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Merge branch 'master' of https://github.com/photonstorm/phaser
2 parents ab55a71 + ed33253 commit 50c629d

3 files changed

Lines changed: 12 additions & 11 deletions

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src/gameobjects/text/static/Text.js

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@@ -1022,9 +1022,9 @@ var Text = new Class({
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* @since 3.0.0
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*
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* @param {(number|Phaser.Types.GameObjects.Text.TextPadding)} left - The left padding value, or a padding config object.
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* @param {number} top - The top padding value.
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* @param {number} right - The right padding value.
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* @param {number} bottom - The bottom padding value.
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* @param {number} [top] - The top padding value.
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* @param {number} [right] - The right padding value.
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* @param {number} [bottom] - The bottom padding value.
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*
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* @return {this} This Text object.
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*/

src/gameobjects/text/typedefs/TextStyle.js

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@@ -7,6 +7,7 @@
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* @property {string} [fontFamily='Courier'] - The font the Text object will render with. This is a Canvas style font string.
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* @property {string} [fontSize='16px'] - The font size, as a CSS size string.
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* @property {string} [fontStyle] - Any addition font styles, such as 'strong'.
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* @property {string} [font] - The font family or font settings to set. Overrides the other font settings.
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* @property {string} [backgroundColor] - A solid fill color that is rendered behind the Text object. Given as a CSS string color such as `#ff0`.
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* @property {string} [color='#fff'] - The color the Text is drawn in. Given as a CSS string color such as `#fff` or `rgb()`.
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* @property {string} [stroke='#fff'] - The color used to stroke the Text if the `strokeThickness` property is greater than zero.

src/structs/ProcessQueue.js

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@@ -11,7 +11,7 @@ var Events = require('./events');
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/**
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* @classdesc
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* A Process Queue maintains three internal lists.
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*
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*
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* The `pending` list is a selection of items which are due to be made 'active' in the next update.
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* The `active` list is a selection of items which are considered active and should be updated.
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* The `destroy` list is a selection of items that were active and are awaiting being destroyed in the next update.
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/**
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* Adds a new item to the Process Queue.
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*
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*
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* The item is added to the pending list and made active in the next update.
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*
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* @method Phaser.Structs.ProcessQueue#add
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/**
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* Removes an item from the Process Queue.
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*
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*
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* The item is added to the pending destroy and fully removed in the next update.
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*
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* @method Phaser.Structs.ProcessQueue#remove
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/**
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* Removes all active items from this Process Queue.
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*
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*
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* All the items are marked as 'pending destroy' and fully removed in the next update.
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*
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* @method Phaser.Structs.ProcessQueue#removeAll
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/**
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* Update this queue. First it will process any items awaiting destruction, and remove them.
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*
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*
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* Then it will check to see if there are any items pending insertion, and move them to an
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* active state. Finally, it will return a list of active items for further processing.
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*
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{
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active.splice(idx, 1);
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this.emit(Events.REMOVE, item);
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this.emit(Events.PROCESS_QUEUE_REMOVE, item);
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}
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}
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this._active.push(item);
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this.emit(Events.ADD, item);
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this.emit(Events.PROCESS_QUEUE_ADD, item);
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}
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list.length = 0;
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/**
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* Returns the current list of active items.
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*
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*
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* This method returns a reference to the active list array, not a copy of it.
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* Therefore, be careful to not modify this array outside of the ProcessQueue.
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*

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