Refactor FullScreenScaleMode

Co-Authored-By: Mihai Alexandru <77043862+majigsaw77@users.noreply.github.com>
Co-Authored-By: Karim Akra <144803230+karimakra@users.noreply.github.com>
This commit is contained in:
KarimAkra
2025-04-15 23:50:40 +03:00
co-authored by Mihai Alexandru Karim Akra
parent d80afc35b4
commit e5f3223e76
4 changed files with 133 additions and 125 deletions
@@ -1,84 +1,108 @@
package flixel.system.scaleModes;
import flixel.system.scaleModes.BaseScaleMode;
import flixel.math.FlxPoint;
import flixel.util.FlxAxes;
import flixel.FlxG;
#if android
import android.os.Build;
import android.Tools;
#end
#if mobile
import funkin.mobile.util.ScreenUtil;
#end
class FullScreenScaleMode extends BaseScaleMode
class FullScreenScaleMode extends flixel.system.scaleModes.BaseScaleMode
{
public static final cutoutSize:FlxPoint = FlxPoint.get(0, 0);
public static final notchPosition:FlxPoint = FlxPoint.get(0, 0);
public static final notchSize:FlxPoint = FlxPoint.get(0, 0);
/**
* The size of the screen cutout (e.g., for notches or camera cutouts).
*/
public static var cutoutSize:FlxPoint = FlxPoint.get(0, 0);
public static final gameCutoutSize:FlxPoint = FlxPoint.get(0, 0);
public static final gameNotchPosition:FlxPoint = FlxPoint.get(0, 0);
public static final gameNotchSize:FlxPoint = FlxPoint.get(0, 0);
/**
* The position of the notch on the screen.
*/
public static var notchPosition:FlxPoint = FlxPoint.get(0, 0);
public static final windowScale:FlxPoint = FlxPoint.get(1, 1);
/**
* The size of the notch on the screen.
*/
public static var notchSize:FlxPoint = FlxPoint.get(0, 0);
/**
* The aspect ratio of the game screen.
*/
public static var gameRatio:Float = -1;
/**
* The size of the game cutout.
*/
public static var gameCutoutSize:FlxPoint = FlxPoint.get(0, 0);
/**
* The position of the notch in game coordinates.
*/
public static var gameNotchPosition:FlxPoint = FlxPoint.get(0, 0);
/**
* The size of the notch in game coordinates.
*/
public static var gameNotchSize:FlxPoint = FlxPoint.get(0, 0);
/**
* The aspect ratio of the window.
*/
public static var windowRatio:Float = -1;
/**
* The scale factor for the window.
*/
public static var windowScale:FlxPoint = FlxPoint.get(1, 1);
/**
* Axis used to determine the ratio (X or Y).
*/
public static var ratioAxis:FlxAxes = X;
public static var enabled(default, set):Bool;
/**
* Singleton instance of the `FullScreenScaleMode`.
*/
public static var instance:FullScreenScaleMode = null;
public function new(enable:Bool = true)
/**
* Whether fullscreen scaling is enabled.
*/
public static var enabled(default, set):Bool;
/**
* Constructor for `FullScreenScaleMode`.
*
* @param enable Whether fullscreen scaling should be enabled by default.
*/
public function new(enable:Bool = true):Void
{
super();
instance = this;
enabled = enable;
}
override public function onMeasure(Width:Int, Height:Int):Void
/**
* Measures and adjusts the game layout based on the provided screen width and height.
* @param Width The width of the screen.
* @param Height The height of the screen.
*/
public override function onMeasure(Width:Int, Height:Int):Void
{
FlxG.width = FlxG.initialWidth;
FlxG.height = FlxG.initialHeight;
updateGameSize(Width, Height);
updateDeviceSize(Width, Height);
updateCutoutSize(Width, Height);
updateDeviceCutout(Width, Height);
#if mobile
updateDeviceNotch(funkin.mobile.util.ScreenUtil.getNotchRect());
#end
updateScaleOffset();
updateGamePosition();
#if mobile
updateNotch();
#end
if ((cutoutSize.x > 0 || cutoutSize.y > 0) && enabled)
{
fillScreen();
}
adjustWindowScale();
}
override function updateGameSize(Width:Int, Height:Int):Void
{
gameRatio = FlxG.width / FlxG.height;
windowRatio = Width / Height;
ratioAxis = windowRatio < gameRatio ? Y : X;
// trace('ratio axis: ' + ratioAxis);
if (ratioAxis == Y)
{
gameSize.x = Width;
gameSize.y = Math.floor(gameSize.x / gameRatio);
enabled = false;
}
else
{
gameSize.y = Height;
gameSize.x = Math.floor(gameSize.y * gameRatio);
}
}
public function updateCutoutSize(Width:Float, Height:Float)
private function updateDeviceCutout(Width:Int, Height:Int):Void
{
cutoutSize.set(0, 0);
gameCutoutSize.set(0, 0);
@@ -88,108 +112,95 @@ class FullScreenScaleMode extends BaseScaleMode
if (ratioAxis == Y)
{
cutoutSize.y = Height - gameSize.y;
#if android
gameCutoutSize.y = cutoutSize.y / 2;
// #elseif ios
// gameCutoutSize.y = cutoutSize.y * 2;
#else
gameCutoutSize.y = cutoutSize.y;
#end
gameCutoutSize.y = #if android cutoutSize.y / 2 #else cutoutSize.y #end;
}
else
{
cutoutSize.x = Width - gameSize.x;
#if android
gameCutoutSize.x = cutoutSize.x / 2;
// #elseif ios
// gameCutoutSize.x = cutoutSize.x * 2;
#else
gameCutoutSize.x = cutoutSize.x;
#end
gameCutoutSize.x = #if android cutoutSize.x / 2 #else cutoutSize.x #end;
}
}
}
#if mobile
public function updateNotch()
private function updateDeviceNotch(notch:lime.math.Rectangle):Void
{
if (enabled)
{
var notch:lime.math.Rectangle = ScreenUtil.getNotchRect();
notchPosition.set(notch.x, notch.y);
notchSize.set(notch.width, notch.height);
#if android
gameNotchPosition.set(notchPosition.x / 2, notchPosition.y / 2);
gameNotchSize.set(notchSize.x / 2, notchSize.y / 2);
// #elseif ios
// gameNotchPosition.set(notchPosition.x * 2, notchPosition.y * 2);
// gameNotchSize.set(notchSize.x * 2, notchSize.y * 2);
#else
gameNotchPosition.set(notchPosition.x, notchPosition.y);
gameNotchSize.set(notchSize.x, notchSize.y);
#end
}
else
{
notchPosition.set(0, 0);
gameNotchPosition.set(0, 0);
notchSize.set(0, 0);
gameNotchSize.set(0, 0);
}
notchPosition.set(enabled ? notch.x : 0, enabled ? notch.y : 0);
notchSize.set(enabled ? notch.width : 0, enabled ? notch.height : 0);
#if android
gameNotchPosition.set(notchPosition.x / 2, notchPosition.y / 2);
gameNotchSize.set(notchSize.x / 2, notchSize.y / 2);
#else
gameNotchPosition.copyFrom(notchPosition);
gameNotchSize.copyFrom(notchSize);
#end
}
#end
public function fillScreen()
private function adjustWindowScale():Void
{
windowScale.set(1, 1);
if (ratioAxis == Y)
if ((cutoutSize.x > 0 || cutoutSize.y > 0) && enabled)
{
gameSize.y += cutoutSize.y;
FlxG.height = Math.floor(gameSize.y / scale.y);
windowScale.y = (FlxG.height / FlxG.initialHeight);
windowScale.set(1, 1);
if (ratioAxis == Y)
{
gameSize.y += cutoutSize.y;
FlxG.height = Math.floor(gameSize.y / scale.y);
windowScale.y = FlxG.height / FlxG.initialHeight;
}
else
{
gameSize.x += cutoutSize.x;
FlxG.width = Math.floor(gameSize.x / scale.x);
windowScale.x = FlxG.width / FlxG.initialWidth;
}
}
}
/**
* Updates the game size based on the provided width and height.
* @param Width The width of the screen.
* @param Height The height of the screen.
*/
public override function updateGameSize(Width:Int, Height:Int):Void
{
gameRatio = FlxG.width / FlxG.height;
windowRatio = Width / Height;
ratioAxis = windowRatio < gameRatio ? FlxAxes.Y : FlxAxes.X;
if (ratioAxis == FlxAxes.Y)
{
gameSize.x = Width;
gameSize.y = Math.floor(gameSize.x / gameRatio);
}
else
{
gameSize.x += cutoutSize.x;
FlxG.width = Math.floor(gameSize.x / scale.x);
windowScale.x = (FlxG.width / FlxG.initialWidth);
gameSize.y = Height;
gameSize.x = Math.floor(gameSize.y * gameRatio);
}
// trace('resized game with size $gameSize and scale ${scale}');
// trace('flixel width: ${FlxG.width} - flixel height: ${FlxG.height}');
// trace('current window scale is $windowScale');
}
@:noCompletion
private static function set_enabled(Value:Bool):Bool
{
// TODO (??): Make the game work properly on screens that are wide vertically
// TODO: Figure out a way to configure this for iOS Platforms.
if (ratioAxis == Y #if andorid || !(VERSION.SDK_INT >= VERSION_CODES.P || Tools.isTablet()) #end)
if (ratioAxis == FlxAxes.X #if android
&& (android.os.Build.VERSION.SDK_INT >= android.os.Build.VERSION_CODES.P || android.Tools.isTablet()) #end)
{
Value = false;
enabled = Value;
}
else
{
enabled = false;
}
enabled = Value;
if (instance != null)
{
if (enabled == true)
{
instance.horizontalAlign = LEFT;
instance.verticalAlign = TOP;
}
else
{
instance.horizontalAlign = CENTER;
instance.verticalAlign = CENTER;
}
instance.horizontalAlign = enabled ? LEFT : CENTER;
instance.verticalAlign = enabled ? TOP : CENTER;
instance.onMeasure(FlxG.stage.stageWidth, FlxG.stage.stageHeight);
if (FlxG.stage != null)
{
instance.onMeasure(FlxG.stage.stageWidth, FlxG.stage.stageHeight);
FlxG.signals.gameResized.dispatch(FlxG.stage.stageWidth, FlxG.stage.stageHeight);
}
FlxG.signals.gameResized.dispatch(FlxG.stage.stageWidth, FlxG.stage.stageHeight);
}
return enabled;
@@ -7,7 +7,6 @@ import flixel.tweens.FlxTween;
import flixel.util.FlxSpriteUtil;
import funkin.ui.freeplay.charselect.PlayableCharacter;
import openfl.display.BlendMode;
import flixel.system.scaleModes.FullScreenScaleMode;
class BoyfriendCard extends BackingCard
{
@@ -8,7 +8,6 @@ import flixel.tweens.FlxTween;
import flixel.util.FlxColor;
import funkin.graphics.adobeanimate.FlxAtlasSprite;
import openfl.display.BlendMode;
import flixel.system.scaleModes.FullScreenScaleMode;
import funkin.util.BitmapUtil;
import openfl.utils.Assets;
-1
View File
@@ -1,6 +1,5 @@
package funkin.util;
import flixel.system.scaleModes.FullScreenScaleMode;
import flixel.FlxG;
import openfl.display.BitmapData;
import openfl.geom.Matrix;