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-rw-r--r--platform/javascript/display_server_javascript.cpp3
1 files changed, 2 insertions, 1 deletions
diff --git a/platform/javascript/display_server_javascript.cpp b/platform/javascript/display_server_javascript.cpp
index 2842fc2f5e..fb7f0b5dfa 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;
@@ -897,6 +897,7 @@ 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.");