/** * @author Richard Davey * @copyright 2020 Photon Storm Ltd. * @license {@link https://opensource.org/licenses/MIT|MIT License} */ var SetTransform = require('../../../renderer/canvas/utils/SetTransform'); /** * Renders this Game Object with the Canvas Renderer to the given Camera. * The object will not render if any of its renderFlags are set or it is being actively filtered out by the Camera. * This method should not be called directly. It is a utility function of the Render module. * * @method Phaser.GameObjects.BitmapText#renderCanvas * @since 3.0.0 * @private * * @param {Phaser.Renderer.Canvas.CanvasRenderer} renderer - A reference to the current active Canvas renderer. * @param {Phaser.GameObjects.BitmapText} src - The Game Object being rendered in this call. * @param {number} interpolationPercentage - Reserved for future use and custom pipelines. * @param {Phaser.Cameras.Scene2D.Camera} camera - The Camera that is rendering the Game Object. * @param {Phaser.GameObjects.Components.TransformMatrix} parentMatrix - This transform matrix is defined if the game object is nested */ var BitmapTextCanvasRenderer = function (renderer, src, interpolationPercentage, camera, parentMatrix) { var text = src._text; var textLength = text.length; var ctx = renderer.currentContext; if (textLength === 0 || !SetTransform(renderer, ctx, src, camera, parentMatrix)) { return; } var textureFrame = src.frame; var chars = src.fontData.chars; var lineHeight = src.fontData.lineHeight; var letterSpacing = src._letterSpacing; var xAdvance = 0; var yAdvance = 0; var charCode = 0; var glyph = null; var glyphX = 0; var glyphY = 0; var glyphW = 0; var glyphH = 0; var x = 0; var y = 0; var lastGlyph = null; var lastCharCode = 0; var image = src.frame.source.image; var textureX = textureFrame.cutX; var textureY = textureFrame.cutY; var scale = (src._fontSize / src.fontData.size); var align = src._align; var currentLine = 0; var lineOffsetX = 0; // Update the bounds - skipped internally if not dirty var bounds = src.getTextBounds(false); // In case the method above changed it (word wrapping) if (src.maxWidth > 0) { text = bounds.wrappedText; textLength = text.length; } var lineData = src._bounds.lines; if (align === 1) { lineOffsetX = (lineData.longest - lineData.lengths[0]) / 2; } else if (align === 2) { lineOffsetX = (lineData.longest - lineData.lengths[0]); } ctx.translate(-src.displayOriginX, -src.displayOriginY); var roundPixels = camera.roundPixels; for (var i = 0; i < textLength; i++) { charCode = text.charCodeAt(i); if (charCode === 10) { currentLine++; if (align === 1) { lineOffsetX = (lineData.longest - lineData.lengths[currentLine]) / 2; } else if (align === 2) { lineOffsetX = (lineData.longest - lineData.lengths[currentLine]); } xAdvance = 0; yAdvance += lineHeight; lastGlyph = null; continue; } glyph = chars[charCode]; if (!glyph) { continue; } glyphX = textureX + glyph.x; glyphY = textureY + glyph.y; glyphW = glyph.width; glyphH = glyph.height; x = glyph.xOffset + xAdvance; y = glyph.yOffset + yAdvance; if (lastGlyph !== null) { var kerningOffset = glyph.kerning[lastCharCode]; x += (kerningOffset !== undefined) ? kerningOffset : 0; } x *= scale; y *= scale; x += lineOffsetX; xAdvance += glyph.xAdvance + letterSpacing; lastGlyph = glyph; lastCharCode = charCode; // Nothing to render or a space? Then skip to the next glyph if (glyphW === 0 || glyphH === 0 || charCode === 32) { continue; } if (roundPixels) { x = Math.round(x); y = Math.round(y); } ctx.save(); ctx.translate(x, y); ctx.scale(scale, scale); ctx.drawImage(image, glyphX, glyphY, glyphW, glyphH, 0, 0, glyphW, glyphH); ctx.restore(); } ctx.restore(); }; module.exports = BitmapTextCanvasRenderer;