mirror of
https://github.com/photonstorm/phaser
synced 2024-12-20 18:14:13 +00:00
2266 lines
66 KiB
JavaScript
2266 lines
66 KiB
JavaScript
/**
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* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2016 Photon Storm Ltd.
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* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
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*/
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/**
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* Create a new game object for displaying Text.
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*
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* This uses a local hidden Canvas object and renders the type into it. It then makes a texture from this for rendering to the view.
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* Because of this you can only display fonts that are currently loaded and available to the browser: fonts must be pre-loaded.
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*
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* See {@link http://www.jordanm.co.uk/tinytype this compatibility table} for the available default fonts across mobile browsers.
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*
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* @class Phaser.GameObject.Text
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* @extends Phaser.Sprite
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* @constructor
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* @param {Phaser.Game} game - Current game instance.
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* @param {number} x - X position of the new text object.
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* @param {number} y - Y position of the new text object.
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* @param {string} text - The actual text that will be written.
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* @param {object} [style] - The style properties to be set on the Text.
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* @param {string} [style.font='bold 20pt Arial'] - The style and size of the font.
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* @param {string} [style.fontStyle=(from font)] - The style of the font (eg. 'italic'): overrides the value in `style.font`.
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* @param {string} [style.fontVariant=(from font)] - The variant of the font (eg. 'small-caps'): overrides the value in `style.font`.
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* @param {string} [style.fontWeight=(from font)] - The weight of the font (eg. 'bold'): overrides the value in `style.font`.
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* @param {string|number} [style.fontSize=(from font)] - The size of the font (eg. 32 or '32px'): overrides the value in `style.font`.
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* @param {string} [style.backgroundColor=null] - A canvas fillstyle that will be used as the background for the whole Text object. Set to `null` to disable.
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* @param {string} [style.fill='black'] - A canvas fillstyle that will be used on the text eg 'red', '#00FF00'.
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* @param {string} [style.align='left'] - Horizontal alignment of each line in multiline text. Can be: 'left', 'center' or 'right'. Does not affect single lines of text (see `textBounds` and `boundsAlignH` for that).
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* @param {string} [style.boundsAlignH='left'] - Horizontal alignment of the text within the `textBounds`. Can be: 'left', 'center' or 'right'.
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* @param {string} [style.boundsAlignV='top'] - Vertical alignment of the text within the `textBounds`. Can be: 'top', 'middle' or 'bottom'.
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* @param {string} [style.stroke='black'] - A canvas stroke style that will be used on the text stroke eg 'blue', '#FCFF00'.
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* @param {number} [style.strokeThickness=0] - A number that represents the thickness of the stroke. Default is 0 (no stroke).
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* @param {boolean} [style.wordWrap=false] - Indicates if word wrap should be used.
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* @param {number} [style.wordWrapWidth=100] - The width in pixels at which text will wrap.
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* @param {number} [style.maxLines=0] - The maximum number of lines to be shown for wrapped text.
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* @param {number} [style.tabs=0] - The size (in pixels) of the tabs, for when text includes tab characters. 0 disables. Can be an array of varying tab sizes, one per tab stop.
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*/
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Phaser.GameObject.Text = function (game, x, y, text, style) {
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x = x || 0;
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y = y || 0;
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if (text === undefined || text === null)
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{
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text = '';
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}
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else
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{
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text = text.toString();
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}
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style = Phaser.Utils.extend({}, style);
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/**
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* @property {number} type - The const type of this object.
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* @default
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*/
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this.type = Phaser.TEXT;
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/**
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* @property {number} physicsType - The const physics body type of this object.
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* @readonly
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*/
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this.physicsType = Phaser.SPRITE;
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/**
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* Specify a padding value which is added to the line width and height when calculating the Text size.
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* ALlows you to add extra spacing if Phaser is unable to accurately determine the true font dimensions.
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* @property {Phaser.Point} padding
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*/
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this.padding = new Phaser.Point();
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/**
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* The textBounds property allows you to specify a rectangular region upon which text alignment is based.
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* See `Text.setTextBounds` for more details.
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* @property {Phaser.Rectangle} textBounds
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* @readOnly
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*/
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this.textBounds = null;
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/**
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* @property {HTMLCanvasElement} canvas - The canvas element that the text is rendered.
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*/
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this.canvas = Phaser.CanvasPool.create(this);
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/**
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* @property {HTMLCanvasElement} context - The context of the canvas element that the text is rendered to.
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*/
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this.context = this.canvas.getContext('2d');
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/**
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* @property {array} colors - An array of the color values as specified by {@link Phaser.GameObject.Text#addColor addColor}.
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*/
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this.colors = [];
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/**
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* @property {array} strokeColors - An array of the stroke color values as specified by {@link Phaser.GameObject.Text#addStrokeColor addStrokeColor}.
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*/
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this.strokeColors = [];
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/**
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* @property {array} fontStyles - An array of the font styles values as specified by {@link Phaser.GameObject.Text#addFontStyle addFontStyle}.
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*/
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this.fontStyles = [];
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/**
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* @property {array} fontWeights - An array of the font weights values as specified by {@link Phaser.GameObject.Text#addFontWeight addFontWeight}.
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*/
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this.fontWeights = [];
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/**
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* Should the linePositionX and Y values be automatically rounded before rendering the Text?
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* You may wish to enable this if you want to remove the effect of sub-pixel aliasing from text.
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* @property {boolean} autoRound
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* @default
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*/
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this.autoRound = false;
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/**
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* Will this Text object use Basic or Advanced Word Wrapping?
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*
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* Advanced wrapping breaks long words if they are the first of a line, and repeats the process as necessary.
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* White space is condensed (e.g., consecutive spaces are replaced with one).
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* Lines are trimmed of white space before processing.
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*
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* It throws an error if wordWrapWidth is less than a single character.
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* @property {boolean} useAdvancedWrap
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* @default
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*/
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this.useAdvancedWrap = false;
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/**
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* The Regular Expression that is used to split the text up into lines, in
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* multi-line text. By default this is `/(?:\r\n|\r|\n)/`.
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* You can change this RegExp to be anything else that you may need.
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* @property {Object} splitRegExp
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*/
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this.splitRegExp = /(?:\r\n|\r|\n)/;
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/**
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* @property {number} _res - Internal canvas resolution var.
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* @private
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*/
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this._res = game.resolution;
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/**
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* @property {string} _text - Internal cache var.
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* @private
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*/
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this._text = text;
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/**
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* @property {object} _fontComponents - The font, broken down into components, set in `setStyle`.
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* @private
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*/
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this._fontComponents = null;
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/**
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* @property {number} lineSpacing - Additional spacing (in pixels) between each line of text if multi-line.
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* @private
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*/
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this._lineSpacing = 0;
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/**
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* @property {number} _charCount - Internal character counter used by the text coloring.
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* @private
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*/
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this._charCount = 0;
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/**
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* @property {number} _width - Internal width var.
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* @private
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*/
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this._width = 0;
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/**
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* @property {number} _height - Internal height var.
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* @private
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*/
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this._height = 0;
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Phaser.Sprite.call(this, game, x, y, PIXI.Texture.fromCanvas(this.canvas));
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this.setStyle(style);
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if (text !== '')
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{
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this.updateText();
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}
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};
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Phaser.GameObject.Text.prototype = Object.create(Phaser.GameObject.Sprite.prototype);
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Phaser.GameObject.Text.prototype.constructor = Phaser.GameObject.Text;
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/**
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* Automatically called by World.preUpdate.
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*
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* @method Phaser.GameObject.Text#preUpdate
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* @protected
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*/
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Phaser.GameObject.Text.prototype.preUpdate = function () {
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if (!this.preUpdatePhysics() || !this.preUpdateLifeSpan() || !this.preUpdateInWorld())
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{
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return false;
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}
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return this.preUpdateCore();
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};
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/**
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* Override this function to handle any special update requirements.
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*
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* @method Phaser.GameObject.Text#update
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* @protected
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*/
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Phaser.GameObject.Text.prototype.update = function() {
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};
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/**
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* Destroy this Text object, removing it from the group it belongs to.
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*
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* @method Phaser.GameObject.Text#destroy
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* @param {boolean} [destroyChildren=true] - Should every child of this object have its destroy method called?
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*/
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Phaser.GameObject.Text.prototype.destroy = function (destroyChildren) {
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this.texture.destroy(true);
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Phaser.Component.Destroy.prototype.destroy.call(this, destroyChildren);
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};
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/**
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* Sets a drop shadow effect on the Text. You can specify the horizontal and vertical distance of the drop shadow with the `x` and `y` parameters.
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* The color controls the shade of the shadow (default is black) and can be either an `rgba` or `hex` value.
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* The blur is the strength of the shadow. A value of zero means a hard shadow, a value of 10 means a very soft shadow.
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* To remove a shadow already in place you can call this method with no parameters set.
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*
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* @method Phaser.GameObject.Text#setShadow
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* @param {number} [x=0] - The shadowOffsetX value in pixels. This is how far offset horizontally the shadow effect will be.
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* @param {number} [y=0] - The shadowOffsetY value in pixels. This is how far offset vertically the shadow effect will be.
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* @param {string} [color='rgba(0,0,0,1)'] - The color of the shadow, as given in CSS rgba or hex format. Set the alpha component to 0 to disable the shadow.
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* @param {number} [blur=0] - The shadowBlur value. Make the shadow softer by applying a Gaussian blur to it. A number from 0 (no blur) up to approx. 10 (depending on scene).
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* @param {boolean} [shadowStroke=true] - Apply the drop shadow to the Text stroke (if set).
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* @param {boolean} [shadowFill=true] - Apply the drop shadow to the Text fill (if set).
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* @return {Phaser.GameObject.Text} This Text instance.
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*/
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Phaser.GameObject.Text.prototype.setShadow = function (x, y, color, blur, shadowStroke, shadowFill) {
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if (x === undefined) { x = 0; }
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if (y === undefined) { y = 0; }
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if (color === undefined) { color = 'rgba(0, 0, 0, 1)'; }
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if (blur === undefined) { blur = 0; }
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if (shadowStroke === undefined) { shadowStroke = true; }
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if (shadowFill === undefined) { shadowFill = true; }
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this.style.shadowOffsetX = x;
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this.style.shadowOffsetY = y;
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this.style.shadowColor = color;
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this.style.shadowBlur = blur;
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this.style.shadowStroke = shadowStroke;
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this.style.shadowFill = shadowFill;
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this.dirty = true;
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return this;
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};
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/**
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* Set the style of the text by passing a single style object to it.
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*
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* @method Phaser.GameObject.Text#setStyle
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* @param {object} [style] - The style properties to be set on the Text.
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* @param {string} [style.font='bold 20pt Arial'] - The style and size of the font.
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* @param {string} [style.fontStyle=(from font)] - The style of the font (eg. 'italic'): overrides the value in `style.font`.
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* @param {string} [style.fontVariant=(from font)] - The variant of the font (eg. 'small-caps'): overrides the value in `style.font`.
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* @param {string} [style.fontWeight=(from font)] - The weight of the font (eg. 'bold'): overrides the value in `style.font`.
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* @param {string|number} [style.fontSize=(from font)] - The size of the font (eg. 32 or '32px'): overrides the value in `style.font`.
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* @param {string} [style.backgroundColor=null] - A canvas fillstyle that will be used as the background for the whole Text object. Set to `null` to disable.
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* @param {string} [style.fill='black'] - A canvas fillstyle that will be used on the text eg 'red', '#00FF00'.
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* @param {string} [style.align='left'] - Horizontal alignment of each line in multiline text. Can be: 'left', 'center' or 'right'. Does not affect single lines of text (see `textBounds` and `boundsAlignH` for that).
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* @param {string} [style.boundsAlignH='left'] - Horizontal alignment of the text within the `textBounds`. Can be: 'left', 'center' or 'right'.
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* @param {string} [style.boundsAlignV='top'] - Vertical alignment of the text within the `textBounds`. Can be: 'top', 'middle' or 'bottom'.
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* @param {string} [style.stroke='black'] - A canvas stroke style that will be used on the text stroke eg 'blue', '#FCFF00'.
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* @param {number} [style.strokeThickness=0] - A number that represents the thickness of the stroke. Default is 0 (no stroke).
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* @param {boolean} [style.wordWrap=false] - Indicates if word wrap should be used.
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* @param {number} [style.wordWrapWidth=100] - The width in pixels at which text will wrap.
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* @param {number} [style.maxLines=0] - The maximum number of lines to be shown for wrapped text.
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* @param {number|array} [style.tabs=0] - The size (in pixels) of the tabs, for when text includes tab characters. 0 disables. Can be an array of varying tab sizes, one per tab stop.
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* @param {boolean} [update=false] - Immediately update the Text object after setting the new style? Or wait for the next frame.
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* @return {Phaser.GameObject.Text} This Text instance.
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*/
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Phaser.GameObject.Text.prototype.setStyle = function (style, update) {
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if (update === undefined) { update = false; }
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style = style || {};
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style.font = style.font || 'bold 20pt Arial';
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style.backgroundColor = style.backgroundColor || null;
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style.fill = style.fill || 'black';
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style.align = style.align || 'left';
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style.boundsAlignH = style.boundsAlignH || 'left';
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style.boundsAlignV = style.boundsAlignV || 'top';
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style.stroke = style.stroke || 'black'; //provide a default, see: https://github.com/GoodBoyDigital/pixi.js/issues/136
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style.strokeThickness = style.strokeThickness || 0;
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style.wordWrap = style.wordWrap || false;
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style.wordWrapWidth = style.wordWrapWidth || 100;
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style.maxLines = style.maxLines || 0;
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style.shadowOffsetX = style.shadowOffsetX || 0;
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style.shadowOffsetY = style.shadowOffsetY || 0;
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style.shadowColor = style.shadowColor || 'rgba(0,0,0,0)';
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style.shadowBlur = style.shadowBlur || 0;
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style.tabs = style.tabs || 0;
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var components = this.fontToComponents(style.font);
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if (style.fontStyle)
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{
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components.fontStyle = style.fontStyle;
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}
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if (style.fontVariant)
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{
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components.fontVariant = style.fontVariant;
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}
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if (style.fontWeight)
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{
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components.fontWeight = style.fontWeight;
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}
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if (style.fontSize)
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{
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if (typeof style.fontSize === 'number')
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{
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style.fontSize = style.fontSize + 'px';
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}
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components.fontSize = style.fontSize;
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}
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this._fontComponents = components;
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style.font = this.componentsToFont(this._fontComponents);
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this.style = style;
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this.dirty = true;
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if (update)
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{
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this.updateText();
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}
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return this;
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};
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/**
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* Renders text to the internal canvas.
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*
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* @method Phaser.GameObject.Text#updateText
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* @private
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*/
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Phaser.GameObject.Text.prototype.updateText = function () {
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this.texture.baseTexture.resolution = this._res;
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this.context.font = this.style.font;
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var outputText = this.text;
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if (this.style.wordWrap)
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{
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outputText = this.runWordWrap(this.text);
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}
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// Split text into lines
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var lines = outputText.split(this.splitRegExp);
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// Calculate text width
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var tabs = this.style.tabs;
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var lineWidths = [];
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var maxLineWidth = 0;
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var fontProperties = this.determineFontProperties(this.style.font);
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var drawnLines = lines.length;
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if (this.style.maxLines > 0 && this.style.maxLines < lines.length)
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{
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drawnLines = this.style.maxLines;
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}
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this._charCount = 0;
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for (var i = 0; i < drawnLines; i++)
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{
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if (tabs === 0)
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{
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// Simple layout (no tabs)
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var lineWidth = this.style.strokeThickness + this.padding.x;
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if (this.colors.length > 0 || this.strokeColors.length > 0 || this.fontWeights.length > 0 || this.fontStyles.length > 0)
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{
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lineWidth += this.measureLine(lines[i]);
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}
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else
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{
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lineWidth += this.context.measureText(lines[i]).width;
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}
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// Adjust for wrapped text
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if (this.style.wordWrap)
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{
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lineWidth -= this.context.measureText(' ').width;
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}
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}
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else
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{
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// Complex layout (tabs)
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var line = lines[i].split(/(?:\t)/);
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var lineWidth = this.padding.x + this.style.strokeThickness;
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if (Array.isArray(tabs))
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{
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var tab = 0;
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for (var c = 0; c < line.length; c++)
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{
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var section = 0;
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if (this.colors.length > 0 || this.strokeColors.length > 0 || this.fontWeights.length > 0 || this.fontStyles.length > 0)
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{
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section = this.measureLine(line[c]);
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}
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else
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{
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section = Math.ceil(this.context.measureText(line[c]).width);
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}
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if (c > 0)
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{
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tab += tabs[c - 1];
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}
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lineWidth = tab + section;
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}
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}
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else
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{
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for (var c = 0; c < line.length; c++)
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{
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// How far to the next tab?
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if (this.colors.length > 0 || this.strokeColors.length > 0 || this.fontWeights.length > 0 || this.fontStyles.length > 0)
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{
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lineWidth += this.measureLine(line[c]);
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}
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else
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{
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lineWidth += Math.ceil(this.context.measureText(line[c]).width);
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}
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var diff = this.game.math.snapToCeil(lineWidth, tabs) - lineWidth;
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lineWidth += diff;
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}
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}
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}
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|
|
lineWidths[i] = Math.ceil(lineWidth);
|
|
maxLineWidth = Math.max(maxLineWidth, lineWidths[i]);
|
|
}
|
|
|
|
this.canvas.width = maxLineWidth * this._res;
|
|
|
|
// Calculate text height
|
|
var lineHeight = fontProperties.fontSize + this.style.strokeThickness + this.padding.y;
|
|
var height = lineHeight * drawnLines;
|
|
var lineSpacing = this._lineSpacing;
|
|
|
|
if (lineSpacing < 0 && Math.abs(lineSpacing) > lineHeight)
|
|
{
|
|
lineSpacing = -lineHeight;
|
|
}
|
|
|
|
// Adjust for line spacing
|
|
if (lineSpacing !== 0)
|
|
{
|
|
height += (lineSpacing > 0) ? lineSpacing * lines.length : lineSpacing * (lines.length - 1);
|
|
}
|
|
|
|
this.canvas.height = height * this._res;
|
|
|
|
this.context.scale(this._res, this._res);
|
|
|
|
if (navigator.isCocoonJS)
|
|
{
|
|
this.context.clearRect(0, 0, this.canvas.width, this.canvas.height);
|
|
}
|
|
|
|
if (this.style.backgroundColor)
|
|
{
|
|
this.context.fillStyle = this.style.backgroundColor;
|
|
this.context.fillRect(0, 0, this.canvas.width, this.canvas.height);
|
|
}
|
|
|
|
this.context.fillStyle = this.style.fill;
|
|
this.context.font = this.style.font;
|
|
this.context.strokeStyle = this.style.stroke;
|
|
this.context.textBaseline = 'alphabetic';
|
|
|
|
this.context.lineWidth = this.style.strokeThickness;
|
|
this.context.lineCap = 'round';
|
|
this.context.lineJoin = 'round';
|
|
|
|
// HERE
|
|
|
|
var linePositionX;
|
|
var linePositionY;
|
|
|
|
this._charCount = 0;
|
|
|
|
// Draw text line by line
|
|
for (i = 0; i < drawnLines; i++)
|
|
{
|
|
// Split the line by
|
|
|
|
linePositionX = this.style.strokeThickness / 2;
|
|
linePositionY = (this.style.strokeThickness / 2 + i * lineHeight) + fontProperties.ascent;
|
|
|
|
if (i > 0)
|
|
{
|
|
linePositionY += (lineSpacing * i);
|
|
}
|
|
|
|
if (this.style.align === 'right')
|
|
{
|
|
linePositionX += maxLineWidth - lineWidths[i];
|
|
}
|
|
else if (this.style.align === 'center')
|
|
{
|
|
linePositionX += (maxLineWidth - lineWidths[i]) / 2;
|
|
}
|
|
|
|
if (this.autoRound)
|
|
{
|
|
linePositionX = Math.round(linePositionX);
|
|
linePositionY = Math.round(linePositionY);
|
|
}
|
|
|
|
if (this.colors.length > 0 || this.strokeColors.length > 0 || this.fontWeights.length > 0 || this.fontStyles.length > 0)
|
|
{
|
|
this.updateLine(lines[i], linePositionX, linePositionY);
|
|
}
|
|
else
|
|
{
|
|
if (this.style.stroke && this.style.strokeThickness)
|
|
{
|
|
this.updateShadow(this.style.shadowStroke);
|
|
|
|
if (tabs === 0)
|
|
{
|
|
this.context.strokeText(lines[i], linePositionX, linePositionY);
|
|
}
|
|
else
|
|
{
|
|
this.renderTabLine(lines[i], linePositionX, linePositionY, false);
|
|
}
|
|
}
|
|
|
|
if (this.style.fill)
|
|
{
|
|
this.updateShadow(this.style.shadowFill);
|
|
|
|
if (tabs === 0)
|
|
{
|
|
this.context.fillText(lines[i], linePositionX, linePositionY);
|
|
}
|
|
else
|
|
{
|
|
this.renderTabLine(lines[i], linePositionX, linePositionY, true);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
this.updateTexture();
|
|
|
|
this.dirty = false;
|
|
|
|
};
|
|
|
|
/**
|
|
* Renders a line of text that contains tab characters if Text.tab > 0.
|
|
* Called automatically by updateText.
|
|
*
|
|
* @method Phaser.GameObject.Text#renderTabLine
|
|
* @private
|
|
* @param {string} line - The line of text to render.
|
|
* @param {integer} x - The x position to start rendering from.
|
|
* @param {integer} y - The y position to start rendering from.
|
|
* @param {boolean} fill - If true uses fillText, if false uses strokeText.
|
|
*/
|
|
Phaser.GameObject.Text.prototype.renderTabLine = function (line, x, y, fill) {
|
|
|
|
var text = line.split(/(?:\t)/);
|
|
var tabs = this.style.tabs;
|
|
var snap = 0;
|
|
|
|
if (Array.isArray(tabs))
|
|
{
|
|
var tab = 0;
|
|
|
|
for (var c = 0; c < text.length; c++)
|
|
{
|
|
if (c > 0)
|
|
{
|
|
tab += tabs[c - 1];
|
|
}
|
|
|
|
snap = x + tab;
|
|
|
|
if (fill)
|
|
{
|
|
this.context.fillText(text[c], snap, y);
|
|
}
|
|
else
|
|
{
|
|
this.context.strokeText(text[c], snap, y);
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
for (var c = 0; c < text.length; c++)
|
|
{
|
|
var section = Math.ceil(this.context.measureText(text[c]).width);
|
|
|
|
// How far to the next tab?
|
|
snap = this.game.math.snapToCeil(x, tabs);
|
|
|
|
if (fill)
|
|
{
|
|
this.context.fillText(text[c], snap, y);
|
|
}
|
|
else
|
|
{
|
|
this.context.strokeText(text[c], snap, y);
|
|
}
|
|
|
|
x = snap + section;
|
|
}
|
|
}
|
|
|
|
};
|
|
|
|
/**
|
|
* Sets the Shadow on the Text.context based on the Style settings, or disables it if not enabled.
|
|
* This is called automatically by Text.updateText.
|
|
*
|
|
* @method Phaser.GameObject.Text#updateShadow
|
|
* @param {boolean} state - If true the shadow will be set to the Style values, otherwise it will be set to zero.
|
|
*/
|
|
Phaser.GameObject.Text.prototype.updateShadow = function (state) {
|
|
|
|
if (state)
|
|
{
|
|
this.context.shadowOffsetX = this.style.shadowOffsetX;
|
|
this.context.shadowOffsetY = this.style.shadowOffsetY;
|
|
this.context.shadowColor = this.style.shadowColor;
|
|
this.context.shadowBlur = this.style.shadowBlur;
|
|
}
|
|
else
|
|
{
|
|
this.context.shadowOffsetX = 0;
|
|
this.context.shadowOffsetY = 0;
|
|
this.context.shadowColor = 0;
|
|
this.context.shadowBlur = 0;
|
|
}
|
|
|
|
};
|
|
|
|
/**
|
|
* Measures a line of text character by character taking into the account the specified character styles.
|
|
*
|
|
* @method Phaser.GameObject.Text#measureLine
|
|
* @private
|
|
* @param {string} line - The line of text to measure.
|
|
* @return {integer} length of the line.
|
|
*/
|
|
Phaser.GameObject.Text.prototype.measureLine = function (line) {
|
|
|
|
var lineLength = 0;
|
|
|
|
for (var i = 0; i < line.length; i++)
|
|
{
|
|
var letter = line[i];
|
|
|
|
if (this.fontWeights.length > 0 || this.fontStyles.length > 0)
|
|
{
|
|
var components = this.fontToComponents(this.context.font);
|
|
|
|
if (this.fontStyles[this._charCount])
|
|
{
|
|
components.fontStyle = this.fontStyles[this._charCount];
|
|
}
|
|
|
|
if (this.fontWeights[this._charCount])
|
|
{
|
|
components.fontWeight = this.fontWeights[this._charCount];
|
|
}
|
|
|
|
this.context.font = this.componentsToFont(components);
|
|
}
|
|
|
|
if (this.style.stroke && this.style.strokeThickness)
|
|
{
|
|
if (this.strokeColors[this._charCount])
|
|
{
|
|
this.context.strokeStyle = this.strokeColors[this._charCount];
|
|
}
|
|
|
|
this.updateShadow(this.style.shadowStroke);
|
|
}
|
|
|
|
if (this.style.fill)
|
|
{
|
|
if (this.colors[this._charCount])
|
|
{
|
|
this.context.fillStyle = this.colors[this._charCount];
|
|
}
|
|
|
|
this.updateShadow(this.style.shadowFill);
|
|
}
|
|
|
|
lineLength += this.context.measureText(letter).width;
|
|
|
|
this._charCount++;
|
|
}
|
|
|
|
return Math.ceil(lineLength);
|
|
};
|
|
|
|
/**
|
|
* Updates a line of text, applying fill and stroke per-character colors or style and weight per-character font if applicable.
|
|
*
|
|
* @method Phaser.GameObject.Text#updateLine
|
|
* @private
|
|
*/
|
|
Phaser.GameObject.Text.prototype.updateLine = function (line, x, y) {
|
|
|
|
for (var i = 0; i < line.length; i++)
|
|
{
|
|
var letter = line[i];
|
|
|
|
if (this.fontWeights.length > 0 || this.fontStyles.length > 0)
|
|
{
|
|
var components = this.fontToComponents(this.context.font);
|
|
|
|
if (this.fontStyles[this._charCount])
|
|
{
|
|
components.fontStyle = this.fontStyles[this._charCount];
|
|
}
|
|
|
|
if (this.fontWeights[this._charCount])
|
|
{
|
|
components.fontWeight = this.fontWeights[this._charCount];
|
|
}
|
|
|
|
this.context.font = this.componentsToFont(components);
|
|
}
|
|
|
|
if (this.style.stroke && this.style.strokeThickness)
|
|
{
|
|
if (this.strokeColors[this._charCount])
|
|
{
|
|
this.context.strokeStyle = this.strokeColors[this._charCount];
|
|
}
|
|
|
|
this.updateShadow(this.style.shadowStroke);
|
|
this.context.strokeText(letter, x, y);
|
|
}
|
|
|
|
if (this.style.fill)
|
|
{
|
|
if (this.colors[this._charCount])
|
|
{
|
|
this.context.fillStyle = this.colors[this._charCount];
|
|
}
|
|
|
|
this.updateShadow(this.style.shadowFill);
|
|
this.context.fillText(letter, x, y);
|
|
}
|
|
|
|
x += this.context.measureText(letter).width;
|
|
|
|
this._charCount++;
|
|
}
|
|
|
|
};
|
|
|
|
/**
|
|
* Clears any text fill or stroke colors that were set by `addColor` or `addStrokeColor`.
|
|
*
|
|
* @method Phaser.GameObject.Text#clearColors
|
|
* @return {Phaser.GameObject.Text} This Text instance.
|
|
*/
|
|
Phaser.GameObject.Text.prototype.clearColors = function () {
|
|
|
|
this.colors = [];
|
|
this.strokeColors = [];
|
|
this.dirty = true;
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
/**
|
|
* Clears any text styles or weights font that were set by `addFontStyle` or `addFontWeight`.
|
|
*
|
|
* @method Phaser.GameObject.Text#clearFontValues
|
|
* @return {Phaser.GameObject.Text} This Text instance.
|
|
*/
|
|
Phaser.GameObject.Text.prototype.clearFontValues = function () {
|
|
|
|
this.fontStyles = [];
|
|
this.fontWeights = [];
|
|
this.dirty = true;
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
/**
|
|
* Set specific colors for certain characters within the Text.
|
|
*
|
|
* It works by taking a color value, which is a typical HTML string such as `#ff0000` or `rgb(255,0,0)` and a position.
|
|
* The position value is the index of the character in the Text string to start applying this color to.
|
|
* Once set the color remains in use until either another color or the end of the string is encountered.
|
|
* For example if the Text was `Photon Storm` and you did `Text.addColor('#ffff00', 6)` it would color in the word `Storm` in yellow.
|
|
*
|
|
* If you wish to change the stroke color see addStrokeColor instead.
|
|
*
|
|
* @method Phaser.GameObject.Text#addColor
|
|
* @param {string} color - A canvas fillstyle that will be used on the text eg `red`, `#00FF00`, `rgba()`.
|
|
* @param {number} position - The index of the character in the string to start applying this color value from.
|
|
* @return {Phaser.GameObject.Text} This Text instance.
|
|
*/
|
|
Phaser.GameObject.Text.prototype.addColor = function (color, position) {
|
|
|
|
this.colors[position] = color;
|
|
this.dirty = true;
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
/**
|
|
* Set specific stroke colors for certain characters within the Text.
|
|
*
|
|
* It works by taking a color value, which is a typical HTML string such as `#ff0000` or `rgb(255,0,0)` and a position.
|
|
* The position value is the index of the character in the Text string to start applying this color to.
|
|
* Once set the color remains in use until either another color or the end of the string is encountered.
|
|
* For example if the Text was `Photon Storm` and you did `Text.addColor('#ffff00', 6)` it would color in the word `Storm` in yellow.
|
|
*
|
|
* This has no effect if stroke is disabled or has a thickness of 0.
|
|
*
|
|
* If you wish to change the text fill color see addColor instead.
|
|
*
|
|
* @method Phaser.GameObject.Text#addStrokeColor
|
|
* @param {string} color - A canvas fillstyle that will be used on the text stroke eg `red`, `#00FF00`, `rgba()`.
|
|
* @param {number} position - The index of the character in the string to start applying this color value from.
|
|
* @return {Phaser.GameObject.Text} This Text instance.
|
|
*/
|
|
Phaser.GameObject.Text.prototype.addStrokeColor = function (color, position) {
|
|
|
|
this.strokeColors[position] = color;
|
|
this.dirty = true;
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
/**
|
|
* Set specific font styles for certain characters within the Text.
|
|
*
|
|
* It works by taking a font style value, which is a typical string such as `normal`, `italic` or `oblique`.
|
|
* The position value is the index of the character in the Text string to start applying this font style to.
|
|
* Once set the font style remains in use until either another font style or the end of the string is encountered.
|
|
* For example if the Text was `Photon Storm` and you did `Text.addFontStyle('italic', 6)` it would font style in the word `Storm` in italic.
|
|
*
|
|
* If you wish to change the text font weight see addFontWeight instead.
|
|
*
|
|
* @method Phaser.GameObject.Text#addFontStyle
|
|
* @param {string} style - A canvas font-style that will be used on the text style eg `normal`, `italic`, `oblique`.
|
|
* @param {number} position - The index of the character in the string to start applying this font style value from.
|
|
* @return {Phaser.GameObject.Text} This Text instance.
|
|
*/
|
|
Phaser.GameObject.Text.prototype.addFontStyle = function (style, position) {
|
|
|
|
this.fontStyles[position] = style;
|
|
this.dirty = true;
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
/**
|
|
* Set specific font weights for certain characters within the Text.
|
|
*
|
|
* It works by taking a font weight value, which is a typical string such as `normal`, `bold`, `bolder`, etc.
|
|
* The position value is the index of the character in the Text string to start applying this font weight to.
|
|
* Once set the font weight remains in use until either another font weight or the end of the string is encountered.
|
|
* For example if the Text was `Photon Storm` and you did `Text.addFontWeight('bold', 6)` it would font weight in the word `Storm` in bold.
|
|
*
|
|
* If you wish to change the text font style see addFontStyle instead.
|
|
*
|
|
* @method Phaser.GameObject.Text#addFontWeight
|
|
* @param {string} style - A canvas font-weight that will be used on the text weight eg `normal`, `bold`, `bolder`, `lighter`, etc.
|
|
* @param {number} position - The index of the character in the string to start applying this font weight value from.
|
|
* @return {Phaser.GameObject.Text} This Text instance.
|
|
*/
|
|
Phaser.GameObject.Text.prototype.addFontWeight = function (weight, position) {
|
|
|
|
this.fontWeights[position] = weight;
|
|
this.dirty = true;
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
/**
|
|
* Runs the given text through the Text.runWordWrap function and returns
|
|
* the results as an array, where each element of the array corresponds to a wrapped
|
|
* line of text.
|
|
*
|
|
* Useful if you wish to control pagination on long pieces of content.
|
|
*
|
|
* @method Phaser.GameObject.Text#precalculateWordWrap
|
|
* @param {string} text - The text for which the wrapping will be calculated.
|
|
* @return {array} An array of strings with the pieces of wrapped text.
|
|
*/
|
|
Phaser.GameObject.Text.prototype.precalculateWordWrap = function (text) {
|
|
|
|
this.texture.baseTexture.resolution = this._res;
|
|
this.context.font = this.style.font;
|
|
|
|
var wrappedLines = this.runWordWrap(text);
|
|
|
|
return wrappedLines.split(/(?:\r\n|\r|\n)/);
|
|
|
|
};
|
|
|
|
/**
|
|
* Greedy wrapping algorithm that will wrap words as the line grows longer than its horizontal bounds.
|
|
*
|
|
* @method Phaser.GameObject.Text#runWordWrap
|
|
* @param {string} text - The text to perform word wrap detection against.
|
|
* @private
|
|
*/
|
|
Phaser.GameObject.Text.prototype.runWordWrap = function (text) {
|
|
|
|
if (this.useAdvancedWrap)
|
|
{
|
|
return this.advancedWordWrap(text);
|
|
}
|
|
else
|
|
{
|
|
return this.basicWordWrap(text);
|
|
}
|
|
|
|
};
|
|
|
|
/**
|
|
* Advanced wrapping algorithm that will wrap words as the line grows longer than its horizontal bounds.
|
|
* White space is condensed (e.g., consecutive spaces are replaced with one).
|
|
* Lines are trimmed of white space before processing.
|
|
* Throws an error if the user was smart enough to specify a wordWrapWidth less than a single character.
|
|
*
|
|
* @method Phaser.GameObject.Text#advancedWordWrap
|
|
* @param {string} text - The text to perform word wrap detection against.
|
|
* @private
|
|
*/
|
|
Phaser.GameObject.Text.prototype.advancedWordWrap = function (text) {
|
|
|
|
var context = this.context;
|
|
var wordWrapWidth = this.style.wordWrapWidth;
|
|
|
|
var output = '';
|
|
|
|
// (1) condense whitespace
|
|
// (2) split into lines
|
|
var lines = text
|
|
.replace(/ +/gi, ' ')
|
|
.split(/\r?\n/gi);
|
|
|
|
var linesCount = lines.length;
|
|
|
|
for (var i = 0; i < linesCount; i++)
|
|
{
|
|
var line = lines[i];
|
|
var out = '';
|
|
|
|
// trim whitespace
|
|
line = line.replace(/^ *|\s*$/gi, '');
|
|
|
|
// if entire line is less than wordWrapWidth
|
|
// append the entire line and exit early
|
|
var lineWidth = context.measureText(line).width;
|
|
|
|
if (lineWidth < wordWrapWidth)
|
|
{
|
|
output += line + '\n';
|
|
continue;
|
|
}
|
|
|
|
// otherwise, calculate new lines
|
|
var currentLineWidth = wordWrapWidth;
|
|
|
|
// split into words
|
|
var words = line.split(' ');
|
|
|
|
for (var j = 0; j < words.length; j++)
|
|
{
|
|
var word = words[j];
|
|
var wordWithSpace = word + ' ';
|
|
var wordWidth = context.measureText(wordWithSpace).width;
|
|
|
|
if (wordWidth > currentLineWidth)
|
|
{
|
|
// break word
|
|
if (j === 0)
|
|
{
|
|
// shave off letters from word until it's small enough
|
|
var newWord = wordWithSpace;
|
|
|
|
while (newWord.length)
|
|
{
|
|
newWord = newWord.slice(0, -1);
|
|
wordWidth = context.measureText(newWord).width;
|
|
|
|
if (wordWidth <= currentLineWidth)
|
|
{
|
|
break;
|
|
}
|
|
}
|
|
|
|
// if wordWrapWidth is too small for even a single
|
|
// letter, shame user failure with a fatal error
|
|
if (!newWord.length)
|
|
{
|
|
throw new Error('This text\'s wordWrapWidth setting is less than a single character!');
|
|
}
|
|
|
|
// replace current word in array with remainder
|
|
var secondPart = word.substr(newWord.length);
|
|
|
|
words[j] = secondPart;
|
|
|
|
// append first piece to output
|
|
out += newWord;
|
|
}
|
|
|
|
// if existing word length is 0, don't include it
|
|
var offset = (words[j].length) ? j : j + 1;
|
|
|
|
// collapse rest of sentence
|
|
var remainder = words.slice(offset).join(' ')
|
|
// remove any trailing white space
|
|
.replace(/[ \n]*$/gi, '');
|
|
|
|
// prepend remainder to next line
|
|
lines[i + 1] = remainder + ' ' + (lines[i + 1] || '');
|
|
linesCount = lines.length;
|
|
|
|
break; // processing on this line
|
|
|
|
// append word with space to output
|
|
}
|
|
else
|
|
{
|
|
out += wordWithSpace;
|
|
currentLineWidth -= wordWidth;
|
|
}
|
|
}
|
|
|
|
// append processed line to output
|
|
output += out.replace(/[ \n]*$/gi, '') + '\n';
|
|
}
|
|
|
|
// trim the end of the string
|
|
output = output.replace(/[\s|\n]*$/gi, '');
|
|
|
|
return output;
|
|
|
|
};
|
|
|
|
/**
|
|
* Greedy wrapping algorithm that will wrap words as the line grows longer than its horizontal bounds.
|
|
*
|
|
* @method Phaser.GameObject.Text#basicWordWrap
|
|
* @param {string} text - The text to perform word wrap detection against.
|
|
* @private
|
|
*/
|
|
Phaser.GameObject.Text.prototype.basicWordWrap = function (text) {
|
|
|
|
var result = '';
|
|
var lines = text.split('\n');
|
|
|
|
for (var i = 0; i < lines.length; i++)
|
|
{
|
|
var spaceLeft = this.style.wordWrapWidth;
|
|
var words = lines[i].split(' ');
|
|
|
|
for (var j = 0; j < words.length; j++)
|
|
{
|
|
var wordWidth = this.context.measureText(words[j]).width;
|
|
var wordWidthWithSpace = wordWidth + this.context.measureText(' ').width;
|
|
|
|
if (wordWidthWithSpace > spaceLeft)
|
|
{
|
|
// Skip printing the newline if it's the first word of the line that is greater than the word wrap width.
|
|
if (j > 0)
|
|
{
|
|
result += '\n';
|
|
}
|
|
result += words[j] + ' ';
|
|
spaceLeft = this.style.wordWrapWidth - wordWidth;
|
|
}
|
|
else
|
|
{
|
|
spaceLeft -= wordWidthWithSpace;
|
|
result += words[j] + ' ';
|
|
}
|
|
}
|
|
|
|
if (i < lines.length-1)
|
|
{
|
|
result += '\n';
|
|
}
|
|
}
|
|
|
|
return result;
|
|
|
|
};
|
|
|
|
/**
|
|
* Updates the internal `style.font` if it now differs according to generation from components.
|
|
*
|
|
* @method Phaser.GameObject.Text#updateFont
|
|
* @private
|
|
* @param {object} components - Font components.
|
|
*/
|
|
Phaser.GameObject.Text.prototype.updateFont = function (components) {
|
|
|
|
var font = this.componentsToFont(components);
|
|
|
|
if (this.style.font !== font)
|
|
{
|
|
this.style.font = font;
|
|
this.dirty = true;
|
|
|
|
if (this.parent)
|
|
{
|
|
this.updateTransform();
|
|
}
|
|
}
|
|
|
|
};
|
|
|
|
/**
|
|
* Converting a short CSS-font string into the relevant components.
|
|
*
|
|
* @method Phaser.GameObject.Text#fontToComponents
|
|
* @private
|
|
* @param {string} font - a CSS font string
|
|
*/
|
|
Phaser.GameObject.Text.prototype.fontToComponents = function (font) {
|
|
|
|
// The format is specified in http://www.w3.org/TR/CSS2/fonts.html#font-shorthand:
|
|
// style - normal | italic | oblique | inherit
|
|
// variant - normal | small-caps | inherit
|
|
// weight - normal | bold | bolder | lighter | 100 | 200 | 300 | 400 | 500 | 600 | 700 | 800 | 900 | inherit
|
|
// size - xx-small | x-small | small | medium | large | x-large | xx-large,
|
|
// larger | smaller
|
|
// {number} (em | ex | ch | rem | vh | vw | vmin | vmax | px | mm | cm | in | pt | pc | %)
|
|
// font-family - rest (but identifiers or quoted with comma separation)
|
|
var m = font.match(/^\s*(?:\b(normal|italic|oblique|inherit)?\b)\s*(?:\b(normal|small-caps|inherit)?\b)\s*(?:\b(normal|bold|bolder|lighter|100|200|300|400|500|600|700|800|900|inherit)?\b)\s*(?:\b(xx-small|x-small|small|medium|large|x-large|xx-large|larger|smaller|0|\d*(?:[.]\d*)?(?:%|[a-z]{2,5}))?\b)\s*(.*)\s*$/);
|
|
|
|
if (m)
|
|
{
|
|
var family = m[5].trim();
|
|
|
|
// If it looks like the value should be quoted, but isn't, then quote it.
|
|
if (!/^(?:inherit|serif|sans-serif|cursive|fantasy|monospace)$/.exec(family) && !/['",]/.exec(family))
|
|
{
|
|
family = "'" + family + "'";
|
|
}
|
|
|
|
return {
|
|
font: font,
|
|
fontStyle: m[1] || 'normal',
|
|
fontVariant: m[2] || 'normal',
|
|
fontWeight: m[3] || 'normal',
|
|
fontSize: m[4] || 'medium',
|
|
fontFamily: family
|
|
};
|
|
}
|
|
else
|
|
{
|
|
console.warn("Phaser.GameObject.Text - unparsable CSS font: " + font);
|
|
|
|
return {
|
|
font: font
|
|
};
|
|
}
|
|
|
|
};
|
|
|
|
/**
|
|
* Converts individual font components (see `fontToComponents`) to a short CSS font string.
|
|
*
|
|
* @method Phaser.GameObject.Text#componentsToFont
|
|
* @private
|
|
* @param {object} components - Font components.
|
|
*/
|
|
Phaser.GameObject.Text.prototype.componentsToFont = function (components) {
|
|
|
|
var parts = [];
|
|
var v;
|
|
|
|
v = components.fontStyle;
|
|
if (v && v !== 'normal') { parts.push(v); }
|
|
|
|
v = components.fontVariant;
|
|
if (v && v !== 'normal') { parts.push(v); }
|
|
|
|
v = components.fontWeight;
|
|
if (v && v !== 'normal') { parts.push(v); }
|
|
|
|
v = components.fontSize;
|
|
if (v && v !== 'medium') { parts.push(v); }
|
|
|
|
v = components.fontFamily;
|
|
if (v) { parts.push(v); }
|
|
|
|
if (!parts.length)
|
|
{
|
|
// Fallback to whatever value the 'font' was
|
|
parts.push(components.font);
|
|
}
|
|
|
|
return parts.join(" ");
|
|
|
|
};
|
|
|
|
/**
|
|
* The text to be displayed by this Text object.
|
|
* Use a \n to insert a carriage return and split the text.
|
|
* The text will be rendered with any style currently set.
|
|
*
|
|
* Use the optional `immediate` argument if you need the Text display to update immediately.
|
|
*
|
|
* If not it will re-create the texture of this Text object during the next time the render
|
|
* loop is called.
|
|
*
|
|
* @method Phaser.GameObject.Text#setText
|
|
* @param {string} [text] - The text to be displayed. Set to an empty string to clear text that is already present.
|
|
* @param {boolean} [immediate=false] - Update the texture used by this Text object immediately (true) or automatically during the next render loop (false).
|
|
* @return {Phaser.GameObject.Text} This Text instance.
|
|
*/
|
|
Phaser.GameObject.Text.prototype.setText = function (text, immediate) {
|
|
|
|
if (immediate === undefined) { immediate = false; }
|
|
|
|
this.text = text.toString() || '';
|
|
|
|
if (immediate)
|
|
{
|
|
this.updateText();
|
|
}
|
|
else
|
|
{
|
|
this.dirty = true;
|
|
}
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
/**
|
|
* Converts the given array into a tab delimited string and then updates this Text object.
|
|
* This is mostly used when you want to display external data using tab stops.
|
|
*
|
|
* The array can be either single or multi dimensional depending on the result you need:
|
|
*
|
|
* `[ 'a', 'b', 'c' ]` would convert in to `"a\tb\tc"`.
|
|
*
|
|
* Where as:
|
|
*
|
|
* `[
|
|
* [ 'a', 'b', 'c' ],
|
|
* [ 'd', 'e', 'f']
|
|
* ]`
|
|
*
|
|
* would convert in to: `"a\tb\tc\nd\te\tf"`
|
|
*
|
|
* @method Phaser.GameObject.Text#parseList
|
|
* @param {array} list - The array of data to convert into a string.
|
|
* @return {Phaser.GameObject.Text} This Text instance.
|
|
*/
|
|
Phaser.GameObject.Text.prototype.parseList = function (list) {
|
|
|
|
if (!Array.isArray(list))
|
|
{
|
|
return this;
|
|
}
|
|
else
|
|
{
|
|
var s = "";
|
|
|
|
for (var i = 0; i < list.length; i++)
|
|
{
|
|
if (Array.isArray(list[i]))
|
|
{
|
|
s += list[i].join("\t");
|
|
|
|
if (i < list.length - 1)
|
|
{
|
|
s += "\n";
|
|
}
|
|
}
|
|
else
|
|
{
|
|
s += list[i];
|
|
|
|
if (i < list.length - 1)
|
|
{
|
|
s += "\t";
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
this.text = s;
|
|
this.dirty = true;
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
/**
|
|
* The Text Bounds is a rectangular region that you control the dimensions of into which the Text object itself is positioned,
|
|
* regardless of the number of lines in the text, the font size or any other attribute.
|
|
*
|
|
* Alignment is controlled via the properties `boundsAlignH` and `boundsAlignV` within the Text.style object, or can be directly
|
|
* set through the setters `Text.boundsAlignH` and `Text.boundsAlignV`. Bounds alignment is independent of text alignment.
|
|
*
|
|
* For example: If your game is 800x600 in size and you set the text bounds to be 0,0,800,600 then by setting boundsAlignH to
|
|
* 'center' and boundsAlignV to 'bottom' the text will render in the center and at the bottom of your game window, regardless of
|
|
* how many lines of text there may be. Even if you adjust the text content or change the style it will remain at the bottom center
|
|
* of the text bounds.
|
|
*
|
|
* This is especially powerful when you need to align text against specific coordinates in your game, but the actual text dimensions
|
|
* may vary based on font (say for multi-lingual games).
|
|
*
|
|
* If `Text.wordWrapWidth` is greater than the width of the text bounds it is clamped to match the bounds width.
|
|
*
|
|
* Call this method with no arguments given to reset an existing textBounds.
|
|
*
|
|
* It works by calculating the final position based on the Text.canvas size, which is modified as the text is updated. Some fonts
|
|
* have additional padding around them which you can mitigate by tweaking the Text.padding property. It then adjusts the `pivot`
|
|
* property based on the given bounds and canvas size. This means if you need to set the pivot property directly in your game then
|
|
* you either cannot use `setTextBounds` or you must place the Text object inside another DisplayObject on which you set the pivot.
|
|
*
|
|
* @method Phaser.GameObject.Text#setTextBounds
|
|
* @param {number} [x] - The x coordinate of the Text Bounds region.
|
|
* @param {number} [y] - The y coordinate of the Text Bounds region.
|
|
* @param {number} [width] - The width of the Text Bounds region.
|
|
* @param {number} [height] - The height of the Text Bounds region.
|
|
* @return {Phaser.GameObject.Text} This Text instance.
|
|
*/
|
|
Phaser.GameObject.Text.prototype.setTextBounds = function (x, y, width, height) {
|
|
|
|
if (x === undefined)
|
|
{
|
|
this.textBounds = null;
|
|
}
|
|
else
|
|
{
|
|
if (!this.textBounds)
|
|
{
|
|
this.textBounds = new Phaser.Rectangle(x, y, width, height);
|
|
}
|
|
else
|
|
{
|
|
this.textBounds.setTo(x, y, width, height);
|
|
}
|
|
|
|
if (this.style.wordWrapWidth > width)
|
|
{
|
|
this.style.wordWrapWidth = width;
|
|
}
|
|
}
|
|
|
|
this.updateTexture();
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
/**
|
|
* Updates the texture based on the canvas dimensions.
|
|
*
|
|
* @method Phaser.GameObject.Text#updateTexture
|
|
* @private
|
|
*/
|
|
Phaser.GameObject.Text.prototype.updateTexture = function () {
|
|
|
|
var base = this.texture.baseTexture;
|
|
var crop = this.texture.crop;
|
|
var frame = this.texture.frame;
|
|
|
|
var w = this.canvas.width;
|
|
var h = this.canvas.height;
|
|
|
|
base.width = w;
|
|
base.height = h;
|
|
|
|
crop.width = w;
|
|
crop.height = h;
|
|
|
|
frame.width = w;
|
|
frame.height = h;
|
|
|
|
this.texture.width = w;
|
|
this.texture.height = h;
|
|
|
|
this._width = w;
|
|
this._height = h;
|
|
|
|
if (this.textBounds)
|
|
{
|
|
var x = this.textBounds.x;
|
|
var y = this.textBounds.y;
|
|
|
|
// Align the canvas based on the bounds
|
|
if (this.style.boundsAlignH === 'right')
|
|
{
|
|
x += this.textBounds.width - this.canvas.width / this.resolution;
|
|
}
|
|
else if (this.style.boundsAlignH === 'center')
|
|
{
|
|
x += this.textBounds.halfWidth - (this.canvas.width / this.resolution / 2);
|
|
}
|
|
|
|
if (this.style.boundsAlignV === 'bottom')
|
|
{
|
|
y += this.textBounds.height - this.canvas.height / this.resolution;
|
|
}
|
|
else if (this.style.boundsAlignV === 'middle')
|
|
{
|
|
y += this.textBounds.halfHeight - (this.canvas.height / this.resolution / 2);
|
|
}
|
|
|
|
this.pivot.x = -x;
|
|
this.pivot.y = -y;
|
|
}
|
|
|
|
// Can't render something with a zero sized dimension
|
|
this.renderable = (w !== 0 && h !== 0);
|
|
|
|
this.texture.requiresReTint = true;
|
|
|
|
this.texture.baseTexture.dirty();
|
|
|
|
};
|
|
|
|
/**
|
|
* Calculates the ascent, descent and fontSize of a given font style.
|
|
*
|
|
* @method Phaser.GameObject.Text#determineFontProperties
|
|
* @private
|
|
* @param {object} fontStyle
|
|
*/
|
|
Phaser.GameObject.Text.prototype.determineFontProperties = function (fontStyle) {
|
|
|
|
var properties = Phaser.GameObject.Text.fontPropertiesCache[fontStyle];
|
|
|
|
if (!properties)
|
|
{
|
|
properties = {};
|
|
|
|
var canvas = Phaser.GameObject.Text.fontPropertiesCanvas;
|
|
var context = Phaser.GameObject.Text.fontPropertiesContext;
|
|
|
|
context.font = fontStyle;
|
|
|
|
var width = Math.ceil(context.measureText('|MÉq').width);
|
|
var baseline = Math.ceil(context.measureText('|MÉq').width);
|
|
var height = 2 * baseline;
|
|
|
|
baseline = baseline * 1.4 | 0;
|
|
|
|
canvas.width = width;
|
|
canvas.height = height;
|
|
|
|
context.fillStyle = '#f00';
|
|
context.fillRect(0, 0, width, height);
|
|
|
|
context.font = fontStyle;
|
|
|
|
context.textBaseline = 'alphabetic';
|
|
context.fillStyle = '#000';
|
|
context.fillText('|MÉq', 0, baseline);
|
|
|
|
if (!context.getImageData(0, 0, width, height))
|
|
{
|
|
properties.ascent = baseline;
|
|
properties.descent = baseline + 6;
|
|
properties.fontSize = properties.ascent + properties.descent;
|
|
|
|
Phaser.GameObject.Text.fontPropertiesCache[fontStyle] = properties;
|
|
|
|
return properties;
|
|
}
|
|
|
|
var imagedata = context.getImageData(0, 0, width, height).data;
|
|
var pixels = imagedata.length;
|
|
var line = width * 4;
|
|
|
|
var i, j;
|
|
|
|
var idx = 0;
|
|
var stop = false;
|
|
|
|
// ascent. scan from top to bottom until we find a non red pixel
|
|
for (i = 0; i < baseline; i++)
|
|
{
|
|
for (j = 0; j < line; j += 4)
|
|
{
|
|
if (imagedata[idx + j] !== 255)
|
|
{
|
|
stop = true;
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (!stop)
|
|
{
|
|
idx += line;
|
|
}
|
|
else
|
|
{
|
|
break;
|
|
}
|
|
}
|
|
|
|
properties.ascent = baseline - i;
|
|
|
|
idx = pixels - line;
|
|
stop = false;
|
|
|
|
// descent. scan from bottom to top until we find a non red pixel
|
|
for (i = height; i > baseline; i--)
|
|
{
|
|
for (j = 0; j < line; j += 4)
|
|
{
|
|
if (imagedata[idx + j] !== 255)
|
|
{
|
|
stop = true;
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (!stop)
|
|
{
|
|
idx -= line;
|
|
}
|
|
else
|
|
{
|
|
break;
|
|
}
|
|
}
|
|
|
|
properties.descent = i - baseline;
|
|
//TODO might need a tweak. kind of a temp fix!
|
|
properties.descent += 6;
|
|
properties.fontSize = properties.ascent + properties.descent;
|
|
|
|
Phaser.GameObject.Text.fontPropertiesCache[fontStyle] = properties;
|
|
}
|
|
|
|
return properties;
|
|
|
|
};
|
|
|
|
/**
|
|
* Returns the bounds of the Text as a rectangle.
|
|
* The bounds calculation takes the worldTransform into account.
|
|
*
|
|
* @method Phaser.GameObject.Text#getBounds
|
|
* @param {Phaser.Matrix} matrix - The transformation matrix of the Text.
|
|
* @return {Phaser.Rectangle} The framing rectangle
|
|
*/
|
|
Phaser.GameObject.Text.prototype.getBounds = function (matrix) {
|
|
|
|
if (this.dirty)
|
|
{
|
|
this.updateText();
|
|
this.dirty = false;
|
|
}
|
|
|
|
return PIXI.Sprite.prototype.getBounds.call(this, matrix);
|
|
|
|
};
|
|
|
|
/**
|
|
* The text to be displayed by this Text object.
|
|
* Use a \n to insert a carriage return and split the text.
|
|
* The text will be rendered with any style currently set.
|
|
*
|
|
* @name Phaser.GameObject.Text#text
|
|
* @property {string} text
|
|
*/
|
|
Object.defineProperty(Phaser.GameObject.Text.prototype, 'text', {
|
|
|
|
get: function() {
|
|
return this._text;
|
|
},
|
|
|
|
set: function(value) {
|
|
|
|
if (value !== this._text)
|
|
{
|
|
this._text = value.toString() || '';
|
|
this.dirty = true;
|
|
|
|
if (this.parent)
|
|
{
|
|
this.updateTransform();
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
});
|
|
|
|
/**
|
|
* Change the font used.
|
|
*
|
|
* This is equivalent of the `font` property specified to {@link Phaser.GameObject.Text#setStyle setStyle}, except
|
|
* that unlike using `setStyle` this will not change any current font fill/color settings.
|
|
*
|
|
* The CSS font string can also be individually altered with the `font`, `fontSize`, `fontWeight`, `fontStyle`, and `fontVariant` properties.
|
|
*
|
|
* @name Phaser.GameObject.Text#cssFont
|
|
* @property {string} cssFont
|
|
*/
|
|
Object.defineProperty(Phaser.GameObject.Text.prototype, 'cssFont', {
|
|
|
|
get: function() {
|
|
return this.componentsToFont(this._fontComponents);
|
|
},
|
|
|
|
set: function (value)
|
|
{
|
|
value = value || 'bold 20pt Arial';
|
|
this._fontComponents = this.fontToComponents(value);
|
|
this.updateFont(this._fontComponents);
|
|
}
|
|
|
|
});
|
|
|
|
/**
|
|
* Change the font family that the text will be rendered in, such as 'Arial'.
|
|
*
|
|
* Multiple CSS font families and generic fallbacks can be specified as long as
|
|
* {@link http://www.w3.org/TR/CSS2/fonts.html#propdef-font-family CSS font-family rules} are followed.
|
|
*
|
|
* To change the entire font string use {@link Phaser.GameObject.Text#cssFont cssFont} instead: eg. `text.cssFont = 'bold 20pt Arial'`.
|
|
*
|
|
* @name Phaser.GameObject.Text#font
|
|
* @property {string} font
|
|
*/
|
|
Object.defineProperty(Phaser.GameObject.Text.prototype, 'font', {
|
|
|
|
get: function() {
|
|
return this._fontComponents.fontFamily;
|
|
},
|
|
|
|
set: function(value) {
|
|
|
|
value = value || 'Arial';
|
|
value = value.trim();
|
|
|
|
// If it looks like the value should be quoted, but isn't, then quote it.
|
|
if (!/^(?:inherit|serif|sans-serif|cursive|fantasy|monospace)$/.exec(value) && !/['",]/.exec(value))
|
|
{
|
|
value = "'" + value + "'";
|
|
}
|
|
|
|
this._fontComponents.fontFamily = value;
|
|
this.updateFont(this._fontComponents);
|
|
|
|
}
|
|
|
|
});
|
|
|
|
/**
|
|
* The size of the font.
|
|
*
|
|
* If the font size is specified in pixels (eg. `32` or `'32px`') then a number (ie. `32`) representing
|
|
* the font size in pixels is returned; otherwise the value with CSS unit is returned as a string (eg. `'12pt'`).
|
|
*
|
|
* @name Phaser.GameObject.Text#fontSize
|
|
* @property {number|string} fontSize
|
|
*/
|
|
Object.defineProperty(Phaser.GameObject.Text.prototype, 'fontSize', {
|
|
|
|
get: function() {
|
|
|
|
var size = this._fontComponents.fontSize;
|
|
|
|
if (size && /(?:^0$|px$)/.exec(size))
|
|
{
|
|
return parseInt(size, 10);
|
|
}
|
|
else
|
|
{
|
|
return size;
|
|
}
|
|
|
|
},
|
|
|
|
set: function(value) {
|
|
|
|
value = value || '0';
|
|
|
|
if (typeof value === 'number')
|
|
{
|
|
value = value + 'px';
|
|
}
|
|
|
|
this._fontComponents.fontSize = value;
|
|
this.updateFont(this._fontComponents);
|
|
|
|
}
|
|
|
|
});
|
|
|
|
/**
|
|
* The weight of the font: 'normal', 'bold', or {@link http://www.w3.org/TR/CSS2/fonts.html#propdef-font-weight a valid CSS font weight}.
|
|
* @name Phaser.GameObject.Text#fontWeight
|
|
* @property {string} fontWeight
|
|
*/
|
|
Object.defineProperty(Phaser.GameObject.Text.prototype, 'fontWeight', {
|
|
|
|
get: function() {
|
|
return this._fontComponents.fontWeight || 'normal';
|
|
},
|
|
|
|
set: function(value) {
|
|
|
|
value = value || 'normal';
|
|
this._fontComponents.fontWeight = value;
|
|
this.updateFont(this._fontComponents);
|
|
|
|
}
|
|
|
|
});
|
|
|
|
/**
|
|
* The style of the font: 'normal', 'italic', 'oblique'
|
|
* @name Phaser.GameObject.Text#fontStyle
|
|
* @property {string} fontStyle
|
|
*/
|
|
Object.defineProperty(Phaser.GameObject.Text.prototype, 'fontStyle', {
|
|
|
|
get: function() {
|
|
return this._fontComponents.fontStyle || 'normal';
|
|
},
|
|
|
|
set: function(value) {
|
|
|
|
value = value || 'normal';
|
|
this._fontComponents.fontStyle = value;
|
|
this.updateFont(this._fontComponents);
|
|
|
|
}
|
|
|
|
});
|
|
|
|
/**
|
|
* The variant the font: 'normal', 'small-caps'
|
|
* @name Phaser.GameObject.Text#fontVariant
|
|
* @property {string} fontVariant
|
|
*/
|
|
Object.defineProperty(Phaser.GameObject.Text.prototype, 'fontVariant', {
|
|
|
|
get: function() {
|
|
return this._fontComponents.fontVariant || 'normal';
|
|
},
|
|
|
|
set: function(value) {
|
|
|
|
value = value || 'normal';
|
|
this._fontComponents.fontVariant = value;
|
|
this.updateFont(this._fontComponents);
|
|
|
|
}
|
|
|
|
});
|
|
|
|
/**
|
|
* @name Phaser.GameObject.Text#fill
|
|
* @property {object} fill - A canvas fillstyle that will be used on the text eg 'red', '#00FF00'.
|
|
*/
|
|
Object.defineProperty(Phaser.GameObject.Text.prototype, 'fill', {
|
|
|
|
get: function() {
|
|
return this.style.fill;
|
|
},
|
|
|
|
set: function(value) {
|
|
|
|
if (value !== this.style.fill)
|
|
{
|
|
this.style.fill = value;
|
|
this.dirty = true;
|
|
}
|
|
|
|
}
|
|
|
|
});
|
|
|
|
/**
|
|
* Controls the horizontal alignment for multiline text.
|
|
* Can be: 'left', 'center' or 'right'.
|
|
* Does not affect single lines of text. For that please see `setTextBounds`.
|
|
* @name Phaser.GameObject.Text#align
|
|
* @property {string} align
|
|
*/
|
|
Object.defineProperty(Phaser.GameObject.Text.prototype, 'align', {
|
|
|
|
get: function() {
|
|
return this.style.align;
|
|
},
|
|
|
|
set: function(value) {
|
|
|
|
if (value !== this.style.align)
|
|
{
|
|
this.style.align = value;
|
|
this.dirty = true;
|
|
}
|
|
|
|
}
|
|
|
|
});
|
|
|
|
/**
|
|
* The resolution of the canvas the text is rendered to.
|
|
* This defaults to match the resolution of the renderer, but can be changed on a per Text object basis.
|
|
* @name Phaser.GameObject.Text#resolution
|
|
* @property {integer} resolution
|
|
*/
|
|
Object.defineProperty(Phaser.GameObject.Text.prototype, 'resolution', {
|
|
|
|
get: function() {
|
|
return this._res;
|
|
},
|
|
|
|
set: function(value) {
|
|
|
|
if (value !== this._res)
|
|
{
|
|
this._res = value;
|
|
this.dirty = true;
|
|
}
|
|
|
|
}
|
|
|
|
});
|
|
|
|
/**
|
|
* The size (in pixels) of the tabs, for when text includes tab characters. 0 disables.
|
|
* Can be an integer or an array of varying tab sizes, one tab per element.
|
|
* For example if you set tabs to 100 then when Text encounters a tab it will jump ahead 100 pixels.
|
|
* If you set tabs to be `[100,200]` then it will set the first tab at 100px and the second at 200px.
|
|
*
|
|
* @name Phaser.GameObject.Text#tabs
|
|
* @property {integer|array} tabs
|
|
*/
|
|
Object.defineProperty(Phaser.GameObject.Text.prototype, 'tabs', {
|
|
|
|
get: function() {
|
|
return this.style.tabs;
|
|
},
|
|
|
|
set: function(value) {
|
|
|
|
if (value !== this.style.tabs)
|
|
{
|
|
this.style.tabs = value;
|
|
this.dirty = true;
|
|
}
|
|
|
|
}
|
|
|
|
});
|
|
|
|
/**
|
|
* Horizontal alignment of the text within the `textBounds`. Can be: 'left', 'center' or 'right'.
|
|
* @name Phaser.GameObject.Text#boundsAlignH
|
|
* @property {string} boundsAlignH
|
|
*/
|
|
Object.defineProperty(Phaser.GameObject.Text.prototype, 'boundsAlignH', {
|
|
|
|
get: function() {
|
|
return this.style.boundsAlignH;
|
|
},
|
|
|
|
set: function(value) {
|
|
|
|
if (value !== this.style.boundsAlignH)
|
|
{
|
|
this.style.boundsAlignH = value;
|
|
this.dirty = true;
|
|
}
|
|
|
|
}
|
|
|
|
});
|
|
|
|
/**
|
|
* Vertical alignment of the text within the `textBounds`. Can be: 'top', 'middle' or 'bottom'.
|
|
* @name Phaser.GameObject.Text#boundsAlignV
|
|
* @property {string} boundsAlignV
|
|
*/
|
|
Object.defineProperty(Phaser.GameObject.Text.prototype, 'boundsAlignV', {
|
|
|
|
get: function() {
|
|
return this.style.boundsAlignV;
|
|
},
|
|
|
|
set: function(value) {
|
|
|
|
if (value !== this.style.boundsAlignV)
|
|
{
|
|
this.style.boundsAlignV = value;
|
|
this.dirty = true;
|
|
}
|
|
|
|
}
|
|
|
|
});
|
|
|
|
/**
|
|
* @name Phaser.GameObject.Text#stroke
|
|
* @property {string} stroke - A canvas fillstyle that will be used on the text stroke eg 'blue', '#FCFF00'.
|
|
*/
|
|
Object.defineProperty(Phaser.GameObject.Text.prototype, 'stroke', {
|
|
|
|
get: function() {
|
|
return this.style.stroke;
|
|
},
|
|
|
|
set: function(value) {
|
|
|
|
if (value !== this.style.stroke)
|
|
{
|
|
this.style.stroke = value;
|
|
this.dirty = true;
|
|
}
|
|
|
|
}
|
|
|
|
});
|
|
|
|
/**
|
|
* @name Phaser.GameObject.Text#strokeThickness
|
|
* @property {number} strokeThickness - A number that represents the thickness of the stroke. Default is 0 (no stroke)
|
|
*/
|
|
Object.defineProperty(Phaser.GameObject.Text.prototype, 'strokeThickness', {
|
|
|
|
get: function() {
|
|
return this.style.strokeThickness;
|
|
},
|
|
|
|
set: function(value) {
|
|
|
|
if (value !== this.style.strokeThickness)
|
|
{
|
|
this.style.strokeThickness = value;
|
|
this.dirty = true;
|
|
}
|
|
|
|
}
|
|
|
|
});
|
|
|
|
/**
|
|
* @name Phaser.GameObject.Text#wordWrap
|
|
* @property {boolean} wordWrap - Indicates if word wrap should be used.
|
|
*/
|
|
Object.defineProperty(Phaser.GameObject.Text.prototype, 'wordWrap', {
|
|
|
|
get: function() {
|
|
return this.style.wordWrap;
|
|
},
|
|
|
|
set: function(value) {
|
|
|
|
if (value !== this.style.wordWrap)
|
|
{
|
|
this.style.wordWrap = value;
|
|
this.dirty = true;
|
|
}
|
|
|
|
}
|
|
|
|
});
|
|
|
|
/**
|
|
* @name Phaser.GameObject.Text#wordWrapWidth
|
|
* @property {number} wordWrapWidth - The width at which text will wrap.
|
|
*/
|
|
Object.defineProperty(Phaser.GameObject.Text.prototype, 'wordWrapWidth', {
|
|
|
|
get: function() {
|
|
return this.style.wordWrapWidth;
|
|
},
|
|
|
|
set: function(value) {
|
|
|
|
if (value !== this.style.wordWrapWidth)
|
|
{
|
|
this.style.wordWrapWidth = value;
|
|
this.dirty = true;
|
|
}
|
|
|
|
}
|
|
|
|
});
|
|
|
|
/**
|
|
* @name Phaser.GameObject.Text#lineSpacing
|
|
* @property {number} lineSpacing - Additional spacing (in pixels) between each line of text if multi-line.
|
|
*/
|
|
Object.defineProperty(Phaser.GameObject.Text.prototype, 'lineSpacing', {
|
|
|
|
get: function() {
|
|
return this._lineSpacing;
|
|
},
|
|
|
|
set: function(value) {
|
|
|
|
if (value !== this._lineSpacing)
|
|
{
|
|
this._lineSpacing = parseFloat(value);
|
|
this.dirty = true;
|
|
|
|
if (this.parent)
|
|
{
|
|
this.updateTransform();
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
});
|
|
|
|
/**
|
|
* @name Phaser.GameObject.Text#shadowOffsetX
|
|
* @property {number} shadowOffsetX - The shadowOffsetX value in pixels. This is how far offset horizontally the shadow effect will be.
|
|
*/
|
|
Object.defineProperty(Phaser.GameObject.Text.prototype, 'shadowOffsetX', {
|
|
|
|
get: function() {
|
|
return this.style.shadowOffsetX;
|
|
},
|
|
|
|
set: function(value) {
|
|
|
|
if (value !== this.style.shadowOffsetX)
|
|
{
|
|
this.style.shadowOffsetX = value;
|
|
this.dirty = true;
|
|
}
|
|
|
|
}
|
|
|
|
});
|
|
|
|
/**
|
|
* @name Phaser.GameObject.Text#shadowOffsetY
|
|
* @property {number} shadowOffsetY - The shadowOffsetY value in pixels. This is how far offset vertically the shadow effect will be.
|
|
*/
|
|
Object.defineProperty(Phaser.GameObject.Text.prototype, 'shadowOffsetY', {
|
|
|
|
get: function() {
|
|
return this.style.shadowOffsetY;
|
|
},
|
|
|
|
set: function(value) {
|
|
|
|
if (value !== this.style.shadowOffsetY)
|
|
{
|
|
this.style.shadowOffsetY = value;
|
|
this.dirty = true;
|
|
}
|
|
|
|
}
|
|
|
|
});
|
|
|
|
/**
|
|
* @name Phaser.GameObject.Text#shadowColor
|
|
* @property {string} shadowColor - The color of the shadow, as given in CSS rgba format. Set the alpha component to 0 to disable the shadow.
|
|
*/
|
|
Object.defineProperty(Phaser.GameObject.Text.prototype, 'shadowColor', {
|
|
|
|
get: function() {
|
|
return this.style.shadowColor;
|
|
},
|
|
|
|
set: function(value) {
|
|
|
|
if (value !== this.style.shadowColor)
|
|
{
|
|
this.style.shadowColor = value;
|
|
this.dirty = true;
|
|
}
|
|
|
|
}
|
|
|
|
});
|
|
|
|
/**
|
|
* @name Phaser.GameObject.Text#shadowBlur
|
|
* @property {number} shadowBlur - The shadowBlur value. Make the shadow softer by applying a Gaussian blur to it. A number from 0 (no blur) up to approx. 10 (depending on scene).
|
|
*/
|
|
Object.defineProperty(Phaser.GameObject.Text.prototype, 'shadowBlur', {
|
|
|
|
get: function() {
|
|
return this.style.shadowBlur;
|
|
},
|
|
|
|
set: function(value) {
|
|
|
|
if (value !== this.style.shadowBlur)
|
|
{
|
|
this.style.shadowBlur = value;
|
|
this.dirty = true;
|
|
}
|
|
|
|
}
|
|
|
|
});
|
|
|
|
/**
|
|
* @name Phaser.GameObject.Text#shadowStroke
|
|
* @property {boolean} shadowStroke - Sets if the drop shadow is applied to the Text stroke.
|
|
*/
|
|
Object.defineProperty(Phaser.GameObject.Text.prototype, 'shadowStroke', {
|
|
|
|
get: function() {
|
|
return this.style.shadowStroke;
|
|
},
|
|
|
|
set: function(value) {
|
|
|
|
if (value !== this.style.shadowStroke)
|
|
{
|
|
this.style.shadowStroke = value;
|
|
this.dirty = true;
|
|
}
|
|
|
|
}
|
|
|
|
});
|
|
|
|
/**
|
|
* @name Phaser.GameObject.Text#shadowFill
|
|
* @property {boolean} shadowFill - Sets if the drop shadow is applied to the Text fill.
|
|
*/
|
|
Object.defineProperty(Phaser.GameObject.Text.prototype, 'shadowFill', {
|
|
|
|
get: function() {
|
|
return this.style.shadowFill;
|
|
},
|
|
|
|
set: function(value) {
|
|
|
|
if (value !== this.style.shadowFill)
|
|
{
|
|
this.style.shadowFill = value;
|
|
this.dirty = true;
|
|
}
|
|
|
|
}
|
|
|
|
});
|
|
|
|
/**
|
|
* The width of the Text object in pixels. This is width of the Texture frame / the Text.resolution.
|
|
* @name Phaser.GameObject.Text#width
|
|
* @property {number} width - The width of the Text. Setting this will modify the scale to achieve the value requested.
|
|
*/
|
|
Object.defineProperty(Phaser.GameObject.Text.prototype, 'width', {
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get: function() {
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|
|
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if (this.dirty)
|
|
{
|
|
this.updateText();
|
|
this.dirty = false;
|
|
}
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|
|
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return this.scale.x * (this.texture.frame.width / this.resolution);
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},
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|
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set: function(value) {
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|
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this.scale.x = value / this.texture.frame.width;
|
|
this._width = value;
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|
}
|
|
|
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});
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|
|
|
/**
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* The height of the Text object in pixels. This is height of the Texture frame / the Text.resolution.
|
|
* @name Phaser.GameObject.Text#height
|
|
* @property {number} height - The height of the Text. Setting this will modify the scale to achieve the value requested.
|
|
*/
|
|
Object.defineProperty(Phaser.GameObject.Text.prototype, 'height', {
|
|
|
|
get: function() {
|
|
|
|
if (this.dirty)
|
|
{
|
|
this.updateText();
|
|
this.dirty = false;
|
|
}
|
|
|
|
return this.scale.y * (this.texture.frame.height / this.resolution);
|
|
},
|
|
|
|
set: function(value) {
|
|
|
|
this.scale.y = value / this.texture.frame.height;
|
|
this._height = value;
|
|
}
|
|
|
|
});
|
|
|
|
Phaser.GameObject.Text.fontPropertiesCache = {};
|
|
|
|
Phaser.GameObject.Text.fontPropertiesCanvas = document.createElement('canvas');
|
|
Phaser.GameObject.Text.fontPropertiesContext = Phaser.GameObject.Text.fontPropertiesCanvas.getContext('2d');
|