phaser/docs/Canvas.js.html

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<title>Phaser Source: D:/wamp/www/phaser/src/system/Canvas.js</title>
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<a href="Phaser.Plugin.html">Plugin</a>
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<a href="Phaser.PluginManager.html">PluginManager</a>
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<a href="Phaser.SoundManager.html">SoundManager</a>
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<a href="Phaser.TilemapParser.html">TilemapParser</a>
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<a href="Phaser.Timer.html">Timer</a>
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<a href="Phaser.Touch.html">Touch</a>
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<a href="Phaser.Tween.html">Tween</a>
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<a href="Phaser.TweenManager.html">TweenManager</a>
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<a href="Phaser.Utils.html">Utils</a>
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<a href="Phaser.World.html">World</a>
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<a href="PIXI.AbstractFilter.html">AbstractFilter</a>
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<a href="PIXI.AlphaMaskFilter.html">AlphaMaskFilter</a>
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<a href="PIXI.AssetLoader.html">AssetLoader</a>
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<h1 class="page-title">Source: D:/wamp/www/phaser/src/system/Canvas.js</h1>
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<section>
<article>
<pre class="sunlight-highlight-javascript linenums">/**
* @author Richard Davey &lt;rich@photonstorm.com>
2014-02-05 06:29:17 +00:00
* @copyright 2014 Photon Storm Ltd.
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* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
/**
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* The Canvas class handles everything related to creating the `canvas` DOM tag that Phaser will use, including styles, offset and aspect ratio.
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*
* @class Phaser.Canvas
* @static
*/
Phaser.Canvas = {
/**
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* Creates a `canvas` DOM element. The element is not automatically added to the document.
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*
* @method Phaser.Canvas.create
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* @param {number} [width=256] - The width of the canvas element.
* @param {number} [height=256] - The height of the canvas element..
* @param {string} [id=''] - If given this will be set as the ID of the canvas element, otherwise no ID will be set.
* @return {HTMLCanvasElement} The newly created canvas element.
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*/
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create: function (width, height, id) {
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width = width || 256;
height = height || 256;
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var canvas = document.createElement('canvas');
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if (typeof id === 'string' && id !== '')
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{
canvas.id = id;
}
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canvas.width = width;
canvas.height = height;
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canvas.style.display = 'block';
return canvas;
},
/**
* Sets the background color behind the canvas. This changes the canvas style property.
*
* @method Phaser.Canvas.setBackgroundColor
* @param {HTMLCanvasElement} canvas - The canvas to set the background color on.
* @param {string} [color] - The color to set. Can be in the format 'rgb(r,g,b)', or '#RRGGBB' or any valid CSS color.
* @return {HTMLCanvasElement} Returns the source canvas.
*/
setBackgroundColor: function (canvas, color) {
color = color || 'rgb(0,0,0)';
canvas.style.backgroundColor = color;
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return canvas;
},
/**
* Sets the touch-action property on the canvas style. Can be used to disable default browser touch actions.
*
* @method Phaser.Canvas.setTouchAction
* @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} The source canvas.
*/
setTouchAction: function (canvas, value) {
value = value || 'none';
canvas.style.msTouchAction = value;
canvas.style['ms-touch-action'] = value;
canvas.style['touch-action'] = value;
return canvas;
},
/**
* Sets the user-select property on the canvas style. Can be used to disable default browser selection actions.
*
* @method Phaser.Canvas.setUserSelect
* @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} The source canvas.
*/
setUserSelect: function (canvas, value) {
value = value || 'none';
canvas.style['-webkit-touch-callout'] = value;
canvas.style['-webkit-user-select'] = value;
canvas.style['-khtml-user-select'] = value;
canvas.style['-moz-user-select'] = value;
canvas.style['-ms-user-select'] = value;
canvas.style['user-select'] = value;
canvas.style['-webkit-tap-highlight-color'] = 'rgba(0, 0, 0, 0)';
return canvas;
},
/**
* Adds the given canvas element to the DOM. The canvas will be added as a child of the given parent.
* If no parent is given it will be added as a child of the document.body.
*
* @method Phaser.Canvas.addToDOM
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* @param {HTMLCanvasElement} canvas - The canvas to be added to the DOM.
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* @param {string|HTMLElement} parent - The DOM element to add the canvas to.
* @param {boolean} [overflowHidden=true] - 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.
*/
addToDOM: function (canvas, parent, overflowHidden) {
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var target;
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if (typeof overflowHidden === 'undefined') { overflowHidden = true; }
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if (parent)
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{
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if (typeof parent === 'string')
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{
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// hopefully an element ID
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target = document.getElementById(parent);
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}
else if (typeof parent === 'object' && parent.nodeType === 1)
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{
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// quick test for a HTMLelement
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target = parent;
}
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}
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// Fallback, covers an invalid ID and a non HTMLelement object
if (!target)
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{
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target = document.body;
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}
if (overflowHidden && target.style)
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{
target.style.overflow = 'hidden';
}
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target.appendChild(canvas);
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return canvas;
},
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/**
* Removes the given canvas element from the DOM.
*
* @method Phaser.Canvas.removeFromDOM
* @param {HTMLCanvasElement} canvas - The canvas to be removed from the DOM.
*/
removeFromDOM: function (canvas) {
if (canvas.parentNode)
{
canvas.parentNode.removeChild(canvas);
}
},
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/**
* Sets the transform of the given canvas to the matrix values provided.
*
* @method Phaser.Canvas.setTransform
* @param {CanvasRenderingContext2D} context - The context to set the transform on.
* @param {number} translateX - The value to translate horizontally by.
* @param {number} translateY - The value to translate vertically by.
* @param {number} scaleX - The value to scale horizontally by.
* @param {number} scaleY - The value to scale vertically by.
* @param {number} skewX - The value to skew horizontaly by.
* @param {number} skewY - The value to skew vertically by.
* @return {CanvasRenderingContext2D} Returns the source context.
*/
setTransform: function (context, translateX, translateY, scaleX, scaleY, skewX, skewY) {
context.setTransform(scaleX, skewX, skewY, scaleY, translateX, translateY);
return context;
},
/**
* Sets the Image Smoothing property on the given context. Set to false to disable image smoothing.
* By default browsers have image smoothing enabled, which isn't always what you visually want, especially
* when using pixel art in a game. Note that this sets the property on the context itself, so that any image
* drawn to the context will be affected. This sets the property across all current browsers but support is
* patchy on earlier browsers, especially on mobile.
*
* @method Phaser.Canvas.setSmoothingEnabled
* @param {CanvasRenderingContext2D} context - The context to enable or disable the image smoothing on.
* @param {boolean} value - If set to true it will enable image smoothing, false will disable it.
* @return {CanvasRenderingContext2D} Returns the source context.
*/
setSmoothingEnabled: function (context, value) {
context['imageSmoothingEnabled'] = value;
context['mozImageSmoothingEnabled'] = value;
context['oImageSmoothingEnabled'] = value;
context['webkitImageSmoothingEnabled'] = value;
context['msImageSmoothingEnabled'] = value;
return context;
},
/**
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* Returns `true` if the given context has image smoothing enabled, otherwise returns `false`.
*
* @method Phaser.Canvas.getSmoothingEnabled
* @param {CanvasRenderingContext2D} context - The context to check for smoothing on.
* @return {boolean} True if the given context has image smoothing enabled, otherwise false.
*/
getSmoothingEnabled: function (context) {
return (context['imageSmoothingEnabled'] || context['mozImageSmoothingEnabled'] || context['oImageSmoothingEnabled'] || context['webkitImageSmoothingEnabled'] || context['msImageSmoothingEnabled']);
},
/**
* 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.
*
* @method Phaser.Canvas.setImageRenderingCrisp
* @param {HTMLCanvasElement} canvas - The canvas to set image-rendering crisp on.
* @return {HTMLCanvasElement} Returns the source canvas.
*/
setImageRenderingCrisp: function (canvas) {
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canvas.style['image-rendering'] = 'optimizeSpeed';
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canvas.style['image-rendering'] = 'crisp-edges';
canvas.style['image-rendering'] = '-moz-crisp-edges';
canvas.style['image-rendering'] = '-webkit-optimize-contrast';
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canvas.style['image-rendering'] = 'optimize-contrast';
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canvas.style['image-rendering'] = 'pixelated';
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canvas.style.msInterpolationMode = 'nearest-neighbor';
return canvas;
},
/**
* Sets the CSS image-rendering property on the given canvas to be 'bicubic' (aka 'auto').
* Note that if this doesn't given the desired result then see the CanvasUtils.setSmoothingEnabled method.
*
* @method Phaser.Canvas.setImageRenderingBicubic
* @param {HTMLCanvasElement} canvas The canvas to set image-rendering bicubic on.
* @return {HTMLCanvasElement} Returns the source canvas.
*/
setImageRenderingBicubic: function (canvas) {
canvas.style['image-rendering'] = 'auto';
canvas.style.msInterpolationMode = 'bicubic';
return canvas;
}
};
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/**
* Get the DOM offset values of any given element
*
* @method Phaser.Canvas.getOffset
* @param {HTMLElement} element - The targeted element that we want to retrieve the offset.
* @param {Phaser.Point} [point] - The point we want to take the x/y values of the offset.
* @return {Phaser.Point} - A point objet with the offsetX and Y as its properties.
* @deprecated 2.1.4 - Use {@link Phaser.DOM.getOffset}
*/
Phaser.Canvas.getOffset = Phaser.DOM.getOffset;
/**
* Returns the aspect ratio of the given canvas.
*
* @method Phaser.Canvas.getAspectRatio
* @param {HTMLCanvasElement} canvas - The canvas to get the aspect ratio from.
* @return {number} The ratio between canvas' width and height.
* @deprecated 2.1.4 - User {@link Phaser.DOM.getAspectRatio}
*/
Phaser.Canvas.getAspectRatio = Phaser.DOM.getAspectRatio;
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