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Small jsdoc fixes.
1 parent 6ae7e6e commit b6b478f

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Lines changed: 59 additions & 58 deletions

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src/core/ScaleManager.js

Lines changed: 59 additions & 58 deletions
Original file line numberDiff line numberDiff line change
@@ -413,6 +413,62 @@ Phaser.ScaleManager.RESIZE = 3;
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Phaser.ScaleManager.prototype = {
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/**
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* Calculates and sets the game dimensions based on the given width and height.
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* This is used internally.
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*
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* @method Phaser.ScaleManager#boot
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* @protected
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*/
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boot: function () {
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this.supportsFullScreen = this.game.device.fullscreen && !this.game.device.cocoonJS;
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// Now the canvas has been created we can target it
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this.fullScreenTarget = this.game.canvas;
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var _this = this;
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this._orientationChange = function(event) {
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return _this.orientationChange(event);
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};
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this._windowResize = function(event) {
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return _this.windowResize(event);
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};
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window.addEventListener('orientationchange', this._orientationChange, false);
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window.addEventListener('resize', this._windowResize, false);
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if (this.supportsFullScreen)
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{
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this._fullScreenChange = function(event) {
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return _this.fullScreenChange(event);
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};
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this._fullScreenError = function(event) {
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return _this.fullScreenError(event);
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};
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document.addEventListener('webkitfullscreenchange', this._fullScreenChange, false);
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document.addEventListener('mozfullscreenchange', this._fullScreenChange, false);
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document.addEventListener('MSFullscreenChange', this._fullScreenChange, false);
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document.addEventListener('fullscreenchange', this._fullScreenChange, false);
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document.addEventListener('webkitfullscreenerror', this._fullScreenError, false);
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document.addEventListener('mozfullscreenerror', this._fullScreenError, false);
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document.addEventListener('MSFullscreenError', this._fullScreenError, false);
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document.addEventListener('fullscreenerror', this._fullScreenError, false);
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}
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this.updateDimensions(this.width, this.height, true);
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Phaser.Canvas.getOffset(this.game.canvas, this.offset);
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this.bounds.setTo(this.offset.x, this.offset.y, this.width, this.height);
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},
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/**
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* Load configuration settings.
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*
@@ -524,62 +580,6 @@ Phaser.ScaleManager.prototype = {
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},
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/**
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* Calculates and sets the game dimensions based on the given width and height.
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* This is used internally.
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*
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* @method Phaser.ScaleManager#boot
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* @protected
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*/
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boot: function () {
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this.supportsFullScreen = this.game.device.fullscreen && !this.game.device.cocoonJS;
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// Now the canvas has been created we can target it
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this.fullScreenTarget = this.game.canvas;
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var _this = this;
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this._orientationChange = function(event) {
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return _this.orientationChange(event);
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};
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this._windowResize = function(event) {
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return _this.windowResize(event);
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};
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window.addEventListener('orientationchange', this._orientationChange, false);
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window.addEventListener('resize', this._windowResize, false);
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if (this.supportsFullScreen)
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{
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this._fullScreenChange = function(event) {
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return _this.fullScreenChange(event);
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};
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this._fullScreenError = function(event) {
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return _this.fullScreenError(event);
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};
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document.addEventListener('webkitfullscreenchange', this._fullScreenChange, false);
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document.addEventListener('mozfullscreenchange', this._fullScreenChange, false);
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document.addEventListener('MSFullscreenChange', this._fullScreenChange, false);
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document.addEventListener('fullscreenchange', this._fullScreenChange, false);
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document.addEventListener('webkitfullscreenerror', this._fullScreenError, false);
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document.addEventListener('mozfullscreenerror', this._fullScreenError, false);
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document.addEventListener('MSFullscreenError', this._fullScreenError, false);
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document.addEventListener('fullscreenerror', this._fullScreenError, false);
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}
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this.updateDimensions(this.width, this.height, true);
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Phaser.Canvas.getOffset(this.game.canvas, this.offset);
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this.bounds.setTo(this.offset.x, this.offset.y, this.width, this.height);
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},
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/**
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* Sets the callback that will be called when the window resize event occurs, or if set the parent container changes dimensions.
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* Use this to handle responsive game layout options.
@@ -601,7 +601,7 @@ Phaser.ScaleManager.prototype = {
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/**
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* Set the min and max dimensions for the game object.
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*
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* @method setMinMax
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* @method Phaser.ScaleManager#setMinMax
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* @public
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* @param {number} minWidth - The minimum width the game is allowed to scale down to.
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* @param {number} minHeight - The minimum height the game is allowed to scale down to.
@@ -946,6 +946,7 @@ Phaser.ScaleManager.prototype = {
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* Set screen (game canvas) size automatically based on the scaleMode.
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* This is only needed if `currentScaleMode` is not set to `RESIZE`.
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*
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* @method Phaser.ScaleManager#setScreenSize
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* @param {boolean} force - If force is true the resize will be forced immediately instead of waiting for a pending recomputation/callback.
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* @protected
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*/
@@ -1022,9 +1023,9 @@ Phaser.ScaleManager.prototype = {
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* @param {boolean} [fullscreen=(isFullScreen)] - Is fullscreen.
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* @param {Phaser.Rectangle} [target=(new Rectangle)] - The rectangle to update; a new one is created as needed.
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*/
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// Not to be confused with `_parentBounds` which is used for RESIZE support and tracking.
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getParentBounds: function (fullscreen, target) {
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// Not to be confused with `_parentBounds` which is used for RESIZE support and tracking.
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if (typeof fullscreen === 'undefined') { fullscreen = this.isFullScreen; }
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var bounds = target || new Phaser.Rectangle();

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