/** * @author Richard Davey * @copyright 2014 Photon Storm Ltd. * @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License} */ /** * @class Phaser.BitmapFont * @extends Phaser.RenderTexture * @constructor * @param {Phaser.Game} game - Current game instance. * @param {string} key - The font set graphic set as stored in the Game.Cache. * @param {number} characterWidth - The width of each character in the font set. * @param {number} characterHeight - The height of each character in the font set. * @param {string} chars - The characters used in the font set, in display order. You can use the TEXT_SET consts for common font set arrangements. * @param {number} charsPerRow - The number of characters per row in the font set. * @param {number} [xSpacing=0] - If the characters in the font set have horizontal spacing between them set the required amount here. * @param {number} [ySpacing=0] - If the characters in the font set have vertical spacing between them set the required amount here. * @param {number} [xOffset=0] - If the font set doesn't start at the top left of the given image, specify the X coordinate offset here. * @param {number} [yOffset=0] - If the font set doesn't start at the top left of the given image, specify the Y coordinate offset here. */ Phaser.BitmapFont = function (game, key, characterWidth, characterHeight, chars, charsPerRow, xSpacing, ySpacing, xOffset, yOffset) { /** * @property {number} characterWidth - The width of each character in the font set. */ this.characterWidth = characterWidth; /** * @property {number} characterHeight - The height of each character in the font set. */ this.characterHeight = characterHeight; /** * @property {number} characterSpacingX - If the characters in the font set have horizontal spacing between them set the required amount here. */ this.characterSpacingX = xSpacing || 0; /** * @property {number} characterSpacingY - If the characters in the font set have vertical spacing between them set the required amount here. */ this.characterSpacingY = ySpacing || 0; /** * @property {number} characterPerRow - The number of characters per row in the font set. */ this.characterPerRow = charsPerRow; /** * @property {number} offsetX - If the font set doesn't start at the top left of the given image, specify the X coordinate offset here. */ this.offsetX = xOffset || 0; /** * @property {number} offsetY - If the font set doesn't start at the top left of the given image, specify the Y coordinate offset here. */ this.offsetY = yOffset || 0; /** * @property {string} align - Alignment of the text when multiLine = true or a fixedWidth is set. Set to BitmapFont.ALIGN_LEFT (default), BitmapFont.ALIGN_RIGHT or BitmapFont.ALIGN_CENTER. */ this.align = "left"; /** * @property {boolean} multiLine - If set to true all carriage-returns in text will form new lines (see align). If false the font will only contain one single line of text (the default) * @default */ this.multiLine = false; /** * @property {boolean} autoUpperCase - Automatically convert any text to upper case. Lots of old bitmap fonts only contain upper-case characters, so the default is true. * @default */ this.autoUpperCase = true; /** * @property {number} customSpacingX - Adds horizontal spacing between each character of the font, in pixels. * @default */ this.customSpacingX = 0; /** * @property {number} customSpacingY - Adds vertical spacing between each line of multi-line text, set in pixels. * @default */ this.customSpacingY = 0; /** * If you need this BitmapFont image to have a fixed width you can set the width in this value. * If text is wider than the width specified it will be cropped off. * @property {number} fixedWidth */ this.fixedWidth = 0; /** * @property {HTMLImage} fontSet - A reference to the image stored in the Game.Cache that contains the font. */ this.fontSet = game.cache.getImage(key); /** * @property {string} _text - The text of the font image. * @private */ this._text = ''; /** * @property {array} grabData - An array of rects for faster character pasting. * @private */ this.grabData = []; // Now generate our rects for faster copying later on var currentX = this.offsetX; var currentY = this.offsetY; var r = 0; var data = new Phaser.FrameData(); for (var c = 0; c < chars.length; c++) { var uuid = game.rnd.uuid(); var frame = data.addFrame(new Phaser.Frame(c, currentX, currentY, this.characterWidth, this.characterHeight, '', uuid)); this.grabData[chars.charCodeAt(c)] = frame.index; PIXI.TextureCache[uuid] = new PIXI.Texture(PIXI.BaseTextureCache[key], { x: currentX, y: currentY, width: this.characterWidth, height: this.characterHeight }); r++; if (r == this.characterPerRow) { r = 0; currentX = this.offsetX; currentY += this.characterHeight + this.characterSpacingY; } else { currentX += this.characterWidth + this.characterSpacingX; } } game.cache.updateFrameData(key, data); this.stamp = new Phaser.Image(game, 0, 0, key, 0); Phaser.RenderTexture.call(this, game); /** * @property {number} type - Base Phaser object type. */ this.type = Phaser.BITMAPFONT; }; Phaser.BitmapFont.prototype = Object.create(Phaser.RenderTexture.prototype); Phaser.BitmapFont.prototype.constructor = Phaser.BitmapFont; /** * Align each line of multi-line text to the left. * @constant * @type {string} */ Phaser.BitmapFont.ALIGN_LEFT = "left"; /** * Align each line of multi-line text to the right. * @constant * @type {string} */ Phaser.BitmapFont.ALIGN_RIGHT = "right"; /** * Align each line of multi-line text in the center. * @constant * @type {string} */ Phaser.BitmapFont.ALIGN_CENTER = "center"; /** * Text Set 1 = !\"#$%&'()*+,-./0123456789:;<=>?@ABCDEFGHIJKLMNOPQRSTUVWXYZ[\]^_`abcdefghijklmnopqrstuvwxyz{|}~ * @constant * @type {string} */ Phaser.BitmapFont.TEXT_SET1 = " !\"#$%&'()*+,-./0123456789:;<=>?@ABCDEFGHIJKLMNOPQRSTUVWXYZ[\\]^_`abcdefghijklmnopqrstuvwxyz{|}~"; /** * Text Set 2 = !\"#$%&'()*+,-./0123456789:;<=>?@ABCDEFGHIJKLMNOPQRSTUVWXYZ * @constant * @type {string} */ Phaser.BitmapFont.TEXT_SET2 = " !\"#$%&'()*+,-./0123456789:;<=>?@ABCDEFGHIJKLMNOPQRSTUVWXYZ"; /** * Text Set 3 = ABCDEFGHIJKLMNOPQRSTUVWXYZ0123456789 * @constant * @type {string} */ Phaser.BitmapFont.TEXT_SET3 = "ABCDEFGHIJKLMNOPQRSTUVWXYZ0123456789 "; /** * Text Set 4 = ABCDEFGHIJKLMNOPQRSTUVWXYZ 0123456789 * @constant * @type {string} */ Phaser.BitmapFont.TEXT_SET4 = "ABCDEFGHIJKLMNOPQRSTUVWXYZ 0123456789"; /** * Text Set 5 = ABCDEFGHIJKLMNOPQRSTUVWXYZ.,/() '!?-*:0123456789 * @constant * @type {string} */ Phaser.BitmapFont.TEXT_SET5 = "ABCDEFGHIJKLMNOPQRSTUVWXYZ.,/() '!?-*:0123456789"; /** * Text Set 6 = ABCDEFGHIJKLMNOPQRSTUVWXYZ!?:;0123456789\"(),-.' * @constant * @type {string} */ Phaser.BitmapFont.TEXT_SET6 = "ABCDEFGHIJKLMNOPQRSTUVWXYZ!?:;0123456789\"(),-.' "; /** * Text Set 7 = AGMSY+:4BHNTZ!;5CIOU.?06DJPV,(17EKQW\")28FLRX-'39 * @constant * @type {string} */ Phaser.BitmapFont.TEXT_SET7 = "AGMSY+:4BHNTZ!;5CIOU.?06DJPV,(17EKQW\")28FLRX-'39"; /** * Text Set 8 = 0123456789 .ABCDEFGHIJKLMNOPQRSTUVWXYZ * @constant * @type {string} */ Phaser.BitmapFont.TEXT_SET8 = "0123456789 .ABCDEFGHIJKLMNOPQRSTUVWXYZ"; /** * Text Set 9 = ABCDEFGHIJKLMNOPQRSTUVWXYZ()-0123456789.:,'\"?! * @constant * @type {string} */ Phaser.BitmapFont.TEXT_SET9 = "ABCDEFGHIJKLMNOPQRSTUVWXYZ()-0123456789.:,'\"?!"; /** * Text Set 10 = ABCDEFGHIJKLMNOPQRSTUVWXYZ * @constant * @type {string} */ Phaser.BitmapFont.TEXT_SET10 = "ABCDEFGHIJKLMNOPQRSTUVWXYZ"; /** * Text Set 11 = ABCDEFGHIJKLMNOPQRSTUVWXYZ.,\"-+!?()':;0123456789 * @constant * @type {string} */ Phaser.BitmapFont.TEXT_SET11 = "ABCDEFGHIJKLMNOPQRSTUVWXYZ.,\"-+!?()':;0123456789"; /** * If you need this FlxSprite to have a fixed width and custom alignment you can set the width here.
* If text is wider than the width specified it will be cropped off. * * @method Phaser.BitmapFont#setFixedWidth * @memberof Phaser.BitmapFont * @param {number} width - Width in pixels of this BitmapFont. Set to zero to disable and re-enable automatic resizing. * @param {string} [lineAlignment='left'] - Align the text within this width. Set to BitmapFont.ALIGN_LEFT (default), BitmapFont.ALIGN_RIGHT or BitmapFont.ALIGN_CENTER. */ Phaser.BitmapFont.prototype.setFixedWidth = function (width, lineAlignment) { if (typeof lineAlignment === 'undefined') { lineAlignment = 'left'; } this.fixedWidth = width; this.align = lineAlignment; } /** * A helper function that quickly sets lots of variables at once, and then updates the text. * * @method Phaser.BitmapFont#setText * @memberof Phaser.BitmapFont * @param {string} content - The text of this sprite. * @param {boolean} [multiLine=false] - Set to true if you want to support carriage-returns in the text and create a multi-line sprite instead of a single line. * @param {number} [characterSpacing=0] - To add horizontal spacing between each character specify the amount in pixels. * @param {number} [lineSpacing=0] - To add vertical spacing between each line of text, set the amount in pixels. * @param {string} [lineAlignment='left'] - Align each line of multi-line text. Set to BitmapFont.ALIGN_LEFT, BitmapFont.ALIGN_RIGHT or BitmapFont.ALIGN_CENTER. * @param {boolean} [allowLowerCase=false] - Lots of bitmap font sets only include upper-case characters, if yours needs to support lower case then set this to true. */ Phaser.BitmapFont.prototype.setText = function (content, multiLine, characterSpacing, lineSpacing, lineAlignment, allowLowerCase) { this.multiLine = multiLine || false; this.customSpacingX = characterSpacing || 0; this.customSpacingY = lineSpacing || 0; this.align = lineAlignment || 'left'; if (allowLowerCase) { this.autoUpperCase = false; } else { this.autoUpperCase = true; } if (content.length > 0) { this.text = content; } } /** * Over rides the default PIXI.RenderTexture resize event as we need our baseTexture resized as well. * * @method Phaser.BitmapFont#resize * @memberof Phaser.BitmapFont */ Phaser.BitmapFont.prototype.resize = function (width, height) { this.width = width; this.height = height; this.frame.width = this.width; this.frame.height = this.height; this.baseTexture.width = this.width; this.baseTexture.height = this.height; if (this.renderer.type === PIXI.WEBGL_RENDERER) { this.projection.x = this.width / 2; this.projection.y = -this.height / 2; var gl = this.renderer.gl; gl.bindTexture(gl.TEXTURE_2D, this.baseTexture._glTextures[gl.id]); gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, this.width, this.height, 0, gl.RGBA, gl.UNSIGNED_BYTE, null); } else { this.textureBuffer.resize(this.width, this.height); } PIXI.Texture.frameUpdates.push(this); } /** * Updates the BitmapData of the Sprite with the text * * @method Phaser.BitmapFont#buildBitmapFontText * @memberof Phaser.BitmapFont */ Phaser.BitmapFont.prototype.buildBitmapFontText = function () { var cx = 0; var cy = 0; if (this.multiLine) { var lines = this._text.split("\n"); if (this.fixedWidth > 0) { this.resize(fixedWidth, (lines.length * (this.characterHeight + this.customSpacingY)) - this.customSpacingY); } else { this.resize(this.getLongestLine() * (this.characterWidth + this.customSpacingX), (lines.length * (this.characterHeight + this.customSpacingY)) - this.customSpacingY); } this.textureBuffer.clear(); // Loop through each line of text for (var i = 0; i < lines.length; i++) { // This line of text is held in lines[i] - need to work out the alignment switch (this.align) { case Phaser.BitmapFont.ALIGN_LEFT: cx = 0; break; case Phaser.BitmapFont.ALIGN_RIGHT: cx = this.width - (lines[i].length * (this.characterWidth + this.customSpacingX)); break; case Phaser.BitmapFont.ALIGN_CENTER: cx = (this.width / 2) - ((lines[i].length * (this.characterWidth + this.customSpacingX)) / 2); cx += this.customSpacingX / 2; break; } // Sanity checks if (cx < 0) { cx = 0; } this.pasteLine(lines[i], cx, cy, this.customSpacingX); cy += this.characterHeight + this.customSpacingY; } } else { if (this.fixedWidth > 0) { this.resize(fixedWidth, this.characterHeight); } else { this.resize(this._text.length * (this.characterWidth + this.customSpacingX), this.characterHeight); } this.textureBuffer.clear(); switch (this.align) { case Phaser.BitmapFont.ALIGN_LEFT: cx = 0; break; case Phaser.BitmapFont.ALIGN_RIGHT: cx = this.width - (this._text.length * (this.characterWidth + this.customSpacingX)); break; case Phaser.BitmapFont.ALIGN_CENTER: cx = (this.width / 2) - ((this._text.length * (this.characterWidth + this.customSpacingX)) / 2); cx += this.customSpacingX / 2; break; } this.pasteLine(this._text, cx, 0, this.customSpacingX); } } /** * Internal function that takes a single line of text (2nd parameter) and pastes it into the BitmapData at the given coordinates. * Used by getLine and getMultiLine * * @method Phaser.BitmapFont#buildBitmapFontText * @memberof Phaser.BitmapFont * @param {string} line - The single line of text to paste. * @param {number} x - The x coordinate. * @param {number} y - The y coordinate. * @param {number} customSpacingX - Custom X spacing. */ Phaser.BitmapFont.prototype.pasteLine = function (line, x, y, customSpacingX) { var p = new Phaser.Point(); for (var c = 0; c < line.length; c++) { // If it's a space then there is no point copying, so leave a blank space if (line.charAt(c) == " ") { x += this.characterWidth + this.customSpacingX; } else { // If the character doesn't exist in the font then we don't want a blank space, we just want to skip it if (this.grabData[line.charCodeAt(c)] >= 0) { this.stamp.frame = this.grabData[line.charCodeAt(c)]; p.set(x, y); this.render(this.stamp, p, false); x += this.characterWidth + this.customSpacingX; if (x > this.width) { break; } } } } } /** * Works out the longest line of text in _text and returns its length * * @method Phaser.BitmapFont#getLongestLine * @memberof Phaser.BitmapFont * @return {number} The length of the longest line of text. */ Phaser.BitmapFont.prototype.getLongestLine = function () { var longestLine = 0; if (this._text.length > 0) { var lines = this._text.split("\n"); for (var i = 0; i < lines.length; i++) { if (lines[i].length > longestLine) { longestLine = lines[i].length; } } } return longestLine; } /** * Internal helper function that removes all unsupported characters from the _text String, leaving only characters contained in the font set. * * @method Phaser.BitmapFont#removeUnsupportedCharacters * @memberof Phaser.BitmapFont * @protected * @param {boolean} [stripCR=true] - Should it strip carriage returns as well? * @return {string} A clean version of the string. */ Phaser.BitmapFont.prototype.removeUnsupportedCharacters = function (stripCR) { var newString = ""; for (var c = 0; c < this._text.length; c++) { var char = this._text[c]; var code = char.charCodeAt(0); if (this.grabData[code] >= 0 || (!stripCR && char === "\n")) { newString = newString.concat(char); } } return newString; } /** * @name Phaser.BitmapText#text * @property {string} text - Set this value to update the text in this sprite. Carriage returns are automatically stripped out if multiLine is false. Text is converted to upper case if autoUpperCase is true. */ Object.defineProperty(Phaser.BitmapFont.prototype, "text", { get: function () { return this._text; }, set: function (value) { var newText; if (this.autoUpperCase) { newText = value.toUpperCase(); } else { newText = value; } if (newText !== this._text) { this._text = newText; this.removeUnsupportedCharacters(this.multiLine); this.buildBitmapFontText(); } } });