObjectRenderer) { + _inherits(GraphicsRenderer, _ObjectRenderer); + + /** + * @param {PIXI.WebGLRenderer} renderer - The renderer this object renderer works for. + */ + function GraphicsRenderer(renderer) { + _classCallCheck(this, GraphicsRenderer); + + var _this = _possibleConstructorReturn(this, _ObjectRenderer.call(this, renderer)); + + _this.graphicsDataPool = []; + + _this.primitiveShader = null; + + _this.gl = renderer.gl; + + // easy access! + _this.CONTEXT_UID = 0; + return _this; + } + + /** + * Called when there is a WebGL context change + * + * @private + * + */ + + + GraphicsRenderer.prototype.onContextChange = function onContextChange() { + this.gl = this.renderer.gl; + this.CONTEXT_UID = this.renderer.CONTEXT_UID; + this.primitiveShader = new _PrimitiveShader2.default(this.gl); + }; + + /** + * Destroys this renderer. + * + */ + + + GraphicsRenderer.prototype.destroy = function destroy() { + _ObjectRenderer3.default.prototype.destroy.call(this); + + for (var i = 0; i < this.graphicsDataPool.length; ++i) { + this.graphicsDataPool[i].destroy(); + } + + this.graphicsDataPool = null; + }; + + /** + * Renders a graphics object. + * + * @param {PIXI.Graphics} graphics - The graphics object to render. + */ + + + GraphicsRenderer.prototype.render = function render(graphics) { + var renderer = this.renderer; + var gl = renderer.gl; + + var webGLData = void 0; + var webGL = graphics._webGL[this.CONTEXT_UID]; + + if (!webGL || graphics.dirty !== webGL.dirty) { + this.updateGraphics(graphics); + + webGL = graphics._webGL[this.CONTEXT_UID]; + } + + // This could be speeded up for sure! + var shader = this.primitiveShader; + + renderer.bindShader(shader); + renderer.state.setBlendMode(graphics.blendMode); + + for (var i = 0, n = webGL.data.length; i < n; i++) { + webGLData = webGL.data[i]; + var shaderTemp = webGLData.shader; + + renderer.bindShader(shaderTemp); + shaderTemp.uniforms.translationMatrix = graphics.transform.worldTransform.toArray(true); + shaderTemp.uniforms.tint = (0, _utils.hex2rgb)(graphics.tint); + shaderTemp.uniforms.alpha = graphics.worldAlpha; + + renderer.bindVao(webGLData.vao); + + if (webGLData.nativeLines) { + gl.drawArrays(gl.LINES, 0, webGLData.points.length / 6); + } else { + webGLData.vao.draw(gl.TRIANGLE_STRIP, webGLData.indices.length); + } + } + }; + + /** + * Updates the graphics object + * + * @private + * @param {PIXI.Graphics} graphics - The graphics object to update + */ + + + GraphicsRenderer.prototype.updateGraphics = function updateGraphics(graphics) { + var gl = this.renderer.gl; + + // get the contexts graphics object + var webGL = graphics._webGL[this.CONTEXT_UID]; + + // if the graphics object does not exist in the webGL context time to create it! + if (!webGL) { + webGL = graphics._webGL[this.CONTEXT_UID] = { lastIndex: 0, data: [], gl: gl, clearDirty: -1, dirty: -1 }; + } + + // flag the graphics as not dirty as we are about to update it... + webGL.dirty = graphics.dirty; + + // if the user cleared the graphics object we will need to clear every object + if (graphics.clearDirty !== webGL.clearDirty) { + webGL.clearDirty = graphics.clearDirty; + + // loop through and return all the webGLDatas to the object pool so than can be reused later on + for (var i = 0; i < webGL.data.length; i++) { + this.graphicsDataPool.push(webGL.data[i]); + } + + // clear the array and reset the index.. + webGL.data.length = 0; + webGL.lastIndex = 0; + } + + var webGLData = void 0; + var webGLDataNativeLines = void 0; + + // loop through the graphics datas and construct each one.. + // if the object is a complex fill then the new stencil buffer technique will be used + // other wise graphics objects will be pushed into a batch.. + for (var _i = webGL.lastIndex; _i < graphics.graphicsData.length; _i++) { + var data = graphics.graphicsData[_i]; + + // TODO - this can be simplified + webGLData = this.getWebGLData(webGL, 0); + + if (data.nativeLines && data.lineWidth) { + webGLDataNativeLines = this.getWebGLData(webGL, 0, true); + webGL.lastIndex++; + } + + if (data.type === _const.SHAPES.POLY) { + (0, _buildPoly2.default)(data, webGLData, webGLDataNativeLines); + } + if (data.type === _const.SHAPES.RECT) { + (0, _buildRectangle2.default)(data, webGLData, webGLDataNativeLines); + } else if (data.type === _const.SHAPES.CIRC || data.type === _const.SHAPES.ELIP) { + (0, _buildCircle2.default)(data, webGLData, webGLDataNativeLines); + } else if (data.type === _const.SHAPES.RREC) { + (0, _buildRoundedRectangle2.default)(data, webGLData, webGLDataNativeLines); + } + + webGL.lastIndex++; + } + + this.renderer.bindVao(null); + + // upload all the dirty data... + for (var _i2 = 0; _i2 < webGL.data.length; _i2++) { + webGLData = webGL.data[_i2]; + + if (webGLData.dirty) { + webGLData.upload(); + } + } + }; + + /** + * + * @private + * @param {WebGLRenderingContext} gl - the current WebGL drawing context + * @param {number} type - TODO @Alvin + * @param {number} nativeLines - indicate whether the webGLData use for nativeLines. + * @return {*} TODO + */ + + + GraphicsRenderer.prototype.getWebGLData = function getWebGLData(gl, type, nativeLines) { + var webGLData = gl.data[gl.data.length - 1]; + + if (!webGLData || webGLData.nativeLines !== nativeLines || webGLData.points.length > 320000) { + webGLData = this.graphicsDataPool.pop() || new _WebGLGraphicsData2.default(this.renderer.gl, this.primitiveShader, this.renderer.state.attribsState); + webGLData.nativeLines = nativeLines; + webGLData.reset(type); + gl.data.push(webGLData); + } + + webGLData.dirty = true; + + return webGLData; + }; + + return GraphicsRenderer; +}(_ObjectRenderer3.default); + +exports.default = GraphicsRenderer; + + +_WebGLRenderer2.default.registerPlugin('graphics', GraphicsRenderer); + +},{"../../const":46,"../../renderers/webgl/WebGLRenderer":84,"../../renderers/webgl/utils/ObjectRenderer":94,"../../utils":125,"./WebGLGraphicsData":58,"./shaders/PrimitiveShader":59,"./utils/buildCircle":60,"./utils/buildPoly":62,"./utils/buildRectangle":63,"./utils/buildRoundedRectangle":64}],58:[function(require,module,exports){ +'use strict'; + +exports.__esModule = true; + +var _pixiGlCore = require('pixi-gl-core'); + +var _pixiGlCore2 = _interopRequireDefault(_pixiGlCore); + +function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } + +function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } + +/** + * An object containing WebGL specific properties to be used by the WebGL renderer + * + * @class + * @private + * @memberof PIXI + */ +var WebGLGraphicsData = function () { + /** + * @param {WebGLRenderingContext} gl - The current WebGL drawing context + * @param {PIXI.Shader} shader - The shader + * @param {object} attribsState - The state for the VAO + */ + function WebGLGraphicsData(gl, shader, attribsState) { + _classCallCheck(this, WebGLGraphicsData); + + /** + * The current WebGL drawing context + * + * @member {WebGLRenderingContext} + */ + this.gl = gl; + + // TODO does this need to be split before uploading?? + /** + * An array of color components (r,g,b) + * @member {number[]} + */ + this.color = [0, 0, 0]; // color split! + + /** + * An array of points to draw + * @member {PIXI.Point[]} + */ + this.points = []; + + /** + * The indices of the vertices + * @member {number[]} + */ + this.indices = []; + /** + * The main buffer + * @member {WebGLBuffer} + */ + this.buffer = _pixiGlCore2.default.GLBuffer.createVertexBuffer(gl); + + /** + * The index buffer + * @member {WebGLBuffer} + */ + this.indexBuffer = _pixiGlCore2.default.GLBuffer.createIndexBuffer(gl); + + /** + * Whether this graphics is dirty or not + * @member {boolean} + */ + this.dirty = true; + + /** + * Whether this graphics is nativeLines or not + * @member {boolean} + */ + this.nativeLines = false; + + this.glPoints = null; + this.glIndices = null; + + /** + * + * @member {PIXI.Shader} + */ + this.shader = shader; + + this.vao = new _pixiGlCore2.default.VertexArrayObject(gl, attribsState).addIndex(this.indexBuffer).addAttribute(this.buffer, shader.attributes.aVertexPosition, gl.FLOAT, false, 4 * 6, 0).addAttribute(this.buffer, shader.attributes.aColor, gl.FLOAT, false, 4 * 6, 2 * 4); + } + + /** + * Resets the vertices and the indices + */ + + + WebGLGraphicsData.prototype.reset = function reset() { + this.points.length = 0; + this.indices.length = 0; + }; + + /** + * Binds the buffers and uploads the data + */ + + + WebGLGraphicsData.prototype.upload = function upload() { + this.glPoints = new Float32Array(this.points); + this.buffer.upload(this.glPoints); + + this.glIndices = new Uint16Array(this.indices); + this.indexBuffer.upload(this.glIndices); + + this.dirty = false; + }; + + /** + * Empties all the data + */ + + + WebGLGraphicsData.prototype.destroy = function destroy() { + this.color = null; + this.points = null; + this.indices = null; + + this.vao.destroy(); + this.buffer.destroy(); + this.indexBuffer.destroy(); + + this.gl = null; + + this.buffer = null; + this.indexBuffer = null; + + this.glPoints = null; + this.glIndices = null; + }; + + return WebGLGraphicsData; +}(); + +exports.default = WebGLGraphicsData; + +},{"pixi-gl-core":15}],59:[function(require,module,exports){ +'use strict'; + +exports.__esModule = true; + +var _Shader2 = require('../../../Shader'); + +var _Shader3 = _interopRequireDefault(_Shader2); + +function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } + +function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } + +function _possibleConstructorReturn(self, call) { if (!self) { throw new ReferenceError("this hasn't been initialised - super() hasn't been called"); } return call && (typeof call === "object" || typeof call === "function") ? call : self; } + +function _inherits(subClass, superClass) { if (typeof superClass !== "function" && superClass !== null) { throw new TypeError("Super expression must either be null or a function, not " + typeof superClass); } subClass.prototype = Object.create(superClass && superClass.prototype, { constructor: { value: subClass, enumerable: false, writable: true, configurable: true } }); if (superClass) Object.setPrototypeOf ? Object.setPrototypeOf(subClass, superClass) : subClass.__proto__ = superClass; } + +/** + * This shader is used to draw simple primitive shapes for {@link PIXI.Graphics}. + * + * @class + * @memberof PIXI + * @extends PIXI.Shader + */ +var PrimitiveShader = function (_Shader) { + _inherits(PrimitiveShader, _Shader); + + /** + * @param {WebGLRenderingContext} gl - The webgl shader manager this shader works for. + */ + function PrimitiveShader(gl) { + _classCallCheck(this, PrimitiveShader); + + return _possibleConstructorReturn(this, _Shader.call(this, gl, + // vertex shader + ['attribute vec2 aVertexPosition;', 'attribute vec4 aColor;', 'uniform mat3 translationMatrix;', 'uniform mat3 projectionMatrix;', 'uniform float alpha;', 'uniform vec3 tint;', 'varying vec4 vColor;', 'void main(void){', ' gl_Position = vec4((projectionMatrix * translationMatrix * vec3(aVertexPosition, 1.0)).xy, 0.0, 1.0);', ' vColor = aColor * vec4(tint * alpha, alpha);', '}'].join('\n'), + // fragment shader + ['varying vec4 vColor;', 'void main(void){', ' gl_FragColor = vColor;', '}'].join('\n'))); + } + + return PrimitiveShader; +}(_Shader3.default); + +exports.default = PrimitiveShader; + +},{"../../../Shader":44}],60:[function(require,module,exports){ +'use strict'; + +exports.__esModule = true; +exports.default = buildCircle; + +var _buildLine = require('./buildLine'); + +var _buildLine2 = _interopRequireDefault(_buildLine); + +var _const = require('../../../const'); + +var _utils = require('../../../utils'); + +function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } + +/** + * Builds a circle to draw + * + * Ignored from docs since it is not directly exposed. + * + * @ignore + * @private + * @param {PIXI.WebGLGraphicsData} graphicsData - The graphics object to draw + * @param {object} webGLData - an object containing all the webGL-specific information to create this shape + * @param {object} webGLDataNativeLines - an object containing all the webGL-specific information to create nativeLines + */ +function buildCircle(graphicsData, webGLData, webGLDataNativeLines) { + // need to convert points to a nice regular data + var circleData = graphicsData.shape; + var x = circleData.x; + var y = circleData.y; + var width = void 0; + var height = void 0; + + // TODO - bit hacky?? + if (graphicsData.type === _const.SHAPES.CIRC) { + width = circleData.radius; + height = circleData.radius; + } else { + width = circleData.width; + height = circleData.height; + } + + if (width === 0 || height === 0) { + return; + } + + var totalSegs = Math.floor(30 * Math.sqrt(circleData.radius)) || Math.floor(15 * Math.sqrt(circleData.width + circleData.height)); + + var seg = Math.PI * 2 / totalSegs; + + if (graphicsData.fill) { + var color = (0, _utils.hex2rgb)(graphicsData.fillColor); + var alpha = graphicsData.fillAlpha; + + var r = color[0] * alpha; + var g = color[1] * alpha; + var b = color[2] * alpha; + + var verts = webGLData.points; + var indices = webGLData.indices; + + var vecPos = verts.length / 6; + + indices.push(vecPos); + + for (var i = 0; i < totalSegs + 1; i++) { + verts.push(x, y, r, g, b, alpha); + + verts.push(x + Math.sin(seg * i) * width, y + Math.cos(seg * i) * height, r, g, b, alpha); + + indices.push(vecPos++, vecPos++); + } + + indices.push(vecPos - 1); + } + + if (graphicsData.lineWidth) { + var tempPoints = graphicsData.points; + + graphicsData.points = []; + + for (var _i = 0; _i < totalSegs; _i++) { + graphicsData.points.push(x + Math.sin(seg * -_i) * width, y + Math.cos(seg * -_i) * height); + } + + graphicsData.points.push(graphicsData.points[0], graphicsData.points[1]); + + (0, _buildLine2.default)(graphicsData, webGLData, webGLDataNativeLines); + + graphicsData.points = tempPoints; + } +} + +},{"../../../const":46,"../../../utils":125,"./buildLine":61}],61:[function(require,module,exports){ +'use strict'; + +exports.__esModule = true; + +exports.default = function (graphicsData, webGLData, webGLDataNativeLines) { + if (graphicsData.nativeLines) { + buildNativeLine(graphicsData, webGLDataNativeLines); + } else { + buildLine(graphicsData, webGLData); + } +}; + +var _math = require('../../../math'); + +var _utils = require('../../../utils'); + +/** + * Builds a line to draw using the poligon method. + * + * Ignored from docs since it is not directly exposed. + * + * @ignore + * @private + * @param {PIXI.WebGLGraphicsData} graphicsData - The graphics object containing all the necessary properties + * @param {object} webGLData - an object containing all the webGL-specific information to create this shape + */ +function buildLine(graphicsData, webGLData) { + // TODO OPTIMISE! + var points = graphicsData.points; + + if (points.length === 0) { + return; + } + // if the line width is an odd number add 0.5 to align to a whole pixel + // commenting this out fixes #711 and #1620 + // if (graphicsData.lineWidth%2) + // { + // for (i = 0; i < points.length; i++) + // { + // points[i] += 0.5; + // } + // } + + // get first and last point.. figure out the middle! + var firstPoint = new _math.Point(points[0], points[1]); + var lastPoint = new _math.Point(points[points.length - 2], points[points.length - 1]); + + // if the first point is the last point - gonna have issues :) + if (firstPoint.x === lastPoint.x && firstPoint.y === lastPoint.y) { + // need to clone as we are going to slightly modify the shape.. + points = points.slice(); + + points.pop(); + points.pop(); + + lastPoint = new _math.Point(points[points.length - 2], points[points.length - 1]); + + var midPointX = lastPoint.x + (firstPoint.x - lastPoint.x) * 0.5; + var midPointY = lastPoint.y + (firstPoint.y - lastPoint.y) * 0.5; + + points.unshift(midPointX, midPointY); + points.push(midPointX, midPointY); + } + + var verts = webGLData.points; + var indices = webGLData.indices; + var length = points.length / 2; + var indexCount = points.length; + var indexStart = verts.length / 6; + + // DRAW the Line + var width = graphicsData.lineWidth / 2; + + // sort color + var color = (0, _utils.hex2rgb)(graphicsData.lineColor); + var alpha = graphicsData.lineAlpha; + var r = color[0] * alpha; + var g = color[1] * alpha; + var b = color[2] * alpha; + + var p1x = points[0]; + var p1y = points[1]; + var p2x = points[2]; + var p2y = points[3]; + var p3x = 0; + var p3y = 0; + + var perpx = -(p1y - p2y); + var perpy = p1x - p2x; + var perp2x = 0; + var perp2y = 0; + var perp3x = 0; + var perp3y = 0; + + var dist = Math.sqrt(perpx * perpx + perpy * perpy); + + perpx /= dist; + perpy /= dist; + perpx *= width; + perpy *= width; + + var ratio = graphicsData.lineAlignment; // 0.5; + var r1 = (1 - ratio) * 2; + var r2 = ratio * 2; + + // start + verts.push(p1x - perpx * r1, p1y - perpy * r1, r, g, b, alpha); + + verts.push(p1x + perpx * r2, p1y + perpy * r2, r, g, b, alpha); + + for (var i = 1; i < length - 1; ++i) { + p1x = points[(i - 1) * 2]; + p1y = points[(i - 1) * 2 + 1]; + + p2x = points[i * 2]; + p2y = points[i * 2 + 1]; + + p3x = points[(i + 1) * 2]; + p3y = points[(i + 1) * 2 + 1]; + + perpx = -(p1y - p2y); + perpy = p1x - p2x; + + dist = Math.sqrt(perpx * perpx + perpy * perpy); + perpx /= dist; + perpy /= dist; + perpx *= width; + perpy *= width; + + perp2x = -(p2y - p3y); + perp2y = p2x - p3x; + + dist = Math.sqrt(perp2x * perp2x + perp2y * perp2y); + perp2x /= dist; + perp2y /= dist; + perp2x *= width; + perp2y *= width; + + var a1 = -perpy + p1y - (-perpy + p2y); + var b1 = -perpx + p2x - (-perpx + p1x); + var c1 = (-perpx + p1x) * (-perpy + p2y) - (-perpx + p2x) * (-perpy + p1y); + var a2 = -perp2y + p3y - (-perp2y + p2y); + var b2 = -perp2x + p2x - (-perp2x + p3x); + var c2 = (-perp2x + p3x) * (-perp2y + p2y) - (-perp2x + p2x) * (-perp2y + p3y); + + var denom = a1 * b2 - a2 * b1; + + if (Math.abs(denom) < 0.1) { + denom += 10.1; + verts.push(p2x - perpx * r1, p2y - perpy * r1, r, g, b, alpha); + + verts.push(p2x + perpx * r2, p2y + perpy * r2, r, g, b, alpha); + + continue; + } + + var px = (b1 * c2 - b2 * c1) / denom; + var py = (a2 * c1 - a1 * c2) / denom; + var pdist = (px - p2x) * (px - p2x) + (py - p2y) * (py - p2y); + + if (pdist > 196 * width * width) { + perp3x = perpx - perp2x; + perp3y = perpy - perp2y; + + dist = Math.sqrt(perp3x * perp3x + perp3y * perp3y); + perp3x /= dist; + perp3y /= dist; + perp3x *= width; + perp3y *= width; + + verts.push(p2x - perp3x * r1, p2y - perp3y * r1); + verts.push(r, g, b, alpha); + + verts.push(p2x + perp3x * r2, p2y + perp3y * r2); + verts.push(r, g, b, alpha); + + verts.push(p2x - perp3x * r2 * r1, p2y - perp3y * r1); + verts.push(r, g, b, alpha); + + indexCount++; + } else { + verts.push(p2x + (px - p2x) * r1, p2y + (py - p2y) * r1); + verts.push(r, g, b, alpha); + + verts.push(p2x - (px - p2x) * r2, p2y - (py - p2y) * r2); + verts.push(r, g, b, alpha); + } + } + + p1x = points[(length - 2) * 2]; + p1y = points[(length - 2) * 2 + 1]; + + p2x = points[(length - 1) * 2]; + p2y = points[(length - 1) * 2 + 1]; + + perpx = -(p1y - p2y); + perpy = p1x - p2x; + + dist = Math.sqrt(perpx * perpx + perpy * perpy); + perpx /= dist; + perpy /= dist; + perpx *= width; + perpy *= width; + + verts.push(p2x - perpx * r1, p2y - perpy * r1); + verts.push(r, g, b, alpha); + + verts.push(p2x + perpx * r2, p2y + perpy * r2); + verts.push(r, g, b, alpha); + + indices.push(indexStart); + + for (var _i = 0; _i < indexCount; ++_i) { + indices.push(indexStart++); + } + + indices.push(indexStart - 1); +} + +/** + * Builds a line to draw using the gl.drawArrays(gl.LINES) method + * + * Ignored from docs since it is not directly exposed. + * + * @ignore + * @private + * @param {PIXI.WebGLGraphicsData} graphicsData - The graphics object containing all the necessary properties + * @param {object} webGLData - an object containing all the webGL-specific information to create this shape + */ + + +/** + * Builds a line to draw + * + * Ignored from docs since it is not directly exposed. + * + * @ignore + * @private + * @param {PIXI.WebGLGraphicsData} graphicsData - The graphics object containing all the necessary properties + * @param {object} webGLData - an object containing all the webGL-specific information to create this shape + * @param {object} webGLDataNativeLines - an object containing all the webGL-specific information to create nativeLines + */ +function buildNativeLine(graphicsData, webGLData) { + var i = 0; + var points = graphicsData.points; + + if (points.length === 0) return; + + var verts = webGLData.points; + var length = points.length / 2; + + // sort color + var color = (0, _utils.hex2rgb)(graphicsData.lineColor); + var alpha = graphicsData.lineAlpha; + var r = color[0] * alpha; + var g = color[1] * alpha; + var b = color[2] * alpha; + + for (i = 1; i < length; i++) { + var p1x = points[(i - 1) * 2]; + var p1y = points[(i - 1) * 2 + 1]; + + var p2x = points[i * 2]; + var p2y = points[i * 2 + 1]; + + verts.push(p1x, p1y); + verts.push(r, g, b, alpha); + + verts.push(p2x, p2y); + verts.push(r, g, b, alpha); + } +} + +},{"../../../math":70,"../../../utils":125}],62:[function(require,module,exports){ +'use strict'; + +exports.__esModule = true; +exports.default = buildPoly; + +var _buildLine = require('./buildLine'); + +var _buildLine2 = _interopRequireDefault(_buildLine); + +var _utils = require('../../../utils'); + +var _earcut = require('earcut'); + +var _earcut2 = _interopRequireDefault(_earcut); + +function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } + +/** + * Builds a polygon to draw + * + * Ignored from docs since it is not directly exposed. + * + * @ignore + * @private + * @param {PIXI.WebGLGraphicsData} graphicsData - The graphics object containing all the necessary properties + * @param {object} webGLData - an object containing all the webGL-specific information to create this shape + * @param {object} webGLDataNativeLines - an object containing all the webGL-specific information to create nativeLines + */ +function buildPoly(graphicsData, webGLData, webGLDataNativeLines) { + graphicsData.points = graphicsData.shape.points.slice(); + + var points = graphicsData.points; + + if (graphicsData.fill && points.length >= 6) { + var holeArray = []; + // Process holes.. + var holes = graphicsData.holes; + + for (var i = 0; i < holes.length; i++) { + var hole = holes[i]; + + holeArray.push(points.length / 2); + + points = points.concat(hole.points); + } + + // get first and last point.. figure out the middle! + var verts = webGLData.points; + var indices = webGLData.indices; + + var length = points.length / 2; + + // sort color + var color = (0, _utils.hex2rgb)(graphicsData.fillColor); + var alpha = graphicsData.fillAlpha; + var r = color[0] * alpha; + var g = color[1] * alpha; + var b = color[2] * alpha; + + var triangles = (0, _earcut2.default)(points, holeArray, 2); + + if (!triangles) { + return; + } + + var vertPos = verts.length / 6; + + for (var _i = 0; _i < triangles.length; _i += 3) { + indices.push(triangles[_i] + vertPos); + indices.push(triangles[_i] + vertPos); + indices.push(triangles[_i + 1] + vertPos); + indices.push(triangles[_i + 2] + vertPos); + indices.push(triangles[_i + 2] + vertPos); + } + + for (var _i2 = 0; _i2 < length; _i2++) { + verts.push(points[_i2 * 2], points[_i2 * 2 + 1], r, g, b, alpha); + } + } + + if (graphicsData.lineWidth > 0) { + (0, _buildLine2.default)(graphicsData, webGLData, webGLDataNativeLines); + } +} + +},{"../../../utils":125,"./buildLine":61,"earcut":2}],63:[function(require,module,exports){ +'use strict'; + +exports.__esModule = true; +exports.default = buildRectangle; + +var _buildLine = require('./buildLine'); + +var _buildLine2 = _interopRequireDefault(_buildLine); + +var _utils = require('../../../utils'); + +function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } + +/** + * Builds a rectangle to draw + * + * Ignored from docs since it is not directly exposed. + * + * @ignore + * @private + * @param {PIXI.WebGLGraphicsData} graphicsData - The graphics object containing all the necessary properties + * @param {object} webGLData - an object containing all the webGL-specific information to create this shape + * @param {object} webGLDataNativeLines - an object containing all the webGL-specific information to create nativeLines + */ +function buildRectangle(graphicsData, webGLData, webGLDataNativeLines) { + // --- // + // need to convert points to a nice regular data + // + var rectData = graphicsData.shape; + var x = rectData.x; + var y = rectData.y; + var width = rectData.width; + var height = rectData.height; + + if (graphicsData.fill) { + var color = (0, _utils.hex2rgb)(graphicsData.fillColor); + var alpha = graphicsData.fillAlpha; + + var r = color[0] * alpha; + var g = color[1] * alpha; + var b = color[2] * alpha; + + var verts = webGLData.points; + var indices = webGLData.indices; + + var vertPos = verts.length / 6; + + // start + verts.push(x, y); + verts.push(r, g, b, alpha); + + verts.push(x + width, y); + verts.push(r, g, b, alpha); + + verts.push(x, y + height); + verts.push(r, g, b, alpha); + + verts.push(x + width, y + height); + verts.push(r, g, b, alpha); + + // insert 2 dead triangles.. + indices.push(vertPos, vertPos, vertPos + 1, vertPos + 2, vertPos + 3, vertPos + 3); + } + + if (graphicsData.lineWidth) { + var tempPoints = graphicsData.points; + + graphicsData.points = [x, y, x + width, y, x + width, y + height, x, y + height, x, y]; + + (0, _buildLine2.default)(graphicsData, webGLData, webGLDataNativeLines); + + graphicsData.points = tempPoints; + } +} + +},{"../../../utils":125,"./buildLine":61}],64:[function(require,module,exports){ +'use strict'; + +exports.__esModule = true; +exports.default = buildRoundedRectangle; + +var _earcut = require('earcut'); + +var _earcut2 = _interopRequireDefault(_earcut); + +var _buildLine = require('./buildLine'); + +var _buildLine2 = _interopRequireDefault(_buildLine); + +var _utils = require('../../../utils'); + +function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } + +/** + * Builds a rounded rectangle to draw + * + * Ignored from docs since it is not directly exposed. + * + * @ignore + * @private + * @param {PIXI.WebGLGraphicsData} graphicsData - The graphics object containing all the necessary properties + * @param {object} webGLData - an object containing all the webGL-specific information to create this shape + * @param {object} webGLDataNativeLines - an object containing all the webGL-specific information to create nativeLines + */ +function buildRoundedRectangle(graphicsData, webGLData, webGLDataNativeLines) { + var rrectData = graphicsData.shape; + var x = rrectData.x; + var y = rrectData.y; + var width = rrectData.width; + var height = rrectData.height; + + var radius = rrectData.radius; + + var recPoints = []; + + recPoints.push(x + radius, y); + quadraticBezierCurve(x + width - radius, y, x + width, y, x + width, y + radius, recPoints); + quadraticBezierCurve(x + width, y + height - radius, x + width, y + height, x + width - radius, y + height, recPoints); + quadraticBezierCurve(x + radius, y + height, x, y + height, x, y + height - radius, recPoints); + quadraticBezierCurve(x, y + radius, x, y, x + radius + 0.0000000001, y, recPoints); + + // this tiny number deals with the issue that occurs when points overlap and earcut fails to triangulate the item. + // TODO - fix this properly, this is not very elegant.. but it works for now. + + if (graphicsData.fill) { + var color = (0, _utils.hex2rgb)(graphicsData.fillColor); + var alpha = graphicsData.fillAlpha; + + var r = color[0] * alpha; + var g = color[1] * alpha; + var b = color[2] * alpha; + + var verts = webGLData.points; + var indices = webGLData.indices; + + var vecPos = verts.length / 6; + + var triangles = (0, _earcut2.default)(recPoints, null, 2); + + for (var i = 0, j = triangles.length; i < j; i += 3) { + indices.push(triangles[i] + vecPos); + indices.push(triangles[i] + vecPos); + indices.push(triangles[i + 1] + vecPos); + indices.push(triangles[i + 2] + vecPos); + indices.push(triangles[i + 2] + vecPos); + } + + for (var _i = 0, _j = recPoints.length; _i < _j; _i++) { + verts.push(recPoints[_i], recPoints[++_i], r, g, b, alpha); + } + } + + if (graphicsData.lineWidth) { + var tempPoints = graphicsData.points; + + graphicsData.points = recPoints; + + (0, _buildLine2.default)(graphicsData, webGLData, webGLDataNativeLines); + + graphicsData.points = tempPoints; + } +} + +/** + * Calculate a single point for a quadratic bezier curve. + * Utility function used by quadraticBezierCurve. + * Ignored from docs since it is not directly exposed. + * + * @ignore + * @private + * @param {number} n1 - first number + * @param {number} n2 - second number + * @param {number} perc - percentage + * @return {number} the result + * + */ +function getPt(n1, n2, perc) { + var diff = n2 - n1; + + return n1 + diff * perc; +} + +/** + * Calculate the points for a quadratic bezier curve. (helper function..) + * Based on: https://stackoverflow.com/questions/785097/how-do-i-implement-a-bezier-curve-in-c + * + * Ignored from docs since it is not directly exposed. + * + * @ignore + * @private + * @param {number} fromX - Origin point x + * @param {number} fromY - Origin point x + * @param {number} cpX - Control point x + * @param {number} cpY - Control point y + * @param {number} toX - Destination point x + * @param {number} toY - Destination point y + * @param {number[]} [out=[]] - The output array to add points into. If not passed, a new array is created. + * @return {number[]} an array of points + */ +function quadraticBezierCurve(fromX, fromY, cpX, cpY, toX, toY) { + var out = arguments.length > 6 && arguments[6] !== undefined ? arguments[6] : []; + + var n = 20; + var points = out; + + var xa = 0; + var ya = 0; + var xb = 0; + var yb = 0; + var x = 0; + var y = 0; + + for (var i = 0, j = 0; i <= n; ++i) { + j = i / n; + + // The Green Line + xa = getPt(fromX, cpX, j); + ya = getPt(fromY, cpY, j); + xb = getPt(cpX, toX, j); + yb = getPt(cpY, toY, j); + + // The Black Dot + x = getPt(xa, xb, j); + y = getPt(ya, yb, j); + + points.push(x, y); + } + + return points; +} + +},{"../../../utils":125,"./buildLine":61,"earcut":2}],65:[function(require,module,exports){ +'use strict'; + +exports.__esModule = true; +exports.autoDetectRenderer = exports.Application = exports.Filter = exports.SpriteMaskFilter = exports.Quad = exports.RenderTarget = exports.ObjectRenderer = exports.WebGLManager = exports.Shader = exports.CanvasRenderTarget = exports.TextureUvs = exports.VideoBaseTexture = exports.BaseRenderTexture = exports.RenderTexture = exports.BaseTexture = exports.TextureMatrix = exports.Texture = exports.Spritesheet = exports.CanvasGraphicsRenderer = exports.GraphicsRenderer = exports.GraphicsData = exports.Graphics = exports.TextMetrics = exports.TextStyle = exports.Text = exports.SpriteRenderer = exports.CanvasTinter = exports.CanvasSpriteRenderer = exports.Sprite = exports.TransformBase = exports.TransformStatic = exports.Transform = exports.Container = exports.DisplayObject = exports.Bounds = exports.glCore = exports.WebGLRenderer = exports.CanvasRenderer = exports.ticker = exports.utils = exports.settings = undefined; + +var _const = require('./const'); + +Object.keys(_const).forEach(function (key) { + if (key === "default" || key === "__esModule") return; + Object.defineProperty(exports, key, { + enumerable: true, + get: function get() { + return _const[key]; + } + }); +}); + +var _math = require('./math'); + +Object.keys(_math).forEach(function (key) { + if (key === "default" || key === "__esModule") return; + Object.defineProperty(exports, key, { + enumerable: true, + get: function get() { + return _math[key]; + } + }); +}); + +var _pixiGlCore = require('pixi-gl-core'); + +Object.defineProperty(exports, 'glCore', { + enumerable: true, + get: function get() { + return _interopRequireDefault(_pixiGlCore).default; + } +}); + +var _Bounds = require('./display/Bounds'); + +Object.defineProperty(exports, 'Bounds', { + enumerable: true, + get: function get() { + return _interopRequireDefault(_Bounds).default; + } +}); + +var _DisplayObject = require('./display/DisplayObject'); + +Object.defineProperty(exports, 'DisplayObject', { + enumerable: true, + get: function get() { + return _interopRequireDefault(_DisplayObject).default; + } +}); + +var _Container = require('./display/Container'); + +Object.defineProperty(exports, 'Container', { + enumerable: true, + get: function get() { + return _interopRequireDefault(_Container).default; + } +}); + +var _Transform = require('./display/Transform'); + +Object.defineProperty(exports, 'Transform', { + enumerable: true, + get: function get() { + return _interopRequireDefault(_Transform).default; + } +}); + +var _TransformStatic = require('./display/TransformStatic'); + +Object.defineProperty(exports, 'TransformStatic', { + enumerable: true, + get: function get() { + return _interopRequireDefault(_TransformStatic).default; + } +}); + +var _TransformBase = require('./display/TransformBase'); + +Object.defineProperty(exports, 'TransformBase', { + enumerable: true, + get: function get() { + return _interopRequireDefault(_TransformBase).default; + } +}); + +var _Sprite = require('./sprites/Sprite'); + +Object.defineProperty(exports, 'Sprite', { + enumerable: true, + get: function get() { + return _interopRequireDefault(_Sprite).default; + } +}); + +var _CanvasSpriteRenderer = require('./sprites/canvas/CanvasSpriteRenderer'); + +Object.defineProperty(exports, 'CanvasSpriteRenderer', { + enumerable: true, + get: function get() { + return _interopRequireDefault(_CanvasSpriteRenderer).default; + } +}); + +var _CanvasTinter = require('./sprites/canvas/CanvasTinter'); + +Object.defineProperty(exports, 'CanvasTinter', { + enumerable: true, + get: function get() { + return _interopRequireDefault(_CanvasTinter).default; + } +}); + +var _SpriteRenderer = require('./sprites/webgl/SpriteRenderer'); + +Object.defineProperty(exports, 'SpriteRenderer', { + enumerable: true, + get: function get() { + return _interopRequireDefault(_SpriteRenderer).default; + } +}); + +var _Text = require('./text/Text'); + +Object.defineProperty(exports, 'Text', { + enumerable: true, + get: function get() { + return _interopRequireDefault(_Text).default; + } +}); + +var _TextStyle = require('./text/TextStyle'); + +Object.defineProperty(exports, 'TextStyle', { + enumerable: true, + get: function get() { + return _interopRequireDefault(_TextStyle).default; + } +}); + +var _TextMetrics = require('./text/TextMetrics'); + +Object.defineProperty(exports, 'TextMetrics', { + enumerable: true, + get: function get() { + return _interopRequireDefault(_TextMetrics).default; + } +}); + +var _Graphics = require('./graphics/Graphics'); + +Object.defineProperty(exports, 'Graphics', { + enumerable: true, + get: function get() { + return _interopRequireDefault(_Graphics).default; + } +}); + +var _GraphicsData = require('./graphics/GraphicsData'); + +Object.defineProperty(exports, 'GraphicsData', { + enumerable: true, + get: function get() { + return _interopRequireDefault(_GraphicsData).default; + } +}); + +var _GraphicsRenderer = require('./graphics/webgl/GraphicsRenderer'); + +Object.defineProperty(exports, 'GraphicsRenderer', { + enumerable: true, + get: function get() { + return _interopRequireDefault(_GraphicsRenderer).default; + } +}); + +var _CanvasGraphicsRenderer = require('./graphics/canvas/CanvasGraphicsRenderer'); + +Object.defineProperty(exports, 'CanvasGraphicsRenderer', { + enumerable: true, + get: function get() { + return _interopRequireDefault(_CanvasGraphicsRenderer).default; + } +}); + +var _Spritesheet = require('./textures/Spritesheet'); + +Object.defineProperty(exports, 'Spritesheet', { + enumerable: true, + get: function get() { + return _interopRequireDefault(_Spritesheet).default; + } +}); + +var _Texture = require('./textures/Texture'); + +Object.defineProperty(exports, 'Texture', { + enumerable: true, + get: function get() { + return _interopRequireDefault(_Texture).default; + } +}); + +var _TextureMatrix = require('./textures/TextureMatrix'); + +Object.defineProperty(exports, 'TextureMatrix', { + enumerable: true, + get: function get() { + return _interopRequireDefault(_TextureMatrix).default; + } +}); + +var _BaseTexture = require('./textures/BaseTexture'); + +Object.defineProperty(exports, 'BaseTexture', { + enumerable: true, + get: function get() { + return _interopRequireDefault(_BaseTexture).default; + } +}); + +var _RenderTexture = require('./textures/RenderTexture'); + +Object.defineProperty(exports, 'RenderTexture', { + enumerable: true, + get: function get() { + return _interopRequireDefault(_RenderTexture).default; + } +}); + +var _BaseRenderTexture = require('./textures/BaseRenderTexture'); + +Object.defineProperty(exports, 'BaseRenderTexture', { + enumerable: true, + get: function get() { + return _interopRequireDefault(_BaseRenderTexture).default; + } +}); + +var _VideoBaseTexture = require('./textures/VideoBaseTexture'); + +Object.defineProperty(exports, 'VideoBaseTexture', { + enumerable: true, + get: function get() { + return _interopRequireDefault(_VideoBaseTexture).default; + } +}); + +var _TextureUvs = require('./textures/TextureUvs'); + +Object.defineProperty(exports, 'TextureUvs', { + enumerable: true, + get: function get() { + return _interopRequireDefault(_TextureUvs).default; + } +}); + +var _CanvasRenderTarget = require('./renderers/canvas/utils/CanvasRenderTarget'); + +Object.defineProperty(exports, 'CanvasRenderTarget', { + enumerable: true, + get: function get() { + return _interopRequireDefault(_CanvasRenderTarget).default; + } +}); + +var _Shader = require('./Shader'); + +Object.defineProperty(exports, 'Shader', { + enumerable: true, + get: function get() { + return _interopRequireDefault(_Shader).default; + } +}); + +var _WebGLManager = require('./renderers/webgl/managers/WebGLManager'); + +Object.defineProperty(exports, 'WebGLManager', { + enumerable: true, + get: function get() { + return _interopRequireDefault(_WebGLManager).default; + } +}); + +var _ObjectRenderer = require('./renderers/webgl/utils/ObjectRenderer'); + +Object.defineProperty(exports, 'ObjectRenderer', { + enumerable: true, + get: function get() { + return _interopRequireDefault(_ObjectRenderer).default; + } +}); + +var _RenderTarget = require('./renderers/webgl/utils/RenderTarget'); + +Object.defineProperty(exports, 'RenderTarget', { + enumerable: true, + get: function get() { + return _interopRequireDefault(_RenderTarget).default; + } +}); + +var _Quad = require('./renderers/webgl/utils/Quad'); + +Object.defineProperty(exports, 'Quad', { + enumerable: true, + get: function get() { + return _interopRequireDefault(_Quad).default; + } +}); + +var _SpriteMaskFilter = require('./renderers/webgl/filters/spriteMask/SpriteMaskFilter'); + +Object.defineProperty(exports, 'SpriteMaskFilter', { + enumerable: true, + get: function get() { + return _interopRequireDefault(_SpriteMaskFilter).default; + } +}); + +var _Filter = require('./renderers/webgl/filters/Filter'); + +Object.defineProperty(exports, 'Filter', { + enumerable: true, + get: function get() { + return _interopRequireDefault(_Filter).default; + } +}); + +var _Application = require('./Application'); + +Object.defineProperty(exports, 'Application', { + enumerable: true, + get: function get() { + return _interopRequireDefault(_Application).default; + } +}); + +var _autoDetectRenderer = require('./autoDetectRenderer'); + +Object.defineProperty(exports, 'autoDetectRenderer', { + enumerable: true, + get: function get() { + return _autoDetectRenderer.autoDetectRenderer; + } +}); + +var _utils = require('./utils'); + +var utils = _interopRequireWildcard(_utils); + +var _ticker = require('./ticker'); + +var ticker = _interopRequireWildcard(_ticker); + +var _settings = require('./settings'); + +var _settings2 = _interopRequireDefault(_settings); + +var _CanvasRenderer = require('./renderers/canvas/CanvasRenderer'); + +var _CanvasRenderer2 = _interopRequireDefault(_CanvasRenderer); + +var _WebGLRenderer = require('./renderers/webgl/WebGLRenderer'); + +var _WebGLRenderer2 = _interopRequireDefault(_WebGLRenderer); + +function _interopRequireWildcard(obj) { if (obj && obj.__esModule) { return obj; } else { var newObj = {}; if (obj != null) { for (var key in obj) { if (Object.prototype.hasOwnProperty.call(obj, key)) newObj[key] = obj[key]; } } newObj.default = obj; return newObj; } } + +function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } + +exports.settings = _settings2.default; +exports.utils = utils; +exports.ticker = ticker; +exports.CanvasRenderer = _CanvasRenderer2.default; +exports.WebGLRenderer = _WebGLRenderer2.default; /** + * @namespace PIXI + */ + +},{"./Application":43,"./Shader":44,"./autoDetectRenderer":45,"./const":46,"./display/Bounds":47,"./display/Container":48,"./display/DisplayObject":49,"./display/Transform":50,"./display/TransformBase":51,"./display/TransformStatic":52,"./graphics/Graphics":53,"./graphics/GraphicsData":54,"./graphics/canvas/CanvasGraphicsRenderer":55,"./graphics/webgl/GraphicsRenderer":57,"./math":70,"./renderers/canvas/CanvasRenderer":77,"./renderers/canvas/utils/CanvasRenderTarget":79,"./renderers/webgl/WebGLRenderer":84,"./renderers/webgl/filters/Filter":86,"./renderers/webgl/filters/spriteMask/SpriteMaskFilter":89,"./renderers/webgl/managers/WebGLManager":93,"./renderers/webgl/utils/ObjectRenderer":94,"./renderers/webgl/utils/Quad":95,"./renderers/webgl/utils/RenderTarget":96,"./settings":101,"./sprites/Sprite":102,"./sprites/canvas/CanvasSpriteRenderer":103,"./sprites/canvas/CanvasTinter":104,"./sprites/webgl/SpriteRenderer":106,"./text/Text":108,"./text/TextMetrics":109,"./text/TextStyle":110,"./textures/BaseRenderTexture":111,"./textures/BaseTexture":112,"./textures/RenderTexture":113,"./textures/Spritesheet":114,"./textures/Texture":115,"./textures/TextureMatrix":116,"./textures/TextureUvs":117,"./textures/VideoBaseTexture":118,"./ticker":121,"./utils":125,"pixi-gl-core":15}],66:[function(require,module,exports){ +'use strict'; + +exports.__esModule = true; + +var _Matrix = require('./Matrix'); + +var _Matrix2 = _interopRequireDefault(_Matrix); + +function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } + +var ux = [1, 1, 0, -1, -1, -1, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1]; // Your friendly neighbour https://en.wikipedia.org/wiki/Dihedral_group of order 16 + +var uy = [0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 1, 1, 0, -1, -1, -1]; +var vx = [0, -1, -1, -1, 0, 1, 1, 1, 0, 1, 1, 1, 0, -1, -1, -1]; +var vy = [1, 1, 0, -1, -1, -1, 0, 1, -1, -1, 0, 1, 1, 1, 0, -1]; +var tempMatrices = []; + +var mul = []; + +function signum(x) { + if (x < 0) { + return -1; + } + if (x > 0) { + return 1; + } + + return 0; +} + +function init() { + for (var i = 0; i < 16; i++) { + var row = []; + + mul.push(row); + + for (var j = 0; j < 16; j++) { + var _ux = signum(ux[i] * ux[j] + vx[i] * uy[j]); + var _uy = signum(uy[i] * ux[j] + vy[i] * uy[j]); + var _vx = signum(ux[i] * vx[j] + vx[i] * vy[j]); + var _vy = signum(uy[i] * vx[j] + vy[i] * vy[j]); + + for (var k = 0; k < 16; k++) { + if (ux[k] === _ux && uy[k] === _uy && vx[k] === _vx && vy[k] === _vy) { + row.push(k); + break; + } + } + } + } + + for (var _i = 0; _i < 16; _i++) { + var mat = new _Matrix2.default(); + + mat.set(ux[_i], uy[_i], vx[_i], vy[_i], 0, 0); + tempMatrices.push(mat); + } +} + +init(); + +/** + * Implements Dihedral Group D_8, see [group D4]{@link http://mathworld.wolfram.com/DihedralGroupD4.html}, + * D8 is the same but with diagonals. Used for texture rotations. + * + * Vector xX(i), xY(i) is U-axis of sprite with rotation i + * Vector yY(i), yY(i) is V-axis of sprite with rotation i + * Rotations: 0 grad (0), 90 grad (2), 180 grad (4), 270 grad (6) + * Mirrors: vertical (8), main diagonal (10), horizontal (12), reverse diagonal (14) + * This is the small part of gameofbombs.com portal system. It works. + * + * @author Ivan @ivanpopelyshev + * @class + * @memberof PIXI + */ +var GroupD8 = { + E: 0, + SE: 1, + S: 2, + SW: 3, + W: 4, + NW: 5, + N: 6, + NE: 7, + MIRROR_VERTICAL: 8, + MIRROR_HORIZONTAL: 12, + uX: function uX(ind) { + return ux[ind]; + }, + uY: function uY(ind) { + return uy[ind]; + }, + vX: function vX(ind) { + return vx[ind]; + }, + vY: function vY(ind) { + return vy[ind]; + }, + inv: function inv(rotation) { + if (rotation & 8) { + return rotation & 15; + } + + return -rotation & 7; + }, + add: function add(rotationSecond, rotationFirst) { + return mul[rotationSecond][rotationFirst]; + }, + sub: function sub(rotationSecond, rotationFirst) { + return mul[rotationSecond][GroupD8.inv(rotationFirst)]; + }, + + /** + * Adds 180 degrees to rotation. Commutative operation. + * + * @memberof PIXI.GroupD8 + * @param {number} rotation - The number to rotate. + * @returns {number} rotated number + */ + rotate180: function rotate180(rotation) { + return rotation ^ 4; + }, + + /** + * Direction of main vector can be horizontal, vertical or diagonal. + * Some objects work with vertical directions different. + * + * @memberof PIXI.GroupD8 + * @param {number} rotation - The number to check. + * @returns {boolean} Whether or not the direction is vertical + */ + isVertical: function isVertical(rotation) { + return (rotation & 3) === 2; + }, + + /** + * @memberof PIXI.GroupD8 + * @param {number} dx - TODO + * @param {number} dy - TODO + * + * @return {number} TODO + */ + byDirection: function byDirection(dx, dy) { + if (Math.abs(dx) * 2 <= Math.abs(dy)) { + if (dy >= 0) { + return GroupD8.S; + } + + return GroupD8.N; + } else if (Math.abs(dy) * 2 <= Math.abs(dx)) { + if (dx > 0) { + return GroupD8.E; + } + + return GroupD8.W; + } else if (dy > 0) { + if (dx > 0) { + return GroupD8.SE; + } + + return GroupD8.SW; + } else if (dx > 0) { + return GroupD8.NE; + } + + return GroupD8.NW; + }, + + /** + * Helps sprite to compensate texture packer rotation. + * + * @memberof PIXI.GroupD8 + * @param {PIXI.Matrix} matrix - sprite world matrix + * @param {number} rotation - The rotation factor to use. + * @param {number} tx - sprite anchoring + * @param {number} ty - sprite anchoring + */ + matrixAppendRotationInv: function matrixAppendRotationInv(matrix, rotation) { + var tx = arguments.length > 2 && arguments[2] !== undefined ? arguments[2] : 0; + var ty = arguments.length > 3 && arguments[3] !== undefined ? arguments[3] : 0; + + // Packer used "rotation", we use "inv(rotation)" + var mat = tempMatrices[GroupD8.inv(rotation)]; + + mat.tx = tx; + mat.ty = ty; + matrix.append(mat); + } +}; + +exports.default = GroupD8; + +},{"./Matrix":67}],67:[function(require,module,exports){ +'use strict'; + +exports.__esModule = true; + +var _createClass = function () { function defineProperties(target, props) { for (var i = 0; i < props.length; i++) { var descriptor = props[i]; descriptor.enumerable = descriptor.enumerable || false; descriptor.configurable = true; if ("value" in descriptor) descriptor.writable = true; Object.defineProperty(target, descriptor.key, descriptor); } } return function (Constructor, protoProps, staticProps) { if (protoProps) defineProperties(Constructor.prototype, protoProps); if (staticProps) defineProperties(Constructor, staticProps); return Constructor; }; }(); + +var _Point = require('./Point'); + +var _Point2 = _interopRequireDefault(_Point); + +var _const = require('../const'); + +function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } + +function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } + +/** + * The PixiJS Matrix class as an object, which makes it a lot faster, + * here is a representation of it : + * | a | c | tx| + * | b | d | ty| + * | 0 | 0 | 1 | + * + * @class + * @memberof PIXI + */ +var Matrix = function () { + /** + * @param {number} [a=1] - x scale + * @param {number} [b=0] - x skew + * @param {number} [c=0] - y skew + * @param {number} [d=1] - y scale + * @param {number} [tx=0] - x translation + * @param {number} [ty=0] - y translation + */ + function Matrix() { + var a = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : 1; + var b = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : 0; + var c = arguments.length > 2 && arguments[2] !== undefined ? arguments[2] : 0; + var d = arguments.length > 3 && arguments[3] !== undefined ? arguments[3] : 1; + var tx = arguments.length > 4 && arguments[4] !== undefined ? arguments[4] : 0; + var ty = arguments.length > 5 && arguments[5] !== undefined ? arguments[5] : 0; + + _classCallCheck(this, Matrix); + + /** + * @member {number} + * @default 1 + */ + this.a = a; + + /** + * @member {number} + * @default 0 + */ + this.b = b; + + /** + * @member {number} + * @default 0 + */ + this.c = c; + + /** + * @member {number} + * @default 1 + */ + this.d = d; + + /** + * @member {number} + * @default 0 + */ + this.tx = tx; + + /** + * @member {number} + * @default 0 + */ + this.ty = ty; + + this.array = null; + } + + /** + * Creates a Matrix object based on the given array. The Element to Matrix mapping order is as follows: + * + * a = array[0] + * b = array[1] + * c = array[3] + * d = array[4] + * tx = array[2] + * ty = array[5] + * + * @param {number[]} array - The array that the matrix will be populated from. + */ + + + Matrix.prototype.fromArray = function fromArray(array) { + this.a = array[0]; + this.b = array[1]; + this.c = array[3]; + this.d = array[4]; + this.tx = array[2]; + this.ty = array[5]; + }; + + /** + * sets the matrix properties + * + * @param {number} a - Matrix component + * @param {number} b - Matrix component + * @param {number} c - Matrix component + * @param {number} d - Matrix component + * @param {number} tx - Matrix component + * @param {number} ty - Matrix component + * + * @return {PIXI.Matrix} This matrix. Good for chaining method calls. + */ + + + Matrix.prototype.set = function set(a, b, c, d, tx, ty) { + this.a = a; + this.b = b; + this.c = c; + this.d = d; + this.tx = tx; + this.ty = ty; + + return this; + }; + + /** + * Creates an array from the current Matrix object. + * + * @param {boolean} transpose - Whether we need to transpose the matrix or not + * @param {Float32Array} [out=new Float32Array(9)] - If provided the array will be assigned to out + * @return {number[]} the newly created array which contains the matrix + */ + + + Matrix.prototype.toArray = function toArray(transpose, out) { + if (!this.array) { + this.array = new Float32Array(9); + } + + var array = out || this.array; + + if (transpose) { + array[0] = this.a; + array[1] = this.b; + array[2] = 0; + array[3] = this.c; + array[4] = this.d; + array[5] = 0; + array[6] = this.tx; + array[7] = this.ty; + array[8] = 1; + } else { + array[0] = this.a; + array[1] = this.c; + array[2] = this.tx; + array[3] = this.b; + array[4] = this.d; + array[5] = this.ty; + array[6] = 0; + array[7] = 0; + array[8] = 1; + } + + return array; + }; + + /** + * Get a new position with the current transformation applied. + * Can be used to go from a child's coordinate space to the world coordinate space. (e.g. rendering) + * + * @param {PIXI.Point} pos - The origin + * @param {PIXI.Point} [newPos] - The point that the new position is assigned to (allowed to be same as input) + * @return {PIXI.Point} The new point, transformed through this matrix + */ + + + Matrix.prototype.apply = function apply(pos, newPos) { + newPos = newPos || new _Point2.default(); + + var x = pos.x; + var y = pos.y; + + newPos.x = this.a * x + this.c * y + this.tx; + newPos.y = this.b * x + this.d * y + this.ty; + + return newPos; + }; + + /** + * Get a new position with the inverse of the current transformation applied. + * Can be used to go from the world coordinate space to a child's coordinate space. (e.g. input) + * + * @param {PIXI.Point} pos - The origin + * @param {PIXI.Point} [newPos] - The point that the new position is assigned to (allowed to be same as input) + * @return {PIXI.Point} The new point, inverse-transformed through this matrix + */ + + + Matrix.prototype.applyInverse = function applyInverse(pos, newPos) { + newPos = newPos || new _Point2.default(); + + var id = 1 / (this.a * this.d + this.c * -this.b); + + var x = pos.x; + var y = pos.y; + + newPos.x = this.d * id * x + -this.c * id * y + (this.ty * this.c - this.tx * this.d) * id; + newPos.y = this.a * id * y + -this.b * id * x + (-this.ty * this.a + this.tx * this.b) * id; + + return newPos; + }; + + /** + * Translates the matrix on the x and y. + * + * @param {number} x How much to translate x by + * @param {number} y How much to translate y by + * @return {PIXI.Matrix} This matrix. Good for chaining method calls. + */ + + + Matrix.prototype.translate = function translate(x, y) { + this.tx += x; + this.ty += y; + + return this; + }; + + /** + * Applies a scale transformation to the matrix. + * + * @param {number} x The amount to scale horizontally + * @param {number} y The amount to scale vertically + * @return {PIXI.Matrix} This matrix. Good for chaining method calls. + */ + + + Matrix.prototype.scale = function scale(x, y) { + this.a *= x; + this.d *= y; + this.c *= x; + this.b *= y; + this.tx *= x; + this.ty *= y; + + return this; + }; + + /** + * Applies a rotation transformation to the matrix. + * + * @param {number} angle - The angle in radians. + * @return {PIXI.Matrix} This matrix. Good for chaining method calls. + */ + + + Matrix.prototype.rotate = function rotate(angle) { + var cos = Math.cos(angle); + var sin = Math.sin(angle); + + var a1 = this.a; + var c1 = this.c; + var tx1 = this.tx; + + this.a = a1 * cos - this.b * sin; + this.b = a1 * sin + this.b * cos; + this.c = c1 * cos - this.d * sin; + this.d = c1 * sin + this.d * cos; + this.tx = tx1 * cos - this.ty * sin; + this.ty = tx1 * sin + this.ty * cos; + + return this; + }; + + /** + * Appends the given Matrix to this Matrix. + * + * @param {PIXI.Matrix} matrix - The matrix to append. + * @return {PIXI.Matrix} This matrix. Good for chaining method calls. + */ + + + Matrix.prototype.append = function append(matrix) { + var a1 = this.a; + var b1 = this.b; + var c1 = this.c; + var d1 = this.d; + + this.a = matrix.a * a1 + matrix.b * c1; + this.b = matrix.a * b1 + matrix.b * d1; + this.c = matrix.c * a1 + matrix.d * c1; + this.d = matrix.c * b1 + matrix.d * d1; + + this.tx = matrix.tx * a1 + matrix.ty * c1 + this.tx; + this.ty = matrix.tx * b1 + matrix.ty * d1 + this.ty; + + return this; + }; + + /** + * Sets the matrix based on all the available properties + * + * @param {number} x - Position on the x axis + * @param {number} y - Position on the y axis + * @param {number} pivotX - Pivot on the x axis + * @param {number} pivotY - Pivot on the y axis + * @param {number} scaleX - Scale on the x axis + * @param {number} scaleY - Scale on the y axis + * @param {number} rotation - Rotation in radians + * @param {number} skewX - Skew on the x axis + * @param {number} skewY - Skew on the y axis + * @return {PIXI.Matrix} This matrix. Good for chaining method calls. + */ + + + Matrix.prototype.setTransform = function setTransform(x, y, pivotX, pivotY, scaleX, scaleY, rotation, skewX, skewY) { + this.a = Math.cos(rotation + skewY) * scaleX; + this.b = Math.sin(rotation + skewY) * scaleX; + this.c = -Math.sin(rotation - skewX) * scaleY; + this.d = Math.cos(rotation - skewX) * scaleY; + + this.tx = x - (pivotX * this.a + pivotY * this.c); + this.ty = y - (pivotX * this.b + pivotY * this.d); + + return this; + }; + + /** + * Prepends the given Matrix to this Matrix. + * + * @param {PIXI.Matrix} matrix - The matrix to prepend + * @return {PIXI.Matrix} This matrix. Good for chaining method calls. + */ + + + Matrix.prototype.prepend = function prepend(matrix) { + var tx1 = this.tx; + + if (matrix.a !== 1 || matrix.b !== 0 || matrix.c !== 0 || matrix.d !== 1) { + var a1 = this.a; + var c1 = this.c; + + this.a = a1 * matrix.a + this.b * matrix.c; + this.b = a1 * matrix.b + this.b * matrix.d; + this.c = c1 * matrix.a + this.d * matrix.c; + this.d = c1 * matrix.b + this.d * matrix.d; + } + + this.tx = tx1 * matrix.a + this.ty * matrix.c + matrix.tx; + this.ty = tx1 * matrix.b + this.ty * matrix.d + matrix.ty; + + return this; + }; + + /** + * Decomposes the matrix (x, y, scaleX, scaleY, and rotation) and sets the properties on to a transform. + * + * @param {PIXI.Transform|PIXI.TransformStatic} transform - The transform to apply the properties to. + * @return {PIXI.Transform|PIXI.TransformStatic} The transform with the newly applied properties + */ + + + Matrix.prototype.decompose = function decompose(transform) { + // sort out rotation / skew.. + var a = this.a; + var b = this.b; + var c = this.c; + var d = this.d; + + var skewX = -Math.atan2(-c, d); + var skewY = Math.atan2(b, a); + + var delta = Math.abs(skewX + skewY); + + if (delta < 0.00001 || Math.abs(_const.PI_2 - delta) < 0.00001) { + transform.rotation = skewY; + transform.skew.x = transform.skew.y = 0; + } else { + transform.rotation = 0; + transform.skew.x = skewX; + transform.skew.y = skewY; + } + + // next set scale + transform.scale.x = Math.sqrt(a * a + b * b); + transform.scale.y = Math.sqrt(c * c + d * d); + + // next set position + transform.position.x = this.tx; + transform.position.y = this.ty; + + return transform; + }; + + /** + * Inverts this matrix + * + * @return {PIXI.Matrix} This matrix. Good for chaining method calls. + */ + + + Matrix.prototype.invert = function invert() { + var a1 = this.a; + var b1 = this.b; + var c1 = this.c; + var d1 = this.d; + var tx1 = this.tx; + var n = a1 * d1 - b1 * c1; + + this.a = d1 / n; + this.b = -b1 / n; + this.c = -c1 / n; + this.d = a1 / n; + this.tx = (c1 * this.ty - d1 * tx1) / n; + this.ty = -(a1 * this.ty - b1 * tx1) / n; + + return this; + }; + + /** + * Resets this Matix to an identity (default) matrix. + * + * @return {PIXI.Matrix} This matrix. Good for chaining method calls. + */ + + + Matrix.prototype.identity = function identity() { + this.a = 1; + this.b = 0; + this.c = 0; + this.d = 1; + this.tx = 0; + this.ty = 0; + + return this; + }; + + /** + * Creates a new Matrix object with the same values as this one. + * + * @return {PIXI.Matrix} A copy of this matrix. Good for chaining method calls. + */ + + + Matrix.prototype.clone = function clone() { + var matrix = new Matrix(); + + matrix.a = this.a; + matrix.b = this.b; + matrix.c = this.c; + matrix.d = this.d; + matrix.tx = this.tx; + matrix.ty = this.ty; + + return matrix; + }; + + /** + * Changes the values of the given matrix to be the same as the ones in this matrix + * + * @param {PIXI.Matrix} matrix - The matrix to copy from. + * @return {PIXI.Matrix} The matrix given in parameter with its values updated. + */ + + + Matrix.prototype.copy = function copy(matrix) { + matrix.a = this.a; + matrix.b = this.b; + matrix.c = this.c; + matrix.d = this.d; + matrix.tx = this.tx; + matrix.ty = this.ty; + + return matrix; + }; + + /** + * A default (identity) matrix + * + * @static + * @const + */ + + + _createClass(Matrix, null, [{ + key: 'IDENTITY', + get: function get() { + return new Matrix(); + } + + /** + * A temp matrix + * + * @static + * @const + */ + + }, { + key: 'TEMP_MATRIX', + get: function get() { + return new Matrix(); + } + }]); + + return Matrix; +}(); + +exports.default = Matrix; + +},{"../const":46,"./Point":69}],68:[function(require,module,exports){ +"use strict"; + +exports.__esModule = true; + +var _createClass = function () { function defineProperties(target, props) { for (var i = 0; i < props.length; i++) { var descriptor = props[i]; descriptor.enumerable = descriptor.enumerable || false; descriptor.configurable = true; if ("value" in descriptor) descriptor.writable = true; Object.defineProperty(target, descriptor.key, descriptor); } } return function (Constructor, protoProps, staticProps) { if (protoProps) defineProperties(Constructor.prototype, protoProps); if (staticProps) defineProperties(Constructor, staticProps); return Constructor; }; }(); + +function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } + +/** + * The Point object represents a location in a two-dimensional coordinate system, where x represents + * the horizontal axis and y represents the vertical axis. + * An observable point is a point that triggers a callback when the point's position is changed. + * + * @class + * @memberof PIXI + */ +var ObservablePoint = function () { + /** + * @param {Function} cb - callback when changed + * @param {object} scope - owner of callback + * @param {number} [x=0] - position of the point on the x axis + * @param {number} [y=0] - position of the point on the y axis + */ + function ObservablePoint(cb, scope) { + var x = arguments.length > 2 && arguments[2] !== undefined ? arguments[2] : 0; + var y = arguments.length > 3 && arguments[3] !== undefined ? arguments[3] : 0; + + _classCallCheck(this, ObservablePoint); + + this._x = x; + this._y = y; + + this.cb = cb; + this.scope = scope; + } + + /** + * Creates a clone of this point. + * The callback and scope params can be overidden otherwise they will default + * to the clone object's values. + * + * @override + * @param {Function} [cb=null] - callback when changed + * @param {object} [scope=null] - owner of callback + * @return {PIXI.ObservablePoint} a copy of the point + */ + + + ObservablePoint.prototype.clone = function clone() { + var cb = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : null; + var scope = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : null; + + var _cb = cb || this.cb; + var _scope = scope || this.scope; + + return new ObservablePoint(_cb, _scope, this._x, this._y); + }; + + /** + * Sets the point to a new x and y position. + * If y is omitted, both x and y will be set to x. + * + * @param {number} [x=0] - position of the point on the x axis + * @param {number} [y=0] - position of the point on the y axis + */ + + + ObservablePoint.prototype.set = function set(x, y) { + var _x = x || 0; + var _y = y || (y !== 0 ? _x : 0); + + if (this._x !== _x || this._y !== _y) { + this._x = _x; + this._y = _y; + this.cb.call(this.scope); + } + }; + + /** + * Copies the data from another point + * + * @param {PIXI.Point|PIXI.ObservablePoint} point - point to copy from + */ + + + ObservablePoint.prototype.copy = function copy(point) { + if (this._x !== point.x || this._y !== point.y) { + this._x = point.x; + this._y = point.y; + this.cb.call(this.scope); + } + }; + + /** + * Returns true if the given point is equal to this point + * + * @param {PIXI.Point|PIXI.ObservablePoint} p - The point to check + * @returns {boolean} Whether the given point equal to this point + */ + + + ObservablePoint.prototype.equals = function equals(p) { + return p.x === this._x && p.y === this._y; + }; + + /** + * The position of the displayObject on the x axis relative to the local coordinates of the parent. + * + * @member {number} + */ + + + _createClass(ObservablePoint, [{ + key: "x", + get: function get() { + return this._x; + }, + set: function set(value) // eslint-disable-line require-jsdoc + { + if (this._x !== value) { + this._x = value; + this.cb.call(this.scope); + } + } + + /** + * The position of the displayObject on the x axis relative to the local coordinates of the parent. + * + * @member {number} + */ + + }, { + key: "y", + get: function get() { + return this._y; + }, + set: function set(value) // eslint-disable-line require-jsdoc + { + if (this._y !== value) { + this._y = value; + this.cb.call(this.scope); + } + } + }]); + + return ObservablePoint; +}(); + +exports.default = ObservablePoint; + +},{}],69:[function(require,module,exports){ +"use strict"; + +exports.__esModule = true; + +function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } + +/** + * The Point object represents a location in a two-dimensional coordinate system, where x represents + * the horizontal axis and y represents the vertical axis. + * + * @class + * @memberof PIXI + */ +var Point = function () { + /** + * @param {number} [x=0] - position of the point on the x axis + * @param {number} [y=0] - position of the point on the y axis + */ + function Point() { + var x = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : 0; + var y = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : 0; + + _classCallCheck(this, Point); + + /** + * @member {number} + * @default 0 + */ + this.x = x; + + /** + * @member {number} + * @default 0 + */ + this.y = y; + } + + /** + * Creates a clone of this point + * + * @return {PIXI.Point} a copy of the point + */ + + + Point.prototype.clone = function clone() { + return new Point(this.x, this.y); + }; + + /** + * Copies x and y from the given point + * + * @param {PIXI.Point} p - The point to copy. + */ + + + Point.prototype.copy = function copy(p) { + this.set(p.x, p.y); + }; + + /** + * Returns true if the given point is equal to this point + * + * @param {PIXI.Point} p - The point to check + * @returns {boolean} Whether the given point equal to this point + */ + + + Point.prototype.equals = function equals(p) { + return p.x === this.x && p.y === this.y; + }; + + /** + * Sets the point to a new x and y position. + * If y is omitted, both x and y will be set to x. + * + * @param {number} [x=0] - position of the point on the x axis + * @param {number} [y=0] - position of the point on the y axis + */ + + + Point.prototype.set = function set(x, y) { + this.x = x || 0; + this.y = y || (y !== 0 ? this.x : 0); + }; + + return Point; +}(); + +exports.default = Point; + +},{}],70:[function(require,module,exports){ +'use strict'; + +exports.__esModule = true; + +var _Point = require('./Point'); + +Object.defineProperty(exports, 'Point', { + enumerable: true, + get: function get() { + return _interopRequireDefault(_Point).default; + } +}); + +var _ObservablePoint = require('./ObservablePoint'); + +Object.defineProperty(exports, 'ObservablePoint', { + enumerable: true, + get: function get() { + return _interopRequireDefault(_ObservablePoint).default; + } +}); + +var _Matrix = require('./Matrix'); + +Object.defineProperty(exports, 'Matrix', { + enumerable: true, + get: function get() { + return _interopRequireDefault(_Matrix).default; + } +}); + +var _GroupD = require('./GroupD8'); + +Object.defineProperty(exports, 'GroupD8', { + enumerable: true, + get: function get() { + return _interopRequireDefault(_GroupD).default; + } +}); + +var _Circle = require('./shapes/Circle'); + +Object.defineProperty(exports, 'Circle', { + enumerable: true, + get: function get() { + return _interopRequireDefault(_Circle).default; + } +}); + +var _Ellipse = require('./shapes/Ellipse'); + +Object.defineProperty(exports, 'Ellipse', { + enumerable: true, + get: function get() { + return _interopRequireDefault(_Ellipse).default; + } +}); + +var _Polygon = require('./shapes/Polygon'); + +Object.defineProperty(exports, 'Polygon', { + enumerable: true, + get: function get() { + return _interopRequireDefault(_Polygon).default; + } +}); + +var _Rectangle = require('./shapes/Rectangle'); + +Object.defineProperty(exports, 'Rectangle', { + enumerable: true, + get: function get() { + return _interopRequireDefault(_Rectangle).default; + } +}); + +var _RoundedRectangle = require('./shapes/RoundedRectangle'); + +Object.defineProperty(exports, 'RoundedRectangle', { + enumerable: true, + get: function get() { + return _interopRequireDefault(_RoundedRectangle).default; + } +}); + +function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } + +},{"./GroupD8":66,"./Matrix":67,"./ObservablePoint":68,"./Point":69,"./shapes/Circle":71,"./shapes/Ellipse":72,"./shapes/Polygon":73,"./shapes/Rectangle":74,"./shapes/RoundedRectangle":75}],71:[function(require,module,exports){ +'use strict'; + +exports.__esModule = true; + +var _Rectangle = require('./Rectangle'); + +var _Rectangle2 = _interopRequireDefault(_Rectangle); + +var _const = require('../../const'); + +function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } + +function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } + +/** + * The Circle object can be used to specify a hit area for displayObjects + * + * @class + * @memberof PIXI + */ +var Circle = function () { + /** + * @param {number} [x=0] - The X coordinate of the center of this circle + * @param {number} [y=0] - The Y coordinate of the center of this circle + * @param {number} [radius=0] - The radius of the circle + */ + function Circle() { + var x = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : 0; + var y = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : 0; + var radius = arguments.length > 2 && arguments[2] !== undefined ? arguments[2] : 0; + + _classCallCheck(this, Circle); + + /** + * @member {number} + * @default 0 + */ + this.x = x; + + /** + * @member {number} + * @default 0 + */ + this.y = y; + + /** + * @member {number} + * @default 0 + */ + this.radius = radius; + + /** + * The type of the object, mainly used to avoid `instanceof` checks + * + * @member {number} + * @readOnly + * @default PIXI.SHAPES.CIRC + * @see PIXI.SHAPES + */ + this.type = _const.SHAPES.CIRC; + } + + /** + * Creates a clone of this Circle instance + * + * @return {PIXI.Circle} a copy of the Circle + */ + + + Circle.prototype.clone = function clone() { + return new Circle(this.x, this.y, this.radius); + }; + + /** + * Checks whether the x and y coordinates given are contained within this circle + * + * @param {number} x - The X coordinate of the point to test + * @param {number} y - The Y coordinate of the point to test + * @return {boolean} Whether the x/y coordinates are within this Circle + */ + + + Circle.prototype.contains = function contains(x, y) { + if (this.radius <= 0) { + return false; + } + + var r2 = this.radius * this.radius; + var dx = this.x - x; + var dy = this.y - y; + + dx *= dx; + dy *= dy; + + return dx + dy <= r2; + }; + + /** + * Returns the framing rectangle of the circle as a Rectangle object + * + * @return {PIXI.Rectangle} the framing rectangle + */ + + + Circle.prototype.getBounds = function getBounds() { + return new _Rectangle2.default(this.x - this.radius, this.y - this.radius, this.radius * 2, this.radius * 2); + }; + + return Circle; +}(); + +exports.default = Circle; + +},{"../../const":46,"./Rectangle":74}],72:[function(require,module,exports){ +'use strict'; + +exports.__esModule = true; + +var _Rectangle = require('./Rectangle'); + +var _Rectangle2 = _interopRequireDefault(_Rectangle); + +var _const = require('../../const'); + +function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } + +function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } + +/** + * The Ellipse object can be used to specify a hit area for displayObjects + * + * @class + * @memberof PIXI + */ +var Ellipse = function () { + /** + * @param {number} [x=0] - The X coordinate of the center of this ellipse + * @param {number} [y=0] - The Y coordinate of the center of this ellipse + * @param {number} [halfWidth=0] - The half width of this ellipse + * @param {number} [halfHeight=0] - The half height of this ellipse + */ + function Ellipse() { + var x = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : 0; + var y = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : 0; + var halfWidth = arguments.length > 2 && arguments[2] !== undefined ? arguments[2] : 0; + var halfHeight = arguments.length > 3 && arguments[3] !== undefined ? arguments[3] : 0; + + _classCallCheck(this, Ellipse); + + /** + * @member {number} + * @default 0 + */ + this.x = x; + + /** + * @member {number} + * @default 0 + */ + this.y = y; + + /** + * @member {number} + * @default 0 + */ + this.width = halfWidth; + + /** + * @member {number} + * @default 0 + */ + this.height = halfHeight; + + /** + * The type of the object, mainly used to avoid `instanceof` checks + * + * @member {number} + * @readOnly + * @default PIXI.SHAPES.ELIP + * @see PIXI.SHAPES + */ + this.type = _const.SHAPES.ELIP; + } + + /** + * Creates a clone of this Ellipse instance + * + * @return {PIXI.Ellipse} a copy of the ellipse + */ + + + Ellipse.prototype.clone = function clone() { + return new Ellipse(this.x, this.y, this.width, this.height); + }; + + /** + * Checks whether the x and y coordinates given are contained within this ellipse + * + * @param {number} x - The X coordinate of the point to test + * @param {number} y - The Y coordinate of the point to test + * @return {boolean} Whether the x/y coords are within this ellipse + */ + + + Ellipse.prototype.contains = function contains(x, y) { + if (this.width <= 0 || this.height <= 0) { + return false; + } + + // normalize the coords to an ellipse with center 0,0 + var normx = (x - this.x) / this.width; + var normy = (y - this.y) / this.height; + + normx *= normx; + normy *= normy; + + return normx + normy <= 1; + }; + + /** + * Returns the framing rectangle of the ellipse as a Rectangle object + * + * @return {PIXI.Rectangle} the framing rectangle + */ + + + Ellipse.prototype.getBounds = function getBounds() { + return new _Rectangle2.default(this.x - this.width, this.y - this.height, this.width, this.height); + }; + + return Ellipse; +}(); + +exports.default = Ellipse; + +},{"../../const":46,"./Rectangle":74}],73:[function(require,module,exports){ +'use strict'; + +exports.__esModule = true; + +var _Point = require('../Point'); + +var _Point2 = _interopRequireDefault(_Point); + +var _const = require('../../const'); + +function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } + +function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } + +/** + * @class + * @memberof PIXI + */ +var Polygon = function () { + /** + * @param {PIXI.Point[]|number[]} points - This can be an array of Points + * that form the polygon, a flat array of numbers that will be interpreted as [x,y, x,y, ...], or + * the arguments passed can be all the points of the polygon e.g. + * `new PIXI.Polygon(new PIXI.Point(), new PIXI.Point(), ...)`, or the arguments passed can be flat + * x,y values e.g. `new Polygon(x,y, x,y, x,y, ...)` where `x` and `y` are Numbers. + */ + function Polygon() { + for (var _len = arguments.length, points = Array(_len), _key = 0; _key < _len; _key++) { + points[_key] = arguments[_key]; + } + + _classCallCheck(this, Polygon); + + if (Array.isArray(points[0])) { + points = points[0]; + } + + // if this is an array of points, convert it to a flat array of numbers + if (points[0] instanceof _Point2.default) { + var p = []; + + for (var i = 0, il = points.length; i < il; i++) { + p.push(points[i].x, points[i].y); + } + + points = p; + } + + this.closed = true; + + /** + * An array of the points of this polygon + * + * @member {number[]} + */ + this.points = points; + + /** + * The type of the object, mainly used to avoid `instanceof` checks + * + * @member {number} + * @readOnly + * @default PIXI.SHAPES.POLY + * @see PIXI.SHAPES + */ + this.type = _const.SHAPES.POLY; + } + + /** + * Creates a clone of this polygon + * + * @return {PIXI.Polygon} a copy of the polygon + */ + + + Polygon.prototype.clone = function clone() { + return new Polygon(this.points.slice()); + }; + + /** + * Closes the polygon, adding points if necessary. + * + */ + + + Polygon.prototype.close = function close() { + var points = this.points; + + // close the poly if the value is true! + if (points[0] !== points[points.length - 2] || points[1] !== points[points.length - 1]) { + points.push(points[0], points[1]); + } + }; + + /** + * Checks whether the x and y coordinates passed to this function are contained within this polygon + * + * @param {number} x - The X coordinate of the point to test + * @param {number} y - The Y coordinate of the point to test + * @return {boolean} Whether the x/y coordinates are within this polygon + */ + + + Polygon.prototype.contains = function contains(x, y) { + var inside = false; + + // use some raycasting to test hits + // https://github.com/substack/point-in-polygon/blob/master/index.js + var length = this.points.length / 2; + + for (var i = 0, j = length - 1; i < length; j = i++) { + var xi = this.points[i * 2]; + var yi = this.points[i * 2 + 1]; + var xj = this.points[j * 2]; + var yj = this.points[j * 2 + 1]; + var intersect = yi > y !== yj > y && x < (xj - xi) * ((y - yi) / (yj - yi)) + xi; + + if (intersect) { + inside = !inside; + } + } + + return inside; + }; + + return Polygon; +}(); + +exports.default = Polygon; + +},{"../../const":46,"../Point":69}],74:[function(require,module,exports){ +'use strict'; + +exports.__esModule = true; + +var _createClass = function () { function defineProperties(target, props) { for (var i = 0; i < props.length; i++) { var descriptor = props[i]; descriptor.enumerable = descriptor.enumerable || false; descriptor.configurable = true; if ("value" in descriptor) descriptor.writable = true; Object.defineProperty(target, descriptor.key, descriptor); } } return function (Constructor, protoProps, staticProps) { if (protoProps) defineProperties(Constructor.prototype, protoProps); if (staticProps) defineProperties(Constructor, staticProps); return Constructor; }; }(); + +var _const = require('../../const'); + +function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } + +/** + * Rectangle object is an area defined by its position, as indicated by its top-left corner + * point (x, y) and by its width and its height. + * + * @class + * @memberof PIXI + */ +var Rectangle = function () { + /** + * @param {number} [x=0] - The X coordinate of the upper-left corner of the rectangle + * @param {number} [y=0] - The Y coordinate of the upper-left corner of the rectangle + * @param {number} [width=0] - The overall width of this rectangle + * @param {number} [height=0] - The overall height of this rectangle + */ + function Rectangle() { + var x = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : 0; + var y = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : 0; + var width = arguments.length > 2 && arguments[2] !== undefined ? arguments[2] : 0; + var height = arguments.length > 3 && arguments[3] !== undefined ? arguments[3] : 0; + + _classCallCheck(this, Rectangle); + + /** + * @member {number} + * @default 0 + */ + this.x = Number(x); + + /** + * @member {number} + * @default 0 + */ + this.y = Number(y); + + /** + * @member {number} + * @default 0 + */ + this.width = Number(width); + + /** + * @member {number} + * @default 0 + */ + this.height = Number(height); + + /** + * The type of the object, mainly used to avoid `instanceof` checks + * + * @member {number} + * @readOnly + * @default PIXI.SHAPES.RECT + * @see PIXI.SHAPES + */ + this.type = _const.SHAPES.RECT; + } + + /** + * returns the left edge of the rectangle + * + * @member {number} + */ + + + /** + * Creates a clone of this Rectangle + * + * @return {PIXI.Rectangle} a copy of the rectangle + */ + Rectangle.prototype.clone = function clone() { + return new Rectangle(this.x, this.y, this.width, this.height); + }; + + /** + * Copies another rectangle to this one. + * + * @param {PIXI.Rectangle} rectangle - The rectangle to copy. + * @return {PIXI.Rectangle} Returns itself. + */ + + + Rectangle.prototype.copy = function copy(rectangle) { + this.x = rectangle.x; + this.y = rectangle.y; + this.width = rectangle.width; + this.height = rectangle.height; + + return this; + }; + + /** + * Checks whether the x and y coordinates given are contained within this Rectangle + * + * @param {number} x - The X coordinate of the point to test + * @param {number} y - The Y coordinate of the point to test + * @return {boolean} Whether the x/y coordinates are within this Rectangle + */ + + + Rectangle.prototype.contains = function contains(x, y) { + if (this.width <= 0 || this.height <= 0) { + return false; + } + + if (x >= this.x && x < this.x + this.width) { + if (y >= this.y && y < this.y + this.height) { + return true; + } + } + + return false; + }; + + /** + * Pads the rectangle making it grow in all directions. + * + * @param {number} paddingX - The horizontal padding amount. + * @param {number} [paddingY] - The vertical padding amount. + */ + + + Rectangle.prototype.pad = function pad(paddingX, paddingY) { + paddingX = paddingX || 0; + paddingY = paddingY || (paddingY !== 0 ? paddingX : 0); + + this.x -= paddingX; + this.y -= paddingY; + + this.width += paddingX * 2; + this.height += paddingY * 2; + }; + + /** + * Fits this rectangle around the passed one. + * + * @param {PIXI.Rectangle} rectangle - The rectangle to fit. + */ + + + Rectangle.prototype.fit = function fit(rectangle) { + var x1 = Math.max(this.x, rectangle.x); + var x2 = Math.min(this.x + this.width, rectangle.x + rectangle.width); + var y1 = Math.max(this.y, rectangle.y); + var y2 = Math.min(this.y + this.height, rectangle.y + rectangle.height); + + this.x = x1; + this.width = Math.max(x2 - x1, 0); + this.y = y1; + this.height = Math.max(y2 - y1, 0); + }; + + /** + * Enlarges this rectangle to include the passed rectangle. + * + * @param {PIXI.Rectangle} rectangle - The rectangle to include. + */ + + + Rectangle.prototype.enlarge = function enlarge(rectangle) { + var x1 = Math.min(this.x, rectangle.x); + var x2 = Math.max(this.x + this.width, rectangle.x + rectangle.width); + var y1 = Math.min(this.y, rectangle.y); + var y2 = Math.max(this.y + this.height, rectangle.y + rectangle.height); + + this.x = x1; + this.width = x2 - x1; + this.y = y1; + this.height = y2 - y1; + }; + + /** + * Enlarges rectangle that way its corners lie on grid + * + * @param {number} [resolution=1] resolution + * @param {number} [eps=0.001] precision + */ + + + Rectangle.prototype.ceil = function ceil() { + var resolution = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : 1; + var eps = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : 0.001; + + var x2 = Math.ceil((this.x + this.width - eps) * resolution) / resolution; + var y2 = Math.ceil((this.y + this.height - eps) * resolution) / resolution; + + this.x = Math.floor((this.x + eps) * resolution) / resolution; + this.y = Math.floor((this.y + eps) * resolution) / resolution; + + this.width = x2 - this.x; + this.height = y2 - this.y; + }; + + _createClass(Rectangle, [{ + key: 'left', + get: function get() { + return this.x; + } + + /** + * returns the right edge of the rectangle + * + * @member {number} + */ + + }, { + key: 'right', + get: function get() { + return this.x + this.width; + } + + /** + * returns the top edge of the rectangle + * + * @member {number} + */ + + }, { + key: 'top', + get: function get() { + return this.y; + } + + /** + * returns the bottom edge of the rectangle + * + * @member {number} + */ + + }, { + key: 'bottom', + get: function get() { + return this.y + this.height; + } + + /** + * A constant empty rectangle. + * + * @static + * @constant + */ + + }], [{ + key: 'EMPTY', + get: function get() { + return new Rectangle(0, 0, 0, 0); + } + }]); + + return Rectangle; +}(); + +exports.default = Rectangle; + +},{"../../const":46}],75:[function(require,module,exports){ +'use strict'; + +exports.__esModule = true; + +var _const = require('../../const'); + +function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } + +/** + * The Rounded Rectangle object is an area that has nice rounded corners, as indicated by its + * top-left corner point (x, y) and by its width and its height and its radius. + * + * @class + * @memberof PIXI + */ +var RoundedRectangle = function () { + /** + * @param {number} [x=0] - The X coordinate of the upper-left corner of the rounded rectangle + * @param {number} [y=0] - The Y coordinate of the upper-left corner of the rounded rectangle + * @param {number} [width=0] - The overall width of this rounded rectangle + * @param {number} [height=0] - The overall height of this rounded rectangle + * @param {number} [radius=20] - Controls the radius of the rounded corners + */ + function RoundedRectangle() { + var x = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : 0; + var y = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : 0; + var width = arguments.length > 2 && arguments[2] !== undefined ? arguments[2] : 0; + var height = arguments.length > 3 && arguments[3] !== undefined ? arguments[3] : 0; + var radius = arguments.length > 4 && arguments[4] !== undefined ? arguments[4] : 20; + + _classCallCheck(this, RoundedRectangle); + + /** + * @member {number} + * @default 0 + */ + this.x = x; + + /** + * @member {number} + * @default 0 + */ + this.y = y; + + /** + * @member {number} + * @default 0 + */ + this.width = width; + + /** + * @member {number} + * @default 0 + */ + this.height = height; + + /** + * @member {number} + * @default 20 + */ + this.radius = radius; + + /** + * The type of the object, mainly used to avoid `instanceof` checks + * + * @member {number} + * @readonly + * @default PIXI.SHAPES.RREC + * @see PIXI.SHAPES + */ + this.type = _const.SHAPES.RREC; + } + + /** + * Creates a clone of this Rounded Rectangle + * + * @return {PIXI.RoundedRectangle} a copy of the rounded rectangle + */ + + + RoundedRectangle.prototype.clone = function clone() { + return new RoundedRectangle(this.x, this.y, this.width, this.height, this.radius); + }; + + /** + * Checks whether the x and y coordinates given are contained within this Rounded Rectangle + * + * @param {number} x - The X coordinate of the point to test + * @param {number} y - The Y coordinate of the point to test + * @return {boolean} Whether the x/y coordinates are within this Rounded Rectangle + */ + + + RoundedRectangle.prototype.contains = function contains(x, y) { + if (this.width <= 0 || this.height <= 0) { + return false; + } + if (x >= this.x && x <= this.x + this.width) { + if (y >= this.y && y <= this.y + this.height) { + if (y >= this.y + this.radius && y <= this.y + this.height - this.radius || x >= this.x + this.radius && x <= this.x + this.width - this.radius) { + return true; + } + var dx = x - (this.x + this.radius); + var dy = y - (this.y + this.radius); + var radius2 = this.radius * this.radius; + + if (dx * dx + dy * dy <= radius2) { + return true; + } + dx = x - (this.x + this.width - this.radius); + if (dx * dx + dy * dy <= radius2) { + return true; + } + dy = y - (this.y + this.height - this.radius); + if (dx * dx + dy * dy <= radius2) { + return true; + } + dx = x - (this.x + this.radius); + if (dx * dx + dy * dy <= radius2) { + return true; + } + } + } + + return false; + }; + + return RoundedRectangle; +}(); + +exports.default = RoundedRectangle; + +},{"../../const":46}],76:[function(require,module,exports){ +'use strict'; + +exports.__esModule = true; + +var _createClass = function () { function defineProperties(target, props) { for (var i = 0; i < props.length; i++) { var descriptor = props[i]; descriptor.enumerable = descriptor.enumerable || false; descriptor.configurable = true; if ("value" in descriptor) descriptor.writable = true; Object.defineProperty(target, descriptor.key, descriptor); } } return function (Constructor, protoProps, staticProps) { if (protoProps) defineProperties(Constructor.prototype, protoProps); if (staticProps) defineProperties(Constructor, staticProps); return Constructor; }; }(); + +var _utils = require('../utils'); + +var _math = require('../math'); + +var _const = require('../const'); + +var _settings = require('../settings'); + +var _settings2 = _interopRequireDefault(_settings); + +var _Container = require('../display/Container'); + +var _Container2 = _interopRequireDefault(_Container); + +var _RenderTexture = require('../textures/RenderTexture'); + +var _RenderTexture2 = _interopRequireDefault(_RenderTexture); + +var _eventemitter = require('eventemitter3'); + +var _eventemitter2 = _interopRequireDefault(_eventemitter); + +function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } + +function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } + +function _possibleConstructorReturn(self, call) { if (!self) { throw new ReferenceError("this hasn't been initialised - super() hasn't been called"); } return call && (typeof call === "object" || typeof call === "function") ? call : self; } + +function _inherits(subClass, superClass) { if (typeof superClass !== "function" && superClass !== null) { throw new TypeError("Super expression must either be null or a function, not " + typeof superClass); } subClass.prototype = Object.create(superClass && superClass.prototype, { constructor: { value: subClass, enumerable: false, writable: true, configurable: true } }); if (superClass) Object.setPrototypeOf ? Object.setPrototypeOf(subClass, superClass) : subClass.__proto__ = superClass; } + +var tempMatrix = new _math.Matrix(); + +/** + * The SystemRenderer is the base for a PixiJS Renderer. It is extended by the {@link PIXI.CanvasRenderer} + * and {@link PIXI.WebGLRenderer} which can be used for rendering a PixiJS scene. + * + * @abstract + * @class + * @extends EventEmitter + * @memberof PIXI + */ + +var SystemRenderer = function (_EventEmitter) { + _inherits(SystemRenderer, _EventEmitter); + + // eslint-disable-next-line valid-jsdoc + /** + * @param {string} system - The name of the system this renderer is for. + * @param {object} [options] - The optional renderer parameters + * @param {number} [options.width=800] - the width of the screen + * @param {number} [options.height=600] - the height of the screen + * @param {HTMLCanvasElement} [options.view] - the canvas to use as a view, optional + * @param {boolean} [options.transparent=false] - If the render view is transparent, default false + * @param {boolean} [options.autoResize=false] - If the render view is automatically resized, default false + * @param {boolean} [options.antialias=false] - sets antialias (only applicable in chrome at the moment) + * @param {number} [options.resolution=1] - The resolution / device pixel ratio of the renderer. The + * resolution of the renderer retina would be 2. + * @param {boolean} [options.preserveDrawingBuffer=false] - enables drawing buffer preservation, + * enable this if you need to call toDataUrl on the webgl context. + * @param {boolean} [options.clearBeforeRender=true] - This sets if the renderer will clear the canvas or + * not before the new render pass. + * @param {number} [options.backgroundColor=0x000000] - The background color of the rendered area + * (shown if not transparent). + * @param {boolean} [options.roundPixels=false] - If true PixiJS will Math.floor() x/y values when rendering, + * stopping pixel interpolation. + */ + function SystemRenderer(system, options, arg2, arg3) { + _classCallCheck(this, SystemRenderer); + + var _this = _possibleConstructorReturn(this, _EventEmitter.call(this)); + + (0, _utils.sayHello)(system); + + // Support for constructor(system, screenWidth, screenHeight, options) + if (typeof options === 'number') { + options = Object.assign({ + width: options, + height: arg2 || _settings2.default.RENDER_OPTIONS.height + }, arg3); + } + + // Add the default render options + options = Object.assign({}, _settings2.default.RENDER_OPTIONS, options); + + /** + * The supplied constructor options. + * + * @member {Object} + * @readOnly + */ + _this.options = options; + + /** + * The type of the renderer. + * + * @member {number} + * @default PIXI.RENDERER_TYPE.UNKNOWN + * @see PIXI.RENDERER_TYPE + */ + _this.type = _const.RENDERER_TYPE.UNKNOWN; + + /** + * Measurements of the screen. (0, 0, screenWidth, screenHeight) + * + * Its safe to use as filterArea or hitArea for whole stage + * + * @member {PIXI.Rectangle} + */ + _this.screen = new _math.Rectangle(0, 0, options.width, options.height); + + /** + * The canvas element that everything is drawn to + * + * @member {HTMLCanvasElement} + */ + _this.view = options.view || document.createElement('canvas'); + + /** + * The resolution / device pixel ratio of the renderer + * + * @member {number} + * @default 1 + */ + _this.resolution = options.resolution || _settings2.default.RESOLUTION; + + /** + * Whether the render view is transparent + * + * @member {boolean} + */ + _this.transparent = options.transparent; + + /** + * Whether css dimensions of canvas view should be resized to screen dimensions automatically + * + * @member {boolean} + */ + _this.autoResize = options.autoResize || false; + + /** + * Tracks the blend modes useful for this renderer. + * + * @member {object} + */ + _this.blendModes = null; + + /** + * The value of the preserveDrawingBuffer flag affects whether or not the contents of + * the stencil buffer is retained after rendering. + * + * @member {boolean} + */ + _this.preserveDrawingBuffer = options.preserveDrawingBuffer; + + /** + * This sets if the CanvasRenderer will clear the canvas or not before the new render pass. + * If the scene is NOT transparent PixiJS will use a canvas sized fillRect operation every + * frame to set the canvas background color. If the scene is transparent PixiJS will use clearRect + * to clear the canvas every frame. Disable this by setting this to false. For example if + * your game has a canvas filling background image you often don't need this set. + * + * @member {boolean} + * @default + */ + _this.clearBeforeRender = options.clearBeforeRender; + + /** + * If true PixiJS will Math.floor() x/y values when rendering, stopping pixel interpolation. + * Handy for crisp pixel art and speed on legacy devices. + * + * @member {boolean} + */ + _this.roundPixels = options.roundPixels; + + /** + * The background color as a number. + * + * @member {number} + * @private + */ + _this._backgroundColor = 0x000000; + + /** + * The background color as an [R, G, B] array. + * + * @member {number[]} + * @private + */ + _this._backgroundColorRgba = [0, 0, 0, 0]; + + /** + * The background color as a string. + * + * @member {string} + * @private + */ + _this._backgroundColorString = '#000000'; + + _this.backgroundColor = options.backgroundColor || _this._backgroundColor; // run bg color setter + + /** + * This temporary display object used as the parent of the currently being rendered item + * + * @member {PIXI.DisplayObject} + * @private + */ + _this._tempDisplayObjectParent = new _Container2.default(); + + /** + * The last root object that the renderer tried to render. + * + * @member {PIXI.DisplayObject} + * @private + */ + _this._lastObjectRendered = _this._tempDisplayObjectParent; + return _this; + } + + /** + * Same as view.width, actual number of pixels in the canvas by horizontal + * + * @member {number} + * @readonly + * @default 800 + */ + + + /** + * Resizes the screen and canvas to the specified width and height + * Canvas dimensions are multiplied by resolution + * + * @param {number} screenWidth - the new width of the screen + * @param {number} screenHeight - the new height of the screen + */ + SystemRenderer.prototype.resize = function resize(screenWidth, screenHeight) { + this.screen.width = screenWidth; + this.screen.height = screenHeight; + + this.view.width = screenWidth * this.resolution; + this.view.height = screenHeight * this.resolution; + + if (this.autoResize) { + this.view.style.width = screenWidth + 'px'; + this.view.style.height = screenHeight + 'px'; + } + }; + + /** + * Useful function that returns a texture of the display object that can then be used to create sprites + * This can be quite useful if your displayObject is complicated and needs to be reused multiple times. + * + * @param {PIXI.DisplayObject} displayObject - The displayObject the object will be generated from + * @param {number} scaleMode - Should be one of the scaleMode consts + * @param {number} resolution - The resolution / device pixel ratio of the texture being generated + * @param {PIXI.Rectangle} [region] - The region of the displayObject, that shall be rendered, + * if no region is specified, defaults to the local bounds of the displayObject. + * @return {PIXI.Texture} a texture of the graphics object + */ + + + SystemRenderer.prototype.generateTexture = function generateTexture(displayObject, scaleMode, resolution, region) { + region = region || displayObject.getLocalBounds(); + + var renderTexture = _RenderTexture2.default.create(region.width | 0, region.height | 0, scaleMode, resolution); + + tempMatrix.tx = -region.x; + tempMatrix.ty = -region.y; + + this.render(displayObject, renderTexture, false, tempMatrix, !!displayObject.parent); + + return renderTexture; + }; + + /** + * Removes everything from the renderer and optionally removes the Canvas DOM element. + * + * @param {boolean} [removeView=false] - Removes the Canvas element from the DOM. + */ + + + SystemRenderer.prototype.destroy = function destroy(removeView) { + if (removeView && this.view.parentNode) { + this.view.parentNode.removeChild(this.view); + } + + this.type = _const.RENDERER_TYPE.UNKNOWN; + + this.view = null; + + this.screen = null; + + this.resolution = 0; + + this.transparent = false; + + this.autoResize = false; + + this.blendModes = null; + + this.options = null; + + this.preserveDrawingBuffer = false; + this.clearBeforeRender = false; + + this.roundPixels = false; + + this._backgroundColor = 0; + this._backgroundColorRgba = null; + this._backgroundColorString = null; + + this._tempDisplayObjectParent = null; + this._lastObjectRendered = null; + }; + + /** + * The background color to fill if not transparent + * + * @member {number} + */ + + + _createClass(SystemRenderer, [{ + key: 'width', + get: function get() { + return this.view.width; + } + + /** + * Same as view.height, actual number of pixels in the canvas by vertical + * + * @member {number} + * @readonly + * @default 600 + */ + + }, { + key: 'height', + get: function get() { + return this.view.height; + } + }, { + key: 'backgroundColor', + get: function get() { + return this._backgroundColor; + }, + set: function set(value) // eslint-disable-line require-jsdoc + { + this._backgroundColor = value; + this._backgroundColorString = (0, _utils.hex2string)(value); + (0, _utils.hex2rgb)(value, this._backgroundColorRgba); + } + }]); + + return SystemRenderer; +}(_eventemitter2.default); + +exports.default = SystemRenderer; + +},{"../const":46,"../display/Container":48,"../math":70,"../settings":101,"../textures/RenderTexture":113,"../utils":125,"eventemitter3":3}],77:[function(require,module,exports){ +'use strict'; + +exports.__esModule = true; + +var _SystemRenderer2 = require('../SystemRenderer'); + +var _SystemRenderer3 = _interopRequireDefault(_SystemRenderer2); + +var _CanvasMaskManager = require('./utils/CanvasMaskManager'); + +var _CanvasMaskManager2 = _interopRequireDefault(_CanvasMaskManager); + +var _CanvasRenderTarget = require('./utils/CanvasRenderTarget'); + +var _CanvasRenderTarget2 = _interopRequireDefault(_CanvasRenderTarget); + +var _mapCanvasBlendModesToPixi = require('./utils/mapCanvasBlendModesToPixi'); + +var _mapCanvasBlendModesToPixi2 = _interopRequireDefault(_mapCanvasBlendModesToPixi); + +var _utils = require('../../utils'); + +var _const = require('../../const'); + +var _settings = require('../../settings'); + +var _settings2 = _interopRequireDefault(_settings); + +function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } + +function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } + +function _possibleConstructorReturn(self, call) { if (!self) { throw new ReferenceError("this hasn't been initialised - super() hasn't been called"); } return call && (typeof call === "object" || typeof call === "function") ? call : self; } + +function _inherits(subClass, superClass) { if (typeof superClass !== "function" && superClass !== null) { throw new TypeError("Super expression must either be null or a function, not " + typeof superClass); } subClass.prototype = Object.create(superClass && superClass.prototype, { constructor: { value: subClass, enumerable: false, writable: true, configurable: true } }); if (superClass) Object.setPrototypeOf ? Object.setPrototypeOf(subClass, superClass) : subClass.__proto__ = superClass; } + +/** + * The CanvasRenderer draws the scene and all its content onto a 2d canvas. This renderer should + * be used for browsers that do not support WebGL. Don't forget to add the CanvasRenderer.view to + * your DOM or you will not see anything :) + * + * @class + * @memberof PIXI + * @extends PIXI.SystemRenderer + */ +var CanvasRenderer = function (_SystemRenderer) { + _inherits(CanvasRenderer, _SystemRenderer); + + // eslint-disable-next-line valid-jsdoc + /** + * @param {object} [options] - The optional renderer parameters + * @param {number} [options.width=800] - the width of the screen + * @param {number} [options.height=600] - the height of the screen + * @param {HTMLCanvasElement} [options.view] - the canvas to use as a view, optional + * @param {boolean} [options.transparent=false] - If the render view is transparent, default false + * @param {boolean} [options.autoResize=false] - If the render view is automatically resized, default false + * @param {boolean} [options.antialias=false] - sets antialias (only applicable in chrome at the moment) + * @param {number} [options.resolution=1] - The resolution / device pixel ratio of the renderer. The + * resolution of the renderer retina would be 2. + * @param {boolean} [options.preserveDrawingBuffer=false] - enables drawing buffer preservation, + * enable this if you need to call toDataUrl on the webgl context. + * @param {boolean} [options.clearBeforeRender=true] - This sets if the renderer will clear the canvas or + * not before the new render pass. + * @param {number} [options.backgroundColor=0x000000] - The background color of the rendered area + * (shown if not transparent). + * @param {boolean} [options.roundPixels=false] - If true PixiJS will Math.floor() x/y values when rendering, + * stopping pixel interpolation. + */ + function CanvasRenderer(options, arg2, arg3) { + _classCallCheck(this, CanvasRenderer); + + var _this = _possibleConstructorReturn(this, _SystemRenderer.call(this, 'Canvas', options, arg2, arg3)); + + _this.type = _const.RENDERER_TYPE.CANVAS; + + /** + * The root canvas 2d context that everything is drawn with. + * + * @member {CanvasRenderingContext2D} + */ + _this.rootContext = _this.view.getContext('2d', { alpha: _this.transparent }); + + /** + * The currently active canvas 2d context (could change with renderTextures) + * + * @member {CanvasRenderingContext2D} + */ + _this.context = _this.rootContext; + + /** + * Boolean flag controlling canvas refresh. + * + * @member {boolean} + */ + _this.refresh = true; + + /** + * Instance of a CanvasMaskManager, handles masking when using the canvas renderer. + * + * @member {PIXI.CanvasMaskManager} + */ + _this.maskManager = new _CanvasMaskManager2.default(_this); + + /** + * The canvas property used to set the canvas smoothing property. + * + * @member {string} + */ + _this.smoothProperty = 'imageSmoothingEnabled'; + + if (!_this.rootContext.imageSmoothingEnabled) { + if (_this.rootContext.webkitImageSmoothingEnabled) { + _this.smoothProperty = 'webkitImageSmoothingEnabled'; + } else if (_this.rootContext.mozImageSmoothingEnabled) { + _this.smoothProperty = 'mozImageSmoothingEnabled'; + } else if (_this.rootContext.oImageSmoothingEnabled) { + _this.smoothProperty = 'oImageSmoothingEnabled'; + } else if (_this.rootContext.msImageSmoothingEnabled) { + _this.smoothProperty = 'msImageSmoothingEnabled'; + } + } + + _this.initPlugins(); + + _this.blendModes = (0, _mapCanvasBlendModesToPixi2.default)(); + _this._activeBlendMode = null; + + _this.renderingToScreen = false; + + _this.resize(_this.options.width, _this.options.height); + + /** + * Fired after rendering finishes. + * + * @event PIXI.CanvasRenderer#postrender + */ + + /** + * Fired before rendering starts. + * + * @event PIXI.CanvasRenderer#prerender + */ + return _this; + } + + /** + * Renders the object to this canvas view + * + * @param {PIXI.DisplayObject} displayObject - The object to be rendered + * @param {PIXI.RenderTexture} [renderTexture] - A render texture to be rendered to. + * If unset, it will render to the root context. + * @param {boolean} [clear=false] - Whether to clear the canvas before drawing + * @param {PIXI.Matrix} [transform] - A transformation to be applied + * @param {boolean} [skipUpdateTransform=false] - Whether to skip the update transform + */ + + + CanvasRenderer.prototype.render = function render(displayObject, renderTexture, clear, transform, skipUpdateTransform) { + if (!this.view) { + return; + } + + // can be handy to know! + this.renderingToScreen = !renderTexture; + + this.emit('prerender'); + + var rootResolution = this.resolution; + + if (renderTexture) { + renderTexture = renderTexture.baseTexture || renderTexture; + + if (!renderTexture._canvasRenderTarget) { + renderTexture._canvasRenderTarget = new _CanvasRenderTarget2.default(renderTexture.width, renderTexture.height, renderTexture.resolution); + renderTexture.source = renderTexture._canvasRenderTarget.canvas; + renderTexture.valid = true; + } + + this.context = renderTexture._canvasRenderTarget.context; + this.resolution = renderTexture._canvasRenderTarget.resolution; + } else { + this.context = this.rootContext; + } + + var context = this.context; + + if (!renderTexture) { + this._lastObjectRendered = displayObject; + } + + if (!skipUpdateTransform) { + // update the scene graph + var cacheParent = displayObject.parent; + var tempWt = this._tempDisplayObjectParent.transform.worldTransform; + + if (transform) { + transform.copy(tempWt); + + // lets not forget to flag the parent transform as dirty... + this._tempDisplayObjectParent.transform._worldID = -1; + } else { + tempWt.identity(); + } + + displayObject.parent = this._tempDisplayObjectParent; + + displayObject.updateTransform(); + displayObject.parent = cacheParent; + // displayObject.hitArea = //TODO add a temp hit area + } + + context.save(); + context.setTransform(1, 0, 0, 1, 0, 0); + context.globalAlpha = 1; + this._activeBlendMode = _const.BLEND_MODES.NORMAL; + context.globalCompositeOperation = this.blendModes[_const.BLEND_MODES.NORMAL]; + + if (navigator.isCocoonJS && this.view.screencanvas) { + context.fillStyle = 'black'; + context.clear(); + } + + if (clear !== undefined ? clear : this.clearBeforeRender) { + if (this.renderingToScreen) { + if (this.transparent) { + context.clearRect(0, 0, this.width, this.height); + } else { + context.fillStyle = this._backgroundColorString; + context.fillRect(0, 0, this.width, this.height); + } + } // else { + // TODO: implement background for CanvasRenderTarget or RenderTexture? + // } + } + + // TODO RENDER TARGET STUFF HERE.. + var tempContext = this.context; + + this.context = context; + displayObject.renderCanvas(this); + this.context = tempContext; + + context.restore(); + + this.resolution = rootResolution; + + this.emit('postrender'); + }; + + /** + * Clear the canvas of renderer. + * + * @param {string} [clearColor] - Clear the canvas with this color, except the canvas is transparent. + */ + + + CanvasRenderer.prototype.clear = function clear(clearColor) { + var context = this.context; + + clearColor = clearColor || this._backgroundColorString; + + if (!this.transparent && clearColor) { + context.fillStyle = clearColor; + context.fillRect(0, 0, this.width, this.height); + } else { + context.clearRect(0, 0, this.width, this.height); + } + }; + + /** + * Sets the blend mode of the renderer. + * + * @param {number} blendMode - See {@link PIXI.BLEND_MODES} for valid values. + */ + + + CanvasRenderer.prototype.setBlendMode = function setBlendMode(blendMode) { + if (this._activeBlendMode === blendMode) { + return; + } + + this._activeBlendMode = blendMode; + this.context.globalCompositeOperation = this.blendModes[blendMode]; + }; + + /** + * Removes everything from the renderer and optionally removes the Canvas DOM element. + * + * @param {boolean} [removeView=false] - Removes the Canvas element from the DOM. + */ + + + CanvasRenderer.prototype.destroy = function destroy(removeView) { + this.destroyPlugins(); + + // call the base destroy + _SystemRenderer.prototype.destroy.call(this, removeView); + + this.context = null; + + this.refresh = true; + + this.maskManager.destroy(); + this.maskManager = null; + + this.smoothProperty = null; + }; + + /** + * Resizes the canvas view to the specified width and height. + * + * @extends PIXI.SystemRenderer#resize + * + * @param {number} screenWidth - the new width of the screen + * @param {number} screenHeight - the new height of the screen + */ + + + CanvasRenderer.prototype.resize = function resize(screenWidth, screenHeight) { + _SystemRenderer.prototype.resize.call(this, screenWidth, screenHeight); + + // reset the scale mode.. oddly this seems to be reset when the canvas is resized. + // surely a browser bug?? Let PixiJS fix that for you.. + if (this.smoothProperty) { + this.rootContext[this.smoothProperty] = _settings2.default.SCALE_MODE === _const.SCALE_MODES.LINEAR; + } + }; + + /** + * Checks if blend mode has changed. + */ + + + CanvasRenderer.prototype.invalidateBlendMode = function invalidateBlendMode() { + this._activeBlendMode = this.blendModes.indexOf(this.context.globalCompositeOperation); + }; + + return CanvasRenderer; +}(_SystemRenderer3.default); + +/** + * Collection of installed plugins. These are included by default in PIXI, but can be excluded + * by creating a custom build. Consult the README for more information about creating custom + * builds and excluding plugins. + * @name PIXI.CanvasRenderer#plugins + * @type {object} + * @readonly + * @property {PIXI.accessibility.AccessibilityManager} accessibility Support tabbing interactive elements. + * @property {PIXI.extract.CanvasExtract} extract Extract image data from renderer. + * @property {PIXI.interaction.InteractionManager} interaction Handles mouse, touch and pointer events. + * @property {PIXI.prepare.CanvasPrepare} prepare Pre-render display objects. + */ + +/** + * Adds a plugin to the renderer. + * + * @method PIXI.CanvasRenderer#registerPlugin + * @param {string} pluginName - The name of the plugin. + * @param {Function} ctor - The constructor function or class for the plugin. + */ + +exports.default = CanvasRenderer; +_utils.pluginTarget.mixin(CanvasRenderer); + +},{"../../const":46,"../../settings":101,"../../utils":125,"../SystemRenderer":76,"./utils/CanvasMaskManager":78,"./utils/CanvasRenderTarget":79,"./utils/mapCanvasBlendModesToPixi":81}],78:[function(require,module,exports){ +'use strict'; + +exports.__esModule = true; + +var _const = require('../../../const'); + +function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } + +/** + * A set of functions used to handle masking. + * + * @class + * @memberof PIXI + */ +var CanvasMaskManager = function () { + /** + * @param {PIXI.CanvasRenderer} renderer - The canvas renderer. + */ + function CanvasMaskManager(renderer) { + _classCallCheck(this, CanvasMaskManager); + + this.renderer = renderer; + } + + /** + * This method adds it to the current stack of masks. + * + * @param {object} maskData - the maskData that will be pushed + */ + + + CanvasMaskManager.prototype.pushMask = function pushMask(maskData) { + var renderer = this.renderer; + + renderer.context.save(); + + var cacheAlpha = maskData.alpha; + var transform = maskData.transform.worldTransform; + var resolution = renderer.resolution; + + renderer.context.setTransform(transform.a * resolution, transform.b * resolution, transform.c * resolution, transform.d * resolution, transform.tx * resolution, transform.ty * resolution); + + // TODO suport sprite alpha masks?? + // lots of effort required. If demand is great enough.. + if (!maskData._texture) { + this.renderGraphicsShape(maskData); + renderer.context.clip(); + } + + maskData.worldAlpha = cacheAlpha; + }; + + /** + * Renders a PIXI.Graphics shape. + * + * @param {PIXI.Graphics} graphics - The object to render. + */ + + + CanvasMaskManager.prototype.renderGraphicsShape = function renderGraphicsShape(graphics) { + var context = this.renderer.context; + var len = graphics.graphicsData.length; + + if (len === 0) { + return; + } + + context.beginPath(); + + for (var i = 0; i < len; i++) { + var data = graphics.graphicsData[i]; + var shape = data.shape; + + if (data.type === _const.SHAPES.POLY) { + var points = shape.points; + var holes = data.holes; + var outerArea = void 0; + var innerArea = void 0; + + context.moveTo(points[0], points[1]); + + for (var j = 2; j < points.length; j += 2) { + context.lineTo(points[j], points[j + 1]); + } + + // if the first and last point are the same close the path - much neater :) + if (points[0] === points[points.length - 2] && points[1] === points[points.length - 1]) { + context.closePath(); + } + + if (holes.length > 0) { + outerArea = 0; + for (var _j = 0; _j < points.length; _j += 2) { + outerArea += points[_j] * points[_j + 3] - points[_j + 1] * points[_j + 2]; + } + + for (var k = 0; k < holes.length; k++) { + points = holes[k].points; + + innerArea = 0; + for (var _j2 = 0; _j2 < points.length; _j2 += 2) { + innerArea += points[_j2] * points[_j2 + 3] - points[_j2 + 1] * points[_j2 + 2]; + } + + context.moveTo(points[0], points[1]); + + if (innerArea * outerArea < 0) { + for (var _j3 = 2; _j3 < points.length; _j3 += 2) { + context.lineTo(points[_j3], points[_j3 + 1]); + } + } else { + for (var _j4 = points.length - 2; _j4 >= 2; _j4 -= 2) { + context.lineTo(points[_j4], points[_j4 + 1]); + } + } + } + } + } else if (data.type === _const.SHAPES.RECT) { + context.rect(shape.x, shape.y, shape.width, shape.height); + context.closePath(); + } else if (data.type === _const.SHAPES.CIRC) { + // TODO - need to be Undefined! + context.arc(shape.x, shape.y, shape.radius, 0, 2 * Math.PI); + context.closePath(); + } else if (data.type === _const.SHAPES.ELIP) { + // ellipse code taken from: http://stackoverflow.com/questions/2172798/how-to-draw-an-oval-in-html5-canvas + + var w = shape.width * 2; + var h = shape.height * 2; + + var x = shape.x - w / 2; + var y = shape.y - h / 2; + + var kappa = 0.5522848; + var ox = w / 2 * kappa; // control point offset horizontal + var oy = h / 2 * kappa; // control point offset vertical + var xe = x + w; // x-end + var ye = y + h; // y-end + var xm = x + w / 2; // x-middle + var ym = y + h / 2; // y-middle + + context.moveTo(x, ym); + context.bezierCurveTo(x, ym - oy, xm - ox, y, xm, y); + context.bezierCurveTo(xm + ox, y, xe, ym - oy, xe, ym); + context.bezierCurveTo(xe, ym + oy, xm + ox, ye, xm, ye); + context.bezierCurveTo(xm - ox, ye, x, ym + oy, x, ym); + context.closePath(); + } else if (data.type === _const.SHAPES.RREC) { + var rx = shape.x; + var ry = shape.y; + var width = shape.width; + var height = shape.height; + var radius = shape.radius; + + var maxRadius = Math.min(width, height) / 2 | 0; + + radius = radius > maxRadius ? maxRadius : radius; + + context.moveTo(rx, ry + radius); + context.lineTo(rx, ry + height - radius); + context.quadraticCurveTo(rx, ry + height, rx + radius, ry + height); + context.lineTo(rx + width - radius, ry + height); + context.quadraticCurveTo(rx + width, ry + height, rx + width, ry + height - radius); + context.lineTo(rx + width, ry + radius); + context.quadraticCurveTo(rx + width, ry, rx + width - radius, ry); + context.lineTo(rx + radius, ry); + context.quadraticCurveTo(rx, ry, rx, ry + radius); + context.closePath(); + } + } + }; + + /** + * Restores the current drawing context to the state it was before the mask was applied. + * + * @param {PIXI.CanvasRenderer} renderer - The renderer context to use. + */ + + + CanvasMaskManager.prototype.popMask = function popMask(renderer) { + renderer.context.restore(); + renderer.invalidateBlendMode(); + }; + + /** + * Destroys this canvas mask manager. + * + */ + + + CanvasMaskManager.prototype.destroy = function destroy() { + /* empty */ + }; + + return CanvasMaskManager; +}(); + +exports.default = CanvasMaskManager; + +},{"../../../const":46}],79:[function(require,module,exports){ +'use strict'; + +exports.__esModule = true; + +var _createClass = function () { function defineProperties(target, props) { for (var i = 0; i < props.length; i++) { var descriptor = props[i]; descriptor.enumerable = descriptor.enumerable || false; descriptor.configurable = true; if ("value" in descriptor) descriptor.writable = true; Object.defineProperty(target, descriptor.key, descriptor); } } return function (Constructor, protoProps, staticProps) { if (protoProps) defineProperties(Constructor.prototype, protoProps); if (staticProps) defineProperties(Constructor, staticProps); return Constructor; }; }(); + +var _settings = require('../../../settings'); + +var _settings2 = _interopRequireDefault(_settings); + +function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } + +function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } + +/** + * Creates a Canvas element of the given size. + * + * @class + * @memberof PIXI + */ +var CanvasRenderTarget = function () { + /** + * @param {number} width - the width for the newly created canvas + * @param {number} height - the height for the newly created canvas + * @param {number} [resolution=1] - The resolution / device pixel ratio of the canvas + */ + function CanvasRenderTarget(width, height, resolution) { + _classCallCheck(this, CanvasRenderTarget); + + /** + * The Canvas object that belongs to this CanvasRenderTarget. + * + * @member {HTMLCanvasElement} + */ + this.canvas = document.createElement('canvas'); + + /** + * A CanvasRenderingContext2D object representing a two-dimensional rendering context. + * + * @member {CanvasRenderingContext2D} + */ + this.context = this.canvas.getContext('2d'); + + this.resolution = resolution || _settings2.default.RESOLUTION; + + this.resize(width, height); + } + + /** + * Clears the canvas that was created by the CanvasRenderTarget class. + * + * @private + */ + + + CanvasRenderTarget.prototype.clear = function clear() { + this.context.setTransform(1, 0, 0, 1, 0, 0); + this.context.clearRect(0, 0, this.canvas.width, this.canvas.height); + }; + + /** + * Resizes the canvas to the specified width and height. + * + * @param {number} width - the new width of the canvas + * @param {number} height - the new height of the canvas + */ + + + CanvasRenderTarget.prototype.resize = function resize(width, height) { + this.canvas.width = width * this.resolution; + this.canvas.height = height * this.resolution; + }; + + /** + * Destroys this canvas. + * + */ + + + CanvasRenderTarget.prototype.destroy = function destroy() { + this.context = null; + this.canvas = null; + }; + + /** + * The width of the canvas buffer in pixels. + * + * @member {number} + */ + + + _createClass(CanvasRenderTarget, [{ + key: 'width', + get: function get() { + return this.canvas.width; + }, + set: function set(val) // eslint-disable-line require-jsdoc + { + this.canvas.width = val; + } + + /** + * The height of the canvas buffer in pixels. + * + * @member {number} + */ + + }, { + key: 'height', + get: function get() { + return this.canvas.height; + }, + set: function set(val) // eslint-disable-line require-jsdoc + { + this.canvas.height = val; + } + }]); + + return CanvasRenderTarget; +}(); + +exports.default = CanvasRenderTarget; + +},{"../../../settings":101}],80:[function(require,module,exports){ +'use strict'; + +exports.__esModule = true; +exports.default = canUseNewCanvasBlendModes; +/** + * Creates a little colored canvas + * + * @ignore + * @param {string} color - The color to make the canvas + * @return {canvas} a small canvas element + */ +function createColoredCanvas(color) { + var canvas = document.createElement('canvas'); + + canvas.width = 6; + canvas.height = 1; + + var context = canvas.getContext('2d'); + + context.fillStyle = color; + context.fillRect(0, 0, 6, 1); + + return canvas; +} + +/** + * Checks whether the Canvas BlendModes are supported by the current browser + * + * @return {boolean} whether they are supported + */ +function canUseNewCanvasBlendModes() { + if (typeof document === 'undefined') { + return false; + } + + var magenta = createColoredCanvas('#ff00ff'); + var yellow = createColoredCanvas('#ffff00'); + + var canvas = document.createElement('canvas'); + + canvas.width = 6; + canvas.height = 1; + + var context = canvas.getContext('2d'); + + context.globalCompositeOperation = 'multiply'; + context.drawImage(magenta, 0, 0); + context.drawImage(yellow, 2, 0); + + var imageData = context.getImageData(2, 0, 1, 1); + + if (!imageData) { + return false; + } + + var data = imageData.data; + + return data[0] === 255 && data[1] === 0 && data[2] === 0; +} + +},{}],81:[function(require,module,exports){ +'use strict'; + +exports.__esModule = true; +exports.default = mapCanvasBlendModesToPixi; + +var _const = require('../../../const'); + +var _canUseNewCanvasBlendModes = require('./canUseNewCanvasBlendModes'); + +var _canUseNewCanvasBlendModes2 = _interopRequireDefault(_canUseNewCanvasBlendModes); + +function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } + +/** + * Maps blend combinations to Canvas. + * + * @memberof PIXI + * @function mapCanvasBlendModesToPixi + * @private + * @param {string[]} [array=[]] - The array to output into. + * @return {string[]} Mapped modes. + */ +function mapCanvasBlendModesToPixi() { + var array = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : []; + + if ((0, _canUseNewCanvasBlendModes2.default)()) { + array[_const.BLEND_MODES.NORMAL] = 'source-over'; + array[_const.BLEND_MODES.ADD] = 'lighter'; // IS THIS OK??? + array[_const.BLEND_MODES.MULTIPLY] = 'multiply'; + array[_const.BLEND_MODES.SCREEN] = 'screen'; + array[_const.BLEND_MODES.OVERLAY] = 'overlay'; + array[_const.BLEND_MODES.DARKEN] = 'darken'; + array[_const.BLEND_MODES.LIGHTEN] = 'lighten'; + array[_const.BLEND_MODES.COLOR_DODGE] = 'color-dodge'; + array[_const.BLEND_MODES.COLOR_BURN] = 'color-burn'; + array[_const.BLEND_MODES.HARD_LIGHT] = 'hard-light'; + array[_const.BLEND_MODES.SOFT_LIGHT] = 'soft-light'; + array[_const.BLEND_MODES.DIFFERENCE] = 'difference'; + array[_const.BLEND_MODES.EXCLUSION] = 'exclusion'; + array[_const.BLEND_MODES.HUE] = 'hue'; + array[_const.BLEND_MODES.SATURATION] = 'saturate'; + array[_const.BLEND_MODES.COLOR] = 'color'; + array[_const.BLEND_MODES.LUMINOSITY] = 'luminosity'; + } else { + // this means that the browser does not support the cool new blend modes in canvas 'cough' ie 'cough' + array[_const.BLEND_MODES.NORMAL] = 'source-over'; + array[_const.BLEND_MODES.ADD] = 'lighter'; // IS THIS OK??? + array[_const.BLEND_MODES.MULTIPLY] = 'source-over'; + array[_const.BLEND_MODES.SCREEN] = 'source-over'; + array[_const.BLEND_MODES.OVERLAY] = 'source-over'; + array[_const.BLEND_MODES.DARKEN] = 'source-over'; + array[_const.BLEND_MODES.LIGHTEN] = 'source-over'; + array[_const.BLEND_MODES.COLOR_DODGE] = 'source-over'; + array[_const.BLEND_MODES.COLOR_BURN] = 'source-over'; + array[_const.BLEND_MODES.HARD_LIGHT] = 'source-over'; + array[_const.BLEND_MODES.SOFT_LIGHT] = 'source-over'; + array[_const.BLEND_MODES.DIFFERENCE] = 'source-over'; + array[_const.BLEND_MODES.EXCLUSION] = 'source-over'; + array[_const.BLEND_MODES.HUE] = 'source-over'; + array[_const.BLEND_MODES.SATURATION] = 'source-over'; + array[_const.BLEND_MODES.COLOR] = 'source-over'; + array[_const.BLEND_MODES.LUMINOSITY] = 'source-over'; + } + // not-premultiplied, only for webgl + array[_const.BLEND_MODES.NORMAL_NPM] = array[_const.BLEND_MODES.NORMAL]; + array[_const.BLEND_MODES.ADD_NPM] = array[_const.BLEND_MODES.ADD]; + array[_const.BLEND_MODES.SCREEN_NPM] = array[_const.BLEND_MODES.SCREEN]; + + return array; +} + +},{"../../../const":46,"./canUseNewCanvasBlendModes":80}],82:[function(require,module,exports){ +'use strict'; + +exports.__esModule = true; + +var _const = require('../../const'); + +var _settings = require('../../settings'); + +var _settings2 = _interopRequireDefault(_settings); + +function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } + +function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } + +/** + * TextureGarbageCollector. This class manages the GPU and ensures that it does not get clogged + * up with textures that are no longer being used. + * + * @class + * @memberof PIXI + */ +var TextureGarbageCollector = function () { + /** + * @param {PIXI.WebGLRenderer} renderer - The renderer this manager works for. + */ + function TextureGarbageCollector(renderer) { + _classCallCheck(this, TextureGarbageCollector); + + this.renderer = renderer; + + this.count = 0; + this.checkCount = 0; + this.maxIdle = _settings2.default.GC_MAX_IDLE; + this.checkCountMax = _settings2.default.GC_MAX_CHECK_COUNT; + this.mode = _settings2.default.GC_MODE; + } + + /** + * Checks to see when the last time a texture was used + * if the texture has not been used for a specified amount of time it will be removed from the GPU + */ + + + TextureGarbageCollector.prototype.update = function update() { + this.count++; + + if (this.mode === _const.GC_MODES.MANUAL) { + return; + } + + this.checkCount++; + + if (this.checkCount > this.checkCountMax) { + this.checkCount = 0; + + this.run(); + } + }; + + /** + * Checks to see when the last time a texture was used + * if the texture has not been used for a specified amount of time it will be removed from the GPU + */ + + + TextureGarbageCollector.prototype.run = function run() { + var tm = this.renderer.textureManager; + var managedTextures = tm._managedTextures; + var wasRemoved = false; + + for (var i = 0; i < managedTextures.length; i++) { + var texture = managedTextures[i]; + + // only supports non generated textures at the moment! + if (!texture._glRenderTargets && this.count - texture.touched > this.maxIdle) { + tm.destroyTexture(texture, true); + managedTextures[i] = null; + wasRemoved = true; + } + } + + if (wasRemoved) { + var j = 0; + + for (var _i = 0; _i < managedTextures.length; _i++) { + if (managedTextures[_i] !== null) { + managedTextures[j++] = managedTextures[_i]; + } + } + + managedTextures.length = j; + } + }; + + /** + * Removes all the textures within the specified displayObject and its children from the GPU + * + * @param {PIXI.DisplayObject} displayObject - the displayObject to remove the textures from. + */ + + + TextureGarbageCollector.prototype.unload = function unload(displayObject) { + var tm = this.renderer.textureManager; + + // only destroy non generated textures + if (displayObject._texture && displayObject._texture._glRenderTargets) { + tm.destroyTexture(displayObject._texture, true); + } + + for (var i = displayObject.children.length - 1; i >= 0; i--) { + this.unload(displayObject.children[i]); + } + }; + + return TextureGarbageCollector; +}(); + +exports.default = TextureGarbageCollector; + +},{"../../const":46,"../../settings":101}],83:[function(require,module,exports){ +'use strict'; + +exports.__esModule = true; + +var _pixiGlCore = require('pixi-gl-core'); + +var _const = require('../../const'); + +var _RenderTarget = require('./utils/RenderTarget'); + +var _RenderTarget2 = _interopRequireDefault(_RenderTarget); + +var _utils = require('../../utils'); + +function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } + +function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } + +/** + * Helper class to create a webGL Texture + * + * @class + * @memberof PIXI + */ +var TextureManager = function () { + /** + * @param {PIXI.WebGLRenderer} renderer - A reference to the current renderer + */ + function TextureManager(renderer) { + _classCallCheck(this, TextureManager); + + /** + * A reference to the current renderer + * + * @member {PIXI.WebGLRenderer} + */ + this.renderer = renderer; + + /** + * The current WebGL rendering context + * + * @member {WebGLRenderingContext} + */ + this.gl = renderer.gl; + + /** + * Track textures in the renderer so we can no longer listen to them on destruction. + * + * @member {Array<*>} + * @private + */ + this._managedTextures = []; + } + + /** + * Binds a texture. + * + */ + + + TextureManager.prototype.bindTexture = function bindTexture() {} + // empty + + + /** + * Gets a texture. + * + */ + ; + + TextureManager.prototype.getTexture = function getTexture() {} + // empty + + + /** + * Updates and/or Creates a WebGL texture for the renderer's context. + * + * @param {PIXI.BaseTexture|PIXI.Texture} texture - the texture to update + * @param {number} location - the location the texture will be bound to. + * @return {GLTexture} The gl texture. + */ + ; + + TextureManager.prototype.updateTexture = function updateTexture(texture, location) { + // assume it good! + // texture = texture.baseTexture || texture; + + var gl = this.gl; + + var isRenderTexture = !!texture._glRenderTargets; + + if (!texture.hasLoaded) { + return null; + } + + var boundTextures = this.renderer.boundTextures; + + // if the location is undefined then this may have been called by n event. + // this being the case the texture may already be bound to a slot. As a texture can only be bound once + // we need to find its current location if it exists. + if (location === undefined) { + location = 0; + + // TODO maybe we can use texture bound ids later on... + // check if texture is already bound.. + for (var i = 0; i < boundTextures.length; ++i) { + if (boundTextures[i] === texture) { + location = i; + break; + } + } + } + + boundTextures[location] = texture; + + gl.activeTexture(gl.TEXTURE0 + location); + + var glTexture = texture._glTextures[this.renderer.CONTEXT_UID]; + + if (!glTexture) { + if (isRenderTexture) { + var renderTarget = new _RenderTarget2.default(this.gl, texture.width, texture.height, texture.scaleMode, texture.resolution); + + renderTarget.resize(texture.width, texture.height); + texture._glRenderTargets[this.renderer.CONTEXT_UID] = renderTarget; + glTexture = renderTarget.texture; + + // framebuffer constructor disactivates current framebuffer + if (!this.renderer._activeRenderTarget.root) { + this.renderer._activeRenderTarget.frameBuffer.bind(); + } + } else { + glTexture = new _pixiGlCore.GLTexture(this.gl, null, null, null, null); + glTexture.bind(location); + glTexture.premultiplyAlpha = true; + glTexture.upload(texture.source); + } + + texture._glTextures[this.renderer.CONTEXT_UID] = glTexture; + + texture.on('update', this.updateTexture, this); + texture.on('dispose', this.destroyTexture, this); + + this._managedTextures.push(texture); + + if (texture.isPowerOfTwo) { + if (texture.mipmap) { + glTexture.enableMipmap(); + } + + if (texture.wrapMode === _const.WRAP_MODES.CLAMP) { + glTexture.enableWrapClamp(); + } else if (texture.wrapMode === _const.WRAP_MODES.REPEAT) { + glTexture.enableWrapRepeat(); + } else { + glTexture.enableWrapMirrorRepeat(); + } + } else { + glTexture.enableWrapClamp(); + } + + if (texture.scaleMode === _const.SCALE_MODES.NEAREST) { + glTexture.enableNearestScaling(); + } else { + glTexture.enableLinearScaling(); + } + } + // the texture already exists so we only need to update it.. + else if (isRenderTexture) { + texture._glRenderTargets[this.renderer.CONTEXT_UID].resize(texture.width, texture.height); + } else { + glTexture.upload(texture.source); + } + + return glTexture; + }; + + /** + * Deletes the texture from WebGL + * + * @param {PIXI.BaseTexture|PIXI.Texture} texture - the texture to destroy + * @param {boolean} [skipRemove=false] - Whether to skip removing the texture from the TextureManager. + */ + + + TextureManager.prototype.destroyTexture = function destroyTexture(texture, skipRemove) { + texture = texture.baseTexture || texture; + + if (!texture.hasLoaded) { + return; + } + + var renderer = this.renderer; + var uid = renderer.CONTEXT_UID; + var glTextures = texture._glTextures; + var glRenderTargets = texture._glRenderTargets; + + if (glTextures[uid]) { + renderer.unbindTexture(texture); + + glTextures[uid].destroy(); + texture.off('update', this.updateTexture, this); + texture.off('dispose', this.destroyTexture, this); + + delete glTextures[uid]; + + if (!skipRemove) { + var i = this._managedTextures.indexOf(texture); + + if (i !== -1) { + (0, _utils.removeItems)(this._managedTextures, i, 1); + } + } + } + + if (glRenderTargets && glRenderTargets[uid]) { + if (renderer._activeRenderTarget === glRenderTargets[uid]) { + renderer.bindRenderTarget(renderer.rootRenderTarget); + } + + glRenderTargets[uid].destroy(); + delete glRenderTargets[uid]; + } + }; + + /** + * Deletes all the textures from WebGL + */ + + + TextureManager.prototype.removeAll = function removeAll() { + // empty all the old gl textures as they are useless now + for (var i = 0; i < this._managedTextures.length; ++i) { + var texture = this._managedTextures[i]; + + if (texture._glTextures[this.renderer.CONTEXT_UID]) { + delete texture._glTextures[this.renderer.CONTEXT_UID]; + } + } + }; + + /** + * Destroys this manager and removes all its textures + */ + + + TextureManager.prototype.destroy = function destroy() { + // destroy managed textures + for (var i = 0; i < this._managedTextures.length; ++i) { + var texture = this._managedTextures[i]; + + this.destroyTexture(texture, true); + + texture.off('update', this.updateTexture, this); + texture.off('dispose', this.destroyTexture, this); + } + + this._managedTextures = null; + }; + + return TextureManager; +}(); + +exports.default = TextureManager; + +},{"../../const":46,"../../utils":125,"./utils/RenderTarget":96,"pixi-gl-core":15}],84:[function(require,module,exports){ +'use strict'; + +exports.__esModule = true; + +var _SystemRenderer2 = require('../SystemRenderer'); + +var _SystemRenderer3 = _interopRequireDefault(_SystemRenderer2); + +var _MaskManager = require('./managers/MaskManager'); + +var _MaskManager2 = _interopRequireDefault(_MaskManager); + +var _StencilManager = require('./managers/StencilManager'); + +var _StencilManager2 = _interopRequireDefault(_StencilManager); + +var _FilterManager = require('./managers/FilterManager'); + +var _FilterManager2 = _interopRequireDefault(_FilterManager); + +var _RenderTarget = require('./utils/RenderTarget'); + +var _RenderTarget2 = _interopRequireDefault(_RenderTarget); + +var _ObjectRenderer = require('./utils/ObjectRenderer'); + +var _ObjectRenderer2 = _interopRequireDefault(_ObjectRenderer); + +var _TextureManager = require('./TextureManager'); + +var _TextureManager2 = _interopRequireDefault(_TextureManager); + +var _BaseTexture = require('../../textures/BaseTexture'); + +var _BaseTexture2 = _interopRequireDefault(_BaseTexture); + +var _TextureGarbageCollector = require('./TextureGarbageCollector'); + +var _TextureGarbageCollector2 = _interopRequireDefault(_TextureGarbageCollector); + +var _WebGLState = require('./WebGLState'); + +var _WebGLState2 = _interopRequireDefault(_WebGLState); + +var _mapWebGLDrawModesToPixi = require('./utils/mapWebGLDrawModesToPixi'); + +var _mapWebGLDrawModesToPixi2 = _interopRequireDefault(_mapWebGLDrawModesToPixi); + +var _validateContext = require('./utils/validateContext'); + +var _validateContext2 = _interopRequireDefault(_validateContext); + +var _utils = require('../../utils'); + +var _pixiGlCore = require('pixi-gl-core'); + +var _pixiGlCore2 = _interopRequireDefault(_pixiGlCore); + +var _const = require('../../const'); + +function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } + +function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } + +function _possibleConstructorReturn(self, call) { if (!self) { throw new ReferenceError("this hasn't been initialised - super() hasn't been called"); } return call && (typeof call === "object" || typeof call === "function") ? call : self; } + +function _inherits(subClass, superClass) { if (typeof superClass !== "function" && superClass !== null) { throw new TypeError("Super expression must either be null or a function, not " + typeof superClass); } subClass.prototype = Object.create(superClass && superClass.prototype, { constructor: { value: subClass, enumerable: false, writable: true, configurable: true } }); if (superClass) Object.setPrototypeOf ? Object.setPrototypeOf(subClass, superClass) : subClass.__proto__ = superClass; } + +var CONTEXT_UID = 0; + +/** + * The WebGLRenderer draws the scene and all its content onto a webGL enabled canvas. This renderer + * should be used for browsers that support webGL. This Render works by automatically managing webGLBatchs. + * So no need for Sprite Batches or Sprite Clouds. + * Don't forget to add the view to your DOM or you will not see anything :) + * + * @class + * @memberof PIXI + * @extends PIXI.SystemRenderer + */ + +var WebGLRenderer = function (_SystemRenderer) { + _inherits(WebGLRenderer, _SystemRenderer); + + // eslint-disable-next-line valid-jsdoc + /** + * + * @param {object} [options] - The optional renderer parameters + * @param {number} [options.width=800] - the width of the screen + * @param {number} [options.height=600] - the height of the screen + * @param {HTMLCanvasElement} [options.view] - the canvas to use as a view, optional + * @param {boolean} [options.transparent=false] - If the render view is transparent, default false + * @param {boolean} [options.autoResize=false] - If the render view is automatically resized, default false + * @param {boolean} [options.antialias=false] - sets antialias. If not available natively then FXAA + * antialiasing is used + * @param {boolean} [options.forceFXAA=false] - forces FXAA antialiasing to be used over native. + * FXAA is faster, but may not always look as great + * @param {number} [options.resolution=1] - The resolution / device pixel ratio of the renderer. + * The resolution of the renderer retina would be 2. + * @param {boolean} [options.clearBeforeRender=true] - This sets if the renderer will clear + * the canvas or not before the new render pass. If you wish to set this to false, you *must* set + * preserveDrawingBuffer to `true`. + * @param {boolean} [options.preserveDrawingBuffer=false] - enables drawing buffer preservation, + * enable this if you need to call toDataUrl on the webgl context. + * @param {boolean} [options.roundPixels=false] - If true PixiJS will Math.floor() x/y values when + * rendering, stopping pixel interpolation. + * @param {number} [options.backgroundColor=0x000000] - The background color of the rendered area + * (shown if not transparent). + * @param {boolean} [options.legacy=false] - If true PixiJS will aim to ensure compatibility + * with older / less advanced devices. If you experience unexplained flickering try setting this to true. + * @param {string} [options.powerPreference] - Parameter passed to webgl context, set to "high-performance" + * for devices with dual graphics card + */ + function WebGLRenderer(options, arg2, arg3) { + _classCallCheck(this, WebGLRenderer); + + var _this = _possibleConstructorReturn(this, _SystemRenderer.call(this, 'WebGL', options, arg2, arg3)); + + _this.legacy = _this.options.legacy; + + if (_this.legacy) { + _pixiGlCore2.default.VertexArrayObject.FORCE_NATIVE = true; + } + + /** + * The type of this renderer as a standardised const + * + * @member {number} + * @see PIXI.RENDERER_TYPE + */ + _this.type = _const.RENDERER_TYPE.WEBGL; + + _this.handleContextLost = _this.handleContextLost.bind(_this); + _this.handleContextRestored = _this.handleContextRestored.bind(_this); + + _this.view.addEventListener('webglcontextlost', _this.handleContextLost, false); + _this.view.addEventListener('webglcontextrestored', _this.handleContextRestored, false); + + /** + * The options passed in to create a new webgl context. + * + * @member {object} + * @private + */ + _this._contextOptions = { + alpha: _this.transparent, + antialias: _this.options.antialias, + premultipliedAlpha: _this.transparent && _this.transparent !== 'notMultiplied', + stencil: true, + preserveDrawingBuffer: _this.options.preserveDrawingBuffer, + powerPreference: _this.options.powerPreference + }; + + _this._backgroundColorRgba[3] = _this.transparent ? 0 : 1; + + /** + * Manages the masks using the stencil buffer. + * + * @member {PIXI.MaskManager} + */ + _this.maskManager = new _MaskManager2.default(_this); + + /** + * Manages the stencil buffer. + * + * @member {PIXI.StencilManager} + */ + _this.stencilManager = new _StencilManager2.default(_this); + + /** + * An empty renderer. + * + * @member {PIXI.ObjectRenderer} + */ + _this.emptyRenderer = new _ObjectRenderer2.default(_this); + + /** + * The currently active ObjectRenderer. + * + * @member {PIXI.ObjectRenderer} + */ + _this.currentRenderer = _this.emptyRenderer; + + /** + * Manages textures + * @member {PIXI.TextureManager} + */ + _this.textureManager = null; + + /** + * Manages the filters. + * + * @member {PIXI.FilterManager} + */ + _this.filterManager = null; + + _this.initPlugins(); + + /** + * The current WebGL rendering context, it is created here + * + * @member {WebGLRenderingContext} + */ + // initialize the context so it is ready for the managers. + if (_this.options.context) { + // checks to see if a context is valid.. + (0, _validateContext2.default)(_this.options.context); + } + + _this.gl = _this.options.context || _pixiGlCore2.default.createContext(_this.view, _this._contextOptions); + + _this.CONTEXT_UID = CONTEXT_UID++; + + /** + * The currently active ObjectRenderer. + * + * @member {PIXI.WebGLState} + */ + _this.state = new _WebGLState2.default(_this.gl); + + _this.renderingToScreen = true; + + /** + * Holds the current state of textures bound to the GPU. + * @type {Array} + */ + _this.boundTextures = null; + + /** + * Holds the current shader + * + * @member {PIXI.Shader} + */ + _this._activeShader = null; + + _this._activeVao = null; + + /** + * Holds the current render target + * + * @member {PIXI.RenderTarget} + */ + _this._activeRenderTarget = null; + + _this._initContext(); + + // map some webGL blend and drawmodes.. + _this.drawModes = (0, _mapWebGLDrawModesToPixi2.default)(_this.gl); + + _this._nextTextureLocation = 0; + + _this.setBlendMode(0); + + /** + * Fired after rendering finishes. + * + * @event PIXI.WebGLRenderer#postrender + */ + + /** + * Fired before rendering starts. + * + * @event PIXI.WebGLRenderer#prerender + */ + + /** + * Fired when the WebGL context is set. + * + * @event PIXI.WebGLRenderer#context + * @param {WebGLRenderingContext} gl - WebGL context. + */ + return _this; + } + + /** + * Creates the WebGL context + * + * @private + */ + + + WebGLRenderer.prototype._initContext = function _initContext() { + var gl = this.gl; + + // restore a context if it was previously lost + if (gl.isContextLost() && gl.getExtension('WEBGL_lose_context')) { + gl.getExtension('WEBGL_lose_context').restoreContext(); + } + + var maxTextures = gl.getParameter(gl.MAX_TEXTURE_IMAGE_UNITS); + + this._activeShader = null; + this._activeVao = null; + + this.boundTextures = new Array(maxTextures); + this.emptyTextures = new Array(maxTextures); + + /** + * Did someone temper with textures state? We'll overwrite them when we need to unbind something. + * @member {boolean} + * @private + */ + this._unknownBoundTextures = false; + + // create a texture manager... + this.textureManager = new _TextureManager2.default(this); + this.filterManager = new _FilterManager2.default(this); + this.textureGC = new _TextureGarbageCollector2.default(this); + + this.state.resetToDefault(); + + this.rootRenderTarget = new _RenderTarget2.default(gl, this.width, this.height, null, this.resolution, true); + this.rootRenderTarget.clearColor = this._backgroundColorRgba; + + this.bindRenderTarget(this.rootRenderTarget); + + // now lets fill up the textures with empty ones! + var emptyGLTexture = new _pixiGlCore2.default.GLTexture.fromData(gl, null, 1, 1); + + var tempObj = { _glTextures: {} }; + + tempObj._glTextures[this.CONTEXT_UID] = {}; + + for (var i = 0; i < maxTextures; i++) { + var empty = new _BaseTexture2.default(); + + empty._glTextures[this.CONTEXT_UID] = emptyGLTexture; + + this.boundTextures[i] = tempObj; + this.emptyTextures[i] = empty; + this.bindTexture(null, i); + } + + this.emit('context', gl); + + // setup the width/height properties and gl viewport + this.resize(this.screen.width, this.screen.height); + }; + + /** + * Renders the object to its webGL view + * + * @param {PIXI.DisplayObject} displayObject - the object to be rendered + * @param {PIXI.RenderTexture} renderTexture - The render texture to render to. + * @param {boolean} [clear] - Should the canvas be cleared before the new render + * @param {PIXI.Matrix} [transform] - A transform to apply to the render texture before rendering. + * @param {boolean} [skipUpdateTransform] - Should we skip the update transform pass? + */ + + + WebGLRenderer.prototype.render = function render(displayObject, renderTexture, clear, transform, skipUpdateTransform) { + // can be handy to know! + this.renderingToScreen = !renderTexture; + + this.emit('prerender'); + + // no point rendering if our context has been blown up! + if (!this.gl || this.gl.isContextLost()) { + return; + } + + this._nextTextureLocation = 0; + + if (!renderTexture) { + this._lastObjectRendered = displayObject; + } + + if (!skipUpdateTransform) { + // update the scene graph + var cacheParent = displayObject.parent; + + displayObject.parent = this._tempDisplayObjectParent; + displayObject.updateTransform(); + displayObject.parent = cacheParent; + // displayObject.hitArea = //TODO add a temp hit area + } + + this.bindRenderTexture(renderTexture, transform); + + this.currentRenderer.start(); + + if (clear !== undefined ? clear : this.clearBeforeRender) { + this._activeRenderTarget.clear(); + } + + displayObject.renderWebGL(this); + + // apply transform.. + this.currentRenderer.flush(); + + // this.setObjectRenderer(this.emptyRenderer); + + this.textureGC.update(); + + this.emit('postrender'); + }; + + /** + * Changes the current renderer to the one given in parameter + * + * @param {PIXI.ObjectRenderer} objectRenderer - The object renderer to use. + */ + + + WebGLRenderer.prototype.setObjectRenderer = function setObjectRenderer(objectRenderer) { + if (this.currentRenderer === objectRenderer) { + return; + } + + this.currentRenderer.stop(); + this.currentRenderer = objectRenderer; + this.currentRenderer.start(); + }; + + /** + * This should be called if you wish to do some custom rendering + * It will basically render anything that may be batched up such as sprites + * + */ + + + WebGLRenderer.prototype.flush = function flush() { + this.setObjectRenderer(this.emptyRenderer); + }; + + /** + * Resizes the webGL view to the specified width and height. + * + * @param {number} screenWidth - the new width of the screen + * @param {number} screenHeight - the new height of the screen + */ + + + WebGLRenderer.prototype.resize = function resize(screenWidth, screenHeight) { + // if(width * this.resolution === this.width && height * this.resolution === this.height)return; + + _SystemRenderer3.default.prototype.resize.call(this, screenWidth, screenHeight); + + this.rootRenderTarget.resize(screenWidth, screenHeight); + + if (this._activeRenderTarget === this.rootRenderTarget) { + this.rootRenderTarget.activate(); + + if (this._activeShader) { + this._activeShader.uniforms.projectionMatrix = this.rootRenderTarget.projectionMatrix.toArray(true); + } + } + }; + + /** + * Resizes the webGL view to the specified width and height. + * + * @param {number} blendMode - the desired blend mode + */ + + + WebGLRenderer.prototype.setBlendMode = function setBlendMode(blendMode) { + this.state.setBlendMode(blendMode); + }; + + /** + * Erases the active render target and fills the drawing area with a colour + * + * @param {number} [clearColor] - The colour + */ + + + WebGLRenderer.prototype.clear = function clear(clearColor) { + this._activeRenderTarget.clear(clearColor); + }; + + /** + * Sets the transform of the active render target to the given matrix + * + * @param {PIXI.Matrix} matrix - The transformation matrix + */ + + + WebGLRenderer.prototype.setTransform = function setTransform(matrix) { + this._activeRenderTarget.transform = matrix; + }; + + /** + * Erases the render texture and fills the drawing area with a colour + * + * @param {PIXI.RenderTexture} renderTexture - The render texture to clear + * @param {number} [clearColor] - The colour + * @return {PIXI.WebGLRenderer} Returns itself. + */ + + + WebGLRenderer.prototype.clearRenderTexture = function clearRenderTexture(renderTexture, clearColor) { + var baseTexture = renderTexture.baseTexture; + var renderTarget = baseTexture._glRenderTargets[this.CONTEXT_UID]; + + if (renderTarget) { + renderTarget.clear(clearColor); + } + + return this; + }; + + /** + * Binds a render texture for rendering + * + * @param {PIXI.RenderTexture} renderTexture - The render texture to render + * @param {PIXI.Matrix} transform - The transform to be applied to the render texture + * @return {PIXI.WebGLRenderer} Returns itself. + */ + + + WebGLRenderer.prototype.bindRenderTexture = function bindRenderTexture(renderTexture, transform) { + var renderTarget = void 0; + + if (renderTexture) { + var baseTexture = renderTexture.baseTexture; + + if (!baseTexture._glRenderTargets[this.CONTEXT_UID]) { + // bind the current texture + this.textureManager.updateTexture(baseTexture, 0); + } + + this.unbindTexture(baseTexture); + + renderTarget = baseTexture._glRenderTargets[this.CONTEXT_UID]; + renderTarget.setFrame(renderTexture.frame); + } else { + renderTarget = this.rootRenderTarget; + } + + renderTarget.transform = transform; + this.bindRenderTarget(renderTarget); + + return this; + }; + + /** + * Changes the current render target to the one given in parameter + * + * @param {PIXI.RenderTarget} renderTarget - the new render target + * @return {PIXI.WebGLRenderer} Returns itself. + */ + + + WebGLRenderer.prototype.bindRenderTarget = function bindRenderTarget(renderTarget) { + if (renderTarget !== this._activeRenderTarget) { + this._activeRenderTarget = renderTarget; + renderTarget.activate(); + + if (this._activeShader) { + this._activeShader.uniforms.projectionMatrix = renderTarget.projectionMatrix.toArray(true); + } + + this.stencilManager.setMaskStack(renderTarget.stencilMaskStack); + } + + return this; + }; + + /** + * Changes the current shader to the one given in parameter + * + * @param {PIXI.Shader} shader - the new shader + * @param {boolean} [autoProject=true] - Whether automatically set the projection matrix + * @return {PIXI.WebGLRenderer} Returns itself. + */ + + + WebGLRenderer.prototype.bindShader = function bindShader(shader, autoProject) { + // TODO cache + if (this._activeShader !== shader) { + this._activeShader = shader; + shader.bind(); + + // `autoProject` normally would be a default parameter set to true + // but because of how Babel transpiles default parameters + // it hinders the performance of this method. + if (autoProject !== false) { + // automatically set the projection matrix + shader.uniforms.projectionMatrix = this._activeRenderTarget.projectionMatrix.toArray(true); + } + } + + return this; + }; + + /** + * Binds the texture. This will return the location of the bound texture. + * It may not be the same as the one you pass in. This is due to optimisation that prevents + * needless binding of textures. For example if the texture is already bound it will return the + * current location of the texture instead of the one provided. To bypass this use force location + * + * @param {PIXI.Texture} texture - the new texture + * @param {number} location - the suggested texture location + * @param {boolean} forceLocation - force the location + * @return {number} bound texture location + */ + + + WebGLRenderer.prototype.bindTexture = function bindTexture(texture, location, forceLocation) { + texture = texture || this.emptyTextures[location]; + texture = texture.baseTexture || texture; + texture.touched = this.textureGC.count; + + if (!forceLocation) { + // TODO - maybe look into adding boundIds.. save us the loop? + for (var i = 0; i < this.boundTextures.length; i++) { + if (this.boundTextures[i] === texture) { + return i; + } + } + + if (location === undefined) { + this._nextTextureLocation++; + this._nextTextureLocation %= this.boundTextures.length; + location = this.boundTextures.length - this._nextTextureLocation - 1; + } + } else { + location = location || 0; + } + + var gl = this.gl; + var glTexture = texture._glTextures[this.CONTEXT_UID]; + + if (!glTexture) { + // this will also bind the texture.. + this.textureManager.updateTexture(texture, location); + } else { + // bind the current texture + this.boundTextures[location] = texture; + gl.activeTexture(gl.TEXTURE0 + location); + gl.bindTexture(gl.TEXTURE_2D, glTexture.texture); + } + + return location; + }; + + /** + * unbinds the texture ... + * + * @param {PIXI.Texture} texture - the texture to unbind + * @return {PIXI.WebGLRenderer} Returns itself. + */ + + + WebGLRenderer.prototype.unbindTexture = function unbindTexture(texture) { + var gl = this.gl; + + texture = texture.baseTexture || texture; + + if (this._unknownBoundTextures) { + this._unknownBoundTextures = false; + // someone changed webGL state, + // we have to be sure that our texture does not appear in multitexture renderer samplers + + for (var i = 0; i < this.boundTextures.length; i++) { + if (this.boundTextures[i] === this.emptyTextures[i]) { + gl.activeTexture(gl.TEXTURE0 + i); + gl.bindTexture(gl.TEXTURE_2D, this.emptyTextures[i]._glTextures[this.CONTEXT_UID].texture); + } + } + } + + for (var _i = 0; _i < this.boundTextures.length; _i++) { + if (this.boundTextures[_i] === texture) { + this.boundTextures[_i] = this.emptyTextures[_i]; + + gl.activeTexture(gl.TEXTURE0 + _i); + gl.bindTexture(gl.TEXTURE_2D, this.emptyTextures[_i]._glTextures[this.CONTEXT_UID].texture); + } + } + + return this; + }; + + /** + * Creates a new VAO from this renderer's context and state. + * + * @return {VertexArrayObject} The new VAO. + */ + + + WebGLRenderer.prototype.createVao = function createVao() { + return new _pixiGlCore2.default.VertexArrayObject(this.gl, this.state.attribState); + }; + + /** + * Changes the current Vao to the one given in parameter + * + * @param {PIXI.VertexArrayObject} vao - the new Vao + * @return {PIXI.WebGLRenderer} Returns itself. + */ + + + WebGLRenderer.prototype.bindVao = function bindVao(vao) { + if (this._activeVao === vao) { + return this; + } + + if (vao) { + vao.bind(); + } else if (this._activeVao) { + // TODO this should always be true i think? + this._activeVao.unbind(); + } + + this._activeVao = vao; + + return this; + }; + + /** + * Resets the WebGL state so you can render things however you fancy! + * + * @return {PIXI.WebGLRenderer} Returns itself. + */ + + + WebGLRenderer.prototype.reset = function reset() { + this.setObjectRenderer(this.emptyRenderer); + + this.bindVao(null); + this._activeShader = null; + this._activeRenderTarget = this.rootRenderTarget; + + this._unknownBoundTextures = true; + + for (var i = 0; i < this.boundTextures.length; i++) { + this.boundTextures[i] = this.emptyTextures[i]; + } + + // bind the main frame buffer (the screen); + this.rootRenderTarget.activate(); + + this.state.resetToDefault(); + + return this; + }; + + /** + * Handles a lost webgl context + * + * @private + * @param {WebGLContextEvent} event - The context lost event. + */ + + + WebGLRenderer.prototype.handleContextLost = function handleContextLost(event) { + event.preventDefault(); + }; + + /** + * Handles a restored webgl context + * + * @private + */ + + + WebGLRenderer.prototype.handleContextRestored = function handleContextRestored() { + this.textureManager.removeAll(); + this.filterManager.destroy(true); + this._initContext(); + }; + + /** + * Removes everything from the renderer (event listeners, spritebatch, etc...) + * + * @param {boolean} [removeView=false] - Removes the Canvas element from the DOM. + * See: https://github.com/pixijs/pixi.js/issues/2233 + */ + + + WebGLRenderer.prototype.destroy = function destroy(removeView) { + this.destroyPlugins(); + + // remove listeners + this.view.removeEventListener('webglcontextlost', this.handleContextLost); + this.view.removeEventListener('webglcontextrestored', this.handleContextRestored); + + this.textureManager.destroy(); + + // call base destroy + _SystemRenderer.prototype.destroy.call(this, removeView); + + this.uid = 0; + + // destroy the managers + this.maskManager.destroy(); + this.stencilManager.destroy(); + this.filterManager.destroy(); + + this.maskManager = null; + this.filterManager = null; + this.textureManager = null; + this.currentRenderer = null; + + this.handleContextLost = null; + this.handleContextRestored = null; + + this._contextOptions = null; + this.gl.useProgram(null); + + if (this.gl.getExtension('WEBGL_lose_context')) { + this.gl.getExtension('WEBGL_lose_context').loseContext(); + } + + this.gl = null; + + // this = null; + }; + + return WebGLRenderer; +}(_SystemRenderer3.default); + +/** + * Collection of installed plugins. These are included by default in PIXI, but can be excluded + * by creating a custom build. Consult the README for more information about creating custom + * builds and excluding plugins. + * @name PIXI.WebGLRenderer#plugins + * @type {object} + * @readonly + * @property {PIXI.accessibility.AccessibilityManager} accessibility Support tabbing interactive elements. + * @property {PIXI.extract.WebGLExtract} extract Extract image data from renderer. + * @property {PIXI.interaction.InteractionManager} interaction Handles mouse, touch and pointer events. + * @property {PIXI.prepare.WebGLPrepare} prepare Pre-render display objects. + */ + +/** + * Adds a plugin to the renderer. + * + * @method PIXI.WebGLRenderer#registerPlugin + * @param {string} pluginName - The name of the plugin. + * @param {Function} ctor - The constructor function or class for the plugin. + */ + +exports.default = WebGLRenderer; +_utils.pluginTarget.mixin(WebGLRenderer); + +},{"../../const":46,"../../textures/BaseTexture":112,"../../utils":125,"../SystemRenderer":76,"./TextureGarbageCollector":82,"./TextureManager":83,"./WebGLState":85,"./managers/FilterManager":90,"./managers/MaskManager":91,"./managers/StencilManager":92,"./utils/ObjectRenderer":94,"./utils/RenderTarget":96,"./utils/mapWebGLDrawModesToPixi":99,"./utils/validateContext":100,"pixi-gl-core":15}],85:[function(require,module,exports){ +'use strict'; + +exports.__esModule = true; + +var _mapWebGLBlendModesToPixi = require('./utils/mapWebGLBlendModesToPixi'); + +var _mapWebGLBlendModesToPixi2 = _interopRequireDefault(_mapWebGLBlendModesToPixi); + +function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } + +function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } + +var BLEND = 0; +var DEPTH_TEST = 1; +var FRONT_FACE = 2; +var CULL_FACE = 3; +var BLEND_FUNC = 4; + +/** + * A WebGL state machines + * + * @memberof PIXI + * @class + */ + +var WebGLState = function () { + /** + * @param {WebGLRenderingContext} gl - The current WebGL rendering context + */ + function WebGLState(gl) { + _classCallCheck(this, WebGLState); + + /** + * The current active state + * + * @member {Uint8Array} + */ + this.activeState = new Uint8Array(16); + + /** + * The default state + * + * @member {Uint8Array} + */ + this.defaultState = new Uint8Array(16); + + // default blend mode.. + this.defaultState[0] = 1; + + /** + * The current state index in the stack + * + * @member {number} + * @private + */ + this.stackIndex = 0; + + /** + * The stack holding all the different states + * + * @member {Array<*>} + * @private + */ + this.stack = []; + + /** + * The current WebGL rendering context + * + * @member {WebGLRenderingContext} + */ + this.gl = gl; + + this.maxAttribs = gl.getParameter(gl.MAX_VERTEX_ATTRIBS); + + this.attribState = { + tempAttribState: new Array(this.maxAttribs), + attribState: new Array(this.maxAttribs) + }; + + this.blendModes = (0, _mapWebGLBlendModesToPixi2.default)(gl); + + // check we have vao.. + this.nativeVaoExtension = gl.getExtension('OES_vertex_array_object') || gl.getExtension('MOZ_OES_vertex_array_object') || gl.getExtension('WEBKIT_OES_vertex_array_object'); + } + + /** + * Pushes a new active state + */ + + + WebGLState.prototype.push = function push() { + // next state.. + var state = this.stack[this.stackIndex]; + + if (!state) { + state = this.stack[this.stackIndex] = new Uint8Array(16); + } + + ++this.stackIndex; + + // copy state.. + // set active state so we can force overrides of gl state + for (var i = 0; i < this.activeState.length; i++) { + state[i] = this.activeState[i]; + } + }; + + /** + * Pops a state out + */ + + + WebGLState.prototype.pop = function pop() { + var state = this.stack[--this.stackIndex]; + + this.setState(state); + }; + + /** + * Sets the current state + * + * @param {*} state - The state to set. + */ + + + WebGLState.prototype.setState = function setState(state) { + this.setBlend(state[BLEND]); + this.setDepthTest(state[DEPTH_TEST]); + this.setFrontFace(state[FRONT_FACE]); + this.setCullFace(state[CULL_FACE]); + this.setBlendMode(state[BLEND_FUNC]); + }; + + /** + * Enables or disabled blending. + * + * @param {boolean} value - Turn on or off webgl blending. + */ + + + WebGLState.prototype.setBlend = function setBlend(value) { + value = value ? 1 : 0; + + if (this.activeState[BLEND] === value) { + return; + } + + this.activeState[BLEND] = value; + this.gl[value ? 'enable' : 'disable'](this.gl.BLEND); + }; + + /** + * Sets the blend mode. + * + * @param {number} value - The blend mode to set to. + */ + + + WebGLState.prototype.setBlendMode = function setBlendMode(value) { + if (value === this.activeState[BLEND_FUNC]) { + return; + } + + this.activeState[BLEND_FUNC] = value; + + var mode = this.blendModes[value]; + + if (mode.length === 2) { + this.gl.blendFunc(mode[0], mode[1]); + } else { + this.gl.blendFuncSeparate(mode[0], mode[1], mode[2], mode[3]); + } + }; + + /** + * Sets whether to enable or disable depth test. + * + * @param {boolean} value - Turn on or off webgl depth testing. + */ + + + WebGLState.prototype.setDepthTest = function setDepthTest(value) { + value = value ? 1 : 0; + + if (this.activeState[DEPTH_TEST] === value) { + return; + } + + this.activeState[DEPTH_TEST] = value; + this.gl[value ? 'enable' : 'disable'](this.gl.DEPTH_TEST); + }; + + /** + * Sets whether to enable or disable cull face. + * + * @param {boolean} value - Turn on or off webgl cull face. + */ + + + WebGLState.prototype.setCullFace = function setCullFace(value) { + value = value ? 1 : 0; + + if (this.activeState[CULL_FACE] === value) { + return; + } + + this.activeState[CULL_FACE] = value; + this.gl[value ? 'enable' : 'disable'](this.gl.CULL_FACE); + }; + + /** + * Sets the gl front face. + * + * @param {boolean} value - true is clockwise and false is counter-clockwise + */ + + + WebGLState.prototype.setFrontFace = function setFrontFace(value) { + value = value ? 1 : 0; + + if (this.activeState[FRONT_FACE] === value) { + return; + } + + this.activeState[FRONT_FACE] = value; + this.gl.frontFace(this.gl[value ? 'CW' : 'CCW']); + }; + + /** + * Disables all the vaos in use + * + */ + + + WebGLState.prototype.resetAttributes = function resetAttributes() { + for (var i = 0; i < this.attribState.tempAttribState.length; i++) { + this.attribState.tempAttribState[i] = 0; + } + + for (var _i = 0; _i < this.attribState.attribState.length; _i++) { + this.attribState.attribState[_i] = 0; + } + + // im going to assume one is always active for performance reasons. + for (var _i2 = 1; _i2 < this.maxAttribs; _i2++) { + this.gl.disableVertexAttribArray(_i2); + } + }; + + // used + /** + * Resets all the logic and disables the vaos + */ + + + WebGLState.prototype.resetToDefault = function resetToDefault() { + // unbind any VAO if they exist.. + if (this.nativeVaoExtension) { + this.nativeVaoExtension.bindVertexArrayOES(null); + } + + // reset all attributes.. + this.resetAttributes(); + + // set active state so we can force overrides of gl state + for (var i = 0; i < this.activeState.length; ++i) { + this.activeState[i] = 32; + } + + this.gl.pixelStorei(this.gl.UNPACK_FLIP_Y_WEBGL, false); + + this.setState(this.defaultState); + }; + + return WebGLState; +}(); + +exports.default = WebGLState; + +},{"./utils/mapWebGLBlendModesToPixi":98}],86:[function(require,module,exports){ +'use strict'; + +exports.__esModule = true; + +var _createClass = function () { function defineProperties(target, props) { for (var i = 0; i < props.length; i++) { var descriptor = props[i]; descriptor.enumerable = descriptor.enumerable || false; descriptor.configurable = true; if ("value" in descriptor) descriptor.writable = true; Object.defineProperty(target, descriptor.key, descriptor); } } return function (Constructor, protoProps, staticProps) { if (protoProps) defineProperties(Constructor.prototype, protoProps); if (staticProps) defineProperties(Constructor, staticProps); return Constructor; }; }(); + +var _extractUniformsFromSrc = require('./extractUniformsFromSrc'); + +var _extractUniformsFromSrc2 = _interopRequireDefault(_extractUniformsFromSrc); + +var _utils = require('../../../utils'); + +var _const = require('../../../const'); + +var _settings = require('../../../settings'); + +var _settings2 = _interopRequireDefault(_settings); + +function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } + +function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } + +var SOURCE_KEY_MAP = {}; + +// let math = require('../../../math'); +/** + * @class + * @memberof PIXI + * @extends PIXI.Shader + */ + +var Filter = function () { + /** + * @param {string} [vertexSrc] - The source of the vertex shader. + * @param {string} [fragmentSrc] - The source of the fragment shader. + * @param {object} [uniformData] - Custom uniforms to use to augment the built-in ones. + */ + function Filter(vertexSrc, fragmentSrc, uniformData) { + _classCallCheck(this, Filter); + + /** + * The vertex shader. + * + * @member {string} + */ + this.vertexSrc = vertexSrc || Filter.defaultVertexSrc; + + /** + * The fragment shader. + * + * @member {string} + */ + this.fragmentSrc = fragmentSrc || Filter.defaultFragmentSrc; + + this._blendMode = _const.BLEND_MODES.NORMAL; + + this.uniformData = uniformData || (0, _extractUniformsFromSrc2.default)(this.vertexSrc, this.fragmentSrc, 'projectionMatrix|uSampler'); + + /** + * An object containing the current values of custom uniforms. + * @example Updating the value of a custom uniform + * filter.uniforms.time = performance.now(); + * + * @member {object} + */ + this.uniforms = {}; + + for (var i in this.uniformData) { + this.uniforms[i] = this.uniformData[i].value; + if (this.uniformData[i].type) { + this.uniformData[i].type = this.uniformData[i].type.toLowerCase(); + } + } + + // this is where we store shader references.. + // TODO we could cache this! + this.glShaders = {}; + + // used for caching.. sure there is a better way! + if (!SOURCE_KEY_MAP[this.vertexSrc + this.fragmentSrc]) { + SOURCE_KEY_MAP[this.vertexSrc + this.fragmentSrc] = (0, _utils.uid)(); + } + + this.glShaderKey = SOURCE_KEY_MAP[this.vertexSrc + this.fragmentSrc]; + + /** + * The padding of the filter. Some filters require extra space to breath such as a blur. + * Increasing this will add extra width and height to the bounds of the object that the + * filter is applied to. + * + * @member {number} + */ + this.padding = 4; + + /** + * The resolution of the filter. Setting this to be lower will lower the quality but + * increase the performance of the filter. + * + * @member {number} + */ + this.resolution = _settings2.default.FILTER_RESOLUTION; + + /** + * If enabled is true the filter is applied, if false it will not. + * + * @member {boolean} + */ + this.enabled = true; + + /** + * If enabled, PixiJS will fit the filter area into boundaries for better performance. + * Switch it off if it does not work for specific shader. + * + * @member {boolean} + */ + this.autoFit = true; + } + + /** + * Applies the filter + * + * @param {PIXI.FilterManager} filterManager - The renderer to retrieve the filter from + * @param {PIXI.RenderTarget} input - The input render target. + * @param {PIXI.RenderTarget} output - The target to output to. + * @param {boolean} clear - Should the output be cleared before rendering to it + * @param {object} [currentState] - It's current state of filter. + * There are some useful properties in the currentState : + * target, filters, sourceFrame, destinationFrame, renderTarget, resolution + */ + + + Filter.prototype.apply = function apply(filterManager, input, output, clear, currentState) // eslint-disable-line no-unused-vars + { + // --- // + // this.uniforms.filterMatrix = filterManager.calculateSpriteMatrix(tempMatrix, window.panda ); + + // do as you please! + + filterManager.applyFilter(this, input, output, clear); + + // or just do a regular render.. + }; + + /** + * Sets the blendmode of the filter + * + * @member {number} + * @default PIXI.BLEND_MODES.NORMAL + */ + + + _createClass(Filter, [{ + key: 'blendMode', + get: function get() { + return this._blendMode; + }, + set: function set(value) // eslint-disable-line require-jsdoc + { + this._blendMode = value; + } + + /** + * The default vertex shader source + * + * @static + * @constant + */ + + }], [{ + key: 'defaultVertexSrc', + get: function get() { + return ['attribute vec2 aVertexPosition;', 'attribute vec2 aTextureCoord;', 'uniform mat3 projectionMatrix;', 'uniform mat3 filterMatrix;', 'varying vec2 vTextureCoord;', 'varying vec2 vFilterCoord;', 'void main(void){', ' gl_Position = vec4((projectionMatrix * vec3(aVertexPosition, 1.0)).xy, 0.0, 1.0);', ' vFilterCoord = ( filterMatrix * vec3( aTextureCoord, 1.0) ).xy;', ' vTextureCoord = aTextureCoord ;', '}'].join('\n'); + } + + /** + * The default fragment shader source + * + * @static + * @constant + */ + + }, { + key: 'defaultFragmentSrc', + get: function get() { + return ['varying vec2 vTextureCoord;', 'varying vec2 vFilterCoord;', 'uniform sampler2D uSampler;', 'uniform sampler2D filterSampler;', 'void main(void){', ' vec4 masky = texture2D(filterSampler, vFilterCoord);', ' vec4 sample = texture2D(uSampler, vTextureCoord);', ' vec4 color;', ' if(mod(vFilterCoord.x, 1.0) > 0.5)', ' {', ' color = vec4(1.0, 0.0, 0.0, 1.0);', ' }', ' else', ' {', ' color = vec4(0.0, 1.0, 0.0, 1.0);', ' }', + // ' gl_FragColor = vec4(mod(vFilterCoord.x, 1.5), vFilterCoord.y,0.0,1.0);', + ' gl_FragColor = mix(sample, masky, 0.5);', ' gl_FragColor *= sample.a;', '}'].join('\n'); + } + }]); + + return Filter; +}(); + +exports.default = Filter; + +},{"../../../const":46,"../../../settings":101,"../../../utils":125,"./extractUniformsFromSrc":87}],87:[function(require,module,exports){ +'use strict'; + +exports.__esModule = true; +exports.default = extractUniformsFromSrc; + +var _pixiGlCore = require('pixi-gl-core'); + +var _pixiGlCore2 = _interopRequireDefault(_pixiGlCore); + +function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } + +var defaultValue = _pixiGlCore2.default.shader.defaultValue; + +function extractUniformsFromSrc(vertexSrc, fragmentSrc, mask) { + var vertUniforms = extractUniformsFromString(vertexSrc, mask); + var fragUniforms = extractUniformsFromString(fragmentSrc, mask); + + return Object.assign(vertUniforms, fragUniforms); +} + +function extractUniformsFromString(string) { + var maskRegex = new RegExp('^(projectionMatrix|uSampler|filterArea|filterClamp)$'); + + var uniforms = {}; + var nameSplit = void 0; + + // clean the lines a little - remove extra spaces / tabs etc + // then split along ';' + var lines = string.replace(/\s+/g, ' ').split(/\s*;\s*/); + + // loop through.. + for (var i = 0; i < lines.length; i++) { + var line = lines[i].trim(); + + if (line.indexOf('uniform') > -1) { + var splitLine = line.split(' '); + var type = splitLine[1]; + + var name = splitLine[2]; + var size = 1; + + if (name.indexOf('[') > -1) { + // array! + nameSplit = name.split(/\[|]/); + name = nameSplit[0]; + size *= Number(nameSplit[1]); + } + + if (!name.match(maskRegex)) { + uniforms[name] = { + value: defaultValue(type, size), + name: name, + type: type + }; + } + } + } + + return uniforms; +} + +},{"pixi-gl-core":15}],88:[function(require,module,exports){ +'use strict'; + +exports.__esModule = true; +exports.calculateScreenSpaceMatrix = calculateScreenSpaceMatrix; +exports.calculateNormalizedScreenSpaceMatrix = calculateNormalizedScreenSpaceMatrix; +exports.calculateSpriteMatrix = calculateSpriteMatrix; + +var _math = require('../../../math'); + +/** + * Calculates the mapped matrix + * @param filterArea {Rectangle} The filter area + * @param sprite {Sprite} the target sprite + * @param outputMatrix {Matrix} @alvin + * @private + */ +// TODO playing around here.. this is temporary - (will end up in the shader) +// this returns a matrix that will normalise map filter cords in the filter to screen space +function calculateScreenSpaceMatrix(outputMatrix, filterArea, textureSize) { + // let worldTransform = sprite.worldTransform.copy(Matrix.TEMP_MATRIX), + // let texture = {width:1136, height:700};//sprite._texture.baseTexture; + + // TODO unwrap? + var mappedMatrix = outputMatrix.identity(); + + mappedMatrix.translate(filterArea.x / textureSize.width, filterArea.y / textureSize.height); + + mappedMatrix.scale(textureSize.width, textureSize.height); + + return mappedMatrix; +} + +function calculateNormalizedScreenSpaceMatrix(outputMatrix, filterArea, textureSize) { + var mappedMatrix = outputMatrix.identity(); + + mappedMatrix.translate(filterArea.x / textureSize.width, filterArea.y / textureSize.height); + + var translateScaleX = textureSize.width / filterArea.width; + var translateScaleY = textureSize.height / filterArea.height; + + mappedMatrix.scale(translateScaleX, translateScaleY); + + return mappedMatrix; +} + +// this will map the filter coord so that a texture can be used based on the transform of a sprite +function calculateSpriteMatrix(outputMatrix, filterArea, textureSize, sprite) { + var orig = sprite._texture.orig; + var mappedMatrix = outputMatrix.set(textureSize.width, 0, 0, textureSize.height, filterArea.x, filterArea.y); + var worldTransform = sprite.worldTransform.copy(_math.Matrix.TEMP_MATRIX); + + worldTransform.invert(); + mappedMatrix.prepend(worldTransform); + mappedMatrix.scale(1.0 / orig.width, 1.0 / orig.height); + mappedMatrix.translate(sprite.anchor.x, sprite.anchor.y); + + return mappedMatrix; +} + +},{"../../../math":70}],89:[function(require,module,exports){ +'use strict'; + +exports.__esModule = true; + +var _Filter2 = require('../Filter'); + +var _Filter3 = _interopRequireDefault(_Filter2); + +var _math = require('../../../../math'); + +var _path = require('path'); + +var _TextureMatrix = require('../../../../textures/TextureMatrix'); + +var _TextureMatrix2 = _interopRequireDefault(_TextureMatrix); + +function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } + +function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } + +function _possibleConstructorReturn(self, call) { if (!self) { throw new ReferenceError("this hasn't been initialised - super() hasn't been called"); } return call && (typeof call === "object" || typeof call === "function") ? call : self; } + +function _inherits(subClass, superClass) { if (typeof superClass !== "function" && superClass !== null) { throw new TypeError("Super expression must either be null or a function, not " + typeof superClass); } subClass.prototype = Object.create(superClass && superClass.prototype, { constructor: { value: subClass, enumerable: false, writable: true, configurable: true } }); if (superClass) Object.setPrototypeOf ? Object.setPrototypeOf(subClass, superClass) : subClass.__proto__ = superClass; } + +/** + * The SpriteMaskFilter class + * + * @class + * @extends PIXI.Filter + * @memberof PIXI + */ +var SpriteMaskFilter = function (_Filter) { + _inherits(SpriteMaskFilter, _Filter); + + /** + * @param {PIXI.Sprite} sprite - the target sprite + */ + function SpriteMaskFilter(sprite) { + _classCallCheck(this, SpriteMaskFilter); + + var maskMatrix = new _math.Matrix(); + + var _this = _possibleConstructorReturn(this, _Filter.call(this, 'attribute vec2 aVertexPosition;\nattribute vec2 aTextureCoord;\n\nuniform mat3 projectionMatrix;\nuniform mat3 otherMatrix;\n\nvarying vec2 vMaskCoord;\nvarying vec2 vTextureCoord;\n\nvoid main(void)\n{\n gl_Position = vec4((projectionMatrix * vec3(aVertexPosition, 1.0)).xy, 0.0, 1.0);\n\n vTextureCoord = aTextureCoord;\n vMaskCoord = ( otherMatrix * vec3( aTextureCoord, 1.0) ).xy;\n}\n', 'varying vec2 vMaskCoord;\nvarying vec2 vTextureCoord;\n\nuniform sampler2D uSampler;\nuniform sampler2D mask;\nuniform float alpha;\nuniform vec4 maskClamp;\n\nvoid main(void)\n{\n float clip = step(3.5,\n step(maskClamp.x, vMaskCoord.x) +\n step(maskClamp.y, vMaskCoord.y) +\n step(vMaskCoord.x, maskClamp.z) +\n step(vMaskCoord.y, maskClamp.w));\n\n vec4 original = texture2D(uSampler, vTextureCoord);\n vec4 masky = texture2D(mask, vMaskCoord);\n\n original *= (masky.r * masky.a * alpha * clip);\n\n gl_FragColor = original;\n}\n')); + + sprite.renderable = false; + + _this.maskSprite = sprite; + _this.maskMatrix = maskMatrix; + return _this; + } + + /** + * Applies the filter + * + * @param {PIXI.FilterManager} filterManager - The renderer to retrieve the filter from + * @param {PIXI.RenderTarget} input - The input render target. + * @param {PIXI.RenderTarget} output - The target to output to. + * @param {boolean} clear - Should the output be cleared before rendering to it + */ + + + SpriteMaskFilter.prototype.apply = function apply(filterManager, input, output, clear) { + var maskSprite = this.maskSprite; + var tex = this.maskSprite.texture; + + if (!tex.valid) { + return; + } + if (!tex.transform) { + // margin = 0.0, let it bleed a bit, shader code becomes easier + // assuming that atlas textures were made with 1-pixel padding + tex.transform = new _TextureMatrix2.default(tex, 0.0); + } + tex.transform.update(); + + this.uniforms.mask = tex; + this.uniforms.otherMatrix = filterManager.calculateSpriteMatrix(this.maskMatrix, maskSprite).prepend(tex.transform.mapCoord); + this.uniforms.alpha = maskSprite.worldAlpha; + this.uniforms.maskClamp = tex.transform.uClampFrame; + + filterManager.applyFilter(this, input, output, clear); + }; + + return SpriteMaskFilter; +}(_Filter3.default); + +exports.default = SpriteMaskFilter; + +},{"../../../../math":70,"../../../../textures/TextureMatrix":116,"../Filter":86,"path":8}],90:[function(require,module,exports){ +'use strict'; + +exports.__esModule = true; + +var _WebGLManager2 = require('./WebGLManager'); + +var _WebGLManager3 = _interopRequireDefault(_WebGLManager2); + +var _RenderTarget = require('../utils/RenderTarget'); + +var _RenderTarget2 = _interopRequireDefault(_RenderTarget); + +var _Quad = require('../utils/Quad'); + +var _Quad2 = _interopRequireDefault(_Quad); + +var _math = require('../../../math'); + +var _Shader = require('../../../Shader'); + +var _Shader2 = _interopRequireDefault(_Shader); + +var _filterTransforms = require('../filters/filterTransforms'); + +var filterTransforms = _interopRequireWildcard(_filterTransforms); + +var _bitTwiddle = require('bit-twiddle'); + +var _bitTwiddle2 = _interopRequireDefault(_bitTwiddle); + +function _interopRequireWildcard(obj) { if (obj && obj.__esModule) { return obj; } else { var newObj = {}; if (obj != null) { for (var key in obj) { if (Object.prototype.hasOwnProperty.call(obj, key)) newObj[key] = obj[key]; } } newObj.default = obj; return newObj; } } + +function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } + +function _possibleConstructorReturn(self, call) { if (!self) { throw new ReferenceError("this hasn't been initialised - super() hasn't been called"); } return call && (typeof call === "object" || typeof call === "function") ? call : self; } + +function _inherits(subClass, superClass) { if (typeof superClass !== "function" && superClass !== null) { throw new TypeError("Super expression must either be null or a function, not " + typeof superClass); } subClass.prototype = Object.create(superClass && superClass.prototype, { constructor: { value: subClass, enumerable: false, writable: true, configurable: true } }); if (superClass) Object.setPrototypeOf ? Object.setPrototypeOf(subClass, superClass) : subClass.__proto__ = superClass; } + +function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } + +/** + * @ignore + * @class + */ +var FilterState = function () { + /** + * + */ + function FilterState() { + _classCallCheck(this, FilterState); + + this.renderTarget = null; + this.target = null; + this.resolution = 1; + + // those three objects are used only for root + // re-assigned for everything else + this.sourceFrame = new _math.Rectangle(); + this.destinationFrame = new _math.Rectangle(); + this.filters = []; + } + + /** + * clears the state + */ + + + FilterState.prototype.clear = function clear() { + this.filters = null; + this.target = null; + this.renderTarget = null; + }; + + return FilterState; +}(); + +var screenKey = 'screen'; + +/** + * @class + * @memberof PIXI + * @extends PIXI.WebGLManager + */ + +var FilterManager = function (_WebGLManager) { + _inherits(FilterManager, _WebGLManager); + + /** + * @param {PIXI.WebGLRenderer} renderer - The renderer this manager works for. + */ + function FilterManager(renderer) { + _classCallCheck(this, FilterManager); + + var _this = _possibleConstructorReturn(this, _WebGLManager.call(this, renderer)); + + _this.gl = _this.renderer.gl; + // know about sprites! + _this.quad = new _Quad2.default(_this.gl, renderer.state.attribState); + + _this.shaderCache = {}; + // todo add default! + _this.pool = {}; + + _this.filterData = null; + + _this.managedFilters = []; + + _this.renderer.on('prerender', _this.onPrerender, _this); + + _this._screenWidth = renderer.view.width; + _this._screenHeight = renderer.view.height; + return _this; + } + + /** + * Adds a new filter to the manager. + * + * @param {PIXI.DisplayObject} target - The target of the filter to render. + * @param {PIXI.Filter[]} filters - The filters to apply. + */ + + + FilterManager.prototype.pushFilter = function pushFilter(target, filters) { + var renderer = this.renderer; + + var filterData = this.filterData; + + if (!filterData) { + filterData = this.renderer._activeRenderTarget.filterStack; + + // add new stack + var filterState = new FilterState(); + + filterState.sourceFrame = filterState.destinationFrame = this.renderer._activeRenderTarget.size; + filterState.renderTarget = renderer._activeRenderTarget; + + this.renderer._activeRenderTarget.filterData = filterData = { + index: 0, + stack: [filterState] + }; + + this.filterData = filterData; + } + + // get the current filter state.. + var currentState = filterData.stack[++filterData.index]; + var renderTargetFrame = filterData.stack[0].destinationFrame; + + if (!currentState) { + currentState = filterData.stack[filterData.index] = new FilterState(); + } + + var fullScreen = target.filterArea && target.filterArea.x === 0 && target.filterArea.y === 0 && target.filterArea.width === renderer.screen.width && target.filterArea.height === renderer.screen.height; + + // for now we go off the filter of the first resolution.. + var resolution = filters[0].resolution; + var padding = filters[0].padding | 0; + var targetBounds = fullScreen ? renderer.screen : target.filterArea || target.getBounds(true); + var sourceFrame = currentState.sourceFrame; + var destinationFrame = currentState.destinationFrame; + + sourceFrame.x = (targetBounds.x * resolution | 0) / resolution; + sourceFrame.y = (targetBounds.y * resolution | 0) / resolution; + sourceFrame.width = (targetBounds.width * resolution | 0) / resolution; + sourceFrame.height = (targetBounds.height * resolution | 0) / resolution; + + if (!fullScreen) { + if (filterData.stack[0].renderTarget.transform) {// + + // TODO we should fit the rect around the transform.. + } else if (filters[0].autoFit) { + sourceFrame.fit(renderTargetFrame); + } + + // lets apply the padding After we fit the element to the screen. + // this should stop the strange side effects that can occur when cropping to the edges + sourceFrame.pad(padding); + } + + destinationFrame.width = sourceFrame.width; + destinationFrame.height = sourceFrame.height; + + // lets play the padding after we fit the element to the screen. + // this should stop the strange side effects that can occur when cropping to the edges + + var renderTarget = this.getPotRenderTarget(renderer.gl, sourceFrame.width, sourceFrame.height, resolution); + + currentState.target = target; + currentState.filters = filters; + currentState.resolution = resolution; + currentState.renderTarget = renderTarget; + + // bind the render target to draw the shape in the top corner.. + + renderTarget.setFrame(destinationFrame, sourceFrame); + + // bind the render target + renderer.bindRenderTarget(renderTarget); + renderTarget.clear(); + }; + + /** + * Pops off the filter and applies it. + * + */ + + + FilterManager.prototype.popFilter = function popFilter() { + var filterData = this.filterData; + + var lastState = filterData.stack[filterData.index - 1]; + var currentState = filterData.stack[filterData.index]; + + this.quad.map(currentState.renderTarget.size, currentState.sourceFrame).upload(); + + var filters = currentState.filters; + + if (filters.length === 1) { + filters[0].apply(this, currentState.renderTarget, lastState.renderTarget, false, currentState); + this.freePotRenderTarget(currentState.renderTarget); + } else { + var flip = currentState.renderTarget; + var flop = this.getPotRenderTarget(this.renderer.gl, currentState.sourceFrame.width, currentState.sourceFrame.height, currentState.resolution); + + flop.setFrame(currentState.destinationFrame, currentState.sourceFrame); + + // finally lets clear the render target before drawing to it.. + flop.clear(); + + var i = 0; + + for (i = 0; i < filters.length - 1; ++i) { + filters[i].apply(this, flip, flop, true, currentState); + + var t = flip; + + flip = flop; + flop = t; + } + + filters[i].apply(this, flip, lastState.renderTarget, false, currentState); + + this.freePotRenderTarget(flip); + this.freePotRenderTarget(flop); + } + + currentState.clear(); + filterData.index--; + + if (filterData.index === 0) { + this.filterData = null; + } + }; + + /** + * Draws a filter. + * + * @param {PIXI.Filter} filter - The filter to draw. + * @param {PIXI.RenderTarget} input - The input render target. + * @param {PIXI.RenderTarget} output - The target to output to. + * @param {boolean} clear - Should the output be cleared before rendering to it + */ + + + FilterManager.prototype.applyFilter = function applyFilter(filter, input, output, clear) { + var renderer = this.renderer; + var gl = renderer.gl; + + var shader = filter.glShaders[renderer.CONTEXT_UID]; + + // caching.. + if (!shader) { + if (filter.glShaderKey) { + shader = this.shaderCache[filter.glShaderKey]; + + if (!shader) { + shader = new _Shader2.default(this.gl, filter.vertexSrc, filter.fragmentSrc); + + filter.glShaders[renderer.CONTEXT_UID] = this.shaderCache[filter.glShaderKey] = shader; + this.managedFilters.push(filter); + } + } else { + shader = filter.glShaders[renderer.CONTEXT_UID] = new _Shader2.default(this.gl, filter.vertexSrc, filter.fragmentSrc); + this.managedFilters.push(filter); + } + + // TODO - this only needs to be done once? + renderer.bindVao(null); + + this.quad.initVao(shader); + } + + renderer.bindVao(this.quad.vao); + + renderer.bindRenderTarget(output); + + if (clear) { + gl.disable(gl.SCISSOR_TEST); + renderer.clear(); // [1, 1, 1, 1]); + gl.enable(gl.SCISSOR_TEST); + } + + // in case the render target is being masked using a scissor rect + if (output === renderer.maskManager.scissorRenderTarget) { + renderer.maskManager.pushScissorMask(null, renderer.maskManager.scissorData); + } + + renderer.bindShader(shader); + + // free unit 0 for us, doesn't matter what was there + // don't try to restore it, because syncUniforms can upload it to another slot + // and it'll be a problem + var tex = this.renderer.emptyTextures[0]; + + this.renderer.boundTextures[0] = tex; + // this syncs the PixiJS filters uniforms with glsl uniforms + this.syncUniforms(shader, filter); + + renderer.state.setBlendMode(filter.blendMode); + + gl.activeTexture(gl.TEXTURE0); + gl.bindTexture(gl.TEXTURE_2D, input.texture.texture); + + this.quad.vao.draw(this.renderer.gl.TRIANGLES, 6, 0); + + gl.bindTexture(gl.TEXTURE_2D, tex._glTextures[this.renderer.CONTEXT_UID].texture); + }; + + /** + * Uploads the uniforms of the filter. + * + * @param {GLShader} shader - The underlying gl shader. + * @param {PIXI.Filter} filter - The filter we are synchronizing. + */ + + + FilterManager.prototype.syncUniforms = function syncUniforms(shader, filter) { + var uniformData = filter.uniformData; + var uniforms = filter.uniforms; + + // 0 is reserved for the PixiJS texture so we start at 1! + var textureCount = 1; + var currentState = void 0; + + // filterArea and filterClamp that are handled by FilterManager directly + // they must not appear in uniformData + + if (shader.uniforms.filterArea) { + currentState = this.filterData.stack[this.filterData.index]; + + var filterArea = shader.uniforms.filterArea; + + filterArea[0] = currentState.renderTarget.size.width; + filterArea[1] = currentState.renderTarget.size.height; + filterArea[2] = currentState.sourceFrame.x; + filterArea[3] = currentState.sourceFrame.y; + + shader.uniforms.filterArea = filterArea; + } + + // use this to clamp displaced texture coords so they belong to filterArea + // see displacementFilter fragment shader for an example + if (shader.uniforms.filterClamp) { + currentState = currentState || this.filterData.stack[this.filterData.index]; + + var filterClamp = shader.uniforms.filterClamp; + + filterClamp[0] = 0; + filterClamp[1] = 0; + filterClamp[2] = (currentState.sourceFrame.width - 1) / currentState.renderTarget.size.width; + filterClamp[3] = (currentState.sourceFrame.height - 1) / currentState.renderTarget.size.height; + + shader.uniforms.filterClamp = filterClamp; + } + + // TODO Caching layer.. + for (var i in uniformData) { + if (!shader.uniforms.data[i]) { + continue; + } + + var type = uniformData[i].type; + + if (type === 'sampler2d' && uniforms[i] !== 0) { + if (uniforms[i].baseTexture) { + shader.uniforms[i] = this.renderer.bindTexture(uniforms[i].baseTexture, textureCount); + } else { + shader.uniforms[i] = textureCount; + + // TODO + // this is helpful as renderTargets can also be set. + // Although thinking about it, we could probably + // make the filter texture cache return a RenderTexture + // rather than a renderTarget + var gl = this.renderer.gl; + + this.renderer.boundTextures[textureCount] = this.renderer.emptyTextures[textureCount]; + gl.activeTexture(gl.TEXTURE0 + textureCount); + + uniforms[i].texture.bind(); + } + + textureCount++; + } else if (type === 'mat3') { + // check if its PixiJS matrix.. + if (uniforms[i].a !== undefined) { + shader.uniforms[i] = uniforms[i].toArray(true); + } else { + shader.uniforms[i] = uniforms[i]; + } + } else if (type === 'vec2') { + // check if its a point.. + if (uniforms[i].x !== undefined) { + var val = shader.uniforms[i] || new Float32Array(2); + + val[0] = uniforms[i].x; + val[1] = uniforms[i].y; + shader.uniforms[i] = val; + } else { + shader.uniforms[i] = uniforms[i]; + } + } else if (type === 'float') { + if (shader.uniforms.data[i].value !== uniformData[i]) { + shader.uniforms[i] = uniforms[i]; + } + } else { + shader.uniforms[i] = uniforms[i]; + } + } + }; + + /** + * Gets a render target from the pool, or creates a new one. + * + * @param {boolean} clear - Should we clear the render texture when we get it? + * @param {number} resolution - The resolution of the target. + * @return {PIXI.RenderTarget} The new render target + */ + + + FilterManager.prototype.getRenderTarget = function getRenderTarget(clear, resolution) { + var currentState = this.filterData.stack[this.filterData.index]; + var renderTarget = this.getPotRenderTarget(this.renderer.gl, currentState.sourceFrame.width, currentState.sourceFrame.height, resolution || currentState.resolution); + + renderTarget.setFrame(currentState.destinationFrame, currentState.sourceFrame); + + return renderTarget; + }; + + /** + * Returns a render target to the pool. + * + * @param {PIXI.RenderTarget} renderTarget - The render target to return. + */ + + + FilterManager.prototype.returnRenderTarget = function returnRenderTarget(renderTarget) { + this.freePotRenderTarget(renderTarget); + }; + + /** + * Calculates the mapped matrix. + * + * TODO playing around here.. this is temporary - (will end up in the shader) + * this returns a matrix that will normalise map filter cords in the filter to screen space + * + * @param {PIXI.Matrix} outputMatrix - the matrix to output to. + * @return {PIXI.Matrix} The mapped matrix. + */ + + + FilterManager.prototype.calculateScreenSpaceMatrix = function calculateScreenSpaceMatrix(outputMatrix) { + var currentState = this.filterData.stack[this.filterData.index]; + + return filterTransforms.calculateScreenSpaceMatrix(outputMatrix, currentState.sourceFrame, currentState.renderTarget.size); + }; + + /** + * Multiply vTextureCoord to this matrix to achieve (0,0,1,1) for filterArea + * + * @param {PIXI.Matrix} outputMatrix - The matrix to output to. + * @return {PIXI.Matrix} The mapped matrix. + */ + + + FilterManager.prototype.calculateNormalizedScreenSpaceMatrix = function calculateNormalizedScreenSpaceMatrix(outputMatrix) { + var currentState = this.filterData.stack[this.filterData.index]; + + return filterTransforms.calculateNormalizedScreenSpaceMatrix(outputMatrix, currentState.sourceFrame, currentState.renderTarget.size, currentState.destinationFrame); + }; + + /** + * This will map the filter coord so that a texture can be used based on the transform of a sprite + * + * @param {PIXI.Matrix} outputMatrix - The matrix to output to. + * @param {PIXI.Sprite} sprite - The sprite to map to. + * @return {PIXI.Matrix} The mapped matrix. + */ + + + FilterManager.prototype.calculateSpriteMatrix = function calculateSpriteMatrix(outputMatrix, sprite) { + var currentState = this.filterData.stack[this.filterData.index]; + + return filterTransforms.calculateSpriteMatrix(outputMatrix, currentState.sourceFrame, currentState.renderTarget.size, sprite); + }; + + /** + * Destroys this Filter Manager. + * + * @param {boolean} [contextLost=false] context was lost, do not free shaders + * + */ + + + FilterManager.prototype.destroy = function destroy() { + var contextLost = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : false; + + var renderer = this.renderer; + var filters = this.managedFilters; + + renderer.off('prerender', this.onPrerender, this); + + for (var i = 0; i < filters.length; i++) { + if (!contextLost) { + filters[i].glShaders[renderer.CONTEXT_UID].destroy(); + } + delete filters[i].glShaders[renderer.CONTEXT_UID]; + } + + this.shaderCache = {}; + if (!contextLost) { + this.emptyPool(); + } else { + this.pool = {}; + } + }; + + /** + * Gets a Power-of-Two render texture. + * + * TODO move to a separate class could be on renderer? + * also - could cause issue with multiple contexts? + * + * @private + * @param {WebGLRenderingContext} gl - The webgl rendering context + * @param {number} minWidth - The minimum width of the render target. + * @param {number} minHeight - The minimum height of the render target. + * @param {number} resolution - The resolution of the render target. + * @return {PIXI.RenderTarget} The new render target. + */ + + + FilterManager.prototype.getPotRenderTarget = function getPotRenderTarget(gl, minWidth, minHeight, resolution) { + var key = screenKey; + + minWidth *= resolution; + minHeight *= resolution; + + if (minWidth !== this._screenWidth || minHeight !== this._screenHeight) { + // TODO you could return a bigger texture if there is not one in the pool? + minWidth = _bitTwiddle2.default.nextPow2(minWidth); + minHeight = _bitTwiddle2.default.nextPow2(minHeight); + key = (minWidth & 0xFFFF) << 16 | minHeight & 0xFFFF; + } + + if (!this.pool[key]) { + this.pool[key] = []; + } + + var renderTarget = this.pool[key].pop(); + + // creating render target will cause texture to be bound! + if (!renderTarget) { + // temporary bypass cache.. + var tex = this.renderer.boundTextures[0]; + + gl.activeTexture(gl.TEXTURE0); + + // internally - this will cause a texture to be bound.. + renderTarget = new _RenderTarget2.default(gl, minWidth, minHeight, null, 1); + + // set the current one back + gl.bindTexture(gl.TEXTURE_2D, tex._glTextures[this.renderer.CONTEXT_UID].texture); + } + + // manually tweak the resolution... + // this will not modify the size of the frame buffer, just its resolution. + renderTarget.resolution = resolution; + renderTarget.defaultFrame.width = renderTarget.size.width = minWidth / resolution; + renderTarget.defaultFrame.height = renderTarget.size.height = minHeight / resolution; + renderTarget.filterPoolKey = key; + + return renderTarget; + }; + + /** + * Empties the texture pool. + * + */ + + + FilterManager.prototype.emptyPool = function emptyPool() { + for (var i in this.pool) { + var textures = this.pool[i]; + + if (textures) { + for (var j = 0; j < textures.length; j++) { + textures[j].destroy(true); + } + } + } + + this.pool = {}; + }; + + /** + * Frees a render target back into the pool. + * + * @param {PIXI.RenderTarget} renderTarget - The renderTarget to free + */ + + + FilterManager.prototype.freePotRenderTarget = function freePotRenderTarget(renderTarget) { + this.pool[renderTarget.filterPoolKey].push(renderTarget); + }; + + /** + * Called before the renderer starts rendering. + * + */ + + + FilterManager.prototype.onPrerender = function onPrerender() { + if (this._screenWidth !== this.renderer.view.width || this._screenHeight !== this.renderer.view.height) { + this._screenWidth = this.renderer.view.width; + this._screenHeight = this.renderer.view.height; + + var textures = this.pool[screenKey]; + + if (textures) { + for (var j = 0; j < textures.length; j++) { + textures[j].destroy(true); + } + } + this.pool[screenKey] = []; + } + }; + + return FilterManager; +}(_WebGLManager3.default); + +exports.default = FilterManager; + +},{"../../../Shader":44,"../../../math":70,"../filters/filterTransforms":88,"../utils/Quad":95,"../utils/RenderTarget":96,"./WebGLManager":93,"bit-twiddle":1}],91:[function(require,module,exports){ +'use strict'; + +exports.__esModule = true; + +var _WebGLManager2 = require('./WebGLManager'); + +var _WebGLManager3 = _interopRequireDefault(_WebGLManager2); + +var _SpriteMaskFilter = require('../filters/spriteMask/SpriteMaskFilter'); + +var _SpriteMaskFilter2 = _interopRequireDefault(_SpriteMaskFilter); + +function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } + +function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } + +function _possibleConstructorReturn(self, call) { if (!self) { throw new ReferenceError("this hasn't been initialised - super() hasn't been called"); } return call && (typeof call === "object" || typeof call === "function") ? call : self; } + +function _inherits(subClass, superClass) { if (typeof superClass !== "function" && superClass !== null) { throw new TypeError("Super expression must either be null or a function, not " + typeof superClass); } subClass.prototype = Object.create(superClass && superClass.prototype, { constructor: { value: subClass, enumerable: false, writable: true, configurable: true } }); if (superClass) Object.setPrototypeOf ? Object.setPrototypeOf(subClass, superClass) : subClass.__proto__ = superClass; } + +/** + * @class + * @extends PIXI.WebGLManager + * @memberof PIXI + */ +var MaskManager = function (_WebGLManager) { + _inherits(MaskManager, _WebGLManager); + + /** + * @param {PIXI.WebGLRenderer} renderer - The renderer this manager works for. + */ + function MaskManager(renderer) { + _classCallCheck(this, MaskManager); + + // TODO - we don't need both! + var _this = _possibleConstructorReturn(this, _WebGLManager.call(this, renderer)); + + _this.scissor = false; + _this.scissorData = null; + _this.scissorRenderTarget = null; + + _this.enableScissor = true; + + _this.alphaMaskPool = []; + _this.alphaMaskIndex = 0; + return _this; + } + + /** + * Applies the Mask and adds it to the current filter stack. + * + * @param {PIXI.DisplayObject} target - Display Object to push the mask to + * @param {PIXI.Sprite|PIXI.Graphics} maskData - The masking data. + */ + + + MaskManager.prototype.pushMask = function pushMask(target, maskData) { + // TODO the root check means scissor rect will not + // be used on render textures more info here: + // https://github.com/pixijs/pixi.js/pull/3545 + + if (maskData.texture) { + this.pushSpriteMask(target, maskData); + } else if (this.enableScissor && !this.scissor && this.renderer._activeRenderTarget.root && !this.renderer.stencilManager.stencilMaskStack.length && maskData.isFastRect()) { + var matrix = maskData.worldTransform; + + var rot = Math.atan2(matrix.b, matrix.a); + + // use the nearest degree! + rot = Math.round(rot * (180 / Math.PI)); + + if (rot % 90) { + this.pushStencilMask(maskData); + } else { + this.pushScissorMask(target, maskData); + } + } else { + this.pushStencilMask(maskData); + } + }; + + /** + * Removes the last mask from the mask stack and doesn't return it. + * + * @param {PIXI.DisplayObject} target - Display Object to pop the mask from + * @param {PIXI.Sprite|PIXI.Graphics} maskData - The masking data. + */ + + + MaskManager.prototype.popMask = function popMask(target, maskData) { + if (maskData.texture) { + this.popSpriteMask(target, maskData); + } else if (this.enableScissor && !this.renderer.stencilManager.stencilMaskStack.length) { + this.popScissorMask(target, maskData); + } else { + this.popStencilMask(target, maskData); + } + }; + + /** + * Applies the Mask and adds it to the current filter stack. + * + * @param {PIXI.RenderTarget} target - Display Object to push the sprite mask to + * @param {PIXI.Sprite} maskData - Sprite to be used as the mask + */ + + + MaskManager.prototype.pushSpriteMask = function pushSpriteMask(target, maskData) { + var alphaMaskFilter = this.alphaMaskPool[this.alphaMaskIndex]; + + if (!alphaMaskFilter) { + alphaMaskFilter = this.alphaMaskPool[this.alphaMaskIndex] = [new _SpriteMaskFilter2.default(maskData)]; + } + + alphaMaskFilter[0].resolution = this.renderer.resolution; + alphaMaskFilter[0].maskSprite = maskData; + + var stashFilterArea = target.filterArea; + + target.filterArea = maskData.getBounds(true); + this.renderer.filterManager.pushFilter(target, alphaMaskFilter); + target.filterArea = stashFilterArea; + + this.alphaMaskIndex++; + }; + + /** + * Removes the last filter from the filter stack and doesn't return it. + * + */ + + + MaskManager.prototype.popSpriteMask = function popSpriteMask() { + this.renderer.filterManager.popFilter(); + this.alphaMaskIndex--; + }; + + /** + * Applies the Mask and adds it to the current filter stack. + * + * @param {PIXI.Sprite|PIXI.Graphics} maskData - The masking data. + */ + + + MaskManager.prototype.pushStencilMask = function pushStencilMask(maskData) { + this.renderer.currentRenderer.stop(); + this.renderer.stencilManager.pushStencil(maskData); + }; + + /** + * Removes the last filter from the filter stack and doesn't return it. + * + */ + + + MaskManager.prototype.popStencilMask = function popStencilMask() { + this.renderer.currentRenderer.stop(); + this.renderer.stencilManager.popStencil(); + }; + + /** + * + * @param {PIXI.DisplayObject} target - Display Object to push the mask to + * @param {PIXI.Graphics} maskData - The masking data. + */ + + + MaskManager.prototype.pushScissorMask = function pushScissorMask(target, maskData) { + maskData.renderable = true; + + var renderTarget = this.renderer._activeRenderTarget; + + var bounds = maskData.getBounds(); + + bounds.fit(renderTarget.size); + maskData.renderable = false; + + this.renderer.gl.enable(this.renderer.gl.SCISSOR_TEST); + + var resolution = this.renderer.resolution; + + this.renderer.gl.scissor(bounds.x * resolution, (renderTarget.root ? renderTarget.size.height - bounds.y - bounds.height : bounds.y) * resolution, bounds.width * resolution, bounds.height * resolution); + + this.scissorRenderTarget = renderTarget; + this.scissorData = maskData; + this.scissor = true; + }; + + /** + * + * + */ + + + MaskManager.prototype.popScissorMask = function popScissorMask() { + this.scissorRenderTarget = null; + this.scissorData = null; + this.scissor = false; + + // must be scissor! + var gl = this.renderer.gl; + + gl.disable(gl.SCISSOR_TEST); + }; + + return MaskManager; +}(_WebGLManager3.default); + +exports.default = MaskManager; + +},{"../filters/spriteMask/SpriteMaskFilter":89,"./WebGLManager":93}],92:[function(require,module,exports){ +'use strict'; + +exports.__esModule = true; + +var _WebGLManager2 = require('./WebGLManager'); + +var _WebGLManager3 = _interopRequireDefault(_WebGLManager2); + +function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } + +function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } + +function _possibleConstructorReturn(self, call) { if (!self) { throw new ReferenceError("this hasn't been initialised - super() hasn't been called"); } return call && (typeof call === "object" || typeof call === "function") ? call : self; } + +function _inherits(subClass, superClass) { if (typeof superClass !== "function" && superClass !== null) { throw new TypeError("Super expression must either be null or a function, not " + typeof superClass); } subClass.prototype = Object.create(superClass && superClass.prototype, { constructor: { value: subClass, enumerable: false, writable: true, configurable: true } }); if (superClass) Object.setPrototypeOf ? Object.setPrototypeOf(subClass, superClass) : subClass.__proto__ = superClass; } + +/** + * @class + * @extends PIXI.WebGLManager + * @memberof PIXI + */ +var StencilManager = function (_WebGLManager) { + _inherits(StencilManager, _WebGLManager); + + /** + * @param {PIXI.WebGLRenderer} renderer - The renderer this manager works for. + */ + function StencilManager(renderer) { + _classCallCheck(this, StencilManager); + + var _this = _possibleConstructorReturn(this, _WebGLManager.call(this, renderer)); + + _this.stencilMaskStack = null; + return _this; + } + + /** + * Changes the mask stack that is used by this manager. + * + * @param {PIXI.Graphics[]} stencilMaskStack - The mask stack + */ + + + StencilManager.prototype.setMaskStack = function setMaskStack(stencilMaskStack) { + this.stencilMaskStack = stencilMaskStack; + + var gl = this.renderer.gl; + + if (stencilMaskStack.length === 0) { + gl.disable(gl.STENCIL_TEST); + } else { + gl.enable(gl.STENCIL_TEST); + } + }; + + /** + * Applies the Mask and adds it to the current stencil stack. @alvin + * + * @param {PIXI.Graphics} graphics - The mask + */ + + + StencilManager.prototype.pushStencil = function pushStencil(graphics) { + this.renderer.setObjectRenderer(this.renderer.plugins.graphics); + + this.renderer._activeRenderTarget.attachStencilBuffer(); + + var gl = this.renderer.gl; + var prevMaskCount = this.stencilMaskStack.length; + + if (prevMaskCount === 0) { + gl.enable(gl.STENCIL_TEST); + } + + this.stencilMaskStack.push(graphics); + + // Increment the reference stencil value where the new mask overlaps with the old ones. + gl.colorMask(false, false, false, false); + gl.stencilFunc(gl.EQUAL, prevMaskCount, this._getBitwiseMask()); + gl.stencilOp(gl.KEEP, gl.KEEP, gl.INCR); + this.renderer.plugins.graphics.render(graphics); + + this._useCurrent(); + }; + + /** + * Removes the last mask from the stencil stack. @alvin + */ + + + StencilManager.prototype.popStencil = function popStencil() { + this.renderer.setObjectRenderer(this.renderer.plugins.graphics); + + var gl = this.renderer.gl; + var graphics = this.stencilMaskStack.pop(); + + if (this.stencilMaskStack.length === 0) { + // the stack is empty! + gl.disable(gl.STENCIL_TEST); + gl.clear(gl.STENCIL_BUFFER_BIT); + gl.clearStencil(0); + } else { + // Decrement the reference stencil value where the popped mask overlaps with the other ones + gl.colorMask(false, false, false, false); + gl.stencilOp(gl.KEEP, gl.KEEP, gl.DECR); + this.renderer.plugins.graphics.render(graphics); + + this._useCurrent(); + } + }; + + /** + * Setup renderer to use the current stencil data. + */ + + + StencilManager.prototype._useCurrent = function _useCurrent() { + var gl = this.renderer.gl; + + gl.colorMask(true, true, true, true); + gl.stencilFunc(gl.EQUAL, this.stencilMaskStack.length, this._getBitwiseMask()); + gl.stencilOp(gl.KEEP, gl.KEEP, gl.KEEP); + }; + + /** + * Fill 1s equal to the number of acitve stencil masks. + * + * @return {number} The bitwise mask. + */ + + + StencilManager.prototype._getBitwiseMask = function _getBitwiseMask() { + return (1 << this.stencilMaskStack.length) - 1; + }; + + /** + * Destroys the mask stack. + * + */ + + + StencilManager.prototype.destroy = function destroy() { + _WebGLManager3.default.prototype.destroy.call(this); + + this.stencilMaskStack.stencilStack = null; + }; + + return StencilManager; +}(_WebGLManager3.default); + +exports.default = StencilManager; + +},{"./WebGLManager":93}],93:[function(require,module,exports){ +'use strict'; + +exports.__esModule = true; + +function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } + +/** + * @class + * @memberof PIXI + */ +var WebGLManager = function () { + /** + * @param {PIXI.WebGLRenderer} renderer - The renderer this manager works for. + */ + function WebGLManager(renderer) { + _classCallCheck(this, WebGLManager); + + /** + * The renderer this manager works for. + * + * @member {PIXI.WebGLRenderer} + */ + this.renderer = renderer; + + this.renderer.on('context', this.onContextChange, this); + } + + /** + * Generic method called when there is a WebGL context change. + * + */ + + + WebGLManager.prototype.onContextChange = function onContextChange() {} + // do some codes init! + + + /** + * Generic destroy methods to be overridden by the subclass + * + */ + ; + + WebGLManager.prototype.destroy = function destroy() { + this.renderer.off('context', this.onContextChange, this); + + this.renderer = null; + }; + + return WebGLManager; +}(); + +exports.default = WebGLManager; + +},{}],94:[function(require,module,exports){ +'use strict'; + +exports.__esModule = true; + +var _WebGLManager2 = require('../managers/WebGLManager'); + +var _WebGLManager3 = _interopRequireDefault(_WebGLManager2); + +function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } + +function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } + +function _possibleConstructorReturn(self, call) { if (!self) { throw new ReferenceError("this hasn't been initialised - super() hasn't been called"); } return call && (typeof call === "object" || typeof call === "function") ? call : self; } + +function _inherits(subClass, superClass) { if (typeof superClass !== "function" && superClass !== null) { throw new TypeError("Super expression must either be null or a function, not " + typeof superClass); } subClass.prototype = Object.create(superClass && superClass.prototype, { constructor: { value: subClass, enumerable: false, writable: true, configurable: true } }); if (superClass) Object.setPrototypeOf ? Object.setPrototypeOf(subClass, superClass) : subClass.__proto__ = superClass; } + +/** + * Base for a common object renderer that can be used as a system renderer plugin. + * + * @class + * @extends PIXI.WebGLManager + * @memberof PIXI + */ +var ObjectRenderer = function (_WebGLManager) { + _inherits(ObjectRenderer, _WebGLManager); + + function ObjectRenderer() { + _classCallCheck(this, ObjectRenderer); + + return _possibleConstructorReturn(this, _WebGLManager.apply(this, arguments)); + } + + /** + * Starts the renderer and sets the shader + * + */ + ObjectRenderer.prototype.start = function start() {} + // set the shader.. + + + /** + * Stops the renderer + * + */ + ; + + ObjectRenderer.prototype.stop = function stop() { + this.flush(); + }; + + /** + * Stub method for rendering content and emptying the current batch. + * + */ + + + ObjectRenderer.prototype.flush = function flush() {} + // flush! + + + /** + * Renders an object + * + * @param {PIXI.DisplayObject} object - The object to render. + */ + ; + + ObjectRenderer.prototype.render = function render(object) // eslint-disable-line no-unused-vars + { + // render the object + }; + + return ObjectRenderer; +}(_WebGLManager3.default); + +exports.default = ObjectRenderer; + +},{"../managers/WebGLManager":93}],95:[function(require,module,exports){ +'use strict'; + +exports.__esModule = true; + +var _pixiGlCore = require('pixi-gl-core'); + +var _pixiGlCore2 = _interopRequireDefault(_pixiGlCore); + +var _createIndicesForQuads = require('../../../utils/createIndicesForQuads'); + +var _createIndicesForQuads2 = _interopRequireDefault(_createIndicesForQuads); + +function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } + +function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } + +/** + * Helper class to create a quad + * + * @class + * @memberof PIXI + */ +var Quad = function () { + /** + * @param {WebGLRenderingContext} gl - The gl context for this quad to use. + * @param {object} state - TODO: Description + */ + function Quad(gl, state) { + _classCallCheck(this, Quad); + + /** + * the current WebGL drawing context + * + * @member {WebGLRenderingContext} + */ + this.gl = gl; + + /** + * An array of vertices + * + * @member {Float32Array} + */ + this.vertices = new Float32Array([-1, -1, 1, -1, 1, 1, -1, 1]); + + /** + * The Uvs of the quad + * + * @member {Float32Array} + */ + this.uvs = new Float32Array([0, 0, 1, 0, 1, 1, 0, 1]); + + this.interleaved = new Float32Array(8 * 2); + + for (var i = 0; i < 4; i++) { + this.interleaved[i * 4] = this.vertices[i * 2]; + this.interleaved[i * 4 + 1] = this.vertices[i * 2 + 1]; + this.interleaved[i * 4 + 2] = this.uvs[i * 2]; + this.interleaved[i * 4 + 3] = this.uvs[i * 2 + 1]; + } + + /** + * An array containing the indices of the vertices + * + * @member {Uint16Array} + */ + this.indices = (0, _createIndicesForQuads2.default)(1); + + /** + * The vertex buffer + * + * @member {glCore.GLBuffer} + */ + this.vertexBuffer = _pixiGlCore2.default.GLBuffer.createVertexBuffer(gl, this.interleaved, gl.STATIC_DRAW); + + /** + * The index buffer + * + * @member {glCore.GLBuffer} + */ + this.indexBuffer = _pixiGlCore2.default.GLBuffer.createIndexBuffer(gl, this.indices, gl.STATIC_DRAW); + + /** + * The vertex array object + * + * @member {glCore.VertexArrayObject} + */ + this.vao = new _pixiGlCore2.default.VertexArrayObject(gl, state); + } + + /** + * Initialises the vaos and uses the shader. + * + * @param {PIXI.Shader} shader - the shader to use + */ + + + Quad.prototype.initVao = function initVao(shader) { + this.vao.clear().addIndex(this.indexBuffer).addAttribute(this.vertexBuffer, shader.attributes.aVertexPosition, this.gl.FLOAT, false, 4 * 4, 0).addAttribute(this.vertexBuffer, shader.attributes.aTextureCoord, this.gl.FLOAT, false, 4 * 4, 2 * 4); + }; + + /** + * Maps two Rectangle to the quad. + * + * @param {PIXI.Rectangle} targetTextureFrame - the first rectangle + * @param {PIXI.Rectangle} destinationFrame - the second rectangle + * @return {PIXI.Quad} Returns itself. + */ + + + Quad.prototype.map = function map(targetTextureFrame, destinationFrame) { + var x = 0; // destinationFrame.x / targetTextureFrame.width; + var y = 0; // destinationFrame.y / targetTextureFrame.height; + + this.uvs[0] = x; + this.uvs[1] = y; + + this.uvs[2] = x + destinationFrame.width / targetTextureFrame.width; + this.uvs[3] = y; + + this.uvs[4] = x + destinationFrame.width / targetTextureFrame.width; + this.uvs[5] = y + destinationFrame.height / targetTextureFrame.height; + + this.uvs[6] = x; + this.uvs[7] = y + destinationFrame.height / targetTextureFrame.height; + + x = destinationFrame.x; + y = destinationFrame.y; + + this.vertices[0] = x; + this.vertices[1] = y; + + this.vertices[2] = x + destinationFrame.width; + this.vertices[3] = y; + + this.vertices[4] = x + destinationFrame.width; + this.vertices[5] = y + destinationFrame.height; + + this.vertices[6] = x; + this.vertices[7] = y + destinationFrame.height; + + return this; + }; + + /** + * Binds the buffer and uploads the data + * + * @return {PIXI.Quad} Returns itself. + */ + + + Quad.prototype.upload = function upload() { + for (var i = 0; i < 4; i++) { + this.interleaved[i * 4] = this.vertices[i * 2]; + this.interleaved[i * 4 + 1] = this.vertices[i * 2 + 1]; + this.interleaved[i * 4 + 2] = this.uvs[i * 2]; + this.interleaved[i * 4 + 3] = this.uvs[i * 2 + 1]; + } + + this.vertexBuffer.upload(this.interleaved); + + return this; + }; + + /** + * Removes this quad from WebGL + */ + + + Quad.prototype.destroy = function destroy() { + var gl = this.gl; + + gl.deleteBuffer(this.vertexBuffer); + gl.deleteBuffer(this.indexBuffer); + }; + + return Quad; +}(); + +exports.default = Quad; + +},{"../../../utils/createIndicesForQuads":123,"pixi-gl-core":15}],96:[function(require,module,exports){ +'use strict'; + +exports.__esModule = true; + +var _math = require('../../../math'); + +var _const = require('../../../const'); + +var _settings = require('../../../settings'); + +var _settings2 = _interopRequireDefault(_settings); + +var _pixiGlCore = require('pixi-gl-core'); + +function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } + +function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } + +/** + * @class + * @memberof PIXI + */ +var RenderTarget = function () { + /** + * @param {WebGLRenderingContext} gl - The current WebGL drawing context + * @param {number} [width=0] - the horizontal range of the filter + * @param {number} [height=0] - the vertical range of the filter + * @param {number} [scaleMode=PIXI.settings.SCALE_MODE] - See {@link PIXI.SCALE_MODES} for possible values + * @param {number} [resolution=1] - The current resolution / device pixel ratio + * @param {boolean} [root=false] - Whether this object is the root element or not + */ + function RenderTarget(gl, width, height, scaleMode, resolution, root) { + _classCallCheck(this, RenderTarget); + + // TODO Resolution could go here ( eg low res blurs ) + + /** + * The current WebGL drawing context. + * + * @member {WebGLRenderingContext} + */ + this.gl = gl; + + // next time to create a frame buffer and texture + + /** + * A frame buffer + * + * @member {PIXI.glCore.GLFramebuffer} + */ + this.frameBuffer = null; + + /** + * The texture + * + * @member {PIXI.glCore.GLTexture} + */ + this.texture = null; + + /** + * The background colour of this render target, as an array of [r,g,b,a] values + * + * @member {number[]} + */ + this.clearColor = [0, 0, 0, 0]; + + /** + * The size of the object as a rectangle + * + * @member {PIXI.Rectangle} + */ + this.size = new _math.Rectangle(0, 0, 1, 1); + + /** + * The current resolution / device pixel ratio + * + * @member {number} + * @default 1 + */ + this.resolution = resolution || _settings2.default.RESOLUTION; + + /** + * The projection matrix + * + * @member {PIXI.Matrix} + */ + this.projectionMatrix = new _math.Matrix(); + + /** + * The object's transform + * + * @member {PIXI.Matrix} + */ + this.transform = null; + + /** + * The frame. + * + * @member {PIXI.Rectangle} + */ + this.frame = null; + + /** + * The stencil buffer stores masking data for the render target + * + * @member {glCore.GLBuffer} + */ + this.defaultFrame = new _math.Rectangle(); + this.destinationFrame = null; + this.sourceFrame = null; + + /** + * The stencil buffer stores masking data for the render target + * + * @member {glCore.GLBuffer} + */ + this.stencilBuffer = null; + + /** + * The data structure for the stencil masks + * + * @member {PIXI.Graphics[]} + */ + this.stencilMaskStack = []; + + /** + * Stores filter data for the render target + * + * @member {object[]} + */ + this.filterData = null; + + /** + * The key for pooled texture of FilterSystem + * @private + * @member {string} + */ + this.filterPoolKey = ''; + + /** + * The scale mode. + * + * @member {number} + * @default PIXI.settings.SCALE_MODE + * @see PIXI.SCALE_MODES + */ + this.scaleMode = scaleMode !== undefined ? scaleMode : _settings2.default.SCALE_MODE; + + /** + * Whether this object is the root element or not + * + * @member {boolean} + * @default false + */ + this.root = root || false; + + if (!this.root) { + this.frameBuffer = _pixiGlCore.GLFramebuffer.createRGBA(gl, 100, 100); + + if (this.scaleMode === _const.SCALE_MODES.NEAREST) { + this.frameBuffer.texture.enableNearestScaling(); + } else { + this.frameBuffer.texture.enableLinearScaling(); + } + /* + A frame buffer needs a target to render to.. + create a texture and bind it attach it to the framebuffer.. + */ + + // this is used by the base texture + this.texture = this.frameBuffer.texture; + } else { + // make it a null framebuffer.. + this.frameBuffer = new _pixiGlCore.GLFramebuffer(gl, 100, 100); + this.frameBuffer.framebuffer = null; + } + + this.setFrame(); + + this.resize(width, height); + } + + /** + * Clears the filter texture. + * + * @param {number[]} [clearColor=this.clearColor] - Array of [r,g,b,a] to clear the framebuffer + */ + + + RenderTarget.prototype.clear = function clear(clearColor) { + var cc = clearColor || this.clearColor; + + this.frameBuffer.clear(cc[0], cc[1], cc[2], cc[3]); // r,g,b,a); + }; + + /** + * Binds the stencil buffer. + * + */ + + + RenderTarget.prototype.attachStencilBuffer = function attachStencilBuffer() { + // TODO check if stencil is done? + /** + * The stencil buffer is used for masking in pixi + * lets create one and then add attach it to the framebuffer.. + */ + if (!this.root) { + this.frameBuffer.enableStencil(); + } + }; + + /** + * Sets the frame of the render target. + * + * @param {Rectangle} destinationFrame - The destination frame. + * @param {Rectangle} sourceFrame - The source frame. + */ + + + RenderTarget.prototype.setFrame = function setFrame(destinationFrame, sourceFrame) { + this.destinationFrame = destinationFrame || this.destinationFrame || this.defaultFrame; + this.sourceFrame = sourceFrame || this.sourceFrame || this.destinationFrame; + }; + + /** + * Binds the buffers and initialises the viewport. + * + */ + + + RenderTarget.prototype.activate = function activate() { + // TODO refactor usage of frame.. + var gl = this.gl; + + // make sure the texture is unbound! + this.frameBuffer.bind(); + + this.calculateProjection(this.destinationFrame, this.sourceFrame); + + if (this.transform) { + this.projectionMatrix.append(this.transform); + } + + // TODO add a check as them may be the same! + if (this.destinationFrame !== this.sourceFrame) { + gl.enable(gl.SCISSOR_TEST); + gl.scissor(this.destinationFrame.x | 0, this.destinationFrame.y | 0, this.destinationFrame.width * this.resolution | 0, this.destinationFrame.height * this.resolution | 0); + } else { + gl.disable(gl.SCISSOR_TEST); + } + + // TODO - does not need to be updated all the time?? + gl.viewport(this.destinationFrame.x | 0, this.destinationFrame.y | 0, this.destinationFrame.width * this.resolution | 0, this.destinationFrame.height * this.resolution | 0); + }; + + /** + * Updates the projection matrix based on a projection frame (which is a rectangle) + * + * @param {Rectangle} destinationFrame - The destination frame. + * @param {Rectangle} sourceFrame - The source frame. + */ + + + RenderTarget.prototype.calculateProjection = function calculateProjection(destinationFrame, sourceFrame) { + var pm = this.projectionMatrix; + + sourceFrame = sourceFrame || destinationFrame; + + pm.identity(); + + // TODO: make dest scale source + if (!this.root) { + pm.a = 1 / destinationFrame.width * 2; + pm.d = 1 / destinationFrame.height * 2; + + pm.tx = -1 - sourceFrame.x * pm.a; + pm.ty = -1 - sourceFrame.y * pm.d; + } else { + pm.a = 1 / destinationFrame.width * 2; + pm.d = -1 / destinationFrame.height * 2; + + pm.tx = -1 - sourceFrame.x * pm.a; + pm.ty = 1 - sourceFrame.y * pm.d; + } + }; + + /** + * Resizes the texture to the specified width and height + * + * @param {number} width - the new width of the texture + * @param {number} height - the new height of the texture + */ + + + RenderTarget.prototype.resize = function resize(width, height) { + width = width | 0; + height = height | 0; + + if (this.size.width === width && this.size.height === height) { + return; + } + + this.size.width = width; + this.size.height = height; + + this.defaultFrame.width = width; + this.defaultFrame.height = height; + + this.frameBuffer.resize(width * this.resolution, height * this.resolution); + + var projectionFrame = this.frame || this.size; + + this.calculateProjection(projectionFrame); + }; + + /** + * Destroys the render target. + * + */ + + + RenderTarget.prototype.destroy = function destroy() { + if (this.frameBuffer.stencil) { + this.gl.deleteRenderbuffer(this.frameBuffer.stencil); + } + this.frameBuffer.destroy(); + + this.frameBuffer = null; + this.texture = null; + }; + + return RenderTarget; +}(); + +exports.default = RenderTarget; + +},{"../../../const":46,"../../../math":70,"../../../settings":101,"pixi-gl-core":15}],97:[function(require,module,exports){ +'use strict'; + +exports.__esModule = true; +exports.default = checkMaxIfStatmentsInShader; + +var _pixiGlCore = require('pixi-gl-core'); + +var _pixiGlCore2 = _interopRequireDefault(_pixiGlCore); + +function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } + +var fragTemplate = ['precision mediump float;', 'void main(void){', 'float test = 0.1;', '%forloop%', 'gl_FragColor = vec4(0.0);', '}'].join('\n'); + +function checkMaxIfStatmentsInShader(maxIfs, gl) { + var createTempContext = !gl; + + if (maxIfs === 0) { + throw new Error('Invalid value of `0` passed to `checkMaxIfStatementsInShader`'); + } + + if (createTempContext) { + var tinyCanvas = document.createElement('canvas'); + + tinyCanvas.width = 1; + tinyCanvas.height = 1; + + gl = _pixiGlCore2.default.createContext(tinyCanvas); + } + + var shader = gl.createShader(gl.FRAGMENT_SHADER); + + while (true) // eslint-disable-line no-constant-condition + { + var fragmentSrc = fragTemplate.replace(/%forloop%/gi, generateIfTestSrc(maxIfs)); + + gl.shaderSource(shader, fragmentSrc); + gl.compileShader(shader); + + if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) { + maxIfs = maxIfs / 2 | 0; + } else { + // valid! + break; + } + } + + if (createTempContext) { + // get rid of context + if (gl.getExtension('WEBGL_lose_context')) { + gl.getExtension('WEBGL_lose_context').loseContext(); + } + } + + return maxIfs; +} + +function generateIfTestSrc(maxIfs) { + var src = ''; + + for (var i = 0; i < maxIfs; ++i) { + if (i > 0) { + src += '\nelse '; + } + + if (i < maxIfs - 1) { + src += 'if(test == ' + i + '.0){}'; + } + } + + return src; +} + +},{"pixi-gl-core":15}],98:[function(require,module,exports){ +'use strict'; + +exports.__esModule = true; +exports.default = mapWebGLBlendModesToPixi; + +var _const = require('../../../const'); + +/** + * Maps gl blend combinations to WebGL. + * + * @memberof PIXI + * @function mapWebGLBlendModesToPixi + * @private + * @param {WebGLRenderingContext} gl - The rendering context. + * @param {string[]} [array=[]] - The array to output into. + * @return {string[]} Mapped modes. + */ +function mapWebGLBlendModesToPixi(gl) { + var array = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : []; + + // TODO - premultiply alpha would be different. + // add a boolean for that! + array[_const.BLEND_MODES.NORMAL] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; + array[_const.BLEND_MODES.ADD] = [gl.ONE, gl.DST_ALPHA]; + array[_const.BLEND_MODES.MULTIPLY] = [gl.DST_COLOR, gl.ONE_MINUS_SRC_ALPHA]; + array[_const.BLEND_MODES.SCREEN] = [gl.ONE, gl.ONE_MINUS_SRC_COLOR]; + array[_const.BLEND_MODES.OVERLAY] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; + array[_const.BLEND_MODES.DARKEN] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; + array[_const.BLEND_MODES.LIGHTEN] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; + array[_const.BLEND_MODES.COLOR_DODGE] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; + array[_const.BLEND_MODES.COLOR_BURN] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; + array[_const.BLEND_MODES.HARD_LIGHT] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; + array[_const.BLEND_MODES.SOFT_LIGHT] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; + array[_const.BLEND_MODES.DIFFERENCE] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; + array[_const.BLEND_MODES.EXCLUSION] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; + array[_const.BLEND_MODES.HUE] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; + array[_const.BLEND_MODES.SATURATION] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; + array[_const.BLEND_MODES.COLOR] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; + array[_const.BLEND_MODES.LUMINOSITY] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; + + // not-premultiplied blend modes + array[_const.BLEND_MODES.NORMAL_NPM] = [gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA, gl.ONE, gl.ONE_MINUS_SRC_ALPHA]; + array[_const.BLEND_MODES.ADD_NPM] = [gl.SRC_ALPHA, gl.DST_ALPHA, gl.ONE, gl.DST_ALPHA]; + array[_const.BLEND_MODES.SCREEN_NPM] = [gl.SRC_ALPHA, gl.ONE_MINUS_SRC_COLOR, gl.ONE, gl.ONE_MINUS_SRC_COLOR]; + + return array; +} + +},{"../../../const":46}],99:[function(require,module,exports){ +'use strict'; + +exports.__esModule = true; +exports.default = mapWebGLDrawModesToPixi; + +var _const = require('../../../const'); + +/** + * Generic Mask Stack data structure. + * + * @memberof PIXI + * @function mapWebGLDrawModesToPixi + * @private + * @param {WebGLRenderingContext} gl - The current WebGL drawing context + * @param {object} [object={}] - The object to map into + * @return {object} The mapped draw modes. + */ +function mapWebGLDrawModesToPixi(gl) { + var object = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : {}; + + object[_const.DRAW_MODES.POINTS] = gl.POINTS; + object[_const.DRAW_MODES.LINES] = gl.LINES; + object[_const.DRAW_MODES.LINE_LOOP] = gl.LINE_LOOP; + object[_const.DRAW_MODES.LINE_STRIP] = gl.LINE_STRIP; + object[_const.DRAW_MODES.TRIANGLES] = gl.TRIANGLES; + object[_const.DRAW_MODES.TRIANGLE_STRIP] = gl.TRIANGLE_STRIP; + object[_const.DRAW_MODES.TRIANGLE_FAN] = gl.TRIANGLE_FAN; + + return object; +} + +},{"../../../const":46}],100:[function(require,module,exports){ +'use strict'; + +exports.__esModule = true; +exports.default = validateContext; +function validateContext(gl) { + var attributes = gl.getContextAttributes(); + + // this is going to be fairly simple for now.. but at least we have room to grow! + if (!attributes.stencil) { + /* eslint-disable no-console */ + console.warn('Provided WebGL context does not have a stencil buffer, masks may not render correctly'); + /* eslint-enable no-console */ + } +} + +},{}],101:[function(require,module,exports){ +'use strict'; + +exports.__esModule = true; + +var _maxRecommendedTextures = require('./utils/maxRecommendedTextures'); + +var _maxRecommendedTextures2 = _interopRequireDefault(_maxRecommendedTextures); + +var _canUploadSameBuffer = require('./utils/canUploadSameBuffer'); + +var _canUploadSameBuffer2 = _interopRequireDefault(_canUploadSameBuffer); + +function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } + +/** + * User's customizable globals for overriding the default PIXI settings, such + * as a renderer's default resolution, framerate, float percision, etc. + * @example + * // Use the native window resolution as the default resolution + * // will support high-density displays when rendering + * PIXI.settings.RESOLUTION = window.devicePixelRatio. + * + * // Disable interpolation when scaling, will make texture be pixelated + * PIXI.settings.SCALE_MODE = PIXI.SCALE_MODES.NEAREST; + * @namespace PIXI.settings + */ +exports.default = { + + /** + * Target frames per millisecond. + * + * @static + * @memberof PIXI.settings + * @type {number} + * @default 0.06 + */ + TARGET_FPMS: 0.06, + + /** + * If set to true WebGL will attempt make textures mimpaped by default. + * Mipmapping will only succeed if the base texture uploaded has power of two dimensions. + * + * @static + * @memberof PIXI.settings + * @type {boolean} + * @default true + */ + MIPMAP_TEXTURES: true, + + /** + * Default resolution / device pixel ratio of the renderer. + * + * @static + * @memberof PIXI.settings + * @type {number} + * @default 1 + */ + RESOLUTION: 1, + + /** + * Default filter resolution. + * + * @static + * @memberof PIXI.settings + * @type {number} + * @default 1 + */ + FILTER_RESOLUTION: 1, + + /** + * The maximum textures that this device supports. + * + * @static + * @memberof PIXI.settings + * @type {number} + * @default 32 + */ + SPRITE_MAX_TEXTURES: (0, _maxRecommendedTextures2.default)(32), + + // TODO: maybe change to SPRITE.BATCH_SIZE: 2000 + // TODO: maybe add PARTICLE.BATCH_SIZE: 15000 + + /** + * The default sprite batch size. + * + * The default aims to balance desktop and mobile devices. + * + * @static + * @memberof PIXI.settings + * @type {number} + * @default 4096 + */ + SPRITE_BATCH_SIZE: 4096, + + /** + * The prefix that denotes a URL is for a retina asset. + * + * @static + * @memberof PIXI.settings + * @type {RegExp} + * @example `@2x` + * @default /@([0-9\.]+)x/ + */ + RETINA_PREFIX: /@([0-9\.]+)x/, + + /** + * The default render options if none are supplied to {@link PIXI.WebGLRenderer} + * or {@link PIXI.CanvasRenderer}. + * + * @static + * @constant + * @memberof PIXI.settings + * @type {object} + * @property {HTMLCanvasElement} view=null + * @property {number} resolution=1 + * @property {boolean} antialias=false + * @property {boolean} forceFXAA=false + * @property {boolean} autoResize=false + * @property {boolean} transparent=false + * @property {number} backgroundColor=0x000000 + * @property {boolean} clearBeforeRender=true + * @property {boolean} preserveDrawingBuffer=false + * @property {boolean} roundPixels=false + * @property {number} width=800 + * @property {number} height=600 + * @property {boolean} legacy=false + */ + RENDER_OPTIONS: { + view: null, + antialias: false, + forceFXAA: false, + autoResize: false, + transparent: false, + backgroundColor: 0x000000, + clearBeforeRender: true, + preserveDrawingBuffer: false, + roundPixels: false, + width: 800, + height: 600, + legacy: false + }, + + /** + * Default transform type. + * + * @static + * @memberof PIXI.settings + * @type {PIXI.TRANSFORM_MODE} + * @default PIXI.TRANSFORM_MODE.STATIC + */ + TRANSFORM_MODE: 0, + + /** + * Default Garbage Collection mode. + * + * @static + * @memberof PIXI.settings + * @type {PIXI.GC_MODES} + * @default PIXI.GC_MODES.AUTO + */ + GC_MODE: 0, + + /** + * Default Garbage Collection max idle. + * + * @static + * @memberof PIXI.settings + * @type {number} + * @default 3600 + */ + GC_MAX_IDLE: 60 * 60, + + /** + * Default Garbage Collection maximum check count. + * + * @static + * @memberof PIXI.settings + * @type {number} + * @default 600 + */ + GC_MAX_CHECK_COUNT: 60 * 10, + + /** + * Default wrap modes that are supported by pixi. + * + * @static + * @memberof PIXI.settings + * @type {PIXI.WRAP_MODES} + * @default PIXI.WRAP_MODES.CLAMP + */ + WRAP_MODE: 0, + + /** + * The scale modes that are supported by pixi. + * + * @static + * @memberof PIXI.settings + * @type {PIXI.SCALE_MODES} + * @default PIXI.SCALE_MODES.LINEAR + */ + SCALE_MODE: 0, + + /** + * Default specify float precision in vertex shader. + * + * @static + * @memberof PIXI.settings + * @type {PIXI.PRECISION} + * @default PIXI.PRECISION.HIGH + */ + PRECISION_VERTEX: 'highp', + + /** + * Default specify float precision in fragment shader. + * + * @static + * @memberof PIXI.settings + * @type {PIXI.PRECISION} + * @default PIXI.PRECISION.MEDIUM + */ + PRECISION_FRAGMENT: 'mediump', + + /** + * Can we upload the same buffer in a single frame? + * + * @static + * @constant + * @memberof PIXI.settings + * @type {boolean} + */ + CAN_UPLOAD_SAME_BUFFER: (0, _canUploadSameBuffer2.default)(), + + /** + * Default Mesh `canvasPadding`. + * + * @see PIXI.mesh.Mesh#canvasPadding + * @static + * @constant + * @memberof PIXI.settings + * @type {number} + */ + MESH_CANVAS_PADDING: 0 +}; + +},{"./utils/canUploadSameBuffer":122,"./utils/maxRecommendedTextures":127}],102:[function(require,module,exports){ +'use strict'; + +exports.__esModule = true; + +var _createClass = function () { function defineProperties(target, props) { for (var i = 0; i < props.length; i++) { var descriptor = props[i]; descriptor.enumerable = descriptor.enumerable || false; descriptor.configurable = true; if ("value" in descriptor) descriptor.writable = true; Object.defineProperty(target, descriptor.key, descriptor); } } return function (Constructor, protoProps, staticProps) { if (protoProps) defineProperties(Constructor.prototype, protoProps); if (staticProps) defineProperties(Constructor, staticProps); return Constructor; }; }(); + +var _math = require('../math'); + +var _utils = require('../utils'); + +var _const = require('../const'); + +var _Texture = require('../textures/Texture'); + +var _Texture2 = _interopRequireDefault(_Texture); + +var _Container2 = require('../display/Container'); + +var _Container3 = _interopRequireDefault(_Container2); + +function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } + +function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } + +function _possibleConstructorReturn(self, call) { if (!self) { throw new ReferenceError("this hasn't been initialised - super() hasn't been called"); } return call && (typeof call === "object" || typeof call === "function") ? call : self; } + +function _inherits(subClass, superClass) { if (typeof superClass !== "function" && superClass !== null) { throw new TypeError("Super expression must either be null or a function, not " + typeof superClass); } subClass.prototype = Object.create(superClass && superClass.prototype, { constructor: { value: subClass, enumerable: false, writable: true, configurable: true } }); if (superClass) Object.setPrototypeOf ? Object.setPrototypeOf(subClass, superClass) : subClass.__proto__ = superClass; } + +var tempPoint = new _math.Point(); + +/** + * The Sprite object is the base for all textured objects that are rendered to the screen + * + * A sprite can be created directly from an image like this: + * + * ```js + * let sprite = new PIXI.Sprite.fromImage('assets/image.png'); + * ``` + * + * The more efficient way to create sprites is using a {@link PIXI.Spritesheet}: + * + * ```js + * PIXI.loader.add("assets/spritesheet.json").load(setup); + * + * function setup() { + * let sheet = PIXI.loader.resources["assets/spritesheet.json"].spritesheet; + * let sprite = new PIXI.Sprite(sheet.textures["image.png"]); + * ... + * } + * ``` + * + * @class + * @extends PIXI.Container + * @memberof PIXI + */ + +var Sprite = function (_Container) { + _inherits(Sprite, _Container); + + /** + * @param {PIXI.Texture} texture - The texture for this sprite + */ + function Sprite(texture) { + _classCallCheck(this, Sprite); + + /** + * The anchor sets the origin point of the texture. + * The default is 0,0 or taken from the {@link PIXI.Texture#defaultAnchor|Texture} + * passed to the constructor. A value of 0,0 means the texture's origin is the top left. + * Setting the anchor to 0.5,0.5 means the texture's origin is centered. + * Setting the anchor to 1,1 would mean the texture's origin point will be the bottom right corner. + * Note: Updating the {@link PIXI.Texture#defaultAnchor} after a Texture is + * created does _not_ update the Sprite's anchor values. + * + * @member {PIXI.ObservablePoint} + * @private + */ + var _this = _possibleConstructorReturn(this, _Container.call(this)); + + _this._anchor = new _math.ObservablePoint(_this._onAnchorUpdate, _this, texture ? texture.defaultAnchor.x : 0, texture ? texture.defaultAnchor.y : 0); + + /** + * The texture that the sprite is using + * + * @private + * @member {PIXI.Texture} + */ + _this._texture = null; + + /** + * The width of the sprite (this is initially set by the texture) + * + * @private + * @member {number} + */ + _this._width = 0; + + /** + * The height of the sprite (this is initially set by the texture) + * + * @private + * @member {number} + */ + _this._height = 0; + + /** + * The tint applied to the sprite. This is a hex value. A value of 0xFFFFFF will remove any tint effect. + * + * @private + * @member {number} + * @default 0xFFFFFF + */ + _this._tint = null; + _this._tintRGB = null; + _this.tint = 0xFFFFFF; + + /** + * The blend mode to be applied to the sprite. Apply a value of `PIXI.BLEND_MODES.NORMAL` to reset the blend mode. + * + * @member {number} + * @default PIXI.BLEND_MODES.NORMAL + * @see PIXI.BLEND_MODES + */ + _this.blendMode = _const.BLEND_MODES.NORMAL; + + /** + * The shader that will be used to render the sprite. Set to null to remove a current shader. + * + * @member {PIXI.Filter|PIXI.Shader} + */ + _this.shader = null; + + /** + * An internal cached value of the tint. + * + * @private + * @member {number} + * @default 0xFFFFFF + */ + _this.cachedTint = 0xFFFFFF; + + // call texture setter + _this.texture = texture || _Texture2.default.EMPTY; + + /** + * this is used to store the vertex data of the sprite (basically a quad) + * + * @private + * @member {Float32Array} + */ + _this.vertexData = new Float32Array(8); + + /** + * This is used to calculate the bounds of the object IF it is a trimmed sprite + * + * @private + * @member {Float32Array} + */ + _this.vertexTrimmedData = null; + + _this._transformID = -1; + _this._textureID = -1; + + _this._transformTrimmedID = -1; + _this._textureTrimmedID = -1; + + /** + * Plugin that is responsible for rendering this element. + * Allows to customize the rendering process without overriding '_renderWebGL' & '_renderCanvas' methods. + * + * @member {string} + * @default 'sprite' + */ + _this.pluginName = 'sprite'; + return _this; + } + + /** + * When the texture is updated, this event will fire to update the scale and frame + * + * @private + */ + + + Sprite.prototype._onTextureUpdate = function _onTextureUpdate() { + this._textureID = -1; + this._textureTrimmedID = -1; + this.cachedTint = 0xFFFFFF; + + // so if _width is 0 then width was not set.. + if (this._width) { + this.scale.x = (0, _utils.sign)(this.scale.x) * this._width / this._texture.orig.width; + } + + if (this._height) { + this.scale.y = (0, _utils.sign)(this.scale.y) * this._height / this._texture.orig.height; + } + }; + + /** + * Called when the anchor position updates. + * + * @private + */ + + + Sprite.prototype._onAnchorUpdate = function _onAnchorUpdate() { + this._transformID = -1; + this._transformTrimmedID = -1; + }; + + /** + * calculates worldTransform * vertices, store it in vertexData + */ + + + Sprite.prototype.calculateVertices = function calculateVertices() { + if (this._transformID === this.transform._worldID && this._textureID === this._texture._updateID) { + return; + } + + this._transformID = this.transform._worldID; + this._textureID = this._texture._updateID; + + // set the vertex data + + var texture = this._texture; + var wt = this.transform.worldTransform; + var a = wt.a; + var b = wt.b; + var c = wt.c; + var d = wt.d; + var tx = wt.tx; + var ty = wt.ty; + var vertexData = this.vertexData; + var trim = texture.trim; + var orig = texture.orig; + var anchor = this._anchor; + + var w0 = 0; + var w1 = 0; + var h0 = 0; + var h1 = 0; + + if (trim) { + // if the sprite is trimmed and is not a tilingsprite then we need to add the extra + // space before transforming the sprite coords. + w1 = trim.x - anchor._x * orig.width; + w0 = w1 + trim.width; + + h1 = trim.y - anchor._y * orig.height; + h0 = h1 + trim.height; + } else { + w1 = -anchor._x * orig.width; + w0 = w1 + orig.width; + + h1 = -anchor._y * orig.height; + h0 = h1 + orig.height; + } + + // xy + vertexData[0] = a * w1 + c * h1 + tx; + vertexData[1] = d * h1 + b * w1 + ty; + + // xy + vertexData[2] = a * w0 + c * h1 + tx; + vertexData[3] = d * h1 + b * w0 + ty; + + // xy + vertexData[4] = a * w0 + c * h0 + tx; + vertexData[5] = d * h0 + b * w0 + ty; + + // xy + vertexData[6] = a * w1 + c * h0 + tx; + vertexData[7] = d * h0 + b * w1 + ty; + }; + + /** + * calculates worldTransform * vertices for a non texture with a trim. store it in vertexTrimmedData + * This is used to ensure that the true width and height of a trimmed texture is respected + */ + + + Sprite.prototype.calculateTrimmedVertices = function calculateTrimmedVertices() { + if (!this.vertexTrimmedData) { + this.vertexTrimmedData = new Float32Array(8); + } else if (this._transformTrimmedID === this.transform._worldID && this._textureTrimmedID === this._texture._updateID) { + return; + } + + this._transformTrimmedID = this.transform._worldID; + this._textureTrimmedID = this._texture._updateID; + + // lets do some special trim code! + var texture = this._texture; + var vertexData = this.vertexTrimmedData; + var orig = texture.orig; + var anchor = this._anchor; + + // lets calculate the new untrimmed bounds.. + var wt = this.transform.worldTransform; + var a = wt.a; + var b = wt.b; + var c = wt.c; + var d = wt.d; + var tx = wt.tx; + var ty = wt.ty; + + var w1 = -anchor._x * orig.width; + var w0 = w1 + orig.width; + + var h1 = -anchor._y * orig.height; + var h0 = h1 + orig.height; + + // xy + vertexData[0] = a * w1 + c * h1 + tx; + vertexData[1] = d * h1 + b * w1 + ty; + + // xy + vertexData[2] = a * w0 + c * h1 + tx; + vertexData[3] = d * h1 + b * w0 + ty; + + // xy + vertexData[4] = a * w0 + c * h0 + tx; + vertexData[5] = d * h0 + b * w0 + ty; + + // xy + vertexData[6] = a * w1 + c * h0 + tx; + vertexData[7] = d * h0 + b * w1 + ty; + }; + + /** + * + * Renders the object using the WebGL renderer + * + * @private + * @param {PIXI.WebGLRenderer} renderer - The webgl renderer to use. + */ + + + Sprite.prototype._renderWebGL = function _renderWebGL(renderer) { + this.calculateVertices(); + + renderer.setObjectRenderer(renderer.plugins[this.pluginName]); + renderer.plugins[this.pluginName].render(this); + }; + + /** + * Renders the object using the Canvas renderer + * + * @private + * @param {PIXI.CanvasRenderer} renderer - The renderer + */ + + + Sprite.prototype._renderCanvas = function _renderCanvas(renderer) { + renderer.plugins[this.pluginName].render(this); + }; + + /** + * Updates the bounds of the sprite. + * + * @private + */ + + + Sprite.prototype._calculateBounds = function _calculateBounds() { + var trim = this._texture.trim; + var orig = this._texture.orig; + + // First lets check to see if the current texture has a trim.. + if (!trim || trim.width === orig.width && trim.height === orig.height) { + // no trim! lets use the usual calculations.. + this.calculateVertices(); + this._bounds.addQuad(this.vertexData); + } else { + // lets calculate a special trimmed bounds... + this.calculateTrimmedVertices(); + this._bounds.addQuad(this.vertexTrimmedData); + } + }; + + /** + * Gets the local bounds of the sprite object. + * + * @param {PIXI.Rectangle} rect - The output rectangle. + * @return {PIXI.Rectangle} The bounds. + */ + + + Sprite.prototype.getLocalBounds = function getLocalBounds(rect) { + // we can do a fast local bounds if the sprite has no children! + if (this.children.length === 0) { + this._bounds.minX = this._texture.orig.width * -this._anchor._x; + this._bounds.minY = this._texture.orig.height * -this._anchor._y; + this._bounds.maxX = this._texture.orig.width * (1 - this._anchor._x); + this._bounds.maxY = this._texture.orig.height * (1 - this._anchor._y); + + if (!rect) { + if (!this._localBoundsRect) { + this._localBoundsRect = new _math.Rectangle(); + } + + rect = this._localBoundsRect; + } + + return this._bounds.getRectangle(rect); + } + + return _Container.prototype.getLocalBounds.call(this, rect); + }; + + /** + * Tests if a point is inside this sprite + * + * @param {PIXI.Point} point - the point to test + * @return {boolean} the result of the test + */ + + + Sprite.prototype.containsPoint = function containsPoint(point) { + this.worldTransform.applyInverse(point, tempPoint); + + var width = this._texture.orig.width; + var height = this._texture.orig.height; + var x1 = -width * this.anchor.x; + var y1 = 0; + + if (tempPoint.x >= x1 && tempPoint.x < x1 + width) { + y1 = -height * this.anchor.y; + + if (tempPoint.y >= y1 && tempPoint.y < y1 + height) { + return true; + } + } + + return false; + }; + + /** + * Destroys this sprite and optionally its texture and children + * + * @param {object|boolean} [options] - Options parameter. A boolean will act as if all options + * have been set to that value + * @param {boolean} [options.children=false] - if set to true, all the children will have their destroy + * method called as well. 'options' will be passed on to those calls. + * @param {boolean} [options.texture=false] - Should it destroy the current texture of the sprite as well + * @param {boolean} [options.baseTexture=false] - Should it destroy the base texture of the sprite as well + */ + + + Sprite.prototype.destroy = function destroy(options) { + _Container.prototype.destroy.call(this, options); + + this._texture.off('update', this._onTextureUpdate, this); + + this._anchor = null; + + var destroyTexture = typeof options === 'boolean' ? options : options && options.texture; + + if (destroyTexture) { + var destroyBaseTexture = typeof options === 'boolean' ? options : options && options.baseTexture; + + this._texture.destroy(!!destroyBaseTexture); + } + + this._texture = null; + this.shader = null; + }; + + // some helper functions.. + + /** + * Helper function that creates a new sprite based on the source you provide. + * The source can be - frame id, image url, video url, canvas element, video element, base texture + * + * @static + * @param {number|string|PIXI.BaseTexture|HTMLCanvasElement|HTMLVideoElement} source Source to create texture from + * @return {PIXI.Sprite} The newly created sprite + */ + + + Sprite.from = function from(source) { + return new Sprite(_Texture2.default.from(source)); + }; + + /** + * Helper function that creates a sprite that will contain a texture from the TextureCache based on the frameId + * The frame ids are created when a Texture packer file has been loaded + * + * @static + * @param {string} frameId - The frame Id of the texture in the cache + * @return {PIXI.Sprite} A new Sprite using a texture from the texture cache matching the frameId + */ + + + Sprite.fromFrame = function fromFrame(frameId) { + var texture = _utils.TextureCache[frameId]; + + if (!texture) { + throw new Error('The frameId "' + frameId + '" does not exist in the texture cache'); + } + + return new Sprite(texture); + }; + + /** + * Helper function that creates a sprite that will contain a texture based on an image url + * If the image is not in the texture cache it will be loaded + * + * @static + * @param {string} imageId - The image url of the texture + * @param {boolean} [crossorigin=(auto)] - if you want to specify the cross-origin parameter + * @param {number} [scaleMode=PIXI.settings.SCALE_MODE] - if you want to specify the scale mode, + * see {@link PIXI.SCALE_MODES} for possible values + * @return {PIXI.Sprite} A new Sprite using a texture from the texture cache matching the image id + */ + + + Sprite.fromImage = function fromImage(imageId, crossorigin, scaleMode) { + return new Sprite(_Texture2.default.fromImage(imageId, crossorigin, scaleMode)); + }; + + /** + * The width of the sprite, setting this will actually modify the scale to achieve the value set + * + * @member {number} + */ + + + _createClass(Sprite, [{ + key: 'width', + get: function get() { + return Math.abs(this.scale.x) * this._texture.orig.width; + }, + set: function set(value) // eslint-disable-line require-jsdoc + { + var s = (0, _utils.sign)(this.scale.x) || 1; + + this.scale.x = s * value / this._texture.orig.width; + this._width = value; + } + + /** + * The height of the sprite, setting this will actually modify the scale to achieve the value set + * + * @member {number} + */ + + }, { + key: 'height', + get: function get() { + return Math.abs(this.scale.y) * this._texture.orig.height; + }, + set: function set(value) // eslint-disable-line require-jsdoc + { + var s = (0, _utils.sign)(this.scale.y) || 1; + + this.scale.y = s * value / this._texture.orig.height; + this._height = value; + } + + /** + * The anchor sets the origin point of the texture. + * The default is 0,0 or taken from the {@link PIXI.Texture|Texture} passed to the constructor. + * Setting the texture at a later point of time does not change the anchor. + * + * 0,0 means the texture's origin is the top left, 0.5,0.5 is the center, 1,1 the bottom right corner. + * + * @member {PIXI.ObservablePoint} + */ + + }, { + key: 'anchor', + get: function get() { + return this._anchor; + }, + set: function set(value) // eslint-disable-line require-jsdoc + { + this._anchor.copy(value); + } + + /** + * The tint applied to the sprite. This is a hex value. + * A value of 0xFFFFFF will remove any tint effect. + * + * @member {number} + * @default 0xFFFFFF + */ + + }, { + key: 'tint', + get: function get() { + return this._tint; + }, + set: function set(value) // eslint-disable-line require-jsdoc + { + this._tint = value; + this._tintRGB = (value >> 16) + (value & 0xff00) + ((value & 0xff) << 16); + } + + /** + * The texture that the sprite is using + * + * @member {PIXI.Texture} + */ + + }, { + key: 'texture', + get: function get() { + return this._texture; + }, + set: function set(value) // eslint-disable-line require-jsdoc + { + if (this._texture === value) { + return; + } + + this._texture = value || _Texture2.default.EMPTY; + this.cachedTint = 0xFFFFFF; + + this._textureID = -1; + this._textureTrimmedID = -1; + + if (value) { + // wait for the texture to load + if (value.baseTexture.hasLoaded) { + this._onTextureUpdate(); + } else { + value.once('update', this._onTextureUpdate, this); + } + } + } + }]); + + return Sprite; +}(_Container3.default); + +exports.default = Sprite; + +},{"../const":46,"../display/Container":48,"../math":70,"../textures/Texture":115,"../utils":125}],103:[function(require,module,exports){ +'use strict'; + +exports.__esModule = true; + +var _CanvasRenderer = require('../../renderers/canvas/CanvasRenderer'); + +var _CanvasRenderer2 = _interopRequireDefault(_CanvasRenderer); + +var _const = require('../../const'); + +var _math = require('../../math'); + +var _CanvasTinter = require('./CanvasTinter'); + +var _CanvasTinter2 = _interopRequireDefault(_CanvasTinter); + +function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } + +function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } + +var canvasRenderWorldTransform = new _math.Matrix(); + +/** + * @author Mat Groves + * + * Big thanks to the very clever Matt DesLauriers https://github.com/mattdesl/ + * for creating the original PixiJS version! + * Also a thanks to https://github.com/bchevalier for tweaking the tint and alpha so that they now + * share 4 bytes on the vertex buffer + * + * Heavily inspired by LibGDX's CanvasSpriteRenderer: + * https://github.com/libgdx/libgdx/blob/master/gdx/src/com/badlogic/gdx/graphics/g2d/CanvasSpriteRenderer.java + */ + +/** + * Renderer dedicated to drawing and batching sprites. + * + * @class + * @private + * @memberof PIXI + */ + +var CanvasSpriteRenderer = function () { + /** + * @param {PIXI.WebGLRenderer} renderer -The renderer sprite this batch works for. + */ + function CanvasSpriteRenderer(renderer) { + _classCallCheck(this, CanvasSpriteRenderer); + + this.renderer = renderer; + } + + /** + * Renders the sprite object. + * + * @param {PIXI.Sprite} sprite - the sprite to render when using this spritebatch + */ + + + CanvasSpriteRenderer.prototype.render = function render(sprite) { + var texture = sprite._texture; + var renderer = this.renderer; + + var width = texture._frame.width; + var height = texture._frame.height; + + var wt = sprite.transform.worldTransform; + var dx = 0; + var dy = 0; + + if (texture.orig.width <= 0 || texture.orig.height <= 0 || !texture.baseTexture.source) { + return; + } + + renderer.setBlendMode(sprite.blendMode); + + // Ignore null sources + if (texture.valid) { + renderer.context.globalAlpha = sprite.worldAlpha; + + // If smoothingEnabled is supported and we need to change the smoothing property for sprite texture + var smoothingEnabled = texture.baseTexture.scaleMode === _const.SCALE_MODES.LINEAR; + + if (renderer.smoothProperty && renderer.context[renderer.smoothProperty] !== smoothingEnabled) { + renderer.context[renderer.smoothProperty] = smoothingEnabled; + } + + if (texture.trim) { + dx = texture.trim.width / 2 + texture.trim.x - sprite.anchor.x * texture.orig.width; + dy = texture.trim.height / 2 + texture.trim.y - sprite.anchor.y * texture.orig.height; + } else { + dx = (0.5 - sprite.anchor.x) * texture.orig.width; + dy = (0.5 - sprite.anchor.y) * texture.orig.height; + } + + if (texture.rotate) { + wt.copy(canvasRenderWorldTransform); + wt = canvasRenderWorldTransform; + _math.GroupD8.matrixAppendRotationInv(wt, texture.rotate, dx, dy); + // the anchor has already been applied above, so lets set it to zero + dx = 0; + dy = 0; + } + + dx -= width / 2; + dy -= height / 2; + + // Allow for pixel rounding + if (renderer.roundPixels) { + renderer.context.setTransform(wt.a, wt.b, wt.c, wt.d, wt.tx * renderer.resolution | 0, wt.ty * renderer.resolution | 0); + + dx = dx | 0; + dy = dy | 0; + } else { + renderer.context.setTransform(wt.a, wt.b, wt.c, wt.d, wt.tx * renderer.resolution, wt.ty * renderer.resolution); + } + + var resolution = texture.baseTexture.resolution; + + if (sprite.tint !== 0xFFFFFF) { + if (sprite.cachedTint !== sprite.tint || sprite.tintedTexture.tintId !== sprite._texture._updateID) { + sprite.cachedTint = sprite.tint; + + // TODO clean up caching - how to clean up the caches? + sprite.tintedTexture = _CanvasTinter2.default.getTintedTexture(sprite, sprite.tint); + } + + renderer.context.drawImage(sprite.tintedTexture, 0, 0, width * resolution, height * resolution, dx * renderer.resolution, dy * renderer.resolution, width * renderer.resolution, height * renderer.resolution); + } else { + renderer.context.drawImage(texture.baseTexture.source, texture._frame.x * resolution, texture._frame.y * resolution, width * resolution, height * resolution, dx * renderer.resolution, dy * renderer.resolution, width * renderer.resolution, height * renderer.resolution); + } + } + }; + + /** + * destroy the sprite object. + * + */ + + + CanvasSpriteRenderer.prototype.destroy = function destroy() { + this.renderer = null; + }; + + return CanvasSpriteRenderer; +}(); + +exports.default = CanvasSpriteRenderer; + + +_CanvasRenderer2.default.registerPlugin('sprite', CanvasSpriteRenderer); + +},{"../../const":46,"../../math":70,"../../renderers/canvas/CanvasRenderer":77,"./CanvasTinter":104}],104:[function(require,module,exports){ +'use strict'; + +exports.__esModule = true; + +var _utils = require('../../utils'); + +var _canUseNewCanvasBlendModes = require('../../renderers/canvas/utils/canUseNewCanvasBlendModes'); + +var _canUseNewCanvasBlendModes2 = _interopRequireDefault(_canUseNewCanvasBlendModes); + +function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } + +/** + * Utility methods for Sprite/Texture tinting. + * + * @class + * @memberof PIXI + */ +var CanvasTinter = { + /** + * Basically this method just needs a sprite and a color and tints the sprite with the given color. + * + * @memberof PIXI.CanvasTinter + * @param {PIXI.Sprite} sprite - the sprite to tint + * @param {number} color - the color to use to tint the sprite with + * @return {HTMLCanvasElement} The tinted canvas + */ + getTintedTexture: function getTintedTexture(sprite, color) { + var texture = sprite._texture; + + color = CanvasTinter.roundColor(color); + + var stringColor = '#' + ('00000' + (color | 0).toString(16)).substr(-6); + + texture.tintCache = texture.tintCache || {}; + + var cachedTexture = texture.tintCache[stringColor]; + + var canvas = void 0; + + if (cachedTexture) { + if (cachedTexture.tintId === texture._updateID) { + return texture.tintCache[stringColor]; + } + + canvas = texture.tintCache[stringColor]; + } else { + canvas = CanvasTinter.canvas || document.createElement('canvas'); + } + + CanvasTinter.tintMethod(texture, color, canvas); + + canvas.tintId = texture._updateID; + + if (CanvasTinter.convertTintToImage) { + // is this better? + var tintImage = new Image(); + + tintImage.src = canvas.toDataURL(); + + texture.tintCache[stringColor] = tintImage; + } else { + texture.tintCache[stringColor] = canvas; + // if we are not converting the texture to an image then we need to lose the reference to the canvas + CanvasTinter.canvas = null; + } + + return canvas; + }, + + /** + * Tint a texture using the 'multiply' operation. + * + * @memberof PIXI.CanvasTinter + * @param {PIXI.Texture} texture - the texture to tint + * @param {number} color - the color to use to tint the sprite with + * @param {HTMLCanvasElement} canvas - the current canvas + */ + tintWithMultiply: function tintWithMultiply(texture, color, canvas) { + var context = canvas.getContext('2d'); + var crop = texture._frame.clone(); + var resolution = texture.baseTexture.resolution; + + crop.x *= resolution; + crop.y *= resolution; + crop.width *= resolution; + crop.height *= resolution; + + canvas.width = Math.ceil(crop.width); + canvas.height = Math.ceil(crop.height); + + context.save(); + context.fillStyle = '#' + ('00000' + (color | 0).toString(16)).substr(-6); + + context.fillRect(0, 0, crop.width, crop.height); + + context.globalCompositeOperation = 'multiply'; + + context.drawImage(texture.baseTexture.source, crop.x, crop.y, crop.width, crop.height, 0, 0, crop.width, crop.height); + + context.globalCompositeOperation = 'destination-atop'; + + context.drawImage(texture.baseTexture.source, crop.x, crop.y, crop.width, crop.height, 0, 0, crop.width, crop.height); + context.restore(); + }, + + /** + * Tint a texture using the 'overlay' operation. + * + * @memberof PIXI.CanvasTinter + * @param {PIXI.Texture} texture - the texture to tint + * @param {number} color - the color to use to tint the sprite with + * @param {HTMLCanvasElement} canvas - the current canvas + */ + tintWithOverlay: function tintWithOverlay(texture, color, canvas) { + var context = canvas.getContext('2d'); + var crop = texture._frame.clone(); + var resolution = texture.baseTexture.resolution; + + crop.x *= resolution; + crop.y *= resolution; + crop.width *= resolution; + crop.height *= resolution; + + canvas.width = Math.ceil(crop.width); + canvas.height = Math.ceil(crop.height); + + context.save(); + context.globalCompositeOperation = 'copy'; + context.fillStyle = '#' + ('00000' + (color | 0).toString(16)).substr(-6); + context.fillRect(0, 0, crop.width, crop.height); + + context.globalCompositeOperation = 'destination-atop'; + context.drawImage(texture.baseTexture.source, crop.x, crop.y, crop.width, crop.height, 0, 0, crop.width, crop.height); + + // context.globalCompositeOperation = 'copy'; + context.restore(); + }, + + + /** + * Tint a texture pixel per pixel. + * + * @memberof PIXI.CanvasTinter + * @param {PIXI.Texture} texture - the texture to tint + * @param {number} color - the color to use to tint the sprite with + * @param {HTMLCanvasElement} canvas - the current canvas + */ + tintWithPerPixel: function tintWithPerPixel(texture, color, canvas) { + var context = canvas.getContext('2d'); + var crop = texture._frame.clone(); + var resolution = texture.baseTexture.resolution; + + crop.x *= resolution; + crop.y *= resolution; + crop.width *= resolution; + crop.height *= resolution; + + canvas.width = Math.ceil(crop.width); + canvas.height = Math.ceil(crop.height); + + context.save(); + context.globalCompositeOperation = 'copy'; + context.drawImage(texture.baseTexture.source, crop.x, crop.y, crop.width, crop.height, 0, 0, crop.width, crop.height); + context.restore(); + + var rgbValues = (0, _utils.hex2rgb)(color); + var r = rgbValues[0]; + var g = rgbValues[1]; + var b = rgbValues[2]; + + var pixelData = context.getImageData(0, 0, crop.width, crop.height); + + var pixels = pixelData.data; + + for (var i = 0; i < pixels.length; i += 4) { + pixels[i + 0] *= r; + pixels[i + 1] *= g; + pixels[i + 2] *= b; + } + + context.putImageData(pixelData, 0, 0); + }, + + /** + * Rounds the specified color according to the CanvasTinter.cacheStepsPerColorChannel. + * + * @memberof PIXI.CanvasTinter + * @param {number} color - the color to round, should be a hex color + * @return {number} The rounded color. + */ + roundColor: function roundColor(color) { + var step = CanvasTinter.cacheStepsPerColorChannel; + + var rgbValues = (0, _utils.hex2rgb)(color); + + rgbValues[0] = Math.min(255, rgbValues[0] / step * step); + rgbValues[1] = Math.min(255, rgbValues[1] / step * step); + rgbValues[2] = Math.min(255, rgbValues[2] / step * step); + + return (0, _utils.rgb2hex)(rgbValues); + }, + + /** + * Number of steps which will be used as a cap when rounding colors. + * + * @memberof PIXI.CanvasTinter + * @type {number} + */ + cacheStepsPerColorChannel: 8, + + /** + * Tint cache boolean flag. + * + * @memberof PIXI.CanvasTinter + * @type {boolean} + */ + convertTintToImage: false, + + /** + * Whether or not the Canvas BlendModes are supported, consequently the ability to tint using the multiply method. + * + * @memberof PIXI.CanvasTinter + * @type {boolean} + */ + canUseMultiply: (0, _canUseNewCanvasBlendModes2.default)(), + + /** + * The tinting method that will be used. + * + * @memberof PIXI.CanvasTinter + * @type {tintMethodFunctionType} + */ + tintMethod: 0 +}; + +CanvasTinter.tintMethod = CanvasTinter.canUseMultiply ? CanvasTinter.tintWithMultiply : CanvasTinter.tintWithPerPixel; + +/** + * The tintMethod type. + * + * @memberof PIXI.CanvasTinter + * @callback tintMethodFunctionType + * @param texture {PIXI.Texture} the texture to tint + * @param color {number} the color to use to tint the sprite with + * @param canvas {HTMLCanvasElement} the current canvas + */ + +exports.default = CanvasTinter; + +},{"../../renderers/canvas/utils/canUseNewCanvasBlendModes":80,"../../utils":125}],105:[function(require,module,exports){ +"use strict"; + +exports.__esModule = true; + +function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } + +/** + * @class + * @memberof PIXI + */ +var Buffer = function () { + /** + * @param {number} size - The size of the buffer in bytes. + */ + function Buffer(size) { + _classCallCheck(this, Buffer); + + this.vertices = new ArrayBuffer(size); + + /** + * View on the vertices as a Float32Array for positions + * + * @member {Float32Array} + */ + this.float32View = new Float32Array(this.vertices); + + /** + * View on the vertices as a Uint32Array for uvs + * + * @member {Float32Array} + */ + this.uint32View = new Uint32Array(this.vertices); + } + + /** + * Destroys the buffer. + * + */ + + + Buffer.prototype.destroy = function destroy() { + this.vertices = null; + this.positions = null; + this.uvs = null; + this.colors = null; + }; + + return Buffer; +}(); + +exports.default = Buffer; + +},{}],106:[function(require,module,exports){ +'use strict'; + +exports.__esModule = true; + +var _ObjectRenderer2 = require('../../renderers/webgl/utils/ObjectRenderer'); + +var _ObjectRenderer3 = _interopRequireDefault(_ObjectRenderer2); + +var _WebGLRenderer = require('../../renderers/webgl/WebGLRenderer'); + +var _WebGLRenderer2 = _interopRequireDefault(_WebGLRenderer); + +var _createIndicesForQuads = require('../../utils/createIndicesForQuads'); + +var _createIndicesForQuads2 = _interopRequireDefault(_createIndicesForQuads); + +var _generateMultiTextureShader = require('./generateMultiTextureShader'); + +var _generateMultiTextureShader2 = _interopRequireDefault(_generateMultiTextureShader); + +var _checkMaxIfStatmentsInShader = require('../../renderers/webgl/utils/checkMaxIfStatmentsInShader'); + +var _checkMaxIfStatmentsInShader2 = _interopRequireDefault(_checkMaxIfStatmentsInShader); + +var _BatchBuffer = require('./BatchBuffer'); + +var _BatchBuffer2 = _interopRequireDefault(_BatchBuffer); + +var _settings = require('../../settings'); + +var _settings2 = _interopRequireDefault(_settings); + +var _utils = require('../../utils'); + +var _pixiGlCore = require('pixi-gl-core'); + +var _pixiGlCore2 = _interopRequireDefault(_pixiGlCore); + +var _bitTwiddle = require('bit-twiddle'); + +var _bitTwiddle2 = _interopRequireDefault(_bitTwiddle); + +function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } + +function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } + +function _possibleConstructorReturn(self, call) { if (!self) { throw new ReferenceError("this hasn't been initialised - super() hasn't been called"); } return call && (typeof call === "object" || typeof call === "function") ? call : self; } + +function _inherits(subClass, superClass) { if (typeof superClass !== "function" && superClass !== null) { throw new TypeError("Super expression must either be null or a function, not " + typeof superClass); } subClass.prototype = Object.create(superClass && superClass.prototype, { constructor: { value: subClass, enumerable: false, writable: true, configurable: true } }); if (superClass) Object.setPrototypeOf ? Object.setPrototypeOf(subClass, superClass) : subClass.__proto__ = superClass; } + +var TICK = 0; +var TEXTURE_TICK = 0; + +/** + * Renderer dedicated to drawing and batching sprites. + * + * @class + * @private + * @memberof PIXI + * @extends PIXI.ObjectRenderer + */ + +var SpriteRenderer = function (_ObjectRenderer) { + _inherits(SpriteRenderer, _ObjectRenderer); + + /** + * @param {PIXI.WebGLRenderer} renderer - The renderer this sprite batch works for. + */ + function SpriteRenderer(renderer) { + _classCallCheck(this, SpriteRenderer); + + /** + * Number of values sent in the vertex buffer. + * aVertexPosition(2), aTextureCoord(1), aColor(1), aTextureId(1) = 5 + * + * @member {number} + */ + var _this = _possibleConstructorReturn(this, _ObjectRenderer.call(this, renderer)); + + _this.vertSize = 5; + + /** + * The size of the vertex information in bytes. + * + * @member {number} + */ + _this.vertByteSize = _this.vertSize * 4; + + /** + * The number of images in the SpriteRenderer before it flushes. + * + * @member {number} + */ + _this.size = _settings2.default.SPRITE_BATCH_SIZE; // 2000 is a nice balance between mobile / desktop + + // the total number of bytes in our batch + // let numVerts = this.size * 4 * this.vertByteSize; + + _this.buffers = []; + for (var i = 1; i <= _bitTwiddle2.default.nextPow2(_this.size); i *= 2) { + _this.buffers.push(new _BatchBuffer2.default(i * 4 * _this.vertByteSize)); + } + + /** + * Holds the indices of the geometry (quads) to draw + * + * @member {Uint16Array} + */ + _this.indices = (0, _createIndicesForQuads2.default)(_this.size); + + /** + * The default shaders that is used if a sprite doesn't have a more specific one. + * there is a shader for each number of textures that can be rendererd. + * These shaders will also be generated on the fly as required. + * @member {PIXI.Shader[]} + */ + _this.shader = null; + + _this.currentIndex = 0; + _this.groups = []; + + for (var k = 0; k < _this.size; k++) { + _this.groups[k] = { textures: [], textureCount: 0, ids: [], size: 0, start: 0, blend: 0 }; + } + + _this.sprites = []; + + _this.vertexBuffers = []; + _this.vaos = []; + + _this.vaoMax = 2; + _this.vertexCount = 0; + + _this.renderer.on('prerender', _this.onPrerender, _this); + return _this; + } + + /** + * Sets up the renderer context and necessary buffers. + * + * @private + */ + + + SpriteRenderer.prototype.onContextChange = function onContextChange() { + var gl = this.renderer.gl; + + if (this.renderer.legacy) { + this.MAX_TEXTURES = 1; + } else { + // step 1: first check max textures the GPU can handle. + this.MAX_TEXTURES = Math.min(gl.getParameter(gl.MAX_TEXTURE_IMAGE_UNITS), _settings2.default.SPRITE_MAX_TEXTURES); + + // step 2: check the maximum number of if statements the shader can have too.. + this.MAX_TEXTURES = (0, _checkMaxIfStatmentsInShader2.default)(this.MAX_TEXTURES, gl); + } + + this.shader = (0, _generateMultiTextureShader2.default)(gl, this.MAX_TEXTURES); + + // create a couple of buffers + this.indexBuffer = _pixiGlCore2.default.GLBuffer.createIndexBuffer(gl, this.indices, gl.STATIC_DRAW); + + // we use the second shader as the first one depending on your browser may omit aTextureId + // as it is not used by the shader so is optimized out. + + this.renderer.bindVao(null); + + var attrs = this.shader.attributes; + + for (var i = 0; i < this.vaoMax; i++) { + /* eslint-disable max-len */ + var vertexBuffer = this.vertexBuffers[i] = _pixiGlCore2.default.GLBuffer.createVertexBuffer(gl, null, gl.STREAM_DRAW); + /* eslint-enable max-len */ + + // build the vao object that will render.. + var vao = this.renderer.createVao().addIndex(this.indexBuffer).addAttribute(vertexBuffer, attrs.aVertexPosition, gl.FLOAT, false, this.vertByteSize, 0).addAttribute(vertexBuffer, attrs.aTextureCoord, gl.UNSIGNED_SHORT, true, this.vertByteSize, 2 * 4).addAttribute(vertexBuffer, attrs.aColor, gl.UNSIGNED_BYTE, true, this.vertByteSize, 3 * 4); + + if (attrs.aTextureId) { + vao.addAttribute(vertexBuffer, attrs.aTextureId, gl.FLOAT, false, this.vertByteSize, 4 * 4); + } + + this.vaos[i] = vao; + } + + this.vao = this.vaos[0]; + this.currentBlendMode = 99999; + + this.boundTextures = new Array(this.MAX_TEXTURES); + }; + + /** + * Called before the renderer starts rendering. + * + */ + + + SpriteRenderer.prototype.onPrerender = function onPrerender() { + this.vertexCount = 0; + }; + + /** + * Renders the sprite object. + * + * @param {PIXI.Sprite} sprite - the sprite to render when using this spritebatch + */ + + + SpriteRenderer.prototype.render = function render(sprite) { + // TODO set blend modes.. + // check texture.. + if (this.currentIndex >= this.size) { + this.flush(); + } + + // get the uvs for the texture + + // if the uvs have not updated then no point rendering just yet! + if (!sprite._texture._uvs) { + return; + } + + // push a texture. + // increment the batchsize + this.sprites[this.currentIndex++] = sprite; + }; + + /** + * Renders the content and empties the current batch. + * + */ + + + SpriteRenderer.prototype.flush = function flush() { + if (this.currentIndex === 0) { + return; + } + + var gl = this.renderer.gl; + var MAX_TEXTURES = this.MAX_TEXTURES; + + var np2 = _bitTwiddle2.default.nextPow2(this.currentIndex); + var log2 = _bitTwiddle2.default.log2(np2); + var buffer = this.buffers[log2]; + + var sprites = this.sprites; + var groups = this.groups; + + var float32View = buffer.float32View; + var uint32View = buffer.uint32View; + + var boundTextures = this.boundTextures; + var rendererBoundTextures = this.renderer.boundTextures; + var touch = this.renderer.textureGC.count; + + var index = 0; + var nextTexture = void 0; + var currentTexture = void 0; + var groupCount = 1; + var textureCount = 0; + var currentGroup = groups[0]; + var vertexData = void 0; + var uvs = void 0; + var blendMode = _utils.premultiplyBlendMode[sprites[0]._texture.baseTexture.premultipliedAlpha ? 1 : 0][sprites[0].blendMode]; + + currentGroup.textureCount = 0; + currentGroup.start = 0; + currentGroup.blend = blendMode; + + TICK++; + + var i = void 0; + + // copy textures.. + for (i = 0; i < MAX_TEXTURES; ++i) { + var bt = rendererBoundTextures[i]; + + if (bt._enabled === TICK) { + boundTextures[i] = this.renderer.emptyTextures[i]; + continue; + } + + boundTextures[i] = bt; + bt._virtalBoundId = i; + bt._enabled = TICK; + } + TICK++; + + for (i = 0; i < this.currentIndex; ++i) { + // upload the sprite elemetns... + // they have all ready been calculated so we just need to push them into the buffer. + var sprite = sprites[i]; + + sprites[i] = null; + + nextTexture = sprite._texture.baseTexture; + + var spriteBlendMode = _utils.premultiplyBlendMode[Number(nextTexture.premultipliedAlpha)][sprite.blendMode]; + + if (blendMode !== spriteBlendMode) { + // finish a group.. + blendMode = spriteBlendMode; + + // force the batch to break! + currentTexture = null; + textureCount = MAX_TEXTURES; + TICK++; + } + + if (currentTexture !== nextTexture) { + currentTexture = nextTexture; + + if (nextTexture._enabled !== TICK) { + if (textureCount === MAX_TEXTURES) { + TICK++; + + currentGroup.size = i - currentGroup.start; + + textureCount = 0; + + currentGroup = groups[groupCount++]; + currentGroup.blend = blendMode; + currentGroup.textureCount = 0; + currentGroup.start = i; + } + + nextTexture.touched = touch; + + if (nextTexture._virtalBoundId === -1) { + for (var j = 0; j < MAX_TEXTURES; ++j) { + var tIndex = (j + TEXTURE_TICK) % MAX_TEXTURES; + + var t = boundTextures[tIndex]; + + if (t._enabled !== TICK) { + TEXTURE_TICK++; + + t._virtalBoundId = -1; + + nextTexture._virtalBoundId = tIndex; + + boundTextures[tIndex] = nextTexture; + break; + } + } + } + + nextTexture._enabled = TICK; + + currentGroup.textureCount++; + currentGroup.ids[textureCount] = nextTexture._virtalBoundId; + currentGroup.textures[textureCount++] = nextTexture; + } + } + + vertexData = sprite.vertexData; + + // TODO this sum does not need to be set each frame.. + uvs = sprite._texture._uvs.uvsUint32; + + if (this.renderer.roundPixels) { + var resolution = this.renderer.resolution; + + // xy + float32View[index] = (vertexData[0] * resolution | 0) / resolution; + float32View[index + 1] = (vertexData[1] * resolution | 0) / resolution; + + // xy + float32View[index + 5] = (vertexData[2] * resolution | 0) / resolution; + float32View[index + 6] = (vertexData[3] * resolution | 0) / resolution; + + // xy + float32View[index + 10] = (vertexData[4] * resolution | 0) / resolution; + float32View[index + 11] = (vertexData[5] * resolution | 0) / resolution; + + // xy + float32View[index + 15] = (vertexData[6] * resolution | 0) / resolution; + float32View[index + 16] = (vertexData[7] * resolution | 0) / resolution; + } else { + // xy + float32View[index] = vertexData[0]; + float32View[index + 1] = vertexData[1]; + + // xy + float32View[index + 5] = vertexData[2]; + float32View[index + 6] = vertexData[3]; + + // xy + float32View[index + 10] = vertexData[4]; + float32View[index + 11] = vertexData[5]; + + // xy + float32View[index + 15] = vertexData[6]; + float32View[index + 16] = vertexData[7]; + } + + uint32View[index + 2] = uvs[0]; + uint32View[index + 7] = uvs[1]; + uint32View[index + 12] = uvs[2]; + uint32View[index + 17] = uvs[3]; + /* eslint-disable max-len */ + var alpha = Math.min(sprite.worldAlpha, 1.0); + // we dont call extra function if alpha is 1.0, that's faster + var argb = alpha < 1.0 && nextTexture.premultipliedAlpha ? (0, _utils.premultiplyTint)(sprite._tintRGB, alpha) : sprite._tintRGB + (alpha * 255 << 24); + + uint32View[index + 3] = uint32View[index + 8] = uint32View[index + 13] = uint32View[index + 18] = argb; + float32View[index + 4] = float32View[index + 9] = float32View[index + 14] = float32View[index + 19] = nextTexture._virtalBoundId; + /* eslint-enable max-len */ + + index += 20; + } + + currentGroup.size = i - currentGroup.start; + + if (!_settings2.default.CAN_UPLOAD_SAME_BUFFER) { + // this is still needed for IOS performance.. + // it really does not like uploading to the same buffer in a single frame! + if (this.vaoMax <= this.vertexCount) { + this.vaoMax++; + + var attrs = this.shader.attributes; + + /* eslint-disable max-len */ + var vertexBuffer = this.vertexBuffers[this.vertexCount] = _pixiGlCore2.default.GLBuffer.createVertexBuffer(gl, null, gl.STREAM_DRAW); + /* eslint-enable max-len */ + + // build the vao object that will render.. + var vao = this.renderer.createVao().addIndex(this.indexBuffer).addAttribute(vertexBuffer, attrs.aVertexPosition, gl.FLOAT, false, this.vertByteSize, 0).addAttribute(vertexBuffer, attrs.aTextureCoord, gl.UNSIGNED_SHORT, true, this.vertByteSize, 2 * 4).addAttribute(vertexBuffer, attrs.aColor, gl.UNSIGNED_BYTE, true, this.vertByteSize, 3 * 4); + + if (attrs.aTextureId) { + vao.addAttribute(vertexBuffer, attrs.aTextureId, gl.FLOAT, false, this.vertByteSize, 4 * 4); + } + + this.vaos[this.vertexCount] = vao; + } + + this.renderer.bindVao(this.vaos[this.vertexCount]); + + this.vertexBuffers[this.vertexCount].upload(buffer.vertices, 0, false); + + this.vertexCount++; + } else { + // lets use the faster option, always use buffer number 0 + this.vertexBuffers[this.vertexCount].upload(buffer.vertices, 0, true); + } + + for (i = 0; i < MAX_TEXTURES; ++i) { + rendererBoundTextures[i]._virtalBoundId = -1; + } + + // render the groups.. + for (i = 0; i < groupCount; ++i) { + var group = groups[i]; + var groupTextureCount = group.textureCount; + + for (var _j = 0; _j < groupTextureCount; _j++) { + currentTexture = group.textures[_j]; + + // reset virtual ids.. + // lets do a quick check.. + if (rendererBoundTextures[group.ids[_j]] !== currentTexture) { + this.renderer.bindTexture(currentTexture, group.ids[_j], true); + } + + // reset the virtualId.. + currentTexture._virtalBoundId = -1; + } + + // set the blend mode.. + this.renderer.state.setBlendMode(group.blend); + + gl.drawElements(gl.TRIANGLES, group.size * 6, gl.UNSIGNED_SHORT, group.start * 6 * 2); + } + + // reset elements for the next flush + this.currentIndex = 0; + }; + + /** + * Starts a new sprite batch. + */ + + + SpriteRenderer.prototype.start = function start() { + this.renderer.bindShader(this.shader); + + if (_settings2.default.CAN_UPLOAD_SAME_BUFFER) { + // bind buffer #0, we don't need others + this.renderer.bindVao(this.vaos[this.vertexCount]); + + this.vertexBuffers[this.vertexCount].bind(); + } + }; + + /** + * Stops and flushes the current batch. + * + */ + + + SpriteRenderer.prototype.stop = function stop() { + this.flush(); + }; + + /** + * Destroys the SpriteRenderer. + * + */ + + + SpriteRenderer.prototype.destroy = function destroy() { + for (var i = 0; i < this.vaoMax; i++) { + if (this.vertexBuffers[i]) { + this.vertexBuffers[i].destroy(); + } + if (this.vaos[i]) { + this.vaos[i].destroy(); + } + } + + if (this.indexBuffer) { + this.indexBuffer.destroy(); + } + + this.renderer.off('prerender', this.onPrerender, this); + + _ObjectRenderer.prototype.destroy.call(this); + + if (this.shader) { + this.shader.destroy(); + this.shader = null; + } + + this.vertexBuffers = null; + this.vaos = null; + this.indexBuffer = null; + this.indices = null; + + this.sprites = null; + + for (var _i = 0; _i < this.buffers.length; ++_i) { + this.buffers[_i].destroy(); + } + }; + + return SpriteRenderer; +}(_ObjectRenderer3.default); + +exports.default = SpriteRenderer; + + +_WebGLRenderer2.default.registerPlugin('sprite', SpriteRenderer); + +},{"../../renderers/webgl/WebGLRenderer":84,"../../renderers/webgl/utils/ObjectRenderer":94,"../../renderers/webgl/utils/checkMaxIfStatmentsInShader":97,"../../settings":101,"../../utils":125,"../../utils/createIndicesForQuads":123,"./BatchBuffer":105,"./generateMultiTextureShader":107,"bit-twiddle":1,"pixi-gl-core":15}],107:[function(require,module,exports){ +'use strict'; + +exports.__esModule = true; +exports.default = generateMultiTextureShader; + +var _Shader = require('../../Shader'); + +var _Shader2 = _interopRequireDefault(_Shader); + +var _path = require('path'); + +function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } + +var fragTemplate = ['varying vec2 vTextureCoord;', 'varying vec4 vColor;', 'varying float vTextureId;', 'uniform sampler2D uSamplers[%count%];', 'void main(void){', 'vec4 color;', '%forloop%', 'gl_FragColor = color * vColor;', '}'].join('\n'); + +function generateMultiTextureShader(gl, maxTextures) { + var vertexSrc = 'precision highp float;\nattribute vec2 aVertexPosition;\nattribute vec2 aTextureCoord;\nattribute vec4 aColor;\nattribute float aTextureId;\n\nuniform mat3 projectionMatrix;\n\nvarying vec2 vTextureCoord;\nvarying vec4 vColor;\nvarying float vTextureId;\n\nvoid main(void){\n gl_Position = vec4((projectionMatrix * vec3(aVertexPosition, 1.0)).xy, 0.0, 1.0);\n\n vTextureCoord = aTextureCoord;\n vTextureId = aTextureId;\n vColor = aColor;\n}\n'; + var fragmentSrc = fragTemplate; + + fragmentSrc = fragmentSrc.replace(/%count%/gi, maxTextures); + fragmentSrc = fragmentSrc.replace(/%forloop%/gi, generateSampleSrc(maxTextures)); + + var shader = new _Shader2.default(gl, vertexSrc, fragmentSrc); + + var sampleValues = []; + + for (var i = 0; i < maxTextures; i++) { + sampleValues[i] = i; + } + + shader.bind(); + shader.uniforms.uSamplers = sampleValues; + + return shader; +} + +function generateSampleSrc(maxTextures) { + var src = ''; + + src += '\n'; + src += '\n'; + + for (var i = 0; i < maxTextures; i++) { + if (i > 0) { + src += '\nelse '; + } + + if (i < maxTextures - 1) { + src += 'if(vTextureId < ' + i + '.5)'; + } + + src += '\n{'; + src += '\n\tcolor = texture2D(uSamplers[' + i + '], vTextureCoord);'; + src += '\n}'; + } + + src += '\n'; + src += '\n'; + + return src; +} + +},{"../../Shader":44,"path":8}],108:[function(require,module,exports){ +'use strict'; + +exports.__esModule = true; + +var _createClass = function () { function defineProperties(target, props) { for (var i = 0; i < props.length; i++) { var descriptor = props[i]; descriptor.enumerable = descriptor.enumerable || false; descriptor.configurable = true; if ("value" in descriptor) descriptor.writable = true; Object.defineProperty(target, descriptor.key, descriptor); } } return function (Constructor, protoProps, staticProps) { if (protoProps) defineProperties(Constructor.prototype, protoProps); if (staticProps) defineProperties(Constructor, staticProps); return Constructor; }; }(); + +var _Sprite2 = require('../sprites/Sprite'); + +var _Sprite3 = _interopRequireDefault(_Sprite2); + +var _Texture = require('../textures/Texture'); + +var _Texture2 = _interopRequireDefault(_Texture); + +var _math = require('../math'); + +var _utils = require('../utils'); + +var _const = require('../const'); + +var _settings = require('../settings'); + +var _settings2 = _interopRequireDefault(_settings); + +var _TextStyle = require('./TextStyle'); + +var _TextStyle2 = _interopRequireDefault(_TextStyle); + +var _TextMetrics = require('./TextMetrics'); + +var _TextMetrics2 = _interopRequireDefault(_TextMetrics); + +var _trimCanvas = require('../utils/trimCanvas'); + +var _trimCanvas2 = _interopRequireDefault(_trimCanvas); + +function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } + +function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } + +function _possibleConstructorReturn(self, call) { if (!self) { throw new ReferenceError("this hasn't been initialised - super() hasn't been called"); } return call && (typeof call === "object" || typeof call === "function") ? call : self; } + +function _inherits(subClass, superClass) { if (typeof superClass !== "function" && superClass !== null) { throw new TypeError("Super expression must either be null or a function, not " + typeof superClass); } subClass.prototype = Object.create(superClass && superClass.prototype, { constructor: { value: subClass, enumerable: false, writable: true, configurable: true } }); if (superClass) Object.setPrototypeOf ? Object.setPrototypeOf(subClass, superClass) : subClass.__proto__ = superClass; } /* eslint max-depth: [2, 8] */ + + +var defaultDestroyOptions = { + texture: true, + children: false, + baseTexture: true +}; + +/** + * A Text Object will create a line or multiple lines of text. To split a line you can use '\n' in your text string, + * or add a wordWrap property set to true and and wordWrapWidth property with a value in the style object. + * + * A Text can be created directly from a string and a style object, + * which can be generated [here](https://pixijs.io/pixi-text-style). + * + * ```js + * let text = new PIXI.Text('This is a PixiJS text',{fontFamily : 'Arial', fontSize: 24, fill : 0xff1010, align : 'center'}); + * ``` + * + * @class + * @extends PIXI.Sprite + * @memberof PIXI + */ + +var Text = function (_Sprite) { + _inherits(Text, _Sprite); + + /** + * @param {string} text - The string that you would like the text to display + * @param {object|PIXI.TextStyle} [style] - The style parameters + * @param {HTMLCanvasElement} [canvas] - The canvas element for drawing text + */ + function Text(text, style, canvas) { + _classCallCheck(this, Text); + + canvas = canvas || document.createElement('canvas'); + + canvas.width = 3; + canvas.height = 3; + + var texture = _Texture2.default.fromCanvas(canvas, _settings2.default.SCALE_MODE, 'text'); + + texture.orig = new _math.Rectangle(); + texture.trim = new _math.Rectangle(); + + // base texture is already automatically added to the cache, now adding the actual texture + var _this = _possibleConstructorReturn(this, _Sprite.call(this, texture)); + + _Texture2.default.addToCache(_this._texture, _this._texture.baseTexture.textureCacheIds[0]); + + /** + * The canvas element that everything is drawn to + * + * @member {HTMLCanvasElement} + */ + _this.canvas = canvas; + + /** + * The canvas 2d context that everything is drawn with + * @member {CanvasRenderingContext2D} + */ + _this.context = _this.canvas.getContext('2d'); + + /** + * The resolution / device pixel ratio of the canvas. This is set automatically by the renderer. + * @member {number} + * @default 1 + */ + _this.resolution = _settings2.default.RESOLUTION; + + /** + * Private tracker for the current text. + * + * @member {string} + * @private + */ + _this._text = null; + + /** + * Private tracker for the current style. + * + * @member {object} + * @private + */ + _this._style = null; + /** + * Private listener to track style changes. + * + * @member {Function} + * @private + */ + _this._styleListener = null; + + /** + * Private tracker for the current font. + * + * @member {string} + * @private + */ + _this._font = ''; + + _this.text = text; + _this.style = style; + + _this.localStyleID = -1; + return _this; + } + + /** + * Renders text and updates it when needed. + * + * @private + * @param {boolean} respectDirty - Whether to abort updating the text if the Text isn't dirty and the function is called. + */ + + + Text.prototype.updateText = function updateText(respectDirty) { + var style = this._style; + + // check if style has changed.. + if (this.localStyleID !== style.styleID) { + this.dirty = true; + this.localStyleID = style.styleID; + } + + if (!this.dirty && respectDirty) { + return; + } + + this._font = this._style.toFontString(); + + var context = this.context; + var measured = _TextMetrics2.default.measureText(this._text, this._style, this._style.wordWrap, this.canvas); + var width = measured.width; + var height = measured.height; + var lines = measured.lines; + var lineHeight = measured.lineHeight; + var lineWidths = measured.lineWidths; + var maxLineWidth = measured.maxLineWidth; + var fontProperties = measured.fontProperties; + + this.canvas.width = Math.ceil((Math.max(1, width) + style.padding * 2) * this.resolution); + this.canvas.height = Math.ceil((Math.max(1, height) + style.padding * 2) * this.resolution); + + context.scale(this.resolution, this.resolution); + + context.clearRect(0, 0, this.canvas.width, this.canvas.height); + + context.font = this._font; + context.strokeStyle = style.stroke; + context.lineWidth = style.strokeThickness; + context.textBaseline = style.textBaseline; + context.lineJoin = style.lineJoin; + context.miterLimit = style.miterLimit; + + var linePositionX = void 0; + var linePositionY = void 0; + + if (style.dropShadow) { + context.fillStyle = style.dropShadowColor; + context.globalAlpha = style.dropShadowAlpha; + context.shadowBlur = style.dropShadowBlur; + + if (style.dropShadowBlur > 0) { + context.shadowColor = style.dropShadowColor; + } + + var xShadowOffset = Math.cos(style.dropShadowAngle) * style.dropShadowDistance; + var yShadowOffset = Math.sin(style.dropShadowAngle) * style.dropShadowDistance; + + for (var i = 0; i < lines.length; i++) { + linePositionX = style.strokeThickness / 2; + linePositionY = style.strokeThickness / 2 + i * lineHeight + fontProperties.ascent; + + if (style.align === 'right') { + linePositionX += maxLineWidth - lineWidths[i]; + } else if (style.align === 'center') { + linePositionX += (maxLineWidth - lineWidths[i]) / 2; + } + + if (style.fill) { + this.drawLetterSpacing(lines[i], linePositionX + xShadowOffset + style.padding, linePositionY + yShadowOffset + style.padding); + + if (style.stroke && style.strokeThickness) { + context.strokeStyle = style.dropShadowColor; + this.drawLetterSpacing(lines[i], linePositionX + xShadowOffset + style.padding, linePositionY + yShadowOffset + style.padding, true); + context.strokeStyle = style.stroke; + } + } + } + } + + // reset the shadow blur and alpha that was set by the drop shadow, for the regular text + context.shadowBlur = 0; + context.globalAlpha = 1; + + // set canvas text styles + context.fillStyle = this._generateFillStyle(style, lines); + + // draw lines line by line + for (var _i = 0; _i < lines.length; _i++) { + linePositionX = style.strokeThickness / 2; + linePositionY = style.strokeThickness / 2 + _i * lineHeight + fontProperties.ascent; + + if (style.align === 'right') { + linePositionX += maxLineWidth - lineWidths[_i]; + } else if (style.align === 'center') { + linePositionX += (maxLineWidth - lineWidths[_i]) / 2; + } + + if (style.stroke && style.strokeThickness) { + this.drawLetterSpacing(lines[_i], linePositionX + style.padding, linePositionY + style.padding, true); + } + + if (style.fill) { + this.drawLetterSpacing(lines[_i], linePositionX + style.padding, linePositionY + style.padding); + } + } + + this.updateTexture(); + }; + + /** + * Render the text with letter-spacing. + * @param {string} text - The text to draw + * @param {number} x - Horizontal position to draw the text + * @param {number} y - Vertical position to draw the text + * @param {boolean} [isStroke=false] - Is this drawing for the outside stroke of the + * text? If not, it's for the inside fill + * @private + */ + + + Text.prototype.drawLetterSpacing = function drawLetterSpacing(text, x, y) { + var isStroke = arguments.length > 3 && arguments[3] !== undefined ? arguments[3] : false; + + var style = this._style; + + // letterSpacing of 0 means normal + var letterSpacing = style.letterSpacing; + + if (letterSpacing === 0) { + if (isStroke) { + this.context.strokeText(text, x, y); + } else { + this.context.fillText(text, x, y); + } + + return; + } + + var characters = String.prototype.split.call(text, ''); + var currentPosition = x; + var index = 0; + var current = ''; + + while (index < text.length) { + current = characters[index++]; + if (isStroke) { + this.context.strokeText(current, currentPosition, y); + } else { + this.context.fillText(current, currentPosition, y); + } + currentPosition += this.context.measureText(current).width + letterSpacing; + } + }; + + /** + * Updates texture size based on canvas size + * + * @private + */ + + + Text.prototype.updateTexture = function updateTexture() { + var canvas = this.canvas; + + if (this._style.trim) { + var trimmed = (0, _trimCanvas2.default)(canvas); + + if (trimmed.data) { + canvas.width = trimmed.width; + canvas.height = trimmed.height; + this.context.putImageData(trimmed.data, 0, 0); + } + } + + var texture = this._texture; + var style = this._style; + var padding = style.trim ? 0 : style.padding; + var baseTexture = texture.baseTexture; + + baseTexture.hasLoaded = true; + baseTexture.resolution = this.resolution; + + baseTexture.realWidth = canvas.width; + baseTexture.realHeight = canvas.height; + baseTexture.width = canvas.width / this.resolution; + baseTexture.height = canvas.height / this.resolution; + + texture.trim.width = texture._frame.width = canvas.width / this.resolution; + texture.trim.height = texture._frame.height = canvas.height / this.resolution; + texture.trim.x = -padding; + texture.trim.y = -padding; + + texture.orig.width = texture._frame.width - padding * 2; + texture.orig.height = texture._frame.height - padding * 2; + + // call sprite onTextureUpdate to update scale if _width or _height were set + this._onTextureUpdate(); + + baseTexture.emit('update', baseTexture); + + this.dirty = false; + }; + + /** + * Renders the object using the WebGL renderer + * + * @param {PIXI.WebGLRenderer} renderer - The renderer + */ + + + Text.prototype.renderWebGL = function renderWebGL(renderer) { + if (this.resolution !== renderer.resolution) { + this.resolution = renderer.resolution; + this.dirty = true; + } + + this.updateText(true); + + _Sprite.prototype.renderWebGL.call(this, renderer); + }; + + /** + * Renders the object using the Canvas renderer + * + * @private + * @param {PIXI.CanvasRenderer} renderer - The renderer + */ + + + Text.prototype._renderCanvas = function _renderCanvas(renderer) { + if (this.resolution !== renderer.resolution) { + this.resolution = renderer.resolution; + this.dirty = true; + } + + this.updateText(true); + + _Sprite.prototype._renderCanvas.call(this, renderer); + }; + + /** + * Gets the local bounds of the text object. + * + * @param {Rectangle} rect - The output rectangle. + * @return {Rectangle} The bounds. + */ + + + Text.prototype.getLocalBounds = function getLocalBounds(rect) { + this.updateText(true); + + return _Sprite.prototype.getLocalBounds.call(this, rect); + }; + + /** + * calculates the bounds of the Text as a rectangle. The bounds calculation takes the worldTransform into account. + */ + + + Text.prototype._calculateBounds = function _calculateBounds() { + this.updateText(true); + this.calculateVertices(); + // if we have already done this on THIS frame. + this._bounds.addQuad(this.vertexData); + }; + + /** + * Method to be called upon a TextStyle change. + * @private + */ + + + Text.prototype._onStyleChange = function _onStyleChange() { + this.dirty = true; + }; + + /** + * Generates the fill style. Can automatically generate a gradient based on the fill style being an array + * + * @private + * @param {object} style - The style. + * @param {string[]} lines - The lines of text. + * @return {string|number|CanvasGradient} The fill style + */ + + + Text.prototype._generateFillStyle = function _generateFillStyle(style, lines) { + if (!Array.isArray(style.fill)) { + return style.fill; + } + + // cocoon on canvas+ cannot generate textures, so use the first colour instead + if (navigator.isCocoonJS) { + return style.fill[0]; + } + + // the gradient will be evenly spaced out according to how large the array is. + // ['#FF0000', '#00FF00', '#0000FF'] would created stops at 0.25, 0.5 and 0.75 + var gradient = void 0; + var totalIterations = void 0; + var currentIteration = void 0; + var stop = void 0; + + var width = this.canvas.width / this.resolution; + var height = this.canvas.height / this.resolution; + + // make a copy of the style settings, so we can manipulate them later + var fill = style.fill.slice(); + var fillGradientStops = style.fillGradientStops.slice(); + + // wanting to evenly distribute the fills. So an array of 4 colours should give fills of 0.25, 0.5 and 0.75 + if (!fillGradientStops.length) { + var lengthPlus1 = fill.length + 1; + + for (var i = 1; i < lengthPlus1; ++i) { + fillGradientStops.push(i / lengthPlus1); + } + } + + // stop the bleeding of the last gradient on the line above to the top gradient of the this line + // by hard defining the first gradient colour at point 0, and last gradient colour at point 1 + fill.unshift(style.fill[0]); + fillGradientStops.unshift(0); + + fill.push(style.fill[style.fill.length - 1]); + fillGradientStops.push(1); + + if (style.fillGradientType === _const.TEXT_GRADIENT.LINEAR_VERTICAL) { + // start the gradient at the top center of the canvas, and end at the bottom middle of the canvas + gradient = this.context.createLinearGradient(width / 2, 0, width / 2, height); + + // we need to repeat the gradient so that each individual line of text has the same vertical gradient effect + // ['#FF0000', '#00FF00', '#0000FF'] over 2 lines would create stops at 0.125, 0.25, 0.375, 0.625, 0.75, 0.875 + totalIterations = (fill.length + 1) * lines.length; + currentIteration = 0; + for (var _i2 = 0; _i2 < lines.length; _i2++) { + currentIteration += 1; + for (var j = 0; j < fill.length; j++) { + if (typeof fillGradientStops[j] === 'number') { + stop = fillGradientStops[j] / lines.length + _i2 / lines.length; + } else { + stop = currentIteration / totalIterations; + } + gradient.addColorStop(stop, fill[j]); + currentIteration++; + } + } + } else { + // start the gradient at the center left of the canvas, and end at the center right of the canvas + gradient = this.context.createLinearGradient(0, height / 2, width, height / 2); + + // can just evenly space out the gradients in this case, as multiple lines makes no difference + // to an even left to right gradient + totalIterations = fill.length + 1; + currentIteration = 1; + + for (var _i3 = 0; _i3 < fill.length; _i3++) { + if (typeof fillGradientStops[_i3] === 'number') { + stop = fillGradientStops[_i3]; + } else { + stop = currentIteration / totalIterations; + } + gradient.addColorStop(stop, fill[_i3]); + currentIteration++; + } + } + + return gradient; + }; + + /** + * Destroys this text object. + * Note* Unlike a Sprite, a Text object will automatically destroy its baseTexture and texture as + * the majority of the time the texture will not be shared with any other Sprites. + * + * @param {object|boolean} [options] - Options parameter. A boolean will act as if all options + * have been set to that value + * @param {boolean} [options.children=false] - if set to true, all the children will have their + * destroy method called as well. 'options' will be passed on to those calls. + * @param {boolean} [options.texture=true] - Should it destroy the current texture of the sprite as well + * @param {boolean} [options.baseTexture=true] - Should it destroy the base texture of the sprite as well + */ + + + Text.prototype.destroy = function destroy(options) { + if (typeof options === 'boolean') { + options = { children: options }; + } + + options = Object.assign({}, defaultDestroyOptions, options); + + _Sprite.prototype.destroy.call(this, options); + + // make sure to reset the the context and canvas.. dont want this hanging around in memory! + this.context = null; + this.canvas = null; + + this._style = null; + }; + + /** + * The width of the Text, setting this will actually modify the scale to achieve the value set + * + * @member {number} + */ + + + _createClass(Text, [{ + key: 'width', + get: function get() { + this.updateText(true); + + return Math.abs(this.scale.x) * this._texture.orig.width; + }, + set: function set(value) // eslint-disable-line require-jsdoc + { + this.updateText(true); + + var s = (0, _utils.sign)(this.scale.x) || 1; + + this.scale.x = s * value / this._texture.orig.width; + this._width = value; + } + + /** + * The height of the Text, setting this will actually modify the scale to achieve the value set + * + * @member {number} + */ + + }, { + key: 'height', + get: function get() { + this.updateText(true); + + return Math.abs(this.scale.y) * this._texture.orig.height; + }, + set: function set(value) // eslint-disable-line require-jsdoc + { + this.updateText(true); + + var s = (0, _utils.sign)(this.scale.y) || 1; + + this.scale.y = s * value / this._texture.orig.height; + this._height = value; + } + + /** + * Set the style of the text. Set up an event listener to listen for changes on the style + * object and mark the text as dirty. + * + * @member {object|PIXI.TextStyle} + */ + + }, { + key: 'style', + get: function get() { + return this._style; + }, + set: function set(style) // eslint-disable-line require-jsdoc + { + style = style || {}; + + if (style instanceof _TextStyle2.default) { + this._style = style; + } else { + this._style = new _TextStyle2.default(style); + } + + this.localStyleID = -1; + this.dirty = true; + } + + /** + * Set the copy for the text object. To split a line you can use '\n'. + * + * @member {string} + */ + + }, { + key: 'text', + get: function get() { + return this._text; + }, + set: function set(text) // eslint-disable-line require-jsdoc + { + text = String(text === '' || text === null || text === undefined ? ' ' : text); + + if (this._text === text) { + return; + } + this._text = text; + this.dirty = true; + } + }]); + + return Text; +}(_Sprite3.default); + +exports.default = Text; + +},{"../const":46,"../math":70,"../settings":101,"../sprites/Sprite":102,"../textures/Texture":115,"../utils":125,"../utils/trimCanvas":130,"./TextMetrics":109,"./TextStyle":110}],109:[function(require,module,exports){ +'use strict'; + +exports.__esModule = true; + +function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } + +/** + * The TextMetrics object represents the measurement of a block of text with a specified style. + * + * ```js + * let style = new PIXI.TextStyle({fontFamily : 'Arial', fontSize: 24, fill : 0xff1010, align : 'center'}) + * let textMetrics = PIXI.TextMetrics.measureText('Your text', style) + * ``` + * + * @class + * @memberOf PIXI + */ +var TextMetrics = function () { + /** + * @param {string} text - the text that was measured + * @param {PIXI.TextStyle} style - the style that was measured + * @param {number} width - the measured width of the text + * @param {number} height - the measured height of the text + * @param {array} lines - an array of the lines of text broken by new lines and wrapping if specified in style + * @param {array} lineWidths - an array of the line widths for each line matched to `lines` + * @param {number} lineHeight - the measured line height for this style + * @param {number} maxLineWidth - the maximum line width for all measured lines + * @param {Object} fontProperties - the font properties object from TextMetrics.measureFont + */ + function TextMetrics(text, style, width, height, lines, lineWidths, lineHeight, maxLineWidth, fontProperties) { + _classCallCheck(this, TextMetrics); + + this.text = text; + this.style = style; + this.width = width; + this.height = height; + this.lines = lines; + this.lineWidths = lineWidths; + this.lineHeight = lineHeight; + this.maxLineWidth = maxLineWidth; + this.fontProperties = fontProperties; + } + + /** + * Measures the supplied string of text and returns a Rectangle. + * + * @param {string} text - the text to measure. + * @param {PIXI.TextStyle} style - the text style to use for measuring + * @param {boolean} [wordWrap] - optional override for if word-wrap should be applied to the text. + * @param {HTMLCanvasElement} [canvas] - optional specification of the canvas to use for measuring. + * @return {PIXI.TextMetrics} measured width and height of the text. + */ + + + TextMetrics.measureText = function measureText(text, style, wordWrap) { + var canvas = arguments.length > 3 && arguments[3] !== undefined ? arguments[3] : TextMetrics._canvas; + + wordWrap = wordWrap === undefined || wordWrap === null ? style.wordWrap : wordWrap; + var font = style.toFontString(); + var fontProperties = TextMetrics.measureFont(font); + var context = canvas.getContext('2d'); + + context.font = font; + + var outputText = wordWrap ? TextMetrics.wordWrap(text, style, canvas) : text; + var lines = outputText.split(/(?:\r\n|\r|\n)/); + var lineWidths = new Array(lines.length); + var maxLineWidth = 0; + + for (var i = 0; i < lines.length; i++) { + var lineWidth = context.measureText(lines[i]).width + (lines[i].length - 1) * style.letterSpacing; + + lineWidths[i] = lineWidth; + maxLineWidth = Math.max(maxLineWidth, lineWidth); + } + var width = maxLineWidth + style.strokeThickness; + + if (style.dropShadow) { + width += style.dropShadowDistance; + } + + var lineHeight = style.lineHeight || fontProperties.fontSize + style.strokeThickness; + var height = Math.max(lineHeight, fontProperties.fontSize + style.strokeThickness) + (lines.length - 1) * (lineHeight + style.leading); + + if (style.dropShadow) { + height += style.dropShadowDistance; + } + + return new TextMetrics(text, style, width, height, lines, lineWidths, lineHeight + style.leading, maxLineWidth, fontProperties); + }; + + /** + * Applies newlines to a string to have it optimally fit into the horizontal + * bounds set by the Text object's wordWrapWidth property. + * + * @private + * @param {string} text - String to apply word wrapping to + * @param {PIXI.TextStyle} style - the style to use when wrapping + * @param {HTMLCanvasElement} [canvas] - optional specification of the canvas to use for measuring. + * @return {string} New string with new lines applied where required + */ + + + TextMetrics.wordWrap = function wordWrap(text, style) { + var canvas = arguments.length > 2 && arguments[2] !== undefined ? arguments[2] : TextMetrics._canvas; + + var context = canvas.getContext('2d'); + + var width = 0; + var line = ''; + var lines = ''; + + var cache = {}; + var letterSpacing = style.letterSpacing, + whiteSpace = style.whiteSpace; + + // How to handle whitespaces + + var collapseSpaces = TextMetrics.collapseSpaces(whiteSpace); + var collapseNewlines = TextMetrics.collapseNewlines(whiteSpace); + + // whether or not spaces may be added to the beginning of lines + var canPrependSpaces = !collapseSpaces; + + // There is letterSpacing after every char except the last one + // t_h_i_s_' '_i_s_' '_a_n_' '_e_x_a_m_p_l_e_' '_! + // so for convenience the above needs to be compared to width + 1 extra letterSpace + // t_h_i_s_' '_i_s_' '_a_n_' '_e_x_a_m_p_l_e_' '_!_ + // ________________________________________________ + // And then the final space is simply no appended to each line + var wordWrapWidth = style.wordWrapWidth + letterSpacing; + + // break text into words, spaces and newline chars + var tokens = TextMetrics.tokenize(text); + + for (var i = 0; i < tokens.length; i++) { + // get the word, space or newlineChar + var token = tokens[i]; + + // if word is a new line + if (TextMetrics.isNewline(token)) { + // keep the new line + if (!collapseNewlines) { + lines += TextMetrics.addLine(line); + canPrependSpaces = !collapseSpaces; + line = ''; + width = 0; + continue; + } + + // if we should collapse new lines + // we simply convert it into a space + token = ' '; + } + + // if we should collapse repeated whitespaces + if (collapseSpaces) { + // check both this and the last tokens for spaces + var currIsBreakingSpace = TextMetrics.isBreakingSpace(token); + var lastIsBreakingSpace = TextMetrics.isBreakingSpace(line[line.length - 1]); + + if (currIsBreakingSpace && lastIsBreakingSpace) { + continue; + } + } + + // get word width from cache if possible + var tokenWidth = TextMetrics.getFromCache(token, letterSpacing, cache, context); + + // word is longer than desired bounds + if (tokenWidth > wordWrapWidth) { + // if we are not already at the beginning of a line + if (line !== '') { + // start newlines for overflow words + lines += TextMetrics.addLine(line); + line = ''; + width = 0; + } + + // break large word over multiple lines + if (TextMetrics.canBreakWords(token, style.breakWords)) { + // break word into characters + var characters = token.split(''); + + // loop the characters + for (var j = 0; j < characters.length; j++) { + var char = characters[j]; + + var k = 1; + // we are not at the end of the token + + while (characters[j + k]) { + var nextChar = characters[j + k]; + var lastChar = char[char.length - 1]; + + // should not split chars + if (!TextMetrics.canBreakChars(lastChar, nextChar, token, j, style.breakWords)) { + // combine chars & move forward one + char += nextChar; + } else { + break; + } + + k++; + } + + j += char.length - 1; + + var characterWidth = TextMetrics.getFromCache(char, letterSpacing, cache, context); + + if (characterWidth + width > wordWrapWidth) { + lines += TextMetrics.addLine(line); + canPrependSpaces = false; + line = ''; + width = 0; + } + + line += char; + width += characterWidth; + } + } + + // run word out of the bounds + else { + // if there are words in this line already + // finish that line and start a new one + if (line.length > 0) { + lines += TextMetrics.addLine(line); + line = ''; + width = 0; + } + + var isLastToken = i === tokens.length - 1; + + // give it its own line if it's not the end + lines += TextMetrics.addLine(token, !isLastToken); + canPrependSpaces = false; + line = ''; + width = 0; + } + } + + // word could fit + else { + // word won't fit because of existing words + // start a new line + if (tokenWidth + width > wordWrapWidth) { + // if its a space we don't want it + canPrependSpaces = false; + + // add a new line + lines += TextMetrics.addLine(line); + + // start a new line + line = ''; + width = 0; + } + + // don't add spaces to the beginning of lines + if (line.length > 0 || !TextMetrics.isBreakingSpace(token) || canPrependSpaces) { + // add the word to the current line + line += token; + + // update width counter + width += tokenWidth; + } + } + } + + lines += TextMetrics.addLine(line, false); + + return lines; + }; + + /** + * Convienience function for logging each line added during the wordWrap + * method + * + * @private + * @param {string} line - The line of text to add + * @param {boolean} newLine - Add new line character to end + * @return {string} A formatted line + */ + + + TextMetrics.addLine = function addLine(line) { + var newLine = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : true; + + line = TextMetrics.trimRight(line); + + line = newLine ? line + '\n' : line; + + return line; + }; + + /** + * Gets & sets the widths of calculated characters in a cache object + * + * @private + * @param {string} key The key + * @param {number} letterSpacing The letter spacing + * @param {object} cache The cache + * @param {CanvasRenderingContext2D} context The canvas context + * @return {number} The from cache. + */ + + + TextMetrics.getFromCache = function getFromCache(key, letterSpacing, cache, context) { + var width = cache[key]; + + if (width === undefined) { + var spacing = key.length * letterSpacing; + + width = context.measureText(key).width + spacing; + cache[key] = width; + } + + return width; + }; + + /** + * Determines whether we should collapse breaking spaces + * + * @private + * @param {string} whiteSpace The TextStyle property whiteSpace + * @return {boolean} should collapse + */ + + + TextMetrics.collapseSpaces = function collapseSpaces(whiteSpace) { + return whiteSpace === 'normal' || whiteSpace === 'pre-line'; + }; + + /** + * Determines whether we should collapse newLine chars + * + * @private + * @param {string} whiteSpace The white space + * @return {boolean} should collapse + */ + + + TextMetrics.collapseNewlines = function collapseNewlines(whiteSpace) { + return whiteSpace === 'normal'; + }; + + /** + * trims breaking whitespaces from string + * + * @private + * @param {string} text The text + * @return {string} trimmed string + */ + + + TextMetrics.trimRight = function trimRight(text) { + if (typeof text !== 'string') { + return ''; + } + + for (var i = text.length - 1; i >= 0; i--) { + var char = text[i]; + + if (!TextMetrics.isBreakingSpace(char)) { + break; + } + + text = text.slice(0, -1); + } + + return text; + }; + + /** + * Determines if char is a newline. + * + * @private + * @param {string} char The character + * @return {boolean} True if newline, False otherwise. + */ + + + TextMetrics.isNewline = function isNewline(char) { + if (typeof char !== 'string') { + return false; + } + + return TextMetrics._newlines.indexOf(char.charCodeAt(0)) >= 0; + }; + + /** + * Determines if char is a breaking whitespace. + * + * @private + * @param {string} char The character + * @return {boolean} True if whitespace, False otherwise. + */ + + + TextMetrics.isBreakingSpace = function isBreakingSpace(char) { + if (typeof char !== 'string') { + return false; + } + + return TextMetrics._breakingSpaces.indexOf(char.charCodeAt(0)) >= 0; + }; + + /** + * Splits a string into words, breaking-spaces and newLine characters + * + * @private + * @param {string} text The text + * @return {array} A tokenized array + */ + + + TextMetrics.tokenize = function tokenize(text) { + var tokens = []; + var token = ''; + + if (typeof text !== 'string') { + return tokens; + } + + for (var i = 0; i < text.length; i++) { + var char = text[i]; + + if (TextMetrics.isBreakingSpace(char) || TextMetrics.isNewline(char)) { + if (token !== '') { + tokens.push(token); + token = ''; + } + + tokens.push(char); + + continue; + } + + token += char; + } + + if (token !== '') { + tokens.push(token); + } + + return tokens; + }; + + /** + * This method exists to be easily overridden + * It allows one to customise which words should break + * Examples are if the token is CJK or numbers. + * It must return a boolean. + * + * @private + * @param {string} token The token + * @param {boolean} breakWords The style attr break words + * @return {boolean} whether to break word or not + */ + + + TextMetrics.canBreakWords = function canBreakWords(token, breakWords) { + return breakWords; + }; + + /** + * This method exists to be easily overridden + * It allows one to determine whether a pair of characters + * should be broken by newlines + * For example certain characters in CJK langs or numbers. + * It must return a boolean. + * + * @private + * @param {string} char The character + * @param {string} nextChar The next character + * @param {string} token The token/word the characters are from + * @param {number} index The index in the token of the char + * @param {boolean} breakWords The style attr break words + * @return {boolean} whether to break word or not + */ + + + TextMetrics.canBreakChars = function canBreakChars(char, nextChar, token, index, breakWords) // eslint-disable-line no-unused-vars + { + return true; + }; + + /** + * Calculates the ascent, descent and fontSize of a given font-style + * + * @static + * @param {string} font - String representing the style of the font + * @return {PIXI.TextMetrics~FontMetrics} Font properties object + */ + + + TextMetrics.measureFont = function measureFont(font) { + // as this method is used for preparing assets, don't recalculate things if we don't need to + if (TextMetrics._fonts[font]) { + return TextMetrics._fonts[font]; + } + + var properties = {}; + + var canvas = TextMetrics._canvas; + var context = TextMetrics._context; + + context.font = font; + + var metricsString = TextMetrics.METRICS_STRING + TextMetrics.BASELINE_SYMBOL; + var width = Math.ceil(context.measureText(metricsString).width); + var baseline = Math.ceil(context.measureText(TextMetrics.BASELINE_SYMBOL).width); + var height = 2 * baseline; + + baseline = baseline * TextMetrics.BASELINE_MULTIPLIER | 0; + + canvas.width = width; + canvas.height = height; + + context.fillStyle = '#f00'; + context.fillRect(0, 0, width, height); + + context.font = font; + + context.textBaseline = 'alphabetic'; + context.fillStyle = '#000'; + context.fillText(metricsString, 0, baseline); + + var imagedata = context.getImageData(0, 0, width, height).data; + var pixels = imagedata.length; + var line = width * 4; + + var i = 0; + var idx = 0; + var stop = false; + + // ascent. scan from top to bottom until we find a non red pixel + for (i = 0; i < baseline; ++i) { + for (var j = 0; j < line; j += 4) { + if (imagedata[idx + j] !== 255) { + stop = true; + break; + } + } + if (!stop) { + idx += line; + } else { + break; + } + } + + properties.ascent = baseline - i; + + idx = pixels - line; + stop = false; + + // descent. scan from bottom to top until we find a non red pixel + for (i = height; i > baseline; --i) { + for (var _j = 0; _j < line; _j += 4) { + if (imagedata[idx + _j] !== 255) { + stop = true; + break; + } + } + + if (!stop) { + idx -= line; + } else { + break; + } + } + + properties.descent = i - baseline; + properties.fontSize = properties.ascent + properties.descent; + + TextMetrics._fonts[font] = properties; + + return properties; + }; + + /** + * Clear font metrics in metrics cache. + * + * @static + * @param {string} [font] - font name. If font name not set then clear cache for all fonts. + */ + + + TextMetrics.clearMetrics = function clearMetrics() { + var font = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : ''; + + if (font) { + delete TextMetrics._fonts[font]; + } else { + TextMetrics._fonts = {}; + } + }; + + return TextMetrics; +}(); + +/** + * Internal return object for {@link PIXI.TextMetrics.measureFont `TextMetrics.measureFont`}. + * @class FontMetrics + * @memberof PIXI.TextMetrics~ + * @property {number} ascent - The ascent distance + * @property {number} descent - The descent distance + * @property {number} fontSize - Font size from ascent to descent + */ + +exports.default = TextMetrics; +var canvas = document.createElement('canvas'); + +canvas.width = canvas.height = 10; + +/** + * Cached canvas element for measuring text + * @memberof PIXI.TextMetrics + * @type {HTMLCanvasElement} + * @private + */ +TextMetrics._canvas = canvas; + +/** + * Cache for context to use. + * @memberof PIXI.TextMetrics + * @type {CanvasRenderingContext2D} + * @private + */ +TextMetrics._context = canvas.getContext('2d'); + +/** + * Cache of PIXI.TextMetrics~FontMetrics objects. + * @memberof PIXI.TextMetrics + * @type {Object} + * @private + */ +TextMetrics._fonts = {}; + +/** + * String used for calculate font metrics. + * @static + * @memberof PIXI.TextMetrics + * @name METRICS_STRING + * @type {string} + * @default |Éq + */ +TextMetrics.METRICS_STRING = '|Éq'; + +/** + * Baseline symbol for calculate font metrics. + * @static + * @memberof PIXI.TextMetrics + * @name BASELINE_SYMBOL + * @type {string} + * @default M + */ +TextMetrics.BASELINE_SYMBOL = 'M'; + +/** + * Baseline multiplier for calculate font metrics. + * @static + * @memberof PIXI.TextMetrics + * @name BASELINE_MULTIPLIER + * @type {number} + * @default 1.4 + */ +TextMetrics.BASELINE_MULTIPLIER = 1.4; + +/** + * Cache of new line chars. + * @memberof PIXI.TextMetrics + * @type {number[]} + * @private + */ +TextMetrics._newlines = [0x000A, // line feed +0x000D]; + +/** + * Cache of breaking spaces. + * @memberof PIXI.TextMetrics + * @type {number[]} + * @private + */ +TextMetrics._breakingSpaces = [0x0009, // character tabulation +0x0020, // space +0x2000, // en quad +0x2001, // em quad +0x2002, // en space +0x2003, // em space +0x2004, // three-per-em space +0x2005, // four-per-em space +0x2006, // six-per-em space +0x2008, // punctuation space +0x2009, // thin space +0x200A, // hair space +0x205F, // medium mathematical space +0x3000]; + +},{}],110:[function(require,module,exports){ +'use strict'; + +exports.__esModule = true; + +var _createClass = function () { function defineProperties(target, props) { for (var i = 0; i < props.length; i++) { var descriptor = props[i]; descriptor.enumerable = descriptor.enumerable || false; descriptor.configurable = true; if ("value" in descriptor) descriptor.writable = true; Object.defineProperty(target, descriptor.key, descriptor); } } return function (Constructor, protoProps, staticProps) { if (protoProps) defineProperties(Constructor.prototype, protoProps); if (staticProps) defineProperties(Constructor, staticProps); return Constructor; }; }(); // disabling eslint for now, going to rewrite this in v5 +/* eslint-disable */ + +var _const = require('../const'); + +var _utils = require('../utils'); + +function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } + +var defaultStyle = { + align: 'left', + breakWords: false, + dropShadow: false, + dropShadowAlpha: 1, + dropShadowAngle: Math.PI / 6, + dropShadowBlur: 0, + dropShadowColor: 'black', + dropShadowDistance: 5, + fill: 'black', + fillGradientType: _const.TEXT_GRADIENT.LINEAR_VERTICAL, + fillGradientStops: [], + fontFamily: 'Arial', + fontSize: 26, + fontStyle: 'normal', + fontVariant: 'normal', + fontWeight: 'normal', + letterSpacing: 0, + lineHeight: 0, + lineJoin: 'miter', + miterLimit: 10, + padding: 0, + stroke: 'black', + strokeThickness: 0, + textBaseline: 'alphabetic', + trim: false, + whiteSpace: 'pre', + wordWrap: false, + wordWrapWidth: 100, + leading: 0 +}; + +var genericFontFamilies = ['serif', 'sans-serif', 'monospace', 'cursive', 'fantasy', 'system-ui']; + +/** + * A TextStyle Object decorates a Text Object. It can be shared between + * multiple Text objects. Changing the style will update all text objects using it. + * It can be generated [here](https://pixijs.io/pixi-text-style). + * + * @class + * @memberof PIXI + */ + +var TextStyle = function () { + /** + * @param {object} [style] - The style parameters + * @param {string} [style.align='left'] - Alignment for multiline text ('left', 'center' or 'right'), + * does not affect single line text + * @param {boolean} [style.breakWords=false] - Indicates if lines can be wrapped within words, it + * needs wordWrap to be set to true + * @param {boolean} [style.dropShadow=false] - Set a drop shadow for the text + * @param {number} [style.dropShadowAlpha=1] - Set alpha for the drop shadow + * @param {number} [style.dropShadowAngle=Math.PI/6] - Set a angle of the drop shadow + * @param {number} [style.dropShadowBlur=0] - Set a shadow blur radius + * @param {string|number} [style.dropShadowColor='black'] - A fill style to be used on the dropshadow e.g 'red', '#00FF00' + * @param {number} [style.dropShadowDistance=5] - Set a distance of the drop shadow + * @param {string|string[]|number|number[]|CanvasGradient|CanvasPattern} [style.fill='black'] - A canvas + * fillstyle that will be used on the text e.g 'red', '#00FF00'. Can be an array to create a gradient + * eg ['#000000','#FFFFFF'] + * {@link https://developer.mozilla.org/en-US/docs/Web/API/CanvasRenderingContext2D/fillStyle|MDN} + * @param {number} [style.fillGradientType=PIXI.TEXT_GRADIENT.LINEAR_VERTICAL] - If fill is an array of colours + * to create a gradient, this can change the type/direction of the gradient. See {@link PIXI.TEXT_GRADIENT} + * @param {number[]} [style.fillGradientStops] - If fill is an array of colours to create a gradient, this array can set + * the stop points (numbers between 0 and 1) for the color, overriding the default behaviour of evenly spacing them. + * @param {string|string[]} [style.fontFamily='Arial'] - The font family + * @param {number|string} [style.fontSize=26] - The font size (as a number it converts to px, but as a string, + * equivalents are '26px','20pt','160%' or '1.6em') + * @param {string} [style.fontStyle='normal'] - The font style ('normal', 'italic' or 'oblique') + * @param {string} [style.fontVariant='normal'] - The font variant ('normal' or 'small-caps') + * @param {string} [style.fontWeight='normal'] - The font weight ('normal', 'bold', 'bolder', 'lighter' and '100', + * '200', '300', '400', '500', '600', '700', 800' or '900') + * @param {number} [style.leading=0] - The space between lines + * @param {number} [style.letterSpacing=0] - The amount of spacing between letters, default is 0 + * @param {number} [style.lineHeight] - The line height, a number that represents the vertical space that a letter uses + * @param {string} [style.lineJoin='miter'] - The lineJoin property sets the type of corner created, it can resolve + * spiked text issues. Possible values "miter" (creates a sharp corner), "round" (creates a round corner) or "bevel" + * (creates a squared corner). + * @param {number} [style.miterLimit=10] - The miter limit to use when using the 'miter' lineJoin mode. This can reduce + * or increase the spikiness of rendered text. + * @param {number} [style.padding=0] - Occasionally some fonts are cropped. Adding some padding will prevent this from + * happening by adding padding to all sides of the text. + * @param {string|number} [style.stroke='black'] - A canvas fillstyle that will be used on the text stroke + * e.g 'blue', '#FCFF00' + * @param {number} [style.strokeThickness=0] - A number that represents the thickness of the stroke. + * Default is 0 (no stroke) + * @param {boolean} [style.trim=false] - Trim transparent borders + * @param {string} [style.textBaseline='alphabetic'] - The baseline of the text that is rendered. + * @param {boolean} [style.whiteSpace='pre'] - Determines whether newlines & spaces are collapsed or preserved "normal" + * (collapse, collapse), "pre" (preserve, preserve) | "pre-line" (preserve, collapse). It needs wordWrap to be set to true + * @param {boolean} [style.wordWrap=false] - Indicates if word wrap should be used + * @param {number} [style.wordWrapWidth=100] - The width at which text will wrap, it needs wordWrap to be set to true + */ + function TextStyle(style) { + _classCallCheck(this, TextStyle); + + this.styleID = 0; + + this.reset(); + + deepCopyProperties(this, style, style); + } + + /** + * Creates a new TextStyle object with the same values as this one. + * Note that the only the properties of the object are cloned. + * + * @return {PIXI.TextStyle} New cloned TextStyle object + */ + + + TextStyle.prototype.clone = function clone() { + var clonedProperties = {}; + + deepCopyProperties(clonedProperties, this, defaultStyle); + + return new TextStyle(clonedProperties); + }; + + /** + * Resets all properties to the defaults specified in TextStyle.prototype._default + */ + + + TextStyle.prototype.reset = function reset() { + deepCopyProperties(this, defaultStyle, defaultStyle); + }; + + /** + * Alignment for multiline text ('left', 'center' or 'right'), does not affect single line text + * + * @member {string} + */ + + + /** + * Generates a font style string to use for `TextMetrics.measureFont()`. + * + * @return {string} Font style string, for passing to `TextMetrics.measureFont()` + */ + TextStyle.prototype.toFontString = function toFontString() { + // build canvas api font setting from individual components. Convert a numeric this.fontSize to px + var fontSizeString = typeof this.fontSize === 'number' ? this.fontSize + 'px' : this.fontSize; + + // Clean-up fontFamily property by quoting each font name + // this will support font names with spaces + var fontFamilies = this.fontFamily; + + if (!Array.isArray(this.fontFamily)) { + fontFamilies = this.fontFamily.split(','); + } + + for (var i = fontFamilies.length - 1; i >= 0; i--) { + // Trim any extra white-space + var fontFamily = fontFamilies[i].trim(); + + // Check if font is already escaped in quotes except for CSS generic fonts + if (!/([\"\'])[^\'\"]+\1/.test(fontFamily) && genericFontFamilies.indexOf(fontFamily) < 0) { + fontFamily = '"' + fontFamily + '"'; + } + fontFamilies[i] = fontFamily; + } + + return this.fontStyle + ' ' + this.fontVariant + ' ' + this.fontWeight + ' ' + fontSizeString + ' ' + fontFamilies.join(','); + }; + + _createClass(TextStyle, [{ + key: 'align', + get: function get() { + return this._align; + }, + set: function set(align) // eslint-disable-line require-jsdoc + { + if (this._align !== align) { + this._align = align; + this.styleID++; + } + } + + /** + * Indicates if lines can be wrapped within words, it needs wordWrap to be set to true + * + * @member {boolean} + */ + + }, { + key: 'breakWords', + get: function get() { + return this._breakWords; + }, + set: function set(breakWords) // eslint-disable-line require-jsdoc + { + if (this._breakWords !== breakWords) { + this._breakWords = breakWords; + this.styleID++; + } + } + + /** + * Set a drop shadow for the text + * + * @member {boolean} + */ + + }, { + key: 'dropShadow', + get: function get() { + return this._dropShadow; + }, + set: function set(dropShadow) // eslint-disable-line require-jsdoc + { + if (this._dropShadow !== dropShadow) { + this._dropShadow = dropShadow; + this.styleID++; + } + } + + /** + * Set alpha for the drop shadow + * + * @member {number} + */ + + }, { + key: 'dropShadowAlpha', + get: function get() { + return this._dropShadowAlpha; + }, + set: function set(dropShadowAlpha) // eslint-disable-line require-jsdoc + { + if (this._dropShadowAlpha !== dropShadowAlpha) { + this._dropShadowAlpha = dropShadowAlpha; + this.styleID++; + } + } + + /** + * Set a angle of the drop shadow + * + * @member {number} + */ + + }, { + key: 'dropShadowAngle', + get: function get() { + return this._dropShadowAngle; + }, + set: function set(dropShadowAngle) // eslint-disable-line require-jsdoc + { + if (this._dropShadowAngle !== dropShadowAngle) { + this._dropShadowAngle = dropShadowAngle; + this.styleID++; + } + } + + /** + * Set a shadow blur radius + * + * @member {number} + */ + + }, { + key: 'dropShadowBlur', + get: function get() { + return this._dropShadowBlur; + }, + set: function set(dropShadowBlur) // eslint-disable-line require-jsdoc + { + if (this._dropShadowBlur !== dropShadowBlur) { + this._dropShadowBlur = dropShadowBlur; + this.styleID++; + } + } + + /** + * A fill style to be used on the dropshadow e.g 'red', '#00FF00' + * + * @member {string|number} + */ + + }, { + key: 'dropShadowColor', + get: function get() { + return this._dropShadowColor; + }, + set: function set(dropShadowColor) // eslint-disable-line require-jsdoc + { + var outputColor = getColor(dropShadowColor); + if (this._dropShadowColor !== outputColor) { + this._dropShadowColor = outputColor; + this.styleID++; + } + } + + /** + * Set a distance of the drop shadow + * + * @member {number} + */ + + }, { + key: 'dropShadowDistance', + get: function get() { + return this._dropShadowDistance; + }, + set: function set(dropShadowDistance) // eslint-disable-line require-jsdoc + { + if (this._dropShadowDistance !== dropShadowDistance) { + this._dropShadowDistance = dropShadowDistance; + this.styleID++; + } + } + + /** + * A canvas fillstyle that will be used on the text e.g 'red', '#00FF00'. + * Can be an array to create a gradient eg ['#000000','#FFFFFF'] + * {@link https://developer.mozilla.org/en-US/docs/Web/API/CanvasRenderingContext2D/fillStyle|MDN} + * + * @member {string|string[]|number|number[]|CanvasGradient|CanvasPattern} + */ + + }, { + key: 'fill', + get: function get() { + return this._fill; + }, + set: function set(fill) // eslint-disable-line require-jsdoc + { + var outputColor = getColor(fill); + if (this._fill !== outputColor) { + this._fill = outputColor; + this.styleID++; + } + } + + /** + * If fill is an array of colours to create a gradient, this can change the type/direction of the gradient. + * See {@link PIXI.TEXT_GRADIENT} + * + * @member {number} + */ + + }, { + key: 'fillGradientType', + get: function get() { + return this._fillGradientType; + }, + set: function set(fillGradientType) // eslint-disable-line require-jsdoc + { + if (this._fillGradientType !== fillGradientType) { + this._fillGradientType = fillGradientType; + this.styleID++; + } + } + + /** + * If fill is an array of colours to create a gradient, this array can set the stop points + * (numbers between 0 and 1) for the color, overriding the default behaviour of evenly spacing them. + * + * @member {number[]} + */ + + }, { + key: 'fillGradientStops', + get: function get() { + return this._fillGradientStops; + }, + set: function set(fillGradientStops) // eslint-disable-line require-jsdoc + { + if (!areArraysEqual(this._fillGradientStops, fillGradientStops)) { + this._fillGradientStops = fillGradientStops; + this.styleID++; + } + } + + /** + * The font family + * + * @member {string|string[]} + */ + + }, { + key: 'fontFamily', + get: function get() { + return this._fontFamily; + }, + set: function set(fontFamily) // eslint-disable-line require-jsdoc + { + if (this.fontFamily !== fontFamily) { + this._fontFamily = fontFamily; + this.styleID++; + } + } + + /** + * The font size + * (as a number it converts to px, but as a string, equivalents are '26px','20pt','160%' or '1.6em') + * + * @member {number|string} + */ + + }, { + key: 'fontSize', + get: function get() { + return this._fontSize; + }, + set: function set(fontSize) // eslint-disable-line require-jsdoc + { + if (this._fontSize !== fontSize) { + this._fontSize = fontSize; + this.styleID++; + } + } + + /** + * The font style + * ('normal', 'italic' or 'oblique') + * + * @member {string} + */ + + }, { + key: 'fontStyle', + get: function get() { + return this._fontStyle; + }, + set: function set(fontStyle) // eslint-disable-line require-jsdoc + { + if (this._fontStyle !== fontStyle) { + this._fontStyle = fontStyle; + this.styleID++; + } + } + + /** + * The font variant + * ('normal' or 'small-caps') + * + * @member {string} + */ + + }, { + key: 'fontVariant', + get: function get() { + return this._fontVariant; + }, + set: function set(fontVariant) // eslint-disable-line require-jsdoc + { + if (this._fontVariant !== fontVariant) { + this._fontVariant = fontVariant; + this.styleID++; + } + } + + /** + * The font weight + * ('normal', 'bold', 'bolder', 'lighter' and '100', '200', '300', '400', '500', '600', '700', 800' or '900') + * + * @member {string} + */ + + }, { + key: 'fontWeight', + get: function get() { + return this._fontWeight; + }, + set: function set(fontWeight) // eslint-disable-line require-jsdoc + { + if (this._fontWeight !== fontWeight) { + this._fontWeight = fontWeight; + this.styleID++; + } + } + + /** + * The amount of spacing between letters, default is 0 + * + * @member {number} + */ + + }, { + key: 'letterSpacing', + get: function get() { + return this._letterSpacing; + }, + set: function set(letterSpacing) // eslint-disable-line require-jsdoc + { + if (this._letterSpacing !== letterSpacing) { + this._letterSpacing = letterSpacing; + this.styleID++; + } + } + + /** + * The line height, a number that represents the vertical space that a letter uses + * + * @member {number} + */ + + }, { + key: 'lineHeight', + get: function get() { + return this._lineHeight; + }, + set: function set(lineHeight) // eslint-disable-line require-jsdoc + { + if (this._lineHeight !== lineHeight) { + this._lineHeight = lineHeight; + this.styleID++; + } + } + + /** + * The space between lines + * + * @member {number} + */ + + }, { + key: 'leading', + get: function get() { + return this._leading; + }, + set: function set(leading) // eslint-disable-line require-jsdoc + { + if (this._leading !== leading) { + this._leading = leading; + this.styleID++; + } + } + + /** + * The lineJoin property sets the type of corner created, it can resolve spiked text issues. + * Default is 'miter' (creates a sharp corner). + * + * @member {string} + */ + + }, { + key: 'lineJoin', + get: function get() { + return this._lineJoin; + }, + set: function set(lineJoin) // eslint-disable-line require-jsdoc + { + if (this._lineJoin !== lineJoin) { + this._lineJoin = lineJoin; + this.styleID++; + } + } + + /** + * The miter limit to use when using the 'miter' lineJoin mode + * This can reduce or increase the spikiness of rendered text. + * + * @member {number} + */ + + }, { + key: 'miterLimit', + get: function get() { + return this._miterLimit; + }, + set: function set(miterLimit) // eslint-disable-line require-jsdoc + { + if (this._miterLimit !== miterLimit) { + this._miterLimit = miterLimit; + this.styleID++; + } + } + + /** + * Occasionally some fonts are cropped. Adding some padding will prevent this from happening + * by adding padding to all sides of the text. + * + * @member {number} + */ + + }, { + key: 'padding', + get: function get() { + return this._padding; + }, + set: function set(padding) // eslint-disable-line require-jsdoc + { + if (this._padding !== padding) { + this._padding = padding; + this.styleID++; + } + } + + /** + * A canvas fillstyle that will be used on the text stroke + * e.g 'blue', '#FCFF00' + * + * @member {string|number} + */ + + }, { + key: 'stroke', + get: function get() { + return this._stroke; + }, + set: function set(stroke) // eslint-disable-line require-jsdoc + { + var outputColor = getColor(stroke); + if (this._stroke !== outputColor) { + this._stroke = outputColor; + this.styleID++; + } + } + + /** + * A number that represents the thickness of the stroke. + * Default is 0 (no stroke) + * + * @member {number} + */ + + }, { + key: 'strokeThickness', + get: function get() { + return this._strokeThickness; + }, + set: function set(strokeThickness) // eslint-disable-line require-jsdoc + { + if (this._strokeThickness !== strokeThickness) { + this._strokeThickness = strokeThickness; + this.styleID++; + } + } + + /** + * The baseline of the text that is rendered. + * + * @member {string} + */ + + }, { + key: 'textBaseline', + get: function get() { + return this._textBaseline; + }, + set: function set(textBaseline) // eslint-disable-line require-jsdoc + { + if (this._textBaseline !== textBaseline) { + this._textBaseline = textBaseline; + this.styleID++; + } + } + + /** + * Trim transparent borders + * + * @member {boolean} + */ + + }, { + key: 'trim', + get: function get() { + return this._trim; + }, + set: function set(trim) // eslint-disable-line require-jsdoc + { + if (this._trim !== trim) { + this._trim = trim; + this.styleID++; + } + } + + /** + * How newlines and spaces should be handled. + * Default is 'pre' (preserve, preserve). + * + * value | New lines | Spaces + * --- | --- | --- + * 'normal' | Collapse | Collapse + * 'pre' | Preserve | Preserve + * 'pre-line' | Preserve | Collapse + * + * @member {string} + */ + + }, { + key: 'whiteSpace', + get: function get() { + return this._whiteSpace; + }, + set: function set(whiteSpace) // eslint-disable-line require-jsdoc + { + if (this._whiteSpace !== whiteSpace) { + this._whiteSpace = whiteSpace; + this.styleID++; + } + } + + /** + * Indicates if word wrap should be used + * + * @member {boolean} + */ + + }, { + key: 'wordWrap', + get: function get() { + return this._wordWrap; + }, + set: function set(wordWrap) // eslint-disable-line require-jsdoc + { + if (this._wordWrap !== wordWrap) { + this._wordWrap = wordWrap; + this.styleID++; + } + } + + /** + * The width at which text will wrap, it needs wordWrap to be set to true + * + * @member {number} + */ + + }, { + key: 'wordWrapWidth', + get: function get() { + return this._wordWrapWidth; + }, + set: function set(wordWrapWidth) // eslint-disable-line require-jsdoc + { + if (this._wordWrapWidth !== wordWrapWidth) { + this._wordWrapWidth = wordWrapWidth; + this.styleID++; + } + } + }]); + + return TextStyle; +}(); + +/** + * Utility function to convert hexadecimal colors to strings, and simply return the color if it's a string. + * @private + * @param {number|number[]} color + * @return {string} The color as a string. + */ + + +exports.default = TextStyle; +function getSingleColor(color) { + if (typeof color === 'number') { + return (0, _utils.hex2string)(color); + } else if (typeof color === 'string') { + if (color.indexOf('0x') === 0) { + color = color.replace('0x', '#'); + } + } + + return color; +} + +/** + * Utility function to convert hexadecimal colors to strings, and simply return the color if it's a string. + * This version can also convert array of colors + * @private + * @param {number|number[]} color + * @return {string} The color as a string. + */ +function getColor(color) { + if (!Array.isArray(color)) { + return getSingleColor(color); + } else { + for (var i = 0; i < color.length; ++i) { + color[i] = getSingleColor(color[i]); + } + + return color; + } +} + +/** + * Utility function to convert hexadecimal colors to strings, and simply return the color if it's a string. + * This version can also convert array of colors + * @private + * @param {Array} array1 First array to compare + * @param {Array} array2 Second array to compare + * @return {boolean} Do the arrays contain the same values in the same order + */ +function areArraysEqual(array1, array2) { + if (!Array.isArray(array1) || !Array.isArray(array2)) { + return false; + } + + if (array1.length !== array2.length) { + return false; + } + + for (var i = 0; i < array1.length; ++i) { + if (array1[i] !== array2[i]) { + return false; + } + } + + return true; +} + +/** + * Utility function to ensure that object properties are copied by value, and not by reference + * @private + * @param {Object} target Target object to copy properties into + * @param {Object} source Source object for the proporties to copy + * @param {string} propertyObj Object containing properties names we want to loop over + */ +function deepCopyProperties(target, source, propertyObj) { + for (var prop in propertyObj) { + if (Array.isArray(source[prop])) { + target[prop] = source[prop].slice(); + } else { + target[prop] = source[prop]; + } + } +} + +},{"../const":46,"../utils":125}],111:[function(require,module,exports){ +'use strict'; + +exports.__esModule = true; + +var _BaseTexture2 = require('./BaseTexture'); + +var _BaseTexture3 = _interopRequireDefault(_BaseTexture2); + +var _settings = require('../settings'); + +var _settings2 = _interopRequireDefault(_settings); + +function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } + +function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } + +function _possibleConstructorReturn(self, call) { if (!self) { throw new ReferenceError("this hasn't been initialised - super() hasn't been called"); } return call && (typeof call === "object" || typeof call === "function") ? call : self; } + +function _inherits(subClass, superClass) { if (typeof superClass !== "function" && superClass !== null) { throw new TypeError("Super expression must either be null or a function, not " + typeof superClass); } subClass.prototype = Object.create(superClass && superClass.prototype, { constructor: { value: subClass, enumerable: false, writable: true, configurable: true } }); if (superClass) Object.setPrototypeOf ? Object.setPrototypeOf(subClass, superClass) : subClass.__proto__ = superClass; } + +/** + * A BaseRenderTexture is a special texture that allows any PixiJS display object to be rendered to it. + * + * __Hint__: All DisplayObjects (i.e. Sprites) that render to a BaseRenderTexture should be preloaded + * otherwise black rectangles will be drawn instead. + * + * A BaseRenderTexture takes a snapshot of any Display Object given to its render method. The position + * and rotation of the given Display Objects is ignored. For example: + * + * ```js + * let renderer = PIXI.autoDetectRenderer(1024, 1024); + * let baseRenderTexture = new PIXI.BaseRenderTexture(800, 600); + * let renderTexture = new PIXI.RenderTexture(baseRenderTexture); + * let sprite = PIXI.Sprite.fromImage("spinObj_01.png"); + * + * sprite.position.x = 800/2; + * sprite.position.y = 600/2; + * sprite.anchor.x = 0.5; + * sprite.anchor.y = 0.5; + * + * renderer.render(sprite, renderTexture); + * ``` + * + * The Sprite in this case will be rendered using its local transform. To render this sprite at 0,0 + * you can clear the transform + * + * ```js + * + * sprite.setTransform() + * + * let baseRenderTexture = new PIXI.BaseRenderTexture(100, 100); + * let renderTexture = new PIXI.RenderTexture(baseRenderTexture); + * + * renderer.render(sprite, renderTexture); // Renders to center of RenderTexture + * ``` + * + * @class + * @extends PIXI.BaseTexture + * @memberof PIXI + */ +var BaseRenderTexture = function (_BaseTexture) { + _inherits(BaseRenderTexture, _BaseTexture); + + /** + * @param {number} [width=100] - The width of the base render texture + * @param {number} [height=100] - The height of the base render texture + * @param {number} [scaleMode=PIXI.settings.SCALE_MODE] - See {@link PIXI.SCALE_MODES} for possible values + * @param {number} [resolution=1] - The resolution / device pixel ratio of the texture being generated + */ + function BaseRenderTexture() { + var width = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : 100; + var height = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : 100; + var scaleMode = arguments[2]; + var resolution = arguments[3]; + + _classCallCheck(this, BaseRenderTexture); + + var _this = _possibleConstructorReturn(this, _BaseTexture.call(this, null, scaleMode)); + + _this.resolution = resolution || _settings2.default.RESOLUTION; + + _this.width = Math.ceil(width); + _this.height = Math.ceil(height); + + _this.realWidth = _this.width * _this.resolution; + _this.realHeight = _this.height * _this.resolution; + + _this.scaleMode = scaleMode !== undefined ? scaleMode : _settings2.default.SCALE_MODE; + _this.hasLoaded = true; + + /** + * A map of renderer IDs to webgl renderTargets + * + * @private + * @member {object} + */ + _this._glRenderTargets = {}; + + /** + * A reference to the canvas render target (we only need one as this can be shared across renderers) + * + * @private + * @member {object} + */ + _this._canvasRenderTarget = null; + + /** + * This will let the renderer know if the texture is valid. If it's not then it cannot be rendered. + * + * @member {boolean} + */ + _this.valid = false; + return _this; + } + + /** + * Resizes the BaseRenderTexture. + * + * @param {number} width - The width to resize to. + * @param {number} height - The height to resize to. + */ + + + BaseRenderTexture.prototype.resize = function resize(width, height) { + width = Math.ceil(width); + height = Math.ceil(height); + + if (width === this.width && height === this.height) { + return; + } + + this.valid = width > 0 && height > 0; + + this.width = width; + this.height = height; + + this.realWidth = this.width * this.resolution; + this.realHeight = this.height * this.resolution; + + if (!this.valid) { + return; + } + + this.emit('update', this); + }; + + /** + * Destroys this texture + * + */ + + + BaseRenderTexture.prototype.destroy = function destroy() { + _BaseTexture.prototype.destroy.call(this, true); + this.renderer = null; + }; + + return BaseRenderTexture; +}(_BaseTexture3.default); + +exports.default = BaseRenderTexture; + +},{"../settings":101,"./BaseTexture":112}],112:[function(require,module,exports){ +'use strict'; + +exports.__esModule = true; + +var _utils = require('../utils'); + +var _settings = require('../settings'); + +var _settings2 = _interopRequireDefault(_settings); + +var _eventemitter = require('eventemitter3'); + +var _eventemitter2 = _interopRequireDefault(_eventemitter); + +var _determineCrossOrigin = require('../utils/determineCrossOrigin'); + +var _determineCrossOrigin2 = _interopRequireDefault(_determineCrossOrigin); + +var _bitTwiddle = require('bit-twiddle'); + +var _bitTwiddle2 = _interopRequireDefault(_bitTwiddle); + +function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } + +function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } + +function _possibleConstructorReturn(self, call) { if (!self) { throw new ReferenceError("this hasn't been initialised - super() hasn't been called"); } return call && (typeof call === "object" || typeof call === "function") ? call : self; } + +function _inherits(subClass, superClass) { if (typeof superClass !== "function" && superClass !== null) { throw new TypeError("Super expression must either be null or a function, not " + typeof superClass); } subClass.prototype = Object.create(superClass && superClass.prototype, { constructor: { value: subClass, enumerable: false, writable: true, configurable: true } }); if (superClass) Object.setPrototypeOf ? Object.setPrototypeOf(subClass, superClass) : subClass.__proto__ = superClass; } + +/** + * A texture stores the information that represents an image. All textures have a base texture. + * + * @class + * @extends EventEmitter + * @memberof PIXI + */ +var BaseTexture = function (_EventEmitter) { + _inherits(BaseTexture, _EventEmitter); + + /** + * @param {HTMLImageElement|HTMLCanvasElement} [source] - the source object of the texture. + * @param {number} [scaleMode=PIXI.settings.SCALE_MODE] - See {@link PIXI.SCALE_MODES} for possible values + * @param {number} [resolution=1] - The resolution / device pixel ratio of the texture + */ + function BaseTexture(source, scaleMode, resolution) { + _classCallCheck(this, BaseTexture); + + var _this = _possibleConstructorReturn(this, _EventEmitter.call(this)); + + _this.uid = (0, _utils.uid)(); + + _this.touched = 0; + + /** + * The resolution / device pixel ratio of the texture + * + * @member {number} + * @default 1 + */ + _this.resolution = resolution || _settings2.default.RESOLUTION; + + /** + * The width of the base texture set when the image has loaded + * + * @readonly + * @member {number} + */ + _this.width = 100; + + /** + * The height of the base texture set when the image has loaded + * + * @readonly + * @member {number} + */ + _this.height = 100; + + // TODO docs + // used to store the actual dimensions of the source + /** + * Used to store the actual width of the source of this texture + * + * @readonly + * @member {number} + */ + _this.realWidth = 100; + /** + * Used to store the actual height of the source of this texture + * + * @readonly + * @member {number} + */ + _this.realHeight = 100; + + /** + * The scale mode to apply when scaling this texture + * + * @member {number} + * @default PIXI.settings.SCALE_MODE + * @see PIXI.SCALE_MODES + */ + _this.scaleMode = scaleMode !== undefined ? scaleMode : _settings2.default.SCALE_MODE; + + /** + * Set to true once the base texture has successfully loaded. + * + * This is never true if the underlying source fails to load or has no texture data. + * + * @readonly + * @member {boolean} + */ + _this.hasLoaded = false; + + /** + * Set to true if the source is currently loading. + * + * If an Image source is loading the 'loaded' or 'error' event will be + * dispatched when the operation ends. An underyling source that is + * immediately-available bypasses loading entirely. + * + * @readonly + * @member {boolean} + */ + _this.isLoading = false; + + /** + * The image source that is used to create the texture. + * + * TODO: Make this a setter that calls loadSource(); + * + * @readonly + * @member {HTMLImageElement|HTMLCanvasElement} + */ + _this.source = null; // set in loadSource, if at all + + /** + * The image source that is used to create the texture. This is used to + * store the original Svg source when it is replaced with a canvas element. + * + * TODO: Currently not in use but could be used when re-scaling svg. + * + * @readonly + * @member {Image} + */ + _this.origSource = null; // set in loadSvg, if at all + + /** + * Type of image defined in source, eg. `png` or `svg` + * + * @readonly + * @member {string} + */ + _this.imageType = null; // set in updateImageType + + /** + * Scale for source image. Used with Svg images to scale them before rasterization. + * + * @readonly + * @member {number} + */ + _this.sourceScale = 1.0; + + /** + * Controls if RGB channels should be pre-multiplied by Alpha (WebGL only) + * All blend modes, and shaders written for default value. Change it on your own risk. + * + * @member {boolean} + * @default true + */ + _this.premultipliedAlpha = true; + + /** + * The image url of the texture + * + * @member {string} + */ + _this.imageUrl = null; + + /** + * Whether or not the texture is a power of two, try to use power of two textures as much + * as you can + * + * @private + * @member {boolean} + */ + _this.isPowerOfTwo = false; + + // used for webGL + + /** + * + * Set this to true if a mipmap of this texture needs to be generated. This value needs + * to be set before the texture is used + * Also the texture must be a power of two size to work + * + * @member {boolean} + * @see PIXI.MIPMAP_TEXTURES + */ + _this.mipmap = _settings2.default.MIPMAP_TEXTURES; + + /** + * + * WebGL Texture wrap mode + * + * @member {number} + * @see PIXI.WRAP_MODES + */ + _this.wrapMode = _settings2.default.WRAP_MODE; + + /** + * A map of renderer IDs to webgl textures + * + * @private + * @member {object} + */ + _this._glTextures = {}; + + _this._enabled = 0; + _this._virtalBoundId = -1; + + /** + * If the object has been destroyed via destroy(). If true, it should not be used. + * + * @member {boolean} + * @private + * @readonly + */ + _this._destroyed = false; + + /** + * The ids under which this BaseTexture has been added to the base texture cache. This is + * automatically set as long as BaseTexture.addToCache is used, but may not be set if a + * BaseTexture is added directly to the BaseTextureCache array. + * + * @member {string[]} + */ + _this.textureCacheIds = []; + + // if no source passed don't try to load + if (source) { + _this.loadSource(source); + } + + /** + * Fired when a not-immediately-available source finishes loading. + * + * @protected + * @event PIXI.BaseTexture#loaded + * @param {PIXI.BaseTexture} baseTexture - Resource loaded. + */ + + /** + * Fired when a not-immediately-available source fails to load. + * + * @protected + * @event PIXI.BaseTexture#error + * @param {PIXI.BaseTexture} baseTexture - Resource errored. + */ + + /** + * Fired when BaseTexture is updated. + * + * @protected + * @event PIXI.BaseTexture#update + * @param {PIXI.BaseTexture} baseTexture - Instance of texture being updated. + */ + + /** + * Fired when BaseTexture is destroyed. + * + * @protected + * @event PIXI.BaseTexture#dispose + * @param {PIXI.BaseTexture} baseTexture - Instance of texture being destroyed. + */ + return _this; + } + + /** + * Updates the texture on all the webgl renderers, this also assumes the src has changed. + * + * @fires PIXI.BaseTexture#update + */ + + + BaseTexture.prototype.update = function update() { + // Svg size is handled during load + if (this.imageType !== 'svg') { + this.realWidth = this.source.naturalWidth || this.source.videoWidth || this.source.width; + this.realHeight = this.source.naturalHeight || this.source.videoHeight || this.source.height; + + this._updateDimensions(); + } + + this.emit('update', this); + }; + + /** + * Update dimensions from real values + */ + + + BaseTexture.prototype._updateDimensions = function _updateDimensions() { + this.width = this.realWidth / this.resolution; + this.height = this.realHeight / this.resolution; + + this.isPowerOfTwo = _bitTwiddle2.default.isPow2(this.realWidth) && _bitTwiddle2.default.isPow2(this.realHeight); + }; + + /** + * Load a source. + * + * If the source is not-immediately-available, such as an image that needs to be + * downloaded, then the 'loaded' or 'error' event will be dispatched in the future + * and `hasLoaded` will remain false after this call. + * + * The logic state after calling `loadSource` directly or indirectly (eg. `fromImage`, `new BaseTexture`) is: + * + * if (texture.hasLoaded) { + * // texture ready for use + * } else if (texture.isLoading) { + * // listen to 'loaded' and/or 'error' events on texture + * } else { + * // not loading, not going to load UNLESS the source is reloaded + * // (it may still make sense to listen to the events) + * } + * + * @protected + * @param {HTMLImageElement|HTMLCanvasElement} source - the source object of the texture. + */ + + + BaseTexture.prototype.loadSource = function loadSource(source) { + var wasLoading = this.isLoading; + + this.hasLoaded = false; + this.isLoading = false; + + if (wasLoading && this.source) { + this.source.onload = null; + this.source.onerror = null; + } + + var firstSourceLoaded = !this.source; + + this.source = source; + + // Apply source if loaded. Otherwise setup appropriate loading monitors. + if ((source.src && source.complete || source.getContext) && source.width && source.height) { + this._updateImageType(); + + if (this.imageType === 'svg') { + this._loadSvgSource(); + } else { + this._sourceLoaded(); + } + + if (firstSourceLoaded) { + // send loaded event if previous source was null and we have been passed a pre-loaded IMG element + this.emit('loaded', this); + } + } else if (!source.getContext) { + // Image fail / not ready + this.isLoading = true; + + var scope = this; + + source.onload = function () { + scope._updateImageType(); + source.onload = null; + source.onerror = null; + + if (!scope.isLoading) { + return; + } + + scope.isLoading = false; + scope._sourceLoaded(); + + if (scope.imageType === 'svg') { + scope._loadSvgSource(); + + return; + } + + scope.emit('loaded', scope); + }; + + source.onerror = function () { + source.onload = null; + source.onerror = null; + + if (!scope.isLoading) { + return; + } + + scope.isLoading = false; + scope.emit('error', scope); + }; + + // Per http://www.w3.org/TR/html5/embedded-content-0.html#the-img-element + // "The value of `complete` can thus change while a script is executing." + // So complete needs to be re-checked after the callbacks have been added.. + // NOTE: complete will be true if the image has no src so best to check if the src is set. + if (source.complete && source.src) { + // ..and if we're complete now, no need for callbacks + source.onload = null; + source.onerror = null; + + if (scope.imageType === 'svg') { + scope._loadSvgSource(); + + return; + } + + this.isLoading = false; + + if (source.width && source.height) { + this._sourceLoaded(); + + // If any previous subscribers possible + if (wasLoading) { + this.emit('loaded', this); + } + } + // If any previous subscribers possible + else if (wasLoading) { + this.emit('error', this); + } + } + } + }; + + /** + * Updates type of the source image. + */ + + + BaseTexture.prototype._updateImageType = function _updateImageType() { + if (!this.imageUrl) { + return; + } + + var dataUri = (0, _utils.decomposeDataUri)(this.imageUrl); + var imageType = void 0; + + if (dataUri && dataUri.mediaType === 'image') { + // Check for subType validity + var firstSubType = dataUri.subType.split('+')[0]; + + imageType = (0, _utils.getUrlFileExtension)('.' + firstSubType); + + if (!imageType) { + throw new Error('Invalid image type in data URI.'); + } + } else { + imageType = (0, _utils.getUrlFileExtension)(this.imageUrl); + + if (!imageType) { + imageType = 'png'; + } + } + + this.imageType = imageType; + }; + + /** + * Checks if `source` is an SVG image and whether it's loaded via a URL or a data URI. Then calls + * `_loadSvgSourceUsingDataUri` or `_loadSvgSourceUsingXhr`. + */ + + + BaseTexture.prototype._loadSvgSource = function _loadSvgSource() { + if (this.imageType !== 'svg') { + // Do nothing if source is not svg + return; + } + + var dataUri = (0, _utils.decomposeDataUri)(this.imageUrl); + + if (dataUri) { + this._loadSvgSourceUsingDataUri(dataUri); + } else { + // We got an URL, so we need to do an XHR to check the svg size + this._loadSvgSourceUsingXhr(); + } + }; + + /** + * Reads an SVG string from data URI and then calls `_loadSvgSourceUsingString`. + * + * @param {string} dataUri - The data uri to load from. + */ + + + BaseTexture.prototype._loadSvgSourceUsingDataUri = function _loadSvgSourceUsingDataUri(dataUri) { + var svgString = void 0; + + if (dataUri.encoding === 'base64') { + if (!atob) { + throw new Error('Your browser doesn\'t support base64 conversions.'); + } + svgString = atob(dataUri.data); + } else { + svgString = dataUri.data; + } + + this._loadSvgSourceUsingString(svgString); + }; + + /** + * Loads an SVG string from `imageUrl` using XHR and then calls `_loadSvgSourceUsingString`. + */ + + + BaseTexture.prototype._loadSvgSourceUsingXhr = function _loadSvgSourceUsingXhr() { + var _this2 = this; + + var svgXhr = new XMLHttpRequest(); + + // This throws error on IE, so SVG Document can't be used + // svgXhr.responseType = 'document'; + + // This is not needed since we load the svg as string (breaks IE too) + // but overrideMimeType() can be used to force the response to be parsed as XML + // svgXhr.overrideMimeType('image/svg+xml'); + + svgXhr.onload = function () { + if (svgXhr.readyState !== svgXhr.DONE || svgXhr.status !== 200) { + throw new Error('Failed to load SVG using XHR.'); + } + + _this2._loadSvgSourceUsingString(svgXhr.response); + }; + + svgXhr.onerror = function () { + return _this2.emit('error', _this2); + }; + + svgXhr.open('GET', this.imageUrl, true); + svgXhr.send(); + }; + + /** + * Loads texture using an SVG string. The original SVG Image is stored as `origSource` and the + * created canvas is the new `source`. The SVG is scaled using `sourceScale`. Called by + * `_loadSvgSourceUsingXhr` or `_loadSvgSourceUsingDataUri`. + * + * @param {string} svgString SVG source as string + * + * @fires PIXI.BaseTexture#loaded + */ + + + BaseTexture.prototype._loadSvgSourceUsingString = function _loadSvgSourceUsingString(svgString) { + var svgSize = (0, _utils.getSvgSize)(svgString); + + var svgWidth = svgSize.width; + var svgHeight = svgSize.height; + + if (!svgWidth || !svgHeight) { + throw new Error('The SVG image must have width and height defined (in pixels), canvas API needs them.'); + } + + // Scale realWidth and realHeight + this.realWidth = Math.round(svgWidth * this.sourceScale); + this.realHeight = Math.round(svgHeight * this.sourceScale); + + this._updateDimensions(); + + // Create a canvas element + var canvas = document.createElement('canvas'); + + canvas.width = this.realWidth; + canvas.height = this.realHeight; + canvas._pixiId = 'canvas_' + (0, _utils.uid)(); + + // Draw the Svg to the canvas + canvas.getContext('2d').drawImage(this.source, 0, 0, svgWidth, svgHeight, 0, 0, this.realWidth, this.realHeight); + + // Replace the original source image with the canvas + this.origSource = this.source; + this.source = canvas; + + // Add also the canvas in cache (destroy clears by `imageUrl` and `source._pixiId`) + BaseTexture.addToCache(this, canvas._pixiId); + + this.isLoading = false; + this._sourceLoaded(); + this.emit('loaded', this); + }; + + /** + * Used internally to update the width, height, and some other tracking vars once + * a source has successfully loaded. + * + * @private + */ + + + BaseTexture.prototype._sourceLoaded = function _sourceLoaded() { + this.hasLoaded = true; + this.update(); + }; + + /** + * Destroys this base texture + * + */ + + + BaseTexture.prototype.destroy = function destroy() { + if (this.imageUrl) { + delete _utils.TextureCache[this.imageUrl]; + + this.imageUrl = null; + + if (!navigator.isCocoonJS) { + this.source.src = ''; + } + } + + this.source = null; + + this.dispose(); + + BaseTexture.removeFromCache(this); + this.textureCacheIds = null; + + this._destroyed = true; + }; + + /** + * Frees the texture from WebGL memory without destroying this texture object. + * This means you can still use the texture later which will upload it to GPU + * memory again. + * + * @fires PIXI.BaseTexture#dispose + */ + + + BaseTexture.prototype.dispose = function dispose() { + this.emit('dispose', this); + }; + + /** + * Changes the source image of the texture. + * The original source must be an Image element. + * + * @param {string} newSrc - the path of the image + */ + + + BaseTexture.prototype.updateSourceImage = function updateSourceImage(newSrc) { + this.source.src = newSrc; + + this.loadSource(this.source); + }; + + /** + * Helper function that creates a base texture from the given image url. + * If the image is not in the base texture cache it will be created and loaded. + * + * @static + * @param {string} imageUrl - The image url of the texture + * @param {boolean} [crossorigin=(auto)] - Should use anonymous CORS? Defaults to true if the URL is not a data-URI. + * @param {number} [scaleMode=PIXI.settings.SCALE_MODE] - See {@link PIXI.SCALE_MODES} for possible values + * @param {number} [sourceScale=(auto)] - Scale for the original image, used with Svg images. + * @return {PIXI.BaseTexture} The new base texture. + */ + + + BaseTexture.fromImage = function fromImage(imageUrl, crossorigin, scaleMode, sourceScale) { + var baseTexture = _utils.BaseTextureCache[imageUrl]; + + if (!baseTexture) { + // new Image() breaks tex loading in some versions of Chrome. + // See https://code.google.com/p/chromium/issues/detail?id=238071 + var image = new Image(); // document.createElement('img'); + + if (crossorigin === undefined && imageUrl.indexOf('data:') !== 0) { + image.crossOrigin = (0, _determineCrossOrigin2.default)(imageUrl); + } else if (crossorigin) { + image.crossOrigin = typeof crossorigin === 'string' ? crossorigin : 'anonymous'; + } + + baseTexture = new BaseTexture(image, scaleMode); + baseTexture.imageUrl = imageUrl; + + if (sourceScale) { + baseTexture.sourceScale = sourceScale; + } + + // if there is an @2x at the end of the url we are going to assume its a highres image + baseTexture.resolution = (0, _utils.getResolutionOfUrl)(imageUrl); + + image.src = imageUrl; // Setting this triggers load + + BaseTexture.addToCache(baseTexture, imageUrl); + } + + return baseTexture; + }; + + /** + * Helper function that creates a base texture from the given canvas element. + * + * @static + * @param {HTMLCanvasElement} canvas - The canvas element source of the texture + * @param {number} scaleMode - See {@link PIXI.SCALE_MODES} for possible values + * @param {string} [origin='canvas'] - A string origin of who created the base texture + * @return {PIXI.BaseTexture} The new base texture. + */ + + + BaseTexture.fromCanvas = function fromCanvas(canvas, scaleMode) { + var origin = arguments.length > 2 && arguments[2] !== undefined ? arguments[2] : 'canvas'; + + if (!canvas._pixiId) { + canvas._pixiId = origin + '_' + (0, _utils.uid)(); + } + + var baseTexture = _utils.BaseTextureCache[canvas._pixiId]; + + if (!baseTexture) { + baseTexture = new BaseTexture(canvas, scaleMode); + BaseTexture.addToCache(baseTexture, canvas._pixiId); + } + + return baseTexture; + }; + + /** + * Helper function that creates a base texture based on the source you provide. + * The source can be - image url, image element, canvas element. If the + * source is an image url or an image element and not in the base texture + * cache, it will be created and loaded. + * + * @static + * @param {string|HTMLImageElement|HTMLCanvasElement} source - The source to create base texture from. + * @param {number} [scaleMode=PIXI.settings.SCALE_MODE] - See {@link PIXI.SCALE_MODES} for possible values + * @param {number} [sourceScale=(auto)] - Scale for the original image, used with Svg images. + * @return {PIXI.BaseTexture} The new base texture. + */ + + + BaseTexture.from = function from(source, scaleMode, sourceScale) { + if (typeof source === 'string') { + return BaseTexture.fromImage(source, undefined, scaleMode, sourceScale); + } else if (source instanceof HTMLImageElement) { + var imageUrl = source.src; + var baseTexture = _utils.BaseTextureCache[imageUrl]; + + if (!baseTexture) { + baseTexture = new BaseTexture(source, scaleMode); + baseTexture.imageUrl = imageUrl; + + if (sourceScale) { + baseTexture.sourceScale = sourceScale; + } + + // if there is an @2x at the end of the url we are going to assume its a highres image + baseTexture.resolution = (0, _utils.getResolutionOfUrl)(imageUrl); + + BaseTexture.addToCache(baseTexture, imageUrl); + } + + return baseTexture; + } else if (source instanceof HTMLCanvasElement) { + return BaseTexture.fromCanvas(source, scaleMode); + } + + // lets assume its a base texture! + return source; + }; + + /** + * Adds a BaseTexture to the global BaseTextureCache. This cache is shared across the whole PIXI object. + * + * @static + * @param {PIXI.BaseTexture} baseTexture - The BaseTexture to add to the cache. + * @param {string} id - The id that the BaseTexture will be stored against. + */ + + + BaseTexture.addToCache = function addToCache(baseTexture, id) { + if (id) { + if (baseTexture.textureCacheIds.indexOf(id) === -1) { + baseTexture.textureCacheIds.push(id); + } + + /* eslint-disable no-console */ + if (_utils.BaseTextureCache[id]) { + console.warn('BaseTexture added to the cache with an id [' + id + '] that already had an entry'); + } + /* eslint-enable no-console */ + + _utils.BaseTextureCache[id] = baseTexture; + } + }; + + /** + * Remove a BaseTexture from the global BaseTextureCache. + * + * @static + * @param {string|PIXI.BaseTexture} baseTexture - id of a BaseTexture to be removed, or a BaseTexture instance itself. + * @return {PIXI.BaseTexture|null} The BaseTexture that was removed. + */ + + + BaseTexture.removeFromCache = function removeFromCache(baseTexture) { + if (typeof baseTexture === 'string') { + var baseTextureFromCache = _utils.BaseTextureCache[baseTexture]; + + if (baseTextureFromCache) { + var index = baseTextureFromCache.textureCacheIds.indexOf(baseTexture); + + if (index > -1) { + baseTextureFromCache.textureCacheIds.splice(index, 1); + } + + delete _utils.BaseTextureCache[baseTexture]; + + return baseTextureFromCache; + } + } else if (baseTexture && baseTexture.textureCacheIds) { + for (var i = 0; i < baseTexture.textureCacheIds.length; ++i) { + delete _utils.BaseTextureCache[baseTexture.textureCacheIds[i]]; + } + + baseTexture.textureCacheIds.length = 0; + + return baseTexture; + } + + return null; + }; + + return BaseTexture; +}(_eventemitter2.default); + +exports.default = BaseTexture; + +},{"../settings":101,"../utils":125,"../utils/determineCrossOrigin":124,"bit-twiddle":1,"eventemitter3":3}],113:[function(require,module,exports){ +'use strict'; + +exports.__esModule = true; + +var _BaseRenderTexture = require('./BaseRenderTexture'); + +var _BaseRenderTexture2 = _interopRequireDefault(_BaseRenderTexture); + +var _Texture2 = require('./Texture'); + +var _Texture3 = _interopRequireDefault(_Texture2); + +function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } + +function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } + +function _possibleConstructorReturn(self, call) { if (!self) { throw new ReferenceError("this hasn't been initialised - super() hasn't been called"); } return call && (typeof call === "object" || typeof call === "function") ? call : self; } + +function _inherits(subClass, superClass) { if (typeof superClass !== "function" && superClass !== null) { throw new TypeError("Super expression must either be null or a function, not " + typeof superClass); } subClass.prototype = Object.create(superClass && superClass.prototype, { constructor: { value: subClass, enumerable: false, writable: true, configurable: true } }); if (superClass) Object.setPrototypeOf ? Object.setPrototypeOf(subClass, superClass) : subClass.__proto__ = superClass; } + +/** + * A RenderTexture is a special texture that allows any PixiJS display object to be rendered to it. + * + * __Hint__: All DisplayObjects (i.e. Sprites) that render to a RenderTexture should be preloaded + * otherwise black rectangles will be drawn instead. + * + * A RenderTexture takes a snapshot of any Display Object given to its render method. For example: + * + * ```js + * let renderer = PIXI.autoDetectRenderer(1024, 1024); + * let renderTexture = PIXI.RenderTexture.create(800, 600); + * let sprite = PIXI.Sprite.fromImage("spinObj_01.png"); + * + * sprite.position.x = 800/2; + * sprite.position.y = 600/2; + * sprite.anchor.x = 0.5; + * sprite.anchor.y = 0.5; + * + * renderer.render(sprite, renderTexture); + * ``` + * + * The Sprite in this case will be rendered using its local transform. To render this sprite at 0,0 + * you can clear the transform + * + * ```js + * + * sprite.setTransform() + * + * let renderTexture = new PIXI.RenderTexture.create(100, 100); + * + * renderer.render(sprite, renderTexture); // Renders to center of RenderTexture + * ``` + * + * @class + * @extends PIXI.Texture + * @memberof PIXI + */ +var RenderTexture = function (_Texture) { + _inherits(RenderTexture, _Texture); + + /** + * @param {PIXI.BaseRenderTexture} baseRenderTexture - The renderer used for this RenderTexture + * @param {PIXI.Rectangle} [frame] - The rectangle frame of the texture to show + */ + function RenderTexture(baseRenderTexture, frame) { + _classCallCheck(this, RenderTexture); + + // support for legacy.. + var _legacyRenderer = null; + + if (!(baseRenderTexture instanceof _BaseRenderTexture2.default)) { + /* eslint-disable prefer-rest-params, no-console */ + var width = arguments[1]; + var height = arguments[2]; + var scaleMode = arguments[3]; + var resolution = arguments[4]; + + // we have an old render texture.. + console.warn('Please use RenderTexture.create(' + width + ', ' + height + ') instead of the ctor directly.'); + _legacyRenderer = arguments[0]; + /* eslint-enable prefer-rest-params, no-console */ + + frame = null; + baseRenderTexture = new _BaseRenderTexture2.default(width, height, scaleMode, resolution); + } + + /** + * The base texture object that this texture uses + * + * @member {BaseTexture} + */ + + var _this = _possibleConstructorReturn(this, _Texture.call(this, baseRenderTexture, frame)); + + _this.legacyRenderer = _legacyRenderer; + + /** + * This will let the renderer know if the texture is valid. If it's not then it cannot be rendered. + * + * @member {boolean} + */ + _this.valid = true; + + _this._updateUvs(); + return _this; + } + + /** + * Resizes the RenderTexture. + * + * @param {number} width - The width to resize to. + * @param {number} height - The height to resize to. + * @param {boolean} doNotResizeBaseTexture - Should the baseTexture.width and height values be resized as well? + */ + + + RenderTexture.prototype.resize = function resize(width, height, doNotResizeBaseTexture) { + width = Math.ceil(width); + height = Math.ceil(height); + + // TODO - could be not required.. + this.valid = width > 0 && height > 0; + + this._frame.width = this.orig.width = width; + this._frame.height = this.orig.height = height; + + if (!doNotResizeBaseTexture) { + this.baseTexture.resize(width, height); + } + + this._updateUvs(); + }; + + /** + * A short hand way of creating a render texture. + * + * @param {number} [width=100] - The width of the render texture + * @param {number} [height=100] - The height of the render texture + * @param {number} [scaleMode=PIXI.settings.SCALE_MODE] - See {@link PIXI.SCALE_MODES} for possible values + * @param {number} [resolution=1] - The resolution / device pixel ratio of the texture being generated + * @return {PIXI.RenderTexture} The new render texture + */ + + + RenderTexture.create = function create(width, height, scaleMode, resolution) { + return new RenderTexture(new _BaseRenderTexture2.default(width, height, scaleMode, resolution)); + }; + + return RenderTexture; +}(_Texture3.default); + +exports.default = RenderTexture; + +},{"./BaseRenderTexture":111,"./Texture":115}],114:[function(require,module,exports){ +'use strict'; + +exports.__esModule = true; + +var _createClass = function () { function defineProperties(target, props) { for (var i = 0; i < props.length; i++) { var descriptor = props[i]; descriptor.enumerable = descriptor.enumerable || false; descriptor.configurable = true; if ("value" in descriptor) descriptor.writable = true; Object.defineProperty(target, descriptor.key, descriptor); } } return function (Constructor, protoProps, staticProps) { if (protoProps) defineProperties(Constructor.prototype, protoProps); if (staticProps) defineProperties(Constructor, staticProps); return Constructor; }; }(); + +var _ = require('../'); + +var _utils = require('../utils'); + +function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } + +/** + * Utility class for maintaining reference to a collection + * of Textures on a single Spritesheet. + * + * To access a sprite sheet from your code pass its JSON data file to Pixi's loader: + * + * ```js + * PIXI.loader.add("images/spritesheet.json").load(setup); + * + * function setup() { + * let sheet = PIXI.loader.resources["images/spritesheet.json"].spritesheet; + * ... + * } + * ``` + * With the `sheet.textures` you can create Sprite objects,`sheet.animations` can be used to create an AnimatedSprite. + * + * Sprite sheets can be packed using tools like {@link https://codeandweb.com/texturepacker|TexturePacker}, + * {@link https://renderhjs.net/shoebox/|Shoebox} or {@link https://github.com/krzysztof-o/spritesheet.js|Spritesheet.js}. + * Default anchor points (see {@link PIXI.Texture#defaultAnchor}) and grouping of animation sprites are currently only + * supported by TexturePacker. + * + * @class + * @memberof PIXI + */ +var Spritesheet = function () { + _createClass(Spritesheet, null, [{ + key: 'BATCH_SIZE', + + /** + * The maximum number of Textures to build per process. + * + * @type {number} + * @default 1000 + */ + get: function get() { + return 1000; + } + + /** + * @param {PIXI.BaseTexture} baseTexture Reference to the source BaseTexture object. + * @param {Object} data - Spritesheet image data. + * @param {string} [resolutionFilename] - The filename to consider when determining + * the resolution of the spritesheet. If not provided, the imageUrl will + * be used on the BaseTexture. + */ + + }]); + + function Spritesheet(baseTexture, data) { + var resolutionFilename = arguments.length > 2 && arguments[2] !== undefined ? arguments[2] : null; + + _classCallCheck(this, Spritesheet); + + /** + * Reference to ths source texture + * @type {PIXI.BaseTexture} + */ + this.baseTexture = baseTexture; + + /** + * A map containing all textures of the sprite sheet. + * Can be used to create a {@link PIXI.Sprite|Sprite}: + * ```js + * new PIXI.Sprite(sheet.textures["image.png"]); + * ``` + * @member {Object} + */ + this.textures = {}; + + /** + * A map containing the textures for each animation. + * Can be used to create an {@link PIXI.extras.AnimatedSprite|AnimatedSprite}: + * ```js + * new PIXI.extras.AnimatedSprite(sheet.animations["anim_name"]) + * ``` + * @member {Object} + */ + this.animations = {}; + + /** + * Reference to the original JSON data. + * @type {Object} + */ + this.data = data; + + /** + * The resolution of the spritesheet. + * @type {number} + */ + this.resolution = this._updateResolution(resolutionFilename || this.baseTexture.imageUrl); + + /** + * Map of spritesheet frames. + * @type {Object} + * @private + */ + this._frames = this.data.frames; + + /** + * Collection of frame names. + * @type {string[]} + * @private + */ + this._frameKeys = Object.keys(this._frames); + + /** + * Current batch index being processed. + * @type {number} + * @private + */ + this._batchIndex = 0; + + /** + * Callback when parse is completed. + * @type {Function} + * @private + */ + this._callback = null; + } + + /** + * Generate the resolution from the filename or fallback + * to the meta.scale field of the JSON data. + * + * @private + * @param {string} resolutionFilename - The filename to use for resolving + * the default resolution. + * @return {number} Resolution to use for spritesheet. + */ + + + Spritesheet.prototype._updateResolution = function _updateResolution(resolutionFilename) { + var scale = this.data.meta.scale; + + // Use a defaultValue of `null` to check if a url-based resolution is set + var resolution = (0, _utils.getResolutionOfUrl)(resolutionFilename, null); + + // No resolution found via URL + if (resolution === null) { + // Use the scale value or default to 1 + resolution = scale !== undefined ? parseFloat(scale) : 1; + } + + // For non-1 resolutions, update baseTexture + if (resolution !== 1) { + this.baseTexture.resolution = resolution; + this.baseTexture.update(); + } + + return resolution; + }; + + /** + * Parser spritesheet from loaded data. This is done asynchronously + * to prevent creating too many Texture within a single process. + * + * @param {Function} callback - Callback when complete returns + * a map of the Textures for this spritesheet. + */ + + + Spritesheet.prototype.parse = function parse(callback) { + this._batchIndex = 0; + this._callback = callback; + + if (this._frameKeys.length <= Spritesheet.BATCH_SIZE) { + this._processFrames(0); + this._processAnimations(); + this._parseComplete(); + } else { + this._nextBatch(); + } + }; + + /** + * Process a batch of frames + * + * @private + * @param {number} initialFrameIndex - The index of frame to start. + */ + + + Spritesheet.prototype._processFrames = function _processFrames(initialFrameIndex) { + var frameIndex = initialFrameIndex; + var maxFrames = Spritesheet.BATCH_SIZE; + var sourceScale = this.baseTexture.sourceScale; + + while (frameIndex - initialFrameIndex < maxFrames && frameIndex < this._frameKeys.length) { + var i = this._frameKeys[frameIndex]; + var data = this._frames[i]; + var rect = data.frame; + + if (rect) { + var frame = null; + var trim = null; + var sourceSize = data.trimmed !== false && data.sourceSize ? data.sourceSize : data.frame; + + var orig = new _.Rectangle(0, 0, Math.floor(sourceSize.w * sourceScale) / this.resolution, Math.floor(sourceSize.h * sourceScale) / this.resolution); + + if (data.rotated) { + frame = new _.Rectangle(Math.floor(rect.x * sourceScale) / this.resolution, Math.floor(rect.y * sourceScale) / this.resolution, Math.floor(rect.h * sourceScale) / this.resolution, Math.floor(rect.w * sourceScale) / this.resolution); + } else { + frame = new _.Rectangle(Math.floor(rect.x * sourceScale) / this.resolution, Math.floor(rect.y * sourceScale) / this.resolution, Math.floor(rect.w * sourceScale) / this.resolution, Math.floor(rect.h * sourceScale) / this.resolution); + } + + // Check to see if the sprite is trimmed + if (data.trimmed !== false && data.spriteSourceSize) { + trim = new _.Rectangle(Math.floor(data.spriteSourceSize.x * sourceScale) / this.resolution, Math.floor(data.spriteSourceSize.y * sourceScale) / this.resolution, Math.floor(rect.w * sourceScale) / this.resolution, Math.floor(rect.h * sourceScale) / this.resolution); + } + + this.textures[i] = new _.Texture(this.baseTexture, frame, orig, trim, data.rotated ? 2 : 0, data.anchor); + + // lets also add the frame to pixi's global cache for fromFrame and fromImage functions + _.Texture.addToCache(this.textures[i], i); + } + + frameIndex++; + } + }; + + /** + * Parse animations config + * + * @private + */ + + + Spritesheet.prototype._processAnimations = function _processAnimations() { + var animations = this.data.animations || {}; + + for (var animName in animations) { + this.animations[animName] = []; + for (var _iterator = animations[animName], _isArray = Array.isArray(_iterator), _i = 0, _iterator = _isArray ? _iterator : _iterator[Symbol.iterator]();;) { + var _ref; + + if (_isArray) { + if (_i >= _iterator.length) break; + _ref = _iterator[_i++]; + } else { + _i = _iterator.next(); + if (_i.done) break; + _ref = _i.value; + } + + var frameName = _ref; + + this.animations[animName].push(this.textures[frameName]); + } + } + }; + + /** + * The parse has completed. + * + * @private + */ + + + Spritesheet.prototype._parseComplete = function _parseComplete() { + var callback = this._callback; + + this._callback = null; + this._batchIndex = 0; + callback.call(this, this.textures); + }; + + /** + * Begin the next batch of textures. + * + * @private + */ + + + Spritesheet.prototype._nextBatch = function _nextBatch() { + var _this = this; + + this._processFrames(this._batchIndex * Spritesheet.BATCH_SIZE); + this._batchIndex++; + setTimeout(function () { + if (_this._batchIndex * Spritesheet.BATCH_SIZE < _this._frameKeys.length) { + _this._nextBatch(); + } else { + _this._processAnimations(); + _this._parseComplete(); + } + }, 0); + }; + + /** + * Destroy Spritesheet and don't use after this. + * + * @param {boolean} [destroyBase=false] Whether to destroy the base texture as well + */ + + + Spritesheet.prototype.destroy = function destroy() { + var destroyBase = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : false; + + for (var i in this.textures) { + this.textures[i].destroy(); + } + this._frames = null; + this._frameKeys = null; + this.data = null; + this.textures = null; + if (destroyBase) { + this.baseTexture.destroy(); + } + this.baseTexture = null; + }; + + return Spritesheet; +}(); + +exports.default = Spritesheet; + +},{"../":65,"../utils":125}],115:[function(require,module,exports){ +'use strict'; + +exports.__esModule = true; + +var _createClass = function () { function defineProperties(target, props) { for (var i = 0; i < props.length; i++) { var descriptor = props[i]; descriptor.enumerable = descriptor.enumerable || false; descriptor.configurable = true; if ("value" in descriptor) descriptor.writable = true; Object.defineProperty(target, descriptor.key, descriptor); } } return function (Constructor, protoProps, staticProps) { if (protoProps) defineProperties(Constructor.prototype, protoProps); if (staticProps) defineProperties(Constructor, staticProps); return Constructor; }; }(); + +var _BaseTexture = require('./BaseTexture'); + +var _BaseTexture2 = _interopRequireDefault(_BaseTexture); + +var _VideoBaseTexture = require('./VideoBaseTexture'); + +var _VideoBaseTexture2 = _interopRequireDefault(_VideoBaseTexture); + +var _TextureUvs = require('./TextureUvs'); + +var _TextureUvs2 = _interopRequireDefault(_TextureUvs); + +var _eventemitter = require('eventemitter3'); + +var _eventemitter2 = _interopRequireDefault(_eventemitter); + +var _math = require('../math'); + +var _utils = require('../utils'); + +var _settings = require('../settings'); + +var _settings2 = _interopRequireDefault(_settings); + +function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } + +function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } + +function _possibleConstructorReturn(self, call) { if (!self) { throw new ReferenceError("this hasn't been initialised - super() hasn't been called"); } return call && (typeof call === "object" || typeof call === "function") ? call : self; } + +function _inherits(subClass, superClass) { if (typeof superClass !== "function" && superClass !== null) { throw new TypeError("Super expression must either be null or a function, not " + typeof superClass); } subClass.prototype = Object.create(superClass && superClass.prototype, { constructor: { value: subClass, enumerable: false, writable: true, configurable: true } }); if (superClass) Object.setPrototypeOf ? Object.setPrototypeOf(subClass, superClass) : subClass.__proto__ = superClass; } + +/** + * A texture stores the information that represents an image or part of an image. It cannot be added + * to the display list directly. Instead use it as the texture for a Sprite. If no frame is provided + * then the whole image is used. + * + * You can directly create a texture from an image and then reuse it multiple times like this : + * + * ```js + * let texture = PIXI.Texture.fromImage('assets/image.png'); + * let sprite1 = new PIXI.Sprite(texture); + * let sprite2 = new PIXI.Sprite(texture); + * ``` + * + * Textures made from SVGs, loaded or not, cannot be used before the file finishes processing. + * You can check for this by checking the sprite's _textureID property. + * ```js + * var texture = PIXI.Texture.fromImage('assets/image.svg'); + * var sprite1 = new PIXI.Sprite(texture); + * //sprite1._textureID should not be undefined if the texture has finished processing the SVG file + * ``` + * You can use a ticker or rAF to ensure your sprites load the finished textures after processing. See issue #3068. + * + * @class + * @extends EventEmitter + * @memberof PIXI + */ +var Texture = function (_EventEmitter) { + _inherits(Texture, _EventEmitter); + + /** + * @param {PIXI.BaseTexture} baseTexture - The base texture source to create the texture from + * @param {PIXI.Rectangle} [frame] - The rectangle frame of the texture to show + * @param {PIXI.Rectangle} [orig] - The area of original texture + * @param {PIXI.Rectangle} [trim] - Trimmed rectangle of original texture + * @param {number} [rotate] - indicates how the texture was rotated by texture packer. See {@link PIXI.GroupD8} + * @param {PIXI.Point} [anchor] - Default anchor point used for sprite placement / rotation + */ + function Texture(baseTexture, frame, orig, trim, rotate, anchor) { + _classCallCheck(this, Texture); + + /** + * Does this Texture have any frame data assigned to it? + * + * @member {boolean} + */ + var _this = _possibleConstructorReturn(this, _EventEmitter.call(this)); + + _this.noFrame = false; + + if (!frame) { + _this.noFrame = true; + frame = new _math.Rectangle(0, 0, 1, 1); + } + + if (baseTexture instanceof Texture) { + baseTexture = baseTexture.baseTexture; + } + + /** + * The base texture that this texture uses. + * + * @member {PIXI.BaseTexture} + */ + _this.baseTexture = baseTexture; + + /** + * This is the area of the BaseTexture image to actually copy to the Canvas / WebGL when rendering, + * irrespective of the actual frame size or placement (which can be influenced by trimmed texture atlases) + * + * @member {PIXI.Rectangle} + */ + _this._frame = frame; + + /** + * This is the trimmed area of original texture, before it was put in atlas + * Please call `_updateUvs()` after you change coordinates of `trim` manually. + * + * @member {PIXI.Rectangle} + */ + _this.trim = trim; + + /** + * This will let the renderer know if the texture is valid. If it's not then it cannot be rendered. + * + * @member {boolean} + */ + _this.valid = false; + + /** + * This will let a renderer know that a texture has been updated (used mainly for webGL uv updates) + * + * @member {boolean} + */ + _this.requiresUpdate = false; + + /** + * The WebGL UV data cache. + * + * @member {PIXI.TextureUvs} + * @private + */ + _this._uvs = null; + + /** + * This is the area of original texture, before it was put in atlas + * + * @member {PIXI.Rectangle} + */ + _this.orig = orig || frame; // new Rectangle(0, 0, 1, 1); + + _this._rotate = Number(rotate || 0); + + if (rotate === true) { + // this is old texturepacker legacy, some games/libraries are passing "true" for rotated textures + _this._rotate = 2; + } else if (_this._rotate % 2 !== 0) { + throw new Error('attempt to use diamond-shaped UVs. If you are sure, set rotation manually'); + } + + if (baseTexture.hasLoaded) { + if (_this.noFrame) { + frame = new _math.Rectangle(0, 0, baseTexture.width, baseTexture.height); + + // if there is no frame we should monitor for any base texture changes.. + baseTexture.on('update', _this.onBaseTextureUpdated, _this); + } + _this.frame = frame; + } else { + baseTexture.once('loaded', _this.onBaseTextureLoaded, _this); + } + + /** + * Anchor point that is used as default if sprite is created with this texture. + * Changing the `defaultAnchor` at a later point of time will not update Sprite's anchor point. + * @member {PIXI.Point} + * @default {0,0} + */ + _this.defaultAnchor = anchor ? new _math.Point(anchor.x, anchor.y) : new _math.Point(0, 0); + + /** + * Fired when the texture is updated. This happens if the frame or the baseTexture is updated. + * + * @event PIXI.Texture#update + * @protected + * @param {PIXI.Texture} texture - Instance of texture being updated. + */ + + _this._updateID = 0; + + /** + * Contains data for uvs. May contain clamp settings and some matrices. + * Its a bit heavy, so by default that object is not created. + * @member {PIXI.TextureMatrix} + * @default null + */ + _this.transform = null; + + /** + * The ids under which this Texture has been added to the texture cache. This is + * automatically set as long as Texture.addToCache is used, but may not be set if a + * Texture is added directly to the TextureCache array. + * + * @member {string[]} + */ + _this.textureCacheIds = []; + return _this; + } + + /** + * Updates this texture on the gpu. + * + */ + + + Texture.prototype.update = function update() { + this.baseTexture.update(); + }; + + /** + * Called when the base texture is loaded + * + * @private + * @param {PIXI.BaseTexture} baseTexture - The base texture. + */ + + + Texture.prototype.onBaseTextureLoaded = function onBaseTextureLoaded(baseTexture) { + this._updateID++; + + // TODO this code looks confusing.. boo to abusing getters and setters! + if (this.noFrame) { + this.frame = new _math.Rectangle(0, 0, baseTexture.width, baseTexture.height); + } else { + this.frame = this._frame; + } + + this.baseTexture.on('update', this.onBaseTextureUpdated, this); + this.emit('update', this); + }; + + /** + * Called when the base texture is updated + * + * @private + * @param {PIXI.BaseTexture} baseTexture - The base texture. + */ + + + Texture.prototype.onBaseTextureUpdated = function onBaseTextureUpdated(baseTexture) { + this._updateID++; + + this._frame.width = baseTexture.width; + this._frame.height = baseTexture.height; + + this.emit('update', this); + }; + + /** + * Destroys this texture + * + * @param {boolean} [destroyBase=false] Whether to destroy the base texture as well + */ + + + Texture.prototype.destroy = function destroy(destroyBase) { + if (this.baseTexture) { + if (destroyBase) { + // delete the texture if it exists in the texture cache.. + // this only needs to be removed if the base texture is actually destroyed too.. + if (_utils.TextureCache[this.baseTexture.imageUrl]) { + Texture.removeFromCache(this.baseTexture.imageUrl); + } + + this.baseTexture.destroy(); + } + + this.baseTexture.off('update', this.onBaseTextureUpdated, this); + this.baseTexture.off('loaded', this.onBaseTextureLoaded, this); + + this.baseTexture = null; + } + + this._frame = null; + this._uvs = null; + this.trim = null; + this.orig = null; + + this.valid = false; + + Texture.removeFromCache(this); + this.textureCacheIds = null; + }; + + /** + * Creates a new texture object that acts the same as this one. + * + * @return {PIXI.Texture} The new texture + */ + + + Texture.prototype.clone = function clone() { + return new Texture(this.baseTexture, this.frame, this.orig, this.trim, this.rotate, this.defaultAnchor); + }; + + /** + * Updates the internal WebGL UV cache. Use it after you change `frame` or `trim` of the texture. + */ + + + Texture.prototype._updateUvs = function _updateUvs() { + if (!this._uvs) { + this._uvs = new _TextureUvs2.default(); + } + + this._uvs.set(this._frame, this.baseTexture, this.rotate); + + this._updateID++; + }; + + /** + * Helper function that creates a Texture object from the given image url. + * If the image is not in the texture cache it will be created and loaded. + * + * @static + * @param {string} imageUrl - The image url of the texture + * @param {boolean} [crossorigin] - Whether requests should be treated as crossorigin + * @param {number} [scaleMode=PIXI.settings.SCALE_MODE] - See {@link PIXI.SCALE_MODES} for possible values + * @param {number} [sourceScale=(auto)] - Scale for the original image, used with SVG images. + * @return {PIXI.Texture} The newly created texture + */ + + + Texture.fromImage = function fromImage(imageUrl, crossorigin, scaleMode, sourceScale) { + var texture = _utils.TextureCache[imageUrl]; + + if (!texture) { + texture = new Texture(_BaseTexture2.default.fromImage(imageUrl, crossorigin, scaleMode, sourceScale)); + Texture.addToCache(texture, imageUrl); + } + + return texture; + }; + + /** + * Helper function that creates a sprite that will contain a texture from the TextureCache based on the frameId + * The frame ids are created when a Texture packer file has been loaded + * + * @static + * @param {string} frameId - The frame Id of the texture in the cache + * @return {PIXI.Texture} The newly created texture + */ + + + Texture.fromFrame = function fromFrame(frameId) { + var texture = _utils.TextureCache[frameId]; + + if (!texture) { + throw new Error('The frameId "' + frameId + '" does not exist in the texture cache'); + } + + return texture; + }; + + /** + * Helper function that creates a new Texture based on the given canvas element. + * + * @static + * @param {HTMLCanvasElement} canvas - The canvas element source of the texture + * @param {number} [scaleMode=PIXI.settings.SCALE_MODE] - See {@link PIXI.SCALE_MODES} for possible values + * @param {string} [origin='canvas'] - A string origin of who created the base texture + * @return {PIXI.Texture} The newly created texture + */ + + + Texture.fromCanvas = function fromCanvas(canvas, scaleMode) { + var origin = arguments.length > 2 && arguments[2] !== undefined ? arguments[2] : 'canvas'; + + return new Texture(_BaseTexture2.default.fromCanvas(canvas, scaleMode, origin)); + }; + + /** + * Helper function that creates a new Texture based on the given video element. + * + * @static + * @param {HTMLVideoElement|string} video - The URL or actual element of the video + * @param {number} [scaleMode=PIXI.settings.SCALE_MODE] - See {@link PIXI.SCALE_MODES} for possible values + * @param {boolean} [crossorigin=(auto)] - Should use anonymous CORS? Defaults to true if the URL is not a data-URI. + * @param {boolean} [autoPlay=true] - Start playing video as soon as it is loaded + * @return {PIXI.Texture} The newly created texture + */ + + + Texture.fromVideo = function fromVideo(video, scaleMode, crossorigin, autoPlay) { + if (typeof video === 'string') { + return Texture.fromVideoUrl(video, scaleMode, crossorigin, autoPlay); + } + + return new Texture(_VideoBaseTexture2.default.fromVideo(video, scaleMode, autoPlay)); + }; + + /** + * Helper function that creates a new Texture based on the video url. + * + * @static + * @param {string} videoUrl - URL of the video + * @param {number} [scaleMode=PIXI.settings.SCALE_MODE] - See {@link PIXI.SCALE_MODES} for possible values + * @param {boolean} [crossorigin=(auto)] - Should use anonymous CORS? Defaults to true if the URL is not a data-URI. + * @param {boolean} [autoPlay=true] - Start playing video as soon as it is loaded + * @return {PIXI.Texture} The newly created texture + */ + + + Texture.fromVideoUrl = function fromVideoUrl(videoUrl, scaleMode, crossorigin, autoPlay) { + return new Texture(_VideoBaseTexture2.default.fromUrl(videoUrl, scaleMode, crossorigin, autoPlay)); + }; + + /** + * Helper function that creates a new Texture based on the source you provide. + * The source can be - frame id, image url, video url, canvas element, video element, base texture + * + * @static + * @param {number|string|HTMLImageElement|HTMLCanvasElement|HTMLVideoElement|PIXI.BaseTexture} + * source - Source to create texture from + * @return {PIXI.Texture} The newly created texture + */ + + + Texture.from = function from(source) { + // TODO auto detect cross origin.. + // TODO pass in scale mode? + if (typeof source === 'string') { + var texture = _utils.TextureCache[source]; + + if (!texture) { + // check if its a video.. + var isVideo = source.match(/\.(mp4|webm|ogg|h264|avi|mov)$/) !== null; + + if (isVideo) { + return Texture.fromVideoUrl(source); + } + + return Texture.fromImage(source); + } + + return texture; + } else if (source instanceof HTMLImageElement) { + return new Texture(_BaseTexture2.default.from(source)); + } else if (source instanceof HTMLCanvasElement) { + return Texture.fromCanvas(source, _settings2.default.SCALE_MODE, 'HTMLCanvasElement'); + } else if (source instanceof HTMLVideoElement) { + return Texture.fromVideo(source); + } else if (source instanceof _BaseTexture2.default) { + return new Texture(source); + } + + // lets assume its a texture! + return source; + }; + + /** + * Create a texture from a source and add to the cache. + * + * @static + * @param {HTMLImageElement|HTMLCanvasElement} source - The input source. + * @param {String} imageUrl - File name of texture, for cache and resolving resolution. + * @param {String} [name] - Human readible name for the texture cache. If no name is + * specified, only `imageUrl` will be used as the cache ID. + * @return {PIXI.Texture} Output texture + */ + + + Texture.fromLoader = function fromLoader(source, imageUrl, name) { + var baseTexture = new _BaseTexture2.default(source, undefined, (0, _utils.getResolutionOfUrl)(imageUrl)); + var texture = new Texture(baseTexture); + + baseTexture.imageUrl = imageUrl; + + // No name, use imageUrl instead + if (!name) { + name = imageUrl; + } + + // lets also add the frame to pixi's global cache for fromFrame and fromImage fucntions + _BaseTexture2.default.addToCache(texture.baseTexture, name); + Texture.addToCache(texture, name); + + // also add references by url if they are different. + if (name !== imageUrl) { + _BaseTexture2.default.addToCache(texture.baseTexture, imageUrl); + Texture.addToCache(texture, imageUrl); + } + + return texture; + }; + + /** + * Adds a Texture to the global TextureCache. This cache is shared across the whole PIXI object. + * + * @static + * @param {PIXI.Texture} texture - The Texture to add to the cache. + * @param {string} id - The id that the Texture will be stored against. + */ + + + Texture.addToCache = function addToCache(texture, id) { + if (id) { + if (texture.textureCacheIds.indexOf(id) === -1) { + texture.textureCacheIds.push(id); + } + + /* eslint-disable no-console */ + if (_utils.TextureCache[id]) { + console.warn('Texture added to the cache with an id [' + id + '] that already had an entry'); + } + /* eslint-enable no-console */ + + _utils.TextureCache[id] = texture; + } + }; + + /** + * Remove a Texture from the global TextureCache. + * + * @static + * @param {string|PIXI.Texture} texture - id of a Texture to be removed, or a Texture instance itself + * @return {PIXI.Texture|null} The Texture that was removed + */ + + + Texture.removeFromCache = function removeFromCache(texture) { + if (typeof texture === 'string') { + var textureFromCache = _utils.TextureCache[texture]; + + if (textureFromCache) { + var index = textureFromCache.textureCacheIds.indexOf(texture); + + if (index > -1) { + textureFromCache.textureCacheIds.splice(index, 1); + } + + delete _utils.TextureCache[texture]; + + return textureFromCache; + } + } else if (texture && texture.textureCacheIds) { + for (var i = 0; i < texture.textureCacheIds.length; ++i) { + // Check that texture matches the one being passed in before deleting it from the cache. + if (_utils.TextureCache[texture.textureCacheIds[i]] === texture) { + delete _utils.TextureCache[texture.textureCacheIds[i]]; + } + } + + texture.textureCacheIds.length = 0; + + return texture; + } + + return null; + }; + + /** + * The frame specifies the region of the base texture that this texture uses. + * Please call `_updateUvs()` after you change coordinates of `frame` manually. + * + * @member {PIXI.Rectangle} + */ + + + _createClass(Texture, [{ + key: 'frame', + get: function get() { + return this._frame; + }, + set: function set(frame) // eslint-disable-line require-jsdoc + { + this._frame = frame; + + this.noFrame = false; + + var x = frame.x, + y = frame.y, + width = frame.width, + height = frame.height; + + var xNotFit = x + width > this.baseTexture.width; + var yNotFit = y + height > this.baseTexture.height; + + if (xNotFit || yNotFit) { + var relationship = xNotFit && yNotFit ? 'and' : 'or'; + var errorX = 'X: ' + x + ' + ' + width + ' = ' + (x + width) + ' > ' + this.baseTexture.width; + var errorY = 'Y: ' + y + ' + ' + height + ' = ' + (y + height) + ' > ' + this.baseTexture.height; + + throw new Error('Texture Error: frame does not fit inside the base Texture dimensions: ' + (errorX + ' ' + relationship + ' ' + errorY)); + } + + // this.valid = width && height && this.baseTexture.source && this.baseTexture.hasLoaded; + this.valid = width && height && this.baseTexture.hasLoaded; + + if (!this.trim && !this.rotate) { + this.orig = frame; + } + + if (this.valid) { + this._updateUvs(); + } + } + + /** + * Indicates whether the texture is rotated inside the atlas + * set to 2 to compensate for texture packer rotation + * set to 6 to compensate for spine packer rotation + * can be used to rotate or mirror sprites + * See {@link PIXI.GroupD8} for explanation + * + * @member {number} + */ + + }, { + key: 'rotate', + get: function get() { + return this._rotate; + }, + set: function set(rotate) // eslint-disable-line require-jsdoc + { + this._rotate = rotate; + if (this.valid) { + this._updateUvs(); + } + } + + /** + * The width of the Texture in pixels. + * + * @member {number} + */ + + }, { + key: 'width', + get: function get() { + return this.orig.width; + } + + /** + * The height of the Texture in pixels. + * + * @member {number} + */ + + }, { + key: 'height', + get: function get() { + return this.orig.height; + } + }]); + + return Texture; +}(_eventemitter2.default); + +exports.default = Texture; + + +function createWhiteTexture() { + var canvas = document.createElement('canvas'); + + canvas.width = 10; + canvas.height = 10; + + var context = canvas.getContext('2d'); + + context.fillStyle = 'white'; + context.fillRect(0, 0, 10, 10); + + return new Texture(new _BaseTexture2.default(canvas)); +} + +function removeAllHandlers(tex) { + tex.destroy = function _emptyDestroy() {/* empty */}; + tex.on = function _emptyOn() {/* empty */}; + tex.once = function _emptyOnce() {/* empty */}; + tex.emit = function _emptyEmit() {/* empty */}; +} + +/** + * An empty texture, used often to not have to create multiple empty textures. + * Can not be destroyed. + * + * @static + * @constant + */ +Texture.EMPTY = new Texture(new _BaseTexture2.default()); +removeAllHandlers(Texture.EMPTY); +removeAllHandlers(Texture.EMPTY.baseTexture); + +/** + * A white texture of 10x10 size, used for graphics and other things + * Can not be destroyed. + * + * @static + * @constant + */ +Texture.WHITE = createWhiteTexture(); +removeAllHandlers(Texture.WHITE); +removeAllHandlers(Texture.WHITE.baseTexture); + +},{"../math":70,"../settings":101,"../utils":125,"./BaseTexture":112,"./TextureUvs":117,"./VideoBaseTexture":118,"eventemitter3":3}],116:[function(require,module,exports){ +'use strict'; + +exports.__esModule = true; + +var _createClass = function () { function defineProperties(target, props) { for (var i = 0; i < props.length; i++) { var descriptor = props[i]; descriptor.enumerable = descriptor.enumerable || false; descriptor.configurable = true; if ("value" in descriptor) descriptor.writable = true; Object.defineProperty(target, descriptor.key, descriptor); } } return function (Constructor, protoProps, staticProps) { if (protoProps) defineProperties(Constructor.prototype, protoProps); if (staticProps) defineProperties(Constructor, staticProps); return Constructor; }; }(); + +var _Matrix = require('../math/Matrix'); + +var _Matrix2 = _interopRequireDefault(_Matrix); + +function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } + +function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } + +var tempMat = new _Matrix2.default(); + +/** + * Class controls uv transform and frame clamp for texture + * Can be used in Texture "transform" field, or separately, you can use different clamp settings on the same texture. + * If you want to add support for texture region of certain feature or filter, that's what you're looking for. + * + * @see PIXI.Texture + * @see PIXI.mesh.Mesh + * @see PIXI.extras.TilingSprite + * @class + * @memberof PIXI + */ + +var TextureMatrix = function () { + /** + * + * @param {PIXI.Texture} texture observed texture + * @param {number} [clampMargin] Changes frame clamping, 0.5 by default. Use -0.5 for extra border. + * @constructor + */ + function TextureMatrix(texture, clampMargin) { + _classCallCheck(this, TextureMatrix); + + this._texture = texture; + + this.mapCoord = new _Matrix2.default(); + + this.uClampFrame = new Float32Array(4); + + this.uClampOffset = new Float32Array(2); + + this._lastTextureID = -1; + + /** + * Changes frame clamping + * Works with TilingSprite and Mesh + * Change to 1.5 if you texture has repeated right and bottom lines, that leads to smoother borders + * + * @default 0 + * @member {number} + */ + this.clampOffset = 0; + + /** + * Changes frame clamping + * Works with TilingSprite and Mesh + * Change to -0.5 to add a pixel to the edge, recommended for transparent trimmed textures in atlas + * + * @default 0.5 + * @member {number} + */ + this.clampMargin = typeof clampMargin === 'undefined' ? 0.5 : clampMargin; + } + + /** + * texture property + * @member {PIXI.Texture} + */ + + + /** + * Multiplies uvs array to transform + * @param {Float32Array} uvs mesh uvs + * @param {Float32Array} [out=uvs] output + * @returns {Float32Array} output + */ + TextureMatrix.prototype.multiplyUvs = function multiplyUvs(uvs, out) { + if (out === undefined) { + out = uvs; + } + + var mat = this.mapCoord; + + for (var i = 0; i < uvs.length; i += 2) { + var x = uvs[i]; + var y = uvs[i + 1]; + + out[i] = x * mat.a + y * mat.c + mat.tx; + out[i + 1] = x * mat.b + y * mat.d + mat.ty; + } + + return out; + }; + + /** + * updates matrices if texture was changed + * @param {boolean} forceUpdate if true, matrices will be updated any case + * @returns {boolean} whether or not it was updated + */ + + + TextureMatrix.prototype.update = function update(forceUpdate) { + var tex = this._texture; + + if (!tex || !tex.valid) { + return false; + } + + if (!forceUpdate && this._lastTextureID === tex._updateID) { + return false; + } + + this._lastTextureID = tex._updateID; + + var uvs = tex._uvs; + + this.mapCoord.set(uvs.x1 - uvs.x0, uvs.y1 - uvs.y0, uvs.x3 - uvs.x0, uvs.y3 - uvs.y0, uvs.x0, uvs.y0); + + var orig = tex.orig; + var trim = tex.trim; + + if (trim) { + tempMat.set(orig.width / trim.width, 0, 0, orig.height / trim.height, -trim.x / trim.width, -trim.y / trim.height); + this.mapCoord.append(tempMat); + } + + var texBase = tex.baseTexture; + var frame = this.uClampFrame; + var margin = this.clampMargin / texBase.resolution; + var offset = this.clampOffset; + + frame[0] = (tex._frame.x + margin + offset) / texBase.width; + frame[1] = (tex._frame.y + margin + offset) / texBase.height; + frame[2] = (tex._frame.x + tex._frame.width - margin + offset) / texBase.width; + frame[3] = (tex._frame.y + tex._frame.height - margin + offset) / texBase.height; + this.uClampOffset[0] = offset / texBase.realWidth; + this.uClampOffset[1] = offset / texBase.realHeight; + + return true; + }; + + _createClass(TextureMatrix, [{ + key: 'texture', + get: function get() { + return this._texture; + }, + set: function set(value) // eslint-disable-line require-jsdoc + { + this._texture = value; + this._lastTextureID = -1; + } + }]); + + return TextureMatrix; +}(); + +exports.default = TextureMatrix; + +},{"../math/Matrix":67}],117:[function(require,module,exports){ +'use strict'; + +exports.__esModule = true; + +var _GroupD = require('../math/GroupD8'); + +var _GroupD2 = _interopRequireDefault(_GroupD); + +function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } + +function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } + +/** + * A standard object to store the Uvs of a texture + * + * @class + * @private + * @memberof PIXI + */ +var TextureUvs = function () { + /** + * + */ + function TextureUvs() { + _classCallCheck(this, TextureUvs); + + this.x0 = 0; + this.y0 = 0; + + this.x1 = 1; + this.y1 = 0; + + this.x2 = 1; + this.y2 = 1; + + this.x3 = 0; + this.y3 = 1; + + this.uvsUint32 = new Uint32Array(4); + } + + /** + * Sets the texture Uvs based on the given frame information. + * + * @private + * @param {PIXI.Rectangle} frame - The frame of the texture + * @param {PIXI.Rectangle} baseFrame - The base frame of the texture + * @param {number} rotate - Rotation of frame, see {@link PIXI.GroupD8} + */ + + + TextureUvs.prototype.set = function set(frame, baseFrame, rotate) { + var tw = baseFrame.width; + var th = baseFrame.height; + + if (rotate) { + // width and height div 2 div baseFrame size + var w2 = frame.width / 2 / tw; + var h2 = frame.height / 2 / th; + + // coordinates of center + var cX = frame.x / tw + w2; + var cY = frame.y / th + h2; + + rotate = _GroupD2.default.add(rotate, _GroupD2.default.NW); // NW is top-left corner + this.x0 = cX + w2 * _GroupD2.default.uX(rotate); + this.y0 = cY + h2 * _GroupD2.default.uY(rotate); + + rotate = _GroupD2.default.add(rotate, 2); // rotate 90 degrees clockwise + this.x1 = cX + w2 * _GroupD2.default.uX(rotate); + this.y1 = cY + h2 * _GroupD2.default.uY(rotate); + + rotate = _GroupD2.default.add(rotate, 2); + this.x2 = cX + w2 * _GroupD2.default.uX(rotate); + this.y2 = cY + h2 * _GroupD2.default.uY(rotate); + + rotate = _GroupD2.default.add(rotate, 2); + this.x3 = cX + w2 * _GroupD2.default.uX(rotate); + this.y3 = cY + h2 * _GroupD2.default.uY(rotate); + } else { + this.x0 = frame.x / tw; + this.y0 = frame.y / th; + + this.x1 = (frame.x + frame.width) / tw; + this.y1 = frame.y / th; + + this.x2 = (frame.x + frame.width) / tw; + this.y2 = (frame.y + frame.height) / th; + + this.x3 = frame.x / tw; + this.y3 = (frame.y + frame.height) / th; + } + + this.uvsUint32[0] = (Math.round(this.y0 * 65535) & 0xFFFF) << 16 | Math.round(this.x0 * 65535) & 0xFFFF; + this.uvsUint32[1] = (Math.round(this.y1 * 65535) & 0xFFFF) << 16 | Math.round(this.x1 * 65535) & 0xFFFF; + this.uvsUint32[2] = (Math.round(this.y2 * 65535) & 0xFFFF) << 16 | Math.round(this.x2 * 65535) & 0xFFFF; + this.uvsUint32[3] = (Math.round(this.y3 * 65535) & 0xFFFF) << 16 | Math.round(this.x3 * 65535) & 0xFFFF; + }; + + return TextureUvs; +}(); + +exports.default = TextureUvs; + +},{"../math/GroupD8":66}],118:[function(require,module,exports){ +'use strict'; + +exports.__esModule = true; + +var _createClass = function () { function defineProperties(target, props) { for (var i = 0; i < props.length; i++) { var descriptor = props[i]; descriptor.enumerable = descriptor.enumerable || false; descriptor.configurable = true; if ("value" in descriptor) descriptor.writable = true; Object.defineProperty(target, descriptor.key, descriptor); } } return function (Constructor, protoProps, staticProps) { if (protoProps) defineProperties(Constructor.prototype, protoProps); if (staticProps) defineProperties(Constructor, staticProps); return Constructor; }; }(); + +var _BaseTexture2 = require('./BaseTexture'); + +var _BaseTexture3 = _interopRequireDefault(_BaseTexture2); + +var _utils = require('../utils'); + +var _ticker = require('../ticker'); + +var _const = require('../const'); + +var _determineCrossOrigin = require('../utils/determineCrossOrigin'); + +var _determineCrossOrigin2 = _interopRequireDefault(_determineCrossOrigin); + +function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } + +function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } + +function _possibleConstructorReturn(self, call) { if (!self) { throw new ReferenceError("this hasn't been initialised - super() hasn't been called"); } return call && (typeof call === "object" || typeof call === "function") ? call : self; } + +function _inherits(subClass, superClass) { if (typeof superClass !== "function" && superClass !== null) { throw new TypeError("Super expression must either be null or a function, not " + typeof superClass); } subClass.prototype = Object.create(superClass && superClass.prototype, { constructor: { value: subClass, enumerable: false, writable: true, configurable: true } }); if (superClass) Object.setPrototypeOf ? Object.setPrototypeOf(subClass, superClass) : subClass.__proto__ = superClass; } + +/** + * A texture of a [playing] Video. + * + * Video base textures mimic PixiJS BaseTexture.from.... method in their creation process. + * + * This can be used in several ways, such as: + * + * ```js + * let texture = PIXI.VideoBaseTexture.fromUrl('http://mydomain.com/video.mp4'); + * + * let texture = PIXI.VideoBaseTexture.fromUrl({ src: 'http://mydomain.com/video.mp4', mime: 'video/mp4' }); + * + * let texture = PIXI.VideoBaseTexture.fromUrls(['/video.webm', '/video.mp4']); + * + * let texture = PIXI.VideoBaseTexture.fromUrls([ + * { src: '/video.webm', mime: 'video/webm' }, + * { src: '/video.mp4', mime: 'video/mp4' } + * ]); + * ``` + * + * See the ["deus" demo](http://www.goodboydigital.com/pixijs/examples/deus/). + * + * @class + * @extends PIXI.BaseTexture + * @memberof PIXI + */ +var VideoBaseTexture = function (_BaseTexture) { + _inherits(VideoBaseTexture, _BaseTexture); + + /** + * @param {HTMLVideoElement} source - Video source + * @param {number} [scaleMode=PIXI.settings.SCALE_MODE] - See {@link PIXI.SCALE_MODES} for possible values + * @param {boolean} [autoPlay=true] - Start playing video as soon as it is loaded + */ + function VideoBaseTexture(source, scaleMode) { + var autoPlay = arguments.length > 2 && arguments[2] !== undefined ? arguments[2] : true; + + _classCallCheck(this, VideoBaseTexture); + + if (!source) { + throw new Error('No video source element specified.'); + } + + // hook in here to check if video is already available. + // BaseTexture looks for a source.complete boolean, plus width & height. + + if ((source.readyState === source.HAVE_ENOUGH_DATA || source.readyState === source.HAVE_FUTURE_DATA) && source.width && source.height) { + source.complete = true; + } + + var _this = _possibleConstructorReturn(this, _BaseTexture.call(this, source, scaleMode)); + + _this.width = source.videoWidth; + _this.height = source.videoHeight; + + _this._autoUpdate = true; + _this._isAutoUpdating = false; + + /** + * When set to true will automatically play videos used by this texture once + * they are loaded. If false, it will not modify the playing state. + * + * @member {boolean} + * @default true + */ + _this.autoPlay = autoPlay; + + _this.update = _this.update.bind(_this); + _this._onCanPlay = _this._onCanPlay.bind(_this); + + source.addEventListener('play', _this._onPlayStart.bind(_this)); + source.addEventListener('pause', _this._onPlayStop.bind(_this)); + _this.hasLoaded = false; + _this.__loaded = false; + + if (!_this._isSourceReady()) { + source.addEventListener('canplay', _this._onCanPlay); + source.addEventListener('canplaythrough', _this._onCanPlay); + } else { + _this._onCanPlay(); + } + return _this; + } + + /** + * Returns true if the underlying source is playing. + * + * @private + * @return {boolean} True if playing. + */ + + + VideoBaseTexture.prototype._isSourcePlaying = function _isSourcePlaying() { + var source = this.source; + + return source.currentTime > 0 && source.paused === false && source.ended === false && source.readyState > 2; + }; + + /** + * Returns true if the underlying source is ready for playing. + * + * @private + * @return {boolean} True if ready. + */ + + + VideoBaseTexture.prototype._isSourceReady = function _isSourceReady() { + return this.source.readyState === 3 || this.source.readyState === 4; + }; + + /** + * Runs the update loop when the video is ready to play + * + * @private + */ + + + VideoBaseTexture.prototype._onPlayStart = function _onPlayStart() { + // Just in case the video has not received its can play even yet.. + if (!this.hasLoaded) { + this._onCanPlay(); + } + + if (!this._isAutoUpdating && this.autoUpdate) { + _ticker.shared.add(this.update, this, _const.UPDATE_PRIORITY.HIGH); + this._isAutoUpdating = true; + } + }; + + /** + * Fired when a pause event is triggered, stops the update loop + * + * @private + */ + + + VideoBaseTexture.prototype._onPlayStop = function _onPlayStop() { + if (this._isAutoUpdating) { + _ticker.shared.remove(this.update, this); + this._isAutoUpdating = false; + } + }; + + /** + * Fired when the video is loaded and ready to play + * + * @private + */ + + + VideoBaseTexture.prototype._onCanPlay = function _onCanPlay() { + this.hasLoaded = true; + + if (this.source) { + this.source.removeEventListener('canplay', this._onCanPlay); + this.source.removeEventListener('canplaythrough', this._onCanPlay); + + this.width = this.source.videoWidth; + this.height = this.source.videoHeight; + + // prevent multiple loaded dispatches.. + if (!this.__loaded) { + this.__loaded = true; + this.emit('loaded', this); + } + + if (this._isSourcePlaying()) { + this._onPlayStart(); + } else if (this.autoPlay) { + this.source.play(); + } + } + }; + + /** + * Destroys this texture + * + */ + + + VideoBaseTexture.prototype.destroy = function destroy() { + if (this._isAutoUpdating) { + _ticker.shared.remove(this.update, this); + } + + if (this.source && this.source._pixiId) { + _BaseTexture3.default.removeFromCache(this.source._pixiId); + delete this.source._pixiId; + + this.source.pause(); + this.source.src = ''; + this.source.load(); + } + + _BaseTexture.prototype.destroy.call(this); + }; + + /** + * Mimic PixiJS BaseTexture.from.... method. + * + * @static + * @param {HTMLVideoElement} video - Video to create texture from + * @param {number} [scaleMode=PIXI.settings.SCALE_MODE] - See {@link PIXI.SCALE_MODES} for possible values + * @param {boolean} [autoPlay=true] - Start playing video as soon as it is loaded + * @return {PIXI.VideoBaseTexture} Newly created VideoBaseTexture + */ + + + VideoBaseTexture.fromVideo = function fromVideo(video, scaleMode, autoPlay) { + if (!video._pixiId) { + video._pixiId = 'video_' + (0, _utils.uid)(); + } + + var baseTexture = _utils.BaseTextureCache[video._pixiId]; + + if (!baseTexture) { + baseTexture = new VideoBaseTexture(video, scaleMode, autoPlay); + _BaseTexture3.default.addToCache(baseTexture, video._pixiId); + } + + return baseTexture; + }; + + /** + * Helper function that creates a new BaseTexture based on the given video element. + * This BaseTexture can then be used to create a texture + * + * @static + * @param {string|object|string[]|object[]} videoSrc - The URL(s) for the video. + * @param {string} [videoSrc.src] - One of the source urls for the video + * @param {string} [videoSrc.mime] - The mimetype of the video (e.g. 'video/mp4'). If not specified + * the url's extension will be used as the second part of the mime type. + * @param {number} scaleMode - See {@link PIXI.SCALE_MODES} for possible values + * @param {boolean} [crossorigin=(auto)] - Should use anonymous CORS? Defaults to true if the URL is not a data-URI. + * @param {boolean} [autoPlay=true] - Start playing video as soon as it is loaded + * @return {PIXI.VideoBaseTexture} Newly created VideoBaseTexture + */ + + + VideoBaseTexture.fromUrl = function fromUrl(videoSrc, scaleMode, crossorigin, autoPlay) { + var video = document.createElement('video'); + + video.setAttribute('webkit-playsinline', ''); + video.setAttribute('playsinline', ''); + + var url = Array.isArray(videoSrc) ? videoSrc[0].src || videoSrc[0] : videoSrc.src || videoSrc; + + if (crossorigin === undefined && url.indexOf('data:') !== 0) { + video.crossOrigin = (0, _determineCrossOrigin2.default)(url); + } else if (crossorigin) { + video.crossOrigin = typeof crossorigin === 'string' ? crossorigin : 'anonymous'; + } + + // array of objects or strings + if (Array.isArray(videoSrc)) { + for (var i = 0; i < videoSrc.length; ++i) { + video.appendChild(createSource(videoSrc[i].src || videoSrc[i], videoSrc[i].mime)); + } + } + // single object or string + else { + video.appendChild(createSource(url, videoSrc.mime)); + } + + video.load(); + + return VideoBaseTexture.fromVideo(video, scaleMode, autoPlay); + }; + + /** + * Should the base texture automatically update itself, set to true by default + * + * @member {boolean} + */ + + + _createClass(VideoBaseTexture, [{ + key: 'autoUpdate', + get: function get() { + return this._autoUpdate; + }, + set: function set(value) // eslint-disable-line require-jsdoc + { + if (value !== this._autoUpdate) { + this._autoUpdate = value; + + if (!this._autoUpdate && this._isAutoUpdating) { + _ticker.shared.remove(this.update, this); + this._isAutoUpdating = false; + } else if (this._autoUpdate && !this._isAutoUpdating) { + _ticker.shared.add(this.update, this, _const.UPDATE_PRIORITY.HIGH); + this._isAutoUpdating = true; + } + } + } + }]); + + return VideoBaseTexture; +}(_BaseTexture3.default); + +exports.default = VideoBaseTexture; + + +VideoBaseTexture.fromUrls = VideoBaseTexture.fromUrl; + +function createSource(path, type) { + if (!type) { + var purePath = path.split('?').shift().toLowerCase(); + + type = 'video/' + purePath.substr(purePath.lastIndexOf('.') + 1); + } + + var source = document.createElement('source'); + + source.src = path; + source.type = type; + + return source; +} + +},{"../const":46,"../ticker":121,"../utils":125,"../utils/determineCrossOrigin":124,"./BaseTexture":112}],119:[function(require,module,exports){ +'use strict'; + +exports.__esModule = true; + +var _createClass = function () { function defineProperties(target, props) { for (var i = 0; i < props.length; i++) { var descriptor = props[i]; descriptor.enumerable = descriptor.enumerable || false; descriptor.configurable = true; if ("value" in descriptor) descriptor.writable = true; Object.defineProperty(target, descriptor.key, descriptor); } } return function (Constructor, protoProps, staticProps) { if (protoProps) defineProperties(Constructor.prototype, protoProps); if (staticProps) defineProperties(Constructor, staticProps); return Constructor; }; }(); + +var _settings = require('../settings'); + +var _settings2 = _interopRequireDefault(_settings); + +var _const = require('../const'); + +var _TickerListener = require('./TickerListener'); + +var _TickerListener2 = _interopRequireDefault(_TickerListener); + +function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } + +function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } + +/** + * A Ticker class that runs an update loop that other objects listen to. + * This class is composed around listeners + * meant for execution on the next requested animation frame. + * Animation frames are requested only when necessary, + * e.g. When the ticker is started and the emitter has listeners. + * + * @class + * @memberof PIXI.ticker + */ +var Ticker = function () { + /** + * + */ + function Ticker() { + var _this = this; + + _classCallCheck(this, Ticker); + + /** + * The first listener. All new listeners added are chained on this. + * @private + * @type {TickerListener} + */ + this._head = new _TickerListener2.default(null, null, Infinity); + + /** + * Internal current frame request ID + * @private + */ + this._requestId = null; + + /** + * Internal value managed by minFPS property setter and getter. + * This is the maximum allowed milliseconds between updates. + * @private + */ + this._maxElapsedMS = 100; + + /** + * Whether or not this ticker should invoke the method + * {@link PIXI.ticker.Ticker#start} automatically + * when a listener is added. + * + * @member {boolean} + * @default false + */ + this.autoStart = false; + + /** + * Scalar time value from last frame to this frame. + * This value is capped by setting {@link PIXI.ticker.Ticker#minFPS} + * and is scaled with {@link PIXI.ticker.Ticker#speed}. + * **Note:** The cap may be exceeded by scaling. + * + * @member {number} + * @default 1 + */ + this.deltaTime = 1; + + /** + * Time elapsed in milliseconds from last frame to this frame. + * Opposed to what the scalar {@link PIXI.ticker.Ticker#deltaTime} + * is based, this value is neither capped nor scaled. + * If the platform supports DOMHighResTimeStamp, + * this value will have a precision of 1 µs. + * Defaults to target frame time + * + * @member {number} + * @default 16.66 + */ + this.elapsedMS = 1 / _settings2.default.TARGET_FPMS; + + /** + * The last time {@link PIXI.ticker.Ticker#update} was invoked. + * This value is also reset internally outside of invoking + * update, but only when a new animation frame is requested. + * If the platform supports DOMHighResTimeStamp, + * this value will have a precision of 1 µs. + * + * @member {number} + * @default -1 + */ + this.lastTime = -1; + + /** + * Factor of current {@link PIXI.ticker.Ticker#deltaTime}. + * @example + * // Scales ticker.deltaTime to what would be + * // the equivalent of approximately 120 FPS + * ticker.speed = 2; + * + * @member {number} + * @default 1 + */ + this.speed = 1; + + /** + * Whether or not this ticker has been started. + * `true` if {@link PIXI.ticker.Ticker#start} has been called. + * `false` if {@link PIXI.ticker.Ticker#stop} has been called. + * While `false`, this value may change to `true` in the + * event of {@link PIXI.ticker.Ticker#autoStart} being `true` + * and a listener is added. + * + * @member {boolean} + * @default false + */ + this.started = false; + + /** + * Internal tick method bound to ticker instance. + * This is because in early 2015, Function.bind + * is still 60% slower in high performance scenarios. + * Also separating frame requests from update method + * so listeners may be called at any time and with + * any animation API, just invoke ticker.update(time). + * + * @private + * @param {number} time - Time since last tick. + */ + this._tick = function (time) { + _this._requestId = null; + + if (_this.started) { + // Invoke listeners now + _this.update(time); + // Listener side effects may have modified ticker state. + if (_this.started && _this._requestId === null && _this._head.next) { + _this._requestId = requestAnimationFrame(_this._tick); + } + } + }; + } + + /** + * Conditionally requests a new animation frame. + * If a frame has not already been requested, and if the internal + * emitter has listeners, a new frame is requested. + * + * @private + */ + + + Ticker.prototype._requestIfNeeded = function _requestIfNeeded() { + if (this._requestId === null && this._head.next) { + // ensure callbacks get correct delta + this.lastTime = performance.now(); + this._requestId = requestAnimationFrame(this._tick); + } + }; + + /** + * Conditionally cancels a pending animation frame. + * + * @private + */ + + + Ticker.prototype._cancelIfNeeded = function _cancelIfNeeded() { + if (this._requestId !== null) { + cancelAnimationFrame(this._requestId); + this._requestId = null; + } + }; + + /** + * Conditionally requests a new animation frame. + * If the ticker has been started it checks if a frame has not already + * been requested, and if the internal emitter has listeners. If these + * conditions are met, a new frame is requested. If the ticker has not + * been started, but autoStart is `true`, then the ticker starts now, + * and continues with the previous conditions to request a new frame. + * + * @private + */ + + + Ticker.prototype._startIfPossible = function _startIfPossible() { + if (this.started) { + this._requestIfNeeded(); + } else if (this.autoStart) { + this.start(); + } + }; + + /** + * Register a handler for tick events. Calls continuously unless + * it is removed or the ticker is stopped. + * + * @param {Function} fn - The listener function to be added for updates + * @param {Function} [context] - The listener context + * @param {number} [priority=PIXI.UPDATE_PRIORITY.NORMAL] - The priority for emitting + * @returns {PIXI.ticker.Ticker} This instance of a ticker + */ + + + Ticker.prototype.add = function add(fn, context) { + var priority = arguments.length > 2 && arguments[2] !== undefined ? arguments[2] : _const.UPDATE_PRIORITY.NORMAL; + + return this._addListener(new _TickerListener2.default(fn, context, priority)); + }; + + /** + * Add a handler for the tick event which is only execute once. + * + * @param {Function} fn - The listener function to be added for one update + * @param {Function} [context] - The listener context + * @param {number} [priority=PIXI.UPDATE_PRIORITY.NORMAL] - The priority for emitting + * @returns {PIXI.ticker.Ticker} This instance of a ticker + */ + + + Ticker.prototype.addOnce = function addOnce(fn, context) { + var priority = arguments.length > 2 && arguments[2] !== undefined ? arguments[2] : _const.UPDATE_PRIORITY.NORMAL; + + return this._addListener(new _TickerListener2.default(fn, context, priority, true)); + }; + + /** + * Internally adds the event handler so that it can be sorted by priority. + * Priority allows certain handler (user, AnimatedSprite, Interaction) to be run + * before the rendering. + * + * @private + * @param {TickerListener} listener - Current listener being added. + * @returns {PIXI.ticker.Ticker} This instance of a ticker + */ + + + Ticker.prototype._addListener = function _addListener(listener) { + // For attaching to head + var current = this._head.next; + var previous = this._head; + + // Add the first item + if (!current) { + listener.connect(previous); + } else { + // Go from highest to lowest priority + while (current) { + if (listener.priority > current.priority) { + listener.connect(previous); + break; + } + previous = current; + current = current.next; + } + + // Not yet connected + if (!listener.previous) { + listener.connect(previous); + } + } + + this._startIfPossible(); + + return this; + }; + + /** + * Removes any handlers matching the function and context parameters. + * If no handlers are left after removing, then it cancels the animation frame. + * + * @param {Function} fn - The listener function to be removed + * @param {Function} [context] - The listener context to be removed + * @returns {PIXI.ticker.Ticker} This instance of a ticker + */ + + + Ticker.prototype.remove = function remove(fn, context) { + var listener = this._head.next; + + while (listener) { + // We found a match, lets remove it + // no break to delete all possible matches + // incase a listener was added 2+ times + if (listener.match(fn, context)) { + listener = listener.destroy(); + } else { + listener = listener.next; + } + } + + if (!this._head.next) { + this._cancelIfNeeded(); + } + + return this; + }; + + /** + * Starts the ticker. If the ticker has listeners + * a new animation frame is requested at this point. + */ + + + Ticker.prototype.start = function start() { + if (!this.started) { + this.started = true; + this._requestIfNeeded(); + } + }; + + /** + * Stops the ticker. If the ticker has requested + * an animation frame it is canceled at this point. + */ + + + Ticker.prototype.stop = function stop() { + if (this.started) { + this.started = false; + this._cancelIfNeeded(); + } + }; + + /** + * Destroy the ticker and don't use after this. Calling + * this method removes all references to internal events. + */ + + + Ticker.prototype.destroy = function destroy() { + this.stop(); + + var listener = this._head.next; + + while (listener) { + listener = listener.destroy(true); + } + + this._head.destroy(); + this._head = null; + }; + + /** + * Triggers an update. An update entails setting the + * current {@link PIXI.ticker.Ticker#elapsedMS}, + * the current {@link PIXI.ticker.Ticker#deltaTime}, + * invoking all listeners with current deltaTime, + * and then finally setting {@link PIXI.ticker.Ticker#lastTime} + * with the value of currentTime that was provided. + * This method will be called automatically by animation + * frame callbacks if the ticker instance has been started + * and listeners are added. + * + * @param {number} [currentTime=performance.now()] - the current time of execution + */ + + + Ticker.prototype.update = function update() { + var currentTime = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : performance.now(); + + var elapsedMS = void 0; + + // If the difference in time is zero or negative, we ignore most of the work done here. + // If there is no valid difference, then should be no reason to let anyone know about it. + // A zero delta, is exactly that, nothing should update. + // + // The difference in time can be negative, and no this does not mean time traveling. + // This can be the result of a race condition between when an animation frame is requested + // on the current JavaScript engine event loop, and when the ticker's start method is invoked + // (which invokes the internal _requestIfNeeded method). If a frame is requested before + // _requestIfNeeded is invoked, then the callback for the animation frame the ticker requests, + // can receive a time argument that can be less than the lastTime value that was set within + // _requestIfNeeded. This difference is in microseconds, but this is enough to cause problems. + // + // This check covers this browser engine timing issue, as well as if consumers pass an invalid + // currentTime value. This may happen if consumers opt-out of the autoStart, and update themselves. + + if (currentTime > this.lastTime) { + // Save uncapped elapsedMS for measurement + elapsedMS = this.elapsedMS = currentTime - this.lastTime; + + // cap the milliseconds elapsed used for deltaTime + if (elapsedMS > this._maxElapsedMS) { + elapsedMS = this._maxElapsedMS; + } + + this.deltaTime = elapsedMS * _settings2.default.TARGET_FPMS * this.speed; + + // Cache a local reference, in-case ticker is destroyed + // during the emit, we can still check for head.next + var head = this._head; + + // Invoke listeners added to internal emitter + var listener = head.next; + + while (listener) { + listener = listener.emit(this.deltaTime); + } + + if (!head.next) { + this._cancelIfNeeded(); + } + } else { + this.deltaTime = this.elapsedMS = 0; + } + + this.lastTime = currentTime; + }; + + /** + * The frames per second at which this ticker is running. + * The default is approximately 60 in most modern browsers. + * **Note:** This does not factor in the value of + * {@link PIXI.ticker.Ticker#speed}, which is specific + * to scaling {@link PIXI.ticker.Ticker#deltaTime}. + * + * @member {number} + * @readonly + */ + + + _createClass(Ticker, [{ + key: 'FPS', + get: function get() { + return 1000 / this.elapsedMS; + } + + /** + * Manages the maximum amount of milliseconds allowed to + * elapse between invoking {@link PIXI.ticker.Ticker#update}. + * This value is used to cap {@link PIXI.ticker.Ticker#deltaTime}, + * but does not effect the measured value of {@link PIXI.ticker.Ticker#FPS}. + * When setting this property it is clamped to a value between + * `0` and `PIXI.settings.TARGET_FPMS * 1000`. + * + * @member {number} + * @default 10 + */ + + }, { + key: 'minFPS', + get: function get() { + return 1000 / this._maxElapsedMS; + }, + set: function set(fps) // eslint-disable-line require-jsdoc + { + // Clamp: 0 to TARGET_FPMS + var minFPMS = Math.min(Math.max(0, fps) / 1000, _settings2.default.TARGET_FPMS); + + this._maxElapsedMS = 1 / minFPMS; + } + }]); + + return Ticker; +}(); + +exports.default = Ticker; + +},{"../const":46,"../settings":101,"./TickerListener":120}],120:[function(require,module,exports){ +"use strict"; + +exports.__esModule = true; + +function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } + +/** + * Internal class for handling the priority sorting of ticker handlers. + * + * @private + * @class + * @memberof PIXI.ticker + */ +var TickerListener = function () { + /** + * Constructor + * + * @param {Function} fn - The listener function to be added for one update + * @param {Function} [context=null] - The listener context + * @param {number} [priority=0] - The priority for emitting + * @param {boolean} [once=false] - If the handler should fire once + */ + function TickerListener(fn) { + var context = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : null; + var priority = arguments.length > 2 && arguments[2] !== undefined ? arguments[2] : 0; + var once = arguments.length > 3 && arguments[3] !== undefined ? arguments[3] : false; + + _classCallCheck(this, TickerListener); + + /** + * The handler function to execute. + * @member {Function} + */ + this.fn = fn; + + /** + * The calling to execute. + * @member {Function} + */ + this.context = context; + + /** + * The current priority. + * @member {number} + */ + this.priority = priority; + + /** + * If this should only execute once. + * @member {boolean} + */ + this.once = once; + + /** + * The next item in chain. + * @member {TickerListener} + */ + this.next = null; + + /** + * The previous item in chain. + * @member {TickerListener} + */ + this.previous = null; + + /** + * `true` if this listener has been destroyed already. + * @member {boolean} + * @private + */ + this._destroyed = false; + } + + /** + * Simple compare function to figure out if a function and context match. + * + * @param {Function} fn - The listener function to be added for one update + * @param {Function} context - The listener context + * @return {boolean} `true` if the listener match the arguments + */ + + + TickerListener.prototype.match = function match(fn, context) { + context = context || null; + + return this.fn === fn && this.context === context; + }; + + /** + * Emit by calling the current function. + * @param {number} deltaTime - time since the last emit. + * @return {TickerListener} Next ticker + */ + + + TickerListener.prototype.emit = function emit(deltaTime) { + if (this.fn) { + if (this.context) { + this.fn.call(this.context, deltaTime); + } else { + this.fn(deltaTime); + } + } + + var redirect = this.next; + + if (this.once) { + this.destroy(true); + } + + // Soft-destroying should remove + // the next reference + if (this._destroyed) { + this.next = null; + } + + return redirect; + }; + + /** + * Connect to the list. + * @param {TickerListener} previous - Input node, previous listener + */ + + + TickerListener.prototype.connect = function connect(previous) { + this.previous = previous; + if (previous.next) { + previous.next.previous = this; + } + this.next = previous.next; + previous.next = this; + }; + + /** + * Destroy and don't use after this. + * @param {boolean} [hard = false] `true` to remove the `next` reference, this + * is considered a hard destroy. Soft destroy maintains the next reference. + * @return {TickerListener} The listener to redirect while emitting or removing. + */ + + + TickerListener.prototype.destroy = function destroy() { + var hard = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : false; + + this._destroyed = true; + this.fn = null; + this.context = null; + + // Disconnect, hook up next and previous + if (this.previous) { + this.previous.next = this.next; + } + + if (this.next) { + this.next.previous = this.previous; + } + + // Redirect to the next item + var redirect = this.next; + + // Remove references + this.next = hard ? null : redirect; + this.previous = null; + + return redirect; + }; + + return TickerListener; +}(); + +exports.default = TickerListener; + +},{}],121:[function(require,module,exports){ +'use strict'; + +exports.__esModule = true; +exports.Ticker = exports.shared = undefined; + +var _Ticker = require('./Ticker'); + +var _Ticker2 = _interopRequireDefault(_Ticker); + +function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } + +/** + * The shared ticker instance used by {@link PIXI.extras.AnimatedSprite}. + * and by {@link PIXI.interaction.InteractionManager}. + * The property {@link PIXI.ticker.Ticker#autoStart} is set to `true` + * for this instance. Please follow the examples for usage, including + * how to opt-out of auto-starting the shared ticker. + * + * @example + * let ticker = PIXI.ticker.shared; + * // Set this to prevent starting this ticker when listeners are added. + * // By default this is true only for the PIXI.ticker.shared instance. + * ticker.autoStart = false; + * // FYI, call this to ensure the ticker is stopped. It should be stopped + * // if you have not attempted to render anything yet. + * ticker.stop(); + * // Call this when you are ready for a running shared ticker. + * ticker.start(); + * + * @example + * // You may use the shared ticker to render... + * let renderer = PIXI.autoDetectRenderer(800, 600); + * let stage = new PIXI.Container(); + * let interactionManager = PIXI.interaction.InteractionManager(renderer); + * document.body.appendChild(renderer.view); + * ticker.add(function (time) { + * renderer.render(stage); + * }); + * + * @example + * // Or you can just update it manually. + * ticker.autoStart = false; + * ticker.stop(); + * function animate(time) { + * ticker.update(time); + * renderer.render(stage); + * requestAnimationFrame(animate); + * } + * animate(performance.now()); + * + * @type {PIXI.ticker.Ticker} + * @memberof PIXI.ticker + */ +var shared = new _Ticker2.default(); + +shared.autoStart = true; +shared.destroy = function () { + // protect destroying shared ticker + // this is used by other internal systems + // like AnimatedSprite and InteractionManager +}; + +/** + * This namespace contains an API for interacting with PIXI's internal global update loop. + * + * This ticker is used for rendering, {@link PIXI.extras.AnimatedSprite AnimatedSprite}, + * {@link PIXI.interaction.InteractionManager InteractionManager} and many other time-based PIXI systems. + * @example + * const ticker = new PIXI.ticker.Ticker(); + * ticker.stop(); + * ticker.add((deltaTime) => { + * // do something every frame + * }); + * ticker.start(); + * @namespace PIXI.ticker + */ +exports.shared = shared; +exports.Ticker = _Ticker2.default; + +},{"./Ticker":119}],122:[function(require,module,exports){ +"use strict"; + +exports.__esModule = true; +exports.default = canUploadSameBuffer; +function canUploadSameBuffer() { + // Uploading the same buffer multiple times in a single frame can cause perf issues. + // Apparent on IOS so only check for that at the moment + // this check may become more complex if this issue pops up elsewhere. + var ios = !!navigator.platform && /iPad|iPhone|iPod/.test(navigator.platform); + + return !ios; +} + +},{}],123:[function(require,module,exports){ +"use strict"; + +exports.__esModule = true; +exports.default = createIndicesForQuads; +/** + * Generic Mask Stack data structure + * + * @memberof PIXI + * @function createIndicesForQuads + * @private + * @param {number} size - Number of quads + * @return {Uint16Array} indices + */ +function createIndicesForQuads(size) { + // the total number of indices in our array, there are 6 points per quad. + + var totalIndices = size * 6; + + var indices = new Uint16Array(totalIndices); + + // fill the indices with the quads to draw + for (var i = 0, j = 0; i < totalIndices; i += 6, j += 4) { + indices[i + 0] = j + 0; + indices[i + 1] = j + 1; + indices[i + 2] = j + 2; + indices[i + 3] = j + 0; + indices[i + 4] = j + 2; + indices[i + 5] = j + 3; + } + + return indices; +} + +},{}],124:[function(require,module,exports){ +'use strict'; + +exports.__esModule = true; +exports.default = determineCrossOrigin; + +var _url2 = require('url'); + +var _url3 = _interopRequireDefault(_url2); + +function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } + +var tempAnchor = void 0; + +/** + * Sets the `crossOrigin` property for this resource based on if the url + * for this resource is cross-origin. If crossOrigin was manually set, this + * function does nothing. + * Nipped from the resource loader! + * + * @ignore + * @param {string} url - The url to test. + * @param {object} [loc=window.location] - The location object to test against. + * @return {string} The crossOrigin value to use (or empty string for none). + */ +function determineCrossOrigin(url) { + var loc = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : window.location; + + // data: and javascript: urls are considered same-origin + if (url.indexOf('data:') === 0) { + return ''; + } + + // default is window.location + loc = loc || window.location; + + if (!tempAnchor) { + tempAnchor = document.createElement('a'); + } + + // let the browser determine the full href for the url of this resource and then + // parse with the node url lib, we can't use the properties of the anchor element + // because they don't work in IE9 :( + tempAnchor.href = url; + url = _url3.default.parse(tempAnchor.href); + + var samePort = !url.port && loc.port === '' || url.port === loc.port; + + // if cross origin + if (url.hostname !== loc.hostname || !samePort || url.protocol !== loc.protocol) { + return 'anonymous'; + } + + return ''; +} + +},{"url":38}],125:[function(require,module,exports){ +'use strict'; + +exports.__esModule = true; +exports.premultiplyBlendMode = exports.BaseTextureCache = exports.TextureCache = exports.earcut = exports.mixins = exports.pluginTarget = exports.EventEmitter = exports.removeItems = exports.isMobile = undefined; +exports.uid = uid; +exports.hex2rgb = hex2rgb; +exports.hex2string = hex2string; +exports.rgb2hex = rgb2hex; +exports.getResolutionOfUrl = getResolutionOfUrl; +exports.decomposeDataUri = decomposeDataUri; +exports.getUrlFileExtension = getUrlFileExtension; +exports.getSvgSize = getSvgSize; +exports.skipHello = skipHello; +exports.sayHello = sayHello; +exports.isWebGLSupported = isWebGLSupported; +exports.sign = sign; +exports.destroyTextureCache = destroyTextureCache; +exports.clearTextureCache = clearTextureCache; +exports.correctBlendMode = correctBlendMode; +exports.premultiplyTint = premultiplyTint; +exports.premultiplyRgba = premultiplyRgba; +exports.premultiplyTintToRgba = premultiplyTintToRgba; + +var _const = require('../const'); + +var _settings = require('../settings'); + +var _settings2 = _interopRequireDefault(_settings); + +var _eventemitter = require('eventemitter3'); + +var _eventemitter2 = _interopRequireDefault(_eventemitter); + +var _pluginTarget = require('./pluginTarget'); + +var _pluginTarget2 = _interopRequireDefault(_pluginTarget); + +var _mixin = require('./mixin'); + +var mixins = _interopRequireWildcard(_mixin); + +var _ismobilejs = require('ismobilejs'); + +var isMobile = _interopRequireWildcard(_ismobilejs); + +var _removeArrayItems = require('remove-array-items'); + +var _removeArrayItems2 = _interopRequireDefault(_removeArrayItems); + +var _mapPremultipliedBlendModes = require('./mapPremultipliedBlendModes'); + +var _mapPremultipliedBlendModes2 = _interopRequireDefault(_mapPremultipliedBlendModes); + +var _earcut = require('earcut'); + +var _earcut2 = _interopRequireDefault(_earcut); + +function _interopRequireWildcard(obj) { if (obj && obj.__esModule) { return obj; } else { var newObj = {}; if (obj != null) { for (var key in obj) { if (Object.prototype.hasOwnProperty.call(obj, key)) newObj[key] = obj[key]; } } newObj.default = obj; return newObj; } } + +function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } + +var nextUid = 0; +var saidHello = false; + +/** + * Generalized convenience utilities for PIXI. + * @example + * // Extend PIXI's internal Event Emitter. + * class MyEmitter extends PIXI.utils.EventEmitter { + * constructor() { + * super(); + * console.log("Emitter created!"); + * } + * } + * + * // Get info on current device + * console.log(PIXI.utils.isMobile); + * + * // Convert hex color to string + * console.log(PIXI.utils.hex2string(0xff00ff)); // returns: "#ff00ff" + * @namespace PIXI.utils + */ +exports.isMobile = isMobile; +exports.removeItems = _removeArrayItems2.default; +exports.EventEmitter = _eventemitter2.default; +exports.pluginTarget = _pluginTarget2.default; +exports.mixins = mixins; +exports.earcut = _earcut2.default; + +/** + * Gets the next unique identifier + * + * @memberof PIXI.utils + * @function uid + * @return {number} The next unique identifier to use. + */ + +function uid() { + return ++nextUid; +} + +/** + * Converts a hex color number to an [R, G, B] array + * + * @memberof PIXI.utils + * @function hex2rgb + * @param {number} hex - The number to convert + * @param {number[]} [out=[]] If supplied, this array will be used rather than returning a new one + * @return {number[]} An array representing the [R, G, B] of the color. + */ +function hex2rgb(hex, out) { + out = out || []; + + out[0] = (hex >> 16 & 0xFF) / 255; + out[1] = (hex >> 8 & 0xFF) / 255; + out[2] = (hex & 0xFF) / 255; + + return out; +} + +/** + * Converts a hex color number to a string. + * + * @memberof PIXI.utils + * @function hex2string + * @param {number} hex - Number in hex + * @return {string} The string color. + */ +function hex2string(hex) { + hex = hex.toString(16); + hex = '000000'.substr(0, 6 - hex.length) + hex; + + return '#' + hex; +} + +/** + * Converts a color as an [R, G, B] array to a hex number + * + * @memberof PIXI.utils + * @function rgb2hex + * @param {number[]} rgb - rgb array + * @return {number} The color number + */ +function rgb2hex(rgb) { + return (rgb[0] * 255 << 16) + (rgb[1] * 255 << 8) + (rgb[2] * 255 | 0); +} + +/** + * get the resolution / device pixel ratio of an asset by looking for the prefix + * used by spritesheets and image urls + * + * @memberof PIXI.utils + * @function getResolutionOfUrl + * @param {string} url - the image path + * @param {number} [defaultValue=1] - the defaultValue if no filename prefix is set. + * @return {number} resolution / device pixel ratio of an asset + */ +function getResolutionOfUrl(url, defaultValue) { + var resolution = _settings2.default.RETINA_PREFIX.exec(url); + + if (resolution) { + return parseFloat(resolution[1]); + } + + return defaultValue !== undefined ? defaultValue : 1; +} + +/** + * Typedef for decomposeDataUri return object. + * + * @typedef {object} PIXI.utils~DecomposedDataUri + * @property {mediaType} Media type, eg. `image` + * @property {subType} Sub type, eg. `png` + * @property {encoding} Data encoding, eg. `base64` + * @property {data} The actual data + */ + +/** + * Split a data URI into components. Returns undefined if + * parameter `dataUri` is not a valid data URI. + * + * @memberof PIXI.utils + * @function decomposeDataUri + * @param {string} dataUri - the data URI to check + * @return {PIXI.utils~DecomposedDataUri|undefined} The decomposed data uri or undefined + */ +function decomposeDataUri(dataUri) { + var dataUriMatch = _const.DATA_URI.exec(dataUri); + + if (dataUriMatch) { + return { + mediaType: dataUriMatch[1] ? dataUriMatch[1].toLowerCase() : undefined, + subType: dataUriMatch[2] ? dataUriMatch[2].toLowerCase() : undefined, + charset: dataUriMatch[3] ? dataUriMatch[3].toLowerCase() : undefined, + encoding: dataUriMatch[4] ? dataUriMatch[4].toLowerCase() : undefined, + data: dataUriMatch[5] + }; + } + + return undefined; +} + +/** + * Get type of the image by regexp for extension. Returns undefined for unknown extensions. + * + * @memberof PIXI.utils + * @function getUrlFileExtension + * @param {string} url - the image path + * @return {string|undefined} image extension + */ +function getUrlFileExtension(url) { + var extension = _const.URL_FILE_EXTENSION.exec(url); + + if (extension) { + return extension[1].toLowerCase(); + } + + return undefined; +} + +/** + * Typedef for Size object. + * + * @typedef {object} PIXI.utils~Size + * @property {width} Width component + * @property {height} Height component + */ + +/** + * Get size from an svg string using regexp. + * + * @memberof PIXI.utils + * @function getSvgSize + * @param {string} svgString - a serialized svg element + * @return {PIXI.utils~Size|undefined} image extension + */ +function getSvgSize(svgString) { + var sizeMatch = _const.SVG_SIZE.exec(svgString); + var size = {}; + + if (sizeMatch) { + size[sizeMatch[1]] = Math.round(parseFloat(sizeMatch[3])); + size[sizeMatch[5]] = Math.round(parseFloat(sizeMatch[7])); + } + + return size; +} + +/** + * Skips the hello message of renderers that are created after this is run. + * + * @function skipHello + * @memberof PIXI.utils + */ +function skipHello() { + saidHello = true; +} + +/** + * Logs out the version and renderer information for this running instance of PIXI. + * If you don't want to see this message you can run `PIXI.utils.skipHello()` before + * creating your renderer. Keep in mind that doing that will forever makes you a jerk face. + * + * @static + * @function sayHello + * @memberof PIXI.utils + * @param {string} type - The string renderer type to log. + */ +function sayHello(type) { + if (saidHello) { + return; + } + + if (navigator.userAgent.toLowerCase().indexOf('chrome') > -1) { + var args = ['\n %c %c %c PixiJS ' + _const.VERSION + ' - \u2730 ' + type + ' \u2730 %c %c http://www.pixijs.com/ %c %c \u2665%c\u2665%c\u2665 \n\n', 'background: #ff66a5; padding:5px 0;', 'background: #ff66a5; padding:5px 0;', 'color: #ff66a5; background: #030307; padding:5px 0;', 'background: #ff66a5; padding:5px 0;', 'background: #ffc3dc; padding:5px 0;', 'background: #ff66a5; padding:5px 0;', 'color: #ff2424; background: #fff; padding:5px 0;', 'color: #ff2424; background: #fff; padding:5px 0;', 'color: #ff2424; background: #fff; padding:5px 0;']; + + window.console.log.apply(console, args); + } else if (window.console) { + window.console.log('PixiJS ' + _const.VERSION + ' - ' + type + ' - http://www.pixijs.com/'); + } + + saidHello = true; +} + +/** + * Helper for checking for webgl support + * + * @memberof PIXI.utils + * @function isWebGLSupported + * @return {boolean} is webgl supported + */ +function isWebGLSupported() { + var contextOptions = { stencil: true, failIfMajorPerformanceCaveat: true }; + + try { + if (!window.WebGLRenderingContext) { + return false; + } + + var canvas = document.createElement('canvas'); + var gl = canvas.getContext('webgl', contextOptions) || canvas.getContext('experimental-webgl', contextOptions); + + var success = !!(gl && gl.getContextAttributes().stencil); + + if (gl) { + var loseContext = gl.getExtension('WEBGL_lose_context'); + + if (loseContext) { + loseContext.loseContext(); + } + } + + gl = null; + + return success; + } catch (e) { + return false; + } +} + +/** + * Returns sign of number + * + * @memberof PIXI.utils + * @function sign + * @param {number} n - the number to check the sign of + * @returns {number} 0 if `n` is 0, -1 if `n` is negative, 1 if `n` is positive + */ +function sign(n) { + if (n === 0) return 0; + + return n < 0 ? -1 : 1; +} + +/** + * @todo Describe property usage + * + * @memberof PIXI.utils + * @private + */ +var TextureCache = exports.TextureCache = Object.create(null); + +/** + * @todo Describe property usage + * + * @memberof PIXI.utils + * @private + */ +var BaseTextureCache = exports.BaseTextureCache = Object.create(null); + +/** + * Destroys all texture in the cache + * + * @memberof PIXI.utils + * @function destroyTextureCache + */ +function destroyTextureCache() { + var key = void 0; + + for (key in TextureCache) { + TextureCache[key].destroy(); + } + for (key in BaseTextureCache) { + BaseTextureCache[key].destroy(); + } +} + +/** + * Removes all textures from cache, but does not destroy them + * + * @memberof PIXI.utils + * @function clearTextureCache + */ +function clearTextureCache() { + var key = void 0; + + for (key in TextureCache) { + delete TextureCache[key]; + } + for (key in BaseTextureCache) { + delete BaseTextureCache[key]; + } +} + +/** + * maps premultiply flag and blendMode to adjusted blendMode + * @memberof PIXI.utils + * @const premultiplyBlendMode + * @type {Array} + */ +var premultiplyBlendMode = exports.premultiplyBlendMode = (0, _mapPremultipliedBlendModes2.default)(); + +/** + * changes blendMode according to texture format + * + * @memberof PIXI.utils + * @function correctBlendMode + * @param {number} blendMode supposed blend mode + * @param {boolean} premultiplied whether source is premultiplied + * @returns {number} true blend mode for this texture + */ +function correctBlendMode(blendMode, premultiplied) { + return premultiplyBlendMode[premultiplied ? 1 : 0][blendMode]; +} + +/** + * premultiplies tint + * + * @memberof PIXI.utils + * @param {number} tint integet RGB + * @param {number} alpha floating point alpha (0.0-1.0) + * @returns {number} tint multiplied by alpha + */ +function premultiplyTint(tint, alpha) { + if (alpha === 1.0) { + return (alpha * 255 << 24) + tint; + } + if (alpha === 0.0) { + return 0; + } + var R = tint >> 16 & 0xFF; + var G = tint >> 8 & 0xFF; + var B = tint & 0xFF; + + R = R * alpha + 0.5 | 0; + G = G * alpha + 0.5 | 0; + B = B * alpha + 0.5 | 0; + + return (alpha * 255 << 24) + (R << 16) + (G << 8) + B; +} + +/** + * combines rgb and alpha to out array + * + * @memberof PIXI.utils + * @param {Float32Array|number[]} rgb input rgb + * @param {number} alpha alpha param + * @param {Float32Array} [out] output + * @param {boolean} [premultiply=true] do premultiply it + * @returns {Float32Array} vec4 rgba + */ +function premultiplyRgba(rgb, alpha, out, premultiply) { + out = out || new Float32Array(4); + if (premultiply || premultiply === undefined) { + out[0] = rgb[0] * alpha; + out[1] = rgb[1] * alpha; + out[2] = rgb[2] * alpha; + } else { + out[0] = rgb[0]; + out[1] = rgb[1]; + out[2] = rgb[2]; + } + out[3] = alpha; + + return out; +} + +/** + * converts integer tint and float alpha to vec4 form, premultiplies by default + * + * @memberof PIXI.utils + * @param {number} tint input tint + * @param {number} alpha alpha param + * @param {Float32Array} [out] output + * @param {boolean} [premultiply=true] do premultiply it + * @returns {Float32Array} vec4 rgba + */ +function premultiplyTintToRgba(tint, alpha, out, premultiply) { + out = out || new Float32Array(4); + out[0] = (tint >> 16 & 0xFF) / 255.0; + out[1] = (tint >> 8 & 0xFF) / 255.0; + out[2] = (tint & 0xFF) / 255.0; + if (premultiply || premultiply === undefined) { + out[0] *= alpha; + out[1] *= alpha; + out[2] *= alpha; + } + out[3] = alpha; + + return out; +} + +},{"../const":46,"../settings":101,"./mapPremultipliedBlendModes":126,"./mixin":128,"./pluginTarget":129,"earcut":2,"eventemitter3":3,"ismobilejs":4,"remove-array-items":31}],126:[function(require,module,exports){ +'use strict'; + +exports.__esModule = true; +exports.default = mapPremultipliedBlendModes; + +var _const = require('../const'); + +/** + * Corrects PixiJS blend, takes premultiplied alpha into account + * + * @memberof PIXI + * @function mapPremultipliedBlendModes + * @private + * @param {Array} [array] - The array to output into. + * @return {Array} Mapped modes. + */ + +function mapPremultipliedBlendModes() { + var pm = []; + var npm = []; + + for (var i = 0; i < 32; i++) { + pm[i] = i; + npm[i] = i; + } + + pm[_const.BLEND_MODES.NORMAL_NPM] = _const.BLEND_MODES.NORMAL; + pm[_const.BLEND_MODES.ADD_NPM] = _const.BLEND_MODES.ADD; + pm[_const.BLEND_MODES.SCREEN_NPM] = _const.BLEND_MODES.SCREEN; + + npm[_const.BLEND_MODES.NORMAL] = _const.BLEND_MODES.NORMAL_NPM; + npm[_const.BLEND_MODES.ADD] = _const.BLEND_MODES.ADD_NPM; + npm[_const.BLEND_MODES.SCREEN] = _const.BLEND_MODES.SCREEN_NPM; + + var array = []; + + array.push(npm); + array.push(pm); + + return array; +} + +},{"../const":46}],127:[function(require,module,exports){ +'use strict'; + +exports.__esModule = true; +exports.default = maxRecommendedTextures; + +var _ismobilejs = require('ismobilejs'); + +var _ismobilejs2 = _interopRequireDefault(_ismobilejs); + +function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } + +function maxRecommendedTextures(max) { + if (_ismobilejs2.default.tablet || _ismobilejs2.default.phone) { + // check if the res is iphone 6 or higher.. + return 4; + } + + // desktop should be ok + return max; +} + +},{"ismobilejs":4}],128:[function(require,module,exports){ +"use strict"; + +exports.__esModule = true; +exports.mixin = mixin; +exports.delayMixin = delayMixin; +exports.performMixins = performMixins; +/** + * Mixes all enumerable properties and methods from a source object to a target object. + * + * @memberof PIXI.utils.mixins + * @function mixin + * @param {object} target The prototype or instance that properties and methods should be added to. + * @param {object} source The source of properties and methods to mix in. + */ +function mixin(target, source) { + if (!target || !source) return; + // in ES8/ES2017, this would be really easy: + // Object.defineProperties(target, Object.getOwnPropertyDescriptors(source)); + + // get all the enumerable property keys + var keys = Object.keys(source); + + // loop through properties + for (var i = 0; i < keys.length; ++i) { + var propertyName = keys[i]; + + // Set the property using the property descriptor - this works for accessors and normal value properties + Object.defineProperty(target, propertyName, Object.getOwnPropertyDescriptor(source, propertyName)); + } +} + +var mixins = []; + +/** + * Queues a mixin to be handled towards the end of the initialization of PIXI, so that deprecation + * can take effect. + * + * @memberof PIXI.utils.mixins + * @function delayMixin + * @private + * @param {object} target The prototype or instance that properties and methods should be added to. + * @param {object} source The source of properties and methods to mix in. + */ +function delayMixin(target, source) { + mixins.push(target, source); +} + +/** + * Handles all mixins queued via delayMixin(). + * + * @memberof PIXI.utils.mixins + * @function performMixins + * @private + */ +function performMixins() { + for (var i = 0; i < mixins.length; i += 2) { + mixin(mixins[i], mixins[i + 1]); + } + mixins.length = 0; +} + +},{}],129:[function(require,module,exports){ +"use strict"; + +exports.__esModule = true; +/** + * Mixins functionality to make an object have "plugins". + * + * @example + * function MyObject() {} + * + * pluginTarget.mixin(MyObject); + * + * @mixin + * @memberof PIXI.utils + * @param {object} obj - The object to mix into. + */ +function pluginTarget(obj) { + obj.__plugins = {}; + + /** + * Adds a plugin to an object + * + * @param {string} pluginName - The events that should be listed. + * @param {Function} ctor - The constructor function for the plugin. + */ + obj.registerPlugin = function registerPlugin(pluginName, ctor) { + obj.__plugins[pluginName] = ctor; + }; + + /** + * Instantiates all the plugins of this object + * + */ + obj.prototype.initPlugins = function initPlugins() { + this.plugins = this.plugins || {}; + + for (var o in obj.__plugins) { + this.plugins[o] = new obj.__plugins[o](this); + } + }; + + /** + * Removes all the plugins of this object + * + */ + obj.prototype.destroyPlugins = function destroyPlugins() { + for (var o in this.plugins) { + this.plugins[o].destroy(); + this.plugins[o] = null; + } + + this.plugins = null; + }; +} + +exports.default = { + /** + * Mixes in the properties of the pluginTarget into another object + * + * @param {object} obj - The obj to mix into + */ + mixin: function mixin(obj) { + pluginTarget(obj); + } +}; + +},{}],130:[function(require,module,exports){ +'use strict'; + +exports.__esModule = true; +exports.default = trimCanvas; +/** + * Trim transparent borders from a canvas + * + * @memberof PIXI + * @function trimCanvas + * @private + * @param {HTMLCanvasElement} canvas - the canvas to trim + * @returns {object} Trim data + */ +function trimCanvas(canvas) { + // https://gist.github.com/remy/784508 + + var width = canvas.width; + var height = canvas.height; + + var context = canvas.getContext('2d'); + var imageData = context.getImageData(0, 0, width, height); + var pixels = imageData.data; + var len = pixels.length; + + var bound = { + top: null, + left: null, + right: null, + bottom: null + }; + var data = null; + var i = void 0; + var x = void 0; + var y = void 0; + + for (i = 0; i < len; i += 4) { + if (pixels[i + 3] !== 0) { + x = i / 4 % width; + y = ~~(i / 4 / width); + + if (bound.top === null) { + bound.top = y; + } + + if (bound.left === null) { + bound.left = x; + } else if (x < bound.left) { + bound.left = x; + } + + if (bound.right === null) { + bound.right = x + 1; + } else if (bound.right < x) { + bound.right = x + 1; + } + + if (bound.bottom === null) { + bound.bottom = y; + } else if (bound.bottom < y) { + bound.bottom = y; + } + } + } + + if (bound.top !== null) { + width = bound.right - bound.left; + height = bound.bottom - bound.top + 1; + data = context.getImageData(bound.left, bound.top, width, height); + } + + return { + height: height, + width: width, + data: data + }; +} + +},{}],131:[function(require,module,exports){ +'use strict'; + +exports.__esModule = true; +exports.default = deprecation; +// provide method to give a stack track for warnings +// useful for tracking-down where deprecated methods/properties/classes +// are being used within the code + +// A map of warning messages already fired +var warnings = {}; + +// provide method to give a stack track for warnings +// useful for tracking-down where deprecated methods/properties/classes +// are being used within the code +function warn(msg) { + // Ignore duplicat + if (warnings[msg]) { + return; + } + + /* eslint-disable no-console */ + var stack = new Error().stack; + + // Handle IE < 10 and Safari < 6 + if (typeof stack === 'undefined') { + console.warn('Deprecation Warning: ', msg); + } else { + // chop off the stack trace which includes pixi.js internal calls + stack = stack.split('\n').splice(3).join('\n'); + + if (console.groupCollapsed) { + console.groupCollapsed('%cDeprecation Warning: %c%s', 'color:#614108;background:#fffbe6', 'font-weight:normal;color:#614108;background:#fffbe6', msg); + console.warn(stack); + console.groupEnd(); + } else { + console.warn('Deprecation Warning: ', msg); + console.warn(stack); + } + } + /* eslint-enable no-console */ + + warnings[msg] = true; +} + +function deprecation(core) { + var mesh = core.mesh, + particles = core.particles, + extras = core.extras, + filters = core.filters, + prepare = core.prepare, + loaders = core.loaders, + interaction = core.interaction; + + + Object.defineProperties(core, { + + /** + * @class + * @private + * @name SpriteBatch + * @memberof PIXI + * @see PIXI.ParticleContainer + * @throws {ReferenceError} SpriteBatch does not exist any more, please use the new ParticleContainer instead. + * @deprecated since version 3.0.0 + */ + SpriteBatch: { + get: function get() { + throw new ReferenceError('SpriteBatch does not exist any more, ' + 'please use the new ParticleContainer instead.'); + } + }, + + /** + * @class + * @private + * @name AssetLoader + * @memberof PIXI + * @see PIXI.loaders.Loader + * @throws {ReferenceError} The loader system was overhauled in PixiJS v3, + * please see the new PIXI.loaders.Loader class. + * @deprecated since version 3.0.0 + */ + AssetLoader: { + get: function get() { + throw new ReferenceError('The loader system was overhauled in PixiJS v3, ' + 'please see the new PIXI.loaders.Loader class.'); + } + }, + + /** + * @class + * @private + * @name Stage + * @memberof PIXI + * @see PIXI.Container + * @deprecated since version 3.0.0 + */ + Stage: { + get: function get() { + warn('You do not need to use a PIXI Stage any more, you can simply render any container.'); + + return core.Container; + } + }, + + /** + * @class + * @private + * @name DisplayObjectContainer + * @memberof PIXI + * @see PIXI.Container + * @deprecated since version 3.0.0 + */ + DisplayObjectContainer: { + get: function get() { + warn('DisplayObjectContainer has been shortened to Container, please use Container from now on.'); + + return core.Container; + } + }, + + /** + * @class + * @private + * @name Strip + * @memberof PIXI + * @see PIXI.mesh.Mesh + * @deprecated since version 3.0.0 + */ + Strip: { + get: function get() { + warn('The Strip class has been renamed to Mesh and moved to mesh.Mesh, please use mesh.Mesh from now on.'); + + return mesh.Mesh; + } + }, + + /** + * @class + * @private + * @name Rope + * @memberof PIXI + * @see PIXI.mesh.Rope + * @deprecated since version 3.0.0 + */ + Rope: { + get: function get() { + warn('The Rope class has been moved to mesh.Rope, please use mesh.Rope from now on.'); + + return mesh.Rope; + } + }, + + /** + * @class + * @private + * @name ParticleContainer + * @memberof PIXI + * @see PIXI.particles.ParticleContainer + * @deprecated since version 4.0.0 + */ + ParticleContainer: { + get: function get() { + warn('The ParticleContainer class has been moved to particles.ParticleContainer, ' + 'please use particles.ParticleContainer from now on.'); + + return particles.ParticleContainer; + } + }, + + /** + * @class + * @private + * @name MovieClip + * @memberof PIXI + * @see PIXI.extras.MovieClip + * @deprecated since version 3.0.0 + */ + MovieClip: { + get: function get() { + warn('The MovieClip class has been moved to extras.AnimatedSprite, please use extras.AnimatedSprite.'); + + return extras.AnimatedSprite; + } + }, + + /** + * @class + * @private + * @name TilingSprite + * @memberof PIXI + * @see PIXI.extras.TilingSprite + * @deprecated since version 3.0.0 + */ + TilingSprite: { + get: function get() { + warn('The TilingSprite class has been moved to extras.TilingSprite, ' + 'please use extras.TilingSprite from now on.'); + + return extras.TilingSprite; + } + }, + + /** + * @class + * @private + * @name BitmapText + * @memberof PIXI + * @see PIXI.extras.BitmapText + * @deprecated since version 3.0.0 + */ + BitmapText: { + get: function get() { + warn('The BitmapText class has been moved to extras.BitmapText, ' + 'please use extras.BitmapText from now on.'); + + return extras.BitmapText; + } + }, + + /** + * @class + * @private + * @name blendModes + * @memberof PIXI + * @see PIXI.BLEND_MODES + * @deprecated since version 3.0.0 + */ + blendModes: { + get: function get() { + warn('The blendModes has been moved to BLEND_MODES, please use BLEND_MODES from now on.'); + + return core.BLEND_MODES; + } + }, + + /** + * @class + * @private + * @name scaleModes + * @memberof PIXI + * @see PIXI.SCALE_MODES + * @deprecated since version 3.0.0 + */ + scaleModes: { + get: function get() { + warn('The scaleModes has been moved to SCALE_MODES, please use SCALE_MODES from now on.'); + + return core.SCALE_MODES; + } + }, + + /** + * @class + * @private + * @name BaseTextureCache + * @memberof PIXI + * @see PIXI.utils.BaseTextureCache + * @deprecated since version 3.0.0 + */ + BaseTextureCache: { + get: function get() { + warn('The BaseTextureCache class has been moved to utils.BaseTextureCache, ' + 'please use utils.BaseTextureCache from now on.'); + + return core.utils.BaseTextureCache; + } + }, + + /** + * @class + * @private + * @name TextureCache + * @memberof PIXI + * @see PIXI.utils.TextureCache + * @deprecated since version 3.0.0 + */ + TextureCache: { + get: function get() { + warn('The TextureCache class has been moved to utils.TextureCache, ' + 'please use utils.TextureCache from now on.'); + + return core.utils.TextureCache; + } + }, + + /** + * @namespace + * @private + * @name math + * @memberof PIXI + * @see PIXI + * @deprecated since version 3.0.6 + */ + math: { + get: function get() { + warn('The math namespace is deprecated, please access members already accessible on PIXI.'); + + return core; + } + }, + + /** + * @class + * @private + * @name PIXI.AbstractFilter + * @see PIXI.Filter + * @deprecated since version 3.0.6 + */ + AbstractFilter: { + get: function get() { + warn('AstractFilter has been renamed to Filter, please use PIXI.Filter'); + + return core.Filter; + } + }, + + /** + * @class + * @private + * @name PIXI.TransformManual + * @see PIXI.TransformBase + * @deprecated since version 4.0.0 + */ + TransformManual: { + get: function get() { + warn('TransformManual has been renamed to TransformBase, please update your pixi-spine'); + + return core.TransformBase; + } + }, + + /** + * @static + * @constant + * @name PIXI.TARGET_FPMS + * @see PIXI.settings.TARGET_FPMS + * @deprecated since version 4.2.0 + */ + TARGET_FPMS: { + get: function get() { + warn('PIXI.TARGET_FPMS has been deprecated, please use PIXI.settings.TARGET_FPMS'); + + return core.settings.TARGET_FPMS; + }, + set: function set(value) { + warn('PIXI.TARGET_FPMS has been deprecated, please use PIXI.settings.TARGET_FPMS'); + + core.settings.TARGET_FPMS = value; + } + }, + + /** + * @static + * @constant + * @name PIXI.FILTER_RESOLUTION + * @see PIXI.settings.FILTER_RESOLUTION + * @deprecated since version 4.2.0 + */ + FILTER_RESOLUTION: { + get: function get() { + warn('PIXI.FILTER_RESOLUTION has been deprecated, please use PIXI.settings.FILTER_RESOLUTION'); + + return core.settings.FILTER_RESOLUTION; + }, + set: function set(value) { + warn('PIXI.FILTER_RESOLUTION has been deprecated, please use PIXI.settings.FILTER_RESOLUTION'); + + core.settings.FILTER_RESOLUTION = value; + } + }, + + /** + * @static + * @constant + * @name PIXI.RESOLUTION + * @see PIXI.settings.RESOLUTION + * @deprecated since version 4.2.0 + */ + RESOLUTION: { + get: function get() { + warn('PIXI.RESOLUTION has been deprecated, please use PIXI.settings.RESOLUTION'); + + return core.settings.RESOLUTION; + }, + set: function set(value) { + warn('PIXI.RESOLUTION has been deprecated, please use PIXI.settings.RESOLUTION'); + + core.settings.RESOLUTION = value; + } + }, + + /** + * @static + * @constant + * @name PIXI.MIPMAP_TEXTURES + * @see PIXI.settings.MIPMAP_TEXTURES + * @deprecated since version 4.2.0 + */ + MIPMAP_TEXTURES: { + get: function get() { + warn('PIXI.MIPMAP_TEXTURES has been deprecated, please use PIXI.settings.MIPMAP_TEXTURES'); + + return core.settings.MIPMAP_TEXTURES; + }, + set: function set(value) { + warn('PIXI.MIPMAP_TEXTURES has been deprecated, please use PIXI.settings.MIPMAP_TEXTURES'); + + core.settings.MIPMAP_TEXTURES = value; + } + }, + + /** + * @static + * @constant + * @name PIXI.SPRITE_BATCH_SIZE + * @see PIXI.settings.SPRITE_BATCH_SIZE + * @deprecated since version 4.2.0 + */ + SPRITE_BATCH_SIZE: { + get: function get() { + warn('PIXI.SPRITE_BATCH_SIZE has been deprecated, please use PIXI.settings.SPRITE_BATCH_SIZE'); + + return core.settings.SPRITE_BATCH_SIZE; + }, + set: function set(value) { + warn('PIXI.SPRITE_BATCH_SIZE has been deprecated, please use PIXI.settings.SPRITE_BATCH_SIZE'); + + core.settings.SPRITE_BATCH_SIZE = value; + } + }, + + /** + * @static + * @constant + * @name PIXI.SPRITE_MAX_TEXTURES + * @see PIXI.settings.SPRITE_MAX_TEXTURES + * @deprecated since version 4.2.0 + */ + SPRITE_MAX_TEXTURES: { + get: function get() { + warn('PIXI.SPRITE_MAX_TEXTURES has been deprecated, please use PIXI.settings.SPRITE_MAX_TEXTURES'); + + return core.settings.SPRITE_MAX_TEXTURES; + }, + set: function set(value) { + warn('PIXI.SPRITE_MAX_TEXTURES has been deprecated, please use PIXI.settings.SPRITE_MAX_TEXTURES'); + + core.settings.SPRITE_MAX_TEXTURES = value; + } + }, + + /** + * @static + * @constant + * @name PIXI.RETINA_PREFIX + * @see PIXI.settings.RETINA_PREFIX + * @deprecated since version 4.2.0 + */ + RETINA_PREFIX: { + get: function get() { + warn('PIXI.RETINA_PREFIX has been deprecated, please use PIXI.settings.RETINA_PREFIX'); + + return core.settings.RETINA_PREFIX; + }, + set: function set(value) { + warn('PIXI.RETINA_PREFIX has been deprecated, please use PIXI.settings.RETINA_PREFIX'); + + core.settings.RETINA_PREFIX = value; + } + }, + + /** + * @static + * @constant + * @name PIXI.DEFAULT_RENDER_OPTIONS + * @see PIXI.settings.RENDER_OPTIONS + * @deprecated since version 4.2.0 + */ + DEFAULT_RENDER_OPTIONS: { + get: function get() { + warn('PIXI.DEFAULT_RENDER_OPTIONS has been deprecated, please use PIXI.settings.DEFAULT_RENDER_OPTIONS'); + + return core.settings.RENDER_OPTIONS; + } + } + }); + + // Move the default properties to settings + var defaults = [{ parent: 'TRANSFORM_MODE', target: 'TRANSFORM_MODE' }, { parent: 'GC_MODES', target: 'GC_MODE' }, { parent: 'WRAP_MODES', target: 'WRAP_MODE' }, { parent: 'SCALE_MODES', target: 'SCALE_MODE' }, { parent: 'PRECISION', target: 'PRECISION_FRAGMENT' }]; + + var _loop = function _loop(i) { + var deprecation = defaults[i]; + + Object.defineProperty(core[deprecation.parent], 'DEFAULT', { + get: function get() { + warn('PIXI.' + deprecation.parent + '.DEFAULT has been deprecated, ' + ('please use PIXI.settings.' + deprecation.target)); + + return core.settings[deprecation.target]; + }, + set: function set(value) { + warn('PIXI.' + deprecation.parent + '.DEFAULT has been deprecated, ' + ('please use PIXI.settings.' + deprecation.target)); + + core.settings[deprecation.target] = value; + } + }); + }; + + for (var i = 0; i < defaults.length; i++) { + _loop(i); + } + + Object.defineProperties(core.settings, { + + /** + * @static + * @name PRECISION + * @memberof PIXI.settings + * @see PIXI.PRECISION + * @deprecated since version 4.4.0 + */ + PRECISION: { + get: function get() { + warn('PIXI.settings.PRECISION has been deprecated, please use PIXI.settings.PRECISION_FRAGMENT'); + + return core.settings.PRECISION_FRAGMENT; + }, + set: function set(value) { + warn('PIXI.settings.PRECISION has been deprecated, please use PIXI.settings.PRECISION_FRAGMENT'); + + core.settings.PRECISION_FRAGMENT = value; + } + } + }); + + if (extras.AnimatedSprite) { + Object.defineProperties(extras, { + + /** + * @class + * @name MovieClip + * @memberof PIXI.extras + * @see PIXI.extras.AnimatedSprite + * @deprecated since version 4.2.0 + */ + MovieClip: { + get: function get() { + warn('The MovieClip class has been renamed to AnimatedSprite, please use AnimatedSprite from now on.'); + + return extras.AnimatedSprite; + } + } + }); + } + + if (extras) { + Object.defineProperties(extras, { + /** + * @class + * @name TextureTransform + * @memberof PIXI.extras + * @see PIXI.TextureMatrix + * @deprecated since version 4.6.0 + */ + TextureTransform: { + get: function get() { + warn('The TextureTransform class has been renamed to TextureMatrix, ' + 'please use PIXI.TextureMatrix from now on.'); + + return core.TextureMatrix; + } + } + }); + } + + core.DisplayObject.prototype.generateTexture = function generateTexture(renderer, scaleMode, resolution) { + warn('generateTexture has moved to the renderer, please use renderer.generateTexture(displayObject)'); + + return renderer.generateTexture(this, scaleMode, resolution); + }; + + core.Graphics.prototype.generateTexture = function generateTexture(scaleMode, resolution) { + warn('graphics generate texture has moved to the renderer. ' + 'Or to render a graphics to a texture using canvas please use generateCanvasTexture'); + + return this.generateCanvasTexture(scaleMode, resolution); + }; + + /** + * @method + * @name PIXI.GroupD8.isSwapWidthHeight + * @see PIXI.GroupD8.isVertical + * @param {number} rotation - The number to check. + * @returns {boolean} Whether or not the direction is vertical + * @deprecated since version 4.6.0 + */ + core.GroupD8.isSwapWidthHeight = function isSwapWidthHeight(rotation) { + warn('GroupD8.isSwapWidthHeight was renamed to GroupD8.isVertical'); + + return core.GroupD8.isVertical(rotation); + }; + + core.RenderTexture.prototype.render = function render(displayObject, matrix, clear, updateTransform) { + this.legacyRenderer.render(displayObject, this, clear, matrix, !updateTransform); + warn('RenderTexture.render is now deprecated, please use renderer.render(displayObject, renderTexture)'); + }; + + core.RenderTexture.prototype.getImage = function getImage(target) { + warn('RenderTexture.getImage is now deprecated, please use renderer.extract.image(target)'); + + return this.legacyRenderer.extract.image(target); + }; + + core.RenderTexture.prototype.getBase64 = function getBase64(target) { + warn('RenderTexture.getBase64 is now deprecated, please use renderer.extract.base64(target)'); + + return this.legacyRenderer.extract.base64(target); + }; + + core.RenderTexture.prototype.getCanvas = function getCanvas(target) { + warn('RenderTexture.getCanvas is now deprecated, please use renderer.extract.canvas(target)'); + + return this.legacyRenderer.extract.canvas(target); + }; + + core.RenderTexture.prototype.getPixels = function getPixels(target) { + warn('RenderTexture.getPixels is now deprecated, please use renderer.extract.pixels(target)'); + + return this.legacyRenderer.pixels(target); + }; + + /** + * @method + * @private + * @name PIXI.Sprite#setTexture + * @see PIXI.Sprite#texture + * @deprecated since version 3.0.0 + * @param {PIXI.Texture} texture - The texture to set to. + */ + core.Sprite.prototype.setTexture = function setTexture(texture) { + this.texture = texture; + warn('setTexture is now deprecated, please use the texture property, e.g : sprite.texture = texture;'); + }; + + if (extras.BitmapText) { + /** + * @method + * @name PIXI.extras.BitmapText#setText + * @see PIXI.extras.BitmapText#text + * @deprecated since version 3.0.0 + * @param {string} text - The text to set to. + */ + extras.BitmapText.prototype.setText = function setText(text) { + this.text = text; + warn('setText is now deprecated, please use the text property, e.g : myBitmapText.text = \'my text\';'); + }; + } + + /** + * @method + * @name PIXI.Text#setText + * @see PIXI.Text#text + * @deprecated since version 3.0.0 + * @param {string} text - The text to set to. + */ + core.Text.prototype.setText = function setText(text) { + this.text = text; + warn('setText is now deprecated, please use the text property, e.g : myText.text = \'my text\';'); + }; + + /** + * Calculates the ascent, descent and fontSize of a given fontStyle + * + * @name PIXI.Text.calculateFontProperties + * @see PIXI.TextMetrics.measureFont + * @deprecated since version 4.5.0 + * @param {string} font - String representing the style of the font + * @return {Object} Font properties object + */ + core.Text.calculateFontProperties = function calculateFontProperties(font) { + warn('Text.calculateFontProperties is now deprecated, please use the TextMetrics.measureFont'); + + return core.TextMetrics.measureFont(font); + }; + + Object.defineProperties(core.Text, { + fontPropertiesCache: { + get: function get() { + warn('Text.fontPropertiesCache is deprecated'); + + return core.TextMetrics._fonts; + } + }, + fontPropertiesCanvas: { + get: function get() { + warn('Text.fontPropertiesCanvas is deprecated'); + + return core.TextMetrics._canvas; + } + }, + fontPropertiesContext: { + get: function get() { + warn('Text.fontPropertiesContext is deprecated'); + + return core.TextMetrics._context; + } + } + }); + + /** + * @method + * @name PIXI.Text#setStyle + * @see PIXI.Text#style + * @deprecated since version 3.0.0 + * @param {*} style - The style to set to. + */ + core.Text.prototype.setStyle = function setStyle(style) { + this.style = style; + warn('setStyle is now deprecated, please use the style property, e.g : myText.style = style;'); + }; + + /** + * @method + * @name PIXI.Text#determineFontProperties + * @see PIXI.Text#measureFontProperties + * @deprecated since version 4.2.0 + * @private + * @param {string} fontStyle - String representing the style of the font + * @return {Object} Font properties object + */ + core.Text.prototype.determineFontProperties = function determineFontProperties(fontStyle) { + warn('determineFontProperties is now deprecated, please use TextMetrics.measureFont method'); + + return core.TextMetrics.measureFont(fontStyle); + }; + + /** + * @method + * @name PIXI.Text.getFontStyle + * @see PIXI.TextMetrics.getFontStyle + * @deprecated since version 4.5.0 + * @param {PIXI.TextStyle} style - The style to use. + * @return {string} Font string + */ + core.Text.getFontStyle = function getFontStyle(style) { + warn('getFontStyle is now deprecated, please use TextStyle.toFontString() instead'); + + style = style || {}; + + if (!(style instanceof core.TextStyle)) { + style = new core.TextStyle(style); + } + + return style.toFontString(); + }; + + Object.defineProperties(core.TextStyle.prototype, { + /** + * Set all properties of a font as a single string + * + * @name PIXI.TextStyle#font + * @deprecated since version 4.0.0 + */ + font: { + get: function get() { + warn('text style property \'font\' is now deprecated, please use the ' + '\'fontFamily\', \'fontSize\', \'fontStyle\', \'fontVariant\' and \'fontWeight\' properties from now on'); + + var fontSizeString = typeof this._fontSize === 'number' ? this._fontSize + 'px' : this._fontSize; + + return this._fontStyle + ' ' + this._fontVariant + ' ' + this._fontWeight + ' ' + fontSizeString + ' ' + this._fontFamily; + }, + set: function set(font) { + warn('text style property \'font\' is now deprecated, please use the ' + '\'fontFamily\',\'fontSize\',fontStyle\',\'fontVariant\' and \'fontWeight\' properties from now on'); + + // can work out fontStyle from search of whole string + if (font.indexOf('italic') > 1) { + this._fontStyle = 'italic'; + } else if (font.indexOf('oblique') > -1) { + this._fontStyle = 'oblique'; + } else { + this._fontStyle = 'normal'; + } + + // can work out fontVariant from search of whole string + if (font.indexOf('small-caps') > -1) { + this._fontVariant = 'small-caps'; + } else { + this._fontVariant = 'normal'; + } + + // fontWeight and fontFamily are tricker to find, but it's easier to find the fontSize due to it's units + var splits = font.split(' '); + var fontSizeIndex = -1; + + this._fontSize = 26; + for (var i = 0; i < splits.length; ++i) { + if (splits[i].match(/(px|pt|em|%)/)) { + fontSizeIndex = i; + this._fontSize = splits[i]; + break; + } + } + + // we can now search for fontWeight as we know it must occur before the fontSize + this._fontWeight = 'normal'; + for (var _i = 0; _i < fontSizeIndex; ++_i) { + if (splits[_i].match(/(bold|bolder|lighter|100|200|300|400|500|600|700|800|900)/)) { + this._fontWeight = splits[_i]; + break; + } + } + + // and finally join everything together after the fontSize in case the font family has multiple words + if (fontSizeIndex > -1 && fontSizeIndex < splits.length - 1) { + this._fontFamily = ''; + for (var _i2 = fontSizeIndex + 1; _i2 < splits.length; ++_i2) { + this._fontFamily += splits[_i2] + ' '; + } + + this._fontFamily = this._fontFamily.slice(0, -1); + } else { + this._fontFamily = 'Arial'; + } + + this.styleID++; + } + } + }); + + /** + * @method + * @name PIXI.Texture#setFrame + * @see PIXI.Texture#setFrame + * @deprecated since version 3.0.0 + * @param {PIXI.Rectangle} frame - The frame to set. + */ + core.Texture.prototype.setFrame = function setFrame(frame) { + this.frame = frame; + warn('setFrame is now deprecated, please use the frame property, e.g: myTexture.frame = frame;'); + }; + + /** + * @static + * @function + * @name PIXI.Texture.addTextureToCache + * @see PIXI.Texture.addToCache + * @deprecated since 4.5.0 + * @param {PIXI.Texture} texture - The Texture to add to the cache. + * @param {string} id - The id that the texture will be stored against. + */ + core.Texture.addTextureToCache = function addTextureToCache(texture, id) { + core.Texture.addToCache(texture, id); + warn('Texture.addTextureToCache is deprecated, please use Texture.addToCache from now on.'); + }; + + /** + * @static + * @function + * @name PIXI.Texture.removeTextureFromCache + * @see PIXI.Texture.removeFromCache + * @deprecated since 4.5.0 + * @param {string} id - The id of the texture to be removed + * @return {PIXI.Texture|null} The texture that was removed + */ + core.Texture.removeTextureFromCache = function removeTextureFromCache(id) { + warn('Texture.removeTextureFromCache is deprecated, please use Texture.removeFromCache from now on. ' + 'Be aware that Texture.removeFromCache does not automatically its BaseTexture from the BaseTextureCache. ' + 'For that, use BaseTexture.removeFromCache'); + + core.BaseTexture.removeFromCache(id); + + return core.Texture.removeFromCache(id); + }; + + Object.defineProperties(filters, { + + /** + * @class + * @private + * @name PIXI.filters.AbstractFilter + * @see PIXI.AbstractFilter + * @deprecated since version 3.0.6 + */ + AbstractFilter: { + get: function get() { + warn('AstractFilter has been renamed to Filter, please use PIXI.Filter'); + + return core.AbstractFilter; + } + }, + + /** + * @class + * @private + * @name PIXI.filters.SpriteMaskFilter + * @see PIXI.SpriteMaskFilter + * @deprecated since version 3.0.6 + */ + SpriteMaskFilter: { + get: function get() { + warn('filters.SpriteMaskFilter is an undocumented alias, please use SpriteMaskFilter from now on.'); + + return core.SpriteMaskFilter; + } + }, + + /** + * @class + * @private + * @name PIXI.filters.VoidFilter + * @see PIXI.filters.AlphaFilter + * @deprecated since version 4.5.7 + */ + VoidFilter: { + get: function get() { + warn('VoidFilter has been renamed to AlphaFilter, please use PIXI.filters.AlphaFilter'); + + return filters.AlphaFilter; + } + } + }); + + /** + * @method + * @name PIXI.utils.uuid + * @see PIXI.utils.uid + * @deprecated since version 3.0.6 + * @return {number} The uid + */ + core.utils.uuid = function () { + warn('utils.uuid() is deprecated, please use utils.uid() from now on.'); + + return core.utils.uid(); + }; + + /** + * @method + * @name PIXI.utils.canUseNewCanvasBlendModes + * @see PIXI.CanvasTinter + * @deprecated + * @return {boolean} Can use blend modes. + */ + core.utils.canUseNewCanvasBlendModes = function () { + warn('utils.canUseNewCanvasBlendModes() is deprecated, please use CanvasTinter.canUseMultiply from now on'); + + return core.CanvasTinter.canUseMultiply; + }; + + var saidHello = true; + + /** + * @name PIXI.utils._saidHello + * @type {boolean} + * @see PIXI.utils.skipHello + * @deprecated since 4.1.0 + */ + Object.defineProperty(core.utils, '_saidHello', { + set: function set(bool) { + if (bool) { + warn('PIXI.utils._saidHello is deprecated, please use PIXI.utils.skipHello()'); + this.skipHello(); + } + saidHello = bool; + }, + get: function get() { + return saidHello; + } + }); + + if (prepare.BasePrepare) { + /** + * @method + * @name PIXI.prepare.BasePrepare#register + * @see PIXI.prepare.BasePrepare#registerFindHook + * @deprecated since version 4.4.2 + * @param {Function} [addHook] - Function call that takes two parameters: `item:*, queue:Array` + * function must return `true` if it was able to add item to the queue. + * @param {Function} [uploadHook] - Function call that takes two parameters: `prepare:CanvasPrepare, item:*` and + * function must return `true` if it was able to handle upload of item. + * @return {PIXI.BasePrepare} Instance of plugin for chaining. + */ + prepare.BasePrepare.prototype.register = function register(addHook, uploadHook) { + warn('renderer.plugins.prepare.register is now deprecated, ' + 'please use renderer.plugins.prepare.registerFindHook & renderer.plugins.prepare.registerUploadHook'); + + if (addHook) { + this.registerFindHook(addHook); + } + + if (uploadHook) { + this.registerUploadHook(uploadHook); + } + + return this; + }; + } + + if (prepare.canvas) { + /** + * The number of graphics or textures to upload to the GPU. + * + * @name PIXI.prepare.canvas.UPLOADS_PER_FRAME + * @static + * @type {number} + * @see PIXI.prepare.BasePrepare.limiter + * @deprecated since 4.2.0 + */ + Object.defineProperty(prepare.canvas, 'UPLOADS_PER_FRAME', { + set: function set() { + warn('PIXI.CanvasPrepare.UPLOADS_PER_FRAME has been removed. Please set ' + 'renderer.plugins.prepare.limiter.maxItemsPerFrame on your renderer'); + // because we don't have a reference to the renderer, we can't actually set + // the uploads per frame, so we'll have to stick with the warning. + }, + get: function get() { + warn('PIXI.CanvasPrepare.UPLOADS_PER_FRAME has been removed. Please use ' + 'renderer.plugins.prepare.limiter'); + + return NaN; + } + }); + } + + if (prepare.webgl) { + /** + * The number of graphics or textures to upload to the GPU. + * + * @name PIXI.prepare.webgl.UPLOADS_PER_FRAME + * @static + * @type {number} + * @see PIXI.prepare.BasePrepare.limiter + * @deprecated since 4.2.0 + */ + Object.defineProperty(prepare.webgl, 'UPLOADS_PER_FRAME', { + set: function set() { + warn('PIXI.WebGLPrepare.UPLOADS_PER_FRAME has been removed. Please set ' + 'renderer.plugins.prepare.limiter.maxItemsPerFrame on your renderer'); + // because we don't have a reference to the renderer, we can't actually set + // the uploads per frame, so we'll have to stick with the warning. + }, + get: function get() { + warn('PIXI.WebGLPrepare.UPLOADS_PER_FRAME has been removed. Please use ' + 'renderer.plugins.prepare.limiter'); + + return NaN; + } + }); + } + + if (loaders.Loader) { + var Resource = loaders.Resource; + var Loader = loaders.Loader; + + Object.defineProperties(Resource.prototype, { + isJson: { + get: function get() { + warn('The isJson property is deprecated, please use `resource.type === Resource.TYPE.JSON`.'); + + return this.type === Resource.TYPE.JSON; + } + }, + isXml: { + get: function get() { + warn('The isXml property is deprecated, please use `resource.type === Resource.TYPE.XML`.'); + + return this.type === Resource.TYPE.XML; + } + }, + isImage: { + get: function get() { + warn('The isImage property is deprecated, please use `resource.type === Resource.TYPE.IMAGE`.'); + + return this.type === Resource.TYPE.IMAGE; + } + }, + isAudio: { + get: function get() { + warn('The isAudio property is deprecated, please use `resource.type === Resource.TYPE.AUDIO`.'); + + return this.type === Resource.TYPE.AUDIO; + } + }, + isVideo: { + get: function get() { + warn('The isVideo property is deprecated, please use `resource.type === Resource.TYPE.VIDEO`.'); + + return this.type === Resource.TYPE.VIDEO; + } + } + }); + + Object.defineProperties(Loader.prototype, { + before: { + get: function get() { + warn('The before() method is deprecated, please use pre().'); + + return this.pre; + } + }, + after: { + get: function get() { + warn('The after() method is deprecated, please use use().'); + + return this.use; + } + } + }); + } + + if (interaction.interactiveTarget) { + /** + * @name PIXI.interaction.interactiveTarget#defaultCursor + * @static + * @type {number} + * @see PIXI.interaction.interactiveTarget#cursor + * @deprecated since 4.3.0 + */ + Object.defineProperty(interaction.interactiveTarget, 'defaultCursor', { + set: function set(value) { + warn('Property defaultCursor has been replaced with \'cursor\'. '); + this.cursor = value; + }, + get: function get() { + warn('Property defaultCursor has been replaced with \'cursor\'. '); + + return this.cursor; + } + }); + } + + if (interaction.InteractionManager) { + /** + * @name PIXI.interaction.InteractionManager#defaultCursorStyle + * @static + * @type {string} + * @see PIXI.interaction.InteractionManager#cursorStyles + * @deprecated since 4.3.0 + */ + Object.defineProperty(interaction.InteractionManager, 'defaultCursorStyle', { + set: function set(value) { + warn('Property defaultCursorStyle has been replaced with \'cursorStyles.default\'. '); + this.cursorStyles.default = value; + }, + get: function get() { + warn('Property defaultCursorStyle has been replaced with \'cursorStyles.default\'. '); + + return this.cursorStyles.default; + } + }); + + /** + * @name PIXI.interaction.InteractionManager#currentCursorStyle + * @static + * @type {string} + * @see PIXI.interaction.InteractionManager#cursorStyles + * @deprecated since 4.3.0 + */ + Object.defineProperty(interaction.InteractionManager, 'currentCursorStyle', { + set: function set(value) { + warn('Property currentCursorStyle has been removed.' + 'See the currentCursorMode property, which works differently.'); + this.currentCursorMode = value; + }, + get: function get() { + warn('Property currentCursorStyle has been removed.' + 'See the currentCursorMode property, which works differently.'); + + return this.currentCursorMode; + } + }); + } +} + +},{}],132:[function(require,module,exports){ +'use strict'; + +exports.__esModule = true; + +var _core = require('../../core'); + +var core = _interopRequireWildcard(_core); + +function _interopRequireWildcard(obj) { if (obj && obj.__esModule) { return obj; } else { var newObj = {}; if (obj != null) { for (var key in obj) { if (Object.prototype.hasOwnProperty.call(obj, key)) newObj[key] = obj[key]; } } newObj.default = obj; return newObj; } } + +function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } + +var TEMP_RECT = new core.Rectangle(); + +/** + * The extract manager provides functionality to export content from the renderers. + * + * An instance of this class is automatically created by default, and can be found at renderer.plugins.extract + * + * @class + * @memberof PIXI.extract + */ + +var CanvasExtract = function () { + /** + * @param {PIXI.CanvasRenderer} renderer - A reference to the current renderer + */ + function CanvasExtract(renderer) { + _classCallCheck(this, CanvasExtract); + + this.renderer = renderer; + /** + * Collection of methods for extracting data (image, pixels, etc.) from a display object or render texture + * + * @member {PIXI.extract.CanvasExtract} extract + * @memberof PIXI.CanvasRenderer# + * @see PIXI.extract.CanvasExtract + */ + renderer.extract = this; + } + + /** + * Will return a HTML Image of the target + * + * @param {PIXI.DisplayObject|PIXI.RenderTexture} target - A displayObject or renderTexture + * to convert. If left empty will use use the main renderer + * @return {HTMLImageElement} HTML Image of the target + */ + + + CanvasExtract.prototype.image = function image(target) { + var image = new Image(); + + image.src = this.base64(target); + + return image; + }; + + /** + * Will return a a base64 encoded string of this target. It works by calling + * `CanvasExtract.getCanvas` and then running toDataURL on that. + * + * @param {PIXI.DisplayObject|PIXI.RenderTexture} target - A displayObject or renderTexture + * to convert. If left empty will use use the main renderer + * @return {string} A base64 encoded string of the texture. + */ + + + CanvasExtract.prototype.base64 = function base64(target) { + return this.canvas(target).toDataURL(); + }; + + /** + * Creates a Canvas element, renders this target to it and then returns it. + * + * @param {PIXI.DisplayObject|PIXI.RenderTexture} target - A displayObject or renderTexture + * to convert. If left empty will use use the main renderer + * @return {HTMLCanvasElement} A Canvas element with the texture rendered on. + */ + + + CanvasExtract.prototype.canvas = function canvas(target) { + var renderer = this.renderer; + var context = void 0; + var resolution = void 0; + var frame = void 0; + var renderTexture = void 0; + + if (target) { + if (target instanceof core.RenderTexture) { + renderTexture = target; + } else { + renderTexture = renderer.generateTexture(target); + } + } + + if (renderTexture) { + context = renderTexture.baseTexture._canvasRenderTarget.context; + resolution = renderTexture.baseTexture._canvasRenderTarget.resolution; + frame = renderTexture.frame; + } else { + context = renderer.rootContext; + resolution = renderer.resolution; + frame = TEMP_RECT; + frame.width = this.renderer.width; + frame.height = this.renderer.height; + } + + var width = frame.width * resolution; + var height = frame.height * resolution; + + var canvasBuffer = new core.CanvasRenderTarget(width, height, 1); + var canvasData = context.getImageData(frame.x * resolution, frame.y * resolution, width, height); + + canvasBuffer.context.putImageData(canvasData, 0, 0); + + // send the canvas back.. + return canvasBuffer.canvas; + }; + + /** + * Will return a one-dimensional array containing the pixel data of the entire texture in RGBA + * order, with integer values between 0 and 255 (included). + * + * @param {PIXI.DisplayObject|PIXI.RenderTexture} target - A displayObject or renderTexture + * to convert. If left empty will use use the main renderer + * @return {Uint8ClampedArray} One-dimensional array containing the pixel data of the entire texture + */ + + + CanvasExtract.prototype.pixels = function pixels(target) { + var renderer = this.renderer; + var context = void 0; + var resolution = void 0; + var frame = void 0; + var renderTexture = void 0; + + if (target) { + if (target instanceof core.RenderTexture) { + renderTexture = target; + } else { + renderTexture = renderer.generateTexture(target); + } + } + + if (renderTexture) { + context = renderTexture.baseTexture._canvasRenderTarget.context; + resolution = renderTexture.baseTexture._canvasRenderTarget.resolution; + frame = renderTexture.frame; + } else { + context = renderer.rootContext; + + frame = TEMP_RECT; + frame.width = renderer.width; + frame.height = renderer.height; + } + + return context.getImageData(0, 0, frame.width * resolution, frame.height * resolution).data; + }; + + /** + * Destroys the extract + * + */ + + + CanvasExtract.prototype.destroy = function destroy() { + this.renderer.extract = null; + this.renderer = null; + }; + + return CanvasExtract; +}(); + +exports.default = CanvasExtract; + + +core.CanvasRenderer.registerPlugin('extract', CanvasExtract); + +},{"../../core":65}],133:[function(require,module,exports){ +'use strict'; + +exports.__esModule = true; + +var _WebGLExtract = require('./webgl/WebGLExtract'); + +Object.defineProperty(exports, 'webgl', { + enumerable: true, + get: function get() { + return _interopRequireDefault(_WebGLExtract).default; + } +}); + +var _CanvasExtract = require('./canvas/CanvasExtract'); + +Object.defineProperty(exports, 'canvas', { + enumerable: true, + get: function get() { + return _interopRequireDefault(_CanvasExtract).default; + } +}); + +function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } + +},{"./canvas/CanvasExtract":132,"./webgl/WebGLExtract":134}],134:[function(require,module,exports){ +'use strict'; + +exports.__esModule = true; + +var _core = require('../../core'); + +var core = _interopRequireWildcard(_core); + +function _interopRequireWildcard(obj) { if (obj && obj.__esModule) { return obj; } else { var newObj = {}; if (obj != null) { for (var key in obj) { if (Object.prototype.hasOwnProperty.call(obj, key)) newObj[key] = obj[key]; } } newObj.default = obj; return newObj; } } + +function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } + +var TEMP_RECT = new core.Rectangle(); +var BYTES_PER_PIXEL = 4; + +/** + * The extract manager provides functionality to export content from the renderers. + * + * An instance of this class is automatically created by default, and can be found at renderer.plugins.extract + * + * @class + * @memberof PIXI.extract + */ + +var WebGLExtract = function () { + /** + * @param {PIXI.WebGLRenderer} renderer - A reference to the current renderer + */ + function WebGLExtract(renderer) { + _classCallCheck(this, WebGLExtract); + + this.renderer = renderer; + /** + * Collection of methods for extracting data (image, pixels, etc.) from a display object or render texture + * + * @member {PIXI.extract.WebGLExtract} extract + * @memberof PIXI.WebGLRenderer# + * @see PIXI.extract.WebGLExtract + */ + renderer.extract = this; + } + + /** + * Will return a HTML Image of the target + * + * @param {PIXI.DisplayObject|PIXI.RenderTexture} target - A displayObject or renderTexture + * to convert. If left empty will use use the main renderer + * @return {HTMLImageElement} HTML Image of the target + */ + + + WebGLExtract.prototype.image = function image(target) { + var image = new Image(); + + image.src = this.base64(target); + + return image; + }; + + /** + * Will return a a base64 encoded string of this target. It works by calling + * `WebGLExtract.getCanvas` and then running toDataURL on that. + * + * @param {PIXI.DisplayObject|PIXI.RenderTexture} target - A displayObject or renderTexture + * to convert. If left empty will use use the main renderer + * @return {string} A base64 encoded string of the texture. + */ + + + WebGLExtract.prototype.base64 = function base64(target) { + return this.canvas(target).toDataURL(); + }; + + /** + * Creates a Canvas element, renders this target to it and then returns it. + * + * @param {PIXI.DisplayObject|PIXI.RenderTexture} target - A displayObject or renderTexture + * to convert. If left empty will use use the main renderer + * @return {HTMLCanvasElement} A Canvas element with the texture rendered on. + */ + + + WebGLExtract.prototype.canvas = function canvas(target) { + var renderer = this.renderer; + var textureBuffer = void 0; + var resolution = void 0; + var frame = void 0; + var flipY = false; + var renderTexture = void 0; + var generated = false; + + if (target) { + if (target instanceof core.RenderTexture) { + renderTexture = target; + } else { + renderTexture = this.renderer.generateTexture(target); + generated = true; + } + } + + if (renderTexture) { + textureBuffer = renderTexture.baseTexture._glRenderTargets[this.renderer.CONTEXT_UID]; + resolution = textureBuffer.resolution; + frame = renderTexture.frame; + flipY = false; + } else { + textureBuffer = this.renderer.rootRenderTarget; + resolution = textureBuffer.resolution; + flipY = true; + + frame = TEMP_RECT; + frame.width = textureBuffer.size.width; + frame.height = textureBuffer.size.height; + } + + var width = frame.width * resolution; + var height = frame.height * resolution; + + var canvasBuffer = new core.CanvasRenderTarget(width, height, 1); + + if (textureBuffer) { + // bind the buffer + renderer.bindRenderTarget(textureBuffer); + + // set up an array of pixels + var webglPixels = new Uint8Array(BYTES_PER_PIXEL * width * height); + + // read pixels to the array + var gl = renderer.gl; + + gl.readPixels(frame.x * resolution, frame.y * resolution, width, height, gl.RGBA, gl.UNSIGNED_BYTE, webglPixels); + + // add the pixels to the canvas + var canvasData = canvasBuffer.context.getImageData(0, 0, width, height); + + canvasData.data.set(webglPixels); + + canvasBuffer.context.putImageData(canvasData, 0, 0); + + // pulling pixels + if (flipY) { + canvasBuffer.context.scale(1, -1); + canvasBuffer.context.drawImage(canvasBuffer.canvas, 0, -height); + } + } + + if (generated) { + renderTexture.destroy(true); + } + // send the canvas back.. + + return canvasBuffer.canvas; + }; + + /** + * Will return a one-dimensional array containing the pixel data of the entire texture in RGBA + * order, with integer values between 0 and 255 (included). + * + * @param {PIXI.DisplayObject|PIXI.RenderTexture} target - A displayObject or renderTexture + * to convert. If left empty will use use the main renderer + * @return {Uint8ClampedArray} One-dimensional array containing the pixel data of the entire texture + */ + + + WebGLExtract.prototype.pixels = function pixels(target) { + var renderer = this.renderer; + var textureBuffer = void 0; + var resolution = void 0; + var frame = void 0; + var renderTexture = void 0; + var generated = false; + + if (target) { + if (target instanceof core.RenderTexture) { + renderTexture = target; + } else { + renderTexture = this.renderer.generateTexture(target); + generated = true; + } + } + + if (renderTexture) { + textureBuffer = renderTexture.baseTexture._glRenderTargets[this.renderer.CONTEXT_UID]; + resolution = textureBuffer.resolution; + frame = renderTexture.frame; + } else { + textureBuffer = this.renderer.rootRenderTarget; + resolution = textureBuffer.resolution; + + frame = TEMP_RECT; + frame.width = textureBuffer.size.width; + frame.height = textureBuffer.size.height; + } + + var width = frame.width * resolution; + var height = frame.height * resolution; + + var webglPixels = new Uint8Array(BYTES_PER_PIXEL * width * height); + + if (textureBuffer) { + // bind the buffer + renderer.bindRenderTarget(textureBuffer); + // read pixels to the array + var gl = renderer.gl; + + gl.readPixels(frame.x * resolution, frame.y * resolution, width, height, gl.RGBA, gl.UNSIGNED_BYTE, webglPixels); + } + + if (generated) { + renderTexture.destroy(true); + } + + return webglPixels; + }; + + /** + * Destroys the extract + * + */ + + + WebGLExtract.prototype.destroy = function destroy() { + this.renderer.extract = null; + this.renderer = null; + }; + + return WebGLExtract; +}(); + +exports.default = WebGLExtract; + + +core.WebGLRenderer.registerPlugin('extract', WebGLExtract); + +},{"../../core":65}],135:[function(require,module,exports){ +'use strict'; + +exports.__esModule = true; + +var _createClass = function () { function defineProperties(target, props) { for (var i = 0; i < props.length; i++) { var descriptor = props[i]; descriptor.enumerable = descriptor.enumerable || false; descriptor.configurable = true; if ("value" in descriptor) descriptor.writable = true; Object.defineProperty(target, descriptor.key, descriptor); } } return function (Constructor, protoProps, staticProps) { if (protoProps) defineProperties(Constructor.prototype, protoProps); if (staticProps) defineProperties(Constructor, staticProps); return Constructor; }; }(); + +var _core = require('../core'); + +var core = _interopRequireWildcard(_core); + +function _interopRequireWildcard(obj) { if (obj && obj.__esModule) { return obj; } else { var newObj = {}; if (obj != null) { for (var key in obj) { if (Object.prototype.hasOwnProperty.call(obj, key)) newObj[key] = obj[key]; } } newObj.default = obj; return newObj; } } + +function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } + +function _possibleConstructorReturn(self, call) { if (!self) { throw new ReferenceError("this hasn't been initialised - super() hasn't been called"); } return call && (typeof call === "object" || typeof call === "function") ? call : self; } + +function _inherits(subClass, superClass) { if (typeof superClass !== "function" && superClass !== null) { throw new TypeError("Super expression must either be null or a function, not " + typeof superClass); } subClass.prototype = Object.create(superClass && superClass.prototype, { constructor: { value: subClass, enumerable: false, writable: true, configurable: true } }); if (superClass) Object.setPrototypeOf ? Object.setPrototypeOf(subClass, superClass) : subClass.__proto__ = superClass; } + +/** + * @typedef PIXI.extras.AnimatedSprite~FrameObject + * @type {object} + * @property {PIXI.Texture} texture - The {@link PIXI.Texture} of the frame + * @property {number} time - the duration of the frame in ms + */ + +/** + * An AnimatedSprite is a simple way to display an animation depicted by a list of textures. + * + * ```js + * let alienImages = ["image_sequence_01.png","image_sequence_02.png","image_sequence_03.png","image_sequence_04.png"]; + * let textureArray = []; + * + * for (let i=0; i < 4; i++) + * { + * let texture = PIXI.Texture.fromImage(alienImages[i]); + * textureArray.push(texture); + * }; + * + * let animatedSprite = new PIXI.extras.AnimatedSprite(textureArray); + * ``` + * + * The more efficient and simpler way to create an animated sprite is using a {@link PIXI.Spritesheet} + * containing the animation definitions: + * + * ```js + * PIXI.loader.add("assets/spritesheet.json").load(setup); + * + * function setup() { + * let sheet = PIXI.loader.resources["assets/spritesheet.json"].spritesheet; + * animatedSprite = new PIXI.extras.AnimatedSprite(sheet.animations["image_sequence"]); + * ... + * } + * ``` + * + * @class + * @extends PIXI.Sprite + * @memberof PIXI.extras + */ +var AnimatedSprite = function (_core$Sprite) { + _inherits(AnimatedSprite, _core$Sprite); + + /** + * @param {PIXI.Texture[]|PIXI.extras.AnimatedSprite~FrameObject[]} textures - an array of {@link PIXI.Texture} or frame + * objects that make up the animation + * @param {boolean} [autoUpdate=true] - Whether to use PIXI.ticker.shared to auto update animation time. + */ + function AnimatedSprite(textures, autoUpdate) { + _classCallCheck(this, AnimatedSprite); + + /** + * @private + */ + var _this = _possibleConstructorReturn(this, _core$Sprite.call(this, textures[0] instanceof core.Texture ? textures[0] : textures[0].texture)); + + _this._textures = null; + + /** + * @private + */ + _this._durations = null; + + _this.textures = textures; + + /** + * `true` uses PIXI.ticker.shared to auto update animation time. + * @type {boolean} + * @default true + * @private + */ + _this._autoUpdate = autoUpdate !== false; + + /** + * The speed that the AnimatedSprite will play at. Higher is faster, lower is slower + * + * @member {number} + * @default 1 + */ + _this.animationSpeed = 1; + + /** + * Whether or not the animate sprite repeats after playing. + * + * @member {boolean} + * @default true + */ + _this.loop = true; + + /** + * Update anchor to [Texture's defaultAnchor]{@link PIXI.Texture#defaultAnchor} when frame changes. + * + * Useful with [sprite sheet animations]{@link PIXI.Spritesheet#animations} created with tools. + * Changing anchor for each frame allows to pin sprite origin to certain moving feature + * of the frame (e.g. left foot). + * + * Note: Enabling this will override any previously set `anchor` on each frame change. + * + * @member {boolean} + * @default false + */ + _this.updateAnchor = false; + + /** + * Function to call when a AnimatedSprite finishes playing + * + * @member {Function} + */ + _this.onComplete = null; + + /** + * Function to call when a AnimatedSprite changes which texture is being rendered + * + * @member {Function} + */ + _this.onFrameChange = null; + + /** + * Function to call when 'loop' is true, and an AnimatedSprite is played and loops around to start again + * + * @member {Function} + */ + _this.onLoop = null; + + /** + * Elapsed time since animation has been started, used internally to display current texture + * + * @member {number} + * @private + */ + _this._currentTime = 0; + + /** + * Indicates if the AnimatedSprite is currently playing + * + * @member {boolean} + * @readonly + */ + _this.playing = false; + return _this; + } + + /** + * Stops the AnimatedSprite + * + */ + + + AnimatedSprite.prototype.stop = function stop() { + if (!this.playing) { + return; + } + + this.playing = false; + if (this._autoUpdate) { + core.ticker.shared.remove(this.update, this); + } + }; + + /** + * Plays the AnimatedSprite + * + */ + + + AnimatedSprite.prototype.play = function play() { + if (this.playing) { + return; + } + + this.playing = true; + if (this._autoUpdate) { + core.ticker.shared.add(this.update, this, core.UPDATE_PRIORITY.HIGH); + } + }; + + /** + * Stops the AnimatedSprite and goes to a specific frame + * + * @param {number} frameNumber - frame index to stop at + */ + + + AnimatedSprite.prototype.gotoAndStop = function gotoAndStop(frameNumber) { + this.stop(); + + var previousFrame = this.currentFrame; + + this._currentTime = frameNumber; + + if (previousFrame !== this.currentFrame) { + this.updateTexture(); + } + }; + + /** + * Goes to a specific frame and begins playing the AnimatedSprite + * + * @param {number} frameNumber - frame index to start at + */ + + + AnimatedSprite.prototype.gotoAndPlay = function gotoAndPlay(frameNumber) { + var previousFrame = this.currentFrame; + + this._currentTime = frameNumber; + + if (previousFrame !== this.currentFrame) { + this.updateTexture(); + } + + this.play(); + }; + + /** + * Updates the object transform for rendering. + * + * @private + * @param {number} deltaTime - Time since last tick. + */ + + + AnimatedSprite.prototype.update = function update(deltaTime) { + var elapsed = this.animationSpeed * deltaTime; + var previousFrame = this.currentFrame; + + if (this._durations !== null) { + var lag = this._currentTime % 1 * this._durations[this.currentFrame]; + + lag += elapsed / 60 * 1000; + + while (lag < 0) { + this._currentTime--; + lag += this._durations[this.currentFrame]; + } + + var sign = Math.sign(this.animationSpeed * deltaTime); + + this._currentTime = Math.floor(this._currentTime); + + while (lag >= this._durations[this.currentFrame]) { + lag -= this._durations[this.currentFrame] * sign; + this._currentTime += sign; + } + + this._currentTime += lag / this._durations[this.currentFrame]; + } else { + this._currentTime += elapsed; + } + + if (this._currentTime < 0 && !this.loop) { + this.gotoAndStop(0); + + if (this.onComplete) { + this.onComplete(); + } + } else if (this._currentTime >= this._textures.length && !this.loop) { + this.gotoAndStop(this._textures.length - 1); + + if (this.onComplete) { + this.onComplete(); + } + } else if (previousFrame !== this.currentFrame) { + if (this.loop && this.onLoop) { + if (this.animationSpeed > 0 && this.currentFrame < previousFrame) { + this.onLoop(); + } else if (this.animationSpeed < 0 && this.currentFrame > previousFrame) { + this.onLoop(); + } + } + + this.updateTexture(); + } + }; + + /** + * Updates the displayed texture to match the current frame index + * + * @private + */ + + + AnimatedSprite.prototype.updateTexture = function updateTexture() { + this._texture = this._textures[this.currentFrame]; + this._textureID = -1; + this.cachedTint = 0xFFFFFF; + + if (this.updateAnchor) { + this._anchor.copy(this._texture.defaultAnchor); + } + + if (this.onFrameChange) { + this.onFrameChange(this.currentFrame); + } + }; + + /** + * Stops the AnimatedSprite and destroys it + * + * @param {object|boolean} [options] - Options parameter. A boolean will act as if all options + * have been set to that value + * @param {boolean} [options.children=false] - if set to true, all the children will have their destroy + * method called as well. 'options' will be passed on to those calls. + * @param {boolean} [options.texture=false] - Should it destroy the current texture of the sprite as well + * @param {boolean} [options.baseTexture=false] - Should it destroy the base texture of the sprite as well + */ + + + AnimatedSprite.prototype.destroy = function destroy(options) { + this.stop(); + _core$Sprite.prototype.destroy.call(this, options); + }; + + /** + * A short hand way of creating a movieclip from an array of frame ids + * + * @static + * @param {string[]} frames - The array of frames ids the movieclip will use as its texture frames + * @return {AnimatedSprite} The new animated sprite with the specified frames. + */ + + + AnimatedSprite.fromFrames = function fromFrames(frames) { + var textures = []; + + for (var i = 0; i < frames.length; ++i) { + textures.push(core.Texture.fromFrame(frames[i])); + } + + return new AnimatedSprite(textures); + }; + + /** + * A short hand way of creating a movieclip from an array of image ids + * + * @static + * @param {string[]} images - the array of image urls the movieclip will use as its texture frames + * @return {AnimatedSprite} The new animate sprite with the specified images as frames. + */ + + + AnimatedSprite.fromImages = function fromImages(images) { + var textures = []; + + for (var i = 0; i < images.length; ++i) { + textures.push(core.Texture.fromImage(images[i])); + } + + return new AnimatedSprite(textures); + }; + + /** + * totalFrames is the total number of frames in the AnimatedSprite. This is the same as number of textures + * assigned to the AnimatedSprite. + * + * @readonly + * @member {number} + * @default 0 + */ + + + _createClass(AnimatedSprite, [{ + key: 'totalFrames', + get: function get() { + return this._textures.length; + } + + /** + * The array of textures used for this AnimatedSprite + * + * @member {PIXI.Texture[]} + */ + + }, { + key: 'textures', + get: function get() { + return this._textures; + }, + set: function set(value) // eslint-disable-line require-jsdoc + { + if (value[0] instanceof core.Texture) { + this._textures = value; + this._durations = null; + } else { + this._textures = []; + this._durations = []; + + for (var i = 0; i < value.length; i++) { + this._textures.push(value[i].texture); + this._durations.push(value[i].time); + } + } + this.gotoAndStop(0); + this.updateTexture(); + } + + /** + * The AnimatedSprites current frame index + * + * @member {number} + * @readonly + */ + + }, { + key: 'currentFrame', + get: function get() { + var currentFrame = Math.floor(this._currentTime) % this._textures.length; + + if (currentFrame < 0) { + currentFrame += this._textures.length; + } + + return currentFrame; + } + }]); + + return AnimatedSprite; +}(core.Sprite); + +exports.default = AnimatedSprite; + +},{"../core":65}],136:[function(require,module,exports){ +'use strict'; + +exports.__esModule = true; + +var _createClass = function () { function defineProperties(target, props) { for (var i = 0; i < props.length; i++) { var descriptor = props[i]; descriptor.enumerable = descriptor.enumerable || false; descriptor.configurable = true; if ("value" in descriptor) descriptor.writable = true; Object.defineProperty(target, descriptor.key, descriptor); } } return function (Constructor, protoProps, staticProps) { if (protoProps) defineProperties(Constructor.prototype, protoProps); if (staticProps) defineProperties(Constructor, staticProps); return Constructor; }; }(); + +var _core = require('../core'); + +var core = _interopRequireWildcard(_core); + +var _ObservablePoint = require('../core/math/ObservablePoint'); + +var _ObservablePoint2 = _interopRequireDefault(_ObservablePoint); + +var _utils = require('../core/utils'); + +var _settings = require('../core/settings'); + +var _settings2 = _interopRequireDefault(_settings); + +function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } + +function _interopRequireWildcard(obj) { if (obj && obj.__esModule) { return obj; } else { var newObj = {}; if (obj != null) { for (var key in obj) { if (Object.prototype.hasOwnProperty.call(obj, key)) newObj[key] = obj[key]; } } newObj.default = obj; return newObj; } } + +function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } + +function _possibleConstructorReturn(self, call) { if (!self) { throw new ReferenceError("this hasn't been initialised - super() hasn't been called"); } return call && (typeof call === "object" || typeof call === "function") ? call : self; } + +function _inherits(subClass, superClass) { if (typeof superClass !== "function" && superClass !== null) { throw new TypeError("Super expression must either be null or a function, not " + typeof superClass); } subClass.prototype = Object.create(superClass && superClass.prototype, { constructor: { value: subClass, enumerable: false, writable: true, configurable: true } }); if (superClass) Object.setPrototypeOf ? Object.setPrototypeOf(subClass, superClass) : subClass.__proto__ = superClass; } + +/** + * A BitmapText object will create a line or multiple lines of text using bitmap font. To + * split a line you can use '\n', '\r' or '\r\n' in your string. You can generate the fnt files using: + * + * A BitmapText can only be created when the font is loaded + * + * ```js + * // in this case the font is in a file called 'desyrel.fnt' + * let bitmapText = new PIXI.extras.BitmapText("text using a fancy font!", {font: "35px Desyrel", align: "right"}); + * ``` + * + * http://www.angelcode.com/products/bmfont/ for windows or + * http://www.bmglyph.com/ for mac. + * + * @class + * @extends PIXI.Container + * @memberof PIXI.extras + */ +var BitmapText = function (_core$Container) { + _inherits(BitmapText, _core$Container); + + /** + * @param {string} text - The copy that you would like the text to display + * @param {object} style - The style parameters + * @param {string|object} style.font - The font descriptor for the object, can be passed as a string of form + * "24px FontName" or "FontName" or as an object with explicit name/size properties. + * @param {string} [style.font.name] - The bitmap font id + * @param {number} [style.font.size] - The size of the font in pixels, e.g. 24 + * @param {string} [style.align='left'] - Alignment for multiline text ('left', 'center' or 'right'), does not affect + * single line text + * @param {number} [style.tint=0xFFFFFF] - The tint color + */ + function BitmapText(text) { + var style = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : {}; + + _classCallCheck(this, BitmapText); + + /** + * Private tracker for the width of the overall text + * + * @member {number} + * @private + */ + var _this = _possibleConstructorReturn(this, _core$Container.call(this)); + + _this._textWidth = 0; + + /** + * Private tracker for the height of the overall text + * + * @member {number} + * @private + */ + _this._textHeight = 0; + + /** + * Private tracker for the letter sprite pool. + * + * @member {PIXI.Sprite[]} + * @private + */ + _this._glyphs = []; + + /** + * Private tracker for the current style. + * + * @member {object} + * @private + */ + _this._font = { + tint: style.tint !== undefined ? style.tint : 0xFFFFFF, + align: style.align || 'left', + name: null, + size: 0 + }; + + /** + * Private tracker for the current font. + * + * @member {object} + * @private + */ + _this.font = style.font; // run font setter + + /** + * Private tracker for the current text. + * + * @member {string} + * @private + */ + _this._text = text; + + /** + * The max width of this bitmap text in pixels. If the text provided is longer than the + * value provided, line breaks will be automatically inserted in the last whitespace. + * Disable by setting value to 0 + * + * @member {number} + * @private + */ + _this._maxWidth = 0; + + /** + * The max line height. This is useful when trying to use the total height of the Text, + * ie: when trying to vertically align. + * + * @member {number} + * @private + */ + _this._maxLineHeight = 0; + + /** + * Letter spacing. This is useful for setting the space between characters. + * @member {number} + * @private + */ + _this._letterSpacing = 0; + + /** + * Text anchor. read-only + * + * @member {PIXI.ObservablePoint} + * @private + */ + _this._anchor = new _ObservablePoint2.default(function () { + _this.dirty = true; + }, _this, 0, 0); + + /** + * The dirty state of this object. + * + * @member {boolean} + */ + _this.dirty = false; + + _this.updateText(); + return _this; + } + + /** + * Renders text and updates it when needed + * + * @private + */ + + + BitmapText.prototype.updateText = function updateText() { + var data = BitmapText.fonts[this._font.name]; + var scale = this._font.size / data.size; + var pos = new core.Point(); + var chars = []; + var lineWidths = []; + var text = this.text.replace(/(?:\r\n|\r)/g, '\n'); + var textLength = text.length; + var maxWidth = this._maxWidth * data.size / this._font.size; + + var prevCharCode = null; + var lastLineWidth = 0; + var maxLineWidth = 0; + var line = 0; + var lastBreakPos = -1; + var lastBreakWidth = 0; + var spacesRemoved = 0; + var maxLineHeight = 0; + + for (var i = 0; i < textLength; i++) { + var charCode = text.charCodeAt(i); + var char = text.charAt(i); + + if (/(?:\s)/.test(char)) { + lastBreakPos = i; + lastBreakWidth = lastLineWidth; + } + + if (char === '\r' || char === '\n') { + lineWidths.push(lastLineWidth); + maxLineWidth = Math.max(maxLineWidth, lastLineWidth); + ++line; + ++spacesRemoved; + + pos.x = 0; + pos.y += data.lineHeight; + prevCharCode = null; + continue; + } + + var charData = data.chars[charCode]; + + if (!charData) { + continue; + } + + if (prevCharCode && charData.kerning[prevCharCode]) { + pos.x += charData.kerning[prevCharCode]; + } + + chars.push({ + texture: charData.texture, + line: line, + charCode: charCode, + position: new core.Point(pos.x + charData.xOffset + this._letterSpacing / 2, pos.y + charData.yOffset) + }); + pos.x += charData.xAdvance + this._letterSpacing; + lastLineWidth = pos.x; + maxLineHeight = Math.max(maxLineHeight, charData.yOffset + charData.texture.height); + prevCharCode = charCode; + + if (lastBreakPos !== -1 && maxWidth > 0 && pos.x > maxWidth) { + ++spacesRemoved; + core.utils.removeItems(chars, 1 + lastBreakPos - spacesRemoved, 1 + i - lastBreakPos); + i = lastBreakPos; + lastBreakPos = -1; + + lineWidths.push(lastBreakWidth); + maxLineWidth = Math.max(maxLineWidth, lastBreakWidth); + line++; + + pos.x = 0; + pos.y += data.lineHeight; + prevCharCode = null; + } + } + + var lastChar = text.charAt(text.length - 1); + + if (lastChar !== '\r' && lastChar !== '\n') { + if (/(?:\s)/.test(lastChar)) { + lastLineWidth = lastBreakWidth; + } + + lineWidths.push(lastLineWidth); + maxLineWidth = Math.max(maxLineWidth, lastLineWidth); + } + + var lineAlignOffsets = []; + + for (var _i = 0; _i <= line; _i++) { + var alignOffset = 0; + + if (this._font.align === 'right') { + alignOffset = maxLineWidth - lineWidths[_i]; + } else if (this._font.align === 'center') { + alignOffset = (maxLineWidth - lineWidths[_i]) / 2; + } + + lineAlignOffsets.push(alignOffset); + } + + var lenChars = chars.length; + var tint = this.tint; + + for (var _i2 = 0; _i2 < lenChars; _i2++) { + var c = this._glyphs[_i2]; // get the next glyph sprite + + if (c) { + c.texture = chars[_i2].texture; + } else { + c = new core.Sprite(chars[_i2].texture); + this._glyphs.push(c); + } + + c.position.x = (chars[_i2].position.x + lineAlignOffsets[chars[_i2].line]) * scale; + c.position.y = chars[_i2].position.y * scale; + c.scale.x = c.scale.y = scale; + c.tint = tint; + + if (!c.parent) { + this.addChild(c); + } + } + + // remove unnecessary children. + for (var _i3 = lenChars; _i3 < this._glyphs.length; ++_i3) { + this.removeChild(this._glyphs[_i3]); + } + + this._textWidth = maxLineWidth * scale; + this._textHeight = (pos.y + data.lineHeight) * scale; + + // apply anchor + if (this.anchor.x !== 0 || this.anchor.y !== 0) { + for (var _i4 = 0; _i4 < lenChars; _i4++) { + this._glyphs[_i4].x -= this._textWidth * this.anchor.x; + this._glyphs[_i4].y -= this._textHeight * this.anchor.y; + } + } + this._maxLineHeight = maxLineHeight * scale; + }; + + /** + * Updates the transform of this object + * + * @private + */ + + + BitmapText.prototype.updateTransform = function updateTransform() { + this.validate(); + this.containerUpdateTransform(); + }; + + /** + * Validates text before calling parent's getLocalBounds + * + * @return {PIXI.Rectangle} The rectangular bounding area + */ + + + BitmapText.prototype.getLocalBounds = function getLocalBounds() { + this.validate(); + + return _core$Container.prototype.getLocalBounds.call(this); + }; + + /** + * Updates text when needed + * + * @private + */ + + + BitmapText.prototype.validate = function validate() { + if (this.dirty) { + this.updateText(); + this.dirty = false; + } + }; + + /** + * The tint of the BitmapText object + * + * @member {number} + */ + + + /** + * Register a bitmap font with data and a texture. + * + * @static + * @param {XMLDocument} xml - The XML document data. + * @param {Object.|PIXI.Texture|PIXI.Texture[]} textures - List of textures for each page. + * If providing an object, the key is the `` element's `file` attribute in the FNT file. + * @return {Object} Result font object with font, size, lineHeight and char fields. + */ + BitmapText.registerFont = function registerFont(xml, textures) { + var data = {}; + var info = xml.getElementsByTagName('info')[0]; + var common = xml.getElementsByTagName('common')[0]; + var pages = xml.getElementsByTagName('page'); + var res = (0, _utils.getResolutionOfUrl)(pages[0].getAttribute('file'), _settings2.default.RESOLUTION); + var pagesTextures = {}; + + data.font = info.getAttribute('face'); + data.size = parseInt(info.getAttribute('size'), 10); + data.lineHeight = parseInt(common.getAttribute('lineHeight'), 10) / res; + data.chars = {}; + + // Single texture, convert to list + if (textures instanceof core.Texture) { + textures = [textures]; + } + + // Convert the input Texture, Textures or object + // into a page Texture lookup by "id" + for (var i = 0; i < pages.length; i++) { + var id = pages[i].getAttribute('id'); + var file = pages[i].getAttribute('file'); + + pagesTextures[id] = textures instanceof Array ? textures[i] : textures[file]; + } + + // parse letters + var letters = xml.getElementsByTagName('char'); + + for (var _i5 = 0; _i5 < letters.length; _i5++) { + var letter = letters[_i5]; + var charCode = parseInt(letter.getAttribute('id'), 10); + var page = letter.getAttribute('page') || 0; + var textureRect = new core.Rectangle(parseInt(letter.getAttribute('x'), 10) / res + pagesTextures[page].frame.x / res, parseInt(letter.getAttribute('y'), 10) / res + pagesTextures[page].frame.y / res, parseInt(letter.getAttribute('width'), 10) / res, parseInt(letter.getAttribute('height'), 10) / res); + + data.chars[charCode] = { + xOffset: parseInt(letter.getAttribute('xoffset'), 10) / res, + yOffset: parseInt(letter.getAttribute('yoffset'), 10) / res, + xAdvance: parseInt(letter.getAttribute('xadvance'), 10) / res, + kerning: {}, + texture: new core.Texture(pagesTextures[page].baseTexture, textureRect), + page: page + }; + } + + // parse kernings + var kernings = xml.getElementsByTagName('kerning'); + + for (var _i6 = 0; _i6 < kernings.length; _i6++) { + var kerning = kernings[_i6]; + var first = parseInt(kerning.getAttribute('first'), 10) / res; + var second = parseInt(kerning.getAttribute('second'), 10) / res; + var amount = parseInt(kerning.getAttribute('amount'), 10) / res; + + if (data.chars[second]) { + data.chars[second].kerning[first] = amount; + } + } + + // I'm leaving this as a temporary fix so we can test the bitmap fonts in v3 + // but it's very likely to change + BitmapText.fonts[data.font] = data; + + return data; + }; + + _createClass(BitmapText, [{ + key: 'tint', + get: function get() { + return this._font.tint; + }, + set: function set(value) // eslint-disable-line require-jsdoc + { + this._font.tint = typeof value === 'number' && value >= 0 ? value : 0xFFFFFF; + + this.dirty = true; + } + + /** + * The alignment of the BitmapText object + * + * @member {string} + * @default 'left' + */ + + }, { + key: 'align', + get: function get() { + return this._font.align; + }, + set: function set(value) // eslint-disable-line require-jsdoc + { + this._font.align = value || 'left'; + + this.dirty = true; + } + + /** + * The anchor sets the origin point of the text. + * The default is 0,0 this means the text's origin is the top left + * Setting the anchor to 0.5,0.5 means the text's origin is centered + * Setting the anchor to 1,1 would mean the text's origin point will be the bottom right corner + * + * @member {PIXI.Point | number} + */ + + }, { + key: 'anchor', + get: function get() { + return this._anchor; + }, + set: function set(value) // eslint-disable-line require-jsdoc + { + if (typeof value === 'number') { + this._anchor.set(value); + } else { + this._anchor.copy(value); + } + } + + /** + * The font descriptor of the BitmapText object + * + * @member {string|object} + */ + + }, { + key: 'font', + get: function get() { + return this._font; + }, + set: function set(value) // eslint-disable-line require-jsdoc + { + if (!value) { + return; + } + + if (typeof value === 'string') { + value = value.split(' '); + + this._font.name = value.length === 1 ? value[0] : value.slice(1).join(' '); + this._font.size = value.length >= 2 ? parseInt(value[0], 10) : BitmapText.fonts[this._font.name].size; + } else { + this._font.name = value.name; + this._font.size = typeof value.size === 'number' ? value.size : parseInt(value.size, 10); + } + + this.dirty = true; + } + + /** + * The text of the BitmapText object + * + * @member {string} + */ + + }, { + key: 'text', + get: function get() { + return this._text; + }, + set: function set(value) // eslint-disable-line require-jsdoc + { + value = value.toString() || ' '; + if (this._text === value) { + return; + } + this._text = value; + this.dirty = true; + } + + /** + * The max width of this bitmap text in pixels. If the text provided is longer than the + * value provided, line breaks will be automatically inserted in the last whitespace. + * Disable by setting value to 0 + * + * @member {number} + */ + + }, { + key: 'maxWidth', + get: function get() { + return this._maxWidth; + }, + set: function set(value) // eslint-disable-line require-jsdoc + { + if (this._maxWidth === value) { + return; + } + this._maxWidth = value; + this.dirty = true; + } + + /** + * The max line height. This is useful when trying to use the total height of the Text, + * ie: when trying to vertically align. + * + * @member {number} + * @readonly + */ + + }, { + key: 'maxLineHeight', + get: function get() { + this.validate(); + + return this._maxLineHeight; + } + + /** + * The width of the overall text, different from fontSize, + * which is defined in the style object + * + * @member {number} + * @readonly + */ + + }, { + key: 'textWidth', + get: function get() { + this.validate(); + + return this._textWidth; + } + + /** + * Additional space between characters. + * + * @member {number} + */ + + }, { + key: 'letterSpacing', + get: function get() { + return this._letterSpacing; + }, + set: function set(value) // eslint-disable-line require-jsdoc + { + if (this._letterSpacing !== value) { + this._letterSpacing = value; + this.dirty = true; + } + } + + /** + * The height of the overall text, different from fontSize, + * which is defined in the style object + * + * @member {number} + * @readonly + */ + + }, { + key: 'textHeight', + get: function get() { + this.validate(); + + return this._textHeight; + } + }]); + + return BitmapText; +}(core.Container); + +exports.default = BitmapText; + + +BitmapText.fonts = {}; + +},{"../core":65,"../core/math/ObservablePoint":68,"../core/settings":101,"../core/utils":125}],137:[function(require,module,exports){ +'use strict'; + +exports.__esModule = true; + +var _createClass = function () { function defineProperties(target, props) { for (var i = 0; i < props.length; i++) { var descriptor = props[i]; descriptor.enumerable = descriptor.enumerable || false; descriptor.configurable = true; if ("value" in descriptor) descriptor.writable = true; Object.defineProperty(target, descriptor.key, descriptor); } } return function (Constructor, protoProps, staticProps) { if (protoProps) defineProperties(Constructor.prototype, protoProps); if (staticProps) defineProperties(Constructor, staticProps); return Constructor; }; }(); + +var _core = require('../core'); + +var core = _interopRequireWildcard(_core); + +var _CanvasTinter = require('../core/sprites/canvas/CanvasTinter'); + +var _CanvasTinter2 = _interopRequireDefault(_CanvasTinter); + +function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } + +function _interopRequireWildcard(obj) { if (obj && obj.__esModule) { return obj; } else { var newObj = {}; if (obj != null) { for (var key in obj) { if (Object.prototype.hasOwnProperty.call(obj, key)) newObj[key] = obj[key]; } } newObj.default = obj; return newObj; } } + +function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } + +function _possibleConstructorReturn(self, call) { if (!self) { throw new ReferenceError("this hasn't been initialised - super() hasn't been called"); } return call && (typeof call === "object" || typeof call === "function") ? call : self; } + +function _inherits(subClass, superClass) { if (typeof superClass !== "function" && superClass !== null) { throw new TypeError("Super expression must either be null or a function, not " + typeof superClass); } subClass.prototype = Object.create(superClass && superClass.prototype, { constructor: { value: subClass, enumerable: false, writable: true, configurable: true } }); if (superClass) Object.setPrototypeOf ? Object.setPrototypeOf(subClass, superClass) : subClass.__proto__ = superClass; } + +var tempPoint = new core.Point(); + +/** + * A tiling sprite is a fast way of rendering a tiling image + * + * @class + * @extends PIXI.Sprite + * @memberof PIXI.extras + */ + +var TilingSprite = function (_core$Sprite) { + _inherits(TilingSprite, _core$Sprite); + + /** + * @param {PIXI.Texture} texture - the texture of the tiling sprite + * @param {number} [width=100] - the width of the tiling sprite + * @param {number} [height=100] - the height of the tiling sprite + */ + function TilingSprite(texture) { + var width = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : 100; + var height = arguments.length > 2 && arguments[2] !== undefined ? arguments[2] : 100; + + _classCallCheck(this, TilingSprite); + + /** + * Tile transform + * + * @member {PIXI.TransformStatic} + */ + var _this = _possibleConstructorReturn(this, _core$Sprite.call(this, texture)); + + _this.tileTransform = new core.TransformStatic(); + + // /// private + + /** + * The with of the tiling sprite + * + * @member {number} + * @private + */ + _this._width = width; + + /** + * The height of the tiling sprite + * + * @member {number} + * @private + */ + _this._height = height; + + /** + * Canvas pattern + * + * @type {CanvasPattern} + * @private + */ + _this._canvasPattern = null; + + /** + * transform that is applied to UV to get the texture coords + * + * @member {PIXI.TextureMatrix} + */ + _this.uvTransform = texture.transform || new core.TextureMatrix(texture); + + /** + * Plugin that is responsible for rendering this element. + * Allows to customize the rendering process without overriding '_renderWebGL' method. + * + * @member {string} + * @default 'tilingSprite' + */ + _this.pluginName = 'tilingSprite'; + + /** + * Whether or not anchor affects uvs + * + * @member {boolean} + * @default false + */ + _this.uvRespectAnchor = false; + return _this; + } + /** + * Changes frame clamping in corresponding textureTransform, shortcut + * Change to -0.5 to add a pixel to the edge, recommended for transparent trimmed textures in atlas + * + * @default 0.5 + * @member {number} + */ + + + /** + * @private + */ + TilingSprite.prototype._onTextureUpdate = function _onTextureUpdate() { + if (this.uvTransform) { + this.uvTransform.texture = this._texture; + } + this.cachedTint = 0xFFFFFF; + }; + + /** + * Renders the object using the WebGL renderer + * + * @private + * @param {PIXI.WebGLRenderer} renderer - The renderer + */ + + + TilingSprite.prototype._renderWebGL = function _renderWebGL(renderer) { + // tweak our texture temporarily.. + var texture = this._texture; + + if (!texture || !texture.valid) { + return; + } + + this.tileTransform.updateLocalTransform(); + this.uvTransform.update(); + + renderer.setObjectRenderer(renderer.plugins[this.pluginName]); + renderer.plugins[this.pluginName].render(this); + }; + + /** + * Renders the object using the Canvas renderer + * + * @private + * @param {PIXI.CanvasRenderer} renderer - a reference to the canvas renderer + */ + + + TilingSprite.prototype._renderCanvas = function _renderCanvas(renderer) { + var texture = this._texture; + + if (!texture.baseTexture.hasLoaded) { + return; + } + + var context = renderer.context; + var transform = this.worldTransform; + var resolution = renderer.resolution; + var isTextureRotated = texture.rotate === 2; + var baseTexture = texture.baseTexture; + var baseTextureResolution = baseTexture.resolution; + var modX = this.tilePosition.x / this.tileScale.x % texture.orig.width * baseTextureResolution; + var modY = this.tilePosition.y / this.tileScale.y % texture.orig.height * baseTextureResolution; + + // create a nice shiny pattern! + if (this._textureID !== this._texture._updateID || this.cachedTint !== this.tint) { + this._textureID = this._texture._updateID; + // cut an object from a spritesheet.. + var tempCanvas = new core.CanvasRenderTarget(texture.orig.width, texture.orig.height, baseTextureResolution); + + // Tint the tiling sprite + if (this.tint !== 0xFFFFFF) { + this.tintedTexture = _CanvasTinter2.default.getTintedTexture(this, this.tint); + tempCanvas.context.drawImage(this.tintedTexture, 0, 0); + } else { + var sx = texture._frame.x * baseTextureResolution; + var sy = texture._frame.y * baseTextureResolution; + var sWidth = texture._frame.width * baseTextureResolution; + var sHeight = texture._frame.height * baseTextureResolution; + var dWidth = (texture.trim ? texture.trim.width : texture.orig.width) * baseTextureResolution; + var dHeight = (texture.trim ? texture.trim.height : texture.orig.height) * baseTextureResolution; + var dx = (texture.trim ? texture.trim.x : 0) * baseTextureResolution; + var dy = (texture.trim ? texture.trim.y : 0) * baseTextureResolution; + + if (isTextureRotated) { + // Apply rotation and transform + tempCanvas.context.rotate(-Math.PI / 2); + tempCanvas.context.translate(-dHeight, 0); + tempCanvas.context.drawImage(baseTexture.source, sx, sy, sWidth, sHeight, -dy, dx, dHeight, dWidth); + } else { + tempCanvas.context.drawImage(baseTexture.source, sx, sy, sWidth, sHeight, dx, dy, dWidth, dHeight); + } + } + + this.cachedTint = this.tint; + this._canvasPattern = tempCanvas.context.createPattern(tempCanvas.canvas, 'repeat'); + } + + // set context state.. + context.globalAlpha = this.worldAlpha; + context.setTransform(transform.a * resolution, transform.b * resolution, transform.c * resolution, transform.d * resolution, transform.tx * resolution, transform.ty * resolution); + + renderer.setBlendMode(this.blendMode); + + // fill the pattern! + context.fillStyle = this._canvasPattern; + + // TODO - this should be rolled into the setTransform above.. + context.scale(this.tileScale.x / baseTextureResolution, this.tileScale.y / baseTextureResolution); + + var anchorX = this.anchor.x * -this._width * baseTextureResolution; + var anchorY = this.anchor.y * -this._height * baseTextureResolution; + + if (this.uvRespectAnchor) { + context.translate(modX, modY); + + context.fillRect(-modX + anchorX, -modY + anchorY, this._width / this.tileScale.x * baseTextureResolution, this._height / this.tileScale.y * baseTextureResolution); + } else { + context.translate(modX + anchorX, modY + anchorY); + + context.fillRect(-modX, -modY, this._width / this.tileScale.x * baseTextureResolution, this._height / this.tileScale.y * baseTextureResolution); + } + }; + + /** + * Updates the bounds of the tiling sprite. + * + * @private + */ + + + TilingSprite.prototype._calculateBounds = function _calculateBounds() { + var minX = this._width * -this._anchor._x; + var minY = this._height * -this._anchor._y; + var maxX = this._width * (1 - this._anchor._x); + var maxY = this._height * (1 - this._anchor._y); + + this._bounds.addFrame(this.transform, minX, minY, maxX, maxY); + }; + + /** + * Gets the local bounds of the sprite object. + * + * @param {PIXI.Rectangle} rect - The output rectangle. + * @return {PIXI.Rectangle} The bounds. + */ + + + TilingSprite.prototype.getLocalBounds = function getLocalBounds(rect) { + // we can do a fast local bounds if the sprite has no children! + if (this.children.length === 0) { + this._bounds.minX = this._width * -this._anchor._x; + this._bounds.minY = this._height * -this._anchor._y; + this._bounds.maxX = this._width * (1 - this._anchor._x); + this._bounds.maxY = this._height * (1 - this._anchor._y); + + if (!rect) { + if (!this._localBoundsRect) { + this._localBoundsRect = new core.Rectangle(); + } + + rect = this._localBoundsRect; + } + + return this._bounds.getRectangle(rect); + } + + return _core$Sprite.prototype.getLocalBounds.call(this, rect); + }; + + /** + * Checks if a point is inside this tiling sprite. + * + * @param {PIXI.Point} point - the point to check + * @return {boolean} Whether or not the sprite contains the point. + */ + + + TilingSprite.prototype.containsPoint = function containsPoint(point) { + this.worldTransform.applyInverse(point, tempPoint); + + var width = this._width; + var height = this._height; + var x1 = -width * this.anchor._x; + + if (tempPoint.x >= x1 && tempPoint.x < x1 + width) { + var y1 = -height * this.anchor._y; + + if (tempPoint.y >= y1 && tempPoint.y < y1 + height) { + return true; + } + } + + return false; + }; + + /** + * Destroys this sprite and optionally its texture and children + * + * @param {object|boolean} [options] - Options parameter. A boolean will act as if all options + * have been set to that value + * @param {boolean} [options.children=false] - if set to true, all the children will have their destroy + * method called as well. 'options' will be passed on to those calls. + * @param {boolean} [options.texture=false] - Should it destroy the current texture of the sprite as well + * @param {boolean} [options.baseTexture=false] - Should it destroy the base texture of the sprite as well + */ + + + TilingSprite.prototype.destroy = function destroy(options) { + _core$Sprite.prototype.destroy.call(this, options); + + this.tileTransform = null; + this.uvTransform = null; + }; + + /** + * Helper function that creates a new tiling sprite based on the source you provide. + * The source can be - frame id, image url, video url, canvas element, video element, base texture + * + * @static + * @param {number|string|PIXI.BaseTexture|HTMLCanvasElement|HTMLVideoElement} source - Source to create texture from + * @param {number} width - the width of the tiling sprite + * @param {number} height - the height of the tiling sprite + * @return {PIXI.Texture} The newly created texture + */ + + + TilingSprite.from = function from(source, width, height) { + return new TilingSprite(core.Texture.from(source), width, height); + }; + + /** + * Helper function that creates a tiling sprite that will use a texture from the TextureCache based on the frameId + * The frame ids are created when a Texture packer file has been loaded + * + * @static + * @param {string} frameId - The frame Id of the texture in the cache + * @param {number} width - the width of the tiling sprite + * @param {number} height - the height of the tiling sprite + * @return {PIXI.extras.TilingSprite} A new TilingSprite using a texture from the texture cache matching the frameId + */ + + + TilingSprite.fromFrame = function fromFrame(frameId, width, height) { + var texture = core.utils.TextureCache[frameId]; + + if (!texture) { + throw new Error('The frameId "' + frameId + '" does not exist in the texture cache ' + this); + } + + return new TilingSprite(texture, width, height); + }; + + /** + * Helper function that creates a sprite that will contain a texture based on an image url + * If the image is not in the texture cache it will be loaded + * + * @static + * @param {string} imageId - The image url of the texture + * @param {number} width - the width of the tiling sprite + * @param {number} height - the height of the tiling sprite + * @param {boolean} [crossorigin] - if you want to specify the cross-origin parameter + * @param {number} [scaleMode=PIXI.settings.SCALE_MODE] - if you want to specify the scale mode, + * see {@link PIXI.SCALE_MODES} for possible values + * @return {PIXI.extras.TilingSprite} A new TilingSprite using a texture from the texture cache matching the image id + */ + + + TilingSprite.fromImage = function fromImage(imageId, width, height, crossorigin, scaleMode) { + return new TilingSprite(core.Texture.fromImage(imageId, crossorigin, scaleMode), width, height); + }; + + /** + * The width of the sprite, setting this will actually modify the scale to achieve the value set + * + * @member {number} + */ + + + _createClass(TilingSprite, [{ + key: 'clampMargin', + get: function get() { + return this.uvTransform.clampMargin; + }, + set: function set(value) // eslint-disable-line require-jsdoc + { + this.uvTransform.clampMargin = value; + this.uvTransform.update(true); + } + + /** + * The scaling of the image that is being tiled + * + * @member {PIXI.ObservablePoint} + */ + + }, { + key: 'tileScale', + get: function get() { + return this.tileTransform.scale; + }, + set: function set(value) // eslint-disable-line require-jsdoc + { + this.tileTransform.scale.copy(value); + } + + /** + * The offset of the image that is being tiled + * + * @member {PIXI.ObservablePoint} + */ + + }, { + key: 'tilePosition', + get: function get() { + return this.tileTransform.position; + }, + set: function set(value) // eslint-disable-line require-jsdoc + { + this.tileTransform.position.copy(value); + } + }, { + key: 'width', + get: function get() { + return this._width; + }, + set: function set(value) // eslint-disable-line require-jsdoc + { + this._width = value; + } + + /** + * The height of the TilingSprite, setting this will actually modify the scale to achieve the value set + * + * @member {number} + */ + + }, { + key: 'height', + get: function get() { + return this._height; + }, + set: function set(value) // eslint-disable-line require-jsdoc + { + this._height = value; + } + }]); + + return TilingSprite; +}(core.Sprite); + +exports.default = TilingSprite; + +},{"../core":65,"../core/sprites/canvas/CanvasTinter":104}],138:[function(require,module,exports){ +'use strict'; + +var _core = require('../core'); + +var core = _interopRequireWildcard(_core); + +var _Texture = require('../core/textures/Texture'); + +var _Texture2 = _interopRequireDefault(_Texture); + +var _BaseTexture = require('../core/textures/BaseTexture'); + +var _BaseTexture2 = _interopRequireDefault(_BaseTexture); + +var _utils = require('../core/utils'); + +function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } + +function _interopRequireWildcard(obj) { if (obj && obj.__esModule) { return obj; } else { var newObj = {}; if (obj != null) { for (var key in obj) { if (Object.prototype.hasOwnProperty.call(obj, key)) newObj[key] = obj[key]; } } newObj.default = obj; return newObj; } } + +function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } + +var DisplayObject = core.DisplayObject; +var _tempMatrix = new core.Matrix(); + +DisplayObject.prototype._cacheAsBitmap = false; +DisplayObject.prototype._cacheData = false; + +// figured theres no point adding ALL the extra variables to prototype. +// this model can hold the information needed. This can also be generated on demand as +// most objects are not cached as bitmaps. +/** + * @class + * @ignore + */ + +var CacheData = +/** + * + */ +function CacheData() { + _classCallCheck(this, CacheData); + + this.textureCacheId = null; + + this.originalRenderWebGL = null; + this.originalRenderCanvas = null; + this.originalCalculateBounds = null; + this.originalGetLocalBounds = null; + + this.originalUpdateTransform = null; + this.originalHitTest = null; + this.originalDestroy = null; + this.originalMask = null; + this.originalFilterArea = null; + this.sprite = null; +}; + +Object.defineProperties(DisplayObject.prototype, { + /** + * Set this to true if you want this display object to be cached as a bitmap. + * This basically takes a snap shot of the display object as it is at that moment. It can + * provide a performance benefit for complex static displayObjects. + * To remove simply set this property to 'false' + * + * IMPORTANT GOTCHA - make sure that all your textures are preloaded BEFORE setting this property to true + * as it will take a snapshot of what is currently there. If the textures have not loaded then they will not appear. + * + * @member {boolean} + * @memberof PIXI.DisplayObject# + */ + cacheAsBitmap: { + get: function get() { + return this._cacheAsBitmap; + }, + set: function set(value) { + if (this._cacheAsBitmap === value) { + return; + } + + this._cacheAsBitmap = value; + + var data = void 0; + + if (value) { + if (!this._cacheData) { + this._cacheData = new CacheData(); + } + + data = this._cacheData; + + data.originalRenderWebGL = this.renderWebGL; + data.originalRenderCanvas = this.renderCanvas; + + data.originalUpdateTransform = this.updateTransform; + data.originalCalculateBounds = this.calculateBounds; + data.originalGetLocalBounds = this.getLocalBounds; + + data.originalDestroy = this.destroy; + + data.originalContainsPoint = this.containsPoint; + + data.originalMask = this._mask; + data.originalFilterArea = this.filterArea; + + this.renderWebGL = this._renderCachedWebGL; + this.renderCanvas = this._renderCachedCanvas; + + this.destroy = this._cacheAsBitmapDestroy; + } else { + data = this._cacheData; + + if (data.sprite) { + this._destroyCachedDisplayObject(); + } + + this.renderWebGL = data.originalRenderWebGL; + this.renderCanvas = data.originalRenderCanvas; + this.calculateBounds = data.originalCalculateBounds; + this.getLocalBounds = data.originalGetLocalBounds; + + this.destroy = data.originalDestroy; + + this.updateTransform = data.originalUpdateTransform; + this.containsPoint = data.originalContainsPoint; + + this._mask = data.originalMask; + this.filterArea = data.originalFilterArea; + } + } + } +}); + +/** + * Renders a cached version of the sprite with WebGL + * + * @private + * @memberof PIXI.DisplayObject# + * @param {PIXI.WebGLRenderer} renderer - the WebGL renderer + */ +DisplayObject.prototype._renderCachedWebGL = function _renderCachedWebGL(renderer) { + if (!this.visible || this.worldAlpha <= 0 || !this.renderable) { + return; + } + + this._initCachedDisplayObject(renderer); + + this._cacheData.sprite.transform._worldID = this.transform._worldID; + this._cacheData.sprite.worldAlpha = this.worldAlpha; + this._cacheData.sprite._renderWebGL(renderer); +}; + +/** + * Prepares the WebGL renderer to cache the sprite + * + * @private + * @memberof PIXI.DisplayObject# + * @param {PIXI.WebGLRenderer} renderer - the WebGL renderer + */ +DisplayObject.prototype._initCachedDisplayObject = function _initCachedDisplayObject(renderer) { + if (this._cacheData && this._cacheData.sprite) { + return; + } + + // make sure alpha is set to 1 otherwise it will get rendered as invisible! + var cacheAlpha = this.alpha; + + this.alpha = 1; + + // first we flush anything left in the renderer (otherwise it would get rendered to the cached texture) + renderer.currentRenderer.flush(); + // this.filters= []; + + // next we find the dimensions of the untransformed object + // this function also calls updatetransform on all its children as part of the measuring. + // This means we don't need to update the transform again in this function + // TODO pass an object to clone too? saves having to create a new one each time! + var bounds = this.getLocalBounds().clone(); + + // add some padding! + if (this._filters && this._filters.length) { + var padding = this._filters[0].padding; + + bounds.pad(padding); + } + + bounds.ceil(core.settings.RESOLUTION); + + // for now we cache the current renderTarget that the webGL renderer is currently using. + // this could be more elegent.. + var cachedRenderTarget = renderer._activeRenderTarget; + // We also store the filter stack - I will definitely look to change how this works a little later down the line. + var stack = renderer.filterManager.filterStack; + + // this renderTexture will be used to store the cached DisplayObject + + var renderTexture = core.RenderTexture.create(bounds.width, bounds.height); + + var textureCacheId = 'cacheAsBitmap_' + (0, _utils.uid)(); + + this._cacheData.textureCacheId = textureCacheId; + + _BaseTexture2.default.addToCache(renderTexture.baseTexture, textureCacheId); + _Texture2.default.addToCache(renderTexture, textureCacheId); + + // need to set // + var m = _tempMatrix; + + m.tx = -bounds.x; + m.ty = -bounds.y; + + // reset + this.transform.worldTransform.identity(); + + // set all properties to there original so we can render to a texture + this.renderWebGL = this._cacheData.originalRenderWebGL; + + renderer.render(this, renderTexture, true, m, true); + // now restore the state be setting the new properties + + renderer.bindRenderTarget(cachedRenderTarget); + + renderer.filterManager.filterStack = stack; + + this.renderWebGL = this._renderCachedWebGL; + // the rest is the same as for Canvas + this.updateTransform = this.displayObjectUpdateTransform; + this.calculateBounds = this._calculateCachedBounds; + this.getLocalBounds = this._getCachedLocalBounds; + + this._mask = null; + this.filterArea = null; + + // create our cached sprite + var cachedSprite = new core.Sprite(renderTexture); + + cachedSprite.transform.worldTransform = this.transform.worldTransform; + cachedSprite.anchor.x = -(bounds.x / bounds.width); + cachedSprite.anchor.y = -(bounds.y / bounds.height); + cachedSprite.alpha = cacheAlpha; + cachedSprite._bounds = this._bounds; + + this._cacheData.sprite = cachedSprite; + + this.transform._parentID = -1; + // restore the transform of the cached sprite to avoid the nasty flicker.. + if (!this.parent) { + this.parent = renderer._tempDisplayObjectParent; + this.updateTransform(); + this.parent = null; + } else { + this.updateTransform(); + } + + // map the hit test.. + this.containsPoint = cachedSprite.containsPoint.bind(cachedSprite); +}; + +/** + * Renders a cached version of the sprite with canvas + * + * @private + * @memberof PIXI.DisplayObject# + * @param {PIXI.WebGLRenderer} renderer - the WebGL renderer + */ +DisplayObject.prototype._renderCachedCanvas = function _renderCachedCanvas(renderer) { + if (!this.visible || this.worldAlpha <= 0 || !this.renderable) { + return; + } + + this._initCachedDisplayObjectCanvas(renderer); + + this._cacheData.sprite.worldAlpha = this.worldAlpha; + this._cacheData.sprite._renderCanvas(renderer); +}; + +// TODO this can be the same as the webGL verison.. will need to do a little tweaking first though.. +/** + * Prepares the Canvas renderer to cache the sprite + * + * @private + * @memberof PIXI.DisplayObject# + * @param {PIXI.WebGLRenderer} renderer - the WebGL renderer + */ +DisplayObject.prototype._initCachedDisplayObjectCanvas = function _initCachedDisplayObjectCanvas(renderer) { + if (this._cacheData && this._cacheData.sprite) { + return; + } + + // get bounds actually transforms the object for us already! + var bounds = this.getLocalBounds(); + + var cacheAlpha = this.alpha; + + this.alpha = 1; + + var cachedRenderTarget = renderer.context; + + bounds.ceil(core.settings.RESOLUTION); + + var renderTexture = core.RenderTexture.create(bounds.width, bounds.height); + + var textureCacheId = 'cacheAsBitmap_' + (0, _utils.uid)(); + + this._cacheData.textureCacheId = textureCacheId; + + _BaseTexture2.default.addToCache(renderTexture.baseTexture, textureCacheId); + _Texture2.default.addToCache(renderTexture, textureCacheId); + + // need to set // + var m = _tempMatrix; + + this.transform.localTransform.copy(m); + m.invert(); + + m.tx -= bounds.x; + m.ty -= bounds.y; + + // m.append(this.transform.worldTransform.) + // set all properties to there original so we can render to a texture + this.renderCanvas = this._cacheData.originalRenderCanvas; + + // renderTexture.render(this, m, true); + renderer.render(this, renderTexture, true, m, false); + + // now restore the state be setting the new properties + renderer.context = cachedRenderTarget; + + this.renderCanvas = this._renderCachedCanvas; + // the rest is the same as for WebGL + this.updateTransform = this.displayObjectUpdateTransform; + this.calculateBounds = this._calculateCachedBounds; + this.getLocalBounds = this._getCachedLocalBounds; + + this._mask = null; + this.filterArea = null; + + // create our cached sprite + var cachedSprite = new core.Sprite(renderTexture); + + cachedSprite.transform.worldTransform = this.transform.worldTransform; + cachedSprite.anchor.x = -(bounds.x / bounds.width); + cachedSprite.anchor.y = -(bounds.y / bounds.height); + cachedSprite.alpha = cacheAlpha; + cachedSprite._bounds = this._bounds; + + this._cacheData.sprite = cachedSprite; + + this.transform._parentID = -1; + // restore the transform of the cached sprite to avoid the nasty flicker.. + if (!this.parent) { + this.parent = renderer._tempDisplayObjectParent; + this.updateTransform(); + this.parent = null; + } else { + this.updateTransform(); + } + + // map the hit test.. + this.containsPoint = cachedSprite.containsPoint.bind(cachedSprite); +}; + +/** + * Calculates the bounds of the cached sprite + * + * @private + */ +DisplayObject.prototype._calculateCachedBounds = function _calculateCachedBounds() { + this._bounds.clear(); + this._cacheData.sprite.transform._worldID = this.transform._worldID; + this._cacheData.sprite._calculateBounds(); + this._lastBoundsID = this._boundsID; +}; + +/** + * Gets the bounds of the cached sprite. + * + * @private + * @return {Rectangle} The local bounds. + */ +DisplayObject.prototype._getCachedLocalBounds = function _getCachedLocalBounds() { + return this._cacheData.sprite.getLocalBounds(); +}; + +/** + * Destroys the cached sprite. + * + * @private + */ +DisplayObject.prototype._destroyCachedDisplayObject = function _destroyCachedDisplayObject() { + this._cacheData.sprite._texture.destroy(true); + this._cacheData.sprite = null; + + _BaseTexture2.default.removeFromCache(this._cacheData.textureCacheId); + _Texture2.default.removeFromCache(this._cacheData.textureCacheId); + + this._cacheData.textureCacheId = null; +}; + +/** + * Destroys the cached object. + * + * @private + * @param {object|boolean} [options] - Options parameter. A boolean will act as if all options + * have been set to that value. + * Used when destroying containers, see the Container.destroy method. + */ +DisplayObject.prototype._cacheAsBitmapDestroy = function _cacheAsBitmapDestroy(options) { + this.cacheAsBitmap = false; + this.destroy(options); +}; + +},{"../core":65,"../core/textures/BaseTexture":112,"../core/textures/Texture":115,"../core/utils":125}],139:[function(require,module,exports){ +'use strict'; + +var _core = require('../core'); + +var core = _interopRequireWildcard(_core); + +function _interopRequireWildcard(obj) { if (obj && obj.__esModule) { return obj; } else { var newObj = {}; if (obj != null) { for (var key in obj) { if (Object.prototype.hasOwnProperty.call(obj, key)) newObj[key] = obj[key]; } } newObj.default = obj; return newObj; } } + +/** + * The instance name of the object. + * + * @memberof PIXI.DisplayObject# + * @member {string} name + */ +core.DisplayObject.prototype.name = null; + +/** + * Returns the display object in the container + * + * @method getChildByName + * @memberof PIXI.Container# + * @param {string} name - instance name + * @return {PIXI.DisplayObject} The child with the specified name. + */ +core.Container.prototype.getChildByName = function getChildByName(name) { + for (var i = 0; i < this.children.length; i++) { + if (this.children[i].name === name) { + return this.children[i]; + } + } + + return null; +}; + +},{"../core":65}],140:[function(require,module,exports){ +'use strict'; + +var _core = require('../core'); + +var core = _interopRequireWildcard(_core); + +function _interopRequireWildcard(obj) { if (obj && obj.__esModule) { return obj; } else { var newObj = {}; if (obj != null) { for (var key in obj) { if (Object.prototype.hasOwnProperty.call(obj, key)) newObj[key] = obj[key]; } } newObj.default = obj; return newObj; } } + +/** + * Returns the global position of the displayObject. Does not depend on object scale, rotation and pivot. + * + * @method getGlobalPosition + * @memberof PIXI.DisplayObject# + * @param {Point} point - the point to write the global value to. If null a new point will be returned + * @param {boolean} skipUpdate - setting to true will stop the transforms of the scene graph from + * being updated. This means the calculation returned MAY be out of date BUT will give you a + * nice performance boost + * @return {Point} The updated point + */ +core.DisplayObject.prototype.getGlobalPosition = function getGlobalPosition() { + var point = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : new core.Point(); + var skipUpdate = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : false; + + if (this.parent) { + this.parent.toGlobal(this.position, point, skipUpdate); + } else { + point.x = this.position.x; + point.y = this.position.y; + } + + return point; +}; + +},{"../core":65}],141:[function(require,module,exports){ +'use strict'; + +exports.__esModule = true; +exports.BitmapText = exports.TilingSpriteRenderer = exports.TilingSprite = exports.AnimatedSprite = undefined; + +var _AnimatedSprite = require('./AnimatedSprite'); + +Object.defineProperty(exports, 'AnimatedSprite', { + enumerable: true, + get: function get() { + return _interopRequireDefault(_AnimatedSprite).default; + } +}); + +var _TilingSprite = require('./TilingSprite'); + +Object.defineProperty(exports, 'TilingSprite', { + enumerable: true, + get: function get() { + return _interopRequireDefault(_TilingSprite).default; + } +}); + +var _TilingSpriteRenderer = require('./webgl/TilingSpriteRenderer'); + +Object.defineProperty(exports, 'TilingSpriteRenderer', { + enumerable: true, + get: function get() { + return _interopRequireDefault(_TilingSpriteRenderer).default; + } +}); + +var _BitmapText = require('./BitmapText'); + +Object.defineProperty(exports, 'BitmapText', { + enumerable: true, + get: function get() { + return _interopRequireDefault(_BitmapText).default; + } +}); + +require('./cacheAsBitmap'); + +require('./getChildByName'); + +require('./getGlobalPosition'); + +function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } + +// imported for side effect of extending the prototype only, contains no exports + +},{"./AnimatedSprite":135,"./BitmapText":136,"./TilingSprite":137,"./cacheAsBitmap":138,"./getChildByName":139,"./getGlobalPosition":140,"./webgl/TilingSpriteRenderer":142}],142:[function(require,module,exports){ +'use strict'; + +exports.__esModule = true; + +var _core = require('../../core'); + +var core = _interopRequireWildcard(_core); + +var _const = require('../../core/const'); + +var _path = require('path'); + +function _interopRequireWildcard(obj) { if (obj && obj.__esModule) { return obj; } else { var newObj = {}; if (obj != null) { for (var key in obj) { if (Object.prototype.hasOwnProperty.call(obj, key)) newObj[key] = obj[key]; } } newObj.default = obj; return newObj; } } + +function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } + +function _possibleConstructorReturn(self, call) { if (!self) { throw new ReferenceError("this hasn't been initialised - super() hasn't been called"); } return call && (typeof call === "object" || typeof call === "function") ? call : self; } + +function _inherits(subClass, superClass) { if (typeof superClass !== "function" && superClass !== null) { throw new TypeError("Super expression must either be null or a function, not " + typeof superClass); } subClass.prototype = Object.create(superClass && superClass.prototype, { constructor: { value: subClass, enumerable: false, writable: true, configurable: true } }); if (superClass) Object.setPrototypeOf ? Object.setPrototypeOf(subClass, superClass) : subClass.__proto__ = superClass; } + +var tempMat = new core.Matrix(); + +/** + * WebGL renderer plugin for tiling sprites + * + * @class + * @memberof PIXI.extras + * @extends PIXI.ObjectRenderer + */ + +var TilingSpriteRenderer = function (_core$ObjectRenderer) { + _inherits(TilingSpriteRenderer, _core$ObjectRenderer); + + /** + * constructor for renderer + * + * @param {WebGLRenderer} renderer The renderer this tiling awesomeness works for. + */ + function TilingSpriteRenderer(renderer) { + _classCallCheck(this, TilingSpriteRenderer); + + var _this = _possibleConstructorReturn(this, _core$ObjectRenderer.call(this, renderer)); + + _this.shader = null; + _this.simpleShader = null; + _this.quad = null; + return _this; + } + + /** + * Sets up the renderer context and necessary buffers. + * + * @private + */ + + + TilingSpriteRenderer.prototype.onContextChange = function onContextChange() { + var gl = this.renderer.gl; + + this.shader = new core.Shader(gl, 'attribute vec2 aVertexPosition;\nattribute vec2 aTextureCoord;\n\nuniform mat3 projectionMatrix;\nuniform mat3 translationMatrix;\nuniform mat3 uTransform;\n\nvarying vec2 vTextureCoord;\n\nvoid main(void)\n{\n gl_Position = vec4((projectionMatrix * translationMatrix * vec3(aVertexPosition, 1.0)).xy, 0.0, 1.0);\n\n vTextureCoord = (uTransform * vec3(aTextureCoord, 1.0)).xy;\n}\n', 'varying vec2 vTextureCoord;\n\nuniform sampler2D uSampler;\nuniform vec4 uColor;\nuniform mat3 uMapCoord;\nuniform vec4 uClampFrame;\nuniform vec2 uClampOffset;\n\nvoid main(void)\n{\n vec2 coord = mod(vTextureCoord - uClampOffset, vec2(1.0, 1.0)) + uClampOffset;\n coord = (uMapCoord * vec3(coord, 1.0)).xy;\n coord = clamp(coord, uClampFrame.xy, uClampFrame.zw);\n\n vec4 sample = texture2D(uSampler, coord);\n gl_FragColor = sample * uColor;\n}\n'); + this.simpleShader = new core.Shader(gl, 'attribute vec2 aVertexPosition;\nattribute vec2 aTextureCoord;\n\nuniform mat3 projectionMatrix;\nuniform mat3 translationMatrix;\nuniform mat3 uTransform;\n\nvarying vec2 vTextureCoord;\n\nvoid main(void)\n{\n gl_Position = vec4((projectionMatrix * translationMatrix * vec3(aVertexPosition, 1.0)).xy, 0.0, 1.0);\n\n vTextureCoord = (uTransform * vec3(aTextureCoord, 1.0)).xy;\n}\n', 'varying vec2 vTextureCoord;\n\nuniform sampler2D uSampler;\nuniform vec4 uColor;\n\nvoid main(void)\n{\n vec4 sample = texture2D(uSampler, vTextureCoord);\n gl_FragColor = sample * uColor;\n}\n'); + + this.renderer.bindVao(null); + this.quad = new core.Quad(gl, this.renderer.state.attribState); + this.quad.initVao(this.shader); + }; + + /** + * + * @param {PIXI.extras.TilingSprite} ts tilingSprite to be rendered + */ + + + TilingSpriteRenderer.prototype.render = function render(ts) { + var renderer = this.renderer; + var quad = this.quad; + + renderer.bindVao(quad.vao); + + var vertices = quad.vertices; + + vertices[0] = vertices[6] = ts._width * -ts.anchor.x; + vertices[1] = vertices[3] = ts._height * -ts.anchor.y; + + vertices[2] = vertices[4] = ts._width * (1.0 - ts.anchor.x); + vertices[5] = vertices[7] = ts._height * (1.0 - ts.anchor.y); + + if (ts.uvRespectAnchor) { + vertices = quad.uvs; + + vertices[0] = vertices[6] = -ts.anchor.x; + vertices[1] = vertices[3] = -ts.anchor.y; + + vertices[2] = vertices[4] = 1.0 - ts.anchor.x; + vertices[5] = vertices[7] = 1.0 - ts.anchor.y; + } + + quad.upload(); + + var tex = ts._texture; + var baseTex = tex.baseTexture; + var lt = ts.tileTransform.localTransform; + var uv = ts.uvTransform; + var isSimple = baseTex.isPowerOfTwo && tex.frame.width === baseTex.width && tex.frame.height === baseTex.height; + + // auto, force repeat wrapMode for big tiling textures + if (isSimple) { + if (!baseTex._glTextures[renderer.CONTEXT_UID]) { + if (baseTex.wrapMode === _const.WRAP_MODES.CLAMP) { + baseTex.wrapMode = _const.WRAP_MODES.REPEAT; + } + } else { + isSimple = baseTex.wrapMode !== _const.WRAP_MODES.CLAMP; + } + } + + var shader = isSimple ? this.simpleShader : this.shader; + + renderer.bindShader(shader); + + var w = tex.width; + var h = tex.height; + var W = ts._width; + var H = ts._height; + + tempMat.set(lt.a * w / W, lt.b * w / H, lt.c * h / W, lt.d * h / H, lt.tx / W, lt.ty / H); + + // that part is the same as above: + // tempMat.identity(); + // tempMat.scale(tex.width, tex.height); + // tempMat.prepend(lt); + // tempMat.scale(1.0 / ts._width, 1.0 / ts._height); + + tempMat.invert(); + if (isSimple) { + tempMat.prepend(uv.mapCoord); + } else { + shader.uniforms.uMapCoord = uv.mapCoord.toArray(true); + shader.uniforms.uClampFrame = uv.uClampFrame; + shader.uniforms.uClampOffset = uv.uClampOffset; + } + + shader.uniforms.uTransform = tempMat.toArray(true); + shader.uniforms.uColor = core.utils.premultiplyTintToRgba(ts.tint, ts.worldAlpha, shader.uniforms.uColor, baseTex.premultipliedAlpha); + shader.uniforms.translationMatrix = ts.transform.worldTransform.toArray(true); + + shader.uniforms.uSampler = renderer.bindTexture(tex); + + renderer.setBlendMode(core.utils.correctBlendMode(ts.blendMode, baseTex.premultipliedAlpha)); + + quad.vao.draw(this.renderer.gl.TRIANGLES, 6, 0); + }; + + return TilingSpriteRenderer; +}(core.ObjectRenderer); + +exports.default = TilingSpriteRenderer; + + +core.WebGLRenderer.registerPlugin('tilingSprite', TilingSpriteRenderer); + +},{"../../core":65,"../../core/const":46,"path":8}],143:[function(require,module,exports){ +'use strict'; + +exports.__esModule = true; + +var _createClass = function () { function defineProperties(target, props) { for (var i = 0; i < props.length; i++) { var descriptor = props[i]; descriptor.enumerable = descriptor.enumerable || false; descriptor.configurable = true; if ("value" in descriptor) descriptor.writable = true; Object.defineProperty(target, descriptor.key, descriptor); } } return function (Constructor, protoProps, staticProps) { if (protoProps) defineProperties(Constructor.prototype, protoProps); if (staticProps) defineProperties(Constructor, staticProps); return Constructor; }; }(); + +var _core = require('../../core'); + +var core = _interopRequireWildcard(_core); + +var _path = require('path'); + +function _interopRequireWildcard(obj) { if (obj && obj.__esModule) { return obj; } else { var newObj = {}; if (obj != null) { for (var key in obj) { if (Object.prototype.hasOwnProperty.call(obj, key)) newObj[key] = obj[key]; } } newObj.default = obj; return newObj; } } + +function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } + +function _possibleConstructorReturn(self, call) { if (!self) { throw new ReferenceError("this hasn't been initialised - super() hasn't been called"); } return call && (typeof call === "object" || typeof call === "function") ? call : self; } + +function _inherits(subClass, superClass) { if (typeof superClass !== "function" && superClass !== null) { throw new TypeError("Super expression must either be null or a function, not " + typeof superClass); } subClass.prototype = Object.create(superClass && superClass.prototype, { constructor: { value: subClass, enumerable: false, writable: true, configurable: true } }); if (superClass) Object.setPrototypeOf ? Object.setPrototypeOf(subClass, superClass) : subClass.__proto__ = superClass; } + +/** + * Simplest filter - applies alpha + * + * Use this instead of Container's alpha property to avoid visual layering of individual elements. + * AlphaFilter applies alpha evenly across the entire display object and any opaque elements it contains. + * If elements are not opaque, they will blend with each other anyway. + * + * Very handy if you want to use common features of all filters: + * + * 1. Assign a blendMode to this filter, blend all elements inside display object with background. + * + * 2. To use clipping in display coordinates, assign a filterArea to the same container that has this filter. + * + * @class + * @extends PIXI.Filter + * @memberof PIXI.filters + */ +var AlphaFilter = function (_core$Filter) { + _inherits(AlphaFilter, _core$Filter); + + /** + * @param {number} [alpha=1] Amount of alpha from 0 to 1, where 0 is transparent + */ + function AlphaFilter() { + var alpha = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : 1.0; + + _classCallCheck(this, AlphaFilter); + + var _this = _possibleConstructorReturn(this, _core$Filter.call(this, + // vertex shader + 'attribute vec2 aVertexPosition;\nattribute vec2 aTextureCoord;\n\nuniform mat3 projectionMatrix;\n\nvarying vec2 vTextureCoord;\n\nvoid main(void)\n{\n gl_Position = vec4((projectionMatrix * vec3(aVertexPosition, 1.0)).xy, 0.0, 1.0);\n vTextureCoord = aTextureCoord;\n}', + // fragment shader + 'varying vec2 vTextureCoord;\n\nuniform sampler2D uSampler;\nuniform float uAlpha;\n\nvoid main(void)\n{\n gl_FragColor = texture2D(uSampler, vTextureCoord) * uAlpha;\n}\n')); + + _this.alpha = alpha; + _this.glShaderKey = 'alpha'; + return _this; + } + + /** + * Coefficient for alpha multiplication + * + * @member {number} + * @default 1 + */ + + + _createClass(AlphaFilter, [{ + key: 'alpha', + get: function get() { + return this.uniforms.uAlpha; + }, + set: function set(value) // eslint-disable-line require-jsdoc + { + this.uniforms.uAlpha = value; + } + }]); + + return AlphaFilter; +}(core.Filter); + +exports.default = AlphaFilter; + +},{"../../core":65,"path":8}],144:[function(require,module,exports){ +'use strict'; + +exports.__esModule = true; + +var _createClass = function () { function defineProperties(target, props) { for (var i = 0; i < props.length; i++) { var descriptor = props[i]; descriptor.enumerable = descriptor.enumerable || false; descriptor.configurable = true; if ("value" in descriptor) descriptor.writable = true; Object.defineProperty(target, descriptor.key, descriptor); } } return function (Constructor, protoProps, staticProps) { if (protoProps) defineProperties(Constructor.prototype, protoProps); if (staticProps) defineProperties(Constructor, staticProps); return Constructor; }; }(); + +var _core = require('../../core'); + +var core = _interopRequireWildcard(_core); + +var _BlurXFilter = require('./BlurXFilter'); + +var _BlurXFilter2 = _interopRequireDefault(_BlurXFilter); + +var _BlurYFilter = require('./BlurYFilter'); + +var _BlurYFilter2 = _interopRequireDefault(_BlurYFilter); + +function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } + +function _interopRequireWildcard(obj) { if (obj && obj.__esModule) { return obj; } else { var newObj = {}; if (obj != null) { for (var key in obj) { if (Object.prototype.hasOwnProperty.call(obj, key)) newObj[key] = obj[key]; } } newObj.default = obj; return newObj; } } + +function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } + +function _possibleConstructorReturn(self, call) { if (!self) { throw new ReferenceError("this hasn't been initialised - super() hasn't been called"); } return call && (typeof call === "object" || typeof call === "function") ? call : self; } + +function _inherits(subClass, superClass) { if (typeof superClass !== "function" && superClass !== null) { throw new TypeError("Super expression must either be null or a function, not " + typeof superClass); } subClass.prototype = Object.create(superClass && superClass.prototype, { constructor: { value: subClass, enumerable: false, writable: true, configurable: true } }); if (superClass) Object.setPrototypeOf ? Object.setPrototypeOf(subClass, superClass) : subClass.__proto__ = superClass; } + +/** + * The BlurFilter applies a Gaussian blur to an object. + * The strength of the blur can be set for x- and y-axis separately. + * + * @class + * @extends PIXI.Filter + * @memberof PIXI.filters + */ +var BlurFilter = function (_core$Filter) { + _inherits(BlurFilter, _core$Filter); + + /** + * @param {number} strength - The strength of the blur filter. + * @param {number} quality - The quality of the blur filter. + * @param {number} resolution - The resolution of the blur filter. + * @param {number} [kernelSize=5] - The kernelSize of the blur filter.Options: 5, 7, 9, 11, 13, 15. + */ + function BlurFilter(strength, quality, resolution, kernelSize) { + _classCallCheck(this, BlurFilter); + + var _this = _possibleConstructorReturn(this, _core$Filter.call(this)); + + _this.blurXFilter = new _BlurXFilter2.default(strength, quality, resolution, kernelSize); + _this.blurYFilter = new _BlurYFilter2.default(strength, quality, resolution, kernelSize); + + _this.padding = 0; + _this.resolution = resolution || core.settings.RESOLUTION; + _this.quality = quality || 4; + _this.blur = strength || 8; + return _this; + } + + /** + * Applies the filter. + * + * @param {PIXI.FilterManager} filterManager - The manager. + * @param {PIXI.RenderTarget} input - The input target. + * @param {PIXI.RenderTarget} output - The output target. + */ + + + BlurFilter.prototype.apply = function apply(filterManager, input, output) { + var renderTarget = filterManager.getRenderTarget(true); + + this.blurXFilter.apply(filterManager, input, renderTarget, true); + this.blurYFilter.apply(filterManager, renderTarget, output, false); + + filterManager.returnRenderTarget(renderTarget); + }; + + /** + * Sets the strength of both the blurX and blurY properties simultaneously + * + * @member {number} + * @default 2 + */ + + + _createClass(BlurFilter, [{ + key: 'blur', + get: function get() { + return this.blurXFilter.blur; + }, + set: function set(value) // eslint-disable-line require-jsdoc + { + this.blurXFilter.blur = this.blurYFilter.blur = value; + this.padding = Math.max(Math.abs(this.blurXFilter.strength), Math.abs(this.blurYFilter.strength)) * 2; + } + + /** + * Sets the number of passes for blur. More passes means higher quaility bluring. + * + * @member {number} + * @default 1 + */ + + }, { + key: 'quality', + get: function get() { + return this.blurXFilter.quality; + }, + set: function set(value) // eslint-disable-line require-jsdoc + { + this.blurXFilter.quality = this.blurYFilter.quality = value; + } + + /** + * Sets the strength of the blurX property + * + * @member {number} + * @default 2 + */ + + }, { + key: 'blurX', + get: function get() { + return this.blurXFilter.blur; + }, + set: function set(value) // eslint-disable-line require-jsdoc + { + this.blurXFilter.blur = value; + this.padding = Math.max(Math.abs(this.blurXFilter.strength), Math.abs(this.blurYFilter.strength)) * 2; + } + + /** + * Sets the strength of the blurY property + * + * @member {number} + * @default 2 + */ + + }, { + key: 'blurY', + get: function get() { + return this.blurYFilter.blur; + }, + set: function set(value) // eslint-disable-line require-jsdoc + { + this.blurYFilter.blur = value; + this.padding = Math.max(Math.abs(this.blurXFilter.strength), Math.abs(this.blurYFilter.strength)) * 2; + } + + /** + * Sets the blendmode of the filter + * + * @member {number} + * @default PIXI.BLEND_MODES.NORMAL + */ + + }, { + key: 'blendMode', + get: function get() { + return this.blurYFilter._blendMode; + }, + set: function set(value) // eslint-disable-line require-jsdoc + { + this.blurYFilter._blendMode = value; + } + }]); + + return BlurFilter; +}(core.Filter); + +exports.default = BlurFilter; + +},{"../../core":65,"./BlurXFilter":145,"./BlurYFilter":146}],145:[function(require,module,exports){ +'use strict'; + +exports.__esModule = true; + +var _createClass = function () { function defineProperties(target, props) { for (var i = 0; i < props.length; i++) { var descriptor = props[i]; descriptor.enumerable = descriptor.enumerable || false; descriptor.configurable = true; if ("value" in descriptor) descriptor.writable = true; Object.defineProperty(target, descriptor.key, descriptor); } } return function (Constructor, protoProps, staticProps) { if (protoProps) defineProperties(Constructor.prototype, protoProps); if (staticProps) defineProperties(Constructor, staticProps); return Constructor; }; }(); + +var _core = require('../../core'); + +var core = _interopRequireWildcard(_core); + +var _generateBlurVertSource = require('./generateBlurVertSource'); + +var _generateBlurVertSource2 = _interopRequireDefault(_generateBlurVertSource); + +var _generateBlurFragSource = require('./generateBlurFragSource'); + +var _generateBlurFragSource2 = _interopRequireDefault(_generateBlurFragSource); + +var _getMaxBlurKernelSize = require('./getMaxBlurKernelSize'); + +var _getMaxBlurKernelSize2 = _interopRequireDefault(_getMaxBlurKernelSize); + +function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } + +function _interopRequireWildcard(obj) { if (obj && obj.__esModule) { return obj; } else { var newObj = {}; if (obj != null) { for (var key in obj) { if (Object.prototype.hasOwnProperty.call(obj, key)) newObj[key] = obj[key]; } } newObj.default = obj; return newObj; } } + +function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } + +function _possibleConstructorReturn(self, call) { if (!self) { throw new ReferenceError("this hasn't been initialised - super() hasn't been called"); } return call && (typeof call === "object" || typeof call === "function") ? call : self; } + +function _inherits(subClass, superClass) { if (typeof superClass !== "function" && superClass !== null) { throw new TypeError("Super expression must either be null or a function, not " + typeof superClass); } subClass.prototype = Object.create(superClass && superClass.prototype, { constructor: { value: subClass, enumerable: false, writable: true, configurable: true } }); if (superClass) Object.setPrototypeOf ? Object.setPrototypeOf(subClass, superClass) : subClass.__proto__ = superClass; } + +/** + * The BlurXFilter applies a horizontal Gaussian blur to an object. + * + * @class + * @extends PIXI.Filter + * @memberof PIXI.filters + */ +var BlurXFilter = function (_core$Filter) { + _inherits(BlurXFilter, _core$Filter); + + /** + * @param {number} strength - The strength of the blur filter. + * @param {number} quality - The quality of the blur filter. + * @param {number} resolution - The resolution of the blur filter. + * @param {number} [kernelSize=5] - The kernelSize of the blur filter.Options: 5, 7, 9, 11, 13, 15. + */ + function BlurXFilter(strength, quality, resolution, kernelSize) { + _classCallCheck(this, BlurXFilter); + + kernelSize = kernelSize || 5; + var vertSrc = (0, _generateBlurVertSource2.default)(kernelSize, true); + var fragSrc = (0, _generateBlurFragSource2.default)(kernelSize); + + var _this = _possibleConstructorReturn(this, _core$Filter.call(this, + // vertex shader + vertSrc, + // fragment shader + fragSrc)); + + _this.resolution = resolution || core.settings.RESOLUTION; + + _this._quality = 0; + + _this.quality = quality || 4; + _this.strength = strength || 8; + + _this.firstRun = true; + return _this; + } + + /** + * Applies the filter. + * + * @param {PIXI.FilterManager} filterManager - The manager. + * @param {PIXI.RenderTarget} input - The input target. + * @param {PIXI.RenderTarget} output - The output target. + * @param {boolean} clear - Should the output be cleared before rendering? + */ + + + BlurXFilter.prototype.apply = function apply(filterManager, input, output, clear) { + if (this.firstRun) { + var gl = filterManager.renderer.gl; + var kernelSize = (0, _getMaxBlurKernelSize2.default)(gl); + + this.vertexSrc = (0, _generateBlurVertSource2.default)(kernelSize, true); + this.fragmentSrc = (0, _generateBlurFragSource2.default)(kernelSize); + + this.firstRun = false; + } + + this.uniforms.strength = 1 / output.size.width * (output.size.width / input.size.width); + + // screen space! + this.uniforms.strength *= this.strength; + this.uniforms.strength /= this.passes; // / this.passes//Math.pow(1, this.passes); + + if (this.passes === 1) { + filterManager.applyFilter(this, input, output, clear); + } else { + var renderTarget = filterManager.getRenderTarget(true); + var flip = input; + var flop = renderTarget; + + for (var i = 0; i < this.passes - 1; i++) { + filterManager.applyFilter(this, flip, flop, true); + + var temp = flop; + + flop = flip; + flip = temp; + } + + filterManager.applyFilter(this, flip, output, clear); + + filterManager.returnRenderTarget(renderTarget); + } + }; + + /** + * Sets the strength of both the blur. + * + * @member {number} + * @default 16 + */ + + + _createClass(BlurXFilter, [{ + key: 'blur', + get: function get() { + return this.strength; + }, + set: function set(value) // eslint-disable-line require-jsdoc + { + this.padding = Math.abs(value) * 2; + this.strength = value; + } + + /** + * Sets the quality of the blur by modifying the number of passes. More passes means higher + * quaility bluring but the lower the performance. + * + * @member {number} + * @default 4 + */ + + }, { + key: 'quality', + get: function get() { + return this._quality; + }, + set: function set(value) // eslint-disable-line require-jsdoc + { + this._quality = value; + this.passes = value; + } + }]); + + return BlurXFilter; +}(core.Filter); + +exports.default = BlurXFilter; + +},{"../../core":65,"./generateBlurFragSource":147,"./generateBlurVertSource":148,"./getMaxBlurKernelSize":149}],146:[function(require,module,exports){ +'use strict'; + +exports.__esModule = true; + +var _createClass = function () { function defineProperties(target, props) { for (var i = 0; i < props.length; i++) { var descriptor = props[i]; descriptor.enumerable = descriptor.enumerable || false; descriptor.configurable = true; if ("value" in descriptor) descriptor.writable = true; Object.defineProperty(target, descriptor.key, descriptor); } } return function (Constructor, protoProps, staticProps) { if (protoProps) defineProperties(Constructor.prototype, protoProps); if (staticProps) defineProperties(Constructor, staticProps); return Constructor; }; }(); + +var _core = require('../../core'); + +var core = _interopRequireWildcard(_core); + +var _generateBlurVertSource = require('./generateBlurVertSource'); + +var _generateBlurVertSource2 = _interopRequireDefault(_generateBlurVertSource); + +var _generateBlurFragSource = require('./generateBlurFragSource'); + +var _generateBlurFragSource2 = _interopRequireDefault(_generateBlurFragSource); + +var _getMaxBlurKernelSize = require('./getMaxBlurKernelSize'); + +var _getMaxBlurKernelSize2 = _interopRequireDefault(_getMaxBlurKernelSize); + +function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } + +function _interopRequireWildcard(obj) { if (obj && obj.__esModule) { return obj; } else { var newObj = {}; if (obj != null) { for (var key in obj) { if (Object.prototype.hasOwnProperty.call(obj, key)) newObj[key] = obj[key]; } } newObj.default = obj; return newObj; } } + +function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } + +function _possibleConstructorReturn(self, call) { if (!self) { throw new ReferenceError("this hasn't been initialised - super() hasn't been called"); } return call && (typeof call === "object" || typeof call === "function") ? call : self; } + +function _inherits(subClass, superClass) { if (typeof superClass !== "function" && superClass !== null) { throw new TypeError("Super expression must either be null or a function, not " + typeof superClass); } subClass.prototype = Object.create(superClass && superClass.prototype, { constructor: { value: subClass, enumerable: false, writable: true, configurable: true } }); if (superClass) Object.setPrototypeOf ? Object.setPrototypeOf(subClass, superClass) : subClass.__proto__ = superClass; } + +/** + * The BlurYFilter applies a horizontal Gaussian blur to an object. + * + * @class + * @extends PIXI.Filter + * @memberof PIXI.filters + */ +var BlurYFilter = function (_core$Filter) { + _inherits(BlurYFilter, _core$Filter); + + /** + * @param {number} strength - The strength of the blur filter. + * @param {number} quality - The quality of the blur filter. + * @param {number} resolution - The resolution of the blur filter. + * @param {number} [kernelSize=5] - The kernelSize of the blur filter.Options: 5, 7, 9, 11, 13, 15. + */ + function BlurYFilter(strength, quality, resolution, kernelSize) { + _classCallCheck(this, BlurYFilter); + + kernelSize = kernelSize || 5; + var vertSrc = (0, _generateBlurVertSource2.default)(kernelSize, false); + var fragSrc = (0, _generateBlurFragSource2.default)(kernelSize); + + var _this = _possibleConstructorReturn(this, _core$Filter.call(this, + // vertex shader + vertSrc, + // fragment shader + fragSrc)); + + _this.resolution = resolution || core.settings.RESOLUTION; + + _this._quality = 0; + + _this.quality = quality || 4; + _this.strength = strength || 8; + + _this.firstRun = true; + return _this; + } + + /** + * Applies the filter. + * + * @param {PIXI.FilterManager} filterManager - The manager. + * @param {PIXI.RenderTarget} input - The input target. + * @param {PIXI.RenderTarget} output - The output target. + * @param {boolean} clear - Should the output be cleared before rendering? + */ + + + BlurYFilter.prototype.apply = function apply(filterManager, input, output, clear) { + if (this.firstRun) { + var gl = filterManager.renderer.gl; + var kernelSize = (0, _getMaxBlurKernelSize2.default)(gl); + + this.vertexSrc = (0, _generateBlurVertSource2.default)(kernelSize, false); + this.fragmentSrc = (0, _generateBlurFragSource2.default)(kernelSize); + + this.firstRun = false; + } + + this.uniforms.strength = 1 / output.size.height * (output.size.height / input.size.height); + + this.uniforms.strength *= this.strength; + this.uniforms.strength /= this.passes; + + if (this.passes === 1) { + filterManager.applyFilter(this, input, output, clear); + } else { + var renderTarget = filterManager.getRenderTarget(true); + var flip = input; + var flop = renderTarget; + + for (var i = 0; i < this.passes - 1; i++) { + filterManager.applyFilter(this, flip, flop, true); + + var temp = flop; + + flop = flip; + flip = temp; + } + + filterManager.applyFilter(this, flip, output, clear); + + filterManager.returnRenderTarget(renderTarget); + } + }; + + /** + * Sets the strength of both the blur. + * + * @member {number} + * @default 2 + */ + + + _createClass(BlurYFilter, [{ + key: 'blur', + get: function get() { + return this.strength; + }, + set: function set(value) // eslint-disable-line require-jsdoc + { + this.padding = Math.abs(value) * 2; + this.strength = value; + } + + /** + * Sets the quality of the blur by modifying the number of passes. More passes means higher + * quaility bluring but the lower the performance. + * + * @member {number} + * @default 4 + */ + + }, { + key: 'quality', + get: function get() { + return this._quality; + }, + set: function set(value) // eslint-disable-line require-jsdoc + { + this._quality = value; + this.passes = value; + } + }]); + + return BlurYFilter; +}(core.Filter); + +exports.default = BlurYFilter; + +},{"../../core":65,"./generateBlurFragSource":147,"./generateBlurVertSource":148,"./getMaxBlurKernelSize":149}],147:[function(require,module,exports){ +'use strict'; + +exports.__esModule = true; +exports.default = generateFragBlurSource; +var GAUSSIAN_VALUES = { + 5: [0.153388, 0.221461, 0.250301], + 7: [0.071303, 0.131514, 0.189879, 0.214607], + 9: [0.028532, 0.067234, 0.124009, 0.179044, 0.20236], + 11: [0.0093, 0.028002, 0.065984, 0.121703, 0.175713, 0.198596], + 13: [0.002406, 0.009255, 0.027867, 0.065666, 0.121117, 0.174868, 0.197641], + 15: [0.000489, 0.002403, 0.009246, 0.02784, 0.065602, 0.120999, 0.174697, 0.197448] +}; + +var fragTemplate = ['varying vec2 vBlurTexCoords[%size%];', 'uniform sampler2D uSampler;', 'void main(void)', '{', ' gl_FragColor = vec4(0.0);', ' %blur%', '}'].join('\n'); + +function generateFragBlurSource(kernelSize) { + var kernel = GAUSSIAN_VALUES[kernelSize]; + var halfLength = kernel.length; + + var fragSource = fragTemplate; + + var blurLoop = ''; + var template = 'gl_FragColor += texture2D(uSampler, vBlurTexCoords[%index%]) * %value%;'; + var value = void 0; + + for (var i = 0; i < kernelSize; i++) { + var blur = template.replace('%index%', i); + + value = i; + + if (i >= halfLength) { + value = kernelSize - i - 1; + } + + blur = blur.replace('%value%', kernel[value]); + + blurLoop += blur; + blurLoop += '\n'; + } + + fragSource = fragSource.replace('%blur%', blurLoop); + fragSource = fragSource.replace('%size%', kernelSize); + + return fragSource; +} + +},{}],148:[function(require,module,exports){ +'use strict'; + +exports.__esModule = true; +exports.default = generateVertBlurSource; +var vertTemplate = ['attribute vec2 aVertexPosition;', 'attribute vec2 aTextureCoord;', 'uniform float strength;', 'uniform mat3 projectionMatrix;', 'varying vec2 vBlurTexCoords[%size%];', 'void main(void)', '{', 'gl_Position = vec4((projectionMatrix * vec3((aVertexPosition), 1.0)).xy, 0.0, 1.0);', '%blur%', '}'].join('\n'); + +function generateVertBlurSource(kernelSize, x) { + var halfLength = Math.ceil(kernelSize / 2); + + var vertSource = vertTemplate; + + var blurLoop = ''; + var template = void 0; + // let value; + + if (x) { + template = 'vBlurTexCoords[%index%] = aTextureCoord + vec2(%sampleIndex% * strength, 0.0);'; + } else { + template = 'vBlurTexCoords[%index%] = aTextureCoord + vec2(0.0, %sampleIndex% * strength);'; + } + + for (var i = 0; i < kernelSize; i++) { + var blur = template.replace('%index%', i); + + // value = i; + + // if(i >= halfLength) + // { + // value = kernelSize - i - 1; + // } + + blur = blur.replace('%sampleIndex%', i - (halfLength - 1) + '.0'); + + blurLoop += blur; + blurLoop += '\n'; + } + + vertSource = vertSource.replace('%blur%', blurLoop); + vertSource = vertSource.replace('%size%', kernelSize); + + return vertSource; +} + +},{}],149:[function(require,module,exports){ +"use strict"; + +exports.__esModule = true; +exports.default = getMaxKernelSize; +function getMaxKernelSize(gl) { + var maxVaryings = gl.getParameter(gl.MAX_VARYING_VECTORS); + var kernelSize = 15; + + while (kernelSize > maxVaryings) { + kernelSize -= 2; + } + + return kernelSize; +} + +},{}],150:[function(require,module,exports){ +'use strict'; + +exports.__esModule = true; + +var _createClass = function () { function defineProperties(target, props) { for (var i = 0; i < props.length; i++) { var descriptor = props[i]; descriptor.enumerable = descriptor.enumerable || false; descriptor.configurable = true; if ("value" in descriptor) descriptor.writable = true; Object.defineProperty(target, descriptor.key, descriptor); } } return function (Constructor, protoProps, staticProps) { if (protoProps) defineProperties(Constructor.prototype, protoProps); if (staticProps) defineProperties(Constructor, staticProps); return Constructor; }; }(); + +var _core = require('../../core'); + +var core = _interopRequireWildcard(_core); + +var _path = require('path'); + +function _interopRequireWildcard(obj) { if (obj && obj.__esModule) { return obj; } else { var newObj = {}; if (obj != null) { for (var key in obj) { if (Object.prototype.hasOwnProperty.call(obj, key)) newObj[key] = obj[key]; } } newObj.default = obj; return newObj; } } + +function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } + +function _possibleConstructorReturn(self, call) { if (!self) { throw new ReferenceError("this hasn't been initialised - super() hasn't been called"); } return call && (typeof call === "object" || typeof call === "function") ? call : self; } + +function _inherits(subClass, superClass) { if (typeof superClass !== "function" && superClass !== null) { throw new TypeError("Super expression must either be null or a function, not " + typeof superClass); } subClass.prototype = Object.create(superClass && superClass.prototype, { constructor: { value: subClass, enumerable: false, writable: true, configurable: true } }); if (superClass) Object.setPrototypeOf ? Object.setPrototypeOf(subClass, superClass) : subClass.__proto__ = superClass; } + +/** + * The ColorMatrixFilter class lets you apply a 5x4 matrix transformation on the RGBA + * color and alpha values of every pixel on your displayObject to produce a result + * with a new set of RGBA color and alpha values. It's pretty powerful! + * + * ```js + * let colorMatrix = new PIXI.filters.ColorMatrixFilter(); + * container.filters = [colorMatrix]; + * colorMatrix.contrast(2); + * ``` + * @author Clément Chenebault + * @class + * @extends PIXI.Filter + * @memberof PIXI.filters + */ +var ColorMatrixFilter = function (_core$Filter) { + _inherits(ColorMatrixFilter, _core$Filter); + + /** + * + */ + function ColorMatrixFilter() { + _classCallCheck(this, ColorMatrixFilter); + + var _this = _possibleConstructorReturn(this, _core$Filter.call(this, + // vertex shader + 'attribute vec2 aVertexPosition;\nattribute vec2 aTextureCoord;\n\nuniform mat3 projectionMatrix;\n\nvarying vec2 vTextureCoord;\n\nvoid main(void)\n{\n gl_Position = vec4((projectionMatrix * vec3(aVertexPosition, 1.0)).xy, 0.0, 1.0);\n vTextureCoord = aTextureCoord;\n}', + // fragment shader + 'varying vec2 vTextureCoord;\nuniform sampler2D uSampler;\nuniform float m[20];\nuniform float uAlpha;\n\nvoid main(void)\n{\n vec4 c = texture2D(uSampler, vTextureCoord);\n\n if (uAlpha == 0.0) {\n gl_FragColor = c;\n return;\n }\n\n // Un-premultiply alpha before applying the color matrix. See issue #3539.\n if (c.a > 0.0) {\n c.rgb /= c.a;\n }\n\n vec4 result;\n\n result.r = (m[0] * c.r);\n result.r += (m[1] * c.g);\n result.r += (m[2] * c.b);\n result.r += (m[3] * c.a);\n result.r += m[4];\n\n result.g = (m[5] * c.r);\n result.g += (m[6] * c.g);\n result.g += (m[7] * c.b);\n result.g += (m[8] * c.a);\n result.g += m[9];\n\n result.b = (m[10] * c.r);\n result.b += (m[11] * c.g);\n result.b += (m[12] * c.b);\n result.b += (m[13] * c.a);\n result.b += m[14];\n\n result.a = (m[15] * c.r);\n result.a += (m[16] * c.g);\n result.a += (m[17] * c.b);\n result.a += (m[18] * c.a);\n result.a += m[19];\n\n vec3 rgb = mix(c.rgb, result.rgb, uAlpha);\n\n // Premultiply alpha again.\n rgb *= result.a;\n\n gl_FragColor = vec4(rgb, result.a);\n}\n')); + + _this.uniforms.m = [1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0]; + + _this.alpha = 1; + return _this; + } + + /** + * Transforms current matrix and set the new one + * + * @param {number[]} matrix - 5x4 matrix + * @param {boolean} multiply - if true, current matrix and matrix are multiplied. If false, + * just set the current matrix with @param matrix + */ + + + ColorMatrixFilter.prototype._loadMatrix = function _loadMatrix(matrix) { + var multiply = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : false; + + var newMatrix = matrix; + + if (multiply) { + this._multiply(newMatrix, this.uniforms.m, matrix); + newMatrix = this._colorMatrix(newMatrix); + } + + // set the new matrix + this.uniforms.m = newMatrix; + }; + + /** + * Multiplies two mat5's + * + * @private + * @param {number[]} out - 5x4 matrix the receiving matrix + * @param {number[]} a - 5x4 matrix the first operand + * @param {number[]} b - 5x4 matrix the second operand + * @returns {number[]} 5x4 matrix + */ + + + ColorMatrixFilter.prototype._multiply = function _multiply(out, a, b) { + // Red Channel + out[0] = a[0] * b[0] + a[1] * b[5] + a[2] * b[10] + a[3] * b[15]; + out[1] = a[0] * b[1] + a[1] * b[6] + a[2] * b[11] + a[3] * b[16]; + out[2] = a[0] * b[2] + a[1] * b[7] + a[2] * b[12] + a[3] * b[17]; + out[3] = a[0] * b[3] + a[1] * b[8] + a[2] * b[13] + a[3] * b[18]; + out[4] = a[0] * b[4] + a[1] * b[9] + a[2] * b[14] + a[3] * b[19] + a[4]; + + // Green Channel + out[5] = a[5] * b[0] + a[6] * b[5] + a[7] * b[10] + a[8] * b[15]; + out[6] = a[5] * b[1] + a[6] * b[6] + a[7] * b[11] + a[8] * b[16]; + out[7] = a[5] * b[2] + a[6] * b[7] + a[7] * b[12] + a[8] * b[17]; + out[8] = a[5] * b[3] + a[6] * b[8] + a[7] * b[13] + a[8] * b[18]; + out[9] = a[5] * b[4] + a[6] * b[9] + a[7] * b[14] + a[8] * b[19] + a[9]; + + // Blue Channel + out[10] = a[10] * b[0] + a[11] * b[5] + a[12] * b[10] + a[13] * b[15]; + out[11] = a[10] * b[1] + a[11] * b[6] + a[12] * b[11] + a[13] * b[16]; + out[12] = a[10] * b[2] + a[11] * b[7] + a[12] * b[12] + a[13] * b[17]; + out[13] = a[10] * b[3] + a[11] * b[8] + a[12] * b[13] + a[13] * b[18]; + out[14] = a[10] * b[4] + a[11] * b[9] + a[12] * b[14] + a[13] * b[19] + a[14]; + + // Alpha Channel + out[15] = a[15] * b[0] + a[16] * b[5] + a[17] * b[10] + a[18] * b[15]; + out[16] = a[15] * b[1] + a[16] * b[6] + a[17] * b[11] + a[18] * b[16]; + out[17] = a[15] * b[2] + a[16] * b[7] + a[17] * b[12] + a[18] * b[17]; + out[18] = a[15] * b[3] + a[16] * b[8] + a[17] * b[13] + a[18] * b[18]; + out[19] = a[15] * b[4] + a[16] * b[9] + a[17] * b[14] + a[18] * b[19] + a[19]; + + return out; + }; + + /** + * Create a Float32 Array and normalize the offset component to 0-1 + * + * @private + * @param {number[]} matrix - 5x4 matrix + * @return {number[]} 5x4 matrix with all values between 0-1 + */ + + + ColorMatrixFilter.prototype._colorMatrix = function _colorMatrix(matrix) { + // Create a Float32 Array and normalize the offset component to 0-1 + var m = new Float32Array(matrix); + + m[4] /= 255; + m[9] /= 255; + m[14] /= 255; + m[19] /= 255; + + return m; + }; + + /** + * Adjusts brightness + * + * @param {number} b - value of the brigthness (0-1, where 0 is black) + * @param {boolean} multiply - if true, current matrix and matrix are multiplied. If false, + * just set the current matrix with @param matrix + */ + + + ColorMatrixFilter.prototype.brightness = function brightness(b, multiply) { + var matrix = [b, 0, 0, 0, 0, 0, b, 0, 0, 0, 0, 0, b, 0, 0, 0, 0, 0, 1, 0]; + + this._loadMatrix(matrix, multiply); + }; + + /** + * Set the matrices in grey scales + * + * @param {number} scale - value of the grey (0-1, where 0 is black) + * @param {boolean} multiply - if true, current matrix and matrix are multiplied. If false, + * just set the current matrix with @param matrix + */ + + + ColorMatrixFilter.prototype.greyscale = function greyscale(scale, multiply) { + var matrix = [scale, scale, scale, 0, 0, scale, scale, scale, 0, 0, scale, scale, scale, 0, 0, 0, 0, 0, 1, 0]; + + this._loadMatrix(matrix, multiply); + }; + + /** + * Set the black and white matrice. + * + * @param {boolean} multiply - if true, current matrix and matrix are multiplied. If false, + * just set the current matrix with @param matrix + */ + + + ColorMatrixFilter.prototype.blackAndWhite = function blackAndWhite(multiply) { + var matrix = [0.3, 0.6, 0.1, 0, 0, 0.3, 0.6, 0.1, 0, 0, 0.3, 0.6, 0.1, 0, 0, 0, 0, 0, 1, 0]; + + this._loadMatrix(matrix, multiply); + }; + + /** + * Set the hue property of the color + * + * @param {number} rotation - in degrees + * @param {boolean} multiply - if true, current matrix and matrix are multiplied. If false, + * just set the current matrix with @param matrix + */ + + + ColorMatrixFilter.prototype.hue = function hue(rotation, multiply) { + rotation = (rotation || 0) / 180 * Math.PI; + + var cosR = Math.cos(rotation); + var sinR = Math.sin(rotation); + var sqrt = Math.sqrt; + + /* a good approximation for hue rotation + This matrix is far better than the versions with magic luminance constants + formerly used here, but also used in the starling framework (flash) and known from this + old part of the internet: quasimondo.com/archives/000565.php + This new matrix is based on rgb cube rotation in space. Look here for a more descriptive + implementation as a shader not a general matrix: + https://github.com/evanw/glfx.js/blob/58841c23919bd59787effc0333a4897b43835412/src/filters/adjust/huesaturation.js + This is the source for the code: + see http://stackoverflow.com/questions/8507885/shift-hue-of-an-rgb-color/8510751#8510751 + */ + + var w = 1 / 3; + var sqrW = sqrt(w); // weight is + + var a00 = cosR + (1.0 - cosR) * w; + var a01 = w * (1.0 - cosR) - sqrW * sinR; + var a02 = w * (1.0 - cosR) + sqrW * sinR; + + var a10 = w * (1.0 - cosR) + sqrW * sinR; + var a11 = cosR + w * (1.0 - cosR); + var a12 = w * (1.0 - cosR) - sqrW * sinR; + + var a20 = w * (1.0 - cosR) - sqrW * sinR; + var a21 = w * (1.0 - cosR) + sqrW * sinR; + var a22 = cosR + w * (1.0 - cosR); + + var matrix = [a00, a01, a02, 0, 0, a10, a11, a12, 0, 0, a20, a21, a22, 0, 0, 0, 0, 0, 1, 0]; + + this._loadMatrix(matrix, multiply); + }; + + /** + * Set the contrast matrix, increase the separation between dark and bright + * Increase contrast : shadows darker and highlights brighter + * Decrease contrast : bring the shadows up and the highlights down + * + * @param {number} amount - value of the contrast (0-1) + * @param {boolean} multiply - if true, current matrix and matrix are multiplied. If false, + * just set the current matrix with @param matrix + */ + + + ColorMatrixFilter.prototype.contrast = function contrast(amount, multiply) { + var v = (amount || 0) + 1; + var o = -0.5 * (v - 1); + + var matrix = [v, 0, 0, 0, o, 0, v, 0, 0, o, 0, 0, v, 0, o, 0, 0, 0, 1, 0]; + + this._loadMatrix(matrix, multiply); + }; + + /** + * Set the saturation matrix, increase the separation between colors + * Increase saturation : increase contrast, brightness, and sharpness + * + * @param {number} amount - The saturation amount (0-1) + * @param {boolean} multiply - if true, current matrix and matrix are multiplied. If false, + * just set the current matrix with @param matrix + */ + + + ColorMatrixFilter.prototype.saturate = function saturate() { + var amount = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : 0; + var multiply = arguments[1]; + + var x = amount * 2 / 3 + 1; + var y = (x - 1) * -0.5; + + var matrix = [x, y, y, 0, 0, y, x, y, 0, 0, y, y, x, 0, 0, 0, 0, 0, 1, 0]; + + this._loadMatrix(matrix, multiply); + }; + + /** + * Desaturate image (remove color) + * + * Call the saturate function + * + */ + + + ColorMatrixFilter.prototype.desaturate = function desaturate() // eslint-disable-line no-unused-vars + { + this.saturate(-1); + }; + + /** + * Negative image (inverse of classic rgb matrix) + * + * @param {boolean} multiply - if true, current matrix and matrix are multiplied. If false, + * just set the current matrix with @param matrix + */ + + + ColorMatrixFilter.prototype.negative = function negative(multiply) { + var matrix = [-1, 0, 0, 1, 0, 0, -1, 0, 1, 0, 0, 0, -1, 1, 0, 0, 0, 0, 1, 0]; + + this._loadMatrix(matrix, multiply); + }; + + /** + * Sepia image + * + * @param {boolean} multiply - if true, current matrix and matrix are multiplied. If false, + * just set the current matrix with @param matrix + */ + + + ColorMatrixFilter.prototype.sepia = function sepia(multiply) { + var matrix = [0.393, 0.7689999, 0.18899999, 0, 0, 0.349, 0.6859999, 0.16799999, 0, 0, 0.272, 0.5339999, 0.13099999, 0, 0, 0, 0, 0, 1, 0]; + + this._loadMatrix(matrix, multiply); + }; + + /** + * Color motion picture process invented in 1916 (thanks Dominic Szablewski) + * + * @param {boolean} multiply - if true, current matrix and matrix are multiplied. If false, + * just set the current matrix with @param matrix + */ + + + ColorMatrixFilter.prototype.technicolor = function technicolor(multiply) { + var matrix = [1.9125277891456083, -0.8545344976951645, -0.09155508482755585, 0, 11.793603434377337, -0.3087833385928097, 1.7658908555458428, -0.10601743074722245, 0, -70.35205161461398, -0.231103377548616, -0.7501899197440212, 1.847597816108189, 0, 30.950940869491138, 0, 0, 0, 1, 0]; + + this._loadMatrix(matrix, multiply); + }; + + /** + * Polaroid filter + * + * @param {boolean} multiply - if true, current matrix and matrix are multiplied. If false, + * just set the current matrix with @param matrix + */ + + + ColorMatrixFilter.prototype.polaroid = function polaroid(multiply) { + var matrix = [1.438, -0.062, -0.062, 0, 0, -0.122, 1.378, -0.122, 0, 0, -0.016, -0.016, 1.483, 0, 0, 0, 0, 0, 1, 0]; + + this._loadMatrix(matrix, multiply); + }; + + /** + * Filter who transforms : Red -> Blue and Blue -> Red + * + * @param {boolean} multiply - if true, current matrix and matrix are multiplied. If false, + * just set the current matrix with @param matrix + */ + + + ColorMatrixFilter.prototype.toBGR = function toBGR(multiply) { + var matrix = [0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 1, 0]; + + this._loadMatrix(matrix, multiply); + }; + + /** + * Color reversal film introduced by Eastman Kodak in 1935. (thanks Dominic Szablewski) + * + * @param {boolean} multiply - if true, current matrix and matrix are multiplied. If false, + * just set the current matrix with @param matrix + */ + + + ColorMatrixFilter.prototype.kodachrome = function kodachrome(multiply) { + var matrix = [1.1285582396593525, -0.3967382283601348, -0.03992559172921793, 0, 63.72958762196502, -0.16404339962244616, 1.0835251566291304, -0.05498805115633132, 0, 24.732407896706203, -0.16786010706155763, -0.5603416277695248, 1.6014850761964943, 0, 35.62982807460946, 0, 0, 0, 1, 0]; + + this._loadMatrix(matrix, multiply); + }; + + /** + * Brown delicious browni filter (thanks Dominic Szablewski) + * + * @param {boolean} multiply - if true, current matrix and matrix are multiplied. If false, + * just set the current matrix with @param matrix + */ + + + ColorMatrixFilter.prototype.browni = function browni(multiply) { + var matrix = [0.5997023498159715, 0.34553243048391263, -0.2708298674538042, 0, 47.43192855600873, -0.037703249837783157, 0.8609577587992641, 0.15059552388459913, 0, -36.96841498319127, 0.24113635128153335, -0.07441037908422492, 0.44972182064877153, 0, -7.562075277591283, 0, 0, 0, 1, 0]; + + this._loadMatrix(matrix, multiply); + }; + + /** + * Vintage filter (thanks Dominic Szablewski) + * + * @param {boolean} multiply - if true, current matrix and matrix are multiplied. If false, + * just set the current matrix with @param matrix + */ + + + ColorMatrixFilter.prototype.vintage = function vintage(multiply) { + var matrix = [0.6279345635605994, 0.3202183420819367, -0.03965408211312453, 0, 9.651285835294123, 0.02578397704808868, 0.6441188644374771, 0.03259127616149294, 0, 7.462829176470591, 0.0466055556782719, -0.0851232987247891, 0.5241648018700465, 0, 5.159190588235296, 0, 0, 0, 1, 0]; + + this._loadMatrix(matrix, multiply); + }; + + /** + * We don't know exactly what it does, kind of gradient map, but funny to play with! + * + * @param {number} desaturation - Tone values. + * @param {number} toned - Tone values. + * @param {string} lightColor - Tone values, example: `0xFFE580` + * @param {string} darkColor - Tone values, example: `0xFFE580` + * @param {boolean} multiply - if true, current matrix and matrix are multiplied. If false, + * just set the current matrix with @param matrix + */ + + + ColorMatrixFilter.prototype.colorTone = function colorTone(desaturation, toned, lightColor, darkColor, multiply) { + desaturation = desaturation || 0.2; + toned = toned || 0.15; + lightColor = lightColor || 0xFFE580; + darkColor = darkColor || 0x338000; + + var lR = (lightColor >> 16 & 0xFF) / 255; + var lG = (lightColor >> 8 & 0xFF) / 255; + var lB = (lightColor & 0xFF) / 255; + + var dR = (darkColor >> 16 & 0xFF) / 255; + var dG = (darkColor >> 8 & 0xFF) / 255; + var dB = (darkColor & 0xFF) / 255; + + var matrix = [0.3, 0.59, 0.11, 0, 0, lR, lG, lB, desaturation, 0, dR, dG, dB, toned, 0, lR - dR, lG - dG, lB - dB, 0, 0]; + + this._loadMatrix(matrix, multiply); + }; + + /** + * Night effect + * + * @param {number} intensity - The intensity of the night effect. + * @param {boolean} multiply - if true, current matrix and matrix are multiplied. If false, + * just set the current matrix with @param matrix + */ + + + ColorMatrixFilter.prototype.night = function night(intensity, multiply) { + intensity = intensity || 0.1; + var matrix = [intensity * -2.0, -intensity, 0, 0, 0, -intensity, 0, intensity, 0, 0, 0, intensity, intensity * 2.0, 0, 0, 0, 0, 0, 1, 0]; + + this._loadMatrix(matrix, multiply); + }; + + /** + * Predator effect + * + * Erase the current matrix by setting a new indepent one + * + * @param {number} amount - how much the predator feels his future victim + * @param {boolean} multiply - if true, current matrix and matrix are multiplied. If false, + * just set the current matrix with @param matrix + */ + + + ColorMatrixFilter.prototype.predator = function predator(amount, multiply) { + var matrix = [ + // row 1 + 11.224130630493164 * amount, -4.794486999511719 * amount, -2.8746118545532227 * amount, 0 * amount, 0.40342438220977783 * amount, + // row 2 + -3.6330697536468506 * amount, 9.193157196044922 * amount, -2.951810836791992 * amount, 0 * amount, -1.316135048866272 * amount, + // row 3 + -3.2184197902679443 * amount, -4.2375030517578125 * amount, 7.476448059082031 * amount, 0 * amount, 0.8044459223747253 * amount, + // row 4 + 0, 0, 0, 1, 0]; + + this._loadMatrix(matrix, multiply); + }; + + /** + * LSD effect + * + * Multiply the current matrix + * + * @param {boolean} multiply - if true, current matrix and matrix are multiplied. If false, + * just set the current matrix with @param matrix + */ + + + ColorMatrixFilter.prototype.lsd = function lsd(multiply) { + var matrix = [2, -0.4, 0.5, 0, 0, -0.5, 2, -0.4, 0, 0, -0.4, -0.5, 3, 0, 0, 0, 0, 0, 1, 0]; + + this._loadMatrix(matrix, multiply); + }; + + /** + * Erase the current matrix by setting the default one + * + */ + + + ColorMatrixFilter.prototype.reset = function reset() { + var matrix = [1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0]; + + this._loadMatrix(matrix, false); + }; + + /** + * The matrix of the color matrix filter + * + * @member {number[]} + * @default [1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0] + */ + + + _createClass(ColorMatrixFilter, [{ + key: 'matrix', + get: function get() { + return this.uniforms.m; + }, + set: function set(value) // eslint-disable-line require-jsdoc + { + this.uniforms.m = value; + } + + /** + * The opacity value to use when mixing the original and resultant colors. + * + * When the value is 0, the original color is used without modification. + * When the value is 1, the result color is used. + * When in the range (0, 1) the color is interpolated between the original and result by this amount. + * + * @member {number} + * @default 1 + */ + + }, { + key: 'alpha', + get: function get() { + return this.uniforms.uAlpha; + }, + set: function set(value) // eslint-disable-line require-jsdoc + { + this.uniforms.uAlpha = value; + } + }]); + + return ColorMatrixFilter; +}(core.Filter); + +// Americanized alias + + +exports.default = ColorMatrixFilter; +ColorMatrixFilter.prototype.grayscale = ColorMatrixFilter.prototype.greyscale; + +},{"../../core":65,"path":8}],151:[function(require,module,exports){ +'use strict'; + +exports.__esModule = true; + +var _createClass = function () { function defineProperties(target, props) { for (var i = 0; i < props.length; i++) { var descriptor = props[i]; descriptor.enumerable = descriptor.enumerable || false; descriptor.configurable = true; if ("value" in descriptor) descriptor.writable = true; Object.defineProperty(target, descriptor.key, descriptor); } } return function (Constructor, protoProps, staticProps) { if (protoProps) defineProperties(Constructor.prototype, protoProps); if (staticProps) defineProperties(Constructor, staticProps); return Constructor; }; }(); + +var _core = require('../../core'); + +var core = _interopRequireWildcard(_core); + +var _path = require('path'); + +function _interopRequireWildcard(obj) { if (obj && obj.__esModule) { return obj; } else { var newObj = {}; if (obj != null) { for (var key in obj) { if (Object.prototype.hasOwnProperty.call(obj, key)) newObj[key] = obj[key]; } } newObj.default = obj; return newObj; } } + +function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } + +function _possibleConstructorReturn(self, call) { if (!self) { throw new ReferenceError("this hasn't been initialised - super() hasn't been called"); } return call && (typeof call === "object" || typeof call === "function") ? call : self; } + +function _inherits(subClass, superClass) { if (typeof superClass !== "function" && superClass !== null) { throw new TypeError("Super expression must either be null or a function, not " + typeof superClass); } subClass.prototype = Object.create(superClass && superClass.prototype, { constructor: { value: subClass, enumerable: false, writable: true, configurable: true } }); if (superClass) Object.setPrototypeOf ? Object.setPrototypeOf(subClass, superClass) : subClass.__proto__ = superClass; } + +/** + * The DisplacementFilter class uses the pixel values from the specified texture + * (called the displacement map) to perform a displacement of an object. You can + * use this filter to apply all manor of crazy warping effects. Currently the r + * property of the texture is used to offset the x and the g property of the texture + * is used to offset the y. + * + * @class + * @extends PIXI.Filter + * @memberof PIXI.filters + */ +var DisplacementFilter = function (_core$Filter) { + _inherits(DisplacementFilter, _core$Filter); + + /** + * @param {PIXI.Sprite} sprite - The sprite used for the displacement map. (make sure its added to the scene!) + * @param {number} scale - The scale of the displacement + */ + function DisplacementFilter(sprite, scale) { + _classCallCheck(this, DisplacementFilter); + + var maskMatrix = new core.Matrix(); + + sprite.renderable = false; + + var _this = _possibleConstructorReturn(this, _core$Filter.call(this, + // vertex shader + 'attribute vec2 aVertexPosition;\nattribute vec2 aTextureCoord;\n\nuniform mat3 projectionMatrix;\nuniform mat3 filterMatrix;\n\nvarying vec2 vTextureCoord;\nvarying vec2 vFilterCoord;\n\nvoid main(void)\n{\n gl_Position = vec4((projectionMatrix * vec3(aVertexPosition, 1.0)).xy, 0.0, 1.0);\n vFilterCoord = ( filterMatrix * vec3( aTextureCoord, 1.0) ).xy;\n vTextureCoord = aTextureCoord;\n}', + // fragment shader + 'varying vec2 vFilterCoord;\nvarying vec2 vTextureCoord;\n\nuniform vec2 scale;\n\nuniform sampler2D uSampler;\nuniform sampler2D mapSampler;\n\nuniform vec4 filterArea;\nuniform vec4 filterClamp;\n\nvoid main(void)\n{\n vec4 map = texture2D(mapSampler, vFilterCoord);\n\n map -= 0.5;\n map.xy *= scale / filterArea.xy;\n\n gl_FragColor = texture2D(uSampler, clamp(vec2(vTextureCoord.x + map.x, vTextureCoord.y + map.y), filterClamp.xy, filterClamp.zw));\n}\n')); + + _this.maskSprite = sprite; + _this.maskMatrix = maskMatrix; + + _this.uniforms.mapSampler = sprite._texture; + _this.uniforms.filterMatrix = maskMatrix; + _this.uniforms.scale = { x: 1, y: 1 }; + + if (scale === null || scale === undefined) { + scale = 20; + } + + _this.scale = new core.Point(scale, scale); + return _this; + } + + /** + * Applies the filter. + * + * @param {PIXI.FilterManager} filterManager - The manager. + * @param {PIXI.RenderTarget} input - The input target. + * @param {PIXI.RenderTarget} output - The output target. + */ + + + DisplacementFilter.prototype.apply = function apply(filterManager, input, output) { + this.uniforms.filterMatrix = filterManager.calculateSpriteMatrix(this.maskMatrix, this.maskSprite); + this.uniforms.scale.x = this.scale.x; + this.uniforms.scale.y = this.scale.y; + + // draw the filter... + filterManager.applyFilter(this, input, output); + }; + + /** + * The texture used for the displacement map. Must be power of 2 sized texture. + * + * @member {PIXI.Texture} + */ + + + _createClass(DisplacementFilter, [{ + key: 'map', + get: function get() { + return this.uniforms.mapSampler; + }, + set: function set(value) // eslint-disable-line require-jsdoc + { + this.uniforms.mapSampler = value; + } + }]); + + return DisplacementFilter; +}(core.Filter); + +exports.default = DisplacementFilter; + +},{"../../core":65,"path":8}],152:[function(require,module,exports){ +'use strict'; + +exports.__esModule = true; + +var _core = require('../../core'); + +var core = _interopRequireWildcard(_core); + +var _path = require('path'); + +function _interopRequireWildcard(obj) { if (obj && obj.__esModule) { return obj; } else { var newObj = {}; if (obj != null) { for (var key in obj) { if (Object.prototype.hasOwnProperty.call(obj, key)) newObj[key] = obj[key]; } } newObj.default = obj; return newObj; } } + +function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } + +function _possibleConstructorReturn(self, call) { if (!self) { throw new ReferenceError("this hasn't been initialised - super() hasn't been called"); } return call && (typeof call === "object" || typeof call === "function") ? call : self; } + +function _inherits(subClass, superClass) { if (typeof superClass !== "function" && superClass !== null) { throw new TypeError("Super expression must either be null or a function, not " + typeof superClass); } subClass.prototype = Object.create(superClass && superClass.prototype, { constructor: { value: subClass, enumerable: false, writable: true, configurable: true } }); if (superClass) Object.setPrototypeOf ? Object.setPrototypeOf(subClass, superClass) : subClass.__proto__ = superClass; } + +/** + * + * Basic FXAA implementation based on the code on geeks3d.com with the + * modification that the texture2DLod stuff was removed since it's + * unsupported by WebGL. + * + * @see https://github.com/mitsuhiko/webgl-meincraft + * + * @class + * @extends PIXI.Filter + * @memberof PIXI.filters + * + */ +var FXAAFilter = function (_core$Filter) { + _inherits(FXAAFilter, _core$Filter); + + /** + * + */ + function FXAAFilter() { + _classCallCheck(this, FXAAFilter); + + // TODO - needs work + return _possibleConstructorReturn(this, _core$Filter.call(this, + // vertex shader + '\nattribute vec2 aVertexPosition;\nattribute vec2 aTextureCoord;\n\nuniform mat3 projectionMatrix;\n\nvarying vec2 v_rgbNW;\nvarying vec2 v_rgbNE;\nvarying vec2 v_rgbSW;\nvarying vec2 v_rgbSE;\nvarying vec2 v_rgbM;\n\nuniform vec4 filterArea;\n\nvarying vec2 vTextureCoord;\n\nvec2 mapCoord( vec2 coord )\n{\n coord *= filterArea.xy;\n coord += filterArea.zw;\n\n return coord;\n}\n\nvec2 unmapCoord( vec2 coord )\n{\n coord -= filterArea.zw;\n coord /= filterArea.xy;\n\n return coord;\n}\n\nvoid texcoords(vec2 fragCoord, vec2 resolution,\n out vec2 v_rgbNW, out vec2 v_rgbNE,\n out vec2 v_rgbSW, out vec2 v_rgbSE,\n out vec2 v_rgbM) {\n vec2 inverseVP = 1.0 / resolution.xy;\n v_rgbNW = (fragCoord + vec2(-1.0, -1.0)) * inverseVP;\n v_rgbNE = (fragCoord + vec2(1.0, -1.0)) * inverseVP;\n v_rgbSW = (fragCoord + vec2(-1.0, 1.0)) * inverseVP;\n v_rgbSE = (fragCoord + vec2(1.0, 1.0)) * inverseVP;\n v_rgbM = vec2(fragCoord * inverseVP);\n}\n\nvoid main(void) {\n\n gl_Position = vec4((projectionMatrix * vec3(aVertexPosition, 1.0)).xy, 0.0, 1.0);\n\n vTextureCoord = aTextureCoord;\n\n vec2 fragCoord = vTextureCoord * filterArea.xy;\n\n texcoords(fragCoord, filterArea.xy, v_rgbNW, v_rgbNE, v_rgbSW, v_rgbSE, v_rgbM);\n}', + // fragment shader + 'varying vec2 v_rgbNW;\nvarying vec2 v_rgbNE;\nvarying vec2 v_rgbSW;\nvarying vec2 v_rgbSE;\nvarying vec2 v_rgbM;\n\nvarying vec2 vTextureCoord;\nuniform sampler2D uSampler;\nuniform vec4 filterArea;\n\n/**\n Basic FXAA implementation based on the code on geeks3d.com with the\n modification that the texture2DLod stuff was removed since it\'s\n unsupported by WebGL.\n \n --\n \n From:\n https://github.com/mitsuhiko/webgl-meincraft\n \n Copyright (c) 2011 by Armin Ronacher.\n \n Some rights reserved.\n \n Redistribution and use in source and binary forms, with or without\n modification, are permitted provided that the following conditions are\n met:\n \n * Redistributions of source code must retain the above copyright\n notice, this list of conditions and the following disclaimer.\n \n * Redistributions in binary form must reproduce the above\n copyright notice, this list of conditions and the following\n disclaimer in the documentation and/or other materials provided\n with the distribution.\n \n * The names of the contributors may not be used to endorse or\n promote products derived from this software without specific\n prior written permission.\n \n THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS\n "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT\n LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR\n A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT\n OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,\n SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT\n LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,\n DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY\n THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT\n (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE\n OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.\n */\n\n#ifndef FXAA_REDUCE_MIN\n#define FXAA_REDUCE_MIN (1.0/ 128.0)\n#endif\n#ifndef FXAA_REDUCE_MUL\n#define FXAA_REDUCE_MUL (1.0 / 8.0)\n#endif\n#ifndef FXAA_SPAN_MAX\n#define FXAA_SPAN_MAX 8.0\n#endif\n\n//optimized version for mobile, where dependent\n//texture reads can be a bottleneck\nvec4 fxaa(sampler2D tex, vec2 fragCoord, vec2 resolution,\n vec2 v_rgbNW, vec2 v_rgbNE,\n vec2 v_rgbSW, vec2 v_rgbSE,\n vec2 v_rgbM) {\n vec4 color;\n mediump vec2 inverseVP = vec2(1.0 / resolution.x, 1.0 / resolution.y);\n vec3 rgbNW = texture2D(tex, v_rgbNW).xyz;\n vec3 rgbNE = texture2D(tex, v_rgbNE).xyz;\n vec3 rgbSW = texture2D(tex, v_rgbSW).xyz;\n vec3 rgbSE = texture2D(tex, v_rgbSE).xyz;\n vec4 texColor = texture2D(tex, v_rgbM);\n vec3 rgbM = texColor.xyz;\n vec3 luma = vec3(0.299, 0.587, 0.114);\n float lumaNW = dot(rgbNW, luma);\n float lumaNE = dot(rgbNE, luma);\n float lumaSW = dot(rgbSW, luma);\n float lumaSE = dot(rgbSE, luma);\n float lumaM = dot(rgbM, luma);\n float lumaMin = min(lumaM, min(min(lumaNW, lumaNE), min(lumaSW, lumaSE)));\n float lumaMax = max(lumaM, max(max(lumaNW, lumaNE), max(lumaSW, lumaSE)));\n \n mediump vec2 dir;\n dir.x = -((lumaNW + lumaNE) - (lumaSW + lumaSE));\n dir.y = ((lumaNW + lumaSW) - (lumaNE + lumaSE));\n \n float dirReduce = max((lumaNW + lumaNE + lumaSW + lumaSE) *\n (0.25 * FXAA_REDUCE_MUL), FXAA_REDUCE_MIN);\n \n float rcpDirMin = 1.0 / (min(abs(dir.x), abs(dir.y)) + dirReduce);\n dir = min(vec2(FXAA_SPAN_MAX, FXAA_SPAN_MAX),\n max(vec2(-FXAA_SPAN_MAX, -FXAA_SPAN_MAX),\n dir * rcpDirMin)) * inverseVP;\n \n vec3 rgbA = 0.5 * (\n texture2D(tex, fragCoord * inverseVP + dir * (1.0 / 3.0 - 0.5)).xyz +\n texture2D(tex, fragCoord * inverseVP + dir * (2.0 / 3.0 - 0.5)).xyz);\n vec3 rgbB = rgbA * 0.5 + 0.25 * (\n texture2D(tex, fragCoord * inverseVP + dir * -0.5).xyz +\n texture2D(tex, fragCoord * inverseVP + dir * 0.5).xyz);\n \n float lumaB = dot(rgbB, luma);\n if ((lumaB < lumaMin) || (lumaB > lumaMax))\n color = vec4(rgbA, texColor.a);\n else\n color = vec4(rgbB, texColor.a);\n return color;\n}\n\nvoid main() {\n\n vec2 fragCoord = vTextureCoord * filterArea.xy;\n\n vec4 color;\n\n color = fxaa(uSampler, fragCoord, filterArea.xy, v_rgbNW, v_rgbNE, v_rgbSW, v_rgbSE, v_rgbM);\n\n gl_FragColor = color;\n}\n')); + } + + return FXAAFilter; +}(core.Filter); + +exports.default = FXAAFilter; + +},{"../../core":65,"path":8}],153:[function(require,module,exports){ +'use strict'; + +exports.__esModule = true; + +var _FXAAFilter = require('./fxaa/FXAAFilter'); + +Object.defineProperty(exports, 'FXAAFilter', { + enumerable: true, + get: function get() { + return _interopRequireDefault(_FXAAFilter).default; + } +}); + +var _NoiseFilter = require('./noise/NoiseFilter'); + +Object.defineProperty(exports, 'NoiseFilter', { + enumerable: true, + get: function get() { + return _interopRequireDefault(_NoiseFilter).default; + } +}); + +var _DisplacementFilter = require('./displacement/DisplacementFilter'); + +Object.defineProperty(exports, 'DisplacementFilter', { + enumerable: true, + get: function get() { + return _interopRequireDefault(_DisplacementFilter).default; + } +}); + +var _BlurFilter = require('./blur/BlurFilter'); + +Object.defineProperty(exports, 'BlurFilter', { + enumerable: true, + get: function get() { + return _interopRequireDefault(_BlurFilter).default; + } +}); + +var _BlurXFilter = require('./blur/BlurXFilter'); + +Object.defineProperty(exports, 'BlurXFilter', { + enumerable: true, + get: function get() { + return _interopRequireDefault(_BlurXFilter).default; + } +}); + +var _BlurYFilter = require('./blur/BlurYFilter'); + +Object.defineProperty(exports, 'BlurYFilter', { + enumerable: true, + get: function get() { + return _interopRequireDefault(_BlurYFilter).default; + } +}); + +var _ColorMatrixFilter = require('./colormatrix/ColorMatrixFilter'); + +Object.defineProperty(exports, 'ColorMatrixFilter', { + enumerable: true, + get: function get() { + return _interopRequireDefault(_ColorMatrixFilter).default; + } +}); + +var _AlphaFilter = require('./alpha/AlphaFilter'); + +Object.defineProperty(exports, 'AlphaFilter', { + enumerable: true, + get: function get() { + return _interopRequireDefault(_AlphaFilter).default; + } +}); + +function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } + +},{"./alpha/AlphaFilter":143,"./blur/BlurFilter":144,"./blur/BlurXFilter":145,"./blur/BlurYFilter":146,"./colormatrix/ColorMatrixFilter":150,"./displacement/DisplacementFilter":151,"./fxaa/FXAAFilter":152,"./noise/NoiseFilter":154}],154:[function(require,module,exports){ +'use strict'; + +exports.__esModule = true; + +var _createClass = function () { function defineProperties(target, props) { for (var i = 0; i < props.length; i++) { var descriptor = props[i]; descriptor.enumerable = descriptor.enumerable || false; descriptor.configurable = true; if ("value" in descriptor) descriptor.writable = true; Object.defineProperty(target, descriptor.key, descriptor); } } return function (Constructor, protoProps, staticProps) { if (protoProps) defineProperties(Constructor.prototype, protoProps); if (staticProps) defineProperties(Constructor, staticProps); return Constructor; }; }(); + +var _core = require('../../core'); + +var core = _interopRequireWildcard(_core); + +var _path = require('path'); + +function _interopRequireWildcard(obj) { if (obj && obj.__esModule) { return obj; } else { var newObj = {}; if (obj != null) { for (var key in obj) { if (Object.prototype.hasOwnProperty.call(obj, key)) newObj[key] = obj[key]; } } newObj.default = obj; return newObj; } } + +function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } + +function _possibleConstructorReturn(self, call) { if (!self) { throw new ReferenceError("this hasn't been initialised - super() hasn't been called"); } return call && (typeof call === "object" || typeof call === "function") ? call : self; } + +function _inherits(subClass, superClass) { if (typeof superClass !== "function" && superClass !== null) { throw new TypeError("Super expression must either be null or a function, not " + typeof superClass); } subClass.prototype = Object.create(superClass && superClass.prototype, { constructor: { value: subClass, enumerable: false, writable: true, configurable: true } }); if (superClass) Object.setPrototypeOf ? Object.setPrototypeOf(subClass, superClass) : subClass.__proto__ = superClass; } + +/** + * @author Vico @vicocotea + * original filter: https://github.com/evanw/glfx.js/blob/master/src/filters/adjust/noise.js + */ + +/** + * A Noise effect filter. + * + * @class + * @extends PIXI.Filter + * @memberof PIXI.filters + */ +var NoiseFilter = function (_core$Filter) { + _inherits(NoiseFilter, _core$Filter); + + /** + * @param {number} noise - The noise intensity, should be a normalized value in the range [0, 1]. + * @param {number} seed - A random seed for the noise generation. Default is `Math.random()`. + */ + function NoiseFilter() { + var noise = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : 0.5; + var seed = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : Math.random(); + + _classCallCheck(this, NoiseFilter); + + var _this = _possibleConstructorReturn(this, _core$Filter.call(this, + // vertex shader + 'attribute vec2 aVertexPosition;\nattribute vec2 aTextureCoord;\n\nuniform mat3 projectionMatrix;\n\nvarying vec2 vTextureCoord;\n\nvoid main(void)\n{\n gl_Position = vec4((projectionMatrix * vec3(aVertexPosition, 1.0)).xy, 0.0, 1.0);\n vTextureCoord = aTextureCoord;\n}', + // fragment shader + 'precision highp float;\n\nvarying vec2 vTextureCoord;\nvarying vec4 vColor;\n\nuniform float uNoise;\nuniform float uSeed;\nuniform sampler2D uSampler;\n\nfloat rand(vec2 co)\n{\n return fract(sin(dot(co.xy, vec2(12.9898, 78.233))) * 43758.5453);\n}\n\nvoid main()\n{\n vec4 color = texture2D(uSampler, vTextureCoord);\n float randomValue = rand(gl_FragCoord.xy * uSeed);\n float diff = (randomValue - 0.5) * uNoise;\n\n // Un-premultiply alpha before applying the color matrix. See issue #3539.\n if (color.a > 0.0) {\n color.rgb /= color.a;\n }\n\n color.r += diff;\n color.g += diff;\n color.b += diff;\n\n // Premultiply alpha again.\n color.rgb *= color.a;\n\n gl_FragColor = color;\n}\n')); + + _this.noise = noise; + _this.seed = seed; + return _this; + } + + /** + * The amount of noise to apply, this value should be in the range (0, 1]. + * + * @member {number} + * @default 0.5 + */ + + + _createClass(NoiseFilter, [{ + key: 'noise', + get: function get() { + return this.uniforms.uNoise; + }, + set: function set(value) // eslint-disable-line require-jsdoc + { + this.uniforms.uNoise = value; + } + + /** + * A seed value to apply to the random noise generation. `Math.random()` is a good value to use. + * + * @member {number} + */ + + }, { + key: 'seed', + get: function get() { + return this.uniforms.uSeed; + }, + set: function set(value) // eslint-disable-line require-jsdoc + { + this.uniforms.uSeed = value; + } + }]); + + return NoiseFilter; +}(core.Filter); + +exports.default = NoiseFilter; + +},{"../../core":65,"path":8}],155:[function(require,module,exports){ +'use strict'; + +exports.__esModule = true; + +var _createClass = function () { function defineProperties(target, props) { for (var i = 0; i < props.length; i++) { var descriptor = props[i]; descriptor.enumerable = descriptor.enumerable || false; descriptor.configurable = true; if ("value" in descriptor) descriptor.writable = true; Object.defineProperty(target, descriptor.key, descriptor); } } return function (Constructor, protoProps, staticProps) { if (protoProps) defineProperties(Constructor.prototype, protoProps); if (staticProps) defineProperties(Constructor, staticProps); return Constructor; }; }(); + +var _core = require('../core'); + +var core = _interopRequireWildcard(_core); + +function _interopRequireWildcard(obj) { if (obj && obj.__esModule) { return obj; } else { var newObj = {}; if (obj != null) { for (var key in obj) { if (Object.prototype.hasOwnProperty.call(obj, key)) newObj[key] = obj[key]; } } newObj.default = obj; return newObj; } } + +function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } + +/** + * Holds all information related to an Interaction event + * + * @class + * @memberof PIXI.interaction + */ +var InteractionData = function () { + /** + * + */ + function InteractionData() { + _classCallCheck(this, InteractionData); + + /** + * This point stores the global coords of where the touch/mouse event happened + * + * @member {PIXI.Point} + */ + this.global = new core.Point(); + + /** + * The target DisplayObject that was interacted with + * + * @member {PIXI.DisplayObject} + */ + this.target = null; + + /** + * When passed to an event handler, this will be the original DOM Event that was captured + * + * @see https://developer.mozilla.org/en-US/docs/Web/API/MouseEvent + * @see https://developer.mozilla.org/en-US/docs/Web/API/TouchEvent + * @see https://developer.mozilla.org/en-US/docs/Web/API/PointerEvent + * @member {MouseEvent|TouchEvent|PointerEvent} + */ + this.originalEvent = null; + + /** + * Unique identifier for this interaction + * + * @member {number} + */ + this.identifier = null; + + /** + * Indicates whether or not the pointer device that created the event is the primary pointer. + * @see https://developer.mozilla.org/en-US/docs/Web/API/PointerEvent/isPrimary + * @type {Boolean} + */ + this.isPrimary = false; + + /** + * Indicates which button was pressed on the mouse or pointer device to trigger the event. + * @see https://developer.mozilla.org/en-US/docs/Web/API/MouseEvent/button + * @type {number} + */ + this.button = 0; + + /** + * Indicates which buttons are pressed on the mouse or pointer device when the event is triggered. + * @see https://developer.mozilla.org/en-US/docs/Web/API/MouseEvent/buttons + * @type {number} + */ + this.buttons = 0; + + /** + * The width of the pointer's contact along the x-axis, measured in CSS pixels. + * radiusX of TouchEvents will be represented by this value. + * @see https://developer.mozilla.org/en-US/docs/Web/API/PointerEvent/width + * @type {number} + */ + this.width = 0; + + /** + * The height of the pointer's contact along the y-axis, measured in CSS pixels. + * radiusY of TouchEvents will be represented by this value. + * @see https://developer.mozilla.org/en-US/docs/Web/API/PointerEvent/height + * @type {number} + */ + this.height = 0; + + /** + * The angle, in degrees, between the pointer device and the screen. + * @see https://developer.mozilla.org/en-US/docs/Web/API/PointerEvent/tiltX + * @type {number} + */ + this.tiltX = 0; + + /** + * The angle, in degrees, between the pointer device and the screen. + * @see https://developer.mozilla.org/en-US/docs/Web/API/PointerEvent/tiltY + * @type {number} + */ + this.tiltY = 0; + + /** + * The type of pointer that triggered the event. + * @see https://developer.mozilla.org/en-US/docs/Web/API/PointerEvent/pointerType + * @type {string} + */ + this.pointerType = null; + + /** + * Pressure applied by the pointing device during the event. A Touch's force property + * will be represented by this value. + * @see https://developer.mozilla.org/en-US/docs/Web/API/PointerEvent/pressure + * @type {number} + */ + this.pressure = 0; + + /** + * From TouchEvents (not PointerEvents triggered by touches), the rotationAngle of the Touch. + * @see https://developer.mozilla.org/en-US/docs/Web/API/Touch/rotationAngle + * @type {number} + */ + this.rotationAngle = 0; + + /** + * Twist of a stylus pointer. + * @see https://w3c.github.io/pointerevents/#pointerevent-interface + * @type {number} + */ + this.twist = 0; + + /** + * Barrel pressure on a stylus pointer. + * @see https://w3c.github.io/pointerevents/#pointerevent-interface + * @type {number} + */ + this.tangentialPressure = 0; + } + + /** + * The unique identifier of the pointer. It will be the same as `identifier`. + * @readonly + * @member {number} + * @see https://developer.mozilla.org/en-US/docs/Web/API/PointerEvent/pointerId + */ + + + /** + * This will return the local coordinates of the specified displayObject for this InteractionData + * + * @param {PIXI.DisplayObject} displayObject - The DisplayObject that you would like the local + * coords off + * @param {PIXI.Point} [point] - A Point object in which to store the value, optional (otherwise + * will create a new point) + * @param {PIXI.Point} [globalPos] - A Point object containing your custom global coords, optional + * (otherwise will use the current global coords) + * @return {PIXI.Point} A point containing the coordinates of the InteractionData position relative + * to the DisplayObject + */ + InteractionData.prototype.getLocalPosition = function getLocalPosition(displayObject, point, globalPos) { + return displayObject.worldTransform.applyInverse(globalPos || this.global, point); + }; + + /** + * Copies properties from normalized event data. + * + * @param {Touch|MouseEvent|PointerEvent} event The normalized event data + */ + + + InteractionData.prototype.copyEvent = function copyEvent(event) { + // isPrimary should only change on touchstart/pointerdown, so we don't want to overwrite + // it with "false" on later events when our shim for it on touch events might not be + // accurate + if (event.isPrimary) { + this.isPrimary = true; + } + this.button = event.button; + // event.buttons is not available in all browsers (ie. Safari), but it does have a non-standard + // event.which property instead, which conveys the same information. + this.buttons = Number.isInteger(event.buttons) ? event.buttons : event.which; + this.width = event.width; + this.height = event.height; + this.tiltX = event.tiltX; + this.tiltY = event.tiltY; + this.pointerType = event.pointerType; + this.pressure = event.pressure; + this.rotationAngle = event.rotationAngle; + this.twist = event.twist || 0; + this.tangentialPressure = event.tangentialPressure || 0; + }; + + /** + * Resets the data for pooling. + */ + + + InteractionData.prototype.reset = function reset() { + // isPrimary is the only property that we really need to reset - everything else is + // guaranteed to be overwritten + this.isPrimary = false; + }; + + _createClass(InteractionData, [{ + key: 'pointerId', + get: function get() { + return this.identifier; + } + }]); + + return InteractionData; +}(); + +exports.default = InteractionData; + +},{"../core":65}],156:[function(require,module,exports){ +"use strict"; + +exports.__esModule = true; + +function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } + +/** + * Event class that mimics native DOM events. + * + * @class + * @memberof PIXI.interaction + */ +var InteractionEvent = function () { + /** + * + */ + function InteractionEvent() { + _classCallCheck(this, InteractionEvent); + + /** + * Whether this event will continue propagating in the tree + * + * @member {boolean} + */ + this.stopped = false; + + /** + * The object which caused this event to be dispatched. + * For listener callback see {@link PIXI.interaction.InteractionEvent.currentTarget}. + * + * @member {PIXI.DisplayObject} + */ + this.target = null; + + /** + * The object whose event listener’s callback is currently being invoked. + * + * @member {PIXI.DisplayObject} + */ + this.currentTarget = null; + + /** + * Type of the event + * + * @member {string} + */ + this.type = null; + + /** + * InteractionData related to this event + * + * @member {PIXI.interaction.InteractionData} + */ + this.data = null; + } + + /** + * Prevents event from reaching any objects other than the current object. + * + */ + + + InteractionEvent.prototype.stopPropagation = function stopPropagation() { + this.stopped = true; + }; + + /** + * Resets the event. + */ + + + InteractionEvent.prototype.reset = function reset() { + this.stopped = false; + this.currentTarget = null; + this.target = null; + }; + + return InteractionEvent; +}(); + +exports.default = InteractionEvent; + +},{}],157:[function(require,module,exports){ +'use strict'; + +exports.__esModule = true; + +var _typeof = typeof Symbol === "function" && typeof Symbol.iterator === "symbol" ? function (obj) { return typeof obj; } : function (obj) { return obj && typeof Symbol === "function" && obj.constructor === Symbol && obj !== Symbol.prototype ? "symbol" : typeof obj; }; + +var _core = require('../core'); + +var core = _interopRequireWildcard(_core); + +var _InteractionData = require('./InteractionData'); + +var _InteractionData2 = _interopRequireDefault(_InteractionData); + +var _InteractionEvent = require('./InteractionEvent'); + +var _InteractionEvent2 = _interopRequireDefault(_InteractionEvent); + +var _InteractionTrackingData = require('./InteractionTrackingData'); + +var _InteractionTrackingData2 = _interopRequireDefault(_InteractionTrackingData); + +var _eventemitter = require('eventemitter3'); + +var _eventemitter2 = _interopRequireDefault(_eventemitter); + +var _interactiveTarget = require('./interactiveTarget'); + +var _interactiveTarget2 = _interopRequireDefault(_interactiveTarget); + +function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } + +function _interopRequireWildcard(obj) { if (obj && obj.__esModule) { return obj; } else { var newObj = {}; if (obj != null) { for (var key in obj) { if (Object.prototype.hasOwnProperty.call(obj, key)) newObj[key] = obj[key]; } } newObj.default = obj; return newObj; } } + +function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } + +function _possibleConstructorReturn(self, call) { if (!self) { throw new ReferenceError("this hasn't been initialised - super() hasn't been called"); } return call && (typeof call === "object" || typeof call === "function") ? call : self; } + +function _inherits(subClass, superClass) { if (typeof superClass !== "function" && superClass !== null) { throw new TypeError("Super expression must either be null or a function, not " + typeof superClass); } subClass.prototype = Object.create(superClass && superClass.prototype, { constructor: { value: subClass, enumerable: false, writable: true, configurable: true } }); if (superClass) Object.setPrototypeOf ? Object.setPrototypeOf(subClass, superClass) : subClass.__proto__ = superClass; } + +// Mix interactiveTarget into core.DisplayObject.prototype, after deprecation has been handled +core.utils.mixins.delayMixin(core.DisplayObject.prototype, _interactiveTarget2.default); + +var MOUSE_POINTER_ID = 1; + +// helpers for hitTest() - only used inside hitTest() +var hitTestEvent = { + target: null, + data: { + global: null + } +}; + +/** + * The interaction manager deals with mouse, touch and pointer events. Any DisplayObject can be interactive + * if its interactive parameter is set to true + * This manager also supports multitouch. + * + * An instance of this class is automatically created by default, and can be found at renderer.plugins.interaction + * + * @class + * @extends EventEmitter + * @memberof PIXI.interaction + */ + +var InteractionManager = function (_EventEmitter) { + _inherits(InteractionManager, _EventEmitter); + + /** + * @param {PIXI.CanvasRenderer|PIXI.WebGLRenderer} renderer - A reference to the current renderer + * @param {object} [options] - The options for the manager. + * @param {boolean} [options.autoPreventDefault=true] - Should the manager automatically prevent default browser actions. + * @param {number} [options.interactionFrequency=10] - Frequency increases the interaction events will be checked. + */ + function InteractionManager(renderer, options) { + _classCallCheck(this, InteractionManager); + + var _this = _possibleConstructorReturn(this, _EventEmitter.call(this)); + + options = options || {}; + + /** + * The renderer this interaction manager works for. + * + * @member {PIXI.SystemRenderer} + */ + _this.renderer = renderer; + + /** + * Should default browser actions automatically be prevented. + * Does not apply to pointer events for backwards compatibility + * preventDefault on pointer events stops mouse events from firing + * Thus, for every pointer event, there will always be either a mouse of touch event alongside it. + * + * @member {boolean} + * @default true + */ + _this.autoPreventDefault = options.autoPreventDefault !== undefined ? options.autoPreventDefault : true; + + /** + * Frequency in milliseconds that the mousemove, moveover & mouseout interaction events will be checked. + * + * @member {number} + * @default 10 + */ + _this.interactionFrequency = options.interactionFrequency || 10; + + /** + * The mouse data + * + * @member {PIXI.interaction.InteractionData} + */ + _this.mouse = new _InteractionData2.default(); + _this.mouse.identifier = MOUSE_POINTER_ID; + + // setting the mouse to start off far off screen will mean that mouse over does + // not get called before we even move the mouse. + _this.mouse.global.set(-999999); + + /** + * Actively tracked InteractionData + * + * @private + * @member {Object.} + */ + _this.activeInteractionData = {}; + _this.activeInteractionData[MOUSE_POINTER_ID] = _this.mouse; + + /** + * Pool of unused InteractionData + * + * @private + * @member {PIXI.interation.InteractionData[]} + */ + _this.interactionDataPool = []; + + /** + * An event data object to handle all the event tracking/dispatching + * + * @member {object} + */ + _this.eventData = new _InteractionEvent2.default(); + + /** + * The DOM element to bind to. + * + * @private + * @member {HTMLElement} + */ + _this.interactionDOMElement = null; + + /** + * This property determines if mousemove and touchmove events are fired only when the cursor + * is over the object. + * Setting to true will make things work more in line with how the DOM verison works. + * Setting to false can make things easier for things like dragging + * It is currently set to false as this is how PixiJS used to work. This will be set to true in + * future versions of pixi. + * + * @member {boolean} + * @default false + */ + _this.moveWhenInside = false; + + /** + * Have events been attached to the dom element? + * + * @private + * @member {boolean} + */ + _this.eventsAdded = false; + + /** + * Is the mouse hovering over the renderer? + * + * @private + * @member {boolean} + */ + _this.mouseOverRenderer = false; + + /** + * Does the device support touch events + * https://www.w3.org/TR/touch-events/ + * + * @readonly + * @member {boolean} + */ + _this.supportsTouchEvents = 'ontouchstart' in window; + + /** + * Does the device support pointer events + * https://www.w3.org/Submission/pointer-events/ + * + * @readonly + * @member {boolean} + */ + _this.supportsPointerEvents = !!window.PointerEvent; + + // this will make it so that you don't have to call bind all the time + + /** + * @private + * @member {Function} + */ + _this.onPointerUp = _this.onPointerUp.bind(_this); + _this.processPointerUp = _this.processPointerUp.bind(_this); + + /** + * @private + * @member {Function} + */ + _this.onPointerCancel = _this.onPointerCancel.bind(_this); + _this.processPointerCancel = _this.processPointerCancel.bind(_this); + + /** + * @private + * @member {Function} + */ + _this.onPointerDown = _this.onPointerDown.bind(_this); + _this.processPointerDown = _this.processPointerDown.bind(_this); + + /** + * @private + * @member {Function} + */ + _this.onPointerMove = _this.onPointerMove.bind(_this); + _this.processPointerMove = _this.processPointerMove.bind(_this); + + /** + * @private + * @member {Function} + */ + _this.onPointerOut = _this.onPointerOut.bind(_this); + _this.processPointerOverOut = _this.processPointerOverOut.bind(_this); + + /** + * @private + * @member {Function} + */ + _this.onPointerOver = _this.onPointerOver.bind(_this); + + /** + * Dictionary of how different cursor modes are handled. Strings are handled as CSS cursor + * values, objects are handled as dictionaries of CSS values for interactionDOMElement, + * and functions are called instead of changing the CSS. + * Default CSS cursor values are provided for 'default' and 'pointer' modes. + * @member {Object.)>} + */ + _this.cursorStyles = { + default: 'inherit', + pointer: 'pointer' + }; + + /** + * The mode of the cursor that is being used. + * The value of this is a key from the cursorStyles dictionary. + * + * @member {string} + */ + _this.currentCursorMode = null; + + /** + * Internal cached let. + * + * @private + * @member {string} + */ + _this.cursor = null; + + /** + * Internal cached let. + * + * @private + * @member {PIXI.Point} + */ + _this._tempPoint = new core.Point(); + + /** + * The current resolution / device pixel ratio. + * + * @member {number} + * @default 1 + */ + _this.resolution = 1; + + _this.setTargetElement(_this.renderer.view, _this.renderer.resolution); + + /** + * Fired when a pointer device button (usually a mouse left-button) is pressed on the display + * object. + * + * @event PIXI.interaction.InteractionManager#mousedown + * @param {PIXI.interaction.InteractionEvent} event - Interaction event + */ + + /** + * Fired when a pointer device secondary button (usually a mouse right-button) is pressed + * on the display object. + * + * @event PIXI.interaction.InteractionManager#rightdown + * @param {PIXI.interaction.InteractionEvent} event - Interaction event + */ + + /** + * Fired when a pointer device button (usually a mouse left-button) is released over the display + * object. + * + * @event PIXI.interaction.InteractionManager#mouseup + * @param {PIXI.interaction.InteractionEvent} event - Interaction event + */ + + /** + * Fired when a pointer device secondary button (usually a mouse right-button) is released + * over the display object. + * + * @event PIXI.interaction.InteractionManager#rightup + * @param {PIXI.interaction.InteractionEvent} event - Interaction event + */ + + /** + * Fired when a pointer device button (usually a mouse left-button) is pressed and released on + * the display object. + * + * @event PIXI.interaction.InteractionManager#click + * @param {PIXI.interaction.InteractionEvent} event - Interaction event + */ + + /** + * Fired when a pointer device secondary button (usually a mouse right-button) is pressed + * and released on the display object. + * + * @event PIXI.interaction.InteractionManager#rightclick + * @param {PIXI.interaction.InteractionEvent} event - Interaction event + */ + + /** + * Fired when a pointer device button (usually a mouse left-button) is released outside the + * display object that initially registered a + * [mousedown]{@link PIXI.interaction.InteractionManager#event:mousedown}. + * + * @event PIXI.interaction.InteractionManager#mouseupoutside + * @param {PIXI.interaction.InteractionEvent} event - Interaction event + */ + + /** + * Fired when a pointer device secondary button (usually a mouse right-button) is released + * outside the display object that initially registered a + * [rightdown]{@link PIXI.interaction.InteractionManager#event:rightdown}. + * + * @event PIXI.interaction.InteractionManager#rightupoutside + * @param {PIXI.interaction.InteractionEvent} event - Interaction event + */ + + /** + * Fired when a pointer device (usually a mouse) is moved while over the display object + * + * @event PIXI.interaction.InteractionManager#mousemove + * @param {PIXI.interaction.InteractionEvent} event - Interaction event + */ + + /** + * Fired when a pointer device (usually a mouse) is moved onto the display object + * + * @event PIXI.interaction.InteractionManager#mouseover + * @param {PIXI.interaction.InteractionEvent} event - Interaction event + */ + + /** + * Fired when a pointer device (usually a mouse) is moved off the display object + * + * @event PIXI.interaction.InteractionManager#mouseout + * @param {PIXI.interaction.InteractionEvent} event - Interaction event + */ + + /** + * Fired when a pointer device button is pressed on the display object. + * + * @event PIXI.interaction.InteractionManager#pointerdown + * @param {PIXI.interaction.InteractionEvent} event - Interaction event + */ + + /** + * Fired when a pointer device button is released over the display object. + * Not always fired when some buttons are held down while others are released. In those cases, + * use [mousedown]{@link PIXI.interaction.InteractionManager#event:mousedown} and + * [mouseup]{@link PIXI.interaction.InteractionManager#event:mouseup} instead. + * + * @event PIXI.interaction.InteractionManager#pointerup + * @param {PIXI.interaction.InteractionEvent} event - Interaction event + */ + + /** + * Fired when the operating system cancels a pointer event + * + * @event PIXI.interaction.InteractionManager#pointercancel + * @param {PIXI.interaction.InteractionEvent} event - Interaction event + */ + + /** + * Fired when a pointer device button is pressed and released on the display object. + * + * @event PIXI.interaction.InteractionManager#pointertap + * @param {PIXI.interaction.InteractionEvent} event - Interaction event + */ + + /** + * Fired when a pointer device button is released outside the display object that initially + * registered a [pointerdown]{@link PIXI.interaction.InteractionManager#event:pointerdown}. + * + * @event PIXI.interaction.InteractionManager#pointerupoutside + * @param {PIXI.interaction.InteractionEvent} event - Interaction event + */ + + /** + * Fired when a pointer device is moved while over the display object + * + * @event PIXI.interaction.InteractionManager#pointermove + * @param {PIXI.interaction.InteractionEvent} event - Interaction event + */ + + /** + * Fired when a pointer device is moved onto the display object + * + * @event PIXI.interaction.InteractionManager#pointerover + * @param {PIXI.interaction.InteractionEvent} event - Interaction event + */ + + /** + * Fired when a pointer device is moved off the display object + * + * @event PIXI.interaction.InteractionManager#pointerout + * @param {PIXI.interaction.InteractionEvent} event - Interaction event + */ + + /** + * Fired when a touch point is placed on the display object. + * + * @event PIXI.interaction.InteractionManager#touchstart + * @param {PIXI.interaction.InteractionEvent} event - Interaction event + */ + + /** + * Fired when a touch point is removed from the display object. + * + * @event PIXI.interaction.InteractionManager#touchend + * @param {PIXI.interaction.InteractionEvent} event - Interaction event + */ + + /** + * Fired when the operating system cancels a touch + * + * @event PIXI.interaction.InteractionManager#touchcancel + * @param {PIXI.interaction.InteractionEvent} event - Interaction event + */ + + /** + * Fired when a touch point is placed and removed from the display object. + * + * @event PIXI.interaction.InteractionManager#tap + * @param {PIXI.interaction.InteractionEvent} event - Interaction event + */ + + /** + * Fired when a touch point is removed outside of the display object that initially + * registered a [touchstart]{@link PIXI.interaction.InteractionManager#event:touchstart}. + * + * @event PIXI.interaction.InteractionManager#touchendoutside + * @param {PIXI.interaction.InteractionEvent} event - Interaction event + */ + + /** + * Fired when a touch point is moved along the display object. + * + * @event PIXI.interaction.InteractionManager#touchmove + * @param {PIXI.interaction.InteractionEvent} event - Interaction event + */ + + /** + * Fired when a pointer device button (usually a mouse left-button) is pressed on the display. + * object. DisplayObject's `interactive` property must be set to `true` to fire event. + * + * @event PIXI.DisplayObject#mousedown + * @param {PIXI.interaction.InteractionEvent} event - Interaction event + */ + + /** + * Fired when a pointer device secondary button (usually a mouse right-button) is pressed + * on the display object. DisplayObject's `interactive` property must be set to `true` to fire event. + * + * @event PIXI.DisplayObject#rightdown + * @param {PIXI.interaction.InteractionEvent} event - Interaction event + */ + + /** + * Fired when a pointer device button (usually a mouse left-button) is released over the display + * object. DisplayObject's `interactive` property must be set to `true` to fire event. + * + * @event PIXI.DisplayObject#mouseup + * @param {PIXI.interaction.InteractionEvent} event - Interaction event + */ + + /** + * Fired when a pointer device secondary button (usually a mouse right-button) is released + * over the display object. DisplayObject's `interactive` property must be set to `true` to fire event. + * + * @event PIXI.DisplayObject#rightup + * @param {PIXI.interaction.InteractionEvent} event - Interaction event + */ + + /** + * Fired when a pointer device button (usually a mouse left-button) is pressed and released on + * the display object. DisplayObject's `interactive` property must be set to `true` to fire event. + * + * @event PIXI.DisplayObject#click + * @param {PIXI.interaction.InteractionEvent} event - Interaction event + */ + + /** + * Fired when a pointer device secondary button (usually a mouse right-button) is pressed + * and released on the display object. DisplayObject's `interactive` property must be set to `true` to fire event. + * + * @event PIXI.DisplayObject#rightclick + * @param {PIXI.interaction.InteractionEvent} event - Interaction event + */ + + /** + * Fired when a pointer device button (usually a mouse left-button) is released outside the + * display object that initially registered a + * [mousedown]{@link PIXI.DisplayObject#event:mousedown}. + * DisplayObject's `interactive` property must be set to `true` to fire event. + * + * @event PIXI.DisplayObject#mouseupoutside + * @param {PIXI.interaction.InteractionEvent} event - Interaction event + */ + + /** + * Fired when a pointer device secondary button (usually a mouse right-button) is released + * outside the display object that initially registered a + * [rightdown]{@link PIXI.DisplayObject#event:rightdown}. + * DisplayObject's `interactive` property must be set to `true` to fire event. + * + * @event PIXI.DisplayObject#rightupoutside + * @param {PIXI.interaction.InteractionEvent} event - Interaction event + */ + + /** + * Fired when a pointer device (usually a mouse) is moved while over the display object. + * DisplayObject's `interactive` property must be set to `true` to fire event. + * + * @event PIXI.DisplayObject#mousemove + * @param {PIXI.interaction.InteractionEvent} event - Interaction event + */ + + /** + * Fired when a pointer device (usually a mouse) is moved onto the display object. + * DisplayObject's `interactive` property must be set to `true` to fire event. + * + * @event PIXI.DisplayObject#mouseover + * @param {PIXI.interaction.InteractionEvent} event - Interaction event + */ + + /** + * Fired when a pointer device (usually a mouse) is moved off the display object. + * DisplayObject's `interactive` property must be set to `true` to fire event. + * + * @event PIXI.DisplayObject#mouseout + * @param {PIXI.interaction.InteractionEvent} event - Interaction event + */ + + /** + * Fired when a pointer device button is pressed on the display object. + * DisplayObject's `interactive` property must be set to `true` to fire event. + * + * @event PIXI.DisplayObject#pointerdown + * @param {PIXI.interaction.InteractionEvent} event - Interaction event + */ + + /** + * Fired when a pointer device button is released over the display object. + * DisplayObject's `interactive` property must be set to `true` to fire event. + * + * @event PIXI.DisplayObject#pointerup + * @param {PIXI.interaction.InteractionEvent} event - Interaction event + */ + + /** + * Fired when the operating system cancels a pointer event. + * DisplayObject's `interactive` property must be set to `true` to fire event. + * + * @event PIXI.DisplayObject#pointercancel + * @param {PIXI.interaction.InteractionEvent} event - Interaction event + */ + + /** + * Fired when a pointer device button is pressed and released on the display object. + * DisplayObject's `interactive` property must be set to `true` to fire event. + * + * @event PIXI.DisplayObject#pointertap + * @param {PIXI.interaction.InteractionEvent} event - Interaction event + */ + + /** + * Fired when a pointer device button is released outside the display object that initially + * registered a [pointerdown]{@link PIXI.DisplayObject#event:pointerdown}. + * DisplayObject's `interactive` property must be set to `true` to fire event. + * + * @event PIXI.DisplayObject#pointerupoutside + * @param {PIXI.interaction.InteractionEvent} event - Interaction event + */ + + /** + * Fired when a pointer device is moved while over the display object. + * DisplayObject's `interactive` property must be set to `true` to fire event. + * + * @event PIXI.DisplayObject#pointermove + * @param {PIXI.interaction.InteractionEvent} event - Interaction event + */ + + /** + * Fired when a pointer device is moved onto the display object. + * DisplayObject's `interactive` property must be set to `true` to fire event. + * + * @event PIXI.DisplayObject#pointerover + * @param {PIXI.interaction.InteractionEvent} event - Interaction event + */ + + /** + * Fired when a pointer device is moved off the display object. + * DisplayObject's `interactive` property must be set to `true` to fire event. + * + * @event PIXI.DisplayObject#pointerout + * @param {PIXI.interaction.InteractionEvent} event - Interaction event + */ + + /** + * Fired when a touch point is placed on the display object. + * DisplayObject's `interactive` property must be set to `true` to fire event. + * + * @event PIXI.DisplayObject#touchstart + * @param {PIXI.interaction.InteractionEvent} event - Interaction event + */ + + /** + * Fired when a touch point is removed from the display object. + * DisplayObject's `interactive` property must be set to `true` to fire event. + * + * @event PIXI.DisplayObject#touchend + * @param {PIXI.interaction.InteractionEvent} event - Interaction event + */ + + /** + * Fired when the operating system cancels a touch. + * DisplayObject's `interactive` property must be set to `true` to fire event. + * + * @event PIXI.DisplayObject#touchcancel + * @param {PIXI.interaction.InteractionEvent} event - Interaction event + */ + + /** + * Fired when a touch point is placed and removed from the display object. + * DisplayObject's `interactive` property must be set to `true` to fire event. + * + * @event PIXI.DisplayObject#tap + * @param {PIXI.interaction.InteractionEvent} event - Interaction event + */ + + /** + * Fired when a touch point is removed outside of the display object that initially + * registered a [touchstart]{@link PIXI.DisplayObject#event:touchstart}. + * DisplayObject's `interactive` property must be set to `true` to fire event. + * + * @event PIXI.DisplayObject#touchendoutside + * @param {PIXI.interaction.InteractionEvent} event - Interaction event + */ + + /** + * Fired when a touch point is moved along the display object. + * DisplayObject's `interactive` property must be set to `true` to fire event. + * + * @event PIXI.DisplayObject#touchmove + * @param {PIXI.interaction.InteractionEvent} event - Interaction event + */ + return _this; + } + + /** + * Hit tests a point against the display tree, returning the first interactive object that is hit. + * + * @param {PIXI.Point} globalPoint - A point to hit test with, in global space. + * @param {PIXI.Container} [root] - The root display object to start from. If omitted, defaults + * to the last rendered root of the associated renderer. + * @return {PIXI.DisplayObject} The hit display object, if any. + */ + + + InteractionManager.prototype.hitTest = function hitTest(globalPoint, root) { + // clear the target for our hit test + hitTestEvent.target = null; + // assign the global point + hitTestEvent.data.global = globalPoint; + // ensure safety of the root + if (!root) { + root = this.renderer._lastObjectRendered; + } + // run the hit test + this.processInteractive(hitTestEvent, root, null, true); + // return our found object - it'll be null if we didn't hit anything + + return hitTestEvent.target; + }; + + /** + * Sets the DOM element which will receive mouse/touch events. This is useful for when you have + * other DOM elements on top of the renderers Canvas element. With this you'll be bale to deletegate + * another DOM element to receive those events. + * + * @param {HTMLCanvasElement} element - the DOM element which will receive mouse and touch events. + * @param {number} [resolution=1] - The resolution / device pixel ratio of the new element (relative to the canvas). + */ + + + InteractionManager.prototype.setTargetElement = function setTargetElement(element) { + var resolution = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : 1; + + this.removeEvents(); + + this.interactionDOMElement = element; + + this.resolution = resolution; + + this.addEvents(); + }; + + /** + * Registers all the DOM events + * + * @private + */ + + + InteractionManager.prototype.addEvents = function addEvents() { + if (!this.interactionDOMElement) { + return; + } + + core.ticker.shared.add(this.update, this, core.UPDATE_PRIORITY.INTERACTION); + + if (window.navigator.msPointerEnabled) { + this.interactionDOMElement.style['-ms-content-zooming'] = 'none'; + this.interactionDOMElement.style['-ms-touch-action'] = 'none'; + } else if (this.supportsPointerEvents) { + this.interactionDOMElement.style['touch-action'] = 'none'; + } + + /** + * These events are added first, so that if pointer events are normalised, they are fired + * in the same order as non-normalised events. ie. pointer event 1st, mouse / touch 2nd + */ + if (this.supportsPointerEvents) { + window.document.addEventListener('pointermove', this.onPointerMove, true); + this.interactionDOMElement.addEventListener('pointerdown', this.onPointerDown, true); + // pointerout is fired in addition to pointerup (for touch events) and pointercancel + // we already handle those, so for the purposes of what we do in onPointerOut, we only + // care about the pointerleave event + this.interactionDOMElement.addEventListener('pointerleave', this.onPointerOut, true); + this.interactionDOMElement.addEventListener('pointerover', this.onPointerOver, true); + window.addEventListener('pointercancel', this.onPointerCancel, true); + window.addEventListener('pointerup', this.onPointerUp, true); + } else { + window.document.addEventListener('mousemove', this.onPointerMove, true); + this.interactionDOMElement.addEventListener('mousedown', this.onPointerDown, true); + this.interactionDOMElement.addEventListener('mouseout', this.onPointerOut, true); + this.interactionDOMElement.addEventListener('mouseover', this.onPointerOver, true); + window.addEventListener('mouseup', this.onPointerUp, true); + } + + // always look directly for touch events so that we can provide original data + // In a future version we should change this to being just a fallback and rely solely on + // PointerEvents whenever available + if (this.supportsTouchEvents) { + this.interactionDOMElement.addEventListener('touchstart', this.onPointerDown, true); + this.interactionDOMElement.addEventListener('touchcancel', this.onPointerCancel, true); + this.interactionDOMElement.addEventListener('touchend', this.onPointerUp, true); + this.interactionDOMElement.addEventListener('touchmove', this.onPointerMove, true); + } + + this.eventsAdded = true; + }; + + /** + * Removes all the DOM events that were previously registered + * + * @private + */ + + + InteractionManager.prototype.removeEvents = function removeEvents() { + if (!this.interactionDOMElement) { + return; + } + + core.ticker.shared.remove(this.update, this); + + if (window.navigator.msPointerEnabled) { + this.interactionDOMElement.style['-ms-content-zooming'] = ''; + this.interactionDOMElement.style['-ms-touch-action'] = ''; + } else if (this.supportsPointerEvents) { + this.interactionDOMElement.style['touch-action'] = ''; + } + + if (this.supportsPointerEvents) { + window.document.removeEventListener('pointermove', this.onPointerMove, true); + this.interactionDOMElement.removeEventListener('pointerdown', this.onPointerDown, true); + this.interactionDOMElement.removeEventListener('pointerleave', this.onPointerOut, true); + this.interactionDOMElement.removeEventListener('pointerover', this.onPointerOver, true); + window.removeEventListener('pointercancel', this.onPointerCancel, true); + window.removeEventListener('pointerup', this.onPointerUp, true); + } else { + window.document.removeEventListener('mousemove', this.onPointerMove, true); + this.interactionDOMElement.removeEventListener('mousedown', this.onPointerDown, true); + this.interactionDOMElement.removeEventListener('mouseout', this.onPointerOut, true); + this.interactionDOMElement.removeEventListener('mouseover', this.onPointerOver, true); + window.removeEventListener('mouseup', this.onPointerUp, true); + } + + if (this.supportsTouchEvents) { + this.interactionDOMElement.removeEventListener('touchstart', this.onPointerDown, true); + this.interactionDOMElement.removeEventListener('touchcancel', this.onPointerCancel, true); + this.interactionDOMElement.removeEventListener('touchend', this.onPointerUp, true); + this.interactionDOMElement.removeEventListener('touchmove', this.onPointerMove, true); + } + + this.interactionDOMElement = null; + + this.eventsAdded = false; + }; + + /** + * Updates the state of interactive objects. + * Invoked by a throttled ticker update from {@link PIXI.ticker.shared}. + * + * @param {number} deltaTime - time delta since last tick + */ + + + InteractionManager.prototype.update = function update(deltaTime) { + this._deltaTime += deltaTime; + + if (this._deltaTime < this.interactionFrequency) { + return; + } + + this._deltaTime = 0; + + if (!this.interactionDOMElement) { + return; + } + + // if the user move the mouse this check has already been done using the mouse move! + if (this.didMove) { + this.didMove = false; + + return; + } + + this.cursor = null; + + // Resets the flag as set by a stopPropagation call. This flag is usually reset by a user interaction of any kind, + // but there was a scenario of a display object moving under a static mouse cursor. + // In this case, mouseover and mouseevents would not pass the flag test in dispatchEvent function + for (var k in this.activeInteractionData) { + // eslint-disable-next-line no-prototype-builtins + if (this.activeInteractionData.hasOwnProperty(k)) { + var interactionData = this.activeInteractionData[k]; + + if (interactionData.originalEvent && interactionData.pointerType !== 'touch') { + var interactionEvent = this.configureInteractionEventForDOMEvent(this.eventData, interactionData.originalEvent, interactionData); + + this.processInteractive(interactionEvent, this.renderer._lastObjectRendered, this.processPointerOverOut, true); + } + } + } + + this.setCursorMode(this.cursor); + + // TODO + }; + + /** + * Sets the current cursor mode, handling any callbacks or CSS style changes. + * + * @param {string} mode - cursor mode, a key from the cursorStyles dictionary + */ + + + InteractionManager.prototype.setCursorMode = function setCursorMode(mode) { + mode = mode || 'default'; + // if the mode didn't actually change, bail early + if (this.currentCursorMode === mode) { + return; + } + this.currentCursorMode = mode; + var style = this.cursorStyles[mode]; + + // only do things if there is a cursor style for it + if (style) { + switch (typeof style === 'undefined' ? 'undefined' : _typeof(style)) { + case 'string': + // string styles are handled as cursor CSS + this.interactionDOMElement.style.cursor = style; + break; + case 'function': + // functions are just called, and passed the cursor mode + style(mode); + break; + case 'object': + // if it is an object, assume that it is a dictionary of CSS styles, + // apply it to the interactionDOMElement + Object.assign(this.interactionDOMElement.style, style); + break; + } + } else if (typeof mode === 'string' && !Object.prototype.hasOwnProperty.call(this.cursorStyles, mode)) { + // if it mode is a string (not a Symbol) and cursorStyles doesn't have any entry + // for the mode, then assume that the dev wants it to be CSS for the cursor. + this.interactionDOMElement.style.cursor = mode; + } + }; + + /** + * Dispatches an event on the display object that was interacted with + * + * @param {PIXI.Container|PIXI.Sprite|PIXI.extras.TilingSprite} displayObject - the display object in question + * @param {string} eventString - the name of the event (e.g, mousedown) + * @param {object} eventData - the event data object + * @private + */ + + + InteractionManager.prototype.dispatchEvent = function dispatchEvent(displayObject, eventString, eventData) { + if (!eventData.stopped) { + eventData.currentTarget = displayObject; + eventData.type = eventString; + + displayObject.emit(eventString, eventData); + + if (displayObject[eventString]) { + displayObject[eventString](eventData); + } + } + }; + + /** + * Maps x and y coords from a DOM object and maps them correctly to the PixiJS view. The + * resulting value is stored in the point. This takes into account the fact that the DOM + * element could be scaled and positioned anywhere on the screen. + * + * @param {PIXI.Point} point - the point that the result will be stored in + * @param {number} x - the x coord of the position to map + * @param {number} y - the y coord of the position to map + */ + + + InteractionManager.prototype.mapPositionToPoint = function mapPositionToPoint(point, x, y) { + var rect = void 0; + + // IE 11 fix + if (!this.interactionDOMElement.parentElement) { + rect = { x: 0, y: 0, width: 0, height: 0 }; + } else { + rect = this.interactionDOMElement.getBoundingClientRect(); + } + + var resolutionMultiplier = navigator.isCocoonJS ? this.resolution : 1.0 / this.resolution; + + point.x = (x - rect.left) * (this.interactionDOMElement.width / rect.width) * resolutionMultiplier; + point.y = (y - rect.top) * (this.interactionDOMElement.height / rect.height) * resolutionMultiplier; + }; + + /** + * This function is provides a neat way of crawling through the scene graph and running a + * specified function on all interactive objects it finds. It will also take care of hit + * testing the interactive objects and passes the hit across in the function. + * + * @private + * @param {PIXI.interaction.InteractionEvent} interactionEvent - event containing the point that + * is tested for collision + * @param {PIXI.Container|PIXI.Sprite|PIXI.extras.TilingSprite} displayObject - the displayObject + * that will be hit test (recursively crawls its children) + * @param {Function} [func] - the function that will be called on each interactive object. The + * interactionEvent, displayObject and hit will be passed to the function + * @param {boolean} [hitTest] - this indicates if the objects inside should be hit test against the point + * @param {boolean} [interactive] - Whether the displayObject is interactive + * @return {boolean} returns true if the displayObject hit the point + */ + + + InteractionManager.prototype.processInteractive = function processInteractive(interactionEvent, displayObject, func, hitTest, interactive) { + if (!displayObject || !displayObject.visible) { + return false; + } + + var point = interactionEvent.data.global; + + // Took a little while to rework this function correctly! But now it is done and nice and optimised. ^_^ + // + // This function will now loop through all objects and then only hit test the objects it HAS + // to, not all of them. MUCH faster.. + // An object will be hit test if the following is true: + // + // 1: It is interactive. + // 2: It belongs to a parent that is interactive AND one of the parents children have not already been hit. + // + // As another little optimisation once an interactive object has been hit we can carry on + // through the scenegraph, but we know that there will be no more hits! So we can avoid extra hit tests + // A final optimisation is that an object is not hit test directly if a child has already been hit. + + interactive = displayObject.interactive || interactive; + + var hit = false; + var interactiveParent = interactive; + + // Flag here can set to false if the event is outside the parents hitArea or mask + var hitTestChildren = true; + + // If there is a hitArea, no need to test against anything else if the pointer is not within the hitArea + // There is also no longer a need to hitTest children. + if (displayObject.hitArea) { + if (hitTest) { + displayObject.worldTransform.applyInverse(point, this._tempPoint); + if (!displayObject.hitArea.contains(this._tempPoint.x, this._tempPoint.y)) { + hitTest = false; + hitTestChildren = false; + } else { + hit = true; + } + } + interactiveParent = false; + } + // If there is a mask, no need to test against anything else if the pointer is not within the mask + else if (displayObject._mask) { + if (hitTest) { + if (!displayObject._mask.containsPoint(point)) { + hitTest = false; + hitTestChildren = false; + } + } + } + + // ** FREE TIP **! If an object is not interactive or has no buttons in it + // (such as a game scene!) set interactiveChildren to false for that displayObject. + // This will allow PixiJS to completely ignore and bypass checking the displayObjects children. + if (hitTestChildren && displayObject.interactiveChildren && displayObject.children) { + var children = displayObject.children; + + for (var i = children.length - 1; i >= 0; i--) { + var child = children[i]; + + // time to get recursive.. if this function will return if something is hit.. + var childHit = this.processInteractive(interactionEvent, child, func, hitTest, interactiveParent); + + if (childHit) { + // its a good idea to check if a child has lost its parent. + // this means it has been removed whilst looping so its best + if (!child.parent) { + continue; + } + + // we no longer need to hit test any more objects in this container as we we + // now know the parent has been hit + interactiveParent = false; + + // If the child is interactive , that means that the object hit was actually + // interactive and not just the child of an interactive object. + // This means we no longer need to hit test anything else. We still need to run + // through all objects, but we don't need to perform any hit tests. + + if (childHit) { + if (interactionEvent.target) { + hitTest = false; + } + hit = true; + } + } + } + } + + // no point running this if the item is not interactive or does not have an interactive parent. + if (interactive) { + // if we are hit testing (as in we have no hit any objects yet) + // We also don't need to worry about hit testing if once of the displayObjects children + // has already been hit - but only if it was interactive, otherwise we need to keep + // looking for an interactive child, just in case we hit one + if (hitTest && !interactionEvent.target) { + // already tested against hitArea if it is defined + if (!displayObject.hitArea && displayObject.containsPoint) { + if (displayObject.containsPoint(point)) { + hit = true; + } + } + } + + if (displayObject.interactive) { + if (hit && !interactionEvent.target) { + interactionEvent.target = displayObject; + } + + if (func) { + func(interactionEvent, displayObject, !!hit); + } + } + } + + return hit; + }; + + /** + * Is called when the pointer button is pressed down on the renderer element + * + * @private + * @param {PointerEvent} originalEvent - The DOM event of a pointer button being pressed down + */ + + + InteractionManager.prototype.onPointerDown = function onPointerDown(originalEvent) { + // if we support touch events, then only use those for touch events, not pointer events + if (this.supportsTouchEvents && originalEvent.pointerType === 'touch') return; + + var events = this.normalizeToPointerData(originalEvent); + + /** + * No need to prevent default on natural pointer events, as there are no side effects + * Normalized events, however, may have the double mousedown/touchstart issue on the native android browser, + * so still need to be prevented. + */ + + // Guaranteed that there will be at least one event in events, and all events must have the same pointer type + + if (this.autoPreventDefault && events[0].isNormalized) { + originalEvent.preventDefault(); + } + + var eventLen = events.length; + + for (var i = 0; i < eventLen; i++) { + var event = events[i]; + + var interactionData = this.getInteractionDataForPointerId(event); + + var interactionEvent = this.configureInteractionEventForDOMEvent(this.eventData, event, interactionData); + + interactionEvent.data.originalEvent = originalEvent; + + this.processInteractive(interactionEvent, this.renderer._lastObjectRendered, this.processPointerDown, true); + + this.emit('pointerdown', interactionEvent); + if (event.pointerType === 'touch') { + this.emit('touchstart', interactionEvent); + } + // emit a mouse event for "pen" pointers, the way a browser would emit a fallback event + else if (event.pointerType === 'mouse' || event.pointerType === 'pen') { + var isRightButton = event.button === 2; + + this.emit(isRightButton ? 'rightdown' : 'mousedown', this.eventData); + } + } + }; + + /** + * Processes the result of the pointer down check and dispatches the event if need be + * + * @private + * @param {PIXI.interaction.InteractionEvent} interactionEvent - The interaction event wrapping the DOM event + * @param {PIXI.Container|PIXI.Sprite|PIXI.extras.TilingSprite} displayObject - The display object that was tested + * @param {boolean} hit - the result of the hit test on the display object + */ + + + InteractionManager.prototype.processPointerDown = function processPointerDown(interactionEvent, displayObject, hit) { + var data = interactionEvent.data; + var id = interactionEvent.data.identifier; + + if (hit) { + if (!displayObject.trackedPointers[id]) { + displayObject.trackedPointers[id] = new _InteractionTrackingData2.default(id); + } + this.dispatchEvent(displayObject, 'pointerdown', interactionEvent); + + if (data.pointerType === 'touch') { + this.dispatchEvent(displayObject, 'touchstart', interactionEvent); + } else if (data.pointerType === 'mouse' || data.pointerType === 'pen') { + var isRightButton = data.button === 2; + + if (isRightButton) { + displayObject.trackedPointers[id].rightDown = true; + } else { + displayObject.trackedPointers[id].leftDown = true; + } + + this.dispatchEvent(displayObject, isRightButton ? 'rightdown' : 'mousedown', interactionEvent); + } + } + }; + + /** + * Is called when the pointer button is released on the renderer element + * + * @private + * @param {PointerEvent} originalEvent - The DOM event of a pointer button being released + * @param {boolean} cancelled - true if the pointer is cancelled + * @param {Function} func - Function passed to {@link processInteractive} + */ + + + InteractionManager.prototype.onPointerComplete = function onPointerComplete(originalEvent, cancelled, func) { + var events = this.normalizeToPointerData(originalEvent); + + var eventLen = events.length; + + // if the event wasn't targeting our canvas, then consider it to be pointerupoutside + // in all cases (unless it was a pointercancel) + var eventAppend = originalEvent.target !== this.interactionDOMElement ? 'outside' : ''; + + for (var i = 0; i < eventLen; i++) { + var event = events[i]; + + var interactionData = this.getInteractionDataForPointerId(event); + + var interactionEvent = this.configureInteractionEventForDOMEvent(this.eventData, event, interactionData); + + interactionEvent.data.originalEvent = originalEvent; + + // perform hit testing for events targeting our canvas or cancel events + this.processInteractive(interactionEvent, this.renderer._lastObjectRendered, func, cancelled || !eventAppend); + + this.emit(cancelled ? 'pointercancel' : 'pointerup' + eventAppend, interactionEvent); + + if (event.pointerType === 'mouse' || event.pointerType === 'pen') { + var isRightButton = event.button === 2; + + this.emit(isRightButton ? 'rightup' + eventAppend : 'mouseup' + eventAppend, interactionEvent); + } else if (event.pointerType === 'touch') { + this.emit(cancelled ? 'touchcancel' : 'touchend' + eventAppend, interactionEvent); + this.releaseInteractionDataForPointerId(event.pointerId, interactionData); + } + } + }; + + /** + * Is called when the pointer button is cancelled + * + * @private + * @param {PointerEvent} event - The DOM event of a pointer button being released + */ + + + InteractionManager.prototype.onPointerCancel = function onPointerCancel(event) { + // if we support touch events, then only use those for touch events, not pointer events + if (this.supportsTouchEvents && event.pointerType === 'touch') return; + + this.onPointerComplete(event, true, this.processPointerCancel); + }; + + /** + * Processes the result of the pointer cancel check and dispatches the event if need be + * + * @private + * @param {PIXI.interaction.InteractionEvent} interactionEvent - The interaction event wrapping the DOM event + * @param {PIXI.Container|PIXI.Sprite|PIXI.extras.TilingSprite} displayObject - The display object that was tested + */ + + + InteractionManager.prototype.processPointerCancel = function processPointerCancel(interactionEvent, displayObject) { + var data = interactionEvent.data; + + var id = interactionEvent.data.identifier; + + if (displayObject.trackedPointers[id] !== undefined) { + delete displayObject.trackedPointers[id]; + this.dispatchEvent(displayObject, 'pointercancel', interactionEvent); + + if (data.pointerType === 'touch') { + this.dispatchEvent(displayObject, 'touchcancel', interactionEvent); + } + } + }; + + /** + * Is called when the pointer button is released on the renderer element + * + * @private + * @param {PointerEvent} event - The DOM event of a pointer button being released + */ + + + InteractionManager.prototype.onPointerUp = function onPointerUp(event) { + // if we support touch events, then only use those for touch events, not pointer events + if (this.supportsTouchEvents && event.pointerType === 'touch') return; + + this.onPointerComplete(event, false, this.processPointerUp); + }; + + /** + * Processes the result of the pointer up check and dispatches the event if need be + * + * @private + * @param {PIXI.interaction.InteractionEvent} interactionEvent - The interaction event wrapping the DOM event + * @param {PIXI.Container|PIXI.Sprite|PIXI.extras.TilingSprite} displayObject - The display object that was tested + * @param {boolean} hit - the result of the hit test on the display object + */ + + + InteractionManager.prototype.processPointerUp = function processPointerUp(interactionEvent, displayObject, hit) { + var data = interactionEvent.data; + + var id = interactionEvent.data.identifier; + + var trackingData = displayObject.trackedPointers[id]; + + var isTouch = data.pointerType === 'touch'; + + var isMouse = data.pointerType === 'mouse' || data.pointerType === 'pen'; + // need to track mouse down status in the mouse block so that we can emit + // event in a later block + var isMouseTap = false; + + // Mouse only + if (isMouse) { + var isRightButton = data.button === 2; + + var flags = _InteractionTrackingData2.default.FLAGS; + + var test = isRightButton ? flags.RIGHT_DOWN : flags.LEFT_DOWN; + + var isDown = trackingData !== undefined && trackingData.flags & test; + + if (hit) { + this.dispatchEvent(displayObject, isRightButton ? 'rightup' : 'mouseup', interactionEvent); + + if (isDown) { + this.dispatchEvent(displayObject, isRightButton ? 'rightclick' : 'click', interactionEvent); + // because we can confirm that the mousedown happened on this object, flag for later emit of pointertap + isMouseTap = true; + } + } else if (isDown) { + this.dispatchEvent(displayObject, isRightButton ? 'rightupoutside' : 'mouseupoutside', interactionEvent); + } + // update the down state of the tracking data + if (trackingData) { + if (isRightButton) { + trackingData.rightDown = false; + } else { + trackingData.leftDown = false; + } + } + } + + // Pointers and Touches, and Mouse + if (hit) { + this.dispatchEvent(displayObject, 'pointerup', interactionEvent); + if (isTouch) this.dispatchEvent(displayObject, 'touchend', interactionEvent); + + if (trackingData) { + // emit pointertap if not a mouse, or if the mouse block decided it was a tap + if (!isMouse || isMouseTap) { + this.dispatchEvent(displayObject, 'pointertap', interactionEvent); + } + if (isTouch) { + this.dispatchEvent(displayObject, 'tap', interactionEvent); + // touches are no longer over (if they ever were) when we get the touchend + // so we should ensure that we don't keep pretending that they are + trackingData.over = false; + } + } + } else if (trackingData) { + this.dispatchEvent(displayObject, 'pointerupoutside', interactionEvent); + if (isTouch) this.dispatchEvent(displayObject, 'touchendoutside', interactionEvent); + } + // Only remove the tracking data if there is no over/down state still associated with it + if (trackingData && trackingData.none) { + delete displayObject.trackedPointers[id]; + } + }; + + /** + * Is called when the pointer moves across the renderer element + * + * @private + * @param {PointerEvent} originalEvent - The DOM event of a pointer moving + */ + + + InteractionManager.prototype.onPointerMove = function onPointerMove(originalEvent) { + // if we support touch events, then only use those for touch events, not pointer events + if (this.supportsTouchEvents && originalEvent.pointerType === 'touch') return; + + var events = this.normalizeToPointerData(originalEvent); + + if (events[0].pointerType === 'mouse' || events[0].pointerType === 'pen') { + this.didMove = true; + + this.cursor = null; + } + + var eventLen = events.length; + + for (var i = 0; i < eventLen; i++) { + var event = events[i]; + + var interactionData = this.getInteractionDataForPointerId(event); + + var interactionEvent = this.configureInteractionEventForDOMEvent(this.eventData, event, interactionData); + + interactionEvent.data.originalEvent = originalEvent; + + var interactive = event.pointerType === 'touch' ? this.moveWhenInside : true; + + this.processInteractive(interactionEvent, this.renderer._lastObjectRendered, this.processPointerMove, interactive); + this.emit('pointermove', interactionEvent); + if (event.pointerType === 'touch') this.emit('touchmove', interactionEvent); + if (event.pointerType === 'mouse' || event.pointerType === 'pen') this.emit('mousemove', interactionEvent); + } + + if (events[0].pointerType === 'mouse') { + this.setCursorMode(this.cursor); + + // TODO BUG for parents interactive object (border order issue) + } + }; + + /** + * Processes the result of the pointer move check and dispatches the event if need be + * + * @private + * @param {PIXI.interaction.InteractionEvent} interactionEvent - The interaction event wrapping the DOM event + * @param {PIXI.Container|PIXI.Sprite|PIXI.extras.TilingSprite} displayObject - The display object that was tested + * @param {boolean} hit - the result of the hit test on the display object + */ + + + InteractionManager.prototype.processPointerMove = function processPointerMove(interactionEvent, displayObject, hit) { + var data = interactionEvent.data; + + var isTouch = data.pointerType === 'touch'; + + var isMouse = data.pointerType === 'mouse' || data.pointerType === 'pen'; + + if (isMouse) { + this.processPointerOverOut(interactionEvent, displayObject, hit); + } + + if (!this.moveWhenInside || hit) { + this.dispatchEvent(displayObject, 'pointermove', interactionEvent); + if (isTouch) this.dispatchEvent(displayObject, 'touchmove', interactionEvent); + if (isMouse) this.dispatchEvent(displayObject, 'mousemove', interactionEvent); + } + }; + + /** + * Is called when the pointer is moved out of the renderer element + * + * @private + * @param {PointerEvent} originalEvent - The DOM event of a pointer being moved out + */ + + + InteractionManager.prototype.onPointerOut = function onPointerOut(originalEvent) { + // if we support touch events, then only use those for touch events, not pointer events + if (this.supportsTouchEvents && originalEvent.pointerType === 'touch') return; + + var events = this.normalizeToPointerData(originalEvent); + + // Only mouse and pointer can call onPointerOut, so events will always be length 1 + var event = events[0]; + + if (event.pointerType === 'mouse') { + this.mouseOverRenderer = false; + this.setCursorMode(null); + } + + var interactionData = this.getInteractionDataForPointerId(event); + + var interactionEvent = this.configureInteractionEventForDOMEvent(this.eventData, event, interactionData); + + interactionEvent.data.originalEvent = event; + + this.processInteractive(interactionEvent, this.renderer._lastObjectRendered, this.processPointerOverOut, false); + + this.emit('pointerout', interactionEvent); + if (event.pointerType === 'mouse' || event.pointerType === 'pen') { + this.emit('mouseout', interactionEvent); + } else { + // we can get touchleave events after touchend, so we want to make sure we don't + // introduce memory leaks + this.releaseInteractionDataForPointerId(interactionData.identifier); + } + }; + + /** + * Processes the result of the pointer over/out check and dispatches the event if need be + * + * @private + * @param {PIXI.interaction.InteractionEvent} interactionEvent - The interaction event wrapping the DOM event + * @param {PIXI.Container|PIXI.Sprite|PIXI.extras.TilingSprite} displayObject - The display object that was tested + * @param {boolean} hit - the result of the hit test on the display object + */ + + + InteractionManager.prototype.processPointerOverOut = function processPointerOverOut(interactionEvent, displayObject, hit) { + var data = interactionEvent.data; + + var id = interactionEvent.data.identifier; + + var isMouse = data.pointerType === 'mouse' || data.pointerType === 'pen'; + + var trackingData = displayObject.trackedPointers[id]; + + // if we just moused over the display object, then we need to track that state + if (hit && !trackingData) { + trackingData = displayObject.trackedPointers[id] = new _InteractionTrackingData2.default(id); + } + + if (trackingData === undefined) return; + + if (hit && this.mouseOverRenderer) { + if (!trackingData.over) { + trackingData.over = true; + this.dispatchEvent(displayObject, 'pointerover', interactionEvent); + if (isMouse) { + this.dispatchEvent(displayObject, 'mouseover', interactionEvent); + } + } + + // only change the cursor if it has not already been changed (by something deeper in the + // display tree) + if (isMouse && this.cursor === null) { + this.cursor = displayObject.cursor; + } + } else if (trackingData.over) { + trackingData.over = false; + this.dispatchEvent(displayObject, 'pointerout', this.eventData); + if (isMouse) { + this.dispatchEvent(displayObject, 'mouseout', interactionEvent); + } + // if there is no mouse down information for the pointer, then it is safe to delete + if (trackingData.none) { + delete displayObject.trackedPointers[id]; + } + } + }; + + /** + * Is called when the pointer is moved into the renderer element + * + * @private + * @param {PointerEvent} originalEvent - The DOM event of a pointer button being moved into the renderer view + */ + + + InteractionManager.prototype.onPointerOver = function onPointerOver(originalEvent) { + var events = this.normalizeToPointerData(originalEvent); + + // Only mouse and pointer can call onPointerOver, so events will always be length 1 + var event = events[0]; + + var interactionData = this.getInteractionDataForPointerId(event); + + var interactionEvent = this.configureInteractionEventForDOMEvent(this.eventData, event, interactionData); + + interactionEvent.data.originalEvent = event; + + if (event.pointerType === 'mouse') { + this.mouseOverRenderer = true; + } + + this.emit('pointerover', interactionEvent); + if (event.pointerType === 'mouse' || event.pointerType === 'pen') { + this.emit('mouseover', interactionEvent); + } + }; + + /** + * Get InteractionData for a given pointerId. Store that data as well + * + * @private + * @param {PointerEvent} event - Normalized pointer event, output from normalizeToPointerData + * @return {PIXI.interaction.InteractionData} - Interaction data for the given pointer identifier + */ + + + InteractionManager.prototype.getInteractionDataForPointerId = function getInteractionDataForPointerId(event) { + var pointerId = event.pointerId; + + var interactionData = void 0; + + if (pointerId === MOUSE_POINTER_ID || event.pointerType === 'mouse') { + interactionData = this.mouse; + } else if (this.activeInteractionData[pointerId]) { + interactionData = this.activeInteractionData[pointerId]; + } else { + interactionData = this.interactionDataPool.pop() || new _InteractionData2.default(); + interactionData.identifier = pointerId; + this.activeInteractionData[pointerId] = interactionData; + } + // copy properties from the event, so that we can make sure that touch/pointer specific + // data is available + interactionData.copyEvent(event); + + return interactionData; + }; + + /** + * Return unused InteractionData to the pool, for a given pointerId + * + * @private + * @param {number} pointerId - Identifier from a pointer event + */ + + + InteractionManager.prototype.releaseInteractionDataForPointerId = function releaseInteractionDataForPointerId(pointerId) { + var interactionData = this.activeInteractionData[pointerId]; + + if (interactionData) { + delete this.activeInteractionData[pointerId]; + interactionData.reset(); + this.interactionDataPool.push(interactionData); + } + }; + + /** + * Configure an InteractionEvent to wrap a DOM PointerEvent and InteractionData + * + * @private + * @param {PIXI.interaction.InteractionEvent} interactionEvent - The event to be configured + * @param {PointerEvent} pointerEvent - The DOM event that will be paired with the InteractionEvent + * @param {PIXI.interaction.InteractionData} interactionData - The InteractionData that will be paired + * with the InteractionEvent + * @return {PIXI.interaction.InteractionEvent} the interaction event that was passed in + */ + + + InteractionManager.prototype.configureInteractionEventForDOMEvent = function configureInteractionEventForDOMEvent(interactionEvent, pointerEvent, interactionData) { + interactionEvent.data = interactionData; + + this.mapPositionToPoint(interactionData.global, pointerEvent.clientX, pointerEvent.clientY); + + // This is the way InteractionManager processed touch events before the refactoring, so I've kept + // it here. But it doesn't make that much sense to me, since mapPositionToPoint already factors + // in this.resolution, so this just divides by this.resolution twice for touch events... + if (navigator.isCocoonJS && pointerEvent.pointerType === 'touch') { + interactionData.global.x = interactionData.global.x / this.resolution; + interactionData.global.y = interactionData.global.y / this.resolution; + } + + // Not really sure why this is happening, but it's how a previous version handled things + if (pointerEvent.pointerType === 'touch') { + pointerEvent.globalX = interactionData.global.x; + pointerEvent.globalY = interactionData.global.y; + } + + interactionData.originalEvent = pointerEvent; + interactionEvent.reset(); + + return interactionEvent; + }; + + /** + * Ensures that the original event object contains all data that a regular pointer event would have + * + * @private + * @param {TouchEvent|MouseEvent|PointerEvent} event - The original event data from a touch or mouse event + * @return {PointerEvent[]} An array containing a single normalized pointer event, in the case of a pointer + * or mouse event, or a multiple normalized pointer events if there are multiple changed touches + */ + + + InteractionManager.prototype.normalizeToPointerData = function normalizeToPointerData(event) { + var normalizedEvents = []; + + if (this.supportsTouchEvents && event instanceof TouchEvent) { + for (var i = 0, li = event.changedTouches.length; i < li; i++) { + var touch = event.changedTouches[i]; + + if (typeof touch.button === 'undefined') touch.button = event.touches.length ? 1 : 0; + if (typeof touch.buttons === 'undefined') touch.buttons = event.touches.length ? 1 : 0; + if (typeof touch.isPrimary === 'undefined') { + touch.isPrimary = event.touches.length === 1 && event.type === 'touchstart'; + } + if (typeof touch.width === 'undefined') touch.width = touch.radiusX || 1; + if (typeof touch.height === 'undefined') touch.height = touch.radiusY || 1; + if (typeof touch.tiltX === 'undefined') touch.tiltX = 0; + if (typeof touch.tiltY === 'undefined') touch.tiltY = 0; + if (typeof touch.pointerType === 'undefined') touch.pointerType = 'touch'; + if (typeof touch.pointerId === 'undefined') touch.pointerId = touch.identifier || 0; + if (typeof touch.pressure === 'undefined') touch.pressure = touch.force || 0.5; + if (typeof touch.twist === 'undefined') touch.twist = 0; + if (typeof touch.tangentialPressure === 'undefined') touch.tangentialPressure = 0; + // TODO: Remove these, as layerX/Y is not a standard, is deprecated, has uneven + // support, and the fill ins are not quite the same + // offsetX/Y might be okay, but is not the same as clientX/Y when the canvas's top + // left is not 0,0 on the page + if (typeof touch.layerX === 'undefined') touch.layerX = touch.offsetX = touch.clientX; + if (typeof touch.layerY === 'undefined') touch.layerY = touch.offsetY = touch.clientY; + + // mark the touch as normalized, just so that we know we did it + touch.isNormalized = true; + + normalizedEvents.push(touch); + } + } + // apparently PointerEvent subclasses MouseEvent, so yay + else if (event instanceof MouseEvent && (!this.supportsPointerEvents || !(event instanceof window.PointerEvent))) { + if (typeof event.isPrimary === 'undefined') event.isPrimary = true; + if (typeof event.width === 'undefined') event.width = 1; + if (typeof event.height === 'undefined') event.height = 1; + if (typeof event.tiltX === 'undefined') event.tiltX = 0; + if (typeof event.tiltY === 'undefined') event.tiltY = 0; + if (typeof event.pointerType === 'undefined') event.pointerType = 'mouse'; + if (typeof event.pointerId === 'undefined') event.pointerId = MOUSE_POINTER_ID; + if (typeof event.pressure === 'undefined') event.pressure = 0.5; + if (typeof event.twist === 'undefined') event.twist = 0; + if (typeof event.tangentialPressure === 'undefined') event.tangentialPressure = 0; + + // mark the mouse event as normalized, just so that we know we did it + event.isNormalized = true; + + normalizedEvents.push(event); + } else { + normalizedEvents.push(event); + } + + return normalizedEvents; + }; + + /** + * Destroys the interaction manager + * + */ + + + InteractionManager.prototype.destroy = function destroy() { + this.removeEvents(); + + this.removeAllListeners(); + + this.renderer = null; + + this.mouse = null; + + this.eventData = null; + + this.interactionDOMElement = null; + + this.onPointerDown = null; + this.processPointerDown = null; + + this.onPointerUp = null; + this.processPointerUp = null; + + this.onPointerCancel = null; + this.processPointerCancel = null; + + this.onPointerMove = null; + this.processPointerMove = null; + + this.onPointerOut = null; + this.processPointerOverOut = null; + + this.onPointerOver = null; + + this._tempPoint = null; + }; + + return InteractionManager; +}(_eventemitter2.default); + +exports.default = InteractionManager; + + +core.WebGLRenderer.registerPlugin('interaction', InteractionManager); +core.CanvasRenderer.registerPlugin('interaction', InteractionManager); + +},{"../core":65,"./InteractionData":155,"./InteractionEvent":156,"./InteractionTrackingData":158,"./interactiveTarget":160,"eventemitter3":3}],158:[function(require,module,exports){ +"use strict"; + +exports.__esModule = true; + +var _createClass = function () { function defineProperties(target, props) { for (var i = 0; i < props.length; i++) { var descriptor = props[i]; descriptor.enumerable = descriptor.enumerable || false; descriptor.configurable = true; if ("value" in descriptor) descriptor.writable = true; Object.defineProperty(target, descriptor.key, descriptor); } } return function (Constructor, protoProps, staticProps) { if (protoProps) defineProperties(Constructor.prototype, protoProps); if (staticProps) defineProperties(Constructor, staticProps); return Constructor; }; }(); + +function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } + +/** + * DisplayObjects with the {@link PIXI.interaction.interactiveTarget} mixin use this class to track interactions + * + * @class + * @private + * @memberof PIXI.interaction + */ +var InteractionTrackingData = function () { + /** + * @param {number} pointerId - Unique pointer id of the event + */ + function InteractionTrackingData(pointerId) { + _classCallCheck(this, InteractionTrackingData); + + this._pointerId = pointerId; + this._flags = InteractionTrackingData.FLAGS.NONE; + } + + /** + * + * @private + * @param {number} flag - The interaction flag to set + * @param {boolean} yn - Should the flag be set or unset + */ + + + InteractionTrackingData.prototype._doSet = function _doSet(flag, yn) { + if (yn) { + this._flags = this._flags | flag; + } else { + this._flags = this._flags & ~flag; + } + }; + + /** + * Unique pointer id of the event + * + * @readonly + * @member {number} + */ + + + _createClass(InteractionTrackingData, [{ + key: "pointerId", + get: function get() { + return this._pointerId; + } + + /** + * State of the tracking data, expressed as bit flags + * + * @member {number} + * @memberof PIXI.interaction.InteractionTrackingData# + */ + + }, { + key: "flags", + get: function get() { + return this._flags; + } + + /** + * Set the flags for the tracking data + * + * @param {number} flags - Flags to set + */ + , + set: function set(flags) { + this._flags = flags; + } + + /** + * Is the tracked event inactive (not over or down)? + * + * @member {number} + * @memberof PIXI.interaction.InteractionTrackingData# + */ + + }, { + key: "none", + get: function get() { + return this._flags === this.constructor.FLAGS.NONE; + } + + /** + * Is the tracked event over the DisplayObject? + * + * @member {boolean} + * @memberof PIXI.interaction.InteractionTrackingData# + */ + + }, { + key: "over", + get: function get() { + return (this._flags & this.constructor.FLAGS.OVER) !== 0; + } + + /** + * Set the over flag + * + * @param {boolean} yn - Is the event over? + */ + , + set: function set(yn) { + this._doSet(this.constructor.FLAGS.OVER, yn); + } + + /** + * Did the right mouse button come down in the DisplayObject? + * + * @member {boolean} + * @memberof PIXI.interaction.InteractionTrackingData# + */ + + }, { + key: "rightDown", + get: function get() { + return (this._flags & this.constructor.FLAGS.RIGHT_DOWN) !== 0; + } + + /** + * Set the right down flag + * + * @param {boolean} yn - Is the right mouse button down? + */ + , + set: function set(yn) { + this._doSet(this.constructor.FLAGS.RIGHT_DOWN, yn); + } + + /** + * Did the left mouse button come down in the DisplayObject? + * + * @member {boolean} + * @memberof PIXI.interaction.InteractionTrackingData# + */ + + }, { + key: "leftDown", + get: function get() { + return (this._flags & this.constructor.FLAGS.LEFT_DOWN) !== 0; + } + + /** + * Set the left down flag + * + * @param {boolean} yn - Is the left mouse button down? + */ + , + set: function set(yn) { + this._doSet(this.constructor.FLAGS.LEFT_DOWN, yn); + } + }]); + + return InteractionTrackingData; +}(); + +exports.default = InteractionTrackingData; + + +InteractionTrackingData.FLAGS = Object.freeze({ + NONE: 0, + OVER: 1 << 0, + LEFT_DOWN: 1 << 1, + RIGHT_DOWN: 1 << 2 +}); + +},{}],159:[function(require,module,exports){ +'use strict'; + +exports.__esModule = true; + +var _InteractionData = require('./InteractionData'); + +Object.defineProperty(exports, 'InteractionData', { + enumerable: true, + get: function get() { + return _interopRequireDefault(_InteractionData).default; + } +}); + +var _InteractionManager = require('./InteractionManager'); + +Object.defineProperty(exports, 'InteractionManager', { + enumerable: true, + get: function get() { + return _interopRequireDefault(_InteractionManager).default; + } +}); + +var _interactiveTarget = require('./interactiveTarget'); + +Object.defineProperty(exports, 'interactiveTarget', { + enumerable: true, + get: function get() { + return _interopRequireDefault(_interactiveTarget).default; + } +}); + +var _InteractionTrackingData = require('./InteractionTrackingData'); + +Object.defineProperty(exports, 'InteractionTrackingData', { + enumerable: true, + get: function get() { + return _interopRequireDefault(_InteractionTrackingData).default; + } +}); + +var _InteractionEvent = require('./InteractionEvent'); + +Object.defineProperty(exports, 'InteractionEvent', { + enumerable: true, + get: function get() { + return _interopRequireDefault(_InteractionEvent).default; + } +}); + +function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } + +},{"./InteractionData":155,"./InteractionEvent":156,"./InteractionManager":157,"./InteractionTrackingData":158,"./interactiveTarget":160}],160:[function(require,module,exports){ +'use strict'; + +exports.__esModule = true; +/** + * Default property values of interactive objects + * Used by {@link PIXI.interaction.InteractionManager} to automatically give all DisplayObjects these properties + * + * @private + * @name interactiveTarget + * @memberof PIXI.interaction + * @example + * function MyObject() {} + * + * Object.assign( + * core.DisplayObject.prototype, + * PIXI.interaction.interactiveTarget + * ); + */ +exports.default = { + + /** + * Enable interaction events for the DisplayObject. Touch, pointer and mouse + * events will not be emitted unless `interactive` is set to `true`. + * + * @example + * const sprite = new PIXI.Sprite(texture); + * sprite.interactive = true; + * sprite.on('tap', (event) => { + * //handle event + * }); + * @member {boolean} + * @memberof PIXI.DisplayObject# + */ + interactive: false, + + /** + * Determines if the children to the displayObject can be clicked/touched + * Setting this to false allows PixiJS to bypass a recursive `hitTest` function + * + * @member {boolean} + * @memberof PIXI.Container# + */ + interactiveChildren: true, + + /** + * Interaction shape. Children will be hit first, then this shape will be checked. + * Setting this will cause this shape to be checked in hit tests rather than the displayObject's bounds. + * + * @example + * const sprite = new PIXI.Sprite(texture); + * sprite.interactive = true; + * sprite.hitArea = new PIXI.Rectangle(0, 0, 100, 100); + * @member {PIXI.Rectangle|PIXI.Circle|PIXI.Ellipse|PIXI.Polygon|PIXI.RoundedRectangle} + * @memberof PIXI.DisplayObject# + */ + hitArea: null, + + /** + * If enabled, the mouse cursor use the pointer behavior when hovered over the displayObject if it is interactive + * Setting this changes the 'cursor' property to `'pointer'`. + * + * @example + * const sprite = new PIXI.Sprite(texture); + * sprite.interactive = true; + * sprite.buttonMode = true; + * @member {boolean} + * @memberof PIXI.DisplayObject# + */ + get buttonMode() { + return this.cursor === 'pointer'; + }, + set buttonMode(value) { + if (value) { + this.cursor = 'pointer'; + } else if (this.cursor === 'pointer') { + this.cursor = null; + } + }, + + /** + * This defines what cursor mode is used when the mouse cursor + * is hovered over the displayObject. + * + * @example + * const sprite = new PIXI.Sprite(texture); + * sprite.interactive = true; + * sprite.cursor = 'wait'; + * @see https://developer.mozilla.org/en/docs/Web/CSS/cursor + * + * @member {string} + * @memberof PIXI.DisplayObject# + */ + cursor: null, + + /** + * Internal set of all active pointers, by identifier + * + * @member {Map} + * @memberof PIXI.DisplayObject# + * @private + */ + get trackedPointers() { + if (this._trackedPointers === undefined) this._trackedPointers = {}; + + return this._trackedPointers; + }, + + /** + * Map of all tracked pointers, by identifier. Use trackedPointers to access. + * + * @private + * @type {Map} + */ + _trackedPointers: undefined +}; + +},{}],161:[function(require,module,exports){ +'use strict'; + +exports.__esModule = true; +exports.parse = parse; + +exports.default = function () { + return function bitmapFontParser(resource, next) { + // skip if no data or not xml data + if (!resource.data || resource.type !== _resourceLoader.Resource.TYPE.XML) { + next(); + + return; + } + + // skip if not bitmap font data, using some silly duck-typing + if (resource.data.getElementsByTagName('page').length === 0 || resource.data.getElementsByTagName('info').length === 0 || resource.data.getElementsByTagName('info')[0].getAttribute('face') === null) { + next(); + + return; + } + + var xmlUrl = !resource.isDataUrl ? path.dirname(resource.url) : ''; + + if (resource.isDataUrl) { + if (xmlUrl === '.') { + xmlUrl = ''; + } + + if (this.baseUrl && xmlUrl) { + // if baseurl has a trailing slash then add one to xmlUrl so the replace works below + if (this.baseUrl.charAt(this.baseUrl.length - 1) === '/') { + xmlUrl += '/'; + } + } + } + + // remove baseUrl from xmlUrl + xmlUrl = xmlUrl.replace(this.baseUrl, ''); + + // if there is an xmlUrl now, it needs a trailing slash. Ensure that it does if the string isn't empty. + if (xmlUrl && xmlUrl.charAt(xmlUrl.length - 1) !== '/') { + xmlUrl += '/'; + } + + var pages = resource.data.getElementsByTagName('page'); + var textures = {}; + + // Handle completed, when the number of textures + // load is the same number as references in the fnt file + var completed = function completed(page) { + textures[page.metadata.pageFile] = page.texture; + + if (Object.keys(textures).length === pages.length) { + parse(resource, textures); + next(); + } + }; + + for (var i = 0; i < pages.length; ++i) { + var pageFile = pages[i].getAttribute('file'); + var url = xmlUrl + pageFile; + var exists = false; + + // incase the image is loaded outside + // using the same loader, resource will be available + for (var name in this.resources) { + var bitmapResource = this.resources[name]; + + if (bitmapResource.url === url) { + bitmapResource.metadata.pageFile = pageFile; + if (bitmapResource.texture) { + completed(bitmapResource); + } else { + bitmapResource.onAfterMiddleware.add(completed); + } + exists = true; + break; + } + } + + // texture is not loaded, we'll attempt to add + // it to the load and add the texture to the list + if (!exists) { + // Standard loading options for images + var options = { + crossOrigin: resource.crossOrigin, + loadType: _resourceLoader.Resource.LOAD_TYPE.IMAGE, + metadata: Object.assign({ pageFile: pageFile }, resource.metadata.imageMetadata), + parentResource: resource + }; + + this.add(url, options, completed); + } + } + }; +}; + +var _path = require('path'); + +var path = _interopRequireWildcard(_path); + +var _resourceLoader = require('resource-loader'); + +var _extras = require('../extras'); + +function _interopRequireWildcard(obj) { if (obj && obj.__esModule) { return obj; } else { var newObj = {}; if (obj != null) { for (var key in obj) { if (Object.prototype.hasOwnProperty.call(obj, key)) newObj[key] = obj[key]; } } newObj.default = obj; return newObj; } } + +/** + * Register a BitmapText font from loader resource. + * + * @function parseBitmapFontData + * @memberof PIXI.loaders + * @param {PIXI.loaders.Resource} resource - Loader resource. + * @param {PIXI.Texture|PIXI.Texture[]} textures - List of textures for each page. + */ +function parse(resource, textures) { + resource.bitmapFont = _extras.BitmapText.registerFont(resource.data, textures); +} + +},{"../extras":141,"path":8,"resource-loader":36}],162:[function(require,module,exports){ +'use strict'; + +exports.__esModule = true; +exports.shared = exports.Resource = exports.textureParser = exports.getResourcePath = exports.spritesheetParser = exports.parseBitmapFontData = exports.bitmapFontParser = exports.Loader = undefined; + +var _bitmapFontParser = require('./bitmapFontParser'); + +Object.defineProperty(exports, 'bitmapFontParser', { + enumerable: true, + get: function get() { + return _interopRequireDefault(_bitmapFontParser).default; + } +}); +Object.defineProperty(exports, 'parseBitmapFontData', { + enumerable: true, + get: function get() { + return _bitmapFontParser.parse; + } +}); + +var _spritesheetParser = require('./spritesheetParser'); + +Object.defineProperty(exports, 'spritesheetParser', { + enumerable: true, + get: function get() { + return _interopRequireDefault(_spritesheetParser).default; + } +}); +Object.defineProperty(exports, 'getResourcePath', { + enumerable: true, + get: function get() { + return _spritesheetParser.getResourcePath; + } +}); + +var _textureParser = require('./textureParser'); + +Object.defineProperty(exports, 'textureParser', { + enumerable: true, + get: function get() { + return _interopRequireDefault(_textureParser).default; + } +}); + +var _resourceLoader = require('resource-loader'); + +Object.defineProperty(exports, 'Resource', { + enumerable: true, + get: function get() { + return _resourceLoader.Resource; + } +}); + +var _Application = require('../core/Application'); + +var _Application2 = _interopRequireDefault(_Application); + +var _loader = require('./loader'); + +var _loader2 = _interopRequireDefault(_loader); + +function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } + +/** + * This namespace contains APIs which extends the {@link https://github.com/englercj/resource-loader resource-loader} module + * for loading assets, data, and other resources dynamically. + * @example + * const loader = new PIXI.loaders.Loader(); + * loader.add('bunny', 'data/bunny.png') + * .add('spaceship', 'assets/spritesheet.json'); + * loader.load((loader, resources) => { + * // resources.bunny + * // resources.spaceship + * }); + * @namespace PIXI.loaders + */ +exports.Loader = _loader2.default; + + +/** + * A premade instance of the loader that can be used to load resources. + * @name shared + * @memberof PIXI.loaders + * @type {PIXI.loaders.Loader} + */ +var shared = new _loader2.default(); + +shared.destroy = function () { + // protect destroying shared loader +}; + +exports.shared = shared; + +// Mixin the loader construction + +var AppPrototype = _Application2.default.prototype; + +AppPrototype._loader = null; + +/** + * Loader instance to help with asset loading. + * @name PIXI.Application#loader + * @type {PIXI.loaders.Loader} + */ +Object.defineProperty(AppPrototype, 'loader', { + get: function get() { + if (!this._loader) { + var sharedLoader = this._options.sharedLoader; + + this._loader = sharedLoader ? shared : new _loader2.default(); + } + + return this._loader; + } +}); + +// Override the destroy function +// making sure to destroy the current Loader +AppPrototype._parentDestroy = AppPrototype.destroy; +AppPrototype.destroy = function destroy(removeView, stageOptions) { + if (this._loader) { + this._loader.destroy(); + this._loader = null; + } + this._parentDestroy(removeView, stageOptions); +}; + +},{"../core/Application":43,"./bitmapFontParser":161,"./loader":163,"./spritesheetParser":164,"./textureParser":165,"resource-loader":36}],163:[function(require,module,exports){ +'use strict'; + +exports.__esModule = true; + +var _resourceLoader = require('resource-loader'); + +var _resourceLoader2 = _interopRequireDefault(_resourceLoader); + +var _blob = require('resource-loader/lib/middlewares/parsing/blob'); + +var _eventemitter = require('eventemitter3'); + +var _eventemitter2 = _interopRequireDefault(_eventemitter); + +var _textureParser = require('./textureParser'); + +var _textureParser2 = _interopRequireDefault(_textureParser); + +var _spritesheetParser = require('./spritesheetParser'); + +var _spritesheetParser2 = _interopRequireDefault(_spritesheetParser); + +var _bitmapFontParser = require('./bitmapFontParser'); + +var _bitmapFontParser2 = _interopRequireDefault(_bitmapFontParser); + +function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } + +function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } + +function _possibleConstructorReturn(self, call) { if (!self) { throw new ReferenceError("this hasn't been initialised - super() hasn't been called"); } return call && (typeof call === "object" || typeof call === "function") ? call : self; } + +function _inherits(subClass, superClass) { if (typeof superClass !== "function" && superClass !== null) { throw new TypeError("Super expression must either be null or a function, not " + typeof superClass); } subClass.prototype = Object.create(superClass && superClass.prototype, { constructor: { value: subClass, enumerable: false, writable: true, configurable: true } }); if (superClass) Object.setPrototypeOf ? Object.setPrototypeOf(subClass, superClass) : subClass.__proto__ = superClass; } + +/** + * + * The new loader, extends Resource Loader by Chad Engler: https://github.com/englercj/resource-loader + * + * ```js + * const loader = PIXI.loader; // PixiJS exposes a premade instance for you to use. + * //or + * const loader = new PIXI.loaders.Loader(); // you can also create your own if you want + * + * const sprites = {}; + * + * // Chainable `add` to enqueue a resource + * loader.add('bunny', 'data/bunny.png') + * .add('spaceship', 'assets/spritesheet.json'); + * loader.add('scoreFont', 'assets/score.fnt'); + * + * // Chainable `pre` to add a middleware that runs for each resource, *before* loading that resource. + * // This is useful to implement custom caching modules (using filesystem, indexeddb, memory, etc). + * loader.pre(cachingMiddleware); + * + * // Chainable `use` to add a middleware that runs for each resource, *after* loading that resource. + * // This is useful to implement custom parsing modules (like spritesheet parsers, spine parser, etc). + * loader.use(parsingMiddleware); + * + * // The `load` method loads the queue of resources, and calls the passed in callback called once all + * // resources have loaded. + * loader.load((loader, resources) => { + * // resources is an object where the key is the name of the resource loaded and the value is the resource object. + * // They have a couple default properties: + * // - `url`: The URL that the resource was loaded from + * // - `error`: The error that happened when trying to load (if any) + * // - `data`: The raw data that was loaded + * // also may contain other properties based on the middleware that runs. + * sprites.bunny = new PIXI.TilingSprite(resources.bunny.texture); + * sprites.spaceship = new PIXI.TilingSprite(resources.spaceship.texture); + * sprites.scoreFont = new PIXI.TilingSprite(resources.scoreFont.texture); + * }); + * + * // throughout the process multiple signals can be dispatched. + * loader.onProgress.add(() => {}); // called once per loaded/errored file + * loader.onError.add(() => {}); // called once per errored file + * loader.onLoad.add(() => {}); // called once per loaded file + * loader.onComplete.add(() => {}); // called once when the queued resources all load. + * ``` + * + * @see https://github.com/englercj/resource-loader + * + * @class + * @extends module:resource-loader.ResourceLoader + * @memberof PIXI.loaders + */ +var Loader = function (_ResourceLoader) { + _inherits(Loader, _ResourceLoader); + + /** + * @param {string} [baseUrl=''] - The base url for all resources loaded by this loader. + * @param {number} [concurrency=10] - The number of resources to load concurrently. + */ + function Loader(baseUrl, concurrency) { + _classCallCheck(this, Loader); + + var _this = _possibleConstructorReturn(this, _ResourceLoader.call(this, baseUrl, concurrency)); + + _eventemitter2.default.call(_this); + + for (var i = 0; i < Loader._pixiMiddleware.length; ++i) { + _this.use(Loader._pixiMiddleware[i]()); + } + + // Compat layer, translate the new v2 signals into old v1 events. + _this.onStart.add(function (l) { + return _this.emit('start', l); + }); + _this.onProgress.add(function (l, r) { + return _this.emit('progress', l, r); + }); + _this.onError.add(function (e, l, r) { + return _this.emit('error', e, l, r); + }); + _this.onLoad.add(function (l, r) { + return _this.emit('load', l, r); + }); + _this.onComplete.add(function (l, r) { + return _this.emit('complete', l, r); + }); + return _this; + } + + /** + * Adds a default middleware to the PixiJS loader. + * + * @static + * @param {Function} fn - The middleware to add. + */ + + + Loader.addPixiMiddleware = function addPixiMiddleware(fn) { + Loader._pixiMiddleware.push(fn); + }; + + /** + * Destroy the loader, removes references. + */ + + + Loader.prototype.destroy = function destroy() { + this.removeAllListeners(); + this.reset(); + }; + + return Loader; +}(_resourceLoader2.default); + +// Copy EE3 prototype (mixin) + + +exports.default = Loader; +for (var k in _eventemitter2.default.prototype) { + Loader.prototype[k] = _eventemitter2.default.prototype[k]; +} + +Loader._pixiMiddleware = [ +// parse any blob into more usable objects (e.g. Image) +_blob.blobMiddlewareFactory, +// parse any Image objects into textures +_textureParser2.default, +// parse any spritesheet data into multiple textures +_spritesheetParser2.default, +// parse bitmap font data into multiple textures +_bitmapFontParser2.default]; + +// Add custom extentions +var Resource = _resourceLoader2.default.Resource; + +Resource.setExtensionXhrType('fnt', Resource.XHR_RESPONSE_TYPE.DOCUMENT); + +},{"./bitmapFontParser":161,"./spritesheetParser":164,"./textureParser":165,"eventemitter3":3,"resource-loader":36,"resource-loader/lib/middlewares/parsing/blob":37}],164:[function(require,module,exports){ +'use strict'; + +exports.__esModule = true; + +exports.default = function () { + return function spritesheetParser(resource, next) { + var imageResourceName = resource.name + '_image'; + + // skip if no data, its not json, it isn't spritesheet data, or the image resource already exists + if (!resource.data || resource.type !== _resourceLoader.Resource.TYPE.JSON || !resource.data.frames || this.resources[imageResourceName]) { + next(); + + return; + } + + var loadOptions = { + crossOrigin: resource.crossOrigin, + metadata: resource.metadata.imageMetadata, + parentResource: resource + }; + + var resourcePath = getResourcePath(resource, this.baseUrl); + + // load the image for this sheet + this.add(imageResourceName, resourcePath, loadOptions, function onImageLoad(res) { + if (res.error) { + next(res.error); + + return; + } + + var spritesheet = new _core.Spritesheet(res.texture.baseTexture, resource.data, resource.url); + + spritesheet.parse(function () { + resource.spritesheet = spritesheet; + resource.textures = spritesheet.textures; + next(); + }); + }); + }; +}; + +exports.getResourcePath = getResourcePath; + +var _resourceLoader = require('resource-loader'); + +var _url = require('url'); + +var _url2 = _interopRequireDefault(_url); + +var _core = require('../core'); + +function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } + +function getResourcePath(resource, baseUrl) { + // Prepend url path unless the resource image is a data url + if (resource.isDataUrl) { + return resource.data.meta.image; + } + + return _url2.default.resolve(resource.url.replace(baseUrl, ''), resource.data.meta.image); +} + +},{"../core":65,"resource-loader":36,"url":38}],165:[function(require,module,exports){ +'use strict'; + +exports.__esModule = true; + +exports.default = function () { + return function textureParser(resource, next) { + // create a new texture if the data is an Image object + if (resource.data && resource.type === _resourceLoader.Resource.TYPE.IMAGE) { + resource.texture = _Texture2.default.fromLoader(resource.data, resource.url, resource.name); + } + next(); + }; +}; + +var _resourceLoader = require('resource-loader'); + +var _Texture = require('../core/textures/Texture'); + +var _Texture2 = _interopRequireDefault(_Texture); + +function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } + +},{"../core/textures/Texture":115,"resource-loader":36}],166:[function(require,module,exports){ +'use strict'; + +exports.__esModule = true; + +var _createClass = function () { function defineProperties(target, props) { for (var i = 0; i < props.length; i++) { var descriptor = props[i]; descriptor.enumerable = descriptor.enumerable || false; descriptor.configurable = true; if ("value" in descriptor) descriptor.writable = true; Object.defineProperty(target, descriptor.key, descriptor); } } return function (Constructor, protoProps, staticProps) { if (protoProps) defineProperties(Constructor.prototype, protoProps); if (staticProps) defineProperties(Constructor, staticProps); return Constructor; }; }(); + +var _core = require('../core'); + +var core = _interopRequireWildcard(_core); + +var _Texture = require('../core/textures/Texture'); + +var _Texture2 = _interopRequireDefault(_Texture); + +function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } + +function _interopRequireWildcard(obj) { if (obj && obj.__esModule) { return obj; } else { var newObj = {}; if (obj != null) { for (var key in obj) { if (Object.prototype.hasOwnProperty.call(obj, key)) newObj[key] = obj[key]; } } newObj.default = obj; return newObj; } } + +function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } + +function _possibleConstructorReturn(self, call) { if (!self) { throw new ReferenceError("this hasn't been initialised - super() hasn't been called"); } return call && (typeof call === "object" || typeof call === "function") ? call : self; } + +function _inherits(subClass, superClass) { if (typeof superClass !== "function" && superClass !== null) { throw new TypeError("Super expression must either be null or a function, not " + typeof superClass); } subClass.prototype = Object.create(superClass && superClass.prototype, { constructor: { value: subClass, enumerable: false, writable: true, configurable: true } }); if (superClass) Object.setPrototypeOf ? Object.setPrototypeOf(subClass, superClass) : subClass.__proto__ = superClass; } + +var tempPoint = new core.Point(); +var tempPolygon = new core.Polygon(); + +/** + * Base mesh class + * @class + * @extends PIXI.Container + * @memberof PIXI.mesh + */ + +var Mesh = function (_core$Container) { + _inherits(Mesh, _core$Container); + + /** + * @param {PIXI.Texture} texture - The texture to use + * @param {Float32Array} [vertices] - if you want to specify the vertices + * @param {Float32Array} [uvs] - if you want to specify the uvs + * @param {Uint16Array} [indices] - if you want to specify the indices + * @param {number} [drawMode] - the drawMode, can be any of the Mesh.DRAW_MODES consts + */ + function Mesh(texture, vertices, uvs, indices, drawMode) { + _classCallCheck(this, Mesh); + + /** + * The texture of the Mesh + * + * @member {PIXI.Texture} + * @default PIXI.Texture.EMPTY + * @private + */ + var _this = _possibleConstructorReturn(this, _core$Container.call(this)); + + _this._texture = texture || _Texture2.default.EMPTY; + + /** + * The Uvs of the Mesh + * + * @member {Float32Array} + */ + _this.uvs = uvs || new Float32Array([0, 0, 1, 0, 1, 1, 0, 1]); + + /** + * An array of vertices + * + * @member {Float32Array} + */ + _this.vertices = vertices || new Float32Array([0, 0, 100, 0, 100, 100, 0, 100]); + + /** + * An array containing the indices of the vertices + * + * @member {Uint16Array} + */ + // TODO auto generate this based on draw mode! + _this.indices = indices || new Uint16Array([0, 1, 3, 2]); + + /** + * Version of mesh uvs are dirty or not + * + * @member {number} + */ + _this.dirty = 0; + + /** + * Version of mesh indices + * + * @member {number} + */ + _this.indexDirty = 0; + + /** + * Version of mesh verticies array + * + * @member {number} + */ + _this.vertexDirty = 0; + + /** + * For backwards compatibility the default is to re-upload verticies each render call. + * Set this to `false` and increase `vertexDirty` to manually re-upload the buffer. + * + * @member {boolean} + */ + _this.autoUpdate = true; + + /** + * The blend mode to be applied to the sprite. Set to `PIXI.BLEND_MODES.NORMAL` to remove + * any blend mode. + * + * @member {number} + * @default PIXI.BLEND_MODES.NORMAL + * @see PIXI.BLEND_MODES + */ + _this.blendMode = core.BLEND_MODES.NORMAL; + + /** + * Triangles in canvas mode are automatically antialiased, use this value to force triangles + * to overlap a bit with each other. + * + * @member {number} + */ + _this.canvasPadding = core.settings.MESH_CANVAS_PADDING; + + /** + * The way the Mesh should be drawn, can be any of the {@link PIXI.mesh.Mesh.DRAW_MODES} consts + * + * @member {number} + * @see PIXI.mesh.Mesh.DRAW_MODES + */ + _this.drawMode = drawMode || Mesh.DRAW_MODES.TRIANGLE_MESH; + + /** + * The default shader that is used if a mesh doesn't have a more specific one. + * + * @member {PIXI.Shader} + */ + _this.shader = null; + + /** + * The tint applied to the mesh. This is a [r,g,b] value. A value of [1,1,1] will remove any + * tint effect. + * + * @member {number} + */ + _this.tintRgb = new Float32Array([1, 1, 1]); + + /** + * A map of renderer IDs to webgl render data + * + * @private + * @member {object} + */ + _this._glDatas = {}; + + /** + * transform that is applied to UV to get the texture coords + * its updated independently from texture uvTransform + * updates of uvs are tied to that thing + * + * @member {PIXI.TextureMatrix} + * @private + */ + _this._uvTransform = new core.TextureMatrix(_this._texture); + + /** + * whether or not upload uvTransform to shader + * if its false, then uvs should be pre-multiplied + * if you change it for generated mesh, please call 'refresh(true)' + * @member {boolean} + * @default false + */ + _this.uploadUvTransform = false; + + /** + * Plugin that is responsible for rendering this element. + * Allows to customize the rendering process without overriding '_renderWebGL' & '_renderCanvas' methods. + * @member {string} + * @default 'mesh' + */ + _this.pluginName = 'mesh'; + return _this; + } + + /** + * Renders the object using the WebGL renderer + * + * @private + * @param {PIXI.WebGLRenderer} renderer - a reference to the WebGL renderer + */ + + + Mesh.prototype._renderWebGL = function _renderWebGL(renderer) { + this.refresh(); + renderer.setObjectRenderer(renderer.plugins[this.pluginName]); + renderer.plugins[this.pluginName].render(this); + }; + + /** + * Renders the object using the Canvas renderer + * + * @private + * @param {PIXI.CanvasRenderer} renderer - The canvas renderer. + */ + + + Mesh.prototype._renderCanvas = function _renderCanvas(renderer) { + this.refresh(); + renderer.plugins[this.pluginName].render(this); + }; + + /** + * When the texture is updated, this event will fire to update the scale and frame + * + * @private + */ + + + Mesh.prototype._onTextureUpdate = function _onTextureUpdate() { + this._uvTransform.texture = this._texture; + this.refresh(); + }; + + /** + * multiplies uvs only if uploadUvTransform is false + * call it after you change uvs manually + * make sure that texture is valid + */ + + + Mesh.prototype.multiplyUvs = function multiplyUvs() { + if (!this.uploadUvTransform) { + this._uvTransform.multiplyUvs(this.uvs); + } + }; + + /** + * Refreshes uvs for generated meshes (rope, plane) + * sometimes refreshes vertices too + * + * @param {boolean} [forceUpdate=false] if true, matrices will be updated any case + */ + + + Mesh.prototype.refresh = function refresh(forceUpdate) { + if (this.autoUpdate) { + this.vertexDirty++; + } + if (this._uvTransform.update(forceUpdate)) { + this._refresh(); + } + }; + + /** + * re-calculates mesh coords + * @protected + */ + + + Mesh.prototype._refresh = function _refresh() {} + /* empty */ + + + /** + * Returns the bounds of the mesh as a rectangle. The bounds calculation takes the worldTransform into account. + * + */ + ; + + Mesh.prototype._calculateBounds = function _calculateBounds() { + // TODO - we can cache local bounds and use them if they are dirty (like graphics) + this._bounds.addVertices(this.transform, this.vertices, 0, this.vertices.length); + }; + + /** + * Tests if a point is inside this mesh. Works only for TRIANGLE_MESH + * + * @param {PIXI.Point} point - the point to test + * @return {boolean} the result of the test + */ + + + Mesh.prototype.containsPoint = function containsPoint(point) { + if (!this.getBounds().contains(point.x, point.y)) { + return false; + } + + this.worldTransform.applyInverse(point, tempPoint); + + var vertices = this.vertices; + var points = tempPolygon.points; + var indices = this.indices; + var len = this.indices.length; + var step = this.drawMode === Mesh.DRAW_MODES.TRIANGLES ? 3 : 1; + + for (var i = 0; i + 2 < len; i += step) { + var ind0 = indices[i] * 2; + var ind1 = indices[i + 1] * 2; + var ind2 = indices[i + 2] * 2; + + points[0] = vertices[ind0]; + points[1] = vertices[ind0 + 1]; + points[2] = vertices[ind1]; + points[3] = vertices[ind1 + 1]; + points[4] = vertices[ind2]; + points[5] = vertices[ind2 + 1]; + + if (tempPolygon.contains(tempPoint.x, tempPoint.y)) { + return true; + } + } + + return false; + }; + + /** + * The texture that the mesh uses. + * + * @member {PIXI.Texture} + */ + + + /** + * Destroys the Mesh object. + * + * @param {object|boolean} [options] - Options parameter. A boolean will act as if all + * options have been set to that value + * @param {boolean} [options.children=false] - if set to true, all the children will have + * their destroy method called as well. 'options' will be passed on to those calls. + * @param {boolean} [options.texture=false] - Only used for child Sprites if options.children is set to true + * Should it destroy the texture of the child sprite + * @param {boolean} [options.baseTexture=false] - Only used for child Sprites if options.children is set to true + * Should it destroy the base texture of the child sprite + */ + Mesh.prototype.destroy = function destroy(options) { + // for each webgl data entry, destroy the WebGLGraphicsData + for (var id in this._glDatas) { + var data = this._glDatas[id]; + + if (data.destroy) { + data.destroy(); + } else { + if (data.vertexBuffer) { + data.vertexBuffer.destroy(); + data.vertexBuffer = null; + } + if (data.indexBuffer) { + data.indexBuffer.destroy(); + data.indexBuffer = null; + } + if (data.uvBuffer) { + data.uvBuffer.destroy(); + data.uvBuffer = null; + } + if (data.vao) { + data.vao.destroy(); + data.vao = null; + } + } + } + + this._glDatas = null; + + _core$Container.prototype.destroy.call(this, options); + }; + + _createClass(Mesh, [{ + key: 'texture', + get: function get() { + return this._texture; + }, + set: function set(value) // eslint-disable-line require-jsdoc + { + if (this._texture === value) { + return; + } + + this._texture = value; + + if (value) { + // wait for the texture to load + if (value.baseTexture.hasLoaded) { + this._onTextureUpdate(); + } else { + value.once('update', this._onTextureUpdate, this); + } + } + } + + /** + * The tint applied to the mesh. This is a hex value. A value of 0xFFFFFF will remove any tint effect. + * + * @member {number} + * @default 0xFFFFFF + */ + + }, { + key: 'tint', + get: function get() { + return core.utils.rgb2hex(this.tintRgb); + }, + set: function set(value) // eslint-disable-line require-jsdoc + { + this.tintRgb = core.utils.hex2rgb(value, this.tintRgb); + } + }]); + + return Mesh; +}(core.Container); + +/** + * Different drawing buffer modes supported + * + * @static + * @constant + * @type {object} + * @property {number} TRIANGLE_MESH + * @property {number} TRIANGLES + */ + + +exports.default = Mesh; +Mesh.DRAW_MODES = { + TRIANGLE_MESH: 0, + TRIANGLES: 1 +}; + +},{"../core":65,"../core/textures/Texture":115}],167:[function(require,module,exports){ +'use strict'; + +exports.__esModule = true; + +var _createClass = function () { function defineProperties(target, props) { for (var i = 0; i < props.length; i++) { var descriptor = props[i]; descriptor.enumerable = descriptor.enumerable || false; descriptor.configurable = true; if ("value" in descriptor) descriptor.writable = true; Object.defineProperty(target, descriptor.key, descriptor); } } return function (Constructor, protoProps, staticProps) { if (protoProps) defineProperties(Constructor.prototype, protoProps); if (staticProps) defineProperties(Constructor, staticProps); return Constructor; }; }(); + +var _Plane2 = require('./Plane'); + +var _Plane3 = _interopRequireDefault(_Plane2); + +var _CanvasTinter = require('../core/sprites/canvas/CanvasTinter'); + +var _CanvasTinter2 = _interopRequireDefault(_CanvasTinter); + +function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } + +function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } + +function _possibleConstructorReturn(self, call) { if (!self) { throw new ReferenceError("this hasn't been initialised - super() hasn't been called"); } return call && (typeof call === "object" || typeof call === "function") ? call : self; } + +function _inherits(subClass, superClass) { if (typeof superClass !== "function" && superClass !== null) { throw new TypeError("Super expression must either be null or a function, not " + typeof superClass); } subClass.prototype = Object.create(superClass && superClass.prototype, { constructor: { value: subClass, enumerable: false, writable: true, configurable: true } }); if (superClass) Object.setPrototypeOf ? Object.setPrototypeOf(subClass, superClass) : subClass.__proto__ = superClass; } + +var DEFAULT_BORDER_SIZE = 10; + +/** + * The NineSlicePlane allows you to stretch a texture using 9-slice scaling. The corners will remain unscaled (useful + * for buttons with rounded corners for example) and the other areas will be scaled horizontally and or vertically + * + *```js + * let Plane9 = new PIXI.NineSlicePlane(PIXI.Texture.fromImage('BoxWithRoundedCorners.png'), 15, 15, 15, 15); + * ``` + *
+ *      A                          B
+ *    +---+----------------------+---+
+ *  C | 1 |          2           | 3 |
+ *    +---+----------------------+---+
+ *    |   |                      |   |
+ *    | 4 |          5           | 6 |
+ *    |   |                      |   |
+ *    +---+----------------------+---+
+ *  D | 7 |          8           | 9 |
+ *    +---+----------------------+---+
+
+ *  When changing this objects width and/or height:
+ *     areas 1 3 7 and 9 will remain unscaled.
+ *     areas 2 and 8 will be stretched horizontally
+ *     areas 4 and 6 will be stretched vertically
+ *     area 5 will be stretched both horizontally and vertically
+ * 
+ * + * @class + * @extends PIXI.mesh.Plane + * @memberof PIXI.mesh + * + */ + +var NineSlicePlane = function (_Plane) { + _inherits(NineSlicePlane, _Plane); + + /** + * @param {PIXI.Texture} texture - The texture to use on the NineSlicePlane. + * @param {int} [leftWidth=10] size of the left vertical bar (A) + * @param {int} [topHeight=10] size of the top horizontal bar (C) + * @param {int} [rightWidth=10] size of the right vertical bar (B) + * @param {int} [bottomHeight=10] size of the bottom horizontal bar (D) + */ + function NineSlicePlane(texture, leftWidth, topHeight, rightWidth, bottomHeight) { + _classCallCheck(this, NineSlicePlane); + + var _this = _possibleConstructorReturn(this, _Plane.call(this, texture, 4, 4)); + + _this._origWidth = texture.orig.width; + _this._origHeight = texture.orig.height; + + /** + * The width of the NineSlicePlane, setting this will actually modify the vertices and UV's of this plane + * + * @member {number} + * @memberof PIXI.NineSlicePlane# + * @override + */ + _this._width = _this._origWidth; + + /** + * The height of the NineSlicePlane, setting this will actually modify the vertices and UV's of this plane + * + * @member {number} + * @memberof PIXI.NineSlicePlane# + * @override + */ + _this._height = _this._origHeight; + + /** + * The width of the left column (a) + * + * @member {number} + * @memberof PIXI.NineSlicePlane# + * @override + */ + _this._leftWidth = typeof leftWidth !== 'undefined' ? leftWidth : DEFAULT_BORDER_SIZE; + + /** + * The width of the right column (b) + * + * @member {number} + * @memberof PIXI.NineSlicePlane# + * @override + */ + _this._rightWidth = typeof rightWidth !== 'undefined' ? rightWidth : DEFAULT_BORDER_SIZE; + + /** + * The height of the top row (c) + * + * @member {number} + * @memberof PIXI.NineSlicePlane# + * @override + */ + _this._topHeight = typeof topHeight !== 'undefined' ? topHeight : DEFAULT_BORDER_SIZE; + + /** + * The height of the bottom row (d) + * + * @member {number} + * @memberof PIXI.NineSlicePlane# + * @override + */ + _this._bottomHeight = typeof bottomHeight !== 'undefined' ? bottomHeight : DEFAULT_BORDER_SIZE; + + /** + * Cached tint value so we can tell when the tint is changed. + * + * @member {number} + * @protected + */ + _this._cachedTint = 0xFFFFFF; + + /** + * Cached tinted texture. + * + * @member {HTMLCanvasElement} + * @protected + */ + _this._tintedTexture = null; + + /** + * Temporary storage for canvas source coords + * + * @member {number[]} + * @private + */ + _this._canvasUvs = null; + + _this.refresh(true); + return _this; + } + + /** + * Updates the horizontal vertices. + * + */ + + + NineSlicePlane.prototype.updateHorizontalVertices = function updateHorizontalVertices() { + var vertices = this.vertices; + + var h = this._topHeight + this._bottomHeight; + var scale = this._height > h ? 1.0 : this._height / h; + + vertices[9] = vertices[11] = vertices[13] = vertices[15] = this._topHeight * scale; + vertices[17] = vertices[19] = vertices[21] = vertices[23] = this._height - this._bottomHeight * scale; + vertices[25] = vertices[27] = vertices[29] = vertices[31] = this._height; + }; + + /** + * Updates the vertical vertices. + * + */ + + + NineSlicePlane.prototype.updateVerticalVertices = function updateVerticalVertices() { + var vertices = this.vertices; + + var w = this._leftWidth + this._rightWidth; + var scale = this._width > w ? 1.0 : this._width / w; + + vertices[2] = vertices[10] = vertices[18] = vertices[26] = this._leftWidth * scale; + vertices[4] = vertices[12] = vertices[20] = vertices[28] = this._width - this._rightWidth * scale; + vertices[6] = vertices[14] = vertices[22] = vertices[30] = this._width; + }; + + /** + * Renders the object using the Canvas renderer + * + * @private + * @param {PIXI.CanvasRenderer} renderer - The canvas renderer to render with. + */ + + + NineSlicePlane.prototype._renderCanvas = function _renderCanvas(renderer) { + var context = renderer.context; + var transform = this.worldTransform; + var res = renderer.resolution; + var isTinted = this.tint !== 0xFFFFFF; + var texture = this._texture; + + // Work out tinting + if (isTinted) { + if (this._cachedTint !== this.tint) { + // Tint has changed, need to update the tinted texture and use that instead + + this._cachedTint = this.tint; + + this._tintedTexture = _CanvasTinter2.default.getTintedTexture(this, this.tint); + } + } + + var textureSource = !isTinted ? texture.baseTexture.source : this._tintedTexture; + + if (!this._canvasUvs) { + this._canvasUvs = [0, 0, 0, 0, 0, 0, 0, 0]; + } + + var vertices = this.vertices; + var uvs = this._canvasUvs; + var u0 = isTinted ? 0 : texture.frame.x; + var v0 = isTinted ? 0 : texture.frame.y; + var u1 = u0 + texture.frame.width; + var v1 = v0 + texture.frame.height; + + uvs[0] = u0; + uvs[1] = u0 + this._leftWidth; + uvs[2] = u1 - this._rightWidth; + uvs[3] = u1; + uvs[4] = v0; + uvs[5] = v0 + this._topHeight; + uvs[6] = v1 - this._bottomHeight; + uvs[7] = v1; + + for (var i = 0; i < 8; i++) { + uvs[i] *= texture.baseTexture.resolution; + } + + context.globalAlpha = this.worldAlpha; + renderer.setBlendMode(this.blendMode); + + if (renderer.roundPixels) { + context.setTransform(transform.a * res, transform.b * res, transform.c * res, transform.d * res, transform.tx * res | 0, transform.ty * res | 0); + } else { + context.setTransform(transform.a * res, transform.b * res, transform.c * res, transform.d * res, transform.tx * res, transform.ty * res); + } + + for (var row = 0; row < 3; row++) { + for (var col = 0; col < 3; col++) { + var ind = col * 2 + row * 8; + var sw = Math.max(1, uvs[col + 1] - uvs[col]); + var sh = Math.max(1, uvs[row + 5] - uvs[row + 4]); + var dw = Math.max(1, vertices[ind + 10] - vertices[ind]); + var dh = Math.max(1, vertices[ind + 11] - vertices[ind + 1]); + + context.drawImage(textureSource, uvs[col], uvs[row + 4], sw, sh, vertices[ind], vertices[ind + 1], dw, dh); + } + } + }; + + /** + * The width of the NineSlicePlane, setting this will actually modify the vertices and UV's of this plane + * + * @member {number} + */ + + + /** + * Refreshes NineSlicePlane coords. All of them. + */ + NineSlicePlane.prototype._refresh = function _refresh() { + _Plane.prototype._refresh.call(this); + + var uvs = this.uvs; + var texture = this._texture; + + this._origWidth = texture.orig.width; + this._origHeight = texture.orig.height; + + var _uvw = 1.0 / this._origWidth; + var _uvh = 1.0 / this._origHeight; + + uvs[0] = uvs[8] = uvs[16] = uvs[24] = 0; + uvs[1] = uvs[3] = uvs[5] = uvs[7] = 0; + uvs[6] = uvs[14] = uvs[22] = uvs[30] = 1; + uvs[25] = uvs[27] = uvs[29] = uvs[31] = 1; + + uvs[2] = uvs[10] = uvs[18] = uvs[26] = _uvw * this._leftWidth; + uvs[4] = uvs[12] = uvs[20] = uvs[28] = 1 - _uvw * this._rightWidth; + uvs[9] = uvs[11] = uvs[13] = uvs[15] = _uvh * this._topHeight; + uvs[17] = uvs[19] = uvs[21] = uvs[23] = 1 - _uvh * this._bottomHeight; + + this.updateHorizontalVertices(); + this.updateVerticalVertices(); + + this.dirty++; + + this.multiplyUvs(); + }; + + _createClass(NineSlicePlane, [{ + key: 'width', + get: function get() { + return this._width; + }, + set: function set(value) // eslint-disable-line require-jsdoc + { + this._width = value; + this._refresh(); + } + + /** + * The height of the NineSlicePlane, setting this will actually modify the vertices and UV's of this plane + * + * @member {number} + */ + + }, { + key: 'height', + get: function get() { + return this._height; + }, + set: function set(value) // eslint-disable-line require-jsdoc + { + this._height = value; + this._refresh(); + } + + /** + * The width of the left column + * + * @member {number} + */ + + }, { + key: 'leftWidth', + get: function get() { + return this._leftWidth; + }, + set: function set(value) // eslint-disable-line require-jsdoc + { + this._leftWidth = value; + this._refresh(); + } + + /** + * The width of the right column + * + * @member {number} + */ + + }, { + key: 'rightWidth', + get: function get() { + return this._rightWidth; + }, + set: function set(value) // eslint-disable-line require-jsdoc + { + this._rightWidth = value; + this._refresh(); + } + + /** + * The height of the top row + * + * @member {number} + */ + + }, { + key: 'topHeight', + get: function get() { + return this._topHeight; + }, + set: function set(value) // eslint-disable-line require-jsdoc + { + this._topHeight = value; + this._refresh(); + } + + /** + * The height of the bottom row + * + * @member {number} + */ + + }, { + key: 'bottomHeight', + get: function get() { + return this._bottomHeight; + }, + set: function set(value) // eslint-disable-line require-jsdoc + { + this._bottomHeight = value; + this._refresh(); + } + }]); + + return NineSlicePlane; +}(_Plane3.default); + +exports.default = NineSlicePlane; + +},{"../core/sprites/canvas/CanvasTinter":104,"./Plane":168}],168:[function(require,module,exports){ +'use strict'; + +exports.__esModule = true; + +var _Mesh2 = require('./Mesh'); + +var _Mesh3 = _interopRequireDefault(_Mesh2); + +function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } + +function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } + +function _possibleConstructorReturn(self, call) { if (!self) { throw new ReferenceError("this hasn't been initialised - super() hasn't been called"); } return call && (typeof call === "object" || typeof call === "function") ? call : self; } + +function _inherits(subClass, superClass) { if (typeof superClass !== "function" && superClass !== null) { throw new TypeError("Super expression must either be null or a function, not " + typeof superClass); } subClass.prototype = Object.create(superClass && superClass.prototype, { constructor: { value: subClass, enumerable: false, writable: true, configurable: true } }); if (superClass) Object.setPrototypeOf ? Object.setPrototypeOf(subClass, superClass) : subClass.__proto__ = superClass; } + +/** + * The Plane allows you to draw a texture across several points and them manipulate these points + * + *```js + * for (let i = 0; i < 20; i++) { + * points.push(new PIXI.Point(i * 50, 0)); + * }; + * let Plane = new PIXI.Plane(PIXI.Texture.fromImage("snake.png"), points); + * ``` + * + * @class + * @extends PIXI.mesh.Mesh + * @memberof PIXI.mesh + * + */ +var Plane = function (_Mesh) { + _inherits(Plane, _Mesh); + + /** + * @param {PIXI.Texture} texture - The texture to use on the Plane. + * @param {number} [verticesX=10] - The number of vertices in the x-axis + * @param {number} [verticesY=10] - The number of vertices in the y-axis + */ + function Plane(texture, verticesX, verticesY) { + _classCallCheck(this, Plane); + + /** + * Tracker for if the Plane is ready to be drawn. Needed because Mesh ctor can + * call _onTextureUpdated which could call refresh too early. + * + * @member {boolean} + * @private + */ + var _this = _possibleConstructorReturn(this, _Mesh.call(this, texture)); + + _this._ready = true; + + _this.verticesX = verticesX || 10; + _this.verticesY = verticesY || 10; + + _this.drawMode = _Mesh3.default.DRAW_MODES.TRIANGLES; + _this.refresh(); + return _this; + } + + /** + * Refreshes plane coordinates + * + */ + + + Plane.prototype._refresh = function _refresh() { + var texture = this._texture; + var total = this.verticesX * this.verticesY; + var verts = []; + var colors = []; + var uvs = []; + var indices = []; + + var segmentsX = this.verticesX - 1; + var segmentsY = this.verticesY - 1; + + var sizeX = texture.width / segmentsX; + var sizeY = texture.height / segmentsY; + + for (var i = 0; i < total; i++) { + var x = i % this.verticesX; + var y = i / this.verticesX | 0; + + verts.push(x * sizeX, y * sizeY); + + uvs.push(x / segmentsX, y / segmentsY); + } + + // cons + + var totalSub = segmentsX * segmentsY; + + for (var _i = 0; _i < totalSub; _i++) { + var xpos = _i % segmentsX; + var ypos = _i / segmentsX | 0; + + var value = ypos * this.verticesX + xpos; + var value2 = ypos * this.verticesX + xpos + 1; + var value3 = (ypos + 1) * this.verticesX + xpos; + var value4 = (ypos + 1) * this.verticesX + xpos + 1; + + indices.push(value, value2, value3); + indices.push(value2, value4, value3); + } + + // console.log(indices) + this.vertices = new Float32Array(verts); + this.uvs = new Float32Array(uvs); + this.colors = new Float32Array(colors); + this.indices = new Uint16Array(indices); + + this.dirty++; + this.indexDirty++; + + this.multiplyUvs(); + }; + + /** + * Clear texture UVs when new texture is set + * + * @private + */ + + + Plane.prototype._onTextureUpdate = function _onTextureUpdate() { + _Mesh3.default.prototype._onTextureUpdate.call(this); + + // wait for the Plane ctor to finish before calling refresh + if (this._ready) { + this.refresh(); + } + }; + + return Plane; +}(_Mesh3.default); + +exports.default = Plane; + +},{"./Mesh":166}],169:[function(require,module,exports){ +'use strict'; + +exports.__esModule = true; + +var _Mesh2 = require('./Mesh'); + +var _Mesh3 = _interopRequireDefault(_Mesh2); + +function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } + +function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } + +function _possibleConstructorReturn(self, call) { if (!self) { throw new ReferenceError("this hasn't been initialised - super() hasn't been called"); } return call && (typeof call === "object" || typeof call === "function") ? call : self; } + +function _inherits(subClass, superClass) { if (typeof superClass !== "function" && superClass !== null) { throw new TypeError("Super expression must either be null or a function, not " + typeof superClass); } subClass.prototype = Object.create(superClass && superClass.prototype, { constructor: { value: subClass, enumerable: false, writable: true, configurable: true } }); if (superClass) Object.setPrototypeOf ? Object.setPrototypeOf(subClass, superClass) : subClass.__proto__ = superClass; } + +/** + * The rope allows you to draw a texture across several points and them manipulate these points + * + *```js + * for (let i = 0; i < 20; i++) { + * points.push(new PIXI.Point(i * 50, 0)); + * }; + * let rope = new PIXI.Rope(PIXI.Texture.fromImage("snake.png"), points); + * ``` + * + * @class + * @extends PIXI.mesh.Mesh + * @memberof PIXI.mesh + * + */ +var Rope = function (_Mesh) { + _inherits(Rope, _Mesh); + + /** + * @param {PIXI.Texture} texture - The texture to use on the rope. + * @param {PIXI.Point[]} points - An array of {@link PIXI.Point} objects to construct this rope. + */ + function Rope(texture, points) { + _classCallCheck(this, Rope); + + /** + * An array of points that determine the rope + * + * @member {PIXI.Point[]} + */ + var _this = _possibleConstructorReturn(this, _Mesh.call(this, texture)); + + _this.points = points; + + /** + * An array of vertices used to construct this rope. + * + * @member {Float32Array} + */ + _this.vertices = new Float32Array(points.length * 4); + + /** + * The WebGL Uvs of the rope. + * + * @member {Float32Array} + */ + _this.uvs = new Float32Array(points.length * 4); + + /** + * An array containing the color components + * + * @member {Float32Array} + */ + _this.colors = new Float32Array(points.length * 2); + + /** + * An array containing the indices of the vertices + * + * @member {Uint16Array} + */ + _this.indices = new Uint16Array(points.length * 2); + + /** + * refreshes vertices on every updateTransform + * @member {boolean} + * @default true + */ + _this.autoUpdate = true; + + _this.refresh(); + return _this; + } + + /** + * Refreshes + * + */ + + + Rope.prototype._refresh = function _refresh() { + var points = this.points; + + // if too little points, or texture hasn't got UVs set yet just move on. + if (points.length < 1 || !this._texture._uvs) { + return; + } + + // if the number of points has changed we will need to recreate the arraybuffers + if (this.vertices.length / 4 !== points.length) { + this.vertices = new Float32Array(points.length * 4); + this.uvs = new Float32Array(points.length * 4); + this.colors = new Float32Array(points.length * 2); + this.indices = new Uint16Array(points.length * 2); + } + + var uvs = this.uvs; + + var indices = this.indices; + var colors = this.colors; + + uvs[0] = 0; + uvs[1] = 0; + uvs[2] = 0; + uvs[3] = 1; + + colors[0] = 1; + colors[1] = 1; + + indices[0] = 0; + indices[1] = 1; + + var total = points.length; + + for (var i = 1; i < total; i++) { + // time to do some smart drawing! + var index = i * 4; + var amount = i / (total - 1); + + uvs[index] = amount; + uvs[index + 1] = 0; + + uvs[index + 2] = amount; + uvs[index + 3] = 1; + + index = i * 2; + colors[index] = 1; + colors[index + 1] = 1; + + index = i * 2; + indices[index] = index; + indices[index + 1] = index + 1; + } + + // ensure that the changes are uploaded + this.dirty++; + this.indexDirty++; + + this.multiplyUvs(); + this.refreshVertices(); + }; + + /** + * refreshes vertices of Rope mesh + */ + + + Rope.prototype.refreshVertices = function refreshVertices() { + var points = this.points; + + if (points.length < 1) { + return; + } + + var lastPoint = points[0]; + var nextPoint = void 0; + var perpX = 0; + var perpY = 0; + + // this.count -= 0.2; + + var vertices = this.vertices; + var total = points.length; + + for (var i = 0; i < total; i++) { + var point = points[i]; + var index = i * 4; + + if (i < points.length - 1) { + nextPoint = points[i + 1]; + } else { + nextPoint = point; + } + + perpY = -(nextPoint.x - lastPoint.x); + perpX = nextPoint.y - lastPoint.y; + + var ratio = (1 - i / (total - 1)) * 10; + + if (ratio > 1) { + ratio = 1; + } + + var perpLength = Math.sqrt(perpX * perpX + perpY * perpY); + var num = this._texture.height / 2; // (20 + Math.abs(Math.sin((i + this.count) * 0.3) * 50) )* ratio; + + perpX /= perpLength; + perpY /= perpLength; + + perpX *= num; + perpY *= num; + + vertices[index] = point.x + perpX; + vertices[index + 1] = point.y + perpY; + vertices[index + 2] = point.x - perpX; + vertices[index + 3] = point.y - perpY; + + lastPoint = point; + } + }; + + /** + * Updates the object transform for rendering + * + * @private + */ + + + Rope.prototype.updateTransform = function updateTransform() { + if (this.autoUpdate) { + this.refreshVertices(); + } + this.containerUpdateTransform(); + }; + + return Rope; +}(_Mesh3.default); + +exports.default = Rope; + +},{"./Mesh":166}],170:[function(require,module,exports){ +'use strict'; + +exports.__esModule = true; + +var _core = require('../../core'); + +var core = _interopRequireWildcard(_core); + +var _Mesh = require('../Mesh'); + +var _Mesh2 = _interopRequireDefault(_Mesh); + +function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } + +function _interopRequireWildcard(obj) { if (obj && obj.__esModule) { return obj; } else { var newObj = {}; if (obj != null) { for (var key in obj) { if (Object.prototype.hasOwnProperty.call(obj, key)) newObj[key] = obj[key]; } } newObj.default = obj; return newObj; } } + +function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } + +/** + * Renderer dedicated to meshes. + * + * @class + * @private + * @memberof PIXI + */ +var MeshSpriteRenderer = function () { + /** + * @param {PIXI.CanvasRenderer} renderer - The renderer this downport works for + */ + function MeshSpriteRenderer(renderer) { + _classCallCheck(this, MeshSpriteRenderer); + + this.renderer = renderer; + } + + /** + * Renders the Mesh + * + * @param {PIXI.mesh.Mesh} mesh - the Mesh to render + */ + + + MeshSpriteRenderer.prototype.render = function render(mesh) { + var renderer = this.renderer; + var context = renderer.context; + + var transform = mesh.worldTransform; + var res = renderer.resolution; + + if (renderer.roundPixels) { + context.setTransform(transform.a * res, transform.b * res, transform.c * res, transform.d * res, transform.tx * res | 0, transform.ty * res | 0); + } else { + context.setTransform(transform.a * res, transform.b * res, transform.c * res, transform.d * res, transform.tx * res, transform.ty * res); + } + + renderer.context.globalAlpha = mesh.worldAlpha; + renderer.setBlendMode(mesh.blendMode); + + if (mesh.drawMode === _Mesh2.default.DRAW_MODES.TRIANGLE_MESH) { + this._renderTriangleMesh(mesh); + } else { + this._renderTriangles(mesh); + } + }; + + /** + * Draws the object in Triangle Mesh mode + * + * @private + * @param {PIXI.mesh.Mesh} mesh - the Mesh to render + */ + + + MeshSpriteRenderer.prototype._renderTriangleMesh = function _renderTriangleMesh(mesh) { + // draw triangles!! + var length = mesh.vertices.length / 2; + + for (var i = 0; i < length - 2; i++) { + // draw some triangles! + var index = i * 2; + + this._renderDrawTriangle(mesh, index, index + 2, index + 4); + } + }; + + /** + * Draws the object in triangle mode using canvas + * + * @private + * @param {PIXI.mesh.Mesh} mesh - the current mesh + */ + + + MeshSpriteRenderer.prototype._renderTriangles = function _renderTriangles(mesh) { + // draw triangles!! + var indices = mesh.indices; + var length = indices.length; + + for (var i = 0; i < length; i += 3) { + // draw some triangles! + var index0 = indices[i] * 2; + var index1 = indices[i + 1] * 2; + var index2 = indices[i + 2] * 2; + + this._renderDrawTriangle(mesh, index0, index1, index2); + } + }; + + /** + * Draws one of the triangles that from the Mesh + * + * @private + * @param {PIXI.mesh.Mesh} mesh - the current mesh + * @param {number} index0 - the index of the first vertex + * @param {number} index1 - the index of the second vertex + * @param {number} index2 - the index of the third vertex + */ + + + MeshSpriteRenderer.prototype._renderDrawTriangle = function _renderDrawTriangle(mesh, index0, index1, index2) { + var context = this.renderer.context; + var uvs = mesh.uvs; + var vertices = mesh.vertices; + var texture = mesh._texture; + + if (!texture.valid) { + return; + } + + var base = texture.baseTexture; + var textureSource = base.source; + var textureWidth = base.width; + var textureHeight = base.height; + + var u0 = void 0; + var u1 = void 0; + var u2 = void 0; + var v0 = void 0; + var v1 = void 0; + var v2 = void 0; + + if (mesh.uploadUvTransform) { + var ut = mesh._uvTransform.mapCoord; + + u0 = (uvs[index0] * ut.a + uvs[index0 + 1] * ut.c + ut.tx) * base.width; + u1 = (uvs[index1] * ut.a + uvs[index1 + 1] * ut.c + ut.tx) * base.width; + u2 = (uvs[index2] * ut.a + uvs[index2 + 1] * ut.c + ut.tx) * base.width; + v0 = (uvs[index0] * ut.b + uvs[index0 + 1] * ut.d + ut.ty) * base.height; + v1 = (uvs[index1] * ut.b + uvs[index1 + 1] * ut.d + ut.ty) * base.height; + v2 = (uvs[index2] * ut.b + uvs[index2 + 1] * ut.d + ut.ty) * base.height; + } else { + u0 = uvs[index0] * base.width; + u1 = uvs[index1] * base.width; + u2 = uvs[index2] * base.width; + v0 = uvs[index0 + 1] * base.height; + v1 = uvs[index1 + 1] * base.height; + v2 = uvs[index2 + 1] * base.height; + } + + var x0 = vertices[index0]; + var x1 = vertices[index1]; + var x2 = vertices[index2]; + var y0 = vertices[index0 + 1]; + var y1 = vertices[index1 + 1]; + var y2 = vertices[index2 + 1]; + + var canvasPadding = mesh.canvasPadding / this.renderer.resolution; + + if (canvasPadding > 0) { + var paddingX = canvasPadding / Math.abs(mesh.worldTransform.a); + var paddingY = canvasPadding / Math.abs(mesh.worldTransform.d); + var centerX = (x0 + x1 + x2) / 3; + var centerY = (y0 + y1 + y2) / 3; + + var normX = x0 - centerX; + var normY = y0 - centerY; + + var dist = Math.sqrt(normX * normX + normY * normY); + + x0 = centerX + normX / dist * (dist + paddingX); + y0 = centerY + normY / dist * (dist + paddingY); + + // + + normX = x1 - centerX; + normY = y1 - centerY; + + dist = Math.sqrt(normX * normX + normY * normY); + x1 = centerX + normX / dist * (dist + paddingX); + y1 = centerY + normY / dist * (dist + paddingY); + + normX = x2 - centerX; + normY = y2 - centerY; + + dist = Math.sqrt(normX * normX + normY * normY); + x2 = centerX + normX / dist * (dist + paddingX); + y2 = centerY + normY / dist * (dist + paddingY); + } + + context.save(); + context.beginPath(); + + context.moveTo(x0, y0); + context.lineTo(x1, y1); + context.lineTo(x2, y2); + + context.closePath(); + + context.clip(); + + // Compute matrix transform + var delta = u0 * v1 + v0 * u2 + u1 * v2 - v1 * u2 - v0 * u1 - u0 * v2; + var deltaA = x0 * v1 + v0 * x2 + x1 * v2 - v1 * x2 - v0 * x1 - x0 * v2; + var deltaB = u0 * x1 + x0 * u2 + u1 * x2 - x1 * u2 - x0 * u1 - u0 * x2; + var deltaC = u0 * v1 * x2 + v0 * x1 * u2 + x0 * u1 * v2 - x0 * v1 * u2 - v0 * u1 * x2 - u0 * x1 * v2; + var deltaD = y0 * v1 + v0 * y2 + y1 * v2 - v1 * y2 - v0 * y1 - y0 * v2; + var deltaE = u0 * y1 + y0 * u2 + u1 * y2 - y1 * u2 - y0 * u1 - u0 * y2; + var deltaF = u0 * v1 * y2 + v0 * y1 * u2 + y0 * u1 * v2 - y0 * v1 * u2 - v0 * u1 * y2 - u0 * y1 * v2; + + context.transform(deltaA / delta, deltaD / delta, deltaB / delta, deltaE / delta, deltaC / delta, deltaF / delta); + + context.drawImage(textureSource, 0, 0, textureWidth * base.resolution, textureHeight * base.resolution, 0, 0, textureWidth, textureHeight); + + context.restore(); + this.renderer.invalidateBlendMode(); + }; + + /** + * Renders a flat Mesh + * + * @private + * @param {PIXI.mesh.Mesh} mesh - The Mesh to render + */ + + + MeshSpriteRenderer.prototype.renderMeshFlat = function renderMeshFlat(mesh) { + var context = this.renderer.context; + var vertices = mesh.vertices; + var length = vertices.length / 2; + + // this.count++; + + context.beginPath(); + + for (var i = 1; i < length - 2; ++i) { + // draw some triangles! + var index = i * 2; + + var x0 = vertices[index]; + var y0 = vertices[index + 1]; + + var x1 = vertices[index + 2]; + var y1 = vertices[index + 3]; + + var x2 = vertices[index + 4]; + var y2 = vertices[index + 5]; + + context.moveTo(x0, y0); + context.lineTo(x1, y1); + context.lineTo(x2, y2); + } + + context.fillStyle = '#FF0000'; + context.fill(); + context.closePath(); + }; + + /** + * destroy the the renderer. + * + */ + + + MeshSpriteRenderer.prototype.destroy = function destroy() { + this.renderer = null; + }; + + return MeshSpriteRenderer; +}(); + +exports.default = MeshSpriteRenderer; + + +core.CanvasRenderer.registerPlugin('mesh', MeshSpriteRenderer); + +},{"../../core":65,"../Mesh":166}],171:[function(require,module,exports){ +'use strict'; + +exports.__esModule = true; + +var _Mesh = require('./Mesh'); + +Object.defineProperty(exports, 'Mesh', { + enumerable: true, + get: function get() { + return _interopRequireDefault(_Mesh).default; + } +}); + +var _MeshRenderer = require('./webgl/MeshRenderer'); + +Object.defineProperty(exports, 'MeshRenderer', { + enumerable: true, + get: function get() { + return _interopRequireDefault(_MeshRenderer).default; + } +}); + +var _CanvasMeshRenderer = require('./canvas/CanvasMeshRenderer'); + +Object.defineProperty(exports, 'CanvasMeshRenderer', { + enumerable: true, + get: function get() { + return _interopRequireDefault(_CanvasMeshRenderer).default; + } +}); + +var _Plane = require('./Plane'); + +Object.defineProperty(exports, 'Plane', { + enumerable: true, + get: function get() { + return _interopRequireDefault(_Plane).default; + } +}); + +var _NineSlicePlane = require('./NineSlicePlane'); + +Object.defineProperty(exports, 'NineSlicePlane', { + enumerable: true, + get: function get() { + return _interopRequireDefault(_NineSlicePlane).default; + } +}); + +var _Rope = require('./Rope'); + +Object.defineProperty(exports, 'Rope', { + enumerable: true, + get: function get() { + return _interopRequireDefault(_Rope).default; + } +}); + +function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } + +},{"./Mesh":166,"./NineSlicePlane":167,"./Plane":168,"./Rope":169,"./canvas/CanvasMeshRenderer":170,"./webgl/MeshRenderer":172}],172:[function(require,module,exports){ +'use strict'; + +exports.__esModule = true; + +var _core = require('../../core'); + +var core = _interopRequireWildcard(_core); + +var _pixiGlCore = require('pixi-gl-core'); + +var _pixiGlCore2 = _interopRequireDefault(_pixiGlCore); + +var _Mesh = require('../Mesh'); + +var _Mesh2 = _interopRequireDefault(_Mesh); + +var _path = require('path'); + +function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } + +function _interopRequireWildcard(obj) { if (obj && obj.__esModule) { return obj; } else { var newObj = {}; if (obj != null) { for (var key in obj) { if (Object.prototype.hasOwnProperty.call(obj, key)) newObj[key] = obj[key]; } } newObj.default = obj; return newObj; } } + +function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } + +function _possibleConstructorReturn(self, call) { if (!self) { throw new ReferenceError("this hasn't been initialised - super() hasn't been called"); } return call && (typeof call === "object" || typeof call === "function") ? call : self; } + +function _inherits(subClass, superClass) { if (typeof superClass !== "function" && superClass !== null) { throw new TypeError("Super expression must either be null or a function, not " + typeof superClass); } subClass.prototype = Object.create(superClass && superClass.prototype, { constructor: { value: subClass, enumerable: false, writable: true, configurable: true } }); if (superClass) Object.setPrototypeOf ? Object.setPrototypeOf(subClass, superClass) : subClass.__proto__ = superClass; } + +var matrixIdentity = core.Matrix.IDENTITY; + +/** + * WebGL renderer plugin for tiling sprites + * + * @class + * @memberof PIXI + * @extends PIXI.ObjectRenderer + */ + +var MeshRenderer = function (_core$ObjectRenderer) { + _inherits(MeshRenderer, _core$ObjectRenderer); + + /** + * constructor for renderer + * + * @param {WebGLRenderer} renderer The renderer this tiling awesomeness works for. + */ + function MeshRenderer(renderer) { + _classCallCheck(this, MeshRenderer); + + var _this = _possibleConstructorReturn(this, _core$ObjectRenderer.call(this, renderer)); + + _this.shader = null; + return _this; + } + + /** + * Sets up the renderer context and necessary buffers. + * + * @private + */ + + + MeshRenderer.prototype.onContextChange = function onContextChange() { + var gl = this.renderer.gl; + + this.shader = new core.Shader(gl, 'attribute vec2 aVertexPosition;\nattribute vec2 aTextureCoord;\n\nuniform mat3 projectionMatrix;\nuniform mat3 translationMatrix;\nuniform mat3 uTransform;\n\nvarying vec2 vTextureCoord;\n\nvoid main(void)\n{\n gl_Position = vec4((projectionMatrix * translationMatrix * vec3(aVertexPosition, 1.0)).xy, 0.0, 1.0);\n\n vTextureCoord = (uTransform * vec3(aTextureCoord, 1.0)).xy;\n}\n', 'varying vec2 vTextureCoord;\nuniform vec4 uColor;\n\nuniform sampler2D uSampler;\n\nvoid main(void)\n{\n gl_FragColor = texture2D(uSampler, vTextureCoord) * uColor;\n}\n'); + }; + + /** + * renders mesh + * + * @param {PIXI.mesh.Mesh} mesh mesh instance + */ + + + MeshRenderer.prototype.render = function render(mesh) { + var renderer = this.renderer; + var gl = renderer.gl; + var texture = mesh._texture; + + if (!texture.valid) { + return; + } + + var glData = mesh._glDatas[renderer.CONTEXT_UID]; + + if (!glData) { + renderer.bindVao(null); + + glData = { + shader: this.shader, + vertexBuffer: _pixiGlCore2.default.GLBuffer.createVertexBuffer(gl, mesh.vertices, gl.STREAM_DRAW), + uvBuffer: _pixiGlCore2.default.GLBuffer.createVertexBuffer(gl, mesh.uvs, gl.STREAM_DRAW), + indexBuffer: _pixiGlCore2.default.GLBuffer.createIndexBuffer(gl, mesh.indices, gl.STATIC_DRAW), + // build the vao object that will render.. + vao: null, + dirty: mesh.dirty, + indexDirty: mesh.indexDirty, + vertexDirty: mesh.vertexDirty + }; + + // build the vao object that will render.. + glData.vao = new _pixiGlCore2.default.VertexArrayObject(gl).addIndex(glData.indexBuffer).addAttribute(glData.vertexBuffer, glData.shader.attributes.aVertexPosition, gl.FLOAT, false, 2 * 4, 0).addAttribute(glData.uvBuffer, glData.shader.attributes.aTextureCoord, gl.FLOAT, false, 2 * 4, 0); + + mesh._glDatas[renderer.CONTEXT_UID] = glData; + } + + renderer.bindVao(glData.vao); + + if (mesh.dirty !== glData.dirty) { + glData.dirty = mesh.dirty; + glData.uvBuffer.upload(mesh.uvs); + } + + if (mesh.indexDirty !== glData.indexDirty) { + glData.indexDirty = mesh.indexDirty; + glData.indexBuffer.upload(mesh.indices); + } + + if (mesh.vertexDirty !== glData.vertexDirty) { + glData.vertexDirty = mesh.vertexDirty; + glData.vertexBuffer.upload(mesh.vertices); + } + + renderer.bindShader(glData.shader); + + glData.shader.uniforms.uSampler = renderer.bindTexture(texture); + + renderer.state.setBlendMode(core.utils.correctBlendMode(mesh.blendMode, texture.baseTexture.premultipliedAlpha)); + + if (glData.shader.uniforms.uTransform) { + if (mesh.uploadUvTransform) { + glData.shader.uniforms.uTransform = mesh._uvTransform.mapCoord.toArray(true); + } else { + glData.shader.uniforms.uTransform = matrixIdentity.toArray(true); + } + } + glData.shader.uniforms.translationMatrix = mesh.worldTransform.toArray(true); + + glData.shader.uniforms.uColor = core.utils.premultiplyRgba(mesh.tintRgb, mesh.worldAlpha, glData.shader.uniforms.uColor, texture.baseTexture.premultipliedAlpha); + + var drawMode = mesh.drawMode === _Mesh2.default.DRAW_MODES.TRIANGLE_MESH ? gl.TRIANGLE_STRIP : gl.TRIANGLES; + + glData.vao.draw(drawMode, mesh.indices.length, 0); + }; + + return MeshRenderer; +}(core.ObjectRenderer); + +exports.default = MeshRenderer; + + +core.WebGLRenderer.registerPlugin('mesh', MeshRenderer); + +},{"../../core":65,"../Mesh":166,"path":8,"pixi-gl-core":15}],173:[function(require,module,exports){ +'use strict'; + +exports.__esModule = true; + +var _createClass = function () { function defineProperties(target, props) { for (var i = 0; i < props.length; i++) { var descriptor = props[i]; descriptor.enumerable = descriptor.enumerable || false; descriptor.configurable = true; if ("value" in descriptor) descriptor.writable = true; Object.defineProperty(target, descriptor.key, descriptor); } } return function (Constructor, protoProps, staticProps) { if (protoProps) defineProperties(Constructor.prototype, protoProps); if (staticProps) defineProperties(Constructor, staticProps); return Constructor; }; }(); + +var _core = require('../core'); + +var core = _interopRequireWildcard(_core); + +var _utils = require('../core/utils'); + +function _interopRequireWildcard(obj) { if (obj && obj.__esModule) { return obj; } else { var newObj = {}; if (obj != null) { for (var key in obj) { if (Object.prototype.hasOwnProperty.call(obj, key)) newObj[key] = obj[key]; } } newObj.default = obj; return newObj; } } + +function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } + +function _possibleConstructorReturn(self, call) { if (!self) { throw new ReferenceError("this hasn't been initialised - super() hasn't been called"); } return call && (typeof call === "object" || typeof call === "function") ? call : self; } + +function _inherits(subClass, superClass) { if (typeof superClass !== "function" && superClass !== null) { throw new TypeError("Super expression must either be null or a function, not " + typeof superClass); } subClass.prototype = Object.create(superClass && superClass.prototype, { constructor: { value: subClass, enumerable: false, writable: true, configurable: true } }); if (superClass) Object.setPrototypeOf ? Object.setPrototypeOf(subClass, superClass) : subClass.__proto__ = superClass; } + +/** + * The ParticleContainer class is a really fast version of the Container built solely for speed, + * so use when you need a lot of sprites or particles. The tradeoff of the ParticleContainer is that most advanced + * functionality will not work. ParticleContainer implements the basic object transform (position, scale, rotation) + * and some advanced functionality like tint (as of v4.5.6). + * Other more advanced functionality like masking, children, filters, etc will not work on sprites in this batch. + * + * It's extremely easy to use : + * + * ```js + * let container = new ParticleContainer(); + * + * for (let i = 0; i < 100; ++i) + * { + * let sprite = new PIXI.Sprite.fromImage("myImage.png"); + * container.addChild(sprite); + * } + * ``` + * + * And here you have a hundred sprites that will be rendered at the speed of light. + * + * @class + * @extends PIXI.Container + * @memberof PIXI.particles + */ +var ParticleContainer = function (_core$Container) { + _inherits(ParticleContainer, _core$Container); + + /** + * @param {number} [maxSize=1500] - The maximum number of particles that can be rendered by the container. + * Affects size of allocated buffers. + * @param {object} [properties] - The properties of children that should be uploaded to the gpu and applied. + * @param {boolean} [properties.vertices=false] - When true, vertices be uploaded and applied. + * if sprite's ` scale/anchor/trim/frame/orig` is dynamic, please set `true`. + * @param {boolean} [properties.position=true] - When true, position be uploaded and applied. + * @param {boolean} [properties.rotation=false] - When true, rotation be uploaded and applied. + * @param {boolean} [properties.uvs=false] - When true, uvs be uploaded and applied. + * @param {boolean} [properties.tint=false] - When true, alpha and tint be uploaded and applied. + * @param {number} [batchSize=16384] - Number of particles per batch. If less than maxSize, it uses maxSize instead. + * @param {boolean} [autoResize=false] If true, container allocates more batches in case + * there are more than `maxSize` particles. + */ + function ParticleContainer() { + var maxSize = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : 1500; + var properties = arguments[1]; + var batchSize = arguments.length > 2 && arguments[2] !== undefined ? arguments[2] : 16384; + var autoResize = arguments.length > 3 && arguments[3] !== undefined ? arguments[3] : false; + + _classCallCheck(this, ParticleContainer); + + // Making sure the batch size is valid + // 65535 is max vertex index in the index buffer (see ParticleRenderer) + // so max number of particles is 65536 / 4 = 16384 + var _this = _possibleConstructorReturn(this, _core$Container.call(this)); + + var maxBatchSize = 16384; + + if (batchSize > maxBatchSize) { + batchSize = maxBatchSize; + } + + if (batchSize > maxSize) { + batchSize = maxSize; + } + + /** + * Set properties to be dynamic (true) / static (false) + * + * @member {boolean[]} + * @private + */ + _this._properties = [false, true, false, false, false]; + + /** + * @member {number} + * @private + */ + _this._maxSize = maxSize; + + /** + * @member {number} + * @private + */ + _this._batchSize = batchSize; + + /** + * @member {object} + * @private + */ + _this._glBuffers = {}; + + /** + * for every batch stores _updateID corresponding to the last change in that batch + * @member {number[]} + * @private + */ + _this._bufferUpdateIDs = []; + + /** + * when child inserted, removed or changes position this number goes up + * @member {number[]} + * @private + */ + _this._updateID = 0; + + /** + * @member {boolean} + * + */ + _this.interactiveChildren = false; + + /** + * The blend mode to be applied to the sprite. Apply a value of `PIXI.BLEND_MODES.NORMAL` + * to reset the blend mode. + * + * @member {number} + * @default PIXI.BLEND_MODES.NORMAL + * @see PIXI.BLEND_MODES + */ + _this.blendMode = core.BLEND_MODES.NORMAL; + + /** + * If true, container allocates more batches in case there are more than `maxSize` particles. + * @member {boolean} + * @default false + */ + _this.autoResize = autoResize; + + /** + * Used for canvas renderering. If true then the elements will be positioned at the + * nearest pixel. This provides a nice speed boost. + * + * @member {boolean} + * @default true; + */ + _this.roundPixels = true; + + /** + * The texture used to render the children. + * + * @readonly + * @member {BaseTexture} + */ + _this.baseTexture = null; + + _this.setProperties(properties); + + /** + * The tint applied to the container. + * This is a hex value. A value of 0xFFFFFF will remove any tint effect. + * + * @private + * @member {number} + * @default 0xFFFFFF + */ + _this._tint = 0; + _this.tintRgb = new Float32Array(4); + _this.tint = 0xFFFFFF; + return _this; + } + + /** + * Sets the private properties array to dynamic / static based on the passed properties object + * + * @param {object} properties - The properties to be uploaded + */ + + + ParticleContainer.prototype.setProperties = function setProperties(properties) { + if (properties) { + this._properties[0] = 'vertices' in properties || 'scale' in properties ? !!properties.vertices || !!properties.scale : this._properties[0]; + this._properties[1] = 'position' in properties ? !!properties.position : this._properties[1]; + this._properties[2] = 'rotation' in properties ? !!properties.rotation : this._properties[2]; + this._properties[3] = 'uvs' in properties ? !!properties.uvs : this._properties[3]; + this._properties[4] = 'tint' in properties || 'alpha' in properties ? !!properties.tint || !!properties.alpha : this._properties[4]; + } + }; + + /** + * Updates the object transform for rendering + * + * @private + */ + + + ParticleContainer.prototype.updateTransform = function updateTransform() { + // TODO don't need to! + this.displayObjectUpdateTransform(); + // PIXI.Container.prototype.updateTransform.call( this ); + }; + + /** + * The tint applied to the container. This is a hex value. + * A value of 0xFFFFFF will remove any tint effect. + ** IMPORTANT: This is a webGL only feature and will be ignored by the canvas renderer. + * @member {number} + * @default 0xFFFFFF + */ + + + /** + * Renders the container using the WebGL renderer + * + * @private + * @param {PIXI.WebGLRenderer} renderer - The webgl renderer + */ + ParticleContainer.prototype.renderWebGL = function renderWebGL(renderer) { + var _this2 = this; + + if (!this.visible || this.worldAlpha <= 0 || !this.children.length || !this.renderable) { + return; + } + + if (!this.baseTexture) { + this.baseTexture = this.children[0]._texture.baseTexture; + if (!this.baseTexture.hasLoaded) { + this.baseTexture.once('update', function () { + return _this2.onChildrenChange(0); + }); + } + } + + renderer.setObjectRenderer(renderer.plugins.particle); + renderer.plugins.particle.render(this); + }; + + /** + * Set the flag that static data should be updated to true + * + * @private + * @param {number} smallestChildIndex - The smallest child index + */ + + + ParticleContainer.prototype.onChildrenChange = function onChildrenChange(smallestChildIndex) { + var bufferIndex = Math.floor(smallestChildIndex / this._batchSize); + + while (this._bufferUpdateIDs.length < bufferIndex) { + this._bufferUpdateIDs.push(0); + } + this._bufferUpdateIDs[bufferIndex] = ++this._updateID; + }; + + /** + * Renders the object using the Canvas renderer + * + * @private + * @param {PIXI.CanvasRenderer} renderer - The canvas renderer + */ + + + ParticleContainer.prototype.renderCanvas = function renderCanvas(renderer) { + if (!this.visible || this.worldAlpha <= 0 || !this.children.length || !this.renderable) { + return; + } + + var context = renderer.context; + var transform = this.worldTransform; + var isRotated = true; + + var positionX = 0; + var positionY = 0; + + var finalWidth = 0; + var finalHeight = 0; + + renderer.setBlendMode(this.blendMode); + + context.globalAlpha = this.worldAlpha; + + this.displayObjectUpdateTransform(); + + for (var i = 0; i < this.children.length; ++i) { + var child = this.children[i]; + + if (!child.visible) { + continue; + } + + var frame = child._texture.frame; + + context.globalAlpha = this.worldAlpha * child.alpha; + + if (child.rotation % (Math.PI * 2) === 0) { + // this is the fastest way to optimise! - if rotation is 0 then we can avoid any kind of setTransform call + if (isRotated) { + context.setTransform(transform.a, transform.b, transform.c, transform.d, transform.tx * renderer.resolution, transform.ty * renderer.resolution); + + isRotated = false; + } + + positionX = child.anchor.x * (-frame.width * child.scale.x) + child.position.x + 0.5; + positionY = child.anchor.y * (-frame.height * child.scale.y) + child.position.y + 0.5; + + finalWidth = frame.width * child.scale.x; + finalHeight = frame.height * child.scale.y; + } else { + if (!isRotated) { + isRotated = true; + } + + child.displayObjectUpdateTransform(); + + var childTransform = child.worldTransform; + + if (renderer.roundPixels) { + context.setTransform(childTransform.a, childTransform.b, childTransform.c, childTransform.d, childTransform.tx * renderer.resolution | 0, childTransform.ty * renderer.resolution | 0); + } else { + context.setTransform(childTransform.a, childTransform.b, childTransform.c, childTransform.d, childTransform.tx * renderer.resolution, childTransform.ty * renderer.resolution); + } + + positionX = child.anchor.x * -frame.width + 0.5; + positionY = child.anchor.y * -frame.height + 0.5; + + finalWidth = frame.width; + finalHeight = frame.height; + } + + var resolution = child._texture.baseTexture.resolution; + + context.drawImage(child._texture.baseTexture.source, frame.x * resolution, frame.y * resolution, frame.width * resolution, frame.height * resolution, positionX * renderer.resolution, positionY * renderer.resolution, finalWidth * renderer.resolution, finalHeight * renderer.resolution); + } + }; + + /** + * Destroys the container + * + * @param {object|boolean} [options] - Options parameter. A boolean will act as if all options + * have been set to that value + * @param {boolean} [options.children=false] - if set to true, all the children will have their + * destroy method called as well. 'options' will be passed on to those calls. + * @param {boolean} [options.texture=false] - Only used for child Sprites if options.children is set to true + * Should it destroy the texture of the child sprite + * @param {boolean} [options.baseTexture=false] - Only used for child Sprites if options.children is set to true + * Should it destroy the base texture of the child sprite + */ + + + ParticleContainer.prototype.destroy = function destroy(options) { + _core$Container.prototype.destroy.call(this, options); + + if (this._buffers) { + for (var i = 0; i < this._buffers.length; ++i) { + this._buffers[i].destroy(); + } + } + + this._properties = null; + this._buffers = null; + this._bufferUpdateIDs = null; + }; + + _createClass(ParticleContainer, [{ + key: 'tint', + get: function get() { + return this._tint; + }, + set: function set(value) // eslint-disable-line require-jsdoc + { + this._tint = value; + (0, _utils.hex2rgb)(value, this.tintRgb); + } + }]); + + return ParticleContainer; +}(core.Container); + +exports.default = ParticleContainer; + +},{"../core":65,"../core/utils":125}],174:[function(require,module,exports){ +'use strict'; + +exports.__esModule = true; + +var _ParticleContainer = require('./ParticleContainer'); + +Object.defineProperty(exports, 'ParticleContainer', { + enumerable: true, + get: function get() { + return _interopRequireDefault(_ParticleContainer).default; + } +}); + +var _ParticleRenderer = require('./webgl/ParticleRenderer'); + +Object.defineProperty(exports, 'ParticleRenderer', { + enumerable: true, + get: function get() { + return _interopRequireDefault(_ParticleRenderer).default; + } +}); + +function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } + +},{"./ParticleContainer":173,"./webgl/ParticleRenderer":176}],175:[function(require,module,exports){ +'use strict'; + +exports.__esModule = true; + +var _pixiGlCore = require('pixi-gl-core'); + +var _pixiGlCore2 = _interopRequireDefault(_pixiGlCore); + +var _createIndicesForQuads = require('../../core/utils/createIndicesForQuads'); + +var _createIndicesForQuads2 = _interopRequireDefault(_createIndicesForQuads); + +function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } + +function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } + +/** + * @author Mat Groves + * + * Big thanks to the very clever Matt DesLauriers https://github.com/mattdesl/ + * for creating the original PixiJS version! + * Also a thanks to https://github.com/bchevalier for tweaking the tint and alpha so that + * they now share 4 bytes on the vertex buffer + * + * Heavily inspired by LibGDX's ParticleBuffer: + * https://github.com/libgdx/libgdx/blob/master/gdx/src/com/badlogic/gdx/graphics/g2d/ParticleBuffer.java + */ + +/** + * The particle buffer manages the static and dynamic buffers for a particle container. + * + * @class + * @private + * @memberof PIXI + */ +var ParticleBuffer = function () { + /** + * @param {WebGLRenderingContext} gl - The rendering context. + * @param {object} properties - The properties to upload. + * @param {boolean[]} dynamicPropertyFlags - Flags for which properties are dynamic. + * @param {number} size - The size of the batch. + */ + function ParticleBuffer(gl, properties, dynamicPropertyFlags, size) { + _classCallCheck(this, ParticleBuffer); + + /** + * The current WebGL drawing context. + * + * @member {WebGLRenderingContext} + */ + this.gl = gl; + + /** + * The number of particles the buffer can hold + * + * @member {number} + */ + this.size = size; + + /** + * A list of the properties that are dynamic. + * + * @member {object[]} + */ + this.dynamicProperties = []; + + /** + * A list of the properties that are static. + * + * @member {object[]} + */ + this.staticProperties = []; + + for (var i = 0; i < properties.length; ++i) { + var property = properties[i]; + + // Make copy of properties object so that when we edit the offset it doesn't + // change all other instances of the object literal + property = { + attribute: property.attribute, + size: property.size, + uploadFunction: property.uploadFunction, + unsignedByte: property.unsignedByte, + offset: property.offset + }; + + if (dynamicPropertyFlags[i]) { + this.dynamicProperties.push(property); + } else { + this.staticProperties.push(property); + } + } + + this.staticStride = 0; + this.staticBuffer = null; + this.staticData = null; + this.staticDataUint32 = null; + + this.dynamicStride = 0; + this.dynamicBuffer = null; + this.dynamicData = null; + this.dynamicDataUint32 = null; + + this._updateID = 0; + + this.initBuffers(); + } + + /** + * Sets up the renderer context and necessary buffers. + * + * @private + */ + + + ParticleBuffer.prototype.initBuffers = function initBuffers() { + var gl = this.gl; + var dynamicOffset = 0; + + /** + * Holds the indices of the geometry (quads) to draw + * + * @member {Uint16Array} + */ + this.indices = (0, _createIndicesForQuads2.default)(this.size); + this.indexBuffer = _pixiGlCore2.default.GLBuffer.createIndexBuffer(gl, this.indices, gl.STATIC_DRAW); + + this.dynamicStride = 0; + + for (var i = 0; i < this.dynamicProperties.length; ++i) { + var property = this.dynamicProperties[i]; + + property.offset = dynamicOffset; + dynamicOffset += property.size; + this.dynamicStride += property.size; + } + + var dynBuffer = new ArrayBuffer(this.size * this.dynamicStride * 4 * 4); + + this.dynamicData = new Float32Array(dynBuffer); + this.dynamicDataUint32 = new Uint32Array(dynBuffer); + this.dynamicBuffer = _pixiGlCore2.default.GLBuffer.createVertexBuffer(gl, dynBuffer, gl.STREAM_DRAW); + + // static // + var staticOffset = 0; + + this.staticStride = 0; + + for (var _i = 0; _i < this.staticProperties.length; ++_i) { + var _property = this.staticProperties[_i]; + + _property.offset = staticOffset; + staticOffset += _property.size; + this.staticStride += _property.size; + } + + var statBuffer = new ArrayBuffer(this.size * this.staticStride * 4 * 4); + + this.staticData = new Float32Array(statBuffer); + this.staticDataUint32 = new Uint32Array(statBuffer); + this.staticBuffer = _pixiGlCore2.default.GLBuffer.createVertexBuffer(gl, statBuffer, gl.STATIC_DRAW); + + this.vao = new _pixiGlCore2.default.VertexArrayObject(gl).addIndex(this.indexBuffer); + + for (var _i2 = 0; _i2 < this.dynamicProperties.length; ++_i2) { + var _property2 = this.dynamicProperties[_i2]; + + if (_property2.unsignedByte) { + this.vao.addAttribute(this.dynamicBuffer, _property2.attribute, gl.UNSIGNED_BYTE, true, this.dynamicStride * 4, _property2.offset * 4); + } else { + this.vao.addAttribute(this.dynamicBuffer, _property2.attribute, gl.FLOAT, false, this.dynamicStride * 4, _property2.offset * 4); + } + } + + for (var _i3 = 0; _i3 < this.staticProperties.length; ++_i3) { + var _property3 = this.staticProperties[_i3]; + + if (_property3.unsignedByte) { + this.vao.addAttribute(this.staticBuffer, _property3.attribute, gl.UNSIGNED_BYTE, true, this.staticStride * 4, _property3.offset * 4); + } else { + this.vao.addAttribute(this.staticBuffer, _property3.attribute, gl.FLOAT, false, this.staticStride * 4, _property3.offset * 4); + } + } + }; + + /** + * Uploads the dynamic properties. + * + * @param {PIXI.DisplayObject[]} children - The children to upload. + * @param {number} startIndex - The index to start at. + * @param {number} amount - The number to upload. + */ + + + ParticleBuffer.prototype.uploadDynamic = function uploadDynamic(children, startIndex, amount) { + for (var i = 0; i < this.dynamicProperties.length; i++) { + var property = this.dynamicProperties[i]; + + property.uploadFunction(children, startIndex, amount, property.unsignedByte ? this.dynamicDataUint32 : this.dynamicData, this.dynamicStride, property.offset); + } + + this.dynamicBuffer.upload(); + }; + + /** + * Uploads the static properties. + * + * @param {PIXI.DisplayObject[]} children - The children to upload. + * @param {number} startIndex - The index to start at. + * @param {number} amount - The number to upload. + */ + + + ParticleBuffer.prototype.uploadStatic = function uploadStatic(children, startIndex, amount) { + for (var i = 0; i < this.staticProperties.length; i++) { + var property = this.staticProperties[i]; + + property.uploadFunction(children, startIndex, amount, property.unsignedByte ? this.staticDataUint32 : this.staticData, this.staticStride, property.offset); + } + + this.staticBuffer.upload(); + }; + + /** + * Destroys the ParticleBuffer. + * + */ + + + ParticleBuffer.prototype.destroy = function destroy() { + this.dynamicProperties = null; + this.dynamicBuffer.destroy(); + this.dynamicBuffer = null; + this.dynamicData = null; + this.dynamicDataUint32 = null; + + this.staticProperties = null; + this.staticBuffer.destroy(); + this.staticBuffer = null; + this.staticData = null; + this.staticDataUint32 = null; + }; + + return ParticleBuffer; +}(); + +exports.default = ParticleBuffer; + +},{"../../core/utils/createIndicesForQuads":123,"pixi-gl-core":15}],176:[function(require,module,exports){ +'use strict'; + +exports.__esModule = true; + +var _core = require('../../core'); + +var core = _interopRequireWildcard(_core); + +var _ParticleShader = require('./ParticleShader'); + +var _ParticleShader2 = _interopRequireDefault(_ParticleShader); + +var _ParticleBuffer = require('./ParticleBuffer'); + +var _ParticleBuffer2 = _interopRequireDefault(_ParticleBuffer); + +var _utils = require('../../core/utils'); + +function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } + +function _interopRequireWildcard(obj) { if (obj && obj.__esModule) { return obj; } else { var newObj = {}; if (obj != null) { for (var key in obj) { if (Object.prototype.hasOwnProperty.call(obj, key)) newObj[key] = obj[key]; } } newObj.default = obj; return newObj; } } + +function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } + +function _possibleConstructorReturn(self, call) { if (!self) { throw new ReferenceError("this hasn't been initialised - super() hasn't been called"); } return call && (typeof call === "object" || typeof call === "function") ? call : self; } + +function _inherits(subClass, superClass) { if (typeof superClass !== "function" && superClass !== null) { throw new TypeError("Super expression must either be null or a function, not " + typeof superClass); } subClass.prototype = Object.create(superClass && superClass.prototype, { constructor: { value: subClass, enumerable: false, writable: true, configurable: true } }); if (superClass) Object.setPrototypeOf ? Object.setPrototypeOf(subClass, superClass) : subClass.__proto__ = superClass; } + +/** + * @author Mat Groves + * + * Big thanks to the very clever Matt DesLauriers https://github.com/mattdesl/ + * for creating the original PixiJS version! + * Also a thanks to https://github.com/bchevalier for tweaking the tint and alpha so that they now + * share 4 bytes on the vertex buffer + * + * Heavily inspired by LibGDX's ParticleRenderer: + * https://github.com/libgdx/libgdx/blob/master/gdx/src/com/badlogic/gdx/graphics/g2d/ParticleRenderer.java + */ + +/** + * + * @class + * @private + * @memberof PIXI + */ +var ParticleRenderer = function (_core$ObjectRenderer) { + _inherits(ParticleRenderer, _core$ObjectRenderer); + + /** + * @param {PIXI.WebGLRenderer} renderer - The renderer this sprite batch works for. + */ + function ParticleRenderer(renderer) { + _classCallCheck(this, ParticleRenderer); + + // 65535 is max vertex index in the index buffer (see ParticleRenderer) + // so max number of particles is 65536 / 4 = 16384 + // and max number of element in the index buffer is 16384 * 6 = 98304 + // Creating a full index buffer, overhead is 98304 * 2 = 196Ko + // let numIndices = 98304; + + /** + * The default shader that is used if a sprite doesn't have a more specific one. + * + * @member {PIXI.Shader} + */ + var _this = _possibleConstructorReturn(this, _core$ObjectRenderer.call(this, renderer)); + + _this.shader = null; + + _this.indexBuffer = null; + + _this.properties = null; + + _this.tempMatrix = new core.Matrix(); + + _this.CONTEXT_UID = 0; + return _this; + } + + /** + * When there is a WebGL context change + * + * @private + */ + + + ParticleRenderer.prototype.onContextChange = function onContextChange() { + var gl = this.renderer.gl; + + this.CONTEXT_UID = this.renderer.CONTEXT_UID; + + // setup default shader + this.shader = new _ParticleShader2.default(gl); + + this.properties = [ + // verticesData + { + attribute: this.shader.attributes.aVertexPosition, + size: 2, + uploadFunction: this.uploadVertices, + offset: 0 + }, + // positionData + { + attribute: this.shader.attributes.aPositionCoord, + size: 2, + uploadFunction: this.uploadPosition, + offset: 0 + }, + // rotationData + { + attribute: this.shader.attributes.aRotation, + size: 1, + uploadFunction: this.uploadRotation, + offset: 0 + }, + // uvsData + { + attribute: this.shader.attributes.aTextureCoord, + size: 2, + uploadFunction: this.uploadUvs, + offset: 0 + }, + // tintData + { + attribute: this.shader.attributes.aColor, + size: 1, + unsignedByte: true, + uploadFunction: this.uploadTint, + offset: 0 + }]; + }; + + /** + * Starts a new particle batch. + * + */ + + + ParticleRenderer.prototype.start = function start() { + this.renderer.bindShader(this.shader); + }; + + /** + * Renders the particle container object. + * + * @param {PIXI.ParticleContainer} container - The container to render using this ParticleRenderer + */ + + + ParticleRenderer.prototype.render = function render(container) { + var children = container.children; + var maxSize = container._maxSize; + var batchSize = container._batchSize; + var renderer = this.renderer; + var totalChildren = children.length; + + if (totalChildren === 0) { + return; + } else if (totalChildren > maxSize) { + totalChildren = maxSize; + } + + var buffers = container._glBuffers[renderer.CONTEXT_UID]; + + if (!buffers) { + buffers = container._glBuffers[renderer.CONTEXT_UID] = this.generateBuffers(container); + } + + var baseTexture = children[0]._texture.baseTexture; + + // if the uvs have not updated then no point rendering just yet! + this.renderer.setBlendMode(core.utils.correctBlendMode(container.blendMode, baseTexture.premultipliedAlpha)); + + var gl = renderer.gl; + + var m = container.worldTransform.copy(this.tempMatrix); + + m.prepend(renderer._activeRenderTarget.projectionMatrix); + + this.shader.uniforms.projectionMatrix = m.toArray(true); + + this.shader.uniforms.uColor = core.utils.premultiplyRgba(container.tintRgb, container.worldAlpha, this.shader.uniforms.uColor, baseTexture.premultipliedAlpha); + + // make sure the texture is bound.. + this.shader.uniforms.uSampler = renderer.bindTexture(baseTexture); + + var updateStatic = false; + + // now lets upload and render the buffers.. + for (var i = 0, j = 0; i < totalChildren; i += batchSize, j += 1) { + var amount = totalChildren - i; + + if (amount > batchSize) { + amount = batchSize; + } + + if (j >= buffers.length) { + if (!container.autoResize) { + break; + } + buffers.push(this._generateOneMoreBuffer(container)); + } + + var buffer = buffers[j]; + + // we always upload the dynamic + buffer.uploadDynamic(children, i, amount); + + var bid = container._bufferUpdateIDs[j] || 0; + + updateStatic = updateStatic || buffer._updateID < bid; + // we only upload the static content when we have to! + if (updateStatic) { + buffer._updateID = container._updateID; + buffer.uploadStatic(children, i, amount); + } + + // bind the buffer + renderer.bindVao(buffer.vao); + buffer.vao.draw(gl.TRIANGLES, amount * 6); + } + }; + + /** + * Creates one particle buffer for each child in the container we want to render and updates internal properties + * + * @param {PIXI.ParticleContainer} container - The container to render using this ParticleRenderer + * @return {PIXI.ParticleBuffer[]} The buffers + */ + + + ParticleRenderer.prototype.generateBuffers = function generateBuffers(container) { + var gl = this.renderer.gl; + var buffers = []; + var size = container._maxSize; + var batchSize = container._batchSize; + var dynamicPropertyFlags = container._properties; + + for (var i = 0; i < size; i += batchSize) { + buffers.push(new _ParticleBuffer2.default(gl, this.properties, dynamicPropertyFlags, batchSize)); + } + + return buffers; + }; + + /** + * Creates one more particle buffer, because container has autoResize feature + * + * @param {PIXI.ParticleContainer} container - The container to render using this ParticleRenderer + * @return {PIXI.ParticleBuffer} generated buffer + * @private + */ + + + ParticleRenderer.prototype._generateOneMoreBuffer = function _generateOneMoreBuffer(container) { + var gl = this.renderer.gl; + var batchSize = container._batchSize; + var dynamicPropertyFlags = container._properties; + + return new _ParticleBuffer2.default(gl, this.properties, dynamicPropertyFlags, batchSize); + }; + + /** + * Uploads the verticies. + * + * @param {PIXI.DisplayObject[]} children - the array of display objects to render + * @param {number} startIndex - the index to start from in the children array + * @param {number} amount - the amount of children that will have their vertices uploaded + * @param {number[]} array - The vertices to upload. + * @param {number} stride - Stride to use for iteration. + * @param {number} offset - Offset to start at. + */ + + + ParticleRenderer.prototype.uploadVertices = function uploadVertices(children, startIndex, amount, array, stride, offset) { + var w0 = 0; + var w1 = 0; + var h0 = 0; + var h1 = 0; + + for (var i = 0; i < amount; ++i) { + var sprite = children[startIndex + i]; + var texture = sprite._texture; + var sx = sprite.scale.x; + var sy = sprite.scale.y; + var trim = texture.trim; + var orig = texture.orig; + + if (trim) { + // if the sprite is trimmed and is not a tilingsprite then we need to add the + // extra space before transforming the sprite coords.. + w1 = trim.x - sprite.anchor.x * orig.width; + w0 = w1 + trim.width; + + h1 = trim.y - sprite.anchor.y * orig.height; + h0 = h1 + trim.height; + } else { + w0 = orig.width * (1 - sprite.anchor.x); + w1 = orig.width * -sprite.anchor.x; + + h0 = orig.height * (1 - sprite.anchor.y); + h1 = orig.height * -sprite.anchor.y; + } + + array[offset] = w1 * sx; + array[offset + 1] = h1 * sy; + + array[offset + stride] = w0 * sx; + array[offset + stride + 1] = h1 * sy; + + array[offset + stride * 2] = w0 * sx; + array[offset + stride * 2 + 1] = h0 * sy; + + array[offset + stride * 3] = w1 * sx; + array[offset + stride * 3 + 1] = h0 * sy; + + offset += stride * 4; + } + }; + + /** + * + * @param {PIXI.DisplayObject[]} children - the array of display objects to render + * @param {number} startIndex - the index to start from in the children array + * @param {number} amount - the amount of children that will have their positions uploaded + * @param {number[]} array - The vertices to upload. + * @param {number} stride - Stride to use for iteration. + * @param {number} offset - Offset to start at. + */ + + + ParticleRenderer.prototype.uploadPosition = function uploadPosition(children, startIndex, amount, array, stride, offset) { + for (var i = 0; i < amount; i++) { + var spritePosition = children[startIndex + i].position; + + array[offset] = spritePosition.x; + array[offset + 1] = spritePosition.y; + + array[offset + stride] = spritePosition.x; + array[offset + stride + 1] = spritePosition.y; + + array[offset + stride * 2] = spritePosition.x; + array[offset + stride * 2 + 1] = spritePosition.y; + + array[offset + stride * 3] = spritePosition.x; + array[offset + stride * 3 + 1] = spritePosition.y; + + offset += stride * 4; + } + }; + + /** + * + * @param {PIXI.DisplayObject[]} children - the array of display objects to render + * @param {number} startIndex - the index to start from in the children array + * @param {number} amount - the amount of children that will have their rotation uploaded + * @param {number[]} array - The vertices to upload. + * @param {number} stride - Stride to use for iteration. + * @param {number} offset - Offset to start at. + */ + + + ParticleRenderer.prototype.uploadRotation = function uploadRotation(children, startIndex, amount, array, stride, offset) { + for (var i = 0; i < amount; i++) { + var spriteRotation = children[startIndex + i].rotation; + + array[offset] = spriteRotation; + array[offset + stride] = spriteRotation; + array[offset + stride * 2] = spriteRotation; + array[offset + stride * 3] = spriteRotation; + + offset += stride * 4; + } + }; + + /** + * + * @param {PIXI.DisplayObject[]} children - the array of display objects to render + * @param {number} startIndex - the index to start from in the children array + * @param {number} amount - the amount of children that will have their rotation uploaded + * @param {number[]} array - The vertices to upload. + * @param {number} stride - Stride to use for iteration. + * @param {number} offset - Offset to start at. + */ + + + ParticleRenderer.prototype.uploadUvs = function uploadUvs(children, startIndex, amount, array, stride, offset) { + for (var i = 0; i < amount; ++i) { + var textureUvs = children[startIndex + i]._texture._uvs; + + if (textureUvs) { + array[offset] = textureUvs.x0; + array[offset + 1] = textureUvs.y0; + + array[offset + stride] = textureUvs.x1; + array[offset + stride + 1] = textureUvs.y1; + + array[offset + stride * 2] = textureUvs.x2; + array[offset + stride * 2 + 1] = textureUvs.y2; + + array[offset + stride * 3] = textureUvs.x3; + array[offset + stride * 3 + 1] = textureUvs.y3; + + offset += stride * 4; + } else { + // TODO you know this can be easier! + array[offset] = 0; + array[offset + 1] = 0; + + array[offset + stride] = 0; + array[offset + stride + 1] = 0; + + array[offset + stride * 2] = 0; + array[offset + stride * 2 + 1] = 0; + + array[offset + stride * 3] = 0; + array[offset + stride * 3 + 1] = 0; + + offset += stride * 4; + } + } + }; + + /** + * + * @param {PIXI.DisplayObject[]} children - the array of display objects to render + * @param {number} startIndex - the index to start from in the children array + * @param {number} amount - the amount of children that will have their rotation uploaded + * @param {number[]} array - The vertices to upload. + * @param {number} stride - Stride to use for iteration. + * @param {number} offset - Offset to start at. + */ + + + ParticleRenderer.prototype.uploadTint = function uploadTint(children, startIndex, amount, array, stride, offset) { + for (var i = 0; i < amount; ++i) { + var sprite = children[startIndex + i]; + var premultiplied = sprite._texture.baseTexture.premultipliedAlpha; + var alpha = sprite.alpha; + // we dont call extra function if alpha is 1.0, that's faster + var argb = alpha < 1.0 && premultiplied ? (0, _utils.premultiplyTint)(sprite._tintRGB, alpha) : sprite._tintRGB + (alpha * 255 << 24); + + array[offset] = argb; + array[offset + stride] = argb; + array[offset + stride * 2] = argb; + array[offset + stride * 3] = argb; + + offset += stride * 4; + } + }; + + /** + * Destroys the ParticleRenderer. + * + */ + + + ParticleRenderer.prototype.destroy = function destroy() { + if (this.renderer.gl) { + this.renderer.gl.deleteBuffer(this.indexBuffer); + } + + _core$ObjectRenderer.prototype.destroy.call(this); + + this.shader.destroy(); + + this.indices = null; + this.tempMatrix = null; + }; + + return ParticleRenderer; +}(core.ObjectRenderer); + +exports.default = ParticleRenderer; + + +core.WebGLRenderer.registerPlugin('particle', ParticleRenderer); + +},{"../../core":65,"../../core/utils":125,"./ParticleBuffer":175,"./ParticleShader":177}],177:[function(require,module,exports){ +'use strict'; + +exports.__esModule = true; + +var _Shader2 = require('../../core/Shader'); + +var _Shader3 = _interopRequireDefault(_Shader2); + +function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } + +function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } + +function _possibleConstructorReturn(self, call) { if (!self) { throw new ReferenceError("this hasn't been initialised - super() hasn't been called"); } return call && (typeof call === "object" || typeof call === "function") ? call : self; } + +function _inherits(subClass, superClass) { if (typeof superClass !== "function" && superClass !== null) { throw new TypeError("Super expression must either be null or a function, not " + typeof superClass); } subClass.prototype = Object.create(superClass && superClass.prototype, { constructor: { value: subClass, enumerable: false, writable: true, configurable: true } }); if (superClass) Object.setPrototypeOf ? Object.setPrototypeOf(subClass, superClass) : subClass.__proto__ = superClass; } + +/** + * @class + * @extends PIXI.Shader + * @memberof PIXI + */ +var ParticleShader = function (_Shader) { + _inherits(ParticleShader, _Shader); + + /** + * @param {PIXI.Shader} gl - The webgl shader manager this shader works for. + */ + function ParticleShader(gl) { + _classCallCheck(this, ParticleShader); + + return _possibleConstructorReturn(this, _Shader.call(this, gl, + // vertex shader + ['attribute vec2 aVertexPosition;', 'attribute vec2 aTextureCoord;', 'attribute vec4 aColor;', 'attribute vec2 aPositionCoord;', 'attribute float aRotation;', 'uniform mat3 projectionMatrix;', 'uniform vec4 uColor;', 'varying vec2 vTextureCoord;', 'varying vec4 vColor;', 'void main(void){', ' float x = (aVertexPosition.x) * cos(aRotation) - (aVertexPosition.y) * sin(aRotation);', ' float y = (aVertexPosition.x) * sin(aRotation) + (aVertexPosition.y) * cos(aRotation);', ' vec2 v = vec2(x, y);', ' v = v + aPositionCoord;', ' gl_Position = vec4((projectionMatrix * vec3(v, 1.0)).xy, 0.0, 1.0);', ' vTextureCoord = aTextureCoord;', ' vColor = aColor * uColor;', '}'].join('\n'), + // hello + ['varying vec2 vTextureCoord;', 'varying vec4 vColor;', 'uniform sampler2D uSampler;', 'void main(void){', ' vec4 color = texture2D(uSampler, vTextureCoord) * vColor;', ' gl_FragColor = color;', '}'].join('\n'))); + } + + return ParticleShader; +}(_Shader3.default); + +exports.default = ParticleShader; + +},{"../../core/Shader":44}],178:[function(require,module,exports){ +"use strict"; + +// References: +// https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Math/sign + +if (!Math.sign) { + Math.sign = function mathSign(x) { + x = Number(x); + + if (x === 0 || isNaN(x)) { + return x; + } + + return x > 0 ? 1 : -1; + }; +} + +},{}],179:[function(require,module,exports){ +'use strict'; + +// References: +// https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Number/isInteger + +if (!Number.isInteger) { + Number.isInteger = function numberIsInteger(value) { + return typeof value === 'number' && isFinite(value) && Math.floor(value) === value; + }; +} + +},{}],180:[function(require,module,exports){ +'use strict'; + +var _objectAssign = require('object-assign'); + +var _objectAssign2 = _interopRequireDefault(_objectAssign); + +function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } + +if (!Object.assign) { + Object.assign = _objectAssign2.default; +} // References: +// https://github.com/sindresorhus/object-assign +// https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Object/assign + +},{"object-assign":6}],181:[function(require,module,exports){ +'use strict'; + +require('./Object.assign'); + +require('./requestAnimationFrame'); + +require('./Math.sign'); + +require('./Number.isInteger'); + +if (!window.ArrayBuffer) { + window.ArrayBuffer = Array; +} + +if (!window.Float32Array) { + window.Float32Array = Array; +} + +if (!window.Uint32Array) { + window.Uint32Array = Array; +} + +if (!window.Uint16Array) { + window.Uint16Array = Array; +} + +},{"./Math.sign":178,"./Number.isInteger":179,"./Object.assign":180,"./requestAnimationFrame":182}],182:[function(require,module,exports){ +(function (global){ +'use strict'; + +// References: +// http://paulirish.com/2011/requestanimationframe-for-smart-animating/ +// https://gist.github.com/1579671 +// http://updates.html5rocks.com/2012/05/requestAnimationFrame-API-now-with-sub-millisecond-precision +// https://gist.github.com/timhall/4078614 +// https://github.com/Financial-Times/polyfill-service/tree/master/polyfills/requestAnimationFrame + +// Expected to be used with Browserfiy +// Browserify automatically detects the use of `global` and passes the +// correct reference of `global`, `self`, and finally `window` + +var ONE_FRAME_TIME = 16; + +// Date.now +if (!(Date.now && Date.prototype.getTime)) { + Date.now = function now() { + return new Date().getTime(); + }; +} + +// performance.now +if (!(global.performance && global.performance.now)) { + var startTime = Date.now(); + + if (!global.performance) { + global.performance = {}; + } + + global.performance.now = function () { + return Date.now() - startTime; + }; +} + +// requestAnimationFrame +var lastTime = Date.now(); +var vendors = ['ms', 'moz', 'webkit', 'o']; + +for (var x = 0; x < vendors.length && !global.requestAnimationFrame; ++x) { + var p = vendors[x]; + + global.requestAnimationFrame = global[p + 'RequestAnimationFrame']; + global.cancelAnimationFrame = global[p + 'CancelAnimationFrame'] || global[p + 'CancelRequestAnimationFrame']; +} + +if (!global.requestAnimationFrame) { + global.requestAnimationFrame = function (callback) { + if (typeof callback !== 'function') { + throw new TypeError(callback + 'is not a function'); + } + + var currentTime = Date.now(); + var delay = ONE_FRAME_TIME + lastTime - currentTime; + + if (delay < 0) { + delay = 0; + } + + lastTime = currentTime; + + return setTimeout(function () { + lastTime = Date.now(); + callback(performance.now()); + }, delay); + }; +} + +if (!global.cancelAnimationFrame) { + global.cancelAnimationFrame = function (id) { + return clearTimeout(id); + }; +} + +}).call(this,typeof global !== "undefined" ? global : typeof self !== "undefined" ? self : typeof window !== "undefined" ? window : {}) + +},{}],183:[function(require,module,exports){ +'use strict'; + +exports.__esModule = true; + +var _core = require('../core'); + +var core = _interopRequireWildcard(_core); + +var _CountLimiter = require('./limiters/CountLimiter'); + +var _CountLimiter2 = _interopRequireDefault(_CountLimiter); + +function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } + +function _interopRequireWildcard(obj) { if (obj && obj.__esModule) { return obj; } else { var newObj = {}; if (obj != null) { for (var key in obj) { if (Object.prototype.hasOwnProperty.call(obj, key)) newObj[key] = obj[key]; } } newObj.default = obj; return newObj; } } + +function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } + +var SharedTicker = core.ticker.shared; + +/** + * Default number of uploads per frame using prepare plugin. + * + * @static + * @memberof PIXI.settings + * @name UPLOADS_PER_FRAME + * @type {number} + * @default 4 + */ +core.settings.UPLOADS_PER_FRAME = 4; + +/** + * The prepare manager provides functionality to upload content to the GPU. BasePrepare handles + * basic queuing functionality and is extended by {@link PIXI.prepare.WebGLPrepare} and {@link PIXI.prepare.CanvasPrepare} + * to provide preparation capabilities specific to their respective renderers. + * + * @example + * // Create a sprite + * const sprite = new PIXI.Sprite.fromImage('something.png'); + * + * // Load object into GPU + * app.renderer.plugins.prepare.upload(sprite, () => { + * + * //Texture(s) has been uploaded to GPU + * app.stage.addChild(sprite); + * + * }) + * + * @abstract + * @class + * @memberof PIXI.prepare + */ + +var BasePrepare = function () { + /** + * @param {PIXI.SystemRenderer} renderer - A reference to the current renderer + */ + function BasePrepare(renderer) { + var _this = this; + + _classCallCheck(this, BasePrepare); + + /** + * The limiter to be used to control how quickly items are prepared. + * @type {PIXI.prepare.CountLimiter|PIXI.prepare.TimeLimiter} + */ + this.limiter = new _CountLimiter2.default(core.settings.UPLOADS_PER_FRAME); + + /** + * Reference to the renderer. + * @type {PIXI.SystemRenderer} + * @protected + */ + this.renderer = renderer; + + /** + * The only real difference between CanvasPrepare and WebGLPrepare is what they pass + * to upload hooks. That different parameter is stored here. + * @type {PIXI.prepare.CanvasPrepare|PIXI.WebGLRenderer} + * @protected + */ + this.uploadHookHelper = null; + + /** + * Collection of items to uploads at once. + * @type {Array<*>} + * @private + */ + this.queue = []; + + /** + * Collection of additional hooks for finding assets. + * @type {Array} + * @private + */ + this.addHooks = []; + + /** + * Collection of additional hooks for processing assets. + * @type {Array} + * @private + */ + this.uploadHooks = []; + + /** + * Callback to call after completed. + * @type {Array} + * @private + */ + this.completes = []; + + /** + * If prepare is ticking (running). + * @type {boolean} + * @private + */ + this.ticking = false; + + /** + * 'bound' call for prepareItems(). + * @type {Function} + * @private + */ + this.delayedTick = function () { + // unlikely, but in case we were destroyed between tick() and delayedTick() + if (!_this.queue) { + return; + } + _this.prepareItems(); + }; + + // hooks to find the correct texture + this.registerFindHook(findText); + this.registerFindHook(findTextStyle); + this.registerFindHook(findMultipleBaseTextures); + this.registerFindHook(findBaseTexture); + this.registerFindHook(findTexture); + + // upload hooks + this.registerUploadHook(drawText); + this.registerUploadHook(calculateTextStyle); + } + + /** + * Upload all the textures and graphics to the GPU. + * + * @param {Function|PIXI.DisplayObject|PIXI.Container|PIXI.BaseTexture|PIXI.Texture|PIXI.Graphics|PIXI.Text} item - + * Either the container or display object to search for items to upload, the items to upload themselves, + * or the callback function, if items have been added using `prepare.add`. + * @param {Function} [done] - Optional callback when all queued uploads have completed + */ + + + BasePrepare.prototype.upload = function upload(item, done) { + if (typeof item === 'function') { + done = item; + item = null; + } + + // If a display object, search for items + // that we could upload + if (item) { + this.add(item); + } + + // Get the items for upload from the display + if (this.queue.length) { + if (done) { + this.completes.push(done); + } + + if (!this.ticking) { + this.ticking = true; + SharedTicker.addOnce(this.tick, this, core.UPDATE_PRIORITY.UTILITY); + } + } else if (done) { + done(); + } + }; + + /** + * Handle tick update + * + * @private + */ + + + BasePrepare.prototype.tick = function tick() { + setTimeout(this.delayedTick, 0); + }; + + /** + * Actually prepare items. This is handled outside of the tick because it will take a while + * and we do NOT want to block the current animation frame from rendering. + * + * @private + */ + + + BasePrepare.prototype.prepareItems = function prepareItems() { + this.limiter.beginFrame(); + // Upload the graphics + while (this.queue.length && this.limiter.allowedToUpload()) { + var item = this.queue[0]; + var uploaded = false; + + if (item && !item._destroyed) { + for (var i = 0, len = this.uploadHooks.length; i < len; i++) { + if (this.uploadHooks[i](this.uploadHookHelper, item)) { + this.queue.shift(); + uploaded = true; + break; + } + } + } + + if (!uploaded) { + this.queue.shift(); + } + } + + // We're finished + if (!this.queue.length) { + this.ticking = false; + + var completes = this.completes.slice(0); + + this.completes.length = 0; + + for (var _i = 0, _len = completes.length; _i < _len; _i++) { + completes[_i](); + } + } else { + // if we are not finished, on the next rAF do this again + SharedTicker.addOnce(this.tick, this, core.UPDATE_PRIORITY.UTILITY); + } + }; + + /** + * Adds hooks for finding items. + * + * @param {Function} addHook - Function call that takes two parameters: `item:*, queue:Array` + * function must return `true` if it was able to add item to the queue. + * @return {PIXI.BasePrepare} Instance of plugin for chaining. + */ + + + BasePrepare.prototype.registerFindHook = function registerFindHook(addHook) { + if (addHook) { + this.addHooks.push(addHook); + } + + return this; + }; + + /** + * Adds hooks for uploading items. + * + * @param {Function} uploadHook - Function call that takes two parameters: `prepare:CanvasPrepare, item:*` and + * function must return `true` if it was able to handle upload of item. + * @return {PIXI.BasePrepare} Instance of plugin for chaining. + */ + + + BasePrepare.prototype.registerUploadHook = function registerUploadHook(uploadHook) { + if (uploadHook) { + this.uploadHooks.push(uploadHook); + } + + return this; + }; + + /** + * Manually add an item to the uploading queue. + * + * @param {PIXI.DisplayObject|PIXI.Container|PIXI.BaseTexture|PIXI.Texture|PIXI.Graphics|PIXI.Text|*} item - Object to + * add to the queue + * @return {PIXI.CanvasPrepare} Instance of plugin for chaining. + */ + + + BasePrepare.prototype.add = function add(item) { + // Add additional hooks for finding elements on special + // types of objects that + for (var i = 0, len = this.addHooks.length; i < len; i++) { + if (this.addHooks[i](item, this.queue)) { + break; + } + } + + // Get childen recursively + if (item instanceof core.Container) { + for (var _i2 = item.children.length - 1; _i2 >= 0; _i2--) { + this.add(item.children[_i2]); + } + } + + return this; + }; + + /** + * Destroys the plugin, don't use after this. + * + */ + + + BasePrepare.prototype.destroy = function destroy() { + if (this.ticking) { + SharedTicker.remove(this.tick, this); + } + this.ticking = false; + this.addHooks = null; + this.uploadHooks = null; + this.renderer = null; + this.completes = null; + this.queue = null; + this.limiter = null; + this.uploadHookHelper = null; + }; + + return BasePrepare; +}(); + +/** + * Built-in hook to find multiple textures from objects like AnimatedSprites. + * + * @private + * @param {PIXI.DisplayObject} item - Display object to check + * @param {Array<*>} queue - Collection of items to upload + * @return {boolean} if a PIXI.Texture object was found. + */ + + +exports.default = BasePrepare; +function findMultipleBaseTextures(item, queue) { + var result = false; + + // Objects with mutliple textures + if (item && item._textures && item._textures.length) { + for (var i = 0; i < item._textures.length; i++) { + if (item._textures[i] instanceof core.Texture) { + var baseTexture = item._textures[i].baseTexture; + + if (queue.indexOf(baseTexture) === -1) { + queue.push(baseTexture); + result = true; + } + } + } + } + + return result; +} + +/** + * Built-in hook to find BaseTextures from Sprites. + * + * @private + * @param {PIXI.DisplayObject} item - Display object to check + * @param {Array<*>} queue - Collection of items to upload + * @return {boolean} if a PIXI.Texture object was found. + */ +function findBaseTexture(item, queue) { + // Objects with textures, like Sprites/Text + if (item instanceof core.BaseTexture) { + if (queue.indexOf(item) === -1) { + queue.push(item); + } + + return true; + } + + return false; +} + +/** + * Built-in hook to find textures from objects. + * + * @private + * @param {PIXI.DisplayObject} item - Display object to check + * @param {Array<*>} queue - Collection of items to upload + * @return {boolean} if a PIXI.Texture object was found. + */ +function findTexture(item, queue) { + if (item._texture && item._texture instanceof core.Texture) { + var texture = item._texture.baseTexture; + + if (queue.indexOf(texture) === -1) { + queue.push(texture); + } + + return true; + } + + return false; +} + +/** + * Built-in hook to draw PIXI.Text to its texture. + * + * @private + * @param {PIXI.WebGLRenderer|PIXI.CanvasPrepare} helper - Not used by this upload handler + * @param {PIXI.DisplayObject} item - Item to check + * @return {boolean} If item was uploaded. + */ +function drawText(helper, item) { + if (item instanceof core.Text) { + // updating text will return early if it is not dirty + item.updateText(true); + + return true; + } + + return false; +} + +/** + * Built-in hook to calculate a text style for a PIXI.Text object. + * + * @private + * @param {PIXI.WebGLRenderer|PIXI.CanvasPrepare} helper - Not used by this upload handler + * @param {PIXI.DisplayObject} item - Item to check + * @return {boolean} If item was uploaded. + */ +function calculateTextStyle(helper, item) { + if (item instanceof core.TextStyle) { + var font = item.toFontString(); + + core.TextMetrics.measureFont(font); + + return true; + } + + return false; +} + +/** + * Built-in hook to find Text objects. + * + * @private + * @param {PIXI.DisplayObject} item - Display object to check + * @param {Array<*>} queue - Collection of items to upload + * @return {boolean} if a PIXI.Text object was found. + */ +function findText(item, queue) { + if (item instanceof core.Text) { + // push the text style to prepare it - this can be really expensive + if (queue.indexOf(item.style) === -1) { + queue.push(item.style); + } + // also push the text object so that we can render it (to canvas/texture) if needed + if (queue.indexOf(item) === -1) { + queue.push(item); + } + // also push the Text's texture for upload to GPU + var texture = item._texture.baseTexture; + + if (queue.indexOf(texture) === -1) { + queue.push(texture); + } + + return true; + } + + return false; +} + +/** + * Built-in hook to find TextStyle objects. + * + * @private + * @param {PIXI.TextStyle} item - Display object to check + * @param {Array<*>} queue - Collection of items to upload + * @return {boolean} if a PIXI.TextStyle object was found. + */ +function findTextStyle(item, queue) { + if (item instanceof core.TextStyle) { + if (queue.indexOf(item) === -1) { + queue.push(item); + } + + return true; + } + + return false; +} + +},{"../core":65,"./limiters/CountLimiter":186}],184:[function(require,module,exports){ +'use strict'; + +exports.__esModule = true; + +var _core = require('../../core'); + +var core = _interopRequireWildcard(_core); + +var _BasePrepare2 = require('../BasePrepare'); + +var _BasePrepare3 = _interopRequireDefault(_BasePrepare2); + +function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } + +function _interopRequireWildcard(obj) { if (obj && obj.__esModule) { return obj; } else { var newObj = {}; if (obj != null) { for (var key in obj) { if (Object.prototype.hasOwnProperty.call(obj, key)) newObj[key] = obj[key]; } } newObj.default = obj; return newObj; } } + +function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } + +function _possibleConstructorReturn(self, call) { if (!self) { throw new ReferenceError("this hasn't been initialised - super() hasn't been called"); } return call && (typeof call === "object" || typeof call === "function") ? call : self; } + +function _inherits(subClass, superClass) { if (typeof superClass !== "function" && superClass !== null) { throw new TypeError("Super expression must either be null or a function, not " + typeof superClass); } subClass.prototype = Object.create(superClass && superClass.prototype, { constructor: { value: subClass, enumerable: false, writable: true, configurable: true } }); if (superClass) Object.setPrototypeOf ? Object.setPrototypeOf(subClass, superClass) : subClass.__proto__ = superClass; } + +var CANVAS_START_SIZE = 16; + +/** + * The prepare manager provides functionality to upload content to the GPU + * This cannot be done directly for Canvas like in WebGL, but the effect can be achieved by drawing + * textures to an offline canvas. + * This draw call will force the texture to be moved onto the GPU. + * + * An instance of this class is automatically created by default, and can be found at renderer.plugins.prepare + * + * @class + * @extends PIXI.prepare.BasePrepare + * @memberof PIXI.prepare + */ + +var CanvasPrepare = function (_BasePrepare) { + _inherits(CanvasPrepare, _BasePrepare); + + /** + * @param {PIXI.CanvasRenderer} renderer - A reference to the current renderer + */ + function CanvasPrepare(renderer) { + _classCallCheck(this, CanvasPrepare); + + var _this = _possibleConstructorReturn(this, _BasePrepare.call(this, renderer)); + + _this.uploadHookHelper = _this; + + /** + * An offline canvas to render textures to + * @type {HTMLCanvasElement} + * @private + */ + _this.canvas = document.createElement('canvas'); + _this.canvas.width = CANVAS_START_SIZE; + _this.canvas.height = CANVAS_START_SIZE; + + /** + * The context to the canvas + * @type {CanvasRenderingContext2D} + * @private + */ + _this.ctx = _this.canvas.getContext('2d'); + + // Add textures to upload + _this.registerUploadHook(uploadBaseTextures); + return _this; + } + + /** + * Destroys the plugin, don't use after this. + * + */ + + + CanvasPrepare.prototype.destroy = function destroy() { + _BasePrepare.prototype.destroy.call(this); + this.ctx = null; + this.canvas = null; + }; + + return CanvasPrepare; +}(_BasePrepare3.default); + +/** + * Built-in hook to upload PIXI.Texture objects to the GPU. + * + * @private + * @param {*} prepare - Instance of CanvasPrepare + * @param {*} item - Item to check + * @return {boolean} If item was uploaded. + */ + + +exports.default = CanvasPrepare; +function uploadBaseTextures(prepare, item) { + if (item instanceof core.BaseTexture) { + var image = item.source; + + // Sometimes images (like atlas images) report a size of zero, causing errors on windows phone. + // So if the width or height is equal to zero then use the canvas size + // Otherwise use whatever is smaller, the image dimensions or the canvas dimensions. + var imageWidth = image.width === 0 ? prepare.canvas.width : Math.min(prepare.canvas.width, image.width); + var imageHeight = image.height === 0 ? prepare.canvas.height : Math.min(prepare.canvas.height, image.height); + + // Only a small subsections is required to be drawn to have the whole texture uploaded to the GPU + // A smaller draw can be faster. + prepare.ctx.drawImage(image, 0, 0, imageWidth, imageHeight, 0, 0, prepare.canvas.width, prepare.canvas.height); + + return true; + } + + return false; +} + +core.CanvasRenderer.registerPlugin('prepare', CanvasPrepare); + +},{"../../core":65,"../BasePrepare":183}],185:[function(require,module,exports){ +'use strict'; + +exports.__esModule = true; + +var _WebGLPrepare = require('./webgl/WebGLPrepare'); + +Object.defineProperty(exports, 'webgl', { + enumerable: true, + get: function get() { + return _interopRequireDefault(_WebGLPrepare).default; + } +}); + +var _CanvasPrepare = require('./canvas/CanvasPrepare'); + +Object.defineProperty(exports, 'canvas', { + enumerable: true, + get: function get() { + return _interopRequireDefault(_CanvasPrepare).default; + } +}); + +var _BasePrepare = require('./BasePrepare'); + +Object.defineProperty(exports, 'BasePrepare', { + enumerable: true, + get: function get() { + return _interopRequireDefault(_BasePrepare).default; + } +}); + +var _CountLimiter = require('./limiters/CountLimiter'); + +Object.defineProperty(exports, 'CountLimiter', { + enumerable: true, + get: function get() { + return _interopRequireDefault(_CountLimiter).default; + } +}); + +var _TimeLimiter = require('./limiters/TimeLimiter'); + +Object.defineProperty(exports, 'TimeLimiter', { + enumerable: true, + get: function get() { + return _interopRequireDefault(_TimeLimiter).default; + } +}); + +function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } + +},{"./BasePrepare":183,"./canvas/CanvasPrepare":184,"./limiters/CountLimiter":186,"./limiters/TimeLimiter":187,"./webgl/WebGLPrepare":188}],186:[function(require,module,exports){ +"use strict"; + +exports.__esModule = true; + +function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } + +/** + * CountLimiter limits the number of items handled by a {@link PIXI.prepare.BasePrepare} to a specified + * number of items per frame. + * + * @class + * @memberof PIXI + */ +var CountLimiter = function () { + /** + * @param {number} maxItemsPerFrame - The maximum number of items that can be prepared each frame. + */ + function CountLimiter(maxItemsPerFrame) { + _classCallCheck(this, CountLimiter); + + /** + * The maximum number of items that can be prepared each frame. + * @private + */ + this.maxItemsPerFrame = maxItemsPerFrame; + /** + * The number of items that can be prepared in the current frame. + * @type {number} + * @private + */ + this.itemsLeft = 0; + } + + /** + * Resets any counting properties to start fresh on a new frame. + */ + + + CountLimiter.prototype.beginFrame = function beginFrame() { + this.itemsLeft = this.maxItemsPerFrame; + }; + + /** + * Checks to see if another item can be uploaded. This should only be called once per item. + * @return {boolean} If the item is allowed to be uploaded. + */ + + + CountLimiter.prototype.allowedToUpload = function allowedToUpload() { + return this.itemsLeft-- > 0; + }; + + return CountLimiter; +}(); + +exports.default = CountLimiter; + +},{}],187:[function(require,module,exports){ +"use strict"; + +exports.__esModule = true; + +function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } + +/** + * TimeLimiter limits the number of items handled by a {@link PIXI.BasePrepare} to a specified + * number of milliseconds per frame. + * + * @class + * @memberof PIXI + */ +var TimeLimiter = function () { + /** + * @param {number} maxMilliseconds - The maximum milliseconds that can be spent preparing items each frame. + */ + function TimeLimiter(maxMilliseconds) { + _classCallCheck(this, TimeLimiter); + + /** + * The maximum milliseconds that can be spent preparing items each frame. + * @private + */ + this.maxMilliseconds = maxMilliseconds; + /** + * The start time of the current frame. + * @type {number} + * @private + */ + this.frameStart = 0; + } + + /** + * Resets any counting properties to start fresh on a new frame. + */ + + + TimeLimiter.prototype.beginFrame = function beginFrame() { + this.frameStart = Date.now(); + }; + + /** + * Checks to see if another item can be uploaded. This should only be called once per item. + * @return {boolean} If the item is allowed to be uploaded. + */ + + + TimeLimiter.prototype.allowedToUpload = function allowedToUpload() { + return Date.now() - this.frameStart < this.maxMilliseconds; + }; + + return TimeLimiter; +}(); + +exports.default = TimeLimiter; + +},{}],188:[function(require,module,exports){ +'use strict'; + +exports.__esModule = true; + +var _core = require('../../core'); + +var core = _interopRequireWildcard(_core); + +var _BasePrepare2 = require('../BasePrepare'); + +var _BasePrepare3 = _interopRequireDefault(_BasePrepare2); + +function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } + +function _interopRequireWildcard(obj) { if (obj && obj.__esModule) { return obj; } else { var newObj = {}; if (obj != null) { for (var key in obj) { if (Object.prototype.hasOwnProperty.call(obj, key)) newObj[key] = obj[key]; } } newObj.default = obj; return newObj; } } + +function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } + +function _possibleConstructorReturn(self, call) { if (!self) { throw new ReferenceError("this hasn't been initialised - super() hasn't been called"); } return call && (typeof call === "object" || typeof call === "function") ? call : self; } + +function _inherits(subClass, superClass) { if (typeof superClass !== "function" && superClass !== null) { throw new TypeError("Super expression must either be null or a function, not " + typeof superClass); } subClass.prototype = Object.create(superClass && superClass.prototype, { constructor: { value: subClass, enumerable: false, writable: true, configurable: true } }); if (superClass) Object.setPrototypeOf ? Object.setPrototypeOf(subClass, superClass) : subClass.__proto__ = superClass; } + +/** + * The prepare manager provides functionality to upload content to the GPU. + * + * An instance of this class is automatically created by default, and can be found at renderer.plugins.prepare + * + * @class + * @extends PIXI.prepare.BasePrepare + * @memberof PIXI.prepare + */ +var WebGLPrepare = function (_BasePrepare) { + _inherits(WebGLPrepare, _BasePrepare); + + /** + * @param {PIXI.WebGLRenderer} renderer - A reference to the current renderer + */ + function WebGLPrepare(renderer) { + _classCallCheck(this, WebGLPrepare); + + var _this = _possibleConstructorReturn(this, _BasePrepare.call(this, renderer)); + + _this.uploadHookHelper = _this.renderer; + + // Add textures and graphics to upload + _this.registerFindHook(findGraphics); + _this.registerUploadHook(uploadBaseTextures); + _this.registerUploadHook(uploadGraphics); + return _this; + } + + return WebGLPrepare; +}(_BasePrepare3.default); +/** + * Built-in hook to upload PIXI.Texture objects to the GPU. + * + * @private + * @param {PIXI.WebGLRenderer} renderer - instance of the webgl renderer + * @param {PIXI.DisplayObject} item - Item to check + * @return {boolean} If item was uploaded. + */ + + +exports.default = WebGLPrepare; +function uploadBaseTextures(renderer, item) { + if (item instanceof core.BaseTexture) { + // if the texture already has a GL texture, then the texture has been prepared or rendered + // before now. If the texture changed, then the changer should be calling texture.update() which + // reuploads the texture without need for preparing it again + if (!item._glTextures[renderer.CONTEXT_UID]) { + renderer.textureManager.updateTexture(item); + } + + return true; + } + + return false; +} + +/** + * Built-in hook to upload PIXI.Graphics to the GPU. + * + * @private + * @param {PIXI.WebGLRenderer} renderer - instance of the webgl renderer + * @param {PIXI.DisplayObject} item - Item to check + * @return {boolean} If item was uploaded. + */ +function uploadGraphics(renderer, item) { + if (item instanceof core.Graphics) { + // if the item is not dirty and already has webgl data, then it got prepared or rendered + // before now and we shouldn't waste time updating it again + if (item.dirty || item.clearDirty || !item._webGL[renderer.plugins.graphics.CONTEXT_UID]) { + renderer.plugins.graphics.updateGraphics(item); + } + + return true; + } + + return false; +} + +/** + * Built-in hook to find graphics. + * + * @private + * @param {PIXI.DisplayObject} item - Display object to check + * @param {Array<*>} queue - Collection of items to upload + * @return {boolean} if a PIXI.Graphics object was found. + */ +function findGraphics(item, queue) { + if (item instanceof core.Graphics) { + queue.push(item); + + return true; + } + + return false; +} + +core.WebGLRenderer.registerPlugin('prepare', WebGLPrepare); + +},{"../../core":65,"../BasePrepare":183}],189:[function(require,module,exports){ +(function (global){ +'use strict'; + +exports.__esModule = true; +exports.loader = exports.prepare = exports.particles = exports.mesh = exports.loaders = exports.interaction = exports.filters = exports.extras = exports.extract = exports.accessibility = undefined; + +var _polyfill = require('./polyfill'); + +Object.keys(_polyfill).forEach(function (key) { + if (key === "default" || key === "__esModule") return; + Object.defineProperty(exports, key, { + enumerable: true, + get: function get() { + return _polyfill[key]; + } + }); +}); + +var _core = require('./core'); + +Object.keys(_core).forEach(function (key) { + if (key === "default" || key === "__esModule") return; + Object.defineProperty(exports, key, { + enumerable: true, + get: function get() { + return _core[key]; + } + }); +}); + +var _deprecation = require('./deprecation'); + +var _deprecation2 = _interopRequireDefault(_deprecation); + +var _accessibility = require('./accessibility'); + +var accessibility = _interopRequireWildcard(_accessibility); + +var _extract = require('./extract'); + +var extract = _interopRequireWildcard(_extract); + +var _extras = require('./extras'); + +var extras = _interopRequireWildcard(_extras); + +var _filters = require('./filters'); + +var filters = _interopRequireWildcard(_filters); + +var _interaction = require('./interaction'); + +var interaction = _interopRequireWildcard(_interaction); + +var _loaders = require('./loaders'); + +var loaders = _interopRequireWildcard(_loaders); + +var _mesh = require('./mesh'); + +var mesh = _interopRequireWildcard(_mesh); + +var _particles = require('./particles'); + +var particles = _interopRequireWildcard(_particles); + +var _prepare = require('./prepare'); + +var prepare = _interopRequireWildcard(_prepare); + +function _interopRequireWildcard(obj) { if (obj && obj.__esModule) { return obj; } else { var newObj = {}; if (obj != null) { for (var key in obj) { if (Object.prototype.hasOwnProperty.call(obj, key)) newObj[key] = obj[key]; } } newObj.default = obj; return newObj; } } + +function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } + +// export core +_core.utils.mixins.performMixins(); + +/** + * Alias for {@link PIXI.loaders.shared}. + * @name loader + * @memberof PIXI + * @type {PIXI.loader.Loader} + */ + + +// handle mixins now, after all code has been added, including deprecation + + +// export libs +// import polyfills. Done as an export to make sure polyfills are imported first +var loader = loaders.shared || null; + +exports.accessibility = accessibility; +exports.extract = extract; +exports.extras = extras; +exports.filters = filters; +exports.interaction = interaction; +exports.loaders = loaders; +exports.mesh = mesh; +exports.particles = particles; +exports.prepare = prepare; +exports.loader = loader; + +// Apply the deprecations + +if (typeof _deprecation2.default === 'function') { + (0, _deprecation2.default)(exports); +} + +// Always export PixiJS globally. +global.PIXI = exports; // eslint-disable-line + +}).call(this,typeof global !== "undefined" ? global : typeof self !== "undefined" ? self : typeof window !== "undefined" ? window : {}) + +},{"./accessibility":42,"./core":65,"./deprecation":131,"./extract":133,"./extras":141,"./filters":153,"./interaction":159,"./loaders":162,"./mesh":171,"./particles":174,"./polyfill":181,"./prepare":185}]},{},[189])(189) +}); + + +//# sourceMappingURL=pixi.js.map diff --git a/Pixi/Demos/package.json b/Pixi/Demos/package.json index b19531c6..7a608311 100644 --- a/Pixi/Demos/package.json +++ b/Pixi/Demos/package.json @@ -3,6 +3,7 @@ "version": "5.6.2", "main": "", "scripts": { + "first-build": "cd ../4.x && npm install && npm run build && cd ../Demos && npm run start", "start": "tsc & copyfiles -u 3 -s ../4.x/out/* libs/dragonBones/ & anywhere", "upgradeA": "cd .. & cd 4.x & npm run build & cd .. & cd Demos", "upgradeB": "copyfiles -u 3 ../4.x/out/* libs/dragonBones/",