/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2013 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
/**
* The Stage controls the canvas on which everything is displayed. It handles display within the browser,
* focus handling, game resizing, scaling and the pause, boot and orientation screens.
*
* @class Phaser.Stage
* @constructor
* @param {Phaser.Game} game - Game reference to the currently running game.
* @param {number} width - Width of the canvas element.
* @param {number} height - Height of the canvas element.
*/
Phaser.Stage = function (game, width, height) {
/**
* @property {Phaser.Game} game - A reference to the currently running Game.
*/
this.game = game;
/**
* @property {string} game - Background color of the stage (defaults to black). Set via the public backgroundColor property.
* @private
* @default 'rgb(0,0,0)'
*/
this._backgroundColor = 'rgb(0,0,0)';
/**
* @property {Phaser.Point} offset - Get the offset values (for input and other things).
*/
this.offset = new Phaser.Point;
/**
* @property {HTMLCanvasElement} canvas - Reference to the newly created <canvas> element.
*/
this.canvas = Phaser.Canvas.create(width, height);
this.canvas.style['-webkit-full-screen'] = 'width: 100%; height: 100%';
/**
* @property {PIXI.Stage} _stage - The Pixi Stage which is hooked to the renderer.
* @private
*/
this._stage = new PIXI.Stage(0x000000, false);
this._stage.name = '_stage_root';
/**
* @property {number} scaleMode - The current scaleMode.
*/
this.scaleMode = Phaser.StageScaleMode.NO_SCALE;
/**
* @property {Phaser.StageScaleMode} scale - The scale of the current running game.
*/
this.scale = new Phaser.StageScaleMode(this.game, width, height);
/**
* @property {number} aspectRatio - Aspect ratio.
*/
this.aspectRatio = width / height;
/**
* @property {number} _nextOffsetCheck - The time to run the next offset check.
* @private
*/
this._nextOffsetCheck = 0;
/**
* @property {number|false} checkOffsetInterval - The time (in ms) between which the stage should check to see if it has moved.
* @default
*/
this.checkOffsetInterval = 2500;
};
Phaser.Stage.prototype = {
/**
* Initialises the stage and adds the event listeners.
* @method Phaser.Stage#boot
* @private
*/
boot: function () {
Phaser.Canvas.getOffset(this.canvas, this.offset);
this.bounds = new Phaser.Rectangle(this.offset.x, this.offset.y, this.game.width, this.game.height);
var _this = this;
this._onChange = function (event) {
return _this.visibilityChange(event);
}
Phaser.Canvas.setUserSelect(this.canvas, 'none');
Phaser.Canvas.setTouchAction(this.canvas, 'none');
document.addEventListener('visibilitychange', this._onChange, false);
document.addEventListener('webkitvisibilitychange', this._onChange, false);
document.addEventListener('pagehide', this._onChange, false);
document.addEventListener('pageshow', this._onChange, false);
window.onblur = this._onChange;
window.onfocus = this._onChange;
},
/**
* Runs Stage processes that need periodic updates, such as the offset checks.
* @method Phaser.Stage#update
*/
update: function () {
if (this.checkOffsetInterval !== false)
{
if (this.game.time.now > this._nextOffsetCheck)
{
Phaser.Canvas.getOffset(this.canvas, this.offset);
this._nextOffsetCheck = this.game.time.now + this.checkOffsetInterval;
}
}
},
/**
* This method is called when the document visibility is changed.
* @method Phaser.Stage#visibilityChange
* @param {Event} event - Its type will be used to decide whether the game should be paused or not.
*/
visibilityChange: function (event) {
if (this.disableVisibilityChange)
{
return;
}
if (event.type == 'pagehide' || event.type == 'blur' || document['hidden'] == true || document['webkitHidden'] == true)
{
this.game.paused = true;
}
else
{
this.game.paused = false;
}
},
};
/**
* @name Phaser.Stage#backgroundColor
* @property {number|string} backgroundColor - Gets and sets the background color of the stage. The color can be given as a number: 0xff0000 or a hex string: '#ff0000'
*/
Object.defineProperty(Phaser.Stage.prototype, "backgroundColor", {
get: function () {
return this._backgroundColor;
},
set: function (color) {
this._backgroundColor = color;
if (this.game.renderType == Phaser.CANVAS)
{
// Set it directly, this allows us to use rgb alpha values in Canvas mode.
this._stage.backgroundColorString = color;
}
else
{
if (typeof color === 'string')
{
color = Phaser.Color.hexToRGB(color);
}
this._stage.setBackgroundColor(color);
}
}
});