Commit Graph

14 Commits

Author SHA1 Message Date
Fabio Alessandrelli 45a67fab35 [HTML5] Better fullscreen, canvas resizing.
Three canvas resize policies:
- `None`: Godot window settings are ignored.
- `Project`: Godot handles the canvas like a native app (resizing it
  when setting the window size).
- `Adaptive`: Canvas size will always adapt to browser window size.

Use `None` if you want to control the canvas size with custom JavaScript
code.
2021-02-19 05:13:44 +01:00
Fabio Alessandrelli 1eef8a318b [HTML5] Easier HTML templates, better deinit/cleanup. 2021-02-19 05:13:44 +01:00
Fabio Alessandrelli 03edba4d75 [HTML5] Implement get_processor_count. 2021-02-17 13:42:26 +01:00
Fabio Alessandrelli b3f78687de [HTML5] Detect screen scale and DPI.
`OS.get_screen_scale` will now return the `window.devicePixelRatio`
value, `OS.get_screen_dpi` uses CSS media queries to find approximate
DPI value for the current display.
`OS.get_screen_size` also return the actual screen size (not the CSS
pixel size).
2021-02-12 12:02:30 +01:00
Rémi Verschelde b2f925ea42
Merge pull request #45889 from Faless/js/3.x_xhr_fix
[3.2] [HTML5] Fix HTTPClient request_raw.
2021-02-11 11:08:14 +01:00
Fabio Alessandrelli 4086a123b9 [HTML5] Fix HTTPClient request_raw.
Now send data according to the spec, properly handle null data.
Simplify JS code since we are at it.
2021-02-11 09:32:17 +01:00
Fabio Alessandrelli 8c9a503bde [HTML5] Handle contextmenu, webglcontextlost internally.
This way they are automatically cleaned up when the engine exits,
landing a hand to browsers garbage collectors.
2021-02-11 08:00:53 +01:00
Fabio Alessandrelli 31b5c5ee03 [HTML5] Custom Gamepad library to allow remapping.
No longer use emscripten functions for gamepads, implement them as
library functions in library_godot_display.js instead.
This allows us to do a better job at "guessing" vendorId, productId, OS,
etc. thus allowing us to better find the remapping for the controller.
2021-01-18 13:07:37 +01:00
Rémi Verschelde 49646383f1
Update copyright statements to 2021
Happy new year to the wonderful Godot community!

2020 has been a tough year for most of us personally, but a good year for
Godot development nonetheless with a huge amount of work done towards Godot
4.0 and great improvements backported to the long-lived 3.2 branch.

We've had close to 400 contributors to engine code this year, authoring near
7,000 commit! (And that's only for the `master` branch and for the engine code,
there's a lot more when counting docs, demos and other first-party repos.)

Here's to a great year 2021 for all Godot users 🎆

(cherry picked from commit b5334d14f7)
2021-01-13 16:17:06 +01:00
Fabio Alessandrelli 0a67b23913 [HTML5] Fix errors when Mic is not allowed. 2020-12-10 09:27:53 +01:00
Fabio Alessandrelli 8ebb52fad6 [HTML5] Add function signatures to JS libraries. 2020-12-04 23:37:41 +01:00
Fabio Alessandrelli 8d93c723f1 [HTML5] Remove file flags from writeFile in setup.
Flags where deprecated and partly in removed in emscripten 2.0.9.
2020-11-30 11:29:32 +01:00
Fabio Alessandrelli f316a1719d [HTML5] Run eslint --fix.
Should I write a poem about this whole new world? ;)
2020-11-23 13:27:13 +01:00
Fabio Alessandrelli e4cdae3624 [HTML5] Libraries refactor for linting.
Initial work to make liniting easier.

This includes:
- Rename http_request.js to library_godot_http_request.js.
- Rename externs.js to engine.externs.js.
- New library_godot_runtime.js (GodotRuntime) wraps around emscripten
  functions.
- Refactor of XMLHttpRequest handler in engine/preloader.js.
- Few fixes to bugs spotted by early stage linting.
2020-11-21 14:23:32 +01:00