[HTML5] Respect allow_hidpi option during setup
The option was forced to `true` before, unlike on other platforms.
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@ -456,7 +456,7 @@
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Position offset for tooltips, relative to the mouse cursor's hotspot.
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</member>
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<member name="display/window/dpi/allow_hidpi" type="bool" setter="" getter="" default="false">
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If [code]true[/code], allows HiDPI display on Windows and macOS. This setting has no effect on desktop Linux, as DPI-awareness fallbacks are not supported there.
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If [code]true[/code], allows HiDPI display on Windows, macOS, and the HTML5 platform. This setting has no effect on desktop Linux, as DPI-awareness fallbacks are not supported there.
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</member>
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<member name="display/window/energy_saving/keep_screen_on" type="bool" setter="" getter="" default="true">
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If [code]true[/code], keeps the screen on (even in case of inactivity), so the screensaver does not take over. Works on desktop and mobile platforms.
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@ -92,7 +92,7 @@ extern int godot_js_display_gamepad_sample_get(int p_idx, float r_btns[16], int3
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extern void godot_js_display_notification_cb(void (*p_callback)(int p_notification), int p_enter, int p_exit, int p_in, int p_out);
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extern void godot_js_display_paste_cb(void (*p_callback)(const char *p_text));
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extern void godot_js_display_drop_files_cb(void (*p_callback)(char **p_filev, int p_filec));
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extern void godot_js_display_setup_canvas(int p_width, int p_height, int p_fullscreen);
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extern void godot_js_display_setup_canvas(int p_width, int p_height, int p_fullscreen, int p_hidpi);
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#ifdef __cplusplus
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}
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#endif
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@ -400,6 +400,10 @@ const GodotDisplayScreen = {
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$GodotDisplayScreen__deps: ['$GodotConfig', '$GodotOS', '$GL', 'emscripten_webgl_get_current_context'],
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$GodotDisplayScreen: {
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desired_size: [0, 0],
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hidpi: true,
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getPixelRatio: function () {
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return GodotDisplayScreen.hidpi ? window.devicePixelRatio || 1 : 1;
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},
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isFullscreen: function () {
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const elem = document.fullscreenElement || document.mozFullscreenElement
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|| document.webkitFullscreenElement || document.msFullscreenElement;
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@ -477,7 +481,7 @@ const GodotDisplayScreen = {
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}
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return 0;
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}
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const scale = window.devicePixelRatio || 1;
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const scale = GodotDisplayScreen.getPixelRatio();
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if (isFullscreen || wantsFullWindow) {
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// We need to match screen size.
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width = window.innerWidth * scale;
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@ -555,7 +559,7 @@ const GodotDisplay = {
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godot_js_display_pixel_ratio_get__sig: 'f',
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godot_js_display_pixel_ratio_get: function () {
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return window.devicePixelRatio || 1;
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return GodotDisplayScreen.getPixelRatio();
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},
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godot_js_display_fullscreen_request__sig: 'i',
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@ -581,7 +585,7 @@ const GodotDisplay = {
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godot_js_display_screen_size_get__sig: 'vii',
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godot_js_display_screen_size_get: function (width, height) {
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const scale = window.devicePixelRatio || 1;
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const scale = GodotDisplayScreen.getPixelRatio();
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GodotRuntime.setHeapValue(width, window.screen.width * scale, 'i32');
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GodotRuntime.setHeapValue(height, window.screen.height * scale, 'i32');
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},
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@ -776,8 +780,8 @@ const GodotDisplay = {
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GodotDisplayListeners.add(canvas, 'drop', GodotDisplayDragDrop.handler(dropFiles));
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},
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godot_js_display_setup_canvas__sig: 'viii',
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godot_js_display_setup_canvas: function (p_width, p_height, p_fullscreen) {
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godot_js_display_setup_canvas__sig: 'viiii',
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godot_js_display_setup_canvas: function (p_width, p_height, p_fullscreen, p_hidpi) {
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const canvas = GodotConfig.canvas;
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GodotDisplayListeners.add(canvas, 'contextmenu', function (ev) {
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ev.preventDefault();
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@ -786,6 +790,7 @@ const GodotDisplay = {
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alert('WebGL context lost, please reload the page'); // eslint-disable-line no-alert
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ev.preventDefault();
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}, false);
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GodotDisplayScreen.hidpi = !!p_hidpi;
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switch (GodotConfig.canvas_resize_policy) {
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case 0: // None
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GodotDisplayScreen.desired_size = [canvas.width, canvas.height];
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@ -782,7 +782,8 @@ Error OS_JavaScript::initialize(const VideoMode &p_desired, int p_video_driver,
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video_mode = p_desired;
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// fullscreen_change_callback will correct this if the request is successful.
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video_mode.fullscreen = false;
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godot_js_display_setup_canvas(video_mode.width, video_mode.height, video_mode.fullscreen); // Handle contextmenu, webglcontextlost
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// Handle contextmenu, webglcontextlost, initial canvas setup.
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godot_js_display_setup_canvas(video_mode.width, video_mode.height, video_mode.fullscreen, is_hidpi_allowed() ? 1 : 0);
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swap_ok_cancel = godot_js_display_is_swap_ok_cancel() == 1;
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