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Math.floor(rect.w) / this.resolution,
Math.floor(rect.h) / this.resolution
);
}
this.textures[i] = new Texture(
this.baseTexture,
frame,
orig,
trim,
data.rotated ? 2 : 0,
data.anchor
);
// lets also add the frame to pixi's global cache for 'from' and 'fromLoader' functions
Texture.addToCache(this.textures[i], i);
}
frameIndex++;
}
}
// for now we cache the current renderTarget that the WebGL renderer is currently using.
// this could be more elegant..
const cachedRenderTarget = renderer._activeRenderTarget;
// We also store the filter stack - I will definitely look to change how this works a little later down the line.
// const stack = renderer.filterManager.filterStack;
// this renderTexture will be used to store the cached DisplayObject
const renderTexture = RenderTexture.create(bounds.width, bounds.height);
const textureCacheId = `cacheAsBitmap_${uid()}`;
this._cacheData.textureCacheId = textureCacheId;
BaseTexture.addToCache(renderTexture.baseTexture, textureCacheId);
Texture.addToCache(renderTexture, textureCacheId);
// need to set //
const m = _tempMatrix;
m.tx = -bounds.x;
m.ty = -bounds.y;
// reset
this.transform.worldTransform.identity();
// set all properties to there original so we can render to a texture
this.render = this._cacheData.originalRender;
renderer.render(this, renderTexture, true, m, true);
// now restore the state be setting the new properties
constructor(text, style, canvas)
{
canvas = canvas || document.createElement('canvas');
canvas.width = 3;
canvas.height = 3;
const texture = Texture.from(canvas, settings.SCALE_MODE, 'text');
texture.orig = new Rectangle();
texture.trim = new Rectangle();
super(texture);
// base texture is already automatically added to the cache, now adding the actual texture
Texture.addToCache(this._texture, this._texture.baseTexture.textureCacheIds[0]);
/**
* The canvas element that everything is drawn to
*
* @member {HTMLCanvasElement}
*/
this.canvas = canvas;
/**
* The canvas 2d context that everything is drawn with
* @member {CanvasRenderingContext2D}
*/
this.context = this.canvas.getContext('2d');
/**
* The resolution / device pixel ratio of the canvas. This is set automatically by the renderer.
const cacheAlpha = this.alpha;
this.alpha = 1;
const cachedRenderTarget = renderer.context;
bounds.ceil(settings.RESOLUTION);
const renderTexture = RenderTexture.create(bounds.width, bounds.height);
const textureCacheId = `cacheAsBitmap_${uid()}`;
this._cacheData.textureCacheId = textureCacheId;
BaseTexture.addToCache(renderTexture.baseTexture, textureCacheId);
Texture.addToCache(renderTexture, textureCacheId);
// need to set //
const m = _tempMatrix;
this.transform.localTransform.copyTo(m);
m.invert();
m.tx -= bounds.x;
m.ty -= bounds.y;
// m.append(this.transform.worldTransform.)
// set all properties to there original so we can render to a texture
this.renderCanvas = this._cacheData.originalRenderCanvas;
// renderTexture.render(this, m, true);
renderer.render(this, renderTexture, true, m, false);