Richard Davey
|
72e2857882
|
The EXPAND Scale Mode would cause the error "Framebuffer status: Incomplete Attachment" under WebGL if the Phaser game loaded into an iframe or element with a size of 0 on either axis, such as when you load the game into a 0x0 iframe before expanding it. It now protects against divide by zero errors.
|
2024-10-10 16:54:46 +01:00 |
|
zekechan
|
57db2cbe03
|
Update ScaleManager.js
|
2024-09-02 22:31:01 +08:00 |
|
Zeke Chan
|
9f3afafb29
|
Fix #6885 leave fullscreen event fires twice
|
2024-09-02 13:58:15 +08:00 |
|
Zeke Chan
|
f92e1e86f2
|
Update ScaleManager.js
|
2024-06-19 14:18:50 +08:00 |
|
Zeke Chan
|
0951a4a3d4
|
Update ORIENTATION_CONST.js
Added secondary landscape orientation.
Added secondary portrait orientation.
|
2024-06-18 15:53:49 +08:00 |
|
Rex
|
687903fc76
|
Expose const EXPAND definition
|
2024-05-31 11:46:16 +08:00 |
|
Rex
|
4a064214ba
|
Set gameSize equal to baseSize
|
2024-05-15 21:21:22 +08:00 |
|
Richard Davey
|
68e089a380
|
The ScaleManager.orientationChange event listener will now directly refresh the Scale Manager internals. This fixes an issue where the orientation change event would fire after the window resize event, causing the Scale Manager to incorrectly report the new orientation on Chrome on iOS. Fix #6484
|
2024-02-20 22:46:05 +00:00 |
|
Richard Davey
|
1f8276ac76
|
Updated copyright year, company and author
|
2024-02-19 17:12:24 +00:00 |
|
Richard Davey
|
5dc286268f
|
A new property is available in the Game Configuration specifically for setting the 'snap' values for the Scale Manager. You can now set snap: { width, height } in the game config. This is then passed to the display size by the Scale Manager and used to control the snap values. Fix #6629 (thanks @musjj @samme)
|
2024-02-19 16:35:42 +00:00 |
|
Richard Davey
|
91b2b0c531
|
lint fix
|
2024-01-23 00:46:53 +00:00 |
|
Richard Davey
|
2c4df2488b
|
Update SCALE_MODE_CONST.js
|
2024-01-12 18:08:42 +00:00 |
|
Rex
|
3b8d019b97
|
Add EXPAND scale mode
|
2023-12-31 17:11:38 +08:00 |
|
Richard Davey
|
962ff04538
|
If you gave the width or height in the Game Config object as a string it would multiply the value given by the parent size, often leading to a huge game canvas, or causing WebGL errors as it tried to create a texture larger than the GPU could handle. This has now been strengthened. If you give a string with a % at the end, it works as before, i.e. "100%" or "50%" to set the scale based on the parent. If you don't include the %, or use another unit, such as "800px" it will now be treated as a fixed value, not a percentage.
|
2023-09-07 15:19:57 +01:00 |
|
Richard Davey
|
468bf7821d
|
Updated copyright year
|
2023-01-02 17:36:27 +00:00 |
|
Richard Davey
|
4c0ad6946d
|
ScaleManager.listeners has been renamed to domlisteners to avoid conflicting with the EventEmitter listeners object. Fix #6260
|
2022-10-26 15:08:52 +01:00 |
|
Richard Davey
|
b2d47b11c1
|
Merge pull request #6214 from rexrainbow/getviewport-with-camera
Get viewport under a camera
|
2022-09-29 14:40:08 +01:00 |
|
Richard Davey
|
023343c789
|
All events have a type of string. Fix #6136
|
2022-09-21 22:01:03 +01:00 |
|
Rex
|
05d4d87b2c
|
Get viewport under a camera
|
2022-09-08 09:52:18 +08:00 |
|
Richard Davey
|
01c7aab8c0
|
Fixed version number
|
2022-06-09 12:11:24 +01:00 |
|
Richard Davey
|
59fbcc5ca3
|
Updated copyright year
|
2022-02-28 14:29:51 +00:00 |
|
Richard Davey
|
27833cafc7
|
Fixed else block
|
2021-10-25 21:15:53 +01:00 |
|
Richard Davey
|
43ed170cd7
|
ScaleManager.getParentBounds will now also check to see if the canvas bounds have changed x or y position, and if so return true , causing the Scale Manager to refresh all of its internal cached values. This fixes an issue where the canvas may have changed position on the page, but not its width or height, so a refresh wasn't triggered. Fix #5884
|
2021-10-25 18:25:24 +01:00 |
|
Rex
|
3246dc4d8e
|
Add method to get visible area
|
2021-06-12 13:27:22 +08:00 |
|
Richard Davey
|
607fb6ff7c
|
Make docs crystal clear
|
2020-12-07 12:25:57 +00:00 |
|
Richard Davey
|
02c34cd64e
|
Replace integer with number
|
2020-11-23 10:22:13 +00:00 |
|
Richard Davey
|
b733dbcbe1
|
The ScaleManager.resolution property has been removed and all internal use of it.
|
2020-09-12 11:59:30 +01:00 |
|
Richard Davey
|
68946f3894
|
The Phaser.Scale.Events#RESIZE event no longer sends the resolution as a parameter.
|
2020-09-12 11:58:50 +01:00 |
|
Richard Davey
|
60e311afe5
|
Updated JSDocs
|
2020-09-11 15:16:37 +01:00 |
|
Richard Davey
|
ce236f0d69
|
ScaleManager.refresh is now called when the Game.READY event fires. This fixes a bug where the Scale Manager would have the incorrect canvas bounds, because they were calculated before a previous canvas was removed from the DOM. Fix #4905
|
2020-09-11 12:10:10 +01:00 |
|
Richard Davey
|
380cc422b2
|
The ScaleManager.updateBounds method is now called every time the browser fires a 'resize' or 'orientationchange' event. This will update the offset of the canvas element Phaser is rendering to, which is responsible for keeping input positions correct. However, if you change the canvas position, or visibility, via any other method (i.e. via an Angular route) you should call the updateBounds method directly, yourself.
|
2020-08-04 10:35:29 +01:00 |
|
samme
|
02f6c51ff5
|
Docs: protect ScaleManager#onFullScreenChange
#5229
|
2020-07-22 11:22:43 -07:00 |
|
samme
|
ee284c6a42
|
Remove fullscreen promise, handle in onFullScreenChange() instead
Lets Safari start fullscreen (#5143)
|
2020-05-14 08:43:32 -07:00 |
|
Richard Davey
|
6a93f9e746
|
Merge pull request #5043 from samme/fix/setGameSize-aspect
Fix wrong display aspect ratio after setGameSize()
|
2020-04-27 12:21:54 +01:00 |
|
Survesh
|
ed0e76cdbf
|
Updated fix for issue #5069
|
2020-04-03 18:48:49 +05:30 |
|
samme
|
b61edd088e
|
Update display aspect ratio in setGameSize()
Fixes #4971
|
2020-03-13 16:49:11 -07:00 |
|
Richard Davey
|
ff65e69cd1
|
Changed copyright date to 2020
|
2020-01-15 12:07:09 +00:00 |
|
Richard Davey
|
fdbd5a4f6d
|
The ScaleManager.destroy method wasn't being called when the Game DESTROY event was dispatched, causing minor gc to build up. The destroy method will now be called properly on game destruction. Fix #4944
|
2020-01-13 12:20:24 +00:00 |
|
Adam Beswick
|
cf4a4e2107
|
Remove requestedFullscreenChange and replace with checking the document's fullscreen element
|
2019-12-30 10:34:43 +00:00 |
|
Josh Soref
|
0526276e68
|
spelling: in case
|
2019-10-29 02:21:46 -04:00 |
|
Richard Davey
|
ce6a0c1d76
|
ScaleManager.startFullscreen now checks to see if the call returns a Promise, rather than checking if the browser supports them, before waiting for promise resolution. This fixes a runtime console warning in Microsoft Edge. Fix #4795
|
2019-10-11 13:53:21 +01:00 |
|
Arne Keller
|
c77bc8d66c
|
Updated scaleManager.js Docs
Use SCALE_MODE `NONE` instead of `NO_SCALE` in the docs
|
2019-10-07 12:23:24 +02:00 |
|
Richard Davey
|
bf3a424dfd
|
It was not possible to set the zoom value of the Scale Manager back to 1 again, having changed it to a different value. Fix #4633
|
2019-08-07 12:47:40 +01:00 |
|
Richard Davey
|
53076e09d1
|
Update ScaleManager.js
|
2019-07-15 15:28:31 +01:00 |
|
Richard Davey
|
67b28d6764
|
The Scale Manager would throw the error 'TypeError: this.removeFullscreenTarget is not a function' when entering full-screen mode. It would still enter fullscreen, but the error would appear in the console. Fix #4605
|
2019-06-21 10:53:27 +01:00 |
|
Richard Davey
|
6b5b751134
|
Handle sending previous size to event and updating canvas size in setGameSize. Cleaned-up workflow.
|
2019-06-06 15:58:23 +01:00 |
|
Richard Davey
|
0a761e104c
|
Added new arguments to RESIZE event
|
2019-06-06 15:56:26 +01:00 |
|
jorbascrumps
|
648c0faed9
|
Removed arrow function syntax
|
2019-05-18 19:15:01 -04:00 |
|
Richard Davey
|
c91ed91ce3
|
License link update
|
2019-05-10 16:15:04 +01:00 |
|
Richard Davey
|
725e1d7ef7
|
JSDoc changes to help TypeScript not get its knickers in a twist
|
2019-05-09 17:13:25 +01:00 |
|