/** * @author Richard Davey * @copyright 2020 Photon Storm Ltd. * @license {@link https://opensource.org/licenses/MIT|MIT License} */ var Class = require('../utils/Class'); var Clamp = require('../math/Clamp'); var Color = require('../display/color/Color'); var CONST = require('../const'); var IsSizePowerOfTwo = require('../math/pow2/IsSizePowerOfTwo'); var Texture = require('./Texture'); /** * @classdesc * A Canvas Texture is a special kind of Texture that is backed by an HTML Canvas Element as its source. * * You can use the properties of this texture to draw to the canvas element directly, using all of the standard * canvas operations available in the browser. Any Game Object can be given this texture and will render with it. * * Note: When running under WebGL the Canvas Texture needs to re-generate its base WebGLTexture and reupload it to * the GPU every time you modify it, otherwise the changes you make to this texture will not be visible. To do this * you should call `CanvasTexture.refresh()` once you are finished with your changes to the canvas. Try and keep * this to a minimum, especially on large canvas sizes, or you may inadvertently thrash the GPU by constantly uploading * texture data to it. This restriction does not apply if using the Canvas Renderer. * * It starts with only one frame that covers the whole of the canvas. You can add further frames, that specify * sections of the canvas using the `add` method. * * Should you need to resize the canvas use the `setSize` method so that it accurately updates all of the underlying * texture data as well. Forgetting to do this (i.e. by changing the canvas size directly from your code) could cause * graphical errors. * * @class CanvasTexture * @extends Phaser.Textures.Texture * @memberof Phaser.Textures * @constructor * @since 3.7.0 * * @param {Phaser.Textures.TextureManager} manager - A reference to the Texture Manager this Texture belongs to. * @param {string} key - The unique string-based key of this Texture. * @param {HTMLCanvasElement} source - The canvas element that is used as the base of this texture. * @param {number} width - The width of the canvas. * @param {number} height - The height of the canvas. */ var CanvasTexture = new Class({ Extends: Texture, initialize: function CanvasTexture (manager, key, source, width, height) { Texture.call(this, manager, key, source, width, height); this.add('__BASE', 0, 0, 0, width, height); /** * A reference to the Texture Source of this Canvas. * * @name Phaser.Textures.CanvasTexture#_source * @type {Phaser.Textures.TextureSource} * @private * @since 3.7.0 */ this._source = this.frames['__BASE'].source; /** * The source Canvas Element. * * @name Phaser.Textures.CanvasTexture#canvas * @readonly * @type {HTMLCanvasElement} * @since 3.7.0 */ this.canvas = this._source.image; /** * The 2D Canvas Rendering Context. * * @name Phaser.Textures.CanvasTexture#context * @readonly * @type {CanvasRenderingContext2D} * @since 3.7.0 */ this.context = this.canvas.getContext('2d'); /** * The width of the Canvas. * This property is read-only, if you wish to change it use the `setSize` method. * * @name Phaser.Textures.CanvasTexture#width * @readonly * @type {number} * @since 3.7.0 */ this.width = width; /** * The height of the Canvas. * This property is read-only, if you wish to change it use the `setSize` method. * * @name Phaser.Textures.CanvasTexture#height * @readonly * @type {number} * @since 3.7.0 */ this.height = height; /** * The context image data. * Use the `update` method to populate this when the canvas changes. * * @name Phaser.Textures.CanvasTexture#imageData * @type {ImageData} * @since 3.13.0 */ this.imageData = this.context.getImageData(0, 0, width, height); /** * A Uint8ClampedArray view into the `buffer`. * Use the `update` method to populate this when the canvas changes. * Note that this is unavailable in some browsers, such as Epic Browser, due to their security restrictions. * * @name Phaser.Textures.CanvasTexture#data * @type {Uint8ClampedArray} * @since 3.13.0 */ this.data = null; if (this.imageData) { this.data = this.imageData.data; } /** * An Uint32Array view into the `buffer`. * * @name Phaser.Textures.CanvasTexture#pixels * @type {Uint32Array} * @since 3.13.0 */ this.pixels = null; /** * An ArrayBuffer the same size as the context ImageData. * * @name Phaser.Textures.CanvasTexture#buffer * @type {ArrayBuffer} * @since 3.13.0 */ this.buffer; if (this.data) { if (this.imageData.data.buffer) { this.buffer = this.imageData.data.buffer; this.pixels = new Uint32Array(this.buffer); } else if (window.ArrayBuffer) { this.buffer = new ArrayBuffer(this.imageData.data.length); this.pixels = new Uint32Array(this.buffer); } else { this.pixels = this.imageData.data; } } }, /** * This re-creates the `imageData` from the current context. * It then re-builds the ArrayBuffer, the `data` Uint8ClampedArray reference and the `pixels` Int32Array. * * Warning: This is a very expensive operation, so use it sparingly. * * @method Phaser.Textures.CanvasTexture#update * @since 3.13.0 * * @return {Phaser.Textures.CanvasTexture} This CanvasTexture. */ update: function () { this.imageData = this.context.getImageData(0, 0, this.width, this.height); this.data = this.imageData.data; if (this.imageData.data.buffer) { this.buffer = this.imageData.data.buffer; this.pixels = new Uint32Array(this.buffer); } else if (window.ArrayBuffer) { this.buffer = new ArrayBuffer(this.imageData.data.length); this.pixels = new Uint32Array(this.buffer); } else { this.pixels = this.imageData.data; } if (this.manager.game.config.renderType === CONST.WEBGL) { this.refresh(); } return this; }, /** * Draws the given Image or Canvas element to this CanvasTexture, then updates the internal * ImageData buffer and arrays. * * @method Phaser.Textures.CanvasTexture#draw * @since 3.13.0 * * @param {number} x - The x coordinate to draw the source at. * @param {number} y - The y coordinate to draw the source at. * @param {(HTMLImageElement|HTMLCanvasElement)} source - The element to draw to this canvas. * * @return {Phaser.Textures.CanvasTexture} This CanvasTexture. */ draw: function (x, y, source) { this.context.drawImage(source, x, y); return this.update(); }, /** * Draws the given texture frame to this CanvasTexture, then updates the internal * ImageData buffer and arrays. * * @method Phaser.Textures.CanvasTexture#drawFrame * @since 3.16.0 * * @param {string} key - The unique string-based key of the Texture. * @param {(string|integer)} [frame] - The string-based name, or integer based index, of the Frame to get from the Texture. * @param {number} [x=0] - The x coordinate to draw the source at. * @param {number} [y=0] - The y coordinate to draw the source at. * * @return {Phaser.Textures.CanvasTexture} This CanvasTexture. */ drawFrame: function (key, frame, x, y) { if (x === undefined) { x = 0; } if (y === undefined) { y = 0; } var textureFrame = this.manager.getFrame(key, frame); if (textureFrame) { var cd = textureFrame.canvasData; var width = textureFrame.cutWidth; var height = textureFrame.cutHeight; var res = textureFrame.source.resolution; this.context.drawImage( textureFrame.source.image, cd.x, cd.y, width, height, x, y, width / res, height / res ); return this.update(); } else { return this; } }, /** * Sets a pixel in the CanvasTexture to the given color and alpha values. * * This is an expensive operation to run in large quantities, so use sparingly. * * @method Phaser.Textures.CanvasTexture#setPixel * @since 3.16.0 * * @param {number} x - The x coordinate of the pixel to get. Must lay within the dimensions of this CanvasTexture and be an integer. * @param {number} y - The y coordinate of the pixel to get. Must lay within the dimensions of this CanvasTexture and be an integer. * @param {number} red - The red color value. A number between 0 and 255. * @param {number} green - The green color value. A number between 0 and 255. * @param {number} blue - The blue color value. A number between 0 and 255. * @param {number} [alpha=255] - The alpha value. A number between 0 and 255. * * @return {this} This CanvasTexture. */ setPixel: function (x, y, red, green, blue, alpha) { if (alpha === undefined) { alpha = 255; } x = Math.abs(Math.floor(x)); y = Math.abs(Math.floor(y)); var index = this.getIndex(x, y); if (index > -1) { var imageData = this.context.getImageData(x, y, 1, 1); imageData.data[0] = red; imageData.data[1] = green; imageData.data[2] = blue; imageData.data[3] = alpha; this.context.putImageData(imageData, x, y); } return this; }, /** * Puts the ImageData into the context of this CanvasTexture at the given coordinates. * * @method Phaser.Textures.CanvasTexture#putData * @since 3.16.0 * * @param {ImageData} imageData - The ImageData to put at the given location. * @param {number} x - The x coordinate to put the imageData. Must lay within the dimensions of this CanvasTexture and be an integer. * @param {number} y - The y coordinate to put the imageData. Must lay within the dimensions of this CanvasTexture and be an integer. * @param {number} [dirtyX=0] - Horizontal position (x coordinate) of the top-left corner from which the image data will be extracted. * @param {number} [dirtyY=0] - Vertical position (x coordinate) of the top-left corner from which the image data will be extracted. * @param {number} [dirtyWidth] - Width of the rectangle to be painted. Defaults to the width of the image data. * @param {number} [dirtyHeight] - Height of the rectangle to be painted. Defaults to the height of the image data. * * @return {this} This CanvasTexture. */ putData: function (imageData, x, y, dirtyX, dirtyY, dirtyWidth, dirtyHeight) { if (dirtyX === undefined) { dirtyX = 0; } if (dirtyY === undefined) { dirtyY = 0; } if (dirtyWidth === undefined) { dirtyWidth = imageData.width; } if (dirtyHeight === undefined) { dirtyHeight = imageData.height; } this.context.putImageData(imageData, x, y, dirtyX, dirtyY, dirtyWidth, dirtyHeight); return this; }, /** * Gets an ImageData region from this CanvasTexture from the position and size specified. * You can write this back using `CanvasTexture.putData`, or manipulate it. * * @method Phaser.Textures.CanvasTexture#getData * @since 3.16.0 * * @param {number} x - The x coordinate of the top-left of the area to get the ImageData from. Must lay within the dimensions of this CanvasTexture and be an integer. * @param {number} y - The y coordinate of the top-left of the area to get the ImageData from. Must lay within the dimensions of this CanvasTexture and be an integer. * @param {number} width - The width of the rectangle from which the ImageData will be extracted. Positive values are to the right, and negative to the left. * @param {number} height - The height of the rectangle from which the ImageData will be extracted. Positive values are down, and negative are up. * * @return {ImageData} The ImageData extracted from this CanvasTexture. */ getData: function (x, y, width, height) { x = Clamp(Math.floor(x), 0, this.width - 1); y = Clamp(Math.floor(y), 0, this.height - 1); width = Clamp(width, 1, this.width - x); height = Clamp(height, 1, this.height - y); var imageData = this.context.getImageData(x, y, width, height); return imageData; }, /** * Get the color of a specific pixel from this texture and store it in a Color object. * * If you have drawn anything to this CanvasTexture since it was created you must call `CanvasTexture.update` to refresh the array buffer, * 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. * * @method Phaser.Textures.CanvasTexture#getPixel * @since 3.13.0 * * @param {number} x - The x coordinate of the pixel to get. Must lay within the dimensions of this CanvasTexture and be an integer. * @param {number} y - The y coordinate of the pixel to get. Must lay within the dimensions of this CanvasTexture and be an integer. * @param {Phaser.Display.Color} [out] - A Color object to store the pixel values in. If not provided a new Color object will be created. * * @return {Phaser.Display.Color} An object with the red, green, blue and alpha values set in the r, g, b and a properties. */ getPixel: function (x, y, out) { if (!out) { out = new Color(); } var index = this.getIndex(x, y); if (index > -1) { var data = this.data; var r = data[index + 0]; var g = data[index + 1]; var b = data[index + 2]; var a = data[index + 3]; out.setTo(r, g, b, a); } return out; }, /** * Returns an array containing all of the pixels in the given region. * * If the requested region extends outside the bounds of this CanvasTexture, * the region is truncated to fit. * * If you have drawn anything to this CanvasTexture since it was created you must call `CanvasTexture.update` to refresh the array buffer, * 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. * * @method Phaser.Textures.CanvasTexture#getPixels * @since 3.16.0 * * @param {number} [x=0] - The x coordinate of the top-left of the region. Must lay within the dimensions of this CanvasTexture and be an integer. * @param {number} [y=0] - The y coordinate of the top-left of the region. Must lay within the dimensions of this CanvasTexture and be an integer. * @param {number} [width] - The width of the region to get. Must be an integer. Defaults to the canvas width if not given. * @param {number} [height] - The height of the region to get. Must be an integer. If not given will be set to the `width`. * * @return {Phaser.Types.Textures.PixelConfig[][]} A 2d array of Pixel objects. */ getPixels: function (x, y, width, height) { if (x === undefined) { x = 0; } if (y === undefined) { y = 0; } if (width === undefined) { width = this.width; } if (height === undefined) { height = width; } x = Math.abs(Math.round(x)); y = Math.abs(Math.round(y)); var left = Clamp(x, 0, this.width); var right = Clamp(x + width, 0, this.width); var top = Clamp(y, 0, this.height); var bottom = Clamp(y + height, 0, this.height); var pixel = new Color(); var out = []; for (var py = top; py < bottom; py++) { var row = []; for (var px = left; px < right; px++) { pixel = this.getPixel(px, py, pixel); row.push({ x: px, y: py, color: pixel.color, alpha: pixel.alphaGL }); } out.push(row); } return out; }, /** * Returns the Image Data index for the given pixel in this CanvasTexture. * * The index can be used to read directly from the `this.data` array. * * The index points to the red value in the array. The subsequent 3 indexes * point to green, blue and alpha respectively. * * @method Phaser.Textures.CanvasTexture#getIndex * @since 3.16.0 * * @param {number} x - The x coordinate of the pixel to get. Must lay within the dimensions of this CanvasTexture and be an integer. * @param {number} y - The y coordinate of the pixel to get. Must lay within the dimensions of this CanvasTexture and be an integer. * * @return {number} */ getIndex: function (x, y) { x = Math.abs(Math.round(x)); y = Math.abs(Math.round(y)); if (x < this.width && y < this.height) { return (x + y * this.width) * 4; } else { return -1; } }, /** * This should be called manually if you are running under WebGL. * It will refresh the WebGLTexture from the Canvas source. Only call this if you know that the * canvas has changed, as there is a significant GPU texture allocation cost involved in doing so. * * @method Phaser.Textures.CanvasTexture#refresh * @since 3.7.0 * * @return {Phaser.Textures.CanvasTexture} This CanvasTexture. */ refresh: function () { this._source.update(); return this; }, /** * Gets the Canvas Element. * * @method Phaser.Textures.CanvasTexture#getCanvas * @since 3.7.0 * * @return {HTMLCanvasElement} The Canvas DOM element this texture is using. */ getCanvas: function () { return this.canvas; }, /** * Gets the 2D Canvas Rendering Context. * * @method Phaser.Textures.CanvasTexture#getContext * @since 3.7.0 * * @return {CanvasRenderingContext2D} The Canvas Rendering Context this texture is using. */ getContext: function () { return this.context; }, /** * Clears the given region of this Canvas Texture, resetting it back to transparent. * If no region is given, the whole Canvas Texture is cleared. * * @method Phaser.Textures.CanvasTexture#clear * @since 3.7.0 * * @param {number} [x=0] - The x coordinate of the top-left of the region to clear. * @param {number} [y=0] - The y coordinate of the top-left of the region to clear. * @param {number} [width] - The width of the region. * @param {number} [height] - The height of the region. * * @return {Phaser.Textures.CanvasTexture} The Canvas Texture. */ clear: function (x, y, width, height) { if (x === undefined) { x = 0; } if (y === undefined) { y = 0; } if (width === undefined) { width = this.width; } if (height === undefined) { height = this.height; } this.context.clearRect(x, y, width, height); return this.update(); }, /** * Changes the size of this Canvas Texture. * * @method Phaser.Textures.CanvasTexture#setSize * @since 3.7.0 * * @param {number} width - The new width of the Canvas. * @param {number} [height] - The new height of the Canvas. If not given it will use the width as the height. * * @return {Phaser.Textures.CanvasTexture} The Canvas Texture. */ setSize: function (width, height) { if (height === undefined) { height = width; } if (width !== this.width || height !== this.height) { // Update the Canvas this.canvas.width = width; this.canvas.height = height; // Update the Texture Source this._source.width = width; this._source.height = height; this._source.isPowerOf2 = IsSizePowerOfTwo(width, height); // Update the Frame this.frames['__BASE'].setSize(width, height, 0, 0); // Update this this.width = width; this.height = height; this.refresh(); } return this; }, /** * Destroys this Texture and releases references to its sources and frames. * * @method Phaser.Textures.CanvasTexture#destroy * @since 3.16.0 */ destroy: function () { Texture.prototype.destroy.call(this); this._source = null; this.canvas = null; this.context = null; this.imageData = null; this.data = null; this.pixels = null; this.buffer = null; } }); module.exports = CanvasTexture;