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:
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="utf-8" />
<title>PhoneGapTesting</title>
<script type="text/javascript" src="js/jquery.min.js"></script>
<script type="text/javascript" charset="utf-8" src="cordova.js"></script>
<!-- -->
<script type="text/javascript">
var windowWidth;
var windowHeight;
var canvasMain;
var contextMain;
var backgroundImage;
$(document).ready(function() {
windowWidth = window.innerWidth;
windowHeight = window.innerHeight;
//windowWidth = window.outerWidth; // Only 'window.innerWidth' + 'window.innerHeight' look OK but not max resolution
//windowHeight = window.outerHeight;
//windowWidth = screen.width;
//windowHeight = screen.height;
canvasMain = document.getElementById("canvasSignatureMain");
canvasMain.width = windowWidth;
canvasMain.height = windowHeight;
contextMain = canvasMain.getContext("2d");
backgroundImage = new Image();
backgroundImage.src = 'img/landscape_7.jpg';
backgroundImage.onload = function() {
contextMain.drawImage(backgroundImage, 0, 0, backgroundImage.width, backgroundImage.height, 0, 0, canvasMain.width, canvasMain.height);
};
$("#canvasSignatureMain").fadeIn(0);
})
</script>
</head>
<body scroll="no" style="overflow: hidden">
<center>
<div id="deleteThisDivButNotItsContent">
<canvas id="canvasSignatureMain" style="border:1px solid #000000; position:absolute; top:0;left:0;"></canvas><br>
</div>
</center>
</body>
</html>
Thanks.
回答1:
A solution that is working with both resolution and touch event issue (that came with Ken's post):
<meta name="viewport" content="user-scalable=no, initial-scale=1, maximum-scale=1, minimum-scale=1, width=device-width, height=device-height, target-densitydpi=device-dpi" />
In the < head >
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:
<meta name="viewport" content="initial-scale=1 maximum-scale=1 user-scalable=0 minimal-ui" />
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).
来源:https://stackoverflow.com/questions/20511028/screen-resolution-on-a-phonegap-app