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<h1 class="page-title">Source: core/ScaleManager.js</h1>
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<section>
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<article>
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<pre class="sunlight-highlight-javascript linenums">/**
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* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2014 Photon Storm Ltd.
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* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
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*/
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/**
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* The ScaleManager object is responsible for helping you manage the scaling, resizing and alignment of your game within the browser.
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*
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* @class Phaser.ScaleManager
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* @constructor
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* @param {Phaser.Game} game - A reference to the currently running game.
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* @param {number} width - The native width of the game.
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* @param {number} height - The native height of the game.
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*/
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Phaser.ScaleManager = function (game, width, height) {
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/**
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* @property {Phaser.Game} game - A reference to the currently running game.
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*/
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this.game = game;
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|
/**
|
|
* @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 seto to align by adjusting the margin, the margin calculation values are stored in this Point.
|
|
* @readonly
|
|
*/
|
|
this.margin = new Phaser.Point(0, 0);
|
|
|
|
/**
|
|
* @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;
|
|
|
|
var _this = this;
|
|
|
|
window.addEventListener('orientationchange', function (event) {
|
|
return _this.checkOrientation(event);
|
|
}, false);
|
|
|
|
window.addEventListener('resize', function (event) {
|
|
return _this.checkResize(event);
|
|
}, false);
|
|
|
|
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 () {
|
|
|
|
this.fullScreenTarget[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 === false && this.game.device.webApp === false && this.game.device.desktop === false)
|
|
{
|
|
if (this.game.device.android && this.game.device.chrome === false)
|
|
{
|
|
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 === false && this.game.device.webApp === false && this.game.device.desktop === false)
|
|
{
|
|
if (this.game.device.android && this.game.device.chrome === false)
|
|
{
|
|
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 === true)
|
|
{
|
|
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 === false)
|
|
{
|
|
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 === false)
|
|
{
|
|
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 === false)
|
|
{
|
|
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.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;
|
|
}
|
|
|
|
});
|
|
</pre>
|
|
</article>
|
|
</section>
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|
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</div>
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<div class="clearfix"></div>
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<footer>
|
|
|
|
|
|
<span class="copyright">
|
|
Phaser Copyright © 2012-2014 Photon Storm Ltd.
|
|
</span>
|
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<br />
|
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<span class="jsdoc-message">
|
|
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
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on Fri Apr 11 2014 13:25:03 GMT+0100 (BST) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
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</span>
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</footer>
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