## Phaser. ScaleManager

The ScaleManager object handles the the scaling, resizing, and alignment of the
Game size and the game Display canvas.

The Game size is the logical size of the game; the Display canvas has size as an HTML element.

The calculations of these are heavily influenced by the bounding Parent size which is the computed
dimensions of the Display canvas's Parent container/element - the effective CSS rules of the
canvas's Parent element play an important role in the operation of the ScaleManager.

The Display canvas - or Game size, depending scaleMode - is updated to best utilize the Parent size.
When in Fullscreen mode or with parentIsWindow the Parent size is that of the visual viewport (see getParentBounds).

Parent and Display canvas containment guidelines:

- Style the Parent element (of the game canvas) to control the Parent size and
  thus the Display canvas's size and layout.

- The Parent element's CSS styles should effectively apply maximum (and minimum) bounding behavior.

- The Parent element should not apply a padding as this is not accounted for.
  If a padding is required apply it to the Parent's parent or apply a margin to the Parent.
  If you need to add a border, margin or any other CSS around your game container, then use a parent element and
  apply the CSS to this instead, otherwise you'll be constantly resizing the shape of the game container.

- The Display canvas layout CSS styles (i.e. margins, size) should not be altered/specified as
  they may be updated by the ScaleManager.

#### new ScaleManager(game, width, height)

  Create a new ScaleManager object - this is done automatically by Phaser.Game

  The `width` and `height` constructor parameters can either be a number which represents pixels or a string that represents a percentage: e.g. `800` (for 800 pixels) or `"80%"` for 80%.

  ##### Parameters:

  Name | Type | Description
  --- | --- | ---
  `game` | Phaser.Game | A reference to the currently running game.
  `width` | number | string | The width of the game. See above.
  `height` | number | string | The height of the game. See above.

  Source - core/ScaleManager.js, line 46

### Members

#### <static, constant> EXACT_FIT :integer

  A scale mode that stretches content to fill all available space - see scaleMode.

  Source - core/ScaleManager.js, line 609

#### <static, constant> NO_SCALE :integer

  A scale mode that prevents any scaling - see scaleMode.

  Source - core/ScaleManager.js, line 617

#### <static, constant> RESIZE :integer

  A scale mode that causes the Game size to change - see scaleMode.

  Source - core/ScaleManager.js, line 633

#### <static, constant> SHOW_ALL :integer

  A scale mode that shows the entire game while maintaining proportions - see scaleMode.

  Source - core/ScaleManager.js, line 625

#### <static, constant> USER_SCALE :integer

  A scale mode that allows a custom scale factor - see scaleMode.

  Source - core/ScaleManager.js, line 641

#### <readonly> aspectRatio :number

  The aspect ratio of the scaled Display canvas.

  Source - core/ScaleManager.js, line 349

#### <readonly> boundingParent :DOMElement

  The DOM element that is considered the Parent bounding element, if any.

  This `null` if parentIsWindow is true or if fullscreen mode is entered and fullScreenTarget is specified.
  It will also be null if there is no game canvas or if the game canvas has no parent.

  Source - core/ScaleManager.js, line 2091

#### <readonly> bounds :Phaser.Rectangle

  The bounds of the scaled game. The x/y will match the offset of the canvas element and the width/height the scaled width and height.

  Source - core/ScaleManager.js, line 342

#### <internal> compatibility

  Various compatibility settings.
  A value of "(auto)" indicates the setting is configured based on device and runtime information.

  A refresh may need to be performed after making changes.

  ##### Properties:

  Name | Type | Argument | Default | Description
  --- | --- | --- | --- | ---
  `supportsFullScreen` | boolean | <optional> | (auto) | True only if fullscreen support will be used. (Changing to fullscreen still might not work.)
  `orientationFallback` | boolean | <optional> | (auto) | See Phaser.DOM.getScreenOrientation.
  `noMargins` | boolean | <optional> | false | If true then the Display canvas's margins will not be updated anymore: existing margins must be manually cleared. Disabling margins prevents automatic canvas alignment/centering, possibly in fullscreen.
  `scrollTo` | Phaser.Point | <optional> <nullable> | (auto) | If specified the window will be scrolled to this position on every refresh.
  `forceMinimumDocumentHeight` | boolean | <optional> | false | If enabled the document elements minimum height is explicitly set on updates. The height set varies by device and may either be the height of the window or the viewport.
  `canExpandParent` | boolean | <optional> | true | If enabled then SHOW_ALL and USER_SCALE modes can try and expand the parent element. It may be necessary for the parent element to impose CSS width/height restrictions.
  `clickTrampoline` | string | <optional> | (auto) | On certain browsers (eg. IE) FullScreen events need to be triggered via 'click' events. A value of 'when-not-mouse' uses a click trampoline when a pointer that is not the primary mouse is used. Any other string value (including the empty string) prevents using click trampolines. For more details on click trampolines see Phaser.Pointer#addClickTrampoline.

  Internal:
    - This member is internal (protected) and may be modified or removed in the future.
  Source - core/ScaleManager.js, line 410

#### <internal, readonly> currentScaleMode :number

  Returns the current scale mode - for normal or fullscreen operation.

  See scaleMode for the different modes allowed.

  Internal:
    - This member is internal (protected) and may be modified or removed in the future.
  Source - core/ScaleManager.js, line 2224

#### <internal, readonly> dom :Phaser.DOM

  Provides access to some cross-device DOM functions.

  Internal:
    - This member is internal (protected) and may be modified or removed in the future.
  Source - core/ScaleManager.js, line 62

#### enterIncorrectOrientation :Phaser.Signal

  This signal is dispatched when the browser enters an incorrect orientation, as defined by forceOrientation.

  This is signaled from `preUpdate` (or `pauseUpdate`) even when the game is paused.

  Source - core/ScaleManager.js, line 211

#### <internal, readonly> forceLandscape :boolean

  If true, the game should only run in a landscape orientation.
  Change with forceOrientation.

  Internal:
    - This member is internal (protected) and may be modified or removed in the future.
  Source - core/ScaleManager.js, line 140

#### <internal, readonly> forcePortrait :boolean

  If true, the game should only run in a portrait
  Change with forceOrientation.

  Internal:
    - This member is internal (protected) and may be modified or removed in the future.
  Source - core/ScaleManager.js, line 150

#### fullScreenScaleMode :integer

  The scaling method used by the ScaleManager when in fullscreen.

  See scaleMode for the different modes allowed.

  Source - core/ScaleManager.js, line 2183

#### fullScreenTarget :DOMElement

  If specified, this is the DOM element on which the Fullscreen API enter request will be invoked.
  The target element must have the correct CSS styling and contain the Display canvas.

  The elements style will be modified (ie. the width and height might be set to 100%)
  but it will not be added to, removed from, or repositioned within the DOM.
  An attempt is made to restore relevant style changes when fullscreen mode is left.

  For pre-2.2.0 behavior set `game.scale.fullScreenTarget = game.canvas`.

  Source - core/ScaleManager.js, line 248

#### <internal, readonly> game :Phaser.Game

  A reference to the currently running game.

  Internal:
    - This member is internal (protected) and may be modified or removed in the future.
  Source - core/ScaleManager.js, line 54

#### grid :Phaser.FlexGrid

  EXPERIMENTAL: A responsive grid on which you can align game objects.

  Source - core/ScaleManager.js, line 69

#### hasPhaserSetFullScreen :boolean

  This boolean provides you with a way to determine if the browser is in Full Screen
  mode (via the Full Screen API), and Phaser was the one responsible for activating it.

  It's possible that ScaleManager.isFullScreen returns `true` even if Phaser wasn't the
  one that made the browser go full-screen, so this flag lets you determine that.

  Source - core/ScaleManager.js, line 233

#### <readonly> height :number

  Target height (in pixels) of the Display canvas.

  Source - core/ScaleManager.js, line 83

#### <internal, readonly> incorrectOrientation :boolean

  True if forceLandscape or forcePortrait are set and do not agree with the browser orientation.

  This value is not updated immediately.

  Internal:
    - This member is internal (protected) and may be modified or removed in the future.
  Source - core/ScaleManager.js, line 161

#### <readonly> isFullScreen :boolean

  Returns true if the browser is in fullscreen mode, otherwise false.

  Source - core/ScaleManager.js, line 2315

#### <readonly> isGameLandscape :boolean

  Returns true if the game dimensions are landscape (width > height).
  This is especially useful to check when using the RESIZE scale mode
  but wanting to maintain game orientation on desktop browsers,
  where typically the screen orientation will always be landscape regardless of the browser viewport.

  Source - core/ScaleManager.js, line 2380

#### <readonly> isGamePortrait :boolean

  Returns true if the game dimensions are portrait (height > width).
  This is especially useful to check when using the RESIZE scale mode
  but wanting to maintain game orientation on desktop browsers,
  where typically the screen orientation will always be landscape regardless of the browser viewport.

  Source - core/ScaleManager.js, line 2362

#### <readonly> isLandscape :boolean

  Returns true if the screen orientation is in landscape mode.

  Source - core/ScaleManager.js, line 2347

#### <readonly> isPortrait :boolean

  Returns true if the screen orientation is in portrait mode.

  Source - core/ScaleManager.js, line 2332

#### leaveIncorrectOrientation :Phaser.Signal

  This signal is dispatched when the browser leaves an incorrect orientation, as defined by forceOrientation.

  This is signaled from `preUpdate` (or `pauseUpdate`) even when the game is paused.

  Source - core/ScaleManager.js, line 221

#### <internal, readonly> margin :Bounds-like

  The Display canvas is aligned by adjusting the margins; the last margins are stored here.

  ##### Type:

  - Bounds-like
  Internal:
    - This member is internal (protected) and may be modified or removed in the future.
  Source - core/ScaleManager.js, line 335

#### <internal, readonly> maxHeight :number

  Maximum height the canvas should be scaled to (in pixels).
  If null it will scale to whatever height the browser can handle.
  Change with setMinMax.

  Internal:
    - This member is internal (protected) and may be modified or removed in the future.
  Source - core/ScaleManager.js, line 121

#### <internal, readonly> maxWidth :number

  Maximum width the canvas should be scaled to (in pixels).
  If null it will scale to whatever width the browser can handle.
  Change with setMinMax.

  Internal:
    - This member is internal (protected) and may be modified or removed in the future.
  Source - core/ScaleManager.js, line 102

#### <internal, readonly> minHeight :number

  Minimum height the canvas should be scaled to (in pixels).
  Change with setMinMax.

  Internal:
    - This member is internal (protected) and may be modified or removed in the future.
  Source - core/ScaleManager.js, line 111

#### <internal, readonly> minWidth :number

  Minimum width the canvas should be scaled to (in pixels).
  Change with setMinMax.

  Internal:
    - This member is internal (protected) and may be modified or removed in the future.
  Source - core/ScaleManager.js, line 92

#### <internal, readonly> offset :Phaser.Point

  The offset coordinates of the Display canvas from the top-left of the browser window.
  The is used internally by Phaser.Pointer (for Input) and possibly other types.

  Internal:
    - This member is internal (protected) and may be modified or removed in the future.
  Source - core/ScaleManager.js, line 130

#### onFullScreenChange :Phaser.Signal

  This signal is dispatched when the browser enters or leaves fullscreen mode, if supported.

  The signal is supplied with a single argument: `scale` (the ScaleManager). Use `scale.isFullScreen` to determine
  if currently running in Fullscreen mode.

  Source - core/ScaleManager.js, line 290

#### onFullScreenError :Phaser.Signal

  This signal is dispatched when the browser fails to enter fullscreen mode;
  or if the device does not support fullscreen mode and `startFullScreen` is invoked.

  The signal is supplied with a single argument: `scale` (the ScaleManager).

  Source - core/ScaleManager.js, line 301

#### onFullScreenInit :Phaser.Signal

  This signal is dispatched when fullscreen mode is ready to be initialized but
  before the fullscreen request.

  The signal is passed two arguments: `scale` (the ScaleManager), and an object in the form `{targetElement: DOMElement}`.

  The `targetElement` is the fullScreenTarget element,
  if such is assigned, or a new element created by createFullScreenTarget.

  Custom CSS styling or resets can be applied to `targetElement` as required.

  If `targetElement` is not the same element as fullScreenTarget:

  - After initialization the Display canvas is moved onto the `targetElement` for
    the duration of the fullscreen mode, and restored to it's original DOM location when fullscreen is exited.
  - The `targetElement` is moved/re-parented within the DOM and may have its CSS styles updated.

  The behavior of a pre-assigned target element is covered in fullScreenTarget.

  Source - core/ScaleManager.js, line 279

#### onOrientationChange :Phaser.Signal

  This signal is dispatched when the orientation changes or the validity of the current orientation changes.

  The signal is supplied with the following arguments:

  - `scale` - the ScaleManager object
  - `prevOrientation`, a string - The previous orientation as per screenOrientation.
  - `wasIncorrect`, a boolean - True if the previous orientation was last determined to be incorrect.

  Access the current orientation and validity with `scale.screenOrientation` and `scale.incorrectOrientation`.
  Thus the following tests can be done:

      // The orientation itself changed:
      scale.screenOrientation !== prevOrientation
      // The orientation just became incorrect:
      scale.incorrectOrientation && !wasIncorrect

  It is possible that this signal is triggered after forceOrientation so the orientation
  correctness changes even if the orientation itself does not change.

  This is signaled from `preUpdate` (or `pauseUpdate`) even when the game is paused.

  Source - core/ScaleManager.js, line 201

#### onSizeChange :Phaser.Signal

  This signal is dispatched when the size of the Display canvas changes or the size of the Game changes.
  When invoked this is done after the Canvas size/position have been updated.

  This signal is only called when a change occurs and a reflow may be required.
  For example, if the canvas does not change sizes because of CSS settings (such as min-width)
  then this signal will not be triggered.

  Use this to handle responsive game layout options.

  This is signaled from `preUpdate` (or `pauseUpdate`) even when the game is paused.

  Source - core/ScaleManager.js, line 487
  To Do:
    - Formalize the arguments, if any, supplied to this signal.

#### pageAlignHorizontally :boolean

  When enabled the Display canvas will be horizontally-aligned in the Parent container (or window).

  To align horizontally across the page the Display canvas should be added directly to page;
  or the parent container should itself be horizontally aligned.

  Horizontal alignment is not applicable with the RESIZE scaling mode.

  Default Value:
    - false
  Source - core/ScaleManager.js, line 2244

#### pageAlignVertically :boolean

  When enabled the Display canvas will be vertically-aligned in the Parent container (or window).

  To align vertically the Parent element should have a non-collapsible height, such that it will maintain
  a height larger than the height of the contained Game canvas - the game canvas will then be scaled vertically
  within the remaining available height dictated by the Parent element.

  One way to prevent the parent from collapsing is to add an absolute "min-height" CSS property to the parent element.
  If specifying a relative "min-height/height" or adjusting margins, the Parent height must still be non-collapsible (see note).

  Note: In version 2.2 the minimum document height is not automatically set to the viewport/window height.
  To automatically update the minimum document height set compatibility.forceMinimumDocumentHeight to true.

  Vertical alignment is not applicable with the RESIZE scaling mode.

  Default Value:
    - false
  Source - core/ScaleManager.js, line 2276

#### parentIsWindow :boolean

  If the parent container of the Game canvas is the browser window itself (i.e. document.body),
  rather than another div, this should set to `true`.

  The parentNode property is generally ignored while this is in effect.

  Source - core/ScaleManager.js, line 442

#### parentNode :DOMElement

  The original DOM element for the parent of the Display canvas.
  This may be different in fullscreen - see createFullScreenTarget.

  This should only be changed after moving the Game canvas to a different DOM parent.

  Source - core/ScaleManager.js, line 452

#### <readonly> parentScaleFactor :Phaser.Point

  The scale of the game in relation to its parent container.

  Source - core/ScaleManager.js, line 459

#### <readonly> scaleFactor :Phaser.Point

  The current scale factor based on the game dimensions vs. the scaled dimensions.

  Source - core/ScaleManager.js, line 318

#### <internal, readonly> scaleFactorInversed :Phaser.Point

  The current inversed scale factor. The displayed dimensions divided by the game dimensions.

  Internal:
    - This member is internal (protected) and may be modified or removed in the future.
  Source - core/ScaleManager.js, line 326

#### scaleMode :integer

  The scaling method used by the ScaleManager when not in fullscreen.

  Phaser.ScaleManager.NO_SCALE
    The Game display area will not be scaled - even if it is too large for the canvas/screen.
    This mode ignores any applied scaling factor and displays the canvas at the Game size.
  Phaser.ScaleManager.EXACT_FIT
    The Game display area will be stretched to fill the entire size of the canvas's parent element and/or screen.
    Proportions are not maintained.
  Phaser.ScaleManager.SHOW_ALL
    Show the entire game display area while maintaining the original aspect ratio.
  Phaser.ScaleManager.RESIZE
    The dimensions of the game display area are changed to match the size of the parent container.
    That is, this mode changes the Game size to match the display size.

    Any manually set Game size (see setGameSize) is ignored while in effect.

  Phaser.ScaleManager.USER_SCALE
    The game Display is scaled according to the user-specified scale set by setUserScale.

    This scale can be adjusted in the resize callback
    for flexible custom-sizing needs.

  Source - core/ScaleManager.js, line 2119

#### <readonly> screenOrientation :string

  The last known orientation of the screen, as defined in the Window Screen Web API.
  See Phaser.DOM.getScreenOrientation for possible values.

  Source - core/ScaleManager.js, line 311

#### <readonly> sourceAspectRatio :number

  The aspect ratio of the original game dimensions.

  Source - core/ScaleManager.js, line 356

#### <internal> trackParentInterval :integer

  The maximum time (in ms) between dimension update checks for the Canvas's parent element (or window).
  Update checks normally happen quicker in response to other events.

  Internal:
    - This member is internal (protected) and may be modified or removed in the future.
  Default Value:
    - 2000
  Source - core/ScaleManager.js, line 470
  See:
    - refresh

#### <readonly> width :number

  Target width (in pixels) of the Display canvas.

  Source - core/ScaleManager.js, line 76

#### windowConstraints

  The edges on which to constrain the game Display/canvas in addition to the restrictions of the parent container.

  The properties are strings and can be '', 'visual', 'layout', or 'layout-soft'.

  - If 'visual', the edge will be constrained to the Window / displayed screen area
  - If 'layout', the edge will be constrained to the CSS Layout bounds
  - An invalid value is treated as 'visual'

  ##### Properties:

  Name | Type | Description
  --- | --- | ---
  `bottom` | string |
  `right` | string |

  Default Value:
    - {"right":"layout","bottom":""}
  Source - core/ScaleManager.js, line 379

### Methods

#### <internal> boot()

  Start the ScaleManager.

  Internal:
    - This member is internal (protected) and may be modified or removed in the future.
  Source - core/ScaleManager.js, line 645

#### <internal> createFullScreenTarget()

  Creates a fullscreen target. This is called automatically as as needed when entering
  fullscreen mode and the resulting element is supplied to onFullScreenInit.

  Use onFullScreenInit to customize the created object.

  Internal:
    - This member is internal (protected) and may be modified or removed in the future.
  Source - core/ScaleManager.js, line 1728

#### <internal> destroy()

  Destroys the ScaleManager and removes any event listeners.
  This should probably only be called when the game is destroyed.

  Internal:
    - This member is internal (protected) and may be modified or removed in the future.
  Source - core/ScaleManager.js, line 2058

#### forceOrientation(forceLandscape, forcePortrait)

  Force the game to run in only one orientation.

  This enables generation of incorrect orientation signals and affects resizing but does not otherwise rotate or lock the orientation.

  Orientation checks are performed via the Screen Orientation API, if available in browser. This means it will check your monitor
  orientation on desktop, or your device orientation on mobile, rather than comparing actual game dimensions. If you need to check the
  viewport dimensions instead and bypass the Screen Orientation API then set: `ScaleManager.compatibility.orientationFallback = 'viewport'`

  ##### Parameters:

  Name | Type | Argument | Default | Description
  --- | --- | --- | --- | ---
  `forceLandscape` | boolean |  |  | true if the game should run in landscape mode only.
  `forcePortrait` | boolean | <optional> | false | true if the game should run in portrait mode only.

  Source - core/ScaleManager.js, line 1163

#### <internal> getParentBounds(target) → {Phaser.Rectangle}

  Returns the computed Parent size/bounds that the Display canvas is allowed/expected to fill.

  If in fullscreen mode or without parent (see parentIsWindow),
  this will be the bounds of the visual viewport itself.

  This function takes the windowConstraints into consideration - if the parent is partially outside
  the viewport then this function may return a smaller than expected size.

  Values are rounded to the nearest pixel.

  ##### Parameters:

  Name | Type | Argument | Default | Description
  --- | --- | --- | --- | ---
  `target` | Phaser.Rectangle | <optional> | (new Rectangle) | The rectangle to update; a new one is created as needed.

  ##### Returns:

  Phaser.Rectangle -

  The established parent bounds.

  Internal:
    - This member is internal (protected) and may be modified or removed in the future.
  Source - core/ScaleManager.js, line 1408

#### <internal> parseConfig(config)

  Load configuration settings.

  ##### Parameters:

  Name | Type | Description
  --- | --- | ---
  `config` | object | The game configuration object.

  Internal:
    - This member is internal (protected) and may be modified or removed in the future.
  Source - core/ScaleManager.js, line 748

#### <internal> preUpdate()

  The ScaleManager.preUpdate is called automatically by the core Game loop.

  Internal:
    - This member is internal (protected) and may be modified or removed in the future.
  Source - core/ScaleManager.js, line 1028

#### refresh()

  The "refresh" methods informs the ScaleManager that a layout refresh is required.

  The ScaleManager automatically queues a layout refresh (eg. updates the Game size or Display canvas layout)
  when the browser is resized, the orientation changes, or when there is a detected change
  of the Parent size. Refreshing is also done automatically when public properties,
  such as scaleMode, are updated or state-changing methods are invoked.

  The "refresh" method may need to be used in a few (rare) situtations when

  - a device change event is not correctly detected; or
  - the Parent size changes (and an immediate reflow is desired); or
  - the ScaleManager state is updated by non-standard means; or
  - certain compatibility properties are manually changed.

  The queued layout refresh is not immediate but will run promptly in an upcoming `preRender`.

  Source - core/ScaleManager.js, line 1301

#### <internal> scaleSprite(sprite, width, height, letterBox) → {Phaser.Sprite|Phaser.Image}

  Takes a Sprite or Image object and scales it to fit the given dimensions.
  Scaling happens proportionally without distortion to the sprites texture.
  The letterBox parameter controls if scaling will produce a letter-box effect or zoom the
  sprite until it fills the given values. Note that with letterBox set to false the scaled sprite may spill out over either
  the horizontal or vertical sides of the target dimensions. If you wish to stop this you can crop the Sprite.

  ##### Parameters:

  Name | Type | Argument | Default | Description
  --- | --- | --- | --- | ---
  `sprite` | Phaser.Sprite | Phaser.Image |  |  | The sprite we want to scale.
  `width` | integer | <optional> |  | The target width that we want to fit the sprite in to. If not given it defaults to ScaleManager.width.
  `height` | integer | <optional> |  | The target height that we want to fit the sprite in to. If not given it defaults to ScaleManager.height.
  `letterBox` | boolean | <optional> | false | True if we want the `fitted` mode. Otherwise, the function uses the `zoom` mode.

  ##### Returns:

  Phaser.Sprite | Phaser.Image -

  The scaled sprite.

  Internal:
    - This member is internal (protected) and may be modified or removed in the future.
  Source - core/ScaleManager.js, line 1988

#### setGameSize(width, height)

  Set the actual Game size.
  Use this instead of directly changing `game.width` or `game.height`.

  The actual physical display (Canvas element size) depends on various settings including

  - Scale mode
  - Scaling factor
  - Size of Canvas's parent element or CSS rules such as min-height/max-height;
  - The size of the Window

  ##### Parameters:

  Name | Type | Description
  --- | --- | ---
  `width` | integer | Game width, in pixels.
  `height` | integer | Game height, in pixels.

  Source - core/ScaleManager.js, line 881

#### setMinMax(minWidth, minHeight, maxWidth, maxHeight)

  Set the min and max dimensions for the Display canvas.

  Note: The min/max dimensions are only applied in some cases

  - When the device is not in an incorrect orientation; or
  - The scale mode is EXACT_FIT when not in fullscreen

  ##### Parameters:

  Name | Type | Argument | Description
  --- | --- | --- | ---
  `minWidth` | number |  | The minimum width the game is allowed to scale down to.
  `minHeight` | number |  | The minimum height the game is allowed to scale down to.
  `maxWidth` | number | <optional> | The maximum width the game is allowed to scale up to; only changed if specified.
  `maxHeight` | number | <optional> | The maximum height the game is allowed to scale up to; only changed if specified.

  Source - core/ScaleManager.js, line 996
  To Do:
    - These values are only sometimes honored.

#### setResizeCallback(callback, context)

  Sets the callback that will be invoked before sizing calculations.

  This is the appropriate place to call setUserScale if needing custom dynamic scaling.

  The callback is supplied with two arguments `scale` and `parentBounds` where `scale` is the ScaleManager
  and `parentBounds`, a Phaser.Rectangle, is the size of the Parent element.

  This callback

  - May be invoked even though the parent container or canvas sizes have not changed
  - Unlike onSizeChange, it runs before the canvas is guaranteed to be updated
  - Will be invoked from `preUpdate`, even when the game is paused

  See onSizeChange for a better way of reacting to layout updates.

  ##### Parameters:

  Name | Type | Description
  --- | --- | ---
  `callback` | function | The callback that will be called each time a window.resize event happens or if set, the parent container resizes.
  `context` | object | The context in which the callback will be called.

  Source - core/ScaleManager.js, line 933

#### <internal> setupScale(width, height)

  Calculates and sets the game dimensions based on the given width and height.

  This should not be called when in fullscreen mode.

  ##### Parameters:

  Name | Type | Description
  --- | --- | ---
  `width` | number | string | The width of the game.
  `height` | number | string | The height of the game.

  Internal:
    - This member is internal (protected) and may be modified or removed in the future.
  Source - core/ScaleManager.js, line 781

#### setUserScale(hScale, vScale, hTrim, vTrim)

  Set a User scaling factor used in the USER_SCALE scaling mode.

  The target canvas size is computed by:

      canvas.width = (game.width * hScale) - hTrim
      canvas.height = (game.height * vScale) - vTrim

  This method can be used in the resize callback.

  ##### Parameters:

  Name | Type | Argument | Default | Description
  --- | --- | --- | --- | ---
  `hScale` | number |  |  | Horizontal scaling factor.
  `vScale` | numer |  |  | Vertical scaling factor.
  `hTrim` | integer | <optional> | 0 | Horizontal trim, applied after scaling.
  `vTrim` | integer | <optional> | 0 | Vertical trim, applied after scaling.

  Source - core/ScaleManager.js, line 909

#### startFullScreen(antialias, allowTrampoline) → {boolean}

  Start the browsers fullscreen mode - this must be called from a user input Pointer or Mouse event.

  The Fullscreen API must be supported by the browser for this to work - it is not the same as setting
  the game size to fill the browser window. See compatibility.supportsFullScreen to check if the current
  device is reported to support fullscreen mode.

  The fullScreenFailed signal will be dispatched if the fullscreen change request failed or the game does not support the Fullscreen API.

  ##### Parameters:

  Name | Type | Argument | Description
  --- | --- | --- | ---
  `antialias` | boolean | <optional> | Changes the anti-alias feature of the canvas before jumping in to fullscreen (false = retain pixel art, true = smooth art). If not specified then no change is made. Only works in CANVAS mode.
  `allowTrampoline` | boolean | <optional> | Internal argument. If `false` click trampolining is suppressed.

  ##### Returns:

  boolean -

  Returns true if the device supports fullscreen mode and fullscreen mode was attempted to be started. (It might not actually start, wait for the signals.)

  Source - core/ScaleManager.js, line 1749

#### stopFullScreen() → {boolean}

  Stops / exits fullscreen mode, if active.

  ##### Returns:

  boolean -

  Returns true if the browser supports fullscreen mode and fullscreen mode will be exited.

  Source - core/ScaleManager.js, line 1842