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author | Fabio Alessandrelli <fabio.alessandrelli@gmail.com> | 2020-11-30 11:32:35 +0100 |
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committer | Fabio Alessandrelli <fabio.alessandrelli@gmail.com> | 2020-11-30 12:07:20 +0100 |
commit | 178546ac3e460864b897cf90d7835e982d237712 (patch) | |
tree | cfc774ab1acff3a0dbfb6520e9c8e5cbf186c9ab /platform | |
parent | 742729ccfe98bb6c38453a45213d873f0579d1dd (diff) |
[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.
Diffstat (limited to 'platform')
-rw-r--r-- | platform/javascript/display_server_javascript.cpp | 4 |
1 files changed, 2 insertions, 2 deletions
diff --git a/platform/javascript/display_server_javascript.cpp b/platform/javascript/display_server_javascript.cpp index af8800d565..92e13553fc 100644 --- a/platform/javascript/display_server_javascript.cpp +++ b/platform/javascript/display_server_javascript.cpp @@ -948,8 +948,8 @@ void DisplayServerJavaScript::window_set_size(const Size2i p_size, WindowID p_wi last_width = p_size.x; last_height = p_size.y; double scale = godot_js_display_pixel_ratio_get(); - emscripten_set_canvas_element_size(canvas_id, p_size.x * scale, p_size.y * scale); - emscripten_set_element_css_size(canvas_id, p_size.x, p_size.y); + emscripten_set_canvas_element_size(canvas_id, p_size.x, p_size.y); + emscripten_set_element_css_size(canvas_id, p_size.x / scale, p_size.y / scale); } Size2i DisplayServerJavaScript::window_get_size(WindowID p_window) const { |