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phaser

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A fast, free and fun HTML5 Game Framework for Desktop and Mobile web browsers.

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/** * @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;