phaser/v3/merge/utils/Canvas.js
2016-11-23 00:17:46 +00:00

300 lines
10 KiB
JavaScript

/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2016 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 {object} parent - The object that will own the canvas that is created.
* @param {number} [width=256] - The width of the canvas element.
* @param {number} [height=256] - The height of the canvas element..
* @param {string} [id=(none)] - If specified, and not the empty string, this will be set as the ID of the canvas element. Otherwise no ID will be set.
* @param {boolean} [skipPool=false] - If `true` the canvas will not be placed in the CanvasPool global.
* @return {HTMLCanvasElement} The newly created canvas element.
*/
create: function (parent, width, height, id, skipPool) {
width = width || 256;
height = height || 256;
var canvas = (skipPool) ? document.createElement('canvas') : Phaser.CanvasPool.create(parent, width, height);
if (typeof id === 'string' && id !== '')
{
canvas.id = id;
}
canvas.width = width;
canvas.height = height;
canvas.style.display = 'block';
return canvas;
},
/**
* 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='rgb(0,0,0)'] - 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 be added to the DOM.
* @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 (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;
},
/**
* Removes the given canvas element from the DOM.
*
* @method Phaser.Canvas.removeFromDOM
* @param {HTMLCanvasElement} canvas - The canvas to be removed from the DOM.
*/
removeFromDOM: function (canvas) {
if (canvas.parentNode)
{
canvas.parentNode.removeChild(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) {
var s = Phaser.Canvas.getSmoothingPrefix(context);
if (s)
{
context[s] = value;
}
return context;
},
/**
* Gets the Smoothing Enabled vendor prefix being used on the given context, or null if not set.
*
* @method Phaser.Canvas.getSmoothingPrefix
* @param {CanvasRenderingContext2D} context - The context to enable or disable the image smoothing on.
* @return {string|null} Returns the smoothingEnabled vendor prefix, or null if not set on the context.
*/
getSmoothingPrefix: function (context) {
var vendor = [ 'i', 'webkitI', 'msI', 'mozI', 'oI' ];
for (var prefix in vendor)
{
var s = vendor[prefix] + 'mageSmoothingEnabled';
if (s in context)
{
return s;
}
}
return null;
},
/**
* Returns `true` if the given context has image smoothing enabled, otherwise returns `false`.
*
* @method Phaser.Canvas.getSmoothingEnabled
* @param {CanvasRenderingContext2D} context - The context to check for smoothing on.
* @return {boolean} True if the given context has image smoothing enabled, otherwise false.
*/
getSmoothingEnabled: function (context) {
var s = Phaser.Canvas.getSmoothingPrefix(context);
if (s)
{
return context[s];
}
},
/**
* 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) {
var types = [ 'optimizeSpeed', 'crisp-edges', '-moz-crisp-edges', '-webkit-optimize-contrast', 'optimize-contrast', 'pixelated' ];
for (var i = 0; i < types.length; i++)
{
canvas.style['image-rendering'] = types[i];
}
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;
}
};