/****************************************************************************** * Spine Runtimes License Agreement * Last updated May 1, 2019. Replaces all prior versions. * * Copyright (c) 2013-2019, Esoteric Software LLC * * Integration of the Spine Runtimes into software or otherwise creating * derivative works of the Spine Runtimes is permitted under the terms and * conditions of Section 2 of the Spine Editor License Agreement: * http://esotericsoftware.com/spine-editor-license * * Otherwise, it is permitted to integrate the Spine Runtimes into software * or otherwise create derivative works of the Spine Runtimes (collectively, * "Products"), provided that each user of the Products must obtain their own * Spine Editor license and redistribution of the Products in any form must * include this license and copyright notice. * * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY EXPRESS * OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES * OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN * NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY DIRECT, INDIRECT, * INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, * BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, BUSINESS * INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND ON ANY * THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING * NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, * EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. *****************************************************************************/ module spine { class Assets { clientId: string; toLoad = new Array(); assets: Map = {}; textureLoader: (image: HTMLImageElement) => any; constructor(clientId: string) { this.clientId = clientId; } loaded() { let i = 0; for (let v in this.assets) i++; return i; } } export class SharedAssetManager implements Disposable { private pathPrefix: string; private clientAssets: Map = {}; private queuedAssets: Map = {}; private rawAssets: Map = {} private errors: Map = {}; constructor (pathPrefix: string = "") { this.pathPrefix = pathPrefix; } private queueAsset(clientId: string, textureLoader: (image: HTMLImageElement) => any, path: string): boolean { let clientAssets = this.clientAssets[clientId]; if (clientAssets === null || clientAssets === undefined) { clientAssets = new Assets(clientId); this.clientAssets[clientId] = clientAssets; } if (textureLoader !== null) clientAssets.textureLoader = textureLoader; clientAssets.toLoad.push(path); // check if already queued, in which case we can skip actual // loading if (this.queuedAssets[path] === path) { return false; } else { this.queuedAssets[path] = path; return true; } } loadText(clientId: string, path: string) { path = this.pathPrefix + path; if (!this.queueAsset(clientId, null, path)) return; let request = new XMLHttpRequest(); request.onreadystatechange = () => { if (request.readyState == XMLHttpRequest.DONE) { if (request.status >= 200 && request.status < 300) { this.rawAssets[path] = request.responseText; } else { this.errors[path] = `Couldn't load text ${path}: status ${request.status}, ${request.responseText}`; } } }; request.open("GET", path, true); request.send(); } loadJson(clientId: string, path: string) { path = this.pathPrefix + path; if (!this.queueAsset(clientId, null, path)) return; let request = new XMLHttpRequest(); request.onreadystatechange = () => { if (request.readyState == XMLHttpRequest.DONE) { if (request.status >= 200 && request.status < 300) { this.rawAssets[path] = JSON.parse(request.responseText); } else { this.errors[path] = `Couldn't load text ${path}: status ${request.status}, ${request.responseText}`; } } }; request.open("GET", path, true); request.send(); } loadTexture (clientId: string, textureLoader: (image: HTMLImageElement) => any, path: string) { path = this.pathPrefix + path; if (!this.queueAsset(clientId, textureLoader, path)) return; let img = new Image(); img.src = path; img.crossOrigin = "anonymous"; img.onload = (ev) => { this.rawAssets[path] = img; } img.onerror = (ev) => { this.errors[path] = `Couldn't load image ${path}`; } } get (clientId: string, path: string) { path = this.pathPrefix + path; let clientAssets = this.clientAssets[clientId]; if (clientAssets === null || clientAssets === undefined) return true; return clientAssets.assets[path]; } private updateClientAssets(clientAssets: Assets): void { for (let i = 0; i < clientAssets.toLoad.length; i++) { let path = clientAssets.toLoad[i]; let asset = clientAssets.assets[path]; if (asset === null || asset === undefined) { let rawAsset = this.rawAssets[path]; if (rawAsset === null || rawAsset === undefined) continue; if (rawAsset instanceof HTMLImageElement) { clientAssets.assets[path] = clientAssets.textureLoader(rawAsset); } else { clientAssets.assets[path] = rawAsset; } } } } isLoadingComplete (clientId: string): boolean { let clientAssets = this.clientAssets[clientId]; if (clientAssets === null || clientAssets === undefined) return true; this.updateClientAssets(clientAssets); return clientAssets.toLoad.length == clientAssets.loaded(); } /*remove (clientId: string, path: string) { path = this.pathPrefix + path; let asset = this.assets[path]; if ((asset).dispose) (asset).dispose(); this.assets[path] = null; } removeAll () { for (let key in this.assets) { let asset = this.assets[key]; if ((asset).dispose) (asset).dispose(); } this.assets = {}; }*/ dispose () { // this.removeAll(); } hasErrors() { return Object.keys(this.errors).length > 0; } getErrors() { return this.errors; } } }