[7DRL Prep] WASM fullscreen on mobile devices #246
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Bugfix
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priority:tier1-active
priority:tier2-foundation
priority:tier3-future
priority:tier4-deferred
Refactoring & Cleanup
system:animation
system:documentation
system:grid
system:input
system:performance
system:procgen
system:python-binding
system:rendering
system:ui-hierarchy
Tiny Feature
workflow:blocked
workflow:needs-benchmark
workflow:needs-documentation
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Blocks
#250 [7DRL Prep] itch.io deployment pipeline
john/McRogueFace
Reference
john/McRogueFace#246
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Goal
Make the Emscripten/WebAssembly build go fullscreen on mobile devices.
Current Problems
src/shell.htmlJS (lines 640-641)requestFullscreen()) anywhereviewport-fit=cover,user-scalable=noImplementation
Key Files
src/shell.html- Main HTML templatesrc/emscripten_pre.js- Browser quirk fixesCMakeLists.txt:265-321- Emscripten configDetailed Report
.claude/reports/wasm_mobile_fullscreen.md7DRL Critical Path
20 days until 7DRL (Feb 28). Must be working for itch.io deployment.
Intended labels (apply manually due to MCP label bug):
priority:tier1-active,Minor Feature,system:renderingLargely addressed by commit
726a9cf("Mobile-ish emscripten support"):src/shell_game.html— canvas-only template (no REPL)wasm-gamebuild target uses this shellRemaining work (if any) is polish — safe area insets, orientation lock. Not blocking 7DRL.
Closing as sufficient. The
wasm-gamebuild target deploys to itch.io with fullscreen support and works on mobile. Remaining items (safe area handling for notched phones, pixel-perfect mobile UX) are polish beyond what's needed for 7DRL. Can reopen if a specific mobile issue surfaces during the jam.