/** * @author Richard Davey <rich@photonstorm.com> * @copyright 2015 Photon Storm Ltd. * @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License} */ /** * The ScaleMinMax component allows a Game Object to limit how far it can be scaled by its parent. * * @class */ Phaser.Component.ScaleMinMax = function () {}; Phaser.Component.ScaleMinMax.prototype = { /** * The callback that will apply any scale limiting to the worldTransform. * @property {function} transformCallback */ transformCallback: this.checkTransform, /** * The context under which `transformCallback` is called. * @property {object} transformCallbackContext */ transformCallbackContext: this, /** * The minimum scale this Game Object will scale down to. * * It allows you to prevent a parent from scaling this Game Object lower than the given value. * * Set it to `null` to remove the limit. * @property {Phaser.Point} scaleMin */ scaleMin: null, /** * The maximum scale this Game Object will scale up to. * * It allows you to prevent a parent from scaling this Game Object higher than the given value. * * Set it to `null` to remove the limit. * @property {Phaser.Point} scaleMax */ scaleMax: null, /** * Adjust scaling limits, if set, to this Game Object. * * @method * @private * @param {PIXI.Matrix} wt - The updated worldTransform matrix. */ checkTransform: function (wt) { if (this.scaleMin) { if (wt.a < this.scaleMin.x) { wt.a = this.scaleMin.x; } if (wt.d < this.scaleMin.y) { wt.d = this.scaleMin.y; } } if (this.scaleMax) { if (wt.a > this.scaleMax.x) { wt.a = this.scaleMax.x; } if (wt.d > this.scaleMax.y) { wt.d = this.scaleMax.y; } } }, /** * Sets the scaleMin and scaleMax values. These values are used to limit how far this Game Object will scale based on its parent. * * For example if this Game Object has a `minScale` value of 1 and its parent has a `scale` value of 0.5, the 0.5 will be ignored * and the scale value of 1 will be used, as the parents scale is lower than the minimum scale this Game Object should adhere to. * * By setting these values you can carefully control how Game Objects deal with responsive scaling. * * If only one parameter is given then that value will be used for both scaleMin and scaleMax: * `setScaleMinMax(1)` = scaleMin.x, scaleMin.y, scaleMax.x and scaleMax.y all = 1 * * If only two parameters are given the first is set as scaleMin.x and y and the second as scaleMax.x and y: * `setScaleMinMax(0.5, 2)` = scaleMin.x and y = 0.5 and scaleMax.x and y = 2 * * If you wish to set `scaleMin` with different values for x and y then either modify Game Object.scaleMin directly, * or pass `null` for the `maxX` and `maxY` parameters. * * Call `setScaleMinMax(null)` to clear all previously set values. * * @method * @param {number|null} minX - The minimum horizontal scale value this Game Object can scale down to. * @param {number|null} minY - The minimum vertical scale value this Game Object can scale down to. * @param {number|null} maxX - The maximum horizontal scale value this Game Object can scale up to. * @param {number|null} maxY - The maximum vertical scale value this Game Object can scale up to. */ setScaleMinMax: function (minX, minY, maxX, maxY) { if (typeof minY === 'undefined') { // 1 parameter, set all to it minY = maxX = maxY = minX; } else if (typeof maxX === 'undefined') { // 2 parameters, the first is min, the second max maxX = maxY = minY; minY = minX; } if (minX === null) { this.scaleMin = null; } else { if (this.scaleMin) { this.scaleMin.set(minX, minY); } else { this.scaleMin = new Phaser.Point(minX, minY); } } if (maxX === null) { this.scaleMax = null; } else { if (this.scaleMax) { this.scaleMax.set(maxX, maxY); } else { this.scaleMax = new Phaser.Point(maxX, maxY); } } } };