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[HTML5] Better fullscreen, canvas resizing.
Three canvas resize policies: - `None`: Godot window settings are ignored. - `Project`: Godot handles the canvas like a native app (resizing it when setting the window size). - `Adaptive`: Canvas size will always adapt to browser window size. Use `None` if you want to control the canvas size with custom JavaScript code.
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@@ -40,7 +40,6 @@ extern "C" {
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// Config
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extern void godot_js_config_locale_get(char *p_ptr, int p_ptr_max);
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extern void godot_js_config_canvas_id_get(char *p_ptr, int p_ptr_max);
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extern int godot_js_config_canvas_resize_policy_get();
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// OS
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extern void godot_js_os_finish_async(void (*p_callback)());
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@@ -61,10 +60,15 @@ extern int godot_js_display_is_swap_ok_cancel();
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// Display canvas
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extern void godot_js_display_canvas_focus();
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extern int godot_js_display_canvas_is_focused();
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extern void godot_js_display_canvas_bounding_rect_position_get(int32_t *p_x, int32_t *p_y);
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// Display window
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extern void godot_js_display_window_request_fullscreen();
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extern void godot_js_display_desired_size_set(int p_width, int p_height);
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extern int godot_js_display_size_update();
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extern void godot_js_display_window_size_get(int32_t *p_x, int32_t *p_y);
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extern void godot_js_display_screen_size_get(int32_t *p_x, int32_t *p_y);
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extern int godot_js_display_fullscreen_request();
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extern int godot_js_display_fullscreen_exit();
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extern void godot_js_display_compute_position(int p_x, int p_y, int32_t *r_x, int32_t *r_y);
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extern void godot_js_display_window_title_set(const char *p_text);
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extern void godot_js_display_window_icon_set(const uint8_t *p_ptr, int p_len);
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@@ -88,7 +92,7 @@ extern int godot_js_display_gamepad_sample_get(int p_idx, float r_btns[16], int3
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extern void godot_js_display_notification_cb(void (*p_callback)(int p_notification), int p_enter, int p_exit, int p_in, int p_out);
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extern void godot_js_display_paste_cb(void (*p_callback)(const char *p_text));
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extern void godot_js_display_drop_files_cb(void (*p_callback)(char **p_filev, int p_filec));
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extern void godot_js_display_setup_canvas();
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extern void godot_js_display_setup_canvas(int p_width, int p_height, int p_fullscreen);
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#ifdef __cplusplus
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}
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#endif
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