FileType.HTML is a new file type loader that will load an HTML snippet and store it in the new html cache. Access it via load.html (this method was previously used to load html to textures, please see load.htmlTexture for this feature now)

This commit is contained in:
Richard Davey 2018-07-19 13:21:51 +01:00
parent 675cb3b59a
commit 2a008e6713
5 changed files with 298 additions and 115 deletions

View file

@ -7,6 +7,8 @@
* `Camera.resolution` is a new read-only property that holds the current game config resolution that the camera is using. This is used internally for viewport calculations.
* `Text.resolution` and the method `Text.setResolution` allows you to control the resolution of a Static Text Game Object. By default it will be set to match the resolution set in the Game Config, but you can override it yourself via the TextStyle. It allows for much clearer text on High DPI devices, at the cost of larger internal Canvas textures for the Text - so please use with caution, as the more high res Text you have, the more memory it uses up. Fix #3528 (thanks @kirillbunin)
* `TransformMatrix.getCSSMatrix` will return a CSS transform matrix formatted string from the current matrix values.
* `CacheManager` now creates a new cache called `html` which is used to store all loaded HTML snippets.
* `FileType.HTML` is a new file type loader that will load an HTML snippet and store it in the new `html` cache. Access it via `load.html` (this method was previously used to load html to textures, please see `load.htmlTexture` for this feature now)
### Updates
@ -14,6 +16,7 @@
* `Camera.setScene` will now set the Cameras `resolution` property at the same time and update the internal viewport vars.
* The `Cull Tiles` method used by the Dynamic Tilemap Layer has had a nice and significant optimization. It will now use the cull area dimensions to restrict the amount of tile iteration that takes place per layer, resulting in dramatic reductions in processing time on large layers, or multiple layers (thanks @tarsupin)
* `GameObject.willRender` now takes a Camera as its only argument and uses it within the check. This has allowed me to remove 23 duplicate checks spread across the various Game Objects, all of which did the same thing, saving both KB and CPU time as the flags were being checked twice in most cases.
* The file type loader `HTML` has been renamed to `HTMLTexture`. If you were using this then please change your calls from `load.html` to `load.htmlTexture`. The arguments remain the same.
### Game Config Resolution Specific Bug Fixes

View file

@ -14,12 +14,10 @@ var IsPlainObject = require('../../utils/object/IsPlainObject');
/**
* @typedef {object} Phaser.Loader.FileTypes.HTMLFileConfig
*
* @property {string} key - The key of the file. Must be unique within both the Loader and the Texture Manager.
* @property {string} key - The key of the file. Must be unique within both the Loader and the Text Cache.
* @property {string} [url] - The absolute or relative URL to load the file from.
* @property {string} [extension='html'] - The default file extension to use if no url is provided.
* @property {XHRSettingsObject} [xhrSettings] - Extra XHR Settings specifically for this file.
* @property {integer} [width=512] - The width of the texture the HTML will be rendered to.
* @property {integer} [height=512] - The height of the texture the HTML will be rendered to.
*/
/**
@ -34,13 +32,11 @@ var IsPlainObject = require('../../utils/object/IsPlainObject');
* @extends Phaser.Loader.File
* @memberOf Phaser.Loader.FileTypes
* @constructor
* @since 3.0.0
* @since 3.12.0
*
* @param {Phaser.Loader.LoaderPlugin} loader - A reference to the Loader that is responsible for this file.
* @param {(string|Phaser.Loader.FileTypes.HTMLFileConfig)} key - The key to use for this file, or a file configuration object.
* @param {string} [url] - The absolute or relative URL to load this file from. If undefined or `null` it will be set to `<key>.png`, i.e. if `key` was "alien" then the URL will be "alien.png".
* @param {integer} [width] - The width of the texture the HTML will be rendered to.
* @param {integer} [height] - The height of the texture the HTML will be rendered to.
* @param {string} [url] - The absolute or relative URL to load this file from. If undefined or `null` it will be set to `<key>.txt`, i.e. if `key` was "alien" then the URL will be "alien.html".
* @param {XHRSettingsObject} [xhrSettings] - Extra XHR Settings specifically for this file.
*/
var HTMLFile = new Class({
@ -49,11 +45,8 @@ var HTMLFile = new Class({
initialize:
function HTMLFile (loader, key, url, width, height, xhrSettings)
function HTMLFile (loader, key, url, xhrSettings)
{
if (width === undefined) { width = 512; }
if (height === undefined) { height = 512; }
var extension = 'html';
if (IsPlainObject(key))
@ -64,22 +57,16 @@ var HTMLFile = new Class({
url = GetFastValue(config, 'url');
xhrSettings = GetFastValue(config, 'xhrSettings');
extension = GetFastValue(config, 'extension', extension);
width = GetFastValue(config, 'width', width);
height = GetFastValue(config, 'height', height);
}
var fileConfig = {
type: 'html',
cache: loader.textureManager,
type: 'text',
cache: loader.cacheManager.html,
extension: extension,
responseType: 'text',
key: key,
url: url,
xhrSettings: xhrSettings,
config: {
width: width,
height: height
}
xhrSettings: xhrSettings
};
File.call(this, loader, fileConfig);
@ -96,80 +83,22 @@ var HTMLFile = new Class({
{
this.state = CONST.FILE_PROCESSING;
var w = this.config.width;
var h = this.config.height;
this.data = this.xhrLoader.responseText;
var data = [];
data.push('<svg width="' + w + 'px" height="' + h + 'px" viewBox="0 0 ' + w + ' ' + h + '" xmlns="http://www.w3.org/2000/svg">');
data.push('<foreignObject width="100%" height="100%">');
data.push('<body xmlns="http://www.w3.org/1999/xhtml">');
data.push(this.xhrLoader.responseText);
data.push('</body>');
data.push('</foreignObject>');
data.push('</svg>');
var svg = [ data.join('\n') ];
var _this = this;
try
{
var blob = new window.Blob(svg, { type: 'image/svg+xml;charset=utf-8' });
}
catch (e)
{
_this.state = CONST.FILE_ERRORED;
_this.onProcessComplete();
return;
}
this.data = new Image();
this.data.crossOrigin = this.crossOrigin;
this.data.onload = function ()
{
File.revokeObjectURL(_this.data);
_this.onProcessComplete();
};
this.data.onerror = function ()
{
File.revokeObjectURL(_this.data);
_this.onProcessError();
};
File.createObjectURL(this.data, blob, 'image/svg+xml');
},
/**
* Adds this file to its target cache upon successful loading and processing.
*
* @method Phaser.Loader.FileTypes.HTMLFile#addToCache
* @since 3.7.0
*/
addToCache: function ()
{
var texture = this.cache.addImage(this.key, this.data);
this.pendingDestroy(texture);
this.onProcessComplete();
}
});
/**
* Adds an HTML File, or array of HTML Files, to the current load queue.
* Adds an HTML file, or array of HTML files, to the current load queue.
*
* You can call this method from within your Scene's `preload`, along with any other files you wish to load:
*
* ```javascript
* function preload ()
* {
* this.load.html('instructions', 'content/intro.html', 256, 512);
* this.load.html('story', files/LoginForm.html');
* }
* ```
*
@ -180,68 +109,55 @@ var HTMLFile = new Class({
* The typical flow for a Phaser Scene is that you load assets in the Scene's `preload` method and then when the
* Scene's `create` method is called you are guaranteed that all of those assets are ready for use and have been
* loaded.
*
* The key must be a unique String. It is used to add the file to the global Texture Manager upon a successful load.
* The key should be unique both in terms of files being loaded and files already present in the Texture Manager.
*
* The key must be a unique String. It is used to add the file to the global HTML Cache upon a successful load.
* The key should be unique both in terms of files being loaded and files already present in the HTML Cache.
* Loading a file using a key that is already taken will result in a warning. If you wish to replace an existing file
* then remove it from the Texture Manager first, before loading a new one.
* then remove it from the HTML Cache first, before loading a new one.
*
* Instead of passing arguments you can pass a configuration object, such as:
*
* ```javascript
* this.load.html({
* key: 'instructions',
* url: 'content/intro.html',
* width: 256,
* height: 512
* key: 'login',
* url: 'files/LoginForm.html'
* });
* ```
*
* See the documentation for `Phaser.Loader.FileTypes.HTMLFileConfig` for more details.
*
* Once the file has finished loading you can use it as a texture for a Game Object by referencing its key:
* Once the file has finished loading you can access it from its Cache using its key:
*
* ```javascript
* this.load.html('instructions', 'content/intro.html', 256, 512);
* this.load.html('login', 'files/LoginForm.html');
* // and later in your game ...
* this.add.image(x, y, 'instructions');
* var data = this.cache.html.get('login');
* ```
*
* If you have specified a prefix in the loader, via `Loader.setPrefix` then this value will be prepended to this files
* key. For example, if the prefix was `MENU.` and the key was `Background` the final key will be `MENU.Background` and
* this is what you would use to retrieve the image from the Texture Manager.
* key. For example, if the prefix was `LEVEL1.` and the key was `Story` the final key will be `LEVEL1.Story` and
* this is what you would use to retrieve the html from the HTML Cache.
*
* The URL can be relative or absolute. If the URL is relative the `Loader.baseURL` and `Loader.path` values will be prepended to it.
*
* If the URL isn't specified the Loader will take the key and create a filename from that. For example if the key is "alien"
* and no URL is given then the Loader will set the URL to be "alien.html". It will always add `.html` as the extension, although
* If the URL isn't specified the Loader will take the key and create a filename from that. For example if the key is "story"
* and no URL is given then the Loader will set the URL to be "story.html". It will always add `.html` as the extension, although
* this can be overridden if using an object instead of method arguments. If you do not desire this action then provide a URL.
*
* The width and height are the size of the texture to which the HTML will be rendered. It's not possible to determine these
* automatically, so you will need to provide them, either as arguments or in the file config object.
* When the HTML file has loaded a new SVG element is created with a size and viewbox set to the width and height given.
* The SVG file has a body tag added to it, with the HTML file contents included. It then calls `window.Blob` on the SVG,
* and if successful is added to the Texture Manager, otherwise it fails processing. The overall quality of the rendered
* HTML depends on your browser, and some of them may not even support the svg / blob process used. Be aware that there are
* limitations on what HTML can be inside an SVG. You can find out more details in this
* [Mozilla MDN entry](https://developer.mozilla.org/en-US/docs/Web/API/Canvas_API/Drawing_DOM_objects_into_a_canvas).
*
* Note: The ability to load this type of file will only be available if the Image File type has been built into Phaser.
* Note: The ability to load this type of file will only be available if the HTML File type has been built into Phaser.
* It is available in the default build but can be excluded from custom builds.
*
* @method Phaser.Loader.LoaderPlugin#html
* @fires Phaser.Loader.LoaderPlugin#addFileEvent
* @since 3.0.0
* @since 3.12.0
*
* @param {(string|Phaser.Loader.FileTypes.ImageFileConfig|Phaser.Loader.FileTypes.ImageFileConfig[])} key - The key to use for this file, or a file configuration object, or array of them.
* @param {string} [url] - The absolute or relative URL to load this file from. If undefined or `null` it will be set to `<key>.png`, i.e. if `key` was "alien" then the URL will be "alien.png".
* @param {integer} [width=512] - The width of the texture the HTML will be rendered to.
* @param {integer} [height=512] - The height of the texture the HTML will be rendered to.
* @param {(string|Phaser.Loader.FileTypes.HTMLFileConfig|Phaser.Loader.FileTypes.HTMLFileConfig[])} key - The key to use for this file, or a file configuration object, or array of them.
* @param {string} [url] - The absolute or relative URL to load this file from. If undefined or `null` it will be set to `<key>.html`, i.e. if `key` was "alien" then the URL will be "alien.html".
* @param {XHRSettingsObject} [xhrSettings] - An XHR Settings configuration object. Used in replacement of the Loaders default XHR Settings.
*
* @return {Phaser.Loader.LoaderPlugin} The Loader instance.
*/
FileTypesManager.register('html', function (key, url, width, height, xhrSettings)
FileTypesManager.register('html', function (key, url, xhrSettings)
{
if (Array.isArray(key))
{
@ -253,7 +169,7 @@ FileTypesManager.register('html', function (key, url, width, height, xhrSettings
}
else
{
this.addFile(new HTMLFile(this, key, url, width, height, xhrSettings));
this.addFile(new HTMLFile(this, key, url, xhrSettings));
}
return this;

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@ -0,0 +1,263 @@
/**
* @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('../../utils/Class');
var CONST = require('../const');
var File = require('../File');
var FileTypesManager = require('../FileTypesManager');
var GetFastValue = require('../../utils/object/GetFastValue');
var IsPlainObject = require('../../utils/object/IsPlainObject');
/**
* @typedef {object} Phaser.Loader.FileTypes.HTMLTextureFileConfig
*
* @property {string} key - The key of the file. Must be unique within both the Loader and the Texture Manager.
* @property {string} [url] - The absolute or relative URL to load the file from.
* @property {string} [extension='html'] - The default file extension to use if no url is provided.
* @property {XHRSettingsObject} [xhrSettings] - Extra XHR Settings specifically for this file.
* @property {integer} [width=512] - The width of the texture the HTML will be rendered to.
* @property {integer} [height=512] - The height of the texture the HTML will be rendered to.
*/
/**
* @classdesc
* A single HTML File suitable for loading by the Loader.
*
* These are created when you use the Phaser.Loader.LoaderPlugin#html method and are not typically created directly.
*
* For documentation about what all the arguments and configuration options mean please see Phaser.Loader.LoaderPlugin#html.
*
* @class HTMLTextureFile
* @extends Phaser.Loader.File
* @memberOf Phaser.Loader.FileTypes
* @constructor
* @since 3.12.0
*
* @param {Phaser.Loader.LoaderPlugin} loader - A reference to the Loader that is responsible for this file.
* @param {(string|Phaser.Loader.FileTypes.HTMLTextureFileConfig)} key - The key to use for this file, or a file configuration object.
* @param {string} [url] - The absolute or relative URL to load this file from. If undefined or `null` it will be set to `<key>.png`, i.e. if `key` was "alien" then the URL will be "alien.png".
* @param {integer} [width] - The width of the texture the HTML will be rendered to.
* @param {integer} [height] - The height of the texture the HTML will be rendered to.
* @param {XHRSettingsObject} [xhrSettings] - Extra XHR Settings specifically for this file.
*/
var HTMLTextureFile = new Class({
Extends: File,
initialize:
function HTMLTextureFile (loader, key, url, width, height, xhrSettings)
{
if (width === undefined) { width = 512; }
if (height === undefined) { height = 512; }
var extension = 'html';
if (IsPlainObject(key))
{
var config = key;
key = GetFastValue(config, 'key');
url = GetFastValue(config, 'url');
xhrSettings = GetFastValue(config, 'xhrSettings');
extension = GetFastValue(config, 'extension', extension);
width = GetFastValue(config, 'width', width);
height = GetFastValue(config, 'height', height);
}
var fileConfig = {
type: 'html',
cache: loader.textureManager,
extension: extension,
responseType: 'text',
key: key,
url: url,
xhrSettings: xhrSettings,
config: {
width: width,
height: height
}
};
File.call(this, loader, fileConfig);
},
/**
* Called automatically by Loader.nextFile.
* This method controls what extra work this File does with its loaded data.
*
* @method Phaser.Loader.FileTypes.HTMLTextureFile#onProcess
* @since 3.7.0
*/
onProcess: function ()
{
this.state = CONST.FILE_PROCESSING;
var w = this.config.width;
var h = this.config.height;
var data = [];
data.push('<svg width="' + w + 'px" height="' + h + 'px" viewBox="0 0 ' + w + ' ' + h + '" xmlns="http://www.w3.org/2000/svg">');
data.push('<foreignObject width="100%" height="100%">');
data.push('<body xmlns="http://www.w3.org/1999/xhtml">');
data.push(this.xhrLoader.responseText);
data.push('</body>');
data.push('</foreignObject>');
data.push('</svg>');
var svg = [ data.join('\n') ];
var _this = this;
try
{
var blob = new window.Blob(svg, { type: 'image/svg+xml;charset=utf-8' });
}
catch (e)
{
_this.state = CONST.FILE_ERRORED;
_this.onProcessComplete();
return;
}
this.data = new Image();
this.data.crossOrigin = this.crossOrigin;
this.data.onload = function ()
{
File.revokeObjectURL(_this.data);
_this.onProcessComplete();
};
this.data.onerror = function ()
{
File.revokeObjectURL(_this.data);
_this.onProcessError();
};
File.createObjectURL(this.data, blob, 'image/svg+xml');
},
/**
* Adds this file to its target cache upon successful loading and processing.
*
* @method Phaser.Loader.FileTypes.HTMLTextureFile#addToCache
* @since 3.7.0
*/
addToCache: function ()
{
var texture = this.cache.addImage(this.key, this.data);
this.pendingDestroy(texture);
}
});
/**
* Adds an HTML File, or array of HTML Files, to the current load queue. When the files are loaded they
* will be rendered to textures and stored in the Texture Manager.
*
* You can call this method from within your Scene's `preload`, along with any other files you wish to load:
*
* ```javascript
* function preload ()
* {
* this.load.htmlTexture('instructions', 'content/intro.html', 256, 512);
* }
* ```
*
* The file is **not** loaded right away. It is added to a queue ready to be loaded either when the loader starts,
* or if it's already running, when the next free load slot becomes available. This happens automatically if you
* are calling this from within the Scene's `preload` method, or a related callback. Because the file is queued
* it means you cannot use the file immediately after calling this method, but must wait for the file to complete.
* The typical flow for a Phaser Scene is that you load assets in the Scene's `preload` method and then when the
* Scene's `create` method is called you are guaranteed that all of those assets are ready for use and have been
* loaded.
*
* The key must be a unique String. It is used to add the file to the global Texture Manager upon a successful load.
* The key should be unique both in terms of files being loaded and files already present in the Texture Manager.
* Loading a file using a key that is already taken will result in a warning. If you wish to replace an existing file
* then remove it from the Texture Manager first, before loading a new one.
*
* Instead of passing arguments you can pass a configuration object, such as:
*
* ```javascript
* this.load.htmlTexture({
* key: 'instructions',
* url: 'content/intro.html',
* width: 256,
* height: 512
* });
* ```
*
* See the documentation for `Phaser.Loader.FileTypes.HTMLTextureFileConfig` for more details.
*
* Once the file has finished loading you can use it as a texture for a Game Object by referencing its key:
*
* ```javascript
* this.load.htmlTexture('instructions', 'content/intro.html', 256, 512);
* // and later in your game ...
* this.add.image(x, y, 'instructions');
* ```
*
* If you have specified a prefix in the loader, via `Loader.setPrefix` then this value will be prepended to this files
* key. For example, if the prefix was `MENU.` and the key was `Background` the final key will be `MENU.Background` and
* this is what you would use to retrieve the image from the Texture Manager.
*
* The URL can be relative or absolute. If the URL is relative the `Loader.baseURL` and `Loader.path` values will be prepended to it.
*
* If the URL isn't specified the Loader will take the key and create a filename from that. For example if the key is "alien"
* and no URL is given then the Loader will set the URL to be "alien.html". It will always add `.html` as the extension, although
* this can be overridden if using an object instead of method arguments. If you do not desire this action then provide a URL.
*
* The width and height are the size of the texture to which the HTML will be rendered. It's not possible to determine these
* automatically, so you will need to provide them, either as arguments or in the file config object.
* When the HTML file has loaded a new SVG element is created with a size and viewbox set to the width and height given.
* The SVG file has a body tag added to it, with the HTML file contents included. It then calls `window.Blob` on the SVG,
* and if successful is added to the Texture Manager, otherwise it fails processing. The overall quality of the rendered
* HTML depends on your browser, and some of them may not even support the svg / blob process used. Be aware that there are
* limitations on what HTML can be inside an SVG. You can find out more details in this
* [Mozilla MDN entry](https://developer.mozilla.org/en-US/docs/Web/API/Canvas_API/Drawing_DOM_objects_into_a_canvas).
*
* Note: The ability to load this type of file will only be available if the Image File type has been built into Phaser.
* It is available in the default build but can be excluded from custom builds.
*
* @method Phaser.Loader.LoaderPlugin#htmlTexture
* @fires Phaser.Loader.LoaderPlugin#addFileEvent
* @since 3.12.0
*
* @param {(string|Phaser.Loader.FileTypes.ImageFileConfig|Phaser.Loader.FileTypes.ImageFileConfig[])} key - The key to use for this file, or a file configuration object, or array of them.
* @param {string} [url] - The absolute or relative URL to load this file from. If undefined or `null` it will be set to `<key>.png`, i.e. if `key` was "alien" then the URL will be "alien.png".
* @param {integer} [width=512] - The width of the texture the HTML will be rendered to.
* @param {integer} [height=512] - The height of the texture the HTML will be rendered to.
* @param {XHRSettingsObject} [xhrSettings] - An XHR Settings configuration object. Used in replacement of the Loaders default XHR Settings.
*
* @return {Phaser.Loader.LoaderPlugin} The Loader instance.
*/
FileTypesManager.register('htmlTexture', function (key, url, width, height, xhrSettings)
{
if (Array.isArray(key))
{
for (var i = 0; i < key.length; i++)
{
// If it's an array it has to be an array of Objects, so we get everything out of the 'key' object
this.addFile(new HTMLTextureFile(this, key[i]));
}
}
else
{
this.addFile(new HTMLTextureFile(this, key, url, width, height, xhrSettings));
}
return this;
});
module.exports = HTMLTextureFile;

View file

@ -129,7 +129,7 @@ var TextFile = new Class({
* Once the file has finished loading you can access it from its Cache using its key:
*
* ```javascript
* this.load.image('story', 'files/IntroStory.txt');
* this.load.text('story', 'files/IntroStory.txt');
* // and later in your game ...
* var data = this.cache.text.get('story');
* ```

View file

@ -20,6 +20,7 @@ module.exports = {
GLSLFile: require('./GLSLFile'),
HTML5AudioFile: require('./HTML5AudioFile'),
HTMLFile: require('./HTMLFile'),
HTMLTextureFile: require('./HTMLTextureFile'),
ImageFile: require('./ImageFile'),
JSONFile: require('./JSONFile'),
MultiAtlasFile: require('./MultiAtlasFile'),