/** * @author Richard Davey * @copyright 2018 Photon Storm Ltd. * @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License} */ var CanvasPool = require('../display/canvas/CanvasPool'); var Class = require('../utils/Class'); var IsSizePowerOfTwo = require('../math/pow2/IsSizePowerOfTwo'); var ScaleModes = require('../renderer/ScaleModes'); /** * @classdesc * A Texture Source is the encapsulation of the actual source data for a Texture. * This is typically an Image Element, loaded from the file system or network, or a Canvas Element. * * A Texture can contain multiple Texture Sources, which only happens when a multi-atlas is loaded. * * @class TextureSource * @memberOf Phaser.Textures * @constructor * @since 3.0.0 * * @param {Phaser.Textures.Texture} texture - The Texture this TextureSource belongs to. * @param {(HTMLImageElement|HTMLCanvasElement)} source - The source image data. * @param {integer} [width] - Optional width of the source image. If not given it's derived from the source itself. * @param {integer} [height] - Optional height of the source image. If not given it's derived from the source itself. */ var TextureSource = new Class({ initialize: function TextureSource (texture, source, width, height) { var game = texture.manager.game; /** * The Texture this TextureSource belongs to. * * @name Phaser.Textures.TextureSource#renderer * @type {(Phaser.Renderer.Canvas.CanvasRenderer|Phaser.Renderer.WebGL.WebGLRenderer)} * @since 3.6.1 */ this.renderer = game.renderer; /** * The Texture this TextureSource belongs to. * * @name Phaser.Textures.TextureSource#texture * @type {string} * @since 3.0.0 */ this.texture = texture; /** * The source image data. This is either an Image Element, or a Canvas Element. * * @name Phaser.Textures.TextureSource#image * @type {(HTMLImageElement|HTMLCanvasElement)} * @since 3.0.0 */ this.image = source; /** * Currently un-used. * * @name Phaser.Textures.TextureSource#compressionAlgorithm * @type {integer} * @default null * @since 3.0.0 */ this.compressionAlgorithm = null; /** * The resolution of the source image. * * @name Phaser.Textures.TextureSource#resolution * @type {number} * @default 1 * @since 3.0.0 */ this.resolution = 1; /** * The width of the source image. If not specified in the constructor it will check * the `naturalWidth` and then `width` properties of the source image. * * @name Phaser.Textures.TextureSource#width * @type {integer} * @since 3.0.0 */ this.width = width || source.naturalWidth || source.width || 0; /** * The height of the source image. If not specified in the constructor it will check * the `naturalHeight` and then `height` properties of the source image. * * @name Phaser.Textures.TextureSource#height * @type {integer} * @since 3.0.0 */ this.height = height || source.naturalHeight || source.height || 0; /** * The Scale Mode the image will use when rendering. * Either Linear or Nearest. * * @name Phaser.Textures.TextureSource#scaleMode * @type {number} * @since 3.0.0 */ this.scaleMode = ScaleModes.DEFAULT; /** * Is the source image a Canvas Element? * * @name Phaser.Textures.TextureSource#isCanvas * @type {boolean} * @since 3.0.0 */ this.isCanvas = (source instanceof HTMLCanvasElement); /** * Are the source image dimensions a power of two? * * @name Phaser.Textures.TextureSource#isPowerOf2 * @type {boolean} * @since 3.0.0 */ this.isPowerOf2 = IsSizePowerOfTwo(this.width, this.height); /** * The WebGL Texture of the source image. * * @name Phaser.Textures.TextureSource#glTexture * @type {?WebGLTexture} * @default null * @since 3.0.0 */ this.glTexture = null; this.init(game); }, /** * Creates a WebGL Texture, if required, and sets the Texture filter mode. * * @method Phaser.Textures.TextureSource#init * @since 3.0.0 * * @param {Phaser.Game} game - A reference to the Phaser Game instance. */ init: function (game) { if (this.renderer.gl) { if (this.isCanvas) { this.glTexture = this.renderer.canvasToTexture(this.image); } else { this.glTexture = this.renderer.createTextureFromSource(this.image, this.width, this.height, this.scaleMode); } } if (game.config.pixelArt) { this.setFilter(1); } }, /** * Sets the Filter Mode for this Texture. * * The mode can be either Linear, the default, or Nearest. * * For pixel-art you should use Nearest. * * @method Phaser.Textures.TextureSource#setFilter * @since 3.0.0 * * @param {Phaser.Textures.FilterMode} filterMode - The Filter Mode. */ setFilter: function (filterMode) { if (this.renderer.gl) { this.renderer.setTextureFilter(this.glTexture, filterMode); } }, /** * If this TextureSource is backed by a Canvas and is running under WebGL, * it updates the WebGLTexture using the canvas data. * * @method Phaser.Textures.TextureSource#update * @since 3.6.1 */ update: function () { if (this.renderer.gl && this.isCanvas) { this.renderer.canvasToTexture(this.image, this.glTexture); } }, /** * Destroys this Texture Source and nulls the references. * * @method Phaser.Textures.TextureSource#destroy * @since 3.0.0 */ destroy: function () { if (this.glTexture) { this.renderer.deleteTexture(this.glTexture); } if (this.isCanvas) { CanvasPool.remove(this.image); } this.renderer = null; this.texture = null; this.image = null; } }); module.exports = TextureSource;