/**
* @module cloudkid
*/
(function(undefined) {
"use strict";
/**
* A Multipurpose button class. It is designed to have one image, and an optional text label.
* The button can be a normal button or a selectable button.
* The button functions similarly with both CreateJS and PIXI, but slightly differently in
* initialization and callbacks.
* Use releaseCallback and overCallback to know about button clicks and mouse overs, respectively.
*
* @class Button (PIXI)
* @extends PIXI.DisplayObjectContainer
* @constructor
* @param {Object} [imageSettings] Information about the art to be used for button states, as well as if the button is selectable or not.
* @param {Array} [imageSettings.priority=null] The state priority order. If omitted, defaults to ["disabled", "down", "over", "up"].
* Previous versions of Button used a hard coded order: ["highlighted", "disabled", "down", "over", "selected", "up"].
* @param {Object|PIXI.Texture} [imageSettings.up] The texture for the up state of the button. This can be either the texture itself,
* or an object with 'tex' and 'label' properties.
* @param {PIXI.Texture} [imageSettings.up.tex] The sourceRect for the state within the image.
* @param {Object} [imageSettings.up.label=null] Label information specific to this state. Properties on this parameter override data
* in the label parameter for this button state only. All values except "text" and "type" from the label parameter may be overridden.
* @param {Object|PIXI.Texture} [imageSettings.over=null] The texture for the over state of the button. If omitted, uses the up state.
* @param {PIXI.Texture} [imageSettings.over.tex] The sourceRect for the state within the image.
* @param {Object} [imageSettings.over.label=null] Label information specific to this state. Properties on this parameter override data
* in the label parameter for this button state only. All values except "text" and "type" from the label parameter may be overridden.
* @param {Object|PIXI.Texture} [imageSettings.down=null] The texture for the down state of the button. If omitted, uses the up state.
* @param {PIXI.Texture} [imageSettings.down.tex] The sourceRect for the state within the image.
* @param {Object} [imageSettings.down.label=null] Label information specific to this state. Properties on this parameter override data
* in the label parameter for this button state only. All values except "text" and "type" from the label parameter may be overridden.
* @param {Object|PIXI.Texture} [imageSettings.disabled=null] The texture for the disabled state of the button. If omitted, uses the up state.
* @param {PIXI.Texture} [imageSettings.disabled.tex] The sourceRect for the state within the image.
* @param {Object} [imageSettings.disabled.label=null] Label information specific to this state. Properties on this parameter override data
* in the label parameter for this button state only. All values except "text" and "type" from the label parameter may be overridden.
* @param {Object|PIXI.Texture} [imageSettings.<yourCustomState>=null] The visual information about a custom state found in imageSettings.priority.
* Any state added this way has a property of the same name added to the button. Examples of previous states that have been
* moved to this system are "selected" and "highlighted".
* @param {PIXI.Texture} [imageSettings.<yourCustomState>.tex] The texture for the custom state.
* @param {Object} [imageSettings.<yourCustomState>.label=null] Label information specific to this state. Properties on this parameter
* override data in the label parameter for this button state only. All values except "text" from the label parameter may be
* overridden.
* @param {PIXI.Point} [imageSettings.origin=null] An optional offset for all button graphics, in case you want button
* positioning to not include a highlight glow, or any other reason you would want to offset the button art and label.
* @param {Number} [imageSettings.scale=1] The scale to use for the textures. This allows smaller art assets than the designed size to be used.
* @param {Object} [label=null] Information about the text label on the button. Omitting this makes the button not use a label.
* @param {String} [label.type] If label.type is "bitmap", then a PIXI.BitmapText text is created, otherwise a PIXI.Text is created for the label.
* @param {String} [label.text] The text to display on the label.
* @param {Object} [label.style] The style of the text field, in the format that PIXI.BitmapText and PIXI.Text expect.
* @param {String|Number} [label.x="center"] An x position to place the label text at relative to the button.
* @param {String|Number} [label.y="center"] A y position to place the label text at relative to the button. If omitted,
* "center" is used, which attempts to vertically center the label on the button.
* @param {Boolean} [enabled=true] Whether or not the button is initially enabled.
*/
var Button = function(imageSettings, label, enabled)
{
if(!imageSettings) return;
PIXI.DisplayObjectContainer.call(this);
this.initialize(imageSettings, label, enabled);
};
// Reference to the prototype
var p = Button.prototype = Object.create(PIXI.DisplayObjectContainer.prototype);
/*
* The sprite that is the body of the button.
* The type of this property is dependent on which version of the OS library is used.
* @public
* @property {PIXI.Sprite} back
* @readOnly
*/
p.back = null;
/*
* The text field of the button. The label is centered by both width and height on the button.
* The type of this property is dependent on which version of the OS library is used.
* @public
* @property {PIXI.Text|PIXI.BitmapText} label
* @readOnly
*/
p.label = null;
/**
* The function that should be called when the button is released.
* @public
* @property {function} releaseCallback
*/
p.releaseCallback = null;
/**
* The function that should be called when the button is moused over.
* @public
* @property {function} overCallback
*/
p.overCallback = null;
/**
* The function that should be called when mouse leaves the button.
* @public
* @property {function} outCallback
*/
p.outCallback = null;
/**
* A dictionary of state booleans, keyed by state name.
* @private
* @property {Object} _stateFlags
*/
p._stateFlags = null;
/**
* An array of state names (Strings), in their order of priority.
* The standard order previously was ["highlighted", "disabled", "down", "over", "selected", "up"].
* @private
* @property {Array} _statePriority
*/
p._statePriority = null;
/**
* A dictionary of state graphic data, keyed by state name.
* Each object contains the sourceRect (src) and optionally 'trim', another Rectangle.
* Additionally, each object will contain a 'label' object if the button has a text label.
* @private
* @property {Object} _stateData
*/
p._stateData = null;
/**
* The current style for the label, to avoid setting this if it is unchanged.
* @private
* @property {Object} _currentLabelStyle
*/
p._currentLabelStyle = null;
/**
* An offset to button positioning, generally used to adjust for a highlight around the button.
* @private
* @property {PIXI.Point} _offset
*/
p._offset = null;
//===callbacks for mouse/touch events
/*
* Callback for mouse over, bound to this button.
* @private
* @property {Function} _overCB
*/
p._overCB = null;
/*
* Callback for mouse out, bound to this button.
* @private
* @property {Function} _outCB
*/
p._outCB = null;
/*
* Callback for mouse down, bound to this button.
* @private
* @property {Function} _downCB
*/
p._downCB = null;
/*
* Callback for mouse up, bound to this button.
* @private
* @property {Function} _upCB
*/
p._upCB = null;
/**
* Callback for mouse up outside, bound to this button.
* @private
* @property {Function} _upOutCB
*/
p._upOutCB = null;
/*
* The width of the button art, independent of the scaling of the button itself.
* @private
* @property {Number} _width
*/
p._width = 0;
/*
* The height of the button art, independent of the scaling of the button itself.
* @private
* @property {Number} _height
*/
p._height = 0;
/*
* A list of state names that should not have properties autogenerated.
* @private
* @static
* @property {Array} RESERVED_STATES
*/
var RESERVED_STATES = ["disabled", "enabled", "up", "over", "down"];
/*
* A state priority list to use as the default.
* @private
* @static
* @property {Array} DEFAULT_PRIORITY
*/
var DEFAULT_PRIORITY = ["disabled", "down", "over", "up"];
/**
* Constructor for the button when using PIXI.
* @method initialize
* @param {Object} [imageSettings] Information about the art to be used for button states, as well as if the button is selectable or not.
* @param {Object} [label=null] Information about the text label on the button. Omitting this makes the button not use a label.
* @param {Boolean} [enabled=true] Whether or not the button is initially enabled.
*/
p.initialize = function(imageSettings, label, enabled)
{
this.back = new PIXI.Sprite(imageSettings.up);
this.addChild(this.back);
this._overCB = this._onOver.bind(this);
this._outCB = this._onOut.bind(this);
this._downCB = this._onDown.bind(this);
this._upCB = this._onUp.bind(this);
this._upOutCB = this._onUpOutside.bind(this);
var _stateData = this._stateData = {};
this._stateFlags = {};
this._offset = new PIXI.Point();
//a clone of the label data to use as a default value, without changing the original
var labelData;
if(label)
{
labelData = clone(label);
delete labelData.text;
delete labelData.type;
if(labelData.x === undefined)
labelData.x = "center";
if(labelData.y === undefined)
labelData.y = "center";
//clone the style object and set up the defaults from PIXI.Text or PIXI.BitmapText
var style = labelData.style = clone(label.style);
if(label.type == "bitmap")
{
style.align = style.align || "left";
}
else
{
style.font = style.font || "bold 20pt Arial";
style.fill = style.fill || "black";
style.align = style.align || "left";
style.stroke = style.stroke || "black";
style.strokeThickness = style.strokeThickness || 0;
style.wordWrap = style.wordWrap || false;
style.wordWrapWidth = style.wordWrapWidth || 100;
}
}
this._statePriority = imageSettings.priority || DEFAULT_PRIORITY;
for(var i = this._statePriority.length - 1; i >= 0; --i)//start at the end to start at the up state
{
var state = this._statePriority[i];
//set up the property for the state so it can be set - the function will ignore reserved states
this._addProperty(state);
//set the default value for the state flag
if(state != "disabled" && state != "up")
this._stateFlags[state] = false;
var inputData = imageSettings[state];
if(inputData)
{
//if inputData is an object with a tex property, use that
//otherwise it is a texture itself
if(inputData.tex)
_stateData[state] = {tex: inputData.tex};
else
_stateData[state] = {tex: inputData};
}
else
{
//it's established that over, down, and particularly disabled default to the up state
_stateData[state] = _stateData.up;
}
//set up the label info for this state
if(label)
{
//if there is actual label data for this state, use that
if(inputData && inputData.label)
{
inputData = inputData.label;
var stateLabel = _stateData[state].label = {};
stateLabel.style = inputData.style || labelData.style;
stateLabel.x = inputData.x || labelData.x;
stateLabel.y = inputData.y || labelData.y;
}
//otherwise use the default
else
_stateData[state].label = labelData;
}
}
//ensure that our required states exist
if(!_stateData.up)
{
Debug.error("Button lacks an up state! This is a serious problem! Input data follows:");
Debug.error(imageSettings);
}
if(!_stateData.over)
_stateData.over = _stateData.up;
if(!_stateData.down)
_stateData.down = _stateData.up;
if(!_stateData.disabled)
_stateData.disabled = _stateData.up;
//set up the offset
if(imageSettings.offset)
{
this._offset.x = imageSettings.offset.x;
this._offset.y = imageSettings.offset.y;
}
else
{
this._offset.x = this._offset.y = 0;
}
if(imageSettings.scale)
{
var s = imageSettings.scale || 1;
this.back.scale.x = this.back.scale.y = s;
}
if(label)
{
this.label = label.type == "bitmap" ? new PIXI.BitmapText(label.text, labelData.style) : new PIXI.Text(label.text, labelData.style);
this.addChild(this.label);
}
this.back.x = this._offset.x;
this.back.y = this._offset.y;
this._width = this.back.width;
this._height = this.back.height;
this.enabled = enabled === undefined ? true : !!enabled;
};
/*
* A simple function for making a shallow copy of an object.
*/
function clone(obj)
{
if (!obj || "object" != typeof obj) return null;
var copy = obj.constructor();
for (var attr in obj) {
if (obj.hasOwnProperty(attr)) copy[attr] = obj[attr];
}
return copy;
}
/*
* The width of the button, based on the width of back. This value is affected by scale.
* @public
* @property {Number} width
*/
Object.defineProperty(p, "width", {
get:function(){return this._width * this.scale.x;},
set:function(value){
this.scale.x = value / this._width;
}
});
/*
* The height of the button, based on the height of back. This value is affected by scale.
* @public
* @property {Number} height
*/
Object.defineProperty(p, "height", {
get:function(){return this._height * this.scale.y;},
set:function(value){
this.scale.y = value / this._height;
}
});
/*
* Sets the text of the label. This does nothing if the button was not initialized with a label.
* @public
* @method setText
* @param {String} text The text to set the label to.
*/
p.setText = function(text)
{
if(this.label)
{
this.label.setText(text);
//make the text update so we can figure out the size for positioning
if(this.label instanceof PIXI.Text)
{
this.label.updateText();
this.label.dirty = false;
}
else
this.label.forceUpdateText();
//position the text
var data;
for(var i = 0; i < this._statePriority.length; ++i)
{
if(this._stateFlags[this._statePriority[i]])
{
data = this._stateData[this._statePriority[i]];
break;
}
}
if(!data)
data = this._stateData.up;
data = data.label;
if(data.x == "center")
{
var bW = this.back.width, lW = this.label.width;
switch(this._currentLabelStyle.align)
{
case "center":
this.label.position.x = bW * 0.5;
break;
case "right":
this.label.position.x = (bW - lW) * 0.5 + lW;
break;
default://left or null (defaults to left)
this.label.position.x = (bW - lW) * 0.5;
break;
}
}
else
this.label.position.x = data.x + this._offset.x;
if(data.y == "center")
{
this.label.position.y = (this.back.height - this.label.height) * 0.5;
}
else
this.label.position.y = data.y + this._offset.y;
}
};
/*
* Whether or not the button is enabled.
* @public
* @property {Boolean} enabled
* @default true
*/
Object.defineProperty(p, "enabled", {
get: function() { return !this._stateFlags.disabled; },
set: function(value)
{
this._stateFlags.disabled = !value;
this.buttonMode = value;
this.interactive = value;
//make sure interaction callbacks are properly set
if(value)
{
this.mousedown = this.touchstart = this._downCB;
this.mouseover = this._overCB;
this.mouseout = this._outCB;
}
else
{
this.mousedown = this.touchstart = this.mouseover = this.mouseout = null;
this.mouseup = this.touchend = this.mouseupoutside = this.touchendoutside = null;
this._stateFlags.down = this._stateFlags.over = false;
//also turn off pixi values so that re-enabling button works properly
this.__isOver = false;
}
this._updateState();
}
});
/**
* Adds a property to the button. Setting the property sets the value in
* _stateFlags and calls _updateState().
* @private
* @method _addProperty
* @param {String} propertyName The property name to add to the button.
*/
p._addProperty = function(propertyName)
{
//check to make sure we don't add reserved names
if(RESERVED_STATES.indexOf(propertyName) >= 0) return;
Object.defineProperty(this, propertyName, {
get: function() { return this._stateFlags[propertyName]; },
set: function(value)
{
this._stateFlags[propertyName] = value;
this._updateState();
}
});
};
/*
* Updates back based on the current button state.
* @private
* @method _updateState
*/
p._updateState = function()
{
if(!this.back) return;
var data;
//use the highest priority state
for(var i = 0; i < this._statePriority.length; ++i)
{
if(this._stateFlags[this._statePriority[i]])
{
data = this._stateData[this._statePriority[i]];
break;
}
}
//if no state is active, use the up state
if(!data)
data = this._stateData.up;
this.back.setTexture(data.tex);
//if we have a label, update that too
if(this.label)
{
data = data.label;
//update the text style
if(!this._currentLabelStyle || !doObjectsMatch(this._currentLabelStyle, data.style))
{
this.label.setStyle(data.style);
this._currentLabelStyle = data.style;
//make the text update so we can figure out the size for positioning
if(this.label instanceof PIXI.Text)
{
this.label.updateText();
this.label.dirty = false;
}
else
this.label.forceUpdateText();
}
//position the text
if(data.x == "center")
{
var bW = this.back.width, lW = this.label.width;
switch(this._currentLabelStyle.align)
{
case "center":
this.label.position.x = bW * 0.5;
break;
case "right":
this.label.position.x = (bW - lW) * 0.5 + lW;
break;
default://left or null (defaults to left)
this.label.position.x = (bW - lW) * 0.5;
break;
}
}
else
this.label.position.x = data.x + this._offset.x;
if(data.y == "center")
{
this.label.position.y = (this.back.height - this.label.height) * 0.5;
}
else
this.label.position.y = data.y + this._offset.y;
}
};
/*
* A simple function for comparing the properties of two objects
*/
function doObjectsMatch(obj1, obj2)
{
if(obj1 === obj2)
return true;
for(var key in obj1)
{
if(obj1[key] != obj2[key])
return false;
}
return true;
}
/**
* The callback for when the button is moused over.
* @private
* @method _onOver
*/
p._onOver = function(data)
{
this._stateFlags.over = true;
this._updateState();
if(this.overCallback)
this.overCallback(this);
};
/**
* The callback for when the mouse leaves the button area.
* @private
* @method _onOut
*/
p._onOut = function(data)
{
this._stateFlags.over = false;
this._updateState();
if(this.outCallback)
this.outCallback(this);
};
/**
* The callback for when the button receives a mouse down event.
* @private
* @method _onDown
*/
p._onDown = function(data)
{
data.originalEvent.preventDefault();
this._stateFlags.down = true;
this._updateState();
this.mouseup = this.touchend = this._upCB;
this.mouseupoutside = this.touchendoutside = this._upOutCB;
};
/**
* The callback for when the button for when the mouse/touch is released on the button
* - only when the button was held down initially.
* @private
* @method _onUp
*/
p._onUp = function(data)
{
data.originalEvent.preventDefault();
this._stateFlags.down = false;
this.mouseup = this.touchend = null;
this.mouseupoutside = this.touchendoutside = null;
this._updateState();
if(this.releaseCallback)
this.releaseCallback(this);
};
/**
* The callback for when the mouse/touch is released outside the button when the button was held down.
* @private
* @method _onUpOutside
*/
p._onUpOutside = function(data)
{
this._stateFlags.down = false;
this.mouseup = this.touchend = null;
this.mouseupoutside = this.touchendoutside = null;
this._updateState();
};
/*
* Destroys the button.
* @public
* @method destroy
*/
p.destroy = function()
{
this.mousedown = this.touchstart = this.mouseover = this.mouseout = null;
this.mouseup = this.touchend = this.mouseupoutside = this.touchendoutside = null;
this.removeChildren(true);
this.label = null;
this.back = null;
this.releaseCallback = null;
this.overCallback = null;
this.outCallback = null;
this._stateData = null;
this._stateFlags = null;
this._statePriority = null;
this._downCB = null;
this._upCB = null;
this._overCB = null;
this._outCB = null;
this._upOutCB = null;
};
namespace('cloudkid').Button = Button;
}());