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<a href="global.html#Phaser.Path#numPointsreturn%257Bnumber%257DThetotalnumberofPathPointsinthisPath.">Phaser.Path#numPoints
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<a href="global.html#scaleModes">scaleModes</a>
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2014-12-03 10:39:11 +00:00
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<div class="span12">
<div id="main">
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<h1 class="page-title">Source: src/core/ScaleManager.js</h1>
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<section>
<article>
<pre class="sunlight-highlight-javascript linenums">/**
* @author Richard Davey &lt;rich@photonstorm.com>
2016-04-22 14:15:28 +00:00
* @copyright 2016 Photon Storm Ltd.
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* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
/**
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* @classdesc
* The ScaleManager object handles the the scaling, resizing, and alignment of the
* Game size and the game Display canvas.
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*
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* The Game size is the logical size of the game; the Display canvas has size as an HTML element.
*
* The calculations of these are heavily influenced by the bounding Parent size which is the computed
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* dimensions of the Display canvas's Parent container/element - the _effective CSS rules of the
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* canvas's Parent element play an important role_ in the operation of the ScaleManager.
*
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* The Display canvas - or Game size, depending {@link #scaleMode} - is updated to best utilize the Parent size.
* When in Fullscreen mode or with {@link #parentIsWindow} the Parent size is that of the visual viewport (see {@link Phaser.ScaleManager#getParentBounds getParentBounds}).
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*
* Parent and Display canvas containment guidelines:
*
* - Style the Parent element (of the game canvas) to control the Parent size and
* thus the Display canvas's size and layout.
*
* - The Parent element's CSS styles should _effectively_ apply maximum (and minimum) bounding behavior.
*
* - The Parent element should _not_ apply a padding as this is not accounted for.
* If a padding is required apply it to the Parent's parent or apply a margin to the Parent.
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* If you need to add a border, margin or any other CSS around your game container, then use a parent element and
* apply the CSS to this instead, otherwise you'll be constantly resizing the shape of the game container.
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*
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* - The Display canvas layout CSS styles (i.e. margins, size) should not be altered/specified as
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* they may be updated by the ScaleManager.
*
* @description
* Create a new ScaleManager object - this is done automatically by {@link Phaser.Game}
*
* The `width` and `height` constructor parameters can either be a number which represents pixels or a string that represents a percentage: e.g. `800` (for 800 pixels) or `"80%"` for 80%.
*
* @class
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* @param {Phaser.Game} game - A reference to the currently running game.
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* @param {number|string} width - The width of the game. See above.
* @param {number|string} height - The height of the game. See above.
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*/
Phaser.ScaleManager = function (game, width, height) {
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/**
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* A reference to the currently running game.
* @property {Phaser.Game} game
* @protected
* @readonly
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*/
this.game = game;
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/**
* Provides access to some cross-device DOM functions.
* @property {Phaser.DOM} dom
* @protected
* @readonly
*/
this.dom = Phaser.DOM;
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/**
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* _EXPERIMENTAL:_ A responsive grid on which you can align game objects.
* @property {Phaser.FlexGrid} grid
* @public
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*/
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this.grid = null;
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/**
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* Target width (in pixels) of the Display canvas.
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* @property {number} width
* @readonly
*/
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this.width = 0;
/**
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* Target height (in pixels) of the Display canvas.
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* @property {number} height
* @readonly
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*/
this.height = 0;
/**
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* Minimum width the canvas should be scaled to (in pixels).
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* Change with {@link #setMinMax}.
* @property {?number} minWidth
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* @readonly
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* @protected
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*/
this.minWidth = null;
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/**
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* Maximum width the canvas should be scaled to (in pixels).
* If null it will scale to whatever width the browser can handle.
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* Change with {@link #setMinMax}.
* @property {?number} maxWidth
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* @readonly
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* @protected
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*/
this.maxWidth = null;
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/**
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* Minimum height the canvas should be scaled to (in pixels).
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* Change with {@link #setMinMax}.
* @property {?number} minHeight
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* @readonly
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* @protected
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*/
this.minHeight = null;
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/**
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* Maximum height the canvas should be scaled to (in pixels).
* If null it will scale to whatever height the browser can handle.
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* Change with {@link #setMinMax}.
* @property {?number} maxHeight
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* @readonly
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* @protected
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*/
this.maxHeight = null;
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/**
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* The offset coordinates of the Display canvas from the top-left of the browser window.
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* The is used internally by Phaser.Pointer (for Input) and possibly other types.
* @property {Phaser.Point} offset
* @readonly
* @protected
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*/
this.offset = new Phaser.Point();
/**
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* If true, the game should only run in a landscape orientation.
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* Change with {@link #forceOrientation}.
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* @property {boolean} forceLandscape
* @readonly
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* @default
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* @protected
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*/
this.forceLandscape = false;
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/**
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* If true, the game should only run in a portrait
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* Change with {@link #forceOrientation}.
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* @property {boolean} forcePortrait
* @readonly
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* @default
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* @protected
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*/
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this.forcePortrait = false;
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/**
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* True if {@link #forceLandscape} or {@link #forcePortrait} are set and do not agree with the browser orientation.
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*
* This value is not updated immediately.
*
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* @property {boolean} incorrectOrientation
* @readonly
* @protected
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*/
this.incorrectOrientation = false;
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/**
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* See {@link #pageAlignHorizontally}.
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* @property {boolean} _pageAlignHorizontally
* @private
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*/
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this._pageAlignHorizontally = false;
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/**
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* See {@link #pageAlignVertically}.
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* @property {boolean} _pageAlignVertically
* @private
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*/
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this._pageAlignVertically = false;
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/**
* This signal is dispatched when the orientation changes _or_ the validity of the current orientation changes.
*
* The signal is supplied with the following arguments:
* - `scale` - the ScaleManager object
* - `prevOrientation`, a string - The previous orientation as per {@link Phaser.ScaleManager#screenOrientation screenOrientation}.
* - `wasIncorrect`, a boolean - True if the previous orientation was last determined to be incorrect.
*
* Access the current orientation and validity with `scale.screenOrientation` and `scale.incorrectOrientation`.
* Thus the following tests can be done:
*
* // The orientation itself changed:
* scale.screenOrientation !== prevOrientation
* // The orientation just became incorrect:
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* scale.incorrectOrientation &amp;&amp; !wasIncorrect
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*
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* It is possible that this signal is triggered after {@link #forceOrientation} so the orientation
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* correctness changes even if the orientation itself does not change.
*
* This is signaled from `preUpdate` (or `pauseUpdate`) _even when_ the game is paused.
*
* @property {Phaser.Signal} onOrientationChange
* @public
*/
this.onOrientationChange = new Phaser.Signal();
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/**
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* This signal is dispatched when the browser enters an incorrect orientation, as defined by {@link #forceOrientation}.
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*
* This is signaled from `preUpdate` (or `pauseUpdate`) _even when_ the game is paused.
*
* @property {Phaser.Signal} enterIncorrectOrientation
* @public
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*/
this.enterIncorrectOrientation = new Phaser.Signal();
/**
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* This signal is dispatched when the browser leaves an incorrect orientation, as defined by {@link #forceOrientation}.
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*
* This is signaled from `preUpdate` (or `pauseUpdate`) _even when_ the game is paused.
*
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* @property {Phaser.Signal} leaveIncorrectOrientation
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* @public
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*/
this.leaveIncorrectOrientation = new Phaser.Signal();
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/**
* This boolean provides you with a way to determine if the browser is in Full Screen
* mode (via the Full Screen API), and Phaser was the one responsible for activating it.
*
* It's possible that ScaleManager.isFullScreen returns `true` even if Phaser wasn't the
* one that made the browser go full-screen, so this flag lets you determine that.
*
* @property {boolean} hasPhaserSetFullScreen
* @default
*/
this.hasPhaserSetFullScreen = false;
/**
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* If specified, this is the DOM element on which the Fullscreen API enter request will be invoked.
* The target element must have the correct CSS styling and contain the Display canvas.
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*
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* The elements style will be modified (ie. the width and height might be set to 100%)
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* but it will not be added to, removed from, or repositioned within the DOM.
* An attempt is made to restore relevant style changes when fullscreen mode is left.
*
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* For pre-2.2.0 behavior set `game.scale.fullScreenTarget = game.canvas`.
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*
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* @property {?DOMElement} fullScreenTarget
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* @default
*/
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this.fullScreenTarget = null;
/**
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* The fullscreen target, as created by {@link #createFullScreenTarget}.
* This is not set if {@link #fullScreenTarget} is used and is cleared when fullscreen mode ends.
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* @property {?DOMElement} _createdFullScreenTarget
* @private
*/
this._createdFullScreenTarget = null;
/**
* This signal is dispatched when fullscreen mode is ready to be initialized but
* before the fullscreen request.
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*
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* The signal is passed two arguments: `scale` (the ScaleManager), and an object in the form `{targetElement: DOMElement}`.
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*
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* The `targetElement` is the {@link #fullScreenTarget} element,
* if such is assigned, or a new element created by {@link #createFullScreenTarget}.
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*
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* Custom CSS styling or resets can be applied to `targetElement` as required.
*
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* If `targetElement` is _not_ the same element as {@link #fullScreenTarget}:
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* - After initialization the Display canvas is moved onto the `targetElement` for
* the duration of the fullscreen mode, and restored to it's original DOM location when fullscreen is exited.
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* - The `targetElement` is moved/re-parented within the DOM and may have its CSS styles updated.
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*
* The behavior of a pre-assigned target element is covered in {@link Phaser.ScaleManager#fullScreenTarget fullScreenTarget}.
*
* @property {Phaser.Signal} onFullScreenInit
* @public
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*/
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this.onFullScreenInit = new Phaser.Signal();
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/**
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* This signal is dispatched when the browser enters or leaves fullscreen mode, if supported.
*
* The signal is supplied with a single argument: `scale` (the ScaleManager). Use `scale.isFullScreen` to determine
* if currently running in Fullscreen mode.
*
* @property {Phaser.Signal} onFullScreenChange
* @public
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*/
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this.onFullScreenChange = new Phaser.Signal();
/**
* This signal is dispatched when the browser fails to enter fullscreen mode;
* or if the device does not support fullscreen mode and `startFullScreen` is invoked.
*
* The signal is supplied with a single argument: `scale` (the ScaleManager).
*
* @property {Phaser.Signal} onFullScreenError
* @public
*/
this.onFullScreenError = new Phaser.Signal();
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/**
* The _last known_ orientation of the screen, as defined in the Window Screen Web API.
* See {@link Phaser.DOM.getScreenOrientation} for possible values.
*
* @property {string} screenOrientation
* @readonly
* @public
*/
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this.screenOrientation = this.dom.getScreenOrientation();
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/**
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* The _current_ scale factor based on the game dimensions vs. the scaled dimensions.
* @property {Phaser.Point} scaleFactor
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* @readonly
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*/
this.scaleFactor = new Phaser.Point(1, 1);
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/**
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* The _current_ inversed scale factor. The displayed dimensions divided by the game dimensions.
* @property {Phaser.Point} scaleFactorInversed
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* @readonly
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* @protected
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*/
this.scaleFactorInversed = new Phaser.Point(1, 1);
/**
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* The Display canvas is aligned by adjusting the margins; the last margins are stored here.
*
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* @property {Bounds-like} margin
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* @readonly
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* @protected
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*/
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this.margin = {left: 0, top: 0, right: 0, bottom: 0, x: 0, y: 0};
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/**
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* The bounds of the scaled game. The x/y will match the offset of the canvas element and the width/height the scaled width and height.
* @property {Phaser.Rectangle} bounds
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* @readonly
*/
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this.bounds = new Phaser.Rectangle();
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/**
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* The aspect ratio of the scaled Display canvas.
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* @property {number} aspectRatio
* @readonly
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*/
this.aspectRatio = 0;
/**
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* The aspect ratio of the original game dimensions.
* @property {number} sourceAspectRatio
* @readonly
*/
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this.sourceAspectRatio = 0;
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/**
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* The native browser events from Fullscreen API changes.
* @property {any} event
* @readonly
* @private
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*/
this.event = null;
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/**
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* The edges on which to constrain the game Display/canvas in _addition_ to the restrictions of the parent container.
*
* The properties are strings and can be '', 'visual', 'layout', or 'layout-soft'.
* - If 'visual', the edge will be constrained to the Window / displayed screen area
* - If 'layout', the edge will be constrained to the CSS Layout bounds
* - An invalid value is treated as 'visual'
*
* @member
* @property {string} bottom
* @property {string} right
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* @default
*/
this.windowConstraints = {
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right: 'layout',
bottom: ''
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};
/**
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* Various compatibility settings.
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* A value of "(auto)" indicates the setting is configured based on device and runtime information.
*
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* A {@link #refresh} may need to be performed after making changes.
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*
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* @protected
*
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* @property {boolean} [supportsFullScreen=(auto)] - True only if fullscreen support will be used. (Changing to fullscreen still might not work.)
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*
* @property {boolean} [orientationFallback=(auto)] - See {@link Phaser.DOM.getScreenOrientation}.
*
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* @property {boolean} [noMargins=false] - If true then the Display canvas's margins will not be updated anymore: existing margins must be manually cleared. Disabling margins prevents automatic canvas alignment/centering, possibly in fullscreen.
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*
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* @property {?Phaser.Point} [scrollTo=(auto)] - If specified the window will be scrolled to this position on every refresh.
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*
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* @property {boolean} [forceMinimumDocumentHeight=false] - If enabled the document elements minimum height is explicitly set on updates.
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* The height set varies by device and may either be the height of the window or the viewport.
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*
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* @property {boolean} [canExpandParent=true] - If enabled then SHOW_ALL and USER_SCALE modes can try and expand the parent element. It may be necessary for the parent element to impose CSS width/height restrictions.
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*
* @property {string} [clickTrampoline=(auto)] - On certain browsers (eg. IE) FullScreen events need to be triggered via 'click' events.
* A value of 'when-not-mouse' uses a click trampoline when a pointer that is not the primary mouse is used.
* Any other string value (including the empty string) prevents using click trampolines.
* For more details on click trampolines see {@link Phaser.Pointer#addClickTrampoline}.
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*/
this.compatibility = {
supportsFullScreen: false,
orientationFallback: null,
noMargins: false,
scrollTo: null,
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forceMinimumDocumentHeight: false,
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canExpandParent: true,
clickTrampoline: ''
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};
/**
* Scale mode to be used when not in fullscreen.
* @property {number} _scaleMode
* @private
*/
this._scaleMode = Phaser.ScaleManager.NO_SCALE;
/*
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* Scale mode to be used in fullscreen.
* @property {number} _fullScreenScaleMode
* @private
*/
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this._fullScreenScaleMode = Phaser.ScaleManager.NO_SCALE;
/**
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* If the parent container of the Game canvas is the browser window itself (i.e. document.body),
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* rather than another div, this should set to `true`.
*
* The {@link #parentNode} property is generally ignored while this is in effect.
*
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* @property {boolean} parentIsWindow
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*/
this.parentIsWindow = false;
/**
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* The _original_ DOM element for the parent of the Display canvas.
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* This may be different in fullscreen - see {@link #createFullScreenTarget}.
*
* This should only be changed after moving the Game canvas to a different DOM parent.
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*
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* @property {?DOMElement} parentNode
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*/
this.parentNode = null;
/**
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* The scale of the game in relation to its parent container.
* @property {Phaser.Point} parentScaleFactor
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* @readonly
*/
this.parentScaleFactor = new Phaser.Point(1, 1);
/**
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* The maximum time (in ms) between dimension update checks for the Canvas's parent element (or window).
* Update checks normally happen quicker in response to other events.
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*
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* @property {integer} trackParentInterval
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* @default
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* @protected
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* @see {@link Phaser.ScaleManager#refresh refresh}
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*/
this.trackParentInterval = 2000;
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/**
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* This signal is dispatched when the size of the Display canvas changes _or_ the size of the Game changes.
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* When invoked this is done _after_ the Canvas size/position have been updated.
*
* This signal is _only_ called when a change occurs and a reflow may be required.
* For example, if the canvas does not change sizes because of CSS settings (such as min-width)
* then this signal will _not_ be triggered.
*
* Use this to handle responsive game layout options.
*
* This is signaled from `preUpdate` (or `pauseUpdate`) _even when_ the game is paused.
*
* @property {Phaser.Signal} onSizeChange
* @todo Formalize the arguments, if any, supplied to this signal.
*/
this.onSizeChange = new Phaser.Signal();
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/**
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* The callback that will be called each the parent container resizes.
* @property {function} onResize
* @private
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*/
this.onResize = null;
/**
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* The context in which the {@link #onResize} callback will be called.
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* @property {object} onResizeContext
* @private
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*/
this.onResizeContext = null;
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/**
* @property {integer} _pendingScaleMode - Used to retain the scale mode if set from config before Boot.
* @private
*/
this._pendingScaleMode = null;
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/**
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* Information saved when fullscreen mode is started.
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* @property {?object} _fullScreenRestore
* @private
*/
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this._fullScreenRestore = null;
/**
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* The _actual_ game dimensions, as initially set or set by {@link #setGameSize}.
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* @property {Phaser.Rectangle} _gameSize
* @private
*/
this._gameSize = new Phaser.Rectangle();
/**
* The user-supplied scale factor, used with the USER_SCALE scaling mode.
* @property {Phaser.Point} _userScaleFactor
* @private
*/
this._userScaleFactor = new Phaser.Point(1, 1);
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/**
* The user-supplied scale trim, used with the USER_SCALE scaling mode.
* @property {Phaser.Point} _userScaleTrim
* @private
*/
this._userScaleTrim = new Phaser.Point(0, 0);
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/**
* The last time the bounds were checked in `preUpdate`.
* @property {number} _lastUpdate
* @private
*/
this._lastUpdate = 0;
/**
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* Size checks updates are delayed according to the throttle.
* The throttle increases to `trackParentInterval` over time and is used to more
* rapidly detect changes in certain browsers (eg. IE) while providing back-off safety.
* @property {integer} _updateThrottle
* @private
*/
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this._updateThrottle = 0;
/**
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* The minimum throttle allowed until it has slowed down sufficiently.
* @property {integer} _updateThrottleReset
* @private
*/
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this._updateThrottleReset = 100;
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/**
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* The cached result of the parent (possibly window) bounds; used to invalidate sizing.
* @property {Phaser.Rectangle} _parentBounds
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* @private
*/
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this._parentBounds = new Phaser.Rectangle();
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/**
* Temporary bounds used for internal work to cut down on new objects created.
* @property {Phaser.Rectangle} _parentBounds
* @private
*/
this._tempBounds = new Phaser.Rectangle();
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/**
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* The Canvas size at which the last onSizeChange signal was triggered.
* @property {Phaser.Rectangle} _lastReportedCanvasSize
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* @private
*/
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this._lastReportedCanvasSize = new Phaser.Rectangle();
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/**
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* The Game size at which the last onSizeChange signal was triggered.
* @property {Phaser.Rectangle} _lastReportedGameSize
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* @private
*/
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this._lastReportedGameSize = new Phaser.Rectangle();
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/**
* @property {boolean} _booted - ScaleManager booted state.
* @private
*/
this._booted = false;
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if (game.config)
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{
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this.parseConfig(game.config);
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}
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this.setupScale(width, height);
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};
/**
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* A scale mode that stretches content to fill all available space - see {@link Phaser.ScaleManager#scaleMode scaleMode}.
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*
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* @constant
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* @type {integer}
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*/
Phaser.ScaleManager.EXACT_FIT = 0;
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/**
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* A scale mode that prevents any scaling - see {@link Phaser.ScaleManager#scaleMode scaleMode}.
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*
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* @constant
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* @type {integer}
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*/
Phaser.ScaleManager.NO_SCALE = 1;
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/**
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* A scale mode that shows the entire game while maintaining proportions - see {@link Phaser.ScaleManager#scaleMode scaleMode}.
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*
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* @constant
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* @type {integer}
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*/
Phaser.ScaleManager.SHOW_ALL = 2;
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/**
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* A scale mode that causes the Game size to change - see {@link Phaser.ScaleManager#scaleMode scaleMode}.
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*
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* @constant
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* @type {integer}
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*/
Phaser.ScaleManager.RESIZE = 3;
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/**
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* A scale mode that allows a custom scale factor - see {@link Phaser.ScaleManager#scaleMode scaleMode}.
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*
* @constant
* @type {integer}
*/
Phaser.ScaleManager.USER_SCALE = 4;
Phaser.ScaleManager.prototype = {
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/**
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* Start the ScaleManager.
*
* @method Phaser.ScaleManager#boot
* @protected
*/
boot: function () {
// Configure device-dependent compatibility
var compat = this.compatibility;
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compat.supportsFullScreen = this.game.device.fullscreen &amp;&amp; !this.game.device.cocoonJS;
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// We can't do anything about the status bars in iPads, web apps or desktops
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if (!this.game.device.iPad &amp;&amp; !this.game.device.webApp &amp;&amp; !this.game.device.desktop)
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{
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if (this.game.device.android &amp;&amp; !this.game.device.chrome)
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{
compat.scrollTo = new Phaser.Point(0, 1);
}
else
{
compat.scrollTo = new Phaser.Point(0, 0);
}
}
if (this.game.device.desktop)
{
compat.orientationFallback = 'screen';
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compat.clickTrampoline = 'when-not-mouse';
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}
else
{
compat.orientationFallback = '';
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compat.clickTrampoline = '';
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}
// Configure event listeners
var _this = this;
this._orientationChange = function(event) {
return _this.orientationChange(event);
};
this._windowResize = function(event) {
return _this.windowResize(event);
};
// This does not appear to be on the standards track
window.addEventListener('orientationchange', this._orientationChange, false);
window.addEventListener('resize', this._windowResize, false);
if (this.compatibility.supportsFullScreen)
{
this._fullScreenChange = function(event) {
return _this.fullScreenChange(event);
};
this._fullScreenError = function(event) {
return _this.fullScreenError(event);
};
document.addEventListener('webkitfullscreenchange', this._fullScreenChange, false);
document.addEventListener('mozfullscreenchange', this._fullScreenChange, false);
document.addEventListener('MSFullscreenChange', this._fullScreenChange, false);
document.addEventListener('fullscreenchange', this._fullScreenChange, false);
document.addEventListener('webkitfullscreenerror', this._fullScreenError, false);
document.addEventListener('mozfullscreenerror', this._fullScreenError, false);
document.addEventListener('MSFullscreenError', this._fullScreenError, false);
document.addEventListener('fullscreenerror', this._fullScreenError, false);
}
this.game.onResume.add(this._gameResumed, this);
// Initialize core bounds
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this.dom.getOffset(this.game.canvas, this.offset);
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this.bounds.setTo(this.offset.x, this.offset.y, this.width, this.height);
this.setGameSize(this.game.width, this.game.height);
// Don't use updateOrientationState so events are not fired
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this.screenOrientation = this.dom.getScreenOrientation(this.compatibility.orientationFallback);
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if (Phaser.FlexGrid)
{
this.grid = new Phaser.FlexGrid(this, this.width, this.height);
}
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this._booted = true;
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if (this._pendingScaleMode !== null)
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{
this.scaleMode = this._pendingScaleMode;
this._pendingScaleMode = null;
}
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},
/**
* Load configuration settings.
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*
* @method Phaser.ScaleManager#parseConfig
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* @protected
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* @param {object} config - The game configuration object.
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*/
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parseConfig: function (config) {
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if (config['scaleMode'] !== undefined)
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{
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if (this._booted)
{
this.scaleMode = config['scaleMode'];
}
else
{
this._pendingScaleMode = config['scaleMode'];
}
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}
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if (config['fullScreenScaleMode'] !== undefined)
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{
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this.fullScreenScaleMode = config['fullScreenScaleMode'];
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}
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if (config['fullScreenTarget'])
{
this.fullScreenTarget = config['fullScreenTarget'];
}
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},
/**
* Calculates and sets the game dimensions based on the given width and height.
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*
* This should _not_ be called when in fullscreen mode.
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*
* @method Phaser.ScaleManager#setupScale
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* @protected
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* @param {number|string} width - The width of the game.
* @param {number|string} height - The height of the game.
*/
setupScale: function (width, height) {
var target;
var rect = new Phaser.Rectangle();
if (this.game.parent !== '')
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{
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if (typeof this.game.parent === 'string')
{
// hopefully an element ID
target = document.getElementById(this.game.parent);
}
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else if (this.game.parent &amp;&amp; this.game.parent.nodeType === 1)
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{
// quick test for a HTMLelement
target = this.game.parent;
}
}
// Fallback, covers an invalid ID and a non HTMLelement object
if (!target)
{
// Use the full window
this.parentNode = null;
this.parentIsWindow = true;
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rect.width = this.dom.visualBounds.width;
rect.height = this.dom.visualBounds.height;
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this.offset.set(0, 0);
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}
else
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{
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this.parentNode = target;
this.parentIsWindow = false;
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this.getParentBounds(this._parentBounds);
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rect.width = this._parentBounds.width;
rect.height = this._parentBounds.height;
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this.offset.set(this._parentBounds.x, this._parentBounds.y);
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}
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var newWidth = 0;
var newHeight = 0;
if (typeof width === 'number')
{
newWidth = width;
}
else
{
// Percentage based
this.parentScaleFactor.x = parseInt(width, 10) / 100;
newWidth = rect.width * this.parentScaleFactor.x;
}
if (typeof height === 'number')
{
newHeight = height;
}
else
{
// Percentage based
this.parentScaleFactor.y = parseInt(height, 10) / 100;
newHeight = rect.height * this.parentScaleFactor.y;
}
newWidth = Math.floor(newWidth);
newHeight = Math.floor(newHeight);
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this._gameSize.setTo(0, 0, newWidth, newHeight);
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this.updateDimensions(newWidth, newHeight, false);
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},
/**
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* Invoked when the game is resumed.
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*
* @method Phaser.ScaleManager#_gameResumed
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* @private
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*/
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_gameResumed: function () {
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this.queueUpdate(true);
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},
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/**
* Set the actual Game size.
* Use this instead of directly changing `game.width` or `game.height`.
*
* The actual physical display (Canvas element size) depends on various settings including
* - Scale mode
* - Scaling factor
* - Size of Canvas's parent element or CSS rules such as min-height/max-height;
* - The size of the Window
*
* @method Phaser.ScaleManager#setGameSize
* @public
* @param {integer} width - _Game width_, in pixels.
* @param {integer} height - _Game height_, in pixels.
*/
setGameSize: function (width, height) {
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this._gameSize.setTo(0, 0, width, height);
if (this.currentScaleMode !== Phaser.ScaleManager.RESIZE)
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{
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this.updateDimensions(width, height, true);
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}
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this.queueUpdate(true);
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},
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/**
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* Set a User scaling factor used in the USER_SCALE scaling mode.
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*
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* The target canvas size is computed by:
*
* canvas.width = (game.width * hScale) - hTrim
* canvas.height = (game.height * vScale) - vTrim
*
* This method can be used in the {@link Phaser.ScaleManager#setResizeCallback resize callback}.
*
* @method Phaser.ScaleManager#setUserScale
* @param {number} hScale - Horizontal scaling factor.
* @param {numer} vScale - Vertical scaling factor.
* @param {integer} [hTrim=0] - Horizontal trim, applied after scaling.
* @param {integer} [vTrim=0] - Vertical trim, applied after scaling.
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*/
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setUserScale: function (hScale, vScale, hTrim, vTrim) {
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this._userScaleFactor.setTo(hScale, vScale);
this._userScaleTrim.setTo(hTrim | 0, vTrim | 0);
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this.queueUpdate(true);
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},
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/**
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* Sets the callback that will be invoked before sizing calculations.
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*
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* This is the appropriate place to call {@link #setUserScale} if needing custom dynamic scaling.
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*
* The callback is supplied with two arguments `scale` and `parentBounds` where `scale` is the ScaleManager
* and `parentBounds`, a Phaser.Rectangle, is the size of the Parent element.
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*
* This callback
* - May be invoked even though the parent container or canvas sizes have not changed
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* - Unlike {@link #onSizeChange}, it runs _before_ the canvas is guaranteed to be updated
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* - Will be invoked from `preUpdate`, _even when_ the game is paused
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*
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* See {@link #onSizeChange} for a better way of reacting to layout updates.
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*
* @method Phaser.ScaleManager#setResizeCallback
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* @public
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* @param {function} callback - The callback that will be called each time a window.resize event happens or if set, the parent container resizes.
* @param {object} context - The context in which the callback will be called.
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*/
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setResizeCallback: function (callback, context) {
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this.onResize = callback;
this.onResizeContext = context;
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},
/**
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* Signals a resize - IF the canvas or Game size differs from the last signal.
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*
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* This also triggers updates on {@link #grid} (FlexGrid) and, if in a RESIZE mode, `game.state` (StateManager).
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*
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* @method Phaser.ScaleManager#signalSizeChange
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* @private
*/
signalSizeChange: function () {
if (!Phaser.Rectangle.sameDimensions(this, this._lastReportedCanvasSize) ||
!Phaser.Rectangle.sameDimensions(this.game, this._lastReportedGameSize))
{
var width = this.width;
var height = this.height;
this._lastReportedCanvasSize.setTo(0, 0, width, height);
this._lastReportedGameSize.setTo(0, 0, this.game.width, this.game.height);
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if (this.grid)
{
this.grid.onResize(width, height);
}
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this.onSizeChange.dispatch(this, width, height);
// Per StateManager#onResizeCallback, it only occurs when in RESIZE mode.
if (this.currentScaleMode === Phaser.ScaleManager.RESIZE)
{
this.game.state.resize(width, height);
this.game.load.resize(width, height);
}
}
},
/**
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* Set the min and max dimensions for the Display canvas.
*
* _Note:_ The min/max dimensions are only applied in some cases
* - When the device is not in an incorrect orientation; or
* - The scale mode is EXACT_FIT when not in fullscreen
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*
* @method Phaser.ScaleManager#setMinMax
* @public
* @param {number} minWidth - The minimum width the game is allowed to scale down to.
* @param {number} minHeight - The minimum height the game is allowed to scale down to.
* @param {number} [maxWidth] - The maximum width the game is allowed to scale up to; only changed if specified.
* @param {number} [maxHeight] - The maximum height the game is allowed to scale up to; only changed if specified.
* @todo These values are only sometimes honored.
*/
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setMinMax: function (minWidth, minHeight, maxWidth, maxHeight) {
this.minWidth = minWidth;
this.minHeight = minHeight;
if (typeof maxWidth !== 'undefined')
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{
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this.maxWidth = maxWidth;
}
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if (typeof maxHeight !== 'undefined')
{
this.maxHeight = maxHeight;
}
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},
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/**
* The ScaleManager.preUpdate is called automatically by the core Game loop.
*
* @method Phaser.ScaleManager#preUpdate
* @protected
*/
preUpdate: function () {
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if (this.game.time.time &lt; (this._lastUpdate + this._updateThrottle))
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{
return;
}
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var prevThrottle = this._updateThrottle;
this._updateThrottleReset = prevThrottle >= 400 ? 0 : 100;
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this.dom.getOffset(this.game.canvas, this.offset);
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var prevWidth = this._parentBounds.width;
var prevHeight = this._parentBounds.height;
var bounds = this.getParentBounds(this._parentBounds);
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var boundsChanged = bounds.width !== prevWidth || bounds.height !== prevHeight;
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// Always invalidate on a newly detected orientation change
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var orientationChanged = this.updateOrientationState();
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if (boundsChanged || orientationChanged)
{
if (this.onResize)
{
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this.onResize.call(this.onResizeContext, this, bounds);
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}
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this.updateLayout();
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this.signalSizeChange();
}
// Next throttle, eg. 25, 50, 100, 200..
var throttle = this._updateThrottle * 2;
// Don't let an update be too eager about resetting the throttle.
if (this._updateThrottle &lt; prevThrottle)
{
throttle = Math.min(prevThrottle, this._updateThrottleReset);
}
this._updateThrottle = Phaser.Math.clamp(throttle, 25, this.trackParentInterval);
this._lastUpdate = this.game.time.time;
},
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/**
* Update method while paused.
*
* @method Phaser.ScaleManager#pauseUpdate
* @private
*/
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pauseUpdate: function () {
this.preUpdate();
// Updates at slowest.
this._updateThrottle = this.trackParentInterval;
},
/**
* Update the dimensions taking the parent scaling factor into account.
*
* @method Phaser.ScaleManager#updateDimensions
* @private
* @param {number} width - The new width of the parent container.
* @param {number} height - The new height of the parent container.
* @param {boolean} resize - True if the renderer should be resized, otherwise false to just update the internal vars.
*/
updateDimensions: function (width, height, resize) {
this.width = width * this.parentScaleFactor.x;
this.height = height * this.parentScaleFactor.y;
this.game.width = this.width;
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this.game.height = this.height;
this.sourceAspectRatio = this.width / this.height;
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this.updateScalingAndBounds();
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if (resize)
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{
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// Resize the renderer (which in turn resizes the Display canvas!)
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this.game.renderer.resize(this.width, this.height);
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// The Camera can never be smaller than the Game size
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this.game.camera.setSize(this.width, this.height);
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// This should only happen if the world is smaller than the new canvas size
this.game.world.resize(this.width, this.height);
}
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},
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/**
* Update relevant scaling values based on the ScaleManager dimension and game dimensions,
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* which should already be set. This does not change {@link #sourceAspectRatio}.
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*
* @method Phaser.ScaleManager#updateScalingAndBounds
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* @private
*/
updateScalingAndBounds: function () {
this.scaleFactor.x = this.game.width / this.width;
this.scaleFactor.y = this.game.height / this.height;
this.scaleFactorInversed.x = this.width / this.game.width;
this.scaleFactorInversed.y = this.height / this.game.height;
this.aspectRatio = this.width / this.height;
// This can be invoked in boot pre-canvas
if (this.game.canvas)
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{
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this.dom.getOffset(this.game.canvas, this.offset);
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}
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this.bounds.setTo(this.offset.x, this.offset.y, this.width, this.height);
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// Can be invoked in boot pre-input
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if (this.game.input &amp;&amp; this.game.input.scale)
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{
this.game.input.scale.setTo(this.scaleFactor.x, this.scaleFactor.y);
}
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},
/**
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* Force the game to run in only one orientation.
*
* This enables generation of incorrect orientation signals and affects resizing but does not otherwise rotate or lock the orientation.
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*
* Orientation checks are performed via the Screen Orientation API, if available in browser. This means it will check your monitor
* orientation on desktop, or your device orientation on mobile, rather than comparing actual game dimensions. If you need to check the
* viewport dimensions instead and bypass the Screen Orientation API then set: `ScaleManager.compatibility.orientationFallback = 'viewport'`
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*
* @method Phaser.ScaleManager#forceOrientation
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* @public
* @param {boolean} forceLandscape - true if the game should run in landscape mode only.
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* @param {boolean} [forcePortrait=false] - true if the game should run in portrait mode only.
*/
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forceOrientation: function (forceLandscape, forcePortrait) {
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if (forcePortrait === undefined) { forcePortrait = false; }
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this.forceLandscape = forceLandscape;
this.forcePortrait = forcePortrait;
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this.queueUpdate(true);
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},
/**
* Classify the orientation, per `getScreenOrientation`.
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*
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* @method Phaser.ScaleManager#classifyOrientation
* @private
* @param {string} orientation - The orientation string, e.g. 'portrait-primary'.
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* @return {?string} The classified orientation: 'portrait', 'landscape`, or null.
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*/
classifyOrientation: function (orientation) {
if (orientation === 'portrait-primary' || orientation === 'portrait-secondary')
{
return 'portrait';
}
else if (orientation === 'landscape-primary' || orientation === 'landscape-secondary')
{
return 'landscape';
}
else
{
return null;
}
},
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/**
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* Updates the current orientation and dispatches orientation change events.
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*
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* @method Phaser.ScaleManager#updateOrientationState
* @private
* @return {boolean} True if the orientation state changed which means a forced update is likely required.
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*/
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updateOrientationState: function () {
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var previousOrientation = this.screenOrientation;
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var previouslyIncorrect = this.incorrectOrientation;
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this.screenOrientation = this.dom.getScreenOrientation(this.compatibility.orientationFallback);
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this.incorrectOrientation = (this.forceLandscape &amp;&amp; !this.isLandscape) ||
(this.forcePortrait &amp;&amp; !this.isPortrait);
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var changed = previousOrientation !== this.screenOrientation;
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var correctnessChanged = previouslyIncorrect !== this.incorrectOrientation;
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if (correctnessChanged)
{
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if (this.incorrectOrientation)
{
this.enterIncorrectOrientation.dispatch();
}
else
{
this.leaveIncorrectOrientation.dispatch();
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}
}
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if (changed || correctnessChanged)
{
this.onOrientationChange.dispatch(this, previousOrientation, previouslyIncorrect);
}
return changed || correctnessChanged;
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},
/**
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* window.orientationchange event handler.
*
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* @method Phaser.ScaleManager#orientationChange
* @private
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* @param {Event} event - The orientationchange event data.
*/
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orientationChange: function (event) {
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this.event = event;
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this.queueUpdate(true);
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},
/**
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* window.resize event handler.
*
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* @method Phaser.ScaleManager#windowResize
* @private
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* @param {Event} event - The resize event data.
*/
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windowResize: function (event) {
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this.event = event;
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this.queueUpdate(true);
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},
/**
* Scroll to the top - in some environments. See `compatibility.scrollTo`.
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*
* @method Phaser.ScaleManager#scrollTop
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* @private
*/
scrollTop: function () {
var scrollTo = this.compatibility.scrollTo;
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if (scrollTo)
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{
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window.scrollTo(scrollTo.x, scrollTo.y);
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}
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},
/**
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* The "refresh" methods informs the ScaleManager that a layout refresh is required.
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*
* The ScaleManager automatically queues a layout refresh (eg. updates the Game size or Display canvas layout)
* when the browser is resized, the orientation changes, or when there is a detected change
* of the Parent size. Refreshing is also done automatically when public properties,
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* such as {@link #scaleMode}, are updated or state-changing methods are invoked.
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*
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* The "refresh" method _may_ need to be used in a few (rare) situtations when
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*
* - a device change event is not correctly detected; or
* - the Parent size changes (and an immediate reflow is desired); or
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* - the ScaleManager state is updated by non-standard means; or
* - certain {@link #compatibility} properties are manually changed.
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*
* The queued layout refresh is not immediate but will run promptly in an upcoming `preRender`.
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*
* @method Phaser.ScaleManager#refresh
* @public
*/
refresh: function () {
this.scrollTop();
this.queueUpdate(true);
},
/**
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* Updates the game / canvas position and size.
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*
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* @method Phaser.ScaleManager#updateLayout
* @private
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*/
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updateLayout: function () {
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var scaleMode = this.currentScaleMode;
if (scaleMode === Phaser.ScaleManager.RESIZE)
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{
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this.reflowGame();
return;
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}
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this.scrollTop();
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if (this.compatibility.forceMinimumDocumentHeight)
{
// (This came from older code, by why is it here?)
// Set minimum height of content to new window height
document.documentElement.style.minHeight = window.innerHeight + 'px';
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}
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if (this.incorrectOrientation)
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{
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this.setMaximum();
}
else
{
if (scaleMode === Phaser.ScaleManager.EXACT_FIT)
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{
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this.setExactFit();
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}
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else if (scaleMode === Phaser.ScaleManager.SHOW_ALL)
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{
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if (!this.isFullScreen &amp;&amp; this.boundingParent &amp;&amp;
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this.compatibility.canExpandParent)
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{
// Try to expand parent out, but choosing maximizing dimensions.
// Then select minimize dimensions which should then honor parent
// maximum bound applications.
this.setShowAll(true);
this.resetCanvas();
this.setShowAll();
}
else
{
this.setShowAll();
}
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}
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else if (scaleMode === Phaser.ScaleManager.NO_SCALE)
{
this.width = this.game.width;
this.height = this.game.height;
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}
else if (scaleMode === Phaser.ScaleManager.USER_SCALE)
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{
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this.width = (this.game.width * this._userScaleFactor.x) - this._userScaleTrim.x;
this.height = (this.game.height * this._userScaleFactor.y) - this._userScaleTrim.y;
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}
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}
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if (!this.compatibility.canExpandParent &amp;&amp;
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(scaleMode === Phaser.ScaleManager.SHOW_ALL || scaleMode === Phaser.ScaleManager.USER_SCALE))
{
var bounds = this.getParentBounds(this._tempBounds);
this.width = Math.min(this.width, bounds.width);
this.height = Math.min(this.height, bounds.height);
}
// Always truncate / force to integer
this.width = this.width | 0;
this.height = this.height | 0;
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this.reflowCanvas();
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},
/**
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* Returns the computed Parent size/bounds that the Display canvas is allowed/expected to fill.
*
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* If in fullscreen mode or without parent (see {@link #parentIsWindow}),
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* this will be the bounds of the visual viewport itself.
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*
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* This function takes the {@link #windowConstraints} into consideration - if the parent is partially outside
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* the viewport then this function may return a smaller than expected size.
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*
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* Values are rounded to the nearest pixel.
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*
* @method Phaser.ScaleManager#getParentBounds
* @protected
* @param {Phaser.Rectangle} [target=(new Rectangle)] - The rectangle to update; a new one is created as needed.
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* @return {Phaser.Rectangle} The established parent bounds.
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*/
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getParentBounds: function (target) {
var bounds = target || new Phaser.Rectangle();
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var parentNode = this.boundingParent;
var visualBounds = this.dom.visualBounds;
var layoutBounds = this.dom.layoutBounds;
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if (!parentNode)
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{
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bounds.setTo(0, 0, visualBounds.width, visualBounds.height);
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}
else
{
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// Ref. http://msdn.microsoft.com/en-us/library/hh781509(v=vs.85).aspx for getBoundingClientRect
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var clientRect = parentNode.getBoundingClientRect();
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var parentRect = (parentNode.offsetParent) ? parentNode.offsetParent.getBoundingClientRect() : parentNode.getBoundingClientRect();
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bounds.setTo(clientRect.left - parentRect.left, clientRect.top - parentRect.top, clientRect.width, clientRect.height);
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var wc = this.windowConstraints;
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if (wc.right)
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{
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var windowBounds = wc.right === 'layout' ? layoutBounds : visualBounds;
bounds.right = Math.min(bounds.right, windowBounds.width);
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}
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if (wc.bottom)
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{
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var windowBounds = wc.bottom === 'layout' ? layoutBounds : visualBounds;
bounds.bottom = Math.min(bounds.bottom, windowBounds.height);
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}
}
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bounds.setTo(
Math.round(bounds.x), Math.round(bounds.y),
Math.round(bounds.width), Math.round(bounds.height));
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return bounds;
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},
/**
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* Update the canvas position/margins - for alignment within the parent container.
*
* The canvas margins _must_ be reset/cleared prior to invoking this.
*
* @method Phaser.ScaleManager#alignCanvas
* @private
* @param {boolean} horizontal - Align horizontally?
* @param {boolean} vertical - Align vertically?
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*/
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alignCanvas: function (horizontal, vertical) {
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var parentBounds = this.getParentBounds(this._tempBounds);
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var canvas = this.game.canvas;
var margin = this.margin;
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if (horizontal)
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{
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margin.left = margin.right = 0;
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var canvasBounds = canvas.getBoundingClientRect();
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if (this.width &lt; parentBounds.width &amp;&amp; !this.incorrectOrientation)
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{
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var currentEdge = canvasBounds.left - parentBounds.x;
var targetEdge = (parentBounds.width / 2) - (this.width / 2);
targetEdge = Math.max(targetEdge, 0);
var offset = targetEdge - currentEdge;
margin.left = Math.round(offset);
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}
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canvas.style.marginLeft = margin.left + 'px';
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if (margin.left !== 0)
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{
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margin.right = -(parentBounds.width - canvasBounds.width - margin.left);
canvas.style.marginRight = margin.right + 'px';
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}
}
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if (vertical)
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{
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margin.top = margin.bottom = 0;
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var canvasBounds = canvas.getBoundingClientRect();
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if (this.height &lt; parentBounds.height &amp;&amp; !this.incorrectOrientation)
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{
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var currentEdge = canvasBounds.top - parentBounds.y;
var targetEdge = (parentBounds.height / 2) - (this.height / 2);
targetEdge = Math.max(targetEdge, 0);
var offset = targetEdge - currentEdge;
margin.top = Math.round(offset);
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}
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canvas.style.marginTop = margin.top + 'px';
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if (margin.top !== 0)
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{
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margin.bottom = -(parentBounds.height - canvasBounds.height - margin.top);
canvas.style.marginBottom = margin.bottom + 'px';
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}
}
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// Silly backwards compatibility..
margin.x = margin.left;
margin.y = margin.top;
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},
/**
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* Updates the Game state / size.
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*
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* The canvas margins may always be adjusted, even if alignment is not in effect.
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*
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* @method Phaser.ScaleManager#reflowGame
* @private
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*/
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reflowGame: function () {
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this.resetCanvas('', '');
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var bounds = this.getParentBounds(this._tempBounds);
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this.updateDimensions(bounds.width, bounds.height, true);
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},
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/**
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* Updates the Display canvas size.
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*
* The canvas margins may always be adjusted, even alignment is not in effect.
*
* @method Phaser.ScaleManager#reflowCanvas
* @private
*/
reflowCanvas: function () {
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if (!this.incorrectOrientation)
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{
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this.width = Phaser.Math.clamp(this.width, this.minWidth || 0, this.maxWidth || this.width);
this.height = Phaser.Math.clamp(this.height, this.minHeight || 0, this.maxHeight || this.height);
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}
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this.resetCanvas();
if (!this.compatibility.noMargins)
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{
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if (this.isFullScreen &amp;&amp; this._createdFullScreenTarget)
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{
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this.alignCanvas(true, true);
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}
else
{
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this.alignCanvas(this.pageAlignHorizontally, this.pageAlignVertically);
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}
}
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this.updateScalingAndBounds();
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},
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/**
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* "Reset" the Display canvas and set the specified width/height.
*
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* @method Phaser.ScaleManager#resetCanvas
* @private
* @param {string} [cssWidth=(current width)] - The css width to set.
* @param {string} [cssHeight=(current height)] - The css height to set.
*/
resetCanvas: function (cssWidth, cssHeight) {
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if (cssWidth === undefined) { cssWidth = this.width + 'px'; }
if (cssHeight === undefined) { cssHeight = this.height + 'px'; }
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var canvas = this.game.canvas;
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if (!this.compatibility.noMargins)
{
canvas.style.marginLeft = '';
canvas.style.marginTop = '';
canvas.style.marginRight = '';
canvas.style.marginBottom = '';
}
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canvas.style.width = cssWidth;
canvas.style.height = cssHeight;
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},
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/**
* Queues/marks a size/bounds check as needing to occur (from `preUpdate`).
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*
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* @method Phaser.ScaleManager#queueUpdate
* @private
* @param {boolean} force - If true resets the parent bounds to ensure the check is dirty.
*/
queueUpdate: function (force) {
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if (force)
{
this._parentBounds.width = 0;
this._parentBounds.height = 0;
}
this._updateThrottle = this._updateThrottleReset;
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},
/**
* Reset internal data/state.
*
* @method Phaser.ScaleManager#reset
* @private
*/
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reset: function (clearWorld) {
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if (clearWorld &amp;&amp; this.grid)
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{
this.grid.reset();
}
},
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/**
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* Updates the width/height to that of the window.
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*
* @method Phaser.ScaleManager#setMaximum
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* @private
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*/
setMaximum: function () {
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this.width = this.dom.visualBounds.width;
this.height = this.dom.visualBounds.height;
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},
/**
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* Updates the width/height such that the game is scaled proportionally.
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*
* @method Phaser.ScaleManager#setShowAll
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* @private
* @param {boolean} expanding - If true then the maximizing dimension is chosen.
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*/
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setShowAll: function (expanding) {
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var bounds = this.getParentBounds(this._tempBounds);
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var width = bounds.width;
var height = bounds.height;
var multiplier;
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if (expanding)
{
multiplier = Math.max((height / this.game.height), (width / this.game.width));
}
else
{
multiplier = Math.min((height / this.game.height), (width / this.game.width));
}
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this.width = Math.round(this.game.width * multiplier);
this.height = Math.round(this.game.height * multiplier);
},
/**
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* Updates the width/height such that the game is stretched to the available size.
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* Honors {@link #maxWidth} and {@link #maxHeight} when _not_ in fullscreen.
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*
* @method Phaser.ScaleManager#setExactFit
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* @private
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*/
setExactFit: function () {
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var bounds = this.getParentBounds(this._tempBounds);
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this.width = bounds.width;
this.height = bounds.height;
if (this.isFullScreen)
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{
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// Max/min not honored fullscreen
return;
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}
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if (this.maxWidth)
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{
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this.width = Math.min(this.width, this.maxWidth);
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}
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if (this.maxHeight)
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{
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this.height = Math.min(this.height, this.maxHeight);
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}
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},
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/**
* Creates a fullscreen target. This is called automatically as as needed when entering
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* fullscreen mode and the resulting element is supplied to {@link #onFullScreenInit}.
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*
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* Use {@link #onFullScreenInit} to customize the created object.
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*
* @method Phaser.ScaleManager#createFullScreenTarget
* @protected
*/
createFullScreenTarget: function () {
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var fsTarget = document.createElement('div');
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fsTarget.style.margin = '0';
fsTarget.style.padding = '0';
fsTarget.style.background = '#000';
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return fsTarget;
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},
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/**
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* Start the browsers fullscreen mode - this _must_ be called from a user input Pointer or Mouse event.
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*
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* The Fullscreen API must be supported by the browser for this to work - it is not the same as setting
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* the game size to fill the browser window. See {@link Phaser.ScaleManager#compatibility compatibility.supportsFullScreen} to check if the current
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* device is reported to support fullscreen mode.
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*
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* The {@link #fullScreenFailed} signal will be dispatched if the fullscreen change request failed or the game does not support the Fullscreen API.
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*
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* @method Phaser.ScaleManager#startFullScreen
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* @public
* @param {boolean} [antialias] - Changes the anti-alias feature of the canvas before jumping in to fullscreen (false = retain pixel art, true = smooth art). If not specified then no change is made. Only works in CANVAS mode.
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* @param {boolean} [allowTrampoline=undefined] - Internal argument. If `false` click trampolining is suppressed.
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* @return {boolean} Returns true if the device supports fullscreen mode and fullscreen mode was attempted to be started. (It might not actually start, wait for the signals.)
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*/
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startFullScreen: function (antialias, allowTrampoline) {
if (this.isFullScreen)
{
return false;
}
if (!this.compatibility.supportsFullScreen)
{
// Error is called in timeout to emulate the real fullscreenerror event better
var _this = this;
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setTimeout(function () {
_this.fullScreenError();
}, 10);
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return;
}
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if (this.compatibility.clickTrampoline === 'when-not-mouse')
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{
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var input = this.game.input;
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if (input.activePointer &amp;&amp;
input.activePointer !== input.mousePointer &amp;&amp;
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(allowTrampoline || allowTrampoline !== false))
{
input.activePointer.addClickTrampoline("startFullScreen", this.startFullScreen, this, [antialias, false]);
return;
}
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}
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if (antialias !== undefined &amp;&amp; this.game.renderType === Phaser.CANVAS)
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{
this.game.stage.smoothed = antialias;
}
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var fsTarget = this.fullScreenTarget;
if (!fsTarget)
{
this.cleanupCreatedTarget();
this._createdFullScreenTarget = this.createFullScreenTarget();
fsTarget = this._createdFullScreenTarget;
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}
var initData = {
targetElement: fsTarget
};
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this.hasPhaserSetFullScreen = true;
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this.onFullScreenInit.dispatch(this, initData);
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if (this._createdFullScreenTarget)
{
// Move the Display canvas inside of the target and add the target to the DOM
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// (The target has to be added for the Fullscreen API to work.)
var canvas = this.game.canvas;
var parent = canvas.parentNode;
parent.insertBefore(fsTarget, canvas);
fsTarget.appendChild(canvas);
}
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if (this.game.device.fullscreenKeyboard)
{
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fsTarget[this.game.device.requestFullscreen](Element.ALLOW_KEYBOARD_INPUT);
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}
else
{
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fsTarget[this.game.device.requestFullscreen]();
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}
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return true;
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},
/**
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* Stops / exits fullscreen mode, if active.
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*
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* @method Phaser.ScaleManager#stopFullScreen
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* @public
* @return {boolean} Returns true if the browser supports fullscreen mode and fullscreen mode will be exited.
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*/
stopFullScreen: function () {
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if (!this.isFullScreen || !this.compatibility.supportsFullScreen)
{
return false;
}
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this.hasPhaserSetFullScreen = false;
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document[this.game.device.cancelFullscreen]();
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return true;
},
/**
* Cleans up the previous fullscreen target, if such was automatically created.
* This ensures the canvas is restored to its former parent, assuming the target didn't move.
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*
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* @method Phaser.ScaleManager#cleanupCreatedTarget
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* @private
*/
cleanupCreatedTarget: function () {
var fsTarget = this._createdFullScreenTarget;
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if (fsTarget &amp;&amp; fsTarget.parentNode)
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{
// Make sure to cleanup synthetic target for sure;
// swap the canvas back to the parent.
var parent = fsTarget.parentNode;
parent.insertBefore(this.game.canvas, fsTarget);
parent.removeChild(fsTarget);
}
this._createdFullScreenTarget = null;
},
/**
* Used to prepare/restore extra fullscreen mode settings.
* (This does move any elements within the DOM tree.)
*
* @method Phaser.ScaleManager#prepScreenMode
* @private
* @param {boolean} enteringFullscreen - True if _entering_ fullscreen, false if _leaving_.
*/
prepScreenMode: function (enteringFullscreen) {
var createdTarget = !!this._createdFullScreenTarget;
var fsTarget = this._createdFullScreenTarget || this.fullScreenTarget;
if (enteringFullscreen)
{
if (createdTarget || this.fullScreenScaleMode === Phaser.ScaleManager.EXACT_FIT)
{
// Resize target, as long as it's not the canvas
if (fsTarget !== this.game.canvas)
{
this._fullScreenRestore = {
targetWidth: fsTarget.style.width,
targetHeight: fsTarget.style.height
};
fsTarget.style.width = '100%';
fsTarget.style.height = '100%';
}
}
}
else
{
// Have restore information
if (this._fullScreenRestore)
{
fsTarget.style.width = this._fullScreenRestore.targetWidth;
fsTarget.style.height = this._fullScreenRestore.targetHeight;
this._fullScreenRestore = null;
}
// Always reset to game size
this.updateDimensions(this._gameSize.width, this._gameSize.height, true);
this.resetCanvas();
}
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},
/**
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* Called automatically when the browser enters of leaves fullscreen mode.
*
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* @method Phaser.ScaleManager#fullScreenChange
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* @private
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* @param {Event} [event=undefined] - The fullscreenchange event
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*/
fullScreenChange: function (event) {
this.event = event;
if (this.isFullScreen)
{
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this.prepScreenMode(true);
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this.updateLayout();
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this.queueUpdate(true);
}
else
{
this.prepScreenMode(false);
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this.cleanupCreatedTarget();
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this.updateLayout();
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this.queueUpdate(true);
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}
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this.onFullScreenChange.dispatch(this, this.width, this.height);
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},
/**
* Called automatically when the browser fullscreen request fails;
* or called when a fullscreen request is made on a device for which it is not supported.
*
* @method Phaser.ScaleManager#fullScreenError
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* @private
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* @param {Event} [event=undefined] - The fullscreenerror event; undefined if invoked on a device that does not support the Fullscreen API.
*/
fullScreenError: function (event) {
this.event = event;
this.cleanupCreatedTarget();
console.warn('Phaser.ScaleManager: requestFullscreen failed or device does not support the Fullscreen API');
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this.onFullScreenError.dispatch(this);
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},
/**
* Takes a Sprite or Image object and scales it to fit the given dimensions.
* Scaling happens proportionally without distortion to the sprites texture.
* The letterBox parameter controls if scaling will produce a letter-box effect or zoom the
* sprite until it fills the given values. Note that with letterBox set to false the scaled sprite may spill out over either
* the horizontal or vertical sides of the target dimensions. If you wish to stop this you can crop the Sprite.
*
* @method Phaser.ScaleManager#scaleSprite
* @protected
* @param {Phaser.Sprite|Phaser.Image} sprite - The sprite we want to scale.
* @param {integer} [width] - The target width that we want to fit the sprite in to. If not given it defaults to ScaleManager.width.
* @param {integer} [height] - The target height that we want to fit the sprite in to. If not given it defaults to ScaleManager.height.
* @param {boolean} [letterBox=false] - True if we want the `fitted` mode. Otherwise, the function uses the `zoom` mode.
* @return {Phaser.Sprite|Phaser.Image} The scaled sprite.
*/
scaleSprite: function (sprite, width, height, letterBox) {
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if (width === undefined) { width = this.width; }
if (height === undefined) { height = this.height; }
if (letterBox === undefined) { letterBox = false; }
if (!sprite || !sprite['scale'])
{
return sprite;
}
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sprite.scale.x = 1;
sprite.scale.y = 1;
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if ((sprite.width &lt;= 0) || (sprite.height &lt;= 0) || (width &lt;= 0) || (height &lt;= 0))
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{
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return sprite;
}
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var scaleX1 = width;
var scaleY1 = (sprite.height * width) / sprite.width;
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var scaleX2 = (sprite.width * height) / sprite.height;
var scaleY2 = height;
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var scaleOnWidth = (scaleX2 > width);
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if (scaleOnWidth)
{
scaleOnWidth = letterBox;
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}
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else
{
scaleOnWidth = !letterBox;
}
if (scaleOnWidth)
{
sprite.width = Math.floor(scaleX1);
sprite.height = Math.floor(scaleY1);
}
else
{
sprite.width = Math.floor(scaleX2);
sprite.height = Math.floor(scaleY2);
}
// Enable at some point?
// sprite.x = Math.floor((width - sprite.width) / 2);
// sprite.y = Math.floor((height - sprite.height) / 2);
return sprite;
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},
/**
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* Destroys the ScaleManager and removes any event listeners.
* This should probably only be called when the game is destroyed.
*
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* @method Phaser.ScaleManager#destroy
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* @protected
*/
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destroy: function () {
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this.game.onResume.remove(this._gameResumed, this);
window.removeEventListener('orientationchange', this._orientationChange, false);
window.removeEventListener('resize', this._windowResize, false);
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if (this.compatibility.supportsFullScreen)
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{
document.removeEventListener('webkitfullscreenchange', this._fullScreenChange, false);
document.removeEventListener('mozfullscreenchange', this._fullScreenChange, false);
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document.removeEventListener('MSFullscreenChange', this._fullScreenChange, false);
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document.removeEventListener('fullscreenchange', this._fullScreenChange, false);
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document.removeEventListener('webkitfullscreenerror', this._fullScreenError, false);
document.removeEventListener('mozfullscreenerror', this._fullScreenError, false);
document.removeEventListener('MSFullscreenError', this._fullScreenError, false);
document.removeEventListener('fullscreenerror', this._fullScreenError, false);
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}
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}
};
Phaser.ScaleManager.prototype.constructor = Phaser.ScaleManager;
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/**
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* The DOM element that is considered the Parent bounding element, if any.
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*
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* This `null` if {@link #parentIsWindow} is true or if fullscreen mode is entered and {@link #fullScreenTarget} is specified.
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* It will also be null if there is no game canvas or if the game canvas has no parent.
*
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* @name Phaser.ScaleManager#boundingParent
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* @property {?DOMElement} boundingParent
* @readonly
*/
Object.defineProperty(Phaser.ScaleManager.prototype, "boundingParent", {
get: function () {
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if (this.parentIsWindow ||
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(this.isFullScreen &amp;&amp; this.hasPhaserSetFullScreen &amp;&amp; !this._createdFullScreenTarget))
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{
return null;
}
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var parentNode = this.game.canvas &amp;&amp; this.game.canvas.parentNode;
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return parentNode || null;
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}
});
/**
* The scaling method used by the ScaleManager when not in fullscreen.
*
* &lt;dl>
* &lt;dt>{@link Phaser.ScaleManager.NO_SCALE}&lt;/dt>
* &lt;dd>
* The Game display area will not be scaled - even if it is too large for the canvas/screen.
* This mode _ignores_ any applied scaling factor and displays the canvas at the Game size.
* &lt;/dd>
* &lt;dt>{@link Phaser.ScaleManager.EXACT_FIT}&lt;/dt>
* &lt;dd>
* The Game display area will be _stretched_ to fill the entire size of the canvas's parent element and/or screen.
* Proportions are not maintained.
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* &lt;/dd>
* &lt;dt>{@link Phaser.ScaleManager.SHOW_ALL}&lt;/dt>
* &lt;dd>
* Show the entire game display area while _maintaining_ the original aspect ratio.
* &lt;/dd>
* &lt;dt>{@link Phaser.ScaleManager.RESIZE}&lt;/dt>
* &lt;dd>
* The dimensions of the game display area are changed to match the size of the parent container.
* That is, this mode _changes the Game size_ to match the display size.
* &lt;p>
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* Any manually set Game size (see {@link #setGameSize}) is ignored while in effect.
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* &lt;/dd>
* &lt;dt>{@link Phaser.ScaleManager.USER_SCALE}&lt;/dt>
* &lt;dd>
* The game Display is scaled according to the user-specified scale set by {@link Phaser.ScaleManager#setUserScale setUserScale}.
* &lt;p>
* This scale can be adjusted in the {@link Phaser.ScaleManager#setResizeCallback resize callback}
* for flexible custom-sizing needs.
* &lt;/dd>
* &lt;/dl>
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*
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* @name Phaser.ScaleManager#scaleMode
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* @property {integer} scaleMode
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*/
Object.defineProperty(Phaser.ScaleManager.prototype, "scaleMode", {
get: function () {
return this._scaleMode;
},
set: function (value) {
if (value !== this._scaleMode)
{
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if (!this.isFullScreen)
{
this.updateDimensions(this._gameSize.width, this._gameSize.height, true);
this.queueUpdate(true);
}
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this._scaleMode = value;
}
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return this._scaleMode;
}
});
/**
* The scaling method used by the ScaleManager when in fullscreen.
*
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* See {@link Phaser.ScaleManager#scaleMode scaleMode} for the different modes allowed.
*
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* @name Phaser.ScaleManager#fullScreenScaleMode
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* @property {integer} fullScreenScaleMode
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*/
Object.defineProperty(Phaser.ScaleManager.prototype, "fullScreenScaleMode", {
get: function () {
return this._fullScreenScaleMode;
},
set: function (value) {
if (value !== this._fullScreenScaleMode)
{
// If in fullscreen then need a wee bit more work
if (this.isFullScreen)
{
this.prepScreenMode(false);
this._fullScreenScaleMode = value;
this.prepScreenMode(true);
this.queueUpdate(true);
}
else
{
this._fullScreenScaleMode = value;
}
}
return this._fullScreenScaleMode;
}
});
/**
* Returns the current scale mode - for normal or fullscreen operation.
*
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* See {@link Phaser.ScaleManager#scaleMode scaleMode} for the different modes allowed.
*
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* @name Phaser.ScaleManager#currentScaleMode
* @property {number} currentScaleMode
* @protected
* @readonly
*/
Object.defineProperty(Phaser.ScaleManager.prototype, "currentScaleMode", {
get: function () {
return this.isFullScreen ? this._fullScreenScaleMode : this._scaleMode;
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}
});
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/**
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* When enabled the Display canvas will be horizontally-aligned _in the Parent container_ (or {@link Phaser.ScaleManager#parentIsWindow window}).
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*
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* To align horizontally across the page the Display canvas should be added directly to page;
* or the parent container should itself be horizontally aligned.
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*
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* Horizontal alignment is not applicable with the {@link .RESIZE} scaling mode.
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*
* @name Phaser.ScaleManager#pageAlignHorizontally
* @property {boolean} pageAlignHorizontally
* @default false
*/
Object.defineProperty(Phaser.ScaleManager.prototype, "pageAlignHorizontally", {
get: function () {
return this._pageAlignHorizontally;
},
set: function (value) {
if (value !== this._pageAlignHorizontally)
{
this._pageAlignHorizontally = value;
this.queueUpdate(true);
}
}
});
/**
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* When enabled the Display canvas will be vertically-aligned _in the Parent container_ (or {@link Phaser.ScaleManager#parentIsWindow window}).
*
* To align vertically the Parent element should have a _non-collapsible_ height, such that it will maintain
* a height _larger_ than the height of the contained Game canvas - the game canvas will then be scaled vertically
* _within_ the remaining available height dictated by the Parent element.
*
* One way to prevent the parent from collapsing is to add an absolute "min-height" CSS property to the parent element.
* If specifying a relative "min-height/height" or adjusting margins, the Parent height must still be non-collapsible (see note).
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*
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* _Note_: In version 2.2 the minimum document height is _not_ automatically set to the viewport/window height.
* To automatically update the minimum document height set {@link Phaser.ScaleManager#compatibility compatibility.forceMinimumDocumentHeight} to true.
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*
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* Vertical alignment is not applicable with the {@link .RESIZE} scaling mode.
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*
* @name Phaser.ScaleManager#pageAlignVertically
* @property {boolean} pageAlignVertically
* @default false
*/
Object.defineProperty(Phaser.ScaleManager.prototype, "pageAlignVertically", {
get: function () {
return this._pageAlignVertically;
},
set: function (value) {
if (value !== this._pageAlignVertically)
{
this._pageAlignVertically = value;
this.queueUpdate(true);
}
}
});
/**
* Returns true if the browser is in fullscreen mode, otherwise false.
* @name Phaser.ScaleManager#isFullScreen
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* @property {boolean} isFullScreen
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* @readonly
*/
Object.defineProperty(Phaser.ScaleManager.prototype, "isFullScreen", {
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get: function () {
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return !!(document['fullscreenElement'] ||
document['webkitFullscreenElement'] ||
document['mozFullScreenElement'] ||
document['msFullscreenElement']);
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}
});
/**
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* Returns true if the screen orientation is in portrait mode.
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*
* @name Phaser.ScaleManager#isPortrait
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* @property {boolean} isPortrait
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* @readonly
*/
Object.defineProperty(Phaser.ScaleManager.prototype, "isPortrait", {
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get: function () {
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return this.classifyOrientation(this.screenOrientation) === 'portrait';
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}
});
/**
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* Returns true if the screen orientation is in landscape mode.
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*
* @name Phaser.ScaleManager#isLandscape
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* @property {boolean} isLandscape
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* @readonly
*/
Object.defineProperty(Phaser.ScaleManager.prototype, "isLandscape", {
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get: function () {
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return this.classifyOrientation(this.screenOrientation) === 'landscape';
}
});
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/**
* Returns true if the game dimensions are portrait (height > width).
* This is especially useful to check when using the RESIZE scale mode
* but wanting to maintain game orientation on desktop browsers,
* where typically the screen orientation will always be landscape regardless of the browser viewport.
*
* @name Phaser.ScaleManager#isGamePortrait
* @property {boolean} isGamePortrait
* @readonly
*/
Object.defineProperty(Phaser.ScaleManager.prototype, "isGamePortrait", {
get: function () {
return (this.height > this.width);
}
});
/**
* Returns true if the game dimensions are landscape (width > height).
* This is especially useful to check when using the RESIZE scale mode
* but wanting to maintain game orientation on desktop browsers,
* where typically the screen orientation will always be landscape regardless of the browser viewport.
*
* @name Phaser.ScaleManager#isGameLandscape
* @property {boolean} isGameLandscape
* @readonly
*/
Object.defineProperty(Phaser.ScaleManager.prototype, "isGameLandscape", {
get: function () {
return (this.width > this.height);
}
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});
</pre>
</article>
</section>
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Phaser Copyright © 2012-2016 Photon Storm Ltd.
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Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.4.0</a>
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