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<a href="Phaser.TilemapParser.html">TilemapParser</a>
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<a href="Phaser.Time.html">Time</a>
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<a href="Phaser.Timer.html">Timer</a>
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<a href="Phaser.Touch.html">Touch</a>
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<a href="Phaser.Tween.html">Tween</a>
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<a href="Phaser.TweenManager.html">TweenManager</a>
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<a href="Phaser.Utils.html">Utils</a>
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<a href="Phaser.Utils.Debug.html">Debug</a>
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<a href="Phaser.World.html">World</a>
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<a href="PIXI.AbstractFilter.html">AbstractFilter</a>
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<a href="PIXI.BitmapFontLoader.html">BitmapFontLoader</a>
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<li class="class-depth-1">
<a href="PIXI.BitmapText.html">BitmapText</a>
</li>
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<a href="PIXI.BlurFilter.html">BlurFilter</a>
</li>
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<a href="PIXI.BlurXFilter.html">BlurXFilter</a>
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<a href="PIXI.BlurYFilter.html">BlurYFilter</a>
</li>
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<a href="PIXI.CanvasBuffer.html">CanvasBuffer</a>
</li>
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<a href="PIXI.CanvasGraphics.html">CanvasGraphics</a>
</li>
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<a href="PIXI.CanvasMaskManager.html">CanvasMaskManager</a>
</li>
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<a href="PIXI.CanvasRenderer.html">CanvasRenderer</a>
</li>
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<a href="PIXI.DisplayObject.html">DisplayObject</a>
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<a href="PIXI.FilterTexture.html">FilterTexture</a>
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<a href="PIXI.Graphics.html">Graphics</a>
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<a href="PIXI.GraphicsData.html">GraphicsData</a>
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<a href="PIXI.GrayFilter.html">GrayFilter</a>
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<a href="PIXI.ImageLoader.html">ImageLoader</a>
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<a href="PIXI.InteractionData.html">InteractionData</a>
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<a href="PIXI.InteractionManager.html">InteractionManager</a>
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<a href="PIXI.InvertFilter.html">InvertFilter</a>
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<a href="PIXI.JsonLoader.html">JsonLoader</a>
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<a href="PIXI.MovieClip.html">MovieClip</a>
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<a href="PIXI.NoiseFilter.html">NoiseFilter</a>
</li>
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<a href="PIXI.NormalMapFilter.html">NormalMapFilter</a>
</li>
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<a href="PIXI.PixelateFilter.html">PixelateFilter</a>
</li>
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<a href="PIXI.PIXI.html">PIXI</a>
</li>
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<a href="PIXI.PixiFastShader.html">PixiFastShader</a>
</li>
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<a href="PIXI.PixiShader.html">PixiShader</a>
</li>
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<a href="PIXI.Point.html">Point</a>
</li>
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<a href="PIXI.Polygon.html">Polygon</a>
</li>
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<a href="PIXI.PolyK.html">PolyK</a>
</li>
<li class="class-depth-1">
<a href="PIXI.PrimitiveShader.html">PrimitiveShader</a>
</li>
<li class="class-depth-1">
<a href="PIXI.Rectangle.html">Rectangle</a>
</li>
<li class="class-depth-1">
<a href="PIXI.RenderTexture.html">RenderTexture</a>
</li>
<li class="class-depth-1">
<a href="PIXI.RGBSplitFilter.html">RGBSplitFilter</a>
</li>
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<a href="PIXI.Rope.html">Rope</a>
</li>
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<a href="PIXI.RoundedRectangle.html">RoundedRectangle</a>
</li>
<li class="class-depth-1">
<a href="PIXI.SepiaFilter.html">SepiaFilter</a>
</li>
<li class="class-depth-1">
<a href="PIXI.SmartBlurFilter.html">SmartBlurFilter</a>
</li>
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<a href="PIXI.Spine.html">Spine</a>
</li>
<li class="class-depth-1">
<a href="PIXI.SpineLoader.html">SpineLoader</a>
</li>
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<li class="class-depth-1">
<a href="PIXI.SpineTextureLoader.html">SpineTextureLoader</a>
</li>
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<li class="class-depth-1">
<a href="PIXI.Sprite.html">Sprite</a>
</li>
<li class="class-depth-1">
<a href="PIXI.SpriteBatch.html">SpriteBatch</a>
</li>
<li class="class-depth-1">
<a href="PIXI.SpriteSheetLoader.html">SpriteSheetLoader</a>
</li>
<li class="class-depth-1">
<a href="PIXI.Stage.html">Stage</a>
</li>
<li class="class-depth-1">
<a href="PIXI.Strip.html">Strip</a>
</li>
<li class="class-depth-1">
<a href="PIXI.StripShader.html">StripShader</a>
</li>
<li class="class-depth-1">
<a href="PIXI.Text.html">Text</a>
</li>
<li class="class-depth-1">
<a href="PIXI.Texture.html">Texture</a>
</li>
<li class="class-depth-1">
<a href="PIXI.TilingSprite.html">TilingSprite</a>
</li>
<li class="class-depth-1">
<a href="PIXI.TiltShiftFilter.html">TiltShiftFilter</a>
</li>
<li class="class-depth-1">
<a href="PIXI.TiltShiftXFilter.html">TiltShiftXFilter</a>
</li>
<li class="class-depth-1">
<a href="PIXI.TiltShiftYFilter.html">TiltShiftYFilter</a>
</li>
<li class="class-depth-1">
<a href="PIXI.TwistFilter.html">TwistFilter</a>
</li>
<li class="class-depth-1">
<a href="PIXI.VideoTexture.html">VideoTexture</a>
</li>
<li class="class-depth-1">
<a href="PIXI.WebGLBlendModeManager.html">WebGLBlendModeManager</a>
</li>
<li class="class-depth-1">
<a href="PIXI.WebGLFastSpriteBatch.html">WebGLFastSpriteBatch</a>
</li>
<li class="class-depth-1">
<a href="PIXI.WebGLFilterManager.html">WebGLFilterManager</a>
</li>
<li class="class-depth-1">
<a href="PIXI.WebGLRenderer.html">WebGLRenderer</a>
</li>
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</ul>
</li>
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<li class="class-depth-1"><a href="Phaser.GameObjectFactory.html">Factory (game.add)</a></li>
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<div class="span12">
<div id="main">
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<h1 class="page-title">Source: d:/wamp/www/phaser/src/pixi/text/Text.js</h1>
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<section>
<article>
<pre class="sunlight-highlight-javascript linenums">/**
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* @author Mat Groves http://matgroves.com/ @Doormat23
* Modified by Tom Slezakowski http://www.tomslezakowski.com @TomSlezakowski (24/03/2014) - Added dropShadowColor.
*/
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/**
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* A Text Object will create a line or multiple lines of text. To split a line you can use '\n' in your text string,
* or add a wordWrap property set to true and and wordWrapWidth property with a value in the style object.
*
* @class Text
* @extends Sprite
* @constructor
* @param text {String} The copy that you would like the text to display
* @param [style] {Object} The style parameters
* @param [style.font] {String} default 'bold 20px Arial' The style and size of the font
* @param [style.fill='black'] {String|Number} A canvas fillstyle that will be used on the text e.g 'red', '#00FF00'
* @param [style.align='left'] {String} Alignment for multiline text ('left', 'center' or 'right'), does not affect single line text
* @param [style.stroke] {String|Number} A canvas fillstyle that will be used on the text stroke e.g 'blue', '#FCFF00'
* @param [style.strokeThickness=0] {Number} A number that represents the thickness of the stroke. Default is 0 (no stroke)
* @param [style.wordWrap=false] {Boolean} Indicates if word wrap should be used
* @param [style.wordWrapWidth=100] {Number} The width at which text will wrap, it needs wordWrap to be set to true
* @param [style.dropShadow=false] {Boolean} Set a drop shadow for the text
* @param [style.dropShadowColor='#000000'] {String} A fill style to be used on the dropshadow e.g 'red', '#00FF00'
* @param [style.dropShadowAngle=Math.PI/4] {Number} Set a angle of the drop shadow
* @param [style.dropShadowDistance=5] {Number} Set a distance of the drop shadow
*/
PIXI.Text = function(text, style)
{
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/**
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* The canvas element that everything is drawn to
*
* @property canvas
* @type HTMLCanvasElement
*/
this.canvas = document.createElement('canvas');
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/**
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* The canvas 2d context that everything is drawn with
* @property context
* @type HTMLCanvasElement
*/
this.context = this.canvas.getContext('2d');
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/**
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* The resolution of the canvas.
* @property resolution
* @type Number
*/
this.resolution = 1;
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PIXI.Sprite.call(this, PIXI.Texture.fromCanvas(this.canvas));
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this.setText(text);
this.setStyle(style);
};
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// constructor
PIXI.Text.prototype = Object.create(PIXI.Sprite.prototype);
PIXI.Text.prototype.constructor = PIXI.Text;
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/**
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* The width of the Text, setting this will actually modify the scale to achieve the value set
*
* @property width
* @type Number
*/
Object.defineProperty(PIXI.Text.prototype, 'width', {
get: function() {
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if(this.dirty)
{
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this.updateText();
this.dirty = false;
}
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return this.scale.x * this.texture.frame.width;
},
set: function(value) {
this.scale.x = value / this.texture.frame.width;
this._width = value;
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}
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});
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/**
* The height of the Text, setting this will actually modify the scale to achieve the value set
*
* @property height
* @type Number
*/
Object.defineProperty(PIXI.Text.prototype, 'height', {
get: function() {
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if(this.dirty)
{
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this.updateText();
this.dirty = false;
}
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return this.scale.y * this.texture.frame.height;
},
set: function(value) {
this.scale.y = value / this.texture.frame.height;
this._height = value;
}
});
/**
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* Set the style of the text
*
* @method setStyle
* @param [style] {Object} The style parameters
* @param [style.font='bold 20pt Arial'] {String} The style and size of the font
* @param [style.fill='black'] {Object} A canvas fillstyle that will be used on the text eg 'red', '#00FF00'
* @param [style.align='left'] {String} Alignment for multiline text ('left', 'center' or 'right'), does not affect single line text
* @param [style.stroke='black'] {String} A canvas fillstyle that will be used on the text stroke eg 'blue', '#FCFF00'
* @param [style.strokeThickness=0] {Number} A number that represents the thickness of the stroke. Default is 0 (no stroke)
* @param [style.wordWrap=false] {Boolean} Indicates if word wrap should be used
* @param [style.wordWrapWidth=100] {Number} The width at which text will wrap
* @param [style.dropShadow=false] {Boolean} Set a drop shadow for the text
* @param [style.dropShadowColor='#000000'] {String} A fill style to be used on the dropshadow e.g 'red', '#00FF00'
* @param [style.dropShadowAngle=Math.PI/4] {Number} Set a angle of the drop shadow
* @param [style.dropShadowDistance=5] {Number} Set a distance of the drop shadow
*/
PIXI.Text.prototype.setStyle = function(style)
{
style = style || {};
style.font = style.font || 'bold 20pt Arial';
style.fill = style.fill || 'black';
style.align = style.align || 'left';
style.stroke = style.stroke || 'black'; //provide a default, see: https://github.com/GoodBoyDigital/pixi.js/issues/136
style.strokeThickness = style.strokeThickness || 0;
style.wordWrap = style.wordWrap || false;
style.wordWrapWidth = style.wordWrapWidth || 100;
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style.dropShadow = style.dropShadow || false;
style.dropShadowAngle = style.dropShadowAngle || Math.PI / 6;
style.dropShadowDistance = style.dropShadowDistance || 4;
style.dropShadowColor = style.dropShadowColor || 'black';
this.style = style;
this.dirty = true;
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};
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/**
* Set the copy for the text object. To split a line you can use '\n'.
*
* @method setText
* @param text {String} The copy that you would like the text to display
*/
PIXI.Text.prototype.setText = function(text)
{
this.text = text.toString() || ' ';
this.dirty = true;
};
/**
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* Renders text and updates it when needed
*
* @method updateText
* @private
*/
PIXI.Text.prototype.updateText = function()
{
this.texture.baseTexture.resolution = this.resolution;
this.context.font = this.style.font;
var outputText = this.text;
// word wrap
// preserve original text
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if(this.style.wordWrap)outputText = this.wordWrap(this.text);
//split text into lines
var lines = outputText.split(/(?:\r\n|\r|\n)/);
//calculate text width
var lineWidths = [];
var maxLineWidth = 0;
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var fontProperties = this.determineFontProperties(this.style.font);
for (var i = 0; i &lt; lines.length; i++)
{
var lineWidth = this.context.measureText(lines[i]).width;
lineWidths[i] = lineWidth;
maxLineWidth = Math.max(maxLineWidth, lineWidth);
}
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var width = maxLineWidth + this.style.strokeThickness;
if(this.style.dropShadow)width += this.style.dropShadowDistance;
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this.canvas.width = ( width + this.context.lineWidth ) * this.resolution;
//calculate text height
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var lineHeight = fontProperties.fontSize + this.style.strokeThickness;
var height = lineHeight * lines.length;
if(this.style.dropShadow)height += this.style.dropShadowDistance;
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this.canvas.height = height * this.resolution;
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this.context.scale( this.resolution, this.resolution);
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if(navigator.isCocoonJS) this.context.clearRect(0,0,this.canvas.width,this.canvas.height);
this.context.font = this.style.font;
this.context.strokeStyle = this.style.stroke;
this.context.lineWidth = this.style.strokeThickness;
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this.context.textBaseline = 'alphabetic';
//this.context.lineJoin = 'round';
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var linePositionX;
var linePositionY;
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if(this.style.dropShadow)
{
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this.context.fillStyle = this.style.dropShadowColor;
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var xShadowOffset = Math.sin(this.style.dropShadowAngle) * this.style.dropShadowDistance;
var yShadowOffset = Math.cos(this.style.dropShadowAngle) * this.style.dropShadowDistance;
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for (i = 0; i &lt; lines.length; i++)
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{
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linePositionX = this.style.strokeThickness / 2;
linePositionY = (this.style.strokeThickness / 2 + i * lineHeight) + fontProperties.ascent;
if(this.style.align === 'right')
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{
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linePositionX += maxLineWidth - lineWidths[i];
}
else if(this.style.align === 'center')
{
linePositionX += (maxLineWidth - lineWidths[i]) / 2;
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}
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if(this.style.fill)
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{
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this.context.fillText(lines[i], linePositionX + xShadowOffset, linePositionY + yShadowOffset);
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}
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// if(dropShadow)
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}
}
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//set canvas text styles
this.context.fillStyle = this.style.fill;
//draw lines line by line
for (i = 0; i &lt; lines.length; i++)
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{
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linePositionX = this.style.strokeThickness / 2;
linePositionY = (this.style.strokeThickness / 2 + i * lineHeight) + fontProperties.ascent;
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if(this.style.align === 'right')
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{
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linePositionX += maxLineWidth - lineWidths[i];
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}
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else if(this.style.align === 'center')
{
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linePositionX += (maxLineWidth - lineWidths[i]) / 2;
}
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if(this.style.stroke && this.style.strokeThickness)
{
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this.context.strokeText(lines[i], linePositionX, linePositionY);
}
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if(this.style.fill)
{
this.context.fillText(lines[i], linePositionX, linePositionY);
}
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// if(dropShadow)
}
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this.updateTexture();
};
/**
* Updates texture size based on canvas size
*
* @method updateTexture
* @private
*/
PIXI.Text.prototype.updateTexture = function()
{
this.texture.baseTexture.width = this.canvas.width;
this.texture.baseTexture.height = this.canvas.height;
this.texture.crop.width = this.texture.frame.width = this.canvas.width;
this.texture.crop.height = this.texture.frame.height = this.canvas.height;
this._width = this.canvas.width;
this._height = this.canvas.height;
// update the dirty base textures
this.texture.baseTexture.dirty();
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};
/**
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* Renders the object using the WebGL renderer
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*
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* @method _renderWebGL
* @param renderSession {RenderSession}
* @private
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*/
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PIXI.Text.prototype._renderWebGL = function(renderSession)
{
if(this.dirty)
{
this.resolution = renderSession.resolution;
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this.updateText();
this.dirty = false;
}
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PIXI.Sprite.prototype._renderWebGL.call(this, renderSession);
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};
/**
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* Renders the object using the Canvas renderer
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*
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* @method _renderCanvas
* @param renderSession {RenderSession}
* @private
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*/
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PIXI.Text.prototype._renderCanvas = function(renderSession)
{
if(this.dirty)
{
this.resolution = renderSession.resolution;
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this.updateText();
this.dirty = false;
}
PIXI.Sprite.prototype._renderCanvas.call(this, renderSession);
};
/**
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* Calculates the ascent, descent and fontSize of a given fontStyle
*
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* @method determineFontProperties
* @param fontStyle {Object}
* @private
*/
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PIXI.Text.prototype.determineFontProperties = function(fontStyle)
{
var properties = PIXI.Text.fontPropertiesCache[fontStyle];
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if(!properties)
{
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properties = {};
var canvas = PIXI.Text.fontPropertiesCanvas;
var context = PIXI.Text.fontPropertiesContext;
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context.font = fontStyle;
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var width = Math.ceil(context.measureText('|Mq').width);
var baseline = Math.ceil(context.measureText('M').width);
var height = 2 * baseline;
baseline = baseline * 1.4 | 0;
canvas.width = width;
canvas.height = height;
context.fillStyle = '#f00';
context.fillRect(0, 0, width, height);
context.font = fontStyle;
context.textBaseline = 'alphabetic';
context.fillStyle = '#000';
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context.fillText('|MÉq', 0, baseline);
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var imagedata = context.getImageData(0, 0, width, height).data;
var pixels = imagedata.length;
var line = width * 4;
var i, j;
var idx = 0;
var stop = false;
// ascent. scan from top to bottom until we find a non red pixel
for(i = 0; i &lt; baseline; i++)
{
for(j = 0; j &lt; line; j += 4)
{
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if(imagedata[idx + j] !== 255)
{
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stop = true;
break;
}
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}
if(!stop)
{
idx += line;
}
else
{
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break;
}
}
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properties.ascent = baseline - i;
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idx = pixels - line;
stop = false;
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// descent. scan from bottom to top until we find a non red pixel
for(i = height; i > baseline; i--)
{
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for(j = 0; j &lt; line; j += 4)
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{
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if(imagedata[idx + j] !== 255)
{
stop = true;
break;
}
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}
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if(!stop)
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{
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idx -= line;
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}
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else
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{
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break;
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}
}
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properties.descent = i - baseline;
properties.fontSize = properties.ascent + properties.descent;
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PIXI.Text.fontPropertiesCache[fontStyle] = properties;
}
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return properties;
};
/**
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* Applies newlines to a string to have it optimally fit into the horizontal
* bounds set by the Text object's wordWrapWidth property.
*
* @method wordWrap
* @param text {String}
* @private
*/
PIXI.Text.prototype.wordWrap = function(text)
{
// Greedy wrapping algorithm that will wrap words as the line grows longer
// than its horizontal bounds.
var result = '';
var lines = text.split('\n');
for (var i = 0; i &lt; lines.length; i++)
{
var spaceLeft = this.style.wordWrapWidth;
var words = lines[i].split(' ');
for (var j = 0; j &lt; words.length; j++)
{
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var wordWidth = this.context.measureText(words[j]).width;
var wordWidthWithSpace = wordWidth + this.context.measureText(' ').width;
if(j === 0 || wordWidthWithSpace > spaceLeft)
{
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// Skip printing the newline if it's the first word of the line that is
// greater than the word wrap width.
if(j > 0)
{
result += '\n';
}
result += words[j];
spaceLeft = this.style.wordWrapWidth - wordWidth;
}
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else
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{
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spaceLeft -= wordWidthWithSpace;
result += ' ' + words[j];
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}
}
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if (i &lt; lines.length-1)
{
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result += '\n';
}
}
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return result;
};
/**
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* Returns the bounds of the Text as a rectangle. The bounds calculation takes the worldTransform into account.
*
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* @method getBounds
* @param matrix {Matrix} the transformation matrix of the Text
* @return {Rectangle} the framing rectangle
*/
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PIXI.Text.prototype.getBounds = function(matrix)
{
if(this.dirty)
{
this.updateText();
this.dirty = false;
}
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return PIXI.Sprite.prototype.getBounds.call(this, matrix);
};
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/**
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* Destroys this text object.
*
* @method destroy
* @param destroyBaseTexture {Boolean} whether to destroy the base texture as well
*/
PIXI.Text.prototype.destroy = function(destroyBaseTexture)
{
// make sure to reset the the context and canvas.. dont want this hanging around in memory!
this.context = null;
this.canvas = null;
this.texture.destroy(destroyBaseTexture === undefined ? true : destroyBaseTexture);
};
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PIXI.Text.fontPropertiesCache = {};
PIXI.Text.fontPropertiesCanvas = document.createElement('canvas');
PIXI.Text.fontPropertiesContext = PIXI.Text.fontPropertiesCanvas.getContext('2d');
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</pre>
</article>
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2014-02-05 06:29:17 +00:00
Phaser Copyright © 2012-2014 Photon Storm Ltd.
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Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
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on Wed Dec 03 2014 10:30:31 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
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