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问题:
I'm writing a Phonegap (3.2) app, I take a HTML5 canvas, make it full screen and the whole app UI is on this canvas.
Using a Samsung Galaxy S4 (Android 4.3) to test the app, the screen resolution of the app is only 360X640 and not 1080X1920 like I want it to be.
What is needed to be done in-order to make the app use the maximum possible screen resolution ?
I've added screen shots 1) // Looks OK but bad resolution
windowWidth = window.innerWidth; windowHeight = window.innerHeight;
2) // Takes small part of the screen, rest is white
windowWidth = window.outerWidth; windowHeight = window.outerHeight;
3) // Only a small part of the picture is visible, as if the image is at 1080X1920 but the screen is 'too small' for it.
windowWidth = screen.width; windowHeight = screen.height;
and here is the full code:
PhoneGapTesting
Thanks.
回答1:
A solution that is working with both resolution and touch event issue (that came with Ken's post):
In the
Thanks Ken for trying to help bro :))
回答2:
Try something like this:
var windowWidth = window.innerWidth; var windowHeight = window.innerHeight; var pixelRatio = window.devicePixelRatio || 1; /// get pixel ratio of device canvasMain = document.getElementById("canvasSignatureMain"); canvasMain.width = windowWidth * pixelRatio; /// resolution of canvas canvasMain.height = windowHeight * pixelRatio; canvasMain.style.width = windowWidth + 'px'; /// CSS size of canvas canvasMain.style.height = windowHeight + 'px';
(or an absolute value for the css rule).
On devices where the pixel ratio is higher than the typical 1:1 you get a higher resolution canvas. For normal circumstances everything is as normal.
回答3:
window.innerWidth
and window.innerHeight
don't necessarily give you the real screen dimensions.
Try this instead:
windowWidth = window.screen.innerWidth; windowHeight = window.screen.innerHeight;
target-densitydpi
in the meta tag in Miko's post is deprecated in Chrome and should not be used.
Instead, try the following:
index.html:
You should also consider using Phaser's methods for scaling, like this:
Boot.js:
var game = new Phaser.Game(1080, 1920, Phaser.CANVAS, ''); //or AUTO mode for WebGL/DOM
For performance, use the smallest dimensions that you can regardless of the device's resolution. Let Phaser create the canvas object.
Game.js:
this.scale.scaleMode = Phaser.ScaleManager.EXACT_FIT; //or SHOW_ALL or RESIZE this.scale.pageAlignHorizontally = true; this.scale.pageAlignVertically = true;
Your entire canvas will scale automatically by the ScaleManager, but this slows the app down when performance is needed -- especially with a large canvas. EXACT_FIT will stretch the canvas, while SHOW_ALL will resize it so that the whole canvas fits onto the screen without changing its aspect ratio (which can leave margins like the one you have).