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https://github.com/EsotericSoftware/spine-runtimes.git
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# Conflicts: # spine-ts/package-lock.json # spine-ts/package.json # spine-ts/spine-canvas/package.json # spine-ts/spine-core/package.json # spine-ts/spine-phaser/package.json # spine-ts/spine-pixi/package.json # spine-ts/spine-player/package.json # spine-ts/spine-threejs/package.json # spine-ts/spine-webgl/package.json
139 lines
5.9 KiB
TypeScript
139 lines
5.9 KiB
TypeScript
/******************************************************************************
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* Spine Runtimes License Agreement
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* Last updated July 28, 2023. Replaces all prior versions.
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*
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* Copyright (c) 2013-2023, Esoteric Software LLC
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*
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* Integration of the Spine Runtimes into software or otherwise creating
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* derivative works of the Spine Runtimes is permitted under the terms and
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* conditions of Section 2 of the Spine Editor License Agreement:
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* http://esotericsoftware.com/spine-editor-license
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*
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* Otherwise, it is permitted to integrate the Spine Runtimes into software or
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* otherwise create derivative works of the Spine Runtimes (collectively,
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* "Products"), provided that each user of the Products must obtain their own
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* Spine Editor license and redistribution of the Products in any form must
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* include this license and copyright notice.
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*
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* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
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* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THE
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* SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*****************************************************************************/
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import { TimeKeeper, AssetManager, ManagedWebGLRenderingContext, SceneRenderer, Input, StringMap } from "./index.js";
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/** An app running inside a {@link SpineCanvas}. The app life-cycle
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* is as follows:
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*
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* 1. `loadAssets()` is called. The app can queue assets for loading via {@link SpineCanvas.assetManager}.
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* 2. `initialize()` is called when all assets are loaded. The app can setup anything it needs to enter the main application logic.
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* 3. `update()` is called periodically at screen refresh rate. The app can update its state.
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* 4. `render()` is called periodically at screen refresh rate. The app can render its state via {@link SpineCanvas.renderer} or directly via the WebGL context in {@link SpineCanvas.gl}.
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*
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* The `error()` method is called in case the assets could not be loaded. The `dispose()` method is called in case the canvas has been disposed via {@link SpineCanvas.dispose}.
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*/
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export interface SpineCanvasApp {
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loadAssets?(canvas: SpineCanvas): void;
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initialize?(canvas: SpineCanvas): void;
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update?(canvas: SpineCanvas, delta: number): void;
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render?(canvas: SpineCanvas): void;
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error?(canvas: SpineCanvas, errors: StringMap<string>): void;
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dispose?(canvas: SpineCanvas): void;
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}
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/** Configuration passed to the {@link SpineCanvas} constructor */
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export interface SpineCanvasConfig {
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/* The {@link SpineCanvasApp} to be run in the canvas. */
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app: SpineCanvasApp;
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/* The path prefix to be used by the {@link AssetManager}. */
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pathPrefix?: string;
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/* The WebGL context configuration */
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webglConfig?: any;
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}
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/** Manages the life-cycle and WebGL context of a {@link SpineCanvasApp}. The app loads
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* assets and initializes itself, then updates and renders its state at the screen refresh rate. */
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export class SpineCanvas {
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readonly context: ManagedWebGLRenderingContext;
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/** Tracks the current time, delta, and other time related statistics. */
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readonly time = new TimeKeeper();
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/** The HTML canvas to render to. */
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readonly htmlCanvas: HTMLCanvasElement;
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/** The WebGL rendering context. */
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readonly gl: WebGLRenderingContext;
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/** The scene renderer for easy drawing of skeletons, shapes, and images. */
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readonly renderer: SceneRenderer;
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/** The asset manager to load assets with. */
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readonly assetManager: AssetManager;
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/** The input processor used to listen to mouse, touch, and keyboard events. */
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readonly input: Input;
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private disposed = false;
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/** Constructs a new spine canvas, rendering to the provided HTML canvas. */
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constructor (canvas: HTMLCanvasElement, private config: SpineCanvasConfig) {
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if (!config.pathPrefix) config.pathPrefix = "";
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if (!config.app) config.app = {
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loadAssets: () => { },
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initialize: () => { },
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update: () => { },
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render: () => { },
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error: () => { },
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dispose: () => { },
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}
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if (!config.webglConfig) config.webglConfig = { alpha: true };
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this.htmlCanvas = canvas;
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this.context = new ManagedWebGLRenderingContext(canvas, config.webglConfig);
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this.renderer = new SceneRenderer(canvas, this.context);
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this.gl = this.context.gl;
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this.assetManager = new AssetManager(this.context, config.pathPrefix);
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this.input = new Input(canvas);
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if (config.app.loadAssets) config.app.loadAssets(this);
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let loop = () => {
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if (this.disposed) return;
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requestAnimationFrame(loop);
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this.time.update();
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if (config.app.update) config.app.update(this, this.time.delta);
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if (config.app.render) config.app.render(this);
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}
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let waitForAssets = () => {
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if (this.disposed) return;
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if (this.assetManager.isLoadingComplete()) {
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if (this.assetManager.hasErrors()) {
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if (config.app.error) config.app.error(this, this.assetManager.getErrors());
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} else {
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if (config.app.initialize) config.app.initialize(this);
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loop();
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}
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return;
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}
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requestAnimationFrame(waitForAssets);
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}
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requestAnimationFrame(waitForAssets);
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}
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/** Clears the canvas with the given color. The color values are given in the range [0,1]. */
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clear (r: number, g: number, b: number, a: number) {
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this.gl.clearColor(r, g, b, a);
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this.gl.clear(this.gl.COLOR_BUFFER_BIT);
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}
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/** Disposes the app, so the update() and render() functions are no longer called. Calls the dispose() callback.*/
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dispose () {
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if (this.config.app.dispose) this.config.app.dispose(this);
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this.disposed = true;
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}
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}
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