phaser-ce
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Phaser CE (Community Edition) is a fast, free and fun HTML5 Game Framework for Desktop and Mobile web browsers.
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JavaScript
/**
* @author Mat Groves http://matgroves.com/ @Doormat23
*/
/**
* A texture stores the information that represents an image. All textures have a base texture.
*
* @class PIXI.BaseTexture
* @constructor
* @param source {HTMLCanvasElement|HTMLImageElement|HTMLVideoElement} the source object (image or canvas)
* @param scaleMode {number} See {{#crossLink "PIXI/scaleModes:property"}}PIXI.scaleModes{{/crossLink}} for possible values
* @param [resolution] {number} the resolution of the texture (for HiDPI displays)
*/
PIXI.BaseTexture = function (source, scaleMode, resolution)
{
/**
* The Resolution of the texture.
*
* @property resolution
* @type number
*/
this.resolution = resolution || 1;
/**
* [read-only] The width of the base texture set when the image has loaded
*
* @property width
* @type number
* @readOnly
*/
this.width = 100;
/**
* [read-only] The height of the base texture set when the image has loaded
*
* @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 || PIXI.scaleModes.DEFAULT;
/**
* [read-only] Set to true once the base texture has loaded
*
* @property hasLoaded
* @type boolean
* @readOnly
*/
this.hasLoaded = false;
/**
* The image source that is used to create the texture.
*
* @property source
* @type HTMLCanvasElement|HTMLImageElement|HTMLVideoElement
*/
this.source = source;
/**
* 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;
/**
* The multi texture batching index number.
* @property textureIndex
* @type number
*/
this.textureIndex = 0;
/**
* @property _dirty
* @type array
* @private
*/
this._dirty = [ true, true, true, true ];
if (!source)
{
return;
}
if ((this.source.complete || this.source.getContext) && this.source.width && this.source.height)
{
this.hasLoaded = true;
this.width = this.source.naturalWidth || this.source.width;
this.height = this.source.naturalHeight || this.source.height;
this.dirty();
}
/**
* A BaseTexture can be set to skip the rendering phase in the WebGL Sprite Batch.
*
* You may want to do this if you have a parent Sprite with no visible texture (i.e. uses the internal `__default` texture)
* that has children that you do want to render, without causing a batch flush in the process.
*
* @property skipRender
* @type boolean
*/
this.skipRender = false;
/**
* @property _powerOf2
* @type boolean
* @private
*/
this._powerOf2 = false;
};
PIXI.BaseTexture.prototype.constructor = PIXI.BaseTexture;
/**
* Forces this BaseTexture to be set as loaded, with the given width and height.
* Then calls BaseTexture.dirty.
* Important for when you don't want to modify the source object by forcing in `complete` or dimension properties it may not have.
*
* @method PIXI.BaseTexture#forceLoaded
* @param {number} width - The new width to force the BaseTexture to be.
* @param {number} height - The new height to force the BaseTexture to be.
*/
PIXI.BaseTexture.prototype.forceLoaded = function (width, height)
{
this.hasLoaded = true;
this.width = width;
this.height = height;
this.dirty();
};
/**
* Destroys this base texture
*
* @method PIXI.BaseTexture#destroy
*/
PIXI.BaseTexture.prototype.destroy = function ()
{
if (this.source)
{
Phaser.CanvasPool.removeByCanvas(this.source);
}
this.source = null;
this.unloadFromGPU();
};
/**
* Sets all glTextures to be dirty.
*
* @method PIXI.BaseTexture#dirty
*/
PIXI.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 reuploaded if there is a sprite on screen that is using it.
*
* @method PIXI.BaseTexture#unloadFromGPU
*/
PIXI.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 = PIXI.glContexts[i];
if(gl && glTexture)
{
gl.deleteTexture(glTexture);
}
}
this._glTextures.length = 0;
this.dirty();
};
/**
* Helper function that creates a base texture from the given canvas element.
*
* @static
* @method PIXI.BaseTexture#fromCanvas
* @param canvas {HTMLCanvasElement} The canvas element source of the texture
* @param scaleMode {number} See {{#crossLink "PIXI/scaleModes:property"}}PIXI.scaleModes{{/crossLink}} for possible values
* @param [resolution] {number} the resolution of the texture (for HiDPI displays)
* @return {PIXI.BaseTexture}
*/
PIXI.BaseTexture.fromCanvas = function (canvas, scaleMode, resolution)
{
if (canvas.width === 0)
{
canvas.width = 1;
}
if (canvas.height === 0)
{
canvas.height = 1;
}
resolution = resolution || 1;
return new PIXI.BaseTexture(canvas, scaleMode, resolution);
};