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@pixi/core

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"use strict"; var math = require("@pixi/math"), settings = require("@pixi/settings"), utils = require("@pixi/utils"), BaseTexture = require("./BaseTexture.js"), ImageResource = require("./resources/ImageResource.js"), TextureUvs = require("./TextureUvs.js"); const DEFAULT_UVS = new TextureUvs.TextureUvs(); function removeAllHandlers(tex) { tex.destroy = function() { }, tex.on = function() { }, tex.once = function() { }, tex.emit = function() { }; } class Texture extends utils.EventEmitter { /** * @param baseTexture - The base texture source to create the texture from * @param frame - The rectangle frame of the texture to show * @param orig - The area of original texture * @param trim - Trimmed rectangle of original texture * @param rotate - indicates how the texture was rotated by texture packer. See {@link PIXI.groupD8} * @param anchor - Default anchor point used for sprite placement / rotation * @param borders - Default borders used for 9-slice scaling. See {@link PIXI.NineSlicePlane} */ constructor(baseTexture, frame, orig, trim, rotate, anchor, borders) { if (super(), this.noFrame = !1, frame || (this.noFrame = !0, frame = new math.Rectangle(0, 0, 1, 1)), baseTexture instanceof Texture && (baseTexture = baseTexture.baseTexture), this.baseTexture = baseTexture, this._frame = frame, this.trim = trim, this.valid = !1, this.destroyed = !1, this._uvs = DEFAULT_UVS, this.uvMatrix = null, this.orig = orig || frame, this._rotate = Number(rotate || 0), rotate === !0) this._rotate = 2; else if (this._rotate % 2 !== 0) throw new Error("attempt to use diamond-shaped UVs. If you are sure, set rotation manually"); this.defaultAnchor = anchor ? new math.Point(anchor.x, anchor.y) : new math.Point(0, 0), this.defaultBorders = borders, this._updateID = 0, this.textureCacheIds = [], baseTexture.valid ? this.noFrame ? baseTexture.valid && this.onBaseTextureUpdated(baseTexture) : this.frame = frame : baseTexture.once("loaded", this.onBaseTextureUpdated, this), this.noFrame && baseTexture.on("update", this.onBaseTextureUpdated, this); } /** * Updates this texture on the gpu. * * Calls the TextureResource update. * * If you adjusted `frame` manually, please call `updateUvs()` instead. */ update() { this.baseTexture.resource && this.baseTexture.resource.update(); } /** * Called when the base texture is updated * @protected * @param baseTexture - The base texture. */ onBaseTextureUpdated(baseTexture) { if (this.noFrame) { if (!this.baseTexture.valid) return; this._frame.width = baseTexture.width, this._frame.height = baseTexture.height, this.valid = !0, this.updateUvs(); } else this.frame = this._frame; this.emit("update", this); } /** * Destroys this texture * @param [destroyBase=false] - Whether to destroy the base texture as well * @fires PIXI.Texture#destroyed */ destroy(destroyBase) { if (this.baseTexture) { if (destroyBase) { const { resource } = this.baseTexture; resource?.url && utils.TextureCache[resource.url] && Texture.removeFromCache(resource.url), this.baseTexture.destroy(); } this.baseTexture.off("loaded", this.onBaseTextureUpdated, this), this.baseTexture.off("update", this.onBaseTextureUpdated, this), this.baseTexture = null; } this._frame = null, this._uvs = null, this.trim = null, this.orig = null, this.valid = !1, Texture.removeFromCache(this), this.textureCacheIds = null, this.destroyed = !0, this.emit("destroyed", this), this.removeAllListeners(); } /** * Creates a new texture object that acts the same as this one. * @returns - The new texture */ clone() { const clonedFrame = this._frame.clone(), clonedOrig = this._frame === this.orig ? clonedFrame : this.orig.clone(), clonedTexture = new Texture( this.baseTexture, !this.noFrame && clonedFrame, clonedOrig, this.trim?.clone(), this.rotate, this.defaultAnchor, this.defaultBorders ); return this.noFrame && (clonedTexture._frame = clonedFrame), clonedTexture; } /** * Updates the internal WebGL UV cache. Use it after you change `frame` or `trim` of the texture. * Call it after changing the frame */ updateUvs() { this._uvs === DEFAULT_UVS && (this._uvs = new TextureUvs.TextureUvs()), this._uvs.set(this._frame, this.baseTexture, this.rotate), this._updateID++; } /** * Helper function that creates a new Texture based on the source you provide. * The source can be - frame id, image url, video url, canvas element, video element, base texture * @param {string|PIXI.BaseTexture|HTMLImageElement|HTMLVideoElement|ImageBitmap|PIXI.ICanvas} source - * Source or array of sources to create texture from * @param options - See {@link PIXI.BaseTexture}'s constructor for options. * @param {string} [options.pixiIdPrefix=pixiid] - If a source has no id, this is the prefix of the generated id * @param {boolean} [strict] - Enforce strict-mode, see {@link PIXI.settings.STRICT_TEXTURE_CACHE}. * @returns {PIXI.Texture} The newly created texture */ static from(source, options = {}, strict = settings.settings.STRICT_TEXTURE_CACHE) { const isFrame = typeof source == "string"; let cacheId = null; if (isFrame) cacheId = source; else if (source instanceof BaseTexture.BaseTexture) { if (!source.cacheId) { const prefix = options?.pixiIdPrefix || "pixiid"; source.cacheId = `${prefix}-${utils.uid()}`, BaseTexture.BaseTexture.addToCache(source, source.cacheId); } cacheId = source.cacheId; } else { if (!source._pixiId) { const prefix = options?.pixiIdPrefix || "pixiid"; source._pixiId = `${prefix}_${utils.uid()}`; } cacheId = source._pixiId; } let texture = utils.TextureCache[cacheId]; if (isFrame && strict && !texture) throw new Error(`The cacheId "${cacheId}" does not exist in TextureCache.`); return !texture && !(source instanceof BaseTexture.BaseTexture) ? (options.resolution || (options.resolution = utils.getResolutionOfUrl(source)), texture = new Texture(new BaseTexture.BaseTexture(source, options)), texture.baseTexture.cacheId = cacheId, BaseTexture.BaseTexture.addToCache(texture.baseTexture, cacheId), Texture.addToCache(texture, cacheId)) : !texture && source instanceof BaseTexture.BaseTexture && (texture = new Texture(source), Texture.addToCache(texture, cacheId)), texture; } /** * Useful for loading textures via URLs. Use instead of `Texture.from` because * it does a better job of handling failed URLs more effectively. This also ignores * `PIXI.settings.STRICT_TEXTURE_CACHE`. Works for Videos, SVGs, Images. * @param url - The remote URL or array of URLs to load. * @param options - Optional options to include * @returns - A Promise that resolves to a Texture. */ static fromURL(url, options) { const resourceOptions = Object.assign({ autoLoad: !1 }, options?.resourceOptions), texture = Texture.from(url, Object.assign({ resourceOptions }, options), !1), resource = texture.baseTexture.resource; return texture.baseTexture.valid ? Promise.resolve(texture) : resource.load().then(() => Promise.resolve(texture)); } /** * Create a new Texture with a BufferResource from a typed array. * @param buffer - The optional array to use. If no data is provided, a new Float32Array is created. * @param width - Width of the resource * @param height - Height of the resource * @param options - See {@link PIXI.BaseTexture}'s constructor for options. * Default properties are different from the constructor's defaults. * @param {PIXI.FORMATS} [options.format] - The format is not given, the type is inferred from the * type of the buffer: `RGBA` if Float32Array, Int8Array, Uint8Array, or Uint8ClampedArray, * otherwise `RGBA_INTEGER`. * @param {PIXI.TYPES} [options.type] - The type is not given, the type is inferred from the * type of the buffer. Maps Float32Array to `FLOAT`, Int32Array to `INT`, Uint32Array to * `UNSIGNED_INT`, Int16Array to `SHORT`, Uint16Array to `UNSIGNED_SHORT`, Int8Array to `BYTE`, * Uint8Array/Uint8ClampedArray to `UNSIGNED_BYTE`. * @param {PIXI.ALPHA_MODES} [options.alphaMode=PIXI.ALPHA_MODES.NPM] * @param {PIXI.SCALE_MODES} [options.scaleMode=PIXI.SCALE_MODES.NEAREST] * @returns - The resulting new BaseTexture */ static fromBuffer(buffer, width, height, options) { return new Texture(BaseTexture.BaseTexture.fromBuffer(buffer, width, height, options)); } /** * Create a texture from a source and add to the cache. * @param {HTMLImageElement|HTMLVideoElement|ImageBitmap|PIXI.ICanvas|string} source - The input source. * @param imageUrl - File name of texture, for cache and resolving resolution. * @param name - Human readable name for the texture cache. If no name is * specified, only `imageUrl` will be used as the cache ID. * @param options * @returns - Output texture */ static fromLoader(source, imageUrl, name, options) { const baseTexture = new BaseTexture.BaseTexture(source, Object.assign({ scaleMode: BaseTexture.BaseTexture.defaultOptions.scaleMode, resolution: utils.getResolutionOfUrl(imageUrl) }, options)), { resource } = baseTexture; resource instanceof ImageResource.ImageResource && (resource.url = imageUrl); const texture = new Texture(baseTexture); return name || (name = imageUrl), BaseTexture.BaseTexture.addToCache(texture.baseTexture, name), Texture.addToCache(texture, name), name !== imageUrl && (BaseTexture.BaseTexture.addToCache(texture.baseTexture, imageUrl), Texture.addToCache(texture, imageUrl)), texture.baseTexture.valid ? Promise.resolve(texture) : new Promise((resolve) => { texture.baseTexture.once("loaded", () => resolve(texture)); }); } /** * Adds a Texture to the global TextureCache. This cache is shared across the whole PIXI object. * @param texture - The Texture to add to the cache. * @param id - The id that the Texture will be stored against. */ static addToCache(texture, id) { id && (texture.textureCacheIds.includes(id) || texture.textureCacheIds.push(id), utils.TextureCache[id] && utils.TextureCache[id] !== texture && console.warn(`Texture added to the cache with an id [${id}] that already had an entry`), utils.TextureCache[id] = texture); } /** * Remove a Texture from the global TextureCache. * @param texture - id of a Texture to be removed, or a Texture instance itself * @returns - The Texture that was removed */ static removeFromCache(texture) { if (typeof texture == "string") { const textureFromCache = utils.TextureCache[texture]; if (textureFromCache) { const index = textureFromCache.textureCacheIds.indexOf(texture); return index > -1 && textureFromCache.textureCacheIds.splice(index, 1), delete utils.TextureCache[texture], textureFromCache; } } else if (texture?.textureCacheIds) { for (let i = 0; i < texture.textureCacheIds.length; ++i) utils.TextureCache[texture.textureCacheIds[i]] === texture && delete utils.TextureCache[texture.textureCacheIds[i]]; return texture.textureCacheIds.length = 0, texture; } return null; } /** * Returns resolution of baseTexture * @readonly */ get resolution() { return this.baseTexture.resolution; } /** * The frame specifies the region of the base texture that this texture uses. * Please call `updateUvs()` after you change coordinates of `frame` manually. */ get frame() { return this._frame; } set frame(frame) { this._frame = frame, this.noFrame = !1; const { x, y, width, height } = frame, xNotFit = x + width > this.baseTexture.width, yNotFit = y + height > this.baseTexture.height; if (xNotFit || yNotFit) { const relationship = xNotFit && yNotFit ? "and" : "or", errorX = `X: ${x} + ${width} = ${x + width} > ${this.baseTexture.width}`, errorY = `Y: ${y} + ${height} = ${y + height} > ${this.baseTexture.height}`; throw new Error(`Texture Error: frame does not fit inside the base Texture dimensions: ${errorX} ${relationship} ${errorY}`); } this.valid = width && height && this.baseTexture.valid, !this.trim && !this.rotate && (this.orig = frame), this.valid && this.updateUvs(); } /** * Indicates whether the texture is rotated inside the atlas * set to 2 to compensate for texture packer rotation * set to 6 to compensate for spine packer rotation * can be used to rotate or mirror sprites * See {@link PIXI.groupD8} for explanation */ get rotate() { return this._rotate; } set rotate(rotate) { this._rotate = rotate, this.valid && this.updateUvs(); } /** The width of the Texture in pixels. */ get width() { return this.orig.width; } /** The height of the Texture in pixels. */ get height() { return this.orig.height; } /** Utility function for BaseTexture|Texture cast. */ castToBaseTexture() { return this.baseTexture; } /** An empty texture, used often to not have to create multiple empty textures. Can not be destroyed. */ static get EMPTY() { return Texture._EMPTY || (Texture._EMPTY = new Texture(new BaseTexture.BaseTexture()), removeAllHandlers(Texture._EMPTY), removeAllHandlers(Texture._EMPTY.baseTexture)), Texture._EMPTY; } /** A white texture of 16x16 size, used for graphics and other things Can not be destroyed. */ static get WHITE() { if (!Texture._WHITE) { const canvas = settings.settings.ADAPTER.createCanvas(16, 16), context = canvas.getContext("2d"); canvas.width = 16, canvas.height = 16, context.fillStyle = "white", context.fillRect(0, 0, 16, 16), Texture._WHITE = new Texture(BaseTexture.BaseTexture.from(canvas)), removeAllHandlers(Texture._WHITE), removeAllHandlers(Texture._WHITE.baseTexture); } return Texture._WHITE; } } exports.Texture = Texture; //# sourceMappingURL=Texture.js.map