Source: scene/text/Text.ts

import { deprecation, v8_0_0 } from '../../utils/logging/deprecation';
import { Container } from '../container/Container';
import { definedProps } from '../container/utils/definedProps';
import { TextView } from './TextView';

import type { PointData } from '../../maths/point/PointData';
import type { PointLike } from '../../maths/point/PointLike';
import type { ContainerOptions } from '../container/Container';
import type { HTMLTextStyle } from '../text-html/HtmlTextStyle';
import type { TextStyle } from './TextStyle';
import type { AnyTextStyle, AnyTextStyleOptions, TextString, TextViewOptions } from './TextView';

/**
 * Options for the Text class.
 * @memberof scene
 */
export type TextOptions = Partial<ContainerOptions<TextView>> & TextViewOptions &
{
    /** The anchor point of the text. */
    anchor?: PointLike
};

/**
 * 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, on the `style` object,
 * change its `wordWrap` property to true and and give the `wordWrapWidth` property a value.
 *
 * ### Render Mode
 * Text objects also have a `renderMode` property, which can be set to `text`, `bitmap` or `html`:
 *
 * .1 `text`: The text is created using the [Canvas API](https://developer.mozilla.org/en-US/docs/Web/API/Canvas_API).
 *
 * The primary advantage of this class over BitmapText is that you have great control over the style of the text,
 * which you can change at runtime.
 *
 *
 * The primary disadvantages is that each piece of text has it's own texture, which can use more memory.
 * When text changes, this texture has to be re-generated and re-uploaded to the GPU, taking up time.
 *
 * .2 `bitmap`: The text is created using a bitmap font.
 *
 * The primary advantage of this render mode over `text` is that all of your textures are pre-generated and loading,
 * meaning that rendering is fast, and changing text has no performance implications.
 *
 * The primary disadvantage is that supporting character sets other than latin, such as CJK languages,
 * may be impractical due to the number of characters.
 *
 * .3 `html` uses an svg foreignObject to render HTML text.
 *
 * The primary advantages of this render mode are:
 *
 *  -- Supports [HTML tags](https://developer.mozilla.org/en-US/docs/Learn/HTML/Introduction_to_HTML/HTML_text_fundamentals)
 * for styling such as `<strong>`, or `<em>`, as well as `<span style="">`
 *
 *   -- Better support for emojis and other HTML layout features, better compatibility with CSS
 *     line-height and letter-spacing.
 *
 * The primary disadvantages are:
 *   -- Unlike `text`, `html` rendering will vary slightly between platforms and browsers.
 * `html` uses SVG/DOM to render text and not Context2D's fillText like `text`.
 *
 *   -- Performance and memory usage is on-par with `text` (that is to say, slow and heavy)
 *
 *   -- Only works with browsers that support <foreignObject>.
 * @example
 * import { Text } from 'pixi.js';
 *
 * const text = new Text({
 *     text: 'Hello Pixi!',
 *     renderMode: 'text',
 *     style: {
 *         fontFamily: 'Arial',
 *         fontSize: 24,
 *         fill: 0xff1010,
 *         align: 'center',
 *     }
 * });
 * @memberof scene
 */
export class Text extends Container<TextView>
{
    constructor(options?: TextOptions);
    /** @deprecated since 8.0.0 */
    constructor(text?: TextString, options?: Partial<AnyTextStyle>);
    constructor(...args: [TextOptions?] | [TextString, Partial<AnyTextStyle>])
    {
        let options = args[0] ?? {} as TextOptions;

        // @deprecated
        if (typeof options === 'string' || args[1])
        {
            deprecation(v8_0_0, 'use new Text({ text: "hi!", style }) instead');
            options = {
                text: options,
                style: args[1],
            } as TextOptions;
        }

        const { style, text, renderMode, resolution, ...rest } = options as TextOptions;

        super({
            view: new TextView(definedProps({ style, text, renderMode, resolution })),
            label: 'Text',
            ...rest
        });

        this.allowChildren = false;
    }

    /**
     * The anchor sets the origin point of the text.
     * The default is `(0,0)`, this means the text's origin is the top left.
     *
     * Setting the anchor to `(0.5,0.5)` means the text's origin is centered.
     *
     * Setting the anchor to `(1,1)` would mean the text's origin point will be the bottom right corner.
     *
     * If you pass only single parameter, it will set both x and y to the same value as shown in the example below.
     * @example
     * import { Text } from 'pixi.js';
     *
     * const text = new Text('hello world');
     * text.anchor.set(0.5); // This will set the origin to center. (0.5) is same as (0.5, 0.5).
     */
    get anchor(): PointLike
    {
        return this.view.anchor;
    }

    set anchor(value: PointData)
    {
        this.view.anchor.x = value.x;
        this.view.anchor.y = value.y;
    }

    set text(value: TextString)
    {
        this.view.text = value;
    }

    /** The copy for the text object. To split a line you can use '\n'. */
    get text(): string
    {
        return this.view.text;
    }

    set style(value: AnyTextStyle | Partial<AnyTextStyle> | AnyTextStyleOptions)
    {
        this.view.style = value;
    }

    /** The style of the text. If setting the `style` can also be partial TextStyle. */
    get style(): AnyTextStyle
    {
        return this.view.style;
    }

    /** Whether or not to round the x/y position of the sprite. */
    get roundPixels()
    {
        return !!this.view.roundPixels;
    }

    set roundPixels(value: boolean)
    {
        this.view.roundPixels = value ? 1 : 0;
    }
}

/**
 * This is a convenience class for generating a Text object with bitmap font.
 * It is an alias for `new Text({ renderMode: 'bitmap' })`.
 * @memberof scene
 */
export class BitmapText extends Text
{
    constructor(options: TextOptions);
    /** @deprecated since 8.0.0 */
    constructor(text: TextString, options?: Partial<TextStyle>);
    constructor(...args: [TextOptions] | [TextString, Partial<TextStyle>])
    {
        let options: TextOptions = args[0] as TextOptions;

        // @deprecated
        if (typeof options === 'string' || args[1])
        {
            deprecation(v8_0_0, 'use new BitmapText({ text: "hi!", style }) instead');
            options = {
                text: options,
                style: args[1],
            } as TextOptions;
        }

        options.renderMode = 'bitmap';

        super(options);
    }
}

/**
 * This is a convenience class for generating a Text object with HTML text.
 * It is an alias for `new Text({ renderMode: 'html' })`.
 * @memberof scene
 */
export class HTMLText extends Text
{
    constructor(options: TextOptions);
    /** @deprecated since 8.0.0 */
    constructor(text: TextString, options?: Partial<HTMLTextStyle>);
    constructor(...args: [TextOptions] | [TextString, Partial<HTMLTextStyle>])
    {
        let options: TextOptions = args[0] as TextOptions;

        // @deprecated
        if (typeof options === 'string' || args[1])
        {
            deprecation(v8_0_0, 'use new HTMLText({ text: "hi!", style }) instead');
            options = {
                text: options,
                style: args[1],
            } as TextOptions;
        }

        options.renderMode = 'html';

        super(options);
    }
}