/**
* Hilo
* Copyright 2015 alibaba.com
* Licensed under the MIT License
*/
/**
* @class View View is the base class of all display objects
* @mixes EventMixin
* @borrows EventMixin#on as #on
* @borrows EventMixin#off as #off
* @borrows EventMixin#fire as #fire
* @param {Object} properties The properties to create a view object, contains all writeable props of this class
* @module hilo/view/View
* @requires hilo/core/Hilo
* @requires hilo/core/Class
* @requires hilo/event/EventMixin
* @requires hilo/geom/Matrix
* @requires hilo/util/util
* @property {String} id The identifier for the view.
* @property {Number} x The position of the view on the x axis relative to the local coordinates of the parent, default value is 0.
* @property {Number} y The position of the view on the y axis relative to the local coordinates of the parent, default value is 0.
* @property {Number} width The width of the view, default value is 0.
* @property {Number} height The height of the view, default value is 0.
* @property {Number} alpha The opacity of the view, default value is 1.
* @property {Number} rotation The rotation of the view in angles, default value is 0.
* @property {Boolean} visible The visibility of the view. If false the vew will not be drawn, default value is true.
* @property {Number} pivotX Position of the center point on the x axis of the view, default value is 0.
* @property {Number} pivotY Position of the center point on the y axis of the view, default value is 0.
* @property {Number} scaleX The x axis scale factor of the view, default value is 1.
* @property {Number} scaleY The y axis scale factor of the view, default value is 1.
* @property {Matrix} transform The transform of the view.If set the transform, x, y, scaleX, scaleY, rotation, pivotX, pivotY will be ignored.default is null.
* @property {Boolean} pointerEnabled Is the view can receive DOM events, default value is true.
* @property {Object} background The background style to fill the view, can be css color, gradient or pattern of canvas
* @property {Graphics} mask Sets a mask for the view. A mask is an object that limits the visibility of an object to the shape of the mask applied to it. A regular mask must be a Hilo.Graphics object. This allows for much faster masking in canvas as it utilises shape clipping. To remove a mask, set this property to null.
* @property {Number} tint The tint applied to the view,default is 0xFFFFFF.Only support in WebGL mode.
* @property {String|Function} align The alignment of the view, the value must be one of Hilo.align enum.
* @property {Container} parent The parent view of this view, readonly!
* @property {Number} depth The z index of the view, readonly!
* @property {Drawable} drawable The drawable object of the view. Only for advanced develop.
* @property {Array} boundsArea The vertex points of the view, the points are relative to the center point. This is a example: [{x:10, y:10}, {x:20, y:20}].
*/
var View = (function(){
return Class.create(/** @lends View.prototype */{
Mixes: EventMixin,
constructor: function(properties){
properties = properties || {};
this.id = this.id || properties.id || Hilo.getUid("View");
util.copy(this, properties, true);
},
tint:0xffffff,
id: null,
x: 0,
y: 0,
width: 0,
height: 0,
alpha: 1,
rotation: 0,
visible: true,
pivotX: 0,
pivotY: 0,
scaleX: 1,
scaleY: 1,
pointerEnabled: true,
background: null,
mask: null,
align: null,
drawable: null,
boundsArea: null,
parent: null,
depth: -1,
transform: null,
blendMode:'source-over',
/**
* Get the stage object of the view. If the view doesn't add to any stage, null will be returned.
* @returns {Stage} The stage object of the view.
*/
getStage: function(){
var obj = this, parent;
while(parent = obj.parent) obj = parent;
//NOTE: don't use `instanceof` to prevent circular module requirement.
//But it's not a very reliable way to check it's a stage instance.
if(obj.canvas) return obj;
return null;
},
/**
* Get the scaled width of the view.
* @returns {Number} scaled width of the view.
*/
getScaledWidth: function(){
return this.width * this.scaleX;
},
/**
* Get the scaled height of the view.
* @returns {Number} scaled height of the view.
*/
getScaledHeight: function(){
return this.height * this.scaleY;
},
/**
* Add current view to a Contaner.
* @param {Container} container Container object.
* @param {Uint} index The index of the view in container.
* @returns {View} Current view.
*/
addTo: function(container, index){
if(typeof index === 'number') container.addChildAt(this, index);
else container.addChild(this);
return this;
},
/**
* Remove current view from it's parent container
* @returns {View} Current view.
*/
removeFromParent: function(){
var parent = this.parent;
if(parent) parent.removeChild(this);
return this;
},
/**
* Get the bounds of the view as a circumscribed rectangle and all vertex points relative to the coordinates of the stage.
* @returns {Array} The vertex points array, and the array contains the following properties:
*
* - x - The position of the view on the x axis relative to the coordinates of the stage.
* - y - The position of the view on the y axis relative to the coordinates of the stage.
* - width - The width of circumscribed rectangle of the view.
* - height - The height of circumscribed rectangle of the view
*
*/
getBounds: function(){
var w = this.width, h = this.height,
mtx = this.getConcatenatedMatrix(),
poly = this.boundsArea || [{x:0, y:0}, {x:w, y:0}, {x:w, y:h}, {x:0, y:h}],
vertexs = [], point, x, y, minX, maxX, minY, maxY;
for(var i = 0, len = poly.length; i < len; i++){
point = mtx.transformPoint(poly[i], true, true);
x = point.x;
y = point.y;
if(i == 0){
minX = maxX = x;
minY = maxY = y;
}else{
if(minX > x) minX = x;
else if(maxX < x) maxX = x;
if(minY > y) minY = y;
else if(maxY < y) maxY = y;
}
vertexs[i] = point;
}
vertexs.x = minX;
vertexs.y = minY;
vertexs.width = maxX - minX;
vertexs.height = maxY - minY;
return vertexs;
},
/**
* Get the matrix that can transform points from current view coordinates to the ancestor container coordinates.
* @param {View} ancestor The ancestor of current view, default value is the top container.
* @private
*/
getConcatenatedMatrix: function(ancestor){
var mtx = new Matrix(1, 0, 0, 1, 0, 0);
for(var o = this; o != ancestor && o.parent; o = o.parent){
var cos = 1, sin = 0,
rotation = o.rotation % 360,
pivotX = o.pivotX, pivotY = o.pivotY,
scaleX = o.scaleX, scaleY = o.scaleY,
transform = o.transform;
if(transform) {
mtx.concat(transform);
}
else{
if(rotation){
var r = rotation * Math.PI / 180;
cos = Math.cos(r);
sin = Math.sin(r);
}
if(pivotX != 0) mtx.tx -= pivotX;
if(pivotY != 0) mtx.ty -= pivotY;
var pos = o.getAlignPosition();
mtx.concat(cos*scaleX, sin*scaleX, -sin*scaleY, cos*scaleY, pos.x, pos.y);
}
}
return mtx;
},
getAlignPosition: function(){
var parent = this.parent;
var align = this.align;
var x = this.x;
var y = this.y;
if(parent && this.align){
if(typeof align === 'function'){
return this.align();
}
var w = this.width, h = this.height,
pw = parent.width, ph = parent.height;
switch(align){
case 'TL':
x = 0;
y = 0;
break;
case 'T':
x = pw - w >> 1;
y = 0;
break;
case 'TR':
x = pw - w;
y = 0;
break;
case 'L':
x = 0;
y = ph - h >> 1;
break;
case 'C':
x = pw - w >> 1;
y = ph - h >> 1;
break;
case 'R':
x = pw - w;
y = ph - h >> 1;
break;
case 'BL':
x = 0;
y = ph - h;
break;
case 'B':
x = pw - w >> 1;
y = ph - h;
break;
case 'BR':
x = pw - w;
y = ph - h;
break;
}
}
return {
x:x,
y:y
};
},
/**
* Determining whether a point is in the circumscribed rectangle of current view.
* @param {Number} x The x axis relative to the stage coordinates.
* @param {Number} y The y axis relative to the stage coordinates.
* @param {Boolean} usePolyCollision Is use polygon collision, default value is false.
* @returns {Boolean} the point is in the circumscribed rectangle of current view.
*/
hitTestPoint: function(x, y, usePolyCollision){
var bound = this.getBounds(),
hit = x >= bound.x && x <= bound.x + bound.width &&
y >= bound.y && y <= bound.y + bound.height;
if(hit && usePolyCollision){
hit = pointInPolygon(x, y, bound);
}
return hit;
},
/**
* Determining whether an object is in the circumscribed rectangle of current view.
* @param {View} object The object need to determining.
* @param {Boolean} usePolyCollision Is use polygon collision, default value is false.
*/
hitTestObject: function(object, usePolyCollision){
var b1 = this.getBounds(),
b2 = object.getBounds(),
hit = b1.x <= b2.x + b2.width && b2.x <= b1.x + b1.width &&
b1.y <= b2.y + b2.height && b2.y <= b1.y + b1.height;
if(hit && usePolyCollision){
hit = polygonCollision(b1, b2);
}
return !!hit;
},
/**
* The method to render current display object. Only for advanced develop.
* @param {Renderer} renderer Renderer object.
* @param {Number} delta The delta time of render.
* @protected
*/
_render: function(renderer, delta){
if((!this.onUpdate || this.onUpdate(delta) !== false) && renderer.startDraw(this)){
renderer.transform(this);
this.render(renderer, delta);
renderer.endDraw(this);
}
},
/**
* Mouse event
*/
_fireMouseEvent:function(e){
e.eventCurrentTarget = this;
this.fire(e);
// 处理mouseover事件 mouseover不需要阻止冒泡
// handle mouseover event, mouseover needn't stop propagation.
if(e.type == "mousemove"){
if(!this.__mouseOver){
this.__mouseOver = true;
var overEvent = util.copy({}, e);
overEvent.type = "mouseover";
this.fire(overEvent);
}
}
else if(e.type == "mouseout"){
this.__mouseOver = false;
}
// 向上冒泡
// handle event propagation
var parent = this.parent;
if(!e._stopped && !e._stopPropagationed && parent){
if(e.type == "mouseout" || e.type == "touchout"){
if(!parent.hitTestPoint(e.stageX, e.stageY, true)){
parent._fireMouseEvent(e);
}
}
else{
parent._fireMouseEvent(e);
}
}
},
/**
* This method will call while the view need update(usually caused by ticker update). This method can return a Boolean value, if return false, the view will not be drawn.
* Limit: If you change the index in it's parent, it will not be drawn correct in current frame but next frame is correct.
* @type Function
* @default null
*/
onUpdate: null,
/**
* The render method of current view. The subclass can implement it's own render logic by rewrite this function.
* @param {Renderer} renderer Renderer object.
* @param {Number} delta The delta time of render.
*/
render: function(renderer, delta){
renderer.draw(this);
},
/**
* Get a string representing current view.
* @returns {String} string representing current view.
*/
toString: function(){
return Hilo.viewToString(this);
}
});
/**
* @private
*/
function pointInPolygon(x, y, poly){
var cross = 0, onBorder = false, minX, maxX, minY, maxY;
for(var i = 0, len = poly.length; i < len; i++){
var p1 = poly[i], p2 = poly[(i+1)%len];
if(p1.y == p2.y && y == p1.y){
p1.x > p2.x ? (minX = p2.x, maxX = p1.x) : (minX = p1.x, maxX = p2.x);
if(x >= minX && x <= maxX){
onBorder = true;
continue;
}
}
p1.y > p2.y ? (minY = p2.y, maxY = p1.y) : (minY = p1.y, maxY = p2.y);
if(y < minY || y > maxY) continue;
var nx = (y - p1.y)*(p2.x - p1.x) / (p2.y - p1.y) + p1.x;
if(nx > x) cross++;
else if(nx == x) onBorder = true;
//当射线和多边形相交
if(p1.x > x && p1.y == y){
var p0 = poly[(len+i-1)%len];
//当交点的两边在射线两旁
if(p0.y < y && p2.y > y || p0.y > y && p2.y < y){
cross ++;
}
}
}
return onBorder || (cross % 2 == 1);
}
/**
* @private
*/
function polygonCollision(poly1, poly2){
var result = doSATCheck(poly1, poly2, {overlap:-Infinity, normal:{x:0, y:0}});
if(result) return doSATCheck(poly2, poly1, result);
return false;
}
/**
* @private
*/
function doSATCheck(poly1, poly2, result){
var len1 = poly1.length, len2 = poly2.length,
currentPoint, nextPoint, distance,
min1, max1, min2, max2, dot, overlap, normal = {x:0, y:0};
for(var i = 0; i < len1; i++){
currentPoint = poly1[i];
nextPoint = poly1[(i < len1-1 ? i+1 : 0)];
normal.x = currentPoint.y - nextPoint.y;
normal.y = nextPoint.x - currentPoint.x;
distance = Math.sqrt(normal.x * normal.x + normal.y * normal.y);
normal.x /= distance;
normal.y /= distance;
min1 = max1 = poly1[0].x * normal.x + poly1[0].y * normal.y;
for(var j = 1; j < len1; j++){
dot = poly1[j].x * normal.x + poly1[j].y * normal.y;
if(dot > max1) max1 = dot;
else if(dot < min1) min1 = dot;
}
min2 = max2 = poly2[0].x * normal.x + poly2[0].y * normal.y;
for(j = 1; j < len2; j++){
dot = poly2[j].x * normal.x + poly2[j].y * normal.y;
if(dot > max2) max2 = dot;
else if(dot < min2) min2 = dot;
}
if(min1 < min2){
overlap = min2 - max1;
normal.x = -normal.x;
normal.y = -normal.y;
}else{
overlap = min1 - max2;
}
if(overlap >= 0){
return false;
}else if(overlap > result.overlap){
result.overlap = overlap;
result.normal.x = normal.x;
result.normal.y = normal.y;
}
}
return result;
}
})();