Package | starling.utils |
Class | public class AssetManager |
Inheritance | AssetManager EventDispatcher Object |
The class can deal with the following media types:
For more information on how to add assets from different sources, read the documentation of the "enqueue()" method.
Context LossWhen the stage3D context is lost (and you have enabled 'Starling.handleLostContext'), the AssetManager will automatically restore all loaded textures. To save memory, it will get them from their original sources. Since this is done asynchronously, your images might not reappear all at once, but during a timeframe of several seconds. If you want, you can pause your game during that time; the AssetManager dispatches an "Event.TEXTURES_RESTORED" event when all textures have been restored.
Error handlingLoading of some assets may fail while the queue is being processed. In that case, the AssetManager will dispatch events of type "IO_ERROR", "SECURITY_ERROR" or "PARSE_ERROR". You can listen to those events and handle the errors manually (e.g., you could enqueue them once again and retry, or provide placeholder textures). Queue processing will continue even when those events are dispatched.
Using variable texture formatsWhen you enqueue a texture, its properties for "format", "scale", "mipMapping", and "repeat" will reflect the settings of the AssetManager at the time they were enqueued. This means that you can enqueue a bunch of textures, then change the settings and enqueue some more. Like this:
var appDir:File = File.applicationDirectory; var assets:AssetManager = new AssetManager(); assets.textureFormat = Context3DTextureFormat.BGRA; assets.enqueue(appDir.resolvePath("textures/32bit")); assets.textureFormat = Context3DTextureFormat.BGRA_PACKED; assets.enqueue(appDir.resolvePath("textures/16bit")); assets.loadQueue(...);
Property | Defined By | ||
---|---|---|---|
checkPolicyFile : Boolean Specifies whether a check should be made for the existence of a URL policy file before
loading an object from a remote server. | AssetManager | ||
forcePotTextures : Boolean Indicates if the underlying Stage3D textures should be created as the power-of-two based
Texture class instead of the more memory efficient RectangleTexture. | AssetManager | ||
isLoading : Boolean [read-only] Indicates if a queue is currently being loaded. | AssetManager | ||
keepAtlasXmls : Boolean Indicates if atlas XML data should be stored for access via the 'getXml' method. | AssetManager | ||
keepFontXmls : Boolean Indicates if bitmap font XML data should be stored for access via the 'getXml' method. | AssetManager | ||
numConnections : int The maximum number of parallel connections that are spawned when loading the queue. | AssetManager | ||
numQueuedAssets : int [read-only] Returns the number of raw assets that have been enqueued, but not yet loaded. | AssetManager | ||
scaleFactor : Number Textures that are created from Bitmaps or ATF files will have the scale factor
assigned here. | AssetManager | ||
textureFormat : String Textures that are created from Bitmaps will be uploaded to the GPU with the
Context3DTextureFormat assigned to this property. | AssetManager | ||
useMipMaps : Boolean For bitmap textures, this flag indicates if mip maps should be generated when they
are loaded; for ATF textures, it indicates if mip maps are valid and should be
used. | AssetManager | ||
verbose : Boolean When activated, the class will trace information about added/enqueued assets. | AssetManager |
Property | Defined By | ||
---|---|---|---|
queue : Array [read-only] The queue contains one 'Object' for each enqueued asset. | AssetManager |
Method | Defined By | ||
---|---|---|---|
AssetManager(scaleFactor:Number = 1, useMipmaps:Boolean = false) Create a new AssetManager. | AssetManager | ||
addByteArray(name:String, byteArray:ByteArray):void Register a byte array under a certain name. | AssetManager | ||
addEventListener(type:String, listener:Function):void Registers an event listener at a certain object. | EventDispatcher | ||
addObject(name:String, object:Object):void Register an arbitrary object under a certain name. | AssetManager | ||
addSound(name:String, sound:Sound):void Register a sound under a certain name. | AssetManager | ||
addTexture(name:String, texture:Texture):void Register a texture under a certain name. | AssetManager | ||
addTextureAtlas(name:String, atlas:TextureAtlas):void Register a texture atlas under a certain name. | AssetManager | ||
addXml(name:String, xml:XML):void Register an XML object under a certain name. | AssetManager | ||
dispatchEvent(event:Event):void Dispatches an event to all objects that have registered listeners for its type. | EventDispatcher | ||
dispatchEventWith(type:String, bubbles:Boolean = false, data:Object = null):void Dispatches an event with the given parameters to all objects that have registered
listeners for the given type. | EventDispatcher | ||
dispose():void Disposes all contained textures, XMLs and ByteArrays. | AssetManager | ||
enqueue(... rawAssets):void Enqueues one or more raw assets; they will only be available after successfully
executing the "loadQueue" method. | AssetManager | ||
enqueueWithName(asset:Object, name:String = null, options:TextureOptions = null):String Enqueues a single asset with a custom name that can be used to access it later. | AssetManager | ||
getByteArray(name:String):ByteArray Returns a byte array with a certain name, or null if it's not found. | AssetManager | ||
getByteArrayNames(prefix:String, out:Vector.<String> = null):Vector.<String> Returns all byte array names that start with a certain string, sorted alphabetically. | AssetManager | ||
getObject(name:String):Object Returns an object with a certain name, or null if it's not found. | AssetManager | ||
getObjectNames(prefix:String, out:Vector.<String> = null):Vector.<String> Returns all object names that start with a certain string, sorted alphabetically. | AssetManager | ||
getSound(name:String):Sound Returns a sound with a certain name, or null if it's not found. | AssetManager | ||
getSoundNames(prefix:String, out:Vector.<String> = null):Vector.<String> Returns all sound names that start with a certain string, sorted alphabetically. | AssetManager | ||
getTexture(name:String):Texture Returns a texture with a certain name. | AssetManager | ||
getTextureAtlas(name:String):TextureAtlas Returns a texture atlas with a certain name, or null if it's not found. | AssetManager | ||
getTextureAtlasNames(prefix:String, out:Vector.<String> = null):Vector.<String> Returns all texture atlas names that start with a certain string, sorted alphabetically. | AssetManager | ||
getTextureNames(prefix:String, out:Vector.<String> = null):Vector.<String> Returns all texture names that start with a certain string, sorted alphabetically. | AssetManager | ||
Returns all textures that start with a certain string, sorted alphabetically
(especially useful for "MovieClip"). | AssetManager | ||
getXml(name:String):XML Returns an XML with a certain name, or null if it's not found. | AssetManager | ||
getXmlNames(prefix:String, out:Vector.<String> = null):Vector.<String> Returns all XML names that start with a certain string, sorted alphabetically. | AssetManager | ||
hasEventListener(type:String, listener:Function = null):Boolean If called with one argument, figures out if there are any listeners registered for
the given event type. | EventDispatcher | ||
loadQueue(onProgress:Function):void Loads all enqueued assets asynchronously. | AssetManager | ||
playSound(name:String, startTime:Number = 0, loops:int = 0, transform:SoundTransform = null):SoundChannel Generates a new SoundChannel object to play back the sound. | AssetManager | ||
purge():void Removes assets of all types (disposing them along the way), empties the queue and
aborts any pending load operations. | AssetManager | ||
purgeQueue():void Empties the queue and aborts any pending load operations. | AssetManager | ||
removeByteArray(name:String, dispose:Boolean = true):void Removes a certain byte array, optionally disposing its memory right away. | AssetManager | ||
removeEventListener(type:String, listener:Function):void Removes an event listener from the object. | EventDispatcher | ||
removeEventListeners(type:String = null):void Removes all event listeners with a certain type, or all of them if type is null. | EventDispatcher | ||
removeObject(name:String):void Removes a certain object. | AssetManager | ||
removeSound(name:String):void Removes a certain sound. | AssetManager | ||
removeTexture(name:String, dispose:Boolean = true):void Removes a certain texture, optionally disposing it. | AssetManager | ||
removeTextureAtlas(name:String, dispose:Boolean = true):void Removes a certain texture atlas, optionally disposing it. | AssetManager | ||
removeXml(name:String, dispose:Boolean = true):void Removes a certain Xml object, optionally disposing it. | AssetManager |
Method | Defined By | ||
---|---|---|---|
getBasenameFromUrl(url:String):String Extracts the base name of a file path or URL, i.e. | AssetManager | ||
getExtensionFromUrl(url:String):String Extracts the file extension from an URL. | AssetManager | ||
getName(rawAsset:Object):String This method is called by 'enqueue' to determine the name under which an asset will be
accessible; override it if you need a custom naming scheme. | AssetManager | ||
loadRawAsset(rawAsset:Object, onProgress:Function, onComplete:Function):void This method is called internally for each element of the queue when it is loaded. | AssetManager | ||
log(message:String):void This method is called during loading of assets when 'verbose' is activated. | AssetManager | ||
transformData(data:ByteArray, url:String):ByteArray This method is called when raw byte data has been loaded from an URL or a file. | AssetManager |
Event | Summary | Defined By | ||
---|---|---|---|---|
Dispatched when an URLLoader fails with an IO_ERROR while processing the queue. | AssetManager | |||
Dispatched when an XML or JSON file couldn't be parsed. | AssetManager | |||
Dispatched when an URLLoader fails with a SECURITY_ERROR while processing the queue. | AssetManager | |||
Dispatched when all textures have been restored after a context loss. | AssetManager |
checkPolicyFile | property |
checkPolicyFile:Boolean
Specifies whether a check should be made for the existence of a URL policy file before loading an object from a remote server. More information about this topic can be found in the 'flash.system.LoaderContext' documentation.
The default value is false
.
public function get checkPolicyFile():Boolean
public function set checkPolicyFile(value:Boolean):void
forcePotTextures | property |
forcePotTextures:Boolean
Indicates if the underlying Stage3D textures should be created as the power-of-two based
Texture
class instead of the more memory efficient RectangleTexture
.
The default value is false
.
public function get forcePotTextures():Boolean
public function set forcePotTextures(value:Boolean):void
isLoading | property |
isLoading:Boolean
[read-only] Indicates if a queue is currently being loaded.
public function get isLoading():Boolean
keepAtlasXmls | property |
keepAtlasXmls:Boolean
Indicates if atlas XML data should be stored for access via the 'getXml' method. If true, you can access an XML under the same name as the atlas. If false, XMLs will be disposed when the atlas was created.
The default value is false.
.
public function get keepAtlasXmls():Boolean
public function set keepAtlasXmls(value:Boolean):void
keepFontXmls | property |
keepFontXmls:Boolean
Indicates if bitmap font XML data should be stored for access via the 'getXml' method. If true, you can access an XML under the same name as the bitmap font. If false, XMLs will be disposed when the font was created.
The default value is false.
.
public function get keepFontXmls():Boolean
public function set keepFontXmls(value:Boolean):void
numConnections | property |
numConnections:int
The maximum number of parallel connections that are spawned when loading the queue. More connections can reduce loading times, but require more memory.
The default value is 3.
.
public function get numConnections():int
public function set numConnections(value:int):void
numQueuedAssets | property |
numQueuedAssets:int
[read-only] Returns the number of raw assets that have been enqueued, but not yet loaded.
public function get numQueuedAssets():int
queue | property |
queue:Array
[read-only] The queue contains one 'Object' for each enqueued asset. Each object has 'asset' and 'name' properties, pointing to the raw asset and its name, respectively.
protected function get queue():Array
scaleFactor | property |
scaleFactor:Number
Textures that are created from Bitmaps or ATF files will have the scale factor assigned here.
The default value is 1
.
public function get scaleFactor():Number
public function set scaleFactor(value:Number):void
textureFormat | property |
textureFormat:String
Textures that are created from Bitmaps will be uploaded to the GPU with the
Context3DTextureFormat
assigned to this property.
The default value is "bgra"
.
public function get textureFormat():String
public function set textureFormat(value:String):void
useMipMaps | property |
useMipMaps:Boolean
For bitmap textures, this flag indicates if mip maps should be generated when they are loaded; for ATF textures, it indicates if mip maps are valid and should be used.
The default value is false
.
public function get useMipMaps():Boolean
public function set useMipMaps(value:Boolean):void
verbose | property |
verbose:Boolean
When activated, the class will trace information about added/enqueued assets.
The default value is true
.
public function get verbose():Boolean
public function set verbose(value:Boolean):void
AssetManager | () | Constructor |
public function AssetManager(scaleFactor:Number = 1, useMipmaps:Boolean = false)
Create a new AssetManager. The 'scaleFactor' and 'useMipmaps' parameters define how enqueued bitmaps will be converted to textures.
ParametersscaleFactor:Number (default = 1 )
| |
useMipmaps:Boolean (default = false )
|
addByteArray | () | method |
public function addByteArray(name:String, byteArray:ByteArray):void
Register a byte array under a certain name. It will be available right away. If the name was already taken, the existing byte array will be cleared and replaced by the new one.
Parameters
name:String | |
byteArray:ByteArray |
addObject | () | method |
public function addObject(name:String, object:Object):void
Register an arbitrary object under a certain name. It will be available right away. If the name was already taken, the existing object will be replaced by the new one.
Parameters
name:String | |
object:Object |
addSound | () | method |
public function addSound(name:String, sound:Sound):void
Register a sound under a certain name. It will be available right away. If the name was already taken, the existing sound will be replaced by the new one.
Parameters
name:String | |
sound:Sound |
addTexture | () | method |
public function addTexture(name:String, texture:Texture):void
Register a texture under a certain name. It will be available right away. If the name was already taken, the existing texture will be disposed and replaced by the new one.
Parameters
name:String | |
texture:Texture |
addTextureAtlas | () | method |
public function addTextureAtlas(name:String, atlas:TextureAtlas):void
Register a texture atlas under a certain name. It will be available right away. If the name was already taken, the existing atlas will be disposed and replaced by the new one.
Parameters
name:String | |
atlas:TextureAtlas |
addXml | () | method |
public function addXml(name:String, xml:XML):void
Register an XML object under a certain name. It will be available right away. If the name was already taken, the existing XML will be disposed and replaced by the new one.
Parameters
name:String | |
xml:XML |
dispose | () | method |
public function dispose():void
Disposes all contained textures, XMLs and ByteArrays.
Beware that all references to the assets will remain intact, even though the assets are no longer valid. Call 'purge' if you want to remove all resources and reuse the AssetManager later.
enqueue | () | method |
public function enqueue(... rawAssets):void
Enqueues one or more raw assets; they will only be available after successfully executing the "loadQueue" method. This method accepts a variety of different objects:
png, jpg, gif, atf, mp3, xml, fnt, json, binary
.static
embedded assets.Suitable object names are extracted automatically: A file named "image.png" will be accessible under the name "image". When enqueuing embedded assets via a class, the variable name of the embedded object will be used as its name. An exception are texture atlases: they will have the same name as the actual texture they are referencing.
XMLs that contain texture atlases or bitmap fonts are processed directly: fonts are registered at the TextField class, atlas textures can be acquired with the "getTexture()" method. All other XMLs are available via "getXml()".
If you pass in JSON data, it will be parsed into an object and will be available via "getObject()".
Parameters
... rawAssets |
enqueueWithName | () | method |
public function enqueueWithName(asset:Object, name:String = null, options:TextureOptions = null):String
Enqueues a single asset with a custom name that can be used to access it later. If the asset is a texture, you can also add custom texture options.
Parameters
asset:Object — The asset that will be enqueued; accepts the same objects as the
'enqueue' method.
| |
name:String (default = null ) — The name under which the asset will be found later. If you pass null or
omit the parameter, it's attempted to generate a name automatically.
| |
options:TextureOptions (default = null ) — Custom options that will be used if 'asset' points to texture data.
|
String — the name with which the asset was registered.
|
getBasenameFromUrl | () | method |
protected function getBasenameFromUrl(url:String):String
Extracts the base name of a file path or URL, i.e. the file name without extension.
Parameters
url:String |
String |
getByteArray | () | method |
public function getByteArray(name:String):ByteArray
Returns a byte array with a certain name, or null if it's not found.
Parameters
name:String |
ByteArray |
getByteArrayNames | () | method |
public function getByteArrayNames(prefix:String, out:Vector.<String> = null):Vector.<String>
Returns all byte array names that start with a certain string, sorted alphabetically.
If you pass an out
-vector, the names will be added to that vector.
Parameters
prefix:String | |
out:Vector.<String> (default = null )
|
Vector.<String> |
getExtensionFromUrl | () | method |
protected function getExtensionFromUrl(url:String):String
Extracts the file extension from an URL.
Parameters
url:String |
String |
getName | () | method |
protected function getName(rawAsset:Object):String
This method is called by 'enqueue' to determine the name under which an asset will be accessible; override it if you need a custom naming scheme. Note that this method won't be called for embedded assets.
Parameters
rawAsset:Object — either a String, an URLRequest or a FileReference.
|
String |
getObject | () | method |
public function getObject(name:String):Object
Returns an object with a certain name, or null if it's not found. Enqueued JSON data is parsed and can be accessed with this method.
Parameters
name:String |
Object |
getObjectNames | () | method |
public function getObjectNames(prefix:String, out:Vector.<String> = null):Vector.<String>
Returns all object names that start with a certain string, sorted alphabetically.
If you pass an out
-vector, the names will be added to that vector.
Parameters
prefix:String | |
out:Vector.<String> (default = null )
|
Vector.<String> |
getSound | () | method |
public function getSound(name:String):Sound
Returns a sound with a certain name, or null if it's not found.
Parameters
name:String |
Sound |
getSoundNames | () | method |
public function getSoundNames(prefix:String, out:Vector.<String> = null):Vector.<String>
Returns all sound names that start with a certain string, sorted alphabetically.
If you pass an out
-vector, the names will be added to that vector.
Parameters
prefix:String | |
out:Vector.<String> (default = null )
|
Vector.<String> |
getTexture | () | method |
public function getTexture(name:String):Texture
Returns a texture with a certain name. The method first looks through the directly added textures; if no texture with that name is found, it scans through all texture atlases.
Parameters
name:String |
Texture |
getTextureAtlas | () | method |
public function getTextureAtlas(name:String):TextureAtlas
Returns a texture atlas with a certain name, or null if it's not found.
Parameters
name:String |
TextureAtlas |
getTextureAtlasNames | () | method |
public function getTextureAtlasNames(prefix:String, out:Vector.<String> = null):Vector.<String>
Returns all texture atlas names that start with a certain string, sorted alphabetically.
If you pass an out
-vector, the names will be added to that vector.
Parameters
prefix:String | |
out:Vector.<String> (default = null )
|
Vector.<String> |
getTextureNames | () | method |
public function getTextureNames(prefix:String, out:Vector.<String> = null):Vector.<String>
Returns all texture names that start with a certain string, sorted alphabetically.
Parameters
prefix:String | |
out:Vector.<String> (default = null )
|
Vector.<String> |
getTextures | () | method |
public function getTextures(prefix:String, out:Vector.<Texture> = null):Vector.<Texture>
Returns all textures that start with a certain string, sorted alphabetically (especially useful for "MovieClip").
Parameters
prefix:String | |
out:Vector.<Texture> (default = null )
|
Vector.<Texture> |
getXml | () | method |
public function getXml(name:String):XML
Returns an XML with a certain name, or null if it's not found.
Parameters
name:String |
XML |
getXmlNames | () | method |
public function getXmlNames(prefix:String, out:Vector.<String> = null):Vector.<String>
Returns all XML names that start with a certain string, sorted alphabetically.
If you pass an out
-vector, the names will be added to that vector.
Parameters
prefix:String | |
out:Vector.<String> (default = null )
|
Vector.<String> |
loadQueue | () | method |
public function loadQueue(onProgress:Function):void
Loads all enqueued assets asynchronously. The 'onProgress' function will be called with a 'ratio' between '0.0' and '1.0', with '1.0' meaning that it's complete.
When you call this method, the manager will save a reference to "Starling.current"; all textures that are loaded will be accessible only from within this instance. Thus, if you are working with more than one Starling instance, be sure to call "makeCurrent()" on the appropriate instance before processing the queue.
Parameters
onProgress:Function — function(ratio:Number):void;
|
loadRawAsset | () | method |
protected function loadRawAsset(rawAsset:Object, onProgress:Function, onComplete:Function):void
This method is called internally for each element of the queue when it is loaded. 'rawAsset' is typically either a class (pointing to an embedded asset) or a string (containing the path to a file). For texture data, it will also be called after a context loss.
The method has to transform this object into one of the types that the AssetManager can work with, e.g. a Bitmap, a Sound, XML data, or a ByteArray. This object needs to be passed to the 'onComplete' callback.
The calling method will then process this data accordingly (e.g. a Bitmap will be transformed into a texture). Unknown types will be available via 'getObject()'.
When overriding this method, you can call 'onProgress' with a number between 0 and 1 to update the total queue loading progress.
Parameters
rawAsset:Object | |
onProgress:Function | |
onComplete:Function |
log | () | method |
protected function log(message:String):void
This method is called during loading of assets when 'verbose' is activated. Per default, it traces 'message' to the console.
Parameters
message:String |
playSound | () | method |
public function playSound(name:String, startTime:Number = 0, loops:int = 0, transform:SoundTransform = null):SoundChannel
Generates a new SoundChannel object to play back the sound. This method returns a SoundChannel object, which you can access to stop the sound and to control volume.
Parameters
name:String | |
startTime:Number (default = 0 )
| |
loops:int (default = 0 )
| |
transform:SoundTransform (default = null )
|
SoundChannel |
purge | () | method |
public function purge():void
Removes assets of all types (disposing them along the way), empties the queue and aborts any pending load operations.
purgeQueue | () | method |
public function purgeQueue():void
Empties the queue and aborts any pending load operations.
removeByteArray | () | method |
public function removeByteArray(name:String, dispose:Boolean = true):void
Removes a certain byte array, optionally disposing its memory right away.
Parameters
name:String | |
dispose:Boolean (default = true )
|
removeObject | () | method |
public function removeObject(name:String):void
Removes a certain object.
Parameters
name:String |
removeSound | () | method |
public function removeSound(name:String):void
Removes a certain sound.
Parameters
name:String |
removeTexture | () | method |
public function removeTexture(name:String, dispose:Boolean = true):void
Removes a certain texture, optionally disposing it.
Parameters
name:String | |
dispose:Boolean (default = true )
|
removeTextureAtlas | () | method |
public function removeTextureAtlas(name:String, dispose:Boolean = true):void
Removes a certain texture atlas, optionally disposing it.
Parameters
name:String | |
dispose:Boolean (default = true )
|
removeXml | () | method |
public function removeXml(name:String, dispose:Boolean = true):void
Removes a certain Xml object, optionally disposing it.
Parameters
name:String | |
dispose:Boolean (default = true )
|
transformData | () | method |
protected function transformData(data:ByteArray, url:String):ByteArray
This method is called when raw byte data has been loaded from an URL or a file. Override it to process the downloaded data in some way (e.g. decompression) or to cache it on disk.
It's okay to call one (or more) of the 'add...' methods from here. If the binary data contains multiple objects, this allows you to process all of them at once. Return 'null' to abort processing of the current item.
Parameters
data:ByteArray | |
url:String |
ByteArray |
ioError | Event |
starling.events.Event
Dispatched when an URLLoader fails with an IO_ERROR while processing the queue. The 'data' property of the Event contains the URL-String that could not be loaded.
parseError | Event |
starling.events.Event
Dispatched when an XML or JSON file couldn't be parsed. The 'data' property of the Event contains the name of the asset that could not be parsed.
securityError | Event |
starling.events.Event
Dispatched when an URLLoader fails with a SECURITY_ERROR while processing the queue. The 'data' property of the Event contains the URL-String that could not be loaded.
texturesRestored | Event |
starling.events.Event
Dispatched when all textures have been restored after a context loss.