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Merge pull request #9049 from skyace65/MultipleResolutions
Update multiple resolutions page
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tutorials/rendering/img/stretch.svg

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tutorials/rendering/multiple_resolutions.rst

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@@ -59,7 +59,7 @@ Base size
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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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.. image:: img/screenres.webp
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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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Stretch settings are located in the project settings and provide several options:
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.. image:: img/stretchsettings.png
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.. image:: img/stretchsettings.webp
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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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the resolution of the window or screen. The animations below use a "base
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size" of just 16×9 pixels to demonstrate the effect of different stretch
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modes. A single sprite, also 16×9 pixels in size, covers the entire viewport,
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and a diagonal :ref:`Line2D <class_Line2D>` is added on top of it:
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.. image:: img/stretch_demo_scene.png
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@@ -467,7 +463,7 @@ Non-game application
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- Keep the stretch mode to its default value, ``disabled``.
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- Keep the stretch aspect to its default value, ``ignore``
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(its value won't be used since the stretch mode is ``disabled``).
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- You can define a minimum window size by setting ``OS.min_window_size`` in a
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- You can define a minimum window size by calling ``get_window().set_min_size()`` in a
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script's ``_ready()`` function. This prevents the user from resizing the application
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below a certain size, which could break the UI layout.
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