Removed use of PIXI.BitmapText entirely. Moved all update and support functions to Phaser.

This commit is contained in:
photonstorm 2015-06-03 04:23:22 +01:00
parent ed82097151
commit cf5238c749

View file

@ -10,10 +10,12 @@
* match the font structure.
*
* BitmapText objects are less flexible than Text objects, in that they have less features such as shadows, fills and the ability
* to use Web Fonts, however you trade this flexibility for rendering speed. You can also create visually compelling BitmapTexts by
* processing the font texture in an image editor, applying fills and any other effects required.
* to use Web Fonts. However you trade this flexibility for pure rendering speed. You can also create visually compelling BitmapTexts by
* processing the font texture in an image editor first, applying fills and any other effects required.
*
* To create a BitmapText you can use:
* To create multi-line text insert \r, \n or \r\n escape codes into the text string.
*
* To create a BitmapText data files you can use:
*
* BMFont (Windows, free): http://www.angelcode.com/products/bmfont/
* Glyph Designer (OS X, commercial): http://www.71squared.com/en/glyphdesigner
@ -21,7 +23,7 @@
*
* @class Phaser.BitmapText
* @constructor
* @extends PIXI.BitmapText
* @extends PIXI.DisplayObjectContainer
* @extends Phaser.Component.Core
* @extends Phaser.Component.Angle
* @extends Phaser.Component.AutoCull
@ -34,19 +36,23 @@
* @extends Phaser.Component.PhysicsBody
* @extends Phaser.Component.Reset
* @param {Phaser.Game} game - A reference to the currently running game.
* @param {number} x - X position of the new bitmapText object.
* @param {number} y - Y position of the new bitmapText object.
* @param {string} font - The key of the BitmapFont as stored in Game.Cache.
* @param {string} [text=''] - The actual text that will be rendered. Can be set later via BitmapText.text.
* @param {number} [size=32] - The size the font will be rendered in, in pixels.
* @param {number} x - X coordinate to display the BitmapText object at.
* @param {number} y - Y coordinate to display the BitmapText object at.
* @param {string} font - The key of the BitmapText as stored in Phaser.Cache.
* @param {string} [text=''] - The text that will be rendered. This can also be set later via BitmapText.text.
* @param {number} [size=32] - The size the font will be rendered at in pixels.
* @param {string} [align='left'] - The alignment of multi-line text. Has no effect if there is only one line of text.
*/
Phaser.BitmapText = function (game, x, y, font, text, size) {
Phaser.BitmapText = function (game, x, y, font, text, size, align) {
x = x || 0;
y = y || 0;
font = font || '';
text = text || '';
size = size || 32;
align = align || 'left';
PIXI.DisplayObjectContainer.call(this);
/**
* @property {number} type - The const type of this object.
@ -60,6 +66,41 @@ Phaser.BitmapText = function (game, x, y, font, text, size) {
*/
this.physicsType = Phaser.SPRITE;
/**
* @property {number} textWidth - The width in pixels of the overall text area, taking into consideration multi-line text.
* @readOnly
*/
this.textWidth = 0;
/**
* @property {number} textHeight - The height in pixels of the overall text area, taking into consideration multi-line text.
* @readOnly
*/
this.textHeight = 0;
/**
* @property {Phaser.Point} anchor - The anchor value of this BitmapText.
*/
this.anchor = new Phaser.Point();
/**
* @property {Phaser.Point} _prevAnchor - The previous anchor value.
* @private
*/
this._prevAnchor = new Phaser.Point();
/**
* @property {array} _glyphs - Private tracker for the letter sprite pool.
* @private
*/
this._glyphs = [];
/**
* @property {number} _maxWidth - Internal cache var.
* @private
*/
this._maxWidth = 0;
/**
* @property {string} _text - Internal cache var.
* @private
@ -82,7 +123,7 @@ Phaser.BitmapText = function (game, x, y, font, text, size) {
* @property {string} _align - Internal cache var.
* @private
*/
this._align = 'left';
this._align = align;
/**
* @property {number} _tint - Internal cache var.
@ -90,25 +131,18 @@ Phaser.BitmapText = function (game, x, y, font, text, size) {
*/
this._tint = 0xFFFFFF;
/**
* @property {number} _tw - Internal cache var. Holds the previous textWidth.
* @private
*/
this._tw = 0;
this.updateText();
/**
* @property {number} _th - Internal cache var. Holds the previous textHeight.
* @private
* @property {boolean} dirty - The dirty state of this object.
*/
this._th = 0;
PIXI.BitmapText.call(this, text);
this.dirty = false;
Phaser.Component.Core.init.call(this, game, x, y, '', null);
};
Phaser.BitmapText.prototype = Object.create(PIXI.BitmapText.prototype);
Phaser.BitmapText.prototype = Object.create(PIXI.DisplayObjectContainer.prototype);
Phaser.BitmapText.prototype.constructor = Phaser.BitmapText;
Phaser.Component.Core.install.call(Phaser.BitmapText.prototype, [
@ -156,31 +190,246 @@ Phaser.BitmapText.prototype.postUpdate = function () {
Phaser.Component.PhysicsBody.postUpdate.call(this);
Phaser.Component.FixedToCamera.postUpdate.call(this);
if (this.body && ((this.textWidth !== this._tw) || (this.textHeight !== this._th)))
if (this.body && this.body.type === Phaser.Physics.ARCADE)
{
this.body.setSize(this.textWidth, this.textHeight);
this._tw = this.textWidth;
this._th = this.textHeight;
if ((this.textWidth !== this.body.sourceWidth) || (this.textHeight !== this.body.sourceHeight))
{
this.body.setSize(this.textWidth, this.textHeight);
}
}
};
/**
* @method Phaser.BitmapText.prototype.setStyle
* The text to be displayed by this BitmapText object.
*
* It's faster to use `BitmapText.text = string`, but this is kept for backwards compatibility.
*
* @method Phaser.BitmapText.prototype.setText
* @param {string} text - The text to be displayed by this BitmapText object.
*/
Phaser.BitmapText.prototype.setText = function (text) {
this.text = text;
};
/**
* Given the input text this will scan the characters until either a newline is encountered,
* or the line exceeds maxWidth, taking into account kerning, character widths and scaling.
*
* @method Phaser.BitmapText.prototype.scanLine
* @private
* @param {object} data - A reference to the font object in the PIXI.BitmapText.fonts array.
* @param {float} scale - The scale of the font in relation to the texture.
* @param {string} text - The text to parse.
* @return {object} An object containing the parsed characters, total pixel width and x offsets.
*/
Phaser.BitmapText.prototype.scanLine = function (data, scale, text) {
var x = 0;
var w = 0;
var lastSpace = -1;
var prevCharCode = null;
var maxWidth = (this._maxWidth > 0) ? this._maxWidth : null;
var chars = [];
// Let's scan the text and work out if any of the lines are > maxWidth
for (var i = 0; i < text.length; i++)
{
var end = (i === text.length - 1) ? true : false;
var charCode = text.charCodeAt(i);
var charData = data.chars[charCode];
var c = 0;
if (!charData)
{
// Skipped a character not found in font data
continue;
}
if (/(?:\r\n|\r|\n)/.test(text.charAt(i)))
{
return { width: w, text: text.substr(0, i), end: end, chars: chars };
}
else
{
// Adjust for kerning from previous character to this one
var kerning = (prevCharCode && charData.kerning[prevCharCode]) ? charData.kerning[prevCharCode] : 0;
// Record the last space in the string
lastSpace = /(\s)/.test(text.charAt(i)) ? i : lastSpace;
// What will the line width be if we add this character to it?
c = (kerning + charData.texture.width + charData.xOffset) * scale;
if (maxWidth && ((w + c) >= this._maxWidth))
{
// We need to line-wrap
if (lastSpace === -1)
{
// Damn we can't, there are no spaces in the text
}
else
{
// The last space was at "lastSpace" which was "i - lastSpace" characters ago
return { width: w, text: text.substr(0, i - (i - lastSpace)), end: end, chars: chars };
}
}
else
{
w += charData.xAdvance * scale;
chars.push(x + (charData.xOffset * scale));
x += charData.xAdvance * scale;
prevCharCode = charCode;
}
}
}
return { width: w, text: text, end: end, chars: chars };
};
/**
* Renders text and updates it when needed.
*
* @method Phaser.BitmapText.prototype.updateText
* @private
*/
Phaser.BitmapText.prototype.setStyle = function() {
Phaser.BitmapText.prototype.updateText = function () {
this.style = { align: this._align };
this.fontName = this._font;
this.fontSize = this._fontSize;
this.dirty = true;
var data = PIXI.BitmapText.fonts[this._font];
if (!data)
{
return;
}
var text = this.text;
var scale = this._fontSize / data.size;
var lines = [];
// console.log('scale', scale);
// console.log(text);
var c = 0;
var y = 0;
this.textWidth = 0;
do
{
var line = this.scanLine(data, scale, text);
line.y = y;
lines.push(line);
console.log(line);
if (line.width > this.textWidth)
{
this.textWidth = line.width;
}
y += (data.lineHeight * scale);
text = text.substr(line.text.length + 1);
c++;
} while (line.end === false && c < 10)
// } while (line.end === false)
this.textHeight = y;
console.log('text area', this.textWidth, 'x', this.textHeight);
var t = 0;
var align = 0;
var ax = this.textWidth * this.anchor.x;
var ay = this.textHeight * this.anchor.y;
for (var i = 0; i < lines.length; i++)
{
var line = lines[i];
if (this._align === 'right')
{
align = this.textWidth - line.width;
}
else if (this._align === 'center')
{
align = (this.textWidth - line.width) / 2;
}
for (var c = 0; c < line.text.length; c++)
{
var charCode = line.text.charCodeAt(c);
var charData = data.chars[charCode];
var g = this._glyphs[t];
if (g)
{
g.texture = charData.texture;
}
else
{
g = new PIXI.Sprite(charData.texture);
this._glyphs.push(g);
}
g.position.x = (line.chars[c] + align) - ax;
g.position.y = (line.y + (charData.yOffset * scale)) - ay;
g.scale.set(scale);
g.tint = this.tint;
if (!g.parent)
{
this.addChild(g);
}
t++;
}
}
// Remove unnecessary children
for (i = t; i < this._glyphs.length; i++)
{
this.removeChild(this._glyphs[i]);
}
};
/**
* Updates the transform of this object.
*
* @method Phaser.BitmapText.prototype.updateTransform
* @private
*/
Phaser.BitmapText.prototype.updateTransform = function () {
if (this.dirty || !this.anchor.equals(this._prevAnchor))
{
this.updateText();
this.dirty = false;
this._prevAnchor.copyFrom(this.anchor);
}
PIXI.DisplayObjectContainer.prototype.updateTransform.call(this);
};
/**
* @name Phaser.BitmapText#align
* @property {string} align - Alignment for multiline text ('left', 'center' or 'right'), does not affect single line text.
* @property {string} align - Alignment for multi-line text ('left', 'center' or 'right'), does not affect single lines of text.
*/
Object.defineProperty(Phaser.BitmapText.prototype, 'align', {
@ -190,10 +439,10 @@ Object.defineProperty(Phaser.BitmapText.prototype, 'align', {
set: function(value) {
if (value !== this._align)
if (value !== this._align && (value === 'left' || value === 'center' || value === 'right'))
{
this._align = value;
this.setStyle();
this.updateText();
}
}
@ -216,6 +465,7 @@ Object.defineProperty(Phaser.BitmapText.prototype, 'tint', {
{
this._tint = value;
this.dirty = true;
this.updateText();
}
}
@ -237,9 +487,10 @@ Object.defineProperty(Phaser.BitmapText.prototype, 'font', {
if (value !== this._font)
{
this._font = value.trim();
this.fontName = this._font;
this.style.font = this._fontSize + "px '" + this._font + "'";
// this.fontName = this._font;
// this.style.font = this._fontSize + "px '" + this._font + "'";
this.dirty = true;
this.updateText();
}
}
@ -263,8 +514,9 @@ Object.defineProperty(Phaser.BitmapText.prototype, 'fontSize', {
if (value !== this._fontSize)
{
this._fontSize = value;
this.style.font = this._fontSize + "px '" + this._font + "'";
// this.style.font = this._fontSize + "px '" + this._font + "'";
this.dirty = true;
this.updateText();
}
}
@ -272,9 +524,8 @@ Object.defineProperty(Phaser.BitmapText.prototype, 'fontSize', {
});
/**
* The text string to be displayed by this Text object, taking into account the style settings.
* @name Phaser.BitmapText#text
* @property {string} text - The text string to be displayed by this Text object, taking into account the style settings.
* @property {string} text - The text to be displayed by this BitmapText object.
*/
Object.defineProperty(Phaser.BitmapText.prototype, 'text', {
@ -286,8 +537,42 @@ Object.defineProperty(Phaser.BitmapText.prototype, 'text', {
if (value !== this._text)
{
this._text = value.toString() || ' ';
this._text = value.toString() || '';
this.dirty = true;
this.updateText();
}
}
});
/**
* The maximum display width of this BitmapText in pixels.
*
* If BitmapText.text is longer than maxWidth then the lines will be automatically wrapped
* based on the last whitespace character found in the line.
*
* If no whitespace was found then no wrapping will take place and consequently the maxWidth value will not be honored.
*
* Disable maxWidth by setting the value to 0.
*
* @name Phaser.BitmapText#maxWidth
* @property {number} maxWidth - The maximum width of this BitmapText in pixels.
*/
Object.defineProperty(Phaser.BitmapText.prototype, 'maxWidth', {
get: function() {
return this._maxWidth;
},
set: function(value) {
if (value !== this._maxWidth)
{
this._maxWidth = value;
this.updateText();
}
}