/** * @author Richard Davey * @copyright 2018 Photon Storm Ltd. * @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License} */ var Class = require('../../utils/Class'); var GetAdvancedValue = require('../../utils/object/GetAdvancedValue'); var GetValue = require('../../utils/object/GetValue'); var MeasureText = require('./MeasureText'); // Key: [ Object Key, Default Value ] /** * A custom function that will be responsible for wrapping the text. * @callback TextStyleWordWrapCallback * * @param {string} text - The string to wrap. * @param {Phaser.GameObjects.Text} textObject - The Text instance. * * @return {(string|string[])} Should return the wrapped lines either as an array of lines or as a string with * newline characters in place to indicate where breaks should happen. */ var propertyMap = { fontFamily: [ 'fontFamily', 'Courier' ], fontSize: [ 'fontSize', '16px' ], fontStyle: [ 'fontStyle', '' ], backgroundColor: [ 'backgroundColor', null ], color: [ 'color', '#fff' ], stroke: [ 'stroke', '#fff' ], strokeThickness: [ 'strokeThickness', 0 ], shadowOffsetX: [ 'shadow.offsetX', 0 ], shadowOffsetY: [ 'shadow.offsetY', 0 ], shadowColor: [ 'shadow.color', '#000' ], shadowBlur: [ 'shadow.blur', 0 ], shadowStroke: [ 'shadow.stroke', false ], shadowFill: [ 'shadow.fill', false ], align: [ 'align', 'left' ], maxLines: [ 'maxLines', 0 ], fixedWidth: [ 'fixedWidth', 0 ], fixedHeight: [ 'fixedHeight', 0 ], rtl: [ 'rtl', false ], testString: [ 'testString', '|MÉqgy' ], baselineX: [ 'baselineX', 1.2 ], baselineY: [ 'baselineY', 1.4 ], wordWrapWidth: [ 'wordWrap.width', null ], wordWrapCallback: [ 'wordWrap.callback', null ], wordWrapCallbackScope: [ 'wordWrap.callbackScope', null ], wordWrapUseAdvanced: [ 'wordWrap.useAdvancedWrap', false ] }; /** * @classdesc * Style settings for a Text object. * * @class TextStyle * @memberOf Phaser.GameObjects.Text * @constructor * @since 3.0.0 * * @param {Phaser.GameObjects.Text} text - The Text object that this TextStyle is styling. * @param {CSSStyleRule} style - The style settings to set. */ var TextStyle = new Class({ initialize: function TextStyle (text, style) { /** * The Text object that this TextStyle is styling. * * @name Phaser.GameObjects.Text.TextStyle#parent * @type {Phaser.GameObjects.Text} * @since 3.0.0 */ this.parent = text; /** * The font family. * * @name Phaser.GameObjects.Text.TextStyle#fontFamily * @type {string} * @default 'Courier' * @since 3.0.0 */ this.fontFamily; /** * The font size. * * @name Phaser.GameObjects.Text.TextStyle#fontSize * @type {string} * @default '16px' * @since 3.0.0 */ this.fontSize; /** * The font style. * * @name Phaser.GameObjects.Text.TextStyle#fontStyle * @type {string} * @since 3.0.0 */ this.fontStyle; /** * The background color. * * @name Phaser.GameObjects.Text.TextStyle#backgroundColor * @type {string} * @since 3.0.0 */ this.backgroundColor; /** * The text fill color. * * @name Phaser.GameObjects.Text.TextStyle#color * @type {string} * @default '#fff' * @since 3.0.0 */ this.color; /** * The text stroke color. * * @name Phaser.GameObjects.Text.TextStyle#stroke * @type {string} * @default '#fff' * @since 3.0.0 */ this.stroke; /** * The text stroke thickness. * * @name Phaser.GameObjects.Text.TextStyle#strokeThickness * @type {number} * @default 0 * @since 3.0.0 */ this.strokeThickness; /** * The horizontal shadow offset. * * @name Phaser.GameObjects.Text.TextStyle#shadowOffsetX * @type {number} * @default 0 * @since 3.0.0 */ this.shadowOffsetX; /** * The vertical shadow offset. * * @name Phaser.GameObjects.Text.TextStyle#shadowOffsetY * @type {number} * @default 0 * @since 3.0.0 */ this.shadowOffsetY; /** * The shadow color. * * @name Phaser.GameObjects.Text.TextStyle#shadowColor * @type {string} * @default '#000' * @since 3.0.0 */ this.shadowColor; /** * The shadow blur radius. * * @name Phaser.GameObjects.Text.TextStyle#shadowBlur * @type {number} * @default 0 * @since 3.0.0 */ this.shadowBlur; /** * Whether shadow stroke is enabled or not. * * @name Phaser.GameObjects.Text.TextStyle#shadowStroke * @type {boolean} * @default false * @since 3.0.0 */ this.shadowStroke; /** * Whether shadow fill is enabled or not. * * @name Phaser.GameObjects.Text.TextStyle#shadowFill * @type {boolean} * @default false * @since 3.0.0 */ this.shadowFill; /** * The text alignment. * * @name Phaser.GameObjects.Text.TextStyle#align * @type {string} * @default 'left' * @since 3.0.0 */ this.align; /** * The maximum number of lines to draw. * * @name Phaser.GameObjects.Text.TextStyle#maxLines * @type {integer} * @default 0 * @since 3.0.0 */ this.maxLines; /** * The fixed width of the text. * * `0` means no fixed with. * * @name Phaser.GameObjects.Text.TextStyle#fixedWidth * @type {number} * @default 0 * @since 3.0.0 */ this.fixedWidth; /** * The fixed height of the text. * * `0` means no fixed height. * * @name Phaser.GameObjects.Text.TextStyle#fixedHeight * @type {number} * @default 0 * @since 3.0.0 */ this.fixedHeight; /** * Whether the text should render right to left. * * @name Phaser.GameObjects.Text.TextStyle#rtl * @type {boolean} * @default false * @since 3.0.0 */ this.rtl; /** * The test string to use when measuring the font. * * @name Phaser.GameObjects.Text.TextStyle#testString * @type {string} * @default '|MÉqgy' * @since 3.0.0 */ this.testString; /** * The amount of horizontal padding adding to the width of the text when calculating the font metrics. * * @name Phaser.GameObjects.Text.TextStyle#baselineX * @type {number} * @default 1.2 * @since 3.3.0 */ this.baselineX; /** * The amount of vertical padding adding to the width of the text when calculating the font metrics. * * @name Phaser.GameObjects.Text.TextStyle#baselineY * @type {number} * @default 1.4 * @since 3.3.0 */ this.baselineY; /** * The font style, size and family. * * @name Phaser.GameObjects.Text.TextStyle#_font * @type {string} * @private * @since 3.0.0 */ this._font; // Set to defaults + user style this.setStyle(style, false); var metrics = GetValue(style, 'metrics', false); // Provide optional TextMetrics in the style object to avoid the canvas look-up / scanning // Doing this is reset if you then change the font of this TextStyle after creation if (metrics) { this.metrics = { ascent: GetValue(metrics, 'ascent', 0), descent: GetValue(metrics, 'descent', 0), fontSize: GetValue(metrics, 'fontSize', 0) }; } else { this.metrics = MeasureText(this); } }, /** * Set the text style. * * @example * text.setStyle({ * fontSize: '64px', * fontFamily: 'Arial', * color: '#ffffff', * align: 'center', * backgroundColor: '#ff00ff' * }); * * @method Phaser.GameObjects.Text.TextStyle#setStyle * @since 3.0.0 * * @param {object} style - The style settings to set. * @param {boolean} [updateText=true] - Whether to update the text immediately. * * @return {Phaser.GameObjects.Text} The parent Text object. */ setStyle: function (style, updateText) { if (updateText === undefined) { updateText = true; } // Avoid type mutation if (style && style.hasOwnProperty('fontSize') && typeof style.fontSize === 'number') { style.fontSize = style.fontSize.toString() + 'px'; } for (var key in propertyMap) { if (key === 'wordWrapCallback' || key === 'wordWrapCallbackScope') { // Callback & scope should be set without processing the values this[key] = GetValue(style, propertyMap[key][0], propertyMap[key][1]); } else { this[key] = GetAdvancedValue(style, propertyMap[key][0], propertyMap[key][1]); } } // Allow for 'font' override var font = GetValue(style, 'font', null); if (font === null) { this._font = [ this.fontStyle, this.fontSize, this.fontFamily ].join(' '); } else { this._font = font; } // Allow for 'fill' to be used in place of 'color' var fill = GetValue(style, 'fill', null); if (fill !== null) { this.color = fill; } if (updateText) { return this.update(true); } else { return this.parent; } }, /** * Synchronize the font settings to the given Canvas Rendering Context. * * @method Phaser.GameObjects.Text.TextStyle#syncFont * @since 3.0.0 * * @param {HTMLCanvasElement} canvas - The Canvas Element. * @param {CanvasRenderingContext2D} context - The Canvas Rendering Context. */ syncFont: function (canvas, context) { context.font = this._font; }, /** * Synchronize the text style settings to the given Canvas Rendering Context. * * @method Phaser.GameObjects.Text.TextStyle#syncStyle * @since 3.0.0 * * @param {HTMLCanvasElement} canvas - The Canvas Element. * @param {CanvasRenderingContext2D} context - The Canvas Rendering Context. */ syncStyle: function (canvas, context) { context.textBaseline = 'alphabetic'; context.fillStyle = this.color; context.strokeStyle = this.stroke; context.lineWidth = this.strokeThickness; context.lineCap = 'round'; context.lineJoin = 'round'; }, /** * Synchronize the shadow settings to the given Canvas Rendering Context. * * @method Phaser.GameObjects.Text.TextStyle#syncShadow * @since 3.0.0 * * @param {CanvasRenderingContext2D} context - The Canvas Rendering Context. * @param {boolean} enabled - Whether shadows are enabled or not. */ syncShadow: function (context, enabled) { if (enabled) { context.shadowOffsetX = this.shadowOffsetX; context.shadowOffsetY = this.shadowOffsetY; context.shadowColor = this.shadowColor; context.shadowBlur = this.shadowBlur; } else { context.shadowOffsetX = 0; context.shadowOffsetY = 0; context.shadowColor = 0; context.shadowBlur = 0; } }, /** * Update the style settings for the parent Text object. * * @method Phaser.GameObjects.Text.TextStyle#update * @since 3.0.0 * * @param {boolean} recalculateMetrics - Whether to recalculate font and text metrics. * * @return {Phaser.GameObjects.Text} The parent Text object. */ update: function (recalculateMetrics) { if (recalculateMetrics) { this._font = [ this.fontStyle, this.fontSize, this.fontFamily ].join(' '); this.metrics = MeasureText(this); } return this.parent.updateText(); }, /** * Set the font. * * If a string is given, the font family is set. * * If an object is given, the `fontFamily`, `fontSize` and `fontStyle` * properties of that object are set. * * @method Phaser.GameObjects.Text.TextStyle#setFont * @since 3.0.0 * * @param {(string|object)} font - The font family or font settings to set. * * @return {Phaser.GameObjects.Text} The parent Text object. */ setFont: function (font) { if (typeof font === 'string') { this.fontFamily = font; this.fontSize = ''; this.fontStyle = ''; } else { this.fontFamily = GetValue(font, 'fontFamily', 'Courier'); this.fontSize = GetValue(font, 'fontSize', '16px'); this.fontStyle = GetValue(font, 'fontStyle', ''); } return this.update(true); }, /** * Set the font family. * * @method Phaser.GameObjects.Text.TextStyle#setFontFamily * @since 3.0.0 * * @param {string} family - The font family. * * @return {Phaser.GameObjects.Text} The parent Text object. */ setFontFamily: function (family) { this.fontFamily = family; return this.update(true); }, /** * Set the font style. * * @method Phaser.GameObjects.Text.TextStyle#setFontStyle * @since 3.0.0 * * @param {string} style - The font style. * * @return {Phaser.GameObjects.Text} The parent Text object. */ setFontStyle: function (style) { this.fontStyle = style; return this.update(true); }, /** * Set the font size. * * @method Phaser.GameObjects.Text.TextStyle#setFontSize * @since 3.0.0 * * @param {(number|string)} size - The font size. * * @return {Phaser.GameObjects.Text} The parent Text object. */ setFontSize: function (size) { if (typeof size === 'number') { size = size.toString() + 'px'; } this.fontSize = size; return this.update(true); }, /** * Set the test string to use when measuring the font. * * @method Phaser.GameObjects.Text.TextStyle#setTestString * @since 3.0.0 * * @param {string} string - The test string to use when measuring the font. * * @return {Phaser.GameObjects.Text} The parent Text object. */ setTestString: function (string) { this.testString = string; return this.update(true); }, /** * Set a fixed width and height for the text. * * Pass in `0` for either of these parameters to disable fixed width or height respectively. * * @method Phaser.GameObjects.Text.TextStyle#setFixedSize * @since 3.0.0 * * @param {number} width - The fixed width to set. * @param {number} height - The fixed height to set. * * @return {Phaser.GameObjects.Text} The parent Text object. */ setFixedSize: function (width, height) { this.fixedWidth = width; this.fixedHeight = height; if (width) { this.parent.width = width; } if (height) { this.parent.height = height; } return this.update(false); }, /** * Set the background color. * * @method Phaser.GameObjects.Text.TextStyle#setBackgroundColor * @since 3.0.0 * * @param {string} color - The background color. * * @return {Phaser.GameObjects.Text} The parent Text object. */ setBackgroundColor: function (color) { this.backgroundColor = color; return this.update(false); }, /** * Set the text fill color. * * @method Phaser.GameObjects.Text.TextStyle#setFill * @since 3.0.0 * * @param {string} color - The text fill color. * * @return {Phaser.GameObjects.Text} The parent Text object. */ setFill: function (color) { this.color = color; return this.update(false); }, /** * Set the text fill color. * * @method Phaser.GameObjects.Text.TextStyle#setColor * @since 3.0.0 * * @param {string} color - The text fill color. * * @return {Phaser.GameObjects.Text} The parent Text object. */ setColor: function (color) { this.color = color; return this.update(false); }, /** * Set the stroke settings. * * @method Phaser.GameObjects.Text.TextStyle#setStroke * @since 3.0.0 * * @param {string} color - The stroke color. * @param {number} thickness - The stroke thickness. * * @return {Phaser.GameObjects.Text} The parent Text object. */ setStroke: function (color, thickness) { if (color === undefined) { // Reset the stroke to zero (disabling it) this.strokeThickness = 0; } else { if (thickness === undefined) { thickness = this.strokeThickness; } this.stroke = color; this.strokeThickness = thickness; } return this.update(true); }, /** * Set the shadow settings. * * @method Phaser.GameObjects.Text.TextStyle#setShadow * @since 3.0.0 * * @param {number} [x=0] - The horizontal shadow offset. * @param {number} [y=0] - The vertical shadow offset. * @param {string} [color='#000'] - The shadow color. * @param {number} [blur=0] - The shadow blur radius. * @param {boolean} [shadowStroke=false] - Whether to stroke the shadow. * @param {boolean} [shadowFill=true] - Whether to fill the shadow. * * @return {Phaser.GameObjects.Text} The parent Text object. */ setShadow: function (x, y, color, blur, shadowStroke, shadowFill) { if (x === undefined) { x = 0; } if (y === undefined) { y = 0; } if (color === undefined) { color = '#000'; } if (blur === undefined) { blur = 0; } if (shadowStroke === undefined) { shadowStroke = false; } if (shadowFill === undefined) { shadowFill = true; } this.shadowOffsetX = x; this.shadowOffsetY = y; this.shadowColor = color; this.shadowBlur = blur; this.shadowStroke = shadowStroke; this.shadowFill = shadowFill; return this.update(false); }, /** * Set the shadow offset. * * @method Phaser.GameObjects.Text.TextStyle#setShadowOffset * @since 3.0.0 * * @param {number} [x=0] - The horizontal shadow offset. * @param {number} [y=0] - The vertical shadow offset. * * @return {Phaser.GameObjects.Text} The parent Text object. */ setShadowOffset: function (x, y) { if (x === undefined) { x = 0; } if (y === undefined) { y = x; } this.shadowOffsetX = x; this.shadowOffsetY = y; return this.update(false); }, /** * Set the shadow color. * * @method Phaser.GameObjects.Text.TextStyle#setShadowColor * @since 3.0.0 * * @param {string} [color='#000'] - The shadow color. * * @return {Phaser.GameObjects.Text} The parent Text object. */ setShadowColor: function (color) { if (color === undefined) { color = '#000'; } this.shadowColor = color; return this.update(false); }, /** * Set the shadow blur radius. * * @method Phaser.GameObjects.Text.TextStyle#setShadowBlur * @since 3.0.0 * * @param {number} [blur=0] - The shadow blur radius. * * @return {Phaser.GameObjects.Text} The parent Text object. */ setShadowBlur: function (blur) { if (blur === undefined) { blur = 0; } this.shadowBlur = blur; return this.update(false); }, /** * Enable or disable shadow stroke. * * @method Phaser.GameObjects.Text.TextStyle#setShadowStroke * @since 3.0.0 * * @param {boolean} enabled - Whether shadow stroke is enabled or not. * * @return {Phaser.GameObjects.Text} The parent Text object. */ setShadowStroke: function (enabled) { this.shadowStroke = enabled; return this.update(false); }, /** * Enable or disable shadow fill. * * @method Phaser.GameObjects.Text.TextStyle#setShadowFill * @since 3.0.0 * * @param {boolean} enabled - Whether shadow fill is enabled or not. * * @return {Phaser.GameObjects.Text} The parent Text object. */ setShadowFill: function (enabled) { this.shadowFill = enabled; return this.update(false); }, /** * Set the width (in pixels) to use for wrapping lines. * * Pass in null to remove wrapping by width. * * @method Phaser.GameObjects.Text.TextStyle#setWordWrapWidth * @since 3.0.0 * * @param {number} width - The maximum width of a line in pixels. Set to null to remove wrapping. * @param {boolean} [useAdvancedWrap=false] - Whether or not to use the advanced wrapping * algorithm. If true, spaces are collapsed and whitespace is trimmed from lines. If false, * spaces and whitespace are left as is. * * @return {Phaser.GameObjects.Text} The parent Text object. */ setWordWrapWidth: function (width, useAdvancedWrap) { if (useAdvancedWrap === undefined) { useAdvancedWrap = false; } this.wordWrapWidth = width; this.wordWrapUseAdvanced = useAdvancedWrap; return this.update(false); }, /** * Set a custom callback for wrapping lines. * * Pass in null to remove wrapping by callback. * * @method Phaser.GameObjects.Text.TextStyle#setWordWrapCallback * @since 3.0.0 * * @param {TextStyleWordWrapCallback} callback - A custom function that will be responsible for wrapping the * text. It will receive two arguments: text (the string to wrap), textObject (this Text * instance). It should return the wrapped lines either as an array of lines or as a string with * newline characters in place to indicate where breaks should happen. * @param {object} [scope=null] - The scope that will be applied when the callback is invoked. * * @return {Phaser.GameObjects.Text} The parent Text object. */ setWordWrapCallback: function (callback, scope) { if (scope === undefined) { scope = null; } this.wordWrapCallback = callback; this.wordWrapCallbackScope = scope; return this.update(false); }, /** * Set the text alignment. * * Expects values like `'left'`, `'right'`, `'center'` or `'justified'`. * * @method Phaser.GameObjects.Text.TextStyle#setAlign * @since 3.0.0 * * @param {string} align - The text alignment. * * @return {Phaser.GameObjects.Text} The parent Text object. */ setAlign: function (align) { if (align === undefined) { align = 'left'; } this.align = align; return this.update(false); }, /** * Set the maximum number of lines to draw. * * @method Phaser.GameObjects.Text.TextStyle#setMaxLines * @since 3.0.0 * * @param {integer} [max=0] - The maximum number of lines to draw. * * @return {Phaser.GameObjects.Text} The parent Text object. */ setMaxLines: function (max) { if (max === undefined) { max = 0; } this.maxLines = max; return this.update(false); }, /** * Get the current text metrics. * * @method Phaser.GameObjects.Text.TextStyle#getTextMetrics * @since 3.0.0 * * @return {object} The text metrics. */ getTextMetrics: function () { var metrics = this.metrics; return { ascent: metrics.ascent, descent: metrics.descent, fontSize: metrics.fontSize }; }, /** * Build a JSON representation of this Text Style. * * @method Phaser.GameObjects.Text.TextStyle#toJSON * @since 3.0.0 * * @return {object} A JSON representation of this Text Style. */ toJSON: function () { var output = {}; for (var key in propertyMap) { output[key] = this[key]; } output.metrics = this.getTextMetrics(); return output; }, /** * Destroy this Text Style. * * @method Phaser.GameObjects.Text.TextStyle#destroy * @since 3.0.0 */ destroy: function () { this.parent = undefined; } }); module.exports = TextStyle;