feat: add PdfPageSprite — placeholder, lazy texture, page badge

This commit is contained in:
Hiren Kangad
2026-03-14 11:19:55 +05:30
parent 3511c54658
commit 332f12cafe
@@ -0,0 +1,261 @@
import { Container, Sprite, Texture, Graphics, Text, TextStyle } from "pixi.js";
import { TextureManager } from "../TextureManager";
/**
* PdfPageSprite — a Container for rendering a single PDF page on the canvas.
*
* Follows the ImageSprite pattern: shadow + placeholder + lazy texture loading.
* Adds a page badge in the bottom-right corner showing "p.{N}/{total}".
*
* Textures are loaded/unloaded by the viewport culling system (PixiCanvas).
* The constructor does NOT start loading — call loadTexture() when near viewport.
*/
// Shadow defaults (resting state)
const SHADOW_REST = { offsetX: 3, offsetY: 3, alpha: 0.2 };
// Shadow lifted state (during drag)
const SHADOW_LIFT = { offsetX: 6, offsetY: 8, alpha: 0.3 };
export class PdfPageSprite extends Container {
private _thumbKey: string | null;
private _assetKey: string | null;
private _activeKey: string | null = null; // which key is currently loaded
private textures: TextureManager;
loaded = false;
private loading = false;
private placeholder: Graphics | null = null;
private _sprite: Sprite | null = null;
private _shadow: Graphics;
private _badge: Container;
private _naturalWidth: number;
private _naturalHeight: number;
private _shadowCfg = SHADOW_REST;
readonly pageNumber: number;
readonly pageCount: number;
constructor(
thumbKey: string | null,
assetKey: string | null,
w: number,
h: number,
pageNumber: number,
pageCount: number,
textures: TextureManager,
) {
super();
this._thumbKey = thumbKey;
this._assetKey = assetKey;
this._naturalWidth = w;
this._naturalHeight = h;
this.pageNumber = pageNumber;
this.pageCount = pageCount;
this.textures = textures;
// Shadow: simple dark rect behind the sprite (cheap, no GPU filter)
this._shadow = new Graphics();
this._drawShadow(SHADOW_REST);
this.addChild(this._shadow);
// Placeholder: dark rect shown until texture is loaded by culling system
const placeholder = new Graphics();
placeholder.rect(0, 0, w, h).fill(0x2a2a2a);
this.placeholder = placeholder;
this.addChild(placeholder);
// Page badge: bottom-right corner — "p.N/total"
this._badge = this._buildBadge(pageNumber, pageCount, w, h);
this.addChild(this._badge);
}
get naturalWidth(): number { return this._naturalWidth; }
get naturalHeight(): number { return this._naturalHeight; }
/** Best available asset key: prefer high-res, fall back to thumb. */
private get _bestKey(): string | null {
return this._assetKey ?? this._thumbKey;
}
private _drawShadow(cfg: { offsetX: number; offsetY: number; alpha: number }): void {
this._shadow.clear();
this._shadow.rect(cfg.offsetX, cfg.offsetY, this._naturalWidth, this._naturalHeight);
this._shadow.fill({ color: 0x000000, alpha: cfg.alpha });
}
/** Build the page badge container (rounded rect bg + text). */
private _buildBadge(page: number, total: number, w: number, h: number): Container {
const badge = new Container();
const style = new TextStyle({
fontSize: 12,
fill: 0xffffff,
fontFamily: 'sans-serif',
});
const label = new Text({ text: `p.${page}/${total}`, style });
const padX = 6;
const padY = 3;
const bw = label.width + padX * 2;
const bh = label.height + padY * 2;
const bg = new Graphics();
bg.roundRect(0, 0, bw, bh, 4);
bg.fill({ color: 0x000000, alpha: 0.6 });
label.position.set(padX, padY);
badge.addChild(bg);
badge.addChild(label);
// Position at bottom-right of the page
badge.position.set(w - bw - 6, h - bh - 6);
return badge;
}
/** Expand shadow for drag-lift effect. */
liftShadow(): void {
this._shadowCfg = SHADOW_LIFT;
this._drawShadow(this._shadowCfg);
}
/** Restore shadow to resting state. */
dropShadow(): void {
this._shadowCfg = SHADOW_REST;
this._drawShadow(this._shadowCfg);
}
/** The underlying sprite's texture. */
get texture(): Texture {
return this._sprite?.texture ?? Texture.EMPTY;
}
/** Load the best available texture. Called by viewport culling when near viewport. */
async loadTexture(): Promise<void> {
if (this.loaded || this.loading) return;
const key = this._bestKey;
if (!key) return;
this.loading = true;
try {
const tex = await this.textures.load(key);
if (this.destroyed) return;
// Create sprite with real texture and add to display tree
const sprite = new Sprite(tex);
sprite.width = this._naturalWidth;
sprite.height = this._naturalHeight;
this._sprite = sprite;
// Insert before placeholder (so placeholder is on top until removed)
this.addChild(sprite);
this._activeKey = key;
this.loaded = true;
// Remove placeholder after successful load
if (this.placeholder) {
this.removeChild(this.placeholder);
this.placeholder.destroy();
this.placeholder = null;
}
// Ensure badge stays on top
this.setChildIndex(this._badge, this.children.length - 1);
} catch (err) {
console.warn(
`[PdfPageSprite] Failed to load "${key}":`,
err,
);
} finally {
this.loading = false;
}
}
/** Swap to high-res texture once the pdf-hires job completes. */
async upgradeTexture(hiresAssetKey: string): Promise<void> {
this._assetKey = hiresAssetKey;
// If not loaded at all, the next loadTexture() will pick it up
if (!this.loaded || !this._sprite) return;
try {
const tex = await this.textures.load(hiresAssetKey);
if (this.destroyed) return;
// Release old key
if (this._activeKey && this._activeKey !== hiresAssetKey) {
this.textures.release(this._activeKey);
}
this._sprite.texture = tex;
this._activeKey = hiresAssetKey;
} catch (err) {
console.warn(`[PdfPageSprite] Failed to upgrade to hires "${hiresAssetKey}":`, err);
}
}
/** Set thumbnail key when it arrives after initial placement. */
async setThumb(thumbKey: string): Promise<void> {
this._thumbKey = thumbKey;
// If already loaded with hires, no need to do anything
if (this.loaded && this._assetKey && this._activeKey === this._assetKey) return;
// If not loaded at all, the next loadTexture() will pick up the thumb
if (!this.loaded) return;
// Currently loaded with nothing better — swap to thumb
try {
const tex = await this.textures.load(thumbKey);
if (this.destroyed) return;
if (this._activeKey && this._activeKey !== thumbKey) {
this.textures.release(this._activeKey);
}
if (!this._sprite) {
this._sprite = new Sprite(tex);
this._sprite.width = this._naturalWidth;
this._sprite.height = this._naturalHeight;
this.addChild(this._sprite);
this.setChildIndex(this._badge, this.children.length - 1);
} else {
this._sprite.texture = tex;
}
this._activeKey = thumbKey;
} catch (err) {
console.warn(`[PdfPageSprite] Failed to load thumb "${thumbKey}":`, err);
}
}
/** Unload texture to free GPU memory. Called by viewport culling when far from viewport. */
unloadTexture(): void {
if (!this.loaded) return;
if (this._activeKey) {
this.textures.release(this._activeKey);
this._activeKey = null;
}
// Remove sprite from display tree entirely — avoids PixiJS v8 render crash
if (this._sprite) {
this.removeChild(this._sprite);
this._sprite.destroy();
this._sprite = null;
}
this.loaded = false;
// Restore placeholder
if (!this.placeholder) {
const placeholder = new Graphics();
placeholder.rect(0, 0, this._naturalWidth, this._naturalHeight).fill(0x2a2a2a);
this.placeholder = placeholder;
this.addChild(placeholder);
}
// Ensure badge stays on top
this.setChildIndex(this._badge, this.children.length - 1);
}
}