phaser
Version:
A fast, free and fun HTML5 Game Framework for Desktop and Mobile web browsers from the team at Phaser Studio Inc.
95 lines (82 loc) • 2.76 kB
JavaScript
/**
* @author Richard Davey <rich@phaser.io>
* @copyright 2013-2026 Phaser Studio Inc.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
var Events = require('./events');
/**
* The Visibility Handler is responsible for listening for document-level visibility change events and
* window blur/focus events, then re-emitting them through the Game's Event Emitter so that the rest of
* the framework can respond appropriately — for example, pausing the game loop when the player switches
* tabs or minimizes the browser window, and resuming it when they return.
*
* It listens for the standard `visibilitychange` event where supported, and falls back to vendor-prefixed
* equivalents (`webkitvisibilitychange`, `mozvisibilitychange`, `msvisibilitychange`) for older browsers.
* Window-level `blur` and `focus` events are also captured to handle cases where the tab remains visible
* but the window loses focus.
*
* If the game configuration has `autoFocus` enabled, the handler will also call `window.focus()` during
* setup to ensure the game captures keyboard input immediately on load.
*
* @function Phaser.Core.VisibilityHandler
* @fires Phaser.Core.Events#BLUR
* @fires Phaser.Core.Events#FOCUS
* @fires Phaser.Core.Events#HIDDEN
* @fires Phaser.Core.Events#VISIBLE
* @since 3.0.0
*
* @param {Phaser.Game} game - The Game instance this Visibility Handler is working on.
*/
var VisibilityHandler = function (game)
{
var hiddenVar;
var eventEmitter = game.events;
if (document.hidden !== undefined)
{
hiddenVar = 'visibilitychange';
}
else
{
var vendors = [ 'webkit', 'moz', 'ms' ];
vendors.forEach(function (prefix)
{
if (document[prefix + 'Hidden'] !== undefined)
{
document.hidden = function ()
{
return document[prefix + 'Hidden'];
};
hiddenVar = prefix + 'visibilitychange';
}
});
}
var onChange = function (event)
{
if (document.hidden || event.type === 'pause')
{
eventEmitter.emit(Events.HIDDEN);
}
else
{
eventEmitter.emit(Events.VISIBLE);
}
};
if (hiddenVar)
{
document.addEventListener(hiddenVar, onChange, false);
}
window.onblur = function ()
{
eventEmitter.emit(Events.BLUR);
};
window.onfocus = function ()
{
eventEmitter.emit(Events.FOCUS);
};
// Automatically give the window focus unless config says otherwise
if (window.focus && game.config.autoFocus)
{
window.focus();
}
};
module.exports = VisibilityHandler;