import BaseTexture from './BaseTexture';
import VideoBaseTexture from './VideoBaseTexture';
import TextureUvs from './TextureUvs';
import EventEmitter from 'eventemitter3';
import { Rectangle, Point } from '../math';
import { TextureCache } from '../utils';
import { getResolutionOfUrl } from '../../../utils';
import settings from '../settings';
/**
* 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 = Tiny.Texture.fromImage('assets/image.png');
* let sprite1 = new Tiny.Sprite(texture);
* let sprite2 = new Tiny.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 = Tiny.Texture.fromImage('assets/image.svg');
* var sprite1 = new Tiny.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 Tiny
*/
export default class Texture extends EventEmitter {
/**
* @param {Tiny.BaseTexture} baseTexture - The base texture source to create the texture from
* @param {Tiny.Rectangle} [frame] - The rectangle frame of the texture to show
* @param {Tiny.Rectangle} [orig] - The area of original texture
* @param {Tiny.Rectangle} [trim] - Trimmed rectangle of original texture
* @param {number} [rotate] - indicates how the texture was rotated by texture packer. See {@link Tiny.GroupD8}
* @param {Tiny.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 {Tiny.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 {Tiny.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 {Tiny.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 {Tiny.TextureUvs}
* @private
*/
this._uvs = null;
/**
* This is the area of original texture, before it was put in atlas
*
* @member {Tiny.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);
}
/**
* 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.
*
* @version 1.2.0
* @member {Tiny.Point}
* @default {0,0}
*/
this.defaultAnchor = anchor ? new Point(anchor.x, anchor.y) : new Point(0, 0);
/**
* Fired when the texture is updated. This happens if the frame or the baseTexture is updated.
*
* @event update
* @memberof Tiny.Texture#
* @protected
*/
this._updateID = 0;
/**
* Contains data for uvs. May contain clamp settings and some matrices.
* Its a bit heavy, so by default that object is not created.
*
* @member {Tiny.TextureTransform}
* @default null
*/
this.transform = null;
/**
* 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 loaded
*
* @private
* @param {Tiny.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 {Tiny.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]) {
Texture.removeFromCache(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;
Texture.removeFromCache(this);
this.textureCacheIds = null;
}
/**
* Creates a new texture object that acts the same as this one.
*
* @return {Tiny.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.
*/
_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=Tiny.settings.SCALE_MODE] - See {@link Tiny.SCALE_MODES} for possible values
* @param {number} [sourceScale=(auto)] - Scale for the original image, used with SVG images.
* @return {Tiny.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));
Texture.addToCache(texture, imageUrl);
}
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 {Tiny.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=Tiny.settings.SCALE_MODE] - See {@link Tiny.SCALE_MODES} for possible values
* @param {string} [origin='canvas'] - A string origin of who created the base texture
* @return {Tiny.Texture} The newly created texture
*/
static fromCanvas(canvas, scaleMode, origin = 'canvas') {
return new Texture(BaseTexture.fromCanvas(canvas, scaleMode, origin));
}
/**
* 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=Tiny.settings.SCALE_MODE] - See {@link Tiny.SCALE_MODES} for possible values
* @param {boolean} [crossorigin=(auto)] - Should use anonymous CORS? Defaults to true if the URL is not a data-URI.
* @param {boolean} [autoPlay=true] - Start playing video as soon as it is loaded
* @return {Tiny.Texture} The newly created texture
*/
static fromVideo(video, scaleMode, crossorigin, autoPlay) {
if (typeof video === 'string') {
return Texture.fromVideoUrl(video, scaleMode, crossorigin, autoPlay);
}
return new Texture(VideoBaseTexture.fromVideo(video, scaleMode, autoPlay));
}
/**
* Helper function that creates a new Texture based on the video url.
*
* @static
* @param {string} videoUrl - URL of the video
* @param {number} [scaleMode=Tiny.settings.SCALE_MODE] - See {@link Tiny.SCALE_MODES} for possible values
* @param {boolean} [crossorigin=(auto)] - Should use anonymous CORS? Defaults to true if the URL is not a data-URI.
* @param {boolean} [autoPlay=true] - Start playing video as soon as it is loaded
* @return {Tiny.Texture} The newly created texture
*/
static fromVideoUrl(videoUrl, scaleMode, crossorigin, autoPlay) {
return new Texture(VideoBaseTexture.fromUrl(videoUrl, scaleMode, crossorigin, autoPlay));
}
/**
* 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|Tiny.BaseTexture|HTMLCanvasElement|HTMLVideoElement} source - Source to create texture from
* @return {Tiny.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(BaseTexture.from(source));
} else if (source instanceof HTMLCanvasElement) {
return Texture.fromCanvas(source, settings.SCALE_MODE, 'HTMLCanvasElement');
} 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;
}
/**
* 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 readible name for the texture cache. If no name is specified, only `imageUrl` will be used as the cache ID.
* @return {Tiny.Texture} Output texture
*/
static fromLoader(source, imageUrl, name) {
const baseTexture = new BaseTexture(source, undefined, getResolutionOfUrl(imageUrl));
const texture = new Texture(baseTexture);
baseTexture.imageUrl = imageUrl;
// No name, use imageUrl instead
if (!name) {
name = imageUrl;
}
// lets also add the frame to the global cache for fromFrame and fromImage fucntions
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 Tiny object.
*
* @static
* @param {Tiny.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);
}
/* @debug@
if (TextureCache[id]) {
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|Tiny.Texture} texture - id of a Texture to be removed, or a Texture instance itself
* @return {Tiny.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 {Tiny.Rectangle}
*/
get frame() {
return this._frame;
}
set frame(frame) {
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.source && this.baseTexture.hasLoaded;
this.valid = width && 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 Tiny.GroupD8} for explanation
*
* @member {number}
*/
get rotate() {
return this._rotate;
}
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.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 = 10;
canvas.height = 10;
const context = canvas.getContext('2d');
context.fillStyle = 'white';
context.fillRect(0, 0, 10, 10);
return new Texture(new BaseTexture(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
*/
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
*/
Texture.WHITE = createWhiteTexture();
removeAllHandlers(Texture.WHITE);
removeAllHandlers(Texture.WHITE.baseTexture);