/** * @class Ext.fx.target.Sprite This class represents an animation target for a {@link Ext.draw.sprite.Sprite}. In general this class will not be created directly, the {@link Ext.draw.sprite.Sprite} will be passed to the animation and and the appropriate target will be created. * @markdown */ Ext.define('Ext.fx.target.Sprite', { /* Begin Definitions */ extend: 'Ext.fx.target.Target', /* End Definitions */ type: 'draw', getFromPrim: function (sprite, attr) { var obj; switch (attr) { case 'rotate': case 'rotation': obj = sprite.attr.rotation; return { x: obj.x || 0, y: obj.y || 0, degrees: obj.degrees || 0 }; case 'scale': case 'scaling': obj = sprite.attr.scaling; return { x: obj.x || 1, y: obj.y || 1, cx: obj.cx || 0, cy: obj.cy || 0 }; case 'translate': case 'translation': obj = sprite.attr.translation; return { x: obj.x || 0, y: obj.y || 0 }; default: return sprite.attr[attr]; } }, getAttr: function (attr, val) { return [ [this.target, val != undefined ? val : this.getFromPrim(this.target, attr)] ]; }, setAttr: function (targetData) { var ln = targetData.length, spriteArr = [], attrsConf, attr, attrArr, attrs, sprite, idx, value, i, j, x, y, ln2; for (i = 0; i < ln; i++) { attrsConf = targetData[i].attrs; for (attr in attrsConf) { attrArr = attrsConf[attr]; ln2 = attrArr.length; for (j = 0; j < ln2; j++) { sprite = attrArr[j][0]; attrs = attrArr[j][1]; if (attr === 'translate' || attr === 'translation') { value = { x: attrs.x, y: attrs.y }; } else if (attr === 'rotate' || attr === 'rotation') { x = attrs.x; if (isNaN(x)) { x = null; } y = attrs.y; if (isNaN(y)) { y = null; } value = { degrees: attrs.degrees, x: x, y: y }; } else if (attr === 'scale' || attr === 'scaling') { x = attrs.x; if (isNaN(x)) { x = null; } y = attrs.y; if (isNaN(y)) { y = null; } value = { x: x, y: y, cx: attrs.cx, cy: attrs.cy }; } else if (attr === 'width' || attr === 'height' || attr === 'x' || attr === 'y') { value = parseFloat(attrs); } else { value = attrs; } idx = Ext.Array.indexOf(spriteArr, sprite); if (idx == -1) { spriteArr.push([sprite, {}]); idx = spriteArr.length - 1; } spriteArr[idx][1][attr] = value; } } } ln = spriteArr.length; for (i = 0; i < ln; i++) { spriteArr[i][0].setAttributes(spriteArr[i][1]); } this.target.redraw(); }});