/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2016 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
/**
* The Stage controls root level display objects upon which everything is displayed.
* It also handles browser visibility handling and the pausing due to loss of focus.
*
* @class Phaser.Stage
* @extends PIXI.DisplayObjectContainer
* @constructor
* @param {Phaser.Game} game - Game reference to the currently running game.
*/
Phaser.Stage = function (game) {
/**
* @property {Phaser.Game} game - A reference to the currently running Game.
*/
this.game = game;
PIXI.DisplayObjectContainer.call(this);
/**
* @property {string} name - The name of this object.
* @default
*/
this.name = '_stage_root';
/**
* By default if the browser tab loses focus the game will pause.
* You can stop that behavior by setting this property to true.
* Note that the browser can still elect to pause your game if it wishes to do so,
* for example swapping to another browser tab. This will cause the RAF callback to halt,
* effectively pausing your game, even though no in-game pause event is triggered if you enable this property.
* @property {boolean} disableVisibilityChange
* @default
*/
this.disableVisibilityChange = false;
/**
* @property {boolean} exists - If exists is true the Stage and all children are updated, otherwise it is skipped.
* @default
*/
this.exists = true;
/**
* @property {PIXI.Matrix} worldTransform - Current transform of the object based on world (parent) factors
* @private
* @readOnly
*/
this.worldTransform = new PIXI.Matrix();
/**
* @property {Phaser.Stage} stage - The stage reference (the Stage is its own stage)
* @private
* @readOnly
*/
this.stage = this;
/**
* @property {number} currentRenderOrderID - Reset each frame, keeps a count of the total number of objects updated.
*/
this.currentRenderOrderID = 0;
/**
* @property {string} hiddenVar - The page visibility API event name.
* @private
*/
this._hiddenVar = 'hidden';
/**
* @property {function} _onChange - The blur/focus event handler.
* @private
*/
this._onChange = null;
/**
* @property {number} _bgColor - Stage background color object. Populated by setBackgroundColor.
* @private
*/
this._bgColor = { r: 0, g: 0, b: 0, a: 0, color: 0, rgba: '#000000' };
if (!this.game.transparent)
{
// transparent = 0,0,0,0 - otherwise r,g,b,1
this._bgColor.a = 1;
}
if (game.config)
{
this.parseConfig(game.config);
}
};
Phaser.Stage.prototype = Object.create(PIXI.DisplayObjectContainer.prototype);
Phaser.Stage.prototype.constructor = Phaser.Stage;
/**
* Parses a Game configuration object.
*
* @method Phaser.Stage#parseConfig
* @protected
* @param {object} config -The configuration object to parse.
*/
Phaser.Stage.prototype.parseConfig = function (config) {
if (config['disableVisibilityChange'])
{
this.disableVisibilityChange = config['disableVisibilityChange'];
}
if (config['backgroundColor'])
{
this.setBackgroundColor(config['backgroundColor']);
}
};
/**
* Initialises the stage and adds the event listeners.
* @method Phaser.Stage#boot
* @private
*/
Phaser.Stage.prototype.boot = function () {
Phaser.DOM.getOffset(this.game.canvas, this.offset);
Phaser.Canvas.setUserSelect(this.game.canvas, 'none');
Phaser.Canvas.setTouchAction(this.game.canvas, 'none');
this.checkVisibility();
};
/**
* This is called automatically after the plugins preUpdate and before the State.update.
* Most objects have preUpdate methods and it's where initial movement and positioning is done.
*
* @method Phaser.Stage#preUpdate
*/
Phaser.Stage.prototype.preUpdate = function () {
this.currentRenderOrderID = 0;
// This can't loop in reverse, we need the renderOrderID to be in sequence
var i = 0;
while (i < this.children.length)
{
var child = this.children[i];
child.preUpdate();
if (this === child.parent)
{
i++;
}
}
};
/**
* This is called automatically after the State.update, but before particles or plugins update.
*
* @method Phaser.Stage#update
*/
Phaser.Stage.prototype.update = function () {
// Goes in reverse, because it's highly likely the child will destroy itself in `update`
var i = this.children.length;
while (i--)
{
this.children[i].update();
}
};
/**
* This is called automatically before the renderer runs and after the plugins have updated.
* In postUpdate this is where all the final physics calculations and object positioning happens.
* The objects are processed in the order of the display list.
*
* @method Phaser.Stage#postUpdate
*/
Phaser.Stage.prototype.postUpdate = function () {
// Apply the camera shake, fade, bounds, etc
this.game.camera.update();
// Camera target first?
if (this.game.camera.target)
{
this.game.camera.target.postUpdate();
this.updateTransform();
this.game.camera.updateTarget();
}
for (var i = 0; i < this.children.length; i++)
{
this.children[i].postUpdate();
}
this.updateTransform();
};
/**
* Updates the transforms for all objects on the display list.
* This overrides the Pixi default as we don't need the interactionManager, but do need the game property check.
*
* @method Phaser.Stage#updateTransform
*/
Phaser.Stage.prototype.updateTransform = function () {
this.worldAlpha = 1;
for (var i = 0; i < this.children.length; i++)
{
this.children[i].updateTransform();
}
};
/**
* Starts a page visibility event listener running, or window.onpagehide/onpageshow if not supported by the browser.
* Also listens for window.onblur and window.onfocus.
*
* @method Phaser.Stage#checkVisibility
*/
Phaser.Stage.prototype.checkVisibility = function () {
if (document.hidden !== undefined)
{
this._hiddenVar = 'visibilitychange';
}
else if (document.webkitHidden !== undefined)
{
this._hiddenVar = 'webkitvisibilitychange';
}
else if (document.mozHidden !== undefined)
{
this._hiddenVar = 'mozvisibilitychange';
}
else if (document.msHidden !== undefined)
{
this._hiddenVar = 'msvisibilitychange';
}
else
{
this._hiddenVar = null;
}
var _this = this;
this._onChange = function (event) {
return _this.visibilityChange(event);
};
// Does browser support it? If not (like in IE9 or old Android) we need to fall back to blur/focus
if (this._hiddenVar)
{
document.addEventListener(this._hiddenVar, this._onChange, false);
}
window.onblur = this._onChange;
window.onfocus = this._onChange;
window.onpagehide = this._onChange;
window.onpageshow = this._onChange;
if (this.game.device.cocoonJSApp)
{
CocoonJS.App.onSuspended.addEventListener(function () {
Phaser.Stage.prototype.visibilityChange.call(_this, { type: "pause" });
});
CocoonJS.App.onActivated.addEventListener(function () {
Phaser.Stage.prototype.visibilityChange.call(_this, { type: "resume" });
});
}
};
/**
* 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.
*/
Phaser.Stage.prototype.visibilityChange = function (event) {
if (event.type === 'pagehide' || event.type === 'blur' || event.type === 'pageshow' || event.type === 'focus')
{
if (event.type === 'pagehide' || event.type === 'blur')
{
this.game.focusLoss(event);
}
else if (event.type === 'pageshow' || event.type === 'focus')
{
this.game.focusGain(event);
}
return;
}
if (this.disableVisibilityChange)
{
return;
}
if (document.hidden || document.mozHidden || document.msHidden || document.webkitHidden || event.type === "pause")
{
this.game.gamePaused(event);
}
else
{
this.game.gameResumed(event);
}
};
/**
* Sets the background color for the Stage.
*
* The color can be given as a hex string (`'#RRGGBB'`), a CSS color string (`'rgb(r,g,b)'`), or a numeric value (`0xRRGGBB`).
*
* An alpha channel is _not_ supported and will be ignored.
*
* If you've set your game to be transparent then calls to setBackgroundColor are ignored.
*
* @method Phaser.Stage#setBackgroundColor
* @param {number|string} color - The color of the background.
*/
Phaser.Stage.prototype.setBackgroundColor = function (color) {
if (this.game.transparent) { return; }
Phaser.Color.valueToColor(color, this._bgColor);
Phaser.Color.updateColor(this._bgColor);
// For gl.clearColor (canvas uses _bgColor.rgba)
this._bgColor.r /= 255;
this._bgColor.g /= 255;
this._bgColor.b /= 255;
this._bgColor.a = 1;
};
/**
* Destroys the Stage and removes event listeners.
*
* @method Phaser.Stage#destroy
*/
Phaser.Stage.prototype.destroy = function () {
if (this._hiddenVar)
{
document.removeEventListener(this._hiddenVar, this._onChange, false);
}
window.onpagehide = null;
window.onpageshow = null;
window.onblur = null;
window.onfocus = null;
};
/**
* @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._bgColor.color;
},
set: function (color) {
this.setBackgroundColor(color);
}
});
/**
* Enable or disable texture smoothing for all objects on this Stage. Only works for bitmap/image textures. Smoothing is enabled by default.
*
* @name Phaser.Stage#smoothed
* @property {boolean} smoothed - Set to true to smooth all sprites rendered on this Stage, or false to disable smoothing (great for pixel art)
*/
Object.defineProperty(Phaser.Stage.prototype, "smoothed", {
get: function () {
return PIXI.scaleModes.DEFAULT === PIXI.scaleModes.LINEAR;
},
set: function (value) {
if (value)
{
PIXI.scaleModes.DEFAULT = PIXI.scaleModes.LINEAR;
}
else
{
PIXI.scaleModes.DEFAULT = PIXI.scaleModes.NEAREST;
}
}
});