2018-04-23 17:37:44 +00:00
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/**
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* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2018 Photon Storm Ltd.
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* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
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*/
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var Class = require('../utils/Class');
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2018-09-07 18:29:58 +00:00
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var Color = require('../display/color/Color');
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2018-04-23 22:46:59 +00:00
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var IsSizePowerOfTwo = require('../math/pow2/IsSizePowerOfTwo');
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2018-04-23 17:37:44 +00:00
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var Texture = require('./Texture');
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/**
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* @classdesc
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2018-04-23 22:46:59 +00:00
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* A Canvas Texture is a special kind of Texture that is backed by an HTML Canvas Element as its source.
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*
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* You can use the properties of this texture to draw to the canvas element directly, using all of the standard
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* canvas operations available in the browser. Any Game Object can be given this texture and will render with it.
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*
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* Note: When running under WebGL the Canvas Texture needs to re-generate its base WebGLTexture and reupload it to
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* the GPU every time you modify it, otherwise the changes you make to this texture will not be visible. To do this
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* you should call `CanvasTexture.refresh()` once you are finished with your changes to the canvas. Try and keep
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* this to a minimum, especially on large canvas sizes, or you may inadvertently thrash the GPU by constantly uploading
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* texture data to it. This restriction does not apply if using the Canvas Renderer.
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*
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* It starts with only one frame that covers the whole of the canvas. You can add further frames, that specify
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* sections of the canvas using the `add` method.
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*
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* Should you need to resize the canvas use the `setSize` method so that it accurately updates all of the underlying
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* texture data as well. Forgetting to do this (i.e. by changing the canvas size directly from your code) could cause
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* graphical errors.
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2018-04-23 17:37:44 +00:00
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*
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* @class CanvasTexture
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* @extends Phaser.Textures.Texture
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* @memberOf Phaser.Textures
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* @constructor
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* @since 3.7.0
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*
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* @param {Phaser.Textures.CanvasTexture} manager - A reference to the Texture Manager this Texture belongs to.
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* @param {string} key - The unique string-based key of this Texture.
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2018-04-23 22:46:59 +00:00
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* @param {HTMLCanvasElement} source - The canvas element that is used as the base of this texture.
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* @param {integer} width - The width of the canvas.
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* @param {integer} height - The height of the canvas.
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2018-04-23 17:37:44 +00:00
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*/
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var CanvasTexture = new Class({
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Extends: Texture,
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initialize:
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function CanvasTexture (manager, key, source, width, height)
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{
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Texture.call(this, manager, key, source, width, height);
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2018-04-23 22:46:59 +00:00
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this.add('__BASE', 0, 0, 0, width, height);
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/**
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* A reference to the Texture Source of this Canvas.
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*
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* @name Phaser.Textures.CanvasTexturer#_source
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* @type {Phaser.Textures.TextureSource}
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* @private
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* @since 3.7.0
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2018-04-23 22:46:59 +00:00
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*/
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this._source = this.frames['__BASE'].source;
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/**
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* The source Canvas Element.
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*
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* @name Phaser.Textures.CanvasTexture#canvas
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* @readOnly
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* @type {HTMLCanvasElement}
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* @since 3.7.0
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2018-04-23 22:46:59 +00:00
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*/
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this.canvas = this._source.image;
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/**
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* The 2D Canvas Rendering Context.
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*
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* @name Phaser.Textures.CanvasTexture#canvas
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* @readOnly
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* @type {CanvasRenderingContext2D}
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* @since 3.7.0
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*/
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this.context = this.canvas.getContext('2d');
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2018-04-23 22:46:59 +00:00
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/**
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* The width of the Canvas.
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* This property is read-only, if you wish to change use `setSize`.
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*
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* @name Phaser.Textures.CanvasTexture#width
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* @readOnly
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* @type {integer}
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* @since 3.7.0
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*/
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this.width = width;
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2018-04-23 22:46:59 +00:00
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/**
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* The height of the Canvas.
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* This property is read-only, if you wish to change use `setSize`.
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*
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* @name Phaser.Textures.CanvasTexture#height
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* @readOnly
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* @type {integer}
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2018-05-04 17:51:02 +00:00
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* @since 3.7.0
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2018-04-23 22:46:59 +00:00
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*/
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2018-04-23 17:37:44 +00:00
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this.height = height;
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2018-09-07 18:29:58 +00:00
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/**
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* The context image data.
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* Use the `update` method to populate this when the canvas changes.
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*
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* @name Phaser.Textures.CanvasTexture#imageData
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* @type {ImageData}
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* @since 3.13.0
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*/
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this.imageData = this.context.getImageData(0, 0, width, height);
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/**
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* A Uint8ClampedArray view into the `buffer`.
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* Use the `update` method to populate this when the canvas changes.
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* Note that this is unavailable in some browsers, such as Epic Browser, due to their security restrictions.
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*
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* @name Phaser.Textures.CanvasTexture#imageData
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* @type {Uint8ClampedArray}
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* @since 3.13.0
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*/
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this.data = null;
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if (this.imageData)
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{
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this.data = this.imageData.data;
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}
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/**
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* An Uint32Array view into the `buffer`.
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*
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* @name Phaser.Textures.CanvasTexture#pixels
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* @type {Uint32Array}
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* @since 3.13.0
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*/
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this.pixels = null;
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/**
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* An ArrayBuffer the same size as the context ImageData.
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*
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* @name Phaser.Textures.CanvasTexture#buffer
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* @type {ArrayBuffer}
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* @since 3.13.0
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*/
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this.buffer;
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if (this.data)
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{
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if (this.imageData.data.buffer)
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{
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this.buffer = this.imageData.data.buffer;
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this.pixels = new Uint32Array(this.buffer);
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}
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else
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if (window.ArrayBuffer)
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{
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this.buffer = new ArrayBuffer(this.imageData.data.length);
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this.pixels = new Uint32Array(this.buffer);
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}
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else
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{
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this.pixels = this.imageData.data;
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}
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}
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},
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/**
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* This re-creates the `imageData` from the current context.
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* It then re-builds the ArrayBuffer, the `data` Uint8ClampedArray reference and the `pixels` Int32Array.
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*
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* Warning: This is a very expensive operation, so use it sparingly.
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*
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* @method Phaser.Textures.CanvasTexture#update
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* @since 3.13.0
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*
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* @return {Phaser.Textures.CanvasTexture} This CanvasTexture.
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*/
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update: function ()
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{
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this.imageData = this.context.getImageData(0, 0, this.context.width, this.context.height);
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this.data = this.imageData.data;
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if (this.imageData.data.buffer)
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{
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this.buffer = this.imageData.data.buffer;
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this.pixels = new Uint32Array(this.buffer);
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}
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else if (window.ArrayBuffer)
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{
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this.buffer = new ArrayBuffer(this.imageData.data.length);
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this.pixels = new Uint32Array(this.buffer);
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}
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else
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{
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this.pixels = this.imageData.data;
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}
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return this;
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},
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/**
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* Get the color of a specific pixel in the context into a color object.
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*
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* If you have drawn anything to the CanvasTexture since it was created you must call CanvasTexture.update to refresh the array buffer,
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* otherwise this may return out of date color values, or worse - throw a run-time error as it tries to access an array element that doesn't exist.
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*
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* @method Phaser.Textures.CanvasTexture#getPixel
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* @since 3.13.0
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*
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* @param {integer} x - The x coordinate of the pixel to be set. Must lay within the dimensions of this CanvasTexture and be an integer, not a float.
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* @param {integer} y - The y coordinate of the pixel to be set. Must lay within the dimensions of this CanvasTexture and be an integer, not a float.
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* @param {object} [out] - An object into which 4 properties will be created: r, g, b and a. If not provided a new object will be created.
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*
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* @return {object} An object with the red, green, blue and alpha values set in the r, g, b and a properties.
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*/
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getPixel: function (x, y, out)
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{
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if (!out)
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{
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out = new Color();
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}
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var index = ~~(x + (y * this.width));
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index *= 4;
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out.r = this.data[index];
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out.g = this.data[++index];
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out.b = this.data[++index];
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out.a = this.data[++index];
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return out;
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},
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/**
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* This should be called manually if you are running under WebGL.
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* It will refresh the WebGLTexture from the Canvas source. Only call this if you know that the
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* canvas has changed, as there is a significant GPU texture allocation cost involved in doing so.
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*
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* @method Phaser.Textures.CanvasTexture#refresh
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* @since 3.7.0
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2018-04-23 17:37:44 +00:00
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*
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* @return {Phaser.Textures.CanvasTexture} This CanvasTexture.
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*/
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refresh: function ()
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{
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this._source.update();
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return this;
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},
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/**
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* Gets the Canvas Element.
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*
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* @method Phaser.Textures.CanvasTexture#getCanvas
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* @since 3.7.0
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2018-04-23 17:37:44 +00:00
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*
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* @return {HTMLCanvasElement} The Canvas DOM element this texture is using.
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*/
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getCanvas: function ()
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{
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return this.canvas;
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},
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/**
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* Gets the 2D Canvas Rendering Context.
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*
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* @method Phaser.Textures.CanvasTexture#getContext
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* @since 3.7.0
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2018-04-23 17:37:44 +00:00
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*
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* @return {CanvasRenderingContext2D} The Canvas Rendering Context this texture is using.
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*/
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getContext: function ()
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{
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return this.context;
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},
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2018-04-23 22:46:59 +00:00
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/**
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* Clears this Canvas Texture, resetting it back to transparent.
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*
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* @method Phaser.Textures.CanvasTexture#clear
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* @since 3.7.0
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2018-04-23 22:46:59 +00:00
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*
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* @return {Phaser.Textures.CanvasTexture} The Canvas Texture.
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*/
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clear: function ()
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{
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this.context.clearRect(0, 0, this.width, this.height);
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return this;
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},
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/**
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* Changes the size of this Canvas Texture.
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*
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* @method Phaser.Textures.CanvasTexture#setSize
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2018-05-04 17:51:02 +00:00
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* @since 3.7.0
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2018-04-23 22:46:59 +00:00
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*
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* @param {integer} width - The new width of the Canvas.
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* @param {integer} [height] - The new height of the Canvas. If not given it will use the width as the height.
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*
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* @return {Phaser.Textures.CanvasTexture} The Canvas Texture.
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*/
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setSize: function (width, height)
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{
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if (height === undefined) { height = width; }
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if (width !== this.width || height !== this.height)
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{
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// Update the Canvas
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this.canvas.width = width;
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this.canvas.height = height;
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// Update the Texture Source
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this._source.width = width;
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this._source.height = height;
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this._source.isPowerOf2 = IsSizePowerOfTwo(width, height);
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// Update the Frame
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this.frames['__BASE'].setSize(width, height, 0, 0);
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this.refresh();
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}
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return this;
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}
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});
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module.exports = CanvasTexture;
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