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https://github.com/photonstorm/phaser
synced 2024-11-17 02:08:40 +00:00
Removed autoResize, tidied up the resize method and init.
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parent
82267ce14c
commit
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1 changed files with 34 additions and 33 deletions
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@ -84,7 +84,6 @@ var WebGLRenderer = new Class({
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backgroundColor: gameConfig.backgroundColor,
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contextCreation: contextCreationConfig,
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resolution: gameConfig.resolution,
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autoResize: gameConfig.autoResize,
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roundPixels: gameConfig.roundPixels,
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maxTextures: gameConfig.maxTextures,
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maxTextureSize: gameConfig.maxTextureSize,
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@ -110,6 +109,15 @@ var WebGLRenderer = new Class({
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*/
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this.type = CONST.WEBGL;
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/**
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* The core Scale Manager.
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*
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* @name Phaser.Renderer.WebGL.WebGLRenderer#scaleManager
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* @type {Phaser.DOM.ScaleManager}
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* @since 3.16.0
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*/
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this.scaleManager = game.scale;
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/**
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* The width of the canvas being rendered to.
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*
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@ -117,7 +125,7 @@ var WebGLRenderer = new Class({
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* @type {integer}
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* @since 3.0.0
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*/
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this.width = game.scale.gameSize.width;
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this.width = this.scaleManager.baseSize.width;
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/**
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* The height of the canvas being rendered to.
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@ -126,7 +134,7 @@ var WebGLRenderer = new Class({
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* @type {integer}
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* @since 3.0.0
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*/
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this.height = game.scale.gameSize.height;
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this.height = this.scaleManager.baseSize.height;
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/**
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* The canvas which this WebGL Renderer draws to.
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@ -421,6 +429,13 @@ var WebGLRenderer = new Class({
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*/
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this.blankTexture = null;
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/**
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* A default Camera used in calls when no other camera has been provided.
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*
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* @name Phaser.Renderer.WebGL.WebGLRenderer#defaultCamera
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* @type {Phaser.Cameras.Scene2D.BaseCamera}
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* @since 3.12.0
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*/
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this.defaultCamera = new BaseCamera(0, 0, 0, 0);
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/**
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@ -467,8 +482,7 @@ var WebGLRenderer = new Class({
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},
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/**
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* Creates a new WebGLRenderingContext and initializes all internal
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* state.
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* Creates a new WebGLRenderingContext and initializes all internal state.
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*
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* @method Phaser.Renderer.WebGL.WebGLRenderer#init
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* @since 3.0.0
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@ -573,24 +587,7 @@ var WebGLRenderer = new Class({
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this.setBlendMode(CONST.BlendModes.NORMAL);
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var width = this.width;
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var height = this.height;
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gl.viewport(0, 0, width, height);
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var pipelines = this.pipelines;
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// Update all registered pipelines
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for (var pipelineName in pipelines)
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{
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pipelines[pipelineName].resize(width, height, this.game.scale.resolution);
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}
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this.drawingBufferHeight = gl.drawingBufferHeight;
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this.defaultCamera.setSize(width, height);
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gl.scissor(0, (this.drawingBufferHeight - height), width, height);
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this.resize();
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this.game.events.once('texturesready', this.boot, this);
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@ -627,26 +624,30 @@ var WebGLRenderer = new Class({
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},
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/**
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* Resizes the drawing buffer.
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* Resizes the drawing buffer to match that required by the Scale Manager.
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*
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* @method Phaser.Renderer.WebGL.WebGLRenderer#resize
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* @since 3.0.0
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*
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* @param {number} width - The width of the renderer.
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* @param {number} height - The height of the renderer.
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* @param {number} [width] - The new width of the renderer. If not specified it uses the base size from the Scale Manager.
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* @param {number} [height] - The new height of the renderer. If not specified it uses the base size from the Scale Manager.
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* @param {number} [resolution] - The new resolution of the renderer. If not specified it uses the resolution from the Scale Manager.
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*
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* @return {this} This WebGLRenderer instance.
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*/
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resize: function (width, height)
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resize: function (width, height, resolution)
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{
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if (width === undefined) { width = this.scaleManager.baseSize.width; }
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if (height === undefined) { height = this.scaleManager.baseSize.height; }
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if (resolution === undefined) { resolution = this.scaleManager.resolution; }
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var gl = this.gl;
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var pipelines = this.pipelines;
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var resolution = this.game.scale.resolution;
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this.width = Math.floor(width * resolution);
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this.height = Math.floor(height * resolution);
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this.width = width;
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this.height = height;
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gl.viewport(0, 0, this.width, this.height);
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gl.viewport(0, 0, width, height);
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// Update all registered pipelines
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for (var pipelineName in pipelines)
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@ -656,9 +657,9 @@ var WebGLRenderer = new Class({
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this.drawingBufferHeight = gl.drawingBufferHeight;
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this.defaultCamera.setSize(width, height);
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gl.scissor(0, (gl.drawingBufferHeight - height), width, height);
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gl.scissor(0, (this.drawingBufferHeight - this.height), this.width, this.height);
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this.defaultCamera.setSize(width, height);
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return this;
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},
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