/// /** * Phaser - StageScaleMode * * This class controls the scaling of your game. On mobile devices it will also remove the URL bar and allow * you to maintain proportion and aspect ratio. * The resizing method is based on a technique taken from Viewporter v2.0 by Zynga Inc. http://github.com/zynga/viewporter */ module Phaser { export class StageScaleMode { /** * StageScaleMode constructor */ constructor(game: Phaser.Game, width: number, height: number) { this.game = game; this.enterLandscape = new Phaser.Signal; this.enterPortrait = new Phaser.Signal; if (window['orientation']) { this.orientation = window['orientation']; } else { if (window.outerWidth > window.outerHeight) { this.orientation = 90; } else { this.orientation = 0; } } this.scaleFactor = new Phaser.Vec2(1, 1); this.aspectRatio = 0; this.minWidth = width; this.minHeight = height; this.maxWidth = width; this.maxHeight = height; window.addEventListener('orientationchange', (event) => this.checkOrientation(event), false); window.addEventListener('resize', (event) => this.checkResize(event), false); } /** * Local reference to Game. */ public game: Phaser.Game; /** * Stage height when start the game. * @type {number} */ private _startHeight: number = 0; private _iterations: number; private _check; /** * Specifies that the game be visible in the specified area without trying to preserve the original aspect ratio. * @type {number} */ public static EXACT_FIT: number = 0; /** * Specifies that the size of the game be fixed, so that it remains unchanged even if the size of the window changes. * @type {number} */ public static NO_SCALE: number = 1; /** * Specifies that the entire game be visible in the specified area without distortion while maintaining the original aspect ratio. * @type {number} */ public static SHOW_ALL: number = 2; /** * If the game should be forced to use Landscape mode, this is set to true by Game.Stage * @type {bool} */ public forceLandscape: bool = false; /** * If the game should be forced to use Portrait mode, this is set to true by Game.Stage * @type {bool} */ public forcePortrait: bool = false; /** * 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. * @type {bool} */ public incorrectOrientation: bool = false; /** * 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. * @type {bool} */ public pageAlignHorizontally: bool = false; /** * 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. * @type {bool} */ public pageAlignVeritcally: bool = false; /** * Minimum width the canvas should be scaled to (in pixels) * @type {number} */ public minWidth: number = null; /** * Maximum width the canvas should be scaled to (in pixels). * If null it will scale to whatever width the browser can handle. * @type {number} */ public maxWidth: number = null; /** * Minimum height the canvas should be scaled to (in pixels) * @type {number} */ public minHeight: number = null; /** * Maximum height the canvas should be scaled to (in pixels). * If null it will scale to whatever height the browser can handle. * @type {number} */ public maxHeight: number = null; /** * Width of the stage after calculation. * @type {number} */ public width: number = 0; /** * Height of the stage after calculation. * @type {number} */ public height: number = 0; /** * Asperct ratio of the scaled game size (width / height) * @type {number} */ public aspectRatio: number; /** * The maximum number of times it will try to resize the canvas to fill the browser (default is 5) * @type {number} */ public maxIterations: number = 5; /** * The scale factor of the scaled game width * @type {Vec2} */ public scaleFactor: Phaser.Vec2; /** * Window orientation angle (90 and -90 are landscape, 0 and 80 are portrait) * @type {number} */ public orientation: number; /** * A Signal that is dispatched when the device enters landscape orientation from portrait * @type {Signal} */ public enterLandscape: Phaser.Signal; /** * A Signal that is dispatched when the device enters portrait orientation from landscape * @type {Signal} */ public enterPortrait: Phaser.Signal; // Full Screen API calls public get isFullScreen(): bool { if (document['fullscreenElement'] === null|| document['mozFullScreenElement'] === null|| document['webkitFullscreenElement'] === null) { return false; } return true; } public startFullScreen() { if (this.isFullScreen) { return; } var element = this.game.stage.canvas; if (element['requestFullScreen']) { element['requestFullScreen'](); } else if(element['mozRequestFullScreen']) { element['mozRequestFullScreen'](); } else if (element['webkitRequestFullScreen']) { element['webkitRequestFullScreen'](); } } public stopFullScreen() { if (document['cancelFullScreen']) { document['cancelFullScreen'](); } else if (document['mozCancelFullScreen']) { document['mozCancelFullScreen'](); } else if (document['webkitCancelFullScreen']) { document['webkitCancelFullScreen'](); } } /** * The core update loop, called by Phaser.Stage */ public update() { if (this.forceLandscape || this.forcePortrait) { this.checkOrientationState(); } /* if (this.game.stage.scaleMode !== Phaser.StageScaleMode.NO_SCALE && (window.innerWidth !== this.width || window.innerHeight !== this.height)) { this.refresh(); } if (this.forceLandscape || this.forcePortrait) { this.checkOrientationState(); } */ } private checkOrientationState() { // 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.game.paused = false; this.incorrectOrientation = false; this.refresh(); } } else { if ((this.forceLandscape && window.innerWidth < window.innerHeight) || (this.forcePortrait && window.innerHeight < window.innerWidth)) { // Show orientation screen this.game.paused = true; this.incorrectOrientation = true; this.refresh(); } } } public get isPortrait(): bool { return this.orientation == 0 || this.orientation == 180; } public get isLandscape(): bool { return this.orientation === 90 || this.orientation === -90; } /** * Handle window.orientationchange events */ private checkOrientation(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.game.stage.scaleMode !== StageScaleMode.NO_SCALE) { this.refresh(); } } /** * Handle window.resize events */ private checkResize(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.game.stage.scaleMode !== StageScaleMode.NO_SCALE) { this.refresh(); } } /** * Re-calculate scale mode and update screen size. */ private refresh() { // 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) { document.documentElement['style'].minHeight = '2000px'; this._startHeight = window.innerHeight; 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; this._check = window.setInterval(() => this.setScreenSize(), 10); this.setScreenSize(); } } /** * Set screen size automatically based on the scaleMode. */ public setScreenSize(force: bool = 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.game.stage.scaleMode == StageScaleMode.EXACT_FIT) { this.setExactFit(); } else if (this.game.stage.scaleMode == StageScaleMode.SHOW_ALL) { this.setShowAll(); } this.setSize(); clearInterval(this._check); this._check = null; } } private setSize() { 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.stage.canvas.style.width = this.width + 'px'; this.game.stage.canvas.style.height = this.height + 'px'; this.game.input.scale.setTo(this.game.stage.width / this.width, this.game.stage.height / this.height); if (this.pageAlignHorizontally) { if (this.width < window.innerWidth && this.incorrectOrientation == false) { this.game.stage.canvas.style.marginLeft = Math.round((window.innerWidth - this.width) / 2) + 'px'; } else { this.game.stage.canvas.style.marginLeft = '0px'; } } if (this.pageAlignVeritcally) { if (this.height < window.innerHeight && this.incorrectOrientation == false) { this.game.stage.canvas.style.marginTop = Math.round((window.innerHeight - this.height) / 2) + 'px'; } else { this.game.stage.canvas.style.marginTop = '0px'; } } this.game.stage.getOffset(this.game.stage.canvas); this.aspectRatio = this.width / this.height; this.scaleFactor.x = this.game.stage.width / this.width; this.scaleFactor.y = this.game.stage.height / this.height; } private setMaximum() { this.width = window.innerWidth; this.height = window.innerHeight; } private setShowAll() { var multiplier = Math.min((window.innerHeight / this.game.stage.height), (window.innerWidth / this.game.stage.width)); this.width = Math.round(this.game.stage.width * multiplier); this.height = Math.round(this.game.stage.height * multiplier); } private setExactFit() { if (this.maxWidth && window.innerWidth > this.maxWidth) { this.width = this.maxWidth; } else { this.width = window.innerWidth; } if (this.maxHeight && window.innerHeight > this.maxHeight) { this.height = this.maxHeight; } else { this.height = window.innerHeight; } } } }