Files
Foundry-VTT-Docker/resources/app/node_modules/@pixi/spritesheet/lib/Spritesheet.mjs
2025-01-04 00:34:03 +01:00

116 lines
5.3 KiB
JavaScript

import { BaseTexture, Texture, utils, Rectangle } from "@pixi/core";
const _Spritesheet = class _Spritesheet2 {
/** @ignore */
constructor(optionsOrTexture, arg1, arg2) {
this.linkedSheets = [], (optionsOrTexture instanceof BaseTexture || optionsOrTexture instanceof Texture) && (optionsOrTexture = { texture: optionsOrTexture, data: arg1, resolutionFilename: arg2 });
const { texture, data, resolutionFilename = null, cachePrefix = "" } = optionsOrTexture;
this.cachePrefix = cachePrefix, this._texture = texture instanceof Texture ? texture : null, this.baseTexture = texture instanceof BaseTexture ? texture : this._texture.baseTexture, this.textures = {}, this.animations = {}, this.data = data;
const resource = this.baseTexture.resource;
this.resolution = this._updateResolution(resolutionFilename || (resource ? resource.url : null)), this._frames = this.data.frames, this._frameKeys = Object.keys(this._frames), this._batchIndex = 0, this._callback = null;
}
/**
* Generate the resolution from the filename or fallback
* to the meta.scale field of the JSON data.
* @param resolutionFilename - The filename to use for resolving
* the default resolution.
* @returns Resolution to use for spritesheet.
*/
_updateResolution(resolutionFilename = null) {
const { scale } = this.data.meta;
let resolution = utils.getResolutionOfUrl(resolutionFilename, null);
return resolution === null && (resolution = typeof scale == "number" ? scale : parseFloat(scale ?? "1")), resolution !== 1 && this.baseTexture.setResolution(resolution), resolution;
}
/**
* Parser spritesheet from loaded data. This is done asynchronously
* to prevent creating too many Texture within a single process.
* @method PIXI.Spritesheet#parse
*/
parse() {
return new Promise((resolve) => {
this._callback = resolve, this._batchIndex = 0, this._frameKeys.length <= _Spritesheet2.BATCH_SIZE ? (this._processFrames(0), this._processAnimations(), this._parseComplete()) : this._nextBatch();
});
}
/**
* Process a batch of frames
* @param initialFrameIndex - The index of frame to start.
*/
_processFrames(initialFrameIndex) {
let frameIndex = initialFrameIndex;
const maxFrames = _Spritesheet2.BATCH_SIZE;
for (; frameIndex - initialFrameIndex < maxFrames && frameIndex < this._frameKeys.length; ) {
const i = this._frameKeys[frameIndex], data = this._frames[i], rect = data.frame;
if (rect) {
let frame = null, trim = null;
const sourceSize = data.trimmed !== !1 && data.sourceSize ? data.sourceSize : data.frame, orig = new Rectangle(
0,
0,
Math.floor(sourceSize.w) / this.resolution,
Math.floor(sourceSize.h) / this.resolution
);
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
) : 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
), data.trimmed !== !1 && 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,
data.borders
), Texture.addToCache(this.textures[i], this.cachePrefix + i.toString());
}
frameIndex++;
}
}
/** Parse animations config. */
_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. */
_parseComplete() {
const callback = this._callback;
this._callback = null, this._batchIndex = 0, callback.call(this, this.textures);
}
/** Begin the next batch of textures. */
_nextBatch() {
this._processFrames(this._batchIndex * _Spritesheet2.BATCH_SIZE), this._batchIndex++, setTimeout(() => {
this._batchIndex * _Spritesheet2.BATCH_SIZE < this._frameKeys.length ? this._nextBatch() : (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 = !1) {
for (const i in this.textures)
this.textures[i].destroy();
this._frames = null, this._frameKeys = null, this.data = null, this.textures = null, destroyBase && (this._texture?.destroy(), this.baseTexture.destroy()), this._texture = null, this.baseTexture = null, this.linkedSheets = [];
}
};
_Spritesheet.BATCH_SIZE = 1e3;
let Spritesheet = _Spritesheet;
export {
Spritesheet
};
//# sourceMappingURL=Spritesheet.mjs.map