waves/public/assets/g/mario/References/PixelRendr-0.2.0.ts
2025-04-09 17:11:14 -05:00

1698 lines
62 KiB
TypeScript

/// <reference path="ChangeLinr-0.2.0.ts" />
/// <reference path="StringFilr-0.2.1.ts" />
declare module PixelRendr {
/**
* A typed array of 8-bit unsigned integer values. The contents are initialized
* to 0. If the requested number of bytes could not be allocated an exception is
* raised.
*
* @remarks This is kept here as a stand-in for the full Uint8ClampedArray, since
* TypeScript doesn't always recognize it.
*/
interface Uint8ClampedArray extends ArrayBufferView {
[index: number]: number;
/**
* The size in bytes of each element in the array.
*/
BYTES_PER_ELEMENT: number;
/**
* The length of the array.
*/
length: number;
/**
* Gets the element at the specified index.
*
* @param {Number} index The index at which to get the element of the array.
*/
get(index: number): number;
/**
* Sets a value or an array of values.
*
* @param {Number} index The index of the location to set.
* @param {Number} value The value to set.
*/
set(index: number, value: number): void;
/**
* Sets a value or an array of values.
*
* @param {Uint8ClampedArray} array A typed or untyped array of values
* to set.
* @param {Number} [offset] The index in the current array at which the
* values are to be written.
*/
set(array: Uint8ClampedArray, offset?: number): void;
/**
* Sets a value or an array of values.
*
* @param {Number[]} array A typed or untyped array of values to set.
* @param {Number} [offset] The index in the current array at which the
* values are to be written.
*/
set(array: number[], offset?: number): void;
/**
* Gets a new Uint8ClampedArray view of the ArrayBuffer Object store for
* this array, specifying the first and last members of the subarray.
*
* @param {Number} begin The index of the beginning of the array.
* @param {Number} end The index of the end of the array.
*/
subarray(begin: number, end?: number): Uint8ClampedArray;
}
export interface ILibrary {
raws: any;
sprites?: IRenderLibrary;
}
export interface IRender {
source: string | any[];
sprites: IRenderSprites;
filter: IFilterAttributes;
containers: IRenderContainerListing[];
}
export interface IRenderLibrary {
[i: string]: IRenderLibrary | IRender;
}
export interface IRenderSprites {
[i: string]: Uint8ClampedArray | ISpriteMultiple;
}
export interface IRenderContainerListing {
container: IRenderLibrary;
key: string;
}
export interface IGeneralSpriteGenerator {
(render: IRender, key: string, attributes: ISpriteAttributes): Uint8ClampedArray | ISpriteMultiple;
}
export interface IPixelRendrEncodeCallback {
(result: string, image: HTMLImageElement, source: any): any;
}
export interface IClampedArraysContainer {
[i: string]: Uint8ClampedArray;
}
export interface ISpriteAttributes {
filter?: IFilter;
[i: string]: number | IFilter;
}
export interface IFilter {
0: string;
1: {
[i: string]: string;
}
}
export interface IFilterContainer {
[i: string]: IFilter;
}
export interface IFilterAttributes {
filter: IFilter;
}
export interface ISpriteMultiple {
sprites: IClampedArraysContainer;
direction: string;
topheight: number;
rightwidth: number;
bottomheight: number;
leftwidth: number;
middleStretch: boolean;
}
export interface IPixelRendrSettings {
/**
* The palette of colors to use for sprites. This should be a number[][]
* of RGBA values.
*/
paletteDefault: number[][];
/**
* A nested library of sprites to process.
*/
library?: any;
/**
* Filters that may be used by sprites in the library.
*/
filters?: IFilterContainer;
/**
* An amount to expand sprites by when processing (by default, 1 for not at
* all).
*/
scale?: number;
/**
* What sub-class in decode keys should indicate a sprite is to be flipped
* vertically (by default, "flip-vert").
*/
flipVert?: string;
/**
* What sub-class in decode keys should indicate a sprite is to be flipped
* horizontally (by default, "flip-vert").
*/
flipHoriz?: string;
/**
* What key in attributions should contain sprite widths (by default,
* "spriteWidth").
*/
spriteWidth?: string;
/**
* What key in attributions should contain sprite heights (by default,
* "spriteHeight").
*/
spriteHeight?: string;
/**
* A replacement for window.Uint8ClampedArray, if desired.
*/
Uint8ClampedArray?: any;
}
export interface IPixelRendr {
getBaseLibrary(): any;
getBaseFiler(): StringFilr.IStringFilr;
getProcessorBase(): ChangeLinr.IChangeLinr;
getProcessorDims(): ChangeLinr.IChangeLinr;
getProcessorEncode(): ChangeLinr.IChangeLinr;
getSpriteBase(key: string): void;
decode(key: string, attributes: any): Uint8ClampedArray | ISpriteMultiple;
encode(image: HTMLImageElement, callback: IPixelRendrEncodeCallback, source: any): string;
encodeUri(uri: string, callback: IPixelRendrEncodeCallback): void;
generatePaletteFromRawData(data: Uint8ClampedArray, forceZeroColor?: boolean, giveArrays?: boolean): Uint8ClampedArray[];
memcpyU8(
source: Uint8ClampedArray | number[],
destination: Uint8ClampedArray | number[],
readloc?: number,
writeloc?: number,
writelength?: number);
}
}
/**
*
*/
module PixelRendr {
"use strict";
/**
* Summary container for a single PixelRendr sprite source. The original source
* is stored, along with any generated outputs, information on its container,
* and any filter.
*/
export class Render implements IRender {
/**
* The original command to create this Render, which is either a plain
* String source or an Array representing a command.
*/
source: string | any[];
/**
* Output sprites generated by the source, keyed by the calling key.
*/
sprites: IRenderSprites;
/**
* An optional filter to change colors by, if source is a "filter" command.
*/
filter: IFilterAttributes;
/**
* Any containers storing this Render, including the key under which it's stored.
*/
containers: IRenderContainerListing[];
/**
* Resets the Render. No sprite computation is done here, so sprites is
* initialized to an empty container.
*/
constructor(source: string | any[], filter?: IFilterAttributes) {
this.source = source;
this.filter = filter;
this.sprites = {};
this.containers = [];
}
}
/**
* Container for a "multiple" sprite, which is a sprite that contains separate
* Uint8ClampedArray pieces of data for different sections (such as top, middle, etc.)
*/
export class SpriteMultiple implements ISpriteMultiple {
/**
* Storage for each internal Uint8ClampedArray sprite, keyed by container.
*/
sprites: IClampedArraysContainer;
/**
* The direction of sprite, such as "horizontal".
*/
direction: string;
/**
* How many pixels tall the top section is, if it exists.
*/
topheight: number;
/**
* How many pixels wide the right section is, if it exists.
*/
rightwidth: number;
/**
* How many pixels tall the bottom section is, if it exists.
*/
bottomheight: number;
/**
* How many pixels wide the left section is, if it exists.
*/
leftwidth: number;
/**
* Whether the middle section should be stretched to fill the remaining
* space instead of filling as a pattern.
*/
middleStretch: boolean;
/**
* Stores an already-computed container of sprites, and sets the direction
* sizes and middleStretch accordingly.
*/
constructor(sprites: IClampedArraysContainer, render: Render) {
var sources: any = render.source[2];
this.sprites = sprites;
this.direction = render.source[1];
if (this.direction === "vertical" || this.direction === "corners") {
this.topheight = sources.topheight | 0;
this.bottomheight = sources.bottomheight | 0;
}
if (this.direction === "horizontal" || this.direction === "corners") {
this.rightwidth = sources.rightwidth | 0;
this.leftwidth = sources.leftwidth | 0;
}
this.middleStretch = sources.middleStretch || false;
}
}
/**
* A moderately unusual graphics module designed to compress images as
* compressed text blobs and store the text blobs in a StringFilr. These tasks
* are performed and cached quickly enough for use in real-time environments,
* such as real-time video games.
*/
export class PixelRendr implements IPixelRendr {
/**
* The base container for storing sprite information.
*/
private library: ILibrary;
/**
* A StringFilr interface on top of the base library.
*/
private BaseFiler: StringFilr.StringFilr;
/**
* Applies processing Functions to turn raw Strings into partial sprites,
* used during reset calls.
*/
private ProcessorBase: ChangeLinr.ChangeLinr;
/**
* Takes partial sprites and repeats rows, then checks for dimension
* flipping, used during on-demand retrievals.
*/
private ProcessorDims: ChangeLinr.ChangeLinr;
/**
* Reverse of ProcessorBase: takes real images and compresses their data
* into sprites.
*/
private ProcessorEncode: ChangeLinr.ChangeLinr;
/**
* The default number[][] (rgba[]) used for palettes in sprites.
*/
private paletteDefault: number[][];
/**
* The default digit size (how many characters per number).
*/
private digitsizeDefault: number;
/**
* Utility RegExp to split Strings on every #digitsize characters.
*/
private digitsplit: RegExp;
/**
* How much to "scale" each sprite by (repeat the pixels this much).
*/
private scale: number;
/**
* String key to know whether to flip a processed sprite vertically,
* based on supplied attributes.
*/
private flipVert: string;
/**
* String key to know whether to flip a processed sprite horizontally,
* based on supplied attributes.
*/
private flipHoriz: string;
/**
* String key to obtain sprite width from supplied attributes.
*/
private spriteWidth: string;
/**
* String key to obtain sprite height from supplied attributes.
*/
private spriteHeight: string;
/**
* Filters for processing sprites.
*/
private filters: IFilterContainer;
/**
* Generators used to generate Renders from sprite commands.
*/
private commandGenerators: {
[i: string]: IGeneralSpriteGenerator;
};
/**
* A reference for window.Uint8ClampedArray, or replacements such as
* Uint8Array if needed.
*/
private Uint8ClampedArray: any;
/**
* @param {IPixelRendrSettings} settings
*/
constructor(settings: IPixelRendrSettings) {
if (!settings) {
throw new Error("No settings given to PixelRendr.");
}
if (!settings.paletteDefault) {
throw new Error("No paletteDefault given to PixelRendr.");
}
this.paletteDefault = settings.paletteDefault;
this.digitsizeDefault = this.getDigitSizeFromArray(this.paletteDefault);
this.digitsplit = new RegExp(".{1," + this.digitsizeDefault + "}", "g");
this.library = {
"raws": settings.library || {}
};
this.filters = settings.filters || {};
this.scale = settings.scale || 1;
this.flipVert = settings.flipVert || "flip-vert";
this.flipHoriz = settings.flipHoriz || "flip-horiz";
this.spriteWidth = settings.spriteWidth || "spriteWidth";
this.spriteHeight = settings.spriteHeight || "spriteHeight";
this.Uint8ClampedArray = (settings.Uint8ClampedArray
|| (<any>window).Uint8ClampedArray
|| (<any>window).Uint8Array);
// The first ChangeLinr does the raw processing of Strings to sprites
// This is used to load & parse sprites into memory on startup
this.ProcessorBase = new ChangeLinr.ChangeLinr({
"transforms": {
"spriteUnravel": this.spriteUnravel.bind(this),
"spriteApplyFilter": this.spriteApplyFilter.bind(this),
"spriteExpand": this.spriteExpand.bind(this),
"spriteGetArray": this.spriteGetArray.bind(this)
},
"pipeline": [
"spriteUnravel",
"spriteApplyFilter",
"spriteExpand",
"spriteGetArray"
]
});
// The second ChangeLinr does row repeating and flipping
// This is done on demand when given a sprite's settings Object
this.ProcessorDims = new ChangeLinr.ChangeLinr({
"transforms": {
"spriteRepeatRows": this.spriteRepeatRows.bind(this),
"spriteFlipDimensions": this.spriteFlipDimensions.bind(this)
},
"pipeline": [
"spriteRepeatRows",
"spriteFlipDimensions"
]
});
// As a utility, a processor is included to encode image data to sprites
this.ProcessorEncode = new ChangeLinr.ChangeLinr({
"transforms": {
"imageGetData": this.imageGetData.bind(this),
"imageGetPixels": this.imageGetPixels.bind(this),
"imageMapPalette": this.imageMapPalette.bind(this),
"imageCombinePixels": this.imageCombinePixels.bind(this)
},
"pipeline": [
"imageGetData",
"imageGetPixels",
"imageMapPalette",
"imageCombinePixels"
],
"doUseCache": false
});
this.library.sprites = this.libraryParse(this.library.raws);
// The BaseFiler provides a searchable 'view' on the library of sprites
this.BaseFiler = new StringFilr.StringFilr({
"library": this.library.sprites,
"normal": "normal" // to do: put this somewhere more official?
});
this.commandGenerators = {
"multiple": this.generateSpriteCommandMultipleFromRender.bind(this),
"same": this.generateSpriteCommandSameFromRender.bind(this),
"filter": this.generateSpriteCommandFilterFromRender.bind(this)
};
}
/* Simple gets
*/
/**
* @return {Object} The base container for storing sprite information.
*/
getBaseLibrary(): any {
return this.BaseFiler.getLibrary();
}
/**
* @return {StringFilr} The StringFilr interface on top of the base library.
*/
getBaseFiler(): StringFilr.StringFilr {
return this.BaseFiler;
}
/**
* @return {ChangeLinr} The processor that turns raw strings into partial
* sprites.
*/
getProcessorBase(): ChangeLinr.ChangeLinr {
return this.ProcessorBase;
}
/**
* @return {ChangeLinr} The processor that turns partial sprites and repeats
* rows.
*/
getProcessorDims(): ChangeLinr.ChangeLinr {
return this.ProcessorDims;
}
/**
* @return {ChangeLinr} The processor that takes real images and compresses
* their data into sprite Strings.
*/
getProcessorEncode(): ChangeLinr.ChangeLinr {
return this.ProcessorEncode;
}
/**
* @param {String} key
* @return {Mixed} Returns the base sprite for a key. This will either be a
* Uint8ClampedArrayor SpriteMultiple if a sprite is found,
* or the deepest matching Object in the library.
*/
getSpriteBase(key: string): void {
return this.BaseFiler.get(key);
}
/* External APIs
*/
/**
* Standard render function. Given a key, this finds the raw information via
* BaseFiler and processes it using ProcessorDims. Attributes are needed so
* the ProcessorDims can stretch it on width and height.
*
* @param {String} key The general key for the sprite to be passed
* directly to BaseFiler.get.
* @param {Object} attributes Additional attributes for the sprite; width
* and height Numbers are required.
* @return {Uint8ClampedArray}
*/
decode(key: string, attributes: ISpriteAttributes): Uint8ClampedArray | SpriteMultiple {
var render: Render = this.BaseFiler.get(key),
sprite: Uint8ClampedArray | SpriteMultiple;
if (!render) {
throw new Error("No sprite found for " + key + ".");
}
// If the render doesn't have a listing for this key, create one
if (!render.sprites.hasOwnProperty(key)) {
this.generateRenderSprite(render, key, attributes);
}
sprite = render.sprites[key];
if (!sprite || ((<any>sprite.constructor) === this.Uint8ClampedArray && (<Uint8ClampedArray>sprite).length === 0)) {
throw new Error("Could not generate sprite for " + key + ".");
}
return sprite;
}
/**
* Encodes an image into a sprite via ProcessorEncode.process.
*
* @param {HTMLImageElement} image
* @param {Function} [callback] An optional callback to call on the image
* with source as an extra argument.
* @param {Mixed} [source] An optional extra argument for callback,
* commonly provided by this.encodeUri as the
* image source.
*/
encode(image: HTMLImageElement, callback: IPixelRendrEncodeCallback, source: any): string {
var result: string = this.ProcessorEncode.process(image);
if (callback) {
callback(result, image, source);
}
return result;
}
/**
* Fetches an image from a source and encodes it into a sprite via
* ProcessEncode.process. An HtmlImageElement is created and given an onload
* of this.encode.
*
* @param {String} uri
* @param {Function} callback A callback for when this.encode finishes to
* call on the results.
*/
encodeUri(uri: string, callback: IPixelRendrEncodeCallback): void {
var image: HTMLImageElement = document.createElement("img");
image.onload = this.encode.bind(this, image, callback);
image.src = uri;
}
/**
* Miscellaneous utility to generate a complete palette from raw image pixel
* data. Unique [r,g,b,a] values are found using tree-based caching, and
* separated into grayscale (r,g,b equal) and general (r,g,b unequal). If a
* pixel has a=0, it's completely transparent and goes before anything else
* in the palette. Grayscale colors come next in order of light to dark, and
* general colors come next sorted by decreasing r, g, and b in order.
*
* @param {Uint8ClampedArray} data The equivalent data from a context's
* getImageData(...).data.
* @param {Boolean} [forceZeroColor] Whether the palette should have a
* [0,0,0,0] color as the first element
* even if data does not contain it (by
* default, false).
* @param {Boolean} [giveArrays] Whether the resulting palettes should be
* converted to Arrays (by default, false).
* @return {Uint8ClampedArray[]} A working palette that may be used in
* sprite settings (Array[] if giveArrays is
* true).
*/
generatePaletteFromRawData(
data: Uint8ClampedArray,
forceZeroColor: boolean = false,
giveArrays: boolean = false): Uint8ClampedArray[] {
var tree: any = {},
colorsGeneral: Uint8ClampedArray[] = [],
colorsGrayscale: Uint8ClampedArray[] = [],
output: Uint8ClampedArray[],
i: number;
for (i = 0; i < data.length; i += 4) {
if (data[i + 3] === 0) {
forceZeroColor = true;
continue;
}
if (
tree[data[i]]
&& tree[data[i]][data[i + 1]]
&& tree[data[i]][data[i + 1]][data[i + 2]]
&& tree[data[i]][data[i + 1]][data[i + 2]][data[i + 3]]) {
continue;
}
if (!tree[data[i]]) {
tree[data[i]] = {};
}
if (!tree[data[i]][data[i + 1]]) {
tree[data[i]][data[i + 1]] = {};
}
if (!tree[data[i]][data[i + 1]][data[i + 2]]) {
tree[data[i]][data[i + 1]][data[i + 2]] = {};
}
if (!tree[data[i]][data[i + 1]][data[i + 2]][data[i + 3]]) {
tree[data[i]][data[i + 1]][data[i + 2]][data[i + 3]] = true;
if (data[i] === data[i + 1] && data[i + 1] === data[i + 2]) {
colorsGrayscale.push(data.subarray(i, i + 4));
} else {
colorsGeneral.push(data.subarray(i, i + 4));
}
}
}
// It's safe to sort grayscale colors just on their first values, since
// grayscale implies they're all the same.
colorsGrayscale.sort(function (a: Uint8ClampedArray, b: Uint8ClampedArray): number {
return a[0] - b[0];
});
// For regular colors, sort by the first color that's not equal, so in
// order red, green, blue, alpha.
colorsGeneral.sort(function (a: Uint8ClampedArray, b: Uint8ClampedArray): number {
for (i = 0; i < 4; i += 1) {
if (a[i] !== b[i]) {
return b[i] - a[i];
}
}
});
if (forceZeroColor) {
output = [new this.Uint8ClampedArray([0, 0, 0, 0])]
.concat(colorsGrayscale)
.concat(colorsGeneral);
} else {
output = colorsGrayscale.concat(colorsGeneral);
}
if (!giveArrays) {
return output;
}
for (i = 0; i < output.length; i += 1) {
output[i] = Array.prototype.slice.call(output[i]);
}
return output;
}
/**
* Copies a stretch of members from one Uint8ClampedArray or number[] to
* another. This is a useful utility Function for code that may use this
* PixelRendr to draw its output sprites, such as PixelDrawr.
*
* @param {Uint8ClampedArray} source
* @param {Uint8ClampedArray} destination
* @param {Number} readloc Where to start reading from in the source.
* @param {Number} writeloc Where to start writing to in the source.
* @param {Number} writelength How many members to copy over.
* @see http://www.html5rocks.com/en/tutorials/webgl/typed_arrays/
* @see http://www.javascripture.com/Uint8ClampedArray
*/
memcpyU8(
source: Uint8ClampedArray | number[],
destination: Uint8ClampedArray | number[],
readloc: number = 0,
writeloc: number = 0,
writelength: number = Math.max(0, Math.min(source.length, destination.length))): void {
// JIT compilation help
var lwritelength: number = writelength + 0,
lwriteloc: number = writeloc + 0,
lreadloc: number = readloc + 0;
while (lwritelength--) {
destination[lwriteloc++] = source[lreadloc++];
}
}
/* Library parsing
*/
/**
* Recursively travels through a library, turning all raw String sprites
* and any[] commands into Renders.
*
* @param {Object} reference The raw source structure to be parsed.
* @param {String} path The path to the current place within the library.
* @return {Object} The parsed library Object.
*/
private libraryParse(reference: any): IRenderLibrary {
var setNew: IRenderLibrary = {},
source: any,
i: string;
// For each child of the current layer:
for (i in reference) {
if (!reference.hasOwnProperty(i)) {
continue;
}
source = reference[i];
switch (source.constructor) {
case String:
// Strings directly become IRenders
setNew[i] = new Render(source);
break;
case Array:
// Arrays contain a String filter, a String[] source, and any
// number of following arguments
setNew[i] = new Render(source, source[1]);
break;
default:
// If it's anything else, simply recurse
setNew[i] = this.libraryParse(source);
break;
}
// If a Render was created, mark setNew as a container
if (setNew[i].constructor === Render) {
(<Render>setNew[i]).containers.push({
"container": setNew,
"key": i
});
}
}
return setNew;
}
/**
* Generates a sprite for a Render based on its internal source and an
* externally given String key and attributes Object. The sprite is stored
* in the Render's sprites container under that key.
*
* @param {Render} render A render whose sprite is being generated.
* @param {String} key The key under which the sprite is stored.
* @param {Object} attributes Any additional information to pass to the
* sprite generation process.
*/
private generateRenderSprite(render: Render, key: string, attributes: ISpriteAttributes): void {
var sprite: Uint8ClampedArray | SpriteMultiple;
if (render.source.constructor === String) {
sprite = this.generateSpriteSingleFromRender(render, key, attributes);
} else {
sprite = this.commandGenerators[render.source[0]](render, key, attributes);
}
render.sprites[key] = sprite;
}
/**
* Generates the pixel data for a single sprite.
*
* @param {Render} render A render whose sprite is being generated.
* @param {String} key The key under which the sprite is stored.
* @param {Object} attributes Any additional information to pass to the
* sprite generation process.
* @return {Mixed} The output sprite; either a Uint8ClampedArray or SpriteMultiple.
*/
private generateSpriteSingleFromRender(render: Render, key: string, attributes: ISpriteAttributes): Uint8ClampedArray {
var base: Uint8ClampedArray = this.ProcessorBase.process(render.source, key, render.filter),
sprite: Uint8ClampedArray = this.ProcessorDims.process(base, key, attributes);
return sprite;
}
/**
* Generates the pixel data for a SpriteMultiple to be generated by creating
* a container in a new SpriteMultiple and filing it with processed single
* sprites.
*
* @param {Render} render A render whose sprite is being generated.
* @param {String} key The key under which the sprite is stored.
* @param {Object} attributes Any additional information to pass to the
* sprite generation process.
* @return {Mixed} The output sprite; either a Uint8ClampedArray or SpriteMultiple.
*/
private generateSpriteCommandMultipleFromRender(render: Render, key: string, attributes: ISpriteAttributes): SpriteMultiple {
var sources: any = render.source[2],
sprites: IClampedArraysContainer = {},
sprite: Uint8ClampedArray,
path: string,
output: SpriteMultiple = new SpriteMultiple(sprites, render),
i: string;
for (i in sources) {
if (sources.hasOwnProperty(i)) {
path = key + " " + i;
sprite = this.ProcessorBase.process(sources[i], path, render.filter);
sprites[i] = this.ProcessorDims.process(sprite, path, attributes);
}
}
return output;
}
/**
* Generates the output of a "same" command. The referenced Render or
* directory are found, assigned to the old Render's directory, and
* this.decode is used to find the output.
*
* @param {Render} render A render whose sprite is being generated.
* @param {String} key The key under which the sprite is stored.
* @param {Object} attributes Any additional information to pass to the
* sprite generation process.
* @return {Mixed} The output sprite; either a Uint8ClampedArray or SpriteMultiple.
*/
private generateSpriteCommandSameFromRender(
render: Render,
key: string,
attributes: ISpriteAttributes): Uint8ClampedArray | SpriteMultiple {
var replacement: Render | IRenderLibrary = this.followPath(this.library.sprites, render.source[1], 0);
// The (now temporary) Render's containers are given the Render or directory
// referenced by the source path
this.replaceRenderInContainers(render, replacement);
// BaseFiler will need to remember the new entry for the key,
// so the cache is cleared and decode restarted
this.BaseFiler.clearCached(key);
return this.decode(key, attributes);
}
/**
* Generates the output of a "filter" command. The referenced Render or
* directory are found, converted into a filtered Render or directory, and
* this.decode is used to find the output.
*
* @param {Render} render A render whose sprite is being generated.
* @param {String} key The key under which the sprite is stored.
* @param {Object} attributes Any additional information to pass to the
* sprite generation process.
* @return {Mixed} The output sprite; either a Uint8ClampedArray or SpriteMultiple.
*/
private generateSpriteCommandFilterFromRender(
render: Render,
key: string,
attributes: ISpriteAttributes): Uint8ClampedArray | SpriteMultiple {
var filter: IFilter = this.filters[render.source[2]],
found: Render | IRenderLibrary = this.followPath(this.library.sprites, render.source[1], 0),
filtered: Render | IRenderLibrary;
if (!filter) {
console.warn("Invalid filter provided: " + render.source[2]);
}
// If found is a Render, create a new one as a filtered copy
if (found.constructor === Render) {
filtered = new Render(
(<Render>found).source,
{
"filter": filter
});
this.generateRenderSprite(<Render>filtered, key, attributes);
} else {
// Otherwise it's an IRenderLibrary; go through that recursively
filtered = this.generateRendersFromFilter(<IRenderLibrary>found, filter);
}
// The (now unused) render gives the filtered Render or directory to its containers
this.replaceRenderInContainers(render, filtered);
if (filtered.constructor === Render) {
return (<Render>filtered).sprites[key];
} else {
this.BaseFiler.clearCached(key);
return this.decode(key, attributes);
}
}
/**
* Recursively generates a directory of Renders from a filter. This is
* similar to this.libraryParse, though the filter is added and references
* aren't.
*
* @param {Object} directory The current directory of Renders to create
* filtered versions of.
* @param {Array} filter The filter being applied.
* @return {Object} An output directory containing Renders with the filter.
*/
private generateRendersFromFilter(directory: IRenderLibrary, filter: IFilter): IRenderLibrary {
var output: IRenderLibrary = {},
child: Render | IRenderLibrary,
i: string;
for (i in directory) {
if (!directory.hasOwnProperty(i)) {
continue;
}
child = directory[i];
if (child.constructor === Render) {
output[i] = new Render(
(<Render>child).source,
{
"filter": filter
});
} else {
output[i] = this.generateRendersFromFilter(<IRenderLibrary>child, filter);
}
}
return output;
}
/**
* Switches all of a given Render's containers to point to a replacement instead.
*
* @param {Render} render
* @param {Mixed} replacement
*/
private replaceRenderInContainers(render: Render, replacement: Render | IRenderLibrary): void {
var listing: IRenderContainerListing,
i: number;
for (i = 0; i < render.containers.length; i += 1) {
listing = render.containers[i];
listing.container[listing.key] = replacement;
if (replacement.constructor === Render) {
(<Render>replacement).containers.push(listing);
}
}
}
/* Core pipeline functions
*/
/**
* Given a compressed raw sprite data string, this 'unravels' it. This is
* the first Function called in the base processor. It could output the
* Uint8ClampedArray immediately if given the area - deliberately does not
* to simplify sprite library storage.
*
* @param {String} colors The raw sprite String, including commands like
* "p" and "x".
* @return {String} A version of the sprite with no fancy commands, just
* the numbers.
*/
private spriteUnravel(colors: string): string {
var paletteref: any = this.getPaletteReferenceStarting(this.paletteDefault),
digitsize: number = this.digitsizeDefault,
clength: number = colors.length,
current: string,
rep: number,
nixloc: number,
output: string = "",
loc: number = 0;
while (loc < clength) {
switch (colors[loc]) {
// A loop, ordered as 'x char times ,'
case "x":
// Get the location of the ending comma
nixloc = colors.indexOf(",", ++loc);
// Get the color
current = this.makeDigit(paletteref[colors.slice(loc, loc += digitsize)], this.digitsizeDefault);
// Get the rep times
rep = Number(colors.slice(loc, nixloc));
// Add that int to output, rep many times
while (rep--) {
output += current;
}
loc = nixloc + 1;
break;
// A palette changer, in the form 'p[X,Y,Z...]' (or "p" for default)
case "p":
// If the next character is a "[", customize.
if (colors[++loc] === "[") {
nixloc = colors.indexOf("]");
// Isolate and split the new palette's numbers
paletteref = this.getPaletteReference(colors.slice(loc + 1, nixloc).split(","));
loc = nixloc + 1;
digitsize = this.getDigitSizeFromObject(paletteref);
} else {
// Otherwise go back to default
paletteref = this.getPaletteReference(this.paletteDefault);
digitsize = this.digitsizeDefault;
}
break;
// A typical number
default:
output += this.makeDigit(paletteref[colors.slice(loc, loc += digitsize)], this.digitsizeDefault);
break;
}
}
return output;
}
/**
* Repeats each number in the given string a number of times equal to the
* scale. This is the second Function called by the base processor.
*
* @param {String} colors
* @return {String}
*/
private spriteExpand(colors: string): string {
var output: string = "",
clength: number = colors.length,
i: number = 0,
j: number,
current: string;
// For each number,
while (i < clength) {
current = colors.slice(i, i += this.digitsizeDefault);
// Put it into output as many times as needed
for (j = 0; j < this.scale; ++j) {
output += current;
}
}
return output;
}
/**
* Used during post-processing before spriteGetArray to filter colors. This
* is the third Function used by the base processor, but it just returns the
* original sprite if no filter should be applied from attributes.
* Filters are applied here because the sprite is just the numbers repeated,
* so it's easy to loop through and replace them.
*
* @param {String} colors
* @param {String} key
* @param {Object} attributes
* @return {String}
*/
private spriteApplyFilter(colors: string, key: string, attributes: ISpriteAttributes): string {
// If there isn't a filter (as is the norm), just return the sprite
if (!attributes || !attributes.filter) {
return colors;
}
var filter: IFilter = attributes.filter,
filterName: string = filter[0];
if (!filterName) {
return colors;
}
switch (filterName) {
// Palette filters switch all instances of one color with another
case "palette":
// Split the colors on on each digit
// ("...1234..." => [..., "12", "34", ...]
var split: string[] = colors.match(this.digitsplit),
i: string;
// For each color filter to be applied, replace it
for (i in filter[1]) {
if (filter[1].hasOwnProperty(i)) {
this.arrayReplace(split, i, filter[1][i]);
}
}
return split.join("");
default:
console.warn("Unknown filter: '" + filterName + "'.");
}
return colors;
}
/**
* Converts an unraveled String of sprite numbers to the equivalent RGBA
* Uint8ClampedArray. Each colors number will be represented by four numbers
* in the output. This is the fourth Function called in the base processor.
*
* @param {String} colors
* @return {Uint8ClampedArray}
*/
private spriteGetArray(colors: string): Uint8ClampedArray {
var clength: number = colors.length,
numcolors: number = clength / this.digitsizeDefault,
split: string[] = colors.match(this.digitsplit),
olength: number = numcolors * 4,
output: Uint8ClampedArray = new this.Uint8ClampedArray(olength),
reference: number[],
i: number,
j: number,
k: number;
// For each color,
for (i = 0, j = 0; i < numcolors; ++i) {
// Grab its RGBA ints
reference = this.paletteDefault[Number(split[i])];
// Place each in output
for (k = 0; k < 4; ++k) {
output[j + k] = reference[k];
}
j += 4;
}
return output;
}
/**
* Repeats each row of a sprite based on the container attributes to create
* the actual sprite (before now, the sprite was 1 / scale as high as it
* should have been). This is the first Function called in the dimensions
* processor.
*
* @param {Uint8ClampedArray} sprite
* @param {String} key
* @param {Object} attributes The container Object (commonly a Thing in
* GameStarter), which must contain width and
* height numbers.
* @return {Uint8ClampedArray}
*/
private spriteRepeatRows(sprite: Uint8ClampedArray, key: string, attributes: ISpriteAttributes): Uint8ClampedArray {
var parsed: Uint8ClampedArray = new this.Uint8ClampedArray(sprite.length * this.scale),
rowsize: number = <number>attributes[this.spriteWidth] * 4,
height: number = <number>attributes[this.spriteHeight] / this.scale,
readloc: number = 0,
writeloc: number = 0,
i: number,
j: number;
// For each row:
for (i = 0; i < height; ++i) {
// Add it to parsed x scale
for (j = 0; j < this.scale; ++j) {
this.memcpyU8(sprite, parsed, readloc, writeloc, rowsize);
writeloc += rowsize;
}
readloc += rowsize;
}
return parsed;
}
/**
* Optionally flips a sprite based on the flipVert and flipHoriz keys. This
* is the second Function in the dimensions processor and the last step
* before a sprite is deemed usable.
*
* @param {Uint8ClampedArray} sprite
* @param {String} key
* @param {Object} attributes
* @return {Uint8ClampedArray}
*/
private spriteFlipDimensions(sprite: Uint8ClampedArray, key: string, attributes: ISpriteAttributes): Uint8ClampedArray {
if (key.indexOf(this.flipHoriz) !== -1) {
if (key.indexOf(this.flipVert) !== -1) {
return this.flipSpriteArrayBoth(sprite);
} else {
return this.flipSpriteArrayHoriz(sprite, attributes);
}
} else if (key.indexOf(this.flipVert) !== -1) {
return this.flipSpriteArrayVert(sprite, attributes);
}
return sprite;
}
/**
* Flips a sprite horizontally by reversing the pixels within each row. Rows
* are computing using the spriteWidth in attributes.
*
* @param {Uint8ClampedArray} sprite
* @param {Object} attributes
* @return {Uint8ClampedArray}
*/
private flipSpriteArrayHoriz(sprite: Uint8ClampedArray, attributes: ISpriteAttributes): Uint8ClampedArray {
var length: number = sprite.length + 0,
width: number = <number>attributes[this.spriteWidth] + 0,
newsprite: Uint8ClampedArray = new this.Uint8ClampedArray(length),
rowsize: number = width * 4,
newloc: number,
oldloc: number,
i: number,
j: number,
k: number;
// For each row:
for (i = 0; i < length; i += rowsize) {
newloc = i;
oldloc = i + rowsize - 4;
// For each pixel:
for (j = 0; j < rowsize; j += 4) {
// Copy it over
for (k = 0; k < 4; ++k) {
newsprite[newloc + k] = sprite[oldloc + k];
}
newloc += 4;
oldloc -= 4;
}
}
return newsprite;
}
/**
* Flips a sprite horizontally by reversing the order of the rows. Rows are
* computing using the spriteWidth in attributes.
*
* @param {Uint8ClampedArray} sprite
* @param {Object} attributes
* @return {Uint8ClampedArray}
*/
private flipSpriteArrayVert(sprite: Uint8ClampedArray, attributes: ISpriteAttributes): Uint8ClampedArray {
var length: number = sprite.length,
width: number = <number>attributes[this.spriteWidth] + 0,
newsprite: Uint8ClampedArray = new this.Uint8ClampedArray(length),
rowsize: number = width * 4,
newloc: number = 0,
oldloc: number = length - rowsize,
i: number,
j: number;
// For each row
while (newloc < length) {
// For each pixel in the rows
for (i = 0; i < rowsize; i += 4) {
// For each rgba value
for (j = 0; j < 4; ++j) {
newsprite[newloc + i + j] = sprite[oldloc + i + j];
}
}
newloc += rowsize;
oldloc -= rowsize;
}
return newsprite;
}
/**
* Flips a sprite horizontally and vertically by reversing the order of the
* pixels. This doesn't actually need attributes.
*
* @param {Uint8ClampedArray} sprite
* @return {Uint8ClampedArray}
*/
private flipSpriteArrayBoth(sprite: Uint8ClampedArray): Uint8ClampedArray {
var length: number = sprite.length,
newsprite: Uint8ClampedArray = new this.Uint8ClampedArray(length),
oldloc: number = sprite.length - 4,
newloc: number = 0,
i: number;
while (newloc < length) {
for (i = 0; i < 4; ++i) {
newsprite[newloc + i] = sprite[oldloc + i];
}
newloc += 4;
oldloc -= 4;
}
return newsprite;
}
/* Encoding pipeline functions
*/
/**
* Retrives the raw pixel data from an image element. It is copied onto a
* canvas, which as its context return the .getImageDate().data results.
* This is the first Fiunction used in the encoding processor.
*
* @param {HTMLImageElement} image
*/
private imageGetData(image: HTMLImageElement): number[] {
var canvas: HTMLCanvasElement = document.createElement("canvas"),
context: CanvasRenderingContext2D = <CanvasRenderingContext2D>canvas.getContext("2d");
canvas.width = image.width;
canvas.height = image.height;
context.drawImage(image, 0, 0);
return context.getImageData(0, 0, image.width, image.height).data;
}
/**
* Determines which pixels occur in the data and at what frequency. This is
* the second Function used in the encoding processor.
*
* @param {Uint8ClampedArray} data The raw pixel data obtained from the
* imageData of a canvas.
* @return {Array} [pixels, occurences], where pixels is an array of [rgba]
* values and occurences is an Object mapping occurence
* frequencies of palette colors in pisels.
*/
private imageGetPixels(data: Uint8ClampedArray): [number[], any] {
var pixels: number[] = new Array(data.length / 4),
occurences: any = {},
pixel: number,
i: number,
j: number;
for (i = 0, j = 0; i < data.length; i += 4, j += 1) {
pixel = this.getClosestInPalette(this.paletteDefault, data.subarray(i, i + 4));
pixels[j] = pixel;
if (occurences.hasOwnProperty(pixel)) {
occurences[pixel] += 1;
} else {
occurences[pixel] = 1;
}
}
return [pixels, occurences];
}
/**
* Concretely defines the palette to be used for a new sprite. This is the
* third Function used in the encoding processor, and creates a technically
* usable (but uncompressed) sprite with information to compress it.
*
* @param {Array} information [pixels, occurences], a result directly from
* imageGetPixels.
* @return {Array} [palette, numbers, digitsize], where palette is a
* String[] of palette numbers, numbers is the actual sprite
* data, and digitsize is the sprite's digit size.
*/
private imageMapPalette(information: [number[], any]): [string[], number[], number] {
var pixels: number[] = information[0],
occurences: any = information[1],
palette: string[] = Object.keys(occurences),
digitsize: number = this.getDigitSizeFromArray(palette),
paletteIndices: any = this.getValueIndices(palette),
numbers: number[] = <number[]>pixels.map(this.getKeyValue.bind(this, paletteIndices));
return [palette, numbers, digitsize];
}
/**
* Compresses a nearly complete sprite from imageMapPalette into a
* compressed, storage-ready String. This is the last Function in the
* encoding processor.
*
* @param {Array} information [palette, numbers, digitsize], a result
* directly from imageMapPalette.
* @return {String}
*/
private imageCombinePixels(information: [string[], number[], number]): string {
var palette: string[] = information[0],
numbers: number[] = information[1],
digitsize: number = information[2],
threshold: number = Math.max(3, Math.round(4 / digitsize)),
output: string,
current: number,
digit: string,
i: number = 0,
j: number;
output = "p[" + palette.map(this.makeSizedDigit.bind(this, digitsize)).join(",") + "]";
while (i < numbers.length) {
j = i + 1;
current = numbers[i];
digit = this.makeDigit(current, digitsize);
while (current === numbers[j]) {
j += 1;
}
if (j - i > threshold) {
output += "x" + digit + String(j - i) + ",";
i = j;
} else {
do {
output += digit;
i += 1;
}
while (i < j);
}
}
return output;
}
/* Misc. utility functions
*/
/**
* @param {Array} palette
* @return {Number} What the digitsize for a sprite that uses the palette
* should be (how many digits it would take to represent
* any index of the palettte).
*/
private getDigitSizeFromArray(palette: any[]): number {
var digitsize: number = 0,
i: number;
for (i = palette.length; i >= 1; i /= 10) {
digitsize += 1;
}
return digitsize;
}
/**
* @param {Object} palette
* @return {Number} What the digitsize for a sprite that uses the palette
* should be (how many digits it would take to represent
* any index of the palettte).
*/
private getDigitSizeFromObject(palette: any): number {
var digitsize: number = 0,
i: number;
for (i = Object.keys(palette).length; i >= 1; i /= 10) {
digitsize += 1;
}
return digitsize;
}
/**
* Generates an actual palette Object for a given palette, using a digitsize
* calculated from the palette.
*
* @param {Array} palette
* @return {Object} The actual palette Object for the given palette, with
* an index for every palette member.
*/
private getPaletteReference(palette: any[]): any {
var output: any = {},
digitsize: number = this.getDigitSizeFromArray(palette),
i: number;
for (i = 0; i < palette.length; i += 1) {
output[this.makeDigit(i, digitsize)] = this.makeDigit(palette[i], digitsize);
}
return output;
}
/**
* Generates an actual palette Object for a given palette, using the default
* digitsize.
*
* @param {Array} palette
* @return {Object} The actual palette Object for the given palette, with
* an index for every palette member.
*/
private getPaletteReferenceStarting(palette: number[][]): any {
var output: any = {},
i: number;
for (i = 0; i < palette.length; i += 1) {
output[this.makeDigit(i, this.digitsizeDefault)] = this.makeDigit(i, this.digitsizeDefault);
}
return output;
}
/**
* Finds which rgba value in a palette is closest to a given value. This is
* useful for determining which color in a pre-existing palette matches up
* with a raw image's pixel. This is determined by which palette color has
* the lowest total difference in integer values between r, g, b, and a.
*
* @param {Array} palette The palette of pre-existing colors.
* @param {Array} rgba The RGBA values being assigned a color, as Numbers
* in [0, 255].
* @return {Number} The closest matching color index.
*/
private getClosestInPalette(palette: number[][], rgba: number[] | Uint8ClampedArray): number {
var bestDifference: number = Infinity,
difference: number,
bestIndex: number,
i: number;
for (i = palette.length - 1; i >= 0; i -= 1) {
difference = this.arrayDifference(palette[i], rgba);
if (difference < bestDifference) {
bestDifference = difference;
bestIndex = i;
}
}
return bestIndex;
}
/**
* Creates a new String equivalent to an old String repeated any number of
* times. If times is 0, a blank String is returned.
*
* @param {String} string The characters to repeat.
* @param {Number} [times] How many times to repeat (by default, 1).
* @return {String}
*/
private stringOf(str: string, times: number = 1): string {
return (times === 0) ? "" : new Array(1 + (times || 1)).join(str);
}
/**
* Turns a Number into a String with a prefix added to pad it to a certain
* number of digits.
*
* @param {Number} number The original Number being padded.
* @param {Number} size How many digits the output must contain.
* @param {String} [prefix] A prefix to repeat for padding (by default,
* "0").
* @return {String}
* @example
* makeDigit(7, 3); // '007'
* makeDigit(7, 3, 1); // '117'
*/
private makeDigit(num: number | string, size: number, prefix: string = "0"): string {
return this.stringOf(prefix, Math.max(0, size - String(num).length)) + num;
}
/**
* Curry wrapper around makeDigit that reverses size and number argument
* order. Useful for binding makeDigit.
*
* @param {Number} number The original Number being padded.
* @param {Number} size How many digits the output must contain.
* @return {String}
*/
private makeSizedDigit(size: number, num: number): string {
return this.makeDigit(num, size, "0");
}
/**
* Replaces all instances of an element in an Array.
*
* @param {Array}
* @param {Mixed} removed The element to remove.
* @param {Mixed} inserted The element to insert.
*/
private arrayReplace(array: any[], removed: any, inserted: any): any[] {
for (var i: number = array.length - 1; i >= 0; i -= 1) {
if (array[i] === removed) {
array[i] = inserted;
}
}
return array;
}
/**
* Computes the sum of the differences of elements between two Arrays of
* equal length.
*
* @param {Array} a
* @param {Array} b
* @return {Number}
*/
private arrayDifference(a: number[] | Uint8ClampedArray, b: number[] | Uint8ClampedArray): number {
var sum: number = 0,
i: number;
for (i = a.length - 1; i >= 0; i -= 1) {
sum += Math.abs(a[i] - b[i]) | 0;
}
return sum;
}
/**
* @param {Array}
* @return {Object} An Object with an index equal to each element of the
* Array.
*/
private getValueIndices(array: any[]): any {
var output: any = {},
i: number;
for (i = 0; i < array.length; i += 1) {
output[array[i]] = i;
}
return output;
}
/**
* Curry Function to retrieve a member of an Object. Useful for binding.
*
* @param {Object} object
* @param {String} key
* @return {Mixed}
*/
private getKeyValue(object: any, key: string): any {
return object[key];
}
/**
* Follows a path inside an Object recursively, based on a given path.
*
* @param {Mixed} object
* @param {String[]} path The ordered names of attributes to descend into.
* @param {Number} num The starting index in path.
* @return {Mixed}
*/
private followPath(obj: any, path: string[], num: number): any {
if (num < path.length && obj.hasOwnProperty(path[num])) {
return this.followPath(obj[path[num]], path, num + 1);
}
return obj;
}
}
}