starling-framework
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A fast, productive library for 2D cross-platform development.
125 lines • 5.37 kB
TypeScript
import Texture from "./Texture";
import SubTexture from "./SubTexture";
import Rectangle from "openfl/geom/Rectangle";
import Vector from "openfl/Vector";
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.
*/
constructor(texture: Texture, data?: any, xmlScale?: number);
xmlScale: number;
/**
* Disposes the atlas texture.
*/
dispose(): void;
/**
* Retrieves a SubTexture by name. Returns <code>null</code> if it is not found.
*/
getTexture(name: string): Texture;
/**
* Returns all textures that start with a certain string, sorted alphabetically
* * (especially useful for "MovieClip").
*/
getTextures(prefix?: string, result?: Vector<Texture>): Vector<Texture>;
/**
* Returns all texture names that start with a certain string, sorted alphabetically.
*/
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.
*/
getRegion(name: string): Rectangle;
/**
* Returns the frame rectangle of a specific region, or <code>null</code> if that region
* * has no frame.
*/
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.
*/
getRotation(name: string): boolean;
/**
* Adds a named region for a SubTexture (described by rectangle with coordinates in
* * points) with an optional frame.
*/
addRegion(name: string, region: Rectangle, frame?: Rectangle, rotated?: boolean): void;
/**
* Adds a named region for an instance of SubTexture or an instance of its sub-classes.
*/
addSubTexture(name: string, subTexture: SubTexture): void;
/**
* Removes a region with a certain name.
*/
removeRegion(name: string): void;
/**
* Removes all regions with names that start with the given prefix.
* * If no arguments are given, all regions will be removed.
*/
removeRegions(prefix?: string): void;
/**
* The base texture that makes up the atlas.
*/
get texture(): Texture;
}
}
export default starling.textures.TextureAtlas;