2013-08-29 16:20:59 +00:00
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/**
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* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2013 Photon Storm Ltd.
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* @license https://github.com/photonstorm/phaser/blob/master/license.txt MIT License
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* @module Phaser.Canvas
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*/
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Phaser.Canvas = {
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2013-09-09 11:35:09 +00:00
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create: function (width, height) {
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width = width || 256;
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height = height || 256;
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var canvas = document.createElement('canvas');
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canvas.width = width;
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canvas.height = height;
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return canvas;
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},
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2013-08-29 16:20:59 +00:00
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/**
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* Get the DOM offset values of any given element
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*/
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getOffset: function (element, point) {
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2013-09-09 11:35:09 +00:00
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point = point || new Phaser.Point;
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2013-08-29 16:20:59 +00:00
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var box = element.getBoundingClientRect();
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var clientTop = element.clientTop || document.body.clientTop || 0;
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var clientLeft = element.clientLeft || document.body.clientLeft || 0;
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var scrollTop = window.pageYOffset || element.scrollTop || document.body.scrollTop;
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var scrollLeft = window.pageXOffset || element.scrollLeft || document.body.scrollLeft;
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point.x = box.left + scrollLeft - clientLeft;
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point.y = box.top + scrollTop - clientTop;
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return point;
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},
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/**
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* Returns the aspect ratio of the given canvas.
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*
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* @method getAspectRatio
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* @param {HTMLCanvasElement} canvas The canvas to get the aspect ratio from.
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* @return {Number} Returns true on success
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*/
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getAspectRatio: function (canvas) {
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return canvas.width / canvas.height;
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},
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/**
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* Sets the background color behind the canvas. This changes the canvas style property.
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*
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* @method setBackgroundColor
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* @param {HTMLCanvasElement} canvas The canvas to set the background color on.
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* @param {String} color The color to set. Can be in the format 'rgb(r,g,b)', or '#RRGGBB' or any valid CSS color.
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* @return {HTMLCanvasElement} Returns the source canvas.
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*/
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setBackgroundColor: function (canvas, color) {
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2013-09-09 11:35:09 +00:00
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color = color || 'rgb(0,0,0)';
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2013-08-29 16:20:59 +00:00
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canvas.style.backgroundColor = color;
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return canvas;
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},
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/**
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* Sets the touch-action property on the canvas style. Can be used to disable default browser touch actions.
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*
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* @method setTouchAction
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* @param {HTMLCanvasElement} canvas The canvas to set the touch action on.
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* @param {String} value The touch action to set. Defaults to 'none'.
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* @return {HTMLCanvasElement} Returns the source canvas.
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*/
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setTouchAction: function (canvas, value) {
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2013-09-09 11:35:09 +00:00
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value = value || 'none';
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2013-08-29 16:20:59 +00:00
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canvas.style.msTouchAction = value;
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canvas.style['ms-touch-action'] = value;
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canvas.style['touch-action'] = value;
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return canvas;
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},
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/**
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* Adds the given canvas element to the DOM. The canvas will be added as a child of the given parent.
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* If no parent is given it will be added as a child of the document.body.
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*
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* @method addToDOM
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* @param {HTMLCanvasElement} canvas The canvas to set the touch action on.
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* @param {String} parent The DOM element to add the canvas to. Defaults to ''.
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* @param {bool} overflowHidden If set to true it will add the overflow='hidden' style to the parent DOM element.
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* @return {HTMLCanvasElement} Returns the source canvas.
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*/
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addToDOM: function (canvas, parent, overflowHidden) {
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2013-09-09 11:35:09 +00:00
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parent = parent || '';
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overflowHidden = overflowHidden || true;
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2013-08-29 16:20:59 +00:00
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if ((parent !== '' || parent !== null) && document.getElementById(parent))
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{
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document.getElementById(parent).appendChild(canvas);
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if (overflowHidden)
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{
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document.getElementById(parent).style.overflow = 'hidden';
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}
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}
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else
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{
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document.body.appendChild(canvas);
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}
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return canvas;
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},
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/**
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* Sets the transform of the given canvas to the matrix values provided.
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*
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* @method setTransform
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* @param {CanvasRenderingContext2D} context The context to set the transform on.
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* @param {Number} translateX The value to translate horizontally by.
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* @param {Number} translateY The value to translate vertically by.
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* @param {Number} scaleX The value to scale horizontally by.
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* @param {Number} scaleY The value to scale vertically by.
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* @param {Number} skewX The value to skew horizontaly by.
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* @param {Number} skewY The value to skew vertically by.
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* @return {CanvasRenderingContext2D} Returns the source context.
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*/
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setTransform: function (context, translateX, translateY, scaleX, scaleY, skewX, skewY) {
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context.setTransform(scaleX, skewX, skewY, scaleY, translateX, translateY);
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return context;
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},
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/**
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* Sets the Image Smoothing property on the given context. Set to false to disable image smoothing.
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* By default browsers have image smoothing enabled, which isn't always what you visually want, especially
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* when using pixel art in a game. Note that this sets the property on the context itself, so that any image
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* drawn to the context will be affected. This sets the property across all current browsers but support is
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* patchy on earlier browsers, especially on mobile.
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*
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* @method setSmoothingEnabled
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* @param {CanvasRenderingContext2D} context The context to enable or disable the image smoothing on.
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* @param {bool} value If set to true it will enable image smoothing, false will disable it.
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* @return {CanvasRenderingContext2D} Returns the source context.
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*/
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setSmoothingEnabled: function (context, value) {
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context['imageSmoothingEnabled'] = value;
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context['mozImageSmoothingEnabled'] = value;
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context['oImageSmoothingEnabled'] = value;
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context['webkitImageSmoothingEnabled'] = value;
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context['msImageSmoothingEnabled'] = value;
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return context;
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},
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/**
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* Sets the CSS image-rendering property on the given canvas to be 'crisp' (aka 'optimize contrast on webkit').
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* Note that if this doesn't given the desired result then see the setSmoothingEnabled.
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*
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* @method setImageRenderingCrisp
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* @param {HTMLCanvasElement} canvas The canvas to set image-rendering crisp on.
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* @return {HTMLCanvasElement} Returns the source canvas.
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*/
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setImageRenderingCrisp: function (canvas) {
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canvas.style['image-rendering'] = 'crisp-edges';
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canvas.style['image-rendering'] = '-moz-crisp-edges';
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canvas.style['image-rendering'] = '-webkit-optimize-contrast';
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canvas.style.msInterpolationMode = 'nearest-neighbor';
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return canvas;
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},
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/**
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* Sets the CSS image-rendering property on the given canvas to be 'bicubic' (aka 'auto').
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* Note that if this doesn't given the desired result then see the CanvasUtils.setSmoothingEnabled method.
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*
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* @method setImageRenderingBicubic
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* @param {HTMLCanvasElement} canvas The canvas to set image-rendering bicubic on.
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* @return {HTMLCanvasElement} Returns the source canvas.
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*/
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setImageRenderingBicubic: function (canvas) {
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canvas.style['image-rendering'] = 'auto';
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canvas.style.msInterpolationMode = 'bicubic';
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return canvas;
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}
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};
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