phaser/v3/src/boot/CreateRenderer.js

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/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2016 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
var CONST = require('../const');
var CanvasPool = require('../dom/CanvasPool');
var Features = require('../device/Features');
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var WebGLRenderer = require('../renderer/webgl/WebGLRenderer');
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/**
* Checks if the device is capable of using the requested renderer and sets it up or an alternative if not.
*
* @method Phaser.Game#setUpRenderer
* @protected
*/
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;
}
// 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;
}
// Create the renderer
if (config.renderType === CONST.WEBGL)
{
console.log('Creating WEBGL Renderer');
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game.renderer = new WebGLRenderer(game);
game.context = null;
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}
else
{
console.log('Creating Canvas Renderer');
// game.renderer = new Phaser.Renderer.Canvas(this);
// game.context = this.renderer.context;
}
if (config.renderType !== Phaser.HEADLESS)
{
// Phaser.Canvas.addToDOM(this.canvas, this.parent, false);
// Phaser.Canvas.setTouchAction(this.canvas);
}
};
module.exports = CreateRenderer;