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Removed autoResize. Dimensions now taken from Scale Manager.
1 parent f6fd6b9 commit e794042

1 file changed

Lines changed: 22 additions & 25 deletions

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src/renderer/canvas/CanvasRenderer.js

Lines changed: 22 additions & 25 deletions
Original file line numberDiff line numberDiff line change
@@ -58,23 +58,32 @@ var CanvasRenderer = new Class({
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*/
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this.drawCount = 0;
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/**
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* The core Scale Manager.
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*
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* @name Phaser.Renderer.Canvas.CanvasRenderer#scaleManager
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* @type {Phaser.DOM.ScaleManager}
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* @since 3.16.0
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*/
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this.scaleManager = game.scale;
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/**
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* The width of the canvas being rendered to.
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*
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* @name Phaser.Renderer.Canvas.CanvasRenderer#width
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* @type {number}
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* @type {integer}
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* @since 3.0.0
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*/
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this.width = game.config.width;
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this.width = this.scaleManager.baseSize.width;
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/**
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* The height of the canvas being rendered to.
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*
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* @name Phaser.Renderer.Canvas.CanvasRenderer#height
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* @type {number}
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* @type {integer}
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* @since 3.0.0
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*/
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this.height = game.config.height;
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this.height = this.scaleManager.baseSize.height;
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/**
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* The local configuration settings of the CanvasRenderer.
@@ -87,7 +96,6 @@ var CanvasRenderer = new Class({
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clearBeforeRender: game.config.clearBeforeRender,
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backgroundColor: game.config.backgroundColor,
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resolution: game.config.resolution,
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autoResize: game.config.autoResize,
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antialias: game.config.antialias,
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roundPixels: game.config.roundPixels
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};
@@ -233,7 +241,7 @@ var CanvasRenderer = new Class({
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*/
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init: function ()
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{
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this.resize(this.width, this.height);
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this.resize();
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},
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/**
@@ -242,30 +250,19 @@ var CanvasRenderer = new Class({
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* @method Phaser.Renderer.Canvas.CanvasRenderer#resize
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* @since 3.0.0
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*
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* @param {integer} width - The new width of the canvas.
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* @param {integer} height - The new height of the canvas.
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* @param {number} [width] - The new width of the renderer. If not specified it uses the base size from the Scale Manager.
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* @param {number} [height] - The new height of the renderer. If not specified it uses the base size from the Scale Manager.
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* @param {number} [resolution] - The new resolution of the renderer. If not specified it uses the resolution from the Scale Manager.
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*/
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resize: function (width, height)
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resize: function (width, height, resolution)
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{
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if (width === undefined) { width = this.scaleManager.baseSize.width; }
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if (height === undefined) { height = this.scaleManager.baseSize.height; }
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if (resolution === undefined) { resolution = this.scaleManager.resolution; }
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this.width = width;
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this.height = height;
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/*
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var resolution = this.config.resolution;
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this.width = width * resolution;
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this.height = height * resolution;
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this.gameCanvas.width = this.width;
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this.gameCanvas.height = this.height;
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if (this.config.autoResize)
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{
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this.gameCanvas.style.width = (this.width / resolution) + 'px';
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this.gameCanvas.style.height = (this.height / resolution) + 'px';
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}
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*/
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// Resizing a canvas will reset imageSmoothingEnabled (and probably other properties)
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if (this.scaleMode === ScaleModes.NEAREST)
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{

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