/** * @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.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. */ var BitmapTextCanvasRenderer = function (renderer, src, interpolationPercentage, camera) { var text = src.text; var textLength = text.length; if (GameObject.RENDER_MASK !== src.renderFlags || textLength === 0 || (src.cameraFilter > 0 && (src.cameraFilter & camera._id))) { return; } var textureFrame = src.frame; var chars = src.fontData.chars; var lineHeight = src.fontData.lineHeight; var kerning = src.kerning; var xAdvance = 0; var yAdvance = 0; var indexCount = 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 ctx = renderer.currentContext; var image = src.frame.source.image; var textureX = textureFrame.cutX; var textureY = textureFrame.cutY; var scale = (src.fontSize / src.fontData.size); // Blend Mode if (renderer.currentBlendMode !== src.blendMode) { renderer.currentBlendMode = src.blendMode; ctx.globalCompositeOperation = renderer.blendModes[src.blendMode]; } // Alpha if (renderer.currentAlpha !== src.alpha) { renderer.currentAlpha = src.alpha; ctx.globalAlpha = src.alpha; } // Smoothing if (renderer.currentScaleMode !== src.scaleMode) { renderer.currentScaleMode = src.scaleMode; } var roundPixels = renderer.config.roundPixels; var tx = (src.x - camera.scrollX * src.scrollFactorX) + src.frame.x; var ty = (src.y - camera.scrollY * src.scrollFactorY) + src.frame.y; if (roundPixels) { tx |= 0; ty |= 0; } ctx.save(); ctx.translate(tx, ty); ctx.rotate(src.rotation); ctx.translate(-src.displayOriginX, -src.displayOriginY); ctx.scale(src.scaleX, src.scaleY); for (var index = 0; index < textLength; ++index) { charCode = text.charCodeAt(index); if (charCode === 10) { xAdvance = 0; indexCount = 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 = indexCount + glyph.xOffset + xAdvance; y = glyph.yOffset + yAdvance; if (lastGlyph !== null) { var kerningOffset = glyph.kerning[lastCharCode]; x += (kerningOffset !== undefined) ? kerningOffset : 0; } x *= scale; y *= scale; xAdvance += glyph.xAdvance + kerning; indexCount += 1; 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 |= 0; y |= 0; } 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;