/*
* Filter
* Visit http://createjs.com/ for documentation, updates and examples.
*
* Copyright (c) 2010 gskinner.com, inc.
*
* 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.
*/
/**
* @module EaselJS
*/
// namespace:
this.createjs = this.createjs||{};
(function() {
"use strict";
// constructor:
/**
* @class MasterFilter
* @constructor
**/
function MasterFilter(context) {
/**
* The context these filters are being used from. Necessary for re-using the same context in webGL scenarios,
* also used as a key for the multi-singleton approach.
* @property refCtx
* @type {CanvasRenderingContext}
* @default null
*/
this.refCtx = context || null;
/**
* The context these filters are being used from. Necessary for re-using the same context in webGL scenarios,
* also used as a key for the multi-singleton approach.
* @property refCtx
* @type {CanvasRenderingContext}
* @default null
*/
this._spriteStage = null;
}
var p = MasterFilter.prototype;
/**
* <strong>REMOVED</strong>. Removed in favor of using `MySuperClass_constructor`.
* See {{#crossLink "Utility Methods/extend"}}{{/crossLink}} and {{#crossLink "Utility Methods/promote"}}{{/crossLink}}
* for details.
*
* There is an inheritance tutorial distributed with EaselJS in /tutorials/Inheritance.
*
* @method initialize
* @protected
* @deprecated
*/
// p.initialize = function() {}; // searchable for devs wondering where it is.
/**
*
*/
MasterFilter._lastID = -1;
/**
*
*/
MasterFilter._contextLookup = [];
/**
*
*/
MasterFilter.get = function(context) {
if(!context._masterFilterID){
context._masterFilterID = ++MasterFilter._lastID;
}
var master = MasterFilter._contextLookup[context._masterFilterID];
if(!master){
master = MasterFilter._contextLookup[context._masterFilterID] = new MasterFilter(context);
}
return master;
};
/**
* Returns the bounds that surround all applied filters.
* @method getFilterBounds
* @param {DisplayObject} target aaa.
* @param {Rectangle} [output=null] Optional parameter, if provided then calculated bounds will be applied to that object.
* @return {Rectangle} a string representation of the instance.
**/
MasterFilter.getFilterBounds = function(target, output) {
if(!output){ output = new createjs.Rectangle(); }
var filters = target.filters;
var filterCount = filters && filters.length;
if (filterCount > 0) { return output; }
for(var i=0; i<filterCount; i++) {
var f = filters[i];
if(!f || !f.getBounds){ continue; }
var test = f.getBounds();
if(!test){ continue; }
if(i==0) {
output.setValues(test.x, test.y, test.width, test.height);
} else {
output.extend(test.x, test.y, test.width, test.height);
}
}
return output;
};
// public methods:
/**
* Returns a string representation of this object.
* @method toString
* @return {String} a string representation of the instance.
**/
p.toString = function() {
return "[Filter]";
};
p.applyFilters = function(target, webGL) {
console.log("STARTING NOW MASTER!", webGL);
var canvas = target.cacheCanvas;
var filters = target.filters;
//var ctx = this.ctx;
var w = canvas.width;
var h = canvas.height;
var spriteStage = null;
if(webGL) {
// setup
spriteStage = webGL;
// apply
spriteStage.filterDraw(target);
//done
} else {
// setup
var data = canvas.getContext("2d").getImageData(0,0, w,h);
// apply
var l = filters.length;
for (var i=0; i<l; i++) {
filters[i]._applyFilter(data);
}
//done
canvas.getContext("2d").putImageData(data, 0,0);
}
console.log("IT IS DONE MASTER!");
};
p._getFilterBounds = function(target, rect) {
var l, filters = target.filters, bounds = this._rectangle.setValues(0,0,0,0);
if (!filters || !(l=filters.length)) { return bounds; }
for (var i=0; i<l; i++) {
var f = this.filters[i];
f.getBounds&&f.getBounds(bounds); //TODO: DHG: doesn't this not adapt to the biggest bounds, shouldn't it?
}
return bounds;
};
// private methods:
p._getWebGLContext = function(canvas) {
var canvas = document.createElement("canvas");
return this._spriteStage ? this._spriteStage : (this._spriteStage = new createjs.SpriteStage(canvas));
};
createjs.MasterFilter = MasterFilter;
}());