workadventure/front/src/Phaser/Services/HdpiManager.ts

110 lines
3.9 KiB
TypeScript

import ScaleManager = Phaser.Scale.ScaleManager;
interface Size {
width: number;
height: number;
}
export class HdpiManager {
private _zoomModifier: number = 1;
/**
*
* @param minRecommendedGamePixelsNumber The minimum number of pixels we want to display "by default" to the user
* @param absoluteMinPixelNumber The very minimum of game pixels to display. Below, we forbid zooming more
*/
public constructor(private minRecommendedGamePixelsNumber: number, private absoluteMinPixelNumber: number) {
}
/**
* Returns the optimal size in "game pixels" based on the screen size in "real pixels".
*
* Note: the function is returning the optimal size in "game pixels" in the "game" property,
* but also recommends resizing the "real" pixel screen size of the canvas.
* The proposed new real size is a few pixels bigger than the real size available (if the size is not a multiple of the pixel size) and should overflow.
*
* @param realPixelScreenSize
*/
public getOptimalGameSize(realPixelScreenSize: Size): { game: Size, real: Size } {
const realPixelNumber = realPixelScreenSize.width * realPixelScreenSize.height;
// If the screen has not a definition small enough to match the minimum number of pixels we want to display,
// let's make the canvas the size of the screen (in real pixels)
if (realPixelNumber <= this.minRecommendedGamePixelsNumber) {
return {
game: realPixelScreenSize,
real: realPixelScreenSize
};
}
let i = 1;
while (true) {
if (realPixelNumber <= this.minRecommendedGamePixelsNumber * i * i) {
break;
}
i++;
}
// Has the canvas more pixels than the screen? This is forbidden
if ((i - 1) * this._zoomModifier < 1) {
// Let's reset the zoom modifier (WARNING this is a SIDE EFFECT in a getter)
this._zoomModifier = 1 / (i - 1);
return {
game: {
width: realPixelScreenSize.width,
height: realPixelScreenSize.height,
},
real: {
width: realPixelScreenSize.width,
height: realPixelScreenSize.height,
}
}
}
const gameWidth = Math.ceil(realPixelScreenSize.width / (i - 1) / this._zoomModifier);
const gameHeight = Math.ceil(realPixelScreenSize.height / (i - 1) / this._zoomModifier);
// Let's ensure we display a minimum of pixels, even if crazily zoomed in.
if (gameWidth * gameHeight < this.absoluteMinPixelNumber) {
const minGameHeight = Math.sqrt(this.absoluteMinPixelNumber * realPixelScreenSize.height / realPixelScreenSize.width);
const minGameWidth = Math.sqrt(this.absoluteMinPixelNumber * realPixelScreenSize.width / realPixelScreenSize.height);
// Let's reset the zoom modifier (WARNING this is a SIDE EFFECT in a getter)
this._zoomModifier = realPixelScreenSize.width / minGameWidth / (i - 1);
return {
game: {
width: minGameWidth,
height: minGameHeight,
},
real: {
width: realPixelScreenSize.width,
height: realPixelScreenSize.height,
}
}
}
return {
game: {
width: gameWidth,
height: gameHeight,
},
real: {
width: Math.ceil(realPixelScreenSize.width / (i - 1)) * (i - 1),
height: Math.ceil(realPixelScreenSize.height / (i - 1)) * (i - 1),
}
}
}
public get zoomModifier(): number {
return this._zoomModifier;
}
public set zoomModifier(zoomModifier: number) {
this._zoomModifier = zoomModifier;
}
}