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ScaleMode fix, BitmapData change and Device updates.
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@@ -265,6 +265,12 @@ Phaser.Device = function () {
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*/
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this.pixelRatio = 0;
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/**
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* @property {boolean} littleEndian - Is the device big or little endian? (only detected if the browser supports TypedArrays)
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* @default
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*/
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this.littleEndian = false;
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// Run the checks
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this._checkAudio();
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this._checkBrowser();
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@@ -444,6 +450,11 @@ Phaser.Device.prototype = {
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this.iPhone4 = (this.pixelRatio == 2 && this.iPhone);
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this.iPad = navigator.userAgent.toLowerCase().indexOf('ipad') != -1;
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if (typeof Int8Array !== 'undefined')
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{
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this.littleEndian = new Int8Array(new Int16Array([1]).buffer)[0] > 0;
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}
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},
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/**
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@@ -310,17 +310,15 @@ Phaser.StageScaleMode.prototype = {
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* The optional orientationImage is displayed when the game is in the incorrect orientation.
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* @method Phaser.StageScaleMode#forceOrientation
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* @param {boolean} forceLandscape - true if the game should run in landscape mode only.
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* @param {boolean} forcePortrait - true if the game should run in portrait mode only.
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* @param {string} [forcePortrait=''] - The string of an image in the Phaser.Cache to display when this game is in the incorrect orientation.
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* @param {boolean} [forcePortrait=false] - true if the game should run in portrait mode only.
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* @param {string} [orientationImage=''] - The string of an image in the Phaser.Cache to display when this game is in the incorrect orientation.
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*/
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forceOrientation: function (forceLandscape, forcePortrait, orientationImage) {
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this.forceLandscape = forceLandscape;
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if (typeof forcePortrait === 'undefined') { forcePortrait = false; }
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if (typeof forcePortrait === 'undefined')
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{
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this.forcePortrait = false;
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}
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this.forceLandscape = forceLandscape;
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this.forcePortrait = forcePortrait;
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if (typeof orientationImage !== 'undefined')
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{
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