/** * @author Richard Davey * @copyright 2014 Photon Storm Ltd. * @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License} */ /** * The ScaleManager object is responsible for helping you manage the scaling, resizing and alignment of your game within the browser. * * @class Phaser.ScaleManager * @constructor * @param {Phaser.Game} game - A reference to the currently running game. * @param {number} width - The native width of the game. * @param {number} height - The native height of the game. */ Phaser.ScaleManager = function (game, width, height) { /** * @property {Phaser.Game} game - A reference to the currently running game. */ this.game = game; /** * @property {number} width - Width of the stage after calculation. */ this.width = width; /** * @property {number} height - Height of the stage after calculation. */ this.height = height; /** * @property {number} minWidth - Minimum width the canvas should be scaled to (in pixels). */ this.minWidth = null; /** * @property {number} maxWidth - Maximum width the canvas should be scaled to (in pixels). If null it will scale to whatever width the browser can handle. */ this.maxWidth = null; /** * @property {number} minHeight - Minimum height the canvas should be scaled to (in pixels). */ this.minHeight = null; /** * @property {number} maxHeight - Maximum height the canvas should be scaled to (in pixels). If null it will scale to whatever height the browser can handle. */ this.maxHeight = null; /** * @property {boolean} forceLandscape - If the game should be forced to use Landscape mode, this is set to true by Game.Stage * @default */ this.forceLandscape = false; /** * @property {boolean} forcePortrait - If the game should be forced to use Portrait mode, this is set to true by Game.Stage * @default */ this.forcePortrait = false; /** * @property {boolean} incorrectOrientation - If the game should be forced to use a specific orientation and the device currently isn't in that orientation this is set to true. * @default */ this.incorrectOrientation = false; /** * @property {boolean} pageAlignHorizontally - If you wish to align your game in the middle of the page then you can set this value to true. * It will place a re-calculated margin-left pixel value onto the canvas element which is updated on orientation/resizing. * It doesn't care about any other DOM element that may be on the page, it literally just sets the margin. * @default */ this.pageAlignHorizontally = false; /** * @property {boolean} pageAlignVertically - If you wish to align your game in the middle of the page then you can set this value to true. * It will place a re-calculated margin-left pixel value onto the canvas element which is updated on orientation/resizing. * It doesn't care about any other DOM element that may be on the page, it literally just sets the margin. * @default */ this.pageAlignVertically = false; /** * @property {number} maxIterations - The maximum number of times it will try to resize the canvas to fill the browser. * @default */ this.maxIterations = 5; /** * @property {PIXI.Sprite} orientationSprite - The Sprite that is optionally displayed if the browser enters an unsupported orientation. */ this.orientationSprite = null; /** * @property {Phaser.Signal} enterLandscape - The event that is dispatched when the browser enters landscape orientation. */ this.enterLandscape = new Phaser.Signal(); /** * @property {Phaser.Signal} enterPortrait - The event that is dispatched when the browser enters horizontal orientation. */ this.enterPortrait = new Phaser.Signal(); /** * @property {Phaser.Signal} enterIncorrectOrientation - The event that is dispatched when the browser enters an incorrect orientation, as defined by forceOrientation. */ this.enterIncorrectOrientation = new Phaser.Signal(); /** * @property {Phaser.Signal} leaveIncorrectOrientation - The event that is dispatched when the browser leaves an incorrect orientation, as defined by forceOrientation. */ this.leaveIncorrectOrientation = new Phaser.Signal(); /** * @property {Phaser.Signal} hasResized - The event that is dispatched when the game scale changes. */ this.hasResized = new Phaser.Signal(); /** * This is the DOM element that will have the Full Screen mode called on it. It defaults to the game canvas, but can be retargetted to any valid DOM element. * If you adjust this property it's up to you to see it has the correct CSS applied, and that you have contained the game canvas correctly. * Note that if you use a scale property of EXACT_FIT then fullScreenTarget will have its width and height style set to 100%. * @property {any} fullScreenTarget */ this.fullScreenTarget = this.game.canvas; /** * @property {Phaser.Signal} enterFullScreen - The event that is dispatched when the browser enters full screen mode (if it supports the FullScreen API). */ this.enterFullScreen = new Phaser.Signal(); /** * @property {Phaser.Signal} leaveFullScreen - The event that is dispatched when the browser leaves full screen mode (if it supports the FullScreen API). */ this.leaveFullScreen = new Phaser.Signal(); /** * @property {number} orientation - The orientation value of the game (as defined by window.orientation if set). 90 = landscape. 0 = portrait. */ this.orientation = 0; if (window['orientation']) { this.orientation = window['orientation']; } else { if (window.outerWidth > window.outerHeight) { this.orientation = 90; } } /** * @property {Phaser.Point} scaleFactor - The scale factor based on the game dimensions vs. the scaled dimensions. * @readonly */ this.scaleFactor = new Phaser.Point(1, 1); /** * @property {Phaser.Point} scaleFactorInversed - The inversed scale factor. The displayed dimensions divided by the game dimensions. * @readonly */ this.scaleFactorInversed = new Phaser.Point(1, 1); /** * @property {Phaser.Point} margin - If the game canvas is set to align by adjusting the margin, the margin calculation values are stored in this Point. * @readonly */ this.margin = new Phaser.Point(0, 0); /** * @property {Phaser.Rectangle} bounds - 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. * @readonly */ this.bounds = new Phaser.Rectangle(0, 0, width, height); /** * @property {number} aspectRatio - The aspect ratio of the scaled game. * @readonly */ this.aspectRatio = 0; /** * @property {number} sourceAspectRatio - The aspect ratio (width / height) of the original game dimensions. * @readonly */ this.sourceAspectRatio = width / height; /** * @property {any} event- The native browser events from full screen API changes. */ this.event = null; /** * @property {number} scaleMode - The current scaleMode. */ this.scaleMode = Phaser.ScaleManager.NO_SCALE; /* * @property {number} fullScreenScaleMode - Scale mode to be used in fullScreen */ this.fullScreenScaleMode = Phaser.ScaleManager.NO_SCALE; /** * @property {number} _startHeight - Internal cache var. Stage height when starting the game. * @private */ this._startHeight = 0; /** * @property {number} _width - Cached stage width for full screen mode. * @private */ this._width = 0; /** * @property {number} _height - Cached stage height for full screen mode. * @private */ this._height = 0; /** * @property {number} _check - Cached size interval var. * @private */ this._check = null; var _this = this; window.addEventListener('orientationchange', function (event) { return _this.checkOrientation(event); }, false); window.addEventListener('resize', function (event) { return _this.checkResize(event); }, false); if (!this.game.device.cocoonJS) { document.addEventListener('webkitfullscreenchange', function (event) { return _this.fullScreenChange(event); }, false); document.addEventListener('mozfullscreenchange', function (event) { return _this.fullScreenChange(event); }, false); document.addEventListener('fullscreenchange', function (event) { return _this.fullScreenChange(event); }, false); } }; /** * @constant * @type {number} */ Phaser.ScaleManager.EXACT_FIT = 0; /** * @constant * @type {number} */ Phaser.ScaleManager.NO_SCALE = 1; /** * @constant * @type {number} */ Phaser.ScaleManager.SHOW_ALL = 2; Phaser.ScaleManager.prototype = { /** * Tries to enter the browser into full screen mode. * Please note that this needs to be supported by the web browser and isn't the same thing as setting your game to fill the browser. * @method Phaser.ScaleManager#startFullScreen * @param {boolean} antialias - You can toggle the anti-alias feature of the canvas before jumping in to full screen (false = retain pixel art, true = smooth art) */ startFullScreen: function (antialias) { if (this.isFullScreen || !this.game.device.fullscreen) { return; } if (typeof antialias !== 'undefined' && this.game.renderType === Phaser.CANVAS) { this.game.stage.smoothed = antialias; } this._width = this.width; this._height = this.height; if (this.game.device.fullscreenKeyboard) { this.fullScreenTarget[this.game.device.requestFullscreen](Element.ALLOW_KEYBOARD_INPUT); } else { this.fullScreenTarget[this.game.device.requestFullscreen](); } }, /** * Stops full screen mode if the browser is in it. * @method Phaser.ScaleManager#stopFullScreen */ stopFullScreen: function () { document[this.game.device.cancelFullscreen](); }, /** * Called automatically when the browser enters of leaves full screen mode. * @method Phaser.ScaleManager#fullScreenChange * @param {Event} event - The fullscreenchange event * @protected */ fullScreenChange: function (event) { this.event = event; if (this.isFullScreen) { if (this.fullScreenScaleMode === Phaser.ScaleManager.EXACT_FIT) { this.fullScreenTarget.style['width'] = '100%'; this.fullScreenTarget.style['height'] = '100%'; this.width = window.outerWidth; this.height = window.outerHeight; this.game.input.scale.setTo(this.game.width / this.width, this.game.height / this.height); this.aspectRatio = this.width / this.height; this.scaleFactor.x = this.game.width / this.width; this.scaleFactor.y = this.game.height / this.height; this.checkResize(); } else if (this.fullScreenScaleMode === Phaser.ScaleManager.SHOW_ALL) { this.setShowAll(); this.refresh(); } this.enterFullScreen.dispatch(this.width, this.height); } else { this.fullScreenTarget.style['width'] = this.game.width + 'px'; this.fullScreenTarget.style['height'] = this.game.height + 'px'; this.width = this._width; this.height = this._height; this.game.input.scale.setTo(this.game.width / this.width, this.game.height / this.height); this.aspectRatio = this.width / this.height; this.scaleFactor.x = this.game.width / this.width; this.scaleFactor.y = this.game.height / this.height; this.leaveFullScreen.dispatch(this.width, this.height); } }, /** * If you need your game to run in only one orientation you can force that to happen. * The optional orientationImage is displayed when the game is in the incorrect orientation. * @method Phaser.ScaleManager#forceOrientation * @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. * @param {string} [orientationImage=''] - The string of an image in the Phaser.Cache to display when this game is in the incorrect orientation. */ forceOrientation: function (forceLandscape, forcePortrait, orientationImage) { if (typeof forcePortrait === 'undefined') { forcePortrait = false; } this.forceLandscape = forceLandscape; this.forcePortrait = forcePortrait; if (typeof orientationImage !== 'undefined') { if (orientationImage === null || this.game.cache.checkImageKey(orientationImage) === false) { orientationImage = '__default'; } this.orientationSprite = new Phaser.Image(this.game, this.game.width / 2, this.game.height / 2, PIXI.TextureCache[orientationImage]); this.orientationSprite.anchor.set(0.5); this.checkOrientationState(); if (this.incorrectOrientation) { this.orientationSprite.visible = true; this.game.world.visible = false; } else { this.orientationSprite.visible = false; this.game.world.visible = true; } this.game.stage.addChild(this.orientationSprite); } }, /** * Checks if the browser is in the correct orientation for your game (if forceLandscape or forcePortrait have been set) * @method Phaser.ScaleManager#checkOrientationState */ checkOrientationState: function () { // They are in the wrong orientation if (this.incorrectOrientation) { if ((this.forceLandscape && window.innerWidth > window.innerHeight) || (this.forcePortrait && window.innerHeight > window.innerWidth)) { // Back to normal this.incorrectOrientation = false; this.leaveIncorrectOrientation.dispatch(); if (this.orientationSprite) { this.orientationSprite.visible = false; this.game.world.visible = true; } if (this.scaleMode !== Phaser.ScaleManager.NO_SCALE) { this.refresh(); } } } else { if ((this.forceLandscape && window.innerWidth < window.innerHeight) || (this.forcePortrait && window.innerHeight < window.innerWidth)) { // Show orientation screen this.incorrectOrientation = true; this.enterIncorrectOrientation.dispatch(); if (this.orientationSprite && this.orientationSprite.visible === false) { this.orientationSprite.visible = true; this.game.world.visible = false; } if (this.scaleMode !== Phaser.ScaleManager.NO_SCALE) { this.refresh(); } } } }, /** * Handle window.orientationchange events * @method Phaser.ScaleManager#checkOrientation * @param {Event} event - The orientationchange event data. */ checkOrientation: function (event) { this.event = event; this.orientation = window['orientation']; if (this.isLandscape) { this.enterLandscape.dispatch(this.orientation, true, false); } else { this.enterPortrait.dispatch(this.orientation, false, true); } if (this.scaleMode !== Phaser.ScaleManager.NO_SCALE) { this.refresh(); } }, /** * Handle window.resize events * @method Phaser.ScaleManager#checkResize * @param {Event} event - The resize event data. */ checkResize: function (event) { this.event = event; if (window.outerWidth > window.outerHeight) { this.orientation = 90; } else { this.orientation = 0; } if (this.isLandscape) { this.enterLandscape.dispatch(this.orientation, true, false); } else { this.enterPortrait.dispatch(this.orientation, false, true); } if (this.scaleMode !== Phaser.ScaleManager.NO_SCALE) { this.refresh(); } this.checkOrientationState(); }, /** * Re-calculate scale mode and update screen size. * @method Phaser.ScaleManager#refresh */ refresh: function () { // 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) { // TODO - Test this // this._startHeight = window.innerHeight; if (this.game.device.android && !this.game.device.chrome) { window.scrollTo(0, 1); } else { window.scrollTo(0, 0); } } if (this._check === null && this.maxIterations > 0) { this._iterations = this.maxIterations; var _this = this; this._check = window.setInterval(function () { return _this.setScreenSize(); }, 10); this.setScreenSize(); } }, /** * Set screen size automatically based on the scaleMode. * @param {boolean} force - If force is true it will try to resize the game regardless of the document dimensions. */ setScreenSize: function (force) { if (typeof force === 'undefined') { force = false; } if (!this.game.device.iPad && !this.game.device.webApp && !this.game.device.desktop) { if (this.game.device.android && !this.game.device.chrome) { window.scrollTo(0, 1); } else { window.scrollTo(0, 0); } } this._iterations--; if (force || window.innerHeight > this._startHeight || this._iterations < 0) { // Set minimum height of content to new window height document.documentElement['style'].minHeight = window.innerHeight + 'px'; if (this.incorrectOrientation) { this.setMaximum(); } else if (!this.isFullScreen) { if (this.scaleMode === Phaser.ScaleManager.EXACT_FIT) { this.setExactFit(); } else if (this.scaleMode === Phaser.ScaleManager.SHOW_ALL) { this.setShowAll(); } } else { if (this.fullScreenScaleMode === Phaser.ScaleManager.EXACT_FIT) { this.setExactFit(); } else if (this.fullScreenScaleMode === Phaser.ScaleManager.SHOW_ALL) { this.setShowAll(); } } this.setSize(); clearInterval(this._check); this._check = null; } }, /** * Sets the canvas style width and height values based on minWidth/Height and maxWidth/Height. * @method Phaser.ScaleManager#setSize */ setSize: function () { if (!this.incorrectOrientation) { if (this.maxWidth && this.width > this.maxWidth) { this.width = this.maxWidth; } if (this.maxHeight && this.height > this.maxHeight) { this.height = this.maxHeight; } if (this.minWidth && this.width < this.minWidth) { this.width = this.minWidth; } if (this.minHeight && this.height < this.minHeight) { this.height = this.minHeight; } } this.game.canvas.style.width = this.width + 'px'; this.game.canvas.style.height = this.height + 'px'; this.game.input.scale.setTo(this.game.width / this.width, this.game.height / this.height); if (this.pageAlignHorizontally) { if (this.width < window.innerWidth && !this.incorrectOrientation) { this.margin.x = Math.round((window.innerWidth - this.width) / 2); this.game.canvas.style.marginLeft = this.margin.x + 'px'; } else { this.margin.x = 0; this.game.canvas.style.marginLeft = '0px'; } } if (this.pageAlignVertically) { if (this.height < window.innerHeight && !this.incorrectOrientation) { this.margin.y = Math.round((window.innerHeight - this.height) / 2); this.game.canvas.style.marginTop = this.margin.y + 'px'; } else { this.margin.y = 0; this.game.canvas.style.marginTop = '0px'; } } Phaser.Canvas.getOffset(this.game.canvas, this.game.stage.offset); this.bounds.setTo(this.game.stage.offset.x, this.game.stage.offset.y, this.width, this.height); this.aspectRatio = this.width / this.height; 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.hasResized.dispatch(this.width, this.height); this.checkOrientationState(); }, /** * Sets this.width equal to window.innerWidth and this.height equal to window.innerHeight * @method Phaser.ScaleManager#setMaximum */ setMaximum: function () { this.width = window.innerWidth; this.height = window.innerHeight; }, /** * Calculates the multiplier needed to scale the game proportionally. * @method Phaser.ScaleManager#setShowAll */ setShowAll: function () { var multiplier = Math.min((window.innerHeight / this.game.height), (window.innerWidth / this.game.width)); this.width = Math.round(this.game.width * multiplier); this.height = Math.round(this.game.height * multiplier); }, /** * Sets the width and height values of the canvas, no larger than the maxWidth/Height. * @method Phaser.ScaleManager#setExactFit */ setExactFit: function () { var availableWidth = window.innerWidth; var availableHeight = window.innerHeight; if (this.maxWidth && availableWidth > this.maxWidth) { this.width = this.maxWidth; } else { this.width = availableWidth; } if (this.maxHeight && availableHeight > this.maxHeight) { this.height = this.maxHeight; } else { this.height = availableHeight; } } }; Phaser.ScaleManager.prototype.constructor = Phaser.ScaleManager; /** * @name Phaser.ScaleManager#isFullScreen * @property {boolean} isFullScreen - Returns true if the browser is in full screen mode, otherwise false. * @readonly */ Object.defineProperty(Phaser.ScaleManager.prototype, "isFullScreen", { get: function () { return (document['fullscreenElement'] || document['mozFullScreenElement'] || document['webkitFullscreenElement']); } }); /** * @name Phaser.ScaleManager#isPortrait * @property {boolean} isPortrait - Returns true if the browser dimensions match a portrait display. * @readonly */ Object.defineProperty(Phaser.ScaleManager.prototype, "isPortrait", { get: function () { return (this.orientation === 0 || this.orientation === 180); } }); /** * @name Phaser.ScaleManager#isLandscape * @property {boolean} isLandscape - Returns true if the browser dimensions match a landscape display. * @readonly */ Object.defineProperty(Phaser.ScaleManager.prototype, "isLandscape", { get: function () { return (this.orientation === 90 || this.orientation === -90); } });