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{"version":3,"file":"Sprite.mjs","sources":["../../../src/scene/sprite/Sprite.ts"],"sourcesContent":["import { ObservablePoint } from '../../maths/point/ObservablePoint';\nimport { Texture } from '../../rendering/renderers/shared/texture/Texture';\nimport { updateQuadBounds } from '../../utils/data/updateQuadBounds';\nimport { ViewContainer } from '../view/View';\n\nimport type { Size } from '../../maths/misc/Size';\nimport type { PointData } from '../../maths/point/PointData';\nimport type { TextureSourceLike } from '../../rendering/renderers/shared/texture/Texture';\nimport type { Bounds, BoundsData } from '../container/bounds/Bounds';\nimport type { ContainerOptions } from '../container/Container';\nimport type { Optional } from '../container/container-mixins/measureMixin';\nimport type { DestroyOptions } from '../container/destroyTypes';\n\n/**\n * Options for the {@link scene.Sprite} constructor.\n * @memberof scene\n */\nexport interface SpriteOptions extends ContainerOptions\n{\n /** The texture to use for the sprite. */\n texture?: Texture;\n /** The anchor point of the sprite. */\n anchor?: PointData | number;\n /** Whether or not to round the x/y position. */\n roundPixels?: boolean;\n}\n\n/**\n * The Sprite object is one of the most important objects in PixiJS. It is a\n * drawing item that can be added to a scene and rendered to the screen.\n *\n * A sprite can be created directly from an image like this:\n *\n * ```js\n * import { Sprite } from 'pixi.js';\n *\n * const sprite = Sprite.from('assets/image.png');\n * ```\n *\n * The more efficient way to create sprites is using a {@link assets.Spritesheet},\n * as swapping base textures when rendering to the screen is inefficient.\n *\n * ```js\n * import { Assets, Sprite } from 'pixi.js';\n *\n * const sheet = await Assets.load('assets/spritesheet.json');\n * const sprite = new Sprite(sheet.textures['image.png']);\n * ```\n * @memberof scene\n * @extends scene.Container\n */\nexport class Sprite extends ViewContainer\n{\n /**\n * Helper function that creates a new sprite based on the source you provide.\n * The source can be - frame id, image, video, canvas element, video element, texture\n * @param source - Source to create texture from\n * @param [skipCache] - Whether to skip the cache or not\n * @returns The newly created sprite\n */\n public static from(source: Texture | TextureSourceLike, skipCache = false): Sprite\n {\n if (source instanceof Texture)\n {\n return new Sprite(source);\n }\n\n return new Sprite(Texture.from(source, skipCache));\n }\n\n public override readonly renderPipeId: string = 'sprite';\n\n public batched = true;\n public readonly _anchor: ObservablePoint;\n\n // sprite specific..\n public _texture: Texture;\n public _didSpriteUpdate = false;\n\n private readonly _sourceBounds: BoundsData = { minX: 0, maxX: 1, minY: 0, maxY: 0 };\n private _sourceBoundsDirty = true;\n\n private _width: number;\n private _height: number;\n\n /**\n * @param options - The options for creating the sprite.\n */\n constructor(options: SpriteOptions | Texture = Texture.EMPTY)\n {\n if (options instanceof Texture)\n {\n options = { texture: options };\n }\n\n // split out\n const { texture = Texture.EMPTY, anchor, roundPixels, width, height, ...rest } = options;\n\n super({\n label: 'Sprite',\n ...rest\n });\n\n this._anchor = new ObservablePoint(\n {\n _onUpdate: () =>\n {\n this.onViewUpdate();\n }\n },\n );\n\n if (anchor)\n {\n this.anchor = anchor;\n }\n else if (texture.defaultAnchor)\n {\n this.anchor = texture.defaultAnchor;\n }\n\n this.texture = texture;\n\n this.allowChildren = false;\n this.roundPixels = roundPixels ?? false;\n\n // needs to be set after the container has initiated\n if (width !== undefined) this.width = width;\n if (height !== undefined) this.height = height;\n }\n\n set texture(value: Texture)\n {\n value ||= Texture.EMPTY;\n\n const currentTexture = this._texture;\n\n if (currentTexture === value) return;\n\n if (currentTexture && currentTexture.dynamic) currentTexture.off('update', this.onViewUpdate, this);\n if (value.dynamic) value.on('update', this.onViewUpdate, this);\n\n this._texture = value;\n\n if (this._width)\n {\n this._setWidth(this._width, this._texture.orig.width);\n }\n\n if (this._height)\n {\n this._setHeight(this._height, this._texture.orig.height);\n }\n\n this.onViewUpdate();\n }\n\n /** The texture that the sprite is using. */\n get texture()\n {\n return this._texture;\n }\n\n /**\n * The local bounds of the sprite.\n * @type {rendering.Bounds}\n */\n get bounds()\n {\n if (this._boundsDirty)\n {\n this._updateBounds();\n this._boundsDirty = false;\n }\n\n return this._bounds;\n }\n\n /**\n * The bounds of the sprite, taking the texture's trim into account.\n * @type {rendering.Bounds}\n */\n get sourceBounds()\n {\n if (this._sourceBoundsDirty)\n {\n this._updateSourceBounds();\n this._sourceBoundsDirty = false;\n }\n\n return this._sourceBounds;\n }\n\n /**\n * Checks if the object contains the given point.\n * @param point - The point to check\n */\n public override containsPoint(point: PointData)\n {\n const bounds = this.sourceBounds;\n\n if (point.x >= bounds.maxX && point.x <= bounds.minX)\n {\n if (point.y >= bounds.maxY && point.y <= bounds.minY)\n {\n return true;\n }\n }\n\n return false;\n }\n\n /**\n * Adds the bounds of this object to the bounds object.\n * @param bounds - The output bounds object.\n */\n public addBounds(bounds: Bounds)\n {\n const _bounds = this._texture.trim ? this.sourceBounds : this.bounds;\n\n bounds.addFrame(_bounds.minX, _bounds.minY, _bounds.maxX, _bounds.maxY);\n }\n\n public override onViewUpdate()\n {\n this._didViewChangeTick++;\n\n this._didSpriteUpdate = true;\n this._sourceBoundsDirty = this._boundsDirty = true;\n\n if (this.didViewUpdate) return;\n this.didViewUpdate = true;\n\n const renderGroup = this.renderGroup || this.parentRenderGroup;\n\n if (renderGroup)\n {\n renderGroup.onChildViewUpdate(this);\n }\n }\n\n protected override _updateBounds()\n {\n updateQuadBounds(this._bounds, this._anchor, this._texture, 0);\n }\n\n private _updateSourceBounds()\n {\n const anchor = this._anchor;\n const texture = this._texture;\n\n const sourceBounds = this._sourceBounds;\n\n const { width, height } = texture.orig;\n\n sourceBounds.maxX = -anchor._x * width;\n sourceBounds.minX = sourceBounds.maxX + width;\n\n sourceBounds.maxY = -anchor._y * height;\n sourceBounds.minY = sourceBounds.maxY + height;\n }\n\n /**\n * Destroys this sprite renderable and optionally its texture.\n * @param options - Options parameter. A boolean will act as if all options\n * have been set to that value\n * @param {boolean} [options.texture=false] - Should it destroy the current texture of the renderable as well\n * @param {boolean} [options.textureSource=false] - Should it destroy the textureSource of the renderable as well\n */\n public override destroy(options: DestroyOptions = false)\n {\n super.destroy(options);\n\n const destroyTexture = typeof options === 'boolean' ? options : options?.texture;\n\n if (destroyTexture)\n {\n const destroyTextureSource = typeof options === 'boolean' ? options : options?.textureSource;\n\n this._texture.destroy(destroyTextureSource);\n }\n\n this._texture = null;\n (this._bounds as null) = null;\n (this._sourceBounds as null) = null;\n (this._anchor as null) = null;\n }\n\n /**\n * The anchor sets the origin point of the sprite. The default value is taken from the {@link Texture}\n * and passed to the constructor.\n *\n * The default is `(0,0)`, this means the sprite's origin is the top left.\n *\n * Setting the anchor to `(0.5,0.5)` means the sprite's origin is centered.\n *\n * Setting the anchor to `(1,1)` would mean the sprite's origin point will be the bottom right corner.\n *\n * If you pass only single parameter, it will set both x and y to the same value as shown in the example below.\n * @example\n * import { Sprite } from 'pixi.js';\n *\n * const sprite = new Sprite({texture: Texture.WHITE});\n * sprite.anchor.set(0.5); // This will set the origin to center. (0.5) is same as (0.5, 0.5).\n */\n get anchor(): ObservablePoint\n {\n return this._anchor;\n }\n\n set anchor(value: PointData | number)\n {\n typeof value === 'number' ? this._anchor.set(value) : this._anchor.copyFrom(value);\n }\n\n /** The width of the sprite, setting this will actually modify the scale to achieve the value set. */\n override get width(): number\n {\n return Math.abs(this.scale.x) * this._texture.orig.width;\n }\n\n override set width(value: number)\n {\n this._setWidth(value, this._texture.orig.width);\n this._width = value;\n }\n\n /** The height of the sprite, setting this will actually modify the scale to achieve the value set. */\n override get height(): number\n {\n return Math.abs(this.scale.y) * this._texture.orig.height;\n }\n\n override set height(value: number)\n {\n this._setHeight(value, this._texture.orig.height);\n this._height = value;\n }\n\n /**\n * Retrieves the size of the Sprite as a [Size]{@link Size} object.\n * This is faster than get the width and height separately.\n * @param out - Optional object to store the size in.\n * @returns - The size of the Sprite.\n */\n public override getSize(out?: Size): Size\n {\n out ||= {} as Size;\n out.width = Math.abs(this.scale.x) * this._texture.orig.width;\n out.height = Math.abs(this.scale.y) * this._texture.orig.height;\n\n return out;\n }\n\n /**\n * Sets the size of the Sprite to the specified width and height.\n * This is faster than setting the width and height separately.\n * @param value - This can be either a number or a [Size]{@link Size} object.\n * @param height - The height to set. Defaults to the value of `width` if not provided.\n */\n public override setSize(value: number | Optional<Size, 'height'>, height?: number)\n {\n if (typeof value === 'object')\n {\n height = value.height ?? value.width;\n value = value.width;\n }\n else\n {\n height ??= value;\n }\n\n value !== undefined && this._setWidth(value, this._texture.orig.width);\n height !== undefined && this._setHeight(height, this._texture.orig.height);\n 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