forked from phaserjs/phaser
-
Notifications
You must be signed in to change notification settings - Fork 0
Expand file tree
/
Copy pathCanvasTexture.js
More file actions
203 lines (178 loc) · 6.33 KB
/
Copy pathCanvasTexture.js
File metadata and controls
203 lines (178 loc) · 6.33 KB
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
/**
* @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;