mirror of
https://github.com/photonstorm/phaser
synced 2024-11-23 05:03:37 +00:00
Updated namespace, added missing docs, explained in more detail some methods.
This commit is contained in:
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3080286a30
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1 changed files with 111 additions and 79 deletions
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@ -44,7 +44,7 @@ var ScaleManager = new Class({
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/**
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* A reference to the Phaser.Game instance.
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*
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* @name Phaser.DOM.ScaleManager#game
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* @name Phaser.Scale.ScaleManager#game
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* @type {Phaser.Game}
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* @readonly
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* @since 3.15.0
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@ -54,7 +54,7 @@ var ScaleManager = new Class({
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/**
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* A reference to the HTML Canvas Element that Phaser uses to render the game.
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*
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* @name Phaser.DOM.ScaleManager#canvas
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* @name Phaser.Scale.ScaleManager#canvas
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* @type {HTMLCanvasElement}
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* @since 3.16.0
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*/
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@ -63,7 +63,7 @@ var ScaleManager = new Class({
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/**
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* The DOM bounds of the canvas element.
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*
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* @name Phaser.DOM.ScaleManager#canvasBounds
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* @name Phaser.Scale.ScaleManager#canvasBounds
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* @type {Phaser.Geom.Rectangle}
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* @since 3.16.0
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*/
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@ -75,7 +75,7 @@ var ScaleManager = new Class({
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* This is set in the Game Config as the `parent` property. If undefined (or just not present), it will default
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* to use the document body. If specifically set to `null` Phaser will ignore all parent operations.
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*
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* @name Phaser.DOM.ScaleManager#parent
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* @name Phaser.Scale.ScaleManager#parent
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* @type {?any}
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* @since 3.16.0
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*/
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@ -84,7 +84,7 @@ var ScaleManager = new Class({
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/**
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* Is the parent element the browser window?
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*
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* @name Phaser.DOM.ScaleManager#parentIsWindow
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* @name Phaser.Scale.ScaleManager#parentIsWindow
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* @type {boolean}
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* @since 3.16.0
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*/
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@ -93,7 +93,7 @@ var ScaleManager = new Class({
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/**
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* The Parent Size component.
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*
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* @name Phaser.DOM.ScaleManager#parentSize
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* @name Phaser.Scale.ScaleManager#parentSize
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* @type {Phaser.Structs.Size}
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* @since 3.16.0
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*/
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@ -105,7 +105,7 @@ var ScaleManager = new Class({
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* The un-modified game size, as requested in the game config (the raw width / height),
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* as used for world bounds, cameras, etc
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*
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* @name Phaser.DOM.ScaleManager#gameSize
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* @name Phaser.Scale.ScaleManager#gameSize
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* @type {Phaser.Structs.Size}
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* @since 3.16.0
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*/
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@ -117,7 +117,7 @@ var ScaleManager = new Class({
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* The modified game size, which is the gameSize * resolution, used to set the canvas width and height
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* (but not the CSS style)
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*
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* @name Phaser.DOM.ScaleManager#baseSize
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* @name Phaser.Scale.ScaleManager#baseSize
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* @type {Phaser.Structs.Size}
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* @since 3.16.0
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*/
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@ -128,7 +128,7 @@ var ScaleManager = new Class({
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*
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* The size used for the canvas style, factoring in the scale mode, parent and other values.
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*
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* @name Phaser.DOM.ScaleManager#displaySize
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* @name Phaser.Scale.ScaleManager#displaySize
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* @type {Phaser.Structs.Size}
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* @since 3.16.0
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*/
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@ -137,7 +137,7 @@ var ScaleManager = new Class({
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/**
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* The game scale mode.
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*
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* @name Phaser.DOM.ScaleManager#scaleMode
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* @name Phaser.Scale.ScaleManager#scaleMode
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* @type {Phaser.Scale.ScaleModes}
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* @since 3.16.0
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*/
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@ -148,7 +148,7 @@ var ScaleManager = new Class({
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*
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* This is hard-coded to a value of 1 in the 3.16 release of Phaser and will be enabled at a later date.
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*
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* @name Phaser.DOM.ScaleManager#resolution
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* @name Phaser.Scale.ScaleManager#resolution
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* @type {number}
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* @since 3.16.0
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*/
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@ -164,7 +164,7 @@ var ScaleManager = new Class({
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* Can also be set to `MAX_ZOOM` in which case the zoom value will be derived based
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* on the game size and available space within the parent.
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*
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* @name Phaser.DOM.ScaleManager#zoom
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* @name Phaser.Scale.ScaleManager#zoom
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* @type {number}
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* @since 3.16.0
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*/
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@ -173,7 +173,7 @@ var ScaleManager = new Class({
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/**
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* The scale factor between the baseSize and the canvasBounds.
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*
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* @name Phaser.DOM.ScaleManager#displayScale
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* @name Phaser.Scale.ScaleManager#displayScale
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* @type {Phaser.Math.Vector2}
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* @since 3.16.0
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*/
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@ -184,7 +184,7 @@ var ScaleManager = new Class({
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* This results in rounded pixel display values, which is important for performance on legacy
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* and low powered devices, but at the cost of not achieving a 'perfect' fit in some browser windows.
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*
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* @name Phaser.DOM.ScaleManager#autoRound
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* @name Phaser.Scale.ScaleManager#autoRound
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* @type {boolean}
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* @since 3.16.0
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*/
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@ -198,7 +198,11 @@ var ScaleManager = new Class({
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* 2 = Center horizontally.
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* 3 = Center vertically.
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*
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* @name Phaser.DOM.ScaleManager#autoCenter
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* If you have picked the `NO_SCALE` scale mode, then this setting will have no effect
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* unless you manually call the `updateCenter` method. All other scale modes will apply
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* the centering when the browser size change is detected.
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*
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* @name Phaser.Scale.ScaleManager#autoCenter
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* @type {integer}
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* @since 3.16.0
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*/
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@ -209,7 +213,7 @@ var ScaleManager = new Class({
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*
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* Orientation events are dispatched via the Device Orientation API, typically only on mobile browsers.
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*
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* @name Phaser.DOM.ScaleManager#orientation
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* @name Phaser.Scale.ScaleManager#orientation
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* @type {string}
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* @since 3.16.0
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*/
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@ -218,7 +222,7 @@ var ScaleManager = new Class({
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/**
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* A reference to the Device.Fullscreen object.
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*
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* @name Phaser.DOM.ScaleManager#fullscreen
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* @name Phaser.Scale.ScaleManager#fullscreen
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* @type {Phaser.Device.Fullscreen}
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* @since 3.16.0
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*/
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@ -227,7 +231,7 @@ var ScaleManager = new Class({
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/**
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* The DOM Element which is sent into fullscreen mode.
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*
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* @name Phaser.DOM.ScaleManager#fullscreenTarget
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* @name Phaser.Scale.ScaleManager#fullscreenTarget
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* @type {?any}
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* @since 3.16.0
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*/
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@ -236,7 +240,7 @@ var ScaleManager = new Class({
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/**
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* Did Phaser create the fullscreen target div, or was it provided in the game config?
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*
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* @name Phaser.DOM.ScaleManager#_createdFullscreenTarget
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* @name Phaser.Scale.ScaleManager#_createdFullscreenTarget
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* @type {boolean}
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* @private
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* @since 3.16.0
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@ -247,7 +251,7 @@ var ScaleManager = new Class({
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* The dirty state of the Scale Manager.
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* Set if there is a change between the parent size and the current size.
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*
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* @name Phaser.DOM.ScaleManager#dirty
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* @name Phaser.Scale.ScaleManager#dirty
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* @type {boolean}
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* @since 3.16.0
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*/
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@ -261,7 +265,7 @@ var ScaleManager = new Class({
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* more traditional 'size check' based on a time interval. You can control how often it is
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* checked here.
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*
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* @name Phaser.DOM.ScaleManager#resizeInterval
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* @name Phaser.Scale.ScaleManager#resizeInterval
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* @type {integer}
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* @since 3.16.0
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*/
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@ -270,7 +274,7 @@ var ScaleManager = new Class({
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/**
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* Internal size interval tracker.
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*
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* @name Phaser.DOM.ScaleManager#_lastCheck
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* @name Phaser.Scale.ScaleManager#_lastCheck
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* @type {integer}
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* @private
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* @since 3.16.0
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@ -280,7 +284,7 @@ var ScaleManager = new Class({
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/**
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* Internal flag to check orientation state.
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*
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* @name Phaser.DOM.ScaleManager#_checkOrientation
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* @name Phaser.Scale.ScaleManager#_checkOrientation
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* @type {boolean}
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* @private
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* @since 3.16.0
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@ -290,7 +294,7 @@ var ScaleManager = new Class({
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/**
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* Internal object containing our defined event listeners.
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*
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* @name Phaser.DOM.ScaleManager#listeners
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* @name Phaser.Scale.ScaleManager#listeners
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* @type {object}
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* @private
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* @since 3.16.0
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@ -308,7 +312,7 @@ var ScaleManager = new Class({
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/**
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* Called before the canvas object is created and added to the DOM.
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*
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* @method Phaser.DOM.ScaleManager#preBoot
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* @method Phaser.Scale.ScaleManager#preBoot
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* @protected
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* @listens Phaser.Core.Events#BOOT
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* @since 3.16.0
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* The Boot handler is called by Phaser.Game when it first starts up.
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* The renderer is available by now and the canvas has been added to the DOM.
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*
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* @method Phaser.DOM.ScaleManager#boot
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* @method Phaser.Scale.ScaleManager#boot
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* @protected
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* @fires Phaser.DOM.ScaleManager.Events#RESIZE
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* @fires Phaser.Scale.ScaleManager.Events#RESIZE
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* @since 3.16.0
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*/
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boot: function ()
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@ -362,7 +366,7 @@ var ScaleManager = new Class({
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/**
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* Parses the game configuration to set-up the scale defaults.
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*
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* @method Phaser.DOM.ScaleManager#parseConfig
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* @method Phaser.Scale.ScaleManager#parseConfig
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* @protected
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* @since 3.16.0
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*
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@ -471,7 +475,7 @@ var ScaleManager = new Class({
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/**
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* Determines the parent element of the game canvas, if any, based on the game configuration.
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*
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* @method Phaser.DOM.ScaleManager#getParent
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* @method Phaser.Scale.ScaleManager#getParent
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* @since 3.16.0
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*
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* @param {GameConfig} config - The Game configuration object.
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@ -533,7 +537,7 @@ var ScaleManager = new Class({
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/**
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* Calculates the size of the parent bounds and updates the `parentSize` component, if the canvas has a dom parent.
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*
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* @method Phaser.DOM.ScaleManager#getParentBounds
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* @method Phaser.Scale.ScaleManager#getParentBounds
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* @since 3.16.0
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*
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* @return {boolean} `true` if the parent bounds have changed size, otherwise `false`.
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@ -576,7 +580,7 @@ var ScaleManager = new Class({
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* This API is only available on modern mobile browsers.
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* See https://developer.mozilla.org/en-US/docs/Web/API/Screen/lockOrientation for details.
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*
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* @method Phaser.DOM.ScaleManager#lockOrientation
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* @method Phaser.Scale.ScaleManager#lockOrientation
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* @since 3.16.0
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*
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* @param {string} orientation - The orientation you'd like to lock the browser in. Should be an API string such as 'landscape', 'landscape-primary', 'portrait', etc.
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* disabled the use of a parent in your game config, but still wish to take advantage of
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* other Scale Manager features.
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*
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* @method Phaser.DOM.ScaleManager#setParentSize
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* @fires Phaser.DOM.ScaleManager.Events#RESIZE
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* @method Phaser.Scale.ScaleManager#setParentSize
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* @fires Phaser.Scale.ScaleManager.Events#RESIZE
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* @since 3.16.0
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*
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* @param {number} width - The new width of the parent.
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* @param {number} height - The new height of the parent.
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*
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* @return {this} The Scale Manager instance.
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*/
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setParentSize: function (width, height)
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{
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@ -616,15 +622,33 @@ var ScaleManager = new Class({
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},
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/**
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* Call this if you modify the size of the Phaser canvas element externally, either via CSS or your
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* own code.
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* Call this to modify the size of the Phaser canvas element directly.
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* You should only use this if you are using the `NO_SCALE` scale mode,
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* it will update all internal components completely.
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*
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* @method Phaser.DOM.ScaleManager#resize
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* @fires Phaser.DOM.ScaleManager.Events#RESIZE
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* If all you want to do is change the size of the parent, see the `setParentSize` method.
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*
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* If all you want is to change the base size of the game, but still have the Scale Manager
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* manage all the scaling, then see the `setGameSize` method.
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*
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* This method will set the gameSize, baseSize and displaySize components to the given
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* dimensions. It will then resize the canvas width and height to the values given, by
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* directly setting the properties. Finally, if you have set the Scale Manager zoom value
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* to anything other than 1 (the default), it will set the canvas CSS width and height to
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* be the given size multiplied by the zoom factor.
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*
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* If you have enabled autoCenter, it is then passed to the `updateCenter` method and
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* the margins are set, allowing the canvas to be centered based on its parent element
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* alone. Finally, the `displayScale` is adjusted and the RESIZE event dispatched.
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*
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* @method Phaser.Scale.ScaleManager#resize
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* @fires Phaser.Scale.ScaleManager.Events#RESIZE
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* @since 3.16.0
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*
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* @param {number} width - The new width of the game.
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* @param {number} height - The new height of the game.
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*
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* @return {this} The Scale Manager instance.
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*/
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resize: function (width, height)
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{
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this.emit(Events.RESIZE, this.gameSize, this.baseSize, this.displaySize, this.resolution);
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this.updateOrientation();
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// Update the parentSize incase the canvas / style change modified it
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if (!this.parentIsWindow)
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{
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this.getParentBounds();
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}
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return this;
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},
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/**
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* Sets the zoom value of the Scale Manager.
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*
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* @method Phaser.DOM.ScaleManager#setZoom
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* @fires Phaser.DOM.ScaleManager.Events#RESIZE
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* @method Phaser.Scale.ScaleManager#setZoom
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* @fires Phaser.Scale.ScaleManager.Events#RESIZE
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* @since 3.16.0
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*
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* @param {number} value - The new zoom value of the game.
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},
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/**
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* Sets the maximum zoom possible based on the current parent size.
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* Sets the zoom to be the maximum possible based on the _current_ parent size.
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*
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* @method Phaser.DOM.ScaleManager#setMaxZoom
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* @fires Phaser.DOM.ScaleManager.Events#RESIZE
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* @method Phaser.Scale.ScaleManager#setMaxZoom
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* @fires Phaser.Scale.ScaleManager.Events#RESIZE
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* @since 3.16.0
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*
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* @return {this} The Scale Manager instance.
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* This is called automatically by the Scale Manager when the browser window size changes,
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* as long as it is using a Scale Mode other than 'NONE'.
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*
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* @method Phaser.DOM.ScaleManager#refresh
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* @fires Phaser.DOM.ScaleManager.Events#RESIZE
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* @method Phaser.Scale.ScaleManager#refresh
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* @fires Phaser.Scale.ScaleManager.Events#RESIZE
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* @since 3.16.0
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*
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* @return {this} The Scale Manager instance.
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*
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* If the orientation has changed it updates the orientation property and then dispatches the orientation change event.
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*
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* @method Phaser.DOM.ScaleManager#updateOrientation
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* @fires Phaser.DOM.ScaleManager.Events#ORIENTATION_CHANGE
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* @method Phaser.Scale.ScaleManager#updateOrientation
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* @fires Phaser.Scale.ScaleManager.Events#ORIENTATION_CHANGE
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* @since 3.16.0
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*/
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updateOrientation: function ()
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/**
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* Internal method that manages updating the size components based on the scale mode.
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*
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* @method Phaser.DOM.ScaleManager#updateScale
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* @method Phaser.Scale.ScaleManager#updateScale
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* @since 3.16.0
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*/
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updateScale: function ()
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this.updateCenter();
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// Update the parentSize incase the canvas/style change modified it
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// Update the parentSize incase the canvas / style change modified it
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if (!this.parentIsWindow)
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{
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this.getParentBounds();
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@ -856,7 +888,7 @@ var ScaleManager = new Class({
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* Calculates and returns the largest possible zoom factor, based on the current
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* parent and game sizes.
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*
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* @method Phaser.DOM.ScaleManager#getMaxZoom
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* @method Phaser.Scale.ScaleManager#getMaxZoom
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* @since 3.16.0
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*
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* @return {integer} The maximum possible zoom factor.
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@ -882,7 +914,7 @@ var ScaleManager = new Class({
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* To prevent the Scale Manager from centering the canvas, either do not set the
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* `autoCenter` property in your game config, or make sure it is set to `NO_CENTER`.
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*
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* @method Phaser.DOM.ScaleManager#updateCenter
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* @method Phaser.Scale.ScaleManager#updateCenter
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* @since 3.16.0
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*/
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updateCenter: function ()
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@ -920,7 +952,7 @@ var ScaleManager = new Class({
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* Updates the `canvasBounds` rectangle to match the bounding client rectangle of the
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* canvas element being used to track input events.
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*
|
||||
* @method Phaser.DOM.ScaleManager#updateBounds
|
||||
* @method Phaser.Scale.ScaleManager#updateBounds
|
||||
* @since 3.16.0
|
||||
*/
|
||||
updateBounds: function ()
|
||||
|
@ -937,7 +969,7 @@ var ScaleManager = new Class({
|
|||
/**
|
||||
* Transforms the pageX value into the scaled coordinate space of the Scale Manager.
|
||||
*
|
||||
* @method Phaser.DOM.ScaleManager#transformX
|
||||
* @method Phaser.Scale.ScaleManager#transformX
|
||||
* @since 3.16.0
|
||||
*
|
||||
* @param {number} pageX - The DOM pageX value.
|
||||
|
@ -952,7 +984,7 @@ var ScaleManager = new Class({
|
|||
/**
|
||||
* Transforms the pageY value into the scaled coordinate space of the Scale Manager.
|
||||
*
|
||||
* @method Phaser.DOM.ScaleManager#transformY
|
||||
* @method Phaser.Scale.ScaleManager#transformY
|
||||
* @since 3.16.0
|
||||
*
|
||||
* @param {number} pageY - The DOM pageY value.
|
||||
|
@ -977,10 +1009,10 @@ var ScaleManager = new Class({
|
|||
* fullscreen mode, as will the user pressing the ESC key. To cancel fullscreen mode from your game, i.e.
|
||||
* from clicking an icon, call the `stopFullscreen` method.
|
||||
*
|
||||
* @method Phaser.DOM.ScaleManager#startFullscreen
|
||||
* @fires Phaser.DOM.ScaleManager.Events#ENTER_FULLSCREEN
|
||||
* @fires Phaser.DOM.ScaleManager.Events#FULLSCREEN_UNSUPPORTED
|
||||
* @fires Phaser.DOM.ScaleManager.Events#RESIZE
|
||||
* @method Phaser.Scale.ScaleManager#startFullscreen
|
||||
* @fires Phaser.Scale.ScaleManager.Events#ENTER_FULLSCREEN
|
||||
* @fires Phaser.Scale.ScaleManager.Events#FULLSCREEN_UNSUPPORTED
|
||||
* @fires Phaser.Scale.ScaleManager.Events#RESIZE
|
||||
* @since 3.16.0
|
||||
*
|
||||
* @param {FullscreenOptions} [fullscreenOptions] - The FullscreenOptions dictionary is used to provide configuration options when entering full screen.
|
||||
|
@ -1020,7 +1052,7 @@ var ScaleManager = new Class({
|
|||
/**
|
||||
* An internal method that gets the target element that is used when entering fullscreen mode.
|
||||
*
|
||||
* @method Phaser.DOM.ScaleManager#getFullscreenTarget
|
||||
* @method Phaser.Scale.ScaleManager#getFullscreenTarget
|
||||
* @since 3.16.0
|
||||
*
|
||||
* @return {object} The fullscreen target element.
|
||||
|
@ -1054,9 +1086,9 @@ var ScaleManager = new Class({
|
|||
/**
|
||||
* Calling this method will cancel fullscreen mode, if the browser has entered it.
|
||||
*
|
||||
* @method Phaser.DOM.ScaleManager#stopFullscreen
|
||||
* @fires Phaser.DOM.ScaleManager.Events#LEAVE_FULLSCREEN
|
||||
* @fires Phaser.DOM.ScaleManager.Events#FULLSCREEN_UNSUPPORTED
|
||||
* @method Phaser.Scale.ScaleManager#stopFullscreen
|
||||
* @fires Phaser.Scale.ScaleManager.Events#LEAVE_FULLSCREEN
|
||||
* @fires Phaser.Scale.ScaleManager.Events#FULLSCREEN_UNSUPPORTED
|
||||
* @since 3.16.0
|
||||
*/
|
||||
stopFullscreen: function ()
|
||||
|
@ -1102,11 +1134,11 @@ var ScaleManager = new Class({
|
|||
* games fullscreen without this, as most browsers block it. Games within an iframe will also be blocked
|
||||
* from fullscreen unless the iframe has the `allowfullscreen` attribute.
|
||||
*
|
||||
* @method Phaser.DOM.ScaleManager#toggleFullscreen
|
||||
* @fires Phaser.DOM.ScaleManager.Events#ENTER_FULLSCREEN
|
||||
* @fires Phaser.DOM.ScaleManager.Events#LEAVE_FULLSCREEN
|
||||
* @fires Phaser.DOM.ScaleManager.Events#FULLSCREEN_UNSUPPORTED
|
||||
* @fires Phaser.DOM.ScaleManager.Events#RESIZE
|
||||
* @method Phaser.Scale.ScaleManager#toggleFullscreen
|
||||
* @fires Phaser.Scale.ScaleManager.Events#ENTER_FULLSCREEN
|
||||
* @fires Phaser.Scale.ScaleManager.Events#LEAVE_FULLSCREEN
|
||||
* @fires Phaser.Scale.ScaleManager.Events#FULLSCREEN_UNSUPPORTED
|
||||
* @fires Phaser.Scale.ScaleManager.Events#RESIZE
|
||||
* @since 3.16.0
|
||||
*
|
||||
* @param {FullscreenOptions} [fullscreenOptions] - The FullscreenOptions dictionary is used to provide configuration options when entering full screen.
|
||||
|
@ -1126,7 +1158,7 @@ var ScaleManager = new Class({
|
|||
/**
|
||||
* An internal method that starts the different DOM event listeners running.
|
||||
*
|
||||
* @method Phaser.DOM.ScaleManager#startListeners
|
||||
* @method Phaser.Scale.ScaleManager#startListeners
|
||||
* @since 3.16.0
|
||||
*/
|
||||
startListeners: function ()
|
||||
|
@ -1179,7 +1211,7 @@ var ScaleManager = new Class({
|
|||
/**
|
||||
* Triggered when a fullscreenchange event is dispatched by the DOM.
|
||||
*
|
||||
* @method Phaser.DOM.ScaleManager#onFullScreenChange
|
||||
* @method Phaser.Scale.ScaleManager#onFullScreenChange
|
||||
* @since 3.16.0
|
||||
*/
|
||||
onFullScreenChange: function ()
|
||||
|
@ -1189,7 +1221,7 @@ var ScaleManager = new Class({
|
|||
/**
|
||||
* Triggered when a fullscreenerror event is dispatched by the DOM.
|
||||
*
|
||||
* @method Phaser.DOM.ScaleManager#onFullScreenError
|
||||
* @method Phaser.Scale.ScaleManager#onFullScreenError
|
||||
* @since 3.16.0
|
||||
*/
|
||||
onFullScreenError: function ()
|
||||
|
@ -1200,7 +1232,7 @@ var ScaleManager = new Class({
|
|||
* Internal method, called automatically by the game step.
|
||||
* Monitors the elapsed time and resize interval to see if a parent bounds check needs to take place.
|
||||
*
|
||||
* @method Phaser.DOM.ScaleManager#step
|
||||
* @method Phaser.Scale.ScaleManager#step
|
||||
* @since 3.16.0
|
||||
*
|
||||
* @param {number} time - The time value from the most recent Game step. Typically a high-resolution timer value, or Date.now().
|
||||
|
@ -1231,7 +1263,7 @@ var ScaleManager = new Class({
|
|||
/**
|
||||
* Stops all DOM event listeners.
|
||||
*
|
||||
* @method Phaser.DOM.ScaleManager#stopListeners
|
||||
* @method Phaser.Scale.ScaleManager#stopListeners
|
||||
* @since 3.16.0
|
||||
*/
|
||||
stopListeners: function ()
|
||||
|
@ -1258,7 +1290,7 @@ var ScaleManager = new Class({
|
|||
* Destroys this Scale Manager, releasing all references to external resources.
|
||||
* Once destroyed, the Scale Manager cannot be used again.
|
||||
*
|
||||
* @method Phaser.DOM.ScaleManager#destroy
|
||||
* @method Phaser.Scale.ScaleManager#destroy
|
||||
* @since 3.16.0
|
||||
*/
|
||||
destroy: function ()
|
||||
|
@ -1281,7 +1313,7 @@ var ScaleManager = new Class({
|
|||
/**
|
||||
* Is the browser currently in fullscreen mode or not?
|
||||
*
|
||||
* @name Phaser.DOM.ScaleManager#isFullscreen
|
||||
* @name Phaser.Scale.ScaleManager#isFullscreen
|
||||
* @type {boolean}
|
||||
* @readonly
|
||||
* @since 3.16.0
|
||||
|
@ -1300,7 +1332,7 @@ var ScaleManager = new Class({
|
|||
*
|
||||
* This is typically the size given in the game configuration.
|
||||
*
|
||||
* @name Phaser.DOM.ScaleManager#width
|
||||
* @name Phaser.Scale.ScaleManager#width
|
||||
* @type {number}
|
||||
* @readonly
|
||||
* @since 3.16.0
|
||||
|
@ -1319,7 +1351,7 @@ var ScaleManager = new Class({
|
|||
*
|
||||
* This is typically the size given in the game configuration.
|
||||
*
|
||||
* @name Phaser.DOM.ScaleManager#height
|
||||
* @name Phaser.Scale.ScaleManager#height
|
||||
* @type {number}
|
||||
* @readonly
|
||||
* @since 3.16.0
|
||||
|
@ -1337,7 +1369,7 @@ var ScaleManager = new Class({
|
|||
* Is the device in a portrait orientation as reported by the Orientation API?
|
||||
* This value is usually only available on mobile devices.
|
||||
*
|
||||
* @name Phaser.DOM.ScaleManager#isPortrait
|
||||
* @name Phaser.Scale.ScaleManager#isPortrait
|
||||
* @type {boolean}
|
||||
* @readonly
|
||||
* @since 3.16.0
|
||||
|
@ -1355,7 +1387,7 @@ var ScaleManager = new Class({
|
|||
* Is the device in a landscape orientation as reported by the Orientation API?
|
||||
* This value is usually only available on mobile devices.
|
||||
*
|
||||
* @name Phaser.DOM.ScaleManager#isLandscape
|
||||
* @name Phaser.Scale.ScaleManager#isLandscape
|
||||
* @type {boolean}
|
||||
* @readonly
|
||||
* @since 3.16.0
|
||||
|
@ -1374,7 +1406,7 @@ var ScaleManager = new Class({
|
|||
*
|
||||
* This is different to the device itself being in a portrait orientation.
|
||||
*
|
||||
* @name Phaser.DOM.ScaleManager#isGamePortrait
|
||||
* @name Phaser.Scale.ScaleManager#isGamePortrait
|
||||
* @type {boolean}
|
||||
* @readonly
|
||||
* @since 3.16.0
|
||||
|
@ -1393,7 +1425,7 @@ var ScaleManager = new Class({
|
|||
*
|
||||
* This is different to the device itself being in a landscape orientation.
|
||||
*
|
||||
* @name Phaser.DOM.ScaleManager#isGameLandscape
|
||||
* @name Phaser.Scale.ScaleManager#isGameLandscape
|
||||
* @type {boolean}
|
||||
* @readonly
|
||||
* @since 3.16.0
|
||||
|
|
Loading…
Reference in a new issue