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Text.js
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1979 lines (1568 loc) · 55.5 KB
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/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2015 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
/**
* Create a new game object for displaying Text.
*
* 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.
* Because of this you can only display fonts that are currently loaded and available to the browser: fonts must be pre-loaded.
*
* See {@link http://www.jordanm.co.uk/tinytype this compatibility table} for the available default fonts across mobile browsers.
*
* @class Phaser.Text
* @extends Phaser.Sprite
* @constructor
* @param {Phaser.Game} game - Current game instance.
* @param {number} x - X position of the new text object.
* @param {number} y - Y position of the new text object.
* @param {string} text - The actual text that will be written.
* @param {object} [style] - The style properties to be set on the Text.
* @param {string} [style.font='bold 20pt Arial'] - The style and size of the font.
* @param {string} [style.fontStyle=(from font)] - The style of the font (eg. 'italic'): overrides the value in `style.font`.
* @param {string} [style.fontVariant=(from font)] - The variant of the font (eg. 'small-caps'): overrides the value in `style.font`.
* @param {string} [style.fontWeight=(from font)] - The weight of the font (eg. 'bold'): overrides the value in `style.font`.
* @param {string|number} [style.fontSize=(from font)] - The size of the font (eg. 32 or '32px'): overrides the value in `style.font`.
* @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.
* @param {string} [style.fill='black'] - A canvas fillstyle that will be used on the text eg 'red', '#00FF00'.
* @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).
* @param {string} [style.boundsAlignH='left'] - Horizontal alignment of the text within the `textBounds`. Can be: 'left', 'center' or 'right'.
* @param {string} [style.boundsAlignV='top'] - Vertical alignment of the text within the `textBounds`. Can be: 'top', 'middle' or 'bottom'.
* @param {string} [style.stroke='black'] - A canvas stroke style that will be used on the text stroke eg 'blue', '#FCFF00'.
* @param {number} [style.strokeThickness=0] - A number that represents the thickness of the stroke. Default is 0 (no stroke).
* @param {boolean} [style.wordWrap=false] - Indicates if word wrap should be used.
* @param {number} [style.wordWrapWidth=100] - The width in pixels at which text will wrap.
* @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.
*/
Phaser.Text = function (game, x, y, text, style) {
x = x || 0;
y = y || 0;
if (text === undefined || text === null)
{
text = '';
}
else
{
text = text.toString();
}
style = style || {};
/**
* @property {number} type - The const type of this object.
* @default
*/
this.type = Phaser.TEXT;
/**
* @property {number} physicsType - The const physics body type of this object.
* @readonly
*/
this.physicsType = Phaser.SPRITE;
/**
* 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 Phaser is unable to accurately determine the true font dimensions.
* @property {Phaser.Point} padding
*/
this.padding = new Phaser.Point();
/**
* The textBounds property allows you to specify a rectangular region upon which text alignment is based.
* See `Text.setTextBounds` for more details.
* @property {Phaser.Rectangle} textBounds
* @readOnly
*/
this.textBounds = null;
/**
* @property {HTMLCanvasElement} canvas - The canvas element that the text is rendered.
*/
this.canvas = PIXI.CanvasPool.create(this);
/**
* @property {HTMLCanvasElement} context - The context of the canvas element that the text is rendered to.
*/
this.context = this.canvas.getContext('2d');
/**
* @property {array} colors - An array of the color values as specified by {@link Phaser.Text#addColor addColor}.
*/
this.colors = [];
/**
* @property {array} strokeColors - An array of the stroke color values as specified by {@link Phaser.Text#addStrokeColor addStrokeColor}.
*/
this.strokeColors = [];
/**
* @property {array} fontStyles - An array of the font styles values as specified by {@link Phaser.Text#addFontStyle addFontStyle}.
*/
this.fontStyles = [];
/**
* @property {array} fontWeights - An array of the font weights values as specified by {@link Phaser.Text#addFontWeight addFontWeight}.
*/
this.fontWeights = [];
/**
* Should the linePositionX and Y values be automatically rounded before rendering the Text?
* You may wish to enable this if you want to remove the effect of sub-pixel aliasing from text.
* @property {boolean} autoRound
* @default
*/
this.autoRound = false;
/**
* @property {number} _res - Internal canvas resolution var.
* @private
*/
this._res = game.renderer.resolution;
/**
* @property {string} _text - Internal cache var.
* @private
*/
this._text = text;
/**
* @property {object} _fontComponents - The font, broken down into components, set in `setStyle`.
* @private
*/
this._fontComponents = null;
/**
* @property {number} lineSpacing - Additional spacing (in pixels) between each line of text if multi-line.
* @private
*/
this._lineSpacing = 0;
/**
* @property {number} _charCount - Internal character counter used by the text coloring.
* @private
*/
this._charCount = 0;
/**
* @property {number} _width - Internal width var.
* @private
*/
this._width = 0;
/**
* @property {number} _height - Internal height var.
* @private
*/
this._height = 0;
Phaser.Sprite.call(this, game, x, y, PIXI.Texture.fromCanvas(this.canvas));
this.setStyle(style);
if (text !== '')
{
this.updateText();
}
};
Phaser.Text.prototype = Object.create(Phaser.Sprite.prototype);
Phaser.Text.prototype.constructor = Phaser.Text;
/**
* Automatically called by World.preUpdate.
*
* @method Phaser.Text#preUpdate
* @protected
*/
Phaser.Text.prototype.preUpdate = function () {
if (!this.preUpdatePhysics() || !this.preUpdateLifeSpan() || !this.preUpdateInWorld())
{
return false;
}
return this.preUpdateCore();
};
/**
* Override this function to handle any special update requirements.
*
* @method Phaser.Text#update
* @protected
*/
Phaser.Text.prototype.update = function() {
};
/**
* Destroy this Text object, removing it from the group it belongs to.
*
* @method Phaser.Text#destroy
* @param {boolean} [destroyChildren=true] - Should every child of this object have its destroy method called?
*/
Phaser.Text.prototype.destroy = function (destroyChildren) {
this.texture.destroy(true);
PIXI.CanvasPool.remove(this);
Phaser.Component.Destroy.prototype.destroy.call(this, destroyChildren);
};
/**
* 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.
* The color controls the shade of the shadow (default is black) and can be either an `rgba` or `hex` value.
* 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.
* To remove a shadow already in place you can call this method with no parameters set.
*
* @method Phaser.Text#setShadow
* @param {number} [x=0] - The shadowOffsetX value in pixels. This is how far offset horizontally the shadow effect will be.
* @param {number} [y=0] - The shadowOffsetY value in pixels. This is how far offset vertically the shadow effect will be.
* @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.
* @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).
* @param {boolean} [shadowStroke=true] - Apply the drop shadow to the Text stroke (if set).
* @param {boolean} [shadowFill=true] - Apply the drop shadow to the Text fill (if set).
* @return {Phaser.Text} This Text instance.
*/
Phaser.Text.prototype.setShadow = function (x, y, color, blur, shadowStroke, shadowFill) {
if (x === undefined) { x = 0; }
if (y === undefined) { y = 0; }
if (color === undefined) { color = 'rgba(0, 0, 0, 1)'; }
if (blur === undefined) { blur = 0; }
if (shadowStroke === undefined) { shadowStroke = true; }
if (shadowFill === undefined) { shadowFill = true; }
this.style.shadowOffsetX = x;
this.style.shadowOffsetY = y;
this.style.shadowColor = color;
this.style.shadowBlur = blur;
this.style.shadowStroke = shadowStroke;
this.style.shadowFill = shadowFill;
this.dirty = true;
return this;
};
/**
* Set the style of the text by passing a single style object to it.
*
* @method Phaser.Text#setStyle
* @param {object} [style] - The style properties to be set on the Text.
* @param {string} [style.font='bold 20pt Arial'] - The style and size of the font.
* @param {string} [style.fontStyle=(from font)] - The style of the font (eg. 'italic'): overrides the value in `style.font`.
* @param {string} [style.fontVariant=(from font)] - The variant of the font (eg. 'small-caps'): overrides the value in `style.font`.
* @param {string} [style.fontWeight=(from font)] - The weight of the font (eg. 'bold'): overrides the value in `style.font`.
* @param {string|number} [style.fontSize=(from font)] - The size of the font (eg. 32 or '32px'): overrides the value in `style.font`.
* @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.
* @param {string} [style.fill='black'] - A canvas fillstyle that will be used on the text eg 'red', '#00FF00'.
* @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).
* @param {string} [style.boundsAlignH='left'] - Horizontal alignment of the text within the `textBounds`. Can be: 'left', 'center' or 'right'.
* @param {string} [style.boundsAlignV='top'] - Vertical alignment of the text within the `textBounds`. Can be: 'top', 'middle' or 'bottom'.
* @param {string} [style.stroke='black'] - A canvas stroke style that will be used on the text stroke eg 'blue', '#FCFF00'.
* @param {number} [style.strokeThickness=0] - A number that represents the thickness of the stroke. Default is 0 (no stroke).
* @param {boolean} [style.wordWrap=false] - Indicates if word wrap should be used.
* @param {number} [style.wordWrapWidth=100] - The width in pixels at which text will wrap.
* @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.
* @return {Phaser.Text} This Text instance.
*/
Phaser.Text.prototype.setStyle = function (style) {
style = style || {};
style.font = style.font || 'bold 20pt Arial';
style.backgroundColor = style.backgroundColor || null;
style.fill = style.fill || 'black';
style.align = style.align || 'left';
style.boundsAlignH = style.boundsAlignH || 'left';
style.boundsAlignV = style.boundsAlignV || 'top';
style.stroke = style.stroke || 'black'; //provide a default, see: https://github.com/GoodBoyDigital/pixi.js/issues/136
style.strokeThickness = style.strokeThickness || 0;
style.wordWrap = style.wordWrap || false;
style.wordWrapWidth = style.wordWrapWidth || 100;
style.shadowOffsetX = style.shadowOffsetX || 0;
style.shadowOffsetY = style.shadowOffsetY || 0;
style.shadowColor = style.shadowColor || 'rgba(0,0,0,0)';
style.shadowBlur = style.shadowBlur || 0;
style.tabs = style.tabs || 0;
var components = this.fontToComponents(style.font);
if (style.fontStyle)
{
components.fontStyle = style.fontStyle;
}
if (style.fontVariant)
{
components.fontVariant = style.fontVariant;
}
if (style.fontWeight)
{
components.fontWeight = style.fontWeight;
}
if (style.fontSize)
{
if (typeof style.fontSize === 'number')
{
style.fontSize = style.fontSize + 'px';
}
components.fontSize = style.fontSize;
}
this._fontComponents = components;
style.font = this.componentsToFont(this._fontComponents);
this.style = style;
this.dirty = true;
return this;
};
/**
* Renders text. This replaces the Pixi.Text.updateText function as we need a few extra bits in here.
*
* @method Phaser.Text#updateText
* @private
*/
Phaser.Text.prototype.updateText = function () {
this.texture.baseTexture.resolution = this._res;
this.context.font = this.style.font;
var outputText = this.text;
if (this.style.wordWrap)
{
outputText = this.runWordWrap(this.text);
}
// Split text into lines
var lines = outputText.split(/(?:\r\n|\r|\n)/);
// Calculate text width
var tabs = this.style.tabs;
var lineWidths = [];
var maxLineWidth = 0;
var fontProperties = this.determineFontProperties(this.style.font);
for (var i = 0; i < lines.length; i++)
{
if (tabs === 0)
{
// Simple layout (no tabs)
var lineWidth = this.context.measureText(lines[i]).width + this.style.strokeThickness + this.padding.x;
}
else
{
// Complex layout (tabs)
var line = lines[i].split(/(?:\t)/);
var lineWidth = this.padding.x + this.style.strokeThickness;
if (Array.isArray(tabs))
{
var tab = 0;
for (var c = 0; c < line.length; c++)
{
var section = Math.ceil(this.context.measureText(line[c]).width);
if (c > 0)
{
tab += tabs[c - 1];
}
lineWidth = tab + section;
}
}
else
{
for (var c = 0; c < line.length; c++)
{
// How far to the next tab?
lineWidth += Math.ceil(this.context.measureText(line[c]).width);
var diff = this.game.math.snapToCeil(lineWidth, tabs) - lineWidth;
lineWidth += diff;
}
}
}
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 * lines.length;
var lineSpacing = this._lineSpacing;
if (lineSpacing < 0 && Math.abs(lineSpacing) > lineHeight)
{
lineSpacing = -lineHeight;
}
// Adjust for line spacing
if (lineSpacing !== 0)
{
var diff = lineSpacing * (lines.length - 1);
height += diff;
}
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';
var linePositionX;
var linePositionY;
this._charCount = 0;
// Draw text line by line
for (i = 0; i < lines.length; 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();
};
/**
* Renders a line of text that contains tab characters if Text.tab > 0.
* Called automatically by updateText.
*
* @method Phaser.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.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.Text#updateShadow
* @param {boolean} state - If true the shadow will be set to the Style values, otherwise it will be set to zero.
*/
Phaser.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;
}
};
/**
* Updates a line of text, applying fill and stroke per-character colors or style and weight per-character font if applicable.
*
* @method Phaser.Text#updateLine
* @private
*/
Phaser.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.Text#clearColors
* @return {Phaser.Text} This Text instance.
*/
Phaser.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.Text#clearFontValues
* @return {Phaser.Text} This Text instance.
*/
Phaser.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.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.Text} This Text instance.
*/
Phaser.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.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.Text} This Text instance.
*/
Phaser.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.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.Text} This Text instance.
*/
Phaser.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.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.Text} This Text instance.
*/
Phaser.Text.prototype.addFontWeight = function (weight, position) {
this.fontWeights[position] = weight;
this.dirty = true;
return this;
};
/**
* Greedy wrapping algorithm that will wrap words as the line grows longer than its horizontal bounds.
*
* @method Phaser.Text#runWordWrap
* @param {string} text - The text to perform word wrap detection against.
* @private
*/
Phaser.Text.prototype.runWordWrap = 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.Text#updateFont
* @private
* @param {object} components - Font components.
*/
Phaser.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.Text#fontToComponents
* @private
* @param {string} font - a CSS font string
*/
Phaser.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)
{
return {
font: font,
fontStyle: m[1] || 'normal',
fontVariant: m[2] || 'normal',
fontWeight: m[3] || 'normal',
fontSize: m[4] || 'medium',
fontFamily: m[5]
};
}
else
{
console.warn("Phaser.Text - unparsable CSS font: " + font);
return {
font: font
};
}
};
/**
* Converts individual font components (see `fontToComponents`) to a short CSS font string.
*
* @method Phaser.Text#componentsToFont
* @private
* @param {object} components - Font components.
*/
Phaser.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.
*
* @method Phaser.Text#setText
* @param {string} [text] - The text to be displayed. Set to an empty string to clear text that is already present.
* @return {Phaser.Text} This Text instance.
*/
Phaser.Text.prototype.setText = function (text) {
this.text = text.toString() || '';
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.Text#parseList
* @param {array} list - The array of data to convert into a string.
* @return {Phaser.Text} This Text instance.
*/
Phaser.Text.prototype.parseList = function (list) {
if (!Array.isArray(list))
{
return this;
}
else
{
var s = "";