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< h1 class = "page-title" > Source: system/StageScaleMode.js< / h1 >
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< article >
< pre class = "sunlight-highlight-javascript linenums" > /**
* @author Richard Davey < rich@photonstorm.com>
* @copyright 2013 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
/**
* An Animation instance contains a single animation and the controls to play it.
* It is created by the AnimationManager, consists of Animation.Frame objects and belongs to a single Game Object such as a Sprite.
*
* @class Phaser.StageScaleMode
* @constructor
* @param {Phaser.Game} game - A reference to the currently running game.
* @param {number} width - Description.
* @param {number} height - Description.
*/
Phaser.StageScaleMode = function (game, width, height) {
/**
* @property {number} _startHeight - Stage height when starting the game.
* @default
* @private
*/
this._startHeight = 0;
/**
* @property {boolean} forceLandscape - If the game should be forced to use Landscape mode, this is set to true by Game.Stage
* @default
*/
this.forceLandscape = false;
/**
* @property {boolean} forcePortrait - If the game should be forced to use Portrait mode, this is set to true by Game.Stage
* @default
*/
this.forcePortrait = false;
/**
* @property {boolean} incorrectOrientation - If the game should be forced to use a specific orientation and the device currently isn't in that orientation this is set to true.
* @default
*/
this.incorrectOrientation = false;
/**
* @property {boolean} pageAlignHorizontally - If you wish to align your game in the middle of the page then you can set this value to true.
< ul>< li>It will place a re-calculated margin-left pixel value onto the canvas element which is updated on orientation/resizing.< /li>
< li>It doesn't care about any other DOM element that may be on the page, it literally just sets the margin.< /li>< /ul>
* @default
*/
this.pageAlignHorizontally = false;
/**
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* @property {boolean} pageAlignVertically - If you wish to align your game in the middle of the page then you can set this value to true.
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< ul>< li>It will place a re-calculated margin-left pixel value onto the canvas element which is updated on orientation/resizing.
< li>It doesn't care about any other DOM element that may be on the page, it literally just sets the margin.< /li>< /ul>
* @default
*/
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this.pageAlignVertically = false;
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/**
* @property {number} minWidth - Minimum width the canvas should be scaled to (in pixels).
* @default
*/
this.minWidth = null;
/**
* @property {number} maxWidth - Maximum width the canvas should be scaled to (in pixels).
* If null it will scale to whatever width the browser can handle.
* @default
*/
this.maxWidth = null;
/**
* @property {number} minHeight - Minimum height the canvas should be scaled to (in pixels).
* @default
*/
this.minHeight = null;
/**
* @property {number} maxHeight - Maximum height the canvas should be scaled to (in pixels).
* If null it will scale to whatever height the browser can handle.
* @default
*/
this.maxHeight = null;
/**
* @property {number} width - Width of the stage after calculation.
*/
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this.width = width;
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/**
* @property {number} height - Height of the stage after calculation.
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*/
this.height = height;
/**
* @property {number} _width - Cached stage width for full screen mode.
* @default
* @private
*/
this._width = 0;
/**
* @property {number} _height - Cached stage height for full screen mode.
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* @default
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* @private
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*/
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this._height = 0;
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/**
* @property {number} maxIterations - The maximum number of times it will try to resize the canvas to fill the browser.
* @default
*/
this.maxIterations = 5;
/**
* @property {Phaser.Game} game - A reference to the currently running game.
*/
this.game = game;
/**
* @property {Description} enterLandscape - Description.
*/
this.enterLandscape = new Phaser.Signal();
/**
* @property {Description} enterPortrait - Description.
*/
this.enterPortrait = new Phaser.Signal();
if (window['orientation'])
{
this.orientation = window['orientation'];
}
else
{
if (window.outerWidth > window.outerHeight)
{
this.orientation = 90;
}
else
{
this.orientation = 0;
}
}
/**
* @property {Description} scaleFactor - Description.
*/
this.scaleFactor = new Phaser.Point(1, 1);
/**
* @property {number} aspectRatio - Aspect ratio.
* @default
*/
this.aspectRatio = 0;
var _this = this;
window.addEventListener('orientationchange', function (event) {
return _this.checkOrientation(event);
}, false);
window.addEventListener('resize', function (event) {
return _this.checkResize(event);
}, false);
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document.addEventListener('webkitfullscreenchange', function (event) {
return _this.fullScreenChange(event);
}, false);
document.addEventListener('mozfullscreenchange', function (event) {
return _this.fullScreenChange(event);
}, false);
document.addEventListener('fullscreenchange', function (event) {
return _this.fullScreenChange(event);
}, false);
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};
/**
* @constant
* @type {number}
*/
Phaser.StageScaleMode.EXACT_FIT = 0;
/**
* @constant
* @type {number}
*/
Phaser.StageScaleMode.NO_SCALE = 1;
/**
* @constant
* @type {number}
*/
Phaser.StageScaleMode.SHOW_ALL = 2;
Phaser.StageScaleMode.prototype = {
/**
* Tries to enter the browser into full screen mode.
* Please note that this needs to be supported by the web browser and isn't the same thing as setting your game to fill the browser.
* @method Phaser.StageScaleMode#startFullScreen
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* @param {boolean} antialias - You can toggle the anti-alias feature of the canvas before jumping in to full screen (false = retain pixel art, true = smooth art)
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*/
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startFullScreen: function (antialias) {
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if (this.isFullScreen)
{
return;
}
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if (typeof antialias !== 'undefined')
{
Phaser.Canvas.setSmoothingEnabled(this.game.context, antialias);
}
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var element = this.game.canvas;
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this._width = this.width;
this._height = this.height;
console.log('startFullScreen', this._width, this._height);
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if (element['requestFullScreen'])
{
element['requestFullScreen']();
}
else if (element['mozRequestFullScreen'])
{
element['mozRequestFullScreen']();
}
else if (element['webkitRequestFullScreen'])
{
element['webkitRequestFullScreen'](Element.ALLOW_KEYBOARD_INPUT);
}
},
/**
* Stops full screen mode if the browser is in it.
* @method Phaser.StageScaleMode#stopFullScreen
*/
stopFullScreen: function () {
if (document['cancelFullScreen'])
{
document['cancelFullScreen']();
}
else if (document['mozCancelFullScreen'])
{
document['mozCancelFullScreen']();
}
else if (document['webkitCancelFullScreen'])
{
document['webkitCancelFullScreen']();
}
},
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/**
* Called automatically when the browser enters of leaves full screen mode.
* @method Phaser.StageScaleMode#fullScreenChange
* @param {Event} event - The fullscreenchange event
* @protected
*/
fullScreenChange: function (event) {
if (this.isFullScreen)
{
this.game.stage.canvas.style['width'] = '100%';
this.game.stage.canvas.style['height'] = '100%';
this.setMaximum();
this.game.input.scale.setTo(this.game.width / this.width, this.game.height / this.height);
this.aspectRatio = this.width / this.height;
this.scaleFactor.x = this.game.width / this.width;
this.scaleFactor.y = this.game.height / this.height;
}
else
{
this.game.stage.canvas.style['width'] = this.game.width + 'px';
this.game.stage.canvas.style['height'] = this.game.height + 'px';
this.width = this._width;
this.height = this._height;
this.game.input.scale.setTo(this.game.width / this.width, this.game.height / this.height);
this.aspectRatio = this.width / this.height;
this.scaleFactor.x = this.game.width / this.width;
this.scaleFactor.y = this.game.height / this.height;
}
},
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/**
* Checks if the browser is in the correct orientation for your game (if forceLandscape or forcePortrait have been set)
* @method Phaser.StageScaleMode#checkOrientationState
*/
checkOrientationState: function () {
// They are in the wrong orientation
if (this.incorrectOrientation)
{
if ((this.forceLandscape & & window.innerWidth > window.innerHeight) || (this.forcePortrait & & window.innerHeight > window.innerWidth))
{
// Back to normal
this.game.paused = false;
this.incorrectOrientation = false;
this.refresh();
}
}
else
{
if ((this.forceLandscape & & window.innerWidth < window.innerHeight) || (this.forcePortrait & & window.innerHeight < window.innerWidth))
{
// Show orientation screen
this.game.paused = true;
this.incorrectOrientation = true;
this.refresh();
}
}
},
/**
* Handle window.orientationchange events
* @method Phaser.StageScaleMode#checkOrientation
* @param {Event} event - The orientationchange event data.
*/
checkOrientation: function (event) {
this.orientation = window['orientation'];
if (this.isLandscape)
{
this.enterLandscape.dispatch(this.orientation, true, false);
}
else
{
this.enterPortrait.dispatch(this.orientation, false, true);
}
if (this.game.stage.scaleMode !== Phaser.StageScaleMode.NO_SCALE)
{
this.refresh();
}
},
/**
* Handle window.resize events
* @method Phaser.StageScaleMode#checkResize
* @param {Event} event - The resize event data.
*/
checkResize: function (event) {
if (window.outerWidth > window.outerHeight)
{
this.orientation = 90;
}
else
{
this.orientation = 0;
}
if (this.isLandscape)
{
this.enterLandscape.dispatch(this.orientation, true, false);
}
else
{
this.enterPortrait.dispatch(this.orientation, false, true);
}
if (this.game.stage.scaleMode !== Phaser.StageScaleMode.NO_SCALE)
{
this.refresh();
}
},
/**
* Re-calculate scale mode and update screen size.
* @method Phaser.StageScaleMode#refresh
*/
refresh: function () {
var _this = this;
// We can't do anything about the status bars in iPads, web apps or desktops
if (this.game.device.iPad == false & & this.game.device.webApp == false & & this.game.device.desktop == false)
{
// document.documentElement['style'].minHeight = '2000px';
// this._startHeight = window.innerHeight;
if (this.game.device.android & & this.game.device.chrome == false)
{
window.scrollTo(0, 1);
}
else
{
window.scrollTo(0, 0);
}
}
if (this._check == null & & this.maxIterations > 0)
{
this._iterations = this.maxIterations;
this._check = window.setInterval(function () {
return _this.setScreenSize();
}, 10);
this.setScreenSize();
}
},
/**
* Set screen size automatically based on the scaleMode.
* @param {Description} force - If force is true it will try to resize the game regardless of the document dimensions.
*/
setScreenSize: function (force) {
if (typeof force == 'undefined')
{
force = false;
}
if (this.game.device.iPad == false & & this.game.device.webApp == false & & this.game.device.desktop == false)
{
if (this.game.device.android & & this.game.device.chrome == false)
{
window.scrollTo(0, 1);
}
else
{
window.scrollTo(0, 0);
}
}
this._iterations--;
if (force || window.innerHeight > this._startHeight || this._iterations < 0)
{
// Set minimum height of content to new window height
document.documentElement['style'].minHeight = window.innerHeight + 'px';
if (this.incorrectOrientation == true)
{
this.setMaximum();
}
else if (this.game.stage.scaleMode == Phaser.StageScaleMode.EXACT_FIT)
{
this.setExactFit();
}
else if (this.game.stage.scaleMode == Phaser.StageScaleMode.SHOW_ALL)
{
this.setShowAll();
}
this.setSize();
clearInterval(this._check);
this._check = null;
}
},
/**
* Sets the canvas style width and height values based on minWidth/Height and maxWidth/Height.
* @method Phaser.StageScaleMode#setSize
*/
setSize: function () {
if (this.incorrectOrientation == false)
{
if (this.maxWidth & & this.width > this.maxWidth)
{
this.width = this.maxWidth;
}
if (this.maxHeight & & this.height > this.maxHeight)
{
this.height = this.maxHeight;
}
if (this.minWidth & & this.width < this.minWidth)
{
this.width = this.minWidth;
}
if (this.minHeight & & this.height < this.minHeight)
{
this.height = this.minHeight;
}
}
this.game.canvas.style.width = this.width + 'px';
this.game.canvas.style.height = this.height + 'px';
this.game.input.scale.setTo(this.game.width / this.width, this.game.height / this.height);
if (this.pageAlignHorizontally)
{
if (this.width < window.innerWidth & & this.incorrectOrientation == false)
{
this.game.canvas.style.marginLeft = Math.round((window.innerWidth - this.width) / 2) + 'px';
}
else
{
this.game.canvas.style.marginLeft = '0px';
}
}
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if (this.pageAlignVertically)
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{
if (this.height < window.innerHeight & & this.incorrectOrientation == false)
{
this.game.canvas.style.marginTop = Math.round((window.innerHeight - this.height) / 2) + 'px';
}
else
{
this.game.canvas.style.marginTop = '0px';
}
}
Phaser.Canvas.getOffset(this.game.canvas, this.game.stage.offset);
this.aspectRatio = this.width / this.height;
this.scaleFactor.x = this.game.width / this.width;
this.scaleFactor.y = this.game.height / this.height;
},
/**
* Sets this.width equal to window.innerWidth and this.height equal to window.innerHeight
* @method Phaser.StageScaleMode#setMaximum
*/
setMaximum: function () {
this.width = window.innerWidth;
this.height = window.innerHeight;
},
/**
* Calculates the multiplier needed to scale the game proportionally.
* @method Phaser.StageScaleMode#setShowAll
*/
setShowAll: function () {
var multiplier = Math.min((window.innerHeight / this.game.height), (window.innerWidth / this.game.width));
this.width = Math.round(this.game.width * multiplier);
this.height = Math.round(this.game.height * multiplier);
},
/**
* Sets the width and height values of the canvas, no larger than the maxWidth/Height.
* @method Phaser.StageScaleMode#setExactFit
*/
setExactFit: function () {
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var availableWidth = window.innerWidth;
var availableHeight = window.innerHeight;
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// console.log('available', availableWidth, availableHeight);
if (this.maxWidth & & availableWidth > this.maxWidth)
{
this.width = this.maxWidth;
}
else
{
this.width = availableWidth;
}
if (this.maxHeight & & availableHeight > this.maxHeight)
{
this.height = this.maxHeight;
}
else
{
this.height = availableHeight;
}
}
};
/**
* @name Phaser.StageScaleMode#isFullScreen
* @property {boolean} isFullScreen - Returns true if the browser is in full screen mode, otherwise false.
* @readonly
*/
Object.defineProperty(Phaser.StageScaleMode.prototype, "isFullScreen", {
get: function () {
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return (document['fullscreenElement'] || document['mozFullScreenElement'] || document['webkitFullscreenElement'])
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}
});
/**
* @name Phaser.StageScaleMode#isPortrait
* @property {boolean} isPortrait - Returns true if the browser dimensions match a portrait display.
* @readonly
*/
Object.defineProperty(Phaser.StageScaleMode.prototype, "isPortrait", {
get: function () {
return this.orientation == 0 || this.orientation == 180;
}
});
/**
* @name Phaser.StageScaleMode#isLandscape
* @property {boolean} isLandscape - Returns true if the browser dimensions match a landscape display.
* @readonly
*/
Object.defineProperty(Phaser.StageScaleMode.prototype, "isLandscape", {
get: function () {
return this.orientation === 90 || this.orientation === -90;
}
});
< / pre >
< / article >
< / section >
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< span class = "copyright" >
Phaser Copyright © 2012-2013 Photon Storm Ltd.
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< br / >
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Documentation generated by < a href = "https://github.com/jsdoc3/jsdoc" > JSDoc 3.3.0-dev< / a >
2013-11-01 18:16:52 +00:00
on Fri Nov 01 2013 18:16:08 GMT-0000 (GMT) using the < a href = "https://github.com/terryweiss/docstrap" > DocStrap template< / a > .
2013-10-03 00:21:08 +00:00
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