phaser/src/core/ScaleManager.js

2243 lines
66 KiB
JavaScript

/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2014 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
/**
* The ScaleManager object is responsible managing the scaling, resizing and alignment of the game and display canvas.
*
* 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%.
*
* Some parts of ScaleManager were inspired by the research of Ryan Van Etten, released under MIT License 2013.
*
* @class Phaser.ScaleManager
* @constructor
* @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;
/**
* _EXPERIMENTAL:_ A responsive grid on which you can align game objects.
* @property {Phaser.FlexGrid} gridobjects.
* @public
*/
this.grid = null;
/**
* Target width (in pixels) of the Game canvas.
* @property {number} width
*/
this.width = 0;
/**
* Target height (in pixels) of the Game canvas.
* @property {number} height
*/
this.height = 0;
/**
* Minimum width the canvas should be scaled to (in pixels).
* Change with `setMinMax`.
* @property {number} minWidth
* @readonly
*/
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 `setMinMax`.
* @property {number} maxWidth
* @readonly
*/
this.maxWidth = null;
/**
* Minimum height the canvas should be scaled to (in pixels).
* Change with `setMinMax`.
* @property {number} minHeight
* @readonly
*/
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 `setMinMax`.
* @property {number} maxHeight
* @readonly
*/
this.maxHeight = null;
/**
* The offset coordinates of the Game canvas from the top-left of the browser window (used by Input and other classes).
* @property {Phaser.Point} offset
* @readonly
* @protected
*/
this.offset = new Phaser.Point();
/**
* If true, the game should only run in a landscape orientation.
* Change with `forceOrientation`.
* @property {boolean} forceLandscape
* @readonly
* @default
*/
this.forceLandscape = false;
/**
* If true, the game should only run in a portrait
* Change with `forceOrientation`.
* @property {boolean} forcePortrait
* @readonly
* @default
*/
this.forcePortrait = false;
/**
* True if the `forceLandscape` or `forcePortrait` are set and do not agree with the browser orientation.
* @property {boolean} incorrectOrientation
* @protected
* @readonly
*/
this.incorrectOrientation = false;
/**
* See `pageAlignHorizontally`.
* @property {boolean} _pageAlignHorizontally
* @private
*/
this._pageAlignHorizontally = false;
/**
* See `pageAlignVertically`.
* @property {boolean} _pageAlignVertically
* @private
*/
this._pageAlignVertically = false;
/**
* The maximum number of times a canvas will be resized (in a row) in order to fill the browser.
* @property {number} maxIterations
* @protected
* @default
* @deprecated This is not used.
*/
this.maxIterations = 5;
/**
* This signal is dispatched when the browser enters landscape orientation, having been in portrait.
* @property {Phaser.Signal} enterLandscape
* @public
*/
this.enterLandscape = new Phaser.Signal();
/**
* This signal is dispatched when the browser enters portrait orientation, having been in landscape.
* @property {Phaser.Signal} enterPortrait
* @public
*/
this.enterPortrait = new Phaser.Signal();
/**
* This signal is dispatched when the browser enters an incorrect orientation, as defined by `forceOrientation`.
* @property {Phaser.Signal} enterIncorrectOrientation
* @public
*/
this.enterIncorrectOrientation = new Phaser.Signal();
/**
* This signal is dispatched when the browser leaves an incorrect orientation, as defined by `forceOrientation`.
* @property {Phaser.Signal} leaveIncorrectOrientation -
* @public
*/
this.leaveIncorrectOrientation = new Phaser.Signal();
/**
* This is the DOM element that will have the Full Screen mode called on it.
* It can be retargetted to any valid DOM element; the target element must have the correct CSS applied and must contain the game canvas.
*
* This element's 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 old behavior use: `game.scale.fullScreenTarget = game.scale.parentNode`.
*
* @property {DOMElement|null} fullScreenTarget
* @default
* @deprecated 2.1.4 - See `createFullScreenTarget` as an alternative.
*/
this.fullScreenTarget = null;
/**
* A function to create a full screen target when `fullScreenTarget` is not set.
* The Game Canvas is moved onto this element for the duration of the full screen mode
* and restored to it's original DOM location when full screen is exited.
*
* The default implementation is to create a new element.
*
* The returned element is modified and is manipulated within the DOM; it is advisable to create a new
* element each time. Assign a value (possibly the game canvas) to `fullScreenTarget` to avoid this
* DOM manipulation and revert to earlier behavior.
*
* @public {function} createFullScreenTarget
*/
this.createFullScreenTarget = function () {
var fsTarget = document.createElement('div');
fsTarget.style['margin'] = '0';
fsTarget.style['padding'] = '0';
fsTarget.style['background'] = '#000';
return fsTarget;
};
/**
* The full screen target, as created by `createFullScreenTarget`.
* This is not set if `fullScreenTarget` is used and is cleared when full screen mode ends.
* @property {DOMElement|null} _createdFullScreenTarget
* @private
*/
this._createdFullScreenTarget = null;
/**
* This singal is dispatched when the browser enters full screen mode, if it supports the FullScreen API.
* @property {Phaser.Signal} enterFullScreen
* @public
*/
this.enterFullScreen = new Phaser.Signal();
/**
* This signal is dispatched when the browser leaves full screen mode, if it supports the FullScreen API.
* @property {Phaser.Signal} leaveFullScreen
* @public
*/
this.leaveFullScreen = new Phaser.Signal();
/**
* This signal is dispatched when the browser fails to enter full screen mode;
* or if the device does not support fullscreen mode and `startFullScreen` is invoked.
* @property {Phaser.Signal} leaveFullScreen
* @public
*/
this.fullScreenFailed = new Phaser.Signal();
/**
* The orientation value of the game (as defined by `window.orientation` if set).
* A value of 90 is landscape and 0 is portrait.
* @property {number} orientation
* @public
* @readonly
*/
this.orientation = 0;
if (window['orientation'])
{
this.orientation = window['orientation'] | 0;
}
else
{
if (window.outerWidth > window.outerHeight)
{
this.orientation = 90;
}
}
/**
* The scale factor based on the game dimensions vs. the scaled dimensions.
* @property {Phaser.Point} scaleFactor
* @public
* @readonly
*/
this.scaleFactor = new Phaser.Point(1, 1);
/**
* The inversed scale factor. The displayed dimensions divided by the game dimensions.
* @property {Phaser.Point} scaleFactorInversed
* @protected
* @readonly
*/
this.scaleFactorInversed = new Phaser.Point(1, 1);
/**
* If true then the canvas's margins will not be updated anymore: existing margins must be manually cleared.
* Disabling margins prevents automatic canvas alignment/centering, possibly in full screen.
* @property {boolean} noMargins
* @protected
* @default
*/
this.noMargins = false;
/**
* The game canvas is aligned by adjusting the margins; the last margins are stored here.
* The margins (left, top, right, bottom) correspond to (x, y, width, height), respectively.
* @property {Phaser.Point} margin
* @readonly
*/
this.margin = new Phaser.Rectangle(0, 0, 0, 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 game canvas.
* @property {number} aspectRatio
* @public
* @readonly
*/
this.aspectRatio = 0;
/**
* The aspect ratio of the original game dimensions.
* @property {number} sourceAspectRatio
* @public
* @readonly
*/
this.sourceAspectRatio = 0;
/**
* The native browser events from full screen API changes.
* @property {any} event
* @private
* @readonly
*/
this.event = null;
/**
* The borders on which to constrain the Canvas _to_ the Window viewport in _addition_ to any restrictions of the parent container.
* @property {boolean} constrainToWindow
* @public
* @default
* @todo Implement left/top constraints.
*/
this.windowConstraints = {
left: false,
top: false,
bottom: true,
right: true
};
/**
* Scale mode to be used when not in full screen.
* @property {number} _scaleMode
* @private
*/
this._scaleMode = Phaser.ScaleManager.NO_SCALE;
/*
* Scale mode to be used in full screen.
* @property {number} _fullScreenScaleMode
* @private
*/
this._fullScreenScaleMode = Phaser.ScaleManager.NO_SCALE;
/**
* If the parent container of the game is the browser window (ie. document.body), rather than a div, this should set to `true`.
* @property {boolean} parentIsWindow
* @readonly
*/
this.parentIsWindow = false;
/**
* The _original_ DOM element for the parent of the game canvas.
* This may be different in full screen - see `createFullScreenTarget`.
*
* If the `parentIsWindow` is true then this should likely be `null`.
*
* @property {DOMElement|null} parentNode
* @readonly
*/
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
* @protected
* @default
*/
this.trackParentInterval = 2000;
/*
* This signal is dispatched when the size of the Game 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.
*
* @property {Phaser.Signal} onSizeChange
* @public
* @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 `onResize` callback will be called.
* @property {object} onResizeContext
* @private
*/
this.onResizeContext = null;
/**
* True only if fullscreen support will be used. (Changing to fullscreen still might not work.)
* @property {boolean}
* @protected
* @readonly
*/
this.supportsFullScreen = false;
/**
* Information saved when full screen mode is started.
* @property {object|null} _fullScreenRestore
* @private
*/
this._fullScreenRestore = null;
/**
* The _actual_ game dimensions, as initially set or set by `setGameSize`.
* @property {Phaser.Rectangle} _gameSize
* @private
*/
this._gameSize = new Phaser.Rectangle();
/**
* The last time the bounds were checked in `preUpdate`.
* @property {number} _lastSizeCheck
* @private
*/
this._lastSizeCheck = 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.
* (This also replaces the setInterval timer.)
* @property {integer} _sizeCheckThrottle
* @private
*/
this._sizeThrottle = 0;
/**
* The reset barrier of the throttle; it will only be reset if above this limit.
* @private
*/
this._sizeThrottleReset = 100;
/**
* The cached result of the parent (possibly window) bounds; used to invalidate sizing.
* @property {Phaser.Rectangle} _parentBounds
* @private
*/
this._parentBounds = new Phaser.Rectangle();
/**
* The bounds at which the last onResize event was triggered.
* @property {Phaser.Rectangle} _lastResizeBounds
* @private
*/
this._lastResizeBounds = new Phaser.Rectangle();
if (game.config)
{
this.parseConfig(game.config);
}
this.setupScale(width, height);
};
/**
* The Game display area will be _stretched_ to fill the entire size of the canvas's parent element and/or screen.
* Proportions are not mainted.
*
* @constant
* @type {integer}
*/
Phaser.ScaleManager.EXACT_FIT = 0;
/**
* 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.
*
* @constant
* @type {integer}
*/
Phaser.ScaleManager.NO_SCALE = 1;
/**
* Show the entire game display area while _maintaining_ the original aspect ratio.
*
* @constant
* @type {integer}
*/
Phaser.ScaleManager.SHOW_ALL = 2;
/**
* 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.
*
* Any manually set Game size (see `setGameSize`) is ignored while in effect.
*
* @constant
* @type {integer}
*/
Phaser.ScaleManager.RESIZE = 3;
Phaser.ScaleManager.prototype = {
/**
* Calculates and sets the game dimensions based on the given width and height.
* This is used internally.
*
* @method Phaser.ScaleManager#boot
* @protected
*/
boot: function () {
this.supportsFullScreen = this.game.device.fullscreen && !this.game.device.cocoonJS;
// Now the canvas has been created we can target it
this.fullScreenTarget = this.game.canvas;
var _this = this;
this._orientationChange = function(event) {
return _this.orientationChange(event);
};
this._windowResize = function(event) {
return _this.windowResize(event);
};
window.addEventListener('orientationchange', this._orientationChange, false);
window.addEventListener('resize', this._windowResize, false);
if (this.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.updateDimensions(this.width, this.height, true);
Phaser.Canvas.getOffset(this.game.canvas, this.offset);
this.bounds.setTo(this.offset.x, this.offset.y, this.width, this.height);
},
/**
* Load configuration settings.
*
* @method Phaser.ScaleManager#parseConfig
* @protected
* @param {object} config - The game configuration object.
*/
parseConfig: function (config) {
if (config['scaleMode'])
{
this.scaleMode = config['scaleMode'];
}
if (config['fullScreenScaleMode'])
{
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 = window.innerWidth;
rect.height = window.innerHeight;
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.grid = new Phaser.FlexGrid(this, newWidth, newHeight);
this.updateDimensions(newWidth, newHeight, false);
},
/**
* Set the virtual Game size.
* Use this instead of directly changing `game.width` or `game.height`.
*
* The actual physical display (Canvas element size) will depend on various settings including
* - Scale Mode
* - Scale Factor
* - Size of Canvas's parent element (or Window);
* or CSS styling on the parent element, such as max-height or min-height
*
* @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);
},
/**
* Sets the callback that will be called when the bounds of the Canvas's parent container may have changed.
*
* This callback ..
* - Will normally be invoked from `preUpdate`
* - May be invoked even though the parent container or canvas sizes have not changed
* - Unlike `onSizeChange`, it runs _before_ the canvas is guaranteed to be updated
*
* See `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 target bounds differ from the last bounds the resize was sent at.
* This also triggers updates on `grid` (FlexGrid) and, if in a RESIZE mode, `game.state` (StateManager).
*
* @method Phaser.ScaleMager#signalResize
* @private
*/
signalSizeChange: function () {
var width = this.width;
var height = this.height;
if (width !== this._lastResizeBounds.width ||
height !== this._lastResizeBounds.height)
{
this._lastResizeBounds.setTo(0, 0, width, height);
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);
}
}
},
/**
* Set the min and max dimensions for the game object.
*
* @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._lastSizeCheck + this._sizeThrottle))
{
return;
}
var prevThrottle = this._sizeThrottle;
Phaser.Canvas.getOffset(this.game.canvas, this.offset);
var prevWidth = this._parentBounds.width;
var prevHeight = this._parentBounds.height;
var bounds = this.getParentBounds(this._parentBounds);
if (bounds.width !== prevWidth || bounds.height !== prevHeight)
{
if (this.onResize)
{
this.onResize.call(this.onResizeContext, bounds.width, bounds.height);
}
this.setScreenSize();
this.signalSizeChange();
}
// Don't let an update be too eager about resetting the throttle.
if (this._sizeThrottle < prevThrottle)
{
this._sizeThrottle = Math.max(this._sizeThrottle, this._sizeThrottleReset);
}
var throttle = this._sizeThrottle * 2;
this._sizeThrottle = Phaser.Math.clamp(throttle, 10, this.trackParentInterval);
this._lastSizeCheck = this.game.time.time;
},
/**
* 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 Game 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 `sourceAspectRatio`.
* @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)
{
Phaser.Canvas.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.
*
* @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 (typeof forcePortrait === 'undefined') { forcePortrait = false; }
this.forceLandscape = forceLandscape;
this.forcePortrait = forcePortrait;
this.queueUpdate(true);
},
/**
* Checks if the browser is in the correct orientation for the game, dependent upon `forceLandscape` and `forcePortrait`, and updates the state.
*
* The appropriate event is dispatched if the orientation became valid or invalid.
*
* @method Phaser.ScaleManager#updateOrientationState
* @private
* @return {boolean} True if the orientation state changed (consider a refresh)
*/
updateOrientationState: 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();
return true;
}
}
else
{
if ((this.forceLandscape && window.innerWidth < window.innerHeight) ||
(this.forcePortrait && window.innerHeight < window.innerWidth))
{
// Show orientation screen
this.incorrectOrientation = true;
this.enterIncorrectOrientation.dispatch();
return true;
}
}
return false;
},
/**
* window.orientationchange event handler.
*
* @method Phaser.ScaleManager#orientationChange
* @private
* @param {Event} event - The orientationchange event data.
*/
orientationChange: function (event) {
this.event = event;
this.orientation = window['orientation'] | 0;
if (this.isLandscape)
{
this.enterLandscape.dispatch(this.orientation, true, false);
}
else
{
this.enterPortrait.dispatch(this.orientation, false, true);
}
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;
var wasLandscape = this.isLandscape;
if (window.outerWidth > window.outerHeight)
{
this.orientation = 90;
}
else
{
this.orientation = 0;
}
// If it WAS in Landscape but is now in portrait ...
if (wasLandscape && this.isPortrait)
{
this.enterPortrait.dispatch(this.orientation, false, true);
if (this.forceLandscape)
{
this.enterIncorrectOrientation.dispatch();
}
else if (this.forcePortrait)
{
this.leaveIncorrectOrientation.dispatch();
}
}
else if (!wasLandscape && this.isLandscape)
{
// It WAS in portrait mode, but is now in Landscape ...
this.enterLandscape.dispatch(this.orientation, true, false);
if (this.forceLandscape)
{
this.leaveIncorrectOrientation.dispatch();
}
else if (this.forcePortrait)
{
this.enterIncorrectOrientation.dispatch();
}
}
if (this.updateOrientationState())
{
this.queueUpdate(true);
}
else
{
this.queueUpdate();
}
},
/**
* Scroll to the top - in some environments.
* @private
*/
scrollTop: 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)
{
if (this.game.device.android && !this.game.device.chrome)
{
window.scrollTo(0, 1);
}
else
{
window.scrollTo(0, 0);
}
}
},
/**
* Request a refresh, which is not normally needed, based on the current mode settings.
* The refresh does not run immediately but rather is queued for subsequent game updates.
*
* @method Phaser.ScaleManager#refresh
* @public
*/
refresh: function () {
this.scrollTop();
this.queueUpdate(true);
},
/**
* Set game and/or screen (game canvas) size automatically based on the scaleMode.
* This is used internally.
*
* Do not call this to "refresh" the display, but rather use `refresh`.
*
* @method Phaser.ScaleManager#setScreenSize
* @protected
* @deprecated 2.1.4 - This method is _internal_ and may be made _private_ in the future.
*/
setScreenSize: function () {
var scaleMode = this.currentScaleMode;
if (scaleMode === Phaser.ScaleManager.RESIZE)
{
this.reflowGame();
return;
}
this.scrollTop();
// (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.parentIsWindow)
{
// 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.height = this.game.height;
}
}
if (this.updateOrientationState())
{
this.queueUpdate(true);
}
this.reflowCanvas();
},
/**
* Returns the bounds of the parent.
*
* If fullscreen or without parent, this is the bounds of the screen itself.
*
* The 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.
*/
getParentBounds: function (target) {
var bounds = target || new Phaser.Rectangle();
var parentNode = this.game.canvas && this.game.canvas.parentNode;
if (this.isFullScreen && !this._createdFullScreenTarget)
{
bounds.setTo(0, 0, Math.round(window.outerWidth), Math.round(window.outerHeight));
}
else if (this.parentIsWindow || !parentNode)
{
bounds.setTo(0, 0, Math.round(window.innerWidth), Math.round(window.innerHeight));
}
else
{
var clientRect = parentNode.getBoundingClientRect();
bounds.setTo(clientRect.left, clientRect.top, clientRect.width, clientRect.height);
var wc = this.windowConstraints;
if (wc.left)
{
bounds.left = Math.max(bounds.left, 0);
}
if (wc.right)
{
bounds.right = Math.min(bounds.right, window.innerWidth);
}
if (wc.top)
{
bounds.top = Math.max(bounds.top, 0);
}
if (wc.bottom)
{
bounds.bottom = Math.min(bounds.bottom, window.innerHeight);
}
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();
var canvas = this.game.canvas;
var margin = this.margin;
if (horizontal)
{
margin.x = margin.width = 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 = Math.round(targetEdge - currentEdge);
margin.x = offset;
}
canvas.style.marginLeft = margin.x + 'px';
if (margin.x !== 0)
{
margin.width = -(parentBounds.width - canvasBounds.width - margin.x);
canvas.style.marginRight = margin.width + 'px';
}
}
if (vertical)
{
margin.y = margin.height = 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 = Math.round(targetEdge - currentEdge);
margin.y = offset;
}
canvas.style.marginTop = margin.y + 'px';
if (margin.y !== 0)
{
margin.height = -(parentBounds.height - canvasBounds.height - margin.y);
canvas.style.marginBottom = margin.height + 'px';
}
}
},
/**
* Updates the game dimensions and canvas based on internal state.
*
* The canvas margins may always be adjusted, even alignment is not in effect.
*
* @method Phaser.ScaleManager#reflowGame
* @private
*/
reflowGame: function ()
{
this.resetCanvas('', '');
var bounds = this.getParentBounds();
this.updateDimensions(bounds.width, bounds.height, true);
},
/**
* Updates the size/position of the canvas based on internal state.
*
* 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.noMargins)
{
if (this.isFullScreen && this._createdFullScreenTarget)
{
this.alignCanvas(true, true);
}
else
{
this.alignCanvas(this.pageAlignHorizontally, this.pageAlignVertically);
}
}
this.updateScalingAndBounds();
},
/**
* "Reset" the game canvas as set the specified styles directly.
* @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 (typeof cssWidth === 'undefined') { cssWidth = this.width + 'px'; }
if (typeof cssHeight === 'undefined') { cssHeight = this.height + 'px'; }
var canvas = this.game.canvas;
if (!this.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|undefined} force - If true updates the parent bounds to ensure the check is dirty; if false updates current bounds; if not specified does not update bounds.
*/
queueUpdate: function (force) {
if (force === true)
{
this._parentBounds.width = 0;
this._parentBounds.height = 0;
}
else if (force === false)
{
this.getParentBounds(this._parentBounds);
}
this._sizeThrottle = 0;
},
/**
* Reset internal data/state.
*
* @method Phaser.ScaleManager#reset
* @private
*/
reset: function (clearWorld) {
if (clearWorld)
{
this.grid.reset();
}
},
/**
* Updates the width/height to that of the window.
*
* @method Phaser.ScaleManager#setMaximum
* @private
*/
setMaximum: function () {
this.width = window.innerWidth;
this.height = window.innerHeight;
},
/**
* 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();
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 `maxWidth` and `maxHeight` when _not_ in full screen.
*
* @method Phaser.ScaleManager#setExactFit
* @private
*/
setExactFit: function () {
var bounds = this.getParentBounds();
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);
}
},
/**
* Tries to enter the browser into full screen mode - this _must_ be called from a user input Pointer or Mouse event.
*
* Fullscreen mode needs to be supported by the browser. It is _not_ the same as setting the game size to fill the browser window.
*
* The `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 full screen (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.supportsFullScreen)
{
// Error is called in timeout to emulate the real fullscreenerror event better
var _this = this;
setTimeout(function () {
_this.fullScreenError();
}, 10);
return;
}
// IE11 clicks trigger MSPointer which is not the mousePointer
var input = this.game.input;
if (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;
// Move the game 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 full screen mode if the browser is in it.
*
* @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.supportsFullScreen)
{
return false;
}
document[this.game.device.cancelFullscreen]();
return true;
},
/**
* Cleans up the previous full screen target, if such was automatically created.
* This ensures the canvas is restored to its former parent, assuming the target didn't move.
* @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 = {};
this._fullScreenRestore.target = {
width: fsTarget.style['width'],
height: fsTarget.style['height']
};
fsTarget.style['width'] = '100%';
fsTarget.style['height'] = '100%';
}
}
}
else
{
// Have restore information
if (this._fullScreenRestore)
{
if (this._fullScreenRestore.target)
{
fsTarget.style['width'] = this._fullScreenRestore.target.width;
fsTarget.style['height'] = this._fullScreenRestore.target.height;
}
this._fullScreenRestore = null;
}
this.updateDimensions(this._gameSize.width, this._gameSize.height, true);
this.resetCanvas();
}
},
/**
* Called automatically when the browser enters of leaves full screen mode.
*
* @method Phaser.ScaleManager#fullScreenChange
* @protected
* @param {Event} [event=undefined] - The fullscreenchange event
*/
fullScreenChange: function (event) {
this.event = event;
if (this.isFullScreen)
{
this.prepScreenMode(true);
this.setScreenSize();
this.queueUpdate(true);
this.enterFullScreen.dispatch(this.width, this.height);
}
else
{
this.prepScreenMode(false);
this.cleanupCreatedTarget();
this.setScreenSize();
this.queueUpdate(true);
this.leaveFullScreen.dispatch(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
* @protected
* @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.fullScreenFailed.dispatch();
},
/**
* A cross-browser element.getBoundingClientRect method with optional cushion.
*
* Returns a plain object containing the properties `top/bottom/left/right/width/height` with respect to the top-left corner of the current viewport.
* Its properties match the native rectangle.
* The cushion parameter is an amount of pixels (+/-) to cushion the element.
* It adjusts the measurements such that it is possible to detect when an element is near the viewport.
*
* @method Phaser.ScaleManager#elementBounds
* @public
* @param {Element|Object} element - The element or stack (uses first item) to get the bounds for. If none given it defaults to the Phaser game canvas.
* @param {number} [cushion] - A +/- pixel adjustment amount.
* @return {Object|boolean} A plain object containing the properties `top/bottom/left/right/width/height` or `false` if a non-valid element is given.
*/
elementBounds: function (element, cushion) {
if (typeof element === 'undefined') { element = this.game.canvas; }
if (typeof cushion === 'undefined') { cushion = 0; }
element = element && !element.nodeType ? element[0] : element;
if (!element || element.nodeType !== 1)
{
return false;
}
else
{
return this.calibrate(element.getBoundingClientRect(), cushion);
}
},
/**
* Calibrates element coordinates for `inViewport` checks.
*
* @method Phaser.ScaleManager#calibrate
* @private
* @param {Object} coords -An object containing the following properties: `{top: number, right: number, bottom: number, left: number}`
* @param {number} [cushion] - A value to adjust the coordinates by.
* @return {Object} The calibrated element coordinates
*/
calibrate: function (coords, cushion) {
cushion = +cushion || 0;
var output = { width: 0, height: 0, left: 0, right: 0, top: 0, bottom: 0 };
output.width = (output.right = coords.right + cushion) - (output.left = coords.left - cushion);
output.height = (output.bottom = coords.bottom + cushion) - (output.top = coords.top - cushion);
return output;
},
/**
* Get the viewport aspect ratio (or the aspect ratio of an object or element)
* @link http://w3.org/TR/css3-mediaqueries/#orientation
*
* @method Phaser.ScaleManager#aspect
* @public
* @param {(Element|Object)=} [object] - Optional object. Must have public `width` and `height` properties or methods.
* @return {number} The aspect ratio.
*/
aspect: function (object) {
object = null == object ? this.viewport() : 1 === object.nodeType ? this.elementBounds(object) : object;
var w = object['width'];
var h = object['height'];
if (typeof w === 'function')
{
w = w.call(object);
}
if (typeof h === 'function')
{
h = h.call(object);
}
return w / h;
},
/**
* Tests if the given DOM element is within the viewport.
*
* The optional cushion parameter allows you to specify a distance.
*
* inViewport(element, 100) is `true` if the element is in the viewport or 100px near it.
* inViewport(element, -100) is `true` if the element is in the viewport or at least 100px near it.
*
* @method Phaser.ScaleManager#inViewport
* @public
* @param {Element|Object} [element] - The DOM element to check. If no element is given it defaults to the Phaser game canvas.
* @param {number} [cushion] - The cushion allows you to specify a distance within which the element must be within the viewport.
* @return {boolean} True if the element is within the viewport, or within `cushion` distance from it.
*/
inViewport: function (element, cushion) {
if (typeof element === 'undefined') { element = this.game.canvas; }
var r = this.elementBounds(element, cushion);
return !!r && r.bottom >= 0 && r.right >= 0 && r.top <= this.viewportH() && r.left <= this.viewportW();
},
/**
* 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
* @public
* @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 (typeof width === 'undefined') { width = this.width; }
if (typeof height === 'undefined') { height = this.height; }
if (typeof letterBox === 'undefined') { letterBox = false; }
sprite.scale.set(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 destroy
* @protected
*/
destroy: function () {
window.removeEventListener('orientationchange', this._orientationChange, false);
window.removeEventListener('resize', this._windowResize, false);
if (this.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;
/**
* window.resize event handler.
* @method checkResize
* @memberof Phaser.ScaleManager
* @protected
* @deprecated 2.1.4 - Internal. _Do not use_
*/
Phaser.ScaleManager.prototype.checkResize = Phaser.ScaleManager.prototype.windowResize;
/**
* window.orientationchange event handler.
* @method checkOrientation
* @memberof Phaser.ScaleManager
* @protected
* @deprecated 2.1.4 - Internal. _Do not use_
*/
Phaser.ScaleManager.prototype.checkOrientation = Phaser.ScaleManager.prototype.orientationChange;
/**
* Updates the size/position of the canvas based on internal state.
* @method setSize
* @memberof Phaser.ScaleManager
* @protected
* @deprecated 2.1.4 - Internal. Use `refresh` if needed.
*/
Phaser.ScaleManager.prototype.setSize = Phaser.ScaleManager.prototype.reflowCanvas;
/**
* Checks if the browser is in the correct orientation for the game, dependent upon `forceLandscape` and `forcePortrait`, and updates the state.
*
* The appropriate event is dispatched if the orientation became valid or invalid.
*
* @method checkOrientationState
* @memberof Phaser.ScaleManager
* @protected
* @return {boolean} True if the orientation state changed (consider a refresh)
* @deprecated 2.1.4 - This is only for backward compatibility of user code.
*/
Phaser.ScaleManager.prototype.checkOrientationState = function () {
var orientationChanged = this.updateOrientationState();
if (orientationChanged)
{
this.refresh();
}
return orientationChanged;
};
/**
* The scaling method used by the ScaleManager.
*
* @name Phaser.ScaleManager#scaleMode
* @property {number} 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 in fullscreen.
*
* @name Phaser.ScaleManager#fullScreenScaleMode
* @property {number} fullScreenScaleMode
* @public
*/
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.
*
* @name Phaser.ScaleManager#currentScaleMode
* @property {number} currentScaleMode
* @protected
* @readonly
*/
Object.defineProperty(Phaser.ScaleManager.prototype, "currentScaleMode", {
get: function () {
return this.isFullScreen ? this._fullScreenScaleMode : this._scaleMode;
}
});
/**
* If true then the game canvas will be horizontally-aligned _in the parent container_.
*
* To align across the page the game canvas should be added directly to page;
* or the parent container should itself be aligned.
*
* This is not applicable for the `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);
}
}
});
/**
* If true then the game canvas will be vertically-aligned _in the parent container_.
*
* To align across the page the game canvas should be added directly to page;
* or the parent container should itself be aligned.
*
* This is not applicable for the `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 full screen 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 browser dimensions match a portrait display.
* @name Phaser.ScaleManager#isPortrait
* @property {boolean} isPortrait
* @readonly
*/
Object.defineProperty(Phaser.ScaleManager.prototype, "isPortrait", {
get: function () {
return (this.orientation === 0 || this.orientation === 180);
}
});
/**
* Returns true if the browser dimensions match a landscape display.
* @name Phaser.ScaleManager#isLandscape
* @property {boolean} isLandscape
* @readonly
*/
Object.defineProperty(Phaser.ScaleManager.prototype, "isLandscape", {
get: function () {
return (this.orientation === 90 || this.orientation === -90);
}
});
/**
* A cross-browser window.scrollX.
*
* @name Phaser.ScaleManager#scrollX
* @property {number} scrollX
* @readOnly
*/
Object.defineProperty(Phaser.ScaleManager.prototype, "scrollX", {
get: function () {
return window.pageXOffset || document.documentElement.scrollLeft;
}
});
/**
* A cross-browser window.scrollY.
*
* @name Phaser.ScaleManager#scrollY
* @property {number} scrollY
* @readOnly
*/
Object.defineProperty(Phaser.ScaleManager.prototype, "scrollY", {
get: function () {
return window.pageYOffset || document.documentElement.scrollTop;
}
});
/**
* Gets the viewport width in pixels.
*
* @name Phaser.ScaleManager#viewportWidth
* @property {number} viewportWidth
* @readOnly
*/
Object.defineProperty(Phaser.ScaleManager.prototype, "viewportWidth", {
get: function () {
var a = document.documentElement.clientWidth;
var b = window.innerWidth;
return a < b ? b : a;
}
});
/**
* Gets the viewport height in pixels.
*
* @name Phaser.ScaleManager#viewportHeight
* @property {number} viewportHeight
* @readOnly
*/
Object.defineProperty(Phaser.ScaleManager.prototype, "viewportHeight", {
get: function () {
var a = document.documentElement.clientHeight;
var b = window.innerHeight;
return a < b ? b : a;
}
});
/**
* Gets the document width in pixels.
*
* @name Phaser.ScaleManager#documentWidth
* @property {number} documentWidth
* @readOnly
*/
Object.defineProperty(Phaser.ScaleManager.prototype, "documentWidth", {
get: function () {
var d = document.documentElement;
return Math.max(d.clientWidth, d.offsetWidth, d.scrollWidth);
}
});
/**
* Gets the document height in pixels.
*
* @name Phaser.ScaleManager#documentHeight
* @property {number} documentHeight
* @readOnly
*/
Object.defineProperty(Phaser.ScaleManager.prototype, "documentHeight", {
get: function () {
var d = document.documentElement;
return Math.max(d.clientHeight, d.offsetHeight, d.scrollHeight);
}
});