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author | Fabio Alessandrelli <fabio.alessandrelli@gmail.com> | 2021-03-09 23:37:34 +0100 |
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committer | Fabio Alessandrelli <fabio.alessandrelli@gmail.com> | 2021-03-10 00:00:14 +0100 |
commit | 3f059b90d61d946b6f5d606c8a306ec71ea305b9 (patch) | |
tree | 1ac74f146e395c2155c357ac51a43d5b1dd9283d /platform/javascript/js | |
parent | 0bef220f0a7abd5c3b29f9ddbc95e8a7ecf822df (diff) |
[HTML5] Properly set canvas size during setup.
It used to be updated before the first iteration, causing the
window/viewport size values to be incorrect during the initialization
phase (e.g. during the first `_ready` notification).
Diffstat (limited to 'platform/javascript/js')
-rw-r--r-- | platform/javascript/js/libs/library_godot_display.js | 1 |
1 files changed, 1 insertions, 0 deletions
diff --git a/platform/javascript/js/libs/library_godot_display.js b/platform/javascript/js/libs/library_godot_display.js index b4f1fee4ed..519a50f2db 100644 --- a/platform/javascript/js/libs/library_godot_display.js +++ b/platform/javascript/js/libs/library_godot_display.js @@ -805,6 +805,7 @@ const GodotDisplay = { canvas.style.left = 0; break; } + GodotDisplayScreen.updateSize(); if (p_fullscreen) { GodotDisplayScreen.requestFullscreen(); } |