Scaling Strategy 2: Stage Dimensions

Instead of the current screen’s resolution, you could look at the stage dimensions.

I know that the “screen resolution” method means that one inch on your screen is one inch on theirs. That can be nice to have, especially when dealing with tablets. On the other hand, it’s not so great for small screens. A one-inch-wide button on a low-end device could fill a quarter of the screen!

Plus, you can’t even get at the screen resolution in Flash, and HTML5 may or may not be able to access that information.

The “stage dimensions” method, on the other hand, works on all platforms, handles smaller screens gracefully, and is much easier to test.

Using the stage’s dimensions

Let’s say I’ve convinced you to give this method a shot. How does it work?

The first step is to take the stage dimensions and convert them into scaleX and scaleY values. Then scale all your objects using these values.

Flash defines four stage scale modes, each representing a different way to generate scaleX and scaleY. Let’s take a look.

NO_SCALE

Click and drag in this demo to get a sense of the NO_SCALE option. (Requires JavaScript.)

Somehow I doubt this is the one you’re looking for.

Implementing NO_SCALE

You already implemented it. Moving on!

EXACT_FIT

Quick: what’s the simplest way you can think of to handle scaling?

Remember, you have access to stageWidth and stageHeight, and you can set scaleX and scaleY.

If you guessed “scale x and y independently,” you’re right!

Hey, I never said it was a good way to handle scaling. I just said that it’s simple.

Implementing EXACT_FIT

That’s it!

Note: you can’t set stage.scaleX and stage.scaleY. In most cases, Lib.current works equally well, which is why I used that. (Just avoid adding children directly to the stage.)

NO_BORDER

Obviously, you don’t want to stretch your content like that. Somehow, you have to make sure that each individual object keeps the same proportions.

There are two main ways to do this, and NO_BORDER is one of them.

Implementing NO_BORDER

NO_BORDER considers the same two values as EXACT_FIT, but it picks only one. Specifically, it picks the larger one.

Imagine your stage is made wider, so that scaleX comes out to 1.55, and scaleY is still 1.

NO_BORDER will choose the larger of the two values (1.55), making the stage the right horizontal size, but too large vertically.

SHOW_ALL

If NO_BORDER tends to make objects too large, SHOW_ALL errs on the side of keeping them small.

Implementing SHOW_ALL

Like NO_BORDER, except with Math.min().

Given the choice between 1.55 and 1, SHOW_ALL will choose the smaller value. This ensures that everything will fit, though there will also be extra space.

In most apps, extra space is better than objects being cut off, making SHOW_ALL the clear winner.

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