///
/**
* Stage
*
* The Stage controls the canvas on which everything is displayed. It handles display within the browser,
* focus handling, game resizing, scaling and the pause, boot and orientation screens.
*
* @package Phaser.Stage
* @author Richard Davey
* @copyright 2013 Photon Storm Ltd.
* @license https://github.com/photonstorm/phaser/blob/master/license.txt MIT License
*/
var Phaser;
(function (Phaser) {
var Stage = (function () {
/**
* Stage constructor
*
* Create a new Stage
with specific width and height.
*
* @param parent {number} ID of parent DOM element.
* @param width {number} Width of the stage.
* @param height {number} Height of the stage.
*/
function Stage(game, parent, width, height) {
var _this = this;
/**
* Background color of the stage (defaults to black). Set via the public backgroundColor property.
* @type {string}
*/
this._backgroundColor = 'rgb(0,0,0)';
/**
* Clear the whole stage every frame? (Default to true)
* @type {boolean}
*/
this.clear = true;
/**
* Do not use pause screen when game is paused?
* (Default to false, aka always use PauseScreen)
* @type {boolean}
*/
this.disablePauseScreen = false;
/**
* Do not use boot screen when engine starts?
* (Default to false, aka always use BootScreen)
* @type {boolean}
*/
this.disableBootScreen = false;
/**
* If set to true the game will never pause when the browser or browser tab loses focuses
* @type {boolean}
*/
this.disableVisibilityChange = false;
this.game = game;
this.canvas = document.createElement('canvas');
this.canvas.width = width;
this.canvas.height = height;
this.context = this.canvas.getContext('2d');
Phaser.CanvasUtils.addToDOM(this.canvas, parent, true);
Phaser.CanvasUtils.setTouchAction(this.canvas);
this.canvas.oncontextmenu = function (event) {
event.preventDefault();
};
this.css3 = new Phaser.Display.CSS3Filters(this.canvas);
this.scaleMode = Phaser.StageScaleMode.NO_SCALE;
this.scale = new Phaser.StageScaleMode(this.game, width, height);
this.getOffset(this.canvas);
this.bounds = new Phaser.Rectangle(this.offset.x, this.offset.y, width, height);
this.aspectRatio = width / height;
document.addEventListener('visibilitychange', function (event) {
return _this.visibilityChange(event);
}, false);
document.addEventListener('webkitvisibilitychange', function (event) {
return _this.visibilityChange(event);
}, false);
document.addEventListener('pagehide', function (event) {
return _this.visibilityChange(event);
}, false);
document.addEventListener('pageshow', function (event) {
return _this.visibilityChange(event);
}, false);
window.onblur = function (event) {
return _this.visibilityChange(event);
};
window.onfocus = function (event) {
return _this.visibilityChange(event);
};
}
/**
* Stage boot
*/
Stage.prototype.boot = function () {
this.bootScreen = new Phaser.BootScreen(this.game);
this.pauseScreen = new Phaser.PauseScreen(this.game, this.width, this.height);
this.orientationScreen = new Phaser.OrientationScreen(this.game);
this.scale.setScreenSize(true);
};
/**
* Update stage for rendering. This will handle scaling, clearing
* and PauseScreen/BootScreen updating and rendering.
*/
Stage.prototype.update = function () {
this.scale.update();
this.context.setTransform(1, 0, 0, 1, 0, 0);
if (this.clear || (this.game.paused && this.disablePauseScreen == false)) {
if (this.game.device.patchAndroidClearRectBug) {
this.context.fillStyle = this._backgroundColor;
this.context.fillRect(0, 0, this.width, this.height);
} else {
this.context.clearRect(0, 0, this.width, this.height);
}
}
if (this.game.paused && this.scale.incorrectOrientation) {
this.orientationScreen.update();
this.orientationScreen.render();
return;
}
if (this.game.isRunning == false && this.disableBootScreen == false) {
this.bootScreen.update();
this.bootScreen.render();
}
if (this.game.paused && this.disablePauseScreen == false) {
this.pauseScreen.update();
this.pauseScreen.render();
}
};
/**
* This method is called when the canvas elements visibility is changed.
*/
Stage.prototype.visibilityChange = function (event) {
if (this.disableVisibilityChange) {
return;
}
if (event.type == 'pagehide' || event.type == 'blur' || document['hidden'] == true || document['webkitHidden'] == true) {
if (this.game.paused == false) {
this.pauseGame();
}
} else {
if (this.game.paused == true) {
this.resumeGame();
}
}
};
Stage.prototype.enableOrientationCheck = function (forceLandscape, forcePortrait, imageKey) {
if (typeof imageKey === "undefined") { imageKey = ''; }
this.scale.forceLandscape = forceLandscape;
this.scale.forcePortrait = forcePortrait;
this.orientationScreen.enable(forceLandscape, forcePortrait, imageKey);
if (forceLandscape || forcePortrait) {
if ((this.scale.isLandscape && forcePortrait) || (this.scale.isPortrait && forceLandscape)) {
// They are in the wrong orientation right now
this.game.paused = true;
this.scale.incorrectOrientation = true;
} else {
this.scale.incorrectOrientation = false;
}
}
};
Stage.prototype.pauseGame = function () {
this.game.paused = true;
if (this.disablePauseScreen == false && this.pauseScreen) {
this.pauseScreen.onPaused();
}
this.saveCanvasValues();
};
Stage.prototype.resumeGame = function () {
if (this.disablePauseScreen == false && this.pauseScreen) {
this.pauseScreen.onResume();
}
this.restoreCanvasValues();
this.game.paused = false;
};
/**
* Get the DOM offset values of the given element
*/
Stage.prototype.getOffset = function (element, populateOffset) {
if (typeof populateOffset === "undefined") { populateOffset = true; }
var box = element.getBoundingClientRect();
var clientTop = element.clientTop || document.body.clientTop || 0;
var clientLeft = element.clientLeft || document.body.clientLeft || 0;
var scrollTop = window.pageYOffset || element.scrollTop || document.body.scrollTop;
var scrollLeft = window.pageXOffset || element.scrollLeft || document.body.scrollLeft;
if (populateOffset) {
this.offset = new Phaser.Point(box.left + scrollLeft - clientLeft, box.top + scrollTop - clientTop);
return this.offset;
} else {
return new Phaser.Point(box.left + scrollLeft - clientLeft, box.top + scrollTop - clientTop);
}
};
/**
* Save current canvas properties (strokeStyle, lineWidth and fillStyle) for later using.
*/
Stage.prototype.saveCanvasValues = function () {
this.strokeStyle = this.context.strokeStyle;
this.lineWidth = this.context.lineWidth;
this.fillStyle = this.context.fillStyle;
};
/**
* Restore current canvas values (strokeStyle, lineWidth and fillStyle) with saved values.
*/
Stage.prototype.restoreCanvasValues = function () {
this.context.strokeStyle = this.strokeStyle;
this.context.lineWidth = this.lineWidth;
this.context.fillStyle = this.fillStyle;
if (this.game.device.patchAndroidClearRectBug) {
this.context.fillStyle = this._backgroundColor;
this.context.fillRect(0, 0, this.width, this.height);
} else {
this.context.clearRect(0, 0, this.width, this.height);
}
};
Object.defineProperty(Stage.prototype, "backgroundColor", {
get: function () {
return this._backgroundColor;
},
set: function (color) {
this.canvas.style.backgroundColor = color;
this._backgroundColor = color;
},
enumerable: true,
configurable: true
});
Object.defineProperty(Stage.prototype, "x", {
get: function () {
return this.bounds.x;
},
enumerable: true,
configurable: true
});
Object.defineProperty(Stage.prototype, "y", {
get: function () {
return this.bounds.y;
},
enumerable: true,
configurable: true
});
Object.defineProperty(Stage.prototype, "width", {
get: function () {
return this.bounds.width;
},
enumerable: true,
configurable: true
});
Object.defineProperty(Stage.prototype, "height", {
get: function () {
return this.bounds.height;
},
enumerable: true,
configurable: true
});
Object.defineProperty(Stage.prototype, "centerX", {
get: function () {
return this.bounds.halfWidth;
},
enumerable: true,
configurable: true
});
Object.defineProperty(Stage.prototype, "centerY", {
get: function () {
return this.bounds.halfHeight;
},
enumerable: true,
configurable: true
});
Object.defineProperty(Stage.prototype, "randomX", {
get: function () {
return Math.round(Math.random() * this.bounds.width);
},
enumerable: true,
configurable: true
});
Object.defineProperty(Stage.prototype, "randomY", {
get: function () {
return Math.round(Math.random() * this.bounds.height);
},
enumerable: true,
configurable: true
});
return Stage;
})();
Phaser.Stage = Stage;
})(Phaser || (Phaser = {}));