phaser/wip/gameobjects/text/TextWebGLRenderer.js

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/**
* Note that 'this' in all functions here refer to the owning object.
* For example the Group, Stage, Sprite, etc. because the render function
* here is mapped to the prototype for the game object.
*/
Phaser.Renderer.WebGL.GameObjects.Text = {
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TYPES: [
Phaser.GameObject.Text.prototype
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],
render: function (renderer, src)
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{
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if (src.dirty)
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{
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src.updateText();
src.dirty = false;
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}
// If the sprite is not visible or the alpha is 0 then no need to render this element
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if (!src.visible || src.alpha === 0 || !src.renderable)
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{
return;
}
// Add back in: || src.texture.crop.width <= 0 || src.texture.crop.height <= 0
var i;
// Would be good to get this down to 1 check, or even none.
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if (src._mask || src._filters)
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{
var spriteBatch = renderer.spriteBatch;
// push filter first as we need to ensure the stencil buffer is correct for any masking
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if (src._filters)
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{
spriteBatch.flush();
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renderer.filterManager.pushFilter(src._filterBlock);
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}
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if (src._mask)
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{
spriteBatch.stop();
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renderer.pushMask(src.mask);
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spriteBatch.start();
}
// add this sprite to the batch
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spriteBatch.render(src);
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// now loop through the children and make sure they get rendered
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for (i = 0; i < src.children.length; i++)
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{
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var child = src.children[i];
child.render(renderer, child);
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}
// time to stop the sprite batch as either a mask element or a filter draw will happen next
spriteBatch.stop();
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if (src._mask)
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{
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renderer.popMask(src._mask);
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}
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if (src._filters)
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{
renderer.filterManager.popFilter();
}
spriteBatch.start();
}
else
{
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renderer.spriteBatch.render(src);
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// Render children!
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for (i = 0; i < src.children.length; i++)
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{
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var child = src.children[i];
child.render(renderer, child);
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}
}
}
};