mirror of
https://github.com/photonstorm/phaser
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176 lines
4.5 KiB
JavaScript
176 lines
4.5 KiB
JavaScript
/**
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* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2020 Photon Storm Ltd.
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* @license {@link https://opensource.org/licenses/MIT|MIT License}
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*/
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var SetTransform = require('../../../renderer/canvas/utils/SetTransform');
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/**
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* Renders this Game Object with the Canvas Renderer to the given Camera.
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* The object will not render if any of its renderFlags are set or it is being actively filtered out by the Camera.
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* This method should not be called directly. It is a utility function of the Render module.
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*
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* @method Phaser.GameObjects.BitmapText#renderCanvas
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* @since 3.0.0
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* @private
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*
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* @param {Phaser.Renderer.Canvas.CanvasRenderer} renderer - A reference to the current active Canvas renderer.
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* @param {Phaser.GameObjects.BitmapText} src - The Game Object being rendered in this call.
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* @param {number} interpolationPercentage - Reserved for future use and custom pipelines.
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* @param {Phaser.Cameras.Scene2D.Camera} camera - The Camera that is rendering the Game Object.
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* @param {Phaser.GameObjects.Components.TransformMatrix} parentMatrix - This transform matrix is defined if the game object is nested
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*/
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var BitmapTextCanvasRenderer = function (renderer, src, interpolationPercentage, camera, parentMatrix)
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{
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var text = src._text;
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var textLength = text.length;
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var ctx = renderer.currentContext;
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if (textLength === 0 || !SetTransform(renderer, ctx, src, camera, parentMatrix))
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{
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return;
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}
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var textureFrame = src.frame;
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var chars = src.fontData.chars;
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var lineHeight = src.fontData.lineHeight;
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var letterSpacing = src._letterSpacing;
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var xAdvance = 0;
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var yAdvance = 0;
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var charCode = 0;
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var glyph = null;
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var glyphX = 0;
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var glyphY = 0;
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var glyphW = 0;
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var glyphH = 0;
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var x = 0;
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var y = 0;
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var lastGlyph = null;
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var lastCharCode = 0;
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var image = src.frame.source.image;
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var textureX = textureFrame.cutX;
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var textureY = textureFrame.cutY;
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var scale = (src._fontSize / src.fontData.size);
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var align = src._align;
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var currentLine = 0;
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var lineOffsetX = 0;
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// Update the bounds - skipped internally if not dirty
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var bounds = src.getTextBounds(false);
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// In case the method above changed it (word wrapping)
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if (src.maxWidth > 0)
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{
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text = bounds.wrappedText;
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textLength = text.length;
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}
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var lineData = src._bounds.lines;
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if (align === 1)
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{
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lineOffsetX = (lineData.longest - lineData.lengths[0]) / 2;
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}
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else if (align === 2)
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{
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lineOffsetX = (lineData.longest - lineData.lengths[0]);
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}
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ctx.translate(-src.displayOriginX, -src.displayOriginY);
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var roundPixels = camera.roundPixels;
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for (var i = 0; i < textLength; i++)
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{
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charCode = text.charCodeAt(i);
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if (charCode === 10)
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{
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currentLine++;
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if (align === 1)
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{
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lineOffsetX = (lineData.longest - lineData.lengths[currentLine]) / 2;
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}
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else if (align === 2)
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{
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lineOffsetX = (lineData.longest - lineData.lengths[currentLine]);
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}
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xAdvance = 0;
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yAdvance += lineHeight;
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lastGlyph = null;
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continue;
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}
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glyph = chars[charCode];
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if (!glyph)
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{
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continue;
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}
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glyphX = textureX + glyph.x;
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glyphY = textureY + glyph.y;
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glyphW = glyph.width;
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glyphH = glyph.height;
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x = glyph.xOffset + xAdvance;
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y = glyph.yOffset + yAdvance;
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if (lastGlyph !== null)
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{
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var kerningOffset = glyph.kerning[lastCharCode];
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x += (kerningOffset !== undefined) ? kerningOffset : 0;
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}
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x *= scale;
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y *= scale;
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x += lineOffsetX;
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xAdvance += glyph.xAdvance + letterSpacing;
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lastGlyph = glyph;
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lastCharCode = charCode;
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// Nothing to render or a space? Then skip to the next glyph
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if (glyphW === 0 || glyphH === 0 || charCode === 32)
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{
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continue;
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}
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if (roundPixels)
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{
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x = Math.round(x);
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y = Math.round(y);
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}
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ctx.save();
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ctx.translate(x, y);
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ctx.scale(scale, scale);
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ctx.drawImage(image, glyphX, glyphY, glyphW, glyphH, 0, 0, glyphW, glyphH);
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ctx.restore();
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}
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ctx.restore();
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};
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module.exports = BitmapTextCanvasRenderer;
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