/**
 * @author       Richard Davey <rich@photonstorm.com>
 * @copyright    2018 Photon Storm Ltd.
 * @license      {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
 */

var Class = require('../../utils/Class');
var Components = require('../components');
var GameObject = require('../GameObject');
var ImageRender = require('./ImageRender');

/**
 * @classdesc
 * An Image Game Object.
 *
 * An Image is a light-weight Game Object useful for the display of static images in your game,
 * such as logos, backgrounds, scenery or other non-animated elements. Images can have input
 * events and physics bodies, or be tweened, tinted or scrolled. The main difference between an
 * Image and a Sprite is that you cannot animate an Image as they do not have the Animation component.
 *
 * @class Image
 * @extends Phaser.GameObjects.GameObject
 * @memberOf Phaser.GameObjects
 * @constructor
 * @since 3.0.0
 *
 * @extends Phaser.GameObjects.Components.Alpha
 * @extends Phaser.GameObjects.Components.BlendMode
 * @extends Phaser.GameObjects.Components.Depth
 * @extends Phaser.GameObjects.Components.Flip
 * @extends Phaser.GameObjects.Components.GetBounds
 * @extends Phaser.GameObjects.Components.Origin
 * @extends Phaser.GameObjects.Components.Pipeline
 * @extends Phaser.GameObjects.Components.ScaleMode
 * @extends Phaser.GameObjects.Components.ScrollFactor
 * @extends Phaser.GameObjects.Components.Size
 * @extends Phaser.GameObjects.Components.Texture
 * @extends Phaser.GameObjects.Components.Tint
 * @extends Phaser.GameObjects.Components.Transform
 * @extends Phaser.GameObjects.Components.Visible
 *
 * @param {Phaser.Scene} scene - The Scene to which this Game Object belongs. A Game Object can only belong to one Scene at a time.
 * @param {number} x - The horizontal position of this Game Object in the world.
 * @param {number} y - The vertical position of this Game Object in the world.
 * @param {string} texture - The key of the Texture this Game Object will use to render with, as stored in the Texture Manager.
 * @param {(string|integer)} [frame] - An optional frame from the Texture this Game Object is rendering with.
 */
var Image = new Class({

    Extends: GameObject,

    Mixins: [
        Components.Alpha,
        Components.BlendMode,
        Components.Depth,
        Components.Flip,
        Components.GetBounds,
        Components.Origin,
        Components.Pipeline,
        Components.ScaleMode,
        Components.ScrollFactor,
        Components.Size,
        Components.Texture,
        Components.Tint,
        Components.Transform,
        Components.Visible,
        ImageRender
    ],

    initialize:

    function Image (scene, x, y, texture, frame)
    {
        GameObject.call(this, scene, 'Image');

        this.setTexture(texture, frame);
        this.setPosition(x, y);
        this.setSizeToFrame();
        this.setOriginFromFrame();
        this.initPipeline('TextureTintPipeline');
    }

});

module.exports = Image;
