phaser/v3/merge/gameobjects/bitmaptext/BitmapText.js
2016-11-23 00:17:46 +00:00

712 lines
19 KiB
JavaScript

/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2016 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
/**
* BitmapText objects work by taking a texture file and an XML or JSON file that describes the font structure.
* It then generates a new Sprite object for each letter of the text, proportionally spaced out and aligned to
* match the font structure.
*
* BitmapText objects are less flexible than Text objects, in that they have less features such as shadows, fills and the ability
* to use Web Fonts, however you trade this flexibility for rendering speed. You can also create visually compelling BitmapTexts by
* processing the font texture in an image editor, applying fills and any other effects required.
*
* To create multi-line text insert \r, \n or \r\n escape codes into the text string.
*
* If you are having performance issues due to the volume of sprites being rendered, and do not require the text to be constantly
* updating, you can use BitmapText.generateTexture to create a static texture from this BitmapText.
*
* To create a BitmapText data files you can use:
*
* BMFont (Windows, free): http://www.angelcode.com/products/bmfont/
* Glyph Designer (OS X, commercial): http://www.71squared.com/en/glyphdesigner
* Littera (Web-based, free): http://kvazars.com/littera/
*
* For most use cases it is recommended to use XML. If you wish to use JSON, the formatting should be equal to the result of
* converting a valid XML file through the popular X2JS library. An online tool for conversion can be found here: http://codebeautify.org/xmltojson
*
* If you were using an older version of Phaser (< 2.4) and using the DOMish parser hack, please remove this. It isn't required any longer.
*
* @class Phaser.GameObject.BitmapText
* @constructor
* @extends PIXI.DisplayObjectContainer
* @extends Phaser.Component.Core
* @extends Phaser.Component.Angle
* @extends Phaser.Component.AutoCull
* @extends Phaser.Component.Bounds
* @extends Phaser.Component.Destroy
* @extends Phaser.Component.FixedToCamera
* @extends Phaser.Component.InputEnabled
* @extends Phaser.Component.InWorld
* @extends Phaser.Component.LifeSpan
* @extends Phaser.Component.PhysicsBody
* @extends Phaser.Component.Reset
* @param {Phaser.Game} game - A reference to the currently running game.
* @param {number} x - X coordinate to display the BitmapText object at.
* @param {number} y - Y coordinate to display the BitmapText object at.
* @param {string} font - The key of the BitmapText as stored in Phaser.Cache.
* @param {string} [text=''] - The text that will be rendered. This can also be set later via BitmapText.text.
* @param {number} [size=32] - The size the font will be rendered at in pixels.
* @param {string} [align='left'] - The alignment of multi-line text. Has no effect if there is only one line of text.
*/
Phaser.GameObject.BitmapText = function (game, x, y, font, text, size, align) {
x = x || 0;
y = y || 0;
font = font || '';
text = text || '';
size = size || 32;
align = align || 'left';
PIXI.DisplayObjectContainer.call(this);
/**
* @property {number} type - The const type of this object.
* @readonly
*/
this.type = Phaser.BITMAPTEXT;
/**
* @property {number} physicsType - The const physics body type of this object.
* @readonly
*/
this.physicsType = Phaser.SPRITE;
/**
* @property {number} textWidth - The width in pixels of the overall text area, taking into consideration multi-line text.
* @readOnly
*/
this.textWidth = 0;
/**
* @property {number} textHeight - The height in pixels of the overall text area, taking into consideration multi-line text.
* @readOnly
*/
this.textHeight = 0;
/**
* @property {Phaser.Point} anchor - The anchor value of this BitmapText.
*/
this.anchor = new Phaser.Point();
/**
* @property {Phaser.Point} _prevAnchor - The previous anchor value.
* @private
*/
this._prevAnchor = new Phaser.Point();
/**
* @property {array} _glyphs - Private tracker for the letter sprite pool.
* @private
*/
this._glyphs = [];
/**
* @property {number} _maxWidth - Internal cache var.
* @private
*/
this._maxWidth = 0;
/**
* @property {string} _text - Internal cache var.
* @private
*/
this._text = text.toString() || '';
/**
* @property {string} _data - Internal cache var.
* @private
*/
this._data = game.cache.getBitmapFont(font);
/**
* @property {string} _font - Internal cache var.
* @private
*/
this._font = font;
/**
* @property {number} _fontSize - Internal cache var.
* @private
*/
this._fontSize = size;
/**
* @property {string} _align - Internal cache var.
* @private
*/
this._align = align;
/**
* @property {number} _tint - Internal cache var.
* @private
*/
this._tint = 0xFFFFFF;
this.updateText();
/**
* @property {boolean} dirty - The dirty state of this object.
*/
this.dirty = false;
Phaser.Component.Core.init.call(this, game, x, y, '', null);
};
Phaser.GameObject.BitmapText.prototype = Object.create(PIXI.DisplayObjectContainer.prototype);
Phaser.GameObject.BitmapText.prototype.constructor = Phaser.GameObject.BitmapText;
Phaser.Component.Core.install.call(Phaser.GameObject.BitmapText.prototype, [
'Angle',
'AutoCull',
'Bounds',
'Destroy',
'FixedToCamera',
'InputEnabled',
'InWorld',
'LifeSpan',
'PhysicsBody',
'Reset'
]);
Phaser.GameObject.BitmapText.prototype.preUpdatePhysics = Phaser.Component.PhysicsBody.preUpdate;
Phaser.GameObject.BitmapText.prototype.preUpdateLifeSpan = Phaser.Component.LifeSpan.preUpdate;
Phaser.GameObject.BitmapText.prototype.preUpdateInWorld = Phaser.Component.InWorld.preUpdate;
Phaser.GameObject.BitmapText.prototype.preUpdateCore = Phaser.Component.Core.preUpdate;
/**
* Automatically called by World.preUpdate.
*
* @method
* @memberof Phaser.GameObject.BitmapText
* @return {boolean} True if the BitmapText was rendered, otherwise false.
*/
Phaser.GameObject.BitmapText.prototype.preUpdate = function () {
if (!this.preUpdatePhysics() || !this.preUpdateLifeSpan() || !this.preUpdateInWorld())
{
return false;
}
return this.preUpdateCore();
};
/**
* Automatically called by World.preUpdate.
* @method Phaser.GameObject.BitmapText.prototype.postUpdate
*/
Phaser.GameObject.BitmapText.prototype.postUpdate = function () {
Phaser.Component.PhysicsBody.postUpdate.call(this);
Phaser.Component.FixedToCamera.postUpdate.call(this);
if (this.body && this.body.type === Phaser.Physics.ARCADE)
{
if ((this.textWidth !== this.body.sourceWidth) || (this.textHeight !== this.body.sourceHeight))
{
this.body.setSize(this.textWidth, this.textHeight);
}
}
};
/**
* The text to be displayed by this BitmapText object.
*
* It's faster to use `BitmapText.text = string`, but this is kept for backwards compatibility.
*
* @method Phaser.GameObject.BitmapText.prototype.setText
* @param {string} text - The text to be displayed by this BitmapText object.
*/
Phaser.GameObject.BitmapText.prototype.setText = function (text) {
this.text = text;
};
/**
* Given the input text this will scan the characters until either a newline is encountered,
* or the line exceeds maxWidth, taking into account kerning, character widths and scaling.
*
* @method Phaser.GameObject.BitmapText.prototype.scanLine
* @private
* @param {object} data - A reference to the font object in the Phaser.Cache.
* @param {float} scale - The scale of the font in relation to the texture.
* @param {string} text - The text to parse.
* @return {object} An object containing the parsed characters, total pixel width and x offsets.
*/
Phaser.GameObject.BitmapText.prototype.scanLine = function (data, scale, text) {
var x = 0;
var w = 0;
var lastSpace = -1;
var wrappedWidth = 0;
var prevCharCode = null;
var maxWidth = (this._maxWidth > 0) ? this._maxWidth : null;
var chars = [];
// Let's scan the text and work out if any of the lines are > maxWidth
for (var i = 0; i < text.length; i++)
{
var end = (i === text.length - 1) ? true : false;
if (/(?:\r\n|\r|\n)/.test(text.charAt(i)))
{
return { width: w, text: text.substr(0, i), end: end, chars: chars };
}
else
{
var charCode = text.charCodeAt(i);
var charData = data.chars[charCode];
var c = 0;
// If the character data isn't found in the data array
// then we replace it with a blank space
if (charData === undefined)
{
charCode = 32;
charData = data.chars[charCode];
}
// Adjust for kerning from previous character to this one
var kerning = (prevCharCode && charData.kerning[prevCharCode]) ? charData.kerning[prevCharCode] : 0;
// Record the last space in the string and the current width
if (/(\s)/.test(text.charAt(i)))
{
lastSpace = i;
wrappedWidth = w;
}
// What will the line width be if we add this character to it?
c = (kerning + charData.texture.width + charData.xOffset) * scale;
// Do we need to line-wrap?
if (maxWidth && ((w + c) >= maxWidth) && lastSpace > -1)
{
// The last space was at "lastSpace" which was "i - lastSpace" characters ago
return { width: wrappedWidth || w, text: text.substr(0, i - (i - lastSpace)), end: end, chars: chars };
}
else
{
w += (charData.xAdvance + kerning) * scale;
chars.push(x + (charData.xOffset + kerning) * scale);
x += (charData.xAdvance + kerning) * scale;
prevCharCode = charCode;
}
}
}
return { width: w, text: text, end: end, chars: chars };
};
/**
* Given a text string this will scan each character in the string to ensure it exists
* in the BitmapText font data. If it doesn't the character is removed, or replaced with the `replace` argument.
*
* If no font data has been loaded at all this returns an empty string, as nothing can be rendered.
*
* @method Phaser.GameObject.BitmapText.prototype.cleanText
* @param {string} text - The text to parse.
* @param {string} [replace=''] - The replacement string for any missing characters.
* @return {string} The cleaned text string.
*/
Phaser.GameObject.BitmapText.prototype.cleanText = function (text, replace) {
if (replace === undefined)
{
replace = '';
}
var data = this._data.font;
if (!data)
{
return '';
}
var re = /\r\n|\n\r|\n|\r/g;
var lines = text.replace(re, "\n").split("\n");
for (var i = 0; i < lines.length; i++)
{
var output = '';
var line = lines[i];
for (var c = 0; c < line.length; c++)
{
if (data.chars[line.charCodeAt(c)])
{
output = output.concat(line[c]);
}
else
{
output = output.concat(replace);
}
}
lines[i] = output;
}
return lines.join("\n");
};
/**
* Renders text and updates it when needed.
*
* @method Phaser.GameObject.BitmapText.prototype.updateText
* @private
*/
Phaser.GameObject.BitmapText.prototype.updateText = function () {
var data = this._data.font;
if (!data)
{
return;
}
var text = this.text;
var scale = this._fontSize / data.size;
var lines = [];
var y = 0;
this.textWidth = 0;
do
{
var line = this.scanLine(data, scale, text);
line.y = y;
lines.push(line);
if (line.width > this.textWidth)
{
this.textWidth = line.width;
}
y += (data.lineHeight * scale);
text = text.substr(line.text.length + 1);
} while (line.end === false);
this.textHeight = y;
var t = 0;
var align = 0;
var ax = this.textWidth * this.anchor.x;
var ay = this.textHeight * this.anchor.y;
for (var i = 0; i < lines.length; i++)
{
var line = lines[i];
if (this._align === 'right')
{
align = this.textWidth - line.width;
}
else if (this._align === 'center')
{
align = (this.textWidth - line.width) / 2;
}
for (var c = 0; c < line.text.length; c++)
{
var charCode = line.text.charCodeAt(c);
var charData = data.chars[charCode];
if (charData === undefined)
{
charCode = 32;
charData = data.chars[charCode];
}
var g = this._glyphs[t];
if (g)
{
// Sprite already exists in the glyphs pool, so we'll reuse it for this letter
g.texture = charData.texture;
}
else
{
// We need a new sprite as the pool is empty or exhausted
g = new PIXI.Sprite(charData.texture);
g.name = line.text[c];
this._glyphs.push(g);
}
g.position.x = (line.chars[c] + align) - ax;
g.position.y = (line.y + (charData.yOffset * scale)) - ay;
g.scale.set(scale);
g.tint = this.tint;
g.texture.requiresReTint = true;
if (!g.parent)
{
this.addChild(g);
}
t++;
}
}
// Remove unnecessary children
// This moves them from the display list (children array) but retains them in the _glyphs pool
for (i = t; i < this._glyphs.length; i++)
{
this.removeChild(this._glyphs[i]);
}
};
/**
* If a BitmapText changes from having a large number of characters to having very few characters it will cause lots of
* Sprites to be retained in the BitmapText._glyphs array. Although they are not attached to the display list they
* still take up memory while sat in the glyphs pool waiting to be re-used in the future.
*
* If you know that the BitmapText will not grow any larger then you can purge out the excess glyphs from the pool
* by calling this method.
*
* Calling this doesn't prevent you from increasing the length of the text again in the future.
*
* @method Phaser.GameObject.BitmapText.prototype.purgeGlyphs
* @return {integer} The amount of glyphs removed from the pool.
*/
Phaser.GameObject.BitmapText.prototype.purgeGlyphs = function () {
var len = this._glyphs.length;
var kept = [];
for (var i = 0; i < this._glyphs.length; i++)
{
if (this._glyphs[i].parent !== this)
{
this._glyphs[i].destroy();
}
else
{
kept.push(this._glyphs[i]);
}
}
this._glyphs = [];
this._glyphs = kept;
this.updateText();
return len - kept.length;
};
/**
* Updates the transform of this object.
*
* @method Phaser.GameObject.BitmapText.prototype.updateTransform
* @private
*/
Phaser.GameObject.BitmapText.prototype.updateTransform = function () {
if (this.dirty || !this.anchor.equals(this._prevAnchor))
{
this.updateText();
this.dirty = false;
this._prevAnchor.copyFrom(this.anchor);
}
PIXI.DisplayObjectContainer.prototype.updateTransform.call(this);
};
/**
* @name Phaser.GameObject.BitmapText#align
* @property {string} align - Alignment for multi-line text ('left', 'center' or 'right'), does not affect single lines of text.
*/
Object.defineProperty(Phaser.GameObject.BitmapText.prototype, 'align', {
get: function() {
return this._align;
},
set: function(value) {
if (value !== this._align && (value === 'left' || value === 'center' || value === 'right'))
{
this._align = value;
this.updateText();
}
}
});
/**
* @name Phaser.GameObject.BitmapText#tint
* @property {number} tint - The tint applied to the BitmapText. This is a hex value. Set to white to disable (0xFFFFFF)
*/
Object.defineProperty(Phaser.GameObject.BitmapText.prototype, 'tint', {
get: function() {
return this._tint;
},
set: function(value) {
if (value !== this._tint)
{
this._tint = value;
this.updateText();
}
}
});
/**
* @name Phaser.GameObject.BitmapText#font
* @property {string} font - The font the text will be rendered in, i.e. 'Arial'. Must be loaded in the browser before use.
*/
Object.defineProperty(Phaser.GameObject.BitmapText.prototype, 'font', {
get: function() {
return this._font;
},
set: function(value) {
if (value !== this._font)
{
this._font = value.trim();
this._data = this.game.cache.getBitmapFont(this._font);
this.updateText();
}
}
});
/**
* @name Phaser.GameObject.BitmapText#fontSize
* @property {number} fontSize - The size of the font in pixels.
*/
Object.defineProperty(Phaser.GameObject.BitmapText.prototype, 'fontSize', {
get: function() {
return this._fontSize;
},
set: function(value) {
value = parseInt(value, 10);
if (value !== this._fontSize && value > 0)
{
this._fontSize = value;
this.updateText();
}
}
});
/**
* @name Phaser.GameObject.BitmapText#text
* @property {string} text - The text to be displayed by this BitmapText object.
*/
Object.defineProperty(Phaser.GameObject.BitmapText.prototype, 'text', {
get: function() {
return this._text;
},
set: function(value) {
if (value !== this._text)
{
this._text = value.toString() || '';
this.updateText();
}
}
});
/**
* The maximum display width of this BitmapText in pixels.
*
* If BitmapText.text is longer than maxWidth then the lines will be automatically wrapped
* based on the last whitespace character found in the line.
*
* If no whitespace was found then no wrapping will take place and consequently the maxWidth value will not be honored.
*
* Disable maxWidth by setting the value to 0.
*
* @name Phaser.GameObject.BitmapText#maxWidth
* @property {number} maxWidth - The maximum width of this BitmapText in pixels.
*/
Object.defineProperty(Phaser.GameObject.BitmapText.prototype, 'maxWidth', {
get: function() {
return this._maxWidth;
},
set: function(value) {
if (value !== this._maxWidth)
{
this._maxWidth = value;
this.updateText();
}
}
});
/**
* Enable or disable texture smoothing for this BitmapText.
*
* The smoothing is applied to the BaseTexture of this font, which all letters of the text reference.
*
* Smoothing is enabled by default.
*
* @name Phaser.GameObject.BitmapText#smoothed
* @property {boolean} smoothed
*/
Object.defineProperty(Phaser.GameObject.BitmapText.prototype, 'smoothed', {
get: function() {
return !this._data.base.scaleMode;
},
set: function(value) {
if (value)
{
this._data.base.scaleMode = 0;
}
else
{
this._data.base.scaleMode = 1;
}
}
});