/** * 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: * */ 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; } })();