* Made stuff on the edge of the screen get moved away by the notch * Made FreeplayState look better on wide-screens * Adapted StoryMenuState to wide-screens * Fixed the transition being small on some screen sizes * refactored some code
198 lines
5.0 KiB
Haxe
198 lines
5.0 KiB
Haxe
package flixel.system.scaleModes;
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import flixel.system.scaleModes.BaseScaleMode;
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import flixel.math.FlxPoint;
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import flixel.util.FlxAxes;
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import flixel.FlxG;
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#if android
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import android.os.Build;
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import android.Tools;
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#end
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#if mobile
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import funkin.mobile.util.ScreenUtil;
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#end
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class FullScreenScaleMode extends BaseScaleMode
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{
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public static final cutoutSize:FlxPoint = FlxPoint.get(0, 0);
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public static final notchPosition:FlxPoint = FlxPoint.get(0, 0);
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public static final notchSize:FlxPoint = FlxPoint.get(0, 0);
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public static final gameCutoutSize:FlxPoint = FlxPoint.get(0, 0);
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public static final gameNotchPosition:FlxPoint = FlxPoint.get(0, 0);
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public static final gameNotchSize:FlxPoint = FlxPoint.get(0, 0);
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public static final windowScale:FlxPoint = FlxPoint.get(1, 1);
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public static var gameRatio:Float = -1;
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public static var windowRatio:Float = -1;
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public static var ratioAxis:FlxAxes = X;
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public static var enabled(default, set):Bool;
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public static var instance:FullScreenScaleMode = null;
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public function new(enable:Bool = true)
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{
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super();
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instance = this;
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enabled = enable;
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}
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override public function onMeasure(Width:Int, Height:Int):Void
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{
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FlxG.width = FlxG.initialWidth;
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FlxG.height = FlxG.initialHeight;
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updateGameSize(Width, Height);
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updateDeviceSize(Width, Height);
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updateCutoutSize(Width, Height);
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updateScaleOffset();
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updateGamePosition();
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#if mobile
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updateNotch();
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#end
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if ((cutoutSize.x > 0 || cutoutSize.y > 0) && enabled)
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{
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fillScreen();
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}
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}
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override function updateGameSize(Width:Int, Height:Int):Void
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{
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gameRatio = FlxG.width / FlxG.height;
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windowRatio = Width / Height;
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ratioAxis = windowRatio < gameRatio ? Y : X;
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// trace('ratio axis: ' + ratioAxis);
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if (ratioAxis == Y)
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{
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gameSize.x = Width;
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gameSize.y = Math.floor(gameSize.x / gameRatio);
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enabled = false;
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}
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else
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{
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gameSize.y = Height;
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gameSize.x = Math.floor(gameSize.y * gameRatio);
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}
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}
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public function updateCutoutSize(Width:Float, Height:Float)
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{
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cutoutSize.set(0, 0);
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gameCutoutSize.set(0, 0);
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if (enabled)
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{
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if (ratioAxis == Y)
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{
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cutoutSize.y = Height - gameSize.y;
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#if android
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gameCutoutSize.y = cutoutSize.y / 2;
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// #elseif ios
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// gameCutoutSize.y = cutoutSize.y * 2;
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#else
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gameCutoutSize.y = cutoutSize.y;
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#end
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}
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else
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{
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cutoutSize.x = Width - gameSize.x;
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#if android
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gameCutoutSize.x = cutoutSize.x / 2;
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// #elseif ios
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// gameCutoutSize.x = cutoutSize.x * 2;
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#else
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gameCutoutSize.x = cutoutSize.x;
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#end
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}
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}
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}
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#if mobile
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public function updateNotch()
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{
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if (enabled)
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{
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var notch:lime.math.Rectangle = ScreenUtil.getNotchRect();
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notchPosition.set(notch.x, notch.y);
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notchSize.set(notch.width, notch.height);
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#if android
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gameNotchPosition.set(notchPosition.x / 2, notchPosition.y / 2);
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gameNotchSize.set(notchSize.x / 2, notchSize.y / 2);
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// #elseif ios
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// gameNotchPosition.set(notchPosition.x * 2, notchPosition.y * 2);
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// gameNotchSize.set(notchSize.x * 2, notchSize.y * 2);
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#else
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gameNotchPosition.set(notchPosition.x, notchPosition.y);
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gameNotchSize.set(notchSize.x, notchSize.y);
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#end
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}
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else
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{
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notchPosition.set(0, 0);
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gameNotchPosition.set(0, 0);
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notchSize.set(0, 0);
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gameNotchSize.set(0, 0);
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}
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}
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#end
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public function fillScreen()
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{
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windowScale.set(1, 1);
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if (ratioAxis == Y)
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{
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gameSize.y += cutoutSize.y;
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FlxG.height = Math.floor(gameSize.y / scale.y);
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windowScale.y = (FlxG.height / FlxG.initialHeight);
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}
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else
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{
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gameSize.x += cutoutSize.x;
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FlxG.width = Math.floor(gameSize.x / scale.x);
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windowScale.x = (FlxG.width / FlxG.initialWidth);
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}
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// trace('resized game with size $gameSize and scale ${scale}');
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// trace('flixel width: ${FlxG.width} - flixel height: ${FlxG.height}');
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// trace('current window scale is $windowScale');
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}
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@:noCompletion
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private static function set_enabled(Value:Bool):Bool
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{
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// TODO (??): Make the game work properly on screens that are wide vertically
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// TODO: Figure out a way to configure this for iOS Platforms.
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if (ratioAxis == Y #if andorid || !(VERSION.SDK_INT >= VERSION_CODES.P || Tools.isTablet()) #end)
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{
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Value = false;
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}
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enabled = Value;
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if (instance != null)
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{
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if (enabled == true)
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{
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instance.horizontalAlign = LEFT;
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instance.verticalAlign = TOP;
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}
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else
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{
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instance.horizontalAlign = CENTER;
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instance.verticalAlign = CENTER;
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}
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if (FlxG.stage != null)
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{
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instance.onMeasure(FlxG.stage.stageWidth, FlxG.stage.stageHeight);
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FlxG.signals.gameResized.dispatch(FlxG.stage.stageWidth, FlxG.stage.stageHeight);
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}
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}
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return enabled;
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}
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}
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