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A fast, free and fun HTML5 Game Framework for Desktop and Mobile web browsers.

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<!DOCTYPE html> <html lang="en"> <head> <meta charset="utf-8"> <title>Phaser Source: core/ScaleManager.js</title> <!--[if lt IE 9]> <script src="//html5shiv.googlecode.com/svn/trunk/html5.js"></script> <![endif]--> <link type="text/css" rel="stylesheet" href="styles/sunlight.default.css"> <link type="text/css" rel="stylesheet" href="styles/site.cerulean.css"> </head> <body> <div class="container-fluid"> <div class="navbar navbar-fixed-top navbar-inverse"> <div class="navbar-inner"> <a class="brand" href="index.html">Phaser</a> <ul class="nav"> <li class="dropdown"> <a href="namespaces.list.html" class="dropdown-toggle" data-toggle="dropdown">Namespaces<b class="caret"></b></a> <ul class="dropdown-menu "> <li class="class-depth-0"> <a href="Phaser.html">Phaser</a> </li> </ul> </li> <li class="dropdown"> <a href="classes.list.html" class="dropdown-toggle" data-toggle="dropdown">Classes<b class="caret"></b></a> <ul class="dropdown-menu "> <li class="class-depth-1"> <a 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&lt;rich@photonstorm.com> * @copyright 2014 Photon Storm Ltd. * @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License} */ /** * The ScaleManager object is responsible for helping you manage the scaling, resizing and alignment of your game within the browser. * * @class Phaser.ScaleManager * @constructor * @param {Phaser.Game} game - A reference to the currently running game. * @param {number|string} width - The width of the game. * @param {number|string} height - The height of the game. */ Phaser.ScaleManager = function (game, width, height) { /** * @property {Phaser.Game} game - A reference to the currently running game. */ this.game = game; /** * @property {Phaser.FlexGrid} grid - EXPERIMENTAL: A responsive grid on which you can align game objects. */ this.grid = null; /** * @property {number} width - Width of the game after calculation. */ this.width = 0; /** * @property {number} height - Height of the game after calculation. */ this.height = 0; /** * @property {number} minWidth - Minimum width the canvas should be scaled to (in pixels). */ this.minWidth = null; /** * @property {number} maxWidth - Maximum width the canvas should be scaled to (in pixels). If null it will scale to whatever width the browser can handle. */ this.maxWidth = null; /** * @property {number} minHeight - Minimum height the canvas should be scaled to (in pixels). */ this.minHeight = null; /** * @property {number} maxHeight - Maximum height the canvas should be scaled to (in pixels). If null it will scale to whatever height the browser can handle. */ this.maxHeight = null; /** * @property {Phaser.Point} offset - Holds the offset coordinates of the Game.canvas from the top-left of the browser window (used by Input and other classes) */ this.offset = new Phaser.Point(); /** * @property {boolean} forceLandscape - Set to `true` if the game should only run in a landscape orientation. * @default */ this.forceLandscape = false; /** * @property {boolean} forcePortrait - Set to `true` if the game should only run in a portrait orientation. * @default */ this.forcePortrait = false; /** * @property {boolean} incorrectOrientation - If `forceLandscape` or `forcePortrait` are true and the browser doesn't match that orientation this is set to `true`. * @default */ this.incorrectOrientation = false; /** * @property {boolean} pageAlignHorizontally - 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 events. * It doesn't care about any other DOM element that may be on the page, it literally just sets the margin. * @default */ this.pageAlignHorizontally = false; /** * @property {boolean} pageAlignVertically - 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 events. * It doesn't care about any other DOM element that may be on the page, it literally just sets the margin. * @default */ this.pageAlignVertically = false; /** * @property {number} maxIterations - The maximum number of times it will try to resize the canvas to fill the browser. * @default */ this.maxIterations = 5; /** * @property {Phaser.Signal} enterLandscape - The event that is dispatched when the browser enters landscape orientation having been in portrait. */ this.enterLandscape = new Phaser.Signal(); /** * @property {Phaser.Signal} enterPortrait - The event that is dispatched when the browser enters portrait orientation having been in landscape. */ this.enterPortrait = new Phaser.Signal(); /** * @property {Phaser.Signal} enterIncorrectOrientation - The event that is dispatched when the browser enters an incorrect orientation, as defined by forceOrientation. */ this.enterIncorrectOrientation = new Phaser.Signal(); /** * @property {Phaser.Signal} leaveIncorrectOrientation - The event that is dispatched when the browser leaves an incorrect orientation, as defined by forceOrientation. */ this.leaveIncorrectOrientation = new Phaser.Signal(); /** * This is the DOM element that will have the Full Screen mode called on it. It defaults to the game canvas, but can be retargetted to any valid DOM element. * If you adjust this property it's up to you to see it has the correct CSS applied, and that you have contained the game canvas correctly. * Note that if you use a scale property of EXACT_FIT then fullScreenTarget will have its width and height style set to 100%. * @property {any} fullScreenTarget */ this.fullScreenTarget = null; /** * @property {Phaser.Signal} enterFullScreen - The event that is dispatched when the browser enters full screen mode (if it supports the FullScreen API). */ this.enterFullScreen = new Phaser.Signal(); /** * @property {Phaser.Signal} leaveFullScreen - The event that is dispatched when the browser leaves full screen mode (if it supports the FullScreen API). */ this.leaveFullScreen = new Phaser.Signal(); /** * @property {number} orientation - The orientation value of the game (as defined by window.orientation if set). 90 = landscape. 0 = portrait. */ this.orientation = 0; if (window['orientation']) { this.orientation = window['orientation']; } else { if (window.outerWidth > window.outerHeight) { this.orientation = 90; } } /** * @property {Phaser.Point} scaleFactor - The scale factor based on the game dimensions vs. the scaled dimensions. * @readonly */ this.scaleFactor = new Phaser.Point(1, 1); /** * @property {Phaser.Point} scaleFactorInversed - The inversed scale factor. The displayed dimensions divided by the game dimensions. * @readonly */ this.scaleFactorInversed = new Phaser.Point(1, 1); /** * @property {Phaser.Point} margin - If the game canvas is set to align by adjusting the margin, the margin calculation values are stored in this Point. * @readonly */ this.margin = new Phaser.Point(0, 0); /** * @property {Phaser.Rectangle} bounds - The bounds of the scaled game. The x/y will match the offset of the canvas element and the width/height the scaled width and height. * @readonly */ this.bounds = new Phaser.Rectangle(); /** * @property {number} aspectRatio - The aspect ratio of the scaled game. * @readonly */ this.aspectRatio = 0; /** * @property {number} sourceAspectRatio - The aspect ratio (width / height) of the original game dimensions. * @readonly */ this.sourceAspectRatio = 0; /** * @property {any} event- The native browser events from full screen API changes. */ this.event = null; /* * @property {number} fullScreenScaleMode - Scale mode to be used in fullScreen */ this.fullScreenScaleMode = Phaser.ScaleManager.NO_SCALE; /** * @property {boolean} parentIsWindow - If the parent container of the game is the browser window, rather than a div, this is set to `true`. * @readonly */ this.parentIsWindow = false; /** * @property {object} parentNode - The fully parsed parent container of the game. If the parent is the browser window this will be `null`. * @readonly */ this.parentNode = null; /** * @property {Phaser.Point} parentScaleFactor - The scale of the game in relation to its parent container. * @readonly */ this.parentScaleFactor = new Phaser.Point(1, 1); /** * @property {number} trackParentInterval - The interval (in ms) upon which the ScaleManager checks if the parent has changed dimensions. Only applies if scaleMode = RESIZE and the game is contained within another html element. * @default */ this.trackParentInterval = 2000; /** * @property {function} onResize - The callback that will be called each time a window.resize event happens or if set, the parent container resizes. * @default */ this.onResize = null; /** * @property {object} onResizeContext - The context in which the callback will be called. * @default */ this.onResizeContext = null; /** * @property {number} scaleMode - The current scaling method being used. * @private */ this._scaleMode = Phaser.ScaleManager.NO_SCALE; /** * @property {number} _width - Cached game width for full screen mode. * @private */ this._width = 0; /** * @property {number} _height - Cached game height for full screen mode. * @private */ this._height = 0; /** * @property {number} _check - Cached size interval var. * @private */ this._check = null; /** * @property {number} _nextParentCheck - The time to run the next parent bounds check. * @private */ this._nextParentCheck = 0; /** * @property {object} _parentBounds - The cached result of getBoundingClientRect from the parent. * @private */ this._parentBounds = null; if (game.config) { this.parseConfig(game.config); } this.setupScale(width, height); }; /** * @constant * @type {number} */ Phaser.ScaleManager.EXACT_FIT = 0; /** * @constant * @type {number} */ Phaser.ScaleManager.NO_SCALE = 1; /** * @constant * @type {number} */ Phaser.ScaleManager.SHOW_ALL = 2; /** * @constant * @type {number} */ Phaser.ScaleManager.RESIZE = 3; Phaser.ScaleManager.prototype = { /** * Parses the Game configuration object. * * @method Phaser.ScaleManager#parseConfig * @param {object} config - The game configuration object. */ parseConfig: function (config) { if (config['scaleMode']) { this.scaleMode = config['scaleMode']; } if (config['fullScreenScaleMode']) { this.fullScreenScaleMode = config['fullScreenScaleMode']; } if (config['fullScreenTarget']) { this.fullScreenTarget = config['fullScreenTarget']; } }, /** * Calculates and sets the game dimensions based on the given width and height. * * @method Phaser.ScaleManager#setupScale * @param {number|string} width - The width of the game. * @param {number|string} height - The height of the game. */ setupScale: function (width, height) { var target; var rect = new Phaser.Rectangle(); if (this.game.parent !== '') { if (typeof this.game.parent === 'string') { // hopefully an element ID target = document.getElementById(this.game.parent); } else if (typeof this.game.parent === 'object' && this.game.parent.nodeType === 1) { // quick test for a HTMLelement target = this.game.parent; } } // Fallback, covers an invalid ID and a non HTMLelement object if (!target) { // Use the full window this.parentNode = null; this.parentIsWindow = true; rect.width = window.innerWidth; rect.height = window.innerHeight; } else { this.parentNode = target; this.parentIsWindow = false; this._parentBounds = this.parentNode.getBoundingClientRect(); rect.width = this._parentBounds.width; rect.height = this._parentBounds.height; this.offset.set(this._parentBounds.left, this._parentBounds.top); } var newWidth = 0; var newHeight = 0; if (typeof width === 'number') { newWidth = width; } else { // Percentage based this.parentScaleFactor.x = parseInt(width, 10) / 100; newWidth = rect.width * this.parentScaleFactor.x; } if (typeof height === 'number') { newHeight = height; } else { // Percentage based this.parentScaleFactor.y = parseInt(height, 10) / 100; newHeight = rect.height * this.parentScaleFactor.y; } this.grid = new Phaser.FlexGrid(this, newWidth, newHeight); this.updateDimensions(newWidth, newHeight, false); }, /** * Calculates and sets the game dimensions based on the given width and height. * * @method Phaser.ScaleManager#boot */ boot: function () { // Now the canvas has been created we can target it this.fullScreenTarget = this.game.canvas; var _this = this; this._checkOrientation = function(event) { return _this.checkOrientation(event); }; this._checkResize = function(event) { return _this.checkResize(event); }; this._fullScreenChange = function(event) { return _this.fullScreenChange(event); }; window.addEventListener('orientationchange', this._checkOrientation, false); window.addEventListener('resize', this._checkResize, false); if (!this.game.device.cocoonJS) { document.addEventListener('webkitfullscreenchange', this._fullScreenChange, false); document.addEventListener('mozfullscreenchange', this._fullScreenChange, false); document.addEventListener('fullscreenchange', this._fullScreenChange, false); } this.updateDimensions(this.width, this.height, true); Phaser.Canvas.getOffset(this.game.canvas, this.offset); this.bounds.setTo(this.offset.x, this.offset.y, this.width, this.height); }, /** * Sets the callback that will be called when the window resize event occurs, or if set the parent container changes dimensions. * Use this to handle responsive game layout options. * Note that the callback will only be called if the ScaleManager.scaleMode is set to RESIZE. * * @method Phaser.ScaleManager#setResizeCallback * @param {function} callback - The callback that will be called each time a window.resize event happens or if set, the parent container resizes. * @param {object} context - The context in which the callback will be called. */ setResizeCallback: function (callback, context) { this.onResize = callback; this.onResizeContext = context; }, /** * Set the ScaleManager min and max dimensions in one single callback. * * @method setMinMax * @param {number} minWidth - The minimum width the game is allowed to scale down to. * @param {number} minHeight - The minimum height the game is allowed to scale down to. * @param {number} maxWidth - The maximum width the game is allowed to scale up to. * @param {number} maxHeight - The maximum height the game is allowed to scale up to. */ setMinMax: function (minWidth, minHeight, maxWidth, maxHeight) { this.minWidth = minWidth; this.minHeight = minHeight; if (typeof maxWidth !== 'undefined') { this.maxWidth = maxWidth; } if (typeof maxHeight !== 'undefined') { this.maxHeight = maxHeight; } }, /** * The ScaleManager.preUpdate is called automatically by the core Game loop. * * @method Phaser.ScaleManager#preUpdate * @protected */ preUpdate: function () { if (this.game.time.now &lt; this._nextParentCheck) { return; } if (!this.parentIsWindow) { Phaser.Canvas.getOffset(this.game.canvas, this.offset); if (this._scaleMode === Phaser.ScaleManager.RESIZE) { this._parentBounds = this.parentNode.getBoundingClientRect(); if (this._parentBounds.width !== this.width || this._parentBounds.height !== this.height) { // The parent has changed size, so we need to adapt this.updateDimensions(this._parentBounds.width, this._parentBounds.height, true); } } } this._nextParentCheck = this.game.time.now + this.trackParentInterval; }, /** * Called automatically when the game parent dimensions change. * * @method updateDimensions * @param {number} width - The new width of the parent container. * @param {number} height - The new height of the parent container. * @param {boolean} resize - True if the renderer should be resized, otherwise false to just update the internal vars. */ updateDimensions: function (width, height, resize) { this.width = width * this.parentScaleFactor.x; this.height = height * this.parentScaleFactor.y; this.game.width = this.width; this.game.height = this.height; this.sourceAspectRatio = this.width / this.height; this.bounds.width = this.width; this.bounds.height = this.height; if (resize) { this.game.renderer.resize(this.width, this.height); // The Camera can never be smaller than the game size this.game.camera.setSize(this.width, this.height); // This should only happen if the world is smaller than the new canvas size this.game.world.resize(this.width, this.height); } this.grid.onResize(width, height); if (this.onResize) { this.onResize.call(this.onResizeContext, this.width, this.height); } this.game.state.resize(width, height); }, /** * If you need your game to run in only one orientation you can force that to happen. * * @method Phaser.ScaleManager#forceOrientation * @param {boolean} forceLandscape - true if the game should run in landscape mode only. * @param {boolean} [forcePortrait=false] - true if the game should run in portrait mode only. */ forceOrientation: function (forceLandscape, forcePortrait) { if (typeof forcePortrait === 'undefined') { forcePortrait = false; } this.forceLandscape = forceLandscape; this.forcePortrait = forcePortrait; }, /** * Checks if the browser is in the correct orientation for your game (if forceLandscape or forcePortrait have been set) * * @method Phaser.ScaleManager#checkOrientationState */ 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.incorrectOrientation = false; this.leaveIncorrectOrientation.dispatch(); if (this.scaleMode !== Phaser.ScaleManager.NO_SCALE) { this.refresh(); } } } else { if ((this.forceLandscape && window.innerWidth &lt; window.innerHeight) || (this.forcePortrait && window.innerHeight &lt; window.innerWidth)) { // Show orientation screen this.incorrectOrientation = true; this.enterIncorrectOrientation.dispatch(); if (this.scaleMode !== Phaser.ScaleManager.NO_SCALE) { this.refresh(); } } } }, /** * window.orientationchange event handler. * * @method Phaser.ScaleManager#checkOrientation * @param {Event} event - The orientationchange event data. */ checkOrientation: function (event) { this.event = 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.scaleMode !== Phaser.ScaleManager.NO_SCALE) { this.refresh(); } }, /** * window.resize event handler. * * @method Phaser.ScaleManager#checkResize * @param {Event} event - The resize event data. */ checkResize: function (event) { this.event = event; var wasLandscape = this.isLandscape; if (window.outerWidth > window.outerHeight) { this.orientation = 90; } else { this.orientation = 0; } // If it WAS in Landscape but is now in portrait ... if (wasLandscape && this.isPortrait) { this.enterPortrait.dispatch(this.orientation, false, true); if (this.forceLandscape) { this.enterIncorrectOrientation.dispatch(); } else if (this.forcePortrait) { this.leaveIncorrectOrientation.dispatch(); } } else if (!wasLandscape && this.isLandscape) { // It WAS in portrait mode, but is now in Landscape ... this.enterLandscape.dispatch(this.orientation, true, false); if (this.forceLandscape) { this.leaveIncorrectOrientation.dispatch(); } else if (this.forcePortrait) { this.enterIncorrectOrientation.dispatch(); } } if (this._scaleMode === Phaser.ScaleManager.RESIZE && this.parentIsWindow) { // The window has changed size, so we need to adapt this.updateDimensions(window.innerWidth, window.innerHeight, true); } else if (this._scaleMode === Phaser.ScaleManager.EXACT_FIT || this._scaleMode === Phaser.ScaleManager.SHOW_ALL) { this.refresh(); this.checkOrientationState(); if (this.onResize) { this.onResize.call(this.onResizeContext, this.width, this.height); } } }, /** * Re-calculate scale mode and update screen size. This only applies if ScaleMode is not set to RESIZE. * * @method Phaser.ScaleManager#refresh */ refresh: function () { // Not needed for RESIZE if (this.scaleMode === Phaser.ScaleManager.RESIZE) { return; } // We can't do anything about the status bars in iPads, web apps or desktops if (!this.game.device.iPad && !this.game.device.webApp && !this.game.device.desktop) { if (this.game.device.android && !this.game.device.chrome) { window.scrollTo(0, 1); } else { window.scrollTo(0, 0); } } if (this._check === null && this.maxIterations > 0) { this._iterations = this.maxIterations; var _this = this; this._check = window.setInterval(function () { return _this.setScreenSize(); }, 10); this.setScreenSize(); } }, /** * Set screen size automatically based on the scaleMode. This is only needed if ScaleMode is not set to RESIZE. * * @param {boolean} force - If force is true it will try to resize the game regardless of the document dimensions. */ setScreenSize: function (force) { if (this.scaleMode === Phaser.ScaleManager.RESIZE) { return; } if (typeof force === 'undefined') { force = false; } if (!this.game.device.iPad && !this.game.device.webApp && !this.game.device.desktop) { if (this.game.device.android && !this.game.device.chrome) { window.scrollTo(0, 1); } else { window.scrollTo(0, 0); } } this._iterations--; if (force || this._iterations &lt; 0) { // Set minimum height of content to new window height document.documentElement['style'].minHeight = window.innerHeight + 'px'; if (this.incorrectOrientation) { this.setMaximum(); } else if (!this.isFullScreen) { if (this.scaleMode === Phaser.ScaleManager.EXACT_FIT) { this.setExactFit(); } else if (this.scaleMode === Phaser.ScaleManager.SHOW_ALL) { this.setShowAll(); } } else { if (this.fullScreenScaleMode === Phaser.ScaleManager.EXACT_FIT) { this.setExactFit(); } else if (this.fullScreenScaleMode === Phaser.ScaleManager.SHOW_ALL) { this.setShowAll(); } } this.setSize(); clearInterval(this._check); this._check = null; } }, /** * Sets the canvas style width and height values based on minWidth/Height and maxWidth/Height. * * @method Phaser.ScaleManager#setSize */ setSize: function () { if (!this.incorrectOrientation) { 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 &lt; this.minWidth) { this.width = this.minWidth; } if (this.minHeight && this.height &lt; this.minHeight) { this.height = this.minHeight; } } this.game.canvas.style.width = this.width + 'px'; this.game.canvas.style.height = this.height + 'px'; this.game.input.scale.setTo(this.game.width / this.width, this.game.height / this.height); if (this.pageAlignHorizontally) { if (this.width &lt; window.innerWidth && !this.incorrectOrientation) { this.margin.x = Math.round((window.innerWidth - this.width) / 2); this.game.canvas.style.marginLeft = this.margin.x + 'px'; } else { this.margin.x = 0; this.game.canvas.style.marginLeft = '0px'; } } if (this.pageAlignVertically) { if (this.height &lt; window.innerHeight && !this.incorrectOrientation) { this.margin.y = Math.round((window.innerHeight - this.height) / 2); this.game.canvas.style.marginTop = this.margin.y + 'px'; } else { this.margin.y = 0; this.game.canvas.style.marginTop = '0px'; } } Phaser.Canvas.getOffset(this.game.canvas, this.offset); this.bounds.setTo(this.offset.x, this.offset.y, this.width, this.height); this.aspectRatio = this.width / this.height; this.scaleFactor.x = this.game.width / this.width; this.scaleFactor.y = this.game.height / this.height; this.scaleFactorInversed.x = this.width / this.game.width; this.scaleFactorInversed.y = this.height / this.game.height; this.checkOrientationState(); }, reset: function (clearWorld) { if (clearWorld) { this.grid.reset(); } }, /** * Sets this.width equal to window.innerWidth and this.height equal to window.innerHeight. * * @method Phaser.ScaleManager#setMaximum */ setMaximum: function () { this.width = window.innerWidth; this.height = window.innerHeight; }, /** * Calculates the multiplier needed to scale the game proportionally. * * @method Phaser.ScaleManager#setShowAll */ setShowAll: function () { var multiplier = Math.min((window.innerHeight / this.game.height), (window.innerWidth / this.game.width)); this.width = Math.round(this.game.width * multiplier); this.height = Math.round(this.game.height * multiplier); }, /** * Sets the width and height values of the canvas, no larger than the maxWidth/Height. * * @method Phaser.ScaleManager#setExactFit */ setExactFit: function () { var availableWidth = window.innerWidth; var availableHeight = window.innerHeight; if (this.maxWidth && availableWidth > this.maxWidth) { this.width = this.maxWidth; } else { this.width = availableWidth; } if (this.maxHeight && availableHeight > this.maxHeight) { this.height = this.maxHeight; } else { this.height = availableHeight; } }, /** * Tries to enter the browser into full screen mode. * Please note that this needs to be supported by the web browser and isn't the same thing as setting your game to fill the browser. * * @method Phaser.ScaleManager#startFullScreen * @param {boolean} antialias - You can toggle the anti-alias feature of the canvas before jumping in to full screen (false = retain pixel art, true = smooth art) */ startFullScreen: function (antialias) { if (this.isFullScreen || !this.game.device.fullscreen) { return; } if (typeof antialias !== 'undefined' && this.game.renderType === Phaser.CANVAS) { this.game.stage.smoothed = antialias; } this._width = this.width; this._height = this.height; if (this.game.device.fullscreenKeyboard) { this.fullScreenTarget[this.game.device.requestFullscreen](Element.ALLOW_KEYBOARD_INPUT); } else { this.fullScreenTarget[this.game.device.requestFullscreen](); } }, /** * Stops full screen mode if the browser is in it. * @method Phaser.ScaleManager#stopFullScreen */ stopFullScreen: function () { document[this.game.device.cancelFullscreen](); }, /** * Called automatically when the browser enters of leaves full screen mode. * @method Phaser.ScaleManager#fullScreenChange * @param {Event} event - The fullscreenchange event * @protected */ fullScreenChange: function (event) { this.event = event; if (this.isFullScreen) { if (this.fullScreenScaleMode === Phaser.ScaleManager.EXACT_FIT) { this.fullScreenTarget.style['width'] = '100%'; this.fullScreenTarget.style['height'] = '100%'; this.width = window.outerWidth; this.height = window.outerHeight; this.game.input.scale.setTo(this.game.width / this.width, this.game.height / this.height); this.aspectRatio = this.width / this.height; this.scaleFactor.x = this.game.width / this.width; this.scaleFactor.y = this.game.height / this.height; this.checkResize(); } else if (this.fullScreenScaleMode === Phaser.ScaleManager.SHOW_ALL) { this.setShowAll(); this.refresh(); } this.enterFullScreen.dispatch(this.width, this.height); } else { this.fullScreenTarget.style['width'] = this.game.width + 'px'; this.fullScreenTarget.style['height'] = this.game.height + 'px'; this.width = this._width; this.height = this._height; this.game.input.scale.setTo(this.game.width / this.width, this.game.height / this.height); this.aspectRatio = this.width / this.height; this.scaleFactor.x = this.game.width / this.width; this.scaleFactor.y = this.game.height / this.height; this.leaveFullScreen.dispatch(this.width, this.height); } }, /** * Destroys the ScaleManager and removes any event listeners. * * @method destroy */ destroy: function () { window.removeEventListener('orientationchange', this._checkOrientation, false); window.removeEventListener('resize', this._checkResize, false); if (!this.game.device.cocoonJS) { document.removeEventListener('webkitfullscreenchange', this._fullScreenChange, false); document.removeEventListener('mozfullscreenchange', this._fullScreenChange, false); document.removeEventListener('fullscreenchange', this._fullScreenChange, false); } } }; Phaser.ScaleManager.prototype.constructor = Phaser.ScaleManager; /** * @name Phaser.ScaleManager#scaleMode * @property {number} scaleMode - The scaling method used by the ScaleManager. */ Object.defineProperty(Phaser.ScaleManager.prototype, "scaleMode", { get: function () { return this._scaleMode; }, set: function (value) { if (value !== this._scaleMode) { this._scale