Work in progress for integrating with Mirror Engine's Asset Management system.
new Asset(
name: string,
type: string,
file?: {
contents: ArrayBuffer;
filename: string;
hash: string;
size: number;
url: string;
},
data?: any,
options?: {
crossOrigin: null | "anonymous" | "use-credentials";
}): Asset
Create a new Asset record. Generally, Assets are created in the loading process and you won't need to create them by hand.
string
A non-unique but human-readable name which can be later used to retrieve the asset.
string
Type of asset. One of "animation", "audio", "binary", "bundle", "container", "cubemap", "css", "font", "json", "html", "material", "model", "script", "shader", "sprite", "template", text", "texture", "textureatlas"
Details about the file the asset is made from. At the least must contain the 'url' field. For assets that don't contain file data use null.
Optional file contents. This is faster than wrapping the data in a (base64 encoded) blob. Currently only used by container assets.
string
The filename of the resource file or null if no filename was set (e.g from using AssetRegistry#loadFromUrl).
string
The MD5 hash of the resource file data and the Asset data field or null if hash was set (e.g from using AssetRegistry#loadFromUrl).
number
The size of the resource file or null if no size was set (e.g. from using AssetRegistry#loadFromUrl).
string
The URL of the resource file that contains the asset data.
any
JSON object or string with additional data about the asset. (e.g. for texture and model assets) or contains the asset data itself (e.g. in the case of materials).
The asset handler options. For container options see ContainerHandler.
null | "anonymous" | "use-credentials"
For use with texture assets that are loaded using the browser. This setting overrides the default crossOrigin specifier. For more details on crossOrigin and its use, see https://developer.mozilla.org/en-US/docs/Web/API/HTMLImageElement/crossOrigin.
const asset = new Asset('a texture', 'texture', {
url: 'http://example.com/my/assets/here/texture.png'
})
EventHandler.constructor
_file: null | AssetFile
loaded: boolean
True if the asset has finished attempting to load the resource. It is not guaranteed that the resources are available as there could have been a network error.
loading: boolean
True if the resource is currently being loaded.
options: any
Optional JSON data that contains the asset handler options.
registry: null | AssetRegistry
The asset registry that this Asset belongs to.
tags: Tags
Asset tags. Enables finding of assets by tags using the AssetRegistry#findByTag method.
type:
| "animation"
| "container"
| "font"
| "audio"
| "html"
| "script"
| "template"
| "text"
| "json"
| "binary"
| "texture"
| "model"
| "sprite"
| "render"
| "cubemap"
| "material"
| "css"
| "shader"
| "textureatlas";
The type of the asset. One of "animation", "audio", "binary", "container", "cubemap", "css", "font", "json", "html", "material", "model", "render", "script", "shader", "sprite", "template", "text", "texture", "textureatlas"
get data(): any
Gets optional asset JSON data.
any
set data(value: any): void
Sets optional asset JSON data. This contains either the complete resource data (such as in the case of a material) or additional data (such as in the case of a model which contains mappings from mesh to material).
any
void
get file(): any
Gets the file details or null if no file.
any
set file(value: any): void
Sets the file details or null if no file.
any
void
get id(): number
Gets the asset id.
number
set id(value: number): void
Sets the asset id.
number
void
get name(): string
Gets the asset name.
string
set name(value: string): void
Sets the asset name.
string
void
get preload(): boolean
Gets whether to preload an asset.
boolean
set preload(value: boolean): void
Sets whether to preload an asset. If true, the asset will be loaded during the preload phase of application set up.
boolean
void
get resource(): any
Gets the asset resource.
any
set resource(value: any): void
Sets the asset resource. For example, a Texture or a Model.
any
void
get resources(): any[]
Gets the asset resources.
any
set resources(value: any[]): void
Sets the asset resources. Some assets can hold more than one runtime resource (cube maps, for example).
any
void
fire(
name: string,
arg1?: any,
arg2?: any,
arg3?: any,
arg4?: any,
arg5?: any,
arg6?: any,
arg7?: any,
arg8?: any): EventHandler
Fire an event, all additional arguments are passed on to the event listener.
string
Name of event to fire.
any
First argument that is passed to the event handler.
any
Second argument that is passed to the event handler.
any
Third argument that is passed to the event handler.
any
Fourth argument that is passed to the event handler.
any
Fifth argument that is passed to the event handler.
any
Sixth argument that is passed to the event handler.
any
Seventh argument that is passed to the event handler.
any
Eighth argument that is passed to the event handler.
Self for chaining.
obj.fire('test', 'This is the message')
getFileUrl(): null | string
Return the URL required to fetch the file for this asset.
null | string
The URL. Returns null if the asset has no associated file.
const assets = app.assets.find('My Image', 'texture')
const img = "<img src='" + assets[0].getFileUrl() + "'>"
hasEvent(name: string): boolean
Test if there are any handlers bound to an event name.
string
The name of the event to test.
boolean
True if the object has handlers bound to the specified event name.
obj.on('test', () => {}) // bind an event to 'test'
obj.hasEvent('test') // returns true
obj.hasEvent('hello') // returns false
off(
name?: string,
callback?: HandleEventCallback,
scope?: any): EventHandler
Detach an event handler from an event. If callback is not provided then all callbacks are unbound from the event, if scope is not provided then all events with the callback will be unbound.
string
Name of the event to unbind.
HandleEventCallback
Function to be unbound.
any
Scope that was used as the this when the event is fired.
Self for chaining.
const handler = () => {}
obj.on('test', handler)
obj.off() // Removes all events
obj.off('test') // Removes all events called 'test'
obj.off('test', handler) // Removes all handler functions, called 'test'
obj.off('test', handler, this) // Removes all handler functions, called 'test' with scope this
on(
name: string,
callback: HandleEventCallback,
scope?: any): EventHandle
Attach an event handler to an event.
string
Name of the event to bind the callback to.
HandleEventCallback
Function that is called when event is fired. Note the callback is limited to 8 arguments.
any = ...
Object to use as 'this' when the event is fired, defaults to current this.
Can be used for removing event in the future.
obj.on('test', (a, b) => {
console.log(a + b)
})
obj.fire('test', 1, 2) // prints 3 to the console
const evt = obj.on('test', (a, b) => {
console.log(a + b)
})
// some time later
evt.off()
once(
name: string,
callback: HandleEventCallback,
scope?: any): EventHandle
Attach an event handler to an event. This handler will be removed after being fired once.
string
Name of the event to bind the callback to.
HandleEventCallback
Function that is called when event is fired. Note the callback is limited to 8 arguments.
any = ...
Object to use as 'this' when the event is fired, defaults to current this.
obj.once('test', (a, b) => {
console.log(a + b)
})
obj.fire('test', 1, 2) // prints 3 to the console
obj.fire('test', 1, 2) // not going to get handled
ready(callback: AssetReadyCallback, scope?: any): void
Take a callback which is called as soon as the asset is loaded. If the asset is already loaded the callback is called straight away.
AssetReadyCallback
The function called when the asset is ready. Passed the (asset) arguments.
any
Scope object to use when calling the callback.
void
const asset = app.assets.find('My Asset')
asset.ready(function (asset) {
// asset loaded
})
app.assets.load(asset)
unload(): void
Destroys the associated resource and marks asset as unloaded.
void
const asset = app.assets.find('My Asset')
asset.unload()
// asset.resource is null
static EVENT_ADDLOCALIZED: string = 'add:localized';
Fired when we add a new localized asset id to the asset.
asset.on('add:localized', (locale, assetId) => {
console.log(
`Asset ${'${asset.name}'} has added localized asset ${'${assetId}'} for locale ${'${locale}'}`
)
})
static EVENT_CHANGE: string = 'change';
Fired when one of the asset properties file, data, resource or resources is changed.
asset.on('change', (asset, property, newValue, oldValue) => {
console.log(
`Asset ${'${asset.name}'} has property ${'${property}'} changed from ${'${oldValue}'} to ${'${newValue}'}`
)
})
static EVENT_ERROR: string = 'error';
Fired if the asset encounters an error while loading.
asset.on('error', (err, asset) => {
console.error(`Error loading asset ${'${asset.name}'}: ${'${err}'}`)
})
static EVENT_LOAD: string = 'load';
Fired when the asset has completed loading.
asset.on('load', (asset) => {
console.log(`Asset loaded: ${'${asset.name}'}`)
})
static EVENT_PROGRESS: string = 'progress';
Fired when the asset's stream download progresses.
Please note:
asset.on('progress', (receivedBytes, totalBytes) => {
console.log(
`Asset ${'${asset.name}'} progress ${'${readBytes / totalBytes}'}`
)
})
static EVENT_REMOVE: string = 'remove';
Fired when the asset is removed from the asset registry.
asset.on('remove', (asset) => {
console.log(`Asset removed: ${'${asset.name}'}`)
})
static EVENT_REMOVELOCALIZED: string = 'remove:localized';
Fired when we remove a localized asset id from the asset.
asset.on('remove:localized', (locale, assetId) => {
console.log(
`Asset ${'${asset.name}'} has removed localized asset ${'${assetId}'} for locale ${'${locale}'}`
)
})
static EVENT_UNLOAD: string = 'unload';
Fired just before the asset unloads the resource. This allows for the opportunity to prepare for an asset that will be unloaded. E.g. Changing the texture of a model to a default before the one it was using is unloaded.
asset.on('unload', (asset) => {
console.log(`Asset about to unload: ${'${asset.name}'}`)
})