import BaseTexture from './BaseTexture'; import VideoBaseTexture from './VideoBaseTexture'; import TextureUvs from './TextureUvs'; import EventEmitter from 'eventemitter3'; import { Rectangle } from '../math'; import { TextureCache, BaseTextureCache } from '../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. * * You can directly create a texture from an image and then reuse it multiple times like this : * * ```js * let texture = PIXI.Texture.fromImage('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.fromImage('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 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} */ constructor(baseTexture, frame, orig, trim, rotate) { 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 * * @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. * * @member {PIXI.TextureUvs} * @private */ this._uvs = 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.hasLoaded) { 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.onBaseTextureLoaded, this); } /** * Fired when the texture is updated. This happens if the frame or the baseTexture is updated. * * @event update * @memberof PIXI.Texture# * @protected */ this._updateID = 0; /** * Extra field for extra plugins. May contain clamp settings and some matrices * @type {Object} */ this.transform = null; } /** * Updates this texture on the gpu. * */ update() { this.baseTexture.update(); } /** * Called when the base texture is loaded * * @private * @param {PIXI.BaseTexture} baseTexture - The base texture. */ onBaseTextureLoaded(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; } this.baseTexture.on('update', this.onBaseTextureUpdated, this); this.emit('update', this); } /** * Called when the base texture is updated * * @private * @param {PIXI.BaseTexture} baseTexture - The base texture. */ onBaseTextureUpdated(baseTexture) { this._updateID++; this._frame.width = baseTexture.width; this._frame.height = baseTexture.height; 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]) { delete TextureCache[this.baseTexture.imageUrl]; } this.baseTexture.destroy(); } this.baseTexture.off('update', this.onBaseTextureUpdated, this); this.baseTexture.off('loaded', this.onBaseTextureLoaded, this); this.baseTexture = null; } this._frame = null; this._uvs = null; this.trim = null; this.orig = null; this.valid = false; this.off('dispose', this.dispose, this); this.off('update', this.update, this); } /** * 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); } /** * Updates the internal WebGL UV cache. * * @protected */ _updateUvs() { if (!this._uvs) { this._uvs = new TextureUvs(); } this._uvs.set(this._frame, this.baseTexture, this.rotate); this._updateID++; } /** * 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 {string} imageUrl - The image url of the texture * @param {boolean} [crossorigin] - Whether requests should be treated as crossorigin * @param {number} [scaleMode=PIXI.settings.SCALE_MODE] - See {@link PIXI.SCALE_MODES} for possible values * @param {number} [sourceScale=(auto)] - Scale for the original image, used with SVG images. * @return {PIXI.Texture} The newly created texture */ static fromImage(imageUrl, crossorigin, scaleMode, sourceScale) { let texture = TextureCache[imageUrl]; if (!texture) { texture = new Texture(BaseTexture.fromImage(imageUrl, crossorigin, scaleMode, sourceScale)); TextureCache[imageUrl] = texture; } return texture; } /** * Helper function that creates a sprite that will contain a texture from the TextureCache based on the frameId * The frame ids are created when a Texture packer file has been loaded * * @static * @param {string} frameId - The frame Id of the texture in the cache * @return {PIXI.Texture} The newly created texture */ static fromFrame(frameId) { const texture = 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 Texture based on the given canvas element. * * @static * @param {HTMLCanvasElement} canvas - The canvas element source of the texture * @param {number} [scaleMode=PIXI.settings.SCALE_MODE] - See {@link PIXI.SCALE_MODES} for possible values * @return {PIXI.Texture} The newly created texture */ static fromCanvas(canvas, scaleMode) { return new Texture(BaseTexture.fromCanvas(canvas, scaleMode)); } /** * Helper function that creates a new Texture based on the given video element. * * @static * @param {HTMLVideoElement|string} video - The URL or actual element of the video * @param {number} [scaleMode=PIXI.settings.SCALE_MODE] - See {@link PIXI.SCALE_MODES} for possible values * @return {PIXI.Texture} The newly created texture */ static fromVideo(video, scaleMode) { if (typeof video === 'string') { return Texture.fromVideoUrl(video, scaleMode); } return new Texture(VideoBaseTexture.fromVideo(video, scaleMode)); } /** * Helper function that creates a new Texture based on the video url. * * @static * @param {string} videoUrl - URL of the video * @param {number} [scaleMode=PIXI.settings.SCALE_MODE] - See {@link PIXI.SCALE_MODES} for possible values * @return {PIXI.Texture} The newly created texture */ static fromVideoUrl(videoUrl, scaleMode) { return new Texture(VideoBaseTexture.fromUrl(videoUrl, scaleMode)); } /** * 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|PIXI.BaseTexture|HTMLCanvasElement|HTMLVideoElement} source - Source to create texture from * @return {PIXI.Texture} The newly created texture */ static from(source) { // TODO auto detect cross origin.. // TODO pass in scale mode? if (typeof source === 'string') { const texture = TextureCache[source]; if (!texture) { // check if its a video.. const isVideo = source.match(/\.(mp4|webm|ogg|h264|avi|mov)$/) !== null; if (isVideo) { return Texture.fromVideoUrl(source); } return Texture.fromImage(source); } return texture; } else if (source instanceof HTMLImageElement) { return new Texture(new BaseTexture(source)); } else if (source instanceof HTMLCanvasElement) { return Texture.fromCanvas(source); } else if (source instanceof HTMLVideoElement) { return Texture.fromVideo(source); } else if (source instanceof BaseTexture) { return new Texture(source); } // lets assume its a texture! return source; } /** * 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 addTextureToCache(texture, id) { TextureCache[id] = texture; } /** * Remove a texture from the global TextureCache. * * @static * @param {string} id - The id of the texture to be removed * @return {PIXI.Texture} The texture that was removed */ static removeTextureFromCache(id) { const texture = TextureCache[id]; delete TextureCache[id]; delete BaseTextureCache[id]; return texture; } /** * The frame specifies the region of the base texture that this texture uses. * * @member {PIXI.Rectangle} * @memberof PIXI.Texture# */ get frame() { return this._frame; } /** * Set the frame. * * @param {Rectangle} frame - The new frame to set. */ set frame(frame) { this._frame = frame; this.noFrame = false; 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.valid = frame && frame.width && frame.height && this.baseTexture.source && this.baseTexture.hasLoaded; this.valid = frame && frame.width && frame.height && this.baseTexture.hasLoaded; 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 the rotation * * @param {number} rotate - The new rotation to set. */ set rotate(rotate) { this._rotate = rotate; if (this.valid) { this._updateUvs(); } } /** * The width of the Texture in pixels. * * @member {number} */ get width() { return this.orig ? this.orig.width : 0; } /** * The height of the Texture in pixels. * * @member {number} */ get height() { return this.orig ? this.orig.height : 0; } } /** * An empty texture, used often to not have to create multiple empty textures. * Can not be destroyed. * * @static * @constant */ Texture.EMPTY = new Texture(new BaseTexture()); Texture.EMPTY.destroy = function _emptyDestroy() { /* empty */ }; Texture.EMPTY.on = function _emptyOn() { /* empty */ }; Texture.EMPTY.once = function _emptyOnce() { /* empty */ }; Texture.EMPTY.emit = function _emptyEmit() { /* empty */ };