terriajs-cesium
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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
JavaScript
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;