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Copy pathDynamicBitmapTextCanvasRenderer.js
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199 lines (149 loc) · 5.11 KB
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/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2018 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
var GameObject = require('../../GameObject');
/**
* Renders this Game Object with the Canvas Renderer to the given Camera.
* The object will not render if any of its renderFlags are set or it is being actively filtered out by the Camera.
* This method should not be called directly. It is a utility function of the Render module.
*
* @method Phaser.GameObjects.DynamicBitmapText#renderCanvas
* @since 3.0.0
* @private
*
* @param {Phaser.Renderer.Canvas.CanvasRenderer} renderer - A reference to the current active Canvas renderer.
* @param {Phaser.GameObjects.DynamicBitmapText} src - The Game Object being rendered in this call.
* @param {number} interpolationPercentage - Reserved for future use and custom pipelines.
* @param {Phaser.Cameras.Scene2D.Camera} camera - The Camera that is rendering the Game Object.
*/
var DynamicBitmapTextCanvasRenderer = function (renderer, src, interpolationPercentage, camera)
{
var text = src.text;
var textLength = text.length;
if (GameObject.RENDER_MASK !== src.renderFlags || textLength === 0 || (src.cameraFilter > 0 && (src.cameraFilter & camera._id)))
{
return;
}
var textureFrame = src.frame;
var displayCallback = src.displayCallback;
var cameraScrollX = camera.scrollX * src.scrollFactorX;
var cameraScrollY = camera.scrollY * src.scrollFactorY;
var chars = src.fontData.chars;
var lineHeight = src.fontData.lineHeight;
var xAdvance = 0;
var yAdvance = 0;
var indexCount = 0;
var charCode = 0;
var glyph = null;
var glyphX = 0;
var glyphY = 0;
var glyphW = 0;
var glyphH = 0;
var x = 0;
var y = 0;
var lastGlyph = null;
var lastCharCode = 0;
var ctx = renderer.currentContext;
var image = src.frame.source.image;
var textureX = textureFrame.cutX;
var textureY = textureFrame.cutY;
var rotation = 0;
var scale = (src.fontSize / src.fontData.size);
// Blend Mode
if (renderer.currentBlendMode !== src.blendMode)
{
renderer.currentBlendMode = src.blendMode;
ctx.globalCompositeOperation = renderer.blendModes[src.blendMode];
}
// Alpha
if (renderer.currentAlpha !== src.alpha)
{
renderer.currentAlpha = src.alpha;
ctx.globalAlpha = src.alpha;
}
// Smoothing
if (renderer.currentScaleMode !== src.scaleMode)
{
renderer.currentScaleMode = src.scaleMode;
}
ctx.save();
ctx.translate(src.x, src.y);
ctx.rotate(src.rotation);
ctx.translate(-src.displayOriginX, -src.displayOriginY);
ctx.scale(src.scaleX, src.scaleY);
if (src.cropWidth > 0 && src.cropHeight > 0)
{
ctx.save();
ctx.beginPath();
ctx.rect(0, 0, src.cropWidth, src.cropHeight);
ctx.clip();
}
var roundPixels = renderer.config.roundPixels;
for (var index = 0; index < textLength; ++index)
{
// Reset the scale (in case the callback changed it)
scale = (src.fontSize / src.fontData.size);
rotation = 0;
charCode = text.charCodeAt(index);
if (charCode === 10)
{
xAdvance = 0;
indexCount = 0;
yAdvance += lineHeight;
lastGlyph = null;
continue;
}
glyph = chars[charCode];
if (!glyph)
{
continue;
}
glyphX = textureX + glyph.x;
glyphY = textureY + glyph.y;
glyphW = glyph.width;
glyphH = glyph.height;
x = (indexCount + glyph.xOffset + xAdvance) - src.scrollX;
y = (glyph.yOffset + yAdvance) - src.scrollY;
// This could be optimized so that it doesn't even bother drawing it if the x/y is out of range
if (lastGlyph !== null)
{
var kerningOffset = glyph.kerning[lastCharCode];
x += (kerningOffset !== undefined) ? kerningOffset : 0;
}
if (displayCallback)
{
var output = displayCallback({ tint: { topLeft: 0, topRight: 0, bottomLeft: 0, bottomRight: 0 }, index: index, charCode: charCode, x: x, y: y, scale: scale, rotation: 0, data: glyph.data });
x = output.x;
y = output.y;
scale = output.scale;
rotation = output.rotation;
}
x *= scale;
y *= scale;
x -= cameraScrollX;
y -= cameraScrollY;
if (roundPixels)
{
x |= 0;
y |= 0;
}
ctx.save();
ctx.translate(x, y);
ctx.rotate(rotation);
ctx.scale(scale, scale);
ctx.drawImage(image, glyphX, glyphY, glyphW, glyphH, 0, 0, glyphW, glyphH);
ctx.restore();
xAdvance += glyph.xAdvance;
indexCount += 1;
lastGlyph = glyph;
lastCharCode = charCode;
}
if (src.cropWidth > 0 && src.cropHeight > 0)
{
ctx.restore();
}
ctx.restore();
};
module.exports = DynamicBitmapTextCanvasRenderer;