phaser/src/textures/TextureSource.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 CanvasPool = require('../display/canvas/CanvasPool');
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var Class = require('../utils/Class');
var IsSizePowerOfTwo = require('../math/pow2/IsSizePowerOfTwo');
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var ScaleModes = require('../renderer/ScaleModes');
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/**
* @classdesc
* A Texture Source is the encapsulation of the actual source data for a Texture.
* This is typically an Image Element, loaded from the file system or network, or a Canvas Element.
*
* A Texture can contain multiple Texture Sources, which only happens when a multi-atlas is loaded.
*
* @class TextureSource
* @memberOf Phaser.Textures
* @constructor
* @since 3.0.0
*
* @param {Phaser.Textures.Texture} texture - The Texture this TextureSource belongs to.
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* @param {(HTMLImageElement|HTMLCanvasElement)} source - The source image data.
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* @param {integer} [width] - Optional width of the source image. If not given it's derived from the source itself.
* @param {integer} [height] - Optional height of the source image. If not given it's derived from the source itself.
*/
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var TextureSource = new Class({
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initialize:
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function TextureSource (texture, source, width, height)
{
var game = texture.manager.game;
/**
* The Texture this TextureSource belongs to.
*
* @name Phaser.Textures.TextureSource#renderer
* @type {(Phaser.Renderer.Canvas.CanvasRenderer|Phaser.Renderer.WebGL.WebGLRenderer)}
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* @since 3.7.0
*/
this.renderer = game.renderer;
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/**
* The Texture this TextureSource belongs to.
*
* @name Phaser.Textures.TextureSource#texture
* @type {string}
* @since 3.0.0
*/
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this.texture = texture;
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/**
* The source image data. This is either an Image Element, or a Canvas Element.
*
* @name Phaser.Textures.TextureSource#image
* @type {(HTMLImageElement|HTMLCanvasElement)}
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* @since 3.0.0
*/
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this.image = source;
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/**
* Currently un-used.
*
* @name Phaser.Textures.TextureSource#compressionAlgorithm
* @type {integer}
* @default null
* @since 3.0.0
*/
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this.compressionAlgorithm = null;
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/**
* The resolution of the source image.
*
* @name Phaser.Textures.TextureSource#resolution
* @type {number}
* @default 1
* @since 3.0.0
*/
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this.resolution = 1;
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/**
* The width of the source image. If not specified in the constructor it will check
* the `naturalWidth` and then `width` properties of the source image.
*
* @name Phaser.Textures.TextureSource#width
* @type {integer}
* @since 3.0.0
*/
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this.width = width || source.naturalWidth || source.width || 0;
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/**
* The height of the source image. If not specified in the constructor it will check
* the `naturalHeight` and then `height` properties of the source image.
*
* @name Phaser.Textures.TextureSource#height
* @type {integer}
* @since 3.0.0
*/
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this.height = height || source.naturalHeight || source.height || 0;
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/**
* The Scale Mode the image will use when rendering.
* Either Linear or Nearest.
*
* @name Phaser.Textures.TextureSource#scaleMode
* @type {number}
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* @since 3.0.0
*/
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this.scaleMode = ScaleModes.DEFAULT;
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/**
* Is the source image a Canvas Element?
*
* @name Phaser.Textures.TextureSource#isCanvas
* @type {boolean}
* @since 3.0.0
*/
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this.isCanvas = (source instanceof HTMLCanvasElement);
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/**
* Are the source image dimensions a power of two?
*
* @name Phaser.Textures.TextureSource#isPowerOf2
* @type {boolean}
* @since 3.0.0
*/
this.isPowerOf2 = IsSizePowerOfTwo(this.width, this.height);
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/**
* The WebGL Texture of the source image.
*
* @name Phaser.Textures.TextureSource#glTexture
* @type {?WebGLTexture}
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* @default null
* @since 3.0.0
*/
this.glTexture = null;
this.init(game);
},
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/**
* Creates a WebGL Texture, if required, and sets the Texture filter mode.
*
* @method Phaser.Textures.TextureSource#init
* @since 3.0.0
*
* @param {Phaser.Game} game - A reference to the Phaser Game instance.
*/
init: function (game)
{
if (this.renderer.gl)
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{
if (this.isCanvas)
{
this.glTexture = this.renderer.canvasToTexture(this.image);
}
else
{
this.glTexture = this.renderer.createTextureFromSource(this.image, this.width, this.height, this.scaleMode);
}
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}
if (game.config.pixelArt)
{
this.setFilter(1);
}
},
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/**
* Sets the Filter Mode for this Texture.
*
* The mode can be either Linear, the default, or Nearest.
*
* For pixel-art you should use Nearest.
*
* @method Phaser.Textures.TextureSource#setFilter
* @since 3.0.0
*
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* @param {Phaser.Textures.FilterMode} filterMode - The Filter Mode.
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*/
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setFilter: function (filterMode)
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{
if (this.renderer.gl)
{
this.renderer.setTextureFilter(this.glTexture, filterMode);
}
},
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/**
* If this TextureSource is backed by a Canvas and is running under WebGL,
* it updates the WebGLTexture using the canvas data.
*
* @method Phaser.Textures.TextureSource#update
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* @since 3.7.0
*/
update: function ()
{
if (this.renderer.gl && this.isCanvas)
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{
this.renderer.canvasToTexture(this.image, this.glTexture);
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}
},
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/**
* Destroys this Texture Source and nulls the references.
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*
* @method Phaser.Textures.TextureSource#destroy
* @since 3.0.0
*/
destroy: function ()
{
if (this.glTexture)
{
this.renderer.deleteTexture(this.glTexture);
}
if (this.isCanvas)
{
CanvasPool.remove(this.image);
}
this.renderer = null;
this.texture = null;
this.image = null;
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}
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});
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module.exports = TextureSource;