/// /** * @author Richard Davey * @copyright 2013 Photon Storm Ltd. * @license https://github.com/photonstorm/phaser/blob/master/license.txt MIT License * @module Phaser */ var Phaser; (function (Phaser) { /** * A collection of methods useful for manipulating canvas objects. * * @class CanvasUtils */ var CanvasUtils = (function () { function CanvasUtils() { } CanvasUtils.getAspectRatio = /** * Returns the aspect ratio of the given canvas. * * @method getAspectRatio * @param {HTMLCanvasElement} canvas The canvas to get the aspect ratio from. * @return {Number} Returns true on success */ function getAspectRatio(canvas) { return canvas.width / canvas.height; }; CanvasUtils.setBackgroundColor = /** * Sets the background color behind the canvas. This changes the canvas style property. * * @method 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. */ function setBackgroundColor(canvas, color) { if (typeof color === "undefined") { color = 'rgb(0,0,0)'; } canvas.style.backgroundColor = color; return canvas; }; CanvasUtils.setTouchAction = /** * Sets the touch-action property on the canvas style. Can be used to disable default browser touch actions. * * @method 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} Returns the source canvas. */ function setTouchAction(canvas, value) { if (typeof value === "undefined") { value = 'none'; } canvas.style.msTouchAction = value; canvas.style['ms-touch-action'] = value; canvas.style['touch-action'] = value; return canvas; }; CanvasUtils.addToDOM = /** * 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 addToDOM * @param {HTMLCanvasElement} canvas The canvas to set the touch action on. * @param {String} parent The DOM element to add the canvas to. Defaults to ''. * @param {bool} overflowHidden If set to true it will add the overflow='hidden' style to the parent DOM element. * @return {HTMLCanvasElement} Returns the source canvas. */ function addToDOM(canvas, parent, overflowHidden) { if (typeof parent === "undefined") { parent = ''; } if (typeof overflowHidden === "undefined") { overflowHidden = true; } if((parent !== '' || parent !== null) && document.getElementById(parent)) { document.getElementById(parent).appendChild(canvas); if(overflowHidden) { document.getElementById(parent).style.overflow = 'hidden'; } } else { document.body.appendChild(canvas); } return canvas; }; CanvasUtils.setTransform = /** * Sets the transform of the given canvas to the matrix values provided. * * @method 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. */ function setTransform(context, translateX, translateY, scaleX, scaleY, skewX, skewY) { context.setTransform(scaleX, skewX, skewY, scaleY, translateX, translateY); return context; }; CanvasUtils.setSmoothingEnabled = /** * 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 setSmoothingEnabled * @param {CanvasRenderingContext2D} context The context to enable or disable the image smoothing on. * @param {bool} overflowHidden If set to true it will enable image smoothing, false will disable it. * @return {CanvasRenderingContext2D} Returns the source context. */ function setSmoothingEnabled(context, value) { context['imageSmoothingEnabled'] = value; context['mozImageSmoothingEnabled'] = value; context['oImageSmoothingEnabled'] = value; context['webkitImageSmoothingEnabled'] = value; context['msImageSmoothingEnabled'] = value; return context; }; CanvasUtils.setImageRenderingCrisp = /** * 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 CanvasUtils.setSmoothingEnabled method. * * @method setImageRenderingCrisp * @param {HTMLCanvasElement} canvas The canvas to set image-rendering crisp on. * @return {HTMLCanvasElement} Returns the source canvas. */ function setImageRenderingCrisp(canvas) { canvas.style['image-rendering'] = 'crisp-edges'; canvas.style['image-rendering'] = '-moz-crisp-edges'; canvas.style['image-rendering'] = '-webkit-optimize-contrast'; canvas.style.msInterpolationMode = 'nearest-neighbor'; return canvas; }; CanvasUtils.setImageRenderingBicubic = /** * 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 setImageRenderingBicubic * @param {HTMLCanvasElement} canvas The canvas to set image-rendering bicubic on. * @return {HTMLCanvasElement} Returns the source canvas. */ function setImageRenderingBicubic(canvas) { canvas.style['image-rendering'] = 'auto'; canvas.style.msInterpolationMode = 'bicubic'; return canvas; }; return CanvasUtils; })(); Phaser.CanvasUtils = CanvasUtils; })(Phaser || (Phaser = {}));