pixi.js
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{"version":3,"file":"Spritesheet.mjs","sources":["../../src/spritesheet/Spritesheet.ts"],"sourcesContent":["import { Rectangle } from '../maths/shapes/Rectangle';\nimport { TextureSource } from '../rendering/renderers/shared/texture/sources/TextureSource';\nimport { Texture } from '../rendering/renderers/shared/texture/Texture';\n\nimport type { PointData } from '../maths/point/PointData';\nimport type { BindableTexture, TextureBorders } from '../rendering/renderers/shared/texture/Texture';\nimport type { Dict } from '../utils/types';\n\n/**\n * Represents the JSON data for a spritesheet atlas.\n * @category assets\n * @advanced\n */\nexport interface SpritesheetFrameData\n{\n /** The frame rectangle of the texture. */\n frame: {\n x: number;\n y: number;\n w: number;\n h: number;\n };\n /** Whether the texture is trimmed. */\n trimmed?: boolean;\n /** Whether the texture is rotated. */\n rotated?: boolean;\n /** The source size of the texture. */\n sourceSize?: {\n w: number;\n h: number;\n };\n /** The sprite source size. */\n spriteSourceSize?: {\n h?: number;\n w?: number;\n x: number;\n y: number;\n };\n /** The anchor point of the texture. */\n anchor?: PointData;\n /** The 9-slice borders of the texture. */\n borders?: TextureBorders\n}\n\n/**\n * Atlas format.\n * @category assets\n * @advanced\n */\nexport interface SpritesheetData\n{\n /** The frames of the atlas. */\n frames: Dict<SpritesheetFrameData>;\n /** The animations of the atlas. */\n animations?: Dict<string[]>;\n /** The meta data of the atlas. */\n meta: {\n app?: string;\n format?: string;\n frameTags?: {\n from: number;\n name: string;\n to: number;\n direction: string;\n }[];\n image?: string;\n layers?: {\n blendMode: string;\n name: string;\n opacity: number;\n }[];\n scale: number | string;\n size?: {\n h: number;\n w: number;\n };\n slices?: {\n color: string;\n name: string;\n keys: {\n frame: number,\n bounds: {\n x: number;\n y: number;\n w: number;\n h: number;\n };\n }[];\n }[];\n related_multi_packs?: string[];\n version?: string;\n };\n}\n\n/**\n * Options for loading a spritesheet from an atlas.\n * @category assets\n * @advanced\n */\nexport interface SpritesheetOptions<S extends SpritesheetData = SpritesheetData>\n{\n /** Reference to Texture */\n texture: BindableTexture;\n /** JSON data for the atlas. */\n data: S;\n /** The filename to consider when determining the resolution of the spritesheet. */\n resolutionFilename?: string;\n /**\n * Prefix to add to texture names when adding to global TextureCache,\n * using this option can be helpful if you have multiple texture atlases\n * that share texture names and you need to disambiguate them.\n */\n cachePrefix?: string;\n}\n\n/**\n * Utility class for maintaining reference to a collection\n * of Textures on a single Spritesheet.\n *\n * To access a sprite sheet from your code you may pass its JSON data file to Pixi's loader:\n *\n * ```js\n * import { Assets } from 'pixi.js';\n *\n * const sheet = await Assets.load('images/spritesheet.json');\n * ```\n *\n * Alternately, you may circumvent the loader by instantiating the Spritesheet directly:\n *\n * ```js\n * import { Spritesheet } from 'pixi.js';\n *\n * const sheet = new Spritesheet(texture, spritesheetData);\n * await sheet.parse();\n * console.log('Spritesheet ready to use!');\n * ```\n *\n * With the `sheet.textures` you can create Sprite objects, and `sheet.animations` can be used to create an AnimatedSprite.\n *\n * Here's an example of a sprite sheet JSON data file:\n * ```json\n * {\n * \"frames\": {\n * \"enemy1.png\":\n * {\n * \"frame\": {\"x\":103,\"y\":1,\"w\":32,\"h\":32},\n * \"spriteSourceSize\": {\"x\":0,\"y\":0,\"w\":32,\"h\":32},\n * \"sourceSize\": {\"w\":32,\"h\":32},\n * \"anchor\": {\"x\":0.5,\"y\":0.5}\n * },\n * \"enemy2.png\":\n * {\n * \"frame\": {\"x\":103,\"y\":35,\"w\":32,\"h\":32},\n * \"spriteSourceSize\": {\"x\":0,\"y\":0,\"w\":32,\"h\":32},\n * \"sourceSize\": {\"w\":32,\"h\":32},\n * \"anchor\": {\"x\":0.5,\"y\":0.5}\n * },\n * \"button.png\":\n * {\n * \"frame\": {\"x\":1,\"y\":1,\"w\":100,\"h\":100},\n * \"spriteSourceSize\": {\"x\":0,\"y\":0,\"w\":100,\"h\":100},\n * \"sourceSize\": {\"w\":100,\"h\":100},\n * \"anchor\": {\"x\":0,\"y\":0},\n * \"borders\": {\"left\":35,\"top\":35,\"right\":35,\"bottom\":35}\n * }\n * },\n *\n * \"animations\": {\n * \"enemy\": [\"enemy1.png\",\"enemy2.png\"]\n * },\n *\n * \"meta\": {\n * \"image\": \"sheet.png\",\n * \"format\": \"RGBA8888\",\n * \"size\": {\"w\":136,\"h\":102},\n * \"scale\": \"1\"\n * }\n * }\n * ```\n * Sprite sheets can be packed using tools like {@link https://codeandweb.com/texturepacker|TexturePacker},\n * {@link https://renderhjs.net/shoebox/|Shoebox} or {@link https://github.com/krzysztof-o/spritesheet.js|Spritesheet.js}.\n * Default anchor points (see {@link Texture#defaultAnchor}), default 9-slice borders\n * (see {@link Texture#defaultBorders}) and grouping of animation sprites are currently only\n * supported by TexturePacker.\n *\n * Alternative ways for loading spritesheet image if you need more control:\n *\n * ```js\n * import { Assets } from 'pixi.js';\n *\n * const sheetTexture = await Assets.load('images/spritesheet.png');\n * Assets.add({\n * alias: 'atlas',\n * src: 'images/spritesheet.json',\n * data: {texture: sheetTexture} // using of preloaded texture\n * });\n * const sheet = await Assets.load('atlas')\n * ```\n *\n * or:\n *\n * ```js\n * import { Assets } from 'pixi.js';\n *\n * Assets.add({\n * alias: 'atlas',\n * src: 'images/spritesheet.json',\n * data: {imageFilename: 'my-spritesheet.2x.avif'} // using of custom filename located in \"images/my-spritesheet.2x.avif\"\n * });\n * const sheet = await Assets.load('atlas')\n * ```\n * @category assets\n * @standard\n */\nexport class Spritesheet<S extends SpritesheetData = SpritesheetData>\n{\n /**\n * The maximum number of Textures to build per process.\n * @advanced\n */\n public static readonly BATCH_SIZE = 1000;\n\n /** For multi-packed spritesheets, this contains a reference to all the other spritesheets it depends on. */\n public linkedSheets: Spritesheet<S>[] = [];\n\n /** Reference to the source texture. */\n public textureSource: TextureSource;\n\n /**\n * A map containing all textures of the sprite sheet.\n * Can be used to create a {@link Sprite}:\n * @example\n * import { Sprite } from 'pixi.js';\n *\n * new Sprite(sheet.textures['image.png']);\n */\n public textures: Record<keyof S['frames'], Texture>;\n\n /**\n * A map containing the textures for each animation.\n * Can be used to create an {@link AnimatedSprite}:\n * @example\n * import { AnimatedSprite } from 'pixi.js';\n *\n * new AnimatedSprite(sheet.animations['anim_name']);\n */\n public animations: Record<keyof NonNullable<S['animations']>, Texture[]>;\n\n /**\n * Reference to the original JSON data.\n * @type {object}\n */\n public data: S;\n\n /** The resolution of the spritesheet. */\n public resolution: number;\n\n /**\n * Reference to original source image from the Loader. This reference is retained so we\n * can destroy the Texture later on. It is never used internally.\n */\n private _texture: Texture;\n\n /**\n * Map of spritesheet frames.\n * @type {object}\n */\n private _frames: S['frames'];\n\n /** Collection of frame names. */\n private _frameKeys: (keyof S['frames'])[];\n\n /** Current batch index being processed. */\n private _batchIndex: number;\n\n /**\n * Callback when parse is completed.\n * @type {Function}\n */\n private _callback: (textures: Dict<Texture>) => void;\n\n /** Prefix string to add to global cache */\n public readonly cachePrefix: string;\n\n /**\n * @class\n * @param options - Options to use when constructing a new Spritesheet.\n */\n constructor(options: SpritesheetOptions<S>);\n\n /**\n * @param texture - Reference to the source BaseTexture object.\n * @param {object} data - Spritesheet image data.\n */\n constructor(texture: BindableTexture, data: S);\n\n constructor(optionsOrTexture: SpritesheetOptions<S> | BindableTexture, arg1?: S)\n {\n let options = optionsOrTexture as SpritesheetOptions<S>;\n\n if ((optionsOrTexture as BindableTexture)?.source instanceof TextureSource)\n {\n options = {\n texture: optionsOrTexture as BindableTexture,\n data: arg1,\n };\n }\n const { texture, data, cachePrefix = '' } = options;\n\n this.cachePrefix = cachePrefix;\n this._texture = texture instanceof Texture ? texture : null;\n this.textureSource = texture.source;\n this.textures = {} as Record<keyof S['frames'], Texture>;\n this.animations = {} as Record<keyof NonNullable<S['animations']>, Texture[]>;\n this.data = data;\n\n const metaResolution = parseFloat(data.meta.scale as string);\n\n if (metaResolution)\n {\n this.resolution = metaResolution;\n texture.source.resolution = this.resolution;\n }\n else\n {\n this.resolution = texture.source._resolution;\n }\n\n this._frames = this.data.frames;\n this._frameKeys = Object.keys(this._frames);\n this._batchIndex = 0;\n this._callback = null;\n }\n\n /**\n * Parse spritesheet from loaded data. This is done asynchronously\n * to prevent creating too many Texture within a single process.\n */\n public parse(): Promise<Record<string, Texture>>\n {\n return new Promise((resolve) =>\n {\n this._callback = resolve;\n this._batchIndex = 0;\n\n if (this._frameKeys.length <= Spritesheet.BATCH_SIZE)\n {\n this._processFrames(0);\n this._processAnimations();\n this._parseComplete();\n }\n else\n {\n this._nextBatch();\n }\n });\n }\n\n /**\n * Parse spritesheet from loaded data. This is done synchronously\n * and is only suitable for smaller spritesheets (less than ~1000 frames)\n * or may cause too many Texture within a single process. However, synchronous parsing may be\n * more convenient since the called does not need to be asynchronous and is safe for\n * small-to-medium sized spritesheets.\n *\n * Other than being synchronous, `parseSync` is otherwise identical to `.parse()`.\n */\n public parseSync(): Record<keyof S['frames'], Texture>\n {\n this._processFrames(0, true);\n this._processAnimations();\n\n return this.textures;\n }\n\n /**\n * Process a batch of frames\n * @param initialFrameIndex - The index of frame to start.\n * @param processAll - if true will process all frames in a single batch, ignoring BATCH_SIZE - this\n * is used for synchronous parsing.\n */\n private _processFrames(initialFrameIndex: number, processAll: boolean = false): void\n {\n let frameIndex = initialFrameIndex;\n const maxFrames = processAll ? Infinity : Spritesheet.BATCH_SIZE;\n\n while (frameIndex - initialFrameIndex < maxFrames && frameIndex < this._frameKeys.length)\n {\n const i = this._frameKeys[frameIndex];\n const data = this._frames[i];\n const rect = data.frame;\n\n if (rect)\n {\n let frame = null;\n let trim = null;\n const sourceSize = data.trimmed !== false && data.sourceSize\n ? data.sourceSize : data.frame;\n\n const orig = new Rectangle(\n 0,\n 0,\n Math.floor(sourceSize.w) / this.resolution,\n Math.floor(sourceSize.h) / this.resolution\n );\n\n if (data.rotated)\n {\n frame = new Rectangle(\n Math.floor(rect.x) / this.resolution,\n Math.floor(rect.y) / this.resolution,\n Math.floor(rect.h) / this.resolution,\n Math.floor(rect.w) / this.resolution\n );\n }\n else\n {\n frame = new Rectangle(\n Math.floor(rect.x) / this.resolution,\n Math.floor(rect.y) / this.resolution,\n Math.floor(rect.w) / this.resolution,\n Math.floor(rect.h) / this.resolution\n );\n }\n\n // Check to see if the sprite is trimmed\n if (data.trimmed !== false && data.spriteSourceSize)\n {\n trim = new Rectangle(\n Math.floor(data.spriteSourceSize.x) / this.resolution,\n Math.floor(data.spriteSourceSize.y) / this.resolution,\n Math.floor(rect.w) / this.resolution,\n Math.floor(rect.h) / this.resolution\n );\n }\n\n this.textures[i] = new Texture({\n source: this.textureSource,\n\n frame,\n orig,\n trim,\n rotate: data.rotated ? 2 : 0,\n defaultAnchor: data.anchor,\n defaultBorders: data.borders,\n\n label: i.toString(),\n });\n }\n\n frameIndex++;\n }\n }\n\n /** Parse animations config. */\n private _processAnimations(): void\n {\n const animations = this.data.animations || {};\n\n for (const animName in animations)\n {\n this.animations[animName as keyof S['animations']] = [];\n for (let i = 0; i < animations[animName].length; i++)\n {\n const frameName = animations[animName][i];\n\n this.animations[animName].push(this.textures[frameName]);\n }\n }\n }\n\n /** The parse has completed. */\n private _parseComplete(): void\n {\n const callback = this._callback;\n\n this._callback = null;\n this._batchIndex = 0;\n callback.call(this, this.textures);\n }\n\n /** Begin the next batch of textures. */\n private _nextBatch(): void\n {\n this._processFrames(this._batchIndex * Spritesheet.BATCH_SIZE);\n this._batchIndex++;\n setTimeout(() =>\n {\n if (this._batchIndex * Spritesheet.BATCH_SIZE < this._frameKeys.length)\n {\n this._nextBatch();\n }\n else\n {\n this._processAnimations();\n this._parseComplete();\n }\n }, 0);\n }\n\n /**\n * Destroy Spritesheet and don't use after this.\n * @param {boolean} [destroyBase=false] - Whether to destroy the base texture as well\n */\n public destroy(destroyBase = false): void\n {\n for (const i in this.textures)\n {\n this.textures[i].destroy();\n }\n this._frames = null;\n this._frameKeys = null;\n this.data = null;\n this.textures = null;\n if (destroyBase)\n {\n this._texture?.destroy();\n this.textureSource.destroy();\n }\n this._texture = null;\n 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