// Project.hx
function ready() {
app.scenes.main = new MainScene();
app.input.onKeyDown(this, altEnterBug);
}
function altEnterBug(key) {
// check A + S
// expected once, prints once
if (app.input.scanPressed(KEY_A) && app.input.scanJustPressed(KEY_S))
trace('FULLSCREEN!');
// check RIGHT_ALT + ENTER
// expected once, prints constantly
if (app.input.scanPressed(RALT) && app.input.scanJustPressed(ENTER))
trace('FTW?');
}
Tested with clay/web/debug
Despite ENTER is checking with scanJustPressed(), the message prints infinitely.
From google ai:
This issue happens because Windows OS handles Alt + Enter globally as a repeating system command, whereas other key combinations are treated as standard inputs.When you hold down a standard key combo (like Ctrl + F), your game engine intercepts the initial press. However, when you hold Alt + Enter, Windows fires continuous, rapid OS-level repeat events directly into the underlying Chromium architecture of Electron. Because web/Electron apps listen to these raw repeat triggers, your toggle code runs on every single repeat frame, causing the flickering loop.
OpenFl had this issue too.
https://community.openfl.org/t/alt-enter-shortcut-for-fullscreen-not-working-properly/8575
openfl/lime@4956adc
Tested with clay/web/debug
Despite ENTER is checking with
scanJustPressed(), the message prints infinitely.From google ai:
OpenFl had this issue too.
https://community.openfl.org/t/alt-enter-shortcut-for-fullscreen-not-working-properly/8575
openfl/lime@4956adc