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133
examples/fullscreen/main.go
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133
examples/fullscreen/main.go
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// Copyright 2018 The Ebiten Authors
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//
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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// See the License for the specific language governing permissions and
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// limitations under the License.
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// +build example jsgo
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package main
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import (
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"bytes"
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"errors"
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"fmt"
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"image"
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"image/color"
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_ "image/jpeg"
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"log"
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"math"
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"github.com/golang/freetype/truetype"
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"golang.org/x/image/font"
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"github.com/hajimehoshi/ebiten"
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"github.com/hajimehoshi/ebiten/examples/resources/fonts"
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"github.com/hajimehoshi/ebiten/examples/resources/images"
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"github.com/hajimehoshi/ebiten/text"
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)
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var (
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count = 0
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gophersImage *ebiten.Image
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mplusFont font.Face
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regularTermination = errors.New("regular termination")
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)
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func init() {
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// Decode image from a byte slice instead of a file so that
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// this example works in any working directory.
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// If you want to use a file, there are some options:
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// 1) Use os.Open and pass the file to the image decoder.
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// This is a very regular way, but doesn't work on browsers.
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// 2) Use ebitenutil.OpenFile and pass the file to the image decoder.
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// This works even on browsers.
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// 3) Use ebitenutil.NewImageFromFile to create an ebiten.Image directly from a file.
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// This also works on browsers.
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img, _, err := image.Decode(bytes.NewReader(images.Gophers_jpg))
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if err != nil {
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log.Fatal(err)
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}
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gophersImage, _ = ebiten.NewImageFromImage(img, ebiten.FilterDefault)
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}
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func initFont() {
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tt, err := truetype.Parse(fonts.MPlus1pRegular_ttf)
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if err != nil {
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log.Fatal(err)
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}
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const dpi = 72
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mplusFont = truetype.NewFace(tt, &truetype.Options{
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Size: 12 * ebiten.DeviceScaleFactor(),
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DPI: dpi,
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Hinting: font.HintingFull,
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})
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}
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func update(screen *ebiten.Image) error {
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count++
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if ebiten.IsKeyPressed(ebiten.KeyQ) {
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return regularTermination
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}
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if ebiten.IsRunningSlowly() {
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return nil
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}
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scale := ebiten.DeviceScaleFactor()
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w, h := gophersImage.Size()
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op := &ebiten.DrawImageOptions{}
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op.GeoM.Translate(-float64(w)/2, -float64(h)/2)
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op.GeoM.Scale(scale, scale)
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op.GeoM.Rotate(float64(count%360) * 2 * math.Pi / 360)
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sw, sh := screen.Size()
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op.GeoM.Translate(float64(sw)/2, float64(sh)/2)
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op.Filter = ebiten.FilterLinear
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screen.DrawImage(gophersImage, op)
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mw, mh := ebiten.MonitorSize()
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msgs := []string{
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"This is an example of the finest fullscreen. Press Q to quit.",
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fmt.Sprintf("Monitor size: %d, %d", mw, mh),
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fmt.Sprintf("Game's screen size: %d, %d", sw, sh),
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fmt.Sprintf("Device scale factor: %0.2f", scale),
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}
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for i, msg := range msgs {
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text.Draw(screen, msg, mplusFont, 100, 100+int(float64(i)*16*scale), color.White)
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}
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return nil
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}
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func main() {
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// Call initFont here instead of init funcs since ebiten.DeviceScaleFactor is not available in init.
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initFont()
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ebiten.SetFullscreen(true)
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w, h := ebiten.MonitorSize()
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// On mobiles, ebiten.MonitorSize is not available so far.
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// Use arbitrary values.
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if w == 0 || h == 0 {
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w = 300
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h = 450
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}
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s := ebiten.DeviceScaleFactor()
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if err := ebiten.Run(update, int(float64(w)*s), int(float64(h)*s), 1/s, "Rotate (Ebiten Demo)"); err != nil && err != regularTermination {
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log.Fatal(err)
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}
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}
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flag.Parse()
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fmt.Printf("Device scale factor: %0.2f\n", ebiten.DeviceScaleFactor())
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w, h := ebiten.MonitorSize()
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fmt.Printf("Monitor size: %d, %d\n", w, h)
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// Decode image from a byte slice instead of a file so that
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// this example works in any working directory.
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@ -227,6 +227,12 @@ func (u *userInterface) runOnMainThread(f func() error) error {
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return err
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}
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func MonitorSize() (int, int) {
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m := glfw.GetPrimaryMonitor()
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v := m.GetVideoMode()
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return v.Width, v.Height
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}
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func SetScreenSize(width, height int) bool {
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u := currentUI
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if !u.isRunning() {
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windowFocus: true,
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}
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func MonitorSize() (int, int) {
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w := js.Global.Get("window")
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return w.Get("innerWidth").Int(), w.Get("innerHeight").Int()
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}
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func SetScreenSize(width, height int) bool {
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return currentUI.setScreenSize(width, height, currentUI.scale, currentUI.fullscreen)
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}
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@ -227,6 +227,12 @@ func (u *userInterface) screenSize() (int, int) {
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return w, h
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}
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func MonitorSize() (int, int) {
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// TODO: This function should return fullscreenWidthPx, fullscreenHeightPx,
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// but these values are not initialized until the main loop starts.
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return 0, 0
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}
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func SetScreenSize(width, height int) bool {
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currentUI.setScreenSize(width, height)
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return true
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36
run.go
36
run.go
@ -295,6 +295,39 @@ func RunWithoutMainLoop(f func(*Image) error, width, height int, scale float64,
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return ch
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}
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// MonitorSize returns the monitor size in device-independent pixels.
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//
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// On browsers, MonitorSize returns the 'window' size, not 'screen' size since an Ebiten game
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// should not know the outside of the window object.
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// For more detials, see SetFullscreen API comment.
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//
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// On mobiles, MonitorSize returns (0, 0) so far.
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//
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// Note that MonitorSize returns the 'primary' monitor size, which is the monitor
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// where taskbar is present (Windows) or menubar is present (macOS).
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//
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// If you use this for screen size with SetFullscreen(true), you can get the fullscreen mode
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// which size is well adjusted with the monitor.
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//
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// w, h := MonitorSize()
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// ebiten.SetFullscreen(true)
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// ebiten.Run(update, w, h, 1, "title")
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//
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// Furthermore, you can use them with DeviceScaleFactor(), you can get the finest
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// fullscreen mode.
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//
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// s := ebiten.DeviceScaleFactor()
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// w, h := MonitorSize()
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// ebiten.SetFullscreen(true)
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// ebiten.Run(update, int(float64(w) * s), int(float64(h) * s), 1/s, "title")
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//
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// For actual example, see examples/fullscreen
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//
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// MonitorSize is concurrent-safe.
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func MonitorSize() (int, int) {
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return ui.MonitorSize()
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}
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// SetScreenSize changes the (logical) size of the screen.
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// This doesn't affect the current scale of the screen.
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//
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@ -377,6 +410,9 @@ func IsFullscreen() bool {
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//
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// On browsers, the game screen is resized to fit with the body element (client) size.
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// Additionally, the game screen is automatically resized when the body element is resized.
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// Note that this has nothing to do with 'screen' which is outside of 'window'.
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// It is recommended to put Ebiten game in an iframe, and if you want to make the game 'fullscreen'
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// on browsers with Fullscreen API, you can do this by applying the API to the iframe.
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//
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// SetFullscreen does nothing on mobiles.
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//
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