@smoud/tiny
Version:
Fast and tiny JavaScript library for HTML5 game and playable ads creation.
282 lines (238 loc) • 7.34 kB
JavaScript
import { uid } from '../utils';
/**
* @author Mat Groves http://matgroves.com/ @Doormat23
*/
// BaseTextureCache = {};
/**
* A texture stores the information that represents an image. All textures have a base texture.
*
* @class BaseTexture
* @uses EventTarget
* @constructor
* @param source {String} the source object (image or canvas)
* @param scaleMode {Number} See {{#crossLink "PIXI/scaleModes:property"}}PIXI.scaleModes{{/crossLink}} for possible values
*/
var BaseTexture = function (source, scaleMode) {
/**
* The Resolution of the texture.
*
* @property resolution
* @type Number
*/
this.resolution = 1;
/**
* [read-only] The width of the base texture set when the image has valid
*
* @property width
* @type Number
* @readOnly
*/
this.width = 100;
/**
* [read-only] The height of the base texture set when the image has valid
*
* @property height
* @type Number
* @readOnly
*/
this.height = 100;
/**
* The scale mode to apply when scaling this texture
*
* @property scaleMode
* @type {Number}
* @default PIXI.scaleModes.LINEAR
*/
this.scaleMode = scaleMode || 0;
/**
* [read-only] Set to true once the base texture has valid
*
* @property valid
* @type Boolean
* @readOnly
*/
this.valid = false;
/**
* The image source that is used to create the texture.
*
* @property source
* @type Image
*/
this.source = source;
this._UID = uid();
/**
* Controls if RGB channels should be pre-multiplied by Alpha (WebGL only)
*
* @property premultipliedAlpha
* @type Boolean
* @default true
*/
this.premultipliedAlpha = true;
// used for webGL
/**
* @property _glTextures
* @type Array
* @private
*/
this._glTextures = [];
/**
*
* Set this to true if a mipmap of this texture needs to be generated. This value needs to be set before the texture is used
* Also the texture must be a power of two size to work
*
* @property mipmap
* @type {Boolean}
*/
this.mipmap = false;
// used for webGL texture updating...
// TODO - this needs to be addressed
/**
* @property _dirty
* @type Array
* @private
*/
this._dirty = [true, true, true, true];
if (!source) return;
if ((source.complete || source.getContext) && source.width && source.height) {
this.onLoad();
} else {
source.onload = this.onLoad.bind(this);
}
/**
* @property imageUrl
* @type String
*/
this.imageUrl = null;
/**
* @property _powerOf2
* @type Boolean
* @private
*/
this._powerOf2 = false;
};
BaseTexture.prototype.constructor = BaseTexture;
BaseTexture.prototype.onLoad = function (newSrc) {
this.valid = true;
this.width = this.source.naturalWidth || this.source.width;
this.height = this.source.naturalHeight || this.source.height;
this.dirty();
this.onload && this.onload();
};
// PIXI.EventTarget.mixin(BaseTexture.prototype);
/**
* Destroys this base texture
*
* @method destroy
*/
BaseTexture.prototype.destroy = function () {
if (this.imageUrl) {
delete BaseTextureCache[this.imageUrl];
delete PIXI.TextureCache[this.imageUrl];
this.imageUrl = null;
if (!navigator.isCocoonJS) this.source.src = '';
} else if (this.source && this.source._pixiId) {
delete BaseTextureCache[this.source._pixiId];
}
this.source = null;
this.unloadFromGPU();
};
/**
* Changes the source image of the texture
*
* @method setSource
* @param newSrc {String} the path of the image
*/
// BaseTexture.prototype.setSource = function (newSrc) {
// this.valid = false;
// this.source.src = null;
// this.source.src = newSrc;
// };
/**
* Sets all glTextures to be dirty.
*
* @method dirty
*/
BaseTexture.prototype.dirty = function () {
for (var i = 0; i < this._glTextures.length; i++) {
this._dirty[i] = true;
}
};
/**
* Removes the base texture from the GPU, useful for managing resources on the GPU.
* Atexture is still 100% usable and will simply be reupvalid if there is a sprite on screen that is using it.
*
* @method unloadFromGPU
*/
BaseTexture.prototype.unloadFromGPU = function () {
this.dirty();
// delete the webGL textures if any.
for (var i = this._glTextures.length - 1; i >= 0; i--) {
var glTexture = this._glTextures[i];
var gl = Tiny.glContexts[i];
if (gl && glTexture) {
gl.deleteTexture(glTexture);
}
}
this._glTextures.length = 0;
this.dirty();
};
/**
* Helper function that creates a base texture from the given image url.
* If the image is not in the base texture cache it will be created and valid.
*
* @static
* @method fromImage
* @param imageUrl {String} The image url of the texture
* @param crossorigin {Boolean}
* @param scaleMode {Number} See {{#crossLink "PIXI/scaleModes:property"}}PIXI.scaleModes{{/crossLink}} for possible values
* @return BaseTexture
*/
// BaseTexture.fromImage = function(imageUrl, crossorigin, scaleMode)
// {
// var baseTexture = BaseTextureCache[imageUrl];
// if(crossorigin === undefined && imageUrl.indexOf('data:') === -1) crossorigin = true;
// if(!baseTexture)
// {
// // new Image() breaks tex loading in some versions of Chrome.
// // See https://code.google.com/p/chromium/issues/detail?id=238071
// var image = new Image();//document.createElement('img');
// if (crossorigin)
// {
// image.crossOrigin = '';
// }
// image.src = imageUrl;
// baseTexture = new BaseTexture(image, scaleMode);
// baseTexture.imageUrl = imageUrl;
// BaseTextureCache[imageUrl] = baseTexture;
// // if there is an @2x at the end of the url we are going to assume its a highres image
// if( imageUrl.indexOf(PIXI.RETINA_PREFIX + '.') !== -1)
// {
// baseTexture.resolution = 2;
// }
// }
// return baseTexture;
// };
/**
* Helper function that creates a base texture from the given canvas element.
*
* @static
* @method fromCanvas
* @param canvas {Canvas} The canvas element source of the texture
* @param scaleMode {Number} See {{#crossLink "PIXI/scaleModes:property"}}PIXI.scaleModes{{/crossLink}} for possible values
* @return BaseTexture
*/
// BaseTexture.fromCanvas = function(canvas, scaleMode)
// {
// if(!canvas._pixiId)
// {
// canvas._pixiId = 'canvas_' + PIXI.TextureCacheIdGenerator++;
// }
// var baseTexture = BaseTextureCache[canvas._pixiId];
// if(!baseTexture)
// {
// baseTexture = new BaseTexture(canvas, scaleMode);
// BaseTextureCache[canvas._pixiId] = baseTexture;
// }
// return baseTexture;
// };
export { BaseTexture };