phaser/plugins/spine/src/SpinePlugin.js

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/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2018 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
var Class = require('../../../src/utils/Class');
var GetValue = require('../../../src/utils/object/GetValue');
var ScenePlugin = require('../../../src/plugins/ScenePlugin');
var SpineFile = require('./SpineFile');
var Spine = require('Spine');
var SpineGameObject = require('./gameobject/SpineGameObject');
/**
* @classdesc
* TODO
*
* @class SpinePlugin
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* @extends Phaser.Plugins.ScenePlugin
* @constructor
* @since 3.19.0
*
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* @param {Phaser.Scene} scene - A reference to the Scene that has installed this plugin.
* @param {Phaser.Plugins.PluginManager} pluginManager - A reference to the Phaser Plugin Manager.
*/
var SpinePlugin = new Class({
Extends: ScenePlugin,
initialize:
function SpinePlugin (scene, pluginManager)
{
ScenePlugin.call(this, scene, pluginManager);
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var game = pluginManager.game;
this.isWebGL = (game.config.renderType === 2);
// Create a custom cache to store the spine data (.atlas files)
this.cache = game.cache.addCustom('spine');
this.spineTextures = game.cache.addCustom('spineTextures');
this.json = game.cache.json;
this.textures = game.textures;
this.drawDebug = false;
this.gl;
this.renderer;
this.sceneRenderer;
if (this.isWebGL)
{
this.runtime = Spine.webgl;
this.renderer = game.renderer;
this.gl = game.renderer.gl;
this.getAtlas = this.getAtlasWebGL;
}
else
{
this.runtime = Spine.canvas;
this.renderer = game.renderer;
this.getAtlas = this.getAtlasCanvas;
}
// Register our file type
pluginManager.registerFileType('spine', this.spineFileCallback, scene);
// Register our game object
pluginManager.registerGameObject('spine', this.createSpineFactory(this));
},
boot: function ()
{
if (this.isWebGL)
{
this.bootWebGL();
}
else
{
this.bootCanvas();
}
var eventEmitter = this.systems.events;
eventEmitter.once('shutdown', this.shutdown, this);
eventEmitter.once('destroy', this.destroy, this);
},
bootCanvas: function ()
{
this.skeletonRenderer = new this.runtime.SkeletonRenderer(this.scene.sys.context);
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},
getAtlasCanvas: function (key)
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{
var atlasData = this.cache.get(key);
if (!atlasData)
{
console.warn('No atlas data for: ' + key);
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return;
}
var atlas;
var spineTextures = this.spineTextures;
if (spineTextures.has(key))
{
atlas = new Spine.TextureAtlas(atlasData, function ()
{
return spineTextures.get(key);
});
}
else
{
var textures = this.textures;
atlas = new Spine.TextureAtlas(atlasData, function (path)
{
var canvasTexture = new Spine.canvas.CanvasTexture(textures.get(path).getSourceImage());
spineTextures.add(key, canvasTexture);
return canvasTexture;
});
}
return atlas;
},
bootWebGL: function ()
{
this.sceneRenderer = new Spine.webgl.SceneRenderer(this.renderer.canvas, this.gl, true);
// Monkeypatch the Spine setBlendMode functions, or batching is destroyed
var setBlendMode = function (srcBlend, dstBlend)
{
if (srcBlend !== this.srcBlend || dstBlend !== this.dstBlend)
{
var gl = this.context.gl;
this.srcBlend = srcBlend;
this.dstBlend = dstBlend;
if (this.isDrawing)
{
this.flush();
gl.blendFunc(this.srcBlend, this.dstBlend);
}
}
};
this.sceneRenderer.batcher.setBlendMode = setBlendMode;
this.sceneRenderer.shapes.setBlendMode = setBlendMode;
},
getAtlasWebGL: function (key)
{
var atlasEntry = this.cache.get(key);
if (!atlasEntry)
{
console.warn('No atlas data for: ' + key);
return;
}
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var atlas;
var spineTextures = this.spineTextures;
if (spineTextures.has(key))
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{
atlas = new Spine.TextureAtlas(atlasEntry.data, function ()
{
return spineTextures.get(key);
});
}
else
{
var textures = this.textures;
var gl = this.sceneRenderer.context.gl;
gl.pixelStorei(gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, false);
atlas = new Spine.TextureAtlas(atlasEntry.data, function (path)
{
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var glTexture = new Spine.webgl.GLTexture(gl, textures.get(path).getSourceImage(), false);
spineTextures.add(key, glTexture);
return glTexture;
});
}
return atlas;
},
spineFileCallback: function (key, jsonURL, atlasURL, preMultipliedAlpha, jsonXhrSettings, atlasXhrSettings)
{
var multifile;
if (Array.isArray(key))
{
for (var i = 0; i < key.length; i++)
{
multifile = new SpineFile(this, key[i]);
this.addFile(multifile.files);
}
}
else
{
multifile = new SpineFile(this, key, jsonURL, atlasURL, preMultipliedAlpha, jsonXhrSettings, atlasXhrSettings);
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this.addFile(multifile.files);
}
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return this;
},
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/**
* Creates a new Spine Game Object and adds it to the Scene.
*
* @method Phaser.GameObjects.GameObjectFactory#spineFactory
* @since 3.16.0
*
* @param {number} x - The horizontal position of this Game Object.
* @param {number} y - The vertical position of this Game Object.
* @param {string} texture - The key of the Texture this Game Object will use to render with, as stored in the Texture Manager.
* @param {(string|integer)} [frame] - An optional frame from the Texture this Game Object is rendering with.
*
* @return {Phaser.GameObjects.Spine} The Game Object that was created.
*/
createSpineFactory: function (plugin)
{
var callback = function (x, y, key, animationName, loop)
{
var spineGO = new SpineGameObject(this.scene, plugin, x, y, key, animationName, loop);
this.displayList.add(spineGO);
this.updateList.add(spineGO);
return spineGO;
};
return callback;
},
getRuntime: function ()
{
return this.runtime;
},
createSkeleton: function (key, skeletonJSON)
{
var atlasKey = key;
var jsonKey = key;
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var split = (key.indexOf('.') !== -1);
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if (split)
{
var parts = key.split('.');
atlasKey = parts.shift();
jsonKey = parts.join('.');
}
var atlasData = this.cache.get(atlasKey);
var atlas = this.getAtlas(atlasKey);
if (!atlas)
{
return null;
}
var preMultipliedAlpha = atlasData.preMultipliedAlpha;
var atlasLoader = new Spine.AtlasAttachmentLoader(atlas);
var skeletonJson = new Spine.SkeletonJson(atlasLoader);
var data;
if (skeletonJSON)
{
data = skeletonJSON;
}
else
{
var json = this.json.get(atlasKey);
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data = (split) ? GetValue(json, jsonKey) : json;
}
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if (data)
{
var skeletonData = skeletonJson.readSkeletonData(data);
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var skeleton = new Spine.Skeleton(skeletonData);
return { skeletonData: skeletonData, skeleton: skeleton, preMultipliedAlpha: preMultipliedAlpha };
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}
else
{
return null;
}
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},
getBounds: function (skeleton)
{
var offset = new Spine.Vector2();
var size = new Spine.Vector2();
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skeleton.getBounds(offset, size, []);
return { offset: offset, size: size };
},
createAnimationState: function (skeleton)
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{
var stateData = new Spine.AnimationStateData(skeleton.data);
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var state = new Spine.AnimationState(stateData);
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return { stateData: stateData, state: state };
},
/**
* The Scene that owns this plugin is shutting down.
* We need to kill and reset all internal properties as well as stop listening to Scene events.
*
* @method Camera3DPlugin#shutdown
* @private
* @since 3.0.0
*/
shutdown: function ()
{
var eventEmitter = this.systems.events;
eventEmitter.off('shutdown', this.shutdown, this);
this.sceneRenderer.dispose();
},
/**
* The Scene that owns this plugin is being destroyed.
* We need to shutdown and then kill off all external references.
*
* @method Camera3DPlugin#destroy
* @private
* @since 3.0.0
*/
destroy: function ()
{
this.shutdown();
this.pluginManager.removeGameObject('spine', true, true);
this.pluginManager = null;
this.game = null;
this.scene = null;
this.systems = null;
this.cache = null;
this.spineTextures = null;
this.json = null;
this.textures = null;
this.sceneRenderer = null;
this.gl = null;
}
});
module.exports = SpinePlugin;