phaser/v3/src/gameobjects/text/static/Text.js

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var Class = require('../../../utils/Class');
var GameObject = require('../../GameObject');
var Components = require('../../../components');
var CanvasPool = require('../../../dom/CanvasPool');
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var TextRender = require('./TextRender');
var TextStyle = require('../TextStyle');
var MeasureText = require('../MeasureText');
var GetTextSize = require('../GetTextSize');
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var Text = new Class({
Mixins: [
Components.Alpha,
Components.BlendMode,
Components.GetBounds,
Components.Origin,
Components.ScaleMode,
Components.Transform,
Components.Visible,
TextRender
],
initialize:
function Text (state, x, y, text, style)
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{
if (x === undefined) { x = 0; }
if (y === undefined) { y = 0; }
if (text === undefined) { text = ''; }
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GameObject.call(this, state);
this.setPosition(x, y);
/**
* @property {HTMLCanvasElement} canvas - The canvas element that the text is rendered.
*/
this.canvas = CanvasPool.create(this);
/**
* @property {HTMLCanvasElement} context - The context of the canvas element that the text is rendered to.
*/
this.context = this.canvas.getContext('2d');
this.style = new TextStyle(this, style);
this.autoRound = true;
/**
* The Regular Expression that is used to split the text up into lines, in
* multi-line text. By default this is `/(?:\r\n|\r|\n)/`.
* You can change this RegExp to be anything else that you may need.
* @property {Object} splitRegExp
*/
this.splitRegExp = /(?:\r\n|\r|\n)/;
this.text = text;
this.resolution = 1;
this.padding = { x: 0, y: 0 };
this.width = 1;
this.height = 1;
if (text !== '')
{
this.updateText();
}
},
setText: function (value)
{
if (value !== this.text)
{
this.text = value;
this.updateText();
}
return this;
},
updateText: function ()
{
var canvas = this.canvas;
var context = this.context;
var style = this.style;
var size = MeasureText(style);
var outputText = this.text;
// if (style.wordWrap)
// {
// outputText = this.runWordWrap(this.text);
// }
// Split text into lines
var lines = outputText.split(this.splitRegExp);
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var textSize = GetTextSize(this, size, lines);
this.width = textSize.width;
this.height = textSize.height;
this.updateOrigin();
canvas.width = textSize.width * this.resolution;
canvas.height = textSize.height * this.resolution;
if (style.backgroundColor)
{
context.fillStyle = style.backgroundColor;
context.fillRect(0, 0, canvas.width, canvas.height);
}
style.syncStyle(canvas, context);
var linePositionX;
var linePositionY;
// Draw text line by line
for (var i = 0; i < textSize.lines; i++)
{
linePositionX = style.strokeThickness / 2;
linePositionY = (style.strokeThickness / 2 + i * textSize.lineHeight) + size.ascent;
if (i > 0)
{
linePositionY += (textSize.lineSpacing * i);
}
if (style.align === 'right')
{
linePositionX += textSize.width - textSize.lineWidths[i];
}
else if (style.align === 'center')
{
linePositionX += (textSize.width - textSize.lineWidths[i]) / 2;
}
if (this.autoRound)
{
linePositionX = Math.round(linePositionX);
linePositionY = Math.round(linePositionY);
}
if (style.strokeThickness)
{
this.updateShadow(style.shadowStroke);
context.strokeText(lines[i], linePositionX, linePositionY);
}
if (style.fill)
{
this.updateShadow(style.shadowFill);
context.fillText(lines[i], linePositionX, linePositionY);
}
}
},
updateShadow: function (visible)
{
var context = this.context;
var style = this.style;
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if (visible)
{
context.shadowOffsetX = style.shadowOffsetX;
context.shadowOffsetY = style.shadowOffsetY;
context.shadowColor = style.shadowColor;
context.shadowBlur = style.shadowBlur;
}
else
{
context.shadowOffsetX = 0;
context.shadowOffsetY = 0;
context.shadowColor = 0;
context.shadowBlur = 0;
}
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}
});
module.exports = Text;