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@lightningtv/renderer

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/* * If not stated otherwise in this file or this component's LICENSE file the * following copyright and licenses apply: * * Copyright 2023 Comcast Cable Communications Management, LLC. * * Licensed under the Apache License, Version 2.0 (the License); * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. */ import type { Dimensions } from '../../../common/CommonTypes.js'; import { assertTruthy } from '../../../utils.js'; import { CoreContextTexture } from '../CoreContextTexture.js'; import { formatRgba, type IParsedColor } from './internal/ColorUtils.js'; export class CanvasTexture extends CoreContextTexture { protected image: | ImageBitmap | HTMLCanvasElement | HTMLImageElement | undefined; protected tintCache: | { key: string; image: HTMLCanvasElement; } | undefined; load(): void { this.textureSource.setState('loading'); this.onLoadRequest() .then((size) => { this.textureSource.setState('loaded', size); this.textureSource.freeTextureData(); this.updateMemSize(); }) .catch((err) => { this.textureSource.setState('failed', err as Error); this.textureSource.freeTextureData(); }); } free(): void { this.image = undefined; this.tintCache = undefined; this.textureSource.setState('freed'); this.setTextureMemUse(0); this.textureSource.freeTextureData(); } updateMemSize(): void { // Counting memory usage for: // - main image // - tinted image const mult = this.tintCache ? 8 : 4; if (this.textureSource.dimensions) { const { width, height } = this.textureSource.dimensions; this.setTextureMemUse(width * height * mult); } } hasImage(): boolean { return this.image !== undefined; } getImage( color: IParsedColor, ): ImageBitmap | HTMLCanvasElement | HTMLImageElement { const image = this.image; assertTruthy(image, 'Attempt to get unloaded image texture'); if (color.isWhite) { if (this.tintCache) { this.tintCache = undefined; this.updateMemSize(); } return image; } const key = formatRgba(color); if (this.tintCache?.key === key) { return this.tintCache.image; } const tintedImage = this.tintTexture(image, key); this.tintCache = { key, image: tintedImage, }; this.updateMemSize(); return tintedImage; } protected tintTexture( source: ImageBitmap | HTMLCanvasElement | HTMLImageElement, color: string, ) { const { width, height } = source; const canvas = document.createElement('canvas'); canvas.width = width; canvas.height = height; const ctx = canvas.getContext('2d'); if (ctx) { // fill with target color ctx.fillStyle = color; ctx.globalCompositeOperation = 'copy'; ctx.fillRect(0, 0, width, height); // multiply with image, resulting in non-transparent tinted image ctx.globalCompositeOperation = 'multiply'; ctx.drawImage(source, 0, 0, width, height, 0, 0, width, height); // apply original image alpha ctx.globalCompositeOperation = 'destination-in'; ctx.drawImage(source, 0, 0, width, height, 0, 0, width, height); } return canvas; } private async onLoadRequest(): Promise<Dimensions> { assertTruthy(this.textureSource?.textureData?.data, 'Texture data is null'); const { data } = this.textureSource.textureData; // TODO: canvas from text renderer should be able to provide the canvas directly // instead of having to re-draw it into a new canvas... if (data instanceof ImageData) { const canvas = document.createElement('canvas'); canvas.width = data.width; canvas.height = data.height; const ctx = canvas.getContext('2d'); if (ctx) ctx.putImageData(data, 0, 0); this.image = canvas; return { width: data.width, height: data.height }; } else if ( (typeof ImageBitmap !== 'undefined' && data instanceof ImageBitmap) || data instanceof HTMLImageElement ) { this.image = data; return { width: data.width, height: data.height }; } return { width: 0, height: 0 }; } }