summaryrefslogtreecommitdiff
path: root/platform/javascript
diff options
context:
space:
mode:
Diffstat (limited to 'platform/javascript')
-rw-r--r--platform/javascript/display_server_javascript.cpp7
-rw-r--r--platform/javascript/display_server_javascript.h1
2 files changed, 7 insertions, 1 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;