/** * @author Richard Davey * @copyright 2018 Photon Storm Ltd. * @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License} */ var Class = require('../utils/Class'); var Color = require('../display/color/Color'); 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.CanvasTexture} 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 {integer} width - The width of the canvas. * @param {integer} 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 {integer} * @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 {integer} * @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; } 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 {integer} x - The x coordinate to draw the source at. * @param {integer} 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(); }, /** * 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 {integer} x - The x coordinate of the pixel to be set. Must lay within the dimensions of this CanvasTexture and be an integer. * @param {integer} y - The y coordinate of the pixel to be set. Must lay within the dimensions of this CanvasTexture and be an integer. * @param {Phaser.Display.Color} [out] - An object into which 4 properties will be set: r, g, b and a. If not provided a 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 = ~~(x + (y * this.width)); index *= 4; var r = this.data[index]; var g = this.data[++index]; var b = this.data[++index]; var a = this.data[++index]; return out.setTo(r, g, b, a); }, /** * 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 {integer} [x=0] - The x coordinate of the top-left of the region to clear. * @param {integer} [y=0] - The y coordinate of the top-left of the region to clear. * @param {integer} [width] - The width of the region. * @param {integer} [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 {integer} width - The new width of the Canvas. * @param {integer} [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); this.refresh(); } return this; } }); module.exports = CanvasTexture;