diff options
Diffstat (limited to 'platform/javascript/display_server_javascript.cpp')
-rw-r--r-- | platform/javascript/display_server_javascript.cpp | 10 |
1 files changed, 6 insertions, 4 deletions
diff --git a/platform/javascript/display_server_javascript.cpp b/platform/javascript/display_server_javascript.cpp index e7564a599c..a0e1246c55 100644 --- a/platform/javascript/display_server_javascript.cpp +++ b/platform/javascript/display_server_javascript.cpp @@ -137,7 +137,6 @@ int DisplayServerJavaScript::mouse_button_callback(int p_pressed, int p_button, DisplayServerJavaScript *ds = get_singleton(); Point2 pos(p_x, p_y); - Input::get_singleton()->set_mouse_position(pos); Ref<InputEventMouseButton> ev; ev.instantiate(); ev->set_position(pos); @@ -219,7 +218,6 @@ void DisplayServerJavaScript::mouse_move_callback(double p_x, double p_y, double } Point2 pos(p_x, p_y); - Input::get_singleton()->set_mouse_position(pos); Ref<InputEventMouseMotion> ev; ev.instantiate(); dom2godot_mod(ev, p_modifiers); @@ -229,7 +227,6 @@ void DisplayServerJavaScript::mouse_move_callback(double p_x, double p_y, double ev->set_global_position(pos); ev->set_relative(Vector2(p_rel_x, p_rel_y)); - Input::get_singleton()->set_mouse_position(ev->get_position()); ev->set_velocity(Input::get_singleton()->get_last_mouse_velocity()); Input::get_singleton()->parse_input_event(ev); @@ -666,7 +663,7 @@ DisplayServerJavaScript::DisplayServerJavaScript(const String &p_rendering_drive godot_js_config_canvas_id_get(canvas_id, 256); // Handle contextmenu, webglcontextlost - godot_js_display_setup_canvas(p_resolution.x, p_resolution.y, p_window_mode == WINDOW_MODE_FULLSCREEN, OS::get_singleton()->is_hidpi_allowed() ? 1 : 0); + godot_js_display_setup_canvas(p_resolution.x, p_resolution.y, (p_window_mode == WINDOW_MODE_FULLSCREEN || p_window_mode == WINDOW_MODE_EXCLUSIVE_FULLSCREEN), OS::get_singleton()->is_hidpi_allowed() ? 1 : 0); // Check if it's windows. swap_cancel_ok = godot_js_display_is_swap_ok_cancel() == 1; @@ -797,6 +794,10 @@ float DisplayServerJavaScript::screen_get_scale(int p_screen) const { return godot_js_display_pixel_ratio_get(); } +float DisplayServerJavaScript::screen_get_refresh_rate(int p_screen) const { + return SCREEN_REFRESH_RATE_FALLBACK; // Javascript doesn't have much of a need for the screen refresh rate, and there's no native way to do so. +} + Vector<DisplayServer::WindowID> DisplayServerJavaScript::get_window_list() const { Vector<WindowID> ret; ret.push_back(MAIN_WINDOW_ID); @@ -900,6 +901,7 @@ void DisplayServerJavaScript::window_set_mode(WindowMode p_mode, WindowID p_wind } window_mode = WINDOW_MODE_WINDOWED; } break; + case WINDOW_MODE_EXCLUSIVE_FULLSCREEN: case WINDOW_MODE_FULLSCREEN: { int result = godot_js_display_fullscreen_request(); ERR_FAIL_COND_MSG(result, "The request was denied. Remember that enabling fullscreen is only possible from an input callback for the HTML5 platform."); |