var Sprite = require('../sprites/Sprite'), Texture = require('../textures/Texture'), math = require('../math'), utils = require('../utils'), CONST = require('../const'), TextStyle = require('./TextStyle'); /** * 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 * var text = new PIXI.Text('This is a pixi text',{font : '24px Arial', fill : 0xff1010, align : 'center'}); * ``` * * @class * @extends PIXI.Sprite * @memberof PIXI * @param text {string} The string that you would like the text to display * @param [style] {object|PIXI.TextStyle} The style parameters * @param [resolution=1] {number} The current resolution / device pixel ratio of the canvas */ function Text(text, style, resolution) { /** * 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 / device pixel ratio of the canvas * @member {number} * @default 1 */ this.resolution = resolution || CONST.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 = ''; var texture = Texture.fromCanvas(this.canvas); texture.orig = new math.Rectangle(); texture.trim = new math.Rectangle(); Sprite.call(this, texture); this.text = text; this.style = style; } // constructor Text.prototype = Object.create(Sprite.prototype); Text.prototype.constructor = Text; module.exports = Text; Text.fontPropertiesCache = {}; Text.fontPropertiesCanvas = document.createElement('canvas'); Text.fontPropertiesContext = Text.fontPropertiesCanvas.getContext('2d'); Object.defineProperties(Text.prototype, { /** * The width of the Text, setting this will actually modify the scale to achieve the value set * * @member {number} * @memberof PIXI.Text# */ width: { get: function () { this.updateText(true); return Math.abs(this.scale.x) * this.texture.orig.width; }, set: function (value) { this.updateText(true); var sign = utils.sign(this.scale.x) || 1; this.scale.x = sign * 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} * @memberof PIXI.Text# */ height: { get: function () { this.updateText(true); return Math.abs(this.scale.y) * this._texture.orig.height; }, set: function (value) { this.updateText(true); var sign = utils.sign(this.scale.x) || 1; this.scale.x = sign * value / this.texture.orig.width; this._width = 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} * @memberof PIXI.Text# */ style: { get: function () { return this._style; }, set: function (style) { if (this._style) { this._style.off(CONST.TEXT_STYLE_CHANGED, this._onStyleChange, this); } style = style || {}; if (style instanceof TextStyle) { this._style = style; } else { this._style = new TextStyle(style); } this._style.on(CONST.TEXT_STYLE_CHANGED, this._onStyleChange, this); this.dirty = true; } }, /** * Set the copy for the text object. To split a line you can use '\n'. * * @member {string} * @memberof PIXI.Text# */ text: { get: function() { return this._text; }, set: function (text){ text = text || ' '; text = text.toString(); if (this._text === text) { return; } this._text = text; this.dirty = true; } } }); /** * Renders text and updates it when needed * @param respectDirty {boolean} Whether to abort updating the text if the Text isn't dirty and the function is called. * @private */ Text.prototype.updateText = function (respectDirty) { if (!this.dirty && respectDirty) { return; } var style = this._style; // build canvas api font setting from invididual components. Convert a numeric style.fontSize to px var fontSizeString = (typeof style.fontSize === 'number') ? style.fontSize + 'px' : style.fontSize; this._font = style.fontStyle + ' ' + style.fontVariant + ' ' + style.fontWeight + ' ' + fontSizeString + ' ' + style.fontFamily; this.context.font = this._font; // word wrap // preserve original text var outputText = style.wordWrap ? this.wordWrap(this._text) : this._text; // split text into lines var lines = outputText.split(/(?:\r\n|\r|\n)/); // calculate text width var lineWidths = new Array(lines.length); var maxLineWidth = 0; var fontProperties = this.determineFontProperties(this._font); var i; for (i = 0; i < lines.length; i++) { var lineWidth = this.context.measureText(lines[i]).width + ((lines[i].length - 1) * style.letterSpacing); lineWidths[i] = lineWidth; maxLineWidth = Math.max(maxLineWidth, lineWidth); } var width = maxLineWidth + style.strokeThickness; if (style.dropShadow) { width += style.dropShadowDistance; } this.canvas.width = Math.ceil( ( width + this.context.lineWidth ) * this.resolution ); // calculate text height var lineHeight = this.style.lineHeight || fontProperties.fontSize + style.strokeThickness; var height = lineHeight * lines.length; if (style.dropShadow) { height += style.dropShadowDistance; } this.canvas.height = Math.ceil( ( height + this._style.padding * 2 ) * this.resolution ); this.context.scale( this.resolution, this.resolution); if (navigator.isCocoonJS) { this.context.clearRect(0, 0, this.canvas.width, this.canvas.height); } //this.context.fillStyle="#FF0000"; //this.context.fillRect(0, 0, this.canvas.width, this.canvas.height); this.context.font = this._font; this.context.strokeStyle = style.stroke; this.context.lineWidth = style.strokeThickness; this.context.textBaseline = style.textBaseline; this.context.lineJoin = style.lineJoin; this.context.miterLimit = style.miterLimit; var linePositionX; var linePositionY; if (style.dropShadow) { if (style.dropShadowBlur > 0) { this.context.shadowColor = style.dropShadowColor; this.context.shadowBlur = style.dropShadowBlur; } else { this.context.fillStyle = style.dropShadowColor; } var xShadowOffset = Math.cos(style.dropShadowAngle) * style.dropShadowDistance; var yShadowOffset = Math.sin(style.dropShadowAngle) * style.dropShadowDistance; for (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, linePositionY + yShadowOffset + style.padding); if (style.stroke && style.strokeThickness) { this.context.strokeStyle = style.dropShadowColor; this.drawLetterSpacing(lines[i], linePositionX + xShadowOffset, linePositionY + yShadowOffset + style.padding, true); this.context.strokeStyle = style.stroke; } } } } //set canvas text styles this.context.fillStyle = this._generateFillStyle(style, lines); //draw lines line by line for (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, linePositionY + style.padding, true); } if (style.fill) { this.drawLetterSpacing(lines[i], linePositionX, 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 - Is this drawing for the outside stroke of the text? If not, it's for the inside fill * @private */ Text.prototype.drawLetterSpacing = function(text, x, y, isStroke) { 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, ''), index = 0, current, currentPosition = x; 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 () { var texture = this._texture; var style = this._style; texture.baseTexture.hasLoaded = true; texture.baseTexture.resolution = this.resolution; texture.baseTexture.realWidth = this.canvas.width; texture.baseTexture.realHeight = this.canvas.height; texture.baseTexture.width = this.canvas.width / this.resolution; texture.baseTexture.height = this.canvas.height / this.resolution; texture.trim.width = texture._frame.width = this.canvas.width / this.resolution; texture.trim.height = texture._frame.height = this.canvas.height / this.resolution; texture.trim.x = 0; texture.trim.y = -style.padding; texture.orig.width = texture._frame.width; texture.orig.height = texture._frame.height - style.padding*2; //call sprite onTextureUpdate to update scale if _width or _height were set this._onTextureUpdate(); texture.baseTexture.emit('update', texture.baseTexture); this.dirty = false; }; /** * Renders the object using the WebGL renderer * * @param renderer {PIXI.WebGLRenderer} The renderer */ Text.prototype.renderWebGL = function (renderer) { this.updateText(true); Sprite.prototype.renderWebGL.call(this, renderer); }; /** * Renders the object using the Canvas renderer * * @param renderer {PIXI.CanvasRenderer} The renderer * @private */ Text.prototype._renderCanvas = function (renderer) { this.updateText(true); Sprite.prototype._renderCanvas.call(this, renderer); }; /** * Calculates the ascent, descent and fontSize of a given fontStyle * * @param fontStyle {string} String representing the style of the font * @return {Object} Font properties 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('|MÉq').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; 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} String to apply word wrapping to * @return {string} New string with new lines applied where required * @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'); var wordWrapWidth = this._style.wordWrapWidth; for (var i = 0; i < lines.length; i++) { var spaceLeft = wordWrapWidth; var words = lines[i].split(' '); for (var j = 0; j < words.length; j++) { var wordWidth = this.context.measureText(words[j]).width; if (this._style.breakWords && wordWidth > wordWrapWidth) { // Word should be split in the middle var characters = words[j].split(''); for (var c = 0; c < characters.length; c++) { var characterWidth = this.context.measureText(characters[c]).width; if (characterWidth > spaceLeft) { result += '\n' + characters[c]; spaceLeft = wordWrapWidth - characterWidth; } else { if (c === 0) { result += ' '; } result += characters[c]; spaceLeft -= characterWidth; } } } else { 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 = wordWrapWidth - wordWidth; } else { spaceLeft -= wordWidthWithSpace; result += ' ' + words[j]; } } } if (i < lines.length-1) { result += '\n'; } } return result; }; /** * calculates the bounds of the Text as a rectangle. The bounds calculation takes the worldTransform into account. */ Text.prototype._calculateBounds = function () { 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 () { this.dirty = true; }; /** * Generates the fill style. Can automatically generate a gradient based on the fill style being an array * @return string|Number|CanvasGradient * @private */ Text.prototype._generateFillStyle = function (style, lines) { if (!Array.isArray(style.fill)) { return style.fill; } else { // 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 i; var gradient; var totalIterations; var currentIteration; var stop; var width = this.canvas.width / this.resolution; var height = this.canvas.height / this.resolution; 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 invididual 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 = ( style.fill.length + 1 ) * lines.length; currentIteration = 0; for (i = 0; i < lines.length; i++) { currentIteration += 1; for (var j = 0; j < style.fill.length; j++) { stop = (currentIteration / totalIterations); gradient.addColorStop(stop, style.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 = style.fill.length + 1; currentIteration = 1; for (i = 0; i < style.fill.length; i++) { stop = currentIteration / totalIterations; gradient.addColorStop(stop, style.fill[i]); currentIteration++; } } return gradient; } }; /** * Destroys this text object. * * @param [options] {object|boolean} Options parameter. A boolean will act as if all options have been set to that value * @param [options.children=false] {boolean} if set to true, all the children will have their destroy * method called as well. 'options' will be passed on to those calls. * @param [options.texture=false] {boolean} Should it destroy the current texture of the sprite as well * @param [options.baseTexture=false] {boolean} Should it destroy the base texture of the sprite as well */ Text.prototype.destroy = function (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.off(CONST.TEXT_STYLE_CHANGED, this._onStyleChange, this); this._style = null; };