88 lines
3.2 KiB
TypeScript
88 lines
3.2 KiB
TypeScript
import { HdpiManager } from "./HdpiManager";
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import ScaleManager = Phaser.Scale.ScaleManager;
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import { coWebsiteManager } from "../../WebRtc/CoWebsiteManager";
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import type { Game } from "../Game/Game";
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import { ResizableScene } from "../Login/ResizableScene";
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import { HtmlUtils } from "../../WebRtc/HtmlUtils";
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class WaScaleManager {
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private hdpiManager: HdpiManager;
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private scaleManager!: ScaleManager;
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private game!: Game;
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private actualZoom: number = 1;
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private _saveZoom: number = 1;
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public constructor(private minGamePixelsNumber: number, private absoluteMinPixelNumber: number) {
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this.hdpiManager = new HdpiManager(minGamePixelsNumber, absoluteMinPixelNumber);
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}
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public setGame(game: Game): void {
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this.scaleManager = game.scale;
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this.game = game;
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}
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public applyNewSize() {
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const { width, height } = coWebsiteManager.getGameSize();
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let devicePixelRatio = 1;
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if (window.devicePixelRatio) {
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devicePixelRatio = window.devicePixelRatio;
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}
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const { game: gameSize, real: realSize } = this.hdpiManager.getOptimalGameSize({
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width: width * devicePixelRatio,
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height: height * devicePixelRatio,
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});
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this.actualZoom = realSize.width / gameSize.width / devicePixelRatio;
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this.scaleManager.setZoom(realSize.width / gameSize.width / devicePixelRatio);
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this.scaleManager.resize(gameSize.width, gameSize.height);
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// Override bug in canvas resizing in Phaser. Let's resize the canvas ourselves
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const style = this.scaleManager.canvas.style;
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style.width = Math.ceil(realSize.width / devicePixelRatio) + "px";
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style.height = Math.ceil(realSize.height / devicePixelRatio) + "px";
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// Resize the game element at the same size at the canvas
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const gameStyle = HtmlUtils.getElementByIdOrFail<HTMLDivElement>("game").style;
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gameStyle.width = style.width;
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gameStyle.height = style.height;
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// Note: onResize will be called twice (once here and once in Game.ts), but we have no better way.
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for (const scene of this.game.scene.getScenes(true)) {
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if (scene instanceof ResizableScene) {
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// We are delaying the call to the "render" event because otherwise, the "camera" coordinates are not correctly updated.
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scene.events.once(Phaser.Scenes.Events.RENDER, () => scene.onResize());
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}
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}
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this.game.markDirty();
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}
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public get zoomModifier(): number {
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return this.hdpiManager.zoomModifier;
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}
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public set zoomModifier(zoomModifier: number) {
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this.hdpiManager.zoomModifier = zoomModifier;
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this.applyNewSize();
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}
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public saveZoom(): void {
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this._saveZoom = this.hdpiManager.zoomModifier;
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}
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public restoreZoom(): void {
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this.hdpiManager.zoomModifier = this._saveZoom;
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this.applyNewSize();
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}
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/**
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* This is used to scale back the ui components to counter-act the zoom.
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*/
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public get uiScalingFactor(): number {
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return this.actualZoom > 1 ? 1 : 1.2;
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}
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}
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export const waScaleManager = new WaScaleManager(640 * 480, 196 * 196);
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