UNPKG

canvas2djs

Version:

HTML5 canvas based game engine

79 lines (78 loc) 2.5 kB
import { Color } from '../Util'; import { Sprite, ISprite } from './Sprite'; import { TextFlow, TextFragment } from '../measureText'; import { CanvasSource } from '../CanvasSource'; export declare type FontWeight = "lighter" | "normal" | "bold" | "bolder"; export declare type FontStyle = "oblique" | "normal" | "italic"; export declare type TextAlign = "left" | "right" | "center" | "start" | "end"; export declare type ITextLabel = ISprite & { text?: string; fontName?: string; textAlign?: TextAlign; fontColor?: Color; fontSize?: number; lineHeight?: number; fontStyle?: FontStyle; fontWeight?: FontWeight; strokeColor?: Color; strokeWidth?: number; wordWrap?: boolean; textFlow?: TextFlow[]; autoResizeWidth?: boolean; }; export declare class TextLabel extends Sprite<ITextLabel> { protected _canvasSource: CanvasSource; protected _wordWrap: boolean; protected _fontName: string; protected _lineHeight: number; protected _fontSize: number; protected _fontWeight: FontWeight; protected _fontStyle: FontStyle; protected _textAlign: TextAlign; protected _strokeColor: Color; protected _strokeWidth: number; protected _fontColor: Color; protected _textFlow: Array<TextFlow>; protected _autoResizeWidth: boolean; protected _textLines: { fragments: TextFragment[]; width: number; }[]; protected _text: string; protected _isSetByTextFlow: boolean; protected _fragmentsPos: { x: number; y: number; }[]; constructor(props?: ITextLabel); readonly fragmentsPos: { x: number; y: number; }[]; readonly textLines: { fragments: TextFragment[]; width: number; }[]; textAlign: TextAlign; strokeColor: Color; strokeWidth: number; fontColor: Color; autoResizeWidth: boolean; width: number; height: number; fontSize: number; fontName: string; fontStyle: FontStyle; fontWeight: FontWeight; lineHeight: number; wordWrap: boolean; text: string; textFlow: Array<TextFlow>; private _reMeasureText(); protected _updateFragmentsPos(): void; protected _updateCanvasSource(): void; addChild(target: any): void; addChildren(...children: any[]): void; protected draw(context: CanvasRenderingContext2D): void; release(recusive?: boolean): void; }