var Class = require('../../../utils/Class'); var GameObject = require('../../GameObject'); var Components = require('../../components'); var CanvasPool = require('../../../display/canvas/CanvasPool'); var TextRender = require('./TextRender'); var TextStyle = require('../TextStyle'); var GetTextSize = require('../GetTextSize'); 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; } if (text === undefined) { text = ''; } // Cast to string whatever our value may be (numeric, etc) text = text.toString(); 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.text = (Array.isArray(text)) ? text.join('\n') : 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 Phaser is unable to accurately determine the true font dimensions. * @property {Phaser.Point} padding */ this.padding = { x: 0, y: 0 }; this.width = 1; this.height = 1; this.canvasTexture = null; this.dirty = false; if (text !== '') { this.updateText(); } var _this = this; scene.sys.game.renderer.addContextRestoredCallback(function () { _this.canvasTexture = null; _this.dirty = true; }); }, 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); }, 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); }, 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); }, 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); if (!style.fixedWidth) { this.width = textSize.width; } if (!style.fixedHeight) { this.height = textSize.height; } this.updateOrigin(); var padding = this.padding; var w = (textSize.width + (padding.x * 2)) * this.resolution; var h = (textSize.height + (padding.y * 2)) * 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.x, padding.y); 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.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.fill) { 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: { x: this.padding.x, y: this.padding.y } }; out.data = data; return out; } }); module.exports = Text;