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authorFabio Alessandrelli <fabio.alessandrelli@gmail.com>2020-11-30 11:32:35 +0100
committerFabio Alessandrelli <fabio.alessandrelli@gmail.com>2020-11-30 12:07:20 +0100
commit178546ac3e460864b897cf90d7835e982d237712 (patch)
treecfc774ab1acff3a0dbfb6520e9c8e5cbf186c9ab /platform
parent742729ccfe98bb6c38453a45213d873f0579d1dd (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.cpp4
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 {