phaser/v3/src/boot/CreateRenderer.js

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var CONST = require('../const');
var CanvasPool = require('../dom/CanvasPool');
var Features = require('../device/Features');
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var CanvasRenderer = require('../renderer/canvas/CanvasRenderer');
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var WebGLRenderer = require('../renderer/webgl/WebGLRenderer');
var CanvasInterpolation = require('../dom/CanvasInterpolation');
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var CreateRenderer = function (game)
{
var config = game.config;
// Game either requested Canvas,
// or requested AUTO or WEBGL but the browser doesn't support it, so fall back to Canvas
if (config.renderType === CONST.CANVAS || (config.renderType !== CONST.CANVAS && !Features.webGL))
{
if (Features.canvas)
{
// They requested Canvas and their browser supports it
config.renderType = CONST.CANVAS;
}
else
{
throw new Error('Cannot create Canvas or WebGL context, aborting.');
}
}
else
{
// Game requested WebGL and browser says it supports it
config.renderType = CONST.WEBGL;
}
// Pixel Art mode?
if (config.pixelArt)
{
CanvasPool.disableSmoothing();
}
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// Does the game config provide its own canvas element to use?
if (config.canvas)
{
game.canvas = config.canvas;
}
else
{
game.canvas = CanvasPool.create(game, config.width, config.height, config.renderType);
}
// Does the game config provide some canvas css styles to use?
if (config.canvasStyle)
{
game.canvas.style = config.canvasStyle;
}
// Pixel Art mode?
if (config.pixelArt)
{
CanvasInterpolation.setCrisp(game.canvas);
}
// Zoomed?
if (config.zoom !== 1)
{
game.canvas.style.width = (config.width * config.zoom).toString() + 'px';
game.canvas.style.height = (config.height * config.zoom).toString() + 'px';
}
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// Create the renderer
if (config.renderType === CONST.WEBGL)
{
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game.renderer = new WebGLRenderer(game);
game.context = null;
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}
else
{
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game.renderer = new CanvasRenderer(game);
game.context = game.renderer.gameContext;
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// debug
game.canvas.id = 'game';
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}
};
module.exports = CreateRenderer;