phaser/src/gameobjects/text/TextStyle.js

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/**
* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2019 Photon Storm Ltd.
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* @license {@link https://opensource.org/licenses/MIT|MIT License}
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*/
var Class = require('../../utils/Class');
var GetAdvancedValue = require('../../utils/object/GetAdvancedValue');
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var GetValue = require('../../utils/object/GetValue');
var MeasureText = require('./MeasureText');
// Key: [ Object Key, Default Value ]
var propertyMap = {
fontFamily: [ 'fontFamily', 'Courier' ],
fontSize: [ 'fontSize', '16px' ],
fontStyle: [ 'fontStyle', '' ],
backgroundColor: [ 'backgroundColor', null ],
color: [ 'color', '#fff' ],
stroke: [ 'stroke', '#fff' ],
strokeThickness: [ 'strokeThickness', 0 ],
shadowOffsetX: [ 'shadow.offsetX', 0 ],
shadowOffsetY: [ 'shadow.offsetY', 0 ],
shadowColor: [ 'shadow.color', '#000' ],
shadowBlur: [ 'shadow.blur', 0 ],
shadowStroke: [ 'shadow.stroke', false ],
shadowFill: [ 'shadow.fill', false ],
align: [ 'align', 'left' ],
maxLines: [ 'maxLines', 0 ],
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fixedWidth: [ 'fixedWidth', 0 ],
fixedHeight: [ 'fixedHeight', 0 ],
resolution: [ 'resolution', 0 ],
rtl: [ 'rtl', false ],
testString: [ 'testString', '|MÉqgy' ],
baselineX: [ 'baselineX', 1.2 ],
baselineY: [ 'baselineY', 1.4 ],
wordWrapWidth: [ 'wordWrap.width', null ],
wordWrapCallback: [ 'wordWrap.callback', null ],
wordWrapCallbackScope: [ 'wordWrap.callbackScope', null ],
wordWrapUseAdvanced: [ 'wordWrap.useAdvancedWrap', false ]
};
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/**
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* @classdesc
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* A TextStyle class manages all of the style settings for a Text object.
*
* Text Game Objects create a TextStyle instance automatically, which is
* accessed via the `Text.style` property. You do not normally need to
* instantiate one yourself.
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*
* @class TextStyle
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* @memberof Phaser.GameObjects
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* @constructor
* @since 3.0.0
*
* @param {Phaser.GameObjects.Text} text - The Text object that this TextStyle is styling.
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* @param {Phaser.Types.GameObjects.Text.TextStyle} style - The style settings to set.
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*/
var TextStyle = new Class({
initialize:
function TextStyle (text, style)
{
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/**
* The Text object that this TextStyle is styling.
*
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* @name Phaser.GameObjects.TextStyle#parent
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* @type {Phaser.GameObjects.Text}
* @since 3.0.0
*/
this.parent = text;
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/**
* The font family.
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*
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* @name Phaser.GameObjects.TextStyle#fontFamily
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* @type {string}
* @default 'Courier'
* @since 3.0.0
*/
this.fontFamily;
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/**
* The font size.
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*
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* @name Phaser.GameObjects.TextStyle#fontSize
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* @type {string}
* @default '16px'
* @since 3.0.0
*/
this.fontSize;
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/**
* The font style.
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*
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* @name Phaser.GameObjects.TextStyle#fontStyle
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* @type {string}
* @since 3.0.0
*/
this.fontStyle;
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/**
* The background color.
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*
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* @name Phaser.GameObjects.TextStyle#backgroundColor
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* @type {string}
* @since 3.0.0
*/
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this.backgroundColor;
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/**
* The text fill color.
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*
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* @name Phaser.GameObjects.TextStyle#color
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* @type {string}
* @default '#fff'
* @since 3.0.0
*/
this.color;
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/**
* The text stroke color.
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*
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* @name Phaser.GameObjects.TextStyle#stroke
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* @type {string}
* @default '#fff'
* @since 3.0.0
*/
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this.stroke;
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/**
* The text stroke thickness.
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*
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* @name Phaser.GameObjects.TextStyle#strokeThickness
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* @type {number}
* @default 0
* @since 3.0.0
*/
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this.strokeThickness;
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/**
* The horizontal shadow offset.
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*
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* @name Phaser.GameObjects.TextStyle#shadowOffsetX
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* @type {number}
* @default 0
* @since 3.0.0
*/
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this.shadowOffsetX;
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/**
* The vertical shadow offset.
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*
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* @name Phaser.GameObjects.TextStyle#shadowOffsetY
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* @type {number}
* @default 0
* @since 3.0.0
*/
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this.shadowOffsetY;
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/**
* The shadow color.
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*
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* @name Phaser.GameObjects.TextStyle#shadowColor
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* @type {string}
* @default '#000'
* @since 3.0.0
*/
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this.shadowColor;
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/**
* The shadow blur radius.
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*
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* @name Phaser.GameObjects.TextStyle#shadowBlur
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* @type {number}
* @default 0
* @since 3.0.0
*/
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this.shadowBlur;
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/**
* Whether shadow stroke is enabled or not.
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*
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* @name Phaser.GameObjects.TextStyle#shadowStroke
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* @type {boolean}
* @default false
* @since 3.0.0
*/
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this.shadowStroke;
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/**
* Whether shadow fill is enabled or not.
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*
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* @name Phaser.GameObjects.TextStyle#shadowFill
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* @type {boolean}
* @default false
* @since 3.0.0
*/
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this.shadowFill;
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/**
* The text alignment.
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*
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* @name Phaser.GameObjects.TextStyle#align
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* @type {string}
* @default 'left'
* @since 3.0.0
*/
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this.align;
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/**
* The maximum number of lines to draw.
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*
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* @name Phaser.GameObjects.TextStyle#maxLines
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* @type {integer}
* @default 0
* @since 3.0.0
*/
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this.maxLines;
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/**
* The fixed width of the text.
*
* `0` means no fixed with.
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*
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* @name Phaser.GameObjects.TextStyle#fixedWidth
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* @type {number}
* @default 0
* @since 3.0.0
*/
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this.fixedWidth;
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/**
* The fixed height of the text.
*
* `0` means no fixed height.
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*
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* @name Phaser.GameObjects.TextStyle#fixedHeight
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* @type {number}
* @default 0
* @since 3.0.0
*/
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this.fixedHeight;
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/**
* The resolution the text is rendered to its internal canvas at.
* The default is 0, which means it will use the resolution set in the Game Config.
*
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* @name Phaser.GameObjects.TextStyle#resolution
* @type {number}
* @default 0
* @since 3.12.0
*/
this.resolution;
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/**
* Whether the text should render right to left.
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*
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* @name Phaser.GameObjects.TextStyle#rtl
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* @type {boolean}
* @default false
* @since 3.0.0
*/
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this.rtl;
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/**
* The test string to use when measuring the font.
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*
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* @name Phaser.GameObjects.TextStyle#testString
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* @type {string}
* @default '|MÉqgy'
* @since 3.0.0
*/
this.testString;
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/**
* The amount of horizontal padding added to the width of the text when calculating the font metrics.
*
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* @name Phaser.GameObjects.TextStyle#baselineX
* @type {number}
* @default 1.2
* @since 3.3.0
*/
this.baselineX;
/**
* The amount of vertical padding added to the height of the text when calculating the font metrics.
*
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* @name Phaser.GameObjects.TextStyle#baselineY
* @type {number}
* @default 1.4
* @since 3.3.0
*/
this.baselineY;
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/**
* The font style, size and family.
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*
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* @name Phaser.GameObjects.TextStyle#_font
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* @type {string}
* @private
* @since 3.0.0
*/
this._font;
// Set to defaults + user style
this.setStyle(style, false, true);
var metrics = GetValue(style, 'metrics', false);
// Provide optional TextMetrics in the style object to avoid the canvas look-up / scanning
// Doing this is reset if you then change the font of this TextStyle after creation
if (metrics)
{
this.metrics = {
ascent: GetValue(metrics, 'ascent', 0),
descent: GetValue(metrics, 'descent', 0),
fontSize: GetValue(metrics, 'fontSize', 0)
};
}
else
{
this.metrics = MeasureText(this);
}
},
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/**
* Set the text style.
*
* @example
* text.setStyle({
* fontSize: '64px',
* fontFamily: 'Arial',
* color: '#ffffff',
* align: 'center',
* backgroundColor: '#ff00ff'
* });
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*
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* @method Phaser.GameObjects.TextStyle#setStyle
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* @since 3.0.0
*
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* @param {Phaser.Types.GameObjects.Text.TextStyle} style - The style settings to set.
* @param {boolean} [updateText=true] - Whether to update the text immediately.
* @param {boolean} [setDefaults=false] - Use the default values is not set, or the local values.
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*
* @return {Phaser.GameObjects.Text} The parent Text object.
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*/
setStyle: function (style, updateText, setDefaults)
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{
if (updateText === undefined) { updateText = true; }
if (setDefaults === undefined) { setDefaults = false; }
// Avoid type mutation
if (style && style.hasOwnProperty('fontSize') && typeof style.fontSize === 'number')
{
style.fontSize = style.fontSize.toString() + 'px';
}
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for (var key in propertyMap)
{
var value = (setDefaults) ? propertyMap[key][1] : this[key];
if (key === 'wordWrapCallback' || key === 'wordWrapCallbackScope')
{
// Callback & scope should be set without processing the values
this[key] = GetValue(style, propertyMap[key][0], value);
}
else
{
this[key] = GetAdvancedValue(style, propertyMap[key][0], value);
}
}
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// Allow for 'font' override
var font = GetValue(style, 'font', null);
if (font !== null)
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{
this.setFont(font, false);
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}
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this._font = [ this.fontStyle, this.fontSize, this.fontFamily ].join(' ').trim();
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// Allow for 'fill' to be used in place of 'color'
var fill = GetValue(style, 'fill', null);
if (fill !== null)
{
this.color = fill;
}
if (updateText)
{
return this.update(true);
}
else
{
return this.parent;
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}
},
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/**
* Synchronize the font settings to the given Canvas Rendering Context.
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*
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* @method Phaser.GameObjects.TextStyle#syncFont
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* @since 3.0.0
*
* @param {HTMLCanvasElement} canvas - The Canvas Element.
* @param {CanvasRenderingContext2D} context - The Canvas Rendering Context.
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*/
syncFont: function (canvas, context)
{
context.font = this._font;
},
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/**
* Synchronize the text style settings to the given Canvas Rendering Context.
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*
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* @method Phaser.GameObjects.TextStyle#syncStyle
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* @since 3.0.0
*
* @param {HTMLCanvasElement} canvas - The Canvas Element.
* @param {CanvasRenderingContext2D} context - The Canvas Rendering Context.
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*/
syncStyle: function (canvas, context)
{
context.textBaseline = 'alphabetic';
context.fillStyle = this.color;
context.strokeStyle = this.stroke;
context.lineWidth = this.strokeThickness;
context.lineCap = 'round';
context.lineJoin = 'round';
},
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/**
* Synchronize the shadow settings to the given Canvas Rendering Context.
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*
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* @method Phaser.GameObjects.TextStyle#syncShadow
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* @since 3.0.0
*
* @param {CanvasRenderingContext2D} context - The Canvas Rendering Context.
* @param {boolean} enabled - Whether shadows are enabled or not.
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*/
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syncShadow: function (context, enabled)
{
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if (enabled)
{
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context.shadowOffsetX = this.shadowOffsetX;
context.shadowOffsetY = this.shadowOffsetY;
context.shadowColor = this.shadowColor;
context.shadowBlur = this.shadowBlur;
}
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else
{
context.shadowOffsetX = 0;
context.shadowOffsetY = 0;
context.shadowColor = 0;
context.shadowBlur = 0;
}
},
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/**
* Update the style settings for the parent Text object.
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*
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* @method Phaser.GameObjects.TextStyle#update
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* @since 3.0.0
*
* @param {boolean} recalculateMetrics - Whether to recalculate font and text metrics.
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*
* @return {Phaser.GameObjects.Text} The parent Text object.
*/
update: function (recalculateMetrics)
{
if (recalculateMetrics)
{
this._font = [ this.fontStyle, this.fontSize, this.fontFamily ].join(' ').trim();
this.metrics = MeasureText(this);
}
return this.parent.updateText();
},
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/**
* Set the font.
*
* If a string is given, the font family is set.
*
* If an object is given, the `fontFamily`, `fontSize` and `fontStyle`
* properties of that object are set.
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*
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* @method Phaser.GameObjects.TextStyle#setFont
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* @since 3.0.0
*
* @param {(string|object)} font - The font family or font settings to set.
* @param {boolean} [updateText=true] - Whether to update the text immediately.
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*
* @return {Phaser.GameObjects.Text} The parent Text object.
*/
setFont: function (font, updateText)
{
if (updateText === undefined) { updateText = true; }
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var fontFamily = font;
var fontSize = '';
var fontStyle = '';
if (typeof font !== 'string')
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{
fontFamily = GetValue(font, 'fontFamily', 'Courier');
fontSize = GetValue(font, 'fontSize', '16px');
fontStyle = GetValue(font, 'fontStyle', '');
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}
else
{
var fontSplit = font.split(' ');
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var i = 0;
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fontStyle = (fontSplit.length > 2) ? fontSplit[i++] : '';
fontSize = fontSplit[i++] || '16px';
fontFamily = fontSplit[i++] || 'Courier';
}
if (fontFamily !== this.fontFamily || fontSize !== this.fontSize || fontStyle !== this.fontStyle)
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{
this.fontFamily = fontFamily;
this.fontSize = fontSize;
this.fontStyle = fontStyle;
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if (updateText)
{
this.update(true);
}
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}
return this.parent;
},
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/**
* Set the font family.
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*
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* @method Phaser.GameObjects.TextStyle#setFontFamily
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* @since 3.0.0
*
* @param {string} family - The font family.
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*
* @return {Phaser.GameObjects.Text} The parent Text object.
*/
setFontFamily: function (family)
{
if (this.fontFamily !== family)
{
this.fontFamily = family;
this.update(true);
}
return this.parent;
},
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/**
* Set the font style.
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*
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* @method Phaser.GameObjects.TextStyle#setFontStyle
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* @since 3.0.0
*
* @param {string} style - The font style.
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*
* @return {Phaser.GameObjects.Text} The parent Text object.
*/
setFontStyle: function (style)
{
if (this.fontStyle !== style)
{
this.fontStyle = style;
this.update(true);
}
return this.parent;
},
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/**
* Set the font size.
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*
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* @method Phaser.GameObjects.TextStyle#setFontSize
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* @since 3.0.0
*
* @param {(number|string)} size - The font size.
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*
* @return {Phaser.GameObjects.Text} The parent Text object.
*/
setFontSize: function (size)
{
if (typeof size === 'number')
{
size = size.toString() + 'px';
}
if (this.fontSize !== size)
{
this.fontSize = size;
this.update(true);
}
return this.parent;
},
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/**
* Set the test string to use when measuring the font.
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*
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* @method Phaser.GameObjects.TextStyle#setTestString
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* @since 3.0.0
*
* @param {string} string - The test string to use when measuring the font.
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*
* @return {Phaser.GameObjects.Text} The parent Text object.
*/
setTestString: function (string)
{
this.testString = string;
return this.update(true);
},
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/**
* Set a fixed width and height for the text.
*
* Pass in `0` for either of these parameters to disable fixed width or height respectively.
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*
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* @method Phaser.GameObjects.TextStyle#setFixedSize
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* @since 3.0.0
*
* @param {number} width - The fixed width to set.
* @param {number} height - The fixed height to set.
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*
* @return {Phaser.GameObjects.Text} The parent Text object.
*/
setFixedSize: function (width, height)
{
this.fixedWidth = width;
this.fixedHeight = height;
if (width)
{
this.parent.width = width;
}
if (height)
{
this.parent.height = height;
}
return this.update(false);
},
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/**
* Set the background color.
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*
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* @method Phaser.GameObjects.TextStyle#setBackgroundColor
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* @since 3.0.0
*
* @param {string} color - The background color.
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*
* @return {Phaser.GameObjects.Text} The parent Text object.
*/
setBackgroundColor: function (color)
{
this.backgroundColor = color;
return this.update(false);
},
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/**
* Set the text fill color.
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*
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* @method Phaser.GameObjects.TextStyle#setFill
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* @since 3.0.0
*
* @param {string} color - The text fill color.
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*
* @return {Phaser.GameObjects.Text} The parent Text object.
*/
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setFill: function (color)
{
this.color = color;
return this.update(false);
},
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/**
* Set the text fill color.
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*
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* @method Phaser.GameObjects.TextStyle#setColor
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* @since 3.0.0
*
* @param {string} color - The text fill color.
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*
* @return {Phaser.GameObjects.Text} The parent Text object.
*/
setColor: function (color)
{
this.color = color;
return this.update(false);
},
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/**
* Set the resolution used by the Text object.
*
* By default it will be set to match the resolution set in the Game Config,
* but you can override it via this method. It allows for much clearer text on High DPI devices,
* at the cost of memory because it uses larger internal Canvas textures for the Text.
*
* Please use with caution, as the more high res Text you have, the more memory it uses up.
*
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* @method Phaser.GameObjects.TextStyle#setResolution
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* @since 3.12.0
*
* @param {number} value - The resolution for this Text object to use.
*
* @return {Phaser.GameObjects.Text} The parent Text object.
*/
setResolution: function (value)
{
this.resolution = value;
return this.update(false);
},
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/**
* Set the stroke settings.
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*
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* @method Phaser.GameObjects.TextStyle#setStroke
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* @since 3.0.0
*
* @param {string} color - The stroke color.
* @param {number} thickness - The stroke thickness.
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*
* @return {Phaser.GameObjects.Text} The parent Text object.
*/
setStroke: function (color, thickness)
{
if (thickness === undefined) { thickness = this.strokeThickness; }
if (color === undefined && this.strokeThickness !== 0)
{
// Reset the stroke to zero (disabling it)
this.strokeThickness = 0;
this.update(true);
}
else if (this.stroke !== color || this.strokeThickness !== thickness)
{
this.stroke = color;
this.strokeThickness = thickness;
this.update(true);
}
return this.parent;
},
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/**
* Set the shadow settings.
*
* Calling this method always re-measures the parent Text object,
* so only call it when you actually change the shadow settings.
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*
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* @method Phaser.GameObjects.TextStyle#setShadow
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* @since 3.0.0
*
* @param {number} [x=0] - The horizontal shadow offset.
* @param {number} [y=0] - The vertical shadow offset.
* @param {string} [color='#000'] - The shadow color.
* @param {number} [blur=0] - The shadow blur radius.
* @param {boolean} [shadowStroke=false] - Whether to stroke the shadow.
* @param {boolean} [shadowFill=true] - Whether to fill the shadow.
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*
* @return {Phaser.GameObjects.Text} The parent Text object.
*/
setShadow: function (x, y, color, blur, shadowStroke, shadowFill)
{
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if (x === undefined) { x = 0; }
if (y === undefined) { y = 0; }
if (color === undefined) { color = '#000'; }
if (blur === undefined) { blur = 0; }
if (shadowStroke === undefined) { shadowStroke = false; }
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if (shadowFill === undefined) { shadowFill = true; }
this.shadowOffsetX = x;
this.shadowOffsetY = y;
this.shadowColor = color;
this.shadowBlur = blur;
this.shadowStroke = shadowStroke;
this.shadowFill = shadowFill;
return this.update(false);
},
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/**
* Set the shadow offset.
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*
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* @method Phaser.GameObjects.TextStyle#setShadowOffset
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* @since 3.0.0
*
* @param {number} [x=0] - The horizontal shadow offset.
* @param {number} [y=0] - The vertical shadow offset.
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*
* @return {Phaser.GameObjects.Text} The parent Text object.
*/
setShadowOffset: function (x, y)
{
if (x === undefined) { x = 0; }
if (y === undefined) { y = x; }
this.shadowOffsetX = x;
this.shadowOffsetY = y;
return this.update(false);
},
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/**
* Set the shadow color.
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*
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* @method Phaser.GameObjects.TextStyle#setShadowColor
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* @since 3.0.0
*
* @param {string} [color='#000'] - The shadow color.
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*
* @return {Phaser.GameObjects.Text} The parent Text object.
*/
setShadowColor: function (color)
{
if (color === undefined) { color = '#000'; }
this.shadowColor = color;
return this.update(false);
},
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/**
* Set the shadow blur radius.
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*
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* @method Phaser.GameObjects.TextStyle#setShadowBlur
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* @since 3.0.0
*
* @param {number} [blur=0] - The shadow blur radius.
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*
* @return {Phaser.GameObjects.Text} The parent Text object.
*/
setShadowBlur: function (blur)
{
if (blur === undefined) { blur = 0; }
this.shadowBlur = blur;
return this.update(false);
},
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/**
* Enable or disable shadow stroke.
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*
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* @method Phaser.GameObjects.TextStyle#setShadowStroke
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* @since 3.0.0
*
* @param {boolean} enabled - Whether shadow stroke is enabled or not.
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*
* @return {Phaser.GameObjects.Text} The parent Text object.
*/
setShadowStroke: function (enabled)
{
this.shadowStroke = enabled;
return this.update(false);
},
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/**
* Enable or disable shadow fill.
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*
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* @method Phaser.GameObjects.TextStyle#setShadowFill
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* @since 3.0.0
*
* @param {boolean} enabled - Whether shadow fill is enabled or not.
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*
* @return {Phaser.GameObjects.Text} The parent Text object.
*/
setShadowFill: function (enabled)
{
this.shadowFill = enabled;
return this.update(false);
},
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/**
* Set the width (in pixels) to use for wrapping lines.
*
* Pass in null to remove wrapping by width.
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*
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* @method Phaser.GameObjects.TextStyle#setWordWrapWidth
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* @since 3.0.0
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*
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* @param {number} width - The maximum width of a line in pixels. Set to null to remove wrapping.
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* @param {boolean} [useAdvancedWrap=false] - Whether or not to use the advanced wrapping
* algorithm. If true, spaces are collapsed and whitespace is trimmed from lines. If false,
* spaces and whitespace are left as is.
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*
* @return {Phaser.GameObjects.Text} The parent Text object.
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*/
setWordWrapWidth: function (width, useAdvancedWrap)
{
if (useAdvancedWrap === undefined) { useAdvancedWrap = false; }
this.wordWrapWidth = width;
this.wordWrapUseAdvanced = useAdvancedWrap;
return this.update(false);
},
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/**
* Set a custom callback for wrapping lines.
*
* Pass in null to remove wrapping by callback.
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*
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* @method Phaser.GameObjects.TextStyle#setWordWrapCallback
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* @since 3.0.0
*
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* @param {TextStyleWordWrapCallback} callback - A custom function that will be responsible for wrapping the
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* text. It will receive two arguments: text (the string to wrap), textObject (this Text
* instance). It should return the wrapped lines either as an array of lines or as a string with
* newline characters in place to indicate where breaks should happen.
* @param {object} [scope=null] - The scope that will be applied when the callback is invoked.
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*
* @return {Phaser.GameObjects.Text} The parent Text object.
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*/
setWordWrapCallback: function (callback, scope)
{
if (scope === undefined) { scope = null; }
this.wordWrapCallback = callback;
this.wordWrapCallbackScope = scope;
return this.update(false);
},
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/**
* Set the alignment of the text in this Text object.
*
* The argument can be one of: `left`, `right`, `center` or `justify`.
*
* Alignment only works if the Text object has more than one line of text.
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*
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* @method Phaser.GameObjects.TextStyle#setAlign
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* @since 3.0.0
*
* @param {string} [align='left'] - The text alignment for multi-line text.
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*
* @return {Phaser.GameObjects.Text} The parent Text object.
*/
setAlign: function (align)
{
if (align === undefined) { align = 'left'; }
this.align = align;
return this.update(false);
},
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/**
* Set the maximum number of lines to draw.
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*
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* @method Phaser.GameObjects.TextStyle#setMaxLines
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* @since 3.0.0
*
* @param {integer} [max=0] - The maximum number of lines to draw.
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*
* @return {Phaser.GameObjects.Text} The parent Text object.
*/
setMaxLines: function (max)
{
if (max === undefined) { max = 0; }
this.maxLines = max;
return this.update(false);
},
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/**
* Get the current text metrics.
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*
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* @method Phaser.GameObjects.TextStyle#getTextMetrics
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* @since 3.0.0
*
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* @return {Phaser.Types.GameObjects.Text.TextMetrics} The text metrics.
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*/
getTextMetrics: function ()
{
var metrics = this.metrics;
return {
ascent: metrics.ascent,
descent: metrics.descent,
fontSize: metrics.fontSize
};
},
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/**
* Build a JSON representation of this Text Style.
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*
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* @method Phaser.GameObjects.TextStyle#toJSON
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* @since 3.0.0
*
* @return {object} A JSON representation of this Text Style.
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*/
toJSON: function ()
{
var output = {};
for (var key in propertyMap)
{
output[key] = this[key];
}
output.metrics = this.getTextMetrics();
return output;
},
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/**
* Destroy this Text Style.
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*
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* @method Phaser.GameObjects.TextStyle#destroy
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* @since 3.0.0
*/
destroy: function ()
{
this.parent = undefined;
}
});
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module.exports = TextStyle;