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<!DOCTYPE html>
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<title>JSDoc: Source: display/Texture.js</title>
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<h1 class="page-title">Source: display/Texture.js</h1>
<section>
<article>
<pre class="prettyprint source linenums"><code>//------------------------------------------------------------------------------
// Constructor scope
//------------------------------------------------------------------------------
/**
* Creates a new texture.
*
* @constructor
* @package
*
* @param {rune.display.Graphic} graphic Reference to the object to be associated with the texture.
* @param {HTMLImageElement} resource Reference to the bitmap to be used for texture data.
*
* @class
* @classdesc
*
* Represents a 24- or 32-bit bitmap texture. A texture can be "shared" or
* "unique". A shared texture reads its bitmap data from the resource library
* and is thus read-only. A unique texture creates its own bitmap data and thus
* allocates more memory, but is fully writable.
*/
rune.display.Texture = function(graphic, resource) {
//--------------------------------------------------------------------------
// Private properties
//--------------------------------------------------------------------------
/**
* Reference to unique texture data.
*
* @type {rune.display.Canvas}
* @private
*/
this.m_canvas = null;
/**
* Reference to the object using the texture.
*
* @type {rune.display.Graphic}
* @private
*/
this.m_graphic = graphic;
/**
* Reference to shared texture data.
*
* @type {HTMLImageElement}
* @private
*/
this.m_resource = resource;
};
//------------------------------------------------------------------------------
// Public getter and setter methods
//------------------------------------------------------------------------------
/**
* Texture data. When the texture is unique, the texture data consists of an
* HTMLCanvasElement object. When the texture is not unique, the texture data
* consists of an Image object that is referenced directly from the resource
* library. Non-unique data can never be changed or manipulated during runtime.
*
* @member {Object} data
* @memberof rune.display.Texture
* @instance
* @readonly
*/
Object.defineProperty(rune.display.Texture.prototype, "data", {
/**
* @this rune.display.Texture
* @ignore
*/
get : function() {
return (this.m_canvas) ? this.m_canvas['element'] : this.m_resource;
}
});
/**
* The width of the texture in pixels.
*
* @member {number} height
* @memberof rune.display.Texture
* @instance
* @readonly
*/
Object.defineProperty(rune.display.Texture.prototype, "height", {
/**
* @this rune.display.Texture
* @ignore
*/
get : function() {
return this.data.height;
}
});
/**
* Whether the texture should use its own pixel buffer or use a shared memory
* reference to an object in the resource library. Usually textures do not
* have to be unique, but it can be useful when you want to draw on, or
* otherwise change the texture during running time.
*
* @member {boolean} unique
* @memberof rune.display.Texture
* @instance
* @readonly
*/
Object.defineProperty(rune.display.Texture.prototype, "unique", {
/**
* @this rune.display.Texture
* @ignore
*/
get : function() {
return (this.m_canvas != null);
}
});
/**
* The width of the texture in pixels.
*
* @member {number} width
* @memberof rune.display.Texture
* @instance
* @readonly
*/
Object.defineProperty(rune.display.Texture.prototype, "width", {
/**
* @this rune.display.Texture
* @ignore
*/
get : function() {
return this.data.width;
}
});
//------------------------------------------------------------------------------
// Public prototype methods (API)
//------------------------------------------------------------------------------
/**
* Replaces one specific color with another. Useful for creating multiple
* versions of the same texture data with minor color variations. Note that
* this method converts the texture data to be unique. The color change cannot
* be performed if the texture data is not unique.
*
* @param {rune.color.Color24} c1 Old color.
* @param {rune.color.Color24} c2 New color.
*
* @return {undefined}
*/
rune.display.Texture.prototype.replaceColor = function(c1, c2) {
if (this['unique'] == false) this.m_constructCanvas();
var image = this.m_canvas['context'].getImageData(0, 0, this.m_canvas.width, this.m_canvas.height);
for (var i = 0; i < image.data.length; i += 4) {
if (image.data[i ] == c1['r']['value'] &&
image.data[i + 1] == c1['g']['value'] &&
image.data[i + 2] == c1['b']['value']) {
image.data[i ] = c2['r']['value'];
image.data[i + 1] = c2['g']['value'];
image.data[i + 2] = c2['b']['value'];
}
}
this.m_canvas['context'].putImageData(image, 0, 0);
this.m_graphic.breakCache();
};
//------------------------------------------------------------------------------
// Internal prototype methods
//------------------------------------------------------------------------------
/**
* Dispose texture.
*
* @return {undefined}
* @package
* @ignore
*/
rune.display.Texture.prototype.dispose = function() {
this.m_disposeCanvas();
};
//------------------------------------------------------------------------------
// Protected prototype methods
//------------------------------------------------------------------------------
/**
* The class constructor.
*
* @return {undefined}
* @protected
* @ignore
*/
rune.display.Texture.prototype.m_construct = function() {
//@note: Nothing, ATM.
};
//------------------------------------------------------------------------------
// Private prototype methods
//------------------------------------------------------------------------------
/**
* Construct texture canvas.
*
* @throws {Error} If no new canvas can be created.
*
* @return {undefined}
* @private
*/
rune.display.Texture.prototype.m_constructCanvas = function() {
this.m_disposeCanvas();
if (this.m_canvas == null) {
this.m_canvas = new rune.display.Canvas(
this.m_resource.width,
this.m_resource.height
);
this.m_canvas.drawImage(
this.m_resource,
0,
0,
this.m_resource.width,
this.m_resource.height
);
} else throw new Error();
};
/**
* Dispose texture canvas.
*
* @return {undefined}
* @private
*/
rune.display.Texture.prototype.m_disposeCanvas = function() {
if (this.m_canvas instanceof rune.display.Canvas) {
this.m_canvas.dispose();
this.m_canvas = null;
}
};</code></pre>
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