/** * @author Richard Davey <rich@photonstorm.com> * @copyright 2016 Photon Storm Ltd. * @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License} */ /** * The Canvas class handles everything related to creating the `canvas` DOM tag that Phaser will use, * including styles, offset and aspect ratio. * * @class Phaser.Canvas * @static */ Phaser.Canvas = { /** * Creates a `canvas` DOM element. The element is not automatically added to the document. * * @method Phaser.Canvas.create * @param {object} parent - The object that will own the canvas that is created. * @param {number} [width=256] - The width of the canvas element. * @param {number} [height=256] - The height of the canvas element.. * @param {string} [id=(none)] - If specified, and not the empty string, this will be set as the ID of the canvas element. Otherwise no ID will be set. * @param {boolean} [skipPool=false] - If `true` the canvas will not be placed in the CanvasPool global. * @return {HTMLCanvasElement} The newly created canvas element. */ create: function (parent, width, height, id, skipPool) { width = width || 256; height = height || 256; if (skipPool === undefined) { var canvas = PIXI.CanvasPool.create(parent, width, height); } else { var canvas = document.createElement('canvas'); } if (typeof id === 'string' && id !== '') { canvas.id = id; } canvas.width = width; canvas.height = height; canvas.style.display = 'block'; return canvas; }, /** * Sets the background color behind the canvas. This changes the canvas style property. * * @method Phaser.Canvas.setBackgroundColor * @param {HTMLCanvasElement} canvas - The canvas to set the background color on. * @param {string} [color='rgb(0,0,0)'] - The color to set. Can be in the format 'rgb(r,g,b)', or '#RRGGBB' or any valid CSS color. * @return {HTMLCanvasElement} Returns the source canvas. */ setBackgroundColor: function (canvas, color) { color = color || 'rgb(0,0,0)'; canvas.style.backgroundColor = color; return canvas; }, /** * Sets the touch-action property on the canvas style. Can be used to disable default browser touch actions. * * @method Phaser.Canvas.setTouchAction * @param {HTMLCanvasElement} canvas - The canvas to set the touch action on. * @param {string} [value] - The touch action to set. Defaults to 'none'. * @return {HTMLCanvasElement} The source canvas. */ setTouchAction: function (canvas, value) { value = value || 'none'; canvas.style.msTouchAction = value; canvas.style['ms-touch-action'] = value; canvas.style['touch-action'] = value; return canvas; }, /** * Sets the user-select property on the canvas style. Can be used to disable default browser selection actions. * * @method Phaser.Canvas.setUserSelect * @param {HTMLCanvasElement} canvas - The canvas to set the touch action on. * @param {string} [value] - The touch action to set. Defaults to 'none'. * @return {HTMLCanvasElement} The source canvas. */ setUserSelect: function (canvas, value) { value = value || 'none'; canvas.style['-webkit-touch-callout'] = value; canvas.style['-webkit-user-select'] = value; canvas.style['-khtml-user-select'] = value; canvas.style['-moz-user-select'] = value; canvas.style['-ms-user-select'] = value; canvas.style['user-select'] = value; canvas.style['-webkit-tap-highlight-color'] = 'rgba(0, 0, 0, 0)'; return canvas; }, /** * Adds the given canvas element to the DOM. The canvas will be added as a child of the given parent. * If no parent is given it will be added as a child of the document.body. * * @method Phaser.Canvas.addToDOM * @param {HTMLCanvasElement} canvas - The canvas to be added to the DOM. * @param {string|HTMLElement} parent - The DOM element to add the canvas to. * @param {boolean} [overflowHidden=true] - If set to true it will add the overflow='hidden' style to the parent DOM element. * @return {HTMLCanvasElement} Returns the source canvas. */ addToDOM: function (canvas, parent, overflowHidden) { var target; if (overflowHidden === undefined) { overflowHidden = true; } if (parent) { if (typeof parent === 'string') { // hopefully an element ID target = document.getElementById(parent); } else if (typeof parent === 'object' && parent.nodeType === 1) { // quick test for a HTMLelement target = parent; } } // Fallback, covers an invalid ID and a non HTMLelement object if (!target) { target = document.body; } if (overflowHidden && target.style) { target.style.overflow = 'hidden'; } target.appendChild(canvas); return canvas; }, /** * Removes the given canvas element from the DOM. * * @method Phaser.Canvas.removeFromDOM * @param {HTMLCanvasElement} canvas - The canvas to be removed from the DOM. */ removeFromDOM: function (canvas) { if (canvas.parentNode) { canvas.parentNode.removeChild(canvas); } }, /** * Sets the transform of the given canvas to the matrix values provided. * * @method Phaser.Canvas.setTransform * @param {CanvasRenderingContext2D} context - The context to set the transform on. * @param {number} translateX - The value to translate horizontally by. * @param {number} translateY - The value to translate vertically by. * @param {number} scaleX - The value to scale horizontally by. * @param {number} scaleY - The value to scale vertically by. * @param {number} skewX - The value to skew horizontaly by. * @param {number} skewY - The value to skew vertically by. * @return {CanvasRenderingContext2D} Returns the source context. */ setTransform: function (context, translateX, translateY, scaleX, scaleY, skewX, skewY) { context.setTransform(scaleX, skewX, skewY, scaleY, translateX, translateY); return context; }, /** * Sets the Image Smoothing property on the given context. Set to false to disable image smoothing. * By default browsers have image smoothing enabled, which isn't always what you visually want, especially * when using pixel art in a game. Note that this sets the property on the context itself, so that any image * drawn to the context will be affected. This sets the property across all current browsers but support is * patchy on earlier browsers, especially on mobile. * * @method Phaser.Canvas.setSmoothingEnabled * @param {CanvasRenderingContext2D} context - The context to enable or disable the image smoothing on. * @param {boolean} value - If set to true it will enable image smoothing, false will disable it. * @return {CanvasRenderingContext2D} Returns the source context. */ setSmoothingEnabled: function (context, value) { var s = Phaser.Canvas.getSmoothingPrefix(context); if (s) { context[s] = value; } return context; }, /** * Gets the Smoothing Enabled vendor prefix being used on the given context, or null if not set. * * @method Phaser.Canvas.getSmoothingPrefix * @param {CanvasRenderingContext2D} context - The context to enable or disable the image smoothing on. * @return {string|null} Returns the smoothingEnabled vendor prefix, or null if not set on the context. */ getSmoothingPrefix: function (context) { var vendor = [ 'i', 'webkitI', 'msI', 'mozI', 'oI' ]; for (var prefix in vendor) { var s = vendor[prefix] + 'mageSmoothingEnabled'; if (s in context) { return s; } } return null; }, /** * Returns `true` if the given context has image smoothing enabled, otherwise returns `false`. * * @method Phaser.Canvas.getSmoothingEnabled * @param {CanvasRenderingContext2D} context - The context to check for smoothing on. * @return {boolean} True if the given context has image smoothing enabled, otherwise false. */ getSmoothingEnabled: function (context) { var s = Phaser.Canvas.getSmoothingPrefix(context); if (s) { return context[s]; } }, /** * Sets the CSS image-rendering property on the given canvas to be 'crisp' (aka 'optimize contrast' on webkit). * Note that if this doesn't given the desired result then see the setSmoothingEnabled. * * @method Phaser.Canvas.setImageRenderingCrisp * @param {HTMLCanvasElement} canvas - The canvas to set image-rendering crisp on. * @return {HTMLCanvasElement} Returns the source canvas. */ setImageRenderingCrisp: function (canvas) { var types = [ 'optimizeSpeed', 'crisp-edges', '-moz-crisp-edges', '-webkit-optimize-contrast', 'optimize-contrast', 'pixelated' ]; for (var i = 0; i < types.length; i++) { canvas.style['image-rendering'] = types[i]; } canvas.style.msInterpolationMode = 'nearest-neighbor'; return canvas; }, /** * Sets the CSS image-rendering property on the given canvas to be 'bicubic' (aka 'auto'). * Note that if this doesn't given the desired result then see the CanvasUtils.setSmoothingEnabled method. * * @method Phaser.Canvas.setImageRenderingBicubic * @param {HTMLCanvasElement} canvas The canvas to set image-rendering bicubic on. * @return {HTMLCanvasElement} Returns the source canvas. */ setImageRenderingBicubic: function (canvas) { canvas.style['image-rendering'] = 'auto'; canvas.style.msInterpolationMode = 'bicubic'; return canvas; } };