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src/pixi/textures/Texture.js</h1> <div class="file"> <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('loaded', 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( 'loaded', this.onLoaded ); if(this.noFrame)this.frame = new PIXI.Rectangle(0,0, baseTexture.width, baseTexture.height); this.setFrame(this.frame); this.scope.dispatchEvent( { type: 'update', 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 > this.baseTexture.width || frame.y + frame.height > this.baseTexture.height) { throw new Error('Texture Error: frame does not fit inside the base Texture dimensions ' + this); } this.updateFrame = true; PIXI.Texture.frameUpdates.push(this); //this.dispatchEvent( { type: 'update', 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('The frameId "' + frameId + '" does not exist in the texture cache '); 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; }; </pre> </div> </div> </div> </div> </div> </div> </div> <script src="../assets/vendor/prettify/prettify-min.js"></script> <script>prettyPrint();</script> <script src="../assets/js/yui-prettify.js"></script> <script src="../assets/../api.js"></script> <script src="../assets/js/api-filter.js"></script> <script src="../assets/js/api-list.js"></script> <script src="../assets/js/api-search.js"></script> <script src="../assets/js/apidocs.js"></script> </body> </html>