63 lines
2.5 KiB
TypeScript
63 lines
2.5 KiB
TypeScript
import type { TextureSourceOptions } from '../../../../rendering/renderers/shared/texture/sources/TextureSource';
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import type { Texture } from '../../../../rendering/renderers/shared/texture/Texture';
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import type { ResolvedAsset } from '../../../types';
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import type { LoaderParser } from '../LoaderParser';
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/**
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* Configuration for the [loadTextures]{@link assets.loadTextures} plugin.
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* @see assets.loadTextures
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* @memberof assets
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*/
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export interface LoadTextureConfig {
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/**
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* When set to `true`, loading and decoding images will happen with Worker thread,
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* if available on the browser. This is much more performant as network requests
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* and decoding can be expensive on the CPU. However, not all environments support
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* Workers, in some cases it can be helpful to disable by setting to `false`.
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* @default true
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*/
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preferWorkers: boolean;
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/**
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* When set to `true`, loading and decoding images will happen with `createImageBitmap`,
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* otherwise it will use `new Image()`.
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* @default true
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*/
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preferCreateImageBitmap: boolean;
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/**
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* The crossOrigin value to use for images when `preferCreateImageBitmap` is `false`.
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* @default 'anonymous'
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*/
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crossOrigin: HTMLImageElement['crossOrigin'];
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}
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/**
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* Returns a promise that resolves an ImageBitmaps.
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* This function is designed to be used by a worker.
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* Part of WorkerManager!
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* @param url - The image to load an image bitmap for
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* @ignore
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*/
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export declare function loadImageBitmap(url: string, asset?: ResolvedAsset<TextureSourceOptions<any>>): Promise<ImageBitmap>;
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/**
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* A simple plugin to load our textures!
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* This makes use of imageBitmaps where available.
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* We load the `ImageBitmap` on a different thread using workers if possible.
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* We can then use the `ImageBitmap` as a source for a Pixi texture
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*
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* You can customize the behavior of this loader by setting the `config` property.
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* Which can be found [here]{@link assets.LoadTextureConfig}
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* ```js
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* // Set the config
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* import { loadTextures } from 'pixi.js';
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*
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* loadTextures.config = {
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* // If true we will use a worker to load the ImageBitmap
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* preferWorkers: true,
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* // If false we will use new Image() instead of createImageBitmap,
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* // we'll also disable the use of workers as it requires createImageBitmap
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* preferCreateImageBitmap: true,
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* crossOrigin: 'anonymous',
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* };
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* ```
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* @memberof assets
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*/
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export declare const loadTextures: LoaderParser<Texture, TextureSourceOptions, LoadTextureConfig>;
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