diff --git a/src/Game.cpp b/src/Game.cpp index 2b990b2..e1c1118 100644 --- a/src/Game.cpp +++ b/src/Game.cpp @@ -170,8 +170,8 @@ namespace ZL networkClient = std::make_unique(); networkClient->Connect("localhost", 8081); #else - //networkClient = std::make_unique(taskManager.getIOContext()); - //networkClient->Connect("localhost", 8081); + networkClient = std::make_unique(taskManager.getIOContext()); + networkClient->Connect("localhost", 8081); #endif if (networkClient) { diff --git a/src/main.cpp b/src/main.cpp index bc9aa54..dd7224b 100644 --- a/src/main.cpp +++ b/src/main.cpp @@ -55,7 +55,8 @@ EM_BOOL onWebGLContextRestored(int /*eventType*/, const void* /*reserved*/, void static void applyResize(int logicalW, int logicalH) { // Получаем коэффициент плотности пикселей (например, 2.625 на Pixel или 3.0 на Samsung) - /*double dpr = emscripten_get_device_pixel_ratio(); + //double dpr = emscripten_get_device_pixel_ratio(); + double dpr = 1; // low quality // Вычисляем реальные физические пиксели int physicalW = static_cast(logicalW * dpr); @@ -81,7 +82,7 @@ static void applyResize(int logicalW, int logicalH) { e.window.event = SDL_WINDOWEVENT_RESIZED; e.window.data1 = physicalW; e.window.data2 = physicalH; - SDL_PushEvent(&e);*/ + SDL_PushEvent(&e); } EM_BOOL onWindowResized(int /*eventType*/, const EmscriptenUiEvent* e, void* /*userData*/) {