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node_modules/pixi.js/lib/scene/text-bitmap/BitmapText.d.ts
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node_modules/pixi.js/lib/scene/text-bitmap/BitmapText.d.ts
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import { AbstractText } from '../text/AbstractText';
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import { TextStyle } from '../text/TextStyle';
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import type { View } from '../../rendering/renderers/shared/view/View';
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import type { TextOptions, TextString } from '../text/AbstractText';
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import type { TextStyleOptions } from '../text/TextStyle';
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/**
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* A BitmapText Object will create a line or multiple lines of text.
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*
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* To split a line you can use '\n' in your text string, or, on the `style` object,
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* change its `wordWrap` property to true and and give the `wordWrapWidth` property a value.
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*
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* The text is created using a bitmap font (a sprite sheet of characters).
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*
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* The primary advantage of this render mode over `text` is that all of your textures are pre-generated and loaded,
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* meaning that rendering is fast, and changing text is much faster than Text.
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*
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* The primary disadvantage is that supporting character sets other than latin, such as CJK languages,
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* may be impractical due to the number of characters.
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*
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* <b>Pre-loaded BitmapFonts:</b>
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*
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*
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* PixiJS enables the loading of BitmapFonts through its Asset Manager, supporting both XML and FNT formats.
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* Additionally, PixiJS is compatible with MSDF (Multi-channel Signed Distance Field) and SDF (Signed Distance Field) fonts.
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* These advanced font types allow for scaling without quality degradation and must be created with specific tools,
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* such as the one available at https://msdf-bmfont.donmccurdy.com/.
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*
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* <b>Dynamically Generated BitmapFonts:</b>
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*
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*
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* PixiJS also offers the capability to generate BitmapFonts dynamically. This means that fonts are created in real-time
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* based on specified styles, eliminating the need for pre-loading. This process is initiated simply by assigning a style
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* to a BitmapText object, which then automatically generates the required font.
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*
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* However, dynamically generating a large number of fonts may lead to significant memory use. To prevent this,
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* PixiJS smartly attempts to reuse fonts that closely match the desired style parameters. For instance, if a text style
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* requires a font size of 80 but a similar font of size 100 has already been generated, PixiJS will scale the existing
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* font to fit the new requirement, rather than creating a new font from scratch.
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*
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* For those who prefer to manage BitmapFonts manually, PixiJS provides the BitmapFont.install method. This method
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* allows for the pre-generation and preparation of fonts, making them readily available for use by specifying the
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* fontFamily in your text styling.
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*
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* This approach ensures efficient font management within PixiJS, balancing between dynamic generation for flexibility
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* and manual management for optimized performance.
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* @example
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* import { BitmapText, BitmapFont } from 'pixi.js';
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*
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* // generate a dynamic font behind the scenes:
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* const text = new BitmapText({
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* text: 'Hello Pixi!',
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* style: {
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* fontFamily: 'Arial',
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* fontSize: 24,
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* fill: 0xff1010,
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* align: 'center',
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* }
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* });
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*
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* // pre install
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* BitmapFont.install({
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* name: 'myFont',
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* style:{
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* fontFamily: 'Arial',
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* }
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* })
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*
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* // new bitmap text with preinstalled font
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* const text = new BitmapText({
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* text: 'Hello Pixi!',
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* style: {
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* fontFamily: 'myFont',
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* fontSize: 24,
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* fill: 0xff1010,
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* align: 'center',
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* }
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* }
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*
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* // load a font from an xml file
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* const font = await Assets.load('path/to/myLoadedFont.fnt');
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*
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* // new bitmap text with loaded font
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* const text = new BitmapText({
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* text: 'Hello Pixi!',
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* style: {
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* fontFamily: 'myLoadedFont', // the name of the font in the fnt file
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* fontSize: 24,
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* fill: 0xff1010,
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* align: 'center',
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* }
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* }
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* @memberof scene
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*/
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export declare class BitmapText extends AbstractText<TextStyle, TextStyleOptions> implements View {
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readonly renderPipeId: string;
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/**
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* **Note:** Our docs parser struggles to properly understand the constructor signature.
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* This is the correct signature.
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* ```ts
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* new BitmapText(options?: TextOptions);
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* ```
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* @param { text.TextOptions } options - The options of the bitmap text.
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*/
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constructor(options?: TextOptions);
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/** @deprecated since 8.0.0 */
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constructor(text?: TextString, options?: Partial<TextStyle>);
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protected _updateBounds(): void;
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}
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