import { Rectangle } from '@pixi/math';
import { Texture, BaseTexture } from '@pixi/core';
import { getResolutionOfUrl } from '@pixi/utils';
/**
* Utility class for maintaining reference to a collection
* of Textures on a single Spritesheet.
*
* To access a sprite sheet from your code pass its JSON data file to Pixi's loader:
*
* ```js
* PIXI.Loader.shared.add("images/spritesheet.json").load(setup);
*
* function setup() {
* let sheet = PIXI.Loader.shared.resources["images/spritesheet.json"].spritesheet;
* ...
* }
* ```
* With the `sheet.textures` you can create Sprite objects,`sheet.animations` can be used to create an AnimatedSprite.
*
* Sprite sheets can be packed using tools like {@link https://codeandweb.com/texturepacker|TexturePacker},
* {@link https://renderhjs.net/shoebox/|Shoebox} or {@link https://github.com/krzysztof-o/spritesheet.js|Spritesheet.js}.
* Default anchor points (see {@link PIXI.Texture#defaultAnchor}) and grouping of animation sprites are currently only
* supported by TexturePacker.
*
* @class
* @memberof PIXI
*/
export class Spritesheet {
/**
* @param {PIXI.BaseTexture|PIXI.Texture} baseTexture - Reference to the source BaseTexture object.
* @param {Object} data - Spritesheet image data.
* @param {string} [resolutionFilename] - The filename to consider when determining
* the resolution of the spritesheet. If not provided, the imageUrl will
* be used on the BaseTexture.
*/
constructor(texture, data, resolutionFilename = null) {
/**
* Reference to original source image from the Loader. This reference is retained so we
* can destroy the Texture later on. It is never used internally.
* @type {PIXI.Texture}
* @private
*/
this._texture = texture instanceof Texture ? texture : null;
/**
* Reference to ths source texture.
* @type {PIXI.BaseTexture}
*/
this.baseTexture = texture instanceof BaseTexture ? texture : this._texture.baseTexture;
/**
* A map containing all textures of the sprite sheet.
* Can be used to create a {@link PIXI.Sprite|Sprite}:
* ```js
* new PIXI.Sprite(sheet.textures["image.png"]);
* ```
* @member {Object}
*/
this.textures = {};
/**
* A map containing the textures for each animation.
* Can be used to create an {@link PIXI.AnimatedSprite|AnimatedSprite}:
* ```js
* new PIXI.AnimatedSprite(sheet.animations["anim_name"])
* ```
* @member {Object}
*/
this.animations = {};
/**
* Reference to the original JSON data.
* @type {Object}
*/
this.data = data;
const resource = this.baseTexture.resource;
/**
* The resolution of the spritesheet.
* @type {number}
*/
this.resolution = this._updateResolution(resolutionFilename || (resource ? resource.url : null));
/**
* Map of spritesheet frames.
* @type {Object}
* @private
*/
this._frames = this.data.frames;
/**
* Collection of frame names.
* @type {string[]}
* @private
*/
this._frameKeys = Object.keys(this._frames);
/**
* Current batch index being processed.
* @type {number}
* @private
*/
this._batchIndex = 0;
/**
* Callback when parse is completed.
* @type {Function}
* @private
*/
this._callback = null;
}
/**
* Generate the resolution from the filename or fallback
* to the meta.scale field of the JSON data.
*
* @private
* @param {string} resolutionFilename - The filename to use for resolving
* the default resolution.
* @return {number} Resolution to use for spritesheet.
*/
_updateResolution(resolutionFilename = null) {
const { scale } = this.data.meta;
// Use a defaultValue of `null` to check if a url-based resolution is set
let resolution = getResolutionOfUrl(resolutionFilename, null);
// No resolution found via URL
if (resolution === null) {
// Use the scale value or default to 1
resolution = scale !== undefined ? parseFloat(scale) : 1;
}
// For non-1 resolutions, update baseTexture
if (resolution !== 1) {
this.baseTexture.setResolution(resolution);
}
return resolution;
}
/**
* Parser spritesheet from loaded data. This is done asynchronously
* to prevent creating too many Texture within a single process.
*
* @param {Function} callback - Callback when complete returns
* a map of the Textures for this spritesheet.
*/
parse(callback) {
this._batchIndex = 0;
this._callback = callback;
if (this._frameKeys.length <= Spritesheet.BATCH_SIZE) {
this._processFrames(0);
this._processAnimations();
this._parseComplete();
}
else {
this._nextBatch();
}
}
/**
* Process a batch of frames
*
* @private
* @param {number} initialFrameIndex - The index of frame to start.
*/
_processFrames(initialFrameIndex) {
let frameIndex = initialFrameIndex;
const maxFrames = Spritesheet.BATCH_SIZE;
while (frameIndex - initialFrameIndex < maxFrames && frameIndex < this._frameKeys.length) {
const i = this._frameKeys[frameIndex];
const data = this._frames[i];
const rect = data.frame;
if (rect) {
let frame = null;
let trim = null;
const sourceSize = data.trimmed !== false && data.sourceSize
? data.sourceSize : data.frame;
const orig = new Rectangle(0, 0, Math.floor(sourceSize.w) / this.resolution, Math.floor(sourceSize.h) / this.resolution);
if (data.rotated) {
frame = new Rectangle(Math.floor(rect.x) / this.resolution, Math.floor(rect.y) / this.resolution, Math.floor(rect.h) / this.resolution, Math.floor(rect.w) / this.resolution);
}
else {
frame = new Rectangle(Math.floor(rect.x) / this.resolution, Math.floor(rect.y) / this.resolution, Math.floor(rect.w) / this.resolution, Math.floor(rect.h) / this.resolution);
}
// Check to see if the sprite is trimmed
if (data.trimmed !== false && data.spriteSourceSize) {
trim = new Rectangle(Math.floor(data.spriteSourceSize.x) / this.resolution, Math.floor(data.spriteSourceSize.y) / this.resolution, Math.floor(rect.w) / this.resolution, Math.floor(rect.h) / this.resolution);
}
this.textures[i] = new Texture(this.baseTexture, frame, orig, trim, data.rotated ? 2 : 0, data.anchor);
// lets also add the frame to pixi's global cache for 'from' and 'fromLoader' functions
Texture.addToCache(this.textures[i], i);
}
frameIndex++;
}
}
/**
* Parse animations config
*
* @private
*/
_processAnimations() {
const animations = this.data.animations || {};
for (const animName in animations) {
this.animations[animName] = [];
for (let i = 0; i < animations[animName].length; i++) {
const frameName = animations[animName][i];
this.animations[animName].push(this.textures[frameName]);
}
}
}
/**
* The parse has completed.
*
* @private
*/
_parseComplete() {
const callback = this._callback;
this._callback = null;
this._batchIndex = 0;
callback.call(this, this.textures);
}
/**
* Begin the next batch of textures.
*
* @private
*/
_nextBatch() {
this._processFrames(this._batchIndex * Spritesheet.BATCH_SIZE);
this._batchIndex++;
setTimeout(() => {
if (this._batchIndex * Spritesheet.BATCH_SIZE < this._frameKeys.length) {
this._nextBatch();
}
else {
this._processAnimations();
this._parseComplete();
}
}, 0);
}
/**
* Destroy Spritesheet and don't use after this.
*
* @param {boolean} [destroyBase=false] - Whether to destroy the base texture as well
*/
destroy(destroyBase = false) {
var _a;
for (const i in this.textures) {
this.textures[i].destroy();
}
this._frames = null;
this._frameKeys = null;
this.data = null;
this.textures = null;
if (destroyBase) {
(_a = this._texture) === null || _a === void 0 ? void 0 : _a.destroy();
this.baseTexture.destroy();
}
this._texture = null;
this.baseTexture = null;
}
}
/**
* The maximum number of Textures to build per process.
*
* @type {number}
* @default 1000
*/
Spritesheet.BATCH_SIZE = 1000;