I got my KineticJS game working inside CocoonJS quite nicely, except scaling the canvas. I have 1024x768 canvas, which is great for iPad 2. But for iPad 4, due to retina screen, the game takes only 1/4th of the screen.
CocoonJS says this about the scaling:
CocoonJS automatically scales your main canvas to fill the whole screen while you still
continue working on your application coordinates. There are 3 different ways to specify how
the scaling should be done:
idtkScale
'ScaleToFill' // Default
'ScaleAspectFit'
'ScaleAspectFill'
canvas.style.cssText="idtkscale:SCALE_TYPE;"; // The SCALE_TYPE can be any of
the ones listed above.
I have tried this adding this:
layer.getCanvas()._canvas.style.cssText='idtkScale:ScaleAspectFit;';
But it is not working. Any idea how to get KineticJS created Canvases to scale in CocoonJS?
Okay, I found an answer to this question myself and since there are so many up votes, I want to share the solution.
The solution was to comment some code within KineticJS and then add the CocoonJS scaling to the canvas creation.
inside _resizeDOM:
this.content.style.width = width + PX;
this.content.style.height = height + PX;
inside setWidth of Canvas:
this._canvas.style.width = width + 'px';
inside setHeight of Canvas:
this._canvas.style.height = height + 'px';
Add this inside Canvas prototype init:
this._canvas.style.idtkscale = "ScaleAspectFill";
This does the trick for me. Now what I do is I calculate the correct aspect ratio for the canvas and let CocoonJS scale it for me. Hope this is as useful for others as it has been for me!