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[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.
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7 changed files with 198 additions and 126 deletions
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@ -296,7 +296,7 @@ void EditorExportPlatformJavaScript::_fix_html(Vector<uint8_t> &p_html, const Re
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args.push_back(flags[i]);
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}
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Dictionary config;
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config["canvasResizePolicy"] = p_preset->get("html/full_window_size") ? 2 : 1;
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config["canvasResizePolicy"] = p_preset->get("html/canvas_resize_policy");
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config["gdnativeLibs"] = libs;
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config["executable"] = p_name;
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config["args"] = args;
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@ -353,7 +353,7 @@ void EditorExportPlatformJavaScript::get_export_options(List<ExportOption> *r_op
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r_options->push_back(ExportOption(PropertyInfo(Variant::BOOL, "vram_texture_compression/for_mobile"), false)); // ETC or ETC2, depending on renderer
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r_options->push_back(ExportOption(PropertyInfo(Variant::STRING, "html/custom_html_shell", PROPERTY_HINT_FILE, "*.html"), ""));
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r_options->push_back(ExportOption(PropertyInfo(Variant::STRING, "html/head_include", PROPERTY_HINT_MULTILINE_TEXT), ""));
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r_options->push_back(ExportOption(PropertyInfo(Variant::BOOL, "html/full_window_size"), true));
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r_options->push_back(ExportOption(PropertyInfo(Variant::INT, "html/canvas_resize_policy", PROPERTY_HINT_ENUM, "None,Project,Adaptive"), 2));
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}
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String EditorExportPlatformJavaScript::get_name() const {
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