/** * @class Ext.draw.modifier.Modifier * * Each sprite has a stack of modifiers. The resulting attributes of sprite is * the content of the stack top. When setting attributes to a sprite, * changes will be pushed-down though the stack of modifiers and pop-back the * additive changes; When modifier is triggered to change the attribute of a * sprite, it will pop-up the changes to the top. */Ext.define('Ext.draw.modifier.Modifier', { isModifier: true, mixins: { observable: 'Ext.mixin.Observable' }, config: { /** * @private * @cfg {Ext.draw.modifier.Modifier} lower Modifier that receives the push-down changes. */ lower: null, /** * @private * @cfg {Ext.draw.modifier.Modifier} upper Modifier that receives the pop-up changes. */ upper: null, /** * @cfg {Ext.draw.sprite.Sprite} sprite The sprite to which the modifier belongs. */ sprite: null }, constructor: function (config) { this.mixins.observable.constructor.call(this, config); }, updateUpper: function (upper) { if (upper) { upper.setLower(this); } }, updateLower: function (lower) { if (lower) { lower.setUpper(this); } }, /** * @private * Validate attribute set before use. * * @param {Object} attr The attribute to be validated. Note that it may be already initialized, so do * not override properties that have already been used. */ prepareAttributes: function (attr) { if (this._lower) { this._lower.prepareAttributes(attr); } }, /** * @private * Invoked when changes need to be popped up to the top. * @param {Object} attr The source attributes. * @param {Object} changes The changes to be popped up. */ popUp: function (attr, changes) { if (this._upper) { this._upper.popUp(attr, changes); } else { Ext.apply(attr, changes); } }, /** * @private * * This method will filter out the properties from the `changes` object, if they * have the same values as in the `attr` object (sprite's attributes). * * If the `receiver` object is provided, the attributes with the new values will be * copied from the `changes` object to the `receiver` object, and the `changes` * object will be left unchanged. * * The method returns the `receiver` object, if it was provided, or the `changes` * object otherwise. * * The method also handles a special case when a sprite attribute that is meant to be * animated was set to a certain value (e.g. 5), that is different from the original * value (e.g. 3) of the attribute, and immediately set to another value again, that * is the same as the original value (3). In this case, the attribute's current * value is still the original value, because the attribute hasn't started animating * yet, so a comparison against the current value is not appropriate, and the target * value (value at the end of animation, 5) should be used for comparison instead, so * that 3 won't be filtered out. */ filterChanges: function (attr, changes, receiver) { var targets = attr.targets, name, value; if (receiver) { for (name in changes) { value = changes[name]; if (value !== attr[name] || (targets && value !== targets[name])) { receiver[name] = value; } } } else { for (name in changes) { value = changes[name]; if (value === attr[name] && (!targets || value === targets[name])) { delete changes[name]; } } } return receiver || changes; }, /** * @private * Invoked when changes need to be pushed down to the sprite. * @param {Object} attr The source attributes. * @param {Object} changes The changes to make. This object might be changed unexpectedly inside the method. * @return {Mixed} */ pushDown: function (attr, changes) { return this._lower ? this._lower.pushDown(attr, changes) : this.filterChanges(attr, changes); }});