text: /**
   * @author       Richard Davey <rich@photonstorm.com>
   * @copyright    2018 Photon Storm Ltd.
   * @license      {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
   */
  
  var GameObject = require('../../GameObject');
  
  /**
   * Renders this Game Object with the Canvas Renderer to the given Camera.
   * The object will not render if any of its renderFlags are set or it is being actively filtered out by the Camera.
   * This method should not be called directly. It is a utility function of the Render module.
   *
   * @method Phaser.GameObjects.BitmapText#renderCanvas
   * @since 3.0.0
   * @private
   *
   * @param {Phaser.Renderer.Canvas.CanvasRenderer} renderer - A reference to the current active Canvas renderer.
   * @param {Phaser.GameObjects.BitmapText} src - The Game Object being rendered in this call.
   * @param {number} interpolationPercentage - Reserved for future use and custom pipelines.
   * @param {Phaser.Cameras.Scene2D.Camera} camera - The Camera that is rendering the Game Object.
   * @param {Phaser.GameObjects.Components.TransformMatrix} parentMatrix - This transform matrix is defined if the game object is nested
   */
  var BitmapTextCanvasRenderer = function (renderer, src, interpolationPercentage, camera, parentMatrix)
  {
      var text = src._text;
      var textLength = text.length;
  
      if (GameObject.RENDER_MASK !== src.renderFlags || textLength === 0 || (src.cameraFilter > 0 && (src.cameraFilter & camera.id)))
      {
          return;
      }
      
      var textureFrame = src.frame;
  
      var chars = src.fontData.chars;
      var lineHeight = src.fontData.lineHeight;
      var letterSpacing = src._letterSpacing;
  
      var xAdvance = 0;
      var yAdvance = 0;
  
      var charCode = 0;
  
      var glyph = null;
      var glyphX = 0;
      var glyphY = 0;
      var glyphW = 0;
      var glyphH = 0;
  
      var x = 0;
      var y = 0;
  
      var lastGlyph = null;
      var lastCharCode = 0;
  
      var ctx = renderer.currentContext;
      var image = src.frame.source.image;
  
      var textureX = textureFrame.cutX;
      var textureY = textureFrame.cutY;
  
      var scale = (src._fontSize / src.fontData.size);
  
      var align = src._align;
      var currentLine = 0;
      var lineOffsetX = 0;
  
      //  Update the bounds - skipped internally if not dirty
      src.getTextBounds(false);
  
      var lineData = src._bounds.lines;
  
      if (align === 1)
      {
          lineOffsetX = (lineData.longest - lineData.lengths[0]) / 2;
      }
      else if (align === 2)
      {
          lineOffsetX = (lineData.longest - lineData.lengths[0]);
      }
  
      //  Alpha
  
      var alpha = camera.alpha * src.alpha;
  
      if (alpha === 0)
      {
          //  Nothing to see, so abort early
          return;
      }
      else if (renderer.currentAlpha !== alpha)
      {
          renderer.currentAlpha = alpha;
          ctx.globalAlpha = alpha;
      }
  
      //  Blend Mode
      if (renderer.currentBlendMode !== src.blendMode)
      {
          renderer.currentBlendMode = src.blendMode;
          ctx.globalCompositeOperation = renderer.blendModes[src.blendMode];
      }
  
      //  Smoothing
      if (renderer.currentScaleMode !== src.scaleMode)
      {
          renderer.currentScaleMode = src.scaleMode;
      }
  
      var tx = (src.x - camera.scrollX * src.scrollFactorX) + src.frame.x;
      var ty = (src.y - camera.scrollY * src.scrollFactorY) + src.frame.y;
  
      var roundPixels = camera.roundPixels;
  
      if (roundPixels)
      {
          tx |= 0;
          ty |= 0;
      }
  
      ctx.save();
  
      if (parentMatrix !== undefined)
      {
          var matrix = parentMatrix.matrix;
          ctx.transform(matrix[0], matrix[1], matrix[2], matrix[3], matrix[4], matrix[5]);
      }
  
      ctx.translate(tx, ty);
  
      ctx.rotate(src.rotation);
  
      ctx.translate(-src.displayOriginX, -src.displayOriginY);
  
      ctx.scale(src.scaleX, src.scaleY);
  
      for (var i = 0; i < textLength; i++)
      {
          charCode = text.charCodeAt(i);
  
          if (charCode === 10)
          {
              currentLine++;
  
              if (align === 1)
              {
                  lineOffsetX = (lineData.longest - lineData.lengths[currentLine]) / 2;
              }
              else if (align === 2)
              {
                  lineOffsetX = (lineData.longest - lineData.lengths[currentLine]);
              }
  
              xAdvance = 0;
              yAdvance += lineHeight;
              lastGlyph = null;
  
              continue;
          }
  
          glyph = chars[charCode];
  
          if (!glyph)
          {
              continue;
          }
  
          glyphX = textureX + glyph.x;
          glyphY = textureY + glyph.y;
  
          glyphW = glyph.width;
          glyphH = glyph.height;
  
          x = glyph.xOffset + xAdvance;
          y = glyph.yOffset + yAdvance;
  
          if (lastGlyph !== null)
          {
              var kerningOffset = glyph.kerning[lastCharCode];
              x += (kerningOffset !== undefined) ? kerningOffset : 0;
          }
  
          x *= scale;
          y *= scale;
  
          x += lineOffsetX;
  
          xAdvance += glyph.xAdvance + letterSpacing;
          lastGlyph = glyph;
          lastCharCode = charCode;
  
          //  Nothing to render or a space? Then skip to the next glyph
          if (glyphW === 0 || glyphH === 0 || charCode === 32)
          {
              continue;
          }
  
          if (roundPixels)
          {
              x |= 0;
              y |= 0;
          }
  
          ctx.save();
  
          ctx.translate(x, y);
  
          ctx.scale(scale, scale);
  
          ctx.drawImage(image, glyphX, glyphY, glyphW, glyphH, 0, 0, glyphW, glyphH);
  
          ctx.restore();
      }
  
      ctx.restore();
  };
  
  module.exports = BitmapTextCanvasRenderer;
  