/** * @author Richard Davey * @copyright 2018 Photon Storm Ltd. * @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License} */ var GameObject = require('../../GameObject'); /** * 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.Text#renderCanvas * @since 3.0.0 * @private * * @param {Phaser.Renderer.Canvas.CanvasRenderer} renderer - A reference to the current active Canvas renderer. * @param {Phaser.GameObjects.Text} 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 TextCanvasRenderer = function (renderer, src, interpolationPercentage, camera, parentMatrix) { if (GameObject.RENDER_MASK !== src.renderFlags || (src.cameraFilter > 0 && (src.cameraFilter & camera.id)) || src.text === '') { return; } var ctx = renderer.currentContext; // Alpha var alpha = camera.alpha * src.alpha; if (alpha === 0) { // Nothing to see, so abort early return; } else if (renderer.currentAlpha !== alpha) { renderer.currentAlpha = alpha; ctx.globalAlpha = alpha; } // Blend Mode if (renderer.currentBlendMode !== src.blendMode) { renderer.currentBlendMode = src.blendMode; ctx.globalCompositeOperation = renderer.blendModes[src.blendMode]; } // Smoothing if (renderer.currentScaleMode !== src.scaleMode) { renderer.currentScaleMode = src.scaleMode; } var canvas = src.canvas; ctx.save(); if (parentMatrix !== undefined) { var matrix = parentMatrix.matrix; ctx.transform(matrix[0], matrix[1], matrix[2], matrix[3], matrix[4], matrix[5]); } var tx = src.x - camera.scrollX * src.scrollFactorX; var ty = src.y - camera.scrollY * src.scrollFactorY; if (camera.roundPixels) { tx |= 0; ty |= 0; } ctx.translate(tx, ty); ctx.rotate(src.rotation); ctx.scale(src.scaleX, src.scaleY); ctx.translate(canvas.width * (src.flipX ? 1 : 0), canvas.height * (src.flipY ? 1 : 0)); ctx.scale(src.flipX ? -1 : 1, src.flipY ? -1 : 1); ctx.drawImage(canvas, 0, 0, canvas.width, canvas.height, -src.displayOriginX, -src.displayOriginY, canvas.width, canvas.height); ctx.restore(); }; module.exports = TextCanvasRenderer;