mirror of
https://github.com/photonstorm/phaser
synced 2024-11-16 17:58:23 +00:00
resize
can now be called at any point, moved centering to a new more solid method, added zoom support with scale mode none and more.
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parent
0be5bd23a0
commit
da8ac37192
1 changed files with 192 additions and 53 deletions
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@ -14,6 +14,7 @@ var GetScreenOrientation = require('./GetScreenOrientation');
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var NOOP = require('../utils/NOOP');
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var Rectangle = require('../geom/rectangle/Rectangle');
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var Size = require('../structs/Size');
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var SnapFloor = require('../math/snap/SnapFloor');
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var Vector2 = require('../math/Vector2');
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/**
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@ -326,27 +327,31 @@ var ScaleManager = new Class({
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*/
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boot: function ()
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{
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this.canvas = this.game.canvas;
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var game = this.game;
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this.fullscreen = this.game.device.fullscreen;
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this.canvas = game.canvas;
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if (this.scaleMode < 5)
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this.fullscreen = game.device.fullscreen;
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if (this.scaleMode !== CONST.NONE && this.scaleMode !== CONST.RESIZE)
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{
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this.displaySize.setAspectMode(this.scaleMode);
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}
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if (this.scaleMode > 0)
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if (this.scaleMode === CONST.NONE)
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{
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this.getParentBounds();
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this.displaySize.setParent(this.parentSize);
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this.resize(this.width, this.height);
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}
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this.game.events.on(GameEvents.PRE_STEP, this.step, this);
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this.startListeners();
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else
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{
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this.displaySize.setParent(this.parentSize);
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this.refresh();
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}
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game.events.on(GameEvents.PRE_STEP, this.step, this);
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this.startListeners();
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},
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/**
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@ -408,8 +413,6 @@ var ScaleManager = new Class({
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// Wait for another release to solve this issue.
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this.resolution = 1;
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this.zoom = zoom;
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this.scaleMode = scaleMode;
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this.autoRound = autoRound;
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@ -427,6 +430,13 @@ 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.setSize(width, height);
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if (zoom === CONST.MAX_ZOOM)
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{
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zoom = this.getMaxZoom();
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}
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this.zoom = zoom;
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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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@ -581,12 +591,28 @@ var ScaleManager = new Class({
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},
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/**
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* Forcefully resizes the game to the given dimensions.
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* This method will set the size of the Parent Size component, which is used in scaling
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* and centering calculations. You only need to call this method if you have explicitly
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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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* Use this to change the size of your game after it has booted, or in custom resizing situations.
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* @method Phaser.DOM.ScaleManager#setParentSize
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* @fires Phaser.DOM.ScaleManager.Events#RESIZE
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* @since 3.16.0
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*
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* Calling this method will update the `gameSize` and `baseSize` components and then call `refresh`,
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* which dispatches the resize event.
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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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setParentSize: function (width, height)
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{
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this.parentSize.setSize(width, height);
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return this.refresh();
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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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*
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* @method Phaser.DOM.ScaleManager#resize
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* @fires Phaser.DOM.ScaleManager.Events#RESIZE
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@ -597,7 +623,11 @@ var ScaleManager = new Class({
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*/
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resize: function (width, height)
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{
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if (this.autoRound)
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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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{
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width = Math.floor(width);
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height = Math.floor(height);
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@ -605,15 +635,43 @@ var ScaleManager = new Class({
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this.gameSize.resize(width, height);
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this.baseSize.resize(width * this.resolution, height * this.resolution);
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this.baseSize.resize(width * resolution, height * resolution);
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this.displaySize.resize(width, height);
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this.displaySize.setSize((width * zoom) * resolution, (height * zoom) * resolution);
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this.refresh();
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this.canvas.width = this.baseSize.width;
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this.canvas.height = this.baseSize.height;
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var style = this.canvas.style;
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var styleWidth = width * zoom;
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var styleHeight = height * zoom;
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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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if (styleWidth !== width || styleHeight || height)
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{
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style.width = styleWidth + 'px';
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style.height = styleHeight + 'px';
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}
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this.updateCenter();
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this.updateBounds();
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this.displayScale.set(width / this.canvasBounds.width, height / this.canvasBounds.height);
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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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},
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/**
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* Sets the zoom value of the Scale Manager post-boot.
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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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@ -624,15 +682,26 @@ var ScaleManager = new Class({
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* @return {this} The Scale Manager instance.
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*/
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setZoom: function (value)
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{
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if (value !== this.zoom)
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{
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this.zoom = value;
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this.refresh();
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}
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return this.refresh();
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},
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return this;
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/**
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* Sets the maximum zoom 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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* @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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setMaxZoom: function ()
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{
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this.zoom = this.getMaxZoom();
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return this.refresh();
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},
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/**
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@ -640,17 +709,39 @@ var ScaleManager = new Class({
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*
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* Once finished, dispatches the resize event.
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*
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* This is called automatically by the Scale Manager when the browser changes.
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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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* @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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refresh: function ()
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{
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this.updateScale();
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this.updateBounds();
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this.updateOrientation();
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this.displayScale.set(this.baseSize.width / this.canvasBounds.width, this.baseSize.height / this.canvasBounds.height);
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this.emit(Events.RESIZE, this.gameSize, this.baseSize, this.displaySize, this.resolution);
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return this;
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},
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/**
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* Internal method that checks the current screen orientation, only if the internal check flag is set.
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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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* @since 3.16.0
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*/
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updateOrientation: function ()
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{
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if (this._checkOrientation)
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{
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this._checkOrientation = false;
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this.emit(Events.ORIENTATION_CHANGE, newOrientation);
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}
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}
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this.emit(Events.RESIZE, this.gameSize, this.baseSize, this.displaySize, this.resolution);
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},
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/**
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var autoRound = this.autoRound;
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var resolution = 1;
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if (this.scaleMode === 0)
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if (this.scaleMode === CONST.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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@ -702,10 +791,13 @@ var ScaleManager = new Class({
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styleHeight = Math.floor(styleHeight);
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}
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if (zoom > 1)
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{
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style.width = styleWidth + 'px';
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style.height = styleHeight + 'px';
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}
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else if (this.scaleMode === 5)
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}
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else if (this.scaleMode === CONST.RESIZE)
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{
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// Resize to match parent
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style.height = styleHeight + 'px';
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}
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var offsetX = Math.floor((this.parentSize.width - styleWidth) / 2);
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var offsetY = Math.floor((this.parentSize.height - styleHeight) / 2);
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if (this.autoCenter === 1)
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{
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style.marginLeft = offsetX + 'px';
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style.marginTop = offsetY + 'px';
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}
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else if (this.autoCenter === 2)
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{
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style.marginLeft = offsetX + 'px';
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}
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else if (this.autoCenter === 3)
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{
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style.marginTop = offsetY + 'px';
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}
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this.updateCenter();
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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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@ -770,6 +847,70 @@ var ScaleManager = new Class({
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}
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},
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/**
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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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* @since 3.16.0
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*
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* @return {integer} The maximum possible zoom factor.
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*/
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getMaxZoom: function ()
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{
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var zoomH = SnapFloor(this.parentSize.width, this.gameSize.width, 0, true);
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var zoomV = SnapFloor(this.parentSize.height, this.gameSize.height, 0, true);
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return Math.min(zoomH, zoomV);
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},
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/**
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* Calculates and updates the canvas CSS style in order to center it within the
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* bounds of its parent. If you have explicitly set parent to be `null` in your
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* game config then this method will likely give incorrect results unless you have called the
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* `setParentSize` method first.
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*
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* It works by modifying the canvas CSS `marginLeft` and `marginTop` properties.
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*
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* If they have already been set by your own style sheet, or code, this will overwrite them.
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*
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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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* @since 3.16.0
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*/
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updateCenter: function ()
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{
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var autoCenter = this.autoCenter;
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if (autoCenter === CONST.NO_CENTER)
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{
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return;
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}
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this.getParentBounds();
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var style = this.canvas.style;
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var bounds = this.canvas.getBoundingClientRect();
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var offsetX = Math.floor((this.parentSize.width - bounds.width) / 2);
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var offsetY = Math.floor((this.parentSize.height - bounds.height) / 2);
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if (autoCenter === CONST.CENTER_HORIZONTALLY)
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{
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offsetY = 0;
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}
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else if (autoCenter === CONST.CENTER_VERTICALLY)
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{
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offsetX = 0;
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}
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style.marginLeft = offsetX + 'px';
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style.marginTop = offsetY + 'px';
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},
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/**
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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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bounds.y = clientRect.top + (window.pageYOffset || 0) - (document.documentElement.clientTop || 0);
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bounds.width = clientRect.width;
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bounds.height = clientRect.height;
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this.displayScale.set(this.baseSize.width / bounds.width, this.baseSize.height / bounds.height);
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},
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/**
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*/
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step: function (time, delta)
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{
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if (this.scaleMode === 0 || !this.parent)
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if (this.scaleMode === CONST.NONE || !this.parent)
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{
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return;
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}
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