covid19-demo/games.gdevelop-app.com/vincenzo/game-adbfc30b-3d8b-43b1-87a.../pixi-renderers/runtimegame-pixi-renderer.js

497 lines
15 KiB
JavaScript

/**
* The renderer for a gdjs.RuntimeGame using Pixi.js.
* @class RuntimeGamePixiRenderer
* @memberof gdjs
* @param {gdjs.RuntimeGame} game The game that is being rendered
* @param {boolean} forceFullscreen If fullscreen should be always activated
*/
gdjs.RuntimeGamePixiRenderer = function(game, forceFullscreen) {
this._game = game;
this._isFullPage = true; //Used to track if the canvas is displayed on the full page.
this._isFullscreen = false; //Used to track if the window is displayed as fullscreen (see setFullscreen method).
this._forceFullscreen = forceFullscreen; //If set to true, the canvas will always be displayed as fullscreen, even if _isFullscreen == false.
/** @type {PIXI.SystemRenderer} */
this._pixiRenderer = null;
this._canvasWidth = 0; // Current width of the canvas (might be scaled down/up compared to renderer)
this._canvasHeight = 0; // Current height of the canvas (might be scaled down/up compared to renderer)
this._keepRatio = true;
this._marginLeft = this._marginTop = this._marginRight = this._marginBottom = 0;
};
gdjs.RuntimeGameRenderer = gdjs.RuntimeGamePixiRenderer; //Register the class to let the engine use it.
/**
* Create a standard canvas inside canvasArea.
*
*/
gdjs.RuntimeGamePixiRenderer.prototype.createStandardCanvas = function(
parentElement
) {
//This prevents flickering on some mobile devices
PIXI.glCore.VertexArrayObject.FORCE_NATIVE = true;
//Create the renderer and setup the rendering area
//"preserveDrawingBuffer: true" is needed to avoid flickering and background issues on some mobile phones (see #585 #572 #566 #463)
this._pixiRenderer = PIXI.autoDetectRenderer(
this._game.getGameResolutionWidth(),
this._game.getGameResolutionHeight(),
{
preserveDrawingBuffer: true,
antialias: false,
}
);
parentElement.appendChild(this._pixiRenderer.view); // add the renderer view element to the DOM
this._pixiRenderer.view.style['position'] = 'absolute';
this._pixiRenderer.view.tabindex = '1'; //Ensure that the canvas has the focus.
this._resizeCanvas();
// Handle scale mode
if (this._game.getScaleMode() === 'nearest') {
this._pixiRenderer.view.style['image-rendering'] = '-moz-crisp-edges';
this._pixiRenderer.view.style['image-rendering'] =
'-webkit-optimize-contrast';
this._pixiRenderer.view.style['image-rendering'] = '-webkit-crisp-edges';
this._pixiRenderer.view.style['image-rendering'] = 'pixelated';
}
//Handle resize
var that = this;
window.addEventListener('resize', function() {
that._game.onWindowInnerSizeChanged();
that._resizeCanvas();
that._game._notifySceneForResize = true;
});
return this._pixiRenderer;
};
gdjs.RuntimeGamePixiRenderer.getWindowInnerWidth = function() {
return typeof window !== 'undefined' ? window.innerWidth : 800;
};
gdjs.RuntimeGamePixiRenderer.getWindowInnerHeight = function() {
return typeof window !== 'undefined' ? window.innerHeight : 800;
};
/**
* Update the game renderer size according to the "game resolution".
* Called when game resolution changes.
*
* Note that if the canvas is fullscreen, it won't be resized, but when going back to
* non fullscreen mode, the requested size will be used.
*/
gdjs.RuntimeGamePixiRenderer.prototype.updateRendererSize = function() {
this._resizeCanvas();
};
/**
* Resize the renderer (the "game resolution") and the canvas (which can be larger
* or smaller to fill the page, with optional margins).
*
* @private
*/
gdjs.RuntimeGamePixiRenderer.prototype._resizeCanvas = function() {
// Set the Pixi renderer size to the game size.
// There is no "smart" resizing to be done here: the rendering of the game
// should be done with the size set on the game.
if (
this._pixiRenderer.width !== this._game.getGameResolutionWidth() ||
this._pixiRenderer.height !== this._game.getGameResolutionHeight()
) {
this._pixiRenderer.resize(
this._game.getGameResolutionWidth(),
this._game.getGameResolutionHeight()
);
}
// Set the canvas size.
// Resizing is done according to the settings. This is a "CSS" resize
// only, so won't create visual artifacts during the rendering.
var isFullPage =
this._forceFullscreen || this._isFullPage || this._isFullscreen;
var canvasWidth = this._game.getGameResolutionWidth();
var canvasHeight = this._game.getGameResolutionHeight();
var maxWidth = window.innerWidth - this._marginLeft - this._marginRight;
var maxHeight = window.innerHeight - this._marginTop - this._marginBottom;
if (maxWidth < 0) maxWidth = 0;
if (maxHeight < 0) maxHeight = 0;
if (isFullPage && !this._keepRatio) {
canvasWidth = maxWidth;
canvasHeight = maxHeight;
} else if (
(isFullPage && this._keepRatio) ||
canvasWidth > maxWidth ||
canvasHeight > maxHeight
) {
var factor = maxWidth / canvasWidth;
if (canvasHeight * factor > maxHeight) factor = maxHeight / canvasHeight;
canvasWidth *= factor;
canvasHeight *= factor;
}
this._pixiRenderer.view.style['top'] =
this._marginTop + (maxHeight - canvasHeight) / 2 + 'px';
this._pixiRenderer.view.style['left'] =
this._marginLeft + (maxWidth - canvasWidth) / 2 + 'px';
this._pixiRenderer.view.style.width = canvasWidth + 'px';
this._pixiRenderer.view.style.height = canvasHeight + 'px';
// Store the canvas size for fast access to it.
this._canvasWidth = canvasWidth;
this._canvasHeight = canvasHeight;
};
/**
* Set if the aspect ratio must be kept when the game canvas is resized to fill
* the page.
*/
gdjs.RuntimeGamePixiRenderer.prototype.keepAspectRatio = function(enable) {
if (this._keepRatio === enable) return;
this._keepRatio = enable;
this._resizeCanvas();
this._game._notifySceneForResize = true;
};
/**
* Change the margin that must be preserved around the game canvas.
*/
gdjs.RuntimeGamePixiRenderer.prototype.setMargins = function(
top,
right,
bottom,
left
) {
if (
this._marginTop === top &&
this._marginRight === right &&
this._marginBottom === bottom &&
this._marginLeft === left
)
return;
this._marginTop = top;
this._marginRight = right;
this._marginBottom = bottom;
this._marginLeft = left;
this._resizeCanvas();
this._game._notifySceneForResize = true;
};
/**
* Update the window size, if possible.
* @param {number} width The new width, in pixels.
* @param {number} height The new height, in pixels.
*/
gdjs.RuntimeGamePixiRenderer.prototype.setWindowSize = function(width, height) {
var electron = this.getElectron();
if (electron) {
// Use Electron BrowserWindow API
var browserWindow = electron.remote.getCurrentWindow();
if (browserWindow) {
browserWindow.setContentSize(width, height);
}
} else {
console.warn("Window size can't be changed on this platform.");
}
};
/**
* Center the window on screen.
*/
gdjs.RuntimeGamePixiRenderer.prototype.centerWindow = function() {
var electron = this.getElectron();
if (electron) {
// Use Electron BrowserWindow API
var browserWindow = electron.remote.getCurrentWindow();
if (browserWindow) {
browserWindow.center();
}
} else {
// Not supported
}
};
/**
* De/activate fullscreen for the game.
*/
gdjs.RuntimeGamePixiRenderer.prototype.setFullScreen = function(enable) {
if (this._forceFullscreen) return;
if (this._isFullscreen !== enable) {
this._isFullscreen = !!enable;
var electron = this.getElectron();
if (electron) {
// Use Electron BrowserWindow API
var browserWindow = electron.remote.getCurrentWindow();
if (browserWindow) {
browserWindow.setFullScreen(this._isFullscreen);
}
} else {
// Use HTML5 Fullscreen API
//TODO: Do this on a user gesture, otherwise most browsers won't activate fullscreen
if (this._isFullscreen) {
if (document.documentElement.requestFullScreen) {
document.documentElement.requestFullScreen();
} else if (document.documentElement.mozRequestFullScreen) {
document.documentElement.mozRequestFullScreen();
} else if (document.documentElement.webkitRequestFullScreen) {
document.documentElement.webkitRequestFullScreen();
}
} else {
if (document.cancelFullScreen) {
document.cancelFullScreen();
} else if (document.mozCancelFullScreen) {
document.mozCancelFullScreen();
} else if (document.webkitCancelFullScreen) {
document.webkitCancelFullScreen();
}
}
}
this._resizeCanvas();
this._notifySceneForResize = true;
}
};
/**
* Add the standard events handler.
*/
gdjs.RuntimeGamePixiRenderer.prototype.bindStandardEvents = function(
manager,
window,
document
) {
var renderer = this._pixiRenderer;
var canvas = renderer.view;
//Translate an event (mouse or touch) made on the canvas on the page
//to game coordinates.
var that = this;
function getEventPosition(e) {
var pos = [0, 0];
if (e.pageX) {
pos[0] = e.pageX - canvas.offsetLeft;
pos[1] = e.pageY - canvas.offsetTop;
} else {
pos[0] =
e.clientX +
document.body.scrollLeft +
document.documentElement.scrollLeft -
canvas.offsetLeft;
pos[1] =
e.clientY +
document.body.scrollTop +
document.documentElement.scrollTop -
canvas.offsetTop;
}
//Handle the fact that the game is stretched to fill the canvas.
pos[0] *= that._game.getGameResolutionWidth() / (that._canvasWidth || 1);
pos[1] *= that._game.getGameResolutionHeight() / (that._canvasHeight || 1);
return pos;
}
//Some browsers lacks definition of some variables used to do calculations
//in getEventPosition. They are defined to 0 as they are useless.
(function ensureOffsetsExistence() {
if (isNaN(canvas.offsetLeft)) {
canvas.offsetLeft = 0;
canvas.offsetTop = 0;
}
if (isNaN(document.body.scrollLeft)) {
document.body.scrollLeft = 0;
document.body.scrollTop = 0;
}
if (
document.documentElement === undefined ||
document.documentElement === null
) {
document.documentElement = {};
}
if (isNaN(document.documentElement.scrollLeft)) {
document.documentElement.scrollLeft = 0;
document.documentElement.scrollTop = 0;
}
if (isNaN(canvas.offsetLeft)) {
canvas.offsetLeft = 0;
canvas.offsetTop = 0;
}
})();
//Keyboard
document.onkeydown = function(e) {
manager.onKeyPressed(e.keyCode);
};
document.onkeyup = function(e) {
manager.onKeyReleased(e.keyCode);
};
//Mouse
renderer.view.onmousemove = function(e) {
var pos = getEventPosition(e);
manager.onMouseMove(pos[0], pos[1]);
};
renderer.view.onmousedown = function(e) {
manager.onMouseButtonPressed(
e.button === 2
? gdjs.InputManager.MOUSE_RIGHT_BUTTON
: e.button === 1
? gdjs.InputManager.MOUSE_MIDDLE_BUTTON
: gdjs.InputManager.MOUSE_LEFT_BUTTON
);
if (window.focus !== undefined) window.focus();
return false;
};
renderer.view.onmouseup = function(e) {
manager.onMouseButtonReleased(
e.button === 2
? gdjs.InputManager.MOUSE_RIGHT_BUTTON
: e.button === 1
? gdjs.InputManager.MOUSE_MIDDLE_BUTTON
: gdjs.InputManager.MOUSE_LEFT_BUTTON
);
return false;
};
window.addEventListener(
'click',
function(e) {
if (window.focus !== undefined) window.focus();
e.preventDefault();
return false;
},
false
);
renderer.view.oncontextmenu = function(event) {
event.preventDefault();
event.stopPropagation();
return false;
};
renderer.view.onmousewheel = function(event) {
manager.onMouseWheel(event.wheelDelta);
};
//Touches
//Also simulate mouse events when receiving touch events
window.addEventListener('touchmove', function(e) {
e.preventDefault();
if (e.changedTouches) {
for (var i = 0; i < e.changedTouches.length; ++i) {
var pos = getEventPosition(e.changedTouches[i]);
manager.onTouchMove(e.changedTouches[i].identifier, pos[0], pos[1]);
}
}
});
window.addEventListener('touchstart', function(e) {
e.preventDefault();
if (e.changedTouches) {
for (var i = 0; i < e.changedTouches.length; ++i) {
var pos = getEventPosition(e.changedTouches[i]);
manager.onTouchStart(e.changedTouches[i].identifier, pos[0], pos[1]);
}
}
return false;
});
window.addEventListener('touchend', function(e) {
e.preventDefault();
if (e.changedTouches) {
for (var i = 0; i < e.changedTouches.length; ++i) {
var pos = getEventPosition(e.changedTouches[i]);
manager.onTouchEnd(e.changedTouches[i].identifier);
}
}
return false;
});
};
gdjs.RuntimeGamePixiRenderer.prototype.setWindowTitle = function(title) {
if (typeof document !== 'undefined') document.title = title;
};
gdjs.RuntimeGamePixiRenderer.prototype.getWindowTitle = function() {
return typeof document !== 'undefined' ? document.title : '';
};
gdjs.RuntimeGamePixiRenderer.prototype.startGameLoop = function(fn) {
requestAnimationFrame(gameLoop);
var oldTime = 0;
function gameLoop(time) {
var dt = oldTime ? time - oldTime : 0;
oldTime = time;
if (fn(dt)) requestAnimationFrame(gameLoop);
}
};
gdjs.RuntimeGamePixiRenderer.prototype.getPIXIRenderer = function() {
return this._pixiRenderer;
};
/**
* Open the given URL in the system browser (or a new tab)
*/
gdjs.RuntimeGamePixiRenderer.prototype.openURL = function(url) {
// Try to detect the environment to use the most adapted
// way of opening an URL.
if (typeof Cocoon !== 'undefined' && Cocoon.App && Cocoon.App.openURL) {
Cocoon.App.openURL(url);
} else if (typeof window !== 'undefined') {
var target = window.cordova ? '_system' : '_blank';
window.open(url, target);
}
};
/**
* Close the game, if applicable
*/
gdjs.RuntimeGamePixiRenderer.prototype.stopGame = function() {
// Try to detect the environment to use the most adapted
// way of closing the app
var electron = this.getElectron();
if (electron) {
var browserWindow = electron.remote.getCurrentWindow();
if (browserWindow) {
browserWindow.close();
}
} else if (
typeof navigator !== 'undefined' &&
navigator.app &&
navigator.app.exitApp
) {
navigator.app.exitApp();
}
// HTML5 games on mobile/browsers don't have a way to close their window/page.
};
/**
* Get the canvas DOM element.
*/
gdjs.RuntimeGamePixiRenderer.prototype.getCanvas = function() {
return this._pixiRenderer.view;
};
/**
* Check if the device supports WebGL.
* @returns {boolean} true if WebGL is supported
*/
gdjs.RuntimeGamePixiRenderer.prototype.isWebGLSupported = function() {
return this._pixiRenderer.type === PIXI.RENDERER_TYPE.WEBGL;
};
/**
* Get the electron module, if running as a electron renderer process.
*/
gdjs.RuntimeGamePixiRenderer.prototype.getElectron = function() {
if (typeof require !== 'undefined') {
return require('electron');
}
return null;
};