/** * @author Richard Davey <rich@photonstorm.com> * @copyright 2014 Photon Storm Ltd. * @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License} */ /** * Creates a new BitmapData object. * * @class Phaser.BitmapData * * @classdesc A BitmapData object contains a Canvas element to which you can draw anything you like via normal Canvas context operations. * A single BitmapData can be used as the texture one or many Images/Sprites. So if you need to dynamically create a Sprite texture then they are a good choice. * * @constructor * @param {Phaser.Game} game - A reference to the currently running game. * @param {string} key - Internal Phaser reference key for the render texture. * @param {number} [width=100] - The width of the BitmapData in pixels. * @param {number} [height=100] - The height of the BitmapData in pixels. */ Phaser.BitmapData = function (game, key, width, height) { if (typeof width === 'undefined') { width = 100; } if (typeof height === 'undefined') { height = 100; } /** * @property {Phaser.Game} game - A reference to the currently running game. */ this.game = game; /** * @property {string} key - The key of the BitmapData in the Cache, if stored there. */ this.key = key; /** * @property {number} width - The width of the BitmapData in pixels. */ this.width = width; /** * @property {number} height - The height of the BitmapData in pixels. */ this.height = height; /** * @property {HTMLCanvasElement} canvas - The canvas to which this BitmapData draws. * @default */ this.canvas = Phaser.Canvas.create(width, height, '', true); /** * @property {CanvasRenderingContext2D} context - The 2d context of the canvas. * @default */ this.context = this.canvas.getContext('2d'); /** * @property {CanvasRenderingContext2D} ctx - A reference to BitmapData.context. */ this.ctx = this.context; /** * @property {array} imageData - The canvas image data. */ this.imageData = this.context.getImageData(0, 0, width, height); /** * @property {UInt8Clamped} pixels - A reference to the context imageData buffer. */ if (this.imageData.data.buffer) { this.pixels = this.imageData.data.buffer; } else { this.pixels = this.imageData.data; } /** * @property {PIXI.BaseTexture} baseTexture - The PIXI.BaseTexture. * @default */ this.baseTexture = new PIXI.BaseTexture(this.canvas); /** * @property {PIXI.Texture} texture - The PIXI.Texture. * @default */ this.texture = new PIXI.Texture(this.baseTexture); /** * @property {Phaser.Frame} textureFrame - The Frame this BitmapData uses for rendering. * @default */ this.textureFrame = new Phaser.Frame(0, 0, 0, width, height, 'bitmapData', game.rnd.uuid()); /** * @property {number} type - The const type of this object. * @default */ this.type = Phaser.BITMAPDATA; this._dirty = false; } Phaser.BitmapData.prototype = { /** * Updates the given objects so that they use this BitmapData as their texture. This will replace any texture they will currently have set. * * @method Phaser.BitmapData#add * @param {Phaser.Sprite|Phaser.Sprite[]|Phaser.Image|Phaser.Image[]} object - Either a single Sprite/Image or an Array of Sprites/Images. */ add: function (object) { if (Array.isArray(object)) { for (var i = 0; i < object.length; i++) { if (object[i]['loadTexture']) { object[i].loadTexture(this); } } } else { object.loadTexture(this); } }, /** * Clears the BitmapData. * @method Phaser.BitmapData#clear */ clear: function () { this.context.clearRect(0, 0, this.width, this.height); this._dirty = true; }, /** * Resizes the BitmapData. * @method Phaser.BitmapData#resize */ resize: function (width, height) { if (width !== this.width || height !== this.height) { this.width = width; this.height = height; this.canvas.width = width; this.canvas.height = height; this.textureFrame.width = width; this.textureFrame.height = height; this.imageData = this.context.getImageData(0, 0, width, height); } this._dirty = true; }, /** * @method Phaser.BitmapData#refreshBuffer */ refreshBuffer: function () { this.imageData = this.context.getImageData(0, 0, this.width, this.height); this.pixels = new Int32Array(this.imageData.data.buffer); // this.data8 = new Uint8ClampedArray(this.imageData.buffer); // this.data32 = new Uint32Array(this.imageData.buffer); }, /** * Sets the color of the given pixel to the specified red, green, blue and alpha values. * @method Phaser.BitmapData#setPixel32 * @param {number} x - The X coordinate of the pixel to be set. * @param {number} y - The Y coordinate of the pixel to be set. * @param {number} red - The red color value, between 0 and 0xFF (255). * @param {number} green - The green color value, between 0 and 0xFF (255). * @param {number} blue - The blue color value, between 0 and 0xFF (255). * @param {number} alpha - The alpha color value, between 0 and 0xFF (255). */ setPixel32: function (x, y, red, green, blue, alpha) { if (x >= 0 && x <= this.width && y >= 0 && y <= this.height) { this.pixels[y * this.width + x] = (alpha << 24) | (blue << 16) | (green << 8) | red; /* if (this.isLittleEndian) { this.data32[y * this.width + x] = (alpha << 24) | (blue << 16) | (green << 8) | red; } else { this.data32[y * this.width + x] = (red << 24) | (green << 16) | (blue << 8) | alpha; } */ // this.imageData.data.set(this.data8); this.context.putImageData(this.imageData, 0, 0); this._dirty = true; } }, /** * Sets the color of the given pixel to the specified red, green and blue values. * * @method Phaser.BitmapData#setPixel * @param {number} x - The X coordinate of the pixel to be set. * @param {number} y - The Y coordinate of the pixel to be set. * @param {number} red - The red color value (between 0 and 255) * @param {number} green - The green color value (between 0 and 255) * @param {number} blue - The blue color value (between 0 and 255) */ setPixel: function (x, y, red, green, blue) { this.setPixel32(x, y, red, green, blue, 255); }, /** * Get the color of a specific pixel. * * @param {number} x - The X coordinate of the pixel to get. * @param {number} y - The Y coordinate of the pixel to get. * @return {number} A native color value integer (format: 0xRRGGBB) */ getPixel: function (x, y) { if (x >= 0 && x <= this.width && y >= 0 && y <= this.height) { return this.data32[y * this.width + x]; } }, /** * Get the color of a specific pixel including its alpha value. * * @param {number} x - The X coordinate of the pixel to get. * @param {number} y - The Y coordinate of the pixel to get. * @return {number} A native color value integer (format: 0xAARRGGBB) */ getPixel32: function (x, y) { if (x >= 0 && x <= this.width && y >= 0 && y <= this.height) { return this.data32[y * this.width + x]; } }, /** * Gets all the pixels from the region specified by the given Rectangle object. * * @param {Phaser.Rectangle} rect - The Rectangle region to get. * @return {array} CanvasPixelArray. */ getPixels: function (rect) { return this.context.getImageData(rect.x, rect.y, rect.width, rect.height); }, /** * Copies the pixels from the source image to this BitmapData based on the given area and destination. * * @param {HTMLImage|string} source - The Image to draw. If you give a key it will try and find the Image in the Game.Cache. * @param {Phaser.Rectangle} area - The Rectangle region to copy from the source image. * @param {number} destX - The destination x coordinate to copy the image to. * @param {number} destY - The destination y coordinate to copy the image to. */ copyPixels: function (source, area, destX, destY) { if (typeof source === 'string') { source = this.game.cache.getImage(source); } if (source) { this.context.drawImage(source, area.x, area.y, area.width, area.height, destX, destY, area.width, area.height); } }, /** * Draws the given image to this BitmapData at the coordinates specified. If you need to only draw a part of the image use BitmapData.copyPixels instead. * * @param {HTMLImage|string} source - The Image to draw. If you give a key it will try and find the Image in the Game.Cache. * @param {number} destX - The destination x coordinate to draw the image to. * @param {number} destY - The destination y coordinate to draw the image to. */ draw: function (source, destX, destY) { if (typeof source === 'string') { source = this.game.cache.getImage(source); } if (source) { this.context.drawImage(source, 0, 0, source.width, source.height, destX, destY, source.width, source.height); } }, /** * Draws the given image onto this BitmapData using an image as an alpha mask. * * @param {HTMLImage|string} source - The Image to draw. If you give a key it will try and find the Image in the Game.Cache. * @param {HTMLImage|string} mask - The Image to use as the alpha mask. If you give a key it will try and find the Image in the Game.Cache. */ alphaMask: function (source, mask) { var temp = this.context.globalCompositeOperation; if (typeof mask === 'string') { mask = this.game.cache.getImage(mask); } if (mask) { this.context.drawImage(mask, 0, 0); } this.context.globalCompositeOperation = 'source-atop'; if (typeof source === 'string') { source = this.game.cache.getImage(source); } if (source) { this.context.drawImage(source, 0, 0); } this.context.globalCompositeOperation = temp; }, /** * If the game is running in WebGL this will push the texture up to the GPU if it's dirty. * This is called automatically if the BitmapData is being used by a Sprite, otherwise you need to remember to call it in your render function. * * @method Phaser.BitmapData#render */ render: function () { if (this._dirty) { // Only needed if running in WebGL, otherwise this array will never get cleared down if (this.game.renderType === Phaser.WEBGL) { // should use the rendersession PIXI.updateWebGLTexture(this.baseTexture, this.game.renderer.gl); } this._dirty = false; } } }; Phaser.BitmapData.prototype.constructor = Phaser.BitmapData;