/* eslint max-depth: [2, 8] */ import Sprite from '../sprites/Sprite'; import Texture from '../textures/Texture'; import { Rectangle } from '../math'; import { sign } from '../utils'; import { TEXT_GRADIENT } from '../const'; import settings from '../settings'; import TextStyle from './TextStyle'; import TextMetrics from './TextMetrics'; import trimCanvas from '../utils/trimCanvas'; const 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 PixiJS text',{fontFamily : 'Arial', fontSize: 24, fill : 0xff1010, align : 'center'}); * ``` * * @class * @extends PIXI.Sprite * @memberof PIXI */ export default class Text extends 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 */ constructor(text, style, canvas) { canvas = canvas || document.createElement('canvas'); canvas.width = 3; canvas.height = 3; const texture = Texture.from(canvas, settings.SCALE_MODE, 'text'); texture.orig = new Rectangle(); texture.trim = new Rectangle(); super(texture); // base texture is already automatically added to the cache, now adding the actual texture Texture.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 = settings.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; } /** * 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. */ updateText(respectDirty) { const 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(); const context = this.context; const measured = TextMetrics.measureText(this._text, this._style, this._style.wordWrap, this.canvas); const width = measured.width; const height = measured.height; const lines = measured.lines; const lineHeight = measured.lineHeight; const lineWidths = measured.lineWidths; const maxLineWidth = measured.maxLineWidth; const 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; let linePositionX; let linePositionY; if (style.dropShadow) { context.fillStyle = style.dropShadowColor; context.globalAlpha = style.dropShadowAlpha; context.shadowBlur = style.dropShadowBlur; if (style.dropShadowBlur > 0) { context.shadowColor = style.dropShadowColor; } const xShadowOffset = Math.cos(style.dropShadowAngle) * style.dropShadowDistance; const yShadowOffset = Math.sin(style.dropShadowAngle) * style.dropShadowDistance; for (let 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 (let 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 */ drawLetterSpacing(text, x, y, isStroke = false) { const style = this._style; // letterSpacing of 0 means normal const letterSpacing = style.letterSpacing; if (letterSpacing === 0) { if (isStroke) { this.context.strokeText(text, x, y); } else { this.context.fillText(text, x, y); } return; } const characters = String.prototype.split.call(text, ''); let currentPosition = x; let index = 0; let 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 */ updateTexture() { const canvas = this.canvas; if (this._style.trim) { const trimmed = trimCanvas(canvas); canvas.width = trimmed.width; canvas.height = trimmed.height; this.context.putImageData(trimmed.data, 0, 0); } const texture = this._texture; const style = this._style; const padding = style.trim ? 0 : style.padding; const 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(); texture.baseTexture.update();// emit('update', texture.baseTexture); this.dirty = false; } /** * Renders the object using the WebGL renderer * * @param {PIXI.WebGLRenderer} renderer - The renderer */ renderWebGL(renderer) { if (this.resolution !== renderer.resolution) { this.resolution = renderer.resolution; this.dirty = true; } this.updateText(true); super.renderWebGL(renderer); } /** * Renders the object using the Canvas renderer * * @private * @param {PIXI.CanvasRenderer} renderer - The renderer */ _renderCanvas(renderer) { if (this.resolution !== renderer.resolution) { this.resolution = renderer.resolution; this.dirty = true; } this.updateText(true); super._renderCanvas(renderer); } /** * Gets the local bounds of the text object. * * @param {Rectangle} rect - The output rectangle. * @return {Rectangle} The bounds. */ getLocalBounds(rect) { this.updateText(true); return super.getLocalBounds.call(this, rect); } /** * calculates the bounds of the Text as a rectangle. The bounds calculation takes the worldTransform into account. */ _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 */ _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 */ _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 let gradient; let totalIterations; let currentIteration; let stop; const width = this.canvas.width / this.resolution; const height = this.canvas.height / this.resolution; // make a copy of the style settings, so we can manipulate them later const fill = style.fill.slice(); const 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) { const lengthPlus1 = fill.length + 1; for (let 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 === 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 (let i = 0; i < lines.length; i++) { currentIteration += 1; for (let j = 0; j < fill.length; j++) { if (typeof fillGradientStops[j] === 'number') { stop = (fillGradientStops[j] / lines.length) + (i / 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 (let i = 0; i < fill.length; i++) { if (typeof fillGradientStops[i] === 'number') { stop = fillGradientStops[i]; } else { stop = currentIteration / totalIterations; } gradient.addColorStop(stop, fill[i]); 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 */ destroy(options) { if (typeof options === 'boolean') { options = { children: options }; } options = Object.assign({}, defaultDestroyOptions, options); super.destroy(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} */ get width() { this.updateText(true); return Math.abs(this.scale.x) * this._texture.orig.width; } set width(value) // eslint-disable-line require-jsdoc { this.updateText(true); const s = 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} */ get height() { this.updateText(true); return Math.abs(this.scale.y) * this._texture.orig.height; } set height(value) // eslint-disable-line require-jsdoc { this.updateText(true); const s = 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} */ get style() { return this._style; } set style(style) // eslint-disable-line require-jsdoc { style = style || {}; if (style instanceof TextStyle) { this._style = style; } else { this._style = new TextStyle(style); } this.localStyleID = -1; this.dirty = true; } /** * Set the copy for the text object. To split a line you can use '\n'. * * @member {string} */ get text() { return this._text; } set text(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; } }