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-rw-r--r--platform/javascript/display_server_javascript.cpp7
-rw-r--r--platform/javascript/display_server_javascript.h1
-rw-r--r--platform/javascript/export/export_plugin.cpp2
-rw-r--r--platform/javascript/export/export_plugin.h2
-rw-r--r--platform/javascript/http_client_javascript.cpp5
-rw-r--r--platform/javascript/js/engine/config.js2
-rw-r--r--platform/javascript/js/libs/library_godot_input.js2
7 files changed, 17 insertions, 4 deletions
diff --git a/platform/javascript/display_server_javascript.cpp b/platform/javascript/display_server_javascript.cpp
index 2842fc2f5e..a0e1246c55 100644
--- a/platform/javascript/display_server_javascript.cpp
+++ b/platform/javascript/display_server_javascript.cpp
@@ -663,7 +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;
@@ -794,6 +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);
@@ -897,6 +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.");
diff --git a/platform/javascript/display_server_javascript.h b/platform/javascript/display_server_javascript.h
index 1ae5d68787..b50956d91c 100644
--- a/platform/javascript/display_server_javascript.h
+++ b/platform/javascript/display_server_javascript.h
@@ -139,6 +139,7 @@ public:
virtual Rect2i screen_get_usable_rect(int p_screen = SCREEN_OF_MAIN_WINDOW) const override;
virtual int screen_get_dpi(int p_screen = SCREEN_OF_MAIN_WINDOW) const override;
virtual float screen_get_scale(int p_screen = SCREEN_OF_MAIN_WINDOW) const override;
+ virtual float screen_get_refresh_rate(int p_screen = SCREEN_OF_MAIN_WINDOW) const override;
virtual void virtual_keyboard_show(const String &p_existing_text, const Rect2 &p_screen_rect = Rect2(), bool p_multiline = false, int p_max_input_length = -1, int p_cursor_start = -1, int p_cursor_end = -1) override;
virtual void virtual_keyboard_hide() override;
diff --git a/platform/javascript/export/export_plugin.cpp b/platform/javascript/export/export_plugin.cpp
index db0d506cdf..92826630b4 100644
--- a/platform/javascript/export/export_plugin.cpp
+++ b/platform/javascript/export/export_plugin.cpp
@@ -658,7 +658,7 @@ EditorExportPlatformJavaScript::EditorExportPlatformJavaScript() {
Ref<Theme> theme = EditorNode::get_singleton()->get_editor_theme();
if (theme.is_valid()) {
- stop_icon = theme->get_icon("Stop", "EditorIcons");
+ stop_icon = theme->get_icon(SNAME("Stop"), SNAME("EditorIcons"));
} else {
stop_icon.instantiate();
}
diff --git a/platform/javascript/export/export_plugin.h b/platform/javascript/export/export_plugin.h
index c55a881911..278e317430 100644
--- a/platform/javascript/export/export_plugin.h
+++ b/platform/javascript/export/export_plugin.h
@@ -87,7 +87,7 @@ class EditorExportPlatformJavaScript : public EditorExportPlatform {
icon.instantiate();
const String icon_path = String(GLOBAL_GET("application/config/icon")).strip_edges();
if (icon_path.is_empty() || ImageLoader::load_image(icon_path, icon) != OK) {
- return EditorNode::get_singleton()->get_editor_theme()->get_icon("DefaultProjectIcon", "EditorIcons")->get_image();
+ return EditorNode::get_singleton()->get_editor_theme()->get_icon(SNAME("DefaultProjectIcon"), SNAME("EditorIcons"))->get_image();
}
return icon;
}
diff --git a/platform/javascript/http_client_javascript.cpp b/platform/javascript/http_client_javascript.cpp
index 45aa68ce7c..c946302862 100644
--- a/platform/javascript/http_client_javascript.cpp
+++ b/platform/javascript/http_client_javascript.cpp
@@ -87,6 +87,11 @@ Error HTTPClientJavaScript::request(Method p_method, const String &p_url, const
ERR_FAIL_COND_V(port < 0, ERR_UNCONFIGURED);
ERR_FAIL_COND_V(!p_url.begins_with("/"), ERR_INVALID_PARAMETER);
+ Error err = verify_headers(p_headers);
+ if (err) {
+ return err;
+ }
+
String url = (use_tls ? "https://" : "http://") + host + ":" + itos(port) + p_url;
Vector<CharString> keeper;
Vector<const char *> c_strings;
diff --git a/platform/javascript/js/engine/config.js b/platform/javascript/js/engine/config.js
index ba61b14eb7..a6f9c4614c 100644
--- a/platform/javascript/js/engine/config.js
+++ b/platform/javascript/js/engine/config.js
@@ -225,6 +225,8 @@ const InternalConfig = function (initConfig) { // eslint-disable-line no-unused-
*/
Config.prototype.update = function (opts) {
const config = opts || {};
+ // NOTE: We must explicitly pass the default, accessing it via
+ // the key will fail due to closure compiler renames.
function parse(key, def) {
if (typeof (config[key]) === 'undefined') {
return def;
diff --git a/platform/javascript/js/libs/library_godot_input.js b/platform/javascript/js/libs/library_godot_input.js
index 7a4d0d8126..1e64c260f8 100644
--- a/platform/javascript/js/libs/library_godot_input.js
+++ b/platform/javascript/js/libs/library_godot_input.js
@@ -87,7 +87,7 @@ const GodotInputGamepads = {
},
init: function (onchange) {
- GodotEventListeners.samples = [];
+ GodotInputGamepads.samples = [];
function add(pad) {
const guid = GodotInputGamepads.get_guid(pad);
const c_id = GodotRuntime.allocString(pad.id);