phaser
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A fast, free and fun HTML5 Game Framework for Desktop and Mobile web browsers from the team at Phaser Studio Inc.
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JavaScript
/**
* @author Richard Davey <rich@phaser.io>
* @copyright 2013-2026 Phaser Studio Inc.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
var FillStyleCanvas = require('../FillStyleCanvas');
var LineStyleCanvas = require('../LineStyleCanvas');
var SetTransform = require('../../../renderer/canvas/utils/SetTransform');
/**
* Constructs a rounded rectangle path on the given Canvas 2D context using `arcTo` for each corner.
* The corner radius is automatically clamped to half the smaller of the width or height to prevent
* rendering artifacts. If the clamped radius is zero, a standard rectangle is drawn via `ctx.rect` instead.
* This function only defines the path; the caller is responsible for calling `ctx.fill` or `ctx.stroke`.
*
* @ignore
* @param {CanvasRenderingContext2D} ctx - The Canvas 2D rendering context on which to draw the path.
* @param {number} x - The x coordinate of the top-left corner of the rectangle, in pixels.
* @param {number} y - The y coordinate of the top-left corner of the rectangle, in pixels.
* @param {number} width - The width of the rectangle, in pixels.
* @param {number} height - The height of the rectangle, in pixels.
* @param {number} radius - The desired corner radius, in pixels. Clamped to half the smaller dimension.
*/
var DrawRoundedRect = function (ctx, x, y, width, height, radius)
{
// Limit radius to half of the smaller dimension
var maxRadius = Math.min(width / 2, height / 2);
var r = Math.min(radius, maxRadius);
if (r === 0)
{
// Fall back to normal rectangle if radius is 0
ctx.rect(x, y, width, height);
return;
}
// Start at top-left, after the corner
ctx.moveTo(x + r, y);
// Top edge and top-right corner
ctx.lineTo(x + width - r, y);
ctx.arcTo(x + width, y, x + width, y + r, r);
// Right edge and bottom-right corner
ctx.lineTo(x + width, y + height - r);
ctx.arcTo(x + width, y + height, x + width - r, y + height, r);
// Bottom edge and bottom-left corner
ctx.lineTo(x + r, y + height);
ctx.arcTo(x, y + height, x, y + height - r, r);
// Left edge and top-left corner
ctx.lineTo(x, y + r);
ctx.arcTo(x, y, x + r, y, r);
ctx.closePath();
};
/**
* Renders this Game Object with the Canvas Renderer to the given Camera.
* The object will not render if any of its renderFlags are set or it is being actively filtered out by the Camera.
* This method should not be called directly. It is a utility function of the Render module.
*
* @method Phaser.GameObjects.Rectangle#renderCanvas
* @since 3.13.0
* @private
*
* @param {Phaser.Renderer.Canvas.CanvasRenderer} renderer - A reference to the current active Canvas renderer.
* @param {Phaser.GameObjects.Rectangle} src - The Game Object being rendered in this call.
* @param {Phaser.Cameras.Scene2D.Camera} camera - The Camera that is rendering the Game Object.
* @param {Phaser.GameObjects.Components.TransformMatrix} parentMatrix - This transform matrix is defined if the game object is nested
*/
var RectangleCanvasRenderer = function (renderer, src, camera, parentMatrix)
{
camera.addToRenderList(src);
var ctx = renderer.currentContext;
if (SetTransform(renderer, ctx, src, camera, parentMatrix))
{
var dx = src._displayOriginX;
var dy = src._displayOriginY;
if (src.isFilled)
{
FillStyleCanvas(ctx, src);
if (src.isRounded)
{
ctx.beginPath();
DrawRoundedRect(ctx, -dx, -dy, src.width, src.height, src.radius);
ctx.fill();
}
else
{
ctx.fillRect(
-dx,
-dy,
src.width,
src.height
);
}
}
if (src.isStroked)
{
LineStyleCanvas(ctx, src);
ctx.beginPath();
if (src.isRounded)
{
DrawRoundedRect(ctx, -dx, -dy, src.width, src.height, src.radius);
}
else
{
ctx.rect(
-dx,
-dy,
src.width,
src.height
);
}
ctx.stroke();
}
// Restore the context saved in SetTransform
ctx.restore();
}
};
module.exports = RectangleCanvasRenderer;