starling-framework
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A fast, productive library for 2D cross-platform development.
108 lines (95 loc) • 4.82 kB
TypeScript
import Rectangle from "openfl/geom/Rectangle";
import Vector from "openfl/Vector";
import SubTexture from "./../../starling/textures/SubTexture";
import Texture from "./../textures/Texture";
declare namespace starling.textures
{
/** A texture atlas is a collection of many smaller textures in one big image. This class
* is used to access textures from such an atlas.
*
* <p>Using a texture atlas for your textures solves two problems:</p>
*
* <ul>
* <li>Whenever you switch between textures, the batching of image objects is disrupted.</li>
* <li>Any Stage3D texture has to have side lengths that are powers of two. Starling hides
* this limitation from you, but at the cost of additional graphics memory.</li>
* </ul>
*
* <p>By using a texture atlas, you avoid both texture switches and the power-of-two
* limitation. All textures are within one big "super-texture", and Starling takes care that
* the correct part of this texture is displayed.</p>
*
* <p>There are several ways to create a texture atlas. One is to use the atlas generator
* script that is bundled with Starling's sibling, the <a href="http://www.sparrow-framework.org">
* Sparrow framework</a>. It was only tested in Mac OS X, though. A great multi-platform
* alternative is the commercial tool <a href="http://www.texturepacker.com">
* Texture Packer</a>.</p>
*
* <p>Whatever tool you use, Starling expects the following file format:</p>
*
* <listing>
* <TextureAtlas imagePath='atlas.png'>
* <SubTexture name='texture_1' x='0' y='0' width='50' height='50'/>
* <SubTexture name='texture_2' x='50' y='0' width='20' height='30'/>
* </TextureAtlas>
* </listing>
*
* <strong>Texture Frame</strong>
*
* <p>If your images have transparent areas at their edges, you can make use of the
* <code>frame</code> property of the Texture class. Trim the texture by removing the
* transparent edges and specify the original texture size like this:</p>
*
* <listing>
* <SubTexture name='trimmed' x='0' y='0' height='10' width='10'
* frameX='-10' frameY='-10' frameWidth='30' frameHeight='30'/>
* </listing>
*
* <strong>Texture Rotation</strong>
*
* <p>Some atlas generators can optionally rotate individual textures to optimize the texture
* distribution. This is supported via the boolean attribute "rotated". If it is set to
* <code>true</code> for a certain subtexture, this means that the texture on the atlas
* has been rotated by 90 degrees, clockwise. Starling will undo that rotation by rotating
* it counter-clockwise.</p>
*
* <p>In this case, the positional coordinates (<code>x, y, width, height</code>)
* are expected to point at the subtexture as it is present on the atlas (in its rotated
* form), while the "frame" properties must describe the texture in its upright form.</p>
*
*/
export class TextureAtlas
{
/** Create a texture atlas from a texture and atlas data. The second argument typically
* points to an XML file. */
public constructor(texture:Texture, data?:any);
/** Disposes the atlas texture. */
public dispose():void;
/** Retrieves a SubTexture by name. Returns <code>null</code> if it is not found. */
public getTexture(name:string):Texture;
/** Returns all textures that start with a certain string, sorted alphabetically
* (especially useful for "MovieClip"). */
public getTextures(prefix?:string, result?:Vector<Texture>):Vector<Texture>;
/** Returns all texture names that start with a certain string, sorted alphabetically. */
public getNames(prefix?:string, result?:Vector<string>):Vector<string>;
/** Returns the region rectangle associated with a specific name, or <code>null</code>
* if no region with that name has been registered. */
public getRegion(name:string):Rectangle;
/** Returns the frame rectangle of a specific region, or <code>null</code> if that region
* has no frame. */
public getFrame(name:string):Rectangle;
/** If true, the specified region in the atlas is rotated by 90 degrees (clockwise). The
* SubTexture is thus rotated counter-clockwise to cancel out that transformation. */
public getRotation(name:string):boolean;
/** Adds a named region for a SubTexture (described by rectangle with coordinates in
* points) with an optional frame. */
public addRegion(name:string, region:Rectangle, frame?:Rectangle,
rotated?:boolean):void;
/** Removes a region with a certain name. */
public removeRegion(name:string):void;
/** The base texture that makes up the atlas. */
public readonly texture:Texture;
protected get_texture():Texture;
}
}
export default starling.textures.TextureAtlas;