//TODO: Replace this code with external modules!
/**
* This helper function will automatically detect which renderer you should be using.
* WebGL is the preferred renderer as it is a lot faster. If webGL is not supported by
* the browser then this function will return a canvas renderer
*
* @static
* @namespace PIXI
* @param width=800 {number} the width of the renderers view
* @param height=600 {number} the height of the renderers 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.antialias=false] {boolean} sets antialias (only applicable in chrome at the moment)
* @param [options.preserveDrawingBuffer=false] {boolean} enables drawing buffer preservation, enable this if you need to call toDataUrl on the webgl context
* @param [options.resolution=1] {number} the resolution of the renderer retina would be 2
*
*/
function autoDetectRenderer(width, height, options) {
width = width || 800;
height = height || 600;
// BORROWED from Mr Doob (mrdoob.com)
var webgl = ( function () { try {
var canvas = document.createElement( 'canvas' );
return !! window.WebGLRenderingContext && ( canvas.getContext( 'webgl' ) || canvas.getContext( 'experimental-webgl' ) );
} catch( e ) {
return false;
}
} )();
if (webgl) {
return new WebGLRenderer(width, height, options);
}
return new CanvasRenderer(width, height, options);
}
/**
* This helper function will automatically detect which renderer you should be using.
* This function is very similar to the autoDetectRenderer function except that is will return a canvas renderer for android.
* Even thought both android chrome supports webGL the canvas implementation perform better at the time of writing.
* This function will likely change and update as webGL performance improves on these devices.
*
* @static
* @namespace PIXI
* @param width=800 {number} the width of the renderers view
* @param height=600 {number} the height of the renderers 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.antialias=false] {boolean} sets antialias (only applicable in chrome at the moment)
* @param [options.preserveDrawingBuffer=false] {boolean} enables drawing buffer preservation, enable this if you need to call toDataUrl on the webgl context
* @param [options.resolution=1] {number} the resolution of the renderer retina would be 2
*
*/
function autoDetectRecommendedRenderer(width, height, options) {
width = width || 800;
height = height || 600;
// BORROWED from Mr Doob (mrdoob.com)
var webgl = ( function () { try {
var canvas = document.createElement( 'canvas' );
return !! window.WebGLRenderingContext && ( canvas.getContext( 'webgl' ) || canvas.getContext( 'experimental-webgl' ) );
} catch( e ) {
return false;
}
} )();
var isAndroid = /Android/i.test(navigator.userAgent);
if (webgl && !isAndroid) {
return new WebGLRenderer(width, height, options);
}
return new CanvasRenderer(width, height, options);
}