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https://github.com/photonstorm/phaser
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Tidied up documentation and small code tweaks
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1 changed files with 29 additions and 16 deletions
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@ -775,6 +775,7 @@ var WebGLRenderer = new Class({
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};
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setupExtensions();
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this.setContextHandlers();
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// Set it back into the Game, so developers can access it from there too
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@ -924,15 +925,20 @@ var WebGLRenderer = new Class({
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},
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/**
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* Sets the WebGLRenderer's `context lost` and `context restored` methods.
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* Sets the handlers that are called when WebGL context is lost or restored by the browser.
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*
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* The default handlers are referenced via the properties `WebGLRenderer.contextLostHandler` and `WebGLRenderer.contextRestoredHandler`.
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* By default, these map to the methods `WebGLRenderer.dispatchContextLost` and `WebGLRenderer.dispatchContextRestored`.
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*
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* You can override these handlers with your own via this method.
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*
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* If you do override them, make sure that your handlers invoke the methods `WebGLRenderer.dispatchContextLost` and `WebGLRenderer.dispatchContextRestored` in due course, otherwise the renderer will be able to restore itself fully.
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*
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* @method Phaser.Renderer.WebGL.WebGLRenderer#setContextHandlers
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* @since 3.85.0
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*
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* @param {Function} [contextLost] - Custom handler for context lost event.
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* @param {Function} [contextRestored] - Custom handler for context restored event.
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*
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* @returns {void}
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* @param {function} [contextLost] - Custom handler for responding to the WebGL context lost event. Set as `undefined` to use the default handler.
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* @param {function} [contextRestored] - Custom handler for responding to the WebGL context restored event. Set as `undefined` to use the default handler.
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*/
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setContextHandlers: function (contextLost, contextRestored)
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{
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@ -959,13 +965,13 @@ var WebGLRenderer = new Class({
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},
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/**
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* `WebGLRenderer.dispatchContextLost` is a new internal method that is called when the WebGL context is lost. By default this is bound to the property `WebGLRenderer.contextLostHandler`. If you override the context loss handler, be sure to invoke this method in due course.
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* This method is called when the WebGL context is lost. By default this is bound to the property `WebGLRenderer.contextLostHandler`.
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* If you override the context loss handler via the `setContextHandlers` method then be sure to invoke this method in due course.
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*
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* @method Phaser.Renderer.WebGL.WebGLRenderer#dispatchContextLost
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* @since 3.85.0
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*
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* @param {Event} event - The context lost Event.
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* @returns {void}
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* @param {WebGLContextEvent } event - The WebGL context lost Event.
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*/
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dispatchContextLost: function (event)
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{
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@ -982,22 +988,25 @@ var WebGLRenderer = new Class({
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},
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/**
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* `WebGLRenderer.dispatchContextRestore` is a new internal method that is called when the WebGL context is restored. By default this is bound to the property `WebGLRenderer.contextRestoreHandler`. If you override the context restore handler, be sure to invoke this method in due course.
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* This method is called when the WebGL context is restored. By default this is bound to the property `WebGLRenderer.contextRestoredHandler`.
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* If you override the context restored handler via the `setContextHandlers` method then be sure to invoke this method in due course.
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*
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* @method Phaser.Renderer.WebGL.WebGLRenderer#dispatchContextRestored
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* @since 3.85.0
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*
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* @param {Event} event - The context restored Event.
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* @returns {void}
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* @param {WebGLContextEvent } event - The WebGL context restored Event.
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*/
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dispatchContextRestored: function (event)
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{
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if (this.gl.isContextLost())
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var gl = this.gl;
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if (gl.isContextLost())
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{
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if (console)
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{
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console.log('WebGL Context restored, but context is still lost');
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}
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return;
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}
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@ -1012,9 +1021,9 @@ var WebGLRenderer = new Class({
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// Camera mask is set during preRenderCamera.
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// Restore GL flags.
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this.gl.disable(this.gl.BLEND);
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this.gl.disable(this.gl.DEPTH_TEST);
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this.gl.enable(this.gl.CULL_FACE);
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gl.disable(gl.BLEND);
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gl.disable(gl.DEPTH_TEST);
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gl.enable(gl.CULL_FACE);
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// Re-enable compressed texture formats.
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this.compression = this.getCompressedTextures();
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@ -1025,6 +1034,7 @@ var WebGLRenderer = new Class({
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{
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wrapper.createResource();
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};
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ArrayEach(this.glTextureWrappers, wrapperCreateResource);
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ArrayEach(this.glBufferWrappers, wrapperCreateResource);
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ArrayEach(this.glFramebufferWrappers, wrapperCreateResource);
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@ -1059,7 +1069,10 @@ var WebGLRenderer = new Class({
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},
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/**
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* Create temporary WebGL textures to stop WebGL errors on mac os
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* Create temporary WebGL textures to stop WebGL errors on macOS.
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*
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* @method Phaser.Renderer.WebGL.WebGLRenderer#createTemporaryTextures
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* @since 3.60.0
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*/
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createTemporaryTextures: function ()
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{
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