/*
* BitmapText
* Visit http://createjs.com/ for documentation, updates and examples.
*
* Copyright (c) 2010 gskinner.com, inc.
*
* Permission is hereby granted, free of charge, to any person
* obtaining a copy of this software and associated documentation
* files (the "Software"), to deal in the Software without
* restriction, including without limitation the rights to use,
* copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the
* Software is furnished to do so, subject to the following
* conditions:
*
* The above copyright notice and this permission notice shall be
* included in all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES
* OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
* NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT
* HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
* WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
* OTHER DEALINGS IN THE SOFTWARE.
*/
this.createjs = this.createjs || {};
(function () {
"use strict";
/**
* Displays text using bitmap glyphs defined in a sprite sheet. Multi-line text is supported
* using new line characters, but automatic wrapping is not supported. See the
* {{#crossLink "BitmapText/spriteSheet:attribute"}}{{/crossLink}}
* property for more information on defining glyphs.
* @class BitmapText
* @extends DisplayObject
* @param {String} [text=""] The text to display.
* @param {SpriteSheet} [spriteSheet=null] The spritesheet that defines the character glyphs.
* @constructor
**/
function BitmapText(text, spriteSheet) {
this.initialize(text, spriteSheet);
}
var p = BitmapText.prototype = new createjs.DisplayObject();
// static properties:
// events:
// public properties:
/**
* The text to display.
* @property text
* @type String
* @default ""
**/
p.text = "";
/**
* A SpriteSheet instance that defines the glyphs for this bitmap text. Each glyph/character
* should have a single frame animation defined in the sprite sheet named the same as
* corresponding character. For example, the following animation definition:
*
* "A": {frames: [0]}
*
* would indicate that the frame at index 0 of the spritesheet should be drawn for the "A" character. The short form
* is also acceptable:
*
* "A": 0
*
* Note that if a character in the text is not found in the sprite sheet, it will also
* try to use the alternate case (upper or lower).
*
* See SpriteSheet for more information on defining sprite sheet data.
* @property spriteSheet
* @type String
* @default null
**/
p.spriteSheet = null;
/**
* The height of each line of text. If 0, then it will use a line height calculated
* by checking for the height of the "1", "T", or "L" character (in that order). If
* those characters are not defined, it will use the height of the first frame of the
* sprite sheet.
* @property lineHeight
* @type Number
* @default 0
**/
p.lineHeight = 0;
/**
* This spacing (in pixels) will be added after each character in the output.
* @property letterSpacing
* @type Number
* @default 0
**/
p.letterSpacing = 0;
/**
* If a space character is not defined in the sprite sheet, then empty pixels equal to
* spaceWidth will be inserted instead. If 0, then it will use a value calculated
* by checking for the width of the "1", "E", or "A" character (in that order). If
* those characters are not defined, it will use the width of the first frame of the
* sprite sheet.
* @property spaceWidth
* @type Number
* @default 0
**/
p.spaceWidth = 0;
// private properties:
// constructor:
/**
* @property DisplayObject_initialize
* @type Function
* @protected
**/
p.DisplayObject_initialize = p.initialize;
/**
* Initialization method.
* @method initialize
* @param {String} [text=""] The text to display.
* @param {SpriteSheet} [spriteSheet=null] The spritesheet that defines the character glyphs.
* @protected
**/
p.initialize = function (text, spriteSheet) {
this.DisplayObject_initialize();
this.text = text;
this.spriteSheet = spriteSheet;
};
// public methods:
/**
* @property DisplayObject_draw
* @type Function
* @protected
**/
p.DisplayObject_draw = p.draw;
/**
* Draws the display object into the specified context ignoring it's visible, alpha, shadow, and transform.
* Returns true if the draw was handled (useful for overriding functionality).
* NOTE: This method is mainly for internal use, though it may be useful for advanced uses.
* @method draw
* @param {CanvasRenderingContext2D} ctx The canvas 2D context object to draw into.
* @param {Boolean} ignoreCache Indicates whether the draw operation should ignore any current cache.
* For example, used for drawing the cache (to prevent it from simply drawing an existing cache back
* into itself).
**/
p.draw = function(ctx, ignoreCache) {
if (this.DisplayObject_draw(ctx, ignoreCache)) { return true; }
this._drawText(ctx);
};
/**
* Returns true or false indicating whether the display object would be visible if drawn to a canvas.
* This does not account for whether it would be visible within the boundaries of the stage.
* NOTE: This method is mainly for internal use, though it may be useful for advanced uses.
* @method isVisible
* @return {Boolean} Boolean indicating whether the display object would be visible if drawn to a canvas
**/
p.isVisible = function() {
var hasContent = this.cacheCanvas || (this.spriteSheet && this.spriteSheet.complete && this.text);
return !!(this.visible && this.alpha > 0 && this.scaleX != 0 && this.scaleY != 0 && hasContent);
};
/**
* Docced in superclass.
*/
p.getBounds = function() {
var bounds = this._rectangle;
this._drawText(null, bounds);
return bounds.width ? bounds : null;
};
// private methods:
/**
* @method _getFrame
* @param {String} character
* @param {SpriteSheet} spriteSheet
* @protected
**/
p._getFrame = function(character, spriteSheet) {
var c, o = spriteSheet.getAnimation(character);
if (!o) {
(character != (c = character.toUpperCase())) || (character != (c = character.toLowerCase())) || (c=null);
if (c) { o = spriteSheet.getAnimation(c); }
}
return o && spriteSheet.getFrame(o.frames[0]);
};
/**
* @method _getLineHeight
* @param {SpriteSheet} ss
* @protected
**/
p._getLineHeight = function(ss) {
var frame = this._getFrame("1",ss) || this._getFrame("T",ss) || this._getFrame("L",ss) || ss.getFrame(0);
return frame ? frame.rect.height : 1;
};
/**
* @method _getSpaceWidth
* @param {SpriteSheet} ss
* @protected
**/
p._getSpaceWidth = function(ss) {
var frame = this._getFrame("1",ss) || this._getFrame("l",ss) || this._getFrame("e",ss) || this._getFrame("a",ss) || ss.getFrame(0);
return frame ? frame.rect.width : 1;
};
/**
* @method _drawText
* @param {CanvasRenderingContext2D} ctx
* @param {Object | Rectangle} bounds
* @protected
**/
p._drawText = function(ctx, bounds) {
var w, h, rx, x=0, y=0, spaceW=this.spaceWidth, lineH=this.lineHeight, ss=this.spriteSheet;
var hasSpace = !!this._getFrame(" ", ss);
if (!hasSpace && spaceW==0) { spaceW = this._getSpaceWidth(ss); }
if (lineH==0) { lineH = this._getLineHeight(ss); }
var maxX = 0;
for(var i=0, l=this.text.length; i<l; i++) {
var character = this.text.charAt(i);
if (!hasSpace && character == " ") {
x += spaceW;
continue;
} else if (character=="\n" || character=="\r") {
if (character=="\r" && this.text.charAt(i+1) == "\n") { i++; } // crlf
if (x-rx > maxX) { maxX = x-rx; }
x = 0;
y += lineH;
continue;
}
var o = this._getFrame(character, ss);
if (!o) { continue; }
var rect = o.rect;
rx = o.regX;
w = rect.width;
ctx&&ctx.drawImage(o.image, rect.x, rect.y, w, h=rect.height, x-rx, y-o.regY, w, h);
x += w + this.letterSpacing;
}
if (x-rx > maxX) { maxX = x-rx; }
if (bounds) {
bounds.width = maxX-this.letterSpacing;
bounds.height = y+lineH;
}
};
createjs.BitmapText = BitmapText;
}());