This commit is contained in:
Felipe Alfonso 2018-01-26 00:48:01 -03:00
commit fe22495000
7 changed files with 165 additions and 52 deletions

View file

@ -9,7 +9,8 @@
"WEBGL_RENDERER": true,
"CANVAS_RENDERER": true,
"Phaser": true,
"p2": true
"p2": true,
"ActiveXObject": true
},
"rules": {

View file

@ -1,14 +1,15 @@
/**
* [description]
* Adds the given element to the DOM. If a parent is provided the element is added as a child of the parent, providing it was able to access it.
* If no parent was given or falls back to using `document.body`.
*
* @function Phaser.Dom.AddToDOM
* @since 3.0.0
*
* @param {any} element - [description]
* @param {any} parent - [description]
* @param {object} element - The element to be added to the DOM. Usually a Canvas object.
* @param {string|object} [parent] - The parent in which to add the element. Can be a string which is passed to `getElementById` or an actual DOM object.
* @param {boolean} [overflowHidden=true] - [description]
*
* @return {any} [description]
* @return {object} The element that was added to the DOM.
*/
var AddToDOM = function (element, parent, overflowHidden)
{

View file

@ -3,7 +3,9 @@ var OS = require('../device/OS');
var isBooted = false;
/**
* [description]
* Inspects the readyState of the document. If the document is already complete then it invokes the given callback.
* If not complete it sets up several event listeners such as `deviceready`, and once those fire, it invokes the callback.
* Called automatically by the Phaser.Game instance. Should not usually be access directly.
*
* @function Phaser.Dom.DOMContentLoaded
* @since 3.0.0

View file

@ -1,12 +1,14 @@
/**
* [description]
* Takes the given data string and parses it as XML.
* First tries to use the window.DOMParser and reverts to the Microsoft.XMLDOM if that fails.
* The parsed XML object is returned, or `null` if there was an error while parsing the data.
*
* @function Phaser.Dom.ParseXML
* @since 3.0.0
*
* @param {string} data - The XML source stored in a string.
*
* @return {any} [description]
* @return {any} The parsed XML data, or `null` if the data could not be parsed.
*/
var ParseXML = function (data)
{

View file

@ -1,10 +1,10 @@
/**
* [description]
* Attempts to remove the element from its parentNode in the DOM.
*
* @function Phaser.Dom.RemoveFromDOM
* @since 3.0.0
*
* @param {any} element - [description]
* @param {any} element - The DOM element to remove from its parent node.
*/
var RemoveFromDOM = function (element)
{

View file

@ -1,67 +1,149 @@
var Class = require('../utils/Class');
var NOOP = require('../utils/NOOP');
// Abstracts away the use of RAF or setTimeOut for the core game update loop.
var RequestAnimationFrame = function ()
{
// @property {boolean} isRunning - true if RequestAnimationFrame is running, otherwise false.
this.isRunning = false;
var RequestAnimationFrame = new Class({
this.callback = NOOP;
initialize:
this.tick = 0;
// @property {boolean} isSetTimeOut - True if the browser is using setTimeout instead of rAf.
this.isSetTimeOut = false;
// @property {number} timeOutID - The callback setTimeout or rAf callback ID used when calling cancel.
this.timeOutID = null;
var _this = this;
// timestamp = DOMHighResTimeStamp
var step = function (timestamp)
/**
* Abstracts away the use of RAF or setTimeOut for the core game update loop.
* This is invoked automatically by the Phaser.Game instance.
*
* @class RequestAnimationFrame
* @memberOf Phaser.DOM
* @constructor
* @since 3.0.0
*/
function RequestAnimationFrame ()
{
_this.tick = timestamp;
/**
* True if RequestAnimationFrame is running, otherwise false.
*
* @property {boolean} isRunning
* @default false
* @since 3.0.0
*/
this.isRunning = false;
_this.callback(timestamp);
/**
* The callback to be invoked each step.
*
* @property {function} callback
* @since 3.0.0
*/
this.callback = NOOP;
_this.timeOutID = window.requestAnimationFrame(step);
};
/**
* The most recent timestamp. Either a DOMHighResTimeStamp under RAF or `Date.now` under SetTimeout.
*
* @property {DOMHighResTimeStamp|number} tick
* @default 0
* @since 3.0.0
*/
this.tick = 0;
var stepTimeout = function ()
{
var d = Date.now();
/**
* True if the step is using setTimeout instead of RAF.
*
* @property {boolean} isSetTimeOut
* @default false
* @since 3.0.0
*/
this.isSetTimeOut = false;
_this.tick = d;
/**
* The setTimeout or RAF callback ID used when canceling them.
*
* @property {?number} timeOutID
* @default null
* @since 3.0.0
*/
this.timeOutID = null;
_this.callback(d);
/**
* The previous time the step was called.
*
* @property {number} lastTime
* @default 0
* @since 3.0.0
*/
this.lastTime = 0;
_this.timeOutID = window.setTimeout(stepTimeout, _this.timeToCall);
};
var _this = this;
this.step = step;
this.stepTimeout = stepTimeout;
};
/**
* The RAF step function.
* Updates the local tick value, invokes the callback and schedules another call to requestAnimationFrame.
*
* @property {function} step
* @since 3.0.0
*/
this.step = function step (timestamp)
{
// DOMHighResTimeStamp
_this.lastTime = _this.tick;
RequestAnimationFrame.prototype.constructor = RequestAnimationFrame;
_this.tick = timestamp;
RequestAnimationFrame.prototype = {
_this.callback(timestamp);
// Starts the requestAnimationFrame running or setTimeout if unavailable in browser
_this.timeOutID = window.requestAnimationFrame(step);
};
/**
* The SetTimeout step function.
* Updates the local tick value, invokes the callback and schedules another call to setTimeout.
*
* @property {function} stepTimeout
* @since 3.0.0
*/
this.stepTimeout = function stepTimeout ()
{
var d = Date.now();
var delay = Math.max(16 + _this.lastTime - d, 0);
_this.lastTime = _this.tick;
_this.tick = d;
_this.callback(d);
_this.timeOutID = window.setTimeout(stepTimeout, delay);
};
},
/**
* Starts the requestAnimationFrame or setTimeout process running.
*
* @method Phaser.DOM.RequestAnimationFrame#start
* @since 3.0.0
*
* @param {function} callback - The callback to invoke each step.
* @param {boolean} forceSetTimeOut - Should it use SetTimeout, even if RAF is available?
*/
start: function (callback, forceSetTimeOut)
{
if (this.isRunning)
{
return;
}
this.callback = callback;
this.isSetTimeOut = forceSetTimeOut;
this.isRunning = true;
var _this = this;
this.timeOutID = (forceSetTimeOut) ? window.setTimeout(_this.stepTimeout, 0) : window.requestAnimationFrame(_this.step);
this.timeOutID = (forceSetTimeOut) ? window.setTimeout(this.stepTimeout, 0) : window.requestAnimationFrame(this.step);
},
// Stops the requestAnimationFrame from running.
/**
* Stops the requestAnimationFrame or setTimeout from running.
*
* @method Phaser.DOM.RequestAnimationFrame#stop
* @since 3.0.0
*/
stop: function ()
{
this.isRunning = false;
@ -76,6 +158,12 @@ RequestAnimationFrame.prototype = {
}
},
/**
* Stops the step from running and clears the callback reference.
*
* @method Phaser.DOM.RequestAnimationFrame#destroy
* @since 3.0.0
*/
destroy: function ()
{
this.stop();
@ -83,6 +171,6 @@ RequestAnimationFrame.prototype = {
this.callback = NOOP;
}
};
});
module.exports = RequestAnimationFrame;

View file

@ -2,24 +2,43 @@ var Class = require('../utils/Class');
var EE = require('eventemitter3');
var PluginManager = require('../plugins/PluginManager');
// Phaser.EventEmitter
var EventEmitter = new Class({
Extends: EE,
initialize:
/**
* EventEmitter is a Scene Systems plugin compatible version of eventemitter3.
*
* @class EventEmitter
* @extends eventemitter3
* @memberOf Phaser.Events
* @constructor
* @since 3.0.0
*/
function EventEmitter ()
{
EE.call(this);
},
/**
* Removes all listeners.
*
* @method Phaser.Events.EventEmitter#shutdown
* @since 3.0.0
*/
shutdown: function ()
{
this.removeAllListeners();
},
/**
* Removes all listeners.
*
* @method Phaser.Events.EventEmitter#destroy
* @since 3.0.0
*/
destroy: function ()
{
this.removeAllListeners();