phaser/src/gameobjects/bitmaptext/static/BitmapTextCanvasRenderer.js

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/**
* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2020 Photon Storm Ltd.
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* @license {@link https://opensource.org/licenses/MIT|MIT License}
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*/
var SetTransform = require('../../../renderer/canvas/utils/SetTransform');
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/**
* Renders this Game Object with the Canvas Renderer to the given Camera.
* The object will not render if any of its renderFlags are set or it is being actively filtered out by the Camera.
* This method should not be called directly. It is a utility function of the Render module.
*
* @method Phaser.GameObjects.BitmapText#renderCanvas
* @since 3.0.0
* @private
*
* @param {Phaser.Renderer.Canvas.CanvasRenderer} renderer - A reference to the current active Canvas renderer.
* @param {Phaser.GameObjects.BitmapText} src - The Game Object being rendered in this call.
* @param {number} interpolationPercentage - Reserved for future use and custom pipelines.
* @param {Phaser.Cameras.Scene2D.Camera} camera - The Camera that is rendering the Game Object.
* @param {Phaser.GameObjects.Components.TransformMatrix} parentMatrix - This transform matrix is defined if the game object is nested
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*/
var BitmapTextCanvasRenderer = function (renderer, src, interpolationPercentage, camera, parentMatrix)
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{
var text = src._text;
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var textLength = text.length;
var ctx = renderer.currentContext;
if (textLength === 0 || !SetTransform(renderer, ctx, src, camera, parentMatrix))
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{
return;
}
var textureFrame = src.frame;
var chars = src.fontData.chars;
var lineHeight = src.fontData.lineHeight;
var letterSpacing = src._letterSpacing;
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var xAdvance = 0;
var yAdvance = 0;
var charCode = 0;
var glyph = null;
var glyphX = 0;
var glyphY = 0;
var glyphW = 0;
var glyphH = 0;
var x = 0;
var y = 0;
var lastGlyph = null;
var lastCharCode = 0;
var image = src.frame.source.image;
var textureX = textureFrame.cutX;
var textureY = textureFrame.cutY;
var scale = (src._fontSize / src.fontData.size);
var align = src._align;
var currentLine = 0;
var lineOffsetX = 0;
// Update the bounds - skipped internally if not dirty
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var bounds = src.getTextBounds(false);
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// In case the method above changed it (word wrapping)
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if (src.maxWidth > 0)
{
text = bounds.wrappedText;
textLength = text.length;
}
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var lineData = src._bounds.lines;
if (align === 1)
{
lineOffsetX = (lineData.longest - lineData.lengths[0]) / 2;
}
else if (align === 2)
{
lineOffsetX = (lineData.longest - lineData.lengths[0]);
}
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ctx.translate(-src.displayOriginX, -src.displayOriginY);
var roundPixels = camera.roundPixels;
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for (var i = 0; i < textLength; i++)
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{
charCode = text.charCodeAt(i);
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if (charCode === 10)
{
currentLine++;
if (align === 1)
{
lineOffsetX = (lineData.longest - lineData.lengths[currentLine]) / 2;
}
else if (align === 2)
{
lineOffsetX = (lineData.longest - lineData.lengths[currentLine]);
}
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xAdvance = 0;
yAdvance += lineHeight;
lastGlyph = null;
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continue;
}
glyph = chars[charCode];
if (!glyph)
{
continue;
}
glyphX = textureX + glyph.x;
glyphY = textureY + glyph.y;
glyphW = glyph.width;
glyphH = glyph.height;
x = glyph.xOffset + xAdvance;
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y = glyph.yOffset + yAdvance;
if (lastGlyph !== null)
{
var kerningOffset = glyph.kerning[lastCharCode];
x += (kerningOffset !== undefined) ? kerningOffset : 0;
}
x *= scale;
y *= scale;
x += lineOffsetX;
xAdvance += glyph.xAdvance + letterSpacing;
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lastGlyph = glyph;
lastCharCode = charCode;
// Nothing to render or a space? Then skip to the next glyph
if (glyphW === 0 || glyphH === 0 || charCode === 32)
{
continue;
}
if (roundPixels)
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{
x = Math.round(x);
y = Math.round(y);
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}
ctx.save();
ctx.translate(x, y);
ctx.scale(scale, scale);
ctx.drawImage(image, glyphX, glyphY, glyphW, glyphH, 0, 0, glyphW, glyphH);
ctx.restore();
}
ctx.restore();
};
module.exports = BitmapTextCanvasRenderer;