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[HTML5] Fix broken layout on load in HiDPI screens
This was caused by the devicePixelRatio being applied twice, once by the HTML code, once by the OS code. More specifically, OS.get_window_size() would return the canvas element size, while OS.set_window_size() would set the element size to the specified value times the devicePixelRatio. Calling OS.set_window_size(OS.get_window_size()) would reapply the devicePixelRatio every time. This commit changes the behaviour so that OS.set_window_size() do not apply the devicePixelRatio to the canvas element size, by it divides the CSS size instead.
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@ -948,8 +948,8 @@ void DisplayServerJavaScript::window_set_size(const Size2i p_size, WindowID p_wi
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last_width = p_size.x;
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last_height = p_size.y;
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double scale = godot_js_display_pixel_ratio_get();
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emscripten_set_canvas_element_size(canvas_id, p_size.x * scale, p_size.y * scale);
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emscripten_set_element_css_size(canvas_id, p_size.x, p_size.y);
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emscripten_set_canvas_element_size(canvas_id, p_size.x, p_size.y);
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emscripten_set_element_css_size(canvas_id, p_size.x / scale, p_size.y / scale);
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}
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Size2i DisplayServerJavaScript::window_get_size(WindowID p_window) const {
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