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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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2972ea3229
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7 changed files with 195 additions and 107 deletions
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@ -59,34 +59,13 @@ bool DisplayServerJavaScript::is_canvas_focused() {
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}
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bool DisplayServerJavaScript::check_size_force_redraw() {
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int canvas_width;
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int canvas_height;
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emscripten_get_canvas_element_size(DisplayServerJavaScript::canvas_id, &canvas_width, &canvas_height);
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if (last_width != canvas_width || last_height != canvas_height) {
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last_width = canvas_width;
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last_height = canvas_height;
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// Update the framebuffer size for redraw.
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emscripten_set_canvas_element_size(DisplayServerJavaScript::canvas_id, canvas_width, canvas_height);
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return true;
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}
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return false;
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return godot_js_display_size_update() != 0;
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}
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Point2 DisplayServerJavaScript::compute_position_in_canvas(int p_x, int p_y) {
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DisplayServerJavaScript *display = get_singleton();
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int canvas_x;
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int canvas_y;
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godot_js_display_canvas_bounding_rect_position_get(&canvas_x, &canvas_y);
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int canvas_width;
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int canvas_height;
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emscripten_get_canvas_element_size(display->canvas_id, &canvas_width, &canvas_height);
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double element_width;
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double element_height;
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emscripten_get_element_css_size(display->canvas_id, &element_width, &element_height);
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return Point2((int)(canvas_width / element_width * (p_x - canvas_x)),
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(int)(canvas_height / element_height * (p_y - canvas_y)));
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int point[2];
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godot_js_display_compute_position(p_x, p_y, point, point + 1);
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return Point2(point[0], point[1]);
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}
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EM_BOOL DisplayServerJavaScript::fullscreen_change_callback(int p_event_type, const EmscriptenFullscreenChangeEvent *p_event, void *p_user_data) {
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@ -704,7 +683,7 @@ DisplayServerJavaScript::DisplayServerJavaScript(const String &p_rendering_drive
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godot_js_config_canvas_id_get(canvas_id, 256);
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// Handle contextmenu, webglcontextlost
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godot_js_display_setup_canvas();
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godot_js_display_setup_canvas(p_resolution.x, p_resolution.y, p_mode == WINDOW_MODE_FULLSCREEN);
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// Check if it's windows.
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swap_cancel_ok = godot_js_display_is_swap_ok_cancel() == 1;
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@ -748,11 +727,6 @@ DisplayServerJavaScript::DisplayServerJavaScript(const String &p_rendering_drive
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video_driver_index = p_video_driver;
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#endif
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window_set_mode(p_mode);
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if (godot_js_config_canvas_resize_policy_get() == 1) {
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window_set_size(p_resolution);
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}
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EMSCRIPTEN_RESULT result;
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#define EM_CHECK(ev) \
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if (result != EMSCRIPTEN_RESULT_SUCCESS) \
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@ -842,17 +816,15 @@ Point2i DisplayServerJavaScript::screen_get_position(int p_screen) const {
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}
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Size2i DisplayServerJavaScript::screen_get_size(int p_screen) const {
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EmscriptenFullscreenChangeEvent ev;
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EMSCRIPTEN_RESULT result = emscripten_get_fullscreen_status(&ev);
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ERR_FAIL_COND_V(result != EMSCRIPTEN_RESULT_SUCCESS, Size2i());
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double scale = godot_js_display_pixel_ratio_get();
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return Size2i(ev.screenWidth * scale, ev.screenHeight * scale);
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int size[2];
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godot_js_display_screen_size_get(size, size + 1);
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return Size2(size[0], size[1]);
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}
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Rect2i DisplayServerJavaScript::screen_get_usable_rect(int p_screen) const {
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int canvas[2];
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emscripten_get_canvas_element_size(canvas_id, canvas, canvas + 1);
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return Rect2i(0, 0, canvas[0], canvas[1]);
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int size[2];
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godot_js_display_window_size_get(size, size + 1);
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return Rect2i(0, 0, size[0], size[1]);
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}
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int DisplayServerJavaScript::screen_get_dpi(int p_screen) const {
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@ -942,17 +914,13 @@ Size2i DisplayServerJavaScript::window_get_min_size(WindowID p_window) const {
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}
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void DisplayServerJavaScript::window_set_size(const Size2i p_size, WindowID p_window) {
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last_width = p_size.x;
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last_height = p_size.y;
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double scale = godot_js_display_pixel_ratio_get();
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emscripten_set_canvas_element_size(canvas_id, p_size.x, p_size.y);
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emscripten_set_element_css_size(canvas_id, p_size.x / scale, p_size.y / scale);
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godot_js_display_desired_size_set(p_size.x, p_size.y);
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}
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Size2i DisplayServerJavaScript::window_get_size(WindowID p_window) const {
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int canvas[2];
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emscripten_get_canvas_element_size(canvas_id, canvas, canvas + 1);
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return Size2(canvas[0], canvas[1]);
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int size[2];
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godot_js_display_window_size_get(size, size + 1);
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return Size2i(size[0], size[1]);
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}
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Size2i DisplayServerJavaScript::window_get_real_size(WindowID p_window) const {
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@ -966,20 +934,13 @@ void DisplayServerJavaScript::window_set_mode(WindowMode p_mode, WindowID p_wind
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switch (p_mode) {
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case WINDOW_MODE_WINDOWED: {
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if (window_mode == WINDOW_MODE_FULLSCREEN) {
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emscripten_exit_fullscreen();
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godot_js_display_fullscreen_exit();
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}
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window_mode = WINDOW_MODE_WINDOWED;
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window_set_size(Size2i(last_width, last_height));
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} break;
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case WINDOW_MODE_FULLSCREEN: {
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EmscriptenFullscreenStrategy strategy;
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strategy.scaleMode = EMSCRIPTEN_FULLSCREEN_SCALE_STRETCH;
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strategy.canvasResolutionScaleMode = EMSCRIPTEN_FULLSCREEN_CANVAS_SCALE_STDDEF;
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strategy.filteringMode = EMSCRIPTEN_FULLSCREEN_FILTERING_DEFAULT;
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strategy.canvasResizedCallback = nullptr;
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EMSCRIPTEN_RESULT result = emscripten_request_fullscreen_strategy(canvas_id, false, &strategy);
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ERR_FAIL_COND_MSG(result == EMSCRIPTEN_RESULT_FAILED_NOT_DEFERRED, "Enabling fullscreen is only possible from an input callback for the HTML5 platform.");
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ERR_FAIL_COND_MSG(result != EMSCRIPTEN_RESULT_SUCCESS, "Enabling fullscreen is only possible from an input callback for the HTML5 platform.");
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int result = godot_js_display_fullscreen_request();
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ERR_FAIL_COND_MSG(result, "The request was denied. Remember that enabling fullscreen is only possible from an input callback for the HTML5 platform.");
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} break;
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case WINDOW_MODE_MAXIMIZED:
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case WINDOW_MODE_MINIMIZED:
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