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<li class="class-depth-1"><a href="Phaser.Loader.html">Loader</a></li>
<li class="class-depth-1"><a href="Phaser.Time.html">Time</a></li>
<li class="class-depth-1"><a href="Phaser.Camera.html">Camera</a></li>
<li class="class-depth-1"><a href="Phaser.StateManager.html">State Manager</a></li>
<li class="class-depth-1"><a href="Phaser.TweenManager.html">Tween Manager</a></li>
<li class="class-depth-1"><a href="Phaser.SoundManager.html">Sound Manager</a></li>
<li class="class-depth-1"><a href="Phaser.InputManager.html">Input Manager</a></li>
<li class="class-depth-1"><a href="Phaser.ScaleManager.html">Scale Manager</a></li>
</ul>
</li>
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<li class="dropdown">
<a href="#" class="dropdown-toggle" data-toggle="dropdown">Game Objects<b class="caret"></b></a>
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<ul class="dropdown-menu ">
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<li class="class-depth-1"><a href="Phaser.GameObjectFactory.html">Factory (game.add)</a></li>
<li class="class-depth-1"><a href="Phaser.GameObjectCreator.html">Creator (game.make)</a></li>
<li class="class-depth-1"><a href="Phaser.Sprite.html">Sprite</a></li>
<li class="class-depth-1"><a href="Phaser.Image.html">Image</a></li>
<li class="class-depth-1"><a href="Phaser.Sound.html">Sound</a></li>
<li class="class-depth-1"><a href="Phaser.Emitter.html">Emitter</a></li>
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<li class="class-depth-1"><a href="Phaser.Particle.html">Particle</a></li>
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<li class="class-depth-1"><a href="Phaser.Text.html">Text</a></li>
<li class="class-depth-1"><a href="Phaser.Tween.html">Tween</a></li>
<li class="class-depth-1"><a href="Phaser.BitmapText.html">BitmapText</a></li>
<li class="class-depth-1"><a href="Phaser.Tilemap.html">Tilemap</a></li>
<li class="class-depth-1"><a href="Phaser.BitmapData.html">BitmapData</a></li>
<li class="class-depth-1"><a href="Phaser.RetroFont.html">RetroFont</a></li>
<li class="class-depth-1"><a href="Phaser.Button.html">Button</a></li>
<li class="class-depth-1"><a href="Phaser.Animation.html">Animation</a></li>
<li class="class-depth-1"><a href="Phaser.Graphics.html">Graphics</a></li>
<li class="class-depth-1"><a href="Phaser.RenderTexture.html">RenderTexture</a></li>
<li class="class-depth-1"><a href="Phaser.TileSprite.html">TileSprite</a></li>
</ul>
</li>
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<li class="dropdown">
<a href="#" class="dropdown-toggle" data-toggle="dropdown">Geometry<b class="caret"></b></a>
<ul class="dropdown-menu ">
<li class="class-depth-1"><a href="Phaser.Circle.html">Circle</a></li>
<li class="class-depth-1"><a href="Phaser.Rectangle.html">Rectangle</a></li>
<li class="class-depth-1"><a href="Phaser.Point.html">Point</a></li>
<li class="class-depth-1"><a href="Phaser.Line.html">Line</a></li>
<li class="class-depth-1"><a href="Phaser.Ellipse.html">Ellipse</a></li>
<li class="class-depth-1"><a href="Phaser.Polygon.html">Polygon</a></li>
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</ul>
</li>
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<li class="dropdown">
<a href="#" class="dropdown-toggle" data-toggle="dropdown">Physics<b class="caret"></b></a>
<ul class="dropdown-menu ">
<li class="class-depth-1"><a href="Phaser.Physics.Arcade.html">Arcade Physics</a></li>
<li class="class-depth-2"><a href="Phaser.Physics.Arcade.Body.html">Body</a></li>
<li class="class-depth-1"><a href="Phaser.Physics.P2.html">P2 Physics</a></li>
<li class="class-depth-2"><a href="Phaser.Physics.P2.Body.html">Body</a></li>
<li class="class-depth-2"><a href="Phaser.Physics.P2.Spring.html">Spring</a></li>
<li class="class-depth-2"><a href="Phaser.Physics.P2.CollisionGroup.html">CollisionGroup</a></li>
<li class="class-depth-2"><a href="Phaser.Physics.P2.ContactMaterial.html">ContactMaterial</a></li>
<li class="class-depth-1"><a href="Phaser.Physics.Ninja.html">Ninja Physics</a></li>
<li class="class-depth-2"><a href="Phaser.Physics.Body.html">Body</a></li>
</ul>
</li>
<li class="dropdown">
<a href="#" class="dropdown-toggle" data-toggle="dropdown">Input<b class="caret"></b></a>
<ul class="dropdown-menu ">
<li class="class-depth-1"><a href="Phaser.InputHandler.html">Input Handler</a></li>
<li class="class-depth-1"><a href="Phaser.Pointer.html">Pointer</a></li>
<li class="class-depth-1"><a href="Phaser.Mouse.html">Mouse</a></li>
<li class="class-depth-1"><a href="Phaser.Keyboard.html">Keyboard</a></li>
<li class="class-depth-1"><a href="Phaser.Key.html">Key</a></li>
<li class="class-depth-1"><a href="Phaser.Gamepad.html">Gamepad</a></li>
</ul>
</li>
<li class="dropdown">
<a href="#" class="dropdown-toggle" data-toggle="dropdown">Community<b class="caret"></b></a>
<ul class="dropdown-menu ">
<li class="class-depth-1"><a href="https://github.com/photonstorm/phaser">Phaser Github</a></li>
<li class="class-depth-1"><a href="http://examples.phaser.io">Phaser Examples</a></li>
<li class="class-depth-1"><a href="https://github.com/photonstorm/phaser-plugins">Phaser Plugins</a></li>
<li class="class-depth-1"><a href="http://www.html5gamedevs.com/forum/14-phaser/">Forum</a></li>
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<li class="class-depth-1"><a href="http://www.html5gamedevs.com/topic/4470-official-phaserio-irc-channel-phaserio-on-freenode/">IRC</a></li>
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<li class="class-depth-1"><a href="https://leanpub.com/u/photonstorm">Phaser Books</a></li>
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<li class="class-depth-1"><a href="https://www.gittip.com/photonstorm/">GitTip</a></li>
</ul>
</li>
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</ul>
</div>
</div>
<div class="row-fluid">
<div class="span12">
<div id="main">
<h1 class="page-title">Source: D:/wamp/www/phaser/src/system/DOM.js</h1>
<section>
<article>
<pre class="sunlight-highlight-javascript linenums">/**
* @author Richard Davey &lt;rich@photonstorm.com>
* @copyright 2014 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
/**
* DOM utility class.
*
* Provides a useful Window and Element functions as well as cross-browser compatibility buffer.
*
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* Some code originally derived from {@link https://github.com/ryanve/verge verge}.
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* Some parts were inspired by the research of Ryan Van Etten, released under MIT License 2013.
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*
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* @class Phaser.DOM
* @static
*/
Phaser.DOM = {
/**
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* Get the [absolute] position of the element relative to the Document.
*
* The value may vary slightly as the page is scrolled due to rounding errors.
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*
* @method Phaser.DOM.getOffset
* @param {DOMElement} element - The targeted element that we want to retrieve the offset.
* @param {Phaser.Point} [point] - The point we want to take the x/y values of the offset.
* @return {Phaser.Point} - A point objet with the offsetX and Y as its properties.
*/
getOffset: function (element, point) {
point = point || new Phaser.Point();
var box = element.getBoundingClientRect();
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var scrollTop = Phaser.DOM.scrollY;
var scrollLeft = Phaser.DOM.scrollX;
var clientTop = document.documentElement.clientTop;
var clientLeft = document.documentElement.clientLeft;
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point.x = box.left + scrollLeft - clientLeft;
point.y = box.top + scrollTop - clientTop;
return point;
},
/**
* A cross-browser element.getBoundingClientRect method with optional cushion.
*
* Returns a plain object containing the properties `top/bottom/left/right/width/height` with respect to the top-left corner of the current viewport.
* Its properties match the native rectangle.
* The cushion parameter is an amount of pixels (+/-) to cushion the element.
* It adjusts the measurements such that it is possible to detect when an element is near the viewport.
*
* @method Phaser.DOM.getBounds
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* @param {DOMElement|Object} element - The element or stack (uses first item) to get the bounds for.
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* @param {number} [cushion] - A +/- pixel adjustment amount.
* @return {Object|boolean} A plain object containing the properties `top/bottom/left/right/width/height` or `false` if a non-valid element is given.
*/
getBounds: function (element, cushion) {
if (typeof cushion === 'undefined') { cushion = 0; }
element = element && !element.nodeType ? element[0] : element;
if (!element || element.nodeType !== 1)
{
return false;
}
else
{
return this.calibrate(element.getBoundingClientRect(), cushion);
}
},
/**
* Calibrates element coordinates for `inViewport` checks.
*
* @method Phaser.DOM.calibrate
* @private
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* @param {object} coords - An object containing the following properties: `{top: number, right: number, bottom: number, left: number}`
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* @param {number} [cushion] - A value to adjust the coordinates by.
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* @return {object} The calibrated element coordinates
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*/
calibrate: function (coords, cushion) {
cushion = +cushion || 0;
var output = { width: 0, height: 0, left: 0, right: 0, top: 0, bottom: 0 };
output.width = (output.right = coords.right + cushion) - (output.left = coords.left - cushion);
output.height = (output.bottom = coords.bottom + cushion) - (output.top = coords.top - cushion);
return output;
},
/**
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* Get the Visual viewport aspect ratio (or the aspect ratio of an object or element)
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*
* @method Phaser.DOM.getAspectRatio
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* @param {(DOMElement|Object)} [object=(visualViewport)] - The object to determine the aspect ratio for. Must have public `width` and `height` properties or methods.
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* @return {number} The aspect ratio.
*/
getAspectRatio: function (object) {
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object = null == object ? this.visualBounds : 1 === object.nodeType ? this.getBounds(object) : object;
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var w = object['width'];
var h = object['height'];
if (typeof w === 'function')
{
w = w.call(object);
}
if (typeof h === 'function')
{
h = h.call(object);
}
return w / h;
},
/**
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* Tests if the given DOM element is within the Layout viewport.
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*
* The optional cushion parameter allows you to specify a distance.
*
* inViewport(element, 100) is `true` if the element is in the viewport or 100px near it.
* inViewport(element, -100) is `true` if the element is in the viewport or at least 100px near it.
*
* @method Phaser.DOM.inViewport
* @param {DOMElement|Object} element - The DOM element to check. If no element is given it defaults to the Phaser game canvas.
* @param {number} [cushion] - The cushion allows you to specify a distance within which the element must be within the viewport.
* @return {boolean} True if the element is within the viewport, or within `cushion` distance from it.
*/
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inLayoutViewport: function (element, cushion) {
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var r = this.getBounds(element, cushion);
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return !!r && r.bottom >= 0 && r.right >= 0 && r.top &lt;= this.layoutBounds.width && r.left &lt;= this.layoutBounds.height;
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},
/**
* Returns the device screen orientation.
*
* Orientation values: 'portrait-primary', 'landscape-primary', 'portrait-secondary', 'landscape-secondary'.
*
* Order of resolving:
* - Screen Orientation API, or variation of - Future track. Most desktop and mobile browsers.
* - Screen size ratio check - If fallback is 'screen', suited for desktops.
* - Viewport size ratio check - If fallback is 'viewport', suited for mobile.
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* - window.orientation - If fallback is 'window.orientation', works iOS and probably most Android; non-recommended track.
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* - Media query
* - Viewport size ratio check (probably only IE9 and legacy mobile gets here..)
*
* See
* - https://w3c.github.io/screen-orientation/ (conflicts with mozOrientation/msOrientation)
* - https://developer.mozilla.org/en-US/docs/Web/API/Screen.orientation (mozOrientation)
* - http://msdn.microsoft.com/en-us/library/ie/dn342934(v=vs.85).aspx
* - https://developer.mozilla.org/en-US/docs/Web/Guide/CSS/Testing_media_queries
* - http://stackoverflow.com/questions/4917664/detect-viewport-orientation
* - http://www.matthewgifford.com/blog/2011/12/22/a-misconception-about-window-orientation
*
* @method Phaser.DOM.getScreenOrientation
* @protected
* @param {string} [primaryFallback=(none)] - Specify 'screen', 'viewport', or 'window.orientation'.
*/
getScreenOrientation: function (primaryFallback) {
var screen = window.screen;
var orientation = screen.orientation || screen.mozOrientation || screen.msOrientation;
if (orientation && typeof orientation.type === 'string')
{
// Screen Orientation API specification
return orientation.type;
}
else if (typeof orientation === 'string')
{
// moz/ms-orientation are strings
return orientation;
}
var PORTRAIT = 'portrait-primary';
var LANDSCAPE = 'landscape-primary';
if (primaryFallback === 'screen')
{
return (screen.height > screen.width) ? PORTRAIT : LANDSCAPE;
}
else if (primaryFallback === 'viewport')
{
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return (this.visualBounds.height > this.visualBounds.width) ? PORTRAIT : LANDSCAPE;
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}
else if (primaryFallback === 'window.orientation' && typeof window.orientation === 'number')
{
// This may change by device based on "natural" orientation.
return (window.orientation === 0 || window.orientation === 180) ? PORTRAIT : LANDSCAPE;
}
else if (window.matchMedia)
{
if (window.matchMedia("(orientation: portrait)").matches)
{
return PORTRAIT;
}
else if (window.matchMedia("(orientation: landscape)").matches)
{
return LANDSCAPE;
}
}
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return (this.visualBounds.height > this.visualBounds.width) ? PORTRAIT : LANDSCAPE;
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},
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/**
* The bounds of the Visual viewport, as discussed in
* {@link http://www.quirksmode.org/mobile/viewports.html A tale of two viewports — part one}
* with one difference: the viewport size _excludes_ scrollbars, as found on some desktop browsers.
*
* Supported mobile:
* iOS/Safari, Android 4, IE10, Firefox OS (maybe not Firefox Android), Opera Mobile 16
*
* The properties change dynamically.
*
* @type {Phaser.Rectangle}
* @property {number} x - Scroll, left offset - eg. "scrollX"
* @property {number} y - Scroll, top offset - eg. "scrollY"
* @property {number} width - Viewport width in pixels.
* @property {number} height - Viewport height in pixels.
* @readonly
*/
visualBounds: new Phaser.Rectangle(),
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/**
* The bounds of the Layout viewport, as discussed in
* {@link http://www.quirksmode.org/mobile/viewports2.html A tale of two viewports — part two};
* but honoring the constraints as specified applicable viewport meta-tag.
*
* The bounds returned are not guaranteed to be fully aligned with CSS media queries (see
* {@link http://www.matanich.com/2013/01/07/viewport-size/ What size is my viewport?}).
*
* This is _not_ representative of the Visual bounds: in particular the non-primary axis will
* generally be significantly larger than the screen height on mobile devices when running with a
* constrained viewport.
*
* The properties change dynamically.
*
* @type {Phaser.Rectangle}
* @property {number} width - Viewport width in pixels.
* @property {number} height - Viewport height in pixels.
* @readonly
*/
layoutBounds: new Phaser.Rectangle(),
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/**
* The size of the document / Layout viewport.
*
* This incorrectly reports the dimensions in IE.
*
* The properties change dynamically.
*
* @type {Phaser.Rectangle}
* @property {number} width - Document width in pixels.
* @property {number} height - Document height in pixels.
* @readonly
*/
documentBounds: new Phaser.Rectangle()
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};
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Phaser.Device.whenReady(function (device) {
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// All target browsers should support page[XY]Offset.
var scrollX = window && ('pageXOffset' in window) ?
function () { return window.pageXOffset; } :
function () { return document.documentElement.scrollLeft; };
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var scrollY = window && ('pageYOffset' in window) ?
function () { return window.pageYOffset; } :
function () { return document.documentElement.scrollTop; };
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/**
* A cross-browser window.scrollX.
*
* @name Phaser.DOM.scrollX
* @property {number} scrollX
* @readonly
* @protected
*/
Object.defineProperty(Phaser.DOM, "scrollX", {
get: scrollX
});
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/**
* A cross-browser window.scrollY.
*
* @name Phaser.DOM.scrollY
* @property {number} scrollY
* @readonly
* @protected
*/
Object.defineProperty(Phaser.DOM, "scrollY", {
get: scrollY
});
Object.defineProperty(Phaser.DOM.visualBounds, "x", {
get: scrollX
});
Object.defineProperty(Phaser.DOM.visualBounds, "y", {
get: scrollY
});
Object.defineProperty(Phaser.DOM.layoutBounds, "x", {
value: 0
});
Object.defineProperty(Phaser.DOM.layoutBounds, "y", {
value: 0
});
var treatAsDesktop = device.desktop &&
(document.documentElement.clientWidth &lt;= window.innerWidth) &&
(document.documentElement.clientHeight &lt;= window.innerHeight);
// Desktop browsers align the layout viewport with the visual viewport.
// This differs from mobile browsers with their zooming design.
// Ref. http://quirksmode.org/mobile/tableViewport.html
if (treatAsDesktop)
{
var clientWidth = function () {
return document.documentElement.clientWidth;
};
var clientHeight = function () {
return document.documentElement.clientHeight;
};
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// Interested in area sans-scrollbar
Object.defineProperty(Phaser.DOM.visualBounds, "width", {
get: clientWidth
});
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Object.defineProperty(Phaser.DOM.visualBounds, "height", {
get: clientHeight
});
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Object.defineProperty(Phaser.DOM.layoutBounds, "width", {
get: clientWidth
});
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Object.defineProperty(Phaser.DOM.layoutBounds, "height", {
get: clientHeight
});
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} else {
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Object.defineProperty(Phaser.DOM.visualBounds, "width", {
get: function () {
return window.innerWidth;
}
});
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Object.defineProperty(Phaser.DOM.visualBounds, "height", {
get: function () {
return window.innerHeight;
}
});
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Object.defineProperty(Phaser.DOM.layoutBounds, "width", {
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get: function () {
var a = document.documentElement.clientWidth;
var b = window.innerWidth;
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return a &lt; b ? b : a; // max
}
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});
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Object.defineProperty(Phaser.DOM.layoutBounds, "height", {
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get: function () {
var a = document.documentElement.clientHeight;
var b = window.innerHeight;
return a &lt; b ? b : a; // max
}
});
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}
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// For Phaser.DOM.documentBounds
// Ref. http://www.quirksmode.org/mobile/tableViewport_desktop.html
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Object.defineProperty(Phaser.DOM.documentBounds, "x", {
value: 0
});
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Object.defineProperty(Phaser.DOM.documentBounds, "y", {
value: 0
});
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Object.defineProperty(Phaser.DOM.documentBounds, "width", {
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get: function () {
var d = document.documentElement;
return Math.max(d.clientWidth, d.offsetWidth, d.scrollWidth);
}
});
Object.defineProperty(Phaser.DOM.documentBounds, "height", {
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get: function () {
var d = document.documentElement;
return Math.max(d.clientHeight, d.offsetHeight, d.scrollHeight);
}
});
}, null, true);
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</pre>
</article>
</section>
</div>
<div class="clearfix"></div>
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<span class="copyright">
Phaser Copyright © 2012-2014 Photon Storm Ltd.
</span>
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2014-12-03 10:39:11 +00:00
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2014-11-15 20:01:46 +00:00
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