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phaser

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A fast, free and fun HTML5 Game Framework for Desktop and Mobile web browsers from the team at Phaser Studio Inc.

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/** * @author Richard Davey <rich@phaser.io> * @copyright 2013-2025 Phaser Studio Inc. * @license {@link https://opensource.org/licenses/MIT|MIT License} */ var GetCalcMatrix = require('../../GetCalcMatrix'); var TransformMatrix = require('../../components/TransformMatrix'); var Utils = require('../../../renderer/webgl/Utils'); var tempMatrix = new TransformMatrix(); /** * Renders this Game Object with the WebGL 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#renderWebGL * @since 3.0.0 * @private * * @param {Phaser.Renderer.WebGL.WebGLRenderer} renderer - A reference to the current active WebGL renderer. * @param {Phaser.GameObjects.DynamicBitmapText} src - The Game Object being rendered in this call. * @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 DynamicBitmapTextWebGLRenderer = function (renderer, src, camera, parentMatrix) { var text = src.text; var textLength = text.length; if (textLength === 0) { return; } camera.addToRenderList(src); var pipeline = renderer.pipelines.set(src.pipeline, src); var result = GetCalcMatrix(src, camera, parentMatrix); // This causes a flush if the BitmapText has a Post Pipeline renderer.pipelines.preBatch(src); var spriteMatrix = result.sprite; var calcMatrix = result.calc; var fontMatrix = tempMatrix; var crop = (src.cropWidth > 0 || src.cropHeight > 0); if (crop) { pipeline.flush(); renderer.pushScissor( calcMatrix.tx, calcMatrix.ty, src.cropWidth * calcMatrix.scaleX, src.cropHeight * calcMatrix.scaleY ); } var frame = src.frame; var texture = frame.glTexture; var tintEffect = src.tintFill; var tintTL = Utils.getTintAppendFloatAlpha(src.tintTopLeft, camera.alpha * src._alphaTL); var tintTR = Utils.getTintAppendFloatAlpha(src.tintTopRight, camera.alpha * src._alphaTR); var tintBL = Utils.getTintAppendFloatAlpha(src.tintBottomLeft, camera.alpha * src._alphaBL); var tintBR = Utils.getTintAppendFloatAlpha(src.tintBottomRight, camera.alpha * src._alphaBR); var textureUnit = pipeline.setGameObject(src); var xAdvance = 0; var yAdvance = 0; var charCode = 0; var lastCharCode = 0; var letterSpacing = src.letterSpacing; var glyph; var glyphW = 0; var glyphH = 0; var lastGlyph; var scrollX = src.scrollX; var scrollY = src.scrollY; var fontData = src.fontData; var chars = fontData.chars; var lineHeight = fontData.lineHeight; var scale = (src.fontSize / fontData.size); var rotation = 0; var align = src._align; var currentLine = 0; var lineOffsetX = 0; // Update the bounds - skipped internally if not dirty var bounds = src.getTextBounds(false); // In case the method above changed it (word wrapping) if (src.maxWidth > 0) { text = bounds.wrappedText; textLength = text.length; } var lineData = src._bounds.lines; if (align === 1) { lineOffsetX = (lineData.longest - lineData.lengths[0]) / 2; } else if (align === 2) { lineOffsetX = (lineData.longest - lineData.lengths[0]); } var roundPixels = camera.roundPixels; var displayCallback = src.displayCallback; var callbackData = src.callbackData; for (var i = 0; i < textLength; i++) { charCode = text.charCodeAt(i); // Carriage-return if (charCode === 10) { currentLine++; if (align === 1) { lineOffsetX = (lineData.longest - lineData.lengths[currentLine]) / 2; } else if (align === 2) { lineOffsetX = (lineData.longest - lineData.lengths[currentLine]); } xAdvance = 0; yAdvance += lineHeight; lastGlyph = null; continue; } glyph = chars[charCode]; if (!glyph) { continue; } glyphW = glyph.width; glyphH = glyph.height; var x = (glyph.xOffset + xAdvance) - scrollX; var y = (glyph.yOffset + yAdvance) - scrollY; if (lastGlyph !== null) { var kerningOffset = glyph.kerning[lastCharCode] || 0; x += kerningOffset; xAdvance += kerningOffset; } xAdvance += glyph.xAdvance + letterSpacing; lastGlyph = glyph; lastCharCode = charCode; // Nothing to render or a space? Then skip to the next glyph if (glyphW === 0 || glyphH === 0 || charCode === 32) { continue; } scale = (src.fontSize / src.fontData.size); rotation = 0; if (displayCallback) { callbackData.color = 0; callbackData.tint.topLeft = tintTL; callbackData.tint.topRight = tintTR; callbackData.tint.bottomLeft = tintBL; callbackData.tint.bottomRight = tintBR; callbackData.index = i; 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; if (output.color) { tintTL = output.color; tintTR = output.color; tintBL = output.color; tintBR = output.color; } else { tintTL = output.tint.topLeft; tintTR = output.tint.topRight; tintBL = output.tint.bottomLeft; tintBR = output.tint.bottomRight; } tintTL = Utils.getTintAppendFloatAlpha(tintTL, camera.alpha * src._alphaTL); tintTR = Utils.getTintAppendFloatAlpha(tintTR, camera.alpha * src._alphaTR); tintBL = Utils.getTintAppendFloatAlpha(tintBL, camera.alpha * src._alphaBL); tintBR = Utils.getTintAppendFloatAlpha(tintBR, camera.alpha * src._alphaBR); } x *= scale; y *= scale; x -= src.displayOriginX; y -= src.displayOriginY; x += lineOffsetX; fontMatrix.applyITRS(x, y, rotation, scale, scale); calcMatrix.multiply(fontMatrix, spriteMatrix); var u0 = glyph.u0; var v0 = glyph.v0; var u1 = glyph.u1; var v1 = glyph.v1; var xw = glyphW; var yh = glyphH; var tx0 = spriteMatrix.e; var ty0 = spriteMatrix.f; var tx1 = yh * spriteMatrix.c + spriteMatrix.e; var ty1 = yh * spriteMatrix.d + spriteMatrix.f; var tx2 = xw * spriteMatrix.a + yh * spriteMatrix.c + spriteMatrix.e; var ty2 = xw * spriteMatrix.b + yh * spriteMatrix.d + spriteMatrix.f; var tx3 = xw * spriteMatrix.a + spriteMatrix.e; var ty3 = xw * spriteMatrix.b + spriteMatrix.f; if (roundPixels) { tx0 = Math.round(tx0); ty0 = Math.round(ty0); tx1 = Math.round(tx1); ty1 = Math.round(ty1); tx2 = Math.round(tx2); ty2 = Math.round(ty2); tx3 = Math.round(tx3); ty3 = Math.round(ty3); } if (pipeline.shouldFlush(6)) { pipeline.flush(); textureUnit = pipeline.setGameObject(src); } pipeline.batchQuad(src, tx0, ty0, tx1, ty1, tx2, ty2, tx3, ty3, u0, v0, u1, v1, tintTL, tintTR, tintBL, tintBR, tintEffect, texture, textureUnit); } if (crop) { pipeline.flush(); renderer.popScissor(); } renderer.pipelines.postBatch(src); }; module.exports = DynamicBitmapTextWebGLRenderer;