Added willRender override and start of event handling

This commit is contained in:
Richard Davey 2018-07-19 13:22:13 +01:00
parent 6a3274b483
commit de4428ac52

View file

@ -58,6 +58,8 @@ var DOMElement = new Class({
this.parent = scene.sys.game.domContainer;
this.cache = scene.sys.cache.html;
this.node;
this.skewX = 0;
@ -94,6 +96,41 @@ var DOMElement = new Class({
return this;
},
/**
* Compares the renderMask with the renderFlags to see if this Game Object will render or not.
*
* @method Phaser.GameObjects.GameObject#willRender
* @since 3.0.0
*
* @return {boolean} True if the Game Object should be rendered, otherwise false.
*/
willRender: function ()
{
return true;
},
listen: function (events)
{
if (!this.node)
{
return;
}
events = events.split(' ');
for (var i = 0; i < events.length; i++)
{
this.node.addEventListener(events[i], this.dispatchNativeEvent.bind(this), false);
}
return this;
},
dispatchNativeEvent: function (event)
{
this.emit(event.type, event);
},
setElement: function (element)
{
var target;
@ -118,6 +155,10 @@ var DOMElement = new Class({
target.style.display = 'inline';
target.style.position = 'absolute';
// Node handler
target.phaserElement = this;
if (this.parent)
{
this.parent.appendChild(target);
@ -132,13 +173,15 @@ var DOMElement = new Class({
createFromCache: function (key, elementType)
{
return this.createFromHTML(this.scene.sys.cache.text.get(key), elementType);
return this.createFromHTML(this.cache.get(key), elementType);
},
createFromHTML: function (html, elementType)
{
if (elementType === undefined) { elementType = 'div'; }
console.log(html);
var element = document.createElement(elementType);
element.innerHTML = html;