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<!DOCTYPE html>
<html>
<head>
<meta viewport="width=device-width, initial-scale=1.0">
<title>Layout Test</title>
<style>
html {
overscroll-behavior: none;
-webkit-user-select: none;
user-select: none;
}
body {
background: #000;
overflow: hidden;
}
canvas {
position: fixed;
left: 0;
top: 0;
width: 100%;
height: 100%;
object-fit: contain;
}
#buttons {
position: fixed;
left: 50%;
transform: translateX(-50%);
display: flex;
}
button {
font-size: 2rem;
}
</style>
</head>
<body>
<canvas id="canvas"></canvas>
<div id="buttons">
<button id="toggleFixed">Fixed Res</button>
<button id="toggleHighDPI">High DPI</button>
<button id="toggleFull">Full screen</button>
</div>
<script>
// This is a simple test to see how to handle high DPI and fixed resolution
// in a way that works on all browsers, especially on mobile.
// We want to ensure that the canvas is always the same pixel density, and
// that mouse events are scaled to the canvas size.
var options = {
highDPI: true,
// fixedWidth: 800,
// fixedHeight: 600,
};
var display = {
width: 10,
height: 10,
mouseX: 0,
mouseY: 0,
scale: 1,
fullscreen: false,
};
function setupFullscreen() {
var box = canvas.parentElement;
function fullscreenChange(fullscreen) {
display.fullscreen = fullscreen;
setTimeout(window.onresize, 0);
};
document.addEventListener("fullscreenchange", function(){ fullscreenChange(box === document.fullscreenElement) });
function checkFullscreen() {
if (document.fullscreenEnabled && (box === document.fullscreenElement) !== display.fullscreen) {
if (display.fullscreen) box.requestFullscreen();
else document.exitFullscreen();
}
}
return checkFullscreen;
}
var checkFullscreen = setupFullscreen();
toggleFixed.onclick = function() {
if (options.fixedWidth) {
delete options.fixedWidth;
delete options.fixedHeight;
} else {
options.fixedWidth = 800;
options.fixedHeight = 600;
}
window.onresize();
};
toggleHighDPI.onclick = function() {
if (options.highDPI) {
delete options.highDPI;
} else {
options.highDPI = true;
}
window.onresize();
};
toggleFull.onclick = function() {
display.fullscreen = !display.fullscreen;
checkFullscreen();
};
var ctx = canvas.getContext("2d");
function draw(x, y) {
var w = display.width,
h = display.height,
s = display.scale;
ctx.save();
ctx.fillStyle = "#FFF";
ctx.fillRect(0, 0, w, h);
// draw circles
ctx.beginPath(); ctx.arc( 40, 40, 39, 0, 2*Math.PI); ctx.stroke();
ctx.beginPath(); ctx.arc(w-40, 40, 39, 0, 2*Math.PI); ctx.stroke();
ctx.beginPath(); ctx.arc(w-40, h-40, 39, 0, 2*Math.PI); ctx.stroke();
ctx.beginPath(); ctx.arc( 40, h-40, 39, 0, 2*Math.PI); ctx.stroke();
ctx.beginPath(); ctx.arc( w/2, h/2, Math.min(w,h)/2-2, 0, 2*Math.PI); ctx.stroke();
// draw crosshairs
if (x !== undefined) {
ctx.lineWidth = 3;
ctx.strokeStyle = "rgba(0, 0, 0, 0.5)";
ctx.beginPath(); ctx.moveTo(x, 0); ctx.lineTo(x, h); ctx.stroke();
ctx.beginPath(); ctx.moveTo(0, y); ctx.lineTo(w, y); ctx.stroke();
}
// draw resolution, scale factor and mouse position in center
var fontSize = 18 * s;
ctx.font = `${fontSize}px sans-serif`;
ctx.fillStyle = "black";
ctx.textAlign = "center";
ctx.textBaseline = "middle";
var label = `${w}x${h}`;
if (options.fixedWidth) {
ctx.fillText(label, w/2, h/2);
} else {
var vw = Math.round(visualViewport.width),
vh = Math.round(visualViewport.height),
vs = visualViewport.scale.toFixed(2),
iw = window.innerWidth * s,
ih = window.innerHeight * s,
ow = document.documentElement.offsetWidth * s,
oh = document.documentElement.offsetHeight * s;
label = `${vw}x${vh}x${vs}@${s} = ${label}`;
ctx.fillText("visualViewport:", w/2, h/2 - 2*fontSize);
ctx.fillText(label, w/2, h/2 - fontSize);
ctx.fillText(`html.offsetWidth: ${ow}x${oh}`, w/2, h/2 + fontSize);
ctx.fillText(`window.innerWidth: ${iw}x${ih}`, w/2, h/2 + 2*fontSize);
}
ctx.restore();
}
canvas.onmousemove = function(evt) {
// pageX and pageY work on touch events, too
var evtX = evt.pageX - this.offsetLeft,
evtY = evt.pageY - this.offsetTop;
if (options.fixedWidth) {
// display is centered in canvas element due to object-fit: contain
var ratioX = display.width / canvas.offsetWidth,
ratioY = display.height / canvas.offsetHeight;
if (ratioX > ratioY) {
// full width, centered vertically (letterboxed)
var x = evtX * ratioX;
var topMargin = (canvas.offsetHeight - display.height / ratioX) / 2;
var y = (evtY - topMargin) * ratioX;
} else {
// full height, centered horizontally (pillarboxed)
var y = evtY * ratioY;
var leftMargin = (canvas.offsetWidth - display.width / ratioY) / 2;
var x = (evtX - leftMargin) * ratioY;
}
} else {
// display fills full canvas element
var x = evtX * display.scale;
var y = evtY * display.scale;
}
// clamp to display size
display.mouseX = Math.max(0, Math.min(display.width, x));
display.mouseY = Math.max(0, Math.min(display.height, y));
draw(display.mouseX, display.mouseY);
};
canvas.ontouchmove = function(evt) {
canvas.onmousemove(evt.touches[0]);
};
window.onresize = function() {
const scale = window.visualViewport?.scale || 1;
if (options.fixedWidth) {
display.scale = 1;
display.width = options.fixedWidth;
display.height = options.fixedHeight;
} else {
// Safari on iOS will always report the same width, even when the device is rotated.
// To make our pixels stay about the same size, we use visualViewport.scale.
const w = Math.round((window.visualViewport?.width || window.innerWidth) * scale);
const h = Math.round((window.visualViewport?.height || window.innerHeight) * scale);
display.scale = options.highDPI ? window.devicePixelRatio : 1;
display.width = w * display.scale;
display.height = h * display.scale;
}
document.documentElement.style.fontSize = `${8 / scale}px`; // for em units
document.body.style.height = `${window.innerHeight - 1}px`; // prevent scroll on mobile
if (canvas.width != display.width || canvas.height != display.height) {
canvas.width = display.width;
canvas.height = display.height;
}
draw();
}
window.onresize();
</script>
</body>
</html>
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