import { Point, Rectangle } from '@pixi/math'; import { EventEmitter } from '@pixi/utils'; import { BaseTexture } from './BaseTexture'; import { TextureUvs } from './TextureUvs'; import type { IPointData, ISize } from '@pixi/math'; import type { IBaseTextureOptions, ImageSource } from './BaseTexture'; import type { BufferResource } from './resources/BufferResource'; import type { CanvasResource } from './resources/CanvasResource'; import type { Resource } from './resources/Resource'; import type { TextureMatrix } from './TextureMatrix'; export declare type TextureSource = string | BaseTexture | ImageSource; /** * Stores the width of the non-scalable borders, for example when used with {@link PIXI.NineSlicePlane} texture. * @memberof PIXI * @since 7.2.0 */ export interface ITextureBorders { /** left border in pixels */ left: number; /** top border in pixels */ top: number; /** right border in pixels */ right: number; /** bottom border in pixels */ bottom: number; } export interface Texture extends GlobalMixins.Texture, EventEmitter { } /** * A texture stores the information that represents an image or part of an image. * * It cannot be added to the display list directly; instead use it as the texture for a Sprite. * If no frame is provided for a texture, then the whole image is used. * * You can directly create a texture from an image and then reuse it multiple times like this : * * ```js * import { Sprite, Texture } from 'pixi.js'; * * const texture = Texture.from('assets/image.png'); * const sprite1 = new Sprite(texture); * const sprite2 = new Sprite(texture); * ``` * * If you didnt pass the texture frame to constructor, it enables `noFrame` mode: * it subscribes on baseTexture events, it automatically resizes at the same time as baseTexture. * * Textures made from SVGs, loaded or not, cannot be used before the file finishes processing. * You can check for this by checking the sprite's _textureID property. * * ```js * import { Sprite, Texture } from 'pixi.js'; * * const texture = Texture.from('assets/image.svg'); * const sprite1 = new Sprite(texture); * // sprite1._textureID should not be undefined if the texture has finished processing the SVG file * ``` * * You can use a ticker or rAF to ensure your sprites load the finished textures after processing. * See issue [#3085]{@link https://github.com/pixijs/pixijs/issues/3085}. * @memberof PIXI * @typeParam R - The BaseTexture's Resource type. */ export declare class Texture extends EventEmitter { /** The base texture that this texture uses. */ baseTexture: BaseTexture; /** This is the area of original texture, before it was put in atlas. */ orig: Rectangle; /** * This is the trimmed area of original texture, before it was put in atlas * Please call `updateUvs()` after you change coordinates of `trim` manually. */ trim: Rectangle; /** This will let the renderer know if the texture is valid. If it's not then it cannot be rendered. */ valid: boolean; /** * Does this Texture have any frame data assigned to it? * * This mode is enabled automatically if no frame was passed inside constructor. * * In this mode texture is subscribed to baseTexture events, and fires `update` on any change. * * Beware, after loading or resize of baseTexture event can fired two times! * If you want more control, subscribe on baseTexture itself. * * Any assignment of `frame` switches off `noFrame` mode. * @example * texture.on('update', () => {}); */ noFrame: boolean; /** * Anchor point that is used as default if sprite is created with this texture. * Changing the `defaultAnchor` at a later point of time will not update Sprite's anchor point. * @default {0,0} */ defaultAnchor: Point; /** * Default width of the non-scalable border that is used if 9-slice plane is created with this texture. * @since 7.2.0 * @see PIXI.NineSlicePlane */ defaultBorders?: ITextureBorders; /** Default TextureMatrix instance for this texture. By default, that object is not created because its heavy. */ uvMatrix: TextureMatrix; protected _rotate: number; /** * Update ID is observed by sprites and TextureMatrix instances. * Call updateUvs() to increment it. * @protected */ _updateID: number; /** * This is the area of the BaseTexture image to actually copy to the Canvas / WebGL when rendering, * irrespective of the actual frame size or placement (which can be influenced by trimmed texture atlases) */ _frame: Rectangle; /** * The WebGL UV data cache. Can be used as quad UV. * @protected */ _uvs: TextureUvs; /** * The ids under which this Texture has been added to the texture cache. This is * automatically set as long as Texture.addToCache is used, but may not be set if a * Texture is added directly to the TextureCache array. */ textureCacheIds: Array; /** * @param baseTexture - The base texture source to create the texture from * @param frame - The rectangle frame of the texture to show * @param orig - The area of original texture * @param trim - Trimmed rectangle of original texture * @param rotate - indicates how the texture was rotated by texture packer. See {@link PIXI.groupD8} * @param anchor - Default anchor point used for sprite placement / rotation * @param borders - Default borders used for 9-slice scaling. See {@link PIXI.NineSlicePlane} */ constructor(baseTexture: BaseTexture, frame?: Rectangle, orig?: Rectangle, trim?: Rectangle, rotate?: number, anchor?: IPointData, borders?: ITextureBorders); /** * Updates this texture on the gpu. * * Calls the TextureResource update. * * If you adjusted `frame` manually, please call `updateUvs()` instead. */ update(): void; /** * Called when the base texture is updated * @protected * @param baseTexture - The base texture. */ onBaseTextureUpdated(baseTexture: BaseTexture): void; /** * Destroys this texture * @param [destroyBase=false] - Whether to destroy the base texture as well */ destroy(destroyBase?: boolean): void; /** * Creates a new texture object that acts the same as this one. * @returns - The new texture */ clone(): Texture; /** * Updates the internal WebGL UV cache. Use it after you change `frame` or `trim` of the texture. * Call it after changing the frame */ updateUvs(): void; /** * Helper function that creates a new Texture based on the source you provide. * The source can be - frame id, image url, video url, canvas element, video element, base texture * @param {string|PIXI.BaseTexture|HTMLImageElement|HTMLVideoElement|ImageBitmap|PIXI.ICanvas} source - * Source or array of sources to create texture from * @param options - See {@link PIXI.BaseTexture}'s constructor for options. * @param {string} [options.pixiIdPrefix=pixiid] - If a source has no id, this is the prefix of the generated id * @param {boolean} [strict] - Enforce strict-mode, see {@link PIXI.settings.STRICT_TEXTURE_CACHE}. * @returns {PIXI.Texture} The newly created texture */ static from(source: TextureSource | TextureSource[], options?: IBaseTextureOptions, strict?: boolean): Texture; /** * Useful for loading textures via URLs. Use instead of `Texture.from` because * it does a better job of handling failed URLs more effectively. This also ignores * `PIXI.settings.STRICT_TEXTURE_CACHE`. Works for Videos, SVGs, Images. * @param url - The remote URL or array of URLs to load. * @param options - Optional options to include * @returns - A Promise that resolves to a Texture. */ static fromURL(url: string | string[], options?: IBaseTextureOptions): Promise>; /** * Create a new Texture with a BufferResource from a Float32Array. * RGBA values are floats from 0 to 1. * @param {Float32Array|Uint8Array} buffer - The optional array to use, if no data * is provided, a new Float32Array is created. * @param width - Width of the resource * @param height - Height of the resource * @param options - See {@link PIXI.BaseTexture}'s constructor for options. * @returns - The resulting new BaseTexture */ static fromBuffer(buffer: Float32Array | Uint8Array, width: number, height: number, options?: IBaseTextureOptions): Texture; /** * Create a texture from a source and add to the cache. * @param {HTMLImageElement|HTMLVideoElement|ImageBitmap|PIXI.ICanvas|string} source - The input source. * @param imageUrl - File name of texture, for cache and resolving resolution. * @param name - Human readable name for the texture cache. If no name is * specified, only `imageUrl` will be used as the cache ID. * @param options * @returns - Output texture */ static fromLoader(source: ImageSource | string, imageUrl: string, name?: string, options?: IBaseTextureOptions): Promise>; /** * Adds a Texture to the global TextureCache. This cache is shared across the whole PIXI object. * @param texture - The Texture to add to the cache. * @param id - The id that the Texture will be stored against. */ static addToCache(texture: Texture, id: string): void; /** * Remove a Texture from the global TextureCache. * @param texture - id of a Texture to be removed, or a Texture instance itself * @returns - The Texture that was removed */ static removeFromCache(texture: string | Texture): Texture | null; /** * Returns resolution of baseTexture * @readonly */ get resolution(): number; /** * The frame specifies the region of the base texture that this texture uses. * Please call `updateUvs()` after you change coordinates of `frame` manually. */ get frame(): Rectangle; set frame(frame: Rectangle); /** * Indicates whether the texture is rotated inside the atlas * set to 2 to compensate for texture packer rotation * set to 6 to compensate for spine packer rotation * can be used to rotate or mirror sprites * See {@link PIXI.groupD8} for explanation */ get rotate(): number; set rotate(rotate: number); /** The width of the Texture in pixels. */ get width(): number; /** The height of the Texture in pixels. */ get height(): number; /** Utility function for BaseTexture|Texture cast. */ castToBaseTexture(): BaseTexture; private static _EMPTY; private static _WHITE; /** An empty texture, used often to not have to create multiple empty textures. Can not be destroyed. */ static get EMPTY(): Texture; /** A white texture of 16x16 size, used for graphics and other things Can not be destroyed. */ static get WHITE(): Texture; }