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canvas2djs

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HTML5 canvas based game engine

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import { Texture } from '../Texture'; import { Sprite, ISprite } from './Sprite'; import { TextAlign } from './TextLabel'; import { CanvasSource } from '../CanvasSource'; export declare type IBMFontLabel = ISprite & { textureMap: { [word: string]: Texture | string; }; text?: string; textAlign?: TextAlign; wordWrap?: boolean; wordSpace?: number; lineHeight: number; fontSize: number; autoResizeHeight?: boolean; }; export declare class BMFontLabel extends Sprite<IBMFontLabel> { protected _lineHeight: number; protected _wordSpace: number; protected _fontSize: number; protected _textAlign: TextAlign; protected _wordWrap: boolean; protected _text: string; protected _textureMap: { [word: string]: Texture; }; protected _bmfontLines: { width: number; fragments: Texture[]; }[]; protected _fragmentsPos: { x: number; y: number; height: number; }[]; protected _autoResizeHeight: boolean; protected _isAllTexturesReady: boolean; protected _canvasSource: CanvasSource; constructor(props?: IBMFontLabel); readonly fragmentsPos: { x: number; y: number; height: number; }[]; readonly bmfontLines: { width: number; fragments: Texture[]; }[]; autoResizeHeight: boolean; text: string; textureMap: { [word: string]: Texture | string; }; textAlign: TextAlign; lineHeight: number; wordSpace: number; wordWrap: boolean; fontSize: number; width: number; height: number; protected _reMeasureText(): void; protected _updateFragmentsPos(): void; protected draw(context: CanvasRenderingContext2D): void; addChild(target: any): void; addChildren(...children: any[]): void; release(recusive?: boolean): void; }