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Diffstat (limited to 'platform/javascript/display_server_javascript.cpp')
-rw-r--r--platform/javascript/display_server_javascript.cpp10
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.");