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Merge pull request #6703 from rexrainbow/expand-scale-mode
Add EXPAND scale mode
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commit
d6d4fc9705
2 changed files with 60 additions and 2 deletions
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@ -431,7 +431,7 @@ var ScaleManager = new Class({
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this.fullscreen = game.device.fullscreen;
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if (this.scaleMode !== CONST.SCALE_MODE.RESIZE)
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if ((this.scaleMode !== CONST.SCALE_MODE.RESIZE) && (this.scaleMode !== CONST.SCALE_MODE.EXPAND))
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{
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this.displaySize.setAspectMode(this.scaleMode);
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}
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@ -1047,6 +1047,53 @@ var ScaleManager = new Class({
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this.canvas.width = styleWidth;
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this.canvas.height = styleHeight;
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}
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else if (this.scaleMode === CONST.SCALE_MODE.EXPAND)
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{
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// Resize to match parent, like RESIZE mode
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// This will constrain using min/max
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this.displaySize.setSize(this.parentSize.width, this.parentSize.height);
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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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styleWidth = Math.floor(styleWidth);
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styleHeight = Math.floor(styleHeight);
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}
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style.width = styleWidth + 'px';
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style.height = styleHeight + 'px';
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// Expand canvas size to fit game size's width or height
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var scaleX = this.parentSize.width / this.gameSize.width;
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var scaleY = this.parentSize.height / this.gameSize.height;
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if (scaleX < scaleY)
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{
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this.baseSize.setSize(this.gameSize.width, this.parentSize.height / scaleX);
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}
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else
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{
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this.baseSize.setSize(this.displaySize.width / scaleY, this.gameSize.height);
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}
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styleWidth = this.baseSize.width;
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styleHeight = this.baseSize.height;
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if (autoRound)
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{
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styleWidth = Math.floor(styleWidth);
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styleHeight = Math.floor(styleHeight);
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}
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this.canvas.width = styleWidth;
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this.canvas.height = styleHeight;
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}
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else
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{
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// All other scale modes
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@ -87,6 +87,17 @@ module.exports = {
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* @const
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* @since 3.16.0
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*/
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RESIZE: 5
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RESIZE: 5,
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/**
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* The Canvas's visible area is resized to fit all available _parent_ space like RESIZE mode,
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* and scale canvas size to fit inside the visible area like FIT mode.
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*
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* @name Phaser.Scale.ScaleModes.EXPAND
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* @type {number}
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* @const
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* @since 3.70.1
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*/
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EXPAND : 6
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};
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