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nothoughts/node_modules/pixi.js/lib/assets/Assets.mjs
2025-08-04 18:57:35 +02:00

511 lines
18 KiB
JavaScript

import { extensions, ExtensionType } from '../extensions/Extensions.mjs';
import { loadBitmapFont, bitmapFontCachePlugin } from '../scene/text-bitmap/asset/loadBitmapFont.mjs';
import { warn } from '../utils/logging/warn.mjs';
import { BackgroundLoader } from './BackgroundLoader.mjs';
import { Cache } from './cache/Cache.mjs';
import { cacheTextureArray } from './cache/parsers/cacheTextureArray.mjs';
import { detectAvif } from './detections/parsers/detectAvif.mjs';
import { detectDefaults } from './detections/parsers/detectDefaults.mjs';
import { detectMp4 } from './detections/parsers/detectMp4.mjs';
import { detectOgv } from './detections/parsers/detectOgv.mjs';
import { detectWebm } from './detections/parsers/detectWebm.mjs';
import { detectWebp } from './detections/parsers/detectWebp.mjs';
import { Loader } from './loader/Loader.mjs';
import { loadJson } from './loader/parsers/loadJson.mjs';
import { loadTxt } from './loader/parsers/loadTxt.mjs';
import { loadWebFont } from './loader/parsers/loadWebFont.mjs';
import { loadSvg } from './loader/parsers/textures/loadSVG.mjs';
import { loadTextures } from './loader/parsers/textures/loadTextures.mjs';
import { loadVideoTextures } from './loader/parsers/textures/loadVideoTextures.mjs';
import { resolveJsonUrl } from './resolver/parsers/resolveJsonUrl.mjs';
import { resolveTextureUrl } from './resolver/parsers/resolveTextureUrl.mjs';
import { Resolver } from './resolver/Resolver.mjs';
import { convertToList } from './utils/convertToList.mjs';
import { isSingleItem } from './utils/isSingleItem.mjs';
"use strict";
class AssetsClass {
constructor() {
this._detections = [];
this._initialized = false;
this.resolver = new Resolver();
this.loader = new Loader();
this.cache = Cache;
this._backgroundLoader = new BackgroundLoader(this.loader);
this._backgroundLoader.active = true;
this.reset();
}
/**
* Best practice is to call this function before any loading commences
* Initiating is the best time to add any customization to the way things are loaded.
*
* you do not need to call this for the Assets class to work, only if you want to set any initial properties
* @param options - options to initialize the Assets manager with
*/
async init(options = {}) {
if (this._initialized) {
warn("[Assets]AssetManager already initialized, did you load before calling this Assets.init()?");
return;
}
this._initialized = true;
if (options.defaultSearchParams) {
this.resolver.setDefaultSearchParams(options.defaultSearchParams);
}
if (options.basePath) {
this.resolver.basePath = options.basePath;
}
if (options.bundleIdentifier) {
this.resolver.setBundleIdentifier(options.bundleIdentifier);
}
if (options.manifest) {
let manifest = options.manifest;
if (typeof manifest === "string") {
manifest = await this.load(manifest);
}
this.resolver.addManifest(manifest);
}
const resolutionPref = options.texturePreference?.resolution ?? 1;
const resolution = typeof resolutionPref === "number" ? [resolutionPref] : resolutionPref;
const formats = await this._detectFormats({
preferredFormats: options.texturePreference?.format,
skipDetections: options.skipDetections,
detections: this._detections
});
this.resolver.prefer({
params: {
format: formats,
resolution
}
});
if (options.preferences) {
this.setPreferences(options.preferences);
}
}
/**
* Allows you to specify how to resolve any assets load requests.
* There are a few ways to add things here as shown below:
* @example
* import { Assets } from 'pixi.js';
*
* // Simple
* Assets.add({alias: 'bunnyBooBoo', src: 'bunny.png'});
* const bunny = await Assets.load('bunnyBooBoo');
*
* // Multiple keys:
* Assets.add({alias: ['burger', 'chicken'], src: 'bunny.png'});
*
* const bunny = await Assets.load('burger');
* const bunny2 = await Assets.load('chicken');
*
* // passing options to to the object
* Assets.add({
* alias: 'bunnyBooBooSmooth',
* src: 'bunny{png,webp}',
* data: { scaleMode: SCALE_MODES.NEAREST }, // Base texture options
* });
*
* // Multiple assets
*
* // The following all do the same thing:
*
* Assets.add({alias: 'bunnyBooBoo', src: 'bunny{png,webp}'});
*
* Assets.add({
* alias: 'bunnyBooBoo',
* src: [
* 'bunny.png',
* 'bunny.webp',
* ],
* });
*
* const bunny = await Assets.load('bunnyBooBoo'); // Will try to load WebP if available
* @param assets - the unresolved assets to add to the resolver
*/
add(assets) {
this.resolver.add(assets);
}
async load(urls, onProgress) {
if (!this._initialized) {
await this.init();
}
const singleAsset = isSingleItem(urls);
const urlArray = convertToList(urls).map((url) => {
if (typeof url !== "string") {
const aliases = this.resolver.getAlias(url);
if (aliases.some((alias) => !this.resolver.hasKey(alias))) {
this.add(url);
}
return Array.isArray(aliases) ? aliases[0] : aliases;
}
if (!this.resolver.hasKey(url))
this.add({ alias: url, src: url });
return url;
});
const resolveResults = this.resolver.resolve(urlArray);
const out = await this._mapLoadToResolve(resolveResults, onProgress);
return singleAsset ? out[urlArray[0]] : out;
}
/**
* This adds a bundle of assets in one go so that you can load them as a group.
* For example you could add a bundle for each screen in you pixi app
* @example
* import { Assets } from 'pixi.js';
*
* Assets.addBundle('animals', [
* { alias: 'bunny', src: 'bunny.png' },
* { alias: 'chicken', src: 'chicken.png' },
* { alias: 'thumper', src: 'thumper.png' },
* ]);
* // or
* Assets.addBundle('animals', {
* bunny: 'bunny.png',
* chicken: 'chicken.png',
* thumper: 'thumper.png',
* });
*
* const assets = await Assets.loadBundle('animals');
* @param bundleId - the id of the bundle to add
* @param assets - a record of the asset or assets that will be chosen from when loading via the specified key
*/
addBundle(bundleId, assets) {
this.resolver.addBundle(bundleId, assets);
}
/**
* Bundles are a way to load multiple assets at once.
* If a manifest has been provided to the init function then you can load a bundle, or bundles.
* you can also add bundles via `addBundle`
* @example
* import { Assets } from 'pixi.js';
*
* // Manifest Example
* const manifest = {
* bundles: [
* {
* name: 'load-screen',
* assets: [
* {
* alias: 'background',
* src: 'sunset.png',
* },
* {
* alias: 'bar',
* src: 'load-bar.{png,webp}',
* },
* ],
* },
* {
* name: 'game-screen',
* assets: [
* {
* alias: 'character',
* src: 'robot.png',
* },
* {
* alias: 'enemy',
* src: 'bad-guy.png',
* },
* ],
* },
* ]
* };
*
* await Assets.init({ manifest });
*
* // Load a bundle...
* loadScreenAssets = await Assets.loadBundle('load-screen');
* // Load another bundle...
* gameScreenAssets = await Assets.loadBundle('game-screen');
* @param bundleIds - the bundle id or ids to load
* @param onProgress - Optional function that is called when progress on asset loading is made.
* The function is passed a single parameter, `progress`, which represents the percentage (0.0 - 1.0)
* of the assets loaded. Do not use this function to detect when assets are complete and available,
* instead use the Promise returned by this function.
* @returns all the bundles assets or a hash of assets for each bundle specified
*/
async loadBundle(bundleIds, onProgress) {
if (!this._initialized) {
await this.init();
}
let singleAsset = false;
if (typeof bundleIds === "string") {
singleAsset = true;
bundleIds = [bundleIds];
}
const resolveResults = this.resolver.resolveBundle(bundleIds);
const out = {};
const keys = Object.keys(resolveResults);
let count = 0;
let total = 0;
const _onProgress = () => {
onProgress?.(++count / total);
};
const promises = keys.map((bundleId) => {
const resolveResult = resolveResults[bundleId];
total += Object.keys(resolveResult).length;
return this._mapLoadToResolve(resolveResult, _onProgress).then((resolveResult2) => {
out[bundleId] = resolveResult2;
});
});
await Promise.all(promises);
return singleAsset ? out[bundleIds[0]] : out;
}
/**
* Initiate a background load of some assets. It will passively begin to load these assets in the background.
* So when you actually come to loading them you will get a promise that resolves to the loaded assets immediately
*
* An example of this might be that you would background load game assets after your initial load.
* then when you got to actually load your game screen assets when a player goes to the game - the loading
* would already have stared or may even be complete, saving you having to show an interim load bar.
* @example
* import { Assets } from 'pixi.js';
*
* Assets.backgroundLoad('bunny.png');
*
* // later on in your app...
* await Assets.loadBundle('bunny.png'); // Will resolve quicker as loading may have completed!
* @param urls - the url / urls you want to background load
*/
async backgroundLoad(urls) {
if (!this._initialized) {
await this.init();
}
if (typeof urls === "string") {
urls = [urls];
}
const resolveResults = this.resolver.resolve(urls);
this._backgroundLoader.add(Object.values(resolveResults));
}
/**
* Initiate a background of a bundle, works exactly like backgroundLoad but for bundles.
* this can only be used if the loader has been initiated with a manifest
* @example
* import { Assets } from 'pixi.js';
*
* await Assets.init({
* manifest: {
* bundles: [
* {
* name: 'load-screen',
* assets: [...],
* },
* ...
* ],
* },
* });
*
* Assets.backgroundLoadBundle('load-screen');
*
* // Later on in your app...
* await Assets.loadBundle('load-screen'); // Will resolve quicker as loading may have completed!
* @param bundleIds - the bundleId / bundleIds you want to background load
*/
async backgroundLoadBundle(bundleIds) {
if (!this._initialized) {
await this.init();
}
if (typeof bundleIds === "string") {
bundleIds = [bundleIds];
}
const resolveResults = this.resolver.resolveBundle(bundleIds);
Object.values(resolveResults).forEach((resolveResult) => {
this._backgroundLoader.add(Object.values(resolveResult));
});
}
/**
* Only intended for development purposes.
* This will wipe the resolver and caches.
* You will need to reinitialize the Asset
*/
reset() {
this.resolver.reset();
this.loader.reset();
this.cache.reset();
this._initialized = false;
}
get(keys) {
if (typeof keys === "string") {
return Cache.get(keys);
}
const assets = {};
for (let i = 0; i < keys.length; i++) {
assets[i] = Cache.get(keys[i]);
}
return assets;
}
/**
* helper function to map resolved assets back to loaded assets
* @param resolveResults - the resolve results from the resolver
* @param onProgress - the progress callback
*/
async _mapLoadToResolve(resolveResults, onProgress) {
const resolveArray = [...new Set(Object.values(resolveResults))];
this._backgroundLoader.active = false;
const loadedAssets = await this.loader.load(resolveArray, onProgress);
this._backgroundLoader.active = true;
const out = {};
resolveArray.forEach((resolveResult) => {
const asset = loadedAssets[resolveResult.src];
const keys = [resolveResult.src];
if (resolveResult.alias) {
keys.push(...resolveResult.alias);
}
keys.forEach((key) => {
out[key] = asset;
});
Cache.set(keys, asset);
});
return out;
}
/**
* Unload an asset or assets. As the Assets class is responsible for creating the assets via the `load` function
* this will make sure to destroy any assets and release them from memory.
* Once unloaded, you will need to load the asset again.
*
* Use this to help manage assets if you find that you have a large app and you want to free up memory.
*
* - it's up to you as the developer to make sure that textures are not actively being used when you unload them,
* Pixi won't break but you will end up with missing assets. Not a good look for the user!
* @example
* import { Assets } from 'pixi.js';
*
* // Load a URL:
* const myImageTexture = await Assets.load('http://some.url.com/image.png'); // => returns a texture
*
* await Assets.unload('http://some.url.com/image.png')
*
* // myImageTexture will be destroyed now.
*
* // Unload multiple assets:
* const textures = await Assets.unload(['thumper', 'chicko']);
* @param urls - the urls to unload
*/
async unload(urls) {
if (!this._initialized) {
await this.init();
}
const urlArray = convertToList(urls).map((url) => typeof url !== "string" ? url.src : url);
const resolveResults = this.resolver.resolve(urlArray);
await this._unloadFromResolved(resolveResults);
}
/**
* Bundles are a way to manage multiple assets at once.
* this will unload all files in a bundle.
*
* once a bundle has been unloaded, you need to load it again to have access to the assets.
* @example
* import { Assets } from 'pixi.js';
*
* Assets.addBundle({
* 'thumper': 'http://some.url.com/thumper.png',
* })
*
* const assets = await Assets.loadBundle('thumper');
*
* // Now to unload...
*
* await Assets.unloadBundle('thumper');
*
* // All assets in the assets object will now have been destroyed and purged from the cache
* @param bundleIds - the bundle id or ids to unload
*/
async unloadBundle(bundleIds) {
if (!this._initialized) {
await this.init();
}
bundleIds = convertToList(bundleIds);
const resolveResults = this.resolver.resolveBundle(bundleIds);
const promises = Object.keys(resolveResults).map((bundleId) => this._unloadFromResolved(resolveResults[bundleId]));
await Promise.all(promises);
}
async _unloadFromResolved(resolveResult) {
const resolveArray = Object.values(resolveResult);
resolveArray.forEach((resolveResult2) => {
Cache.remove(resolveResult2.src);
});
await this.loader.unload(resolveArray);
}
/**
* Detects the supported formats for the browser, and returns an array of supported formats, respecting
* the users preferred formats order.
* @param options - the options to use when detecting formats
* @param options.preferredFormats - the preferred formats to use
* @param options.skipDetections - if we should skip the detections altogether
* @param options.detections - the detections to use
* @returns - the detected formats
*/
async _detectFormats(options) {
let formats = [];
if (options.preferredFormats) {
formats = Array.isArray(options.preferredFormats) ? options.preferredFormats : [options.preferredFormats];
}
for (const detection of options.detections) {
if (options.skipDetections || await detection.test()) {
formats = await detection.add(formats);
} else if (!options.skipDetections) {
formats = await detection.remove(formats);
}
}
formats = formats.filter((format, index) => formats.indexOf(format) === index);
return formats;
}
/** All the detection parsers currently added to the Assets class. */
get detections() {
return this._detections;
}
/**
* General setter for preferences. This is a helper function to set preferences on all parsers.
* @param preferences - the preferences to set
*/
setPreferences(preferences) {
this.loader.parsers.forEach((parser) => {
if (!parser.config)
return;
Object.keys(parser.config).filter((key) => key in preferences).forEach((key) => {
parser.config[key] = preferences[key];
});
});
}
}
const Assets = new AssetsClass();
extensions.handleByList(ExtensionType.LoadParser, Assets.loader.parsers).handleByList(ExtensionType.ResolveParser, Assets.resolver.parsers).handleByList(ExtensionType.CacheParser, Assets.cache.parsers).handleByList(ExtensionType.DetectionParser, Assets.detections);
extensions.add(
cacheTextureArray,
detectDefaults,
detectAvif,
detectWebp,
detectMp4,
detectOgv,
detectWebm,
loadJson,
loadTxt,
loadWebFont,
loadSvg,
loadTextures,
loadVideoTextures,
loadBitmapFont,
bitmapFontCachePlugin,
resolveTextureUrl,
resolveJsonUrl
);
const assetKeyMap = {
loader: ExtensionType.LoadParser,
resolver: ExtensionType.ResolveParser,
cache: ExtensionType.CacheParser,
detection: ExtensionType.DetectionParser
};
extensions.handle(ExtensionType.Asset, (extension) => {
const ref = extension.ref;
Object.entries(assetKeyMap).filter(([key]) => !!ref[key]).forEach(([key, type]) => extensions.add(Object.assign(
ref[key],
// Allow the function to optionally define it's own
// ExtensionMetadata, the use cases here is priority for LoaderParsers
{ extension: ref[key].extension ?? type }
)));
}, (extension) => {
const ref = extension.ref;
Object.keys(assetKeyMap).filter((key) => !!ref[key]).forEach((key) => extensions.remove(ref[key]));
});
export { Assets, AssetsClass };
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