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7.19 kBSource Map (JSON)View Raw
1{"version":3,"file":"MaskData.mjs","sources":["../../src/mask/MaskData.ts"],"sourcesContent":["import { MASK_TYPES } from '@pixi/constants';\nimport { Filter } from '../filters/Filter';\n\nimport type { COLOR_MASK_BITS, MSAA_QUALITY } from '@pixi/constants';\nimport type { Matrix, Rectangle } from '@pixi/math';\nimport type { IFilterTarget } from '../filters/IFilterTarget';\nimport type { ISpriteMaskFilter } from '../filters/spriteMask/SpriteMaskFilter';\nimport type { Renderer } from '../Renderer';\n\nexport interface IMaskTarget extends IFilterTarget\n{\n renderable: boolean;\n isSprite?: boolean;\n worldTransform: Matrix;\n isFastRect?(): boolean;\n getBounds(skipUpdate?: boolean, rect?: Rectangle): Rectangle;\n render(renderer: Renderer): void;\n}\n/**\n * Component for masked elements.\n *\n * Holds mask mode and temporary data about current mask.\n * @memberof PIXI\n */\nexport class MaskData\n{\n /** Mask type */\n public type: MASK_TYPES;\n\n /**\n * Whether we know the mask type beforehand\n * @default true\n */\n public autoDetect: boolean;\n\n /**\n * Which element we use to mask\n * @member {PIXI.DisplayObject}\n */\n public maskObject: IMaskTarget;\n\n /** Whether it belongs to MaskSystem pool */\n public pooled: boolean;\n\n /** Indicator of the type (always true for {@link PIXI.MaskData} objects) */\n public isMaskData: boolean;// webdoc crashes if the type is true because reasons... (will fix)\n\n /**\n * Resolution of the sprite mask filter.\n * If set to `null` or `0`, the resolution of the current render target is used.\n * @default null\n */\n public resolution: number;\n\n /**\n * Number of samples of the sprite mask filter.\n * If set to `null`, the sample count of the current render target is used.\n * @default PIXI.Filter.defaultMultisample\n */\n public multisample: MSAA_QUALITY;\n\n /** If enabled is true the mask is applied, if false it will not. */\n public enabled: boolean;\n\n /** Color mask. */\n public colorMask: COLOR_MASK_BITS;\n\n /**\n * The sprite mask filter wrapped in an array.\n * @private\n */\n _filters: ISpriteMaskFilter[];\n\n /**\n * Stencil counter above the mask in stack\n * @private\n */\n _stencilCounter: number;\n\n /**\n * Scissor counter above the mask in stack\n * @private\n */\n _scissorCounter: number;\n\n /**\n * Scissor operation above the mask in stack.\n * Null if _scissorCounter is zero, rectangle instance if positive.\n * @private\n */\n _scissorRect: Rectangle;\n\n /**\n * pre-computed scissor rect\n * does become _scissorRect when mask is actually pushed\n * @private\n */\n _scissorRectLocal: Rectangle;\n\n /**\n * pre-computed color mask\n * @private\n */\n _colorMask: number;\n\n /**\n * Targeted element. Temporary variable set by MaskSystem\n * @member {PIXI.DisplayObject}\n * @private\n */\n _target: IMaskTarget;\n\n /**\n * Create MaskData\n * @param {PIXI.DisplayObject} [maskObject=null] - object that describes the mask\n */\n constructor(maskObject: IMaskTarget = null)\n {\n this.type = MASK_TYPES.NONE;\n this.autoDetect = true;\n this.maskObject = maskObject || null;\n this.pooled = false;\n this.isMaskData = true;\n this.resolution = null;\n this.multisample = Filter.defaultMultisample;\n this.enabled = true;\n this.colorMask = 0xf;\n this._filters = null;\n this._stencilCounter = 0;\n this._scissorCounter = 0;\n this._scissorRect = null;\n this._scissorRectLocal = null;\n this._colorMask = 0xf;\n this._target = null;\n }\n\n /**\n * The sprite mask filter.\n * If set to `null`, the default sprite mask filter is used.\n * @default null\n */\n get filter(): ISpriteMaskFilter\n {\n return this._filters ? this._filters[0] : null;\n }\n\n set filter(value: ISpriteMaskFilter)\n {\n if (value)\n {\n if (this._filters)\n {\n this._filters[0] = value;\n }\n else\n {\n this._filters = [value];\n }\n }\n else\n {\n this._filters = null;\n }\n }\n\n /** Resets the mask data after popMask(). */\n reset(): void\n {\n if (this.pooled)\n {\n this.maskObject = null;\n\n this.type = MASK_TYPES.NONE;\n\n this.autoDetect = true;\n }\n\n this._target = null;\n this._scissorRectLocal = null;\n }\n\n /**\n * Copies counters from maskData above, called from pushMask().\n * @param maskAbove\n */\n copyCountersOrReset(maskAbove?: MaskData): void\n {\n if (maskAbove)\n {\n this._stencilCounter = maskAbove._stencilCounter;\n this._scissorCounter = maskAbove._scissorCounter;\n this._scissorRect = maskAbove._scissorRect;\n }\n else\n {\n this._stencilCounter = 0;\n this._scissorCounter = 0;\n this._scissorRect = null;\n }\n }\n}\n"],"names":[],"mappings":";;;AAwBO,MAAM,QACb,CAAA;AAAA,EA2FI,WAAA,CAAY,aAA0B,IACtC,EAAA;AACI,IAAA,IAAA,CAAK,OAAO,UAAW,CAAA,IAAA,CAAA;AACvB,IAAA,IAAA,CAAK,UAAa,GAAA,IAAA,CAAA;AAClB,IAAA,IAAA,CAAK,aAAa,UAAc,IAAA,IAAA,CAAA;AAChC,IAAA,IAAA,CAAK,MAAS,GAAA,KAAA,CAAA;AACd,IAAA,IAAA,CAAK,UAAa,GAAA,IAAA,CAAA;AAClB,IAAA,IAAA,CAAK,UAAa,GAAA,IAAA,CAAA;AAClB,IAAA,IAAA,CAAK,cAAc,MAAO,CAAA,kBAAA,CAAA;AAC1B,IAAA,IAAA,CAAK,OAAU,GAAA,IAAA,CAAA;AACf,IAAA,IAAA,CAAK,SAAY,GAAA,EAAA,CAAA;AACjB,IAAA,IAAA,CAAK,QAAW,GAAA,IAAA,CAAA;AAChB,IAAA,IAAA,CAAK,eAAkB,GAAA,CAAA,CAAA;AACvB,IAAA,IAAA,CAAK,eAAkB,GAAA,CAAA,CAAA;AACvB,IAAA,IAAA,CAAK,YAAe,GAAA,IAAA,CAAA;AACpB,IAAA,IAAA,CAAK,iBAAoB,GAAA,IAAA,CAAA;AACzB,IAAA,IAAA,CAAK,UAAa,GAAA,EAAA,CAAA;AAClB,IAAA,IAAA,CAAK,OAAU,GAAA,IAAA,CAAA;AAAA,GACnB;AAAA,EAOA,IAAI,MACJ,GAAA;AACI,IAAA,OAAO,IAAK,CAAA,QAAA,GAAW,IAAK,CAAA,QAAA,CAAS,CAAK,CAAA,GAAA,IAAA,CAAA;AAAA,GAC9C;AAAA,EAEA,IAAI,OAAO,KACX,EAAA;AACI,IAAA,IAAI,KACJ,EAAA;AACI,MAAA,IAAI,KAAK,QACT,EAAA;AACI,QAAA,IAAA,CAAK,SAAS,CAAK,CAAA,GAAA,KAAA,CAAA;AAAA,OAGvB,MAAA;AACI,QAAK,IAAA,CAAA,QAAA,GAAW,CAAC,KAAK,CAAA,CAAA;AAAA,OAC1B;AAAA,KAGJ,MAAA;AACI,MAAA,IAAA,CAAK,QAAW,GAAA,IAAA,CAAA;AAAA,KACpB;AAAA,GACJ;AAAA,EAGA,KACA,GAAA;AACI,IAAA,IAAI,KAAK,MACT,EAAA;AACI,MAAA,IAAA,CAAK,UAAa,GAAA,IAAA,CAAA;AAElB,MAAA,IAAA,CAAK,OAAO,UAAW,CAAA,IAAA,CAAA;AAEvB,MAAA,IAAA,CAAK,UAAa,GAAA,IAAA,CAAA;AAAA,KACtB;AAEA,IAAA,IAAA,CAAK,OAAU,GAAA,IAAA,CAAA;AACf,IAAA,IAAA,CAAK,iBAAoB,GAAA,IAAA,CAAA;AAAA,GAC7B;AAAA,EAMA,oBAAoB,SACpB,EAAA;AACI,IAAA,IAAI,SACJ,EAAA;AACI,MAAA,IAAA,CAAK,kBAAkB,SAAU,CAAA,eAAA,CAAA;AACjC,MAAA,IAAA,CAAK,kBAAkB,SAAU,CAAA,eAAA,CAAA;AACjC,MAAA,IAAA,CAAK,eAAe,SAAU,CAAA,YAAA,CAAA;AAAA,KAGlC,MAAA;AACI,MAAA,IAAA,CAAK,eAAkB,GAAA,CAAA,CAAA;AACvB,MAAA,IAAA,CAAK,eAAkB,GAAA,CAAA,CAAA;AACvB,MAAA,IAAA,CAAK,YAAe,GAAA,IAAA,CAAA;AAAA,KACxB;AAAA,GACJ;AACJ;;;;"}
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