phaser4-rex-plugins
Version:
224 lines (175 loc) • 5.64 kB
JavaScript
import Render from './render/Render.js';
import CanvasMethods from './CanvasMethods.js';
import TextureMethods from './TextureMethods.js';
import CheckP3Version from '../../../utils/system/CheckP3Version.js';
CheckP3Version();
const CanvasPool = Phaser.Display.Canvas.CanvasPool;
const GameObject = Phaser.GameObjects.GameObject;
const UUID = Phaser.Utils.String.UUID;
const DefaultImageNodes = Phaser.Renderer.WebGL.RenderNodes.Defaults.DefaultImageNodes;
class Canvas extends GameObject {
constructor(scene, x, y, width, height, resolution) {
if (x === undefined) {
x = 0;
}
if (y === undefined) {
y = 0;
}
if (width === undefined) {
width = 1;
}
if (height === undefined) {
height = 1;
}
if (resolution === undefined) {
resolution = 1;
}
super(scene, 'rexCanvas');
this.renderer = scene.sys.game.renderer;
this._width = width;
this._height = height;
this.resolution = resolution;
width = Math.max(Math.ceil(width * this.resolution), 1);
height = Math.max(Math.ceil(height * this.resolution), 1);
this.canvas = CanvasPool.create(this, width, height);
this.dirty = false;
this.setPosition(x, y);
this.setOrigin(0.5, 0.5);
this.initRenderNodes(this._defaultRenderNodesMap);
this._crop = this.resetCropObject();
// Create a Texture for this Text object
this._textureKey = UUID();
this.texture = scene.sys.textures.addCanvas(this._textureKey, this.canvas);
// Set the context to be the CanvasTexture context
this.context = this.texture.context;
// Get the frame
this.frame = this.texture.get();
// Set the resolution
this.frame.source.resolution = this.resolution;
if (this.renderer && this.renderer.gl) {
// Clear the default 1x1 glTexture, as we override it later
this.renderer.deleteTexture(this.frame.source.glTexture);
this.frame.source.glTexture = null;
}
this.dirty = true;
}
preDestroy() {
CanvasPool.remove(this.canvas);
this.canvas = null;
this.context = null;
var texture = this.texture;
if (texture) {
texture.destroy();
}
}
get _defaultRenderNodesMap() {
return DefaultImageNodes;
}
setResolution(resolution) {
if (this.resolution === resolution) {
return this;
}
this.resolution = resolution;
var width = Math.max(Math.ceil(this.width * resolution), 1);
var height = Math.max(Math.ceil(this.height * resolution), 1);
this.canvas.width = width;
this.canvas.height = height;
this.frame.source.resolution = resolution;
this.dirty = true;
return this;
}
get width() {
return this._width;
}
set width(value) {
this.setSize(value, this._height);
}
get height() {
return this._height;
}
set height(value) {
this.setSize(this._width, value);
}
setCanvasSize(width, height) {
if ((this._width === width) && (this._height === height)) {
return this;
}
this._width = width;
this._height = height;
this.updateDisplayOrigin();
width = Math.max(Math.ceil(width * this.resolution), 1);
height = Math.max(Math.ceil(height * this.resolution), 1);
this.canvas.width = width;
this.canvas.height = height;
this.frame.setSize(width, height);
this.frame.source.updateSize(width, height);
this.frame.updateUVs();
this.dirty = true;
return this;
}
// setSize might be override
setSize(width, height) {
this.setCanvasSize(width, height);
return this;
}
get displayWidth() {
return this.scaleX * this._width;
}
set displayWidth(value) {
this.scaleX = value / this._width;
}
get displayHeight() {
return this.scaleY * this._height;
}
set displayHeight(value) {
this.scaleY = value / this._height;
}
setDisplaySize(width, height) {
this.displayWidth = width;
this.displayHeight = height;
return this;
}
getCanvas(readOnly) {
if (!readOnly) {
this.dirty = true;
}
return this.canvas;
}
getContext(readOnly) {
if (!readOnly) {
this.dirty = true;
}
return this.context;
}
needRedraw() {
this.dirty = true;
return this;
}
resize(width, height) {
this.setSize(width, height);
return this;
}
}
const Components = Phaser.GameObjects.Components;
Phaser.Class.mixin(Canvas,
[
Components.Alpha,
Components.BlendMode,
Components.Crop,
Components.Depth,
Components.Flip,
Components.GetBounds,
Components.Lighting,
Components.Mask,
Components.Origin,
Components.RenderNodes,
Components.ScrollFactor,
Components.Tint,
Components.Transform,
Components.Visible,
Render,
CanvasMethods,
TextureMethods,
]
);
export default Canvas;