192 lines
7.6 KiB
ReStructuredText
192 lines
7.6 KiB
ReStructuredText
.. _doc_multiple_resolutions:
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Multiple resolutions
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====================
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Base size
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---------
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A base size for the window can be specified in the project settings under
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"Display", "Window".
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.. image:: img/screenres.png
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However, what it does is not completely obvious; the engine will *not*
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attempt to switch the monitor to this resolution. Rather, think of this
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setting as the "design size", i.e. the size of the area that you work
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with in the editor. This setting corresponds directly to the size of the
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blue rectangle in the 2D editor.
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There is often a need to support devices with screen and window sizes
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that are different from this base size. Godot offers many ways to
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control how the viewport will be resized and stretched to different
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screen sizes.
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Resizing
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--------
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There are several types of devices, with several types of screens, which
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in turn have different pixel density and resolutions. Handling all of
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them can be a lot of work, so Godot tries to make the developer's life a
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little easier. The :ref:`Viewport <class_Viewport>`
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node has several functions to handle resizing, and the root node of the
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scene tree is always a viewport (scenes loaded are instanced as a child
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of it, and it can always be accessed by calling
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``get_tree().get_root()`` or ``get_node("/root")``).
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In any case, while changing the root Viewport params is probably the
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most flexible way to deal with the problem, it can be a lot of work,
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code and guessing, so Godot provides a simple set of parameters in the
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project settings to handle multiple resolutions.
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Stretch settings
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----------------
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Stretch settings are located in the project settings, it's just a bunch
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of configuration variables that provide several options:
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.. image:: img/stretchsettings.png
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Stretch Mode
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^^^^^^^^^^^^
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The "Stretch Mode" setting defines how the base size is stretched to fit
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the resolution of the window or screen.
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.. image:: img/stretch.png
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The animations below use a "base size" of just 16×9 pixels to
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demonstrate the effect of different stretch modes. A single sprite, also
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16×9 pixels in size, covers the entire viewport, and a diagonal
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:ref:`Line2D <class_Line2D>` is added on top of it:
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.. image:: img/stretch_demo_scene.png
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.. Animated GIFs are generated from:
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.. https://github.com/ttencate/godot_scaling_mode
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- Stretch Mode = **Disabled** (default): No stretching happens. One
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unit in the scene corresponds to one pixel on the screen. In this
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mode, the "Stretch Aspect" setting has no effect.
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This is a good option if you want full control over every screen
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pixel, and is probably the best option for 3D games.
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.. image:: img/stretch_disabled_expand.gif
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- Stretch Mode = **2D**: In this mode, the size specified in
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display/width and display/height in the project settings will be
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stretched to cover the whole screen (taking the "Stretch Aspect"
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setting into account). This means that everything will be rendered
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directly at the target resolution. 3D will be largely unaffected,
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while in 2D there is no longer a 1:1 correspondence between sprite
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pixels and screen pixels, which may result in scaling artifacts.
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This is a good option if your 2D artwork has a sufficiently high
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resolution and does not require pixel-perfect rendering. Consider
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enabling texture filtering and mipmapping on your 2D textures and
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fonts.
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.. image:: img/stretch_2d_expand.gif
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- Stretch Mode = **Viewport**: Viewport scaling means that the size of
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the root :ref:`Viewport <class_Viewport>` is set precisely to the
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base size specified in the "Display" section of the project settings.
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The scene is rendered to this viewport first. Finally, this viewport
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is scaled to fit the screen (taking the "Stretch Aspect" setting into
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account).
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This mode is useful when working with pixel-precise games, or for the
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sake of rendering to a lower resolution for improving performance.
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.. image:: img/stretch_viewport_expand.gif
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Stretch Aspect
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^^^^^^^^^^^^^^
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The second setting is the stretch aspect. Note that this only takes effect if
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"Stretch Mode" is set to something other than "disabled".
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In the animations below, you will notice gray and black areas. The black
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areas are added by the engine and cannot be drawn into. The gray areas
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are part of your scene, and can be drawn to. The gray areas correspond
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to the region outside the blue frame you see in the 2D editor.
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- Stretch Aspect = **Ignore**: Ignore the aspect ratio when stretching
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the screen. This means that the original resolution will be stretched
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to exactly fill the screen, even if it's wider or narrower. This may
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result in nonuniform stretching: things looking wider or taller than
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designed.
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.. image:: img/stretch_viewport_ignore.gif
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- Stretch Aspect = **Keep**: Keep aspect ratio when stretching the
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screen. This means that the viewport retains its original size
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regardless of the screen resolution, and black bars will be added to
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the top/bottom of the screen ("letterboxing") or the sides
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("pillarboxing").
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This is a good option if you know the aspect ratio of your target
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devices in advance, or if you don't want to handle different aspect
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ratios.
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.. image:: img/stretch_viewport_keep.gif
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- Stretch Aspect = **Keep Width**: Keep aspect ratio when stretching the
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screen. If the screen is wider than the base size, black bars are
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added at the left and right (pillarboxing). But if the screen is
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taller than the base resolution, the viewport will be grown in the
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vertical direction (and more content will be visible to the bottom).
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You can also think of this as "Expand Vertically".
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This is usually the best option for creating GUIs or HUDs that scale,
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so some controls can be anchored to the bottom
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(:ref:`doc_size_and_anchors`).
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.. image:: img/stretch_viewport_keep_width.gif
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- Stretch Aspect = **Keep Height**: Keep aspect ratio when stretching
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the screen. If the the screen is taller than the base size, black
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bars are added at the top and bottom (letterboxing). But if the
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screen is wider than the base resolution, the viewport will be grown
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in the horizontal direction (and more content will be visible to the
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right). You can also think of this as "Expand Horizontally".
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This is usually the best option for 2D games that scroll horizontally
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(like runners or platformers).
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.. image:: img/stretch_viewport_keep_height.gif
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- Stretch Aspect = **Expand**: Keep aspect ratio when stretching the
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screen, but keep neither the base width nor height. Depending on the
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screen aspect ratio, the viewport will either be larger in the
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horizontal direction (if the screen is wider than the base size) or
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in the vertical direction (if the screen is taller than the original
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size).
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.. image:: img/stretch_viewport_expand.gif
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Stretch Shrink
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^^^^^^^^^^^^^^
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The "Shrink" setting allows you to add an extra scaling factor on top of
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what the "Stretch" options above already provide. The default value of 1
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means that no scaling occurs.
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If, for example, you set "Shrink" to 4 and leave "Stretch Mode" on
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"Disabled", each unit in your scene will correspond to 4×4 pixels on the
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screen.
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If "Stretch Mode" is set to something other than "Disabled", the size of
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the root viewport is scaled down by the "Shrink" factor, and pixels in
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the output are scaled up by the same amount. This is rarely useful for
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2D games, but can be used to increase performance in 3D games by
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rendering them at a lower resolution.
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From scripts
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^^^^^^^^^^^^
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To configure stretching at runtime from a script, use the
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``get_tree().set_screen_stretch()`` function (see
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:ref:`SceneTree.set_screen_stretch<class_SceneTree_set_screen_stretch>`).
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