/* * SpriteSheetBuilder * Visit http://createjs.com/ for documentation, updates and examples. * * Copyright (c) 2010 gskinner.com, inc. * * Permission is hereby granted, free of charge, to any person * obtaining a copy of this software and associated documentation * files (the "Software"), to deal in the Software without * restriction, including without limitation the rights to use, * copy, modify, merge, publish, distribute, sublicense, and/or sell * copies of the Software, and to permit persons to whom the * Software is furnished to do so, subject to the following * conditions: * * The above copyright notice and this permission notice shall be * included in all copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, * EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES * OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND * NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT * HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, * WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR * OTHER DEALINGS IN THE SOFTWARE. */ // namespace: this.createjs = this.createjs||{}; (function() { /** * The SpriteSheetBuilder allows you to generate sprite sheets at run time from any display object. This can allow * you to maintain your assets as vector graphics (for low file size), and render them at run time as sprite sheets * for better performance. * * Sprite sheets can be built either synchronously, or asynchronously, so that large sprite sheets can be generated * without locking the UI. * * Note that the "images" used in the generated sprite sheet are actually canvas elements, and that they will be sized * to the nearest power of 2 up to the value of maxWidth or maxHeight. * @class SpriteSheetBuilder * @uses EventDispatcher * @constructor **/ var SpriteSheetBuilder = function() { this.initialize(); } var p = SpriteSheetBuilder.prototype; // constants: SpriteSheetBuilder.ERR_DIMENSIONS = "frame dimensions exceed max spritesheet dimensions"; SpriteSheetBuilder.ERR_RUNNING = "a build is already running"; // events: /** * Dispatched when a build completes. * @event complete * @param {Object} target The object that dispatched the event. * @param {String} type The event type. * @since 0.6.0 */ /** * Dispatched when an asynchronous build has progress. * @event complete * @param {Object} target The object that dispatched the event. * @param {String} type The event type. * @param {Number} progress The current progress value (0-1). * @since 0.6.0 */ // public properties: /** * The maximum width for the images (not individual frames) in the generated sprite sheet. It is recommended to use * a power of 2 for this value (ex. 1024, 2048, 4096). If the frames cannot all fit within the max dimensions, then * additional images will be created as needed. * @property maxWidth * @type Number * @default 2048 */ p.maxWidth = 2048; /** * The maximum height for the images (not individual frames) in the generated sprite sheet. It is recommended to use * a power of 2 for this value (ex. 1024, 2048, 4096). If the frames cannot all fit within the max dimensions, then * additional images will be created as needed. * @property maxHeight * @type Number * @default 2048 **/ p.maxHeight = 2048; /** * The sprite sheet that was generated. This will be null before a build is completed successfully. * @property spriteSheet * @type SpriteSheet **/ p.spriteSheet = null; /** * The scale to apply when drawing all frames to the sprite sheet. This is multiplied against any scale specified * in the addFrame call. This can be used, for example, to generate a sprite sheet at run time that is tailored to * the a specific device resolution (ex. tablet vs mobile). * @property defaultScale * @type Number * @default 1 **/ p.scale = 1; /** * The padding to use between frames. This is helpful to preserve antialiasing on drawn vector content. * @property padding * @type Number * @default 1 **/ p.padding = 1; /** * A number from 0.01 to 0.99 that indicates what percentage of time the builder can use. This can be * thought of as the number of seconds per second the builder will use. For example, with a timeSlice value of 0.3, * the builder will run 20 times per second, using approximately 15ms per build (30% of available time, or 0.3s per second). * Defaults to 0.3. * @property timeSlice * @type Number * @default 0.3 **/ p.timeSlice = 0.3; /** * Read-only. A value between 0 and 1 that indicates the progress of a build, or -1 if a build has not * been initiated. * @property progress * @type Number * @default -1 **/ p.progress = -1; /** * * @property onComplete * @type Function * @default null **/ /** * Callback function to call when a build completes. Called with a single parameter pointing back to this instance. * @property onComplete * @type Function * @deprecated In favour of the "complete" event. Will be removed in a future version. */ p.onComplete = null; /** * Callback to call when an asynchronous build has progress. Called with two parameters, a reference back to this * instance, and the current progress value (0-1). * @property onProgress * @type Function * @deprecated In favour of the "progress" event. Will be removed in a future version. */ p.onProgress = null; // mix-ins: // EventDispatcher methods: p.addEventListener = null; p.removeEventListener = null; p.removeAllEventListeners = null; p.dispatchEvent = null; p.hasEventListener = null; p._listeners = null; createjs.EventDispatcher.initialize(p); // inject EventDispatcher methods. // private properties: /** * @property _frames * @protected * @type Array **/ p._frames = null; /** * @property _animations * @protected * @type Array **/ p._animations = null; /** * @property _data * @protected * @type Array **/ p._data = null; /** * @property _nextFrameIndex * @protected * @type Number **/ p._nextFrameIndex = 0; /** * @property _index * @protected * @type Number **/ p._index = 0; /** * @property _timerID * @protected * @type Number **/ p._timerID = null; /** * @property _scale * @protected * @type Number **/ p._scale = 1; // constructor: /** * Initialization method. * @method initialize * @protected **/ p.initialize = function() { this._frames = []; this._animations = {}; } // public methods: /** * Adds a frame to the {{#crossLink "SpriteSheet"}}{{/crossLink}}. Note that the frame will not be drawn until you * call {{#crossLink "SpriteSheetBuilder/build"}}{{/crossLink}} method. The optional setup params allow you to have * a function run immediately before the draw occurs. For example, this allows you to add a single source multiple * times, but manipulate it or it's children to change it to generate different frames. * * Note that the source's transformations (x, y, scale, rotate, alpha) will be ignored, except for regX/Y. To apply * transforms to a source object and have them captured in the sprite sheet, simply place it into a {{#crossLink "Container"}}{{/crossLink}} * and pass in the Container as the source. * @method addFrame * @param {DisplayObject} source The source {{#crossLink "DisplayObject"}}{{/crossLink}} to draw as the frame. * @param {Rectangle} [sourceRect] A {{#crossLink "Rectangle"}}{{/crossLink}} defining the portion of the * source to draw to the frame. If not specified, it will look for a getBounds method, bounds property, * or nominalBounds property on the source to use. If one is not found, the frame will be skipped. * @param {Number} [scale=1] Optional. The scale to draw this frame at. Default is 1. * @param {Function} [setupFunction] Optional. A function to call immediately before drawing this frame. * @param {Array} [setupParams] Parameters to pass to the setup function. * @param {Object} [setupScope] The scope to call the setupFunction in. * @return {Number} The index of the frame that was just added, or null if a sourceRect could not be determined. **/ p.addFrame = function(source, sourceRect, scale, setupFunction, setupParams, setupScope) { if (this._data) { throw SpriteSheetBuilder.ERR_RUNNING; } var rect = sourceRect||source.bounds||source.nominalBounds; if (!rect&&source.getBounds) { rect = source.getBounds(); } if (!rect) { return null; } scale = scale||1; return this._frames.push({source:source, sourceRect:rect, scale:scale, funct:setupFunction, params:setupParams, scope:setupScope, index:this._frames.length, height:rect.height*scale})-1; } /** * Adds an animation that will be included in the created sprite sheet. * @method addAnimation * @param {String} name The name for the animation. * @param {Array} frames An array of frame indexes that comprise the animation. Ex. [3,6,5] would describe an animation * that played frame indexes 3, 6, and 5 in that order. * @param {String} [next] Specifies the name of the animation to continue to after this animation ends. You can * also pass false to have the animation stop when it ends. By default it will loop to the start of the same animation. * @param {Number} [frequency] Specifies a frame advance frequency for this animation. For example, a value * of 2 would cause the animation to advance every second tick. **/ p.addAnimation = function(name, frames, next, frequency) { if (this._data) { throw SpriteSheetBuilder.ERR_RUNNING; } this._animations[name] = {frames:frames, next:next, frequency:frequency}; } /** * This will take a MovieClip, and add its frames and labels to this builder. Labels will be added as an animation * running from the label index to the next label. For example, if there is a label named "foo" at frame 0 and a label * named "bar" at frame 10, in a MovieClip with 15 frames, it will add an animation named "foo" that runs from frame * index 0 to 9, and an animation named "bar" that runs from frame index 10 to 14. * * Note that this will iterate through the full MovieClip with actionsEnabled set to false, ending on the last frame. * @method addMovieClip * @param {MovieClip} source The source MovieClip to add to the sprite sheet. * @param {Rectangle} [sourceRect] A {{#crossLink "Rectangle"}}{{/crossLink}} defining the portion of the source to * draw to the frame. If not specified, it will look for a getBounds method, frameBounds * Array, bounds property, or nominalBounds property on the source to use. If one is not * found, the MovieClip will be skipped. * @param {Number} [scale=1] The scale to draw the movie clip at. **/ p.addMovieClip = function(source, sourceRect, scale) { if (this._data) { throw SpriteSheetBuilder.ERR_RUNNING; } var rects = source.frameBounds; var rect = sourceRect||source.bounds||source.nominalBounds; if (!rect&&source.getBounds) { rect = source.getBounds(); } if (!rect && !rects) { return null; } var baseFrameIndex = this._frames.length; var duration = source.timeline.duration; for (var i=0; itimeSlice. When it is complete it will * call the specified callback. * @method buildAsync * @param {Number} [timeSlice] Sets the timeSlice property on this instance. **/ p.buildAsync = function(timeSlice) { if (this._data) { throw SpriteSheetBuilder.ERR_RUNNING; } this.timeSlice = timeSlice; this._startBuild(); var _this = this; this._timerID = setTimeout(function() { _this._run(); }, 50-Math.max(0.01, Math.min(0.99, this.timeSlice||0.3))*50); } /** * Stops the current asynchronous build. * @method stopAsync **/ p.stopAsync = function() { clearTimeout(this._timerID); this._data = null; } /** * SpriteSheetBuilder instances cannot be cloned. * @method clone **/ p.clone = function() { throw("SpriteSheetBuilder cannot be cloned."); } /** * Returns a string representation of this object. * @method toString * @return {String} a string representation of the instance. **/ p.toString = function() { return "[SpriteSheetBuilder]"; } // private methods: /** * @method _startBuild * @protected **/ p._startBuild = function() { var pad = this.padding||0; this.progress = 0; this.spriteSheet = null; this._index = 0; this._scale = this.scale; var dataFrames = []; this._data = { images: [], frames: dataFrames, animations: this._animations // TODO: should we "clone" _animations in case someone adds more animations after a build? }; var frames = this._frames.slice(); frames.sort(function(a,b) { return (a.height<=b.height) ? -1 : 1; }); if (frames[frames.length-1].height+pad*2 > this.maxHeight) { throw SpriteSheetBuilder.ERR_DIMENSIONS; } var y=0, x=0; var img = 0; while (frames.length) { var o = this._fillRow(frames, y, img, dataFrames, pad); if (o.w > x) { x = o.w; } y += o.h; if (!o.h || !frames.length) { var canvas = createjs.createCanvas?createjs.createCanvas():document.createElement("canvas"); canvas.width = this._getSize(x,this.maxWidth); canvas.height = this._getSize(y,this.maxHeight); this._data.images[img] = canvas; if (!o.h) { x=y=0; img++; } } } } /** * @method _fillRow * @protected * @return {Number} The width & height of the row. **/ p._getSize = function(size,max) { var pow = 4; while (Math.pow(2,++pow) < size){} return Math.min(max,Math.pow(2,pow)); } /** * @method _fillRow * @protected * @return {Number} The width & height of the row. **/ p._fillRow = function(frames, y, img, dataFrames, pad) { var w = this.maxWidth; var maxH = this.maxHeight; y += pad; var h = maxH-y; var x = pad; var height = 0; for (var i=frames.length-1; i>=0; i--) { var frame = frames[i]; var sc = this._scale*frame.scale; var rect = frame.sourceRect; var source = frame.source; var rx = Math.floor(sc*rect.x-pad); var ry = Math.floor(sc*rect.y-pad); var rh = Math.ceil(sc*rect.height+pad*2); var rw = Math.ceil(sc*rect.width+pad*2); if (rw > w) { throw SpriteSheetBuilder.ERR_DIMENSIONS; } if (rh > h || x+rw > w) { continue; } frame.img = img; frame.rect = new createjs.Rectangle(x,y,rw,rh); height = height || rh; frames.splice(i,1); dataFrames[frame.index] = [x,y,rw,rh,img,Math.round(-rx+sc*source.regX-pad),Math.round(-ry+sc*source.regY-pad)]; x += rw; } return {w:x, h:height}; } /** * @method _endBuild * @protected **/ p._endBuild = function() { this.spriteSheet = new createjs.SpriteSheet(this._data); this._data = null; this.progress = 1; this.onComplete&&this.onComplete(this); this.dispatchEvent("complete"); } /** * @method _run * @protected **/ p._run = function() { var ts = Math.max(0.01, Math.min(0.99, this.timeSlice||0.3))*50; var t = (new Date()).getTime()+ts; var complete = false; while (t > (new Date()).getTime()) { if (!this._drawNext()) { complete = true; break; } } if (complete) { this._endBuild(); } else { var _this = this; this._timerID = setTimeout(function() { _this._run(); }, 50-ts); } var p = this.progress = this._index/this._frames.length; this.onProgress&&this.onProgress(this, p); this.dispatchEvent({type:"progress", progress:p}); } /** * @method _drawNext * @protected * @return Boolean Returns false if this is the last draw. **/ p._drawNext = function() { var frame = this._frames[this._index]; var sc = frame.scale*this._scale; var rect = frame.rect; var sourceRect = frame.sourceRect; var canvas = this._data.images[frame.img]; var ctx = canvas.getContext("2d"); frame.funct&&frame.funct.apply(frame.scope, frame.params); ctx.save(); ctx.beginPath(); ctx.rect(rect.x, rect.y, rect.width, rect.height); ctx.clip(); ctx.translate(Math.ceil(rect.x-sourceRect.x*sc), Math.ceil(rect.y-sourceRect.y*sc)); ctx.scale(sc,sc); frame.source.draw(ctx); // display object will draw itself. ctx.restore(); return (++this._index) < this._frames.length; } createjs.SpriteSheetBuilder = SpriteSheetBuilder; }());