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starling-framework

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A fast, productive library for 2D cross-platform development.

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import TextureOptions from "../textures/TextureOptions"; import TextureAtlas from "../textures/TextureAtlas"; import Texture from "../textures/Texture"; import BitmapFont from "../text/BitmapFont"; import EventDispatcher from "../events/EventDispatcher"; import DataLoader from "./DataLoader"; import AssetFactory from "./AssetFactory"; import ByteArray from "openfl/utils/ByteArray"; import SoundTransform from "openfl/media/SoundTransform"; import SoundChannel from "openfl/media/SoundChannel"; import Sound from "openfl/media/Sound"; import Vector from "openfl/Vector"; declare namespace starling.assets { /** * Dispatched when all textures have been restored after a context loss. */ export class AssetManager extends EventDispatcher { /** * Create a new instance with the given scale factor. */ constructor(scaleFactor?: number); /** * Disposes all assets and purges the queue. * * * * <p>Beware that all references to the assets will remain intact, even though the assets * * are no longer valid. Call 'purge' if you want to remove all resources and reuse * * the AssetManager later.</p> * */ dispose(): void; /** * Removes assets of all types (disposing them along the way), empties the queue and * * aborts any pending load operations. */ purge(): void; /** * Enqueues one or more raw assets; they will only be available after successfully * * executing the "loadQueue" method. This method accepts a variety of different objects: * * * * <ul> * * <li>Strings or URLRequests containing an URL to a local or remote resource. Supported * * types: <code>png, jpg, gif, atf, mp3, xml, fnt, json, binary</code>.</li> * * <li>Instances of the File class (AIR only) pointing to a directory or a file. * * Directories will be scanned recursively for all supported types.</li> * * <li>Classes that contain <code>static</code> embedded assets.</li> * * <li>If the file extension is not recognized, the data is analyzed to see if * * contains XML or JSON data. If it's neither, it is stored as ByteArray.</li> * * </ul> * * * * <p>Suitable object names are extracted automatically: A file named "image.png" will be * * accessible under the name "image". When enqueuing embedded assets via a class, * * the variable name of the embedded object will be used as its name. An exception * * are texture atlases: they will have the same name as the actual texture they are * * referencing.</p> * * * * <p>XMLs are made available via "getXml()"; this includes XMLs containing texture * * atlases or bitmap fonts, which are processed along the way. Bitmap fonts are also * * registered at the TextField class.</p> * * * * <p>If you pass in JSON data, it will be parsed into an object and will be available via * * "getObject()".</p> * */ enqueue(assets: Array<any>): void; /** * Enqueues a single asset with a custom name that can be used to access it later. * * If the asset is a texture, you can also add custom texture options. * * * * @param asset The asset that will be enqueued; accepts the same objects as the * * 'enqueue' method. * * @param name The name under which the asset will be found later. If you pass null or * * omit the parameter, it's attempted to generate a name automatically. * * @param options Custom options that will be used if 'asset' points to texture data. * * @return the name with which the asset was registered. * */ enqueueSingle(asset: any, name?: string, options?: TextureOptions): string; /** * Removes the asset(s) with the given name(s) from the queue. Note that this won't work * * after loading has started, even if these specific assets have not yet been processed. */ dequeue(assetNames: Array<string>): void; /** * Empties the queue and aborts any pending load operations. */ purgeQueue(): void; /** * Loads all enqueued assets asynchronously. The 'onComplete' callback will be executed * * once all assets have been loaded - even when there have been errors, which are * * forwarded to the optional 'onError' callback. The 'onProgress' function will be called * * with a 'ratio' between '0.0' and '1.0' and is also optional. Furthermore, all * * parameters of all the callbacks are optional. * * * * <p>When you call this method, the manager will save a reference to "Starling.current"; * * all textures that are loaded will be accessible only from within this instance. Thus, * * if you are working with more than one Starling instance, be sure to call * * "makeCurrent()" on the appropriate instance before processing the queue.</p> * * * * @param onComplete <code>function(manager:AssetManager):void;</code> * * @param onError <code>function(error:String, asset:AssetReference):void;</code> * * @param onProgress <code>function(ratio:Number):void;</code> * */ loadQueue(onComplete: () => void, onError?: (arg0: string) => void, onProgress?: (arg0: number) => void): void; /** * Add an asset with a certain name and type. * * * * <p>Beware: if the slot (name + type) was already taken, the existing object will be * * disposed and replaced by the new one.</p> * * * * @param name The name with which the asset can be retrieved later. Must be * * unique within this asset type. * * @param asset The actual asset to add (e.g. a texture, a sound, etc). * * @param type The type of the asset. If omitted, the type will be determined * * automatically (which works for all standard types defined within * * the 'AssetType' class). * */ addAsset(name: string, asset: any, type?: string): void; /** * Retrieves an asset of the given type, with the given name. If 'recursive' is true, * * the method will traverse included texture atlases and asset managers. * * * * <p>Typically, you will use one of the type-safe convenience methods instead, like * * 'getTexture', 'getSound', etc.</p> * */ getAsset(type: string, name: string, recursive?: boolean): any; /** * Retrieves an alphabetically sorted list of all assets that have the given type and * * start with the given prefix. If 'recursive' is true, the method will traverse included * * texture atlases and asset managers. */ getAssetNames(assetType: string, prefix?: string, recursive?: boolean, out?: Vector<string>): Vector<string>; /** * Removes the asset with the given name and type, and will optionally dispose it. */ removeAsset(assetType: string, name: string, dispose?: boolean): void; /** * Returns a texture with a certain name. Includes textures stored inside atlases. */ getTexture(name: string): Texture; /** * Returns all textures that start with a certain string, sorted alphabetically * * (especially useful for "MovieClip"). Includes textures stored inside atlases. */ getTextures(prefix?: string, out?: Vector<Texture>): Vector<Texture>; /** * Returns all texture names that start with a certain string, sorted alphabetically. * * Includes textures stored inside atlases. */ getTextureNames(prefix?: string, out?: Vector<string>): Vector<string>; /** * Returns a texture atlas with a certain name, or null if it's not found. */ getTextureAtlas(name: string): TextureAtlas; /** * Returns all texture atlas names that start with a certain string, sorted alphabetically. * * If you pass an <code>out</code>-vector, the names will be added to that vector. */ getTextureAtlasNames(prefix?: string, out?: Vector<string>): Vector<string>; /** * Returns a sound with a certain name, or null if it's not found. */ getSound(name: string): Sound; /** * Returns all sound names that start with a certain string, sorted alphabetically. * * If you pass an <code>out</code>-vector, the names will be added to that vector. */ getSoundNames(prefix?: string, out?: Vector<string>): Vector<string>; /** * Generates a new SoundChannel object to play back the sound. This method returns a * * SoundChannel object, which you can access to stop the sound and to control volume. */ playSound(name: string, startTime?: number, loops?: number, transform?: SoundTransform): SoundChannel; /** * Returns an XML with a certain name, or null if it's not found. */ getXml(name: string): any; /** * Returns all XML names that start with a certain string, sorted alphabetically. * * If you pass an <code>out</code>-vector, the names will be added to that vector. */ getXmlNames(prefix?: string, out?: Vector<string>): Vector<string>; /** * Returns an object with a certain name, or null if it's not found. Enqueued JSON * * data is parsed and can be accessed with this method. */ getObject(name: string): any; /** * Returns all object names that start with a certain string, sorted alphabetically. * * If you pass an <code>out</code>-vector, the names will be added to that vector. */ getObjectNames(prefix?: string, out?: Vector<string>): Vector<string>; /** * Returns a byte array with a certain name, or null if it's not found. */ getByteArray(name: string): ByteArray; /** * Returns all byte array names that start with a certain string, sorted alphabetically. * * If you pass an <code>out</code>-vector, the names will be added to that vector. */ getByteArrayNames(prefix?: string, out?: Vector<string>): Vector<string>; /** * Returns a bitmap font with a certain name, or null if it's not found. */ getBitmapFont(name: string): BitmapFont; /** * Returns all bitmap font names that start with a certain string, sorted alphabetically. * * If you pass an <code>out</code>-vector, the names will be added to that vector. */ getBitmapFontNames(prefix?: string, out?: Vector<string>): Vector<string>; /** * Returns an asset manager with a certain name, or null if it's not found. */ getAssetManager(name: string): AssetManager; /** * Returns all asset manager names that start with a certain string, sorted alphabetically. * * If you pass an <code>out</code>-vector, the names will be added to that vector. */ getAssetManagerNames(prefix?: string, out?: Vector<string>): Vector<string>; /** * Removes a certain texture, optionally disposing it. */ removeTexture(name: string, dispose?: boolean): void; /** * Removes a certain texture atlas, optionally disposing it. */ removeTextureAtlas(name: string, dispose?: boolean): void; /** * Removes a certain sound. */ removeSound(name: string): void; /** * Removes a certain Xml object, optionally disposing it. */ removeXml(name: string, dispose?: boolean): void; /** * Removes a certain object. */ removeObject(name: string): void; /** * Removes a certain byte array, optionally disposing its memory right away. */ removeByteArray(name: string, dispose?: boolean): void; /** * Removes a certain bitmap font, optionally disposing it. */ removeBitmapFont(name: string, dispose?: boolean): void; /** * Removes a certain asset manager and optionally disposes it right away. */ removeAssetManager(name: string, dispose?: boolean): void; /** * Registers a custom AssetFactory. If you use any priority > 0, the factory will * * be called before the default factories. The final factory to be invoked is the * * 'ByteArrayFactory', which is using a priority of '-100'. */ registerFactory(factory: AssetFactory, priority?: number): void; /** * Unregisters the specified AssetFactory. */ unregisterFactory(factory: AssetFactory): void; /** * When activated, the class will trace information about added/enqueued assets. * * @default true */ get verbose(): boolean; set verbose(value: boolean) /** * Returns the number of raw assets that have been enqueued, but not yet loaded. */ get numQueuedAssets(): number; /** * The maximum number of parallel connections that are spawned when loading the queue. * * More connections can reduce loading times, but require more memory. @default 3. */ get numConnections(): number; set numConnections(value: number) /** * Textures will be created with the options set up in this object at the time of * * enqueuing. */ get textureOptions(): TextureOptions; set textureOptions(value: TextureOptions) /** * The DataLoader is used to load any data from files or URLs. If you need to customize * * its behavior (e.g. to add a caching mechanism), assign your custom instance here. */ get dataLoader(): DataLoader; set dataLoader(value: DataLoader) /** * Indicates if bitmap fonts should be registered with their "face" attribute from the * * font XML file. Per default, they are registered with the name of the texture file. * * @default false */ get registerBitmapFontsWithFontFace(): boolean; set registerBitmapFontsWithFontFace(value: boolean) } } export default starling.assets.AssetManager;