From 758daab3ad3df0f0bb1bf92c4be20bc163d8b94a Mon Sep 17 00:00:00 2001 From: Fabio Alessandrelli Date: Mon, 8 Mar 2021 19:31:52 +0100 Subject: [PATCH] [HTML5] Respect allow_hidpi option during setup The option was forced to `true` before, unlike on other platforms. --- doc/classes/ProjectSettings.xml | 2 +- platform/javascript/godot_js.h | 2 +- .../javascript/js/libs/library_godot_display.js | 15 ++++++++++----- platform/javascript/os_javascript.cpp | 3 ++- 4 files changed, 14 insertions(+), 8 deletions(-) diff --git a/doc/classes/ProjectSettings.xml b/doc/classes/ProjectSettings.xml index 6464e4609bb..8c000a11e7b 100644 --- a/doc/classes/ProjectSettings.xml +++ b/doc/classes/ProjectSettings.xml @@ -456,7 +456,7 @@ Position offset for tooltips, relative to the mouse cursor's hotspot. - 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. + 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. 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. diff --git a/platform/javascript/godot_js.h b/platform/javascript/godot_js.h index 5aa8677a548..f86aadd2c29 100644 --- a/platform/javascript/godot_js.h +++ b/platform/javascript/godot_js.h @@ -92,7 +92,7 @@ extern int godot_js_display_gamepad_sample_get(int p_idx, float r_btns[16], int3 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); extern void godot_js_display_paste_cb(void (*p_callback)(const char *p_text)); extern void godot_js_display_drop_files_cb(void (*p_callback)(char **p_filev, int p_filec)); -extern void godot_js_display_setup_canvas(int p_width, int p_height, int p_fullscreen); +extern void godot_js_display_setup_canvas(int p_width, int p_height, int p_fullscreen, int p_hidpi); #ifdef __cplusplus } #endif diff --git a/platform/javascript/js/libs/library_godot_display.js b/platform/javascript/js/libs/library_godot_display.js index c72b6b36917..b4f1fee4ed1 100644 --- a/platform/javascript/js/libs/library_godot_display.js +++ b/platform/javascript/js/libs/library_godot_display.js @@ -400,6 +400,10 @@ const GodotDisplayScreen = { $GodotDisplayScreen__deps: ['$GodotConfig', '$GodotOS', '$GL', 'emscripten_webgl_get_current_context'], $GodotDisplayScreen: { desired_size: [0, 0], + hidpi: true, + getPixelRatio: function () { + return GodotDisplayScreen.hidpi ? window.devicePixelRatio || 1 : 1; + }, isFullscreen: function () { const elem = document.fullscreenElement || document.mozFullscreenElement || document.webkitFullscreenElement || document.msFullscreenElement; @@ -477,7 +481,7 @@ const GodotDisplayScreen = { } return 0; } - const scale = window.devicePixelRatio || 1; + const scale = GodotDisplayScreen.getPixelRatio(); if (isFullscreen || wantsFullWindow) { // We need to match screen size. width = window.innerWidth * scale; @@ -555,7 +559,7 @@ const GodotDisplay = { godot_js_display_pixel_ratio_get__sig: 'f', godot_js_display_pixel_ratio_get: function () { - return window.devicePixelRatio || 1; + return GodotDisplayScreen.getPixelRatio(); }, godot_js_display_fullscreen_request__sig: 'i', @@ -581,7 +585,7 @@ const GodotDisplay = { godot_js_display_screen_size_get__sig: 'vii', godot_js_display_screen_size_get: function (width, height) { - const scale = window.devicePixelRatio || 1; + const scale = GodotDisplayScreen.getPixelRatio(); GodotRuntime.setHeapValue(width, window.screen.width * scale, 'i32'); GodotRuntime.setHeapValue(height, window.screen.height * scale, 'i32'); }, @@ -776,8 +780,8 @@ const GodotDisplay = { GodotDisplayListeners.add(canvas, 'drop', GodotDisplayDragDrop.handler(dropFiles)); }, - godot_js_display_setup_canvas__sig: 'viii', - godot_js_display_setup_canvas: function (p_width, p_height, p_fullscreen) { + godot_js_display_setup_canvas__sig: 'viiii', + godot_js_display_setup_canvas: function (p_width, p_height, p_fullscreen, p_hidpi) { const canvas = GodotConfig.canvas; GodotDisplayListeners.add(canvas, 'contextmenu', function (ev) { ev.preventDefault(); @@ -786,6 +790,7 @@ const GodotDisplay = { alert('WebGL context lost, please reload the page'); // eslint-disable-line no-alert ev.preventDefault(); }, false); + GodotDisplayScreen.hidpi = !!p_hidpi; switch (GodotConfig.canvas_resize_policy) { case 0: // None GodotDisplayScreen.desired_size = [canvas.width, canvas.height]; diff --git a/platform/javascript/os_javascript.cpp b/platform/javascript/os_javascript.cpp index d283c4486bc..de86c4910c6 100644 --- a/platform/javascript/os_javascript.cpp +++ b/platform/javascript/os_javascript.cpp @@ -782,7 +782,8 @@ Error OS_JavaScript::initialize(const VideoMode &p_desired, int p_video_driver, video_mode = p_desired; // fullscreen_change_callback will correct this if the request is successful. video_mode.fullscreen = false; - godot_js_display_setup_canvas(video_mode.width, video_mode.height, video_mode.fullscreen); // Handle contextmenu, webglcontextlost + // Handle contextmenu, webglcontextlost, initial canvas setup. + godot_js_display_setup_canvas(video_mode.width, video_mode.height, video_mode.fullscreen, is_hidpi_allowed() ? 1 : 0); swap_ok_cancel = godot_js_display_is_swap_ok_cancel() == 1;