mirror of
https://github.com/photonstorm/phaser
synced 2024-12-18 09:03:29 +00:00
300 lines
10 KiB
JavaScript
300 lines
10 KiB
JavaScript
/**
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* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2016 Photon Storm Ltd.
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* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
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*/
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/**
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* The Canvas class handles everything related to creating the `canvas` DOM tag that Phaser will use,
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* including styles, offset and aspect ratio.
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*
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* @class Phaser.Canvas
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* @static
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*/
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Phaser.Canvas = {
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/**
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* Creates a `canvas` DOM element. The element is not automatically added to the document.
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*
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* @method Phaser.Canvas.create
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* @param {object} parent - The object that will own the canvas that is created.
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* @param {number} [width=256] - The width of the canvas element.
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* @param {number} [height=256] - The height of the canvas element..
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* @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.
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* @param {boolean} [skipPool=false] - If `true` the canvas will not be placed in the CanvasPool global.
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* @return {HTMLCanvasElement} The newly created canvas element.
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*/
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create: function (parent, width, height, id, skipPool) {
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width = width || 256;
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height = height || 256;
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var canvas = (skipPool) ? document.createElement('canvas') : Phaser.CanvasPool.create(parent, width, height);
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if (typeof id === 'string' && id !== '')
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{
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canvas.id = id;
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}
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canvas.width = width;
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canvas.height = height;
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canvas.style.display = 'block';
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return canvas;
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},
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/**
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* Sets the background color behind the canvas. This changes the canvas style property.
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*
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* @method Phaser.Canvas.setBackgroundColor
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* @param {HTMLCanvasElement} canvas - The canvas to set the background color on.
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* @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.
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* @return {HTMLCanvasElement} Returns the source canvas.
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*/
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setBackgroundColor: function (canvas, color) {
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color = color || 'rgb(0,0,0)';
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canvas.style.backgroundColor = color;
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return canvas;
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},
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/**
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* Sets the touch-action property on the canvas style. Can be used to disable default browser touch actions.
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*
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* @method Phaser.Canvas.setTouchAction
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* @param {HTMLCanvasElement} canvas - The canvas to set the touch action on.
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* @param {string} [value] - The touch action to set. Defaults to 'none'.
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* @return {HTMLCanvasElement} The source canvas.
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*/
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setTouchAction: function (canvas, value) {
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value = value || 'none';
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canvas.style.msTouchAction = value;
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canvas.style['ms-touch-action'] = value;
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canvas.style['touch-action'] = value;
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return canvas;
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},
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/**
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* Sets the user-select property on the canvas style. Can be used to disable default browser selection actions.
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*
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* @method Phaser.Canvas.setUserSelect
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* @param {HTMLCanvasElement} canvas - The canvas to set the touch action on.
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* @param {string} [value] - The touch action to set. Defaults to 'none'.
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* @return {HTMLCanvasElement} The source canvas.
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*/
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setUserSelect: function (canvas, value) {
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value = value || 'none';
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canvas.style['-webkit-touch-callout'] = value;
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canvas.style['-webkit-user-select'] = value;
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canvas.style['-khtml-user-select'] = value;
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canvas.style['-moz-user-select'] = value;
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canvas.style['-ms-user-select'] = value;
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canvas.style['user-select'] = value;
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canvas.style['-webkit-tap-highlight-color'] = 'rgba(0, 0, 0, 0)';
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return canvas;
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},
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/**
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* Adds the given canvas element to the DOM. The canvas will be added as a child of the given parent.
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* If no parent is given it will be added as a child of the document.body.
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*
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* @method Phaser.Canvas.addToDOM
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* @param {HTMLCanvasElement} canvas - The canvas to be added to the DOM.
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* @param {string|HTMLElement} parent - The DOM element to add the canvas to.
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* @param {boolean} [overflowHidden=true] - If set to true it will add the overflow='hidden' style to the parent DOM element.
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* @return {HTMLCanvasElement} Returns the source canvas.
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*/
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addToDOM: function (canvas, parent, overflowHidden) {
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var target;
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if (overflowHidden === undefined) { overflowHidden = true; }
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if (parent)
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{
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if (typeof parent === 'string')
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{
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// hopefully an element ID
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target = document.getElementById(parent);
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}
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else if (typeof parent === 'object' && parent.nodeType === 1)
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{
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// quick test for a HTMLelement
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target = parent;
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}
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}
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// Fallback, covers an invalid ID and a non HTMLelement object
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if (!target)
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{
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target = document.body;
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}
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if (overflowHidden && target.style)
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{
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target.style.overflow = 'hidden';
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}
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target.appendChild(canvas);
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return canvas;
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},
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/**
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* Removes the given canvas element from the DOM.
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*
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* @method Phaser.Canvas.removeFromDOM
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* @param {HTMLCanvasElement} canvas - The canvas to be removed from the DOM.
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*/
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removeFromDOM: function (canvas) {
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if (canvas.parentNode)
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{
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canvas.parentNode.removeChild(canvas);
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}
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},
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/**
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* Sets the transform of the given canvas to the matrix values provided.
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*
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* @method Phaser.Canvas.setTransform
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* @param {CanvasRenderingContext2D} context - The context to set the transform on.
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* @param {number} translateX - The value to translate horizontally by.
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* @param {number} translateY - The value to translate vertically by.
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* @param {number} scaleX - The value to scale horizontally by.
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* @param {number} scaleY - The value to scale vertically by.
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* @param {number} skewX - The value to skew horizontaly by.
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* @param {number} skewY - The value to skew vertically by.
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* @return {CanvasRenderingContext2D} Returns the source context.
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*/
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setTransform: function (context, translateX, translateY, scaleX, scaleY, skewX, skewY) {
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context.setTransform(scaleX, skewX, skewY, scaleY, translateX, translateY);
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return context;
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},
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/**
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* Sets the Image Smoothing property on the given context. Set to false to disable image smoothing.
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* By default browsers have image smoothing enabled, which isn't always what you visually want, especially
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* when using pixel art in a game. Note that this sets the property on the context itself, so that any image
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* drawn to the context will be affected. This sets the property across all current browsers but support is
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* patchy on earlier browsers, especially on mobile.
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*
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* @method Phaser.Canvas.setSmoothingEnabled
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* @param {CanvasRenderingContext2D} context - The context to enable or disable the image smoothing on.
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* @param {boolean} value - If set to true it will enable image smoothing, false will disable it.
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* @return {CanvasRenderingContext2D} Returns the source context.
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*/
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setSmoothingEnabled: function (context, value) {
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var s = Phaser.Canvas.getSmoothingPrefix(context);
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if (s)
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{
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context[s] = value;
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}
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return context;
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},
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/**
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* Gets the Smoothing Enabled vendor prefix being used on the given context, or null if not set.
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*
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* @method Phaser.Canvas.getSmoothingPrefix
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* @param {CanvasRenderingContext2D} context - The context to enable or disable the image smoothing on.
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* @return {string|null} Returns the smoothingEnabled vendor prefix, or null if not set on the context.
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*/
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getSmoothingPrefix: function (context) {
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var vendor = [ 'i', 'webkitI', 'msI', 'mozI', 'oI' ];
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for (var prefix in vendor)
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{
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var s = vendor[prefix] + 'mageSmoothingEnabled';
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if (s in context)
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{
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return s;
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}
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}
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return null;
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},
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/**
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* Returns `true` if the given context has image smoothing enabled, otherwise returns `false`.
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*
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* @method Phaser.Canvas.getSmoothingEnabled
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* @param {CanvasRenderingContext2D} context - The context to check for smoothing on.
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* @return {boolean} True if the given context has image smoothing enabled, otherwise false.
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*/
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getSmoothingEnabled: function (context) {
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var s = Phaser.Canvas.getSmoothingPrefix(context);
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if (s)
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{
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return context[s];
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}
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},
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/**
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* Sets the CSS image-rendering property on the given canvas to be 'crisp' (aka 'optimize contrast' on webkit).
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* Note that if this doesn't given the desired result then see the setSmoothingEnabled.
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*
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* @method Phaser.Canvas.setImageRenderingCrisp
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* @param {HTMLCanvasElement} canvas - The canvas to set image-rendering crisp on.
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* @return {HTMLCanvasElement} Returns the source canvas.
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*/
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setImageRenderingCrisp: function (canvas) {
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var types = [ 'optimizeSpeed', 'crisp-edges', '-moz-crisp-edges', '-webkit-optimize-contrast', 'optimize-contrast', 'pixelated' ];
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for (var i = 0; i < types.length; i++)
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{
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canvas.style['image-rendering'] = types[i];
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}
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canvas.style.msInterpolationMode = 'nearest-neighbor';
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return canvas;
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},
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/**
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* Sets the CSS image-rendering property on the given canvas to be 'bicubic' (aka 'auto').
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* Note that if this doesn't given the desired result then see the CanvasUtils.setSmoothingEnabled method.
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*
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* @method Phaser.Canvas.setImageRenderingBicubic
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* @param {HTMLCanvasElement} canvas The canvas to set image-rendering bicubic on.
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* @return {HTMLCanvasElement} Returns the source canvas.
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*/
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setImageRenderingBicubic: function (canvas) {
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canvas.style['image-rendering'] = 'auto';
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canvas.style.msInterpolationMode = 'bicubic';
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return canvas;
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}
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};
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