[HTML5] Fix broken layout on load in HiDPI screens
This was caused by the devicePixelRatio being applied twice, once by the HTML code, once by the OS code. More specifically, OS.get_window_size() would return the canvas element size, while OS.set_window_size() would set the element size to the specified value times the devicePixelRatio. Calling OS.set_window_size(OS.get_window_size()) would reapply the devicePixelRatio every time. This commit changes the behaviour so that OS.set_window_size() do not apply the devicePixelRatio to the canvas element size, by it divides the CSS size instead.
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1 changed files with 2 additions and 2 deletions
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@ -174,8 +174,8 @@ void OS_JavaScript::set_window_size(const Size2 p_size) {
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window_maximized = false;
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}
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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 * scale, p_size.y * scale);
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emscripten_set_element_css_size(canvas_id, p_size.x, p_size.y);
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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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}
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}
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