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https://github.com/photonstorm/phaser
synced 2025-02-16 22:18:29 +00:00
The ScaleManager.resolution
property has been removed and all internal use of it.
This commit is contained in:
parent
68946f3894
commit
b733dbcbe1
1 changed files with 19 additions and 40 deletions
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@ -204,7 +204,7 @@ var ScaleManager = new Class({
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/**
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* The Base Size component.
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*
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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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* The modified game size, which is the auto-rounded gameSize, 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.Scale.ScaleManager#baseSize
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@ -233,17 +233,6 @@ var ScaleManager = new Class({
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*/
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this.scaleMode = CONST.SCALE_MODE.NONE;
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/**
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* The canvas resolution.
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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.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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this.resolution = 1;
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/**
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* The game zoom factor.
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*
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@ -491,7 +480,6 @@ var ScaleManager = new Class({
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var width = config.width;
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var height = config.height;
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var scaleMode = config.scaleMode;
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var resolution = config.resolution;
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var zoom = config.zoom;
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var autoRound = config.autoRound;
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@ -527,11 +515,6 @@ var ScaleManager = new Class({
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height = Math.floor(parentHeight * parentScaleY);
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}
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// This is fixed at 1 on purpose.
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// Changing it will break all user input.
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// Wait for another release to solve this issue.
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this.resolution = 1;
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this.scaleMode = scaleMode;
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this.autoRound = autoRound;
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@ -561,8 +544,8 @@ var ScaleManager = new Class({
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this._resetZoom = true;
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}
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// The modified game size, which is the w/h * resolution
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this.baseSize.setSize(width * resolution, height * resolution);
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// The modified game size
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this.baseSize.setSize(width, height);
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if (autoRound)
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{
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@ -663,9 +646,8 @@ var ScaleManager = new Class({
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DOMRect.height = GetInnerHeight(true);
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}
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var resolution = this.resolution;
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var newWidth = DOMRect.width * resolution;
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var newHeight = DOMRect.height * resolution;
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var newWidth = DOMRect.width;
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var newHeight = DOMRect.height;
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if (parentSize.width !== newWidth || parentSize.height !== newHeight)
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{
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@ -745,7 +727,6 @@ var ScaleManager = new Class({
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setGameSize: function (width, height)
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{
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var autoRound = this.autoRound;
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var resolution = this.resolution;
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if (autoRound)
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{
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@ -759,8 +740,8 @@ var ScaleManager = new Class({
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// The un-modified game size, as requested in the game config (the raw width / height) as used for world bounds, etc
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this.gameSize.resize(width, height);
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// The modified game size, which is the w/h * resolution
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this.baseSize.resize(width * resolution, height * resolution);
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// The modified game size
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this.baseSize.resize(width, height);
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if (autoRound)
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{
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@ -810,7 +791,6 @@ var ScaleManager = new Class({
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resize: function (width, height)
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{
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var zoom = this.zoom;
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var resolution = this.resolution;
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var autoRound = this.autoRound;
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if (autoRound)
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@ -825,8 +805,8 @@ var ScaleManager = new Class({
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// The un-modified game size, as requested in the game config (the raw width / height) as used for world bounds, etc
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this.gameSize.resize(width, height);
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// The modified game size, which is the w/h * resolution
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this.baseSize.resize(width * resolution, height * resolution);
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// The modified game size
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this.baseSize.resize(width, height);
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if (autoRound)
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{
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@ -836,7 +816,7 @@ var ScaleManager = new Class({
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// The size used for the canvas style, factoring in the scale mode and parent and zoom value
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// We just use the w/h here as this is what sets the aspect ratio (which doesn't then change)
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this.displaySize.setSize((width * zoom) * resolution, (height * zoom) * resolution);
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this.displaySize.setSize((width * zoom), (height * zoom));
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this.canvas.width = this.baseSize.width;
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this.canvas.height = this.baseSize.height;
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@ -940,7 +920,7 @@ var ScaleManager = new Class({
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domStyle.marginTop = canvasStyle.marginTop;
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}
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this.emit(Events.RESIZE, this.gameSize, this.baseSize, this.displaySize, this.resolution, previousWidth, previousHeight);
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this.emit(Events.RESIZE, this.gameSize, this.baseSize, this.displaySize, previousWidth, previousHeight);
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return this;
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},
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@ -989,15 +969,14 @@ var ScaleManager = new Class({
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var zoom = this.zoom;
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var autoRound = this.autoRound;
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var resolution = 1;
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if (this.scaleMode === CONST.SCALE_MODE.NONE)
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{
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// No scale
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this.displaySize.setSize((width * zoom) * resolution, (height * zoom) * resolution);
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this.displaySize.setSize((width * zoom), (height * zoom));
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styleWidth = this.displaySize.width / resolution;
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styleHeight = this.displaySize.height / resolution;
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styleWidth = this.displaySize.width;
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styleHeight = this.displaySize.height;
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if (autoRound)
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{
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@ -1022,10 +1001,10 @@ var ScaleManager = new Class({
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this.gameSize.setSize(this.displaySize.width, this.displaySize.height);
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this.baseSize.setSize(this.displaySize.width * resolution, this.displaySize.height * resolution);
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this.baseSize.setSize(this.displaySize.width, this.displaySize.height);
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styleWidth = this.displaySize.width / resolution;
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styleHeight = this.displaySize.height / resolution;
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styleWidth = this.displaySize.width;
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styleHeight = this.displaySize.height;
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if (autoRound)
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{
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@ -1041,8 +1020,8 @@ var ScaleManager = new Class({
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// All other scale modes
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this.displaySize.setSize(this.parentSize.width, this.parentSize.height);
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styleWidth = this.displaySize.width / resolution;
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styleHeight = this.displaySize.height / resolution;
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styleWidth = this.displaySize.width;
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styleHeight = this.displaySize.height;
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if (autoRound)
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{
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