@aidinabedi/playcanvas
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PlayCanvas WebGL game engine
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<div class='sidebarToggle'><span></span>Class List</div>
<main class="cls">
<h1>pc.TextureAtlas</h1>
<p class="extends">Extends: <a href="pc.EventHandler.html">pc.EventHandler</a></p>
<p><p>A pc.TextureAtlas contains a number of frames from a texture. Each frame
defines a region in a texture. The pc.TextureAtlas is referenced by <a href="pc.Sprite.html">pc.Sprite</a>s.</p></p>
<pre><code class="javascript">var atlas = new pc.TextureAtlas();
atlas.frames = {
'0': {
// rect has u, v, width and height in pixels
rect: new pc.Vec4(0, 0, 256, 256),
// pivot has x, y values between 0-1 which define the point
// within the frame around which rotation and scale is calculated
pivot: new pc.Vec2(0.5, 0.5),
// border has left, bottom, right and top in pixels defining regions for 9-slicing
border: new pc.Vec4(5, 5, 5, 5)
},
'1': {
rect: new pc.Vec4(256, 0, 256, 256),
pivot: new pc.Vec2(0.5, 0.5),
border: new pc.Vec4(5, 5, 5, 5)
}
};</code></pre>
<!-- summary -->
<h1>Summary</h1>
<!--type definitions-->
<!--static properties-->
<!--static methods-->
<!--properties-->
<h3>Properties</h3>
<table class="properties">
<tr>
<td><a href="#frames">frames</a></td><td><p>Contains frames which define portions of the texture atlas.</td>
</tr>
<tr>
<td><a href="#texture">texture</a></td><td><p>The texture atlas.</td>
</tr>
</table>
<!--methods-->
<h3>Methods</h3>
<table class="properties">
<tr>
<td><a href="#destroy">destroy</a></td><td><p>Free up the underlying texture owned by the atlas.</td>
</tr>
<tr>
<td><a href="#removeFrame">removeFrame</a></td><td></td>
</tr>
<tr>
<td><a href="#setFrame">setFrame</a></td><td></td>
</tr>
</table>
<!--events-->
<h2>Inherited</h2>
<!--inherited methods-->
<!--inherited properties-->
<!--inherited static methods-->
<h3>Methods</h3>
<table class="properties">
<tr>
<td><a href="#fire">fire</a></td><td><p>Fire an event, all additional arguments are passed on to the event listener.</td>
</tr>
<tr>
<td><a href="#hasEvent">hasEvent</a></td><td><p>Test if there are any handlers bound to an event name.</td>
</tr>
<tr>
<td><a href="#off">off</a></td><td><p>Detach an event handler from an event.</td>
</tr>
<tr>
<td><a href="#on">on</a></td><td><p>Attach an event handler to an event.</td>
</tr>
<tr>
<td><a href="#once">once</a></td><td><p>Attach an event handler to an event.</td>
</tr>
</table>
<!--inherited events-->
<h1>Details</h1>
<!--type definitions-->
<!--static members-->
<!--static methods-->
<h2>Constructor</h2>
<!-- Constructor -->
<div id="TextureAtlas">
<h3 class="methodname">TextureAtlas() <a class="font-icon" href="#TextureAtlas"></a></h3>
<p></p>
<pre><code class="javascript">var atlas = new pc.TextureAtlas();
atlas.frames = {
'0': {
// rect has u, v, width and height in pixels
rect: new pc.Vec4(0, 0, 256, 256),
// pivot has x, y values between 0-1 which define the point
// within the frame around which rotation and scale is calculated
pivot: new pc.Vec2(0.5, 0.5),
// border has left, bottom, right and top in pixels defining regions for 9-slicing
border: new pc.Vec4(5, 5, 5, 5)
},
'1': {
rect: new pc.Vec4(256, 0, 256, 256),
pivot: new pc.Vec2(0.5, 0.5),
border: new pc.Vec4(5, 5, 5, 5)
}
};</code></pre>
</div>
<!--properties-->
<h2>Properties</h2>
<div id="frames">
<span class="property"><a href="https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Object">object</a></span><span class="property">frames <a class="font-icon" href="#frames"></a></span>
<p><p>Contains frames which define portions of the texture atlas.</p></p>
</div>
<div id="texture">
<span class="property"><a href="pc.Texture.html">pc.Texture</a></span><span class="property">texture <a class="font-icon" href="#texture"></a></span>
<p><p>The texture atlas.</p></p>
</div>
<!--methods-->
<h2>Methods</h2>
<div id="destroy">
<h3 class="methodname">destroy() <a class="font-icon" href="#destroy"></a></h3>
<p><p>Free up the underlying texture owned by the atlas.</p></p>
</div>
<div id="removeFrame">
<h3 class="methodname">removeFrame(key) <a class="font-icon" href="#removeFrame"></a></h3>
<p></p>
<pre><code class="javascript">atlas.removeFrame('1');</code></pre>
<h4>Parameters</h4>
<table>
<tr>
<td>key</td><td><a href="https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/String">string</a></td><td><p>The key of the frame.</p></td>
</tr>
</table>
</div>
<div id="setFrame">
<h3 class="methodname">setFrame(key, data) <a class="font-icon" href="#setFrame"></a></h3>
<p></p>
<pre><code class="javascript">atlas.setFrame('1', {
rect: new pc.Vec4(0, 0, 128, 128),
pivot: new pc.Vec2(0.5, 0.5),
border: new pc.Vec4(5, 5, 5, 5)
});</code></pre>
<h4>Parameters</h4>
<table>
<tr>
<td>key</td><td><a href="https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/String">string</a></td><td><p>The key of the frame.</p></td>
</tr>
<tr>
<td>data</td><td><a href="https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Object">object</a></td><td><p>The properties of the frame.</p></td>
</tr>
<tr>
<td>data.rect</td><td><a href="pc.Vec4.html">pc.Vec4</a></td><td><p>The u, v, width, height properties of the frame in pixels.</p></td>
</tr>
<tr>
<td>data.pivot</td><td><a href="pc.Vec2.html">pc.Vec2</a></td><td><p>The pivot of the frame - values are between 0-1.</p></td>
</tr>
<tr>
<td>data.border</td><td><a href="pc.Vec4.html">pc.Vec4</a></td><td><p>The border of the frame for 9-slicing. Values are ordered
as follows: left, bottom, right, top border in pixels.</p></td>
</tr>
</table>
</div>
<!--events-->
<h2>Inherited</h2>
<!--inherited properties-->
<!--inherited methods-->
<h2>Methods</h2>
<div id="fire">
<h3 class="methodname">fire(name, [arg1], [arg2], [arg3], [arg4], [arg5], [arg6], [arg7], [arg8]) <a class="font-icon" href="#fire"></a></h3>
<p><p>Fire an event, all additional arguments are passed on to the event listener.</p></p>
<pre><code class="javascript">obj.fire('test', 'This is the message');</code></pre>
<h4>Parameters</h4>
<table>
<tr>
<td>name</td><td><a href="https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Object">object</a></td><td><p>Name of event to fire.</p></td>
</tr>
<tr>
<td>arg1</td><td><a href="#">*</a></td><td><p>First argument that is passed to the event handler.</p></td>
</tr>
<tr>
<td>arg2</td><td><a href="#">*</a></td><td><p>Second argument that is passed to the event handler.</p></td>
</tr>
<tr>
<td>arg3</td><td><a href="#">*</a></td><td><p>Third argument that is passed to the event handler.</p></td>
</tr>
<tr>
<td>arg4</td><td><a href="#">*</a></td><td><p>Fourth argument that is passed to the event handler.</p></td>
</tr>
<tr>
<td>arg5</td><td><a href="#">*</a></td><td><p>Fifth argument that is passed to the event handler.</p></td>
</tr>
<tr>
<td>arg6</td><td><a href="#">*</a></td><td><p>Sixth argument that is passed to the event handler.</p></td>
</tr>
<tr>
<td>arg7</td><td><a href="#">*</a></td><td><p>Seventh argument that is passed to the event handler.</p></td>
</tr>
<tr>
<td>arg8</td><td><a href="#">*</a></td><td><p>Eighth argument that is passed to the event handler.</p></td>
</tr>
</table>
<h4>Returns</h4>
<a href="pc.EventHandler.html">pc.EventHandler</a> <p>Self for chaining.</p>
</div>
<div id="hasEvent">
<h3 class="methodname">hasEvent(name) <a class="font-icon" href="#hasEvent"></a></h3>
<p><p>Test if there are any handlers bound to an event name.</p></p>
<pre><code class="javascript">obj.on('test', function () { }); // bind an event to 'test'
obj.hasEvent('test'); // returns true
obj.hasEvent('hello'); // returns false</code></pre>
<h4>Parameters</h4>
<table>
<tr>
<td>name</td><td><a href="https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/String">string</a></td><td><p>The name of the event to test.</p></td>
</tr>
</table>
<h4>Returns</h4>
<a href="https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Boolean">boolean</a> <p>True if the object has handlers bound to the specified event name.</p>
</div>
<div id="off">
<h3 class="methodname">off([name], [callback], [scope]) <a class="font-icon" href="#off"></a></h3>
<p><p>Detach an event handler from an event. If callback is not provided then all callbacks are unbound from the event,
if scope is not provided then all events with the callback will be unbound.</p></p>
<pre><code class="javascript">var handler = function () {
};
obj.on('test', handler);
obj.off(); // Removes all events
obj.off('test'); // Removes all events called 'test'
obj.off('test', handler); // Removes all handler functions, called 'test'
obj.off('test', handler, this); // Removes all hander functions, called 'test' with scope this</code></pre>
<h4>Parameters</h4>
<table>
<tr>
<td>name</td><td><a href="https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/String">string</a></td><td><p>Name of the event to unbind.</p></td>
</tr>
<tr>
<td>callback</td><td><a href="pc.callbacks.html#HandleEvent">pc.callbacks.HandleEvent</a></td><td><p>Function to be unbound.</p></td>
</tr>
<tr>
<td>scope</td><td><a href="https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Object">object</a></td><td><p>Scope that was used as the this when the event is fired.</p></td>
</tr>
</table>
<h4>Returns</h4>
<a href="pc.EventHandler.html">pc.EventHandler</a> <p>Self for chaining.</p>
</div>
<div id="on">
<h3 class="methodname">on(name, callback, [scope]) <a class="font-icon" href="#on"></a></h3>
<p><p>Attach an event handler to an event.</p></p>
<pre><code class="javascript">obj.on('test', function (a, b) {
console.log(a + b);
});
obj.fire('test', 1, 2); // prints 3 to the console</code></pre>
<h4>Parameters</h4>
<table>
<tr>
<td>name</td><td><a href="https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/String">string</a></td><td><p>Name of the event to bind the callback to.</p></td>
</tr>
<tr>
<td>callback</td><td><a href="pc.callbacks.html#HandleEvent">pc.callbacks.HandleEvent</a></td><td><p>Function that is called when event is fired. Note the callback is limited to 8 arguments.</p></td>
</tr>
<tr>
<td>scope</td><td><a href="https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Object">object</a></td><td><p>Object to use as 'this' when the event is fired, defaults to current this.</p></td>
</tr>
</table>
<h4>Returns</h4>
<a href="pc.EventHandler.html">pc.EventHandler</a> <p>Self for chaining.</p>
</div>
<div id="once">
<h3 class="methodname">once(name, callback, [scope]) <a class="font-icon" href="#once"></a></h3>
<p><p>Attach an event handler to an event. This handler will be removed after being fired once.</p></p>
<pre><code class="javascript">obj.once('test', function (a, b) {
console.log(a + b);
});
obj.fire('test', 1, 2); // prints 3 to the console
obj.fire('test', 1, 2); // not going to get handled</code></pre>
<h4>Parameters</h4>
<table>
<tr>
<td>name</td><td><a href="https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/String">string</a></td><td><p>Name of the event to bind the callback to.</p></td>
</tr>
<tr>
<td>callback</td><td><a href="pc.callbacks.html#HandleEvent">pc.callbacks.HandleEvent</a></td><td><p>Function that is called when event is fired. Note the callback is limited to 8 arguments.</p></td>
</tr>
<tr>
<td>scope</td><td><a href="https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Object">object</a></td><td><p>Object to use as 'this' when the event is fired, defaults to current this.</p></td>
</tr>
</table>
<h4>Returns</h4>
<a href="pc.EventHandler.html">pc.EventHandler</a> <p>Self for chaining.</p>
</div>
<!--inherited events-->
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