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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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/** * @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;