File: src/pixi/textures/BaseTexture.js
/**
* @author Mat Groves http://matgroves.com/ @Doormat23
*/
PIXI.BaseTextureCache = {};
PIXI.BaseTextureCacheIdGenerator = 0;
/**
* A texture stores the information that represents an image. All textures have a base texture.
*
* @class BaseTexture
* @uses EventTarget
* @constructor
* @param source {String} the source object (image or canvas)
* @param scaleMode {Number} Should be one of the PIXI.scaleMode consts
*/
PIXI.BaseTexture = function(source, scaleMode)
{
/**
* The Resolution of the texture.
*
* @property resolution
* @type Number
*/
this.resolution = 1;
/**
* [read-only] The width of the base texture set when the image has loaded
*
* @property width
* @type Number
* @readOnly
*/
this.width = 100;
/**
* [read-only] The height of the base texture set when the image has loaded
*
* @property height
* @type Number
* @readOnly
*/
this.height = 100;
/**
* The scale mode to apply when scaling this texture
*
* @property scaleMode
* @type PIXI.scaleModes
* @default PIXI.scaleModes.LINEAR
*/
this.scaleMode = scaleMode || PIXI.scaleModes.DEFAULT;
/**
* [read-only] Set to true once the base texture has loaded
*
* @property hasLoaded
* @type Boolean
* @readOnly
*/
this.hasLoaded = false;
/**
* The image source that is used to create the texture.
*
* @property source
* @type Image
*/
this.source = source;
this._UID = PIXI._UID++;
/**
* Controls if RGB channels should be pre-multiplied by Alpha (WebGL only)
*
* @property premultipliedAlpha
* @type Boolean
* @default true
*/
this.premultipliedAlpha = true;
// used for webGL
/**
* @property _glTextures
* @type Array
* @private
*/
this._glTextures = [];
// used for webGL texture updating...
// TODO - this needs to be addressed
/**
* @property _dirty
* @type Array
* @private
*/
this._dirty = [true, true, true, true];
if(!source)return;
if((this.source.complete || this.source.getContext) && this.source.width && this.source.height)
{
this.hasLoaded = true;
this.width = this.source.naturalWidth || this.source.width;
this.height = this.source.naturalHeight || this.source.height;
this.dirty();
}
else
{
var scope = this;
this.source.onload = function() {
scope.hasLoaded = true;
scope.width = scope.source.naturalWidth || scope.source.width;
scope.height = scope.source.naturalHeight || scope.source.height;
scope.dirty();
// add it to somewhere...
scope.dispatchEvent( { type: 'loaded', content: scope } );
};
this.source.onerror = function() {
scope.dispatchEvent( { type: 'error', content: scope } );
};
}
/**
* @property imageUrl
* @type String
*/
this.imageUrl = null;
/**
* @property _powerOf2
* @type Boolean
* @private
*/
this._powerOf2 = false;
};
PIXI.BaseTexture.prototype.constructor = PIXI.BaseTexture;
PIXI.EventTarget.mixin(PIXI.BaseTexture.prototype);
/**
* Destroys this base texture
*
* @method destroy
*/
PIXI.BaseTexture.prototype.destroy = function()
{
if(this.imageUrl)
{
delete PIXI.BaseTextureCache[this.imageUrl];
delete PIXI.TextureCache[this.imageUrl];
this.imageUrl = null;
if (!navigator.isCocoonJS) this.source.src = '';
}
else if (this.source && this.source._pixiId)
{
delete PIXI.BaseTextureCache[this.source._pixiId];
}
this.source = null;
this.unloadFromGPU();
};
/**
* Changes the source image of the texture
*
* @method updateSourceImage
* @param newSrc {String} the path of the image
*/
PIXI.BaseTexture.prototype.updateSourceImage = function(newSrc)
{
this.hasLoaded = false;
this.source.src = null;
this.source.src = newSrc;
};
/**
* Sets all glTextures to be dirty.
*
* @method dirty
*/
PIXI.BaseTexture.prototype.dirty = function()
{
for (var i = 0; i < this._glTextures.length; i++)
{
this._dirty[i] = true;
}
};
/**
* Removes the base texture from the GPU, useful for managing resources on the GPU.
* Atexture is still 100% usable and will simply be reuploaded if there is a sprite on screen that is using it.
*
* @method unloadFromGPU
*/
PIXI.BaseTexture.prototype.unloadFromGPU = function()
{
this.dirty();
// delete the webGL textures if any.
for (var i = this._glTextures.length - 1; i >= 0; i--)
{
var glTexture = this._glTextures[i];
var gl = PIXI.glContexts[i];
if(gl && glTexture)
{
gl.deleteTexture(glTexture);
}
}
this._glTextures.length = 0;
this.dirty();
};
/**
* Helper function that creates a base texture from the given image url.
* If the image is not in the base texture cache it will be created and loaded.
*
* @static
* @method fromImage
* @param imageUrl {String} The image url of the texture
* @param crossorigin {Boolean}
* @param scaleMode {Number} Should be one of the PIXI.scaleMode consts
* @return BaseTexture
*/
PIXI.BaseTexture.fromImage = function(imageUrl, crossorigin, scaleMode)
{
var baseTexture = PIXI.BaseTextureCache[imageUrl];
if(crossorigin === undefined && imageUrl.indexOf('data:') === -1) crossorigin = true;
if(!baseTexture)
{
// new Image() breaks tex loading in some versions of Chrome.
// See https://code.google.com/p/chromium/issues/detail?id=238071
var image = new Image();//document.createElement('img');
if (crossorigin)
{
image.crossOrigin = '';
}
image.src = imageUrl;
baseTexture = new PIXI.BaseTexture(image, scaleMode);
baseTexture.imageUrl = imageUrl;
PIXI.BaseTextureCache[imageUrl] = baseTexture;
// if there is an @2x at the end of the url we are going to assume its a highres image
if( imageUrl.indexOf(PIXI.RETINA_PREFIX + '.') !== -1)
{
baseTexture.resolution = 2;
}
}
return baseTexture;
};
/**
* Helper function that creates a base texture from the given canvas element.
*
* @static
* @method fromCanvas
* @param canvas {Canvas} The canvas element source of the texture
* @param scaleMode {Number} Should be one of the PIXI.scaleMode consts
* @return BaseTexture
*/
PIXI.BaseTexture.fromCanvas = function(canvas, scaleMode)
{
if(!canvas._pixiId)
{
canvas._pixiId = 'canvas_' + PIXI.TextureCacheIdGenerator++;
}
var baseTexture = PIXI.BaseTextureCache[canvas._pixiId];
if(!baseTexture)
{
baseTexture = new PIXI.BaseTexture(canvas, scaleMode);
PIXI.BaseTextureCache[canvas._pixiId] = baseTexture;
}
return baseTexture;
};