/** * @author Richard Davey <rich@photonstorm.com> * @copyright 2015 Photon Storm Ltd. * @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License} */ /** * @classdesc * The ScaleManager object handles the the scaling, resizing, and alignment of the * Game size and the game Display canvas. * * The Game size is the logical size of the game; the Display canvas has size as an HTML element. * * The calculations of these are heavily influenced by the bounding Parent size which is the computed * dimensions of the Display canvas's Parent container/element - the _effective CSS rules of the * canvas's Parent element play an important role_ in the operation of the ScaleManager. * * The Display canvas - or Game size, depending {@link #scaleMode} - is updated to best utilize the Parent size. * When in Fullscreen mode or with {@link #parentIsWindow} the Parent size is that of the visual viewport (see {@link Phaser.ScaleManager#getParentBounds getParentBounds}). * * Parent and Display canvas containment guidelines: * * - Style the Parent element (of the game canvas) to control the Parent size and * thus the Display canvas's size and layout. * * - The Parent element's CSS styles should _effectively_ apply maximum (and minimum) bounding behavior. * * - The Parent element should _not_ apply a padding as this is not accounted for. * If a padding is required apply it to the Parent's parent or apply a margin to the Parent. * If you need to add a border, margin or any other CSS around your game container, then use a parent element and * apply the CSS to this instead, otherwise you'll be constantly resizing the shape of the game container. * * - The Display canvas layout CSS styles (i.e. margins, size) should not be altered/specified as * they may be updated by the ScaleManager. * * @description * Create a new ScaleManager object - this is done automatically by {@link Phaser.Game} * * The `width` and `height` constructor parameters can either be a number which represents pixels or a string that represents a percentage: e.g. `800` (for 800 pixels) or `"80%"` for 80%. * * @class * @param {Phaser.Game} game - A reference to the currently running game. * @param {number|string} width - The width of the game. See above. * @param {number|string} height - The height of the game. See above. */ Phaser.ScaleManager = function (game, width, height) { /** * A reference to the currently running game. * @property {Phaser.Game} game * @protected * @readonly */ this.game = game; /** * Provides access to some cross-device DOM functions. * @property {Phaser.DOM} dom * @protected * @readonly */ this.dom = Phaser.DOM; /** * _EXPERIMENTAL:_ A responsive grid on which you can align game objects. * @property {Phaser.FlexGrid} grid * @public */ this.grid = null; /** * Target width (in pixels) of the Display canvas. * @property {number} width * @readonly */ this.width = 0; /** * Target height (in pixels) of the Display canvas. * @property {number} height * @readonly */ this.height = 0; /** * Minimum width the canvas should be scaled to (in pixels). * Change with {@link #setMinMax}. * @property {?number} minWidth * @readonly * @protected */ this.minWidth = null; /** * Maximum width the canvas should be scaled to (in pixels). * If null it will scale to whatever width the browser can handle. * Change with {@link #setMinMax}. * @property {?number} maxWidth * @readonly * @protected */ this.maxWidth = null; /** * Minimum height the canvas should be scaled to (in pixels). * Change with {@link #setMinMax}. * @property {?number} minHeight * @readonly * @protected */ this.minHeight = null; /** * Maximum height the canvas should be scaled to (in pixels). * If null it will scale to whatever height the browser can handle. * Change with {@link #setMinMax}. * @property {?number} maxHeight * @readonly * @protected */ this.maxHeight = null; /** * The offset coordinates of the Display canvas from the top-left of the browser window. * The is used internally by Phaser.Pointer (for Input) and possibly other types. * @property {Phaser.Point} offset * @readonly * @protected */ this.offset = new Phaser.Point(); /** * If true, the game should only run in a landscape orientation. * Change with {@link #forceOrientation}. * @property {boolean} forceLandscape * @readonly * @default * @protected */ this.forceLandscape = false; /** * If true, the game should only run in a portrait * Change with {@link #forceOrientation}. * @property {boolean} forcePortrait * @readonly * @default * @protected */ this.forcePortrait = false; /** * True if {@link #forceLandscape} or {@link #forcePortrait} are set and do not agree with the browser orientation. * * This value is not updated immediately. * * @property {boolean} incorrectOrientation * @readonly * @protected */ this.incorrectOrientation = false; /** * See {@link #pageAlignHorizontally}. * @property {boolean} _pageAlignHorizontally * @private */ this._pageAlignHorizontally = false; /** * See {@link #pageAlignVertically}. * @property {boolean} _pageAlignVertically * @private */ this._pageAlignVertically = false; /** * This signal is dispatched when the orientation changes _or_ the validity of the current orientation changes. * * The signal is supplied with the following arguments: * - `scale` - the ScaleManager object * - `prevOrientation`, a string - The previous orientation as per {@link Phaser.ScaleManager#screenOrientation screenOrientation}. * - `wasIncorrect`, a boolean - True if the previous orientation was last determined to be incorrect. * * Access the current orientation and validity with `scale.screenOrientation` and `scale.incorrectOrientation`. * Thus the following tests can be done: * * // The orientation itself changed: * scale.screenOrientation !== prevOrientation * // The orientation just became incorrect: * scale.incorrectOrientation && !wasIncorrect * * It is possible that this signal is triggered after {@link #forceOrientation} so the orientation * correctness changes even if the orientation itself does not change. * * This is signaled from `preUpdate` (or `pauseUpdate`) _even when_ the game is paused. * * @property {Phaser.Signal} onOrientationChange * @public */ this.onOrientationChange = new Phaser.Signal(); /** * This signal is dispatched when the browser enters an incorrect orientation, as defined by {@link #forceOrientation}. * * This is signaled from `preUpdate` (or `pauseUpdate`) _even when_ the game is paused. * * @property {Phaser.Signal} enterIncorrectOrientation * @public */ this.enterIncorrectOrientation = new Phaser.Signal(); /** * This signal is dispatched when the browser leaves an incorrect orientation, as defined by {@link #forceOrientation}. * * This is signaled from `preUpdate` (or `pauseUpdate`) _even when_ the game is paused. * * @property {Phaser.Signal} leaveIncorrectOrientation * @public */ this.leaveIncorrectOrientation = new Phaser.Signal(); /** * If specified, this is the DOM element on which the Fullscreen API enter request will be invoked. * The target element must have the correct CSS styling and contain the Display canvas. * * The elements style will be modified (ie. the width and height might be set to 100%) * but it will not be added to, removed from, or repositioned within the DOM. * An attempt is made to restore relevant style changes when fullscreen mode is left. * * For pre-2.2.0 behavior set `game.scale.fullScreenTarget = game.canvas`. * * @property {?DOMElement} fullScreenTarget * @default */ this.fullScreenTarget = null; /** * The fullscreen target, as created by {@link #createFullScreenTarget}. * This is not set if {@link #fullScreenTarget} is used and is cleared when fullscreen mode ends. * @property {?DOMElement} _createdFullScreenTarget * @private */ this._createdFullScreenTarget = null; /** * This signal is dispatched when fullscreen mode is ready to be initialized but * before the fullscreen request. * * The signal is passed two arguments: `scale` (the ScaleManager), and an object in the form `{targetElement: DOMElement}`. * * The `targetElement` is the {@link #fullScreenTarget} element, * if such is assigned, or a new element created by {@link #createFullScreenTarget}. * * Custom CSS styling or resets can be applied to `targetElement` as required. * * If `targetElement` is _not_ the same element as {@link #fullScreenTarget}: * - After initialization the Display canvas is moved onto the `targetElement` for * the duration of the fullscreen mode, and restored to it's original DOM location when fullscreen is exited. * - The `targetElement` is moved/re-parented within the DOM and may have its CSS styles updated. * * The behavior of a pre-assigned target element is covered in {@link Phaser.ScaleManager#fullScreenTarget fullScreenTarget}. * * @property {Phaser.Signal} onFullScreenInit * @public */ this.onFullScreenInit = new Phaser.Signal(); /** * This signal is dispatched when the browser enters or leaves fullscreen mode, if supported. * * The signal is supplied with a single argument: `scale` (the ScaleManager). Use `scale.isFullScreen` to determine * if currently running in Fullscreen mode. * * @property {Phaser.Signal} onFullScreenChange * @public */ this.onFullScreenChange = new Phaser.Signal(); /** * This signal is dispatched when the browser fails to enter fullscreen mode; * or if the device does not support fullscreen mode and `startFullScreen` is invoked. * * The signal is supplied with a single argument: `scale` (the ScaleManager). * * @property {Phaser.Signal} onFullScreenError * @public */ this.onFullScreenError = new Phaser.Signal(); /** * The _last known_ orientation of the screen, as defined in the Window Screen Web API. * See {@link Phaser.DOM.getScreenOrientation} for possible values. * * @property {string} screenOrientation * @readonly * @public */ this.screenOrientation = this.dom.getScreenOrientation(); /** * The _current_ scale factor based on the game dimensions vs. the scaled dimensions. * @property {Phaser.Point} scaleFactor * @readonly */ this.scaleFactor = new Phaser.Point(1, 1); /** * The _current_ inversed scale factor. The displayed dimensions divided by the game dimensions. * @property {Phaser.Point} scaleFactorInversed * @readonly * @protected */ this.scaleFactorInversed = new Phaser.Point(1, 1); /** * The Display canvas is aligned by adjusting the margins; the last margins are stored here. * * @property {Bounds-like} margin * @readonly * @protected */ this.margin = {left: 0, top: 0, right: 0, bottom: 0, x: 0, y: 0}; /** * The bounds of the scaled game. The x/y will match the offset of the canvas element and the width/height the scaled width and height. * @property {Phaser.Rectangle} bounds * @readonly */ this.bounds = new Phaser.Rectangle(); /** * The aspect ratio of the scaled Display canvas. * @property {number} aspectRatio * @readonly */ this.aspectRatio = 0; /** * The aspect ratio of the original game dimensions. * @property {number} sourceAspectRatio * @readonly */ this.sourceAspectRatio = 0; /** * The native browser events from Fullscreen API changes. * @property {any} event * @readonly * @private */ this.event = null; /** * The edges on which to constrain the game Display/canvas in _addition_ to the restrictions of the parent container. * * The properties are strings and can be '', 'visual', 'layout', or 'layout-soft'. * - If 'visual', the edge will be constrained to the Window / displayed screen area * - If 'layout', the edge will be constrained to the CSS Layout bounds * - An invalid value is treated as 'visual' * * @member * @property {string} bottom * @property {string} right * @default */ this.windowConstraints = { right: 'layout', bottom: '' }; /** * Various compatibility settings. * A value of "(auto)" indicates the setting is configured based on device and runtime information. * * A {@link #refresh} may need to be performed after making changes. * * @protected * * @property {boolean} [supportsFullScreen=(auto)] - True only if fullscreen support will be used. (Changing to fullscreen still might not work.) * * @property {boolean} [orientationFallback=(auto)] - See {@link Phaser.DOM.getScreenOrientation}. * * @property {boolean} [noMargins=false] - If true then the Display canvas's margins will not be updated anymore: existing margins must be manually cleared. Disabling margins prevents automatic canvas alignment/centering, possibly in fullscreen. * * @property {?Phaser.Point} [scrollTo=(auto)] - If specified the window will be scrolled to this position on every refresh. * * @property {boolean} [forceMinimumDocumentHeight=false] - If enabled the document elements minimum height is explicitly set on updates. * The height set varies by device and may either be the height of the window or the viewport. * * @property {boolean} [canExpandParent=true] - If enabled then SHOW_ALL and USER_SCALE modes can try and expand the parent element. It may be necessary for the parent element to impose CSS width/height restrictions. * * @property {string} [clickTrampoline=(auto)] - On certain browsers (eg. IE) FullScreen events need to be triggered via 'click' events. * A value of 'when-not-mouse' uses a click trampoline when a pointer that is not the primary mouse is used. * Any other string value (including the empty string) prevents using click trampolines. * For more details on click trampolines see {@link Phaser.Pointer#addClickTrampoline}. */ this.compatibility = { supportsFullScreen: false, orientationFallback: null, noMargins: false, scrollTo: null, forceMinimumDocumentHeight: false, canExpandParent: true, clickTrampoline: '' }; /** * Scale mode to be used when not in fullscreen. * @property {number} _scaleMode * @private */ this._scaleMode = Phaser.ScaleManager.NO_SCALE; /* * Scale mode to be used in fullscreen. * @property {number} _fullScreenScaleMode * @private */ this._fullScreenScaleMode = Phaser.ScaleManager.NO_SCALE; /** * If the parent container of the Game canvas is the browser window itself (i.e. document.body), * rather than another div, this should set to `true`. * * The {@link #parentNode} property is generally ignored while this is in effect. * * @property {boolean} parentIsWindow */ this.parentIsWindow = false; /** * The _original_ DOM element for the parent of the Display canvas. * This may be different in fullscreen - see {@link #createFullScreenTarget}. * * This should only be changed after moving the Game canvas to a different DOM parent. * * @property {?DOMElement} parentNode */ this.parentNode = null; /** * The scale of the game in relation to its parent container. * @property {Phaser.Point} parentScaleFactor * @readonly */ this.parentScaleFactor = new Phaser.Point(1, 1); /** * The maximum time (in ms) between dimension update checks for the Canvas's parent element (or window). * Update checks normally happen quicker in response to other events. * * @property {integer} trackParentInterval * @default * @protected * @see {@link Phaser.ScaleManager#refresh refresh} */ this.trackParentInterval = 2000; /** * This signal is dispatched when the size of the Display canvas changes _or_ the size of the Game changes. * When invoked this is done _after_ the Canvas size/position have been updated. * * This signal is _only_ called when a change occurs and a reflow may be required. * For example, if the canvas does not change sizes because of CSS settings (such as min-width) * then this signal will _not_ be triggered. * * Use this to handle responsive game layout options. * * This is signaled from `preUpdate` (or `pauseUpdate`) _even when_ the game is paused. * * @property {Phaser.Signal} onSizeChange * @todo Formalize the arguments, if any, supplied to this signal. */ this.onSizeChange = new Phaser.Signal(); /** * The callback that will be called each the parent container resizes. * @property {function} onResize * @private */ this.onResize = null; /** * The context in which the {@link #onResize} callback will be called. * @property {object} onResizeContext * @private */ this.onResizeContext = null; /** * @property {integer} _pendingScaleMode - Used to retain the scale mode if set from config before Boot. * @private */ this._pendingScaleMode = null; /** * Information saved when fullscreen mode is started. * @property {?object} _fullScreenRestore * @private */ this._fullScreenRestore = null; /** * The _actual_ game dimensions, as initially set or set by {@link #setGameSize}. * @property {Phaser.Rectangle} _gameSize * @private */ this._gameSize = new Phaser.Rectangle(); /** * The user-supplied scale factor, used with the USER_SCALE scaling mode. * @property {Phaser.Point} _userScaleFactor * @private */ this._userScaleFactor = new Phaser.Point(1, 1); /** * The user-supplied scale trim, used with the USER_SCALE scaling mode. * @property {Phaser.Point} _userScaleTrim * @private */ this._userScaleTrim = new Phaser.Point(0, 0); /** * The last time the bounds were checked in `preUpdate`. * @property {number} _lastUpdate * @private */ this._lastUpdate = 0; /** * Size checks updates are delayed according to the throttle. * The throttle increases to `trackParentInterval` over time and is used to more * rapidly detect changes in certain browsers (eg. IE) while providing back-off safety. * @property {integer} _updateThrottle * @private */ this._updateThrottle = 0; /** * The minimum throttle allowed until it has slowed down sufficiently. * @property {integer} _updateThrottleReset * @private */ this._updateThrottleReset = 100; /** * The cached result of the parent (possibly window) bounds; used to invalidate sizing. * @property {Phaser.Rectangle} _parentBounds * @private */ this._parentBounds = new Phaser.Rectangle(); /** * Temporary bounds used for internal work to cut down on new objects created. * @property {Phaser.Rectangle} _parentBounds * @private */ this._tempBounds = new Phaser.Rectangle(); /** * The Canvas size at which the last onSizeChange signal was triggered. * @property {Phaser.Rectangle} _lastReportedCanvasSize * @private */ this._lastReportedCanvasSize = new Phaser.Rectangle(); /** * The Game size at which the last onSizeChange signal was triggered. * @property {Phaser.Rectangle} _lastReportedGameSize * @private */ this._lastReportedGameSize = new Phaser.Rectangle(); /** * @property {boolean} _booted - ScaleManager booted state. * @private */ this._booted = false; if (game.config) { this.parseConfig(game.config); } this.setupScale(width, height); }; /** * A scale mode that stretches content to fill all available space - see {@link Phaser.ScaleManager#scaleMode scaleMode}. * * @constant * @type {integer} */ Phaser.ScaleManager.EXACT_FIT = 0; /** * A scale mode that prevents any scaling - see {@link Phaser.ScaleManager#scaleMode scaleMode}. * * @constant * @type {integer} */ Phaser.ScaleManager.NO_SCALE = 1; /** * A scale mode that shows the entire game while maintaining proportions - see {@link Phaser.ScaleManager#scaleMode scaleMode}. * * @constant * @type {integer} */ Phaser.ScaleManager.SHOW_ALL = 2; /** * A scale mode that causes the Game size to change - see {@link Phaser.ScaleManager#scaleMode scaleMode}. * * @constant * @type {integer} */ Phaser.ScaleManager.RESIZE = 3; /** * A scale mode that allows a custom scale factor - see {@link Phaser.ScaleManager#scaleMode scaleMode}. * * @constant * @type {integer} */ Phaser.ScaleManager.USER_SCALE = 4; Phaser.ScaleManager.prototype = { /** * Start the ScaleManager. * * @method Phaser.ScaleManager#boot * @protected */ boot: function () { // Configure device-dependent compatibility var compat = this.compatibility; compat.supportsFullScreen = this.game.device.fullscreen && !this.game.device.cocoonJS; // We can't do anything about the status bars in iPads, web apps or desktops if (!this.game.device.iPad && !this.game.device.webApp && !this.game.device.desktop) { if (this.game.device.android && !this.game.device.chrome) { compat.scrollTo = new Phaser.Point(0, 1); } else { compat.scrollTo = new Phaser.Point(0, 0); } } if (this.game.device.desktop) { compat.orientationFallback = 'screen'; compat.clickTrampoline = 'when-not-mouse'; } else { compat.orientationFallback = ''; compat.clickTrampoline = ''; } // Configure event listeners var _this = this; this._orientationChange = function(event) { return _this.orientationChange(event); }; this._windowResize = function(event) { return _this.windowResize(event); }; // This does not appear to be on the standards track window.addEventListener('orientationchange', this._orientationChange, false); window.addEventListener('resize', this._windowResize, false); if (this.compatibility.supportsFullScreen) { this._fullScreenChange = function(event) { return _this.fullScreenChange(event); }; this._fullScreenError = function(event) { return _this.fullScreenError(event); }; document.addEventListener('webkitfullscreenchange', this._fullScreenChange, false); document.addEventListener('mozfullscreenchange', this._fullScreenChange, false); document.addEventListener('MSFullscreenChange', this._fullScreenChange, false); document.addEventListener('fullscreenchange', this._fullScreenChange, false); document.addEventListener('webkitfullscreenerror', this._fullScreenError, false); document.addEventListener('mozfullscreenerror', this._fullScreenError, false); document.addEventListener('MSFullscreenError', this._fullScreenError, false); document.addEventListener('fullscreenerror', this._fullScreenError, false); } this.game.onResume.add(this._gameResumed, this); // Initialize core bounds this.dom.getOffset(this.game.canvas, this.offset); this.bounds.setTo(this.offset.x, this.offset.y, this.width, this.height); this.setGameSize(this.game.width, this.game.height); // Don't use updateOrientationState so events are not fired this.screenOrientation = this.dom.getScreenOrientation(this.compatibility.orientationFallback); if (Phaser.FlexGrid) { this.grid = new Phaser.FlexGrid(this, this.width, this.height); } this._booted = true; if (this._pendingScaleMode !== null) { this.scaleMode = this._pendingScaleMode; this._pendingScaleMode = null; } }, /** * Load configuration settings. * * @method Phaser.ScaleManager#parseConfig * @protected * @param {object} config - The game configuration object. */ parseConfig: function (config) { if (config['scaleMode'] !== undefined) { if (this._booted) { this.scaleMode = config['scaleMode']; } else { this._pendingScaleMode = config['scaleMode']; } } if (config['fullScreenScaleMode'] !== undefined) { this.fullScreenScaleMode = config['fullScreenScaleMode']; } if (config['fullScreenTarget']) { this.fullScreenTarget = config['fullScreenTarget']; } }, /** * Calculates and sets the game dimensions based on the given width and height. * * This should _not_ be called when in fullscreen mode. * * @method Phaser.ScaleManager#setupScale * @protected * @param {number|string} width - The width of the game. * @param {number|string} height - The height of the game. */ setupScale: function (width, height) { var target; var rect = new Phaser.Rectangle(); if (this.game.parent !== '') { if (typeof this.game.parent === 'string') { // hopefully an element ID target = document.getElementById(this.game.parent); } else if (this.game.parent && this.game.parent.nodeType === 1) { // quick test for a HTMLelement target = this.game.parent; } } // Fallback, covers an invalid ID and a non HTMLelement object if (!target) { // Use the full window this.parentNode = null; this.parentIsWindow = true; rect.width = this.dom.visualBounds.width; rect.height = this.dom.visualBounds.height; this.offset.set(0, 0); } else { this.parentNode = target; this.parentIsWindow = false; this.getParentBounds(this._parentBounds); rect.width = this._parentBounds.width; rect.height = this._parentBounds.height; this.offset.set(this._parentBounds.x, this._parentBounds.y); } var newWidth = 0; var newHeight = 0; if (typeof width === 'number') { newWidth = width; } else { // Percentage based this.parentScaleFactor.x = parseInt(width, 10) / 100; newWidth = rect.width * this.parentScaleFactor.x; } if (typeof height === 'number') { newHeight = height; } else { // Percentage based this.parentScaleFactor.y = parseInt(height, 10) / 100; newHeight = rect.height * this.parentScaleFactor.y; } this._gameSize.setTo(0, 0, newWidth, newHeight); this.updateDimensions(newWidth, newHeight, false); }, /** * Invoked when the game is resumed. * * @method Phaser.ScaleManager#_gameResumed * @private */ _gameResumed: function () { this.queueUpdate(true); }, /** * Set the actual Game size. * Use this instead of directly changing `game.width` or `game.height`. * * The actual physical display (Canvas element size) depends on various settings including * - Scale mode * - Scaling factor * - Size of Canvas's parent element or CSS rules such as min-height/max-height; * - The size of the Window * * @method Phaser.ScaleManager#setGameSize * @public * @param {integer} width - _Game width_, in pixels. * @param {integer} height - _Game height_, in pixels. */ setGameSize: function (width, height) { this._gameSize.setTo(0, 0, width, height); if (this.currentScaleMode !== Phaser.ScaleManager.RESIZE) { this.updateDimensions(width, height, true); } this.queueUpdate(true); }, /** * Set a User scaling factor used in the USER_SCALE scaling mode. * * The target canvas size is computed by: * * canvas.width = (game.width * hScale) - hTrim * canvas.height = (game.height * vScale) - vTrim * * This method can be used in the {@link Phaser.ScaleManager#setResizeCallback resize callback}. * * @method Phaser.ScaleManager#setUserScale * @param {number} hScale - Horizontal scaling factor. * @param {numer} vScale - Vertical scaling factor. * @param {integer} [hTrim=0] - Horizontal trim, applied after scaling. * @param {integer} [vTrim=0] - Vertical trim, applied after scaling. */ setUserScale: function (hScale, vScale, hTrim, vTrim) { this._userScaleFactor.setTo(hScale, vScale); this._userScaleTrim.setTo(hTrim | 0, vTrim | 0); this.queueUpdate(true); }, /** * Sets the callback that will be invoked before sizing calculations. * * This is the appropriate place to call {@link #setUserScale} if needing custom dynamic scaling. * * The callback is supplied with two arguments `scale` and `parentBounds` where `scale` is the ScaleManager * and `parentBounds`, a Phaser.Rectangle, is the size of the Parent element. * * This callback * - May be invoked even though the parent container or canvas sizes have not changed * - Unlike {@link #onSizeChange}, it runs _before_ the canvas is guaranteed to be updated * - Will be invoked from `preUpdate`, _even when_ the game is paused * * See {@link #onSizeChange} for a better way of reacting to layout updates. * * @method Phaser.ScaleManager#setResizeCallback * @public * @param {function} callback - The callback that will be called each time a window.resize event happens or if set, the parent container resizes. * @param {object} context - The context in which the callback will be called. */ setResizeCallback: function (callback, context) { this.onResize = callback; this.onResizeContext = context; }, /** * Signals a resize - IF the canvas or Game size differs from the last signal. * * This also triggers updates on {@link #grid} (FlexGrid) and, if in a RESIZE mode, `game.state` (StateManager). * * @method Phaser.ScaleManager#signalSizeChange * @private */ signalSizeChange: function () { if (!Phaser.Rectangle.sameDimensions(this, this._lastReportedCanvasSize) || !Phaser.Rectangle.sameDimensions(this.game, this._lastReportedGameSize)) { var width = this.width; var height = this.height; this._lastReportedCanvasSize.setTo(0, 0, width, height); this._lastReportedGameSize.setTo(0, 0, this.game.width, this.game.height); if (this.grid) { this.grid.onResize(width, height); } this.onSizeChange.dispatch(this, width, height); // Per StateManager#onResizeCallback, it only occurs when in RESIZE mode. if (this.currentScaleMode === Phaser.ScaleManager.RESIZE) { this.game.state.resize(width, height); this.game.load.resize(width, height); } } }, /** * Set the min and max dimensions for the Display canvas. * * _Note:_ The min/max dimensions are only applied in some cases * - When the device is not in an incorrect orientation; or * - The scale mode is EXACT_FIT when not in fullscreen * * @method Phaser.ScaleManager#setMinMax * @public * @param {number} minWidth - The minimum width the game is allowed to scale down to. * @param {number} minHeight - The minimum height the game is allowed to scale down to. * @param {number} [maxWidth] - The maximum width the game is allowed to scale up to; only changed if specified. * @param {number} [maxHeight] - The maximum height the game is allowed to scale up to; only changed if specified. * @todo These values are only sometimes honored. */ setMinMax: function (minWidth, minHeight, maxWidth, maxHeight) { this.minWidth = minWidth; this.minHeight = minHeight; if (typeof maxWidth !== 'undefined') { this.maxWidth = maxWidth; } if (typeof maxHeight !== 'undefined') { this.maxHeight = maxHeight; } }, /** * The ScaleManager.preUpdate is called automatically by the core Game loop. * * @method Phaser.ScaleManager#preUpdate * @protected */ preUpdate: function () { if (this.game.time.time < (this._lastUpdate + this._updateThrottle)) { return; } var prevThrottle = this._updateThrottle; this._updateThrottleReset = prevThrottle >= 400 ? 0 : 100; this.dom.getOffset(this.game.canvas, this.offset); var prevWidth = this._parentBounds.width; var prevHeight = this._parentBounds.height; var bounds = this.getParentBounds(this._parentBounds); var boundsChanged = bounds.width !== prevWidth || bounds.height !== prevHeight; // Always invalidate on a newly detected orientation change var orientationChanged = this.updateOrientationState(); if (boundsChanged || orientationChanged) { if (this.onResize) { this.onResize.call(this.onResizeContext, this, bounds); } this.updateLayout(); this.signalSizeChange(); } // Next throttle, eg. 25, 50, 100, 200.. var throttle = this._updateThrottle * 2; // Don't let an update be too eager about resetting the throttle. if (this._updateThrottle < prevThrottle) { throttle = Math.min(prevThrottle, this._updateThrottleReset); } this._updateThrottle = Phaser.Math.clamp(throttle, 25, this.trackParentInterval); this._lastUpdate = this.game.time.time; }, /** * Update method while paused. * * @method Phaser.ScaleManager#pauseUpdate * @private */ pauseUpdate: function () { this.preUpdate(); // Updates at slowest. this._updateThrottle = this.trackParentInterval; }, /** * Update the dimensions taking the parent scaling factor into account. * * @method Phaser.ScaleManager#updateDimensions * @private * @param {number} width - The new width of the parent container. * @param {number} height - The new height of the parent container. * @param {boolean} resize - True if the renderer should be resized, otherwise false to just update the internal vars. */ updateDimensions: function (width, height, resize) { this.width = width * this.parentScaleFactor.x; this.height = height * this.parentScaleFactor.y; this.game.width = this.width; this.game.height = this.height; this.sourceAspectRatio = this.width / this.height; this.updateScalingAndBounds(); if (resize) { // Resize the renderer (which in turn resizes the Display canvas!) this.game.renderer.resize(this.width, this.height); // The Camera can never be smaller than the Game size this.game.camera.setSize(this.width, this.height); // This should only happen if the world is smaller than the new canvas size this.game.world.resize(this.width, this.height); } }, /** * Update relevant scaling values based on the ScaleManager dimension and game dimensions, * which should already be set. This does not change {@link #sourceAspectRatio}. * * @method Phaser.ScaleManager#updateScalingAndBounds * @private */ updateScalingAndBounds: function () { this.scaleFactor.x = this.game.width / this.width; this.scaleFactor.y = this.game.height / this.height; this.scaleFactorInversed.x = this.width / this.game.width; this.scaleFactorInversed.y = this.height / this.game.height; this.aspectRatio = this.width / this.height; // This can be invoked in boot pre-canvas if (this.game.canvas) { this.dom.getOffset(this.game.canvas, this.offset); } this.bounds.setTo(this.offset.x, this.offset.y, this.width, this.height); // Can be invoked in boot pre-input if (this.game.input && this.game.input.scale) { this.game.input.scale.setTo(this.scaleFactor.x, this.scaleFactor.y); } }, /** * Force the game to run in only one orientation. * * This enables generation of incorrect orientation signals and affects resizing but does not otherwise rotate or lock the orientation. * * Orientation checks are performed via the Screen Orientation API, if available in browser. This means it will check your monitor * orientation on desktop, or your device orientation on mobile, rather than comparing actual game dimensions. If you need to check the * viewport dimensions instead and bypass the Screen Orientation API then set: `ScaleManager.compatibility.orientationFallback = 'viewport'` * * @method Phaser.ScaleManager#forceOrientation * @public * @param {boolean} forceLandscape - true if the game should run in landscape mode only. * @param {boolean} [forcePortrait=false] - true if the game should run in portrait mode only. */ forceOrientation: function (forceLandscape, forcePortrait) { if (forcePortrait === undefined) { forcePortrait = false; } this.forceLandscape = forceLandscape; this.forcePortrait = forcePortrait; this.queueUpdate(true); }, /** * Classify the orientation, per `getScreenOrientation`. * * @method Phaser.ScaleManager#classifyOrientation * @private * @param {string} orientation - The orientation string, e.g. 'portrait-primary'. * @return {?string} The classified orientation: 'portrait', 'landscape`, or null. */ classifyOrientation: function (orientation) { if (orientation === 'portrait-primary' || orientation === 'portrait-secondary') { return 'portrait'; } else if (orientation === 'landscape-primary' || orientation === 'landscape-secondary') { return 'landscape'; } else { return null; } }, /** * Updates the current orientation and dispatches orientation change events. * * @method Phaser.ScaleManager#updateOrientationState * @private * @return {boolean} True if the orientation state changed which means a forced update is likely required. */ updateOrientationState: function () { var previousOrientation = this.screenOrientation; var previouslyIncorrect = this.incorrectOrientation; this.screenOrientation = this.dom.getScreenOrientation(this.compatibility.orientationFallback); this.incorrectOrientation = (this.forceLandscape && !this.isLandscape) || (this.forcePortrait && !this.isPortrait); var changed = previousOrientation !== this.screenOrientation; var correctnessChanged = previouslyIncorrect !== this.incorrectOrientation; if (correctnessChanged) { if (this.incorrectOrientation) { this.enterIncorrectOrientation.dispatch(); } else { this.leaveIncorrectOrientation.dispatch(); } } if (changed || correctnessChanged) { this.onOrientationChange.dispatch(this, previousOrientation, previouslyIncorrect); } return changed || correctnessChanged; }, /** * window.orientationchange event handler. * * @method Phaser.ScaleManager#orientationChange * @private * @param {Event} event - The orientationchange event data. */ orientationChange: function (event) { this.event = event; this.queueUpdate(true); }, /** * window.resize event handler. * * @method Phaser.ScaleManager#windowResize * @private * @param {Event} event - The resize event data. */ windowResize: function (event) { this.event = event; this.queueUpdate(true); }, /** * Scroll to the top - in some environments. See `compatibility.scrollTo`. * * @method Phaser.ScaleManager#scrollTop * @private */ scrollTop: function () { var scrollTo = this.compatibility.scrollTo; if (scrollTo) { window.scrollTo(scrollTo.x, scrollTo.y); } }, /** * The "refresh" methods informs the ScaleManager that a layout refresh is required. * * The ScaleManager automatically queues a layout refresh (eg. updates the Game size or Display canvas layout) * when the browser is resized, the orientation changes, or when there is a detected change * of the Parent size. Refreshing is also done automatically when public properties, * such as {@link #scaleMode}, are updated or state-changing methods are invoked. * * The "refresh" method _may_ need to be used in a few (rare) situtations when * * - a device change event is not correctly detected; or * - the Parent size changes (and an immediate reflow is desired); or * - the ScaleManager state is updated by non-standard means; or * - certain {@link #compatibility} properties are manually changed. * * The queued layout refresh is not immediate but will run promptly in an upcoming `preRender`. * * @method Phaser.ScaleManager#refresh * @public */ refresh: function () { this.scrollTop(); this.queueUpdate(true); }, /** * Updates the game / canvas position and size. * * @method Phaser.ScaleManager#updateLayout * @private */ updateLayout: function () { var scaleMode = this.currentScaleMode; if (scaleMode === Phaser.ScaleManager.RESIZE) { this.reflowGame(); return; } this.scrollTop(); if (this.compatibility.forceMinimumDocumentHeight) { // (This came from older code, by why is it here?) // Set minimum height of content to new window height document.documentElement.style.minHeight = window.innerHeight + 'px'; } if (this.incorrectOrientation) { this.setMaximum(); } else { if (scaleMode === Phaser.ScaleManager.EXACT_FIT) { this.setExactFit(); } else if (scaleMode === Phaser.ScaleManager.SHOW_ALL) { if (!this.isFullScreen && this.boundingParent && this.compatibility.canExpandParent) { // Try to expand parent out, but choosing maximizing dimensions. // Then select minimize dimensions which should then honor parent // maximum bound applications. this.setShowAll(true); this.resetCanvas(); this.setShowAll(); } else { this.setShowAll(); } } else if (scaleMode === Phaser.ScaleManager.NO_SCALE) { this.width = this.game.width / this.game.device.pixelRatio; this.height = this.game.height / this.game.device.pixelRatio; } else if (scaleMode === Phaser.ScaleManager.USER_SCALE) { this.width = (this.game.width * this._userScaleFactor.x) - this._userScaleTrim.x; this.height = (this.game.height * this._userScaleFactor.y) - this._userScaleTrim.y; } } if (!this.compatibility.canExpandParent && (scaleMode === Phaser.ScaleManager.SHOW_ALL || scaleMode === Phaser.ScaleManager.USER_SCALE)) { var bounds = this.getParentBounds(this._tempBounds); this.width = Math.min(this.width, bounds.width); this.height = Math.min(this.height, bounds.height); } // Always truncate / force to integer this.width = this.width | 0; this.height = this.height | 0; this.reflowCanvas(); }, /** * Returns the computed Parent size/bounds that the Display canvas is allowed/expected to fill. * * If in fullscreen mode or without parent (see {@link #parentIsWindow}), * this will be the bounds of the visual viewport itself. * * This function takes the {@link #windowConstraints} into consideration - if the parent is partially outside * the viewport then this function may return a smaller than expected size. * * Values are rounded to the nearest pixel. * * @method Phaser.ScaleManager#getParentBounds * @protected * @param {Phaser.Rectangle} [target=(new Rectangle)] - The rectangle to update; a new one is created as needed. * @return {Phaser.Rectangle} The established parent bounds. */ getParentBounds: function (target) { var bounds = target || new Phaser.Rectangle(); var parentNode = this.boundingParent; var visualBounds = this.dom.visualBounds; var layoutBounds = this.dom.layoutBounds; if (!parentNode) { bounds.setTo(0, 0, visualBounds.width, visualBounds.height); } else { // Ref. http://msdn.microsoft.com/en-us/library/hh781509(v=vs.85).aspx for getBoundingClientRect var clientRect = parentNode.getBoundingClientRect(); var parentRect = (parentNode.offsetParent) ? parentNode.offsetParent.getBoundingClientRect() : parentNode.getBoundingClientRect(); bounds.setTo(clientRect.left - parentRect.left, clientRect.top - parentRect.top, clientRect.width, clientRect.height); var wc = this.windowConstraints; if (wc.right) { var windowBounds = wc.right === 'layout' ? layoutBounds : visualBounds; bounds.right = Math.min(bounds.right, windowBounds.width); } if (wc.bottom) { var windowBounds = wc.bottom === 'layout' ? layoutBounds : visualBounds; bounds.bottom = Math.min(bounds.bottom, windowBounds.height); } } bounds.setTo( Math.round(bounds.x), Math.round(bounds.y), Math.round(bounds.width), Math.round(bounds.height)); return bounds; }, /** * Update the canvas position/margins - for alignment within the parent container. * * The canvas margins _must_ be reset/cleared prior to invoking this. * * @method Phaser.ScaleManager#alignCanvas * @private * @param {boolean} horizontal - Align horizontally? * @param {boolean} vertical - Align vertically? */ alignCanvas: function (horizontal, vertical) { var parentBounds = this.getParentBounds(this._tempBounds); var canvas = this.game.canvas; var margin = this.margin; if (horizontal) { margin.left = margin.right = 0; var canvasBounds = canvas.getBoundingClientRect(); if (this.width < parentBounds.width && !this.incorrectOrientation) { var currentEdge = canvasBounds.left - parentBounds.x; var targetEdge = (parentBounds.width / 2) - (this.width / 2); targetEdge = Math.max(targetEdge, 0); var offset = targetEdge - currentEdge; margin.left = Math.round(offset); } canvas.style.marginLeft = margin.left + 'px'; if (margin.left !== 0) { margin.right = -(parentBounds.width - canvasBounds.width - margin.left); canvas.style.marginRight = margin.right + 'px'; } } if (vertical) { margin.top = margin.bottom = 0; var canvasBounds = canvas.getBoundingClientRect(); if (this.height < parentBounds.height && !this.incorrectOrientation) { var currentEdge = canvasBounds.top - parentBounds.y; var targetEdge = (parentBounds.height / 2) - (this.height / 2); targetEdge = Math.max(targetEdge, 0); var offset = targetEdge - currentEdge; margin.top = Math.round(offset); } canvas.style.marginTop = margin.top + 'px'; if (margin.top !== 0) { margin.bottom = -(parentBounds.height - canvasBounds.height - margin.top); canvas.style.marginBottom = margin.bottom + 'px'; } } // Silly backwards compatibility.. margin.x = margin.left; margin.y = margin.top; }, /** * Updates the Game state / size. * * The canvas margins may always be adjusted, even if alignment is not in effect. * * @method Phaser.ScaleManager#reflowGame * @private */ reflowGame: function () { this.resetCanvas('', ''); var bounds = this.getParentBounds(this._tempBounds); this.updateDimensions(bounds.width, bounds.height, true); }, /** * Updates the Display canvas size. * * The canvas margins may always be adjusted, even alignment is not in effect. * * @method Phaser.ScaleManager#reflowCanvas * @private */ reflowCanvas: function () { if (!this.incorrectOrientation) { this.width = Phaser.Math.clamp(this.width, this.minWidth || 0, this.maxWidth || this.width); this.height = Phaser.Math.clamp(this.height, this.minHeight || 0, this.maxHeight || this.height); } this.resetCanvas(); if (!this.compatibility.noMargins) { if (this.isFullScreen && this._createdFullScreenTarget) { this.alignCanvas(true, true); } else { this.alignCanvas(this.pageAlignHorizontally, this.pageAlignVertically); } } this.updateScalingAndBounds(); }, /** * "Reset" the Display canvas and set the specified width/height. * * @method Phaser.ScaleManager#resetCanvas * @private * @param {string} [cssWidth=(current width)] - The css width to set. * @param {string} [cssHeight=(current height)] - The css height to set. */ resetCanvas: function (cssWidth, cssHeight) { if (cssWidth === undefined) { cssWidth = this.width + 'px'; } if (cssHeight === undefined) { cssHeight = this.height + 'px'; } var canvas = this.game.canvas; if (!this.compatibility.noMargins) { canvas.style.marginLeft = ''; canvas.style.marginTop = ''; canvas.style.marginRight = ''; canvas.style.marginBottom = ''; } canvas.style.width = cssWidth; canvas.style.height = cssHeight; }, /** * Queues/marks a size/bounds check as needing to occur (from `preUpdate`). * * @method Phaser.ScaleManager#queueUpdate * @private * @param {boolean} force - If true resets the parent bounds to ensure the check is dirty. */ queueUpdate: function (force) { if (force) { this._parentBounds.width = 0; this._parentBounds.height = 0; } this._updateThrottle = this._updateThrottleReset; }, /** * Reset internal data/state. * * @method Phaser.ScaleManager#reset * @private */ reset: function (clearWorld) { if (clearWorld && this.grid) { this.grid.reset(); } }, /** * Updates the width/height to that of the window. * * @method Phaser.ScaleManager#setMaximum * @private */ setMaximum: function () { this.width = this.dom.visualBounds.width; this.height = this.dom.visualBounds.height; }, /** * Updates the width/height such that the game is scaled proportionally. * * @method Phaser.ScaleManager#setShowAll * @private * @param {boolean} expanding - If true then the maximizing dimension is chosen. */ setShowAll: function (expanding) { var bounds = this.getParentBounds(this._tempBounds); var width = bounds.width; var height = bounds.height; var multiplier; if (expanding) { multiplier = Math.max((height / this.game.height), (width / this.game.width)); } else { multiplier = Math.min((height / this.game.height), (width / this.game.width)); } this.width = Math.round(this.game.width * multiplier); this.height = Math.round(this.game.height * multiplier); }, /** * Updates the width/height such that the game is stretched to the available size. * Honors {@link #maxWidth} and {@link #maxHeight} when _not_ in fullscreen. * * @method Phaser.ScaleManager#setExactFit * @private */ setExactFit: function () { var bounds = this.getParentBounds(this._tempBounds); this.width = bounds.width; this.height = bounds.height; if (this.isFullScreen) { // Max/min not honored fullscreen return; } if (this.maxWidth) { this.width = Math.min(this.width, this.maxWidth); } if (this.maxHeight) { this.height = Math.min(this.height, this.maxHeight); } }, /** * Creates a fullscreen target. This is called automatically as as needed when entering * fullscreen mode and the resulting element is supplied to {@link #onFullScreenInit}. * * Use {@link #onFullScreenInit} to customize the created object. * * @method Phaser.ScaleManager#createFullScreenTarget * @protected */ createFullScreenTarget: function () { var fsTarget = document.createElement('div'); fsTarget.style.margin = '0'; fsTarget.style.padding = '0'; fsTarget.style.background = '#000'; return fsTarget; }, /** * Start the browsers fullscreen mode - this _must_ be called from a user input Pointer or Mouse event. * * The Fullscreen API must be supported by the browser for this to work - it is not the same as setting * the game size to fill the browser window. See {@link Phaser.ScaleManager#compatibility compatibility.supportsFullScreen} to check if the current * device is reported to support fullscreen mode. * * The {@link #fullScreenFailed} signal will be dispatched if the fullscreen change request failed or the game does not support the Fullscreen API. * * @method Phaser.ScaleManager#startFullScreen * @public * @param {boolean} [antialias] - Changes the anti-alias feature of the canvas before jumping in to fullscreen (false = retain pixel art, true = smooth art). If not specified then no change is made. Only works in CANVAS mode. * @param {boolean} [allowTrampoline=undefined] - Internal argument. If `false` click trampolining is suppressed. * @return {boolean} Returns true if the device supports fullscreen mode and fullscreen mode was attempted to be started. (It might not actually start, wait for the signals.) */ startFullScreen: function (antialias, allowTrampoline) { if (this.isFullScreen) { return false; } if (!this.compatibility.supportsFullScreen) { // Error is called in timeout to emulate the real fullscreenerror event better var _this = this; setTimeout(function () { _this.fullScreenError(); }, 10); return; } if (this.compatibility.clickTrampoline === 'when-not-mouse') { var input = this.game.input; if (input.activePointer && input.activePointer !== input.mousePointer && (allowTrampoline || allowTrampoline !== false)) { input.activePointer.addClickTrampoline("startFullScreen", this.startFullScreen, this, [antialias, false]); return; } } if (typeof antialias !== 'undefined' && this.game.renderType === Phaser.CANVAS) { this.game.stage.smoothed = antialias; } var fsTarget = this.fullScreenTarget; if (!fsTarget) { this.cleanupCreatedTarget(); this._createdFullScreenTarget = this.createFullScreenTarget(); fsTarget = this._createdFullScreenTarget; } var initData = { targetElement: fsTarget }; this.onFullScreenInit.dispatch(this, initData); if (this._createdFullScreenTarget) { // Move the Display canvas inside of the target and add the target to the DOM // (The target has to be added for the Fullscreen API to work.) var canvas = this.game.canvas; var parent = canvas.parentNode; parent.insertBefore(fsTarget, canvas); fsTarget.appendChild(canvas); } if (this.game.device.fullscreenKeyboard) { fsTarget[this.game.device.requestFullscreen](Element.ALLOW_KEYBOARD_INPUT); } else { fsTarget[this.game.device.requestFullscreen](); } return true; }, /** * Stops / exits fullscreen mode, if active. * * @method Phaser.ScaleManager#stopFullScreen * @public * @return {boolean} Returns true if the browser supports fullscreen mode and fullscreen mode will be exited. */ stopFullScreen: function () { if (!this.isFullScreen || !this.compatibility.supportsFullScreen) { return false; } document[this.game.device.cancelFullscreen](); return true; }, /** * Cleans up the previous fullscreen target, if such was automatically created. * This ensures the canvas is restored to its former parent, assuming the target didn't move. * * @method Phaser.ScaleManager#cleanupCreatedTarget * @private */ cleanupCreatedTarget: function () { var fsTarget = this._createdFullScreenTarget; if (fsTarget && fsTarget.parentNode) { // Make sure to cleanup synthetic target for sure; // swap the canvas back to the parent. var parent = fsTarget.parentNode; parent.insertBefore(this.game.canvas, fsTarget); parent.removeChild(fsTarget); } this._createdFullScreenTarget = null; }, /** * Used to prepare/restore extra fullscreen mode settings. * (This does move any elements within the DOM tree.) * * @method Phaser.ScaleManager#prepScreenMode * @private * @param {boolean} enteringFullscreen - True if _entering_ fullscreen, false if _leaving_. */ prepScreenMode: function (enteringFullscreen) { var createdTarget = !!this._createdFullScreenTarget; var fsTarget = this._createdFullScreenTarget || this.fullScreenTarget; if (enteringFullscreen) { if (createdTarget || this.fullScreenScaleMode === Phaser.ScaleManager.EXACT_FIT) { // Resize target, as long as it's not the canvas if (fsTarget !== this.game.canvas) { this._fullScreenRestore = { targetWidth: fsTarget.style.width, targetHeight: fsTarget.style.height }; fsTarget.style.width = '100%'; fsTarget.style.height = '100%'; } } } else { // Have restore information if (this._fullScreenRestore) { fsTarget.style.width = this._fullScreenRestore.targetWidth; fsTarget.style.height = this._fullScreenRestore.targetHeight; this._fullScreenRestore = null; } // Always reset to game size this.updateDimensions(this._gameSize.width, this._gameSize.height, true); this.resetCanvas(); } }, /** * Called automatically when the browser enters of leaves fullscreen mode. * * @method Phaser.ScaleManager#fullScreenChange * @private * @param {Event} [event=undefined] - The fullscreenchange event */ fullScreenChange: function (event) { this.event = event; if (this.isFullScreen) { this.prepScreenMode(true); this.updateLayout(); this.queueUpdate(true); } else { this.prepScreenMode(false); this.cleanupCreatedTarget(); this.updateLayout(); this.queueUpdate(true); } this.onFullScreenChange.dispatch(this, this.width, this.height); }, /** * Called automatically when the browser fullscreen request fails; * or called when a fullscreen request is made on a device for which it is not supported. * * @method Phaser.ScaleManager#fullScreenError * @private * @param {Event} [event=undefined] - The fullscreenerror event; undefined if invoked on a device that does not support the Fullscreen API. */ fullScreenError: function (event) { this.event = event; this.cleanupCreatedTarget(); console.warn('Phaser.ScaleManager: requestFullscreen failed or device does not support the Fullscreen API'); this.onFullScreenError.dispatch(this); }, /** * Takes a Sprite or Image object and scales it to fit the given dimensions. * Scaling happens proportionally without distortion to the sprites texture. * The letterBox parameter controls if scaling will produce a letter-box effect or zoom the * sprite until it fills the given values. Note that with letterBox set to false the scaled sprite may spill out over either * the horizontal or vertical sides of the target dimensions. If you wish to stop this you can crop the Sprite. * * @method Phaser.ScaleManager#scaleSprite * @protected * @param {Phaser.Sprite|Phaser.Image} sprite - The sprite we want to scale. * @param {integer} [width] - The target width that we want to fit the sprite in to. If not given it defaults to ScaleManager.width. * @param {integer} [height] - The target height that we want to fit the sprite in to. If not given it defaults to ScaleManager.height. * @param {boolean} [letterBox=false] - True if we want the `fitted` mode. Otherwise, the function uses the `zoom` mode. * @return {Phaser.Sprite|Phaser.Image} The scaled sprite. */ scaleSprite: function (sprite, width, height, letterBox) { if (width === undefined) { width = this.width; } if (height === undefined) { height = this.height; } if (letterBox === undefined) { letterBox = false; } if (!sprite || !sprite['scale']) { return sprite; } sprite.scale.x = 1; sprite.scale.y = 1; if ((sprite.width <= 0) || (sprite.height <= 0) || (width <= 0) || (height <= 0)) { return sprite; } var scaleX1 = width; var scaleY1 = (sprite.height * width) / sprite.width; var scaleX2 = (sprite.width * height) / sprite.height; var scaleY2 = height; var scaleOnWidth = (scaleX2 > width); if (scaleOnWidth) { scaleOnWidth = letterBox; } else { scaleOnWidth = !letterBox; } if (scaleOnWidth) { sprite.width = Math.floor(scaleX1); sprite.height = Math.floor(scaleY1); } else { sprite.width = Math.floor(scaleX2); sprite.height = Math.floor(scaleY2); } // Enable at some point? // sprite.x = Math.floor((width - sprite.width) / 2); // sprite.y = Math.floor((height - sprite.height) / 2); return sprite; }, /** * Destroys the ScaleManager and removes any event listeners. * This should probably only be called when the game is destroyed. * * @method Phaser.ScaleManager#destroy * @protected */ destroy: function () { this.game.onResume.remove(this._gameResumed, this); window.removeEventListener('orientationchange', this._orientationChange, false); window.removeEventListener('resize', this._windowResize, false); if (this.compatibility.supportsFullScreen) { document.removeEventListener('webkitfullscreenchange', this._fullScreenChange, false); document.removeEventListener('mozfullscreenchange', this._fullScreenChange, false); document.removeEventListener('MSFullscreenChange', this._fullScreenChange, false); document.removeEventListener('fullscreenchange', this._fullScreenChange, false); document.removeEventListener('webkitfullscreenerror', this._fullScreenError, false); document.removeEventListener('mozfullscreenerror', this._fullScreenError, false); document.removeEventListener('MSFullscreenError', this._fullScreenError, false); document.removeEventListener('fullscreenerror', this._fullScreenError, false); } } }; Phaser.ScaleManager.prototype.constructor = Phaser.ScaleManager; /** * The DOM element that is considered the Parent bounding element, if any. * * This `null` if {@link #parentIsWindow} is true or if fullscreen mode is entered and {@link #fullScreenTarget} is specified. * It will also be null if there is no game canvas or if the game canvas has no parent. * * @name Phaser.ScaleManager#boundingParent * @property {?DOMElement} boundingParent * @readonly */ Object.defineProperty(Phaser.ScaleManager.prototype, "boundingParent", { get: function () { if (this.parentIsWindow || (this.isFullScreen && !this._createdFullScreenTarget)) { return null; } var parentNode = this.game.canvas && this.game.canvas.parentNode; return parentNode || null; } }); /** * The scaling method used by the ScaleManager when not in fullscreen. * * <dl> * <dt>{@link Phaser.ScaleManager.NO_SCALE}</dt> * <dd> * The Game display area will not be scaled - even if it is too large for the canvas/screen. * This mode _ignores_ any applied scaling factor and displays the canvas at the Game size. * </dd> * <dt>{@link Phaser.ScaleManager.EXACT_FIT}</dt> * <dd> * The Game display area will be _stretched_ to fill the entire size of the canvas's parent element and/or screen. * Proportions are not maintained. * </dd> * <dt>{@link Phaser.ScaleManager.SHOW_ALL}</dt> * <dd> * Show the entire game display area while _maintaining_ the original aspect ratio. * </dd> * <dt>{@link Phaser.ScaleManager.RESIZE}</dt> * <dd> * The dimensions of the game display area are changed to match the size of the parent container. * That is, this mode _changes the Game size_ to match the display size. * <p> * Any manually set Game size (see {@link #setGameSize}) is ignored while in effect. * </dd> * <dt>{@link Phaser.ScaleManager.USER_SCALE}</dt> * <dd> * The game Display is scaled according to the user-specified scale set by {@link Phaser.ScaleManager#setUserScale setUserScale}. * <p> * This scale can be adjusted in the {@link Phaser.ScaleManager#setResizeCallback resize callback} * for flexible custom-sizing needs. * </dd> * </dl> * * @name Phaser.ScaleManager#scaleMode * @property {integer} scaleMode */ Object.defineProperty(Phaser.ScaleManager.prototype, "scaleMode", { get: function () { return this._scaleMode; }, set: function (value) { if (value !== this._scaleMode) { if (!this.isFullScreen) { this.updateDimensions(this._gameSize.width, this._gameSize.height, true); this.queueUpdate(true); } this._scaleMode = value; } return this._scaleMode; } }); /** * The scaling method used by the ScaleManager when in fullscreen. * * See {@link Phaser.ScaleManager#scaleMode scaleMode} for the different modes allowed. * * @name Phaser.ScaleManager#fullScreenScaleMode * @property {integer} fullScreenScaleMode */ Object.defineProperty(Phaser.ScaleManager.prototype, "fullScreenScaleMode", { get: function () { return this._fullScreenScaleMode; }, set: function (value) { if (value !== this._fullScreenScaleMode) { // If in fullscreen then need a wee bit more work if (this.isFullScreen) { this.prepScreenMode(false); this._fullScreenScaleMode = value; this.prepScreenMode(true); this.queueUpdate(true); } else { this._fullScreenScaleMode = value; } } return this._fullScreenScaleMode; } }); /** * Returns the current scale mode - for normal or fullscreen operation. * * See {@link Phaser.ScaleManager#scaleMode scaleMode} for the different modes allowed. * * @name Phaser.ScaleManager#currentScaleMode * @property {number} currentScaleMode * @protected * @readonly */ Object.defineProperty(Phaser.ScaleManager.prototype, "currentScaleMode", { get: function () { return this.isFullScreen ? this._fullScreenScaleMode : this._scaleMode; } }); /** * When enabled the Display canvas will be horizontally-aligned _in the Parent container_ (or {@link Phaser.ScaleManager#parentIsWindow window}). * * To align horizontally across the page the Display canvas should be added directly to page; * or the parent container should itself be horizontally aligned. * * Horizontal alignment is not applicable with the {@link .RESIZE} scaling mode. * * @name Phaser.ScaleManager#pageAlignHorizontally * @property {boolean} pageAlignHorizontally * @default false */ Object.defineProperty(Phaser.ScaleManager.prototype, "pageAlignHorizontally", { get: function () { return this._pageAlignHorizontally; }, set: function (value) { if (value !== this._pageAlignHorizontally) { this._pageAlignHorizontally = value; this.queueUpdate(true); } } }); /** * When enabled the Display canvas will be vertically-aligned _in the Parent container_ (or {@link Phaser.ScaleManager#parentIsWindow window}). * * To align vertically the Parent element should have a _non-collapsible_ height, such that it will maintain * a height _larger_ than the height of the contained Game canvas - the game canvas will then be scaled vertically * _within_ the remaining available height dictated by the Parent element. * * One way to prevent the parent from collapsing is to add an absolute "min-height" CSS property to the parent element. * If specifying a relative "min-height/height" or adjusting margins, the Parent height must still be non-collapsible (see note). * * _Note_: In version 2.2 the minimum document height is _not_ automatically set to the viewport/window height. * To automatically update the minimum document height set {@link Phaser.ScaleManager#compatibility compatibility.forceMinimumDocumentHeight} to true. * * Vertical alignment is not applicable with the {@link .RESIZE} scaling mode. * * @name Phaser.ScaleManager#pageAlignVertically * @property {boolean} pageAlignVertically * @default false */ Object.defineProperty(Phaser.ScaleManager.prototype, "pageAlignVertically", { get: function () { return this._pageAlignVertically; }, set: function (value) { if (value !== this._pageAlignVertically) { this._pageAlignVertically = value; this.queueUpdate(true); } } }); /** * Returns true if the browser is in fullscreen mode, otherwise false. * @name Phaser.ScaleManager#isFullScreen * @property {boolean} isFullScreen * @readonly */ Object.defineProperty(Phaser.ScaleManager.prototype, "isFullScreen", { get: function () { return !!(document['fullscreenElement'] || document['webkitFullscreenElement'] || document['mozFullScreenElement'] || document['msFullscreenElement']); } }); /** * Returns true if the screen orientation is in portrait mode. * * @name Phaser.ScaleManager#isPortrait * @property {boolean} isPortrait * @readonly */ Object.defineProperty(Phaser.ScaleManager.prototype, "isPortrait", { get: function () { return this.classifyOrientation(this.screenOrientation) === 'portrait'; } }); /** * Returns true if the screen orientation is in landscape mode. * * @name Phaser.ScaleManager#isLandscape * @property {boolean} isLandscape * @readonly */ Object.defineProperty(Phaser.ScaleManager.prototype, "isLandscape", { get: function () { return this.classifyOrientation(this.screenOrientation) === 'landscape'; } }); /** * Returns true if the game dimensions are portrait (height > width). * This is especially useful to check when using the RESIZE scale mode * but wanting to maintain game orientation on desktop browsers, * where typically the screen orientation will always be landscape regardless of the browser viewport. * * @name Phaser.ScaleManager#isGamePortrait * @property {boolean} isGamePortrait * @readonly */ Object.defineProperty(Phaser.ScaleManager.prototype, "isGamePortrait", { get: function () { return (this.height > this.width); } }); /** * Returns true if the game dimensions are landscape (width > height). * This is especially useful to check when using the RESIZE scale mode * but wanting to maintain game orientation on desktop browsers, * where typically the screen orientation will always be landscape regardless of the browser viewport. * * @name Phaser.ScaleManager#isGameLandscape * @property {boolean} isGameLandscape * @readonly */ Object.defineProperty(Phaser.ScaleManager.prototype, "isGameLandscape", { get: function () { return (this.width > this.height); } });