phaser/src/textures/TextureManager.js

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var CanvasPool = require('../display/canvas/CanvasPool');
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var Class = require('../utils/Class');
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var Color = require('../display/color/Color');
var EventEmitter = require('eventemitter3');
var GenerateTexture = require('../create/GenerateTexture');
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var GetValue = require('../utils/object/GetValue');
var Parser = require('./parsers');
var Texture = require('./Texture');
/**
* Textures are managed by the global TextureManager. This is a singleton class that is
* responsible for creating and delivering Textures and their corresponding Frames to Game Objects.
*
* Sprites and other Game Objects get the texture data they need from the TextureManager.
*
* Access it via `scene.textures`.
*/
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var TextureManager = new Class({
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Extends: EventEmitter,
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initialize:
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function TextureManager (game)
{
EventEmitter.call(this);
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this.game = game;
this.name = 'TextureManager';
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this.list = {};
this._tempCanvas = CanvasPool.create2D(this, 1, 1);
this._tempContext = this._tempCanvas.getContext('2d');
this._pending = 0;
game.events.once('boot', this.boot, this);
},
boot: function ()
{
this._pending = 2;
this.on('onload', this.updatePending, this);
this.on('onerror', this.updatePending, this);
this.addBase64('__DEFAULT', this.game.config.defaultImage);
this.addBase64('__MISSING', this.game.config.missingImage);
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},
updatePending: function ()
{
this._pending--;
if (this._pending === 0)
{
this.off('onload');
this.off('onerror');
this.game.events.emit('ready');
}
},
addBase64: function (key, data)
{
var _this = this;
var image = new Image();
image.onerror = function ()
{
_this.emit('onerror', key);
};
image.onload = function ()
{
var texture = _this.create(key, image);
Parser.Image(texture, 0);
_this.emit('onload', key, texture);
};
image.src = data;
},
addImage: function (key, source)
{
var texture = this.create(key, source);
Parser.Image(texture, 0);
return texture;
},
generate: function (key, config)
{
var canvas = CanvasPool.create(this, 1, 1);
config.canvas = canvas;
GenerateTexture(config);
return this.addCanvas(key, canvas);
},
createCanvas: function (key, width, height)
{
if (width === undefined) { width = 256; }
if (height === undefined) { height = 256; }
var canvas = CanvasPool.create(this, width, height);
return this.addCanvas(key, canvas);
},
addCanvas: function (key, source)
{
var texture = this.create(key, source);
Parser.Canvas(texture, 0);
return texture;
},
addAtlas: function (key, source, data)
{
// Is it a Hash or an Array?
if (Array.isArray(data.frames))
{
return this.addAtlasJSONArray(key, source, data);
}
else
{
return this.addAtlasJSONHash(key, source, data);
}
},
addAtlasJSONArray: function (key, source, data)
{
var texture = this.create(key, source);
if (Array.isArray(data))
{
for (var i = 0; i < data.length; i++)
{
Parser.JSONArray(texture, i, data[i]);
}
}
else
{
Parser.JSONArray(texture, 0, data);
}
return texture;
},
addAtlasJSONHash: function (key, source, data)
{
var texture = this.create(key, source);
if (Array.isArray(data))
{
for (var i = 0; i < data.length; i++)
{
Parser.JSONHash(texture, i, data[i]);
}
}
else
{
Parser.JSONHash(texture, 0, data);
}
return texture;
},
addUnityAtlas: function (key, source, data)
{
var texture = this.create(key, source);
Parser.UnityYAML(texture, 0, data);
return texture;
},
/**
* [addSpriteSheet description]
* @param {[type]} key [description]
* @param {[type]} source [description]
* @param {[type]} config [description]
* @param {number} config.frameWidth - The fixed width of each frame.
* @param {number} [config.frameHeight] - The fixed height of each frame. If not set it will use the frameWidth as the height.
* @param {number} [config.startFrame=0] - Skip a number of frames. Useful when there are multiple sprite sheets in one Texture.
* @param {number} [config.endFrame=-1] - The total number of frames to extract from the Sprite Sheet. The default value of -1 means "extract all frames".
* @param {number} [config.margin=0] - If the frames have been drawn with a margin, specify the amount here.
* @param {number} [config.spacing=0] - If the frames have been drawn with spacing between them, specify the amount here.
*/
addSpriteSheet: function (key, source, config)
{
var texture = this.create(key, source);
var width = texture.source[0].width;
var height = texture.source[0].height;
Parser.SpriteSheet(texture, 0, 0, 0, width, height, config);
return texture;
},
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addSpriteSheetFromAtlas: function (key, config)
{
var atlasKey = GetValue(config, 'atlas', null);
var atlasFrame = GetValue(config, 'frame', null);
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if (!atlasKey || !atlasFrame)
{
return;
}
var atlas = this.get(atlasKey);
var sheet = atlas.get(atlasFrame);
if (sheet)
{
var texture = this.create(key, sheet.source.image);
if (sheet.trimmed)
{
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// If trimmed we need to help the parser adjust
Parser.SpriteSheetFromAtlas(texture, sheet, config);
}
else
{
Parser.SpriteSheet(texture, 0, sheet.cutX, sheet.cutY, sheet.cutWidth, sheet.cutHeight, config);
}
return texture;
}
},
addAtlasStarlingXML: function (key, source, data)
{
var texture = this.create(key, source);
if (Array.isArray(data))
{
for (var i = 0; i < data.length; i++)
{
Parser.StarlingXML(texture, i, data[i]);
}
}
else
{
Parser.StarlingXML(texture, 0, data);
}
return texture;
},
addAtlasPyxel: function (key, source, data)
{
var texture = this.create(key, source);
if (Array.isArray(data))
{
for (var i = 0; i < data.length; i++)
{
Parser.Pyxel(texture, i, data[i]);
}
}
else
{
Parser.Pyxel(texture, 0, data);
}
return texture;
},
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create: function (key, source, width, height)
{
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var texture = new Texture(this, key, source, width, height);
this.list[key] = texture;
return texture;
},
exists: function (key)
{
return (this.list.hasOwnProperty(key));
},
get: function (key)
{
if (key === undefined) { key = '__DEFAULT'; }
if (this.list[key])
{
return this.list[key];
}
else
{
return this.list['__MISSING'];
}
},
cloneFrame: function (key, frame)
{
if (this.list[key])
{
return this.list[key].get(frame).clone();
}
},
getFrame: function (key, frame)
{
if (this.list[key])
{
return this.list[key].get(frame);
}
},
getTextureKeys: function ()
{
var output = [];
for (var key in this.list)
{
if (key !== '__DEFAULT' && key !== '__MISSING')
{
output.push(key);
}
}
return output;
},
getPixel: function (x, y, key, frame)
{
var textureFrame = this.getFrame(key, frame);
if (textureFrame)
{
var source = textureFrame.source.image;
if (x >= 0 && x <= source.width && y >= 0 && y <= source.height)
{
x += textureFrame.cutX;
y += textureFrame.cutY;
// if (textureFrame.trimmed)
// {
// x -= this.sprite.texture.trim.x;
// y -= this.sprite.texture.trim.y;
// }
var context = this._tempContext;
context.clearRect(0, 0, 1, 1);
context.drawImage(source, x, y, 1, 1, 0, 0, 1, 1);
var rgb = context.getImageData(0, 0, 1, 1);
return new Color(rgb.data[0], rgb.data[1], rgb.data[2], rgb.data[3]);
}
}
return null;
},
setTexture: function (gameObject, key, frame)
{
if (this.list[key])
{
gameObject.texture = this.list[key];
gameObject.frame = gameObject.texture.get(frame);
}
return gameObject;
},
/**
* Passes all Textures to the given callback.
*
* @method each
* @param {function} callback - The function to call.
* @param {object} [thisArg] - Value to use as `this` when executing callback.
* @param {...*} [arguments] - Additional arguments that will be passed to the callback, after the child.
*/
each: function (callback, thisArg)
{
var args = [ null ];
for (var i = 1; i < arguments.length; i++)
{
args.push(arguments[i]);
}
for (var texture in this.list)
{
args[0] = this.list[texture];
callback.apply(thisArg, args);
}
}
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});
module.exports = TextureManager;