<reponame>Q-tipwithaface/Q-tip<filename>phaser/src/gameobjects/shader/ShaderCreator.js<gh_stars>0/**
 * @author       Richard Davey <hzdkv@example.com>
 * @copyright    2013-2023 Photon Storm Ltd.
 * @license      {@link https://opensource.org/licenses/MIT|MIT License}
 */

var BuildGameObject = require('../BuildGameObject');
var GameObjectCreator = require('../GameObjectCreator');
var GetAdvancedValue = require('../../utils/object/GetAdvancedValue');
var Shader = require('./Shader');

/**
 * Creates a new Shader Game Object and returns it.
 *
 * Note: This method will only be available if the Shader Game Object and WebGL support have been built into Phaser.
 *
 * @method Phaser.GameObjects.GameObjectCreator#shader
 * @since 3.17.0
 *
 * @param {Phaser.Types.GameObjects.Shader.ShaderConfig} config - The configuration object this Game Object will use to create itself.
 * @param {boolean} [addToScene] - Add this Game Object to the Scene after creating it? If set this argument overrides the `add` property in the config object.
 *
 * @return {Phaser.GameObjects.Shader} The Game Object that was created.
 */
GameObjectCreator.register('shader', function (config, addToScene)
{
    if (config === undefined) { config = {}; }

    var key = GetAdvancedValue(config, 'key', null);
    var x = GetAdvancedValue(config, 'x', 0);
    var y = GetAdvancedValue(config, 'y', 0);
    var width = GetAdvancedValue(config, 'width', 128);
    var height = GetAdvancedValue(config, 'height', 128);

    var shader = new Shader(this.scene, key, x, y, width, height);

    if (addToScene !== undefined)
    {
        config.add = addToScene;
    }

    BuildGameObject(this.scene, shader, config);

    return shader;
});

//  When registering a factory function 'this' refers to the GameObjectCreator context.
