Files
phaser/TS Source/system/StageScaleMode.js
T
2013-08-28 07:02:57 +01:00

345 lines
14 KiB
JavaScript

/// <reference path="../_definitions.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
*/
var Phaser;
(function (Phaser) {
var StageScaleMode = (function () {
/**
* StageScaleMode constructor
*/
function StageScaleMode(game, width, height) {
var _this = this;
/**
* Stage height when start the game.
* @type {number}
*/
this._startHeight = 0;
/**
* If the game should be forced to use Landscape mode, this is set to true by Game.Stage
* @type {bool}
*/
this.forceLandscape = false;
/**
* If the game should be forced to use Portrait mode, this is set to true by Game.Stage
* @type {bool}
*/
this.forcePortrait = 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}
*/
this.incorrectOrientation = 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}
*/
this.pageAlignHorizontally = 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}
*/
this.pageAlignVeritcally = false;
/**
* Minimum width the canvas should be scaled to (in pixels)
* @type {number}
*/
this.minWidth = 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}
*/
this.maxWidth = null;
/**
* Minimum height the canvas should be scaled to (in pixels)
* @type {number}
*/
this.minHeight = 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}
*/
this.maxHeight = null;
/**
* Width of the stage after calculation.
* @type {number}
*/
this.width = 0;
/**
* Height of the stage after calculation.
* @type {number}
*/
this.height = 0;
/**
* The maximum number of times it will try to resize the canvas to fill the browser (default is 5)
* @type {number}
*/
this.maxIterations = 5;
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', function (event) {
return _this.checkOrientation(event);
}, false);
window.addEventListener('resize', function (event) {
return _this.checkResize(event);
}, false);
}
StageScaleMode.EXACT_FIT = 0;
StageScaleMode.NO_SCALE = 1;
StageScaleMode.SHOW_ALL = 2;
Object.defineProperty(StageScaleMode.prototype, "isFullScreen", {
get: // Full Screen API calls
function () {
if(document['fullscreenElement'] === null || document['mozFullScreenElement'] === null || document['webkitFullscreenElement'] === null) {
return false;
}
return true;
},
enumerable: true,
configurable: true
});
StageScaleMode.prototype.startFullScreen = function () {
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']();
}
};
StageScaleMode.prototype.stopFullScreen = function () {
if(document['cancelFullScreen']) {
document['cancelFullScreen']();
} else if(document['mozCancelFullScreen']) {
document['mozCancelFullScreen']();
} else if(document['webkitCancelFullScreen']) {
document['webkitCancelFullScreen']();
}
};
StageScaleMode.prototype.update = /**
* The core update loop, called by Phaser.Stage
*/
function () {
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();
}
*/
};
StageScaleMode.prototype.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.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();
}
}
};
Object.defineProperty(StageScaleMode.prototype, "isPortrait", {
get: function () {
return this.orientation == 0 || this.orientation == 180;
},
enumerable: true,
configurable: true
});
Object.defineProperty(StageScaleMode.prototype, "isLandscape", {
get: function () {
return this.orientation === 90 || this.orientation === -90;
},
enumerable: true,
configurable: true
});
StageScaleMode.prototype.checkOrientation = /**
* Handle window.orientationchange events
*/
function (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();
}
};
StageScaleMode.prototype.checkResize = /**
* Handle window.resize events
*/
function (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();
}
};
StageScaleMode.prototype.refresh = /**
* Re-calculate scale mode and update screen size.
*/
function () {
var _this = this;
// 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(function () {
return _this.setScreenSize();
}, 10);
this.setScreenSize();
}
};
StageScaleMode.prototype.setScreenSize = /**
* Set screen size automatically based on the scaleMode.
*/
function (force) {
if (typeof force === "undefined") { force = 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;
}
};
StageScaleMode.prototype.setSize = function () {
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;
};
StageScaleMode.prototype.setMaximum = function () {
this.width = window.innerWidth;
this.height = window.innerHeight;
};
StageScaleMode.prototype.setShowAll = function () {
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);
};
StageScaleMode.prototype.setExactFit = function () {
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;
}
};
return StageScaleMode;
})();
Phaser.StageScaleMode = StageScaleMode;
})(Phaser || (Phaser = {}));