import { Resource } from './Resource';
import { BaseTexture } from '../BaseTexture';
import { ISize } from '@pixi/math';
import { autoDetectResource, IAutoDetectOptions } from './autoDetectResource';
/**
* Resource that can manage several resource (items) inside.
* All resources need to have the same pixel size.
* Parent class for CubeResource and ArrayResource
*
* @class
* @extends PIXI.Resource
* @memberof PIXI
*/
export abstract class AbstractMultiResource extends Resource
{
readonly length: number;
items: Array<BaseTexture>;
itemDirtyIds: Array<number>;
private _load: Promise<this>;
baseTexture: BaseTexture;
/**
* @param {number} length
* @param {object} [options] - Options to for Resource constructor
* @param {number} [options.width] - Width of the resource
* @param {number} [options.height] - Height of the resource
*/
constructor(length: number, options?: ISize)
{
const { width, height } = options || {};
super(width, height);
/**
* Collection of partial baseTextures that correspond to resources
* @member {Array<PIXI.BaseTexture>}
* @readonly
*/
this.items = [];
/**
* Dirty IDs for each part
* @member {Array<number>}
* @readonly
*/
this.itemDirtyIds = [];
for (let i = 0; i < length; i++)
{
const partTexture = new BaseTexture();
this.items.push(partTexture);
// -2 - first run of texture array upload
// -1 - texture item was allocated
// >=0 - texture item uploaded , in sync with items[i].dirtyId
this.itemDirtyIds.push(-2);
}
/**
* Number of elements in array
*
* @member {number}
* @readonly
*/
this.length = length;
/**
* Promise when loading
* @member {Promise}
* @private
* @default null
*/
this._load = null;
/**
* Bound baseTexture, there can only be one
* @member {PIXI.BaseTexture}
*/
this.baseTexture = null;
}
/**
* used from ArrayResource and CubeResource constructors
* @param {Array<*>} resources - Can be resources, image elements, canvas, etc. ,
* length should be same as constructor length
* @param {object} [options] - detect options for resources
* @protected
*/
protected initFromArray(resources: Array<any>, options?: IAutoDetectOptions): void
{
for (let i = 0; i < this.length; i++)
{
if (!resources[i])
{
continue;
}
if (resources[i].castToBaseTexture)
{
this.addBaseTextureAt(resources[i].castToBaseTexture(), i);
}
else if (resources[i] instanceof Resource)
{
this.addResourceAt(resources[i], i);
}
else
{
this.addResourceAt(autoDetectResource(resources[i], options), i);
}
}
}
/**
* Destroy this BaseImageResource
* @override
*/
dispose(): void
{
for (let i = 0, len = this.length; i < len; i++)
{
this.items[i].destroy();
}
this.items = null;
this.itemDirtyIds = null;
this._load = null;
}
/**
* Set a baseTexture by ID
*
* @param {PIXI.BaseTexture} baseTexture
* @param {number} index - Zero-based index of resource to set
* @return {PIXI.AbstractMultiResource} Instance for chaining
*/
abstract addBaseTextureAt(baseTexture: BaseTexture, index: number): this;
/**
* Set a resource by ID
*
* @param {PIXI.Resource} resource
* @param {number} index - Zero-based index of resource to set
* @return {PIXI.ArrayResource} Instance for chaining
*/
addResourceAt(resource: Resource, index: number): this
{
if (!this.items[index])
{
throw new Error(`Index ${index} is out of bounds`);
}
// Inherit the first resource dimensions
if (resource.valid && !this.valid)
{
this.resize(resource.width, resource.height);
}
this.items[index].setResource(resource);
return this;
}
/**
* Set the parent base texture
* @member {PIXI.BaseTexture}
* @override
*/
bind(baseTexture: BaseTexture): void
{
if (this.baseTexture !== null)
{
throw new Error('Only one base texture per TextureArray is allowed');
}
super.bind(baseTexture);
for (let i = 0; i < this.length; i++)
{
this.items[i].parentTextureArray = baseTexture;
this.items[i].on('update', baseTexture.update, baseTexture);
}
}
/**
* Unset the parent base texture
* @member {PIXI.BaseTexture}
* @override
*/
unbind(baseTexture: BaseTexture): void
{
super.unbind(baseTexture);
for (let i = 0; i < this.length; i++)
{
this.items[i].parentTextureArray = null;
this.items[i].off('update', baseTexture.update, baseTexture);
}
}
/**
* Load all the resources simultaneously
* @override
* @return {Promise<void>} When load is resolved
*/
load(): Promise<this>
{
if (this._load)
{
return this._load;
}
const resources = this.items.map((item) => item.resource).filter((item) => item);
// TODO: also implement load part-by-part strategy
const promises = resources.map((item) => item.load());
this._load = Promise.all(promises)
.then(() =>
{
const { realWidth, realHeight } = this.items[0];
this.resize(realWidth, realHeight);
return Promise.resolve(this);
}
);
return this._load;
}
}