phaser/docs/ScaleManager.js.html
2014-10-22 21:49:44 +01:00

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<h1 class="page-title">Source: core/ScaleManager.js</h1>
<section>
<article>
<pre class="sunlight-highlight-javascript linenums">/**
* @author Richard Davey &lt;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 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|string} width - The width of the game.
* @param {number|string} height - The 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 {Phaser.FlexGrid} grid - EXPERIMENTAL: A responsive grid on which you can align game objects.
*/
this.grid = null;
/**
* @property {number} width - Width of the game after calculation.
*/
this.width = 0;
/**
* @property {number} height - Height of the game after calculation.
*/
this.height = 0;
/**
* @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 {Phaser.Point} offset - Holds the offset coordinates of the Game.canvas from the top-left of the browser window (used by Input and other classes)
*/
this.offset = new Phaser.Point();
/**
* @property {boolean} forceLandscape - Set to `true` if the game should only run in a landscape orientation.
* @default
*/
this.forceLandscape = false;
/**
* @property {boolean} forcePortrait - Set to `true` if the game should only run in a portrait orientation.
* @default
*/
this.forcePortrait = false;
/**
* @property {boolean} incorrectOrientation - If `forceLandscape` or `forcePortrait` are true and the browser doesn't match 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 events.
* 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 events.
* 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 {Phaser.Signal} enterLandscape - The event that is dispatched when the browser enters landscape orientation having been in portrait.
*/
this.enterLandscape = new Phaser.Signal();
/**
* @property {Phaser.Signal} enterPortrait - The event that is dispatched when the browser enters portrait orientation having been in landscape.
*/
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();
/**
* 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 = null;
/**
* @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();
/**
* @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 = 0;
/**
* @property {any} event- The native browser events from full screen API changes.
*/
this.event = null;
/*
* @property {number} fullScreenScaleMode - Scale mode to be used in fullScreen
*/
this.fullScreenScaleMode = Phaser.ScaleManager.NO_SCALE;
/**
* @property {boolean} parentIsWindow - If the parent container of the game is the browser window, rather than a div, this is set to `true`.
* @readonly
*/
this.parentIsWindow = false;
/**
* @property {object} parentNode - The fully parsed parent container of the game. If the parent is the browser window this will be `null`.
* @readonly
*/
this.parentNode = null;
/**
* @property {Phaser.Point} parentScaleFactor - The scale of the game in relation to its parent container.
* @readonly
*/
this.parentScaleFactor = new Phaser.Point(1, 1);
/**
* @property {number} trackParentInterval - The interval (in ms) upon which the ScaleManager checks if the parent has changed dimensions. Only applies if scaleMode = RESIZE and the game is contained within another html element.
* @default
*/
this.trackParentInterval = 2000;
/**
* @property {function} onResize - The callback that will be called each time a window.resize event happens or if set, the parent container resizes.
* @default
*/
this.onResize = null;
/**
* @property {object} onResizeContext - The context in which the callback will be called.
* @default
*/
this.onResizeContext = null;
/**
* @property {number} scaleMode - The current scaling method being used.
* @private
*/
this._scaleMode = Phaser.ScaleManager.NO_SCALE;
/**
* @property {number} _width - Cached game width for full screen mode.
* @private
*/
this._width = 0;
/**
* @property {number} _height - Cached game height for full screen mode.
* @private
*/
this._height = 0;
/**
* @property {number} _check - Cached size interval var.
* @private
*/
this._check = null;
/**
* @property {number} _nextParentCheck - The time to run the next parent bounds check.
* @private
*/
this._nextParentCheck = 0;
/**
* @property {object} _parentBounds - The cached result of getBoundingClientRect from the parent.
* @private
*/
this._parentBounds = null;
if (game.config)
{
this.parseConfig(game.config);
}
this.setupScale(width, height);
};
/**
* @constant
* @type {number}
*/
Phaser.ScaleManager.EXACT_FIT = 0;
/**
* @constant
* @type {number}
*/
Phaser.ScaleManager.NO_SCALE = 1;
/**
* @constant
* @type {number}
*/
Phaser.ScaleManager.SHOW_ALL = 2;
/**
* @constant
* @type {number}
*/
Phaser.ScaleManager.RESIZE = 3;
Phaser.ScaleManager.prototype = {
/**
* Parses the Game configuration object.
*
* @method Phaser.ScaleManager#parseConfig
* @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.
*
* @method Phaser.ScaleManager#setupScale
* @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 (typeof this.game.parent === 'object' && 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;
}
else
{
this.parentNode = target;
this.parentIsWindow = false;
this._parentBounds = this.parentNode.getBoundingClientRect();
rect.width = this._parentBounds.width;
rect.height = this._parentBounds.height;
this.offset.set(this._parentBounds.left, this._parentBounds.top);
}
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);
},
/**
* Calculates and sets the game dimensions based on the given width and height.
*
* @method Phaser.ScaleManager#boot
*/
boot: function () {
// Now the canvas has been created we can target it
this.fullScreenTarget = this.game.canvas;
var _this = this;
this._checkOrientation = function(event) {
return _this.checkOrientation(event);
};
this._checkResize = function(event) {
return _this.checkResize(event);
};
this._fullScreenChange = function(event) {
return _this.fullScreenChange(event);
};
window.addEventListener('orientationchange', this._checkOrientation, false);
window.addEventListener('resize', this._checkResize, false);
if (!this.game.device.cocoonJS)
{
document.addEventListener('webkitfullscreenchange', this._fullScreenChange, false);
document.addEventListener('mozfullscreenchange', this._fullScreenChange, false);
document.addEventListener('fullscreenchange', this._fullScreenChange, 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);
},
/**
* Sets the callback that will be called when the window resize event occurs, or if set the parent container changes dimensions.
* Use this to handle responsive game layout options.
* Note that the callback will only be called if the ScaleManager.scaleMode is set to RESIZE.
*
* @method Phaser.ScaleManager#setResizeCallback
* @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;
},
/**
* Set the ScaleManager min and max dimensions in one single callback.
*
* @method setMinMax
* @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.
* @param {number} maxHeight - The maximum height the game is allowed to scale up to.
*/
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.now &lt; this._nextParentCheck)
{
return;
}
if (!this.parentIsWindow)
{
Phaser.Canvas.getOffset(this.game.canvas, this.offset);
if (this._scaleMode === Phaser.ScaleManager.RESIZE)
{
this._parentBounds = this.parentNode.getBoundingClientRect();
if (this._parentBounds.width !== this.width || this._parentBounds.height !== this.height)
{
// The parent has changed size, so we need to adapt
this.updateDimensions(this._parentBounds.width, this._parentBounds.height, true);
}
}
}
this._nextParentCheck = this.game.time.now + this.trackParentInterval;
},
/**
* Called automatically when the game parent dimensions change.
*
* @method updateDimensions
* @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.bounds.width = this.width;
this.bounds.height = this.height;
if (resize)
{
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);
}
this.grid.onResize(width, height);
if (this.onResize)
{
this.onResize.call(this.onResizeContext, this.width, this.height);
}
this.game.state.resize(width, height);
},
/**
* If you need your game to run in only one orientation you can force that to happen.
*
* @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.
*/
forceOrientation: function (forceLandscape, forcePortrait) {
if (typeof forcePortrait === 'undefined') { forcePortrait = false; }
this.forceLandscape = forceLandscape;
this.forcePortrait = forcePortrait;
},
/**
* 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.scaleMode !== Phaser.ScaleManager.NO_SCALE)
{
this.refresh();
}
}
}
else
{
if ((this.forceLandscape && window.innerWidth &lt; window.innerHeight) || (this.forcePortrait && window.innerHeight &lt; window.innerWidth))
{
// Show orientation screen
this.incorrectOrientation = true;
this.enterIncorrectOrientation.dispatch();
if (this.scaleMode !== Phaser.ScaleManager.NO_SCALE)
{
this.refresh();
}
}
}
},
/**
* window.orientationchange event handler.
*
* @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();
}
},
/**
* window.resize event handler.
*
* @method Phaser.ScaleManager#checkResize
* @param {Event} event - The resize event data.
*/
checkResize: 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._scaleMode === Phaser.ScaleManager.RESIZE && this.parentIsWindow)
{
// The window has changed size, so we need to adapt
this.updateDimensions(window.innerWidth, window.innerHeight, true);
}
else if (this._scaleMode === Phaser.ScaleManager.EXACT_FIT || this._scaleMode === Phaser.ScaleManager.SHOW_ALL)
{
this.refresh();
if (this.onResize)
{
this.onResize.call(this.onResizeContext, this.width, this.height);
}
}
this.checkOrientationState();
},
/**
* Re-calculate scale mode and update screen size. This only applies if ScaleMode is not set to RESIZE.
*
* @method Phaser.ScaleManager#refresh
*/
refresh: function () {
// Not needed for RESIZE
if (this.scaleMode === Phaser.ScaleManager.RESIZE)
{
return;
}
// 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);
}
}
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. This is only needed if ScaleMode is not set to RESIZE.
*
* @param {boolean} force - If force is true it will try to resize the game regardless of the document dimensions.
*/
setScreenSize: function (force) {
if (this.scaleMode === Phaser.ScaleManager.RESIZE)
{
return;
}
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 || this._iterations &lt; 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 &lt; this.minWidth)
{
this.width = this.minWidth;
}
if (this.minHeight && this.height &lt; 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 &lt; 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 &lt; 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.offset);
this.bounds.setTo(this.offset.x, this.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.checkOrientationState();
},
reset: function (clearWorld) {
if (clearWorld)
{
this.grid.reset();
}
},
/**
* 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;
}
},
/**
* 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);
}
},
/**
* Destroys the ScaleManager and removes any event listeners.
*
* @method destroy
*/
destroy: function () {
window.removeEventListener('orientationchange', this._checkOrientation, false);
window.removeEventListener('resize', this._checkResize, false);
if (!this.game.device.cocoonJS)
{
document.removeEventListener('webkitfullscreenchange', this._fullScreenChange, false);
document.removeEventListener('mozfullscreenchange', this._fullScreenChange, false);
document.removeEventListener('fullscreenchange', this._fullScreenChange, false);
}
}
};
Phaser.ScaleManager.prototype.constructor = Phaser.ScaleManager;
/**
* @name Phaser.ScaleManager#scaleMode
* @property {number} scaleMode - The scaling method used by the ScaleManager.
*/
Object.defineProperty(Phaser.ScaleManager.prototype, "scaleMode", {
get: function () {
return this._scaleMode;
},
set: function (value) {
if (value !== this._scaleMode)
{
this._scaleMode = value;
}
}
});
/**
* @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);
}
});
</pre>
</article>
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Phaser Copyright © 2012-2014 Photon Storm Ltd.
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