Vastly improved visibility API support + pageshow/pagehide + focus/blur. Working across Chrome, IE, Firefox, iOS, Android (also fixes #161)

This commit is contained in:
photonstorm
2014-02-25 02:59:24 +00:00
parent beaac18b8f
commit 415342d986
10 changed files with 246 additions and 48 deletions
+74 -17
View File
@@ -86,20 +86,6 @@ Phaser.Game = function (width, height, renderer, parent, state, transparent, ant
*/
this.state = null;
/**
* @property {boolean} _paused - Is game paused?
* @private
* @default
*/
this._paused = false;
/**
* @property {boolean} _loadComplete - Whether load complete loading or not.
* @private
* @default
*/
this._loadComplete = false;
/**
* @property {boolean} isBooted - Whether the game engine is booted, aka available.
* @default
@@ -246,6 +232,27 @@ Phaser.Game = function (width, height, renderer, parent, state, transparent, ant
*/
this.stepCount = 0;
/**
* @property {boolean} _paused - Is game paused?
* @private
* @default
*/
this._paused = false;
/**
* @property {boolean} _codePaused - Was the game paused via code or a visibility change?
* @private
* @default
*/
this._codePaused = false;
/**
* @property {boolean} _loadComplete - Whether load complete loading or not.
* @private
* @default
*/
this._loadComplete = false;
// Parse the configuration object (if any)
if (arguments.length === 1 && typeof arguments[0] === 'object')
{
@@ -605,9 +612,16 @@ Phaser.Game.prototype = {
if (this._paused)
{
this.renderer.render(this.stage);
this.plugins.render();
this.state.render();
this.input.update();
if (this.renderType !== Phaser.HEADLESS)
{
this.renderer.render(this.stage);
this.plugins.render();
this.state.render();
this.plugins.postRender();
}
}
else
{
@@ -708,6 +722,43 @@ Phaser.Game.prototype = {
this.world = null;
this.isBooted = false;
},
/**
* Called by the Stage visibility handler.
*
* @method Phaser.Game#gamePaused
*/
gamePaused: function (time) {
// If the game is already paused it was done via game code, so don't re-pause it
if (!this._paused)
{
this._paused = true;
this.time.gamePaused(time);
this.sound.mute = true;
this.onPause.dispatch(this);
}
},
/**
* Called by the Stage visibility handler.
*
* @method Phaser.Game#gameResumed
*/
gameResumed: function (time) {
// Game is paused, but wasn't paused via code, so resume it
if (this._paused && !this._codePaused)
{
this._paused = false;
this.time.gameResumed(time);
this.input.reset();
this.sound.mute = false;
this.onResume.dispatch(this);
}
}
};
@@ -733,6 +784,9 @@ Object.defineProperty(Phaser.Game.prototype, "paused", {
if (this._paused === false)
{
this._paused = true;
this._codePaused = true;
this.sound.mute = true;
this.time.gamePaused();
this.onPause.dispatch(this);
}
}
@@ -741,7 +795,10 @@ Object.defineProperty(Phaser.Game.prototype, "paused", {
if (this._paused)
{
this._paused = false;
this._codePaused = false;
this.input.reset();
this.sound.mute = false;
this.time.gameResumed();
this.onResume.dispatch(this);
}
}
+42 -18
View File
@@ -246,27 +246,37 @@ Phaser.Stage.prototype.boot = function () {
*/
Phaser.Stage.prototype.checkVisibility = function () {
var supportsVisibilityApi = false;
var prefixes = [ "", "moz", "ms", "webkit" ];
while (prefixes.length)
if (document.webkitHidden != undefined)
{
prefix = prefixes.pop();
this._hiddenVar = prefix ? prefix + "Hidden" : "hidden";
if (this._hiddenVar in document)
{
supportsVisibilityApi = true;
break;
}
this._hiddenVar = 'webkitvisibilitychange';
}
else if (document.mozHidden != undefined)
{
this._hiddenVar = 'mozvisibilitychange';
}
else if (document.msHidden != undefined)
{
this._hiddenVar = 'msvisibilitychange';
}
else if (document.hidden != undefined)
{
this._hiddenVar = 'visibilitychange';
}
else
{
this._hiddenVar = null;
}
// Does browser support it? If not (like in IE9 or old Android) we need to fall back to blur/focus
if (supportsVisibilityApi)
if (this._hiddenVar)
{
document.addEventListener(this._hiddenVar, this._onChange, false);
document.addEventListener('pagehide', this._onChange, false);
document.addEventListener('pageshow', this._onChange, false);
}
if (window['onpagehide'])
{
window.onpagehide = this._onChange;
window.onpageshow = this._onChange;
}
window.onblur = this._onChange;
@@ -304,13 +314,27 @@ Phaser.Stage.prototype.visibilityChange = function (event) {
return;
}
if (this.game.paused === false && (event.type === 'pagehide' || event.type === 'blur' || document[this._hiddenVar] === true))
if (event.type === 'pagehide' || event.type === 'blur' || event.type === 'pageshow' || event.type === 'focus')
{
this.game.paused = true;
if (event.type === 'pagehide' || event.type === 'blur')
{
this.game.gamePaused(event.timeStamp);
}
else if (event.type === 'pageshow' || event.type === 'focus')
{
this.game.gameResumed(event.timeStamp);
}
return;
}
if (document.hidden || document.mozHidden || document.msHidden || document.webkitHidden)
{
this.game.gamePaused(event.timeStamp);
}
else
{
this.game.paused = false;
this.game.gameResumed(event.timeStamp);
}
}