import { Rectangle, Texture } from '../';
import { getResolutionOfUrl } from '../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.add("images/spritesheet.json").load(setup);
*
* function setup() {
* let sheet = PIXI.loader.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 default class Spritesheet
{
/**
* The maximum number of Textures to build per process.
*
* @type {number}
* @default 1000
*/
static get BATCH_SIZE()
{
return 1000;
}
/**
* @param {PIXI.BaseTexture} 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(baseTexture, data, resolutionFilename = null)
{
/**
* Reference to ths source texture
* @type {PIXI.BaseTexture}
*/
this.baseTexture = 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.extras.AnimatedSprite|AnimatedSprite}:
* ```js
* new PIXI.extras.AnimatedSprite(sheet.animations["anim_name"])
* ```
* @member {Object}
*/
this.animations = {};
/**
* Reference to the original JSON data.
* @type {Object}
*/
this.data = data;
/**
* The resolution of the spritesheet.
* @type {number}
*/
this.resolution = this._updateResolution(
resolutionFilename || this.baseTexture.imageUrl
);
/**
* 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)
{
const scale = this.data.meta.scale;
// 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.resolution = resolution;
this.baseTexture.update();
}
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;
const sourceScale = this.baseTexture.sourceScale;
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 * sourceScale) / this.resolution,
Math.floor(sourceSize.h * sourceScale) / this.resolution
);
if (data.rotated)
{
frame = new Rectangle(
Math.floor(rect.x * sourceScale) / this.resolution,
Math.floor(rect.y * sourceScale) / this.resolution,
Math.floor(rect.h * sourceScale) / this.resolution,
Math.floor(rect.w * sourceScale) / this.resolution
);
}
else
{
frame = new Rectangle(
Math.floor(rect.x * sourceScale) / this.resolution,
Math.floor(rect.y * sourceScale) / this.resolution,
Math.floor(rect.w * sourceScale) / this.resolution,
Math.floor(rect.h * sourceScale) / this.resolution
);
}
// Check to see if the sprite is trimmed
if (data.trimmed !== false && data.spriteSourceSize)
{
trim = new Rectangle(
Math.floor(data.spriteSourceSize.x * sourceScale) / this.resolution,
Math.floor(data.spriteSourceSize.y * sourceScale) / this.resolution,
Math.floor(rect.w * sourceScale) / this.resolution,
Math.floor(rect.h * sourceScale) / 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 fromFrame and fromImage 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 (const frameName of animations[animName])
{
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)
{
for (const i in this.textures)
{
this.textures[i].destroy();
}
this._frames = null;
this._frameKeys = null;
this.data = null;
this.textures = null;
if (destroyBase)
{
this.baseTexture.destroy();
}
this.baseTexture = null;
}
}