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640 lines
17 KiB
HTML
640 lines
17 KiB
HTML
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<h1 class="page-title">Source: system/Canvas.js</h1>
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<section>
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<article>
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<pre class="sunlight-highlight-javascript linenums">/**
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* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2013 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 the <canvas> tag as a DOM Element, like styles, offset, 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 the <canvas> tag
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*
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* @method Phaser.Canvas.create
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* @param {number} width - The desired width.
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* @param {number} height - The desired height.
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* @return {HTMLCanvasElement} The newly created <canvas> tag.
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*/
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create: function (width, height) {
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width = width || 256;
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height = height || 256;
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var canvas = document.createElement('canvas');
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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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* Get the DOM offset values of any given element
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* @method Phaser.Canvas.getOffset
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* @param {HTMLElement} element - The targeted element that we want to retrieve the offset.
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* @param {Phaser.Point} [point] - The point we want to take the x/y values of the offset.
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* @return {Phaser.Point} - A point objet with the offsetX and Y as its properties.
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*/
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getOffset: function (element, point) {
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point = point || new Phaser.Point;
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var box = element.getBoundingClientRect();
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var clientTop = element.clientTop || document.body.clientTop || 0;
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var clientLeft = element.clientLeft || document.body.clientLeft || 0;
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var scrollTop = window.pageYOffset || element.scrollTop || document.body.scrollTop;
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var scrollLeft = window.pageXOffset || element.scrollLeft || document.body.scrollLeft;
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point.x = box.left + scrollLeft - clientLeft;
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point.y = box.top + scrollTop - clientTop;
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return point;
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},
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/**
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* Returns the aspect ratio of the given canvas.
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*
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* @method Phaser.Canvas.getAspectRatio
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* @param {HTMLCanvasElement} canvas - The canvas to get the aspect ratio from.
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* @return {number} The ratio between canvas' width and height.
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*/
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getAspectRatio: function (canvas) {
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return canvas.width / canvas.height;
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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] - 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 set the touch action on.
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* @param {string} parent - The DOM element to add the canvas to. Defaults to ''.
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* @param {boolean} overflowHidden - 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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parent = parent || '';
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if (typeof overflowHidden === 'undefined') { overflowHidden = true; }
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if (parent !== '')
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{
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if (document.getElementById(parent))
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{
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document.getElementById(parent).appendChild(canvas);
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if (overflowHidden)
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{
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document.getElementById(parent).style.overflow = 'hidden';
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}
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}
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else
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{
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document.body.appendChild(canvas);
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}
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}
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else
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{
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document.body.appendChild(canvas);
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}
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return canvas;
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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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context['imageSmoothingEnabled'] = value;
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context['mozImageSmoothingEnabled'] = value;
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context['oImageSmoothingEnabled'] = value;
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context['webkitImageSmoothingEnabled'] = value;
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context['msImageSmoothingEnabled'] = value;
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return context;
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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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canvas.style['image-rendering'] = 'crisp-edges';
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canvas.style['image-rendering'] = '-moz-crisp-edges';
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canvas.style['image-rendering'] = '-webkit-optimize-contrast';
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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.
|
|
* @return {HTMLCanvasElement} Returns the source canvas.
|
|
*/
|
|
setImageRenderingBicubic: function (canvas) {
|
|
|
|
canvas.style['image-rendering'] = 'auto';
|
|
canvas.style.msInterpolationMode = 'bicubic';
|
|
|
|
return canvas;
|
|
|
|
}
|
|
|
|
};
|
|
</pre>
|
|
</article>
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</section>
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Phaser Copyright © 2012-2013 Photon Storm Ltd.
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<span class="jsdoc-message">
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Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.2.0-dev</a>
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