/** * @author Richard Davey * @copyright 2019 Photon Storm Ltd. * @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License} */ var CanvasInterpolation = require('../display/canvas/CanvasInterpolation'); var CanvasPool = require('../display/canvas/CanvasPool'); var CONST = require('../const'); var Features = require('../device/Features'); /** * Called automatically by Phaser.Game and responsible for creating the renderer it will use. * * Relies upon two webpack global flags to be defined: `WEBGL_RENDERER` and `CANVAS_RENDERER` during build time, but not at run-time. * * @function Phaser.Core.CreateRenderer * @since 3.0.0 * * @param {Phaser.Game} game - The Phaser.Game instance on which the renderer will be set. */ var CreateRenderer = function (game) { var config = game.config; if ((config.customEnvironment || config.canvas) && config.renderType === CONST.AUTO) { throw new Error('Must set explicit renderType in custom environment'); } // Not a custom environment, didn't provide their own canvas and not headless, so determine the renderer: if (!config.customEnvironment && !config.canvas && config.renderType !== CONST.HEADLESS) { if (config.renderType === CONST.CANVAS || (config.renderType !== CONST.CANVAS && !Features.webGL)) { if (Features.canvas) { // They requested Canvas and their browser supports it config.renderType = CONST.CANVAS; } else { throw new Error('Cannot create Canvas or WebGL context, aborting.'); } } else { // Game requested WebGL and browser says it supports it config.renderType = CONST.WEBGL; } } // Pixel Art mode? if (!config.antialias) { CanvasPool.disableSmoothing(); } var baseSize = game.scale.baseSize; var width = baseSize.width; var height = baseSize.height; // Does the game config provide its own canvas element to use? if (config.canvas) { game.canvas = config.canvas; game.canvas.width = width; game.canvas.height = height; } else { game.canvas = CanvasPool.create(game, width, height, config.renderType); } // Does the game config provide some canvas css styles to use? if (config.canvasStyle) { game.canvas.style = config.canvasStyle; } // Pixel Art mode? if (!config.antialias) { CanvasInterpolation.setCrisp(game.canvas); } if (config.renderType === CONST.HEADLESS) { // Nothing more to do here return; } var CanvasRenderer; var WebGLRenderer; if (typeof WEBGL_RENDERER && typeof CANVAS_RENDERER) { CanvasRenderer = require('../renderer/canvas/CanvasRenderer'); WebGLRenderer = require('../renderer/webgl/WebGLRenderer'); // Let the config pick the renderer type, as both are included if (config.renderType === CONST.WEBGL) { game.renderer = new WebGLRenderer(game); } else { game.renderer = new CanvasRenderer(game); game.context = game.renderer.gameContext; } } if (typeof WEBGL_RENDERER && !typeof CANVAS_RENDERER) { WebGLRenderer = require('../renderer/webgl/WebGLRenderer'); // Force the type to WebGL, regardless what was requested config.renderType = CONST.WEBGL; game.renderer = new WebGLRenderer(game); } if (!typeof WEBGL_RENDERER && typeof CANVAS_RENDERER) { CanvasRenderer = require('../renderer/canvas/CanvasRenderer'); // Force the type to Canvas, regardless what was requested config.renderType = CONST.CANVAS; game.renderer = new CanvasRenderer(game); game.context = game.renderer.gameContext; } }; module.exports = CreateRenderer;