1 /****************************************************************************
  2  Copyright (c) 2008-2010 Ricardo Quesada
  3  Copyright (c) 2011-2012 cocos2d-x.org
  4  Copyright (c) 2013-2014 Chukong Technologies Inc.
  5 
  6  http://www.cocos2d-x.org
  7 
  8  Permission is hereby granted, free of charge, to any person obtaining a copy
  9  of this software and associated documentation files (the "Software"), to deal
 10  in the Software without restriction, including without limitation the rights
 11  to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
 12  copies of the Software, and to permit persons to whom the Software is
 13  furnished to do so, subject to the following conditions:
 14 
 15  The above copyright notice and this permission notice shall be included in
 16  all copies or substantial portions of the Software.
 17 
 18  THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
 19  IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
 20  FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
 21  AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
 22  LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
 23  OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
 24  THE SOFTWARE.
 25  ****************************************************************************/
 26 
 27 /**
 28  * cc.textureCache is the global cache for cc.Texture2D
 29  * @namespace
 30  * @name cc.textureCache
 31  */
 32 cc.textureCache = /** @lends cc.textureCache# */{
 33     _textures: {},
 34     _textureColorsCache: {},
 35     _textureKeySeq: (0 | Math.random() * 1000),
 36 
 37     _loadedTexturesBefore: {},
 38 
 39     //handleLoadedTexture move to Canvas/WebGL
 40 
 41     _initializingRenderer: function () {
 42         var selPath;
 43         //init texture from _loadedTexturesBefore
 44         var locLoadedTexturesBefore = this._loadedTexturesBefore, locTextures = this._textures;
 45         for (selPath in locLoadedTexturesBefore) {
 46             var tex2d = locLoadedTexturesBefore[selPath];
 47             tex2d.handleLoadedTexture();
 48             locTextures[selPath] = tex2d;
 49         }
 50         this._loadedTexturesBefore = {};
 51     },
 52 
 53     /**
 54      * <p>
 55      *     Returns a Texture2D object given an PVR filename                                                              <br/>
 56      *     If the file image was not previously loaded, it will create a new CCTexture2D                                 <br/>
 57      *     object and it will return it. Otherwise it will return a reference of a previously loaded image              <br/>
 58      *     note: AddPVRTCImage does not support on HTML5
 59      * </p>
 60      * @param {String} filename
 61      * @return {cc.Texture2D}
 62      */
 63     addPVRTCImage: function (filename) {
 64         cc.log(cc._LogInfos.textureCache_addPVRTCImage);
 65     },
 66 
 67     /**
 68      * <p>
 69      *     Returns a Texture2D object given an ETC filename                                                               <br/>
 70      *     If the file image was not previously loaded, it will create a new CCTexture2D                                  <br/>
 71      *     object and it will return it. Otherwise it will return a reference of a previously loaded image                <br/>
 72      *    note:addETCImage does not support on HTML5
 73      * </p>
 74      * @param {String} filename
 75      * @return {cc.Texture2D}
 76      */
 77     addETCImage: function (filename) {
 78         cc.log(cc._LogInfos.textureCache_addETCImage);
 79     },
 80 
 81     /**
 82      * Description
 83      * @return {String}
 84      */
 85     description: function () {
 86         return "<TextureCache | Number of textures = " + this._textures.length + ">";
 87     },
 88 
 89     /**
 90      * Returns an already created texture. Returns null if the texture doesn't exist.
 91      * @param {String} textureKeyName
 92      * @return {cc.Texture2D|Null}
 93      * @example
 94      * //example
 95      * var key = cc.textureCache.textureForKey("hello.png");
 96      */
 97     textureForKey: function (textureKeyName) {
 98         return this._textures[textureKeyName] || this._textures[cc.loader._aliases[textureKeyName]];
 99     },
100 
101     /**
102      * @param {Image} texture
103      * @return {String|Null}
104      * @example
105      * //example
106      * var key = cc.textureCache.getKeyByTexture(texture);
107      */
108     getKeyByTexture: function (texture) {
109         for (var key in this._textures) {
110             if (this._textures[key] == texture) {
111                 return key;
112             }
113         }
114         return null;
115     },
116 
117     _generalTextureKey: function () {
118         this._textureKeySeq++;
119         return "_textureKey_" + this._textureKeySeq;
120     },
121 
122     /**
123      * @param {Image} texture
124      * @return {Array}
125      * @example
126      * //example
127      * var cacheTextureForColor = cc.textureCache.getTextureColors(texture);
128      */
129     getTextureColors: function (texture) {
130         var key = this.getKeyByTexture(texture);
131         if (!key) {
132             if (texture instanceof HTMLImageElement)
133                 key = texture.src;
134             else
135                 key = this._generalTextureKey();
136         }
137 
138         if (!this._textureColorsCache[key])
139             this._textureColorsCache[key] = cc.generateTextureCacheForColor(texture);
140         return this._textureColorsCache[key];
141     },
142 
143     /**
144      * <p>Returns a Texture2D object given an PVR filename<br />
145      * If the file image was not previously loaded, it will create a new Texture2D<br />
146      *  object and it will return it. Otherwise it will return a reference of a previously loaded image </p>
147      * @param {String} path
148      * @return {cc.Texture2D}
149      */
150     addPVRImage: function (path) {
151         cc.log(cc._LogInfos.textureCache_addPVRImage);
152     },
153 
154     /**
155      * <p>Purges the dictionary of loaded textures. <br />
156      * Call this method if you receive the "Memory Warning"  <br />
157      * In the short term: it will free some resources preventing your app from being killed  <br />
158      * In the medium term: it will allocate more resources <br />
159      * In the long term: it will be the same</p>
160      * @example
161      * //example
162      * cc.textureCache.removeAllTextures();
163      */
164     removeAllTextures: function () {
165         var locTextures = this._textures;
166         for (var selKey in locTextures) {
167             if (locTextures[selKey])
168                 locTextures[selKey].releaseTexture();
169         }
170         this._textures = {};
171     },
172 
173     /**
174      * Deletes a texture from the cache given a texture
175      * @param {Image} texture
176      * @example
177      * //example
178      * cc.textureCache.removeTexture(texture);
179      */
180     removeTexture: function (texture) {
181         if (!texture)
182             return;
183 
184         var locTextures = this._textures;
185         for (var selKey in locTextures) {
186             if (locTextures[selKey] == texture) {
187                 locTextures[selKey].releaseTexture();
188                 delete(locTextures[selKey]);
189             }
190         }
191     },
192 
193     /**
194      * Deletes a texture from the cache given a its key name
195      * @param {String} textureKeyName
196      * @example
197      * //example
198      * cc.textureCache.removeTexture("hello.png");
199      */
200     removeTextureForKey: function (textureKeyName) {
201         if (textureKeyName == null)
202             return;
203         if (this._textures[textureKeyName])
204             delete(this._textures[textureKeyName]);
205     },
206 
207     //addImage move to Canvas/WebGL
208 
209     /**
210      *  Cache the image data
211      * @param {String} path
212      * @param {Image|HTMLImageElement|HTMLCanvasElement} texture
213      */
214     cacheImage: function (path, texture) {
215         if (texture instanceof  cc.Texture2D) {
216             this._textures[path] = texture;
217             return;
218         }
219         var texture2d = new cc.Texture2D();
220         texture2d.initWithElement(texture);
221         texture2d.handleLoadedTexture();
222         this._textures[path] = texture2d;
223     },
224 
225     /**
226      * <p>Returns a Texture2D object given an UIImage image<br />
227      * If the image was not previously loaded, it will create a new Texture2D object and it will return it.<br />
228      * Otherwise it will return a reference of a previously loaded image<br />
229      * The "key" parameter will be used as the "key" for the cache.<br />
230      * If "key" is null, then a new texture will be created each time.</p>
231      * @param {HTMLImageElement|HTMLCanvasElement} image
232      * @param {String} key
233      * @return {cc.Texture2D}
234      */
235     addUIImage: function (image, key) {
236 
237         cc.assert(image, cc._LogInfos.textureCache_addUIImage_2);
238 
239         if (key) {
240             if (this._textures[key])
241                 return this._textures[key];
242         }
243 
244         // prevents overloading the autorelease pool
245         var texture = new cc.Texture2D();
246         texture.initWithImage(image);
247         if ((key != null) && (texture != null))
248             this._textures[key] = texture;
249         else
250             cc.log(cc._LogInfos.textureCache_addUIImage);
251         return texture;
252     },
253 
254     /**
255      * <p>Output to cc.log the current contents of this TextureCache <br />
256      * This will attempt to calculate the size of each texture, and the total texture memory in use. </p>
257      */
258     dumpCachedTextureInfo: function () {
259         var count = 0;
260         var totalBytes = 0, locTextures = this._textures;
261 
262         for (var key in locTextures) {
263             var selTexture = locTextures[key];
264             count++;
265             if (selTexture.getHtmlElementObj() instanceof  HTMLImageElement)
266                 cc.log(cc._LogInfos.textureCache_dumpCachedTextureInfo, key, selTexture.getHtmlElementObj().src, selTexture.pixelsWidth, selTexture.pixelsHeight);
267             else {
268                 cc.log(cc._LogInfos.textureCache_dumpCachedTextureInfo_2, key, selTexture.pixelsWidth, selTexture.pixelsHeight);
269             }
270             totalBytes += selTexture.pixelsWidth * selTexture.pixelsHeight * 4;
271         }
272 
273         var locTextureColorsCache = this._textureColorsCache;
274         for (key in locTextureColorsCache) {
275             var selCanvasColorsArr = locTextureColorsCache[key];
276             for (var selCanvasKey in selCanvasColorsArr) {
277                 var selCanvas = selCanvasColorsArr[selCanvasKey];
278                 count++;
279                 cc.log(cc._LogInfos.textureCache_dumpCachedTextureInfo_2, key, selCanvas.width, selCanvas.height);
280                 totalBytes += selCanvas.width * selCanvas.height * 4;
281             }
282 
283         }
284         cc.log(cc._LogInfos.textureCache_dumpCachedTextureInfo_3, count, totalBytes / 1024, (totalBytes / (1024.0 * 1024.0)).toFixed(2));
285     },
286 
287     _clear: function () {
288         this._textures = {};
289         this._textureColorsCache = {};
290         this._textureKeySeq = (0 | Math.random() * 1000);
291         this._loadedTexturesBefore = {};
292     }
293 };
294 
295 if (cc._renderType === cc._RENDER_TYPE_CANVAS) {
296 
297     var _p = cc.textureCache;
298 
299     _p.handleLoadedTexture = function (url) {
300         var locTexs = this._textures;
301         //remove judge
302         var tex = locTexs[url];
303         if (!tex) {
304             tex = locTexs[url] = new cc.Texture2D();
305             tex.url = url;
306         }
307         tex.handleLoadedTexture();
308     };
309 
310     /**
311      * <p>Returns a Texture2D object given an file image <br />
312      * If the file image was not previously loaded, it will create a new Texture2D <br />
313      *  object and it will return it. It will use the filename as a key.<br />
314      * Otherwise it will return a reference of a previously loaded image. <br />
315      * Supported image extensions: .png, .jpg, .gif</p>
316      * @param {String} url
317      * @param {Function} cb
318      * @param {Object} target
319      * @return {cc.Texture2D}
320      * @example
321      * //example
322      * cc.textureCache.addImage("hello.png");
323      */
324     _p.addImage = function (url, cb, target) {
325 
326         cc.assert(url, cc._LogInfos.Texture2D_addImage);
327 
328         var locTexs = this._textures;
329         //remove judge
330         var tex = locTexs[url] || locTexs[cc.loader._aliases[url]];
331         if (tex) {
332             cb && cb.call(target);
333             return tex;
334         }
335 
336         tex = locTexs[url] = new cc.Texture2D();
337         tex.url = url;
338         if (!cc.loader.getRes(url)) {
339             if (cc.loader._checkIsImageURL(url)) {
340                 cc.loader.load(url, function (err) {
341                     cb && cb.call(target);
342                 });
343             } else {
344                 cc.loader.cache[url] = cc.loader.loadImg(url, function (err, img) {
345                     if (err)
346                         return cb ? cb(err) : err;
347                     cc.textureCache.handleLoadedTexture(url);
348                     cb && cb(null, img);
349                 });
350             }
351         }
352         else {
353             tex.handleLoadedTexture();
354         }
355 
356         return tex;
357     };
358 
359     _p = null;
360 
361 } else {
362     cc.assert(typeof cc._tmp.WebGLTextureCache === "function", cc._LogInfos.MissingFile, "TexturesWebGL.js");
363     cc._tmp.WebGLTextureCache();
364     delete cc._tmp.WebGLTextureCache;
365 }