var BaseTexture = require('./BaseTexture'),
Rectangle = require('./Rectangle'),
EventTarget = require('../utils/EventTarget'),
TextureUvs = require('../renderers/webgl/utils/TextureUvs'),
utils = require('../utils');
/**
* 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 then the whole image is used.
*
* @class
* @mixes EventTarget
* @namespace PIXI
* @param baseTexture {BaseTexture} The base texture source to create the texture from
* @param [frame] {Rectangle} The rectangle frame of the texture to show
* @param [crop] {Rectangle} The area of original texture
* @param [trim] {Rectangle} Trimmed texture rectangle
*/
function Texture(baseTexture, frame, crop, trim) {
/**
* 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 {BaseTexture}
*/
this.baseTexture = baseTexture;
/**
* The frame specifies the region of the base texture that this texture uses
*
* @member {Rectangle}
*/
this.frame = frame;
/**
* The texture trim data.
*
* @member {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.
*
* @member {object}
* @private
*/
this._uvs = null;
/**
* The width of the Texture in pixels.
*
* @member {number}
*/
this.width = 0;
/**
* The height of the Texture in pixels.
*
* @member {number}
*/
this.height = 0;
/**
* 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 {Rectangle}
*/
this.crop = crop || new Rectangle(0, 0, 1, 1);
if (baseTexture.hasLoaded) {
if (this.noFrame) {
frame = new Rectangle(0, 0, baseTexture.width, baseTexture.height);
}
this.setFrame(frame);
}
else {
baseTexture.addEventListener('loaded', this.onBaseTextureLoaded.bind(this));
}
}
Texture.prototype.constructor = Texture;
module.exports = Texture;
EventTarget.mixin(Texture.prototype);
/**
* Called when the base texture is loaded
*
* @private
*/
Texture.prototype.onBaseTextureLoaded = function () {
var baseTexture = this.baseTexture;
baseTexture.removeEventListener('loaded', this.onLoaded);
if (this.noFrame) {
this.frame = new Rectangle(0, 0, baseTexture.width, baseTexture.height);
}
this.setFrame(this.frame);
this.dispatchEvent( { type: 'update', content: this } );
};
/**
* Destroys this texture
*
* @param destroyBase {boolean} Whether to destroy the base texture as well
*/
Texture.prototype.destroy = function (destroyBase) {
if (destroyBase) {
this.baseTexture.destroy();
}
this.valid = false;
};
/**
* Specifies the region of the baseTexture that this texture will use.
*
* @param frame {Rectangle} The frame of the texture to set it to
*/
Texture.prototype.setFrame = function (frame) {
this.noFrame = false;
this.frame = frame;
this.width = frame.width;
this.height = frame.height;
this.crop.x = frame.x;
this.crop.y = frame.y;
this.crop.width = frame.width;
this.crop.height = frame.height;
if (!this.trim && (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.valid = frame && frame.width && frame.height && this.baseTexture.source && this.baseTexture.hasLoaded;
if (this.trim) {
this.width = this.trim.width;
this.height = this.trim.height;
this.frame.width = this.trim.width;
this.frame.height = this.trim.height;
}
if (this.valid) {
this._updateUvs();
}
};
/**
* Updates the internal WebGL UV cache.
*
* @private
*/
Texture.prototype._updateUvs = function () {
if (!this._uvs) {
this._uvs = new TextureUvs();
}
var frame = this.crop;
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 creates a Texture object from the given image url.
* If the image is not in the texture cache it will be created and loaded.
*
* @static
* @param imageUrl {string} The image url of the texture
* @param crossorigin {boolean} Whether requests should be treated as crossorigin
* @param scaleMode {number} See {{#crossLink "PIXI/scaleModes:property"}}scaleModes{{/crossLink}} for possible values
* @return Texture
*/
Texture.fromImage = function (imageUrl, crossorigin, scaleMode) {
var texture = utils.TextureCache[imageUrl];
if (!texture) {
texture = new Texture(BaseTexture.fromImage(imageUrl, crossorigin, scaleMode));
utils.TextureCache[imageUrl] = texture;
}
return texture;
};
/**
* Helper function that returns a Texture objected based on the given frame id.
* If the frame id is not in the texture cache an error will be thrown.
*
* @static
* @param frameId {string} The frame id of the texture
* @return Texture
*/
Texture.fromFrame = function (frameId) {
var texture = utils.TextureCache[frameId];
if (!texture) {
throw new Error('The frameId "' + frameId + '" does not exist in the texture cache ');
}
return texture;
};
/**
* Helper function that creates a new a Texture based on the given canvas element.
*
* @static
* @param canvas {Canvas} The canvas element source of the texture
* @param scaleMode {number} See {{#crossLink "PIXI/scaleModes:property"}}scaleModes{{/crossLink}} for possible values
* @return Texture
*/
Texture.fromCanvas = function (canvas, scaleMode) {
var baseTexture = BaseTexture.fromCanvas(canvas, scaleMode);
return new Texture( baseTexture );
};
/**
* Adds a texture to the global utils.TextureCache. This cache is shared across the whole PIXI object.
*
* @static
* @param texture {Texture} The Texture to add to the cache.
* @param id {string} The id that the texture will be stored against.
*/
Texture.addTextureToCache = function (texture, id) {
utils.TextureCache[id] = texture;
};
/**
* Remove a texture from the global utils.TextureCache.
*
* @static
* @param id {string} The id of the texture to be removed
* @return {Texture} The texture that was removed
*/
Texture.removeTextureFromCache = function (id) {
var texture = utils.TextureCache[id];
delete utils.TextureCache[id];
delete utils.BaseTextureCache[id];
return texture;
};
Texture.emptyTexture = new Texture(new BaseTexture());