phaser/src/boot/CreateRenderer.js
2018-07-17 22:43:52 +01:00

137 lines
4 KiB
JavaScript

/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2018 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.Boot.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;
// Game either requested Canvas,
// or requested AUTO or WEBGL but the browser doesn't support it, so fall back to Canvas
if (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();
}
// Does the game config provide its own canvas element to use?
if (config.canvas)
{
game.canvas = config.canvas;
}
else
{
game.canvas = CanvasPool.create(game, config.width * config.resolution, config.height * config.resolution, 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);
}
// Zoomed?
game.canvas.style.width = (config.width * config.zoom).toString() + 'px';
game.canvas.style.height = (config.height * config.zoom).toString() + 'px';
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);
// The WebGL Renderer sets this value during its init, not on construction
game.context = null;
}
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);
// The WebGL Renderer sets this value during its init, not on construction
game.context = null;
}
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;