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