UNPKG

terriajs-cesium

Version:

CesiumJS is a JavaScript library for creating 3D globes and 2D maps in a web browser without a plugin.

174 lines (147 loc) 6.6 kB
import Color from "./Color.js"; import Frozen from "./Frozen.js"; import defined from "./defined.js"; import DeveloperError from "./DeveloperError.js"; /** * Computes dimensions for text, based on current canvas state. * * Rounds metrics, excluding width, to whole pixels. This is purely to minimize * rendering differences with migration to in-browser measureText(), and may be * revised in the future. See: github.com/CesiumGS/cesium/pull/13081 */ function measureText(context2D, textString) { const metrics = context2D.measureText(textString); const isSpace = !/\S/.test(textString); if (isSpace) { return { width: metrics.width, height: 0, ascent: 0, descent: 0, minx: 0, }; } // Baseline alignment requires `height = ascent + descent`. Rounding (if any) // must be done before summing, or glyph pairs like "ij" may be misaligned. const ascent = Math.round(metrics.actualBoundingBoxAscent); const descent = Math.round(metrics.actualBoundingBoxDescent); // Characters like "_" may have height <0.5 at some sizes, don't round to zero. const height = Math.max(ascent + descent, 1); return { width: metrics.width, height, ascent, descent, minx: -Math.round(metrics.actualBoundingBoxLeft), }; } let imageSmoothingEnabledName; /** * Writes the given text into a new canvas. The canvas will be sized to fit the text. * If text is blank, returns undefined. * * @param {string} text The text to write. * @param {object} [options] Object with the following properties: * @param {string} [options.font='10px sans-serif'] The CSS font to use. * @param {boolean} [options.fill=true] Whether to fill the text. * @param {boolean} [options.stroke=false] Whether to stroke the text. * @param {Color} [options.fillColor=Color.WHITE] The fill color. * @param {Color} [options.strokeColor=Color.BLACK] The stroke color. * @param {number} [options.strokeWidth=1] The stroke width. * @param {Color} [options.backgroundColor=Color.TRANSPARENT] The background color of the canvas. * @param {number} [options.padding=0] The pixel size of the padding to add around the text. * @returns {HTMLCanvasElement|undefined} A new canvas with the given text drawn into it. The dimensions object * from measureText will also be added to the returned canvas. If text is * blank, returns undefined. * @function writeTextToCanvas */ function writeTextToCanvas(text, options) { //>>includeStart('debug', pragmas.debug); if (!defined(text)) { throw new DeveloperError("text is required."); } //>>includeEnd('debug'); if (text === "") { return undefined; } options = options ?? Frozen.EMPTY_OBJECT; const font = options.font ?? "10px sans-serif"; const stroke = options.stroke ?? false; const fill = options.fill ?? true; const strokeWidth = options.strokeWidth ?? 1; const backgroundColor = options.backgroundColor ?? Color.TRANSPARENT; const padding = options.padding ?? 0; const doublePadding = padding * 2.0; const canvas = document.createElement("canvas"); canvas.width = 1; canvas.height = 1; canvas.style.font = font; // Since multiple read-back operations are expected for labels, use the willReadFrequently option – See https://html.spec.whatwg.org/multipage/canvas.html#concept-canvas-will-read-frequently const context2D = canvas.getContext("2d", { willReadFrequently: true }); if (!defined(imageSmoothingEnabledName)) { if (defined(context2D.imageSmoothingEnabled)) { imageSmoothingEnabledName = "imageSmoothingEnabled"; } else if (defined(context2D.mozImageSmoothingEnabled)) { imageSmoothingEnabledName = "mozImageSmoothingEnabled"; } else if (defined(context2D.webkitImageSmoothingEnabled)) { imageSmoothingEnabledName = "webkitImageSmoothingEnabled"; } else if (defined(context2D.msImageSmoothingEnabled)) { imageSmoothingEnabledName = "msImageSmoothingEnabled"; } } context2D.font = font; context2D.lineJoin = "round"; context2D.lineWidth = strokeWidth; context2D[imageSmoothingEnabledName] = false; // in order for measureText to calculate style, the canvas has to be // (temporarily) added to the DOM. canvas.style.visibility = "hidden"; document.body.appendChild(canvas); const dimensions = measureText(context2D, text); // Set canvas.dimensions to be accessed in LabelCollection. LabelCollection // hard-codes strokeWidth=0, so dimensions should not include stroke padding. canvas.dimensions = dimensions; document.body.removeChild(canvas); canvas.style.visibility = ""; // measureText does not account for stroke width, added here. LabelCollection // calls writeTextToCanvas with hard-coded strokeWidth=0, so stroke padding // matters only when calling `writeTextToCanvas` directly. const isSpace = !/\S/.test(text); const strokePadding = stroke && !isSpace ? Math.ceil(strokeWidth / 2) : 0; const doubleStrokePadding = strokePadding * 2; // Some characters, such as the letter j, have a non-zero starting position. // This value is used for kerning later, but we need to take it into account // now in order to draw the text completely on the canvas const x = -dimensions.minx + strokePadding; // Expand the width to include the starting position. const width = Math.ceil(dimensions.width) + x + doublePadding + strokePadding; // While the height of the letter is correct, we need to adjust // where we start drawing it so that letters like j and y properly dip // below the line. const height = dimensions.height + doublePadding + doubleStrokePadding; const y = dimensions.ascent + padding + strokePadding; canvas.width = width; canvas.height = height; // Properties must be explicitly set again after changing width and height context2D.font = font; context2D.lineJoin = "round"; context2D.lineWidth = strokeWidth; context2D[imageSmoothingEnabledName] = false; // Draw background if (backgroundColor !== Color.TRANSPARENT) { context2D.fillStyle = backgroundColor.toCssColorString(); context2D.fillRect(0, 0, canvas.width, canvas.height); } if (stroke) { const strokeColor = options.strokeColor ?? Color.BLACK; context2D.strokeStyle = strokeColor.toCssColorString(); context2D.strokeText(text, x + padding, y); } if (fill) { const fillColor = options.fillColor ?? Color.WHITE; context2D.fillStyle = fillColor.toCssColorString(); context2D.fillText(text, x + padding, y); } return canvas; } export default writeTextToCanvas;