Added jsdocs

This commit is contained in:
Richard Davey 2018-03-05 02:24:47 +00:00
parent 4d16b0c00a
commit 4c59d9a35d
7 changed files with 175 additions and 7 deletions

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@ -1,11 +1,49 @@
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2018 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
var CanvasPool = require('../../display/canvas/CanvasPool');
var Class = require('../../utils/Class');
var Components = require('../components');
var CONST = require('../../const');
var GameObject = require('../GameObject');
var RenderTextureWebGL = require('./RenderTextureWebGL');
var RenderTextureCanvas = require('./RenderTextureCanvas');
var Render = require('./RenderTextureRender');
var CanvasPool = require('../../display/canvas/CanvasPool');
var RenderTextureCanvas = require('./RenderTextureCanvas');
var RenderTextureWebGL = require('./RenderTextureWebGL');
/**
* @classdesc
* A Render Texture.
*
* @class RenderTexture
* @extends Phaser.GameObjects.GameObject
* @memberOf Phaser.GameObjects
* @constructor
* @since 3.2.0
*
* @extends Phaser.GameObjects.Components.Alpha
* @extends Phaser.GameObjects.Components.BlendMode
* @extends Phaser.GameObjects.Components.Depth
* @extends Phaser.GameObjects.Components.Flip
* @extends Phaser.GameObjects.Components.GetBounds
* @extends Phaser.GameObjects.Components.MatrixStack
* @extends Phaser.GameObjects.Components.Origin
* @extends Phaser.GameObjects.Components.Pipeline
* @extends Phaser.GameObjects.Components.ScaleMode
* @extends Phaser.GameObjects.Components.ScrollFactor
* @extends Phaser.GameObjects.Components.Size
* @extends Phaser.GameObjects.Components.Tint
* @extends Phaser.GameObjects.Components.Transform
* @extends Phaser.GameObjects.Components.Visible
*
* @param {Phaser.Scene} scene - The Scene to which this Game Object belongs. A Game Object can only belong to one Scene at a time.
* @param {number} x - The horizontal position of this Game Object in the world.
* @param {number} y - The vertical position of this Game Object in the world.
* @param {integer} [width=32] - The width of the Render Texture.
* @param {integer} [height=32] - The height of the Render Texture.
*/
var RenderTexture = new Class({
Extends: GameObject,
@ -32,12 +70,16 @@ var RenderTexture = new Class({
function RenderTexture (scene, x, y, width, height)
{
if (width === undefined) { width = 32; }
if (height === undefined) { height = 32; }
GameObject.call(this, scene, 'RenderTexture');
this.initMatrixStack();
this.renderer = scene.sys.game.renderer;
if (this.renderer.type === Phaser.WEBGL)
if (this.renderer.type === CONST.WEBGL)
{
var gl = this.renderer.gl;
this.gl = gl;
@ -48,7 +90,7 @@ var RenderTexture = new Class({
this.texture = this.renderer.createTexture2D(0, gl.NEAREST, gl.NEAREST, gl.CLAMP_TO_EDGE, gl.CLAMP_TO_EDGE, gl.RGBA, null, width, height, false);
this.framebuffer = this.renderer.createFramebuffer(width, height, this.texture, false);
}
else
else if (this.renderer.type === CONST.CANVAS)
{
this.fill = RenderTextureCanvas.fill;
this.clear = RenderTextureCanvas.clear;
@ -63,16 +105,57 @@ var RenderTexture = new Class({
this.initPipeline('TextureTintPipeline');
},
/**
* [description]
*
* @method Phaser.GameObjects.RenderTexture#destroy
* @since 3.2.0
*/
destroy: function ()
{
GameObject.destroy.call(this);
if (this.renderer.type === Phaser.WEBGL)
if (this.renderer.type === CONST.WEBGL)
{
this.renderer.deleteTexture(this.texture);
this.renderer.deleteFramebuffer(this.framebuffer);
}
}
/**
* Fills the Render Texture with the given color.
*
* @method Phaser.GameObjects.RenderTexture#fill
* @since 3.2.0
*
* @param {number} rgb - The color to fill the Render Texture with.
*
* @return {Phaser.GameObjects.RenderTexture} This Game Object.
*/
/**
* Clears the Render Texture.
*
* @method Phaser.GameObjects.RenderTexture#clear
* @since 3.2.0
*
* @return {Phaser.GameObjects.RenderTexture} This Game Object.
*/
/**
* Draws a texture frame to the Render Texture at the given position.
*
* @method Phaser.GameObjects.RenderTexture#draw
* @since 3.2.0
*
* @param {string} texture - The key of the Texture this Game Object will use to render with, as stored in the Texture Manager.
* @param {string|integer} [frame] - An optional frame from the Texture this Game Object is rendering with.
* @param {number} x - The x position to draw the frame at.
* @param {number} y - The y position to draw the frame at.
*
* @return {Phaser.GameObjects.RenderTexture} This Game Object.
*/
});
module.exports = RenderTexture;

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@ -1,5 +1,25 @@
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2018 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
var GameObject = require('../GameObject');
/**
* Renders this Game Object with the Canvas Renderer to the given Camera.
* The object will not render if any of its renderFlags are set or it is being actively filtered out by the Camera.
* This method should not be called directly. It is a utility function of the Render module.
*
* @method Phaser.GameObjects.RenderTexture#renderCanvas
* @since 3.2.0
* @private
*
* @param {Phaser.Renderer.CanvasRenderer} renderer - A reference to the current active Canvas renderer.
* @param {Phaser.GameObjects.RenderTexture} renderTexture - The Game Object being rendered in this call.
* @param {number} interpolationPercentage - Reserved for future use and custom pipelines.
* @param {Phaser.Cameras.Scene2D.Camera} camera - The Camera that is rendering the Game Object.
*/
var RenderTextureCanvasRenderer = function (renderer, renderTexture, interpolationPercentage, camera)
{
if (GameObject.RENDER_MASK !== renderTexture.renderFlags || (renderTexture.cameraFilter > 0 && (renderTexture.cameraFilter & camera._id)))

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@ -1,8 +1,26 @@
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2018 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
var BuildGameObject = require('../BuildGameObject');
var GameObjectCreator = require('../GameObjectCreator');
var GetAdvancedValue = require('../../utils/object/GetAdvancedValue');
var RenderTexture = require('./RenderTexture');
/**
* Creates a new Render Texture Game Object and returns it.
*
* Note: This method will only be available if the Render Texture Game Object has been built into Phaser.
*
* @method Phaser.GameObjects.GameObjectCreator#renderTexture
* @since 3.2.0
*
* @param {object} config - [description]
*
* @return {Phaser.GameObjects.RenderTexture} The Game Object that was created.
*/
GameObjectCreator.register('renderTexture', function (config)
{
var x = GetAdvancedValue(config, 'x', 0);

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@ -1,6 +1,27 @@
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2018 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
var GameObjectFactory = require('../GameObjectFactory');
var RenderTexture = require('./RenderTexture');
/**
* Creates a new Render Texture Game Object and adds it to the Scene.
*
* Note: This method will only be available if the Render Texture Game Object has been built into Phaser.
*
* @method Phaser.GameObjects.GameObjectFactory#renderTexture
* @since 3.2.0
*
* @param {number} x - The horizontal position of this Game Object in the world.
* @param {number} y - The vertical position of this Game Object in the world.
* @param {integer} [width=32] - The width of the Render Texture.
* @param {integer} [height=32] - The height of the Render Texture.
*
* @return {Phaser.GameObjects.RenderTexture} The Game Object that was created.
*/
GameObjectFactory.register('renderTexture', function (x, y, width, height)
{
return this.displayList.add(new RenderTexture(this.scene, x, y, width, height));

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@ -1,3 +1,9 @@
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2018 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
var renderWebGL = require('../../utils/NOOP');
var renderCanvas = require('../../utils/NOOP');

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@ -1,5 +1,25 @@
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2018 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
var GameObject = require('../GameObject');
/**
* Renders this Game Object with the Canvas Renderer to the given Camera.
* The object will not render if any of its renderFlags are set or it is being actively filtered out by the Camera.
* This method should not be called directly. It is a utility function of the Render module.
*
* @method Phaser.GameObjects.RenderTexture#renderWebgl
* @since 3.2.0
* @private
*
* @param {Phaser.Renderer.WebGLRenderer} renderer - A reference to the current active Canvas renderer.
* @param {Phaser.GameObjects.RenderTexture} renderTexture - The Game Object being rendered in this call.
* @param {number} interpolationPercentage - Reserved for future use and custom pipelines.
* @param {Phaser.Cameras.Scene2D.Camera} camera - The Camera that is rendering the Game Object.
*/
var RenderTextureWebGLRenderer = function (renderer, renderTexture, interpolationPercentage, camera)
{
if (GameObject.RENDER_MASK !== renderTexture.renderFlags || (renderTexture.cameraFilter > 0 && (renderTexture.cameraFilter & camera._id)))

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@ -117,7 +117,7 @@ var Sprite = new Class({
* @param {boolean} ignoreIfPlaying - [description]
* @param {integer|string} startFrame - [description]
*
* @return {[type]} [description]
* @return {Phaser.GameObjects.Sprite} This Game Object.
*/
play: function (key, ignoreIfPlaying, startFrame)
{