phaser/src/gameobjects/bitmaptext/ParseXMLBitmapFont.js

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/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2018 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
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/**
* @function getValue
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* @since 3.0.0
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* @private
*/
function getValue (node, attribute)
{
return parseInt(node.getAttribute(attribute), 10);
}
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/**
* @function ParseXMLBitmapFont
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* @since 3.0.0
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* @private
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*
* @param {XMLDocument} xml - The XML Document to parse the font from.
* @param {integer} [xSpacing=0] - The x-axis spacing to add between each letter.
* @param {integer} [ySpacing=0] - The y-axis spacing to add to the line height.
* @param {Phaser.Textures.Frame} [frame] - The texture frame to take into account while parsing.
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*/
var ParseXMLBitmapFont = function (xml, xSpacing, ySpacing, frame)
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{
if (xSpacing === undefined) { xSpacing = 0; }
if (ySpacing === undefined) { ySpacing = 0; }
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var data = {};
var info = xml.getElementsByTagName('info')[0];
var common = xml.getElementsByTagName('common')[0];
data.font = info.getAttribute('face');
data.size = getValue(info, 'size');
data.lineHeight = getValue(common, 'lineHeight') + ySpacing;
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data.chars = {};
var letters = xml.getElementsByTagName('char');
var adjustForTrim = (frame !== undefined && frame.trimmed);
if (adjustForTrim)
{
var top = frame.height;
var left = frame.width;
}
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for (var i = 0; i < letters.length; i++)
{
var node = letters[i];
var charCode = getValue(node, 'id');
var gx = getValue(node, 'x');
var gy = getValue(node, 'y');
var gw = getValue(node, 'width');
var gh = getValue(node, 'height');
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// Handle frame trim issues
if (adjustForTrim)
{
if (gx < left)
{
left = gx;
}
if (gy < top)
{
top = gy;
}
}
data.chars[charCode] =
{
x: gx,
y: gy,
width: gw,
height: gh,
centerX: Math.floor(gw / 2),
centerY: Math.floor(gh / 2),
xOffset: getValue(node, 'xoffset'),
yOffset: getValue(node, 'yoffset'),
xAdvance: getValue(node, 'xadvance') + xSpacing,
data: {},
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kerning: {}
};
}
if (adjustForTrim && top !== 0 && left !== 0)
{
// console.log('top and left', top, left, frame.x, frame.y);
// Now we know the top and left coordinates of the glyphs in the original data
// so we can work out how much to adjust the glyphs by
for (var code in data.chars)
{
var glyph = data.chars[code];
glyph.x -= frame.x;
glyph.y -= frame.y;
}
}
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var kernings = xml.getElementsByTagName('kerning');
for (i = 0; i < kernings.length; i++)
{
var kern = kernings[i];
var first = getValue(kern, 'first');
var second = getValue(kern, 'second');
var amount = getValue(kern, 'amount');
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data.chars[second].kerning[first] = amount;
}
return data;
};
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module.exports = ParseXMLBitmapFont;