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@Mat Groves Mat Groves on 30 Mar 2014 14 KB Generated Docs
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                        <h1 class="file-heading">File: src/pixi/textures/Texture.js</h1>

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    <pre class="code prettyprint linenums">
/**
 * @author Mat Groves http://matgroves.com/ @Doormat23
 */

PIXI.TextureCache = {};
PIXI.FrameCache = {};

PIXI.TextureCacheIdGenerator = 0;

/**
 * A texture stores the information that represents an image or part of an image. It cannot be added
 * to the display list directly. To do this use PIXI.Sprite. If no frame is provided then the whole image is used
 *
 * @class Texture
 * @uses EventTarget
 * @constructor
 * @param baseTexture {BaseTexture} The base texture source to create the texture from
 * @param frame {Rectangle} The rectangle frame of the texture to show
 */
PIXI.Texture = function(baseTexture, frame)
{
    PIXI.EventTarget.call( this );

    if(!frame)
    {
        this.noFrame = true;
        frame = new PIXI.Rectangle(0,0,1,1);
    }

    if(baseTexture instanceof PIXI.Texture)
        baseTexture = baseTexture.baseTexture;

    /**
     * The base texture of that this texture uses
     *
     * @property baseTexture
     * @type BaseTexture
     */
    this.baseTexture = baseTexture;

    /**
     * The frame specifies the region of the base texture that this texture uses
     *
     * @property frame
     * @type Rectangle
     */
    this.frame = frame;

    /**
     * The trim point
     *
     * @property trim
     * @type Rectangle
     */
    this.trim = null;
  
    this.scope = this;

    this._uvs = null;
    
    if(baseTexture.hasLoaded)
    {
        if(this.noFrame)frame = new PIXI.Rectangle(0,0, baseTexture.width, baseTexture.height);
      
        this.setFrame(frame);
    }
    else
    {
        var scope = this;
        baseTexture.addEventListener(&#x27;loaded&#x27;, function(){ scope.onBaseTextureLoaded(); });
    }
};

PIXI.Texture.prototype.constructor = PIXI.Texture;

/**
 * Called when the base texture is loaded
 *
 * @method onBaseTextureLoaded
 * @param event
 * @private
 */
PIXI.Texture.prototype.onBaseTextureLoaded = function()
{
    var baseTexture = this.baseTexture;
    baseTexture.removeEventListener( &#x27;loaded&#x27;, this.onLoaded );

    if(this.noFrame)this.frame = new PIXI.Rectangle(0,0, baseTexture.width, baseTexture.height);
    
    this.setFrame(this.frame);

    this.scope.dispatchEvent( { type: &#x27;update&#x27;, content: this } );
};

/**
 * Destroys this texture
 *
 * @method destroy
 * @param destroyBase {Boolean} Whether to destroy the base texture as well
 */
PIXI.Texture.prototype.destroy = function(destroyBase)
{
    if(destroyBase) this.baseTexture.destroy();
};

/**
 * Specifies the rectangle region of the baseTexture
 *
 * @method setFrame
 * @param frame {Rectangle} The frame of the texture to set it to
 */
PIXI.Texture.prototype.setFrame = function(frame)
{
    this.frame = frame;
    this.width = frame.width;
    this.height = frame.height;

    if(frame.x + frame.width &gt; this.baseTexture.width || frame.y + frame.height &gt; this.baseTexture.height)
    {
        throw new Error(&#x27;Texture Error: frame does not fit inside the base Texture dimensions &#x27; + this);
    }

    this.updateFrame = true;

    PIXI.Texture.frameUpdates.push(this);


    //this.dispatchEvent( { type: &#x27;update&#x27;, content: this } );
};

PIXI.Texture.prototype._updateWebGLuvs = function()
{
    if(!this._uvs)this._uvs = new PIXI.TextureUvs();

    var frame = this.frame;
    var tw = this.baseTexture.width;
    var th = this.baseTexture.height;

    this._uvs.x0 = frame.x / tw;
    this._uvs.y0 = frame.y / th;

    this._uvs.x1 = (frame.x + frame.width) / tw;
    this._uvs.y1 = frame.y / th;

    this._uvs.x2 = (frame.x + frame.width) / tw;
    this._uvs.y2 = (frame.y + frame.height) / th;

    this._uvs.x3 = frame.x / tw;
    this._uvs.y3 = (frame.y + frame.height) / th;
};

/**
 * Helper function that returns a texture based on an image url
 * If the image is not in the texture cache it will be  created and loaded
 *
 * @static
 * @method fromImage
 * @param imageUrl {String} The image url of the texture
 * @param crossorigin {Boolean} Whether requests should be treated as crossorigin
 * @return Texture
 */
PIXI.Texture.fromImage = function(imageUrl, crossorigin, scaleMode)
{
    var texture = PIXI.TextureCache[imageUrl];

    if(!texture)
    {
        texture = new PIXI.Texture(PIXI.BaseTexture.fromImage(imageUrl, crossorigin, scaleMode));
        PIXI.TextureCache[imageUrl] = texture;
    }

    return texture;
};

/**
 * Helper function that returns a texture based on a frame id
 * If the frame id is not in the texture cache an error will be thrown
 *
 * @static
 * @method fromFrame
 * @param frameId {String} The frame id of the texture
 * @return Texture
 */
PIXI.Texture.fromFrame = function(frameId)
{
    var texture = PIXI.TextureCache[frameId];
    if(!texture) throw new Error(&#x27;The frameId &quot;&#x27; + frameId + &#x27;&quot; does not exist in the texture cache &#x27;);
    return texture;
};

/**
 * Helper function that returns a texture based on a canvas element
 * If the canvas is not in the texture cache it will be  created and loaded
 *
 * @static
 * @method fromCanvas
 * @param canvas {Canvas} The canvas element source of the texture
 * @return Texture
 */
PIXI.Texture.fromCanvas = function(canvas, scaleMode)
{
    var baseTexture = PIXI.BaseTexture.fromCanvas(canvas, scaleMode);

    return new PIXI.Texture( baseTexture );

};


/**
 * Adds a texture to the textureCache.
 *
 * @static
 * @method addTextureToCache
 * @param texture {Texture}
 * @param id {String} the id that the texture will be stored against.
 */
PIXI.Texture.addTextureToCache = function(texture, id)
{
    PIXI.TextureCache[id] = texture;
};

/**
 * Remove a texture from the textureCache.
 *
 * @static
 * @method removeTextureFromCache
 * @param id {String} the id of the texture to be removed
 * @return {Texture} the texture that was removed
 */
PIXI.Texture.removeTextureFromCache = function(id)
{
    var texture = PIXI.TextureCache[id];
    delete PIXI.TextureCache[id];
    delete PIXI.BaseTextureCache[id];
    return texture;
};

// this is more for webGL.. it contains updated frames..
PIXI.Texture.frameUpdates = [];

PIXI.TextureUvs = function()
{
    this.x0 = 0;
    this.y0 = 0;

    this.x1 = 0;
    this.y1 = 0;

    this.x2 = 0;
    this.y2 = 0;

    this.x3 = 0;
    this.y4 = 0;


};


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