package net.flashpunk
{
import flash.display.Bitmap;
import flash.display.BitmapData;
import flash.display.PixelSnapping;
import flash.display.Sprite;
import flash.geom.Matrix;
import flash.geom.Point;
import flash.geom.Transform;
import net.flashpunk.graphics.Image;
/**
* Container for the main screen buffer. Can be used to transform the screen.
*/
public class Screen
{
/**
* Constructor.
*/
public function Screen()
{
_bitmap[0] = new Bitmap(new BitmapData(FP.width, FP.height, false, 0), PixelSnapping.NEVER);
_bitmap[1] = new Bitmap(new BitmapData(FP.width, FP.height, false, 0), PixelSnapping.NEVER);
FP.engine.addChild(_sprite);
_sprite.addChild(_bitmap[0]).visible = true;
_sprite.addChild(_bitmap[1]).visible = false;
FP.buffer = _bitmap[0].bitmapData;
_width = FP.width;
_height = FP.height;
update();
}
/**
* Swaps screen buffers.
*/
public function swap():void
{
_current = 1 - _current;
FP.buffer = _bitmap[_current].bitmapData;
}
/**
* Refreshes the screen.
*/
public function refresh():void
{
FP.buffer.fillRect(FP.bounds, _color);
}
/**
* Redraws the screen.
*/
public function redraw():void
{
_bitmap[_current].visible = true;
_bitmap[1 - _current].visible = false;
}
/** @private Re-applies transformation matrix. */
public function update():void
{
_matrix.b = _matrix.c = 0;
_matrix.a = _scaleX * _scale;
_matrix.d = _scaleY * _scale;
_matrix.tx = -_originX * _matrix.a;
_matrix.ty = -_originY * _matrix.d;
if (_angle != 0) _matrix.rotate(_angle);
_matrix.tx += _originX * _scaleX * _scale + _x;
_matrix.ty += _originY * _scaleX * _scale + _y;
_sprite.transform.matrix = _matrix;
}
/**
* Refresh color of the screen.
*/
public function get color():uint { return _color; }
public function set color(value:uint):void { _color = 0xFF000000 | value; }
/**
* X offset of the screen.
*/
public function get x():int { return _x; }
public function set x(value:int):void
{
if (_x == value) return;
_x = value;
update();
}
/**
* Y offset of the screen.
*/
public function get y():int { return _y; }
public function set y(value:int):void
{
if (_y == value) return;
_y = value;
update();
}
/**
* X origin of transformations.
*/
public function get originX():int { return _originX; }
public function set originX(value:int):void
{
if (_originX == value) return;
_originX = value;
update();
}
/**
* Y origin of transformations.
*/
public function get originY():int { return _originY; }
public function set originY(value:int):void
{
if (_originY == value) return;
_originY = value;
update();
}
/**
* X scale of the screen.
*/
public function get scaleX():Number { return _scaleX; }
public function set scaleX(value:Number):void
{
if (_scaleX == value) return;
_scaleX = value;
update();
}
/**
* Y scale of the screen.
*/
public function get scaleY():Number { return _scaleY; }
public function set scaleY(value:Number):void
{
if (_scaleY == value) return;
_scaleY = value;
update();
}
/**
* Scale factor of the screen. Final scale is scaleX * scale by scaleY * scale, so
* you can use this factor to scale the screen both horizontally and vertically.
*/
public function get scale():Number { return _scale; }
public function set scale(value:Number):void
{
if (_scale == value) return;
_scale = value;
update();
}
/**
* Rotation of the screen, in degrees.
*/
public function get angle():Number { return _angle * FP.DEG; }
public function set angle(value:Number):void
{
if (_angle == value * FP.RAD) return;
_angle = value * FP.RAD;
update();
}
/**
* Whether screen smoothing should be used or not.
*/
public function get smoothing():Boolean { return _bitmap[0].smoothing; }
public function set smoothing(value:Boolean):void { _bitmap[0].smoothing = _bitmap[1].smoothing = value; }
/**
* Width of the screen.
*/
public function get width():uint { return _width; }
/**
* Height of the screen.
*/
public function get height():uint { return _height; }
/**
* X position of the mouse on the screen.
*/
public function get mouseX():int { return (FP.stage.mouseX - _x) / (_scaleX * _scale); }
/**
* Y position of the mouse on the screen.
*/
public function get mouseY():int { return (FP.stage.mouseY - _y) / (_scaleY * _scale); }
/**
* Captures the current screen as an Image object.
* @return A new Image object.
*/
public function capture():Image
{
return new Image(_bitmap[_current].bitmapData.clone());
}
/** @private */ private var _sprite:Sprite = new Sprite;
/** @private */ private var _bitmap:Vector.<Bitmap> = new Vector.<Bitmap>(2);
/** @private */ private var _current:int = 0;
/** @private */ private var _matrix:Matrix = new Matrix;
/** @private */ private var _x:int;
/** @private */ private var _y:int;
/** @private */ private var _width:uint;
/** @private */ private var _height:uint;
/** @private */ private var _originX:int;
/** @private */ private var _originY:int;
/** @private */ private var _scaleX:Number = 1;
/** @private */ private var _scaleY:Number = 1;
/** @private */ private var _scale:Number = 1;
/** @private */ private var _angle:Number = 0;
/** @private */ private var _color:uint = 0x202020;
}
}