phaser/src/textures/CanvasTexture.js
2018-05-04 18:51:02 +01:00

203 lines
6.3 KiB
JavaScript

/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2018 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
var Class = require('../utils/Class');
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 {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.TextureManager#_source
* @type {Phaser.Textures.TextureSource}
* @private
* @since 3.7.0
*/
this._source = this.frames['__BASE'].source;
/**
* The source Canvas Element.
*
* @name Phaser.Textures.TextureManager#canvas
* @readOnly
* @type {HTMLCanvasElement}
* @since 3.7.0
*/
this.canvas = this._source.image;
/**
* The 2D Canvas Rendering Context.
*
* @name Phaser.Textures.TextureManager#canvas
* @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 use `setSize`.
*
* @name Phaser.Textures.TextureManager#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 use `setSize`.
*
* @name Phaser.Textures.TextureManager#height
* @readOnly
* @type {integer}
* @since 3.7.0
*/
this.height = height;
},
/**
* 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 this Canvas Texture, resetting it back to transparent.
*
* @method Phaser.Textures.CanvasTexture#clear
* @since 3.7.0
*
* @return {Phaser.Textures.CanvasTexture} The Canvas Texture.
*/
clear: function ()
{
this.context.clearRect(0, 0, this.width, this.height);
return this;
},
/**
* 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;