329 lines
14 KiB
JavaScript
329 lines
14 KiB
JavaScript
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"use strict";
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var core = require("@pixi/core"), BackgroundLoader = require("./BackgroundLoader.js"), Cache = require("./cache/Cache.js"), Loader = require("./loader/Loader.js");
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require("./loader/parsers/index.js");
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var Resolver = require("./resolver/Resolver.js"), convertToList = require("./utils/convertToList.js"), isSingleItem = require("./utils/isSingleItem.js"), loadTextures = require("./loader/parsers/textures/loadTextures.js");
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class AssetsClass {
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constructor() {
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this._detections = [], this._initialized = !1, this.resolver = new Resolver.Resolver(), this.loader = new Loader.Loader(), this.cache = Cache.Cache, this._backgroundLoader = new BackgroundLoader.BackgroundLoader(this.loader), this._backgroundLoader.active = !0, this.reset();
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}
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/**
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* Best practice is to call this function before any loading commences
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* Initiating is the best time to add any customization to the way things are loaded.
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*
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* you do not need to call this for the Asset class to work, only if you want to set any initial properties
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* @param options - options to initialize the Asset manager with
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*/
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async init(options = {}) {
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if (this._initialized) {
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console.warn("[Assets]AssetManager already initialized, did you load before calling this Assets.init()?");
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return;
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}
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if (this._initialized = !0, options.defaultSearchParams && this.resolver.setDefaultSearchParams(options.defaultSearchParams), options.basePath && (this.resolver.basePath = options.basePath), options.bundleIdentifier && this.resolver.setBundleIdentifier(options.bundleIdentifier), options.manifest) {
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let manifest = options.manifest;
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typeof manifest == "string" && (manifest = await this.load(manifest)), this.resolver.addManifest(manifest);
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}
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const resolutionPref = options.texturePreference?.resolution ?? 1, resolution = typeof resolutionPref == "number" ? [resolutionPref] : resolutionPref, formats = await this._detectFormats({
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preferredFormats: options.texturePreference?.format,
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skipDetections: options.skipDetections,
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detections: this._detections
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});
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this.resolver.prefer({
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params: {
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format: formats,
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resolution
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}
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}), options.preferences && this.setPreferences(options.preferences);
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}
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add(aliases, srcs, data, format, loadParser) {
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this.resolver.add(aliases, srcs, data, format, loadParser);
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}
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async load(urls, onProgress) {
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this._initialized || await this.init();
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const singleAsset = isSingleItem.isSingleItem(urls), urlArray = convertToList.convertToList(urls).map((url) => {
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if (typeof url != "string") {
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const aliases = this.resolver.getAlias(url);
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return aliases.some((alias) => !this.resolver.hasKey(alias)) && this.add(url), Array.isArray(aliases) ? aliases[0] : aliases;
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}
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return this.resolver.hasKey(url) || this.add({ alias: url, src: url }), url;
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}), resolveResults = this.resolver.resolve(urlArray), out = await this._mapLoadToResolve(resolveResults, onProgress);
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return singleAsset ? out[urlArray[0]] : out;
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}
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/**
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* This adds a bundle of assets in one go so that you can load them as a group.
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* For example you could add a bundle for each screen in you pixi app
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* @example
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* import { Assets } from 'pixi.js';
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*
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* Assets.addBundle('animals', {
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* bunny: 'bunny.png',
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* chicken: 'chicken.png',
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* thumper: 'thumper.png',
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* });
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*
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* const assets = await Assets.loadBundle('animals');
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* @param bundleId - the id of the bundle to add
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* @param assets - a record of the asset or assets that will be chosen from when loading via the specified key
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*/
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addBundle(bundleId, assets) {
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this.resolver.addBundle(bundleId, assets);
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}
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/**
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* Bundles are a way to load multiple assets at once.
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* If a manifest has been provided to the init function then you can load a bundle, or bundles.
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* you can also add bundles via `addBundle`
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* @example
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* import { Assets } from 'pixi.js';
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*
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* // Manifest Example
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* const manifest = {
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* bundles: [
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* {
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* name: 'load-screen',
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* assets: [
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* {
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* alias: 'background',
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* src: 'sunset.png',
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* },
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* {
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* alias: 'bar',
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* src: 'load-bar.{png,webp}',
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* },
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* ],
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* },
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* {
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* name: 'game-screen',
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* assets: [
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* {
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* alias: 'character',
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* src: 'robot.png',
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* },
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* {
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* alias: 'enemy',
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* src: 'bad-guy.png',
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* },
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* ],
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* },
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* ]
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* };
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*
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* await Assets.init({ manifest });
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*
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* // Load a bundle...
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* loadScreenAssets = await Assets.loadBundle('load-screen');
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* // Load another bundle...
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* gameScreenAssets = await Assets.loadBundle('game-screen');
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* @param bundleIds - the bundle id or ids to load
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* @param onProgress - Optional function that is called when progress on asset loading is made.
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* The function is passed a single parameter, `progress`, which represents the percentage (0.0 - 1.0)
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* of the assets loaded. Do not use this function to detect when assets are complete and available,
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* instead use the Promise returned by this function.
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* @returns all the bundles assets or a hash of assets for each bundle specified
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*/
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async loadBundle(bundleIds, onProgress) {
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this._initialized || await this.init();
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let singleAsset = !1;
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typeof bundleIds == "string" && (singleAsset = !0, bundleIds = [bundleIds]);
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const resolveResults = this.resolver.resolveBundle(bundleIds), out = {}, keys = Object.keys(resolveResults);
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let count = 0, total = 0;
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const _onProgress = () => {
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onProgress?.(++count / total);
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}, promises = keys.map((bundleId) => {
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const resolveResult = resolveResults[bundleId];
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return total += Object.keys(resolveResult).length, this._mapLoadToResolve(resolveResult, _onProgress).then((resolveResult2) => {
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out[bundleId] = resolveResult2;
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});
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});
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return await Promise.all(promises), singleAsset ? out[bundleIds[0]] : out;
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}
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/**
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* Initiate a background load of some assets. It will passively begin to load these assets in the background.
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* So when you actually come to loading them you will get a promise that resolves to the loaded assets immediately
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*
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* An example of this might be that you would background load game assets after your inital load.
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* then when you got to actually load your game screen assets when a player goes to the game - the loading
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* would already have stared or may even be complete, saving you having to show an interim load bar.
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* @example
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* import { Assets } from 'pixi.js';
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*
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* Assets.backgroundLoad('bunny.png');
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*
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* // later on in your app...
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* await Assets.loadBundle('bunny.png'); // Will resolve quicker as loading may have completed!
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* @param urls - the url / urls you want to background load
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*/
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async backgroundLoad(urls) {
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this._initialized || await this.init(), typeof urls == "string" && (urls = [urls]);
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const resolveResults = this.resolver.resolve(urls);
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this._backgroundLoader.add(Object.values(resolveResults));
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}
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/**
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* Initiate a background of a bundle, works exactly like backgroundLoad but for bundles.
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* this can only be used if the loader has been initiated with a manifest
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* @example
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* import { Assets } from 'pixi.js';
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*
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* await Assets.init({
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* manifest: {
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* bundles: [
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* {
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* name: 'load-screen',
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* assets: [...],
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* },
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* ...
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* ],
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* },
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* });
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*
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* Assets.backgroundLoadBundle('load-screen');
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*
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* // Later on in your app...
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* await Assets.loadBundle('load-screen'); // Will resolve quicker as loading may have completed!
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* @param bundleIds - the bundleId / bundleIds you want to background load
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*/
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async backgroundLoadBundle(bundleIds) {
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this._initialized || await this.init(), typeof bundleIds == "string" && (bundleIds = [bundleIds]);
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const resolveResults = this.resolver.resolveBundle(bundleIds);
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Object.values(resolveResults).forEach((resolveResult) => {
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this._backgroundLoader.add(Object.values(resolveResult));
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});
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}
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/**
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* Only intended for development purposes.
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* This will wipe the resolver and caches.
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* You will need to reinitialize the Asset
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*/
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reset() {
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this.resolver.reset(), this.loader.reset(), this.cache.reset(), this._initialized = !1;
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}
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get(keys) {
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if (typeof keys == "string")
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return Cache.Cache.get(keys);
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const assets = {};
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for (let i = 0; i < keys.length; i++)
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assets[i] = Cache.Cache.get(keys[i]);
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return assets;
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}
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/**
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* helper function to map resolved assets back to loaded assets
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* @param resolveResults - the resolve results from the resolver
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* @param onProgress - the progress callback
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*/
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async _mapLoadToResolve(resolveResults, onProgress) {
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const resolveArray = Object.values(resolveResults), resolveKeys = Object.keys(resolveResults);
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this._backgroundLoader.active = !1;
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const loadedAssets = await this.loader.load(resolveArray, onProgress);
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this._backgroundLoader.active = !0;
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const out = {};
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return resolveArray.forEach((resolveResult, i) => {
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const asset = loadedAssets[resolveResult.src], keys = [resolveResult.src];
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resolveResult.alias && keys.push(...resolveResult.alias), out[resolveKeys[i]] = asset, Cache.Cache.set(keys, asset);
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}), out;
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}
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/**
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* Unload an asset or assets. As the Assets class is responsible for creating the assets via the `load` function
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* this will make sure to destroy any assets and release them from memory.
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* Once unloaded, you will need to load the asset again.
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*
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* Use this to help manage assets if you find that you have a large app and you want to free up memory.
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*
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* - it's up to you as the developer to make sure that textures are not actively being used when you unload them,
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* Pixi won't break but you will end up with missing assets. Not a good look for the user!
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* @example
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* import { Assets } from 'pixi.js';
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*
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* // Load a URL:
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* const myImageTexture = await Assets.load('http://some.url.com/image.png'); // => returns a texture
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*
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* await Assets.unload('http://some.url.com/image.png')
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*
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* // myImageTexture will be destroyed now.
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*
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* // Unload multiple assets:
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* const textures = await Assets.unload(['thumper', 'chicko']);
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* @param urls - the urls to unload
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*/
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async unload(urls) {
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this._initialized || await this.init();
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const urlArray = convertToList.convertToList(urls).map((url) => typeof url != "string" ? url.src : url), resolveResults = this.resolver.resolve(urlArray);
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await this._unloadFromResolved(resolveResults);
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}
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/**
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* Bundles are a way to manage multiple assets at once.
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* this will unload all files in a bundle.
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*
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* once a bundle has been unloaded, you need to load it again to have access to the assets.
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* @example
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* import { Assets } from 'pixi.js';
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*
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* Assets.addBundle({
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* 'thumper': 'http://some.url.com/thumper.png',
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* })
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*
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* const assets = await Assets.loadBundle('thumper');
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*
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* // Now to unload...
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*
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* await Assets.unloadBundle('thumper');
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*
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* // All assets in the assets object will now have been destroyed and purged from the cache
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* @param bundleIds - the bundle id or ids to unload
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*/
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async unloadBundle(bundleIds) {
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this._initialized || await this.init(), bundleIds = convertToList.convertToList(bundleIds);
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const resolveResults = this.resolver.resolveBundle(bundleIds), promises = Object.keys(resolveResults).map((bundleId) => this._unloadFromResolved(resolveResults[bundleId]));
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await Promise.all(promises);
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}
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async _unloadFromResolved(resolveResult) {
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const resolveArray = Object.values(resolveResult);
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resolveArray.forEach((resolveResult2) => {
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Cache.Cache.remove(resolveResult2.src);
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}), await this.loader.unload(resolveArray);
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}
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/**
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* Detects the supported formats for the browser, and returns an array of supported formats, respecting
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* the users preferred formats order.
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* @param options - the options to use when detecting formats
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* @param options.preferredFormats - the preferred formats to use
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* @param options.skipDetections - if we should skip the detections altogether
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* @param options.detections - the detections to use
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* @returns - the detected formats
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*/
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async _detectFormats(options) {
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let formats = [];
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options.preferredFormats && (formats = Array.isArray(options.preferredFormats) ? options.preferredFormats : [options.preferredFormats]);
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for (const detection of options.detections)
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options.skipDetections || await detection.test() ? formats = await detection.add(formats) : options.skipDetections || (formats = await detection.remove(formats));
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return formats = formats.filter((format, index) => formats.indexOf(format) === index), formats;
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}
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/** All the detection parsers currently added to the Assets class. */
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get detections() {
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return this._detections;
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}
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/**
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* @deprecated since 7.2.0
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* @see {@link Assets.setPreferences}
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*/
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get preferWorkers() {
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return loadTextures.loadTextures.config.preferWorkers;
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}
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set preferWorkers(value) {
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core.utils.deprecation("7.2.0", "Assets.prefersWorkers is deprecated, use Assets.setPreferences({ preferWorkers: true }) instead."), this.setPreferences({ preferWorkers: value });
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}
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/**
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* General setter for preferences. This is a helper function to set preferences on all parsers.
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* @param preferences - the preferences to set
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*/
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setPreferences(preferences) {
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this.loader.parsers.forEach((parser) => {
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parser.config && Object.keys(parser.config).filter((key) => key in preferences).forEach((key) => {
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parser.config[key] = preferences[key];
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});
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});
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}
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}
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const Assets = new AssetsClass();
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core.extensions.handleByList(core.ExtensionType.LoadParser, Assets.loader.parsers).handleByList(core.ExtensionType.ResolveParser, Assets.resolver.parsers).handleByList(core.ExtensionType.CacheParser, Assets.cache.parsers).handleByList(core.ExtensionType.DetectionParser, Assets.detections);
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exports.Assets = Assets;
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exports.AssetsClass = AssetsClass;
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//# sourceMappingURL=Assets.js.map
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