import BaseTexture from './BaseTexture';
import ImageResource from './resources/ImageResource';
import CanvasResource from './resources/CanvasResource';
import TextureUvs from './TextureUvs';
import EventEmitter from 'eventemitter3';
import { settings } from '@pixi/settings';
import { Rectangle } from '@pixi/math';
import { uid, TextureCache, getResolutionOfUrl } from '@pixi/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
* let texture = PIXI.Texture.fromImage('assets/image.png');
* let sprite1 = new PIXI.Sprite(texture);
* let sprite2 = new PIXI.Sprite(texture);
* ```
*
* Textures made from SVGs, loaded or not, cannot be used before the file finishes processing.
* You can check for this by checking the sprite's _textureID property.
* ```js
* var texture = PIXI.Texture.fromImage('assets/image.svg');
* var sprite1 = new PIXI.Sprite(texture);
* //sprite1._textureID should not be undefined if the texture has finished processing the SVG file
* ```
* You can use a ticker or rAF to ensure your sprites load the finished textures after processing. See issue #3068.
*
* @class
* @extends PIXI.utils.EventEmitter
* @memberof PIXI
*/
export default class Texture extends EventEmitter
{
/**
* @param {PIXI.BaseTexture} baseTexture - The base texture source to create the texture from
* @param {PIXI.Rectangle} [frame] - The rectangle frame of the texture to show
* @param {PIXI.Rectangle} [orig] - The area of original texture
* @param {PIXI.Rectangle} [trim] - Trimmed rectangle of original texture
* @param {number} [rotate] - indicates how the texture was rotated by texture packer. See {@link PIXI.GroupD8}
*/
constructor(baseTexture, frame, orig, trim, rotate)
{
super();
/**
* Does this Texture have any frame data assigned to it?
*
* @member {boolean}
*/
this.noFrame = false;
if (!frame)
{
this.noFrame = true;
frame = new 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;
/**
* 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._frame = frame;
/**
* This is the trimmed area of original texture, before it was put in atlas
* Please call `updateUvs()` after you change coordinates of `trim` manually.
*
* @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. Can be used as quad UV
*
* @member {PIXI.TextureUvs}
* @private
*/
this._uvs = null;
/**
* Default TextureMatrix instance for this texture
* By default that object is not created because its heavy
*
* @member {PIXI.TextureMatrix}
*/
this.uvMatrix = null;
/**
* This is the area of original texture, before it was put in atlas
*
* @member {PIXI.Rectangle}
*/
this.orig = orig || frame;// new Rectangle(0, 0, 1, 1);
this._rotate = Number(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 new Error('attempt to use diamond-shaped UVs. If you are sure, set rotation manually');
}
if (baseTexture.valid)
{
if (this.noFrame)
{
frame = new 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.onBaseTextureUpdated, this);
}
/**
* Update ID is observed by sprites and TextureMatrix instances.
* Call updateUvs() to increment it.
*
* @member {number}
* @private
*/
this._updateID = 0;
/**
* The ids under which this Texture has been added to the texture cache. This is
* automatically set as long as Texture.addToCache is used, but may not be set if a
* Texture is added directly to the TextureCache array.
*
* @member {string[]}
*/
this.textureCacheIds = [];
}
/**
* Updates this texture on the gpu.
*
*/
update()
{
this.baseTexture.update();
}
/**
* Called when the base texture is updated
*
* @private
* @param {PIXI.BaseTexture} baseTexture - The base texture.
*/
onBaseTextureUpdated(baseTexture)
{
this._updateID++;
// TODO this code looks confusing.. boo to abusing getters and setters!
if (this.noFrame)
{
this.frame = new Rectangle(0, 0, baseTexture.width, baseTexture.height);
}
else
{
this.frame = this._frame;
// TODO maybe watch out for the no frame option
// updating the texture will should update the frame if it was set to no frame..
}
this.emit('update', this);
}
/**
* Destroys this texture
*
* @param {boolean} [destroyBase=false] Whether to destroy the base texture as well
*/
destroy(destroyBase)
{
if (this.baseTexture)
{
if (destroyBase)
{
// delete the texture if it exists in the texture cache..
// this only needs to be removed if the base texture is actually destroyed too..
if (TextureCache[this.baseTexture.imageUrl])
{
Texture.removeFromCache(this.baseTexture.imageUrl);
}
this.baseTexture.destroy();
}
this.baseTexture.off('update', this.onBaseTextureUpdated, this);
this.baseTexture = null;
}
this._frame = null;
this._uvs = null;
this.trim = null;
this.orig = null;
this.valid = false;
Texture.removeFromCache(this);
this.textureCacheIds = null;
}
/**
* Creates a new texture object that acts the same as this one.
*
* @return {PIXI.Texture} The new texture
*/
clone()
{
return new Texture(this.baseTexture, this.frame, this.orig, this.trim, this.rotate);
}
/**
* Updates the internal WebGL UV cache. Use it after you change `frame` or `trim` of the texture.
* Call it after changing the frame
*/
updateUvs()
{
if (!this._uvs)
{
this._uvs = new TextureUvs();
}
this._uvs.set(this._frame, this.baseTexture, this.rotate);
this._updateID++;
}
/**
* Helper function that creates a new Texture based on the source you provide.
* The source can be - frame id, image url, video url, canvas element, video element, base texture
*
* @static
* @param {number|string|HTMLImageElement|HTMLCanvasElement|HTMLVideoElement|PIXI.BaseTexture}
* source - Source to create texture from
* @param {object} [options] See {@link PIXI.BaseTexture}'s constructor for options.
* @return {PIXI.Texture} The newly created texture
*/
static from(source, options)
{
let cacheId = null;
if (typeof source === 'string')
{
cacheId = source;
}
else
{
if (!source._pixiId)
{
source._pixiId = `pixiid_${uid()}`;
}
cacheId = source._pixiId;
}
let texture = TextureCache[cacheId];
if (!texture)
{
texture = new Texture(new BaseTexture(source, options));
texture.baseTexture.cacheId = cacheId;
BaseTexture.addToCache(texture.baseTexture, cacheId);
Texture.addToCache(texture, cacheId);
}
// lets assume its a base texture!
return texture;
}
/**
* Create a new Texture with a BufferResource from a Float32Array.
* RGBA values are floats from 0 to 1.
* @static
* @param {Float32Array|UintArray} buffer The optional array to use, if no data
* is provided, a new Float32Array is created.
* @param {number} width - Width of the resource
* @param {number} height - Height of the resource
* @param {object} [options] See {@link PIXI.BaseTexture}'s constructor for options.
* @return {PIXI.Texture} The resulting new BaseTexture
*/
static fromBuffer(buffer, width, height, options)
{
return new Texture(BaseTexture.fromBuffer(buffer, width, height, options));
}
/**
* Create a texture from a source and add to the cache.
*
* @static
* @param {HTMLImageElement|HTMLCanvasElement} source - The input source.
* @param {String} imageUrl - File name of texture, for cache and resolving resolution.
* @param {String} [name] - Human readible name for the texture cache. If no name is
* specified, only `imageUrl` will be used as the cache ID.
* @return {PIXI.Texture} Output texture
*/
static fromLoader(source, imageUrl, name)
{
// console.log('added from loader...')
const resource = new ImageResource(source);
resource.url = imageUrl;
// console.log('base resource ' + resource.width);
const baseTexture = new BaseTexture(resource, {
scaleMode: settings.SCALE_MODE,
resultion: getResolutionOfUrl(imageUrl),
});
const texture = new Texture(baseTexture);
// No name, use imageUrl instead
if (!name)
{
name = imageUrl;
}
// lets also add the frame to pixi's global cache for fromFrame and fromImage fucntions
BaseTexture.addToCache(texture.baseTexture, name);
Texture.addToCache(texture, name);
// also add references by url if they are different.
if (name !== imageUrl)
{
BaseTexture.addToCache(texture.baseTexture, imageUrl);
Texture.addToCache(texture, imageUrl);
}
return texture;
}
/**
* Adds a Texture to the global TextureCache. This cache is shared across the whole PIXI object.
*
* @static
* @param {PIXI.Texture} texture - The Texture to add to the cache.
* @param {string} id - The id that the Texture will be stored against.
*/
static addToCache(texture, id)
{
if (id)
{
if (texture.textureCacheIds.indexOf(id) === -1)
{
texture.textureCacheIds.push(id);
}
if (TextureCache[id])
{
// eslint-disable-next-line no-console
console.warn(`Texture added to the cache with an id [${id}] that already had an entry`);
}
TextureCache[id] = texture;
}
}
/**
* Remove a Texture from the global TextureCache.
*
* @static
* @param {string|PIXI.Texture} texture - id of a Texture to be removed, or a Texture instance itself
* @return {PIXI.Texture|null} The Texture that was removed
*/
static removeFromCache(texture)
{
if (typeof texture === 'string')
{
const textureFromCache = TextureCache[texture];
if (textureFromCache)
{
const index = textureFromCache.textureCacheIds.indexOf(texture);
if (index > -1)
{
textureFromCache.textureCacheIds.splice(index, 1);
}
delete TextureCache[texture];
return textureFromCache;
}
}
else if (texture && texture.textureCacheIds)
{
for (let i = 0; i < texture.textureCacheIds.length; ++i)
{
// Check that texture matches the one being passed in before deleting it from the cache.
if (TextureCache[texture.textureCacheIds[i]] === texture)
{
delete TextureCache[texture.textureCacheIds[i]];
}
}
texture.textureCacheIds.length = 0;
return texture;
}
return null;
}
/**
* The frame specifies the region of the base texture that this texture uses.
* Please call `updateUvs()` after you change coordinates of `frame` manually.
*
* @member {PIXI.Rectangle}
*/
get frame()
{
return this._frame;
}
set frame(frame) // eslint-disable-line require-jsdoc
{
this._frame = frame;
this.noFrame = false;
const { x, y, width, height } = frame;
const xNotFit = x + width > this.baseTexture.width;
const yNotFit = y + height > this.baseTexture.height;
if (xNotFit || yNotFit)
{
const relationship = xNotFit && yNotFit ? 'and' : 'or';
const errorX = `X: ${x} + ${width} = ${x + width} > ${this.baseTexture.width}`;
const errorY = `Y: ${y} + ${height} = ${y + height} > ${this.baseTexture.height}`;
throw new Error('Texture Error: frame does not fit inside the base Texture dimensions: '
+ `${errorX} ${relationship} ${errorY}`);
}
this.valid = width && height && this.baseTexture.valid;
if (!this.trim && !this.rotate)
{
this.orig = 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}
*/
get rotate()
{
return this._rotate;
}
set rotate(rotate) // eslint-disable-line require-jsdoc
{
this._rotate = rotate;
if (this.valid)
{
this.updateUvs();
}
}
/**
* The width of the Texture in pixels.
*
* @member {number}
*/
get width()
{
return this.orig.width;
}
/**
* The height of the Texture in pixels.
*
* @member {number}
*/
get height()
{
return this.orig.height;
}
}
Texture.fromImage = Texture.from;
Texture.fromSVG = Texture.from;
Texture.fromCanvas = Texture.from;
Texture.fromVideo = Texture.from;
Texture.fromFrame = Texture.from;
function createWhiteTexture()
{
const canvas = document.createElement('canvas');
canvas.width = 10;
canvas.height = 10;
const context = canvas.getContext('2d');
context.fillStyle = 'white';
context.fillRect(0, 0, 10, 10);
return new Texture(new BaseTexture(new CanvasResource(canvas)));
}
function removeAllHandlers(tex)
{
tex.destroy = function _emptyDestroy() { /* empty */ };
tex.on = function _emptyOn() { /* empty */ };
tex.once = function _emptyOnce() { /* empty */ };
tex.emit = function _emptyEmit() { /* empty */ };
}
/**
* An empty texture, used often to not have to create multiple empty textures.
* Can not be destroyed.
*
* @static
* @constant
*/
Texture.EMPTY = new Texture(new BaseTexture());
removeAllHandlers(Texture.EMPTY);
removeAllHandlers(Texture.EMPTY.baseTexture);
/**
* A white texture of 10x10 size, used for graphics and other things
* Can not be destroyed.
*
* @static
* @constant
*/
Texture.WHITE = createWhiteTexture();
removeAllHandlers(Texture.WHITE);
removeAllHandlers(Texture.WHITE.baseTexture);