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 SVG File suitable for loading by the Loader.
*
* These are created when you use the Phaser.Loader.LoaderPlugin#svg method and are not typically created directly.
*
* For documentation about what all the arguments and configuration options mean please see Phaser.Loader.LoaderPlugin#svg.
*
* @class SVGFile
* @extends Phaser.Loader.File
* @memberof Phaser.Loader.FileTypes
* @constructor
* @since 3.0.0
*
* @param {Phaser.Loader.LoaderPlugin} loader - A reference to the Loader that is responsible for this file.
* @param {(string|Phaser.Types.Loader.FileTypes.SVGFileConfig)} 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>.svg`, i.e. if `key` was "alien" then the URL will be "alien.svg".
* @param {Phaser.Types.Loader.FileTypes.SVGSizeConfig} [svgConfig] - The svg size configuration object.
* @param {Phaser.Types.Loader.XHRSettingsObject} [xhrSettings] - Extra XHR Settings specifically for this file.
*/
var SVGFile = new Class({
Extends: File,
initialize:
function SVGFile (loader, key, url, svgConfig, xhrSettings)
{
var extension = 'svg';
if (IsPlainObject(key))
{
var config = key;
key = GetFastValue(config, 'key');
url = GetFastValue(config, 'url');
svgConfig = GetFastValue(config, 'svgConfig', {});
xhrSettings = GetFastValue(config, 'xhrSettings');
extension = GetFastValue(config, 'extension', extension);
}
var fileConfig = {
type: 'svg',
cache: loader.textureManager,
extension: extension,
responseType: 'text',
key: key,
url: url,
xhrSettings: xhrSettings,
config: {
width: GetFastValue(svgConfig, 'width'),
height: GetFastValue(svgConfig, 'height'),
scale: GetFastValue(svgConfig, 'scale')
}
};
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.SVGFile#onProcess
* @since 3.7.0
*/
onProcess: function ()
{
this.state = CONST.FILE_PROCESSING;
var text = this.xhrLoader.responseText;
var svg = [ text ];
var width = this.config.width;
var height = this.config.height;
var scale = this.config.scale;
resize: if (width && height || scale)
{
var xml = null;
var parser = new DOMParser();
xml = parser.parseFromString(text, 'text/xml');
var svgXML = xml.getElementsByTagName('svg')[0];
var hasViewBox = svgXML.hasAttribute('viewBox');
var svgWidth = parseFloat(svgXML.getAttribute('width'));
var svgHeight = parseFloat(svgXML.getAttribute('height'));
if (!hasViewBox && svgWidth && svgHeight)
{
// If there's no viewBox attribute, set one
svgXML.setAttribute('viewBox', '0 0 ' + svgWidth + ' ' + svgHeight);
}
else if (hasViewBox && !svgWidth && !svgHeight)
{
// Get the w/h from the viewbox
var viewBox = svgXML.getAttribute('viewBox').split(/\s+|,/);
svgWidth = viewBox[2];
svgHeight = viewBox[3];
}
if (scale)
{
if (svgWidth && svgHeight)
{
width = svgWidth * scale;
height = svgHeight * scale;
}
else
{
break resize;
}
}
svgXML.setAttribute('width', width.toString() + 'px');
svgXML.setAttribute('height', height.toString() + 'px');
svg = [ (new XMLSerializer()).serializeToString(svgXML) ];
}
try
{
var blob = new window.Blob(svg, { type: 'image/svg+xml;charset=utf-8' });
}
catch (e)
{
this.onProcessError();
return;
}
this.data = new Image();
this.data.crossOrigin = this.crossOrigin;
var _this = this;
var retry = false;
this.data.onload = function ()
{
if (!retry)
{
File.revokeObjectURL(_this.data);
}
_this.onProcessComplete();
};
this.data.onerror = function ()
{
// Safari 8 re-try
if (!retry)
{
retry = true;
File.revokeObjectURL(_this.data);
_this.data.src = 'data:image/svg+xml,' + encodeURIComponent(svg.join(''));
}
else
{
_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.SVGFile#addToCache
* @since 3.7.0
*/
addToCache: function ()
{
this.cache.addImage(this.key, this.data);
}
});
/**
* Adds an SVG File, or array of SVG Files, to the current load queue. When the files are loaded they
* will be rendered to bitmap 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.svg('morty', 'images/Morty.svg');
* }
* ```
*
* 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.svg({
* key: 'morty',
* url: 'images/Morty.svg'
* });
* ```
*
* See the documentation for `Phaser.Types.Loader.FileTypes.SVGFileConfig` 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.svg('morty', 'images/Morty.svg');
* // and later in your game ...
* this.add.image(x, y, 'morty');
* ```
*
* 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.
*
* You can optionally pass an SVG Resize Configuration object when you load an SVG file. By default the SVG will be rendered to a texture
* at the same size defined in the SVG file attributes. However, this isn't always desirable. You may wish to resize the SVG (either down
* or up) to improve texture clarity, or reduce texture memory consumption. You can either specify an exact width and height to resize
* the SVG to:
*
* ```javascript
* function preload ()
* {
* this.load.svg('morty', 'images/Morty.svg', { width: 300, height: 600 });
* }
* ```
*
* Or when using a configuration object:
*
* ```javascript
* this.load.svg({
* key: 'morty',
* url: 'images/Morty.svg',
* svgConfig: {
* width: 300,
* height: 600
* }
* });
* ```
*
* Alternatively, you can just provide a scale factor instead:
*
* ```javascript
* function preload ()
* {
* this.load.svg('morty', 'images/Morty.svg', { scale: 2.5 });
* }
* ```
*
* Or when using a configuration object:
*
* ```javascript
* this.load.svg({
* key: 'morty',
* url: 'images/Morty.svg',
* svgConfig: {
* scale: 2.5
* }
* });
* ```
*
* If scale, width and height values are all given, the scale has priority and the width and height values are ignored.
*
* Note: The ability to load this type of file will only be available if the SVG 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#svg
* @fires Phaser.Loader.Events#ADD
* @since 3.0.0
*
* @param {(string|Phaser.Types.Loader.FileTypes.SVGFileConfig|Phaser.Types.Loader.FileTypes.SVGFileConfig[])} 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>.svg`, i.e. if `key` was "alien" then the URL will be "alien.svg".
* @param {Phaser.Types.Loader.FileTypes.SVGSizeConfig} [svgConfig] - The svg size configuration object.
* @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('svg', function (key, url, svgConfig, 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 SVGFile(this, key[i]));
}
}
else
{
this.addFile(new SVGFile(this, key, url, svgConfig, xhrSettings));
}
return this;
});
module.exports = SVGFile;