phaser/docs/ScaleManager.js.html
2014-07-10 20:39:17 +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} width - The native width of the game.
* @param {number} height - The native height of the game.
*/
Phaser.ScaleManager = function (game, width, height) {
/**
* @property {Phaser.Game} game - A reference to the currently running game.
*/
this.game = game;
/**
* @property {number} width - Width of the stage after calculation.
*/
this.width = width;
/**
* @property {number} height - Height of the stage after calculation.
*/
this.height = height;
/**
* @property {number} minWidth - Minimum width the canvas should be scaled to (in pixels).
*/
this.minWidth = null;
/**
* @property {number} maxWidth - Maximum width the canvas should be scaled to (in pixels). If null it will scale to whatever width the browser can handle.
*/
this.maxWidth = null;
/**
* @property {number} minHeight - Minimum height the canvas should be scaled to (in pixels).
*/
this.minHeight = null;
/**
* @property {number} maxHeight - Maximum height the canvas should be scaled to (in pixels). If null it will scale to whatever height the browser can handle.
*/
this.maxHeight = null;
/**
* @property {boolean} forceLandscape - If the game should be forced to use Landscape mode, this is set to true by Game.Stage
* @default
*/
this.forceLandscape = false;
/**
* @property {boolean} forcePortrait - If the game should be forced to use Portrait mode, this is set to true by Game.Stage
* @default
*/
this.forcePortrait = false;
/**
* @property {boolean} incorrectOrientation - If the game should be forced to use a specific orientation and the device currently isn't in that orientation this is set to true.
* @default
*/
this.incorrectOrientation = false;
/**
* @property {boolean} pageAlignHorizontally - If you wish to align your game in the middle of the page then you can set this value to true.
* It will place a re-calculated margin-left pixel value onto the canvas element which is updated on orientation/resizing.
* It doesn't care about any other DOM element that may be on the page, it literally just sets the margin.
* @default
*/
this.pageAlignHorizontally = false;
/**
* @property {boolean} pageAlignVertically - If you wish to align your game in the middle of the page then you can set this value to true.
* It will place a re-calculated margin-left pixel value onto the canvas element which is updated on orientation/resizing.
* It doesn't care about any other DOM element that may be on the page, it literally just sets the margin.
* @default
*/
this.pageAlignVertically = false;
/**
* @property {number} maxIterations - The maximum number of times it will try to resize the canvas to fill the browser.
* @default
*/
this.maxIterations = 5;
/**
* @property {PIXI.Sprite} orientationSprite - The Sprite that is optionally displayed if the browser enters an unsupported orientation.
*/
this.orientationSprite = null;
/**
* @property {Phaser.Signal} enterLandscape - The event that is dispatched when the browser enters landscape orientation.
*/
this.enterLandscape = new Phaser.Signal();
/**
* @property {Phaser.Signal} enterPortrait - The event that is dispatched when the browser enters horizontal orientation.
*/
this.enterPortrait = new Phaser.Signal();
/**
* @property {Phaser.Signal} enterIncorrectOrientation - The event that is dispatched when the browser enters an incorrect orientation, as defined by forceOrientation.
*/
this.enterIncorrectOrientation = new Phaser.Signal();
/**
* @property {Phaser.Signal} leaveIncorrectOrientation - The event that is dispatched when the browser leaves an incorrect orientation, as defined by forceOrientation.
*/
this.leaveIncorrectOrientation = new Phaser.Signal();
/**
* @property {Phaser.Signal} hasResized - The event that is dispatched when the game scale changes.
*/
this.hasResized = new Phaser.Signal();
/**
* This is the DOM element that will have the Full Screen mode called on it. It defaults to the game canvas, but can be retargetted to any valid DOM element.
* If you adjust this property it's up to you to see it has the correct CSS applied, and that you have contained the game canvas correctly.
* Note that if you use a scale property of EXACT_FIT then fullScreenTarget will have its width and height style set to 100%.
* @property {any} fullScreenTarget
*/
this.fullScreenTarget = this.game.canvas;
/**
* @property {Phaser.Signal} enterFullScreen - The event that is dispatched when the browser enters full screen mode (if it supports the FullScreen API).
*/
this.enterFullScreen = new Phaser.Signal();
/**
* @property {Phaser.Signal} leaveFullScreen - The event that is dispatched when the browser leaves full screen mode (if it supports the FullScreen API).
*/
this.leaveFullScreen = new Phaser.Signal();
/**
* @property {number} orientation - The orientation value of the game (as defined by window.orientation if set). 90 = landscape. 0 = portrait.
*/
this.orientation = 0;
if (window['orientation'])
{
this.orientation = window['orientation'];
}
else
{
if (window.outerWidth > window.outerHeight)
{
this.orientation = 90;
}
}
/**
* @property {Phaser.Point} scaleFactor - The scale factor based on the game dimensions vs. the scaled dimensions.
* @readonly
*/
this.scaleFactor = new Phaser.Point(1, 1);
/**
* @property {Phaser.Point} scaleFactorInversed - The inversed scale factor. The displayed dimensions divided by the game dimensions.
* @readonly
*/
this.scaleFactorInversed = new Phaser.Point(1, 1);
/**
* @property {Phaser.Point} margin - If the game canvas is set to align by adjusting the margin, the margin calculation values are stored in this Point.
* @readonly
*/
this.margin = new Phaser.Point(0, 0);
/**
* @property {Phaser.Rectangle} bounds - The bounds of the scaled game. The x/y will match the offset of the canvas element and the width/height the scaled width and height.
* @readonly
*/
this.bounds = new Phaser.Rectangle(0, 0, width, height);
/**
* @property {number} aspectRatio - The aspect ratio of the scaled game.
* @readonly
*/
this.aspectRatio = 0;
/**
* @property {number} sourceAspectRatio - The aspect ratio (width / height) of the original game dimensions.
* @readonly
*/
this.sourceAspectRatio = width / height;
/**
* @property {any} event- The native browser events from full screen API changes.
*/
this.event = null;
/**
* @property {number} scaleMode - The current scaleMode.
*/
this.scaleMode = Phaser.ScaleManager.NO_SCALE;
/*
* @property {number} fullScreenScaleMode - Scale mode to be used in fullScreen
*/
this.fullScreenScaleMode = Phaser.ScaleManager.NO_SCALE;
/**
* @property {number} _startHeight - Internal cache var. Stage height when starting the game.
* @private
*/
this._startHeight = 0;
/**
* @property {number} _width - Cached stage width for full screen mode.
* @private
*/
this._width = 0;
/**
* @property {number} _height - Cached stage height for full screen mode.
* @private
*/
this._height = 0;
/**
* @property {number} _check - Cached size interval var.
* @private
*/
this._check = null;
var _this = this;
window.addEventListener('orientationchange', function (event) {
return _this.checkOrientation(event);
}, false);
window.addEventListener('resize', function (event) {
return _this.checkResize(event);
}, false);
if (!this.game.device.cocoonJS)
{
document.addEventListener('webkitfullscreenchange', function (event) {
return _this.fullScreenChange(event);
}, false);
document.addEventListener('mozfullscreenchange', function (event) {
return _this.fullScreenChange(event);
}, false);
document.addEventListener('fullscreenchange', function (event) {
return _this.fullScreenChange(event);
}, false);
}
};
/**
* @constant
* @type {number}
*/
Phaser.ScaleManager.EXACT_FIT = 0;
/**
* @constant
* @type {number}
*/
Phaser.ScaleManager.NO_SCALE = 1;
/**
* @constant
* @type {number}
*/
Phaser.ScaleManager.SHOW_ALL = 2;
Phaser.ScaleManager.prototype = {
/**
* Tries to enter the browser into full screen mode.
* Please note that this needs to be supported by the web browser and isn't the same thing as setting your game to fill the browser.
* @method Phaser.ScaleManager#startFullScreen
* @param {boolean} antialias - You can toggle the anti-alias feature of the canvas before jumping in to full screen (false = retain pixel art, true = smooth art)
*/
startFullScreen: function (antialias) {
if (this.isFullScreen || !this.game.device.fullscreen)
{
return;
}
if (typeof antialias !== 'undefined' && this.game.renderType === Phaser.CANVAS)
{
this.game.stage.smoothed = antialias;
}
this._width = this.width;
this._height = this.height;
if (this.game.device.fullscreenKeyboard)
{
this.fullScreenTarget[this.game.device.requestFullscreen](Element.ALLOW_KEYBOARD_INPUT);
}
else
{
this.fullScreenTarget[this.game.device.requestFullscreen]();
}
},
/**
* Stops full screen mode if the browser is in it.
* @method Phaser.ScaleManager#stopFullScreen
*/
stopFullScreen: function () {
document[this.game.device.cancelFullscreen]();
},
/**
* Called automatically when the browser enters of leaves full screen mode.
* @method Phaser.ScaleManager#fullScreenChange
* @param {Event} event - The fullscreenchange event
* @protected
*/
fullScreenChange: function (event) {
this.event = event;
if (this.isFullScreen)
{
if (this.fullScreenScaleMode === Phaser.ScaleManager.EXACT_FIT)
{
this.fullScreenTarget.style['width'] = '100%';
this.fullScreenTarget.style['height'] = '100%';
this.width = window.outerWidth;
this.height = window.outerHeight;
this.game.input.scale.setTo(this.game.width / this.width, this.game.height / this.height);
this.aspectRatio = this.width / this.height;
this.scaleFactor.x = this.game.width / this.width;
this.scaleFactor.y = this.game.height / this.height;
this.checkResize();
}
else if (this.fullScreenScaleMode === Phaser.ScaleManager.SHOW_ALL)
{
this.setShowAll();
this.refresh();
}
this.enterFullScreen.dispatch(this.width, this.height);
}
else
{
this.fullScreenTarget.style['width'] = this.game.width + 'px';
this.fullScreenTarget.style['height'] = this.game.height + 'px';
this.width = this._width;
this.height = this._height;
this.game.input.scale.setTo(this.game.width / this.width, this.game.height / this.height);
this.aspectRatio = this.width / this.height;
this.scaleFactor.x = this.game.width / this.width;
this.scaleFactor.y = this.game.height / this.height;
this.leaveFullScreen.dispatch(this.width, this.height);
}
},
/**
* If you need your game to run in only one orientation you can force that to happen.
* The optional orientationImage is displayed when the game is in the incorrect orientation.
* @method Phaser.ScaleManager#forceOrientation
* @param {boolean} forceLandscape - true if the game should run in landscape mode only.
* @param {boolean} [forcePortrait=false] - true if the game should run in portrait mode only.
* @param {string} [orientationImage=''] - The string of an image in the Phaser.Cache to display when this game is in the incorrect orientation.
*/
forceOrientation: function (forceLandscape, forcePortrait, orientationImage) {
if (typeof forcePortrait === 'undefined') { forcePortrait = false; }
this.forceLandscape = forceLandscape;
this.forcePortrait = forcePortrait;
if (typeof orientationImage !== 'undefined')
{
if (orientationImage === null || this.game.cache.checkImageKey(orientationImage) === false)
{
orientationImage = '__default';
}
this.orientationSprite = new Phaser.Image(this.game, this.game.width / 2, this.game.height / 2, PIXI.TextureCache[orientationImage]);
this.orientationSprite.anchor.set(0.5);
this.checkOrientationState();
if (this.incorrectOrientation)
{
this.orientationSprite.visible = true;
this.game.world.visible = false;
}
else
{
this.orientationSprite.visible = false;
this.game.world.visible = true;
}
this.game.stage.addChild(this.orientationSprite);
}
},
/**
* Checks if the browser is in the correct orientation for your game (if forceLandscape or forcePortrait have been set)
* @method Phaser.ScaleManager#checkOrientationState
*/
checkOrientationState: function () {
// They are in the wrong orientation
if (this.incorrectOrientation)
{
if ((this.forceLandscape && window.innerWidth > window.innerHeight) || (this.forcePortrait && window.innerHeight > window.innerWidth))
{
// Back to normal
this.incorrectOrientation = false;
this.leaveIncorrectOrientation.dispatch();
if (this.orientationSprite)
{
this.orientationSprite.visible = false;
this.game.world.visible = true;
}
if (this.scaleMode !== Phaser.ScaleManager.NO_SCALE)
{
this.refresh();
}
}
}
else
{
if ((this.forceLandscape && window.innerWidth &lt; window.innerHeight) || (this.forcePortrait && window.innerHeight &lt; window.innerWidth))
{
// Show orientation screen
this.incorrectOrientation = true;
this.enterIncorrectOrientation.dispatch();
if (this.orientationSprite && this.orientationSprite.visible === false)
{
this.orientationSprite.visible = true;
this.game.world.visible = false;
}
if (this.scaleMode !== Phaser.ScaleManager.NO_SCALE)
{
this.refresh();
}
}
}
},
/**
* Handle window.orientationchange events
* @method Phaser.ScaleManager#checkOrientation
* @param {Event} event - The orientationchange event data.
*/
checkOrientation: function (event) {
this.event = event;
this.orientation = window['orientation'];
if (this.isLandscape)
{
this.enterLandscape.dispatch(this.orientation, true, false);
}
else
{
this.enterPortrait.dispatch(this.orientation, false, true);
}
if (this.scaleMode !== Phaser.ScaleManager.NO_SCALE)
{
this.refresh();
}
},
/**
* Handle window.resize events
* @method Phaser.ScaleManager#checkResize
* @param {Event} event - The resize event data.
*/
checkResize: function (event) {
this.event = event;
if (window.outerWidth > window.outerHeight)
{
this.orientation = 90;
}
else
{
this.orientation = 0;
}
if (this.isLandscape)
{
this.enterLandscape.dispatch(this.orientation, true, false);
}
else
{
this.enterPortrait.dispatch(this.orientation, false, true);
}
if (this.scaleMode !== Phaser.ScaleManager.NO_SCALE)
{
this.refresh();
}
this.checkOrientationState();
},
/**
* Re-calculate scale mode and update screen size.
* @method Phaser.ScaleManager#refresh
*/
refresh: function () {
// We can't do anything about the status bars in iPads, web apps or desktops
if (!this.game.device.iPad && !this.game.device.webApp && !this.game.device.desktop)
{
// TODO - Test this
// this._startHeight = window.innerHeight;
if (this.game.device.android && !this.game.device.chrome)
{
window.scrollTo(0, 1);
}
else
{
window.scrollTo(0, 0);
}
}
if (this._check === null && this.maxIterations > 0)
{
this._iterations = this.maxIterations;
var _this = this;
this._check = window.setInterval(function () {
return _this.setScreenSize();
}, 10);
this.setScreenSize();
}
},
/**
* Set screen size automatically based on the scaleMode.
* @param {boolean} force - If force is true it will try to resize the game regardless of the document dimensions.
*/
setScreenSize: function (force) {
if (typeof force === 'undefined')
{
force = false;
}
if (!this.game.device.iPad && !this.game.device.webApp && !this.game.device.desktop)
{
if (this.game.device.android && !this.game.device.chrome)
{
window.scrollTo(0, 1);
}
else
{
window.scrollTo(0, 0);
}
}
this._iterations--;
if (force || window.innerHeight > this._startHeight || this._iterations &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.game.stage.offset);
this.bounds.setTo(this.game.stage.offset.x, this.game.stage.offset.y, this.width, this.height);
this.aspectRatio = this.width / this.height;
this.scaleFactor.x = this.game.width / this.width;
this.scaleFactor.y = this.game.height / this.height;
this.scaleFactorInversed.x = this.width / this.game.width;
this.scaleFactorInversed.y = this.height / this.game.height;
this.hasResized.dispatch(this.width, this.height);
this.checkOrientationState();
},
/**
* Sets this.width equal to window.innerWidth and this.height equal to window.innerHeight
* @method Phaser.ScaleManager#setMaximum
*/
setMaximum: function () {
this.width = window.innerWidth;
this.height = window.innerHeight;
},
/**
* Calculates the multiplier needed to scale the game proportionally.
* @method Phaser.ScaleManager#setShowAll
*/
setShowAll: function () {
var multiplier = Math.min((window.innerHeight / this.game.height), (window.innerWidth / this.game.width));
this.width = Math.round(this.game.width * multiplier);
this.height = Math.round(this.game.height * multiplier);
},
/**
* Sets the width and height values of the canvas, no larger than the maxWidth/Height.
* @method Phaser.ScaleManager#setExactFit
*/
setExactFit: function () {
var availableWidth = window.innerWidth;
var availableHeight = window.innerHeight;
if (this.maxWidth && availableWidth > this.maxWidth)
{
this.width = this.maxWidth;
}
else
{
this.width = availableWidth;
}
if (this.maxHeight && availableHeight > this.maxHeight)
{
this.height = this.maxHeight;
}
else
{
this.height = availableHeight;
}
}
};
Phaser.ScaleManager.prototype.constructor = Phaser.ScaleManager;
/**
* @name Phaser.ScaleManager#isFullScreen
* @property {boolean} isFullScreen - Returns true if the browser is in full screen mode, otherwise false.
* @readonly
*/
Object.defineProperty(Phaser.ScaleManager.prototype, "isFullScreen", {
get: function () {
return (document['fullscreenElement'] || document['mozFullScreenElement'] || document['webkitFullscreenElement']);
}
});
/**
* @name Phaser.ScaleManager#isPortrait
* @property {boolean} isPortrait - Returns true if the browser dimensions match a portrait display.
* @readonly
*/
Object.defineProperty(Phaser.ScaleManager.prototype, "isPortrait", {
get: function () {
return (this.orientation === 0 || this.orientation === 180);
}
});
/**
* @name Phaser.ScaleManager#isLandscape
* @property {boolean} isLandscape - Returns true if the browser dimensions match a landscape display.
* @readonly
*/
Object.defineProperty(Phaser.ScaleManager.prototype, "isLandscape", {
get: function () {
return (this.orientation === 90 || this.orientation === -90);
}
});
</pre>
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