/** * @author Richard Davey * @copyright 2022 Photon Storm Ltd. * @license {@link https://opensource.org/licenses/MIT|MIT License} */ var CanvasPool = require('../display/canvas/CanvasPool'); var CanvasTexture = require('./CanvasTexture'); var Class = require('../utils/Class'); var Color = require('../display/color/Color'); var CONST = require('../const'); var DynamicTexture = require('./DynamicTexture'); var EventEmitter = require('eventemitter3'); var Events = require('./events'); var Frame = require('./Frame'); var GameEvents = require('../core/events'); var GenerateTexture = require('../create/GenerateTexture'); var GetValue = require('../utils/object/GetValue'); var ImageGameObject = require('../gameobjects/image/Image'); var IsPlainObject = require('../utils/object/IsPlainObject'); var Parser = require('./parsers'); var Rectangle = require('../geom/rectangle/Rectangle'); var Texture = require('./Texture'); /** * @callback EachTextureCallback * * @param {Phaser.Textures.Texture} texture - Each texture in Texture Manager. * @param {...*} [args] - Additional arguments that will be passed to the callback, after the child. */ /** * @classdesc * When Phaser boots it will create an instance of this Texture Manager class. * * It is a global manager that handles all textures in your game. You can access it from within * a Scene via the `this.textures` property. * * Its role is as a manager for all textures that your game uses. It can create, update and remove * textures globally, as well as parse texture data from external files, such as sprite sheets * and texture atlases. * * Sprites and other texture-based Game Objects get their texture data directly from this class. * * @class TextureManager * @extends Phaser.Events.EventEmitter * @memberof Phaser.Textures * @constructor * @since 3.0.0 * * @param {Phaser.Game} game - The Phaser.Game instance this Texture Manager belongs to. */ var TextureManager = new Class({ Extends: EventEmitter, initialize: function TextureManager (game) { EventEmitter.call(this); /** * The Game that the Texture Manager belongs to. * * A game will only ever have one instance of a Texture Manager. * * @name Phaser.Textures.TextureManager#game * @type {Phaser.Game} * @since 3.0.0 */ this.game = game; /** * The internal name of this manager. * * @name Phaser.Textures.TextureManager#name * @type {string} * @readonly * @since 3.0.0 */ this.name = 'TextureManager'; /** * This object contains all Textures that belong to this Texture Manager. * * Textures are identified by string-based keys, which are used as the property * within this object. Therefore, you can access any texture directly from this * object without any iteration. * * You should not typically modify this object directly, but instead use the * methods provided by the Texture Manager to add and remove entries from it. * * @name Phaser.Textures.TextureManager#list * @type {object} * @default {} * @since 3.0.0 */ this.list = {}; /** * The temporary canvas element used to save the pixel data of an arbitrary texture * during the `TextureManager.getPixel` and `getPixelAlpha` methods. * * @name Phaser.Textures.TextureManager#_tempCanvas * @type {HTMLCanvasElement} * @private * @since 3.0.0 */ this._tempCanvas = CanvasPool.create2D(this); /** * The 2d context of the `_tempCanvas` element. * * @name Phaser.Textures.TextureManager#_tempContext * @type {CanvasRenderingContext2D} * @private * @since 3.0.0 */ this._tempContext = this._tempCanvas.getContext('2d', { willReadFrequently: true }); /** * An internal tracking value used for emitting the 'READY' event after all of * the managers in the game have booted. * * @name Phaser.Textures.TextureManager#_pending * @type {number} * @private * @default 0 * @since 3.0.0 */ this._pending = 0; /** * An Image Game Object that belongs to this Texture Manager. * * Used as a drawing stamp within Dynamic Textures. * * This is not part of the display list and doesn't render. * * @name Phaser.Textures.TextureManager#stamp * @type {Phaser.GameObjects.Image} * @readonly * @since 3.60.0 */ this.stamp; /** * The crop Rectangle as used by the Stamp when it needs to crop itself. * * @name Phaser.Textures.TextureManager#stampCrop * @type {Phaser.Geom.Rectangle} * @since 3.60.0 */ this.stampCrop = new Rectangle(); /** * If this flag is `true` then the Texture Manager will never emit any * warnings to the console log that report missing textures. * * @name Phaser.Textures.TextureManager#silentWarnings * @type {boolean} * @default false * @since 3.60.0 */ this.silentWarnings = false; game.events.once(GameEvents.BOOT, this.boot, this); }, /** * The Boot Handler called by Phaser.Game when it first starts up. * * @method Phaser.Textures.TextureManager#boot * @private * @since 3.0.0 */ boot: function () { this._pending = 3; this.on(Events.LOAD, this.updatePending, this); this.on(Events.ERROR, this.updatePending, this); var config = this.game.config; this.addBase64('__DEFAULT', config.defaultImage); this.addBase64('__MISSING', config.missingImage); this.addBase64('__WHITE', config.whiteImage); this.game.events.once(GameEvents.DESTROY, this.destroy, this); }, /** * After 'onload' or 'onerror' invoked twice, emit 'ready' event. * * @method Phaser.Textures.TextureManager#updatePending * @private * @since 3.0.0 */ updatePending: function () { this._pending--; if (this._pending === 0) { this.off(Events.LOAD); this.off(Events.ERROR); this.emit(Events.READY); this.stamp = new ImageGameObject(this.game.scene.systemScene).setOrigin(0); } }, /** * Checks the given texture key and throws a console.warn if the key is already in use, then returns false. * * If you wish to avoid the console.warn then use `TextureManager.exists` instead. * * @method Phaser.Textures.TextureManager#checkKey * @since 3.7.0 * * @param {string} key - The texture key to check. * * @return {boolean} `true` if it's safe to use the texture key, otherwise `false`. */ checkKey: function (key) { if (this.exists(key)) { if (!this.silentWarnings) { // eslint-disable-next-line no-console console.error('Texture key already in use: ' + key); } return false; } return true; }, /** * Removes a Texture from the Texture Manager and destroys it. This will immediately * clear all references to it from the Texture Manager, and if it has one, destroy its * WebGLTexture. This will emit a `removetexture` event. * * Note: If you have any Game Objects still using this texture they will start throwing * errors the next time they try to render. Make sure that removing the texture is the final * step when clearing down to avoid this. * * @method Phaser.Textures.TextureManager#remove * @fires Phaser.Textures.Events#REMOVE * @since 3.7.0 * * @param {(string|Phaser.Textures.Texture)} key - The key of the Texture to remove, or a reference to it. * * @return {Phaser.Textures.TextureManager} The Texture Manager. */ remove: function (key) { if (typeof key === 'string') { if (this.exists(key)) { key = this.get(key); } else { if (!this.silentWarnings) { console.warn('No texture found matching key: ' + key); } return this; } } // By this point key should be a Texture, if not, the following fails anyway if (this.list.hasOwnProperty(key.key)) { key.destroy(); this.emit(Events.REMOVE, key.key); this.emit(Events.REMOVE_KEY + key.key); } return this; }, /** * Removes a key from the Texture Manager but does not destroy the Texture that was using the key. * * @method Phaser.Textures.TextureManager#removeKey * @since 3.17.0 * * @param {string} key - The key to remove from the texture list. * * @return {Phaser.Textures.TextureManager} The Texture Manager. */ removeKey: function (key) { if (this.list.hasOwnProperty(key)) { delete this.list[key]; } return this; }, /** * Adds a new Texture to the Texture Manager created from the given Base64 encoded data. * * It works by creating an `Image` DOM object, then setting the `src` attribute to * the given base64 encoded data. As a result, the process is asynchronous by its nature, * so be sure to listen for the events this method dispatches before using the texture. * * @method Phaser.Textures.TextureManager#addBase64 * @fires Phaser.Textures.Events#ADD * @fires Phaser.Textures.Events#ERROR * @fires Phaser.Textures.Events#LOAD * @since 3.0.0 * * @param {string} key - The unique string-based key of the Texture. * @param {*} data - The Base64 encoded data. * * @return {this} This Texture Manager instance. */ addBase64: function (key, data) { if (this.checkKey(key)) { var _this = this; var image = new Image(); image.onerror = function () { _this.emit(Events.ERROR, key); }; image.onload = function () { var texture = _this.create(key, image); Parser.Image(texture, 0); _this.emit(Events.ADD, key, texture); _this.emit(Events.ADD_KEY + key, texture); _this.emit(Events.LOAD, key, texture); }; image.src = data; } return this; }, /** * Gets an existing texture frame and converts it into a base64 encoded image and returns the base64 data. * * You can also provide the image type and encoder options. * * This will only work with bitmap based texture frames, such as those created from Texture Atlases. * It will not work with GL Texture objects, such as Shaders, or Render Textures. For those please * see the WebGL Snapshot function instead. * * @method Phaser.Textures.TextureManager#getBase64 * @since 3.12.0 * * @param {string} key - The unique string-based key of the Texture. * @param {(string|number)} [frame] - The string-based name, or integer based index, of the Frame to get from the Texture. * @param {string} [type='image/png'] - A DOMString indicating the image format. The default format type is image/png. * @param {number} [encoderOptions=0.92] - A Number between 0 and 1 indicating the image quality to use for image formats that use lossy compression such as image/jpeg and image/webp. If this argument is anything else, the default value for image quality is used. The default value is 0.92. Other arguments are ignored. * * @return {string} The base64 encoded data, or an empty string if the texture frame could not be found. */ getBase64: function (key, frame, type, encoderOptions) { if (type === undefined) { type = 'image/png'; } if (encoderOptions === undefined) { encoderOptions = 0.92; } var data = ''; var textureFrame = this.getFrame(key, frame); if (textureFrame && (textureFrame.source.isRenderTexture || textureFrame.source.isGLTexture)) { if (!this.silentWarnings) { console.warn('Cannot getBase64 from WebGL Texture'); } } else if (textureFrame) { var cd = textureFrame.canvasData; var canvas = CanvasPool.create2D(this, cd.width, cd.height); var ctx = canvas.getContext('2d'); if (cd.width > 0 && cd.height > 0) { ctx.drawImage( textureFrame.source.image, cd.x, cd.y, cd.width, cd.height, 0, 0, cd.width, cd.height ); } data = canvas.toDataURL(type, encoderOptions); CanvasPool.remove(canvas); } return data; }, /** * Adds a new Texture to the Texture Manager created from the given Image element. * * @method Phaser.Textures.TextureManager#addImage * @fires Phaser.Textures.Events#ADD * @since 3.0.0 * * @param {string} key - The unique string-based key of the Texture. * @param {HTMLImageElement} source - The source Image element. * @param {HTMLImageElement|HTMLCanvasElement} [dataSource] - An optional data Image element. * * @return {?Phaser.Textures.Texture} The Texture that was created, or `null` if the key is already in use. */ addImage: function (key, source, dataSource) { var texture = null; if (this.checkKey(key)) { texture = this.create(key, source); Parser.Image(texture, 0); if (dataSource) { texture.setDataSource(dataSource); } this.emit(Events.ADD, key, texture); this.emit(Events.ADD_KEY + key, texture); } return texture; }, /** * Takes a WebGL Texture and creates a Phaser Texture from it, which is added to the Texture Manager using the given key. * * This allows you to then use the Texture as a normal texture for texture based Game Objects like Sprites. * * If the `width` and `height` arguments are omitted, but the WebGL Texture was created by Phaser's WebGL Renderer * and has `glTexture.width` and `glTexture.height` properties, these values will be used instead. * * This is a WebGL only feature. * * @method Phaser.Textures.TextureManager#addGLTexture * @fires Phaser.Textures.Events#ADD * @since 3.19.0 * * @param {string} key - The unique string-based key of the Texture. * @param {WebGLTexture} glTexture - The source Render Texture. * @param {number} [width] - The new width of the Texture. Read from `glTexture.width` if omitted. * @param {number} [height] - The new height of the Texture. Read from `glTexture.height` if omitted. * * @return {?Phaser.Textures.Texture} The Texture that was created, or `null` if the key is already in use. */ addGLTexture: function (key, glTexture, width, height) { var texture = null; if (this.checkKey(key)) { if (width === undefined) { width = glTexture.width; } if (height === undefined) { height = glTexture.height; } texture = this.create(key, glTexture, width, height); texture.add('__BASE', 0, 0, 0, width, height); this.emit(Events.ADD, key, texture); this.emit(Events.ADD_KEY + key, texture); } return texture; }, /** * Adds a Compressed Texture to this Texture Manager. * * The texture should typically have been loaded via the `CompressedTextureFile` loader, * in order to prepare the correct data object this method requires. * * You can optionally also pass atlas data to this method, in which case a texture atlas * will be generated from the given compressed texture, combined with the atlas data. * * @method Phaser.Textures.TextureManager#addCompressedTexture * @fires Phaser.Textures.Events#ADD * @since 3.60.0 * * @param {string} key - The unique string-based key of the Texture. * @param {Phaser.Types.Textures.CompressedTextureData} textureData - The Compressed Texture data object. * @param {object} [atlasData] - Optional Texture Atlas data. * * @return {?Phaser.Textures.Texture} The Texture that was created, or `null` if the key is already in use. */ addCompressedTexture: function (key, textureData, atlasData) { var texture = null; if (this.checkKey(key)) { texture = this.create(key, textureData); texture.add('__BASE', 0, 0, 0, textureData.width, textureData.height); if (atlasData) { if (Array.isArray(atlasData)) { for (var i = 0; i < atlasData.length; i++) { Parser.JSONHash(texture, i, atlasData[i]); } } else { Parser.JSONHash(texture, 0, atlasData); } } this.emit(Events.ADD, key, texture); this.emit(Events.ADD_KEY + key, texture); } return texture; }, /** * Adds a Render Texture to the Texture Manager using the given key. * This allows you to then use the Render Texture as a normal texture for texture based Game Objects like Sprites. * * @method Phaser.Textures.TextureManager#addRenderTexture * @fires Phaser.Textures.Events#ADD * @since 3.12.0 * * @param {string} key - The unique string-based key of the Texture. * @param {Phaser.GameObjects.RenderTexture} renderTexture - The source Render Texture. * * @return {?Phaser.Textures.Texture} The Texture that was created, or `null` if the key is already in use. */ addRenderTexture: function (key, renderTexture) { var texture = null; if (this.checkKey(key)) { texture = this.create(key, renderTexture); texture.add('__BASE', 0, 0, 0, renderTexture.width, renderTexture.height); this.emit(Events.ADD, key, texture); this.emit(Events.ADD_KEY + key, texture); } return texture; }, /** * Creates a new Texture using the given config values. * * Generated textures consist of a Canvas element to which the texture data is drawn. * * Generates a texture based on the given Create configuration object. * * The texture is drawn using a fixed-size indexed palette of 16 colors, where the hex value in the * data cells map to a single color. For example, if the texture config looked like this: * * ```javascript * var star = [ * '.....828.....', * '....72227....', * '....82228....', * '...7222227...', * '2222222222222', * '8222222222228', * '.72222222227.', * '..787777787..', * '..877777778..', * '.78778887787.', * '.27887.78872.', * '.787.....787.' * ]; * * this.textures.generate('star', { data: star, pixelWidth: 4 }); * ``` * * Then it would generate a texture that is 52 x 48 pixels in size, because each cell of the data array * represents 1 pixel multiplied by the `pixelWidth` value. The cell values, such as `8`, maps to color * number 8 in the palette. If a cell contains a period character `.` then it is transparent. * * The default palette is Arne16, but you can specify your own using the `palette` property. * * @method Phaser.Textures.TextureManager#generate * @since 3.0.0 * * @param {string} key - The unique string-based key of the Texture. * @param {Phaser.Types.Create.GenerateTextureConfig} config - The configuration object needed to generate the texture. * * @return {?Phaser.Textures.Texture} The Texture that was created, or `null` if the key is already in use. */ generate: function (key, config) { if (this.checkKey(key)) { var canvas = CanvasPool.create(this, 1, 1); config.canvas = canvas; GenerateTexture(config); return this.addCanvas(key, canvas); } else { return null; } }, /** * Creates a new Texture using a blank Canvas element of the size given. * * Canvas elements are automatically pooled and calling this method will * extract a free canvas from the CanvasPool, or create one if none are available. * * @method Phaser.Textures.TextureManager#createCanvas * @since 3.0.0 * * @param {string} key - The unique string-based key of the Texture. * @param {number} [width=256] - The width of the Canvas element. * @param {number} [height=256] - The height of the Canvas element. * * @return {?Phaser.Textures.CanvasTexture} The Canvas Texture that was created, or `null` if the key is already in use. */ createCanvas: function (key, width, height) { if (width === undefined) { width = 256; } if (height === undefined) { height = 256; } if (this.checkKey(key)) { var canvas = CanvasPool.create(this, width, height, CONST.CANVAS, true); return this.addCanvas(key, canvas); } return null; }, /** * Creates a new Canvas Texture object from an existing Canvas element * and adds it to this Texture Manager, unless `skipCache` is true. * * @method Phaser.Textures.TextureManager#addCanvas * @fires Phaser.Textures.Events#ADD * @since 3.0.0 * * @param {string} key - The unique string-based key of the Texture. * @param {HTMLCanvasElement} source - The Canvas element to form the base of the new Texture. * @param {boolean} [skipCache=false] - Skip adding this Texture into the Cache? * * @return {?Phaser.Textures.CanvasTexture} The Canvas Texture that was created, or `null` if the key is already in use. */ addCanvas: function (key, source, skipCache) { if (skipCache === undefined) { skipCache = false; } var texture = null; if (skipCache) { texture = new CanvasTexture(this, key, source, source.width, source.height); } else if (this.checkKey(key)) { texture = new CanvasTexture(this, key, source, source.width, source.height); this.list[key] = texture; this.emit(Events.ADD, key, texture); this.emit(Events.ADD_KEY + key, texture); } return texture; }, /** * Creates a Dynamic Texture instance and adds itself to this Texture Manager. * * A Dynamic Texture is a special texture that allows you to draw textures, frames and most kind of * Game Objects directly to it. * * You can take many complex objects and draw them to this one texture, which can then be used as the * base texture for other Game Objects, such as Sprites. Should you then update this texture, all * Game Objects using it will instantly be updated as well, reflecting the changes immediately. * * It's a powerful way to generate dynamic textures at run-time that are WebGL friendly and don't invoke * expensive GPU uploads on each change. * * See the methods available on the `DynamicTexture` class for more details. * * Optionally, you can also pass a Dynamic Texture instance to this method to have * it added to the Texture Manager. * * @method Phaser.Textures.TextureManager#addDynamicTexture * @fires Phaser.Textures.Events#ADD * @since 3.60.0 * * @param {(string|Phaser.Textures.DynamicTexture)} key - The string-based key of this Texture. Must be unique within the Texture Manager. Or, a DynamicTexture instance. * @param {number} [width=256] - The width of this Dynamic Texture in pixels. Defaults to 256 x 256. Ignored if an instance is passed as the key. * @param {number} [height=256] - The height of this Dynamic Texture in pixels. Defaults to 256 x 256. Ignored if an instance is passed as the key. * * @return {?Phaser.Textures.DynamicTexture} The Dynamic Texture that was created, or `null` if the key is already in use. */ addDynamicTexture: function (key, width, height) { var texture = null; if (typeof(key) === 'string' && !this.exists(key)) { texture = new DynamicTexture(this, key, width, height); } else { texture = key; key = texture.key; } if (this.checkKey(key)) { this.list[key] = texture; this.emit(Events.ADD, key, texture); this.emit(Events.ADD_KEY + key, texture); } else { texture = null; } return texture; }, /** * Adds a Texture Atlas to this Texture Manager. * * In Phaser terminology, a Texture Atlas is a combination of an atlas image and a JSON data file, * such as those exported by applications like Texture Packer. * * It can accept either JSON Array or JSON Hash formats, as exported by Texture Packer and similar software. * * As of Phaser 3.60 you can use this method to add a atlas data to an existing Phaser Texture. * * @method Phaser.Textures.TextureManager#addAtlas * @since 3.0.0 * * @param {string} key - The unique string-based key of the Texture. * @param {(HTMLImageElement|HTMLImageElement[]|Phaser.Textures.Texture)} source - The source Image element/s, or a Phaser Texture. * @param {(object|object[])} data - The Texture Atlas data/s. * @param {HTMLImageElement|HTMLCanvasElement|HTMLImageElement[]|HTMLCanvasElement[]} [dataSource] - An optional data Image element. * * @return {?Phaser.Textures.Texture} The Texture that was created, or `null` if the key is already in use. */ addAtlas: function (key, source, data, dataSource) { // New Texture Packer format? if (Array.isArray(data.textures) || Array.isArray(data.frames)) { return this.addAtlasJSONArray(key, source, data, dataSource); } else { return this.addAtlasJSONHash(key, source, data, dataSource); } }, /** * Adds a Texture Atlas to this Texture Manager. * * In Phaser terminology, a Texture Atlas is a combination of an atlas image and a JSON data file, * such as those exported by applications like Texture Packer. * * The frame data of the atlas must be stored in an Array within the JSON. * * This is known as a JSON Array in software such as Texture Packer. * * As of Phaser 3.60 you can use this method to add a atlas data to an existing Phaser Texture. * * @method Phaser.Textures.TextureManager#addAtlasJSONArray * @fires Phaser.Textures.Events#ADD * @since 3.0.0 * * @param {string} key - The unique string-based key of the Texture. * @param {(HTMLImageElement|HTMLImageElement[]|Phaser.Textures.Texture)} source - The source Image element/s, or a Phaser Texture. * @param {(object|object[])} data - The Texture Atlas data/s. * @param {HTMLImageElement|HTMLCanvasElement|HTMLImageElement[]|HTMLCanvasElement[]} [dataSource] - An optional data Image element. * * @return {?Phaser.Textures.Texture} The Texture that was created, or `null` if the key is already in use. */ addAtlasJSONArray: function (key, source, data, dataSource) { var texture = null; if (source instanceof Texture) { key = texture.key; texture = source; } else if (this.checkKey(key)) { texture = this.create(key, source); } if (texture) { // Multi-Atlas? if (Array.isArray(data)) { var singleAtlasFile = (data.length === 1); // multi-pack with one atlas file for all images // !! Assumes the textures are in the same order in the source array as in the json data !! for (var i = 0; i < texture.source.length; i++) { var atlasData = singleAtlasFile ? data[0] : data[i]; Parser.JSONArray(texture, i, atlasData); } } else { Parser.JSONArray(texture, 0, data); } if (dataSource) { texture.setDataSource(dataSource); } this.emit(Events.ADD, key, texture); this.emit(Events.ADD_KEY + key, texture); } return texture; }, /** * Adds a Texture Atlas to this Texture Manager. * * In Phaser terminology, a Texture Atlas is a combination of an atlas image and a JSON data file, * such as those exported by applications like Texture Packer. * * The frame data of the atlas must be stored in an Object within the JSON. * * This is known as a JSON Hash in software such as Texture Packer. * * As of Phaser 3.60 you can use this method to add a atlas data to an existing Phaser Texture. * * @method Phaser.Textures.TextureManager#addAtlasJSONHash * @fires Phaser.Textures.Events#ADD * @since 3.0.0 * * @param {string} key - The unique string-based key of the Texture. * @param {(HTMLImageElement|HTMLImageElement[]|Phaser.Textures.Texture)} source - The source Image element/s, or a Phaser Texture. * @param {(object|object[])} data - The Texture Atlas data/s. * @param {HTMLImageElement|HTMLCanvasElement|HTMLImageElement[]|HTMLCanvasElement[]} [dataSource] - An optional data Image element. * * @return {?Phaser.Textures.Texture} The Texture that was created, or `null` if the key is already in use. */ addAtlasJSONHash: function (key, source, data, dataSource) { var texture = null; if (source instanceof Texture) { key = texture.key; texture = source; } else if (this.checkKey(key)) { texture = this.create(key, source); } if (texture) { if (Array.isArray(data)) { for (var i = 0; i < data.length; i++) { Parser.JSONHash(texture, i, data[i]); } } else { Parser.JSONHash(texture, 0, data); } if (dataSource) { texture.setDataSource(dataSource); } this.emit(Events.ADD, key, texture); this.emit(Events.ADD_KEY + key, texture); } return texture; }, /** * Adds a Texture Atlas to this Texture Manager. * * In Phaser terminology, a Texture Atlas is a combination of an atlas image and a data file, * such as those exported by applications like Texture Packer. * * The frame data of the atlas must be stored in an XML file. * * As of Phaser 3.60 you can use this method to add a atlas data to an existing Phaser Texture. * * @method Phaser.Textures.TextureManager#addAtlasXML * @fires Phaser.Textures.Events#ADD * @since 3.7.0 * * @param {string} key - The unique string-based key of the Texture. * @param {(HTMLImageElement|Phaser.Textures.Texture)} source - The source Image element, or a Phaser Texture. * @param {object} data - The Texture Atlas XML data. * @param {HTMLImageElement|HTMLCanvasElement|HTMLImageElement[]|HTMLCanvasElement[]} [dataSource] - An optional data Image element. * * @return {?Phaser.Textures.Texture} The Texture that was created, or `null` if the key is already in use. */ addAtlasXML: function (key, source, data, dataSource) { var texture = null; if (source instanceof Texture) { key = texture.key; texture = source; } else if (this.checkKey(key)) { texture = this.create(key, source); } if (texture) { Parser.AtlasXML(texture, 0, data); if (dataSource) { texture.setDataSource(dataSource); } this.emit(Events.ADD, key, texture); this.emit(Events.ADD_KEY + key, texture); } return texture; }, /** * Adds a Unity Texture Atlas to this Texture Manager. * * In Phaser terminology, a Texture Atlas is a combination of an atlas image and a data file, * such as those exported by applications like Texture Packer or Unity. * * The frame data of the atlas must be stored in a Unity YAML file. * * As of Phaser 3.60 you can use this method to add a atlas data to an existing Phaser Texture. * * @method Phaser.Textures.TextureManager#addUnityAtlas * @fires Phaser.Textures.Events#ADD * @since 3.0.0 * * @param {string} key - The unique string-based key of the Texture. * @param {HTMLImageElement} source - The source Image element. * @param {object} data - The Texture Atlas data. * @param {HTMLImageElement|HTMLCanvasElement|HTMLImageElement[]|HTMLCanvasElement[]} [dataSource] - An optional data Image element. * * @return {?Phaser.Textures.Texture} The Texture that was created, or `null` if the key is already in use. */ addUnityAtlas: function (key, source, data, dataSource) { var texture = null; if (source instanceof Texture) { key = texture.key; texture = source; } else if (this.checkKey(key)) { texture = this.create(key, source); } if (texture) { Parser.UnityYAML(texture, 0, data); if (dataSource) { texture.setDataSource(dataSource); } this.emit(Events.ADD, key, texture); this.emit(Events.ADD_KEY + key, texture); } return texture; }, /** * Adds a Sprite Sheet to this Texture Manager. * * In Phaser terminology a Sprite Sheet is a texture containing different frames, but each frame is the exact * same size and cannot be trimmed or rotated. This is different to a Texture Atlas, created by tools such as * Texture Packer, and more akin with the fixed-frame exports you get from apps like Aseprite or old arcade * games. * * As of Phaser 3.60 you can use this method to add a sprite sheet to an existing Phaser Texture. * * @method Phaser.Textures.TextureManager#addSpriteSheet * @fires Phaser.Textures.Events#ADD * @since 3.0.0 * * @param {string} key - The unique string-based key of the Texture. Give an empty string if you provide a Phaser Texture as the 2nd argument. * @param {(HTMLImageElement|Phaser.Textures.Texture)} source - The source Image element, or a Phaser Texture. * @param {Phaser.Types.Textures.SpriteSheetConfig} config - The configuration object for this Sprite Sheet. * * @return {?Phaser.Textures.Texture} The Texture that was created or updated, or `null` if the key is already in use. */ addSpriteSheet: function (key, source, config) { var texture = null; if (source instanceof Texture) { key = texture.key; texture = source; } else if (this.checkKey(key)) { texture = this.create(key, source); } if (texture) { var width = texture.source[0].width; var height = texture.source[0].height; Parser.SpriteSheet(texture, 0, 0, 0, width, height, config); this.emit(Events.ADD, key, texture); this.emit(Events.ADD_KEY + key, texture); } return texture; }, /** * Adds a Sprite Sheet to this Texture Manager, where the Sprite Sheet exists as a Frame within a Texture Atlas. * * In Phaser terminology a Sprite Sheet is a texture containing different frames, but each frame is the exact * same size and cannot be trimmed or rotated. * * @method Phaser.Textures.TextureManager#addSpriteSheetFromAtlas * @fires Phaser.Textures.Events#ADD * @since 3.0.0 * * @param {string} key - The unique string-based key of the Texture. * @param {Phaser.Types.Textures.SpriteSheetFromAtlasConfig} config - The configuration object for this Sprite Sheet. * * @return {?Phaser.Textures.Texture} The Texture that was created, or `null` if the key is already in use. */ addSpriteSheetFromAtlas: function (key, config) { if (!this.checkKey(key)) { return null; } var atlasKey = GetValue(config, 'atlas', null); var atlasFrame = GetValue(config, 'frame', null); if (!atlasKey || !atlasFrame) { return; } var atlas = this.get(atlasKey); var sheet = atlas.get(atlasFrame); if (sheet) { var texture = this.create(key, sheet.source.image); if (sheet.trimmed) { // If trimmed we need to help the parser adjust Parser.SpriteSheetFromAtlas(texture, sheet, config); } else { Parser.SpriteSheet(texture, 0, sheet.cutX, sheet.cutY, sheet.cutWidth, sheet.cutHeight, config); } this.emit(Events.ADD, key, texture); this.emit(Events.ADD_KEY + key, texture); return texture; } }, /** * Creates a new Texture using the given source and dimensions. * * @method Phaser.Textures.TextureManager#create * @since 3.0.0 * * @param {string} key - The unique string-based key of the Texture. * @param {HTMLImageElement} source - The source Image element. * @param {number} width - The width of the Texture. * @param {number} height - The height of the Texture. * * @return {?Phaser.Textures.Texture} The Texture that was created, or `null` if the key is already in use. */ create: function (key, source, width, height) { var texture = null; if (this.checkKey(key)) { texture = new Texture(this, key, source, width, height); this.list[key] = texture; } return texture; }, /** * Checks the given key to see if a Texture using it exists within this Texture Manager. * * @method Phaser.Textures.TextureManager#exists * @since 3.0.0 * * @param {string} key - The unique string-based key of the Texture. * * @return {boolean} Returns `true` if a Texture matching the given key exists in this Texture Manager. */ exists: function (key) { return (this.list.hasOwnProperty(key)); }, /** * Returns a Texture from the Texture Manager that matches the given key. * * If the key is `undefined` it will return the `__DEFAULT` Texture. * * If the key is an instance of a Texture, it will return the instance. * * If the key is an instance of a Frame, it will return the frames parent Texture instance. * * Finally, if the key is given, but not found, and not a Texture or Frame instance, it will return the `__MISSING` Texture. * * @method Phaser.Textures.TextureManager#get * @since 3.0.0 * * @param {(string|Phaser.Textures.Texture|Phaser.Textures.Frame)} key - The unique string-based key of the Texture, or a Texture, or Frame instance. * * @return {Phaser.Textures.Texture} The Texture matching the given key. */ get: function (key) { if (key === undefined) { key = '__DEFAULT'; } if (this.list[key]) { return this.list[key]; } else if (key instanceof Texture) { return key; } else if (key instanceof Frame) { return key.texture; } else { return this.list['__MISSING']; } }, /** * Takes a Texture key and Frame name and returns a clone of that Frame if found. * * @method Phaser.Textures.TextureManager#cloneFrame * @since 3.0.0 * * @param {string} key - The unique string-based key of the Texture. * @param {(string|number)} frame - The string or index of the Frame to be cloned. * * @return {Phaser.Textures.Frame} A Clone of the given Frame. */ cloneFrame: function (key, frame) { if (this.list[key]) { return this.list[key].get(frame).clone(); } }, /** * Takes a Texture key and Frame name and returns a reference to that Frame, if found. * * @method Phaser.Textures.TextureManager#getFrame * @since 3.0.0 * * @param {string} key - The unique string-based key of the Texture. * @param {(string|number)} [frame] - The string-based name, or integer based index, of the Frame to get from the Texture. * * @return {Phaser.Textures.Frame} A Texture Frame object. */ getFrame: function (key, frame) { if (this.list[key]) { return this.list[key].get(frame); } }, /** * Parses the 'key' parameter and returns a Texture Frame instance. * * It can accept the following formats: * * 1) A string * 2) An array where the elements are: [ key, [frame] ] * 3) An object with the properties: { key, [frame] } * 4) A Texture instance - which returns the default frame from the Texture * 5) A Frame instance - returns itself * * @method Phaser.Textures.TextureManager#parseFrame * @since 3.60.0 * * @param {(string|array|object|Phaser.Textures.Texture|Phaser.Textures.Frame)} key - The key to be parsed. * * @return {Phaser.Textures.Frame} A Texture Frame object, if found, or undefined if not. */ parseFrame: function (key) { if (!key) { return undefined; } else if (typeof key === 'string') { return this.getFrame(key); } else if (Array.isArray(key) && key.length === 2) { return this.getFrame(key[0], key[1]); } else if (IsPlainObject(key)) { return this.getFrame(key.key, key.frame); } else if (key instanceof Texture) { return key.get(); } else if (key instanceof Frame) { return key; } }, /** * Returns an array with all of the keys of all Textures in this Texture Manager. * The output array will exclude the `__DEFAULT`, `__MISSING`, and `__WHITE` keys. * * @method Phaser.Textures.TextureManager#getTextureKeys * @since 3.0.0 * * @return {string[]} An array containing all of the Texture keys stored in this Texture Manager. */ getTextureKeys: function () { var output = []; for (var key in this.list) { if (key !== '__DEFAULT' && key !== '__MISSING' && key !== '__WHITE') { output.push(key); } } return output; }, /** * Given a Texture and an `x` and `y` coordinate this method will return a new * Color object that has been populated with the color and alpha values of the pixel * at that location in the Texture. * * @method Phaser.Textures.TextureManager#getPixel * @since 3.0.0 * * @param {number} x - The x coordinate of the pixel within the Texture. * @param {number} y - The y coordinate of the pixel within the Texture. * @param {string} key - The unique string-based key of the Texture. * @param {(string|number)} [frame] - The string or index of the Frame. * * @return {?Phaser.Display.Color} A Color object populated with the color values of the requested pixel, * or `null` if the coordinates were out of bounds. */ getPixel: function (x, y, key, frame) { var textureFrame = this.getFrame(key, frame); if (textureFrame) { // Adjust for trim (if not trimmed x and y are just zero) x -= textureFrame.x; y -= textureFrame.y; var data = textureFrame.data.cut; x += data.x; y += data.y; if (x >= data.x && x < data.r && y >= data.y && y < data.b) { var ctx = this._tempContext; ctx.clearRect(0, 0, 1, 1); ctx.drawImage(textureFrame.source.image, x, y, 1, 1, 0, 0, 1, 1); var rgb = ctx.getImageData(0, 0, 1, 1); return new Color(rgb.data[0], rgb.data[1], rgb.data[2], rgb.data[3]); } } return null; }, /** * Given a Texture and an `x` and `y` coordinate this method will return a value between 0 and 255 * corresponding to the alpha value of the pixel at that location in the Texture. If the coordinate * is out of bounds it will return null. * * @method Phaser.Textures.TextureManager#getPixelAlpha * @since 3.10.0 * * @param {number} x - The x coordinate of the pixel within the Texture. * @param {number} y - The y coordinate of the pixel within the Texture. * @param {string} key - The unique string-based key of the Texture. * @param {(string|number)} [frame] - The string or index of the Frame. * * @return {number} A value between 0 and 255, or `null` if the coordinates were out of bounds. */ getPixelAlpha: function (x, y, key, frame) { var textureFrame = this.getFrame(key, frame); if (textureFrame) { // Adjust for trim (if not trimmed x and y are just zero) x -= textureFrame.x; y -= textureFrame.y; var data = textureFrame.data.cut; x += data.x; y += data.y; if (x >= data.x && x < data.r && y >= data.y && y < data.b) { var ctx = this._tempContext; ctx.clearRect(0, 0, 1, 1); ctx.drawImage(textureFrame.source.image, x, y, 1, 1, 0, 0, 1, 1); var rgb = ctx.getImageData(0, 0, 1, 1); return rgb.data[3]; } } return null; }, /** * Sets the given Game Objects `texture` and `frame` properties so that it uses * the Texture and Frame specified in the `key` and `frame` arguments to this method. * * @method Phaser.Textures.TextureManager#setTexture * @since 3.0.0 * * @param {Phaser.GameObjects.GameObject} gameObject - The Game Object the texture would be set on. * @param {string} key - The unique string-based key of the Texture. * @param {(string|number)} [frame] - The string or index of the Frame. * * @return {Phaser.GameObjects.GameObject} The Game Object the texture was set on. */ setTexture: function (gameObject, key, frame) { if (this.list[key]) { gameObject.texture = this.list[key]; gameObject.frame = gameObject.texture.get(frame); } return gameObject; }, /** * Changes the key being used by a Texture to the new key provided. * * The old key is removed, allowing it to be re-used. * * Game Objects are linked to Textures by a reference to the Texture object, so * all existing references will be retained. * * @method Phaser.Textures.TextureManager#renameTexture * @since 3.12.0 * * @param {string} currentKey - The current string-based key of the Texture you wish to rename. * @param {string} newKey - The new unique string-based key to use for the Texture. * * @return {boolean} `true` if the Texture key was successfully renamed, otherwise `false`. */ renameTexture: function (currentKey, newKey) { var texture = this.get(currentKey); if (texture && currentKey !== newKey) { texture.key = newKey; this.list[newKey] = texture; delete this.list[currentKey]; return true; } return false; }, /** * Passes all Textures to the given callback. * * @method Phaser.Textures.TextureManager#each * @since 3.0.0 * * @param {EachTextureCallback} callback - The callback function to be sent the Textures. * @param {object} scope - The value to use as `this` when executing the callback. * @param {...*} [args] - Additional arguments that will be passed to the callback, after the child. */ each: function (callback, scope) { var args = [ null ]; for (var i = 1; i < arguments.length; i++) { args.push(arguments[i]); } for (var texture in this.list) { args[0] = this.list[texture]; callback.apply(scope, args); } }, /** * Resets the internal Stamp object, ready for drawing and returns it. * * @method Phaser.Textures.TextureManager#resetStamp * @since 3.60.0 * * @param {number} [alpha=1] - The alpha to use. * @param {number} [tint=0xffffff] - WebGL only. The tint color to use. * * @return {Phaser.GameObjects.Image} A reference to the Stamp Game Object. */ resetStamp: function (alpha, tint) { if (alpha === undefined) { alpha = 1; } if (tint === undefined) { tint = 0xffffff; } var stamp = this.stamp; stamp.setCrop(); stamp.setPosition(0); stamp.setAngle(0); stamp.setScale(1); stamp.setAlpha(alpha); stamp.setTint(tint); return stamp; }, /** * Destroys the Texture Manager and all Textures stored within it. * * @method Phaser.Textures.TextureManager#destroy * @since 3.0.0 */ destroy: function () { for (var texture in this.list) { this.list[texture].destroy(); } this.list = {}; this.stamp.destroy(); this.game = null; this.stamp = null; CanvasPool.remove(this._tempCanvas); } }); module.exports = TextureManager;