Files
2013-04-25 13:56:18 -07:00

143 lines
6.2 KiB
ActionScript

// =================================================================================================
//
// Starling Framework
// Copyright 2011 Gamua OG. 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;
/** 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.
*
* <p>Using a texture atlas for your textures solves two problems:</p>
*
* <ul>
* <li>There is always one texture active at a given moment. Whenever you change the active
* texture, a "texture-switch" has to be executed, and that switch takes time.</li>
* <li>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.</li>
* </ul>
*
* <p>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.</p>
*
* <p>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 <a href="http://www.sparrow-framework.org">
* Sparrow framework</a>. It was only tested in Mac OS X, though. A great multi-platform
* alternative is the commercial tool <a href="http://www.texturepacker.com">
* Texture Packer</a>.</p>
*
* <p>Whatever tool you use, Starling expects the following file format:</p>
*
* <listing>
* &lt;TextureAtlas imagePath='atlas.png'&gt;
* &lt;SubTexture name='texture_1' x='0' y='0' width='50' height='50'/&gt;
* &lt;SubTexture name='texture_2' x='50' y='0' width='20' height='30'/&gt;
* &lt;/TextureAtlas&gt;
* </listing>
*
* <p>If your images have transparent areas at their edges, you can make use of the
* <code>frame</code> property of the Texture class. Trim the texture by removing the
* transparent edges and specify the original texture size like this:</p>
*
* <listing>
* &lt;SubTexture name='trimmed' x='0' y='0' height='10' width='10'
* frameX='-10' frameY='-10' frameWidth='30' frameHeight='30'/&gt;
* </listing>
*/
public class TextureAtlas
{
private var mAtlasTexture:Texture;
private var mTextureRegions:Dictionary;
private var mTextureFrames:Dictionary;
/** Create a texture atlas from a texture by parsing the regions from an XML file. */
public function TextureAtlas(texture:Texture, atlasXml:XML=null)
{
mTextureRegions = new Dictionary();
mTextureFrames = new Dictionary();
mAtlasTexture = texture;
if (atlasXml)
parseAtlasXml(atlasXml);
}
/** Disposes the atlas texture. */
public function dispose():void
{
mAtlasTexture.dispose();
}
private function parseAtlasXml(atlasXml:XML):void
{
for each (var subTexture:XML in atlasXml.SubTexture)
{
var name:String = subTexture.attribute("name");
var x:Number = parseFloat(subTexture.attribute("x"));
var y:Number = parseFloat(subTexture.attribute("y"));
var width:Number = parseFloat(subTexture.attribute("width"));
var height:Number = parseFloat(subTexture.attribute("height"));
var frameX:Number = parseFloat(subTexture.attribute("frameX"));
var frameY:Number = parseFloat(subTexture.attribute("frameY"));
var frameWidth:Number = parseFloat(subTexture.attribute("frameWidth"));
var frameHeight:Number = parseFloat(subTexture.attribute("frameHeight"));
var region:Rectangle = new Rectangle(x, y, width, height);
var frame:Rectangle = frameWidth > 0 && frameHeight > 0 ?
new Rectangle(frameX, frameY, frameWidth, frameHeight) : null;
addRegion(name, region, frame);
}
}
/** Retrieves a subtexture by name. Returns <code>null</code> if it is not found. */
public function getTexture(name:String):Texture
{
var region:Rectangle = mTextureRegions[name];
if (region == null) return null;
else return Texture.fromTexture(mAtlasTexture, region, mTextureFrames[name]);
}
/** Returns all textures that start with a certain string, sorted alphabetically
* (especially useful for "MovieClip"). */
public function getTextures(prefix:String=""):Vector.<Texture>
{
var textures:Vector.<Texture> = new <Texture>[];
var names:Vector.<String> = new <String>[];
var name:String;
for (name in mTextureRegions)
if (name.indexOf(prefix) == 0)
names.push(name);
names.sort(Array.CASEINSENSITIVE);
for each (name in names)
textures.push(getTexture(name));
return textures;
}
/** Creates a region for a subtexture and gives it a name. */
public function addRegion(name:String, region:Rectangle, frame:Rectangle=null):void
{
mTextureRegions[name] = region;
if (frame) mTextureFrames[name] = frame;
}
/** Removes a region with a certain name. */
public function removeRegion(name:String):void
{
delete mTextureRegions[name];
}
}
}