var BaseTexture = require('./BaseTexture'), VideoBaseTexture = require('./VideoBaseTexture'), TextureUvs = require('./TextureUvs'), EventEmitter = require('eventemitter3'), math = require('../math'), 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. * * You can directly create a texture from an image and then reuse it multiple times like this : * * ```js * var texture = PIXI.Texture.fromImage('assets/image.png'); * var sprite1 = new PIXI.Sprite(texture); * var sprite2 = new PIXI.Sprite(texture); * ``` * * @class * @memberof 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 * @param [rotate] {boolean} indicates whether the texture should be rotated by 90 degrees ( used by texture packer ) */ function Texture(baseTexture, frame, crop, trim, rotate) { EventEmitter.call(this); /** * Does this Texture have any frame data assigned to it? * * @member {boolean} */ this.noFrame = false; if (!frame) { this.noFrame = true; frame = new math.Rectangle(0, 0, 1, 1); } if (baseTexture instanceof Texture) { baseTexture = baseTexture.baseTexture; } // console.log(frame); /** * 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} * @private */ 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 {TextureUvs} * @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 || frame;//new math.Rectangle(0, 0, 1, 1); /** * Indicates whether the texture should be rotated by 90 degrees * * @private * @member {boolean} */ this.rotate = !!rotate; if (baseTexture.hasLoaded) { if (this.noFrame) { frame = new math.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); } } Texture.prototype = Object.create(EventEmitter.prototype); Texture.prototype.constructor = Texture; module.exports = Texture; Object.defineProperties(Texture.prototype, { frame: { get: function () { return this._frame; }, set: function (frame) { this._frame = frame; this.noFrame = false; this.width = frame.width; this.height = frame.height; if (!this.trim && !this.rotate && (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.width = this.trim.width; this.height = this.trim.height; this._frame.width = this.trim.width; this._frame.height = this.trim.height; } else { this.crop = frame; } if (this.valid) { this._updateUvs(); } } } }); /** * Updates this texture on the gpu. * */ Texture.prototype.update = function () { this.baseTexture.update(); }; /** * Called when the base texture is loaded * * @private */ Texture.prototype.onBaseTextureLoaded = function (baseTexture) { // TODO this code looks confusing.. boo to abusing getters and setterss! if (this.noFrame) { this.frame = new math.Rectangle(0, 0, baseTexture.width, baseTexture.height); } else { this.frame = this._frame; } this.emit( 'update', this ); }; Texture.prototype.onBaseTextureUpdated = function (baseTexture) { this._frame.width = baseTexture.width; this._frame.height = baseTexture.height; this.emit( 'update', this ); }; /** * Destroys this texture * * @param destroyBase {boolean} Whether to destroy the base texture as well */ Texture.prototype.destroy = function (destroyBase) { if (this.baseTexture) { if (destroyBase) { 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.crop = null; this.valid = false; }; Texture.prototype.clone = function () { return new Texture(this.baseTexture, this.frame, this.crop, this.trim, this.rotate); }; /** * Updates the internal WebGL UV cache. * * @private */ Texture.prototype._updateUvs = function () { if (!this._uvs) { this._uvs = new TextureUvs(); } this._uvs.set(this.crop, this.baseTexture, this.rotate); }; /** * 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} The newly created 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 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 frameId {String} The frame Id of the texture in the cache * @return {Texture} The newly created 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 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) { return new Texture(BaseTexture.fromCanvas(canvas, scaleMode)); }; /** * Helper function that creates a new Texture based on the given video element. * * @static * @param video {HTMLVideoElement} * @param scaleMode {number} See {{#crossLink "PIXI/scaleModes:property"}}scaleModes{{/crossLink}} for possible values * @return {Texture} A Texture */ Texture.fromVideo = function (video, scaleMode) { if (typeof video === 'string') { return Texture.fromVideoUrl(video, scaleMode); } else { return new Texture(VideoBaseTexture.fromVideo(video, scaleMode)); } }; /** * Helper function that creates a new Texture based on the video url. * * @static * @param videoUrl {string} * @param scaleMode {number} See {{@link SCALE_MODES}} for possible values * @return {Texture} A Texture */ Texture.fromVideoUrl = function (videoUrl, scaleMode) { return new Texture(VideoBaseTexture.fromUrl(videoUrl, scaleMode)); }; /** * 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.EMPTY = new Texture(new BaseTexture());