Merge pull request #353 from eska014/web-2.1

Cherry-pick web updates for 2.1
This commit is contained in:
Rémi Verschelde
2017-03-07 06:32:55 +01:00
committed by GitHub
+31 -2
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@@ -30,9 +30,12 @@ Delivering the files with gzip compression is recommended especially for the
Export options
--------------
Turning on **Debugging Enabled** when exporting will display a debug output
below the canvas, displaying JavaScript and engine errors. If controls are
Turning on **Debugging Enabled** when exporting will, in addition to enabling
various debug features of the engine, display a debug output below the canvas,
displaying JavaScript and engine errors. If controls are
enabled as well, display of this output can be toggled.
You can also use the browser-integrated developer console, usually opened with
the F12 key, which often shows more information, including WebGL errors.
**Memory Size** is fixed and must thus be set during export. Try using no more
than necessary to strain users' browsers as little as possible.
@@ -59,3 +62,29 @@ semicolon.
output display in debug mode and a fullscreen button.
In the default page, the controls are displayed in the top-right corner on top
of the canvas, which can get in the way in games that use the cursor.
Security restrictions
---------------------
Browsers do not allow arbitrarily **entering full screen** at any time.
Instead, these actions have to occur as a response to a JavaScript input event.
In Godot, this is most easily done by entering full screen from within an
``_input()`` callback.
Chromium-derived browsers will not load exported projects when
**opened locally** per ``file://`` protocol. To get around this, you can start
the browser with the ``--allow-file-access-from-files`` flag, or use a local
server. Python offers an easy way for this, using ``python -m SimpleHTTPServer``
with Python 2 or ``python -m http.server`` with Python 3 will serve the
current working directory on ``http://localhost:8000``.
Locale
------
Godot tries to detect the user's locale using information provided by the
browser, but this is rather unreliable. A better way is to use CGI to read the
HTTP ``Accept-Language`` header. If you assign its value to the JavaScript
property ``Module.locale`` after the ``Module`` objects is created, but before
the engine starts, Godot will use that value to initialize the locale.
In any case, users should always be offered the option to configure the locale
manually.