Files
phaser/Phaser/system/StageScaleMode.ts
T

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14 KiB
TypeScript

/// <reference path="../Game.ts" />
/**
* 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: Game) {
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 Vec2(1, 1);
this.aspectRatio = 0;
window.addEventListener('orientationchange', (event) => this.checkOrientation(event), false);
window.addEventListener('resize', (event) => this.checkResize(event), false);
}
/**
* Local private reference to game.
*/
private _game: 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 {Boolean}
*/
public forceLandscape: bool = false;
/**
* If the game should be forced to use Portrait mode, this is set to true by Game.Stage
* @type {Boolean}
*/
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 {Boolean}
*/
public incorrectOrientation: 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 scale factor of the scaled game width
* @type {Vec2}
*/
public scaleFactor: 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._game.stage.scaleMode !== 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 = '5000px';
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._iterations = 40;
this._check = window.setInterval(() => this.setScreenSize(), 10);
this.setScreenSize();
}
}
/**
* Set screen size automatically based on the scaleMode.
*/
private setScreenSize() {
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 (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.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.scaleX = this._game.stage.width / this.width;
this._game.input.scaleY = this._game.stage.height / this.height;
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;
//this.scaleFactor.x = this.width / this._game.stage.width;
//this.scaleFactor.y = this.height / this._game.stage.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;
}
}
}
}