var BaseTexture = require('./BaseTexture'),
VideoBaseTexture = require('./VideoBaseTexture'),
TextureUvs = require('./TextureUvs'),
EventEmitter = require('eventemitter3'),
math = require('../math'),
utils = require('../utils');
/**
* 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 Sprite. If no frame is provided then the whole image is used.
*
* You can directly create a texture from an image and then reuse it multiple times like this :
*
* ```js
* var texture = PIXI.Texture.fromImage('assets/image.png');
* var sprite1 = new PIXI.Sprite(texture);
* var sprite2 = new PIXI.Sprite(texture);
* ```
*
* @class
* @memberof PIXI
* @param baseTexture {PIXI.BaseTexture} The base texture source to create the texture from
* @param [frame] {PIXI.Rectangle} The rectangle frame of the texture to show
* @param [crop] {PIXI.Rectangle} The area of original texture
* @param [trim] {PIXI.Rectangle} Trimmed texture rectangle
* @param [rotate] {number} indicates how the texture was rotated by texture packer. See {@link PIXI.GroupD8}
*/
function Texture(baseTexture, frame, crop, trim, rotate)
{
EventEmitter.call(this);
/**
* Does this Texture have any frame data assigned to it?
*
* @member {boolean}
*/
this.noFrame = false;
if (!frame)
{
this.noFrame = true;
frame = new math.Rectangle(0, 0, 1, 1);
}
if (baseTexture instanceof Texture)
{
baseTexture = baseTexture.baseTexture;
}
/**
* The base texture that this texture uses.
*
* @member {PIXI.BaseTexture}
*/
this.baseTexture = baseTexture;
/**
* The frame specifies the region of the base texture that this texture uses
*
* @member {PIXI.Rectangle}
* @private
*/
this._frame = frame;
/**
* The texture trim data.
*
* @member {PIXI.Rectangle}
*/
this.trim = trim;
/**
* This will let the renderer know if the texture is valid. If it's not then it cannot be rendered.
*
* @member {boolean}
*/
this.valid = false;
/**
* This will let a renderer know that a texture has been updated (used mainly for webGL uv updates)
*
* @member {boolean}
*/
this.requiresUpdate = false;
/**
* The WebGL UV data cache.
*
* @member {PIXI.TextureUvs}
* @private
*/
this._uvs = null;
/**
* The width of the Texture in pixels.
*
* @member {number}
*/
this.width = 0;
/**
* The height of the Texture in pixels.
*
* @member {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)
*
* @member {PIXI.Rectangle}
*/
this.crop = crop || frame;//new math.Rectangle(0, 0, 1, 1);
this._rotate = +(rotate || 0);
if (rotate === true) {
// this is old texturepacker legacy, some games/libraries are passing "true" for rotated textures
this._rotate = 2;
} else {
if (this._rotate % 2 !== 0) {
throw 'attempt to use diamond-shaped UVs. If you are sure, set rotation manually';
}
}
if (baseTexture.hasLoaded)
{
if (this.noFrame)
{
frame = new math.Rectangle(0, 0, baseTexture.width, baseTexture.height);
// if there is no frame we should monitor for any base texture changes..
baseTexture.on('update', this.onBaseTextureUpdated, this);
}
this.frame = frame;
}
else
{
baseTexture.once('loaded', this.onBaseTextureLoaded, this);
}
/**
* Fired when the texture is updated. This happens if the frame or the baseTexture is updated.
*
* @event update
* @memberof PIXI.Texture#
* @protected
*/
}
Texture.prototype = Object.create(EventEmitter.prototype);
Texture.prototype.constructor = Texture;
module.exports = Texture;
Object.defineProperties(Texture.prototype, {
/**
* The frame specifies the region of the base texture that this texture uses.
*
* @member {PIXI.Rectangle}
* @memberof PIXI.Texture#
*/
frame: {
get: function ()
{
return this._frame;
},
set: function (frame)
{
this._frame = frame;
this.noFrame = false;
this.width = frame.width;
this.height = frame.height;
if (!this.trim && !this.rotate && (frame.x + frame.width > this.baseTexture.width || frame.y + frame.height > this.baseTexture.height))
{
throw new Error('Texture Error: frame does not fit inside the base Texture dimensions ' + this);
}
//this.valid = frame && frame.width && frame.height && this.baseTexture.source && this.baseTexture.hasLoaded;
this.valid = frame && frame.width && frame.height && 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;
}
else
{
this.crop = frame;
}
if (this.valid)
{
this._updateUvs();
}
}
},
/**
* Indicates whether the texture is rotated inside the atlas
* set to 2 to compensate for texture packer rotation
* set to 6 to compensate for spine packer rotation
* can be used to rotate or mirror sprites
* See {@link PIXI.GroupD8} for explanation
*
* @member {number}
*/
rotate: {
get: function ()
{
return this._rotate;
},
set: function (rotate)
{
this._rotate = rotate;
if (this.valid)
{
this._updateUvs();
}
}
}
});
/**
* Updates this texture on the gpu.
*
*/
Texture.prototype.update = function ()
{
this.baseTexture.update();
};
/**
* Called when the base texture is loaded
*
* @private
*/
Texture.prototype.onBaseTextureLoaded = function (baseTexture)
{
// TODO this code looks confusing.. boo to abusing getters and setterss!
if (this.noFrame)
{
this.frame = new math.Rectangle(0, 0, baseTexture.width, baseTexture.height);
}
else
{
this.frame = this._frame;
}
this.emit('update', this);
};
/**
* Called when the base texture is updated
*
* @private
*/
Texture.prototype.onBaseTextureUpdated = function (baseTexture)
{
this._frame.width = baseTexture.width;
this._frame.height = baseTexture.height;
this.emit('update', this);
};
/**
* Destroys this texture
*
* @param [destroyBase=false] {boolean} Whether to destroy the base texture as well
*/
Texture.prototype.destroy = function (destroyBase)
{
if (this.baseTexture)
{
if (destroyBase)
{
this.baseTexture.destroy();
}
this.baseTexture.off('update', this.onBaseTextureUpdated, this);
this.baseTexture.off('loaded', this.onBaseTextureLoaded, this);
this.baseTexture = null;
}
this._frame = null;
this._uvs = null;
this.trim = null;
this.crop = null;
this.valid = false;
this.off('dispose', this.dispose, this);
this.off('update', this.update, this);
};
/**
* Creates a new texture object that acts the same as this one.
*
* @return {PIXI.Texture}
*/
Texture.prototype.clone = function ()
{
return new Texture(this.baseTexture, this.frame, this.crop, this.trim, this.rotate);
};
/**
* Updates the internal WebGL UV cache.
*
* @private
*/
Texture.prototype._updateUvs = function ()
{
if (!this._uvs)
{
this._uvs = new TextureUvs();
}
this._uvs.set(this.crop, this.baseTexture, this.rotate);
};
/**
* Helper function that creates a Texture object from the given image url.
* If the image is not in the texture cache it will be created and loaded.
*
* @static
* @param imageUrl {string} The image url of the texture
* @param crossorigin {boolean} Whether requests should be treated as crossorigin
* @param scaleMode {number} See {@link PIXI.SCALE_MODES} for possible values
* @return {PIXI.Texture} The newly created texture
*/
Texture.fromImage = function (imageUrl, crossorigin, scaleMode)
{
var texture = utils.TextureCache[imageUrl];
if (!texture)
{
texture = new Texture(BaseTexture.fromImage(imageUrl, crossorigin, scaleMode));
utils.TextureCache[imageUrl] = texture;
}
return texture;
};
/**
* Helper function that creates a sprite that will contain a texture from the TextureCache based on the frameId
* The frame ids are created when a Texture packer file has been loaded
*
* @static
* @param frameId {string} The frame Id of the texture in the cache
* @return {PIXI.Texture} The newly created texture
*/
Texture.fromFrame = function (frameId)
{
var texture = utils.TextureCache[frameId];
if (!texture)
{
throw new Error('The frameId "' + frameId + '" does not exist in the texture cache');
}
return texture;
};
/**
* Helper function that creates a new Texture based on the given canvas element.
*
* @static
* @param canvas {Canvas} The canvas element source of the texture
* @param scaleMode {number} See {@link PIXI.SCALE_MODES} for possible values
* @return {PIXI.Texture}
*/
Texture.fromCanvas = function (canvas, scaleMode)
{
return new Texture(BaseTexture.fromCanvas(canvas, scaleMode));
};
/**
* Helper function that creates a new Texture based on the given video element.
*
* @static
* @param video {HTMLVideoElement}
* @param scaleMode {number} See {@link PIXI.SCALE_MODES} for possible values
* @return {PIXI.Texture} A Texture
*/
Texture.fromVideo = function (video, scaleMode)
{
if (typeof video === 'string')
{
return Texture.fromVideoUrl(video, scaleMode);
}
else
{
return new Texture(VideoBaseTexture.fromVideo(video, scaleMode));
}
};
/**
* Helper function that creates a new Texture based on the video url.
*
* @static
* @param videoUrl {string}
* @param scaleMode {number} See {@link PIXI.SCALE_MODES} for possible values
* @return {PIXI.Texture} A Texture
*/
Texture.fromVideoUrl = function (videoUrl, scaleMode)
{
return new Texture(VideoBaseTexture.fromUrl(videoUrl, scaleMode));
};
/**
* Adds a texture to the global utils.TextureCache. This cache is shared across the whole PIXI object.
*
* @static
* @param texture {PIXI.Texture} The Texture to add to the cache.
* @param id {string} The id that the texture will be stored against.
*/
Texture.addTextureToCache = function (texture, id)
{
utils.TextureCache[id] = texture;
};
/**
* Remove a texture from the global utils.TextureCache.
*
* @static
* @param id {string} The id of the texture to be removed
* @return {PIXI.Texture} The texture that was removed
*/
Texture.removeTextureFromCache = function (id)
{
var texture = utils.TextureCache[id];
delete utils.TextureCache[id];
delete utils.BaseTextureCache[id];
return texture;
};
/**
* An empty texture, used often to not have to create multiple empty textures.
*
* @static
* @constant
*/
Texture.EMPTY = new Texture(new BaseTexture());