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starling-framework

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

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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> * * &lt;TextureAtlas imagePath='atlas.png'&gt; * * &lt;SubTexture name='texture_1' x='0' y='0' width='50' height='50'/&gt; * * &lt;SubTexture name='texture_2' x='50' y='0' width='20' height='30'/&gt; * * &lt;/TextureAtlas&gt; * * </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> * * &lt;SubTexture name='trimmed' x='0' y='0' height='10' width='10' * * frameX='-10' frameY='-10' frameWidth='30' frameHeight='30'/&gt; * * </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;