mirror of
https://github.com/photonstorm/phaser
synced 2024-12-11 22:03:09 +00:00
814 lines
18 KiB
HTML
814 lines
18 KiB
HTML
<!DOCTYPE html>
|
|
|
|
<html lang="en">
|
|
<head>
|
|
<meta charset="utf-8">
|
|
<title>Phaser Source: gameobjects/Text.js</title>
|
|
|
|
<!--[if lt IE 9]>
|
|
<script src="//html5shiv.googlecode.com/svn/trunk/html5.js"></script>
|
|
<![endif]-->
|
|
<link type="text/css" rel="stylesheet" href="styles/sunlight.default.css">
|
|
|
|
|
|
<link type="text/css" rel="stylesheet" href="styles/site.cerulean.css">
|
|
|
|
</head>
|
|
|
|
<body>
|
|
<div class="container-fluid">
|
|
<div class="navbar navbar-fixed-top navbar-inverse">
|
|
<div class="navbar-inner">
|
|
<a class="brand" href="index.html">Phaser</a>
|
|
<ul class="nav">
|
|
|
|
<li class="dropdown">
|
|
<a href="namespaces.list.html" class="dropdown-toggle" data-toggle="dropdown">Namespaces<b
|
|
class="caret"></b></a>
|
|
|
|
<ul class="dropdown-menu ">
|
|
|
|
<li>
|
|
<a href="Phaser.html">Phaser</a>
|
|
</li>
|
|
|
|
|
|
</ul>
|
|
</li>
|
|
|
|
<li class="dropdown">
|
|
<a href="classes.list.html" class="dropdown-toggle" data-toggle="dropdown">Classes<b
|
|
class="caret"></b></a>
|
|
|
|
<ul class="dropdown-menu ">
|
|
|
|
<li>
|
|
<a href="Phaser.Animation.html">Animation</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.AnimationManager.html">AnimationManager</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.AnimationParser.html">AnimationParser</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.BitmapData.html">BitmapData</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.BitmapText.html">BitmapText</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.Button.html">Button</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.Cache.html">Cache</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.Camera.html">Camera</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.Canvas.html">Canvas</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.Circle.html">Circle</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.Color.html">Color</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.Device.html">Device</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.DOMSprite.html">DOMSprite</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.Easing.html">Easing</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.Easing.Back.html">Back</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.Easing.Bounce.html">Bounce</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.Easing.Circular.html">Circular</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.Easing.Cubic.html">Cubic</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.Easing.Elastic.html">Elastic</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.Easing.Exponential.html">Exponential</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.Easing.Linear.html">Linear</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.Easing.Quadratic.html">Quadratic</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.Easing.Quartic.html">Quartic</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.Easing.Quintic.html">Quintic</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.Easing.Sinusoidal.html">Sinusoidal</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.Events.html">Events</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.Filter.html">Filter</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.Frame.html">Frame</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.FrameData.html">FrameData</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.Game.html">Game</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.GameObjectFactory.html">GameObjectFactory</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.Gamepad.html">Gamepad</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.GamepadButton.html">GamepadButton</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.Graphics.html">Graphics</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.Group.html">Group</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.Image.html">Image</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.Input.html">Input</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.InputHandler.html">InputHandler</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.Key.html">Key</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.Keyboard.html">Keyboard</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.Line.html">Line</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.LinkedList.html">LinkedList</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.Loader.html">Loader</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.LoaderParser.html">LoaderParser</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.Math.html">Math</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.Mouse.html">Mouse</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.MSPointer.html">MSPointer</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.Net.html">Net</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.Particles.html">Particles</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.Particles.Arcade.Emitter.html">Emitter</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.Physics.html">Physics</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.Physics.Arcade.html">Arcade</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.Physics.Arcade.Body.html">Body</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.Plugin.html">Plugin</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.PluginManager.html">PluginManager</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.Point.html">Point</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.Pointer.html">Pointer</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.Polygon.html">Polygon</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.QuadTree.html">QuadTree</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.RandomDataGenerator.html">RandomDataGenerator</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.Rectangle.html">Rectangle</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.RenderTexture.html">RenderTexture</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.RequestAnimationFrame.html">RequestAnimationFrame</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.Signal.html">Signal</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.SinglePad.html">SinglePad</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.Sound.html">Sound</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.SoundManager.html">SoundManager</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.Sprite.html">Sprite</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.Stage.html">Stage</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.StageScaleMode.html">StageScaleMode</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.State.html">State</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.StateManager.html">StateManager</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.Text.html">Text</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.Tile.html">Tile</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.Tilemap.html">Tilemap</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.TilemapLayer.html">TilemapLayer</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.TilemapParser.html">TilemapParser</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.Tileset.html">Tileset</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.TileSprite.html">TileSprite</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.Time.html">Time</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.Timer.html">Timer</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.TimerEvent.html">TimerEvent</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.Touch.html">Touch</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.Tween.html">Tween</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.TweenManager.html">TweenManager</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.Utils.html">Utils</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.Utils.Debug.html">Debug</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.World.html">World</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="SignalBinding.html">SignalBinding</a>
|
|
</li>
|
|
|
|
|
|
</ul>
|
|
</li>
|
|
|
|
<li class="dropdown">
|
|
<a href="global.html" class="dropdown-toggle" data-toggle="dropdown">Global<b
|
|
class="caret"></b></a>
|
|
|
|
<ul class="dropdown-menu ">
|
|
|
|
<li>
|
|
<a href="global.html#canUseNewCanvasBlendModes">canUseNewCanvasBlendModes</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="global.html#getNextPowerOfTwo">getNextPowerOfTwo</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="global.html#hex2rgb">hex2rgb</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="global.html#hitTest">hitTest</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="global.html#rgb2hex">rgb2hex</a>
|
|
</li>
|
|
|
|
|
|
</ul>
|
|
</li>
|
|
|
|
</ul>
|
|
</div>
|
|
</div>
|
|
|
|
<div class="row-fluid">
|
|
|
|
|
|
<div class="span12">
|
|
|
|
<div id="main">
|
|
|
|
|
|
|
|
<h1 class="page-title">Source: gameobjects/Text.js</h1>
|
|
|
|
<section>
|
|
<article>
|
|
<pre class="sunlight-highlight-javascript linenums">/**
|
|
* @author Richard Davey <rich@photonstorm.com>
|
|
* @copyright 2014 Photon Storm Ltd.
|
|
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
|
|
*/
|
|
|
|
/**
|
|
* Create a new `Text` object.
|
|
* @class Phaser.Text
|
|
* @constructor
|
|
* @param {Phaser.Game} game - Current game instance.
|
|
* @param {number} x - X position of the new text object.
|
|
* @param {number} y - Y position of the new text object.
|
|
* @param {string} text - The actual text that will be written.
|
|
* @param {object} style - The style object containing style attributes like font, font size ,
|
|
*/
|
|
Phaser.Text = function (game, x, y, text, style) {
|
|
|
|
x = x || 0;
|
|
y = y || 0;
|
|
text = text || '';
|
|
style = style || '';
|
|
|
|
/**
|
|
* @property {Phaser.Game} game - A reference to the currently running Game.
|
|
*/
|
|
this.game = game;
|
|
|
|
/**
|
|
* @property {boolean} exists - If exists = false then the Text isn't updated by the core game loop.
|
|
* @default
|
|
*/
|
|
this.exists = true;
|
|
|
|
/**
|
|
* @property {boolean} alive - This is a handy little var your game can use to determine if an object is alive or not, it doesn't effect rendering.
|
|
* @default
|
|
*/
|
|
this.alive = true;
|
|
|
|
/**
|
|
* @property {Phaser.Group} group - The parent Group of this Text object.
|
|
*/
|
|
this.group = null;
|
|
|
|
/**
|
|
* @property {string} name - The user defined name given to this object.
|
|
* @default
|
|
*/
|
|
this.name = '';
|
|
|
|
/**
|
|
* @property {number} type - The const type of this object.
|
|
* @default
|
|
*/
|
|
this.type = Phaser.TEXT;
|
|
|
|
/**
|
|
* @property {string} _text - Internal value.
|
|
* @private
|
|
*/
|
|
this._text = text;
|
|
|
|
/**
|
|
* @property {string} _style - Internal value.
|
|
* @private
|
|
*/
|
|
this._style = style;
|
|
|
|
PIXI.Text.call(this, text, style);
|
|
|
|
/**
|
|
* @property {Phaser.Point} position - The position of this Text object in world space.
|
|
*/
|
|
this.position.x = this.x = x;
|
|
this.position.y = this.y = y;
|
|
|
|
/**
|
|
* The anchor sets the origin point of the texture.
|
|
* The default is 0,0 this means the textures origin is the top left
|
|
* Setting than anchor to 0.5,0.5 means the textures origin is centered
|
|
* Setting the anchor to 1,1 would mean the textures origin points will be the bottom right
|
|
*
|
|
* @property {Phaser.Point} anchor - The anchor around which rotation and scaling takes place.
|
|
*/
|
|
this.anchor = new Phaser.Point();
|
|
|
|
/**
|
|
* @property {Phaser.Point} scale - The scale of the object when rendered. By default it's set to 1 (no scale). You can modify it via scale.x or scale.y or scale.setTo(x, y). A value of 1 means no change to the scale, 0.5 means "half the size", 2 means "twice the size", etc.
|
|
*/
|
|
this.scale = new Phaser.Point(1, 1);
|
|
|
|
/**
|
|
* An object that is fixed to the camera ignores the position of any ancestors in the display list and uses its x/y coordinates as offsets from the top left of the camera.
|
|
* @property {boolean} fixedToCamera - Fixes this object to the Camera.
|
|
* @default
|
|
*/
|
|
this.fixedToCamera = false;
|
|
|
|
/**
|
|
* @property {Phaser.Point} cameraOffset - If this object is fixed to the camera then use this Point to specify how far away from the Camera x/y it's rendered.
|
|
*/
|
|
this.cameraOffset = new Phaser.Point(x, y);
|
|
|
|
/**
|
|
* @property {object} _cache - A mini cache for storing all of the calculated values.
|
|
* @private
|
|
*/
|
|
this._cache = {
|
|
|
|
dirty: false,
|
|
|
|
// Transform cache
|
|
a00: 1,
|
|
a01: 0,
|
|
a02: x,
|
|
a10: 0,
|
|
a11: 1,
|
|
a12: y,
|
|
id: 1,
|
|
|
|
// The previous calculated position
|
|
x: -1,
|
|
y: -1,
|
|
|
|
// The actual scale values based on the worldTransform
|
|
scaleX: 1,
|
|
scaleY: 1
|
|
|
|
};
|
|
|
|
this._cache.x = this.x;
|
|
this._cache.y = this.y;
|
|
|
|
/**
|
|
* @property {boolean} renderable - A renderable object will be rendered to the context each frame.
|
|
*/
|
|
this.renderable = true;
|
|
|
|
};
|
|
|
|
Phaser.Text.prototype = Object.create(PIXI.Text.prototype);
|
|
Phaser.Text.prototype.constructor = Phaser.Text;
|
|
|
|
/**
|
|
* Automatically called by World.update.
|
|
* @method Phaser.Text.prototype.update
|
|
*/
|
|
Phaser.Text.prototype.update = function() {
|
|
|
|
if (!this.exists)
|
|
{
|
|
return;
|
|
}
|
|
|
|
if (this.fixedToCamera)
|
|
{
|
|
this.x = this.game.camera.view.x + this.cameraOffset.x;
|
|
this.y = this.game.camera.view.y + this.cameraOffset.y;
|
|
}
|
|
|
|
this._cache.dirty = false;
|
|
|
|
this._cache.x = this.x;
|
|
this._cache.y = this.y;
|
|
|
|
if (this.position.x != this._cache.x || this.position.y != this._cache.y)
|
|
{
|
|
this.position.x = this._cache.x;
|
|
this.position.y = this._cache.y;
|
|
this._cache.dirty = true;
|
|
}
|
|
|
|
}
|
|
|
|
/**
|
|
* @method Phaser.Text.prototype.destroy
|
|
*/
|
|
Phaser.Text.prototype.destroy = function() {
|
|
|
|
if (this.group)
|
|
{
|
|
this.group.remove(this);
|
|
}
|
|
|
|
if (this.canvas.parentNode)
|
|
{
|
|
this.canvas.parentNode.removeChild(this.canvas);
|
|
}
|
|
else
|
|
{
|
|
this.canvas = null;
|
|
this.context = null;
|
|
}
|
|
|
|
this.exists = false;
|
|
|
|
this.group = null;
|
|
|
|
}
|
|
|
|
/**
|
|
* Indicates the rotation of the Text, in degrees, from its original orientation. Values from 0 to 180 represent clockwise rotation; values from 0 to -180 represent counterclockwise rotation.
|
|
* Values outside this range are added to or subtracted from 360 to obtain a value within the range. For example, the statement player.angle = 450 is the same as player.angle = 90.
|
|
* If you wish to work in radians instead of degrees use the property Sprite.rotation instead.
|
|
* @name Phaser.Text#angle
|
|
* @property {number} angle - Gets or sets the angle of rotation in degrees.
|
|
*/
|
|
Object.defineProperty(Phaser.Text.prototype, 'angle', {
|
|
|
|
get: function() {
|
|
return Phaser.Math.radToDeg(this.rotation);
|
|
},
|
|
|
|
set: function(value) {
|
|
this.rotation = Phaser.Math.degToRad(value);
|
|
}
|
|
|
|
});
|
|
|
|
/**
|
|
* The x coordinate of this object in world space.
|
|
* @name Phaser.Text#x
|
|
* @property {number} x - The x coordinate of this object in world space.
|
|
*/
|
|
Object.defineProperty(Phaser.Text.prototype, 'x', {
|
|
|
|
get: function() {
|
|
return this.position.x;
|
|
},
|
|
|
|
set: function(value) {
|
|
this.position.x = value;
|
|
}
|
|
|
|
});
|
|
|
|
/**
|
|
* The y coordinate of this object in world space.
|
|
* @name Phaser.Text#y
|
|
* @property {number} y - The y coordinate of this object in world space.
|
|
*/
|
|
Object.defineProperty(Phaser.Text.prototype, 'y', {
|
|
|
|
get: function() {
|
|
return this.position.y;
|
|
},
|
|
|
|
set: function(value) {
|
|
this.position.y = value;
|
|
}
|
|
|
|
});
|
|
|
|
/**
|
|
* The string to be rendered by this Text object.
|
|
* @name Phaser.Text#content
|
|
* @property {string} content - The string to be rendered by this Text object.
|
|
*/
|
|
Object.defineProperty(Phaser.Text.prototype, 'content', {
|
|
|
|
get: function() {
|
|
return this._text;
|
|
},
|
|
|
|
set: function(value) {
|
|
|
|
// Let's not update unless needed, this way we can safely update the text in a core loop without constant re-draws
|
|
if (value !== this._text)
|
|
{
|
|
this._text = value;
|
|
this.setText(value);
|
|
}
|
|
|
|
}
|
|
|
|
});
|
|
|
|
/**
|
|
* The font the text will be rendered in.
|
|
* @name Phaser.Text#font
|
|
* @property {string} font - The font the text will be rendered in.
|
|
*/
|
|
Object.defineProperty(Phaser.Text.prototype, 'font', {
|
|
|
|
get: function() {
|
|
return this._style;
|
|
},
|
|
|
|
set: function(value) {
|
|
|
|
// Let's not update unless needed, this way we can safely update the text in a core loop without constant re-draws
|
|
if (value !== this._style)
|
|
{
|
|
this._style = value;
|
|
this.setStyle(value);
|
|
}
|
|
|
|
}
|
|
|
|
});
|
|
</pre>
|
|
</article>
|
|
</section>
|
|
|
|
|
|
|
|
|
|
|
|
</div>
|
|
|
|
<div class="clearfix"></div>
|
|
<footer>
|
|
|
|
|
|
<span class="copyright">
|
|
Phaser Copyright © 2012-2014 Photon Storm Ltd.
|
|
</span>
|
|
<br />
|
|
|
|
<span class="jsdoc-message">
|
|
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
|
|
on Sat Feb 08 2014 07:19:40 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
|
|
</span>
|
|
</footer>
|
|
</div>
|
|
|
|
|
|
<br clear="both">
|
|
</div>
|
|
|
|
</div>
|
|
<script src="scripts/sunlight.js"></script>
|
|
<script src="scripts/sunlight.javascript.js"></script>
|
|
<script src="scripts/sunlight-plugin.doclinks.js"></script>
|
|
<script src="scripts/sunlight-plugin.linenumbers.js"></script>
|
|
<script src="scripts/sunlight-plugin.menu.js"></script>
|
|
<script src="scripts/jquery.min.js"></script>
|
|
<script src="scripts/jquery.scrollTo.js"></script>
|
|
<script src="scripts/jquery.localScroll.js"></script>
|
|
<script src="scripts/bootstrap-dropdown.js"></script>
|
|
<script src="scripts/toc.js"></script>
|
|
|
|
|
|
<script> Sunlight.highlightAll({lineNumbers:true, showMenu: true, enableDoclinks :true}); </script>
|
|
|
|
<script>
|
|
$( function () {
|
|
$( "#toc" ).toc( {
|
|
selectors : "h1,h2,h3,h4",
|
|
showAndHide : false,
|
|
scrollTo : 60
|
|
} );
|
|
$( "#toc>ul" ).addClass( "nav nav-pills nav-stacked" );
|
|
$( "#main span[id^='toc']" ).addClass( "toc-shim" );
|
|
|
|
} );
|
|
</script>
|
|
|
|
|
|
|
|
</body>
|
|
</html>
|