phaser
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A fast, free and fun HTML5 Game Framework for Desktop and Mobile web browsers.
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JavaScript
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2019 Photon Storm Ltd.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
var SetTransform = require('../../../renderer/canvas/utils/SetTransform');
/**
* Renders this Game Object with the Canvas Renderer to the given Camera.
* The object will not render if any of its renderFlags are set or it is being actively filtered out by the Camera.
* This method should not be called directly. It is a utility function of the Render module.
*
* @method Phaser.GameObjects.DynamicBitmapText#renderCanvas
* @since 3.0.0
* @private
*
* @param {Phaser.Renderer.Canvas.CanvasRenderer} renderer - A reference to the current active Canvas renderer.
* @param {Phaser.GameObjects.DynamicBitmapText} src - The Game Object being rendered in this call.
* @param {number} interpolationPercentage - Reserved for future use and custom pipelines.
* @param {Phaser.Cameras.Scene2D.Camera} camera - The Camera that is rendering the Game Object.
* @param {Phaser.GameObjects.Components.TransformMatrix} parentMatrix - This transform matrix is defined if the game object is nested
*/
var DynamicBitmapTextCanvasRenderer = function (renderer, src, interpolationPercentage, camera, parentMatrix)
{
var text = src.text;
var textLength = text.length;
var ctx = renderer.currentContext;
if (textLength === 0 || !SetTransform(renderer, ctx, src, camera, parentMatrix))
{
return;
}
var textureFrame = src.frame;
var displayCallback = src.displayCallback;
var callbackData = src.callbackData;
var cameraScrollX = camera.scrollX * src.scrollFactorX;
var cameraScrollY = camera.scrollY * src.scrollFactorY;
var chars = src.fontData.chars;
var lineHeight = src.fontData.lineHeight;
var xAdvance = 0;
var yAdvance = 0;
var indexCount = 0;
var charCode = 0;
var glyph = null;
var glyphX = 0;
var glyphY = 0;
var glyphW = 0;
var glyphH = 0;
var x = 0;
var y = 0;
var lastGlyph = null;
var lastCharCode = 0;
var image = src.frame.source.image;
var textureX = textureFrame.cutX;
var textureY = textureFrame.cutY;
var rotation = 0;
var scale = (src.fontSize / src.fontData.size);
if (src.cropWidth > 0 && src.cropHeight > 0)
{
ctx.beginPath();
ctx.rect(0, 0, src.cropWidth, src.cropHeight);
ctx.clip();
}
for (var index = 0; index < textLength; ++index)
{
// Reset the scale (in case the callback changed it)
scale = (src.fontSize / src.fontData.size);
rotation = 0;
charCode = text.charCodeAt(index);
if (charCode === 10)
{
xAdvance = 0;
indexCount = 0;
yAdvance += lineHeight;
lastGlyph = null;
continue;
}
glyph = chars[charCode];
if (!glyph)
{
continue;
}
glyphX = textureX + glyph.x;
glyphY = textureY + glyph.y;
glyphW = glyph.width;
glyphH = glyph.height;
x = (indexCount + glyph.xOffset + xAdvance) - src.scrollX;
y = (glyph.yOffset + yAdvance) - src.scrollY;
// This could be optimized so that it doesn't even bother drawing it if the x/y is out of range
if (lastGlyph !== null)
{
var kerningOffset = glyph.kerning[lastCharCode];
x += (kerningOffset !== undefined) ? kerningOffset : 0;
}
if (displayCallback)
{
callbackData.index = index;
callbackData.charCode = charCode;
callbackData.x = x;
callbackData.y = y;
callbackData.scale = scale;
callbackData.rotation = rotation;
callbackData.data = glyph.data;
var output = displayCallback(callbackData);
x = output.x;
y = output.y;
scale = output.scale;
rotation = output.rotation;
}
x *= scale;
y *= scale;
x -= cameraScrollX;
y -= cameraScrollY;
if (camera.roundPixels)
{
x = Math.round(x);
y = Math.round(y);
}
ctx.save();
ctx.translate(x, y);
ctx.rotate(rotation);
ctx.scale(scale, scale);
ctx.drawImage(image, glyphX, glyphY, glyphW, glyphH, 0, 0, glyphW, glyphH);
ctx.restore();
xAdvance += glyph.xAdvance;
indexCount += 1;
lastGlyph = glyph;
lastCharCode = charCode;
}
// Restore the context saved in SetTransform
ctx.restore();
};
module.exports = DynamicBitmapTextCanvasRenderer;