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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 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;