Subversion Repository Public Repository

Nextrek

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{
    "uid": "C10D7C95K1F40A4131SB9C4ECE1DCCC93D30",
    "isLoaded": true,
    "lastModificationTime": 0,
    "items": {
        "name": "Component_Viewport",
        "type": "game_script",
        "order": 8,
        "content": "# ===================================================================\n#\n#   Script: Component_Viewport\n#\n#   $$COPYRIGHT$$\n#\n# ===================================================================\nclass Component_Viewport extends gs.Component_Visual\n    ###*\n    * A viewport component can contain multiple graphic objects and will automatically \n    * clip them if they move out of the viewport-rectangle. The area of a viewport\n    * can also be tinted or colored. So to tint the whole for example, it enough\n    * to create a viewport taking the whole screen-space and then setting the\n    * tone or color property.\n    *\n    * @module gs\n    * @class Component_Viewport\n    * @extends gs.Component_Visual\n    * @memberof gs\n    * @constructor\n    * @param {Viewport} [viewport=null] - A native viewport object used by the component. If null, the component create a new one. \n    ###\n    constructor: (viewport) ->\n        super()\n\n        ###*\n        * The native viewport-object.\n        * @property viewport\n        * @type gs.Viewport\n        * @protected\n        ###\n        @viewport = viewport\n        \n        ###*\n        * The visibility. If <b>false</b> the viewport and associated graphic objects are not rendered.\n        * @property viewport\n        * @type gs.Viewport\n        * @protected\n        ###\n        @visible = yes\n        \n        @scroll = new gs.Point(0, 0)\n    \n    ###*\n    * Sets up the viewport.\n    * @method setup\n    ###\n    setup: ->\n        if !@viewport\n            @viewport = new gs.Viewport(0, 0, Graphics.width, Graphics.height)\n        @isSetup = yes\n        \n    ###*\n    * Disposes the viewport and all associated graphic objects.\n    * @method dispose\n    ###\n    dispose: -> \n        @viewport.dispose()\n        \n    ###*\n    * Updates the origin-point of the game object.\n    * @method updateOrigin\n    ###\n    updateOrigin: ->\n    \n    ###*\n    * Updates the padding.\n    * @method updatePadding\n    ###\n    updatePadding: ->\n        if @object.padding?\n            @viewport.rect.x += @object.padding.left\n            @viewport.rect.y += @object.padding.top\n            @viewport.rect.width -= @object.padding.left+@object.padding.right\n            @viewport.rect.height -= @object.padding.bottom+@object.padding.bottom\n           \n    ###*\n    * Updates the sprite properties from the game object properties.\n    * @method update\n    ###\n    updateProperties: ->\n        @viewport.rect.x = @object.dstRect.x\n        @viewport.rect.y = @object.dstRect.y\n        @viewport.rect.width = @object.dstRect.width\n        @viewport.rect.height = @object.dstRect.height\n        \n        @viewport.ox = @scroll.x + @object.offset.x\n        @viewport.oy = @scroll.y + @object.offset.y\n        @viewport.anchor.x = @object.anchor.x\n        @viewport.anchor.y = @object.anchor.y\n        @viewport.zoomX = @object.zoom.x\n        @viewport.zoomY = @object.zoom.y\n        @viewport.angle = @object.angle\n        @viewport.z = (@object.zIndex || 0) + (if !@object.parent then 0 else @object.parent.zIndex || 0)\n        \n    ###*\n    * Updates the optional sprite properties from the game object properties.\n    * @method updateOptionalProperties\n    ###\n    updateOptionalProperties: ->\n        if @object.tone?\n            @viewport.tone = @object.tone\n        if @object.color?\n            @viewport.color = @object.color\n        if @object.effects?\n            @viewport.effects = @object.effects\n        if @object.parent?.visible_?\n            @viewport.visible = @object.visible \n        else if @object.parent?.visible?\n            @viewport.visible = @object.visible \n        else\n            @viewport.visible = @object.visible\n            \n    ###*\n    * Updates the viewport.\n    * @method update\n    ###\n    update: ->\n        super\n        \n        @setup() if not @isSetup\n        @viewport.update()\n        @updatePadding()\n        @updateProperties()\n        @updateOptionalProperties()\n        \n        \n        \n\ngs.Component_Viewport = Component_Viewport\n",
        "parentId": "D3325122KACDEA4515SB731E37A42B9D779F",
        "folder": false,
        "compiledContent": "var Component_Viewport,\n  extend = function(child, parent) { for (var key in parent) { if (hasProp.call(parent, key)) child[key] = parent[key]; } function ctor() { this.constructor = child; } ctor.prototype = parent.prototype; child.prototype = new ctor(); child.__super__ = parent.prototype; return child; },\n  hasProp = {}.hasOwnProperty;\n\nComponent_Viewport = (function(superClass) {\n  extend(Component_Viewport, superClass);\n\n\n  /**\n  * A viewport component can contain multiple graphic objects and will automatically \n  * clip them if they move out of the viewport-rectangle. The area of a viewport\n  * can also be tinted or colored. So to tint the whole for example, it enough\n  * to create a viewport taking the whole screen-space and then setting the\n  * tone or color property.\n  *\n  * @module gs\n  * @class Component_Viewport\n  * @extends gs.Component_Visual\n  * @memberof gs\n  * @constructor\n  * @param {Viewport} [viewport=null] - A native viewport object used by the component. If null, the component create a new one.\n   */\n\n  function Component_Viewport(viewport) {\n    Component_Viewport.__super__.constructor.call(this);\n\n    /**\n    * The native viewport-object.\n    * @property viewport\n    * @type gs.Viewport\n    * @protected\n     */\n    this.viewport = viewport;\n\n    /**\n    * The visibility. If <b>false</b> the viewport and associated graphic objects are not rendered.\n    * @property viewport\n    * @type gs.Viewport\n    * @protected\n     */\n    this.visible = true;\n    this.scroll = new gs.Point(0, 0);\n  }\n\n\n  /**\n  * Sets up the viewport.\n  * @method setup\n   */\n\n  Component_Viewport.prototype.setup = function() {\n    if (!this.viewport) {\n      this.viewport = new gs.Viewport(0, 0, Graphics.width, Graphics.height);\n    }\n    return this.isSetup = true;\n  };\n\n\n  /**\n  * Disposes the viewport and all associated graphic objects.\n  * @method dispose\n   */\n\n  Component_Viewport.prototype.dispose = function() {\n    return this.viewport.dispose();\n  };\n\n\n  /**\n  * Updates the origin-point of the game object.\n  * @method updateOrigin\n   */\n\n  Component_Viewport.prototype.updateOrigin = function() {};\n\n\n  /**\n  * Updates the padding.\n  * @method updatePadding\n   */\n\n  Component_Viewport.prototype.updatePadding = function() {\n    if (this.object.padding != null) {\n      this.viewport.rect.x += this.object.padding.left;\n      this.viewport.rect.y += this.object.padding.top;\n      this.viewport.rect.width -= this.object.padding.left + this.object.padding.right;\n      return this.viewport.rect.height -= this.object.padding.bottom + this.object.padding.bottom;\n    }\n  };\n\n\n  /**\n  * Updates the sprite properties from the game object properties.\n  * @method update\n   */\n\n  Component_Viewport.prototype.updateProperties = function() {\n    this.viewport.rect.x = this.object.dstRect.x;\n    this.viewport.rect.y = this.object.dstRect.y;\n    this.viewport.rect.width = this.object.dstRect.width;\n    this.viewport.rect.height = this.object.dstRect.height;\n    this.viewport.ox = this.scroll.x + this.object.offset.x;\n    this.viewport.oy = this.scroll.y + this.object.offset.y;\n    this.viewport.anchor.x = this.object.anchor.x;\n    this.viewport.anchor.y = this.object.anchor.y;\n    this.viewport.zoomX = this.object.zoom.x;\n    this.viewport.zoomY = this.object.zoom.y;\n    this.viewport.angle = this.object.angle;\n    return this.viewport.z = (this.object.zIndex || 0) + (!this.object.parent ? 0 : this.object.parent.zIndex || 0);\n  };\n\n\n  /**\n  * Updates the optional sprite properties from the game object properties.\n  * @method updateOptionalProperties\n   */\n\n  Component_Viewport.prototype.updateOptionalProperties = function() {\n    var ref, ref1;\n    if (this.object.tone != null) {\n      this.viewport.tone = this.object.tone;\n    }\n    if (this.object.color != null) {\n      this.viewport.color = this.object.color;\n    }\n    if (this.object.effects != null) {\n      this.viewport.effects = this.object.effects;\n    }\n    if (((ref = this.object.parent) != null ? ref.visible_ : void 0) != null) {\n      return this.viewport.visible = this.object.visible;\n    } else if (((ref1 = this.object.parent) != null ? ref1.visible : void 0) != null) {\n      return this.viewport.visible = this.object.visible;\n    } else {\n      return this.viewport.visible = this.object.visible;\n    }\n  };\n\n\n  /**\n  * Updates the viewport.\n  * @method update\n   */\n\n  Component_Viewport.prototype.update = function() {\n    Component_Viewport.__super__.update.apply(this, arguments);\n    if (!this.isSetup) {\n      this.setup();\n    }\n    this.viewport.update();\n    this.updatePadding();\n    this.updateProperties();\n    return this.updateOptionalProperties();\n  };\n\n  return Component_Viewport;\n\n})(gs.Component_Visual);\n\ngs.Component_Viewport = Component_Viewport;\n\n//# sourceMappingURL=data:application/json;base64,{"version":3,"file":"","sourceRoot":"","sources":[""],"names":[],"mappings":"AAOA,IAAA,kBAAA;EAAA;;;AAAM;;;;AACF;;;;;;;;;;;;;;;EAca,4BAAC,QAAD;IACT,kDAAA;;AAEA;;;;;;IAMA,IAAC,CAAA,QAAD,GAAY;;AAEZ;;;;;;IAMA,IAAC,CAAA,OAAD,GAAW;IAEX,IAAC,CAAA,MAAD,GAAc,IAAA,EAAE,CAAC,KAAH,CAAS,CAAT,EAAY,CAAZ;EAnBL;;;AAqBb;;;;;+BAIA,KAAA,GAAO,SAAA;IACH,IAAG,CAAC,IAAC,CAAA,QAAL;MACI,IAAC,CAAA,QAAD,GAAgB,IAAA,EAAE,CAAC,QAAH,CAAY,CAAZ,EAAe,CAAf,EAAkB,QAAQ,CAAC,KAA3B,EAAkC,QAAQ,CAAC,MAA3C,EADpB;;WAEA,IAAC,CAAA,OAAD,GAAW;EAHR;;;AAKP;;;;;+BAIA,OAAA,GAAS,SAAA;WACL,IAAC,CAAA,QAAQ,CAAC,OAAV,CAAA;EADK;;;AAGT;;;;;+BAIA,YAAA,GAAc,SAAA,GAAA;;;AAEd;;;;;+BAIA,aAAA,GAAe,SAAA;IACX,IAAG,2BAAH;MACI,IAAC,CAAA,QAAQ,CAAC,IAAI,CAAC,CAAf,IAAoB,IAAC,CAAA,MAAM,CAAC,OAAO,CAAC;MACpC,IAAC,CAAA,QAAQ,CAAC,IAAI,CAAC,CAAf,IAAoB,IAAC,CAAA,MAAM,CAAC,OAAO,CAAC;MACpC,IAAC,CAAA,QAAQ,CAAC,IAAI,CAAC,KAAf,IAAwB,IAAC,CAAA,MAAM,CAAC,OAAO,CAAC,IAAhB,GAAqB,IAAC,CAAA,MAAM,CAAC,OAAO,CAAC;aAC7D,IAAC,CAAA,QAAQ,CAAC,IAAI,CAAC,MAAf,IAAyB,IAAC,CAAA,MAAM,CAAC,OAAO,CAAC,MAAhB,GAAuB,IAAC,CAAA,MAAM,CAAC,OAAO,CAAC,OAJpE;;EADW;;;AAOf;;;;;+BAIA,gBAAA,GAAkB,SAAA;IACd,IAAC,CAAA,QAAQ,CAAC,IAAI,CAAC,CAAf,GAAmB,IAAC,CAAA,MAAM,CAAC,OAAO,CAAC;IACnC,IAAC,CAAA,QAAQ,CAAC,IAAI,CAAC,CAAf,GAAmB,IAAC,CAAA,MAAM,CAAC,OAAO,CAAC;IACnC,IAAC,CAAA,QAAQ,CAAC,IAAI,CAAC,KAAf,GAAuB,IAAC,CAAA,MAAM,CAAC,OAAO,CAAC;IACvC,IAAC,CAAA,QAAQ,CAAC,IAAI,CAAC,MAAf,GAAwB,IAAC,CAAA,MAAM,CAAC,OAAO,CAAC;IAExC,IAAC,CAAA,QAAQ,CAAC,EAAV,GAAe,IAAC,CAAA,MAAM,CAAC,CAAR,GAAY,IAAC,CAAA,MAAM,CAAC,MAAM,CAAC;IAC1C,IAAC,CAAA,QAAQ,CAAC,EAAV,GAAe,IAAC,CAAA,MAAM,CAAC,CAAR,GAAY,IAAC,CAAA,MAAM,CAAC,MAAM,CAAC;IAC1C,IAAC,CAAA,QAAQ,CAAC,MAAM,CAAC,CAAjB,GAAqB,IAAC,CAAA,MAAM,CAAC,MAAM,CAAC;IACpC,IAAC,CAAA,QAAQ,CAAC,MAAM,CAAC,CAAjB,GAAqB,IAAC,CAAA,MAAM,CAAC,MAAM,CAAC;IACpC,IAAC,CAAA,QAAQ,CAAC,KAAV,GAAkB,IAAC,CAAA,MAAM,CAAC,IAAI,CAAC;IAC/B,IAAC,CAAA,QAAQ,CAAC,KAAV,GAAkB,IAAC,CAAA,MAAM,CAAC,IAAI,CAAC;IAC/B,IAAC,CAAA,QAAQ,CAAC,KAAV,GAAkB,IAAC,CAAA,MAAM,CAAC;WAC1B,IAAC,CAAA,QAAQ,CAAC,CAAV,GAAc,CAAC,IAAC,CAAA,MAAM,CAAC,MAAR,IAAkB,CAAnB,CAAA,GAAwB,CAAI,CAAC,IAAC,CAAA,MAAM,CAAC,MAAZ,GAAwB,CAAxB,GAA+B,IAAC,CAAA,MAAM,CAAC,MAAM,CAAC,MAAf,IAAyB,CAAzD;EAbxB;;;AAelB;;;;;+BAIA,wBAAA,GAA0B,SAAA;AACtB,QAAA;IAAA,IAAG,wBAAH;MACI,IAAC,CAAA,QAAQ,CAAC,IAAV,GAAiB,IAAC,CAAA,MAAM,CAAC,KAD7B;;IAEA,IAAG,yBAAH;MACI,IAAC,CAAA,QAAQ,CAAC,KAAV,GAAkB,IAAC,CAAA,MAAM,CAAC,MAD9B;;IAEA,IAAG,2BAAH;MACI,IAAC,CAAA,QAAQ,CAAC,OAAV,GAAoB,IAAC,CAAA,MAAM,CAAC,QADhC;;IAEA,IAAG,oEAAH;aACI,IAAC,CAAA,QAAQ,CAAC,OAAV,GAAoB,IAAC,CAAA,MAAM,CAAC,QADhC;KAAA,MAEK,IAAG,qEAAH;aACD,IAAC,CAAA,QAAQ,CAAC,OAAV,GAAoB,IAAC,CAAA,MAAM,CAAC,QAD3B;KAAA,MAAA;aAGD,IAAC,CAAA,QAAQ,CAAC,OAAV,GAAoB,IAAC,CAAA,MAAM,CAAC,QAH3B;;EATiB;;;AAc1B;;;;;+BAIA,MAAA,GAAQ,SAAA;IACJ,gDAAA,SAAA;IAEA,IAAY,CAAI,IAAC,CAAA,OAAjB;MAAA,IAAC,CAAA,KAAD,CAAA,EAAA;;IACA,IAAC,CAAA,QAAQ,CAAC,MAAV,CAAA;IACA,IAAC,CAAA,aAAD,CAAA;IACA,IAAC,CAAA,gBAAD,CAAA;WACA,IAAC,CAAA,wBAAD,CAAA;EAPI;;;;GA9GqB,EAAE,CAAC;;AA0HpC,EAAE,CAAC,kBAAH,GAAwB","sourcesContent":["# ===================================================================\n#\n#   Script: Component_Viewport\n#\n#   $$COPYRIGHT$$\n#\n# ===================================================================\nclass Component_Viewport extends gs.Component_Visual\n    ###*\n    * A viewport component can contain multiple graphic objects and will automatically \n    * clip them if they move out of the viewport-rectangle. The area of a viewport\n    * can also be tinted or colored. So to tint the whole for example, it enough\n    * to create a viewport taking the whole screen-space and then setting the\n    * tone or color property.\n    *\n    * @module gs\n    * @class Component_Viewport\n    * @extends gs.Component_Visual\n    * @memberof gs\n    * @constructor\n    * @param {Viewport} [viewport=null] - A native viewport object used by the component. If null, the component create a new one. \n    ###\n    constructor: (viewport) ->\n        super()\n\n        ###*\n        * The native viewport-object.\n        * @property viewport\n        * @type gs.Viewport\n        * @protected\n        ###\n        @viewport = viewport\n        \n        ###*\n        * The visibility. If <b>false</b> the viewport and associated graphic objects are not rendered.\n        * @property viewport\n        * @type gs.Viewport\n        * @protected\n        ###\n        @visible = yes\n        \n        @scroll = new gs.Point(0, 0)\n    \n    ###*\n    * Sets up the viewport.\n    * @method setup\n    ###\n    setup: ->\n        if !@viewport\n            @viewport = new gs.Viewport(0, 0, Graphics.width, Graphics.height)\n        @isSetup = yes\n        \n    ###*\n    * Disposes the viewport and all associated graphic objects.\n    * @method dispose\n    ###\n    dispose: -> \n        @viewport.dispose()\n        \n    ###*\n    * Updates the origin-point of the game object.\n    * @method updateOrigin\n    ###\n    updateOrigin: ->\n    \n    ###*\n    * Updates the padding.\n    * @method updatePadding\n    ###\n    updatePadding: ->\n        if @object.padding?\n            @viewport.rect.x += @object.padding.left\n            @viewport.rect.y += @object.padding.top\n            @viewport.rect.width -= @object.padding.left+@object.padding.right\n            @viewport.rect.height -= @object.padding.bottom+@object.padding.bottom\n           \n    ###*\n    * Updates the sprite properties from the game object properties.\n    * @method update\n    ###\n    updateProperties: ->\n        @viewport.rect.x = @object.dstRect.x\n        @viewport.rect.y = @object.dstRect.y\n        @viewport.rect.width = @object.dstRect.width\n        @viewport.rect.height = @object.dstRect.height\n        \n        @viewport.ox = @scroll.x + @object.offset.x\n        @viewport.oy = @scroll.y + @object.offset.y\n        @viewport.anchor.x = @object.anchor.x\n        @viewport.anchor.y = @object.anchor.y\n        @viewport.zoomX = @object.zoom.x\n        @viewport.zoomY = @object.zoom.y\n        @viewport.angle = @object.angle\n        @viewport.z = (@object.zIndex || 0) + (if !@object.parent then 0 else @object.parent.zIndex || 0)\n        \n    ###*\n    * Updates the optional sprite properties from the game object properties.\n    * @method updateOptionalProperties\n    ###\n    updateOptionalProperties: ->\n        if @object.tone?\n            @viewport.tone = @object.tone\n        if @object.color?\n            @viewport.color = @object.color\n        if @object.effects?\n            @viewport.effects = @object.effects\n        if @object.parent?.visible_?\n            @viewport.visible = @object.visible \n        else if @object.parent?.visible?\n            @viewport.visible = @object.visible \n        else\n            @viewport.visible = @object.visible\n            \n    ###*\n    * Updates the viewport.\n    * @method update\n    ###\n    update: ->\n        super\n        \n        @setup() if not @isSetup\n        @viewport.update()\n        @updatePadding()\n        @updateProperties()\n        @updateOptionalProperties()\n        \n        \n        \n\ngs.Component_Viewport = Component_Viewport\n"]}\n//# sourceURL=Component_Viewport_99.js"
    },
    "summary": [
        "name",
        "type",
        "order"
    ]
}

Commits for Nextrek/s2s/data/C10D7C95K1F40A4131SB9C4ECE1DCCC93D30.json

Diff revisions: vs.
Revision Author Commited Message
1084 MOliva picture MOliva Fri 11 May, 2018 12:41:55 +0000