mirror of
https://github.com/photonstorm/phaser
synced 2025-01-26 11:55:13 +00:00
199 lines
5.1 KiB
JavaScript
199 lines
5.1 KiB
JavaScript
/**
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* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2018 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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var GameObject = require('../../GameObject');
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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.DynamicBitmapText#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.CanvasRenderer} renderer - A reference to the current active Canvas renderer.
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* @param {Phaser.GameObjects.DynamicBitmapText} 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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*/
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var DynamicBitmapTextCanvasRenderer = function (renderer, src, interpolationPercentage, camera)
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{
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var text = src.text;
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var textLength = text.length;
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if (GameObject.RENDER_MASK !== src.renderFlags || textLength === 0 || (src.cameraFilter > 0 && (src.cameraFilter & camera._id)))
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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 displayCallback = src.displayCallback;
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var cameraScrollX = camera.scrollX * src.scrollFactorX;
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var cameraScrollY = camera.scrollY * src.scrollFactorY;
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var chars = src.fontData.chars;
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var lineHeight = src.fontData.lineHeight;
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var xAdvance = 0;
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var yAdvance = 0;
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var indexCount = 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 ctx = renderer.currentContext;
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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 rotation = 0;
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var scale = (src.fontSize / src.fontData.size);
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// Blend Mode
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if (renderer.currentBlendMode !== src.blendMode)
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{
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renderer.currentBlendMode = src.blendMode;
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ctx.globalCompositeOperation = renderer.blendModes[src.blendMode];
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}
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// Alpha
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if (renderer.currentAlpha !== src.alpha)
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{
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renderer.currentAlpha = src.alpha;
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ctx.globalAlpha = src.alpha;
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}
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// Smoothing
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if (renderer.currentScaleMode !== src.scaleMode)
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{
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renderer.currentScaleMode = src.scaleMode;
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}
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ctx.save();
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ctx.translate(src.x, src.y);
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ctx.rotate(src.rotation);
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ctx.translate(-src.displayOriginX, -src.displayOriginY);
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ctx.scale(src.scaleX, src.scaleY);
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if (src.cropWidth > 0 && src.cropHeight > 0)
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{
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ctx.save();
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ctx.beginPath();
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ctx.rect(0, 0, src.cropWidth, src.cropHeight);
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ctx.clip();
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}
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var roundPixels = renderer.config.roundPixels;
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for (var index = 0; index < textLength; ++index)
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{
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// Reset the scale (in case the callback changed it)
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scale = (src.fontSize / src.fontData.size);
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rotation = 0;
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charCode = text.charCodeAt(index);
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if (charCode === 10)
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{
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xAdvance = 0;
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indexCount = 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 = (indexCount + glyph.xOffset + xAdvance) - src.scrollX;
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y = (glyph.yOffset + yAdvance) - src.scrollY;
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// This could be optimized so that it doesn't even bother drawing it if the x/y is out of range
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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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if (displayCallback)
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{
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var output = displayCallback({ tint: { topLeft: 0, topRight: 0, bottomLeft: 0, bottomRight: 0 }, index: index, charCode: charCode, x: x, y: y, scale: scale, rotation: 0, data: glyph.data });
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x = output.x;
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y = output.y;
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scale = output.scale;
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rotation = output.rotation;
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}
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x *= scale;
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y *= scale;
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x -= cameraScrollX;
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y -= cameraScrollY;
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if (roundPixels)
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{
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x |= 0;
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y |= 0;
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}
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ctx.save();
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ctx.translate(x, y);
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ctx.rotate(rotation);
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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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xAdvance += glyph.xAdvance;
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indexCount += 1;
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lastGlyph = glyph;
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lastCharCode = charCode;
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}
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if (src.cropWidth > 0 && src.cropHeight > 0)
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{
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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 = DynamicBitmapTextCanvasRenderer;
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