'use strict';
exports.__esModule = true;
var _createClass = function () { function defineProperties(target, props) { for (var i = 0; i < props.length; i++) { var descriptor = props[i]; descriptor.enumerable = descriptor.enumerable || false; descriptor.configurable = true; if ("value" in descriptor) descriptor.writable = true; Object.defineProperty(target, descriptor.key, descriptor); } } return function (Constructor, protoProps, staticProps) { if (protoProps) defineProperties(Constructor.prototype, protoProps); if (staticProps) defineProperties(Constructor, staticProps); return Constructor; }; }();
var _Sprite2 = require('../sprites/Sprite');
var _Sprite3 = _interopRequireDefault(_Sprite2);
var _Texture = require('../textures/Texture');
var _Texture2 = _interopRequireDefault(_Texture);
var _math = require('../math');
var _utils = require('../utils');
var _const = require('../const');
var _settings = require('../settings');
var _settings2 = _interopRequireDefault(_settings);
var _TextStyle = require('./TextStyle');
var _TextStyle2 = _interopRequireDefault(_TextStyle);
var _TextMetrics = require('./TextMetrics');
var _TextMetrics2 = _interopRequireDefault(_TextMetrics);
var _trimCanvas = require('../utils/trimCanvas');
var _trimCanvas2 = _interopRequireDefault(_trimCanvas);
function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; }
function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } }
function _possibleConstructorReturn(self, call) { if (!self) { throw new ReferenceError("this hasn't been initialised - super() hasn't been called"); } return call && (typeof call === "object" || typeof call === "function") ? call : self; }
function _inherits(subClass, superClass) { if (typeof superClass !== "function" && superClass !== null) { throw new TypeError("Super expression must either be null or a function, not " + typeof superClass); } subClass.prototype = Object.create(superClass && superClass.prototype, { constructor: { value: subClass, enumerable: false, writable: true, configurable: true } }); if (superClass) Object.setPrototypeOf ? Object.setPrototypeOf(subClass, superClass) : subClass.__proto__ = superClass; } /* eslint max-depth: [2, 8] */
var defaultDestroyOptions = {
texture: true,
children: false,
baseTexture: true
};
/**
* A Text Object will create a line or multiple lines of text. To split a line you can use '\n' in your text string,
* or add a wordWrap property set to true and and wordWrapWidth property with a value in the style object.
*
* A Text can be created directly from a string and a style object
*
* ```js
* let text = new PIXI.Text('This is a pixi text',{fontFamily : 'Arial', fontSize: 24, fill : 0xff1010, align : 'center'});
* ```
*
* @class
* @extends PIXI.Sprite
* @memberof PIXI
*/
var Text = function (_Sprite) {
_inherits(Text, _Sprite);
/**
* @param {string} text - The string that you would like the text to display
* @param {object|PIXI.TextStyle} [style] - The style parameters
* @param {HTMLCanvasElement} [canvas] - The canvas element for drawing text
*/
function Text(text, style, canvas) {
_classCallCheck(this, Text);
canvas = canvas || document.createElement('canvas');
canvas.width = 3;
canvas.height = 3;
var texture = _Texture2.default.fromCanvas(canvas, _settings2.default.SCALE_MODE, 'text');
texture.orig = new _math.Rectangle();
texture.trim = new _math.Rectangle();
// base texture is already automatically added to the cache, now adding the actual texture
var _this = _possibleConstructorReturn(this, _Sprite.call(this, texture));
_Texture2.default.addToCache(_this._texture, _this._texture.baseTexture.textureCacheIds[0]);
/**
* The canvas element that everything is drawn to
*
* @member {HTMLCanvasElement}
*/
_this.canvas = canvas;
/**
* The canvas 2d context that everything is drawn with
* @member {CanvasRenderingContext2D}
*/
_this.context = _this.canvas.getContext('2d');
/**
* The resolution / device pixel ratio of the canvas. This is set automatically by the renderer.
* @member {number}
* @default 1
*/
_this.resolution = _settings2.default.RESOLUTION;
/**
* Private tracker for the current text.
*
* @member {string}
* @private
*/
_this._text = null;
/**
* Private tracker for the current style.
*
* @member {object}
* @private
*/
_this._style = null;
/**
* Private listener to track style changes.
*
* @member {Function}
* @private
*/
_this._styleListener = null;
/**
* Private tracker for the current font.
*
* @member {string}
* @private
*/
_this._font = '';
_this.text = text;
_this.style = style;
_this.localStyleID = -1;
return _this;
}
/**
* Renders text and updates it when needed.
*
* @private
* @param {boolean} respectDirty - Whether to abort updating the text if the Text isn't dirty and the function is called.
*/
Text.prototype.updateText = function updateText(respectDirty) {
var style = this._style;
// check if style has changed..
if (this.localStyleID !== style.styleID) {
this.dirty = true;
this.localStyleID = style.styleID;
}
if (!this.dirty && respectDirty) {
return;
}
this._font = this._style.toFontString();
var context = this.context;
var measured = _TextMetrics2.default.measureText(this._text, this._style, this._style.wordWrap, this.canvas);
var width = measured.width;
var height = measured.height;
var lines = measured.lines;
var lineHeight = measured.lineHeight;
var lineWidths = measured.lineWidths;
var maxLineWidth = measured.maxLineWidth;
var fontProperties = measured.fontProperties;
this.canvas.width = Math.ceil((width + style.padding * 2) * this.resolution);
this.canvas.height = Math.ceil((height + style.padding * 2) * this.resolution);
context.scale(this.resolution, this.resolution);
context.clearRect(0, 0, this.canvas.width, this.canvas.height);
context.font = this._font;
context.strokeStyle = style.stroke;
context.lineWidth = style.strokeThickness;
context.textBaseline = style.textBaseline;
context.lineJoin = style.lineJoin;
context.miterLimit = style.miterLimit;
var linePositionX = void 0;
var linePositionY = void 0;
if (style.dropShadow) {
context.shadowBlur = style.dropShadowBlur;
context.globalAlpha = style.dropShadowAlpha;
if (style.dropShadowBlur > 0) {
context.shadowColor = style.dropShadowColor;
} else {
context.fillStyle = style.dropShadowColor;
}
var xShadowOffset = Math.cos(style.dropShadowAngle) * style.dropShadowDistance;
var yShadowOffset = Math.sin(style.dropShadowAngle) * style.dropShadowDistance;
for (var i = 0; i < lines.length; i++) {
linePositionX = style.strokeThickness / 2;
linePositionY = style.strokeThickness / 2 + i * lineHeight + fontProperties.ascent;
if (style.align === 'right') {
linePositionX += maxLineWidth - lineWidths[i];
} else if (style.align === 'center') {
linePositionX += (maxLineWidth - lineWidths[i]) / 2;
}
if (style.fill) {
this.drawLetterSpacing(lines[i], linePositionX + xShadowOffset + style.padding, linePositionY + yShadowOffset + style.padding);
if (style.stroke && style.strokeThickness) {
context.strokeStyle = style.dropShadowColor;
this.drawLetterSpacing(lines[i], linePositionX + xShadowOffset + style.padding, linePositionY + yShadowOffset + style.padding, true);
context.strokeStyle = style.stroke;
}
}
}
}
// reset the shadow blur and alpha that was set by the drop shadow, for the regular text
context.shadowBlur = 0;
context.globalAlpha = 1;
// set canvas text styles
context.fillStyle = this._generateFillStyle(style, lines);
// draw lines line by line
for (var _i = 0; _i < lines.length; _i++) {
linePositionX = style.strokeThickness / 2;
linePositionY = style.strokeThickness / 2 + _i * lineHeight + fontProperties.ascent;
if (style.align === 'right') {
linePositionX += maxLineWidth - lineWidths[_i];
} else if (style.align === 'center') {
linePositionX += (maxLineWidth - lineWidths[_i]) / 2;
}
if (style.stroke && style.strokeThickness) {
this.drawLetterSpacing(lines[_i], linePositionX + style.padding, linePositionY + style.padding, true);
}
if (style.fill) {
this.drawLetterSpacing(lines[_i], linePositionX + style.padding, linePositionY + style.padding);
}
}
this.updateTexture();
};
/**
* Render the text with letter-spacing.
* @param {string} text - The text to draw
* @param {number} x - Horizontal position to draw the text
* @param {number} y - Vertical position to draw the text
* @param {boolean} [isStroke=false] - Is this drawing for the outside stroke of the
* text? If not, it's for the inside fill
* @private
*/
Text.prototype.drawLetterSpacing = function drawLetterSpacing(text, x, y) {
var isStroke = arguments.length > 3 && arguments[3] !== undefined ? arguments[3] : false;
var style = this._style;
// letterSpacing of 0 means normal
var letterSpacing = style.letterSpacing;
if (letterSpacing === 0) {
if (isStroke) {
this.context.strokeText(text, x, y);
} else {
this.context.fillText(text, x, y);
}
return;
}
var characters = String.prototype.split.call(text, '');
var currentPosition = x;
var index = 0;
var current = '';
while (index < text.length) {
current = characters[index++];
if (isStroke) {
this.context.strokeText(current, currentPosition, y);
} else {
this.context.fillText(current, currentPosition, y);
}
currentPosition += this.context.measureText(current).width + letterSpacing;
}
};
/**
* Updates texture size based on canvas size
*
* @private
*/
Text.prototype.updateTexture = function updateTexture() {
var canvas = this.canvas;
if (this._style.trim) {
var trimmed = (0, _trimCanvas2.default)(canvas);
canvas.width = trimmed.width;
canvas.height = trimmed.height;
this.context.putImageData(trimmed.data, 0, 0);
}
var texture = this._texture;
var style = this._style;
var padding = style.trim ? 0 : style.padding;
var baseTexture = texture.baseTexture;
baseTexture.hasLoaded = true;
baseTexture.resolution = this.resolution;
baseTexture.realWidth = canvas.width;
baseTexture.realHeight = canvas.height;
baseTexture.width = canvas.width / this.resolution;
baseTexture.height = canvas.height / this.resolution;
texture.trim.width = texture._frame.width = canvas.width / this.resolution;
texture.trim.height = texture._frame.height = canvas.height / this.resolution;
texture.trim.x = -padding;
texture.trim.y = -padding;
texture.orig.width = texture._frame.width - padding * 2;
texture.orig.height = texture._frame.height - padding * 2;
// call sprite onTextureUpdate to update scale if _width or _height were set
this._onTextureUpdate();
baseTexture.emit('update', baseTexture);
this.dirty = false;
};
/**
* Renders the object using the WebGL renderer
*
* @param {PIXI.WebGLRenderer} renderer - The renderer
*/
Text.prototype.renderWebGL = function renderWebGL(renderer) {
if (this.resolution !== renderer.resolution) {
this.resolution = renderer.resolution;
this.dirty = true;
}
this.updateText(true);
_Sprite.prototype.renderWebGL.call(this, renderer);
};
/**
* Renders the object using the Canvas renderer
*
* @private
* @param {PIXI.CanvasRenderer} renderer - The renderer
*/
Text.prototype._renderCanvas = function _renderCanvas(renderer) {
if (this.resolution !== renderer.resolution) {
this.resolution = renderer.resolution;
this.dirty = true;
}
this.updateText(true);
_Sprite.prototype._renderCanvas.call(this, renderer);
};
/**
* Gets the local bounds of the text object.
*
* @param {Rectangle} rect - The output rectangle.
* @return {Rectangle} The bounds.
*/
Text.prototype.getLocalBounds = function getLocalBounds(rect) {
this.updateText(true);
return _Sprite.prototype.getLocalBounds.call(this, rect);
};
/**
* calculates the bounds of the Text as a rectangle. The bounds calculation takes the worldTransform into account.
*/
Text.prototype._calculateBounds = function _calculateBounds() {
this.updateText(true);
this.calculateVertices();
// if we have already done this on THIS frame.
this._bounds.addQuad(this.vertexData);
};
/**
* Method to be called upon a TextStyle change.
* @private
*/
Text.prototype._onStyleChange = function _onStyleChange() {
this.dirty = true;
};
/**
* Generates the fill style. Can automatically generate a gradient based on the fill style being an array
*
* @private
* @param {object} style - The style.
* @param {string[]} lines - The lines of text.
* @return {string|number|CanvasGradient} The fill style
*/
Text.prototype._generateFillStyle = function _generateFillStyle(style, lines) {
if (!Array.isArray(style.fill)) {
return style.fill;
}
// cocoon on canvas+ cannot generate textures, so use the first colour instead
if (navigator.isCocoonJS) {
return style.fill[0];
}
// the gradient will be evenly spaced out according to how large the array is.
// ['#FF0000', '#00FF00', '#0000FF'] would created stops at 0.25, 0.5 and 0.75
var gradient = void 0;
var totalIterations = void 0;
var currentIteration = void 0;
var stop = void 0;
var width = this.canvas.width / this.resolution;
var height = this.canvas.height / this.resolution;
// make a copy of the style settings, so we can manipulate them later
var fill = style.fill.slice();
var fillGradientStops = style.fillGradientStops.slice();
// wanting to evenly distribute the fills. So an array of 4 colours should give fills of 0.25, 0.5 and 0.75
if (!fillGradientStops.length) {
var lengthPlus1 = fill.length + 1;
for (var i = 1; i < lengthPlus1; ++i) {
fillGradientStops.push(i / lengthPlus1);
}
}
// stop the bleeding of the last gradient on the line above to the top gradient of the this line
// by hard defining the first gradient colour at point 0, and last gradient colour at point 1
fill.unshift(style.fill[0]);
fillGradientStops.unshift(0);
fill.push(style.fill[style.fill.length - 1]);
fillGradientStops.push(1);
if (style.fillGradientType === _const.TEXT_GRADIENT.LINEAR_VERTICAL) {
// start the gradient at the top center of the canvas, and end at the bottom middle of the canvas
gradient = this.context.createLinearGradient(width / 2, 0, width / 2, height);
// we need to repeat the gradient so that each individual line of text has the same vertical gradient effect
// ['#FF0000', '#00FF00', '#0000FF'] over 2 lines would create stops at 0.125, 0.25, 0.375, 0.625, 0.75, 0.875
totalIterations = (fill.length + 1) * lines.length;
currentIteration = 0;
for (var _i2 = 0; _i2 < lines.length; _i2++) {
currentIteration += 1;
for (var j = 0; j < fill.length; j++) {
if (typeof fillGradientStops[j] === 'number') {
stop = fillGradientStops[j] / lines.length + _i2 / lines.length;
} else {
stop = currentIteration / totalIterations;
}
gradient.addColorStop(stop, fill[j]);
currentIteration++;
}
}
} else {
// start the gradient at the center left of the canvas, and end at the center right of the canvas
gradient = this.context.createLinearGradient(0, height / 2, width, height / 2);
// can just evenly space out the gradients in this case, as multiple lines makes no difference
// to an even left to right gradient
totalIterations = fill.length + 1;
currentIteration = 1;
for (var _i3 = 0; _i3 < fill.length; _i3++) {
if (typeof fillGradientStops[_i3] === 'number') {
stop = fillGradientStops[_i3];
} else {
stop = currentIteration / totalIterations;
}
gradient.addColorStop(stop, fill[_i3]);
currentIteration++;
}
}
return gradient;
};
/**
* Destroys this text object.
* Note* Unlike a Sprite, a Text object will automatically destroy its baseTexture and texture as
* the majority of the time the texture will not be shared with any other Sprites.
*
* @param {object|boolean} [options] - Options parameter. A boolean will act as if all options
* have been set to that value
* @param {boolean} [options.children=false] - if set to true, all the children will have their
* destroy method called as well. 'options' will be passed on to those calls.
* @param {boolean} [options.texture=true] - Should it destroy the current texture of the sprite as well
* @param {boolean} [options.baseTexture=true] - Should it destroy the base texture of the sprite as well
*/
Text.prototype.destroy = function destroy(options) {
if (typeof options === 'boolean') {
options = { children: options };
}
options = Object.assign({}, defaultDestroyOptions, options);
_Sprite.prototype.destroy.call(this, options);
// make sure to reset the the context and canvas.. dont want this hanging around in memory!
this.context = null;
this.canvas = null;
this._style = null;
};
/**
* The width of the Text, setting this will actually modify the scale to achieve the value set
*
* @member {number}
*/
_createClass(Text, [{
key: 'width',
get: function get() {
this.updateText(true);
return Math.abs(this.scale.x) * this._texture.orig.width;
},
set: function set(value) // eslint-disable-line require-jsdoc
{
this.updateText(true);
var s = (0, _utils.sign)(this.scale.x) || 1;
this.scale.x = s * value / this._texture.orig.width;
this._width = value;
}
/**
* The height of the Text, setting this will actually modify the scale to achieve the value set
*
* @member {number}
*/
}, {
key: 'height',
get: function get() {
this.updateText(true);
return Math.abs(this.scale.y) * this._texture.orig.height;
},
set: function set(value) // eslint-disable-line require-jsdoc
{
this.updateText(true);
var s = (0, _utils.sign)(this.scale.y) || 1;
this.scale.y = s * value / this._texture.orig.height;
this._height = value;
}
/**
* Set the style of the text. Set up an event listener to listen for changes on the style
* object and mark the text as dirty.
*
* @member {object|PIXI.TextStyle}
*/
}, {
key: 'style',
get: function get() {
return this._style;
},
set: function set(style) // eslint-disable-line require-jsdoc
{
style = style || {};
if (style instanceof _TextStyle2.default) {
this._style = style;
} else {
this._style = new _TextStyle2.default(style);
}
this.localStyleID = -1;
this.dirty = true;
}
/**
* Set the copy for the text object. To split a line you can use '\n'.
*
* @member {string}
*/
}, {
key: 'text',
get: function get() {
return this._text;
},
set: function set(text) // eslint-disable-line require-jsdoc
{
text = String(text === '' || text === null || text === undefined ? ' ' : text);
if (this._text === text) {
return;
}
this._text = text;
this.dirty = true;
}
}]);
return Text;
}(_Sprite3.default);
exports.default = Text;
//# sourceMappingURL=Text.js.map