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https://github.com/photonstorm/phaser
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The Dynamic Bitmap Text Canvas Renderer was creating a new data object every frame for the callback. It now uses the callbackData
object instead, like the WebGL renderer does.
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2 changed files with 11 additions and 2 deletions
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@ -18,6 +18,7 @@
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* `PluginManager.install` returns `null` if the plugin failed to install in all cases.
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* `PluginFile` will now install the plugin into the _current_ Scene as long as the `start` or `mapping` arguments are provided.
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* MATH_CONST no longer requires or sets the Random Data Generator, this is now done in the Game Config, allowing you to require the math constants without pulling in a whole copy of the RNG with it.
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* The Dynamic Bitmap Text Canvas Renderer was creating a new data object every frame for the callback. It now uses the `callbackData` object instead, like the WebGL renderer does.
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### Bug Fixes
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@ -36,6 +36,7 @@ var DynamicBitmapTextCanvasRenderer = function (renderer, src, interpolationPerc
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var textureFrame = src.frame;
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var displayCallback = src.displayCallback;
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var callbackData = src.callbackData;
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var cameraScrollX = camera.scrollX * src.scrollFactorX;
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var cameraScrollY = camera.scrollY * src.scrollFactorY;
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@ -61,7 +62,6 @@ var DynamicBitmapTextCanvasRenderer = function (renderer, src, interpolationPerc
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var lastGlyph = null;
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var lastCharCode = 0;
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// var ctx = renderer.currentContext;
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var image = src.frame.source.image;
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var textureX = textureFrame.cutX;
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@ -121,7 +121,15 @@ var DynamicBitmapTextCanvasRenderer = function (renderer, src, interpolationPerc
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if (displayCallback)
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{
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var output = displayCallback({ tint: { topLeft: 0, topRight: 0, bottomLeft: 0, bottomRight: 0 }, index: index, charCode: charCode, x: x, y: y, scale: scale, rotation: 0, data: glyph.data });
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callbackData.index = index;
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callbackData.charCode = charCode;
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callbackData.x = x;
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callbackData.y = y;
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callbackData.scale = scale;
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callbackData.rotation = rotation;
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callbackData.data = glyph.data;
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var output = displayCallback(callbackData);
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x = output.x;
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y = output.y;
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