phaser/src/gameobjects/text/static/Text.js
2018-09-15 10:31:10 +01:00

1267 lines
36 KiB
JavaScript

/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2018 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
var AddToDOM = require('../../../dom/AddToDOM');
var CanvasPool = require('../../../display/canvas/CanvasPool');
var Class = require('../../../utils/Class');
var Components = require('../../components');
var CONST = require('../../../const');
var GameObject = require('../../GameObject');
var GetTextSize = require('../GetTextSize');
var GetValue = require('../../../utils/object/GetValue');
var RemoveFromDOM = require('../../../dom/RemoveFromDOM');
var TextRender = require('./TextRender');
var TextStyle = require('../TextStyle');
/**
* @classdesc
* A Text Game Object.
*
* Text objects work by creating their own internal hidden Canvas and then renders text to it using
* the standard Canvas `fillText` API. It then creates a texture from this canvas which is rendered
* to your game during the render pass.
*
* Because it uses the Canvas API you can take advantage of all the features this offers, such as
* applying gradient fills to the text, or strokes, shadows and more. You can also use custom fonts
* loaded externally, such as Google or TypeKit Web fonts.
*
* You can only display fonts that are currently loaded and available to the browser: therefore fonts must
* be pre-loaded. Phaser does not do ths for you, so you will require the use of a 3rd party font loader,
* or have the fonts ready available in the CSS on the page in which your Phaser game resides.
*
* See {@link http://www.jordanm.co.uk/tinytype this compatibility table} for the available default fonts
* across mobile browsers.
*
* A note on performance: Every time the contents of a Text object changes, i.e. changing the text being
* displayed, or the style of the text, it needs to remake the Text canvas, and if on WebGL, re-upload the
* new texture to the GPU. This can be an expensive operation if used often, or with large quantities of
* Text objects in your game. If you run into performance issues you would be better off using Bitmap Text
* instead, as it benefits from batching and avoids expensive Canvas API calls.
*
* @class Text
* @extends Phaser.GameObjects.GameObject
* @memberOf Phaser.GameObjects
* @constructor
* @since 3.0.0
*
* @extends Phaser.GameObjects.Components.Alpha
* @extends Phaser.GameObjects.Components.BlendMode
* @extends Phaser.GameObjects.Components.ComputedSize
* @extends Phaser.GameObjects.Components.Crop
* @extends Phaser.GameObjects.Components.Depth
* @extends Phaser.GameObjects.Components.Flip
* @extends Phaser.GameObjects.Components.GetBounds
* @extends Phaser.GameObjects.Components.Mask
* @extends Phaser.GameObjects.Components.Origin
* @extends Phaser.GameObjects.Components.Pipeline
* @extends Phaser.GameObjects.Components.ScaleMode
* @extends Phaser.GameObjects.Components.ScrollFactor
* @extends Phaser.GameObjects.Components.Tint
* @extends Phaser.GameObjects.Components.Transform
* @extends Phaser.GameObjects.Components.Visible
*
* @param {Phaser.Scene} scene - The Scene to which this Game Object belongs. A Game Object can only belong to one Scene at a time.
* @param {number} x - The horizontal position of this Game Object in the world.
* @param {number} y - The vertical position of this Game Object in the world.
* @param {(string|string[])} text - The text this Text object will display.
* @param {object} style - The text style configuration object.
*/
var Text = new Class({
Extends: GameObject,
Mixins: [
Components.Alpha,
Components.BlendMode,
Components.ComputedSize,
Components.Crop,
Components.Depth,
Components.Flip,
Components.GetBounds,
Components.Mask,
Components.Origin,
Components.Pipeline,
Components.ScaleMode,
Components.ScrollFactor,
Components.Tint,
Components.Transform,
Components.Visible,
TextRender
],
initialize:
function Text (scene, x, y, text, style)
{
if (x === undefined) { x = 0; }
if (y === undefined) { y = 0; }
GameObject.call(this, scene, 'Text');
/**
* The renderer in use by this Text object.
*
* @name Phaser.GameObjects.Text#renderer
* @type {(Phaser.Renderer.Canvas.CanvasRenderer|Phaser.Renderer.WebGL.WebGLRenderer)}
* @since 3.12.0
*/
this.renderer = scene.sys.game.renderer;
this.setPosition(x, y);
this.setOrigin(0, 0);
this.initPipeline();
/**
* The canvas element that the text is rendered to.
*
* @name Phaser.GameObjects.Text#canvas
* @type {HTMLCanvasElement}
* @since 3.0.0
*/
this.canvas = CanvasPool.create(this);
/**
* The context of the canvas element that the text is rendered to.
*
* @name Phaser.GameObjects.Text#context
* @type {CanvasRenderingContext2D}
* @since 3.0.0
*/
this.context = this.canvas.getContext('2d');
/**
* The Text Style object.
*
* Manages the style of this Text object.
*
* @name Phaser.GameObjects.Text#style
* @type {Phaser.GameObjects.Text.TextStyle}
* @since 3.0.0
*/
this.style = new TextStyle(this, style);
/**
* Whether to automatically round line positions.
*
* @name Phaser.GameObjects.Text#autoRound
* @type {boolean}
* @default true
* @since 3.0.0
*/
this.autoRound = true;
/**
* The Regular Expression that is used to split the text up into lines, in
* multi-line text. By default this is `/(?:\r\n|\r|\n)/`.
* You can change this RegExp to be anything else that you may need.
*
* @name Phaser.GameObjects.Text#splitRegExp
* @type {object}
* @since 3.0.0
*/
this.splitRegExp = /(?:\r\n|\r|\n)/;
/**
* The text to display.
*
* @name Phaser.GameObjects.Text#_text
* @type {string}
* @private
* @since 3.12.0
*/
this._text = '';
/**
* Specify a padding value which is added to the line width and height when calculating the Text size.
* Allows you to add extra spacing if the browser is unable to accurately determine the true font dimensions.
*
* @name Phaser.GameObjects.Text#padding
* @type {{left:number,right:number,top:number,bottom:number}}
* @since 3.0.0
*/
this.padding = { left: 0, right: 0, top: 0, bottom: 0 };
/**
* The width of this Text object.
*
* @name Phaser.GameObjects.Text#width
* @type {number}
* @default 1
* @since 3.0.0
*/
this.width = 1;
/**
* The height of this Text object.
*
* @name Phaser.GameObjects.Text#height
* @type {number}
* @default 1
* @since 3.0.0
*/
this.height = 1;
/**
* The line spacing value.
* This value is added to the font height to calculate the overall line height.
* Only has an effect if this Text object contains multiple lines of text.
*
* If you update this property directly, instead of using the `setLineSpacing` method, then
* be sure to call `updateText` after, or you won't see the change reflected in the Text object.
*
* @name Phaser.GameObjects.Text#lineSpacing
* @type {number}
* @since 3.13.0
*/
this.lineSpacing = 0;
/**
* Whether the text or its settings have changed and need updating.
*
* @name Phaser.GameObjects.Text#dirty
* @type {boolean}
* @default false
* @since 3.0.0
*/
this.dirty = false;
// If resolution wasn't set, then we get it from the game config
if (this.style.resolution === 0)
{
this.style.resolution = scene.sys.game.config.resolution;
}
/**
* The internal crop data object, as used by `setCrop` and passed to the `Frame.setCropUVs` method.
*
* @name Phaser.GameObjects.Text#_crop
* @type {object}
* @private
* @since 3.12.0
*/
this._crop = this.resetCropObject();
// Create a Texture for this Text object
this.texture = scene.sys.textures.addCanvas(null, this.canvas, true);
// Get the frame
this.frame = this.texture.get();
// Set the resolution
this.frame.source.resolution = this.style.resolution;
this.initRTL();
if (style && style.padding)
{
this.setPadding(style.padding);
}
if (style && style.lineSpacing)
{
this.lineSpacing = style.lineSpacing;
}
this.setText(text);
if (scene.sys.game.config.renderType === CONST.WEBGL)
{
scene.sys.game.renderer.onContextRestored(function ()
{
this.dirty = true;
}, this);
}
},
/**
* Initialize right to left text.
*
* @method Phaser.GameObjects.Text#initRTL
* @since 3.0.0
*/
initRTL: function ()
{
if (!this.style.rtl)
{
return;
}
// Here is where the crazy starts.
//
// Due to browser implementation issues, you cannot fillText BiDi text to a canvas
// that is not part of the DOM. It just completely ignores the direction property.
this.canvas.dir = 'rtl';
// Experimental atm, but one day ...
this.context.direction = 'rtl';
// Add it to the DOM, but hidden within the parent canvas.
this.canvas.style.display = 'none';
AddToDOM(this.canvas, this.scene.sys.canvas);
// And finally we set the x origin
this.originX = 1;
},
/**
* Greedy wrapping algorithm that will wrap words as the line grows longer than its horizontal
* bounds.
*
* @method Phaser.GameObjects.Text#runWordWrap
* @since 3.0.0
*
* @param {string} text - The text to perform word wrap detection against.
*
* @return {string} The text after wrapping has been applied.
*/
runWordWrap: function (text)
{
var style = this.style;
if (style.wordWrapCallback)
{
var wrappedLines = style.wordWrapCallback.call(style.wordWrapCallbackScope, text, this);
if (Array.isArray(wrappedLines))
{
wrappedLines = wrappedLines.join('\n');
}
return wrappedLines;
}
else if (style.wordWrapWidth)
{
if (style.wordWrapUseAdvanced)
{
return this.advancedWordWrap(text, this.context, this.style.wordWrapWidth);
}
else
{
return this.basicWordWrap(text, this.context, this.style.wordWrapWidth);
}
}
else
{
return text;
}
},
/**
* Advanced wrapping algorithm that will wrap words as the line grows longer than its horizontal
* bounds. Consecutive spaces will be collapsed and replaced with a single space. Lines will be
* trimmed of white space before processing. Throws an error if wordWrapWidth is less than a
* single character.
*
* @method Phaser.GameObjects.Text#advancedWordWrap
* @since 3.0.0
*
* @param {string} text - The text to perform word wrap detection against.
* @param {CanvasRenderingContext2D} context - The Canvas Rendering Context.
* @param {number} wordWrapWidth - The word wrap width.
*
* @return {string} The wrapped text.
*/
advancedWordWrap: function (text, context, wordWrapWidth)
{
var output = '';
// Condense consecutive spaces and split into lines
var lines = text
.replace(/ +/gi, ' ')
.split(this.splitRegExp);
var linesCount = lines.length;
for (var i = 0; i < linesCount; i++)
{
var line = lines[i];
var out = '';
// Trim whitespace
line = line.replace(/^ *|\s*$/gi, '');
// If entire line is less than wordWrapWidth append the entire line and exit early
var lineWidth = context.measureText(line).width;
if (lineWidth < wordWrapWidth)
{
output += line + '\n';
continue;
}
// Otherwise, calculate new lines
var currentLineWidth = wordWrapWidth;
// Split into words
var words = line.split(' ');
for (var j = 0; j < words.length; j++)
{
var word = words[j];
var wordWithSpace = word + ' ';
var wordWidth = context.measureText(wordWithSpace).width;
if (wordWidth > currentLineWidth)
{
// Break word
if (j === 0)
{
// Shave off letters from word until it's small enough
var newWord = wordWithSpace;
while (newWord.length)
{
newWord = newWord.slice(0, -1);
wordWidth = context.measureText(newWord).width;
if (wordWidth <= currentLineWidth)
{
break;
}
}
// If wordWrapWidth is too small for even a single letter, shame user
// failure with a fatal error
if (!newWord.length)
{
throw new Error('This text\'s wordWrapWidth setting is less than a single character!');
}
// Replace current word in array with remainder
var secondPart = word.substr(newWord.length);
words[j] = secondPart;
// Append first piece to output
out += newWord;
}
// If existing word length is 0, don't include it
var offset = (words[j].length) ? j : j + 1;
// Collapse rest of sentence and remove any trailing white space
var remainder = words.slice(offset).join(' ')
.replace(/[ \n]*$/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. Spaces are not collapsed and whitespace is not trimmed.
*
* @method Phaser.GameObjects.Text#basicWordWrap
* @since 3.0.0
*
* @param {string} text - The text to perform word wrap detection against.
* @param {CanvasRenderingContext2D} context - The Canvas Rendering Context.
* @param {number} wordWrapWidth - The word wrap width.
*
* @return {string} The wrapped text.
*/
basicWordWrap: function (text, context, wordWrapWidth)
{
var result = '';
var lines = text.split(this.splitRegExp);
for (var i = 0; i < lines.length; i++)
{
var spaceLeft = wordWrapWidth;
var words = lines[i].split(' ');
for (var j = 0; j < words.length; j++)
{
var wordWidth = context.measureText(words[j]).width;
var wordWidthWithSpace = wordWidth + 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 = wordWrapWidth - wordWidth;
}
else
{
spaceLeft -= wordWidthWithSpace;
result += words[j];
if (j < (words.length - 1))
{
result += ' ';
}
}
}
if (i < lines.length - 1)
{
result += '\n';
}
}
return result;
},
/**
* Runs the given text through this Text objects word wrapping and returns the results as an
* array, where each element of the array corresponds to a wrapped line of text.
*
* @method Phaser.GameObjects.Text#getWrappedText
* @since 3.0.0
*
* @param {string} text - The text for which the wrapping will be calculated. If unspecified, the Text objects current text will be used.
*
* @return {string[]} An array of strings with the pieces of wrapped text.
*/
getWrappedText: function (text)
{
if (text === undefined) { text = this._text; }
this.style.syncFont(this.canvas, this.context);
var wrappedLines = this.runWordWrap(text);
return wrappedLines.split(this.splitRegExp);
},
/**
* Set the text to display.
*
* An array of strings will be joined with `\n` line breaks.
*
* @method Phaser.GameObjects.Text#setText
* @since 3.0.0
*
* @param {(string|string[])} value - The string, or array of strings, to be set as the content of this Text object.
*
* @return {Phaser.GameObjects.Text} This Text object.
*/
setText: function (value)
{
if (!value && value !== 0)
{
value = '';
}
if (Array.isArray(value))
{
value = value.join('\n');
}
if (value !== this._text)
{
this._text = value.toString();
this.updateText();
}
return this;
},
/**
* Set the text style.
*
* @example
* text.setStyle({
* fontSize: '64px',
* fontFamily: 'Arial',
* color: '#ffffff',
* align: 'center',
* backgroundColor: '#ff00ff'
* });
*
* @method Phaser.GameObjects.Text#setStyle
* @since 3.0.0
*
* @param {object} style - The style settings to set.
*
* @return {Phaser.GameObjects.Text} This Text object.
*/
setStyle: function (style)
{
return this.style.setStyle(style);
},
/**
* Set the font.
*
* If a string is given, the font family is set.
*
* If an object is given, the `fontFamily`, `fontSize` and `fontStyle`
* properties of that object are set.
*
* @method Phaser.GameObjects.Text#setFont
* @since 3.0.0
*
* @param {string} font - The font family or font settings to set.
*
* @return {Phaser.GameObjects.Text} This Text object.
*/
setFont: function (font)
{
return this.style.setFont(font);
},
/**
* Set the font family.
*
* @method Phaser.GameObjects.Text#setFontFamily
* @since 3.0.0
*
* @param {string} family - The font family.
*
* @return {Phaser.GameObjects.Text} This Text object.
*/
setFontFamily: function (family)
{
return this.style.setFontFamily(family);
},
/**
* Set the font size.
*
* @method Phaser.GameObjects.Text#setFontSize
* @since 3.0.0
*
* @param {number} size - The font size.
*
* @return {Phaser.GameObjects.Text} This Text object.
*/
setFontSize: function (size)
{
return this.style.setFontSize(size);
},
/**
* Set the font style.
*
* @method Phaser.GameObjects.Text#setFontStyle
* @since 3.0.0
*
* @param {string} style - The font style.
*
* @return {Phaser.GameObjects.Text} This Text object.
*/
setFontStyle: function (style)
{
return this.style.setFontStyle(style);
},
/**
* Set a fixed width and height for the text.
*
* Pass in `0` for either of these parameters to disable fixed width or height respectively.
*
* @method Phaser.GameObjects.Text#setFixedSize
* @since 3.0.0
*
* @param {number} width - The fixed width to set. `0` disables fixed width.
* @param {number} height - The fixed height to set. `0` disables fixed height.
*
* @return {Phaser.GameObjects.Text} This Text object.
*/
setFixedSize: function (width, height)
{
return this.style.setFixedSize(width, height);
},
/**
* Set the background color.
*
* @method Phaser.GameObjects.Text#setBackgroundColor
* @since 3.0.0
*
* @param {string} color - The background color.
*
* @return {Phaser.GameObjects.Text} This Text object.
*/
setBackgroundColor: function (color)
{
return this.style.setBackgroundColor(color);
},
/**
* Set the text fill color.
*
* @method Phaser.GameObjects.Text#setFill
* @since 3.0.0
*
* @param {string} color - The text fill color.
*
* @return {Phaser.GameObjects.Text} This Text object.
*/
setFill: function (color)
{
return this.style.setFill(color);
},
/**
* Set the text fill color.
*
* @method Phaser.GameObjects.Text#setColor
* @since 3.0.0
*
* @param {string} color - The text fill color.
*
* @return {Phaser.GameObjects.Text} This Text object.
*/
setColor: function (color)
{
return this.style.setColor(color);
},
/**
* Set the stroke settings.
*
* @method Phaser.GameObjects.Text#setStroke
* @since 3.0.0
*
* @param {string} color - The stroke color.
* @param {number} thickness - The stroke thickness.
*
* @return {Phaser.GameObjects.Text} This Text object.
*/
setStroke: function (color, thickness)
{
return this.style.setStroke(color, thickness);
},
/**
* Set the shadow settings.
*
* @method Phaser.GameObjects.Text#setShadow
* @since 3.0.0
*
* @param {number} [x=0] - The horizontal shadow offset.
* @param {number} [y=0] - The vertical shadow offset.
* @param {string} [color='#000'] - The shadow color.
* @param {number} [blur=0] - The shadow blur radius.
* @param {boolean} [shadowStroke=false] - Whether to stroke the shadow.
* @param {boolean} [shadowFill=true] - Whether to fill the shadow.
*
* @return {Phaser.GameObjects.Text} This Text object.
*/
setShadow: function (x, y, color, blur, shadowStroke, shadowFill)
{
return this.style.setShadow(x, y, color, blur, shadowStroke, shadowFill);
},
/**
* Set the shadow offset.
*
* @method Phaser.GameObjects.Text#setShadowOffset
* @since 3.0.0
*
* @param {number} x - The horizontal shadow offset.
* @param {number} y - The vertical shadow offset.
*
* @return {Phaser.GameObjects.Text} This Text object.
*/
setShadowOffset: function (x, y)
{
return this.style.setShadowOffset(x, y);
},
/**
* Set the shadow color.
*
* @method Phaser.GameObjects.Text#setShadowColor
* @since 3.0.0
*
* @param {string} color - The shadow color.
*
* @return {Phaser.GameObjects.Text} This Text object.
*/
setShadowColor: function (color)
{
return this.style.setShadowColor(color);
},
/**
* Set the shadow blur radius.
*
* @method Phaser.GameObjects.Text#setShadowBlur
* @since 3.0.0
*
* @param {number} blur - The shadow blur radius.
*
* @return {Phaser.GameObjects.Text} This Text object.
*/
setShadowBlur: function (blur)
{
return this.style.setShadowBlur(blur);
},
/**
* Enable or disable shadow stroke.
*
* @method Phaser.GameObjects.Text#setShadowStroke
* @since 3.0.0
*
* @param {boolean} enabled - Whether shadow stroke is enabled or not.
*
* @return {Phaser.GameObjects.Text} This Text object.
*/
setShadowStroke: function (enabled)
{
return this.style.setShadowStroke(enabled);
},
/**
* Enable or disable shadow fill.
*
* @method Phaser.GameObjects.Text#setShadowFill
* @since 3.0.0
*
* @param {boolean} enabled - Whether shadow fill is enabled or not.
*
* @return {Phaser.GameObjects.Text} This Text object.
*/
setShadowFill: function (enabled)
{
return this.style.setShadowFill(enabled);
},
/**
* Set the width (in pixels) to use for wrapping lines. Pass in null to remove wrapping by width.
*
* @method Phaser.GameObjects.Text#setWordWrapWidth
* @since 3.0.0
*
* @param {?number} width - The maximum width of a line in pixels. Set to null to remove wrapping.
* @param {boolean} [useAdvancedWrap=false] - Whether or not to use the advanced wrapping
* algorithm. If true, spaces are collapsed and whitespace is trimmed from lines. If false,
* spaces and whitespace are left as is.
*
* @return {Phaser.GameObjects.Text} This Text object.
*/
setWordWrapWidth: function (width, useAdvancedWrap)
{
return this.style.setWordWrapWidth(width, useAdvancedWrap);
},
/**
* Set a custom callback for wrapping lines. Pass in null to remove wrapping by callback.
*
* @method Phaser.GameObjects.Text#setWordWrapCallback
* @since 3.0.0
*
* @param {TextStyleWordWrapCallback} callback - A custom function that will be responsible for wrapping the
* text. It will receive two arguments: text (the string to wrap), textObject (this Text
* instance). It should return the wrapped lines either as an array of lines or as a string with
* newline characters in place to indicate where breaks should happen.
* @param {object} [scope=null] - The scope that will be applied when the callback is invoked.
*
* @return {Phaser.GameObjects.Text} This Text object.
*/
setWordWrapCallback: function (callback, scope)
{
return this.style.setWordWrapCallback(callback, scope);
},
/**
* Set the text alignment.
*
* Expects values like `'left'`, `'right'`, `'center'` or `'justified'`.
*
* @method Phaser.GameObjects.Text#setAlign
* @since 3.0.0
*
* @param {string} align - The text alignment.
*
* @return {Phaser.GameObjects.Text} This Text object.
*/
setAlign: function (align)
{
return this.style.setAlign(align);
},
/**
* Set the resolution used by this Text object.
*
* By default it will be set to match the resolution set in the Game Config,
* but you can override it via this method, or by specifying it in the Text style configuration object.
*
* It allows for much clearer text on High DPI devices, at the cost of memory because it uses larger
* internal Canvas textures for the Text.
*
* Therefore, please use with caution, as the more high res Text you have, the more memory it uses.
*
* @method Phaser.GameObjects.Text#setResolution
* @since 3.12.0
*
* @param {number} value - The resolution for this Text object to use.
*
* @return {Phaser.GameObjects.Text} This Text object.
*/
setResolution: function (value)
{
return this.style.setResolution(value);
},
/**
* Sets the line spacing value.
*
* This value is _added_ to the height of the font when calculating the overall line height.
* This only has an effect if this Text object consists of multiple lines of text.
*
* @method Phaser.GameObjects.Text#setLineSpacing
* @since 3.13.0
*
* @param {number} value - The amount to add to the font height to achieve the overall line height.
*
* @return {Phaser.GameObjects.Text} This Text object.
*/
setLineSpacing: function (value)
{
this.lineSpacing = value;
return this.updateText();
},
/**
* Set the text padding.
*
* 'left' can be an object.
*
* If only 'left' and 'top' are given they are treated as 'x' and 'y'.
*
* @method Phaser.GameObjects.Text#setPadding
* @since 3.0.0
*
* @param {(number|object)} left - The left padding value, or a padding config object.
* @param {number} top - The top padding value.
* @param {number} right - The right padding value.
* @param {number} bottom - The bottom padding value.
*
* @return {Phaser.GameObjects.Text} This Text object.
*/
setPadding: function (left, top, right, bottom)
{
if (typeof left === 'object')
{
var config = left;
// If they specify x and/or y this applies to all
var x = GetValue(config, 'x', null);
if (x !== null)
{
left = x;
right = x;
}
else
{
left = GetValue(config, 'left', 0);
right = GetValue(config, 'right', left);
}
var y = GetValue(config, 'y', null);
if (y !== null)
{
top = y;
bottom = y;
}
else
{
top = GetValue(config, 'top', 0);
bottom = GetValue(config, 'bottom', top);
}
}
else
{
if (left === undefined) { left = 0; }
if (top === undefined) { top = left; }
if (right === undefined) { right = left; }
if (bottom === undefined) { bottom = top; }
}
this.padding.left = left;
this.padding.top = top;
this.padding.right = right;
this.padding.bottom = bottom;
return this.updateText();
},
/**
* Set the maximum number of lines to draw.
*
* @method Phaser.GameObjects.Text#setMaxLines
* @since 3.0.0
*
* @param {integer} [max=0] - The maximum number of lines to draw.
*
* @return {Phaser.GameObjects.Text} This Text object.
*/
setMaxLines: function (max)
{
return this.style.setMaxLines(max);
},
/**
* Update the displayed text.
*
* @method Phaser.GameObjects.Text#updateText
* @since 3.0.0
*
* @return {Phaser.GameObjects.Text} This Text object.
*/
updateText: function ()
{
var canvas = this.canvas;
var context = this.context;
var style = this.style;
var resolution = style.resolution;
var size = style.metrics;
style.syncFont(canvas, context);
var outputText = this._text;
if (style.wordWrapWidth || style.wordWrapCallback)
{
outputText = this.runWordWrap(this._text);
}
// Split text into lines
var lines = outputText.split(this.splitRegExp);
var textSize = GetTextSize(this, size, lines);
var padding = this.padding;
var w = textSize.width + padding.left + padding.right;
var h = textSize.height + padding.top + padding.bottom;
if (style.fixedWidth === 0)
{
this.width = w;
}
if (style.fixedHeight === 0)
{
this.height = h;
}
this.updateDisplayOrigin();
w *= resolution;
h *= resolution;
w = Math.max(w, 1);
h = Math.max(h, 1);
if (canvas.width !== w || canvas.height !== h)
{
canvas.width = w;
canvas.height = h;
this.frame.setSize(w, h);
style.syncFont(canvas, context); // Resizing resets the context
}
else
{
context.clearRect(0, 0, w, h);
}
context.save();
context.scale(resolution, resolution);
if (style.backgroundColor)
{
context.fillStyle = style.backgroundColor;
context.fillRect(0, 0, w, h);
}
style.syncStyle(canvas, context);
context.textBaseline = 'alphabetic';
// Apply padding
context.translate(padding.left, padding.top);
var linePositionX;
var linePositionY;
// Draw text line by line
for (var i = 0; i < textSize.lines; i++)
{
linePositionX = style.strokeThickness / 2;
linePositionY = (style.strokeThickness / 2 + i * textSize.lineHeight) + size.ascent;
if (i > 0)
{
linePositionY += (textSize.lineSpacing * i);
}
if (style.rtl)
{
linePositionX = w - linePositionX;
}
else if (style.align === 'right')
{
linePositionX += textSize.width - textSize.lineWidths[i];
}
else if (style.align === 'center')
{
linePositionX += (textSize.width - textSize.lineWidths[i]) / 2;
}
if (this.autoRound)
{
linePositionX = Math.round(linePositionX);
linePositionY = Math.round(linePositionY);
}
if (style.strokeThickness)
{
this.style.syncShadow(context, style.shadowStroke);
context.strokeText(lines[i], linePositionX, linePositionY);
}
if (style.color)
{
this.style.syncShadow(context, style.shadowFill);
context.fillText(lines[i], linePositionX, linePositionY);
}
}
context.restore();
if (this.renderer.gl)
{
this.frame.source.glTexture = this.renderer.canvasToTexture(canvas, this.frame.source.glTexture);
this.frame.glTexture = this.frame.source.glTexture;
}
this.dirty = true;
return this;
},
/**
* Get the current text metrics.
*
* @method Phaser.GameObjects.Text#getTextMetrics
* @since 3.0.0
*
* @return {object} The text metrics.
*/
getTextMetrics: function ()
{
return this.style.getTextMetrics();
},
/**
* The text string being rendered by this Text Game Object.
*
* @name Phaser.GameObjects.Text#text
* @type {string}
* @since 3.0.0
*/
text: {
get: function ()
{
return this._text;
},
set: function (value)
{
this.setText(value);
}
},
/**
* Build a JSON representation of the Text object.
*
* @method Phaser.GameObjects.Text#toJSON
* @since 3.0.0
*
* @return {JSONGameObject} A JSON representation of the Text object.
*/
toJSON: function ()
{
var out = Components.ToJSON(this);
// Extra Text data is added here
var data = {
autoRound: this.autoRound,
text: this._text,
style: this.style.toJSON(),
padding: {
left: this.padding.left,
right: this.padding.right,
top: this.padding.top,
bottom: this.padding.bottom
}
};
out.data = data;
return out;
},
/**
* Internal destroy handler, called as part of the destroy process.
*
* @method Phaser.GameObjects.Text#preDestroy
* @protected
* @since 3.0.0
*/
preDestroy: function ()
{
if (this.style.rtl)
{
RemoveFromDOM(this.canvas);
}
CanvasPool.remove(this.canvas);
this.texture.destroy();
}
});
module.exports = Text;