/** * @author Richard Davey <rich@photonstorm.com> * @copyright 2014 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 {number} [width=256] - The width of the canvas element. * @param {number} [height=256] - The height of the canvas element.. * @param {string} [id=''] - If given this will be set as the ID of the canvas element, otherwise no ID will be set. * @param {boolean} [noCocoon=false] - CocoonJS only allows 1 screencanvas object, which should be your game. If you need to create another canvas (i.e. for a texture) set this to 'true'. * @return {HTMLCanvasElement} The newly created canvas element. */ create: function (width, height, id, noCocoon) { if (typeof noCocoon === 'undefined') { noCocoon = false; } width = width || 256; height = height || 256; if (noCocoon) { var canvas = document.createElement('canvas'); } else { var canvas = document.createElement(navigator.isCocoonJS ? 'screencanvas' : 'canvas'); } if (typeof id === 'string' && id !== '') { canvas.id = id; } canvas.width = width; canvas.height = height; canvas.style.display = 'block'; return canvas; }, /** * Get the DOM offset values of any given element * @method Phaser.Canvas.getOffset * @param {HTMLElement} element - The targeted element that we want to retrieve the offset. * @param {Phaser.Point} [point] - The point we want to take the x/y values of the offset. * @return {Phaser.Point} - A point objet with the offsetX and Y as its properties. */ getOffset: function (element, point) { point = point || new Phaser.Point(); var box = element.getBoundingClientRect(); var clientTop = element.clientTop || document.body.clientTop || 0; var clientLeft = element.clientLeft || document.body.clientLeft || 0; // Without this check Chrome is now throwing console warnings about strict vs. quirks :( var scrollTop = 0; var scrollLeft = 0; if (document.compatMode === 'CSS1Compat') { scrollTop = window.pageYOffset || document.documentElement.scrollTop || element.scrollTop || 0; scrollLeft = window.pageXOffset || document.documentElement.scrollLeft || element.scrollLeft || 0; } else { scrollTop = window.pageYOffset || document.body.scrollTop || element.scrollTop || 0; scrollLeft = window.pageXOffset || document.body.scrollLeft || element.scrollLeft || 0; } point.x = box.left + scrollLeft - clientLeft; point.y = box.top + scrollTop - clientTop; return point; }, /** * Returns the aspect ratio of the given canvas. * * @method Phaser.Canvas.getAspectRatio * @param {HTMLCanvasElement} canvas - The canvas to get the aspect ratio from. * @return {number} The ratio between canvas' width and height. */ getAspectRatio: function (canvas) { return canvas.width / canvas.height; }, /** * 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] - 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 set the touch action on. * @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 (typeof 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; }, /** * 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) { context['imageSmoothingEnabled'] = value; context['mozImageSmoothingEnabled'] = value; context['oImageSmoothingEnabled'] = value; context['webkitImageSmoothingEnabled'] = value; context['msImageSmoothingEnabled'] = value; return context; }, /** * 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) { canvas.style['image-rendering'] = 'optimizeSpeed'; canvas.style['image-rendering'] = 'crisp-edges'; canvas.style['image-rendering'] = '-moz-crisp-edges'; canvas.style['image-rendering'] = '-webkit-optimize-contrast'; canvas.style['image-rendering'] = 'optimize-contrast'; 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; } };