/** * @author Mat Groves http://matgroves.com/ @Doormat23 */ /** * TextureSilentFail is a boolean that defaults to `false`. * If `true` then `PIXI.Texture.setFrame` will no longer throw an error if the texture dimensions are incorrect. * Instead `Texture.valid` will be set to `false` (#1556) * * @type {boolean} */ PIXI.TextureSilentFail = false; /** * A texture stores the information that represents an image or part of an image. It cannot be added * to the display list directly. Instead use it as the texture for a PIXI.Sprite. If no frame is provided then the whole image is used. * * @class Texture * @uses EventTarget * @constructor * @param baseTexture {BaseTexture} The base texture source to create the texture from * @param frame {Rectangle} The rectangle frame of the texture to show * @param [crop] {Rectangle} The area of original texture * @param [trim] {Rectangle} Trimmed texture rectangle */ PIXI.Texture = function(baseTexture, frame, crop, trim) { /** * Does this Texture have any frame data assigned to it? * * @property noFrame * @type Boolean */ this.noFrame = false; if (!frame) { this.noFrame = true; frame = new PIXI.Rectangle(0,0,1,1); } if (baseTexture instanceof PIXI.Texture) { baseTexture = baseTexture.baseTexture; } /** * The base texture that this texture uses. * * @property baseTexture * @type BaseTexture */ this.baseTexture = baseTexture; /** * The frame specifies the region of the base texture that this texture uses * * @property frame * @type Rectangle */ this.frame = frame; /** * The texture trim data. * * @property trim * @type Rectangle */ this.trim = trim; /** * This will let the renderer know if the texture is valid. If it's not then it cannot be rendered. * * @property valid * @type Boolean */ this.valid = false; /** * Is this a tiling texture? As used by the likes of a TilingSprite. * * @property isTiling * @type Boolean */ this.isTiling = false; /** * This will let a renderer know that a texture has been updated (used mainly for webGL uv updates) * * @property requiresUpdate * @type Boolean */ this.requiresUpdate = false; /** * This will let a renderer know that a tinted parent has updated its texture. * * @property requiresReTint * @type Boolean */ this.requiresReTint = false; /** * The WebGL UV data cache. * * @property _uvs * @type Object * @private */ this._uvs = null; /** * The width of the Texture in pixels. * * @property width * @type Number */ this.width = 0; /** * The height of the Texture in pixels. * * @property height * @type Number */ this.height = 0; /** * This is the area of the BaseTexture image to actually copy to the Canvas / WebGL when rendering, * irrespective of the actual frame size or placement (which can be influenced by trimmed texture atlases) * * @property crop * @type Rectangle */ this.crop = crop || new PIXI.Rectangle(0, 0, 1, 1); /** * A flag that controls if this frame is rotated or not. * Rotation allows you to use rotated frames in texture atlas packing, it has nothing to do with * Sprite rotation. * * @property rotated * @type Boolean */ this.rotated = false; if (baseTexture.hasLoaded) { if (this.noFrame) frame = new PIXI.Rectangle(0, 0, baseTexture.width, baseTexture.height); this.setFrame(frame); } }; PIXI.Texture.prototype.constructor = PIXI.Texture; /** * Called when the base texture is loaded * * @method onBaseTextureLoaded * @private */ PIXI.Texture.prototype.onBaseTextureLoaded = function() { var baseTexture = this.baseTexture; if (this.noFrame) { this.frame = new PIXI.Rectangle(0, 0, baseTexture.width, baseTexture.height); } this.setFrame(this.frame); }; /** * Destroys this texture * * @method destroy * @param destroyBase {Boolean} Whether to destroy the base texture as well */ PIXI.Texture.prototype.destroy = function(destroyBase) { if (destroyBase) this.baseTexture.destroy(); this.valid = false; }; /** * Specifies the region of the baseTexture that this texture will use. * * @method setFrame * @param frame {Rectangle} The frame of the texture to set it to */ PIXI.Texture.prototype.setFrame = function(frame) { this.noFrame = false; this.frame = frame; this.width = frame.width; this.height = frame.height; this.crop.x = frame.x; this.crop.y = frame.y; this.crop.width = frame.width; this.crop.height = frame.height; if (!this.trim && (frame.x + frame.width > this.baseTexture.width || frame.y + frame.height > this.baseTexture.height)) { if (!PIXI.TextureSilentFail) { throw new Error('Texture Error: frame does not fit inside the base Texture dimensions ' + this); } this.valid = false; return; } this.valid = frame && frame.width && frame.height && this.baseTexture.source && this.baseTexture.hasLoaded; if (this.trim) { this.width = this.trim.width; this.height = this.trim.height; this.frame.width = this.trim.width; this.frame.height = this.trim.height; } if (this.valid) this._updateUvs(); }; /** * Updates the internal WebGL UV cache. * * @method _updateUvs * @private */ PIXI.Texture.prototype._updateUvs = function() { if(!this._uvs)this._uvs = new PIXI.TextureUvs(); var frame = this.crop; var tw = this.baseTexture.width; var th = this.baseTexture.height; this._uvs.x0 = frame.x / tw; this._uvs.y0 = frame.y / th; this._uvs.x1 = (frame.x + frame.width) / tw; this._uvs.y1 = frame.y / th; this._uvs.x2 = (frame.x + frame.width) / tw; this._uvs.y2 = (frame.y + frame.height) / th; this._uvs.x3 = frame.x / tw; this._uvs.y3 = (frame.y + frame.height) / th; }; /** * Updates the internal WebGL UV cache. * * @method _updateUvsInverted * @private */ PIXI.Texture.prototype._updateUvsInverted = function () { if (!this._uvs) { this._uvs = new PIXI.TextureUvs(); } var frame = this.crop; var tw = this.baseTexture.width; var th = this.baseTexture.height; this._uvs.x0 = frame.x / tw; this._uvs.y0 = frame.y / th; this._uvs.x1 = (frame.x + frame.height) / tw; this._uvs.y1 = frame.y / th; this._uvs.x2 = (frame.x + frame.height) / tw; this._uvs.y2 = (frame.y + frame.width) / th; this._uvs.x3 = frame.x / tw; this._uvs.y3 = (frame.y + frame.width) / th; }; /** * Helper function that creates a new a Texture based on the given canvas element. * * @static * @method fromCanvas * @param canvas {Canvas} The canvas element source of the texture * @param scaleMode {Number} See {{#crossLink "PIXI/scaleModes:property"}}PIXI.scaleModes{{/crossLink}} for possible values * @return {Texture} */ PIXI.Texture.fromCanvas = function(canvas, scaleMode) { var baseTexture = PIXI.BaseTexture.fromCanvas(canvas, scaleMode); return new PIXI.Texture(baseTexture); }; PIXI.TextureUvs = function() { this.x0 = 0; this.y0 = 0; this.x1 = 0; this.y1 = 0; this.x2 = 0; this.y2 = 0; this.x3 = 0; this.y3 = 0; };