var AddToDOM = require('../../../dom/AddToDOM'); var CanvasPool = require('../../../display/canvas/CanvasPool'); var Class = require('../../../utils/Class'); var Components = require('../../components'); var GameObject = require('../../GameObject'); var GetTextSize = require('../GetTextSize'); var GetValue = require('../../../utils/object/GetValue'); var RemoveFromDOM = require('../../../dom/RemoveFromDOM'); var TextRender = require('./TextRender'); var TextStyle = require('../TextStyle'); var Text = new Class({ Extends: GameObject, Mixins: [ Components.Alpha, Components.BlendMode, Components.Flip, Components.GetBounds, Components.Origin, Components.RenderTarget, Components.ScaleMode, Components.ScrollFactor, Components.Tint, Components.Transform, Components.Visible, TextRender ], initialize: function Text (scene, x, y, text, style) { if (x === undefined) { x = 0; } if (y === undefined) { y = 0; } GameObject.call(this, scene, 'Text'); this.setPosition(x, y); this.setOrigin(0, 0); /** * @property {HTMLCanvasElement} canvas - The canvas element that the text is rendered. */ this.canvas = CanvasPool.create(this); /** * @property {HTMLCanvasElement} context - The context of the canvas element that the text is rendered to. */ this.context = this.canvas.getContext('2d'); this.style = new TextStyle(this, style); this.autoRound = true; /** * The Regular Expression that is used to split the text up into lines, in * multi-line text. By default this is `/(?:\r\n|\r|\n)/`. * You can change this RegExp to be anything else that you may need. * @property {Object} splitRegExp */ this.splitRegExp = /(?:\r\n|\r|\n)/; // This is populated in this.setText this.text = ''; this.resolution = 1; /** * Specify a padding value which is added to the line width and height when calculating the Text size. * Allows you to add extra spacing if the browser is unable to accurately determine the true font dimensions. * @property {Phaser.Point} padding */ this.padding = { left: 0, right: 0, top: 0, bottom: 0 }; this.width = 1; this.height = 1; this.canvasTexture = null; this.dirty = false; this.initRTL(); if (style && style.padding) { this.setPadding(style.padding); } this.setText(text); var _this = this; scene.sys.game.renderer.addContextRestoredCallback(function () { _this.canvasTexture = null; _this.dirty = true; }); }, initRTL: function () { if (!this.style.rtl) { return; } // Here is where the crazy starts. // // Due to browser implementation issues, you cannot fillText BiDi text to a canvas // that is not part of the DOM. It just completely ignores the direction property. this.canvas.dir = 'rtl'; // Experimental atm, but one day ... this.context.direction = 'rtl'; // Add it to the DOM, but hidden within the parent canvas. this.canvas.style.display = 'none'; AddToDOM(this.canvas, this.scene.sys.canvas); // And finally we set the x origin this.originX = 1; }, setText: function (value) { if (Array.isArray(value)) { value = value.join('\n'); } if (value !== this.text) { this.text = value.toString(); this.updateText(); } return this; }, setStyle: function (style) { return this.style.setStyle(style); }, setFont: function (font) { return this.style.setFont(font); }, setFontFamily: function (family) { return this.style.setFontFamily(family); }, setFontSize: function (size) { return this.style.setFontSize(size); }, setFontStyle: function (style) { return this.style.setFontStyle(style); }, setFixedSize: function (width, height) { return this.style.setFixedSize(width, height); }, setBackgroundColor: function (color) { return this.style.setBackgroundColor(color); }, setFill: function (color) { return this.style.setFill(color); }, setColor: function (color) { return this.style.setColor(color); }, setStroke: function (color, thickness) { return this.style.setStroke(color, thickness); }, setShadow: function (x, y, color, blur, shadowStroke, shadowFill) { return this.style.setShadow(x, y, color, blur, shadowStroke, shadowFill); }, setShadowOffset: function (x, y) { return this.style.setShadowOffset(x, y); }, setShadowColor: function (color) { return this.style.setShadowColor(color); }, setShadowBlur: function (blur) { return this.style.setShadowBlur(blur); }, setShadowStroke: function (enabled) { return this.style.setShadowStroke(enabled); }, setShadowFill: function (enabled) { return this.style.setShadowFill(enabled); }, setAlign: function (align) { return this.style.setAlign(align); }, // 'left' can be an object // if only 'left' and 'top' are given they are treated as 'x' and 'y' setPadding: function (left, top, right, bottom) { if (typeof left === 'object') { var config = left; // If they specify x and/or y this applies to all var x = GetValue(config, 'x', null); if (x !== null) { left = x; right = x; } else { left = GetValue(config, 'left', 0); right = GetValue(config, 'right', left); } var y = GetValue(config, 'y', null); if (y !== null) { top = y; bottom = y; } else { top = GetValue(config, 'top', 0); bottom = GetValue(config, 'bottom', top); } } else { if (left === undefined) { left = 0; } if (top === undefined) { top = left; } if (right === undefined) { right = left; } if (bottom === undefined) { bottom = top; } } this.padding.left = left; this.padding.top = top; this.padding.right = right; this.padding.bottom = bottom; return this.updateText(); }, setMaxLines: function (max) { return this.style.setMaxLines(max); }, updateText: function () { var canvas = this.canvas; var context = this.context; var style = this.style; var size = style.metrics; var outputText = this.text; // if (style.wordWrap) // { // outputText = this.runWordWrap(this.text); // } // Split text into lines var lines = outputText.split(this.splitRegExp); var textSize = GetTextSize(this, size, lines); var padding = this.padding; var w = textSize.width + padding.left + padding.right; var h = textSize.height + padding.top + padding.bottom; // console.log(textSize); // console.log(padding); // console.log(w, 'x', h); // console.log(''); if (!style.fixedWidth) { this.width = w; } if (!style.fixedHeight) { this.height = h; } this.updateDisplayOrigin(); w *= this.resolution; h *= this.resolution; if (canvas.width !== w || canvas.height !== h) { canvas.width = w; canvas.height = h; } else { context.clearRect(0, 0, w, h); } if (style.backgroundColor) { context.fillStyle = style.backgroundColor; context.fillRect(0, 0, w, h); } style.syncFont(canvas, context); context.textBaseline = 'alphabetic'; // Apply padding context.translate(padding.left, padding.top); var linePositionX; var linePositionY; // Draw text line by line for (var i = 0; i < textSize.lines; i++) { linePositionX = style.strokeThickness / 2; linePositionY = (style.strokeThickness / 2 + i * textSize.lineHeight) + size.ascent; if (i > 0) { linePositionY += (textSize.lineSpacing * i); } if (style.rtl) { linePositionX = w - linePositionX; } else if (style.align === 'right') { linePositionX += textSize.width - textSize.lineWidths[i]; } else if (style.align === 'center') { linePositionX += (textSize.width - textSize.lineWidths[i]) / 2; } if (this.autoRound) { linePositionX = Math.round(linePositionX); linePositionY = Math.round(linePositionY); } if (style.strokeThickness) { this.style.syncShadow(context, style.shadowStroke); context.strokeText(lines[i], linePositionX, linePositionY); } if (style.color) { this.style.syncShadow(context, style.shadowFill); context.fillText(lines[i], linePositionX, linePositionY); } } this.dirty = true; return this; }, getTextMetrics: function () { return this.style.getTextMetrics(); }, toJSON: function () { var out = Components.ToJSON(this); // Extra Text data is added here var data = { autoRound: this.autoRound, text: this.text, style: this.style.toJSON(), resolution: this.resolution, padding: { left: this.padding.left, right: this.padding.right, top: this.padding.top, bottom: this.padding.bottom } }; out.data = data; return out; }, preDestroy: function () { if (this.style.rtl) { RemoveFromDOM(this.canvas); } CanvasPool.remove(this.canvas); } }); module.exports = Text;