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pixi.js / src / text / Text.js
@Chad Engler Chad Engler on 27 Dec 2014 15 KB tons of jshint and typo fixes
var Sprite = require('../display/Sprite'),
    Texture = require('../display/Texture');

/**
 * 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.
 *
 * @class
 * @extends Sprite
 * @namespace PIXI
 * @param text {string} The copy that you would like the text to display
 * @param [style] {object} The style parameters
 * @param [style.font] {string} default 'bold 20px Arial' The style and size of the font
 * @param [style.fill='black'] {String|Number} A canvas fillstyle that will be used on the text e.g 'red', '#00FF00'
 * @param [style.align='left'] {string} Alignment for multiline text ('left', 'center' or 'right'), does not affect single line text
 * @param [style.stroke] {String|Number} A canvas fillstyle that will be used on the text stroke e.g 'blue', '#FCFF00'
 * @param [style.strokeThickness=0] {number} A number that represents the thickness of the stroke. Default is 0 (no stroke)
 * @param [style.wordWrap=false] {boolean} Indicates if word wrap should be used
 * @param [style.wordWrapWidth=100] {number} The width at which text will wrap, it needs wordWrap to be set to true
 * @param [style.dropShadow=false] {boolean} Set a drop shadow for the text
 * @param [style.dropShadowColor='#000000'] {string} A fill style to be used on the dropshadow e.g 'red', '#00FF00'
 * @param [style.dropShadowAngle=Math.PI/4] {number} Set a angle of the drop shadow
 * @param [style.dropShadowDistance=5] {number} Set a distance of the drop shadow
 */
function Text(text, style) {
    /**
     * The canvas element that everything is drawn to
     *
     * @member {HTMLCanvasElement}
     */
    this.canvas = document.createElement('canvas');

    /**
     * The canvas 2d context that everything is drawn with
     * @member {HTMLCanvasElement}
     */
    this.context = this.canvas.getContext('2d');

    /**
     * The resolution of the canvas.
     * @member {number}
     */
    this.resolution = 1;

    Sprite.call(this, Texture.fromCanvas(this.canvas));

    this.setText(text);
    this.setStyle(style);
}

// constructor
Text.prototype = Object.create(Sprite.prototype);
Text.prototype.constructor = Text;
module.exports = Text;

Object.defineProperties(Text.prototype, {
    /**
     * The width of the Text, setting this will actually modify the scale to achieve the value set
     *
     * @member {number}
     * @memberof Text#
     */
    width: {
        get: function () {
            if (this.dirty) {
                this.updateText();
                this.dirty = false;
            }

            return this.scale.x * this.texture.frame.width;
        },
        set: function (value) {
            this.scale.x = value / this.texture.frame.width;
            this._width = value;
        }
    },

    /**
     * The height of the Text, setting this will actually modify the scale to achieve the value set
     *
     * @member {number}
     * @memberof Text#
     */
    height: {
        get: function () {
            if (this.dirty) {
                this.updateText();
                this.dirty = false;
            }

            return  this.scale.y * this.texture.frame.height;
        },
        set: function (value) {
            this.scale.y = value / this.texture.frame.height;
            this._height = value;
        }
    }
});

/**
 * Set the style of the text
 *
 * @param [style] {object} The style parameters
 * @param [style.font='bold 20pt Arial'] {string} The style and size of the font
 * @param [style.fill='black'] {object} A canvas fillstyle that will be used on the text eg 'red', '#00FF00'
 * @param [style.align='left'] {string} Alignment for multiline text ('left', 'center' or 'right'), does not affect single line text
 * @param [style.stroke='black'] {string} A canvas fillstyle that will be used on the text stroke eg 'blue', '#FCFF00'
 * @param [style.strokeThickness=0] {number} A number that represents the thickness of the stroke. Default is 0 (no stroke)
 * @param [style.wordWrap=false] {boolean} Indicates if word wrap should be used
 * @param [style.wordWrapWidth=100] {number} The width at which text will wrap
 * @param [style.dropShadow=false] {boolean} Set a drop shadow for the text
 * @param [style.dropShadowColor='#000000'] {string} A fill style to be used on the dropshadow e.g 'red', '#00FF00'
 * @param [style.dropShadowAngle=Math.PI/4] {number} Set a angle of the drop shadow
 * @param [style.dropShadowDistance=5] {number} Set a distance of the drop shadow
 */
Text.prototype.setStyle = function (style) {
    style = style || {};
    style.font = style.font || 'bold 20pt Arial';
    style.fill = style.fill || 'black';
    style.align = style.align || 'left';
    style.stroke = style.stroke || 'black'; //provide a default, see: https://github.com/GoodBoyDigital/pixi.js/issues/136
    style.strokeThickness = style.strokeThickness || 0;
    style.wordWrap = style.wordWrap || false;
    style.wordWrapWidth = style.wordWrapWidth || 100;

    style.dropShadow = style.dropShadow || false;
    style.dropShadowAngle = style.dropShadowAngle || Math.PI / 6;
    style.dropShadowDistance = style.dropShadowDistance || 4;
    style.dropShadowColor = style.dropShadowColor || 'black';

    this.style = style;
    this.dirty = true;
};

/**
 * Set the copy for the text object. To split a line you can use '\n'.
 *
 * @param text {string} The copy that you would like the text to display
 */
Text.prototype.setText = function (text) {
    this.text = text.toString() || ' ';
    this.dirty = true;
};

/**
 * Renders text and updates it when needed
 *
 * @private
 */
Text.prototype.updateText = function () {
    this.texture.baseTexture.resolution = this.resolution;

    this.context.font = this.style.font;

    var outputText = this.text;

    // word wrap
    // preserve original text
    if (this.style.wordWrap) {
        outputText = this.wordWrap(this.text);
    }

    //split text into lines
    var lines = outputText.split(/(?:\r\n|\r|\n)/);

    //calculate text width
    var lineWidths = [];
    var maxLineWidth = 0;
    var fontProperties = this.determineFontProperties(this.style.font);
    for (var i = 0; i < lines.length; i++) {
        var lineWidth = this.context.measureText(lines[i]).width;
        lineWidths[i] = lineWidth;
        maxLineWidth = Math.max(maxLineWidth, lineWidth);
    }

    var width = maxLineWidth + this.style.strokeThickness;
    if (this.style.dropShadow) {
        width += this.style.dropShadowDistance;
    }

    this.canvas.width = ( width + this.context.lineWidth ) * this.resolution;

    //calculate text height
    var lineHeight = fontProperties.fontSize + this.style.strokeThickness;

    var height = lineHeight * lines.length;
    if (this.style.dropShadow) {
        height += this.style.dropShadowDistance;
    }

    this.canvas.height = height * this.resolution;

    this.context.scale( this.resolution, this.resolution);

    if (navigator.isCocoonJS) {
        this.context.clearRect(0, 0, this.canvas.width, this.canvas.height);
    }

    // used for debugging..
    //this.context.fillStyle ="#FF0000"
    //this.context.fillRect(0, 0, this.canvas.width,this.canvas.height);

    this.context.font = this.style.font;
    this.context.strokeStyle = this.style.stroke;
    this.context.lineWidth = this.style.strokeThickness;
    this.context.textBaseline = 'alphabetic';
    //this.context.lineJoin = 'round';

    var linePositionX;
    var linePositionY;

    if (this.style.dropShadow) {
        this.context.fillStyle = this.style.dropShadowColor;

        var xShadowOffset = Math.sin(this.style.dropShadowAngle) * this.style.dropShadowDistance;
        var yShadowOffset = Math.cos(this.style.dropShadowAngle) * this.style.dropShadowDistance;

        for (i = 0; i < lines.length; i++) {
            linePositionX = this.style.strokeThickness / 2;
            linePositionY = (this.style.strokeThickness / 2 + i * lineHeight) + fontProperties.ascent;

            if (this.style.align === 'right') {
                linePositionX += maxLineWidth - lineWidths[i];
            }
            else if (this.style.align === 'center') {
                linePositionX += (maxLineWidth - lineWidths[i]) / 2;
            }

            if (this.style.fill) {
                this.context.fillText(lines[i], linePositionX + xShadowOffset, linePositionY + yShadowOffset);
            }

          //  if (dropShadow)
        }
    }

    //set canvas text styles
    this.context.fillStyle = this.style.fill;

    //draw lines line by line
    for (i = 0; i < lines.length; i++) {
        linePositionX = this.style.strokeThickness / 2;
        linePositionY = (this.style.strokeThickness / 2 + i * lineHeight) + fontProperties.ascent;

        if (this.style.align === 'right') {
            linePositionX += maxLineWidth - lineWidths[i];
        }
        else if (this.style.align === 'center') {
            linePositionX += (maxLineWidth - lineWidths[i]) / 2;
        }

        if (this.style.stroke && this.style.strokeThickness) {
            this.context.strokeText(lines[i], linePositionX, linePositionY);
        }

        if (this.style.fill) {
            this.context.fillText(lines[i], linePositionX, linePositionY);
        }

      //  if (dropShadow)
    }

    this.updateTexture();
};

/**
 * Updates texture size based on canvas size
 *
 * @private
 */
Text.prototype.updateTexture = function () {
    this.texture.baseTexture.width = this.canvas.width;
    this.texture.baseTexture.height = this.canvas.height;
    this.texture.crop.width = this.texture.frame.width = this.canvas.width;
    this.texture.crop.height = this.texture.frame.height = this.canvas.height;

    this._width = this.canvas.width;
    this._height = this.canvas.height;

    // update the dirty base textures
    this.texture.baseTexture.dirty();
};

/**
 * Renders the object using the WebGL renderer
*
 * @param renderSession {RenderSession}
 * @private
 */
Text.prototype._renderWebGL = function (renderSession) {
    if (this.dirty) {
        this.resolution = renderSession.resolution;

        this.updateText();
        this.dirty = false;
    }

    Sprite.prototype._renderWebGL.call(this, renderSession);
};

/**
 * Renders the object using the Canvas renderer
*
 * @param renderSession {RenderSession}
 * @private
 */
Text.prototype._renderCanvas = function (renderSession) {
    if (this.dirty) {
        this.resolution = renderSession.resolution;

        this.updateText();
        this.dirty = false;
    }

    Sprite.prototype._renderCanvas.call(this, renderSession);
};

/**
 * Calculates the ascent, descent and fontSize of a given fontStyle
*
 * @param fontStyle {object}
 * @private
 */
Text.prototype.determineFontProperties = function (fontStyle) {
    var properties = Text.fontPropertiesCache[fontStyle];

    if (!properties) {
        properties = {};

        var canvas = Text.fontPropertiesCanvas;
        var context = Text.fontPropertiesContext;

        context.font = fontStyle;

        var width = Math.ceil(context.measureText('|Mq').width);
        var baseline = Math.ceil(context.measureText('M').width);
        var height = 2 * baseline;

        baseline = baseline * 1.4 | 0;

        canvas.width = width;
        canvas.height = height;

        context.fillStyle = '#f00';
        context.fillRect(0, 0, width, height);

        context.font = fontStyle;

        context.textBaseline = 'alphabetic';
        context.fillStyle = '#000';
        context.fillText('|MÉq', 0, baseline);

        var imagedata = context.getImageData(0, 0, width, height).data;
        var pixels = imagedata.length;
        var line = width * 4;

        var i, j;

        var idx = 0;
        var stop = false;

        // ascent. scan from top to bottom until we find a non red pixel
        for (i = 0; i < baseline; i++) {
            for (j = 0; j < line; j += 4) {
                if (imagedata[idx + j] !== 255) {
                    stop = true;
                    break;
                }
            }
            if (!stop) {
                idx += line;
            }
            else {
                break;
            }
        }

        properties.ascent = baseline - i;

        idx = pixels - line;
        stop = false;

        // descent. scan from bottom to top until we find a non red pixel
        for (i = height; i > baseline; i--) {
            for (j = 0; j < line; j += 4) {
                if (imagedata[idx + j] !== 255) {
                    stop = true;
                    break;
                }
            }
            if (!stop) {
                idx -= line;
            }
            else {
                break;
            }
        }

        properties.descent = i - baseline;
        //TODO might need a tweak. kind of a temp fix!
        properties.descent += 6;
        properties.fontSize = properties.ascent + properties.descent;

        Text.fontPropertiesCache[fontStyle] = properties;
    }

    return properties;
};

/**
 * Applies newlines to a string to have it optimally fit into the horizontal
 * bounds set by the Text object's wordWrapWidth property.
 *
 * @param text {string}
 * @private
 */
Text.prototype.wordWrap = function (text) {
    // Greedy wrapping algorithm that will wrap words as the line grows longer
    // than its horizontal bounds.
    var result = '';
    var lines = text.split('\n');
    for (var i = 0; i < lines.length; i++) {
        var spaceLeft = this.style.wordWrapWidth;
        var words = lines[i].split(' ');
        for (var j = 0; j < words.length; j++) {
            var wordWidth = this.context.measureText(words[j]).width;
            var wordWidthWithSpace = wordWidth + this.context.measureText(' ').width;
            if (j === 0 || wordWidthWithSpace > spaceLeft) {
                // Skip printing the newline if it's the first word of the line that is
                // greater than the word wrap width.
                if (j > 0) {
                    result += '\n';
                }
                result += words[j];
                spaceLeft = this.style.wordWrapWidth - wordWidth;
            }
            else {
                spaceLeft -= wordWidthWithSpace;
                result += ' ' + words[j];
            }
        }

        if (i < lines.length-1) {
            result += '\n';
        }
    }
    return result;
};

/**
 * Returns the bounds of the Text as a rectangle. The bounds calculation takes the worldTransform into account.
 *
 * @param matrix {Matrix} the transformation matrix of the Text
 * @return {Rectangle} the framing rectangle
 */
Text.prototype.getBounds = function (matrix) {
    if (this.dirty) {
        this.updateText();
        this.dirty = false;
    }

    return Sprite.prototype.getBounds.call(this, matrix);
};

/**
 * Destroys this text object.
 *
 * @param destroyBaseTexture {boolean} whether to destroy the base texture as well
 */
Text.prototype.destroy = function (destroyBaseTexture) {
    // make sure to reset the the context and canvas.. dont want this hanging around in memory!
    this.context = null;
    this.canvas = null;

    this.texture.destroy(destroyBaseTexture === undefined ? true : destroyBaseTexture);
};

Text.fontPropertiesCache = {};
Text.fontPropertiesCanvas = document.createElement('canvas');
Text.fontPropertiesContext = Text.fontPropertiesCanvas.getContext('2d');