phaser/src/textures/Frame.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}
*/
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var Class = require('../utils/Class');
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var Clamp = require('../math/Clamp');
var Extend = require('../utils/object/Extend');
/**
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* @classdesc
* A Frame is a section of a Texture.
*
* @class Frame
* @memberOf Phaser.Textures
* @constructor
* @since 3.0.0
*
* @param {Phaser.Textures.Texture} texture - The Texture this Frame is a part of.
* @param {(integer|string)} name - The name of this Frame. The name is unique within the Texture.
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* @param {integer} sourceIndex - The index of the TextureSource that this Frame is a part of.
* @param {number} x - The x coordinate of the top-left of this Frame.
* @param {number} y - The y coordinate of the top-left of this Frame.
* @param {number} width - The width of this Frame.
* @param {number} height - The height of this Frame.
*/
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var Frame = new Class({
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initialize:
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function Frame (texture, name, sourceIndex, x, y, width, height)
{
/**
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* The Texture this Frame is a part of.
*
* @name Phaser.Textures.Frame#texture
* @type {Phaser.Textures.Texture}
* @since 3.0.0
*/
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this.texture = texture;
/**
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* The name of this Frame.
* The name is unique within the Texture.
*
* @name Phaser.Textures.Frame#name
* @type {string}
* @since 3.0.0
*/
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this.name = name;
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/**
* The TextureSource this Frame is part of.
*
* @name Phaser.Textures.Frame#source
* @type {Phaser.Textures.TextureSource}
* @since 3.0.0
*/
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this.source = texture.source[sourceIndex];
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/**
* The index of the TextureSource in the Texture sources array.
*
* @name Phaser.Textures.Frame#sourceIndex
* @type {integer}
* @since 3.0.0
*/
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this.sourceIndex = sourceIndex;
/**
* A reference to the Texture Source WebGL Texture that this Frame is using.
*
* @name Phaser.Textures.Frame#glTexture
* @type {?WebGLTexture}
* @default null
* @since 3.11.0
*/
this.glTexture = this.source.glTexture;
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/**
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* X position within the source image to cut from.
*
* @name Phaser.Textures.Frame#cutX
* @type {integer}
* @since 3.0.0
*/
this.cutX;
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/**
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* Y position within the source image to cut from.
*
* @name Phaser.Textures.Frame#cutY
* @type {integer}
* @since 3.0.0
*/
this.cutY;
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/**
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* The width of the area in the source image to cut.
*
* @name Phaser.Textures.Frame#cutWidth
* @type {integer}
* @since 3.0.0
*/
this.cutWidth;
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/**
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* The height of the area in the source image to cut.
*
* @name Phaser.Textures.Frame#cutHeight
* @type {integer}
* @since 3.0.0
*/
this.cutHeight;
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/**
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* The X rendering offset of this Frame, taking trim into account.
*
* @name Phaser.Textures.Frame#x
* @type {integer}
* @default 0
* @since 3.0.0
*/
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this.x = 0;
/**
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* The Y rendering offset of this Frame, taking trim into account.
*
* @name Phaser.Textures.Frame#y
* @type {integer}
* @default 0
* @since 3.0.0
*/
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this.y = 0;
/**
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* The rendering width of this Frame, taking trim into account.
*
* @name Phaser.Textures.Frame#width
* @type {integer}
* @since 3.0.0
*/
this.width;
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/**
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* The rendering height of this Frame, taking trim into account.
*
* @name Phaser.Textures.Frame#height
* @type {integer}
* @since 3.0.0
*/
this.height;
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/**
* Half the width, floored.
* Precalculated for the renderer.
*
* @name Phaser.Textures.Frame#halfWidth
* @type {integer}
* @since 3.0.0
*/
this.halfWidth;
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/**
* Half the height, floored.
* Precalculated for the renderer.
*
* @name Phaser.Textures.Frame#halfHeight
* @type {integer}
* @since 3.0.0
*/
this.halfHeight;
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/**
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* The x center of this frame, floored.
*
* @name Phaser.Textures.Frame#centerX
* @type {integer}
* @since 3.0.0
*/
this.centerX;
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/**
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* The y center of this frame, floored.
*
* @name Phaser.Textures.Frame#centerY
* @type {integer}
* @since 3.0.0
*/
this.centerY;
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/**
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* The horizontal pivot point of this Frame.
*
* @name Phaser.Textures.Frame#pivotX
* @type {number}
* @default 0
* @since 3.0.0
*/
this.pivotX = 0;
/**
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* The vertical pivot point of this Frame.
*
* @name Phaser.Textures.Frame#pivotY
* @type {number}
* @default 0
* @since 3.0.0
*/
this.pivotY = 0;
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/**
* Does this Frame have a custom pivot point?
*
* @name Phaser.Textures.Frame#customPivot
* @type {boolean}
* @default false
* @since 3.0.0
*/
this.customPivot = false;
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/**
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* **CURRENTLY UNSUPPORTED**
*
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* Is this frame is rotated or not in the Texture?
* Rotation allows you to use rotated frames in texture atlas packing.
* It has nothing to do with Sprite rotation.
*
* @name Phaser.Textures.Frame#rotated
* @type {boolean}
* @default false
* @since 3.0.0
*/
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this.rotated = false;
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/**
* Over-rides the Renderer setting.
* -1 = use Renderer Setting
* 0 = No rounding
* 1 = Round
*
* @name Phaser.Textures.Frame#autoRound
* @type {integer}
* @default -1
* @since 3.0.0
*/
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this.autoRound = -1;
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/**
* Any Frame specific custom data can be stored here.
*
* @name Phaser.Textures.Frame#customData
* @type {object}
* @since 3.0.0
*/
this.customData = {};
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/**
* WebGL UV u0 value.
*
* @name Phaser.Textures.Frame#u0
* @type {number}
* @default 0
* @since 3.11.0
*/
this.u0 = 0;
/**
* WebGL UV v0 value.
*
* @name Phaser.Textures.Frame#v0
* @type {number}
* @default 0
* @since 3.11.0
*/
this.v0 = 0;
/**
* WebGL UV u1 value.
*
* @name Phaser.Textures.Frame#u1
* @type {number}
* @default 0
* @since 3.11.0
*/
this.u1 = 0;
/**
* WebGL UV v1 value.
*
* @name Phaser.Textures.Frame#v1
* @type {number}
* @default 0
* @since 3.11.0
*/
this.v1 = 0;
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/**
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* The un-modified source frame, trim and UV data.
*
* @name Phaser.Textures.Frame#data
* @type {object}
* @private
* @since 3.0.0
*/
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this.data = {
cut: {
x: 0,
y: 0,
w: 0,
h: 0,
r: 0,
b: 0
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},
trim: false,
sourceSize: {
w: 0,
h: 0
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},
spriteSourceSize: {
x: 0,
y: 0,
w: 0,
h: 0
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},
radius: 0,
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drawImage: {
sx: 0,
sy: 0,
sWidth: 0,
sHeight: 0,
dWidth: 0,
dHeight: 0
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}
};
this.setSize(width, height, x, y);
},
/**
* Sets the width, height, x and y of this Frame.
*
* This is called automatically by the constructor
* and should rarely be changed on-the-fly.
*
* @method Phaser.Textures.Frame#setSize
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* @since 3.7.0
*
* @param {integer} width - The width of the frame before being trimmed.
* @param {integer} height - The height of the frame before being trimmed.
* @param {integer} [x=0] - The x coordinate of the top-left of this Frame.
* @param {integer} [y=0] - The y coordinate of the top-left of this Frame.
*
* @return {Phaser.Textures.Frame} This Frame object.
*/
setSize: function (width, height, x, y)
{
if (x === undefined) { x = 0; }
if (y === undefined) { y = 0; }
this.cutX = x;
this.cutY = y;
this.cutWidth = width;
this.cutHeight = height;
this.width = width;
this.height = height;
this.halfWidth = Math.floor(width * 0.5);
this.halfHeight = Math.floor(height * 0.5);
this.centerX = Math.floor(width / 2);
this.centerY = Math.floor(height / 2);
var data = this.data;
var cut = data.cut;
cut.x = x;
cut.y = y;
cut.w = width;
cut.h = height;
cut.r = x + width;
cut.b = y + height;
data.sourceSize.w = width;
data.sourceSize.h = height;
data.spriteSourceSize.w = width;
data.spriteSourceSize.h = height;
data.radius = 0.5 * Math.sqrt(width * width + height * height);
var drawImage = data.drawImage;
drawImage.sx = x;
drawImage.sy = y;
drawImage.sWidth = width;
drawImage.sHeight = height;
drawImage.dWidth = width;
drawImage.dHeight = height;
return this.updateUVs();
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},
/**
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* If the frame was trimmed when added to the Texture Atlas, this records the trim and source data.
*
* @method Phaser.Textures.Frame#setTrim
* @since 3.0.0
*
* @param {number} actualWidth - The width of the frame before being trimmed.
* @param {number} actualHeight - The height of the frame before being trimmed.
* @param {number} destX - The destination X position of the trimmed frame for display.
* @param {number} destY - The destination Y position of the trimmed frame for display.
* @param {number} destWidth - The destination width of the trimmed frame for display.
* @param {number} destHeight - The destination height of the trimmed frame for display.
*
* @return {Phaser.Textures.Frame} This Frame object.
*/
setTrim: function (actualWidth, actualHeight, destX, destY, destWidth, destHeight)
{
var data = this.data;
var ss = data.spriteSourceSize;
// Store actual values
data.trim = true;
data.sourceSize.w = actualWidth;
data.sourceSize.h = actualHeight;
ss.x = destX;
ss.y = destY;
ss.w = destWidth;
ss.h = destHeight;
// Adjust properties
this.x = destX;
this.y = destY;
this.width = destWidth;
this.height = destHeight;
this.halfWidth = destWidth * 0.5;
this.halfHeight = destHeight * 0.5;
this.centerX = Math.floor(destWidth / 2);
this.centerY = Math.floor(destHeight / 2);
return this.updateUVs();
},
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/**
* Takes a crop data object and, based on the rectangular region given, calculates the
* required UV coordinates in order to crop this Frame for WebGL and Canvas rendering.
*
* This is called directly by the Game Object Texture Components `setCrop` method.
* Please use that method to crop a Game Object.
*
* @method Phaser.Textures.Frame#getCropUVs
* @since 3.11.0
*
* @param {object} crop - The crop data object. This is the `GameObject._crop` property.
* @param {number} x - The x coordinate to start the crop from. Cannot be negative or exceed the Frame width.
* @param {number} y - The y coordinate to start the crop from. Cannot be negative or exceed the Frame height.
* @param {number} width - The width of the crop rectangle. Cannot exceed the Frame width.
* @param {number} height - The height of the crop rectangle. Cannot exceed the Frame height.
*
* @return {object} The updated crop data object.
*/
getCropUVs: function (crop, x, y, width, height)
{
// Clamp the input values
x = Clamp(x, 0, this.width);
y = Clamp(y, 0, this.height);
width = Clamp(width, 0, this.width);
height = Clamp(height, 0, this.height);
if (x + width > this.width)
{
width = (this.width - x);
}
if (y + height > this.height)
{
height = (this.height - y);
}
var tw = this.source.width;
var th = this.source.height;
crop.u0 = (x / tw);
crop.v0 = (y / th);
crop.u1 = (x + width) / tw;
crop.v1 = (y + height) / th;
crop.width = width;
crop.height = height;
crop.x = x;
crop.y = y;
return crop;
},
/**
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* Updates the internal WebGL UV cache and the drawImage cache.
*
* @method Phaser.Textures.Frame#updateUVs
* @since 3.0.0
*
* @return {Phaser.Textures.Frame} This Frame object.
*/
updateUVs: function ()
{
var cx = this.cutX;
var cy = this.cutY;
var cw = this.cutWidth;
var ch = this.cutHeight;
// Canvas data
var cd = this.data.drawImage;
cd.sWidth = cw;
cd.sHeight = ch;
cd.dWidth = cw;
cd.dHeight = ch;
// WebGL data
var tw = this.source.width;
var th = this.source.height;
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this.u0 = cx / tw;
this.v0 = cy / th;
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this.u1 = (cx + cw) / tw;
this.v1 = (cy + ch) / th;
return this;
},
/**
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* Updates the internal WebGL UV cache.
*
* @method Phaser.Textures.Frame#updateUVsInverted
* @since 3.0.0
*
* @return {Phaser.Textures.Frame} This Frame object.
*/
updateUVsInverted: function ()
{
var tw = this.source.width;
var th = this.source.height;
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this.u0 = (this.cutX + this.cutHeight) / tw;
this.v0 = this.cutY / th;
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this.u1 = this.cutX / tw;
this.v1 = (this.cutY + this.cutWidth) / th;
return this;
},
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/**
* Clones this Frame into a new Frame object.
*
* @method Phaser.Textures.Frame#clone
* @since 3.0.0
*
* @return {Phaser.Textures.Frame} A clone of this Frame.
*/
clone: function ()
{
var clone = new Frame(this.texture, this.name, this.sourceIndex);
clone.cutX = this.cutX;
clone.cutY = this.cutY;
clone.cutWidth = this.cutWidth;
clone.cutHeight = this.cutHeight;
clone.x = this.x;
clone.y = this.y;
clone.width = this.width;
clone.height = this.height;
clone.halfWidth = this.halfWidth;
clone.halfHeight = this.halfHeight;
clone.centerX = this.centerX;
clone.centerY = this.centerY;
clone.rotated = this.rotated;
clone.data = Extend(true, clone.data, this.data);
clone.updateUVs();
return clone;
},
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/**
* Destroys this Frames references.
*
* @method Phaser.Textures.Frame#destroy
* @since 3.0.0
*/
destroy: function ()
{
this.texture = null;
this.source = null;
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},
/**
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* The width of the Frame in its un-trimmed, un-padded state, as prepared in the art package,
* before being packed.
*
* @name Phaser.Textures.Frame#realWidth
* @type {number}
* @readOnly
* @since 3.0.0
*/
realWidth: {
get: function ()
{
return this.data.sourceSize.w;
}
},
/**
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* The height of the Frame in its un-trimmed, un-padded state, as prepared in the art package,
* before being packed.
*
* @name Phaser.Textures.Frame#realHeight
* @type {number}
* @readOnly
* @since 3.0.0
*/
realHeight: {
get: function ()
{
return this.data.sourceSize.h;
}
},
/**
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* The radius of the Frame (derived from sqrt(w * w + h * h) / 2)
*
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* @name Phaser.Textures.Frame#radius
* @type {number}
* @readOnly
* @since 3.0.0
*/
radius: {
get: function ()
{
return this.data.radius;
}
},
/**
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* Is the Frame trimmed or not?
*
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* @name Phaser.Textures.Frame#trimmed
* @type {boolean}
* @readOnly
* @since 3.0.0
*/
trimmed: {
get: function ()
{
return this.data.trim;
}
},
/**
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* The Canvas drawImage data object.
*
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* @name Phaser.Textures.Frame#canvasData
* @type {object}
* @readOnly
* @since 3.0.0
*/
canvasData: {
get: function ()
{
return this.data.drawImage;
}
}
});
module.exports = Frame;