phaser
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A fast, free and fun HTML5 Game Framework for Desktop and Mobile web browsers from the team at Phaser Studio Inc.
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JavaScript
/**
* @author Richard Davey <rich@phaser.io>
* @copyright 2013-2025 Phaser Studio Inc.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
var Class = require('../../utils/Class');
var CONST = require('../const');
var File = require('../File');
var FileTypesManager = require('../FileTypesManager');
var GetFastValue = require('../../utils/object/GetFastValue');
var IsPlainObject = require('../../utils/object/IsPlainObject');
/**
* @classdesc
* A single HTML File suitable for loading by the Loader.
*
* These are created when you use the Phaser.Loader.LoaderPlugin#htmlTexture method and are not typically created directly.
*
* For documentation about what all the arguments and configuration options mean please see Phaser.Loader.LoaderPlugin#htmlTexture.
*
* @class HTMLTextureFile
* @extends Phaser.Loader.File
* @memberof Phaser.Loader.FileTypes
* @constructor
* @since 3.12.0
*
* @param {Phaser.Loader.LoaderPlugin} loader - A reference to the Loader that is responsible for this file.
* @param {(string|Phaser.Types.Loader.FileTypes.HTMLTextureFileConfig)} key - The key to use for this file, or a file configuration object.
* @param {string} [url] - The absolute or relative URL to load this file from. If undefined or `null` it will be set to `<key>.png`, i.e. if `key` was "alien" then the URL will be "alien.png".
* @param {number} [width] - The width of the texture the HTML will be rendered to.
* @param {number} [height] - The height of the texture the HTML will be rendered to.
* @param {Phaser.Types.Loader.XHRSettingsObject} [xhrSettings] - Extra XHR Settings specifically for this file.
*/
var HTMLTextureFile = new Class({
Extends: File,
initialize:
function HTMLTextureFile (loader, key, url, width, height, xhrSettings)
{
if (width === undefined) { width = 512; }
if (height === undefined) { height = 512; }
var extension = 'html';
if (IsPlainObject(key))
{
var config = key;
key = GetFastValue(config, 'key');
url = GetFastValue(config, 'url');
xhrSettings = GetFastValue(config, 'xhrSettings');
extension = GetFastValue(config, 'extension', extension);
width = GetFastValue(config, 'width', width);
height = GetFastValue(config, 'height', height);
}
var fileConfig = {
type: 'html',
cache: loader.textureManager,
extension: extension,
responseType: 'text',
key: key,
url: url,
xhrSettings: xhrSettings,
config: {
width: width,
height: height
}
};
File.call(this, loader, fileConfig);
},
/**
* Called automatically by Loader.nextFile.
* This method controls what extra work this File does with its loaded data.
*
* @method Phaser.Loader.FileTypes.HTMLTextureFile#onProcess
* @since 3.7.0
*/
onProcess: function ()
{
this.state = CONST.FILE_PROCESSING;
var w = this.config.width;
var h = this.config.height;
var data = [];
data.push('<svg width="' + w + 'px" height="' + h + 'px" viewBox="0 0 ' + w + ' ' + h + '" xmlns="http://www.w3.org/2000/svg">');
data.push('<foreignObject width="100%" height="100%">');
data.push('<body xmlns="http://www.w3.org/1999/xhtml">');
data.push(this.xhrLoader.responseText);
data.push('</body>');
data.push('</foreignObject>');
data.push('</svg>');
var svg = [ data.join('\n') ];
var _this = this;
try
{
var blob = new window.Blob(svg, { type: 'image/svg+xml;charset=utf-8' });
}
catch (e)
{
_this.state = CONST.FILE_ERRORED;
_this.onProcessComplete();
return;
}
this.data = new Image();
this.data.crossOrigin = this.crossOrigin;
this.data.onload = function ()
{
File.revokeObjectURL(_this.data);
_this.onProcessComplete();
};
this.data.onerror = function ()
{
File.revokeObjectURL(_this.data);
_this.onProcessError();
};
File.createObjectURL(this.data, blob, 'image/svg+xml');
},
/**
* Adds this file to its target cache upon successful loading and processing.
*
* @method Phaser.Loader.FileTypes.HTMLTextureFile#addToCache
* @since 3.7.0
*/
addToCache: function ()
{
this.cache.addImage(this.key, this.data);
}
});
/**
* Adds an HTML File, or array of HTML Files, to the current load queue. When the files are loaded they
* will be rendered to textures and stored in the Texture Manager.
*
* You can call this method from within your Scene's `preload`, along with any other files you wish to load:
*
* ```javascript
* function preload ()
* {
* this.load.htmlTexture('instructions', 'content/intro.html', 256, 512);
* }
* ```
*
* The file is **not** loaded right away. It is added to a queue ready to be loaded either when the loader starts,
* or if it's already running, when the next free load slot becomes available. This happens automatically if you
* are calling this from within the Scene's `preload` method, or a related callback. Because the file is queued
* it means you cannot use the file immediately after calling this method, but must wait for the file to complete.
* The typical flow for a Phaser Scene is that you load assets in the Scene's `preload` method and then when the
* Scene's `create` method is called you are guaranteed that all of those assets are ready for use and have been
* loaded.
*
* The key must be a unique String. It is used to add the file to the global Texture Manager upon a successful load.
* The key should be unique both in terms of files being loaded and files already present in the Texture Manager.
* Loading a file using a key that is already taken will result in a warning. If you wish to replace an existing file
* then remove it from the Texture Manager first, before loading a new one.
*
* Instead of passing arguments you can pass a configuration object, such as:
*
* ```javascript
* this.load.htmlTexture({
* key: 'instructions',
* url: 'content/intro.html',
* width: 256,
* height: 512
* });
* ```
*
* See the documentation for `Phaser.Types.Loader.FileTypes.HTMLTextureFileConfig` for more details.
*
* Once the file has finished loading you can use it as a texture for a Game Object by referencing its key:
*
* ```javascript
* this.load.htmlTexture('instructions', 'content/intro.html', 256, 512);
* // and later in your game ...
* this.add.image(x, y, 'instructions');
* ```
*
* If you have specified a prefix in the loader, via `Loader.setPrefix` then this value will be prepended to this files
* key. For example, if the prefix was `MENU.` and the key was `Background` the final key will be `MENU.Background` and
* this is what you would use to retrieve the image from the Texture Manager.
*
* The URL can be relative or absolute. If the URL is relative the `Loader.baseURL` and `Loader.path` values will be prepended to it.
*
* If the URL isn't specified the Loader will take the key and create a filename from that. For example if the key is "alien"
* and no URL is given then the Loader will set the URL to be "alien.html". It will always add `.html` as the extension, although
* this can be overridden if using an object instead of method arguments. If you do not desire this action then provide a URL.
*
* The width and height are the size of the texture to which the HTML will be rendered. It's not possible to determine these
* automatically, so you will need to provide them, either as arguments or in the file config object.
* When the HTML file has loaded a new SVG element is created with a size and viewbox set to the width and height given.
* The SVG file has a body tag added to it, with the HTML file contents included. It then calls `window.Blob` on the SVG,
* and if successful is added to the Texture Manager, otherwise it fails processing. The overall quality of the rendered
* HTML depends on your browser, and some of them may not even support the svg / blob process used. Be aware that there are
* limitations on what HTML can be inside an SVG. You can find out more details in this
* [Mozilla MDN entry](https://developer.mozilla.org/en-US/docs/Web/API/Canvas_API/Drawing_DOM_objects_into_a_canvas).
*
* Note: The ability to load this type of file will only be available if the HTMLTextureFile File type has been built into Phaser.
* It is available in the default build but can be excluded from custom builds.
*
* @method Phaser.Loader.LoaderPlugin#htmlTexture
* @fires Phaser.Loader.Events#ADD
* @since 3.12.0
*
* @param {(string|Phaser.Types.Loader.FileTypes.HTMLTextureFileConfig|Phaser.Types.Loader.FileTypes.HTMLTextureFileConfig[])} key - The key to use for this file, or a file configuration object, or array of them.
* @param {string} [url] - The absolute or relative URL to load this file from. If undefined or `null` it will be set to `<key>.html`, i.e. if `key` was "alien" then the URL will be "alien.html".
* @param {number} [width=512] - The width of the texture the HTML will be rendered to.
* @param {number} [height=512] - The height of the texture the HTML will be rendered to.
* @param {Phaser.Types.Loader.XHRSettingsObject} [xhrSettings] - An XHR Settings configuration object. Used in replacement of the Loaders default XHR Settings.
*
* @return {this} The Loader instance.
*/
FileTypesManager.register('htmlTexture', function (key, url, width, height, xhrSettings)
{
if (Array.isArray(key))
{
for (var i = 0; i < key.length; i++)
{
// If it's an array it has to be an array of Objects, so we get everything out of the 'key' object
this.addFile(new HTMLTextureFile(this, key[i]));
}
}
else
{
this.addFile(new HTMLTextureFile(this, key, url, width, height, xhrSettings));
}
return this;
});
module.exports = HTMLTextureFile;