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
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 :))
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.
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).