# Source: src/gameobjects/BitmapText.js

    /**
    * @author       Richard Davey <rich@photonstorm.com>
    * @copyright    2016 Photon Storm Ltd.
    * @license      {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
    */

    /**
    * BitmapText objects work by taking a texture file and an XML or JSON file that describes the font structure.
    * It then generates a new Sprite object for each letter of the text, proportionally spaced out and aligned to
    * match the font structure.
    *
    * BitmapText objects are less flexible than Text objects, in that they have less features such as shadows, fills and the ability
    * to use Web Fonts, however you trade this flexibility for rendering speed. You can also create visually compelling BitmapTexts by
    * processing the font texture in an image editor, applying fills and any other effects required.
    *
    * To create multi-line text insert \r, \n or \r\n escape codes into the text string.
    *
    * If you are having performance issues due to the volume of sprites being rendered, and do not require the text to be constantly
    * updating, you can use BitmapText.generateTexture to create a static texture from this BitmapText.
    *
    * To create a BitmapText data files you can use:
    *
    * BMFont (Windows, free): http://www.angelcode.com/products/bmfont/
    * Glyph Designer (OS X, commercial): http://www.71squared.com/en/glyphdesigner
    * Littera (Web-based, free): http://kvazars.com/littera/
    *
    * For most use cases it is recommended to use XML. If you wish to use JSON, the formatting should be equal to the result of
    * converting a valid XML file through the popular X2JS library. An online tool for conversion can be found here: http://codebeautify.org/xmltojson
    *
    * If you were using an older version of Phaser (< 2.4) and using the DOMish parser hack, please remove this. It isn't required any longer.
    *
    * @class Phaser.BitmapText
    * @constructor
    * @extends PIXI.DisplayObjectContainer
    * @extends Phaser.Component.Core
    * @extends Phaser.Component.Angle
    * @extends Phaser.Component.AutoCull
    * @extends Phaser.Component.Bounds
    * @extends Phaser.Component.Destroy
    * @extends Phaser.Component.FixedToCamera
    * @extends Phaser.Component.InputEnabled
    * @extends Phaser.Component.InWorld
    * @extends Phaser.Component.LifeSpan
    * @extends Phaser.Component.PhysicsBody
    * @extends Phaser.Component.Reset
    * @param {Phaser.Game} game - A reference to the currently running game.
    * @param {number} x - X coordinate to display the BitmapText object at.
    * @param {number} y - Y coordinate to display the BitmapText object at.
    * @param {string} font - The key of the BitmapText as stored in Phaser.Cache.
    * @param {string} [text=''] - The text that will be rendered. This can also be set later via BitmapText.text.
    * @param {number} [size=32] - The size the font will be rendered at in pixels.
    * @param {string} [align='left'] - The alignment of multi-line text. Has no effect if there is only one line of text.
    */
    Phaser.BitmapText = function (game, x, y, font, text, size, align) {

        x = x || 0;
        y = y || 0;
        font = font || '';
        text = text || '';
        size = size || 32;
        align = align || 'left';

        PIXI.DisplayObjectContainer.call(this);

        /**
        * @property {number} type - The const type of this object.
        * @readonly
        */
        this.type = Phaser.BITMAPTEXT;

        /**
        * @property {number} physicsType - The const physics body type of this object.
        * @readonly
        */
        this.physicsType = Phaser.SPRITE;

        /**
        * @property {number} textWidth - The width in pixels of the overall text area, taking into consideration multi-line text.
        * @readOnly
        */
        this.textWidth = 0;

        /**
        * @property {number} textHeight - The height in pixels of the overall text area, taking into consideration multi-line text.
        * @readOnly
        */
        this.textHeight = 0;

        /**
        * @property {Phaser.Point} anchor - The anchor value of this BitmapText.
        */
        this.anchor = new Phaser.Point();

        /**
        * @property {Phaser.Point} _prevAnchor - The previous anchor value.
        * @private
        */
        this._prevAnchor = new Phaser.Point();

        /**
        * @property {array} _glyphs - Private tracker for the letter sprite pool.
        * @private
        */
        this._glyphs = [];

        /**
        * @property {number} _maxWidth - Internal cache var.
        * @private
        */
        this._maxWidth = 0;

        /**
        * @property {string} _text - Internal cache var.
        * @private
        */
        this._text = text.toString() || '';

        /**
        * @property {string} _data - Internal cache var.
        * @private
        */
        this._data = game.cache.getBitmapFont(font);

        /**
        * @property {string} _font - Internal cache var.
        * @private
        */
        this._font = font;

        /**
        * @property {number} _fontSize - Internal cache var.
        * @private
        */
        this._fontSize = size;

        /**
        * @property {string} _align - Internal cache var.
        * @private
        */
        this._align = align;

        /**
        * @property {number} _tint - Internal cache var.
        * @private
        */
        this._tint = 0xFFFFFF;

        this.updateText();

        /**
        * @property {boolean} dirty - The dirty state of this object.
        */
        this.dirty = false;

        Phaser.Component.Core.init.call(this, game, x, y, '', null);

    };

    Phaser.BitmapText.prototype = Object.create(PIXI.DisplayObjectContainer.prototype);
    Phaser.BitmapText.prototype.constructor = Phaser.BitmapText;

    Phaser.Component.Core.install.call(Phaser.BitmapText.prototype, [
        'Angle',
        'AutoCull',
        'Bounds',
        'Destroy',
        'FixedToCamera',
        'InputEnabled',
        'InWorld',
        'LifeSpan',
        'PhysicsBody',
        'Reset'
    ]);

    Phaser.BitmapText.prototype.preUpdatePhysics = Phaser.Component.PhysicsBody.preUpdate;
    Phaser.BitmapText.prototype.preUpdateLifeSpan = Phaser.Component.LifeSpan.preUpdate;
    Phaser.BitmapText.prototype.preUpdateInWorld = Phaser.Component.InWorld.preUpdate;
    Phaser.BitmapText.prototype.preUpdateCore = Phaser.Component.Core.preUpdate;

    /**
    * Automatically called by World.preUpdate.
    *
    * @method
    * @memberof Phaser.BitmapText
    * @return {boolean} True if the BitmapText was rendered, otherwise false.
    */
    Phaser.BitmapText.prototype.preUpdate = function () {

        if (!this.preUpdatePhysics() || !this.preUpdateLifeSpan() || !this.preUpdateInWorld())
        {
            return false;
        }

        return this.preUpdateCore();

    };

    /**
    * Automatically called by World.preUpdate.
    * @method Phaser.BitmapText.prototype.postUpdate
    */
    Phaser.BitmapText.prototype.postUpdate = function () {

        Phaser.Component.PhysicsBody.postUpdate.call(this);
        Phaser.Component.FixedToCamera.postUpdate.call(this);

        if (this.body && this.body.type === Phaser.Physics.ARCADE)
        {
            if ((this.textWidth !== this.body.sourceWidth) || (this.textHeight !== this.body.sourceHeight))
            {
                this.body.setSize(this.textWidth, this.textHeight);
            }
        }

    };

    /**
    * The text to be displayed by this BitmapText object.
    *
    * It's faster to use `BitmapText.text = string`, but this is kept for backwards compatibility.
    *
    * @method Phaser.BitmapText.prototype.setText
    * @param {string} text - The text to be displayed by this BitmapText object.
    */
    Phaser.BitmapText.prototype.setText = function (text) {

        this.text = text;

    };

    /**
    * Given the input text this will scan the characters until either a newline is encountered,
    * or the line exceeds maxWidth, taking into account kerning, character widths and scaling.
    *
    * @method Phaser.BitmapText.prototype.scanLine
    * @private
    * @param {object} data - A reference to the font object in the Phaser.Cache.
    * @param {float} scale - The scale of the font in relation to the texture.
    * @param {string} text - The text to parse.
    * @return {object} An object containing the parsed characters, total pixel width and x offsets.
    */
    Phaser.BitmapText.prototype.scanLine = function (data, scale, text) {

        var x = 0;
        var w = 0;
        var lastSpace = -1;
        var wrappedWidth = 0;
        var prevCharCode = null;
        var maxWidth = (this._maxWidth > 0) ? this._maxWidth : null;
        var chars = [];

        //  Let's scan the text and work out if any of the lines are > maxWidth
        for (var i = 0; i < text.length; i++)
        {
            var end = (i === text.length - 1) ? true : false;

            if (/(?:\r\n|\r|\n)/.test(text.charAt(i)))
            {
                return { width: w, text: text.substr(0, i), end: end, chars: chars };
            }
            else
            {
                var charCode = text.charCodeAt(i);
                var charData = data.chars[charCode];

                var c = 0;

                //  If the character data isn't found in the data array
                //  then we replace it with a blank space
                if (charData === undefined)
                {
                    charCode = 32;
                    charData = data.chars[charCode];
                }

                //  Adjust for kerning from previous character to this one
                var kerning = (prevCharCode && charData.kerning[prevCharCode]) ? charData.kerning[prevCharCode] : 0;

                //  Record the last space in the string and the current width
                if (/(\s)/.test(text.charAt(i)))
                {
                    lastSpace = i;
                    wrappedWidth = w;
                }

                //  What will the line width be if we add this character to it?
                c = (kerning + charData.texture.width + charData.xOffset) * scale;

                //  Do we need to line-wrap?
                if (maxWidth && ((w + c) >= maxWidth) && lastSpace > -1)
                {
                    //  The last space was at "lastSpace" which was "i - lastSpace" characters ago
                    return { width: wrappedWidth || w, text: text.substr(0, i - (i - lastSpace)), end: end, chars: chars };
                }
                else
                {
                    w += (charData.xAdvance + kerning) * scale;

                    chars.push(x + (charData.xOffset + kerning) * scale);

                    x += (charData.xAdvance + kerning) * scale;

                    prevCharCode = charCode;
                }
            }
        }

        return { width: w, text: text, end: end, chars: chars };

    };

    /**
    * Given a text string this will scan each character in the string to ensure it exists
    * in the BitmapText font data. If it doesn't the character is removed, or replaced with the `replace` argument.
    *
    * If no font data has been loaded at all this returns an empty string, as nothing can be rendered.
    *
    * @method Phaser.BitmapText.prototype.cleanText
    * @param {string} text - The text to parse.
    * @param {string} [replace=''] - The replacement string for any missing characters.
    * @return {string} The cleaned text string.
    */
    Phaser.BitmapText.prototype.cleanText = function (text, replace) {

        if (replace === undefined)
        {
            replace = '';
        }

        var data = this._data.font;

        if (!data)
        {
            return '';
        }

        var re = /\r\n|\n\r|\n|\r/g;
        var lines = text.replace(re, "\n").split("\n");

        for (var i = 0; i < lines.length; i++)
        {
            var output = '';
            var line = lines[i];

            for (var c = 0; c < line.length; c++)
            {
                if (data.chars[line.charCodeAt(c)])
                {
                    output = output.concat(line[c]);
                }
                else
                {
                    output = output.concat(replace);
                }
            }

            lines[i] = output;
        }

        return lines.join("\n");

    };

    /**
    * Renders text and updates it when needed.
    *
    * @method Phaser.BitmapText.prototype.updateText
    * @private
    */
    Phaser.BitmapText.prototype.updateText = function () {

        var data = this._data.font;

        if (!data)
        {
            return;
        }

        var text = this.text;
        var scale = this._fontSize / data.size;
        var lines = [];

        var y = 0;

        this.textWidth = 0;

        do
        {
            var line = this.scanLine(data, scale, text);

            line.y = y;

            lines.push(line);

            if (line.width > this.textWidth)
            {
                this.textWidth = line.width;
            }

            y += (data.lineHeight * scale);

            text = text.substr(line.text.length + 1);

        } while (line.end === false);

        this.textHeight = y;

        var t = 0;
        var align = 0;
        var ax = this.textWidth * this.anchor.x;
        var ay = this.textHeight * this.anchor.y;

        for (var i = 0; i < lines.length; i++)
        {
            var line = lines[i];

            if (this._align === 'right')
            {
                align = this.textWidth - line.width;
            }
            else if (this._align === 'center')
            {
                align = (this.textWidth - line.width) / 2;
            }

            for (var c = 0; c < line.text.length; c++)
            {
                var charCode = line.text.charCodeAt(c);
                var charData = data.chars[charCode];

                if (charData === undefined)
                {
                    charCode = 32;
                    charData = data.chars[charCode];
                }

                var g = this._glyphs[t];

                if (g)
                {
                    //  Sprite already exists in the glyphs pool, so we'll reuse it for this letter
                    g.texture = charData.texture;
                }
                else
                {
                    //  We need a new sprite as the pool is empty or exhausted
                    g = new PIXI.Sprite(charData.texture);
                    g.name = line.text[c];
                    this._glyphs.push(g);
                }

                g.position.x = (line.chars[c] + align) - ax;
                g.position.y = (line.y + (charData.yOffset * scale)) - ay;

                g.scale.set(scale);
                g.tint = this.tint;
                g.texture.requiresReTint = true;

                if (!g.parent)
                {
                    this.addChild(g);
                }

                t++;
            }
        }

        //  Remove unnecessary children
        //  This moves them from the display list (children array) but retains them in the _glyphs pool
        for (i = t; i < this._glyphs.length; i++)
        {
            this.removeChild(this._glyphs[i]);
        }

    };

    /**
    * If a BitmapText changes from having a large number of characters to having very few characters it will cause lots of
    * Sprites to be retained in the BitmapText._glyphs array. Although they are not attached to the display list they
    * still take up memory while sat in the glyphs pool waiting to be re-used in the future.
    *
    * If you know that the BitmapText will not grow any larger then you can purge out the excess glyphs from the pool
    * by calling this method.
    *
    * Calling this doesn't prevent you from increasing the length of the text again in the future.
    *
    * @method Phaser.BitmapText.prototype.purgeGlyphs
    * @return {integer} The amount of glyphs removed from the pool.
    */
    Phaser.BitmapText.prototype.purgeGlyphs = function () {

        var len = this._glyphs.length;
        var kept = [];

        for (var i = 0; i < this._glyphs.length; i++)
        {
            if (this._glyphs[i].parent !== this)
            {
                this._glyphs[i].destroy();
            }
            else
            {
                kept.push(this._glyphs[i]);
            }
        }

        this._glyphs = [];
        this._glyphs = kept;

        this.updateText();

        return len - kept.length;

    };

    /**
    * Updates the transform of this object.
    *
    * @method Phaser.BitmapText.prototype.updateTransform
    * @private
    */
    Phaser.BitmapText.prototype.updateTransform = function () {

        if (this.dirty || !this.anchor.equals(this._prevAnchor))
        {
            this.updateText();
            this.dirty = false;
            this._prevAnchor.copyFrom(this.anchor);
        }

        PIXI.DisplayObjectContainer.prototype.updateTransform.call(this);

    };

    /**
    * @name Phaser.BitmapText#align
    * @property {string} align - Alignment for multi-line text ('left', 'center' or 'right'), does not affect single lines of text.
    */
    Object.defineProperty(Phaser.BitmapText.prototype, 'align', {

        get: function() {
            return this._align;
        },

        set: function(value) {

            if (value !== this._align && (value === 'left' || value === 'center' || value === 'right'))
            {
                this._align = value;
                this.updateText();
            }

        }

    });

    /**
    * @name Phaser.BitmapText#tint
    * @property {number} tint - The tint applied to the BitmapText. This is a hex value. Set to white to disable (0xFFFFFF)
    */
    Object.defineProperty(Phaser.BitmapText.prototype, 'tint', {

        get: function() {
            return this._tint;
        },

        set: function(value) {

            if (value !== this._tint)
            {
                this._tint = value;
                this.updateText();
            }

        }

    });

    /**
    * @name Phaser.BitmapText#font
    * @property {string} font - The font the text will be rendered in, i.e. 'Arial'. Must be loaded in the browser before use.
    */
    Object.defineProperty(Phaser.BitmapText.prototype, 'font', {

        get: function() {
            return this._font;
        },

        set: function(value) {

            if (value !== this._font)
            {
                this._font = value.trim();
                this._data = this.game.cache.getBitmapFont(this._font);
                this.updateText();
            }

        }

    });

    /**
    * @name Phaser.BitmapText#fontSize
    * @property {number} fontSize - The size of the font in pixels.
    */
    Object.defineProperty(Phaser.BitmapText.prototype, 'fontSize', {

        get: function() {
            return this._fontSize;
        },

        set: function(value) {

            value = parseInt(value, 10);

            if (value !== this._fontSize && value > 0)
            {
                this._fontSize = value;
                this.updateText();
            }

        }

    });

    /**
    * @name Phaser.BitmapText#text
    * @property {string} text - The text to be displayed by this BitmapText object.
    */
    Object.defineProperty(Phaser.BitmapText.prototype, 'text', {

        get: function() {
            return this._text;
        },

        set: function(value) {

            if (value !== this._text)
            {
                this._text = value.toString() || '';
                this.updateText();
            }

        }

    });

    /**
    * The maximum display width of this BitmapText in pixels.
    *
    * If BitmapText.text is longer than maxWidth then the lines will be automatically wrapped
    * based on the last whitespace character found in the line.
    *
    * If no whitespace was found then no wrapping will take place and consequently the maxWidth value will not be honored.
    *
    * Disable maxWidth by setting the value to 0.
    *
    * @name Phaser.BitmapText#maxWidth
    * @property {number} maxWidth - The maximum width of this BitmapText in pixels.
    */
    Object.defineProperty(Phaser.BitmapText.prototype, 'maxWidth', {

        get: function() {

            return this._maxWidth;

        },

        set: function(value) {

            if (value !== this._maxWidth)
            {
                this._maxWidth = value;
                this.updateText();
            }

        }

    });

    /**
    * Enable or disable texture smoothing for this BitmapText.
    *
    * The smoothing is applied to the BaseTexture of this font, which all letters of the text reference.
    *
    * Smoothing is enabled by default.
    *
    * @name Phaser.BitmapText#smoothed
    * @property {boolean} smoothed
    */
    Object.defineProperty(Phaser.BitmapText.prototype, 'smoothed', {

        get: function() {

            return !this._data.base.scaleMode;

        },

        set: function(value) {

            if (value)
            {
                this._data.base.scaleMode = 0;
            }
            else
            {
                this._data.base.scaleMode = 1;
            }

        }

    });