scaffold.libs_as.starling.textures.TextureAtlas.as Maven / Gradle / Ivy
// =================================================================================================
//
// Starling Framework
// Copyright 2011-2015 Gamua. All Rights Reserved.
//
// This program is free software. You can redistribute and/or modify it
// in accordance with the terms of the accompanying license agreement.
//
// =================================================================================================
package starling.textures
{
import flash.geom.Rectangle;
import flash.utils.Dictionary;
import starling.utils.StringUtil;
/** A texture atlas is a collection of many smaller textures in one big image. This class
* is used to access textures from such an atlas.
*
* Using a texture atlas for your textures solves two problems:
*
*
* - Whenever you switch between textures, the batching of image objects is disrupted.
* - Any Stage3D texture has to have side lengths that are powers of two. Starling hides
* this limitation from you, but at the cost of additional graphics memory.
*
*
* By using a texture atlas, you avoid both texture switches and the power-of-two
* limitation. All textures are within one big "super-texture", and Starling takes care that
* the correct part of this texture is displayed.
*
* There are several ways to create a texture atlas. One is to use the atlas generator
* script that is bundled with Starling's sibling, the
* Sparrow framework. It was only tested in Mac OS X, though. A great multi-platform
* alternative is the commercial tool
* Texture Packer.
*
* Whatever tool you use, Starling expects the following file format:
*
*
* <TextureAtlas imagePath='atlas.png'>
* <SubTexture name='texture_1' x='0' y='0' width='50' height='50'/>
* <SubTexture name='texture_2' x='50' y='0' width='20' height='30'/>
* </TextureAtlas>
*
*
* Texture Frame
*
* If your images have transparent areas at their edges, you can make use of the
* frame
property of the Texture class. Trim the texture by removing the
* transparent edges and specify the original texture size like this:
*
*
* <SubTexture name='trimmed' x='0' y='0' height='10' width='10'
* frameX='-10' frameY='-10' frameWidth='30' frameHeight='30'/>
*
*
* Texture Rotation
*
* Some atlas generators can optionally rotate individual textures to optimize the texture
* distribution. This is supported via the boolean attribute "rotated". If it is set to
* true
for a certain subtexture, this means that the texture on the atlas
* has been rotated by 90 degrees, clockwise. Starling will undo that rotation by rotating
* it counter-clockwise.
*
* In this case, the positional coordinates (x, y, width, height
)
* are expected to point at the subtexture as it is present on the atlas (in its rotated
* form), while the "frame" properties must describe the texture in its upright form.
*
*/
public class TextureAtlas
{
private var _atlasTexture:Texture;
private var _subTextures:Dictionary;
private var _subTextureNames:Vector.;
/** helper objects */
private static var sNames:Vector. = new [];
/** Create a texture atlas from a texture by parsing the regions from an XML file. */
public function TextureAtlas(texture:Texture, atlasXml:XML=null)
{
_subTextures = new Dictionary();
_atlasTexture = texture;
if (atlasXml)
parseAtlasXml(atlasXml);
}
/** Disposes the atlas texture. */
public function dispose():void
{
_atlasTexture.dispose();
}
/** This function is called by the constructor and will parse an XML in Starling's
* default atlas file format. Override this method to create custom parsing logic
* (e.g. to support a different file format). */
protected function parseAtlasXml(atlasXml:XML):void
{
var scale:Number = _atlasTexture.scale;
var region:Rectangle = new Rectangle();
var frame:Rectangle = new Rectangle();
for each (var subTexture:XML in atlasXml.SubTexture)
{
var name:String = StringUtil.clean(subTexture.@name);
var x:Number = parseFloat(subTexture.@x) / scale;
var y:Number = parseFloat(subTexture.@y) / scale;
var width:Number = parseFloat(subTexture.@width) / scale;
var height:Number = parseFloat(subTexture.@height) / scale;
var frameX:Number = parseFloat(subTexture.@frameX) / scale;
var frameY:Number = parseFloat(subTexture.@frameY) / scale;
var frameWidth:Number = parseFloat(subTexture.@frameWidth) / scale;
var frameHeight:Number = parseFloat(subTexture.@frameHeight) / scale;
var rotated:Boolean = parseBool( subTexture.@rotated);
region.setTo(x, y, width, height);
frame.setTo(frameX, frameY, frameWidth, frameHeight);
if (frameWidth > 0 && frameHeight > 0)
addRegion(name, region, frame, rotated);
else
addRegion(name, region, null, rotated);
}
}
/** Retrieves a SubTexture by name. Returns null
if it is not found. */
public function getTexture(name:String):Texture
{
return _subTextures[name];
}
/** Returns all textures that start with a certain string, sorted alphabetically
* (especially useful for "MovieClip"). */
public function getTextures(prefix:String="", out:Vector.=null):Vector.
{
if (out == null) out = new [];
for each (var name:String in getNames(prefix, sNames))
out[out.length] = getTexture(name); // avoid 'push'
sNames.length = 0;
return out;
}
/** Returns all texture names that start with a certain string, sorted alphabetically. */
public function getNames(prefix:String="", out:Vector.=null):Vector.
{
var name:String;
if (out == null) out = new [];
if (_subTextureNames == null)
{
// optimization: store sorted list of texture names
_subTextureNames = new [];
for (name in _subTextures) _subTextureNames[_subTextureNames.length] = name;
_subTextureNames.sort(Array.CASEINSENSITIVE);
}
for each (name in _subTextureNames)
if (name.indexOf(prefix) == 0)
out[out.length] = name;
return out;
}
/** Returns the region rectangle associated with a specific name, or null
* if no region with that name has been registered. */
public function getRegion(name:String):Rectangle
{
var subTexture:SubTexture = _subTextures[name];
return subTexture ? subTexture.region : null;
}
/** Returns the frame rectangle of a specific region, or null
if that region
* has no frame. */
public function getFrame(name:String):Rectangle
{
var subTexture:SubTexture = _subTextures[name];
return subTexture ? subTexture.frame : null;
}
/** If true, the specified region in the atlas is rotated by 90 degrees (clockwise). The
* SubTexture is thus rotated counter-clockwise to cancel out that transformation. */
public function getRotation(name:String):Boolean
{
var subTexture:SubTexture = _subTextures[name];
return subTexture ? subTexture.rotated : false;
}
/** Adds a named region for a SubTexture (described by rectangle with coordinates in
* points) with an optional frame. */
public function addRegion(name:String, region:Rectangle, frame:Rectangle=null,
rotated:Boolean=false):void
{
_subTextures[name] = new SubTexture(_atlasTexture, region, false, frame, rotated);
_subTextureNames = null;
}
/** Removes a region with a certain name. */
public function removeRegion(name:String):void
{
var subTexture:SubTexture = _subTextures[name];
if (subTexture) subTexture.dispose();
delete _subTextures[name];
_subTextureNames = null;
}
/** The base texture that makes up the atlas. */
public function get texture():Texture { return _atlasTexture; }
// utility methods
private static function parseBool(value:String):Boolean
{
return value.toLowerCase() == "true";
}
}
}