Source: gfx/core/renderers/SystemRenderer.js

var utils = require('../utils'),
  math = require('../math'),
  CONST = require('../../const'),
  EventEmitter = require('engine/EventEmitter');

/**
 * The CanvasRenderer draws the scene and all its content onto a 2d canvas. This renderer should be used for browsers that do not support webGL.
 * Don't forget to add the CanvasRenderer.view to your DOM or you will not see anything :)
 *
 * @class
 * @param system {string} The name of the system this renderer is for.
 * @param [width=800] {number} the width of the canvas view
 * @param [height=600] {number} the height of the canvas view
 * @param [options] {object} The optional renderer parameters
 * @param [options.view] {HTMLCanvasElement} the canvas to use as a view, optional
 * @param [options.transparent=false] {boolean} If the render view is transparent, default false
 * @param [options.autoResize=false] {boolean} If the render view is automatically resized, default false
 * @param [options.antialias=false] {boolean} sets antialias (only applicable in chrome at the moment)
 * @param [options.resolution=1] {number} the resolution of the renderer retina would be 2
 * @param [options.clearBeforeRender=true] {boolean} This sets if the CanvasRenderer will clear the canvas or
 *      not before the new render pass.
 * @param [options.backgroundColor=0x000000] {number} The background color of the rendered area (shown if not transparent).
 * @param [options.roundPixels=false] {boolean} If true Pixi will Math.floor() x/y values when rendering, stopping pixel interpolation.
 */
class SystemRenderer extends EventEmitter {
  constructor(system, width, height, options) {
    super();

    utils.sayHello(system);

    // prepare options
    if (options) {
      for (var i in CONST.DEFAULT_RENDER_OPTIONS) {
        if (typeof options[i] === 'undefined') {
          options[i] = CONST.DEFAULT_RENDER_OPTIONS[i];
        }
      }
    }
    else {
      options = CONST.DEFAULT_RENDER_OPTIONS;
    }

    /**
     * The type of the renderer.
     *
     * @member {number}
     * @default RENDERER_TYPE.UNKNOWN
     * @see RENDERER_TYPE
     */
    this.type = CONST.RENDERER_TYPE.UNKNOWN;

    /**
     * The width of the canvas view
     *
     * @member {number}
     * @default 800
     */
    this.width = width || 800;

    /**
     * The height of the canvas view
     *
     * @member {number}
     * @default 600
     */
    this.height = height || 600;

    /**
     * The canvas element that everything is drawn to
     *
     * @member {HTMLCanvasElement}
     */
    this.view = options.view || document.createElement('canvas');

    /**
     * The resolution of the renderer
     *
     * @member {number}
     * @default 1
     */
    this.resolution = options.resolution;

    /**
     * Whether the render view is transparent
     *
     * @member {boolean}
     */
    this.transparent = options.transparent;

    /**
     * Whether the render view should be resized automatically
     *
     * @member {boolean}
     */
    this.autoResize = options.autoResize || false;

    /**
     * Tracks the blend modes useful for this renderer.
     *
     * @member {object<string, mixed>}
     */
    this.blendModes = null;

    /**
     * The value of the preserveDrawingBuffer flag affects whether or not the contents of the stencil buffer is retained after rendering.
     *
     * @member {boolean}
     */
    this.preserveDrawingBuffer = options.preserveDrawingBuffer;

    /**
     * This sets if the CanvasRenderer will clear the canvas or not before the new render pass.
     * If the scene is NOT transparent Pixi will use a canvas sized fillRect operation every frame to set the canvas background color.
     * If the scene is transparent Pixi will use clearRect to clear the canvas every frame.
     * Disable this by setting this to false. For example if your game has a canvas filling background image you often don't need this set.
     *
     * @member {boolean}
     * @default
     */
    this.clearBeforeRender = options.clearBeforeRender;

    /**
     * If true Pixi will Math.floor() x/y values when rendering, stopping pixel interpolation.
     * Handy for crisp pixel art and speed on legacy devices.
     *
     * @member {boolean}
     */
    this.roundPixels = options.roundPixels;

    /**
     * The background color as a number.
     *
     * @member {number}
     * @private
     */
    this._backgroundColor = 0x000000;

    /**
     * The background color as an [R, G, B] array.
     *
     * @member {number[]}
     * @private
     */
    this._backgroundColorRgb = [0, 0, 0];

    /**
     * The background color as a string.
     *
     * @member {string}
     * @private
     */
    this._backgroundColorString = '#000000';

    this.backgroundColor = options.backgroundColor || this._backgroundColor; // run bg color setter

    /**
     * This temporary display object used as the parent of the currently being rendered item
     *
     * @member {DisplayObject}
     * @private
     */
    this._tempDisplayObjectParent = { worldTransform:new math.Matrix(), worldAlpha:1, children:[] };

    /**
     * The last root object that the renderer tried to render.
     *
     * @member {DisplayObject}
     * @private
     */
    this._lastObjectRendered = this._tempDisplayObjectParent;
  }
}

Object.defineProperties(SystemRenderer.prototype, {
    /**
     * The background color to fill if not transparent
     *
     * @member {number}
     * @memberof SystemRenderer#
     */
  backgroundColor:
  {
    get: function() {
      return this._backgroundColor;
    },
    set: function(val) {
      this._backgroundColor = val;
      this._backgroundColorString = utils.hex2string(val);
      utils.hex2rgb(val, this._backgroundColorRgb);
    },
  },
});

/**
 * Resizes the canvas view to the specified width and height
 *
 * @param width {number} the new width of the canvas view
 * @param height {number} the new height of the canvas view
 */
SystemRenderer.prototype.resize = function(width, height) {
  this.width = width * this.resolution;
  this.height = height * this.resolution;

  this.view.width = this.width;
  this.view.height = this.height;

  if (this.autoResize) {
    this.view.style.width = this.width / this.resolution + 'px';
    this.view.style.height = this.height / this.resolution + 'px';
  }
};

/**
 * Removes everything from the renderer and optionally removes the Canvas DOM element.
 *
 * @param [removeView=false] {boolean} Removes the Canvas element from the DOM.
 */
SystemRenderer.prototype.destroy = function(removeView) {
  if (removeView && this.view.parentNode) {
    this.view.parentNode.removeChild(this.view);
  }

  this.type = CONST.RENDERER_TYPE.UNKNOWN;

  this.width = 0;
  this.height = 0;

  this.view = null;

  this.resolution = 0;

  this.transparent = false;

  this.autoResize = false;

  this.blendModes = null;

  this.preserveDrawingBuffer = false;
  this.clearBeforeRender = false;

  this.roundPixels = false;

  this._backgroundColor = 0;
  this._backgroundColorRgb = null;
  this._backgroundColorString = null;
};

module.exports = SystemRenderer;