phaser/src/boot/CreateRenderer.js
2018-01-25 00:48:48 +00:00

117 lines
3.4 KiB
JavaScript

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.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.pixelArt)
{
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.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.pixelArt)
{
CanvasInterpolation.setCrisp(game.canvas);
}
// Zoomed?
if (config.zoom !== 1)
{
game.canvas.style.width = (config.width * config.zoom).toString() + 'px';
game.canvas.style.height = (config.height * config.zoom).toString() + 'px';
}
var CanvasRenderer;
var WebGLRenderer;
if (WEBGL_RENDERER && CANVAS_RENDERER)
{
CanvasRenderer = require('../renderer/canvas/CanvasRenderer');
WebGLRenderer = require('../renderer/webgl/WebGLRenderer');
// Let the config pick the renderer type, both are included
if (config.renderType === CONST.WEBGL)
{
game.renderer = new WebGLRenderer(game);
game.context = null;
}
else
{
game.renderer = new CanvasRenderer(game);
game.context = game.renderer.gameContext;
}
}
if (WEBGL_RENDERER && !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);
game.context = null;
}
if (!WEBGL_RENDERER && 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;