phaser/src/renderer/canvas/gameobjects/Text.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.Canvas.GameObjects.Text = {
TYPES: [
Phaser.Text.prototype
],
render: function (renderer, src)
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{
if (src.dirty)
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{
src.updateText();
src.dirty = false;
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}
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// If the sprite is not visible or the alpha is 0 then no need to render this element
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 wt = src.worldTransform;
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if (src.blendMode !== renderer.currentBlendMode)
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{
renderer.currentBlendMode = src.blendMode;
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renderer.context.globalCompositeOperation = Phaser.blendModesCanvas[renderer.currentBlendMode];
}
// Check if the texture can be rendered
if (src._mask)
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{
renderer.pushMask(src._mask);
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}
var resolution = src.texture.baseTexture.resolution / renderer.game.resolution;
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renderer.context.globalAlpha = src.worldAlpha;
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// If smoothingEnabled is supported and we need to change the smoothing property for src texture
if (renderer.smoothProperty && renderer.currentScaleMode !== src.texture.baseTexture.scaleMode)
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{
renderer.currentScaleMode = src.texture.baseTexture.scaleMode;
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renderer.context[renderer.smoothProperty] = (renderer.currentScaleMode === Phaser.scaleModes.LINEAR);
}
// If the texture is trimmed we offset by the trim x/y, otherwise we use the frame dimensions
var dx = (src.texture.trim) ? src.texture.trim.x - src.anchor.x * src.texture.trim.width : src.anchor.x * -src.texture.frame.width;
var dy = (src.texture.trim) ? src.texture.trim.y - src.anchor.y * src.texture.trim.height : src.anchor.y * -src.texture.frame.height;
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var tx = (wt.tx * renderer.game.resolution) + renderer.game.camera._shake.x;
var ty = (wt.ty * renderer.game.resolution) + renderer.game.camera._shake.y;
var cw = src.texture.crop.width;
var ch = src.texture.crop.height;
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if (src.texture.rotated)
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{
var a = wt.a;
var b = wt.b;
var c = wt.c;
var d = wt.d;
var e = cw;
// Offset before rotating
tx = wt.c * ch + tx;
ty = wt.d * ch + ty;
// Rotate matrix by 90 degrees
// We use precalculated values for sine and cosine of rad(90)
wt.a = a * 6.123233995736766e-17 + -c;
wt.b = b * 6.123233995736766e-17 + -d;
wt.c = a + c * 6.123233995736766e-17;
wt.d = b + d * 6.123233995736766e-17;
// Update cropping dimensions.
cw = ch;
ch = e;
}
// Allow for pixel rounding
if (renderer.roundPixels)
{
renderer.context.setTransform(wt.a, wt.b, wt.c, wt.d, tx | 0, ty | 0);
dx |= 0;
dy |= 0;
}
else
{
renderer.context.setTransform(wt.a, wt.b, wt.c, wt.d, tx, ty);
}
dx /= resolution;
dy /= resolution;
if (src.tint !== 0xFFFFFF)
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{
if (src.texture.requiresReTint || src.cachedTint !== src.tint)
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{
src.tintedTexture = PIXI.CanvasTinter.getTintedTexture(src, src.tint);
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src.cachedTint = src.tint;
src.texture.requiresReTint = false;
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}
renderer.context.drawImage(src.tintedTexture, 0, 0, cw, ch, dx, dy, cw / resolution, ch / resolution);
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}
else
{
var cx = src.texture.crop.x;
var cy = src.texture.crop.y;
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renderer.context.drawImage(src.texture.baseTexture.source, cx, cy, cw, ch, dx, dy, cw / resolution, ch / resolution);
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}
for (var i = 0; i < src.children.length; i++)
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{
var child = src.children[i];
child.render(renderer, child);
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}
if (src._mask)
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{
renderer.popMask();
}
}
};