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// =================================================================================================
//
//	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.utils
{
    import flash.display.Bitmap;
    import flash.display.Loader;
    import flash.display.LoaderInfo;
    import flash.events.HTTPStatusEvent;
    import flash.events.IOErrorEvent;
    import flash.events.ProgressEvent;
    import flash.events.SecurityErrorEvent;
    import flash.media.Sound;
    import flash.media.SoundChannel;
    import flash.media.SoundTransform;
    import flash.net.FileReference;
    import flash.net.URLLoader;
    import flash.net.URLLoaderDataFormat;
    import flash.net.URLRequest;
    import flash.system.ImageDecodingPolicy;
    import flash.system.LoaderContext;
    import flash.system.System;
    import flash.utils.ByteArray;
    import flash.utils.Dictionary;
    import flash.utils.describeType;
    import flash.utils.getQualifiedClassName;
    import flash.utils.setTimeout;

    import starling.core.Starling;
    import starling.events.Event;
    import starling.events.EventDispatcher;
    import starling.text.BitmapFont;
    import starling.text.TextField;
    import starling.textures.AtfData;
    import starling.textures.Texture;
    import starling.textures.TextureAtlas;
    import starling.textures.TextureOptions;

    /** Dispatched when all textures have been restored after a context loss. */
    [Event(name="texturesRestored", type="starling.events.Event")]
    
    /** Dispatched when an URLLoader fails with an IO_ERROR while processing the queue.
     *  The 'data' property of the Event contains the URL-String that could not be loaded. */
    [Event(name="ioError", type="starling.events.Event")]

    /** Dispatched when an URLLoader fails with a SECURITY_ERROR while processing the queue.
     *  The 'data' property of the Event contains the URL-String that could not be loaded. */
    [Event(name="securityError", type="starling.events.Event")]

    /** Dispatched when an XML or JSON file couldn't be parsed.
     *  The 'data' property of the Event contains the name of the asset that could not be parsed. */
    [Event(name="parseError", type="starling.events.Event")]

    /** The AssetManager handles loading and accessing a variety of asset types. You can 
     *  add assets directly (via the 'add...' methods) or asynchronously via a queue. This allows
     *  you to deal with assets in a unified way, no matter if they are loaded from a file, 
     *  directory, URL, or from an embedded object.
     *  
     *  

The class can deal with the following media types: *

    *
  • Textures, either from Bitmaps or ATF data
  • *
  • Texture atlases
  • *
  • Bitmap Fonts
  • *
  • Sounds
  • *
  • XML data
  • *
  • JSON data
  • *
  • ByteArrays
  • *
*

* *

For more information on how to add assets from different sources, read the documentation * of the "enqueue()" method.

* * Context Loss * *

When the stage3D context is lost (and you have enabled 'Starling.handleLostContext'), * the AssetManager will automatically restore all loaded textures. To save memory, it will * get them from their original sources. Since this is done asynchronously, your images might * not reappear all at once, but during a timeframe of several seconds. If you want, you can * pause your game during that time; the AssetManager dispatches an "Event.TEXTURES_RESTORED" * event when all textures have been restored.

* * Error handling * *

Loading of some assets may fail while the queue is being processed. In that case, the * AssetManager will dispatch events of type "IO_ERROR", "SECURITY_ERROR" or "PARSE_ERROR". * You can listen to those events and handle the errors manually (e.g., you could enqueue * them once again and retry, or provide placeholder textures). Queue processing will * continue even when those events are dispatched.

* * Using variable texture formats * *

When you enqueue a texture, its properties for "format", "scale", "mipMapping", and * "repeat" will reflect the settings of the AssetManager at the time they were enqueued. * This means that you can enqueue a bunch of textures, then change the settings and enqueue * some more. Like this:

* * * var appDir:File = File.applicationDirectory; * var assets:AssetManager = new AssetManager(); * * assets.textureFormat = Context3DTextureFormat.BGRA; * assets.enqueue(appDir.resolvePath("textures/32bit")); * * assets.textureFormat = Context3DTextureFormat.BGRA_PACKED; * assets.enqueue(appDir.resolvePath("textures/16bit")); * * assets.loadQueue(...); */ public class AssetManager extends EventDispatcher { // This HTTPStatusEvent is only available in AIR private static const HTTP_RESPONSE_STATUS:String = "httpResponseStatus"; private var _starling:Starling; private var _numLostTextures:int; private var _numRestoredTextures:int; private var _numLoadingQueues:int; private var _defaultTextureOptions:TextureOptions; private var _checkPolicyFile:Boolean; private var _keepAtlasXmls:Boolean; private var _keepFontXmls:Boolean; private var _numConnections:int; private var _verbose:Boolean; private var _queue:Array; private var _textures:Dictionary; private var _atlases:Dictionary; private var _sounds:Dictionary; private var _xmls:Dictionary; private var _objects:Dictionary; private var _byteArrays:Dictionary; /** helper objects */ private static var sNames:Vector. = new []; /** Regex for name / extension extraction from URL. */ private static const NAME_REGEX:RegExp = /([^\?\/\\]+?)(?:\.([\w\-]+))?(?:\?.*)?$/; /** Create a new AssetManager. The 'scaleFactor' and 'useMipmaps' parameters define * how enqueued bitmaps will be converted to textures. */ public function AssetManager(scaleFactor:Number=1, useMipmaps:Boolean=false) { _defaultTextureOptions = new TextureOptions(scaleFactor, useMipmaps); _textures = new Dictionary(); _atlases = new Dictionary(); _sounds = new Dictionary(); _xmls = new Dictionary(); _objects = new Dictionary(); _byteArrays = new Dictionary(); _numConnections = 3; _verbose = true; _queue = []; } /** Disposes all contained textures, XMLs and ByteArrays. * *

Beware that all references to the assets will remain intact, even though the assets * are no longer valid. Call 'purge' if you want to remove all resources and reuse * the AssetManager later.

*/ public function dispose():void { for each (var texture:Texture in _textures) texture.dispose(); for each (var atlas:TextureAtlas in _atlases) atlas.dispose(); for each (var xml:XML in _xmls) System.disposeXML(xml); for each (var byteArray:ByteArray in _byteArrays) byteArray.clear(); } // retrieving /** Returns a texture with a certain name. The method first looks through the directly * added textures; if no texture with that name is found, it scans through all * texture atlases. */ public function getTexture(name:String):Texture { if (name in _textures) return _textures[name]; else { for each (var atlas:TextureAtlas in _atlases) { var texture:Texture = atlas.getTexture(name); if (texture) return texture; } return null; } } /** 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 getTextureNames(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 getTextureNames(prefix:String="", out:Vector.=null):Vector. { out = getDictionaryKeys(_textures, prefix, out); for each (var atlas:TextureAtlas in _atlases) atlas.getNames(prefix, out); out.sort(Array.CASEINSENSITIVE); return out; } /** Returns a texture atlas with a certain name, or null if it's not found. */ public function getTextureAtlas(name:String):TextureAtlas { return _atlases[name] as TextureAtlas; } /** Returns all texture atlas names that start with a certain string, sorted alphabetically. * If you pass an out-vector, the names will be added to that vector. */ public function getTextureAtlasNames(prefix:String="", out:Vector.=null):Vector. { return getDictionaryKeys(_atlases, prefix, out); } /** Returns a sound with a certain name, or null if it's not found. */ public function getSound(name:String):Sound { return _sounds[name]; } /** Returns all sound names that start with a certain string, sorted alphabetically. * If you pass an out-vector, the names will be added to that vector. */ public function getSoundNames(prefix:String="", out:Vector.=null):Vector. { return getDictionaryKeys(_sounds, prefix, out); } /** Generates a new SoundChannel object to play back the sound. This method returns a * SoundChannel object, which you can access to stop the sound and to control volume. */ public function playSound(name:String, startTime:Number=0, loops:int=0, transform:SoundTransform=null):SoundChannel { if (name in _sounds) return getSound(name).play(startTime, loops, transform); else return null; } /** Returns an XML with a certain name, or null if it's not found. */ public function getXml(name:String):XML { return _xmls[name]; } /** Returns all XML names that start with a certain string, sorted alphabetically. * If you pass an out-vector, the names will be added to that vector. */ public function getXmlNames(prefix:String="", out:Vector.=null):Vector. { return getDictionaryKeys(_xmls, prefix, out); } /** Returns an object with a certain name, or null if it's not found. Enqueued JSON * data is parsed and can be accessed with this method. */ public function getObject(name:String):Object { return _objects[name]; } /** Returns all object names that start with a certain string, sorted alphabetically. * If you pass an out-vector, the names will be added to that vector. */ public function getObjectNames(prefix:String="", out:Vector.=null):Vector. { return getDictionaryKeys(_objects, prefix, out); } /** Returns a byte array with a certain name, or null if it's not found. */ public function getByteArray(name:String):ByteArray { return _byteArrays[name]; } /** Returns all byte array names that start with a certain string, sorted alphabetically. * If you pass an out-vector, the names will be added to that vector. */ public function getByteArrayNames(prefix:String="", out:Vector.=null):Vector. { return getDictionaryKeys(_byteArrays, prefix, out); } // direct adding /** Register a texture under a certain name. It will be available right away. * If the name was already taken, the existing texture will be disposed and replaced * by the new one. */ public function addTexture(name:String, texture:Texture):void { log("Adding texture '" + name + "'"); if (name in _textures) { log("Warning: name was already in use; the previous texture will be replaced."); _textures[name].dispose(); } _textures[name] = texture; } /** Register a texture atlas under a certain name. It will be available right away. * If the name was already taken, the existing atlas will be disposed and replaced * by the new one. */ public function addTextureAtlas(name:String, atlas:TextureAtlas):void { log("Adding texture atlas '" + name + "'"); if (name in _atlases) { log("Warning: name was already in use; the previous atlas will be replaced."); _atlases[name].dispose(); } _atlases[name] = atlas; } /** Register a sound under a certain name. It will be available right away. * If the name was already taken, the existing sound will be replaced by the new one. */ public function addSound(name:String, sound:Sound):void { log("Adding sound '" + name + "'"); if (name in _sounds) log("Warning: name was already in use; the previous sound will be replaced."); _sounds[name] = sound; } /** Register an XML object under a certain name. It will be available right away. * If the name was already taken, the existing XML will be disposed and replaced * by the new one. */ public function addXml(name:String, xml:XML):void { log("Adding XML '" + name + "'"); if (name in _xmls) { log("Warning: name was already in use; the previous XML will be replaced."); System.disposeXML(_xmls[name]); } _xmls[name] = xml; } /** Register an arbitrary object under a certain name. It will be available right away. * If the name was already taken, the existing object will be replaced by the new one. */ public function addObject(name:String, object:Object):void { log("Adding object '" + name + "'"); if (name in _objects) log("Warning: name was already in use; the previous object will be replaced."); _objects[name] = object; } /** Register a byte array under a certain name. It will be available right away. * If the name was already taken, the existing byte array will be cleared and replaced * by the new one. */ public function addByteArray(name:String, byteArray:ByteArray):void { log("Adding byte array '" + name + "'"); if (name in _byteArrays) { log("Warning: name was already in use; the previous byte array will be replaced."); _byteArrays[name].clear(); } _byteArrays[name] = byteArray; } // removing /** Removes a certain texture, optionally disposing it. */ public function removeTexture(name:String, dispose:Boolean=true):void { log("Removing texture '" + name + "'"); if (dispose && name in _textures) _textures[name].dispose(); delete _textures[name]; } /** Removes a certain texture atlas, optionally disposing it. */ public function removeTextureAtlas(name:String, dispose:Boolean=true):void { log("Removing texture atlas '" + name + "'"); if (dispose && name in _atlases) _atlases[name].dispose(); delete _atlases[name]; } /** Removes a certain sound. */ public function removeSound(name:String):void { log("Removing sound '"+ name + "'"); delete _sounds[name]; } /** Removes a certain Xml object, optionally disposing it. */ public function removeXml(name:String, dispose:Boolean=true):void { log("Removing xml '"+ name + "'"); if (dispose && name in _xmls) System.disposeXML(_xmls[name]); delete _xmls[name]; } /** Removes a certain object. */ public function removeObject(name:String):void { log("Removing object '"+ name + "'"); delete _objects[name]; } /** Removes a certain byte array, optionally disposing its memory right away. */ public function removeByteArray(name:String, dispose:Boolean=true):void { log("Removing byte array '"+ name + "'"); if (dispose && name in _byteArrays) _byteArrays[name].clear(); delete _byteArrays[name]; } /** Empties the queue and aborts any pending load operations. */ public function purgeQueue():void { _queue.length = 0; dispatchEventWith(Event.CANCEL); } /** Removes assets of all types (disposing them along the way), empties the queue and * aborts any pending load operations. */ public function purge():void { log("Purging all assets, emptying queue"); purgeQueue(); dispose(); _textures = new Dictionary(); _atlases = new Dictionary(); _sounds = new Dictionary(); _xmls = new Dictionary(); _objects = new Dictionary(); _byteArrays = new Dictionary(); } // queued adding /** Enqueues one or more raw assets; they will only be available after successfully * executing the "loadQueue" method. This method accepts a variety of different objects: * *
    *
  • Strings or URLRequests containing an URL to a local or remote resource. Supported * types: png, jpg, gif, atf, mp3, xml, fnt, json, binary.
  • *
  • Instances of the File class (AIR only) pointing to a directory or a file. * Directories will be scanned recursively for all supported types.
  • *
  • Classes that contain static embedded assets.
  • *
  • If the file extension is not recognized, the data is analyzed to see if * contains XML or JSON data. If it's neither, it is stored as ByteArray.
  • *
* *

Suitable object names are extracted automatically: A file named "image.png" will be * accessible under the name "image". When enqueuing embedded assets via a class, * the variable name of the embedded object will be used as its name. An exception * are texture atlases: they will have the same name as the actual texture they are * referencing.

* *

XMLs that contain texture atlases or bitmap fonts are processed directly: fonts are * registered at the TextField class, atlas textures can be acquired with the * "getTexture()" method. All other XMLs are available via "getXml()".

* *

If you pass in JSON data, it will be parsed into an object and will be available via * "getObject()".

*/ public function enqueue(...rawAssets):void { for each (var rawAsset:Object in rawAssets) { if (rawAsset is Array) { enqueue.apply(this, rawAsset); } else if (rawAsset is Class) { var typeXml:XML = describeType(rawAsset); var childNode:XML; if (_verbose) log("Looking for static embedded assets in '" + (typeXml.@name).split("::").pop() + "'"); for each (childNode in typeXml.constant.(@type == "Class")) enqueueWithName(rawAsset[childNode.@name], childNode.@name); for each (childNode in typeXml.variable.(@type == "Class")) enqueueWithName(rawAsset[childNode.@name], childNode.@name); } else if (getQualifiedClassName(rawAsset) == "flash.filesystem::File") { if (!rawAsset["exists"]) { log("File or directory not found: '" + rawAsset["url"] + "'"); } else if (!rawAsset["isHidden"]) { if (rawAsset["isDirectory"]) enqueue.apply(this, rawAsset["getDirectoryListing"]()); else enqueueWithName(rawAsset); } } else if (rawAsset is String || rawAsset is URLRequest) { enqueueWithName(rawAsset); } else { log("Ignoring unsupported asset type: " + getQualifiedClassName(rawAsset)); } } } /** Enqueues a single asset with a custom name that can be used to access it later. * If the asset is a texture, you can also add custom texture options. * * @param asset The asset that will be enqueued; accepts the same objects as the * 'enqueue' method. * @param name The name under which the asset will be found later. If you pass null or * omit the parameter, it's attempted to generate a name automatically. * @param options Custom options that will be used if 'asset' points to texture data. * @return the name with which the asset was registered. */ public function enqueueWithName(asset:Object, name:String=null, options:TextureOptions=null):String { if (getQualifiedClassName(asset) == "flash.filesystem::File") asset = decodeURI(asset["url"]); if (name == null) name = getName(asset); if (options == null) options = _defaultTextureOptions.clone(); else options = options.clone(); log("Enqueuing '" + name + "'"); _queue.push({ name: name, asset: asset, options: options }); return name; } /** Loads all enqueued assets asynchronously. The 'onProgress' function will be called * with a 'ratio' between '0.0' and '1.0', with '1.0' meaning that it's complete. * *

When you call this method, the manager will save a reference to "Starling.current"; * all textures that are loaded will be accessible only from within this instance. Thus, * if you are working with more than one Starling instance, be sure to call * "makeCurrent()" on the appropriate instance before processing the queue.

* * @param onProgress function(ratio:Number):void; */ public function loadQueue(onProgress:Function):void { if (onProgress == null) throw new ArgumentError("Argument 'onProgress' must not be null"); if (_queue.length == 0) { onProgress(1.0); return; } _starling = Starling.current; if (_starling == null || _starling.context == null) throw new Error("The Starling instance needs to be ready before assets can be loaded."); const PROGRESS_PART_ASSETS:Number = 0.9; const PROGRESS_PART_XMLS:Number = 1.0 - PROGRESS_PART_ASSETS; var i:int; var canceled:Boolean = false; var xmls:Vector. = new []; var assetInfos:Array = _queue.concat(); var assetCount:int = _queue.length; var assetProgress:Array = []; var assetIndex:int = 0; for (i=0; i 0) loadNextQueueElement(); else processXmls(); }; processRawAsset(assetInfo.name, assetInfo.asset, assetInfo.options, xmls, onElementProgress, onElementLoaded); } function updateAssetProgress(index:int, progress:Number):void { assetProgress[index] = progress; var sum:Number = 0.0; var len:int = assetProgress.length; for (i=0; i, onProgress:Function, onComplete:Function):void { var canceled:Boolean = false; addEventListener(Event.CANCEL, cancel); loadRawAsset(rawAsset, progress, process); function process(asset:Object):void { var texture:Texture; var bytes:ByteArray; var object:Object = null; var xml:XML = null; // the 'current' instance might have changed by now // if we're running in a set-up with multiple instances. _starling.makeCurrent(); if (canceled) { // do nothing } else if (asset == null) { onComplete(); } else if (asset is Sound) { addSound(name, asset as Sound); onComplete(); } else if (asset is XML) { xml = asset as XML; if (xml.localName() == "TextureAtlas" || xml.localName() == "font") xmls.push(xml); else addXml(name, xml); onComplete(); } else if (_starling.context.driverInfo == "Disposed") { log("Context lost while processing assets, retrying ..."); setTimeout(process, 1, asset); return; // to keep CANCEL event listener intact } else if (asset is Bitmap) { texture = Texture.fromData(asset, options); texture.root.onRestore = function():void { _numLostTextures++; loadRawAsset(rawAsset, null, function(asset:Object):void { try { if (asset == null) throw new Error("Reload failed"); texture.root.uploadBitmap(asset as Bitmap); asset.bitmapData.dispose(); } catch (e:Error) { log("Texture restoration failed for '" + name + "': " + e.message); } _numRestoredTextures++; Starling.current.stage.setRequiresRedraw(); if (_numLostTextures == _numRestoredTextures) dispatchEventWith(Event.TEXTURES_RESTORED); }); }; asset.bitmapData.dispose(); addTexture(name, texture); onComplete(); } else if (asset is ByteArray) { bytes = asset as ByteArray; if (AtfData.isAtfData(bytes)) { options.onReady = prependCallback(options.onReady, function():void { addTexture(name, texture); onComplete(); }); texture = Texture.fromData(bytes, options); texture.root.onRestore = function():void { _numLostTextures++; loadRawAsset(rawAsset, null, function(asset:Object):void { try { if (asset == null) throw new Error("Reload failed"); texture.root.uploadAtfData(asset as ByteArray, 0, false); asset.clear(); } catch (e:Error) { log("Texture restoration failed for '" + name + "': " + e.message); } _numRestoredTextures++; Starling.current.stage.setRequiresRedraw(); if (_numLostTextures == _numRestoredTextures) dispatchEventWith(Event.TEXTURES_RESTORED); }); }; bytes.clear(); } else if (byteArrayStartsWith(bytes, "{") || byteArrayStartsWith(bytes, "[")) { try { object = JSON.parse(bytes.readUTFBytes(bytes.length)); } catch (e:Error) { log("Could not parse JSON: " + e.message); dispatchEventWith(Event.PARSE_ERROR, false, name); } if (object) addObject(name, object); bytes.clear(); onComplete(); } else if (byteArrayStartsWith(bytes, "<")) { try { xml = new XML(bytes); } catch (e:Error) { log("Could not parse XML: " + e.message); dispatchEventWith(Event.PARSE_ERROR, false, name); } process(xml); bytes.clear(); } else { addByteArray(name, bytes); onComplete(); } } else { addObject(name, asset); onComplete(); } // avoid that objects stay in memory (through 'onRestore' functions) asset = null; bytes = null; removeEventListener(Event.CANCEL, cancel); } function progress(ratio:Number):void { if (!canceled) onProgress(ratio); } function cancel():void { canceled = true; } } /** This method is called internally for each element of the queue when it is loaded. * 'rawAsset' is typically either a class (pointing to an embedded asset) or a string * (containing the path to a file). For texture data, it will also be called after a * context loss. * *

The method has to transform this object into one of the types that the AssetManager * can work with, e.g. a Bitmap, a Sound, XML data, or a ByteArray. This object needs to * be passed to the 'onComplete' callback.

* *

The calling method will then process this data accordingly (e.g. a Bitmap will be * transformed into a texture). Unknown types will be available via 'getObject()'.

* *

When overriding this method, you can call 'onProgress' with a number between 0 and 1 * to update the total queue loading progress.

*/ protected function loadRawAsset(rawAsset:Object, onProgress:Function, onComplete:Function):void { var extension:String = null; var loaderInfo:LoaderInfo = null; var urlLoader:URLLoader = null; var urlRequest:URLRequest = null; var url:String = null; if (rawAsset is Class) { setTimeout(complete, 1, new rawAsset()); } else if (rawAsset is String || rawAsset is URLRequest) { urlRequest = rawAsset as URLRequest || new URLRequest(rawAsset as String); url = urlRequest.url; extension = getExtensionFromUrl(url); urlLoader = new URLLoader(); urlLoader.dataFormat = URLLoaderDataFormat.BINARY; urlLoader.addEventListener(IOErrorEvent.IO_ERROR, onIoError); urlLoader.addEventListener(SecurityErrorEvent.SECURITY_ERROR, onSecurityError); urlLoader.addEventListener(HTTP_RESPONSE_STATUS, onHttpResponseStatus); urlLoader.addEventListener(ProgressEvent.PROGRESS, onLoadProgress); urlLoader.addEventListener(Event.COMPLETE, onUrlLoaderComplete); urlLoader.load(urlRequest); } function onIoError(event:IOErrorEvent):void { log("IO error: " + event.text); dispatchEventWith(Event.IO_ERROR, false, url); complete(null); } function onSecurityError(event:SecurityErrorEvent):void { log("security error: " + event.text); dispatchEventWith(Event.SECURITY_ERROR, false, url); complete(null); } function onHttpResponseStatus(event:HTTPStatusEvent):void { if (extension == null) { var headers:Array = event["responseHeaders"]; var contentType:String = getHttpHeader(headers, "Content-Type"); if (contentType && /(audio|image)\//.exec(contentType)) extension = contentType.split("/").pop(); } } function onLoadProgress(event:ProgressEvent):void { if (onProgress != null && event.bytesTotal > 0) onProgress(event.bytesLoaded / event.bytesTotal); } function onUrlLoaderComplete(event:Object):void { var bytes:ByteArray = transformData(urlLoader.data as ByteArray, url); var sound:Sound; if (bytes == null) { complete(null); return; } if (extension) extension = extension.toLowerCase(); switch (extension) { case "mpeg": case "mp3": sound = new Sound(); sound.loadCompressedDataFromByteArray(bytes, bytes.length); bytes.clear(); complete(sound); break; case "jpg": case "jpeg": case "png": case "gif": var loaderContext:LoaderContext = new LoaderContext(_checkPolicyFile); var loader:Loader = new Loader(); loaderContext.imageDecodingPolicy = ImageDecodingPolicy.ON_LOAD; loaderInfo = loader.contentLoaderInfo; loaderInfo.addEventListener(IOErrorEvent.IO_ERROR, onIoError); loaderInfo.addEventListener(Event.COMPLETE, onLoaderComplete); loader.loadBytes(bytes, loaderContext); break; default: // any XML / JSON / binary data complete(bytes); break; } } function onLoaderComplete(event:Object):void { urlLoader.data.clear(); complete(event.target.content); } function complete(asset:Object):void { // clean up event listeners if (urlLoader) { urlLoader.removeEventListener(IOErrorEvent.IO_ERROR, onIoError); urlLoader.removeEventListener(SecurityErrorEvent.SECURITY_ERROR, onSecurityError); urlLoader.removeEventListener(HTTP_RESPONSE_STATUS, onHttpResponseStatus); urlLoader.removeEventListener(ProgressEvent.PROGRESS, onLoadProgress); urlLoader.removeEventListener(Event.COMPLETE, onUrlLoaderComplete); } if (loaderInfo) { loaderInfo.removeEventListener(IOErrorEvent.IO_ERROR, onIoError); loaderInfo.removeEventListener(Event.COMPLETE, onLoaderComplete); } // On mobile, it is not allowed / endorsed to make stage3D calls while the app // is in the background. Thus, we pause queue processing if that's the case. if (SystemUtil.isDesktop) onComplete(asset); else SystemUtil.executeWhenApplicationIsActive(onComplete, asset); } } // helpers /** This method is called by 'enqueue' to determine the name under which an asset will be * accessible; override it if you need a custom naming scheme. Note that this method won't * be called for embedded assets. * * @param rawAsset either a String, an URLRequest or a FileReference. */ protected function getName(rawAsset:Object):String { var name:String; if (rawAsset is String) name = rawAsset as String; else if (rawAsset is URLRequest) name = (rawAsset as URLRequest).url; else if (rawAsset is FileReference) name = (rawAsset as FileReference).name; if (name) { name = name.replace(/%20/g, " "); // URLs use '%20' for spaces name = getBasenameFromUrl(name); if (name) return name; else throw new ArgumentError("Could not extract name from String '" + rawAsset + "'"); } else { name = getQualifiedClassName(rawAsset); throw new ArgumentError("Cannot extract names for objects of type '" + name + "'"); } } /** This method is called when raw byte data has been loaded from an URL or a file. * Override it to process the downloaded data in some way (e.g. decompression) or * to cache it on disk. * *

It's okay to call one (or more) of the 'add...' methods from here. If the binary * data contains multiple objects, this allows you to process all of them at once. * Return 'null' to abort processing of the current item.

*/ protected function transformData(data:ByteArray, url:String):ByteArray { return data; } /** This method is called during loading of assets when 'verbose' is activated. Per * default, it traces 'message' to the console. */ protected function log(message:String):void { if (_verbose) trace("[AssetManager]", message); } private function byteArrayStartsWith(bytes:ByteArray, char:String):Boolean { var start:int = 0; var length:int = bytes.length; var wanted:int = char.charCodeAt(0); // recognize BOMs if (length >= 4 && (bytes[0] == 0x00 && bytes[1] == 0x00 && bytes[2] == 0xfe && bytes[3] == 0xff) || (bytes[0] == 0xff && bytes[1] == 0xfe && bytes[2] == 0x00 && bytes[3] == 0x00)) { start = 4; // UTF-32 } else if (length >= 3 && bytes[0] == 0xef && bytes[1] == 0xbb && bytes[2] == 0xbf) { start = 3; // UTF-8 } else if (length >= 2 && (bytes[0] == 0xfe && bytes[1] == 0xff) || (bytes[0] == 0xff && bytes[1] == 0xfe)) { start = 2; // UTF-16 } // find first meaningful letter for (var i:int=start; i=null):Vector. { if (out == null) out = new []; for (var name:String in dictionary) if (name.indexOf(prefix) == 0) out[out.length] = name; // avoid 'push' out.sort(Array.CASEINSENSITIVE); return out; } private function getHttpHeader(headers:Array, headerName:String):String { if (headers) { for each (var header:Object in headers) if (header.name == headerName) return header.value; } return null; } /** Extracts the base name of a file path or URL, i.e. the file name without extension. */ protected function getBasenameFromUrl(url:String):String { var matches:Array = NAME_REGEX.exec(url); if (matches && matches.length > 0) return matches[1]; else return null; } /** Extracts the file extension from an URL. */ protected function getExtensionFromUrl(url:String):String { var matches:Array = NAME_REGEX.exec(url); if (matches && matches.length > 1) return matches[2]; else return null; } private function prependCallback(oldCallback:Function, newCallback:Function):Function { // TODO: it might make sense to add this (together with "appendCallback") // as a public utility method ("FunctionUtil"?) if (oldCallback == null) return newCallback; else if (newCallback == null) return oldCallback; else return function():void { newCallback(); oldCallback(); }; } // properties /** The queue contains one 'Object' for each enqueued asset. Each object has 'asset' * and 'name' properties, pointing to the raw asset and its name, respectively. */ protected function get queue():Array { return _queue; } /** Returns the number of raw assets that have been enqueued, but not yet loaded. */ public function get numQueuedAssets():int { return _queue.length; } /** When activated, the class will trace information about added/enqueued assets. * @default true */ public function get verbose():Boolean { return _verbose; } public function set verbose(value:Boolean):void { _verbose = value; } /** Indicates if a queue is currently being loaded. */ public function get isLoading():Boolean { return _numLoadingQueues > 0; } /** For bitmap textures, this flag indicates if mip maps should be generated when they * are loaded; for ATF textures, it indicates if mip maps are valid and should be * used. @default false */ public function get useMipMaps():Boolean { return _defaultTextureOptions.mipMapping; } public function set useMipMaps(value:Boolean):void { _defaultTextureOptions.mipMapping = value; } /** Textures that are created from Bitmaps or ATF files will have the scale factor * assigned here. @default 1 */ public function get scaleFactor():Number { return _defaultTextureOptions.scale; } public function set scaleFactor(value:Number):void { _defaultTextureOptions.scale = value; } /** Textures that are created from Bitmaps will be uploaded to the GPU with the * Context3DTextureFormat assigned to this property. @default "bgra" */ public function get textureFormat():String { return _defaultTextureOptions.format; } public function set textureFormat(value:String):void { _defaultTextureOptions.format = value; } /** Specifies whether a check should be made for the existence of a URL policy file before * loading an object from a remote server. More information about this topic can be found * in the 'flash.system.LoaderContext' documentation. @default false */ public function get checkPolicyFile():Boolean { return _checkPolicyFile; } public function set checkPolicyFile(value:Boolean):void { _checkPolicyFile = value; } /** Indicates if atlas XML data should be stored for access via the 'getXml' method. * If true, you can access an XML under the same name as the atlas. * If false, XMLs will be disposed when the atlas was created. @default false. */ public function get keepAtlasXmls():Boolean { return _keepAtlasXmls; } public function set keepAtlasXmls(value:Boolean):void { _keepAtlasXmls = value; } /** Indicates if bitmap font XML data should be stored for access via the 'getXml' method. * If true, you can access an XML under the same name as the bitmap font. * If false, XMLs will be disposed when the font was created. @default false. */ public function get keepFontXmls():Boolean { return _keepFontXmls; } public function set keepFontXmls(value:Boolean):void { _keepFontXmls = value; } /** The maximum number of parallel connections that are spawned when loading the queue. * More connections can reduce loading times, but require more memory. @default 3. */ public function get numConnections():int { return _numConnections; } public function set numConnections(value:int):void { _numConnections = value; } } }




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