# Source: core/Stage.js

    /**
    * @author       Richard Davey <rich@photonstorm.com>
    * @copyright    2014 Photon Storm Ltd.
    * @license      {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
    */

    /**
    * The Stage controls the canvas on which everything is displayed. It handles display within the browser,
    * focus handling, game resizing, scaling and the pause, boot and orientation screens.
    *
    * @class Phaser.Stage
    * @extends PIXI.Stage
    * @constructor
    * @param {Phaser.Game} game - Game reference to the currently running game.
    * @param {number} width - Width of the canvas element.
    * @param {number} height - Height of the canvas element.
     */
    Phaser.Stage = function (game, width, height) {

        /**
        * @property {Phaser.Game} game - A reference to the currently running Game.
        */
        this.game = game;

        /**
        * @property {Phaser.Point} offset - Holds the offset coordinates of the Game.canvas from the top-left of the browser window (used by Input and other classes)
        */
        this.offset = new Phaser.Point();

        /**
        * @property {Phaser.Rectangle} bounds - The bounds of the Stage. Typically x/y = Stage.offset.x/y and the width/height match the game width and height.
        */
        this.bounds = new Phaser.Rectangle(0, 0, width, height);

        PIXI.Stage.call(this, 0x000000, false);

        /**
        * @property {string} name - The name of this object.
        * @default
        */
        this.name = '_stage_root';

        /**
        * @property {boolean} interactive - Pixi level var, ignored by Phaser.
        * @default
        * @private
        */
        this.interactive = false;

        /**
        * @property {boolean} disableVisibilityChange - By default if the browser tab loses focus the game will pause. You can stop that behaviour by setting this property to true.
        * @default
        */
        this.disableVisibilityChange = false;

        /**
        * @property {number|false} checkOffsetInterval - The time (in ms) between which the stage should check to see if it has moved.
        * @default
        */
        this.checkOffsetInterval = 2500;

        /**
        * @property {boolean} exists - If exists is true the Stage and all children are updated, otherwise it is skipped.
        * @default
        */
        this.exists = true;

        /**
        * @property {number} currentRenderOrderID - Reset each frame, keeps a count of the total number of objects updated.
        */
        this.currentRenderOrderID = 0;

        /**
        * @property {string} hiddenVar - The page visibility API event name.
        * @private
        */
        this._hiddenVar = 'hidden';

        /**
        * @property {number} _nextOffsetCheck - The time to run the next offset check.
        * @private
        */
        this._nextOffsetCheck = 0;

        /**
        * @property {number} _backgroundColor - Stage background color.
        * @private
        */
        this._backgroundColor = 0x000000;

        if (game.config)
        {
            this.parseConfig(game.config);
        }
        else
        {
            this.game.canvas = Phaser.Canvas.create(width, height);
            this.game.canvas.style['-webkit-full-screen'] = 'width: 100%; height: 100%';
        }

    };

    Phaser.Stage.prototype = Object.create(PIXI.Stage.prototype);
    Phaser.Stage.prototype.constructor = Phaser.Stage;

    /**
    * This is called automatically after the plugins preUpdate and before the State.update.
    * Most objects have preUpdate methods and it's where initial movement and positioning is done.
    *
    * @method Phaser.Stage#preUpdate
    */
    Phaser.Stage.prototype.preUpdate = function () {

        this.currentRenderOrderID = 0;

        //  This can't loop in reverse, we need the orderID to be in sequence
        var len = this.children.length;

        for (var i = 0; i < len; i++)
        {
            this.children[i].preUpdate();
        }

    };

    /**
    * This is called automatically after the State.update, but before particles or plugins update.
    *
    * @method Phaser.Stage#update
    */
    Phaser.Stage.prototype.update = function () {

        var i = this.children.length;

        while (i--)
        {
            this.children[i].update();
        }

    };

    /**
    * This is called automatically before the renderer runs and after the plugins have updated.
    * In postUpdate this is where all the final physics calculatations and object positioning happens.
    * The objects are processed in the order of the display list.
    * The only exception to this is if the camera is following an object, in which case that is updated first.
    *
    * @method Phaser.Stage#postUpdate
    */
    Phaser.Stage.prototype.postUpdate = function () {

        if (this.game.world.camera.target)
        {
            this.game.world.camera.target.postUpdate();

            this.game.world.camera.update();

            var i = this.children.length;

            while (i--)
            {
                if (this.children[i] !== this.game.world.camera.target)
                {
                    this.children[i].postUpdate();
                }
            }
        }
        else
        {
            this.game.world.camera.update();

            var i = this.children.length;

            while (i--)
            {
                this.children[i].postUpdate();
            }
        }

        if (this.checkOffsetInterval !== false)
        {
            if (this.game.time.now > this._nextOffsetCheck)
            {
                Phaser.Canvas.getOffset(this.game.canvas, this.offset);
                this.bounds.x = this.offset.x;
                this.bounds.y = this.offset.y;
                this._nextOffsetCheck = this.game.time.now + this.checkOffsetInterval;
            }
        }

    };

    /**
    * Parses a Game configuration object.
    *
    * @method Phaser.Stage#parseConfig
    * @protected
    */
    Phaser.Stage.prototype.parseConfig = function (config) {

        if (config['canvasID'])
        {
            this.game.canvas = Phaser.Canvas.create(this.game.width, this.game.height, config['canvasID']);
        }
        else
        {
            this.game.canvas = Phaser.Canvas.create(this.game.width, this.game.height);
        }

        if (config['canvasStyle'])
        {
            this.game.canvas.stlye = config['canvasStyle'];
        }
        else
        {
            this.game.canvas.style['-webkit-full-screen'] = 'width: 100%; height: 100%';
        }

        if (config['checkOffsetInterval'])
        {
            this.checkOffsetInterval = config['checkOffsetInterval'];
        }

        if (config['disableVisibilityChange'])
        {
            this.disableVisibilityChange = config['disableVisibilityChange'];
        }

        if (config['fullScreenScaleMode'])
        {
            this.fullScreenScaleMode = config['fullScreenScaleMode'];
        }

        if (config['scaleMode'])
        {
            this.scaleMode = config['scaleMode'];
        }

        if (config['backgroundColor'])
        {
            this.backgroundColor = config['backgroundColor'];
        }

    };

    /**
    * Initialises the stage and adds the event listeners.
    * @method Phaser.Stage#boot
    * @private
    */
    Phaser.Stage.prototype.boot = function () {

        Phaser.Canvas.getOffset(this.game.canvas, this.offset);

        this.bounds.setTo(this.offset.x, this.offset.y, this.game.width, this.game.height);

        var _this = this;

        this._onChange = function (event) {
            return _this.visibilityChange(event);
        };

        Phaser.Canvas.setUserSelect(this.game.canvas, 'none');
        Phaser.Canvas.setTouchAction(this.game.canvas, 'none');

        this.checkVisibility();

    };

    /**
    * Starts a page visibility event listener running, or window.blur/focus if not supported by the browser.
    * @method Phaser.Stage#checkVisibility
    */
    Phaser.Stage.prototype.checkVisibility = function () {

        if (document.webkitHidden !== undefined)
        {
            this._hiddenVar = 'webkitvisibilitychange';
        }
        else if (document.mozHidden !== undefined)
        {
            this._hiddenVar = 'mozvisibilitychange';
        }
        else if (document.msHidden !== undefined)
        {
            this._hiddenVar = 'msvisibilitychange';
        }
        else if (document.hidden !== undefined)
        {
            this._hiddenVar = 'visibilitychange';
        }
        else
        {
            this._hiddenVar = null;
        }

        //  Does browser support it? If not (like in IE9 or old Android) we need to fall back to blur/focus
        if (this._hiddenVar)
        {
            document.addEventListener(this._hiddenVar, this._onChange, false);
        }

        window.onpagehide = this._onChange;
        window.onpageshow = this._onChange;

        window.onblur = this._onChange;
        window.onfocus = this._onChange;

    };

    /**
    * This method is called when the document visibility is changed.
    * @method Phaser.Stage#visibilityChange
    * @param {Event} event - Its type will be used to decide whether the game should be paused or not.
    */
    Phaser.Stage.prototype.visibilityChange = function (event) {

        if (this.disableVisibilityChange)
        {
            return;
        }

        if (event.type === 'pagehide' || event.type === 'blur' || event.type === 'pageshow' || event.type === 'focus')
        {
            if (event.type === 'pagehide' || event.type === 'blur')
            {
                this.game.focusLoss(event);
            }
            else if (event.type === 'pageshow' || event.type === 'focus')
            {
                this.game.focusGain(event);
            }

            return;
        }

        if (document.hidden || document.mozHidden || document.msHidden || document.webkitHidden)
        {
            this.game.gamePaused(event);
        }
        else
        {
            this.game.gameResumed(event);
        }

    };

    /**
    * Sets the background color for the Stage. The color can be given as a hex value (#RRGGBB) or a numeric value (0xRRGGBB)
    *
    * @name Phaser.Stage#setBackgroundColor
    * @param {number|string} backgroundColor - The color of the background.
    */
    Phaser.Stage.prototype.setBackgroundColor = function(backgroundColor)
    {
        if (typeof backgroundColor === 'string')
        {
            var rgb = Phaser.Color.hexToColor(backgroundColor);
            this._backgroundColor = Phaser.Color.getColor(rgb.r, rgb.g, rgb.b);
        }
        else
        {
            var rgb = Phaser.Color.getRGB(backgroundColor);
            this._backgroundColor = backgroundColor;
        }

        this.backgroundColorSplit = [ rgb.r / 255, rgb.g / 255, rgb.b / 255 ];
        this.backgroundColorString = Phaser.Color.RGBtoString(rgb.r, rgb.g, rgb.b, 255, '#');

    };

    /**
    * @name Phaser.Stage#backgroundColor
    * @property {number|string} backgroundColor - Gets and sets the background color of the stage. The color can be given as a number: 0xff0000 or a hex string: '#ff0000'
    */
    Object.defineProperty(Phaser.Stage.prototype, "backgroundColor", {

        get: function () {

            return this._backgroundColor;

        },

        set: function (color) {

            if (!this.game.transparent)
            {
                this.setBackgroundColor(color);
            }

        }

    });

    /**
    * Enable or disable texture smoothing for all objects on this Stage. Only works for bitmap/image textures. Smoothing is enabled by default.
    *
    * @name Phaser.Stage#smoothed
    * @property {boolean} smoothed - Set to true to smooth all sprites rendered on this Stage, or false to disable smoothing (great for pixel art)
    */
    Object.defineProperty(Phaser.Stage.prototype, "smoothed", {

        get: function () {

            return !PIXI.scaleModes.LINEAR;

        },

        set: function (value) {

            if (value)
            {
                PIXI.scaleModes.LINEAR = 0;
            }
            else
            {
                PIXI.scaleModes.LINEAR = 1;
            }
        }

    });