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pixi.js

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pixi.js - npm Package Compare versions

Comparing version 4.6.0 to 4.6.1

2

lib/core/const.js

@@ -13,3 +13,3 @@ 'use strict';

*/
var VERSION = exports.VERSION = '4.6.0';
var VERSION = exports.VERSION = '4.6.1';

@@ -16,0 +16,0 @@ /**

@@ -251,9 +251,9 @@ 'use strict';

filter.glShaders[renderer.CONTEXT_UID] = this.shaderCache[filter.glShaderKey] = shader;
this.managedFilters.push(filter);
}
} else {
shader = filter.glShaders[renderer.CONTEXT_UID] = new _Shader2.default(this.gl, filter.vertexSrc, filter.fragmentSrc);
this.managedFilters.push(filter);
}
this.managedFilters.push(filter);
// TODO - this only needs to be done once?

@@ -260,0 +260,0 @@ renderer.bindVao(null);

@@ -275,5 +275,14 @@ 'use strict';

for (i = 0; i < MAX_TEXTURES; ++i) {
boundTextures[i] = rendererBoundTextures[i];
boundTextures[i]._virtalBoundId = i;
var bt = rendererBoundTextures[i];
if (bt._enabled === TICK) {
boundTextures[i] = this.renderer.emptyTextures[i];
continue;
}
boundTextures[i] = bt;
bt._virtalBoundId = i;
bt._enabled = TICK;
}
TICK++;

@@ -280,0 +289,0 @@ for (i = 0; i < this.currentIndex; ++i) {

@@ -107,2 +107,3 @@ 'use strict';

var result = '';
var firstChar = text.charAt(0);
var lines = text.split('\n');

@@ -136,3 +137,3 @@ var wordWrapWidth = style.wordWrapWidth;

} else {
if (c === 0) {
if (c === 0 && (j > 0 || firstChar === ' ')) {
result += ' ';

@@ -139,0 +140,0 @@ }

@@ -85,3 +85,4 @@ 'use strict';

* @param {string} [style.lineJoin='miter'] - The lineJoin property sets the type of corner created, it can resolve
* spiked text issues. Default is 'miter' (creates a sharp corner).
* spiked text issues. Possible values "miter" (creates a sharp corner), "round" (creates a round corner) or "bevel"
* (creates a squared corner).
* @param {number} [style.miterLimit=10] - The miter limit to use when using the 'miter' lineJoin mode. This can reduce

@@ -105,3 +106,5 @@ * or increase the spikiness of rendered text.

Object.assign(this, defaultStyle, style);
this.reset();
deepCopyProperties(this, style, style);
}

@@ -120,5 +123,3 @@

for (var key in defaultStyle) {
clonedProperties[key] = this[key];
}
deepCopyProperties(clonedProperties, this, defaultStyle);

@@ -134,3 +135,3 @@ return new TextStyle(clonedProperties);

TextStyle.prototype.reset = function reset() {
Object.assign(this, defaultStyle);
deepCopyProperties(this, defaultStyle, defaultStyle);
};

@@ -787,2 +788,19 @@

}
/**
* Utility function to ensure that object properties are copied by value, and not by reference
*
* @param {Object} target Target object to copy properties into
* @param {Object} source Source object for the proporties to copy
* @param {string} propertyObj Object containing properties names we want to loop over
*/
function deepCopyProperties(target, source, propertyObj) {
for (var prop in propertyObj) {
if (Array.isArray(source[prop])) {
target[prop] = source[prop].slice();
} else {
target[prop] = source[prop];
}
}
}
//# sourceMappingURL=TextStyle.js.map

@@ -735,3 +735,5 @@ 'use strict';

* Helper function that creates a base texture based on the source you provide.
* The source can be - image url, image element, canvas element.
* The source can be - image url, image element, canvas element. If the
* source is an image url or an image element and not in the base texture
* cache, it will be created and loaded.
*

@@ -738,0 +740,0 @@ * @static

@@ -214,2 +214,6 @@ 'use strict';

delete this.source._pixiId;
this.source.pause();
this.source.src = '';
this.source.load();
}

@@ -216,0 +220,0 @@

@@ -42,5 +42,7 @@ 'use strict';

/**
*
* @param {number} [alpha=1] Amount of alpha from 0 to 1, where 0 is transparent
*/
function AlphaFilter() {
var alpha = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : 1.0;
_classCallCheck(this, AlphaFilter);

@@ -54,3 +56,3 @@

_this.alpha = 1.0;
_this.alpha = alpha;
_this.glShaderKey = 'alpha';

@@ -57,0 +59,0 @@ return _this;

@@ -27,3 +27,3 @@ 'use strict';

* ```js
* let colorMatrix = new PIXI.ColorMatrixFilter();
* let colorMatrix = new PIXI.filters.ColorMatrixFilter();
* container.filters = [colorMatrix];

@@ -30,0 +30,0 @@ * colorMatrix.contrast(2);

@@ -230,8 +230,12 @@ 'use strict';

this.dynamicProperties = null;
this.dynamicBuffer.destroy();
this.dynamicBuffer = null;
this.dynamicData = null;
this.dynamicBuffer.destroy();
this.dynamicDataUint32 = null;
this.staticProperties = null;
this.staticBuffer.destroy();
this.staticBuffer = null;
this.staticData = null;
this.staticBuffer.destroy();
this.staticDataUint32 = null;
};

@@ -238,0 +242,0 @@

@@ -33,5 +33,5 @@ 'use strict';

// vertex shader
['attribute vec2 aVertexPosition;', 'attribute vec2 aTextureCoord;', 'attribute vec4 aColor;', 'attribute vec2 aPositionCoord;', 'attribute vec2 aScale;', 'attribute float aRotation;', 'uniform mat3 projectionMatrix;', 'uniform vec4 uColor;', 'varying vec2 vTextureCoord;', 'varying vec4 vColor;', 'void main(void){', ' vec2 v = aVertexPosition;', ' v.x = (aVertexPosition.x) * cos(aRotation) - (aVertexPosition.y) * sin(aRotation);', ' v.y = (aVertexPosition.x) * sin(aRotation) + (aVertexPosition.y) * cos(aRotation);', ' v = v + aPositionCoord;', ' gl_Position = vec4((projectionMatrix * vec3(v, 1.0)).xy, 0.0, 1.0);', ' vTextureCoord = aTextureCoord;', ' vColor = aColor * uColor;', '}'].join('\n'),
['attribute vec2 aVertexPosition;', 'attribute vec2 aTextureCoord;', 'attribute vec4 aColor;', 'attribute vec2 aPositionCoord;', 'attribute vec2 aScale;', 'attribute float aRotation;', 'uniform mat3 projectionMatrix;', 'uniform vec4 uColor;', 'varying vec2 vTextureCoord;', 'varying vec4 vColor;', 'void main(void){', ' float x = (aVertexPosition.x) * cos(aRotation) - (aVertexPosition.y) * sin(aRotation);', ' float y = (aVertexPosition.x) * sin(aRotation) + (aVertexPosition.y) * cos(aRotation);', ' vec2 v = vec2(x, y);', ' v = v + aPositionCoord;', ' gl_Position = vec4((projectionMatrix * vec3(v, 1.0)).xy, 0.0, 1.0);', ' vTextureCoord = aTextureCoord;', ' vColor = aColor * uColor;', '}'].join('\n'),
// hello
['varying vec2 vTextureCoord;', 'varying vec4 vColor;', 'uniform sampler2D uSampler;', 'void main(void){', ' vec4 color = texture2D(uSampler, vTextureCoord) * vColor;', ' if (color.a == 0.0) discard;', ' gl_FragColor = color;', '}'].join('\n')));
['varying vec2 vTextureCoord;', 'varying vec4 vColor;', 'uniform sampler2D uSampler;', 'void main(void){', ' vec4 color = texture2D(uSampler, vTextureCoord) * vColor;', ' gl_FragColor = color;', '}'].join('\n')));
}

@@ -38,0 +38,0 @@

{
"name": "pixi.js",
"version": "4.6.0",
"version": "4.6.1",
"description": "The HTML5 Creation Engine: Create beautiful digital content with the fastest, most flexible 2D WebGL renderer.",

@@ -5,0 +5,0 @@ "author": "Mat Groves",

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