import BaseTexture from './BaseTexture'; import ImageResource from './resources/ImageResource'; import CanvasResource from './resources/CanvasResource'; import TextureUvs from './TextureUvs'; import { settings } from '@pixi/settings'; import { Rectangle, Point } from '@pixi/math'; import { uid, TextureCache, getResolutionOfUrl, EventEmitter } from '@pixi/utils'; const DEFAULT_UVS = new TextureUvs(); /** * A texture stores the information that represents an image or part of an image. * * It cannot be added to the display list directly; instead use it as the texture for a Sprite. * If no frame is provided for a texture, then the whole image is used. * * You can directly create a texture from an image and then reuse it multiple times like this : * * ```js * let texture = PIXI.Texture.from('assets/image.png'); * let sprite1 = new PIXI.Sprite(texture); * let sprite2 = new PIXI.Sprite(texture); * ``` * * Textures made from SVGs, loaded or not, cannot be used before the file finishes processing. * You can check for this by checking the sprite's _textureID property. * ```js * var texture = PIXI.Texture.from('assets/image.svg'); * var sprite1 = new PIXI.Sprite(texture); * //sprite1._textureID should not be undefined if the texture has finished processing the SVG file * ``` * You can use a ticker or rAF to ensure your sprites load the finished textures after processing. See issue #3068. * * @class * @extends PIXI.utils.EventEmitter * @memberof PIXI */ export default class Texture extends EventEmitter { /** * @param {PIXI.BaseTexture} baseTexture - The base texture source to create the texture from * @param {PIXI.Rectangle} [frame] - The rectangle frame of the texture to show * @param {PIXI.Rectangle} [orig] - The area of original texture * @param {PIXI.Rectangle} [trim] - Trimmed rectangle of original texture * @param {number} [rotate] - indicates how the texture was rotated by texture packer. See {@link PIXI.GroupD8} * @param {PIXI.Point} [anchor] - Default anchor point used for sprite placement / rotation */ constructor(baseTexture, frame, orig, trim, rotate, anchor) { super(); /** * Does this Texture have any frame data assigned to it? * * @member {boolean} */ this.noFrame = false; if (!frame) { this.noFrame = true; frame = new Rectangle(0, 0, 1, 1); } if (baseTexture instanceof Texture) { baseTexture = baseTexture.baseTexture; } /** * The base texture that this texture uses. * * @member {PIXI.BaseTexture} */ this.baseTexture = baseTexture; /** * This is the area of the BaseTexture image to actually copy to the Canvas / WebGL when rendering, * irrespective of the actual frame size or placement (which can be influenced by trimmed texture atlases) * * @member {PIXI.Rectangle} */ this._frame = frame; /** * This is the trimmed area of original texture, before it was put in atlas * Please call `updateUvs()` after you change coordinates of `trim` manually. * * @member {PIXI.Rectangle} */ this.trim = trim; /** * This will let the renderer know if the texture is valid. If it's not then it cannot be rendered. * * @member {boolean} */ this.valid = false; /** * This will let a renderer know that a texture has been updated (used mainly for WebGL uv updates) * * @member {boolean} */ this.requiresUpdate = false; /** * The WebGL UV data cache. Can be used as quad UV * * @member {PIXI.TextureUvs} * @protected */ this._uvs = DEFAULT_UVS; /** * Default TextureMatrix instance for this texture * By default that object is not created because its heavy * * @member {PIXI.TextureMatrix} */ this.uvMatrix = null; /** * This is the area of original texture, before it was put in atlas * * @member {PIXI.Rectangle} */ this.orig = orig || frame;// new Rectangle(0, 0, 1, 1); this._rotate = Number(rotate || 0); if (rotate === true) { // this is old texturepacker legacy, some games/libraries are passing "true" for rotated textures this._rotate = 2; } else if (this._rotate % 2 !== 0) { throw new Error('attempt to use diamond-shaped UVs. If you are sure, set rotation manually'); } if (baseTexture.valid) { if (this.noFrame) { frame = new Rectangle(0, 0, baseTexture.width, baseTexture.height); // if there is no frame we should monitor for any base texture changes.. baseTexture.on('update', this.onBaseTextureUpdated, this); } this.frame = frame; } else { baseTexture.once('loaded', this.onBaseTextureUpdated, this); } /** * Anchor point that is used as default if sprite is created with this texture. * Changing the `defaultAnchor` at a later point of time will not update Sprite's anchor point. * @member {PIXI.Point} * @default {0,0} */ this.defaultAnchor = anchor ? new Point(anchor.x, anchor.y) : new Point(0, 0); /** * Update ID is observed by sprites and TextureMatrix instances. * Call updateUvs() to increment it. * * @member {number} * @protected */ this._updateID = 0; /** * The ids under which this Texture has been added to the texture cache. This is * automatically set as long as Texture.addToCache is used, but may not be set if a * Texture is added directly to the TextureCache array. * * @member {string[]} */ this.textureCacheIds = []; } /** * Updates this texture on the gpu. * */ update() { this.baseTexture.update(); } /** * Called when the base texture is updated * * @protected * @param {PIXI.BaseTexture} baseTexture - The base texture. */ onBaseTextureUpdated(baseTexture) { this._updateID++; // TODO this code looks confusing.. boo to abusing getters and setters! if (this.noFrame) { this.frame = new Rectangle(0, 0, baseTexture.width, baseTexture.height); } else { this.frame = this._frame; // TODO maybe watch out for the no frame option // updating the texture will should update the frame if it was set to no frame.. } this.emit('update', this); } /** * Destroys this texture * * @param {boolean} [destroyBase=false] Whether to destroy the base texture as well */ destroy(destroyBase) { if (this.baseTexture) { if (destroyBase) { // delete the texture if it exists in the texture cache.. // this only needs to be removed if the base texture is actually destroyed too.. if (TextureCache[this.baseTexture.imageUrl]) { Texture.removeFromCache(this.baseTexture.imageUrl); } this.baseTexture.destroy(); } this.baseTexture.off('update', this.onBaseTextureUpdated, this); this.baseTexture = null; } this._frame = null; this._uvs = null; this.trim = null; this.orig = null; this.valid = false; Texture.removeFromCache(this); this.textureCacheIds = null; } /** * Creates a new texture object that acts the same as this one. * * @return {PIXI.Texture} The new texture */ clone() { return new Texture(this.baseTexture, this.frame, this.orig, this.trim, this.rotate, this.defaultAnchor); } /** * Updates the internal WebGL UV cache. Use it after you change `frame` or `trim` of the texture. * Call it after changing the frame */ updateUvs() { if (this._uvs === DEFAULT_UVS) { this._uvs = new TextureUvs(); } this._uvs.set(this._frame, this.baseTexture, this.rotate); this._updateID++; } /** * Helper function that creates a new Texture based on the source you provide. * The source can be - frame id, image url, video url, canvas element, video element, base texture * * @static * @param {number|string|HTMLImageElement|HTMLCanvasElement|HTMLVideoElement|PIXI.BaseTexture} source * Source to create texture from * @param {object} [options] See {@link PIXI.BaseTexture}'s constructor for options. * @return {PIXI.Texture} The newly created texture */ static from(source, options = {}) { let cacheId = null; if (typeof source === 'string') { cacheId = source; } else { if (!source._pixiId) { source._pixiId = `pixiid_${uid()}`; } cacheId = source._pixiId; } let texture = TextureCache[cacheId]; if (!texture) { if (!options.resolution) { options.resolution = getResolutionOfUrl(source); } texture = new Texture(new BaseTexture(source, options)); texture.baseTexture.cacheId = cacheId; BaseTexture.addToCache(texture.baseTexture, cacheId); Texture.addToCache(texture, cacheId); } // lets assume its a base texture! return texture; } /** * Create a new Texture with a BufferResource from a Float32Array. * RGBA values are floats from 0 to 1. * @static * @param {Float32Array|Uint8Array} buffer The optional array to use, if no data * is provided, a new Float32Array is created. * @param {number} width - Width of the resource * @param {number} height - Height of the resource * @param {object} [options] See {@link PIXI.BaseTexture}'s constructor for options. * @return {PIXI.Texture} The resulting new BaseTexture */ static fromBuffer(buffer, width, height, options) { return new Texture(BaseTexture.fromBuffer(buffer, width, height, options)); } /** * Create a texture from a source and add to the cache. * * @static * @param {HTMLImageElement|HTMLCanvasElement} source - The input source. * @param {String} imageUrl - File name of texture, for cache and resolving resolution. * @param {String} [name] - Human readable name for the texture cache. If no name is * specified, only `imageUrl` will be used as the cache ID. * @return {PIXI.Texture} Output texture */ static fromLoader(source, imageUrl, name) { const resource = new ImageResource(source); resource.url = imageUrl; const baseTexture = new BaseTexture(resource, { scaleMode: settings.SCALE_MODE, resolution: getResolutionOfUrl(imageUrl), }); const texture = new Texture(baseTexture); // No name, use imageUrl instead if (!name) { name = imageUrl; } // lets also add the frame to pixi's global cache for 'fromLoader' function BaseTexture.addToCache(texture.baseTexture, name); Texture.addToCache(texture, name); // also add references by url if they are different. if (name !== imageUrl) { BaseTexture.addToCache(texture.baseTexture, imageUrl); Texture.addToCache(texture, imageUrl); } return texture; } /** * Adds a Texture to the global TextureCache. This cache is shared across the whole PIXI object. * * @static * @param {PIXI.Texture} texture - The Texture to add to the cache. * @param {string} id - The id that the Texture will be stored against. */ static addToCache(texture, id) { if (id) { if (texture.textureCacheIds.indexOf(id) === -1) { texture.textureCacheIds.push(id); } if (TextureCache[id]) { // eslint-disable-next-line no-console console.warn(`Texture added to the cache with an id [${id}] that already had an entry`); } TextureCache[id] = texture; } } /** * Remove a Texture from the global TextureCache. * * @static * @param {string|PIXI.Texture} texture - id of a Texture to be removed, or a Texture instance itself * @return {PIXI.Texture|null} The Texture that was removed */ static removeFromCache(texture) { if (typeof texture === 'string') { const textureFromCache = TextureCache[texture]; if (textureFromCache) { const index = textureFromCache.textureCacheIds.indexOf(texture); if (index > -1) { textureFromCache.textureCacheIds.splice(index, 1); } delete TextureCache[texture]; return textureFromCache; } } else if (texture && texture.textureCacheIds) { for (let i = 0; i < texture.textureCacheIds.length; ++i) { // Check that texture matches the one being passed in before deleting it from the cache. if (TextureCache[texture.textureCacheIds[i]] === texture) { delete TextureCache[texture.textureCacheIds[i]]; } } texture.textureCacheIds.length = 0; return texture; } return null; } /** * The frame specifies the region of the base texture that this texture uses. * Please call `updateUvs()` after you change coordinates of `frame` manually. * * @member {PIXI.Rectangle} */ get frame() { return this._frame; } set frame(frame) // eslint-disable-line require-jsdoc { this._frame = frame; this.noFrame = false; const { x, y, width, height } = frame; const xNotFit = x + width > this.baseTexture.width; const yNotFit = y + height > this.baseTexture.height; if (xNotFit || yNotFit) { const relationship = xNotFit && yNotFit ? 'and' : 'or'; const errorX = `X: ${x} + ${width} = ${x + width} > ${this.baseTexture.width}`; const errorY = `Y: ${y} + ${height} = ${y + height} > ${this.baseTexture.height}`; throw new Error('Texture Error: frame does not fit inside the base Texture dimensions: ' + `${errorX} ${relationship} ${errorY}`); } this.valid = width && height && this.baseTexture.valid; if (!this.trim && !this.rotate) { this.orig = frame; } if (this.valid) { this.updateUvs(); } } /** * Indicates whether the texture is rotated inside the atlas * set to 2 to compensate for texture packer rotation * set to 6 to compensate for spine packer rotation * can be used to rotate or mirror sprites * See {@link PIXI.GroupD8} for explanation * * @member {number} */ get rotate() { return this._rotate; } set rotate(rotate) // eslint-disable-line require-jsdoc { this._rotate = rotate; if (this.valid) { this.updateUvs(); } } /** * The width of the Texture in pixels. * * @member {number} */ get width() { return this.orig.width; } /** * The height of the Texture in pixels. * * @member {number} */ get height() { return this.orig.height; } } function createWhiteTexture() { const canvas = document.createElement('canvas'); canvas.width = 16; canvas.height = 16; const context = canvas.getContext('2d'); context.fillStyle = 'white'; context.fillRect(0, 0, 16, 16); return new Texture(new BaseTexture(new CanvasResource(canvas))); } function removeAllHandlers(tex) { tex.destroy = function _emptyDestroy() { /* empty */ }; tex.on = function _emptyOn() { /* empty */ }; tex.once = function _emptyOnce() { /* empty */ }; tex.emit = function _emptyEmit() { /* empty */ }; } /** * An empty texture, used often to not have to create multiple empty textures. * Can not be destroyed. * * @static * @constant * @member {PIXI.Texture} */ Texture.EMPTY = new Texture(new BaseTexture()); removeAllHandlers(Texture.EMPTY); removeAllHandlers(Texture.EMPTY.baseTexture); /** * A white texture of 10x10 size, used for graphics and other things * Can not be destroyed. * * @static * @constant * @member {PIXI.Texture} */ Texture.WHITE = createWhiteTexture(); removeAllHandlers(Texture.WHITE); removeAllHandlers(Texture.WHITE.baseTexture);